Counts

endoom0
graphics0
lumps2986
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
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    "sha1": "6edd6821d56d6c38349c1f0151c808590d641244",
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    "filenames": [
      "saxtonhalerebirthv2f-v5cfix-4a.pk3"
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      "added": "2021-01-10 03:03:54",
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    "added": "2021-01-10 03:03:54",
    "file": {
      "type": "PK3",
      "size": 4198302,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/6edd6821d56d6c38349c1f0151c808590d641244/6edd6821d56d6c38349c1f0151c808590d641244.pk3.gz",
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      "counts": {
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    "text_files": [
      {
        "source": "pk3",
        "name": "BOTINFO.txt",
        "contents": "{\n\tname = \"\\cnMegaman\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"Megaman\"\n\tclass = \"Megaman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTMEGA\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cgSweeper\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"Protoman\"\n\tclass = \"Sweeper\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTPROT\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cjSpeedster\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"Bass\"\n\tclass = \"Speedster\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTBASS\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cpTank\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"Duo\"\n\tclass = \"Tank\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTDUO\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\caHealer\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"Roll\"\n\tclass = \"Healer\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTROLL\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cdSupport\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"Auto\"\n\tclass = \"Support\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTAUTO\"\n\tchatfrequency = 50\n}\n\n/*{\n\tname = \"\\cuDamage Dealer\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"DrWily\"\n\tclass = \"Damage Dealer\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTDRW\"\n\tchatfrequency = 50\n}*/"
      },
      {
        "source": "pk3",
        "name": "Classes/SaxtonHaleSurvivor.txt",
        "contents": "// Also known as \"survivor basis\"\n// This base, inspired by YD and JC Classes' base class, should make the pain state more manageable,\n// so we don't have a giant block of text for each survivor\n\nactor SaxtonHaleSurvivor : PlayerPawn\n{\n//player.displayname \"Survivor\"\nplayer.soundclass \"megaman\"\nplayer.damagescreencolor \"yellow\"\nplayer.forwardmove 0.8, 0.8\nplayer.sidemove 0.78, 0.78\nplayer.jumpz 10\nplayer.maxhealth 100 // 1000\nhealth 100 // 1000\nplayer.colorrange 0 0\nmass 9999\ngravity 0.8\n+NODAMAGETHRUST\n+DONTBLAST\n+NOBLOOD\n+QUICKTORETALIATE\n+CANTSEEK\n+NOSKIN\ndamagefactor \"Dummy\", 0.0\nPlayer.MaxSkinSizeFactor 0, 0\nscale 2.5\nStates\n{\nSpawn:\nPLAY A 0\nPLAY B 1\nPLAY A 1 A_JumpIfInventory(\"InvisibleSection\", 1, \"NinjaTelefragger\")\nGoto Spawn+2\nSee:\n\"----\" BCDE 5\nGoto Spawn\nMissile:\n\"----\" F 5\n\"----\" G 4\ngoto Spawn\nNinjaTelefragger:\nPLAY X 2\nPLAY X 3 A_JumpIfInventory(\"InvisibleSection\", 1, \"NinjaTelefragger\")\ngoto Spawn\nBeatAssist:\n\"----\" H 0\n\"----\" H 0 HealThing(3)\n\"----\" H 0 ThrustThingZ(0,25,0,0)\n\"----\" H 0 ACS_ExecuteAlways(205,0)\nGoto Pain\nPain.GutsClaw1:\n\"----\" H 0 ThrustThingZ(0,90,0,0)\ngoto Pain\nPainElbowContinue:\n\"----\" H 2\ngoto PainElbowCheck\nGoukiComboStop:\n\"----\" H 0\ngoto GoukiContinueComboStop\nGoukiContinueComboStop:\n\"----\" HHHHHH 1 A_Stop\ngoto Pain\nPain.GoShoryuken:\n\"----\" H 0 A_SpawnItemEx(\"AkumaGoShoryukenBang\", random(-6, 6), random(-14, 14), random(-38, -10))\n\"----\" H 0 A_Stop\n\"----\" H 0 ACS_ExecuteAlways(401, 0, 13)\n\"----\" H 0 A_ChangeFlag(\"NOGRAVITY\", 1)\n\"----\" H 0 ThrustThingZ(0, 170, 0, 0)\n\"----\" H 0 A_PlaySoundEx(\"Gouki/Pain1\", \"Body\")\n\"----\" H 0 A_GiveInventory(\"GoShoryukenDefense\", 1)\n\"----\" H 0 SetPlayerProperty(0, 1, 4)\n\"----\" H 0 A_SpawnItemEx(\"GoShoryukenRetablisher\")\ngoto Pain\nPain.TatsumakiZankukyaku:\n\"----\" H 0 A_SpawnItemEx(\"AkumaGoHadokenBang\", random(-6, 6), random(-14, 14), random(-38, -10))\n\"----\" H 0 ACS_ExecuteAlways(401, 0, 11)\n\"----\" H 0 A_PlaySoundEx(\"Gouki/Pain3\", \"Body\")\n\"----\" H 0 A_Stop\n\"----\" H 0 A_SetAngle(angle+random(40,60))\n\"----\" H 0 A_Recoil(random(-42, 42))\n\"----\" H 0 ThrustThingZ(0, random(85, 110), 0, 0)\n\"----\" H 0 A_GiveInventory(\"TatsumakiZankukyakuImmu\", 1)\ngoto Pain\nPain.NDSKnockDown1:\n\"----\" H 0 A_Recoil(34)\n\"----\" H 0 ThrustThingZ(0,72,0,0)\ngoto Pain\nPain.NDSKnockDown2:\n\"----\" H 0 A_Recoil(22)\n\"----\" H 0 ThrustThingZ(0,50,0,0)\ngoto Pain\nPain.NDSKnockDown3:\n\"----\" H 0 A_Recoil(13)\n\"----\" H 0 ThrustThingZ(0,27,0,0)\ngoto Pain\nPain.ScroogeX:\n\"----\" H 0 ThrustThingZ(0,200,0,0)\ngoto Pain\nPain.ThorMinion:\n\"----\" A 0 A_TakeInventory(\"AutoItemsArm\", 999)\n\"----\" A 0 A_TakeInventory(\"AutoPartsArm\", 999)\n\"----\" A 0 A_TakeInventory(\"RollMedic\", 999)\n\"----\" A 0 A_GiveInventory(\"RaThorMinionWeapon\", 1)\n\"----\" A 0 ACS_NamedExecuteAlways(\"sh_speeds\", 0, 10)\n\"----\" A 0 ACS_ExecuteAlways(708,0,255)\n\"----\" A 0 ACS_ExecuteAlways(991,0,508)\n\"----\" A 0 A_ChangeFlag(\"PICKUP\", 0)\ngoto Pain\nPainElbowCheck:\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness1\", 1, \"PainElbowContinue\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness2\", 1, \"PainElbowContinue\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness3\", 1, \"PainElbowContinue\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness4\", 1, \"PainElbowContinue\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness5\", 1, \"PainElbowContinue\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness6\", 1, \"PainElbowContinue\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTirednessX\", 1, \"PainElbowContinue\")\n\"----\" A 0 //A_SetTranslucent(1.0)\n\"----\" A 0 A_Jump(256, \"PainElbowSpawn\")\ngoto PainElbowSpawn\nPainElbowSpawn:\n\"----\" H 0\ngoto Spawn\nPain.ElbowLV1:\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness1\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness2\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness3\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness4\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness5\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness6\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTirednessX\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"TirednessAbusePreventing\", 1, \"PainCrunch\")\n\"----\" A 0 A_GiveInventory(\"ElbowTiredness1\", 1)\ngoto PainElbow\nPain.ElbowLV2:\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness1\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness2\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness3\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness4\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness5\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness6\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTirednessX\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"TirednessAbusePreventing\", 1, \"PainCrunch\")\n\"----\" A 0 A_GiveInventory(\"ElbowTiredness2\", 1)\ngoto PainElbow\nPain.ElbowLV3:\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness1\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness2\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness3\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness4\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness5\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness6\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTirednessX\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"TirednessAbusePreventing\", 1, \"PainCrunch\")\n\"----\" A 0 A_GiveInventory(\"ElbowTiredness3\", 1)\ngoto PainElbow\nPain.ElbowLV4:\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness1\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness2\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness3\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness4\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness5\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness6\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTirednessX\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"TirednessAbusePreventing\", 1, \"PainCrunch\")\n\"----\" A 0 A_GiveInventory(\"ElbowTiredness4\", 1)\ngoto PainElbow\nPain.ElbowLV5:\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness1\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness2\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness3\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness4\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness5\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness6\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTirednessX\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"TirednessAbusePreventing\", 1, \"PainCrunch\")\n\"----\" A 0 A_GiveInventory(\"ElbowTiredness5\", 1)\ngoto PainElbow\nPain.ElbowLV6:\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness1\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness2\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness3\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness4\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness5\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness6\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTirednessX\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"TirednessAbusePreventing\", 1, \"PainCrunch\")\n\"----\" A 0 A_GiveInventory(\"ElbowTiredness6\", 1)\ngoto PainElbow\nPain.SMMClothesline:\nPain.ElbowLVX:\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness1\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness2\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness3\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness4\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness5\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTiredness6\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"ElbowTirednessX\", 1, \"PainCrunch\")\n\"----\" A 0 A_JumpIfInventory(\"TirednessAbusePreventing\", 1, \"PainCrunch\")\n\"----\" A 0 A_GiveInventory(\"ElbowTirednessX\", 1)\ngoto PainElbow\nPainElbow:\n\"----\" A 0 SetPlayerProperty(0,1,4)\n\"----\" A 0 A_PlaySoundEx(\"BusterRodG/PressureBackToEarth\", \"Voice\")\n\"----\" A 0 A_PlaySoundEx(\"SuperMachoMan/PunchOut\", \"SoundSlot6\")\n\"----\" A 0 A_GiveInventory(\"BogusDamageControl\", 1)\n\"----\" A 0 A_SpawnItemEx(\"ElbowTirednessControl\")\n\"----\" A 0 A_SetTranslucent(0.65)\n\"----\" A 0 A_Jump(256, \"PainElbowContinue\")\ngoto PainElbowContinue\nPain.CrunchLV1:\n\"----\" H 0 ThrustThingZ(0,65,0,0)\n\"----\" H 0 A_Recoil(6)\ngoto PainCrunch\nPain.CrunchLV2:\n\"----\" H 0 ThrustThingZ(0,75,0,0)\n\"----\" H 0 A_Recoil(8)\ngoto PainCrunch\nPain.CrunchLV3:\n\"----\" H 0 ThrustThingZ(0,85,0,0)\n\"----\" H 0 A_Recoil(9)\ngoto PainCrunch\nPain.CrunchLV4:\n\"----\" H 0 ThrustThingZ(0,95,0,0)\n\"----\" H 0 A_Recoil(11)\ngoto PainCrunch\nPain.CrunchLV5:\n\"----\" H 0 ThrustThingZ(0,105,0,0)\n\"----\" H 0 A_Recoil(12)\ngoto PainCrunch\nPain.CrunchLV6:\n\"----\" H 0 ThrustThingZ(0,115,0,0)\n\"----\" H 0 A_Recoil(14)\ngoto PainCrunch\nPain.CrunchLVX:\n\"----\" H 0 ThrustThingZ(0,125,0,0)\n\"----\" H 0 A_Recoil(15)\ngoto PainCrunch\nPainCrunch:\n\"----\" H 0 A_TakeInventory(\"ElbowTiredness1\", 999)\n\"----\" H 0 A_TakeInventory(\"ElbowTiredness2\", 999)\n\"----\" H 0 A_TakeInventory(\"ElbowTiredness3\", 999)\n\"----\" H 0 A_TakeInventory(\"ElbowTiredness4\", 999)\n\"----\" H 0 A_TakeInventory(\"ElbowTiredness5\", 999)\n\"----\" H 0 A_TakeInventory(\"ElbowTiredness6\", 999)\n\"----\" H 0 A_TakeInventory(\"ElbowTirednessX\", 999)\n\"----\" H 0 A_PlaySoundEx(\"SuperMachoMan/PunchOut\", \"SoundSlot6\")\n\"----\" H 0 A_GiveInventory(\"BogusDamageControl\", 1)\ngoto Pain\nPain.ShunGokuSatsu:\n\"----\" H 3 ACS_ExecuteAlways(401, 0, 18)\n\"----\" H 14 A_PlaySoundEx(\"TomahawkTalbain/TotemSamaDestroyed\", \"Body\")\n\"----\" H 0 //A_StopSound(CHAN_BODY)\n\"----\" H 30 A_TakeInventory(\"GoukiGoHadokenZone\", 999)\ngoto Pain\nPain.GoHadoken:\n\"----\" H 0 A_TakeInventory(\"GoukiGoHadokenZone\", 999)\ngoto Pain.GoHadoken2\nPain.GoHadoken2:\n\"----\" H 0 SetPlayerProperty(0, 1, 4)\n\"----\" H 0 A_SpawnItemEx(\"AkumaGoHadokenBang\", random(-6, 6), random(-14, 14), random(-38, -10))\n\"----\" H 0 ACS_ExecuteAlways(401, 0, 7)\n\"----\" H 0 A_PlaySoundEx(\"DioFlash/Punch\", \"Body\")\n\"----\" HHHHHHHHHHHHHHHHHHHHHHHHHHHH 0 A_SpawnItemEx(\"GoHadokenMysticism\", random(-3, 3), random(-6, 6), random(25, 70), random(-5, 5), random(-5, 5), random(-5, 5))\n\"----\" H 0 A_Jump(256, \"GoHadokenStop\")\ngoto GoHadokenStop\nGoHadokenStop:\n\"----\" HHHHHHHHH 1 A_Stop\ngoto GoHadokenEnd\nGoHadokenEnd:\n\"----\" H 0 A_GiveInventory(\"GoukiGoHadokenZone\", 1)\n\"----\" H 0 SetPlayerProperty(0, 0, 4)\ngoto Pain\nPain.ShakunetsuHadoken:\n\"----\" H 0 A_TakeInventory(\"GoukiGoHadokenZone\", 999)\ngoto Pain.ShakunetsuHadoken2\nPain.ShakunetsuHadoken2:\n\"----\" H 0 SetPlayerProperty(0, 1, 4)\n\"----\" H 0 A_SpawnItemEx(\"AkumaGoHadokenBang\", random(-6, 6), random(-14, 14), random(-38, -10))\n\"----\" H 0 A_SpawnItemEx(\"AkumaShakunetsuHadokenBang\", random(-6, 6), random(-14, 14), random(-38, -10))\n\"----\" H 0 ACS_ExecuteAlways(401, 0, 7)\n\"----\" H 0 A_PlaySoundEx(\"DioFlash/Punch\", \"Body\")\n\"----\" HHHHHHHHHHHHHHHHHHHHHHHHHHHH 0 A_SpawnItemEx(\"GoHadokenMysticism\", random(-3, 3), random(-6, 6), random(25, 70), random(-5, 5), random(-5, 5), random(-5, 5))\n\"----\" HHHHHHHHHHH 0 A_SpawnItemEx(\"TorchicEmberSmoke\", random(-6, 6), random(-6, 6), random(5, 90), random(-11, 11), random(-11, 11), random(-11, 11))\ngoto GoHadokenStop\nDeath.ShunGokuSatsuFate:\n\"----\" H 0 ACS_ExecuteAlways(400, 0, 54)\n\"----\" H 0 A_SpawnItemEx(\"ShunGokuSatsuGenocideBombOthers\", 0, 0, 0, 0, 0, 0)\n\"----\" H 0 SetPlayerProperty(0, 0, 4)\n\"----\" H 0 A_NoBlocking\n\"----\" H 0 A_GiveInventory(\"CutterFlag\",999)\n\"----\" H 0 A_GiveInventory(\"IsDead\",1)\n\"----\" H 0 A_Stop\n\"----\" H 0 A_GiveToTarget(\"KilledMeStock\",1)\n\"----\" H 0 A_GiveToTarget(\"KilledMe\",1)\n\"----\" H 0 A_ChangeFlag(\"NOGRAVITY\", 1)\n\"----\" H 0 A_ChangeFlag(\"NOINTERACTION\", 1)\n\"----\" H 0 ThrustThingZ(0, 6, 1, 0)\n\"----\" H 0 ACS_ExecuteAlways(999,0,0)\ngoto ShunGokuSatsuFrame\nShunGokuSatsuFrame:\n\"----\" H 20\ngoto ShunGokuSatsuEnd\nShunGokuSatsuEnd:\n\"----\" H 0 ACS_ExecuteAlways(991,0,534)\n\"----\" H 0 A_Stop\n\"----\" H 0 SetPlayerProperty(0, 0, 4)\n\"----\" H 0 A_PlayerScream\n\"----\" H 3\n\"----\" Z 1 A_CheckPlayerDone\nwait\nDeath.ElbowLV6:\nDeath.ElbowLVX:\n\"----\" H 0 A_GiveInventory(\"TomahawkEarthquake\", 1)\ngoto Death.ElbowLV1\nDeath.ElbowLV1:\nDeath.ElbowLV2:\nDeath.ElbowLV3:\nDeath.ElbowLV4:\nDeath.ElbowLV5:\n\"----\" H 0 A_PlaySoundEx(\"BusterRodG/PressureBackToEarth\", \"Voice\")\n\"----\" H 0 A_PlaySoundEx(\"SuperMachoMan/PunchOut\", \"SoundSlot6\")\n\"----\" H 0 ACS_ExecuteAlways(400, 0, 54)\n\"----\" H 0 A_ChangeFlag(\"NOGRAVITY\", 1)\n\"----\" H 0 A_ChangeFlag(\"SOLID\", 0)\n\"----\" H 0 A_Stop\n\"----\" H 0 A_Recoil(2)\n\"----\" H 0 A_NoBlocking\n\"----\" H 0 A_GiveInventory(\"CutterFlag\",999)\n\"----\" H 0 A_GiveInventory(\"IsDead\",1)\n\"----\" H 0 A_Jump(256, \"ElbowPuffPuff\")\ngoto ElbowPuffPuff\nElbowPuffPuff:\n\"----\" H 35 A_GiveInventory(\"BogusFatality\", 1)\n\"----\" H 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\"----\" H 0 A_TakeInventory(\"BogusFatality\", 999)\n\"----\" H 8 A_Recoil(20)\ngoto DeathEndSequence\nDeath.DioFlash:\nDeath.DioFlashMini:\n\"----\" H 0 ACS_ExecuteAlways(400, 0, 54)\n//\"----\" H 0 A_PlaySoundEx(\"DioFlash/Punch\", \"SoundSlot6\")\n\"----\" H 0 A_ChangeFlag(\"NOGRAVITY\", 1)\n\"----\" H 0 A_ChangeFlag(\"SOLID\", 0)\n\"----\" H 0 A_Recoil(220)\n\"----\" H 0 ThrustThingZ(0, 10, 0, 0)\n\"----\" H 0 SetPlayerProperty(0, 0, 4)\n\"----\" H 0 A_NoBlocking\n\"----\" H 0 A_GiveInventory(\"CutterFlag\",999)\n\"----\" H 0 A_GiveInventory(\"IsDead\",1)\n\"----\" H 0 A_Jump(256, \"SurvivorDeathGFX\")\ngoto SurvivorDeathGFX\nSurvivorDeathGFX:\n\"----\" H 20\ngoto SurvivorDeathEnd\nDeath.TatsumakiZankukyaku:\n\"----\" H 0 A_SpawnItemEx(\"AkumaGoHadokenBang\", random(-6, 6), random(-14, 14), random(-38, -10))\n\"----\" H 0 ACS_ExecuteAlways(401, 0, 11)\n\"----\" H 0 A_PlaySoundEx(\"Gouki/Pain3\", \"Body\")\n\"----\" H 0 A_Stop\n\"----\" H 0 A_SetAngle(angle+random(40,60))\n\"----\" H 0 A_Recoil(random(-42, 42))\n\"----\" H 0 ThrustThingZ(0, random(85, 110), 0, 0)\ngoto Death.InstagibSH\nPain.GoukiComboKick:\n\"----\" H 0 A_PlaySoundEx(\"Gouki/Pain2\", \"Auto\")\ngoto Pain.GoukiCombo+1\nPain.GoukiCombo:\n\"----\" H 0 A_PlaySoundEx(\"Gouki/Pain1\", \"Auto\")\n\"----\" H 0 A_SpawnItemEx(\"AkumaBang\", random(-6, 6), random(-14, 14), random(-38, -10))\n\"----\" H 0 A_GiveInventory(\"GoukiMiniImmuniser\", 1)\n\"----\" H 0 A_GiveInventory(\"TomahawkEarthquake\", 1)\n\"----\" H 0 ACS_ExecuteAlways(400, 0, 253)\ngoto GoukiComboStop\nDeath.GoukiComboKick:\n\"----\" H 0 A_PlaySoundEx(\"Gouki/Pain2\", \"Auto\")\ngoto Death.GoukiCombo+1\nDeath.GoukiCombo:\n\"----\" H 0 A_PlaySoundEx(\"Gouki/Pain1\", \"Auto\")\n\"----\" H 0 A_GiveInventory(\"TomahawkEarthquake\", 1)\n\"----\" H 0 ACS_ExecuteAlways(400, 0, 253)\ngoto Death.InstagibSH\nDeath.GoShoryuken:\n\"----\" H 0 A_SpawnItemEx(\"AkumaGoShoryukenBang\", random(-6, 6), random(-14, 14), random(-38, -10))\n\"----\" H 0 A_Stop\n\"----\" H 0 A_ChangeFlag(\"NOGRAVITY\", 1)\n\"----\" H 0 ThrustThingZ(0, 170, 0, 0)\n\"----\" H 0 A_PlaySoundEx(\"Gouki/Pain1\", \"Body\")\n\"----\" H 0 A_GiveInventory(\"GoShoryukenDefense\", 1)\n\"----\" H 0 SetPlayerProperty(0, 1, 4)\n\"----\" H 0 A_SpawnItemEx(\"GoShoryukenRetablisher\")\ngoto Death.InstagibSH\nDeath.GoHadoken:\n\"----\" H 0 A_TakeInventory(\"GoukiGoHadokenZone\", 999)\ngoto Death.GoHadoken2\nDeath.GoHadoken2:\n\"----\" H 0 SetPlayerProperty(0, 1, 4)\n\"----\" H 0 A_SpawnItemEx(\"AkumaGoHadokenBang\", random(-6, 6), random(-14, 14), random(-38, -10))\n\"----\" H 0 ACS_ExecuteAlways(401, 0, 7)\n\"----\" H 0 A_PlaySoundEx(\"DioFlash/Punch\", \"Body\")\n\"----\" HHHHHHHHHHHHHHHHHHHHHHHHHHHH 0 A_SpawnItemEx(\"GoHadokenMysticism\", random(-3, 3), random(-6, 6), random(25, 70), random(-5, 5), random(-5, 5), random(-5, 5))\n\"----\" H 0 A_GiveInventory(\"GoukiGoHadokenZone\", 1)\n\"----\" H 0 SetPlayerProperty(0, 0, 4)\ngoto Death.InstagibSH\nDeath.ShakunetsuHadoken:\n\"----\" H 0 A_TakeInventory(\"GoukiGoHadokenZone\", 999)\ngoto Death.ShakunetsuHadoken2\nDeath.ShakunetsuHadoken2:\n\"----\" H 0 SetPlayerProperty(0, 1, 4)\n\"----\" H 0 A_SpawnItemEx(\"AkumaGoHadokenBang\", random(-6, 6), random(-14, 14), random(-38, -10))\n\"----\" H 0 A_SpawnItemEx(\"AkumaShakunetsuHadokenBang\", random(-6, 6), random(-14, 14), random(-38, -10))\n\"----\" H 0 ACS_ExecuteAlways(401, 0, 7)\n\"----\" H 0 A_PlaySoundEx(\"DioFlash/Punch\", \"Body\")\n\"----\" HHHHHHHHHHHHHHHHHHHHHHHHHHHH 0 A_SpawnItemEx(\"GoHadokenMysticism\", random(-3, 3), random(-6, 6), random(25, 70), random(-5, 5), random(-5, 5), random(-5, 5))\n\"----\" HHHHHHHHHHH 0 A_SpawnItemEx(\"TorchicEmberSmoke\", random(-6, 6), random(-6, 6), random(5, 90), random(-11, 11), random(-11, 11), random(-11, 11))\ngoto Death.InstagibSH\nDeath.InstagibSH:\nDeath.ThorMinion:\nDeath.TomahawkMirage:\nDeath.HyperStormHJump:\nDeath.HyperStormH:\nDeath.MegaWaterS:\nDeath.BusterRodG:\nDeath.CaveStory:\nDeath.BetweenEnemies:\nDeath.Treecko:\nDeath.BusterRodGElec:\nDeath.BusterRodGIce:\nDeath.FlashStopper:\nDeath.FlashStopperSH:\nDeath.ShunGokuSatsuFateOthers:\nDeath.NDSKnockDown1:\nDeath.NDSKnockDown2:\nDeath.NDSKnockDown3:\n\"----\" H 0 ACS_ExecuteAlways(400, 0, 54)\n\"----\" H 0 A_Jump(256, \"InstantDeathState\")\ngoto Death.Beam\nDeath.Beam:\nDeath.instagib:\nDeath.Telefrag:\nDeath.Gravity:\n\"----\" H 0\n\"----\" H 0 A_Jump(256, \"InstantDeathState\")\ngoto InstantDeathState\nInstantDeathState:\n\"----\" H 1 SetPlayerProperty(0,0,4)\n\"----\" H 0 A_Jump(256, \"InstantDeathFinish\")\ngoto InstantDeathFinish\nInstantDeathFinish:\n\"----\" H 0 A_GiveToTarget(\"KilledMe\",1)\n\"----\" H 0 A_GiveToTarget(\"KilledMeStock\",1)\n\"----\" H 0 A_NoBlocking\n\"----\" H 0 A_GiveInventory(\"CutterFlag\",999)\n\"----\" H 0 A_GiveInventory(\"IsDead\",1)\n\"----\" H 0 A_SetTranslucent(0.01)\n\"----\" H 0 A_Jump(256, \"DeathEndSequence\")\ngoto DeathEndSequence\nInstagibGFX:\n\"----\" H 0 SetPlayerProperty(0,0,4)\ngoto Death.Beam\nPain.TomahawkMirage:\n\"----\" H 0 A_Stop\n\"----\" H 0 ACS_ExecuteAlways(400, 0, 253)\ngoto Pain\nPain.DioFlash:\n\"----\" H 0 //A_PlaySoundEx(\"DioFlash/Punch\", \"SoundSlot6\")\ngoto Pain\nPain.MorshuFire:\n\"----\" H 0 A_JumpIfInventory(\"FireVisionCounters\", 1, \"MorshuFireFix\")\n\"----\" H 0 A_GiveInventory(\"FireVisionCounters\",3)\n\"----\" H 0 A_GiveInventory(\"FireVisionAppeased\", 1)\n\"----\" H 0 A_SpawnItemEx(\"ImOnFireMorshu\")\nGoto Pain\nMorshuFireFix:\n\"----\" H 0 A_GiveInventory(\"FireVisionCounters\",3)\nGoto Pain\nPain.SurfingMorshu:\n\"----\" H 0 A_PlaySoundEx(\"weapon/OilSlider\", \"SoundSlot6\")\n\"----\" H 0 A_Recoil(-17)\n\"----\" H 0 SetPlayerProperty(0, 1, 4)\n\"----\" H 0 ThrustThingZ(0, 8, 0, 0)\n\"----\" H 0 A_SpawnItemEx(\"SurfingMorshuFixMove\")\ngoto Pain\nPain.MorshuBlooper:\n\"----\" H 0\n\"----\" H 0 A_JumpIfInventory(\"BrightBlind\", 1,\"MorshuBlooperFix\")\n\"----\" H 0 A_GiveInventory(\"BrightBlind\",50)\n\"----\" H 0 ACS_ExecuteAlways(400, 0, 48)\ngoto Pain\nMorshuBlooperFix:\n\"----\" H 0 A_GiveInventory(\"BrightBlind\",30)\ngoto Pain\nPain.GilgameshJump:\n\"----\" A 0 A_GiveInventory(\"GilgameshTiredness\", 1)\n\"----\" A 0 A_SpawnItemEx(\"GilgameshTirednessControl\")\n\"----\" A 0 ACS_ExecuteAlways(400, 0, 230)\n\"----\" A 0 A_PlaySoundEx(\"weapon/magnetmissile\", \"SoundSlot6\")\n\"----\" A 0 A_GiveInventory(\"GilgameshJump1HIT\", 1)\n\"----\" A 0 SetPlayerProperty(0, 1, 4)\ngoto Pain\nPain.Treecko:\n\"----\" H 0 A_SpawnItemEx(\"TreeckoLeafSpawner\", 0, 0, 0, 0, 0, 0)\ngoto Pain\nPain.MudkipWooshWoosh:\n\"----\" H 0 A_GiveInventory(\"MudkipDrowning\",100)\n\"----\" H 0 ACS_ExecuteAlways(242, 0)\nGoto pain+1\nPain.Torchic:\n\"----\" H 0 A_Jump(179, \"Pain\")\n\"----\" H 