aliens0.99h.pk3

PK3 12 MiB 0 map(s)

Counts

endoom0
graphics0
lumps1574
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "06469295-a69d-4f18-874c-bf04b210fcd7",
    "sha1": "207af1a12343b810126d319eb17721adccc47234",
    "sha256": "b1f8733c8be8fde98fab19dea391f4133ab663d8513fd803cff7295b921d5b3d",
    "filenames": [
      "aliens0.99h.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2015-06-18 22:54:53",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2015-06-18 22:54:53",
    "file": {
      "type": "PK3",
      "size": 12601735,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/207af1a12343b810126d319eb17721adccc47234/207af1a12343b810126d319eb17721adccc47234.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 1574,
        "maps": 0,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "decorate.txt",
        "contents": "// Decorate\n\n// Constants\n\n// Actors\n// Thanks Eric\nACTOR Boolean : Inventory\n{\n\t+UNDROPPABLE\n\t-INVBAR\n\tInventory.MaxAmount 1\n}\n\nACTOR Detector : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nACTOR Beeper : Inventory\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n}\n\nACTOR KickItem : Boolean {}\nactor ReloadItem : Boolean {}\n\n// Includes\n#include \"actors/ammo.txt\"\n#include \"actors/effects.txt\"\n#include \"actors/tracers.txt\"\n#include \"actors/blood.txt\"\n#include \"actors/gibs.txt\"\n#include \"actors/player.txt\"\n#include \"actors/pickups.txt\"\n#include \"actors/sentry.txt\"\n#include \"actors/originalweapon.txt\"\n#include \"actors/fists.txt\"\n#include \"actors/knife.txt\"\n#include \"actors/tracker.txt\"\n#include \"actors/pistol.txt\"\n#include \"actors/shotgun.txt\"\n#include \"actors/uzi.txt\"\n#include \"actors/pulserifle.txt\"\n#include \"actors/doubleshotgun.txt\"\n#include \"actors/flakrifle.txt\"\n#include \"actors/launcher.txt\"\n#include \"actors/smartgun.txt\"\n#include \"actors/flamethrower.txt\"\n#include \"actors/drone.txt\"\n#include \"actors/warrior.txt\"\n#include \"actors/runner.txt\"\n#include \"actors/hugger.txt\"\n#include \"actors/eggs.txt\"\n#include \"actors/burster.txt\"\n#include \"actors/sentinel.txt\"\n#include \"actors/praetorian.txt\"\n#include \"actors/paletine.txt\"\n#include \"actors/boiler.txt\"\n#include \"actors/spitter.txt\"\n#include \"actors/carrier.txt\"\n#include \"actors/queen.txt\""
      },
      {
        "source": "pk3",
        "name": "sndinfo.txt",
        "contents": "// Sound Information\n\nweapons/nothing DSEMPTY\n\n//gut and blood noises\nblood/drip dsblud04\n\n$random guts/drop { guts/drop1 guts/drop2 }\nguts/drop1 DSBLUD02\nguts/drop2 DSBLUD03\n\n// Weapon noises\n\n//Shotgun\nweapons/shotgunfire NSHTFIRE\nweapons/shotgunpump\tNSHTPUMP\nweapons/shotgundry\tRSHOTF1\n\nweapons/shotgunreload1 NSHRSTR1\nweapons/shotgunreload2 NSHRSTR2\n\n$volume weapons/shotgunreload1 1.6\n\n//[angry boat noises in the distance]\n\nweapons/pulsefire PULSEFIR\n\n//$random weapons/pulsefire { weapons/pulsefire1 weapons/pulsefire2 weapons/pulsefire3 weapons/pulsefire4 weapons/pulsefire5 weapons/pulsefire6 weapons/pulsefire11 weapons/pulsefire12 }\n\n//weapons/pulsefire1 PULSFIR1\n//weapons/pulsefire2 PULSFIR2\n//weapons/pulsefire3 PULSFIR3\n//weapons/pulsefire4 PULSFIR4\n//weapons/pulsefire5 PULSFIR5\n//weapons/pulsefire6 PULSFIR6\n//weapons/pulsefire11 PULSFI11\n//weapons/pulsefire12 PULSFI12\n\nweapons/pulseend PULSEND\nweapons/pulseload PULSLOAD\n\nweapons/pulseriflesecondary GRENFIRE\nweapons/pulsepump GRENPUMP\nweapons/grenadebounce GRENBOUN\n\n//swinging around\nweapons/fistswing1\tFISTSWI1\nweapons/fistswing2\tFISTSWI2\nweapons/fistswing3\tFISTSWI3\n$random weapons/fistswing { weapons/fistswing1 weapons/fistswing2 weapons/fistswing3 }\n\n// Fist/kick impacts\nfist/hit1\tFISTHIT1\nfist/hit2\tFISTHIT2\nfist/hit3\tFISTHIT3\nfist/hit4\tFISTHIT4\nfist/hit5\tFISTHIT5\n$random weapons/fisthit { fist/hit1\tfist/hit2 fist/hit3 fist/hit4 fist/hit5 }\n\n// Uzi fire\nweapons/uzifire UZIFIR\n\n$volume weapons/uzifire 0.8\n\n// Pistol fire\nweapons/pistolfire PISTFIRE\nweapons/VP70reload PISTRELD\nweapons/VP70click  PISTCLIK\n\n$volume weapons/pistolfire 0.6\n\n// Super Shotgun\nweapons/supershotgunfire\tSPSHFIRE\nweapons/supershotgunopen\tSPSHOPEN\nweapons/supershotguninsert\tSPSHSHIN\nweapons/supershotgunclose\tSPSHCLOS\n\n$volume weapons/supershotgunfire 1.3\n\n//flak rifle\nweapons/VINTFIRE VINTFIRE\n\nweapons/VINTRELOAD1 VINTRLD1\nweapons/VINTRELOAD2 VINTRLD2\nweapons/PULLBACK VINTPULL\n\nweapons/SHARDHIT SHARDHIT\nweapons/BULLEXPLODE BULLEXPL\n\n// Smartgun\nweapons/smartgun\tDSSMARTG\n\n// Flamethrower\nFlamer/Fire\tDSFLAMFI\nFlamer/Loop\tDSFLAMLO\nFlamer/End  DSFLAMEN\n\n//marine combat knife\n\n$random knife/swing { knife/swing1 knife/swing2 knife/swing3 knife/swing4 }\nknife/swing1 KNIFSWI1\nknife/swing2 KNIFSWI2\nknife/swing3 KNIFSWI3\nknife/swing4 KNIFSWI4\n\n$volume knife/swing 0.5\n\n$random knife/impactflesh { knife/impactflesh1 knife/impactflesh2 knife/impactflesh3 }\nknife/impactflesh1 IMPAFLE1\nknife/impactflesh2 IMPAFLE2\nknife/impactflesh3 IMPAFLE3\n\n$volume knife/impactflesh 0.7\n\n$random knife/impactwall { knife/impactwall1 knife/impactwall2 knife/impactwall3 }\nknife/impactwall1 IMPAWAL1\nknife/impactwall2 IMPAWAL2\nknife/impactwall3 IMPAWAL3\n\n$volume knife/impactwall 0.7\n\n//miss launcher\nweapon/missfire MISLFIRE\n$volume weapon/missfire 0.9\nWeapons/RL/EXP DSSTINXP\n$volume Weapons/RL/EXP 0.7\n\n// Motion Tracker\nBLIP BLIP\nDET DET\n\n// Bullet Impacts\n// Enemy\nboolet/boolethit1\tboolhit1\nboolet/boolethit2\tboolhit2\nboolet/boolethit3\tboolhit3\nboolet/boolethit4\tboolhit4\nboolet/boolethit5\tboolhit5\n$random boolet/boolethit { boolet/boolethit1 boolet/boolethit2 boolet/boolethit3 boolet/boolethit4 boolet/boolethit5 }\n\n// Wall\nboolet/boolethitwall1\tboolwal1\nboolet/boolethitwall2\tboolwal2\nboolet/boolethitwall3\tboolwal3\nboolet/boolethitwall4\tboolwal4\nboolet/boolethitwall5\tboolwal5\n$random boolet/boolethitwall { boolet/boolethitwall1 boolet/boolethitwall2 boolet/boolethitwall3 boolet/boolethitwall4 boolet/boolethitwall5 }\n\n// Volume Control\n$volume weapons/shotgunfire 1.0\n$volume weapons/pulseriflefire 0.5\n$volume boolet/boolethitwall 0.3\n$volume boolet/boolethit 0.3\n$volume weapons/pulseriflesecondary 0.6\n$volume weapons/pulsepump 0.6\n\n// Casing Noises\n$random casing/bullet { casing/bullet1 casing/bullet2 }\ncasing/bullet1 case2\ncasing/bullet2 case1\n\n$volume casing/bullet 0.6\n\n$random casing/shell { casing/shell1 casing/shell2 }\ncasing/shell1 shell2\ncasing/shell2 shell1\n\n$volume casing/shell 0.6\n\n// Kick Noises\nweapons/kick kick\n\n//sentry noises\nsentry/fire\t\tSNTRYFIR\nsentry/ping\t\tSNTRPING\nsentry/die\t\tSNTRYDIE\n\n$volume sentry/fire 1.4\n$volume sentry/ping 0.8\n\n// [angry xenomorph noises in the distance]\n$random xeno/sight { xeno/sit1 xeno/sit2 xeno/sit3 xeno/sit4 xeno/sit5 }\nxeno/sit1\t\tAliesit1\nxeno/sit2\t\tAliesit2\nxeno/sit3\t\tAliesit3\nxeno/sit4\t\tAliesit4\nxeno/sit5\t\tAliesit5\n\n$volume xeno/sight 0.4\n\n$random xeno/active { xeno/act1 xeno/act2 }\nxeno/act1\talieact1\nxeno/act2\talieact2\n\n$volume xeno/active 0.4\n\n$random xeno/claw\t{ xeno/cla1 xeno/cla2 xeno/cla3 xeno/cla4 }\nxeno/cla1\t\tAlieclw1\nxeno/cla2\t\tAlieclw2\nxeno/cla3\t\tAlieclw3\nxeno/cla4\t\tAlieclw4\n\n$random xeno/attack  { xeno/attack1 xeno/attack2 xeno/attack3 xeno/attack4 xeno/attack5 }\nxeno/attack1\talieatt1\nxeno/attack2\talieatt2\nxeno/attack3\talieatt3\nxeno/attack4\talieatt4\nxeno/attack5\talieatt5\n\n$volume xeno/attack 0.4\n\n$random xeno/hack { xeno/hack01 xeno/hack02 xeno/hack03 xeno/hack04 xeno/hack05 }\nxeno/hack01\t\thack01\nxeno/hack02\t\thack02\nxeno/hack03\t\thack03\nxeno/hack04\t\thack04\nxeno/hack05\t\thack05\n\n$random xeno/pain  { xeno/pain1 xeno/pain2 xeno/pain3 xeno/pain4 }\nxeno/pain1\t\taliepai1\nxeno/pain2\t\taliepai2\nxeno/pain3\t\taliepai3\nxeno/pain4\t\taliepai4\n\n$volume xeno/pain 0.5\n\n$random xeno/death  { xeno/death1 xeno/death2 xeno/death3 xeno/death4 }\nxeno/death1\t\taliedth1\nxeno/death2\t\taliedth2\nxeno/death3\t\taliedth3\nxeno/death4\t\taliedth4\n\n$volume xeno/death 0.5\n\n$random xeno/crack { xeno/crk1 xeno/crk2 xeno/crk3 }\nxeno/crk1\t\tAliecrk1\nxeno/crk2\t\tAliecrk2\nxeno/crk3\t\tAliecrk3\n\n$random xeno/tail { xeno/tail1 xeno/tail2 xeno/tail3 }\nxeno/tail1\t\talitail1\nxeno/tail2\t\talitail2\nxeno/tail3\t\talitail3\n\n$random xeno/spit { xeno/spit1 xeno/spit2 }\nxeno/spit1\t\talispit1\nxeno/spit2\t\talispit2\n\n$random xeno/spithit { xeno/spithit1 xeno/spithit2 }\nxeno/spithit1\tspithit1\nxeno/spithit2\tspithit2\n\n$random xeno/spitacid { xeno/spitacid1 xeno/spitacid2 }\nxeno/spitacid1\tspitaci1\nxeno/spitacid2\tspitaci2\n\nxeno/acid\talieacid\n\nxeno/acidspray\tacdspray\n\nxeno/acidbelch \tACDBELCH\n\n//babbymakers\n\nface/active\t FACEACT\nface/death   FACEDETH\nface/hug     HUGGED\n\n//babbymaker holders\n\neggdest\t\teggdest\neggopen\t\teggopen\n\n//little babby\n\n$random chestsit { chstsit1 chstsit2 }\nchstsit1\tchstsit1\nchstsit2\tchstsit2\n\n$random chestact { chstact1 chstact2 }\nchstact1\tchstact1\nchstact2\tchstact2\n\n$random chestatk { chstatk1 chstatk2 }\nchstatk1\tchstatk1\nchstatk2\tchstatk2\n\n$random chestact { chstact1 chstact2 }\nchstact1\tchstact1\nchstact2\tchstact2\n\n$random chestpai { chstpn1 chstpn2 }\nchstpn1\t\tchstpn1\nchstpn2\t\tchstpn2\n\n$random chestdeth { chstdth1 chstdth2 }\nchstdth1\tchstdth1\nchstdth2\tchstdth2\n\n// Some big ass bitch\n$random queen/sight { queen/sight1 queen/sight2 }\nqueen/sight1 QUEESIT1\nqueen/sight2 QUEESIT2\n\n$random queen/active { queen/active1 queen/active2 queen/active3 queen/active4 queen/active5 }\nqueen/active1 QUEEACT1\nqueen/active2 QUEEACT2\nqueen/active3 QUEEACT3\nqueen/active4 QUEEACT4\nqueen/active5 QUEEACT5\n\n$random queen/pain { queen/pain1 queen/pain2 queen/pain3 }\nqueen/pain1 QUEEPAI1\nqueen/pain2 QUEEPAI2\nqueen/pain3 QUEEPAI3\n\n$random queen/hit { queen/hit1 queen/hit2 }\nqueen/hit1  QUEEHIT1\nqueen/hit2 \tQUEEHIT2\n\nqueen/death QUEEDETH\n\n$volume queen/death 2.0\n$volume queen/pain 2.0\n$volume queen/active 2.0\n$volume queen/sight 2.0\n\n// Menushit\nmenu/choose\t\tchoose\nmenu/activate\tactivate\nmenu/backup\t\tback\nmenu/prompt\t\tchoose\nmenu/dismiss\tback\nmenu/clear\t\tback\n\nmenu/cursor     cursor\nmenu/change     back\nmenu/invalid    invalid"
