Raw model (for completeness)
{
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"cf-nexus-hdan-v1.291-for-tlca-v2.0.pk3"
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"added": "2022/05/17 00:01:27",
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"added": "2022/05/17 00:01:27",
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{
"source": "pk3",
"name": "CREDITS.txt",
"contents": "===========================================================================================================================================================\nTitle : Hairless Dogs Are Nasty version (Beta)\nFilename : cf-nexus-hdan-v1.28-for-tlca-v2.0.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 -Now compatible with cf-nexus1.94-tlca-v2.0\n\t\t\t\t\t\t -Fixed powerup timers not working on non 1080p resolution monitors\nVersion 1.291 (2022/05/01)\n -Ive noticed that even without HDAN patch nexus 1.94 keeps crashing, should not crash this time...\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 -Not yet\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_v1.27.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": "Nexus-CREDITS.txt",
"contents": "This file is an addon for Nexus which purpose is to remove weapon skins to show the custom skins.\nIt also makes all weapons droppable.\n\nThe weapon decorate goes to their respective owners.\n\nKNOWN ISSUES:\nWeapons are not given by the ark backpacks anymore as they can break key configuration.\nDropping some weapons can break weapon sounds\n\nLOAD ORDER:\n\nbulletpuff_fix.wad\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_v1.94.pk3\ncomplex-nexus-data_v0.1.pk3\nnoweaponskins_nexus1.94.pk3 (THIS MUST RUN AFTER THE MAIN NEXUS FILE OR THINGS WILL BREAK)\n(Optional sounds) (patch required)\n(Skins)\n\nNOTE: All wads can be dowloaded from https://allfearthesentinel.net/\n\nYou may distribute this addon in case of merging"
},
{
"source": "pk3",
"name": "Actors/HDAN-Misc.txt",
"contents": "ACTOR StartingTemporalInvul : 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}"
},
{
"source": "pk3",
"name": "Actors/Items/HDAN-ItemEdits.txt",
"contents": "//complex-doom-nexus_v1.94\nACTOR DemonHeart : CustomInventory\n{\n//$Category Powerups/Heart\n//$Sprite NDHTA0\n//$Title \"Demon Heart\"\n //Inventory.PickupSound \"DemonHeart/Pickup\"\n Inventory.PickupMessage \"The Demon Heart - Automatically used on low health\"\n Inventory.Icon DMNHRT\n Inventory.Amount 1\n Inventory.MaxAmount 1\n Tag \"Demon Heart\"\n ActiveSound \"DemonHeart/Idle\"\n +INVENTORY.BIGPOWERUP\n +INVENTORY.UNDROPPABLE\n -INVENTORY.INVBAR //HDAN - in hud\n +FLOATBOB\n +FLOAT\n States\n {\n Spawn:\n\tTNT1 A 0 A_CustomMissile (\"RedSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tTNT1 A 0 A_PlaySound(\"DemonHeart/Idle\",7)\n DMHT AAAAA 1 Bright A_SpawnItem(\"RedSphereFlare\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"RedSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tDMHT AAAAA 1 Bright A_SpawnItem(\"RedSphereFlare\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"RedSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tDMHT AABBB 1 Bright A_SpawnItem(\"RedSphereFlare\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"RedSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tDMHT BBBBB 1 Bright A_SpawnItem(\"RedSphereFlare\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"RedSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tDMHT BBBBB 1 Bright A_SpawnItem(\"RedSphereFlare\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"RedSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tDMHT BBBBB 1 Bright A_SpawnItem(\"RedSphereFlare\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"RedSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tDMHT BBBBBB 1 Bright A_SpawnItem(\"RedSphereFlare\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"RedSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n Loop\n Pickup:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"DemonHeart\",1,\"Nop\")\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryDemonHeart\",1,\"Nop\")\n\tTNT1 A 0 A_JumpIfInventory(\"TrueLegendaryDemonHeart\",1,\"Nop\")\n\tTNT1 A 0 A_JumpIfInventory(\"NemesisDemonHeart\",1,\"Nop\")\n\tTNT1 A 0 A_StopSound(7)\n\tTNT1 A 0 A_PlaySound(\"DemonHeart/Pickup\",0)\n\tTNT1 A 0 A_GiveInventory(\"HeartToken\",1)\n\tTNT1 A 0 ACS_NamedExecute(\"DemonHeartScript\",0)\n\tTNT1 A 1\n\tStop\n Use:\n\tTNT1 A 0\n\tTNT1 A 0 A_Print(\"The Heart only activates at low health!\")\n\tFail\n Nop:\n\tTNT1 A 1\n\tFail\n }\n}\n\nACTOR LegendaryDemonHeart : CustomInventory\n{\n//$Category Powerups/Heart\n//$Sprite LDHTA0\n//$Title \"Legendary Demon Heart\"\n //Inventory.PickupSound \"LegDemonHeart/Pickup\"\n Inventory.PickupMessage \"\\c[z3]The Legendary Demon Heart\\c- - Automatically used on low health\"\n Inventory.Icon LEDMNHRT\n Inventory.Amount 1\n Inventory.MaxAmount 1\n Tag \"Legendary Demon Heart\"\n ActiveSound \"DemonHeart/Idle\"\n +INVENTORY.BIGPOWERUP\n +INVENTORY.UNDROPPABLE\n -INVENTORY.INVBAR //HDAN - in hud\n +FLOATBOB\n +FLOAT\n +NOTIMEFREEZE\n States\n {\n Spawn:\n\tTNT1 A 0 A_CustomMissile (\"yellowSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tTNT1 A 0 A_PlaySound(\"DemonHeart/Idle\",7)\n LDHT AAAAA 1 Bright A_SpawnItem(\"YellowSphereFlare\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"yellowSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tLDHT AAAAA 1 Bright A_SpawnItem(\"YellowSphereFlare\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"yellowSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tLDHT AABBB 1 Bright A_SpawnItem(\"YellowSphereFlare\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"yellowSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tLDHT BBBBB 1 Bright A_SpawnItem(\"YellowSphereFlare\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"yellowSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tLDHT BBBBB 1 Bright A_SpawnItem(\"YellowSphereFlare\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"yellowSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tLDHT BBBBB 1 Bright A_SpawnItem(\"YellowSphereFlare\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"yellowSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tLDHT BBBBBB 1 Bright A_SpawnItem(\"YellowSphereFlare\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"yellowSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n Loop\n Pickup:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"DemonHeart\",1,\"Nop\")\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryDemonHeart\",1,\"Nop\")\n\tTNT1 A 0 A_JumpIfInventory(\"TrueLegendaryDemonHeart\",1,\"Nop\")\n\tTNT1 A 0 A_JumpIfInventory(\"NemesisDemonHeart\",1,\"Nop\")\n\tTNT1 A 0 A_StopSound(7)\n\tTNT1 A 0 A_PlaySound(\"LegDemonHeart/Pickup\")\n\tTNT1 A 0 A_GiveInventory(\"HeartToken\",1)\n\tTNT1 A 0 ACS_NamedExecute(\"LegendaryDemonHeartScript\",0)\n\tTNT1 A 1\n\tStop\n Use:\n\tTNT1 A 0\n\tTNT1 A 0 A_Print(\"The Legendary Heart only activates at low health!\")\n\tFail\n Nop:\n\tTNT1 A 1\n\tFail\n }\n}\n\nACTOR TrueLegendaryDemonHeart : CustomInventory\n{\n//$Category Powerups/Heart\n//$Sprite TLHTA0\n//$Title \"True Legendary Demon Heart\"\n //Inventory.PickupSound \"TLegDemonHeart/Pickup\"\n Inventory.PickupMessage \"\\c[l5]The True Legendary Demon Heart\\c- - Automatically used on low health\"\n Inventory.Icon TLEGDHRT\n Inventory.Amount 1\n Inventory.MaxAmount 1\n Tag \"True Legendary Demon Heart\"\n ActiveSound \"DemonHeart/Idle\"\n +INVENTORY.BIGPOWERUP\n +INVENTORY.UNDROPPABLE\n -INVENTORY.INVBAR //HDAN - in hud\n +NOTIMEFREEZE\n +FLOATBOB\n +FLOAT\n States\n {\n Spawn:\n\tTNT1 A 0 A_CustomMissile (\"BlueSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tTNT1 A 0 A_PlaySound(\"DemonHeart/Idle\",7)\n TLHT A 5 Bright A_SpawnItem(\"TrueLegendarySphereFlameSpawner\",0,0)\n\tTNT1 A 0 A_CustomMissile (\"BlueSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tTLHT A 5 Bright A_SpawnItem(\"TrueLegendarySphereFlameSpawner\",0,0)\n\tTNT1 A 0 A_CustomMissile (\"BlueSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tTLHT A 2 Bright A_SpawnItem(\"TrueLegendarySphereFlameSpawner\",0,0)\n\tTNT1 A 0 A_CustomMissile (\"BlueSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tTLHT B 3 Bright A_SpawnItem(\"TrueLegendarySphereFlameSpawner\",0,0)\n\tTNT1 A 0 A_CustomMissile (\"BlueSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tTLHT B 5 Bright A_SpawnItem(\"TrueLegendarySphereFlameSpawner\",0,0)\n\tTNT1 A 0 A_CustomMissile (\"BlueSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tTLHT B 5 Bright A_SpawnItem(\"TrueLegendarySphereFlameSpawner\",0,0)\n\tTNT1 A 0 A_CustomMissile (\"BlueSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tTLHT B 5 Bright A_SpawnItem(\"TrueLegendarySphereFlameSpawner\",0,0)\n\tTNT1 A 0 A_CustomMissile (\"BlueSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tTLHT B 5 Bright A_SpawnItem(\"TrueLegendarySphereFlameSpawner\",0,0)\n\tTNT1 A 0 A_CustomMissile (\"BlueSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tTLHT B 6 Bright A_SpawnItem(\"TrueLegendarySphereFlameSpawner\",0,0)\n\tTNT1 A 0 A_CustomMissile (\"BlueSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tLoop\n Pickup:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"DemonHeart\",1,\"Nop\")\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryDemonHeart\",1,\"Nop\")\n\tTNT1 A 0 A_JumpIfInventory(\"TrueLegendaryDemonHeart\",1,\"Nop\")\n\tTNT1 A 0 A_JumpIfInventory(\"NemesisDemonHeart\",1,\"Nop\")\n\tTNT1 A 0 A_StopSound(7)\n\tTNT1 A 0 A_PlaySound(\"TLegDemonHeart/Pickup\")\n\tTNT1 A 0 A_GiveInventory(\"HeartToken\",1)\n\tTNT1 A 0 ACS_NamedExecute(\"TrueLegendaryDemonHeartScript\",0)\n\tTNT1 A 1\n\tStop\n Use:\n\tTNT1 A 0\n\tTNT1 A 0 A_Print(\"The True Legendary Heart only activates at low health!\")\n\tFail\n Nop:\n\tTNT1 A 1\n\tFail\n }\n}\n\nACTOR NemesisDemonHeart : CustomInventory\n{\n//$Category Powerups/Heart\n//$Sprite NDHTA0\n//$Title \"Nemesis Demon Heart\"\n //Inventory.PickupSound \"NDemonHeart/Pickup\"\n Inventory.PickupMessage \"\\c[g2]The Nemesis Demon Heart!\\c- - Automatically used on low health\"\n Inventory.Icon NDMNHRT\n Inventory.Amount 1\n Inventory.MaxAmount 1\n Tag \"Nemesis Demon Heart\"\n ActiveSound \"NDemonHeart/Idle\"\n +INVENTORY.BIGPOWERUP\n +INVENTORY.UNDROPPABLE\n -INVENTORY.INVBAR //HDAN - in hud\n +NOTIMEFREEZE\n +FLOATBOB\n +FLOAT\n States\n {\n Spawn:\n\tTNT1 A 0 A_CustomMissile (\"WhiteSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tTNT1 A 0 A_PlaySound(\"NDemonHeart/Idle\",7)\n NDHT A 3 Bright A_SpawnItem(\"NemSphereSmoke\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"WhiteSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tNDHT A 3 Bright A_SpawnItem(\"NemSphereSmoke\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"WhiteSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tNDHT B 3 Bright A_SpawnItem(\"NemSphereSmoke\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"WhiteSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tNDHT B 3 Bright A_SpawnItem(\"NemSphereSmoke\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"WhiteSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tNDHT B 3 Bright A_SpawnItem(\"NemSphereSmoke\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"WhiteSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tNDHT B 3 Bright A_SpawnItem(\"NemSphereSmoke\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"WhiteSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tNDHT B 3 Bright A_SpawnItem(\"NemSphereSmoke\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"WhiteSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n Loop\n Pickup:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"DemonHeart\",1,\"Nop\")\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryDemonHeart\",1,\"Nop\")\n\tTNT1 A 0 A_JumpIfInventory(\"TrueLegendaryDemonHeart\",1,\"Nop\")\n\tTNT1 A 0 A_JumpIfInventory(\"NemesisDemonHeart\",1,\"Nop\")\n\tTNT1 A 0 A_StopSound(7)\n\tTNT1 A 0 A_PlaySound(\"NDemonHeart/Pickup\")\n\tTNT1 A 0 A_GiveInventory(\"HeartToken\",1)\n\tTNT1 A 0 ACS_NamedExecute(\"NemesisDemonHeartScript\",0)\n\tTNT1 A 1\n\tStop\n Use:\n\tTNT1 A 0\n\tTNT1 A 0 A_Print(\"The Nemesis Heart only activates at low health!\")\n\tFail\n Nop:\n\tTNT1 A 1\n\tFail\n }\n}\n\nACTOR SphereOfPower : CustomInventory\n{\n+INVENTORY.INVBAR\n-INVENTORY.UNDROPPABLE //HDAN - dropable item\n+INVENTORY.HUBPOWER\n+INVENTORY.PERSISTENTPOWER\n+FLOATBOB\nInventory.Amount 1\nInventory.MaxAmount 4\nInventory.InterHubAmount 4\nInventory.Icon \"MINSZ0\"\nInventory.UseSound \"regeneration/use\"\nInventory.PickupSound \"misc/p_pkup\"\nInventory.PickupMessage \"You got the Sphere of Power!\"\nTag \"Sphere of Power\"\nStates\n{\nSpawn:\n\tTNT1 A 0 A_CustomMissile (\"BlueSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tTNT1 A 0 A_CustomMissile (\"GreenSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tMINS AAAABBBBCCCC 1 Bright A_SpawnItem(\"BlueSphereFlare\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"BlueSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tTNT1 A 0 A_CustomMissile (\"GreenSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tMINS DDDDCCCCBBBB 1 Bright A_SpawnItem(\"BlueSphereFlare\",0,38)\n\tLoop\nUse:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"PowerWeaponLevel2Complex2\", 1, \"Refuse\")\n\t//TNT1 A 0 A_JumpIfInventory(\"TrueLegendaryRuneItem2\", 1, \"InfiniteUse\")\n\tTNT1 A 1 A_GiveInventory(\"SphereOfPowerItem\")\n\tStop\nInfiniteUse:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"regeneration/use\")\n\tTNT1 A 1 A_GiveInventory(\"SphereOfPowerItem\")\n\tFail\nRefuse:\n\tTNT1 A 0\n\tFail\n}\n}\n\nACTOR SphereOfPowerItem : ArtiTomeOfPower\n{\n+INVENTORY.AUTOACTIVATE\n+INVENTORY.UNDROPPABLE\n-INVENTORY.INVBAR\nPowerup.Type WeaponLevel2Complex2\nInventory.Amount 0\n}\n\nACTOR PowerWeaponLevel2Complex2 : PowerWeaponLevel2\n{\n//Inventory.Icon \"MINSY0\" //HDAN - in hud\n}\n\nACTOR Shirosphere : CustomInventory 17755\n{\n Inventory.Amount 1\n Inventory.MaxAmount 1\n Renderstyle Add\n +INVENTORY.BIGPOWERUP\n -INVENTORY.UNDROPPABLE //HDAN - dropable item\n +INVENTORY.INVBAR\n +FLOATBOB\n -FLOAT\n Inventory.Icon SLVSL0\n Inventory.PickupSound \"touhou/sight\"\n Inventory.PickupMessage \"Shirosphere! Call forth the power of Shinki's daughter!\"\n Tag \"Shirosphere - Summons the daughter of Shinki\"\n States\n {\n Spawn:\n\tTNT1 A 0 A_CustomMissile (\"PurpleSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tTNT1 A 0 A_CustomMissile (\"WhiteSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n SLVS HHHHHHIIIIII 1 Bright A_SpawnItem(\"PurpleSphereFlare\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"PurpleSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tTNT1 A 0 A_CustomMissile (\"WhiteSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n SLVS JJJJJJKKKKKK 1 Bright A_SpawnItem(\"PurpleSphereFlare\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"PurpleSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tTNT1 A 0 A_CustomMissile (\"WhiteSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n SLVS JJJJJJIIIIII 1 Bright A_SpawnItem(\"PurpleSphereFlare\",0,38)\n loop\n Use:\n TNT1 A 0 A_SpawnItemEx (\"TeleportFog\", 56, 0, 8, 0, 0, 0, 0, 1)\n TNT1 A 1 A_SpawnItemEx (\"ShirohimaYumikira\", 56, 0, 8, 0, 0, 0, 0, 1)\n stop\n }\n}\n\nACTOR NemesisShirosphere : CustomInventory 17755\n{\n Inventory.Amount 1\n Inventory.MaxAmount 1\n Renderstyle Add\n +INVENTORY.BIGPOWERUP\n -INVENTORY.UNDROPPABLE //HDAN - dropable item\n +INVENTORY.INVBAR\n +FLOATBOB\n -FLOAT\n Inventory.Icon SLVSO0\n Inventory.PickupSound \"touhou/sight\"\n Inventory.PickupMessage \"NEMESIS Shirosphere! Call forth the power of Undead Shinki's daughter!\"\n Tag \"Nemesis Shirosphere - Summons the daughter of Undead Shinki\"\n States\n {\n Spawn:\n\tTNT1 A 0 A_CustomMissile (\"WhiteSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n SLVS NNNNNNNNNNNN 1 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tTNT1 A 0 A_CustomMissile (\"WhiteSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n SLVS NNNNNNNNNNNN 1 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tTNT1 A 0 A_CustomMissile (\"WhiteSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n SLVS NNNNNNNNNNNN 1 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n loop\n Use:\n TNT1 A 0 A_SpawnItemEx (\"TeleportFog\", 56, 0, 8, 0, 0, 0, 0, 1)\n TNT1 A 1 A_SpawnItemEx (\"NemesisShirohima\", 56, 0, 8, 0, 0, 0, 0, 1)\n stop\n }\n}\n\nActor SpringMine : CustomInventory\n{\n-INVENTORY.INVBAR //HDAN - in hud\n-INVENTORY.KEEPDEPLETED //HDAN - in hud\n+INVENTORY.HUBPOWER\n+INVENTORY.PERSISTENTPOWER\nInventory.Amount 1\nInventory.MaxAmount 8\nInventory.InterHubAmount 8\nInventory.Icon \"SPMIA0\"\nInventory.PickupSound \"SMINGET\"\nInventory.PickupMessage \"Picked up a Spring Mine.\"\nTag \"Spring Mine\"\nStates\n\t{\n\tSpawn:\n\t\tSPMN ABC 2\n\t\tLoop\n Pickup:\n\t\tTNT1 A 0 A_JumpIfInventory(\"MaxCapacitor\",3, \"NoFail\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MaxCapacitor\",4, \"NoFail\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MaxCapacitor\",5, \"NoFail\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Springmine\",6, \"MaxMines\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Springmine\",7, \"MaxMines\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Springmine\",0, \"MaxMines\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"SpringMineCheck\",0)\n\t\tStop\n\tUse:\n\t\tTNT1 A 0\n TNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult(\"InfiniteInventoryCheck\") == 2,\"Cheater\")\n\t\tTNT1 A 1 A_JumpIfInventory(\"PowerInfiniteAmmo\",1,2)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SpringMineSet\",0,0,0,0,false,8)\n\t\tStop\n\t\tTNT1 A 0 A_JumpIfInventory(\"SpringMineCooldown\",1,3)\n\t\tTNT1 A 0 A_GiveInventory(\"SpringMineCooldown\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SpringMineSet\",0,0,0,0,false,8)\n\t\tTNT1 A 1\n\t\tFail\n Cheater:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CheaterSpringMineCooldown\",1,3)\n\t\tTNT1 A 0 A_GiveInventory(\"CheaterSpringMineCooldown\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SpringMineSet\",0,0,0,0,false,8)\n\t\tTNT1 A 1\n\t\tFail\n MaxMines:\n\t TNT1 A 0\n\t\tFail\n NoFail:\n\t\tTNT1 A 0 A_JumpIfInventory(\"MaxCapacitor\",5, \"NoFail2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Springmine\",7, \"MaxMines\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Springmine\",0, \"MaxMines\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"SpringMineCheck\",0)\n\t TNT1 A 0\n\tStop\n NoFail2:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Springmine\",0, \"MaxMines\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"SpringMineCheck\",0)\n\t TNT1 A 0\n\tStop\n\t}\n}\n\nActor SpringMineSet\n{\nRadius 12 //10\nHeight 9 //5\nSpeed 8 //HDAN - just a bit faster\n+MOVEWITHSECTOR\n\n+MISSILE\n+DROPOFF\n+NOBLOCKMAP\n+NOTELEPORT\n+THRUACTORS\n+CANBOUNCEWATER\nBounceType \"Grenade\"\nBounceCount 3\nReactiontime 525\nBounceSound \"MINBNC\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_CountDown\n\t\tSPMN A 1 Bright\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 Bright\n TNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult(\"InfiniteInventoryCheck\") == 2,\"Cheater\")\n\t\tTNT1 A 1 Bright A_CustomMissile(\"SpringMineActive\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tStop\n Cheater:\n\t\tTNT1 A 1 Bright A_CustomMissile(\"CheaterSpringMineActive\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n Stop\n\t}\n}\n\nActor SpringMineActive\n{\nProjectile\nRadius 12 //10\nHeight 9 //5\nMass 1000000\nSpeed 0\n//Gravity 1.0\nWallBounceFactor 0.16\nBounceFactor 0.36\nBounceType \"Grenade\"\n+DROPOFF\n+FLOORCLIP\n+NOTELEPORT\n\n+FRIENDLY\n+NODAMAGE\n//+BRIGHT //HDAN - full bright disabled in order to use brightmaps\n+FORCEPAIN\n-NOGRAVITY\n+MOVEWITHSECTOR\n+FORCERADIUSDMG\n+DONTHARMSPECIES\n+THRUACTORS\n+CANBOUNCEWATER\nSpecies \"Player\"\nDamageType \"Explosion\"\nObituary \"%o came too close to spring mine.\"\nTag \"Spring Mine Planted\"\nvar int user_counter;\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_RearrangePointers(AAPTR_NULL, AAPTR_TARGET, AAPTR_NULL)\n\t\tTNT1 A 0 A_PlaySound(\"SMNSET1\")\n\t\tSPMN AAAAAAAAAA 2 Bright\n\t\tTNT1 A 0 A_PlaySound(\"SMNSET2\")\n\t\tSPMN AD 1\n\tSpawnLoop:\n\t\tSPMN ADAD 1 Bright A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,100,0,360,\"Attack\")\n\t\tTNT1 A 0 A_JumpIf(user_counter >= 15750,\"Vanish\")\n\t\tTNT1 A 0 A_SetUserVar(\"user_counter\",user_counter + 1)\n\t\tLoop\n\tAttack:\n\t\tTNT1 A 0\n\t\tSPMN ABC 2 Bright\n\t\tTNT1 A 0 A_RearrangePointers(AAPTR_MASTER, AAPTR_DEFAULT, AAPTR_DEFAULT)\n\t\tTNT1 A 0 ThrustThingZ(0,45,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"MINLNCH\")\n\t\tSPMN AAAAAAAAA 2 Bright\n\t\tSPMN AAA 1 Bright\n\t\tTNT1 A 0 A_PlaySound(\"SPRNMNXP\")\n\t\tTNT1 A 0 A_Explode(Random(350,400),200,0,1,100)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SMineExplosion\",0,0,5,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER,0) //HDAN - enabled SMineExplosion\n\t\tTNT1 A 10 A_SpawnItemEx(\"WhiteProjExplodeLarge\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tStop\n\tVanish:\n\t\tSPMN ADADADADADAD 1 A_FadeOut(0.1,1)\n\t\tStop\n\t}\n}\nActor CheaterSpringMineActive\n{\nProjectile\nRadius 12 //10\nHeight 9 //5\nMass 1000000\nSpeed 0\n//Gravity 1.0\nWallBounceFactor 0.16\nBounceFactor 0.36\nBounceType \"Grenade\"\n+DROPOFF\n+FLOORCLIP\n+NOTELEPORT\n\n+FRIENDLY\n+NODAMAGE\n//+BRIGHT //HDAN - full bright disabled in order to use brightmaps\n+FORCEPAIN\n-NOGRAVITY\n+MOVEWITHSECTOR\n+FORCERADIUSDMG\n+DONTHARMSPECIES\n+THRUACTORS\n+CANBOUNCEWATER\nSpecies \"Player\"\nDamageType \"Explosion\"\nObituary \"%o came too close to spring mine.\"\nTag \"Spring Mine Planted\"\nvar int user_counter;\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_RearrangePointers(AAPTR_NULL, AAPTR_TARGET, AAPTR_NULL)\n\t\tTNT1 A 0 A_PlaySound(\"SMNSET1\")\n\t\tSPMN AAAAAAAAAA 2 Bright\n\t\tTNT1 A 0 A_PlaySound(\"SMNSET2\")\n\t\tSPMN AD 1 Bright\n\tSpawnLoop:\n\t\tSPMN ADAD 1 Bright A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,100,0,360,\"Attack\")\n\t\tTNT1 A 0 A_JumpIf(user_counter >= 525,\"Vanish\")\n\t\tTNT1 A 0 A_SetUserVar(\"user_counter\",user_counter + 1)\n\t\tLoop\n\tAttack:\n\t\tTNT1 A 0\n\t\tSPMN ABC 2 Bright\n\t\tTNT1 A 0 A_RearrangePointers(AAPTR_MASTER, AAPTR_DEFAULT, AAPTR_DEFAULT)\n\t\tTNT1 A 0 ThrustThingZ(0,45,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"MINLNCH\")\n\t\tSPMN AAAAAAAAA 2 Bright\n\t\tSPMN AAA 1 Bright\n\t\tTNT1 A 0 A_PlaySound(\"SPRNMNXP\")\n\t\tTNT1 A 0 A_Explode(125,200,0,1,100)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SMineExplosion\",0,0,5,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER,0) //HDAN - enabled SMineExplosion\n\t\tTNT1 A 10 A_SpawnItemEx(\"WhiteProjExplodeLarge\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tStop\n\tVanish:\n\t\tSPMN ADADADADADAD 1 A_FadeOut(0.1,1)\n\t\tStop\n\t}\n}\n\nActor SMineExplosion //HDAN - springmine explosion effect\n{\nProjectile\nRadius 6\nHeight 6\nSpeed 0\nScale 1\nRenderStyle Add\nAlpha 0.3\nDamage (0)\n+BRIGHT\n+NOCLIP\n+THRUACTORS\n+MOVEWITHSECTOR\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\n+NONETID\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tGoto Death\n\tDeath:\n\t\tPLXP A 2 Bright\n\t\tPLXP A 2 Bright A_SetScale(2.1)\n\t\tPLXP A 2 Bright A_SetScale(3.3)\n\t\tTNT1 A 0 A_FadeOut(0.15,1)\n\t\tPLXP A 2 Bright A_SetScale(4.5)\n\t\tStop\n\t}\n}\n\nActor LiteBeaconSupplyPickup : CustomInventory\n{\nHeight 10\nRadius 10\n+INVENTORY.INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.Icon \"BELTZ0\" //HDAN - new icon\nInventory.PickupSound \"misc/i_pkup\"\nInventory.PickupMessage \"You picked up a lite supply beacon!\"\nTag \"Lite beacon ammunition supply\"\nStates\n\t{\n\tSpawn:\n\t\tBELT A -1\n\t\tLoop\n\tUse:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_SpawnItemEx(\"LiteBeaconSupply\",0,0,8,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tStop\n\t}\n}\nActor FullBeaconSupplyPickup : CustomInventory\n{\nHeight 10\nRadius 10\n+INVENTORY.INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.Icon \"BEFLZ0\" //HDAN - new icon\nInventory.PickupSound \"misc/i_pkup\"\nInventory.PickupMessage \"You picked up a full supply beacon!\"\nTag \"Full Beacon ammunition supply\"\nStates\n\t{\n\tSpawn:\n\t\tBEFL A -1\n\t\tLoop\n\tUse:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_SpawnItemEx(\"FullBeaconSupply\",0,0,8,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tStop\n\t}\n}\nActor RandomBeaconSupplyPickup : CustomInventory\n{\nHeight 10\nRadius 10\n+INVENTORY.INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.Icon \"BERDZ0\" //HDAN - new icon\nInventory.PickupSound \"misc/i_pkup\"\nInventory.PickupMessage \"You picked up a random supply beacon!\"\nTag \"Random beacon ammunition supply\"\nStates\n\t{\n\tSpawn:\n\t\tBELT A -1\n\t\tLoop\n\tUse:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_SpawnItemEx(\"RandomBeaconSupply\",0,0,8,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tStop\n\t}\n}\n\nActor \"AnkhOfResurrection\" : CustomInventory\n{\n Inventory.Icon \"ARTIALI1\"\n Inventory.PickupMessage \"Ankh Of Resurrection\"\n +COUNTITEM\n +FLOATBOB\n +INVENTORY.PICKUPFLASH\n +INVENTORY.INVBAR\n Inventory.MaxAmount 1\n Inventory.InterHubAmount 1\n States\n {\n Spawn:\n AKOL A 1 Bright //HDAN - bright otherwise is almost invisible\n\t\tLoop\n Loop\n Use:\n TNT1 A 0 ACS_NamedExecuteAlways(\"AnkhUse\",0)\n\tFail\n }\n}\n\nACTOR Salvationsphere : CustomInventory 17751 //Nice job LSD, you completely stole this item and rebranded it\n{\n//$Category Powerups/DUST\n//$Sprite SLVSA0\n//$Title \"Salvation sphere\"\n Inventory.PickupSound \"Powerup/Salvation\"\n Inventory.PickupMessage \"Salvation Sphere!\"\n Inventory.Icon SLVSZ0\n Inventory.Amount 1\n Inventory.MaxAmount 1\n Renderstyle Add\n Tag \"Salvation Sphere - Automatically used when at critical health\"\n +INVENTORY.BIGPOWERUP\n +INVENTORY.UNDROPPABLE\n -INVENTORY.INVBAR //HDAN - in hud\n +FLOATBOB\n -FLOAT\n States\n {\n Spawn:\n\tTNT1 A 0 A_CustomMissile (\"BlueSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n SLVS AAAAAABBBBBB 1 Bright A_SpawnItem(\"BlueSphereFlare\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"BlueSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n SLVS CCCCCCDDDDDD 1 Bright A_SpawnItem(\"BlueSphereFlare\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"BlueSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n SLVS CCCCCCBBBBBB 1 Bright A_SpawnItem(\"BlueSphereFlare\",0,38)\n Loop\n Pickup:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"LegendarySalvationSphere\",1,\"Nop\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"SalvationSphere\",0)\n\tStop\n Use:\n\tTNT1 A 0\n\tTNT1 A 0 A_Print(\"This item is automatically used at low health!\")\n\tFail\n Nop:\n\tTNT1 A 1\n\tFail\n }\n}\n\nACTOR LegendarySalvationsphere : CustomInventory 17700\n{\n//$Category Powerups/DUST\n//$Sprite LSALA0\n//$Title \"Legendary Salvation sphere\"\n Inventory.PickupSound \"Powerup/Salvation\"\n Inventory.PickupMessage \"Legendary Salvation Sphere! A guardian angel watches over you...\"\n Inventory.Icon LSALZ0\n Inventory.Amount 1\n Inventory.MaxAmount 1\n Renderstyle Add\n Tag \"Legendary Salvation Sphere - Automatically used when at critical health\"\n +INVENTORY.BIGPOWERUP\n +INVENTORY.UNDROPPABLE\n -INVENTORY.INVBAR //HDAN - in hud\n +FLOATBOB\n -FLOAT\n +NOTIMEFREEZE\n ActiveSound \"LegSalvLoop\"\n States\n {\n Spawn:\n\tTNT1 A 0\n\t//TNT1 A 0 A_PlaySound(\"LegSalvLoop\",3,1.0,1)\n\tTNT1 A 0 A_CustomMissile (\"YellowSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n LSAL AAAAAABBBBBB 1 Bright A_SpawnItem(\"YellowSphereFlare\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"YellowSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n LSAL CCCCCCDDDDDD 1 Bright A_SpawnItem(\"YellowSphereFlare\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"YellowSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n LSAL CCCCCCBBBBBB 1 Bright A_SpawnItem(\"YellowSphereFlare\",0,38)\n Goto Spawn+2\n Pickup:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"LegendarySalvationSphere\",1,\"Nope\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"LegendarySalvationSphere\",0)\n\tTNT1 A 1 //A_StopSound(3)\n\tStop\n Use:\n\tTNT1 A 0\n\tTNT1 A 0 A_Print(\"This item is automatically used at low health!\")\n\tFail\n Nope:\n\tTNT1 A 1\n\tFail\n }\n}\n\nACTOR TalismanOfChaos : CustomInventory\n{\n Inventory.MaxAmount 1\n Inventory.Icon \"TALIB0\"\n Inventory.PickupMessage \"You got the Talisman Of Chaos!\"\n Inventory.PickupSound \"misc/p_pkup\"\n Inventory.UseSound \"Powerup/Unstable\"\n Tag \"Talisman Of Chaos\"\n +COUNTITEM\n +FLOATBOB\n +INVENTORY.FANCYPICKUPSOUND\n +INVENTORY.INVBAR\n +INVENTORY.PICKUPFLASH\n States\n {\n Spawn:\n TALI A 3 Bright A_CustomMissile (\"LegendaryGreenPowerLineSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tTALI A 3 Bright A_CustomMissile (\"LegendaryBluePowerLineSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tTALI A 3 Bright A_CustomMissile (\"LegendaryRedPowerLineSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n Loop\n Use:\n TNT1 A 0 A_JumpIfInventory(\"TalismanPower\",1, \"Nope\")\n\tTNT1 A 0 A_JumpIfInventory(\"NexusSpreadRuneToken\",1,\"Nope\")\n\tTNT1 A 0 A_GiveInventory(\"TalismanToken\",1)\n TNT1 A 0 A_GiveInventory(\"TalismanPower\",1)\n\tTNT1 A 0 A_GiveInventory(\"NexusSpread\",1)\n\tTNT1 A 0 A_GiveInventory(\"TalismanOfChaosGiver\")\n Stop\n Nope:\n\tTALI A 1\n\tFail\n }\n}\n\nActor TalismanOfChaosTimer : PowerDoubleDamage\n{\nDamageFactor \"nothing\", 1.0\nPowerup.duration -30\n}\nActor TalismanOfChaosGiver : PowerupGiver\n{\n-COUNTITEM\n+INVENTORY.AUTOACTIVATE\n-INVENTORY.ALWAYSPICKUP\n-INVENTORY.INVBAR\nInventory.Amount 0\nInventory.MaxAmount 0\nPowerup.Type \"TalismanOfChaosTimer\"\nPowerup.Duration -30\nPowerup.Color None 0.0\n}\n\n//randomons-v1.2.5.1\nActor PhaseSphere : CustomInventory 13376\n{\n Inventory.PickupMessage \"Phase sphere. Phase out of the ethereal realm...\"\n Inventory.PickupSound \"phaseimp/teleport\"\n Inventory.UseSound \"phaseimp/teleport\"\n Inventory.Icon \"PSPHE0\"\n Inventory.MaxAmount 1\n +FLOATBOB\n +INVBAR\n +COUNTITEM\n +INVENTORY.BIGPOWERUP\n States\n {\n Use:\n\tTNT1 A 0 A_GiveInventory(\"RMPowerShadow\")\n TNT1 A 0 A_GiveInventory(\"RMPowerShadow\")\n\tTNT1 A 0 A_GiveInventory(\"RMPowerRedDamage\")\n\tTNT1 A 0 A_GiveInventory(\"RMPowerMS\")\n\tTNT1 A 0 A_GiveInventory(\"PhaseSphereGiver\") //HDAN - powerup timer for hud\n\tTNT1 A 1 ACS_NamedExecuteAlways(\"PhaseNotarget\",0)\n Stop\n Spawn:\n\tPSPH ABCD 10 Bright\n\tLoop\n }\n}\n\nActor PhaseSphereTimer : PowerDoubleDamage\n{\nDamageFactor \"nothing\", 1.0\nPowerup.duration -30\n}\nActor PhaseSphereGiver : PowerupGiver\n{\n-COUNTITEM\n+INVENTORY.AUTOACTIVATE\n-INVENTORY.ALWAYSPICKUP\n-INVENTORY.INVBAR\nInventory.Amount 0\nInventory.MaxAmount 0\nPowerup.Type \"PhaseSphereTimer\"\nPowerup.Duration -30\nPowerup.Color None 0.0\n}\n\n//lca-v1.5.9.6\nActor LegendaryPowerSpeed : PowerupGiver\n{\n Inventory.MaxAmount 0\n Powerup.Color Yellow 0.15 // HDAN, decreased brighness intensity\n Powerup.Duration -45\n Powerup.Type Speed\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n States\n {\n Spawn:\n ROWL A 1 Bright\n Loop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/HDAN-OccultSpellbook.txt",
"contents": "ACTOR \"OccultSpellbookNoSkin\" : Weapon Replaces OccultSpellbook\n{\n Inventory.PickupSound \"HellStaff/Pickup\"\n Weapon.AmmoGive1 50\n Weapon.AmmoUse1 1\n Weapon.AmmoType1 \"DustMana\"\n Weapon.AmmoType2 \"DustMana\"\n Damagetype \"RailG\"\n Tag \"Occult Spellbook\"\n Inventory.PickupMessage \"You found the Occult Spellbook! What chaotic sorcery does this thing hold?\"\n +FLOATBOB\n +WEAPON.NOALERT\n -INVENTORY.UNDROPPABLE\n States\n {\n Spawn:\n\tOBOK A -1\n\tLoop\n Ready:\n\tTNT1 A 0 A_JumpIfInventory(\"OccultDarkMatterToken2\",1,\"Ready2\")\n\tTNT1 A 0 A_JumpIfInventory(\"OccultChaosLightningToken2\",1,\"Ready3\")\n\tTNT1 A 0 A_JumpIfInventory(\"OccultSlicerToken2\",1,\"Ready4\")\n\tTNT1 A 0 A_JumpIfInventory(\"SummonerToken2\",1,\"Ready5\")\n ReadyLoop:\n\tSPBK A 1 A_WeaponReady\n\tLoop\n Ready2:\n\tSPBD A 1 A_WeaponReady\n\tLoop\n Ready3:\n\tSPBC A 1 A_WeaponReady\n\tLoop\n Ready4:\n\tSBSS A 1 A_WeaponReady\n\tLoop\n Ready5:\n TNT1 A 0 A_TakeInventory(\"VileCache\",999)\n\tSBVV A 1 A_WeaponReady\n\tLoop\n Deselect:\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_JumpIfInventory(\"OccultDarkMatterToken2\",1,\"Deselect2\")\n\tTNT1 A 0 A_JumpIfInventory(\"OccultChaosLightningToken2\",1,\"Deselect3\")\n\tTNT1 A 0 A_JumpIfInventory(\"OccultSlicerToken2\",1,\"Deselect4\")\n\tTNT1 A 0 A_JumpIfInventory(\"SummonerToken2\",1,\"Deselect5\")\n\tTNT1 A 0 A_Lower\n\tSPBK A 1 A_Lower\n\tGoto Deselect+4\n Deselect2:\n TNT1 A 0 A_Lower\n\tSPBD A 1 A_Lower\n\tLoop\n Deselect3:\n TNT1 A 0 A_Lower\n\tSPBC A 1 A_Lower\n\tLoop\n Deselect4:\n TNT1 A 0 A_Lower\n\tSBSS A 1 A_Lower\n\tLoop\n Deselect5:\n TNT1 A 0 A_Lower\n\tSBVV A 1 A_Lower\n\tLoop\n Select:\n\tTNT1 A 0 A_JumpIfInventory(\"OccultDarkMatterToken2\",1,\"Select2\")\n\tTNT1 A 0 A_JumpIfInventory(\"OccultChaosLightningToken2\",1,\"Select3\")\n\tTNT1 A 0 A_JumpIfInventory(\"OccultSlicerToken2\",1,\"Select4\")\n\tTNT1 A 0 A_JumpIfInventory(\"SummonerToken2\",1,\"Select5\")\n\tTNT1 A 0 A_Raise\n\tSPBK A 1 A_Raise\n\tLoop\n Select2:\n TNT1 A 0 A_Raise\n\tSPBD A 1 A_Raise\n\tLoop\n Select3:\n TNT1 A 0 A_Raise\n\tSPBC A 1 A_Raise\n\tLoop\n Select4:\n TNT1 A 0 A_Raise\n\tSBSS A 1 A_Raise\n\tLoop\n Select5:\n TNT1 A 0 A_Raise\n\tSBVV A 1 A_Raise\n\tLoop\n Fire:\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_JumpIfInventory(\"OccultDarkMatterToken2\",1,\"Fire2\")\n\tTNT1 A 0 A_JumpIfInventory(\"OccultChaosLightningToken2\",1,\"Fire3\")\n\tTNT1 A 0 A_JumpIfInventory(\"OccultSlicerToken2\",1,\"Fire4\")\n\tTNT1 A 0 A_JumpIfInventory(\"SummonerToken2\",1,\"Fire5\")\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Ready\")\n\tSPBK A 10 A_Playsound(\"Spellbook/Charge\")\n\tSPBK BCDEF 4\n FireContinue:\n\tSPBK A 0 A_JumpIfNoAmmo(\"Firestop\")\n\tTNT1 A 0 A_PlaySound(\"Spellbook/Fire1\")\n\tSPBK GH 2 Bright A_RailAttack(random(6,8)*2,5,1,\"none\",\"none\",RGF_SILENT,30,\"PlayerRailPuff\",0,0,0,0,12.0,0,\"OccultLaserTrail\",-2)\n\tTNT1 A 0 A_PlaySound(\"Spellbook/Fire1\")\n\tSPBK IJ 2 Bright A_RailAttack(random(6,8)*2,5,1,\"none\",\"none\",RGF_SILENT,30,\"PlayerRailPuff\",0,0,0,0,12.0,0,\"OccultLaserTrail\",-2)\n\tTNT1 A 0 A_Refire(\"FireContinue\")\n FireStop:\n\tSPBK FEDCB 4\n\tGoto Ready\n Fire2:\n\tTNT1 A 0 A_JumpIfInventory(\"DustMana\",30,\"Fire2Continue\")\n\tGoto Ready2\n Fire2Continue:\n\tSPBD A 10 A_Playsound(\"Spellbook/Charge\")\n\tSPBD BCD 4\n\tTNT1 A 0 A_TakeInventory(\"DustMana\",30,TIF_NOTAKEINFINITE)\n\tSPBD E 10 A_FireCustomMissile(\"PlayerDarkMatterBall\",0,0)\n\tSPBD FGHIJKL 3\n\tGoto Ready2\n Fire3:\n\tTNT1 A 0 A_JumpIfInventory(\"DustMana\",100,\"Fire3Continue\")\n\tGoto Ready3\n Fire3Continue:\n\tSPBC A 5 A_Playsound(\"Spellbook/Charge2\")\n\tSPBC BCDEF 3\n\tTNT1 A 0 A_JumpIfInventory(\"LegDoubleFiringSpeed\",1,\"Fire3Rune\")\n\tTNT1 A 0 A_FireCustomMissile(\"OccultSpellbookChaosCharging\",0,0,0,30)\n\tGoto Fire3Continue2\n Fire3Rune:\n\tTNT1 A 0 A_FireCustomMissile(\"OccultSpellbookChaosCharging2\",0,0,0,30)\n Fire3Continue2:\n\tSPBC GHIJGHIJGH 5\n\tTNT1 A 0 A_TakeInventory(\"DustMana\",100,TIF_NOTAKEINFINITE)\n\tTNT1 A 0 A_PlaySound(\"comet/launch\",7)\n\tTNT1 A 0 A_PlaySound(\"legsoul/attack2\",6)\n\tSPBC K 6 A_FireCustomMissile(\"ChaosSuperLightningProjPlayer\",0,0)\n\tSPBC LM 5\n\tSPBC NOGFEDCB 3\n\tGoto Ready3\n Fire4:\n\tTNT1 A 0 A_JumpIfInventory(\"DustMana\",60,\"Fire4Continue\")\n\tGoto Ready4\n Fire4Continue:\n\tSBSS A 5 A_PlaySound (\"weapons/lightningstarter\")\n\tSBSS BC 5 Bright\n\tSBSS D 5 Bright A_FireBullets(2,2,1,666,\"SlicerPuff\",FBF_NORANDOM,64)\n\tSBSS EFG 5 Bright\n\tSBSS H 6 A_ReFire(\"Fire4Continue2\")\n\tSBS1 I 5\n\tGoto Ready4\n Fire4Continue2:\n SBX2 F 6\n\tSBX2 G 5\n\tSBX2 H 4\n\tSBSS I 3 Bright\n\tSBSS J 2 Bright A_PlayWeaponSound (\"weapons/lightningstarter\")\n\tSBSS KLMNOPQR 2 Bright A_PlaySound (\"weapons/waveidle\")\n Fire4Hold:\n\tTNT1 A 0 A_PlaySound (\"weapons/waveidle\")\n\tSBSS OPQR 2 Bright A_FireBullets(4,4,2,3,\"SlicerPuff2\",0,64)\n\tSBSS R 2 Bright A_ReFire(\"Fire4Hold\")\n\tGoto Fire4Go\n Fire4Go:\n SBSS STU 4 Bright\n\tTNT1 A 0 A_TakeInventory(\"DustMana\",60,TIF_NOTAKEINFINITE)\n TNT1 A 0 A_PlayWeaponSound (\"weapons/waveidle\")\n SBSS V 1 Bright A_PlayWeaponSound (\"weapons/wavelaunch\")\n SBSS V 7 Bright A_FireCustomMissile(\"Slicer\",0,0,0,0)\n\tSBSS W 3 Bright\n\tSBSS X 3\n\tGoto Ready4\n\n Fire5:\n\tTNT1 A 0 A_JumpIfInventory(\"DustMana\",300,\"Fire5Continue\")\n\tTNT1 A 0 A_JumpIfInventory(\"DustMana\",50,\"Fire5Continue2\")\n\tGoto Ready5\n Fire5Continue:\n\tSBVV A 10\n\tSBVV BCDE 4\n\tTNT1 A 0 A_Refire(\"Fire5Hold\")\n\tGoto VileFire\n Fire5Hold:\n SBVV F 4 A_Playsound(\"Spellbook/Charge2\")\n Fire5Holding:\n\tTNT1 A 0 A_JumpIfInventory (\"VileCache\", 50, \"Fire5Level2\")\n\tSBVV GHIJ 5\n\tTNT1 A 0 A_GiveInventory(\"VileCache\",10)\n\tTNT1 A 0 A_Refire(\"Fire5Holding\")\n\tGoto VileFire\n Fire5Level2:\n\tSBV2 GHIJ 5\n\tTNT1 A 0 A_Refire(\"Fire5Level2Hold\")\n\tGoto VileFire\n Fire5Level2Hold:\n\tSBV3 GHIJ 5\n\tTNT1 A 0 A_Refire(\"Fire5Level2Hold\")\n\tGoto VileFire\n\n Fire5Continue2:\n\tSBVV A 10\n\tSBVV BCDE 4\n\tTNT1 A 0 A_Refire(\"Fire5Hold2\")\n\tGoto VileFire\n Fire5Hold2:\n SBVV F 4 A_Playsound(\"Spellbook/Charge2\")\n Fire5Holding2:\n\tSBVV GHIJ 5\n\tTNT1 A 0 A_Refire(\"Fire5Holding2\")\n\tGoto VileFire\n\n VileFire:\n TNT1 A 0 A_JumpIfInventory (\"VileCache\", 50, \"VileFire2\")\n VileFire1:\n TNT1 A 0 A_TakeInventory(\"DustMana\",50)\n\tTNT1 A 0 A_Playsound(\"weapons/vilesht2\")\n\tTNT1 A 0 A_FireCustomMissile(\"Vilefake\",0,0,0,0)\n\tSBVV PPPPP 2 A_SpawnItem(\"HellionSmokeAttackSpawnerArcradimus\",0,0,0,0)\n\tSBVV QRSTU 3\n\tGoto Ready5\n VileFire2:\n SBV3 KLMNO 4\n TNT1 A 0 A_TakeInventory(\"DustMana\",300)\n\tTNT1 A 0 A_Playsound(\"weapons/vilesht1\")\n\tTNT1 A 0 A_FireCustomMissile(\"Vilefake2\",0,0,0,0)\n TNT1 A 0 A_FireCustomMissile(\"Vilefake2\",15,0,0,0)\n TNT1 A 0 A_FireCustomMissile(\"Vilefake2\",30,0,0,0)\n TNT1 A 0 A_FireCustomMissile(\"Vilefake2\",45,0,0,0)\n TNT1 A 0 A_FireCustomMissile(\"Vilefake2\",60,0,0,0)\n TNT1 A 0 A_FireCustomMissile(\"Vilefake2\",75,0,0,0)\n TNT1 A 0 A_FireCustomMissile(\"Vilefake2\",90,0,0,0)\n TNT1 A 0 A_FireCustomMissile(\"Vilefake2\",105,0,0,0)\n TNT1 A 0 A_FireCustomMissile(\"Vilefake2\",120,0,0,0)\n TNT1 A 0 A_FireCustomMissile(\"Vilefake2\",135,0,0,0)\n TNT1 A 0 A_FireCustomMissile(\"Vilefake2\",150,0,0,0)\n TNT1 A 0 A_FireCustomMissile(\"Vilefake2\",165,0,0,0)\n TNT1 A 0 A_FireCustomMissile(\"Vilefake2\",180,0,0,0)\n TNT1 A 0 A_FireCustomMissile(\"Vilefake2\",195,0,0,0)\n TNT1 A 0 A_FireCustomMissile(\"Vilefake2\",210,0,0,0)\n TNT1 A 0 A_FireCustomMissile(\"Vilefake2\",225,0,0,0)\n TNT1 A 0 A_FireCustomMissile(\"Vilefake2\",240,0,0,0)\n TNT1 A 0 A_FireCustomMissile(\"Vilefake2\",255,0,0,0)\n TNT1 A 0 A_FireCustomMissile(\"Vilefake2\",270,0,0,0)\n TNT1 A 0 A_FireCustomMissile(\"Vilefake2\",285,0,0,0)\n TNT1 A 0 A_FireCustomMissile(\"Vilefake2\",300,0,0,0)\n TNT1 A 0 A_FireCustomMissile(\"Vilefake2\",315,0,0,0)\n TNT1 A 0 A_FireCustomMissile(\"Vilefake2\",330,0,0,0)\n TNT1 A 0 A_FireCustomMissile(\"Vilefake2\",345,0,0,0)\n\tSBV3 PPPPPPPPPPPPPPPPPPPPPPPPP 2 A_SpawnItem(\"HellionSmokeAttackSpawnerArcradimus\",0,0,0,0)\n\tSBVV QRSTU 3\n\tGoto Ready5\n AltFire:\n\tTNT1 A 0 A_JumpIfInventory(\"OccultCanUpgrade\",1,\"AltFireContinue\")\n\tTNT1 A 0 A_Print(\"You need souls in order to change spells!\")\n\tGoto Ready\n AltFireContinue:\n \tTNT1 A 0 A_JumpIfInventory(\"OccultDarkMatterToken2\",1,\"DarkMatterChecker\")\n\tTNT1 A 0 A_JumpIfInventory(\"OccultChaosLightningToken2\",1,\"ChaosChecker\")\n\tTNT1 A 0 A_JumpIfInventory(\"OccultSlicerToken2\",1,\"SlicerChecker\")\n\tTNT1 A 0 A_JumpIfInventory(\"SummonerToken2\",1,\"SummonerChecker\")\n\tTNT1 A 0 A_JumpIfInventory(\"OccultDarkMatterToken\",1,\"LasersToDarkMatter\")\n\tTNT1 A 0 A_JumpIfInventory(\"OccultChaosLightningToken\",1,\"LasersToChaos\")\n\tTNT1 A 0 A_JumpIfInventory(\"OccultSlicerToken\",1,\"LasersToSlicer\")\n\tTNT1 A 0 A_JumpIfInventory(\"SummonerToken\",1,\"LasersToSummoner\")\n\tGoto Ready\n\n DarkMatterChecker:\n TNT1 A 0 A_JumpIfInventory(\"OccultChaosLightningToken\",1,\"DarkMatterToChaos\")\n\tTNT1 A 0 A_JumpIfInventory(\"OccultSlicerToken\",1,\"DarkMatterToSlicer\")\n\tTNT1 A 0 A_JumpIfInventory(\"SummonerToken\",1,\"DarkMatterToSummoner\")\n\tGoto DarkMatterToLasers\n\n ChaosChecker:\n \tTNT1 A 0 A_JumpIfInventory(\"OccultSlicerToken\",1,\"ChaosToSlicer\")\n \tTNT1 A 0 A_JumpIfInventory(\"SummonerToken\",1,\"ChaosToSummoner\")\n\tGoto ChaosToLasers\n\n SlicerChecker:\n TNT1 A 0 A_JumpIfInventory(\"SummonerToken\",1,\"SlicerToSummoner\")\n\tGoto SlicerToLasers\n\n SummonerChecker:\n\tGoto SummonerToLasers\n\n LasersToDarkMatter:\n\tTNT1 A 0 A_Print(\"Dark Matter\")\n\tSPBK A 12 A_GunFlash\n\tTNT1 A 0 A_GiveInventory(\"OccultDarkMatterToken2\")\n\tSPBD A 12\n\tGoto Ready\n\n LasersToChaos:\n\tTNT1 A 0 A_Print(\"Chaos Lightning\")\n\tSPBK A 12 A_GunFlash\n\tTNT1 A 0 A_GiveInventory(\"OccultChaosLightningToken2\")\n\tSPBC A 12\n\tGoto Ready\n\n LasersToSlicer:\n\tTNT1 A 0 A_Print(\"Slicer\")\n\tSPBK A 12 A_GunFlash\n\tTNT1 A 0 A_GiveInventory(\"OccultSlicerToken2\")\n\tSBSS A 12\n\tGoto Ready\n\n LasersToSummoner:\n\tTNT1 A 0 A_Print(\"Necro Summoner\")\n\tSPBK A 12 A_GunFlash\n\tTNT1 A 0 A_GiveInventory(\"SummonerToken2\")\n\tSBVV A 12\n\tGoto Ready\n\n DarkMatterToChaos:\n\tTNT1 A 0 A_Print(\"Chaos Lightning\")\n\tSPBD A 12 A_GunFlash\n\tTNT1 A 0 A_TakeInventory(\"OccultDarkMatterToken2\")\n\tTNT1 A 0 A_GiveInventory(\"OccultChaosLightningToken2\")\n\tSPBC A 12\n\tGoto Ready\n\n DarkMatterToSlicer:\n\tTNT1 A 0 A_Print(\"Slicer\")\n\tSPBD A 12 A_GunFlash\n\tTNT1 A 0 A_TakeInventory(\"OccultDarkMatterToken2\")\n\tTNT1 A 0 A_GiveInventory(\"OccultSlicerToken2\")\n\tSBSS A 12\n\tGoto Ready\n\n DarkMatterToSummoner:\n\tTNT1 A 0 A_Print(\"Necro Summoner\")\n\tSPBD A 12 A_GunFlash\n\tTNT1 A 0 A_TakeInventory(\"OccultDarkMatterToken2\")\n\tTNT1 A 0 A_GiveInventory(\"SummonerToken2\")\n\tSBVV A 12\n\tGoto Ready\n\n DarkMatterToLasers:\n\tTNT1 A 0 A_Print(\"Occult Lasers\")\n\tSPBD A 12 A_GunFlash\n\tTNT1 A 0 A_TakeInventory(\"OccultDarkMatterToken2\")\n\tSPBK A 12\n\tGoto Ready\n\n ChaosToSlicer:\n\tTNT1 A 0 A_Print(\"Slicer\")\n\tSPBC A 12 A_GunFlash\n\tTNT1 A 0 A_TakeInventory(\"OccultChaosLightningToken2\")\n\tTNT1 A 0 A_GiveInventory(\"OccultSlicerToken2\")\n\tSBSS A 12\n\tGoto Ready\n\n ChaosToSummoner:\n TNT1 A 0 A_Print(\"Necro Summoner\")\n\tSPBC A 12 A_GunFlash\n\tTNT1 A 0 A_TakeInventory(\"OccultChaosLightningToken2\")\n\tTNT1 A 0 A_GiveInventory(\"SummonerToken2\")\n\tSBVV A 12\n\tGoto Ready\n\n ChaosToLasers:\n\tTNT1 A 0 A_Print(\"Occult Lasers\")\n\tSPBC A 12 A_GunFlash\n\tTNT1 A 0 A_TakeInventory(\"OccultChaosLightningToken2\")\n\tSPBK A 12\n\tGoto Ready\n\n SlicerToSummoner:\n TNT1 A 0 A_Print(\"Necro Summoner\")\n\tSBSS A 12 A_GunFlash\n\tTNT1 A 0 A_TakeInventory(\"OccultSlicerToken2\")\n\tTNT1 A 0 A_GiveInventory(\"SummonerToken2\")\n\tSBVV A 12\n\tGoto Ready\n\n SlicerToLasers:\n\tTNT1 A 0 A_Print(\"Occult Lasers\")\n\tSBSS A 12 A_GunFlash\n\tTNT1 A 0 A_TakeInventory(\"OccultSlicerToken2\")\n\tSPBK A 12\n\tGoto Ready\n\n SummonerToLasers:\n\tTNT1 A 0 A_Print(\"Occult Lasers\")\n\tSBVV A 12 A_GunFlash\n\tTNT1 A 0 A_TakeInventory(\"SummonerToken2\")\n\tSPBK A 12\n\tGoto Ready\n\n Flash:\n\tTNT1 A 0 A_Playsound(\"Soul/Fire\")\n\tSPBF A 2 Bright\n\tSPBF B 2 Bright\n\tSPBF C 2 Bright\n\tSPBF D 2 Bright\n\tSPBF E 8 Bright\n\tSPBF D 2 Bright\n\tSPBF C 2 Bright\n\tSPBF B 2 Bright\n\tSPBF A 2 Bright\n\tStop\n }\n}\n\nActor SlicerPuff\n{\n radius 4\n height 6\n renderstyle Add\n alpha 0.75\n scale 0.5\n +ALWAYSPUFF\n +PUFFONACTORS\n +NOGRAVITY\n DeathSound \"weapons/wavedeath\"\n States\n {\n Spawn:\n\tTNT1 A 0 A_Jump(128,\"Spawn2\")\n\tSLIC IJKLM 2 Bright A_FadeOut(0.10)\n stop\n Spawn2:\n\tSLIC NOPQR 2 Bright A_FadeOut(0.10)\n stop\n Crash:\n NULL A 1 Bright\n stop\n }\n}\n\nACTOR VileEssence2 : PainLordSoul Replaces VileEssence\n{\n Inventory.InterHubAmount 2\n Inventory.PickupMessage \"You have acquired an Archvile's soul!\"\n Inventory.Icon SOITV0\n Tag \"Archvile's Essence - Acts as a portable Life Sphere, or upgrades a certain weapon...\"\n States\n {\n Spawn:\n TNT1 A 1 A_SpawnItemEx(\"VileEssenceItemFX\",0,0,18,frandom(-1,1),frandom(-1,1),frandom(-1,1))\n Loop\n Use:\n TNT1 A 0 A_JumpIfInventory(\"SummonerToken\",1,\"GiveItem\")\n TNT1 A 0 A_JumpIfInventory(\"OccultSpellbookNoSkin\",1,\"SpellbookUpgrade\")\n GiveItem:\n\t TNT1 A 0 A_Playsound(\"Soul/Hit\")\n\t TNT1 A 0 A_GiveInventory(\"LifeSphere\")\n Stop\n SpellbookUpgrade:\n\t TNT1 A 0 A_Print(\"The Occult Spellbook now has the ability to use Necro Summoner!\")\n\t TNT1 A 0 A_Playsound(\"Soul2/Hit\")\n\t TNT1 A 0 A_GiveInventory(\"OccultCanUpgrade\")\n\t TNT1 A 0 A_GiveInventory(\"SummonerToken\")\n\t Stop\n }\n}\n\nactor Vilefake\n{\n Species \"Player\"\n Speed 7\n +FRIENDLY\n +NOCLIP\n Radius 50\n Height 5\n PROJECTILE\n RENDERSTYLE NONE\n States\n {\n Spawn:\n PLAY AAAAA 6 A_VileChase\n Stop\n Death:\n Play A 1\n Stop\n Heal:\n Play A 1\n Stop\n }\n}\n\nACTOR Vilefake2 : Vilefake\n{\n Speed 20\n States\n {\n Spawn:\n PLAY AAAAAAAAAAAAAAA 6 A_VileChase\n Stop\n }\n}\n\nACTOR VileCache : Inventory\n{\n +INVENTORY.IGNORESKILL\n Inventory.MaxAmount 50\n +INVENTORY.UNDROPPABLE\n -inventory.invbar\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/SLOT1.txt",
"contents": "/*\nACTOR LegendaryChainsawNoSkin : Weapon Replaces \"Legendary Chainsaw\"\n{\nWeapon.Selectionorder 10\n+WEAPON.AMMO_OPTIONAL\n-INVENTORY.UNDROPPABLE\nWeapon.SlotNumber 1\nWeapon.AmmoGive 100\nWeapon.AmmoUse 1\nWeapon.AmmoUse2 5\nWeapon.AmmoType \"LegendaryCell\"\nWeapon.AmmoType2 \"LegendaryCell\"\nInventory.PickupSound \"weapons/pickupsaw\"\nInventory.PickupMessage \"Legendary Chainsaw\"\nObituary \"%o was sawed into many small pieces by %k with Legendary Chainsaw\"\nTag \"Legendary Chainsaw\"\nStates\n {\n Spawn:\n CLSW A -1 Bright\n Loop\n Ready:\n TNT1 AAA 0\n TNT1 AAA 0 A_TakeInventory(\"LegendaryChainHold\",1)\n TNT1 AAA 0 A_TakeInventory(\"LegendaryChainAltHold\",1)\n TNT1 AAA 0 A_JumpIfInventory(\"LegendaryCell\",1,\"Ready1\")\n Goto Empty\n Ready1:\n TNT1 A 0 A_PlaySound(\"weapons/legChainSawIdle\",7,1.0,1)\n LSWH ABCDEFG 1\n LSWH H 1 A_WeaponReady\n ReadyLoop:\n LSWH ABCDEFGH 1 A_WeaponReady\n Loop\n Empty:\n TNT1 AAA 0 A_StopSound(7)\n EmptyLoop:\n LSWH A 1 A_WeaponReady(WRF_NOFIRE)\n TNT1 A 0 A_JumpIfInventory(\"LegendaryCell\",1,\"Ready1\")\n Loop\n Select:\n\t\t\t\tLSWH A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n LSWH A 0 A_Raise\n\t\t\t\tLSWH A 1 A_Raise\n\t\tGoto Select+1\n Deselect:\n TNT1 A 0\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 AAA 0 A_TakeInventory(\"LegendaryChainHold\",1)\n TNT1 AAA 0 A_TakeInventory(\"LegendaryChainAltHold\",1)\n DeselectLoop:\n TNT1 A 0 A_StopSound(7)\n\t\t TNT1 A 0 A_Lower\n LSWH A 1 A_Lower\n\t\t Goto DeSelectLoop+1\n Fire:\n TNT1 AAA 0 A_JumpIfNoAmmo(\"Ready\")\n TNT1 A 0 A_JumpIfInventory(\"LegendaryCell\",1,1)\n Goto Ready\n\t\t\t\tLSWL AB 1 Bright\n TNT1 A 0 Radius_Quake(1,2,0,1,0)\n TNT1 A 0 A_PlaySound(\"weapons/legChainSawAttack\",7,1.0,1)\n TNT1 AAA 0\n TNT1 A 0 Radius_Quake(1,2,0,1,0)\n LSWN B 2 Bright A_Saw(\"weapons\",\"weapons/sawhit\",Random(50,70),\"PlayerLegSawScreech\",SF_NOUSEAMMOMISS)//|SF_STEALARMOR,65,2.8125,0,1)\n TNT1 AAA 0\n TNT1 A 0 A_JumpIfInventory(\"LegendaryCell\",1,1)\n Goto HoldEnd\n TNT1 A 0 A_Refire\n Goto HoldEnd\n Hold:\n TNT1 AAA 0 A_JumpIfNoAmmo(\"Ready\")\n TNT1 A 0 A_JumpIfInventory(\"LegendaryCell\",1,1)\n Goto Ready\n TNT1 AAA 0 A_JumpIfInventory(\"LegendaryChainHold\",1,\"Holdloop\")\n TNT1 A 0 A_PlaySound(\"weapons/legChainSawAttack\",7,1.0,1)\n Holdloop:\n TNT1 A 0 Radius_Quake(1,2,0,1,0)\n LSWN C 2 Bright A_Saw(\"weapons\",\"weapons/sawhit\",Random(50,70),\"PlayerLegSawScreech\",SF_NOUSEAMMOMISS)//|SF_STEALARMOR,65,2.8125,0,1)\n TNT1 AAA 0\n TNT1 A 0 A_JumpIfInventory(\"LegendaryCell\",1,1)\n Goto HoldEnd\n TNT1 A 0 Radius_Quake(1,2,0,1,0)\n LSWN D 2 Bright A_Saw(\"weapons\",\"weapons/sawhit\",Random(50,70),\"PlayerLegSawScreech\",SF_NOUSEAMMOMISS)//|SF_STEALARMOR,65,2.8125,0,1)\n TNT1 AAA 0\n TNT1 A 0 A_JumpIfInventory(\"LegendaryCell\",1,1)\n Goto HoldEnd\n TNT1 AAA 0 A_JumpIfInventory(\"LegendaryChainHold\",1,\"HoldRefire\")\n TNT1 AAA 0\n TNT1 A 0 A_GiveInventory(\"LegendaryChainHold\",1)\n HoldRefire:\n TNT1 A 0 A_Refire\n TNT1 A 0 Radius_Quake(1,2,0,1,0)\n LSWN E 2 Bright A_Saw(\"weapons\",\"weapons/sawhit\",Random(50,70),\"PlayerLegSawScreech\",SF_NOUSEAMMOMISS)//|SF_STEALARMOR,65,2.8125,0,1)\n TNT1 AAA 0\n TNT1 A 0 A_JumpIfInventory(\"LegendaryCell\",1,1)\n Goto HoldEnd\n TNT1 A 0 Radius_Quake(1,2,0,1,0)\n LSWN F 2 Bright A_Saw(\"weapons\",\"weapons/sawhit\",Random(50,70),\"PlayerLegSawScreech\",SF_NOUSEAMMOMISS)//|SF_STEALARMOR,65,2.8125,0,1)\n HoldEnd:\n TNT1 AAA 0 A_StopSound(7)\n LSWL BA 4\n LSWH A 10\n Goto Ready\n AltFire:\n TNT1 AAA 0\n TNT1 A 0 A_JumpIfNoAmmo(\"Ready\")\n TNT1 A 0 A_JumpIfInventory(\"LegendaryCell\",9,1)\n Goto Ready\n TNT1 AAA 0 A_JumpIfInventory(\"LegendaryChainAltHold\",1,\"AltFireLoop\")\n AltFireLoop:\n LSWN ABCDE 1 Bright\n LSWN F 1 Bright A_FireCustomMissile(\"PlayerLegPChainRipper\",0,1,-15,-20)\n LSWN A 1 Bright A_FireCustomMissile(\"PlayerLegPChainRipper\",0,1,15,-20)\n LSWN BCDEF 1 Bright\n TNT1 AAA 0 A_JumpIfInventory(\"LegendaryChainAltHold\",1,\"AltFireRefire\")\n TNT1 A 0 A_GiveInventory(\"LegendaryChainAltHold\",1)\n AltFireRefire:\n TNT1 A 0 A_Refire\n TNT1 AAA 0 A_StopSound(7)\n LSWL BA 4\n LSWH A 10\n Goto Ready\n }\n}\n*/\n\nACTOR \"MeleeNoSkin\" : Weapon Replaces NewNewMelee\n{\n\t+WEAPON.NOALERT\n\tTag \"Melee\"\n Obituary \"%o was brutally beaten by %k.\"\n\tStates\n\t{\n\tDeselect:\n\t\tPKFS A 1 A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tLoop\n\tSelect:\n\t\tPKFS A 1 A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tLoop\n Ready:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tPKFS A 1 A_WeaponReady\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"Berserked\")\n\t\tTNT1 A 0 A_Jump(256,\"NormalFist\",\"NormalKick\")\n\t\tGoto Ready\n\tNormalFist:\n\t\tPKFS LBCD 1\n\t\tPKFS E 2 A_CustomPunch(2*Random(1,10),TRUE,0,\"NewFistPuff\",64)\n\t\tPKFS FGHI 2\n\t\tPKFS JKL 1\n\t\tPKFS A 1 A_ReFire\n\t\tGoto Ready\n\tNormalKick:\n\t\tTNT1 A 0 A_GiveInventory(\"kickAnim\",1)\n\t\tKICK A 1 A_PlaySound(\"weapons/kick\")\n\t\tTNT1 A 0 A_Light0\n\t\tKICK BCDEF 1\n\t\tKICK G 5 A_CustomPunch(2*Random(11,20),TRUE,0,\"NewFootPuff\",96)\n\t\tKICK EDCBA 2\n\t\tPKFS A 1\n\t\tPKFS A 5 A_ReFire\n\t\tGoto Ready\n\tBerserked:\n\t TNT1 A 0 A_Jump(256,\"BerserkFist\",\"BerserkKick\")\n\t\tGoto Ready\n\tBerserkFist:\n\t PKFS L 1 A_PlaySound(\"weapons/fistwiff\")\n\t\tPKFS BCD 1\n\t\tPKFS E 2 A_CustomPunch(25*Random(1,10),TRUE,0,\"NewFistPuff\",64)\n\t\tPKFS FGHIJKL 1\n\t\tPKFS A 1 A_ReFire\n\t\tGoto Ready\n\tBerserkKick:\n\t\tTNT1 A 0 A_GiveInventory(\"kickAnim\",1)\n\t\tKICK A 1 A_PlaySound(\"weapons/berserkkick\")\n\t\tKICK BCDEF 1\n\t\tKICK G 5 A_CustomPunch(25*Random(11,20),TRUE,0,\"NewFootPuff\",96)\n\t\tKICK EDCBA 1\n\t\tPKFS A 1\n\t\tPKFS A 5 A_ReFire\n\t\tGoto Ready\n GrenadeCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t Goto Ready\n GrenadeToss:\n\t PKFR CBA 1\n\t TNT1 A 4\n\t HGRN ABC 1\n\t HGRN D 2\n\t HGRN EFG 1\n\t\tHGRN HI 2\n\t TNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\t\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\t\tHGRN J 1\n\t\tHGRN KLM 2\n\t\tHGRN NO 1\n\t TNT1 A 6\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t TNT1 A 0\n\t Goto Ready\n MineCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t Goto Ready\n MineToss:\n\t PKFR CBA 1\n\t TNT1 A 8\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t MINE ABCDEF 1\n\t TNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\t MINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\t MINE HI 1\n\t MINE JK 2\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t TNT1 A 0\n\t\tTNT1 A 5\n\t Goto Ready\n\t }\n}\n\nACTOR \"Chainsaw \" : Chainsaw Replaces Chainsaw\n{\n\tScale 0.65\n\tTag \"Chainsaw\"\n Inventory.PickupMessage \"Chainsaw\"\n Inventory.PickupSound \"weapons/pickupsaw\"\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tCSAW A -1\n\t\tStop\n\tDeselect:\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_Lower\n\t\tSAWH A 1 A_Lower\n\t\tGoto Deselect+3\n\tSelect:\n\t\tTNT1 A 0 A_Raise\n\t\tSAWH A 1 A_Raise\n\t\tLoop\n\tReady:\n\t\tSAWH ABCD 2 A_WeaponReady\n\t\tLoop\n\tFire:\n\t SAWL AB 1\n\tHold:\n\t\tTNT1 A 0 Radius_Quake(1,2,0,1,0)\n\t\tSAWN A 2 A_Saw(\"weapons/sawfull\",\"weapons/sawhit\",Random(2,4),\"SawScreech\")\n\t\tTNT1 A 0 Radius_Quake(1,2,0,1,0)\n\t\tSAWN B 2 A_Saw(\"weapons/sawfull\",\"weapons/sawhit\",Random(2,4),\"SawScreech\")\n\t\tTNT1 A 0 A_Refire\n\t\tSAWL BA 1\n\t\tGoto Ready\n\t }\n}\n\nACTOR \"DesiccationRodNoSkin\" : DoomWeapon Replaces DesiccationRod\n{\n Scale 0.8\n Weapon.AmmoType1 \"DustMana\"\n Weapon.AmmoType2 \"DustMana\"\n Weapon.AmmoUse1 20\n Weapon.UpSound \"BFlan/Draw\"\n Inventory.PickupSound \"BFlan/Draw\"\n Inventory.PickupMessage \"You got Bloody Flandre's Desiccation Rod!\"\n Obituary \"%o was phlebotomized by %k's Desiccation Rod.\"\n Tag \"Bloody Flandre's Desiccation Rod\"\n +FLOATBOB\n +WEAPON.NOALERT\n -INVENTORY.UNDROPPABLE\n States\n {\n Ready:\n\tSRO0 ABCDE 1 Bright\n\tTNT1 A 3\n\tSRO0 FGHIJKL 1 Bright\n Ready2:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tSROD A 1 Bright A_WeaponReady\n\tLoop\n Deselect:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_Lower\n\tSROD A 1 Bright A_Lower\n\tGoto Deselect+1\n Select:\n\tTNT1 A 0 A_Raise\n\tWait\n Fire:\n\tSROD BCD 1 Bright\n\tTNT1 A 2\n Fire2:\n\tTNT1 A 0 A_PlaySound(\"BFlan/Swing\")\n\tSROD EF 2 Bright\n\tTNT1 A 0 A_CustomPunch(random(12,20)*5,0,CPF_USEAMMO|CPF_PULLIN,\"RodWallHit\",128)\n\tSROD GHIJ 2 Bright\n\tTNT1 A 5\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Done\")\n\tTNT1 A 0 A_Refire(\"Fire3\")\n\tGoto Done\n Fire3:\n\tTNT1 A 0 A_PlaySound(\"BFlan/Swing\")\n\tSROD KL 2 Bright\n\tTNT1 A 0 A_CustomPunch(random(7,12)*5,0,CPF_USEAMMO|CPF_PULLIN,\"RodWallHit\",128)\n\tSROD MNOP 2 Bright\n\tTNT1 A 5\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Done\")\n\tTNT1 A 0 A_Refire(\"Fire2\")\n\tGoto Done\n Done:\n\tSROD DCB 2 Bright\n\tGoto Ready2\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready2\n GrenadeToss:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tSROD BCD 2 Bright\n\tTNT1 A 3\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\tTNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tSROD DCB 2 Bright\n\tGoto Ready2\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready2\n MineToss:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tSROD BCD 2 Bright\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\tTNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tSROD DCB 2 Bright\n\tGoto Ready2\n Spawn:\n\tSROP A 20 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\",0,0,36)\n\tSROP BCD 4 Bright\n\tLoop\n }\n}\n\nACTOR \"DemonTechAxeNoSkin\" : FWeapAxe Replaces \"DemonTechAxe\"\n{\n\tWeapon.YAdjust 0\n\tWeapon.AmmoType \"DemonAmmo\"\n\tweapon.Ammogive 120\n\tWeapon.AmmoUse 30\n\tInventory.Pickupmessage \"You've picked up the Demon Tech Axe!\"\n\tTag \"Demon Tech Axe\"\n\tObituary \"%o was ripped to shreds by %k's axe.\"\n\t-INVENTORY.UNDROPPABLE\n\tstates\n\t{\n\t\tSpawn:\n\t\tWFAX A 3\n\t\tloop\n\n\t\tSelect:\n\t\tFAXE A 1 A_FAxeCheckUp\n\t\tLoop\n\n\t\tDeselect:\n\t\tTNT1 A 0 A_Lower\n\t\tFAXE A 1 A_Lower\n\t\tLoop\n\n\t\tReady:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tFAXE A 1 A_FAxeCheckReady\n\t\tLoop\n\n\t\tFire:\n\t\tFAXE B 3 Offset(24, 32) A_FAxeCheckAtk\n\t\tTNT1 A 0 A_PlaySound(\"weapons/axeswing\")\n\t\tFAXE C 1 Offset(23, 32)\n\t\tFAXE C 1 Offset(21, 32)\n\t\tFAXE C 1 Offset(19, 32)\n\t\tFAXE D 1 Offset(15, 32)\n\t\tFAXE D 1 Offset(13, 32)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"PowerSmash\")\n\t\tFAXE D 1 Offset(-5, 70) A_CustomPunch(5*Random(20,30), true, 0, \"HitWallPuff\", 70)\n\t\tFAXE D 1 Offset(-25, 90)\n\t\tFAXE D 1 Offset(-27, 90)\n\t\tFAXE E 1 Offset(15, 32)\n\t\tFAXE E 2 Offset(10, 54)\n\t\tFAXE E 7 Offset(10, 150)\n\t\tFAXE A 1 Offset(0, 60)\n\t\tFAXE A 1 Offset(0, 52)\n\t\tFAXE A 1 Offset(0, 44)\n\t\tFAXE A 1 Offset(0, 36)\n\t\tFAXE A 10 A_ReFire\n\t\tGoto Ready\n\n\t\tPowerSmash:\n\t\tFAXE D 1 Offset(-5, 70) A_CustomPunch(30*Random(20,30), true, 0, \"HitWallPuff\", 70)\n\t\tFAXE D 1 Offset(-25, 90)\n\t\tFAXE D 1 Offset(-27, 90)\n\t\tFAXE E 1 Offset(15, 32)\n\t\tFAXE E 2 Offset(10, 54)\n\t\tFAXE E 7 Offset(10, 150)\n\t\tFAXE A 1 Offset(0, 60)\n\t\tFAXE A 1 Offset(0, 52)\n\t\tFAXE A 1 Offset(0, 44)\n\t\tFAXE A 1 Offset(0, 36)\n\t\tFAXE A 12 A_ReFire\n\t\tGoto Ready\n\n\t\tSelectGlow:\n\t\tFAXE AYZY 1 A_FAxeCheckUpG\n\t\tLoop\n\n\t\tDeselectGlow:\n\t\tTNT1 A 0 A_Lower\n\t\tFAXE AYZY 1 A_Lower\n\t\tLoop\n\n\t\tReadyGlow:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/hum\")\n\t\tFAXE AYZY 6 A_FAxeCheckReadyG\n\t\tLoop\n\n\t\tFireGlow:\n\t\tFAXE B 3 Offset(48, 16)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/axeswing\")\n\t\tFAXE C 1 Offset(23, 32)\n\t\tFAXE C 1 Offset(21, 32)\n\t\tFAXE C 1 Offset(19, 32)\n\n\t\tFAXE D 1 Offset(15, 32)\n\t\tFAXE D 1 Offset(13, 32)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"PowerSmashGlow\")\n\t\tFAXE D 1 Offset(-5, 70) A_CustomPunch(10*Random(30,50), true, CPF_USEAMMO, \"DemonTechPuff\", 70)\n\t\tFAXE D 1 Offset(-25, 90)\n\t\tFAXE D 1 Offset(-27, 90)\n\t\tFAXE E 1 Offset(15, 32)\n\t\tFAXE E 2 Offset(10, 54)\n\t\tFAXE E 7 Offset(10, 150)\n\t\tFAXE A 1 Offset(0, 60)\n\t\tFAXE A 1 Offset(0, 52)\n\t\tFAXE A 1 Offset(0, 44)\n\t\tFAXE A 1 Offset(0, 36)\n\t\tFAXE A 10 A_ReFire\n\t\tGoto ReadyGlow\n\n\t\tPowerSmashGlow:\n\t\tFAXE D 1 Offset(-5, 70) A_CustomPunch(40*Random(30,50), true, CPF_USEAMMO, \"DemonTechPuff\", 70)\n\t\tFAXE D 1 Offset(-25, 90)\n\t\tFAXE D 1 Offset(-27, 90)\n\t\tFAXE E 1 Offset(15, 32)\n\t\tFAXE E 2 Offset(10, 54)\n\t\tFAXE E 7 Offset(10, 150)\n\t\tFAXE A 1 Offset(0, 60)\n\t\tFAXE A 1 Offset(0, 52)\n\t\tFAXE A 1 Offset(0, 44)\n\t\tFAXE A 1 Offset(0, 36)\n\t\tFAXE A 12 A_ReFire\n\t\tGoto ReadyGlow\n\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready\n\n GrenadeToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tFAXE A 1 Offset(0,30)\n\tFAXE A 1 Offset(0,40)\n\tFAXE A 1 Offset(0,50)\n\tFAXE A 1 Offset(0,60)\n\tFAXE A 1 Offset(0,70)\n\tTNT1 A 4 Offset(0,10)\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tFAXE A 1 Offset(0,70)\n\tFAXE A 1 Offset(0,60)\n\tFAXE A 1 Offset(0,50)\n\tFAXE A 1 Offset(0,40)\n\tFAXE A 1 Offset(0,30)\n\tGoto Ready\n\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready\n\n MineToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tFAXE A 1 Offset(0,30)\n\tFAXE A 1 Offset(0,40)\n\tFAXE A 1 Offset(0,50)\n\tFAXE A 1 Offset(0,60)\n\tFAXE A 1 Offset(0,70)\n\tTNT1 A 8 Offset(0,10)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tFAXE A 1 Offset(0,70)\n\tFAXE A 1 Offset(0,60)\n\tFAXE A 1 Offset(0,50)\n\tFAXE A 1 Offset(0,40)\n\tFAXE A 1 Offset(0,30)\n\tGoto Ready\n\t}\n}\n\nActor \"SubliminationSwordNoSkin\" : DoomWeapon Replaces SubliminationSword\n{\n Scale 0.7\n Weapon.AmmoType1 \"DustMana\"\n Weapon.AmmoType2 \"DustMana\"\n Weapon.AmmoUse1 20\n Weapon.UpSound \"SubSword/Pickup\"\n Inventory.PickupSound \"SubSword/Pickup\"\n Inventory.PickupMessage \"You got the Sublimination Sword!\"\n Obituary \"%o was amazed that %k actually got this obituary to appear.\"\n Tag \"Sublimination Sword\"\n +FLOATBOB\n +WEAPON.AMMO_OPTIONAL\n +WEAPON.NOALERT\n -INVENTORY.UNDROPPABLE\n States\n {\n Ready:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tSBSW A 1 A_WeaponReady\n\tLoop\n Deselect:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_Lower\n\tSBSW A 1 A_Lower\n\tGoto Deselect+1\n Select:\n\tTNT1 A 0 A_Raise\n\tSBSW A 1 A_Raise\n\tLoop\n Fire:\n\tTNT1 A 0 A_JumpIfInventory(\"SubSwordModeToken1\",1,\"Fire2\")\n\tTNT1 A 0 A_JumpIfInventory(\"SubSwordModeToken2\",1,\"Fire3\")\n\tSBSW BC 2\n Refire:\n\tTNT1 A 0 A_PlaySound(\"Mainyu/Sword\",1)\n\tTNT1 A 0 A_Quake(4,10,0,10,0)\n\tSBSW DEFGHI 1\n\tTNT1 A 0 A_CustomPunch((random(150,250)*random(1,3)),1,0,\"SubSwordWallHit\",175)\n\tSBSW JKLMN 1\n\tTNT1 A 5\n\tTNT1 A 0 A_Refire(\"Refire\")\n\tGoto Done\n Fire2:\n\tTNT1 A 0 A_JumpIfInventory(\"DustMana\",30,\"Fire2Continue\")\n\tGoto Ready\n Fire2Continue:\n\tSBSW BC 2\n Refire2:\n\tTNT1 A 0 A_PlaySound(\"Mainyu/Sword\",1)\n\tTNT1 A 0 A_Quake(4,20,0,10,0)\n\tSBS2 AABBCCDDEEFF 1\n\tTNT1 A 0 A_TakeInventory(\"DustMana\",30,TIF_NOTAKEINFINITE)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerMainyuSwordProjectile\",0,0,0,0)\n\tTNT1 A 0 A_AlertMonsters\n\tSBS2 GGHHIIJJKK 1\n\tTNT1 A 5\n\tTNT1 A 0 A_JumpIfInventory(\"DustMana\",30,2)\n\tTNT1 A 0 A_Jump(256,2)\n\tTNT1 A 0 A_Refire(\"Refire2\")\n\tTNT1 A 0\n\tGoto Done\n Fire3:\n\tTNT1 A 0 A_JumpIfInventory(\"DustMana\",50,\"Fire3Continue\")\n\tGoto Ready\n Fire3Continue:\n\tSBSW BC 2\n Refire3:\n\tTNT1 A 0 A_PlaySound(\"Mainyu/Sword\",1)\n\tTNT1 A 0 A_Quake(4,20,0,10,0)\n\tTNT1 A 0 A_TakeInventory(\"DustMana\",50,TIF_NOTAKEINFINITE)\n\tSBS3 AABBCCDD 1\n\tTNT1 A 0 A_AlertMonsters\n\tSBS3 E 1 A_FireCustomMissile(\"PlayerMainyuRedDarkMatter\",-7,0,0,0)\n\tSBS3 E 1 A_FireCustomMissile(\"PlayerMainyuRedDarkMatter\",-5,0,0,0)\n\tSBS3 F 1 A_FireCustomMissile(\"PlayerMainyuRedDarkMatter\",-3,0,0,0)\n\tSBS3 F 1 A_FireCustomMissile(\"PlayerMainyuRedDarkMatter\",-1,0,0,0)\n\tSBS3 G 1 A_FireCustomMissile(\"PlayerMainyuRedDarkMatter\",1,0,0,0)\n\tSBS3 G 1 A_FireCustomMissile(\"PlayerMainyuRedDarkMatter\",3,0,0,0)\n\tSBS3 H 1 A_FireCustomMissile(\"PlayerMainyuRedDarkMatter\",5,0,0,0)\n\tSBS3 H 1 A_FireCustomMissile(\"PlayerMainyuRedDarkMatter\",7,0,0,0)\n\tSBS3 IIJJKK 1\n\tTNT1 A 5\n\tTNT1 A 0 A_JumpIfInventory(\"DustMana\",50,2)\n\tTNT1 A 0 A_Jump(256,2)\n\tTNT1 A 0 A_Refire(\"Refire3\")\n\tTNT1 A 0\n\tGoto Done\n AltFire:\n\tTNT1 A 0 A_JumpIfInventory(\"SubSwordModeToken1\",1,\"AltFire2\")\n\tTNT1 A 0 A_JumpIfInventory(\"SubSwordModeToken2\",1,\"AltFire3\")\n\tTNT1 A 0 A_GiveInventory(\"SubSwordModeToken1\")\n\tSBSW A 1 A_Print(\"White Matter\",1.5)\n\tTNT1 A 0 A_Refire(\"NoAutoAltFirePls\")\n\tGoto Ready\n AltFire2:\n\tTNT1 A 0 A_TakeInventory(\"SubSwordModeToken1\")\n\tTNT1 A 0 A_GiveInventory(\"SubSwordModeToken2\")\n\tSBSW A 1 A_Print(\"Red Matter\",1.5)\n\tTNT1 A 0 A_Refire(\"NoAutoAltFirePls\")\n\tGoto Ready\n AltFire3:\n\tTNT1 A 0 A_TakeInventory(\"SubSwordModeToken1\")\n\tTNT1 A 0 A_TakeInventory(\"SubSwordModeToken2\")\n\tSBSW A 1 A_Print(\"Life Leech\",1.5)\n\tTNT1 A 0 A_Refire(\"NoAutoAltFirePls\")\n\tGoto Ready\n Done:\n\tSBSW OPQR 2\n\tGoto Ready\n NoAutoAltFirePls:\n\tSBSW A 1\n\tSBSW A 1 A_Refire(\"NoAutoAltFirePls\")\n\tGoto Ready\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready\n GrenadeToss:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tSBSW ABC 2\n\tTNT1 A 3\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\tTNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tSBSW CBA 2\n\tGoto Ready\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready\n MineToss:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tSBSW ABC 2\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\tTNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tSBSW CBA 2\n\tGoto Ready\n Spawn:\n\tWVBL A 1\n\tLoop\n }\n}\n\n/*\nActor \"LegendarySaberNoSkin\" : DoomWeapon Replaces LegendarySaber\n{\n Scale 0.7\n Weapon.AmmoType1 \"LDemonAmmo\"\n Weapon.AmmoType2 \"DustMana\"\n Weapon.AmmoUse1 0\n Weapon.AmmoUse2 0\n Weapon.AmmoGive1 40\n Weapon.AmmoGive2 50\n Inventory.PickupSound \"Saber/Pickup\"\n Inventory.PickupMessage \"You got the Legendary Saber! With enough thinking, you may be able to discover new powers...\"\n Obituary \"%o was amazed that %k actually got this obituary to appear.\"\n Tag \"Legendary Saber\"\n +WEAPON.AMMO_OPTIONAL\n -INVENTORY.UNDROPPABLE\n States\n {\n Ready:\n\tTNT1 A 0 A_JumpIfInventory(\"LDemonAmmo\",20,\"Ready2\")\n\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"ChangeMode\")\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tLGSB A 1 A_WeaponReady\n\tLoop\n Ready2:\n\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"ChangeMode\")\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tLSB2 AAAA 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"ChangeMode\")\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tLSB2 BBBB 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"ChangeMode\")\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tLSB2 CCCC 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"ChangeMode\")\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tLSB2 DDDD 1 A_WeaponReady\n\tLoop\n Deselect:\n\tTNT1 A 0 A_PlaySound(\"weapons/weapondown\",1)\n\tTNT1 A 0 A_Lower\n\tLGSB A 1 A_Lower\n\tGoto Deselect+1\n Select:\n\tTNT1 A 0 A_Raise\n\tLGSB A 1 A_Raise\n\tLoop\n Fire:\n\tTNT1 A 0 A_JumpIfInventory(\"LDemonAmmo\",15,\"Fire2\")\n\tGoto FireNoAmmo\n Fire2:\n\tLSB2 EF 2\n Refire2:\n\tTNT1 A 0 A_PlaySound(\"Saber/Swing\",1)\n\tTNT1 A 0 A_Quake(3,10,0,10,0)\n\tLGSB DE 1\n\tLSB2 GHIJ 1\n\tTNT1 A 0 A_CustomPunch((random(80,180)*random(1,3)),0,0,\"SaberBulletPuff2\",175)\n\tLSB2 KLMNOP 1\n\tTNT1 A 4\n\tTNT1 A 0 A_JumpIfInventory(\"LDemonAmmo\",15,2)\n\tTNT1 A 0 A_Jump(256,2)\n\tTNT1 A 0 A_Refire(\"Refire2\")\n\tTNT1 A 0\n\tGoto Done2\n FireNoAmmo:\n\tLGSB BC 2\n RefireNoAmmo:\n\tTNT1 A 0 A_PlaySound(\"Saber/Swing\",1)\n\tTNT1 A 0 A_Quake(3,10,0,10,0)\n\tLGSB DEFGHI 1\n\tTNT1 A 0 A_CustomPunch(random(30,60),0,0,\"SaberBulletPuff\",175)\n\tLGSB KLM 1\n\t//LGSB JKLM 1\n\tTNT1 AA 1\n\tTNT1 A 4\n\tTNT1 A 0 A_Refire(\"RefireNoAmmo\")\n\tGoto Done\n AltFire:\n\tTNT1 A 0 A_JumpIfInventory(\"LDemonAmmo\",20,\"AltFireContinue\")\n\tGoto Ready\n AltFireContinue:\n\tLSB2 EF 2\n AltFireRefire:\n\tTNT1 A 0 A_PlaySound(\"Saber/Swing\",1)\n\tTNT1 A 0 A_PlaySound(\"Saber/AltSwing\",7)\n\tTNT1 A 0 A_Quake(4,20,0,10,0)\n\tLGSB DDEE 1\n\tLSB2 GGHHIIJJ 1\n\tTNT1 A 0 A_TakeInventory(\"LDemonAmmo\",20,TIF_NOTAKEINFINITE)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerCrusaderRazorWind\",0,0,0,0)\n\tLSB2 KKLLMMNNOOPP 1\n\tTNT1 A 5\n\tTNT1 A 0 A_JumpIfInventory(\"LDemonAmmo\",20,2)\n\tTNT1 A 0 A_Jump(256,2)\n\tTNT1 A 0 A_Refire(\"AltFireRefire\")\n\tTNT1 A 0\n\tGoto Done2\n Done:\n\tLGSB NOPQ 2 Bright\n\tGoto Ready\n Done2:\n\tLSB2 RSTU 2 Bright\n\tGoto Ready\n ChangeMode:\n\tTNT1 A 0 A_JumpIfInventory(\"DustMana\",200,\"ResistanceBuff\")\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\")\n\tGoto Ready\n ResistanceBuff:\n\tLSB2 EF 2\n\tTNT1 A 0 A_PlaySound(\"Saber/Buff\",1)\n\tTNT1 A 0 A_Quake(4,20,0,10,0)\n\tLGSB DDEE 1\n\tLSB2 GGHHIIJJ 1\n\tTNT1 A 0 A_TakeInventory(\"DustMana\",200)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\")\n\tTNT1 A 0 A_SpawnItemEx(\"SaberPlayerResistanceBuffGiver\",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION)\n\tLSB2 KKLLMMNNOOPP 1\n\tTNT1 A 5\n\tGoto Done2\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready+6\n GrenadeToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tLGSB ABC 2\n\tTNT1 A 3\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\tTNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tLGSB CBA 2\n\tGoto Ready+6\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready\n MineToss:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tLGSB ABC 2\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\tTNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tLGSB CBA 2\n\tGoto Ready\n Spawn:\n\tHEVB A 1\n\tLoop\n }\n}\n*/"