0 A_JumpIfInventory(\"FireVisionCounters\", 1, 4)\n\"----\" H 0 A_GiveInventory(\"FireVisionCounters\",3)\n\"----\" H 0 A_GiveInventory(\"FireVision\", 1)\n\"----\" H 0 A_SpawnItemEx(\"ImOnFireTorchic\")\nGoto Pain\n\"----\" H 0 A_GiveInventory(\"FireVisionCounters\",3)\nGoto Pain\nPain.BusterRodGIce:\n\"----\" H 0 A_SpawnItem(\"BRGCold\")\n\"----\" H 0 A_PlaySoundEx(\"BusterRodG/Frozen\",\"SoundSlot5\")\ngoto Pain\nPain.BusterRodGFire:\n\"----\" H 0 A_GiveInventory(\"FireVision\", 1)\ngoto BurningLevelsEnd\nPain.WilyFire:\n\"----\" H 0 A_GiveInventory(\"FireVisionAppeased\", 1)\ngoto BurningLevelsEnd\nBurningLevelsEnd:\n\"----\" H 0 A_JumpIfInventory(\"FireVisionCounters\", 1, \"BurningLevelFix\")\n\"----\" H 0 A_GiveInventory(\"FireVisionCounters\",3)\n\"----\" H 0 A_SpawnItemEx(\"ImOnFire\")\nGoto Pain\nBurningLevelFix:\n\"----\" H 0 A_GiveInventory(\"FireVisionCounters\",3)\nGoto Pain\n\nPain.ProtoBuster:\nPain.DarkMan:\nPain.FireSpin:\nPain.QuickBoomerang:\nPain.Buster:\nPain.BassBuster:\nPain.WildCoil:\nPain.ChargeKick:\nPain.YamatoSpear:\nPain.DiveMissile:\nPain.StarCrash:\nPain.CentaurFlash:\nPain.FreezeCracker:\nPain.ScrewCrusher:\nPain.PharaohHold:\nPain.TornadoHold:\nPain.TrebleSentry:\nPain.ScorchWheel:\nPain.MagnetMissile:\nPain.JunkShield:\nPain.OilSlider:\nPain.BassBuster:\nPain.WaveBurner:\nPain.WaveBurnerUW:\nPain.Gamma:\nPain.Misc:\nPain.Treble:\nPain.FlameSwordSpark:\n\nPain.Oil:\nPain.Bass2:\nPain.IceCircle:\nPain.SpinWheel:\n\"----\" H 0\nGoto pain+1\nPain.Reggae:\n\"----\" H 0 A_PlaySoundEx(\"item/reggae\", \"SoundSlot7\", 0)\nGoto Pain+1\nPain.WaterBalloon:\nPain.FlashBomb:\nPain.RemoteMine:\nPain.IceWall:\n\"----\" H 0 A_ScaleVelocity(0.9)\nGoto pain+1\nPain.SpreadDrill:\nPain.SpreadDrill2:\nPain.SpreadDrill3:\n\"----\" H 0 A_JumpIfInventory(\"SpreadDrillProtect\", 1 ,2)\n\"----\" H 0 A_PlaySoundEx(\"weapon/spreaddrillhit\",\"SoundSlot5\")\n\"----\" H 0 A_GiveInventory(\"SpreadDrillProtect\", 1)\nGoto pain+1\nPain.FlameSword:\n\"----\" H 0\n\"----\" HH 0 A_SpawnItemEx(\"ScorchBit\",0,0,0,random(-10,10),random(-10,10),random(10,15),random(0,360))\nGoto pain\npain.LaserTrident:\n\"----\" H 0 A_GiveInventory(\"LaserTridentProtect\", 1)\ngoto pain+1\nPain.WindStorm:\nPain.FlingDamage:\n\"----\" H 0 //ThrustThing(random(0,255),50,1,0)\n\"----\" H 0 ThrustThing(random(0,255),5,0,0)\n\"----\" H 0 ThrustThingZ(0,30,0,0)\nGoto pain+1\nPain.SlashClaw:\n\"----\" H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")\nGoto Pain\nPain.FlashStopper:\nPain.FlashStopperSH:\n\"----\" H 0\n\"----\" H 0 A_JumpIfInventory(\"BrightBlind\", 1,3)\n\"----\" H 0 A_GiveInventory(\"BrightBlind\",125)\n\"----\" H 0 ACS_ExecuteAlways(249, 0)\nGoto pain+1\n\"----\" H 0 A_GiveInventory(\"BrightBlind\",55)\nGoto pain+1\nPain.TimeSlow:\n\"----\" H 0 A_GiveInventory(\"Slowed\",1)\nGoto pain+1\nPain.RebirthDynamo:\n\"----\" H 0 A_SpawnItemEx(\"RebirthDynamoControl\")\n\"----\" H 0 A_SpawnItemEx(\"ShockFXRebirth\",4,0,32)\n\"----\" H 0 A_GiveInventory(\"RaThorRebirthThunder\", 1)\ngoto Pain+1\nPain.SparkShock:\n\"----\" H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\n\"----\" H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.CrashBomb:\n\"----\" H 0 A_Stop\nGoto Pain+1\n\nPain.GravityHold:\n\"----\" H 0 A_ChangeVelocity(momx, momy, 0, CVF_REPLACE)\n\"----\" H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\n\"----\" H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\n\"----\" H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\n\"----\" H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto GravityForceFinish\nGravityForce4:\n\"----\" H 2 A_GiveInventory(\"GravityForce4\",1)\nGoto GravityForceFinish\nGravityForce3:\n\"----\" H 2 A_GiveInventory(\"GravityForce3\",1)\nGoto GravityForceFinish\nGravityForce2:\n\"----\" H 2 A_GiveInventory(\"GravityForce2\",1)\nGoto GravityForceFinish\nGravityForce1:\n\"----\" H 2 A_GiveInventory(\"GravityForce1\",1)\nGoto GravityForceFinish\nGravityForceFinish:\n\"----\" H 0 A_CheckFloor(2)\n\"----\" H 0 ThrustThingZ(0,150,1,0)\n\"----\" H 0\nGoto Pain+1\nPain.ConcreteShot:\n\"----\" H 0 A_JumpIfInventory(\"ConcreteVision\", 1, \"ConcreteReset\")\n\"----\" H 0 A_GiveInventory(\"ConcreteVision\", 1)\n\"----\" H 0 A_GiveInventory(\"ConcreteTime\", 105)\n\"----\" H 0 A_SpawnItemEx(\"ConcreteWatcher\")\ngoto Pain+1\nConcreteReset:\n\"----\" H 0 A_GiveInventory(\"ConcreteTime\", 105)\ngoto Pain+1\nPain.TornadoBlow:\n\"----\" H 0 ThrustThingZ(0, 60, 0, 0)\ngoto Pain+1\nPain.WilyFire:\n\"----\" H 0 A_SpawnItemEx(\"ImOnFire\")\n\"----\" H 0 A_GiveInventory(\"FireVision\",1)\nGoto Pain\nPain.WilyIce:\n\"----\" H 0 A_ChangeFlag(\"SHOOTABLE\",0)\n\"----\" H 0 SetPlayerProperty(0,1,4)\n\"----\" H 0 A_SpawnItemEx(\"ImFrozen\")\n\"----\" H 0 A_GiveInventory(\"IceVision\",1)\n\"----\" H 30 A_Stop\n\"----\" H 30 A_ChangeFlag(\"SHOOTABLE\",1)\n\"----\" H 0 SetPlayerProperty(0,0,0)\n\"----\" H 0 A_TakeInventory(\"IceVision\",1)\nGoto Spawn\nPain.Drowning:\nPain.Fire:\nPain.Falling:\nPain.Slime:\n\"----\" H 0\n\"----\" H 0 A_JumpIfInventory(\"BeatCallCheckSH\", 1, \"BeatAssist\")\nGoto Pain+1\nPain.TimeStopper:\n\"----\" H 0 A_GiveInventory(\"TimeStopActivator\", 1)\nGoto Pain+1\nBeatAssist:\n\"----\" H 0\n\"----\" H 0 HealThing(2)\n\"----\" H 0 ThrustThingZ(0,25,0,0)\n\"----\" H 0 ACS_ExecuteAlways(205,0)\nGoto Pain+1\nPain:\n\"----\" H 0 A_ScaleVelocity(0.75)\n\"----\" H 0 A_Pain\n\"----\" H 0 A_Recoil(1)\n\"----\" H 0 A_Jump(256, \"SurvivorPain\")\nGoto SurvivorPain\nSurvivorPain:\n\"----\" HHHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\ngoto Spawn\nDeath:\n\"----\" H 0 SetPlayerProperty(0, 0, 4)\n\"----\" H 0 A_TakeInventory(\"WeaponCharge\",999)\n\"----\" H 0 A_NoBlocking\n\"----\" H 0 A_GiveInventory(\"CutterFlag\",999)\n\"----\" H 0 A_GiveInventory(\"IsDead\",1)\n\"----\" H 0 A_Stop\n\"----\" H 0 A_GiveToTarget(\"KilledMeStock\",1)\n\"----\" H 0 A_GiveToTarget(\"KilledMe\",1)\n\"----\" H 0 ACS_ExecuteAlways(999,0,0)\n\"----\" H 0 A_Jump(256, \"SurvivorDeathGFX\")\ngoto SurvivorDeathGFX\nSurvivorDeathEnd:\n//\"----\" H 20\nTNT1 A 0 SetPlayerProperty(0, 0, 4)\ngoto DeathEndSequence\nDeathEndSequence:\nTNT1 A 0 A_PlayerScream\nTNT1 A 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 32)\nPLAY Z 1 A_CheckPlayerDone\nwait\nDeath.SMMClothesline:\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"TomahawkEarthquake\", 1)\n\"----\" A 0 A_PlaySoundEx(\"BusterRodG/PressureBackToEarth\", \"Voice\")\n\"----\" A 0 A_PlaySoundEx(\"SuperMachoMan/PunchOut\", \"SoundSlot6\")\n\"----\" A 0 ACS_ExecuteAlways(400, 0, 54)\n\"----\" A 0 A_ChangeFlag(\"NOGRAVITY\", 1)\n\"----\" A 0 A_ChangeFlag(\"SOLID\", 0)\n\"----\" A 0 A_Stop\n\"----\" A 0 A_Recoil(10)\n\"----\" A 0 ThrustThingZ(0, 30, 0, 0)\n\"----\" H 0 A_NoBlocking\n\"----\" H 0 A_GiveInventory(\"CutterFlag\",999)\n\"----\" H 0 A_GiveInventory(\"IsDead\",1)\n\"----\" H 0 A_Jump(256, \"SMMClotheslineDeath\")\ngoto SMMClotheslineDeath\nSMMClotheslineDeath:\n\"----\" H 35 A_GiveInventory(\"BogusFatality\", 1)\ngoto SMMClotheslineDeath2\nSMMClotheslineDeath2:\n\"----\" A 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\"----\" H 0 A_TakeInventory(\"BogusFatality\", 999)\n\"----\" A 0 ThrustThingZ(0, 200, 0, 0)\n\"----\" H 0 A_Recoil(100)\n\"----\" H 0 A_Jump(256, \"SurvivorDeathGFX\")\ngoto SurvivorDeathGFX\nDeath.CrunchLV3:\nDeath.CrunchLV4:\nDeath.CrunchLV5:\nDeath.CrunchLV6:\nDeath.CrunchLVX:\n\"----\" H 0 A_GiveInventory(\"TomahawkEarthquake\", 1)\ngoto Death.CrunchLV1\nDeath.CrunchLV1:\nDeath.CrunchLV2:\n\"----\" H 0 A_PlaySoundEx(\"SuperMachoMan/PunchOut\", \"SoundSlot6\")\n\"----\" H 0 ACS_ExecuteAlways(400, 0, 54)\n\"----\" H 0 A_ChangeFlag(\"NOGRAVITY\", 1)\n\"----\" H 0 A_ChangeFlag(\"SOLID\", 0)\n\"----\" H 0 A_Stop\n\"----\" H 0 A_Recoil(2)\n\"----\" H 0 ThrustThingZ(0, 22, 0, 0)\n\"----\" H 0 A_NoBlocking\n\"----\" H 0 A_GiveInventory(\"CutterFlag\",999)\n\"----\" H 0 A_GiveInventory(\"IsDead\",1)\n\"----\" H 0 A_Jump(256, \"CrunchFinish\")\ngoto CrunchFinish\nCrunchFinish:\n\"----\" H 35 A_GiveInventory(\"BogusFatality\", 1)\n\"----\" H 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\"----\" H 0 A_TakeInventory(\"BogusFatality\", 999)\n\"----\" H 0 ThrustThingZ(0, 170, 0, 0)\n\"----\" H 20 A_Recoil(7)\ngoto DeathEndSequence\nDeath.WindStorm:\nDeath.GravityHold:\nDeath.TornadoBlow:\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_ChangeFlag(\"NOINTERACTION\", 1)\nPLAY H 0 A_TakeInventory(\"WeaponCharge\",999)\nPLAY H 0 A_NoBlocking\nPLAY H 0 A_TakeInventory(\"CutterFlag\",999)\nPLAY H 0 A_GiveInventory(\"IsDead\",1)\nPLAY H 0 A_Stop\nPLAY H 0 A_GiveToTarget(\"KilledMeStock\",1)\nPLAY H 1 A_GiveToTarget(\"KilledMe\",1)\nPLAY H 0 ACS_ExecuteAlways(999,0,0)\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nRiseMyMegaman:\nPLAY H 1 ThrustThingZ(0,10,0,1)\nPLAY H 0 A_JumpIf(ceilingz-z<64, \"ExplodeNow\")\nPLAY H 0 A_GiveInventory(\"Cutterflag\", 1)\nPLAY H 0 A_JumpIfInventory(\"CutterFlag\", 35, \"ExplodeNow\")\nGoto RiseMyMegaman\nExplodeNow:\nPLAY H 0 A_Stop\nPLAY H 0 A_PlayerScream\nPLAY H 0 A_GiveInventory(\"CutterFlag\",999)\nPLAY H 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 0)\nPLAY Z 1 A_CheckPlayerDone\nwait\nDeath.GutsClaw1:\n\"----\" H 0 A_ChangeFlag(NOGRAVITY,0)\n\"----\" H 0 ThrustThingZ(0,90,0,0)\n\"----\" H 0 A_Jump(256, \"Death.Torchic\")\ngoto Death.Torchic\nDeath.GutsClaw2:\n\"----\" H 0 ACS_ExecuteAlways(400,0,226)\n\"----\" H 0 A_PlaySoundEx(\"weapon/junkend\", \"SoundSlot6\")\n\"----\" H 0 A_Jump(256, \"Death.ScroogeX\")\ngoto Death.ScroogeX\nDeath.GilgameshJump:\n\"----\" H 0 ACS_ExecuteAlways(400, 0, 230)\n\"----\" H 0 A_PlaySoundEx(\"weapon/magnetmissile\", \"SoundSlot6\")\ngoto Death.Mudkip\nDeath.MudkipWooshWoosh:\nDeath.Mudkip:\nDeath.MorshuBlooper:\nDeath.BusterRodGFire:\nDeath.Torchic:\nDeath.SurfingMorshu:\nDeath.RebirthDynamo:\nDeath.WilyFire:\nDeath.MorshuFire:\nDeath.ContagiousBurningMorshu:\n\"----\" H 0 A_GiveInventory(\"DiedOfBurningMain\", 1)\n\"----\" H 0 ACS_ExecuteAlways(400, 0, 54)\ngoto Death\n\nDeath.NoKillSummonsPls:\n\"----\" H 0 ACS_ExecuteAlways(400, 0, 54)\n\"----\" H 0 SetPlayerProperty(0, 0, 4)\n\"----\" H 0 A_NoBlocking\n\"----\" H 0 A_GiveInventory(\"CutterFlag\",999)\n\"----\" H 0 A_GiveInventory(\"IsDead\",1)\n\"----\" H 0 A_Stop\n\"----\" H 0 A_GiveToTarget(\"KilledMeStock\",1)\n\"----\" H 0 A_GiveToTarget(\"KilledMe\",1)\n\"----\" H 0 A_GiveToTarget(\"FrankenLoot\",1)\n\"----\" H 0 ACS_ExecuteAlways(999,0,0)\n\"----\" H 0 A_Jump(256, \"NoKillSummonsDrain\")\ngoto NoKillSummonsDrain\nNoKillSummonsDrain:\n\"----\" H 20\n\"----\" H 0 A_Jump(256, \"NoKillSummonsDrainAgain\")\ngoto NoKillSummonsDrainAgain\nNoKillSummonsDrainAgain:\nPLAY Z 0 A_PlayerScream\n\"----\" H 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 0)\n\"----\" H 0 A_SpawnItemEx(\"JunkDebris1\",0,0,0,random(13,17),0,random(15,20),random(0,359))\n\"----\" H 0 A_SpawnItemEx(\"JunkDebris2\",0,0,0,random(13,17),0,random(15,20),random(0,359))\n\"----\" H 0 A_SpawnItemEx(\"JunkDebris3\",0,0,0,random(13,17),0,random(15,20),random(0,359))\n\"----\" H 0 A_SpawnItemEx(\"JunkDebris4\",0,0,0,random(13,17),0,random(15,20),random(0,359))\n\"----\" H 0 A_SpawnItemEx(\"JunkDebris5\",0,0,0,random(13,17),0,random(15,20),random(0,359))\n\"----\" H 0 A_SpawnItemEx(\"JunkDebris6\",0,0,0,random(13,17),0,random(15,20),random(0,359))\n\"----\" H 0 A_SpawnItemEx(\"JunkDebris7\",0,0,0,random(13,17),0,random(15,20),random(0,359))\n\"----\" H 0 A_SpawnItemEx(\"JunkDebris8\",0,0,0,random(13,17),0,random(15,20),random(0,359))\n\"----\" H 0 A_SpawnItemEx(\"JunkDebris9\",0,0,0,random(13,17),0,random(15,20),random(0,359))\nPLAY Z 52\nPLAY Z 1 A_CheckPlayerDone\nwait\nDeath.Slender:\n\"----\" H 0 ACS_ExecuteAlways(400, 0, 54)\n\"----\" H 0 A_GiveToTarget(\"KilledMe\",1)\n\"----\" H 0 A_GiveToTarget(\"KilledMeStock\",1)\n\"----\" H 0 A_GiveInventory(\"IsDead\",1)\n\"----\" H 0 A_NoBlocking\n\"----\" H 0 A_Jump(256, \"SlenderRape\")\ngoto SlenderRape\nSlenderRape:\n\"----\" HHHHHHHHH 10 A_FadeOut(0.1)\ngoto DeathEndSequence+2\nDeath.Scrooge:\nDeath.ScroogeX:\nDeath.ScroogeCane:\n\"----\" H 0 ACS_ExecuteAlways(400, 0, 54)\ngoto ScroogeContinue\nScroogeContinue:\n\"----\" H 0 A_ChangeFlag(NOGRAVITY,0)\n\"----\" H 1 ThrustThingZ(0,200,0,0)\n\"----\" H 1 A_JumpIf(momz<=0,\"ScroogeFinish\")\nGoto ScroogeContinue+1\nScroogeFinish:\n\"----\" H 0\nGoto Death.instagibSH\nDeath.Falling:\nPLAY Z 0 SetPlayerProperty(0, 0, 4)\n\"----\" H 0 A_TakeInventory(\"WeaponCharge\",999)\n\"----\" H 0 A_NoBlocking\n\"----\" H 0 A_GiveInventory(\"CutterFlag\",999)\n\"----\" H 0 A_GiveInventory(\"IsDead\",1)\n\"----\" Z 1 A_PlayerScream\n\"----\" Z 1 A_Stop\n\"----\" Z 0 A_GiveToTarget(\"KilledMeStock\",1)\n\"----\" Z 0 A_GiveToTarget(\"KilledMe\",1)\n\"----\" Z 1 ACS_ExecuteAlways(999,0,0)\n//\"----\" Z -1\nPLAY Z 1 A_CheckPlayerDone\nwait\nIce:\n\"----\" H 0\ngoto IceContinue\nIceContinue:\n\"----\" H 0 SetPlayerProperty(0, 0, 4)\n\"----\" H 0 A_GiveInventory(\"CutterFlag\",999)\n\"----\" H 0 A_GiveInventory(\"IsDead\",1)\n\"----\" H 0 A_TakeInventory(\"WeaponCharge\",999)\n\"----\" Z 0 A_GiveToTarget(\"KilledMeStock\",1)\n\"----\" Z 0 A_GiveToTarget(\"KilledMe\",1)\n\"----\" H 1 A_PlayerScream\n\"----\" H 0 ACS_ExecuteAlways(998,0,105,1)\n\"----\" H 0 A_NoBlocking\n\"----\" H 0 A_FreezeDeath\n\"----\" H 35\n\"----\" H 0 A_SpawnItemEx(\"FrozenDeathFX\", 0, 0, 16)\nPLAY Z 1 A_CheckPlayerDone\nwait\n\n// SINGLEPLAYER STUFF\nTheEnd: // Used in the original ending\n\"----\" G 4\nloop\nWalkForward:\n\"----\" BBBBBCCCCCDDDDDEEEEE 1 A_Recoil(-0.8)\nloop\nCreditWalk:\n\"----\" BCDE 8\nloop\nCreditRun:\n\"----\" BCDE 5\nloop\nDozerCarry:\n\"----\" BBBBCCCCDDDDEEEEBBBBCCCCDDDDBBBBCCCCDDDD 1 A_Recoil(-1)\n\"----\" F 10 A_Stop\n\"----\" F -1\nstop\nDozerThrow:\n\"----\" F 0 A_ChangeFlag(\"THRUACTORS\",1)\n\"----\" F 20 ThrustThingZ(0, 60, 0, 1)\n\"----\" G 20\n\"----\" A -1\nstop\nEndlessPain:\n\"----\" H -1\nstop\n}\n}\n\nactor ImOnFireTorchic\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\nStates\n{\nSpawn:\nTNT1 A 20\nTakingCounters:\nTNT1 A 0 A_TakeFromTarget(\"FireVisionCounters\", 1)\nTNT1 A 0 A_GiveToTarget(\"OnFireDamageTorchic\",1)\nTNT1 A 2\nTNT1 AAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"IsDead\", 1, \"GiveCombo\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"FireVisionCounters\", 1, \"TakingCounters\")\nTNT1 A 0 A_GiveToTarget(\"ImNotOnFireNowSH\",1)\nstop\nGiveCombo:\nTNT1 A 0 A_JumpIfInTargetInventory(\"DiedOfBurningMain\", 1, 2)\nTNT1 A 0 ACS_ExecuteAlways(400, 0, 54)\nTNT1 A 0\nstop\nGoAway:\nTNT1 A 0\nstop\n}\n}\n\nactor ImOnFireMorshu : ImOnFireTorchic\n{\nStates\n{\nSpawn:\nTNT1 A 20\nTakingCounters:\nTNT1 A 0 A_TakeFromTarget(\"FireVisionCounters\", 1)\nTNT1 A 0 A_GiveToTarget(\"OnFireDamageMorshu\",1)\nTNT1 A 2\nTNT1 AAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"IsDead\", 1, \"GiveCombo\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"FireVisionCounters\", 1, \"TakingCounters\")\nTNT1 A 0 A_GiveToTarget(\"ImNotOnFireNowSH\",1)\nstop\nGiveCombo:\nTNT1 A 0 A_JumpIfInTargetInventory(\"DiedOfBurningMain\", 1, 2)\nTNT1 A 0 ACS_ExecuteAlways(400, 0, 54)\nTNT1 A 0\nstop\n}\n}\n\nactor OnFireDamageTorchic : OnFireDamage\n{\nStates\n{\nPickup:\nTNT1 A 0 DamageThing(2)\nstop\n}\n}\n\nactor OnFireDamageMorshu : OnFireDamage\n{\nStates\n{\nPickup:\nTNT1 A 0 DamageThing(1)\nstop\n}\n}\n\nactor ImNotOnFireNowSH : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 SetPlayerProperty(0,0,4)\nTNT1 A 0 A_TakeInventory(\"FireVision\",1)\nTNT1 A 0 A_TakeInventory(\"FireVisionAppeased\",1)\nTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\",1)\nstop\n}\n}\n\nactor MudkipDrowning : Inventory\n{\ninventory.amount 1\ninventory.maxamount 100\n}\n\nactor DioFlashTimeHUDAssist\n{\nPROJECTILE\n+DONTBLAST\n+NOINTERACTION\nstates\n{\nSpawn:\nTNT1 A 40\nTNT1 A 0 A_TakeFromTarget(\"DioFlashTimeHUD\", 999)\nTNT1 A 0 A_GiveToTarget(\"TotallyFrozenOFFItem\", 1)\nstop\n}\n}\n\nactor MedicControlSummonNORMAL : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"MedicControlNORMAL\")\nstop\n}\n}\n\nactor MedicControlNORMAL\n{\nPROJECTILE\n+NOINTERACTION\n+DONTBLAST\nstates\n{\nSpawn:\nTNT1 A 0\nCheckingHealth:\nTNT1 A 1 A_GiveToTarget(\"MedicHealthNormal\", 1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"IsDead\", 1, \"Death\")\nloop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor MedicHealthNormal : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_JumpIfHealthLower(100, \"MedicPossible\")\nTNT1 A 0 A_GiveInventory(\"MedicHealthMaximiser\")\nstop\nMedicPossible:\nTNT1 A 0 A_TakeInventory(\"MedicHealthMaximiser\", 999)\nstop\n}\n}\n\nactor MedicHealthMaximiser : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor BogusDamageControl : PowerProtection\n{\nPowerup.Duration 14\ndamagefactor \"Normal\", 0.0\n}\n\nactor GilgameshJump1HIT : BogusDamageControl\n{\ndamagefactor \"GilgameshJump\", 0.0\n}\n\nactor BogusFatality : PowerSpeed\n{\npowerup.duration -20\npowerup.color 255 31 31, 0.45\nSpeed 1.0\n}\n\nactor FireVisionAppeased : FireVision\n{\nPowerup.Duration 1200\nSpeed 1.0\nPowerup.Color Red, 0.3\n}\n\nactor SurfingMorshuFixMove\n{\nPROJECTILE\n+NOINTERACTION\nstates\n{\nSpawn:\nTNT1 A 30\nTNT1 A 0 A_GiveToTarget(\"TotallyFrozenOFFItem\", 1)\nstop\n}\n}\n\nactor ShockFXRebirth : ShockFX\n{\nstates\n{\nSpawn:\nSPAS FGFGFGFGFGFGFG 2\nSPAS FGFGFGFGFGFGFG 2\nSPAS FGFGFGFGFGFGFG 2\nstop\n}\n}\n\nactor RebirthDynamoControl\n{\nPROJECTILE\n+NOINTERACTION\nreactiontime 105\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"RaThorRebirthThunder\", 1)\nTNT1 A 1 A_GiveToTarget(\"PartiallyFrozenONItem\", 1)\nTNT1 A 0 A_CountDown\nloop\nDeath:\nTNT1 A 0 A_GiveToTarget(\"PartiallyFrozenOFFItem\", 1)\nTNT1 A 0 A_TakeFromTarget(\"RaThorRebirthThunder\", 999)\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Classes/MegamanS.txt",
        "contents": "actor MegamanS : SaxtonHaleSurvivor replaces Megaman\n{\nplayer.soundclass \"CopyWep\"\nplayer.displayname \"Megaman\" // CopyWep\nplayer.damagescreencolor \"cyan\"\n//player.startitem \"MedicControlSummonNORMAL\"\nplayer.startitem \"MegaBuster\"\nplayer.startitem \"BusterAmmo\", 3\nplayer.startitem \"SaxtonHaleOfficialWeaponsPack\"\n-NOSKIN\nStates\n{\nSpawn:\nPLY1 A 0\nPLY1 B 1\nPLY1 A 1 A_JumpIfInventory(\"InvisibleSection\", 1, \"NinjaTelefragger\")\nGoto Spawn+2\nSee:\nPLY1 BCDE 5\nGoto Spawn\nMissile:\nPLY1 F 5\nPLY1 G 4\ngoto Spawn\nNinjaTelefragger:\nPLY1 X 2 A_SetTranslucent(0.01)\nPLY1 X 1 A_JumpIfInventory(\"InvisibleSection\", 1, \"NinjaTelefragger\")\nPLY1 X 1 A_SetTranslucent(1.00)\ngoto Spawn\nPainElbowSpawn:\nPLY1 H 0 A_SetTranslucent(1.0)\ngoto Spawn\nSurvivorPain:\nPLY1 HHHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\ngoto Spawn\nSurvivorDeathGFX:\nPLY1 H 20\nPLY1 H 0 A_Jump(256, \"SurvivorDeathEnd\")\ngoto SurvivorDeathEnd\nSMMClotheslineDeath:\nPLY1 H 35 A_GiveInventory(\"BogusFatality\", 1)\ngoto SMMClotheslineDeath2\nPainElbowContinue:\nPLY1 H 2\ngoto PainElbowCheck\n\nCrunchFinish:\nPLY1 H 35 A_GiveInventory(\"BogusFatality\", 1)\nPLY1 H 0 A_ChangeFlag(\"NOGRAVITY\", 0)\nPLY1 H 0 A_TakeInventory(\"BogusFatality\", 999)\nPLY1 H 0 ThrustThingZ(0, 170, 0, 0)\nPLY1 H 20 A_Recoil(7)\ngoto DeathEndSequence\n\nGoukiContinueComboStop:\nPLY1 HHHHHHHH 1 A_Stop\ngoto Pain\n\nPain.DioFlashTime:\nPLY1 A 0 SetPlayerProperty(0,1,4)\nPLY1 A 0 A_GiveInventory(\"DioFlashTimeHUD\", 1)\nPLY1 A 0 HealThing(2)\nPLY1 A 0 A_SpawnItem(\"DioFlashTimeHUDAssist\")\nPLY1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop // 40 tics\nPLY1 AAAAAAAAAAAAAAAAAAA 0 SetPlayerProperty(0,0,4)\nPLY1 A 1 SetPlayerProperty(0,0,4)\nGoto Spawn\n\nPain.ShunGokuSatsu:\nPLY1 H 3 ACS_ExecuteAlways(401, 0, 18)\nPLY1 H 14 A_PlaySoundEx(\"TomahawkTalbain/TotemSamaDestroyed\", \"Body\")\nPLY1 H 0 //A_StopSound(CHAN_BODY)\nPLY1 H 30 A_TakeInventory(\"GoukiGoHadokenZone\", 999)\ngoto Pain\nGoHadokenStop:\nPLY1 HHHHHHHHH 1 A_Stop\ngoto GoHadokenEnd\nShunGokuSatsuFrame:\nPLY1 H 20\ngoto ShunGokuSatsuEnd\n\nInstantDeathState:\nPLY1 Z 1 SetPlayerProperty(0,0,4)\nPLY1 Z 0 A_Jump(256, \"InstantDeathFinish\")\ngoto InstantDeathFinish\n\nElbowPuffPuff:\nPLY1 H 35 A_GiveInventory(\"BogusFatality\", 1)\nPLY1 H 0 A_ChangeFlag(\"NOGRAVITY\", 0)\nPLY1 H 0 A_TakeInventory(\"BogusFatality\", 999)\nPLY1 H 8 A_Recoil(20)\ngoto DeathEndSequence\nIce:\nPLY1 H 0\ngoto IceContinue\nNoKillSummonsDrain:\nPLY1 H 20\nPLY1 H 0 A_Jump(256, \"NoKillSummonsDrainAgain\")\ngoto NoKillSummonsDrainAgain\nSlenderRape:\nPLY1 HHHHHHHHH 10 A_FadeOut (0.1)\ngoto DeathEndSequence+2\nDeath.Scrooge:\nDeath.ScroogeX:\nDeath.ScroogeCane:\nPLY1 H 0 A_ChangeFlag(NOGRAVITY,0)\nPLY1 H 1 ThrustThingZ(0,200,0,0)\nPLY1 H 1 A_JumpIf(momz<=0,\"ScroogeFinish\")\nGoto Death.Scrooge+1\nScroogeFinish:\nPLY1 H 0\nPLY1 H 0 A_Jump(256, \"Death.InstagibSH\")\nGoto Death.InstagibSH\n\nTheEnd:\nPLY1 G 4\nloop\nWalkForward:\nPLY1 BBBBBCCCCCDDDDDEEEEE 1 A_Recoil(-0.8)\nloop\nCreditWalk:\nPLY1 BCDE 8\nloop\nCreditRun:\nPLY1 BCDE 5\nloop\nDozerCarry:\nPLY1 BBBBCCCCDDDDEEEEBBBBCCCCDDDDBBBBCCCCDDDD 1 A_Recoil(-1)\nPLY1 F 10 A_Stop\nPLY1 F -1\nstop\nDozerThrow:\nPLY1 F 0 A_ChangeFlag(\"THRUACTORS\",1)\nPLY1 F 20 ThrustThingZ(0, 60, 0, 1)\nPLY1 G 20\nPLY1 A -1\nstop\nEndlessPain:\nPLY1 H -1\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Classes/ProtomanS.txt",
