Counts

endoom0
graphics2
lumps3040
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "06767337-47fe-4079-a946-4e1aa157e41c",
    "sha1": "26e1cb873bb92b758b31455a0ad77947d7d3c250",
    "sha256": "378341c88c4e49912b203e41e13684a25a9bb2a60ff047c8d4a0d462ff802cea",
    "filenames": [
      "mop4chillax_d2.2_update_by_him_1.1.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2017-01-05 13:58:36",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2017-01-05 13:58:36",
    "file": {
      "type": "PK3",
      "size": 8184450,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/26e1cb873bb92b758b31455a0ad77947d7d3c250/26e1cb873bb92b758b31455a0ad77947d7d3c250.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 2,
        "lumps": 3040,
        "maps": 0,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "analysis": {
      "title": "mop4chillax d2.2 update by him 1.1",
      "description": "This WAD is a large PK3 mod primarily designed for ZDoom-compatible engines, featuring no traditional maps but extensive graphical and HUD customizations. It includes a custom status bar with multiple aspect ratio support and unique player class visuals, emphasizing a marine-themed HUD. The content focuses on interface enhancements rather than new levels or gameplay changes, with no IWAD dependencies specified. The resource balance, monster profile, and combat style are not applicable due to the absence of maps. The mod is suitable for players seeking a visual and UI overhaul in Doom rather than new map challenges or thematic shifts.",
      "authors": [
        "silva"
      ],
      "tags": [
        "hud_mod",
        "interface_enhancement",
        "marine_theme",
        "no_maps",
        "zdoom_compatible"
      ],
      "origin": "gpt-4.1-mini"
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "SBARINFO.txt",
        "contents": "// made by silva (com1337@gmail.com)\n\nheight 0;\n\nstatusbar fullscreen,forcescaled\n{\n   PlayerClass Marine\n\t{\n\taspectratio \"4:3\"\n\t{\n\tdrawimage \"MarineH\", 0, 0;\n\t}\n\taspectratio \"5:4\"\n\t{\n\tdrawimage \"Marine5\", 0, -16;\n\t}\n\taspectratio \"16:10\"\n\t{\n\tdrawimage \"MarineW\", -54, 0;\n\t}\n\taspectratio \"16:9\"\n\t{\n\tdrawimage \"MarineW\", -54, 0;\n\t}\n\tdrawimage \"MarinHB\", 0, 180;\n\tdrawimage \"MarinAB\", 255, 183;\n\tdrawimage armoricon, 5, 190;\n\tdrawimage ammoicon1, 295, 189;\n\n\tdrawnumber 3, MarineHpFont, green, health, 68, 187,1;\n\tdrawnumber 3, MarineArFont, green, armor, 30, 189,0;\n\tdrawnumber 3, MarineAmmoFont, green, ammo1, 283, 188,1;\n\n\tdrawbar \"EBARA\", \"EBARB\",Ammo MarineExp, horizontal, 8,86;\n\n\tgamemode cooperative, singleplayer\n\t {\n\t\tdrawswitchableimage BlueCard, \"nullimage\", \"STKEYS0\", 308, 2;\n\t\tdrawswitchableimage YellowCard, \"nullimage\", \"STKEYS1\", 308, 12;\n\t\tdrawswitchableimage RedCard, \"nullimage\", \"STKEYS2\", 308, 22;\n\t\tdrawswitchableimage BlueSkull, \"nullimage\", \"STKEYS3\", 298, 2;\n\t\tdrawswitchableimage YellowSkull, \"nullimage\", \"STKEYS4\", 298, 12;\n\t\tdrawswitchableimage RedSkull, \"nullimage\", \"STKEYS5\", 298, 22;\n\t }\n\t}\n\tdrawselectedinventory INDEXFON, 306, 148;\n   // Puppet Master Hud\n    InInventory mskull,0\n    {\n    drawimage \"Mskull\",285,7;\n    drawnumber 3, MarineAmmoFont, red, mskull,310,10;\n\t}\n}\nstatusbar Normal, forcescaled\n{\n   PlayerClass Marine\n\t{\n\taspectratio \"4:3\"\n\t{\n\tdrawimage \"MarineH\", 0, 0;\n\t}\n\taspectratio \"5:4\"\n\t{\n\tdrawimage \"Marine5\", 0, -16;\n\t}\n\taspectratio \"16:10\"\n\t{\n\tdrawimage \"MarineW\", -54, 0;\n\t}\n\taspectratio \"16:9\"\n\t{\n\tdrawimage \"MarineW\", -54, 0;\n\t}\n\tdrawimage \"MarinHB\", 0, 180;\n\tdrawimage \"MarinAB\", 255, 183;\n\tdrawimage armoricon, 5, 190;\n\tdrawimage ammoicon1, 295, 189;\n\n\tdrawnumber 3, MarineHpFont, green, health, 68, 187,1;\n\tdrawnumber 3, MarineArFont, green, armor, 30, 189,0;\n\tdrawnumber 3, MarineAmmoFont, green, ammo1, 283, 188,1;\n\n\tdrawbar \"EBARA\", \"EBARB\",Ammo MarineExp, horizontal, 8,86;\n\n\tgamemode cooperative, singleplayer\n\t {\n\t\tdrawswitchableimage BlueCard, \"nullimage\", \"STKEYS0\", 308, 2;\n\t\tdrawswitchableimage YellowCard, \"nullimage\", \"STKEYS1\", 308, 12;\n\t\tdrawswitchableimage RedCard, \"nullimage\", \"STKEYS2\", 308, 22;\n\t\tdrawswitchableimage BlueSkull, \"nullimage\", \"STKEYS3\", 298, 2;\n\t\tdrawswitchableimage YellowSkull, \"nullimage\", \"STKEYS4\", 298, 12;\n\t\tdrawswitchableimage RedSkull, \"nullimage\", \"STKEYS5\", 298, 22;\n\t }\n\t}\n\tdrawselectedinventory INDEXFON, 306, 148;\n}"
      },
      {
        "source": "pk3",
        "name": "skininfo.txt",
        "contents": "{\nname = \"ChainSawMarine\"\nsprite = PLA0\ncrouchsprite = PL8C\n}\n\n{\nname = \"FistMarine\"\nsprite = PLA1\ncrouchsprite = PL1C\n}\n\n{\nname = \"PistolMarine\"\nsprite = PLA2\ncrouchsprite = PL2C\n}\n\n{\nname = \"ShotGunMarine\"\nsprite = PLA3\ncrouchsprite = PL3C\n}\n\n{\nname = \"SSGMarine\"\nsprite = PLA9\ncrouchsprite = PL9C\n}\n\n{\nname = \"ChainGunMarine\"\nsprite = PLA4\ncrouchsprite = PL4C\n}\n\n{\nname = \"MinigunMarine\"\nsprite = PL42\ncrouchsprite = P42C\n}\n\n{\nname = \"RLMarine\"\nsprite = PLA5\ncrouchsprite = PL5C\n}\n\n{\nname = \"PlsmMarine\"\nsprite = PLA6\ncrouchsprite = PL6C\n}\n\n{\nname = \"BFGMarine\"\nsprite = PLA7\ncrouchsprite = PL7C\n}\n\n{\nname = \"SonicRailgunMarine\"\nsprite = SRPL\ncrouchsprite = SRPC\n}\n\n{\nname = \"RailgunMarine\"\nsprite = PRAI\ncrouchsprite = PRAC\n}\n\n{\nname = \"BFG10kMarine\"\nsprite = PB10\ncrouchsprite = P10C\n}\n\n{\nname = \"AssaultMarine\"\nsprite = PCBN\ncrouchsprite = PCBC\n}\n\n{\nname = \"AssaultMarine\"\nsprite = PL32\ncrouchsprite = P32C\n}"
      },
      {
        "source": "pk3",
        "name": "SNDINFO.txt",
        "contents": "// made by silva (com1337@gmail.com)\n// World sounds\n\nworld/watersplash\t\t    dssplash\nworld/watersplashsmall\t\tdssplsml\nworld/sludgegloop\t\t    dsploosh\nworld/sludgegloopsmall\t\tdsplosml\nworld/lavasizzle\t\t    dslvsiz\nworld/lavasizzlesmall\t\tdslavsml\n\n// game sounds\n\ngame/canexit                            Signal\nDBSPLASH                                DBSPLASH\n\n// other weapons\n\n$random mdeath { player/death1 player/death2 player/death3 }\n$random mxdeath { player/xdeath1 player/xdeath2 player/xdeath3 }\n$random mtaunt { player/taunt player/taunt2 player/taunt3 }\n\nplayer/death1 dspldeth\nplayer/death2 dspldeth\nplayer/death3 dspldet2\nplayer/xdeath1 dspdiehi\nplayer/xdeath2 dspdiehi\nplayer/xdeath3 dspdieh2\n\nplayer/taunt dstaunt\nplayer/taunt2 dstaunt2\nplayer/taunt3 dstaunt2\nkick kick\n\nMRNWT1   MRNWT1\nMRNWC2   MRNWC2\n\n$random watchout {MRNWT1  MRNWC2}\n\ngotya        MRNAT4\ndam          MRNAT6\nfukU         MRNAT2\nwatchit      MRNAT3\n\narmor_pkup1  ARMORON\n\n$playeralias\tplayer male *death mdeath\n$playeralias\tplayer male *xdeath mxdeath\n$playeralias\tplayer male *taunt mtaunt\n\nweapon/ADshotgun                        DSASHTGN\nweapon/ADshotgunre                      DSASTGNR\nweapon/mp40                             MP40\nweapon/claw                             CLAWW\nmarine/fists                            dspunch\nmarine/fistswall                        mfistw\nweapons/adpistol                        adpistol\ncybie/overheat                          cybover\nweapons/mgrenbounce                     DSGRNHIT\nweapons/mgren                           DSGRNSHT\nweapon/VulcanCannonUp                   DSVCUP\nweapon/VulcanCannonLoop                 DSVCLOOP\nweapon/VulcanCannonDown                 DSVCDOWN\nweapon/msmgfire                         DSSMGSND\n\n$pitchshift weapon/VulcanCannonUp 0\n$pitchshift weapon/VulcanCannonLoop 0\n$pitchshift weapon/VulcanCannonDown 0\n\nweapons/Ashotgun/fire                    DSASHTGF\nweapons/Ashotgun/cock/back               DSASHTBK\nweapons/Ashotgun/cock/forward            DSASHTFD\nweapons/RailAttack\t\t\tSRGATK1\nweapons/RailCharge\t\t\tSRGCHRG\n// Chat sounds\n\n$random misc/chat { misc/chats1 misc/chats2 misc/chats3 misc/chats4 misc/chats5 misc/chats6 }\n$random misc/chat2 { misc/chats1 misc/chats2 misc/chats3 misc/chats4 misc/chats5 misc/chats6 }\n\nmisc/chats1     Mchat1\nmisc/chats2     Mchat2\nmisc/chats3     Mchat3\nmisc/chats4     Mchat4\nmisc/chats5     Mchat5\nmisc/chats6     Mchat6\n\n// New Monsters\n\n$alias BarrelMob\tmisc/chats1\n\n// DarkImp\n\n$RANDOM darkimp/see { darkImp/see1 darkImp/see2 }\ndarkimp/see1 dsdvlsi1\ndarkimp/see2 dsdvlsi2\n\ndarkimp/pain dsdvlpai\n$RANDOM darkimp/death { darkImp/death1 darkImp/death2 }\ndarkimp/death1 dsdvldt1\ndarkimp/death2 dsdvldt2\ndarkimp/active dsdvlact\n\nhecto/sight\t\thectesit\nhecto/active\t\thecteact\nhecto/pain\t\t\thectpain\nhecto/raiseguns\t\thecteatk\nhecto/death\t\thectdeth\nhecto/attack\t\thectrsht\n\nabba/sight\t\t\tabbasit\nabba/active\t\tabbaact\nabba/pain\t\t\tabbapain\nabba/death\t\t\tabbadeth\n\n// SSg Zombie\n\nSSGUNER/sight\tDSGPOSIT\nSSGUNER/SSG \tDSSGGATK\nSSGUNER/death\tDSGPODTH\nSSGUNER/idle\tDSGPOACT\n\n// Soul Harvester\n$random harvester/sight \t{ shsight1 shsight2 }\nshsight1 \t\t\tshsight1\nshsight2 \t\t\tshsight2\n$random harvester/death \t{ shdeath1 shdeath2 }\nshdeath1 \t\t\t\tshdeath1\nshdeath2 \t\t\t\tshdeath2\nharvester/scream \t\tshfbscrm\nharvester/ghost \t\tshghscrm\n\n// BloodDemon\n\nblooddemon/sight DSBLDSIT\nblooddemon/pain DSBLDPAI\nblooddemon/death DSBLDDTH\nblooddemon/active DSBLDACT\nblooddemon/melee DSBLDATK\nblooddemon/walk DSBLDWAL\n\n// Shadow\n\n$random Shadow/active { Shadow/act1 Shadow/act2 }\nShadow/act1\t\t\tSHDACT1\nShadow/act2\t\t\tSHDACT2\n$random Shadow/pain { Shadow/pain1 Shadow/pain2 }\nShadow/pain1\t\t\tSHDPAIN1\nShadow/pain2\t\t\tSHDPAIN2\nShadow/attack\t\t    SHDATTAK\nShadow/death\t\t    SHDDEATH\n\n// Arachno-Chaingunner\nCSPI/Sight\tDSCSPISE\nCSPI/Death\tDSCSPIDI\n\n//Master\n\n$random pm_taunt { pmaster/taunt1 pmaster/taunt2 pmaster/taunt3 }\n\npmaster/taunt1 Msnd1\npmaster/taunt2 Msnd4\npmaster/taunt3 Msnd5\n\n$playersound    PuppetMaster male *pain100 Msnd3\n$playersounddup PuppetMaster male *pain75 *pain100\n$playersounddup PuppetMaster male *pain50 *pain100\n$playersounddup PuppetMaster male *pain25 *pain100\n$playersound    PuppetMaster male *death Msnd3\n$playersound    PuppetMaster male *xdeath Msnd3\n$playersound    PuppetMaster male *usefail Msnd2\n$playersounddup PuppetMaster male *grunt *pain100\n$playersounddup PuppetMaster male *land *pain100\n$playersound    PuppetMaster male *jump Msnd2\n$playeralias    PuppetMaster male *taunt pm_taunt\n\n//Zombies\n\n$random bl_taunt { grunt/sight1 grunt/sight2 grunt/sight3 }\n\n$playersound    brainless male *pain100 dspopain\n$playersounddup brainless male *pain75 *pain100\n$playersounddup brainless male *pain50 *pain100\n$playersounddup brainless male *pain25 *pain100\n$playersound    brainless male *death bl_death\n$playersound    brainless male *xdeath DSSLOP\n$playersound    brainless male *usefail dsposact\n$playersounddup brainless male *grunt *pain100\n$playersounddup brainless male *land *pain100\n$playersound    brainless male *jump dspopain\n$playeralias    brainless male *taunt bl_taunt\n\n// SSgZombie Player\n\n$playersound    SSSgZombie male *pain100 dspopain\n$playersounddup SSSgZombie male *pain75 *pain100\n$playersounddup SSSgZombie male *pain50 *pain100\n$playersounddup SSSgZombie male *pain25 *pain100\n$playersound    SSSgZombie male *death DSGPODTH\n$playersound    SSSgZombie male *usefail DSGPOACT\n$playersounddup SSSgZombie male *grunt *pain100\n$playersounddup SSSgZombie male *land *pain100\n$playersound    SSSgZombie male *jump DSGPOACT\n$playersound    SSSgZombie male *taunt DSGPOSIT\n\n//Imp Player\n\n$random imp_taunt\t{ imp/sight1  imp/sight2 }\n\n$playersound    Mimpale male *pain100 dspopain\n$playersounddup Mimpale male *pain75 *pain100\n$playersounddup Mimpale male *pain50 *pain100\n$playersounddup Mimpale male *pain25 *pain100\n$playersound    