},
{
"source": "pk3",
"name": "Actors/Weapons/SLOT2.txt",
"contents": "/*\nACTOR \"LegendaryRevolverNoSkin\" : Weapon replaces \"Legendary Revolver \"\n{\n Tag \"Legendary Revolver\"\n Scale 0.50\n Weapon.SelectionOrder 19\n Weapon.KickBack 160\n Inventory.PickupSound \"revspin\"\n Weapon.AmmoGive2 12\n Weapon.AmmoUse 1\n Weapon.AmmoType \"LEGENDARYRevolverSpinner\"\n Weapon.AmmoType2 \"LegendaryBulletMag\"\n Inventory.Pickupmessage \"Legendary Revolver! Get ready to be rekt.\"\n Obituary \"%o was gibbed to death by A Powerful shot from %K's Legendary Revolver .\"\n +NOAUTOFIRE\n +WEAPON.AMMO_OPTIONAL\n +WEAPON.NOALERT\n -INVENTORY.UNDROPPABLE\n States\n {\n Spawn:\n LRVI A -1\n Stop\n Ready:\n\t LRVL ABCD 1\n\t LRSU AB 2\n\t LRSU C 2 A_PlaySound(\"REVCLOSE\")\n\t TNT1 A 0 A_PlayWeaponSound(\"revspin\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t LRVL E 1 A_WeaponReady\n\t Goto Ready+8\n Deselect:\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t TNT1 A 0 A_Lower\n LRVL E 1 A_Lower\n Goto Deselect+1\n\tQuickSwitch:\n TNT1 A 0 A_PlayWeaponSound(\"weapons/quickswitch\")\n LRVL E 1 A_Lower\n\tTNT1 A 0 A_Lower\n Goto QuickSwitch+1\n Select:\n\t TNT1 A 0 A_Raise\n Wait\n Fire:\n\t TNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\t TNT1 A 0 A_PlaySound(\"revfire\")\n\t TNT1 A 0 A_AlertMonsters\n\t TNT1 A 0 Radius_Quake(1,2,0,1,0)\n TNT1 A 0 A_FireCustomMissile(\"BlueSGTracer\",0,0,0,0)\n\t //TNT1 A 0 A_FireBullets(0, 0, -1,Random(160,260),\"LegendaryRevBulletPuff\")\n\t TNT1 A 0 Bright A_FireCustomMissile(\"160-260Bullet\", 0, true, 0, 8, false, 0)\n\t TNT1 A 0 A_Light1\n\t LRVL F 1 Bright A_GunFlash\n\t TNT1 A 0 A_Light0\n\t TNT1 A 0\n\t LRVL G 5\n\t LRVL G 1 A_WeaponReady\n\t Goto Ready+8\n Empty:\n LRVL E 1 A_PlayWeaponSound(\"weapons/click\")\n AltFire:\n \t TNT1 A 0 A_JumpIfInventory(\"LEGENDARYRevolverSpinner\",6,2)\n TNT1 A 0 A_JumpIfInventory(\"LegendaryBulletMag\",1,2)\n\t TNT1 A 0\n\t Goto Ready+8\n\t LRVL HIJKL 2\n\t LRVL M 1 A_PlaySound(\"REVOPEN\")\n\t LRVL N 2 A_JumpIfInventory(\"LEGENDARYRevolverSpinner\",1,\"MaxReload\")\n\t TNT1 A 0 A_JumpIfInventory(\"LegendaryBulletMag\",1,\"Reload2\")\n Reload:\n\t TNT1 A 0 A_TakeInventory(\"LegendaryBulletMag\",1)\n\t TNT1 A 0 A_GiveInventory(\"LEGENDARYRevolverSpinner\",1)\n\t TNT1 A 0 A_JumpIfInventory(\"LEGENDARYRevolverSpinner\", 6,2)\n\t TNT1 A 0 A_JumpIfInventory(\"LegendaryBulletMag\",1,\"Reload\")\n\t TNT1 A 0\n\t Goto Ready+8\n MaxReload:\n LRVL NNNNNN 0 A_SpawnItemEx(\"LEGBulletCasing\",30,0,30,Random(2,4),Random(3,6),Random(3,6),0)\n\t LRVL N 10 A_PlaySound(\"REVEJECT\")\n\t LRVL OPQR 2\n\t LRVL ST 5 A_PlaySound(\"REVINSR\")\n\t LRVL U 5\n\t LRSU AB 5\n\t LRSU C 5 A_PlaySound(\"REVCLOSE\")\n\t TNT1 A 3 A_JumpIfInventory(\"LegendaryBulletMag\",1,\"Reload\")\n Reload2:\n\t TNT1 A 0 A_TakeInventory(\"LegendaryBulletMag\",1)\n\t TNT1 A 0 A_GiveInventory(\"LEGENDARYRevolverSpinner\",1)\n\t TNT1 A 0 A_JumpIfInventory(\"LEGENDARYRevolverSpinner\",6,\"Full\")\n\t TNT1 A 0 A_JumpIfInventory(\"LegendaryBulletMag\",1,\"Reload2\")\n Full:\n LRVL NNNNNN 0 A_SpawnItemEx(\"LEGBulletCasing\",30,0,30,Random(2,4),Random(3,6),Random(3,6),0)\n\t LRVL N 10 A_PlaySound(\"REVEJECT\")\n\t LRVL OPQR 2\n\t LRVL ST 5 A_PlaySound(\"REVINSR\")\n\t LRVL U 5\n\t LRSU AB 5\n\t LRSU C 5 A_PlaySound(\"REVCLOSE\")\n\t LRVL E 1 A_PlayWeaponSound(\"revspin\")\n\t Goto Ready+8\n\tQuickSwitch:\n TNT1 A 0 A_PlayWeaponSound(\"weapons/quickswitch\")\n LRVL E 1 A_Lower\n\tTNT1 A 0 A_Lower\n Goto QuickSwitch+1\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready+8\n GrenadeToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tLRVT ABCDEFGH 1\n\tTNT1 A 6\n\tHGRN ABC 1\n\tHGRN D 3\n\tHGRN EFGHI 2\n\tTNT1 A 14 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGRN J 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN KLM 2\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n LRVT HGFEDCBA 1\n\tGoto Ready+8\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready+8\n MineToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tLRVT ABCDEFGH 1\n\tTNT1 A 10\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tLRVT HGFEDCBA 1\n\tGoto Ready+8\n }\n}\n*/\n\nACTOR \"HandgunNoSkin\" : Weapon replaces \"Handgun \"\n{\nScale 0.38\n+NOAUTOFIRE\n+WEAPON.NOALERT\n+WEAPON.AMMO_OPTIONAL\n+INVENTORY.UNDROPPABLE\nWeapon.SelectionOrder 5000\nWeapon.KickBack 60\nInventory.PickupSound \"weapons/pickuptp\"\nWeapon.AmmoGive 15\nWeapon.AmmoUse 1\nWeapon.AmmoType \"PistolMagazine\"\nWeapon.AmmoType2 \"BulletMag\"\nInventory.Pickupmessage \"Handgun\"\nObituary \"%o caught one right between the eyes by %k's Pistol.\"\nTag \"Handgun\"\nStates\n\t{\n\tSpawn:\n\t\t23PT A -1\n\t\tLoop\n\tReady:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/pickuptp\")\n\t\tPIST ABCD 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"PistolMagazine\",1,\"Ready2\")\n\t\tGoto Ready3\n\tReady2:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PistolMagazine\",1,1)\n\t\tGoto Ready3\n\t\tPKPI A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tLoop\n\tReady3:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PistolMagazine\",1,\"Ready2\")\n\t\tPKPE E 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tPKPI A 1 A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tGoto Deselect+1\n\tSelect:\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tFire:\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/tpfire\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 Radius_Quake(1,2,0,1,0)\n\t\tTNT1 A 0 A_FireBullets(1.2,1.2,-1,Random(15,30),\"ModdedBulletPuff\",FBF_NORANDOM|FBF_USEAMMO)\n\t\tTNT1 A 0 A_Light1\n\t\tPKPF A 2 Bright A_GunFlash\n\t\tTNT1 A 0 A_Light0\n\t\tTNT1 A 0 A_SpawnItemEx(\"BulletCasing\",30,0,30,Random(2,4),Random(3,6),Random(3,6),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tPKPI B 1\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"EmptyRecoil\")\n\t\tPKPI C 2\n\t\tPKPI DEF 2 A_WeaponReady\n\t\tPKPI A 1\n\t\tGoto Ready2\n\tEmptyRecoil:\n\t\tPKPE ABCD 2\n\t\tPKPE E 1\n\t\tGoto Ready3\n\tEmpty:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/click\")\n\t\tPKPE EEEEEEEEEE 1 A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"BulletMag\",1,\"AltFire\")\n\t\tGoto Ready3\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PistolMagazine\",16,\"Ready2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BulletMag\",1,2)\n\t\tTNT1 A 0\n\t\tGoto Ready3\n\t\tTNT1 A 0 A_JumpIfInventory(\"PistolMagazine\",1,\"MaxReload\")\n\t\tPKPR A 1 A_PlaySound(\"weapons/pistolclipout\")\n\t\tPKPR BC 1\n\t\tPKPR D 2\n\t\tPKPR E 2 A_FireCustomMissile(\"PistolEmptyMagSpawner\",0,0,0,1)\n\t\tPKPR F 5\n\t\tPKPR GHI 2\n\t\tPKPR J 2 A_PlayWeaponSound(\"weapons/pistolclipin\")\n\t\tPKPR K 2\n\t\tPKPR L 2 A_PlayWeaponSound(\"weapons/pistolsnap\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BulletMag\",1,\"Reload\")\n\tReload:\n\t\tTNT1 A 0 A_TakeInventory(\"BulletMag\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_GiveInventory(\"PistolMagazine\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PistolMagazine\",15,\"Full\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BulletMag\",1,\"Reload\")\n\t\tGoto Full\n\tMaxReload:\n\t\tPKR2 A 1 A_PlayWeaponSound(\"weapons/pistolclipout\")\n\t\tPKR2 BC 1\n\t\tPKR2 D 2\n\t\tPKR2 E 2 A_FireCustomMissile(\"PistolEmptyMagSpawner\",0,0,0,1)\n\t\tPKR2 F 5\n\t\tPKR2 GHI 2\n\t\tPKR2 J 2 A_PlayWeaponSound(\"weapons/pistolclipin\")\n\t\tPKR2 KL 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"BulletMag\",1,\"Reload2\")\n\tReload2:\n\t\tTNT1 A 0 A_TakeInventory(\"BulletMag\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_GiveInventory(\"PistolMagazine\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PistolMagazine\",16,\"Full\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BulletMag\",1,\"Reload2\")\n\tFull:\n\t\tPKPR MNOPQ 1\n\t\tGoto Ready2\n\tGrenadeCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tGoto Ready+5\n\tGrenadeToss:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tPIST DCBA 1\n\t\tTNT1 A 4\n\t\tHGRN ABC 1\n\t\tHGRN D 2\n\t\tHGRN EFG 1\n\t\tHGRN HI 2\n\t\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0,false)\n\t\tHGRN J 1\n\t\tHGRN KLM 2\n\t\tHGRN \"NO\" 1\n\t\tTNT1 A 6\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\t\tTNT1 A 0// A_TakeInventory(\"Hand Grenade\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0\n\t\tGoto Ready+1\n\tMineCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tGoto Ready+5\n\tMineToss:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tPIST DCBA 1\n\t\tTNT1 A 8\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tMINE ABCDEF 1\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\t\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0,false)\n\t\tMINE HI 1\n\t\tMINE JK 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\t\tTNT1 A 0// A_TakeInventory(\"Land Mine\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0\n\t\tTNT1 A 5\n\t\tGoto Ready+1\n\t}\n}\n\nACTOR \"DemonTechPistolNoSkin\" : \"HandgunNoSkin\" Replaces DemonTechPistol\n{\n Scale 0.8\n +NOAUTOFIRE\n +WEAPON.NOALERT\n +WEAPON.AMMO_OPTIONAL\n +INVENTORY.UNDROPPABLE\n Weapon.SelectionOrder 5000\n Weapon.KickBack 60\n Inventory.PickupSound \"weapons/pickuptp\"\n Weapon.AmmoGive 15\n Weapon.AmmoUse 1\n Weapon.AmmoType \"DTPistolMagazine\"\n Weapon.AmmoType2 \"DemonAmmo\"\n Inventory.Pickupmessage \"Demon Tech Pistol\"\n Obituary \"%o isn't supposed to see %k's Demon Tech Pistol obituary.\"\n Tag \"Demon Tech Pistol\"\n Weapon.SisterWeapon \"PoweredDemonTechPistolNoSkin\"\n States\n {\n Spawn:\n\tDTPS Z -1\n\tLoop\n Ready:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/pickuptp\")\n\tDTP0 ABCD 1\n\tTNT1 A 0 A_JumpIfInventory(\"DTPistolMagazine\",1,\"Ready2\")\n\tGoto Ready3\n Ready2:\n\tTNT1 A 0 A_JumpIfInventory(\"DTPistolMagazine\",1,1)\n\tGoto Ready3\n\tDTPS A 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tLoop\n Ready3:\n\tTNT1 A 0 A_JumpIfInventory(\"DTPistolMagazine\",1,\"Ready2\")\n\tDTPS T 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tLoop\n Deselect:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_Lower\n\tDTPS A 1 A_Lower\n\tGoto Deselect+1\n Select:\n\tTNT1 A 0 A_Raise\n\tWait\n Fire:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\tTNT1 A 0 A_PlaySound(\"weapons/demontechfire\",1)\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 A 0 A_FireCustomMissile(\"DemonTechProjectile\",frandom(-1,1),1,0,0,0,frandom(-1,1))\n\tTNT1 A 0 A_Light1\n\tDTPS BC 2 Bright A_GunFlash\n\tTNT1 A 0 A_Light0\n\tDTPS DEFGH 1\n\tDTPS IIJJ 1 A_WeaponReady\n\tGoto Ready2\n Empty:\n\tDTPS T 10 A_PlayWeaponSound(\"weapons/click\")\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,\"AltFire\")\n\tGoto Ready2\n AltFire:\n\tTNT1 A 0 A_JumpIfInventory(\"DTPistolMagazine\",16,\"Ready2\")\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,2)\n\tTNT1 A 0\n\tGoto Ready2\n\tDTPS K 2 A_PlaySound(\"weapons/pistolclipout\")\n\tDTPS LMNO 2\n\tDTPS O 16 A_FireCustomMissile(\"PistolEmptyMagSpawner\",0,0,0,1)\n Reload:\n\tTNT1 A 0 A_TakeInventory(\"DemonAmmo\",1)\n\tTNT1 A 0 A_GiveInventory(\"DTPistolMagazine\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"DTPistolMagazine\",16,\"Full\")\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,\"Reload\")\n\tGoto Full\n Full:\n\tDTPS P 4 A_PlayWeaponSound(\"weapons/pistolclipin\")\n\tDTPS Q 2 A_PlayWeaponSound(\"weapons/pistolsnap\")\n\tDTPS RST 2\n\tTNT1 A 0 A_PlaySound(\"weapons/demontechsteam\",1)\n\tDTPS UVWXYZ 2\n\tGoto Ready2\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready+5\n GrenadeToss:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tDTP0 DCBA 1\n\tTNT1 A 4\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1,TIF_NOTAKEINFINITE)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0,false)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN \"NO\" 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\tTNT1 A 0// A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tGoto Ready+1\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready+5\n MineToss:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tDTP0 DCBA 1\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0,false)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\tTNT1 A 0// A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tGoto Ready+1\n\t}\n}\n\nACTOR \"PoweredDemonTechPistolNoSkin\" : \"DemonTechPistolNoSkin\"\n{\n +WEAPON.POWERED_UP\n +INVENTORY.UNDROPPABLE\n Weapon.AmmoUse 2\n Weapon.SisterWeapon \"DemonTechPistolNoSkin\"\n States\n {\n Spawn:\n\tETPS Z -1\n\tLoop\n Ready:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/pickuptp\")\n\tETP0 ABCD 1\n\tTNT1 A 0 A_JumpIfInventory(\"DTPistolMagazine\",1,\"Ready2\")\n\tGoto Ready3\n Ready2:\n\tTNT1 A 0 A_JumpIfInventory(\"DTPistolMagazine\",1,1)\n\tGoto Ready3\n\tETPS A 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tLoop\n Ready3:\n\tTNT1 A 0 A_JumpIfInventory(\"DTPistolMagazine\",1,\"Ready2\")\n\tETPS T 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tLoop\n Deselect:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_Lower\n\tETPS A 1 A_Lower\n\tGoto Deselect+1\n Select:\n\tTNT1 A 0 A_Raise\n\tWait\n Fire:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\tTNT1 A 0 A_PlaySound(\"weapons/demontechfire\",1)\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 A 0 A_FireCustomMissile(\"PoweredDemonTechProjectile\",frandom(-1,1),1,0,0,0,frandom(-1,1))\n\tTNT1 A 0 A_Light1\n\tETPS BC 2 Bright A_GunFlash\n\tTNT1 A 0 A_Light0\n\tETPS DEFGH 1\n\tETPS IIJJ 1 A_WeaponReady\n\tGoto Ready2\n Empty:\n\tETPS T 10 A_PlayWeaponSound(\"weapons/click\")\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,\"AltFire\")\n\tGoto Ready2\n AltFire:\n\tTNT1 A 0 A_JumpIfInventory(\"DTPistolMagazine\",16,\"Ready2\")\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,2)\n\tTNT1 A 0\n\tGoto Ready2\n\tETPS K 2 A_PlaySound(\"weapons/pistolclipout\")\n\tETPS LMNO 2\n\tETPS O 16 A_FireCustomMissile(\"PistolEmptyMagSpawner\",0,0,0,1)\n Reload:\n\tTNT1 A 0 A_TakeInventory(\"DemonAmmo\",1)\n\tTNT1 A 0 A_GiveInventory(\"DTPistolMagazine\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"DTPistolMagazine\",16,\"Full\")\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,\"Reload\")\n\tGoto Full\n Full:\n\tETPS P 4 A_PlayWeaponSound(\"weapons/pistolclipin\")\n\tETPS Q 2 A_PlayWeaponSound(\"weapons/pistolsnap\")\n\tETPS RST 2\n\tTNT1 A 0 A_PlaySound(\"weapons/demontechsteam\",1)\n\tETPS UVWXYZ 2\n\tGoto Ready2\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready+5\n GrenadeToss:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tETP0 DCBA 1\n\tTNT1 A 4\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1,TIF_NOTAKEINFINITE)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0,false)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN \"NO\" 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\tTNT1 A 0// A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tGoto Ready+1\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready+5\n MineToss:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tETP0 DCBA 1\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0,false)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\tTNT1 A 0// A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tGoto Ready+1\n\t}\n}\n\nACTOR \"PlasmaHandgunNoSkin\" : Weapon Replaces \"Plasma Handgun\"\n{\n Scale 0.85\n Weapon.SlotNumber 2\n Weapon.SelectionOrder 5000\n Weapon.KickBack 60\n Inventory.PickupSound \"weapons/pickuptp\"\n Inventory.Pickupmessage \"Plasma Handgun\"\n Weapon.AmmoGive 1\n Weapon.AmmoUse 4\n Weapon.AmmoType \"PlasmaHGCellCF\"\n Tag \"Plasma Handgun\"\n Obituary \"%o caught one right between their CF deathmatch eyes.\"\n +WEAPON.NOAUTOAIM\n +NOAUTOFIRE\n +WEAPON.AMMO_OPTIONAL\n +WEAPON.NOALERT\n +INVENTORY.UNDROPPABLE\n +WEAPON.CHEATNOTWEAPON\n States\n {\n Select:\n\tTNT1 A 0 A_Raise\n\tWait\n Ready:\n\tTNT1 A 0 A_PlayWeaponSound(\"PlasmaPistol/Draw\")\n\tPLP8 ABCD 1\n\tTNT1 A 0 A_TakeInventory(\"PlasmaPistolDontRegenToken\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"PlasmaHGCellCF\",5,2)\n\tTNT1 A 0 A_TakeInventory(\"PlasmaCharge\",100)\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tPLP0 A 3 A_WeaponReady\n\t//TNT1 A 0 A_GiveInventory(\"PlasmaHGCell\",2)\n\tGoto Ready+5\n Deselect:\n\tTNT1 A 0 A_TakeInventory(\"PlasmaCharge\",100)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"PlasmaPistolDontRegenToken\",1)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_Lower\n\tPLP0 A 1 A_Lower\n\tGoto Deselect+6\n Fire:\n\tTNT1 A 0 A_JumpIfInventory(\"PlasmaHGCellCF\",4,1)\n\tGoto Ready+5\n\tTNT1 A 0 A_StopSound(7)\n\tTNT1 A 0 A_PlaySound(\"weapons/PHGFire\",1)\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 Radius_Quake(1,2,0,1,0)\n\tTNT1 A 0 A_GiveInventory(\"PlasmaPistolDontRegenToken\",1)\n\tTNT1 A 0 A_FireCustomMissile(\"PHGProjectile\",Random(-8,8)*0.1,5,0,8,0,Random(-4,4)*0.1)\n FireReady:\n\tTNT1 A 0 A_GunFlash\n\tPLP0 B 2 Bright\n\tTNT1 A 0 A_Light0\n\tPLP0 C 2 Bright\n\tPLP0 DEFG 2 A_WeaponReady\n\tPLP0 H 1 A_TakeInventory(\"PlasmaPistolDontRegenToken\",1)\n\tGoto Ready+5\n AltFire:\n\tTNT1 A 0 A_JumpIfInventory(\"PlasmaHGCellCF\",40,\"AltHold\")\n\tGoto Ready+5\n AltHold:\n\tTNT1 A 0 A_GiveInventory(\"PlasmaPistolDontRegenToken\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"PlasmaCharge\",1,7)\n\tTNT1 A 0 A_PlaySound(\"weapons/PHGCharge\",7)\n\tPLP9 ABCDE 2\n\tTNT1 A 0 A_JumpIfInventory(\"PlasmaCharge\",100,6)\n\tPLP9 F 1 A_GiveInventory(\"PlasmaCharge\",3)\n\tTNT1 A 0 A_ReFire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\tTNT1 A 0 A_TakeInventory(\"PlasmaCharge\",100)\n\tTNT1 A 0 A_TakeInventory(\"PlasmaHGCellCF\",4)\n\tGoto Fire\n\tTNT1 A 0 A_PlaySound(\"weapons/PHGIdle\",1,1.0,1)\n\tPLP9 FGHI 1 Bright\n\tTNT1 A 0 A_ReFire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\tTNT1 A 0 A_TakeInventory(\"PlasmaCharge\",100)\n\tTNT1 A 0 A_TakeInventory(\"PlasmaHGCellCF\",40)\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 Radius_Quake(1,2,0,1,0)\n\tTNT1 A 0 Bright A_FireCustomMissile(\"PlasmaFireBall\",Random(-8,8)*0.1,1,0,8,0,Random(-4,4)*0.1)\n FireReady2:\n\tTNT1 A 0 A_PlaySound(\"PlasmaPistol/Chargeshot\",1)\n\tPLP9 JJKK 1 Bright\n\tPLP9 LMNOP 2\n\tPLP0 A 1 A_TakeInventory(\"PlasmaPistolDontRegenToken\",1)\n\tGoto Ready+5\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready+5\n GrenadeToss:\n\tTNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tPLP8 DCBA 1\n\tTNT1 A 0 A_Light0\n\tTNT1 A 4\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\tTNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tGoto Ready+1\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready+5\n MineToss:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tPLP8 DCBA 1\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\tTNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tGoto Ready+1\n Spawn:\n\tPLSP A -1\n\tStop\n\t}\n}\n\nACTOR \"Plasma Handgun DJB Noskin\" : Weapon Replaces \"Plasma Handgun DJB\"\n{\n\tScale 0.85\n\tWeapon.SlotNumber 2\n\tWeapon.SelectionOrder 5000\n\tWeapon.KickBack 60\n\tWeapon.UpSound \"weapons/pickuptp\"\n\tInventory.PickupSound \"weapons/pickuptp\"\n\tInventory.Pickupmessage \"Plasma Handgun\"\n\tWeapon.AmmoGive1 100\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoType1 \"PlasmaHGCell\"\n\tWeapon.AmmoType2 \"NewCell\"\n\tTag \"Plasma Handgun (Recharge Function)\"\n\tObituary \"%o caught one right between the eyes by %k's Plasma Handgun.\"\n\t+WEAPON.NOAUTOAIM\n\t+NOAUTOFIRE\n\t+WEAPON.AMMO_OPTIONAL\n\t+WEAPON.NOALERT\n\t+INVENTORY.UNDROPPABLE\n\t+weapon.cheatnotweapon\n\tStates {\n Select:\n\t TNT1 A 0 A_Raise\n\t Wait\n Ready:\n\t PHGR ABCD 1\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n TNT1 A 0 A_GiveInventory(\"PlasmaHGCell\",1)\n\t PHGG A 1 A_WeaponReady\n\t Goto Ready+4\n Ready2:\n PHGG A 1 A_WeaponReady\n\t Goto Ready+4\n Deselect:\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_PlayWeaponSound(\"weapons/weapondown\")\n\t\tTNT1 A 0 A_Lower\n\t\tPHGG B 1 A_Lower\n\t\tGoto Deselect+4\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PHGMode1\",1,\"BigBall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PlasmaHGCell\",5,1)\n\t\tGoto Empty\n\t\tTNT1 A 0 A_PlaySound(\"weapons/PHGFire\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 Radius_Quake(1,2,0,1,0)\n\t\tTNT1 A 0 Bright A_FireCustomMissile(\"PHGProjectile\",Random(-8,8)*0.1,0,1,8,0,Random(-4,4)*0.1)\n\t\tTNT1 A 0 A_GunFlash\n\t\tPHGF A 2\n\t\tTNT1 A 0 A_Light0\n\t\tPHGF B 2\n\t\tTNT1 A 0 A_TakeInventory(\"PlasmaHGCell\", 6)\n\t\tPHGF CDEF 2 A_WeaponReady\n\t\tGoto Ready+4\n\tBigBall:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PlasmaHGCell\",6,\"ActualFire\")\n\t\tGoto Empty\n\tActualFire:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/PHGCharge\",CHAN_WEAPON)\n\t\tPHGG A 45\n\tHold:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewCell\",9,1)\n\t\tGoto CellEmpty\n\t\tTNT1 A 0 A_PlaySound(\"weapons/PHGIdle\",CHAN_WEAPON)\n\t\tPHGC ABCD 1 Bright\n\t\tTNT1 A 0 A_ReFire\n\t\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 Radius_Quake(1,2,0,1,0)\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",10)\n\t\tTNT1 A 0 Bright A_FireCustomMissile(\"PlasmaFireBall\",Random(-8,8)*0.1,1,1,8,0,Random(-4,4)*0.1)\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Light0\n\t\tPHGF A 1\n\t\tTNT1 A 0 A_PlaySound(\"railgunner/chargedshot\")\n\t\tPHGF B 1\n\t\tPHGF C 1\n\t\tPHGF DEF 1\n\t\tPHGG A 1\n\t\tGoto MaxReload\n\tEmpty:\n\t PHGG B 15 A_PlayWeaponSound(\"weapons/click3\")\n\t\tPHGG B 10 A_PlaySound(\"weapons/PHGHRout\")\n\t\tPHGG B 5 A_Playsound(\"weapons/demontechsteam\")\n\t\tGoto Recharge\n\tRecharge:\n\t\tTNT1 A 0 a_JumpIfInventory(\"PlasmaHGCell\",40,\"SwappableRecharge\")\n\t\tPHGG B 1\n\t\tTNT1 A 0 A_GiveInventory(\"PlasmaHGCell\", 1)\n\t\tLoop\n SwappableRecharge:\n\t\tTNT1 A 0 a_JumpIfInventory(\"PlasmaHGCell\",99,\"Recharged\")\n\t\tPHGG B 1 A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_GiveInventory(\"PlasmaHGCell\", 1)\n\t\tLoop\n\tRecharged:\n PHGG A 1 A_PlaySound(\"weapons/plasmacellin\")\n Goto Ready2\n\tCellEmpty:\n\t PHGG B 10 A_PlayWeaponSound(\"weapons/click3\")\n\t\tTNT1 A 0 A_Jump(256,\"ChangeMode\")\n\tAltFire:\n\t TNT1 A 0 A_JumpIfInventory(\"PlasmaHGCell\",5,2)\n\t TNT1 A 0 A_JumpIfInventory(\"NewCell\",9,1)\n\t TNT1 A 0 A_Jump(256,\"ChangeMode\")\n\t Goto Ready+5\n MaxReload:\n \t PHGP A 1 A_PlayWeaponSound(\"weapons/PHGHRout\")\n\t PHGP BC 1\n\t PHGP D 2\n\t PHGP E 2 A_FireCustomMissile(\"PistolEmptyMagSpawner\", 0, 0, 0, 1)\n Full:\n\t PHGP F 5\n\t PHGP GHI 2\n\t PHGP J 2 A_PlayWeaponSound(\"weapons/PHGHRin\")\n\t PHGP KLMNOPQ 2\n\t Goto Ready+4\n\tChangeMode:\n\tTNT1 A 0 A_JumpIfInventory(\"PHGMode1\",1,\"ChangeMode2\")\n\tTNT1 A 0 A_Print(\"Charge Fire \")\n\tTNT1 A 0 A_GiveInventory(\"PHGMode1\")\n\tPHGG B 4\n\tPHGG A 4 A_PlayWeaponSound(\"weapons/plasmacellin\")\n\tGoto Ready+5\n\tChangeMode2:\n\tTNT1 A 0 A_Print(\"Normal Fire\")\n\tTNT1 A 0 A_TakeInventory(\"PHGMode1\")\n\tPHGG B 4\n\tPHGG A 4 A_PlayWeaponSound(\"weapons/plasmacellin\")\n\tGoto Ready+4\n\tGrenadeCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tGoto Ready+5\n\tGrenadeToss:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tPHGR DCBA 1\n\t\tTNT1 A 4\n\t\tHGRN ABC 1\n\t\tHGRN D 2\n\t\tHGRN EFG 1\n\t\tHGRN HI 2\n\t\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\t\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\t\tHGRN J 1\n\t\tHGRN KLM 2\n\t\tHGRN NO 1\n\t\tTNT1 A 6\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\t\tTNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0\n\t\tGoto Ready+1\n\tMineCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tGoto Ready+4\n\tMineToss:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tPHGR DCBA 1\n\t\tTNT1 A 8\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tMINE ABCDEF 1\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\t\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\t\tMINE HI 1\n\t\tMINE JK 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\t\tTNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0\n\t\tTNT1 A 5\n\t\tGoto Ready+1\n\tSpawn:\n\t\tPHGI A -1\n\t\tStop\n\t}\n}\n\nACTOR \"Plasma Handgun2 Noskin\" : \"Plasma Handgun DJB Noskin\" Replaces \"Plasma Handgun2\"\n{\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoType \"PlasmaMagazine\"\n\tWeapon.AmmoType2 \"NewCell\"\n\tTag \"Plasma Handgun (Reloading Function)\"\n\tObituary \"%o caught one right between the eyes by %k's Plasma Handgun.\"\n\t+WEAPON.NOAUTOAIM\n\t+NOAUTOFIRE\n\t+WEAPON.AMMO_OPTIONAL\n\t+WEAPON.NOALERT\n\t+INVENTORY.UNDROPPABLE\n\t+weapon.cheatnotweapon\n\tStates {\n Select:\n\t TNT1 A 0 A_Raise\n Wait\n Ready:\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/pickuptp\")\n\t PHGR ABCD 1\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n PHGG A 1 A_WeaponReady\n\t Goto Ready+5\n\tReady2:\n PHGG A 1 A_WeaponReady\n\t Goto Ready+5\n\tDeselect:\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_PlayWeaponSound(\"weapons/weapondown\")\n\t\tPHGG B 1 A_Lower\n\t\tGoto Deselect+4\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PHGMode1\",1,\"BigBall\")\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/PHGFire\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 Radius_Quake(1,2,0,1,0)\n\t\tTNT1 A 0 Bright A_FireCustomMissile(\"PHGProjectile\",Random(-8,8)*0.1,1,1,8,0,Random(-4,4)*0.1)\n\t\tTNT1 A 0 A_GunFlash\n\t\tPHGF A 2\n\t\tTNT1 A 0 A_Light0\n\t\tPHGF B 2\n\t\tPHGF CDEF 2 A_WeaponReady\n\t\tGoto Ready+5\n\tBigBall:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PlasmaMagazine\",5,\"ActualFire\")\n\t\tGoto Empty\n\tActualFire:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/PHGCharge\",CHAN_WEAPON)\n\t\tPHGG A 45\n\tHold:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/PHGIdle\",CHAN_WEAPON)\n\t\tPHGC ABCD 1 Bright\n\t\tTNT1 A 0 A_ReFire\n\t\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 Radius_Quake(1,2,0,1,0)\n\t\tTNT1 A 0 A_TakeInventory(\"PlasmaMagazine\",4)\n\t\tTNT1 A 0 Bright A_FireCustomMissile(\"PlasmaFireBall\",Random(-8,8)*0.1,1,1,8,0,Random(-4,4)*0.1)\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Light0\n\t\tPHGF A 1\n\t\tTNT1 A 0 A_PlaySound(\"railgunner/chargedshot\")\n\t\tPHGF B 1\n\t\tPHGF C 1\n\t\tPHGF DEF 1\n\t\tPHGG A 1\n\t\tGoto Ready+5\n\tEmpty2:\n\t\tPHGG B 0\n\t\tGoto Ready+5\n\tEmpty:\n\t PHGG B 10 A_PlayWeaponSound(\"weapons/click3\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Newcell\",1,\"Reload\")\n\t\tGoto Ready+5\n\tAltFire:\n\t TNT1 A 0 A_JumpIfInventory(\"PlasmaMagazine\",30,3)\n TNT1 A 0 A_JumpIfInventory(\"NewCell\",1,3)\n\t TNT1 A 0 A_JumpIfNoAmmo(\"Empty2\")\n\t TNT1 A 0 A_Jump(256,\"ChangeMode\")\n\t Goto Ready+5\n\t TNT1 A 0\n \t TNT1 A 0 A_JumpIfInventory(\"PlasmaMagazine\",1,\"MaxReload\")\n\t PHGP A 1 A_PlaySound(\"weapons/PHGHRout\")\n\t PHGP BC 1\n\t PHGP D 2\n\t PHGP E 2 A_FireCustomMissile(\"PistolEmptyMagSpawner\", 0, 0, 0, 1)\n\t TNT1 A 0 A_JumpIfInventory(\"NewCell\",1,\"Reload2\")\n Reload:\n\t TNT1 A 0 A_TakeInventory(\"NewCell\",1)\n\t TNT1 A 0 A_GiveInventory(\"PlasmaMagazine\",1)\n\t TNT1 A 0 A_JumpIfInventory(\"PlasmaMagazine\",30,\"Full\")\n\t TNT1 A 0 A_JumpIfInventory(\"NewCell\",1,\"Reload\")\n\t Goto Full\n MaxReload:\n \t PHGP A 1 A_PlayWeaponSound(\"weapons/PHGHRin\")\n\t PHGP BC 1\n\t PHGP D 2\n\t PHGP E 2 A_FireCustomMissile(\"PistolEmptyMagSpawner\", 0, 0, 0, 1)\n Reload2:\n\t TNT1 A 0 A_TakeInventory(\"NewCell\",1)\n\t TNT1 A 0 A_GiveInventory(\"PlasmaMagazine\",1)\n\t TNT1 A 0 A_JumpIfInventory(\"PlasmaMagazine\",30,\"Full\")\n\t TNT1 A 0 A_JumpIfInventory(\"NewCell\",1,\"Reload2\")\n Full:\n\t PHGP F 5\n\t PHGP GHI 2\n\t PHGP J 2 A_PlayWeaponSound(\"weapons/PHGHRin\")\n\t PHGP KLMNOPQ 2\n\t Goto Ready+5\n\tChangeMode:\n\tTNT1 A 0 A_JumpIfInventory(\"PHGMode1\",1,\"ChangeMode2\")\n\tTNT1 A 0 A_Print(\"Charge Fire \")\n\tTNT1 A 0 A_GiveInventory(\"PHGMode1\")\n\tPHGG B 4\n\tPHGG A 4 A_PlayWeaponSound(\"weapons/plasmacellin\")\n\tGoto Ready+5\n\tChangeMode2:\n\tTNT1 A 0 A_Print(\"Normal Fire\")\n\tTNT1 A 0 A_TakeInventory(\"PHGMode1\")\n\tPHGG B 4\n\tPHGG A 4 A_PlayWeaponSound(\"weapons/plasmacellin\")\n\tGoto Ready+5\n\tGrenadeCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tGoto Ready+5\n\tGrenadeToss:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tPHGR DCBA 1\n\t\tTNT1 A 4\n\t\tHGRN ABC 1\n\t\tHGRN D 2\n\t\tHGRN EFG 1\n\t\tHGRN HI 2\n\t\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\t\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\t\tHGRN J 1\n\t\tHGRN KLM 2\n\t\tHGRN NO 1\n\t\tTNT1 A 6\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\t\tTNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0\n\t\tGoto Ready+1\n\tMineCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tGoto Ready+5\n\tMineToss:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tPHGR DCBA 1\n\t\tTNT1 A 8\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tMINE ABCDEF 1\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\t\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\t\tMINE HI 1\n\t\tMINE JK 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\t\tTNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0\n\t\tTNT1 A 5\n\t\tGoto Ready+1\n\tSpawn:\n\t\tPHGI A -1\n\t\tStop\n\t}\n}\n\nACTOR \"Plasma Handgun1 Noskin\" : \"Plasma Handgun DJB Noskin\" Replaces \"Plasma Handgun1\"\n{\n Weapon.AmmoUse1 0\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoType1 \"PSHGClip\"\n\tWeapon.AmmoType2 \"NewCell\"\n Tag \"Plasma Handgun (Infinite Function)\"\n +weapon.cheatnotweapon\n\tStates\n\t{\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PHGMode1\",1,\"BigBall\")\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/PHGFire\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 Radius_Quake(1,2,0,1,0)\n\t\tTNT1 A 0 Bright A_FireCustomMissile(\"PHGProjectile\",Random(-8,8)*0.1,0,1,8,0,Random(-4,4)*0.1)\n\t\tTNT1 A 0 A_GunFlash\n\t\tPHGF A 2\n\t\tTNT1 A 0 A_Light0\n\t\tPHGF B 2\n\t\tPHGF CDEF 2 A_WeaponReady\n\t\tGoto Ready+5\n\tBigBall:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PSHGClip\",5,\"ActualFire\")\n\t\tGoto Empty\n\tActualFire:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/PHGCharge\",CHAN_WEAPON)\n\t\tPHGG A 45\n\tHold:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/PHGIdle\",CHAN_WEAPON)\n\t\tPHGC ABCD 1 Bright\n\t\tTNT1 A 0 A_ReFire\n\t\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 Radius_Quake(1,2,0,1,0)\n\t\tTNT1 A 0 A_TakeInventory(\"PSHGClip\",5)\n\t\tTNT1 A 0 Bright A_FireCustomMissile(\"PlasmaFireBall\",Random(-8,8)*0.1,1,1,8,0,Random(-4,4)*0.1)\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Light0\n\t\tPHGF A 1\n\t\tTNT1 A 0 A_PlaySound(\"railgunner/chargedshot\")\n\t\tPHGF B 1\n\t\tPHGF C 1\n\t\tPHGF DEF 1\n\t\tPHGG A 1\n\t\tGoto Ready+5\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PSHGCLIP\",20,2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewCell\",1,2)\n\t\tTNT1 A 0 A_Jump(256,\"ChangeMode\")\n\t\tGoto Ready+5\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"PSHGCLIP\",1,\"MaxReload\")\n\t\tPHGP A 1 A_PlaySound(\"weapons/PHGHRout\")\n\t\tPHGP BC 1\n\t\tPHGP D 2\n\t\tPHGP E 2 A_FireCustomMissile(\"PistolEmptyMagSpawner\", 0, 0, 0, 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewCell\",1,\"Reload2\")\n\tReload:\n\t TNT1 A 0 A_TakeInventory(\"NewCell\",1)\n\t TNT1 A 0 A_GiveInventory(\"PSHGCLIP\",1)\n\t TNT1 A 0 A_JumpIfInventory(\"PSHGCLIP\",20,\"Full\")\n\t TNT1 A 0 A_JumpIfInventory(\"NewCell\",1,\"Reload\")\n\t\tGoto Full\n\tMaxReload:\n\t\tPHGP A 1 A_PlayWeaponSound(\"weapons/PHGHRin\")\n\t\tPHGP BC 1\n\t\tPHGP D 2\n\t\tPHGP E 2 A_FireCustomMissile(\"PistolEmptyMagSpawner\", 0, 0, 0, 1)\n\tReload2:\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"PSHGCLIP\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PSHGCLIP\",20,\"Full\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewCell\",1,\"Reload2\")\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/SLOT3.txt",
"contents": "ACTOR \"Combat Shotgun \" : Weapon replaces \"Combat Shotgun\"\n{\nSpawnID 27\nScale 0.85\n+WEAPON.NOALERT\n+WEAPON.AMMO_OPTIONAL\n-INVENTORY.UNDROPPABLE\nWeapon.SelectionOrder 4600\nWeapon.KickBack 80\nWeapon.AmmoUse 1\nWeapon.AmmoType \"ShotgunMagazine\"\nWeapon.AmmoType2 \"NewShell\"\nWeapon.AmmoGive2 8\nInventory.PickupMessage \"Combat Shotgun\"\nInventory.PickupSound \"weapons/12gsgcock\"\nObituary \"%o was cut down by %k's Shotgun.\"\nStates\n\t{\n\tReady:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/12gsgcock\")\n\t\tSG1R ABCDE 1\n\t\tSG1R F 2\n\t\tSG1R G 3\n\t\tSG1R FE 2\n\t\tSG1R H 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunMagazine\",1,\"Ready2\")\n\t\tGoto Ready3\n\tReady2:\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunMagazine\",1,1)\n\t\tGoto Ready3\n\t\tSHTG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tLoop\n\tReady3:\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunMagazine\",1,\"Ready2\")\n\t\tSHTD A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tTNT1 A 0 A_Lower\n\t\tSHTG A 1 A_Lower\n\t\tGoto Deselect+1\n\tSelect:\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tFire:\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/12gaugefire\",CHAN_WEAPON)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 Radius_Quake(3,3,0,1,0)\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 AAAA 0 A_FireCustomMissile(\"SGTracer\",Random(6,-6),0,0,Random(6,-6))\n\t\tSHTF A 2 Bright A_FireBullets(3.8,2.4,7,Random(7,8),\"ModdedBulletPuff\")\n\t\tSHTF B 2 Bright A_Light2\n\t\tTNT1 A 0 A_Light0\n\t\tSHTF CDEF 1\n\t\tSHTG BCDEFG 1\n\t\tSHTG G 1 A_PlaySound(\"weapons/12gsgcock\")\n\t\tSHTG HI 2\n\t\tSHTG J 2 A_SpawnItemEx(\"ShellCasing\",30,-2,25,Random(2,4),Random(3,6),Random(3,6),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tSHTG IHGF 2\n\t\tSHTG EDCB 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunMagazine\",1,3)\n\t\tSHTD A 2\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto Ready3\n\t\tSHTG A 2\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto Ready+11\n\tEmpty:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/click\")\n\t\tSHTD AAAAAAAAAA 1 A_WeaponReady(WRF_NOFIRE)\n\t\tGoto AltFire\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunMagazine\",9,2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",1,2)\n\t\tTNT1 A 0\n\t\tGoto Ready+11\n\t\tSHTG BCD 1\n\t\tSHTG EFG 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunMagazine\",1,\"Reload\")\n\t\tSHTR ABC 1\n\t\tSHTR D 1 A_PlaySound(\"Weapons/ShellLoad\")\n\t\tSHTR E 1\n\t\tTNT1 A 0 A_TakeInventory(\"NewShell\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_GiveInventory(\"ShotgunMagazine\",1)\n\t\tSHTR FGHI 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tSHER A 1 A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)\n\t\tSHER B 2\n\t\tSHTG G 2 A_PlayWeaponSound(\"weapons/12gsgcock\")\n\t\tSHTG HIJIH 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",1,1)\n\t\tGoto Full\n\t\tSHER BA 2\n\tReload:\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunMagazine\",9,\"Full\")\n\t\tSHTR ABC 1\n\t\tSHTR D 1 A_PlaySound(\"Weapons/ShellLoad\")\n\t\tSHTR E 1\n\t\tTNT1 A 0 A_TakeInventory(\"NewShell\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_GiveInventory(\"ShotgunMagazine\",1)\n\t\tSHTR FGHI 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheckReloading\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheckReloading\")\n\t\tSHTR A 1 A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",1,\"Reload\")\n\tFull:\n\t\tSHTG GFEDCB 1\n\t\tSHTG A 3\n\t\tGoto Ready+11\n\tGrenadeCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tGoto Ready+11\n\tGrenadeCheckReloading:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tGoto Reload\n\tGrenadeToss:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tSGUN FEDCBA 1\n\t\tSGUW A 1\n\t\tTNT1 A 4\n\t\tHGRN ABC 1\n\t\tHGRN D 2\n\t\tHGRN EFG 1\n\t\tHGRN HI 2\n\t\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0,false)\n\t\tHGRN J 1\n\t\tHGRN KLM 2\n\t\tHGRN \"NO\" 1\n\t\tTNT1 A 6\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\t\tTNT1 A 0// A_TakeInventory(\"Hand Grenade\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0\n\t\tSGUW A 1\n\t\tSGUN ABCDEF 1\n\t\tGoto Ready+11\n\tMineCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tGoto Ready+11\n\tMineCheckReloading:\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tGoto Reload\n\tMineToss:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tSGUN FEDCBA 1\n\t\tSGUW A 1\n\t\tTNT1 A 8\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tMINE ABCDEF 1\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0,false)\n\t\tMINE HI 1\n\t\tMINE JK 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\t\tTNT1 A 0// A_TakeInventory(\"Land Mine\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0\n\t\tTNT1 A 5\n\t\tSGUW A 1\n\t\tSGUN ABCDEF 1\n\t\tGoto Ready+11\n\tSpawn:\n\t\tSHOT A -1\n\t\tLoop\n\t}\n}\n\nACTOR \"Assault Shotgun \" : Weapon Replaces \"Assault Shotgun\"\n{\n Scale 0.85\n Weapon.SelectionOrder 4500\n Weapon.KickBack 80\n Weapon.AmmoUse 1\n Weapon.AmmoGive 12\n Weapon.AmmoGive2 8\n Weapon.AmmoType \"ShotgunDrum2\"\n Weapon.AmmoType2 \"NewShell\"\n Inventory.PickupSound \"AShotgun/Cock\"\n Inventory.PickupMessage \"Assault Shotgun\"\n Obituary \"%o was blown away by %k's Assault Shotgun.\"\n Decal BulletChip\n +WEAPON.AMMO_OPTIONAL\n +WEAPON.NOALERT\n -INVENTORY.UNDROPPABLE\n States\n {\n Ready:\n TNT1 A 0 A_PlayWeaponSound(\"AShotgun/Cock\")\n\tASGW A 1\n\tASGR ABCDE 1\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n SMAG A 1 A_WeaponReady\n Goto Ready+7\n Deselect:\n TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_Lower\n SMAG A 1 A_Lower\n Goto Deselect+1\n Select:\n\tTNT1 A 0 A_Raise\n Wait\n Fire:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\tTNT1 A 0 A_PlaySound(\"AShotgun/Fire\")\n\tTNT1 A 0 A_AlertMonsters\n TNT1 A 0 Radius_Quake(3,3,0,1,0)\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\",30,5,25,Random(2,4),Random(3,6),Random(3,6),0)\n\tTNT1 AAAA 0 A_FireCustomMissile(\"SGTracer\",Random(5,-5),0,0,Random(5,-5))\n SMAF A 2 Bright A_FireBullets(5.0,3.0,7,Random(5,7),\"ModdedBulletPuff\")\n SMAF B 2 Bright A_Light2\n\tTNT1 A 0 A_Light0\n SMAG BCDE 1\n\tSMAG FA 2\n Goto Ready+7\n Empty:\n SMAG A 10 A_PlayWeaponSound(\"weapons/click\")\n AltFire:\n TNT1 A 0 A_JumpIfInventory(\"ShotgunDrum2\",12,2)\n TNT1 A 0 A_JumpIfInventory(\"NewShell\",1,2)\n\tTNT1 A 0\n\tGoto Ready+7\n\tSMAR ABCD 1\n\tSMAR EF 2\n\tSMAR G 6\n\tTNT1 A 0 A_JumpIfInventory(\"ShotgunDrum2\",1,\"Reload2\")\n Reload:\n SMAR HI 1\n\tSMAR J 1 A_PlaySound(\"Weapons/ASGShellLoad\")\n\tSMAR K 1\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",1)\n\tTNT1 A 0 A_GiveInventory(\"ShotgunDrum2\",1)\n\tSMAR L 1\n\tTNT1 A 0 A_JumpIfInventory(\"ShotgunDrum2\",11,\"FullCock\")\n\tSMAR MN 1\n\tSMAR O 2\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheckReloading\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheckReloading\")\n\tSMAR G 1 A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)\n\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",1,\"Reload\")\n FullCock:\n SMAR P 3\n SMAR Q 2\n SMAR CBA 1\n\tSMAK A 1\n\tSMAK B 2\n\tSMAK C 3 A_PlayWeaponSound(\"AShotgun/Cock\")\n\tSMAK D 5\n\tSMAK E 2\n\tGoto Ready+7\n Reload2:\n SMAR HI 1\n\tSMAR J 1 A_PlaySound(\"Weapons/ASGShellLoad\")\n\tSMAR K 1\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",1)\n\tTNT1 A 0 A_GiveInventory(\"ShotgunDrum2\",1)\n\tSMAR L 1\n\tTNT1 A 0 A_JumpIfInventory(\"ShotgunDrum2\",12,\"Full\")\n\tSMAR MN 1\n\tSMAR O 2\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheckReloading\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheckReloading\")\n\tSMAR G 1 A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)\n\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",1,\"Reload2\")\n Full:\n SMAR P 3\n SMAR Q 2\n SMAR CBA 1\n\tGoto Ready+7\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready+7\n GrenadeCheckReloading:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Reload\n GrenadeToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tASGR EDCBA 1\n\tASGW A 1\n\tTNT1 A 4\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tGoto Ready+1\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready+7\n MineCheckReloading:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Reload\n MineToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tASGR EDCBA 1\n\tASGW A 1\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tGoto Ready+1\n Spawn:\n SMAP A -1\n Stop\n }\n}\n\nACTOR \"Double Barrel Shotgun \" : Weapon replaces \"Double Barrel Shotgun\"\n{\nSpawnID 33\nScale 0.85\n+WEAPON.NOALERT\n+WEAPON.AMMO_OPTIONAL\n-INVENTORY.UNDROPPABLE\nWeapon.SelectionOrder 400\nWeapon.KickBack 100\nWeapon.AmmoUse 0\nWeapon.AmmoGive 0\nWeapon.AmmoGive2 8\nWeapon.AmmoType \"SSGShell\"\nWeapon.AmmoType2 \"NewShell\"\nInventory.PickupMessage \"Double Barrel Shotgun\"\nInventory.PickupSound \"weapons/pickupssg\"\nObituary \"%o was utterley splattered by %k's Super Shotgun.\"\nStates\n\t{\n\tReady:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/pickupssg\")\n\t\tSHRS ABCDEF 1\n\t\tSHRS GH 2\n\t\tGoto ReadyLoop\n\tReadyLoop:\n\t\tTNT1 A 0 A_JumpIfInventory(\"SSGShell\",2,\"Ready2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SSGShell\",1,\"Ready3\")\n\t\tSHTE A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tLoop\n\tReady2:\n\t\tSHT2 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tGoto ReadyLoop\n\tReady3:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tSST2 A 1 A_WeaponReady\n\t\tGoto ReadyLoop\n\tDeselect:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SSGShell\",2,\"Deselect2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SSGShell\",1,\"Deselect3\")\n\t\tTNT1 A 0 A_Lower\n\t\tSHTE A 1 A_Lower\n\t\tGoto Deselect+3\n\tDeselect2:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tTNT1 A 0 A_Lower\n\t\tSHT2 A 1 A_Lower\n\t\tGoto Deselect2+1\n\tDeselect3:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tTNT1 A 0 A_Lower\n\t\tSST2 A 1 A_Lower\n\t\tGoto Deselect3+1\n\tSelect:\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"SSGShell\",2,\"FireBoth\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",1,\"Reload\")\n\t\tGoto Empty\n\tFireBoth:\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sshotf\")\n\t\tTNT1 A 0 Radius_Quake(6,3,0,1,0)\n\t\tTNT1 A 0 A_TakeInventory(\"SSGShell\",2)\n\t\tTNT1 AAAAAAAA 0 Bright A_FireCustomMissile(\"SGTracer\",Random(8,-8),0,0,Random(8,-8))\n\t\tSH2F A 2 Bright A_FireBullets(11.2,7.1,20,5,\"ModdedBulletPuff\")\n\t\tSH2F B 2 Bright A_Light2\n\t\tSH2E A 1 A_Light0\n\t\tSHT2 B 1\n\t\tSHT2 CDEF 1\n\t\tSHT2 EDCB 2\n\tSSGReloadCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",2,2)\n\t\tSH2E A 2\n\t\tGoto ReadyLoop\n\t\tTNT1 A 0\n\t\tGoto ReloadBoth+4\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"SSGShell\",2,\"FireRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SSGShell\",1,1)\n\t\tGoto Reload\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ssgsingleshot\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 Radius_Quake(3,3,0,1,0)\n\t\tTNT1 A 0 A_TakeInventory(\"SSGShell\",1)\n\t\tTNT1 AAAA 0 A_FireCustomMissile(\"SGTracer\",Random(6,-6),0,0,Random(6,-6))\n\t\tS2SF C 2 Bright A_FireBullets(4.6,2.8,7,Random(5,7),\"ModdedBulletPuff\")\n\t\tS2SF D 2 Bright A_Light2\n\t\tTNT1 A 0 A_Light0\n\t\tSH2R EFGH 1\n\t\tSHTE A 2\n\t\tGoto ReadyLoop\n\tFireRight:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ssgsingleshot\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 Radius_Quake(3,3,0,1,0)\n\t\tTNT1 A 0 A_TakeInventory(\"SSGShell\",1)\n\t\tTNT1 AAAA 0 A_FireCustomMissile(\"SGTracer\",Random(6,-6),0,0,Random(6,-6))\n\t\tS2SF A 2 Bright A_FireBullets(4.6,2.8,7,Random(5,7),\"ModdedBulletPuff\")\n\t\tS2SF B 2 Bright A_Light2\n\t\tTNT1 A 0 A_Light0\n\t\tSH2R ABCD 1\n\t\tSST2 A 2\n\t\tGoto ReadyLoop\n\tEmpty:\n\t\tTNT1 A 0 A_JumpIfInventory(\"SSGShell\",1,\"Empty2\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/click\")\n\t\tSHTE AAAAAAAAAA 1 A_WeaponReady(WRF_NOFIRE)\n\t\tGoto ReadyLoop\n\tEmpty2:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/click\")\n\t\tSST2 AAAAAAAAAA 1 A_WeaponReady(WRF_NOFIRE)\n\t\tGoto ReadyLoop\n\tReload:\n\t\tTNT1 A 0 A_JumpIfInventory(\"SSGShell\",1,\"ReloadRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",2,\"ReloadBoth\")\n\t\tGoto Empty\n\tReloadBoth:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",2,1)\n\t\tGoto ReadyLoop\n\t\tSHT2 RQ 2\n\t\tSH2E B 2\n\t\tSHT2 GH 2\n\t\tSH2E F 1 A_PlayWeaponSound(\"weapons/sawedopen\")\n\t\tSHT2 I 1\n\t\tSH2E G 1\n\t\tTNT1 AA 0 A_SpawnItemEx(\"SSGShellCasing\",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tSH2E D 4\n\t\tSHT2 J 2\n\t\tSH2E EH 2\n\t\tSHT2 K 3\n\t\tSHT2 L 3 A_PlayWeaponSound(\"weapons/shellslide\")\n\t\tTNT1 A 0 A_TakeInventory(\"NewShell\",2,TIF_NOTAKEINFINITE)\n\t\tSHT2 M 2 A_GiveInventory(\"SSGShell\",2)\n\t\tSHT2 N 2\n\t\tSHT2 OP 1\n\t\tSH2E I 1 A_PlayWeaponSound(\"weapons/sawedclose\")\n\t\tSH2E C 1\n\t\tSH2E B 2\n\t\tSHT2 QR 2\n\t\tGoto ReadyLoop\n\tReloadRight:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",1,1)\n\t\tGoto ReadyLoop\n\t\tSHT2 RQ 2\n\t\tSH2E B 2\n\t\tSH2E C 1\n\t\tSH2E I 1 A_PlayWeaponSound(\"weapons/sawedopen\")\n\t\tSHT2 PO 1\n\t\tS2SR AB 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"SSGShellCasing\",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tS2SR C 4\n\t\tS2SR DEFG 2\n\t\tSHT2 L 2 A_PlayWeaponSound(\"weapons/shellslide\")\n\t\tTNT1 A 0 A_TakeInventory(\"NewShell\",1,TIF_NOTAKEINFINITE)\n\t\tSHT2 M 2 A_GiveInventory(\"SSGShell\",1)\n\t\tSHT2 N 2\n\t\tSHT2 OP 1\n\t\tSH2E I 1 A_PlayWeaponSound(\"weapons/sawedclose\")\n\t\tSH2E C 1\n\t\tSH2E B 2\n\t\tSHT2 QR 2\n\t\tGoto ReadyLoop\n\tGrenadeCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tGoto ReadyLoop\n\tGrenadeToss:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tS2GN FEDCBA 1\n\t\tTNT1 A 4\n\t\tHGRN ABC 1\n\t\tHGRN D 2\n\t\tHGRN EFG 1\n\t\tHGRN HI 2\n\t\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0,false)\n\t\tHGRN J 1\n\t\tHGRN KLM 2\n\t\tHGRN \"NO\" 1\n\t\tTNT1 A 6\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\t\tTNT1 A 0// A_TakeInventory(\"Hand Grenade\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0\n\t\tS2GN ABCDEF 1\n\t\tGoto ReadyLoop\n\tMineCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tGoto ReadyLoop\n\tMineToss:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tS2GN FEDCBA 1\n\t\tTNT1 A 8\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tMINE ABCDEF 1\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0,false)\n\t\tMINE HI 1\n\t\tMINE JK 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\t\tTNT1 A 0// A_TakeInventory(\"Land Mine\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0\n\t\tTNT1 A 5\n\t\tS2GN ABCDEF 1\n\t\tGoto ReadyLoop\n\tSpawn:\n\t\tSGN2 A -1\n\t\tLoop\n\t}\n}\n\nACTOR \"QuadBarrelShotgunNoSkin\" : Weapon Replaces \"Quad Barrel Shotgun \"\n{\nScale 0.9\n+WEAPON.NOALERT\n+WEAPON.AMMO_OPTIONAL\n-INVENTORY.UNDROPPABLE\nWeapon.SelectionOrder 4450\nWeapon.KickBack 100\n//Weapon.AmmoUse 0\nWeapon.AmmoGive 4\nWeapon.AmmoGive2 8\nWeapon.AmmoType \"QuadShell\"\nWeapon.AmmoType2 \"NewShell\"\nInventory.PickupMessage \"Quad Barrel Shotgun\"\nInventory.PickupSound \"weapons/pickupqsg\"\nObituary \"%o was destroyed by %k's Quad Shotgun.\"\nTag \"Quad Barrel Shotgun\"\nStates\n\t{\n\tReady:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/pickupqsg\")\n\t\tQSRS ABCDEF 1\n\t\tQSRS GH 2\n\t\tGoto ReadyLoop\n\tReadyLoop:\n\t\tQSGN A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tTNT1 A 0 A_Lower\n\t\tQSGN A 1 A_Lower\n\t\tGoto Deselect+1\n\tSelect:\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"QuadShell\",4,\"QuadFire\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",2,\"Reload\")\n\t\tGoto Empty\n\tQuadFire:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/qsgfire\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_Recoil(2)\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 Radius_Quake(10,5,0,1,0)\n\t\tTNT1 A 0 A_TakeInventory(\"QuadShell\",4)\n\t\tTNT1 AAAAAAAAAAAA 0 A_FireCustomMissile(\"SGTracer\",Random(8,-8),0,0,Random(10,-10))\n\t\tQS4F A 2 Bright A_FireBullets(11.8,7.3,52,5,\"ModdedBulletPuff\")\n\t\tQS4F B 2 Bright A_Light2\n\t\tTNT1 A 0 A_Light0\n\t\tQSGN CFG 1\n\t\tQSGN H 2\n\t\tQSER A 3\n\t\tQSER B 6\n\t\tQSGN GFEDC 2\n\tQuadReloadCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",4,2)\n\t\tQSGN S 2\n\t\tGoto ReadyLoop\n\t\tTNT1 A 0\n\t\tGoto ReloadFourShells+3\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"QuadShell\",4,\"FireUpper\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"QuadShell\",2,1)\n\t\tGoto Reload\n\t\tTNT1 A 0 A_PlaySound(\"weapons/qsgdoublefire\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 Radius_Quake(3,3,0,1,0)\n\t\tTNT1 A 0 A_TakeInventory(\"QuadShell\",2)\n\t\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"SGTracer\",Random(8,-8),0,0,Random(8,-8))\n\t\tQSGF C 2 Bright A_FireBullets(11.2,7.1,20,5,\"ModdedBulletPuff\")\n\t\tQSGF D 2 Bright A_Light2\n\t\tTNT1 A 0 A_Light0\n\t\tQREC ABCDE 1\n\t\tQSGN A 1\n\t\tGoto ReadyLoop\n\tFireUpper:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/qsgdoublefire\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 Radius_Quake(3,3,0,1,0)\n\t\tTNT1 A 0 A_TakeInventory(\"QuadShell\",2)\n\t\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"SGTracer\",Random(8,-8),0,0,Random(8,-8))\n\t\tQSGF A 2 Bright A_FireBullets(11.2,7.1,20,5,\"ModdedBulletPuff\")\n\t\tQSGF B 2 Bright A_Light2\n\t\tTNT1 A 0 A_Light0\n\t\tQREC ABCDE 1\n\t\tQSGN A 1\n\t\tGoto ReadyLoop\n\tEmpty:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/click\")\n\t\tQSGN AAAAAAAAAA 1 A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",4,\"ReloadFourShells\")\n\t\tGoto ReadyLoop\n\tReload:\n\t\tTNT1 A 0 A_JumpIfInventory(\"QuadShell\",2,\"ReloadTwoShells\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",4,\"ReloadFourShells\")\n\t\tGoto Empty\n\tReloadFourShells:\n\t\tQSGN SRQ 2\n\t\tQSGN PJ 1\n\t\tQSGN K 1\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"SSGShellCasing\",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tQSGN L 1\n\t\tQSGR A 12 A_PlayWeaponSound(\"weapons/qsgopen\")\n\t\tQSGR B 1\n\t\tQSGR CD 2\n\t\tTNT1 A 0 A_TakeInventory(\"NewShell\",2,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_GiveInventory(\"QuadShell\",2)\n\t\tQSGR E 3 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\t\tQSGR F 3\n\t\tQSGR G 2\n\t\tQSGR H 1\n\t\tQSGR I 8\n\t\tQSGR JK 1\n\t\tQSGR LM 2\n\t\tTNT1 A 0 A_TakeInventory(\"NewShell\",2,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_GiveInventory(\"QuadShell\",2)\n\t\tQSGR N 3 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\t\tQSGR O 3\n\t\tQSGR P 2\n\t\tQSGR Q 1\n\t\tQSGN MNO 1\n\t\tQSGN P 1 A_PlayWeaponSound(\"weapons/qsgclose\")\n\t\tQSGN QRS 2\n\t\tQSGN A 2\n\t\tGoto ReadyLoop\n\tReloadTwoShells:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",2,1)\n\t\tGoto ReadyLoop\n\t\tQSGN SRQ 2\n\t\tQSGN P 1\n\t\tQSEX A 1\n\t\tQSEX B 1\n\t\tTNT1 AA 0 A_SpawnItemEx(\"SSGShellCasing\",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tQSEX C 1\n\t\tQSGR I 12 A_PlayWeaponSound(\"weapons/qsgopen\")\n\t\tQSGR JK 1\n\t\tQSGR LM 2\n\t\tTNT1 A 0 A_TakeInventory(\"NewShell\",2,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_GiveInventory(\"QuadShell\",2)\n\t\tQSGR N 3 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\t\tQSGR O 3\n\t\tQSGR P 2\n\t\tQSGR Q 1\n\t\tQSGN MNO 1\n\t\tQSGN P 1 A_PlayWeaponSound(\"weapons/qsgclose\")\n\t\tQSGN QRS 2\n\t\tQSGN A 2\n\t\tGoto ReadyLoop\n\tGrenadeCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tGoto ReadyLoop\n\tGrenadeToss:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tQSHT EDCBA 1\n\t\tTNT1 A 4\n\t\tHGRN ABC 1\n\t\tHGRN D 2\n\t\tHGRN EFG 1\n\t\tHGRN HI 2\n\t\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0,false)\n\t\tHGRN J 1\n\t\tHGRN KLM 2\n\t\tHGRN \"NO\" 1\n\t\tTNT1 A 6\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\t\tTNT1 A 0// A_TakeInventory(\"Hand Grenade\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0\n\t\tQSHT ABCDE 1\n\t\tGoto ReadyLoop\n\tMineCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tGoto ReadyLoop\n\tMineToss:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tQSHT EDCBA 1\n\t\tTNT1 A 8\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tMINE ABCDEF 1\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0,false)\n\t\tMINE HI 1\n\t\tMINE JK 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\t\tTNT1 A 0// A_TakeInventory(\"Land Mine\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0\n\t\tTNT1 A 5\n\t\tQSHT ABCDE 1\n\t\tGoto ReadyLoop\n\tSpawn:\n\t\tQSGP A -1\n\t\tLoop\n\t}\n}\n\nACTOR \"HexaShotgunNoSkin\" : Weapon Replaces Hexa-Shotgun2\n{\n//$Category Weapons/LCA\n//$Sprite HSGPA0\n//$Title \"Hexa-Shotgun\"\n Scale 0.9\n Weapon.SelectionOrder 4445\n Weapon.KickBack 500\n Weapon.AmmoUse 0\n Weapon.AmmoGive 0\n Weapon.AmmoGive2 12\n Weapon.AmmoType \"HexaShell\"\n Weapon.AmmoType2 \"NewShell\"\n Inventory.PickupMessage \"Hexa-Shotgun\"\n Inventory.PickupSound \"weapons/pickuphsg\"\n Tag \"Hexa Shotgun\"\n Obituary \"%o's body wasn't able to be identified after being shot by k's Hexa-Shotgun.