        "contents": "actor ProtomanS : SaxtonHaleSurvivor\n{\nplayer.displayname \"Protoman\" // Sweeper\nplayer.soundclass \"Sweeper\"\nplayer.damagescreencolor \"red\"\n//player.startitem \"MedicControlSummonSWEEPER\"\nplayer.startitem \"ProtoBusterSpecial\"\nplayer.startitem \"ProtoAttackBuff\"\n//player.startitem \"ProtoDefenseNerf\"\nplayer.startitem \"BusterAmmo\", 3\nplayer.startitem \"SaxtonHaleOfficialWeaponsPack\"\n//damagefactor \"Normal\", 1.43 // ~700 HP\nplayer.maxhealth 70\nhealth 70\nStates\n{\n\nSpawn:\nPLAY A 0\nPROM B 1\nPROM A 1 A_JumpIfInventory(\"InvisibleSection\", 1, \"NinjaTelefragger\")\nGoto Spawn+2\nSee:\nPROM BCDE 5\nGoto Spawn\nMissile:\nPROM F 5\nPROM G 4\ngoto Spawn\nNinjaTelefragger:\nPLAY X 2 A_SetTranslucent(0.01)\nPLAY X 1 A_JumpIfInventory(\"InvisibleSection\", 1, \"NinjaTelefragger\")\nPLAY X 1 A_SetTranslucent(1.00)\ngoto Spawn\nPainElbowSpawn:\nPROM H 0 A_SetTranslucent(1.0)\ngoto Spawn\nSurvivorPain:\nPROM HHHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\ngoto Spawn\nSurvivorDeathGFX:\nPROM H 20\nPROM H 0 A_Jump(256, \"SurvivorDeathEnd\")\ngoto SurvivorDeathEnd\nSMMClotheslineDeath:\nPROM H 35 A_GiveInventory(\"BogusFatality\", 1)\ngoto SMMClotheslineDeath2\nPainElbowContinue:\nPROM H 2\ngoto PainElbowCheck\n\nInstantDeathState:\nPROM Z 1 SetPlayerProperty(0,0,4)\nPROM Z 0 A_Jump(256, \"InstantDeathFinish\")\ngoto InstantDeathFinish\nCrunchFinish:\nPROM H 35 A_GiveInventory(\"BogusFatality\", 1)\n\"----\" H 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\"----\" H 0 A_TakeInventory(\"BogusFatality\", 999)\n\"----\" H 0 ThrustThingZ(0, 170, 0, 0)\nPROM H 20 A_Recoil(7)\ngoto DeathEndSequence\n\nGoukiContinueComboStop:\nPROM HHHHHHHH 1 A_Stop\ngoto Pain\nPain.DioFlashTime:\nPROM A 0 SetPlayerProperty(0,1,4)\nPROM A 0 A_GiveInventory(\"DioFlashTimeHUD\", 1)\nPROM A 0 HealThing(2)\nPROM A 0 A_SpawnItem(\"DioFlashTimeHUDAssist\")\nPROM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop // 40 tics\nPROM AAAAAAAAAAAAAAAAAAA 0 SetPlayerProperty(0,0,4)\nPROM A 1 SetPlayerProperty(0,0,4)\nGoto Spawn\n\nPain.ShunGokuSatsu:\nPROM H 3 ACS_ExecuteAlways(401, 0, 18)\nPROM H 14 A_PlaySoundEx(\"TomahawkTalbain/TotemSamaDestroyed\", \"Body\")\nPROM H 0 //A_StopSound(CHAN_BODY)\nPROM H 30 A_TakeInventory(\"GoukiGoHadokenZone\", 999)\ngoto Pain\nGoHadokenStop:\nPROM HHHHHHHHH 1 A_Stop\ngoto GoHadokenEnd\nShunGokuSatsuFrame:\nPROM H 20\ngoto ShunGokuSatsuEnd\nElbowPuffPuff:\nPROM H 35 A_GiveInventory(\"BogusFatality\", 1)\n\"----\" H 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\"----\" H 0 A_TakeInventory(\"BogusFatality\", 999)\nPROM H 8 A_Recoil(20)\ngoto DeathEndSequence\nIce:\nPROM H 0\ngoto IceContinue\nNoKillSummonsDrain:\nPROM H 20\n\"----\" H 0 A_Jump(256, \"NoKillSummonsDrainAgain\")\ngoto NoKillSummonsDrainAgain\nSlenderRape:\nPROM HHHHHHHHH 10 A_FadeOut (0.1)\ngoto DeathEndSequence+2\nDeath.Scrooge:\nDeath.ScroogeX:\nDeath.ScroogeCane:\n\"----\" H 0 A_ChangeFlag(NOGRAVITY,0)\nPROM H 1 ThrustThingZ(0,200,0,0)\nPROM H 1 A_JumpIf(momz<=0,\"ScroogeFinish\")\nGoto Death.Scrooge+1\nScroogeFinish:\n\"----\" H 0\n\"----\" H 0 A_Jump(256, \"Death.InstagibSH\")\nGoto Death.InstagibSH\n\nTheEnd:\nPROM P 4\nloop\nWalkForward:\nPROM BBBBBCCCCCDDDDDEEEEE 1 A_Recoil(-0.8)\nloop\nCreditWalk:\nPROM BCDE 8\nloop\nCreditRun:\nPROM PPPP 5\nloop\nDozerCarry:\nPROM BBBBCCCCDDDDEEEEBBBBCCCCDDDDBBBBCCCCDDDD 1 A_Recoil(-1)\nPROM F 10 A_Stop\nPROM F -1\nstop\nDozerThrow:\nPROM F 0 A_ChangeFlag(\"THRUACTORS\",1)\nPROM F 20 ThrustThingZ(0, 60, 0, 1)\nPROM G 20\nPROM A -1\nstop\nEndlessPain:\nPROM H -1\nstop\n}\n}\n\nactor ProtoAttackBuff : PowerDamage\n{\ndamagefactor \"Normal\", 1.20 // 1.25\nPowerup.Duration 0x7FFFFFFF\n}\n\nactor ProtoDefenseNerf : PowerProtection\n{\ndamagefactor \"Normal\", 1.538\nPowerup.Duration 0x7FFFFFFF\n}\n\nactor ProtoBusterSpecial : ProtoBuster\n{\nStates\n{\nReady:\nPROC D 0 ACS_ExecuteAlways(998,0,36)\nPROC D 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nPROC D 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nPROC D 1 A_Raise\nLoop\nFire:\nPROC D 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nPROC D 0 A_FireCustomMissile(\"ProtoShotSpecial\",0,0,8,0)\nPROC DE 3 A_TakeInventory(\"WeaponCharge\",999)\nPROC F 3\nPROC D 3 A_Refire\ngoto Ready+1\nFire2:\nPROC D 0 A_TakeInventory(\"WeaponCharge\",999)\nPROC F 0 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nPROC F 3 A_FireCustomMissile(\"ProtoShot2Special\",0,0,8,0)\nPROC EFD 3\nPROC D 0 A_Refire\ngoto Ready+1\nFire3:\nPROC D 0 A_TakeInventory(\"WeaponCharge\",999)\nPROC D 0 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nPROC F 6 A_FireCustomMissile(\"ProtoShot3Special\",0,0,8,0)\nPROC ED 3\nPROC D 9\nPROC D 0 A_Refire\ngoto Ready+1\nHold:\nPROC D 0 A_JumpIfInventory(\"WeaponCharge\",32,\"Charge2\")\nPROC D 0 A_JumpIfInventory(\"WeaponCharge\",18,\"Charge\")\nPROC D 1 A_GiveInventory(\"WeaponCharge\",1)\nPROC D 0 A_Refire\nGoto Ready+1\nCharge:\nPROC D 0 A_JumpIfInventory(\"WeaponCharge\",32,\"Charge2\")\nPROC D 0 A_JumpIfInventory(\"WeaponCharge\",19,\"Charge1\")\nPROC D 0 A_PlaySoundEx(\"weapon/pcharge\",\"Weapon\")\nPROC DD 1\nGoto Charge1\nCharge1:\nPROC J 0 A_JumpIfInventory(\"WeaponCharge\",32,\"Charge2\")\nPROC D 1 ACS_ExecuteAlways(991,0,63)\nPROC Z 3 ACS_ExecuteAlways(991,0,36)\nPROC H 0 A_GiveInventory(\"WeaponCharge\",2)\nPROC H 0 A_Refire\nGoto Fire2\nCharge2:\nPROC Z 1 ACS_ExecuteAlways(991,0,64)\nPROC Y 1 ACS_ExecuteAlways(991,0,36)\nPROC J 0 A_JumpIfInventory(\"IsBot\", 1, \"BotFire\")\nPROC H 0 A_Refire\nGoto Fire3\nFlash:\nTNT1 A 1\nstop\n}\n}\n\nactor ProtoShotSpecial : ProtoShot\n{\ndamage (15)\n}\n\nactor ProtoShot2Special : ProtoShot2\n{\ndamage (20) //20\n}\n\nactor ProtoShot3Special : ProtoShot3\n{\ndamage (40)\n}\n\nactor MedicControlSummonSWEEPER : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"MedicControlSWEEPER\")\nstop\n}\n}\n\nactor MedicControlSWEEPER : MedicControlNORMAL\n{\nstates\n{\nSpawn:\nTNT1 A 0\nCheckingHealth:\nTNT1 A 1 A_GiveToTarget(\"MedicHealthSweeper\", 1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"IsDead\", 1, \"Death\")\nloop\n}\n}\n\nactor MedicHealthSweeper : MedicHealthNormal\n{\nstates\n{\nPickup:\nTNT1 A 0 A_JumpIfHealthLower(70, \"MedicPossible\")\nTNT1 A 0 A_GiveInventory(\"MedicHealthMaximiser\")\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Classes/BassS.txt",
        "contents": "actor BassS : SaxtonHaleSurvivor\n{\nplayer.displayname \"Bass\" // Speedster\nplayer.soundclass \"Speedster\"\nplayer.damagescreencolor \"white\"\nplayer.forwardmove 0.76, 0.76 // 0.8 ; 1.01\nplayer.sidemove 0.74, 0.74 // 0.78 ; 0.99\n//player.startitem \"MedicControlSummonNORMAL\"\nplayer.startitem \"BassBusterSpecial\"\nplayer.startitem \"BassAttackNerf\"\nplayer.startitem \"BusterAmmo\", 3\nplayer.startitem \"SaxtonHaleOfficialWeaponsPack\"\nStates\n{\n\nSpawn:\nPLAY A 0\nBASS B 1\nBASS A 1 A_JumpIfInventory(\"InvisibleSection\", 1, \"NinjaTelefragger\")\nGoto Spawn+2\nSee:\nBASS BCDE 5\nGoto Spawn\nMissile:\nBASS F 5\nBASS G 4\ngoto Spawn\nNinjaTelefragger:\nPLAY X 2 A_SetTranslucent(0.01)\nPLAY X 1 A_JumpIfInventory(\"InvisibleSection\", 1, \"NinjaTelefragger\")\nPLAY X 1 A_SetTranslucent(1.00)\ngoto Spawn\nSurvivorPain:\nBASS HHHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\ngoto Spawn\nPainElbowSpawn:\nBASS H 0 A_SetTranslucent(1.0)\ngoto Spawn\nSurvivorDeathGFX:\nBASS H 20\nBASS H 0 A_Jump(256, \"SurvivorDeathEnd\")\ngoto SurvivorDeathEnd\n\nInstantDeathState:\nBASS Z 1 SetPlayerProperty(0,0,4)\nBASS Z 0 A_Jump(256, \"InstantDeathFinish\")\ngoto InstantDeathFinish\nSMMClotheslineDeath:\nBASS H 35 A_GiveInventory(\"BogusFatality\", 1)\ngoto SMMClotheslineDeath2\nPainElbowContinue:\nBASS H 2\ngoto PainElbowCheck\nCrunchFinish:\nBASS H 35 A_GiveInventory(\"BogusFatality\", 1)\n\"----\" H 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\"----\" H 0 A_TakeInventory(\"BogusFatality\", 999)\n\"----\" H 0 ThrustThingZ(0, 170, 0, 0)\nBASS H 20 A_Recoil(7)\ngoto DeathEndSequence\n\nGoukiContinueComboStop:\nBASS HHHHHHHH 1 A_Stop\ngoto Pain\n\nPain.DioFlashTime:\nBASS A 0 SetPlayerProperty(0,1,4)\nBASS A 0 A_GiveInventory(\"DioFlashTimeHUD\", 1)\nBASS A 0 HealThing(2)\nBASS A 0 A_SpawnItem(\"DioFlashTimeHUDAssist\")\nBASS AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop // 40 tics\nBASS AAAAAAAAAAAAAAAAAAA 0 SetPlayerProperty(0,0,4)\nBASS A 1 SetPlayerProperty(0,0,4)\nGoto Spawn\nPain.ShunGokuSatsu:\nBASS H 3 ACS_ExecuteAlways(401, 0, 18)\nBASS H 14 A_PlaySoundEx(\"TomahawkTalbain/TotemSamaDestroyed\", \"Body\")\nBASS H 0 //A_StopSound(CHAN_BODY)\nBASS H 30 A_TakeInventory(\"GoukiGoHadokenZone\", 999)\ngoto Pain\nGoHadokenStop:\nBASS HHHHHHHHH 1 A_Stop\ngoto GoHadokenEnd\nShunGokuSatsuFrame:\nBASS H 20\ngoto ShunGokuSatsuEnd\nElbowPuffPuff:\nBASS H 35 A_GiveInventory(\"BogusFatality\", 1)\n\"----\" H 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\"----\" H 0 A_TakeInventory(\"BogusFatality\", 999)\nBASS H 8 A_Recoil(20)\ngoto DeathEndSequence\nIce:\nBASS H 0\ngoto IceContinue\nNoKillSummonsDrain:\nBASS H 20\n\"----\" H 0 A_Jump(256, \"NoKillSummonsDrainAgain\")\ngoto NoKillSummonsDrainAgain\nSlenderRape:\nBASS HHHHHHHHH 10 A_FadeOut (0.1)\ngoto DeathEndSequence+2\nDeath.Scrooge:\nDeath.ScroogeX:\nDeath.ScroogeCane:\n\"----\" H 0 A_ChangeFlag(NOGRAVITY,0)\nBASS H 1 ThrustThingZ(0,200,0,0)\nBASS H 1 A_JumpIf(momz<=0,\"ScroogeFinish\")\nGoto Death.Scrooge+1\nScroogeFinish:\n\"----\" H 0\n\"----\" H 0 A_Jump(256, \"Death.InstagibSH\")\nGoto Death.InstagibSH\n\nTheEnd:\nBSB0 M 4\nloop\nWalkForward:\nBASS BBBBBCCCCCDDDDDEEEEE 1 A_Recoil(-0.8)\nloop\nCreditWalk:\nBASS BCDE 8\nloop\nCreditRun:\nBSB1 AAAA 5\nloop\nDozerCarry:\nBASS BBBBCCCCDDDDEEEEBBBBCCCCDDDDBBBBCCCCDDDD 1 A_Recoil(-1)\nBASS F 10 A_Stop\nBASS F -1\nstop\nDozerThrow:\nBASS F 0 A_ChangeFlag(\"THRUACTORS\",1)\nBASS F 20 ThrustThingZ(0, 60, 0, 1)\nBASS G 20\nBASS A -1\nstop\nEndlessPain:\nBASS H -1\nstop\n}\n}\n\nactor BassAttackNerf : PowerDamage\n{\ndamagefactor \"Normal\", 0.65 // 0.65 ; 0.75\n//damagefactor \"Bass2\", 1.00\n//damagefactor \"BassBuster\", 1.00\nPowerup.Duration 0x7FFFFFFF\n}\n\nactor BassBusterSpecial : BassBuster\n{\nstates\n{\nFire:\nBASB B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBASB B 0 A_FireCustomMissile(\"BassShotSpecial\",random(-3,3),0,8,0)\nBASB CCCDBB 1\n/*BASB C 2\nBASB CDB 1*/\ngoto Ready2+1\n}\n}\n\nactor BassShotSpecial : BassShot\n{\n//Speed 40\n//speed 74\ndamage (5)\ndamagetype \"Bass2\"\n}"
      },
      {
        "source": "pk3",
        "name": "Classes/DuoS.txt",
        "contents": "actor DuoS : SaxtonHaleSurvivor\n{\nplayer.displayname \"Duo\" // Tank\nplayer.soundclass \"Tank\"\nplayer.damagescreencolor \"blue\"\nplayer.forwardmove 0.65, 0.65 // 0.8 ; 0.61\nplayer.sidemove 0.63, 0.63 // 0.78 ; 0.59\nplayer.startitem \"ImHeavyWeaponsGuy\"\ndamagefactor \"HyperStormHJump\", 1.0\n//player.startitem \"MedicControlSummonTANK\"\nplayer.startitem \"DuoFistSpecial\"\nplayer.startitem \"BusterAmmo\", 3\n//player.startitem \"DuoDefenseBuff\"\nplayer.startitem \"SaxtonHaleOfficialWeaponsPack\"\nplayer.startitem \"ATrueTankNeverDies...OnlyHisBodyDeceases\"\n//damagefactor \"Normal\", 0.625 // 1600 HP\nplayer.maxhealth 160\nhealth 160\nStates\n{\n\nSpawn:\nPLAY A 0\nDUOR B 1\nDUOR A 1 A_JumpIfInventory(\"InvisibleSection\", 1, \"NinjaTelefragger\")\nGoto Spawn+2\nSee:\nDUOR BCDE 5\nGoto Spawn\nMissile:\nDUOR F 5\nDUOR G 4\ngoto Spawn\nPainElbowSpawn:\nDUOR H 0 A_SetTranslucent(1.0)\ngoto Spawn\nNinjaTelefragger:\nPLAY X 2 A_SetTranslucent(0.01)\nPLAY X 1 A_JumpIfInventory(\"InvisibleSection\", 1, \"NinjaTelefragger\")\nPLAY X 1 A_SetTranslucent(1.00)\ngoto Spawn\nSurvivorPain:\nDUOR HHHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\ngoto Spawn\nSurvivorDeathGFX:\nDUOR H 20\nDUOR H 0 A_Jump(256, \"SurvivorDeathEnd\")\ngoto SurvivorDeathEnd\n\nInstantDeathState:\nDUOR Z 1 SetPlayerProperty(0,0,4)\nDUOR Z 0 A_Jump(256, \"InstantDeathFinish\")\ngoto InstantDeathFinish\nSMMClotheslineDeath:\nDUOR H 35 A_GiveInventory(\"BogusFatality\", 1)\ngoto SMMClotheslineDeath2\nPainElbowContinue:\nDUOR H 2\ngoto PainElbowCheck\nCrunchFinish:\nDUOR H 35 A_GiveInventory(\"BogusFatality\", 1)\n\"----\" H 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\"----\" H 0 A_TakeInventory(\"BogusFatality\", 999)\n\"----\" H 0 ThrustThingZ(0, 170, 0, 0)\nDUOR H 20 A_Recoil(7)\ngoto DeathEndSequence\n\nGoukiContinueComboStop:\nDUOR HHHHHHHH 1 A_Stop\ngoto Pain\n\nPain.DioFlashTime:\nDUOR A 0 SetPlayerProperty(0,1,4)\nDUOR A 0 A_GiveInventory(\"DioFlashTimeHUD\", 1)\nDUOR A 0 HealThing(2)\nDUOR A 0 A_SpawnItem(\"DioFlashTimeHUDAssist\")\nDUOR AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop // 40 tics\nDUOR AAAAAAAAAAAAAAAAAAA 0 SetPlayerProperty(0,0,4)\nDUOR A 1 SetPlayerProperty(0,0,4)\nGoto Spawn\nPain.ShunGokuSatsu:\nDUOR H 3 ACS_ExecuteAlways(401, 0, 18)\nDUOR H 14 A_PlaySoundEx(\"TomahawkTalbain/TotemSamaDestroyed\", \"Body\")\nDUOR H 0 //A_StopSound(CHAN_BODY)\nDUOR H 30 A_TakeInventory(\"GoukiGoHadokenZone\", 999)\ngoto Pain\nGoHadokenStop:\nDUOR HHHHHHHHH 1 A_Stop\ngoto GoHadokenEnd\nShunGokuSatsuFrame:\nDUOR H 20\ngoto ShunGokuSatsuEnd\nElbowPuffPuff:\nDUOR H 35 A_GiveInventory(\"BogusFatality\", 1)\n\"----\" H 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\"----\" H 0 A_TakeInventory(\"BogusFatality\", 999)\nDUOR H 8 A_Recoil(20)\ngoto DeathEndSequence\nIce:\nDUOR H 0\ngoto IceContinue\nNoKillSummonsDrain:\nDUOR H 20\n\"----\" H 0 A_Jump(256, \"NoKillSummonsDrainAgain\")\ngoto NoKillSummonsDrainAgain\nSlenderRape:\nDUOR HHHHHHHHH 10 A_FadeOut (0.1)\ngoto DeathEndSequence+2\nDeath.Scrooge:\nDeath.ScroogeX:\nDeath.ScroogeCane:\n\"----\" H 0 A_ChangeFlag(NOGRAVITY,0)\nDUOR H 1 ThrustThingZ(0,200,0,0)\nDUOR H 1 A_JumpIf(momz<=0,\"ScroogeFinish\")\nGoto Death.Scrooge+1\nScroogeFinish:\n\"----\" H 0\n\"----\" H 0 A_Jump(256, \"Death.InstagibSH\")\nGoto Death.InstagibSH\n\nTheEnd:\nDUOR I 4\nloop\nWalkForward:\nDUOR BBBBBCCCCCDDDDDEEEEE 1 A_Recoil(-0.8)\nloop\nCreditWalk:\nDUOR BCDE 8\nloop\nCreditRun:\nDUOR BCDE 5\nloop\nDozerCarry:\nDUOR BBBBCCCCDDDDEEEEBBBBCCCCDDDDBBBBCCCCDDDD 1 A_Recoil(-1)\nDUOR F 10 A_Stop\nDUOR F -1\nstop\nDozerThrow:\nDUOR F 0 A_ChangeFlag(\"THRUACTORS\",1)\nDUOR F 20 ThrustThingZ(0, 60, 0, 1)\nDUOR G 20\nDUOR A -1\nstop\nEndlessPain:\nDUOR H -1\nstop\n}\n}\n\nactor DuoDefenseBuff : PowerProtection\n{\ndamagefactor \"Normal\", 0.5\nPowerup.Duration 0x7FFFFFFF\n}\n\nactor DuoFistSpecial : DuoFist\n{\nStates\n{\nFire:\nDUOF C 0 A_JumpIfNoAmmo(\"Hold\")\nDUOF C 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nDUOF C 0 A_FireCustomMissile(\"DuoPunch\",0,0,8,0)\nDUOF C 0 A_TakeInventory(\"WeaponCharge\",999)\nDUOF G 1 A_TakeInventory(\"FistFlag\",1)\nGoto FistWait\nFistWait:\nDUOF G 1\nDUOF G 0 A_GiveInventory(\"AdapterWaitCount\",1)\nDUOF G 0 A_JumpIfInventory(\"AdapterWaitCount\",20,\"FistFinish\")\nDUOF G 0 A_JumpIfInventory(\"FistFlag\",1,\"FistFinish\")\nloop\nFistFinish:\nDUOF G 0 A_PlayWeaponSound(\"weapon/adapterreturn\")\nDUOF G 0 A_TakeInventory(\"FistFlag\",1)\nDUOF G 0 A_JumpIfInventory(\"AdapterWaitCount\", 8, 2) //Adds a slight delay if fired at very close range\nDUOF D 4\nDUOF G 0 A_TakeInventory(\"AdapterWaitCount\",999)\nDUOF DC 4\nDUOF B 0 A_Refire\nGoto Ready2+2\nFire2:\nDUOF B 0 A_TakeInventory(\"WeaponCharge\",999)\nDUOF CD 1\nDUOF B 0 A_PlaySoundEx(\"weapon/minchrgshot\",\"Weapon\")\nDUOF B 0 A_FireCustomMissile(\"MidFist\",0,0,8,0)\nDUOF G 20\nDUOF DC 4\nDUOF B 0 A_Refire\ngoto Ready2+2\nFire3:\nDUOF B 0 A_TakeInventory(\"WeaponCharge\",999)\nDUOF B 0\nDUOF B 0 ACS_ExecuteAlways(991,0,101)\nDUOF B 0 A_PlaySoundEx(\"weapon/cfire\",\"Weapon\")\nDUOF B 0 A_FireCustomMissile(\"GigaFist\",0,0,8,0)\nDUOF EF 1\nDUOF G 22\nDUOF DC 4\nDUOF B 0 A_Refire\ngoto Ready2+2\nHold:\nDUOF B 0 A_JumpIfInventory(\"WeaponCharge\",68,\"Charge2\")\nDUOF B 0 A_JumpIfInventory(\"WeaponCharge\",48,\"Charge\")\nDUOF B 1 A_GiveInventory(\"WeaponCharge\",1)\nDUOF B 0 A_Refire\nGoto Ready2+2\nCharge:\nDUOF B 0 A_JumpIfInventory(\"WeaponCharge\",68,\"Charge2\")\nDUOF B 0 A_JumpIfInventory(\"WeaponCharge\",49,\"Charge1\")\nDUOF B 0 A_PlaySoundEx(\"weapon/coilstart\",\"Weapon\")\nGoto Charge1\nCharge1:\nDUOF B 0 A_JumpIfInventory(\"WeaponCharge\",67,\"Charge2sub2\")\nDUOF B 0 A_JumpIfInventory(\"WeaponCharge\",66,\"Charge2sub\")\nDUOF H 1 ACS_ExecuteAlways(991,0,102)\nDUOF B 1 ACS_ExecuteAlways(991,0,101)\nDUOF B 0 A_GiveInventory(\"WeaponCharge\",1)\nDUOF H 0 A_Refire\nGoto Fire2\nCharge2sub:\nTNT1 H 0 A_PlaySoundEx(\"weapon/coilcharge\", \"Weapon\")\nDUOF H 1 ACS_ExecuteAlways(991,0,102)\nDUOF B 1 ACS_ExecuteAlways(991,0,101)\nDUOF B 0 A_GiveInventory(\"WeaponCharge\",1)\nDUOF H 0 A_Refire\nGoto Fire2\nCharge2sub2:\nDUOF B 0 A_JumpIfInventory(\"WeaponCharge\",68,\"Charge2\")\nDUOF H 1 ACS_ExecuteAlways(991,0,102)\nDUOF B 1 ACS_ExecuteAlways(991,0,101)\nDUOF B 0 A_GiveInventory(\"WeaponCharge\",1)\nDUOF H 0 A_Refire\nGoto Fire2\nCharge2:\nDUOF K 1 ACS_ExecuteAlways(991,0,103)\nDUOF I 1 ACS_ExecuteAlways(991,0,104)\nDUOF J 1 ACS_ExecuteAlways(991,0,101)\nDUOF J 0 A_JumpIfInventory(\"WeaponCharge\", 69, 3)\nDUOF J 0 A_GiveInventory(\"WeaponCharge\",1)\nDUOF J 0 A_GunFlash\nDUOF J 0 A_JumpIfInventory(\"IsBot\", 1, \"BotFire\")\nDUOF H 0 A_Refire\nGoto Fire3\n}\n}\n\nactor TanksNeverDie : PowerProtection\n{\n\tPowerup.Duration -5//87 // == 2.5s\n\tdamagefactor \"Normal\", 0.0\n\tPowerup.Color InverseMap\n}\n\n/*actor DuoPunchSpecial : DuoPunch\n{\ndamage (20)\n}\n\nactor MidFistSpecial : MidFist\n{\ndamage (30)\n}\n\nactor GigaFistSpecial : GigaFist\n{\ndamage (60)\n}*/\n\nactor ImHeavyWeaponsGuy : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor MedicControlSummonTANK : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"MedicControlTANK\")\nstop\n}\n}\n\nactor MedicControlTANK : MedicControlNORMAL\n{\nstates\n{\nSpawn:\nTNT1 A 0\nCheckingHealth:\nTNT1 A 1 A_GiveToTarget(\"MedicHealthTank\", 1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"IsDead\", 1, \"Death\")\nloop\n}\n}\n\nactor MedicHealthTank : MedicHealthNormal\n{\nstates\n{\nPickup:\nTNT1 A 0 A_JumpIfHealthLower(200, \"MedicPossible\")\nTNT1 A 0 A_GiveInventory(\"MedicHealthMaximiser\")\nstop\n}\n}\n\nactor ATrueTankNeverDies...OnlyHisBodyDeceases : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 ACS_ExecuteAlways(400, 0, 394)\nstop\n}\n}\n\nactor TankRecoilSH : CustomInventory\n{\nstates\n{\nPickup:\nPLAY H 0 A_Recoil(25)\nPLAY H 0 ThrustThingZ(0,65,0,1)\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Classes/AutoS.txt",
        "contents": "actor AutoS : SaxtonHaleSurvivor\n{\nplayer.displayname \"Auto\" // Support\nplayer.soundclass \"Support\"\nplayer.damagescreencolor \"green\"\n-PICKUP\n//player.startitem \"AutoScrewerAmmo\", 224\n//player.startitem \"MedicControlSummonNORMAL\"\nplayer.startitem \"AutoScrewerArmSupportSummon\"\nplayer.startitem \"BusterAmmo\", 3\nplayer.startitem \"SaxtonHaleOfficialWeaponsPack\"\nplayer.startitem \"SupportItemAtomiser\"\nplayer.startitem \"AutoProduct1\"\nplayer.startitem \"AutoWindowSwitch\"\nscale 2.5\nStates\n{\nSpawn:\nPLAY A 0\nAUTO B 1\nAUTO A 0 A_JumpIfInventory(\"JunkDone\", 1, \"AutoDoingASolo\")\nAUTO A 1 A_JumpIfInventory(\"InvisibleSection\", 1, \"NinjaTelefragger\")\nGoto Spawn+2\nSee:\nAUTO BBBBBCCCCCDDDDDEEEEE 1 A_JumpIfInventory(\"JunkDone\", 1, \"AutoDoingASolo\")\nGoto Spawn\nMissile:\nAUTO FFFFF 1 A_JumpIfInventory(\"JunkDone\", 1, \"AutoDoingASolo\")\nAUTO GGGG 1 A_JumpIfInventory(\"JunkDone\", 1, \"AutoDoingASolo\")\ngoto Spawn\nAutoDoingASolo:\nAUTO WX 4\nAUTO A 0 A_JumpIfInventory(\"AutoPizzaDelivered\", 1, \"Spawn\")\nloop\nNinjaTelefragger:\nPLAY X 2 A_SetTranslucent(0.01)\nPLAY X 1 A_JumpIfInventory(\"InvisibleSection\", 1, \"NinjaTelefragger\")\nPLAY X 1 A_SetTranslucent(1.00)\ngoto Spawn\nPainElbowSpawn:\nAUTO H 0 A_SetTranslucent(1.0)\ngoto Spawn\n\nInstantDeathState:\nAUTO Z 1 SetPlayerProperty(0,0,4)\nAUTO Z 0 A_Jump(256, \"InstantDeathFinish\")\ngoto InstantDeathFinish\nSurvivorPain:\nAUTO H 0 A_JumpIfInventory(\"JunkDone\", 1, \"INeverAskedYouToStop\")\nAUTO HHHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\ngoto Spawn\nSurvivorDeathGFX:\nAUTO H 20\nAUTO H 0 A_Jump(256, \"SurvivorDeathEnd\")\ngoto SurvivorDeathEnd\n\nINeverAskedYouToStop:\nAUTO WWXXWWXXWW 2 A_SpawnItem(\"PainFX\",0,3)\ngoto Spawn\n\nSMMClotheslineDeath:\nAUTO H 35 A_GiveInventory(\"BogusFatality\", 1)\ngoto SMMClotheslineDeath2\nPainElbowContinue:\nAUTO H 2\ngoto PainElbowCheck\nCrunchFinish:\nAUTO H 35 A_GiveInventory(\"BogusFatality\", 1)\n\"----\" H 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\"----\" H 0 A_TakeInventory(\"BogusFatality\", 999)\n\"----\" H 0 ThrustThingZ(0, 170, 0, 0)\nAUTO H 20 A_Recoil(7)\ngoto DeathEndSequence\n\nGoukiContinueComboStop:\nAUTO HHHHHHHH 1 A_Stop\ngoto Pain\n\nPain.DioFlashTime:\nAUTO A 0 SetPlayerProperty(0,1,4)\nAUTO A 0 A_GiveInventory(\"DioFlashTimeHUD\", 1)\nAUTO A 0 HealThing(2)\nAUTO A 0 A_SpawnItem(\"DioFlashTimeHUDAssist\")\nAUTO AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop // 40 tics\nAUTO AAAAAAAAAAAAAAAAAAA 0 SetPlayerProperty(0,0,4)\nAUTO A 1 SetPlayerProperty(0,0,4)\nGoto Spawn\nPain.ShunGokuSatsu:\nAUTO H 3 ACS_ExecuteAlways(401, 0, 18)\nAUTO H 14 A_PlaySoundEx(\"TomahawkTalbain/TotemSamaDestroyed\", \"Body\")\nAUTO H 0 //A_StopSound(CHAN_BODY)\nAUTO H 30 A_TakeInventory(\"GoukiGoHadokenZone\", 999)\ngoto Pain\nGoHadokenStop:\nAUTO HHHHHHHHH 1 A_Stop\ngoto GoHadokenEnd\nShunGokuSatsuFrame:\nAUTO H 20\ngoto ShunGokuSatsuEnd\nElbowPuffPuff:\nAUTO H 35 A_GiveInventory(\"BogusFatality\", 1)\n\"----\" H 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\"----\" H 0 A_TakeInventory(\"BogusFatality\", 999)\nAUTO H 8 A_Recoil(20)\ngoto DeathEndSequence\nIce:\nAUTO H 0\ngoto IceContinue\nNoKillSummonsDrain:\nAUTO H 20\n\"----\" H 0 A_Jump(256, \"NoKillSummonsDrainAgain\")\ngoto NoKillSummonsDrainAgain\nSlenderRape:\nAUTO HHHHHHHHH 10 A_FadeOut (0.1)\ngoto DeathEndSequence+2\nDeath.Scrooge:\nDeath.ScroogeX:\nDeath.ScroogeCane:\n\"----\" H 0 A_ChangeFlag(NOGRAVITY,0)\nAUTO H 1 ThrustThingZ(0,200,0,0)\nAUTO H 1 A_JumpIf(momz<=0,\"ScroogeFinish\")\nGoto Death.Scrooge+1\nScroogeFinish:\n\"----\" H 0\n\"----\" H 0 A_Jump(256, \"Death.InstagibSH\")\nGoto Death.InstagibSH\n\nTheEnd:\nAUTO G 4\nloop\nWalkForward:\nAUTO BBBBBCCCCCDDDDDEEEEE 1 A_Recoil(-0.8)\nloop\nCreditWalk:\nAUTO BCDE 8\nloop\nCreditRun:\nAUTO BCDE 5\nloop\nDozerCarry:\nAUTO BBBBCCCCDDDDEEEEBBBBCCCCDDDDBBBBCCCCDDDD 1 A_Recoil(-1)\nAUTO F 10 A_Stop\nAUTO F -1\nstop\nDozerThrow:\nAUTO F 0 A_ChangeFlag(\"THRUACTORS\",1)\nAUTO F 20 ThrustThingZ(0, 60, 0, 1)\nAUTO G 20\nAUTO A -1\nstop\nEndlessPain:\nAUTO H -1\nstop\n}\n}\n\nactor AutoScrewerAmmo : Ammo\n{\n+INVENTORY.IGNORESKILL\ninventory.amount 1\ninventory.maxamount 999 // Reference to Megaman & Bass : you can't go over 999\n}\n\nactor AutoIsFiring : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor AutoWindowSwitch : AutoIsFiring { }\nactor AutoPizzaDelivered : AutoIsFiring { }\n\nactor AutoProduct1 : AutoIsFiring { }\nactor AutoProduct2 : AutoIsFiring { }\nactor AutoProduct3 : AutoIsFiring { }\nactor AutoProduct4 : AutoIsFiring { }\n\nactor AutoItemsArm : MegaBuster\n{\nObituary \"%o was turned into a part that %k will trade in Mega Man 11 for some screws.