Raw model (for completeness)
{
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"sha1": "9097fdad9f4a125094248799e98888455ec92b11",
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"gunslingersv0.3.2-thediet-2.pk3"
],
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"iwad": [],
"filename": null,
"added": "2021-01-10 03:20:18",
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"canDownload": true,
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"hidden": false,
"name": null,
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"maps": null,
"graphicOverrides": null,
"screenshots": null,
"palettes": null,
"categories": null
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"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2021-01-10 03:20:18",
"file": {
"type": "PK3",
"size": 19782179,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/9097fdad9f4a125094248799e98888455ec92b11/9097fdad9f4a125094248799e98888455ec92b11.pk3.gz",
"corrupt": false
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"text_files": [
{
"source": "pk3",
"name": "BOTINFO.txt",
"contents": "//clearbots\n{\n\tname = \"\\cnOutback Harry\"\n\taccuracy = 4\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 FF 00\"\n\tgender = \"male\"\n\tskin = \"Base\"\n\tclass = \"OutBack Harry\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cgGood ol' Benson\"\n\taccuracy = 4\n\tintellect = 2\n\tevade = 2\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"ProtoBuster\"\n\tcolor = \"FF 00 00\"\n\tgender = \"male\"\n\tskin = \"protoman\"\n\tclass = \"Good Ol' Benson\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatfrequency = 50\n}\n{\n\tname = \"\\cLCrafty Baguette\"\n\taccuracy = 3\n\tintellect = 4\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 3\n\tperception = 1\n\tfavoriteweapon = \"BassBuster\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"bass\"\n\tclass = \"Crafty Baguette\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cbBlackjack Scumpy\"\n\taccuracy = 3\n\tintellect = 4\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 3\n\tperception = 1\n\tfavoriteweapon = \"BassBuster\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"bass\"\n\tclass = \"Blackjack Scumpy\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\caChris McCracken\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 76 84\"\n\tgender = \"male\"\n\tskin = \"roll\"\n\tclass = \"Chris McCracken\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ctBandito Rodrigo\"\n\taccuracy = 3\n\tintellect = 4\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 3\n\tperception = 1\n\tfavoriteweapon = \"BassBuster\"\n\tcolor = \"FF FF 00\"\n\tgender = \"male\"\n\tskin = \"bass\"\n\tclass = \"Bandito Rodrigo\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ciFistfightin' Phil\"\n\taccuracy = 3\n\tintellect = 4\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 3\n\tperception = 1\n\tfavoriteweapon = \"BassBuster\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"bass\"\n\tclass = \"Fistfightin' Phil\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\csScreamin' Steven\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 76 84\"\n\tgender = \"male\"\n\tskin = \"roll\"\n\tclass = \"Screamin' Steven\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatfrequency = 50\n}"
},
{
"source": "pk3",
"name": "SBARINFO.H.txt",
"contents": "//HORIZONTAL BARS\n\nstatusbar normal, forcescaled\n{\nInInventory not NoHealthBar, 1\n{\n\tDrawImage \"HLTHTB\", 24, 164;//64\n\tDrawBar \"RMBRHL\", \"RMBEMPTY\", Health, Horizontal, 54, 164;\n\tDrawImage \"HLTHI\", 20, 172; //72\n\tDrawNumber 3, CONFONT, UNTRANSLATED, Health,fillzeros, alignment(center), 38, 182; //72\nInInventory not NoClipBar, 1{\nDrawImage \"CLIPTB\", 98, 169;\nDrawNumber 3, CONFONT, UNTRANSLATED, Ammo1, alignment(left), 110, 181;}\n\n}//-----\n\nInInventory BasicArmor, 1{DrawBar \"BARAMT31\", \"NOBAR\", Armor, vertical, 24, 8;}\n\nDrawSelectedInventory INDEXFONT ,24, 64, 37, 64, white;\nDrawImage weaponicon, 16, 64;\n\n}\n//============================================================================//\n//============================================================================//"
},
{
"source": "pk3",
"name": "SBARINFO.V.txt",
"contents": "//VERTICAL BARS\nheight 0;\n\nstatusbar fullscreen, forcescaled\n{\nInInventory not NoHealthBar, 1\n{\n\tDrawImage \"HLTHTB\", 24, 164;//64\n\tDrawBar \"RMBRHL\", \"RMBEMPTY\", Health, Horizontal, 54, 164;\n\tDrawImage \"HLTHI\", 20, 172; //72\n\tDrawNumber 3, CONFONT, UNTRANSLATED, Health,fillzeros, alignment(center), 38, 182; //72\nInInventory not NoClipBar, 1{\nDrawImage \"CLIPTB\", 98, 169;\nDrawNumber 3, CONFONT, UNTRANSLATED, Ammo1, alignment(left), 110, 181;}\n\n}//-----\n\nInInventory BasicArmor, 1{DrawBar \"BARAMT31\", \"NOBAR\", Armor, vertical, 24, 8;}\n\nDrawSelectedInventory INDEXFONT ,24, 64, 37, 64, white;\nDrawImage weaponicon, 16, 64;\n\n}"
},
{
"source": "pk3",
"name": "README.TXT",
"contents": "GUNSLINGERSv0.3.2-TheDiet-1.pk3\n\n====================================\n\nOriginal Gunslingers mod by Ehibika.\n\nThe purpose of this modification is primarily to apply some quality of life\nchanges to, in very general terms, enhance the gameplay experience. These\nare meant to be minor additions that sand off the rough edges so to speak.\n\nThis version is called \"the diet\" because in previous version of Gunslingers,\nthe player character's radius was made wider, which resulted in... difficulties\nmoving about in certain areas.\n\nThis is the first thing this mod addresses.\n\nAdditional modifications by Lego (aka Russel):\n- Player height and radius returned to core MM8BDM values.\n- Skin renamed to avoid clashing with props from core game.\n- Skin colors adjusted to allow better color variation.\n- Moved bullet spawn position so you can no longer shoot through windows.\n- Bullets and trails are now XYBillboarded\n- Adjusted status bar position so it is closer to the bottom of the screen\n--- And health number no longer shows up *on top of* the health bar\n- Added color choice bars to player setup\n\nGUNSLINGERSv0.3.2-TheDiet-2.pk3\n\n====================================\n\nQuick patch with some findings on the intermittent crash bug:\n- All cowboys have +NOSKIN. (Helps mitigate intermittent crashing)\n- Removed the skin option from the player setup menu. (Helps mitigate intermittent crashing)\n- Added 2 classes based on Fistful of Frags (voices recorded by Fistful of Frags team)\n- Added 1 class based on Kled from League of Legends (voices recorded by Riot Games)\n- New revolver sprites by Russel and Korby.\n- Slight animation changes to the revolver."