\"\n Weapon.SisterWeapon \"PoweredHexaShotgunNoSkin\"\n +WEAPON.AMMO_OPTIONAL\n +WEAPON.NOALERT\n -INVENTORY.UNDROPPABLE\n States\n {\n Ready:\n TNT1 A 0 A_PlayWeaponSound(\"weapons/pickuphsg\")\n\tHSRS ABCDEF 1\n\tHSRS GH 2\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n HSGN A 1 A_WeaponReady\n Goto Ready+9\n Deselect:\n TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_Lower\n HSGN A 1 A_Lower\n Goto Deselect+1\n Select:\n\tTNT1 A 0 A_Raise\n Wait\n Fire:\n\tTNT1 A 0 A_JumpIfInventory(\"HexaShell\",6,\"HexaFire\")\n\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",2,1)\n\tGoto Empty\n\tTNT1 A 0 A_JumpIfInventory(\"HexaShell\",4,\"ReloadTwoShells\")\n\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",4,1)\n\tGoto Empty\n\tTNT1 A 0 A_JumpIfInventory(\"HexaShell\",2,\"ReloadFourShells\")\n\tGoto Empty\n HexaFire:\n\tTNT1 A 0 A_PlaySound(\"weapons/hsgfire\")\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_Recoil(4)\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n TNT1 A 0 Radius_Quake(20,5,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"HexaShell\",6)\n\tTNT1 AAAAAAAAAAAA 0 A_FireCustomMissile(\"SGTracer\",Random(8,-8),0,0,Random(10,-10))\n HS4F A 1 Bright A_FireBullets(11.8,7.3,52,5,\"ModdedBulletPuff\")\n HS4F A 1 Bright A_FireBullets(13.8,7.3,26,5,\"ModdedBulletPuff\")\n HS4F B 2 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tHSGN CFG 1\n\tHSGN H 2\n\tHSER A 3\n\tHSER B 6\n\tHSGN GFEDC 2\n HexaReloadCheck:\n \tTNT1 A 0 A_JumpIfInventory(\"NewShell\",6,2)\n\tHSGN S 2\n\tGoto Ready+9\n\tTNT1 A 0\n\tGoto ReloadSixShells+3\n AltFire:\n TNT1 A 0 A_JumpIfInventory(\"HexaShell\",6,\"FireUpper\")\n TNT1 A 0 A_JumpIfInventory(\"HexaShell\",4,\"FireMiddle\")\n\tTNT1 A 0 A_JumpIfInventory(\"HexaShell\",2,1)\n\tGoto Reload\n TNT1 A 0 A_PlaySound(\"weapons/qsgdoublefire\")\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n TNT1 A 0 Radius_Quake(3,3,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"HexaShell\",2)\n\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"SGTracer\",Random(8,-8),0,0,Random(8,-8))\n HSGF E 2 Bright A_FireBullets(11.2,7.1,20,5,\"ModdedBulletPuff\")\n\tHSGF F 2 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tHSRC ABCDE 1\n\tHSGN A 1\n Goto Ready+9\n FireUpper:\n TNT1 A 0 A_PlaySound(\"weapons/qsgdoublefire\")\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n TNT1 A 0 Radius_Quake(3,3,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"HexaShell\",2)\n\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"SGTracer\",Random(8,-8),0,0,Random(8,-8))\n HSGF A 2 Bright A_FireBullets(11.2,7.1,20,5,\"ModdedBulletPuff\")\n\tHSGF B 2 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tHSRC ABCDE 1\n\tHSGN A 1\n Goto Ready+9\n FireMiddle:\n TNT1 A 0 A_PlaySound(\"weapons/qsgdoublefire\")\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n TNT1 A 0 Radius_Quake(3,3,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"HexaShell\",2)\n\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"SGTracer\",Random(8,-8),0,0,Random(8,-8))\n HSGF C 2 Bright A_FireBullets(11.2,7.1,20,5,\"ModdedBulletPuff\")\n\tHSGF D 2 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tHSRC ABCDE 1\n\tHSGN A 1\n Goto Ready+9\n Empty:\n HSGN A 10 A_PlayWeaponSound(\"weapons/click\")\n\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",6,\"ReloadSixShells\")\n\tGoto Ready+9\n Reload:\n\tTNT1 A 0 A_JumpIfInventory(\"HexaShell\",2,\"ReloadTwoShells\")\n\tTNT1 A 0 A_JumpIfInventory(\"HexaShell\",4,\"ReloadFourShells\")\n\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",6,\"ReloadSixShells\")\n\tGoto Empty\n ReloadSixShells:\n\tHSGN SRQ 2\n\tHSGN PJ 1\n\tHSGN K 1\n\tTNT1 AAAAAA 0 A_SpawnItemEx(\"SSGShellCasing\",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n\tHSGN L 1\n\tHSGR A 12 A_PlayWeaponSound(\"weapons/qsgopen\")\n\tHSGR B 1\n\tHSGR CD 2\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",2)\n\tTNT1 A 0 A_GiveInventory(\"HexaShell\",2)\n\tHSGR E 3 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\tHSGR F 3\n\tHSGR G 2\n\tHSGR H 1\n\tHSGR I 8\n\tHSGR JK 1\n\tHSGR LM 2\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",2)\n\tTNT1 A 0 A_GiveInventory(\"HexaShell\",2)\n\tHSGR N 3 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\tHSGR O 3\n\tHSGR P 2\n\tHSGR Q 1\n\tHSGR R 8\n\tHSGR ST 1\n\tHSGR U 2\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",2)\n\tTNT1 A 0 A_GiveInventory(\"HexaShell\",2)\n\tHSGR V 3 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\tHSGR W 3\n\tHSGR X 2\n\tHSGR Y 1\n\tHSGN MNO 1\n\tHSGN P 1 A_PlayWeaponSound(\"weapons/qsgclose\")\n\tHSGN QRS 2\n\tHSGN A 2\n Goto Ready+9\n ReloadFourShells:\n TNT1 A 0 A_JumpIfInventory(\"NewShell\",4,1)\n\tGoto Ready+9\n\tHSGN SRQ 2\n\tHSGN P 1\n\tHSEX A 1\n\tHSEX B 1\n\tTNT1 AAAA 0 A_SpawnItemEx(\"SSGShellCasing\",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n\tHSEX C 1\n\tHSGR I 12 A_PlayWeaponSound(\"weapons/qsgopen\")\n\tHSGR JK 1\n\tHSGR LM 2\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",2)\n\tTNT1 A 0 A_GiveInventory(\"HexaShell\",2)\n\tHSGR N 3 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\tHSGR O 3\n\tHSGR P 2\n\tHSGR Q 1\n\tHSGR RS 1\n\tHSGR TU 2\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",2)\n\tTNT1 A 0 A_GiveInventory(\"HexaShell\",2)\n\tHSGR V 3 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\tHSGR W 3\n\tHSGR X 2\n\tHSGR Y 1\n\tHSGN MNO 1\n\tHSGN P 1 A_PlayWeaponSound(\"weapons/qsgclose\")\n\tHSGN QRS 2\n\tHSGN A 2\n\tGoto Ready+9\n ReloadTwoShells:\n TNT1 A 0 A_JumpIfInventory(\"NewShell\",2,1)\n\tGoto Ready+9\n\tHSGN SRQ 2\n\tHSGN P 1\n\tHSEX A 1\n\tHSEX B 1\n\tTNT1 AA 0 A_SpawnItemEx(\"SSGShellCasing\",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n\tHSEX C 1\n\tHSGR Q 12 A_PlayWeaponSound(\"weapons/qsgopen\")\n\tHSGR RS 1\n\tHSGR TU 2\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",2)\n\tTNT1 A 0 A_GiveInventory(\"HexaShell\",2)\n\tHSGR V 3 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\tHSGR W 3\n\tHSGR X 2\n\tHSGR Y 1\n\tHSGN MNO 1\n\tHSGN P 1 A_PlayWeaponSound(\"weapons/qsgclose\")\n\tHSGN QRS 2\n\tHSGN A 2\n\tGoto Ready+9\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready+9\n GrenadeToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tHSHT EDCBA 1\n\tTNT1 A 4\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tHSHT ABCDE 1\n\tGoto Ready+9\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready+9\n MineToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tHSHT EDCBA 1\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tHSHT ABCDE 1\n\tGoto Ready+9\n Spawn:\n HSGP A -1\n Stop\n }\n}\n\nACTOR \"PoweredHexaShotgunNoSkin\" : \"HexaShotgunNoSkin\"\n{\n +WEAPON.POWERED_UP\n Weapon.SisterWeapon \"HexaShotgunNoSkin\"\n States\n {\n Ready:\n TNT1 A 0 A_PlayWeaponSound(\"weapons/pickuphsg\")\n\tXSRS ABCDEF 1\n\tXSRS GH 2\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tXSGN A 1 A_WeaponReady\n Goto Ready+9\n Deselect:\n TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_Lower\n\tXSGN A 1 A_Lower\n Goto Deselect+1\n Select:\n\tTNT1 A 0 A_Raise\n Wait\n Fire:\n\tTNT1 A 0 A_JumpIfInventory(\"HexaShell\",6,\"HexaFire\")\n\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",2,1)\n\tGoto Empty\n\tTNT1 A 0 A_JumpIfInventory(\"HexaShell\",4,\"ReloadTwoShells\")\n\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",4,1)\n\tGoto Empty\n\tTNT1 A 0 A_JumpIfInventory(\"HexaShell\",2,\"ReloadFourShells\")\n\tGoto Empty\n HexaFire:\n\tTNT1 A 0 A_PlaySound(\"weapons/hsgfire\")\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_Recoil(4)\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n TNT1 A 0 Radius_Quake(20,5,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"HexaShell\",6)\n\tTNT1 AAAAAAAAAAAA 0 A_FireCustomMissile(\"SGTracer\",Random(8,-8),0,0,Random(10,-10))\n\tXS4F A 1 Bright A_FireBullets(11.8,7.3,52,5,\"ModdedBulletPuff\")\n\tXS4F A 1 Bright A_FireBullets(13.8,7.3,26,5,\"ModdedBulletPuff\")\n\tXS4F B 2 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tXSGN CFG 1\n\tXSGN H 2\n\tXSER A 3\n\tXSER B 6\n\tXSGN GFEDC 2\n HexaReloadCheck:\n \tTNT1 A 0 A_JumpIfInventory(\"NewShell\",6,2)\n\tXSGN S 2\n\tGoto Ready+9\n\tTNT1 A 0\n\tGoto ReloadSixShells+3\n AltFire:\n TNT1 A 0 A_JumpIfInventory(\"HexaShell\",6,\"FireUpper\")\n TNT1 A 0 A_JumpIfInventory(\"HexaShell\",4,\"FireMiddle\")\n\tTNT1 A 0 A_JumpIfInventory(\"HexaShell\",2,1)\n\tGoto Reload\n TNT1 A 0 A_PlaySound(\"weapons/qsgdoublefire\")\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n TNT1 A 0 Radius_Quake(3,3,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"HexaShell\",2)\n\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"SGTracer\",Random(8,-8),0,0,Random(8,-8))\n\tXSGF E 2 Bright A_FireBullets(11.2,7.1,20,5,\"ModdedBulletPuff\")\n\tXSGF F 2 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tXSRC ABCDE 1\n\tXSGN A 1\n Goto Ready+9\n FireUpper:\n TNT1 A 0 A_PlaySound(\"weapons/qsgdoublefire\")\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n TNT1 A 0 Radius_Quake(3,3,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"HexaShell\",2)\n\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"SGTracer\",Random(8,-8),0,0,Random(8,-8))\n\tXSGF A 2 Bright A_FireBullets(11.2,7.1,20,5,\"ModdedBulletPuff\")\n\tXSGF B 2 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tXSRC ABCDE 1\n\tXSGN A 1\n Goto Ready+9\n FireMiddle:\n TNT1 A 0 A_PlaySound(\"weapons/qsgdoublefire\")\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n TNT1 A 0 Radius_Quake(3,3,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"HexaShell\",2)\n\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"SGTracer\",Random(8,-8),0,0,Random(8,-8))\n\tXSGF C 2 Bright A_FireBullets(11.2,7.1,20,5,\"ModdedBulletPuff\")\n\tXSGF D 2 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tXSRC ABCDE 1\n\tXSGN A 1\n Goto Ready+9\n Empty:\n\tXSGN A 10 A_PlayWeaponSound(\"weapons/click\")\n\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",6,\"ReloadSixShells\")\n\tGoto Ready+9\n Reload:\n\tTNT1 A 0 A_JumpIfInventory(\"HexaShell\",2,\"ReloadTwoShells\")\n\tTNT1 A 0 A_JumpIfInventory(\"HexaShell\",4,\"ReloadFourShells\")\n\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",6,\"ReloadSixShells\")\n\tGoto Empty\n ReloadSixShells:\n\tXSGN SRQ 2\n\tXSGN PJ 1\n\tXSGN K 1\n\tTNT1 AAAAAA 0 A_SpawnItemEx(\"SSGShellCasing\",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n\tXSGN L 1\n\tXSGR A 12 A_PlayWeaponSound(\"weapons/qsgopen\")\n\tXSGR B 1\n\tXSGR CD 2\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",2)\n\tTNT1 A 0 A_GiveInventory(\"HexaShell\",2)\n\tXSGR E 3 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\tXSGR F 3\n\tXSGR G 2\n\tXSGR H 1\n\tXSGR I 8\n\tXSGR JK 1\n\tXSGR LM 2\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",2)\n\tTNT1 A 0 A_GiveInventory(\"HexaShell\",2)\n\tXSGR N 3 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\tXSGR O 3\n\tXSGR P 2\n\tXSGR Q 1\n\tXSGR R 8\n\tXSGR ST 1\n\tXSGR U 2\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",2)\n\tTNT1 A 0 A_GiveInventory(\"HexaShell\",2)\n\tXSGR V 3 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\tXSGR W 3\n\tXSGR X 2\n\tXSGR Y 1\n\tXSGN MNO 1\n\tXSGN P 1 A_PlayWeaponSound(\"weapons/qsgclose\")\n\tXSGN QRS 2\n\tXSGN A 2\n Goto Ready+9\n ReloadFourShells:\n TNT1 A 0 A_JumpIfInventory(\"NewShell\",4,1)\n\tGoto Ready+9\n\tXSGN SRQ 2\n\tXSGN P 1\n\tXSEX A 1\n\tXSEX B 1\n\tTNT1 AAAA 0 A_SpawnItemEx(\"SSGShellCasing\",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n\tXSEX C 1\n\tXSGR I 12 A_PlayWeaponSound(\"weapons/qsgopen\")\n\tXSGR JK 1\n\tXSGR LM 2\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",2)\n\tTNT1 A 0 A_GiveInventory(\"HexaShell\",2)\n\tXSGR N 3 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\tXSGR O 3\n\tXSGR P 2\n\tXSGR Q 1\n\tXSGR RS 1\n\tXSGR TU 2\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",2)\n\tTNT1 A 0 A_GiveInventory(\"HexaShell\",2)\n\tXSGR V 3 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\tXSGR W 3\n\tXSGR X 2\n\tXSGR Y 1\n\tXSGN MNO 1\n\tXSGN P 1 A_PlayWeaponSound(\"weapons/qsgclose\")\n\tXSGN QRS 2\n\tXSGN A 2\n\tGoto Ready+9\n ReloadTwoShells:\n TNT1 A 0 A_JumpIfInventory(\"NewShell\",2,1)\n\tGoto Ready+9\n\tXSGN SRQ 2\n\tXSGN P 1\n\tXSEX A 1\n\tXSEX B 1\n\tTNT1 AA 0 A_SpawnItemEx(\"SSGShellCasing\",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n\tXSEX C 1\n\tXSGR Q 12 A_PlayWeaponSound(\"weapons/qsgopen\")\n\tXSGR RS 1\n\tXSGR TU 2\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",2)\n\tTNT1 A 0 A_GiveInventory(\"HexaShell\",2)\n\tXSGR V 3 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\tXSGR W 3\n\tXSGR X 2\n\tXSGR Y 1\n\tXSGN MNO 1\n\tXSGN P 1 A_PlayWeaponSound(\"weapons/qsgclose\")\n\tXSGN QRS 2\n\tXSGN A 2\n\tGoto Ready+9\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready+9\n GrenadeToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tXSHT EDCBA 1\n\tTNT1 A 4\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tXSHT ABCDE 1\n\tGoto Ready+9\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready+9\n MineToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tXSHT EDCBA 1\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tXSHT ABCDE 1\n\tGoto Ready+9\n Spawn:\n\tXSGP A -1\n Stop\n }\n}\n\nActor \"PlasmaShotgunNoSkin\" : Weapon Replaces \"Plasma Shotgun\"\n{\nTag \"Plasma Shotgun\"\nWeapon.AmmoType \"NewCell\"\nWeapon.AmmoUse 10\nWeapon.AmmoGive 80\nInventory.PickupMessage \"Plasma Shotgun\"\nObituary \"%o got turned into a spec of dust by %k's Plasma Shotgun\"\nAttackSound \"plasmashotgun/fire\"\nInventory.PickupSound \"weapons/plasmashotgun/pump\"\nWeapon.Upsound \"weapons/plasmashotgun/pump\"\nDecal DoomImpScorch\n+WEAPON.NOAUTOAIM\n-INVENTORY.UNDROPPABLE\nStates\n{\n Spawn:\n\tSTBE X -1\n\tLoop\n Ready:\n TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tPSGA A 1 A_WeaponReady\n\tLoop\n Select:\n PSGA A 0 A_Raise\n\tPSGA A 1 A_Raise\n\tLoop\n Deselect:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_Lower\n\tPSGA A 1 A_Lower\n\tGoto Deselect+1\n Fire:\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_PlaySound(\"weapons/plasmashotgun/add\",7)\n\tTNT1 A 0 A_FireBullets(5,6,7,24,\"PlayerShotgunPlasmaPuff\")\n\tTNT1 A 0 Radius_Quake(3,3,0,1,0)\n\tTNT1 A 0\n\tPSGF AB 1 Bright\n\tTNT1 A 0\n\tPSGF CDE 1\n\tPSGA A 3\n\tPSGR ABCDEFGHIJK 1\n\tTNT1 A 0 A_PlaySound(\"plasmashotgun/load\")\n\tTNT1 A 0 A_PlaySound(\"weapons/pulseshotgun/pump\",7)\n\tTNT1 A 0 A_SpawnItemEx(\"ShotgunCellCasing\",30,-6,25,Random(2,4),Random(3,6),Random(3,6),0)\n\tPSGR LM 1\n\tPSGR N 2\n\tPSGR MLKJIHGFEDCBA 1\n\tGoto Ready\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready\n GrenadeToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tPSGA A 1 Offset(0,30)\n\tPSGA A 1 Offset(0,40)\n\tPSGA A 1 Offset(0,50)\n\tPSGA A 1 Offset(0,60)\n\tPSGA A 1 Offset(0,70)\n\tTNT1 A 4 Offset(0,10)\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tPSGA A 1 Offset(0,70)\n\tPSGA A 1 Offset(0,60)\n\tPSGA A 1 Offset(0,50)\n\tPSGA A 1 Offset(0,40)\n\tPSGA A 1 Offset(0,30)\n\tGoto Ready\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready\n MineToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tPSGA A 1 Offset(0,30)\n\tPSGA A 1 Offset(0,40)\n\tPSGA A 1 Offset(0,50)\n\tPSGA A 1 Offset(0,60)\n\tPSGA A 1 Offset(0,70)\n\tTNT1 A 8 Offset(0,10)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tPSGA A 1 Offset(0,70)\n\tPSGA A 1 Offset(0,60)\n\tPSGA A 1 Offset(0,50)\n\tPSGA A 1 Offset(0,40)\n\tPSGA A 1 Offset(0,30)\n\tGoto Ready\n\t}\n}\n\nACTOR \"ExplosiveShotgunNoSkin\" : Weapon Replaces \"Explosive Shotgun\"\n{\n Weapon.SlotNumber 3\n Weapon.SelectionOrder 3000\n Weapon.KickBack 160\n Weapon.AmmoUse 1\n Weapon.AmmoType \"ExplosiveShotgunMagazine\"\n Weapon.AmmoType2 \"NewShell\"\n Weapon.AmmoGive2 8\n Obituary \"%o was made extra crispy by %k's Explosive Shotgun.\"\n Inventory.PickupMessage \"Explosive Shotgun\"\n Inventory.PickupSound \"weapons/ExplosiveSG/pump\"\n +WEAPON.AMMO_OPTIONAL\n +WEAPON.NOALERT\n -INVENTORY.UNDROPPABLE\n Tag \"Explosive Shotgun\"\n States\n {\n Ready:\n\tTNT1 A 0 A_PlaySound(\"weapons/ExplosiveSG/pump\",1)\n\tHLSQ A 1\n\tHLSQ B 1\n\tHLSQ C 1\n\tHLSQ D 1\n\tHLSQ E 1\n\tHLSQ F 1\n\tHLSQ G 1\n\tHLSQ H 1\n RealyReady:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tHLSA A 1 A_WeaponReady\n\tloop\n Deselect:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_Lower\n\tHLSA A 1 A_Lower\n\tGoto Deselect+1\n Select:\n\tTNT1 A 0 A_Raise\n\tWait\n Fire:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\tTNT1 A 0 A_PlaySound(\"weapons/ExplosiveSG/fire\",7)\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 Radius_Quake(4,4,0,1,0)\n\tTNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\t//TNT1 A 0 A_TakeInventory(\"ExplosiveShotgunMagazine\",1,TIF_NOTAKEINFINITE)\n\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"PlayerExplosiveTracer\",Random(-4,4),0,0,0,0,frandom(-3,3))\n\tTNT1 A 0 A_FireBullets(4.0,3.0,8,Random(5,7),\"ModdedBulletPuff\")\n\tHLSF A 1 Bright\n\tHLSF B 1 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tHLSF C 1\n\tHLSF D 1\n\tHLSF E 1\n\t//HLSF F 1\n\tHLSF G 1\n\t//HLSF H 1\n\tHLSF I 1\n\tHLSC A 1\n\tHLSC B 1\n\tHLSC C 1\n\tHLSC D 1\n\tHLSC E 1\n\tHLSC F 1\n\tHLSC G 1\n\tHLSC H 1\n\tHLSC I 1\n\tHLSC J 1\n\tHLSC K 1\n\tTNT1 A 0 A_PlaySound(\"weapons/ExplosiveSG/pump\",1)\n\tHLSC L 1\n\tHLSC M 1\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\",30,-1,25,Random(2,4),Random(3,6),Random(3,6),0)\n\tHLSC N 2\n\tHLSC M 1\n\tHLSC L 1\n\tHLSC K 1\n\tHLSC J 1\n\tHLSC I 1\n\tHLSC H 1\n\tHLSC G 1\n\tHLSC F 1\n\tHLSC E 1\n\tHLSC D 1\n\tHLSC C 1\n\tHLSC B 1\n\tHLSC A 1\n\tHLSA A 4\n\tgoto RealyReady\n Empty:\n\tHLSA A 10 A_PlayWeaponSound(\"weapons/click\")\n AltFire:\n TNT1 A 0 A_JumpIfInventory(\"ExplosiveShotgunMagazine\",9,\"RealyReady\")\n TNT1 A 0 A_JumpIfInventory(\"NewShell\",1,1)\n\tgoto RealyReady\n\tHLSC ABCDEFGH 1\n\tTNT1 A 0 A_JumpIfInventory(\"ExplosiveShotgunMagazine\",1,\"Reload\")\n HLSR ABCDE 1\n\tHLSR F 1 A_PlaySound(\"Weapons/ShellLoad\")\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",1)\n\tTNT1 A 0 A_GiveInventory(\"ExplosiveShotgunMagazine\",1)\n\tHLSR GHIJ 1\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n HLSR A 1 A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/ExplosiveSG/pump\")\n\tHLSC I 1\n\tHLSC J 1\n\tHLSC K 1\n HLSC L 1\n HLSC M 1\n\tHLSC N 2\n\tHLSC M 1\n\tHLSC L 1\n\tHLSC K 1\n TNT1 A 0 A_JumpIfInventory(\"NewShell\",1,1)\n\tGoto Full\n Reload:\n HLSR ABCDE 1\n\tHLSR F 1 A_PlaySound(\"Weapons/ShellLoad\")\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",1)\n\tTNT1 A 0 A_GiveInventory(\"ExplosiveShotgunMagazine\",1)\n\tHLSR GHIJ 1\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n HLSR A 1 A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)\n\tTNT1 A 0 A_JumpIfInventory(\"ExplosiveShotgunMagazine\",9,\"Full\")\n\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",1,\"Reload\")\n Full:\n HLSC H 1\n\tHLSC G 1\n\tHLSC F 1\n\tHLSC E 1\n\tHLSC D 1\n\tHLSC C 1\n\tHLSC B 1\n\tHLSC A 1\n\tHLSA A 4\n\tGoto RealyReady\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto RealyReady\n GrenadeToss:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tHLSQ H 1\n\tHLSQ G 1\n\tHLSQ F 1\n\tHLSQ E 1\n\tHLSQ D 1\n\tHLSQ C 1\n\tHLSQ B 1\n\tHLSQ A 1\n\tTNT1 A 4\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\tTNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tHLSQ A 1\n\tHLSQ B 1\n\tHLSQ C 1\n\tHLSQ D 1\n\tHLSQ E 1\n\tHLSQ F 1\n\tHLSQ G 1\n\tHLSQ H 1\n\tGoto RealyReady\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto RealyReady\n MineToss:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tHLSQ H 1\n\tHLSQ G 1\n\tHLSQ F 1\n\tHLSQ E 1\n\tHLSQ D 1\n\tHLSQ C 1\n\tHLSQ B 1\n\tHLSQ A 1\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\tTNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tHLSQ A 1\n\tHLSQ B 1\n\tHLSQ C 1\n\tHLSQ D 1\n\tHLSQ E 1\n\tHLSQ F 1\n\tHLSQ G 1\n\tHLSQ H 1\n\tGoto RealyReady\n Spawn:\n\tEXSG A -1\n\tstop\n }\n}\n\nACTOR \"ExplosiveSSGNoSkin\" : Weapon Replaces ExplosiveSSG\n{\n Inventory.PickupMessage \"You got the Explosive Super Shotgun!\"\n Inventory.PickupSound \"weapons/pickupssg\"\n Weapon.KickBack 100\n Weapon.AmmoUse 0\n Weapon.AmmoGive 0\n Weapon.AmmoGive2 8\n Weapon.AmmoType \"ExpSSGShell\"\n Weapon.AmmoType2 \"NewShell\"\n Scale 0.9\n +Weapon.Ammo_Optional\n +Weapon.NoAlert\n -INVENTORY.UNDROPPABLE\n Tag \"Explosive Super Shotgun\"\n States\n {\n Spawn:\n\t3GN2 A -1\n\tStop\n Deselect:\n TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t3HD2 EDCBA 1\n DeselectLoop:\n\tTNT1 A 0 A_Lower\n\tTNT1 A 1 A_Lower\n\tLoop\n Select:\n\tTNT1 A 0 A_Raise\n Wait\n Ready:\n TNT1 A 0 A_PlayWeaponSound(\"weapons/pickupssg\")\n\t3HD2 ABCDEFGHIJK 1\n ReadyLoop:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t3HT2 A 1 A_WeaponReady\n\tLoop\n Empty:\n 3HT2 A 10 A_PlaySound(\"weapons/click\")\n\tGoto ReadyLoop\n Fire:\n\tTNT1 A 0 A_JumpIfInventory(\"ExpSSGShell\",2,\"FireBoth\")\n\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",1,\"Reload\")\n\tGoto Empty\n FireBoth:\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 Radius_Quake(6,3,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"ExpSSGShell\",2)\n\tTNT1 A 0 A_PlaySound(\"ExpSSG/Fire\",7)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAA 0 A_FireCustomMissile(\"PlayerExplosiveTracer\",Random(-8,8),0,0,0,0,frandom(-4,4))\n\t3HT2 C 1 Bright A_FireBullets(8,6,20,Random(5,7),\"ModdedBulletPuff\")\n\t3HT2 CDDEE 1 Bright\n\t3HT2 B 1 Offset(0,52)\n\t3HT2 B 1 Offset(0,55)\n\t3HT2 B 1 Offset(0,54)\n\t3HT2 A 1 Offset(0,49)\n\t3HT2 A 1 Offset(0,44)\n\t3HT2 A 1 Offset(0,38)\n SSGReloadCheck:\n \tTNT1 A 0 A_JumpIfInventory(\"NewShell\",2,2)\n\t3HT2 A 2\n\tGoto ReadyLoop\n\tTNT1 A 0\n\tGoto ReloadBoth+1\n AltFire:\n TNT1 A 0 A_JumpIfInventory(\"ExpSSGShell\",2,\"FireRight\")\n\tTNT1 A 0 A_JumpIfInventory(\"ExpSSGShell\",1,1)\n\tGoto Reload\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n TNT1 A 0 Radius_Quake(3,3,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"ExpSSGShell\",1)\n\tTNT1 A 0 A_PlayWeaponSound(\"ExpSSG/Fire2\")\n\tTNT1 AAAAAAAAA 0 A_FireCustomMissile(\"PlayerExplosiveTracer\",Random(-4,4),0,0,0,0,frandom(-3,3))\n\t3HL2 C 1 BRIGHT A_FireBullets(4.0,3.0,10,Random(5,7),\"ModdedBulletPuff\")\n\t3HL2 CDD 1 BRIGHT\n\t3HT2 B 1 Offset(1,40)\n\t3HT2 B 1 Offset(1,45)\n\t3HT2 B 1 Offset(2,48)\n\t3HT2 A 1 Offset(2,46)\n\t3HT2 A 1 Offset(1,44)\n\t3HT2 A 1 Offset(1,41)\n\tGoto ReadyLoop\n FireRight:\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n TNT1 A 0 Radius_Quake(3,3,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"ExpSSGShell\",1)\n\tTNT1 A 0 A_PlayWeaponSound(\"ExpSSG/Fire2\")\n\tTNT1 AAAAAAAAA 0 A_FireCustomMissile(\"PlayerExplosiveTracer\",Random(-4,4),0,0,0,0,frandom(-3,3))\n\t3HR2 C 1 BRIGHT A_FireBullets(4.0,3.0,10,Random(5,7),\"ModdedBulletPuff\")\n\t3HR2 CDD 1 BRIGHT\n\t3HT2 A 1 Offset(-1,40)\n\t3HT2 A 1 Offset(-1,45)\n\t3HT2 A 1 Offset(-2,48)\n\t3HT2 A 1 Offset(-2,46)\n\t3HT2 A 1 Offset(-1,44)\n\t3HT2 A 1 Offset(-1,41)\n\tGoto ReadyLoop\n Reload:\n\tTNT1 A 0 A_JumpIfInventory(\"ExpSSGShell\",1,\"ReloadRight\")\n\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",2,\"ReloadBoth\")\n\tGoto Empty\n ReloadBoth:\n TNT1 A 0 A_JumpIfInventory(\"NewShell\",2,1)\n\tGoto ReadyLoop\n\t3HT2 BFFGGHH 1\n\t3HT2 I 1 A_PlayWeaponSound(\"weapons/qsgopen\")\n\t3HT2 II 1\n\t3HT2 XX 1\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",2,TIF_NOTAKEINFINITE)\n\tTNT1 A 0 A_GiveInventory(\"ExpSSGShell\",2)\n\t3HT2 JJ 1\n\t3HT2 KK 1\n\tTNT1 AA 0 A_SpawnItemEx(\"SSGShellCasing\",25,2,25,Random(-2,-4),Random(3,6),Random(3,6),0)\n\t3HT2 LLLL 1\n\t3HT2 MMNN 1\n\t3HT2 O 1 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\t3HT2 OPP 1\n\t3HT2 QQ 1\n\t3HT2 RRSSTT 1\n\t3HT2 U 1 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\t3HT2 UVVWWXX 1\n\t3HT2 Y 1 A_PlayWeaponSound(\"weapons/qsgclose\")\n\t3HT2 YHHGGFFBB 1\n\tGoto ReadyLoop\n ReloadRight:\n\t3HT2 BFFGGHH 1\n\t3HT2 I 1 A_PlayWeaponSound(\"weapons/qsgopen\")\n\t3HT2 II 1\n\t3HT2 XX 1\n\t3HT7 J 1\n\t3HT7 KK 1\n\tTNT1 A 0 A_SpawnItemEx(\"SSGShellCasing\",25,2,25,Random(-2,-4),Random(3,6),Random(3,6),0)\n\t3HT7 LLLL 1\n\t3HT7 MMNN 1\n\t3HT7 O 1 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\t3HT7 OPP 1\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",1,TIF_NOTAKEINFINITE)\n\tTNT1 A 0 A_GiveInventory(\"ExpSSGShell\",1)\n\t3HT2 WWXX 1\n\t3HT2 Y 1 A_PlayWeaponSound(\"weapons/qsgclose\")\n\t3HT2 YHHGGFFBB 1\n\tGoto ReadyLoop\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto ReadyLoop\n GrenadeToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t3HD2 EDCBA 1\n\tTNT1 A 4\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\t3HD2 ABCDEFGHIJK 1\n\tGoto ReadyLoop\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto ReadyLoop\n MineToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t3HD2 EDCBA 1\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\t3HD2 ABCDEFGHIJK 1\n\tGoto ReadyLoop\n\t}\n}\n\nACTOR \"RapidShotgunNoSkin\" : Weapon replaces RapidShotgun\n{\n+WEAPON.NOALERT\n+WEAPON.AMMO_OPTIONAL\n-INVENTORY.UNDROPPABLE\nWeapon.SelectionOrder 700\nWeapon.AmmoUse 1\nWeapon.AmmoGive 20\nWeapon.AmmoType \"NewShell\"\nWeapon.AmmoType2 \"NewShell\"\nWeapon.SisterWeapon \"EmpoweredRapidShotgunNoSkin\"\nAttackSound \"weapons/12gaugefire\"\nInventory.PickupMessage \"You got the Rapid Shotgun!\"\nInventory.PickupSound \"weapons/minigunpickup\"\nObituary \"%o was mowed down by %k's rapid shotgun.\"\nTag \"Rapid Shotgun\"\nDecal \"BulletChip\"\n States\n {\n Spawn:\n HCNG A -1\n Stop\n Flash:\n TNT1 A 1 A_Light1\n TNT1 A 1 A_Light2\n TNT1 A 0 A_Light0\n Goto LightDone\n Ready:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/minigunpickup\")\n\tCGRS ABCDE 1\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n QCHG A 1 A_WeaponReady\n\tGoto Ready+6\n Deselect:\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n TNT1 A 0 A_TakeInventory(\"RapidShotgunSpin\",2)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_Lower\n\tQCHG A 1 A_Lower\n\tGoto Deselect+5\n Select:\n\tTNT1 A 0 A_Raise\n\tWait\n Fire:\n TNT1 A 0 A_JumpIfInventory(\"AgilityRuneRage\",1,\"FastSpin\")\n TNT1 A 0 A_JumpIfInventory(\"RapidShotgunSpin\",1,\"Hold\")\n TNT1 A 0 A_Playsound(\"HeavyChaingun/Sart\",6)\n QCHG A 1\n QCHG BCDABCDABCDABCD 1 //ABCDABC 1\n TNT1 A 0 A_Refire\n TNT1 A 0 A_Playsound(\"HeavyChaingun/Down\",6)\n Goto SpinStop\n Hold:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"JustSpin\")\n TNT1 A 0 A_GiveInventory(\"RapidShotgunSpin\",1)\n TNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_PlaySound(\"HeavyChaingun/Loop\",6,1.0,1)\n TNT1 A 0 A_JumpIfInventory(\"AgilityRuneRage\",1,\"FastHold\")\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 AAAA 0 A_FireCustomMissile(\"SGTracer\",Random(6,-6),0,0,Random(-6,6))\n\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_FireBullets(15,12.2,4,Random(1,5)*random(3,6),\"ModdedBulletPuff\",FBF_USEAMMO|FBF_NORANDOM)\n QCHG E 2 Bright A_FireBullets(11.8,7.3,3,random(1,5)*random(6,9),\"ModdedBulletPuff\",FBF_NORANDOM)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"JustSpin\")\n QCHG BC 1\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 AAAA 0 A_FireCustomMissile(\"SGTracer\",Random(6,-6),0,0,Random(-6,6))\n\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_FireBullets(15,12.2,4,Random(1,5)*random(3,6),\"ModdedBulletPuff\",FBF_USEAMMO|FBF_NORANDOM)\n QCHG F 2 Bright A_FireBullets(11.8,7.3,3,random(1,5)*random(6,9),\"ModdedBulletPuff\",FBF_NORANDOM)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"JustSpin\")\n QCHG BC 1\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 AAAA 0 A_FireCustomMissile(\"SGTracer\",Random(6,-6),0,0,Random(-6,6))\n\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_FireBullets(15,12.2,4,Random(1,5)*random(3,6),\"ModdedBulletPuff\",FBF_USEAMMO|FBF_NORANDOM)\n QCHG H 2 Bright A_FireBullets(11.8,7.3,3,random(1,5)*random(6,9),\"ModdedBulletPuff\",FBF_NORANDOM)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"JustSpin\")\n QCHG BC 1\n TNT1 A 0 A_Refire\n TNT1 A 0 A_JumpIfInventory(\"AgilityRuneRage\",1,\"FastHoldSpinStop\")\n TNT1 A 0 A_Playsound(\"HeavyChaingun/Down\",6)\n QCHG CDABCDABCDA 1 A_WeaponReady(WRF_NOSECONDARY)\n QCHG BCD 2 A_WeaponReady(WRF_NOSECONDARY)\n TNT1 A 0 A_TakeInventory(\"RapidShotgunSpin\",2)\n QCHG AB 2\n QCHG CD 3\n Goto Ready+6\n JustSpin:\n TNT1 A 0 A_JumpIfInventory(\"AgilityRuneRage\",1,\"FastJustSpin\")\n TNT1 A 0 A_GiveInventory(\"RapidShotgunSpin\",1)\n\tTNT1 A 0 A_PlaySound(\"HeavyChaingun/Loop\",6,1.0,1)\n QCHG DABCDABCDAB 1 A_JumpIfInventory(\"NewShell\",1,\"Hold\")\n TNT1 A 0 A_Refire(\"JustSpin\")\n TNT1 A 0 A_JumpIfInventory(\"AgilityRuneRage\",1,\"FastHoldSpinStop\")\n TNT1 A 0 A_Playsound(\"HeavyChaingun/Down\",6)\n QCHG CDABCDABCDA 1 A_WeaponReady(WRF_NOSECONDARY)\n QCHG BCD 2 A_WeaponReady(WRF_NOSECONDARY)\n TNT1 A 0 A_TakeInventory(\"RapidShotgunSpin\",2)\n QCHG AB 2\n QCHG CD 3\n Goto Ready+6\n FastJustSpin:\n TNT1 A 0 A_GiveInventory(\"RapidShotgunSpin\",1)\n\tTNT1 A 0 A_PlaySound(\"HeavyChaingun/Loop\",6,1.0,1)\n QCHG DBDBDB 1 A_JumpIfInventory(\"NewShell\",1,\"Hold\")\n TNT1 A 0 A_Refire(\"JustSpin\")\n TNT1 A 0 A_JumpIfInventory(\"AgilityRuneRage\",1,\"FastHoldSpinStop\")\n TNT1 A 0 A_Playsound(\"HeavyChaingun/Down\",6)\n QCHG CDABCDABCDA 1 A_WeaponReady(WRF_NOSECONDARY)\n QCHG BCD 2 A_WeaponReady(WRF_NOSECONDARY)\n TNT1 A 0 A_TakeInventory(\"RapidShotgunSpin\",2)\n QCHG AB 2\n QCHG CD 3\n Goto Ready+6\n SpinStop:\n TNT1 A 0 A_JumpIfInventory(\"AgilityRuneRage\",1,\"FastHoldSpinStop\")\n QCHG A 0 A_GiveInventory(\"RapidShotgunSpin\",1)\n QCHG B 0 A_Playsound(\"HeavyChaingun/Down\",6)\n QCHG ABCDABCDABCDA 1 A_WeaponReady(WRF_NOSECONDARY)\n QCHG BCD 2 A_WeaponReady(WRF_NOSECONDARY)\n TNT1 A 0 A_TakeInventory(\"RapidShotgunSpin\",2)\n QCHG AB 2\n QCHG CD 3\n Goto Ready+6\n FastHold:\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 AAAA 0 A_FireCustomMissile(\"SGTracer\",Random(6,-6),0,0,Random(-6,6))\n\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_FireBullets(15,12.2,4,Random(1,5)*random(3,6),\"ModdedBulletPuff\",FBF_USEAMMO|FBF_NORANDOM)\n QCHG E 4 Bright A_FireBullets(11.8,7.3,3,random(1,5)*random(6,9),\"ModdedBulletPuff\",FBF_NORANDOM)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"JustSpin\")\n QCHG BC 2\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 AAAA 0 A_FireCustomMissile(\"SGTracer\",Random(6,-6),0,0,Random(-6,6))\n\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_FireBullets(15,12.2,4,Random(1,5)*random(3,6),\"ModdedBulletPuff\",FBF_USEAMMO|FBF_NORANDOM)\n QCHG F 4 Bright A_FireBullets(11.8,7.3,3,random(1,5)*random(6,9),\"ModdedBulletPuff\",FBF_NORANDOM)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"JustSpin\")\n QCHG BC 2\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 AAAA 0 A_FireCustomMissile(\"SGTracer\",Random(6,-6),0,0,Random(-6,6))\n\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_FireBullets(15,12.2,4,Random(1,5)*random(3,6),\"ModdedBulletPuff\",FBF_USEAMMO|FBF_NORANDOM)\n QCHG H 4 Bright A_FireBullets(11.8,7.3,3,random(1,5)*random(6,9),\"ModdedBulletPuff\",FBF_NORANDOM)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"JustSpin\")\n QCHG BC 2\n TNT1 A 0 A_Refire(\"Hold\")\n TNT1 A 0 A_JumpIfInventory(\"AgilityRuneRage\",1,\"FastHoldSpinStop\")\n TNT1 A 0 A_Playsound(\"HeavyChaingun/Down\",6)\n QCHG CDABCDABCDA 1 A_WeaponReady(WRF_NOSECONDARY)\n QCHG BCD 2 A_WeaponReady(WRF_NOSECONDARY)\n QCHG AB 2\n QCHG CD 3\n Goto Ready+6\n FastSpin:\n TNT1 A 0 A_JumpIfInventory(\"RapidShotgunSpin\",1,\"Hold\")\n TNT1 A 0 A_Playsound(\"HeavyChaingun/Sart\",6)\n QCHG A 1\n QCHG BDBDBDB 1 //DBDB 1\n TNT1 A 0 A_Refire\n Goto SpinStop\n FastHoldSpinStop:\n QCHG A 0 A_GiveInventory(\"RapidShotgunSpin\",1)\n TNT1 A 0 A_Playsound(\"HeavyChaingun/Down\",6)\n QCHG ACACACA 1 A_WeaponReady(WRF_NOSECONDARY)\n QCHG BD 2 A_WeaponReady(WRF_NOSECONDARY)\n TNT1 A 0 A_TakeInventory(\"RapidShotgunSpin\",2)\n QCHG A 2\n QCHG C 3\n Goto Ready+6\nMineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready+7\nMineToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tCGRS EDCBA 1\n\tCGRS A 1\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tGoto Ready+1\nGrenadeCheck:\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tGoto Ready+6\nGrenadeToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tCGRS EDCBA 1\n\tTNT1 A 6\n\tHGRN ABC 1\n\tHGRN D 1\n\tHGRN EFGHI 1\n\tTNT1 A 14 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGRN J 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN K 1\n\tHGRN LMNO 2\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0\n\tGoto Ready+1\n }\n}\n\nActor \"EmpoweredRapidShotgunNoSkin\" : \"RapidShotgunNoSkin\"\n{\n+WEAPON.POWERED_UP\n+INVENTORY.UNDROPPABLE\nWeapon.SisterWeapon \"RapidShotgunNoSkin\"\nAttackSound \"weapons/ExplosiveSG/fire\"\n States\n {\n Spawn:\n HCNG A -1\n Stop\n Flash:\n TNT1 A 1 A_Light1\n TNT1 A 1 A_Light2\n TNT1 A 0 A_Light0\n Goto LightDone\n Ready:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/minigunpickup\")\n\tMGRE ABCDE 1\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n ECHG A 1 A_WeaponReady\n\tGoto Ready+6\n Deselect:\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n TNT1 A 0 A_TakeInventory(\"RapidShotgunSpin\",2)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_Lower\n\tECHG A 1 A_Lower\n\tGoto Deselect+5\n Select:\n\tTNT1 A 0 A_Raise\n\tWait\n Fire:\n TNT1 A 0 A_JumpIfInventory(\"AgilityRuneRage\",1,\"FastSpin\")\n TNT1 A 0 A_JumpIfInventory(\"RapidShotgunSpin\",1,\"Hold\")\n TNT1 A 0 A_Playsound(\"HeavyChaingun/Sart\",6)\n ECHG A 1\n ECHG BCDABCDABCDABCD 1 //ABCDABC 1\n TNT1 A 0 A_Refire\n TNT1 A 0 A_Playsound(\"HeavyChaingun/Down\",6)\n Goto SpinStop\n Hold:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"JustSpin\")\n TNT1 A 0 A_GiveInventory(\"RapidShotgunSpin\",1)\n TNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_PlaySound(\"HeavyChaingun/Loop\",6,1.0,1)\n TNT1 A 0 A_JumpIfInventory(\"AgilityRuneRage\",1,\"FastHold\")\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"PlayerExplosiveTracer\",Random(-10,10),0,0,0,0,frandom(-6,6))\n\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_FireBullets(15,12.2,4,Random(1,5)*random(3,6),\"ModdedBulletPuff\",FBF_USEAMMO|FBF_NORANDOM)\n ECHG E 2 Bright A_FireBullets(11.8,7.3,3,random(1,5)*random(6,9),\"ModdedBulletPuff\",FBF_NORANDOM)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"JustSpin\")\n ECHG BC 1\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"PlayerExplosiveTracer\",Random(-10,10),0,0,0,0,frandom(-6,6))\n\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_FireBullets(15,12.2,4,Random(1,5)*random(3,6),\"ModdedBulletPuff\",FBF_USEAMMO|FBF_NORANDOM)\n ECHG F 2 Bright A_FireBullets(11.8,7.3,3,random(1,5)*random(6,9),\"ModdedBulletPuff\",FBF_NORANDOM)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"JustSpin\")\n ECHG BC 1\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"PlayerExplosiveTracer\",Random(-10,10),0,0,0,0,frandom(-6,6))\n\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_FireBullets(15,12.2,4,Random(1,5)*random(3,6),\"ModdedBulletPuff\",FBF_USEAMMO|FBF_NORANDOM)\n ECHG H 2 Bright A_FireBullets(11.8,7.3,3,random(1,5)*random(6,9),\"ModdedBulletPuff\",FBF_NORANDOM)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"JustSpin\")\n ECHG BC 1\n TNT1 A 0 A_Refire\n TNT1 A 0 A_JumpIfInventory(\"AgilityRuneRage\",1,\"FastHoldSpinStop\")\n TNT1 A 0 A_Playsound(\"HeavyChaingun/Down\",6)\n ECHG CDABCDABCDA 1 A_WeaponReady(WRF_NOSECONDARY)\n ECHG BCD 2 A_WeaponReady(WRF_NOSECONDARY)\n TNT1 A 0 A_TakeInventory(\"RapidShotgunSpin\",2)\n ECHG AB 2\n ECHG CD 3\n Goto Ready+6\n JustSpin:\n TNT1 A 0 A_JumpIfInventory(\"AgilityRuneRage\",1,\"FastJustSpin\")\n TNT1 A 0 A_GiveInventory(\"RapidShotgunSpin\",1)\n\tTNT1 A 0 A_PlaySound(\"HeavyChaingun/Loop\",6,1.0,1)\n ECHG DABCDABCDAB 1 A_JumpIfInventory(\"NewShell\",1,\"Hold\")\n TNT1 A 0 A_Refire(\"JustSpin\")\n TNT1 A 0 A_JumpIfInventory(\"AgilityRuneRage\",1,\"FastHoldSpinStop\")\n TNT1 A 0 A_Playsound(\"HeavyChaingun/Down\",6)\n ECHG CDABCDABCDA 1 A_WeaponReady(WRF_NOSECONDARY)\n ECHG BCD 2 A_WeaponReady(WRF_NOSECONDARY)\n TNT1 A 0 A_TakeInventory(\"RapidShotgunSpin\",2)\n ECHG AB 2\n ECHG CD 3\n Goto Ready+6\n FastJustSpin:\n TNT1 A 0 A_GiveInventory(\"RapidShotgunSpin\",1)\n\tTNT1 A 0 A_PlaySound(\"HeavyChaingun/Loop\",6,1.0,1)\n ECHG DBDBDB 1 A_JumpIfInventory(\"NewShell\",1,\"Hold\")\n TNT1 A 0 A_Refire(\"JustSpin\")\n TNT1 A 0 A_JumpIfInventory(\"AgilityRuneRage\",1,\"FastHoldSpinStop\")\n TNT1 A 0 A_Playsound(\"HeavyChaingun/Down\",6)\n ECHG CDABCDABCDA 1 A_WeaponReady(WRF_NOSECONDARY)\n ECHG BCD 2 A_WeaponReady(WRF_NOSECONDARY)\n TNT1 A 0 A_TakeInventory(\"RapidShotgunSpin\",2)\n ECHG AB 2\n ECHG CD 3\n Goto Ready+6\n SpinStop:\n TNT1 A 0 A_JumpIfInventory(\"AgilityRuneRage\",1,\"FastHoldSpinStop\")\n ECHG A 0 A_GiveInventory(\"RapidShotgunSpin\",1)\n ECHG B 0 A_Playsound(\"HeavyChaingun/Down\",6)\n ECHG ABCDABCDABCDA 1 A_WeaponReady(WRF_NOSECONDARY)\n ECHG BCD 2 A_WeaponReady(WRF_NOSECONDARY)\n TNT1 A 0 A_TakeInventory(\"RapidShotgunSpin\",2)\n ECHG AB 2\n ECHG CD 3\n Goto Ready+6\n FastHold:\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"PlayerExplosiveTracer\",Random(-10,10),0,0,0,0,frandom(-6,6))\n\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_FireBullets(15,12.2,4,Random(1,5)*random(3,6),\"ModdedBulletPuff\",FBF_USEAMMO|FBF_NORANDOM)\n ECHG E 4 Bright A_FireBullets(11.8,7.3,3,random(1,5)*random(6,9),\"ModdedBulletPuff\",FBF_NORANDOM)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"JustSpin\")\n ECHG BC 2\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"PlayerExplosiveTracer\",Random(-10,10),0,0,0,0,frandom(-6,6))\n\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_FireBullets(15,12.2,4,Random(1,5)*random(3,6),\"ModdedBulletPuff\",FBF_USEAMMO|FBF_NORANDOM)\n ECHG F 4 Bright A_FireBullets(11.8,7.3,3,random(1,5)*random(6,9),\"ModdedBulletPuff\",FBF_NORANDOM)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"JustSpin\")\n ECHG BC 2\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"PlayerExplosiveTracer\",Random(-10,10),0,0,0,0,frandom(-6,6))\n\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_FireBullets(15,12.2,4,Random(1,5)*random(3,6),\"ModdedBulletPuff\",FBF_USEAMMO|FBF_NORANDOM)\n ECHG H 4 Bright A_FireBullets(11.8,7.3,3,random(1,5)*random(6,9),\"ModdedBulletPuff\",FBF_NORANDOM)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"JustSpin\")\n ECHG BC 2\n TNT1 A 0 A_Refire(\"Hold\")\n TNT1 A 0 A_JumpIfInventory(\"AgilityRuneRage\",1,\"FastHoldSpinStop\")\n TNT1 A 0 A_Playsound(\"HeavyChaingun/Down\",6)\n ECHG CDABCDABCDA 1 A_WeaponReady(WRF_NOSECONDARY)\n ECHG BCD 2 A_WeaponReady(WRF_NOSECONDARY)\n ECHG AB 2\n ECHG CD 3\n Goto Ready+6\n FastSpin:\n TNT1 A 0 A_JumpIfInventory(\"RapidShotgunSpin\",1,\"Hold\")\n TNT1 A 0 A_Playsound(\"HeavyChaingun/Sart\",6)\n ECHG A 1\n ECHG BDBDBDB 1 //DBDB 1\n TNT1 A 0 A_Refire\n Goto SpinStop\n FastHoldSpinStop:\n ECHG A 0 A_GiveInventory(\"RapidShotgunSpin\",1)\n TNT1 A 0 A_Playsound(\"HeavyChaingun/Down\",6)\n ECHG ACACACA 1 A_WeaponReady(WRF_NOSECONDARY)\n ECHG BD 2 A_WeaponReady(WRF_NOSECONDARY)\n TNT1 A 0 A_TakeInventory(\"RapidShotgunSpin\",2)\n ECHG A 2\n ECHG C 3\n Goto Ready+6\nMineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready+7\nMineToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tMGRE EDCBA 1\n\tMGRE A 1\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tGoto Ready+1\nGrenadeCheck:\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tGoto Ready+6\nGrenadeToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tMGRE EDCBA 1\n\tTNT1 A 6\n\tHGRN ABC 1\n\tHGRN D 1\n\tHGRN EFGHI 1\n\tTNT1 A 14 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGRN J 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN K 1\n\tHGRN LMNO 2\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0\n\tGoto Ready+1\n }\n}\n\nACTOR \"LegendaryASGNoSkin\" : Weapon\n{\n Tag \"Legendary Assault Shotgun\"\n Scale 0.85\n Weapon.SelectionOrder 4500\n Weapon.KickBack 160\n Weapon.AmmoUse 1\n Weapon.AmmoGive 16\n Weapon.AmmoGive2 32\n Weapon.AmmoType \"LegendaryShotgunDrum\"\n Weapon.AmmoType2 \"LegendaryShell\"\n Inventory.PickupSound \"LShotgun/Cock\"\n Inventory.PickupMessage \"Legendary Assault Shotgun\"\n Obituary \"%o ate several blue bullets from %k's Legendary Assault Shotgun.\"\n Decal LegBulletChip\n +WEAPON.AMMO_OPTIONAL\n +WEAPON.NOALERT\n -INVENTORY.UNDROPPABLE\n States\n {\n Ready:\n TNT1 A 0 A_PlayWeaponSound(\"LShotgun/Cock\")\n\tLGSG VWXYZ 1\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n LGSG A 1 A_WeaponReady\n Goto Ready+6\n Deselect:\n TNT1 A 0 A_PlaySound(\"weapons/weapondown\")\n\tTNT1 A 0 A_Lower\n LGSG A 1 A_Lower\n Goto Deselect+1\n Select:\n\tTNT1 A 0 A_Raise\n Wait\n Fire:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\tTNT1 A 0 A_PlaySound(\"Weapons/LegAutoShotgun\", 1)\n\tTNT1 A 0 A_AlertMonsters\n TNT1 A 0 Radius_Quake(3,3,0,1,0)\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 A_SpawnItemEx(\"BlueShellCasing\",30,5,25,Random(2,4),Random(3,6),Random(3,6),0)\n\tTNT1 AAAAAA 0 A_FireCustomMissile(\"BlueSGTracer\",Random(5,-5),0,0,Random(5,-5))\n LGSG B 1 Bright A_FireBullets(6.2,3.4,7,Random(20,28),\"LegendaryASGBulletPuff\")\n LGSG C 1 Bright A_Light2\n\tTNT1 A 0 A_Light0\n LGSG DEFG 1\n\tLGSG HI 2\n Goto Ready+6\n Empty:\n LGSG A 10 A_PlaySound(\"weapons/click\")\n AltFire:\n \tTNT1 A 0 A_JumpIfInventory(\"LegendaryShotgunDrum\",16,2)\n TNT1 A 0 A_JumpIfInventory(\"LegendaryShell\",1,2)\n\tTNT1 A 0\n\tGoto Ready+6\n\tLGSG JKLMN 1\n\tLGSG O 2\n\tLGSR A 2 A_PlaySound(\"lasgguy/asgout\")\n \tLGSR B 3\n\tLGSG U 40 A_FireCustomMissile(\"LegendaryEmptyDrumSpawner\", 0, 0, 10, 1)\n\tLGSG TSR 1\n\tLGSG Q 2\n Reload:\n\tTNT1 A 0 A_TakeInventory(\"LegendaryShell\",1)\n\tTNT1 A 0 A_GiveInventory(\"LegendaryShotgunDrum\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryShotgunDrum\",16,2)\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryShell\",1,\"Reload\")\n\tTNT1 A 0\n\tGoto Reload2\n Reload2:\n\tLGSG P 3\n\tLGSG O 6 A_PlaySound(\"lasgguy/asgin\")\n\tLGSG NMLKJ 1\n\tGoto Ready+6\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready+6\n GrenadeToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tLGSG ZYXWV 1\n\tTNT1 A 6\n\tHGRN ABC 1\n\tHGRN D 3\n\tHGRN EFGHI 2\n\tTNT1 A 14 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGRN J 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN KLM 2\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tLGSG VWXYZ 1\n\tGoto Ready+6\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready+6\n MineToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tLGSG ZYXWV 1\n\tTNT1 A 10\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tGoto Ready+1\n Spawn:\n LMAP A -1\n Stop\n\t}\n}\n\nACTOR \"LegendaryCoachgunNoSkin\" : Weapon Replaces LegendaryCoachgun\n{\n Scale 0.85\n Weapon.SelectionOrder 400\n Weapon.KickBack 100\n Weapon.AmmoUse 0\n Weapon.AmmoGive 0\n Weapon.AmmoGive2 8\n Weapon.AmmoType \"LegendaryPellets\"\n Weapon.AmmoType2 \"LegendaryShell\"\n Inventory.PickupMessage \"Legendary Super Shotgun\"\n Tag \"Legendary Super Shotgun\"\n Inventory.PickupSound \"Pickups/LegSSG\"\n Obituary \"%o now got legendary holes by %k's Legendary Super Shotgun.\"\n Decal LegBulletChip\n +WEAPON.AMMO_OPTIONAL\n +WEAPON.NOALERT\n -INVENTORY.UNDROPPABLE\n States\n {\n Ready:\n TNT1 A 0 A_PlayWeaponSound(\"Pickups/LegSSG\")\n\tLSSZ ACEGIKMO 1\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryPellets\",2,\"Ready2\")\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryPellets\",1,\"Ready3\")\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n LSSG A 1 A_WeaponReady\n Goto Ready+11\n Ready2:\n \tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n LSSG A 1 A_WeaponReady\n Goto Ready+11\n Ready3:\n \tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n LSSG A 1 A_WeaponReady\n Goto Ready+11\n Deselect:\n TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryPellets\",2,\"Deselect2\")\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryPellets\",1,\"Deselect3\")\n\tTNT1 A 0 A_Lower\n LSSG A 1 A_Lower\n Goto Deselect+3\n Deselect2:\n TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_Lower\n LSSG A 1 A_Lower\n Goto Deselect2+1\n Deselect3:\n TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_Lower\n LSSG A 1 A_Lower\n Goto Deselect3+1\n Select:\n\tTNT1 A 0 A_Raise\n Wait\n Fire:\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryPellets\",2,\"FireBoth\")\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryShell\",1,\"Reload\")\n\tGoto Empty\n FireBoth:\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 A_PlaySound(\"Weapons/LegSGboth\")\n\tTNT1 A 0 Radius_Quake(10,5,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"LegendaryPellets\",2)\n\tTNT1 AAAAAAAA 0 Bright A_FireCustomMissile(\"BlueSGTracer\",Random(8,-8),0,0,Random(8,-8))\n //LSSF A 1 Bright A_FireBullets(6.2,3.1,26,25,\"LegendaryASGBulletPuff\")\n\tLSSF AAAAAAAAAAAAAAAA 0 Bright A_FireCustomMissile(\"50-75Bullet\", frandom(-6.2, 6.2), false, 0, 8, false, frandom(-3.1, 3.1))\n LSSF BCD 1 A_Recoil(8)\n\tLSSF FG 1 Bright A_Light2\n\tLSSF GH 1 Radius_Quake(10,5,0,1,0)\n\tLSSF IJ 1\n\tLSSF K 1 A_Light0\n LSSG A 1\n SSGReloadCheck:\n \tTNT1 A 0 A_JumpIfInventory(\"LegendaryShell\",2,2)\n\tLSSG A 2\n\tGoto Ready+17\n\tTNT1 A 0\n\tGoto ReloadBoth+4\n AltFire:\n TNT1 A 0 A_JumpIfInventory(\"LegendaryPellets\",2,\"FireRight\")\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryPellets\",1,1)\n\tGoto Reload\n TNT1 A 0 A_PlaySound(\"Weapons/LegSGsingle\")\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n TNT1 A 0 Radius_Quake(10,5,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"LegendaryPellets\",1)\n\tTNT1 AAAA 0 A_FireCustomMissile(\"BlueSGTracer\",Random(6,-6),0,0,Random(6,-6))\n //L1SF A 1 Bright A_FireBullets(2.2,1.3,9,Random(24,28),\"LegendaryASGBulletPuff\")\n\tLSSS AAAAAAAA 0 Bright A_FireCustomMissile(\"75-100Bullet\", frandom(-2.2, 2.2), false, 0, 8, false, frandom(-1.3, 1.3))\n\tLSSS A 2 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tTNT1 A 0 A_Recoil(4)\n\tLSSS BC 1\n\tLSSS DEF 1\n Goto Ready+17\n FireRight:\n TNT1 A 0 A_PlaySound(\"Weapons/LegSGsingle\")\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n TNT1 A 0 Radius_Quake(10,5,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"LegendaryPellets\",1)\n\tTNT1 AAAA 0 A_FireCustomMissile(\"BlueSGTracer\",Random(6,-6),0,0,Random(6,-6))\n //L2SF A 1 Bright A_FireBullets(2.2,1.3,9,Random(24,28),\"LegendaryASGBulletPuff\")\n\tLSSS GGGGGGGG 0 Bright A_FireCustomMissile(\"75-100Bullet\", frandom(-2.2, 2.2), false, 0, 8, false, frandom(-1.3, 1.3))\n\tLSSS G 2 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tTNT1 A 0 A_Recoil(4)\n\tLSSS HI 1\n\tLSSS DEF 1\n Goto Ready+17\n Empty:\n TNT1 A 0 A_JumpIfInventory(\"LegendaryPellets\",1,\"Empty2\")\n\tLSSF JI 2\n\tLSSF K 2 A_PlaySound(\"weapons/click\")\n\tLSSF IJ 2\n\tGoto Ready+17\n Empty2:\n\tLSSF JI 2\n\tLSSF K 2 A_PlaySound(\"weapons/click\")\n\tLSSF IJ 2\n\tGoto Ready+17\n Reload:\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryPellets\",1,\"ReloadRight\")\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryShell\",2,\"ReloadBoth\")\n\tGoto Empty\n ReloadBoth:\n TNT1 A 0 A_JumpIfInventory(\"LegendaryShell\",2,1)\n\tGoto Ready+17\n\tLSSR ACEGI 1\n\tLSSR IGECA 1\n\tLSSR J 1 A_PlayWeaponSound(\"Weapons/LegSGopen\")\n\tLSSR K 1\n\tTNT1 AA 0 A_SpawnItemEx(\"BlueShellCasing\",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n\tLSSD A 5\n LSSD B 2\n\tLSSD CD 2\n\tLSSD EFG 1\n LSSD H 1 A_PlayWeaponSound(\"Weapons/LegSGin\")\n\tLSSD ILNP 1\n\tTNT1 A 0 A_TakeInventory(\"LegendaryShell\",2)\n\tTNT1 A 0 A_GiveInventory(\"LegendaryPellets\",2)\n\tLSSD Q 1 A_PlayWeaponSound(\"Weapons/LegSGclose\")\n\tLSSD RST 1\n\tGoto Ready+17\n ReloadRight:\n TNT1 A 0 A_JumpIfInventory(\"LegendaryShell\",1,1)\n\tGoto Ready+17\n\tLSSR ACEGI 1\n\tLSSR IGECA 1\n\tLSSR J 1 A_PlayWeaponSound(\"Weapons/LegSGopen\")\n\tLSSR K 1\n \tLSSI A 5\n\tLSSI BCD 2\n\tLSSI E 2\n\tTNT1 A 0 A_SpawnItemEx(\"BlueShellCasing\",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n\tLSSI FH 1\n\tLSSI J 1 A_PlayWeaponSound(\"Weapons/LegSGin\")\n\tLSSI KM 1\n\tLSSD NP 1\n\tTNT1 A 0 A_TakeInventory(\"LegendaryShell\",1)\n\tTNT1 A 0 A_GiveInventory(\"LegendaryPellets\",1)\n\tLSSD Q 2 A_PlayWeaponSound(\"Weapons/LegSGclose\")\n\tLSSD RST 1\n\tGoto Ready+17\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready+17\n GrenadeToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tLSSZ OMKIGECA 1\n\tTNT1 A 4\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tLSSZ ACEGIKMO 1\n\tGoto Ready+17\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready+17\n MineToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tLSSZ OMKIGECA 1\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tLSSZ ACEGIKMO 1\n\tGoto Ready+17\n Spawn:\n LSSW A -1\n Stop\n\t}\n}\n\nACTOR \"LegendaryQuadShotgunNoSkin\" : Weapon Replaces LegendaryQuadShotgun\n{\n Tag \"Legendary Quad Barrel Shotgun\"\n Weapon.SelectionOrder 4450\n Weapon.KickBack 100\n Weapon.AmmoUse 0\n Weapon.AmmoGive 4\n Weapon.AmmoGive2 20\n Weapon.AmmoType \"LegendaryQuadShell\"\n Weapon.AmmoType2 \"LegendaryShell\"\n //Weapon.UpSound \"LegendaryQuadShotgun/Up\"\n Inventory.PickupMessage \"Legendary Quad Barrel Shotgun. The great OOFinator.\"\n Inventory.PickupSound \"weapons/pickupqsg\"\n Obituary \"%o was a victim to %k's deathmatch addiction.\"\n Decal LegBulletChip\n +WEAPON.AMMO_OPTIONAL\n +WEAPON.NOALERT\n -INVENTORY.UNDROPPABLE\n States\n {\n Ready:\n\tLQ78 HG 1\n \tLQ78 FE 1\n \tLQ78 D 2\n\tTNT1 A 0 A_PlayWeaponSound(\"LegendaryQuadShotgun/Up\")\n \tLQ78 C 1\n \tLQ78 BA 1\n LQ77 H 1\n LQ77 A 2\n ReadyLoop:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n LQ77 A 1 A_WeaponReady\n Loop\n Deselect:\n TNT1 A 0 A_Lower\n LQ77 A 1 A_Lower\n Loop\n Select:\n TNT1 A 0 A_Raise\n Wait\n Fire:\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryQuadShell\",4,\"QuadFire\")\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryShell\",2,\"Reload\")\n\tGoto Empty\n QuadFire:\n \tTNT1 A 0 A_JumpIfInventory(\"PowerDoubleFiringSpeed\",1,\"QuadFireNoSpeed\")\n\tTNT1 A 0 A_JumpIfInventory(\"AgilityRuneRage\",1,\"QuadFireNoSpeed\")\n TNT1 A 0 A_JumpIfInventory(\"TrueLegDoubleFiringSpeed\",1,\"QuadFireNoSpeed\")\n\tTNT1 A 0 A_PlaySound(\"LegendaryQuadShotgun/QuadFire\")\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_Recoil(12)\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n TNT1 A 0 Radius_Quake(20,5,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"LegendaryQuadShell\",4)\n\tTNT1 AAAAAAAAAAAA 0 A_FireCustomMissile(\"BlueSGTracer\",Random(8,-8),0,0,Random(10,-10))\n LQ77 B 2 Bright A_FireBullets(11.8,7.3,48,Random(30,35),\"LegendaryASGBulletPuff\")\n LQ77 C 2 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tTNT1 A 0 Radius_Quake(20,5,0,1,0)\n\tLQ77 D 2\n\tLQ77 E 2\n\tLQ77 F 1\n\tLQ77 G 1\n LQ77 A 4\n\tGoto QuadReloadCheck\n QuadFireNoSpeed:\n\tTNT1 A 0 A_PlaySound(\"LegendaryQuadShotgun/QuadFire\")\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_Recoil(12)\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n TNT1 A 0 Radius_Quake(20,5,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"LegendaryQuadShell\",4)\n\tTNT1 AAAAAAAAAAAA 0 A_FireCustomMissile(\"BlueSGTracer\",Random(8,-8),0,0,Random(10,-10))\n LQ77 B 2 Bright A_FireBullets(11.8,7.3,48,Random(30,35),\"LegendaryASGBulletPuff\")\n LQ77 C 2 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tTNT1 A 0 Radius_Quake(20,5,0,1,0)\n\tLQ77 D 4\n\tLQ77 E 4\n\tLQ77 F 2\n\tLQ77 G 2\n LQ77 A 8\n\tGoto QuadReloadCheck\n QuadReloadCheck:\n \tTNT1 A 0 A_JumpIfInventory(\"LegendaryShell\",4,2)\n\tGoto ReadyLoop\n\tTNT1 A 0\n\tGoto ReloadFourShells\n AltFire:\n\tTNT1 A 0 A_JumpIfInventory(\"PowerDoubleFiringSpeed\",1,\"AltFireNoSpeed\")\n\tTNT1 A 0 A_JumpIfInventory(\"AgilityRuneRage\",1,\"AltFireNoSpeed\")\n\tTNT1 A 0 A_JumpIfInventory(\"TrueLegDoubleFiringSpeed\",1,\"AltFireNoSpeed\")\n TNT1 A 0 A_JumpIfInventory(\"LegendaryQuadShell\",4,\"FireLeft\")\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryQuadShell\",2,1)\n\tGoto Reload\n TNT1 A 0 A_PlaySound(\"LegendaryQuadShotgun/DualFire\")\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_Recoil(8)\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n TNT1 A 0 Radius_Quake(10,5,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"LegendaryQuadShell\",2)\n\tTNT1 AAAAAAAAAAAA 0 A_FireCustomMissile(\"BlueSGTracer\",Random(8,-8),0,0,Random(10,-10))\n LQ77 B 2 Bright A_FireBullets(11.8,7.3,24,Random(30,35),\"LegendaryASGBulletPuff\")\n LQ77 C 2 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tTNT1 A 0 Radius_Quake(10,5,0,1,0)\n\tLQ77 D 2\n\tLQ77 E 2\n\tLQ77 F 1\n\tLQ77 G 1\n LQ77 A 6\n Goto ReadyLoop\n AltFireNoSpeed:\n TNT1 A 0 A_JumpIfInventory(\"LegendaryQuadShell\",4,\"FireLeft\")\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryQuadShell\",2,1)\n\tGoto Reload\n TNT1 A 0 A_PlaySound(\"LegendaryQuadShotgun/DualFire\")\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_Recoil(8)\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n TNT1 A 0 Radius_Quake(10,5,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"LegendaryQuadShell\",2)\n\tTNT1 AAAAAAAAAAAA 0 A_FireCustomMissile(\"BlueSGTracer\",Random(8,-8),0,0,Random(10,-10))\n LQ77 B 4 Bright A_FireBullets(11.8,7.3,24,Random(30,35),\"LegendaryASGBulletPuff\")\n LQ77 C 4 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tTNT1 A 0 Radius_Quake(10,5,0,1,0)\n\tLQ77 D 4\n\tLQ77 E 4\n\tLQ77 F 2\n\tLQ77 G 2\n LQ77 A 12\n Goto ReadyLoop\n FireLeft:\n\tTNT1 A 0 A_JumpIfInventory(\"PowerDoubleFiringSpeed\",1,\"FireLeftNoSpeed\")\n\tTNT1 A 0 A_JumpIfInventory(\"AgilityRuneRage\",1,\"FireLeftNoSpeed\")\n\tTNT1 A 0 A_JumpIfInventory(\"TrueLegDoubleFiringSpeed\",1,\"FireLeftNoSpeed\")\n TNT1 A 0 A_PlaySound(\"LegendaryQuadShotgun/DualFire\")\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_Recoil(8)\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n TNT1 A 0 Radius_Quake(10,5,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"LegendaryQuadShell\",2)\n\tTNT1 AAAAAAAAAAAA 0 A_FireCustomMissile(\"BlueSGTracer\",Random(8,-8),0,0,Random(10,-10))\n LQ77 B 2 Bright A_FireBullets(11.8,7.3,24,Random(30,35),\"LegendaryASGBulletPuff\")\n LQ77 C 2 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tTNT1 A 0 Radius_Quake(10,5,0,1,0)\n\tLQ77 D 2\n\tLQ77 E 2\n\tLQ77 F 1\n\tLQ77 G 1\n LQ77 A 4\n Goto ReadyLoop\n FireLeftNoSpeed:\n TNT1 A 0 A_PlaySound(\"LegendaryQuadShotgun/DualFire\")\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_Recoil(8)\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n TNT1 A 0 Radius_Quake(10,5,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"LegendaryQuadShell\",2)\n\tTNT1 AAAAAAAAAAAA 0 A_FireCustomMissile(\"BlueSGTracer\",Random(8,-8),0,0,Random(10,-10))\n LQ77 B 4 Bright A_FireBullets(11.8,7.3,24,Random(30,35),\"LegendaryASGBulletPuff\")\n LQ77 C 4 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tTNT1 A 0 Radius_Quake(10,5,0,1,0)\n\tLQ77 D 4\n\tLQ77 E 4\n\tLQ77 F 2\n\tLQ77 G 2\n LQ77 A 8\n Goto ReadyLoop\n Empty:\n LQ77 A 10 A_PlayWeaponSound(\"weapons/click\")\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryShell\",4,\"ReloadFourShells\")\n\tGoto ReadyLoop\n Reload:\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryQuadShell\",2,\"ReloadTwoShells\")\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryShell\",4,\"ReloadFourShells\")\n\tGoto Empty\n ReloadFourShells:\n\t//TNT1 A 0 A_JumpIfInventory(\"PowerDoubleFiringSpeed\",1,\"ReloadFourShellsNoSpeed\")\n\t//TNT1 A 0 A_JumpIfInventory(\"AgilityRuneRage\",1,\"ReloadFourShellsNoSpeed\")\n\t//TNT1 A 0 A_JumpIfInventory(\"TrueLegDoubleFiringSpeed\",1,\"ReloadFourShellsNoSpeed\")\n\tLQ77 H 2\n \tLQ78 A 1\n \tLQ78 B 1\n \tLQ78 C 2\n \tLQ78 D 6\n \tLQ78 E 2\n \tLQ78 F 1\n \tLQ78 G 1\n \tLQ78 H 1\n \tTNT1 A 2\n\tTNT1 AAAA 0 A_SpawnItemEx(\"BlueShellCasing\",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n\tTNT1 A 0 A_PlayWeaponSound(\"LegendaryQuadShotgun/Open\")\n\tLQ79 ABCD 1\n\tLQ79 D 6\n\tLQ80 ABCD 2\n\tLQ80 EFGH 1\n\tTNT1 A 0 A_TakeInventory(\"LegendaryShell\",2)\n\tTNT1 A 0 A_GiveInventory(\"LegendaryQuadShell\",2)\n\tTNT1 A 0 A_PlayWeaponSound(\"LegendaryQuadShotgun/Load\")\n\tLQ81 A 6\n\tLQ81 ABCD 2\n\tLQ81 EFGHI 1\n\tTNT1 A 0 A_TakeInventory(\"LegendaryShell\",2)\n\tTNT1 A 0 A_GiveInventory(\"LegendaryQuadShell\",2)\n\tTNT1 A 0 A_PlayWeaponSound(\"LegendaryQuadShotgun/Load\")\n TNT1 A 12\n\tLQ78 HG 1\n \tLQ78 FE 1\n \tLQ78 D 2\n\tTNT1 A 0 A_PlayWeaponSound(\"LegendaryQuadShotgun/Close\")\n \tLQ78 C 1\n \tLQ78 BA 1\n LQ77 H 2\n LQ77 A 2\n Goto ReadyLoop\n ReloadFourShellsNoSpeed:\n\tLQ77 H 4\n \tLQ78 A 2\n \tLQ78 B 2\n \tLQ78 C 4\n \tLQ78 D 12\n \tLQ78 E 4\n \tLQ78 F 2\n \tLQ78 G 2\n \tLQ78 H 2\n \tTNT1 A 4\n\tTNT1 AAAA 0 A_SpawnItemEx(\"BlueShellCasing\",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n\tTNT1 A 0 A_PlayWeaponSound(\"LegendaryQuadShotgun/Open\")\n\tLQ79 ABCD 2\n\tLQ79 D 12\n\tLQ80 ABCD 4\n\tLQ80 EFGH 2\n\tTNT1 A 0 A_TakeInventory(\"LegendaryShell\",2)\n\tTNT1 A 0 A_GiveInventory(\"LegendaryQuadShell\",2)\n\tTNT1 A 0 A_PlayWeaponSound(\"LegendaryQuadShotgun/Load\")\n\tLQ81 A 12\n\tLQ81 ABCD 4\n\tLQ81 EFGHI 2\n\tTNT1 A 0 A_TakeInventory(\"LegendaryShell\",2)\n\tTNT1 A 0 A_GiveInventory(\"LegendaryQuadShell\",2)\n\tTNT1 A 0 A_PlayWeaponSound(\"LegendaryQuadShotgun/Load\")\n TNT1 A 24\n\tLQ78 HG 2\n \tLQ78 FE 2\n \tLQ78 D 4\n\tTNT1 A 0 A_PlayWeaponSound(\"LegendaryQuadShotgun/Close\")\n \tLQ78 C 2\n \tLQ78 BA 2\n LQ77 H 4\n LQ77 A 4\n Goto ReadyLoop\n ReloadTwoShells:\n\t//TNT1 A 0 A_JumpIfInventory(\"PowerDoubleFiringSpeed\",1,\"ReloadTwoShellsNoSpeed\")\n\t//TNT1 A 0 A_JumpIfInventory(\"AgilityRuneRage\",1,\"ReloadTwoShellsNoSpeed\")\n\t//TNT1 A 0 A_JumpIfInventory(\"TrueLegDoubleFiringSpeed\",1,\"ReloadTwoShellsNoSpeed\")\n TNT1 A 0 A_JumpIfInventory(\"LegendaryShell\",2,1)\n\tGoto ReadyLoop\n\tLQ77 H 2\n \tLQ78 A 1\n \tLQ78 B 1\n \tLQ78 C 2\n \tLQ78 D 6\n \tLQ78 E 2\n \tLQ78 F 1\n \tLQ78 G 1\n \tLQ78 H 1\n \tTNT1 A 2\n\tTNT1 AA 0 A_SpawnItemEx(\"BlueShellCasing\",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n\tTNT1 A 0 A_PlayWeaponSound(\"LegendaryQuadShotgun/Open\")\n\tLQ81 ABCD 2\n\tLQ81 EFGHI 1\n\tTNT1 A 0 A_TakeInventory(\"LegendaryShell\",2)\n\tTNT1 A 0 A_GiveInventory(\"LegendaryQuadShell\",2)\n\tTNT1 A 0 A_PlayWeaponSound(\"LegendaryQuadShotgun/Load\")\n TNT1 A 8\n\tLQ78 HG 1\n \tLQ78 FE 1\n \tLQ78 D 1\n\tTNT1 A 0 A_PlayWeaponSound(\"LegendaryQuadShotgun/Close\")\n \tLQ78 C 1\n \tLQ78 BA 1\n LQ77 H 1\n LQ77 A 2\n\tGoto ReadyLoop\n ReloadTwoShellsNoSpeed:\n TNT1 A 0 A_JumpIfInventory(\"LegendaryShell\",2,1)\n\tGoto ReadyLoop\n\tLQ77 H 4\n \tLQ78 A 2\n \tLQ78 B 2\n \tLQ78 C 4\n \tLQ78 D 12\n \tLQ78 E 4\n \tLQ78 F 2\n \tLQ78 G 2\n \tLQ78 H 2\n \tTNT1 A 4\n\tTNT1 AA 0 A_SpawnItemEx(\"BlueShellCasing\",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n\tTNT1 A 0 A_PlayWeaponSound(\"LegendaryQuadShotgun/Open\")\n\tLQ81 ABCD 4\n\tLQ81 EFGHI 2\n\tTNT1 A 0 A_TakeInventory(\"LegendaryShell\",2)\n\tTNT1 A 0 A_GiveInventory(\"LegendaryQuadShell\",2)\n\tTNT1 A 0 A_PlayWeaponSound(\"LegendaryQuadShotgun/Load\")\n TNT1 A 16\n\tLQ78 HG 2\n \tLQ78 FE 2\n \tLQ78 D 2\n\tTNT1 A 0 A_PlayWeaponSound(\"LegendaryQuadShotgun/Close\")\n \tLQ78 C 2\n \tLQ78 BA 2\n LQ77 H 2\n LQ77 A 4\n\tGoto ReadyLoop\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto ReadyLoop\n GrenadeToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tLQ78 ABCDEFGH 1\n\tTNT1 A 4\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1,TIF_NOTAKEINFINITE)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0,false)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\tTNT1 A 0// A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tGoto Ready\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto ReadyLoop\n MineToss:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tLQ78 ABCDEFGH 1\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1,TIF_NOTAKEINFINITE)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0,false)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\tTNT1 A 0// A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tGoto Ready\n Spawn:\n QS2S Z -1\n Stop\n }\n}\n\nACTOR \"EnragedLegendaryASGNoSkin\" : Weapon replaces EnragedLegendaryASG\n{\n Scale 0.85\n\tWeapon.SelectionOrder 4500\n\tWeapon.KickBack 160\n\tWeapon.AmmoUse 1\n Weapon.AmmoGive 0\n Weapon.AmmoGive2 32\n Weapon.AmmoType \"EnragedLegendaryShotgunDrum\"\n Weapon.AmmoType2 \"EnragedLegendaryShell\"\n\tInventory.PickupSound \"LShotgun/Cock\"\n\tInventory.PickupMessage \"Enraged Legendary Assault Shotgun\"\n\tTag \"Enraged Legendary Assault Shotgun\"\n\tDecal ELegBulletChip\n\t+WEAPON.AMMO_OPTIONAL\n\t+WEAPON.NOALERT\n\t-INVENTORY.UNDROPPABLE\n\t+NOTIMEFREEZE\n\tStates\n {\n Ready:\n TNT1 A 0 A_PlayWeaponSound(\"LShotgun/Cock\")\n\tEASG VWXYZ 1\n\tTNT1 A 0 A_JumpIfInventory(\"EnragedASGMode1\",1,\"Ready2\")\n\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"ChangeMode\")\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n EASG A 1 A_WeaponReady\n Goto Ready+6\n Ready2:\n\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"ChangeMode\")\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tEAS2 A 1 A_WeaponReady\n\tLoop\n Deselect:\n TNT1 A 0 A_PlaySound(\"weapons/weapondown\")\n\tTNT1 A 0 A_Lower\n EASG A 1 A_Lower\n Goto Deselect+1\n Select:\n\tTNT1 A 0 A_Raise\n Wait\n Fire:\n\tTNT1 A 0 A_JumpIfInventory(\"EnragedASGMode1\",1,\"Fire2\")\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\tTNT1 A 0 A_PlaySound(\"Weapons/LegAutoShotgun\",1)\n\tTNT1 A 0 A_AlertMonsters\n TNT1 A 0 Radius_Quake(3,3,0,1,0)\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 A_SpawnItemEx(\"RedShellCasing\",30,5,25,Random(2,4),Random(3,6),Random(3,6),0)\n\tTNT1 AAA 0 A_FireCustomMissile(\"RedSGTracer\",Random(5,-5),0,0,Random(5,-5))\n\tTNT1 AAA 0 A_FireCustomMissile(\"RedSGTracer\",Random(10,-10),0,0,Random(10,-10))\n TNT1 A 0 A_FireBullets(3,1.5,3,Random(20,28),\"EnragedModdedBulletPuff\",0)\n EASG B 1 Bright A_FireBullets(6.2,3.4,4,Random(20,28),\"EnragedModdedBulletPuff\")\n EASG C 1 Bright A_Light2\n\tTNT1 A 0 A_Light0\n EASG DEFG 1\n\tEASG HI 2\n Goto Ready+6\n Fire2:\n\tTNT1 A 0 A_JumpIfInventory(\"EnragedLegendaryShotgunDrum\",3,\"ActualFire2\")\n\tGoto Empty2\n ActualFire2:\n\tTNT1 A 0 A_PlaySound(\"Weapons/LegAutoShotgun\",1)\n\tTNT1 A 0 A_AlertMonsters\n TNT1 A 0 Radius_Quake(3,3,0,1,0)\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\tTNT1 AAA 0 A_SpawnItemEx(\"RedShellCasing\",30,5,25,Random(2,4),Random(3,6),Random(3,6),0)\n\tTNT1 A 0 A_TakeInventory(\"EnragedLegendaryShotgunDrum\",3,TIF_NOTAKEINFINITE)\n EAS2 B 2 Bright A_FireCustomMissile(\"EnragedASGRail\",0,0,0,0)\n EAS2 CC 1 Bright A_Light2\n\tTNT1 A 0 A_Light0\n EAS2 DEFG 3\n\tEAS2 HI 6\n Goto Ready+6\n Empty:\n EASG A 10 A_PlaySound(\"weapons/click\")\n\tGoto Altfire\n Empty2:\n\tEAS2 A 10 A_PlaySound(\"weapons/click\")\n AltFire:\n \tTNT1 A 0 A_JumpIfInventory(\"EnragedLegendaryShotgunDrum\",16,2)\n TNT1 A 0 A_JumpIfInventory(\"EnragedLegendaryShell\",1,2)\n\tTNT1 A 0\n\tGoto Ready+6\n\tEASG JKLMN 1\n\tEASG O 2\n\tEASR A 2 A_PlaySound(\"lasgguy/asgout\")\n \tEASR B 3\n\tEASG U 40 A_FireCustomMissile(\"EnragedLegendaryEmptyDrumSpawner\", 0, 0, 10, 1)\n\tEASG TSR 1\n\tEASG Q 2\n Reload:\n\tTNT1 A 0 A_TakeInventory(\"EnragedLegendaryShell\",1)\n\tTNT1 A 0 A_GiveInventory(\"EnragedLegendaryShotgunDrum\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"EnragedLegendaryShotgunDrum\",16,2)\n\tTNT1 A 0 A_JumpIfInventory(\"EnragedLegendaryShell\",1,\"Reload\")\n\tTNT1 A 0\n\tGoto Reload2\n MaxReload:\n\tIMAR H 3\n\tIMAR I 2\n\tIMAR JKL 1\n\tIMAR M 35 A_FireCustomMissile(\"EnragedLegendaryEmptyDrum\", 0, 0, 10, 1)\n\tIMAR LKJ 1\n\tIMAR I 2\n\tIMAR P 6 A_PlaySound(\"lasgguy/asgin\")\n\tIMAR NOG 2\n\tIMAR FEDCBA 1\n\tIMAG A 5\n\tTNT1 A 0 A_JumpIfInventory(\"EnragedLegendaryShell\",1,\"Reload\")\n Reload2:\n\tEASG P 3\n\tEASG O 6 A_PlaySound(\"lasgguy/asgin\")\n\tEASG NMLKJ 1\n\tGoto Ready+6\n Full:\n\tIMAR P 6 A_PlayWeaponSound(\"lasgguy/asgin\")\n\tIMAR NOG 2\n\tIMAR FEDCBA 1\n\tIMAG A 3\n\tIMAG A 5\n\tGoto Ready+6\n FullCock: //nice\n\tIMAR P 6 A_PlayWeaponSound(\"lasgguy/asgin\")\n\tIMAR NOG 2\n\tIMAR FEDCBA 1\n\tIMAG A 3\n\tIMAG A 5\n\tIMCK AB 2\n\tIMCK C 4 A_PlayWeaponSound(\"LShotgun/Cock\")\n\tIMCK D 3\n\tIMCK A 2\n\tIMAG A 3\n\tGoto Ready+6\n Zoom:\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"ELegLMGSight\",1,\"Off\")\n\tGoto Ready.Laser\n Off:\n\tTNT1 A 0 A_TakeInventory(\"ELegLMGSight\",1)\n\tGoto Ready+8\n ChangeMode:\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\")\n\tTNT1 A 0 A_JumpIfInventory(\"EnragedASGMode1\",1,\"ChangeMode2\")\n\tTNT1 A 0 A_Print(\"Slug Rounds\")\n\tTNT1 A 0 A_PlaySound(\"LShotgun/Cock\")\n\tTNT1 A 0 A_GiveInventory(\"EnragedASGMode1\")\n\tEASG A 3 Offset(0,34)\n\tEASG A 2 Offset(0,37)\n\tEASG A 2 Offset(0,40)\n\tEAS2 A 2 Offset(0,37)\n\tEAS2 A 3 Offset(0,34)\n\tTNT1 A 0 Offset(0,32)\n\tGoto Ready2\n ChangeMode2:\n\tTNT1 A 0 A_Print(\"Enraged Shells\")\n\tTNT1 A 0 A_PlaySound(\"LShotgun/Cock\")\n\tTNT1 A 0 A_TakeInventory(\"EnragedASGMode1\")\n\tEAS2 A 3 Offset(0,34)\n\tEAS2 A 2 Offset(0,37)\n\tEAS2 A 2 Offset(0,40)\n\tEASG A 2 Offset(0,37)\n\tEASG A 3 Offset(0,34)\n\tTNT1 A 0 Offset(0,32)\n\tGoto Ready+6\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready+6\n GrenadeToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tEASG ZYXWV 1\n\tTNT1 A 6\n\tHGRN ABC 1\n\tHGRN D 3\n\tHGRN EFGHI 2\n\tTNT1 A 14 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGRN J 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN KLM 2\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tEASG VWXYZ 1\n\tGoto Ready+6\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready+6\n MineToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tEASG ZYXWV 1\n\tTNT1 A 10\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tGoto Ready+1\n Spawn:\n IMAP A -1\n Stop\n\t}\n}\n\nACTOR \"EnragedLegendaryCoachgunNoSkin\" : Weapon Replaces EnragedLegendaryCoachgun\n{\n Scale 0.85\n +WEAPON.NOALERT\n +WEAPON.AMMO_OPTIONAL\n -INVENTORY.UNDROPPABLE\n Weapon.SelectionOrder 400\n Decal ELegBulletChip\n Weapon.KickBack 100\n Weapon.AmmoUse 0\n Weapon.AmmoGive 0\n Weapon.AmmoGive2 8\n Weapon.AmmoType \"ELegendaryCoachShells\"\n Weapon.AmmoType2 \"EnragedLegendaryShell\"\n Inventory.PickupMessage \"Enraged Legendary Coachgun!\"\n Inventory.PickupSound \"Coachgun/Pickup\"\n Obituary \"%o was suprised that someone made creaneo's enraged legendary coachgun real!