Mimpale male *death DSNULL\n$playersound    Mimpale male *xdeath DSSLOP\n$playersound    Mimpale male *usefail dsbgact\n$playersounddup Mimpale male *grunt *pain100\n$playersounddup Mimpale male *land *pain100\n$playersound    Mimpale male *jump  dspopain\n$playeralias    Mimpale male *taunt imp_taunt\n\n//Dark Imp\n\n$random dimp_taunt\t{ darkimp/see1  darkimp/see2 }\n\n$playersound    MsDarkimp male *pain100 dsdvlpai\n$playersounddup MsDarkimp male *pain75 *pain100\n$playersounddup MsDarkimp male *pain50 *pain100\n$playersounddup MsDarkimp male *pain25 *pain100\n$playersound    MsDarkimp male *death  DSNULL\n$playersound    MsDarkimp male *xdeath DSSLOP\n$playersound    MsDarkimp male *usefail dsdvlact\n$playersounddup MsDarkimp male *grunt *pain100\n$playersounddup MsDarkimp male *land *pain100\n$playersound    MsDarkimp male *jump  dsdvlpai\n$playeralias    MsDarkimp male *taunt dimp_taunt\n\n//SShadow\n\n$random Shadow_taunt\t{ imp/sight1  imp/sight2 }\n\n$playeralias    SShadow male *pain100 Shadow/pain\n$playersounddup SShadow male *pain75 *pain100\n$playersounddup SShadow male *pain50 *pain100\n$playersounddup SShadow male *pain25 *pain100\n$playersound    SShadow male *death  DSNULL\n$playersound    SShadow male *xdeath DSSLOP\n$playeralias    SShadow male *usefail Shadow/active\n$playersounddup SShadow male *grunt *pain100\n$playersounddup SShadow male *land *pain100\n$playersound    SShadow male *jump  SHDPAIN1\n$playeralias    SShadow male *taunt Shadow/active\n\n// SoulHarvester\n\n$random SoulHar_taunt\t{ shsight1  shsight2 }\nshsight1 \t\t\tshsight1\nshsight2 \t\t\tshsight2\n\n$random SoulHar_death \t{ shdeath1 shdeath2 }\nshdeath1 \t\t\t\tshdeath1\nshdeath2 \t\t\t\tshdeath2\n\n$playeralias    SHplayer male *pain100 dspopain\n$playersounddup SHplayer male *pain75 *pain100\n$playersounddup SHplayer male *pain50 *pain100\n$playersounddup SHplayer male *pain25 *pain100\n$playeralias    SHplayer male *death  SoulHar_death\n$playersound    SHplayer male *xdeath shfbscrm\n$playersound    SHplayer male *usefail SHDPAIN1\n$playersounddup SHplayer male *grunt *pain100\n$playersounddup SHplayer male *land *pain100\n$playersounddup SHplayer male *jump *usefail\n$playeralias    SHplayer male *taunt SoulHar_taunt\n\n//SpigMarine\n\n$random mpig/active\t{ mpig/active1  mpig/active2 }\nmpig/active1    DSPGACT1\nmpig/active2    DSPGACT2\nmpig/death      DSPIGDTH\nmpig/attack     DSPIGATC\nmpig/pain       DSPGPAIN\n\n$playersound    SpigMarine male *pain100 DSPGPAIN\n$playersounddup SpigMarine male *pain75  *pain100\n$playersounddup SpigMarine male *pain50  *pain100\n$playersounddup SpigMarine male *pain25  *pain100\n$playersound    SpigMarine male *death   DSPIGDTH\n$playersound    SpigMarine male *xdeath  DSSLOP\n$playeralias    SpigMarine male *usefail mpig/active\n$playersounddup SpigMarine male *grunt   *pain100\n$playersound    SpigMarine male *land    DSPIGATC\n$playersound    SpigMarine male *jump    DSPIGATC\n$playersound    SpigMarine male *taunt   DSPGACT2\n\n//Archvile\n\n$playersound    Mvile male *pain100 DSVIPAIN\n$playersounddup Mvile male *pain75 *pain100\n$playersounddup Mvile male *pain50 *pain100\n$playersounddup Mvile male *pain25 *pain100\n$playersound    Mvile male *death DSVILDTH\n$playersound    Mvile male *usefail DSVILACT\n$playersounddup Mvile male *grunt *pain100\n$playersounddup Mvile male *land *pain100\n$playersound    Mvile male *jump DSVILSIT\n$playersound    Mvile male *taunt dsvilsit\n\n//Demon\n\n$playersound    Mdemon male *pain100 DSDMPAIN\n$playersounddup Mdemon male *pain75 *pain100\n$playersounddup Mdemon male *pain50 *pain100\n$playersounddup Mdemon male *pain25 *pain100\n$playersound    Mdemon male *death DSSGTDTH\n$playersound    Mdemon male *usefail DSDMACT\n$playersounddup Mdemon male *grunt *pain100\n$playersounddup Mdemon male *land *pain100\n$playersound    Mdemon male *taunt dssgtsit\n\n//BDemon\n\n$playersound    BDemon male *pain100 DSBLDPAI\n$playersounddup BDemon male *pain75 *pain100\n$playersounddup BDemon male *pain50 *pain100\n$playersounddup BDemon male *pain25 *pain100\n$playersound    BDemon male *death DSBLDDTH\n$playersound    BDemon male *usefail DSBLDACT\n$playersounddup BDemon male *grunt *pain100\n$playersound    BDemon male *land  DSBLDACT\n$playersound    BDemon male *taunt DSBLDSIT\n\n//LostSoul\n\n$playersound    MLostSoul male *pain100 DSDMPAIN\n$playersounddup MLostSoul male *pain75 *pain100\n$playersounddup MLostSoul male *pain50 *pain100\n$playersounddup MLostSoul male *pain25 *pain100\n$playersound    MLostSoul male *death DSFIRXPL\n$playersounddup MLostSoul male *xdeath *death\n$playersound    MLostSoul male *usefail DSDMACT\n$playersounddup MLostSoul male *grunt *usefail\n$Playersounddup MLostSoul male *land *usefail\n$playersound    MLostSoul male *taunt dssklatk\n\n//Mancubus Player\n\n$playersound    Mancubus male *pain100 DSMNPAIN\n$playersounddup Mancubus male *pain75 *pain100\n$playersounddup Mancubus male *pain50 *pain100\n$playersounddup Mancubus male *pain25 *pain100\n$playersound    Mancubus male *death DSMANDTH\n$playersound    Mancubus male *usefail dsposact\n$playersounddup Mancubus male *grunt *pain100\n$playersounddup Mancubus male *land *pain100\n$playersound    Mancubus male *jump DSMANSIT\n$playersound    Mancubus male *taunt dsmansit\n\n//Hectebus Player\n\n$playersound    Hectebus male *pain100 HECTPAIN\n$playersounddup Hectebus male *pain75 *pain100\n$playersounddup Hectebus male *pain50 *pain100\n$playersounddup Hectebus male *pain25 *pain100\n$playersound    Hectebus male *death HECTDETH\n$playersound    Hectebus male *usefail HECTEACT\n$playersounddup Hectebus male *grunt *pain100\n$playersounddup Hectebus male *land *pain100\n$playersound    Hectebus male *jump HECTESIT\n$playersounddup Hectebus male *taunt *jump\n\n//Revenant Player\n\n$playersound    Mskeleton male *pain100 DSPOPAIN\n$playersounddup Mskeleton male *pain75 *pain100\n$playersounddup Mskeleton male *pain50 *pain100\n$playersounddup Mskeleton male *pain25 *pain100\n$playersound    Mskeleton male *death DSSKEDTH\n$playersound    Mskeleton male *xdeath DSSKEDTH\n$playersound    Mskeleton male *usefail DSSKEACT\n$playersounddup Mskeleton male *grunt *pain100\n$playersounddup Mskeleton male *land *pain100\n$playersound    Mskeleton male *jump DSSKESIT\n$playersound    Mskeleton male *taunt dsskesit\n\nSKELLPUNCH DSSKESWG\nSKELLPCHHIT DSSKEPCH\nSKELLMISS DSSKEATK\n\n//Cacodemon Player\n\n$playersound    Cacodemon male *pain100 DSDMPAIN\n$playersounddup Cacodemon male *pain75 *pain100\n$playersounddup Cacodemon male *pain50 *pain100\n$playersounddup Cacodemon male *pain25 *pain100\n$playersound    Cacodemon male *death DSCACDTH\n$playersound    Cacodemon male *usefail DSDMACT\n$playersounddup Cacodemon male *grunt *pain100\n$playersounddup Cacodemon male *land *pain100\n$playersound    Cacodemon male *jump DSCACSIT\n$playersound    Cacodemon male *taunt dscacsit\n\n//Abbadon Player\n\n$playersound    Abbadon male *pain100 ABBAPAIN\n$playersounddup Abbadon male *pain75 *pain100\n$playersounddup Abbadon male *pain50 *pain100\n$playersounddup Abbadon male *pain25 *pain100\n$playersound    Abbadon male *death ABBADETH\n$playersound    Abbadon male *usefail ABBAACT\n$playersounddup Abbadon male *grunt *pain100\n$playersounddup Abbadon male *land *pain100\n$playersound    Abbadon male *jump ABBASIT\n$playersounddup Abbadon male *taunt *jump\n\n//Arachnotron Player\n\n$playersound    ArachnotronClass  male *pain100 dsdmpain\n$playersounddup ArachnotronClass  male *pain75 *pain100\n$playersounddup ArachnotronClass  male *pain50 *pain100\n$playersounddup ArachnotronClass  male *pain25 *pain100\n$playersound    ArachnotronClass  male *death dsbspdth\n$playersound    ArachnotronClass  male *usefail dsbspact\n$playersounddup ArachnotronClass  male *grunt *pain100\n$playersounddup ArachnotronClass  male *land *pain100\n$playersound    ArachnotronClass  male *jump dsbspact\n$playersound    ArachnotronClass  male *taunt dsbspsit\n\n//Arachnogunner Player\n\n$playersound    ArachGunnerClass  male *pain100 dsdmpain\n$playersounddup ArachGunnerClass  male *pain75 *pain100\n$playersounddup ArachGunnerClass  male *pain50 *pain100\n$playersounddup ArachGunnerClass  male *pain25 *pain100\n$playersound    ArachGunnerClass  male *death DSCSPIDI\n$playersound    ArachGunnerClass  male *usefail dsbspact\n$playersounddup ArachGunnerClass  male *grunt *pain100\n$playersounddup ArachGunnerClass  male *land *pain100\n$playersound    ArachGunnerClass  male *jump dsbspact\n$playersound    ArachGunnerClass  male *taunt DSCSPISE\n\n//HellKnight Player\n\n$playersound    HellKnightClass  male *pain100 dsdmpain\n$playersounddup HellKnightClass  male *pain75 *pain100\n$playersounddup HellKnightClass  male *pain50 *pain100\n$playersounddup HellKnightClass  male *pain25 *pain100\n$playersound    HellKnightClass  male *death dsbrsdth\n$playersound    HellKnightClass  male *usefail dsdmact\n$playersounddup HellKnightClass  male *grunt *pain100\n$playersounddup HellKnightClass  male *land *pain100\n$playersound    HellKnightClass  male *jump dsdmact\n$playersound    HellKnightClass  male *taunt dskntsit\n\n//BaronOfHell Player\n\n$playersound    BaronOfHellClass  male *pain100 dsdmpain\n$playersounddup BaronOfHellClass  male *pain75 *pain100\n$playersounddup BaronOfHellClass  male *pain50 *pain100\n$playersounddup BaronOfHellClass  male *pain25 *pain100\n$playersound    BaronOfHellClass  male *death dsbrsdth\n$playersound    BaronOfHellClass  male *usefail dsdmact\n$playersounddup BaronOfHellClass  male *grunt *pain100\n$playersounddup BaronOfHellClass  male *land *pain100\n$playersound    BaronOfHellClass  male *jump dsdmact\n$playersound    BaronOfHellClass  male *taunt dsbrssit\n\n//SSnazi Player\n\n$playersound    SSnazi  male *pain100 dspopain\n$playersounddup SSnazi  male *pain75 *pain100\n$playersounddup SSnazi  male *pain50 *pain100\n$playersounddup SSnazi  male *pain25 *pain100\n$playersound    SSnazi  male *death dsssdth\n$playersound    SSnazi  male *usefail dsposact\n$playersounddup SSnazi  male *grunt *pain100\n$playersounddup SSnazi  male *land *pain100\n$playersound    SSnazi  male *jump dsposact\n$playersound    SSnazi  male *taunt dssssit\n\n//Pain elemental\n\n$playersound\tPainElementalClass\tmale\t*death\t\tdspedth\n$playersound\tPainElementalClass\tmale\t*xdeath\t\tdspedth\n$playersound\tPainElementalClass\tmale\t*gibbed\t\tdsslop\n$playersound\tPainElementalClass\tmale\t*pain100\tdspepain\n$playersounddup\tPainElementalClass\tmale\t*pain75\t\t*pain100\n$playersounddup\tPainElementalClass\tmale\t*pain50\t\t*pain100\n$playersounddup\tPainElementalClass\tmale\t*pain25\t\t*pain100\n$playersound\tPainElementalClass\tmale\t*grunt\t\tdspepain\n$playersound\tPainElementalClass\tmale\t*land\t\tdspepain\n$playersound\tPainElementalClass\tmale\t*jump\t\tdsjump\n$playersound\tPainElementalClass\tmale\t*fist\t\tdsfirsht\n$playersound\tPainElementalClass\tmale\t*usefail\tdsdmact\n$playersound    PainElementalClass  male    *taunt      dspesit\n\n//Cyber Demon\n\n$playersound\tCyberDemonClass\tmale\t*death\t\tdscybdth\n$playersound\tCyberDemonClass\tmale\t*xdeath\t\tdscybdth\n$playersound\tCyberDemonClass\tmale\t*pain100\tdsdmpain\n$playersounddup\tCyberDemonClass\tmale\t*pain75\t\t*pain100\n$playersounddup\tCyberDemonClass\tmale\t*pain50\t\t*pain100\n$playersounddup\tCyberDemonClass\tmale\t*pain25\t\t*pain100\n$playersound\tCyberDemonClass\tmale\t*grunt\t\tdsdmact\n$playersound\tCyberDemonClass\tmale\t*land\t\tdsdmact\n$playersound\tCyberDemonClass\tmale\t*jump\t\tdsdmact\n$playersound\tCyberDemonClass\tmale\t*fist\t\tdsfirsht\n$playersound\tCyberDemonClass\tmale\t*usefail\tdsdmact\n$playersound    CyberDemonClass male    *taunt      dscybsit\n\n//MasterMind\n\n$playersound\tMasterMindClass\tmale    *death\t\tdsspidth\n$playersound\tMasterMindClass\tmale\t*xdeath\t\tdsspidth\n$playersound\tMasterMindClass\tmale\t*pain100\tdsdmpain\n$playersounddup\tMasterMindClass\tmale\t*pain75\t\t*pain100\n$playersounddup\tMasterMindClass\tmale\t*pain50\t\t*pain100\n$playersounddup\tMasterMindClass\tmale\t*pain25\t\t*pain100\n$playersound\tMasterMindClass\tmale\t*grunt\t\tdsdmact\n$playersound\tMasterMindClass\tmale\t*land\t\tdsdmact\n$playersound\tMasterMindClass\tmale\t*jump\t\tdsdmact\n$playersound\tMasterMindClass\tmale\t*fist\t\tdsfirsht\n$playersound\tMasterMindClass\tmale\t*usefail\tdsdmact\n$playersound    MasterMindClass male    *taunt      dsspisit\n\n$playeralias\tBarrelBob male\t*death\t\tworld/barrelx\n$playersounddup\tBarrelBob male\t*xdeath\t\t*pain100\n$playeralias\tBarrelBob male\t*pain100\tBarrelMob\n$playersounddup\tBarrelBob male\t*pain75\t\t*pain100\n$playersounddup\tBarrelBob male\t*pain50\t\t*pain100\n$playersounddup\tBarrelBob male\t*pain25\t\t*pain100\n$playersounddup\tBarrelBob male\t*grunt\t\t*pain100\n$playersounddup\tBarrelBob male\t*land\t\t*pain100\n$playersounddup\tBarrelBob male\t*jump\t\t*pain100\n$playersounddup\tBarrelBob male\t*fist\t\t*pain100\n$playersounddup\tBarrelBob male\t*usefail\t*pain100\n$playersounddup\tBarrelBob male\t*taunt      \t*pain100\n\n// Annihilator\n\nmonster/annsit dsannsit\nmonster/anndth dsanndth\nmonster/anhoof dsanhoof\nweapons/hrlexp dshrlexp\nweapons/hrlfir dshrlfir\n\n$limit weapons/hrlexp 0\n$limit weapons/hrlfir 0\n\n$playersound\tCyberAnniClass\tmale\t*death\t\tdsanndth\n$playersound\tCyberAnniClass\tmale\t*xdeath\t\tdsanndth\n$playersound\tCyberAnniClass\tmale\t*pain100\tdsdmpain\n$playersounddup\tCyberAnniClass\tmale\t*pain75\t\t*pain100\n$playersounddup\tCyberAnniClass\tmale\t*pain50\t\t*pain100\n$playersounddup\tCyberAnniClass\tmale\t*pain25\t\t*pain100\n$playersound\tCyberAnniClass\tmale\t*grunt\t\tdsdmact\n$playersound\tCyberAnniClass\tmale\t*land\t\tdsdmact\n$playersound\tCyberAnniClass\tmale\t*jump\t\tdsdmact\n$playersound\tCyberAnniClass\tmale\t*fist\t\tdsfirsht\n$playersound\tCyberAnniClass\tmale\t*usefail\tdsdmact\n$playersound    CyberAnniClass\tmale    *taunt      dsannsit\n\n//marine's Sounds\n\n$random FUCK { FUCK1 FUCK2 FUCK3 FUCK4 }\nFUCK1 FUCK1\nFUCK2 FUCK2\nFUCK3 FUCK3\nFUCK4 FUCK4\n\n$random MTAUN { MTAUN01 MTAUN02 MTAUN03 MTAUN04 MTAUN05 MTAUN06 }\nMTAUN01 MTAUN01\nMTAUN02 MTAUN02\nMTAUN03 MTAUN03\nMTAUN04 MTAUN04\nMTAUN05 MTAUN05\nMTAUN06 MTAUN06\n$limit MTAUN 1\n\n$random TAUNT0 { TAUNT01 TAUNT02 TAUNT03 TAUNT04 TAUNT05 TAUNT06 TAUNT07 TAUNT08 TAUNT09 TAUNT10 TAUNT11 TAUNT12 TAUNT13 TAUNT14 TAUNT15 TAUNT16 TAUNT17 TAUNT18 }\nTAUNT01 TAUNT01\nTAUNT02 TAUNT02\nTAUNT03 TAUNT03\nTAUNT04 TAUNT04\nTAUNT05 TAUNT05\nTAUNT06 TAUNT06\nTAUNT07 TAUNT07\nTAUNT08 TAUNT08\nTAUNT09 TAUNT09\nTAUNT10 TAUNT10\nTAUNT11 TAUNT11\nTAUNT12 TAUNT12\nTAUNT13 TAUNT13\nTAUNT14 TAUNT14\nTAUNT15 TAUNT15\nTAUNT16 TAUNT16\nTAUNT17 TAUNT17\nTAUNT18 TAUNT18\n$limit TAUNT0 1\n\n$random ONELIN { ONELIN01 ONELIN02 ONELIN03 ONELIN04 ONELIN05 ONELIN06 ONELIN07 ONELIN08 ONELIN09 ONELIN10 ONELIN11 ONELIN12}\nONELIN01 ONELIN01\nONELIN02 ONELIN02\nONELIN03 ONELIN03\nONELIN04 ONELIN04\nONELIN05 ONELIN05\nONELIN06 ONELIN06\nONELIN07 ONELIN07\nONELIN08 ONELIN08\nONELIN09 ONELIN09\nONELIN10 ONELIN10\nONELIN11 ONELIN11\nONELIN12 ONELIN12\n$limit ONELIN 1"
      },
      {
        "source": "pk3",
        "name": "decaldef.txt",
        "contents": "// made by silva (com1337@gmail.com)\n\ngenerator ZombieRifle\t\t\tBulletChip\ngenerator ZombieShotGun\t\t\tBulletChip\ngenerator ChainGuyGun\t\t\tBulletChip\ngenerator MasterMindGun\t\t\tBulletChip\ngenerator SSmp40\t\t\t    BulletChip\n\ngenerator MPistol\t\t\tBulletChip\ngenerator ADMPistol\t\t\tBulletChip\ngenerator MChainsaw\t\t\tBulletChip\ngenerator MShotgun\t\t\tBulletChip\ngenerator AssaultShotgun\t   \t BulletChip\ngenerator MSuperShotgun\t\t\tBulletChip\ngenerator MChaingun\t\t\tBulletChip\ngenerator AssaultRifle\t\t\tBulletChip\ngenerator Vulcan\t\t\tBulletChip\ngenerator RailGun\t\t\tRailScorch\ngenerator BFG10K\t\t\tBFGLightning\n\ngenerator MPlasmaBall\t\t\tPlasmaScorch\ngenerator Rocket\t\t\tScorch\ngenerator PCybRocket\t\t\tScorch\ngenerator MMarineRocket\t\t\tScorch\ngenerator MGrenade\t\t\tScorch\ngenerator MBFGBall\t\t\tBFGLightning\ngenerator FBFGBall\t\t\tBFGLightning\ngenerator MBFG10k\t\t\tBFGLightning\n\ngenerator MarinePistol\t\t\tBulletChip\ngenerator MarineShotgun\t\t\tBulletChip\ngenerator MarineSSG\t\t\tBulletChip\ngenerator MarineChaingun\t\tBulletChip\ngenerator MarineRailgun\t\t\tRailScorch\n\ngenerator MZombieMan\t\t\tBulletChip\ngenerator MShotgunGuy\t\t\tBulletChip\ngenerator MChaingunGuy\t\t\tBulletChip\ngenerator SuperShotgunGuy\t\tBulletChip\ngenerator MSSGZombie\t\t\tBulletChip\ngenerator ZombieSuperShotgun\t\tBulletChip\ngenerator MWolfensteinSS\t\tBulletChip\ngenerator MSpiderMastermind\t\tBulletChip\ngenerator MArachGunner\t\t\tBulletChip\ngenerator MAShotgunGuy\t\t\tBulletChip\ngenerator PCybRocket2\t\t\tScorch\n\ngenerator MArachnotronPlasma\tArachnotronScorch\ngenerator ArPlasm\t            ArachnotronScorch\ngenerator MBaronBall\t\t\tBaronScorch\ngenerator MKnightBall\t\t\tBaronScorch\ngenerator KnightBallAd\t\t\tBaronScorch\ngenerator MBelphegorBall\t\tBaronScorch\ngenerator PBelphegorBall\t\tBaronScorch\ngenerator MCacodemonBall\t\tCacoScorch\ngenerator CacodemonBall2\t\tCacoScorch\ngenerator MCacolanternBall\t\tCacoScorch\ngenerator MAbaddonBall\t\t\tCacoScorch\ngenerator PCacolanternBall\t\tCacoScorch\ngenerator PAbaddonBall\t\t\tCacoScorch\ngenerator MDoomImpBall\t\t\tDoomImpScorch\ngenerator PDoomImpBall\t\t\tDoomImpScorch\ngenerator MDarkSeeker\t\t\tDoomImpScorch\ngenerator MPDarkSeeker\t\t\tDoomImpScorch\ngenerator MFatShot\t\t\t\tScorch\ngenerator FatShot2\t\t\t\tScorch\ngenerator HectShot\t\t\t\tScorch\ngenerator MHectShot\t\t\t\tScorch\ngenerator PHectShot\t\t\t\tScorch\ngenerator MRevenantTracer\t\tRevenantScorch\ngenerator HomingMissile\t\t    RevenantScorch\ngenerator RevMissile\t            RevenantScorch\ngenerator FPistol\t\t\tBulletChip\ngenerator FShotgun\t\t\tBulletChip\ngenerator FSuperShotgun\t\t\tBulletChip\ngenerator FChaingun\t\t\tBulletChip\ngenerator FMarinePistol\t\t\tBulletChip\ngenerator FMarineShotgun\t\tBulletChip\ngenerator FMarineSSG\t\t\tBulletChip\ngenerator FMarineChaingun\t\tBulletChip\ngenerator FPlasmaBall\t\t\tPlasmaScorch\ngenerator FMarinePlasma\t\t\tPlasmaScorch\ngenerator FMarineRailgun\t\tPlasmaScorch\n\ngenerator ZombieAShotGun \t\tBulletChip\ngenerator ArChaingun\t\t\tBulletChip\ngenerator ZPlasmaBall\t\t\tPlasmaScorch\ngenerator MRailGun\t\t\tScorch"
      },
      {
        "source": "pk3",
        "name": "DECORATE.txt",
        "contents": "// made by silva (com1337@gmail.com)\n\n// Weapons\n\n#include \"Weapons/MasterGuns.txt\"\n#include \"Weapons/MarineGuns.txt\"\n\n// Player Classes\n\n#include \"Classes/MarineClass.txt\"\n#include \"Classes/MonsterMasterClass.txt\"\n\n// Items\n\n#include \"Items/Morph.txt\"\n#include \"Items/doomitems.txt\"\n// Effects\n\n#include \"Effects/Effects.txt\"\n\n// Monsters\n\n#include \"Monsters/Spawners.txt\"\n#include \"Monsters/ZombieMan.txt\"\n#include \"Monsters/DoomImp.txt\"\n#include \"Monsters/ShotGunGuy.txt\"\n#include \"Monsters/ChainGunGuy.txt\"\n#include \"Monsters/LostSoul.txt\"\n#include \"Monsters/Demon.txt\"\n#include \"Monsters/PainElemental.txt\"\n#include \"Monsters/CacoDemon.txt\"\n#include \"Monsters/Revenant.txt\"\n#include \"Monsters/Fatso.txt\"\n#include \"Monsters/HellKnight.txt\"\n#include \"Monsters/BaronOfHell.txt\"\n#include \"Monsters/Arachnotron.txt\"\n#include \"Monsters/Archvile.txt\"\n#include \"Monsters/SpiderMasterMind.txt\"\n#include \"Monsters/CyberDemon.txt\"\n#include \"Monsters/BossEye.txt\"\n#include \"Monsters/WolfensteinSS.txt\"\n#include \"Monsters/FMarines.txt\"\n\n// Morph Classes\n\n#include \"MorphClasses/ZombieManClass.txt\"\n#include \"MorphClasses/DoomImpClass.txt\"\n#include \"MorphClasses/ShotGunGuyClass.txt\"\n#include \"MorphClasses/ChainGunGuyClass.txt\"\n#include \"MorphClasses/DemonClass.txt\"\n#include \"MorphClasses/SpectreClass.txt\"\n#include \"MorphClasses/RevenantClass.txt\"\n#include \"MorphClasses/HellKnightClass.txt\"\n#include \"MorphClasses/BaronOfHellClass.txt\"\n#include \"MorphClasses/CacoDemonClass.txt\"\n#include \"MorphClasses/FatsoClass.txt\"\n#include \"MorphClasses/ArachnotronClass.txt\"\n#include \"MorphClasses/CyberDemonClass.txt\"\n#include \"MorphClasses/MasterMindClass.txt\"\n#include \"MorphClasses/ArchvileClass.txt\"\n#include \"MorphClasses/WolfensteinSSClass.txt\"\n#include \"MorphClasses/PainElementalClass.txt\"\n#include \"MorphClasses/LostSoulClass.txt\"\n#include \"MorphClasses/FMarinesClass.txt\"\n#include \"MorphClasses/BarrelClass.txt\""
      },
      {
        "source": "pk3",
        "name": "KEYCONF.txt",
        "contents": "// made by silva (com1337@gmail.com)\nclearplayerclasses\n\naddplayerclass MarineClass\naddplayerclass MonsterMasterClass\n\naddkeysection \"Master Of Puppets\" mop.bindings\n   addmenukey \"Kick\" kickem\n   defaultbind k kickem\n   alias kickem \"puke 489\"\n\n   addmenukey \"Show List of Monsters\" mlist\n\n   addmenukey \"Full list\" showall\n\n   addmenukey \"Marine Taunting\" taunt1\n   defaultbind y taunt1\n\n   addmenukey \"One Liners\" sayit\n   defaultbind u sayit\n\n   addmenukey \"Dam\" dam1\n\n   addmenukey \"Offend\" ofend\n\n   addmenukey \"got you\" gotu\n\n   addmenukey \"Watch It!\" watch\n\n   addmenukey \"Warn Marines\" warn\n\n   alias Taunt1 \"puke 574 7\"\n   alias sayit  \"puke 574 6\"\n   alias dam1   \"puke 574 5\"\n   alias ofend  \"puke 574 4\"\n   alias gotu   \"puke 574 3\"\n   alias watch  \"puke 574 2\"\n   alias warn   \"puke 574 1\"\n   alias mlist  \"puke 589\"\n\n   alias expcount    \"puke 561\"\n\n   alias pupstat        \"puke 560\"\n   alias puppetstat     \"puke 560\"\n   alias masterdisplay  \"puke 560\"\n   alias monsterstat    \"puke 560\"\n\n   alias getback   \"puke 502\"\n\n   alias resetrank \"puke 503\"\n\n   alias showall   \"puke 591\""
      },
      {
        "source": "pk3",
        "name": "CVARinfo.txt",
        "contents": "server    bool    SV_NoCyberdemon   = false;\nserver    bool    SV_NoCyberdemon2  = false;\nserver    bool    SV_NoMasterMind   = false;\nuser      string  cl_lastweaponused = 3;"
      },
      {
        "source": "pk3",
        "name": "TeamInfo.txt",
        "contents": "ClearTeams\n\nTeam \"Marines\"\n{\n\tPlayerColor \"FF FF 00\" // This needs to be full to look good.\n\tTextColor \"Gold\"\n\tRailColor \"FF FF 00\"\n\n\tFlagItem \"GoldFlag\"\n\tSkullItem \"GoldSkullST\"\n\n\tPlayerStartThingNumber 5084\n\tSmallFlagHUDIcon \"STFLA5\"\n\tSmallSkullHUDIcon \"STKEYS4\"\n\tLargeFlagHUDIcon \"YFLASMAL\"\n\tLargeSkullHUDIcon \"YSKUA0\"\n}\n\nTeam \"Puppeteers\"\n{\n\tPlayerColor \"BF 00 00\"\n\tTextColor \"Red\"\n\tRailColor \"FF 00 00\"\n\n\tFlagItem \"RedFlag\"\n\tSkullItem \"RedSkullST\"\n\n\tPlayerStartThingNumber 5081\n\tSmallFlagHUDIcon \"STFLA2\"\n\tSmallSkullHUDIcon \"STKEYS5\"\n\tLargeFlagHUDIcon \"RFLASMAL\"\n\tLargeSkullHUDIcon \"RSKUA0\"\n}"
      },
      {
        "source": "pk3",
        "name": "GLDEFS.txt",