},
{
"source": "pk3",
"name": "Actors/ReplacingStuff.txt",
"contents": "actor absolutelynothing1 replaces RollingCutterWep\n{\nstates\n{\nspawn:\nTNT1 A 0\nstop\n}\n}\n\nactor absolutelynothing2 : absolutelynothing1 replaces SuperArmWep\n{\n}\n\nactor absolutelynothing3 : absolutelynothing1 replaces SuperArmWep\n{\n}\n\nactor absolutelynothing4 : absolutelynothing1 replaces HyperBombWep\n{\n}\n\nactor absolutelynothing5 : absolutelynothing1 replaces FireStormWep\n{\n}\n\nactor absolutelynothing6 : absolutelynothing1 replaces IceSlasherWep\n{\n}\n\nactor absolutelynothing7 : absolutelynothing1 replaces ThunderBeamWep\n{\n}\n\nactor absolutelynothing8 : absolutelynothing1 replaces OilSliderWep\n{\n}\n\nactor absolutelynothing9 : absolutelynothing1 replaces TimeSlowWep\n{\n}\n\nactor absolutelynothing10 : absolutelynothing1 replaces AirShooterWep\n{\n}\n\nactor absolutelynothing11 : absolutelynothing1 replaces AtomicFireWep\n{\n}\n\nactor absolutelynothing12 : absolutelynothing1 replaces BubbleLeadWep\n{\n}\n\nactor absolutelynothing13 : absolutelynothing1 replaces CrashBombWep\n{\n}\n\nactor absolutelynothing14 : absolutelynothing1 replaces LeafShieldWep\n{\n}\n\nactor absolutelynothing15 : absolutelynothing1 replaces MetalBladeWep\n{\n}\n\nactor absolutelynothing16 : absolutelynothing1 replaces QuickBoomerangWep\n{\n}\n\nactor absolutelynothing17 : absolutelynothing1 replaces TimeStopperWep\n{\n}\n\nactor absolutelynothing18 : absolutelynothing1 replaces GeminiLaserWep\n{\n}\n\nactor absolutelynothing19 : absolutelynothing1 replaces HardKnuckleWep\n{\n}\n\nactor absolutelynothing20 : absolutelynothing1 replaces MagnetMissileWep\n{\n}\n\nactor absolutelynothing21 : absolutelynothing1 replaces NeedleCannonWep\n{\n}\n\nactor absolutelynothing22 : absolutelynothing1 replaces SearchSnakeWep\n{\n}\n\nactor absolutelynothing23 : absolutelynothing1 replaces ShadowBladeWep\n{\n}\n\nactor absolutelynothing24 : absolutelynothing1 replaces SparkShockWep\n{\n}\n\nactor absolutelynothing25 : absolutelynothing1 replaces TopSpinWep\n{\n}\n\nactor absolutelynothing26 : absolutelynothing1 replaces DiveMissileWep\n{\n}\n\nactor absolutelynothing27 : absolutelynothing1 replaces DrillBombWep\n{\n}\n\nactor absolutelynothing28 : absolutelynothing1 replaces DustCrusherWep\n{\n}\n\nactor absolutelynothing29 : absolutelynothing1 replaces FlashStopperWep\n{\n}\n\nactor absolutelynothing30 : absolutelynothing1 replaces PharaohShotWep\n{\n}\n\nactor absolutelynothing31 : absolutelynothing1 replaces RainFlushWep\n{\n}\n\nactor absolutelynothing32 : absolutelynothing1 replaces RingBoomerangWep\n{\n}\n\nactor absolutelynothing33 : absolutelynothing1 replaces SkullBarrierWep\n{\n}\n\nactor absolutelynothing34 : absolutelynothing1 replaces ChargeKickWep\n{\n}\n\nactor absolutelynothing35 : absolutelynothing1 replaces CrystalEyeWep\n{\n}\n\nactor absolutelynothing36 : absolutelynothing1 replaces GravityHoldWep\n{\n}\n\nactor absolutelynothing37 : absolutelynothing1 replaces GyroAttackWep\n{\n}\n\nactor absolutelynothing38 : absolutelynothing1 replaces NapalmBombWep\n{\n}\n\nactor absolutelynothing39 : absolutelynothing1 replaces PowerStoneWep\n{\n}\n\nactor absolutelynothing40 : absolutelynothing1 replaces StarCrashWep\n{\n}\n\nactor absolutelynothing41 : absolutelynothing1 replaces WaterWaveWep\n{\n}\n\nactor absolutelynothing42 : absolutelynothing1 replaces BlizzardAttackWep\n{\n}\n\nactor absolutelynothing43 : absolutelynothing1 replaces CentaurFlashWep\n{\n}\n\nactor absolutelynothing44 : absolutelynothing1 replaces FlameBlastWep\n{\n}\n\nactor absolutelynothing45 : absolutelynothing1 replaces KnightCrushWep\n{\n}\n\nactor absolutelynothing46 : absolutelynothing1 replaces PlantBarrierWep\n{\n}\n\nactor absolutelynothing47 : absolutelynothing1 replaces SilverTomahawkWep\n{\n}\n\nactor absolutelynothing48 : absolutelynothing1 replaces WindStormWep\n{\n}\n\nactor absolutelynothing49 : absolutelynothing1 replaces YamatoSpearWep\n{\n}\n\nactor absolutelynothing50 : absolutelynothing1 replaces FreezeCrackerWep\n{\n}\n\nactor absolutelynothing51 : absolutelynothing1 replaces DangerWrapWep\n{\n}\n\nactor absolutelynothing52 : absolutelynothing1 replaces JunkShieldWep\n{\n}\n\nactor absolutelynothing53 : absolutelynothing1 replaces NoiseCrushWep\n{\n}\n\nactor absolutelynothing54 : absolutelynothing1 replaces ScorchWheelWep\n{\n}\n\nactor absolutelynothing55 : absolutelynothing1 replaces ThunderBoltWep\n{\n}\n\nactor absolutelynothing56 : absolutelynothing1 replaces WildCoilWep\n{\n}\n\nactor absolutelynothing57 : absolutelynothing1 replaces SlashClawWep\n{\n}\n\nactor absolutelynothing58 : absolutelynothing1 replaces MegaBallWep\n{\n}\n\nactor absolutelynothing59 : absolutelynothing1 replaces AstroCrushWep\n{\n}\n\nactor absolutelynothing60 : absolutelynothing1 replaces FlameSwordWep\n{\n}\n\nactor absolutelynothing61 : absolutelynothing1 replaces FlashBombWep\n{\n}\n\nactor absolutelynothing62 : absolutelynothing1 replaces HomingSniperWep\n{\n}\n\nactor absolutelynothing63 : absolutelynothing1 replaces IceWaveWep\n{\n}\n\nactor absolutelynothing64 : absolutelynothing1 replaces ThunderClawWep\n{\n}\n\nactor absolutelynothing65 : absolutelynothing1 replaces TornadoHoldWep\n{\n}\n\nactor absolutelynothing66 : absolutelynothing1 replaces WaterBalloonWep\n{\n}\n\nactor