      },
      {
        "source": "pk3",
        "name": "loadacs.txt",
        "contents": "// Global ACS\nAliens\nGunMod"
      },
      {
        "source": "pk3",
        "name": "keyconf.txt",
        "contents": "// Key Configuration\n\n// Aliases\nAlias \"+GM_Kick\" \"Puke 451\"\nAlias \"+GM_Kick2\" \"Puke 453\"\nAlias \"-GM_Kick\" \"Puke 452\"\nAlias \"-GM_Kick2\" \"\"\nAlias \"+GM_Run\" \"Puke 454\"\nAlias \"-GM_Run\" \"\"\nalias \"+GM_Reload\" \"puke 455\"\nalias \"-GM_Reload\" \"puke 456\"\nalias \"+GM_Track\" \"puke 457\"\nalias \"-GM_Track\" \"\"\n\n// Binds\nDefaultBind \"Q\" \"+GM_Kick\"\nDefaultBind \"Shift\" \"Run\"\ndefaultbind \"R\" \"+GM_Reload\"\ndefaultbind \"F\" \"+GM_Track\"\n\n// Menu Items\nAddKeySection \"Aliens Keys\" \"GMKeys\"\nAddmenukey \"Kick\" \"+GM_Kick\"\naddmenukey \"Reload\" \"+GM_Reload\"\naddmenukey \"Quick Tracker\" \"+GM_Track\"\n\n// Player Classes\n// Should be replaced with entries in the GameInfo\n// section of MapInfo once Zandronum supports it.\nClearPlayerClasses\nAddPlayerClass \"Standard\"\nAddPlayerClass \"NewPlayer\"\nAddPlayerClass \"SmartGunner\"\nAddPlayerClass \"FlamethrowerUnit\""
      },
      {
        "source": "pk3",
        "name": "decaldef.txt",
        "contents": "// Animators\n\nfader FastGoAway\n{\n\tDecayStart\t0.2\n\tDecayTime\t0.5\n}\n\nfader GoAway\n{\n\tDecayStart\t0.5\n\tDecayTime\t1.0\n}\n\nfader GoAway2\n{\n\tDecayStart\t1.0\n\tDecayTime\t3.0\n}\n\ncolorchanger ToBlack\n{\n\tFadeStart\t0.5\n\tFadeTime\t1.0\n}\n\nstretcher BloodStretcher\n{\n\tStretchTime\t10\n\tGoalY\t\t2.0\n}\n\nslider BloodSlider\n{\n\tSlideTime\t10\n\tDistY\t\t-132\n}\n\ncombiner BloodSmearer\n{\n\tBloodStretcher\n\tBloodSlider\n}\n\n/***** Blood decals *****/\n\ndecal BloodSplat01\n{\npic BSPLAT01\nshade \"60 00 00\"\nx-scale 0.5\ny-scale 0.5\nrandomflipx\nrandomflipy\n}\n\ndecal BloodSplat02\n{\npic BSPLAT02\nshade \"60 00 00\"\nx-scale 0.5\ny-scale 0.5\nrandomflipx\nrandomflipy\n}\n\ndecal BloodSplat03\n{\npic BSPLAT03\nshade \"60 00 00\"\nx-scale 0.5\ny-scale 0.5\nrandomflipx\nrandomflipy\n}\n\ndecal BloodSplat04\n{\npic BSPLAT04\nshade \"60 00 00\"\nx-scale 0.5\ny-scale 0.5\nrandomflipx\nrandomflipy\n}\n\ndecal BloodSplat05\n{\npic BSPLAT05\nshade \"60 00 00\"\nx-scale 0.5\ny-scale 0.5\nrandomflipx\nrandomflipy\n}\n\ndecal BloodSplat06\n{\npic BSPLAT06\nshade \"60 00 00\"\nx-scale 0.5\ny-scale 0.5\nrandomflipx\nrandomflipy\n}\n\ndecal BloodSplat07\n{\npic BSPLAT07\nshade \"60 00 00\"\nx-scale 0.5\ny-scale 0.5\nrandomflipx\nrandomflipy\n}\n\ndecal BloodSplat08\n{\npic BSPLAT08\nshade \"60 00 00\"\nx-scale 0.5\ny-scale 0.5\nrandomflipx\nrandomflipy\n}\n\ndecal BloodSplat09\n{\npic BSPLAT09\nshade \"60 00 00\"\nx-scale 0.5\ny-scale 0.5\nrandomflipx\nrandomflipy\n}\n\ndecal BloodSplat10\n{\npic BSPLAT10\nshade \"60 00 00\"\nx-scale 0.5\ny-scale 0.5\nrandomflipx\nrandomflipy\n}\n\ndecal BloodSplat11\n{\npic BSPLAT11\nshade \"60 00 00\"\nx-scale 0.5\ny-scale 0.5\nrandomflipx\nrandomflipy\n}\n\ndecal BloodSplat12\n{\npic BSPLAT12\nshade \"60 00 00\"\nx-scale 0.5\ny-scale 0.5\nrandomflipx\nrandomflipy\n}\n\ndecal BloodSplat13\n{\npic BSPLAT13\nshade \"60 00 00\"\nx-scale 0.5\ny-scale 0.5\nrandomflipx\nrandomflipy\n}\n\ndecal BloodSplat14\n{\npic BSPLAT14\nshade \"60 00 00\"\nx-scale 0.5\ny-scale 0.5\nrandomflipx\nrandomflipy\n}\n\ndecalgroup BloodSplat\n{\nBloodSplat01 6\nBloodSplat02 6\nBloodSplat03 6\nBloodSplat04 6\nBloodSplat05 6\nBloodSplat06 6\nBloodSplat07 6\nBloodSplat08 6\nBloodSplat09 6\nBloodSplat10 6\nBloodSplat11 6\nBloodSplat12 6\nBloodSplat13 6\nBloodSplat14 6\n}\n\ndecal BloodSmear1\n{\npic BSMEAR1\nx-scale 0.625\ny-scale 0.625\nshade \"60 00 00\"\nrandomflipx\nrandomflipy\nanimator BloodSmearer\n}\n\ndecal BloodSmear2\n{\npic BSMEAR1\nx-scale 0.625\ny-scale 0.625\nshade \"60 00 00\"\nrandomflipx\nrandomflipy\nanimator BloodSmearer\n}\n\ndecalgroup BloodSmear\n{\nBloodSmear1\t\t6\nBloodSmear2\t\t6\n}"
      },
      {
        "source": "pk3",
        "name": "fontdefs.txt",
        "contents": "ALIENS_FONT1\n\t{\n\t\t0 STYSNUM0\n\t\t1 STYSNUM1\n\t\t2 STYSNUM2\n\t\t3 STYSNUM3\n\t\t4 STYSNUM4\n\t\t5 STYSNUM5\n\t\t6 STYSNUM6\n\t\t7 STYSNUM7\n\t\t8 STYSNUM8\n\t\t9 STYSNUM9\n\t}\n\nALIENS_HUDFONT\n\t{\n\t\t0 _HUD0\n\t\t1 _HUD1\n\t\t2 _HUD2\n\t\t3 _HUD3\n\t\t4 _HUD4\n\t\t5 _HUD5\n\t\t6 _HUD6\n\t\t7 _HUD7\n\t\t8 _HUD8\n\t\t9 _HUD9\n\t}"
      },
      {
        "source": "pk3",
        "name": "sbarinfo.txt",
        "contents": "LowerHealthCap True;\n\nMugshot \"Normal\"\n{\n\tST00 2;\n\tST01 2;\n\tST02 2;\n\tST03 2;\n\tST04 2;\n\tST05 2;\n\tST06 2;\n\tST07 2;\n\tST08 2;\n\tST09 2;\n\tST0A 2;\n\tST0B 2;\n\tST0C 2;\n\tST0D 2;\n}\n\nMugshot \"Medium\"\n{\n\tST10 2;\n\tST11 2;\n\tST12 2;\n\tST13 2;\n\tST14 2;\n\tST15 2;\n\tST16 2;\n\tST17 2;\n\tST18 2;\n}\n\nMugshot \"Low\"\n{\n\tST20 2;\n\tST21 2;\n\tST22 2;\n\tST23 2;\n\tST24 2;\n\tST25 2;\n\tST26 2;\n\tST27 2;\n\tST28 2;\n\tST29 2;\n}\n\nstatusbar fullscreen, forcescaled, fullscreenoffsets // ZDoom HUD\n{\n    //health\n    drawimage \"AHEALTH\", 15, -2, centerbottom;\n    drawnumber 3, ALIENS_HUDFONT, untranslated, health, 52, -13;\n\n    //armor\n    drawimage \"AARMOR\", 16, -18, centerbottom;\n    drawnumber 3, ALIENS_HUDFONT, untranslated, armor, whennotzero, 52, -26;\n\n    //ammo\n    drawimage \"AAMMO\", -36, -2, centerbottom;\n    drawnumber 3, ALIENS_HUDFONT, untranslated, ammo1, -2, -13;\n\n    usesammo\n    {\n        //secondary ammo and inventory\n        usessecondaryammo\n        {\n            drawimage \"AMMO\", -14, -22, centerbottom;\n            drawnumber 3, ALIENS_HUDFONT, untranslated, ammo2, -2, -26;\n            inventorybarnotvisible\n            {\n                drawselectedinventory centerbottom, alwaysshowcounter, HUDFONT_DOOM, -14, -39, -26, -56, untranslated;\n            }\n        }\n        //no secondary ammo\n        usessecondaryammo not\n        {\n            inventorybarnotvisible\n            {\n                drawselectedinventory centerbottom, alwaysshowcounter, HUDFONT_DOOM, -14, -21, -26, -38, untranslated;\n            }\n        }\n    }\n\n    // no ammo but inventory\n    usesammo not\n    {\n        inventorybarnotvisible\n        {\n            drawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -3, -26, -20, untranslated;\n        }\n    }\n\n    gamemode deathmatch\n    {\n        drawnumber 2, HUDFONT_DOOM, untranslated, frags, drawshadow, -3, 1;\n    }\n    gamemode singleplayer, cooperative, teamgame\n    {\n        drawkeybar 6, vertical, reverserows, auto, -10, 2, 0, 3, auto;\n    }\n}\n\nstatusbar normal, forcescaled, fullscreenoffsets\n{\n//mugshot\n\tDrawImage \"FLATLINE\", 0, 151;\n\tDrawMugshot 3, disablegrin, disablepain, disablerampage, disableouch, 0, 150;\n\n//Basics\n\n\tDrawimage \"AHUD3\", 0, 0;\n\tDrawImage \"AHUD1\", 43, 200, centerbottom;\n\tDrawImage \"AHUD2\", 277, 200, centerbottom;\n\tDrawBar \"M_FULL\", \"M_EMPTY\", Health, horizontal, interpolate(8), 51, 162;\n\tDrawBar \"M_FULL\", \"M_EMPTY\", Armor, horizontal, interpolate(8), 51, 149;\n\tDrawKeybar 6, vertical, 8, 5, 65;\n\n //health\n    drawnumber 3, ALIENS_HUDFONT, untranslated, health, 77, 188;\n //armor\n    drawnumber 3, ALIENS_HUDFONT, untranslated, armor, 29, 188;\n //ammo1\n    drawnumber 3, ALIENS_HUDFONT, untranslated, ammo1, 263, 188;\n //ammo2\n    //drawnumber 3, ALIENS_HUDFONT, untranslated, ammo2, 340, 188;\n\n        drawswitchableimage weaponslot 2, \"_2B\", \"_2\", 243, 152;\n        drawswitchableimage weaponslot 3, \"_3B\", \"_3\", 250, 152;\n        drawswitchableimage weaponslot 4, \"_4B\", \"_4\", 257, 152;\n        drawswitchableimage weaponslot 5, \"_5B\", \"_5\", 243, 166;\n        drawswitchableimage weaponslot 6, \"_6B\", \"_6\", 250, 166;\n        drawswitchableimage weaponslot 7, \"_7B\", \"_7\", 257, 166;\n\n //ammotype1\n\tdrawnumber 3, ALIENS_FONT1, untranslated, ammo Ninemm, 302, 146;\n\tdrawnumber 3, ALIENS_FONT1, untranslated, ammocapacity Ninemm, 320, 146;\n //ammotype2\n \tdrawnumber 3, ALIENS_FONT1, untranslated, ammo shells, 302, 153;\n\tdrawnumber 3, ALIENS_FONT1, untranslated, ammocapacity shells, 320, 153;\n //ammotype3\n\tdrawnumber 3, ALIENS_FONT1, untranslated, ammo mag, 302, 160;\n\tdrawnumber 3, ALIENS_FONT1, untranslated, ammocapacity mag, 320, 160;\n //ammotype4\n\tdrawnumber 3, ALIENS_FONT1, untranslated, ammo heavymag, 302, 167;\n\tdrawnumber 3, ALIENS_FONT1, untranslated, ammocapacity heavymag, 320, 167;\n //ammotype5\n\tdrawnumber 3, ALIENS_FONT1, untranslated, ammo FuelTank, 302, 174;\n\tdrawnumber 3, ALIENS_FONT1, untranslated, ammocapacity FuelTank, 320, 174;\n //ammotype6\n\tdrawnumber 3, ALIENS_FONT1, untranslated, ammo rocketammo, 302, 181;\n\tdrawnumber 3, ALIENS_FONT1, untranslated, ammocapacity rocketammo, 320, 181;\n}\n\nStatusBar AutoMap\n{\n}"
      },
      {
        "source": "pk3",
        "name": "credits.txt",