\"\nInventory.Pickupmessage \"You got the Auto Arm... wait where did you-\"\nweapon.ammotype \"AutoScrewerAmmo\"\nStates\n{\nSpawn:\nWEAP V 1\nstop\nReady:\nRSS1 G 0 ACS_ExecuteAlways(998,0,234)\nRSS1 G 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nRSS1 G 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nRSS1 G 1 A_Raise\nLoop\nFire:\nHold:\nRSS1 G 0 A_GiveInventory(\"AutoWindowSwitch\", 1)\nRSS1 G 0 ACS_ExecuteAlways(991,0,234)\nRSS1 G 0 A_GiveInventory(\"AutoIsFiring\", 1)\nRSS1 G 0 A_JumpIfInventory(\"CutterFlag\", 1, \"LightScrew\")\nRSS1 G 0 //A_Jump(256, \"LightScrew\", \"LightScrew\", \"LightScrew\", \"LightScrew\",  \"LightScrew\", \"LightScrew\", \"HeavyScrew\")\ngoto HeavyScrew\nLightScrew:\nRSS1 G 0 A_PlaySoundEx(\"enemy/hammerjoestep\",\"Weapon\")\nRSS1 G 0 A_FireCustomMissile(\"AutoScrewLight\",0,0,8,0)//random(-3,3),0,8,0)\nRSS1 H 0 A_TakeInventory(\"CutterFlag\", 1)\ngoto AfterShave\nHeavyScrew:\nRSS1 G 0 A_PlaySoundEx(\"enemy/hammerjoethrow\",\"Weapon\")\nRSS1 H 2 A_FireCustomMissile(\"AutoScrewHeavy\",0,0,8,0)//random(-3,3),0,8,0)\nRSS1 H 0 A_GiveInventory(\"CutterFlag\", 5)\ngoto AfterShave\nAfterShave:\nRSS1 H 6\nRSS1 G 2\nRSS1 G 0 A_TakeInventory(\"AutoIsFiring\", 999)\nRSS1 G 0 A_Refire\ngoto Ready+1\n\nAltfire:\nTNT1 A 0 A_JumpIfInventory(\"AutoWindowSwitch\", 1, \"SelectYourPizza\")\ngoto AltHold\n\nAlthold:\nTNT1 A 0 A_JumpIfInventory(\"DrillFlag\", 1, \"SelectYourPizza\")\nRSS1 G 1 A_GiveInventory(\"WeaponCharge\", 1)\nRSS1 G 0 A_JumpIfInventory(\"WeaponCharge\", 8, \"AUTOASS\")\nRSS1 G 0 A_Refire\ngoto BalanceMoiLeProchainItemSteuplait\n\nBalanceMoiLeProchainItemSteuplait:\nRSS1 G 0 A_TakeInventory(\"WeaponCharge\", 999)\nTNT1 A 0 ACS_ExecuteAlways(400, 0, 332)\nTNT1 A 0 A_JumpIfInventory(\"AutoProduct1\", 1, \"Product1\")\nTNT1 A 0 A_JumpIfInventory(\"AutoProduct2\", 1, \"Product2\")\nTNT1 A 0 A_JumpIfInventory(\"AutoProduct3\", 1, \"Product3\")\nTNT1 A 0 A_JumpIfInventory(\"AutoProduct4\", 1, \"Product4\")\nTNT1 A 0 A_GiveInventory(\"AutoProduct1\")\ngoto NoAmmo\n\nAUTOASS:\nRSS1 G 0 A_TakeInventory(\"WeaponCharge\", 999)\nTNT1 A 0 A_JumpIfInventory(\"AutoProduct1\", 1, \"Object1\")\nTNT1 A 0 A_JumpIfInventory(\"AutoProduct2\", 1, \"Object2\")\nTNT1 A 0 A_JumpIfInventory(\"AutoProduct3\", 1, \"Object3\")\nTNT1 A 0 A_JumpIfInventory(\"AutoProduct4\", 1, \"Object4\")\ngoto Ready+1\n\nObject1:\nTNT1 A 0 A_JumpIfInventory(\"AutoScrewerAmmo\", 225, \"PizzaDelivery\")\ngoto NoAmmo\nObject2:\nTNT1 A 0 A_JumpIfInventory(\"AutoScrewerAmmo\", 185, \"PizzaDelivery\")\ngoto NoAmmo\nObject3:\nTNT1 A 0 A_JumpIfInventory(\"AutoScrewerAmmo\", 300, \"PizzaDelivery\")\ngoto NoAmmo\nObject4:\nTNT1 A 0 A_JumpIfInventory(\"AutoScrewerAmmo\", 450, \"PizzaDelivery\")\ngoto NoAmmo\n\nPizzaDelivery:\nTNT1 A 0 A_PlaySoundEx(\"weapon/BlizzStyle\", \"Weapon\")\nTNT1 A 0 A_GiveInventory(\"JunkDone\", 1)\nAUTF ABCD 3 A_ScaleVelocity(0.50)\nTNT1 A 0 A_GunFlash\ngoto MumbleMumble\nMumbleMumble:\nAUTF E 3 A_ScaleVelocity(0.50)\nAUTF E 0 A_JumpIfInventory(\"AutoPizzaDelivered\", 1, \"AnObjectIsBorn\")\nAUTF F 3 A_ScaleVelocity(0.50)\nAUTF E 0 A_JumpIfInventory(\"AutoPizzaDelivered\", 1, \"AnObjectIsBorn\")\nAUTF G 3 A_ScaleVelocity(0.50)\nAUTF E 0 A_JumpIfInventory(\"AutoPizzaDelivered\", 1, \"AnObjectIsBorn\")\nAUTF F 3 A_ScaleVelocity(0.50)\nAUTF E 0 A_JumpIfInventory(\"AutoPizzaDelivered\", 1, \"AnObjectIsBorn\")\nloop\n\nAnObjectIsBorn:\nWEAP Q 0 A_PlaySoundEx(\"item/refill\",\"Auto\")\nTNT1 A 0 A_TakeInventory(\"JunkDone\", 1)\nTNT1 A 0 A_TakeInventory(\"AutoPizzaDelivered\",1)\nTNT1 A 0 A_JumpIfInventory(\"AutoProduct1\", 1, \"Stuff1\")\nTNT1 A 0 A_JumpIfInventory(\"AutoProduct2\", 1, \"Stuff2\")\nTNT1 A 0 A_JumpIfInventory(\"AutoProduct3\", 1, \"Stuff3\")\nTNT1 A 0 A_JumpIfInventory(\"AutoProduct4\", 1, \"Stuff4\")\nAUTF DCBA 3\ngoto Ready+1\n\nStuff1:\nTNT1 A 0 A_SpawnItemEx(\"RandomWeapon\",20,0,8,0,0,0)\nTNT1 A 0 A_TakeInventory(\"AutoScrewerAmmo\", 225)\ngoto EndBuilding\n\nStuff2:\nTNT1 A 0 A_SpawnItemEx(\"WTank\",20,0,8,9,0,5)\nTNT1 A 0 A_TakeInventory(\"AutoScrewerAmmo\", 185)\ngoto EndBuilding\n\nStuff3:\nTNT1 A 0 A_SpawnItemEx(\"BeatCallSH\",20,0,8,9,0,5)\nTNT1 A 0 A_TakeInventory(\"AutoScrewerAmmo\", 300)\ngoto EndBuilding\n\nStuff4:\nTNT1 A 0 A_SpawnItemEx(\"ExitUnitSH\",20,0,8,9,0,5)\nTNT1 A 0 A_TakeInventory(\"AutoScrewerAmmo\", 450)\ngoto EndBuilding\n\nEndBuilding:\nAUTF DCBA 2\ngoto Ready+1\n\nProduct1:\nTNT1 A 0 A_TakeInventory(\"AutoProduct1\") TNT1 A 0 A_GiveInventory(\"AutoProduct2\")\ngoto NoAmmo\nProduct2:\nTNT1 A 0 A_TakeInventory(\"AutoProduct2\") TNT1 A 0 A_GiveInventory(\"AutoProduct3\")\ngoto NoAmmo\nProduct3:\nTNT1 A 0 A_TakeInventory(\"AutoProduct3\") TNT1 A 0 A_GiveInventory(\"AutoProduct4\")\ngoto NoAmmo\nProduct4:\nTNT1 A 0 A_TakeInventory(\"AutoProduct4\") TNT1 A 0 A_GiveInventory(\"AutoProduct1\")\ngoto NoAmmo\n\nSelectYourPizza:\nTNT1 A 0 A_GiveInventory(\"DrillFlag\", 1)\nRSS1 G 1 A_TakeInventory(\"AutoWindowSwitch\", 1)\nRSS1 G 0 A_Refire\nTNT1 A 0 A_TakeInventory(\"DrillFlag\", 999)\ngoto Ready+1\n\nNoAmmo:\nRSS1 G 1 ACS_Execute(979,0)\nGoto Ready+1\n\nFlash:\nTNT1 A 0 A_JumpIfInventory(\"JunkDone\",1,2)\nTNT1 A 0 A_TakeInventory(\"PharaohCharge\",0)\nstop\nTNT1 A 1 A_GiveInventory(\"PharaohCharge\",1)\nTNT1 A 0 A_JumpIfInventory(\"PharaohCharge\",64,1)\nloop\nTNT1 A 0 A_GiveInventory(\"AutoPizzaDelivered\",1)\nloop\n}\n}\n\nactor AutoPartsArm : AutoItemsArm\n{\nstates\n{\nObject1:\nTNT1 A 0 A_JumpIfInventory(\"AutoScrewerAmmo\", 120, \"PizzaDelivery\")\ngoto NoAmmo\nObject2:\nTNT1 A 0 A_JumpIfInventory(\"AutoScrewerAmmo\", 300, \"PizzaDelivery\")\ngoto NoAmmo\nObject3:\nTNT1 A 0 A_JumpIfInventory(\"AutoScrewerAmmo\", 250, \"PizzaDelivery\")\ngoto NoAmmo\nObject4:\nTNT1 A 0 A_JumpIfInventory(\"AutoScrewerAmmo\", 400, \"PizzaDelivery\")\ngoto NoAmmo\n\nPizzaDelivery:\nTNT1 A 0 A_PlaySoundEx(\"weapon/BlizzStyle\", \"Weapon\")\nTNT1 A 0 A_GiveInventory(\"JunkDone\", 1)\nAUTF ABCD 3 A_ScaleVelocity(0.50)\nTNT1 A 0 A_GunFlash\ngoto MumbleMumble\n\nStuff1:\nTNT1 A 0 A_SpawnItemEx(\"SupportEAnalyzer\",20,0,8,9,0,5)\nTNT1 A 0 A_TakeInventory(\"AutoScrewerAmmo\", 120)\ngoto EndBuilding\nStuff2:\nTNT1 A 0 A_SpawnItemEx(\"SupportSArmor\",20,0,8,9,0,5)\nTNT1 A 0 A_TakeInventory(\"AutoScrewerAmmo\", 300)\ngoto EndBuilding\nStuff3:\nTNT1 A 0 A_SpawnItemEx(\"SupportHSD\",20,0,8,9,0,5)\nTNT1 A 0 A_TakeInventory(\"AutoScrewerAmmo\", 250)\ngoto EndBuilding\nStuff4:\nTNT1 A 0 A_SpawnItemEx(\"SupportSBuster\",20,0,8,9,0,5)\nTNT1 A 0 A_TakeInventory(\"AutoScrewerAmmo\", 400)\ngoto EndBuilding\n\n}\n}\n\nactor SupportSArmor : PowerupGiver\n{\ninventory.maxamount 0\n+INVENTORY.AUTOACTIVATE\nPowerup.Color 144 208 255, 0.35 //height 60 +FLOATBOB\npowerup.duration -27 Powerup.Type \"PartSArmor\"\nInventory.PickupSound \"item/1up\" scale 2.2\ninventory.pickupmessage \"You equipped the \\c[v3]S. Armor\\c- part!\"\nstates\n{\nSpawn:\nAUPA BBBBBBBBBBBB 35 // 12 seconds\nAUPA BBBBBBB 5 A_FadeOut(0.12)\nstop}}\n\nactor PowerPartSArmor : PowerProtection\n{\ndamagefactor \"Normal\", 0.50\n}\n\nactor SupportSBuster : SupportSArmor\n{\nPowerup.Color 188 80 224, 0.35\npowerup.duration -27 Powerup.Type \"PartSBuster\"\ninventory.pickupmessage \"You equipped the \\c[q0]S. Buster\\c- part!\"\nstates\n{\nSpawn:\nAUPA DDDDDDDDDDDD 35 // 12 seconds\nAUPA DDDDDDD 5 A_FadeOut(0.12)\nstop\nUse:\nstop}}\n\nactor PowerPartSBuster : PowerDamage\n{\ndamagefactor \"Normal\", 1.35\n}\n\nactor SupportHSD : SupportSArmor\n{\nPowerup.Color 255 255 255, 0.35\npowerup.duration -22 Powerup.Type \"PartHSD\"\ninventory.pickupmessage \"You equipped the \\c[q8]H.S.D\\c- part!\"\nstates\n{\nSpawn:\nAUPA CCCCCCCCCCCC 35 // 12 seconds\nAUPA CCCCCCC 5 A_FadeOut(0.12)\nstop}}\n\nactor PowerPartHSD : PowerSpeed\n{\nspeed 1.35\n}\n\nactor SupportEAnalyzer : CustomInventory\n{\nInventory.PickupSound \"item/1up\" scale 2.2 reactiontime 84\ninventory.pickupmessage \"You equipped the \\c[s2]E. Analyzer\\c- part!\"\nstates\n{\nSpawn:\nAUPA AAAAAAAAAAAA 35\nAUPA AAAAAAA 5 A_FadeOut(0.12)\nDeath:\nAUPA AAAAAAA 5 A_FadeOut(0.12)\nstop\nPickup:\nTNT1 A 0 A_GiveInventory(\"EAnalyzerCounters\", 980)\nTNT1 A 0 A_GiveInventory(\"Allmap\", 1)\nTNT1 A 0 A_TakeInventory(\"PowerScanner\", 1)\nTNT1 A 0 A_GiveInventory(\"PowerScanner\", 1)\nTNT1 A 0 A_TakeInventory(\"PowerPartEAnalyzer\", 1)\nTNT1 A 0 A_GiveInventory(\"PowerPartEAnalyzer\", 1)\nstop\n}}\n\nactor EAnalyzerCounters : inventory\n{\ninventory.amount 1\ninventory.maxamount 980\n}\n\nactor PowerPartEAnalyzer : PowerProtection // it's just for the color anyway\n{\ndamagefactor \"PizzaMortadellaParmigianoConPepperoncini\", 1.0\npowerup.duration -28 //28 seconds\n Powerup.Color 248 216 120, 0.35\n}\n\nactor AutoScrewLight : MegaShot\n{\n-DONTBLAST\nObituary \"%o was turned into a part that %k will trade in Mega Man 11 for some screws.\"\ndamagetype \"Buster\"\nDamage (11) // 13\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 2 Thing_ChangeTID(0,999)\nRSS1 I 1\ngoto spawn+2\nDeath:\nTNT1 A 0\nstop}}\n\nactor AutoScrewHeavy : AutoScrewLight\n{\nDamage (15) // 20\nradius 14\nheight 11\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 2 Thing_ChangeTID(0,999)\nRSS1 J 1\ngoto spawn+2\nDeath:\nTNT1 A 1\nstop\n}\n}\n\nactor AutoScrewerArmSupportSummon : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"AutoScrewerArmSupport\")\nstop\n}\n}\n\nactor AutoScrewerArmSupport\n{\nPROJECTILE\n+DONTBLAST\n+NOINTERACTION\nstates\n{\nSpawn:\nTNT1 A 5\nTNT1 A 0 A_TakeFromTarget(\"AutoScrewerAmmo\", 999)\nTNT1 AAAAAA 5 A_JumpIfInTargetInventory(\"IsDead\", 1, \"NoDouble\")\nTNT1 AAAAAAAAAAAAAA 5 A_JumpIfInTargetInventory(\"IsDead\", 1, \"NoDouble\")\nTNT1 AAAAAAAAAAAAAA 5 A_JumpIfInTargetInventory(\"IsDead\", 1, \"NoDouble\")\nTNT1 A 0 A_TakeFromTarget(\"AutoScrewerAmmo\", 999)\nNormalCharge: // the below lasts 80*5 = 400 tics\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 5 A_JumpIfInTargetInventory(\"IsDead\", 1, \"NoDouble\")\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 5 A_JumpIfInTargetInventory(\"IsDead\", 1, \"NoDouble\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"AutoScrewerAmmo\", 999, 2)\nTNT1 A 0 A_GiveToTarget(\"ScrewSoundReceive\", 1)\nTNT1 A 0 A_GiveToTarget(\"AutoScrewerAmmo\", 100)\nTNT1 A 0 // jump on me!\nloop\nNoDouble:\nTNT1 A 0\nstop}}\n\nactor ScrewSoundReceive : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"AutoPartsArm\", 1, \"Ok\")\nstop\nOk:\nTNT1 A 0 A_PlaySoundEx(\"classes/autoscrews\", \"SoundSlot7\")\nstop}}\n\nactor SBusterFire1Item : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"SBusterFire1\", 0, 0, 5, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM)\nstop}}\nactor SBusterFire2Item : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"SBusterFire2\", 0, 0, 5, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM)\nstop}}\nactor SBusterFire3Item : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"SBusterFire3\", 0, 0, 5, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM)\nstop}}\nactor SBusterFire4Item : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"SBusterFire4\", 0, 0, 5, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM)\nstop}}\n\nactor SBusterFire1\n{\n+NOINTERACTION +NOGRAVITY scale 3.7 renderstyle \"translucent\" alpha 0.8\nStates\n{\nSpawn:\nAUPA F 2\nstop}}\n\nactor SBusterFire2 : SBusterFire1\n{\nStates\n{\nSpawn:\nAUPA G 2\nstop}}\n\nactor SBusterFire3 : SBusterFire1\n{\nStates\n{\nSpawn:\nAUPA H 2\nstop}}\n\nactor SBusterFire4 : SBusterFire1\n{\nStates\n{\nSpawn:\nAUPA I 2\nstop}}\n\nactor SArmorShield1 : SBusterFire1\n{\nscale 4.3 alpha 0.8\nstates\n{\nSpawn:\nAUPA J 2\nstop}}\n\nactor SArmorShield2 : SArmorShield1\n{\nstates\n{\nSpawn:\nAUPA K 2\nstop}}\n\nactor SArmorShield3 : SArmorShield1\n{\nstates\n{\nSpawn:\nAUPA L 2\nstop}}\n\nactor SArmorShield4 : SArmorShield1\n{\nalpha 0.5\nstates\n{\nSpawn:\nAUPA M 2\nstop}}\n\nactor SArmorShield5 : SArmorShield1\n{\nstates\n{\nSpawn:\nAUPA N 2\nstop}}\n\nactor SArmorShield6 : SArmorShield1\n{\nstates\n{\nSpawn:\nAUPA O 2\nstop}}\n\nactor SArmorShield7 : SArmorShield1\n{\nstates\n{\nSpawn:\nAUPA P 2\nstop}}\n\nactor SArmorShield1Item : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"SArmorShield1\", -2, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM)\nstop}}\n\nactor SArmorShield2Item : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"SArmorShield2\", -2, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM)\nstop}}\n\nactor SArmorShield3Item : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"SArmorShield3\", -2, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM)\nstop}}\n\nactor SArmorShield4Item : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"SArmorShield4\", -2, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM)\nstop}}\n\nactor SArmorShield5Item : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"SArmorShield5\", -2, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM)\nstop}}\n\nactor SArmorShield6Item : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"SArmorShield6\", -2, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM)\nstop}}\n\nactor SArmorShield7Item : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"SArmorShield7\", -2, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM)\nstop}}\n\nactor JunkDone : Inventory //From v5a\n{\ninventory.amount 1\ninventory.maxamount 1\n}"
      },
      {
        "source": "pk3",
        "name": "Classes/RollS.txt",
        "contents": "actor RollS : SaxtonHaleSurvivor\n{\nplayer.displayname \"Roll\" // Healer\nplayer.soundclass \"Healer\"\nplayer.damagescreencolor \"pink\"\n-PICKUP // so she can't collect weapons\n//player.startitem \"MedicControlSummonNORMAL\"\nplayer.startitem \"RollMedic\", 1\nplayer.startitem \"RollMedicAmmo\", 360\nplayer.startitem \"RollMedicSupportSummon\"\nplayer.startitem \"BusterAmmo\", 3\nplayer.startitem \"SaxtonHaleOfficialWeaponsPack\"\nplayer.startitem \"SupportItemAtomiser\"\nStates\n{\n\nSpawn:\nPLAY A 0\nROLL B 1\nROLL A 1 A_JumpIfInventory(\"InvisibleSection\", 1, \"NinjaTelefragger\")\nGoto Spawn+2\nSee:\nROLL BCDE 5\nGoto Spawn\nMissile:\nROLL F 5\nROLL G 4\ngoto Spawn\nNinjaTelefragger:\nPLAY X 2 A_SetTranslucent(0.01)\nPLAY X 1 A_JumpIfInventory(\"InvisibleSection\", 1, \"NinjaTelefragger\")\nPLAY X 1 A_SetTranslucent(1.00)\ngoto Spawn\n\nInstantDeathState:\nROLL Z 1 SetPlayerProperty(0,0,4)\nROLL Z 0 A_Jump(256, \"InstantDeathFinish\")\ngoto InstantDeathFinish\nSurvivorPain:\nROLL HHHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\ngoto Spawn\nSurvivorDeathGFX:\nROLL H 20\nROLL H 0 A_Jump(256, \"SurvivorDeathEnd\")\ngoto SurvivorDeathEnd\nPainElbowSpawn:\nROLL H 0 A_SetTranslucent(1.0)\ngoto Spawn\n\nSMMClotheslineDeath:\nROLL H 35 A_GiveInventory(\"BogusFatality\", 1)\ngoto SMMClotheslineDeath2\nPainElbowContinue:\nROLL H 2 A_SetTranslucent(1.0)\ngoto PainElbowCheck\nCrunchFinish:\nROLL H 35 A_GiveInventory(\"BogusFatality\", 1)\n\"----\" H 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\"----\" H 0 A_TakeInventory(\"BogusFatality\", 999)\n\"----\" H 0 ThrustThingZ(0, 170, 0, 0)\nROLL H 20 A_Recoil(7)\ngoto DeathEndSequence\n\nGoukiContinueComboStop:\nROLL HHHHHHHH 1 A_Stop\ngoto Pain\n\nPain.DioFlashTime:\nROLL A 0 SetPlayerProperty(0,1,4)\nROLL A 0 A_GiveInventory(\"DioFlashTimeHUD\", 1)\nROLL A 0 HealThing(2)\nROLL A 0 A_SpawnItem(\"DioFlashTimeHUDAssist\")\nROLL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop // 40 tics\nROLL AAAAAAAAAAAAAAAAAAA 0 SetPlayerProperty(0,0,4)\nROLL A 1 SetPlayerProperty(0,0,4)\nGoto Spawn\nPain.ShunGokuSatsu:\nROLL H 3 ACS_ExecuteAlways(401, 0, 18)\nROLL H 14 A_PlaySoundEx(\"TomahawkTalbain/TotemSamaDestroyed\", \"Body\")\nROLL H 0 //A_StopSound(CHAN_BODY)\nROLL H 30 A_TakeInventory(\"GoukiGoHadokenZone\", 999)\ngoto Pain\nGoHadokenStop:\nROLL HHHHHHHHH 1 A_Stop\ngoto GoHadokenEnd\nShunGokuSatsuFrame:\nROLL H 20\ngoto ShunGokuSatsuEnd\nElbowPuffPuff:\nROLL H 35 A_GiveInventory(\"BogusFatality\", 1)\n\"----\" H 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\"----\" H 0 A_TakeInventory(\"BogusFatality\", 999)\nROLL H 8 A_Recoil(20)\ngoto DeathEndSequence\nIce:\nROLL H 0\ngoto IceContinue\nNoKillSummonsDrain:\nROLL H 20\n\"----\" H 0 A_Jump(256, \"NoKillSummonsDrainAgain\")\ngoto NoKillSummonsDrainAgain\nSlenderRape:\nROLL HHHHHHHHH 10 A_FadeOut (0.1)\ngoto DeathEndSequence+2\nDeath.Scrooge:\nDeath.ScroogeX:\nDeath.ScroogeCane:\n\"----\" H 0 A_ChangeFlag(NOGRAVITY,0)\nROLL H 1 ThrustThingZ(0,200,0,0)\nROLL H 1 A_JumpIf(momz<=0,\"ScroogeFinish\")\nGoto Death.Scrooge+1\nScroogeFinish:\n\"----\" H 0\n\"----\" H 0 A_Jump(256, \"Death.InstagibSH\")\nGoto Death.InstagibSH\n\nTheEnd:\nROLL J 4\nloop\nWalkForward:\nROLL BBBBBCCCCCDDDDDEEEEE 1 A_Recoil(-0.8)\nloop\nCreditWalk:\nROLL BCDE 8\nloop\nCreditRun:\nROLL BCDE 5\nloop\nDozerCarry:\nROLL BBBBCCCCDDDDEEEEBBBBCCCCDDDDBBBBCCCCDDDD 1 A_Recoil(-1)\nROLL F 10 A_Stop\nROLL F -1\nstop\nDozerThrow:\nROLL F 0 A_ChangeFlag(\"THRUACTORS\",1)\nROLL F 20 ThrustThingZ(0, 60, 0, 1)\nROLL G 20\nROLL A -1\nstop\nEndlessPain:\nROLL H -1\nstop\n}\n}\n\nactor RollMedicAmmo : Ammo\n{\n+INVENTORY.IGNORESKILL\ninventory.amount 1\ninventory.maxamount 360\n}\n\nactor RollMedic : MegaBuster\n{\nscale 2.0\n//weapon.ammotype \"RollMedicAmmo\"\nObituary \"%o was given a hand by %k's Roll Buster.\"\nInventory.Pickupmessage \"You got the Roll Buster!\"\nweapon.ammotype \"RollMedicAmmo\"\n//inventory.icon \"SXISIU\"\nStates\n{\nReady:\nROLH G 0 ACS_ExecuteAlways(998,0,77)\nROLH G 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nROLH G 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nROLH G 1 A_Raise\nLoop\nFire:\nROLH G 0 ACS_ExecuteAlways(991,0,77)\nROLH G 0 A_GiveInventory(\"RollIsFiring\", 1)\nROLH G 0 A_PlaySoundEx(\"weapon/rollbuster\",\"Weapon\")\nROLH G 0 A_FireCustomMissile(\"RollShotSpecial\",0,0,8,0)\nROLH HI 3\n//ROLH G 1\nROLH H 1\nROLH G 0 A_WeaponReady(WRF_NOSECONDARY)\nROLH G 0 A_TakeInventory(\"RollIsFiring\", 999)\ngoto Ready+1\nAltfire:\nChargingHealing:\nROLH G 0 A_PlaySoundEx(\"weapon/WireAdp\", \"Weapon\")\nAlthold:\nROLH H 0 A_JumpIfInventory(\"RockLove\", 8, \"LoveRoll\")\nROLH H 1 A_FireCustomMissile(\"RollHealFXFake\", random(-1,1), 0, 8, random(0,5))\nROLH H 0 A_GiveInventory(\"RockLove\", 1)\nROLH H 0 A_JumpIfInventory(\"RockLove\", 8, \"OpenToLove\")\nROLH H 0 A_Refire\ngoto NoAmmo\n\nOpenToLove:\nROLH G 0 A_GiveInventory(\"RollIsFiring\", 1)\nROLH HI 2\nLoveRoll:\nROLH G 0 A_JumpIfInventory(\"RollMedicAmmo\", 3, 2)\nROLH G 0 A_Jump(256, \"FinishedHealing\")\nROLH G 0 A_TakeInventory(\"RollMedicAmmo\",3)\nROLH A 0 A_PlaySoundEx(\"weapon/rollheal\",\"weapon\")\nROLH A 0 A_GiveInventory(\"RollSelfHealPreventing\", 1)\nROLH I 0// A_FireCustomMissile(\"RollHealFX\", random(-3,3), 0, random(-8,20), random(0,25))\nROLH I 1 A_FireCustomMissile(\"RollHealFX\", random(-3,3), 0, random(-8,20), random(0,10))\nROLH I 0 A_FireCustomMissile(\"RollHealFX\", random(-3,3), 0, random(-8,20), random(0,10))\nROLH I 0 A_FireCustomMissile(\"RollHealProjectile\", random(-3,3), 0, random(-8,20), random(0,10))\nROLH I 0// A_FireCustomMissile(\"RollHealFX\", random(-3,3), 0, random(-8,20), random(0,25))\nROLH I 1 A_FireCustomMissile(\"RollHealFX\", random(-3,3), 0, random(-8,20), random(0,10))\nROLH I 0 A_FireCustomMissile(\"RollHealFX\", random(-3,3), 0, random(-8,20), random(0,10))\n//Old version:\n//ROLH II 0 A_SpawnItemEx(\"RollHealFX\",8,random(-28,28),random(0,45), 42, 0, 0,0)\n//ROLH I 1 A_SpawnItemEx(\"RollHealFX\",8,random(-28,28),random(0,45), 42, 0, 0,0)\n//ROLH II 0 A_SpawnItemEx(\"RollHealFX\",8,random(-28,28),random(0,45), 42, 0, 0,0)\n//ROLH I 0 A_SpawnItemEx(\"RollHealProjectile\",8,0,random(0,45), 42, 0, 0,0)\n//ROLH I 0 A_SpawnItemEx(\"RollHealFX\",8,random(-28,28),random(0,45), 42, 0, 0,0)\n//ROLH I 1 A_SpawnItemEx(\"RollHealFX\",8,random(-28,28),random(0,45), 42, 0, 0,0)\n//ROLH I 0 A_SpawnItemEx(\"RollHealFX\",8,random(-28,28),random(0,45), 42, 0, 0,0)\n\n//Misc:\n//SPAS K 0 A_SpawnItemEx(\"RollHealProjectile\",cos(-pitch)*80,0,32+(sin(-pitch)*80), momx, momy, momz,0,SXF_ABSOLUTEMOMENTUM,0)\nROLH A 0 A_Refire\nFinishedHealing:\nROLH IH 7\ngoto NoAmmo\nNoAmmo:\nROLH I 0 A_TakeInventory(\"RollSelfHealPreventing\", 999)\nROLH I 0 A_TakeInventory(\"RockLove\", 999)\nROLH G 1 A_TakeInventory(\"RollIsFiring\", 999)\nGoto Ready+1\n}\n}\n\nactor RockLove : Inventory\n {\n inventory.amount 1\n inventory.maxamount 8\n }\n\nactor RollShotSpecial : MegaShot\n{\ndamagetype \"Buster\"\ndamage (10) // 15 ; 13 ; 10\nspeed 40\nObituary \"%o was given a hand by %k's Roll Buster.\"\nstates\n{\nSpawn:\nTNT1 A 1\nRSS1 BA 2\nGoto Spawn+1\nDeath:\nRSS1 CDEF 2\nstop\n}\n}\n\nactor RollMedicSupportSummon : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"RollMedicSupport\")\nstop\n}\n}\n\nactor RollIsFiring : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor RollHealFX\n{\nTranslation \"176:176=107:107\"\n//MONSTER\nPROJECTILE\n//-SOLID\n//-SHOOTABLE\n+DONTBLAST\n+LOOKALLAROUND\n//+NEVERRESPAWN\n//+FLOAT\n//+NOGRAVITY\nscale 1.2\nradius 12\nheight 12\ndamagetype \"Buster\"\nDamage (0)\nMeleerange 100\nspeed 58\nfloatspeed 48\nHealth 1000\nStates\n{\nSpawn:\nROLH A 0\nROLH ABC 1\nSpawnQuick:\nROLH D 1// A_ClearTarget\nROLH EFABCD 1 A_LookEx(LOF_NOSOUNDCHECK, 1, 230, 230, 360, \"MyLovelyWaifu\")\n//ROLH AAAABBBBCCCCDDDDEEEEFFFF 1\ngoto Death\nMyLovelyWaifu:\nROLH A 0 A_JumpIfInTargetInventory(\"BeingAHale\", 1, \"SpawnQuick\") // \"is a hale !\" GO AWAYYYYY MEANNEEEEEEEEEE\nROLH A 0 A_JumpIfInTargetInventory(\"MedicHealthMaximiser\", 1, \"SpawnQuick\") // \"has full health!\" (not used yet)\nROLH A 0 A_JumpIfInTargetInventory(\"RollSelfHealPreventing\", 1, \"SpawnQuick\") // \"is the user !