absolutelynothing67 : absolutelynothing1 replaces TenguBladeWep\n{\n}\n\nactor absolutelynothing68 : absolutelynothing1 replaces WaveBurnerWep\n{\n}\n\nactor absolutelynothing69 : absolutelynothing1 replaces SpreadDrillWep\n{\n}\n\nactor absolutelynothing70 : absolutelynothing1 replaces CopyVisionWep\n{\n}\n\nactor absolutelynothing71 : absolutelynothing1 replaces MagicCardWep\n{\n}\n\nactor absolutelynothing72 : absolutelynothing1 replaces RemoteMineWep\n{\n}\n\nactor absolutelynothing73 : absolutelynothing1 replaces IceWallWep\n{\n}\n\nactor absolutelynothing74 : absolutelynothing1 replaces LightningBoltWep\n{\n}\n\nactor absolutelynothing75 : absolutelynothing1 replaces BalladeCrackerWep\n{\n}\n\nactor absolutelynothing76 : absolutelynothing1 replaces MirrorBusterWep\n{\n}\n\nactor absolutelynothing77 : absolutelynothing1 replaces SakugarneWep\n{\n}\n\nactor absolutelynothing78 : absolutelynothing1 replaces ScrewCrusherWep\n{\n}\n\nactor absolutelynothing79 : absolutelynothing1 replaces BassUpgrade\n{\n}\n\nactor absolutelynothing80 : absolutelynothing1 replaces ProtoUpgrade\n{\n}\n\nactor absolutelynothing81 : absolutelynothing1 replaces AdaptorUpgrade\n{\n}\n\nactor absolutelynothing82 : absolutelynothing1 replaces LaserBusterUpgrade\n{\n}\n\nactor absolutelynothing83 : absolutelynothing1 replaces ArrowBusterUpgrade\n{\n}\n\nactor absolutelynothing84 : absolutelynothing1 replaces DuoFistUpgrade\n{\n}\n\nactor absolutelynothing85 : absolutelynothing1 replaces TrebleBoostUpgrade\n{\n}\n\nactor absolutelynothing86 : absolutelynothing1 replaces WTank\n{\n}\n\nactor absolutelynothing87 : absolutelynothing1 replaces MTank\n{\n}\n\nactor absolutelynothing88 : absolutelynothing1 replaces BeatSupport\n{\n}\n\nactor absolutelynothing89 : absolutelynothing1 replaces ReggaeCall\n{\n}\n\nactor absolutelynothing90 : absolutelynothing1 replaces EnergyBalancer\n{\n}\n\nactor absolutelynothing91 : absolutelynothing1 replaces EddieSummon\n{\n}\n\nactor absolutelynothing92 : absolutelynothing1 replaces TimeStopperGiver\n{\n}\n\nactor absolutelynothing93 : absolutelynothing1 replaces FlashStopperGiver\n{\n}\n\nactor absolutelynothing94 : absolutelynothing1 replaces SkullBarrierGiver\n{\n}\n\nactor absolutelynothing95 : absolutelynothing1 replaces SakugarneGiver\n{\n}\n\nactor absolutelynothing96 : absolutelynothing1 replaces SmallHealth\n{\n}\nactor absolutelynothing97 : absolutelynothing1 replaces BigHealth\n{\n}\nactor absolutelynothing98 : absolutelynothing1 replaces WeaponEnergy\n{\n}\nactor absolutelynothing99 : absolutelynothing1 replaces BigWeaponEnergy\n{\n}\n\nactor absolutelynothing100 : absolutelynothing1 replaces TangoSummon\n{\n}\n\nactor absolutelynothing101 : absolutelynothing1 replaces TrebleSentry\n{\n}\n\nactor absolutelynothing102 : absolutelynothing1 replaces BeatCall\n{\n}\n\nactor absolutelynothing103 : absolutelynothing1 replaces RushCoil\n{\n}\nactor absolutelynothing104 : absolutelynothing1 replaces RushMarine\n{\n}\nactor absolutelynothing105 : absolutelynothing1 replaces Item1\n{\n}\nactor absolutelynothing106 : absolutelynothing1 replaces Item2\n{\n}\nactor absolutelynothing107 : absolutelynothing1 replaces ExitUnit\n{\n}\nactor absolutelynothing108 : absolutelynothing1 replaces WireAdaptor\n{\n}\n\nactor shadeflag : CustomInventory\n{\n}\n\nactor shademanflightcountertake : CustomInventory\n{\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/ColtonBase.txt",
"contents": "actor ColtonBase : PlayerPawn\n{\n+NOBLOOD\n+NOBLOODDECALS\n+NODAMAGETHRUST\n+DONTBLAST\n+QUICKTORETALIATE\n+NOSKIN\nBloodType \"\"\nTranslation \"192:192=80:80\", \"198:198=92:92\"\nPlayer.DisplayName \"ColtonBase\"\nPlayer.SoundClass \"megaman\"\nPlayer.DamageScreenColor \"black\"\nPlayer.JumpZ 10\nPlayer.ForwardMove 0.74, 0.74\nPlayer.SideMove 0.6, 0.6\nPlayer.ColorRange 80, 96\nHealth 100\nPlayer.MaxHealth 100\nMass 999999\nDamageFactor \"Normal\", 1.0\nDamageFactor \"Falling\", 10.0\nGravity 0.8\nScale 2.5\nPlayer.MaxSkinSizeFactor 0, 0 //Fixes downsizing\nVar int user_RandX;\nVar int user_ZoomRate;\nStates\n{\nSpawn:\n\"----\" A 0\n\"----\" B 1\n\"----\" A 1\ngoto Spawn+2\nSee:\n\"----\" BCDE 5\ngoto Spawn+1\nMissile:\n\"----\" F 5\n\"----\" G 4\ngoto Spawn+2\nPain.QuickBoomerang:\nPain.Buster:\nPain.BassBuster:\nPain.WildCoil:\nPain.ChargeKick:\nPain.YamatoSpear:\nPain.DiveMissile:\nPain.StarCrash:\nPain.CentaurFlash:\nPain.FreezeCracker:\nPain.ScrewCrusher:\nPain.PharaohHold:\nPain.TornadoHold:\nPain.TrebleSentry:\nPain.ScorchWheel:\nPain.MagnetMissile:\nPain.JunkShield:\nPain.OilSlider:\nPain.WaveBurner:\nPain.WaveBurnerUW:\nPain.Misc:\nPain.Treble:\nPain.FlameSwordSpark:\nPain.FireSpin:\nPain.DragonType:\nPain.IceType:\nPain.FireType:\nPain.SteelType:\nPain.HolyType:\nPain.FightingType:\nPain.FireSpinN:\nPain.HolyType2:\nPain.ENormalType:\n\"----\" H 0\ngoto Pain+3\nPain.Bright:\n\"----\" H 0\n\"----\" H 0 A_ScaleVelocity(0.65)\n\"----\" H 0 A_Jump(256, \"Pain\")\ngoto Pain+3\nPain.Wind:\n\"----\" H 0\n\"----\" H 0 ThrustThing(random(0,255),35,1,0)\n\"----\" H 0 ThrustThingZ(0,100,0,0)\ngoto Pain+3\nPain.Gravity:\n\"----\" H 0\n\"----\" H 0 ThrustThing(random(0,255),50,1,0)\n\"----\" H 0 ThrustThingZ(0,60,0,0)\ngoto Pain+3\nPain.WaterBalloon:\nPain.FlashBomb:\nPain.RemoteMine:\nPain.IceWall:\n\"----\" H 0 A_ScaleVelocity(0.9)\nGoto