Raw model (for completeness)
{
"meta": {
"id": "0667d75b-6e76-473b-9b2c-63edec26c64c",
"sha1": "29c7c5e12a94e2fdb1ce127d81688ede25653b87",
"sha256": "c8b14d721e14c74c5944f27883a18f46c10a1568fff569651eded1eebfd9ad0f",
"filenames": [
"bdv21_dukenukempack.pk3"
],
"additional": {
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"iwad": [],
"filename": null,
"added": "2021-01-10 03:54:10",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": null,
"palettes": null,
"categories": null
},
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"adult": false,
"hidden": false
},
"added": "2021-01-10 03:54:10",
"file": {
"type": "PK3",
"size": 1806041,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/29c7c5e12a94e2fdb1ce127d81688ede25653b87/29c7c5e12a94e2fdb1ce127d81688ede25653b87.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
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"text_files": [
{
"source": "pk3",
"name": "ZombiemenVariations.txt",
"contents": "ACTOR PistolZombie: RifleZombie\n{\nDropItem \"ZombiePistolRandomSpawner\"\nDropItem \"GrenadeAmmo\" 4\nTag \"Pistol Zombie\"\n\tStates\n\t{\n\tSpawn:\n\t\tPSSS B 0\n\t\tTNT1 A 0 A_GiveInventory(\"TypeZombieMan\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"ZombiemanAmmo\", 20)\n\t\tTNT1 A 0 A_GiveInventory(\"SKZombieMan\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"ZombieManAmmo\", random(1,10))\n\t\tPSPO A 1\n\tGoto Stand\n\n\tStand:\n\t\tPSSS B 0\n\t\tTNT1 A 0 A_CheckSight(\"Stand2\")\n\t\tTNT1 AA 0 A_SpawnItem (\"HeadshotTarget20\", 0, 36,0)\n\n\t\tPSPO A 10 A_Look\n\t\tLoop\n\n\tStand2:\n\t\tPSPO A 10 A_Look\n\t\tTNT1 A 0 A_CheckSight(\"Stand2\")\n\t\tGoto Stand\n\n\tSearchForPlayer:\n\tIdle:\n\t TNT1 A 0 A_ClearTarget\n\t TNT1 A 0 A_TakeInventory(\"EnemyMemory\", 30)\n\t\tTNT1 A 0 A_GiveInventory(\"SKZombieMan\", 1)\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 36,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 7)\n\t\tPSPO A 10 A_Look\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 36,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 7)\n\t\tPSPO A 10 A_Look\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 36,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 7)\n\t\tPSPO A 10 A_Look\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 36,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 7)\n\t\tPSPO A 10 A_Look\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 36,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 7)\n\t\tPSPO A 10 A_Look\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 36,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 7)\n\t\tPSPO A 10 A_Look\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 36,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 7)\n\t\tPSPO A 10 A_Look\n\n\tStartSearching:\n\t\tPSPO A 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 36,0)\n\t\tTNT1 A 0 A_Wander\n\t\tPSPO A 2 A_Look\n\t\tTNT1 A 0 A_Wander\n\n\t\tPSPO B 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 36,0)\n\t\tTNT1 A 0 A_Wander\n\t\tPSPO B 2 A_Look\n\t\tTNT1 A 0 A_Wander\n\n\t\tPSPO C 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 36,0)\n\t\tTNT1 A 0 A_Wander\n\t\tPSPO C 2 A_Look\n\t\tTNT1 A 0 A_Wander\n\n\t\tPSPO D 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 36,0)\n\t\tTNT1 A 0 A_Wander\n\t\tPSPO D 2 A_Look\n\t\tTNT1 A 0 A_Wander\n\n\t\tTNT1 A 0 A_Jump(64, \"Idle\")\n\t\tGoto StartSearching\n\n\tFallBack:\n\t\tTNT1 A 0 A_CheckSight(\"Advance\")\n\t\tTNT1 A 0 A_ChangeFLag(\"NODROPOFF\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 