\"\nROLH A 0 A_FaceTarget\nROLH A 0 A_CustomMissile(\"RollHealFX1\", 0, 0, 0)\nstop\nFadeDeath:\nDeath:\nROLH A 0// A_ScaleVelocity(0.2)\nROLH ABCDEFABCDEF 1 A_FadeOut(0.08)\nstop\n}\n}\n\nactor RollHealFX1 : RollHealFX\n{\n+NOINTERACTION\nspeed 36\nstates\n{\nSpawn:\nROLH A 0\nROLH A 0 A_LookEx(LOF_NOSOUNDCHECK, 1, 200, 200, 360, \"MyLovelyWaifu\")\nstop\nMyLovelyWaifu:\nROLH A 1 A_JumpIfCloser(100, \"Death\")\nROLH A 0 A_FaceTarget\nROLH A 0 A_CustomMissile(\"RollHealFX2\", 0, 0, 0)\nstop\n}\n}\n\nactor RollHealFX2 : RollHealFX1\n{\nstates\n{\nSpawn:\nROLH A 0\nROLH A 0 A_LookEx(LOF_NOSOUNDCHECK, 1, 200, 200, 360, \"MyLovelyWaifu\")\nstop\nMyLovelyWaifu:\nROLH B 1 A_JumpIfCloser(100, \"Death\")\nROLH A 0 A_FaceTarget\nROLH A 0 A_CustomMissile(\"RollHealFX3\", 0, 0, 0)\nstop\n}\n}\n\nactor RollHealFX3 : RollHealFX1\n{\nstates\n{\nSpawn:\nROLH A 0\nROLH A 0 A_LookEx(LOF_NOSOUNDCHECK, 1, 200, 200, 360, \"MyLovelyWaifu\")\nstop\nMyLovelyWaifu:\nROLH C 1 A_JumpIfCloser(100, \"Death\")\nROLH A 0 A_FaceTarget\nROLH A 0 A_CustomMissile(\"RollHealFX4\", 0, 0, 0)\nstop\n}\n}\n\nactor RollHealFX4 : RollHealFX1\n{\nstates\n{\nSpawn:\nROLH A 0\nROLH A 0 A_LookEx(LOF_NOSOUNDCHECK, 1, 200, 200, 360, \"MyLovelyWaifu\")\nstop\nMyLovelyWaifu:\nROLH D 1 A_JumpIfCloser(100, \"Death\")\nROLH A 0 A_FaceTarget\nROLH A 0 A_CustomMissile(\"RollHealFX5\", 0, 0, 0)\nstop\n}\n}\n\nactor RollHealFX5 : RollHealFX1\n{\nstates\n{\nSpawn:\nROLH A 0\nROLH A 0 A_LookEx(LOF_NOSOUNDCHECK, 1, 200, 200, 360, \"MyLovelyWaifu\")\nstop\nMyLovelyWaifu:\nROLH E 1 A_JumpIfCloser(100, \"Death\")\nROLH A 0 A_FaceTarget\nROLH A 0 A_CustomMissile(\"RollHealFX6\", 0, 0, 0)\nstop\n}\n}\n\nactor RollHealFX6 : RollHealFX1\n{\nstates\n{\nSpawn:\nROLH A 0\nROLH A 0 A_LookEx(LOF_NOSOUNDCHECK, 1, 200, 200, 360, \"MyLovelyWaifu\")\nstop\nMyLovelyWaifu:\nROLH F 1 A_JumpIfCloser(100, \"Death\")\nROLH A 0 A_FaceTarget\nROLH A 0 A_CustomMissile(\"RollHealFX1\", 0, 0, 0)\nstop\n}\n}\n\nactor RollHealProjectile : RollHealFX\n{\nStates\n{\nSpawn:\nROLH A 0\nROLH ABC 1\ngoto SpawnQuick\nSpawnQuick:\nROLH D 1// A_ClearTarget\nROLH EFABCDEFABCDEF 1 A_LookEx(LOF_NOSOUNDCHECK, 1, 230, 230, 360, \"MyLovelyWaifu\")\n//ROLH AAAABBBBCCCCDDDDEEEEFFFF 1\ngoto FadeDeath\nMyLovelyWaifu:\nROLH A 0 A_JumpIfInTargetInventory(\"MedicHealthMaximiser\", 1, \"SpawnQuick\")\nROLH A 0 A_JumpIfInTargetInventory(\"RollSelfHealPreventing\", 1, \"SpawnQuick\")\nROLH A 0 A_JumpIfInTargetInventory(\"BeingAHale\", 1, \"SpawnQuick\")\nROLH A 0 A_FaceTarget\nROLH A 0 A_CustomMissile(\"RollHealProjectile1\", 0, 0, 0)\nstop\nCrash:\nXDeath:\nTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK, 1, 50, 50, 360, \"MyLovelyWaifu\")\nDeath:\nTNT1 A 0\nstop\nRollHealth:\nROLH A 1\nROLH A 0 A_GiveToTarget(\"RollHealingPart\",1)\nstop\n}\n}\n\nactor RollHealFXFake : RollHealProjectile\n{\nTranslation \"176:176=93:93\"\nspeed 200\n+SKYEXPLODE\nstates\n{\nSpawn:\nROLH A 0\nROLH A 1\nROLH BC 1 A_LookEx(LOF_NOSOUNDCHECK, 1, 280, 280, 360, \"MyLovelyWaifu\")\ngoto SpawnQuick\nSpawnQuick:\nROLH D 1\nROLH EFABCDEFABCDEF 1 A_LookEx(LOF_NOSOUNDCHECK, 1, 280, 280, 360, \"MyLovelyWaifu\")\ngoto FadeDeath\nMyLovelyWaifu:\nROLH A 0 A_JumpIfInTargetInventory(\"MedicHealthMaximiser\", 1, \"SpawnQuick\")\nROLH A 0 A_JumpIfInTargetInventory(\"RollSelfHealPreventing\", 1, \"SpawnQuick\")\nROLH A 0 A_JumpIfInTargetInventory(\"BeingAHale\", 1, \"SpawnQuick\")\nROLH A 0 A_FaceTarget\nROLH A 0 A_CustomMissile(\"RollHealProjectile1Fake\", 0, 0, 0)\nstop\nRollHealth:\nROLH A 1\nROLH A 0 A_GiveToTarget(\"RollHealingPartFake\",1)\nstop\nDeath: TNT1 A 0\nstop\n}\n}\n\nactor RollHealProjectile1 : RollHealProjectile\n{\n+NOINTERACTION\nspeed 36\nstates\n{\nSpawn:\nROLH A 0\nROLH A 0 A_LookEx(LOF_NOSOUNDCHECK, 1, 200, 200, 360, \"MyLovelyWaifu\")\nstop\nMyLovelyWaifu:\nROLH A 1 A_JumpIfCloser(100, \"RollHealth\")\nROLH A 0 A_FaceTarget\nROLH A 0 A_CustomMissile(\"RollHealProjectile2\", 0, 0, 0)\nstop\n}\n}\n\nactor RollHealProjectile1Fake : RollHealProjectile1\n{\n+NOINTERACTION\nspeed 100\nstates\n{\nSpawn:\nROLH A 0\nROLH A 0 A_LookEx(LOF_NOSOUNDCHECK, 1, 200, 200, 360, \"MyLovelyWaifu\")\nstop\nMyLovelyWaifu:\nROLH A 1 A_JumpIfCloser(100, \"RollHealth\")\nROLH A 0 A_FaceTarget\nROLH A 0 A_CustomMissile(\"RollHealProjectile1Fake\", 0, 0, 0)\nstop\nRollHealth:\nROLH A 1\nROLH A 0 A_GiveToTarget(\"RollHealingPartFake\",1)\nstop\n}\n}\n\nactor RollHealProjectile2 : RollHealProjectile1\n{\nstates\n{\nSpawn:\nROLH A 0\nROLH A 0 A_LookEx(LOF_NOSOUNDCHECK, 1, 200, 200, 360, \"MyLovelyWaifu\")\nstop\nMyLovelyWaifu:\nROLH B 1 A_JumpIfCloser(100, \"RollHealth\")\nROLH A 0 A_FaceTarget\nROLH A 0 A_CustomMissile(\"RollHealProjectile3\", 0, 0, 0)\nstop\n}\n}\n\nactor RollHealProjectile3 : RollHealProjectile1\n{\nstates\n{\nSpawn:\nROLH A 0\nROLH A 0 A_LookEx(LOF_NOSOUNDCHECK, 1, 200, 200, 360, \"MyLovelyWaifu\")\nstop\nMyLovelyWaifu:\nROLH C 1 A_JumpIfCloser(100, \"RollHealth\")\nROLH A 0 A_FaceTarget\nROLH A 0 A_CustomMissile(\"RollHealProjectile4\", 0, 0, 0)\nstop\n}\n}\n\nactor RollHealProjectile4 : RollHealProjectile1\n{\nstates\n{\nSpawn:\nROLH A 0\nROLH A 0 A_LookEx(LOF_NOSOUNDCHECK, 1, 200, 200, 360, \"MyLovelyWaifu\")\nstop\nMyLovelyWaifu:\nROLH D 1 A_JumpIfCloser(100, \"RollHealth\")\nROLH A 0 A_FaceTarget\nROLH A 0 A_CustomMissile(\"RollHealProjectile5\", 0, 0, 0)\nstop\n}\n}\n\nactor RollHealProjectile5 : RollHealProjectile1\n{\nstates\n{\nSpawn:\nROLH A 0\nROLH A 0 A_LookEx(LOF_NOSOUNDCHECK, 1, 200, 200, 360, \"MyLovelyWaifu\")\nstop\nMyLovelyWaifu:\nROLH E 1 A_JumpIfCloser(100, \"RollHealth\")\nROLH A 0 A_FaceTarget\nROLH A 0 A_CustomMissile(\"RollHealProjectile6\", 0, 0, 0)\nstop\n}\n}\n\nactor RollHealProjectile6 : RollHealProjectile1\n{\nstates\n{\nSpawn:\nROLH A 0\nROLH A 0 A_LookEx(LOF_NOSOUNDCHECK, 1, 200, 200, 360, \"MyLovelyWaifu\")\nstop\nMyLovelyWaifu:\nROLH F 1 A_JumpIfCloser(100, \"RollHealth\")\nROLH A 0 A_FaceTarget\nROLH A 0 A_CustomMissile(\"RollHealProjectile1\", 0, 0, 0)\nstop\n}\n}\n\nactor RollSelfHealPreventing : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor RollHealingPart : CustomInventory\n{\ninventory.amount 1\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"RaThorMinionWeapon\", 1, \"FailingHard\")\nTNT1 A 0 A_JumpIfInventory(\"BeingAHale\", 1, \"FailingHard\")\nTNT1 A 0 A_JumpIfInventory(\"RollSelfHealPreventing\", 1, \"FailingHard\")\n\nTNT1 A 0 A_JumpIfInventory(\"ImHeavyWeaponsGuy\", 1, \"HealingBreathalyzerTank\")\nTNT1 A 0 A_JumpIfInventory(\"ProtoAttackBuff\", 1, \"HealingBreathalyzerSweeper\")\n\nHealingBreathalyzer:\nTNT1 A 0 A_JumpIf(health==100,\"LVX\")\nTNT1 A 0 A_JumpIfHealthLower(20, \"LV1\")\nTNT1 A 0 A_JumpIfHealthLower(40, \"LV2\")\nTNT1 A 0 A_JumpIfHealthLower(60, \"LV3\")\nTNT1 A 0 A_JumpIfHealthLower(80, \"LV4\")\ngoto LV5\nLV5:\nTNT1 A 0 HealThing(2)\nROLH A 0 A_PlaySoundEx(\"weapon/mirrorabsorb\",\"SoundSlot5\")\nTNT1 A 0 A_SpawnItemEx(\"HealedFX5\")\nstop\nLV1:\nTNT1 A 0 HealThing(2)\nROLH A 0 A_PlaySoundEx(\"weapon/mirrorabsorb\",\"SoundSlot5\")\nTNT1 A 0 A_SpawnItemEx(\"HealedFX1\")\nstop\nLV2:\nTNT1 A 0 HealThing(2)\nTNT1 A 0 A_SpawnItemEx(\"HealedFX2\")\nROLH A 0 A_PlaySoundEx(\"weapon/mirrorabsorb\",\"SoundSlot5\")\nstop\nLV3:\nTNT1 A 0 HealThing(2)\nTNT1 A 0 A_SpawnItemEx(\"HealedFX3\")\nROLH A 0 A_PlaySoundEx(\"weapon/mirrorabsorb\",\"SoundSlot5\")\nstop\nLV4:\nTNT1 A 0 HealThing(2)\nTNT1 A 0 A_SpawnItemEx(\"HealedFX4\")\nROLH A 0 A_PlaySoundEx(\"weapon/mirrorabsorb\",\"SoundSlot5\")\nstop\n\nHealingBreathalyzerTank:\nTNT1 A 0 A_JumpIf(health==160,\"LVX\")\nTNT1 A 0 A_JumpIfHealthLower(32, \"LV1Tank\")\nTNT1 A 0 A_JumpIfHealthLower(64, \"LV2Tank\")\nTNT1 A 0 A_JumpIfHealthLower(96, \"LV3Tank\")\nTNT1 A 0 A_JumpIfHealthLower(128, \"LV4Tank\")\ngoto LV5\nLV5Tank:\nTNT1 A 0 HealThing(3)\nTNT1 A 0 A_SpawnItemEx(\"HealedFX5\")\nROLH A 0 A_PlaySoundEx(\"weapon/mirrorabsorb\",\"SoundSlot5\")\nstop\nLV1Tank:\nTNT1 A 0 HealThing(3)\nTNT1 A 0 A_SpawnItemEx(\"HealedFX1\")\nROLH A 0 A_PlaySoundEx(\"weapon/mirrorabsorb\",\"SoundSlot5\")\nstop\nLV2Tank:\nTNT1 A 0 HealThing(3)\nTNT1 A 0 A_SpawnItemEx(\"HealedFX2\")\nROLH A 0 A_PlaySoundEx(\"weapon/mirrorabsorb\",\"SoundSlot5\")\nstop\nLV3Tank:\nTNT1 A 0 HealThing(3)\nTNT1 A 0 A_SpawnItemEx(\"HealedFX3\")\nROLH A 0 A_PlaySoundEx(\"weapon/mirrorabsorb\",\"SoundSlot5\")\nstop\nLV4Tank:\nTNT1 A 0 HealThing(3)\nTNT1 A 0 A_SpawnItemEx(\"HealedFX4\")\nROLH A 0 A_PlaySoundEx(\"weapon/mirrorabsorb\",\"SoundSlot5\")\nstop\n\nHealingBreathalyzerSweeper:\nTNT1 A 0 A_JumpIf(health==70,\"LVX\")\nTNT1 A 0 A_JumpIfHealthLower(14, \"LV1Sweeper\")\nTNT1 A 0 A_JumpIfHealthLower(28, \"LV2Sweeper\")\nTNT1 A 0 A_JumpIfHealthLower(42, \"LV3Sweeper\")\nTNT1 A 0 A_JumpIfHealthLower(56, \"LV4Sweeper\")\ngoto LV5\nLV5Sweeper:\nTNT1 A 0 HealThing(random(1,2))\nTNT1 A 0 A_SpawnItemEx(\"HealedFX5\")\nROLH A 0 A_PlaySoundEx(\"weapon/mirrorabsorb\",\"SoundSlot5\")\nstop\nLV1Sweeper:\nTNT1 A 0 HealThing(random(1,2))\nTNT1 A 0 A_SpawnItemEx(\"HealedFX1\")\nROLH A 0 A_PlaySoundEx(\"weapon/mirrorabsorb\",\"SoundSlot5\")\nstop\nLV2Sweeper:\nTNT1 A 0 HealThing(random(1,2))\nTNT1 A 0 A_SpawnItemEx(\"HealedFX2\")\nROLH A 0 A_PlaySoundEx(\"weapon/mirrorabsorb\",\"SoundSlot5\")\nstop\nLV3Sweeper:\nTNT1 A 0 HealThing(random(1,2))\nTNT1 A 0 A_SpawnItemEx(\"HealedFX3\")\nROLH A 0 A_PlaySoundEx(\"weapon/mirrorabsorb\",\"SoundSlot5\")\nstop\nLV4Sweeper:\nTNT1 A 0 HealThing(random(1,2))\nTNT1 A 0 A_SpawnItemEx(\"HealedFX4\")\nROLH A 0 A_PlaySoundEx(\"weapon/mirrorabsorb\",\"SoundSlot5\")\nstop\n\nFailingHard:\nTNT1 A 0\nstop\nLVX:\nNope:\nTNT1 A 0 A_SpawnItemEx(\"HealedFXX\")\nROLH A 0 A_PlaySoundEx(\"weapon/lshot\",\"SoundSlot5\")\nstop\n}\n}\n\nactor RollHealingPartFake : CustomInventory\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"RaThorMinionWeapon\", 1, \"FailingHard\")\nTNT1 A 0 A_JumpIfInventory(\"BeingAHale\", 1, \"FailingHard\")\nTNT1 A 0 A_JumpIfInventory(\"RollSelfHealPreventing\", 1, \"FailingHard\")\nTNT1 A 0 A_JumpIfInventory(\"ImHeavyWeaponsGuy\", 1, \"HealingBreathalyzerTank\")\nTNT1 A 0 A_JumpIfInventory(\"ProtoAttackBuff\", 1, \"HealingBreathalyzerSweeper\")\n\nHealingBreathalyzer:\nTNT1 A 0 A_JumpIf(health==100,\"LVX\")\nTNT1 A 0 A_JumpIfHealthLower(20, \"LV1\")\nTNT1 A 0 A_JumpIfHealthLower(40, \"LV2\")\nTNT1 A 0 A_JumpIfHealthLower(60, \"LV3\")\nTNT1 A 0 A_JumpIfHealthLower(80, \"LV4\")\ngoto LV5\nLV5:\nTNT1 A 0 //HealThing(2)\nTNT1 A 0 A_SpawnItemEx(\"HealedFX5\")\nstop\nLV1:\nTNT1 A 0 //HealThing(2)\nTNT1 A 0 A_SpawnItemEx(\"HealedFX1\")\nstop\nLV2:\nTNT1 A 0 //HealThing(2)\nTNT1 A 0 A_SpawnItemEx(\"HealedFX2\")\nstop\nLV3:\nTNT1 A 0 //HealThing(2)\nTNT1 A 0 A_SpawnItemEx(\"HealedFX3\")\nstop\nLV4:\nTNT1 A 0 //HealThing(2)\nTNT1 A 0 A_SpawnItemEx(\"HealedFX4\")\nstop\n\nHealingBreathalyzerTank:\nTNT1 A 0 A_JumpIf(health==160,\"LVX\")\nTNT1 A 0 A_JumpIfHealthLower(32, \"LV1Tank\")\nTNT1 A 0 A_JumpIfHealthLower(64, \"LV2Tank\")\nTNT1 A 0 A_JumpIfHealthLower(96, \"LV3Tank\")\nTNT1 A 0 A_JumpIfHealthLower(128, \"LV4Tank\")\ngoto LV5\nLV5Tank:\nTNT1 A 0 //HealThing(3)\nTNT1 A 0 A_SpawnItemEx(\"HealedFX5\")\nstop\nLV1Tank:\nTNT1 A 0 //HealThing(3)\nTNT1 A 0 A_SpawnItemEx(\"HealedFX1\")\nstop\nLV2Tank:\nTNT1 A 0 //HealThing(3)\nTNT1 A 0 A_SpawnItemEx(\"HealedFX2\")\nstop\nLV3Tank:\nTNT1 A 0 //HealThing(3)\nTNT1 A 0 A_SpawnItemEx(\"HealedFX3\")\nstop\nLV4Tank:\nTNT1 A 0 //HealThing(3)\nTNT1 A 0 A_SpawnItemEx(\"HealedFX4\")\nstop\n\nHealingBreathalyzerSweeper:\nTNT1 A 0 A_JumpIf(health==70,\"LVX\")\nTNT1 A 0 A_JumpIfHealthLower(14, \"LV1Sweeper\")\nTNT1 A 0 A_JumpIfHealthLower(28, \"LV2Sweeper\")\nTNT1 A 0 A_JumpIfHealthLower(42, \"LV3Sweeper\")\nTNT1 A 0 A_JumpIfHealthLower(56, \"LV4Sweeper\")\ngoto LV5\nLV5Sweeper:\nTNT1 A 0 //HealThing(random(1,2))\nTNT1 A 0 A_SpawnItemEx(\"HealedFX5\")\nstop\nLV1Sweeper:\nTNT1 A 0 //HealThing(random(1,2))\nTNT1 A 0 A_SpawnItemEx(\"HealedFX1\")\nstop\nLV2Sweeper:\nTNT1 A 0 //HealThing(random(1,2))\nTNT1 A 0 A_SpawnItemEx(\"HealedFX2\")\nstop\nLV3Sweeper:\nTNT1 A 0 ////HealThing(random(1,2))\nTNT1 A 0 A_SpawnItemEx(\"HealedFX3\")\nstop\nLV4Sweeper:\nTNT1 A 0 //HealThing(random(1,2))\nTNT1 A 0 A_SpawnItemEx(\"HealedFX4\")\nstop\n\nFailingHard:\nTNT1 A 0\nstop\nLVX:\nNope:\nTNT1 A 0 A_SpawnItemEx(\"HealedFXX\")\nstop\n}\n}\n\nactor HealedFXX\n{\n+NOINTERACTION\n-SOLID\nrenderstyle none\nStates\n{\nSpawn:\nROLH A 0\nROLH AAAAAA 0 A_SpawnItemEx(\"MedicHealedX\",random(-32,32),random(-32,32),20+random(-8,8),0,0,random(5,10))\nstop\n}\n}\n\nactor HealedFX1 : HealedFXX\n{\nStates\n{\nSpawn:\nROLH A 0\nROLH AAAAAA 0 A_SpawnItemEx(\"MedicHealed1\",random(-32,32),random(-32,32),20+random(-8,8),0,0,random(5,10))\nstop\n}\n}\n\nactor HealedFX2 : HealedFX1\n{\nStates\n{\nSpawn:\nROLH A 0\nROLH AAAAAA 0 A_SpawnItemEx(\"MedicHealed2\",random(-32,32),random(-32,32),20+random(-8,8),0,0,random(5,10))\nstop\n}\n}\n\nactor HealedFX3 : HealedFX1\n{\nStates\n{\nSpawn:\nROLH A 0\nROLH AAAAAA 0 A_SpawnItemEx(\"MedicHealed3\",random(-32,32),random(-32,32),20+random(-8,8),0,0,random(5,10))\nstop\n}\n}\n\nactor HealedFX4 : HealedFX1\n{\nStates\n{\nSpawn:\nROLH A 0\nROLH AAAAAA 0 A_SpawnItemEx(\"MedicHealed4\",random(-32,32),random(-32,32),20+random(-8,8),0,0,random(5,10))\nstop\n}\n}\n\nactor HealedFX5 : HealedFX1\n{\nStates\n{\nSpawn:\nROLH A 0\nROLH AAAAAA 0 A_SpawnItemEx(\"MedicHealed5\",random(-32,32),random(-32,32),20+random(-8,8),0,0,random(5,10))\nstop\n}\n}\n\nactor MedicHealed1\n{\nTranslation \"176:176=188:188\"\nPROJECTILE\n+NOINTERACTION\n+DONTBLAST\n+NOGRAVITY\nscale 4.5\nradius 6\nheight 6\nstates\n{\nSpawn:\nROLH A 0\nROLH AAAA 1 A_FadeOut(0.04)\nTNT1 A 0 A_ScaleVelocity(1.60)\nROLH BB 1 A_FadeOut(0.04)\nTNT1 A 0 A_ScaleVelocity(1.60)\nROLH CCCC 1 A_FadeOut(0.04)\nTNT1 A 0 A_ScaleVelocity(1.60)\nROLH DD 1 A_FadeOut(0.04)\nTNT1 A 0 A_ScaleVelocity(1.60)\nROLH EEEE 1 A_FadeOut(0.04)\nTNT1 A 0 A_ScaleVelocity(1.60)\nROLH FF 1 A_FadeOut(0.04)\nstop\n}\n}\nactor MedicHealed2 : MedicHealed1{Translation \"176:176=175:175\"}\nactor MedicHealed3 : MedicHealed1{Translation \"176:176=219:219\"}\nactor MedicHealed4 : MedicHealed1{Translation \"176:176=248:248\"}\nactor MedicHealed5 : MedicHealed1{Translation \"176:176=160:160\"}\nactor MedicHealedX : MedicHealed1{Translation \"176:176=107:107\"}\n\nactor RollMedicSupport\n{\nPROJECTILE\n+NOINTERACTION\n+DONTBLAST\nstates\n{\nSpawn:\nTNT1 A 0\nNormalCharge:\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"IsDead\", 1, \"NoDouble\")\nTNT1 A 0 A_GiveToTarget(\"RollMedicAmmo\", 1)\nloop\nDeath:\nTNT1 A 0\nstop\nNoDouble:\nTNT1 A 0\nstop}}"
      },
      {
        "source": "pk3",
        "name": "Classes/DrWilyS.txt",
        "contents": "actor DrWilyS : SaxtonHaleSurvivor\n{\nplayer.displayname \"Dr. Wily\" // Damage Dealer\nplayer.soundclass \"DamageDealer\"\nplayer.damagescreencolor \"gray\"\nplayer.forwardmove 0.57, 0.57 // 0.8\nplayer.sidemove 0.55, 0.55 // 0.78\n//player.startitem \"MedicControlSummonNORMAL\"\nplayer.startitem \"SaxtonHaleOfficialWeaponsPack\"\nplayer.startitem \"WilyBusterSpecial\"\nplayer.startitem \"DrWilyAttackBuff\"\nplayer.startitem \"BusterAmmo\", 3\nplayer.startitem \"SaxtonHaleOfficialWeaponsPack\"\nStates\n{\n\nSpawn:\nPLAY A 0\nDRWI B 1\nDRWI A 1 A_JumpIfInventory(\"InvisibleSection\", 1, \"NinjaTelefragger\")\nGoto Spawn+2\nSee:\nDRWI BCDE 5\nGoto Spawn\nMissile:\nDRWI F 5\nDRWI G 4\ngoto Spawn\nNinjaTelefragger:\nPLAY X 2 A_SetTranslucent(0.01)\nPLAY X 1 A_JumpIfInventory(\"InvisibleSection\", 1, \"NinjaTelefragger\")\nPLAY X 1 A_SetTranslucent(1.00)\ngoto Spawn\n\nInstantDeathState:\nDRWI H 1 SetPlayerProperty(0,0,4)\nDRWI H 0 A_Jump(256, \"InstantDeathFinish\")\ngoto InstantDeathFinish\nSurvivorPain:\nDRWI HHHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\ngoto Spawn\nSurvivorDeathGFX:\nDRWI H 20\nPLAY H 0 A_Jump(256, \"SurvivorDeathEnd\")\ngoto SurvivorDeathEnd\n\nSMMClotheslineDeath:\nDRWI H 35 A_GiveInventory(\"BogusFatality\", 1)\ngoto SMMClotheslineDeath2\nPainElbowContinue:\nDRWI H 2\ngoto PainElbowCheck\nCrunchFinish:\nDRWI H 35 A_GiveInventory(\"BogusFatality\", 1)\n\"----\" H 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\"----\" H 0 A_TakeInventory(\"BogusFatality\", 999)\n\"----\" H 0 ThrustThingZ(0, 170, 0, 0)\nDRWI H 20 A_Recoil(7)\ngoto DeathEndSequence\n\nGoukiContinueComboStop:\nDRWI HHHHHHHH 1 A_Stop\ngoto Pain\n\nPain.DioFlashTime:\nDRWI A 0 SetPlayerProperty(0,1,4)\nDRWI A 0 A_GiveInventory(\"DioFlashTimeHUD\", 1)\nDRWI A 0 HealThing(2)\nDRWI A 0 A_SpawnItem(\"DioFlashTimeHUDAssist\")\nDRWI AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop // 40 tics\nDRWI AAAAAAAAAAAAAAAAAAA 0 SetPlayerProperty(0,0,4)\nDRWI A 1 SetPlayerProperty(0,0,4)\nGoto Spawn\nPain.ShunGokuSatsu:\nDRWI H 3 ACS_ExecuteAlways(401, 0, 18)\nDRWI H 14 A_PlaySoundEx(\"TomahawkTalbain/TotemSamaDestroyed\", \"Body\")\nDRWI H 0 //A_StopSound(CHAN_BODY)\nDRWI H 30 A_TakeInventory(\"GoukiGoHadokenZone\", 999)\ngoto Pain\nGoHadokenStop:\nDRWI HHHHHHHHH 1 A_Stop\ngoto GoHadokenEnd\nShunGokuSatsuFrame:\nDRWI H 20\ngoto ShunGokuSatsuEnd\nElbowPuffPuff:\nDRWI H 35 A_GiveInventory(\"BogusFatality\", 1)\n\"----\" H 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\"----\" H 0 A_TakeInventory(\"BogusFatality\", 999)\nDRWI H 8 A_Recoil(20)\ngoto DeathEndSequence\nIce:\nDRWI H 0\ngoto IceContinue\nTheEnd:\nDRWI G 4\nloop\nCreditWalk:\nDRWI BCDE 8\nloop\nNoKillSummonsDrain:\nDRWI H 20\n\"----\" H 0 A_Jump(256, \"NoKillSummonsDrainAgain\")\ngoto NoKillSummonsDrainAgain\nSlenderRape:\nDRWI HHHHHHHHH 10 A_FadeOut (0.1)\ngoto DeathEndSequence+2\nDeath.Scrooge:\nDeath.ScroogeX:\nDeath.ScroogeCane:\n\"----\" H 0 A_ChangeFlag(NOGRAVITY,0)\nDRWI H 1 ThrustThingZ(0,200,0,0)\nDRWI H 1 A_JumpIf(momz<=0,\"ScroogeFinish\")\nGoto Death.Scrooge+1\nScroogeFinish:\n\"----\" H 0\n\"----\" H 0 A_Jump(256, \"Death.InstagibSH\")\nGoto Death.InstagibSH\n}\n}\n\nactor DrWilyAttackBuff : PowerDamage\n{\ndamagefactor \"Normal\", 1.40\nPowerup.Duration 0x7FFFFFFF\n}\n\nactor WilyBusterSpecial : Weapon\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 3\nWeapon.SlotNumber 1\nscale 2.0\nObituary \"%o was destroyed by %k's Wily Buster.\"\nInventory.Pickupmessage \"You got the Wily Buster!\"\nweapon.ammotype \"BusterAmmo\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\nStates\n{\nSpawn:\nWEA2 O 1\nstop\nReady:\nSXH5 O 0 ACS_ExecuteAlways(998,0,233)\nSXH5 O 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nSXH5 O 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nSXH5 O 1 A_Raise\nLoop\nFire:\nSXH5 O 0 A_PlaySoundEx(\"weapon/wrapfire\",\"Weapon\")\nSXH5 O 0 A_FireCustomMissile(\"WilyShotSpecial\",0,0,8,0)\nSXH5 PQ 3\nSXH5 O 13\nSXH5 O 0 A_Refire\ngoto Ready+1\nNoAmmo:\nSXH5 O 1\nGoto Ready\n}\n}\n\nactor WilyShotSpecial : MegaShot\n{\nObituary \"%o was destroyed by %k's Wily Buster.\"\n//Speed 31\n//+RIPPER // Ripping would be ragefeeding, that's not the class's goal\ndamagetype \"StunBuster\"\nDamage (21) // (6) // (21.5)\nradius 8\nheight 8\nscale 1.8 // 2.5\nStates\n{\nSpawn:\nTNT1 A 2\nSXH5 RSTU 3\ngoto Spawn+1\nDeath:\nTNT1 A 0\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Classes/Punchbag.txt",
        "contents": "actor PunchbagS : SaxtonHaleSurvivor\n{\nplayer.displayname \"Grenade mung\" // Boxing Punchbag\nplayer.soundclass \"DamageDealer\"\nplayer.forwardmove 0.20, 0.20\nplayer.sidemove 0.15, 0.15\nplayer.damagescreencolor \"yellow\"\nplayer.jumpz 8\nProjectilePassHeight 250\nscale 4.0\nheight 70\nPlayer.MaxHealth 12000\nHealth 12000\nplayer.startitem \"PunchbagCantFight\"\nplayer.startitem \"MegaBuster\"\nplayer.startitem \"BusterAmmo\", 3\nplayer.startitem \"SaxtonHaleOfficialWeaponsPack\"\nStates\n{\n\nSpawn:\nPLAY A 0\nGREM B 1\nGREM A 1 A_JumpIfInventory(\"InvisibleSection\", 1, \"NinjaTelefragger\")\nGoto Spawn+2\nSee:\nGREM BCDE 5\nGoto Spawn\nMissile:\nGREM F 5\nGREM G 4\ngoto Spawn\nNinjaTelefragger:\nPLAY X 2 A_SetTranslucent(0.01)\nPLAY X 1 A_JumpIfInventory(\"InvisibleSection\", 1, \"NinjaTelefragger\")\nPLAY X 1 A_SetTranslucent(1.00)\ngoto Spawn\nSurvivorPain:\nGREM HHHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\ngoto Spawn\nSurvivorDeathGFX:\nGREM H 20\nPLAY H 0 A_Jump(256, \"SurvivorDeathEnd\")\ngoto SurvivorDeathEnd\n\nInstantDeathState:\nGREM H 1 SetPlayerProperty(0,0,4)\nGREM H 0 A_Jump(256, \"InstantDeathFinish\")\ngoto InstantDeathFinish\nSMMClotheslineDeath:\nGREM H 35 A_GiveInventory(\"BogusFatality\", 1)\ngoto SMMClotheslineDeath2\nPainElbowContinue:\nGREM H 2\ngoto PainElbowCheck\nCrunchFinish:\nGREM H 35 A_GiveInventory(\"BogusFatality\", 1)\n\"----\" H 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\"----\" H 0 A_TakeInventory(\"BogusFatality\", 999)\n\"----\" H 0 ThrustThingZ(0, 170, 0, 0)\nGREM H 20 A_Recoil(7)\ngoto DeathEndSequence\n\nGoukiContinueComboStop:\nGREM HHHHHHHH 1 A_Stop\ngoto Pain\n\nPain.DioFlashTime:\nGREM A 0 SetPlayerProperty(0,1,4)\nGREM A 0 A_GiveInventory(\"DioFlashTimeHUD\", 1)\nGREM A 0 HealThing(2)\nGREM A 0 A_SpawnItem(\"DioFlashTimeHUDAssist\")\nGREM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop // 40 tics\nGREM AAAAAAAAAAAAAAAAAAA 0 SetPlayerProperty(0,0,4)\nGREM A 1 SetPlayerProperty(0,0,4)\nGoto Spawn\nPain.ShunGokuSatsu:\nGREM H 3 ACS_ExecuteAlways(401, 0, 18)\nGREM H 14 A_PlaySoundEx(\"TomahawkTalbain/TotemSamaDestroyed\", \"Body\")\nGREM H 0 //A_StopSound(CHAN_BODY)\nGREM H 30 A_TakeInventory(\"GoukiGoHadokenZone\", 999)\ngoto Pain\nGoHadokenStop:\nGREM HHHHHHHHH 1 A_Stop\ngoto GoHadokenEnd\nShunGokuSatsuFrame:\nGREM H 20\ngoto ShunGokuSatsuEnd\nElbowPuffPuff:\nGREM H 35 A_GiveInventory(\"BogusFatality\", 1)\n\"----\" H 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\"----\" H 0 A_TakeInventory(\"BogusFatality\", 999)\nGREM H 8 A_Recoil(20)\ngoto DeathEndSequence\nIce:\nGREM H 0\ngoto IceContinue\nTheEnd:\nGREM G 4\nloop\nCreditWalk:\nGREM BCDE 8\nloop\nNoKillSummonsDrain:\nGREM H 20\n\"----\" H 0 A_Jump(256, \"NoKillSummonsDrainAgain\")\ngoto NoKillSummonsDrainAgain\nSlenderRape:\nGREM HHHHHHHHH 10 A_FadeOut (0.1)\ngoto DeathEndSequence+2\nDeath.Scrooge:\nDeath.ScroogeX:\nDeath.ScroogeCane:\n\"----\" H 0 A_ChangeFlag(NOGRAVITY,0)\nGREM H 1 ThrustThingZ(0,200,0,0)\nGREM H 1 A_JumpIf(momz<=0,\"ScroogeFinish\")\nGoto Death.Scrooge+1\nScroogeFinish:\n\"----\" H 0\n\"----\" H 0 A_Jump(256, \"Death.InstagibSH\")\nGoto Death.InstagibSH\n}\n}\n\nactor PunchbagCantFight : PowerDamage\n{\ndamagefactor \"Normal\", 0.00\nPowerup.Duration 0x7FFFFFFF\n}"
      },
      {
        "source": "pk3",
        "name": "Classes/UpgradesFixing.txt",
        "contents": "// Buster upgrading\n\nactor BassUpgradeSH : BassUpgrade replaces BassUpgrade\n{\ninventory.pickupmessage \"Support Item! Bass Upgrade!\"\nstates\n{\nUse:\nWEA2 Q 0 A_JumpIfInventory(\"BassBusterSpecial\", 1, \"Speedster\")\nWEA2 Q 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nTNT1 A 0 A_GiveInventory(\"BusterGiven\",1)\nWEA3 A 0 A_GiveInventory(\"BassBuster\",1)\nWEA3 A 0 A_SelectWeapon(\"BassBuster\")\nstop\nSpeedster:\nWEA2 Q 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nTNT1 A 0 A_GiveInventory(\"BusterGiven\",1)\nWEA3 A 0 A_TakeInventory(\"BassBusterSpecial\",999)\nWEA3 A 0 A_GiveInventory(\"BassBuster\",1)\nWEA3 A 0 A_SelectWeapon(\"BassBuster\")\nWEA3 A 0 ACS_ExecuteAlways(400,0,45)\nstop\n}\n}\n\nactor ProtoUpgradeSH : ProtoUpgrade replaces ProtoUpgrade\n{\nstates\n{\nUse:\nWEA2 Q 0 A_JumpIfInventory(\"ProtoBusterSpecial\", 1, \"Sweeper\")\nWEA2 Q 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nTNT1 A 0 A_GiveInventory(\"BusterGiven\",2)\nWEA2 Q 0 A_GiveInventory(\"ProtoBuster\",1)\nWEA2 Q 0 A_SelectWeapon(\"ProtoBuster\")\nstop\nSweeper:\nWEA2 Q 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nTNT1 A 0 A_GiveInventory(\"BusterGiven\",2)\nWEA2 Q 0 A_TakeInventory(\"ProtoBusterSpecial\",999)\nWEA2 Q 0 A_GiveInventory(\"ProtoBuster\",1)\nWEA2 Q 0 A_SelectWeapon(\"ProtoBuster\")\nWEA3 A 0 ACS_ExecuteAlways(400,0,46)\nstop\n}\n}\n\nactor DuoFistUpgradeSH : DuoFistUpgrade replaces DuoFistUpgrade\n{\nstates\n{\nUse:\nWEA2 Q 0 A_JumpIfInventory(\"DuoFistSpecial\", 1, \"Tank\")\nDUOF A 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nTNT1 A 0 A_GiveInventory(\"BusterGiven\",6)\nDUOF A 0 A_GiveInventory(\"DuoFist\",1)\nDUOF A 0 A_SelectWeapon(\"DuoFist\")\nstop\nTank:\nDUOF A 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nTNT1 A 0 A_GiveInventory(\"BusterGiven\",6)\nWEA2 Q 0 A_TakeInventory(\"DuoFistSpecial\",999)\nDUOF A 0 A_GiveInventory(\"DuoFist\",1)\nDUOF A 0 A_SelectWeapon(\"DuoFist\")\nWEA3 A 0 ACS_ExecuteAlways(400,0,47)\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Classes/WeaponFloat.txt",