Pain+3\nPain.SpreadDrill:\nPain.SpreadDrill2:\nPain.SpreadDrill3:\n\"----\" H 0 A_JumpIfInventory(\"SpreadDrillProtect\", 1 ,2)\n\"----\" H 0 A_PlaySoundEx(\"weapon/spreaddrillhit\",\"SoundSlot5\")\n\"----\" H 0 A_GiveInventory(\"SpreadDrillProtect\", 1)\nGoto Pain+3\nPain.FlameSword:\n\"----\" H 0\n\"----\" HH 0 A_SpawnItemEx(\"ScorchBit\",0,0,0,random(-10,10),random(-10,10),random(10,15),random(0,360))\nGoto Pain\nPain.WindStorm:\nPain.FlingDamage:\n\"----\" H 0\n\"----\" H 0 ThrustThing(random(0,255),30,0,0)\n\"----\" H 0 ThrustThingZ(0,30,0,0)\nGoto Pain+3\nPain.SlashClaw:\n\"----\" H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")\nGoto Pain\nPain.FlashStopper:\n\"----\" H 0\n\"----\" H 0 A_JumpIfInventory(\"BrightBlind\", 1,3)\n\"----\" H 0 A_GiveInventory(\"BrightBlind\",125)\n\"----\" H 0 ACS_ExecuteAlways(249, 0)\nGoto Pain+3\n\"----\" H 0 A_GiveInventory(\"BrightBlind\",55)\nGoto Pain+3\nPain.TimeSlow:\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"Slowed\",1)\n\"----\" H 0\nGoto Pain+3\nPain.SparkShock:\n\"----\" H 0\n\"----\" H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\n\"----\" H 0 A_GiveInventory(\"Shocked\",1)\n\"----\" H 0\nGoto Pain+3\nPain.CrashBomb:\n\"----\" H 0\n\"----\" H 0 A_Stop\n\"----\" H 0\nGoto Pain+3\nPain.GravityHold:\n\"----\" H 0\n\"----\" H 0 A_ChangeVelocity(momx, momy, 0, CVF_REPLACE)\n\"----\" H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\n\"----\" H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\n\"----\" H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\n\"----\" H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto GravityForceFinish\nGravityForce4:\n\"----\" H 2 A_GiveInventory(\"GravityForce4\",1)\nGoto GravityForceFinish\nGravityForce3:\n\"----\" H 2 A_GiveInventory(\"GravityForce3\",1)\nGoto GravityForceFinish\nGravityForce2:\n\"----\" H 2 A_GiveInventory(\"GravityForce2\",1)\nGoto GravityForceFinish\nGravityForce1:\n\"----\" H 2 A_GiveInventory(\"GravityForce1\",1)\nGoto GravityForceFinish\nGravityForceFinish:\n\"----\" H 0 A_CheckFloor(2)\n\"----\" H 0 ThrustThingZ(0,150,1,0)\n\"----\" H 0\nGoto Pain+3\nPain.WilyFire:\n\"----\" H 0 //A_ChangeFlag(\"SHOOTABLE\",0)\n\"----\" H 0 A_SpawnItemEx(\"ImOnFire\")\n\"----\" H 0 A_GiveInventory(\"FireVision\",1)\nGoto Pain\nPain.WilyIce:\n\"----\" H 0 A_ChangeFlag(\"SHOOTABLE\",0)\n\"----\" H 0 SetPlayerProperty(0,1,4)\n\"----\" H 0 A_SpawnItemEx(\"ImFrozen\")\n\"----\" H 0 A_GiveInventory(\"IceVision\",1)\n\"----\" H 30 A_Stop\n\"----\" H 30 A_ChangeFlag(\"SHOOTABLE\",1)\n\"----\" H 0 SetPlayerProperty(0,0,0)\n\"----\" H 0 A_TakeInventory(\"IceVision\",1)\n\"----\" H 0\nGoto Spawn+2\nPain.MagnetMissile:\nPain.DiveMissile:\nPain.HomingSniper:\n\"----\" H 0\n\"----\" H 0\nGoto Pain+3\nPain.Drowning:\nPain.Fire:\nPain.Falling:\nPain.Slime:\n\"----\" H 0\n\"----\" H 0 A_JumpIfInventory(\"BeatCallCheck\", 1, \"BeatAssist\")\nGoto Pain+3\nBeatAssist:\n\"----\" H 0\n\"----\" H 0 HealThing(2)\n\"----\" H 0 ACS_ExecuteAlways(205,0)\nGoto Pain+3\nPain:\n\"----\" H 0\n\"----\" H 0 A_Recoil(1)\n\"----\" H 0\n\"----\" H 0 A_Pain\n\"----\" H 0\n\"----\" H 0 A_Jump(256,\"PainFix\")\ngoto PainFix\nPainFix:\n\"----\" H 0\ngoto PainFrames\nPainFrames:\n\"----\" H 0 SetPlayerProperty(0,0,4)\n\"----\" H 1\n\"----\" HHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\n\"----\" H 0 SetPlayerProperty(0,0,1)\n\"----\" H 0 A_ChangeFlag(\"ACTIVATEMCROSS\",0)\n\"----\" H 0 //SetPlayerProperty(0,0,4)\n\"----\" H 0 A_Jump(256,\"Spawn\")\ngoto Spawn+2\nEnkerRaise:\n\"----\" Y 1\nLoop\nEnkerAbsorb:\n\"----\" Y 0 A_PlaySound(\"weapon/mirrorabsorb\")\n\"----\" Y 0 //A_GiveInventory(\"EnkerMirrorCount\",1)\ngoto EnkerAbsorb3\nEnkerAbsorb3:\n\"----\" Y 3 ACS_ExecuteAlways(998,0,65)\n\"----\" Y 0 //A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb2\")\ngoto Spawn\nEnkerAbsorb2:\n\"----\" Y 3 ACS_ExecuteAlways(998,0,66)\n\"----\" Y 0 //A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb3\")\ngoto Spawn\nTheEnd:\n\"----\" G 4\nloop\nCreditWalk:\n\"----\" BCDE 8\nloop\nCreditRun:\n\"----\" BCDE 5\nloop\n}\n}\n\nactor WinnerTaunt : CustomInventory\n{ states {\npickup:\nTNT1 A 0\nTNT1 A 0 A_Jumpifinventory(\"ColtonHFlag\",1,\"HVoice\")\nTNT1 A 0 A_Jumpifinventory(\"ColtonGFlag\",1,\"GVoice\")\nTNT1 A 0 A_Jumpifinventory(\"ColtonFFlag\",1,\"FVoice\")\nTNT1 A 0 A_Jumpifinventory(\"ColtonEFlag\",1,\"EVoice\")\nTNT1 A 0 A_Jumpifinventory(\"ColtonDFlag\",1,\"DVoice\")\nTNT1 A 0 A_Jumpifinventory(\"ColtonCFlag\",1,\"CVoice\")\nTNT1 A 0 A_Jumpifinventory(\"ColtonBFlag\",1,\"BVoice\")\nTNT1 A 0 A_Playsoundex(\"ColtA/Win\",\"SoundSlot5\") // Exact damage display\nstop\nBVoice:\nTNT1 A 0 A_Playsoundex(\"ColtB/Win\",\"Voice\")\nstop\nCVoice:\nTNT1 A 0 A_Playsoundex(\"ColtC/Win\",\"Voice\")\nstop\nDVoice:\nTNT1 A 0 A_Playsoundex(\"ColtD/Win\",\"Voice\")\nstop\nEVoice:\nTNT1 A 0 A_Playsoundex(\"ColtE/Win\",\"Voice\")\nstop\nFVoice:\nTNT1 A 0 A_Playsoundex(\"ColtF/Win\",\"Voice\")\nstop\nGVoice:\nTNT1 A 0 A_Playsoundex(\"ColtG/Win\",\"Voice\")\nstop\nHVoice:\nTNT1 A 0 A_Playsoundex(\"ColtH/Win\",\"Voice\")\nstop\n}}\n\nActor noClipBar : Inventory {inventory.amount 1 inventory.maxamount 2}\n\nactor DeadMansHat //Here lies So and so\n{\n+MISSILE\n+THRUACTORS\n+BOUNCEONCEILINGS\n+BOUNCEONWALLS\n+NOEXPLODEFLOOR\nheight 2\nRadius 2\ndamage (0)\nreactiontime 1\nbouncefactor 0.1\nWallbouncefactor 0.1\nscale 2\ngravity 0.2\n//RenderStyle \"Translucent\"\n//Alpha 0.5\nStates\n{\nSpawn:\nCHAT A 0\nCHAT A 0 ACS_ExecuteAlways(895,0)//A_PlaySoundex(\"weapon/DeathShot\",\"Soundslot5\",0,2)\nCHAT A 2 A_CHECKFLOOR(\"Spawn2\")\nGoto Spawn+2\nSpawn2:\nCHAT A 0 A_Stop\nSpawn3:\nCHAT A 0\nCHAT A 2\nloop\nDeath:\nASEX A 0\nstop\n}\n}\n\nActor ColtonAFlag : Inventory {inventory.amount 1 inventory.maxamount 2}\nActor ColtonBFlag : Inventory {inventory.amount 1 inventory.maxamount 2}\nActor ColtonCFlag : Inventory {inventory.amount 1 inventory.maxamount 2}\nActor ColtonDFlag : Inventory {inventory.amount 1 inventory.maxamount 2}\nActor ColtonEFlag : Inventory {inventory.amount 1 inventory.maxamount 2}\nActor ColtonFFlag : Inventory {inventory.amount 1 inventory.maxamount 2}\nActor ColtonGFlag : Inventory {inventory.amount 1 inventory.maxamount 2}\nActor ColtonHFlag : Inventory {inventory.amount 1 inventory.maxamount 2}"
},
{
"source": "pk3",
"name": "Actors/Classes/ColtonA.txt",
"contents": "Actor ColtonA : ColtonBase\n{\nHealth 100\nPlayer.MaxHealth 100\nPlayer.DisplayName \"OutBack Harry\"\nPlayer.SoundClass \"ColtonA\"\nPlayer.JumpZ 10\nPlayer.StartItem \"ColtonAFlag\"\nPlayer.StartItem \"RevolverWep\"\nplayer.startitem \"RevolverClip\", 6\nStates\n{\nSpawn:\nCOL2 A 0\nCOL2 B 1\nCOL2 A 1\nGoTo Spawn+2\nSee:\nCOL2 BCDE 5\nGoTo Spawn+1\nMissile:\nCOL2 F 5\nCOL2 G 4\nGoTo Spawn+2\nPain:\nCOL2 H 0\nCOL2 H 0 A_Recoil(1)\nCOL2 H 0\nCOL2 H 0 A_Pain\nCOL2 H 0 A_Jump(256,\"PainFix\")\nGoTo PainFix\nPainFix:\nCOL2 H 0\nGoTo PainFrames\nPainFrames:\nCOL2 H 0 SetPlayerProperty(0,0,4)\nCOL2 H 1\nCOL2 HHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\nCOL2 H 0 SetPlayerProperty(0,0,1)\nCOL2 H 0 A_Jump(256,\"Spawn\")\nGoTo Spawn+2\nDeath:\nCOL2 H 0 SetPlayerProperty(0, 0, 4)\nCOL2 H 0 A_TakeInventory(\"WeaponCharge\",999)\nCOL2 H 0 A_NoBlocking\nCOL2 H 0 A_GiveInventory(\"CutterFlag\",999)\nCOL2 H 0 A_GiveInventory(\"IsDead\",1)\nCOL2 H 0 A_Stop\nCOL2 H 0 A_GiveToTarget(\"KilledMeStock\",1)\nCOL2 H 1 A_GiveToTarget(\"KilledMe\",1)\nCOL2 H 1 ACS_ExecuteAlways(999,0,0) //19\nCOL2 H 0 SetPlayerProperty(0, 0, 4)\nCOL2 H 0 A_PlayerScream\nCOL2 H 1 A_PlaySoundex(\"weapon/mirrordeflect2\",\"Soundslot5\",0,2)\nCOL2 H 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 32)\n\"----\" Z 0 A_GiveToTarget(\"WinnerTaunt\")\n\"----\" Z 3 A_SpawnItemEx(\"DeadMansHat\", 0, 0, 32,5,0,10,random(0,360),SXF_TRANSFERTRANSLATION)\nCOL2 Z 1 A_CheckPlayerDone\nwait\nDeath.Falling:\nCOL2 H 0 SetPlayerProperty(0, 0, 4)\nCOL2 H 0 A_TakeInventory(\"WeaponCharge\",999)\nCOL2 H 0 A_NoBlocking\nCOL2 H 0 A_GiveInventory(\"CutterFlag\",999)\nCOL2 H 0 A_GiveInventory(\"IsDead\",1)\nCOL2 Z 1 A_PlayerScream\nCOL2 Z 1 A_Stop\nCOL2 Z 0 A_GiveToTarget(\"KilledMeStock\",1)\nCOL2 Z 0 A_GiveToTarget(\"KilledMe\",1)\nCOL2 Z 1 ACS_ExecuteAlways(999,0,0)\nCOL2 Z 1 A_CheckPlayerDone\nwait\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/ColtonB.txt",
"contents": "Actor ColtonB : ColtonBase\n{\nHealth 100\nPlayer.MaxHealth 100\nPlayer.DisplayName \"Good Ol' Benson\"\nPlayer.SoundClass \"ColtonB\"\nPlayer.JumpZ 10\nPlayer.StartItem \"ColtonBFlag\"\nPlayer.StartItem \"RevolverWep\"\nplayer.startitem \"RevolverClip\", 6\nStates\n{\nSpawn:\nCOL2 A 0\nCOL2 B 1\nCOL2 A 1\nGoTo Spawn+2\nSee:\nCOL2 BCDE 5\nGoTo Spawn+1\nMissile:\nCOL2 F 5\nCOL2 G 4\nGoTo Spawn+2\nPain:\nCOL2 H 0\nCOL2 H 0 A_Recoil(1)\nCOL2 H 0\nCOL2 H 0 A_Pain\nCOL2 H 0 A_Jump(256,\"PainFix\")\nGoTo PainFix\nPainFix:\nCOL2 H 0\nGoTo PainFrames\nPainFrames:\nCOL2 H 0 SetPlayerProperty(0,0,4)\nCOL2 H 1\nCOL2 HHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\nCOL2 H 0 SetPlayerProperty(0,0,1)\nCOL2 H 0 A_Jump(256,\"Spawn\")\nGoTo Spawn+2\nDeath:\nCOL2 H 0 SetPlayerProperty(0, 0, 4)\nCOL2 H 0 A_TakeInventory(\"WeaponCharge\",999)\nCOL2 H 0 A_NoBlocking\nCOL2 H 0 A_GiveInventory(\"CutterFlag\",999)\nCOL2 H 0 A_GiveInventory(\"IsDead\",1)\nCOL2 H 0 A_Stop\nCOL2 H 0 A_GiveToTarget(\"KilledMeStock\",1)\nCOL2 H 1 A_GiveToTarget(\"KilledMe\",1)\nCOL2 H 1 ACS_ExecuteAlways(999,0,0) //19\nCOL2 H 0 SetPlayerProperty(0, 0, 4)\nCOL2 H 0 A_PlayerScream\nCOL2 H 1 A_PlaySoundex(\"weapon/mirrordeflect2\",\"Soundslot5\",0,2)\nCOL2 H 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 32)\n\"----\" Z 0 A_GiveToTarget(\"WinnerTaunt\")\n\"----\" Z 3 A_SpawnItemEx(\"DeadMansHat\", 0, 0, 32,5,0,10,random(0,360),SXF_TRANSFERTRANSLATION)\nCOL2 Z 1 A_CheckPlayerDone\nwait\nDeath.Falling:\nCOL2 H 0 SetPlayerProperty(0, 0, 4)\nCOL2 H 0 A_TakeInventory(\"WeaponCharge\",999)\nCOL2 H 0 A_NoBlocking\nCOL2 H 0 A_GiveInventory(\"CutterFlag\",999)\nCOL2 H 0 A_GiveInventory(\"IsDead\",1)\nCOL2 Z 1 A_PlayerScream\nCOL2 Z 1 A_Stop\nCOL2 Z 0 A_GiveToTarget(\"KilledMeStock\",1)\nCOL2 Z 0 A_GiveToTarget(\"KilledMe\",1)\nCOL2 Z 1 ACS_ExecuteAlways(999,0,0)\nCOL2 Z 1 A_CheckPlayerDone\nwait\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/ColtonC.txt",