36,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget4\", 7)\n\t\tPSPO D 2 A_FaceTarget\n\t\tPSPO D 2 A_Recoil(4)\n\t\tTNT1 A 0 A_jump(64, \"Missile\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 36,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget4\", 7)\n\t\tPSPO C 2 A_FaceTarget\n\t\tPSPO C 2 A_Recoil(4)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 36,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget4\", 7)\n\t\tPSPO B 2 A_FaceTarget\n\t\tPSPO B 2 A_Recoil(3)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 36,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget4\", 7)\n\t\tPSPO A 2 A_FaceTarget\n\t\tPSPO A 2 A_Recoil(3)\n\t\tTNT1 A 0 A_ChangeFLag(\"NODROPOFF\", 0)\n\t\tGOto Missile\n\n\tSee:\n\t\tTNT1 A 0 A_ChangeFLag(\"NODROPOFF\", 0)\n\t\tTNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"EnemyMemory\", 15)\n\t\tTNT1 A 0 A_CheckSight(\"SeeNeverSeen\")\n\t\tTNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n\t\tGoto SeeContinue\n\n\tSeeContinue:\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"FallBack\")\n\t\tAdvance:\n\t\tTNT1 A 0 A_ChangeFLag(\"NODROPOFF\", 0)\n //TNT1 A 0 A_SpawnItemEx(\"FootSep\", 0, 0, 10, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"EnemyMemory\", 15, \"SearchForPlayer\")\n\t\tTNT1 A 0 A_GiveInventory(\"EnemyMemory\", 1)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget6\", 0, 36,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 7)\n\t\tPSPO AAA 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget6\", 0, 36,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 7)\n\t\tPSPO BBB 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget6\", 0, 36,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 7)\n\t\tPSPO CCC 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget6\", 0, 36,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 7)\n\t\tPSPO DDD 2 A_Chase\n\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsInvisible\", 1, \"Idle\")\n\t\tLoop\n\n\tSeeNeverSeen:\n\tAdvance:\n\t\tTNT1 A 0 A_ChangeFLag(\"NODROPOFF\", 0)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 36,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 7)\n\t\tPSPO AA 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 36,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 7)\n\t\tPSPO BB 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 36,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 7)\n\t\tPSPO CC 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 36,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 7)\n\t\tPSPO DD 2 A_Chase\n\t\tTNT1 A 0 A_CheckSIght(\"SeeNeverSeen\")\n\t\tGoto SeeContinue\n\n\tPain.Taunt:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Enraged\", 1, \"Missile\")\n\t\tPSPO B 0 A_Pain\n\t\tTNT1 A 0 A_ChangeFlag(\"FASTER\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"grunt/sight\")\n\t\tPSPO B 1 A_FaceTarget\n\t\tPSPO B 10\n\t\tTNT1 A 0 A_GiveInventory(\"Enraged\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"grunt/sight\", 1)\n\t\tGoto Missile\n\n\tPain.Head:\n\t\tTNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 36,0)\n\t\tPOSH G 5 A_Pain\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget20\", 0, 36,0)\n\t\tPOSH H 20\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget20\", 0, 36,0)\n\t\tPOSH H 20\n\t\tGoto SeeContinue\n\n\tMissile:\n\t TNT1 A 0 A_Stop\n\n\t\tTNT1 A 0 A_ChangeFlag(\"GHOST\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"NODROPOFF\", 0)\n\t\tTNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"EnemyMemory\", 