        "contents": "actor RollingCutterWepSH : RollingCutterWep replaces RollingCutterWep { }//height 60 +FLOATBOB }\nactor SuperArmWepSH : SuperArmWep replaces SuperArmWep { }//height 60 +FLOATBOB }\nactor IceSlasherWepSH : IceSlasherWep replaces IceSlasherWep { }//height 60 +FLOATBOB }\nactor HyperBombWepSH : HyperBombWep replaces HyperBombWep { }//height 60 +FLOATBOB }\nactor FireStormWepSH : FireStormWep replaces FireStormWep { }//height 60 +FLOATBOB }\nactor ThunderBeamWepSH : ThunderBeamWep replaces ThunderBeamWep { }//height 60 +FLOATBOB }\nactor OilSliderWepSH : OilSliderWep replaces OilSliderWep { }//height 60 +FLOATBOB }\nactor TimeSlowWepSH : TimeSlowWep replaces TimeSlowWep { }//height 60 +FLOATBOB }\n\nactor MetalBladeWepSH : MetalBladeWep replaces MetalBladeWep { }//height 60 +FLOATBOB }\nactor BubbleLeadWepSH : BubbleLeadWep replaces BubbleLeadWep { }//height 60 +FLOATBOB }\nactor AtomicFireWepSH : AtomicFireWep replaces AtomicFireWep { }//height 60 +FLOATBOB }\nactor AirShooterWepSH : AirShooterWep replaces AirShooterWep { }//height 60 +FLOATBOB }\nactor CrashBombWepSH : CrashBombWep replaces CrashBombWep { }//height 60 +FLOATBOB }\n//actor TimeStopperWepSH : TimeStopperWep replaces TimeStopperWep { }//height 60 +FLOATBOB } // Special case -- see main DECORATE\nactor QuickBoomerangWepSH : QuickBoomerangWep replaces QuickBoomerangWep { }//height 60 +FLOATBOB }\nactor LeafShieldWepSH : LeafShieldWep replaces LeafShieldWep { }//height 60 +FLOATBOB }\n\nactor SparkShockWepSH : SparkShockWep replaces SparkShockWep { }//height 60 +FLOATBOB }\nactor MagnetMissileWepSH : MagnetMissileWep replaces MagnetMissileWep { }//height 60 +FLOATBOB }\nactor HardKnuckleWepSH : HardKnuckleWep replaces HardKnuckleWep { }//height 60 +FLOATBOB }\n//actor TopSpinWepSH : TopSpinWep replaces TopSpinWep { }//height 60 +FLOATBOB }\nactor ShadowBladeWepSH : ShadowBladeWep replaces ShadowBladeWep { }//height 60 +FLOATBOB }\nactor SearchSnakeWepSH : SearchSnakeWep replaces SearchSnakeWep { }//height 60 +FLOATBOB }\nactor GeminiLaserWepSH : GeminiLaserWep replaces GeminiLaserWep { }//height 60 +FLOATBOB }\nactor NeedleCannonWepSH : NeedleCannonWep replaces NeedleCannonWep { }//height 60 +FLOATBOB }\n\nactor PharaohShotWepSH : PharaohShotWep replaces PharaohShotWep { }//height 60 +FLOATBOB }\nactor RingBoomerangWepSH : RingBoomerangWep replaces RingBoomerangWep { }//height 60 +FLOATBOB }\nactor DustCrusherWepSH : DustCrusherWep replaces DustCrusherWep { }//height 60 +FLOATBOB }\n//actor SkullBarrierWepSH : SkullBarrierWep replaces SkullBarrierWep { }//height 60 +FLOATBOB }\nactor DiveMissileWepSH : DiveMissileWep replaces DiveMissileWep { }//height 60 +FLOATBOB }\nactor DrillBombWepSH : DrillBombWep replaces DrillBombWep { }//height 60 +FLOATBOB }\nactor RainFlushWepSH : RainFlushWep replaces RainFlushWep { }//height 60 +FLOATBOB }\nactor FlashStopperWepSH : FlashStopperWep replaces FlashStopperWep { }//height 60 +FLOATBOB }\n\nactor PowerStoneWepSH : PowerStoneWep replaces PowerStoneWep { }//height 60 +FLOATBOB }\nactor ChargeKickWepSH : ChargeKickWep replaces ChargeKickWep { }//height 60 +FLOATBOB }\nactor WaterWaveWepSH : WaterWaveWep replaces WaterWaveWep { }//height 60 +FLOATBOB }\nactor StarCrashWepSH : StarCrashWep replaces StarCrashWep { }//height 60 +FLOATBOB }\nactor GravityHoldWepSH : GravityHoldWep replaces GravityHoldWep { }//height 60 +FLOATBOB }\nactor GyroAttackWepSH : GyroAttackWep replaces GyroAttackWep { }//height 60 +FLOATBOB }\nactor CrystalEyeWepSH : CrystalEyeWep replaces CrystalEyeWep { }//height 60 +FLOATBOB }\nactor NapalmBombWepSH : NapalmBombWep replaces NapalmBombWep { }//height 60 +FLOATBOB }\n\nactor CentaurFlashWepSH : CentaurFlashWep replaces CentaurFlashWep { }//height 60 +FLOATBOB }\nactor WindStormWepSH : WindStormWep replaces WindStormWep { }//height 60 +FLOATBOB }\nactor FlameBlastWepSH : FlameBlastWep replaces FlameBlastWep { }//height 60 +FLOATBOB }\nactor BlizzardAttackWepSH : BlizzardAttackWep replaces BlizzardAttackWep { }//height 60 +FLOATBOB }\n//actor PlantBarrierWepSH : PlantBarrierWep replaces PlantBarrierWep { }//height 60 +FLOATBOB }\nactor SilverTomahawkWepSH : SilverTomahawkWep replaces SilverTomahawkWep { }//height 60 +FLOATBOB }\nactor YamatoSpearWepSH : YamatoSpearWep replaces YamatoSpearWep { }//height 60 +FLOATBOB }\nactor KnightCrushWepSH : KnightCrushWep replaces KnightCrushWep { }//height 60 +FLOATBOB }\n\nactor NoiseCrushWepSH : NoiseCrushWep replaces NoiseCrushWep { }//height 60 +FLOATBOB }\nactor ScorchWheelWepSH : ScorchWheelWep replaces ScorchWheelWep { }//height 60 +FLOATBOB }\nactor DangerWrapWepSH : DangerWrapWep replaces DangerWrapWep { }//height 60 +FLOATBOB }\nactor ThunderBoltWepSH : ThunderBoltWep replaces ThunderBoltWep { }//height 60 +FLOATBOB }\nactor JunkShieldWepSH : JunkShieldWep replaces JunkShieldWep { }//height 60 +FLOATBOB }\nactor FreezeCrackerWepSH : FreezeCrackerWep replaces FreezeCrackerWep { }//height 60 +FLOATBOB }\nactor SlashClawWepSH : SlashClawWep replaces SlashClawWep { }//height 60 +FLOATBOB }\nactor WildCoilWepSH : WildCoilWep replaces WildCoilWep { }//height 60 +FLOATBOB }\n\nactor MegaBallWepSH : MegaBallWep replaces MegaBallWep { }//height 60 +FLOATBOB }\nactor IceWaveWepSH : IceWaveWep replaces IceWaveWep { }//height 60 +FLOATBOB }\nactor TornadoHoldWepSH : TornadoHoldWep replaces TornadoHoldWep { }//height 60 +FLOATBOB }\nactor ThunderClawWepSH : ThunderClawWep replaces ThunderClawWep { }//height 60 +FLOATBOB }\nactor FlashBombWepSH : FlashBombWep replaces FlashBombWep { }//height 60 +FLOATBOB }\nactor FlameSwordWepSH : FlameSwordWep replaces FlameSwordWep { }//height 60 +FLOATBOB }\nactor HomingSniperWepSH : HomingSniperWep replaces HomingSniperWep { }//height 60 +FLOATBOB }\nactor AstroCrushWepSH : AstroCrushWep replaces AstroCrushWep { }//height 60 +FLOATBOB }\nactor WaterBalloonWepSH : WaterBalloonWep replaces WaterBalloonWep { }//height 60 +FLOATBOB }\n\nactor LightningBoltWepSH : LightningBoltWep replaces LightningBoltWep { }//height 60 +FLOATBOB }\nactor IceWallWepSH : IceWallWep replaces IceWallWep { }//height 60 +FLOATBOB }\nactor WaveBurnerWepSH : WaveBurnerWep replaces WaveBurnerWep { }//height 60 +FLOATBOB }\nactor RemoteMineWepSH : RemoteMineWep replaces RemoteMineWep { }//height 60 +FLOATBOB }\nactor SpreadDrillWepSH : SpreadDrillWep replaces SpreadDrillWep { }//height 60 +FLOATBOB }\nactor TenguBladeWepSH : TenguBladeWep replaces TenguBladeWep { }//height 60 +FLOATBOB }\nactor MagicCardWepSH : MagicCardWep replaces MagicCardWep { }//height 60 +FLOATBOB }\nactor CopyVisionWepSH : CopyVisionWep replaces CopyVisionWep { }//height 60 +FLOATBOB }\n\nactor HornetChaserWepSH : HornetChaserWep replaces HornetChaserWep { }//height 60 +FLOATBOB }\nactor LaserTridentWepSH : LaserTridentWep replaces LaserTridentWep { }//height 60 +FLOATBOB }\nactor ConcreteShotWepSH : ConcreteShotWep replaces ConcreteShotWep { }//height 60 +FLOATBOB }\nactor BlackHoleBombWepSH : BlackHoleBombWep replaces BlackHoleBombWep { }//height 60 +FLOATBOB }\nactor JewelSatelliteWepSH : JewelSatelliteWep replaces JewelSatelliteWep { }//height 60 +FLOATBOB }\nactor PlugBallWepSH : PlugBallWep replaces PlugBallWep { }//height 60 +FLOATBOB }\nactor TornadoBlowWepSH : TornadoBlowWep replaces TornadoBlowWep { }//height 60 +FLOATBOB }\nactor MagmaBazookaWepSH : MagmaBazookaWep replaces MagmaBazookaWep { }//height 60 +FLOATBOB }\n\nactor SolarBlazeWepSH : SolarBlazeWep replaces SolarBlazeWep { }\n\nactor MirrorBusterWepSH : MirrorBusterWep replaces MirrorBusterWep { }//height 60 +FLOATBOB }\nactor ScrewCrusherWepSH : ScrewCrusherWep replaces ScrewCrusherWep { }//height 60 +FLOATBOB }\nactor BalladeCrackerWepSH : BalladeCrackerWep replaces BalladeCrackerWep { }//height 60 +FLOATBOB }\nactor SakugarneWepSH : SakugarneWep replaces SakugarneWep { }//height 60 +FLOATBOB }\n\nactor TimeStopperWepSH : TimeStopperWep replaces TimeStopperWep\n{\n//height 60 +FLOATBOB\nStates\n{\nFire:\nFLAS D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nFLAS D 0 A_PlaySoundEx(\"DioFlash/ZaWarudo\",\"Voice\")\nFLAS EFGH 2\nFLAS E 0 A_JumpIFInventory(\"IsBot\", 1 ,\"BotFire\")\nFireFlash:\nFLAS DDDDDDDDDDDDDD 0 A_SpawnItemEx(\"TimeStopGFX\", random(0,TSTOPPER_RADIUS), 0, random(0,TSTOPPER_RADIUS - 175), 0, 0, 0, random(0, 359))\nFLAS H 1\nFLAS DDDDDDDDDDDDDD 0 A_SpawnItemEx(\"TimeStopGFX\", random(0,TSTOPPER_RADIUS), 0, random(0,TSTOPPER_RADIUS - 175), 0, 0, 0, random(0, 359))\nFLAS H 1\nFLAS D 0 A_PlaySoundEx(\"weapon/timestopper\",\"Weapon\")\nFLAS D 0 A_SpawnItemEx(\"TimeStopperRadius\")\n//FLAS D 0 A_RadiusGive(\"TimeStopMonster\", TSTOPPER_RADIUS, RGF_MONSTERS)\nFLAS D 0 ACS_ExecuteAlways(976,0)\nFLAS D 0 A_TakeInventory(\"TimeStopperAmmo\",28)\nFLAS I 2\nFLAS JKL 2\nFLAS J 10\nFLAS GFE 3\nFLAS E 0 A_JumpIFInventory(\"IsBot\", 1 ,\"BotCheck\")\nFLAS D 0 A_Refire\nGoto Ready+1\n}\n}\n\nactor BeatCallSH : BeatCall { //+FLOATBOB height 60\nstates\n{\nPickup:\nWEA3 I 0 A_GiveInventory(\"BeatCallCheckSH\",1)\nstop}\n}\nactor ExitUnitSH : ExitUnit replaces ExitUnit { }//+FLOATBOB height 60 }\n\nactor BeatCallCheckSH : BeatCallCheck\n{\n}\n\nactor BeatGiverSH : BeatGiver replaces BeatGiver\n{\nStates\n{\nSpawn:\nTNT1 AAA 1 A_GiveToTarget(\"BeatFX1\",1)\nTNT1 AAA 1 A_GiveToTarget(\"BeatFX3\",1)\nTNT1 AAA 1 A_GiveToTarget(\"BeatFX2\",1)\nTNT1 A 0 A_TakeFromTarget(\"BeatCounter\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"SpinTime\",1,\"Death2\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"BeatCounter\",5,\"Spawn\")\nTNT1 A 0 A_TakeFromTarget(\"BeatCallCheckSH\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"BeatCounter\",1,\"Spawn\")\nTNT1 A 0 A_GiveToTarget(\"FlyDeactivate\",1)\nTNT1 A 0 A_TakeFromTarget(\"BeatCallCheckSH\",1)\nTNT1 A 0 A_TakeFromTarget(\"BeatCallCheck\",1)\nTNT1 A 0 A_TakeFromTarget(\"BeatCounter\",100)\nstop\nDeath2:\nTNT1 A 0 A_GiveToTarget(\"FlyDeactivateNoMercy\",1)\nTNT1 A 0 A_TakeFromTarget(\"BeatCallCheckSH\",1)\nTNT1 A 0 A_TakeFromTarget(\"BeatCallCheck\",1)\nTNT1 A 0 A_TakeFromTarget(\"BeatCounter\",100)\nstop}}\n\nactor FlyDeactivateNoMercy : CustomInventory\n{\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"TrebleFlightFlag\",1,\"Nope\")\nTNT1 A 0 A_JumpIfInventory(\"RushJetCounter\",1,\"Nope\")\nTNT1 A 0 A_JumpIfInventory(\"BeatCounter\",1,\"Nope\")\nTNT1 A 0 A_JumpIfInventory(\"RushMarineCounter\",1,\"UnderWaterCheck\")\nGoto DeactivateNow\nUnderWaterCheck:\nTNT1 A 0 A_JumpIfInventory(\"IsUnderWater\",1,\"Nope\")\nGoto DeactivateNow\nDeactivateNow:\nTNT1 A 0 A_TakeInventory(\"IsFlying\", 1)\nTNT1 A 1 SetPlayerProperty(0,0,3)\nstop\nNope:\nTNT1 A 0\nTNT1 A 0 A_TakeInventory(\"IsFlying\", 1)\nTNT1 A 1 SetPlayerProperty(0,0,3)\nstop\n}\n}\n\nactor TopSpinWepSH : BaseMM8BDMWep replaces TopSpinWep\n{ //Coded by MegaVile\n//$Category MM8BDM-Weapons\n//$Title Top Spin\nWeapon.AmmoUse 4\nWeapon.AmmoGive 28\nWeapon.SlotNumber 4\nInventory.Pickupmessage \"$PU_TOPSPIN\"\nTag \"$TAG_TOPSPIN\"\nObituary \"$OB_TOPSPIN\"\nweapon.ammotype \"TopSpinAmmo\"\ninventory.icon \"TOPSI\"\nStates\n{\nSpawn:\nWEAP J 1\nloop\nReady:\nTOPH M 0 ACS_ExecuteAlways(998,0,9)\nTOPH M 0\nTOPH M 1 A_WeaponReady\nGoto Ready+2\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nTOPH M 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nTOPH M 1 A_Raise\nLoop\nFire:\nTOPH M 0 A_JumpIfNoAmmo(\"NoAmmo\")\nTOPH M 0 A_PlaySoundEx(\"weapon/topspinsh\",\"Weapon\")\nTOPH M 0 A_FireCustomMissile(\"TopSpinnerSH\",0,1,8,0)\nTOPH K 2\nTOPH K 2 OffSet(-70,74)\nTOPH K 2 OffSet(-121,114)\nTOPH L 2 OffSet(1,31)\nTOPH L 2 OffSet(-21,56)\nTOPH L 2 OffSet(-33,84)\nTNT1 A 6\nTOPH M 1 OffSet(-4,64)\nTOPH M 1 OffSet(-2,48)\nTOPH M 1 A_WeaponReady(14)\nGoto Ready+1\nNoAmmo:\nTOPH M 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor TopSpinnerSH\n{\nPROJECTILE\nscale 2.5\nObituary \"$OB_TOPSPIN\"\n//+RIPPER\n+DONTBLAST\n-NOGRAVITY\n+NOEXPLODEFLOOR\n//+FLOORHUGGER\nSpeed 24\nRadius 16\nHeight 16\nDamage (45)\nDamagetype \"TopSpin\"\nStates\n{\nSpawn:\nTOTW AABB 1 A_CheckFloor(\"FloorGo\")\nloop\n\nFloorGo:\nTOTW AABBAABB 1 A_Stop\nFloorGo2:\nTOTW A 0 A_PlaySoundEx(\"weapon/TopSpinSH2\",\"Weapon\")\nTOTW AA 1 A_ChangeVelocity(8,0,0,CVF_REPLACE|CVF_RELATIVE)\nTOTW BB 1 A_ChangeVelocity(8,0,0,CVF_REPLACE|CVF_RELATIVE)\nTOTW AA 1 A_ChangeVelocity(16,0,0,CVF_REPLACE|CVF_RELATIVE)\nTOTW BB 1 A_ChangeVelocity(16,0,0,CVF_REPLACE|CVF_RELATIVE)\nTOTW AA 1 A_ChangeVelocity(24,0,0,CVF_REPLACE|CVF_RELATIVE)\nTOTW BB 1 A_ChangeVelocity(24,0,0,CVF_REPLACE|CVF_RELATIVE)\nFloorGo3:\nTOTW ABABAB 2\nloop\nDeath:\nTNT1 A 0\nstop\nXDeath:\nTNT1 A 0 A_SpawnItemEx(\"TopSpinner2SH\",0,0,0,2,0,12)\nStop\n}\n}\n\nactor TopSpinner2SH\n{\nPROJECTILE\nscale 2.5\nObituary \"$OB_TOPSPIN\"\n+RIPPER\n+DONTBLAST\n-NOGRAVITY\n//+FLOORHUGGER\nSpeed 24\nRadius 16\nHeight 16\nDamage (5)\nDamagetype \"TopSpin\"\nStates\n{\nSpawn:\nTOTW AABB 1 A_CheckFloor(\"Death\")\nloop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor SkullBarrierWepSH : BaseMM8BDMWep replaces SkullBarrierWep\n{ //Coded by MegaVile\n//$Category MM8BDM-Weapons\n//$Title Skull Barrier\nInventory.Pickupmessage \"$PU_SKULLBARRIER\"\ninventory.pickupsound \"weapon/weaponup\"\nWeapon.AmmoUse 7\nWeapon.AmmoGive 28\nWeapon.SlotNumber 7\nObituary \"$OB_SKULLBARRIER\"\nTag \"$TAG_SKULLBARRIER\"\nweapon.ammotype \"SkullBarrierAmmo\"\ninventory.icon \"SKLBSI\"\nStates\n{\nSpawn:\nWEA2 O 1\nloop\nReady:\nSKLA A 0 ACS_ExecuteAlways(998,0,34)\nSKLA A 0 A_JumpIfInventory(\"SkullShieldCheck\", 1, \"ShieldActivateSwitch\")\nSKLA A 1 A_WeaponReady\nGoto Ready+1\nShieldActivateSwitch:\nSKLA IJ 2 A_WeaponReady(WRF_NOFIRE)\nSKLA K 5 A_WeaponReady(WRF_NOFIRE)\ngoto ShieldActive\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nSKLA A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nSKLA A 1 A_Raise\nLoop\nFire:\nSKLA A 0 A_JumpifNoAmmo(\"NoAmmo\")\nSKLA IJ 2\nSKLA G 0 A_TakeInventory(\"SkullBarrierAmmo\",7)\nSKLA G 0 A_PlaySoundEx(\"misc/kingchop\",\"Weapon\")\nSKLA K 0 A_SpawnItemEx(\"SkullSpiral\",0,0,0,0,0,0,0)\nSKLA K 0 A_SpawnItemEx(\"SkullSpiral\",0,0,0,0,0,0,90)\nSKLA K 0 A_SpawnItemEx(\"SkullSpiral\",0,0,0,0,0,0,180)\nSKLA K 0 A_SpawnItemEx(\"SkullSpiral\",0,0,0,0,0,0,270)\nSKLA K 90\nSKLA JJIIAA 1\nSKLA A 4\nGoto Ready+1\nNoAmmo:\nSKLA A 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor SkullSpiral\n{\nPROJECTILE\nHealth 999999\nDamage (0)\nHeight 30\nRadius 30\n+SHOOTABLE\n-NOBLOCKMAP\n+DEFLECT\n+DONTREFLECT\n+GHOST\n+THRUSPECIES\n+RIPPER\n+NOINTERACTION\n+NOTARGETSWITCH\n-ACTIVATEMCROSS\n-ACTIVATEPCROSS\n-CANUSEWALLS\n-ACTIVATEIMPACT\n+NOTRIGGER\nscale 3.5\ndamagetype \"SkullBarrier\"\nObituary \"$OB_SKULLBARRIER\"\nvar int user_distance;\nStates\n{\nSpawn:\nSKLC I 0 A_JumpIf(ACS_NamedExecuteWithResult(\"core_targetexists\")==0,\"Death\")\nSKLC I 0 A_GiveInventory(\"CutterFlag\",1)\nSKLC I 0 A_SpawnItemEx(\"SkullSpiralHurtBox\",0,0,0)\nSKLC I 0 A_SetUserVar(\"user_distance\",user_distance+6)\nSKLC I 0 A_Warp(AAPTR_TARGET,0+1*user_distance,0,32,12,WARPF_USECALLERANGLE|WARPF_NOCHECKPOSITION)\nSKLC I 1 A_JumpIfInventory(\"CutterFlag\",20,\"Stay\")\nSKLC J 0 A_JumpIf(ACS_NamedExecuteWithResult(\"core_targetexists\")==0,\"Death\")\nSKLC J 0 A_GiveInventory(\"CutterFlag\",1)\nSKLC J 0 A_SpawnItemEx(\"SkullSpiralHurtBox\",0,0,0)\nSKLC J 0 A_SetUserVar(\"user_distance\",user_distance+6)\nSKLC J 0 A_Warp(AAPTR_TARGET,0+1*user_distance,0,32,12,WARPF_USECALLERANGLE|WARPF_NOCHECKPOSITION)\nSKLC J 1 A_JumpIfInventory(\"CutterFlag\",20,\"Stay\")\nSKLC K 0 A_JumpIf(ACS_NamedExecuteWithResult(\"core_targetexists\")==0,\"Death\")\nSKLC K 0 A_GiveInventory(\"CutterFlag\",1)\nSKLC K 0 A_SpawnItemEx(\"SkullSpiralHurtBox\",0,0,0)\nSKLC K 0 A_SetUserVar(\"user_distance\",user_distance+6)\nSKLC K 0 A_Warp(AAPTR_TARGET,0+1*user_distance,0,32,12,WARPF_USECALLERANGLE|WARPF_NOCHECKPOSITION)\nSKLC K 1 A_JumpIfInventory(\"CutterFlag\",20,\"Stay\")\nloop\nStay:\nSKLC I 0 A_JumpIf(ACS_NamedExecuteWithResult(\"core_targetexists\")==0,\"Death\")\nSKLC I 0 A_SpawnItemEx(\"SkullSpiralHurtBox\",0,0,0)\nSKLC I 0 A_Warp(AAPTR_TARGET,0+1*user_distance,0,32,24,WARPF_USECALLERANGLE|WARPF_NOCHECKPOSITION)\nSKLC I 0 A_GiveInventory(\"CutterFlag\",1)\nSKLC I 1 A_JumpIfInventory(\"CutterFlag\",65,\"Retract\")\nSKLC J 0 A_JumpIf(ACS_NamedExecuteWithResult(\"core_targetexists\")==0,\"Death\")\nSKLC J 0 A_SpawnItemEx(\"SkullSpiralHurtBox\",0,0,0)\nSKLC J 0 A_Warp(AAPTR_TARGET,0+1*user_distance,0,32,24,WARPF_USECALLERANGLE|WARPF_NOCHECKPOSITION)\nSKLC J 0 A_GiveInventory(\"CutterFlag\",1)\nSKLC J 1 A_JumpIfInventory(\"CutterFlag\",65,\"Retract\")\nSKLC K 0 A_JumpIf(ACS_NamedExecuteWithResult(\"core_targetexists\")==0,\"Death\")\nSKLC K 0 A_SpawnItemEx(\"SkullSpiralHurtBox\",0,0,0)\nSKLC K 0 A_Warp(AAPTR_TARGET,0+1*user_distance,0,32,24,WARPF_USECALLERANGLE|WARPF_NOCHECKPOSITION)\nSKLC K 0 A_GiveInventory(\"CutterFlag\",1)\nSKLC K 1 A_JumpIfInventory(\"CutterFlag\",65,\"Retract\")\nloop\nRetract:\nSKLC I 0 A_JumpIf(ACS_NamedExecuteWithResult(\"core_targetexists\")==0,\"Death\")\nSKLC I 0 A_GiveInventory(\"CutterFlag\",1)\nSKLC I 0 A_SpawnItemEx(\"SkullSpiralHurtBox\",0,0,0)\nSKLC I 0 A_SetUserVar(\"user_distance\",user_distance-6)\nSKLC I 0 A_Warp(AAPTR_TARGET,0+1*user_distance,0,32,12,WARPF_USECALLERANGLE|WARPF_NOCHECKPOSITION)\nSKLC I 1 A_JumpIfInventory(\"CutterFlag\",85,\"Death\")\nSKLC J 0 A_JumpIf(ACS_NamedExecuteWithResult(\"core_targetexists\")==0,\"Death\")\nSKLC J 0 A_GiveInventory(\"CutterFlag\",1)\nSKLC J 0 A_SpawnItemEx(\"SkullSpiralHurtBox\",0,0,0)\nSKLC J 0 A_SetUserVar(\"user_distance\",user_distance-6)\nSKLC J 0 A_Warp(AAPTR_TARGET,0+1*user_distance,0,32,12,WARPF_USECALLERANGLE|WARPF_NOCHECKPOSITION)\nSKLC J 1 A_JumpIfInventory(\"CutterFlag\",85,\"Death\")\nSKLC K 0 A_JumpIf(ACS_NamedExecuteWithResult(\"core_targetexists\")==0,\"Death\")\nSKLC K 0 A_GiveInventory(\"CutterFlag\",1)\nSKLC K 0 A_SpawnItemEx(\"SkullSpiralHurtBox\",0,0,0)\nSKLC K 0 A_SetUserVar(\"user_distance\",user_distance-6)\nSKLC K 0 A_Warp(AAPTR_TARGET,0+1*user_distance,0,32,12,WARPF_USECALLERANGLE|WARPF_NOCHECKPOSITION)\nSKLC K 1 A_JumpIfInventory(\"CutterFlag\",85,\"Death\")\nloop\nDeath:\nTNT1 I 1 A_SpawnItemEx(\"HardKnuckleFX\",0,0,0,0,0,0)\nTNT1 I 1 A_Stop\nstop\n}\n}\n\nactor SkullSpiralHurtBox\n{\nPROJECTILE\nHeight 30\nhealth 1\n+NOBLOOD\nRadius 30\nDamage (0)\n+SHOOTABLE\n-NOBLOCKMAP\n+DONTREFLECT\n+GHOST\n+THRUSPECIES\n+RIPPER\n-ACTIVATEMCROSS\n-ACTIVATEPCROSS\n-CANUSEWALLS\n-ACTIVATEIMPACT\n+NOTRIGGER\ndamagetype \"SkullBarrier\"\nObituary \"$OB_SKULLBARRIER\"\nSpeed 5\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0 A_Explode(4,30,0)\nTNT1 A 4 A_Stop\nstop\n}\n}\n\nactor PlantBarrierWepSH : BaseMM8BDMWep replaces PlantBarrierWep\n{ //Coded by MegaVile\n//$Category MM8BDM-Weapons\n//$Title Plant Barrier\nWeapon.AmmoUse 9\nWeapon.AmmoGive 28\nWeapon.SlotNumber 7\nInventory.Pickupmessage \"$PU_PLANTBARRIER\"\nObituary \"$OB_PLANTBARRIER\"\nTag \"$TAG_PLANTBARRIER\"\nweapon.ammotype \"PlantBarrierAmmo\"\ninventory.icon \"PLANTSI\"\nStates\n{\nSpawn:\nWEA2 T 1\nloop\nReady:\nPLAA A 0 ACS_ExecuteAlways(998,0,39)\nPLAA A 0 A_ClearRefire\nPLAA A 1 A_WeaponReady\nGoto Ready+2\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nPLAA A 1 A_Lower\nGoto Deselect+1\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nPLAA A 1 A_Raise\nLoop\nFire:\nPLAA A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nPLAA A 0 A_JumpIfInventory(\"DuoFistSpecial\",1,\"Fire150\")\nPLAA A 0 A_JumpIfInventory(\"MegaBuster\",1,\"Fire100\")\nPLAA A 0 A_JumpIfInventory(\"ProtoBusterSpecial\",1,\"Fire80\")\nPLAA A 1 A_JumpIfInventory(\"BassBusterSpecial\",1,\"Fire90\")\ngoto Ready+1\nFire150:\nPLAA A 0 A_JumpIfHealthLower(150,\"FireX\")\ngoto NoAmmo\nPLAA A 1\nPLAA IJ 2\nPLAA K 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nPLAA K 0 A_TakeInventory(\"PlantBarrierAmmo\",28)\nPLAA K 6 A_GiveInventory(\"Health\",20)\nPLAA IJ 2\nPLAA A 24\ngoto Ready+1\nFire100:\nPLAA A 0 A_JumpIfHealthLower(100,\"FireX\")\ngoto NoAmmo\nPLAA A 1\nPLAA IJ 2\nPLAA K 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nPLAA K 0 A_TakeInventory(\"PlantBarrierAmmo\",28)\nPLAA K 6 A_GiveInventory(\"Health\",20)\nPLAA IJ 2\nPLAA A 24\ngoto Ready+1\nFire90:\nPLAA A 0 A_JumpIfHealthLower(90,\"FireX\")\ngoto NoAmmo\nPLAA A 1\nPLAA IJ 2\nPLAA K 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nPLAA K 0 A_TakeInventory(\"PlantBarrierAmmo\",28)\nPLAA K 6 A_GiveInventory(\"Health\",20)\nPLAA IJ 2\nPLAA A 24\ngoto Ready+1\nFire80:\nPLAA A 0 A_JumpIfHealthLower(80,\"FireX\")\ngoto NoAmmo\nPLAA A 1\nPLAA IJ 2\nPLAA K 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nPLAA K 0 A_TakeInventory(\"PlantBarrierAmmo\",28)\nPLAA K 6 A_GiveInventory(\"Health\",20)\nPLAA IJ 2\nPLAA A 24\ngoto Ready+1\n\nFireX:\nPLAA A 0 A_JumpIfInventory(\"PlantBarrierCooldownSH\", 1, \"NoAmmo\")\nPLAA A 0 A_JumpIfInventory(\"PlantShieldCheckSH\", 1, \"ShieldActive\")\nPLAA A 0 A_JumpIfInventory(\"PlantBarrierProtectionSH\", 1, \"NoAmmo\")\nPLAA A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nPLAA A 0 A_GiveInventory(\"PlantShieldCheckSH\", 10)\nPLAA A 0 A_TakeInventory(\"PlantBarrierAmmo\", 9)\nPLAA A 0 A_SpawnItemEx(\"PlantBarrierWatcherSH\")\nPLAA A 0 A_SpawnItemEx(\"PlantBarrierSHWarper\")\nPLAA A 0 //A_GiveInventory(\"SkullBarrierProtection\", 1)\nPLAA A 0 ACS_ExecuteAlways(982, 0, 1) // protection script\ngoto ShieldActivate\nShieldActivate:\nPLAA IJ 2\nPLAA K 5\nShieldActive:\nPLAA K 1 A_WeaponReady\nPLAA K 0 A_JumpIfInventory(\"PlantShieldCheckSH\", 1, \"ShieldActive\")\nGoto ShieldEnd\nShieldEnd:\nPLAA K 0 A_TakeInventory(\"PlantShieldCheckSH\", 999)\nPLAA JJIIAA 9\nPLAA A 17\nGoto Ready+1\n\nNoAmmo:\nPLAA A 0 ACS_Execute(979,0)\ngoto Ready+1\n}\n}\n\nactor PlantShieldCheckSH : Inventory\n{\ninventory.amount 1\ninventory.maxamount 10\n}\n\nactor PlantShieldNotSH : SkullShieldCheck {}\n\nactor PlantBarrierWatcherSH\n{\n\t+MISSILE\n\t+NOINTERACTION\n\t+DONTBLAST\n\t+NOGRAVITY\n\t-SOLID\n\tHeight 1\n\tRadius 1\n\tvar int user_countdown;\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 AA 1 //A_GiveToTarget(\"SkullBarrierFX1\",1)\n\t\t\tTNT1 A 0 A_TakeFromTarget(\"PlantShieldCheckSH\",1)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_countdown\", user_countdown + 1)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"BasicArmor\", 1, \"DeathSilent\")\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"ShieldCheck\", 1, \"DeathSilent\")\n\t\t\tTNT1 A 0 A_JumpIf(user_countdown >= 10, \"DeathSilent\")\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"ShieldHits\", 1, \"Spawn\")\n\t\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 0 A_GiveToTarget(\"PlantBreakSound\", 1)\n\t\tDeathSilent:\n\t\t\tTNT1 A 0 A_TakeFromTarget(\"PlantShieldCheckSH\", 999)\n\t\t\tTNT1 A 0 A_TakeFromTarget(\"ShieldHits\", 999)\n\t\t\tTNT1 A 0 A_GiveToTarget(\"PlantBarrierProtectionSH\", 1)\n\t\t\tTNT1 A 8 A_GiveToTarget(\"PlantBarrierCooldownSH\", 1)\n\t\t\tstop\n\t\tEnd:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 1 A_TakeFromTarget(\"PlantShieldCheckSH\", 1)\n\t\t\tstop\n\t}\n}\n\nactor PlantBreakSound : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\t\tUse:\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"weapon/plantcounter\", \"body\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"Health\",20)\n\t\t\tTNT1 A 0 A_Recoil(8)\n\t\t\tstop\n\t}\n}\n\nactor PlantBarrierSHWarper : BaseShieldWarper\n{\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"core_shieldwarper_plantsh\", 0)\n\tTNT1 A 0 A_Jump(256, \"Shield\")\n\tGoto Shield\n\tShield:\n\tPLAN ABCDEFGHIJKLMNOPQR 1 A_Warp(AAPTR_TARGET, 0, 0, 0, 0, WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)\n\tloop\n\t}\n}\n\nactor PlantBarrierProtectionSH : PowerProtection\n{\npowerup.duration 10\ndamagefactor \"NORMAL\", 0.0\ndamagefactor \"CRUSH\", 1.0\ndamagefactor \"TELEFRAG\", 1.0\ndamagefactor \"LaserTrident\", 1.0\n}\n\nactor PlantBarrierCooldownSH : PowerProtection\n{\ndamagefactor \"Falling\", 1.0\ndamagefactor \"Fire\", 1.0\ndamagefactor \"Drowning\", 1.0\ndamagefactor \"Slime\", 1.0\ndamagefactor \"Spiney\", 1.0\ndamagefactor \"Ice\", 1.0\npowerup.duration 40\n}"