\"\n Tag \"Enraged Legendary Coachgun\"\n States\n {\n Spawn:\n\tESS0 Z -1 Bright\n\tLoop\n ChangeMode:\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\")\n\tTNT1 A 0 A_JumpIfInventory(\"EnragedSSGMode1\",1,\"ChangeMode\")\n\tTNT1 A 0 A_Print(\"Dragon's Breath Shells\")\n\tTNT1 A 0 A_PlaySound(\"Dragon/Selectbreath\")\n\tTNT1 A 0 A_GiveInventory(\"EnragedSSGMode1\")\n\tESSG A 3 Offset(0,34)\n\tESSG A 2 Offset(0,37)\n\tESSG A 2 Offset(0,40)\n\tESXG A 2 Offset(0,37)\n\tESXG A 3 Offset(0,34)\n\tTNT1 A 0 Offset(0,32)\n\tGoto ReadyLoop2\n ChangeMode2:\n\tTNT1 A 0 A_Print(\"Enraged Legendary Shells\")\n\tTNT1 A 0 A_PlaySound(\"Dragon/Selectnormal\")\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\")\n\tTNT1 A 0 A_TakeInventory(\"EnragedSSGMode1\")\n\tESXG A 3 Offset(0,34)\n\tESXG A 2 Offset(0,37)\n\tESXG A 2 Offset(0,40)\n\tESSG A 2 Offset(0,37)\n\tESSG A 3 Offset(0,34)\n\tTNT1 A 0 Offset(0,32)\n\tGoto ReadyLoop\n Zoom:\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"ELegLMGSight\",1,\"Off\")\n\tGoto ChangeMode\n Off:\n\tTNT1 A 0 A_TakeInventory(\"ELegLMGSight\",1)\n\tGoto ChangeMode2\n Ready:\n\tTNT1 A 0 A_PlayWeaponSound(\"Coachgun/Pickup\")\n\tESS7 ABCDEFGH 1\n ReadyLoop:\n \tTNT1 A 0 A_JumpIfInventory(\"EnragedSSGMode1\",1,\"ReadyLoop2\")\n\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"ChangeMode\")\n\tESSG A 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tLoop\n ReadyLoop2:\n \tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"ChangeMode2\")\n\tESXG A 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tLoop\n Select:\n\tTNT1 A 0 A_Raise\n\tWait\n Deselect:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"ELegLMGSight\",1)\n TNT1 A 0 A_Lower\n\tESSG A 1 A_Lower\n\tGoto Deselect+5\n Fire:\n \tTNT1 A 0 A_JumpIfInventory(\"EnragedSSGMode1\",1,\"Fire2\")\n\tTNT1 A 0 A_JumpIfInventory(\"ELegendaryCoachShells\",2,\"FireBoth\")\n\tTNT1 A 0 A_JumpIfInventory(\"EnragedLegendaryShell\",1,\"Reload\")\n\tGoto Empty\n Fire2:\n\tTNT1 A 0 A_JumpIfInventory(\"ELegendaryCoachShells\",2,\"FireBoth2\")\n\tTNT1 A 0 A_JumpIfInventory(\"EnragedLegendaryShell\",1,\"Reload2\")\n\tGoto Empty\n FireBoth2:\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 A_PlaySound(\"Dragon/Fire\",1)\n\tTNT1 A 0 Radius_Quake(6,5,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"ELegendaryCoachShells\",2)\n\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"PlayerDragonTracer\",Random(8,-8),0,0,Random(8,-8))\n\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"DragonSmoke\",1,14,0,0,random(4.000,-4.000))\n\t//TNT1 A 0 A_FireBullets(10,5,24,random(20,28),\"ModdedBulletPuff\")\n\tTNT1 A 0 A_Light2\n\tESSF AB 1 Bright Radius_Quake(6,5,0,1,0)\n\tESSF CD 1\n\tTNT1 A 0 A_Light0\n\tESSF EEFFGG 1\n\tTNT1 A 0 A_Light0\n\tESXG AAA 1\n SSGReloadCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"EnragedLegendaryShell\",2,2)\n\tESSG A 2\n\tGoto ReadyLoop2\n\tTNT1 A 0\n\tGoto ReloadBoth2\n FireBoth:\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 A_PlaySound(\"Dragon/Normalfire\",1)\n\tTNT1 A 0 Radius_Quake(6,5,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"ELegendaryCoachShells\",2)\n\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"RedSGTracer\",Random(8,-8),0,0,Random(8,-8))\n\tTNT1 A 0 A_FireBullets(10,5,24,random(30,38),\"EnragedModdedBulletPuff\")\n\tTNT1 A 0 A_Light2\n\tESSF AB 1 Bright Radius_Quake(6,5,0,1,0)\n\tESSF CD 1\n\tTNT1 A 0 A_Light0\n\tESSF EEFFGG 1\n\tTNT1 A 0 A_Light0\n\tESSG AAA 1\n SSGReloadCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"EnragedLegendaryShell\",2,2)\n\tESSG A 2\n\tGoto ReadyLoop\n\tTNT1 A 0\n\tGoto ReloadBoth\n AltFire:\n TNT1 A 0 A_JumpIfInventory(\"EnragedSSGMode1\",1,\"AltFire2\")\n\tTNT1 A 0 A_JumpIfInventory(\"ELegendaryCoachShells\",2,\"FireRight\")\n\tTNT1 A 0 A_JumpIfInventory(\"ELegendaryCoachShells\",1,1)\n\tGoto Reload\n\tTNT1 A 0 A_PlaySound(\"Dragon/Normalaltfire\",1)\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 Radius_Quake(4,4,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"ELegendaryCoachShells\",1)\n\tTNT1 AAAA 0 A_FireCustomMissile(\"RedSGTracer\",Random(6,-6),0,0,Random(6,-6))\n\tESS9 G 1 Bright A_FireBullets(4,2,10,random(30,38),\"EnragedModdedBulletPuff\")\n\tESS9 H 1 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tESS9 IDEF 1\n\tESXG A 2\n\tGoto ReadyLoop\n AltFire2:\n\tTNT1 A 0 A_JumpIfInventory(\"ELegendaryCoachShells\",2,\"FireRight2\")\n\tTNT1 A 0 A_JumpIfInventory(\"ELegendaryCoachShells\",1,1)\n\tGoto Reload\n\tTNT1 A 0 A_PlaySound(\"Dragon/Alt\",1)\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 Radius_Quake(4,4,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"ELegendaryCoachShells\",1)\n\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"DragonSmoke\",1,14,0,0,random(4.000,-4.000))\n\tTNT1 AAAA 0 A_FireCustomMissile(\"PlayerDragonTracer\",Random(6,-6),0,0,Random(6,-6))\n\t//ESS9 G 1 Bright A_FireBullets(4,2,10,Random(20,28),\"ModdedBulletPuff\")\n\tESS9 H 1 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tESS9 IDEF 1\n\tESSG A 2\n\tGoto ReadyLoop2\n FireRight:\n\tTNT1 A 0 A_PlaySound(\"Dragon/Normalaltfire\",1)\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 Radius_Quake(4,4,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"ELegendaryCoachShells\",1)\n\tTNT1 AAAA 0 A_FireCustomMissile(\"RedSGTracer\",Random(6,-6),0,0,Random(6,-6))\n\tESS9 A 1 Bright A_FireBullets(4,2,10,random(30,38),\"EnragedModdedBulletPuff\")\n\tESS9 B 1 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tESS9 CDEF 1\n\tESSG A 2\n\tGoto ReadyLoop\n FireRight2:\n\tTNT1 A 0 A_PlaySound(\"Dragon/Alt\",1)\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 Radius_Quake(4,4,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"ELegendaryCoachShells\",1)\n\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"DragonSmoke\",1,14,0,0,random(4.000,-4.000))\n\tTNT1 AAAA 0 A_FireCustomMissile(\"PlayerDragonTracer\",Random(6,-6),0,0,Random(6,-6))\n\t//ESS9 A 1 Bright A_FireBullets(4,2,10,Random(20,28),\"ModdedBulletPuff\")\n\tESS9 B 1 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tESS9 CDEF 1\n\tESXG A 2\n\tGoto ReadyLoop2\n Empty:\n\tTNT1 A 0 A_JumpIfInventory(\"ELegendaryCoachShells\",1,\"Empty2\")\n\tESSG A 10 A_PlaySound(\"weapons/click\")\n\tGoto ReadyLoop\n Empty2:\n\tESSG A 10 A_PlaySound(\"weapons/click\")\n\tGoto ReadyLoop\n Reload:\n TNT1 A 0 A_JumpIfInventory(\"EnragedSSGMode1\",1,\"Reload2\")\n\tTNT1 A 0 A_JumpIfInventory(\"ELegendaryCoachShells\",1,\"ReloadRight\")\n\tTNT1 A 0 A_JumpIfInventory(\"EnragedLegendaryShell\",2,\"ReloadBoth\")\n\tGoto Empty\n Reload2:\n\tTNT1 A 0 A_JumpIfInventory(\"ELegendaryCoachShells\",1,\"ReloadRight2\")\n\tTNT1 A 0 A_JumpIfInventory(\"EnragedLegendaryShell\",2,\"ReloadBoth2\")\n\tGoto Empty\n ReloadBoth:\n \tTNT1 A 0 A_JumpIfInventory(\"EnragedSSGMode1\",1,\"ReloadBoth2\")\n\tTNT1 A 0 A_JumpIfInventory(\"EnragedLegendaryShell\",2,1)\n\tGoto ReadyLoop\n\tESSG A 1\n\tESSR BCDEFGHIJKLMNOP 1\n\tESSR P 2 A_PlaySound(\"Coachgun/Open\",7)\n\tTNT1 AA 0 A_SpawnItemEx(\"RedShellCasing\",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n\tESS2 ABCDEFGHIJ 1\n\tTNT1 A 0 A_PlaySound(\"Coachgun/Load\",7)\n\tTNT1 A 0 A_TakeInventory(\"EnragedLegendaryShell\",2,TIF_NOTAKEINFINITE)\n\tTNT1 A 0 A_GiveInventory(\"ELegendaryCoachShells\",2)\n\tESS2 KLMNO 1\n\tESS3 ABCDEFGH 1\n\tESS3 I 2 A_PlaySound(\"Coachgun/Close\",7)\n\tESS3 IJK 1\n\tESSG A 2\n\tGoto ReadyLoop\n ReloadBoth2:\n\tTNT1 A 0 A_JumpIfInventory(\"EnragedLegendaryShell\",2,1)\n\tGoto ReadyLoop2\n\tESXG A 1\n\tESSR BCDEFGHIJKLMNOP 1\n\tESSR P 2 A_PlaySound(\"Coachgun/Open\",7)\n\tTNT1 AA 0 A_SpawnItemEx(\"RedShellCasing\",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n\tESS2 ABCDEFGHIJ 1\n\tTNT1 A 0 A_PlaySound(\"Coachgun/Load\",7)\n\tTNT1 A 0 A_TakeInventory(\"EnragedLegendaryShell\",2,TIF_NOTAKEINFINITE)\n\tTNT1 A 0 A_GiveInventory(\"ELegendaryCoachShells\",2)\n\tESS2 KLMNO 1\n\tESS3 ABCDEFGH 1\n\tESS3 I 2 A_PlaySound(\"Coachgun/Close\",7)\n\tESS3 IJK 1\n\tESXG A 2\n\tGoto ReadyLoop2\n ReloadRight:\n TNT1 A 0 A_JumpIfInventory(\"EnragedSSGMode1\",1,\"ReloadRight2\")\n\tTNT1 A 0 A_JumpIfInventory(\"EnragedLegendaryShell\",1,1)\n\tGoto ReadyLoop\n\tESSR BCDEFGNOP 1\n\tESS3 P 1 A_PlaySound(\"Coachgun/Open\",7)\n\tTNT1 A 0 A_SpawnItemEx(\"RedShellCasing\",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n\tESS3 PQR 1\n\tESSG UVWX 1\n\tTNT1 A 0 A_PlaySound(\"Coachgun/Load\",7)\n\tTNT1 A 0 A_TakeInventory(\"EnragedLegendaryShell\",1,TIF_NOTAKEINFINITE)\n\tTNT1 A 0 A_GiveInventory(\"ELegendaryCoachShells\",1)\n\tESS2 KLMNO 1\n\tESS3 ABCDEFGH 1\n\tESS3 I 2 A_PlaySound(\"Coachgun/Close\",7)\n\tESS3 IJK 1\n\tESSG A 2\n\tGoto ReadyLoop\n ReloadRight2:\n\tTNT1 A 0 A_JumpIfInventory(\"EnragedLegendaryShell\",1,1)\n\tGoto ReadyLoop2\n\tESSR BCDEFGNOP 1\n\tESS3 P 1 A_PlaySound(\"Coachgun/Open\",7)\n\tTNT1 A 0 A_SpawnItemEx(\"RedShellCasing\",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n\tESS3 PQR 1\n\tESSG UVWX 1\n\tTNT1 A 0 A_PlaySound(\"Coachgun/Load\",7)\n\tTNT1 A 0 A_TakeInventory(\"EnragedLegendaryShell\",1,TIF_NOTAKEINFINITE)\n\tTNT1 A 0 A_GiveInventory(\"ELegendaryCoachShells\",1)\n\tESS2 KLMNO 1\n\tESS3 ABCDEFGH 1\n\tESS3 I 2 A_PlaySound(\"Coachgun/Close\",7)\n\tESS3 IJK 1\n\tESXG A 2\n\tGoto ReadyLoop2\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto ReadyLoop\n GrenadeToss:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tESS8 FEDCBA 1\n\tTNT1 A 4\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1,TIF_NOTAKEINFINITE)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0,false)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\tTNT1 A 0// A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tESS8 ABCDEF 1\n\tGoto ReadyLoop\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto ReadyLoop\n MineToss:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tESS8 FEDCBA 1\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1,TIF_NOTAKEINFINITE)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0,false)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\tTNT1 A 0// A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tESS8 ABCDEF 1\n\tGoto ReadyLoop\n\t}\n}\n\nACTOR \"NemesisAssaultShotgunNoSkin\" : \"LegendaryASGNoSkin\" Replaces \"Nemesis Assault Shotgun\"\n{\n Decal \" \"\n Tag \"Nemesis Assault Shotgun\"\n Weapon.AmmoUse 1\n Weapon.AmmoGive 16\n Weapon.AmmoGive2 32\n Weapon.AmmoType \"NemesisShotgunDrum\"\n Weapon.AmmoType2 \"NemesisShell\"\n Inventory.PickupSound \"LShotgun/Cock\"\n Inventory.PickupMessage \"You got the Nemesis Assault Shotgun!\"\n Obituary \"%o was blown apart by %k's Nemesis Assault Shotgun.\"\n States\n {\n Ready:\n TNT1 A 0 A_PlayWeaponSound(\"LShotgun/Cock\")\n\tNMSG VWXYZ 1\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n NMSG A 1 A_WeaponReady\n Goto Ready+6\n Deselect:\n TNT1 A 0 A_PlaySound(\"weapons/weapondown\")\n\tTNT1 A 0 A_Lower\n NMSG A 1 A_Lower\n Goto Deselect+1\n Select:\n\tTNT1 A 0 A_Raise\n Wait\n Fire:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\tTNT1 A 0 A_JumpIfInventory(\"NemesisRuneToken\",1,\"FireExtreme\")\n\tTNT1 A 0 A_PlaySound(\"NemesisASG/Fire\", 1)\n\tTNT1 A 0 A_AlertMonsters\n TNT1 A 0 Radius_Quake(3,3,0,1,0)\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisShellCasing\",30,5,25,Random(2,4),Random(3,6),Random(3,6),0)\n\tTNT1 AAAAAAA 0 A_FireCustomMissile(\"NemesisASGBallPlayer\",frandom(-6,6),0,0,-4,0,frandom(-4,4))\n\tNMSG B 1 Bright A_FireCustomMissile(\"NemesisASGBallPlayer\",frandom(-6,6),1,0,-4,0,frandom(-4,4))\n NMSG C 1 Bright A_Light2\n\tTNT1 A 0 A_Light0\n NMSG DEFG 1\n\tNMSG HI 2\n Goto Ready+6\n FireExtreme:\n TNT1 A 0\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n TNT1 A 0 A_PlaySound(\"NemesisASG/Fire\", 1)\n\tTNT1 A 0 A_AlertMonsters\n TNT1 A 0 Radius_Quake(3,3,0,1,0)\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisShellCasing\",30,5,25,Random(2,4),Random(3,6),Random(3,6),0)\n\tTNT1 AAAAAAA 0 A_FireCustomMissile(\"NemesisASGBallPlayer\",frandom(-6,6),0,0,-4,0,frandom(-4,4))\n\tNMSG B 1 Bright A_FireCustomMissile(\"NemesisASGBallPlayer\",frandom(-6,6),1,0,-4,0,frandom(-4,4))\n NMSG C 1 Bright A_Light2\n\tTNT1 A 0 A_Light0\n NMSG DE 1\n\tTNT1 A 0 A_Refire(\"FireExtreme\")\n\tNMSG FG 1\n\tNMSG HI 2\n Goto Ready+6\n Empty:\n NMSG A 10 A_PlaySound(\"weapons/click\")\n AltFire:\n \tTNT1 A 0 A_JumpIfInventory(\"NemesisShotgunDrum\",16,2)\n TNT1 A 0 A_JumpIfInventory(\"NemesisShell\",1,2)\n\tTNT1 A 0\n\tGoto Ready+6\n\tNMSG JKLMN 1\n\tNMSG O 2\n\tNMSR A 2 A_PlaySound(\"lasgguy/asgout\")\n \tNMSR B 3\n\tNMSG U 40 A_FireCustomMissile(\"EnragedLegendaryEmptyDrumSpawner\", 0, 0, 10, 1)\n\tNMSG TSR 1\n\tNMSG Q 2\n Reload:\n\tTNT1 A 0 A_TakeInventory(\"NemesisShell\",1)\n\tTNT1 A 0 A_GiveInventory(\"NemesisShotgunDrum\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"NemesisShotgunDrum\",16,2)\n\tTNT1 A 0 A_JumpIfInventory(\"NemesisShell\",1,\"Reload\")\n\tTNT1 A 0\n\tGoto Reload2\n Reload2:\n\tNMSG P 3\n\tNMSG O 6 A_PlaySound(\"lasgguy/asgin\")\n\tNMSG NMLKJ 1\n\tGoto Ready+6\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready+6\n GrenadeToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tNMSG ZYXWV 1\n\tTNT1 A 6\n\tHGRN ABC 1\n\tHGRN D 3\n\tHGRN EFGHI 2\n\tTNT1 A 14 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGRN J 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN KLM 2\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tNMSG VWXYZ 1\n\tGoto Ready+6\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready+6\n MineToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tNMSG ZYXWV 1\n\tTNT1 A 10\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tGoto Ready+1\n Spawn:\n NSAP A -1\n Stop\n\t}\n}\n\nACTOR \"NemesisSawed-OffShotgunNoSkin\" : Weapon Replaces \"Nemesis Sawed-Off Shotgun\"\n{\n Tag \"Nemesis Sawed-Off Shotgun\"\n Scale 0.85\n Decal \"DoomImpScorch\"\n Weapon.SelectionOrder 400\n Weapon.KickBack 100\n Weapon.AmmoType \"NemesisPellets\"\n Weapon.AmmoType2 \"NemesisShell\"\n Inventory.PickupMessage \"You got the Nemesis Sawed-Off Shotgun!\"\n Inventory.PickupSound \"Coachgun/Pickup\"\n Obituary \"%o needs to stop playing CF deathmatch.\"\n +WEAPON.AMMO_OPTIONAL\n +WEAPON.NOALERT\n -INVENTORY.UNDROPPABLE\n States\n\t{\n\tSpawn:\n\t\tNSSW A -1 Bright\n\t\tLoop\n\tReady:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"Coachgun/Pickup\")\n\t\tNSSZ ACDFGIKMP 1\n\tReadyLoop:\n\t\tNSSD A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tDeselect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\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\tDeselectLoop:\n\t TNT1 A 0 A_Lower\n\t\tNSSD A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisPellets\",2,\"FireBoth\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisShell\",1,\"Reload\")\n\t\tGoto Empty\n\tFireBoth:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisRuneToken\",1,\"FireBothExtreme\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 A_PlaySound(\"NemesisSSG/Fire1\")\n\t\tTNT1 A 0 Radius_Quake(6,5,0,1,0)\n\t\tTNT1 A 0 A_TakeInventory(\"NemesisPellets\",2)\n\t\t//TNT1 AAAAAAAA 0 Bright A_FireCustomMissile(\"NemesisTracer\",Random(8,-8),0,0,Random(8,-8))\n\t\t//TNT1 A 0 Bright A_FireBullets(6.2,3.1,26,0,\"NemesisASGPuffExplodePlayer\",0)\n\t\t//NSSF A 1 Bright A_FireBullets(6.2,3.1,26,random(32,40),\"NemesisASGBulletPuffPlayer\")\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAA 0 A_FireCustomMissile(\"NemesisASGBallPlayer\",frandom(-10,10),0,0,-4,0,frandom(-6,6))\n\t\tNSSF A 1 Bright A_FireCustomMissile(\"NemesisASGBallPlayer\",frandom(-10,10),1,0,-4,0,frandom(-6,6))\n\t\tNSSF B 1\n\t\tNSSF CD 1 Bright A_Light2\n\t\tNSSF E 1 Radius_Quake(6,5,0,1,0)\n\t\tNSSF F 1\n\t\tNSSF GH 1 A_Light0\n\t\tNSSD AAAAAA 1\n\tSSGReloadCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisShell\",2,2)\n\t\tNSSC D 2\n\t\tGoto ReadyLoop\n\t\tTNT1 A 0\n\t\tGoto ReloadBoth+4\n\tFireBothExtreme:\n\t TNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 A_PlaySound(\"nemessg/ult1\")\n\t\tTNT1 A 0 Radius_Quake(6,5,0,1,0)\n\t\tTNT1 A 0 A_TakeInventory(\"NemesisPellets\",2)\n\t\t//TNT1 AAAAAAAA 0 Bright A_FireCustomMissile(\"NemesisTracer\",Random(8,-8),0,0,Random(8,-8))\n\t\t//TNT1 A 0 Bright A_FireBullets(6.2,3.1,26,0,\"NemesisASGPuffExplodePlayer\",0)\n\t\t//NSSF A 1 Bright A_FireBullets(6.2,3.1,26,random(32,40),\"NemesisASGBulletPuffPlayer\")\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_FireCustomMissile(\"NemesisASGBallPlayer\",frandom(-15,15),0,0,-4,0,frandom(-8,8)) //,frandom(-10,10),0,0,-4,0,frandom(-6,6))\n\t\tNSSF A 1 Bright A_FireCustomMissile(\"NemesisASGBallPlayer\",frandom(-10,10),1,0,-4,0,frandom(-6,6))\n\t\tNSSF B 1\n\t\tNSSF CD 1 Bright A_Light2\n\t\tNSSF E 1 Radius_Quake(6,5,0,1,0)\n\t\tNSSF F 1\n\t\tNSSF GH 1 A_Light0\n\t\tNSSD AA 1\n\t\tGoto SSGReloadCheck\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisPellets\",2,\"FireRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisPellets\",1,1)\n\t\tGoto Reload\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisRuneToken\",1,\"FireLeftExtreme\")\n\t\tTNT1 A 0 A_PlaySound(\"NemesisSSG/Fire2\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 Radius_Quake(4,4,0,1,0)\n\t\tTNT1 A 0 A_TakeInventory(\"NemesisPellets\",1)\n\t\t//TNT1 AAAA 0 A_FireCustomMissile(\"NemesisTracer\",Random(6,-6),0,0,Random(6,-6))\n\t\t//TNT1 A 0 Bright A_FireBullets(2.2,1.3,9,0,\"NemesisASGPuffExplodePlayer\",0)\n\t\t//N1SF A 1 Bright A_FireBullets(2.2,1.3,9,random(32,40),\"NemesisASGBulletPuffPlayer\")\n\t\tTNT1 AAAAAAAAAAA 0 A_FireCustomMissile(\"NemesisASGBallPlayer\",frandom(-4,4),0,0,-4,0,frandom(-2.5,2.5))\n\t\tN1SF A 1 Bright A_FireCustomMissile(\"NemesisASGBallPlayer\",frandom(-4,4),1,0,-4,0,frandom(-2.5,2.5))\n\t\tN1SF B 1 Bright A_Light2\n\t\tTNT1 A 0 A_Light0\n\t\tTNT1 A 0\n\t\tN1SF CDEF 1\n\t\tNSSD A 2\n\t\tGoto ReadyLoop\n\tFireLeftExtreme:\n\t TNT1 A 0 A_PlaySound(\"nemessg/ult2\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 Radius_Quake(4,4,0,1,0)\n\t\tTNT1 A 0 A_TakeInventory(\"NemesisPellets\",1)\n\t\t//TNT1 AAAA 0 A_FireCustomMissile(\"NemesisTracer\",Random(6,-6),0,0,Random(6,-6))\n\t\t//TNT1 A 0 Bright A_FireBullets(2.2,1.3,9,0,\"NemesisASGPuffExplodePlayer\",0)\n\t\t//N1SF A 1 Bright A_FireBullets(2.2,1.3,9,random(32,40),\"NemesisASGBulletPuffPlayer\")\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_FireCustomMissile(\"NemesisASGBallPlayer\",frandom(-6,6),0,0,-4,0,frandom(-3.5,3.5))\n\t\tN1SF A 1 Bright A_FireCustomMissile(\"NemesisASGBallPlayer\",frandom(-4,4),1,0,-4,0,frandom(-2.5,2.5))\n\t\tN1SF B 1 Bright A_Light2\n\t\tTNT1 A 0 A_Light0\n\t\tTNT1 A 0\n\t\tN1SF CDEF 1\n\t\tNSSD A 2\n\t\tGoto ReadyLoop\n\tFireRight:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisRuneToken\",1,\"FireRightExtreme\")\n\t\tTNT1 A 0 A_PlaySound(\"NemesisSSG/Fire2\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 Radius_Quake(4,4,0,1,0)\n\t\tTNT1 A 0 A_TakeInventory(\"NemesisPellets\",1)\n\t\t//TNT1 AAAA 0 A_FireCustomMissile(\"NemesisTracer\",Random(6,-6),0,0,Random(6,-6))\n\t\t//TNT1 A 0 Bright A_FireBullets(2.2,1.3,9,0,\"NemesisASGPuffExplodePlayer\",0)\n\t\t//N2SF A 1 Bright A_FireBullets(2.2,1.3,9,random(32,40),\"NemesisASGBulletPuffPlayer\")\n\t\tTNT1 AAAAAAAAAAA 0 A_FireCustomMissile(\"NemesisASGBallPlayer\",frandom(-4,4),0,0,-4,0,frandom(-2.5,2.5))\n\t\tN2SF A 1 Bright A_FireCustomMissile(\"NemesisASGBallPlayer\",frandom(-4,4),1,0,-4,0,frandom(-2.5,2.5))\n\t\tN2SF B 1 Bright A_Light2\n\t\tTNT1 A 0 A_Light0\n\t\tTNT1 A 0\n\t\tN2SF CDEF 1\n\t\tNSSD A 2\n\t\tGoto ReadyLoop\n\tFireRightExtreme:\n\t\tTNT1 A 0 A_PlaySound(\"nemessg/ult2\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 Radius_Quake(4,4,0,1,0)\n\t\tTNT1 A 0 A_TakeInventory(\"NemesisPellets\",1)\n\t\t//TNT1 AAAA 0 A_FireCustomMissile(\"NemesisTracer\",Random(6,-6),0,0,Random(6,-6))\n\t\t//TNT1 A 0 Bright A_FireBullets(2.2,1.3,9,0,\"NemesisASGPuffExplodePlayer\",0)\n\t\t//N2SF A 1 Bright A_FireBullets(2.2,1.3,9,random(32,40),\"NemesisASGBulletPuffPlayer\")\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_FireCustomMissile(\"NemesisASGBallPlayer\",frandom(-6,6),0,0,-4,0,frandom(-3.5,3.5))\n\t\tN2SF A 1 Bright A_FireCustomMissile(\"NemesisASGBallPlayer\",frandom(-4,4),1,0,-4,0,frandom(-2.5,2.5))\n\t\tN2SF B 1 Bright A_Light2\n\t\tTNT1 A 0 A_Light0\n\t\tTNT1 A 0\n\t\tN2SF CDEF 1\n\t\tNSSD A 2\n\t\tGoto ReadyLoop\n\tEmpty:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisPellets\",1,\"Empty2\")\n\t\tNSSD A 10 A_PlaySound(\"weapons/click\")\n\t\tGoto ReadyLoop\n\tEmpty2:\n\t\tNSSD A 10 A_PlaySound(\"weapons/click\")\n\t\tGoto ReadyLoop\n\tReload:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisPellets\",1,\"ReloadRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisShell\",2,\"ReloadBoth\")\n\t\tGoto Empty\n\tReloadBoth:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisShell\",2,1)\n\t\tGoto ReadyLoop\n\t\tNSSR EDCBA 1\n\t\tNSSR ABCDEF 1\n\t\tNSSR G 1 A_PlayWeaponSound(\"NemesisSSG/Open\")\n\t\tNSSR HI 1\n\t\tNSSR J 1\n\t\tTNT1 AA 0 A_SpawnItemEx(\"NemesisShellCasing\",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n\t\tNSS2 A 2\n\t\tNSS2 B 2\n\t\tNSS2 CD 2\n\t\tNSS2 EFG 1\n\t\tNSS2 H 1 A_PlayWeaponSound(\"NemesisSSG/Load\")\n\t\tNSS2 IJKLMN 1\n\t\tTNT1 A 0 A_TakeInventory(\"NemesisShell\",2,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_GiveInventory(\"NemesisPellets\",2)\n\t\tNSSR KKKK 2\n\t\tNSSC AC 1\n\t\tNSSC D 1 A_PlayWeaponSound(\"NemesisSSG/Close\")\n\t\tNSSC F 1\n\t\tNSSC GIJL 1\n\t\tNSSC MOPR 1\n\t\tGoto ReadyLoop\n\tReloadRight:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisShell\",1,1)\n\t\tGoto ReadyLoop\n\t\tNSSR EDCBA 1\n\t\tNSSR ABCDEFGHI 1\n\t\tN2SR B 2 A_PlayWeaponSound(\"NemesisSSG/Open\")\n\t\tN2SR CCCCC 1\n\t\tN2SR D 2\n\t\tN2SR EF 2\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisShellCasing\",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n\t\tN2SR GH 2\n\t\tN2SR I 1 A_PlayWeaponSound(\"NemesisSSG/Load\")\n\t\tTNT1 A 0 A_TakeInventory(\"NemesisShell\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_GiveInventory(\"NemesisPellets\",1)\n\t\tNSSC AC 1\n\t\tNSSC D 1 A_PlayWeaponSound(\"NemesisSSG/Close\")\n\t\tNSSC F 1\n\t\tNSSC GIJL 1\n\t\tNSSC MOPR 1\n\t\tGoto ReadyLoop\n\tGrenadeCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tGoto ReadyLoop\n\tGrenadeToss:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tLSGN ABCDE 1\n\t\tTNT1 A 4\n\t\tHGRN ABC 1\n\t\tHGRN D 2\n\t\tHGRN EFG 1\n\t\tHGRN HI 2\n\t\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0,false)\n\t\tHGRN J 1\n\t\tHGRN KLM 2\n\t\tHGRN NO 1\n\t\tTNT1 A 6\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\t\tTNT1 A 0// A_TakeInventory(\"Hand Grenade\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0\n\t\tLSGN EDCBA 1\n\t\tGoto ReadyLoop\n\tMineCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tGoto ReadyLoop\n\tMineToss:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tLSGN ABCDE 1\n\t\tTNT1 A 8\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tMINE ABCDEF 1\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0,false)\n\t\tMINE HI 1\n\t\tMINE JK 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\t\tTNT1 A 0// A_TakeInventory(\"Land Mine\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0\n\t\tTNT1 A 5\n\t\tLSGN EDCBA 1\n\t\tGoto ReadyLoop\n\t}\n}\n\nACTOR \"HackroidASGNoSkin\" : Weapon Replaces \"Hackroid ASG\"\n{\n\tScale 0.85\n\tWeapon.SelectionOrder 4500\n\tWeapon.KickBack 160\n\tWeapon.AmmoUse 0\n Weapon.AmmoGive 12\n\tWeapon.AmmoGive2 12\n Weapon.AmmoType \"HCKASGDrumFix\"\n\tWeapon.AmmoType2 \"HCKShell\"\n\tInventory.PickupSound \"LShotgun/Cock\"\n\tInventory.PickupMessage \"Behold... Hackroid A.S.G.\"\n\tObituary \"%o was wrecked even infernally pieces by %k's unknown bullets from a ASG.\"\n\tDecal ELegBulletChip\n\tTag \"Hackroid Assault Shotgun\"\n\t+WEAPON.AMMO_OPTIONAL\n\t+WEAPON.NOALERT\n\t-INVENTORY.UNDROPPABLE\n States\n {\n Ready:\n TNT1 A 0 A_PlayWeaponSound(\"LShotgun/Cock\")\n\tHGSG VWXYZ 1\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n HGSG A 1 A_WeaponReady\n Goto Ready+6\n Deselect:\n TNT1 A 0 A_PlaySound(\"weapons/weapondown\")\n\tTNT1 A 0 A_Lower\n HGSG A 1 A_Lower\n Goto Deselect+1\n Select:\n\tTNT1 A 0 A_Raise\n Wait\n Fire:\n TNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"HCKASGDrumFix\",1,1)\n\tGoto Empty\n\tTNT1 A 0 A_PlaySound(\"1337ASG/Fire\", 1)\n\tTNT1 A 0 A_AlertMonsters\n TNT1 A 0 Radius_Quake(3,3,0,1,0)\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 A_SpawnItemEx(\"1337ShellCasing\",30,5,25,Random(2,4),Random(3,6),Random(3,6),0)\n\tTNT1 AAAAAA 0 A_FireCustomMissile(\"1337SGTracer\",Random(5,-5),0,0,Random(5,-5))\n\tTNT1 A 0 A_TakeInventory(\"HCKASGDrumFix\",1)\n HGSG B 2 Bright A_FireBullets(6.2,3.4,7,Random(25,35),\"1337ModdedBulletPuff\")\n HGSG C 2 Bright A_Light2\n\tTNT1 A 0 A_Light0\n HGSG DEFG 1\n\tHGSG HI 4\n Goto Ready+6\n Empty:\n HGSG A 10 A_PlaySound(\"weapons/click\")\n AltFire:\n \tTNT1 A 0 A_JumpIfInventory(\"HCKASGDrumFix\",12,2)\n TNT1 A 0 A_JumpIfInventory(\"HCKShell\",1,2)\n\tTNT1 A 0\n\tGoto Ready+6\n\tHGSG JKLMN 1\n\tHGSG O 2\n\tHGSR A 2 A_PlaySound(\"lasgguy/asgout\")\n \tHGSR B 3\n\tHGSG U 40 A_FireCustomMissile(\"1337EmptyDrumSpawner\", 0, 0, 10, 1)\n\tHGSG TSR 1\n\tHGSG Q 2\n Reload:\n\tTNT1 A 0 A_TakeInventory(\"HCKShell\",1)\n\tTNT1 A 0 A_GiveInventory(\"HCKASGDrumFix\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"HCKASGDrumFix\",12,2)\n\tTNT1 A 0 A_JumpIfInventory(\"HCKShell\",1,\"Reload\")\n\tTNT1 A 0\n\tGoto Reload2\n Reload2:\n\tHGSG P 3\n\tHGSG O 6 A_PlaySound(\"lasgguy/asgin\")\n\tHGSG NMLKJ 1\n\tGoto Ready+6\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready+6\n GrenadeToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tHGSG ZYXWV 1\n\tTNT1 A 6\n\tHGRN ABC 1\n\tHGRN D 3\n\tHGRN EFGHI 2\n\tTNT1 A 14 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGRN J 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN KLM 2\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tHGSG VWXYZ 1\n\tGoto Ready+6\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready+6\n MineToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tHGSG ZYXWV 1\n\tTNT1 A 10\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tGoto Ready+1\n Spawn:\n HMAP A -1\n Stop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/SLOT4.txt",
"contents": "/*\nActor NailgunNoSkin : Weapon Replaces \"Nailgun \"\n{\n\tWeapon.Slotnumber 6\n\tWeapon.SelectionOrder 315\n\tWeapon.AmmoType \"BulletMag\"\n\tWeapon.AmmoType2 \"BulletMag\"\n\tWeapon.AmmoGive 50\n\tWeapon.Ammouse 1\n\tWeapon.AmmoUse2 2\n Inventory.PickupSound \"weapons/pickup\"\n Inventory.PickupMessage \"You got the nailgun!\"\n\tObituary \"%o was nailed by %k's nailgun.\"\n\tTag \"Nailgun\"\n\t-INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\t Spawn:\n\t\tNAIG A -1\n\t\tStop\n\t Ready:\n\t\tNGUN A 1 A_weaponReady\n\t\tLoop\n \t Select:\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t TNT1 A 0 A_Raise\n\t NGUN A 1 A_Raise\n\t Goto Select+1\n\t Deselect:\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t TNT1 A 0 A_Lower\n\t NGUN A 1 A_Lower\n\t Goto Deselect+1\n\t Fire:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/nailfire\")\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(\"NailProjectile\", Random(100,-100)/100.00,1,0,0,0,Random(100,-100)/100.00)\n\t\tNGUN B 1 Bright offset(0,34)\n\t\tNGUN C 1 Bright offset(0,37)\n\t\tNGUN A 1 offset(0,35)\n\t\tNGUN A 1 offset(0,33)\n\t\tNGUN A 1\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/nailfire\")\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(\"NailProjectile\", Random(100,-100)/100.00,1,0,0,0,Random(100,-100)/100.00)\n\t\tNGUN D 1 Bright offset(0,34)\n\t\tNGUN E 1 Bright offset(0,37)\n\t\tNGUN A 1 offset(0,35)\n\t\tNGUN A 1 offset(0,33)\n\t\tNGUN A 1\n\t\tNGUN A 1 A_Refire\n\t\tGoto Ready\n\t AltFire:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/nailfire\")\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(\"ExplosiveNailProjectile\", Random(100,-100)/100.00,1,0,0,0,Random(100,-100)/100.00)\n\t\tNGUN B 1 Bright offset(0,34)\n\t\tNGUN C 1 Bright offset(0,37)\n\t\tNGUN A 1 offset(0,35)\n\t\tNGUN A 1 offset(0,33)\n\t\tNGUN A 1\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/nailfire\")\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(\"ExplosiveNailProjectile\", Random(100,-100)/100.00,1,0,0,0,Random(100,-100)/100.00)\n\t\tNGUN D 1 Bright offset(0,34)\n\t\tNGUN E 1 Bright offset(0,37)\n\t\tNGUN A 1 offset(0,35)\n\t\tNGUN A 1 offset(0,33)\n\t\tNGUN A 1\n\t\tNGUN A 1 A_Refire\n\t\tGoto Ready\n\t Flash:\n\t\tTNT1 A 1 A_Light1\n\t\tTNT1 A 1 A_Light2\n\t\tTNT1 A 1 A_Light1\n\t\tTNT1 A 1 A_Light0\n\t\tstop\n\t}\n}\n*/\n\nACTOR \"Assault Rifle \" : Weapon replaces \"Assault Rifle\"\n{\nSpawnID 28\nScale 0.95\nDecal \"BulletChip\"\n+WEAPON.NOALERT\n+WEAPON.AMMO_OPTIONAL\n-INVENTORY.UNDROPPABLE\nWeapon.SelectionOrder 4800\nWeapon.KickBack 50\nWeapon.AmmoUse 1\nWeapon.AmmoGive 41\nWeapon.AmmoGive2 20\nWeapon.AmmoType \"ARMagazine\"\nWeapon.AmmoType2 \"BulletMag\"\nInventory.PickupSound \"items/assaultrifle\"\nInventory.PickupMessage \"Assault Rifle\"\nObituary \"%o was perforated by %k's Assault Rifle.\"\nTag \"Assault Rifle\"\nStates\n\t{\n\tSpawn:\n\t\tMGUN A -1\n\t\tLoop\n\tReady:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"items/assaultrifle\")\n\t\tCGNR ABCDEF 1\n\t\tGoto ReadyLoop\n\tReadyLoop:\n\t\tCHGG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tDeselect:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tDeselectLoop:\n\t TNT1 A 0 A_Lower\n\t\tCHGG A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/assaultrifle\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 Radius_Quake(1,2,0,1,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"RifleCasing\",30,3,25,Random(2,4),Random(3,6),Random(3,6),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 A_Light1\n\t\tCHGF A 2 Bright A_FireBullets(4.0,2.4,1,Random(5,7),\"ModdedBulletPuff\")\n\t\tTNT1 A 0 A_Light0\n\t\tCHGF BC 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"ARMagazine\",1,\"Fire2\")\n\t\tGoto ReadyLoop\n\tFire2:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/assaultrifle\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 Radius_Quake(1,2,0,1,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"RifleCasing\",30,3,25,Random(2,4),Random(3,6),Random(3,6),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 A_Light2\n\t\tCHGF A 2 Bright A_FireBullets(4.0,2.4,1,Random(5,7),\"ModdedBulletPuff\")\n\t\tTNT1 A 0 A_Light0\n\t\tCHGF BC 1\n\t\tTNT1 A 0 A_ReFire(\"Fire\")\n\t\tGoto ReadyLoop\n\tFlash:\n\t\tTNT1 A 3 Bright A_Light1\n\t\tGoto LightDone\n\tEmpty:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/click\")\n\t\tCHGG AAAAAAAAAA 1 A_WeaponReady(WRF_NOFIRE)\n\t\tGoto AltFire\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"ARMagazine\",41,2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"BulletMag\",1,\"AltFire2\")\n\t\tCHGG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tGoto ReadyLoop\n\tAltFire2:\n\t\tTNT1 A 0 A_JumpIfInventory(\"ARMagazine\",1,\"MaxReload\")\n\t\tCHGR A 1 A_PlayWeaponSound(\"weapons/arreload\")\n\t\tCHGR BCD 1\n\t\tCHGR E 1 A_FireCustomMissile(\"AREmptyMagSpawner\",0,0,0,1)\n\t\tCHGR F 1\n\t\tCHGR G 8\n\t\tCHGR HIJK 1\n\t\tCHGR L 8\n\t\tCHGR MN 2\n\t\tCHGR OP 1\n\t\tCGCK A 1\n\t\tCGCK B 3\n\t\tCGCK C 4 A_PlayWeaponSound(\"weapons/arclick\")\n\t\tCGCK D 3\n\t\tCGCK EF 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"BulletMag\",1,\"Reload\")\n\t\tGoto ReadyLoop\n\tReload:\n\t\tTNT1 A 0 A_TakeInventory(\"BulletMag\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_GiveInventory(\"ARMagazine\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ARMagazine\",40,2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"BulletMag\",1,\"Reload\")\n\t\tTNT1 A 0\n\t\tGoto ReadyLoop\n\tMaxReload:\n\t\tCHGR A 1 A_PlayWeaponSound(\"weapons/arreload\")\n\t\tCHGR BCD 1\n\t\tCHGR E 1 A_FireCustomMissile(\"AREmptyMagSpawner\",0,0,0,1)\n\t\tCHGR F 1\n\t\tCHGR G 8\n\t\tCHGR HIJK 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"BulletMag\",1,\"Reload2\")\n\t\tGoto Reload2\n\tReload2:\n\t\tTNT1 A 0 A_TakeInventory(\"BulletMag\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_GiveInventory(\"ARMagazine\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ARMagazine\",41,\"Full\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BulletMag\",1,\"Reload2\")\n\t\tGoto Full\n\tFull:\n\t\tCHGR L 8\n\t\tCHGR MN 2\n\t\tCHGR OPQRS 1\n\t\tCHGG A 2\n\t\tGoto ReadyLoop\n\tGrenadeCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tGoto ReadyLoop\n\tGrenadeToss:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tCGNR FEDCBA 1\n\t\tTNT1 A 4\n\t\tHGRN ABC 1\n\t\tHGRN D 2\n\t\tHGRN EFG 1\n\t\tHGRN HI 2\n\t\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0,false)\n\t\tHGRN J 1\n\t\tHGRN KLM 2\n\t\tHGRN \"NO\" 1\n\t\tTNT1 A 6\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\t\tTNT1 A 0// A_TakeInventory(\"Hand Grenade\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0\n\t\tGoto Ready+1\n\tMineCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tGoto ReadyLoop\n\tMineToss:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tCGNR FEDCBA 1\n\t\tTNT1 A 8\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tMINE ABCDEF 1\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0,false)\n\t\tMINE HI 1\n\t\tMINE JK 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\t\tTNT1 A 0// A_TakeInventory(\"Land Mine\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0\n\t\tTNT1 A 5\n\t\tGoto Ready+1\n\t}\n}\n\nACTOR \"MP-40\" : Weapon replaces MP40\n{\nScale 0.45\nDecal \"BulletChip\"\n+WEAPON.NOALERT\n+WEAPON.AMMO_OPTIONAL\n-INVENTORY.UNDROPPABLE\nWeapon.SelectionOrder 7990\nWeapon.KickBack 50\nWeapon.AmmoUse 1\nWeapon.AmmoGive2 20\nWeapon.AmmoType \"MP40Mag\"\nWeapon.AmmoType2 \"BulletMag\"\nAttackSound \"MP40/Fire\"\nInventory.PickupSound \"MP40/MagIn\"\nInventory.PickupMessage \"MP40\"\nObituary \"%o was perforated by %k's MP40.\"\nStates\n\t{\n\tSpawn:\n\t\tMP4P A -1\n\t\tLoop\n\tReady:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"MP40/MagIn\")\n\t\tMPRS ABCDE 1\n\tReadyLoop:\n\t\tMP40 A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tDeselect:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tDeselectLoop:\n\t TNT1 A 0 A_Lower\n\t\tMP40 A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 Radius_Quake(1,2,0,1,0)\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 A_SpawnItemEx(\"BulletCasing\",30,0,30,Random(2,4),Random(3,6),Random(3,6),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tMP40 B 2 Bright A_FireBullets(3.6,2.3,-1,Random(8,10),\"ModdedBulletPuff\")\n\t\tMP40 C 1 A_Light0\n\t\tMP40 D 1\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto ReadyLoop\n\tEmpty:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/click\")\n\t\tMP40 AAAAAAAAAA 1 A_WeaponReady(WRF_NOFIRE)\n\t\tGoto AltFire\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"MP40Mag\",33,2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"BulletMag\",1,\"AltFire2\")\n\t\tTNT1 A 0\n\t\tGoto ReadyLoop\n\tAltFire2:\n\t\tTNT1 A 0 A_JumpIfInventory(\"MP40Mag\",1,\"MaxReload\")\n\t\tMP4R NM 1\n\t\tMP4R LAB 1\n\t\tMP4R C 1 A_PlayWeaponSound(\"MP40/MagOut\")\n\t\tMP4R DE 1\n\t\tMP4R F 15 A_FireCustomMissile(\"MP40EmptyMagSpawner\",0,0,0,1)\n\t\tMP4R EDC 2\n\t\tMP4R B 3 A_PlayWeaponSound(\"MP40/MagIn\")\n\t\tMP4R A 3\n\t\tMP4R G 2\n\t\tMP4R H 3 A_PlayWeaponSound(\"MP40/Cock\")\n\t\tMP4R I 3\n\t\tMP4R JKL 2\n\t\tMP4R MN 1\n\t\tMP40 A 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"BulletMag\",1,\"Reload\")\n\t\tGoto ReadyLoop\n\tReload:\n\t\tTNT1 A 0 A_TakeInventory(\"BulletMag\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_GiveInventory(\"MP40Mag\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MP40Mag\",32,2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"BulletMag\",1,\"Reload\")\n\t\tTNT1 A 0\n\t\tGoto ReadyLoop\n\tMaxReload:\n\t\tMP4R NM 1\n\t\tMP4R LAB 1\n\t\tMP4R C 1 A_PlayWeaponSound(\"MP40/MagOut\")\n\t\tMP4R DE 1\n\t\tMP4R F 15 A_FireCustomMissile(\"MP40EmptyMagSpawner\",0,0,0,1)\n\t\tMP4R ED 2\n\t\tMP4R C 2 A_PlayWeaponSound(\"MP40/MagIn\")\n\t\tMP4R BA 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"BulletMag\",1,\"Reload2\")\n\t\tGoto Reload2\n\tReload2:\n\t\tTNT1 A 0 A_TakeInventory(\"BulletMag\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_GiveInventory(\"MP40Mag\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MP40Mag\",33,2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"BulletMag\",1,\"Reload2\")\n\t\tGoto Full\n\tFull:\n\t\tMP4R L 2\n\t\tMP4R MN 1\n\t\tGoto ReadyLoop\n\tGrenadeCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tGoto ReadyLoop\n\tGrenadeToss:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tMPRS EDCBA 1\n\t\tTNT1 A 4\n\t\tHGRN ABC 1\n\t\tHGRN D 2\n\t\tHGRN EFG 1\n\t\tHGRN HI 2\n\t\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0,false)\n\t\tHGRN J 1\n\t\tHGRN KLM 2\n\t\tHGRN \"NO\" 1\n\t\tTNT1 A 6\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\t\tTNT1 A 0// A_TakeInventory(\"Hand Grenade\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0\n\t\tGoto Ready+1\n\tMineCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tGoto ReadyLoop\n\tMineToss:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tMPRS EDCBA 1\n\t\tTNT1 A 8\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tMINE ABCDEF 1\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0,false)\n\t\tMINE HI 1\n\t\tMINE JK 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\t\tTNT1 A 0// A_TakeInventory(\"Land Mine\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0\n\t\tTNT1 A 5\n\t\tGoto Ready+1\n\t}\n}\n\nACTOR \"Minigun2\" : Weapon replaces \"Minigun \"\n{\nScale 0.75\n-INVENTORY.UNDROPPABLE\nWeapon.Selectionorder 690\nWeapon.KickBack 50\nWeapon.AmmoUse 1\nWeapon.AmmoGive 20\nWeapon.AmmoType \"BulletMag\"\nInventory.PickupSound \"weapons/minigunpickup\"\nInventory.PickupMessage \"Minigun\"\nObituary \"%o was shredded by %k's Minigun.\"\nTag \"Minigun\"\nStates\n\t{\n\tSpawn:\n\t\tMNGN A -1\n\t\tLoop\n\tReady:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/minigunpickup\")\n\t\tMGRS ABCDE 1\n\tReadyLoop:\n\t\tCHAG A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\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_PlayWeaponSound(\"weapons/weapondown\")\n\tDeselectLoop:\n\t TNT1 A 0 A_Lower\n\t\tCHAG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tFire:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/mgunspin\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/minigunfire\",CHAN_WEAPON)\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"RifleCasing\",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"Tracer\",Random(4,-4),0,0,Random(4,-4))\n\t\tCHAF A 1 Bright A_FireBullets(4.3,2.6,-1,Random(7,10),\"ModdedBulletPuff\")\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"EmptySpinDown\")\n\t\tCHAF BC 1 A_Light0\n\t\tTNT1 A 0 A_PlaySound(\"weapons/minigunfire\",CHAN_WEAPON)\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Light2\n\t\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"RifleCasing\",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"Tracer\",Random(4,-4),0,0,Random(4,-4))\n\t\tCHAF D 1 Bright A_FireBullets(4.3,2.6,-1,Random(7,10),\"ModdedBulletPuff\")\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"EmptySpinDown\")\n\t\tCHAF EF 1 A_Light0\n\t\tTNT1 A 0 A_PlaySound(\"weapons/minigunfire\",CHAN_WEAPON)\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"RifleCasing\",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"Tracer\",Random(4,-4),0,0,Random(4,-4))\n\t\tCHAF G 1 Bright A_FireBullets(4.8,2.4,-1,Random(7,10),\"ModdedBulletPuff\")\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"EmptySpinDown\")\n\t\tCHAF H 1 A_Light0\n\t\tTNT1 A 0 A_ReFire\n\t\tTNT1 A 0 A_PlaySound(\"weapons/mgunspinstop\")\n\t\tCHAG ABCDABCDABCDABCD 1\n\t\tCHAG ABCD 2\n\t\tGoto ReadyLoop\n\tEmptySpinDown:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/mgunspinstop\")\n\t\tCHAG ABCDABCDABCDABCD 1\n\t\tCHAG ABCD 2\n\t\tGoto ReadyLoop\n\t}\n}\n\n/*\nACTOR \"ExplosiveMinigunNoSkin\" : Weapon Replaces \"Explosive Minigun\"\n{\n Weapon.Selectionorder 690\n Weapon.KickBack 50\n Weapon.AmmoType \"BulletMag\"\n Weapon.AmmoGive 20\n Weapon.AmmoUse 1\n Weapon.UpSound \"weapons/explosiveminigunpickup\"\n Inventory.PickupSound \"weapons/explosiveminigunpickup\"\n Inventory.PickupMessage \"Explosive Minigun\"\n Obituary \"%o was ripped to bloody chunks by %k's Explosive Minigun.\"\n AttackSound \"sentient/fire\"\n Tag \"Explosive Minigun\"\n -INVENTORY.UNDROPPABLE\n +WEAPON.NOAUTOAIM\n States\n {\n Spawn:\n CHNG X -1\n Stop\n Ready:\n CHNG A 1 A_WeaponReady\n Loop\n ReadySpin:\n TNT1 A 0 A_PlaySound(\"weapons/expmgunspin\", 5)\n CHNG ABCDABCDABCD 1 A_WeaponReady\n Loop\n Deselect:\n TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t TNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n TNT1 A 0 A_TakeInventory(\"ExpMinigunActive2\",1)\n TNT1 A 0 A_TakeInventory(\"ExpMinigunActive\",1)\n TNT1 A 0 A_PlaySound(\"weapons/weapondown\", 5)\n Deselecting:\n CHNG A 1 A_Lower\n TNT1 A 0 A_Lower\n Loop\n Select:\n TNT1 A 0 A_TakeInventory(\"ExpMinigunActive2\",1)\n TNT1 A 0 A_TakeInventory(\"ExpMinigunActive\",1)\n Selecting:\n CHNG A 1 A_Raise\n TNT1 A 0 A_Raise\n Loop\n Fire:\n TNT1 A 0 A_JumpIfNoAmmo(\"EmptySpinDown\")\n TNT1 A 0 A_JumpIfInventory(\"ExpMinigunActive2\",1,\"Firing\")\n TNT1 A 0 A_JumpIfInventory(\"ExpMinigunActive\",1,\"Firing\")\n TNT1 A 0 A_PlaySound(\"weapons/expmgunspinstart\", 5)\n CHNG ABC 2\n CHNG DABCDABC 1\n Firing:\n TNT1 A 0 A_GiveInventory(\"ExpMinigunActive\",1)\n TNT1 A 0 A_PlaySound(\"weapons/expmgunspin\", 5)\n TNT1 A 0 Radius_Quake(2,2,0,1,0)\n TNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n TNT1 A 0 A_PlaySound(\"sentient/fire\", CHAN_WEAPON)\n TNT1 A 0 A_FireCustomMissile(\"PlayerExplosiveTracer\",Random(4,-4),0,0,Random(4,-4))\n CHNF A 1 Bright A_FireBullets(4.8,2.4,-1,Random(6,10),\"ModdedBulletPuff\")\n TNT1 A 0 A_JumpIfNoAmmo(\"EmptySpinDown\")\n CHNF BC 1 Bright\n TNT1 A 0 Radius_Quake(2,2,0,1,0)\n TNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n TNT1 A 0 A_PlaySound(\"sentient/fire\", CHAN_WEAPON)\n TNT1 A 0 A_FireCustomMissile(\"PlayerExplosiveTracer\",Random(4,-4),0,0,Random(4,-4))\n CHNF D 1 Bright A_FireBullets(4.8,2.4,-1,Random(6,10),\"ModdedBulletPuff\")\n CHNF E 1 Bright\n Hold:\n TNT1 A 0 A_GiveInventory(\"ExpMinigunActive\",1)\n TNT1 A 0 A_PlaySound(\"weapons/expmgunspin\", 5)\n TNT1 A 0 Radius_Quake(2,2,0,1,0)\n TNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n TNT1 A 0 A_PlaySound(\"sentient/fire\", CHAN_WEAPON)\n TNT1 A 0 A_FireCustomMissile(\"PlayerExplosiveTracer\",Random(4,-4),0,0,Random(4,-4))\n CHNF F 1 Bright A_FireBullets(4.8,2.4,-1,Random(6,10),\"ModdedBulletPuff\")\n TNT1 A 0 A_JumpIfNoAmmo(\"EmptySpinDown\")\n CHNF G 1 Bright\n CHNF HI 1 Bright\n TNT1 A 0 Radius_Quake(2,2,0,1,0)\n TNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n TNT1 A 0 A_PlaySound(\"sentient/fire\", CHAN_WEAPON)\n TNT1 A 0 A_FireCustomMissile(\"PlayerExplosiveTracer\",Random(4,-4),0,0,Random(4,-4))\n CHNF J 1 Bright A_FireBullets(4.8,2.4,-1,Random(6,10),\"ModdedBulletPuff\")\n TNT1 A 0 A_JumpIfNoAmmo(\"EmptySpinDown\")\n CHNF KL 1 Bright\n TNT1 A 0 Radius_Quake(2,2,0,1,0)\n TNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\",25,-8,25,Random(2,3),Random(-3,-5),Random(3,5),0)\n TNT1 A 0 A_PlaySound(\"sentient/fire\", CHAN_WEAPON)\n TNT1 A 0 A_FireCustomMissile(\"PlayerExplosiveTracer\",Random(4,-4),0,0,Random(4,-4))\n CHNF M 1 Bright A_FireBullets(4.8,2.4,-1,Random(6,10),\"ModdedBulletPuff\")\n TNT1 A 0 A_JumpIfNoAmmo(\"EmptySpinDown\")\n TNT1 A 0 A_ReFire\n TNT1 A 0 A_JumpIfInventory(\"ExpMinigunActive2\",1,\"ReadySpin\")\n TNT1 A 0 A_PlaySound(\"weapons/expmgunspinstop\", 5)\n TNT1 A 0 A_TakeInventory(\"ExpMinigunActive\",1)\n CHNG ABCDABCD 1\n CHNG ABCD 2\n CHNG ABCD 3\n Goto Ready\n AltFire:\n TNT1 A 0\n TNT1 A 0 A_JumpIfInventory(\"ExpMinigunActive2\",1,\"EmptySpinDown\")\n TNT1 A 0 A_PlaySound(\"weapons/expmgunspinstart\", 5)\n CHNG ABC 2\n CHNG DABCDABCD 1\n TNT1 A 0 A_GiveInventory(\"ExpMinigunActive2\",1)\n Goto ReadySpin\n EmptySpinDown:\n TNT1 A 0 A_TakeInventory(\"ExpMinigunActive\",1)\n TNT1 A 0 A_TakeInventory(\"ExpMinigunActive2\",1)\n TNT1 A 0 A_PlaySound(\"weapons/expmgunspinstop\", 5)\n CHNG ABCDABCD 1\n CHNG ABCD 2\n CHNG ABCD 3\n Goto Ready\n }\n}\n*/\n\nActor \"ExplosiveRifleNoSkin\" : Weapon replaces ExplosiveRifle2\n{\n Scale 0.9\n +WEAPON.AMMO_OPTIONAL\n -INVENTORY.UNDROPPABLE\n Weapon.SelectionOrder 7988\n Weapon.KickBack 50\n Weapon.AmmoType \"BulletMag\"\n Weapon.AmmoGive 50\n Weapon.AmmoUse 3\n Inventory.PickupSound \"items/assaultrifle\"\n Inventory.PickupMessage \"Explosive Rifle\"\n Obituary \"%o was terminated by %k's Executor.\"\n Tag \"Explosive Rifle\"\n States\n {\n Spawn:\n\tPGND A -1\n\tLoop\n Select:\n\tTNT1 A 0\n\tTNT1 A 0 A_Raise\n\tTNT1 A 0 A_Raise\n\tWait\n Deselect:\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tTNT1 A 0 A_TakeInventory(\"ExplosiveRifleZoomed\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n DeselectLoop:\n\tTNT1 A 0 A_Lower\n\tEBGN A 1 A_Lower\n\tLoop\n UnZoom:\n\tEBGN Z 3\n\tTNT1 A 0 A_SetBlend(\"Black\",1.0,43,\"Black\")\n\tEBGN A 8 A_ZoomFactor(1.0)\n\tGoTo DeSelect\n UnZoom2:\n\tEBGN Z 3\n\tTNT1 A 0 A_SetBlend(\"Black\",1.0,43,\"Black\")\n\tEBGN A 8 A_ZoomFactor(1.0)\n\tTNT1 A 0 A_TakeInventory(\"ExplosiveRifleZoomed\",1)\n\tGoTo MineCheck\n UnZoom3:\n\tEBGN Z 3\n\tTNT1 A 0 A_SetBlend(\"Black\",1.0,43,\"Black\")\n\tEBGN A 8 A_ZoomFactor(1.0)\n\tTNT1 A 0 A_TakeInventory(\"ExplosiveRifleZoomed\",1)\n\tGoTo GrenadeCheck\n UnZoom4:\n\tEBGN Z 3\n\tTNT1 A 0 A_SetBlend(\"Black\",1.0,43,\"Black\")\n\tEBGN A 8 A_ZoomFactor(1.0)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"ExplosiveRifleZoomed\",1)\n\tGoTo ReadyLoop\n\n Ready:\n\tTNT1 A 0 A_PlayWeaponSound(\"items/assaultrifle\")\n\tEBGD ABCDEF 1\n ReadyLoop:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\tEBGN A 1 A_WeaponReady\n\tLoop\n Empty:\n\tEBGN A 10 A_PlayWeaponSound(\"weapons/click\")\n\tGoto ReadyLoop\n Fire:\n\tTNT1 A 0 A_JumpIfInventory(\"ExplosiveRifleZoomed\",1,\"FireSnipe\")\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\tEBGN A 2\n Hold:\n TNT1 A 0 A_JumpIfInventory(\"BulletMag\",3,1)\n\tGoTo Empty\n\tEBGN B 2 Bright A_Light1\n\tTNT1 A 0 Radius_Quake(4,2,0,1,0)\n\tTNT1 A 0 A_PlaySound(\"PulseNail/fire\",0,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerExplosiveTracer2\",0,0,0,6)\n\tTNT1 A 0 A_FireCustomMissile(\"ExplosiveBullet\",random(-1,1),1,0,6,0,random(-2,2))\n\tTNT1 A 0 A_Recoil(1)\n\tEBGN C 2 Bright A_Light2\n\tEBGN DEEE 2 A_Light0\n\tEBGN FFGGH 1\n\tTNT1 A 0 A_Refire\n\tGoto ReadyLoop\n Zoom:\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_GiveInventory(\"ExplosiveRifleZoomed\",1)\n\tEBGN A 2\n\tTNT1 A 0 A_SetBlend(\"Black\",1.0,43,\"Black\")\n\tEBGN A 3\n\tEBGN Z 8 A_ZoomFactor(3.0)\n ZoomLoop:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"UnZoom3\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"UnZoom2\")\n\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"UnZoom4\")\n\tEBGN Z 1 A_WeaponReady(WRF_NOSECONDARY)\n\tLoop\n FireSnipe:\n TNT1 A 0 A_JumpIfInventory(\"BulletMag\",3,1)\n\tGoto UnZoom4\n\tEBGN Z 2\n\tTNT1 A 0 Radius_Quake(4,2,0,1,0)\n\tTNT1 A 0 A_PlaySound(\"PulseNail/fire\",0,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerExplosiveTracer2\",0,0,0,6)\n\tTNT1 A 0 A_FireCustomMissile(\"ExplosiveBullet\",0,1,0,6,0,0)\n\tTNT1 A 0 A_Recoil(1)\n\tEBGN Z 3 Bright A_Light2\n\tTNT1 A 0 A_Light0\n EBGN ZZZ 1 A_SetPitch(pitch-1,SPF_INTERPOLATE)\n\tEBGN Z 12\n\tGoTo ZoomLoop\n AltFire:\n\tEBGN A 2\n AltHold:\n TNT1 A 0 A_JumpIfInventory(\"BulletMag\",12,1)\n\tGoTo Empty\n\tEBGN B 1 Bright A_Light1\n\tTNT1 A 0 Radius_Quake(4,2,0,1,0)\n\tTNT1 A 0 A_PlaySound(\"PulseNail/fire\",0,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerExplosiveTracer2\",Random(-5,5),0,0,6,0,Random(-5,5))\n\tTNT1 A 0 A_TakeInventory(\"BulletMag\",3)\n\tTNT1 A 0 A_FireCustomMissile(\"ExplosiveBullet\",random(-5,5),0,0,6,0,random(-5,5))\n\tTNT1 A 0 A_Recoil(1)\n\tEBGN C 1 Bright A_Light2\n\tEBGN DED 1 A_Light0\n\tEBGN B 1 Bright A_Light1\n\tTNT1 A 0 Radius_Quake(4,2,0,1,0)\n\tTNT1 A 0 A_PlaySound(\"PulseNail/fire\",0,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerExplosiveTracer2\",Random(-5,5),0,0,6,0,Random(-5,5))\n\tTNT1 A 0 A_TakeInventory(\"BulletMag\",3)\n\tTNT1 A 0 A_FireCustomMissile(\"ExplosiveBullet\",random(-5,5),0,0,6,0,random(-5,5))\n\tTNT1 A 0 A_Recoil(1)\n\tEBGN C 1 Bright A_Light2\n\tEBGN DED 1 A_Light0\n\tEBGN B 1 Bright A_Light1\n\tTNT1 A 0 Radius_Quake(4,2,0,1,0)\n\tTNT1 A 0 A_PlaySound(\"PulseNail/fire\",0,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerExplosiveTracer2\",Random(-5,5),0,0,6,0,Random(-5,5))\n\tTNT1 A 0 A_TakeInventory(\"BulletMag\",3)\n\tTNT1 A 0 A_FireCustomMissile(\"ExplosiveBullet\",random(-5,5),0,0,6,0,random(-5,5))\n\tTNT1 A 0 A_Recoil(1)\n\tEBGN C 1 Bright A_Light2\n\tEBGN DED 1 A_Light0\n\tEBGN B 1 Bright A_Light1\n\tTNT1 A 0 Radius_Quake(4,2,0,1,0)\n\tTNT1 A 0 A_PlaySound(\"PulseNail/fire\",0,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerExplosiveTracer2\",Random(-5,5),0,0,6,0,Random(-5,5))\n\tTNT1 A 0 A_TakeInventory(\"BulletMag\",3)\n\tTNT1 A 0 A_FireCustomMissile(\"ExplosiveBullet\",random(-5,5),0,0,6,0,random(-5,5))\n\tTNT1 A 0 A_Recoil(1)\n\tEBGN C 1 Bright A_Light2\n\tEBGN DED 1 A_Light0\n\tTNT1 A 0 A_Refire\n AFNext:\n\tEBGN E 7\n\tEBGN FGH 3\n\tGoTo ReadyLoop\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready+7\n GrenadeToss:\n\tTNT1 A 0 A_JumpIfInventory(\"ExplosiveRifleZoomed\",1,\"UnZoom3\")\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tEBGD FEDCBA 1\n\tTNT1 A 4\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\tTNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tGoto Ready+1\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready+7\n MineToss:\n\tTNT1 A 0 A_JumpIfInventory(\"ExplosiveRifleZoomed\",1,\"UnZoom2\")\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tEBGD FEDCBA 1\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\tTNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tGoto Ready+1\n\t}\n}\n\nACTOR \"ImprovedMinigunNoSkin\" : Weapon Replaces \"Improved Minigun\"\n{\nWeapon.Selectionorder 600\n//+WEAPON.NOAUTOAIM\n-INVENTORY.UNDROPPABLE\nWeapon.KickBack 50\nWeapon.AmmoUse 2\nWeapon.AmmoGive 20\nWeapon.AmmoType \"BulletMag\"\nInventory.PickupSound \"ImprovedMinigun/Up\"\nInventory.PickupMessage \"Improved Minigun\"\nObituary \"%o was shredded by %k's Improved Minigun.\"\nTag \"Improved Minigun\"\nStates\n\t{\n\tSpawn:\n\t\tIMMG Z 10\n\t\tIMMG Z 10 Bright\n\t\tLoop\n\tReady:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"ImprovedMinigun/Up\")\n\t\tIMMG GHIJA 1\n\tReadyLoop:\n\t\tIMMG A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0\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_PlayWeaponSound(\"weapons/weapondown\")\n\tDeselectLoop:\n\t TNT1 A 0 A_Lower\n\t\tIMMG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 0 A_Raise\n\t\tLoop\n\tFire:\n\t\t//TNT1 A 0 A_JumpIfInventory(\"ExpMinigunActive2\",1,\"Firing\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"ExpMinigunActive\",1,\"Firing\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/expmgunspinstart\",7)\n\t\tIMMG BCD 2\n\t\tIMMG ABCDABCD 1\n\tFiring:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/expmgunspin\",7)\n\t\tTNT1 A 0 A_PlaySound(\"hitler/fire\",CHAN_WEAPON)\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 Radius_Quake(4,2,0,1,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"RifleCasing\",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\t//TNT1 A 0 A_FireCustomMissile(\"PlayerExplosiveTracer2\",frandom(4,-4),0,0,frandom(4,-4))\n\t\t//TNT1 A 0 A_FireCustomMissile(\"ExplosiveBullet\",frandom(4,-4),0,0,0,0,frandom(-2,2))\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlayerExplosiveTracer\",frandom(4,-4),0,0,0,0,frandom(-2,2))\n\t\tIMMG E 1 Bright A_FireBullets(4.3,2.6,-1,100+random(-10,1),\"PlayerExosBulletPuff\",FBF_NORANDOM|FBF_USEAMMO)\n\t\tTNT1 A 0 A_Recoil(2)\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"EmptySpinDown\")\n\t\tIMMG ABC 1 A_Light0\n\t\tTNT1 A 0 A_PlaySound(\"hitler/fire\",CHAN_WEAPON)\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 Radius_Quake(4,2,0,1,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"RifleCasing\",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\t//TNT1 A 0 A_FireCustomMissile(\"PlayerExplosiveTracer2\",frandom(4,-4),0,0,frandom(4,-4))\n\t\t//TNT1 A 0 A_FireCustomMissile(\"ExplosiveBullet\",frandom(4,-4),0,0,0,0,frandom(-2,2))\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlayerExplosiveTracer\",frandom(4,-4),0,0,0,0,frandom(-2,2))\n\t\tIMMG F 1 Bright A_FireBullets(4.3,2.6,-1,100+random(-10,1),\"PlayerExosBulletPuff\",FBF_NORANDOM|FBF_USEAMMO)\n\t\tTNT1 A 0 A_Recoil(2)\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"EmptySpinDown\")\n\t\tIMMG ABC 1 A_Light0\n\t\tTNT1 A 0 A_ReFire(\"Firing\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/mgunspinstop\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/expmgunspinstop\",7)\n\t\tIMMG ABCDABCD 1\n\t\tIMMG ABCD 2\n\t\tIMMG ABCD 3\n\t\tGoto ReadyLoop\n\tEmptySpinDown:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/mgunspinstop\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/expmgunspinstop\",7)\n\t\tIMMG ABCDABCD 1\n\t\tIMMG ABCD 2\n\t\tIMMG ABCD 3\n\t\tGoto ReadyLoop\n\t}\n}\n\n/*\nACTOR \"LegendaryLightMachineGunNoSkin\" : Weapon Replaces \"Legendary Light Machine Gun\"\n{\n\tWeapon.AmmoType \"LLMGMagazine\"\n\tWeapon.AmmoType2 \"LegendaryLMGBulletMag\"\n\tWeapon.SelectionOrder 380\n\tWeapon.KickBack 200\n\tWeapon.AmmoGive 76\n\tWeapon.AmmoGive2 20\n\tWeapon.AmmoUse 1\n\tScale 0.95\n\tInventory.PickupSound \"weapons/LMGReload3\"\n\tObituary \"%o was turned into swiss cheese by %k's Legendary Light Machine Gun.\"\n Inventory.PickupMessage \"Legendary Light Machine Gun\"\n\tTag \"Legendary Light Machine Gun\"\n\tDecal LegBulletChip\n\t+WEAPON.AMMO_OPTIONAL\n +WEAPON.NOALERT\n\t-INVENTORY.UNDROPPABLE\n\tStates\n\t{\n Deselect:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tTNT1 A 0 A_Lower\n\t\tLMGG A 1 A_Lower\n\t\tGoto Deselect+1\n\tSelect:\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tReady:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/LMGReload3\")\n\t\tLMGG BCDEFA 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tLMGG A 1 A_WeaponReady\n\t\tGoto Ready+7\n\tFire:\n\t TNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\t TNT1 A 0 A_PlaySound(\"weapons/LMGFire\",5)\n\t TNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 Radius_Quake(4,3,0,1,0)\n\t TNT1 A 0 A_SpawnItemEx(\"LegRifleCasing\",30,3,25,Random(2,4),Random(3,6),Random(3,6),0)\n\t\tTNT1 A 0 A_Light1\n\t\tLMGF A 3 Bright A_FireBullets(8.0,4.8,1,Random(98,100),\"LegendaryASGBulletPuff\")\n\t\tTNT1 A 0 A_Light0\n\t\tLMGF B 1\n\t\tLMGF C 1\n\t\tLMGG A 1\n\t TNT1 A 0 A_JumpIfInventory(\"LLMGMagazine\",1,1)\n\t\tGoto Ready+7\n\t TNT1 A 0 A_PlaySound(\"weapons/LMGFire\",5)\n\t TNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 Radius_Quake(4,3,0,1,0)\n\t TNT1 A 0 A_SpawnItemEx(\"LegRifleCasing\",30,3,25,Random(2,4),Random(3,6),Random(3,6),0)\n\t\tTNT1 A 0 A_Light2\n\t\tLMGF D 3 Bright A_FireBullets(8.0,4.8,1,Random(98,100),\"LegendaryASGBulletPuff\")\n\t\tTNT1 A 0 A_Light0\n\t\tLMGF B 1\n\t\tLMGF C 1\n\t\tLMGG A 1\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto Ready+7\n\tFlash:\n\t\tTNT1 A 0\n\t\tGoto LightDone\n Empty:\n LMGG A 10 A_PlayWeaponSound(\"weapons/click\")\n AltFire:\n \t TNT1 A 0 A_JumpIfInventory(\"LLMGMagazine\",76,2)\n TNT1 A 0 A_JumpIfInventory(\"LegendaryLMGBulletMag\",1,2)\n\t\tTNT1 A 0\n\t\tGoto Ready+7\n\t\tTNT1 A 0 A_JumpIfInventory(\"LLMGMagazine\",1,\"MaxReload\")\n\t LMGR A 1 A_PlayWeaponSound(\"weapons/LMGReload2\")\n \t LMGR BCD 1\n\t LMGR E 1 A_FireCustomMissile(\"LegendaryEmptyDrumSpawner\", 0, 0, 0, 1)\n\t LMGR F 1\n\t\tLMGR GG 25\n\t\tLMGR HIJK 1 A_PlayWeaponSound(\"weapons/LMGReload1\")\n\t LMGR L 8\n\t\tLMGR MN 2\n\t\tLMGR OP 1\n\t\tLMGR QRSTU 1\n\t\tLMGR V 2\n\t\tLMGR W 3 A_PlayWeaponSound(\"weapons/LMGReload3\")\n\t\tLMGR X 4\n\t\tLMGR Y 3\n\t\tLMGR Z 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"LegendaryLMGBulletMag\",1,\"Reload\")\n Reload:\n\t TNT1 A 0 A_TakeInventory(\"LegendaryLMGBulletMag\",1)\n\t TNT1 A 0 A_GiveInventory(\"LLMGMagazine\",1)\n\t TNT1 A 0 A_JumpIfInventory(\"LLMGMagazine\",75,2)\n\t TNT1 A 0 A_JumpIfInventory(\"LegendaryLMGBulletMag\",1,\"Reload\")\n\t\tTNT1 A 0\n\t\tGoto Ready+7\n\tMaxReload:\n\t LMGR A 1 A_PlayWeaponSound(\"weapons/LMGReload2\")\n \t LMGR BCD 1\n\t LMGR E 1 A_FireCustomMissile(\"LegendaryEmptyDrumSpawner\", 0, 0, 0, 1)\n\t LMGR F 1\n\t\tLMGR GG 25\n\t\tLMGR HIJK 1 A_PlayWeaponSound(\"weapons/LMGReload1\")\n\t TNT1 A 0 A_JumpIfInventory(\"LegendaryLMGBulletMag\",1,\"Reload2\")\n Reload2:\n\t TNT1 A 0 A_TakeInventory(\"LegendaryLMGBulletMag\",1)\n\t TNT1 A 0 A_GiveInventory(\"LLMGMagazine\",1)\n\t TNT1 A 0 A_JumpIfInventory(\"LLMGMagazine\",76,\"Full\")\n\t TNT1 A 0 A_JumpIfInventory(\"LegendaryLMGBulletMag\",1,\"Reload2\")\n Full:\n\t LMGR L 8\n\t\tLMGR MN 2\n\t\tLMGR OPQRS 1\n\t LMGG A 2\n\t Goto Ready+7\n GrenadeCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t Goto Ready+7\n GrenadeToss:\n \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t LMGR ABCDEFG 1\n\t TNT1 A 4\n\t\tHGRN ABC 1\n\t\tHGRN D 2\n\t\tHGRN EFG 1\n\t\tHGRN HI 2\n\t\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\t\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\t\tHGRN J 1\n\t\tHGRN KLM 2\n\t\tHGRN NO 1\n\t\tTNT1 A 6\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\t\tTNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0\n\t\tGoto Ready+1\n MineCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tGoto Ready+7\n MineToss:\n \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t LMGR ABCDEFG 1\n\t\tTNT1 A 8\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tMINE ABCDEF 1\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\t\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\t\tMINE HI 1\n\t\tMINE JK 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\t\tTNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0\n\t\tTNT1 A 5\n\t\tGoto Ready+1\n\tSpawn:\n\t\tLMGL Z -1\n\t\tStop\n\t\t}\n}\n*/\n\nACTOR \"EnragedLegendaryLightMachineGunNoSkin\" : Weapon Replaces \"Enraged Legendary Light Machine Gun\"\n{\n\tWeapon.AmmoType \"ELLMGMagazine\"\n\tWeapon.AmmoType2 \"ELegendaryLMGBulletMag\"\n\tTag \"Enraged Legendary Light Machine Gun\"\n\tWeapon.SelectionOrder 381\n\tWeapon.KickBack 220\n\tWeapon.AmmoGive 92\n\tWeapon.AmmoGive2 20\n\tWeapon.AmmoUse 1\n\tScale 0.95\n\tInventory.PickupSound \"weapons/LMGReload3\"\n Inventory.PickupMessage \"Enraged Legendary Light Machine Gun, with accuracy enhancements from a Railgun.\"\n\t+WEAPON.AMMO_OPTIONAL\n +WEAPON.NOALERT\n\t-INVENTORY.UNDROPPABLE\n\t+NOTIMEFREEZE\n\tStates\n\t{\n Deselect:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tTNT1 A 0 A_Lower\n\t\tEMGG A 1 A_Lower\n\t\tGoto Deselect+1\n\tSelect:\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tZoom:\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ELegLMGSight\",1,\"Off\")\n\t\tEMGG A 1 A_Print(\"Laser Sight Engaged\",1)\n\t\tGoto Ready.Laser\n\tOff:\n\t\tTNT1 A 0 A_TakeInventory(\"ELegLMGSight\",1)\n\t\tEMGG A 1 A_Print(\"Laser Sight Disengaged\",1)\n\t\tGoto Ready+8\n\tReady:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/LMGReload3\")\n\t\tEMGG BCDEFA 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"ELegLMGSight\",1,\"Ready.Laser\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tEMGG A 1 A_WeaponReady\n\t\tGoto Ready+8\n\tReady.Laser:\n\t\tTNT1 A 0 A_GiveInventory(\"ELegLMGSight\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tEMGG A 0 A_RailAttack(-1,0,False,NONE,NONE,RGF_SILENT|RGF_NOPIERCING|RGF_CENTERZ,0,\"RailTargetPuff\",0,0,0,0,0,0,\"EnragedLaserSight\")\n\t\tEMGG A 1 A_WeaponReady(WRF_NOBOB)\n\t\tLoop\n\tFire:\n\t TNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ELegLMGSight\",1,\"Fire.Laser\")\n\t TNT1 A 0 A_PlaySound(\"weapons/LMGFire\",5)\n\t TNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 Radius_Quake(4,3,0,1,0)\n\t TNT1 A 0 A_SpawnItemEx(\"ELegRifleCasing\",30,3,25,Random(2,4),Random(3,6),Random(3,6),0)\n\t\tTNT1 A 0 A_Light1\n\t\tEMGF A 2 Bright A_FireBullets(8.0,4.8,1,Random(98,100),\"ELLMGPuff\")\n\t\tTNT1 A 0 A_Light0\n\t\tEMGF B 1\n\t\tEMGF C 1\n\t TNT1 A 0 A_JumpIfInventory(\"ELLMGMagazine\",1,1)\n\t\tGoto Ready+7\n\t TNT1 A 0 A_PlaySound(\"weapons/LMGFire\",5)\n\t TNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 Radius_Quake(4,3,0,1,0)\n\t TNT1 A 0 A_SpawnItemEx(\"ELegRifleCasing\",30,3,25,Random(2,4),Random(3,6),Random(3,6),0)\n\t\tTNT1 A 0 A_Light2\n\t\tEMGF D 2 Bright A_FireBullets(8.0,4.8,1,Random(98,100),\"ELLMGPuff\")\n\t\tTNT1 A 0 A_Light0\n\t\tEMGF B 1\n\t\tEMGF C 1\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto Ready+7\n\tFire.Laser:\n\t TNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\t TNT1 A 0 A_PlaySound(\"weapons/LMGFire\",5)\n\t TNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t TNT1 A 0 A_SpawnItemEx(\"ELegRifleCasing\",30,3,25,Random(2,4),Random(3,6),Random(3,6),0)\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 Bright A_FireBullets(3,2,1,Random(98,100),\"ELLMGPuff\")\n\t\tEMGF A 1 A_RailAttack(-1,0,False,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,0,\"RailTargetPuff\",0,0,0,0,0,0,\"EnragedLaserSight\")\n\t\tEMGF BBBCCC 1 A_RailAttack(-1,0,False,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,0,\"RailTargetPuff\",0,0,0,0,0,0,\"EnragedLaserSight\")\n\t TNT1 A 0 A_JumpIfInventory(\"ELLMGMagazine\",1,1)\n\t\tTNT1 A 0 A_Light0\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto Ready.Laser\n\t TNT1 A 0 A_PlaySound(\"weapons/LMGFire\",5)\n\t TNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t TNT1 A 0 A_SpawnItemEx(\"ELegRifleCasing\",30,3,25,Random(2,4),Random(3,6),Random(3,6),0)\n\t\tTNT1 A 0 A_Light2\n\t\tEMGF D 2 Bright A_FireBullets(3,2,1,Random(98,100),\"ELLMGPuff\")\n\t\tTNT1 A 0 A_Light0\n\t\tEMGF BBBCCC 1 A_RailAttack(-1,0,False,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,0,\"RailTargetPuff\",0,0,0,0,0,0,\"EnragedLaserSight\")\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto Ready.Laser\n Empty:\n EMGG A 10 A_PlayWeaponSound(\"weapons/click\")\n AltFire:\n \t TNT1 A 0 A_JumpIfInventory(\"ELLMGMagazine\",92,2)\n TNT1 A 0 A_JumpIfInventory(\"ELegendaryLMGBulletMag\",1,3)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"ELegLMGSight\",1,\"Ready.Laser\")\n\t\tGoto Ready+8\n\t\tTNT1 A 0 A_JumpIfInventory(\"ELLMGMagazine\",1,\"MaxReload\")\n\t EMGR A 1 A_PlayWeaponSound(\"weapons/LMGReload2\")\n \t EMGR BCD 1\n\t EMGR E 1 A_FireCustomMissile(\"LegendaryEmptyDrumSpawner\", 0, 0, 0, 1)\n\t EMGR F 1\n\t\tEMGR GG 25\n\t\tEMGR HIJK 1 A_PlayWeaponSound(\"weapons/LMGReload1\")\n\t EMGR L 8\n\t\tEMGR MN 2\n\t\tEMGR OP 1\n\t\tEMGR QRSTU 1\n\t\tEMGR V 2\n\t\tEMGR W 3 A_PlayWeaponSound(\"weapons/LMGReload3\")\n\t\tEMGR X 4\n\t\tEMGR Y 3\n\t\tEMGR Z 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"ELegendaryLMGBulletMag\",1,\"Reload\")\n Reload:\n\t TNT1 A 0 A_TakeInventory(\"ELegendaryLMGBulletMag\",1)\n\t TNT1 A 0 A_GiveInventory(\"ELLMGMagazine\",1)\n\t TNT1 A 0 A_JumpIfInventory(\"ELLMGMagazine\",92,2)\n\t TNT1 A 0 A_JumpIfInventory(\"ELegendaryLMGBulletMag\",1,\"Reload\")\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"ELegLMGSight\",1,\"Ready.Laser\")\n\t\tGoto Ready+8\n\tMaxReload:\n\t EMGR A 1 A_PlayWeaponSound(\"weapons/LMGReload2\")\n \t EMGR BCD 1\n\t EMGR E 1 A_FireCustomMissile(\"LegendaryEmptyDrumSpawner\", 0, 0, 0, 1)\n\t EMGR F 1\n\t\tEMGR G 25\n\t\tEMGR HIJK 1 A_PlayWeaponSound(\"weapons/LMGReload1\")\n\t TNT1 A 0 A_JumpIfInventory(\"ELegendaryLMGBulletMag\",1,\"Reload2\")\n Reload2:\n\t TNT1 A 0 A_TakeInventory(\"ELegendaryLMGBulletMag\",1)\n\t TNT1 A 0 A_GiveInventory(\"ELLMGMagazine\",1)\n\t TNT1 A 0 A_JumpIfInventory(\"ELLMGMagazine\",92,\"Full\")\n\t TNT1 A 0 A_JumpIfInventory(\"ELegendaryLMGBulletMag\",1,\"Reload2\")\n Full:\n\t EMGR L 8\n\t\tEMGR MN 2\n\t\tEMGR OPQRS 1\n\t EMGG A 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"ELegLMGSight\",1,\"Ready.Laser\")\n\t Goto Ready+8\n GrenadeCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t Goto Ready+8\n GrenadeToss:\n \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t EMGG GFEDCB 1\n\t TNT1 A 4\n\t\tHGRN ABC 1\n\t\tHGRN D 2\n\t\tHGRN EFG 1\n\t\tHGRN HI 2\n\t\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\t\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\t\tHGRN J 1\n\t\tHGRN KLM 2\n\t\tHGRN NO 1\n\t\tTNT1 A 6\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\t\tTNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0\n\t\tGoto Ready+1\n MineCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tGoto Ready+8\n MineToss:\n \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t EMGG GFEDCB 1\n\t\tTNT1 A 8\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tMINE ABCDEF 1\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\t\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\t\tMINE HI 1\n\t\tMINE JK 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\t\tTNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0\n\t\tTNT1 A 5\n\t\tGoto Ready+1\n\tSpawn:\n\t\tEMGL Z 30\n\t\tTNT1 A 0 A_SpawnItemEx(\"EnragedHellionSmoke\",Random(-12,12),Random(-12,12),Random(0,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_CLIENTSIDE,64)\n\t\tLoop\n\t\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/SLOT5.txt",