"contents": "Actor ColtonC : ColtonBase\n{\nHealth 100\nPlayer.MaxHealth 100\nPlayer.DisplayName \"Crafty Baguette\"\nPlayer.SoundClass \"ColtonC\"\nPlayer.JumpZ 10\nPlayer.StartItem \"ColtonCFlag\"\nPlayer.StartItem \"RevolverWep\"\nplayer.startitem \"RevolverClip\", 6\nStates\n{\nSpawn:\nCOL2 A 0\nCOL2 B 1\nCOL2 A 1\nGoTo Spawn+2\nSee:\nCOL2 BCDE 5\nGoTo Spawn+1\nMissile:\nCOL2 F 5\nCOL2 G 4\nGoTo Spawn+2\nPain:\nCOL2 H 0\nCOL2 H 0 A_Recoil(1)\nCOL2 H 0\nCOL2 H 0 A_Pain\nCOL2 H 0 A_Jump(256,\"PainFix\")\nGoTo PainFix\nPainFix:\nCOL2 H 0\nGoTo PainFrames\nPainFrames:\nCOL2 H 0 SetPlayerProperty(0,0,4)\nCOL2 H 1\nCOL2 HHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\nCOL2 H 0 SetPlayerProperty(0,0,1)\nCOL2 H 0 A_Jump(256,\"Spawn\")\nGoTo Spawn+2\nDeath:\nCOL2 H 0 SetPlayerProperty(0, 0, 4)\nCOL2 H 0 A_TakeInventory(\"WeaponCharge\",999)\nCOL2 H 0 A_NoBlocking\nCOL2 H 0 A_GiveInventory(\"CutterFlag\",999)\nCOL2 H 0 A_GiveInventory(\"IsDead\",1)\nCOL2 H 0 A_Stop\nCOL2 H 0 A_GiveToTarget(\"KilledMeStock\",1)\nCOL2 H 1 A_GiveToTarget(\"KilledMe\",1)\nCOL2 H 1 ACS_ExecuteAlways(999,0,0) //19\nCOL2 H 0 SetPlayerProperty(0, 0, 4)\nCOL2 H 0 A_PlayerScream\nCOL2 H 1 A_PlaySoundex(\"weapon/mirrordeflect2\",\"Soundslot5\",0,2)\nCOL2 H 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 32)\n\"----\" Z 0 A_GiveToTarget(\"WinnerTaunt\")\n\"----\" Z 3 A_SpawnItemEx(\"DeadMansHat\", 0, 0, 32,5,0,10,random(0,360),SXF_TRANSFERTRANSLATION)\nCOL2 Z 1 A_CheckPlayerDone\nwait\nDeath.Falling:\nCOL2 H 0 SetPlayerProperty(0, 0, 4)\nCOL2 H 0 A_TakeInventory(\"WeaponCharge\",999)\nCOL2 H 0 A_NoBlocking\nCOL2 H 0 A_GiveInventory(\"CutterFlag\",999)\nCOL2 H 0 A_GiveInventory(\"IsDead\",1)\nCOL2 Z 1 A_PlayerScream\nCOL2 Z 1 A_Stop\nCOL2 Z 0 A_GiveToTarget(\"KilledMeStock\",1)\nCOL2 Z 0 A_GiveToTarget(\"KilledMe\",1)\nCOL2 Z 1 ACS_ExecuteAlways(999,0,0)\nCOL2 Z 1 A_CheckPlayerDone\nwait\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/ColtonD.txt",
"contents": "Actor ColtonD : ColtonBase\n{\nHealth 100\nPlayer.MaxHealth 100\nPlayer.DisplayName \"Blackjack Scumpy\"\nPlayer.SoundClass \"ColtonD\"\nPlayer.JumpZ 10\nPlayer.StartItem \"ColtonDFlag\"\nPlayer.StartItem \"RevolverWep\"\nplayer.startitem \"RevolverClip\", 6\nStates\n{\nSpawn:\nCOL2 A 0\nCOL2 B 1\nCOL2 A 1\nGoTo Spawn+2\nSee:\nCOL2 BCDE 5\nGoTo Spawn+1\nMissile:\nCOL2 F 5\nCOL2 G 4\nGoTo Spawn+2\nPain:\nCOL2 H 0\nCOL2 H 0 A_Recoil(1)\nCOL2 H 0\nCOL2 H 0 A_Pain\nCOL2 H 0 A_Jump(256,\"PainFix\")\nGoTo PainFix\nPainFix:\nCOL2 H 0\nGoTo PainFrames\nPainFrames:\nCOL2 H 0 SetPlayerProperty(0,0,4)\nCOL2 H 1\nCOL2 HHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\nCOL2 H 0 SetPlayerProperty(0,0,1)\nCOL2 H 0 A_Jump(256,\"Spawn\")\nGoTo Spawn+2\nDeath:\nCOL2 H 0 SetPlayerProperty(0, 0, 4)\nCOL2 H 0 A_TakeInventory(\"WeaponCharge\",999)\nCOL2 H 0 A_NoBlocking\nCOL2 H 0 A_GiveInventory(\"CutterFlag\",999)\nCOL2 H 0 A_GiveInventory(\"IsDead\",1)\nCOL2 H 0 A_Stop\nCOL2 H 0 A_GiveToTarget(\"KilledMeStock\",1)\nCOL2 H 1 A_GiveToTarget(\"KilledMe\",1)\nCOL2 H 1 ACS_ExecuteAlways(999,0,0) //19\nCOL2 H 0 SetPlayerProperty(0, 0, 4)\nCOL2 H 0 A_PlayerScream\nCOL2 H 1 A_PlaySoundex(\"weapon/mirrordeflect2\",\"Soundslot5\",0,2)\nCOL2 H 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 32)\n\"----\" Z 0 A_GiveToTarget(\"WinnerTaunt\")\n\"----\" Z 3 A_SpawnItemEx(\"DeadMansHat\", 0, 0, 32,5,0,10,random(0,360),SXF_TRANSFERTRANSLATION)\nCOL2 Z 1 A_CheckPlayerDone\nwait\nDeath.Falling:\nCOL2 H 0 SetPlayerProperty(0, 0, 4)\nCOL2 H 0 A_TakeInventory(\"WeaponCharge\",999)\nCOL2 H 0 A_NoBlocking\nCOL2 H 0 A_GiveInventory(\"CutterFlag\",999)\nCOL2 H 0 A_GiveInventory(\"IsDead\",1)\nCOL2 Z 1 A_PlayerScream\nCOL2 Z 1 A_Stop\nCOL2 Z 0 A_GiveToTarget(\"KilledMeStock\",1)\nCOL2 Z 0 A_GiveToTarget(\"KilledMe\",1)\nCOL2 Z 1 ACS_ExecuteAlways(999,0,0)\nCOL2 Z 1 A_CheckPlayerDone\nwait\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/ColtonE.txt",
"contents": "Actor ColtonE : ColtonBase\n{\nHealth 100\nPlayer.MaxHealth 100\nPlayer.DisplayName \"Chris McCracken\"\nPlayer.SoundClass \"ColtonE\"\nPlayer.JumpZ 10\nPlayer.StartItem \"ColtonEFlag\"\nPlayer.StartItem \"RevolverWep\"\nplayer.startitem \"RevolverClip\", 6\nStates\n{\nSpawn:\nCOL2 A 0\nCOL2 B 1\nCOL2 A 1\nGoTo Spawn+2\nSee:\nCOL2 BCDE 5\nGoTo Spawn+1\nMissile:\nCOL2 F 5\nCOL2 G 4\nGoTo Spawn+2\nPain:\nCOL2 H 0\nCOL2 H 0 A_Recoil(1)\nCOL2 H 0\nCOL2 H 0 A_Pain\nCOL2 H 0 A_Jump(256,\"PainFix\")\nGoTo PainFix\nPainFix:\nCOL2 H 0\nGoTo PainFrames\nPainFrames:\nCOL2 H 0 SetPlayerProperty(0,0,4)\nCOL2 H 1\nCOL2 HHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\nCOL2 H 0 SetPlayerProperty(0,0,1)\nCOL2 H 0 A_Jump(256,\"Spawn\")\nGoTo Spawn+2\nDeath:\nCOL2 H 0 SetPlayerProperty(0, 0, 4)\nCOL2 H 0 A_TakeInventory(\"WeaponCharge\",999)\nCOL2 H 0 A_NoBlocking\nCOL2 H 0 A_GiveInventory(\"CutterFlag\",999)\nCOL2 H 0 A_GiveInventory(\"IsDead\",1)\nCOL2 H 0 A_Stop\nCOL2 H 0 A_GiveToTarget(\"KilledMeStock\",1)\nCOL2 H 1 A_GiveToTarget(\"KilledMe\",1)\nCOL2 H 1 ACS_ExecuteAlways(999,0,0) //19\nCOL2 H 0 SetPlayerProperty(0, 0, 4)\nCOL2 H 0 A_PlayerScream\nCOL2 H 1 A_PlaySoundex(\"weapon/mirrordeflect2\",\"Soundslot5\",0,2)\nCOL2 H 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 32)\n\"----\" Z 0 A_GiveToTarget(\"WinnerTaunt\")\n\"----\" Z 3 A_SpawnItemEx(\"DeadMansHat\", 0, 0, 32,5,0,10,random(0,360),SXF_TRANSFERTRANSLATION)\nCOL2 Z 1 A_CheckPlayerDone\nwait\nDeath.Falling:\nCOL2 H 0 SetPlayerProperty(0, 0, 4)\nCOL2 H 0 A_TakeInventory(\"WeaponCharge\",999)\nCOL2 H 0 A_NoBlocking\nCOL2 H 0 A_GiveInventory(\"CutterFlag\",999)\nCOL2 H 0 A_GiveInventory(\"IsDead\",1)\nCOL2 Z 1 A_PlayerScream\nCOL2 Z 1 A_Stop\nCOL2 Z 0 A_GiveToTarget(\"KilledMeStock\",1)\nCOL2 Z 0 A_GiveToTarget(\"KilledMe\",1)\nCOL2 Z 1 ACS_ExecuteAlways(999,0,0)\nCOL2 Z 1 A_CheckPlayerDone\nwait\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/ColtonF.txt",