10)\n\n //TNT1 A 0 A_Jump(8, \"Grenade\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget20\", 0, 36,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget20\", 7)\n\n\t\t//TNT1 A 0 A_TakeInventory(\"CantFire\", 1)\n\t\t//TNT1 A 0 A_CustomMissile(\"MonsterTargetCheck\", 34, 0, 0, 0)\n\t\t//TNT1 A 0 A_CustomMissile(\"MonsterTargetCheckFaster\", 34, 0, 0, 0)\n\t\tPSPO E 14 A_FaceTarget\n\n\t\tFireGun:\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget20\", 0, 36,0)\n\t\tTNT1 A 0 A_GiveInventory(\"ZombieManAmmo\", 1)\n TNT1 A 0 A_PlaySound(\"pfire\")\n\t\tTNT1 A 0 A_CustomMissile(\"DistantFireSoundRifle\", 32, 0, 0, 1, 0)\n\t\tPSPO F 2 BRIGHT A_CustomMissile(\"ZombieManTracer\", 48, 0, random(-2, 2), 1, random(-2, 2))\n\t\tTNT1 A 0 A_SpawnItem (\"PistolCaseSpawn\", 0, 30,0)\n\t\tPSPO E 12 A_FaceTarget\n\t\tTNT1 A 0 A_Jump(96, \"FireGun\")\n\n TNT1 A 0 A_JumpIfInventory(\"ZombieManAmmo\", 15, \"Reload\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsInvisible\", 1, \"SearchForPlayer\")\n Goto SeeContinue\n\n Reload:\n\t\tTNT1 A 0 A_TakeInventory(\"ZombieManAmmo\", 20)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget20\", 0, 36,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget20\", 7)\n PSPR A 1\n\t\tPSPR A 1 A_CustomMissile(\"EmptyClipSpawn\", 38, 0, random(-11, 11), 0)\n TNT1 A 0 A_PlaySound(\"Reload\")\n PSPR ABACDED 3\n Goto SeeContinue\n\n Pain.Avoid:\n\t TNT1 A 0\n\t TNT1 A 0 A_Jump(256, \"AvoidLeft\", \"AvoidRight\")\n Goto AvoidLeft\n\n AvoidLeft:\n\t PSPO A 1 A_FaceTarget\n\t TNT1 A 0 ThrustThing(angle*256/360+192, 15, 0, 0)\n ZRO2 ABCDEFGH 3 A_FaceTarget\n Goto Missile\n\tAvoidRight:\n\t PSPO A 1 A_FaceTarget\n\t TNT1 A 0 ThrustThing(angle*256/360+64, 15, 0, 0)\n ZRO1 ABCDEFGH 3 A_FaceTarget\n Goto Missile\n\n //If the monster is hit by the \"Killme\" damage (which is \"exploded\" by the captured marine), automatically start firing at the target.\n Pain.KillMe:\n TNT1 A 0\n\t\tTNT1 A 0 HEalThing(1)\n Goto Missile\n\t//Emergency manuever in case the monster gets killed by an \"alerter\" actor\n Death.KillMe:\n Death.Taunt:\n Death.Avoid:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"PistolZombie\")\n\t\tTNT1 A 0\n Stop\n\n\tPain.Cut:\n\tPain.Saw:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Stop\n\tPain:\n\n TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, 8)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 36,0)\n\t\tPSPO G 2\n\t\tTNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 36,0)\n\t\tPSPO G 2 A_Pain\n\t\tTNT1 A 0 A_Jump(196, \"Missile\")\n\t Goto SeeContinue\n TNT1 AAAA 0\n TNT1 A 0 A_Pain\n ID11 F 6\n Goto GetUp\n\n\tPain.LowKick:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsDown\", 1, \"Death.LowKick\")\n\t\tGoto Pain\n\n\tDeath.LowKick:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n TNT1 A 0 A_GiveToTarget(\"IsCurbstompingZombieman\", 1)\n Stop\n\n Pain.Melee:\n\tPain.Fatality:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory (\"SKZombieman\", 1, \"GotoStealthKill\")\n TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, 8)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 36,0)\n\t PSPO G 4\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 36,0)\n\t\tPSPO G 4 A_Pain\n\t\tGoto SeeContinue\n TNT1 AAAA 0\n TNT1 A 0 A_Pain\n ID11 FRRRQ 10\n\t\tTNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n TNT1 A 0 A_TakeInventory(\"IsDown\", 1)\n Goto SeeContinue\n\n\t\tGotoStealthKill:\n\t\tTNT1 A 1\n\t\t//TNT1 A 0 A_JumpIfInTargetInventory(\"PowerStrength\", 