"contents": "ACTOR \"M79GasGrenadeLauncherNoSkin\" : Weapon Replaces \"M79 Gas Grenade Launcher \"\n{\n Weapon.SlotNumber 5\n\tWeapon.AmmoType \"M79G\"\n\tWeapon.AmmoType2 \"Missile\"\n\tWeapon.AmmoGive2 6\n\tWeapon.AmmoUse 1\n\tInventory.PickupMessage \"M79 Grenade Launcher\"\n\tInventory.PickupSound \"Weapons/GrenadePickup\"\n\tWeapon.SelectionOrder 5050\n\tWeapon.Kickback 100\n\tTag \"M79 Gas Grenade Launcher\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.AMMO_OPTIONAL\n\t+WEAPON.NOALERT\n\t-INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tReady:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/pickupssg\")\n\t\tM79S FEDCBA 1\n\t\tM79I A 1 A_WeaponReady\n\t\tGoto Ready+7\n\tDeselect:\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t TNT1 A 0 A_Lower\n\t M79I A 1 A_Lower\n\t Goto Deselect+1\n\tSelect:\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tFire:\n\t\tTNT1 A 0 Bright A_JumpIfNoAmmo(\"Empty\")\n\t\tTNT1 A 0 Bright A_AlertMonsters\n\t\tTNT1 A 0 Bright A_GunFlash\n\t\tTNT1 A 0 Bright A_Light1\n\t\tTNT1 A 0 Bright A_PlaySound(\"weapons/M79GrenadeFire\")\n\t\tM79F ABCDEF 1 Bright\n\t\tTNT1 A 0 Bright Radius_Quake(6,3,0,1,0)\n\t\tTNT1 A 0 A_TakeInventory(\"M79G\",1)\n\t\tTNT1 A 0 Bright A_FireCustomMissile(\"M79Grenade\",0,True,0,0,0,6.328125)\n\t\tGoto M79ReloadCheck\n\tM79ReloadCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Missile\",1,1)\n\t\tTNT1 A 0\n\t\tGoto Reload\n\tEmpty:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Missile\",1,\"Reload\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/click4\")\n\t\tM79F CDEF 2\n\t\tGoto Ready+7\n\tReload:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Missile\",1,1)\n\t\tGoto Ready+7\n\t\tM79R ABCDE 2\n\t\tM79R F 1 A_PlayWeaponSound(\"weapons/M79GrenadeOpen\")\n\t\tM79R GHIJKLM 2\n\t\tM79R N 3 A_PlayWeaponSound(\"weapons/M79GrenadeLoad\")\n\t\tTNT1 A 0 A_TakeInventory(\"Missile\",1, tif_notakeinfinite)\n\t\tM79R O 2 A_GiveInventory(\"M79G\",1)\n\t\tM79R PQRS 2\n\t\tM79R T 1 A_PlayWeaponSound(\"weapons/M79GrenadeClose\")\n\t\tM79R UV 2\n\t\tGoto Ready+7\n\tSpawn:\n\t\tM79W A -1\n\t\tStop\n\t}\n}\n\nACTOR \"Rocket Launcher\" : Weapon replaces Rocketlauncher\n{\nRadius 20\nHeight 16\nScale 0.8\nInventory.PickupMessage \"Rocket Launcher\"\nInventory.PickupSound \"weapons/pickupml\"\nWeapon.SelectionOrder 5100\nWeapon.Kickback 100\nWeapon.AmmoType \"RocketDrum\"\nWeapon.AmmoType2 \"Missile\"\nWeapon.AmmoUse 1\nWeapon.AmmoGive2 2\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.NOALERT\n-INVENTORY.UNDROPPABLE\nStates\n{\nReady:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/pickupml\")\n\tMISU ABCDE 1\n MISG A 1 A_WeaponReady\n Goto Ready+6\nDeselect:\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_Lower\n\tMISG A 1 A_Lower\n Goto Deselect+4\nSelect:\n\tTNT1 A 0 A_Raise\n Wait\nFire:\n TNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\tTNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_GunFlash\n TNT1 A 0 A_Light1\n\tTNT1 A 0 Radius_Quake(4,3,0,1,0)\n MISF AB 1 Bright\n\tMISF C 1 Bright A_Light2\n MISF D 1 Bright A_FireCustomMissile(\"NewRocket\")\n\tMISF E 2 A_Light0\n\tMISF FGHI 1\n\tMISF J 3 A_PlaySound(\"rocket/drumspin\")\n\tMISF K 3\n\tMISG A 4\n\tTNT1 A 0 A_ReFire\n Goto Ready+6\nEmpty:\n MISG A 4 A_PlayWeaponSound(\"weapons/click4\")\n\tMISF JK 3\nAltFire:\n \tTNT1 A 0 A_JumpIfInventory(\"RocketDrum\",7,2)\n TNT1 A 0 A_JumpIfInventory(\"Missile\",1,2)\n\tTNT1 A 0\n\tGoto Ready+6\n\tTNT1 A 0 A_JumpIfInventory(\"RocketDrum\",1,\"MaxReload\")\n\tMISR A 2 A_PlaySound(\"weapons/rocketdrumin\")\n\tMISR B 2\n\tMISR C 2 A_FireCustomMissile(\"RocketEmptyDrumSpawner\", 0, 0, 0, 1)\n\tMISR DE 2\n\tMISR F 8\n\tMISR GH 2\n\tMISR I 3\n\tMISR J 5\n\tMISR KL 2\n\tMISR M 1\n\tMISF J 5 A_PlaySound(\"rocket/drumspin\")\n\tMISF K 3\n\tMISG A 2\n\tTNT1 A 0 A_JumpIfInventory(\"Missile\",1,\"Reload\")\nReload:\n\tTNT1 A 0 A_TakeInventory(\"Missile\",1)\n\tTNT1 A 0 A_GiveInventory(\"RocketDrum\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"RocketDrum\",6,2)\n\tTNT1 A 0 A_JumpIfInventory(\"Missile\",1,\"Reload\")\n\tTNT1 A 0\n\tGoto Ready+6\nMaxReload:\n\tMISR A 2 A_PlayWeaponSound(\"weapons/rocketdrumin\")\n\tMISR B 2\n\tMISR C 2 A_FireCustomMissile(\"RocketEmptyDrumSpawner\", 0, 0, 0, 1)\n\tMISR DE 2\n\tMISR F 8\n\tMISR GH 2\n\tMISR I 3\n\tTNT1 A 0 A_JumpIfInventory(\"RocketDrum\",1,\"Reload2\")\nReload2:\n\tTNT1 A 0 A_TakeInventory(\"Missile\",1)\n\tTNT1 A 0 A_GiveInventory(\"RocketDrum\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"RocketDrum\",7,\"Full\")\n\tTNT1 A 0 A_JumpIfInventory(\"Missile\",1,\"Reload2\")\nFull:\n\tMISR J 5\n\tMISR KL 2\n\tMISR M 1\n\tMISG A 2\n\tGoto Ready+6\nSpawn:\n LAUN A -1\n Stop\n }\n}\n\nACTOR \"Grenade Launcher\" : Weapon\n{\n Weapon.AmmoType \"GrenadeDrum\"\n Weapon.AmmoType2 \"Missile\"\n Weapon.AmmoGive2 2\n Weapon.AmmoUse 1\n Inventory.PickupMessage \"Grenade Launcher\"\n Inventory.PickupSound \"Weapons/GrenadePickup\"\n Weapon.SelectionOrder 5150\n Weapon.Kickback 100\n +WEAPON.NOAUTOAIM\n +WEAPON.AMMO_OPTIONAL\n +WEAPON.NOALERT\n -INVENTORY.UNDROPPABLE\n States\n {\n Spawn:\n GRLN A -1\n Stop\n Deselect:\n \tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_Lower\n\tGREN A 1 A_Lower\n Goto Deselect+4\n Select:\n\tTNT1 A 0 A_Raise\n Wait\n Ready:\n TNT1 A 0 A_PlayWeaponSound(\"Weapons/GrenadePickup\")\n\tGRUP ABCDE 1\n GREN A 1 A_WeaponReady\n Goto Ready+6\n Fire:\n TNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\tTNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_GunFlash\n TNT1 A 0 A_Light1\n\tTNT1 A 0 Radius_Quake(4,3,0,1,0)\n\tTNT1 A 0 A_PlaySound(\"Weapons/GrenadeFire\")\n GREF BC 1 Bright\n\tGREF D 1 Bright A_Light2\n GREF E 1 Bright A_FireCustomMissile(\"RifleGrenade\",0,TRUE,0,0,0,6.328125)\n\tTNT1 A 0 A_Light0\n\tGREF FGH 3\n\tGRER PQR 2\n\tGREN A 1\n\tTNT1 A 0 A_ReFire\n Goto Ready+6\n Empty:\n GREN A 4 A_PlayWeaponSound(\"weapons/click4\")\n\tGRER PQR 2\n AltFire:\n \tTNT1 A 0 A_JumpIfInventory(\"GrenadeDrum\",7,2)\n TNT1 A 0 A_JumpIfInventory(\"Missile\",1,2)\n TNT1 A 0\n Goto Ready+6\n\tTNT1 A 0 A_JumpIfInventory(\"GrenadeDrum\",1,\"MaxReload\")\n\tGRER A 2 A_PlayWeaponSound(\"Weapons/GrenadeReload\")\n\tGRER B 2\n\tGRER C 2 A_FireCustomMissile(\"RocketEmptyDrumSpawner\", 0, 0, 0, 1)\n\tGRER DE 2\n\tGREE A 8\n\tGRER FG 1\n\tGRER HJK 2\n\tGRER L 5\n\tGRER MN 3\n\tGRER O 3 A_PlaySound(\"Weapons/GrenadeCycle\")\n\tGRER PQR 2\n\tGREN A 5\n\tTNT1 A 0 A_JumpIfInventory(\"Missile\",1,\"Reload\")\n Reload:\n\tTNT1 A 0 A_TakeInventory(\"Missile\",1)\n\tTNT1 A 0 A_GiveInventory(\"GrenadeDrum\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"GrenadeDrum\",6,2)\n\tTNT1 A 0 A_JumpIfInventory(\"Missile\",1,\"Reload\")\n\tTNT1 A 0\n\tGoto Ready+6\n MaxReload:\n\tGRER A 2 A_PlayWeaponSound(\"Weapons/GrenadeReload\")\n\tGRER B 2\n\tGRER C 2 A_FireCustomMissile(\"RocketEmptyDrumSpawner\", 0, 0, 0, 1)\n\tGRER DE 2\n\tGREE A 8\n\tGRER FG 1\n\tGRER HJK 2\n\tGRER L 5\n\tGRER MNO 3\n\tTNT1 A 0 A_JumpIfInventory(\"GrenadeDrum\",1,\"Reload2\")\n Reload2:\n\tTNT1 A 0 A_TakeInventory(\"Missile\",1)\n\tTNT1 A 0 A_GiveInventory(\"GrenadeDrum\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"GrenadeDrum\",7,\"Full\")\n\tTNT1 A 0 A_JumpIfInventory(\"Missile\",1,\"Reload2\")\n Full:\n\tGREN A 5\n\tGoto Ready+6\n\t}\n}\n\nActor BehemothCannon : Weapon\n{\n Weapon.Kickback 300\n Weapon.AmmoUse 5\n Weapon.AmmoGive 100\n Weapon.SelectionOrder 7980\n Scale 0.95\n Weapon.AmmoType \"DemonAmmo\"\n Weapon.AmmoUse2 5\n Weapon.AmmoType2 \"DemonAmmo\"\n Inventory.PickupMessage \"Behemoth Cannon\"\n Inventory.PickupSound \"cannon/pickup\"\n Obituary \"%o ate %k's Behemoth Cannon fireballs.\"\n Tag \"Behemoth Cannon\"\n Weapon.Upsound \"cannon/up\"\n -INVENTORY.UNDROPPABLE\n States\n {\n\tSpawn:\n\t\tFHMR H -1\n\t\tStop\n\tReady:\n\t\tFHMR A 1 A_WeaponReady\n\t\tLoop\n\tSelect:\n\t TNT1 A 0 A_Raise\n\t\tFHMR A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t TNT1 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_PlayWeaponSound(\"weapons/weapondown\")\n\t\tTNT1 A 0 A_Lower\n\t\tFHMR A 1 A_Lower\n\t\tGoto Deselect+4\n\tFire:\n\t\tFHMR D 3 Bright\n\t\tFHMR E 3 Bright A_PlaySound(\"cannon/fire\", CHAN_WEAPON, 1.0, 0)\n\t\tFHMR F 1 Bright A_FireCustomMissile(\"BehemothCometPlayer\")\n\t\tFHMR F 0 Bright A_FireCustomMissile(\"BehemothCometPlayer\", -2)\n\t\tFHMR F 0 Bright A_FireCustomMissile(\"BehemothCometPlayer\", 2)\n\t\tFHMR G 3 Bright\n\t\tFHMR C 5 Bright\n\t\tFHMR B 5 Bright\n\t\tFHMR A 5 Bright\n\t\tGoto Ready\n\tAltFire:\n\t\tFHMR D 3\n\t\tFHMR E 3 A_PlaySound(\"cannon/fire\", CHAN_WEAPON, 1.0, 0)\n\t\tFHMR F 0 A_FireCustomMissile(\"BehemothSeekingCometPlayer\",-2)\n\t\tFHMR F 0 A_FireCustomMissile(\"BehemothSeekingCometPlayer\",2)\n\t\tFHMR FG 3\n\t\tFHMR C 5\n\t\tFHMR B 5\n\t\tFHMR A 5\n\t\tGoto Ready\n\t}\n}\n\nActor \"BarbatosCannonNoSkin\" : Weapon Replaces BarbatosCannon\n{\n Weapon.Kickback 300\n Weapon.AmmoUse 5\n Weapon.AmmoGive 100\n Weapon.SelectionOrder 7980\n Scale 0.95\n Weapon.AmmoType \"DemonAmmo\"\n Weapon.AmmoUse2 5\n Weapon.AmmoType2 \"DemonAmmo\"\n Inventory.PickupMessage \"You pickup a Barbatos Cannon, R.I.P Barbatos :c\"\n Inventory.PickupSound \"cannon/pickup\"\n Obituary \"%o ate %k's Barbatos Cannon Poisonballs.\"\n Tag \"Barbatos Cannon\"\n Weapon.Upsound \"cannon/up\"\n -INVENTORY.UNDROPPABLE\n States\n {\n\tSpawn:\n\t\tBRBC H -1\n\t\tStop\n\tReady:\n\t\tBRBC A 1 A_WeaponReady\n\t\tLoop\n\tSelect:\n\t TNT1 A 0 A_Raise\n\t\tBRBC A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t TNT1 A 0 A_Lower\n\t\tBRBC A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tBRBC D 3 Bright\n\t\tBRBC E 3 Bright A_PlaySound(\"cannon/fire\", CHAN_WEAPON, 1.0, 0)\n\t\tBRBC F 3 Bright A_FireCustomMissile(\"BarbatosCometPlayer\")\n\t\tBRBC F 0 Bright A_FireCustomMissile(\"BarbatosCometPlayer\", -2)\n\t\tBRBC F 0 Bright A_FireCustomMissile(\"BarbatosCometPlayer\", 2)\n\t\tBRBC G 3 Bright\n\t\tBRBC C 5 Bright\n\t\tBRBC B 5 Bright\n\t\tBRBC A 5 Bright\n\t\tGoto Ready\n\tAltFire:\n\t\tBRBC D 3\n\t\tBRBC E 3 A_PlaySound(\"cannon/fire\", CHAN_WEAPON, 1.0, 0)\n\t\tBRBC F 0 A_FireCustomMissile(\"BarbatosSeekingCometPlayer\",-2)\n\t\tBRBC F 0 A_FireCustomMissile(\"BarbatosSeekingCometPlayer\",2)\n\t\tBRBC FG 3\n\t\tBRBC C 5\n\t\tBRBC B 5\n\t\tBRBC A 5\n\t\tGoto Ready\n\t}\n}\n\nActor \"RuffianCannonNoSkin\" : \"BarbatosCannonNoSkin\" Replaces RuffianCannon\n{\nWeapon.AmmoUse2 10\nInventory.PickupMessage \"Ruffian Cannon\"\nObituary \"%o ate %k's Ruffian Cannon comets.\"\nTag \"Ruffian Cannon\"\nStates\n\t{\n\tSpawn:\n\t\tRFMR H -1\n\t\tLoop\n\tReady:\n\t\tRFMR A 1 A_WeaponReady\n\t\tLoop\n\tSelect:\n\t TNT1 A 0 A_Raise\n\t\tRFMR A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0\n\t TNT1 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_PlayWeaponSound(\"weapons/weapondown\")\n\tDeselectLoop:\n\t TNT1 A 0 A_Lower\n\t\tRFMR A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tRFMR D 3 Bright\n\t\tRFMR E 3 Bright A_PlaySound(\"cannon/fire\", CHAN_WEAPON, 1.0, 0)\n\t\tRFMR F 3 Bright A_FireCustomMissile(\"PlayerRuffianComet\")\n\t\tTNT1 A 0 Bright A_FireCustomMissile(\"PlayerRuffianComet\",-2)\n\t\tTNT1 A 0 Bright A_FireCustomMissile(\"PlayerRuffianComet\",2)\n\t\tRFMR G 3 Bright\n\t\tRFMR C 5 Bright\n\t\tRFMR B 5 Bright\n\t\tRFMR A 5 Bright\n\t\tGoto Ready\n\tAltFire:\n\t\tRFMR D 3\n\t\tRFMR E 3 A_PlaySound(\"cannon/fire\", CHAN_WEAPON, 1.0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlayerPaladinComet\",-1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlayerPaladinComet\",1)\n\t\tRFMR FG 3\n\t\tRFMR C 5\n\t\tRFMR B 5\n\t\tRFMR A 5\n\t\tGoto Ready\n\t}\n}\n\nACTOR HomingRocketLauncher : Weapon\n{\n+WEAPON.EXPLOSIVE\n+WEAPON.NOAUTOFIRE\n-INVENTORY.UNDROPPABLE\nWeapon.SelectionOrder 10\nWeapon.AmmoType \"Missile\"\nWeapon.AmmoGive 8\nWeapon.AmmoUse 2\nInventory.PickupSound \"weapons/pickupml\"\nInventory.PickupMessage \"Homing Rocket Launcher\"\nObituary \"%o couldn't dodge %k's homing rockets.\"\nTag \"Homing Rocket Launcher\"\nStates\n\t{\n\tSpawn:\n\t\tWHRL A -1\n\t\tStop\n\tReady:\n\t\tHRLG A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\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\tHRLG A 0 A_Lower\n\t\tHRLG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tHRLG A 0 A_Raise\n\t\tHRLG A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tHRLG A 4\n\t\tTNT1 A 0 Bright A_GunFlash\n\t\tTNT1 A 0 Bright Radius_Quake(4,3,0,1,0)\n\t\tTNT1 A 0 Bright A_FireCustomMissile(\"PlayerHomRocket\",0,0,-6,-8)\n\t\tTNT1 A 0 Bright A_FireCustomMissile(\"PlayerHomRocket\",0,1,6,-8)\n\t\tHRLG D 2 Bright\n\t\tHRLG E 2 Bright\n\t\tHRLG F 2 Bright\n\t\tHRLG G 2 Bright\n\t\tHRLG H 2 Bright\n\t\tHRLG C 2 Bright\n\t\tHRLG B 2 Bright\n\t\tHRLG A 7\n\t\tHRLG A 3 A_Refire\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 5 A_Light1\n\t\tTNT1 A 6 A_Light2\n\t\tTNT1 A 5 A_Light1\n\t\tTNT1 A 0 A_Light0\n\t\tStop\n\t}\n}\n\nACTOR \"RapidRocketlauncherNoSkin\" : weapon Replaces RapidRocketlauncher\n{\n+WEAPON.NOAUTOAIM\n+WEAPON.EXPLOSIVE\n+WEAPON.NOAUTOFIRE\n+WEAPON.AMMO_OPTIONAL\n-INVENTORY.UNDROPPABLE\nWeapon.SelectionOrder 700\nWeapon.SlotNumber 5\nWeapon.AmmoUse 1\nWeapon.AmmoGive 20\nWeapon.AmmoType \"Missile\"\nInventory.PickupMessage \"You got the Rapid Rocketlauncher.\"\nObituary \"%o was mowed down by %k's Rapid Rocketlauncher.\"\nTag \"Rapid Rocketlauncher\"\nStates\n\t{\n\tSpawn:\n\t\tRRLP A -1\n\t\tLoop\n\tDeselect:\n\t TNT1 A 0 A_Lower\n\t\tRRGG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t TNT1 A 0 A_Raise\n\t\tRRGG A 1 A_Raise\n\t\tLoop\n\tReady:\n\t\tRRGG A 1 A_WeaponReady\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/GrenadeFire\",5,0.7)\n\t\tTNT1 A 0 A_PlaySound(\"MiniRocketFire\",6,1.0,0)\n\t\tRRGG A 0 A_GunFlash//A_Light1\n\t\tRRFG A 4 Bright A_FireCustomMissile(\"NewRocket\",0,TRUE,0,-3)\n\t\tTNT1 A 0 Radius_Quake(4,3,0,1,0)\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/GrenadeFire\",5,0.7)\n\t\tTNT1 A 0 A_PlaySound(\"MiniRocketFire\",7,1.0,0)\n\t\tRRGG B 0 A_GunFlash//A_Light1\n\t\tRRFG B 4 Bright A_FireCustomMissile(\"NewRocket\",0,TRUE,0,-3)\n\t\tTNT1 A 0 Radius_Quake(4,3,0,1,0)\n\t\tTNT1 A 0 A_Refire\n\t\tRRGG AB 5 A_Refire\n\t\tRRGG AB 6 A_Refire\n\t\tGoto Ready\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Missile\",1,1)\n\t\tGoto Empty\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/GrenadeFire\",5)\n\t\tRRGG A 0 A_GunFlash//A_Light1\n\t\tTNT1 A 0 A_TakeInventory(\"Missile\",1,TIF_NOTAKEINFINITE)\n\t\tRRFG A 4 Bright A_FireCustomMissile(\"RifleGrenade\",0,0,0,0,0,6.328125)\n\t\tTNT1 A 0 Radius_Quake(4,3,0,1,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Missile\",1,1)\n\t\tGoto AltFireEnd2\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/GrenadeFire\",5)\n\t\tRRGG B 0 A_GunFlash//A_Light1\n\t\tTNT1 A 0 A_TakeInventory(\"Missile\",1,TIF_NOTAKEINFINITE)\n\t\tRRFG B 4 Bright A_FireCustomMissile(\"RifleGrenade\",0,0,0,0,0,6.328125)\n\t\tTNT1 A 0 Radius_Quake(4,3,0,1,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Missile\",1,1)\n\t\tGoto AltFireEnd1\n\t\tTNT1 A 0 A_Refire(\"AltFire\")\n\t\tRRGG AB 5 A_Refire(\"AltFire\")\n\t\tRRGG AB 6 A_Refire(\"AltFire\")\n\t\tGoto Ready\n\tAltFireEnd1:\n\t\tRRGG AB 5 A_WeaponReady(WRF_NOFIRE)\n\t\tRRGG AB 6 A_WeaponReady(WRF_NOFIRE)\n\t\tGoto Ready\n\tAltFireEnd2:\n\t\tRRGG BA 5 A_WeaponReady(WRF_NOFIRE)\n\t\tRRGG BA 6 A_WeaponReady(WRF_NOFIRE)\n\t\tGoto Ready\n\tEmpty:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/click4\")\n\t\tRRGG AB 5 A_WeaponReady(WRF_NOFIRE)\n\t\tRRGG AB 6 A_WeaponReady(WRF_NOFIRE)\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 2 Bright A_Light1\n\t\tGoto LightDone\n\t\tTNT1 B 2 Bright A_Light1\n\t\tGoto LightDone\n\t}\n}\n\nActor \"HellStormLauncherNoSkin\" : Weapon Replaces \"HellStormLauncher\"\n{\n+WEAPON.EXPLOSIVE\n+WEAPON.NOAUTOAIM\n+WEAPON.NOAUTOFIRE\n+WEAPON.AMMO_OPTIONAL\n-INVENTORY.UNDROPPABLE\nWeapon.AmmoType \"Gas\"\nWeapon.AmmoUse 50\nWeapon.AmmoGive 150\nInventory.PickupMessage \"You got the HellStorm Penetrator!\"\nObituary \"%o obtained penetration by %k\"\nTag \"Hellstorm Penetrator\"\nStates\n\t{\n\tSpawn:\n\t\tHSTM A -1\n\t\tLoop\n\tReady:\n\t\tHSTM B 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0\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\tDeselectLoop:\n\t TNT1 A 0 A_Lower\n\t\tHSTM B 1 A_Lower\n\t\tLoop\n\tSelect:\n\t TNT1 A 0 A_Raise\n\t\tHSTM B 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\t\tHSTM C 4 Bright A_GunFlash\n\t\tTNT1 A 0 Bright A_TakeInventory(\"Gas\",50,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 Bright A_PlayWeaponSound(\"Weapons/HFGaussFire\")\n\t\tTNT1 A 0 Bright Radius_Quake(4,3,0,1,0)\n TNT1 A 0 A_FireCustomMissile(\"HFGaussProjectilePlayer\",0,0,0,12)\n\t\tHSTM D 3 Bright\n\t\tHSTM EF 3 Bright\n\t\tHSTM B 3\n\t\tHSTM B 40 A_PlaySoundEx(\"HellStorm/Reload\",\"SoundSlot6\",0)\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 1\n\t\tStop\n\tEmpty:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/click\",7,1.0,0)\n\t\tHSTM BBBBBBBBBB 1 A_WeaponReady(WRF_NOFIRE)\n\t\tGoto Ready\n\t}\n}\n\nACTOR \"EFG9000NoSkin\" : Weapon replaces EFG9000\n{\nScale 0.5\n+WEAPON.NOAUTOFIRE\n+WEAPON.EXPLOSIVE\n+WEAPON.AMMO_OPTIONAL\n-INVENTORY.UNDROPPABLE\nWeapon.AmmoUse 2\nWeapon.AmmoGive 75\nWeapon.AmmoType \"Missile\"\nWeapon.AmmoUse2 0\nWeapon.AmmoType2 \"Missile\"\nInventory.PickupSound \"weapons/pickupml\"\nWeapon.UpSound \"EFG9000/up\"\nInventory.PickupMessage \"You now have the EFG 9000.\"\nTag \"EFG 9000\"\nStates\n\t{\n\tSpawn:\n\t\tEFGG Z -1\n\t\tLoop\n Ready:\n\tReadyloop:\n\t EFGG A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0\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\tDeselectLoop:\n\t TNT1 A 0 A_Lower\n\t\tEFGG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t TNT1 A 0 A_Raise\n\t\tEFGG A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Missile\",2,\"Fire2\")\n\t\tGoto DryFire\n\tFire2:\n\t\t//EFGG A 10 A_PlayWeaponSound(\"efg/charge1\")\n\t\t//EFGG A 10 A_PlayWeaponSound(\"efg/charge2\")\n\t\tEFGG A 10 A_PlayWeaponSound(\"efg/charge3\")\n\t\tEFGG AA 1 Bright A_GunFlash\n\t\tTNT1 A 0 A_PlayWeaponSound(\"mrl/fire\")\n\t\tTNT1 A 0 A_TakeInventory(\"Missile\",2,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_FireCustomMissile(\"EFGRocket\",random(-1,1),0,0,0)\n\t\tTNT1 A 0 Radius_Quake(4,3,0,1,0)\n\t\tTNT1 A 0 A_Recoil(1)\n\t\tEFGG BCDEFGHIV 1 Bright\n\t\tTNT1 A 0 A_Refire(\"PreHold1\")\n\t\tGoto Pause\n\tPreHold1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Missile\",2,\"Hold1\")\n\t\tGoto DryFire\n\tHold1:\n\t\tEFGG AA 1 Bright A_GunFlash\n\t\tTNT1 A 0 A_PlayWeaponSound(\"mrl/fire\")\n\t\tTNT1 A 0 A_TakeInventory(\"Missile\",2,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_FireCustomMissile(\"EFGRocket\",random(-1,1),0,0,0)\n\t\tTNT1 A 0 Radius_Quake(4,3,0,1,0)\n\t\tTNT1 A 0 A_Recoil(1)\n\t\tEFGG BCDFHV 1 Bright\n\t\tEFGG A 1 Bright A_Refire(\"PreHold1\")\n\t\tGoto Pause2\n\tPause:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapon/warn\")\n\t\tEFGG A 2\n\t\tTNT1 A 0 A_PlaySound(\"weapon/cool\")\n\t\tEFGG AAAAAAAAAAAA 1 A_FireCustomMissile(\"SmokeFX4\",random(-1,1),0,0,0)\n\t\tEFGG A 5\n\t\tGoto ReadyLoop\n\tPause2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapon/warn\")\n\t\tEFGG A 15\n\t\tTNT1 A 0 A_PlaySound(\"weapon/cool\")\n\t\tEFGG AAAAAAAAAAAA 1 A_FireCustomMissile(\"SmokeFX4\",random(-1,1),0,0,0)\n\t\tEFGG A 5\n\t\tGoto ReadyLoop\n\tAltFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Missile\",40,\"AltFire2\")\n\t\tGoto DryAltFire\n\tAltFire2:\n\t\tEFGG A 1 Bright\n\t\tEFGG A 1 Bright A_PlayWeaponSound(\"efg/nukecharge\")\n\t\tEFGG VIHGFED 2\n\t\tEFGG D 15\n\t\tEFGG DEFGHIV 2\n\t\t//EFGG ADEFADEFADEFADEFADEFADEFADEFADEF 2 Bright\n\t\tEFGG AA 2 Bright A_GunFlash\n\t\tTNT1 A 0 A_PlaySoundEx(\"efg/nuke\",1,0,2)\n\t\tTNT1 A 0 A_TakeInventory(\"Missile\",40,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_FireCustomMissile(\"EFGFusionNuke\",0,0,0,0)\n\t\tTNT1 A 0 Radius_Quake(4,3,0,1,0)\n\t\tTNT1 A 0 A_Recoil(2)\n\t\tEFGG BCDEFGHIV 3 Bright\n\t\t//EFGG BBCC 1 Bright\n\t\tEFGG A 20 A_PlayWeaponSound(\"weapon/warn\")\n\t\tEFGG A 10\n\t\tTNT1 A 0 A_PlaySound(\"weapon/cool\")\n\t\tEFGG AAAAAAAAAAAA 1 A_FireCustomMissile(\"SmokeFX4\",random(-1,1),0,0,5)\n\t\tEFGG A 5 A_ReFire(\"AltFire\")\n\t\tGoto ReadyLoop\n\tDryFire:\n\t\tTNT1 A 0\n\t\tEFGG A 10 A_PlaySound(\"weapon/off\")\n\t\tGoto ReadyLoop\n\tDryAltFire:\n\t\tTNT1 A 0\n\t\tEFGG A 10 A_PlaySound(\"weapon/off\")\n\t\tGoto ReadyLoop\n\t}\n}\n\n/*\nACTOR \"LegendaryBehemothCannonNoSkin\" : Weapon Replaces \"Legendary Behemoth Cannon\"\n{\n Weapon.Kickback 300\n Weapon.AmmoUse 6\n Weapon.AmmoGive 100\n Weapon.SelectionOrder 7950\n Scale 0.95\n Weapon.AmmoType \"LDemonAmmo\"\n Weapon.AmmoUse2 36\n Weapon.AmmoType2 \"LDemonAmmo\"\n Inventory.PickupMessage \"Legendary Behemoth Cannon, B.I.H Legendary Behemoth ;-D\"\n Inventory.PickupSound \"LegBeheCannon/up\"\n Obituary \"%o ate %k's Legendary Behemoth Cannon beautiful comets.\"\n Tag \"Legendary Behemoth Cannon\"\n Weapon.Upsound \"LegBeheCannon/up\"\n -INVENTORY.UNDROPPABLE\n States\n {\n\tSpawn:\n\t\tLBHC H -1\n\t\tStop\n\tReady:\n\t\tLBHC A 1 A_WeaponReady\n\t\tLoop\n\tSelect:\n\t TNT1 A 0 A_Raise\n\t\tLBHC A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t TNT1 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_PlayWeaponSound(\"weapons/weapondown\")\n\t\tTNT1 A 0 A_Lower\n\t\tLBHC A 1 A_Lower\n\t\tGoto Deselect+4\n\tFire:\n\t\tLBHC D 3 Bright\n\t\tLBHC E 3 Bright A_PlaySound(\"cannon/fire\", CHAN_WEAPON, 1.0, 0)\n\t\tLBHC F 1 Bright A_FireCustomMissile(\"LegBehemothCometPlayer\")\n\t\tLBHC F 0 Bright A_FireCustomMissile(\"LegBehemothCometPlayer\", -2)\n\t\tLBHC F 0 Bright A_FireCustomMissile(\"LegBehemothCometPlayer\", 2)\n\t\tLBHC G 3 Bright\n\t\tLBHC C 5 Bright\n\t\tLBHC B 5 Bright\n\t\tLBHC A 5 Bright\n\t\tGoto Ready\n\tAltFire:\n\t\tLBHC A 35 A_PlaySound(\"weapons/bfgf\", CHAN_WEAPON, 1.0, 0)\n\t\tLBHC B 1\n\t\tLBHC C 1\n\t\tLBHC D 1\n\t\tLBHC E 1\n\t\tLBHC F 2 A_FireCustomMissile(\"LegBehBFGBallPlayer\")\n\t\tLBHC FG 3\n\t\tLBHC C 5\n\t\tLBHC B 5\n\t\tLBHC A 5\n\t\tGoto Ready\n\t}\n}\n*/\n\nActor \"LegendaryPlasmaticCannonNoSkin\" : Weapon\n{\nWeapon.KickBack 100\nWeapon.AmmoType \"LDemonAmmo\"\nWeapon.AmmoGive 100\nWeapon.AmmoUse 8\nWeapon.AmmoType2 \"LDemonAmmo\"\nWeapon.AmmoUse2 20\nWeapon.SelectionOrder 7985\nWeapon.Upsound \"legendarycannon/up\"\nInventory.PickupMessage \"Legendary Plasmatic Cannon found, no one can challenge you now!\"\nInventory.PickupSound \"legendarycannon/up\"\n-INVENTORY.UNDROPPABLE\nTag \"Legendary Plasmatic Cannon\"\nObituary \"%o got turned into a pile of gold and blue meat slime by %k's Legendary Plasmatic Cannon.\"\nDecal DoomImpScorch\nStates\n{\n Spawn:\n LEGW Z -1\n Loop\n Ready:\n LCAN A 1 A_WeaponReady\n Loop\n Deselect:\n\tTNT1 A 0 A_PlaySound(\"weapons/weapondown\")\n TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_Lower\n LCAN A 1 A_Lower\n Goto Deselect+1\n Select:\n TNT1 A 0 A_Raise\n LCAN A 1 A_Raise\n Loop\n Fire:\n TNT1 A 0 A_GunFlash\n\tLCAN B 2 Bright\n\tTNT1 A 0 A_PlaySound(\"LegCannon/Fire\",1)\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n LCAN C 2 Bright A_FireCustomMissile(\"LegendaryCannonBallCF\",0,1,0,0)\n LCAN DE 2 Bright\n\tLCAN FFFGGGHHHAAA 1\n\tLCAN A 3 A_Refire\n Goto Ready\n AltFire:\n\tLCAN A 18 Bright A_PlaySound(\"legendarycannon/charge\",7)\n\tLCAN BBB 1 Bright\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 A 0 A_PlaySound(\"LegCannon/Fire2\",1)\n\tTNT1 A 0 A_FireCustomMissile(\"LegendaryCannonProj\",frandom(-5,5),1,0,0,0,frandom(-3,3))\n\tTNT1 AA 0 A_FireCustomMissile(\"LegendaryCannonProj\",frandom(-5,5),0,0,0,0,frandom(-3,3))\n LCAN CCCDDDEEE 1 Bright\n\tTNT1 A 0 A_JumpIfNoAmmo(2)\n\tTNT1 A 0 A_Refire(\"Altfire2\")\n\tTNT1 A 0 A_PlaySound (\"legendarycannon/steam\",7)\n LCAN FFFFFFGGGGGGHHHHHHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FireCustomMissile(\"LegendaryCannonSmoke2\",0,0,1,0)\n Goto Ready\n Altfire2:\n\tLCAN FFFGGGHHHAAA 1\n\tGoto Altfire+1\n Flash:\n TNT1 A 1 A_Light1\n TNT1 A 1 A_Light2\n TNT1 A 1 A_Light1\n TNT1 A 1 A_Light0\n Stop\n\t}\n}\n\n/*\nActor \"EnragedLegendaryPlasmaticCannonNoSkin\" : Weapon replaces EnragedLegendaryPlasmaticCannon\n{\nTag \"Enraged Legendary Plasmatic Cannon\"\nWeapon.SelectionOrder 7985\nWeapon.KickBack 100\nWeapon.AmmoType \"ILDemonAmmo\"\nWeapon.AmmoGive 100\nWeapon.AmmoUse 8\nWeapon.AmmoType2 \"ILDemonAmmo\"\nWeapon.AmmoUse2 100\nWeapon.Upsound \"legendarycannon/up\"\nInventory.PickupMessage \"Enraged Legendary Plasmatic Cannon found, Unbeliveable Power!\"\nInventory.PickupSound \"legendarycannon/up\"\nDecal DoomImpScorch\n-INVENTORY.UNDROPPABLE\n+NOTIMEFREEZE\nStates\n{\n Spawn:\n EEGW Z -1\n Loop\n Ready:\n ECAN A 1 A_WeaponReady\n Loop\n Deselect:\n\tTNT1 A 0 A_PlaySound(\"weapons/weapondown\")\n TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_Lower\n ECAN A 1 A_Lower\n Goto Deselect+1\n Select:\n TNT1 A 0 A_Raise\n ECAN A 1 A_Raise\n Loop\n Fire:\n TNT1 A 0 A_GunFlash\n\tECAN B 2 Bright\n\tTNT1 A 0 A_PlaySound(\"LegCannon/Fire\",1)\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n ECAN C 2 Bright A_FireCustomMissile(\"EnragedLegendaryCannonBallCF\",0,1,0,0)\n ECAN DE 2 Bright\n\tECAN FFFGGGHHHAAA 1\n\tECAN A 3 A_Refire\n Goto Ready\n AltFire:\n\tECAN A 35 Bright A_PlaySound(\"legendarycannon/charge\",7)\n\tECAN BBB 1 Bright\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 A 0 A_PlaySound(\"LegCannon/Fire2\",6)\n\tTNT1 A 0 A_PlaySound(\"star/fire\",1)\n\tTNT1 A 0 A_FireCustomMissile(\"EnragedCannonBomb2\",0,1,0,0)\n ECAN CCCDDDEEE 1 Bright\n\tTNT1 A 0 A_PlaySound (\"legendarycannon/steam\",7)\n ECAN FFFFFFGGGGGGHHHHHHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FireCustomMissile(\"LegendaryCannonSmoke2\",0,0,1,6)\n\tECAN A 3 A_Refire\n Goto Ready\n Flash:\n TNT1 A 1 A_Light1\n TNT1 A 1 A_Light2\n TNT1 A 1 A_Light1\n TNT1 A 1 A_Light0\n Stop\n\t}\n}\n*/\n\nACTOR \"NemesisPlasmaticCannonNoSkin\" : \"LegendaryPlasmaticCannonNoSkin\" Replaces \"Nemesis Plasmatic Cannon\"\n{\n Weapon.AmmoType \"NLDemonAmmo\"\n Weapon.AmmoUse 5\n Weapon.AmmoType2 \"NLDemonAmmo\"\n Weapon.AmmoUse2 1\n Weapon.Upsound \"NemesisCannon/up\"\n Inventory.PickupSound \"NemesisCannon/up\"\n Inventory.PickupMessage \"You have acquired the Nemesis Plasmatic Cannon! None can stand before you!\"\n Obituary \"%o was seared from dark energy by %k's Nemesis Plasmatic Cannon.\"\n Tag \"Nemesis Plasmatic Cannon\"\n States\n {\n Spawn:\n\tNEMC Z -1\n\tLoop\n Ready:\n\tNCAN A 1 A_WeaponReady\n\tLoop\n Deselect:\n\tTNT1 A 0\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n DeselectLoop:\n\tNCAN A 0 A_Lower\n\tNCAN A 1 A_Lower\n\tLoop\n Select:\n\tNCAN A 0 A_Raise\n\tNCAN A 1 A_Raise\n\tLoop\n Fire:\n\tTNT1 A 0 A_JumpIfInventory(\"NemesisCannonMode2\",1,\"Fire3\")\n\tTNT1 A 0 A_JumpIfInventory(\"NemesisCannonMode1\",1,\"Fire2\")\n\tTNT1 A 0 A_JumpIfInventory(\"NLDemonAmmo\",10,\"FireContinue\")\n\tGoto Ready\n FireContinue:\n TNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"NemesisRuneToken\",1,\"FireContinueExtreme\")\n\tTNT1 A 0 A_GunFlash\n\tNCAN B 2 Bright\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\")\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"NLDemonAmmo\",5,TIF_NOTAKEINFINITE)\n\tNCAN C 2 Bright A_FireCustomMissile(\"NemesisCannonBall\",0,1,0,0)\n\tNCAN DE 2 Bright\n\tNCAN FFFGGGHHHAAA 1\n\tNCAN A 3 A_Refire\n\tGoto Ready\n FireContinueExtreme:\n TNT1 A 0 A_GunFlash\n\tNCAN B 2 Bright\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\")\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"NLDemonAmmo\",5,TIF_NOTAKEINFINITE)\n\tNCAN C 2 Bright A_FireCustomMissile(\"NemesisCannonBallButFaster\",0,1,0,0)\n\tNCAN DE 2 Bright\n\tNCAN FF 1\n\tTNT1 A 0 A_Refire(\"FireContinueExtreme\")\n\tNCAN FGGGHHHAAA 1\n\tNCAN A 3\n\tGoto Ready\n Fire2:\n TNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"NemesisRuneToken\",1,\"Fire2Extreme\")\n\tTNT1 A 0 A_GunFlash\n\tNCAN B 2 Bright\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Laser\")\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tNCAN C 2 Bright A_FireCustomMissile(\"NemesisCannonLaserPlayer\",0,1,0,0)\n\tNCAN DE 2 Bright\n\tNCAN FFGGHH 1\n\tNCAN A 3 A_Refire\n\tGoto Ready\n Fire2Extreme:\n TNT1 A 0 A_GunFlash\n\tNCAN B 2 Bright\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Laser\")\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tNCAN C 2 Bright A_FireCustomMissile(\"NemesisCannonLaserPlayerButFaster\",0,1,0,0)\n\tNCAN DE 2 Bright\n\tTNT1 A 0 A_Refire(\"Fire2Extreme\")\n\tNCAN FFGGHH 1\n\tNCAN A 3 A_Refire\n\tGoto Ready\n Fire3:\n\tTNT1 A 0 A_JumpIfInventory(\"NLDemonAmmo\",100,\"Fire3Continue\")\n\tGoto Ready\n Fire3Continue:\n TNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"NemesisRuneToken\",1,\"Fire3Extreme\")\n\tTNT1 A 0 A_JumpIfInventory(\"AgilityRuneRage\",1,\"NoSpeedForYou3\")\n\tNCAN A 95 Bright A_PlaySound(\"devastator/charge\",1)\n\tTNT1 A 0 A_GunFlash\n\tNCAN BBB 1 Bright\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/BigLaser\",1)\n\tTNT1 A 0 A_TakeInventory(\"NLDemonAmmo\",95,TIF_NOTAKEINFINITE)\n\tTNT1 A 0 A_FireCustomMissile(\"NemesisCannonIonBeamPlayer\",0,1,0,0)\n NCAN CCCDDDEEE 1 Bright\n\tTNT1 A 0 A_PlaySound (\"legendarycannon/steam\",7)\n\tTNT1 A 0 A_FireCustomMissile(\"LegendaryCannonSmoke\",0,0,1,6)\n NCAN FFFFFFGGGGGGHHHHHHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FireCustomMissile(\"LegendaryCannonSmoke2\",0,0,1,6)\n\tNCAN A 3 A_Refire(\"Fire3\")\n\tGoto Ready\n NoSpeedForYou3:\n\tNCAN A 190 Bright A_PlaySound(\"devastator/charge\",1)\n\tTNT1 A 0 A_GunFlash\n\tNCAN BBB 1 Bright\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/BigLaser\",1)\n\tTNT1 A 0 A_TakeInventory(\"NLDemonAmmo\",95,TIF_NOTAKEINFINITE)\n\tTNT1 A 0 A_FireCustomMissile(\"NemesisCannonIonBeamPlayer\",0,1,0,0)\n NCAN CCCDDDEEE 1 Bright\n\tTNT1 A 0 A_PlaySound (\"legendarycannon/steam\",7)\n\tTNT1 A 0 A_FireCustomMissile(\"LegendaryCannonSmoke\",0,0,1,6)\n NCAN FFFFFFGGGGGGHHHHHHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FireCustomMissile(\"LegendaryCannonSmoke2\",0,0,1,6)\n\tNCAN A 6 A_Refire(\"Fire3\")\n\tGoto Ready\n Fire3Extreme:\n NCAN A 65 Bright A_PlaySound(\"legendarycannon/charge\",1)\n\tTNT1 A 0 A_GunFlash\n\tNCAN BBB 1 Bright\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/BigLaser\",1)\n\tTNT1 A 0 A_TakeInventory(\"NLDemonAmmo\",95,TIF_NOTAKEINFINITE)\n\tTNT1 A 0 A_FireCustomMissile(\"NemesisCannonIonBeamPlayerButFaster\",0,1,0,0)\n NCAN CCCDDDEEE 1 Bright\n\tTNT1 A 0 A_PlaySound (\"legendarycannon/steam\",7)\n\tTNT1 A 0 A_FireCustomMissile(\"LegendaryCannonSmoke\",0,0,1,6)\n NCAN FFFFFFGGGGGGHHHHHHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FireCustomMissile(\"LegendaryCannonSmoke2\",0,0,1,6)\n\tNCAN A 3 A_Refire(\"Fire3Extreme\")\n\tGoto Ready\n Altfire:\n\tTNT1 A 0 A_JumpIfInventory(\"NemesisCannonMode2\",1,\"Altfire3\")\n\tTNT1 A 0 A_JumpIfInventory(\"NemesisCannonMode1\",1,\"Altfire2\")\n\tNCAN A 1\n\tTNT1 A 0 A_Playsound(\"NemesisCannon/Mode2\")\n\tTNT1 A 0 A_GiveInventory(\"NemesisCannonMode1\")\n\tTNT1 A 0 A_Print(\"Laser\")\n\tNCAN A 2 Offset(0,34)\n\tNCAN A 2 Offset(0,37)\n\tNCAN A 2 Offset(0,34)\n\tNCAN A 1\n\tTNT1 A 0 A_Refire(\"NoAutoAltFirePls\")\n\tGoto Ready\n Altfire2:\n\tNCAN A 1\n\tTNT1 A 0 A_Playsound(\"NemesisCannon/Mode3\")\n\tTNT1 A 0 A_TakeInventory(\"NemesisCannonMode1\")\n\tTNT1 A 0 A_GiveInventory(\"NemesisCannonMode2\")\n\tTNT1 A 0 A_Print(\"Ion Beam\")\n\tNCAN A 2 Offset(0,34)\n\tNCAN A 2 Offset(0,37)\n\tNCAN A 2 Offset(0,34)\n\tNCAN A 1\n\tTNT1 A 0 A_Refire(\"NoAutoAltFirePls\")\n\tGoto Ready\n Altfire3:\n\tNCAN A 1\n\tTNT1 A 0 A_Playsound(\"NemesisCannon/Mode1\")\n\tTNT1 A 0 A_TakeInventory(\"NemesisCannonMode2\")\n\tTNT1 A 0 A_Print(\"Cannonball\")\n\tNCAN A 2 Offset(0,34)\n\tNCAN A 2 Offset(0,37)\n\tNCAN A 2 Offset(0,34)\n\tNCAN A 1\n\tTNT1 A 0 A_Refire(\"NoAutoAltFirePls\")\n\tGoto Ready\n NoAutoAltFirePls:\n\tNCAN A 1\n\tNCAN A 1 A_Refire(\"NoAutoAltFirePls\")\n\tGoto Ready\n Flash:\n\tTNT1 A 1 A_Light1\n\tTNT1 A 1 A_Light2\n\tTNT1 A 1 A_Light1\n\tTNT1 A 1 A_Light0\n\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/SLOT6.txt",
"contents": "/*\nACTOR \"DemonTechBallistaNoSkin\" : Weapon Replaces \"Demon Tech Ballista \"\n{\n\tScale 0.95\n Weapon.SlotNumber 6\n\tWeapon.SelectionOrder 7980\n Weapon.AmmoUse 1\n\tWeapon.KickBack 60\n\tWeapon.AmmoGive 60\n\tWeapon.AmmoType \"DemonAmmo\"\n\tInventory.Pickupmessage \"Demon Tech Ballista\"\n\tInventory.Icon \"DTBIA0\"\n\tObituary \"%o was pierced by %k's Demon Tech Ballista.\"\n\tTag \"Demon Tech Ballista\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.AMMO_OPTIONAL\n\t+WEAPON.NOALERT\n\t-INVENTORY.UNDROPPABLE\n\tStates\n\t{\n Select:\n\t TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",5,3)\n\t TNT1 A 0 A_Raise\n\t DTBG E 1 A_Raise\n\t Goto Select+1\n\t TNT1 A 0 A_Raise\n\t DTBG A 1 A_Raise\n\t Goto Select+3\n\tReady:\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",5,2)\n\t\tDTBG E 1 A_WeaponReady\n\t\tGoto Ready\n\t\tTNT1 A 0 A_PlaySound(\"weapons/demontechidle\")\n\t\tDTBG ABCDCB 4 A_WeaponReady\n\t\tGoto Ready+2\n\t Deselect:\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",5,3)\n\t TNT1 A 0 A_Lower\n\t DTBG E 1 A_Lower\n\t Goto Deselect+3\n\t TNT1 A 0 A_Lower\n\t DTBG A 1 A_Lower\n\t Goto Deselect+4\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",5,1)\n\t\tGoto Empty\n\t\tTNT1 A 0 A_PlaySound(\"weapons/BallistaFire\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 Radius_Quake(1,2,0,1,0)\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/demontechfire\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"DemonTechProjectile\",Random(-20,-15)*0.1,1,0,8,0,Random(-5,5)*0.1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DemonTechProjectile\",Random(-10,-5)*0.1,1,0,8,0,Random(-5,5)*0.1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DemonTechProjectile\",Random(-2,2)*0.1,1,0,8,0,Random(-5,5)*0.1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DemonTechProjectile\",Random(5,10)*0.1,1,0,8,0,Random(-5,5)*0.1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DemonTechProjectile\",Random(15,20)*0.1,1,0,8,0,Random(-5,5)*0.1)\n\t\tDTBF A 2 Bright\n\t\tTNT1 A 0 A_Light0\n\t\tDTBF BCD 1\n\t\tDTBF EFG 2\n\t\tDTBF JK 2\n\t\tDTBG E 10\n\t\tDTBG FG 2\n\t\tDTBG A 1 A_WeaponReady\n\t\tGoto Ready+2\n\tEmpty:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/click\")\n\t\tDTBF EFGJK 2\n\t\tGoto Ready\n\tSpawn:\n\t\tDTBI A -1\n\t\tStop\n\t}\n}\n*/\n\nACTOR \"LegendaryRailgunNoSkin\" : Weapon Replaces \"Legendary Railgun \"\n{\n Weapon.Selectionorder 7\n Weapon.KickBack 2000\n Weapon.AmmoUse 10\n Weapon.AmmoGive 50\n Weapon.AmmoGive2 150\n Weapon.AmmoType \"LEGRailgunAmmo\"\n Weapon.AmmoType2 \"LDemonAmmo\"\n Inventory.PickupSound \"weapons/pickuprg\"\n Inventory.Pickupmessage \"Legendary Railgun!!! Oh yeah get rekt with this fucking owned weapon. \"\n Obituary \"%o got body blasted in to pieces by %k's Legendary Railgun super slug.\"\n Tag \"Legendary Railgun\"\n Decal TrueRocketScorch\n +WEAPON.AMMO_OPTIONAL\n +WEAPON.NOALERT\n +WEAPON.NOAUTOAIM\n -INVENTORY.UNDROPPABLE\n States\n {\n Ready:\n TNT1 A 0 A_PlayWeaponSound(\"weapons/railselect\")\n\tLERS ABCDE 1\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\tLERF A 1 A_WeaponReady\n\tTNT1 A 0 A_ZoomFactor(1)\n Goto Ready+6\n Deselect:\n TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t TNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\t TNT1 A 0 A_Lower\n LERF A 1 A_Lower\n Goto Deselect+1\n Select:\n\tTNT1 A 0 A_Raise\n Wait\n\tReadyZoomed:\n\tTNT1 A 0 Bright A_JumpIfInventory(\"LEGRailgunAmmo\",10,2)\n\tTNT1 A 0 Bright\n\tGoto Ready+7\n\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n LERZ A 1 Bright A_WeaponReady(WRF_NOBOB)\n\tGoto ReadyZoomed+2\n Fire:\n\tTNT1 A 0 A_JumpIfInventory(\"RailgunZoomed\",1,\"FireZoomed\")\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 Radius_Quake(12,4,0,1,0)\n\tTNT1 A 0 A_FireCustomMissile(\"RailgunImpact\",0,0)\n\tTNT1 A 0 A_PlaySound(\"lrailat\")\n TNT1 A 0 A_FireCustomMissile(\"LegendaryRailgunPROJ\", 0, 0, 0, 5)\n LERF A 1 Bright A_RailAttack(Random(500,1500), 0, 1, \"00 00 ff\", None, 0, 0, \"PlayerRailPuffBlue\", 0, 0, 8192, 35, 0.5, 0.5, \"LegRailCoreTrail\")\n\tLERF BCDEFGHIJKLMNOP 1 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tLERF A 35\n Goto Ready+6\n FireZoomed:\n TNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 Radius_Quake(12,4,0,1,0)\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light2\n\tTNT1 A 0 A_FireCustomMissile(\"RailgunImpact\",0,0)\n\tTNT1 A 0 A_PlaySound(\"lrailat\")\n TNT1 A 0 A_FireCustomMissile(\"LegendaryRailgunPROJ\", 0, 0, 0, 5)\n\tLERZ A 1 Bright A_RailAttack(Random(500,1500), 0, 1, \"00 00 ff\", None, 0, 0, \"PlayerRailPuffBlue\", 0, 0, 8192, 35, 0.5, 0.5, \"LegRailCoreTrail\")\n\tTNT1 A 0 A_JumpIfInventory(\"LEGRailgunAmmo\",10,20)\n\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\tTNT1 A 0 A_ZoomFactor(1)\n\tLERF BCDEFGHIJKLMNOP 1 Bright A_Light2\n\tLERF A 35\n\tGoto Ready+7\n\tTNT1 A 0 A_Light0\n\tLERZ A 50 Bright A_JumpIfInventory(\"RailgunAction\",1,\"UnZoom\")\n\tGoto ReadyZoomed\n Empty:\n LERF A 15 A_PlaySound(\"weapons/click2\")\n AltFire:\n TNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\tTNT1 A 0 A_ZoomFactor(1)\n TNT1 A 0 A_JumpIfInventory(\"LEGRailgunAmmo\",50,2)\n TNT1 A 0 A_JumpIfInventory(\"LDemonAmmo\",10,2)\n\tTNT1 A 0\n\tGoto Ready+6\n\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\tTNT1 A 0 A_ZoomFactor(1)\n\tLERR ABCD 2\n\tLERR E 4 A_PlayWeaponSound(\"weapons/demontecheject\")\n\tLERR FGH 2\n\tLERR I 3\n\tLERR J 20 A_FireCustomMissile(\"LDemonTechEmptyMag\", 0, 0, 0, 1)\n\tLERR I 1\n\tLERR HG 2\n\tLERR F 4\n\tLERR E 6 A_PlayWeaponSound(\"weapons/demontechload\")\n\tTNT1 A 0 A_JumpIfInventory(\"LDemonAmmo\",10,\"Reload\")\n\tLERR D 4\n\tLERR C 3\n\tLERR B 2\n\tLERR A 4\n\tGoto Ready+6\n Reload:\n TNT1 A 0 A_TakeInventory(\"LDemonAmmo\",10)\n\tTNT1 A 0 A_GiveInventory(\"LEGRailgunAmmo\",10)\n\tTNT1 A 0 A_JumpIfInventory(\"LEGRailgunAmmo\",50,\"Full\")\n\tTNT1 A 0 A_JumpIfInventory(\"LDemonAmmo\",1,\"Reload\")\n\tGoto AltFire+8\n Full:\n LERR D 4\n\tLERR C 3\n\tLERR B 2\n\tLERR A 4\n\tGoto Ready+6\n\tZoom:\n\tTNT1 A 0 A_JumpIfInventory(\"RailgunZoomed\",1,\"UnZoom\")\n TNT1 A 0 A_GiveInventory(\"RailgunZoomed\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tLERZ A 1 A_ZoomFactor(5)\n\tGoto ReadyZoomed\n UnZoom:\n\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tLERZ A 1 A_ZoomFactor(1)\n\tGoto Ready+6\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready+6\n GrenadeToss:\n \tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\tTNT1 A 0 A_ZoomFactor(1)\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tLERS EDCBA 1\n\tTNT1 A 4\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tGoto Ready+1\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready+6\n MineToss:\n \tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\tTNT1 A 0 A_ZoomFactor(1)\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tLERS EDCBA 1\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tGoto Ready+1\n Spawn:\n LERP A -1\n Stop\n }\n}\n\nACTOR \"Plasma Rifle\" : Weapon replaces PlasmaRifle\n{\nScale 0.85\nInventory.PickupMessage \"Plasma Rifle\"\nInventory.PickupSound \"weapons/pickuphr\"\nWeapon.Selectionorder 4050\nWeapon.KickBack 100\nWeapon.AmmoType \"PlasmaCell\"\nWeapon.AmmoType2 \"NewCell\"\nWeapon.AmmoUse 1\nWeapon.AmmoGive2 40\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.NOALERT\n-INVENTORY.UNDROPPABLE\nStates\n{\nReady:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/pickuphr\")\n\tPRAS ABCDEFG 1\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n PKPL A 1 A_WeaponReady\n Goto Ready+8\nDeselect:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_Lower\n\tPKPL A 1 A_Lower\n Goto Deselect+1\nSelect:\n\tTNT1 A 0 A_Raise\n Wait\nFire:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 Radius_Quake(1,2,0,1,0)\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_PlaySound(\"weapons/hrfire\")\n\tPLSF B 2 A_FirePlasma\n\tPKPL A 1 Bright\n\tTNT1 A 0 A_JumpIfInventory(\"PlasmaCell\",1,1)\n\tGoto Recoil\n\tTNT1 A 0 A_ReFire\nRecoil:\n\tPKPL DEF 1\n\tPKPL G 10\n\tPKPL FEDCBA 1\n\tGoto Ready+8\nFlash:\n\tTNT1 A 2 Bright A_Light1\n\tPLSF A 2 Bright A_Light2\n\tGoto LightDone\nEmpty:\n PKPL A 10 A_PlayWeaponSound(\"weapons/click3\")\nAltFire:\n \tTNT1 A 0 A_JumpIfInventory(\"PlasmaCell\",50,2)\n TNT1 A 0 A_JumpIfInventory(\"NewCell\",1,2)\n\tTNT1 A 0\n\tGoto Ready+8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/plasmacellout\")\n\tPLZR B 1 A_FireCustomMissile(\"PlasmaCellCasingSpawner\", 0, 0, 0, 1)\n\tPLZR CD 2\n\tPLZR E 10\n\tPLZR FGH 1\n\tTNT1 A 0 A_JumpIfInventory(\"NewCell\",1,\"Reload\")\n\tPLZR I 2\n\tPLZR J 8 A_PlayWeaponSound(\"weapons/plasmacellin\")\n\tPLZR KL 2\n\tPLZR M 1\n\tPKPL A 2\n\tGoto Ready+8\nReload:\n\tTNT1 A 0 A_TakeInventory(\"NewCell\",1)\n\tTNT1 A 0 A_GiveInventory(\"PlasmaCell\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"PlasmaCell\",50,\"Full\")\n\tTNT1 A 0 A_JumpIfInventory(\"NewCell\",1,\"Reload\")\n\tGoto AltFire+12\nFull:\n TNT1 A 0\n Goto AltFire+12\nGrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready+8\nGrenadeToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tPRAS GFEDCBA 1\n\tTNT1 A 4\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tGoto Ready+1\nMineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready+8\nMineToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tPRAS GFEDCBA 1\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tGoto Ready+1\nSpawn:\n PLAS A -1\n Stop\n }\n}\n\nActor FreezerRifle : Weapon replaces \"Freezer Rifle\"\n{\n SpawnID 30\n Tag \"Freezer Rifle\"\n Weapon.SelectionOrder 110\n Weapon.AmmoUse 1\n Weapon.AmmoUse2 1\n Weapon.AmmoGive 40\n Weapon.AmmoType \"NewCell\"\n Weapon.AmmoType2 \"NewCell\"\n Inventory.PickupMessage \"Freezer Rifle\"\n Inventory.PickupSound \"freeze/pickup\"\n Weapon.UpSound \"freeze/up\"\n Obituary \"%o couldn't handle k's chilled weaponry.\"\n -INVENTORY.UNDROPPABLE\n Scale 0.8\n States\n {\n Spawn:\n\tRIPG A -1\n\tStop\n Ready:\n //RIPE A 0 A_StopSound(CHAN_WEAPON)\n RIPR ABCD 4 A_WeaponReady\n Loop\n Select:\n TNT1 A 0 A_Raise\n RIPR A 1 A_Raise\n\tLoop\n Deselect:\n RIPE A 0 A_StopSound(CHAN_WEAPON)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_Lower\n\tRIPR A 1 A_Lower\n\tGoto Deselect+2\n Fire:\n\tTNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_PlaySound(\"weapons/iceshot\",1)\n\tTNT1 A 0 A_FireCustomMissile(\"NewFreezeBlast2\",0.0,0)\n\tRIPE A 2 A_FireCustomMissile(\"NewFreezeBlast\",0.0)\n\tRIPE B 2\n\tRIPE C 2\n\tTNT1 D 0 A_PlaySound(\"weapons/chill\",5,1.0)\n\tRIPE EFGHI 6 A_Refire\n\tGoto Ready\n AltFire:\n TNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"GetFrosty\") == 0, \"AltFire2\")\n RIPE A 0 A_StopSound(CHAN_WEAPON)\n RIPE A 0 A_PlaySound (\"freeze/altfire\",6)\n\tRIPE A 2 BRIGHT A_FireCustomMissile(\"FlameShot2\",1,1,0,0,random(4.000,-4.000))\n RIPE A 0 A_PlaySound(\"freeze/althold\",CHAN_WEAPON,1.0,True)\n\tGoto AltHold\n AltHold:\n \tTNT1 A 0 A_FireCustomMissile(\"FlameShot2\",1,1,0,0,random(4.000,-4.000))\n\tRIPE AA 1 BRIGHT\n\tTNT1 A 0 A_FireCustomMissile(\"FlameShot2\",1,1,0,0,random(4.000,-4.000))\n\tRIPE BB 1 BRIGHT\n\tTNT1 A 0 A_FireCustomMissile(\"FlameShot2\",1,1,0,0,random(4.000,-4.000))\n\tRIPE CC 1 BRIGHT\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\tRIPE A 0 A_Refire\n RIPE A 0 A_StopSound(CHAN_WEAPON)\n\tRIPE A 0 A_PlaySound(\"freeze/altstop\",CHAN_WEAPON)\n\tRIPE EEEEEFFFFF 1 A_WeaponReady\n\tGoto Ready\n AltFire2:\n RIPE A 0 A_StopSound(CHAN_WEAPON)\n RIPE A 0 A_PlaySound (\"freeze/altfire\",6)\n\tRIPE A 1 BRIGHT A_FireCustomMissile(\"FlameShot\",1,14,0,0,random(4.000,-4.000))\n RIPE A 0 A_PlaySound(\"freeze/althold\",CHAN_WEAPON,1.0,True)\n\tGoto AltHold2\n AltHold2:\n\tRIPE CDE 1 BRIGHT A_FireCustomMissile(\"FlameShot\",1,14,0,0,random(4.000,-4.000))\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\tRIPE A 0 A_Refire(\"AltHold2\")\n RIPE A 0 A_StopSound(CHAN_WEAPON)\n\tRIPE A 0 A_PlaySound(\"freeze/altstop\",CHAN_WEAPON)\n\tRIPE EFGHI 5 A_WeaponReady\n\tGoto Ready\n \"Empty\":\n RIPE A 0 A_StopSound(CHAN_WEAPON)\n\tRIPE EFGHI 5 A_WeaponReady\n\tGoto Ready\n Flash:\n RIPE A 3 Bright A_Light1\n Goto LightDone\n RIPE B 3 Bright A_Light1\n Goto LightDone\n Spawn:\n RIPG A -1\n Stop\n }\n}\n\nActor \"TechVulcanNoSkin\" : Weapon Replaces \"Tech Vulcan\"\n{\n Tag \"Tech Vulcan\"\n Weapon.Selectionorder 4050\n Weapon.KickBack 100\n Weapon.AmmoType \"DemonAmmo\"\n Weapon.AmmoGive 80\n Weapon.AmmoUse 1\n Weapon.AmmoType2 \"DemonAmmo\"\n Weapon.AmmoUse2 10\n Inventory.PickupMessage \"Tech Vulcan\"\n Inventory.PickupSound \"vulcan/pickup\"\n Weapon.Upsound \"vulcan/pickup\"\n Obituary \"%o got plasmaficated by %k's Tech Vulcan\"\n Decal DoomImpScorch\n +WEAPON.NOAUTOAIM\n -INVENTORY.UNDROPPABLE\n States\n {\n Spawn:\n VULC Z -1\n Loop\n\tReady:\n VULC A 1 A_WeaponReady\n Loop\n Deselect:\n \tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tVULC A 0 A_Lower\n VULC A 1 A_Lower\n Goto Deselect+4\n Select:\n VULC A 0 A_Raise\n VULC A 1 A_Raise\n Loop\n Fire:\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_PlayWeaponSound(\"vulcan/fire\")\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 A 0 A_SpawnItemEx(\"RedCasing\",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n VULC A 0 A_FireCustomMissile(\"VulcanPlasmaTracer\",Random(2,-2),1,0,Random(4,-3)) //15\n\tVULC B 1 Bright Offset(0,36)\n\tVULC A 1 Offset(0,40)\n\tVULC A 1 Offset(0,36)\n\tVULC A 1 Offset(0,32)\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_PlayWeaponSound(\"vulcan/fire\")\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 A 0 A_SpawnItemEx(\"RedCasing\",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n VULC A 0 A_FireCustomMissile(\"VulcanPlasmaTracer\",Random(2,-2),1,0,Random(4,-3))\n\tVULC C 1 Bright Offset(0,36)\n\tVULC A 1 Offset(0,40)\n\tVULC A 1 Offset(0,36)\n\tVULC A 1 Offset(0,32)\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_PlayWeaponSound(\"vulcan/fire\")\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 A 0 A_SpawnItemEx(\"RedCasing\",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n VULC A 0 A_FireCustomMissile(\"VulcanPlasmaTracer\",Random(2,-2),1,0,Random(4,-3))\n\tVULC D 1 Bright Offset(0,36)\n\tVULC A 1 Offset(0,40)\n\tVULC A 1 Offset(0,36)\n\tVULC A 1 Offset(0,32)\n\tVULC A 1 Bright A_ReFire\n VULC A 4\n VULC A 6 A_ReFire\n Goto Ready\n AltFire:\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_PlayWeaponSound(\"vulcan/altfire\")\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 AAA 0 A_SpawnItemEx(\"RedCasing\",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n\tVULC E 0 A_FireCustomMissile(\"VulcanLazer\",0,0,-8,8)\n\tVULC E 0 A_FireCustomMissile(\"VulcanLazer\",0,0,8,8)\n VULC E 0 A_FireCustomMissile(\"VulcanLazer\",0,1,0,8)\n VULC E 2 Bright Offset(0,36)\n\tVULC A 1 Offset(0,40)\n\tVULC A 1 Offset(0,44)\n\tVULC A 1 Offset(0,48)\n\tVULC A 1 Offset(0,44)\n\tVULC A 1 Offset(0,40)\n\tVULC A 1 Offset(0,36)\n\tVULC A 1 Offset(0,32)\n\tVULC A 7 Bright\n VULC A 6 A_ReFire\n Goto Ready\n Flash:\n TNT1 A 1 A_Light1\n TNT1 A 1 A_Light2\n TNT1 A 1 A_Light1\n TNT1 A 1 A_Light0\n Stop\n }\n}\n\nActor \"PlasmaRepeaterNoSkin\" : Weapon Replaces PlasmaRepeater\n{\n Inventory.PickupSound \"PlasmaRepeater/Pickup\"\n Weapon.Upsound \"PlasmaRepeater/Draw\"\n Inventory.PickupMessage \"You got the Plasma Repeater!\"\n Obituary \"%o was disintegrated by %k's Plasma Repeater.\"\n Weapon.AmmoType1 \"NewCell\"\n Weapon.AmmoType2 \"NewCell\"\n Weapon.AmmoUse1 1\n Weapon.AmmoGive1 20\n Tag \"Plasma Repeater\"\n +Weapon.Explosive\n -INVENTORY.UNDROPPABLE\n States\n {\n Spawn:\n REPP A -1\n Loop\n Ready:\n TNT1 A 0 A_TakeInventory(\"RepeaterSpin\", 3)\n TNT1 A 0 A_GiveInventory(\"RepeaterFrameA\", 1)\n REPG A 1 A_WeaponReady\n Loop\n Deselect:\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n TNT1 A 0 A_TakeInventory(\"RepeaterSpin\", 3)\n TNT1 A 0 A_GiveInventory(\"RepeaterFrameA\", 1)\n\tTNT1 A 0 A_Lower\n REPG A 1 A_Lower\n Goto Deselect+6\n Select:\n\tTNT1 A 0 A_Raise\n REPG A 1 A_Raise\n Loop\n Fire:\n //===========Spinup\n REPG A 0 A_PlaySound(\"PlasmaRepeater/Spin\")\n REPG A 0 A_JumpIfInventory(\"RepeaterSpin\", 1, 8)\n REPG A 0 A_JumpIfInventory(\"RepeaterB\", 1, 4)\n REPG A 0 A_JumpIfInventory(\"RepeaterC\", 1, 4)\n REPG A 0 A_JumpIfInventory(\"RepeaterD\", 1, 4)\n REPG A 4\n REPG B 4\n REPG C 4\n REPG D 4 A_GiveInventory(\"RepeaterFrameA\")\n REPG A 0 A_JumpIfInventory(\"RepeaterSpin\", 2, 9)\n REPG A 0 A_GiveInventory(\"RepeaterSpin\", 1)\n REPG A 0 A_JumpIfInventory(\"RepeaterB\", 1, 4)\n REPG A 0 A_JumpIfInventory(\"RepeaterC\", 1, 4)\n REPG A 0 A_JumpIfInventory(\"RepeaterD\", 1, 4)\n REPG A 3\n REPG B 3\n REPG C 3\n REPG D 3 A_GiveInventory(\"RepeaterFrameA\")\n REPG A 0 A_JumpIfInventory(\"RepeaterB\", 1, 4)\n REPG A 0 A_JumpIfInventory(\"RepeaterC\", 1, 4)\n REPG A 0 A_JumpIfInventory(\"RepeaterD\", 1, 4)\n REPG A 2\n REPG B 2\n REPG C 2\n REPG D 2 A_GiveInventory(\"RepeaterFrameA\")\n //===========Fire\n REPG A 0 A_Refire\n //===========Spindown\n REPG A 0 A_PlaySound(\"PlasmaRepeater/Down\")\n REPG A 0 A_GiveInventory(\"RepeaterFrameA\", 1)\n REPG AA 1 A_WeaponReady(11)\n REPG A 0 A_GiveInventory(\"RepeaterFrameB\", 1)\n REPG BB 1 A_WeaponReady(11)\n REPG A 0 A_GiveInventory(\"RepeaterFrameC\", 1)\n REPG CC 1 A_WeaponReady(11)\n REPG A 0 A_GiveInventory(\"RepeaterFrameD\", 1)\n REPG DD 1 A_WeaponReady(11)\n REPG A 0 A_TakeInventory(\"RepeaterSpin\", 1)\n REPG A 0 A_GiveInventory(\"RepeaterFrameA\", 1)\n REPG AAA 1 A_WeaponReady(11)\n REPG A 0 A_GiveInventory(\"RepeaterFrameB\", 1)\n REPG BBB 1 A_WeaponReady(11)\n REPG A 0 A_GiveInventory(\"RepeaterFrameC\", 1)\n REPG CCC 1 A_WeaponReady(11)\n REPG A 0 A_GiveInventory(\"RepeaterFrameD\", 1)\n REPG DDD 1 A_WeaponReady(11)\n REPG A 0 A_TakeInventory(\"RepeaterSpin\", 1)\n REPG A 0 A_GiveInventory(\"RepeaterFrameA\", 1)\n REPG AAAA 1 A_WeaponReady(11)\n REPG A 0 A_GiveInventory(\"RepeaterFrameB\", 1)\n REPG BBBB 1 A_WeaponReady(11)\n REPG A 0 A_GiveInventory(\"RepeaterFrameC\", 1)\n REPG CCCC 1 A_WeaponReady(11)\n REPG A 0 A_GiveInventory(\"RepeaterFrameD\", 1)\n REPG DDDD 1 A_WeaponReady(11)\n REPG A 0 A_GiveInventory(\"RepeaterFrameA\", 1)\n REPG AAAA 1 A_WeaponReady(11)\n REPG A 0 A_GiveInventory(\"RepeaterFrameB\", 1)\n REPG BBBB 1 A_WeaponReady(11)\n REPG A 0 A_GiveInventory(\"RepeaterFrameC\", 1)\n REPG CCCC 1 A_WeaponReady(11)\n REPG A 0 A_GiveInventory(\"RepeaterFrameD\", 1)\n REPG DDDD 1 A_WeaponReady(11)\n Goto Ready\n Hold:\n //===========Fire\n REPG E 0 Bright A_Gunflash\n REPG E 0 Bright A_AlertMonsters\n\tTNT1 A 0 Radius_Quake(4,2,0,1,0)\n REPG E 1 Bright A_FireCustomMissile(\"PlayerRepeaterPlasma\",frandom(-6,6),1,0,-8)\n REPG F 1 Bright\n REPG G 0 Bright A_AlertMonsters\n\tTNT1 A 0 Radius_Quake(4,2,0,1,0)\n REPG G 1 Bright A_FireCustomMissile(\"PlayerRepeaterPlasma\",frandom(-6,6),1,0,-8)\n REPG H 1 Bright\n REPG A 0 A_Refire\n //===========Spindown\n REPG A 0 A_PlaySound(\"PlasmaRepeater/Down\")\n REPG A 0 A_GiveInventory(\"RepeaterFrameA\", 1)\n REPG AA 1 A_WeaponReady(11)\n REPG A 0 A_GiveInventory(\"RepeaterFrameB\", 1)\n REPG BB 1 A_WeaponReady(11)\n REPG A 0 A_GiveInventory(\"RepeaterFrameC\", 1)\n REPG CC 1 A_WeaponReady(11)\n REPG A 0 A_GiveInventory(\"RepeaterFrameD\", 1)\n REPG DD 1 A_WeaponReady(11)\n REPG A 0 A_TakeInventory(\"RepeaterSpin\", 1)\n REPG A 0 A_GiveInventory(\"RepeaterFrameA\", 1)\n REPG AAA 1 A_WeaponReady(11)\n REPG A 0 A_GiveInventory(\"RepeaterFrameB\", 1)\n REPG BBB 1 A_WeaponReady(11)\n REPG A 0 A_GiveInventory(\"RepeaterFrameC\", 1)\n REPG CCC 1 A_WeaponReady(11)\n REPG A 0 A_GiveInventory(\"RepeaterFrameD\", 1)\n REPG DDD 1 A_WeaponReady(11)\n REPG A 0 A_TakeInventory(\"RepeaterSpin\", 1)\n REPG A 0 A_GiveInventory(\"RepeaterFrameA\", 1)\n REPG AAAA 1 A_WeaponReady(11)\n REPG A 0 A_GiveInventory(\"RepeaterFrameB\", 1)\n REPG BBBB 1 A_WeaponReady(11)\n REPG A 0 A_GiveInventory(\"RepeaterFrameC\", 1)\n REPG CCCC 1 A_WeaponReady(11)\n REPG A 0 A_GiveInventory(\"RepeaterFrameD\", 1)\n REPG DDDD 1 A_WeaponReady(11)\n REPG A 0 A_GiveInventory(\"RepeaterFrameA\", 1)\n REPG AAAA 1 A_WeaponReady(11)\n REPG A 0 A_GiveInventory(\"RepeaterFrameB\", 1)\n REPG BBBB 1 A_WeaponReady(11)\n REPG A 0 A_GiveInventory(\"RepeaterFrameC\", 1)\n REPG CCCC 1 A_WeaponReady(11)\n REPG A 0 A_GiveInventory(\"RepeaterFrameD\", 1)\n REPG DDDD 1 A_WeaponReady(11)\n Goto Ready\n Flash:\n TNT1 A 2 A_Light2\n TNT1 A 2 A_Light1\n TNT1 A 0 A_Light0\n Stop\n }\n}\n\nActor \"AntimatterRepeaterNoSkin\" : Weapon Replaces AntimatterRepeater\n{\n Inventory.PickupSound \"PlasmaRepeater/Pickup\"\n Weapon.Upsound \"PlasmaRepeater/Draw\"\n Inventory.PickupMessage \"Antimatter Repeater\"\n Obituary \"%o was disintegrated by %k's Antimatter Repeater.\"\n Weapon.AmmoType1 \"DemonAmmo\"\n Weapon.AmmoType2 \"DemonAmmo\"\n Weapon.AmmoUse1 2\n Weapon.AmmoGive1 70\n Tag \"Antimatter Repeater\"\n +Weapon.Explosive\n -INVENTORY.UNDROPPABLE\n States\n {\n Spawn:\n ANRP A -1\n Loop\n Ready:\n TNT1 A 0 A_TakeInventory(\"RepeaterSpin\", 3)\n TNT1 A 0 A_GiveInventory(\"RepeaterFrameA\", 1)\n REPA A 1 A_WeaponReady\n Loop\n Deselect:\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n TNT1 A 0 A_TakeInventory(\"RepeaterSpin\", 3)\n TNT1 A 0 A_GiveInventory(\"RepeaterFrameA\", 1)\n\tTNT1 A 0 A_Lower\n REPA A 1 A_Lower\n Goto Deselect+6\n Select:\n\tTNT1 A 0 A_Raise\n REPA A 1 A_Raise\n Loop\n Fire:\n //===========Spinup\n REPA A 0 A_PlaySound(\"PlasmaRepeater/Spin\",7)\n REPA A 0 A_JumpIfInventory(\"RepeaterSpin\", 1, 8)\n REPA A 0 A_JumpIfInventory(\"RepeaterB\", 1, 4)\n REPA A 0 A_JumpIfInventory(\"RepeaterC\", 1, 4)\n REPA A 0 A_JumpIfInventory(\"RepeaterD\", 1, 4)\n REPA A 4\n REPA B 4\n REPA C 4\n REPA D 4 A_GiveInventory(\"RepeaterFrameA\")\n REPA A 0 A_JumpIfInventory(\"RepeaterSpin\", 2, 9)\n REPA A 0 A_GiveInventory(\"RepeaterSpin\", 1)\n REPA A 0 A_JumpIfInventory(\"RepeaterB\", 1, 4)\n REPA A 0 A_JumpIfInventory(\"RepeaterC\", 1, 4)\n REPA A 0 A_JumpIfInventory(\"RepeaterD\", 1, 4)\n REPA A 3\n REPA B 3\n REPA C 3\n REPA D 3 A_GiveInventory(\"RepeaterFrameA\")\n REPA A 0 A_JumpIfInventory(\"RepeaterB\", 1, 4)\n REPA A 0 A_JumpIfInventory(\"RepeaterC\", 1, 4)\n REPA A 0 A_JumpIfInventory(\"RepeaterD\", 1, 4)\n REPA A 2\n REPA B 2\n REPA C 2\n REPA D 2 A_GiveInventory(\"RepeaterFrameA\")\n //===========Fire\n REPA A 0 A_Refire\n //===========Spindown\n REPA A 0 A_PlaySound(\"PlasmaRepeater/Down\",7)\n REPA A 0 A_GiveInventory(\"RepeaterFrameA\", 1)\n REPA AA 1 A_WeaponReady(11)\n REPA A 0 A_GiveInventory(\"RepeaterFrameB\", 1)\n REPA BB 1 A_WeaponReady(11)\n REPA A 0 A_GiveInventory(\"RepeaterFrameC\", 1)\n REPA CC 1 A_WeaponReady(11)\n REPA A 0 A_GiveInventory(\"RepeaterFrameD\", 1)\n REPA DD 1 A_WeaponReady(11)\n REPA A 0 A_TakeInventory(\"RepeaterSpin\", 1)\n REPA A 0 A_GiveInventory(\"RepeaterFrameA\", 1)\n REPA AAA 1 A_WeaponReady(11)\n REPA A 0 A_GiveInventory(\"RepeaterFrameB\", 1)\n REPA BBB 1 A_WeaponReady(11)\n REPA A 0 A_GiveInventory(\"RepeaterFrameC\", 1)\n REPA CCC 1 A_WeaponReady(11)\n REPA A 0 A_GiveInventory(\"RepeaterFrameD\", 1)\n REPA DDD 1 A_WeaponReady(11)\n REPA A 0 A_TakeInventory(\"RepeaterSpin\", 1)\n REPA A 0 A_GiveInventory(\"RepeaterFrameA\", 1)\n REPA AAAA 1 A_WeaponReady(11)\n REPA A 0 A_GiveInventory(\"RepeaterFrameB\", 1)\n REPA BBBB 1 A_WeaponReady(11)\n REPA A 0 A_GiveInventory(\"RepeaterFrameC\", 1)\n REPA CCCC 1 A_WeaponReady(11)\n REPA A 0 A_GiveInventory(\"RepeaterFrameD\", 1)\n REPA DDDD 1 A_WeaponReady(11)\n REPA A 0 A_GiveInventory(\"RepeaterFrameA\", 1)\n REPA AAAA 1 A_WeaponReady(11)\n REPA A 0 A_GiveInventory(\"RepeaterFrameB\", 1)\n REPA BBBB 1 A_WeaponReady(11)\n REPA A 0 A_GiveInventory(\"RepeaterFrameC\", 1)\n REPA CCCC 1 A_WeaponReady(11)\n REPA A 0 A_GiveInventory(\"RepeaterFrameD\", 1)\n REPA DDDD 1 A_WeaponReady(11)\n Goto Ready\n Hold:\n //===========Fire\n REPA E 0 Bright A_Gunflash\n REPA E 0 Bright A_AlertMonsters\n\tTNT1 A 0 Radius_Quake(4,2,0,1,0)\n REPA E 1 Bright A_FireCustomMissile(\"PlayerRepeaterAntimatter\",frandom(-2,2),1,0,-8)\n REPA F 1 Bright\n REPA G 0 Bright A_AlertMonsters\n\tTNT1 A 0 Radius_Quake(4,2,0,1,0)\n REPA G 1 Bright A_FireCustomMissile(\"PlayerRepeaterAntimatter\",frandom(-2,2),1,0,-8)\n REPA H 1 Bright\n REPA A 0 A_Refire\n //===========Spindown\n REPA A 0 A_PlaySound(\"PlasmaRepeater/Down\",7)\n REPA A 0 A_GiveInventory(\"RepeaterFrameA\", 1)\n REPA AA 1 A_WeaponReady(11)\n REPA A 0 A_GiveInventory(\"RepeaterFrameB\", 1)\n REPA BB 1 A_WeaponReady(11)\n REPA A 0 A_GiveInventory(\"RepeaterFrameC\", 1)\n REPA CC 1 A_WeaponReady(11)\n REPA A 0 A_GiveInventory(\"RepeaterFrameD\", 1)\n REPA DD 1 A_WeaponReady(11)\n REPA A 0 A_TakeInventory(\"RepeaterSpin\", 1)\n REPA A 0 A_GiveInventory(\"RepeaterFrameA\", 1)\n REPA AAA 1 A_WeaponReady(11)\n REPA A 0 A_GiveInventory(\"RepeaterFrameB\", 1)\n REPA BBB 1 A_WeaponReady(11)\n REPA A 0 A_GiveInventory(\"RepeaterFrameC\", 1)\n REPA CCC 1 A_WeaponReady(11)\n REPA A 0 A_GiveInventory(\"RepeaterFrameD\", 1)\n REPA DDD 1 A_WeaponReady(11)\n REPA A 0 A_TakeInventory(\"RepeaterSpin\", 1)\n REPA A 0 A_GiveInventory(\"RepeaterFrameA\", 1)\n REPA AAAA 1 A_WeaponReady(11)\n REPA A 0 A_GiveInventory(\"RepeaterFrameB\", 1)\n REPA BBBB 1 A_WeaponReady(11)\n REPA A 0 A_GiveInventory(\"RepeaterFrameC\", 1)\n REPA CCCC 1 A_WeaponReady(11)\n REPA A 0 A_GiveInventory(\"RepeaterFrameD\", 1)\n REPA DDDD 1 A_WeaponReady(11)\n REPA A 0 A_GiveInventory(\"RepeaterFrameA\", 1)\n REPA AAAA 1 A_WeaponReady(11)\n REPA A 0 A_GiveInventory(\"RepeaterFrameB\", 1)\n REPA BBBB 1 A_WeaponReady(11)\n REPA A 0 A_GiveInventory(\"RepeaterFrameC\", 1)\n REPA CCCC 1 A_WeaponReady(11)\n REPA A 0 A_GiveInventory(\"RepeaterFrameD\", 1)\n REPA DDDD 1 A_WeaponReady(11)\n Goto Ready\n Flash:\n TNT1 A 2 A_Light2\n TNT1 A 2 A_Light1\n TNT1 A 0 A_Light0\n Stop\n }\n}\n\nACTOR \"Railgun2\" : Weapon replaces \"Railgun \"\n{\nScale 0.8\nDecal \"RailScorch\"\n+WEAPON.NOALERT\n+WEAPON.NOAUTOAIM\n+WEAPON.AMMO_OPTIONAL\n-INVENTORY.UNDROPPABLE\nWeapon.Selectionorder 4000\nWeapon.KickBack 200\nWeapon.AmmoUse 10\nWeapon.AmmoGive 10\nWeapon.AmmoGive2 40\nWeapon.AmmoType \"CellCharge\"\nWeapon.AmmoType2 \"NewCell\"\nInventory.Icon \"SRCGA0\"\nInventory.PickupSound \"weapons/pickuprg\"\nInventory.Pickupmessage \"Railgun\"\nObituary \"%o sucked on %k's Railgun slug.\"\nTag \"Railgun\"\nStates\n\t{\n\tReady:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CellCharge\",10,\"ReadyPulse\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/railselect\")\n\t\tRAEU ABCDE 1\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1)\n\t\tRAIR A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tGoto Ready+7\n\tReadyZoomed:\n\t\tRSCP A 1 A_WeaponReady\n\t\tGoto ReadyLoop+2\n\tReadyPulse:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/railselect\")\n\t\tRAIU ABCDE 1\n\t\tGoto ReadyLoop\n\tReadyLoop:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CellCharge\",10,2)\n\t\tTNT1 A 0\n\t\tGoto Ready+7\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/railgunhum\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL C 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL C 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL C 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL B 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL B 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL B 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL C 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL C 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL C 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL B 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL B 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL B 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL C 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL C 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL C 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL B 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL B 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL B 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL C 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL C 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL C 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL B 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL B 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL B 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL C 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL C 1 A_WeaponReady\n\t\tGoto ReadyLoop+2\n\tReadyZoomed:\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"CellCharge\",10,2)\n\t\tTNT1 A 0 Bright\n\t\tGoto Ready+7\n\t\tTNT1 A 0 Bright A_PlayWeaponSound(\"weapons/railgunhum\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tGoto ReadyZoomed+2\n\tSelect:\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tDeselect:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CellCharge\",10,\"Deselect2\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tDeselectLoop:\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1)\n\t\tTNT1 A 0 A_Lower\n\t\tRAIR A 1 A_Lower\n\t\tLoop\n\tDeselect2:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tDeselect2Loop:\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1)\n\t\tTNT1 A 0 A_Lower\n\t\tRAIL A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunZoomed\",1,\"FireZoomed\")\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 Radius_Quake(12,4,0,1,0)\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 A_FireCustomMissile(\"RailgunImpact\",0,0)\n\t TNT1 A 0 A_PlaySound(\"railgunner/chargedshot\")\n\t\tRAIF A 2 Bright A_RailAttack(300,0,1,0,0,RGF_SILENT,0,\"PlayerRailPuff\",0,0,0,0,4,0,\"NewRailgunTrail\")\n\t\tRAIF B 2 Bright A_Light2\n\t\tTNT1 A 0 A_Light0\n\t\tTNT1 A 0 A_JumpIfInventory(\"CellCharge\",10,\"ChargedRecoil\")\n\t\tRAER ABCD 2\n\t\tRAER EFG 1\n\t\tRAIR A 40\n\t\tGoto Ready+7\n\tChargedRecoil:\n\t\tRAIF CDEF 2\n\t\tRAIF GHI 1\n\t\tRAIF J 40\n\t\tGoto ReadyLoop+2\n\tFireZoomed:\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 Radius_Quake(12,4,0,1,0)\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Light2\n\t\tTNT1 A 0 A_FireCustomMissile(\"RailgunImpact\",0,0)\n\t\tTNT1 A 0 A_PlaySound(\"railgunner/chargedshot\")\n\t\tTNT1 A 0 A_RailAttack(400,0,1,0,0,RGF_SILENT,0,\"PlayerRailPuff\",0,0,0,0,4,0,\"NewRailgunTrail\")\n\t\tRSCP A 4 Bright\n\t\tTNT1 A 0 A_JumpIfInventory(\"CellCharge\",10,4)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1)\n\t\tRAIR A 50 A_Light0\n\t\tGoto Ready+7\n\t\tTNT1 A 0 A_Light0\n\t\tRSCP A 10 A_JumpIfInventory(\"RailgunAction\",1,\"FiredUnZoom\")\n\t\tRSCP A 10 A_JumpIfInventory(\"RailgunAction\",1,\"FiredUnZoom2\")\n\t\tRSCP A 10 A_JumpIfInventory(\"RailgunAction\",1,\"FiredUnZoom3\")\n\t\tRSCP A 10 A_JumpIfInventory(\"RailgunAction\",1,\"FiredUnZoom4\")\n\t\tRSCP A 10 A_JumpIfInventory(\"RailgunAction\",1,\"FiredUnZoom5\")\n\t\tGoto ReadyZoomed\n\tEmpty:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/click2\")\n\t\tRAIR AAAAAAAAAAAAAAA 1 A_WeaponReady(WRF_NOFIRE)\n\t\tGoto AltFire\n\tAltFire:\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"CellCharge\",50,2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewCell\",10,2)\n\t\tTNT1 A 0\n\t\tGoto ReadyLoop\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1)\n\t\tRAIR ABCDEFG 1\n\t\tRAIR H 4 A_PlayWeaponSound(\"weapons/cellreload\")\n\t\tRAIR IJKL 2\n\t\tRAIR M 1\n\t\tRAIR N 1 A_FireCustomMissile(\"CellCasingSpawner\",random(-13,-15),0,2,1)\n\t\tRAIR OPQR 1\n\t\tRAIR ST 2\n\t\tRAIR U 20\n\t\tRAIR VWX 1\n\t\tRAIR YZ 2\n\t\tRARL A 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewCell\",10,\"Reload\")\n\t\tRARL B 4\n\t\tRARL C 3\n\t\tRARL DE 2\n\t\tRAIR A 30\n\t\tRAIF J 10 A_PlayWeaponSound(\"weapons/plasmacellin\")\n\t\tGoto ReadyLoop+2\n\tReload:\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",10)\n\t\tTNT1 A 0 A_GiveInventory(\"CellCharge\",10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"CellCharge\",50,\"Full\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewCell\",1,\"Reload\")\n\t\tGoto AltFire+35\n\tFull:\n\t\tTNT1 A 0\n\t\tGoto AltFire+35\n\tZoom:\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunZoomed\",1,\"UnZoom\")\n\t\tTNT1 A 0 A_GiveInventory(\"RailgunZoomed\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tRAIL A 3 A_ZoomFactor(5)\n\t\tRAIL BC 3\n\t\tGoto ReadyZoomed\n\tFiredUnZoom:\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tRAIF J 50 A_ZoomFactor(1)\n\t\tGoto ReadyLoop+2\n\tFiredUnZoom2:\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tRAIF J 40 A_ZoomFactor(1)\n\t\tGoto ReadyLoop+2\n\tFiredUnZoom3:\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tRAIF J 30 A_ZoomFactor(1)\n\t\tGoto ReadyLoop+2\n\tFiredUnZoom4:\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tRAIF J 20 A_ZoomFactor(1)\n\t\tGoto ReadyLoop+2\n\tFiredUnZoom5:\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tRAIF J 10 A_ZoomFactor(1)\n\t\tGoto ReadyLoop+2\n\tUnZoom:\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tRAIL A 3 A_ZoomFactor(1)\n\t\tRAIL BC 3\n\t\tGoto ReadyLoop+2\n\tGrenadeCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunZoomed\",1,2)\n\t\tTNT1 A 0 A_ZoomFactor(1)\n\t\tGoto ReadyLoop\n\t\tTNT1 A 0\n\t\tGoto ReadyZoomed\n\tGrenadeToss:\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CellCharge\",10,\"GrenadeToss2\")\n\t\tRAEU EDCBA 1\n\t\tTNT1 A 4\n\t\tHGRN ABC 1\n\t\tHGRN D 2\n\t\tHGRN EFG 1\n\t\tHGRN HI 2\n\t\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0,false)\n\t\tHGRN J 1\n\t\tHGRN KLM 2\n\t\tHGRN \"NO\" 1\n\t\tTNT1 A 6\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\t\tTNT1 A 0 // A_TakeInventory(\"Hand Grenade\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0\n\t\tGoto Ready+2\n\tGrenadeToss2:\n\t\tRAIU EDCBA 1\n\t\tTNT1 A 6\n\t\tHGRN ABC 1\n\t\tHGRN D 3\n\t\tHGRN EFGHI 2\n\t\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0,false)\n\t\tHGRN J 1\n\t\tHGRN KLM 2\n\t\tHGRN \"NO\" 1\n\t\tTNT1 A 6\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\t\tTNT1 A 0 // A_TakeInventory(\"Hand Grenade\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0\n\t\tGoto ReadyPulse+1\n\tMineCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunZoomed\",1,2)\n\t\tTNT1 A 0 A_ZoomFactor(1)\n\t\tGoto ReadyLoop\n\t\tTNT1 A 0\n\t\tGoto ReadyZoomed\n\tMineToss:\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CellCharge\",10,\"MineToss2\")\n\t\tRAEU EDCBA 1\n\t\tTNT1 A 8\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tMINE ABCDEF 1\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0,false)\n\t\tMINE HI 1\n\t\tMINE JK 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\t\tTNT1 A 0 // A_TakeInventory(\"Land Mine\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0\n\t\tTNT1 A 5\n\t\tGoto Ready+2\n\tMineToss2:\n\t\tRAIU EDCBA 1\n\t\tTNT1 A 8\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tMINE ABCDEF 1\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0,false)\n\t\tMINE HI 1\n\t\tMINE JK 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\t\tTNT1 A 0 // A_TakeInventory(\"Land Mine\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0\n\t\tTNT1 A 5\n\t\tGoto ReadyPulse+1\n\tSpawn:\n\t\tSRCG A -1\n\t\tLoop\n\t}\n}\n\nACTOR \"DemonTechRailgunNoSkin\" : Weapon replaces \"Demon Tech Railgun \"\n{\nScale 0.8\nDecal \"GreenRocketScorch\"\n+WEAPON.NOALERT\n+WEAPON.NOAUTOAIM\n+WEAPON.AMMO_OPTIONAL\n-INVENTORY.UNDROPPABLE\nWeapon.Selectionorder 4000\nWeapon.KickBack 200\nWeapon.AmmoUse 10\nWeapon.AmmoGive 60\nWeapon.AmmoGive2 60\nWeapon.AmmoType \"DemonAmmoCharge\"\nWeapon.AmmoType2 \"DemonAmmo\"\nDamageType \"PlayerDTRG\"\nAttackSound \"weapons/dtrailf\"\nInventory.PickupSound \"weapons/pickupdtrg\"\nInventory.Pickupmessage \"Demon Tech Railgun\"\nObituary \"%o sucked on %k's Demon Tech Railgun slug.