"contents": "Actor ColtonF : ColtonBase\n{\nHealth 100\nPlayer.MaxHealth 100\nPlayer.DisplayName \"Bandito Rodrigo\"\nPlayer.SoundClass \"ColtonF\"\nPlayer.JumpZ 10\nPlayer.StartItem \"ColtonFFlag\"\nPlayer.StartItem \"RevolverWep\"\nplayer.startitem \"RevolverClip\", 6\nStates\n{\nSpawn:\nCOL2 A 0\nCOL2 B 1\nCOL2 A 1\nGoTo Spawn+2\nSee:\nCOL2 BCDE 5\nGoTo Spawn+1\nMissile:\nCOL2 F 5\nCOL2 G 4\nGoTo Spawn+2\nPain:\nCOL2 H 0\nCOL2 H 0 A_Recoil(1)\nCOL2 H 0\nCOL2 H 0 A_Pain\nCOL2 H 0 A_Jump(256,\"PainFix\")\nGoTo PainFix\nPainFix:\nCOL2 H 0\nGoTo PainFrames\nPainFrames:\nCOL2 H 0 SetPlayerProperty(0,0,4)\nCOL2 H 1\nCOL2 HHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\nCOL2 H 0 SetPlayerProperty(0,0,1)\nCOL2 H 0 A_Jump(256,\"Spawn\")\nGoTo Spawn+2\nDeath:\nCOL2 H 0 SetPlayerProperty(0, 0, 4)\nCOL2 H 0 A_TakeInventory(\"WeaponCharge\",999)\nCOL2 H 0 A_NoBlocking\nCOL2 H 0 A_GiveInventory(\"CutterFlag\",999)\nCOL2 H 0 A_GiveInventory(\"IsDead\",1)\nCOL2 H 0 A_Stop\nCOL2 H 0 A_GiveToTarget(\"KilledMeStock\",1)\nCOL2 H 1 A_GiveToTarget(\"KilledMe\",1)\nCOL2 H 1 ACS_ExecuteAlways(999,0,0) //19\nCOL2 H 0 SetPlayerProperty(0, 0, 4)\nCOL2 H 0 A_PlayerScream\nCOL2 H 1 A_PlaySoundex(\"weapon/mirrordeflect2\",\"Soundslot5\",0,2)\nCOL2 H 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 32)\n\"----\" Z 0 A_GiveToTarget(\"WinnerTaunt\")\n\"----\" Z 3 A_SpawnItemEx(\"DeadMansHat\", 0, 0, 32,5,0,10,random(0,360),SXF_TRANSFERTRANSLATION)\nCOL2 Z 1 A_CheckPlayerDone\nwait\nDeath.Falling:\nCOL2 H 0 SetPlayerProperty(0, 0, 4)\nCOL2 H 0 A_TakeInventory(\"WeaponCharge\",999)\nCOL2 H 0 A_NoBlocking\nCOL2 H 0 A_GiveInventory(\"CutterFlag\",999)\nCOL2 H 0 A_GiveInventory(\"IsDead\",1)\nCOL2 Z 1 A_PlayerScream\nCOL2 Z 1 A_Stop\nCOL2 Z 0 A_GiveToTarget(\"KilledMeStock\",1)\nCOL2 Z 0 A_GiveToTarget(\"KilledMe\",1)\nCOL2 Z 1 ACS_ExecuteAlways(999,0,0)\nCOL2 Z 1 A_CheckPlayerDone\nwait\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/ColtonG.txt",
"contents": "Actor ColtonG : ColtonBase\n{\nHealth 100\nPlayer.MaxHealth 100\nPlayer.DisplayName \"Fistfightin' Phil\"\nPlayer.SoundClass \"ColtonG\"\nPlayer.JumpZ 10\nPlayer.StartItem \"ColtonGFlag\"\nPlayer.StartItem \"RevolverWep\"\nplayer.startitem \"RevolverClip\", 6\nStates\n{\nSpawn:\nCOL2 A 0\nCOL2 B 1\nCOL2 A 1\nGoTo Spawn+2\nSee:\nCOL2 BCDE 5\nGoTo Spawn+1\nMissile:\nCOL2 F 5\nCOL2 G 4\nGoTo Spawn+2\nPain:\nCOL2 H 0\nCOL2 H 0 A_Recoil(1)\nCOL2 H 0\nCOL2 H 0 A_Pain\nCOL2 H 0 A_Jump(256,\"PainFix\")\nGoTo PainFix\nPainFix:\nCOL2 H 0\nGoTo PainFrames\nPainFrames:\nCOL2 H 0 SetPlayerProperty(0,0,4)\nCOL2 H 1\nCOL2 HHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\nCOL2 H 0 SetPlayerProperty(0,0,1)\nCOL2 H 0 A_Jump(256,\"Spawn\")\nGoTo Spawn+2\nDeath:\nCOL2 H 0 SetPlayerProperty(0, 0, 4)\nCOL2 H 0 A_TakeInventory(\"WeaponCharge\",999)\nCOL2 H 0 A_NoBlocking\nCOL2 H 0 A_GiveInventory(\"CutterFlag\",999)\nCOL2 H 0 A_GiveInventory(\"IsDead\",1)\nCOL2 H 0 A_Stop\nCOL2 H 0 A_GiveToTarget(\"KilledMeStock\",1)\nCOL2 H 1 A_GiveToTarget(\"KilledMe\",1)\nCOL2 H 1 ACS_ExecuteAlways(999,0,0) //19\nCOL2 H 0 SetPlayerProperty(0, 0, 4)\nCOL2 H 0 A_PlayerScream\nCOL2 H 1 A_PlaySoundex(\"weapon/mirrordeflect2\",\"Soundslot5\",0,2)\nCOL2 H 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 32)\n\"----\" Z 0 A_GiveToTarget(\"WinnerTaunt\")\n\"----\" Z 3 A_SpawnItemEx(\"DeadMansHat\", 0, 0, 32,5,0,10,random(0,360),SXF_TRANSFERTRANSLATION)\nCOL2 Z 1 A_CheckPlayerDone\nwait\nDeath.Falling:\nCOL2 H 0 SetPlayerProperty(0, 0, 4)\nCOL2 H 0 A_TakeInventory(\"WeaponCharge\",999)\nCOL2 H 0 A_NoBlocking\nCOL2 H 0 A_GiveInventory(\"CutterFlag\",999)\nCOL2 H 0 A_GiveInventory(\"IsDead\",1)\nCOL2 Z 1 A_PlayerScream\nCOL2 Z 1 A_Stop\nCOL2 Z 0 A_GiveToTarget(\"KilledMeStock\",1)\nCOL2 Z 0 A_GiveToTarget(\"KilledMe\",1)\nCOL2 Z 1 ACS_ExecuteAlways(999,0,0)\nCOL2 Z 1 A_CheckPlayerDone\nwait\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/ColtonH.txt",
"contents": "Actor ColtonH : ColtonBase\n{\nHealth 100\nPlayer.MaxHealth 100\nPlayer.DisplayName \"Screamin' Steven\"\nPlayer.SoundClass \"ColtonH\"\nPlayer.JumpZ 10\nPlayer.StartItem \"ColtonHFlag\"\nPlayer.StartItem \"RevolverWep\"\nplayer.startitem \"RevolverClip\", 6\nStates\n{\nSpawn:\nCOL2 A 0\nCOL2 B 1\nCOL2 A 1\nGoTo Spawn+2\nSee:\nCOL2 BCDE 5\nGoTo Spawn+1\nMissile:\nCOL2 F 5\nCOL2 G 4\nGoTo Spawn+2\nPain:\nCOL2 H 0\nCOL2 H 0 A_Recoil(1)\nCOL2 H 0\nCOL2 H 0 A_Pain\nCOL2 H 0 A_Jump(256,\"PainFix\")\nGoTo PainFix\nPainFix:\nCOL2 H 0\nGoTo PainFrames\nPainFrames:\nCOL2 H 0 SetPlayerProperty(0,0,4)\nCOL2 H 1\nCOL2 HHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\nCOL2 H 0 SetPlayerProperty(0,0,1)\nCOL2 H 0 A_Jump(256,\"Spawn\")\nGoTo Spawn+2\nDeath:\nCOL2 H 0 SetPlayerProperty(0, 0, 4)\nCOL2 H 0 A_TakeInventory(\"WeaponCharge\",999)\nCOL2 H 0 A_NoBlocking\nCOL2 H 0 A_GiveInventory(\"CutterFlag\",999)\nCOL2 H 0 A_GiveInventory(\"IsDead\",1)\nCOL2 H 0 A_Stop\nCOL2 H 0 A_GiveToTarget(\"KilledMeStock\",1)\nCOL2 H 1 A_GiveToTarget(\"KilledMe\",1)\nCOL2 H 1 ACS_ExecuteAlways(999,0,0) //19\nCOL2 H 0 SetPlayerProperty(0, 0, 4)\nCOL2 H 0 