        "contents": "-the drone/warrior sprites on all fours and chestbursters are from the special edition of aliens TC made by virtue,\nit is genuinely pretty goddamn good, and a great rendition of a classic and I'd suggest going and playing it\n-the taller drone was from the duke3D TC of aliens\n-the queen sprites are from the Aliens:CM mod, another mod totally worth getting\n-extra gore for xenos (ludicrous gibs!! like arms and guts flying everywhere) from mike12\n-special thanks to mike12 for keeping me going with all the great stuff he's done for the mod ((pulse rifle, gibs, hunting down great sprites, etc))\n-special thanks to TheZombieKiller for basically redoing the whole motion tracker, and taking the time to redo it again after the first time,\nthe guy is fucking godlike and deserves your attention\n-special thanks to #vr and any of the zandybam players who have been testing the mod\n\nMAIN CREDITS:\n-pulse rifle sprites - mike12\n-sounds aquired for it by a friend of his, taken from aliens: colonial marines\n-kick sprites made by MartyKirra\n-casings - the spriters resource, doom alpha\n-the bounce sound of the grenade is from quake 3\n-the grenade launching sound is from sgt. shivers, I'm not aware of where its from, if you recognize it tell me\n-the sound of the pump is from equinox\n-motion tracker sprites made by mike12\n-motion tracker ACS from TheZombieKiller\n-shotgun sprites - nmn/Paul\n-shotgun sound - an edit from cs 1.6\n-shotgun dryfire click - extreme weapons pack\n-1337spy for the super shotgun sprites\n-super shotgun sounds - all from heart of evil\n-smartgun - sprites by mike12, sound from r667\n-uzi - sprites by mike12, sounds from Nazis!\n-kick sprites from martykirra, sounds from FEAR\n-pistol sprites from shut up and bleed, edited by me to remove the optional shoulder stock, sounds from Nazis!\n-knife sprites from mike12\n-knife sounds are all taken from fallout new vegas\n-extra sounds ( bullet impacts, menus ) - half life\n-flamethrower sprites - capt.j\n-new pickup sprites for ammo/lightamp - cory whittle\n-apesuit sprites - noozearts\n-Mike12 (Creating the HUD and the sbarinfo file)\n-AFADoomer (EKG taken from blake stone TC)\n-3D Realms/JAM Productions (heavily modified Blake Stone assets for the EKG)\n-marrub - helped in buffing the smartgun and pulse rifle and pointed out bugs I probably wouldn't have noticed\n-other sprites ((pickups for ammo)) come from the huge mishmash of sprite edits made by BloodyAcid and the ammo belt taken from R667\n-rocket launcher sprites from iSpook, firing sound from Fallout: New Vegas (Fat man)\n-the flamethrower sounds have been taken from fallout: new vegas\n-the missile launcher (code) was made by iSpook, sprites ((presumably from doom 2.5, taken from a very early version of brutal doom.)\n-minigunner for the sprites/code for the missile trails used by the missiles, taken from polished skull\n-sprites for the adrenaile needle and sentry gun - captain toenail\n-sprite edit for bigass medkit - Dreadopp\n-sounds for sentry from half life\n-the faint xenomorph in the background of the logo was made by TheRisingSoul on DA\n-the sprites for the acid balls come from SUAB, the turmoil's acid balls, the \"ACDBELCH\" sound taken from SUAB as well from the pestilence\n- the sprites for the toxic clouds have been taken from R667, edited by idGamer"
      },
      {
        "source": "pk3",
        "name": "actors/ammo.txt",
        "contents": "ACTOR Mag : Ammo\n{\n Inventory.Pickupmessage \"Picked up a used 10x24mm caseless magazine\"\n inventory.amount 35\n inventory.maxamount 500\n ammo.backpackamount 35\n ammo.backpackmaxamount 800\n inventory.icon \"SMAGA0\"\n states\n {\n  Spawn:\n    SMAG A -1\n\tstop\n  }\n}\n\nACTOR MagBox : Mag\n{\n Inventory.pickupmessage \"Picked up a box of used 10x24mm mags.\"\n inventory.amount 60\n states\n {\n  Spawn:\n    AMMO A -1\n\tstop\n  }\n}\n\nACTOR Ninemm : Ammo\n{\n Inventory.Pickupmessage \"Picked up a used 9mm magazine.\"\n inventory.amount 35\n inventory.maxamount 500\n ammo.backpackamount 35\n ammo.backpackmaxamount 800\n inventory.icon \"9MMAA0\"\n states\n {\n  Spawn:\n    9MMA A -1\n\tstop\n  }\n}\n\nACTOR 9mmBox : Ninemm\n{\n Inventory.pickupmessage \"Picked up a box of used 9mm mags.\"\n inventory.amount 60\n scale 0.8\n states\n {\n  Spawn:\n    AMMO A -1\n\tstop\n  }\n}\n\nACTOR Shells : Ammo\n{\n Inventory.Pickupmessage \"Picked up some 12 gauge shotgun shells.\"\n inventory.amount 4\n inventory.maxamount 80\n ammo. backpackamount 4\n ammo.backpackmaxamount 140\n inventory.icon \"SHELA0\"\n states\n {\n  Spawn:\n    SHEL A -1\n\tstop\n  }\n}\n\nACTOR HeavyMag : Ammo\n{\n Inventory.Pickupmessage \"Picked up a used 10x28mm caseless magazine\"\n inventory.amount 15\n inventory.maxamount 400\n ammo.backpackamount 15\n ammo.backpackmaxamount 600\n inventory.icon \"HMAGA0\"\n states\n {\n  Spawn:\n    CLIP A -1\n\tstop\n  }\n}\n\nACTOR FuelTank : Ammo\n{\n Inventory.PickupMessage \"Picked up a used fuel tank.\"\n inventory.amount 10\n inventory.maxamount 600\n ammo.backpackamount 20\n ammo.backpackmaxamount 800\n inventory.icon \"FLAMA0\"\n states\n {\n  Spawn:\n\tFLAM A -1\n\tstop\n  }\n}\n\n//REPLACERS\n\nACTOR AmmoBelt : CustomInventory replaces Clip\n{\n inventory.pickupmessage \"Picked up a belt full of ammo! (9mm and 10x24mm)\"\n inventory.maxamount 0\n +COUNTITEM\n +INVENTORY.ALWAYSPICKUP\n scale 0.75\n states\n {\n  Spawn:\n    ABLT A -1\n    Loop\n  Pickup:\n    TNT1 A 0 A_GiveInventory(\"Ninemm\", 35)\n\tTNT1 A 0 A_GiveInventory(\"Shells\", 2)\n    TNT1 A 0 A_GiveInventory(\"Mag\", 25)\n    Stop\n  }\n}\n\nACTOR AmmoBag : CustomInventory replaces ClipBox\n{\n inventory.pickupmessage \"Picked up a satchel full of ammo! (9mm and 10x24mm)\"\n inventory.maxamount 0\n +COUNTITEM\n +INVENTORY.ALWAYSPICKUP\n states\n {\n  Spawn:\n    SATC A -1\n    Loop\n  Pickup:\n    TNT1 A 0 A_GiveInventory(\"Ninemm\", 45)\n\tTNT1 A 0 A_GiveInventory(\"Shells\", 2)\n    TNT1 A 0 A_GiveInventory(\"Mag\", 65)\n    Stop\n  }\n}\n\nACTOR MarineBackpack : CustomInventory replaces Shell\n{\n inventory.pickupmessage \"Picked up a standard marine backpack full of ammo! (Shells and 10x24mm)\"\n inventory.maxamount 0\n +COUNTITEM\n +INVENTORY.ALWAYSPICKUP\n scale 0.65\n states\n {\n  Spawn:\n    MPAK A -1\n    Loop\n  Pickup:\n    TNT1 A 0 A_GiveInventory(\"Shells\", 4)\n    TNT1 A 0 A_GiveInventory(\"Mag\", 25)\n    Stop\n  }\n}\n\nACTOR APMP : CustomInventory replaces ShellBox\n{\n inventory.pickupmessage \"Picked up an all purpose marine backpack full of ammo! (Shells and 10x24mm)\"\n inventory.maxamount 0\n +COUNTITEM\n +INVENTORY.ALWAYSPICKUP\n states\n {\n  Spawn:\n    APMP A -1\n    Loop\n  Pickup:\n    TNT1 A 0 A_GiveInventory(\"Shells\", 8)\n    TNT1 A 0 A_GiveInventory(\"Mag\", 45)\n    Stop\n  }\n}\n\nACTOR LightAmmoBox : CustomInventory replaces Cell\n{\n inventory.pickupmessage \"Picked up a standard marine backpack full of ammo! (Shells and 10x28mm)\"\n inventory.maxamount 0\n +COUNTITEM\n +INVENTORY.ALWAYSPICKUP\n states\n {\n  Spawn:\n    AMBX A -1\n    Loop\n  Pickup:\n    TNT1 A 0 A_GiveInventory(\"HeavyMag\", 30)\n    TNT1 A 0 A_GiveInventory(\"FuelTank\", 40)\n    Stop\n  }\n}\n\nACTOR HeavyAmmoBox : CustomInventory replaces CellPack\n{\n inventory.pickupmessage \"Picked up an all purpose marine backpack full of ammo! (Shells and 10x28mm)\"\n inventory.maxamount 0\n +COUNTITEM\n +INVENTORY.ALWAYSPICKUP\n states\n {\n  Spawn:\n    SMBX A -1\n    Loop\n  Pickup:\n    TNT1 A 0 A_GiveInventory(\"HeavyMag\", 50)\n    TNT1 A 0 A_GiveInventory(\"FuelTank\", 60)\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/blood.txt",
        "contents": "//All of this was originally nashgore blood, all credit goes to nash for making the original\n// Modify the internal Blood actor to spawn flying blood\nactor NewBlood\n{\n game Doom\n decal BloodSplat\n scale 0.4\n speed 0\n +CLIENTSIDEONLY\n +FORCEXYBILLBOARD\n +GHOST\n +NOBLOCKMAP\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n -ALLOWPARTICLES\n states\n {\n  Spawn:\n  TNT1 AAAA 0 A_SpawnDebris(\"FlyingBlood\",1,frandom(-3,3),1)\n  BLBD A 2\n  BLBD B 2\n  BLBD C 2\n  BLBD D 2\n  BLBD E 2\n  stop\n }\n}\n\nActor XenoBlood : NewBlood\n{\n states\n {\n Spawn:\n  TNT1 A 0 A_SpawnDebris(\"FlyingXenoBlood\",1,frandom(-4,2),1)\n  TNT1 A 0 A_SpawnDebris(\"FlyingXenoBlood2\",1,frandom(-4,2),1)\n  TNT1 A 0 A_SpawnDebris(\"FlyingXenoBlood3\",1,frandom(-4,2),1)\n  XLBD A 2\n  XLBD B 2\n  XLBD C 2\n  XLBD D 2\n  XLBD E 2\n  stop\n  }\n}\n\nactor FlyingBlood\n{\n game Doom\n scale 0.35\n health 1\n radius 1\n height 1\n mass 4\n speed 14\n gravity 1.1\n renderstyle translucent\n alpha 0.4\n +MISSILE\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NOBLOCKMAP\n +NODAMAGETHRUST\n +MOVEWITHSECTOR\n +THRUACTORS\n +BLOODLESSIMPACT\n +FORCEXYBILLBOARD\n +DONTHARMSPECIES\n +DONTHURTSPECIES\n +THRUSPECIES\n Species \"Xenomorph\"\n states\n {\n Spawn:\n  TNT1 A 0 A_CheckCeiling(\"Crash2\")\n  FBLD A 1 A_SpawnItem(\"FlyingBloodTrail\",0,0,0,1)\n  TNT1 A 0 A_CheckCeiling(\"Crash2\")\n  FBLD B 1 A_SpawnItem(\"FlyingBloodTrail\",0,0,0,1)\n  TNT1 A 0 A_CheckCeiling(\"Crash2\")\n  FBLD C 1 A_SpawnItem(\"FlyingBloodTrail\",0,0,0,1)\n  TNT1 A 0 A_CheckCeiling(\"Crash2\")\n  FBLD D 1 A_SpawnItem(\"FlyingBloodTrail\",0,0,0,1)\n  loop\n Death:\n XDeath:\n Crash:\n  TNT1 A 1 A_SpawnItem(\"BloodSpot\", 0, 0, 0, 1)\n  stop\n Crash2:\n  TNT1 A 0\n  stop\n }\n}\n\n// Blood sprite that flies outwards and leaves trails behind\nactor FlyingXenoBlood : FlyingBlood\n{\n game Doom\n scale 0.35\n health 1\n radius 12\n height 12\n mass 4\n speed 14\n gravity 1.1\n renderstyle translucent\n alpha 0.4\n +MISSILE\n +CLIENTSIDEONLY\n +NOTELEPORT\n +NOBLOCKMAP\n +NODAMAGETHRUST\n +MOVEWITHSECTOR\n +BLOODLESSIMPACT\n +FORCEXYBILLBOARD\n -CORPSE\n -THRUACTORS\n Damagetype \"poison\"\n Poisondamage 2\n damage 1\n obituary \"%o didn't mind showering in acid.