        "contents": "//object MInvulnerabilitySphere\n//{\n//    frame PINV { light INVULN }\n//}\n//object MSphere\n//{\n//    frame SOUL { light SOULSPHERE }\n//}\nobject MMegaSphere\n{\n    frame MEGAA0 { light MEGASPHERE1 }\n\n    frame MEGAB0 { light MEGASPHERE2 }\n    frame MEGAC0 { light MEGASPHERE3 }\n    frame MEGAD0 { light MEGASPHERE4 }\n}\nobject MHealthBonus\n{\n    frame BON1 { light HEALTHPOTION }\n}\nobject MArmorBonus\n{\n    frame BON2 { light ARMORBONUS }\n}\nobject MGreenArmor\n{\n    frame ARM1A { light GREENARMOR1 }\n    frame ARM1B { light GREENARMOR2 }\n}\nobject MBlueArmor\n{\n    frame ARM2A { light BLUEARMOR1 }\n    frame ARM2B { light BLUEARMOR2 }\n}\n\n/////\n/////\n///// PROJECTILES\n/////\n/////\n\nobject MBulletPuff\n{\n    frame PUFFA { light BPUFF1 }\n    frame PUFFB { light BPUFF2 }\n}\n\nobject FBulletPuff\n{\n    frame PUFFA { light BPUFF1 }\n    frame PUFFB { light BPUFF2 }\n}\n\nobject FArachPuff\n{\n    frame PUFFA { light BPUFF1 }\n    frame PUFFB { light BPUFF2 }\n}\n\nobject MPlasmaBall\n{\n    frame PLSSA { light PLASMABALL }\n    frame PLSSB { light PLASMABALL }\n\n    frame PLSEA { light PLASMA_X1 }\n    frame PLSEB { light PLASMA_X2 }\n    frame PLSEC { light PLASMA_X2 }\n    frame PLSED { light PLASMA_X3 }\n    frame PLSEE { light PLASMA_X4 }\n}\n\nobject FPlasmaBall\n{\n    frame PLSSA { light PLASMABALL }\n    frame PLSSB { light PLASMABALL }\n\n    frame PLSEA { light PLASMA_X1 }\n    frame PLSEB { light PLASMA_X2 }\n    frame PLSEC { light PLASMA_X2 }\n    frame PLSED { light PLASMA_X3 }\n    frame PLSEE { light PLASMA_X4 }\n}\n\nobject MDoomImpBall\n{\n    frame BAL1A { light IMPBALL    }\n    frame BAL1B { light IMPBALL    }\n\n    frame BAL1C { light IMPBALL_X1 }\n    frame BAL1D { light IMPBALL_X2 }\n    frame BAL1E { light IMPBALL_X3 }\n}\n\nobject PDoomImpBall\n{\n    frame BAL1A { light IMPBALL    }\n    frame BAL1B { light IMPBALL    }\n\n    frame BAL1C { light IMPBALL_X1 }\n    frame BAL1D { light IMPBALL_X2 }\n    frame BAL1E { light IMPBALL_X3 }\n}\n\nobject MCacodemonBall\n{\n    frame BAL2A { light CACOBALL }\n    frame BAL2B { light CACOBALL }\n\n    frame BAL2C { light CACOBALL_X1 }\n    frame BAL2D { light CACOBALL_X2 }\n    frame BAL2E { light CACOBALL_X3 }\n}\n\nobject CacodemonBall2\n{\n    frame BAL2A { light CACOBALL }\n    frame BAL2B { light CACOBALL }\n\n    frame BAL2C { light CACOBALL_X1 }\n    frame BAL2D { light CACOBALL_X2 }\n    frame BAL2E { light CACOBALL_X3 }\n}\n\nobject MCacolanternBall\n{\n    frame BAL8A0 { light CACOLANTERNBALL }\n    frame BAL8B0 { light CACOLANTERNBALL }\n\n    frame BAL8C0 { light CACOLANTERNBALL_X1 }\n    frame BAL8D0 { light CACOLANTERNBALL_X2 }\n    frame BAL8E0 { light CACOLANTERNBALL_X3 }\n}\n\nobject MAbaddonBall\n{\n    frame BAL3A0 { light ABADBALL }\n    frame BAL3B0 { light ABADBALL }\n\n    frame BAL3C0 { light ABADBALL_X1 }\n    frame BAL3D0 { light ABADBALL_X2 }\n    frame BAL3E0 { light ABADBALL_X3 }\n}\n\nobject PCacolanternBall\n{\n    frame BAL8A0 { light CACOLANTERNBALL }\n    frame BAL8B0 { light CACOLANTERNBALL }\n\n    frame BAL8C0 { light CACOLANTERNBALL_X1 }\n    frame BAL8D0 { light CACOLANTERNBALL_X2 }\n    frame BAL8E0 { light CACOLANTERNBALL_X3 }\n}\n\nobject PAbaddonBall\n{\n    frame BAL3A0 { light ABADBALL }\n    frame BAL3B0 { light ABADBALL }\n\n    frame BAL3C0 { light ABADBALL_X1 }\n    frame BAL3D0 { light ABADBALL_X2 }\n    frame BAL3E0 { light ABADBALL_X3 }\n}\n\nobject MKnightBall\n{\n    frame BAL7A { light BARONBALL    }\n    frame BAL7B { light BARONBALL    }\n\n    frame BAL7C { light BARONBALL_X1 }\n    frame BAL7D { light BARONBALL_X2 }\n    frame BAL7E { light BARONBALL_X3 }\n}\n\nobject KnightBallAd\n{\n    frame BAL7A { light BARONBALL    }\n    frame BAL7B { light BARONBALL    }\n\n    frame BAL7C { light BARONBALL_X1 }\n    frame BAL7D { light BARONBALL_X2 }\n    frame BAL7E { light BARONBALL_X3 }\n}\n\nobject MBaronBall\n{\n    frame BAL7A { light BARONBALL    }\n    frame BAL7B { light BARONBALL    }\n\n    frame BAL7C { light BARONBALL_X1 }\n    frame BAL7D { light BARONBALL_X2 }\n    frame BAL7E { light BARONBALL_X3 }\n}\n\nobject MBelphegorBall\n{\n    frame BAL7A { light BELPHEGORBALL    }\n    frame BAL7B { light BELPHEGORBALL    }\n\n    frame BAL7C { light BELPHEGORBALL_X1 }\n    frame BAL7D { light BELPHEGORBALL_X2 }\n    frame BAL7E { light BELPHEGORBALL_X3 }\n}\n\nobject PBelphegorBall\n{\n    frame BAL7A { light BELPHEGORBALL    }\n    frame BAL7B { light BELPHEGORBALL    }\n\n    frame BAL7C { light BELPHEGORBALL_X1 }\n    frame BAL7D { light BELPHEGORBALL_X2 }\n    frame BAL7E { light BELPHEGORBALL_X3 }\n}\n\nobject MFatShot\n{\n    frame MANFA { light IMPBALL   }\n    frame MANFB { light IMPBALL   }\n\n    frame MISLB { light ROCKET_X1 }\n    frame MISLC { light ROCKET_X2 }\n    frame MISLD { light ROCKET_X3 }\n}\n\nobject FatShot2\n{\n    frame MANFA { light IMPBALL   }\n    frame MANFB { light IMPBALL   }\n\n    frame MISLB { light ROCKET_X1 }\n    frame MISLC { light ROCKET_X2 }\n    frame MISLD { light ROCKET_X3 }\n}\n\nobject  SoulProj\n{\n    frame SKULC { light IMPBALL }\n    frame SKULD { light IMPBALL }\n\n    frame SKULF { light ROCKET_X1 }\n    frame SKULG { light ROCKET_X2 }\n    frame SKULH { light ROCKET_X3 }\n    frame SKULI { light ROCKET_X2 }\n    frame SKULJ { light ROCKET_X1 }\n    frame SKULK { light ROCKET_X2 }\n}\n\nobject SoulHarvesterBall\n{\n    frame SHBAA { light IMPBALL   }\n    frame SHBAB { light IMPBALL   }\n\n    frame SHBAC { light IMPBALL   }\n    frame SHBAD { light ROCKET_X1 }\n    frame SHBAE { light IMPBALL   }\n    frame SHBAF { light ROCKET_X1 }\n    frame SHBAH { light ROCKET_X2 }\n    frame SHBAJ { light ROCKET_X3 }\n}\n\nobject PSoulHarvesterBall\n{\n    frame SHBAA { light IMPBALL   }\n    frame SHBAB { light IMPBALL   }\n\n    frame SHBAC { light IMPBALL   }\n    frame SHBAD { light ROCKET_X1 }\n    frame SHBAE { light IMPBALL   }\n    frame SHBAF { light ROCKET_X1 }\n    frame SHBAH { light ROCKET_X2 }\n    frame SHBAJ { light ROCKET_X3 }\n}\n\nflickerlight FECTSHOT\n{\n    color 0.0 0.8 0.0\n    size 50\n    secondarySize 55\n    chance 0.5\n}\n\nflickerlight FECTSHOT_X1\n{\n    color 0.0 0.8 0.0\n    size 50\n    secondarySize 55\n    chance 0.25\n}\n\nflickerlight FECTSHOT_X2\n{\n    color 0.0 0.6 0.0\n    size 60\n    secondarySize 65\n    chance 0.25\n}\n\nflickerlight FECTSHOT_X3\n{\n    color 0.0 0.4 0.0\n    size 70\n    secondarySize 75\n    chance 0.25\n}\n\nobject MHectShot\n{\n    frame HECFA { light FECTSHOT }\n    frame HECFB { light FECTSHOT }\n\n    frame HECFC { light FECTSHOT_X1 }\n    frame HECFD { light FECTSHOT_X2 }\n    frame HECFE { light FECTSHOT_X3 }\n}\n\nobject PHectShot\n{\n    frame HECFA { light FECTSHOT }\n    frame HECFB { light FECTSHOT }\n\n    frame HECFC { light FECTSHOT_X1 }\n    frame HECFD { light FECTSHOT_X2 }\n    frame HECFE { light FECTSHOT_X3 }\n}\n\nobject MArachnotronPlasma\n{\n    frame APLSA { light ARACHPLAS }\n    frame APLSB { light ARACHPLAS }\n\n    frame APBXA { light ARACHPLAS_X1 }\n    frame APBXB { light ARACHPLAS_X2 }\n    frame APBXC { light ARACHPLAS_X2 }\n    frame APBXD { light ARACHPLAS_X3 }\n    frame APBXE { light ARACHPLAS_X4 }\n}\n\nobject ArPlasm\n{\n    frame APLSA { light ARACHPLAS }\n    frame APLSB { light ARACHPLAS }\n\n    frame APBXA { light ARACHPLAS_X1 }\n    frame APBXB { light ARACHPLAS_X2 }\n    frame APBXC { light ARACHPLAS_X2 }\n    frame APBXD { light ARACHPLAS_X3 }\n    frame APBXE { light ARACHPLAS_X4 }\n}\n\nobject MRevenantTracer\n{\n    frame FATBA { light TRACER    }\n    frame FATBB { light TRACER    }\n\n    frame FBXPA { light TRACER_X1 }\n    frame FBXPB { light TRACER_X2 }\n    frame FBXPC { light TRACER_X3 }\n}\n\nobject HomingMissile\n{\n    frame FATBA { light TRACER    }\n    frame FATBB { light TRACER    }\n\n    frame FBXPA { light TRACER_X1 }\n    frame FBXPB { light TRACER_X2 }\n    frame FBXPC { light TRACER_X3 }\n}\n\nObject MDarkSeeker\n{\nFrame DKB1A { Light DarkBallSeeker1 }\nFrame DKB1B { Light DarkBallSeeker1 }\nFrame DKB1C { Light DarkBallSeeker2 }\nFrame DKB1D { Light DarkBallSeeker3 }\nFrame DKB1E { Light DarkBallSeeker4 }\n}\n\nObject MPDarkSeeker\n{\nFrame DKB1A { Light DarkBallSeeker1 }\nFrame DKB1B { Light DarkBallSeeker1 }\nFrame DKB1C { Light DarkBallSeeker2 }\nFrame DKB1D { Light DarkBallSeeker3 }\nFrame DKB1E { Light DarkBallSeeker4 }\n}\n\nObject PShadowBall\n{\nFrame SBALA { Light ShadowBall }\nFrame SBALB { Light ShadowBall }\nFrame SBALC { Light ShadowBall }\nFrame SBALD { Light ShadowBall1 }\nFrame SBALE { Light ShadowBall2 }\nFrame SBALF { Light ShadowBall3 }\nFrame SBALG { Light ShadowBall4 }\nFrame SBALH { Light ShadowBall5 }\n}\n\nobject MVileFireP\n{\n    frame FIREA { light ARCHFIRE1 }\n    frame FIREB { light ARCHFIRE2 }\n    frame FIREC { light ARCHFIRE3 }\n    frame FIRED { light ARCHFIRE4 }\n    frame FIREE { light ARCHFIRE5 }\n    frame FIREF { light ARCHFIRE6 }\n    frame FIREG { light ARCHFIRE7 }\n    frame FIREH { light ARCHFIRE8 }\n}\n\nobject MMarineRocket\n{\n    frame MISLA { light ROCKET    }\n\n    frame MISLB { light ROCKET_X1 }\n    frame MISLC { light ROCKET_X2 }\n    frame MISLD { light ROCKET_X3 }\n}\n\nobject MGrenade\n{\n    frame SGRN { light GRENADE    }\n\n    frame MISLB { light GRENADE_X1 }\n    frame MISLC { light GRENADE_X2 }\n    frame MISLD { light GRENADE_X3 }\n}\n\nobject PCybRocket\n{\n    frame MISLA { light ROCKET    }\n\n    frame MISLB { light ROCKET_X1 }\n    frame MISLC { light ROCKET_X2 }\n    frame MISLD { light ROCKET_X3 }\n}\n\nobject MBFGBall\n{\n    frame BFS1A { light BFGBALL }\n    frame BFS1B { light BFGBALL }\n\n    frame BFE1A { light BFGBALL_X1 }\n    frame BFE1B { light BFGBALL_X2 }\n    frame BFE1C { light BFGBALL_X3 }\n    frame BFE1D { light BFGBALL_X1 }\n    frame BFE1E { light BFGBALL_X4 }\n    frame BFE1F { light BFGBALL_X5 }\n}\n\nobject MBFGExtra\n{\n    frame BFE2A { light BFGBALL    }\n    frame BFE2B { light BFGBALL_X1 }\n    frame BFE2C { light BFGBALL_X4 }\n    frame BFE2D { light BFGBALL_X5 }\n}\n\nobject FBFGBall\n{\n    frame BFS1A { light BFGBALL }\n    frame BFS1B { light BFGBALL }\n\n    frame BFE1A { light BFGBALL_X1 }\n    frame BFE1B { light BFGBALL_X2 }\n    frame BFE1C { light BFGBALL_X3 }\n    frame BFE1D { light BFGBALL_X1 }\n    frame BFE1E { light BFGBALL_X4 }\n    frame BFE1F { light BFGBALL_X5 }\n}\n\nobject FBFGExtra\n{\n    frame BFE2A { light BFGBALL    }\n    frame BFE2B { light BFGBALL_X1 }\n    frame BFE2C { light BFGBALL_X4 }\n    frame BFE2D { light BFGBALL_X5 }\n}\n\nobject MBFG10kShot\n{\n    frame BFE1A0 { light BFG10KSHOT }\n    frame BFE1B0 { light BFG10KSHOT }\n\n    frame BFE1C0 { light BFG10KSHOT_X1 }\n    frame BFE1D0 { light BFG10KSHOT_X2 }\n    frame BFE1E0 { light BFG10KSHOT_X3 }\n}\n\n/////\n/////\n///// MONSTERS\n/////\n/////\n\nobject MarineClass\n{\n    frame PLAYF { light ZOMBIEATK }\n    frame PLA2F { light ZOMBIEATK }\n    frame PLA3F { light ZOMBIEATK }\n    frame PLA4F { light ZOMBIEATK }\n    frame PLA5F { light ZOMBIEATK }\n    frame PMINF { light ZOMBIEATK }\n}\n\nObject MDarkImp\n{\nFrame DRKIE { Light NamiDarkImpFire }\nFrame DRKIF { Light NamiDarkImpFire }\nFrame DRKIG { Light NamiDarkImpFire }\n}\n\nobject MZombieMan\n{\n    frame POSSF { light ZOMBIEATK }\n}\n\nobject MShotgunGuy\n{\n    frame SPOSF { light ZOMBIEATK }\n}\n\nobject ZombieManClass\n{\n    frame POSSF { light ZOMBIEATK }\n}\n\nobject ShotgunGuyClass\n{\n    frame SPOSF { light ZOMBIEATK }\n}\n\nobject MChaingunGuy\n{\n    frame CPOSF { light ZOMBIEATK }\n}\n\nobject ChaingunGuyClass\n{\n    frame CPOSF { light ZOMBIEATK }\n}\n\nobject ChaingunGuy2Class\n{\n    frame DPOSE { light ZOMBIEATK }\n    frame DPOSF { light ZOMBIEATK }\n}\n\nobject MLostSoul\n{\n    frame SKULA { light LOSTSOUL    }\n    frame SKULB { light LOSTSOUL    }\n    frame SKULC { light LOSTSOUL    }\n    frame SKULD { light LOSTSOUL    }\n    frame SKULE { light LOSTSOUL    }\n    frame SKULF { light LOSTSOUL    }\n    frame SKULG { light LOSTSOUL    }\n\n    frame SKULH { light LOSTSOUL_X1 }\n    frame SKULI { light LOSTSOUL_X2 }\n    frame SKULJ { light LOSTSOUL_X3 }\n    frame SKULK { light LOSTSOUL_X4 }\n}\n\nobject LostSoulClass\n{\n    frame SKULA { light LOSTSOUL    }\n    frame SKULB { light LOSTSOUL    }\n    frame SKULC { light LOSTSOUL    }\n    frame SKULD { light LOSTSOUL    }\n    frame SKULE { light LOSTSOUL    }\n    frame SKULF { light LOSTSOUL    }\n    frame SKULG { light LOSTSOUL    }\n\n    frame SKULH { light LOSTSOUL_X1 }\n    frame SKULI { light LOSTSOUL_X2 }\n    frame SKULJ { light LOSTSOUL_X3 }\n    frame