1, \"BecomeMeatShield\")\n\t\tTNT1 A 0 A_Explode(100, 1, 1)\n\t\tTNT1 A 1\n\t\tGoto SeeContinue\n\n\t\tBecomeMeatShield:\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasZManShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n\tPain.ExtremePunches:\n\tPain.ExplosiveImpact:\n\tPain.Explosive:\n\t TNT1 A 0\n\t\t TNT1 A 0 A_ChangeFlag(\"NOBLOCKMONST\", 1)\n\t\t TNT1 A 0 A_ChangeFLag(\"NODROPOFF\", 0)\n\t TNT1 A 0 A_Pain\n\t\t TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Pain\")\n\t\t TNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n TNT1 A 0 A_GiveInventory(\"IsDown\", 1)\n TNT1 A 0 ThrustThingZ(0,40,0,1)\n POS4 UVWXY 5\n\t\t Goto FallingAfterImpact\n\n\tPain.Slide:\n TNT1 A 0\n\t\t TNT1 A 0 A_ChangeFlag(\"NOBLOCKMONST\", 1)\n\t\t TNT1 A 0 A_ChangeFLag(\"NODROPOFF\", 0)\n\t\t TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\t TNT1 A 0 A_ChangeFlag(\"GHOST\", 1)\n\t\t TNT1 A 0 A_ChangeFlag(\"THRUGHOST\", 1)\n\t\t TNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 1)\n POS4 U 0 A_Pain\n\t\t TNT1 A 0 A_ChangeFlag(\"FORCEXYBILLBOARD\", 1)\n\t\t TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Pain\")\n\t\t TNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n\t\t POS4 U 1 A_facetarget\n TNT1 A 0 ThrustThingZ(0,50,0,1)\n\t\t TNT1 A 0 A_FaceTarget\n POS4 U 3\n\t\t TNT1 A 0 A_Recoil(8)\n\t\t TNT1 A 0 A_GiveInventory(\"IsDown\", 1)\n\t\t TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\t\t TNT1 A 0 A_ChangeFlag(\"GHOST\", 0)\n\t\t TNT1 A 0 A_ChangeFlag(\"THRUGHOST\", 0)\n POS4 UVWXY 3\n\t\t Goto FallingAfterImpact\n\n Pain.Kick:\n\tPain.HeavyImpact:\n TNT1 A 0\n\t\t TNT1 A 0 A_ChangeFlag(\"NOBLOCKMONST\", 1)\n\t\t TNT1 A 0 A_ChangeFLag(\"NODROPOFF\", 0)\n\t\t TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\t TNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 1)\n POS4 U 0 A_Pain\n\t\t TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\t\t TNT1 A 0 A_ChangeFlag(\"FORCEXYBILLBOARD\", 1)\n\t\t TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Pain\")\n\t\t TNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n\t\t POS4 U 1 A_facetarget\n TNT1 A 0 ThrustThingZ(0,20,0,1)\n\t\t TNT1 A 0 A_FaceTarget\n POS4 U 3 ThrustThing(angle*256/360+128, 10, 0, 0)\n\t\t TNT1 A 0 A_GiveInventory(\"IsDown\", 1)\n\n POS4 UVWXY 3\n\t\t Goto FallingAfterImpact\n\n\tFallingAfterImpact:\n\t\tID11 F 1 A_GiveInventory (\"FallingHeight\", 1)\n\t\tID11 F 1 A_CheckFloor (\"GetUp\")\n\t\tNULL A 0 A_JumpIf (momz == 0, \"GetUp\")\n\t\tLoop\n\n\tGetUp:\n\t\tTNT1 A 0\n\t\tMARN A 0 A_SpawnItem(\"bdbodythud\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"FallingHeight\", 5, \"FallingDie\")\n\t\tTNT1 A 0 A_TakeInventory(\"FallingHeight\", 100)\n\t\tTNT1 A 0 A_Stop\n\t\tID11 RRRRRRRRRRRRRR 5 A_JumpIf(momz < 0, \"FallingAfterImpact\")\n\n TNT1 A 0 A_TakeInventory(\"IsDown\", 1)\n\t\tID11 Q 10\n\t\tTNT1 A 0 A_ChangeFlag(\"FORCEXYBILLBOARD\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n Goto SeeContinue\n\n\tActive:\n\t\tTNT1 A 0\n\n\t\tTNT1 A 0 A_GiveToTarget(\"ExecuteDownedZombieman\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GoSpecial\", 1)\n\t\tIZD4 M 0\n\t\tID11 RRRRRR 2 A_JumpIfInTargetInventory(\"IsExecutingOnAir\", 1, \"FinishActive\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"ExecuteBashWall\", 1, \"FinishActive\")\n\t\tTNT1 M 1\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"ExecuteStompWall\", 1, \"GetUp\")\n\t FinishActive:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tStop\n\t}\n}"
}
]
},
"maps": []
}