\"\n states\n {\n Spawn:\n  TNT1 A 0 A_CheckCeiling(\"Crash2\")\n  XBLD A 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n  TNT1 A 0 A_CheckCeiling(\"Crash2\")\n  XBLD B 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n  TNT1 A 0 A_CheckCeiling(\"Crash2\")\n  XBLD C 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n  TNT1 A 0 A_CheckCeiling(\"Crash2\")\n  XBLD D 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n  loop\n Death:\n XDeath:\n Crash:\n  TNT1 A 1 A_SpawnItem(\"XenoBloodSpot\", 0, 0, 0, 1)\n  stop\n Crash2:\n  TNT1 A 0\n  stop\n }\n}\n\nACTOR FlyingXenoBlood2: FlyingXenoBlood\n{\n states\n {\n Spawn:\n  TNT1 A 0 A_CheckCeiling(\"Crash2\")\n  XLS2 A 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n  TNT1 A 0 A_CheckCeiling(\"Crash2\")\n  XLS2 B 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n  TNT1 A 0 A_CheckCeiling(\"Crash2\")\n  XLS2 C 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n  TNT1 A 0 A_CheckCeiling(\"Crash2\")\n  XLS2 D 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n  TNT1 A 0 A_CheckCeiling(\"Crash2\")\n  XLS2 E 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n  TNT1 A 0 A_CheckCeiling(\"Crash2\")\n  XLS2 F 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n  TNT1 A 0 A_CheckCeiling(\"Crash2\")\n  XLS2 G 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n  TNT1 A 0 A_CheckCeiling(\"Crash2\")\n  XLS2 H 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n  TNT1 A 0 A_CheckCeiling(\"Crash2\")\n  XLS2 I 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n  TNT1 A 0 A_CheckCeiling(\"Crash2\")\n  XLS2 J 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n  TNT1 A 0 A_CheckCeiling(\"Crash2\")\n  XLS2 K 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n  loop\n }\n}\n\nACTOR FlyingXenoBlood3: FlyingXenoBlood\n{\n states\n {\n Spawn:\n  TNT1 A 0 A_CheckCeiling(\"Crash2\")\n  XLS3 A 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n  TNT1 A 0 A_CheckCeiling(\"Crash2\")\n  XLS3 B 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n  TNT1 A 0 A_CheckCeiling(\"Crash2\")\n  XLS3 C 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n  TNT1 A 0 A_CheckCeiling(\"Crash2\")\n  XLS3 D 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n  TNT1 A 0 A_CheckCeiling(\"Crash2\")\n  XLS3 E 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n  TNT1 A 0 A_CheckCeiling(\"Crash2\")\n  XLS3 F 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n  TNT1 A 0 A_CheckCeiling(\"Crash2\")\n  XLS3 G 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n  TNT1 A 0 A_CheckCeiling(\"Crash2\")\n  XLS3 H 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n  TNT1 A 0 A_CheckCeiling(\"Crash2\")\n  XLS3 I 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n  TNT1 A 0 A_CheckCeiling(\"Crash2\")\n  XLS3 J 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n  loop\n }\n}\n\nactor XenoBloodSpot\n{\n game Doom\n radius 12\n height 1\n mass 1\n scale 0.4\n +NOTELEPORT\n -NOBLOCKMAP\n +CANNOTPUSH\n +DONTSPLASH\n +MOVEWITHSECTOR\n -NOGRAVITY\n -SOLID\n +CLIENTSIDEONLY\n +FORCEXYBILLBOARD\n states\n {\n Spawn:\n  TNT1 A 0\n  TNT1 A 0 A_PlaySound(\"blood/drip\")\n  TNT1 A 0 A_Jump(64, \"Spot1\")\n  TNT1 A 0 A_Jump(128,\"Spot2\")\n  TNT1 A 0 A_Jump(192,\"Spot3\")\n  TNT1 A 0 A_Jump(255,\"Spot4\")\n  // make the blood spots stay on the ground. 1500 is the default duration.\n Spot1:\n  TNT1 A 0 A_SpawnItemEx(\"MissileSmoke\",0,random(-5,5)*0.1,random(-5,5)*0.1,random(-15,0)*0.1,random(-10,10)*0.1,random(-10,10)*0.1,0,0,64)\n  BSPT A 500\n  BSPT AAAAAAAAAAAAAAAA 1 A_FadeOut(0.1, true)\n  stop\n Spot2:\n  TNT1 A 0 A_SpawnItemEx(\"MissileSmoke\",0,random(-5,5)*0.1,random(-5,5)*0.1,random(-15,0)*0.1,random(-10,10)*0.1,random(-10,10)*0.1,0,0,64)\n  TNT1 A 0 A_PlaySound(\"xeno/acidspray\")\n  12BS B 500\n  12BS BBBBBBBBBBBBBBBB 1 A_FadeOut(0.1, true)\n  stop\n Spot3:\n  TNT1 A 0 A_SpawnItemEx(\"MissileSmoke\",0,random(-5,5)*0.1,random(-5,5)*0.1,random(-15,0)*0.1,random(-10,10)*0.1,random(-10,10)*0.1,0,0,64)\n  12BS C 500\n  12BS CCCCCCCCCCCCCCCC 1 A_FadeOut(0.1, true)\n  stop\n Spot4:\n  TNT1 A 0 A_SpawnItemEx(\"MissileSmoke\",0,random(-5,5)*0.1,random(-5,5)*0.1,random(-15,0)*0.1,random(-10,10)*0.1,random(-10,10)*0.1,0,0,64)\n  TNT1 A 0 A_PlaySound(\"xeno/acid\")\n  12BS D 500\n  12BS DDDDDDDDDDDDDDDD 1 A_FadeOut(0.1, true)\n  stop\n }\n}\n\nactor BloodSpot\n{\n states\n {\n  Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"blood/drip\")\n\tTNT1 A 0 A_Jump(64,4)\n\tTNT1 A 0 A_Jump(128,4)\n\tTNT1 A 0 A_Jump(192,4)\n\tTNT1 A 0 A_Jump(255,4)\n\t// make the blood spots stay on the ground. 1500 is the default duration.\n\tBSPT A 500\n\tBSPT AAAAAAAAAAAAAAAA 1 A_FadeOut(0.1, true)\n\tstop\n\tBSPT B 500\n\tBSPT BBBBBBBBBBBBBBBB 1 A_FadeOut(0.1, true)\n\tstop\n\tBSPT C 500\n\tBSPT CCCCCCCCCCCCCCCC 1 A_FadeOut(0.1, true)\n\tstop\n\tBSPT D 500\n\tBSPT DDDDDDDDDDDDDDDD 1 A_FadeOut(0.1, true)\n\tstop\n  }\n}\n// Blood trails spawned by FlyingBlood\nactor FlyingBloodTrail\n{\n game Doom\n scale 0.45\n mass 1\n speed 19\n +LOWGRAVITY\n +NOTELEPORT\n +NOBLOCKMAP\n +CLIENTSIDEONLY\n states\n {\n  Spawn:\n  BTRL A 1\n  BTRL B 1\n  BTRL C 1\n  BTRL D 1\n  stop\n }\n}\n\nactor XenoBloodTrail : FlyingBloodTrail\n{\n states\n {\n  Spawn:\n  XTRL A 1\n  XTRL B 1\n  XTRL C 1\n  XTRL D 1\n  stop\n }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/gibs.txt",
        "contents": "ACTOR BasicXenoGib\n{\n bloodcolor orange\n bloodtype XenoBlood\n +CLIENTSIDEONLY\n +FORCEXYBILLBOARD\n +GHOST\n +NOBLOCKMAP\n +NOGRAVITY\n +DONTSPLASH\n -ALLOWPARTICLES\n +CANNOTPUSH\n +DONTSPLASH\n +MOVEWITHSECTOR\n}\n\n//nashgore gib generator\n\nACTOR GibGenerator\n{\n states\n {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_Jump(128, 8)\n    TNT1 A 0 A_Jump(128, 4)\n    TNT1 A 0 A_Jump(128, 2)\n    TNT1 A 1 A_SpawnItemEx(\"Chunk1\",random(-10,10),random(-10,10),random(42,50),random(-200,200)/100.00,random(-200,200)/100.00,random(500,1100)/100.00,random(-180,180),160,192)\n    stop\n    TNT1 A 1 A_SpawnItemEx(\"Chunk2\",random(-10,10),random(-10,10),random(42,50),random(-200,200)/100.00,random(-200,200)/100.00,random(500,1100)/100.00,random(-180,180),160,192)\n    stop\n    TNT1 A 0 A_Jump(128, 2)\n    TNT1 A 1 A_SpawnItemEx(\"Chunk3\",random(-10,10),random(-10,10),random(42,50),random(-200,200)/100.00,random(-200,200)/100.00,random(500,1100)/100.00,random(-180,180),160,192)\n    stop\n    TNT1 A 1 A_SpawnItemEx(\"Chunk4\",random(-10,10),random(-10,10),random(42,50),random(-200,200)/100.00,random(-200,200)/100.00,random(500,1100)/100.00,random(-180,180),160,192)\n    stop\n    TNT1 A 0 A_Jump(128, 4)\n    TNT1 A 0 A_Jump(128, 2)\n    TNT1 A 1 A_SpawnItemEx(\"Gut1\",random(-10,10),random(-10,10),random(42,50),random(-200,200)/100.00,random(-200,200)/100.00,random(500,1100)/100.00,random(-180,180),160,192)\n    stop\n    TNT1 A 1 A_SpawnItemEx(\"Gut2\",random(-10,10),random(-10,10),random(42,50),random(-200,200)/100.00,random(-200,200)/100.00,random(500,1100)/100.00,random(-180,180),160,192)\n    stop\n    TNT1 A 0 A_Jump(128, 2)\n    TNT1 A 1 A_SpawnItemEx(\"Gut3\",random(-10,10),random(-10,10),random(42,50),random(-200,200)/100.00,random(-200,200)/100.00,random(500,1100)/100.00,random(-180,180),160,192)\n    stop\n    TNT1 A 1 A_SpawnItemEx(\"Gut1\",random(-10,10),random(-10,10),random(42,50),random(-200,200)/100.00,random(-200,200)/100.00,random(500,1100)/100.00,random(-180,180),160,192)\n    stop\n }\n}\n\nACTOR Chunk1 : BasicXenoGib\n{\n health 1\n radius 8\n height 8\n mass 4\n speed 14\n gravity 1.1\n BounceFactor 0.05\n WallBounceFactor 0.65\n BounceCount 5\n +MISSILE\n +DOOMBOUNCE\n +NOTELEPORT\n -NOGRAVITY\n states\n {\n  Spawn:\n    AGIB A 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n    AGIB B 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n    AGIB C 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n    AGIB D 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n\tloop\n Death:\n XDeath:\n Crash:\n\tTNT1 A 0 A_PlaySound(\"blood/drop\")\n    AGIB E -1\n    stop\n }\n}\n\nACTOR Chunk2 : Chunk1\n{\n states\n {\n  Spawn:\n    BGIB A 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n    BGIB B 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n    BGIB C 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n    BGIB D 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n\tloop\n Death:\n XDeath:\n Crash:\n\tTNT1 A 0 A_PlaySound(\"blood/drop\")\n    BGIB E -1\n    stop\n }\n}\n\nACTOR Chunk3 : Chunk1\n{\n states\n {\n  Spawn:\n    CGIB A 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n    CGIB B 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n    CGIB C 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n    CGIB D 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n\tloop\n Death:\n XDeath:\n Crash:\n\tTNT1 A 0 A_PlaySound(\"blood/drop\")\n    CGIB E -1\n    stop\n }\n}\n\nACTOR Chunk4 : Chunk1\n{\n states\n {\n  Spawn:\n    DGIB A 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n    DGIB B 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n    DGIB C 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n    DGIB D 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n\tloop\n Death:\n XDeath:\n Crash:\n\tTNT1 A 0 A_PlaySound(\"blood/drop\")\n    DGIB E -1 A_PlaySound(\"blood/drop\")\n    