\"\nWeapon.SisterWeapon \"PoweredDTRailgunNoSkin\"\nTag \"Demon Tech Railgun\"\nStates\n\t{\n Spawn:\n\tDRGI A -1\n\tLoop\n Ready:\n\tTNT1 A 0 A_PlaySound(\"weapons/dtrgselect\")\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"ChargeUp\")\n\tGoto EmptyUp\n EmptyUp:\n\tTNT1 AAA 0 A_StopSound(6)\n\tDRGS FGHIJ 1\n\tGoto ReadyEmpty\n ChargeUp:\n\tDRGS ABCDE 1\n\tGoto ReadyCharge\n ReadyEmptyStart:\n\tTNT1 AAA 0 A_StopSound(6)\n\tDRGG D 1 A_WeaponReady(WRF_NOFIRE)\n ReadyEmpty:\n\tDRGG D 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"ReadyCharge\")\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tLoop\n ReadyChargeStart:\n\tDRGG AABBCC 1 A_WeaponReady(WRF_NOFIRE)\n ReadyCharge:\n\tTNT1 A 0 A_PlaySound(\"weapons/dtrailgunhum\",6,1.0,1)\n\tDRGG A 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tDRGG A 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tDRGG A 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tDRGG B 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tDRGG B 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tDRGG B 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tDRGG C 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tDRGG C 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tDRGG C 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"ReadyCharge\")\n\tGoto ReadyEmptyStart\n Select:\n\tTNT1 A 0 A_Raise\n\tWait\n Deselect:\n\tTNT1 A 0\n\tTNT1 AAA 0 A_StopSound(6)\n\tTNT1 A 0 A_PlaySound(\"weapons/weapondown\",CHAN_WEAPON)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"Deselect2\")\n\tDRGS JIHGF 1 A_Lower\n\tWait\n Deselect2:\n\tDRGS EDCBA 1 A_Lower\n\tWait\n Fire:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 Radius_Quake(12,4,0,1,0)\n\tTNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 A_FireCustomMissile(\"DTRail\",0,0,0,5)\n\tDRGF A 2 Bright A_RailAttack(450,0,1,\"00 FF 85\",None,0,0,\"PlayerRailPuffGreen\",0,0,8192,35,0.5,0.5,\"DTRailCoreTrail\")\n\tDRGF B 2 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"ChargedRecoil\")\n\tGoto EmptyRecoil\n EmptyRecoil:\n\tTNT1 AAA 0 A_StopSound(6)\n\tDRGF KLMN 2\n\tDRGF OPQ 1\n\tDRGG D 1\n\tDRGG DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1 A_WeaponReady(WRF_NOPRIMARY|WRF_NOBOB)\n\tGoto ReadyEmptyStart\n ChargedRecoil:\n\tDRGF CDEF 2\n\tDRGF GHI 1\n\tDRGF J 1\n\tDRGF JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 1 A_WeaponReady(WRF_NOPRIMARY|WRF_NOBOB)\n\tGoto ReadyChargeStart\n Empty:\n\tTNT1 A 0 A_PlaySound(\"weapons/click2\")\n\tDRGG DDDDDDDDDDDDDDD 1 A_WeaponReady(WRF_NOFIRE)\n AltFire:\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",60,\"ReadyChargeStart\")\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"ChargeReload\")\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",10,\"EmptyReload\")\n\tGoto ReadyEmptyStart\n EmptyReload:\n\tDRGR WXYZ 2\n\tGoto ChargeReload2\n ChargeReload:\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,1)\n\tGoto ReadyChargeStart\n\tDRGR ABCD 2\n ChargeReload2:\n\tDRGR EF 2\n\tDRGR G 4 A_PlaySound(\"weapons/demontecheject\",6)\n\tTNT1 A 0 A_PlaySound(\"weapons/demontechsteam\",1)\n\tDRGR HIJ 2\n\tDRGR K 3\n\tDRGR L 20 A_FireCustomMissile(\"DemonTechEmptyMagSpawner\",random(-13,-15),0,2,1)\n\tDRGR MNO 1\n\tDRGR PQ 2\n\tDRGR R 4\n\tDRGR R 6 A_PlayWeaponSound(\"weapons/demontechload\")\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",10,\"Reload\")\n Low:\n\tDRGR S 4\n\tDRGR \"Y\" 3 A_PlayWeaponSound(\"weapons/demontechclick\")\n\tDRGR \"X\" 2\n\tDRGR W 4\n\tGoto ReadyEmptyStart\n Full:\n\tDRGR S 4\n\tDRGR T 3 A_PlayWeaponSound(\"weapons/demontechclick\")\n\tDRGR U 2\n\tDRGR V 4\n\tGoto ReadyChargeStart\n Reload:\n\tTNT1 A 0 A_TakeInventory(\"DemonAmmo\",10,TIF_NOTAKEINFINITE)\n\tTNT1 A 0 A_GiveInventory(\"DemonAmmoCharge\",10)\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",60,\"Full\")\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",10,\"Reload\")\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"Full\")\n\tGoto Low\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"ReadyChargeStart\")\n\tGoto ReadyEmptyStart\n GrenadeToss:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"GrenadeToss1\")\n\tDRGS JIHGF 1\n\tGoto GrenadeToss2\n GrenadeToss1:\n\tDRGS EDCBA 1\n GrenadeToss2:\n\tTNT1 A 4\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1,TIF_NOTAKEINFINITE)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0,false)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN \"NO\" 1\n\tTNT1 A 6\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tGoto Ready+1\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"ReadyChargeStart\")\n\tGoto ReadyEmptyStart\n MineToss:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"MineToss1\")\n\tDRGS JIHGF 1\n\tGoto MineToss2\n MineToss1:\n\tDRGS EDCBA 1\n MineToss2:\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1,TIF_NOTAKEINFINITE)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0,false)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tGoto Ready+1\n\t}\n}\n\nACTOR \"PoweredDTRailgunNoSkin\" : \"DemonTechRailgunNoSkin\" replaces PoweredDemonTechRailgun\n{\n Decal Scorch\n Weapon.SisterWeapon \"DemonTechRailgunNoSkin\"\n AttackSound \"EDTRA/Fire\"\n +WEAPON.POWERED_UP\n States\n {\n\tSpawn:\n\t\tPDRI A -1\n\t\tLoop\n\tReady:\n\t\tTNT1 A 0 A_PlaySound(\"EDTRA/Select\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"ChargeUp\")\n\t\tGoto EmptyUp\n\tEmptyUp:\n\t\tTNT1 AAA 0 A_StopSound(6)\n\t\tPDRS FGHIJ 1\n\t\tGoto ReadyEmpty\n\tChargeUp:\n\t\tPDRS ABCDE 1\n\t\tGoto ReadyCharge\n\tReadyEmptyStart:\n\t\tTNT1 AAA 0 A_StopSound(6)\n\t\tPDRG D 1 A_WeaponReady(WRF_NOFIRE)\n\tReadyEmpty:\n\t\tPDRG D 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"ReadyCharge\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tLoop\n\tReadyChargeStart:\n\t\tPDRG AABBCC 1 A_WeaponReady(WRF_NOFIRE)\n\tReadyCharge:\n\t\tTNT1 A 0 A_PlaySound(\"EDTRA/Idle\",6,1.0,1)\n\t\tPDRG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,2)\n\t\tPDRG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,2)\n\t\tPDRG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,2)\n\t\tPDRG B 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,2)\n\t\tPDRG B 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,2)\n\t\tPDRG B 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,2)\n\t\tPDRG C 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,2)\n\t\tPDRG C 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,2)\n\t\tPDRG C 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"ReadyCharge\")\n\t\tGoto ReadyEmptyStart\n\tSelect:\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tDeselect:\n\t\tTNT1 A 0\n\t\tTNT1 AAA 0 A_StopSound(6)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/weapondown\",CHAN_WEAPON)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"Deselect2\")\n\t\tPDRS JIHGF 1 A_Lower\n\t\tWait\n\tDeselect2:\n\t\tPDRS EDCBA 1 A_Lower\n\t\tWait\n\tFire:\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 Radius_Quake(12,4,0,1,0)\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlayerPoweredDTRail\",0,0,0,5)\n\t\tPDRF A 2 Bright A_RailAttack(750,0,1,\"00 FF 85\",None,0,0,\"PlayerRailPuffRed\",0,0,8192,35,0.5,0.5,\"PoweredDTRailCoreTrail\")\n\t\tPDRF B 2 Bright A_Light2\n\t\tTNT1 A 0 A_Light0\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"ChargedRecoil\")\n\t\tGoto EmptyRecoil\n\tEmptyRecoil:\n\t\tTNT1 AAA 0 A_StopSound(6)\n\t\tPDRF KLMN 2\n\t\tPDRF OPQ 1\n\t\tPDRG D 1\n\t\tPDRG DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1 A_WeaponReady(WRF_NOPRIMARY|WRF_NOBOB)\n\t\tGoto ReadyEmptyStart\n\tChargedRecoil:\n\t\tPDRF CDEF 2\n\t\tPDRF GHI 1\n\t\tPDRF J 1\n\t\tPDRF JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 1 A_WeaponReady(WRF_NOPRIMARY|WRF_NOBOB)\n\t\tGoto ReadyChargeStart\n\tEmpty:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/click2\")\n\t\tPDRG DDDDDDDDDDDDDDD 1 A_WeaponReady(WRF_NOFIRE)\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",60,\"ReadyChargeStart\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"ChargeReload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",10,\"EmptyReload\")\n\t\tGoto ReadyEmptyStart\n\tEmptyReload:\n\t\tPDRR WXYZ 2\n\t\tGoto ChargeReload2\n\tChargeReload:\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,1)\n\t\tGoto ReadyChargeStart\n\t\tPDRR ABCD 2\n\tChargeReload2:\n\t\tPDRR EF 2\n\t\tPDRR G 4 A_PlaySound(\"weapons/demontecheject\",6)\n\t\tTNT1 A 0 A_PlaySound(\"EDT/Steam\",1)\n\t\tPDRR HIJ 2\n\t\tPDRR K 3\n\t\tPDRR L 20 A_FireCustomMissile(\"DemonTechEmptyMagSpawner\",random(-13,-15),0,2,1)\n\t\tPDRR MNO 1\n\t\tPDRR PQ 2\n\t\tPDRR R 4\n\t\tPDRR R 6 A_PlayWeaponSound(\"weapons/demontechload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",10,\"Reload\")\n\tLow:\n\t\tPDRR S 4\n\t\tPDRR \"Y\" 3 A_PlayWeaponSound(\"weapons/demontechclick\")\n\t\tPDRR \"X\" 2\n\t\tPDRR W 4\n\t\tGoto ReadyEmptyStart\n\tFull:\n\t\tPDRR S 4\n\t\tPDRR T 3 A_PlayWeaponSound(\"weapons/demontechclick\")\n\t\tPDRR U 2\n\t\tPDRR V 4\n\t\tGoto ReadyChargeStart\n\tReload:\n\t\tTNT1 A 0 A_TakeInventory(\"DemonAmmo\",10,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_GiveInventory(\"DemonAmmoCharge\",10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",60,\"Full\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",10,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"Full\")\n\t\tGoto Low\n\tGrenadeCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"ReadyChargeStart\")\n\t\tGoto ReadyEmptyStart\n\tGrenadeToss:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"GrenadeToss1\")\n\t\tPDRS JIHGF 1\n\t\tGoto GrenadeToss2\n\tGrenadeToss1:\n\t\tPDRS EDCBA 1\n\tGrenadeToss2:\n\t\tTNT1 A 4\n\t\tHGRN ABC 1\n\t\tHGRN D 2\n\t\tHGRN EFG 1\n\t\tHGRN HI 2\n\t\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0,false)\n\t\tHGRN J 1\n\t\tHGRN KLM 2\n\t\tHGRN \"NO\" 1\n\t\tTNT1 A 6\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\t\tTNT1 A 0// A_TakeInventory(\"Hand Grenade\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0\n\t\tGoto Ready+1\n\tMineCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"ReadyChargeStart\")\n\t\tGoto ReadyEmptyStart\n\tMineToss:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"MineToss1\")\n\t\tPDRS JIHGF 1\n\t\tGoto MineToss2\n\tMineToss1:\n\t\tPDRS EDCBA 1\n\tMineToss2:\n\t\tTNT1 A 8\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tMINE ABCDEF 1\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0,false)\n\t\tMINE HI 1\n\t\tMINE JK 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\t\tTNT1 A 0// A_TakeInventory(\"Land Mine\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0\n\t\tTNT1 A 5\n\t\tGoto Ready+1\n }\n}\n\nACTOR \"ExplosiveRailgunNoSkin\" : Weapon Replaces ExplosiveRailgun\n{\n Scale 0.8\n Weapon.Selectionorder 4001\n Weapon.KickBack 200\n Weapon.AmmoUse 15\n Weapon.AmmoGive 0\n Weapon.AmmoGive2 45\n Weapon.AmmoType \"EXPCellCharge\"\n Weapon.AmmoType2 \"NewCell\"\n Inventory.PickupSound \"weapons/pickuprg\"\n Inventory.Pickupmessage \"Explosive Railgun\"\n Weapon.UpSound \"weapons/railselect\"\n Obituary \"%o sucked on %k's Railgun slug.\"\n Tag \"Explosive Railgun\"\n Decal Scorch\n +WEAPON.AMMO_OPTIONAL\n +WEAPON.NOALERT\n +WEAPON.NOAUTOAIM\n -INVENTORY.UNDROPPABLE\n States\n {\n Ready:\n\tERGD ABCDEF 1\n ReadyLoop:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\tTNT1 A 0 A_ZoomFactor(1)\n\tEXRG A 1 A_WeaponReady\n Loop\n ReadyZoomed:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n XRGS A 1 Bright A_WeaponReady(WRF_NOBOB)\n Loop\n Deselect:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\tTNT1 A 0 A_ZoomFactor(1)\n\tTNT1 A 0 A_Lower\n\tEXRG A 1 A_Lower\n Goto Deselect+1\n Select:\n\tTNT1 A 0 A_Raise\n Wait\n Fire:\n TNT1 A 0 A_JumpIfInventory(\"RailgunZoomed\",1,\"FireZoomed\")\n TNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n TNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 Radius_Quake(12,4,0,1,0)\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 A_FireCustomMissile(\"ExplosiveRailgunImpact\",0,0)\n\tTNT1 A 0 A_PlaySound(\"ExplosiveRailgun/Fire\",7)\n EXRG B 3 Bright A_RailAttack(200,0,1,None,None,RGF_SILENT,0,\"PlayerRailPuff\",0,0,0,0,40,0,\"ExplosiveRailgunTrail\")\n\tEXRG C 3 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tEXRG DEFGHIJK 3\n\tEXRG A 30\n Goto Ready+7\n FireZoomed:\n TNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 Radius_Quake(12,4,0,1,0)\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light2\n\tTNT1 A 0 A_FireCustomMissile(\"ExplosiveRailgunImpact\",0,0)\n\tTNT1 A 0 A_PlaySound(\"ExplosiveRailgun/Fire\",7)\n\tXRGS A 4 Bright A_RailAttack(200,0,1,None,None,RGF_SILENT,0,\"PlayerRailPuff\",0,0,0,0,40,0,\"ExplosiveRailgunTrail\")\n\tTNT1 A 0 A_JumpIfInventory(\"EXPCellCharge\",15,4)\n\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\tTNT1 A 0 A_ZoomFactor(1)\n\tXRGS A 50 A_Light0\n\tGoto Ready+7\n\tTNT1 A 0 A_Light0\n\tXRGS A 10 Bright A_JumpIfInventory(\"RailgunAction\",1,\"FiredUnZoom\")\n\tXRGS A 10 Bright A_JumpIfInventory(\"RailgunAction\",1,\"FiredUnZoom2\")\n\tXRGS A 10 Bright A_JumpIfInventory(\"RailgunAction\",1,\"FiredUnZoom3\")\n\tXRGS A 10 Bright A_JumpIfInventory(\"RailgunAction\",1,\"FiredUnZoom4\")\n\tXRGS A 10 Bright A_JumpIfInventory(\"RailgunAction\",1,\"FiredUnZoom5\")\n\tXRGS A 10 Bright A_JumpIfInventory(\"RailgunAction\",1,\"FiredUnZoom6\")\n\tGoto ReadyZoomed\n Empty:\n EXRG A 15 A_PlaySound(\"weapons/click2\")\n AltFire:\n \tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\tTNT1 A 0 A_ZoomFactor(1)\n TNT1 A 0 A_JumpIfInventory(\"EXPCellCharge\",60,2)\n TNT1 A 0 A_JumpIfInventory(\"NewCell\",15,2)\n\tTNT1 A 0\n\tGoto ReadyLoop\n\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\tTNT1 A 0 A_ZoomFactor(1)\n\tERGR AAABCDE 1\n\tERGR F 4 A_PlayWeaponSound(\"weapons/cellreload\")\n\tERGR GHI 2\n\tERGR JJKK 1\n\tERGR L 1 A_FireCustomMissile(\"CellCasingSpawner\", random(-13,-15), 0, 2, 1)\n\tERGR MNOP 1\n\tERGR Q 30\n\tERGR RSTU 1\n\tERGR VW 2\n\tTNT1 A 0 A_JumpIfInventory(\"NewCell\",15,\"Reload\")\n\tERGR X 4 A_PlayWeaponSound(\"weapons/plasmacellin\")\n\tEXRG A 10\n\tGoto ReadyLoop\n Reload:\n TNT1 A 0 A_TakeInventory(\"NewCell\",15)\n\tTNT1 A 0 A_GiveInventory(\"EXPCellCharge\",15)\n\tTNT1 A 0 A_JumpIfInventory(\"EXPCellCharge\",60,\"Full\")\n\tTNT1 A 0 A_JumpIfInventory(\"NewCell\",1,\"Reload\")\n\tGoto AltFire+35\n Full:\n TNT1 A 0\n\tGoto AltFire+35\n Zoom:\n\tTNT1 A 0 A_JumpIfInventory(\"RailgunZoomed\",1,\"UnZoom\")\n TNT1 A 0 A_GiveInventory(\"RailgunZoomed\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tEXRG A 9 A_ZoomFactor(5)\n\tGoto ReadyZoomed\n FiredUnZoom:\n\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tEXRG K 60 A_ZoomFactor(1)\n\tGoto ReadyLoop\n FiredUnZoom2:\n\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tEXRG K 50 A_ZoomFactor(1)\n\tGoto ReadyLoop\n FiredUnZoom3:\n\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tEXRG K 40 A_ZoomFactor(1)\n\tGoto ReadyLoop\n FiredUnZoom4:\n\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tEXRG K 30 A_ZoomFactor(1)\n\tGoto ReadyLoop\n FiredUnZoom5:\n\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tEXRG K 20 A_ZoomFactor(1)\n\tGoto ReadyLoop\n FiredUnZoom6:\n\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tEXRG K 10 A_ZoomFactor(1)\n\tGoto ReadyLoop\n UnZoom:\n\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tEXRG A 9 A_ZoomFactor(1)\n\tGoto ReadyLoop\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"RailgunZoomed\",1,2)\n\tTNT1 A 0 A_ZoomFactor(1)\n\tGoto ReadyLoop\n TNT1 A 0\n\tGoto ReadyZoomed\n GrenadeToss:\n \tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\tTNT1 A 0 A_ZoomFactor(1)\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tERGD CBA 2\n\tTNT1 A 4\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tGoto Ready\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"RailgunZoomed\",1,2)\n\tTNT1 A 0 A_ZoomFactor(1)\n\tGoto ReadyLoop\n TNT1 A 0\n\tGoto ReadyZoomed\n MineToss:\n \tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\tTNT1 A 0 A_ZoomFactor(1)\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tERGD CBA 2\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tGoto Ready\n Spawn:\n ERGP A -1\n Stop\n }\n}\n\nACTOR \"TechRipperNoSkin\" : Weapon Replaces TechRipper\n{\n Scale 0.85\n Tag \"Tech Ripper\"\n Weapon.Selectionorder 3000\n Weapon.KickBack 100\n Weapon.AmmoGive 40\n Weapon.AmmoType \"NewCell\"\n Weapon.AmmoUse 4\n Weapon.AmmoType2 \"NewCell\"\n Weapon.AmmoUse2 0\n Weapon.UpSound \"TechRipper/up\"\n Inventory.PickupMessage \"Tech Ripper\"\n Inventory.PickupSound \"TechRipper/up\"\n obituary \"%k should stop playing cf deathmatch.\"\n -INVENTORY.UNDROPPABLE\n States\n {\n Spawn:\n THRP A -1\n Loop\n Ready:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Ready2\")\n THRI AABBCC 1\n\tGoto ReadyLoop\n ReadyLoop:\n\tTNT1 A 0 A_PlayWeaponSound(\"TechRipper/idle\")\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n THRI A 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n THRI A 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n THRI A 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n THRI B 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n THRI B 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n THRI B 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n THRI C 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n THRI C 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n THRI C 1 A_WeaponReady\n Loop\n Ready2:\n TNT1 A 0 A_JumpIfInventory(\"NewCell\",2,\"ReadyLoop\")\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck2\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck2\")\n THRI E 1 A_WeaponReady\n\tLoop\n Deselect:\n \tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n TNT1 A 0 A_JumpIfNoAmmo(\"Deselect2\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_Lower\n\tTHRI A 1 A_Lower\n Goto Deselect+5\n Deselect2:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_Lower\n\tTHRI E 1 A_Lower\n Goto Deselect2+1\n Wait\n Select:\n TNT1 A 0 A_JumpIfNoAmmo(\"Select2\")\n TNT1 A 0 A_Playsound(\"weapons/pickup15k\")\n\tTNT1 A 0 A_Raise\n THRI A 1 A_Raise\n Goto Select+2\n Select2:\n TNT1 A 0 A_PlayWeaponSound(\"weapons/pickup15k\")\n\tTNT1 A 0 A_Raise\n THRI E 1 A_Raise\n Goto Select2+1\n Fire:\n THRI F 0 Bright A_GunFlash\n\tTNT1 A 0 A_PlaySound(\"TechRipper/fire\")\n THRI F 3 Bright A_FireCustomMissile(\"PlasmaRazor\",0,1,2,4,0)\n THRI GH 3 Bright\n THRI D 4\n THRI D 6 A_ReFire\n Goto Ready\n Altfire:\n\tTNT1 A 0 A_JumpIfInventory(\"NewCell\",20,1)\n\tGoto ReadyLoop\n THRI F 0 Bright A_GunFlash\n\tTNT1 A 0 A_PlaySound(\"TechRipper/altfire\")\n\tTNT1 A 0 Radius_Quake(8,2,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"NewCell\",20)\n\tTHRI F 3 Bright A_FireCustomMissile(\"PlasmaRazorAlt\",0,1,2,4,0)\n THRI G 3 Bright\n\tTHRI H 3 Bright\n THRI D 4\n THRI D 16 A_ReFire\n Goto Ready\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready\n GrenadeToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTHRI A 1 Offset(0,30)\n\tTHRI B 1 Offset(0,40)\n\tTHRI C 1 Offset(0,50)\n\tTHRI A 1 Offset(0,60)\n\tTHRI B 1 Offset(0,70)\n\tTNT1 A 4 Offset(0,10)\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tTHRI A 1 Offset(0,70)\n\tTHRI B 1 Offset(0,60)\n\tTHRI C 1 Offset(0,50)\n\tTHRI A 1 Offset(0,40)\n\tTHRI B 1 Offset(0,31)\n\tGoto Ready\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready\n MineToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTHRI A 1 Offset(0,30)\n\tTHRI B 1 Offset(0,40)\n\tTHRI C 1 Offset(0,50)\n\tTHRI A 1 Offset(0,60)\n\tTHRI B 1 Offset(0,70)\n\tTNT1 A 8 Offset(0,10)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tTHRI A 1 Offset(0,70)\n\tTHRI B 1 Offset(0,60)\n\tTHRI C 1 Offset(0,50)\n\tTHRI A 1 Offset(0,40)\n\tTHRI B 1 Offset(0,31)\n\tGoto Ready\n GrenadeCheck2:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss2\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready\n GrenadeToss2:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTHRI E 1 Offset(0,30)\n\tTHRI E 1 Offset(0,40)\n\tTHRI E 1 Offset(0,50)\n\tTHRI E 1 Offset(0,60)\n\tTHRI E 1 Offset(0,70)\n\tTNT1 A 4 Offset(0,10)\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tTHRI E 1 Offset(0,70)\n\tTHRI E 1 Offset(0,60)\n\tTHRI E 1 Offset(0,50)\n\tTHRI E 1 Offset(0,40)\n\tTHRI E 1 Offset(0,31)\n\tGoto Ready\n MineCheck2:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss2\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready\n MineToss2:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTHRI E 1 Offset(0,30)\n\tTHRI E 1 Offset(0,40)\n\tTHRI E 1 Offset(0,50)\n\tTHRI E 1 Offset(0,60)\n\tTHRI E 1 Offset(0,70)\n\tTNT1 A 8 Offset(0,10)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tTHRI E 1 Offset(0,70)\n\tTHRI E 1 Offset(0,60)\n\tTHRI E 1 Offset(0,50)\n\tTHRI E 1 Offset(0,40)\n\tTHRI E 1 Offset(0,31)\n\tGoto Ready\n Flash:\n TNT1 A 1 Bright A_Light1\n TNT1 A 1 Bright A_Light2\n TNT1 A 1 Bright A_Light1\n TNT1 A 1 Bright A_Light0\n Stop\n }\n}\n\nActor \"TechBlasterNoSkin\" : Weapon Replaces \"Tech Blaster\"\n{\n Height 12\n Weapon.SelectionOrder 7980\n Weapon.KickBack 60\n Weapon.AmmoUse 3\n Weapon.AmmoGive 90\n Weapon.AmmoGive2 180\n Scale 1\n Weapon.AmmoType \"TechBlasterMagazine\"\n Weapon.AmmoType2 \"DemonAmmo\"\n Inventory.PickupMessage \"Tech Blaster\"\n Inventory.PickupSound \"TechBlaster/PickUp\"\n Obituary \"%o was turned into maccarroni by %k's Tech Blaster\"\n Tag \"Tech Blaster\"\n +WEAPON.AMMO_OPTIONAL\n +WEAPON.NOALERT\n -INVENTORY.UNDROPPABLE\n States\n {\n\tReady:\n TNT1 A 0 A_PlayWeaponSound(\"weapons/demontechload\")\n\t DTGL ONBHV 1\n\tReadyLoop:\n\t TNT1 A 0 A_JumpIfInventory(\"TechBlasterMagazine\",1,2)\n\t TNT1 A 0\n\t Goto NoBuzzing\n\t DTGA AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t DTGA AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t DTGA AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t DTGA AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t DTGA AAA 1 A_WeaponReady\n TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t DTGA AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t DTGA AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t DTGA AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t DTGA AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t DTGA AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t DTGA AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t DTGA AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t DTGA AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t DTGA AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t DTGA AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_PlaySound(\"TechBlaster/Idle\")\n\t Goto ReadyLoop\n\tNoBuzzing:\n TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n DTGA A 1 A_WeaponReady\n\t Loop\n Deselect:\n TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t TNT1 A 0 A_Lower\n\t DTGA A 1 A_Lower\n Goto Deselect+1\n Select:\n\t DTGA A 0 A_Raise\n\t Wait\n Fire:\n TNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\t TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_GunFlash\n\t TNT1 A 0 Radius_Quake(6,4,0,2,0)\n TNT1 A 0 A_Light1\n\t TNT1 A 0 A_PlaySound(\"TechBlaster/Fire\")\n\t DTGA B 4 Bright A_FireCustomMissile(\"TBlasterProjectile\",0,0)\n\t TNT1 A 0 A_TakeInventory(\"TechBlasterMagazine\",3,TIF_NOTAKEINFINITE)\n DTGA C 2 Bright\n\t DTGB N 1 Bright\n TNT1 A 0 A_ReFire\n Goto Ready+25\n Empty:\n DTGA A 10 A_PlayWeaponSound(\"weapons/click2\")\n AltFire:\n \t TNT1 A 0 A_JumpIfInventory(\"TechBlasterMagazine\",90,2)\n TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,2)\n\t TNT1 A 0\n\t Goto Ready+25\n DTGA D 4\n\t DTGA L 5\n\t DTGA I 5 A_PlayWeaponSound(\"weapons/demontecheject\")\n\t DTGA I 1 A_PlayWeaponSound(\"TechBlaster/Steam\")\n\t DTGA J 2 Radius_Quake(2,2,0,1,0)\n\t DTGA O 2 Radius_Quake(2,2,0,1,0)\n\t DTGA E 3 Radius_Quake(2,2,0,1,0)\n\t DTGA R 4 A_FireCustomMissile(\"RocketEmptyDrumSpawner\", 0, 0, 0, 1)\n\t DTGA M 3\n\t DTGA N 3\n\t DTGA P 25\n\t DTGA Z 3\n\t DTGA X 3 A_PlayWeaponSound(\"weapons/demontechload\")\n\t TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,\"Reload\")\n\t DTGA V 9\n\t DTGA T 3 A_PlayWeaponSound(\"weapons/demontechclick\")\n DTGA F 4\n\t DTGA K 5\n\t DTGA U 5\n\t DTGA A 2\n\t Goto ReadyLoop\n Reload:\n\t TNT1 A 0 A_TakeInventory(\"DemonAmmo\",1)\n\t TNT1 A 0 A_GiveInventory(\"TechBlasterMagazine\",1)\n\t TNT1 A 0 A_JumpIfInventory(\"TechBlasterMagazine\",90,\"Full\")\n\t TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,\"Reload\")\n\t Goto AltFire+19\n Full:\n TNT1 A 0\n\t Goto AltFire+19\n GrenadeCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t Goto Ready+25\n GrenadeToss:\n \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t DTGL VHBNO 1\n\t TNT1 A 4\n\t HGRN ABC 1\n\t HGRN D 2\n\t HGRN EFG 1\n\t HGRN HI 2\n\t TNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\t HGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\t HGRN J 1\n\t HGRN KLM 2\n\t HGRN NO 1\n\t TNT1 A 6\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t TNT1 A 0\n\t DTGL ONBHV 1\n\t Goto Ready+25\n MineCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t Goto Ready+25\n MineToss:\n \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t DTGL VHBNO 1\n\t TNT1 A 8\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t MINE ABCDEF 1\n\t TNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\t MINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\t MINE HI 1\n\t MINE JK 2\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t TNT1 A 0\n\t TNT1 A 5\n\t DTGL ONBHV 1\n\t Goto Ready+25\n Spawn:\n DTNG A -1\n Stop\n }\n}\n\nACTOR \"DemonTechRifleNoSkin\" : Weapon replaces \" Demon Tech Rifle \"\n{\n Height 14\n Weapon.SisterWeapon \"PoweredDemonTechRifleNoSkin\"\n Weapon.SelectionOrder 7980\n Weapon.KickBack 60\n Weapon.AmmoUse 1\n Weapon.AmmoGive 60\n Weapon.AmmoGive2 30\n Scale 0.95\n Weapon.AmmoType \"DemonMagazine\"\n Weapon.AmmoType2 \"DemonAmmo\"\n Inventory.PickupMessage \"Demon Tech Rifle\"\n Inventory.PickupSound \"weapons/demontechload\"\n Obituary \"%o was fried by %k's Demon Tech Rifle.\"\n Tag \"Demon Tech Rifle\"\n +WEAPON.AMMO_OPTIONAL\n +WEAPON.NOALERT\n -INVENTORY.UNDROPPABLE\n States\n {\n Ready:\n TNT1 A 0\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReady\")\n TNT1 A 0 A_PlayWeaponSound(\"weapons/demontechload\")\n\t DTRS ABCDE 1\n ReadyLoop:\n TNT1 A 0 A_JumpIfInventory(\"DemonMagazine\",1,2)\n\t TNT1 A 0\n\t Goto NoBuzzing\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t DTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_PlaySound(\"weapons/demontechidle\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK BB 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK BB 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK CC 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK CC 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK DD 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK DD 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK EE 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK EE 1 A_WeaponReady\n Goto ReadyLoop\n NoBuzzing:\n TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXNoBuzzing\")\n DTEK A 1 A_WeaponReady\n\t Loop\n EXReady:\n TNT1 A 0 A_PlayWeaponSound(\"weapons/demontechload\")\n\t EDT1 ABCDE 1\n EXReadyLoop:\n TNT1 A 0 A_JumpIfInventory(\"DemonMagazine\",1,2)\n\t TNT1 A 0\n\t Goto EXNoBuzzing\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_PlaySound(\"explosivedtech/idle\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 BB 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 BB 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 CC 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 CC 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 DD 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 DD 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 EE 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 EE 1 A_WeaponReady\n Goto EXReadyLoop\n EXNoBuzzing:\n TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n EDT2 A 1 A_WeaponReady\n\t Loop\n Deselect:\n TNT1 A 0\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXDeselect\")\n TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t TNT1 A 0 A_Lower\n DTEK A 1 A_Lower\n Goto Deselect+3\n EXDeselect:\n TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t TNT1 A 0 A_Lower\n EDT2 A 1 A_Lower\n Goto EXDeselect+1\n Select:\n\t TNT1 A 0 A_Raise\n\t Wait\n Fire:\n TNT1 A 0\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXFire\")\n TNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\t TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_GunFlash\n\t TNT1 A 0 Radius_Quake(4,2,0,1,0)\n TNT1 A 0 A_Light1\n\t TNT1 A 0 A_PlaySound(\"weapons/demontechfire\")\n DTKF A 2 Bright A_FireCustomMissile(\"DemonTechProjectile\",Random(100,-100)/100.00,1,0,0,0,Random(100,-100)/100.00)\n\t DTKF B 1 Bright A_Light2\n DTKF C 2 A_Light0\n TNT1 A 0 A_ReFire\n Goto ReadyLoop\n Empty:\n DTEK A 10 A_PlayWeaponSound(\"weapons/click2\")\n AltFire:\n TNT1 A 0\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXAltFire\")\n \t TNT1 A 0 A_JumpIfInventory(\"DemonMagazine\",60,2)\n TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,2)\n\t TNT1 A 0\n\t Goto ReadyLoop\n DTKR AB 2\n\t DTKR C 3\n\t DTKR D 4 A_PlayWeaponSound(\"weapons/demontecheject\")\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/demontechsteam\")\n\t DTKR EFG 1 Radius_Quake(2,2,0,1,0)\n\t DTKR H 2 Radius_Quake(2,2,0,1,0)\n\t DTKR I 3 Radius_Quake(2,2,0,1,0)\n\t DTKR J 4 A_FireCustomMissile(\"DemonTechEmptyMagSpawner\", 0, 0, 0, 1)\n\t DTKR K 15\n\t DTKR LM 2\n\t DTKR N 2 A_PlayWeaponSound(\"weapons/demontechload\")\n\t TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,\"Reload\")\n\t DTKR O 8\n\t DTKR O 2 A_PlayWeaponSound(\"weapons/demontechclick\")\n DTKR CB 3\n\t DTKR A 2\n\t Goto ReadyLoop\n EXFire:\n TNT1 A 0 A_JumpIfNoAmmo(\"EXEmpty\")\n\t TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_GunFlash\n\t TNT1 A 0 Radius_Quake(4,2,0,1,0)\n TNT1 A 0 A_Light1\n\t TNT1 A 0 A_PlaySound(\"explosivedtech/fire\")\n\t TNT1 A 0 A_TakeInventory(\"DemonMagazine\",2,TIF_NOTAKEINFINITE)\n EDT3 A 2 Bright A_FireCustomMissile(\"PlayerExplosiveDemonTechProjectile\",Random(100,-100)/100.00,0,0,0,0,Random(100,-100)/100.00)\n\t EDT3 B 1 Bright A_Light2\n EDT3 C 2 A_Light0\n TNT1 A 0 A_ReFire\n Goto EXReadyLoop\n EXEmpty:\n EDT2 A 10 A_PlayWeaponSound(\"weapons/click2\")\n EXAltFire:\n \t TNT1 A 0 A_JumpIfInventory(\"DemonMagazine\",60,2)\n TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,2)\n\t TNT1 A 0\n\t Goto EXReadyLoop\n EDT4 AB 2\n\t EDT4 C 3\n\t EDT4 D 4 A_PlayWeaponSound(\"weapons/demontecheject\")\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/demontechsteam\")\n\t EDT4 EFG 1 Radius_Quake(2,2,0,1,0)\n\t EDT4 H 2 Radius_Quake(2,2,0,1,0)\n\t EDT4 I 3 Radius_Quake(2,2,0,1,0)\n\t EDT4 J 4 A_FireCustomMissile(\"DemonTechEmptyMagSpawner\", 0, 0, 0, 1)\n\t EDT4 K 15\n\t EDT4 LM 2\n\t EDT4 N 2 A_PlayWeaponSound(\"weapons/demontechload\")\n\t TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,\"EXReload\")\n\t EDT4 O 8\n\t EDT4 O 2 A_PlayWeaponSound(\"weapons/demontechclick\")\n EDT4 CB 3\n\t EDT4 A 2\n\t Goto EXReadyLoop\n Reload:\n TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReload\")\n\t TNT1 A 0 A_TakeInventory(\"DemonAmmo\",1)\n\t TNT1 A 0 A_GiveInventory(\"DemonMagazine\",1)\n\t TNT1 A 0 A_JumpIfInventory(\"DemonMagazine\",60,\"Full\")\n\t TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,\"Reload\")\n\t Goto AltFire+21\n Full:\n TNT1 A 0\n\t Goto AltFire+21\n EXReload:\n\t TNT1 A 0 A_TakeInventory(\"DemonAmmo\",1)\n\t TNT1 A 0 A_GiveInventory(\"DemonMagazine\",1)\n\t TNT1 A 0 A_JumpIfInventory(\"DemonMagazine\",60,\"EXFull\")\n\t TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,\"EXReload\")\n\t Goto EXAltFire+19\n EXFull:\n TNT1 A 0\n\t Goto EXAltFire+19\n GrenadeCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t Goto Ready+8\n EXGrenadeCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"EXGrenadeToss\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t Goto EXReady+6\n GrenadeToss:\n \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t DTRS EDCBA 1\n\t TNT1 A 4\n\t HGRN ABC 1\n\t HGRN D 2\n\t HGRN EFG 1\n\t HGRN HI 2\n\t TNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\t HGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\t HGRN J 1\n\t HGRN KLM 2\n\t HGRN NO 1\n\t TNT1 A 6\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t TNT1 A 0\n\t Goto Ready+3\n EXGrenadeToss:\n \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t EDT1 EDCBA 1\n\t TNT1 A 4\n\t HGRN ABC 1\n\t HGRN D 2\n\t HGRN EFG 1\n\t HGRN HI 2\n\t TNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\t HGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\t HGRN J 1\n\t HGRN KLM 2\n\t HGRN NO 1\n\t TNT1 A 6\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t TNT1 A 0\n\t Goto EXReady+1\n MineCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t Goto Ready+8\n EXMineCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"EXMineToss\")\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t Goto EXReady+6\n MineToss:\n \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t DTRS EDCBA 1\n\t TNT1 A 8\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t MINE ABCDEF 1\n\t TNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\t MINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\t MINE HI 1\n\t MINE JK 2\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t TNT1 A 0\n\t TNT1 A 5\n\t Goto Ready+3\n EXMineToss:\n \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t EDT1 EDCBA 1\n\t TNT1 A 8\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t MINE ABCDEF 1\n\t TNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\t MINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\t MINE HI 1\n\t MINE JK 2\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t TNT1 A 0\n\t TNT1 A 5\n\t Goto EXReady+1\n Zoom:\n TNT1 A 0\n\t TNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechToken\",1,2)\n\t Goto MissingUpgrade\n ChangeMode:\n TNT1 A 0\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"ChangeMode2\")\n\t TNT1 A 0 A_Print(\"Upgrade enabled!\",1)\n\t TNT1 A 0 A_GiveInventory(\"ExpDTechUpgraded\",1)\n\t DTEK A 4 A_PlayWeaponSound(\"explosivedtech/enable\")\n\t DTEK A 2 Offset(0,34)\n\t DTEK A 2 Offset(0,37)\n\t DTEK A 2 Offset(0,40)\n EDT2 A 2 Offset(0,37)\n\t EDT2 A 2 Offset(0,34)\n\t EDT2 A 1\n\t Goto EXReadyLoop\n ChangeMode2:\n\t TNT1 A 0 A_Print(\"Upgrade disabled!\",1)\n\t TNT1 A 0 A_TakeInventory(\"ExpDTechUpgraded\",1)\n\t EDT2 A 4 A_PlayWeaponSound(\"explosivedtech/disable\")\n\t EDT2 A 2 Offset(0,34)\n\t EDT2 A 2 Offset(0,37)\n\t DTEK A 2 Offset(0,34)\n DTEK A 1\n\t Goto ReadyLoop\n MissingUpgrade:\n\t TNT1 A 0\n\t TNT1 A 0 A_Print(\"Missing explosive upgrade!\",2)\n\t DTEK A 10\n\t Goto ReadyLoop\n Spawn:\n DTEP A -1\n Stop\n }\n}\n\nACTOR \"PoweredDemonTechRifleNoSkin\" : \"DemonTechRifleNoSkin\" Replaces \"Powered Demon Tech Rifle\"\n{\n Weapon.AmmoUse 2\n Weapon.SisterWeapon \"DemonTechRifleNoSkin\"\n +WEAPON.POWERED_UP\n States\n {\n Ready:\n TNT1 A 0 A_PlayWeaponSound(\"weapons/demontechload\")\n\t STRS ABCDE 1\n ReadyLoop:\n TNT1 A 0 A_JumpIfInventory(\"DemonMagazine\",1,2)\n\t TNT1 A 0\n\t Goto NoBuzzing\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_PlaySound(\"EDTR/Idle\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK BB 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK BB 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK CC 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK CC 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK DD 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK DD 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK EE 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK EE 1 A_WeaponReady\n Goto ReadyLoop\n NoBuzzing:\n TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n STEK A 1 A_WeaponReady\n\t Loop\n Deselect:\n TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t TNT1 A 0 A_Lower\n STEK A 1 A_Lower\n Goto Deselect+1\n Select:\n\t TNT1 A 0 A_Raise\n\t Wait\n Fire:\n TNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\t TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_GunFlash\n\t TNT1 A 0 Radius_Quake(4,2,0,1,0)\n TNT1 A 0 A_Light1\n\t TNT1 A 0 A_PlaySound(\"EDTR/Fire\")\n STKF A 2 Bright A_FireCustomMissile(\"PoweredDemonTechProjectile\",Random(100,-100)/100.00,1,0,0,0,Random(100,-100)/100.00)\n\t STKF B 1 Bright A_Light2\n STKF C 2 A_Light0\n TNT1 A 0 A_ReFire\n Goto ReadyLoop\n Empty:\n STEK A 10 A_PlayWeaponSound(\"weapons/click2\")\n AltFire:\n \t TNT1 A 0 A_JumpIfInventory(\"DemonMagazine\",60,2)\n TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,2)\n\t TNT1 A 0\n\t Goto ReadyLoop\n STKR AB 2\n\t STKR C 3\n\t STKR D 4 A_PlayWeaponSound(\"weapons/demontecheject\")\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/demontechsteam\")\n\t STKR EFG 1 Radius_Quake(2,2,0,1,0)\n\t STKR H 2 Radius_Quake(2,2,0,1,0)\n\t STKR I 3 Radius_Quake(2,2,0,1,0)\n\t STKR J 4 A_FireCustomMissile(\"DemonTechEmptyMagSpawner\", 0, 0, 0, 1)\n\t STKR K 15\n\t STKR LM 2\n\t STKR N 2 A_PlayWeaponSound(\"weapons/demontechload\")\n\t TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,\"Reload\")\n\t STKR O 8\n\t STKR O 2 A_PlayWeaponSound(\"weapons/demontechclick\")\n STKR CB 3\n\t STKR A 2\n\t Goto ReadyLoop\n Reload:\n\t TNT1 A 0 A_TakeInventory(\"DemonAmmo\",1)\n\t TNT1 A 0 A_GiveInventory(\"DemonMagazine\",1)\n\t TNT1 A 0 A_JumpIfInventory(\"DemonMagazine\",60,\"Full\")\n\t TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,\"Reload\")\n\t Goto AltFire+19\n Full:\n TNT1 A 0\n\t Goto AltFire+19\n GrenadeCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t Goto Ready+6\n GrenadeToss:\n \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t STRS EDCBA 1\n\t TNT1 A 4\n\t HGRN ABC 1\n\t HGRN D 2\n\t HGRN EFG 1\n\t HGRN HI 2\n\t TNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\t HGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\t HGRN J 1\n\t HGRN KLM 2\n\t HGRN NO 1\n\t TNT1 A 6\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t TNT1 A 0\n\t Goto Ready+1\n MineCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t Goto Ready+6\n MineToss:\n \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t STRS EDCBA 1\n\t TNT1 A 8\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t MINE ABCDEF 1\n\t TNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\t MINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\t MINE HI 1\n\t MINE JK 2\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t TNT1 A 0\n\t TNT1 A 5\n\t Goto Ready+1\n Spawn:\n STEP A -1\n Stop\n }\n}\n\nACTOR \"LegendaryPlasmaticRifleNoSkin\" : Weapon\n{\n Height 14\n Weapon.SelectionOrder 7980\n Weapon.KickBack 60\n Weapon.AmmoUse 2\n Weapon.AmmoGive 100\n Scale 0.95\n Weapon.AmmoType \"LDemonMagazine\"\n Weapon.AmmoType2 \"LDemonAmmo\"\n Inventory.PickupMessage \"Legendary's Rifle Obtained, you'll never need another gun again.\"\n Inventory.PickupSound \"weapons/legup\"\n Obituary \"%o was obliterated by a soldier trained by Legendary.\"\n Tag \"Legendary Plasmatic Rifle\"\n +WEAPON.AMMO_OPTIONAL\n +WEAPON.NOALERT\n -INVENTORY.UNDROPPABLE\n States\n {\n Ready:\n TNT1 A 0 A_PlaySound(\"weapons/legup\")\n\t BTRS ABCDE 1\n ReadyLoop:\n TNT1 A 0 A_JumpIfInventory(\"LDemonMagazine\",1,2)\n\t TNT1 A 0\n\t Goto NoBuzzing\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_PlaySound(\"weapons/legrifidle\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK BB 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK BB 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK CC 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK CC 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK DD 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK DD 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK EE 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK EE 1 A_WeaponReady\n Goto ReadyLoop\n NoBuzzing:\n TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n BTEK A 1 A_WeaponReady\n\t Loop\n Deselect:\n TNT1 A 0 A_PlaySound (\"D_LEGND\",5,5.0,1,ATTN_NONE)\n TNT1 A 0 ACS_NamedExecuteAlways(\"StopWeaponMusic\",0)\n\t TNT1 A 0 A_Lower\n\t BTEK A 1 A_Lower\n Goto Deselect+2\n Select:\n TNT1 A 0\n\t TNT1 A 0 A_Raise\n\t Wait\n Fire:\n\t TNT1 A 0 Bright A_JumpIfNoAmmo(\"Empty\")\n TNT1 A 0 ACS_NamedExecuteAlways(\"StartWeaponMusic\",0,0)\n\t TNT1 A 0 Bright A_AlertMonsters\n TNT1 A 0 Bright A_GunFlash\n\t TNT1 A 0 Bright Radius_Quake(4,2,0,1,0)\n TNT1 A 0 Bright A_Light1\n\t TNT1 A 0 Bright A_PlayWeaponSound(\"BlueDTRFire\")\n BTKF A 1 Bright A_FireCustomMissile(\"PlayerLegendaryProjectile\",Random(100,-100)/100.00,1,0,0,0,Random(100,-100)/100.00)\n\t BTKF B 1 Bright A_Light2\n BTKF C 2 A_Light0\n TNT1 A 0 A_ReFire\n Goto ReadyLoop\n Empty:\n BTEK A 10 A_PlaySound(\"weapons/click2\")\n AltFire:\n \t TNT1 A 0 A_JumpIfInventory(\"LDemonMagazine\",50,2)\n TNT1 A 0 A_JumpIfInventory(\"LDemonAmmo\",1,2)\n\t TNT1 A 0\n\t Goto ReadyLoop\n BTKR AB 2\n\t BTKR C 3\n\t BTKR D 4 A_PlaySound(\"weapons/demontecheject\")\n\t TNT1 A 0 Radius_Quake(2,2,0,1,0)\n\t BTKR E 2 A_PlaySound(\"weapons/demontechsteam\")\n\t BTKR F 2 Radius_Quake(2,2,0,1,0)\n\t BTKR GHI 2 Radius_Quake(2,2,0,1,0)\n\t BTKR J 3 A_FireCustomMissile(\"LDemonTechEmptyMag\", 0, 0, 0, 1)\n\t BTKR K 15\n\t BTKR LMN 2\n\t TNT1 A 0 A_JumpIfInventory(\"LDemonAmmo\",1,\"Reload\")\n BTKR O 6 A_PlayWeaponSound(\"weapons/demontechload\")\n BTKR O 4 A_PlayWeaponSound(\"weapons/demontechclick\")\n BTKR CB 3\n\t BTKR A 2\n\t Goto ReadyLoop\n Reload:\n\t TNT1 A 0 A_TakeInventory(\"LDemonAmmo\",1)\n\t TNT1 A 0 A_GiveInventory(\"LDemonMagazine\",1)\n\t TNT1 A 0 A_JumpIfInventory(\"LDemonMagazine\",50,\"Full\")\n\t TNT1 A 0 A_JumpIfInventory(\"LDemonAmmo\",1,\"Reload\")\n\t Goto AltFire+19\n Full:\n TNT1 A 0\n\t Goto AltFire+19\n GrenadeCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t Goto Ready+6\n GrenadeToss:\n \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t BTRS EDCBA 1\n\t TNT1 A 6\n\t HGRN ABC 1\n\t HGRN D 3\n\t HGRN EFGHI 2\n\t TNT1 A 14 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\t HGRN J 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\t HGRN K 1\n\t HGRN LMNO 2\n\t TNT1 A 6\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t TNT1 A 0\n\t Goto Ready+1\n MineCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t Goto Ready+6\n MineToss:\n \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t BTRS EDCBA 1\n\t TNT1 A 10\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t MINE ABCDEF 1\n\t TNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\t MINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\t MINE HI 1\n\t MINE JK 2\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t TNT1 A 0\n\t TNT1 A 5\n\t Goto Ready+1\n Spawn:\n BTEP A -1\n Stop\n }\n}\n\nACTOR \"EnragedLegendaryPlasmaticRifleNoSkin\" : Weapon Replaces \"Enraged Legendary Plasmatic Rifle\"\n{\n Height 14\n Weapon.SelectionOrder 7120\n Weapon.KickBack 60\n Weapon.AmmoUse 2\n Weapon.AmmoGive 200\n Scale 0.95\n Weapon.AmmoType \"ILDemonMagazine\"\n Weapon.AmmoType2 \"ILDemonAmmo\"\n Inventory.PickupMessage \"Enraged Legendary Plasmatic Rifle Obtained, MAD POWER!\"\n Inventory.PickupSound \"weapons/legup\"\n Tag \"Enraged Legendary Plasmatic Rifle\"\n +WEAPON.AMMO_OPTIONAL\n +WEAPON.NOALERT\n -INVENTORY.UNDROPPABLE\n +NOTIMEFREEZE\n States\n {\n Ready:\n TNT1 A 0 A_PlaySound(\"weapons/legup\")\n\t ITRS ABCDE 1\n ReadyLoop:\n TNT1 A 0 A_JumpIfInventory(\"ILDemonMagazine\",1,2)\n\t TNT1 A 0\n\t Goto NoBuzzing\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_PlaySound(\"weapons/legrifidle\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK BB 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK BB 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK CC 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK CC 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK DD 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK DD 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK EE 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK EE 1 A_WeaponReady\n Goto ReadyLoop\n NoBuzzing:\n TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n ITEK A 1 A_WeaponReady\n\t Loop\n Deselect:\n TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n TNT1 A 0 A_Lower\n\t ITEK A 1 A_Lower\n Goto Deselect+1\n Select:\n TNT1 A 0\n\t TNT1 A 0 A_Raise\n\t Wait\n Fire:\n\t TNT1 A 0 Bright A_JumpIfNoAmmo(\"Empty\")\n\t TNT1 A 0 Bright A_AlertMonsters\n TNT1 A 0 Bright A_GunFlash\n\t TNT1 A 0 Bright Radius_Quake(4,2,0,1,0)\n TNT1 A 0 Bright A_Light1\n\t TNT1 A 0 Bright A_PlayWeaponSound(\"BlueDTRFire\")\n ITKF A 1 Bright A_FireCustomMissile(\"RPlayerLegendaryProjectile\",Random(100,-100)/100.00,1,0,0,0,Random(100,-100)/100.00)\n\t ITKF B 1 Bright A_Light2\n ITKF C 2 A_Light0\n TNT1 A 0 A_ReFire\n Goto ReadyLoop\n Empty:\n ITEK A 10 A_PlaySound(\"weapons/click2\")\n\t Goto AltFire\n AltFire:\n \t TNT1 A 0 A_JumpIfInventory(\"ILDemonMagazine\",100,2)\n TNT1 A 0 A_JumpIfInventory(\"ILDemonAmmo\",1,2)\n\t TNT1 A 0\n\t Goto ReadyLoop\n ITKR AB 2\n\t ITKR C 3\n\t ITKR D 4 A_PlaySound(\"weapons/demontecheject\")\n\t TNT1 A 0 Radius_Quake(2,2,0,1,0)\n\t ITKR E 2 A_PlaySound(\"weapons/demontechsteam\")\n\t ITKR F 2 Radius_Quake(2,2,0,1,0)\n\t ITKR GHI 2 Radius_Quake(2,2,0,1,0)\n\t ITKR J 3 A_FireCustomMissile(\"LDemonTechEmptyMag\", 0, 0, 0, 1)\n\t ITKR K 15\n\t ITKR LMN 2\n\t TNT1 A 0 A_JumpIfInventory(\"LDemonAmmo\",1,\"Reload\")\n ITKR D 6 A_PlayWeaponSound(\"weapons/demontechload\")\n ITKR D 4 A_PlayWeaponSound(\"weapons/demontechclick\")\n ITKR DD 3\n\t ITKR A 2\n\t Goto ReadyLoop\n Reload:\n\t TNT1 A 0 A_TakeInventory(\"ILDemonAmmo\",1)\n\t TNT1 A 0 A_GiveInventory(\"ILDemonMagazine\",1)\n\t TNT1 A 0 A_JumpIfInventory(\"ILDemonMagazine\",100,\"Full\")\n\t TNT1 A 0 A_JumpIfInventory(\"ILDemonAmmo\",1,\"Reload\")\n\t Goto AltFire+19\n Full:\n TNT1 A 0\n\t Goto AltFire+19\n GrenadeCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t Goto Ready+6\n GrenadeToss:\n \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t ITRS EDCBA 1\n\t TNT1 A 6\n\t HGRN ABC 1\n\t HGRN D 3\n\t HGRN EFGHI 2\n\t TNT1 A 14 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\t HGRN J 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\t HGRN K 1\n\t HGRN LMNO 2\n\t TNT1 A 6\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t TNT1 A 0\n\t Goto Ready+1\n MineCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t Goto Ready+6\n MineToss:\n \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t ITRS EDCBA 1\n\t TNT1 A 10\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t MINE ABCDEF 1\n\t TNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\t MINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\t MINE HI 1\n\t MINE JK 2\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t TNT1 A 0\n\t TNT1 A 5\n\t Goto Ready+1\n Spawn:\n ITEP A -1\n Stop\n }\n}\n\nACTOR \"NemesisRifleNoSkin\" : \"LegendaryPlasmaticRifleNoSkin\" Replaces \"Nemesis Rifle\"\n{\n Weapon.AmmoType \"NLDemonMagazine\"\n Weapon.AmmoType2 \"NLDemonAmmo\"\n Inventory.PickupSound \"NemesisRifle/up\"\n Inventory.PickupMessage \"You got the Nemesis Rifle! A surge of dark energy flows through you.\"\n Obituary \"%o was obliterated by pure dark energy.\"\n Tag \"Nemesis Rifle\"\n States\n {\n Spawn:\n\tNTEP A -1\n\tLoop\n Ready:\n\tTNT1 A 0 A_PlaySound(\"NemesisRifle/up\",7)\n\tNTRS ABCDE 1\n ReadyLoop:\n\tTNT1 A 0 A_JumpIfInventory(\"NLDemonMagazine\",1,2)\n\tTNT1 A 0\n\tGoto NoBuzzing\n\tNTEK AAA 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK AAA 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK AAA 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK AAA 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK AAA 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK AAA 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK AAA 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK AAA 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK AAA 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK AAA 1 A_WeaponReady\n\tTNT1 A 0 A_PlaySound(\"NemesisRifle/Idle\")\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK BB 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK BB 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK CC 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK CC 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK DD 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK DD 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK EE 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK EE 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK FF 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK FF 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK GG 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK GG 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tGoto ReadyLoop\n NoBuzzing:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK A 1 A_WeaponReady\n\tLoop\n Deselect:\n TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n TNT1 A 0 A_Lower\n\tNTEK A 1 A_Lower\n\tGoto Deselect+1\n Select:\n\tTNT1 A 0\n\tTNT1 A 0 A_Raise\n\tWait\n Fire:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\tTNT1 A 0 A_JumpIfInventory(\"NemesisRuneToken\",1,\"FireExtreme\")\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 Radius_Quake(4,2,0,1,0)\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 A_PlayWeaponSound(\"NemesisRifle/Fire\")\n\tTNT1 A 0 A_FireCustomMissile(\"NemesisRifleShotPlayer\",Random(100,-100)/100.00,1,0,0,0,Random(100,-100)/100.00)\n\tNTEK GH 1 Bright\n\tNTEK IJ 1 Bright A_Light2\n\tNTEK LMN 1 A_Light0\n\tTNT1 A 0 A_ReFire(\"Fire\")\n\tGoto ReadyLoop\n FireExtreme:\n TNT1 A 0\n TNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n TNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 Radius_Quake(4,2,0,1,0)\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 A_PlayWeaponSound(\"NemesisRifle/Fire\")\n\tTNT1 A 0 A_FireCustomMissile(\"NemesisRifleShotPlayerButFaster\",Random(100,-100)/100.00,1,0,0,0,Random(100,-100)/100.00)\n\tNTEK GH 1 Bright\n\tNTEK IJ 1 Bright A_Light2\n\tTNT1 A 0 A_Refire(\"FireExtreme\")\n\tNTEK LMN 1 A_Light0\n\t//TNT1 A 0 A_ReFire\n\tGoto ReadyLoop\n Empty:\n\tTNT1 A 0 A_PlaySound(\"weapons/click2\")\n\tNTEK AAAAAAAAAA 1 A_WeaponReady(WRF_NOFIRE)\n AltFire:\n\tTNT1 A 0 A_JumpIfInventory(\"NLDemonMagazine\",50,2)\n\tTNT1 A 0 A_JumpIfInventory(\"NLDemonAmmo\",1,2)\n\tTNT1 A 0\n\tGoto ReadyLoop\n\tNTKR ABC 2\n\tNTKR D 3\n\tNTKR E 4 A_PlaySound(\"weapons/demontecheject\")\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tNTKR F 2 A_PlaySound(\"weapons/demontechsteam\")\n\tNTKR G 2 Radius_Quake(2,2,0,1,0)\n\tNTKR HIJK 2 Radius_Quake(2,2,0,1,0)\n\tNTKR L 18 A_FireCustomMissile(\"LDemonTechEmptyMag\", 0, 0, 0, 1)\n\tNTKR MNO 2\n\tTNT1 A 0 A_JumpIfInventory(\"NLDemonAmmo\",1,\"Reload\")\n ReloadContinue:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/demontechload\")\n\tNTKR PQ 2\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/demontechclick\")\n\tNTKR RST 3\n\tGoto ReadyLoop\n Reload:\n\tTNT1 A 0 A_TakeInventory(\"NLDemonAmmo\",1)\n\tTNT1 A 0 A_GiveInventory(\"NLDemonMagazine\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"NLDemonMagazine\",50,\"ReloadContinue\")\n\tTNT1 A 0 A_JumpIfInventory(\"NLDemonAmmo\",1,\"Reload\")\n\tGoto ReloadContinue\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready+6\n GrenadeToss:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tNTRS EDCBA 1\n\tTNT1 A 6\n\tHGRN ABC 1\n\tHGRN D 3\n\tHGRN EFGHI 2\n\tTNT1 A 14 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1,TIF_NOTAKEINFINITE)\n\tHGRN J 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0,false)\n\tHGRN K 1\n\tHGRN LMNO 2\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\tTNT1 A 0// A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tGoto Ready+1\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready+6\n MineToss:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tNTRS EDCBA 1\n\tTNT1 A 10\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1,TIF_NOTAKEINFINITE)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0,false)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\tTNT1 A 0// A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tGoto Ready+1\n\t}\n}\n\nACTOR \"HackroidRifleNoSkin\" : \"LegendaryPlasmaticRifleNoSkin\" Replaces \"HackroidRifle\"\n{\nWeapon.AmmoType \"HCKMagazine\"\nWeapon.AmmoType2 \"HCKAmmo\"\nWeapon.AmmoUse 0\nInventory.PickupSound \"1337DTR/up\"\nInventory.PickupMessage \"You got the Hackroid Rifle! A glitch?\"\nObituary \"%o gets confused, when was suprised by %k's hacked projectile from a Rifle what the fuck am i saying its like there ever will be a deathmatch for cf\"\nTag \"Hackroid Rifle\"\n-INVENTORY.UNDROPPABLE\nStates\n\t{\n\tSpawn:\n\t\tHPR2 A -1\n\t\tLoop\n\tReady:\n\t\tTNT1 A 0 A_PlaySound(\"1337DTR/up\",7)\n\t\tHPR5 ABCDE 1\n\tReadyLoop:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HCKMagazine\",1,2)\n\t\tTNT1 A 0\n\t\tGoto NoBuzzing\n\t\tHPR1 AAA 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tHPR1 AAA 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tHPR1 AAA 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tHPR1 AAA 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tHPR1 AAA 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tHPR1 AAA 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tHPR1 AAA 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tHPR1 AAA 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tHPR1 AAA 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tHPR1 AAA 1 A_WeaponReady\n\t\tTNT1 A 0 A_PlaySound(\"1337DTR/idle\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tHPR1 BB 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tHPR1 BB 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tHPR1 CC 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tHPR1 CC 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tHPR1 DD 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tHPR1 DD 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tHPR1 EE 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tHPR1 EE 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tGoto ReadyLoop\n\tNoBuzzing:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tHPR1 A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tTNT1 A 0 A_Lower\n\t\tHPR1 A 1 A_Lower\n\t\tGoto Deselect+1\n\tSelect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tFire:\n\t\tTNT1 A 0\n\t TNT1 A 0 A_JumpIfInventory(\"HCKMagazine\",5,1)\n\t Goto Empty\n\t\t//TNT1 A 0 ACS_NamedExecuteAlways(\"StartWeaponMusic\",0,1203)\n\t\tTNT1 A 0 Bright A_AlertMonsters\n\t\tTNT1 A 0 Bright A_GunFlash\n\t\tTNT1 A 0 Bright Radius_Quake(4,2,0,1,0)\n\t\tTNT1 A 0 Bright A_Light1\n\t\tTNT1 A 0 Bright A_PlayWeaponSound(\"1337DTR/Fire\")\n\t\tTNT1 A 0 A_TakeInventory(\"HCKMagazine\",5)\n\t\tHPR3 A 1 Bright A_FireCustomMissile(\"1337DTRProjPlayer\",Random(100,-100)/100.00,1,0,0,0,Random(100,-100)/100.00)\n\t\tHPR3 B 2 Bright A_Light2\n\t\tHPR3 C 3 A_Light0\n HPR1 ABCDE 2\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto ReadyLoop\n\tEmpty:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/click2\")\n\t\tHPR1 AAAAAAAAAA 1 A_WeaponReady(WRF_NOFIRE)\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HCKMagazine\",80,2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HCKAmmo\",1,2)\n\t\tTNT1 A 0\n\t\tGoto ReadyLoop\n\t\tHPR4 AB 2\n\t\tHPR4 C 3\n\t\tHPR4 D 4 A_PlaySound(\"weapons/demontecheject\")\n\t\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\t\tHPR4 E 2 A_PlaySound(\"1337DTR/Reload\")\n\t\tHPR4 F 2 Radius_Quake(2,2,0,1,0)\n\t\tHPR4 GHI 2 Radius_Quake(2,2,0,1,0)\n\t\tHPR4 J 3 A_FireCustomMissile(\"1337EmptyMag\", 0, 0, 0, 1)\n\t\tHPR4 K 15\n\t\tHPR4 LMN 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"HCKAmmo\",1,\"Reload\")\n\t\tHPR4 O 6 A_PlayWeaponSound(\"weapons/demontechload\")\n\t\tHPR4 O 4 A_PlayWeaponSound(\"weapons/demontechclick\")\n\t\tHPR4 CB 3\n\t\tHPR4 A 2\n\t\tGoto ReadyLoop\n\tReload:\n\t\tTNT1 A 0 A_TakeInventory(\"HCKAmmo\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"HCKMagazine\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HCKMagazine\",80,\"Full\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HCKAmmo\",1,\"Reload\")\n\t\tGoto AltFire+19\n\tFull:\n\t\tTNT1 A 0\n\t\tGoto AltFire+19\n\tGrenadeCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tGoto Ready+6\n\tGrenadeToss:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tHPR5 EDCBA 1\n\t\tTNT1 A 6\n\t\tHGRN ABC 1\n\t\tHGRN D 3\n\t\tHGRN EFGHI 2\n\t\tTNT1 A 14 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tHGRN J 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0,false)\n\t\tHGRN K 1\n\t\tHGRN LMNO 2\n\t\tTNT1 A 6\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\t\tTNT1 A 0// A_TakeInventory(\"Hand Grenade\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0\n\t\tGoto Ready+1\n\tMineCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tGoto Ready+6\n\tMineToss:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tHPR5 EDCBA 1\n\t\tTNT1 A 10\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tMINE ABCDEF 1\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0,false)\n\t\tMINE HI 1\n\t\tMINE JK 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\t\tTNT1 A 0// A_TakeInventory(\"Land Mine\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0\n\t\tTNT1 A 5\n\t\tGoto Ready+1\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/SLOT7.txt",