SKULK { light LOSTSOUL_X4 }\n}\n\nobject MArchvile\n{\n    frame VILEH { light ARCHATK1 }\n    frame VILEI { light ARCHATK2 }\n    frame VILEJ { light ARCHATK3 }\n    frame VILEK { light ARCHATK4 }\n    frame VILEL { light ARCHATK4 }\n    frame VILEM { light ARCHATK4 }\n    frame VILEN { light ARCHATK5 }\n    frame VILEO { light ARCHATK6 }\n    frame VILEP { light ARCHATK7 }\n\n    frame VILE[ { light ARCHRES }\n    frame VILE\\ { light ARCHRES }\n    frame VILE] { light ARCHRES }\n}\n\nobject ArchvileClass\n{\n    frame VILEH { light ARCHATK1 }\n    frame VILEI { light ARCHATK2 }\n    frame VILEJ { light ARCHATK3 }\n    frame VILEK { light ARCHATK4 }\n    frame VILEL { light ARCHATK4 }\n    frame VILEM { light ARCHATK4 }\n    frame VILEN { light ARCHATK5 }\n    frame VILEO { light ARCHATK6 }\n    frame VILEP { light ARCHATK7 }\n\n    frame VILE[ { light ARCHRES }\n    frame VILE\\ { light ARCHRES }\n    frame VILE] { light ARCHRES }\n}\n\nobject MExplosiveBarrel\n{\n    frame BAR1  { light BARREL    }\n\n    frame BEXPB { light ROCKET_X1 }\n    frame BEXPC { light ROCKET_X2 }\n    frame BEXPD { light ROCKET_X3 }\n}\n\nobject BarrelClass\n{\n    frame BAR1  { light BARREL    }\n\n    frame BEXPB { light ROCKET_X1 }\n    frame BEXPC { light ROCKET_X2 }\n    frame BEXPD { light ROCKET_X3 }\n}\n\nobject FMarinePistol\n{\n    frame PLA2F { light ZOMBIEATK }\n}\n\nobject FMarineShotgun\n{\n    frame PLA3F { light ZOMBIEATK }\n}\n\nobject FMarineSSG\n{\n    frame PLA5F { light ZOMBIEATK }\n}\n\nobject FMarineChaingun\n{\n    frame PLA4F { light ZOMBIEATK }\n}\n\nobject FMarinePistolClass\n{\n    frame PLA2F { light ZOMBIEATK }\n}\n\nobject FMarineShotgunClass\n{\n    frame PLA3F { light ZOMBIEATK }\n}\n\nobject FMarineSSGClass\n{\n    frame PLA5F { light ZOMBIEATK }\n}\n\nobject FMarineChaingunClass\n{\n    frame PLA4F { light ZOMBIEATK }\n}\n\n/////\n/////\n///// JMod +\n/////\n/////\n\nobject MAShotgunGuy\n{\n    frame ASGZF { light ZOMBIEATK }\n}\n\nobject AShotgunGuyClass\n{\n    frame ASGZF { light ZOMBIEATK }\n}\n\nObject MArachGunner\n{\nFrame CSPIH { Light ZOMBIEATK }\n}\n\nObject ArachGunnerClass\n{\nFrame CSPIH { Light ZOMBIEATK }\n}\n\nobject ZPlasmaBall\n{\n    frame PLSSA { light PLASMABALL }\n    frame PLSSB { light PLASMABALL }\n\n    frame PLSEA { light PLASMA_X1 }\n    frame PLSEB { light PLASMA_X2 }\n    frame PLSEC { light PLASMA_X2 }\n    frame PLSED { light PLASMA_X3 }\n    frame PLSEE { light PLASMA_X4 }\n}\n\nPointlight AnnihilatorRocket1\n{\nColor 1.0 0.7 0.0\nSize 56\n}\n\nFlickerlight AnnihilatorRocket2\n{\nColor 1.0 0.7 0.0\nSize 64\nSecondarySize 72\nChance 0.3\n}\n\nFlickerlight AnnihilatorRocket3\n{\nColor 0.5 0.1 0.0\nSize 80\nSecondarySize 88\nChance 0.3\n}\n\nFlickerlight AnnihilatorRocket4\n{\nColor 0.3 0.0 0.0\nSize 96\nSecondarySize 104\nChance 0.3\n}\n\nObject PCybRocket2\n{\nFrame HMISA { Light AnnihilatorRocket1 }\nFrame BAL3C { Light AnnihilatorRocket2 }\nFrame BAL3D { Light AnnihilatorRocket3 }\nFrame BAL3E { Light AnnihilatorRocket4 }\n}"
      },
      {
        "source": "pk3",
        "name": "Classes/MarineClass.txt",
        "contents": "ACTOR MarineClass : DoomPlayer\n{\n  Speed 0.95\n  Health 100\n  Radius 16\n  Height 56\n  Mass 100\n  PainChance 255\n  Player.ColorRange 112, 127\n  Player.DisplayName \"Marine\"\n  Player.CrouchSprite \"PLYC\"\n\n  Player.StartItem \"Mrank5\",1 //Starting rank on joining game\n  Player.StartItem \"StartArmor\", 1 //Armor given on spawn\n\n  //Basic ammunition\n  Player.StartItem \"MClipBox\", 20\n  Player.StartItem \"MShellBox\", 10\n  Player.StartItem \"MRocketBox\", 10\n  Player.StartItem \"MCellPack\", 20\n\n  //Weapons given on joining game\n  //Player.StartItem \"MChainsaw\", 1\n  Player.StartItem \"MShotgun\", 1\n  //Player.StartItem \"MFist\", 1\n  Player.StartItem \"MFists\", 1\n  //Player.StartItem \"Mpistol\", 1\n  Player.StartItem \"ADMPistol\", 1\n  //Player.StartItem \"MSuperShotgun\", 1\n  //Player.StartItem \"AssaultShotgun\", 1\n  //Player.StartItem \"MChaingun\", 1\n  //Player.StartItem \"AssaultRifle\", 1\n  //Player.StartItem \"Vulcan\", 1\n  //Player.StartItem \"MRocketLauncher\", 1\n  //Player.StartItem \"MPlasmaRifle\", 1\n  //Player.StartItem \"MRailGun\", 1\n  //Player.StartItem \"MBFG10K\", 1\n\n  //Unlocks given on joining game\n  Player.StartItem \"RUnlock1\", 1 //Pistol alt fire\n  Player.StartItem \"RUnlock2\", 1 //Shotgun fist alt fire\n  //Player.StartItem \"RUnlock3\", 1 //Grenade launcher\n  //Player.StartItem \"RUnlock4\", 1 //Burst fire\n  //Player.StartItem \"RUnlock5\", 1 //Plasma spread\n  Player.StartItem \"RUnlock6\", 1 //Vulcan speed move, broken in original mod ACS\n  Player.StartItem \"RUnlock7\", 1 //Raigun alt fire, broken in original mod ACS\n\n  //Weapon mapping to weapon groups\n  Player.WeaponSlot 1, MFists, MFist, MChainsaw\n  Player.WeaponSlot 2, ADMPistol, Mpistol\n  Player.WeaponSlot 3, MShotgun, MSuperShotgun, AssaultShotgun\n  Player.WeaponSlot 4, MChaingun, AssaultRifle, Vulcan\n  Player.WeaponSlot 5, MRocketLauncher\n  Player.WeaponSlot 6, MPlasmaRifle, MRailGun\n  Player.WeaponSlot 7, MBFG9000, MBFG10K\n\n  //In case to map other wad weapons here (Actor)\n  Player.WeaponSlot 8, CustWeapon1, CustWeapon2, CustWeapon3, CustWeapon4, CustWeapon5\n  Player.StartItem \"CustWeapon1\", 1\n  Player.StartItem \"CustWeapon2\", 1\n  Player.StartItem \"CustWeapon3\", 1\n  Player.StartItem \"CustWeapon4\", 1\n  Player.StartItem \"CustWeapon5\", 1\n\n  //Damage amounts\n  DamageFactor \"Control\", 0\n  DamageFactor \"MarineDamage\", 0.2\n  DamageFactor \"BFGSplash\", 0.12 //0.15\n  DamageFactor \"MarineRLDamage\", 0.20 //0.25\n  DamageFactor \"KPLASMA\", 1\n  DamageFactor \"MarineRail\", 0.05\n  DamageFactor \"ImpBallDamage\", 1\n  DamageFactor \"CacoDamage\", 1\n  DamageFactor \"SkelDamage\", 1\n  DamageFactor \"FatsoDamage\", 1\n  DamageFactor \"KnightDamage\", 1\n  DamageFactor \"ArachDamage\", 1\n  DamageFactor \"ZombiesDamage\", 1\n  DamageFactor \"viledamage\", 1\n  DamageFactor \"Slime\", 1\n  +NOSKIN\n  limitedtoteam 0\n\n  States\n  {\n  Spawn:\n    PLAY AA 1\n    PLAY A 0 //A_jumpifinventory(\"havgun\",0,\"getgun\")\n    TNT1 A 0 A_jumpifinventory(\"tellthem\",1,\"what2say\")\n    PLAY A 0 A_giveinventory(\"imarine\",1)\n    PLAY A 0 A_jumpifinventory(\"kicking\",1,\"kick\")\n    PLAY A 0 A_JumpIfInventory(\"advtaunting\", 1, \"AdvancedTaunt\")\n    PLAY A 0 A_JumpIfInventory(\"oneliner\", 1, \"SayOneLiner\")\n    Loop\nGetGun:\n    PLAY A 0\n    PLAY A 1 ACS_ExecuteAlways(487,0,0,0,0)\n    PLAY A 1 A_GiveInventory(\"havgun\",1)\n    GOTO Spawn\n  See:\n    PLAY A   4\n    //PLAY A   1 ACS_Execute(577,0,0,0,0)\n    TNT1 A   0 A_jumpifinventory(\"tellthem\",1,\"what2say\")\n    PLAY B   4\n    TNT1 A   0 A_jumpifinventory(\"tellthem\",1,\"what2say\")\n    PLAY C   4\n    TNT1 A   0 A_jumpifinventory(\"tellthem\",1,\"what2say\")\n    PLAY D   4\n    TNT1 A   0 A_jumpifinventory(\"tellthem\",1,\"what2say\")\n    PLAY A 0 Thing_ChangeTid(0,390)\n    PLAY A 0 A_JumpIfInventory(\"advtaunting\", 1, \"AdvancedTaunt\")\n    PLAY A 0 A_JumpIfInventory(\"oneliner\", 1, \"SayOneLiner\")\n    Loop\n  Missile:\n    PLAY E 12\n\tPLAY A 0 Thing_ChangeTid(0,390)\n    Goto Spawn\n  Melee:\n    PLAY F 6 BRIGHT\n    Goto Missile\n  Pain:\n    PLAY G 4\n    PLAY A 0 A_jumpifinventory(\"kicking\",1,\"kick\")\n    PLAY G 4 A_Pain\n    Goto Spawn\n\nKick:\n    PL32 \"[\" 3\n    PL32 \"]\" 3\n    PL32 \"z\" 3\n    PL32 \"]\" 3\n    PL32 A 0 A_TakeInventory(\"Kicking\",1)\n    GOTO Spawn\n  Pain.KPLASMA:\n    PLAY G 4\n    PLAY A 0 A_jumpifinventory(\"kicking\",1,\"kick\")\n    PLAY G 4 A_Pain\n    TNT1 A 0 A_GiveToTarget (\"Mskull\",1)\n  Death:\n    PLAY H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n    TNT1 A 0 A_GiveToTarget (\"Mskull\",1)\n  Death1:\n    TNT1 A 0 Thing_changeTid(390,0)\n    PLAY H 10\n    PLAY I 10 A_PlayerScream\n    PLAY J 10 A_NoBlocking\n    PLAY KLM 10\n    PLAY N -1\n    Stop\n\n Death.KPLASMA:\n    TNT1 A 0 A_GiveToTarget (\"Mskull\",2)\n    PLAY H 0 A_TakeInventory(\"havgun\",1)\n    PLAY H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n    GOTO Death1\n\n  XDeath:\n    PLAY O 0 A_PlayerSkinCheck(\"AltSkinXDeath\")\n  XDeath1:\n    TNT1 A 0 A_GiveToTarget (\"Mskull\",1)\n    TNT1 A 0 Thing_changeTid(390,0)\n    PLAY O 5\n    PLAY P 5 A_XScream\n    PLAY Q 5 A_NoBlocking\n    PLAY RSTUV 5\n    PLAY W -1\n    Stop\n  AltSkinDeath:\n    TNT1 A 0 A_GiveToTarget (\"Mskull\",1)\n    TNT1 A 0 Thing_changeTid(390,0)\n    PLAY H 6\n    PLAY I 6 A_PlayerScream\n    PLAY JK 6\n    PLAY L 6 A_NoBlocking\n    PLAY MNO 6\n    PLAY P -1\n    Stop\n  AltSkinXDeath:\n    TNT1 A 0 A_GiveToTarget (\"Mskull\",1)\n    TNT1 A 0 Thing_changeTid(390,0)\n    PLAY Q 5 A_PlayerScream\n    PLAY R 0 A_NoBlocking\n    PLAY R 5 A_SkullPop\n    PLAY STUVWX 5\n    PLAY Y -1\n    Stop\n\nwhat2say:\n\tTNT1 A   0\n\tTNT1 A   0 A_TakeInventory(\"tellthem\",1)\n\tTNT1 A   0 A_jumpifinventory(\"sayTHIS\",7,\"ADVTAUNT\")\n\tTNT1 A   0 A_jumpifinventory(\"sayTHIS\",6,\"SAYONE\")\n\tTNT1 A   0 A_jumpifinventory(\"sayTHIS\",5,\"DAM\")\n\tTNT1 A   0 A_jumpifinventory(\"sayTHIS\",4,\"FU\")\n\tTNT1 A   0 A_jumpifinventory(\"sayTHIS\",3,\"GOTYA\")\n\tTNT1 A   0 A_jumpifinventory(\"sayTHIS\",2,\"WATCHIT\")\n\tTNT1 A   0 A_jumpifinventory(\"sayTHIS\",1,\"WARN\")\n\tGOTO SEE\nDAM:\n\tTNT1 A   0\n\tTNT1 A   0 A_PlaySound(\"DAM\", 2)\n\tTNT1 A   0 A_Takeinventory(\"SAYTHIS\",7)\n\tGOTO SPAWN\nFU:\n\tTNT1 AAA 0\n\tTNT1 A   0 A_PlaySound(\"FUKU\", 2)     //5\n\tTNT1 A   0 A_Takeinventory(\"SAYTHIS\",7)\n\tGOTO SPAWN\nGOTYA:\n\tTNT1 AAA 0\n\tTNT1 A   0 A_PlaySound(\"GOTYA\", 2)     //8\n\tTNT1 A   0 A_Takeinventory(\"SAYTHIS\",7)\n\tGOTO SPAWN\nWATCHIT:\n\tTNT1 AAA 0\n\tTNT1 A   0 A_PlaySound(\"watchit\", 2)     //11\n\tTNT1 A   0 A_Takeinventory(\"SAYTHIS\",7)\n\tGOTO SPAWN\nWARN:\n\tTNT1 AAA 0\n\tTNT1 A   0 A_PlaySound(\"WATCHOUT\", 2)     //14\n\tTNT1 A   0 A_Takeinventory(\"SAYTHIS\",7)\n\tGOTO SPAWN\nSAYONE:\n\tTNT1 AAA 0\n\tTNT1 A   0 A_PlaySound(\"ONELIN\", 2)     //14\n\tTNT1 A   0 A_Takeinventory(\"SAYTHIS\",7)\n\tGOTO SPAWN\nADVTAUNT:\n\tTNT1 AAA 0\n\tTNT1 A   0 A_PlaySound(\"TAUNT0\", 2)     //14\n\tTNT1 A   0 A_Takeinventory(\"SAYTHIS\",7)\n\tGOTO SPAWN\n  XDeath:\n    PLAY O 0 A_PlayerSkinCheck(\"AltSkinXDeath\")\n\n  XDeath1:\n    TNT1 A 0 A_GiveToTarget (\"Mskull\",1)\n    TNT1 A 0 Thing_changeTid(390,0)\n    PLAY O 5\n    PLAY P 5 A_XScream\n    PLAY Q 5 A_NoBlocking\n    PLAY RSTUV 5\n    PLAY V 1 A_Takeinventory(\"imarine\",1)\n    PLAY W -1\n    Stop\n  AltSkinDeath:\n    TNT1 A 0 A_GiveToTarget (\"Mskull\",1)\n    TNT1 A 0 Thing_changeTid(390,0)\n    PLAY H 6\n    PLAY I 6 A_PlayerScream\n    PLAY JK 6\n    PLAY L 6 A_NoBlocking\n    PLAY MNO 6\n    PLAY O 1 A_Takeinventory(\"imarine\",1)\n    PLAY P -1\n    Stop\n  AltSkinXDeath:\n    TNT1 A 0 A_GiveToTarget (\"Mskull\",1)\n    TNT1 A 0 Thing_changeTid(390,0)\n    PLAY Q 5 A_PlayerScream\n    PLAY R 0 A_NoBlocking\n    PLAY R 5 A_SkullPop\n    PLAY STUVWX 5\n    PLAY X 1 A_Takeinventory(\"imarine\",1)\n    PLAY Y -1\n    Stop\nSayOneLiner:\n\tMARN A 1\n\tTNT1 A 0\n\n\tGoto see\nAdvancedTaunt:\n\tMARN A 1\n\n\tTNT1 A 0 A_TakeInventory(\"advtaunting\", 1)\n\tGoto see\n  }\n}\n\nactor SAYTHIS : inventory\n{\n  inventory.maxamount 7\n}\nactor TELLTHEM : inventory\n{\n  inventory.maxamount 1\n}\n//*****************************\nactor rankcount : inventory\n{\n  inventory.maxamount 15\n}\n\nactor Imarine : inventory\n{\n  inventory.maxamount 1\n}\n\nactor advtaunting : inventory\n{\n  inventory.maxamount 1\n}\nactor oneliner : inventory\n{\n  inventory.maxamount 1\n}\n\nactor ingame : inventory\n{\n  inventory.maxamount 1\n}\nactor deadpup : imarine\n{ }\n\nactor havgun   : ingame\n{ }\nactor Mplayer0 : ingame\n{}\nactor Mplayer1 : ingame\n{}\nactor Mplayer2 : ingame\n{}\nactor Mplayer3 : ingame\n{}\nactor Mplayer4 : ingame\n{}\nactor Mplayer5 : ingame\n{}\nactor Mplayer6 : ingame\n{}\nactor Mplayer7 : ingame\n{}\nactor Mplayer8 : ingame\n{}\nactor Mplayer9 : ingame\n{}\nactor Mplayer10 : ingame\n{}\n\nactor MarineExp : AMMO\n{\n  inventory.amount 1\n  inventory.maxamount 20\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor Mrank0 : inventory\n{\n  inventory.amount 1\n  inventory.maxamount 1\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\nactor Mrank1   : Mrank0 { }\nactor Mrank2   : Mrank0 { }\nactor Mrank3   : Mrank0 { }\nactor Mrank4   : Mrank0 { }\nactor Mrank5   : Mrank0 { }\nactor Mrank6   : Mrank0 { }\nactor Mrank7   : Mrank0 { }\nactor Mrank8   : Mrank0 { }\nactor Mrank9   : Mrank0 { }\nactor Mrank10  : Mrank0 { }\nactor Mrank11  : Mrank0 { }\nactor Mrank12  : Mrank0 { }\nactor Mrank13  : Mrank0 { }\nactor Mrank14  : Mrank0 { }\nactor Mrank15  : Mrank0 { }\nactor RUnlock1 : Mrank0 { }\nactor RUnlock2 : Mrank0 { }\nactor RUnlock3 : Mrank0 { }\nactor RUnlock4 : Mrank0 { }\nactor RUnlock5 : Mrank0 { }\nactor RUnlock6 : Mrank0 { }\nactor RUnlock7 : Mrank0 { }\nactor Expc     : Mrank0 { }\nactor Expd     : Mrank0 { }\nactor Expe     : Mrank0\n{   inventory.maxamount 2 }\nactor sinner   : Mrank0\n{\n  inventory.maxamount 2\n}\n\n// Pig for TeamKillers\n\nACTOR PigMarine : PlayerPawn\n{\n  Health 500\n  PainChance 255\n  Scale 1.5\n  Radius 18\n  Height 33\n // Translation \"73:76=25:28\",\"146:148=29:31\",\"238:239=33:34\",\"1:2=40:41\"\n  Speed 0.50\n  Player.JumpZ 5\n  Player.Viewheight 36\n  Player.SoundClass \"SPigMarine\"\n  Player.DisplayName \"Pig\"\n  Player.MorphWeapon \"PigSnout\"\n  Player.WeaponSlot 1,PigSnout\n  -PICKUP\n  +NOSKIN\n  DamageFactor \"Slime\", 0\n  DamageFactor \"Control\", 0\n  States\n  {\n  Spawn:\n    MPIG A 1\n    MPIG A 0 A_jumpifinventory(\"havgun\",1,4)\n    MPIG A 1 A_giveinventory(\"havgun\",1)\n    MPIG A 1 ACS_Execute(710,0,0,0,0)\n    MPIG AAA 0\n    MPIG A 1\n    Loop\n  See:\n    MPIG ABCD 3\n    Loop\n  Pain:\n    MPIG A 4 A_PlaySoundEx (\"mpig/pain\",\"body\")\n    Goto Spawn\n  Melee:\n  Missile:\n    MPIG AB 4\n    Goto Spawn\n  Death:\n    MPIG E 4 A_PlaySoundEx (\"mpig/death\",\"body\")\n    MPIG F 3 A_NoBlocking\n    MPIG G 4\n    MPIG H 3\n    MPIG IJK 4\n    MPIG L -1\n    Stop\n  }\n}\n\nACTOR PigSnout : Weapon\n{\n  Weapon.SelectionOrder 10000\n  +WEAPON.DONTBOB\n  +WEAPON.MELEEWEAPON\n  Weapon.Kickback 10\n  States\n  {\n  Ready:\n    MWPG A 4 A_WeaponReady\n\tMWPG A 0 A_Jump (127,1)\n\tloop\n\tMWPG B 8 A_PlaySoundEx (\"mpig/active\",\"weapon\")\n    goto Ready\n  Deselect:\n    MWPG A 1 A_Lower\n    Loop\n  Select:\n    MWPG A 1 A_Raise\n  Fire:\n    MWPG A 0 SetPlayerProperty (0, 1, 0)\n    MWPG A 4 A_PlaySoundEx (\"mpig/active\",\"weapon\")\n    MWPG B 8\n\tMWPG A 0 SetPlayerProperty (0, 0, 0)\n    Goto Ready\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Classes/MonsterMasterClass.txt",
        "contents": "actor MonsterMasterClass : playerpawn\n\n{\n  Speed 0.7\n  Health 1\n  Radius 0\n  Height 0\n  Mass 100\n  floatspeed 0.7\n  PainChance 0\n  Player.ViewHeight 25\n  Player.DisplayName \"PuppetMaster\"\n  Player.SoundClass  \"PuppetMaster\"\n  Player.StartItem     mastergun\n  Player.WeaponSlot 1, mastergun\n  FloatSpeed 1\n\n  // immune to everything\n  DamageFactor \"MarineDamage\", 0\n  DamageFactor \"ImpBallDamage\", 0\n  DamageFactor \"Control\", 0\n  DamageFactor \"CacoDamage\", 0\n  DamageFactor \"SkelDamage\", 0\n  DamageFactor \"FatsoDamage\", 0\n  DamageFactor \"KnightDamage\", 0\n  DamageFactor \"ArachDamage\", 0\n  DamageFactor \"ZombiesDamage\", 0\n  DamageFactor \"viledamage\", 0\n  DamageFactor \"Slime\", 0\n  DamageFactor \"MarineRLDamage\", 0\n  DamageFactor \"BFGSplash\", 0\n\n  RenderStyle \"None\"\n  -NOBLOODDECALS\n  -DONTSPLASH\n  -NOINTERACTION\n  -SHOOTABLE\n  -SOLID\n  -PICKUP\n  -TELESTOMP\n  -FRIENDLY\n  +FLOAT\n  +CANNOTPUSH\n  +NONSHOOTABLE\n  +NOTARGET\n\n   limitedtoteam 1\n\n  States\n  {\n  Spawn:\n\tNULL A 0\n\tNULL A 1 ACS_Execute(550,0,0,0,0)\n\tNULL A 1 A_SpawnItemEx (\"MGhost\",-20,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tNULL A 1 SetPlayerProperty (0, 1, 1)\n\tNULL A 1 SetPlayerProperty (0, 1, 3)\n\tNULL A 1 A_changeflag(\"float\",1)\n\tNULL A 1 A_changeflag(\"nogravity\",1)\n\tNULL A 1 A_GIVEINVENTORY(\"mastergun\",1)\n\tNULL A 1 A_SELECTWEAPON(\"MASTERGUN\")\n\tNULL A 1 A_GIVEINVENTORY(\"active\",1)\n\tNULL A 1 a_takeinventory(\"monsteroff\",1)\n\tgoto see\n\n  See:\n\tNULL A 1\n\t// NULL A 1 A_jumpifinventory(\"onteam\",1,3)\n\t// NULL A 1 ACS_Execute(577,0,1,0,0)\n\tNULL AAA 0\n\tNULL A 0 Thing_ChangeTid(0,144)\n\tNULL A 2 A_SpawnItemEx (\"MGhost\",-20,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tLOOP\n\n  Missile:\n\tNULL A 1\n\tgoto see\n\n  Death:\n\tNULL A 1 A_hidething\n\tNULL A 1 A_TakeInventory(\"onteam\",1)\n\tNULL A -1\n\tstop\n  }\n}\n\nactor MGhost\n{\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +NOTELEPORT\n  RenderStyle add\n  Alpha 0.20\n  scale 0.7\n  +RANDOMIZE\n  States\n  {\n  Spawn:\n    SPIR A 3\n    SPIR B 3 Thing_ChangeTid(0,143)\n\n  Death:\n    SPIR AB 3\n    TNT1 A  0\n    TNT1 A  1 Thing_Remove(143)\n    STOP\n  }\n}\n\nACTOR MDeathGhost\n{\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +NOTELEPORT\n  RenderStyle add\n  alpha 1\n  scale 0.8\n  States\n  {\n  Spawn:\n    SPIR EFGHIJ 3\n    stop\n  }\n}\n\nactor Mskull : Inventory\n{\n  inventory.amount 1\n  inventory.maxamount 6\n  states\n  {\n  Spawn:\n    NULL A -1\n    stop\n  }\n}\n\nactor ACtive : Inventory\n{\n  inventory.amount 1\n  inventory.maxamount 6\n}\n\nactor onteam : Inventory\n{\n  inventory.maxamount 1\n}\n\nactor closeit : Inventory\n{\n  inventory.maxamount 700\n}"
      },
      {
        "source": "pk3",
        "name": "Effects/Effects.txt",
        "contents": "actor FBulletPuff : BulletPuff\n{\n DamageType \"ZombiesDamage\"\n}\n\nACTOR MRemoveFog : TeleportFog\n{\n States\n  {\n  Spawn:\n    TFOG ABABCDEFGHIJ 5 Bright\n    Stop\n  }\n}\n\nACTOR MBloodSplashBase : BloodSplashBase replaces BloodSplashBase\n{\n  scale 0.8\n  States\n  {\n  Spawn:\n    BSPH EFGHIJK 4\n    Stop\n  }\n}\n\nACTOR MWaterSplashBase : WaterSplashBase replaces WaterSplashBase\n{\n  scale 0.8\n  States\n  {\n  Spawn:\n    SPSH EFGHIJK 4\n    Stop\n  }\n}\n\nACTOR MSludgeSplashBase : SludgeSplash replaces SludgeSplash\n{\n  scale 0.8\n  States\n  {\n  Spawn:\n    SLDG EFGH 4\n    Stop\n  }\n}\n\nACTOR MSlimeSplash : SlimeSplash replaces SlimeSplash\n{\n  scale 0.8\n  States\n  {\n  Spawn:\n    SLIM EFGH 4\n    Stop\n  }\n}\n\nACTOR MLavaSplash : LavaSplash replaces LavaSplash\n{\n  scale 0.8\n  States\n  {\n  Spawn:\n    LVAS ABCDEF 5 Bright\n    Stop\n  }\n}\n\nACTOR MBloodSplash : BloodSplash replaces BloodSplash\n{\n   scale 0.8\n   States\n   {\n      Spawn:\n         BSPH ABCD 6\n         Stop\n      Death:\n         BSPH D 6\n         Stop\n   }\n}\n\nACTOR MWaterSplash : WaterSplash replaces WaterSplash\n{\n  scale 0.8\n  States\n  {\n  Spawn:\n    SPSH ABCD 6\n    Stop\n  Death:\n    SPSH D 6\n    Stop\n  }\n}\n\nACTOR MSludgeChunk : SludgeChunk replaces SludgeChunk\n{\n  scale 0.8\n  States\n  {\n  Spawn:\n    SLDG ABCD 6\n    Stop\n  Death:\n    SLDG D 6\n    Stop\n  }\n}\n\nACTOR MSlimeChunk : SlimeChunk replaces SlimeChunk\n{\n  scale 0.8\n  States\n  {\n  Spawn:\n    SLIM ABCD 6\n    Stop\n  Death:\n    SLIM D 6\n    Stop\n  }\n}\n\nACTOR MLavaSmoke : LavaSmoke replaces LavaSmoke\n{\n  scale 0.6\n  States\n  {\n  Spawn:\n    LVAS GHIJK 5 Bright\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Items/doomitems.txt",
        "contents": "ACTOR MMegasphere : Megasphere replaces Megasphere\n{\n  Inventory.RespawnTics 4200\n  States\n  {\n  Spawn:\n    MEGA ABCD 6 BRIGHT\n    Loop\n  Pickup:\n    TNT1 A 0 A_GiveInventory(\"MBlueArmor\", 1)\n    TNT1 A 0 A_GiveInventory(\"MegasphereHealth\", 1)\n    Stop\n  }\n}\n\nACTOR MSoulsphere : Soulsphere replaces Soulsphere\n{\n  Inventory.RespawnTics 3150\n}\n\nACTOR MInvulnSphere : InvulnerabilitySphere replaces InvulnerabilitySphere\n{\n  Inventory.RespawnTics 2100\n}\n\nActor MBlueArmor : BlueArmor replaces BlueArmor\n{\n  Inventory.RespawnTics 2100\n  Inventory.Icon \"AICONB\"\n  Inventory.PickupSound  armor_pkup1\n}\n\nActor MHealthBonus : HealthBonus replaces HealthBonus\n{\n  Inventory.Amount 2\n}\n\nActor MStimpack : Stimpack replaces Stimpack\n{\n  Inventory.Amount 15\n}\n\nActor MMedikit : Medikit replaces Medikit\n{\n  Inventory.Amount 30\n}\n\nActor MGreenArmor : GreenArmor replaces GreenArmor\n{\n  Inventory.Icon \"AICONR\"\n  Inventory.PickupSound  armor_pkup1\n}\n\n// Start armor\nActor StartArmor : MGreenArmor\n{\n  Armor.Saveamount 50\n}\n\nActor MArmorBonus : ArmorBonus replaces ArmorBonus\n{\n  Inventory.Icon \"AICONR\"\n  Armor.Saveamount 2\n}\n\nACTOR MBerserk : Berserk replaces Berserk\n{\n  States\n  {\n  Spawn:\n    PSTR A -1\n    Stop\n  Pickup:\n    TNT1 A 0 A_GiveInventory(\"PowerStrength\")\n    TNT1 A 0 HealThing(50, 0)\n    Stop\n  }\n}\n\n// Starting Invulnerability\n\nACTOR MSpawnProt : PowerupGiver\n{\n\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.MaxAmount 0\n  Powerup.Type \"Invulnerable\"\n  Powerup.Duration 200\n  States\n  {\n  Spawn:\n    TNT1 A 1\n    stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Items/Morph.txt",
        "contents": "actor Mmorpher : PowerMorph\n\n{\n PowerMorph.MorphStyle MRF_LOSEACTUALWEAPON\n Powerup.Duration 0\n}\n\n// Zombie man\n\nACTOR morphtozombieman  : Mmorpher\n{\n PowerMorph.PlayerClass \"ZombieManClass\"\n}\n\n// ChainsawZombie\n\nACTOR morphtosawzombieman  : Mmorpher\n{\n PowerMorph.PlayerClass \"ChainsawZombieClass\"\n}\n\n// DooM Imp\n\nACTOR morphtoimp  : Mmorpher\n{\n PowerMorph.PlayerClass \"DoomImpClass\"\n}\n\n// Dark Imp\n\nACTOR morphtodarkimp  : Mmorpher\n{\n PowerMorph.PlayerClass \"DarkImpClass\"\n}\n\n// Shadow\n\nACTOR morphtoShadow  : Mmorpher\n{\n PowerMorph.PlayerClass \"ShadowClass\"\n}\n\n// SoulHarvester\n\nACTOR morphtosoulhar  : Mmorpher\n{\n PowerMorph.PlayerClass \"SoulHarvesterClass\"\n}\n\n// ShotGunGuy\n\nACTOR morphtoshotgunguy  : Mmorpher\n{\n PowerMorph.PlayerClass \"ShotGunGuyClass\"\n}\n\nACTOR morphtoashotgunguy  : Mmorpher\n{\n PowerMorph.PlayerClass \"AShotGunGuyClass\"\n}\n\nACTOR morphtoSSgZombie  : Mmorpher\n{\n PowerMorph.PlayerClass \"SSgZombieClass\"\n}\n\n// ChainGunGuy\n\nACTOR morphtochaingunguy  : Mmorpher\n{\n PowerMorph.PlayerClass \"ChainGunGuyClass\"\n}\n\n// ChainGunGuy2\n\nACTOR morphtochaingunguy2  : Mmorpher\n{\n PowerMorph.PlayerClass \"ChainGunGuy2Class\"\n}\n\n// Demon\n\nACTOR morphtodemon : Mmorpher\n{\n PowerMorph.PlayerClass \"DemonClass\"\n}\n\n// BloodDemon\n\nACTOR morphtoBloodDemon : Mmorpher\n{\n PowerMorph.PlayerClass \"BloodDemonClass\"\n}\n\n// Specrte\n\nACTOR morphtoSpectre : Mmorpher\n{\n PowerMorph.PlayerClass \"SpectreClass\"\n}\n\n// Revenant\n\nACTOR morphtorevenant : Mmorpher\n{\n PowerMorph.PlayerClass \"RevenantClass\"\n}\n\n// HellKnight\n\nACTOR morphtoknight : Mmorpher\n{\n PowerMorph.PlayerClass \"HellKnightClass\"\n}\n\n// Baron Of Hell\n\nACTOR morphtobaron : Mmorpher\n{\n PowerMorph.PlayerClass \"BaronOfHellClass\"\n}\n\nACTOR morphtobelphegor : Mmorpher\n{\n PowerMorph.PlayerClass \"BelphegorClass\"\n}\n\n// CacoDemon\n\nACTOR morphtocaco : Mmorpher\n{\n PowerMorph.PlayerClass \"CacoDemonClass\"\n}\n\nACTOR morphtocacolantern : Mmorpher\n{\n PowerMorph.PlayerClass \"CacoLanternClass\"\n}\n\nACTOR morphtoabaddon : Mmorpher\n{\n PowerMorph.PlayerClass \"AbaddonClass\"\n}\n\n// Fatso\n\nACTOR morphtofatso : Mmorpher\n{\n PowerMorph.PlayerClass \"FatsoClass\"\n}\n\nACTOR morphtohectebus : Mmorpher\n{\n PowerMorph.PlayerClass \"HectebusClass\"\n}\n\n// ArachnoTron\n\nACTOR morphtoarachnotron : Mmorpher\n{\n PowerMorph.PlayerClass \"ArachnotronClass\"\n}\n\nACTOR morphtoarachgunner : Mmorpher\n{\n PowerMorph.PlayerClass \"ArachGunnerClass\"\n}\n\n// CyberDemon\n\nACTOR morphtocyberdemon : Mmorpher\n{\n PowerMorph.PlayerClass \"CyberDemonClass\"\n}\n\n// MasterMind\n\nACTOR morphtomastermind : Mmorpher\n{\n PowerMorph.PlayerClass \"MasterMindClass\"\n}\n\n// ArchVile\n\nACTOR morphtovile: Mmorpher\n{\n PowerMorph.PlayerClass \"ArchVileClass\"\n}\n\n// WolfensteinSS\n\nACTOR morphtonazi: Mmorpher\n{\n PowerMorph.PlayerClass \"WolfensteinSSClass\"\n}\n\n// Pain Elemental\n\nACTOR morphtopain: Mmorpher\n{\n PowerMorph.PlayerClass \"PainElementalClass\"\n}\n\n// Lost Soul\n\nACTOR morphtolost: Mmorpher\n{\n PowerMorph.PlayerClass \"LostSoulClass\"\n}\n\n// Explosive Barrel\n\nACTOR morphtobarrel: Mmorpher\n{\n PowerMorph.PlayerClass \"BarrelClass\"\n}\n\n// Plasma Zombie\n\nACTOR morphtoPlasZ: Mmorpher\n{\n PowerMorph.PlayerClass \"PlasmaZombieClass\"\n}\n\n// CyberAnni\n\nACTOR morphtoanni : Mmorpher\n{\n PowerMorph.PlayerClass \"CyberAnniClass\"\n}\n\n// Pig\n\nACTOR morphtopig: Mmorpher\n{\n PowerMorph.PlayerClass \"PigMarine\"\n}\n\nACTOR morphtogreen: Mmorpher\n{\n PowerMorph.PlayerClass \"Marineclass\"\n}\n\nACTOR NoFlash replaces TeleportFog\n{\n RenderStyle None\n States\n {\n Spawn:\n  TNT1 A 1\n  Stop\n }\n}\nACTOR morphtoFMFist: Mmorpher\n{\n PowerMorph.PlayerClass \"FMarineFistClass\"\n}\nACTOR morphtoFMBers: Mmorpher\n{\n PowerMorph.PlayerClass \"FMarineBerserkClass\"\n}\nACTOR morphtoFMCSaw: Mmorpher\n{\n PowerMorph.PlayerClass \"FMarineChainsawClass\"\n}\nACTOR morphtoFMPist: Mmorpher\n{\n PowerMorph.PlayerClass \"FMarinePistolClass\"\n}\nACTOR morphtoFMSG: Mmorpher\n{\n PowerMorph.PlayerClass \"FMarineShotgunClass\"\n}\nACTOR morphtoFMSSG: Mmorpher\n{\n PowerMorph.PlayerClass \"FMarineSSGClass\"\n}\nACTOR morphtoFMChai: Mmorpher\n{\n PowerMorph.PlayerClass \"FMarineChaingunClass\"\n}\nACTOR morphtoFMRock: Mmorpher\n{\n PowerMorph.PlayerClass \"FMarineRocketClass\"\n}\nACTOR morphtoFMPlas: Mmorpher\n{\n PowerMorph.PlayerClass \"FMarinePlasmaClass\"\n}\nACTOR morphtoFMRail: Mmorpher\n{\n PowerMorph.PlayerClass \"FMarineRailgunClass\"\n}\nACTOR morphtoFMBFG: Mmorpher\n{\n PowerMorph.PlayerClass \"FMarineBFGClass\"\n}"
      },
      {
        "source": "pk3",
        "name": "Monsters/Arachnotron.txt",
        "contents": "actor MArachnotron : Arachnotron\n{\n  health 500\n  radius 56\n  height 56\n  mass 600\n  speed 12\n\n  PainChance \"Control\", 255\n  DamageFactor \"Control\", 1\n\n  // Takes damage from\n  DamageFactor \"MarineDamage\", 1\n  DamageFactor \"ImpBallDamage\", 0.5\n  DamageFactor \"ZombiesDamage\", 0.5\n  DamageFactor \"CacoDamage\", 0.5\n  DamageFactor \"SkelDamage\", 0.5\n  DamageFactor \"FatsoDamage\", 0.5\n  DamageFactor \"KnightDamage\", 0.5\n  DamageFactor \"viledamage\", 0.5\n  // immune to\n  DamageFactor \"ArachDamage\", 0\n  states\n  {\n  Spawn:\n    BSPI A 10 A_Look\n    BSPI B 10\n    BSPI A 0 Thing_SetSpecial (0,226,409,0,health)\n    loop\n  See:\n    BSPI A 20\n    BSPI A 3 A_BabyMetal\n    BSPI ABBCC 3 A_Chase\n    BSPI D 3 A_BabyMetal\n    BSPI DEEFF 3 A_Chase\n    BSPI A 0 A_JumpIf (special != 226,1)\n    goto See+1\n    BOSS A 0 Thing_SetSpecial (0,226,409,0,health)\n    goto see+1\n  Missile:\n    BSPI A 20 A_FaceTarget\n    BSPI H 4 bright A_BspiAttack\n    BSPI G 4\n    BSPI G 1 A_SpidRefire\n    goto Missile+1\n  Death.Control:\n    TNT1 A 0 ACS_Execute(410,0,12)\n    TNT1 A 10\n    stop\n  Death:\n    BSPI A 0 A_GiveToTarget (\"MarineExp\",5)\n    BSPI J 20 A_Scream\n    BSPI K 7 A_NoBlocking\n    BSPI LMNO 7\n    BSPI P -1 A_BossDeath\n    stop\n  }\n}\n\nactor MArachnotronPlasma : ArachnotronPlasma replaces ArachnotronPlasma\n{\n  DamageType \"ArachDamage\"\n}\n\nactor MArachGunner\n{\n  obituary \"%o was filled full of lead by an Arachno-Gunner.\"\n  health 400\n  radius 56\n  height 56\n  mass 600\n  speed 12\n  painchance 128\n  seesound \"CSPI/Sight\"\n  painsound \"baby/pain\"\n  deathsound \"CSPI/Death\"\n  activesound \"baby/active\"\n  attackSound \"weapons/pistol\"\n  decal \"bulletchip\"\n  MONSTER\n  +FLOORCLIP\n\n  PainChance \"Control\", 255\n  DamageFactor \"Control\", 1\n\n  // Takes damage from\n  DamageFactor \"MarineDamage\", 1\n  DamageFactor \"ImpBallDamage\", 0.5\n  DamageFactor \"ZombiesDamage\", 0.5\n  DamageFactor \"CacoDamage\", 0.5\n  DamageFactor \"SkelDamage\", 0.5\n  DamageFactor \"FatsoDamage\", 0.5\n  DamageFactor \"KnightDamage\", 0.5\n  DamageFactor \"viledamage\", 0.5\n  // immune to\n  DamageFactor \"ArachDamage\", 0\n  states\n  {\n  Spawn:\n    CSPI A 10 A_Look\n    CSPI B 10\n    CSPI A 0 Thing_SetSpecial (0,226,409,0,health)\n    loop\n  See:\n    CSPI A 20\n    CSPI A 3 A_BabyMetal\n    CSPI ABBCC 3 A_Chase\n    CSPI D 3 A_BabyMetal\n    CSPI DEEFF 3 A_Chase\n    CSPI A 0 A_JumpIf (special != 226,1)\n    goto See+1\n    CSPI A 0 Thing_SetSpecial (0,226,409,0,health)\n    goto see+1\n  Missile:\n    CSPI A 20 A_FaceTarget\n    CSPI H 2 bright A_CustomBulletAttack (15, 5, 2, 4, \"FArachPuff\")\n    CSPI G 2\n    CSPI H 2 bright A_CustomBulletAttack (15, 5, 2, 4, \"FArachPuff\")\n    CSPI G 2\n    CSPI G 1 bright A_SpidRefire\n    goto Missile+1\n  Death.Control:\n    TNT1 A 0 ACS_Execute(410,0,42)\n    TNT1 A 10\n    stop\n  Pain:\n    CSPI I 3\n    CSPI I 3 A_Pain\n    goto See+1\n  Death:\n    CSPI A 0 A_GiveToTarget (\"MarineExp\",5)\n    CSPI J 20 A_Scream\n    CSPI K 7 A_NoBlocking\n    CSPI LMNO 7\n    CSPI P -1 A_BossDeath\n    stop\n  Raise:\n    CSPI PONMLKJ 5\n    goto See+1\n  }\n}\n\nactor FArachPuff : FBulletPuff\n{\n  DamageType \"ArachDamage\"\n}"
      },
      {
        "source": "pk3",
        "name": "Monsters/BaronOfHell.txt",
        "contents": "actor MBaronOfHell : BaronOfHell\n{\n  health 1000\n  radius 24\n  height 64\n  mass 1000\n  speed 8\n  BloodColor \"darkgreen\"\n  PainChance \"Control\", 255\n  PainChance \"Control\", 255\n  DamageFactor \"Control\", 1\n\n  // Takes damage from\n  DamageFactor \"MarineDamage\", 1\n  DamageFactor \"MarineRail\", 0.9\n  DamageFactor \"ImpBallDamage\", 0.5\n  DamageFactor \"ZombiesDamage\", 0.5\n  DamageFactor \"CacoDamage\", 0.5\n  DamageFactor \"SkelDamage\", 0.5\n  DamageFactor \"FatsoDamage\", 0.5\n  DamageFactor \"ArachDamage\", 0.5\n  DamageFactor \"viledamage\", 0.5\n  // immune to\n  DamageFactor \"KnightDamage\", 0\n  states\n  {\n  Spawn:\n    BOSS A 10 A_Look\n\tBOSS B 10\n\tBOSS A 0 Thing_SetSpecial (0,226,409,0,health)\n    loop\n  See:\n    BOSS AABBCCDD 3 A_Chase\n    BOSS A 0 A_JumpIf (special != 226,1)\n\tloop\n\tBOSS A 0 Thing_SetSpecial (0,226,409,0,health)\n\tgoto see\n  Death.Control:\n    TNT1 A 0 ACS_Execute(410,0,11)\n\tTNT1 A 10\n\tstop\n\n  Raise:\n    BOSS O 8\n    BOSS N 8  //A_JumpIfInventory (\"myfriend\",1,\",myside\")\n    BOSS MLKJI  8\n    Goto See\n\n  pain.GetUp:\n    BOSS D 4\n    BOSS D 4  A_changeflag(\"friendly\",1)\n    BOSS D 1  A_Print(\"was there\")\n    Goto See\n\n  Death:\n    BOSS I 8 A_GiveToTarget (\"MarineExp\",7)\n    BOSS J 8 A_Scream\n    BOSS K 8\n    BOSS L 8 A_NoBlocking\n    BOSS MN 8\n    BOSS O -1 A_BossDeath\n    stop\n\n  }\n}\n\n// Belphegor\n\nACTOR MBelphegor : Belphegor replaces Belphegor\n{\n    PainChance \"Control\", 255\n    DamageFactor \"Control\", 1\n    BloodColor \"darkgreen\"\n\n    // Takes damage from\n    DamageFactor \"MarineDamage\", 1\n    DamageFactor \"ImpBallDamage\", 0.5\n    DamageFactor \"ZombiesDamage\", 0.5\n    DamageFactor \"CacoDamage\", 0.5\n    DamageFactor \"SkelDamage\", 0.5\n    DamageFactor \"FatsoDamage\", 0.5\n    DamageFactor \"ArachDamage\", 0.5\n    DamageFactor \"viledamage\", 0.5\n    // immune to\n    DamageFactor \"KnightDamage\", 0\n\n  \tStates\n\t{\n\tSpawn:\n\t\tBOS3 A 10 A_Look\n\t\tBOS3 B 10\n     \tBOS3 A 0 Thing_SetSpecial (0,226,409,0,health)\n        loop\n\tSee:\n\t\tBOS3 AABBCCDD 3 A_Chase\n\t\tBOSS A 0 A_JumpIf (special != 226,1)\n\t    loop\n\t    BOSS A 0 Thing_SetSpecial (0,226,409,0,health)\n\t    goto see\n\tMelee:\n\tMissile:\n\t\tBOS3 EF 6 A_FaceTarget\n\t\tBOS3 G 6 A_BasicAttack (10, \"baron/melee\", \"MBelphegorBall\", 32)\n\t\tBOS3 EF 6 A_FaceTarget\n\t\tBOS3 G 6 A_BasicAttack (10, \"baron/melee\", \"MBelphegorBall\", 32)\n\t\tBOS3 EF 6 A_FaceTarget\n\t\tBOS3 G 6 A_BasicAttack (10, \"baron/melee\", \"MBelphegorBall\", 32)\n\t\tGoto See\n\tDeath:\n\t\tBOS3 I 8\n\t\tBOS3 J 8 A_Scream\n\t\tBOS3 K 8\n\t\tBOS3 L 8 A_NoBlocking\n\t\tBOS3 MN 8\n\t\tBOS3 O -1 A_BossDeath\n\t\tStop\n\tDeath.Control:\n        TNT1 A 0 ACS_Execute(410,0,27)\n\t    TNT1 A 10\n\t    stop\n\tRaise:\n\t\tBOS3 ONMLKJI 8\n\t\tGoto See\n\t}\n}\n\nACTOR MBelphegorBall : BelphegorBall\n{\n    DamageType \"KnightDamage\"\n\tDecal BaronScorch\n}"
      },
      {
        "source": "pk3",
        "name": "Monsters/BossEye.txt",
        "contents": "ACTOR MBossEye : BossEye replaces BossEye\n{\n  DamageFactor \"Control\", 0\n  States\n  {\n  Spawn:\n    SSWV A 5 A_Look\n\tSSWV A 5\n    Loop\n  }\n}\n\nACTOR MBossBrain : BossBrain replaces BossBrain\n{\n  DamageFactor \"Control\", 0\n  DamageFactor \"MarineDamage\", 1\n  DamageFactor \"ImpBallDamage\", 0\n  DamageFactor \"ZombiesDamage\", 0\n  DamageFactor \"CacoDamage\", 0\n  DamageFactor \"SkelDamage\", 0\n  DamageFactor \"FatsoDamage\", 0\n  DamageFactor \"KnightDamage\", 0\n  DamageFactor \"ArachDamage\", 0\n  DamageFactor \"viledamage\", 0\n  States\n  {\n  Spawn:\n    BBRN A 1\n    loop\n  }\n}\n\nACTOR MExplosiveBarrel : ExplosiveBarrel replaces ExplosiveBarrel\n{\n PainChance \"Control\", 255\n DamageFactor \"Control\", 1\n States\n {\n  Spawn:\n    BAR1 AB 6\n    BAR1 A 0 Thing_SetSpecial (0,226,409,0,health)\n  See:\n    BAR1 ABAB 6\n    BAR1 A 0 A_JumpIf (special != 226,1)\n    loop\n    BAR1 A 0 Thing_SetSpecial (0,226,409,0,health)\n    goto see\n  Death:\n    BEXP A 5 BRIGHT\n    BEXP B 5 BRIGHT A_Scream\n    BEXP C 5 BRIGHT\n    BEXP D 5 BRIGHT A_Explode\n    BEXP E 10 BRIGHT\n    BEXP E 1050 BRIGHT A_BarrelDestroy\n    BEXP E 5 A_Respawn\n    Wait\n  Death.Control:\n    TNT1 A 0\n    TNT1 A 0 A_NoBlocking\n    TNT1 A 5 ACS_Execute(427,0,1)\n    TNT1 A 1050 BRIGHT A_BarrelDestroy\n    TNT1 A 5 A_Respawn\n    Wait\n }\n}\nACTOR MExplosiveBarrel2 : MExplosiveBarrel\n{\n States\n {\n  Death:\n    BEXP A 5 BRIGHT\n    BEXP B 5 BRIGHT A_Scream\n    BEXP C 5 BRIGHT\n    BEXP D 5 BRIGHT A_Explode\n    BEXP E 10 BRIGHT\n    TNT1 A 0 Thing_Remove (0)\n    Stop\n  Death.Control:\n    TNT1 A 0\n    TNT1 A 0 A_NoBlocking\n    TNT1 A 20 ACS_Execute(427,0,1)\n    TNT1 A 0 Thing_Remove (0)\n    Stop\n }\n}\n\nACTOR MExplosiveBarrel3 : MExplosiveBarrel2\n{\n  radius 5\n  height 30\n  -SOLID\n  -SHOOTABLE\n  DamageType \"CybRLDamage\"\n States\n {\n  Spawn:\n    BAR1 AB 0\n    goto Death\n  See:\n    BAR1 AB 0\n    goto Death\n  Death:\n    BEXP A 5 BRIGHT A_SpawnItemEx (\"MDeathGhost\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n    BEXP B 5 BRIGHT A_Scream\n    BEXP C 5 BRIGHT\n    BEXP D 5 BRIGHT A_Explode\n    BEXP E 10 BRIGHT\n    TNT1 A 0 Thing_Remove (0)\n    Stop\n }\n}"
      },
      {
        "source": "pk3",
        "name": "Monsters/CacoDemon.txt",