stop\n }\n}\n\nACTOR Gut1 : BasicXenoGib\n{\n health 1\n radius 8\n height 8\n mass 4\n speed 14\n gravity 1.1\n BounceFactor 0.25\n WallBounceFactor 0.35\n BounceCount 5\n +MISSILE\n +DOOMBOUNCE\n +NOTELEPORT\n -NOGRAVITY\n states\n {\n  Spawn:\n    AGUT A 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n    AGUT B 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n    AGUT C 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n    AGUT D 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n\tloop\n Death:\n XDeath:\n Crash:\n\tTNT1 A 0 A_PlaySound(\"guts/drop\")\n    AGUT E -1\n    stop\n }\n}\n\nACTOR Gut2 : Gut1\n{\n states\n {\n  Spawn:\n    BGUT A 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n    BGUT B 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n    BGUT C 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n    BGUT D 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n\tloop\n Death:\n XDeath:\n Crash:\n\tTNT1 A 0 A_PlaySound(\"guts/drop\")\n    BGUT E -1\n    stop\n }\n}\n\nACTOR Gut3 : Gut1\n{\n states\n {\n  Spawn:\n    CGUT A 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n    CGUT B 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n    CGUT C 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n    CGUT D 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n\tloop\n Death:\n XDeath:\n Crash:\n\tTNT1 A 0 A_PlaySound(\"guts/drop\")\n    CGUT E -1\n    stop\n }\n}\n\nACTOR Arm1 : Gut1\n{\n health 1\n radius 8\n height 8\n mass 1\n +NOTELEPORT\n states\n {\n  Spawn:\n    AARM ABCDEFGH 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n\tloop\n Death:\n XDeath:\n Crash:\n\tTNT1 A 0 A_Jump(256, \"Crash1\", \"Crash2\")\n Crash1:\n\tTNT1 A 0 A_PlaySound(\"guts/drop\")\n    AARM I -1\n    stop\n Crash2:\n\tTNT1 A 0 A_PlaySound(\"guts/drop\")\n    AARM J -1\n    stop\n }\n}\n\nACTOR Arm2 : Gut1\n{\n  states\n {\n  Spawn:\n    BARM ABCDEFGH 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n\tloop\n Death:\n XDeath:\n Crash:\n\tTNT1 A 0 A_Jump(256, \"Crash1\", \"Crash2\")\n Crash1:\n\tTNT1 A 0 A_PlaySound(\"guts/drop\")\n    BARM I -1\n    stop\n Crash2:\n\tTNT1 A 0 A_PlaySound(\"guts/drop\")\n    BARM J -1\n    stop\n }\n}\n\nACTOR Arm3 : Gut1\n{\n  states\n {\n  Spawn:\n    CARM ABCDEFGH 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n\tloop\n Death:\n XDeath:\n Crash:\n\tTNT1 A 0 A_Jump(256, \"Crash1\", \"Crash2\")\n Crash1:\n\tTNT1 A 0 A_PlaySound(\"guts/drop\")\n    CARM I -1\n    stop\n Crash2:\n\tTNT1 A 0 A_PlaySound(\"guts/drop\")\n    CARM J -1\n    stop\n }\n}\n\nACTOR Head : Gut1\n{\n  states\n {\n  Spawn:\n    HEAD ABCDEFGH 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n\tloop\n Death:\n XDeath:\n Crash:\n\tTNT1 A 0 A_Jump(256, \"Crash1\", \"Crash2\")\n Crash1:\n\tTNT1 A 0 A_PlaySound(\"guts/drop\")\n    HEAD I -1\n    stop\n Crash2:\n\tTNT1 A 0 A_PlaySound(\"guts/drop\")\n    HEAD J -1\n    stop\n }\n}\n\nACTOR Tail : Gut1\n{\n  states\n {\n  Spawn:\n    TAIL ABCDEFGH 1 A_SpawnItem(\"XenoBloodTrail\",0,0,0,1)\n\tloop\n Death:\n XDeath:\n Crash:\n\tTNT1 A 0 A_Jump(256, \"Crash1\", \"Crash2\")\n Crash1:\n\tTNT1 A 0 A_PlaySound(\"guts/drop\")\n    TAIL I -1\n    stop\n Crash2:\n\tTNT1 A 0 A_PlaySound(\"guts/drop\")\n    TAIL J -1\n    stop\n }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/effects.txt",
        "contents": "ACTOR BulletCasing\n{\n radius 2\n speed 18\n mass 8\n gravity 1.8\n scale 0.2\n bouncefactor 0.2\n bouncetype \"Doom\"\n bouncesound \"casing/bullet\"\n projectile\n +BOUNCEONWALLS\n +CLIENTSIDEONLY\n -NOGRAVITY\n -NOBLOCKMAP\n -NOTELEPORT\n states\n {\n  spawn:\n     BCAS A 0 A_SetGravity (0.5)\n     BCAS A 0 ThrustThingZ (0, 12, 0, 1)\n     BCAS A 0 ThrustThingZ(0,6,1,1)\n     BCAS ABCDEFGH 1\n     loop\n  death:\n\tTNT1 A 0 A_Jump(256, \"d1\", \"d2\", \"d3\", \"d4\", \"d5\", \"d6\", \"d7\", \"d8\")\n  d1:\n\tBCAS A 450\n\tBCAS AAAAAAAAAAAAAAAA 1 A_FadeOut(0.1, true)\n\tstop\n  d2:\n\tBCAS B 450\n\tBCAS BBBBBBBBBBBBBBBB 1 A_FadeOut(0.1, true)\n\tstop\n  d3:\n\tBCAS C 450\n\tBCAS CCCCCCCCCCCCCCCC 1 A_FadeOut(0.1, true)\n\tstop\n  d4:\n\tBCAS D 450\n\tBCAS DDDDDDDDDDDDDDDD 1 A_FadeOut(0.1, true)\n\tstop\n  d5:\n\tBCAS E 450\n\tBCAS EEEEEEEEEEEEEEEE 1 A_FadeOut(0.1, true)\n\tstop\n  d6:\n\tBCAS F 450\n\tBCAS FFFFFFFFFFFFFFFF 1 A_FadeOut(0.1, true)\n\tstop\n  d7:\n\tBCAS G 450\n\tBCAS GGGGGGGGGGGGGGGG 1 A_FadeOut(0.1, true)\n\tstop\n  d8:\n\tBCAS H 450\n\tBCAS HHHHHHHHHHHHHHHH 1 A_FadeOut(0.1, true)\n\tstop\n  }\n}\n\nACTOR ShellCasing : BulletCasing\n{\n bouncesound \"casing/shell\"\n +CLIENTSIDEONLY\n states\n {\n  spawn:\n     SCAS A 0 A_SetGravity (0.5)\n     SCAS A 0 ThrustThingZ (0, 12, 0, 1)\n     SCAS A 0 ThrustThingZ(0,6,1,1)\n     SCAS ABCDEFGH 1\n     loop\n  death:\n\tTNT1 A 0 A_Jump(256, \"d1\", \"d2\", \"d3\", \"d4\", \"d5\", \"d6\", \"d7\", \"d8\")\n  d1:\n\tSCAS A 450\n\tSCAS AAAAAAAAAAAAAAAA 1 A_FadeOut(0.1, true)\n\tstop\n  d2:\n\tSCAS B 450\n\tSCAS BBBBBBBBBBBBBBBB 1 A_FadeOut(0.1, true)\n\tstop\n  d3:\n\tSCAS C 450\n\tSCAS CCCCCCCCCCCCCCCC 1 A_FadeOut(0.1, true)\n\tstop\n  d4:\n\tSCAS D 450\n\tSCAS DDDDDDDDDDDDDDDD 1 A_FadeOut(0.1, true)\n\tstop\n  d5:\n\tSCAS E 450\n\tSCAS EEEEEEEEEEEEEEEE 1 A_FadeOut(0.1, true)\n\tstop\n  d6:\n\tSCAS F 450\n\tSCAS FFFFFFFFFFFFFFFF 1 A_FadeOut(0.1, true)\n\tstop\n  d7:\n\tSCAS G 450\n\tSCAS GGGGGGGGGGGGGGGG 1 A_FadeOut(0.1, true)\n\tstop\n  d8:\n\tSCAS H 450\n\tSCAS HHHHHHHHHHHHHHHH 1 A_FadeOut(0.1, true)\n\tstop\n  }\n}\n\n//thanks crossfire, if you're looking at this you should totally go check out that mod it rocks\nACTOR BulletCasingSpawner\n{\n radius 1\n height 1\n speed 35\n projectile\n states\n {\n  spawn:\n    tnt1 a 0\n\ttnt1 a 0 A_die\n  death:\n    tnt1 a 0 A_CustomMissile(\"BulletCasing\", -2 , 10, random(-110, -130), 2, random(8, -8))\n\tstop\n  }\n}\n\nACTOR ShellCasingSpawner\n{\n radius 1\n height 1\n speed 15\n projectile\n states\n {\n  spawn:\n    tnt1 a 0\n\ttnt1 a 0 A_die\n  death:\n    tnt1 a 0 A_CustomMissile(\"ShellCasing\", -2 , 10, random(-110, -130), 2, random(8, -8))\n\tstop\n  }\n}\n\nACTOR SSGShellSpawner\n{\n\tradius 1\n\theight 1\n\tSpeed 15\n\tprojectile\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\tDeath:\n\t\tTNT1 A 0 A_CustomMissile(\"ShellCasing\", -2 , 10, random(110, 130), 2, random(8, -8))\n\t\tTNT1 A 0 A_CustomMissile(\"ShellCasing\", -2 , 10, random(110, 130), 2, random(8, -8))\n\t\tStop\n\t}\n}\n\nACTOR BulletPuff2 : BulletPuff\n{\n +PUFFONACTORS\n +CLIENTSIDEONLY\n +DONTHARMSPECIES\n +THRUSPECIES\n species \"Player\"\n alpha 1.0\n attacksound \"boolet/boolethitwall\"\n seesound \"boolet/boolethit\"\n meleesound \"boolet/boolethit\"\n deathsound \"boolet/boolethitwall\"\n states\n {\n  spawn:\n\tPUFF A 2 bright\n\tPUFF B 2\n  melee:\n\tPUFF CD 4\n\tstop\n  }\n}\n\nactor fistpuff : bulletpuff2\n{\n +PUFFONACTORS\n seesound \"weapons/fisthit\"\n meleesound \"weapons/fisthit\"\n deathsound \"fist/hit1\"\n attacksound \"fist/hit1\"\n states\n {\n  spawn:\n\tPUFF A 0\n\tPUFF A 0 A_GiveToTarget(\"fisthit\", 1)\n  melee:\n\tPUFF A 0\n\tstop\n  }\n}\n\nACTOR KickPuff : BulletPuff2\n{\n +PUFFONACTORS\n seesound \"weapons/fisthit\"\n meleesound \"weapons/fisthit\"\n deathsound \"fist/hit1\"\n attacksound \"fist/hit1\"\n damagetype \"KickDamage\"\n states\n {\n  spawn:\n\tPUFF A 0\n\tPUFF A 0 A_GiveToTarget(\"kickhit\", 1)\n  melee:\n    PUFF A 0\n\tstop\n  }\n}\n\nACTOR StronkKickPuff : KickPuff\n{\n states\n {\n  spawn:\n\tPUFF A 0\n  melee:\n\tPUFF A 0\n\tstop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/tracers.txt",
        "contents": "ACTOR PulseTracer : FastProjectile\n{\n    Radius 8\n    Height 6\n    Speed 280\n\tscale 0.2\n    Damage (Random(10,20))\n    SeeSound None\n    DeathSound None\n    Decal BulletChip\n    Projectile\n    +THRUGHOST\n\t+BLOODSPLATTER\n    +FORCEXYBILLBOARD\n\t+THRUSPECIES\n\tdamagetype \"PulseRifle\"\n\tSpecies \"Player\"\n    States\n    {\n    Spawn:\n        BOOL A 1\n        BOOL A 1 A_SpawnItemEx(\"PulseTrail\", 0,               0,              2)\n        TNT1 A 0 A_SpawnItemEx(\"PulseTrail\", (2 *momx)/-35.0, -(2 *momy)/-35.0, 2+(2 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n        TNT1 A 0 A_SpawnItemEx(\"PulseTrail\", (4 *momx)/-35.0, -(4 *momy)/-35.0, 2+(4 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n        TNT1 A 0 A_SpawnItemEx(\"PulseTrail\", (6 *momx)/-35.0, -(6 *momy)/-35.0, 2+(6 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n        TNT1 A 0 A_SpawnItemEx(\"PulseTrail\", (8 *momx)/-35.0, -(8 *momy)/-35.0, 2+(8 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n        TNT1 A 0 A_SpawnItemEx(\"PulseTrail\", (10*momx)/-35.0, -(10*momy)/-35.0, 2+(10*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n        TNT1 A 0 A_SpawnItemEx(\"PulseTrail\", (12*momx)/-35.0, -(12*momy)/-35.0, 2+(12*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n        TNT1 A 0 A_SpawnItemEx(\"PulseTrail\", (14*momx)/-35.0, -(14*momy)/-35.0, 2+(14*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n        TNT1 A 0 A_SpawnItemEx(\"PulseTrail\", (16*momx)/-35.0, -(16*momy)/-35.0, 2+(16*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n        TNT1 A 0 A_SpawnItemEx(\"PulseTrail\", (18*momx)/-35.0, -(18*momy)/-35.0, 2+(18*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n        TNT1 A 0 A_SpawnItemEx(\"PulseTrail\", (20*momx)/-35.0, -(20*momy)/-35.0, 2+(20*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n        TNT1 A 0 A_SpawnItemEx(\"PulseTrail\", (22*momx)/-35.0, -(22*momy)/-35.0, 2+(22*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n        TNT1 A 