"contents": "ACTOR \"BFG15KNoSkin\" : Weapon Replaces \"BFG15K \"\n{\n Scale 0.85\n Height 20\n Weapon.SelectionOrder 2790\n Weapon.AmmoType \"NewCell\"\n Weapon.AmmoUse 10\n Weapon.AmmoGive 150\n Inventory.PickupMessage \"BFG15K! You can die in peace now...\"\n Inventory.PickupSound \"weapons/pickup15k\"\n Obituary \"%o was turned into nothing by %k's BFG15K.\"\n Tag \"BFG15K\"\n +WEAPON.NOAUTOFIRE\n -INVENTORY.UNDROPPABLE\n States\n {\n Spawn:\n 15KW A -1\n Stop\n Ready:\n TNT1 A 0 A_PlayWeaponSound(\"weapons/bfg15kidle\")\n 15KC A 5 A_Weaponready\n\tLoop\n Deselect:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_Lower\n\t15KC A 1 A_Lower\n Goto Deselect+1\n Select:\n TNT1 A 0 A_Playsound(\"weapons/pickup15k\")\n\tTNT1 A 0 A_Raise\n 15KC A 1 A_Raise\n Goto Select+1\n Fire:\n 15KC A 30 A_PlaySound(\"weapons/charge15k\")\n Goto Hold\n Hold:\n\tTNT1 A 0 Radius_Quake(6,3,0,1,0)\n\tTNT1 A 0 Bright A_FireCustomMissile(\"PlayerBFG15KBall\",Random(100,-100)/100.00,1,0,0,0,Random(100,-100)/100.00)\n TNT1 A 0 Bright A_GunFlash\n\t15KF A 2\n\t15KF C 1\n\t15KF E 2\n\t15KF G 1\n\t15KF I 2\n\tTNT1 A 0 A_ReFire\n 15KC A 10 A_PlaySound(\"weapons/bfg10kcooldown\")\n Goto Ready\n Flash:\n TNT1 A 2 Bright A_Light1\n TNT1 A 2 Bright A_Light2\n\tTNT1 A 2 Bright A_Light1\n Goto LightDone\n }\n}\n\nACTOR BFG9500 : Weapon replaces BFG9000\n{\nHeight 20\nScale 0.85\n+WEAPON.NOAUTOFIRE\n+WEAPON.NOALERT\n-INVENTORY.UNDROPPABLE\nWeapon.SelectionOrder 2800\nWeapon.AmmoUse 40\nWeapon.AmmoGive 40\nWeapon.AmmoType \"NewCell\"\nInventory.PickupSound \"weapons/bfgpickup\"\nInventory.PickupMessage \"BFG9500\"\nWeapon.SisterWeapon \"PoweredBFG9500NoSkin\"\nObituary \"%o was annihilated by %k's BFG9500.\"\nTag \"BFG 9500\"\nStates\n\t{\n\tSpawn:\n\t\tBF95 A -1\n\t\tLoop\n\tReady:\n\t\tBFGG A 1 A_WeaponReady\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/bfgpickup\")\n\tSelectLoop:\n\t TNT1 A 0 A_Raise\n\t\tBFGG A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0\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_PlayWeaponSound(\"weapons/weapondown\")\n\tDeselectLoop:\n\t TNT1 A 0 A_Lower\n\t\tBFGG A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_JumpIfInventory(\"BfgUpgrade\",1,\"UpFire\")\n\t\tTNT1 A 0 A_Light1\n\t\tBFGG A 2 Bright A_PlaySound(\"weapons/bfgf\",CHAN_WEAPON)\n\t\tBFGC ABCDE 2 Bright Radius_Quake(2,2,0,1,0)\n\t\tBFGC FGHI 1 Bright Radius_Quake(3,2,0,1,0)\n\t\tBFGC FGHIF 1 Bright Radius_Quake(4,2,0,1,0)\n\t\tBFGC GH 1 Bright Radius_Quake(6,2,0,1,0)\n\t\tTNT1 A 0 A_Light2\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 Radius_Quake(12,4,0,1,0)\n\t\tDBFF A 4 Bright A_FireCustomMissile(\"BFG9500Ball\",0,1)\n\t\tDBFF B 3 Bright\n\t\tTNT1 A 0 A_Light0\n\t\tBFGR ABCD 1\n\t\tBFGR EFG 2\n\t\tBFGG A 20 A_ReFire\n\t\tGoto Ready\n\tUpFire:\n\t\tTNT1 A 0 A_Light1\n\t\tBFGG A 2 Bright A_PlaySound(\"weapons/bfgf\",CHAN_WEAPON)\n\t\tBFGC ABCDE 2 Bright Radius_Quake(2,2,0,1,0)\n\t\tBFGC FGHI 1 Bright Radius_Quake(3,2,0,1,0)\n\t\tBFGC FGHIF 1 Bright Radius_Quake(4,2,0,1,0)\n\t\tBFGC GH 1 Bright Radius_Quake(6,2,0,1,0)\n\t\tTNT1 A 0 A_Light2\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 Radius_Quake(12,4,0,1,0)\n\t\tDBFF A 4 Bright A_FireCustomMissile(\"UpBFG9500Ball\",0,1)\n\t\tDBFF B 3 Bright\n\t\tTNT1 A 0 A_Light0\n\t\tBFGR ABCD 1\n\t\tBFGR EFG 2\n\t\tBFGG A 20 A_ReFire(\"UpFire\")\n\t\tGoto Ready\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"BfgUpgrade\",1,2)\n\t\tBFGG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tGoto Ready\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewCell\",600,2)\n\t\tBFGG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tGoto Ready\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_Light1\n\t\tBFGG A 2 Bright A_PlaySound(\"weapons/bfgf\",CHAN_WEAPON)\n\t\tBFGC ABCDE 2 Bright Radius_Quake(2,2,0,1,0)\n\t\tBFGC FGHI 1 Bright Radius_Quake(3,2,0,1,0)\n\t\tBFGC FGHIF 1 Bright Radius_Quake(4,2,0,1,0)\n\t\tBFGC GH 1 Bright Radius_Quake(6,2,0,1,0)\n\t\tTNT1 A 0 A_Light2\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 Radius_Quake(12,4,0,1,0)\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",600)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UpBFG9500Ball\",-0.71,1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UpBFG9500Ball\",0.71,1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UpBFG9500Ball\",-2,1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UpBFG9500Ball\",2,1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UpBFG9500Ball\",-4,1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UpBFG9500Ball\",4,1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UpBFG9500Ball\",-6,1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UpBFG9500Ball\",6,1)\n\t\tDBFF A 4 Bright\n\t\tDBFF B 3 Bright\n\t\tTNT1 A 0 A_Light0\n\t\tBFGR ABCD 1\n\t\tBFGR EFG 2\n\t\tBFGG A 20 A_ReFire\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nACTOR \"PoweredBFG9500NoSkin\" : Weapon\n{\n Height 20\n Scale 0.85\n +WEAPON.NOAUTOFIRE\n +WEAPON.NOALERT\n +WEAPON.POWERED_UP\n -INVENTORY.UNDROPPABLE\n Weapon.SelectionOrder 2800\n Weapon.AmmoUse 40\n Weapon.AmmoGive 40\n Weapon.AmmoType \"NewCell\"\n Inventory.PickupSound \"weapons/bfgpickup\"\n Inventory.PickupMessage \"BFG9500\"\n Obituary \"%o was annihilated by %k's BFG9500.\"\n Tag \"BFG 9500\"\n Weapon.SisterWeapon \"BFG9500\"\n States\n\t{\n\tSpawn:\n\t\tBF95 A -1\n\t\tLoop\n Ready:\n\t\tPFGG A 1 A_WeaponReady\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/bfgpickup\")\n\tSelectLoop:\n\t TNT1 A 0 A_Raise\n\t\tPFGG A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0\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_PlayWeaponSound(\"weapons/weapondown\")\n\tDeselectLoop:\n\t TNT1 A 0 A_Lower\n\t\tPFGG A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"BfgUpgrade\",1,\"UpFire\")\n\t\tTNT1 A 0 A_Light1\n\t\tPFGG A 2 Bright A_PlaySound(\"weapons/bfgf\",CHAN_WEAPON)\n\t\tPFGC ABCDE 2 Bright Radius_Quake(2,2,0,1,0)\n\t\tPFGC FGHI 1 Bright Radius_Quake(3,2,0,1,0)\n\t\tPFGC FGHIF 1 Bright Radius_Quake(4,2,0,1,0)\n\t\tPFGC GH 1 Bright Radius_Quake(6,2,0,1,0)\n\t\tTNT1 A 0 A_Light2\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 Radius_Quake(12,4,0,1,0)\n\t\tPBFF A 4 Bright A_FireCustomMissile(\"PoweredBFG9500Ball\",0,1)\n\t\tPBFF B 3 Bright\n\t\tTNT1 A 0 A_Light0\n\t\tPFGR ABCD 1\n\t\tPFGR EFG 2\n\t\tPFGG A 20 A_ReFire\n\t\tGoto Ready\n\tUpFire:\n\t\tTNT1 A 0 A_Light1\n\t\tPFGG A 2 Bright A_PlaySound(\"weapons/bfgf\",CHAN_WEAPON)\n\t\tPFGC ABCDE 2 Bright Radius_Quake(2,2,0,1,0)\n\t\tPFGC FGHI 1 Bright Radius_Quake(3,2,0,1,0)\n\t\tPFGC FGHIF 1 Bright Radius_Quake(4,2,0,1,0)\n\t\tPFGC GH 1 Bright Radius_Quake(6,2,0,1,0)\n\t\tTNT1 A 0 A_Light2\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 Radius_Quake(12,4,0,1,0)\n\t\tPBFF A 4 Bright A_FireCustomMissile(\"UpPoweredBFG9500Ball\",0,1)\n\t\tPBFF B 3 Bright\n\t\tTNT1 A 0 A_Light0\n\t\tPFGR ABCD 1\n\t\tPFGR EFG 2\n\t\tPFGG A 20 A_ReFire(\"UpFire\")\n\t\tGoto Ready\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"BfgUpgrade\",1,2)\n\t\tPFGG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tGoto Ready\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewCell\",600,2)\n\t\tPFGG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tGoto Ready\n\t\tTNT1 A 0 A_Light1\n\t\tPFGG A 2 Bright A_PlaySound(\"weapons/bfgf\",CHAN_WEAPON)\n\t\tPFGC ABCDE 2 Bright Radius_Quake(2,2,0,1,0)\n\t\tPFGC FGHI 1 Bright Radius_Quake(3,2,0,1,0)\n\t\tPFGC FGHIF 1 Bright Radius_Quake(4,2,0,1,0)\n\t\tPFGC GH 1 Bright Radius_Quake(6,2,0,1,0)\n\t\tTNT1 A 0 A_Light2\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 Radius_Quake(12,4,0,1,0)\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",600)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UpPoweredBFG9500Ball\",-0.71,1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UpPoweredBFG9500Ball\",0.71,1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UpPoweredBFG9500Ball\",-2,1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UpPoweredBFG9500Ball\",2,1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UpPoweredBFG9500Ball\",-4,1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UpPoweredBFG9500Ball\",4,1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UpPoweredBFG9500Ball\",-6,1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UpPoweredBFG9500Ball\",6,1)\n\t\tPBFF A 4 Bright\n\t\tPBFF B 3 Bright\n\t\tTNT1 A 0 A_Light0\n\t\tPFGR ABCD 1\n\t\tPFGR EFG 2\n\t\tPFGG A 20 A_ReFire\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor \"BFG2704NoSkin\" : Weapon replaces BFG2704\n{\nHeight 20\n+WEAPON.BFG\n+WEAPON.NOAUTOAIM\n+WEAPON.NOAUTOFIRE\n-INVENTORY.UNDROPPABLE\nWeapon.SelectionOrder 2800\nWeapon.AmmoUse 0\nWeapon.AmmoGive 40\nWeapon.AmmoType \"NewCell\"\nInventory.PickupSound \"weapons/bfgpickup\"\nInventory.PickupMessage \"You got the Party BFG!\"\nWeapon.UpSound \"weapons/bfgpickup\"\nTag \"BFG 2704\"\nStates\n\t{\n\tSpawn:\n\t\tWBF2 A -1\n\t\tLoop\n\tReady:\n\t\tBF27 A 1 A_WeaponReady\n\t\tLoop\n\tSelect:\n\t TNT1 A 0 A_Raise\n\t\tBF27 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0\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\tDeselectLoop:\n\t\tTNT1 A 0 A_Light0\n\t\tTNT1 A 0 A_Lower\n\t\tBF27 A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewCell\",120,1)\n\t\tGoto Ready\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerDoubleFiringSpeed\",1,\"NoSpeedForYou\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AgilityRuneRage\",1,\"NoSpeedForYou\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TrueLegDoubleFiringSpeed\",1,\"NoSpeedForYou\")\n\t\tBF27 A 15 A_PlayWeaponSound(\"BFG2704/Charge\")\n\t\tBF27 B 15\n\t\tBF27 C 4 Bright A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 D 1 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 D 1 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 E 1 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 E 1 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 D 1 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 D 1 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 E 1 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 E 1 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 D 1 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 D 1 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 E 1 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 E 1 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 D 1 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 D 1 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 E 1 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 E 1 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 D 1 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 D 1 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 E 1 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 E 1 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 D 1 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 D 1 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 E 1 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 E 1 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 D 1 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 D 1 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 E 1 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 E 1 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 D 1 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 D 1 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 E 1 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 E 1 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 D 1 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 D 1 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 E 1 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 E 1 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 D 1 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 D 1 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 E 1 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 E 1 Bright\n\t\tBF27 C 2 Bright\n\t\tBF27 B 10 A_ReFire\n\t\tGoto Ready\n NoSpeedForYou:\n\t\tBF27 A 30 A_PlayWeaponSound(\"BFG2704/Charge\")\n\t\tBF27 B 30\n\t\tBF27 C 8 Bright A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 D 2 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 D 2 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 E 2 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 E 2 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 D 2 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 D 2 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 E 2 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 E 2 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 D 2 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 D 2 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 E 2 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 E 2 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 D 2 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 D 2 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 E 2 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 E 2 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 D 2 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 D 2 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 E 2 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 E 2 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 D 2 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 D 2 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 E 2 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 E 2 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 D 2 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 D 2 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 E 2 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 E 2 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 D 2 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 D 2 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 E 2 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 E 2 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 D 2 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 D 2 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 E 2 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 E 2 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 D 2 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 D 2 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 E 2 Bright A_CheckReload\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(-8,8),1,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(-8,8),0,random(-5,5),random(-5,5),0,random(-5,5))\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",3)\n\t\tBF27 E 2 Bright\n\t\tBF27 C 4 Bright\n\t\tBF27 B 20 A_ReFire\n\t\tGoto Ready\n\tAltFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerDoubleFiringSpeed\",1,\"NoSpeedForYou2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AgilityRuneRage\",1,\"NoSpeedForYou2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TrueLegDoubleFiringSpeed\",1,\"NoSpeedForYou2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewCell\",120,2)\n\t\tBF27 A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tGoto Ready\n\t\tBF27 A 15 A_PlayWeaponSound(\"weapons/bfgf\")\n\t\tBF27 B 15\n\t\tBF27 C 4 Bright A_GunFlash\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",120)\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball3\",0,0,0,6)\n\t\tBF27 D 1 Bright\n\t\tBF27 E 1 Bright\n\t\tBF27 C 2 Bright\n\t\tBF27 B 10\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto Ready\n\tNoSpeedForYou2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewCell\",120,2)\n\t\tBF27 A 2 A_WeaponReady(WRF_NOFIRE)\n\t\tGoto Ready\n\t\tBF27 A 30 A_PlayWeaponSound(\"weapons/bfgf\")\n\t\tBF27 B 30\n\t\tBF27 C 8 Bright A_GunFlash\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",120)\n\t\tTNT1 A 0 A_FireCustomMissile(\"2704Ball3\",0,0,0,6)\n\t\tBF27 D 2 Bright\n\t\tBF27 E 2 Bright\n\t\tBF27 C 2 Bright\n\t\tBF27 B 20\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 40 A_Light2\n\t\tTNT1 A 3 A_Light1\n\t\tGoto LightDone\n\t}\n}\n\nACTOR BFG10K2 : Weapon replaces \"BFG10K \"\n{\n Scale 0.85\n Height 20\n Tag \"BFG10k\"\n Weapon.SelectionOrder 2790\n Weapon.AmmoType \"NewCell\"\n Weapon.AmmoUse 5\n Weapon.AmmoGive 40\n Weapon.SisterWeapon \"PoweredBFG10kNoSkin\"\n Inventory.PickupMessage \"BFG10K\"\n Inventory.PickupSound \"weapons/pickup15k\"\n Obituary \"%o was blasted to a crisp by %k's BFG10K.\"\n +WEAPON.NOAUTOFIRE\n -INVENTORY.UNDROPPABLE\n States\n {\n Spawn:\n BFG2 A -1\n Stop\n Ready:\n TNT1 A 0 A_JumpIfNoAmmo(\"Ready2\")\n TNT1 A 0 A_PlayWeaponSound(\"weapons/bfg15kidle\")\n BG2G AAA 1 A_WeaponReady\n BG2G BBB 1 A_WeaponReady\n BG2G CCC 1 A_WeaponReady\n BG2G DDD 1 A_WeaponReady\n Loop\n Ready2:\n TNT1 A 0 A_JumpIfInventory(\"NewCell\",5,\"Ready\")\n BGE2 A 1 A_WeaponReady\n\tLoop\n Deselect:\n \tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n TNT1 A 0 A_JumpIfNoAmmo(\"Deselect2\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_Lower\n\tBG2G A 1 A_Lower\n Goto Deselect+5\n Deselect2:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_Lower\n\tBGE2 A 1 A_Lower\n Goto Deselect2+1\n Select:\n TNT1 A 0 A_JumpIfNoAmmo(\"Select2\")\n TNT1 A 0 A_Playsound(\"weapons/pickup15k\")\n\tTNT1 A 0 A_Raise\n BG2G A 1 A_Raise\n Goto Select+2\n Select2:\n TNT1 A 0 A_PlayWeaponSound(\"weapons/pickup15k\")\n\tTNT1 A 0 A_Raise\n BGE2 A 1 A_Raise\n Goto Select2+1\n Fire:\n BG2G E 25 A_PlayWeaponSound(\"weapons/charge15k\")\n BG2G F 4\n BG2G GHIJ 1\n Goto Hold\n Hold:\n BG2E A 1 Bright A_GunFlash\n BG2G K 1 Bright\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTNT1 A 0 Radius_Quake(6,3,0,1,0)\n\tBG2E B 1 Bright A_FireCustomMissile(\"10KProjectile\",Random(100,-100)/100.00,1,0,0,0,Random(100,-100)/100.00)\n BG2G LMNO 1\n TNT1 A 0 A_ReFire\n BG2G O 35 A_PlaySound(\"weapons/bfg15kcooldown\")\n Goto Ready\n Flash:\n TNT1 A 2 Bright A_Light1\n TNT1 A 2 Bright A_Light2\n\tTNT1 A 2 Bright A_Light1\n Goto LightDone\n }\n}\n\nACTOR \"PoweredBFG10kNoSkin\" : Weapon\n{\n Scale 0.85\n Height 20\n Tag \"BFG10k\"\n Weapon.SelectionOrder 2790\n Weapon.AmmoType \"NewCell\"\n Weapon.AmmoUse 8\n Weapon.AmmoGive 40\n Weapon.SisterWeapon \"BFG10K2\"\n Inventory.PickupMessage \"BFG10K\"\n Inventory.PickupSound \"weapons/pickup15k\"\n Obituary \"%o was blasted to a crisp by %k's BFG10K.\"\n +WEAPON.POWERED_UP\n +WEAPON.NOAUTOFIRE\n -INVENTORY.UNDROPPABLE\n States\n {\n Ready:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Ready2\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/bfg15kidle\")\n\tEG2G AAABBBCCCDDD 1 A_WeaponReady\n\tLoop\n Ready2:\n\tTNT1 A 0 A_JumpIfInventory(\"NewCell\",8,\"Ready\")\n\tEGE2 A 1 A_WeaponReady\n\tLoop\n Select:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Select2\")\n\tTNT1 A 0 A_Playsound(\"weapons/pickup15k\")\n SelectLoop:\n TNT1 A 0 A_Raise\n\tEG2G A 1 A_Raise\n\tLoop\n Select2:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/pickup15k\")\n Select2Loop:\n TNT1 A 0 A_Raise\n\tEGE2 A 1 A_Raise\n\tLoop\n Deselect:\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Deselect2\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n DeselectLoop:\n TNT1 A 0 A_Lower\n\tEG2G A 1 A_Lower\n\tLoop\n Deselect2:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n Deselect2Loop:\n TNT1 A 0 A_Lower\n\tEGE2 A 1 A_Lower\n\tLoop\n Fire:\n\tEG2G E 25 A_PlayWeaponSound(\"weapons/charge15k\")\n\tEG2G F 4\n\tEG2G GHIJ 1\n\tGoto Hold\n Hold:\n\tTNT1 A 0 Bright\n\tEG2E A 1 Bright A_GunFlash\n\tEG2G K 1 Bright\n\t//TNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTNT1 A 0 Radius_Quake(6,3,0,1,0)\n\tEG2E B 1 Bright A_FireCustomMissile(\"EmpoweredBFG15KBall\",Random(100,-100)/100.00,1,0,0,0,Random(100,-100)/100.00)\n\tEG2G LMNO 1\n\tTNT1 A 0 A_ReFire\n\tEG2G O 35 A_PlaySound(\"weapons/bfg15kcooldown\")\n\tGoto Ready\n\t}\n}\n\nACTOR \"HellStormBFGNoSkin\" : DoomWeapon Replaces HellstormBFG\n{\n Scale 0.85\n Height 20\n Weapon.SelectionOrder 2880\n Weapon.AmmoType \"NewCell\"\n Weapon.AmmoUse 30\n Weapon.AmmoGive 120\n Inventory.PickupMessage \"You got the Hellstorm BFG!!\"\n Inventory.PickupSound \"weapons/pickup15k\"\n Obituary \"%o was trashed and scattered in a Hellstorm by %k's HellStorm BFG.\"\n Tag \"HellStorm BFG\"\n +WEAPON.NOAUTOFIRE\n -INVENTORY.UNDROPPABLE\n States\n {\n Spawn:\n HFG2 A -1\n Stop\n Ready:\n TNT1 A 0 A_JumpIfNoAmmo(\"Ready2\")\n TNT1 A 0 A_PlayWeaponSound(\"weapons/Hbfg10kidle\")\n\tTNT1 A 0 A_JumpIfInventory(\"NexusSpread\",0,1)\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n HG2G AAA 1 A_WeaponReady\n HG2G BBB 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"NexusSpread\",0,1)\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n HG2G CCC 1 A_WeaponReady\n HG2G DDD 1 A_WeaponReady\n Loop\n Ready2:\n TNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"NexusSpread\",0,1)\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n TNT1 A 0 A_JumpIfInventory(\"NewCell\",30,\"Ready\")\n HG2G A 1 A_WeaponReady\n\tLoop\n Deselect:\n \tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\tTNT1 A 0 A_TakeInventory(\"NoSpreadIndicator\",1)\n\tTNT1 A 0 A_Lower\n\tHG2G A 1 A_Lower\n Goto Deselect+6\n Select:\n TNT1 A 0 A_Playsound(\"weapons/pickup15k\")\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\tTNT1 A 0 A_Raise\n HG2G A 1 A_Raise\n Goto Select+2\n Fire:\n HG2G E 25 A_PlayWeaponSound(\"weapons/Hcharge10k\")\n HG2G F 4\n HG2G GHIJ 1\n Goto Hold\n Hold:\n TNT1 A 0\n TNT1 A 0 A_JumpIfInventory(\"NoSpreadIndicator\",0,1)\n\tTNT1 A 0 A_TakeInventory(\"NexusSpread\",1)\n HG2G J 1 A_GunFlash\n HG2G K 1\n\tTNT1 A 0 A_PlaySound(\"weapons/Hbfg10kfire\",6)\n\tTNT1 A 0 Radius_Quake(12,3,0,1,0)\n\tHG2G K 1 A_FireCustomMissile (\"HSBFG10kShot\",0,1)\n HG2G LMNA 1\n\tTNT1 A 0 A_JumpIfInventory(\"NoSpreadIndicator\",0,1)\n\tTNT1 A 0 A_GiveInventory(\"NexusSpread\",1)\n\tTNT1 A 0 A_Refire\n HG2G A 35 A_PlaySound(\"weapons/Hbfg10kcooldown\")\n Goto Ready\n AltFire:\n TNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"NewCell\",90,1)\n\tGoto Ready\n HG2G E 25 A_PlayWeaponSound(\"weapons/Hcharge10k\")\n HG2G F 4\n\tTNT1 A 0 A_JumpIfInventory(\"NoSpreadIndicator\",0,1)\n\tTNT1 A 0 A_TakeInventory(\"NexusSpread\",1)\n HG2G GHIJ 1\n HG2G J 4 A_GunFlash\n HG2G K 4\n\tTNT1 A 0 A_PlaySound(\"weapons/Hbfg10kfire\")\n\tTNT1 A 0 Radius_Quake(48,3,0,1,0)\n\tHG2G K 4 A_FireCustomMissile (\"HSBFG10kShot\",random(2,4),0)\n\tTNT1 A 0 A_TakeInventory(\"NewCell\",90,TIF_NOTAKEINFINITE)\n TNT1 A 0 A_FireCustomMissile (\"HSBFG10kShot\",random(-2,-4),0)\n TNT1 A 0 A_FireCustomMissile (\"HSBFG10kShot\",0,0,0,0,0,random(2,4))\n HG2G L 4\n TNT1 A 0 A_JumpIfInventory(\"NoSpreadIndicator\",0,1)\n\tTNT1 A 0 A_GiveInventory(\"NexusSpread\",1)\n HG2G M 4 A_PlaySound(\"weapons/Hbfg10kcooldown\")\n HG2G N 4\n HG2G E 4\n HG2G C 35 A_ReFire\n Goto Ready\n Flash:\n TNT1 A 2 Bright A_Light1\n TNT1 A 2 Bright A_Light2\n\tTNT1 A 2 Bright A_Light1\n Goto LightDone\n }\n}\n\nACTOR \"Demon Tech BFG10K \" : Weapon replaces \"Demon Tech BFG10K\"\n{\nHeight 20\nTag \"Demon Tech BFG10k\"\nWeapon.SelectionOrder 2780\nWeapon.AmmoUse 100\nWeapon.AmmoGive 100\nWeapon.AmmoType \"DemonAmmo\"\nWeapon.SisterWeapon \"PoweredDemonTechBFG10kNoSkin\"\nScale 0.85\nInventory.PickupSound \"weapons/dtech10kpickup\"\nInventory.PickupMessage \"Demon Tech BFG10K\"\nObituary \"%o had no chance against %k's Demon Tech BFG10K.\"\n-INVENTORY.UNDROPPABLE\nStates\n{\n Select:\n\t TNT1 A 0 A_JumpIfNoAmmo(\"Select2\")\n TNT1 A 0 A_PlaySound(\"weapons/dtech10kpickup\",CHAN_6,1.0,0)\n\t TNT1 A 0 A_Raise\n DBFI A 1 A_Raise\n Goto Select+2\n Select2:\n TNT1 A 0 A_PlaySound(\"weapons/dtech10kpickup\",CHAN_6,1.0,0)\n\t TNT1 A 0 A_Raise\n DBFE A 1 A_Raise\n Goto Select2+1\n Deselect:\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t TNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t TNT1 A 0 A_JumpIfNoAmmo(\"Deselect2\")\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t TNT1 A 0 A_Lower\n\t DBFI A 1 A_Lower\n Goto Deselect+5\n Deselect2:\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t TNT1 A 0 A_Lower\n\t DBFE A 1 A_Lower\n Goto Deselect2+1\nReady:\n TNT1 A 0 A_JumpIfNoAmmo(\"Ready2\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/dtech10kidle\")\n DBFI AAAABBBBCCCCBBBB 1 A_WeaponReady\n Loop\nReady2:\n TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",100,\"Ready\")\n\tDBFE A 1 A_WeaponReady\n\tLoop\nFire:\n\tTNT1 A 0 A_Light1\n TNT1 A 0 A_PlayWeaponSound(\"Cardinal/9k\")\n\tDBFG C 2 Bright Radius_Quake(1,2,0,1,0)\n DBFG DE 2 Bright Radius_Quake(2,2,0,1,0)\n DBFG FGH 2 Bright Radius_Quake(4,2,0,1,0)\n\tDBFG IJK 1 Bright Radius_Quake(6,3,0,1,0)\n\tDBFG L 15 Bright Radius_Quake(8,3,0,1,0)\n\tTNT1 A 0 A_Light2\n TNT1 A 0 A_GunFlash\n\tDBFG M 2 Bright Radius_Quake(10,4,0,1,0)\n\tTNT1 A 0 A_Recoil(10)\n\tTNT1 A 0 Radius_Quake(12,6,0,1,0)\n\tDBFG N 2 Bright A_FireCustomMissile(\"DTBFG10KBall\",0,1,0,0)\n\tDBFG OP 1 Bright\n\tTNT1 A 0 A_Light0\n\tDBFG QRST 2 Bright\n\tTNT1 A 0 Radius_Quake(3,10,0,1,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/dtech10ksteam\")\n\tDBFE AAAAAAAAAAAA 1 A_FireCustomMissile(\"DTech10KSteam\",-58+Random(-4,4),0,0,0)\n\tDBFE A 20\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",100,1)\n\tGoto Ready2\n\tDBFE A 60 A_PlayWeaponSound(\"weapons/dtech10kcharge\")\n\tDBFE A 10 A_PlayWeaponSound(\"weapons/plasmacellin\")\n\tGoto Ready\nSpawn:\n BFUG A -1\n Stop\n }\n}\n\nACTOR \"PoweredDemonTechBFG10kNoSkin\" : Weapon\n{\nHeight 20\nTag \"Demon Tech BFG10k\"\nWeapon.SelectionOrder 2780\nWeapon.AmmoUse 150\nWeapon.AmmoGive 100\nWeapon.AmmoType \"DemonAmmo\"\nWeapon.SisterWeapon \"Demon Tech BFG10K \"\nScale 0.85\nInventory.PickupSound \"weapons/dtech10kpickup\"\nInventory.PickupMessage \"Demon Tech BFG10K\"\nObituary \"%o had no chance against %k's Demon Tech BFG10K.\"\n+WEAPON.POWERED_UP\n+INVENTORY.UNDROPPABLE\n States\n {\n Select:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Select2\")\n TNT1 A 0 A_PlaySound(\"weapons/dtech10kpickup\",CHAN_6,1.0,0)\n\tTNT1 A 0 A_Raise\n SBFI A 1 A_Raise\n Goto Select+2\n Select2:\n TNT1 A 0 A_PlaySound(\"weapons/dtech10kpickup\",CHAN_6,1.0,0)\n\tTNT1 A 0 A_Raise\n SBFE A 1 A_Raise\n Goto Select2+1\n Deselect:\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Deselect2\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_Lower\n\tSBFI A 1 A_Lower\n Goto Deselect+5\n Deselect2:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_Lower\n\tSBFE A 1 A_Lower\n Goto Deselect2+1\n Ready:\n TNT1 A 0 A_JumpIfNoAmmo(\"Ready2\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/dtech10kidle\")\n SBFI AAAABBBBCCCCBBBB 1 A_WeaponReady\n Loop\n Ready2:\n TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",150,\"Ready\")\n\tSBFE A 1 A_WeaponReady\n\tLoop\n Fire:\n\tTNT1 A 0 A_Light1\n TNT1 A 0 A_PlayWeaponSound(\"Cardinal/9k\")\n\tSBFG C 2 Bright Radius_Quake(1,2,0,1,0)\n SBFG DE 2 Bright Radius_Quake(2,2,0,1,0)\n SBFG FGH 2 Bright Radius_Quake(4,2,0,1,0)\n\tSBFG IJK 1 Bright Radius_Quake(6,3,0,1,0)\n\tSBFG L 15 Bright Radius_Quake(8,3,0,1,0)\n\tTNT1 A 0 A_Light2\n TNT1 A 0 A_GunFlash\n\tSBFG M 2 Bright Radius_Quake(10,4,0,1,0)\n\tTNT1 A 0 A_Recoil(10)\n\tTNT1 A 0 Radius_Quake(12,6,0,1,0)\n\tSBFG N 2 Bright A_FireCustomMissile(\"PoweredDTBFG10KBall\",0,1,0,0)\n\tSBFG OP 1 Bright\n\tTNT1 A 0 A_Light0\n\tSBFG QRST 2 Bright\n\tTNT1 A 0 Radius_Quake(3,10,0,1,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/dtech10ksteam\")\n\tSBFE AAAAAAAAAAAA 1 A_FireCustomMissile(\"DTech10KSteam\",-58+Random(-4,4),0,0,0)\n\tSBFE A 20\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",150,1)\n\tGoto Ready2\n\tSBFE A 60 A_PlayWeaponSound(\"weapons/dtech10kcharge\")\n\tSBFE A 10 A_PlayWeaponSound(\"weapons/plasmacellin\")\n\tGoto Ready\n\t}\n}\n\nACTOR \"DemonTechDevastatorNoSkin\" : Weapon Replaces \"Demon Tech Devastator\"\n{\n Inventory.PickupSound \"devastator/up\"\n Inventory.PickupMessage \"Demon Tech Devastator\"\n Obituary \"%o was desintergrated by %k's Devastator BFG.\"\n Weapon.SelectionOrder 2790\n Weapon.AmmoUse 150\n Weapon.AmmoUse2 100\n Weapon.AmmoGive 150\n Weapon.AmmoType \"DemonAmmo\"\n Weapon.AmmoType2 \"DemonAmmo\"\n Weapon.Upsound \"devastator/up\"\n Damagetype \"PlayerDevBall\"\n Tag \"Demon Tech Devastator\"\n -INVENTORY.UNDROPPABLE\n States\n {\n Spawn:\n WDEV A -1\n Loop\n Ready:\n TNT1 A 0 a_jumpifinventory(\"CommanderDevUpgrade\", 1, \"CommanderReady\")\n DEVG A 0 A_PlaySound(\"devastator/idle\",6,1.0,1)\n DEVG A 2 A_WeaponReady\n Loop\n COmmanderReady:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"devastator/idle\",6,1.0,1)\n\tReadyLoop:\n\t\tCDEV B 2 A_WeaponReady\n\t\tTNT1 A 0 A_SpawnItemEx(\"RMPurpleParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tLoop\n Deselect:\n TNT1 A 0 a_jumpifinventory(\"CommanderDevUpgrade\", 1, \"CommanderDeselect\")\n TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t TNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n DEVG A 0 A_StopSound(6)\n\t TNT1 A 0 A_Lower\n DEVG A 1 A_Lower\n Goto Deselect+6\n\tCommanderDeselect:\n\t\tTNT1 A 0\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 AAA 0 A_StopSound(6)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/weapondown\",CHAN_WEAPON)\n\tDeselectLoop:\n\t TNT1 A 0 A_Lower\n\t\tCDEV B 1 A_Lower\n\t\tLoop\n Select:\n TNT1 A 0 A_JumpIfInventory(\"CommanderDevUpgrade\", 1, \"CommanderSelect\")\n\t TNT1 A 0 A_Raise\n DEVG A 1 A_Raise\n Goto Select+1\n CommanderSelect:\n\t TNT1 A 0 A_Raise\n\t CDEV B 1 A_Raise\n\t Loop\n Fire:\n TNT1 A 0 a_jumpifinventory(\"CommanderDevUpgrade\", 1, \"CommanderFire\")\n DEVG A 0 A_StopSound(6)\n DEVG B 10 A_PlayWeaponSound(\"devastator/charge\")\n DEVG CDEF 10 Bright\n DEVG G 3 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n DEVG H 4 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n DEVG I 4 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n DEVG G 4 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n DEVG H 4 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n DEVG I 4 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n DEVG G 3 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n DEVG H 4 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n DEVG I 4 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n DEVG G 4 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n DEVG H 4 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n DEVG I 4 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n DEVG A 0 A_Refire\n DEVG J 4 Bright A_GunFlash\n TNT1 A 0 A_Recoil(20)\n DEVG J 1 Bright A_Playsound(\"devastator/fire\")\n DEVG K 10 Bright A_FireCustomMissile (\"PlayerDevastatorBall\",0,1,0,0)\n DEVG L 7 Bright\n Goto Ready\nAltFire:\n TNT1 A 0\n DEVG A 1 a_jumpifinventory(\"CommanderDevUpgrade\", 1, \"CommanderAltFire\")\n Goto Ready\nHold:\n TNT1 A 0 a_jumpifinventory(\"CommanderDevUpgrade\", 1, \"CommanderHold\")\n DEVG A 0 A_StopSound(6)\n DEVG G 1 A_PlayWeaponSound(\"weapons/devfch\")\n DEVG G 3 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n DEVG H 4 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n DEVG I 4 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n DEVG G 4 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n DEVG H 4 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n DEVG I 4 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n DEVG I 0 A_Refire\n DEVG J 4 Bright A_GunFlash\n DEVG J 1 Bright A_Playsound(\"devastator/fire\")\n DEVG K 10 Bright A_FireCustomMissile (\"PlayerDevastatorBall\",0,1,0,0)\n DEVG L 7 Bright\n Goto Ready\n\tCommanderFire:\n\t\tTNT1 A 0\n\t\tTNT1 AAA 0 A_StopSound(6)\n\t\tCDEV A 10 A_PlaySound(\"devastator/charge\",CHAN_WEAPON)\n\t\tCDEV CDEF 10 Bright\n\t\tCDEV G 3 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV H 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV I 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV G 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV H 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV I 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV G 3 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV H 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV I 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV G 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV H 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV I 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tTNT1 A 0 A_Refire\n\t\tCDEV J 4 Bright A_GunFlash\n\t\tTNT1 A 0 A_Recoil(20)\n\t\tCDEV J 1 Bright A_Playsound(\"devastator/fire\")\n\t\tCDEV K 10 Bright A_FireCustomMissile (\"PCommanderDevastatorBall\",0,1,0,0)\n\t\tCDEV L 7 Bright\n\t\tGoto CommanderReady\n\tCommanderHold:\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tCDEV G 1 A_PlayWeaponSound(\"weapons/devfch\")\n\t\tCDEV G 3 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV H 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV I 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV G 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV H 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV I 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tTNT1 A 0 A_Refire (\"CommanderHold\")\n\t\tCDEV J 4 Bright A_GunFlash\n\t\tCDEV J 1 Bright A_Playsound(\"devastator/fire\")\n\t\tCDEV K 10 Bright A_FireCustomMissile (\"PCommanderDevastatorBall\",0,1,0,0)\n\t\tCDEV L 7 Bright\n\t\tGoto CommanderReady\n\tCommanderAltFire:\n\t\tTNT1 AAA 0 A_StopSound(6)\n\t\tTNT1 A 0 A_PlaySound(\"Cardinal/9k\",CHAN_WEAPON)\n\t\tCDEV A 2 Bright Radius_Quake(1,2,0,1,0)\n\t\tCDEV CD 2 Bright Radius_Quake(2,2,0,1,0)\n\t\tCDEV EFG 2 Bright Radius_Quake(4,2,0,1,0)\n\t\tCDEV HIG 1 Bright Radius_Quake(6,3,0,1,0)\n\t\tTNT1 A 0 Bright Radius_Quake(8,3,0,1,0)\n\t\tCDEV HIGHIGHIGHIGHIL 1 Bright\n\t\tTNT1 A 0 Bright A_GunFlash\n\t\tTNT1 A 0 Bright Radius_Quake(10,4,0,1,0)\n\t\tCDEV J 2 Bright\n\t\tTNT1 A 0 Bright A_Recoil(10)\n\t\tTNT1 A 0 Bright Radius_Quake(12,6,0,1,0)\n\t\tCDEV K 10 Bright A_FireCustomMissile (\"PlayerPurpleDTBFG10KBall\",0,1,0,0)\n\t\tTNT1 A 0 Bright Radius_Quake(3,10,0,1,0)\n\t\tCDEV L 7 Bright\n\t\tCDEV B 20\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",100,1)\n\t\tGoto CommanderReady\n\t\tCDEV B 60 A_PlaySound(\"weapons/dtech10kcharge\",CHAN_WEAPON)\n\t\tCDEV B 10 A_PlaySound(\"weapons/plasmacellin\",CHAN_WEAPON)\n\t\tGoto CommanderReady\n Flash:\n TNT1 A 5 A_Light1\n TNT1 A 10 A_Light2\n TNT1 A 7 A_Light1\n TNT1 A 5 A_Light0\n stop\n }\n}\n\n/*\nActor \"DBFGNoSkin\" : Weapon replaces \"D-BFG\"\n{\n+WEAPON.BFG\n+WEAPON.NOAUTOFIRE\n-INVENTORY.UNDROPPABLE\nHeight 20\nRadius 20\nDecal \"DBFGLightning\"\nWeapon.Selectionorder 2820\nWeapon.SlotNumber 7\nWeapon.SlotPriority 1\nWeapon.Kickback 100\nWeapon.AmmoUse 1\nWeapon.AmmoGive 20\nWeapon.AmmoType \"DCell\"\nWeapon.AmmoUse2 0\nWeapon.AmmoType2 \"DCell\"\nAttackSound \"\"\nWeapon.UpSound \"Weapons/dbfgup\"\nInventory.PickupSound \"misc/w_pkup2\"\nInventory.Pickupmessage \"You found a D-BFG!\"\nObituary \"%o was blasted by %k's D-BFG\"\nTag \"D-BFG\"\nStates\n\t{\n\tSpawn:\n\t\tBFG3 A -1\n\t\tLoop\n\tReady:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/dbfgready\", CHAN_AUTO, 0.5)\n\t\tBG3G AAABBBCCCDDD 1 A_WeaponReady\n\t\tLoop\n\tSelect:\n\t\tBG3G I 1 A_Raise\n\t\tBG3G I 0 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0\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\tDeselectLoop:\n\t\tBG3G I 1 A_Lower\n\t\tBG3G I 0 A_Lower\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DCellCheck\") == 0,\"Ready\")\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/dbfgcharge2\", CHAN_WEAPON) // 196 tics.\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerDoubleFiringSpeed\",1,\"NoSpeedForYou\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AgilityRuneRage\",1,\"NoSpeedForYou\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TrueLegDoubleFiringSpeed\",1,\"NoSpeedForYou\")\n\t\tBG3G JKL 4 Bright\n\t\tBG3G JKL 3 Bright\n\t\tBG3G JKL 2 Bright\n\t\tBG3G MNM 2 Bright\n\t\tGoto Hold\n\tHold:\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DCellCheck\") == 0,\"Ready\")\n\t\tBG3G JKL 1 Bright A_GunFlash\n\t\tBG3G E 1 Bright A_GunFlash\n\t\tTNT1 A 0 A_SetBlend(\"Blue\", 0.02, 3)\n\t\tBG3G F 1 Bright A_FireCustomMissile(\"PlayerT3DBFG10kShot\",Random(100,-100)/100.00,0,0,0,0,Random(100,-100)/100.00)\n\t\tTNT1 A 0 A_TakeInventory(\"DCell\",1)\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\", CHAN_BODY)\n\t\tBG3G G 2 Bright A_Recoil(3)\n\t\tBG3G H 2 Bright A_ReFire\n\t\tBG3G I 30 A_PlaySound(\"Weapons/dbfgcooldown2\", CHAN_WEAPON)\n\t\tGoto Ready\n\tNoSpeedForYou:\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DCellCheck\") == 0,\"Ready\")\n\t\tBG3G JKL 8 Bright\n\t\tBG3G JKL 6 Bright\n\t\tBG3G JKL 4 Bright\n\t\tBG3G MNM 4 Bright\n\t\tGoto NoSpeedForYou2\n\tNoSpeedForYou2:\n\t\tBG3G JKL 2 Bright A_GunFlash\n\t\tBG3G E 2 Bright A_GunFlash\n\t\tTNT1 A 0 A_SetBlend(\"Blue\", 0.02, 3)\n\t\tBG3G F 2 Bright A_FireCustomMissile(\"PlayerT3DBFG10kShot\",Random(100,-100)/100.00,0,0,0,0,Random(100,-100)/100.00) //2\n\t\tTNT1 A 0 A_TakeInventory(\"DCell\",1)\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\", CHAN_BODY)\n\t\tBG3G G 4 Bright A_Recoil(3)\n\t\tBG3G H 4 Bright A_ReFire\n\t\tBG3G I 60 A_PlaySound(\"Weapons/dbfgcooldown2\", CHAN_WEAPON)\n\t\tGoto Ready\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"DCell\",15,1)\n\t\tGoto Ready\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/dbfgcharge\", CHAN_WEAPON)\n\t\tBG3G JKLJKL 3 Bright\n\t\tBG3G MNM 2 Bright\n\t\tBG3G JKLJKLJKLJKL 2 Bright\n\t\tBG3G MNM 2 Bright\n\t\tBG3G JKLJKLJKL 2 Bright\n\t\tBG3G MNM 2 Bright\n\t\tBG3G JKLJKL 2 Bright\n\t\tBG3G MNM 2 Bright\n\t\tBG3G JKL 2 Bright\n\t\tGoto AltHold\n\tAltHold:\n\t\t//TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DCellCheck\") == 0,\"Ready\") //why do we need acs for this\n\t\tTNT1 A 0 A_JumpIfInventory(\"DCell\",15,1)\n\t\tGoto Ready\n\t\tBG3G MNM 2 Bright\n\t\tBG3G JKL 2 Bright\n\t\tBG3G MNM 2 Bright\n\t\tBG3G JKL 1 Bright\n\t\tBG3G MNM 1 Bright\n\t\tBG3G JKL 1 Bright\n\t\tBG3G MNM 1 Bright\n\t\tBG3G E 1 Bright\n\t\tTNT1 A 0 A_SetBlend(\"Blue\", 0.02, 3)\n\t\t//BG3G F 1 Bright A_FireBullets(0,0,1,0,\"T3DBFGShot\")\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\", CHAN_AUTO)\n\t\tTNT1 A 0 A_TakeInventory(\"DCell\",15)\n\t\tBG3G F 2 A_FireCustomMissile(\"PlayerT3DBFGBall\", 0, True)\n\t\tBG3G G 2 Bright A_Recoil(20)\n\t\tBG3G H 2 Bright A_ReFire\n\t\tBG3G I 50 A_PlaySound(\"Weapons/dbfgcooldown\")\n\t\tGoto Ready\n\t}\n}\n*/\n\nActor \"BFG3500NoSkin\" : Weapon Replaces BFG3500\n{\n Weapon.AmmoUse 10\n Weapon.AmmoGive 40\n Weapon.AmmoType \"DCell\"\n Weapon.AmmoType2 \"DCell\"\n Weapon.UpSound \"freeze/up\"\n Inventory.Icon \"BOG9H0\"\n -INVENTORY.UNDROPPABLE\n +WEAPON.NOAUTOFIRE\n Inventory.PickupSound \"misc/w_pkup2\"\n Inventory.PickupMessage \"the BFG 3500\"\n Obituary \"%o was turned into a blue crisp thanks to %k's BFG 3500\"\n Tag \"BFG 3500\"\n States\n {\n Ready:\n\tBFG9 A 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Ready2\")\n TNT1 A 0 A_PlayWeaponSound(\"weapons/bfg15kidle\")\n BFC9 BBBBB 1 A_WeaponReady\n BFC9 CCCCC 1 A_WeaponReady\n BFC9 DDDDD 1 A_WeaponReady\n BFC9 EEEEE 1 A_WeaponReady\n\tBFC9 FFFFF 1 A_WeaponReady\n\tBFC9 EEEEE 1 A_WeaponReady\n\tBFC9 DDDDD 1 A_WeaponReady\n\tBFC9 CCCCC 1 A_WeaponReady\n\tLoop\n Ready2:\n TNT1 A 0 A_JumpIfInventory(\"DCell\",10,\"Ready\")\n BFG9 A 1 A_WeaponReady\n\tLoop\n Deselect:\n TNT1 A 0 A_Lower\n\tBFG9 A 1 A_Lower\n\tLoop\n Select:\n\tBFG9 A 1 A_Raise\n\tBFG9 A 1 Offset(-90,69)\n\tBFG9 A 1 Offset(-70,60)\n\tBFG9 A 1 Offset(-55,52)\n\tBFG9 A 1 Offset(-35,45)\n\tBFG9 A 1 Offset(-15,39)\n\tBFG9 A 1 Offset(-1,35)\nSelectRaise:\n TNT1 A 0 A_Raise\n\tBFG9 A 1 A_Raise\n\tLoop\n Fire:\n\tBFG9 A 0 A_PlayWeaponSound(\"bfg3500/fire\")\n\tBFG9 A 0 A_GunFlash\n\tBFG9 B 1 Bright Radius_Quake(1,2,0,1,0)\n\tBFG9 BBBBBB 1 Bright\n\tBFG9 C 1 Bright Radius_Quake(2,2,0,1,0)\n\tBFG9 CCCCCC 1 Bright\n\tBFG9 D 1 Bright Radius_Quake(4,2,0,1,0)\n\tBFG9 DDDDDD 1 Bright\n\tBFG9 E 1 Bright Radius_Quake(6,2,0,1,0)\n\tBFG9 EEEEEE 1 Bright\n\tBFG9 F 1 Bright Radius_Quake(8,2,0,1,0)\n\tBFG9 FFFFFF 1 Bright\n\tBFG9 A 0 Radius_Quake(10,4,0,1,0)\n\tBFG9 A 0 A_Recoil(10)\n\tBFG9 A 0 Radius_Quake(10,6,0,1,0)\n\tTNT1 A 0 A_SetBlend(\"Blue\", 0.03, 4)\n\tBFG9 G 1 Bright A_FireCustomMissile(\"BFG3500Ball\")\n\tTNT1 A 1 A_PlaySound (\"Weapons/dbfgcooldown2\")\n\tBFG9 GGGHHHGG 1 Bright\n\tBFG9 FEDCB 2\n\tBFG9 A 0 A_Light0\n\tBFG9 A 0 Radius_Quake(3,10,0,1,0)\n\tBFG9 A 0 A_PlaySound(\"weapons/dtech10ksteam\")\n\tBFG9 AAAAAAAAAAAA 1 A_FireCustomMissile(\"DTech10KSteam\",-58+Random(-4,4),0,0,0)\n\tBFG9 A 20\n\tBFG9 A 3 A_Refire\n\tGoto Ready\n Spawn:\n\tBOG9 H -1\n\tLoop\n\t}\n}\n\n/*\nActor \"LegendaryBFG10KNoSkin\" : Weapon Replaces LegendaryBFG10K\n{\n +WEAPON.BFG\n +WEAPON.NOAUTOAIM\n -INVENTORY.UNDROPPABLE\n Weapon.AmmoGive 200\n Weapon.AmmoType1 \"LDemonAmmo\"\n Weapon.AmmoType2 \"LDemonAmmo\"\n Weapon.AmmoUse1 3\n Weapon.AmmoUse2 15\n weapon.KickBack 90\n Weapon.SlotNumber 7\n Weapon.UpSound \"Leg10k/Draw\"\n Tag \"Legendary BFG 10,000\"\n Inventory.PickupSound \"Leg10k/Draw\"\n Inventory.PickupMessage \"You picked up the Legendary BFG 10K! Primitive, new technology is at your disposal.\"\n States\n {\n Spawn:\n\tLB10 A -1\n\tLoop\n Select:\n\tTNT1 A 0 A_Raise\n\tLG10 A 1 A_Raise\n\tLoop\n Deselect:\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n DeselectLoop:\n\tTNT1 A 0 A_StopSound(5)\n\tTNT1 A 0 A_StopSound(6)\n\tTNT1 A 0 A_Lower\n\tLG10 A 1 A_Lower\n\tLoop\n Ready:\n\tTNT1 A 0 A_PlaySound(\"Weapons/GuruIdle\",5,1.0,1)\n\tLG10 A 1 A_WeaponReady\n\tLoop\n Leg10kDone:\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kcooldown\",5)\n\tLG12 ABCDEFGHIJKL 3\n\tGoto Ready\n Fire:\n\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\",1,5)\n\tTNT1 A 0 Radius_Quake(3,30,0,1,0)\n\tLG10 BCDEF 6 Bright\n FireLoop:\n\tLG10 GH 1 Bright\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\",1)\n\tTNT1 A 0 A_FireCustomMissile(\"LegPlayer10KProjectile\",frandom(-1,1),1,0,0,0,frandom(-1,1))\n\tTNT1 A 0 A_GunFlash\n\tTNT1 A 0 Radius_Quake(6,3,0,1,0)\n\tLG10 IJ 1 Bright\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Leg10kDone\")\n\tTNT1 A 0 A_Refire(\"FireLoop\")\n\tGoto Leg10kDone\n AltFire:\n\tTNT1 A 0 A_PlaySound(\"EnragedDTech/Charge\",1,5)\n\tTNT1 A 0 Radius_Quake(3,30,0,1,0)\n\tLG10 BCDEF 8 Bright\n AltFireLoop:\n\tLG10 KL 2 Bright\n\tTNT1 A 0 A_PlaySound(\"LesserCardinal/BFGFire\",1)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerBlueLeg10kBall\",0,1)\n\tTNT1 A 0 A_GunFlash\n\tTNT1 A 0 Radius_Quake(6,3,0,1,0)\n\tLG10 MN 3 Bright\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Leg10kDone\")\n\tTNT1 A 0 A_Refire(\"AltFireLoop\")\n\tGoto Leg10kDone\n Flash:\n TNT1 A 2 Bright A_Light1\n TNT1 A 2 Bright A_Light2\n\tTNT1 A 2 Bright A_Light1\n Goto LightDone\n\t}\n}\n*/\n\nActor \"LegendaryBFGNoSkin\" : Weapon Replaces \"Legendary BFG\"\n{\n Tag \"Legendary BFG\"\n Inventory.PickupSound \"misc/w_pkup\"\n Inventory.PickupMessage \"You picked up the Legendary BFG! Words can't describe how strong this thing is!\"\n obituary \"%o was rekt off the planet with k's Legendary BFG.\"\n Weapon.AmmoGive 200\n Weapon.AmmoType \"LDemonAmmo\"\n Weapon.AmmoUse 100\n Weapon.AmmoUse2 \"20\"\n Weapon.AmmoType2 \"LDemonAmmo\"\n Weapon.KickBack 90\n Weapon.SlotNumber 8\n Weapon.UpSound \"Weapons/GuruUp\"\n Inventory.PickupSound \"Weapons/GuruUp\"\n +NOAUTOFIRE\n -INVENTORY.UNDROPPABLE\n states\n {\n Spawn:\n\tGRMG X -1\n\tLoop\n Select:\n TNT1 A 0 a_jumpifinventory(\"truelegendarybfgupgrade\", 1, \"trueselect\")\n TNT1 A 0 a_playweaponsound(\"Weapons/GuruUp\")\n \tGRMU A 0 A_Raise\n \tGRMU A 1 A_Raise\n \tgoto select+2\n trueselect:\n TNT1 A 0 a_playweaponsound(\"truelegbfg/equip\")\n \tTBFU A 0 A_Raise\n \tTBFU A 1 A_Raise\n \tgoto trueselect+1\n Deselect:\n TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 a_jumpifinventory(\"truelegendarybfgupgrade\", 1, \"truedeselect\")\n \tGRMU A 0 A_StopSound(5)\n GRMU A 0 A_StopSound(6)\n\tGRMU A 0 A_ZoomFactor(1)\n \tGRMU A 0 A_Lower\n \tGRMU A 1 A_Lower\n \tgoto deselect+5\n truedeselect:\n TBFU A 0 A_StopSound(5)\n TBFU A 0 A_StopSound(6)\n\tTBFU A 0 A_ZoomFactor(1)\n \tTBFU A 0 A_Lower\n \tTBFU A 1 A_Lower\n \tloop\n Ready:\n TNT1 A 0 a_jumpifinventory(\"truelegendarybfgupgrade\", 1, \"trueready\")\n \tGRMG A 0 A_PlaySound(\"Weapons/GuruIdle\",5,1.0,1)\n \tGRMG ABCDEFGHIJIHGFEDCB 1 A_WeaponReady\n \tloop\n trueready:\n TBFG A 0 A_PlaySound(\"truelegbfg/idle\",5,1.0,1)\n \tTBFG ABCDEFGHIJIHGFEDCB 1 A_WeaponReady\n\tloop\n Fire:\n TNT1 A 0 a_jumpifinventory(\"truelegendarybfgupgrade\", 1, \"truefire\")\n \tGRMG A 0 A_PlaySound(\"Weapons/GuruTrigger\",1)\n \tGRMG ABCDEFGHIJ 1\n \tGRMG A 0 A_PlaySound(\"Weapons/GuruCharge\",6)\n \tGRMG IHGFED 1\n\tGRMG A 0 A_GiveInventory(\"GuruCharge\",5)\n Gurucharger:\n\tGRMG A 0 A_TakeInventory(\"GuruCharge\",1)\n\tGRMC ABCDEFGHIJKLMNOPQRST 1 Bright A_Quake (4, 2, 0, 2,\"none\")\n GRMG A 0 A_JumpIfInventory(\"GuruCharge\",1,\"Gurucharger\")\n\tGRMC ABC 1 Bright A_Quake (4, 2, 0, 2,\"none\")\n GRMG A 0 A_StopSound(5)\n GRMG A 0 A_PlaySound(\"Weapons/GuruFire\",5)\n \tGRMG A 0 A_PlaySound(\"Weapons/GuruAddFire\",6)\n \tGRMG A 0 A_FireCustomMissile(\"PlayerGuruBall\", 0, 1, 12, 0)\n \tGRMG A 0 A_Recoil(65)\n\tGRMG A 0 A_GunFlash\n\tGRMG A 0 A_SetBlend(\"Yellow\",0.5,60)\n\tGRMG A 0 A_SetBlend(\"White\",0.25,60)\n\tGRMF A 0 A_ZoomFactor(0.975)\n\tGRMF A 4 Bright //Offset(2,34)\n\tGRMF A 0 A_ZoomFactor(0.95)\n\tGRMF B 4 Bright //Offset(4,36)\n\tGRMF C 4 Bright A_ZoomFactor(0.955)\n\tGRMF D 4 Bright A_ZoomFactor(0.96)\n\tGRMF E 5 Bright A_ZoomFactor(0.965)\n\tGRMF F 5 Bright A_ZoomFactor(0.97)\n\tGRMF G 5 Bright A_ZoomFactor(0.975)\n\tGRMF H 6 Bright A_ZoomFactor(0.98)\n\tGRMF I 6 Bright A_ZoomFactor(0.99)\n\tGRMF J 6 Bright A_ZoomFactor(1)\n\tGoto Ready\n truefire:\n TBFG A 0 A_PlaySound(\"truelegbfg/trigger\",1)\n \tTBFG ABCDEFGHIJ 1\n \tTBFG A 0 A_PlaySound(\"truelegbfg/charge\",6)\n \tTBFG IHGFED 1\n\tTBFG A 0 A_GiveInventory(\"GuruCharge\",5)\n trueGurucharger:\n\tTBFG A 0 A_TakeInventory(\"GuruCharge\",1)\n\tTBFC ABCDEFGHIJKLMNOPQRST 1 Bright A_Quake (4, 2, 0, 2,\"none\")\n TBFG A 0 A_JumpIfInventory(\"GuruCharge\",1,\"trueGurucharger\")\n\tTBFC ABC 1 Bright A_Quake (4, 2, 0, 2,\"none\")\n TBFG A 0 A_StopSound(5)\n TBFG A 0 A_PlaySound(\"truelegbfg/fire\",6)\n \tTBFG A 0 A_PlaySound(\"truelegbfg/fire2\",7)\n \tTBFG A 0 A_FireCustomMissile(\"PlayerTrueGuruBall\", 0, 1, 12, 0)\n \tTBFG A 0 A_Recoil(45)\n\tTBFG A 0 A_GunFlash\n\tTBFG A 0 A_SetBlend(\"blue\",0.45,75)\n\tTBFG A 0 A_SetBlend(\"White\",0.225,75)\n\tTBFF A 0 A_ZoomFactor(0.95)\n\tTBFF A 4 Bright //Offset(2,34)\n\tTBFF A 0 A_ZoomFactor(0.9)\n\tTBFF B 4 Bright //Offset(4,36)\n\tTBFF C 4 Bright\n\tTBFF D 4 Bright A_ZoomFactor(0.915)\n\tTBFF E 5 Bright A_ZoomFactor(0.93)\n\tTBFF F 5 Bright A_ZoomFactor(0.945)\n\tTBFF G 5 Bright A_ZoomFactor(0.96)\n\tTBFF H 6 Bright A_ZoomFactor(0.975)\n\tTBFF I 6 Bright A_ZoomFactor(0.99)\n\tTBFF J 6 Bright A_ZoomFactor(1)\n\tGoto trueReady\n altfire:\n TNT1 A 0 a_jumpifinventory(\"truelegendarybfgupgrade\", 1, \"truealtfire\")\n \tGRMG A 0 A_PlaySound(\"Weapons/GuruAddFire\",6)\n \tGRMG A 0 A_FireCustomMissile(\"PlayerLaserBeam\")\n \tGRMG A 0 A_Recoil(25)\n\tGRMG A 0 A_GunFlash\n\tGRMG A 0 A_SetBlend(\"Yellow\",0.25,35)\n\tGRMG A 0 A_SetBlend(\"White\",0.125,35)\n\tGRMF A 0 A_ZoomFactor(0.975)\n\tGRMF A 4 Bright //Offset(2,34)\n\tGRMF A 0 A_ZoomFactor(0.95)\n\tGRMF B 4 Bright //Offset(4,36)\n\tGRMF C 4 Bright A_ZoomFactor(0.955)\n\tGRMF D 4 Bright A_ZoomFactor(0.96)\n\tGRMF E 5 Bright A_ZoomFactor(0.965)\n\tGRMF F 5 Bright A_ZoomFactor(0.97)\n\tGRMF G 5 Bright A_ZoomFactor(0.975)\n\tGRMF H 6 Bright A_ZoomFactor(0.98)\n\tGRMF I 6 Bright A_ZoomFactor(0.99)\n\tGRMF J 6 Bright A_ZoomFactor(1)\n\tGoto Ready\n truealtfire:\n TBFG A 50 bright a_playsound(\"truelegbfg/load\", 6)\n truealtfirehold:\n TBFG A 0 a_giveinventory(\"gurucharge\", 7)\n truealtfirecharge:\n \tTBFG A 0 A_FireCustomMissile(\"PlayerTruelaserbeam\", 0, false)\n \tTBFG A 0 A_Recoil(0.333)\n\tTBFG A 0 A_GunFlash\n\tTBFG A 0 A_SetBlend(\"blue\",0.15,20)\n\tTBFG A 0 A_SetBlend(\"White\",0.1,20)\n\tTBFF A 0 A_ZoomFactor(0.95)\n\tTBFF A 1 Bright //Offset(2,34)\n\tTBFF A 0 A_ZoomFactor(0.9)\n\tTBFF B 1 Bright //Offset(4,36)\n\tTBFF A 0 a_takeinventory(\"gurucharge\", 1)\n\tTBFF A 0 a_jumpifinventory(\"GuruCharge\", 1, \"truealtfirecharge\")\n\tTBFF A 0 a_firecustommissile(\"nothing\") //so ammo is used\n\tTBFF A 0 a_refire(\"truealtfirehold\")\n\tTBFF C 4 Bright\n\tTBFF D 4 Bright A_ZoomFactor(0.915)\n\tTBFF E 5 Bright A_ZoomFactor(0.93)\n\tTBFF F 5 Bright A_ZoomFactor(0.945)\n\tTBFF G 5 Bright A_ZoomFactor(0.96)\n\tTBFF H 6 Bright A_ZoomFactor(0.975)\n\tTBFF I 6 Bright A_ZoomFactor(0.99)\n\tTBFF J 6 Bright A_ZoomFactor(1)\n\tGoto trueReady\n Flash:\n TNT1 A 7 bright A_Light2\n TNT1 A 4 bright A_Light1\n TNT1 A 0 bright A_Light0\n stop\n }\n}\n\n/*\nACTOR \"LegendaryDemonTechDevastatorNoSkin\" : Weapon Replaces \"Legendary Demon Tech Devastator\"\n{\n Tag \"Legendary Demon Tech Devastator\"\n -INVENTORY.UNDROPPABLE\n Inventory.PickupSound \"LegDevastator/Pickup\"\n Inventory.PickupMessage \"The Legendary Devastator\"\n Obituary \"%o was turned into a mere spec of dust by %k's Legendary Devastor.\"\n Weapon.SelectionOrder 2792\n Weapon.AmmoUse 75\n Weapon.AmmoGive 150\n Weapon.AmmoType \"LDemonAmmo\"\n Weapon.AmmoType2 \"LDemonAmmo\"\n Weapon.Upsound \"LegDevastator/Pickup\"\n Damagetype \"PlayerDevBall\"\n States\n {\n Spawn:\n LDEV A -1\n Loop\n Ready:\n LEVG A 0 A_PlaySound(\"devastator/idle\",6,1.0,1)\n LEVG A 2 A_WeaponReady\n Loop\n Deselect:\n TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t TNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n TNT1 AAA 0 A_StopSound(6)\n\t TNT1 A 0 A_Lower\n LEVG A 1 A_Lower\n Goto Deselect+7\n Select:\n\t TNT1 A 0 A_Raise\n LEVG A 1 A_Raise\n Loop\n Fire:\n LEVG A 0 A_StopSound(6)\n LEVG B 9 A_PlayWeaponSound(\"devastator/charge\")\n LEVG CDEF 10 Bright\n LEVG G 3 Bright A_FireBullets(4,4,2,20,\"SuperDevPuff\",0,64)\n LEVG H 4 Bright A_FireBullets(4,4,2,20,\"SuperDevPuff\",0,64)\n LEVG I 4 Bright A_FireBullets(4,4,2,20,\"SuperDevPuff\",0,64)\n LEVG G 4 Bright A_FireBullets(4,4,2,20,\"SuperDevPuff\",0,64)\n LEVG H 4 Bright A_FireBullets(4,4,2,20,\"SuperDevPuff\",0,64)\n LEVG I 4 Bright A_FireBullets(4,4,2,20,\"SuperDevPuff\",0,64)\n LEVG G 3 Bright A_FireBullets(4,4,2,20,\"SuperDevPuff\",0,64)\n LEVG H 4 Bright A_FireBullets(4,4,2,20,\"SuperDevPuff\",0,64)\n LEVG I 4 Bright A_FireBullets(4,4,2,20,\"SuperDevPuff\",0,64)\n LEVG G 4 Bright A_FireBullets(4,4,2,20,\"SuperDevPuff\",0,64)\n LEVG H 4 Bright A_FireBullets(4,4,2,20,\"SuperDevPuff\",0,64)\n LEVG I 4 Bright A_FireBullets(4,4,2,20,\"SuperDevPuff\",0,64)\n LEVG A 0 A_Refire\n LEVG J 3 Bright A_GunFlash\n TNT1 A 0 A_Recoil(20)\n LEVG J 1 Bright A_Playsound(\"devastator/fire\")\n LEVG K 9 Bright A_FireCustomMissile (\"LegendaryDevastatorBall\",0,1,0,0)\n LEVG L 7 Bright\n Goto Ready\nHold:\n LEVG A 0 A_StopSound(6)\n LEVG G 1 Bright A_PlayWeaponSound(\"weapons/devfch\")\n LEVG G 3 Bright A_FireBullets(4,4,2,6,\"SuperDevPuff\",0,64)\n LEVG H 4 Bright A_FireBullets(4,4,2,6,\"SuperDevPuff\",0,64)\n LEVG I 4 Bright A_FireBullets(4,4,2,6,\"SuperDevPuff\",0,64)\n LEVG G 4 Bright A_FireBullets(4,4,2,6,\"SuperDevPuff\",0,64)\n LEVG H 4 Bright A_FireBullets(4,4,2,6,\"SuperDevPuff\",0,64)\n LEVG I 4 Bright A_FireBullets(4,4,2,6,\"SuperDevPuff\",0,64)\n LEVG I 0 A_Refire\n LEVG J 4 Bright A_GunFlash\n LEVG J 1 Bright A_Playsound(\"devastator/fire\")\n LEVG K 10 Bright A_FireCustomMissile (\"LegendaryDevastatorBall\",0,1,0,0)\n LEVG L 7 Bright\n Goto Ready\n Flash:\n NULL A 5 A_Light1\n NULL A 10 A_Light2\n NULL A 7 A_Light1\n NULL A 5 A_Light0\n stop\n }\n}\n*/\n\nActor \"NemesisBFGNoSkin\" : Weapon Replaces \"Nemesis BFG\"\n{\n +NOAUTOFIRE\n +WEAPON.BFG\n +WEAPON.NOAUTOAIM\n -INVENTORY.UNDROPPABLE\n Weapon.AmmoGive 150\n Weapon.AmmoType \"NLDemonAmmo\"\n Weapon.AmmoType2 \"NLDemonAmmo\"\n Weapon.AmmoUse 200\n Weapon.AmmoUse2 50\n weapon.KickBack 90\n Weapon.SlotNumber 8\n Weapon.UpSound \"NemesisBFG/Pickup\"\n Inventory.PickupSound \"NemesisBFG/Pickup\"\n Inventory.PickupMessage \"Nemesis BFG! Rend the souls from your foes!\"\n Obituary \"%o regrets going against %k's Nemesis BFG.\"\n Tag \"Nemesis BFG\"\n States\n {\n Spawn:\n\tNMBG X -1\n\tLoop\n Select:\n TNT1 A 0\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n SelectLoop:\n\tTNT1 A 0 A_ZoomFactor(1)\n\tTNT1 A 0 A_Raise\n\tNMB8 Q 1 A_Raise\n\tLoop\n Deselect:\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\tTNT1 A 0 A_TakeInventory(\"NoSpreadIndicator\",1)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n Deselectloop:\n\tTNT1 A 0 A_StopSound(5)\n\tTNT1 A 0 A_ZoomFactor(1)\n\tTNT1 A 0 A_Lower\n\tNMB8 Q 1 A_Lower\n\tLoop\n Ready:\n\tTNT1 A 0 A_ZoomFactor(1)\n\tTNT1 A 0 A_PlaySound(\"NemesisBFG/Loop\",5,1.0,1)\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\tNMB0 AAAA 1 A_WeaponReady\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\tNMB0 BBBB 1 A_WeaponReady\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\tNMB0 CCCC 1 A_WeaponReady\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\tNMB0 DDDD 1 A_WeaponReady\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\tNMB0 CCCC 1 A_WeaponReady\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\tNMB0 BBBB 1 A_WeaponReady\n\tLoop\n Fire:\n\tTNT1 A 0 A_PlaySound(\"truelegbfg/trigger\",6)\n\tNMB9 A 1\n\tTNT1 A 0 A_PlaySound(\"NemesisBFG/Charge\",1)\n\tNMB9 AABBCCDD 1\n\tTNT1 A 0 A_GiveInventory(\"GuruCharge\",25)\n Gurucharger:\n\tTNT1 A 0 A_TakeInventory(\"GuruCharge\",1)\n\t//TNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\tNMB9 ABCD 1 Bright A_Quake(4,2,0,2,\"none\")\n\tTNT1 A 0 A_JumpIfInventory(\"GuruCharge\",1,\"Gurucharger\")\n\tNMB8 AABBCCDD 1 Bright A_Quake(4,2,0,2,\"none\")\n\tTNT1 A 0 A_TakeInventory(\"NexusSpread\",1)\n\tTNT1 A 0 A_PlaySound(\"NemesisBFG/Fire\",1)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerNemesisGuruBall\",0,1,12,0)\n\tTNT1 A 0 A_Recoil(45)\n\tTNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_SetBlend(\"White\",0.5,60)\n\tTNT1 A 0 A_SetBlend(\"White\",0.25,60)\n\tNMB8 E 1 Bright A_ZoomFactor(0.9)\n\tNMB8 E 1 Bright A_ZoomFactor(0.91)\n\tNMB8 F 1 Bright A_ZoomFactor(0.92)\n\tNMB8 F 1 Bright A_ZoomFactor(0.93)\n\tNMB8 G 1 Bright A_ZoomFactor(0.94)\n\tNMB8 G 1 Bright A_ZoomFactor(0.95)\n\tNMB8 H 1 Bright A_ZoomFactor(0.96)\n\tNMB8 H 1 Bright A_ZoomFactor(0.97)\n\tNMB8 I 1 Bright A_ZoomFactor(0.98)\n\tNMB8 I 1 Bright A_ZoomFactor(0.99)\n\tTNT1 A 0 A_GiveInventory(\"NexusSpread\",1)\n\tNMB8 KK 1 A_ZoomFactor(1)\n\tNMB8 LLMMNNOOPPQQ 1\n\tGoto Ready\n Altfire:\n\tTNT1 A 0 A_PlaySound(\"star/fire\",1)\n\tTNT1 A 0 A_TakeInventory(\"NexusSpread\",1)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerMiniNemesisBFGBall\",0,1,12,0)\n\tTNT1 A 0 A_Recoil(25)\n\tTNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_SetBlend(\"White\",0.25,35)\n\tTNT1 A 0 A_SetBlend(\"White\",0.125,35)\n\tNMB8 EFGHIJ 1 Bright\n\tTNT1 A 0 A_GiveInventory(\"NexusSpread\",1)\n\tNMB8 LLMMNNOOPPQQ 1\n\tGoto Ready\n Flash:\n\tTNT1 A 7 bright A_Light2\n\tTNT1 A 4 bright A_Light1\n\tTNT1 A 0 bright A_Light0\n\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/SLOT8.txt",
"contents": "ACTOR \"HellStaffNoSkin\" : Weapon Replaces HellStaff\n{\n Weapon.KickBack 0\n Weapon.YAdjust 0\n Weapon.AmmoType1 \"DustMana\"\n Weapon.AmmoType2 \"DustMana\"\n Weapon.AmmoUse1 1\n Weapon.AmmoUse2 4\n Weapon.AmmoGive 20\n Weapon.UpSound \"HellStaff/Pickup\"\n Inventory.Pickupsound \"HellStaff/Pickup\"\n Tag \"Hell Staff\"\n -INVENTORY.UNDROPPABLE\n Inventory.PickupMessage \"You have acquired the Hell Staff!\"\n States\n {\n Spawn:\n HLS2 F -1\n Loop\n Select:\n\tTNT1 A 0 A_Raise\n\tWait\n Deselect:\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_Lower\n HLS2 A 1 A_Lower\n Goto Deselect+4\n Ready:\n\tHLS2 GHIJK 2\n Ready2:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n HLS2 AAAAA 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n HLS2 AAAAA 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n HLS2 AAAAA 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n HLS2 AAAAA 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tHLS2 DDDCCCBBB 1 A_WeaponReady\n Loop\n Fire:\n HLS2 D 1\n HLS2 E 2 Bright Offset(0, 48) A_FireCustomMissile(\"HellStaffBall1\",0,1,0,-4)\n HLS2 D 2 Offset(0, 40)\n HLS2 D 2 Offset(0, 36) A_ReFire\n Goto Ready2\n AltFire:\n HLS2 D 1\n HLS2 E 4 Bright Offset(0, 48) A_FireCustomMissile(\"HellStaffBall2\",0,1,0,-4)\n HLS2 D 3 Offset(0, 40)\n HLS2 D 2 Offset(0, 36) A_ReFire\n Goto Ready2\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready2\n GrenadeToss:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tHLS2 LMN 2\n\tTNT1 A 3\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\tTNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tHLS2 NML 2\n\tGoto Ready2\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready2\n MineToss:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tHLS2 LMN 2\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\tTNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tHLS2 NML 2\n\tGoto Ready2\n }\n}\n\nActor \"FantasyStaffNoSkin\" : Weapon Replaces FantasyStaff\n{\n Inventory.PickupMessage \"You now wield the forgotten Fantasy Staff! Fascinating power awaits you...\"\n inventory.PickupSound \"FantasyStaff/Recharge\"\n Obituary \"%o experienced phantasmal power like no other by %k.\"\n Tag \"Fantasy Staff\"\n Weapon.AmmoType1 \"DustMana\"\n Weapon.AmmoType2 \"DustMana\"\n Weapon.AmmoGive 50\n Weapon.AmmoUse1 1\n Weapon.AmmoUse2 1\n +AMMO_OPTIONAL\n -INVENTORY.UNDROPPABLE\n States\n {\n Spawn:\n LTBR A -1\n Loop\n Select:\n TNT1 A 0 A_Raise\n LTBR M 1 A_Raise\n Loop\n Deselect:\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n TNT1 A 0 A_StopSound(7)\n TNT1 A 0 A_JumpIfNoAmmo(\"Deselect2\")\n LTBR ON 4 Bright\n LTBR M 4\n DeselectLoop:\n TNT1 A 0 A_Lower\n LTBR M 1 A_Lower\n Loop\n Ready:\n LTBR M 4 A_JumpIfNoAmmo(\"Ready2\")\n LTBR N 0 A_PlaySound(\"FantasyStaff/Recharge\",6)\n LTBR NO 4 Bright\n ReadyLoop:\n TNT1 A 0 A_JumpIfNoAmmo(\"Ready2\")\n LTBR B 0 Bright A_StopSound(7)\n LTBR BBBBCCCCDDDDEEEE 1 Bright A_WeaponReady\n Loop\n Fire:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Ready2\")\n LTBR F 0 A_PlaySound(\"FantasyStaff/Fire\",7)\n\tLTBR F 1 Bright A_FireCustomMissile(\"FantasyStaffBeamPlayer\",0,0,0,-4)\n\tLTBR FF 1 Bright A_FireCustomMissile(\"FantasyStaffBeamPlayer\",0,1,0,-4)\n TNT1 A 0 Bright A_PlaySound(\"FantasyStaff/FireLoop\",6)\n\tLTBR G 1 Bright A_FireCustomMissile(\"FantasyStaffBeamPlayer\",0,0,0,-4)\n\tLTBR GG 1 Bright A_FireCustomMissile(\"FantasyStaffBeamPlayer\",0,1,0,-4)\n TNT1 A 0 Bright A_PlaySound(\"FantasyStaff/FireLoop\",6)\n\tLTBR H 1 Bright A_FireCustomMissile(\"FantasyStaffBeamPlayer\",0,0,0,-4)\n\tLTBR HH 1 Bright A_FireCustomMissile(\"FantasyStaffBeamPlayer\",0,1,0,-4)\n TNT1 A 0 Bright A_PlaySound(\"FantasyStaff/FireLoop\",6)\n\tLTBR I 1 Bright A_FireCustomMissile(\"FantasyStaffBeamPlayer\",0,0,0,-4)\n\tLTBR II 1 Bright A_FireCustomMissile(\"FantasyStaffBeamPlayer\",0,1,0,-4)\n TNT1 A 0 Bright A_PlaySound(\"FantasyStaff/FireLoop\",6)\n LTBR A 0 A_Refire\n\tTNT1 A 0 A_StopSound(7)\n LTBR I 0 A_JumpIfInventory(\"DustMana\",1,1)\n Goto Ready\n LTBR I 0\n Goto Ready+4\n AltFire:\n TNT1 A 0 A_JumpIfInventory(\"DustMana\",100,\"BetterAltFire\")\n\tTNT1 A 0 A_PlaySound(\"FantasyStaff/Fire3\",7)\n LTBR G 4 Bright Offset(0,34) A_FireCustomMissile(\"FantasyProjectileWeakPlayer\",0,0,0,-4)\n LTBR H 4 Bright Offset(0,36)\n LTBR L 4 Bright Offset(0,32)\n LTBR A 0 A_Refire\n Goto Ready+4\n BetterAltFire:\n LTBR A 0 Bright A_PlaySound(\"FantasyStaff/Charge\",5)\n LTBR BCDEBCDEBCDEBCD 2 Bright\n LTBR FGHIFGHIFGHI 2 Bright\n LTBR A 0 Bright A_PlaySound(\"FantasyStaff/Fire2\",6)\n LTBR A 0 Bright A_PlaySound(\"FantasyStaff/Meltdown\",7)\n LTBR M 3 Bright Offset(0,48) A_FireCustomMissile(\"FantasySealPlayer\",0,0,0,-8)\n\tTNT1 A 0 A_TakeInventory(\"DustMana\",100,TIF_NOTAKEINFINITE)\n\tTNT1 A 0 A_SetPitch (pitch-3)\n\tTNT1 A 0 A_Recoil(15)\n LTBR M 2 Offset(0,40)\n LTBR M 2 Offset(0,36)\n LTBR M 2 Offset(0,34)\n LTBR M 10 Offset(0,32)\n LTBR M 4 A_JumpIfInventory(\"Dustmana\",1,1)\n LTBR N 0 A_PlaySound(\"FantasyStaff/Recharge\",6)\n\tLTBR MNOB 4 Bright\n LTBR A 0 A_Refire\n LTBR I 0 A_JumpIfInventory(\"Dustmana\",1,1)\n Goto NoAmmo\n LTBR I 0\n Goto Ready+4\n NoAmmo:\n LTBR ON 4 Bright\n Goto Ready2\n Deselect2:\n TNT1 A 0 A_Lower\n LTBR M 1 A_Lower\n Loop\n Ready2:\n LTBR M 0 A_StopSound(7)\n LTBR M 0 A_JumpIfInventory(\"DustMana\",1,\"Ready\")\n LTBR M 1 A_WeaponReady\n Loop\n }\n}\n\nACTOR PainLordSoul2 : CustomInventory Replaces PainLordSoul\n{\n Inventory.Amount 1\n Inventory.MaxAmount 2\n Inventory.PickupSound \"Soul/Fire\"\n Inventory.PickupMessage \"You have acquired the Pain Lord's soul!\"\n Inventory.Icon SOITA0\n Inventory.InterHubAmount 2\n Tag \"Pain Lord Soul - Acts as a portable Soulsphere, or upgrades a certain weapon...\"\n +INVBAR\n +FLOORCLIP\n States\n {\n Spawn:\n TNT1 A 1 A_SpawnItemEx(\"PainLordSoulItemFX\",0,0,18,frandom(-1,1),frandom(-1,1),frandom(-1,1))\n Loop\n Use:\n TNT1 A 0 A_JumpIfInventory(\"OccultDarkMatterToken\",1,\"GiveItem\")\n TNT1 A 0 A_JumpIfInventory(\"OccultSpellbookNoSkin\",1,\"SpellbookUpgrade\")\n GiveItem:\n\t TNT1 A 0 A_Playsound(\"Soul/Hit\")\n\t TNT1 A 0 A_GiveInventory(\"SoulSphere\")\n Stop\n SpellbookUpgrade:\n\t TNT1 A 0 A_Print(\"The Occult Spellbook now has the ability to use Dark Matter!\")\n\t TNT1 A 0 A_Playsound(\"Soul2/Hit\")\n\t TNT1 A 0 A_GiveInventory(\"OccultCanUpgrade\")\n\t TNT1 A 0 A_GiveInventory(\"OccultDarkMatterToken\")\n\t Stop\n }\n}\n\nACTOR ChaosEssence2 : PainLordSoul Replaces ChaosEssence\n{\n Inventory.PickupMessage \"You have acquired an essence of Chaos!\"\n Inventory.Icon SOITD0\n Inventory.InterHubAmount 2\n Tag \"Chaos Essence - Acts as a portable Life Sphere, or upgrades a certain weapon...\"\n States\n {\n Spawn:\n TNT1 A 1 A_SpawnItemEx(\"ChaosEssenceItemFX\",0,0,18,frandom(-1,1),frandom(-1,1),frandom(-1,1))\n Loop\n Use:\n TNT1 A 0 A_JumpIfInventory(\"OccultChaosLightningToken\",1,\"GiveItem\")\n TNT1 A 0 A_JumpIfInventory(\"OccultSpellbookNoSkin\",1,\"SpellbookUpgrade\")\n GiveItem:\n\t TNT1 A 0 A_Playsound(\"Soul/Hit\")\n\t TNT1 A 0 A_GiveInventory(\"LifeSphere\")\n Stop\n SpellbookUpgrade:\n\t TNT1 A 0 A_Print(\"The Occult Spellbook now has the ability to use Chaos Lightning!\")\n\t TNT1 A 0 A_Playsound(\"Soul2/Hit\")\n\t TNT1 A 0 A_GiveInventory(\"OccultCanUpgrade\")\n\t TNT1 A 0 A_GiveInventory(\"OccultChaosLightningToken\")\n\t Stop\n }\n}\n\nACTOR DarkvileEnergy2 : PainLordSoul Replaces DarkvileEnergy\n{\n Inventory.InterHubAmount 2\n Inventory.PickupMessage \"You have acquired the Darkvile's Energy!\"\n Inventory.Icon SOITE0\n Tag \"Darkvile Energy - Acts as a portable Life Sphere, or upgrades a certain weapon...\"\n States\n {\n Spawn:\n TNT1 A 1 A_SpawnItemEx(\"DarkvileEnergyItemFX\",0,0,18,frandom(-1,1),frandom(-1,1),frandom(-1,1))\n Loop\n Use:\n TNT1 A 0 A_JumpIfInventory(\"OccultSlicerToken\",1,\"GiveItem\")\n TNT1 A 0 A_JumpIfInventory(\"OccultSpellbookNoSkin\",1,\"SpellbookUpgrade\")\n GiveItem:\n\t TNT1 A 0 A_Playsound(\"Soul/Hit\")\n\t TNT1 A 0 A_GiveInventory(\"LifeSphere\")\n Stop\n SpellbookUpgrade:\n\t TNT1 A 0 A_Print(\"The Occult Spellbook now has the ability to use Slicer!\")\n\t TNT1 A 0 A_Playsound(\"Soul2/Hit\")\n\t TNT1 A 0 A_GiveInventory(\"OccultCanUpgrade\")\n\t TNT1 A 0 A_GiveInventory(\"OccultSlicerToken\")\n\t Stop\n }\n}\n\nACTOR VileEssence2 : PainLordSoul Replaces VileEssence\n{\n Inventory.InterHubAmount 2\n Inventory.PickupMessage \"You have acquired an Archvile's soul!\"\n Inventory.Icon SOITV0\n Tag \"Archvile's Essence - Acts as a portable Life Sphere, or upgrades a certain weapon...\"\n States\n {\n Spawn:\n TNT1 A 1 A_SpawnItemEx(\"VileEssenceItemFX\",0,0,18,frandom(-1,1),frandom(-1,1),frandom(-1,1))\n Loop\n Use:\n TNT1 A 0 A_JumpIfInventory(\"SummonerToken\",1,\"GiveItem\")\n TNT1 A 0 A_JumpIfInventory(\"OccultSpellbookNoSkin\",1,\"SpellbookUpgrade\")\n GiveItem:\n\t TNT1 A 0 A_Playsound(\"Soul/Hit\")\n\t TNT1 A 0 A_GiveInventory(\"LifeSphere\")\n Stop\n SpellbookUpgrade:\n\t TNT1 A 0 A_Print(\"The Occult Spellbook now has the ability to use Summoner!\")\n\t TNT1 A 0 A_Playsound(\"Soul2/Hit\")\n\t TNT1 A 0 A_GiveInventory(\"OccultCanUpgrade\")\n\t TNT1 A 0 A_GiveInventory(\"SummonerToken\")\n\t Stop\n }\n}\n\nActor \"PyroCannonNoSkin\" : Weapon Replaces \"Pyro Cannon\"\n{\n Tag \"Pyro Cannon\"\n Inventory.PickupMessage \"You got the Pyro Cannon!\"\n Obituary \"%o was incinerated by %k's pyro cannon.\"\n Weapon.SelectionOrder 3\n Weapon.AmmoType \"Gas\"\n Weapon.AmmoGive 50\n Weapon.AmmoUse 150\n Weapon.Kickback 50\n -INVENTORY.UNDROPPABLE\n States\n {\n Spawn:\n WPYR A -1\n Loop\n Ready:\n\tPYRG A 1 A_WeaponReady\n Loop\n Deselect:\n TNT1 A 0 A_Lower\n PYRG A 1 A_Lower\n loop\n Select:\n TNT1 A 0 A_PlayWeaponSound(\"weapons/PCNNpickup\")\n\tTNT1 A 0 A_Raise\n PYRG A 1 A_Raise\n goto select+1\n Fire:\n PYRG A 5\n PYRG B 8 Bright A_GunFlash\n\tTNT1 A 0 A_PlaySound(\"weapons/PCNNF\")\n\tTNT1 A 0 A_Recoil(38)\n PYRG C 10 Bright A_FireCustomMissile(\"PlayerPyroShot\", 0, 1, 0, 0)\n PYRG DEFG 2 Bright\n\tTNT1 A 0 A_ZoomFactor(0.975)\n\tPYRG A 1 Bright Offset(2,34)\n\tTNT1 A 0 A_ZoomFactor(0.95)\n\tPYRG A 1 Bright Offset(4,36)\n\tTNT1 A 0 A_ZoomFactor(1)\n\tTNT1 A 0 A_PlaySound(\"weapons/dtech10ksteam\")\n\tPYRG AAAAAAAAAAAAAAAAAA 1 A_FireCustomMissile(\"LegendaryCannonSmoke\",78+Random(-4,4),0,-1,0)\n Goto Ready\n Flash:\n TNT1 A 8 A_Light1\n TNT1 A 10 A_Light2\n TNT1 A 15 A_Light1\n TNT1 A 1 A_Light0\n Stop\n }\n}\n\nActor \"BlackholeGeneratorNoSkin\" : Weapon Replaces \"Blackhole Generator \"\n{\nTag \"Blackhole Generator\"\nWeapon.SelectionOrder 2900\nWeapon.AmmoUse1 150\nWeapon.AmmoGive1 200\nWeapon.AmmoType1 \"DemonAmmo\"\nWeapon.Upsound \"devastator/up\"\n+WEAPON.NOAUTOAIM\n-INVENTORY.UNDROPPABLE\nInventory.PickupMessage \"You got the Black Hole Generator!\"\nObituary \"%o got disintegrated by %k's Black Hole Generator.\"\nStates\n{\nSpawn:\n\tDCAN A -1\n\tStop\nSelect:\n TNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\tTNT1 A 0 A_Raise\n\tDMAT A 1 A_Raise\n\tGoto Select+1\nDeselect:\n TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"NoSpreadIndicator\",1)\n\tTNT1 A 0 A_Lower\n\tDMAT A 1 A_Lower\n\tGoto Deselect+5\nReady:\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\tDMAT A 4 A_WeaponReady\n\tLoop\nFire:\n\tDMAT A 30 A_PlayWeaponSound(\"BH/Charge\")\n\tTNT1 A 0 A_TakeInventory(\"NexusSpread\",1)\n\tDMAT A 10 Bright\n\tTNT1 A 0 A_PlayWeaponSound(\"BH/Fire\")\n\tTNT1 A 0 A_GunFlash\n\tDMAT B 4 Bright A_FireCustomMissile(\"PBlackHoleProjectile\",0,1,0,0)\n\tDMAT CD 4 Bright\n\tTNT1 A 0 A_GiveInventory(\"NexusSpread\",1)\n\tDMAT A 10\n\tGoto Ready\nGrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready\nGrenadeToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 4\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tGoto Ready\nMineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready\nMineToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tGoto Ready\nFlash:\n\tTNT1 A 4 A_Light2\n\tTNT1 A 3 A_Light1\n\tTNT1 A 0 A_Light0\n\tStop\n}\n}\n\nActor \"LegendaryFusionCannonNoSkin\" : Weapon Replaces \"Legendary Fusion Cannon\"\n{\n+NOAUTOFIRE\n+WEAPON.BFG\n+WEAPON.NOAUTOAIM\n-INVENTORY.UNDROPPABLE\nWeapon.AmmoGive 200\nWeapon.AmmoGive2 1\nWeapon.AmmoType \"LDemonAmmo\"\nWeapon.AmmoType2 \"LegendaryFusionCell\"\nWeapon.AmmoUse 0\nWeapon.AmmoUse2 1\nweapon.KickBack 90\nWeapon.SlotNumber 8\nWeapon.UpSound \"weapons/LFusionCannonUp\"\nInventory.pickupsound \"upgrade/pickup\"\nInventory.PickupMessage \"The Legendary Fusion Cannon\"\nObituary \"%o was oblirerated off the planet with k's Legendary Fusion Cannon.\"\nTag \"Legendary Fusion Cannon\"\nStates\n\t{\n\tSpawn:\n\t\tRLBG X -1\n\t\tLoop\n\tSelect:\n\t TNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\t\tTNT1 A 0 A_ZoomFactor(1)\n\t\tRLBU A 0 A_Raise\n\t\tRLBU A 1 A_Raise\n\t\tgoto select+1\n\tDeselect:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tTNT1 A 0 A_TakeInventory(\"NoSpreadIndicator\",1)\n\tDeselectloop:\n\t\tTNT1 AAA 0 A_StopSound(5)\n\t\tTNT1 AAA 0 A_StopSound(6)\n\t\tTNT1 A 0 A_ZoomFactor(1)\n\t\tTNT1 A 0 A_Lower\n\t\tRLBU A 1 A_Lower\n\t\tLoop\n\tReady:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/LFusionCannonIdle\",5,1.0,1)\n\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\t\tRLBG ABC 1 A_WeaponReady\n\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\t\tRLBG DEF 1 A_WeaponReady\n\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\t\tRLBG GHI 1 A_WeaponReady\n\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\t\tRLBG JIH 1 A_WeaponReady\n\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\t\tRLBG GFE 1 A_WeaponReady\n\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\t\tRLBG DCB 1 A_WeaponReady\n\t\tLoop\n\tFire:\n\t TNT1 A 0 A_JumpifInventory(\"LDemonAmmo\",125,1)\n\t Goto Ready\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/GuruTrigger\",1)\n\t\tRLBG ABCDEFGHIJ 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/LFusionCannonFire\",5)\n\t\tRLBG IHGFED 1\n\t\tTNT1 A 0 A_GiveInventory(\"GuruCharge\",1)\n\tGurucharger:\n\t\tTNT1 A 0 A_TakeInventory(\"GuruCharge\",1)\n\t\tRLBC ABCDEFGHIJKLMNOPQRST 1 Bright A_Quake(4,2,0,2,\"none\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GuruCharge\",1,\"Gurucharger\")\n\t\tTNT1 A 0 A_TakeInventory(\"NexusSpread\",1)\n\t\tRLBC ABC 1 Bright A_Quake(4,2,0,2,\"none\")\n\t\tTNT1 A 0 A_StopSound(5)\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/GuruFire\",5)\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/GuruAddFire\",6)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlayerRTLBBall\",0,1,12,0)\n\t\tTNT1 A 0 A_TakeInventory(\"LDemonAmmo\",125)\n\t\tTNT1 A 0 A_Recoil(45)\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_SetBlend(\"Yellow\",0.5,60)\n\t\tTNT1 A 0 A_SetBlend(\"White\",0.25,60)\n\t\tTNT1 A 0 A_ZoomFactor(0.950)\n\t\tRLBF A 1 Bright Offset(2,34)\n\t\tTNT1 A 0 A_GiveInventory(\"NexusSpread\",1)\n\t\tTNT1 A 0 A_ZoomFactor(0.75)\n\t\tRLBF A 1 Bright Offset(4,36)\n\t\tTNT1 A 0 A_ZoomFactor(1)\n\t\tGoto Ready\n\tAltfire:\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"LegendaryFusionCell\",1,1)\n\t\tGoto Ready\n\t\tRLBG A 0 A_PlaySound(\"Weapons/GuruTrigger\",1)\n\t\tRLBG ABCDEFGHIJ 1\n\t\tRLBG A 0 A_PlaySound(\"weapons/LFusionCannonCharging\",5,2.0)\n\t\tRLBG IHGFED 1\n\t\tRLBG A 0 A_GiveInventory(\"GuruCharge\",3)\n\tGurudeathcharger:\n\t\tRLBG A 0 A_TakeInventory(\"GuruCharge\",1)\n\t\tRLBC ABCDEFGHIJKLMNOPQRST 1 Bright A_Quake (4, 2, 0, 2,\"none\")\n\t\tRLBC ABCDEFGHIJKLMNOPQRST 1 Bright A_Quake (4, 2, 0, 2,\"none\")\n\t\tRLBG A 0 A_JumpIfInventory(\"GuruCharge\",1,\"Gurudeathcharger\")\n\t\tTNT1 A 0 A_TakeInventory(\"NexusSpread\",1)\n\t\tRLBC ABC 1 Bright A_Quake (4, 2, 0, 2,\"none\")\n\t\tRLBG A 0 A_StopSound(5)\n\t\tRLBG A 0 A_PlaySound(\"Weapons/GuruFire\",5)\n\t\tRLBG A 0 A_PlaySound(\"Weapons/GuruAddFire\",6)\n\t\tRLBG A 0 A_FireCustomMissile(\"PRTLDeathball\", 0, 0, 12, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"LegendaryFusionCell\",1)\n\t\tRLBG A 0 A_Recoil(65)\n\t\tRLBG A 0 A_GunFlash\n\t\tRLBG A 0 A_SetBlend(\"Yellow\",0.5,60)\n\t\tRLBG A 0 A_SetBlend(\"White\",0.25,60)\n\t\tRLBF A 0 A_ZoomFactor(0.975)\n\t\tRLBF A 1 Bright Offset(2,34)\n\t\tRLBF A 0 A_ZoomFactor(0.95)\n\t\tRLBF A 1 Bright Offset(4,36)\n\t\tRLBF A 1 Bright Offset(8,40) A_ZoomFactor(0.85)\n\t\tRLBF A 1 Bright Offset(12,44) A_ZoomFactor(0.875)\n\t\tRLBG J 1 Bright Offset(15,47) A_ZoomFactor(0.8)\n\t\tRLBG I 1 Bright Offset(17,49) A_ZoomFactor(0.75)\n\t\tRLBG H 1 Bright Offset(18,50) A_ZoomFactor(0.74)\n\t\tRLBG G 1 Bright Offset(19,51) A_ZoomFactor(0.73)\n\t\tRLBG F 1 Bright Offset(20,52) A_ZoomFactor(0.72)\n\t\tRLBG E 1 Bright A_ZoomFactor(0.71)\n\t\tRLBG D 1 Bright Offset(19,51) A_ZoomFactor(0.7)\n\t\tRLBG C 1 Bright Offset(18,50) A_ZoomFactor(0.69)\n\t\tRLBG B 1 Bright Offset(17,49) A_ZoomFactor(0.68)\n\t\tRLBG A 1 Bright Offset(16,48) A_ZoomFactor(0.67)\n\t\tRLBU A 1 Offset(15,47) A_ZoomFactor(0.66)\n\t\tRLBU A 1 Offset(14,46) A_ZoomFactor(0.67)\n\t\tRLBU A 1 Offset(13,45) A_ZoomFactor(0.68)\n\t\tRLBU A 1 Offset(12,44) A_ZoomFactor(0.69)\n\t\tRLBU A 1 Offset(11,43) A_ZoomFactor(0.7)\n\t\tRLBU A 1 Offset(10,42) A_ZoomFactor(0.71)\n\t\tRLBU A 1 Offset(9,41) A_ZoomFactor(0.72)\n\t\tRLBU A 1 Offset(8,40) A_ZoomFactor(0.73)\n\t\tRLBU A 1 Offset(7,39) A_ZoomFactor(0.74)\n\t\tRLBU A 1 Offset(6,38) A_ZoomFactor(0.75)\n\t\tRLBU A 1 Offset(5,37) A_ZoomFactor(0.775)\n\t\tRLBU A 1 Offset(4,36) A_ZoomFactor(0.8)\n\t\tRLBU A 1 Offset(3,35) A_ZoomFactor(0.825)\n\t\tRLBU A 1 Offset(2,34) A_ZoomFactor(0.85)\n\t\tRLBU A 1 Offset(1,33) A_ZoomFactor(0.875)\n\t\tRLBU A 1 Offset(0,32) A_ZoomFactor(0.9)\n\t\tRLBU A 1 A_ZoomFactor(0.925)\n\t\tRLBU A 1 A_ZoomFactor(0.925)\n\t\tRLBU A 1 A_ZoomFactor(0.95)\n\t\tRLBU A 1 A_ZoomFactor(0.975)\n\t\tRLBU A 1 A_ZoomFactor(1)\n\t\tTNT1 A 0 A_GiveInventory(\"NexusSpread\",1)\n\t\tRLBU A 5 A_PlaySound(\"Weapons/GuruLoad\",1)\n\t\tPWRG A 0 A_PlaySound(\"Weapons/GuruIdle\",5,1,1)\n\t\tRLBG ABCDFEFGHIJIHGFEDCB 1\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 7 bright A_Light2\n\t\tTNT1 A 4 bright A_Light1\n\t\tTNT1 A 0 bright A_Light0\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/SLOT9.txt",