      },
      {
        "source": "pk3",
        "name": "Weapons/SaxtonBossWeapon.txt",
        "contents": "actor SaxtonBossWeapon : MegaBuster\n{\nWeapon.AmmoUse 0\nWeapon.AmmoGive 0\nWeapon.SlotNumber 1\nObituary \"%o was signed by \\ckSaxton Hale\\c- (%k)'s Fist!\"\n+INVENTORY.UNDROPPABLE\nweapon.ammotype \"BossJumpCharge\"\nweapon.ammotype2 \"BossRageCharge\"\n+WEAPON.AMMO_OPTIONAL\nScale 2.0\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nReady:\nSXH1 A 0 ACS_ExecuteAlways(998,0,500)\nSXH1 A 0 ACS_ExecuteAlways(804,0,255)\nSXH1 A 0 A_GiveInventory(\"SaxtonJumpItem\",1)\nSXH1 A 0 A_SpawnItem(\"BTWIMRIGHTHERE\")\nSXH1 A 0 ACS_ExecuteAlways(808,0)\nSXH1 A 0 A_JumpIfInventory(\"PowerHalfDamage\", 1, \"RageColorsReady\")\nSXH1 A 0 ACS_ExecuteAlways(991,0,500)\nSXH1 A 1 A_WeaponReady(WRF_NOSWITCH)\nSXH1 A 1 A_GiveInventory(\"BossJumpCharge\",1)\nGoto Ready+5\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nSXH1 A 1 A_Lower\nloop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nSXH1 A 1 A_Raise\nLoop\nFire:\nSXH1 A 0 A_PlaySoundEx(\"weapon/napalm\",\"Weapon\")\nSXH1 A 2\nSXH1 B 2\nSXH1 C 1 A_FireCustomMissile(\"SaxtonFist\",0,1,0,0)\nSXH1 C 19\nSXH1 B 12\nSXH1 A 12\nSXH1 A 0 A_Refire\nGoto Ready+5\nAltFire:\nSXH1 A 0 A_JumpIfInventory(\"BossRageCharge\",500,\"Rage\")\nSXH1 A 1\nGoto Ready+5\nRage:\nSXH1 A 0 A_PlaySoundEx(\"Saxton/Rage\",\"Item\")\nSXH1 A 0 A_TakeInventory(\"BossRageCharge\",500)\nSXH1 A 0 SetPlayerProperty(0,1,0)\nSXH1 B 10\nPIRO C 0// ACS_ExecuteAlways(991,0,516)\nPIRO B 0 A_SpawnItemEx(\"SaxtonHaleRageAssist\", 0, 0, 0, 0, 0, 0)\nPIRO B 0 A_SpawnItemEx(\"SaxtonHaleRageAssistScreen\", 0, 0, 0, 0, 0, 0)\nSXH1 C 10 A_GiveInventory(\"HaleSuperArmor\",1)\nSXH1 B 10\nSXH1 A 5\nSXH1 A 0 SetPlayerProperty(0,0,0)\ngoto Ready+5\nNoAmmo:\nSXH1 A 1 ACS_Execute(979,0)\nSXH1 A 0 A_Refire\ngoto Ready+5\nRageColorsReady:\nSXH1 A 0// ACS_ExecuteAlways(991,0,516)\nSXH1 A 1 A_WeaponReady(WRF_NOSWITCH)\nSXH1 A 1 A_GiveInventory(\"BossJumpCharge\",1)\nGoto Ready+5\n}\n}\n\nactor SaxtonHaleRageAssist\n{\n+MISSILE\n+NOCLIP\n+NOINTERACTION\n+DONTBLAST\nreactiontime 1155\nStates\n{\nSpawn:\nTNT1 A 0\nPowerCircles:\nTNT1 A 0 A_GiveToTarget(\"SaxtonHaleCircleItem\", 1)\nTNT1 AAAAAAAA 1 A_CountDown\ngoto Spawn\nDeath:\nPowerFinished:\nTNT1 A 4\nTNT1 A 0 A_GiveToTarget(\"SaxtonHaleNormalArmor\", 1)\nTNT1 A 0 A_TakeFromTarget(\"PowerHalfDamage\", 999)\nstop\n}\n}\n\nactor SaxtonHaleRageAssistScreen : SaxtonHaleRageAssist\n{\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 AAAAAAAAAAAAAAAAA 1 A_CountDown\nTNT1 A 0 A_TakeFromTarget(\"PowerHalfDamage\", 999)\nTNT1 A 0 A_GiveToTarget(\"HaleSuperArmor2\", 1)\nTNT1 AAAAAAAAAAAAAAAAAA 1 A_CountDown\nTNT1 A 0 A_TakeFromTarget(\"PowerHalfDamage\", 999)\nTNT1 A 0 A_GiveToTarget(\"HaleSuperArmor\", 1)\nloop\n}\n}\n\nactor SaxtonHaleCircleItem : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"SaxtonHaleCircle\", 0, 0, 0, 0, 0, 0)\nstop\n}\n}\n\nactor SaxtonHaleCircle\n{\n+NOCLIP\n+NOINTERACTION\n+DONTBLAST\nRenderstyle \"Translucent\"\nAlpha 0.8\nscale 1.6\nStates\n{\nSpawn:\nTNT1 A 0\nSXP1 ZZZZZZZZ 1 ThrustThingZ(0,22,0,0)\nSXP1 ZZZZZZZZ 3 A_FadeOut(0.1)\nstop\n}\n}\n\nactor SaxtonHaleNormalArmor : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 ACS_ExecuteAlways(991,0,500)\nstop\n}\n}\n\nactor SaxtonFist\n{\nObituary \"%o was signed by \\ckSaxton Hale\\c- (%k)'s Fist!\"\nPROJECTILE\n+DONTBLAST\nRadius 22 // 10 // 20\nHeight 45 // 25 // 45\nscale 4.8 // 2.5\ndamage (30)\n+RIPPER\ndamagetype \"MegaWaterS\" // \"InstagibSH\"\nspeed 40\nStates\n{\nSpawn:\nSXP1 ABC 1// A_SpawnItemEx(\"SaxtonFistHitbox\", 0, 0, 0, 0, 0, 0, 0, SXF_ABSOLUTEMOMENTUM)\nstop\n}\n}\n\nactor SaxtonFistHitbox : SaxtonFist\n{\n-NOINTERACTION\n-RIPPER\ndamage (30)\nstates\n{\nSpawn:\nTNT1 A 2\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Weapons/StarmanBossWeapon.txt",
        "contents": "actor StarmanBossWeapon : MegaBuster\n{\nWeapon.AmmoUse 0\nWeapon.AmmoGive 0\nWeapon.SlotNumber 1\n//Obituary \"%o was sliced by \\ctGhost of Starman\\c- (%k)!\"\nObituary \"%o was made into stardust by \\c[i9]Ghost of Starman \\c-(%k)'s PSI StarStorm Alpha!\"\n+INVENTORY.UNDROPPABLE\nweapon.ammotype \"BossJumpCharge\"\nweapon.ammotype2 \"BossRageCharge\"\n+WEAPON.AMMO_OPTIONAL\nScale 2.0\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nReady:\nSXH1 G 0// ACS_ExecuteAlways(998,0,501)\nSXH1 G 0 ACS_ExecuteAlways(804,0,255)\nSXH1 G 0 A_GiveInventory(\"StarmanJumpItem\",1)\nSXH1 G 0 A_SpawnItem(\"BTWIMRIGHTHERE\")\nSXH1 G 0 ACS_ExecuteAlways(808,0)\nSXH1 A 0 ACS_ExecuteAlways(991,0,501)\nSXH1 G 1 A_WeaponReady(WRF_NOSWITCH)\nSXH1 G 1 A_GiveInventory(\"BossJumpCharge\",1)\nGoto Ready+5\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nSXH1 G 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nSXH1 G 1 A_Raise\nLoop\nFire:\nHold:\nSXH1 G 1 A_GiveInventory(\"WeaponCharge\", 1)\nSXH1 G 0 A_JumpIfInventory(\"WeaponCharge\", 6, \"AlphaMeteor\")\nSXH1 G 0 A_Refire\ngoto CutYouDownToSize\n\nCutYouDownToSize:\nSXH1 H 2\nSXH1 G 0 A_TakeInventory(\"WeaponCharge\", 999)\nSXH1 I 0 A_PlaySoundEx(\"weapon/slashclaw\",\"Weapon\")\nSXH1 J 1 A_FireCustomMissile(\"StarmanSlash\",0,1,0,0)\nSXH1 JK 2\nTNT1 A 14\nSXH1 LMG 2\nGoto Ready+5\n\nAlphaMeteor:\nSXH1 H 2\nSXH1 I 0 A_PlaySoundEx(\"Starman/Casting\",\"Weapon\")\nSXH1 J 1 A_FireCustomMissile(\"PSIStarStormAlphaPinpoint\",0,1,0,0)\nSXH1 JK 9\nTNT1 AAAAAAAAAAAAAA 4 A_GiveInventory(\"BossJumpCharge\",1)\nSXH1 LMG 4 A_GiveInventory(\"BossJumpCharge\",1)\nSXH1 G 0 A_TakeInventory(\"WeaponCharge\", 999)\nSXH1 G 1 A_Refire\nGoto Ready+5\nAltFire:\nSXH1 G 0 A_JumpIfInventory(\"BossRageCharge\",500,\"Rage\")\nSXH1 G 1\nGoto Ready+5\nRage:\nSXH1 G 0 ACS_Execute(719,0,0)\nSXH1 G 0 A_PlaySoundEx(\"Starman/Rage\",\"Item\")\nSXH1 G 0 A_TakeInventory(\"BossRageCharge\",500)\nSXH1 G 0 A_GiveInventory(\"StarmanSlowDown\",1)\nSXH1 G 0 A_GiveInventory(\"StarmanImmune\",1)\nSXH1 G 0\nSXH1 NOPQR 3\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 3 A_SpawnItemEx(\"PSIStarStorm\",random(340,-340),random(256,-256),320,0,0,random(-20,-22))\nSXH1 LMG 5\nSXH1 G 0 ACS_Execute(719,0,1)\ngoto Ready+5\nNoAmmo:\nSXH1 G 1 ACS_Execute(979,0)\nGoto Ready+5\n}\n}\n\nactor PSIStarStormAlphaPinpoint : FastProjectile\n{\nPROJECTILE\n+RIPPER\nradius 3\nheight 3\nspeed 360\n+DONTSPLASH\ndamage (0)\nstates\n{\nSpawn:\nTNT1 A 2\ngoto NaturalDeath\nNaturalDeath:\nTNT1 A 0 A_SpawnItemEx(\"PSIStarStormAlphaFloor\")\nstop\nDeath:\nTNT1 A 0 A_SpawnItemEx(\"PSIStarStormAlphaFloor\", -32, 0, 0, 0, 0, 0)\nstop\n}\n}\n\nactor PSIStarStormAlphaFloor\n{\n+FLOORHUGGER\n+RIPPER\ndamage (0)\nPROJECTILE\nstates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0 //A_JumpIf(ceilingz-floorz > 250, \"NormalVersion\")\n/*LowCeilingOfDoomSpikes:\n//TNT1 A 0 A_SpawnItemEx(\"FireStorm\", 0, 0, 0, 0, 0, 0)\nTNT1 A 0 A_SpawnItemEx(\"PSIStarStormAlpha\", 0, 0, ceilingz-floorz-32, 0, 0, -14)\nstop*/\nNormalVersion:\n//TNT1 A 0 A_SpawnItemEx(\"FireStorm\", 0, 0, 0, 0, 0, 0) // this helps me locating the blast position\n//TNT1 A 0 A_SpawnItemEx(\"PSIStarStormAlpha\", -200, 0, 227, 14, 0, -23)\nTNT1 A 0 A_SpawnItemEx(\"PSIStarStormAlpha\", 0, 0, 450, 0, 0, -40)\nstop\n}\n}\n\nactor PSIStarStormAlpha\n{\nObituary \"%o was made into stardust by \\c[i9]Ghost of Starman \\c-(%k)'s PSI StarStorm Alpha!\"\nPROJECTILE\n+DONTBLAST\n+NOINTERACTION\ndamagetype \"MegaWaterS\"\nradius 7\nheight 7\nscale 3.6\ndamage (10)\n+SKYEXPLODE\nreactiontime 15\nstates\n{\nSpawn:\nSXP1 M 0\nSXP1 M 0 A_SetTranslucent(0.01)\nSXP1 M 0 A_JumpIf(z-ceilingz >= -9, 2)\nTNT1 A 0 A_ChangeFlag(\"NOINTERACTION\", 0)\nSXP1 M 2 A_FadeIn(0.20)\nSXP1 M 0 A_JumpIf(z-ceilingz >= -9, 2)\nTNT1 A 0 A_ChangeFlag(\"NOINTERACTION\", 0)\nSXP1 N 2 A_FadeIn(0.20)\nSXP1 M 0 A_JumpIf(z-ceilingz >= -9, 2)\nTNT1 A 0 A_ChangeFlag(\"NOINTERACTION\", 0)\nSXP1 O 2 A_FadeIn(0.20)\nSXP1 M 0 A_JumpIf(z-ceilingz >= -9, 2)\nTNT1 A 0 A_ChangeFlag(\"NOINTERACTION\", 0)\nSXP1 M 2 A_FadeIn(0.20)\nSXP1 M 0 A_JumpIf(z-ceilingz >= -9, 2)\nTNT1 A 0 A_ChangeFlag(\"NOINTERACTION\", 0)\nSXP1 N 2 A_FadeIn(0.20)\nStormyNight:\nSXP1 M 0 A_JumpIf(z-ceilingz >= -9, 2)\nTNT1 A 0 A_ChangeFlag(\"NOINTERACTION\", 0)\nSXP1 O 2 ThrustThingZ(0,14,1,1)\nSXP1 M 0 A_JumpIf(z-ceilingz >= -9, 2)\nTNT1 A 0 A_ChangeFlag(\"NOINTERACTION\", 0)\nSXP1 M 2 ThrustThingZ(0,14,1,1)\nSXP1 M 0 A_JumpIf(z-ceilingz >= -9, 2)\nTNT1 A 0 A_ChangeFlag(\"NOINTERACTION\", 0)\nSXP1 N 2 ThrustThingZ(0,14,1,1)\nTNT1 A 0 A_CountDown\nloop\nDeath:\nSXP1 O 0 A_Explode(70, 180, 0)\nTNT1 A 0 A_PlaySoundEx(\"Starman/Exploding\", \"Weapon\")\n//TNT1 A 0 A_SpawnItemEx(\"FireStorm\") // location checker\nTNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"PSIStarStormAlphaMiniStar\", 0, 0, -25, random(-30, -10), random(-12, 12), random(11, 22))\nTNT1 AAAAA 3 A_SpawnItemEx(\"PSIStarStormAlphaGFX\", random(-70, 70), random(-70, 70), random(-20, 50), 0, 0, 0)\nstop\n}\n}\n\nactor PSIStarStormAlphaGFX\n{\n+NOINTERACTION\nPROJECTILE\nscale 2.4\nstates\n{\nSpawn:\nASEX ABCDEF 1\nstop\n}\n}\n\nactor PSIStarStormAlphaMiniStar\n{\nscale 4.5\nPROJECTILE\n+NOINTERACTION\nstates\n{\nSpawn:\nSTAP CABCABC 2\nYes:\nSTAP AABBCC 1 A_FadeOut(0.1)\nloop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor StarmanSlash\n{\nObituary \"%o was made into stardust by \\c[i9]Ghost of Starman \\c-(%k)'s PSI StarStorm Alpha!\"\nPROJECTILE\n//+NOINTERACTION\n+RIPPER\nRadius 23 // 12 * 2 // 23 * 2\nHeight 21\nscale 4.20\ndamage (14)\ndamagetype \"MegaWaterS\"\nspeed 21\nObituary \"%o was sliced by \\c[i9]Ghost of Starman\\c- (%k)!\"\nStates\n{\nSpawn:\nSXP1 HIJKL 1// A_SpawnItemEx(\"StarmanSlashHitbox\", 0, 0, 0, 0, 0, 0, 0, SXF_ABSOLUTEMOMENTUM)\nstop\n}\n}\n\nactor StarmanSlashHitbox : StarmanSlash\n{\nObituary \"%o was made into stardust by \\c[i9]Ghost of Starman \\c-(%k)'s PSI StarStorm Alpha!\"\n-NOINTERACTION\ndamage (18)\nstates\n{\nSpawn:\nTNT1 A 1\nstop\n}\n}\n\nactor PSIStarStorm\n{\nObituary \"%o was made into stardust by \\c[i9]Ghost of Starman \\c-(%k)'s PSI StarStorm Alpha!\"\nPROJECTILE\n+RIPPER\n+NOINTERACTION\n+DONTBLAST\ndamage (0)\nheight 8\nradius 16\nScale 2.5\nReactiontime 10\ndamagetype \"MegaWaterS\" // I just need a damagetype that doesn't give invul. to Tank, BUT that immeditatly\n// kills on Death\nObituary \"%o was completely destroyed by \\c[i9]Ghost of Starman \\c-(%k)'s PSI StarStorm Omega!\"\nStates\n{\nSpawn:\nSXP1 M 0\nSXP1 M 0 A_ChangeVelocity(11,0,momz,CVF_RELATIVE|CVF_REPLACE)\nSXP1 MMMNNNOOO 1 A_JumpIf(ceilingz-z>8, \"Spawn2\")\nSXP1 O 0 A_JumpIf(momz==0,\"Death\")\nSXP1 O 0 A_CountDown\nGoto Spawn+2\nSpawn2:\nSXP1 M 0 A_ChangeFlag(\"RIPPER\", 0)\nSXP1 M 0 A_ChangeFlag(\"NOINTERACTION\",0)\nSXP1 MNO 3 A_ChangeVelocity(11,0,momz,CVF_RELATIVE|CVF_REPLACE)\nSXP1 O 0 A_JumpIf(momz==0,\"Death\")\nSXP1 O 0 A_CountDown\nGoto Spawn2+2\nDeath:\nSXP1 M 0 A_playSoundEx(\"weapon/astrocrush\",\"Weapon\")\nSXP1 M 0 A_ChangeFlag(NOGRAVITY,1)\nSXP1 M 0 A_Explode(250,128,0)\nASEX ABCDEF 2\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Weapons/CaveBossWeapon.txt",
        "contents": "actor CaveBossWeapon : MegaBuster\n{\nWeapon.AmmoUse 0\nWeapon.AmmoGive 0\nWeapon.SlotNumber 1\nObituary \"%o was blown up by \\c[u1]Cave Johnson\\c- (%k)\\cc's Combustible Lemon!\"\n+INVENTORY.UNDROPPABLE\nweapon.ammotype \"BossJumpCharge\"\nweapon.ammotype2 \"BossRageCharge\"\n+WEAPON.AMMO_OPTIONAL\nScale 2.0\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nReady:\nSXH1 D 0 ACS_ExecuteAlways(998,0,502)\nSXH1 D 0 ACS_ExecuteAlways(804,0,255)\nSXH1 D 0 A_GiveInventory(\"CaveJumpItem\",1)\nSXH1 D 0 A_SpawnItem(\"BTWIMRIGHTHERE\")\nSXH1 D 0 ACS_ExecuteAlways(808,0)\nSXH1 A 0 ACS_ExecuteAlways(991,0,502)\nSXH1 D 1 A_WeaponReady(WRF_NOSWITCH)\nSXH1 D 1 A_GiveInventory(\"BossJumpCharge\",1)\nGoto Ready+5\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nSXH1 D 1 A_Lower\nloop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nSXH1 D 1 A_Raise\nLoop\nFire:\nSXH1 D 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nSXH1 D 0 A_FireCustomMissile(\"CombustableLemon\",0,1,8,0)\nSXH1 EF 5\nSXH1 D 45\nSXH1 D 0 A_Refire\nGoto Ready+5\nAltFire:\nSXH1 D 0 A_JumpIfInventory(\"BossRageCharge\",500,\"Rage\")\nSXH1 D 1\nGoto Ready+5\nRage:\nSXH1 D 0 A_PlaySoundEx(\"Cave/Rage\",\"Item\")\nSXH1 D 0 A_TakeInventory(\"BossRageCharge\",500)\nSXH1 D 0 A_GiveInventory(\"CaveSlowDown\")\nSXH1 D 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nSXH1 D 0 A_FireCustomMissile(\"LemonStorm\",0,1,8,0)\nSXH1 EFD 5\nSXH1 D 0 A_FireCustomMissile(\"LemonStorm\",0,1,8,0)\nSXH1 EFD 5\nSXH1 D 0 A_FireCustomMissile(\"LemonStorm\",0,1,8,0)\nSXH1 EFD 5\nSXH1 D 0 A_FireCustomMissile(\"LemonStorm\",0,1,8,0)\nSXH1 EFD 5\nSXH1 D 0 A_FireCustomMissile(\"LemonStorm\",0,1,8,0)\nSXH1 EFD 5\nSXH1 D 0 A_FireCustomMissile(\"LemonStorm\",0,1,8,0)\nSXH1 EFD 5\nSXH1 D 0 A_FireCustomMissile(\"LemonStorm\",0,1,8,0)\nSXH1 EFD 5\nSXH1 D 0 A_FireCustomMissile(\"LemonStorm\",0,1,8,0)\nSXH1 EFD 5\nSXH1 D 0 A_FireCustomMissile(\"LemonStorm\",0,1,8,0)\nSXH1 EFD 5\nSXH1 D 0 A_FireCustomMissile(\"LemonStorm\",0,1,8,0)\nSXH1 EFD 5\nSXH1 D 0 A_FireCustomMissile(\"LemonStorm\",0,1,8,0)\nSXH1 EFD 5\nSXH1 D 0 A_FireCustomMissile(\"LemonStorm\",0,1,8,0)\nSXH1 EFD 5\nSXH1 D 0 A_FireCustomMissile(\"LemonStorm\",0,1,8,0)\nSXH1 EFD 5\nSXH1 D 0 A_FireCustomMissile(\"LemonStorm\",0,1,8,0)\nSXH1 EFD 5\nSXH1 D 0 A_TakeInventory(\"CaveSlowDown\")\nSXH1 D 40\ngoto Ready+5\nNoAmmo:\nSXH1 D 1 ACS_Execute(979,0)\nSXH1 D 0 A_Refire\ngoto Ready+5\n}\n}\n\nactor CombustableLemon\n{\nObituary \"%o was blown up by \\c[u1]Cave Johnson\\c- (%k)\\cc's Combustible Lemon!\"\nPROJECTILE\nRadius 10\nHeight 10\nscale 2.5\n-NOGRAVITY\nspeed 30\n+HEXENBOUNCE\n+CANBOUNCEWATER\ndamagetype \"WilyFire\"\nbouncefactor 0.6\nwallbouncefactor 0.0\nreactiontime 15\nbouncecount 5\nStates\n{\nSpawn:\nSXP1 D 0 ThrustThingZ(0,25,0,1)\nSXP1 D 0 A_CountDown\nSXP1 DEFG 4\nGoto Spawn+1\nDeath:\nSXP1 D 0 A_Stop\nSXP1 D 0 A_PlaySoundEx(\"weapon/napalm\",\"Weapon\")\nSXP1 D 0 A_ChangeFlag(\"NOGRAVITY\",1)\nSXP1 D 0 A_Explode(75,100,0)\nTNT1 A 0 A_SpawnItemEx(\"OilPitIgnite\",0,0,0)\nNAPA EFGHIJKLMNOPQRS 2\nstop\n}\n}\n\nactor LemonStorm : CombustableLemon\n{\n+NOGRAVITY\n-HEXENBOUNCE\nspeed 35\nObituary \"%o was blown up by \\c[u1]Cave Johnson \\c-(%k)'s Lemon Storm!\"\nStates\n{\nSpawn:\nSXP1 DEFG 4\nloop\n}\n}\n\nactor CaveFire : ImOnFire replaces ImOnFire\n{\nStates\n{\nSpawn:\nTNT1 A 20\nTakingCounters:\nTNT1 A 0 A_TakeFromTarget(\"FireVisionCounters\", 1)\nTNT1 A 0 A_GiveToTarget(\"OnFireDamage\",1)\nTNT1 A 2\nTNT1 AAAAAAAAAAAAAAAAAA 1 A_JumpIfInTargetInventory(\"IsDead\", 1, \"GiveCombo\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"FireVisionCounters\", 1, \"TakingCounters\")\nTNT1 A 0 A_GiveToTarget(\"ImNotOnFireNow\",1)\nTNT1 A 0 A_TakeFromTarget(\"FireVisionAppeased\", 999)\nstop\nGiveCombo:\nTNT1 A 0 A_JumpIfInTargetInventory(\"DiedOfBurningMain\", 1, 2)\nTNT1 A 0 ACS_ExecuteAlways(400, 0, 54)\nTNT1 A 0\nstop\nGoAway:\nTNT1 A 0\nstop\n}\n}\n\nactor FireVisionCounters : Inventory\n{\ninventory.amount 1\ninventory.maxamount 3\n}\n\nactor DiedOfBurningMain : FireVisionCounters\n{\n}"
      },
      {
        "source": "pk3",
        "name": "Weapons/SniperBossWeapon.txt",
        "contents": "actor SniperBossWeapon : MegaBuster\n{\nWeapon.AmmoUse 0\nWeapon.AmmoGive 0\nWeapon.SlotNumber 1\nObituary \"%o was slashed by \\c[d5]Christian Brutal Sniper \\c-(%k)'s Tribesman's Shiv!\"\n+INVENTORY.UNDROPPABLE\nweapon.ammotype \"BossJumpCharge\"\nweapon.ammotype2 \"BossRageCharge\"\n+WEAPON.AMMO_OPTIONAL\nScale 2.0\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nReady:\nSXH1 S 0 ACS_ExecuteAlways(998,0,503)\nSXH1 S 0 ACS_ExecuteAlways(804,0,255)\nSXH1 S 0 A_GiveInventory(\"SniperJumpItem\",1)\nSXH1 S 0 A_SpawnItem(\"BTWIMRIGHTHERE\")\nSXH1 S 0 A_SpawnItemEx(\"ChristianBrutalSniperRageControl\")\nSXH1 S 0 ACS_ExecuteAlways(808,0)\nSXH1 A 0 ACS_ExecuteAlways(991,0,503)\nSXH1 S 1 A_WeaponReady(WRF_NOSWITCH)\nSXH1 S 1 A_GiveInventory(\"BossJumpCharge\",1)\nGoto Ready+6\nRageReady:\nSXH2 E 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOSECONDARY)\nSXH2 E 1 A_GiveInventory(\"BossJumpCharge\",1)\nSXH2 E 0 A_JumpIfInventory(\"PowerSniperCheck\",1,\"RageReady\")\nSXH2 FGA 2\nTNT1 A 8\nSXH1 XYS 2\nGoto Ready+6\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nSXH1 S 1 A_Lower\nloop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nSXH1 S 1 A_Raise\nLoop\nFire:\nSXH1 S 0 A_JumpIfInventory(\"ChristianBrutalSniperHuntsmanMode\",1,\"RageFire\")\nSXH1 TU 1\nSXH1 U 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nSXH1 U 0 A_FireCustomMissile(\"SniperShiv\",0,1,0,0)\nSXH1 VW 2\nSXH1 XY 4\nTNT1 A 34\nSXH1 S 1 Offset(60, 200)\nSXH1 S 1 Offset(40, 125)\nSXH1 S 1 Offset(20, 50)\nSXH1 A 0 A_Refire\nGoto Ready+6\nRageFire:\nSXH1 E 0 A_TakeInventory(\"ChristianBrutalSniperHuntsman\", 1)\nSXH1 E 0 A_PlaySoundEx(\"weapon/thunderbolt\",\"Weapon\")\nSXH1 E 0 A_FireCustomMissile(\"TheHuntsman\",0,1,8,0)\nSXH2 FG 10\nSXH2 A 24\nSXH2 BCDE 3\ngoto HasArrowReady\nAltFire:\nSXH1 S 0 A_JumpIfInventory(\"ChristianBrutalSniperHuntsmanMode\", 1, \"BackToSlashing\")\nSXH1 S 0 A_GiveInventory(\"ChristianBrutalSniperHuntsmanMode\", 1)\nSXH1 S 0 A_JumpIfInventory(\"ChristianBrutalSniperHuntsman\",1,\"HasArrow\")\ngoto UselessArrow\nUselessArrow:\nSXH1 YX 2 A_GiveInventory(\"BossJumpCharge\",1)\nSXH2 AF 2 A_GiveInventory(\"BossJumpCharge\",1)\nUselessArrowReady:\nSXH2 D 0 A_JumpIfInventory(\"ChristianBrutalSniperHuntsman\", 1, \"HasArrowMid\")\nSXH2 F 1 A_WeaponReady(WRF_NOPRIMARY | WRF_NOSWITCH)\nSXH2 F 1 A_GiveInventory(\"BossJumpCharge\",1)\ngoto UselessArrowReady\nHasArrow:\nSXH1 YX 1\nSXH1 X 0 A_GiveInventory(\"BossJumpCharge\",1)\nHasArrowMid:\nSXH2 AB 1\nSXH2 B 0 A_GiveInventory(\"BossJumpCharge\",1)\nSXH2 CD 1\nHasArrowReady:\nSXH2 D 0 A_JumpIfInventory(\"ChristianBrutalSniperHuntsman\", 1, 1)\ngoto UselessArrowReady\nSXH2 D 1 A_GiveInventory(\"BossJumpCharge\",1)\nSXH2 D 1 A_WeaponReady(WRF_NOSWITCH)\ngoto HasArrowReady\n\nBackToSlashing:\nSXH1 S 0 A_TakeInventory(\"ChristianBrutalSniperHuntsmanMode\", 999)\nSXH2 AA 2 A_GiveInventory(\"BossJumpCharge\",1)\nSXH1 XY 2 A_GiveInventory(\"BossJumpCharge\",1)\ngoto Ready+6\n\nRage:\nSXH1 S 0 A_TakeInventory(\"BossRageCharge\",500)\nSXH1 YYYXX 1\nSXH1 X 1 A_GiveInventory(\"SniperPowerUp\",1)\nSXH2 ABCDE 3\nSXH2 E 0 ACS_ExecuteAlways(976,0)\nSXH2 E 0 A_Refire\ngoto RageReady\nNoAmmo:\nSXH1 S 1 ACS_Execute(979,0)\nSXH1 S 0 A_Refire\ngoto Ready+6\n}\n}\n\nactor SniperShiv : SaxtonFist\n{\nObituary \"%o was slashed by \\c[d5]Christian Brutal Sniper \\c-(%k)'s Tribesman's Shiv!\"\nStates\n{\nSpawn:\nSXP1 PQR 1 //A_SpawnItemEx(\"SaxtonFistHitbox\", 0, 0, 0, 0, 0, 0, 0, SXF_ABSOLUTEMOMENTUM)\nstop\n}\n}\n\n// Rage //\n\nactor TheHuntsman\n{\nPROJECTILE\nRadius 10\nHeight 10\nscale 2.5\ndamage (100)\ndamagetype \"InstagibSH\"\nspeed 55\nObituary \"%o was brutally sniped by \\c[d5]Christian Brutal Sniper \\c-(%k)'s Huntsman!\"\nStates\n{\nSpawn:\nSXP1 STSUSV 1\nloop\nDeath:\nMMFX BCDE 3\nstop\n}\n}\n\nactor SniperPowerUp : PowerupGiver\n{\n+COUNTITEM\n+INVENTORY.AUTOACTIVATE\n+INVENTORY.ALWAYSPICKUP\nInventory.MaxAmount 0\nPowerup.Type \"SniperCheck\"\nPowerup.Color BlueMap\nPowerup.Duration -15\nStates\n{\nSpawn:\nTNT1 A 1\nLoop\n}\n}\n\nactor PowerSniperCheck : PowerDamage\n{\ndamagefactor \"normal\", 1\n}\n\nactor ChristianBrutalSniperHuntsman : Inventory\n{\ninventory.amount 1\ninventory.maxamount 20\n}\n\nactor ChristianBrutalSniperHuntsmanMode : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor ChristianBrutalSniperRageControl\n{\nPROJECTILE\n+NOINTERACTION\nstates\n{\nSpawn:\nTNT1 A 0\nWaitingForRage:\nTNT1 A 5\nTNT1 A 0 A_JumpIfInTargetInventory(\"BossRageCharge\", 500, \"WhatACinema\")\ngoto WaitingForRage\nWhatACinema:\nTNT1 A 0 A_GiveToTarget(\"ChristianBrutalSniperRoar\", 1)\nTNT1 AAAAA 7 A_GiveToTarget(\"ChristianBrutalSniperSurprise\", 1)\ngoto WaitingForRage\n}\n}\n\nactor ChristianBrutalSniperRoar : CustomInventory\n{\nstates\n{\nPickup:\nSXH1 S 0 A_PlaySoundEx(\"Sniper/Rage\",\"Item\")\nstop\n}\n}\n\nactor ChristianBrutalSniperSurprise : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_TakeInventory(\"BossRageCharge\", 100)\nTNT1 A 0 A_GiveInventory(\"ChristianBrutalSniperHuntsman\", 1)\nTNT1 A 0 A_PlaySoundEx(\"item/energyup\", \"Auto\")\nTNT1 A 0 A_SetBlend(\"0 0 0\", 0.95, 2)\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Weapons/NinjaSpyBossWeapon.txt",