0 A_SpawnItemEx(\"PulseTrail\", (24*momx)/-35.0, -(24*momy)/-35.0, 2+(24*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n        TNT1 A 0 A_SpawnItemEx(\"PulseTrail\", (26*momx)/-35.0, -(26*momy)/-35.0, 2+(26*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n        TNT1 A 0 A_SpawnItemEx(\"PulseTrail\", (28*momx)/-35.0, -(28*momy)/-35.0, 2+(28*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n        TNT1 A 0 A_SpawnItemEx(\"PulseTrail\", (30*momx)/-35.0, -(30*momy)/-35.0, 2+(30*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n        TNT1 A 0 A_SpawnItemEx(\"PulseTrail\", (32*momx)/-35.0, -(32*momy)/-35.0, 2+(32*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n        TNT1 A 0 A_SpawnItemEx(\"PulseTrail\", (34*momx)/-35.0, -(34*momy)/-35.0, 2+(34*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n        TNT1 A 0 A_SpawnItemEx(\"PulseTrail\", (36*momx)/-35.0, -(36*momy)/-35.0, 2+(36*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n        TNT1 A 0 A_SpawnItemEx(\"PulseTrail\", (38*momx)/-35.0, -(38*momy)/-35.0, 2+(38*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n        TNT1 A 0 A_SpawnItemEx(\"PulseTrail\", (40*momx)/-35.0, -(40*momy)/-35.0, 2+(40*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n        Loop\n\tdeath:\n\t\tTNT1 A 0 A_PlaySound(\"boolet/boolethitwall\")\n\t\tBOEX ABC 1 BRIGHT\n\t\tstop\n\txdeath:\n\t\tTNT1 A 0 A_PlaySound(\"boolet/boolethit\")\n\t\tTNT1 A 0 A_Explode(3, 2)\n\t\tstop\n\tcrash:\n\t\tTNT1 A 0 A_PlaySound(\"boolet/boolethitwall\")\n\t\tBOEX ABC 1 BRIGHT\n\t\tstop\n    }\n}\n\nactor PulseTrail\n{\n    Scale 0.175\n    RenderStyle Add\n    Alpha 0.9\n    +NOINTERACTION\n    +CLIENTSIDEONLY\n    States\n    {\n    Spawn:\n        TRCR A 2 BRIGHT\n        stop\n    }\n}\n\nactor VP70TRacer : PulseTracer\n{\n Speed 230\n Damage (Random(1,15))\n damagetype \"None\"\n Species \"Player\"\n +THRUSPECIES\n states\n {\n  Spawn:\n\tTNT1 A 0\n    TNT1 A 1 A_SpawnItemEx(\"RedTrail\", 0,               0,              2)\n    TNT1 A 0 A_SpawnItemEx(\"RedTrail\", (2 *momx)/-35.0, -(2 *momy)/-35.0, 2+(2 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n    TNT1 A 0 A_SpawnItemEx(\"RedTrail\", (4 *momx)/-35.0, -(4 *momy)/-35.0, 2+(4 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n    TNT1 A 0 A_SpawnItemEx(\"RedTrail\", (6 *momx)/-35.0, -(6 *momy)/-35.0, 2+(6 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\tTNT1 A 0 A_SpawnItemEx(\"RedTrail\", (8 *momx)/-35.0, -(8 *momy)/-35.0, 2+(8 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\tTNT1 A 0 A_SpawnItemEx(\"RedTrail\", (10*momx)/-35.0, -(10*momy)/-35.0, 2+(10*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\tTNT1 A 0 A_SpawnItemEx(\"RedTrail\", (12*momx)/-35.0, -(12*momy)/-35.0, 2+(12*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\tTNT1 A 0 A_SpawnItemEx(\"RedTrail\", (14*momx)/-35.0, -(14*momy)/-35.0, 2+(14*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\tTNT1 A 0 A_SpawnItemEx(\"RedTrail\", (16*momx)/-35.0, -(16*momy)/-35.0, 2+(16*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\tTNT1 A 0 A_SpawnItemEx(\"RedTrail\", (18*momx)/-35.0, -(18*momy)/-35.0, 2+(18*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\tTNT1 A 0 A_SpawnItemEx(\"RedTrail\", (20*momx)/-35.0, -(20*momy)/-35.0, 2+(20*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\tTNT1 A 0 A_SpawnItemEx(\"RedTrail\", (22*momx)/-35.0, -(22*momy)/-35.0, 2+(22*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\tTNT1 A 0 A_SpawnItemEx(\"RedTrail\", (24*momx)/-35.0, -(24*momy)/-35.0, 2+(24*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\tTNT1 A 0 A_SpawnItemEx(\"RedTrail\", (26*momx)/-35.0, -(26*momy)/-35.0, 2+(26*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\tTNT1 A 0 A_SpawnItemEx(\"RedTrail\", (28*momx)/-35.0, -(28*momy)/-35.0, 2+(28*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\tTNT1 A 0 A_SpawnItemEx(\"RedTrail\", (30*momx)/-35.0, -(30*momy)/-35.0, 2+(30*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\tTNT1 A 0 A_SpawnItemEx(\"RedTrail\", (32*momx)/-35.0, -(32*momy)/-35.0, 2+(32*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\tTNT1 A 0 A_SpawnItemEx(\"RedTrail\", (34*momx)/-35.0, -(34*momy)/-35.0, 2+(34*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\tTNT1 A 0 A_SpawnItemEx(\"RedTrail\", (36*momx)/-35.0, -(36*momy)/-35.0, 2+(36*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\tTNT1 A 0 A_SpawnItemEx(\"RedTrail\", (38*momx)/-35.0, -(38*momy)/-35.0, 2+(38*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\tTNT1 A 0 A_SpawnItemEx(\"RedTrail\", (40*momx)/-35.0, -(40*momy)/-35.0, 2+(40*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n    Loop\n  death:\n\tTNT1 A 0 A_PlaySound(\"boolet/boolethitwall\")\n\tPUFF ABCD 1 BRIGHT\n\tstop\n  xdeath:\n\tTNT1 A 0 A_PlaySound(\"boolet/boolethit\")\n\tstop\n  crash:\n\tTNT1 A 0 A_PlaySound(\"boolet/boolethitwall\")\n\tPUFF ABCD 1 BRIGHT\n\tstop\n  }\n}\n\nactor RedTrail :PulseTrail\n{\n    States\n    {\n    Spawn:\n        BAL1 A 2 BRIGHT\n        stop\n    }\n}\n\nactor UziTracer : VP70TRacer\n{\n Speed 210\n Damage (Random(2,9))\n Species \"Player\"\n +THRUSPECIES\n}\n\nactor ShotgunPellet : VP70TRacer\n{\n Speed 185\n Damage (Random(3,12))\n damagetype \"PulseRifle\"\n Species \"Player\"\n +THRUSPECIES\n}\n\nactor SmartTracer : PulseTracer\n{\n Speed 320\n scale 0.2\n Damage (Random(28,38))\n damagetype \"PulseRifle\"\n Species \"Player\"\n +THRUSPECIES\n states\n {\n  xdeath:\n\tTNT1 A 0 A_PlaySound(\"boolet/boolethit\")\n\tTNT1 A 0 A_Explode(4, 2)\n\tstop\n  }\n}\n\nACTOR Shards\n{\n health 2\n radius 3\n height 3\n speed 9\n scale 0.5\n mass 0\n damage 5\n reactiontime 12\n projectile\n +doombounce\n +dontsplash\n -nogravity\n species \"Player\"\n +THRUSPECIES\n +DONTHARMSPECIES\n +DONTHURTSPECIES\n states\n {\n  Spawn:\n\tPUFF ABCD 1 BRIGHT\n\tTNT1 A 0 A_CountDown\n\tloop\n  xdeath:\n\tTNT1 A 0 A_PlaySound(\"weapons/SHARDHIT\")\n\tstop\n }\n}\n\nactor BurstTracer : VP70TRacer\n{\n Speed 160\n damage (random(1, 8))\n damagetype \"PulseRifle\"\n species \"Player\"\n +THRUSPECIES\n states\n {\n  Spawn:\n\tTNT1 A 0 A_JumpIfCloser(210, \"Burst\")\n    TNT1 A 1 A_SpawnItemEx(\"RedTrail\", 0,               0,              2)\n\tTNT1 A 0 A_JumpIfCloser(210, \"Burst\")\n    TNT1 A 0 A_SpawnItemEx(\"RedTrail\", (2 *momx)/-35.0, -(2 *momy)/-35.0, 2+(2 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\tTNT1 A 0 A_JumpIfCloser(210, \"Burst\")\n    TNT1 A 0 A_SpawnItemEx(\"RedTrail\", (4 *momx)/-35.0, -(4 *momy)/-35.0, 2+(4 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\tTNT1 A 0 A_JumpIfCloser(210, \"Burst\")\n    TNT1 A 0 A_SpawnItemEx(\"RedTrail\", (6 *momx)/-35.0, -(6 *momy)/-35.0, 2+(6 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\tTNT1 A 0 A_JumpIfCloser(210, \"Burst\")\n\tTNT1 A 0 A_SpawnItemEx(\"RedTrail\", (8 *momx)/-35.0, -(8 *momy)/-35.0, 2+(8 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\tTNT1 A 0 A_JumpIfCloser(210, \"Burst\")\n\tTNT1 A 0 A_SpawnItemEx(\"RedTrail\", (10*momx)/-35.0, -(10*momy)/-35.0, 2+(10*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\tTNT1 A 0 A_JumpIfCloser(210, \"Burst\")\n\tTNT1 A 0 A_SpawnItemEx(\"RedTrail\", (12*momx)/-35.0, -(12*momy)/-35.0, 2+(12*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\tTNT1 A 0 A_JumpIfCloser(210, \"Burst\")\n\tTNT1 A 0 A_SpawnItemEx(\"RedTrail\", (14*momx)/-35.0, -(14*momy)/-35.0, 2+(14*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\tTNT1 A 0 A_JumpIfCloser(210, \"Burst\")\n\tTNT1 A 0 A_SpawnItemEx(\"RedTrail\", (16*momx)/-35.0, -(16*momy)/-35.0, 2+(16*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\tTNT1 A 0 A_JumpIfCloser(210, \"Burst\")\n\tTNT1 A 0 A_SpawnItemEx(\"RedTrail\", (18*momx)/-35.0, -(18*momy)/-35.0, 2+(18*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\tTNT1 A 0 A_JumpIfCloser(210, \"Burst\")\n\tTNT1 A 0 A_SpawnItemEx(\"RedTrail\", (20*momx)/-35.0, -(20*momy)/-35.0, 2+(20*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\tTNT1 A 0 A_JumpIfCloser(210, \"Burst\")\n\tTNT1 A 0 A_SpawnItemEx(\"RedTrail\", (22*momx)/-35.0, -(22*momy)/-35.0, 2+(22*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\tTNT1 A 0 A_JumpIfCloser(210, \"Burst\")\n\tTNT1 A 0 A_SpawnItemEx(\"RedTrail\", (24*momx)/-35.0, -(24*momy)/-35.0, 2+(24*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\tTNT1 A 0 A_JumpIfCloser(210, \"Burst\")\n\tTNT1 A 0 A_SpawnItemEx(\"RedTrail\", (26*momx)/-35.0, -(26*momy)/-35.0, 2+(26*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\tTNT1 A 0 A_JumpIfCloser(210, \"Burst\")\n\tTNT1 A 0 A_SpawnItemEx(\"RedTrail\", (28*momx)/-35.0, -(28*momy)/-35.0, 2+(28*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\tTNT1 A 0 A_JumpIfCloser(210, \"Burst\")\n\tTNT1 A 0 A_SpawnItemEx(\"RedTrail\", (30*momx)/-35.0, -(30*momy)/-35.0, 2+(30*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\tTNT1 A 0 A_JumpIfCloser(210, \"Burst\")\n\tTNT1 A 0 A_SpawnItemEx(\"RedTrail\", (32*momx)/-35.0, -(32*momy)/-35.0, 2+(32*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\tTNT1 A 0 A_JumpIfCloser(210, \"Burst\")\n\tTNT1 A 0 A_SpawnItemEx(\"RedTrail\", (34*momx)/-35.0, -(34*momy)/-35.0, 2+(34*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\tTNT1 A 0 A_JumpIfCloser(210, \"Burst\")\n\tTNT1 A 0 A_SpawnItemEx(\"RedTrail\", (36*momx)/-35.0, -(36*momy)/-35.0, 2+(36*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\tTNT1 A 0 A_JumpIfCloser(210, \"Burst\")\n\tTNT1 A 0 A_SpawnItemEx(\"RedTrail\", (38*momx)/-35.0, -(38*momy)/-35.0, 2+(38*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\tTNT1 A 0 A_JumpIfCloser(210, \"Burst\")\n\tTNT1 