"contents": "ACTOR \"VileStaffNoSkin\" : Weapon Replaces VileStaff\n{\n+WEAPON.NOALERT\n-WEAPON.NOAUTOAIM\n-INVENTORY.UNDROPPABLE\nWeapon.SelectionOrder 9000\nWeapon.AmmoUse 0\nWeapon.AmmoUse2 0\nWeapon.AmmoGive 600\nWeapon.AmmoType \"DemonAmmo\"\nWeapon.AmmoType2 \"DemonAmmo\"\nWeapon.UpSound \"VileGet\"\nInventory.PickupSound \"VileGet\"\nInventory.PickupMessage \"You got Arch-Vile Staff! Subjugates enemies with primary fire. Will raise the killed enemies as minions and will cure them with secondary fire.\"\nTag \"Arch-Vile Staff\"\nStates\n\t{\n\tSpawn:\n\t\tREVI H -1 Bright\n\t\tLoop\n\tReady:\n\t\tREVI A 1 A_WeaponReady\n\t\tGoto Ready\n\tSelect:\n\t TNT1 A 0 A_Raise\n\t\tREVI A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0\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\tREVI A 1 A_PlayWeaponSound(\"weapons/weapondown\")\n\tDeselectloop:\n\t TNT1 A 0 A_Lower\n\t\tREVI A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",5,1)\n\t\tGoto Ready\n\t\tREVI A 1\n\t\tREVI B 1\n\t\tREVI C 1\n\t\tREVI D 1\n\t\tREVI E 1 A_Playsound(\"VileStaff1\")\n\t\tREVI E 2 A_FireCustomMissile(\"VileFakeFriendly\",0,0,0,12)\n\t\tREVI D 1 A_TakeInventory(\"DemonAmmo\",5)\n\t\tREVI C 1\n\t\tREVI B 1\n\t\tREVI A 38\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\tHold:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",10,1)\n\t\tGoto Ready\n\t\tREVI A 1\n\t\tREVI B 1\n\t\tREVI C 1\n\t\tREVI D 1\n\t\tREVI E 1 A_Playsound(\"VileStaff1\")\n\t\tREVI E 2 A_FireCustomMissile(\"VileStaffFlameAttack\",0,0,0,12)\n\t\tREVI D 1 A_TakeInventory(\"DemonAmmo\",10)\n\t\tREVI C 1\n\t\tREVI B 1\n\t\tREVI A 38\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\tAltFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",15,1)\n\t\tGoto Ready\n\t\tREVI A 1\n\t\tREVI B 1\n\t\tREVI C 1\n\t\tREVI D 1\n\t\tREVI E 1 A_Playsound(\"VileStaff1\")\n\t\tREVI E 2 A_FireCustomMissile(\"VileStaffHeal\",0,0)\n\t\tTNT1 A 0 A_GiveInventory(\"NewMaxHealthBonus\")\n\t\tREVI F 3 A_TakeInventory(\"DemonAmmo\",15)\n\t\tREVI G 4\n\t\tREVI F 3\n\t\tREVI E 2\n\t\tREVI D 1\n\t\tREVI C 1\n\t\tREVI B 1\n\t\tREVI A 38\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\t}\n}\n\nACTOR \"UnmakerNoSkin\" : Weapon Replaces \"Unmaker\"\n{\nWeapon.AmmoGive \"400\"\nWeapon.AmmoType \"DemonAmmo\"\nWeapon.AmmoType2 \"DemonAmmo\"\nInventory.PickupSound \"NemesisGet\"\nWeapon.Kickback 120\n//AttackSound \"UnmakerShot\"\nWeapon.ReadySound \"UnmakerReadyX\"\nWeapon.UpSound \"NemesisUp\"\nInventory.PickupMessage \"The Unmaker\"\nTag \"Unmaker\"\nObituary \"%o got unmade by %k.\"\n+WEAPON.NOAUTOAIM\n-INVENTORY.UNDROPPABLE\n+DONTGIB\nStates\n{\n Spawn:\n\tUMNK Z -1\n\tLoop\n Ready:\n\tUNMA ZYXWVU 1\n ReadyLoop:\n\tTNT1 A 0\n TNT1 AAAAA 0\n\tTNT1 A 0 A_PlaySound(\"unmaker/hum\", 6, 1, 1)\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tUNMA A 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tUNMA B 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tUNMA C 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tUNMA D 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tUNMA E 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tUNMA F 1 A_WeaponReady\n\tGoto ReadyLoop+8\n Deselect:\n\tTNT1 A 0 A_StopSound(6)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_Lower\n\tUNMA A 1 A_Lower\n\tGoto Deselect+2\n Select:\n\t UNMA A 0 A_Raise\n\t Wait\n Fire:\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",10,1)\n\tGoto ReadyLoop+8\n\tUNMA ABCDEF 1\n FireHold:\n\tUNMA GHI 1\n\tTNT1 A 0 A_Playsound(\"UnmakerShot\", 1, 1, 0)\n\tTNT1 A 0 A_TakeInventory(\"DemonAmmo\", 5)\n\tTNT1 A 0 A_RailAttack(100, 0, 0, \"none\", \"red\", RGF_SILENT | RGF_NOPIERCING | RGF_FULLBRIGHT, 0, \"UnmakerPuff\", 0, 0, 0, 0, 5, 1, \"UnmakerLaserSpark\", -1)\n UNMA J 6\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_GetCurrentHealth\")-5 < 1,2)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"Hem_SetCurrentHealth\",0,ACS_NamedExecuteWithResult(\"Hem_GetCurrentHealth\")-5)\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",10,1)\n\tGoto ReadyLoop+8\n\tTNT1 A 0 A_Refire(\"FireHold\")\n\tUNMA HG 1\n\tGoto Afterfire\n Afterfire:\n\tTNT1 A 0 A_StopSound(7)\n\tUNMP ABCDEFGHIJKLMNONMLKJIHGFDCBA 1\n\tGoto ReadyLoop+8\n AltFire:\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",200,1)\n\tGoto ReadyLoop+8\n\tUNMA ABCDEF 1\n AltFireHold:\n\tUNMA ABCDEFGHIJK 1\n\tTNT1 A 0 A_TakeInventory(\"DemonAmmo\", 200)\n\tUNMA G 0 A_PlayWeaponSound(\"UnBallShot\")\n\tUNMA L 1 A_FireCustomMissile(\"UnmakerBlast\")\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_GetCurrentHealth\")-100 < 1,2)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"Hem_SetCurrentHealth\",0,ACS_NamedExecuteWithResult(\"Hem_GetCurrentHealth\")-100)\n\tUNMA LKJHGFEDCBA 2\n\tGoto Afterfire\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready+6\n GrenadeToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tUNMA UVWXYZ 1\n\tTNT1 A 4\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tGoto Ready+1\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready+6\n MineToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tUNMA UVWXYZ 1\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tGoto Ready+1\n}\n}\n\nACTOR \"ZenNoSkin\" : Weapon Replaces Zen\n{\n\tWeapon.SlotNumber 9\n\tTag \"Zen\"\n\tInventory.PickupMessage \"You are the wielder of Zen.\"\n\tObituary \"%k Purified %o.\"\n\tHeight 20\n\tWeapon.UpSound \"ZENUP2\"\n\tWeapon.SelectionOrder 2700\n\tWeapon.AmmoGive 200\n\tweapon.ammotype \"NLDemonAmmo\"\n\tweapon.ammouse 3\n\tweapon.ammotype2 \"NLDemonAmmo\"\n\tweapon.ammouse2 35\n\tDamageType \"PlayerNemesisPlasma\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\t-INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tZNMA A 6\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",0,0,10,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,160)\n\t\tLoop\n\tReady:\n\t\tTNT1 A 0\n\t\tUNM2 HGFEDCBA 1\n\tReadyLoop:\n\t TNT1 A 0 A_PlaySound(\"ZENIDL\",6,1.0,1)\n\t\tUNMK A 4 A_WeaponReady\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tLoop\n\tDeselect:\n\t \tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_StopSOund(1)\n\t\tTNT1 A 0 A_StopSOund(6)\n\t\tTNT1 AAA 0 A_StopSound(6)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/weapondown\",CHAN_WEAPON)\n\t\tTNT1 A 0 A_PlaySound(\"ZENUP4\",CHAN_WEAPON)\n\t\tUNM2 ABCDEFGH 1 Bright\n\tDeselectLoop:\n\t\tTNT1 A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 0 A_Raise\n\t\twait\n\tPreHold:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"NLDemonAmmo\",6,\"Hold\")\n\t\tGoto NoAmmo\n\tFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"NLDemonAmmo\",6,\"Fire2\")\n\t\tGoto NoAmmo\n\tFire2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"ZENUP3\",0,1.0,FALSE)\n\t\tUNMK AF 12\n\t\tTNT1 A 0 A_PlaySOund(\"ZENSTA\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\tHold:\n\t UNMK D 1 BRIGHT\n\t\tTNT1 A 0 A_PlaySOund(\"ZENLOP\", 6, 1, 1)\n\t TNT1 A 0 A_FireCustomMissile(\"UnmakerParticleSpawner\", 0, 1, 0, 0, 0, 0)\n \tTNT1 A 0 A_TakeInventory(\"NLDemonAmmo\",3)\n\t\tTNT1 A 0 A_RailAttack(600, 0, 0, \"none\", \"white\", RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_FULLBRIGHT, 0, \"Bulletpuff\", 0, 0, 9999, 1)\n\t\tTNT1 A 0 A_SetAngle(random(1, -1) + angle)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\n\t\tUNMK V 1 BRIGHT\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"UnmakerParticleSpawner\", 0, 1, 0, 0, 0, 0)\n \tTNT1 A 0 A_TakeInventory(\"NLDemonAmmo\",3)\n\t\tTNT1 A 0 A_RailAttack(600, 0, 0, \"none\", \"white\", RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_FULLBRIGHT, 0, \"Bulletpuff\", 0, 0, 9999, 1)\n\t\tTNT1 A 0 A_SetAngle(random(1, -1) + angle)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\n\t\tUNMK Y 1 BRIGHT\n\t\tTNT1 A 0 A_FireCustomMissile(\"UnmakerParticleSpawner\", 0, 1, 0, 0, 0, 0)\n \tTNT1 A 0 A_TakeInventory(\"NLDemonAmmo\",3)\n\t\tTNT1 A 0 A_RailAttack(600, 0, 0, \"none\", \"white\", RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_FULLBRIGHT, 0, \"Bulletpuff\", 0, 0, 9999, 1)\n\t\tTNT1 A 0 A_SetAngle(random(1, -1) + angle)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\n\t\tUNMK Z 1 BRIGHT\n\t\tTNT1 A 0 A_FireCustomMissile(\"NemUnmakerBall\", 0, 1, 15, 0, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"NemUnmakerBall\", 0, 1, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"NemUnmakerBall\", 0, 1, -15, 0, 0, 0)\n \tTNT1 A 0 A_TakeInventory(\"NLDemonAmmo\",3)\n\t\tTNT1 A 0 A_RailAttack(600, 0, 0, \"none\", \"white\", RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_FULLBRIGHT, 0, \"Bulletpuff\", 0, 0, 9999, 1)\n\t\tTNT1 A 0 A_SetAngle(random(1, -1) + angle)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\n\t\tTNT1 A 0 A_Refire(\"PreHold\")\n\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_StopSOund(1)\n\t\tTNT1 A 0 A_StopSOund(6)\n\t\tTNT1 A 0 A_PlaySOund(\"ZENSTO\", 1)\n\t\tUNMK A 6\n\n\t\tGoto ReadyLoop\n\n NoAmmo:\n\t TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_StopSOund(1)\n\t\tTNT1 A 0 A_StopSOund(6)\n\t\tTNT1 A 1 A_PlaySOund(\"ZENSTO\", 1)\n\t\tUNMK A 16\n\t\tGoto ReadyLoop\n\nDeselect2:\n\t \tTNT1 A 0 A_ZoomFactor(1.0)\n\t\t//TNT1 A 0 A_StopSOund(1)\n\t\tTNT1 A 0 A_StopSOund(6)\n\t\tTNT1 AAA 0 A_StopSound(6)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/weapondown\",CHAN_WEAPON)\n\t\tTNT1 A 1 A_PlaySOund(\"ZENSTO\", 1)\n\t\tUNM2 ABCDEF 16\n\tDeselectLoop2:\n\t\tTNT1 A 1 A_Lower\n\t\tLoop\n\n\tAltFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"NLDemonAmmo\",70,\"AltFire2\")\n\t\tGoto ReadyLoop\n\tAltFire2:\n\t\tUNMK E 40 A_PlaySound(\"ZENUP3\",0,1.0,FALSE)\n\t\tTNT1 A 0 A_Playsound(\"ZENUP\",0,1.0,FALSE)\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",0,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",15,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",30,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",45,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",60,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",75,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",90,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",105,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",120,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",135,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",150,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",165,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",180,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",195,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",210,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",225,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",240,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",255,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",270,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",285,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",300,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",315,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",330,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",345,1,3)\n \tTNT1 A 0 A_TakeInventory(\"NLDemonAmmo\",35)\n UNM2 ABCCBA 2 Bright\n\t\t//UNMK D 4 Bright A_GunFlash\n\t\tUNMK E 30\n\t\tUNMK F 10 A_ReFire\n\t\tGoto ReadyLoop\n\tFlash:\n\t\tTNT1 A 6 Bright A_Light1\n\t\tTNT1 A 4 Bright A_Light2\n\t\tGoto LightDone\n\t}\n}\n\nACTOR \"NewNemesisNoSkin\" : DoomWeapon replaces NewNemesis\n{\n Weapon.Selectionorder 2200\n Inventory.PickupSound \"NemesisGet\"\n Obituary \"%o got unmade by %k.\"\n Weapon.AmmoType \"NemesisClip\"\n Weapon.Kickback 120\n Weapon.UpSound \"NemesisUp\"\n AttackSound \"\"\n Inventory.PickupSound \"NemesisGet\"\n Inventory.PickupMessage \"You now wield the Nemesis! Go forth and destroy all that await you...\"\n +NOAUTOFIRE\n +WEAPON.BFG\n +WEAPON.NOAUTOAIM\n +AMMO_OPTIONAL\n -INVENTORY.UNDROPPABLE\n Tag \"Nemesis\"\n States\n {\n Spawn:\n\tLSRG A -1 Bright\n\tLoop\n Ready:\n\tTNT1 A 0 A_PlaySound(\"NemesisReady\",CHAN_BODY,0.5,1)\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\tNEME A 4 A_WeaponReady\n\tLoop\n Deselect:\n\tTNT1 A 0\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"StopWeaponMusic\",0)\n\tTNT1 A 0 A_TakeInventory(\"NoSpreadIndicator\",1)\n\tTNT1 A 0 A_PlaySound(\"weapons/weapondown\",CHAN_WEAPON,1.0,0)\n DeselectLoop:\n\tTNT1 A 0 A_StopSound(CHAN_BODY)\n\tTNT1 A 0 A_StopSound(7)\n\tTNT1 A 0 A_Lower\n\tNEME A 1 A_Lower\n\tLoop\n Select:\n\tTNT1 A 0\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\tTNT1 A 0 A_StopSound(CHAN_BODY)\n\tGoto Select2\n Select1:\n\tTNT1 A 0 A_PlaySound(\"NemesisReady\",CHAN_BODY,0.5,1)\n Select2:\n TNT1 A 0 A_Raise\n\tNEME A 1 A_Raise\n\tLoop\n Fire:\n\tTNT1 A 0 A_PlaySound(\"Nemesis/Laser\",7)\n\tNEME BCD 1\n\tTNT1 A 0 A_PlaySound(\"Nemesis/LaserLoop\",6,1.0,1)\n FireLoop:\n\tTNT1 A 0 A_Quake(2,4,0,6,0)\n\tTNT1 A 0 A_TakeInventory(\"NexusSpread\",1)\n\tTNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_GetCurrentHealth\")-2 < 10,2)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"Hem_SetCurrentHealth\",0,ACS_NamedExecuteWithResult(\"Hem_GetCurrentHealth\")-2)\n\tNEME E 1 Bright A_RailAttack(random(30,45),0,0,0,0,RGF_SILENT,100,\"PlayerNemesisRailPuff\",0,0,0,0,16,0,\"NemesisRailEffect\")\n\tNEME FGH 1 Bright A_RailAttack(random(30,45),0,0,0,0,RGF_SILENT,100,\"PlayerNemesisRailPuffFake\",0,0,0,0,16,0,\"NemesisRailEffect\")\n\tTNT1 A 0 A_ReFire(\"FireLoop\")\n\tGoto FireDone\n FireDone:\n\tTNT1 A 0 A_StopSound(7)\n\tTNT1 A 0 A_StopSound(6)\n\tTNT1 A 0 A_GiveInventory(\"NexusSpread\",1)\n\tNEME DCB 3\n\tGoto Ready\n AltFire:\n\tTNT1 A 0 A_JumpIfInventory(\"NemesisClip\",300,1)\n\tGoto Ready\n\tNEME BBBCCCIIIJJJ 1\n\tTNT1 A 0 A_TakeInventory(\"NexusSpread\",1)\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_GetCurrentHealth\") < 10,2)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"Hem_SetCurrentHealth\",0,10)\n\tTNT1 A 0 A_SetBlend(\"Pink\",1.0,10)\n\tTNT1 A 0 A_PlaySound(\"Nemesis/FireBall\",1)\n\tTNT1 A 0 A_FireCustomMissile(\"NemesisAltBall\")\n\tTNT1 A 0 A_TakeInventory(\"NemesisClip\",300)\n\tTNT1 A 0 A_GunFlash\n\tNEME K 1 Bright A_Recoil(15)\n\tTNT1 A 0 A_GiveInventory(\"NexusSpread\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"legendaryC4Ammo\",1,1)\n\tNEME KKLLMMNN 1 Bright\n\tNEME OOPPQQRRSSTT 1\n\tGoto Ready\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/SLOT0.txt",
"contents": "Actor \"AutofuckNoSkin\" : Weapon Replaces Autofuck\n{\n +WEAPON.NOALERT\n +WEAPON.AMMO_OPTIONAL\n +WEAPON.CHEATNOTWEAPON\n -INVENTORY.UNDROPPABLE\n Decal \"BulletChip\"\n Weapon.SlotNumber 0\n Weapon.SelectionOrder 700\n Weapon.KickBack 75\n Weapon.AmmoType \"AutofuckMagazine\"\n Weapon.AmmoType2 \"LegendaryLMGBulletMag\"\n Weapon.AmmoGive 20\n Weapon.AmmoUse 1\n Inventory.PickupMessage \"You got the autofuck! Sometimes you just need a 'better gun'.\"\n Obituary \"%k riddled %o with bullets.\"\n Tag \"Autogun\"\n States\n {\n Spawn:\n\tAUTP A -1\n\tLoop\n Ready:\n\tAUTG A 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tLoop\n Deselect:\n\tTNT1 A 0\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n DeselectLoop:\n TNT1 A 0 A_Lower\n\tAUTG A 1 A_Lower\n\tLoop\n Select:\n TNT1 A 0 A_Raise\n\tAUTG A 1 A_Raise\n\tLoop\n Fire:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\tTNT1 A 0 A_PlaySound(\"Autofuck/Fire\",CHAN_WEAPON,1.0,0)\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_SpawnItemEx(\"LegRifleCasing\",30,3,25,Random(2,4),Random(3,6),Random(3,6),0)\n\tTNT1 A 0 A_Light2\n\tAUTG B 1 Bright A_FireBullets(2.7,1.6,1,Random(98,100),\"LegendaryASGBulletPuff\")\n\tTNT1 A 0 A_Light0\n\tTNT1 A 0 A_Quake(1,2,0,1)\n\tTNT1 A 0 A_SetPitch(pitch-0.1)\n\tAUTG CD 1 A_SetPitch(pitch-0.075)\n\tAUTG C 1\n\tTNT1 A 0 A_ReFire(\"Fire\")\n\tAUTG A 1\n\tGoto Ready\n Empty:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/click\")\n\tAUTG AAAAAAAAAA 1 A_WeaponReady(WRF_NOFIRE)\n\tGoto AltFire\n AltFire:\n\tTNT1 A 0 A_JumpIfInventory(\"AutofuckMagazine\",41,2)\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryLMGBulletMag\",1,\"AltFire2\")\n\tAUTG A 1 A_WeaponReady(WRF_NOFIRE)\n\tGoto Ready\n AltFire2:\n\tTNT1 A 0 A_JumpIfInventory(\"AutofuckMagazine\",1,\"MaxReload\")\n\tAUTG A 1 A_PlayWeaponSound(\"weapons/arreload\")\n\tAUTG AEFGHI 1\n\tAUTG I 32 A_FireCustomMissile(\"AREmptyMagSpawner\",0,0,0,1)\n\tAUTG I 11 A_PlayWeaponSound(\"weapons/arclick\")\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryLMGBulletMag\",1,\"Reload\")\n\tGoto Ready\n Reload:\n\tTNT1 A 0 A_TakeInventory(\"LegendaryLMGBulletMag\",1,TIF_NOTAKEINFINITE)\n\tTNT1 A 0 A_GiveInventory(\"AutofuckMagazine\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"AutofuckMagazine\",40,2)\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryLMGBulletMag\",1,\"Reload\")\n\tTNT1 A 0\n\tAUTG IHGFEA 1\n\tGoto Ready\n MaxReload:\n\tAUTG A 1 A_PlayWeaponSound(\"weapons/arreload\")\n\tAUTG AEFGHI 1\n\tAUTG I 14 A_FireCustomMissile(\"AREmptyMagSpawner\",0,0,0,1)\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryLMGBulletMag\",1,\"Reload2\")\n Reload2:\n\tTNT1 A 0 A_TakeInventory(\"LegendaryLMGBulletMag\",1,TIF_NOTAKEINFINITE)\n\tTNT1 A 0 A_GiveInventory(\"AutofuckMagazine\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"AutofuckMagazine\",41,\"Full\")\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryLMGBulletMag\",1,\"Reload2\")\n Full:\n\tAUTG IHGFEA 1\n\tGoto Ready\n Flash:\n\tTNT1 A 3 Bright A_Light1\n\tGoto LightDone\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready\n GrenadeToss:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tAUTG AEFGHI 1\n\tTNT1 A 4\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 14 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1,TIF_NOTAKEINFINITE)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0,false)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\tTNT1 A 0// A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tAUTG IHGFEA 1\n\tGoto Ready\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready\n MineToss:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tAUTG AEFGHI 1\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1,TIF_NOTAKEINFINITE)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0,false)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\tTNT1 A 0// A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tAUTG IHGFEA 1\n\tGoto Ready\n\t}\n}\n\nACTOR \"TrueLegendaryRailgunNoSkin\" : Weapon Replaces \"True Legendary Railgun\"\n{\n Scale 0.8\n Weapon.Selectionorder 7\n Weapon.KickBack 2000\n Weapon.AmmoUse 0\n Weapon.AmmoGive 75\n Weapon.AmmoGive2 150\n Weapon.AmmoType \"LEGRailgunMagazine\"\n Weapon.AmmoType2 \"TrueLegendaryCell\"\n Inventory.PickupSound \"weapons/PlanetCracker_Cling\"\n Weapon.UpSound \"weapons/pickuprg\"\n Inventory.Pickupmessage \"True Legendary Railgun! \"\n Obituary \"%o was cut in half by %k's True Legendary Railgun super slug.\"\n Tag \"True Legendary Railgun\"\n Decal RailScorch\n +WEAPON.AMMO_OPTIONAL\n +WEAPON.NOALERT\n +WEAPON.NOAUTOAIM\n -INVENTORY.UNDROPPABLE\n States\n {\n Ready:\n TNT1 A 0 A_PlayWeaponSound(\"weapons/railselect\")\n\tLRAL ABCDE 1\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tLRAL G 1 A_WeaponReady\n Goto Ready+6\n Deselect:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_Lower\n\tLRAL G 1 A_Lower\n Goto Deselect+1\n Select:\n\tTNT1 A 0 A_Raise\n Wait\n Fire:\n TNT1 A 0 A_JumpifInventory(\"LEGRailgunMagazine\",15,1)\n\tGoto Empty\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 Radius_Quake(12,4,0,1,0)\n\tTNT1 A 0 A_FireCustomMissile(\"RailgunImpact\",0,0)\n\tTNT1 A 0 A_PlaySound(\"truelegrail/fire\")\n\tTNT1 A 0 A_TakeInventory(\"LEGRailgunMagazine\",15)\n LRAL F 2 Bright A_RailAttack(Random(600,950), 0, 1, \"00 00 ff\", None, RGF_SILENT, 0, \"TrueLegendaryRailgunPROJ\", 0, 0, 8192, 35, 0.5, 0.5, \"TrueLegendaryRailgunTrail\")\n\tLRAL GHIJKJIHG 1 Bright A_Light2\n\t//TNT1 A 0 A_PlaySound(\"truelegrail/charge\")\n\tTNT1 A 0 A_Light0\n\tLRAL LMN 2\n\tLRAL N 8\n\tLRAL ML 2\n\tLRAL G 12\n Goto Ready+6\n Empty:\n LRAL H 15 A_PlaySound(\"weapons/click2\")\n AltFire:\n TNT1 A 0 A_JumpIfInventory(\"LEGRailgunMagazine\",60,2)\n TNT1 A 0 A_JumpIfInventory(\"TrueLegendaryCell\",15,2)\n\tTNT1 A 0\n\tGoto Ready+6\n\tLRAL OPQ 2\n\tLRAL R 30\n\tLRAL S 3 A_FireCustomMissile(\"LegCellCasing\", random(-13,-15), 0, 2, 1)\n\tLRAL R 20 A_PlaySound(\"truelegrail/reload\")\n\tTNT1 A 0 A_JumpIfInventory(\"TrueLegendaryCell\",15,\"Reload\")\n\tLRAL QPO 2\n\tGoto Ready+6\n Reload:\n TNT1 A 0 A_TakeInventory(\"TrueLegendaryCell\",15)\n\tTNT1 A 0 A_GiveInventory(\"LEGRailgunMagazine\",15)\n\tTNT1 A 0 A_JumpIfInventory(\"LEGRailgunMagazine\",60,\"Full\")\n\tTNT1 A 0 A_JumpIfInventory(\"TrueLegendaryCell\",1,\"Reload\")\n\tGoto AltFire+6\n Full:\n LRAL QPO 2\n\tGoto Ready+6\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready+6\n GrenadeToss:\n \tTNT1 A 0\n\tTNT1 A 0 A_ZoomFactor(1)\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tLRAL EDCBA 1\n\tTNT1 A 4\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tGoto Ready\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready+6\n MineToss:\n \tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\tTNT1 A 0 A_ZoomFactor(1)\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tLRAL EDCBA 1\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tGoto Ready\n Spawn:\n LRWP A -1\n Stop\n }\n}\n\nACTOR \"TrueLegendaryPlasmaticCannonNoSkin\" : Weapon Replaces \"True Legendary Plasmatic Cannon\"\n{\n Scale 0.85\n Height 20\n Weapon.AmmoType \"TrueLegendaryCell\"\n Weapon.AmmoType2 \"TrueLegendaryCell\"\n Weapon.AmmoUse 0\n Weapon.AmmoGive 225\n Inventory.PickupMessage \"\\c[z3]True Legendary Plasmatic Cannon\\c-... From the depths of the U.A.C, you've finally recovered it...\"\n Inventory.PickupSound \"upgrade/pickup\"\n Obituary \"%k made a hole through %o's stomach with his... \\c[z3]True Legendary Plasmatic Cannon\\c-.\"\n Tag \"True Legendary Plasmatic Cannon\"\n Weapon.KickBack 67\n Weapon.SlotNumber 0\n +WEAPON.NOAUTOFIRE\n -INVENTORY.UNDROPPABLE\n States\n {\n Spawn:\n 15LW A -1\n Stop\n Ready:\n TNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"TrueLegendaryCell\",7,1)\n\tGoto Ready2\n TNT1 A 0 A_PlayWeaponSound(\"weapons/bfg15kidle\")\n 15LC BCD 2 A_Weaponready\n\t15LC EFG 2 A_Weaponready\n\t15LC HIJ 2 A_Weaponready\n\t15LC JIH 2 A_Weaponready\n\t15LC GFE 2 A_Weaponready\n\t15LC DCB 2 A_Weaponready\n\tLoop\n Ready2:\n TNT1 A 0 A_JumpIfInventory(\"TrueLegendaryCell\",7,\"Ready\")\n 15LD A 1 A_WeaponReady\n\tLoop\n Deselect:\n \tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n TNT1 A 0 A_JumpIfNoAmmo(\"Deselect2\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_Lower\n\t15LD A 1 A_Lower\n Goto Deselect+5\n Deselect2:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_Lower\n\t15LD A 1 A_Lower\n Goto Deselect2+1\n Select:\n TNT1 A 0 A_JumpIfNoAmmo(\"Select2\")\n TNT1 A 0 A_Playsound(\"weapons/pickup15k\")\n\tTNT1 A 0 A_Raise\n 15LD A 1 A_Raise\n Goto Select+2\n Select2:\n TNT1 A 0 A_PlayWeaponSound(\"weapons/pickup15k\")\n\tTNT1 A 0 A_Raise\n 15LD A 1 A_Raise\n Goto Select2+1\n Fire:\n TNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"TrueLegendaryCell\",7,1)\n\tGoto Ready2\n 15LF H 2\n Goto Hold\n Hold:\n TNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"TrueLegendaryCell\",7,1)\n\tGoto Ready2\n 15LF A 2 Bright A_GunFlash\n 15LF B 1\n\tTNT1 A 0 A_PlaySound(\"weapons/Hbfg10kfire\")\n\t15LF C 0 Radius_Quake(6,3,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"TrueLegendaryCell\",7)\n\t15LF D 1 Bright A_FireCustomMissile(\"PlayerTrueLegendaryBFG15KBall\",Random(100,-100)/100.00,1,0,0,0,Random(100,-100)/100.00)\n 15LF E 1 A_Recoil(6)\n 15LF F 1\n\t15LF G 1\n\t15LF H 1\n\tTNT1 A 0 A_ReFire\n 15LC J 1 A_PlaySound(\"weapons/bfg15kcooldown\")\n\t15LC IHGFEDCB 3\n Goto Ready\n Flash:\n TNT1 A 2 Bright A_Light1\n TNT1 A 2 Bright A_Light2\n\tTNT1 A 2 Bright A_Light1\n Goto LightDone\n }\n}\n\nACTOR \"TrueLegendaryIonStrikerNoSkin\" : Weapon Replaces \"True Legendary Ion Striker\"\n{\nTag \"True Legendary Ion Striker\"\ninventory.pickupsound \"weapons/PlanetCrackerPickup\"\ninventory.PickupMessage \"True Legendary Ion Striker! Use railgun zoom to change alt-fire mode!\"\nobituary \"%o was blasted off to another galaxy by %k's concentrated \\cnLegendary\\c- plasma.\"\nWeapon.UpSound \"weapons/PlanetCrackerUp\"\nWeapon.SelectionOrder 1\nWeapon.AmmoType \"TrueLegendaryCell\"\nWeapon.AmmoType2 \"LegendaryFusionCell\"\nWeapon.AmmoGive 250\nWeapon.AmmoGive2 1\nWeapon.AmmoUse 0\nWeapon.AmmoUse2 1\nWeapon.Kickback 105\nWeapon.SlotNumber 0\n-INVENTORY.UNDROPPABLE\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.ALT_AMMO_OPTIONAL\n+WEAPON.NOAUTOFIRE\nStates\n{\nSpawn:\n IONG X -1\n Loop\nReady:\n TNT1 A 0\n TNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n IONG A 3 A_WeaponReady\n TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n TNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n IONG A 3 A_WeaponReady\n TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n TNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n IONG A 3 A_WeaponReady\n TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n TNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n IONG A 3 A_WeaponReady\n TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n TNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n IONG A 3 A_WeaponReady\n TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n TNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n IONG A 3 A_WeaponReady\n TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n TNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n IONG A 3 A_WeaponReady\n TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n TNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n IONG A 3 A_WeaponReady\n TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n TNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n IONG A 3 A_WeaponReady\n TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n TNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n IONG A 3 A_WeaponReady\n TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n TNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n IONG A 3 A_WeaponReady\n TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n TNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n IONG A 3 A_WeaponReady\n TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n TNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n IONG A 3 A_WeaponReady\n TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n TNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n IONG A 3 A_WeaponReady\n TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n TNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n IONG A 3 A_WeaponReady\n TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n TNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n IONG BC 2 A_WeaponReady\n IONG DE 2 A_WeaponReady\n TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n TNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n IONG FG 2 A_WeaponReady\n IONG HI 2 A_WeaponReady\n TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n TNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n IONG JK 2 A_WeaponReady\n IONG L 2 A_WeaponReady\n Loop\nDeselect:\n TNT1 A 0\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_TakeInventory(\"NoSpreadIndicator\",1)\n IONR A 0 A_PlayWeaponSound(\"weapons/PlanetCrackerDown\")\n TNT1 A 0 A_Lower\n IONG A 1 A_Lower\n Goto Deselect+6\nSelect:\n TNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n TNT1 A 0 A_Raise\n IONG A 1 A_Raise\n Goto Select+1\nFire:\n TNT1 A 0\n TNT1 A 0 A_JumpIfInventory(\"TrueLegendaryCell\",50,1)\n Goto Empty\n TNT1 A 0 A_JumpIfInventory(\"AgilityRuneRage\",1,\"NotSoFast\")\n TNT1 A 0 A_TakeInventory(\"NexusSpread\",1)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Fire\",6)\n IONZ A 0 A_FireCustomMissile(\"PlanetBeam\", 0, 1, 15, 10)\n IONZ A 0 A_PlayWeaponSound(\"weapons/plasmacellin\")\n IONZ A 0 A_Recoil(30)\n TNT1 A 0 A_Quake(7,25,0,2,0)\n IONG A 0 A_SetBlend(\"Blue\",0.1,40)\n TNT1 A 0 A_TakeInventory(\"TrueLegendaryCell\",50)\n IONF A 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF A 0 A_ZoomFactor(0.985)\n IONF B 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF B 0 A_ZoomFactor(0.965)\n IONF C 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF C 0 A_ZoomFactor(0.92)\n IONF D 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF D 0 A_ZoomFactor(0.85)\n IONF E 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF E 0 A_ZoomFactor(0.8)\n IONF F 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF F 0 A_ZoomFactor(0.825)\n IONF G 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF G 0 A_ZoomFactor(0.85)\n IONF H 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF H 0 A_ZoomFactor(0.875)\n IONF I 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF I 0 A_ZoomFactor(0.9)\n IONF J 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF J 0 A_ZoomFactor(0.925)\n IONF K 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF K 0 A_ZoomFactor(0.95)\n IONF L 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF L 0 A_ZoomFactor(0.975)\n IONF A 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF A 0 A_ZoomFactor(1)\n IONG AAAAA 3 A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n TNT1 A 0 A_GiveInventory(\"NexusSpread\",1)\n IONG A 0 A_PlaySoundEx(\"weapons/PlanetCrackerReload\",\"SoundSlot5\")\n IONR ABC 2\n IONR DEFDEFDEF 2\n IONR CBG 2\n IONG A 10\n Goto Ready\nNotSoFast:\n TNT1 A 0\n TNT1 A 0 A_TakeInventory(\"NexusSpread\",1)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Fire\",6)\n IONZ A 0 A_FireCustomMissile(\"PlanetBeam\", 0, 1, 15, 10)\n IONZ A 0 A_PlayWeaponSound(\"weapons/plasmacellin\")\n IONZ A 0 A_Recoil(30)\n TNT1 A 0 A_Quake(7,25,0,2,0)\n IONG A 0 A_SetBlend(\"Blue\",0.1,40)\n TNT1 A 0 A_TakeInventory(\"TrueLegendaryCell\",50)\n IONF A 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF A 0 A_ZoomFactor(0.985)\n IONF B 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF B 0 A_ZoomFactor(0.965)\n IONF C 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF C 0 A_ZoomFactor(0.92)\n IONF D 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF D 0 A_ZoomFactor(0.85)\n IONF E 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF E 0 A_ZoomFactor(0.8)\n IONF F 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF F 0 A_ZoomFactor(0.825)\n IONF G 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF G 0 A_ZoomFactor(0.85)\n IONF H 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF H 0 A_ZoomFactor(0.875)\n IONF I 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF I 0 A_ZoomFactor(0.9)\n IONF J 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF J 0 A_ZoomFactor(0.925)\n IONF K 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF K 0 A_ZoomFactor(0.95)\n IONF L 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF L 0 A_ZoomFactor(0.975)\n IONF A 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF A 0 A_ZoomFactor(1)\n IONG AAAAA 6 A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n TNT1 A 0 A_GiveInventory(\"NexusSpread\",1)\n IONG A 0 A_PlaySoundEx(\"weapons/PlanetCrackerReload\",\"SoundSlot5\")\n IONR ABC 4\n IONR DEFDEFDEF 4\n IONR CBG 4\n IONG A 10\n Goto Ready\nAltfire:\n TNT1 A 0\n TNT1 A 0 A_JumpIfInventory(\"IonStrikerMode\",1,\"AltFire2\")\n TNT1 A 0 A_JumpIfInventory(\"TrueLegendaryCell\",150,1)\n Goto Empty\n TNT1 A 0 A_JumpIfInventory(\"AgilityRuneRage\",1,\"NotSoFastAlt\")\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Charge\",5)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniBip1\",1)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniCharge1\",6)\n TNT1 A 0 A_Quake(1,43,0,2,0)\n IONC ABCDEFG 5 BRIGHT\n IONC H 13 BRIGHT\n TNT1 A 0 A_Quake(3,21,0,2,0)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniCharge2\",6)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniBip2\",1)\n IONC IJKLMNNNNNNNNNNNNNNNN 1 BRIGHT\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniCharge3\",6)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniBip3\",1)\n TNT1 A 0 A_Quake(5,52,0,2,0)\n IONC OPQR 13 BRIGHT\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Ready\",6)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Cling\",1)\n TNT1 A 0 A_Quake(7,13,0,2,0)\n IONC STUVWWWWWWWWW 1 BRIGHT\n TNT1 A 0 A_Quake(7,10,0,6,0)\n IONC W 10 BRIGHT\n TNT1 A 0 A_Quake(7,14,0,2,0)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Void\",6)\n IONC WWWWWWW 2 BRIGHT\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Mechanism1\",0)\n TNT1 A 0 A_Quake(8,8,0,2,0)\n IONC WWWWWWWWWWW 2 BRIGHT\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Mechanism2\",0)\n TNT1 A 0 A_Quake(9,90,0,2,0)\n IOND BCDEFGHIJKLMNNN 5 BRIGHT\n TNT1 A 0 A_TakeInventory(\"NexusSpread\",1)\n IONZ A 0 A_Recoil(70)\n IONG A 0 A_SetBlend(\"Blue\",0.4,180)\n IONG A 0 A_SetBlend(\"Cyan\",0.8,180)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Hyper\",5)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Fire\",6)\n IONZ A 0 A_FireCustomMissile(\"PlanetBeamSuper\", 0, 0, 15, 10)\n TNT1 A 0 A_TakeInventory(\"TrueLegendaryCell\",150)\n TNT1 A 0 A_Quake(9,35,0,2,0)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF A 0 A_ZoomFactor(0.95)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF B 0 A_ZoomFactor(0.85)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF C 0 A_ZoomFactor(0.8)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF D 0 A_ZoomFactor(0.7)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF E 0 A_ZoomFactor(0.55)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF F 0 A_ZoomFactor(0.5)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF G 0 A_ZoomFactor(0.515)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF F 0 A_ZoomFactor(0.525)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF E 0 A_ZoomFactor(0.55)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF D 0 A_ZoomFactor(0.575)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF C 0 A_ZoomFactor(0.6)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF B 0 A_ZoomFactor(0.75)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF A 0 A_ZoomFactor(0.85)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF A 0 A_ZoomFactor(0.9)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF A 0 A_ZoomFactor(0.925)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF A 0 A_ZoomFactor(0.95)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF A 0 A_ZoomFactor(0.975)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF A 0 A_ZoomFactor(0.985)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONO A 0 A_ZoomFactor(1)\n IOND NNNNNNN 2 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n TNT1 A 0 A_GiveInventory(\"NexusSpread\",1)\n IOND MLKJ 2 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IOND IHGFEDCBA 2 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniCharge1\",5)\n IONC WVUTSRQPON 1 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONC MLKJ 4 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniBip4\",1)\n IONC IHGFEDCBA 2 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONG AAAAAA 3 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONG AAAAA 4 A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONG A 5\n Goto Ready\nNotSoFastAlt:\n TNT1 A 0\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Charge\",5)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniBip1\",1)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniCharge1\",6)\n TNT1 A 0 A_Quake(1,43,0,2,0)\n IONC ABCDEFG 5 BRIGHT\n IONC H 26 BRIGHT\n TNT1 A 0 A_Quake(3,21,0,2,0)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniCharge2\",6)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniBip2\",1)\n IONC IJKLMNNNNNNNNNNNNNNNN 1 BRIGHT\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniCharge3\",6)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniBip3\",1)\n TNT1 A 0 A_Quake(5,52,0,2,0)\n IONC OPQR 26 BRIGHT\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Ready\",6)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Cling\",1)\n TNT1 A 0 A_Quake(7,13,0,2,0)\n IONC STUVWWWWWWWWW 1 BRIGHT\n TNT1 A 0 A_Quake(7,10,0,6,0)\n IONC W 20 BRIGHT\n TNT1 A 0 A_Quake(7,14,0,2,0)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Void\",6)\n IONC WWWWWWW 4 BRIGHT\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Mechanism1\",0)\n TNT1 A 0 A_Quake(8,8,0,2,0)\n IONC WWWWWWWWWWW 4 BRIGHT\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Mechanism2\",0)\n TNT1 A 0 A_Quake(9,90,0,2,0)\n IOND BCDEFGHIJKLMNNN 10 BRIGHT\n TNT1 A 0 A_TakeInventory(\"NexusSpread\",1)\n IONZ A 0 A_Recoil(70)\n IONG A 0 A_SetBlend(\"Blue\",0.4,180)\n IONG A 0 A_SetBlend(\"Cyan\",0.8,180)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Hyper\",5)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Fire\",6)\n IONZ A 0 A_FireCustomMissile(\"PlanetBeamSuper\", 0, 0, 15, 10)\n TNT1 A 0 A_TakeInventory(\"TrueLegendaryCell\",150)\n TNT1 A 0 A_Quake(9,35,0,2,0)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF A 0 A_ZoomFactor(0.95)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF B 0 A_ZoomFactor(0.85)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF C 0 A_ZoomFactor(0.8)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF D 0 A_ZoomFactor(0.7)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF E 0 A_ZoomFactor(0.55)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF F 0 A_ZoomFactor(0.5)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF G 0 A_ZoomFactor(0.515)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF F 0 A_ZoomFactor(0.525)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF E 0 A_ZoomFactor(0.55)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF D 0 A_ZoomFactor(0.575)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF C 0 A_ZoomFactor(0.6)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF B 0 A_ZoomFactor(0.75)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF A 0 A_ZoomFactor(0.85)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF A 0 A_ZoomFactor(0.9)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF A 0 A_ZoomFactor(0.925)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF A 0 A_ZoomFactor(0.95)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF A 0 A_ZoomFactor(0.975)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF A 0 A_ZoomFactor(0.985)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONO A 0 A_ZoomFactor(1)\n IOND NNNNNNN 4 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n TNT1 A 0 A_GiveInventory(\"NexusSpread\",1)\n IOND MLKJ 4 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IOND IHGFEDCBA 4 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniCharge1\",5)\n IONC WVUTSRQPON 1 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONC MLKJ 8 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniBip4\",1)\n IONC IHGFEDCBA 4 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONG AAAAAA 6 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONG AAAAA 8 A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONG A 5\n Goto Ready\nAltfire2:\n TNT1 A 0\n TNT1 A 0 A_JumpIfInventory(\"LegendaryFusionCell\",1,1)\n Goto Empty\n TNT1 A 0 A_JumpIfInventory(\"AgilityRuneRage\",1,\"NotSoFastAlt2\")\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Charge\",5)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniBip1\",1)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniCharge1\",6)\n TNT1 A 0 A_Quake(1,43,0,2,0)\n IONC ABCDEFG 5 BRIGHT\n IONC H 13 BRIGHT\n TNT1 A 0 A_Quake(3,21,0,2,0)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniCharge2\",6)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniBip2\",1)\n IONC IJKLMNNNNNNNNNNNNNNNN 1 BRIGHT\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniCharge3\",6)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniBip3\",1)\n TNT1 A 0 A_Quake(5,52,0,2,0)\n IONC OPQR 13 BRIGHT\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Ready\",6)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Cling\",1)\n TNT1 A 0 A_Quake(7,13,0,2,0)\n IONC STUVWWWWWWWWW 1 BRIGHT\n TNT1 A 0 A_Quake(7,10,0,6,0)\n IONC W 10 BRIGHT\n TNT1 A 0 A_Quake(7,14,0,2,0)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Void\",6)\n IONC WWWWWWW 2 BRIGHT\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Mechanism1\",0)\n TNT1 A 0 A_Quake(8,8,0,2,0)\n IONC WWWWWWWWWWW 2 BRIGHT\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Mechanism2\",0)\n TNT1 A 0 A_Quake(9,90,0,2,0)\n IOND BCDEFGHIJKLMNNN 5 BRIGHT\n TNT1 A 0 A_TakeInventory(\"NexusSpread\",1)\n IONZ A 0 A_Recoil(70)\n IONG A 0 A_SetBlend(\"Blue\",0.4,180)\n IONG A 0 A_SetBlend(\"Cyan\",0.8,180)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Hyper\",5)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Fire\",6)\n IONZ A 0 A_FireCustomMissile(\"IonCannonShot\", 0, 0, 15, 10)\n TNT1 A 0 A_TakeInventory(\"LegendaryFusionCell\",1)\n TNT1 A 0 A_Quake(9,35,0,2,0)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF A 0 A_ZoomFactor(0.95)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF B 0 A_ZoomFactor(0.85)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF C 0 A_ZoomFactor(0.8)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF D 0 A_ZoomFactor(0.7)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF E 0 A_ZoomFactor(0.55)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF F 0 A_ZoomFactor(0.5)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF G 0 A_ZoomFactor(0.515)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF F 0 A_ZoomFactor(0.525)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF E 0 A_ZoomFactor(0.55)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF D 0 A_ZoomFactor(0.575)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF C 0 A_ZoomFactor(0.6)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF B 0 A_ZoomFactor(0.75)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF A 0 A_ZoomFactor(0.85)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF A 0 A_ZoomFactor(0.9)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF A 0 A_ZoomFactor(0.925)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF A 0 A_ZoomFactor(0.95)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF A 0 A_ZoomFactor(0.975)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF A 0 A_ZoomFactor(0.985)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONO A 0 A_ZoomFactor(1)\n IOND NNNNNNN 2 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n TNT1 A 0 A_GiveInventory(\"NexusSpread\",1)\n IOND MLKJ 2 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IOND IHGFEDCBA 2 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniCharge1\",5)\n IONC WVUTSRQPON 1 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONC MLKJ 4 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniBip4\",1)\n IONC IHGFEDCBA 2 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONG AAAAAA 3 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONG AAAAA 4 A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONG A 5\n Goto Ready\nNotSoFastAlt2:\n TNT1 A 0\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Charge\",5)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniBip1\",1)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniCharge1\",6)\n TNT1 A 0 A_Quake(1,43,0,2,0)\n IONC ABCDEFG 10 BRIGHT\n IONC H 26 BRIGHT\n TNT1 A 0 A_Quake(3,21,0,2,0)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniCharge2\",6)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniBip2\",1)\n IONC IJKLMNNNNNNNNNNNNNNNN 1 BRIGHT\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniCharge3\",6)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniBip3\",1)\n TNT1 A 0 A_Quake(5,52,0,2,0)\n IONC OPQR 26 BRIGHT\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Ready\",6)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Cling\",1)\n TNT1 A 0 A_Quake(7,13,0,2,0)\n IONC STUVWWWWWWWWW 1 BRIGHT\n TNT1 A 0 A_Quake(7,10,0,6,0)\n IONC W 20 BRIGHT\n TNT1 A 0 A_Quake(7,14,0,2,0)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Void\",6)\n IONC WWWWWWW 4 BRIGHT\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Mechanism1\",0)\n TNT1 A 0 A_Quake(8,8,0,2,0)\n IONC WWWWWWWWWWW 4 BRIGHT\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Mechanism2\",0)\n TNT1 A 0 A_Quake(9,90,0,2,0)\n IOND BCDEFGHIJKLMNNN 10 BRIGHT\n TNT1 A 0 A_TakeInventory(\"NexusSpread\",1)\n IONZ A 0 A_Recoil(70)\n IONG A 0 A_SetBlend(\"Blue\",0.4,180)\n IONG A 0 A_SetBlend(\"Cyan\",0.8,180)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Hyper\",5)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Fire\",6)\n IONZ A 0 A_FireCustomMissile(\"IonCannonShot\", 0, 0, 15, 10)\n TNT1 A 0 A_TakeInventory(\"LegendaryFusionCell\",1)\n TNT1 A 0 A_Quake(9,35,0,2,0)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF A 0 A_ZoomFactor(0.95)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF B 0 A_ZoomFactor(0.85)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF C 0 A_ZoomFactor(0.8)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF D 0 A_ZoomFactor(0.7)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF E 0 A_ZoomFactor(0.55)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF F 0 A_ZoomFactor(0.5)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF G 0 A_ZoomFactor(0.515)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF F 0 A_ZoomFactor(0.525)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF E 0 A_ZoomFactor(0.55)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF D 0 A_ZoomFactor(0.575)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF C 0 A_ZoomFactor(0.6)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF B 0 A_ZoomFactor(0.75)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF A 0 A_ZoomFactor(0.85)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF A 0 A_ZoomFactor(0.9)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF A 0 A_ZoomFactor(0.925)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF A 0 A_ZoomFactor(0.95)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF A 0 A_ZoomFactor(0.975)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONF A 0 A_ZoomFactor(0.985)\n IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONO A 0 A_ZoomFactor(1)\n IOND NNNNNNN 4 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n TNT1 A 0 A_GiveInventory(\"NexusSpread\",1)\n IOND MLKJ 4 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IOND IHGFEDCBA 4 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniCharge1\",5)\n IONC WVUTSRQPON 1 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONC MLKJ 8 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniBip4\",1)\n IONC IHGFEDCBA 4 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONG AAAAAA 6 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONG AAAAA 8 A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n IONG A 5\n Goto Ready\nZoom:\n TNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\nChangeMode:\n TNT1 A 0 A_JumpIfInventory(\"IonStrikerMode\",1,\"ChangeMode2\")\n TNT1 A 0 A_Print(\"Ion Cannon Alt-fire\",1)\n TNT1 A 0 A_GiveInventory(\"IonStrikerMode\")\n IONG A 4 A_PlaySound(\"weapons/PlanetCracker_Mode\",7)\n IONG A 2 Offset(0,34)\n IONG A 2 Offset(0,37)\n IONG A 2 Offset(0,40)\n IONG A 2 Offset(0,37)\n IONG A 2 Offset(0,34)\n IONG A 1\n Goto Ready\nChangeMode2:\n TNT1 A 0 A_Print(\"Plasmatic Cannon Alt-fire\",1)\n TNT1 A 0 A_TakeInventory(\"IonStrikerMode\")\n IONG A 4 A_PlaySound(\"weapons/PlanetCracker_Mode\",7)\n IONG A 2 Offset(0,34)\n IONG A 2 Offset(0,37)\n IONG A 2 Offset(0,34)\n IONG A 1\n Goto Ready\nEmpty:\n IONG A 4 A_PlaySound(\"weapons/PlanetCracker_MiniBip3\",7)\n IONG A 2 Offset(0,34)\n IONG A 2 Offset(0,37)\n IONG A 2 Offset(0,34)\n Goto ready\n}\n}\n\nACTOR \"TrueLegendaryPulverizerNoSkin\" : Weapon Replaces \"True Legendary Pulverizer\"\n{\nHeight 20\nWeapon.SelectionOrder 2780\nWeapon.AmmoUse 1\nWeapon.AmmoGive 1\nWeapon.AmmoType \"LegendaryFusionCell\"\nScale 1.2\nInventory.PickupSound \"weapons/PlanetCracker_Cling\"\nInventory.PickupMessage \"True Legendary Pulverizer\"\nObituary \"%o had absolutely no chance against %k's True Legendary Pulverizer.\"\nTag \"True Legendary Pulverizer\"\n-INVENTORY.UNDROPPABLE\nStates\n{\nSpawn:\n\tTLVA A -1\n\tStop\nSelect:\n TNT1 A 0\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Select2\")\n TNT1 A 0 A_PlayWeaponSound(\"weapons/PlanetCracker_Mechanism3\")\n\tTNT1 A 0 A_Raise\n BBFI A 1 A_Raise\n\tGoto Select+4\nSelect2:\n TNT1 A 0 A_Raise\n BBFI M 1 A_Raise\n\tLoop\nDeselect:\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"NoSpreadIndicator\",1)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Deselect2\")\n\tTNT1 A 0 A_PlaySound(\"TrueLegPulverizer/Down\",\"voice\")\n\tTNT1 A 0 A_StopSound(5)\n\tTNT1 A 0 A_Lower\n\tBBFI G 1 A_Lower\n\tGoto Deselect+6\nDeselect2:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_Lower\n\tBBFI M 1 A_Lower\n\tGoto Deselect2+1\nReady:\n TNT1 A 0 A_JumpIfNoAmmo(\"Ready2\")\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryFusionCell\",1,1)\n\tgoto Ready2\n\tTNT1 A 0\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\tTNT1 A 0 A_PlaySound(\"TrueLegPulverizer/Idle\",5,1.0,1)\n BBFI AABB 1 A_WeaponReady\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\tBBFI CCDD 1 A_WeaponReady\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\tBBFI EEFF 1 A_WeaponReady\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\tBBFI GGHH 1 A_WeaponReady\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\tBBFI IIJJ 1 A_WeaponReady\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\tBBFI KKLL 1 A_WeaponReady\n Loop\nReady2:\n TNT1 A 0 A_JumpIfInventory(\"LegendaryFusionCell\",1,\"ReCharge\")\n\tTNT1 A 0 A_StopSound(5)\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\tBBFI M 1 A_WeaponReady\n\tLoop\nFire:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Ready2\")\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryFusionCell\",1,1)\n\tGoto Ready2\n\tTNT1 A 0 A_JumpIfInventory(\"AgilityRuneRage\",1,\"NotSoFast\")\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 A_StopSound(5)\n TNT1 A 0 A_PlayWeaponSound(\"TrueLegPulverizer/Fire\")\n\t//TNT1 A 0 Bright A_SpawnItemEx(\"PTLegPulverizerCharging\",0,0,10)\n\tBBFG A 4 Bright Radius_Quake(2,2,0,1,0)\n BBFG BC 4 Bright Radius_Quake(4,2,0,1,0)\n BBFG DEF 4 Bright Radius_Quake(8,2,0,1,0)\n\tBBFG GHI 4 Bright Radius_Quake(12,3,0,1,0)\n\tBBFG J 15 Bright Radius_Quake(16,3,0,1,0)\n\tTNT1 A 0 A_Light2\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_TakeInventory(\"NexusSpread\",1)\n\tBBFG K 2 Bright Radius_Quake(20,4,0,1,0)\n\tTNT1 A 0 A_Recoil(50)\n\tTNT1 A 0 Radius_Quake(24,6,0,1,0)\n\tBBFG L 2 Bright A_FireCustomMissile(\"PlayerTruePulverizerBall\",0,0,0,5)\n\tTNT1 A 0 A_TakeInventory(\"LegendaryFusionCell\",1)\n\tBBFG M 2 Bright\n\tBBFG N 20 //Bright\n\tTNT1 A 0 A_GiveInventory(\"NexusSpread\",1)\n\tTNT1 A 0 A_Light0\n\tBBFG OPQRS 4 //Bright\n\tTNT1 A 0 Radius_Quake(6,10,0,1,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/dtech10ksteam\",7)\n\tBBFG SSSSSSSSSSSS 1 A_FireCustomMissile(\"DTech10KSteam\",-58+Random(-4,4),0,0,0)\n\tBBFG S 20\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryFusionCell\",1,1)\n\tGoto Ready2\nReCharge:\n\tBBFG SRQ 2\n\tBBFG Q 60 A_PlayWeaponSound(\"weapons/dtech10kcharge\")\n\t//BBFG O 10 A_PlayWeaponSound(\"weapons/plasmacellin\")\n\tBBFH A 2 A_PlayWeaponSound(\"weapons/plasmacellin\")\n\tBBFH BCD 2\n\tGoto Ready\nNotSoFast:\n TNT1 A 0\n TNT1 A 0 A_Light1\n\tTNT1 A 0 A_StopSound(5)\n TNT1 A 0 A_PlayWeaponSound(\"TrueLegPulverizer/Fire\")\n\t//TNT1 A 0 Bright A_SpawnItemEx(\"PTLegPulverizerCharging\",0,0,10)\n\tBBFG A 8 Bright Radius_Quake(2,2,0,1,0)\n BBFG BC 8 Bright Radius_Quake(4,2,0,1,0)\n BBFG DEF 8 Bright Radius_Quake(8,2,0,1,0)\n\tBBFG GHI 8 Bright Radius_Quake(12,3,0,1,0)\n\tBBFG J 30 Bright Radius_Quake(16,3,0,1,0)\n\tTNT1 A 0 A_Light2\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_TakeInventory(\"NexusSpread\",1)\n\tBBFG K 4 Bright Radius_Quake(20,4,0,1,0)\n\tTNT1 A 0 A_Recoil(50)\n\tTNT1 A 0 Radius_Quake(24,6,0,1,0)\n\tBBFG L 4 Bright A_FireCustomMissile(\"PlayerTruePulverizerBall\",0,0,0,5)\n\tTNT1 A 0 A_TakeInventory(\"LegendaryFusionCell\",1)\n\tBBFG M 4 Bright\n\tBBFG N 40 //Bright\n\tTNT1 A 0 A_GiveInventory(\"NexusSpread\",1)\n\tTNT1 A 0 A_Light0\n\tBBFG OPQRS 8 //Bright\n\tTNT1 A 0 Radius_Quake(6,10,0,1,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/dtech10ksteam\",7)\n\tBBFG SSSSSSSSSSSS 1 A_FireCustomMissile(\"DTech10KSteam\",-58+Random(-4,4),0,0,0)\n\tBBFG S 40\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryFusionCell\",1,1)\n\tGoto Ready2\nReCharge2:\n\tBBFG SRQ 4\n\tBBFG Q 120 A_PlayWeaponSound(\"weapons/dtech10kcharge\")\n\t//BBFG O 10 A_PlayWeaponSound(\"weapons/plasmacellin\")\n\tBBFH A 4 A_PlayWeaponSound(\"weapons/plasmacellin\")\n\tBBFH BCD 4\n\tGoto Ready\nFlash:\n TNT1 A 2 Bright A_Light1\n TNT1 A 2 Bright A_Light2\n\tTNT1 A 2 Bright A_Light1\n Goto LightDone\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Animals/HDAN-DarkVile.txt",
"contents": "ACTOR DarkVile : Archvile\n{\n OBITUARY \"%o shit %hself when looking at the Darkvile.\"\n Health 3666\n Radius 20\n Height 64\n Mass 1000\n Speed 11\n RenderStyle Translucent\n Alpha 0.57\n Scale 1.1\n PainChance 10\n Bloodcolor \"00 50 00\"\n SEESOUND \"darkvile/sight\"\n PAINSOUND \"darkvile/pain\"\n DEATHSOUND \"darkvile/death\"\n ACTIVESOUND \"vile/active\"\n Species \"Viles\"\n DamageFactor 0.6\n DamageFactor \"Cyber10K\", 0.0\n DamageFactor \"DemolisherEx\", 0.0\n DamageFactor \"DarkDemoEx\", 0.0\n DamageFactor \"LegendaryPlayer\", 0.02\n DamageFactor \"Legendary\", 0.2\n DamageFactor \"LegendaryGuru\", 0.1\n DamageFactor \"LegendaryGuruPlayer\", 0.1\n DamageFactor \"PlayerDevBall\", 0.2\n DamageFactor \"PlayerDevBall2\", 0.2\n DamageFactor \"PlayerDTBFGRailgunSlug\", 0.2\n DamageFactor \"PlayerDevTracer\", 0.2\n DamageFactor \"Baby15K\", 0.0\n DamageFactor \"Railg\", 0.5\n DamageFactor \"BFGSplash\", 0.2\n DamageFactor \"BFGSpray\", 0.2\n DamageFactor \"PDTBFG\", 0.2\n DamageFactor \"PDTBFGTracer\", 0.2\n DamageFactor \"PlayerNemesisPlasma\", 0.5\n DamageFactor \"PyroShot\", 0.0\n DamageFactor \"PlayerPyro\", 0.0\n DamageFactor \"VileFires\", 0.0\n DropItem \"BossLifeEssence\" 200\n DropItem \"BossArmorBonusMax\" 200\n DropItem \"BigDustMana\" 128 100\n DropItem \"BigDustMana\" 128 100\n DropItem \"DustMana\" 256 30\n DropItem \"DustMana\" 256 30\n DropItem \"UltraSphere\" 128\n DropItem \"HellStaff\" 128\n DropItem \"OccultSpellbook\" 96\n DropItem \"DarkvileEnergy\" 128\n DropItem \"Vileessence\" 128\n MONSTER\n +FloorClip\n +NoTarget\n +QuickToRetaliate\n +ShortMissileRange\n +DontHurtSpecies\n +Boss\n +MISSILEMORE\n +MISSILEEVENMORE\n Tag \"\\c[o7]DarkVile\\c-\"\n States\n {\n Spawn:\n DZ00 AB 10 A_Look\n Loop\n See:\n TNT1 A 0 A_UnSetInvulnerable\n DZ00 AABBCCDDEEFF 2 A_VileChase\n Loop\n Missile:\n TNT1 A 0 BRIGHT A_Jump(128,\"Missile2\")\n TNT1 A 0 BRIGHT A_Jump(64,\"Missile4\")\n TNT1 A 0 BRIGHT A_PlaySound(\"darkvile/fire\")\n DZ00 G 10 A_PlaySound (\"weapons/lightningstarter\")\n DZ00 HIJKLMN 6 BRIGHT A_FaceTarget\n\tTNT1 A 0 A_PlayWeaponSound (\"weapons/wavelaunch\")\n DZ00 O 6 Bright A_CustomMissile(\"DarkSlicer\",32,0,0)\n DZ00 P 12 BRIGHT A_FaceTarget\n Goto See\n Missile2:\n\tTNT1 A 0 BRIGHT A_Jump(128,\"Missile3\")\n TNT1 A 0 BRIGHT A_Jump(64,\"Missile4\")\n TNT1 A 0 BRIGHT A_PlaySound(\"darkvile/fire\")\n DZ00 G 10 A_PlaySound (\"weapons/lightningstarter\")\n DZ00 HIJKLMN 6 BRIGHT A_FaceTarget\n\tTNT1 A 0 A_PlayWeaponSound (\"weapons/wavelaunch\")\n DZ00 O 6 Bright A_CustomMissile(\"DarkSlicer\",32,0,0)\n DZ00 P 12 BRIGHT A_FaceTarget\n Goto See\n Missile3:\n DZ00 \"[\\]\" 4 BRIGHT A_FaceTarget\n DZ00 \"[\\]\" 1 BRIGHT A_CustomMissile(\"DarkIce\",64,50,0,0,-25)\n DZ00 \"[\\]\" 1 BRIGHT A_CustomMissile(\"DarkIce\",64,-50,0,0,-35)\n DZ00 \"[\\]\" 1 BRIGHT A_CustomMissile(\"DarkIce\",64,50,0,0,-15)\n DZ00 \"[\\]\" 1 BRIGHT A_CustomMissile(\"DarkIce\",64,-50,0,0,-25)\n DZ00 \"[\\]\" 1 BRIGHT A_CustomMissile(\"DarkIce\",64,50,0,0,35)\n DZ00 \"[\\]\" 1 BRIGHT A_CustomMissile(\"DarkIce\",64,-50,0,0,-15)\n DZ00 \"[\\]\" 1 BRIGHT A_CustomMissile(\"DarkIce\",64,50,0,0,-25)\n DZ00 \"[\\]\" 1 BRIGHT A_CustomMissile(\"DarkIce\",64,-50,0,0,-15)\n DZ00 \"[\\]\" 1 BRIGHT A_CustomMissile(\"DarkIce\",64,50,0,0,-25)\n DZ00 \"[\\]\" 1 BRIGHT A_CustomMissile(\"DarkIce\",64,-50,0,0,-30)\n DZ00 \"[\\]\" 1 BRIGHT A_CustomMissile(\"DarkIce\",64,50,0,0,-15)\n DZ00 \"[\\]\" 1 BRIGHT A_CustomMissile(\"DarkIce\",64,-50,0,0,-25)\n DZ00 \"[\\]\" 1 BRIGHT A_CustomMissile(\"DarkIce\",64,50,0,0,-30)\n DZ00 \"[\\]\" 1 BRIGHT A_CustomMissile(\"DarkIce\",64,-50,0,0,-25)\n DZ00 \"[\\]\" 1 BRIGHT A_CustomMissile(\"DarkIce\",64,50,0,0,-15)\n DZ00 \"[\\]\" 1 BRIGHT A_CustomMissile(\"DarkIce\",64,-50,0,0,-35)\n DZ00 \"[\\]\" 1 BRIGHT A_CustomMissile(\"DarkIce\",64,50,0,0,-25)\n DZ00 \"[\\]\" 1 BRIGHT A_CustomMissile(\"DarkIce\",64,-50,0,0,-15)\n DZ00 \"[\\]\" 1 BRIGHT A_CustomMissile(\"DarkIce\",64,50,0,0,-30)\n DZ00 \"[\\]\" 1 BRIGHT A_CustomMissile(\"DarkIce\",64,-50,0,0,-15)\n Goto See\n Missile4:\n TNT1 A 0 A_SetInvulnerable\n DZ00 \"[\\]\" 0 BRIGHT A_FaceTarget\n DZ00 \"[\\]\" 40 BRIGHT A_PlaySound(\"darkthunder/charge\")\n DZ00 \"[\\]\" 4 BRIGHT A_FaceTarget\n\tTNT1 A 0 A_UnSetInvulnerable\n DZ02 G 0 BRIGHT A_PlaySound(\"darkthunder/charge2\")\n DZ02 GHIJKLMNO 4 BRIGHT\n DZ02 P 4 BRIGHT A_CustomMissile(\"DarkThunderBolt\",64,0,0,0,0)\n Goto See\n Heal:\n DZ00 \"[\\]\" 10 BRIGHT\n Goto See\n Pain:\n DZ00 Q 5\n DZ00 Q 5 A_Pain\n Goto See\n Death:\n DZ00 \"[\" 0 A_Scream\n DZ00 \"\\\" 5 A_CustomMissile(\"BlasterShot9\",random(25,50),random(15,-15),random(-135,-215),0,random(-25,50))\n DZ00 \"\\\" 5 A_CustomMissile(\"ThunderRunner\",random(0,25),random(-15,15),random(135,215))\n DZ00 \"\\\" 5 A_CustomMissile(\"BlasterShot9\",random(25,50),random(15,-15),random(-135,-215),0,random(-25,50))\n DZ00 \"\\\" 5 A_CustomMissile(\"ThunderRunner\",random(0,25),random(-15,15),random(135,215))\n DZ00 \"\\\" 5 A_CustomMissile(\"BlasterShot9\",random(25,50),random(15,-15),random(-135,-215),0,random(-25,50))\n DZ00 \"\\\" 5 A_CustomMissile(\"ThunderRunner\",random(0,25),random(-15,15),random(135,215))\n DZ00 \"\\\" 5 A_CustomMissile(\"BlasterShot9\",random(25,50),random(15,-15),random(-135,-215),0,random(-25,50))\n DZ00 \"\\\" 5 A_CustomMissile(\"ThunderRunner\",random(0,25),random(-15,15),random(135,215))\n DZ00 \"\\\" 5 A_CustomMissile(\"BlasterShot9\",random(25,50),random(15,-15),random(-135,-215),0,random(-25,50))\n DZ00 \"\\\" 5 A_CustomMissile(\"ThunderRunner\",random(0,25),random(-15,15),random(135,215))\n DZ00 \"\\\" 5 A_CustomMissile(\"BlasterShot9\",random(25,50),random(15,-15),random(-135,-215),0,random(-25,50))\n DZ00 \"]\" 5 A_CustomMissile(\"ThunderRunner\",random(0,25),random(-15,15),random(135,215))\n DZ00 \"\\\" 5 A_CustomMissile(\"BlasterShot9\",random(25,50),random(15,-15),random(-135,-215),0,random(-25,50))\n DZ00 \"\\\" 5 A_CustomMissile(\"ThunderRunner\",random(0,25),random(-15,15),random(135,215))\n DZ00 \"\\\" 5 A_CustomMissile(\"BlasterShot9\",random(25,50),random(15,-15),random(-135,-215),0,random(-25,50))\n DZ00 \"[\" 5 A_CustomMissile(\"ThunderRunner\",random(0,25),random(-15,15),random(135,215))\n DZ00 \"\\\" 5 A_CustomMissile(\"BlasterShot9\",random(25,50),random(15,-15),random(-135,-215),0,random(-25,50))\n DZ00 \"]\" 5 A_CustomMissile(\"ThunderRunner\",random(0,25),random(-15,15),random(135,215))\n DZ00 \"\\\" 5 A_CustomMissile(\"BlasterShot9\",random(25,50),random(15,-15),random(-135,-215),0,random(-25,50))\n DZ00 \"\\\" 5 A_CustomMissile(\"ThunderRunner\",random(0,25),random(-15,15),random(135,215))\n\tDZ01 A 1 A_UnSetShootable\n\tTNT1 A 0 bright A_PlaySound(\"darkthunder/fire\",7,1.0,0,ATTN_NONE)\n DZ01 A 2 A_CustomMissile(\"DarkThunderStrike2\",0,0,0,0)\n DZ01 A 0 A_CustomMissile(\"ThunderRunnerNull\",0,0,0,0)\n DZ01 A 0 A_CustomMissile(\"BlasterShot9Null\",0,0,0,0)\n DZ01 BCDEFGHIJKLMNOPQRSTUVWXY 2\n DZ01 Z 2 A_NoBlocking\n Stop\n }\n}\n\nActor DummyPlayerMiniArchvile : Nothing Replaces PlayerMiniArchvile {}"
}
]
},
"maps": []
}