        "contents": "actor NinjaSpyBossWeapon : MegaBuster\n{\nWeapon.AmmoUse 0\nWeapon.AmmoGive 0\nWeapon.SlotNumber 4\nObituary \"%o was sliced by \\c[s3]Ninja Spy \\c-(%k)'s Shahanshah!\"\n+INVENTORY.UNDROPPABLE\nweapon.ammotype \"BossJumpCharge\"\nweapon.ammotype2 \"BossRageCharge\"\n+WEAPON.AMMO_OPTIONAL\nScale 2.0\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nReady:\nSXH2 N 0 ACS_ExecuteAlways(804,0,255)\nSXH2 N 0 A_GiveInventory(\"SpyJumpItem\",1)\nSXH2 N 0 A_SpawnItem(\"BTWIMRIGHTHERE\")\nSXH2 N 0 ACS_ExecuteAlways(808,0)\nAKUN S 0 ACS_ExecuteAlways(991,0,535)\nSXH2 N 1 A_WeaponReady(WRF_NOSWITCH)\nSXH2 N 1 A_GiveInventory(\"BossJumpCharge\",1)\nGoto Ready+4\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nSXH2 N 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nSXH2 N 1 A_Raise\nLoop\nFire:\nSXH2 OP 1\nSXH2 P 0 A_PlaySoundEx(\"weapon/slashclaw\",\"Weapon\")\nSXH2 P 0 A_FireCustomMissile(\"NinjaShahanshah\",0,1,0,0)\nSXH2 QR 1\nTNT1 A 44\nSXH2 STN 1\nSXH2 N 0 A_Refire\nGoto Ready+4\nAltFire:\nSXH2 N 0 A_JumpIfInventory(\"BossRageCharge\",500,\"Rage\")\nSXH2 N 1\nGoto Ready+4\nRage:\nSXH2 N 0 A_PlaySoundEx(\"NinjaSpy/Rage\",\"Item\")\nSXH2 N 0 A_TakeInventory(\"BossRageCharge\",500)\nSXH2 N 0 SetPlayerProperty(0,1,0)\nSXH2 TS 5\nSXH2 N 0 A_FireCustomMissile(\"BlindingFlash\",0,0,8,0)\nSXH2 N 0 A_TakeInventory(\"BlurryRage\",1)\nTNT1 A 10 A_GiveInventory(\"BlurryRage\",1)\nSXH2 STN 5\nSXH2 N 0 SetPlayerProperty(0,0,0)\ngoto Ready+4\nNoAmmo:\nSXH2 N 1 ACS_Execute(979,0)\nSXH2 N 0 A_Refire\nGoto Ready+4\n}\n}\n\nactor NinjaShahanshah : SaxtonFist\n{\nObituary \"%o was sliced by \\c[s3]Ninja Spy \\c-(%k)'s Shahanshah!\"\nStates\n{\nSpawn:\nSXP2 DEF 1 //A_SpawnItemEx(\"SaxtonFistHitbox\", 0, 0, 0, 0, 0, 0, 0, SXF_ABSOLUTEMOMENTUM)\nstop\n}\n}\n\n// Rage //\n\nactor BlindingFlash\n{\n-SOLID\n+NOGRAVITY\nPROJECTILE\ndamage 0\nradius 1\nheight 1\ndamagetype \"FlashStopperSH\"\nObituary \"%o was blinded by \\c[s3]Ninja Spy \\c-(%k)'s Blinding Flash!\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Explode(25,1000,0)\nstop\n}\n}\n\nactor BlurryRage : PowerupGiver\n{\n+INVENTORY.AUTOACTIVATE\n+INVENTORY.ALWAYSPICKUP\nInventory.MaxAmount 0\nPowerup.Type \"PowerShadow\"\nPowerup.Mode \"Translucent\"\nPowerup.duration -35\nStates\n{\nSpawn:\nTNT1 A 0\nLoop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Weapons/GilgameshBossWeapon.txt",
        "contents": "actor GilgameshBossWeapon : MegaBuster\n{\nWeapon.AmmoUse 0\nWeapon.AmmoGive 0\nWeapon.SlotNumber 1\nObituary \"%o was felled by \\c[d1]Gilgamesh \\c-(%k)'s Excalibur!\"\nweapon.ammotype \"BossJumpChargeG\"\nweapon.ammotype2 \"BossRageCharge2\"\n+WEAPON.AMMO_OPTIONAL\nScale 2.0\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nReady:\nSXH4 F 0 ACS_ExecuteAlways(998,0,510)\nSXH4 F 0 ACS_ExecuteAlways(804,0,255)\nSXH4 F 0 A_GiveInventory(\"GilgameshJumpItem\",1)\nSXH4 F 0 A_SpawnItem(\"BTWIMRIGHTHERE\")\nSXH4 F 0 ACS_ExecuteAlways(808,0)\nSXH4 F 1 A_WeaponReady(WRF_NOSWITCH)\nSXH4 F 0 A_JumpIfInventory(\"GilgameshJumpingRelic\", 1, \"JumpOffensive\")\nSXH4 F 1 A_GiveInventory(\"BossJumpChargeG\",1)\nSXH4 F 0 A_JumpIfInventory(\"GilgameshJumpingRelic\", 1, \"JumpOffensive\")\nSXH1 A 0 ACS_ExecuteAlways(991,0,29)\nGoto Ready+5\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nSXH4 F 1 A_Lower\nloop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nSXH4 F 1 A_Raise\nLoop\nJumpOffensive:\nSXH4 F 0 A_TakeInventory(\"BossJumpChargeG\",999)\nTNT1 A 0 A_GiveInventory(\"GilgameshAirFrictionToken\", 1)\nTNT1 A 0 A_GiveInventory(\"DiscreteInvulnerabilityONItem\", 1)\nTNT1 A 0 A_CustomMissile(\"WerewolfTomahawkDust\",0,0,90,2,0)\nTNT1 A 0 A_CustomMissile(\"WerewolfTomahawkDust\",0,0,-90,2,0)\nTNT1 A 0 A_PlaySoundEx(\"weapon/jetstart\", \"Weapon\")\nTNT1 A 0 ACS_ExecuteAlways(400, 0, 234)\nTNT1 A 0 ThrustThingZ(0, 100, 0, 0)\nSXH4 F 1 Offset(16, 50)\nSXH4 F 1 Offset(32, 100)\nSXH4 F 1 Offset(48, 150)\nSXH4 F 1 Offset(64, 200)\nSXH4 F 1 Offset(80, 250)\nSXH4 F 1 Offset(96, 300)\nGroundScaravich:\nTNT1 A 1 A_JumpIf(momz <= 0, \"MeteorGilgamesh\")\nTNT1 A 0 A_JumpIfInventory(\"ForcingGilgameshToFall\", 1, \"SubMeteorGilgamesh\")\nloop\nSubMeteorGilgamesh:\nTNT1 A 0 ThrustThingZ(0, 20, 1, 0)\nMeteorGilgamesh:\nTNT1 A 0 A_TakeInventory(\"GilgameshAirFrictionToken\", 999)\nTNT1 A 0 A_GiveInventory(\"CutterFlag\", 1)\nTNT1 A 0 A_PlaySoundEx(\"Gilgamesh/GilgaFalls\", \"Weapon\")\nDangerousGilgamesh:\nTNT1 A 1 A_SpawnItemEx(\"GilgameshHeavyFeets\", 0, 0, -10, 0, 0, momz)\nTNT1 A 0 A_JumpIfInventory(\"GilgameshBouncing\", 1, \"DatGilgamesh\")\nTNT1 A 0 A_CheckFloor(\"EnoughFoolingAround\")\nloop\nDatGilgamesh:\nTNT1 A 0 A_PlaySoundEx(\"weapon/BlizzStrike\", \"Weapon\")\nTNT1 A 0 A_PlaySoundEx(\"Gilgamesh/GilgaBounces\", \"Auto\")\nTNT1 A 2 ThrustThingZ(0, 90, 0, 0)\nTNT1 A 0 A_GiveInventory(\"DiscreteInvulnerabilityOFFItem\", 1)\nTNT1 A 0 A_TakeInventory(\"CutterFlag\", 999)\nTNT1 A 0 A_GunFlash\nSXH4 F 1 Offset(96, 300)\nSXH4 F 1 Offset(80, 250)\nSXH4 F 1 Offset(64, 200)\nSXH4 F 1 Offset(48, 150)\nSXH4 F 1 Offset(32, 100)\nSXH4 F 1 Offset(16, 50)\nTNT1 A 0 A_TakeInventory(\"GilgameshBouncing\", 999)\nTNT1 A 0 A_TakeInventory(\"ForcingGilgameshToFall\", 999)\nSXH4 F 5\ngoto ready+5\n\nEnoughFoolingAround:\nTNT1 A 0 A_TakeInventory(\"CutterFlag\", 999)\nTNT1 A 0 A_GiveInventory(\"DiscreteInvulnerabilityOFFItem\", 1)\nTNT1 A 0 SetPlayerProperty(0, 1, 4)\nTNT1 A 0 A_PlaySoundEx(\"TomahawkTalbain/Hop\", \"Auto\")\nSXH4 F 2 Offset(80, 250)\nSXH4 F 2 Offset(64, 200)\nSXH4 F 2 Offset(48, 150)\nSXH4 F 2 Offset(32, 100)\nSXH4 F 2 Offset(16, 50)\nTNT1 A 0 A_TakeInventory(\"GilgameshBouncing\", 999)\nTNT1 A 0 A_TakeInventory(\"ForcingGilgameshToFall\", 999)\nTNT1 A 0 SetPlayerProperty(0, 0, 4)\nSXH4 F 5\ngoto ready+5\n\nFlash:\nTNT1 A 1 A_CheckFloor(\"BouncingJudgment\")\nloop\nBouncingJudgment:\nTNT1 A 0 SetPlayerProperty(0, 1, 4)\nTNT1 A 10 A_PlaySoundEx(\"TomahawkTalbain/Hop\", \"Auto\")\nTNT1 A 0 SetPlayerProperty(0, 0, 4)\nstop\n\nFire:\nSXH4 F 0\nTNT1 A 0 A_Jump(256,\"Special\",\"Miss\",\"Default\",\"Heavy\")\n\nDefault:\nMIRR F 0 A_PlayWeaponSound(\"weapon/mirroractivate\")\nSXH4 F 0 A_PlaySoundEx(\"weapon/slashclaw\",\"Weapon\")\nSXH4 F 0 A_FireCustomMissile(\"ExcaliburSlash\",0,1,0,0)\nSXH4 GHI 4\nTNT1 A 25\nSXH4 JK 2\nSXH4 K 0 A_Refire\nGoto ready+5\n\nMiss:\nTNT1 A 0\nTNT1 A 0 A_PlaySoundEx(\"weapon/slashclaw\",\"Weapon\")\nSXHX AU 1\nTNT1 A 0 A_PlaySoundEx(\"misc/door\",\"Weapon\")\nSXHX V 1\nTNT1 A 1\nTNT1 A 0 A_FireCustomMissile(\"ExcalipoorSlash\",0,1,0,0)\nSXHX WXYZ 2\nTNT1 A 24\nGoto ready+5\n\nSpecial:\nTNT1 A 0\nSXHX JKLMN 1\nSXHX O 1 A_PlaySoundEx(\"weapon/slashclaw\",\"Item\")\nSXHX O 1 A_FireCustomMissile(\"MasamuneSlash\",310,0,-10)\nSXHX O 0 A_PlaySoundEx(\"weapon/tengushot\",\"Weapon\")\nSXHX P 1 A_FireCustomMissile(\"MasamuneSlash\",320,0,-8)\nSXHX P 1 A_FireCustomMissile(\"MasamuneSlash\",330,0,-6)\nSXHX Q 1 A_FireCustomMissile(\"MasamuneSlash\",340,0,-4)\nSXHX Q 1 A_FireCustomMissile(\"MasamuneSlash\",350,0,-2)\nSXHX R 1 A_FireCustomMissile(\"MasamuneSlash\",0,0,0)\nSXHX R 1 A_FireCustomMissile(\"MasamuneSlash\",10,0,2)\nSXHX S 1 A_FireCustomMissile(\"MasamuneSlash\",20,0,4)\nSXHX S 1 A_FireCustomMissile(\"MasamuneSlash\",30,0,6)\nSXHX T 1 A_FireCustomMissile(\"MasamuneSlash\",40,0,8)\nSXHX T 1 A_FireCustomMissile(\"MasamuneSlash\",50,0,10)\nTNT1 A 41\nGoto ready+5\n\nHeavy:\nTNT1 A 0\nSXHX ABCDE 1\nSXHX F 0 A_PlaySoundEx(\"weapon/slashclaw\",\"Weapon\")\nSXHX F 0 A_PlaySoundEx(\"weapon/tengudash\",\"Voice\")\nSXHX F 1 A_FireCustomMissile(\"ZantetsukenSlash\",345,0,-3)\nSXHX G 1 A_FireCustomMissile(\"ZantetsukenSlash\",355,0,-1)\nTNT1 A 0  A_PlaySoundEx(\"weapon/woollightning\", \"Item\")\nSXHX G 0 A_SpawnItemEX(\"ZantetsukenSparkSpawner\",90,110,170,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSXHX G 0 A_SpawnItemEX(\"ZantetsukenSparkSpawner\",90,-110,170,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSXHX G 0 A_SpawnItemEX(\"ZantetsukenSparkSpawner\",-90,110,170,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSXHX G 0 A_SpawnItemEX(\"ZantetsukenSparkSpawner\",-90,-110,170,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSXHX G 0 A_SpawnItemEX(\"ZantetsukenSparkSpawner\",0,110,170,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSXHX G 0 A_SpawnItemEX(\"ZantetsukenSparkSpawner\",0,-110,170,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSXHX G 0 A_SpawnItemEX(\"ZantetsukenSparkSpawner\",110,0,170,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSXHX G 0 A_SpawnItemEX(\"ZantetsukenSparkSpawner\",-110,0,170,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSXHX H 1 A_FireCustomMissile(\"ZantetsukenSlash\",5,0,1)\nSXHX I 1 A_FireCustomMissile(\"ZantetsukenSlash\",15,0,3)\nTNT1 A 35\nGoto ready+5\n\nNoAmmo:\nSXH4 F 1 ACS_Execute(979,0)\nSXH4 F 0 A_Refire\ngoto ready+5\nAltFire:\nSXH4 F 0\nSXH4 F 0 A_JumpIfInventory(\"BossRageCharge2\",1000,\"Rage\")\nSXH4 F 1\nGoto ready+5\nRage:\nSXH4 F 0\nSXH4 F 0 A_TakeInventory(\"BossRageCharge2\",1000)\nSXH4 F 0 A_Stop\nSXH4 F 0 A_ChangeFlag(\"NOGRAVITY\", 1)\nSXH4 F 0 SetPlayerProperty(0,1,4)\nSXH4 F 0 SetPlayerProperty(0,0,4)\nSXH4 F 0 SetPlayerProperty(0,1,0)\nTNT1 A 0 A_GiveInventory(\"RocketPunchFlag1\")\nSXH4 F 0 A_PlaySoundEX(\"weapon/pcharge\",\"Weapon\")\nSXH4 F 0 A_PlaySoundEx(\"Gilgamesh/RocketPawnch\", \"Auto\")\nSXH4 KJ 2\nTNT1 A 6\nSXH4 M 2\nSXH4 N 18\nSXA4 N 0 A_StopSoundEX(\"Weapon\")\nTNT1 A 0 A_GiveInventory(\"RocketPunchFlag2\")\nTNT1 A 0 A_TakeInventory(\"RocketPunchFlag1\")\nSXH4 N 0 A_FireCustomMissile(\"RocketPunch\",-5,0,15,0)\nSXH4 N 0 A_FireCustomMissile(\"RocketPunch\",5,0,-15,0)\nSXH4 N 0 A_PlaySoundEx(\"weapon/magnetmissile\",\"Weapon\")\nSXH4 M 1\nTNT1 A 11\nSXH4 JK 3\nSXH4 M 0 A_ChangeFlag(\"NOGRAVITY\",0)\nSXH4 M 0 SetPlayerProperty(0,0,0)\nTNT1 A 0 A_TakeInventory(\"RocketPunchFlag2\")\nGoto ready+5\nNoAmmo:\nSXH4 F 1 ACS_Execute(979,0)\nSXH4 F 0 A_Refire\nGoto ready+5\n}\n}\n\nactor RocketPunchFlag1 : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor RocketPunchFlag2 : RocketPunchFlag1\n{\n}\n\nactor ExcaliburSlash : StarmanSlash\n{\nRadius 20 // 12 * 2 // 23 * 2\nHeight 26\nscale 3.6\ndamagetype \"MegaWaterS\"\nspeed 22\nObituary \"%o was felled by \\c[d1]Gilgamesh \\c-(%k)'s Excalibur!\"\nStates\n{\nSpawn:\nSXP2 LMNOP 1// A_SpawnItemEx(\"ExcaliburSlashHitbox\", 0, 0, 0, 0, 0, 0, 0, SXF_ABSOLUTEMOMENTUM)\nstop\n}\n}\n\nactor MasamuneSlash : ExcaliburSlash\n{\ndamage (7) speed 47 scale 4.0 height 8 radius 10 +RIPPER\nObituary \"%o was chopped by \\c[d1]Gilgamesh \\c-(%k)'s Masamune!\"\nStates\n{\nSpawn:\nSXPX LMN 1\nStop}}\n\nactor ExcalipoorSlash : ExcaliburSlash\n{\nDamage (1) Obituary \"%o was tickled by \\c[d1]Gilgamesh \\c-(%k)'s Excalipoor! wooo\"\nStates\n{\nSpawn:\nSXPX ABCDE 1\nstop\n}\n}\n\nactor ZantetsukenSlash : MasamuneSlash\n{\nObituary \"%o was cut down to size by \\c[d1]Gilgamesh \\c-(%k)'s Zantetsuken!\" scale 6.0\nheight 10 radius 16 damage (10) +RIPPER\nStates\n{\nSpawn:\nSXPX OPQ 1\nStop}}\n\nactor ExcaliburSlashHitbox : ExcaliburSlash\n{\n-NOINTERACTION\ndamage (18)\nstates\n{\nSpawn:\nTNT1 A 1\nstop\n}\n}\n\nActor ZantetsukenSparkSpawner\n{\nDamagetype \"Zantetsuken\"\nPROJECTILE\n+NOINTERACTION\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 AAAAAA 2 A_SpawnItemEX(\"ZantetsukenSpark1\", 0, 0, 0, momx, momy, -25, 0, SXF_ABSOLUTEMOMENTUM, 0)\nstop\n}\n}\n\nActor ZantetsukenSpark1\n{\nPROJECTILE\nDamage (5)\nDamagetype \"MegaWaterS\"\nObituary \"%o was zapped by \\c[d1]Gilgamesh \\c-(%k)'s Zantetsuken!\"\nRadius 8\nHeight 24\nscale 2.5\nStates\n{\nSpawn:\nTNT1 AA 0 A_PlaySoundEx(\"RaThor/Elec1\", \"Body\")\nSXPX S 0 A_ChangeVelocity(momx,momy,-25,CVF_RELATIVE|CVF_REPLACE)\nSXPX S 1 A_Explode(5,32,0)\nloop\nDeath:\nSXPX U 2 A_PlaySoundEx(\"RaThor/Elec2\", \"Body\")\nstop\n}\n}\n\nActor ZantetsukenSpark2 : ZantetsukenSpark1\n{\nStates\n{\nSpawn:\nSXPX T 0 A_ChangeVelocity(momx,momy,-25,CVF_RELATIVE|CVF_REPLACE)\nSXPX T 1 A_Explode(5,32,0)\nloop\nDeath:\nSXPX V 2\nstop\n}\n}\n\n// Rage //\n\nactor RocketPunch\n{\nPROJECTILE\nRadius 16\nHeight 16\nscale 5.0\ndamage (100)\ndamagetype \"MegaWaterS\"\nobituary \"%o was KO'd by \\c[d1]Gilgamesh's \\c-(%k)'s Rocket Punch!\"\nspeed 70\nStates\n{\nSpawn:\nSXP2 Q -1\nloop\nDeath:\nBOMB A 0 A_PlaySoundEx(\"weapon/hyperbomb\", \"Weapon\")\nBOMB A 0 A_Explode(500,350,0)\nBOMB BCDEFGHIJKLMNOPQR 1\nstop\nstop\n}\n}\n\nactor GilgameshAirFrictionToken : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor WeaponsRandom : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 ACS_ExecuteAlways(400,0,396)\nstop\n}\n}\n\nactor GilgameshBouncing : GilgameshAirFrictionToken\n{\n}\n\nactor GilgameshHeavyFeets\n{\nPROJECTILE\n+DONTBLAST\n+RIPPER\nradius 70\nheight 16\ndamage (60)\nObituary \"%o was caught off guard by \\c[d1]Gilgamesh \\c-(%k)'s Jump!\"\ndamagetype \"GilgameshJump\"\nstates\n{\nSpawn:\nTNT1 A 2\nstop\n}\n}\n\nactor GilgameshTiredness : Powerup\n{\nPowerup.Duration 48\npowerup.color 178 72 40, 0.4\n}\n\nactor GilgameshTirednessControl\n{\nPROJECTILE\n+NOINTERACTION\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 AAAAAA 8 A_GiveToTarget(\"WeakenGilgameshCircleItem\", 1)\nTNT1 A 0 A_GiveToTarget(\"TotallyFrozenOFFItem\", 1)\nstop\n}\n}\n\nactor WeakenGilgameshCircleItem : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"WeakenGilgameshCircle\", 0, 0, 0, 0, 0, 0)\nstop\n}\n}\n\nactor WeakenGilgameshCircle : SaxtonHaleCircle\n{\nStates\n{\nSpawn:\nTNT1 A 0\nGILG ZZZZZZZZ 1 ThrustThingZ(0,22,0,0)\nGILG ZZZZZZZZ 3 A_FadeOut(0.1)\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Weapons/SlenderManBossWeapon.txt",
        "contents": "actor SlenderManBossWeapon : MegaBuster\n{\nWeapon.AmmoUse 0\nWeapon.AmmoGive 0\nWeapon.SlotNumber 1\n+INVENTORY.UNDROPPABLE\n+WEAPON.AMMO_OPTIONAL\nObituary \"\"\nweapon.ammotype \"BossJumpCharge\"\nweapon.ammotype2 \"BossRageCharge2\"\nScale 2.0\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nReady:\nSXH3 H 0 ACS_ExecuteAlways(804,0,255)\nSXH3 H 0 A_GiveInventory(\"BossJumpItem\",1)\nSXH3 H 0 //ACS_ExecuteAlways(808,0)\nAKUN S 0 ACS_ExecuteAlways(991,0,532)\nSXH3 H 1 A_WeaponReady(WRF_NOSWITCH)\nSXH3 H 1 A_GiveInventory(\"BossJumpCharge\",1)\nGoto Ready+3\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nSXH3 H 1 A_Lower\nloop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nSXH3 H 1 A_Raise\nLoop\nFire:\nSXH3 H 0\nSXH3 IJK 1\nSXH3 K 0 A_Jump(256,\"ObitOne\",\"ObitTwo\",\"ObitThree\",\"ObitFour\",\"ObitFive\")\nGoto Ready+3\nObitOne:\nSXH3 L 1 A_FireCustomMissile(\"SlendrilOne\",0,1,0,0)\nGoto FireEnd\nObitTwo:\nSXH3 L 1 A_FireCustomMissile(\"SlendrilTwo\",0,1,0,0)\nGoto FireEnd\nObitThree:\nSXH3 L 1 A_FireCustomMissile(\"SlendrilThree\",0,1,0,0)\nGoto FireEnd\nObitFour:\nSXH3 L 1 A_FireCustomMissile(\"SlendrilFour\",0,1,0,0)\nGoto FireEnd\nObitFive:\nSXH3 L 1 A_FireCustomMissile(\"SlendrilFive\",0,1,0,0)\nFireEnd:\nSXH3 L 19\nSXH3 K 15\nSXH3 J 15\nSXH3 I 15\nSXH3 H 0 A_Refire\nGoto Ready+3\n\nAltfire:\nTNT1 A 0 A_JumpIfInventory(\"BossRageCharge2\", 1000, \"WorldOfDarkness\")\ngoto NoAmmo\n\nWorldOfDarkness:\nTNT1 A 0 A_JumpIfInventory(\"SlenderDark1\", 1, \"NoAmmo\")\nSXH3 IJK 1\nTNT1 A 0 A_TakeInventory(\"BossRageCharge2\", 1000)\nTNT1 A 0 A_GiveInventory(\"BrightBlind\", 110)\nTNT1 A 0 ACS_ExecuteAlways(400, 0, 779) // darker zone ;~; oniiiichaaan helppp mee\nTNT1 A 0 ACS_ExecuteAlways(400, 0, 780) // the weirdest flash ever. A black flash for Slenderman.\nSXH3 L 19\nSXH3 K 15\nSXH3 J 15\nSXH3 I 15\ngoto Ready+3\n\nNoAmmo:\nSXH3 H 1 ACS_Execute(979,0)\nSXH3 H 0 A_Refire\ngoto Ready+3\n}\n}\n\nactor SlendrilOne : SaxtonFist\n{\n-NOINTERACTION\n+RIPPER\nObituary \"\"\nradius 10\nheight 25\nscale 2.5\ndamage (130)\ndamagetype \"Slender\"\nStates\n{\nSpawn:\nTNT1 A 3\nstop\n}\n}\n\nactor SlendrilTwo : SlendrilOne\n{\n}\n\nactor SlendrilThree : SlendrilOne\n{\n}\n\nactor SlendrilFour : SlendrilOne\n{\n}\n\nactor SlendrilFive : SlendrilOne\n{\n}\n\n// Darkness //\n\nactor SlenderDark : CustomInventory\n{\n+INVENTORY.AUTOACTIVATE\ninventory.amount 1\nstates\n{\nSpawn:\nTNT1 A 1\nstop\nPickup:\nTNT1 A 1\nTNT1 A 1 ACS_ExecuteAlways(712,0,0)\nstop\n}\n}\n\nactor UnSlenderDark : CustomInventory\n{\n+INVENTORY.AUTOACTIVATE\ninventory.amount 1\nstates\n{\nSpawn:\nTNT1 A 1\nstop\nPickup:\nTNT1 A 1\nTNT1 A 1 ACS_ExecuteAlways(712,0,1)\nstop\n}\n}\n\nactor PowerSlendyCanSee : PowerupGiver\n{\n+INVENTORY.AUTOACTIVATE\nPowerup.Type \"LightAmp\"\nPowerup.Duration 0x7FFFFFFF\n}\n\nactor SlenderPlayerReveal : PowerupGiver\n{\nPowerup.Duration 0x7FFFFFFF\nPowerup.Type \"Scanner\"\n+INVENTORY.AUTOACTIVATE\n+INVENTORY.ALWAYSPICKUP\n}\n\nactor SlenderWanderingSound : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0// A_PlaySoundEx(\"SlenderMan/Wandering\", \"Body\") // maybe in a future version XD\nstop\n}\n}\n\nactor SlenderDark1 : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}"
      },
      {
        "source": "pk3",
        "name": "Weapons/ScroogeBossWeapon.txt",
        "contents": "// Weapon //\n\nactor ScroogeBossWeapon : MegaBuster\n{\nWeapon.AmmoUse 0\nWeapon.AmmoGive 0\nWeapon.SlotNumber 1\nObituary \"%o was knocked straight to the moon by \\c[l3]Scrooge McDuck \\c-(%k)'s Cane!\"\n+INVENTORY.UNDROPPABLE\nweapon.ammotype \"BossJumpCharge\"\nweapon.ammotype2 \"BossRageCharge\"\n+WEAPON.AMMO_OPTIONAL\nScale 2.0\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nReady:\nSXH4 O 0 ACS_ExecuteAlways(804,0,255)\nSXH4 O 0 A_GiveInventory(\"ScroogeJumpItem\",1)\nSXH4 O 0 A_SpawnItem(\"BTWIMRIGHTHERE\")\nSXH4 O 0 ACS_ExecuteAlways(808,0)\nAKUN S 0 ACS_ExecuteAlways(991,0,21)\nSXH4 O 1 A_WeaponReady(WRF_NOSWITCH)\nSXH4 O 1 A_GiveInventory(\"BossJumpCharge\",1)\nGoto Ready+4\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nSXH4 O 1 A_Lower\nloop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nSXH4 O 1 A_Raise\nLoop\nFire:\nSXH4 O 0\nSXH4 O 0 A_JumpIfInventory(\"WeaponCharge\",1,\"NoAmmo\")\nSXH4 O 0 A_PlaySoundEx(\"Scrooge/Attack\",\"Weapon\")\nSXH4 O 0 A_FireCustomMissile(\"CaneSmack\",0,0,0,0)\nSXH4 PQRST 1\nSXH4 U 20\nSXH4 V 2\nTNT1 A 2\nSXH4 WX 1\nSXH4 X 0 A_Refire\nGoto Ready+4\nAltFire:\nSXH4 O 0\nSXH4 O 0 A_JumpIfInventory(\"WeaponCharge\",1,\"NoAmmo\")\nSXH4 O 0 A_JumpIfInventory(\"BossRageCharge\",500,\"Kill\")\nSXH4 O 1\nGoto Ready+4\nKill:\nSXH4 O 0\nSXH4 O 0 A_TakeInventory(\"BossRageCharge\",500)\nSXH4 O 0 SetPlayerProperty(0,1,0)\nSXH4 X 2\nSXH4 W 2 A_PlaySoundEX(\"misc/door\",\"Weapon\")\nSXH4 XOX 2\nSXH4 W 2 A_PlaySoundEX(\"misc/door\",\"Weapon\")\nSXH4 X 2\nMobySpawn1:\nSXH4 O 0\nSXH4 O 0 A_Jump(16,\"HogaleSpawn1\")\nSXH4 O 0 A_PlaySoundEX(\"item/refill\",\"Weapon\")\nSXH4 O 5 A_SpawnItemEX(\"ScroogeMoby\",40,0,256,0,0,-24,random(0,359),SXF_NOCHECKPOSITION|SXF_SETMASTER,0)\nMobySpawn2:\nSXH4 O 0\nSXH4 O 0 A_Jump(16,\"HogaleSpawn2\")\nSXH4 O 0 A_PlaySoundEX(\"item/refill\",\"Weapon\")\nSXH4 O 5 A_SpawnItemEX(\"ScroogeMoby\",40,0,256,0,0,-24,random(0,359),SXF_NOCHECKPOSITION|SXF_SETMASTER,0)\nMobySpawn3:\nSXH4 O 0\nSXH4 O 0 A_Jump(16,\"HogaleSpawn3\")\nSXH4 O 0 A_PlaySoundEX(\"item/refill\",\"Weapon\")\nSXH4 O 5 A_SpawnItemEX(\"ScroogeMoby\",40,0,256,0,0,-24,random(0,359),SXF_NOCHECKPOSITION|SXF_SETMASTER,0)\nMobySpawn4:\nSXH4 O 0\nSXH4 O 0 A_Jump(16,\"HogaleSpawn4\")\nSXH4 O 0 A_PlaySoundEX(\"item/refill\",\"Weapon\")\nSXH4 O 5 A_SpawnItemEX(\"ScroogeMoby\",40,0,256,0,0,-24,random(0,359),SXF_NOCHECKPOSITION|SXF_SETMASTER,0)\nMobySpawnEnd:\nSXH4 O 0\nSXH4 O 21\nSXH4 O 0 SetPlayerProperty(0,0,0)\ngoto Ready+4\nHogaleSpawn1:\nSXH4 O 0\nSXH4 O 0 A_PlaySoundEX(\"misc/gravitywarn\",\"Weapon\")\nSXH4 O 5 A_SpawnItemEX(\"ScroogeHogale\",40,0,256,0,0,-24,random(0,359),SXF_NOCHECKPOSITION|SXF_SETMASTER,0)\nGoto MobySpawn2\nHogaleSpawn2:\nSXH4 O 0\nSXH4 O 0 A_PlaySoundEX(\"misc/gravitywarn\",\"Weapon\")\nSXH4 O 5 A_SpawnItemEX(\"ScroogeHogale\",40,0,256,0,0,-24,random(0,359),SXF_NOCHECKPOSITION|SXF_SETMASTER,0)\nGoto MobySpawn3\nHogaleSpawn3:\nSXH4 O 0\nSXH4 O 0 A_PlaySoundEX(\"misc/gravitywarn\",\"Weapon\")\nSXH4 O 5 A_SpawnItemEX(\"ScroogeHogale\",40,0,256,0,0,-24,random(0,359),SXF_NOCHECKPOSITION|SXF_SETMASTER,0)\nGoto MobySpawn4\nHogaleSpawn4:\nSXH4 O 0\nSXH4 O 0 A_PlaySoundEX(\"misc/gravitywarn\",\"Weapon\")\nSXH4 O 5 A_SpawnItemEX(\"ScroogeHogale\",40,0,256,0,0,-24,random(0,359),SXF_NOCHECKPOSITION|SXF_SETMASTER,0)\nGoto MobySpawnEnd\nNoAmmo:\nSXH4 O 1 ACS_Execute(979,0)\nSXH4 O 0 A_Refire\ngoto Ready+4\n}\n}\n\nactor CaneSmack : SaxtonFist\n{\nObituary \"%o was knocked straight to the moon by \\c[l3]Scrooge McDuck \\c-(%k)'s Cane!\"\ndamagetype \"Scrooge\"\nStates\n{\nSpawn:\nSXP2 RST 1 //A_SpawnItemEx(\"ScroogeCaneHitbox\", 0, 0, 0, 0, 0, 0, 0, SXF_ABSOLUTEMOMENTUM)\nstop\n}\n}\n\nactor ScroogeCaneHitbox : SaxtonFistHitbox\n{\nObituary \"%o was knocked straight to the moon by \\c[l3]Scrooge McDuck \\c-(%k)'s Cane!\"\ndamagetype \"Scrooge\"\n}\n\n// Rage //\n\nactor ScroogeMoby\n{\nPROJECTILE\n+RIPPER\n-SOLID\n+NOGRAVITY\n+SKYEXPLODE\n+DOOMBOUNCE\n+CANBOUNCEWATER\nrenderstyle \"translucent\"\nalpha 0.2\nspeed 3\nscale 4.0\nHeight 112\nradius 64\nmeleerange 20\ndamage (100)\nobituary \"%o was kicked out of the party by \\c[l3]Scrooge McDuck \\c-(%k)'s Robo-Duck!\"\ndamagetype \"ScroogeX\"\nreactiontime 15\nbouncefactor 10.0\nstates\n{\nSpawn:\nMOBY G 0 A_Jump(256,\"Death\")\nMOBY G 0 A_JumpIf(z-floorz<=24,2)\nDUCK A 1 A_FadeIn(0.10)\nGoto Spawn+1\nDUCK A 0\nDUCK A 0 A_Stop\nDUCK AABB 1 A_FadeIn(0.15)\nDUCK B 0\nDUCK A 0 A_FadeIn(0.10)\nSpawn2:\nDUCK A 0 A_Stop\nDUCK A 0 A_Recoil(-10)\nDUCK ABABABABABABABABABAB 3\nDUCK A 0 A_Countdown\nGoto Spawn2+3\nDeath:\nDUCK A 0 A_ChangeFlag(\"NOINTERACTION\", 1)\nMOBY G 0 ThrustThingZ(0,100,0,1)\nDUCK ABABA 2 A_FadeOut(0.19)\nstop\n}\n}\n\nactor ScroogeMobyDeath\n{\nPROJECTILE\n+RIPPER\n+BLOODLESSIMPACT\n+CLIENTSIDEONLY\nscale 2.5\nDamage 0\nSpeed 30\n+CANBOUNCEWATER\nRadius 4\nreactiontime 35\nHeight 60\nStates\n{\nSpawn:\nMOBY IH 2\nMOBY G 0 ThrustThingZ(0,100,0,1)\nMOBY G 1 A_CountDown\nGoto Spawn+3\nDeath:\nMOBY D 0\nstop\n}\n}\n\nactor ScroogeHogale : ScroogeMoby\n{\nobituary \"%o was kicked out of the party by \\c[l3]Scrooge McDuck \\c-(%k)'s Moby!\"\nalpha 1.0\nscale 2.2\nstates\n{\nSpawn:\nHOGA D 0 A_Jump(256,\"Death\")\nMOBY G 1 A_JumpIf(z-floorz<=24,1)\nGoto Spawn+1\nHOGA D 0\nHOGA D 0 A_Stop\nMOBY EF 2\nHOGA F 0\nSpawn2:\nHOGA A 0\nHOGA A 0 A_Stop\nHOGA A 0 A_Recoil(-50)\nMOBY ABCDEFEDEFD 2\nHOGA B 0 A_Countdown\nGoto Spawn2+3\nDeath:\nHOGA A 0\nHOGA A 0 A_SpawnItemEX(\"ScroogeHogaleDeath\",0,0,0)\nstop\n}\n}\n\nactor ScroogeHogaleDeath : ScroogeMobyDeath\n{\nStates\n{\nSpawn:\nMOBY FE 2\nHOGA D 0 ThrustThingZ(0,100,0,1)\nMOBY G 1 A_CountDown\nGoto Spawn+3\nDeath:\nHOGA F 0\nstop\n}\n}"
      }
    ]
  },
  "maps": []
}

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