A 0 A_SpawnItemEx(\"RedTrail\", (40*momx)/-35.0, -(40*momy)/-35.0, 2+(40*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\tTNT1 A 0 A_JumpIfCloser(210, \"Burst\")\n    Loop\n  death:\n  crash:\n  xdeath:\n  Burst:\n\tTNT1 A 0 A_PlaySound(\"weapons/BULLEXPLODE\")\n\tTNT1 A 0 A_CustomMissile(\"Shards\", 34 , 0, random(-20, 20) /*random(-420, -660)*/, 2, random(-35, 35))\n    TNT1 A 0 A_CustomMissile(\"Shards\", 34 , 0, random(-20, 20) /*random(-420, -660)*/, 2, random(-35, 35))\n    TNT1 A 0 A_CustomMissile(\"Shards\", 34 , 0, random(-20, 20) /*random(-420, -660)*/, 2, random(-35, 35))\n    TNT1 A 0 A_CustomMissile(\"Shards\", 34 , 0, random(-20, 20) /*random(-420, -660)*/, 2, random(-35, 35))\n    TNT1 A 0 A_CustomMissile(\"Shards\", 34 , 0, random(-20, 20) /*random(-420, -660)*/, 2, random(-35, 35))\n    TNT1 A 0 A_CustomMissile(\"Shards\", 34 , 0, random(-20, 20) /*random(-420, -660)*/, 2, random(-35, 35))\n    TNT1 A 0 A_CustomMissile(\"Shards\", 34 , 0, random(-20, 20) /*random(-420, -660)*/, 2, random(-35, 35))\n\tTNT1 A 0 A_CustomMissile(\"Shards\", 34 , 0, random(-20, 20) /*random(-420, -660)*/, 2, random(-35, 35))\n    TNT1 A 0 A_CustomMissile(\"Shards\", 34 , 0, random(-20, 20) /*random(-420, -660)*/, 2, random(-35, 35))\n    TNT1 A 0 A_CustomMissile(\"Shards\", 34 , 0, random(-20, 20) /*random(-420, -660)*/, 2, random(-35, 35))\n\tTNT1 A 0 A_CustomMissile(\"Shards\", 34 , 0, random(-20, 20) /*random(-420, -660)*/, 2, random(-35, 35))\n    TNT1 A 0 A_CustomMissile(\"Shards\", 34 , 0, random(-20, 20) /*random(-420, -660)*/, 2, random(-35, 35))\n    TNT1 A 0 A_CustomMissile(\"Shards\", 34 , 0, random(-20, 20) /*random(-420, -660)*/, 2, random(-35, 35))\n\tTNT1 A 0 A_CustomMissile(\"Shards\", 34 , 0, random(-20, 20) /*random(-420, -660)*/, 2, random(-35, 35))\n    TNT1 A 0 A_CustomMissile(\"Shards\", 34 , 0, random(-20, 20) /*random(-420, -660)*/, 2, random(-35, 35))\n    TNT1 A 0 A_CustomMissile(\"Shards\", 34 , 0, random(-20, 20) /*random(-420, -660)*/, 2, random(-35, 35))\n\tstop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/pickups.txt",
        "contents": "actor M3Armor : BasicArmorPickup replaces GreenArmor\n{\n radius 20\n height 16\n inventory.pickupmessage \"Picked up a set of M3 pattern Personal Armor.\"\n inventory.icon \"M3ARA0\"\n armor.savepercent 35\n armor.saveamount 100\n damagefactor \"poison\", 0.7\n states\n {\n  Spawn:\n\tM3AR A 6\n\tloop\n }\n}\n\nactor ArmorRepairTool : ArmorBonus replaces ArmorBonus\n{\n inventory.pickupmessage \"Picked up an armor repair tool.\"\n states\n {\n  Spawn:\n\tBON2 A 6\n\tloop\n  }\n}\n\nactor Morphine : HealthBonus replaces HealthBonus\n{\n inventory.pickupmessage \"Picked up a bottle of Morphine.\"\n scale 0.2\n states\n {\n  Spawn:\n\tMORP A 6\n\tloop\n }\n}\n\nACTOR InfraredGoggles : PowerupGiver replaces Infrared\n{\n +COUNTITEM\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.AUTOACTIVATE\n inventory.maxamount 0\n powerup.type \"LightAmp\"\n inventory.pickupmessage \"You got the light amplification goggles!\"\n states\n {\n  spawn:\n\tPVIS B 6\n\tloop\n  }\n}\n\nACTOR ApeSuit : BasicArmorPickup replaces BlueArmor\n{\n Radius 20\n height 16\n inventory.pickupmessage \"You picked up an Ape Suit.\"\n inventory.icon \"APESA0\"\n armor.savepercent 50\n armor.saveamount 200\n damagefactor \"poison\", 0.4\n damagefactor \"slime\", 0.7\n damagefactor \"fire\", 0.7\n states\n {\n  spawn:\n\tAPES A 6\n\tloop\n }\n}\n\nACTOR EnviroSuit : RadSuit\n{\n inventory.pickupmessage \"You got an environmental shielding suit, maximum protection from the elements!\"\n damagefactor \"poison\", 0.0\n}\n\nactor AdrenalineColour : PowerupGiver\n{\n powerup.duration -30\n powerup.color BlueMap\n}\n\nACTOR Adrenaline : Health replaces SoulSphere\n{\n +COUNTITEM\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.FANCYPICKUPSOUND\n Inventory.Amount 100\n Inventory.MaxAmount 200\n Inventory.PickupMessage \"You just got a huge shot of Adrenaline!\"\n inventory.pickupsound \"misc/p_pkup\"\n states\n {\n  Spawn:\n\tADRN A 8\n\tloop\n  Pickup:\n\tTNT1 A 0 A_GiveInventory(\"AdrenalineColour\", 1)\n\tstop\n  }\n}\n\nACTOR EmergencyFieldKit : CustomInventory replaces MegaSphere\n{\n +COUNTITEM\n +INVENTORY.ALWAYSPICKUP\n inventory.pickupmessage \"You got an emergency field kit!\"\n inventory.pickupsound \"misc/p_pkup\"\n states\n {\n  spawn:\n\tMEDP A -1\n\tloop\n  pickup:\n\tTNT1 A 0 A_GiveInventory(\"BlueArmorForMegasphere\", 1)\n    TNT1 A 0 A_GiveInventory(\"MegasphereHealth\", 1)\n\tstop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/sentry.txt",
        "contents": "actor SentryGun\n{\n Health 440\n Radius 18\n Height 56\n Mass 400\n speed 0\n MaxTargetRange 8046\n MONSTER\n +FRIENDLY\n +FLOORCLIP\n +NOBLOOD\n +LOOKALLAROUND\n +NEVERRESPAWN\n +STANDSTILL\n +THRUSPECIES\n +QUICKTORETALIATE\n +FASTER\n +MISSILEMORE\n +MISSILEEVENMORE\n Species \"Player\"\n states\n {\n  Spawn:\n\tSENT A 0 A_PlaySound (\"sentry/ping\")\n    SENT AAAAAAAAA 4 A_Look\n    loop\n  See:\n\tSENT A 0 A_PlaySound (\"sentry/ping\")\n\tSENT AAAAAAAAA 4 A_Chase\n\tSENT AAAAAAAAA 1 A_FaceTarget\n    loop\n  Melee:\n  Missile:\n    SENT A 4 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"sentry/fire\")\n    SENT B 2 bright A_CustomMissile(\"PulseTracer\", 38, 0, Frandom(-3,3), CMF_CHECKTARGETDEAD, Frandom(-2,2))\n    SENT A 2 A_SpidRefire\n    goto Missile+1\n  Death:\n    SENT C 1 A_PlaySoundEx (\"Sentry/Death\", \"SoundSlot5\")\n    SENT C 0 A_PlaySoundEx (\"weapons/rocklx\", \"SoundSlot6\")\n    SENT C 0 A_SpawnItem (\"SentryBoom\", 0, 48)\n    SENT C 512\n  FadeOut:\n    SENT C 2 A_FadeOut (0.1)\n    loop\n  }\n}\n\nactor SentryBoom\n{\n  radius 2\n  height 2\n  renderstyle Add\n  +NOINTERACTION\n  +CLIENTSIDEONLY\n  states\n  {\n  Spawn:\n    XPL1 ABCDEF 3 bright\n    stop\n  }\n}\n\nACTOR SentryBox : CustomInventory replaces BlurSphere\n{\n inventory.maxamount 3\n inventory.icon \"SENBB0\"\n inventory.pickupmessage \"You picked up a UA 571-C Automated Sentry Gun!\"\n +COUNTITEM\n +INVENTORY.INVBAR\n states\n {\n  Spawn:\n    SENB A -1\n    Stop\n  Use:\n    TNT1 A 1 A_SpawnItemEx (\"SentryGun\", 56, 0, 8, 3, 0, 3)\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/originalweapon.txt",
        "contents": "ACTOR AliensWeapon : Weapon\n{\n +INVENTORY.ALWAYSPICKUP\n states\n {\n  TrackRaise:\n\tQRAD A 1 offset(66, 104)\n    QRAD A 1 offset(50, 88)\n\tQRAD A 1 offset(40, 72)\n\tQRAD A 1 offset(24, 56)\n\tQRAD A 1 offset(8, 40)\n\tQRAD A 1 offset(3, 32)\n\tQRAD A 1 offset(2, 32)\n\tQRAD A 1 offset(1, 32)\n  TurnedOn:\n\tTNT1 A 0 A_GiveInventory(\"RadarActive\", 1)\n\tTNT1 A 0 A_GunFlash\n\tQRAD A 23 A_WeaponReady(WRF_NOBOB)\n\tTNT1 A 0 A_JumpIfInventory(\"TrackerToggle\", 1, 1)\n\tGoto Ready\n\tTNT1 A 0\n\tLoop\n  Flash:\n\tTNT1 A 0 A_PlaySound(\"DET\")\n\tTNT1 A 0 ACS_ExecuteAlways(801, 0, 1)\n\tQRAD B 2 BRIGHT\n\tQRAD C 2 BRIGHT\n\tQRAD D 2 BRIGHT\n\tQRAD E 2 BRIGHT\n\tQRAD F 2 BRIGHT\n\tQRAD G 2 BRIGHT\n\tTNT1 A 0 ACS_ExecuteAlways(801, 0, 0)\n\tQRAD H 2 BRIGHT\n\tQRAD I 2 BRIGHT\n\tgoto lightdone\n  FlashEnd:\n\tgoto lightdone\n  TrackerLower:\n\tTNT1 A 0 A_GunFlash(\"FlashEnd\")\n\tTNT1 A 0 A_TakeInventory(\"TrackerToggle\", 2)\n\tTNT1 A 0 A_TakeInventory(\"RadarActive\", 1)\n\tQRAD A 1 offset(8, 40)\n\tQRAD A 1 offset(24, 56)\n\tQRAD A 1 offset(40, 72)\n\tQRAD A 1 offset(50, 88)\n\tQRAD A 1 offset(66, 104)\n\tTNT1 A 0 A_Jump(256, \"PostTrack\")\n\tgoto PostTrack\n  Kick:\n\tKICK A 0 offset(2, 33)\n\tKICK A 1 A_PlaySound(\"weapons/kick\")\n\tKICK B 1\n\tKICK C 1\n\tKICK D 1\n\tKICK E 1\n\tKICK F 2\n\tTNT1 A 0 A_CustomPunch(3, 0, 0, \"KickPuff\", 80)\n\tTNT1 A 0 A_JumpIfInventory(\"kickhit\", 1, \"KickHit\")\n\tgoto KickEnd\n  KickHit:\n\tTNT1 A 0 A_Quake(6,2,0,1,\"none\")\n\tTNT1 A 0 A_TakeInventory(\"fisthit\", 1)\n  KickEnd:\n\tKICK G 2\n\tKICK H 1\n\tKICK I 1\n\tKICK J 1\n\tKICK K 1\n\tTNT1 A 0 A_Jump(256, \"PostKick\")\n\tgoto PostKick\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/fists.txt",
        "contents": "actor NewFists : AliensWeapon\n{\n weapon.kickback 200\n weapon.selectionorder 3600\n weapon.slotnumber 1\n tag \"Your Fists\"\n +weapon.meleeweapon\n +weapon.wimpy_weapon\n +weapon.noalert\n states\n {\n  ready:\n\tPUCH A 0 A_JumpIfInventory(\"KickItem\", 1, \"PreKick\")\n\tPUCH A 0 A_JumpIfInventory(\"TrackerToggle\", 1, \"PreTrack\")\n\tPUCH A 1 A_WeaponReady\n\tloop\n  select:\n\tPUCH A 0 A_Raise\n\tPUCH A 1 A_Raise\n\tloop\n  deselect:\n\tPUCH A 0 A_Lower\n\tPUCH A 1 A_Lower\n\tloop\n  fire:\n\tTNT1 A 0 A_JumpIfInventory(\"RadarActive\", 1, \"TrackerLower\")\n    PUCH A 0 A_JumpIfInventory(\"fistcheck\", 1, \"leftpunch\")\n  rightpunch:\n\tPUCH A 1 A_Playsound (\"weapons/fistswing\")\n\tPUCH B 1\n\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"superrightpunchmore\")\n  rightpunchmore:\n    PUCH L 2 A_CustomPunch(2*random(1,3), 0, 0, \"fistpuff\", 80)\n\tTNT1 A 0 A_JumpIfInventory(\"fisthit\", 1, \"righthit\")\n\tgoto rightpunchend\n  superrightpunchmore:\n\tPUCH L 2 A_CustomPunch(20*random(13,30), 0, 0, \"fistpuff\", 80)\n\tTNT1 A 0 A_JumpIfInventory(\"fisthit\", 1, \"superrighthit\")\n\tgoto rightpunchend\n  righthit:\n    TNT1 A 0 A_Quake(6,2,0,1,\"none\")\n\tTNT1 A 0 A_TakeInventory(\"fisthit\", 1)\n\tgoto rightpunchend\n  superrighthit:\n    TNT1 A 0 A_Quake(9,5,0,1,\"none\")\n\tTNT1 A 0 A_TakeInventory(\"fisthit\", 1)\n  rightpunchend:\n    PUCH C 2\n    PUCH M 2\n    PUCH D 1\n    PUCH N 1\n    PUCH E 1\n    PUCH K 0 A_GiveInventory(\"fistcheck\",1)\n\tPUCH E 1\n\tPUCH N 1\n\tPUCH D 1\n\tPUCH M 1\n\tPUCH C 1\n\tPUCH L 1\n\tPUCH B 1\n    PUCH A 1 A_ReFire\n    