        "contents": "actor MCacodemon : Cacodemon\n{\n\n  health 400\n  radius 31\n  height 56\n  mass 400\n  speed 8\n  BloodColor \"blue\"\n\n  PainChance \"Control\", 255\n  DamageFactor \"Control\", 1\n\n  // Takes damage from\n  DamageFactor \"MarineDamage\", 1\n  DamageFactor \"ImpBallDamage\", 0.5\n  DamageFactor \"ZombiesDamage\", 0.5\n  DamageFactor \"SkelDamage\", 0.5\n  DamageFactor \"FatsoDamage\", 0.5\n  DamageFactor \"KnightDamage\", 0.5\n  DamageFactor \"ArachDamage\", 0.5\n  DamageFactor \"viledamage\", 0.5\n  // immune to\n  DamageFactor \"CacoDamage\", 0\n  states\n  {\n  Spawn:\n    HEAD A 5 A_Look\n\tHEAD A 5\n\tHEAD A 0 Thing_SetSpecial (0,226,409,0,health)\n    loop\n  See:\n    HEAD A 3 A_Chase\n    HEAD A 0 A_JumpIf (special != 226,1)\n\tloop\n\tHEAD A 0 Thing_SetSpecial (0,226,409,0,health)\n\tgoto see\n  Death.Control:\n    TNT1 A 0 ACS_Execute(410,0,7)\n\tTNT1 A 10\n\tstop\n  Death:\n    HEAD G 8 A_GiveToTarget (\"MarineExp\",4)\n    HEAD H 8 A_Scream\n    HEAD IJ 8\n    HEAD K 8 A_NoBlocking\n    HEAD L 1 //-1 A_SetFloorClip\n    HEAD L 1 A_spawnitem(\"deadcaco\")\n    stop\n  }\n}\n\nactor deadcaco\n{\n  radius 31\n  height 56\n  scale 0.6\nstates\n{\nspawn:\n    HEAD L 8 A_NoBlocking\n    HEAD L -1 A_SetFloorClip\n    stop\n}}\n\nactor MCacodemonBall : CacodemonBall replaces CacodemonBall\n{\n  DamageType \"CacoDamage\"\n}\n\n// Cacolanter\n\nACTOR MCacolantern : Cacolantern replaces Cacolantern\n{\n    PainChance \"Control\", 255\n    DamageFactor \"Control\", 1\n    BloodColor \"blue\"\n\n    // Takes damage from\n    DamageFactor \"MarineDamage\", 1\n    DamageFactor \"ImpBallDamage\", 0.5\n    DamageFactor \"ZombiesDamage\", 0.5\n    DamageFactor \"SkelDamage\", 0.5\n    DamageFactor \"FatsoDamage\", 0.5\n    DamageFactor \"KnightDamage\", 0.5\n    DamageFactor \"ArachDamage\", 0.5\n    DamageFactor \"viledamage\", 0.5\n    // immune to\n    DamageFactor \"CacoDamage\", 0\n\tStates\n\t{\n\tSpawn:\n\t\tHED2 A 5 A_Look\n\t\tHED2 A 5\n\t    HED2 A 0 Thing_SetSpecial (0,226,409,0,health)\n\t\tLoop\n\tSee:\n\t\tHED2 A 3 A_Chase\n\t\tHEAD A 0 A_JumpIf (special != 226,1)\n\t    loop\n\t    HEAD A 0 Thing_SetSpecial (0,226,409,0,health)\n\t    goto see\n\tPain:\n\t\tHED2 E 3\n\t\tHED2 E 3 A_Pain\n\t\tHED2 F 6\n\t    goto see\n\tDeath.Control:\n        TNT1 A 0 ACS_Execute(410,0,25)\n\t    TNT1 A 10\n\t    stop\n\tMissile:\n\t\tHED2 BC 5 A_FaceTarget\n\t\tHED2 D 5 BRIGHT A_BasicAttack (8, \"None\", \"MCacolanternBall\", 32)\n\t\tGoto See\n\tDeath:\n\t    HED2 G 1 A_GiveToTarget (\"MarineExp\",5)\n\t\tHED2 G 7 A_NoBlocking\n\t\tHED2 H 8 A_Scream\n\t\tHED2 IJK 8\n\t\tHED2 L -1 A_SetFloorClip\n\t\tStop\n\tRaise:\n\t\tHED2 L 8 A_UnsetFloorClip\n\t\tHED2 KJIHG 8\n\t\tGoto See\n\t}\n}\n\nACTOR MCacolanternBall : CacolanternBall\n{\n\tDamageType \"CacoDamage\"\n\tDecal CacoScorch\n}\n\n// Abaddon\n\nACTOR MAbaddon : Abaddon replaces Abaddon\n{\n    PainChance \"Control\", 255\n    DamageFactor \"Control\", 1\n    seesound \"abba/sight\"\n    painsound \"abba/pain\"\n    deathsound \"abba/death\"\n    activesound \"abba/active\"\n\n    // Takes damage from\n    DamageFactor \"MarineDamage\", 1\n    DamageFactor \"ImpBallDamage\", 0.5\n    DamageFactor \"ZombiesDamage\", 0.5\n    DamageFactor \"SkelDamage\", 0.5\n    DamageFactor \"FatsoDamage\", 0.5\n    DamageFactor \"KnightDamage\", 0.5\n    DamageFactor \"ArachDamage\", 0.5\n    DamageFactor \"viledamage\", 0.5\n    // immune to\n    DamageFactor \"CacoDamage\", 0\n\n\tStates\n\t{\n\tSpawn:\n\t\tHED3 A 5 A_Look\n\t\tHED3 A 5\n\t    HED3 A 0 Thing_SetSpecial (0,226,409,0,health)\n\t\tLoop\n\tSee:\n\t\tHED3 A 3 A_Chase\n\t\tHED3 A 0 A_JumpIf (special != 226,1)\n\t    loop\n\t    HED3 A 0 Thing_SetSpecial (0,226,409,0,health)\n\t    goto see\n\tMissile:\n\t\tHED3 BC 5 A_FaceTarget\n\t\tHED3 D 5 BRIGHT A_BasicAttack (8, \"None\", \"MAbaddonBall\", 32)\n\t\tHED3 BC 5 A_FaceTarget\n\t\tHED3 D 5 BRIGHT A_BasicAttack (8, \"None\", \"MAbaddonBall\", 32)\n\t\tGoto See\n\tDeath:\n\t    HED3 G 1 A_GiveToTarget (\"MarineExp\",5)\n\t\tHED3 G 7 A_NoBlocking\n\t\tHED3 H 8 A_Scream\n\t\tHED3 IJK 8\n\t\tHED3 L -1 A_SetFloorClip\n\t\tStop\n\tDeath.Control:\n        TNT1 A 0 ACS_Execute(410,0,26)\n\t    TNT1 A 10\n\t    stop\n\n\t}\n}\n\nACTOR MAbaddonBall : AbaddonBall\n{\n\tDamageType \"CacoDamage\"\n\tDecal CacoScorch\n\tSeeSound \"hecto/attack\"\n}"
      },
      {
        "source": "pk3",
        "name": "Monsters/ChainGunGuy.txt",
        "contents": "actor MChaingunGuy : ChainGunGuy\n{\n\n  health 80\n  radius 20\n  height 56\n  mass 100\n  speed 8\n  painchance 170\n\n  PainChance \"Control\", 255\n  DamageFactor \"Control\", 1\n\n  // takes damage from\n  DamageFactor \"MarineDamage\", 1\n  DamageFactor \"ImpBallDamage\", 0.5\n  DamageFactor \"CacoDamage\", 0.5\n  DamageFactor \"SkelDamage\", 0.5\n  DamageFactor \"FatsoDamage\", 0.5\n  DamageFactor \"KnightDamage\", 0.5\n  DamageFactor \"ArachDamage\", 0.5\n  DamageFactor \"viledamage\", 0.5\n  DamageFactor \"ZombiesDamage\", 0.5\n\n  states\n  {\n  Spawn:\n    CPOS A 10 A_Look\n\tCPOS B 10\n\tCPOS A 0 Thing_SetSpecial (0,226,409,0,health)\n\tloop\n  See:\n    CPOS AABBCCDD 3 A_Chase\n    CPOS A 0 A_JumpIf (special != 226,1)\n\tloop\n\tCPOS A 0 Thing_SetSpecial (0,226,409,0,health)\n\tgoto see\n  Missile:\n    CPOS E 10 A_FaceTarget\n    CPOS F 3 bright A_CustomBulletAttack (19.5, 4, 1, 5, \"FBulletPuff\")\n    CPOS E 2\n    CPOS F 3 bright A_CustomBulletAttack (19.5, 4, 1, 5, \"FBulletPuff\")\n    CPOS E 2\n    CPOS F 1 A_CPosRefire\n    goto Missile+1\n  Death.Control:\n    TNT1 A 0 ACS_Execute(410,0,4)\n\tTNT1 A 10\n\tstop\n  Death:\n    CPOS H 5 A_GiveToTarget (\"MarineExp\",3)\n    CPOS I 5 A_Scream\n    CPOS J 5 A_NoBlocking\n    CPOS KLM 5\n    CPOS N -1\n    stop\n  XDeath:\n    CPOS O 5 A_GiveToTarget (\"MarineExp\",3)\n    CPOS P 5 A_XScream\n    CPOS Q 5 A_NoBlocking\n    CPOS RS 5\n    CPOS T -1\n    stop\n  }\n}\n\nactor MChaingunGuy2\n{\n  obituary \"%o was ripped to bloody ribbons by a double-chaingunner.\"\n  health 150\n  radius 20\n  height 56\n  mass 100\n  speed 8\n  painchance 150\n  seesound \"chainguy/sight\"\n  attacksound \"chainguy/attack\"\n  painsound \"chainguy/pain\"\n  deathsound \"chainguy/death\"\n  activesound \"chainguy/active\"\n  dropitem \"MChaingun\" 256\n  dropitem \"MChaingun\" 256\n  MONSTER\n  +FLOORCLIP\n  Decal Bulletchip\n\n  PainChance \"Control\", 255\n  DamageFactor \"Control\", 1\n\n  // takes damage from\n  DamageFactor \"MarineDamage\", 1\n  DamageFactor \"ImpBallDamage\", 0.5\n  DamageFactor \"CacoDamage\", 0.5\n  DamageFactor \"SkelDamage\", 0.5\n  DamageFactor \"FatsoDamage\", 0.5\n  DamageFactor \"KnightDamage\", 0.5\n  DamageFactor \"ArachDamage\", 0.5\n  DamageFactor \"viledamage\", 0.5\n  DamageFactor \"ZombiesDamage\", 0.5\n\n  states\n  {\n  Spawn:\n    DPOS A 10 A_Look\n\tDPOS B 10\n\tDPOS A 0 Thing_SetSpecial (0,226,409,0,health)\n    loop\n  See:\n    DPOS AABBCCDD 3 A_Chase\n    DPOS A 0 A_JumpIf (special != 226,1)\n\tloop\n\tDPOS A 0 Thing_SetSpecial (0,226,409,0,health)\n\tgoto see\n  Missile:\n    DPOS E 10 A_FaceTarget\n    DPOS F 0 bright A_CustomBulletAttack (19.5, 4, 1, 5, \"FBulletPuff\")\n    DPOS F 3 bright A_CustomBulletAttack (19.5, 4, 1, 5, \"FBulletPuff\")\n    DPOS E 2\n    DPOS F 0 bright A_CustomBulletAttack (19.5, 4, 1, 5, \"FBulletPuff\")\n    DPOS F 3 bright A_CustomBulletAttack (19.5, 4, 1, 5, \"FBulletPuff\")\n    DPOS E 2\n    DPOS F 1 A_CPosRefire\n    goto Missile+1\n  Pain:\n    DPOS G 3\n    DPOS G 3 A_Pain\n    goto See\n  Death:\n    DPOS H 5 A_GiveToTarget (\"MarineExp\",5)\n    DPOS I 5 A_Scream\n    DPOS J 5 A_NoBlocking\n    DPOS KLM 5\n    DPOS N -1\n    stop\n  XDeath:\n    DPOS O 5 A_GiveToTarget (\"MarineExp\",5)\n    DPOS P 5 A_XScream\n    DPOS Q 5 A_NoBlocking\n    DPOS RS 5\n    DPOS T -1\n    stop\n  Raise:\n    DPOS NMLKJIH 5\n    goto See\n  Death.Control:\n    TNT1 A 0 ACS_Execute(410,0,22)\n\tTNT1 A 10\n\tstop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Monsters/CyberDemon.txt",
        "contents": "actor MCyberdemon : Cyberdemon\n{\n  health 4000\n  radius 40\n  height 110\n  mass 1000\n  speed 16\n\n  PainChance \"Control\", 255\n  DamageFactor \"Control\", 1\n\n  // Takes damage from\n  DamageFactor \"MarineDamage\", 1\n  DamageFactor \"CybRLDamage\", 0\n  DamageFactor \"ImpBallDamage\", 1\n  DamageFactor \"ZombiesDamage\", 1\n  DamageFactor \"CacoDamage\", 1\n  DamageFactor \"SkelDamage\", 1\n  DamageFactor \"FatsoDamage\", 1\n  DamageFactor \"KnightDamage\", 1\n  DamageFactor \"ArachDamage\", 1\n  DamageFactor \"viledamage\", 1\n  states\n  {\n  Spawn:\n    CYBR A 10 A_Look\n\tCYBR B 10\n\tCYBR A 0 Thing_SetSpecial (0,226,409,0,health)\n    loop\n  See:\n    CYBR A 3 A_Hoof\n    CYBR ABBCC 3 A_Chase\n    CYBR D 3 A_Metal\n    CYBR D 3\n    CYBR A 0 A_JumpIf (special != 226,1)\n\tloop\n\tCYBR A 0 Thing_SetSpecial (0,226,409,0,health)\n\tgoto see\n  Death.Control:\n    TNT1 A 0 ACS_Execute(410,0,13)\n    TNT1 A 10\n\tstop\n  Death:\n    CYBR H 10 Bright A_GiveToTarget (\"MarineExp\",30)\n    CYBR I 10 Bright A_Scream\n    CYBR JKL 10 Bright\n    CYBR M 10 Bright A_NoBlocking\n    CYBR NO 10 Bright\n    CYBR P 30\n    CYBR P -1 A_BossDeath\n\tstop\n  }\n}\n\nACTOR MAnnihilator\n{\n  Obituary \"%o was gibbed by a Cyber Annihilator.\"\n  Health 3250\n  Radius 40\n  Height 110\n  Mass 1000\n  Speed 12\n  PainChance 30\n  MONSTER\n  +BOSS\n  +FLOORCLIP\n  +NORADIUSDMG\n  +DONTMORPH\n  +MISSILEMORE\n  SeeSound \"monster/annsit\"\n  PainSound \"cyber/pain\"\n  DeathSound \"monster/anndth\"\n  ActiveSound \"cyber/active\"\n\n  PainChance \"Control\", 255\n  DamageFactor \"Control\", 1\n\n  // Takes damage from\n  DamageFactor \"MarineDamage\", 1\n  DamageFactor \"MarineRail\", 0.9\n  DamageFactor \"CybRLDamage\", 0\n  DamageFactor \"ImpBallDamage\", 1\n  DamageFactor \"ZombiesDamage\", 1\n  DamageFactor \"CacoDamage\", 1\n  DamageFactor \"SkelDamage\", 1\n  DamageFactor \"FatsoDamage\", 1\n  DamageFactor \"KnightDamage\", 1\n  DamageFactor \"ArachDamage\", 1\n  DamageFactor \"viledamage\", 1\n\nStates\n   {\n   Spawn:\n       ANNI A 10 A_Look\n       ANNI B 10\n       ANNI A 0 Thing_SetSpecial (0,226,409,0,health)\n       Loop\n   See:\n       ANNI A 2 A_Playsound (\"monster/anhoof\")\n       ANNI A 2 A_Chase\n       ANNI ABB 4 A_Chase\n       ANNI C 2 A_Playsound (\"monster/anhoof\")\n       ANNI C 2 A_Chase\n       ANNI CDD 4 A_Chase\n       ANNI A 0 A_JumpIf (special != 226,1)\n       loop\n       ANNI A 0 Thing_SetSpecial (0,226,409,0,health)\n       goto see\n   Missile:\n       ANNI E 0 A_Jump (160,7)\n       ANNI E 6 A_FaceTarget\n       ANNI F 0 Bright A_CustomMissile (\"PCybRocket\",40,22,3)\n       ANNI F 12 Bright A_CustomMissile (\"PCybRocket\",40,-22,-3)\n       ANNI E 12 A_FaceTarget\n       ANNI F 0 Bright A_CustomMissile (\"PCybRocket\",40,22,-2)\n       ANNI F 12 Bright A_CustomMissile (\"PCybRocket\",40,-22,2)\n       Goto See\n       ANNI E 6 A_FaceTarget\n       ANNI F 0 Bright A_CustomMissile (\"PCybRocket2\",40,22,1)\n       ANNI F 12 Bright A_CustomMissile (\"PCybRocket2\",40,-22,-1)\n       ANNI E 12 A_FaceTarget\n       ANNI F 0 Bright A_CustomMissile (\"PCybRocket2\",40,22,0)\n       ANNI F 12 Bright A_CustomMissile (\"PCybRocket2\",40,-22,0)\n       Goto See\n   Pain:\n       ANNI G 10 A_Pain\n       Goto See\n   Death.Control:\n       TNT1 A 0 ACS_Execute(410,0,45)\n       TNT1 A 10\n       stop\n   Death:\n       ANNI H 10 Bright A_GiveToTarget (\"MarineExp\",30)\n       ANNI I 10 Bright A_Scream\n       ANNI JKL 10 Bright\n       ANNI M 10 Bright A_NoBlocking\n       ANNI NO 10 Bright\n       ANNI P 30\n       ANNI P -1 A_BossDeath\n   }\n}\n\nACTOR PCybRocket2\n{\n   Radius 8\n   Height 11\n   Speed 18\n   Damage 15\n   PROJECTILE\n   DeathSound \"weapons/hrlexp\"\n   ExplosionDamage 96\n   ExplosionRadius 96\n   +SeekerMissile\n   +Rockettrail\n   +RANDOMIZE\n   +DEHEXPLOSION\n   Damagetype \"CybRLDamage\"\n   SeeSound \"weapons/hrlfir\"\n   Decal Scorch\n   States\n   {\n   Spawn:\n      HMIS A 4 Bright A_SeekerMissile (12,20)\n      HMIS A 4 Bright\n      HMIS A 2 Bright A_SeekerMissile (8,15)\n      HMIS A 2 Bright\n      goto Spawn+2\n   Death:\n      MISL B 8 bright A_Explode(96,96)\n      MISL C 6 bright\n      MISL D 4 bright\n      stop\n   }\n}"
      }
    ]
  },
  "maps": []
}

gib.gg runs on open-source software and freely licensed replacement game assets from the Freedoom project. gib.gg is not affiliated with Bethesda Softworks, id Software, or ZeniMax Media. All trademarks belong to their respective owners. Some WADs and associated metadata on this site are sourced from WAD Archive. User-submitted content remains the responsibility of its respective authors. If you believe content on this site violates your rights, please send DMCA requests to dmca@gib.gg.