goto Ready\n  leftpunch:\n    PUCH F 1 A_Playsound (\"weapons/fistswing\")\n    PUCH G 1\n\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"superleftpunchmore\")\n  leftpunchmore:\n    PUCH O 2 A_CustomPunch(2*random(1,3), 0, 0, \"fistpuff\", 80)\n\tTNT1 A 0 A_JumpIfInventory(\"fisthit\", 1, \"lefthit\")\n\tgoto leftpunchend\n  superleftpunchmore:\n\tPUCH O 2 A_CustomPunch(20*random(13,30), 0, 0, \"fistpuff\", 80)\n\tTNT1 A 0 A_JumpIfInventory(\"fisthit\", 1, \"superlefthit\")\n\tgoto leftpunchend\n  lefthit:\n    TNT1 A 0 A_Quake(6,2,0,1,\"none\")\n\tTNT1 A 0 A_TakeInventory(\"fisthit\", 1)\n\tgoto leftpunchend\n  superlefthit:\n    TNT1 A 0 A_Quake(9,5,0,1,\"none\")\n\tTNT1 A 0 A_TakeInventory(\"fisthit\", 1)\n  leftpunchend:\n    PUCH H 2\n    PUCH P 2\n    PUCH I 1\n    PUCH Q 1\n    PUCH J 1\n    PUCH K 0 A_TakeInventory(\"fistcheck\",1)\n\tPUCH J 1\n\tPUCH Q 1\n\tPUCH I 1\n\tPUCH P 1\n\tPUCH H 1\n\tPUCH O 1\n\tPUCH G 1\n    PUCH F 1 A_ReFire\n    goto Ready\n  PreKick:\n\tPUCH A 1 offset(-8, 40)\n\tPUCH A 1 offset(-24, 56)\n\tPUCH A 1 offset(-40, 72)\n\tPUCH A 1 offset(-50, 88)\n\tPUCH A 1 offset(-66, 104)\n\tgoto Kick\n  PostKick:\n\tPUCH A 1 offset(-66, 104)\n    PUCH A 1 offset(-50, 88)\n\tPUCH A 1 offset(-40, 72)\n\tPUCH A 1 offset(-24, 56)\n\tPUCH A 1 offset(-8, 40)\n\tgoto ready\n  PreTrack:\n\tPUCH A 1 offset(-8, 40)\n\tPUCH A 1 offset(-24, 56)\n\tPUCH A 1 offset(-40, 72)\n\tPUCH A 1 offset(-50, 88)\n\tPUCH A 1 offset(-66, 104)\n\tgoto TrackRaise\n  PostTrack:\n\tPUCH A 1 offset(-66, 104)\n    PUCH A 1 offset(-50, 88)\n\tPUCH A 1 offset(-40, 72)\n\tPUCH A 1 offset(-24, 56)\n\tPUCH A 1 offset(-8, 40)\n\tgoto ready\n  }\n}\n\nactor fisthit : inventory\n{\n inventory.maxamount 1\n}\n\nactor kickhit : inventory\n{\n inventory.maxamount 1\n}\n\nactor fistcheck : inventory\n{\n\tInventory.MaxAmount 1\n}"
      },
      {
        "source": "pk3",
        "name": "actors/knife.txt",
        "contents": "actor Knife : AliensWeapon\n{\n weapon.kickback 200\n weapon.selectionorder 3200\n weapon.slotnumber 1\n tag \"Combat Knife\"\n +weapon.meleeweapon\n +weapon.wimpy_weapon\n +weapon.noalert\n states\n {\n  Ready:\n\tTNT1 A 0 A_JumpIfInventory(\"KickItem\", 1, \"PreKick\")\n\tTNT1 A 0 A_JumpIfInventory(\"TrackerToggle\", 1, \"PreTrack\")\n\tKNIF A 1 A_WeaponReady\n\tloop\n  select:\n\tKNIF A 0 A_Raise\n\tKNIF A 1 A_Raise\n\tloop\n  deselect:\n\tKNIF A 0 A_Lower\n\tKNIF A 1 A_Lower\n\tloop\n  Fire:\n\tTNT1 A 0 A_JumpIfInventory(\"RadarActive\", 1, \"TrackerLower\")\n\tTNT1 A 0 A_PlaySound(\"knife/swing\", CHAN_WEAPON)\n    KNIF B 1\n\tKNIF C 2 A_CustomPunch(2*random(1,3), 0, 0, \"knifepuff\", 70)\n\tKNIF D 3 A_CustomPunch(2*random(1,3), 0, 0, \"knifepuff\", 70)\n\tKNIF E 2 A_CustomPunch(2*random(1,3), 0, 0, \"knifepuff\", 70)\n\tKNIF F 1\n\tKNIF G 2\n\tKNIF H 2\n\tKNIF I 2\n\tKNIF J 2\n\tgoto ready\n  PreKick:\n\tKNIF A 1 offset(-8, 40)\n\tKNIF A 1 offset(-24, 56)\n\tKNIF A 1 offset(-40, 72)\n\tKNIF A 1 offset(-50, 88)\n\tKNIF A 1 offset(-66, 104)\n\tgoto Kick\n  PostKick:\n\tKNIF A 1 offset(-66, 104)\n    KNIF A 1 offset(-50, 88)\n\tKNIF A 1 offset(-40, 72)\n\tKNIF A 1 offset(-24, 56)\n\tKNIF A 1 offset(-8, 40)\n\tgoto ready\n  PreTrack:\n\tKNIF A 1 offset(-8, 40)\n\tKNIF A 1 offset(-24, 56)\n\tKNIF A 1 offset(-40, 72)\n\tKNIF A 1 offset(-50, 88)\n\tKNIF A 1 offset(-66, 104)\n\tgoto TrackRaise\n  PostTrack:\n\tKNIF A 1 offset(-66, 104)\n    KNIF A 1 offset(-50, 88)\n\tKNIF A 1 offset(-40, 72)\n\tKNIF A 1 offset(-24, 56)\n\tKNIF A 1 offset(-8, 40)\n\tgoto ready\n  }\n}\n\nactor KnifePuff : BulletPuff2\n{\n attacksound \"knife/impactwall\"\n seesound \"knife/impactflesh\"\n meleesound \"knife/impactflesh\"\n deathsound \"knife/impactwall\"\n}"
      },
      {
        "source": "pk3",
        "name": "actors/tracker.txt",
        "contents": "actor RadarActive : Inventory\n{\n   Inventory.Amount 0\n   Inventory.MaxAmount 1\n}\n\nACTOR TrackerToggle : Inventory\n{\n\t+UNDROPPABLE\n\t-INVBAR\n\tInventory.MaxAmount 2\n}\n\nACTOR Tracker : weapon\n{\n Tag \"Motion Tracker\"\n weapon.selectionorder 3900\n weapon.slotnumber 8\n +NOALERT\n +WEAPON.DONTBOB\n +INVENTORY.UNDROPPABLE\n states\n {\n  Select:\n\tWRAD A 0 A_Raise\n\tWRAD AA 1 A_Raise\n\tloop\n  Deselect:\n\tTNT1 A 0 A_GunFlash(\"FlashEnd\")\n\tTNT1 A 0 A_TakeInventory(\"TrackerToggle\", 2)\n\tTNT1 A 0 A_TakeInventory(\"RadarActive\", 1)\n\tQRAD A 0 A_Lower\n\tQRAD A 1 A_Lower\n\tloop\n  Ready:\n\tTNT1 A 0 A_JumpIfInventory(\"TrackerToggle\", 1, \"TurnedOn\")\n\tTNT1 A 0 A_TakeInventory(\"RadarActive\", 1)\n\tQRAD A 1 A_WeaponReady\n    Goto RealReady\n  RealReady:\n\tTNT1 A 0 A_JumpIfInventory(\"TrackerToggle\", 1, \"TurnedOn\")\n\tQRAD A 1 A_WeaponReady\n\tLoop\n  TurnedOn:\n\tTNT1 A 0 A_GiveInventory(\"RadarActive\", 1)\n\tTNT1 A 0 A_GunFlash\n\tQRAD A 23 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"TrackerToggle\", 1, 1)\n\tGoto Ready\n\tTNT1 A 0\n\tLoop\n  Fire:\n\tTNT1 A 0 A_GiveInventory(\"RadarActive\", 1)\n\tTNT1 A 0 A_GunFlash\n\tQRAD A 23\n    Goto Ready\n  AltFire:\n\tQRAD A 15\n\tTNT1 A 0 A_JumpIfInventory(\"TrackerToggle\", 1, 2)\n\tTNT1 A 0 A_GiveInventory(\"TrackerToggle\", 1)\n\tGoto Ready\n\tTNT1 A 0 A_TakeInventory(\"TrackerToggle\", 1)\n\tGoto Ready\n  Flash:\n\tTNT1 A 0 A_PlaySound(\"DET\")\n\tTNT1 A 0 ACS_ExecuteAlways(801, 0, 1)\n\tQRAD B 2 BRIGHT\n\tQRAD C 2 BRIGHT\n\tQRAD D 2 BRIGHT\n\tQRAD E 2 BRIGHT\n\tQRAD F 2 BRIGHT\n\tQRAD G 2 BRIGHT\n\tTNT1 A 0 ACS_ExecuteAlways(801, 0, 0)\n\tQRAD H 2 BRIGHT\n\tQRAD I 2 BRIGHT\n\tQRAD A 22\n\tgoto lightdone\n  FlashEnd:\n\tgoto lightdone\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/pistol.txt",
        "contents": "actor Nothing {}\n\nactor NewPistol : AliensWeapon\n{\n weapon.selectionorder 2800\n weapon.kickback 3\n +weapon.noalert\n +weapon.noautofire\n weapon.ammouse 0\n weapon.ammotype \"Ninemm\"\n weapon.slotnumber 2\n inventory.pickupmessage \"You shouldn't see this!\"\n tag \"VP70\"\n states\n {\n  Ready:\n\tVP70 A 0 A_JumpIfInventory(\"KickItem\", 1, \"PreKick\")\n\tTNT1 A 0 A_JumpIfInventory(\"TrackerToggle\", 1, \"PreTrack\")\n\tVP70 A 1 A_WeaponReady\n\tloop\n  Select:\n\tVP70 A 0 A_Raise\n\tVP70 A 1 A_Raise\n\tloop\n  Deselect:\n\tVP70 A 0 A_Lower\n\tVP70 A 1 A_Lower\n\tloop\n  Fire:\n\tTNT1 A 0 A_JumpIfInventory(\"RadarActive\", 1, \"TrackerLower\")\n\tVP70 A 0 A_JumpIfInventory(\"Ninemm\",1,1)\n\tgoto Ready\n\tVP70 A 1 A_PlaySound(\"weapons/pistolfire\", CHAN_WEAPON)\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 Radius_Quake(3,2,0,1,0)\n\tTNT1 A 0 A_Recoil(0.2)\n\tTNT1 A 0 A_TakeInventory(\"Ninemm\", 1)\n\tTNT1 A 0 A_FireCustomMissile(\"VP70TRacer\", Frandom(-2,2), 1, 0, 0, 0, Frandom(-1,1))\n\tTNT1 A 0 A_FireBullets(0, 0, 1, 0, \"Nothing\")\n\tVP70 B 1 BRIGHT offset(0, 36)\n\tTNT1 A 0 A_SetPitch (pitch-0.3)\n\tTNT1 A 0 A_FireCustomMissile(\"BulletCasingSpawner\", 3, 0, 0, -1)\n\tVP70 C 1 offset(0, 38)\n\tTNT1 A 0 A_SetPitch (pitch+0.1)\n\tVP70 D 1 offset(0, 40) A_WeaponReady\n\tVP70 C 1 offset(0, 38) A_WeaponReady\n\tVP70 A 1 offset(0, 36) A_WeaponReady\n\tgoto Ready\n  Altfire:\n\tTNT1 A 0 A_JumpIfInventory(\"RadarActive\", 1, \"TrackerLower\")\n\tVP70 A 0 A_JumpIfInventory(\"Ninemm\",1,1)\n\tgoto Ready\n\tVP70 A 1 A_PlaySound(\"weapons/pistolfire\", CHAN_WEAPON)\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 Radius_Quake(3,2,0,1,0)\n\tTNT1 A 0 A_Recoil(0.2)\n\tTNT1 A 0 A_TakeInventory(\"Ninemm\", 1)\n\tTNT1 A 0 A_FireCustomMissile(\"VP70TRacer\", Frandom(-2,2), 1, 0, 0, 0, Frandom(-1,1))\n\tTNT1 A 0 A_FireBullets(0, 0, 1, 0, \"Nothing\")\n\tVP70 B 1 BRIGHT offset(0, 36)\n\tTNT1 A 0 A_SetPitch (pitch-0.3)\n\tTNT1 A 0 A_FireCustomMissile(\"BulletCasingSpawner\", 3, 0, 0, -1)\n\tVP70 A 1 A_PlaySound(\"weapons/pistolfire\", CHAN_WEAPON)\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 Radius_Quake(3,2,0,1,0)\n\tTNT1 A 0 A_Recoil(0.2)\n\tTNT1 A 0 A_TakeInventory(\"Ninemm\", 1)\n\tTNT1 A 0 A_FireCustomMissile(\"VP70TRacer\", Frandom(-2,2), 1, 0, 0, 0, Frandom(-1,1))\n\tTNT1 A 0 A_FireBullets(0, 0, 1, 0, \"Nothing\")\n\tVP70 B 1 BRIGHT offset(0, 36)\n\tTNT1 A 0 A_SetPitch (pitch-0.3)\n\tTNT1 A 0 A_FireCustomMissile(\"BulletCasingSpawner\", 3, 0, 0, -1)\n\tVP70 A 1 A_PlaySound(\"weapons/pistolfire\", CHAN_WEAPON)\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 Radius_Quake(3,2,0,1,0)\n\tTNT1 A 0 A_Recoil(0.2)\n\tTNT1 A 0 A_TakeInventory(\"Ninemm\", 1)\n\tTNT1 A 0 A_FireCustomMissile(\"VP70TRacer\", Frandom(-2,2), 1, 0, 0, 0, Frandom(-1,1))\n\tTNT1 A 0 A_FireBullets(0, 0, 1, 0, \"Nothing\")\n\tVP70 B 1 BRIGHT offset(0, 36)\n\tTNT1 A 0 A_SetPitch (pitch-0.3)\n\tTNT1 A 0 A_FireCustomMissile(\"BulletCasingSpawner\", 3, 0, 0, -1)\n\tVP70 C 1 offset(0, 38)\n\tTNT1 A 0 A_SetPitch (pitch+0.1)\n\tVP70 D 1 offset(0, 40) A_WeaponReady\n\tVP70 C 1 offset(0, 38) A_WeaponReady\n\tVP70 A 1 offset(0, 36) A_WeaponReady\n\tgoto ready\n  PreKick:\n\tVP70 A 1 offset(-8, 40)\n\tVP70 A 1 offset(-24, 56)\n\tVP70 A 1 offset(-40, 72)\n\tVP70 A 1 offset(-50, 88)\n\tVP70 A 1 offset(-66, 104)\n\tgoto Kick\n  PostKick:\n\tVP70 A 1 offset(-66, 104)\n\tVP70 A 1 offset(-50, 88)\n\tVP70 A 1 offset(-40, 72)\n\tVP70 A 1 offset(-24, 56)\n\tVP70 A 1 offset(-8, 40)\n\tgoto ready\n  PreTrack:\n\tVP70 A 1 offset(-8, 40)\n\tVP70 A 1 offset(-24, 56)\n\tVP70 A 1 offset(-40, 72)\n\tVP70 A 1 offset(-50, 88)\n\tVP70 A 1 offset(-66, 104)\n\tgoto TrackRaise\n  PostTrack:\n\tVP70 A 1 offset(-66, 104)\n    VP70 A 1 offset(-50, 88)\n\tVP70 A 1 offset(-40, 72)\n\tVP70 A 1 offset(-24, 56)\n\tVP70 A 1 offset(-8, 40)\n\tgoto ready\n  }\n}"
      }
    ]
  },
  "maps": []
}

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