A_PlayerScream\nCOL2 H 1 A_PlaySoundex(\"weapon/mirrordeflect2\",\"Soundslot5\",0,2)\nCOL2 H 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 32)\n\"----\" Z 0 A_GiveToTarget(\"WinnerTaunt\")\n\"----\" Z 3 A_SpawnItemEx(\"DeadMansHat\", 0, 0, 32,5,0,10,random(0,360),SXF_TRANSFERTRANSLATION)\nCOL2 Z 1 A_CheckPlayerDone\nwait\nDeath.Falling:\nCOL2 H 0 SetPlayerProperty(0, 0, 4)\nCOL2 H 0 A_TakeInventory(\"WeaponCharge\",999)\nCOL2 H 0 A_NoBlocking\nCOL2 H 0 A_GiveInventory(\"CutterFlag\",999)\nCOL2 H 0 A_GiveInventory(\"IsDead\",1)\nCOL2 Z 1 A_PlayerScream\nCOL2 Z 1 A_Stop\nCOL2 Z 0 A_GiveToTarget(\"KilledMeStock\",1)\nCOL2 Z 0 A_GiveToTarget(\"KilledMe\",1)\nCOL2 Z 1 ACS_ExecuteAlways(999,0,0)\nCOL2 Z 1 A_CheckPlayerDone\nwait\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/Revolver.txt",
"contents": "actor RevolverWep : MegaBuster\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 3\nWeapon.SlotNumber 1\nscale 2.0\nObituary \"%o Dun got shot by %k\"\nInventory.Pickupmessage \"$PU_MEGABUSTER\"\nweapon.ammotype \"RevolverClip\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\n//+WEAPON.NOAUTOFIRE\n+WEAPON.NOAUTOAIM\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nRVLV A 1 A_WeaponReady\nRVLV A 0 A_Jumpifinventory(\"RevolverClip\",1,\"Ready\")\nGoto Reload\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nRVLV A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nRVLV A 1 A_Raise\nLoop\nFire:\nRVLV B 0 A_JumpIfNoAmmo(\"NoAmmo\")\nRVLV B 0 A_Jumpifinventory(\"FOMBuffer\",1,\"Fire2\")\nRVLV B 0 A_PlaySoundEx(\"weapon/HardBuster2\",\"Weapon\") //weapon/mbuster\nRVLV B 1\n\"####\" A 0 A_SpawnItemEx(\"RevolverShot\",cos(pitch)*15,12,35+(-sin(pitch)*15),cos(pitch),0,-sin(pitch),0,SXF_MULTIPLYSPEED|SXF_TRANSFERPITCH|SXF_TRANSFERTRANSLATION)\n\"####\" A 0 A_Takeinventory(\"RevolverClip\",1)\nRVLV B 1 A_Giveinventory(\"FOMBuffer\")\nGoto Hold\nFire2: //fan the hammer shots\nRVLV A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nRVLV A 0 A_PlaySoundEx(\"weapon/HardBuster2\",\"Weapon\")\nRVLV B 1\n\"####\" A 0 A_SpawnItemEx(\"RevolverShot2\",cos(pitch)*15,12,35+(-sin(pitch)*15),cos(pitch),0,-sin(pitch),0,SXF_MULTIPLYSPEED|SXF_TRANSFERPITCH|SXF_TRANSFERTRANSLATION)\n\"####\" A 0 A_Takeinventory(\"RevolverClip\",1)\nRVLV B 1\nGoto Hold\nHold:\nRVLV A 1\nRVLV A 0 A_Jumpifinventory(\"IsBot\",1,\"Ready\")\nRVLV A 0 A_Refire\ngoto Ready\nAltfire:\nRVLV A 0 A_Jumpifinventory(\"RevolverClip\",6,\"Ready\")\n\"####\" A 5\nGoto QuickReload\nNoAmmo:\nRVLV A 1\n\"####\" A 0 A_Jumpifinventory(\"RevolverClip\",1,\"Ready\")\nReload:\n\"####\" A 1 Offset(1,32)\n\"####\" A 1 Offset(3,46)\n\"####\" A 1 Offset(5,58)\n\"####\" A 1 Offset(7,70)\n\"####\" A 1 Offset(9,82)\n\"####\" A 1 A_PlaySoundEx(\"weapon/Crashland\",\"Weapon\")\n\"####\" A 25\n\"####\" A 0 A_PlaySoundEx(\"weapon/rminestick\",\"Weapon\")\n\"####\" A 5 Offset(12, 85) A_Giveinventory(\"RevolverClip\",1)\n\"####\" A 5 Offset(9,82)\n\"####\" A 0 A_PlaySoundEx(\"weapon/rminestick\",\"Weapon\")\n\"####\" A 5 Offset(12, 85) A_Giveinventory(\"RevolverClip\",1)\n\"####\" A 5 Offset(9,82)\n\"####\" A 0 A_PlaySoundEx(\"weapon/rminestick\",\"Weapon\")\n\"####\" A 5 Offset(12, 85) A_Giveinventory(\"RevolverClip\",1)\n\"####\" A 5 Offset(9,82)\n\"####\" A 0 A_PlaySoundEx(\"weapon/rminestick\",\"Weapon\")\n\"####\" A 5 Offset(12, 85) A_Giveinventory(\"RevolverClip\",1)\n\"####\" A 5 Offset(9,82)\n\"####\" A 0 A_PlaySoundEx(\"weapon/rminestick\",\"Weapon\")\n\"####\" A 5 Offset(12, 85) A_Giveinventory(\"RevolverClip\",1)\n\"####\" A 5 Offset(9,82)\n\"####\" A 0 A_PlaySoundEx(\"weapon/rminestick\",\"Weapon\")\n\"####\" A 5 Offset(12, 85) A_Giveinventory(\"RevolverClip\",1)\n\"####\" A 6 Offset(9,82)\n\"####\" A 1 Offset(7,70)\n\"####\" A 1 Offset(5,58)\n\"####\" A 1 Offset(3,46)\n\"####\" A 1 Offset(1,32)\n//\"####\" A 0 A_Giveinventory(\"RevolverClip\",6)\n\"####\" A 1\nGoto Ready\nQuickReload:\n\"####\" A 1 Offset(1,32)\n\"####\" A 1 Offset(3,46)\n\"####\" A 1 Offset(5,58)\n\"####\" A 1 Offset(7,70)\n\"####\" A 1 Offset(9,82)\n\"####\" A 1 A_PlaySoundEx(\"weapon/Crashland\",\"Weapon\")\n\"####\" A 25\nQLoad:\n\"####\" A 0 A_PlaySoundEx(\"weapon/rminestick\",\"Weapon\")\n\"####\" A 5 Offset(12, 85) A_Giveinventory(\"RevolverClip\",1)\n\"####\" A 5 Offset(9,82)\n\"####\" A 0 A_Jumpifinventory(\"RevolverClip\",6,2)\nGoto QLoad\n\"####\" A 0\n\"####\" A 1 Offset(9,82)\n\"####\" A 1 Offset(7,70)\n\"####\" A 1 Offset(5,58)\n\"####\" A 1 Offset(3,46)\n\"####\" A 1 Offset(1,32)\n//\"####\" A 0 A_Giveinventory(\"RevolverClip\",6)\n\"####\" A 1\nGoto Ready\nFlash:\nTNT1 A 1\nstop\nNoFlash:\nTNT1 A 1\nstop\n}\n}\n\nactor RevolverClip : Ammo\n{\n+INVENTORY.IGNORESKILL\ninventory.amount 1\ninventory.maxamount 6\n}\n\nActor FOMBuffer : Powerup {Inventory.amount 1 Powerup.duration 6} //fan the hammer\n\nactor RevolverShot\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\n+FORCEXYBILLBOARD\ndamagetype \"Buster\"\n//seesound \"weapon/mbuster\"\nSpeed 75\nDamage (25 + ACS_ExecuteWithResult(675,75,250,5))\nradius 9\nheight 15\nscale 2.1\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0\nBASB T 0 A_PlaySoundEx(\"weapon/gemini\",\"Body\")\nBASB T 1 A_SpawnItemEX(\"ShotTrail\",0,0,0,momx/3,momy/3,momz/3,0,SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION,0)\nBASB T 0 A_SpawnItemEX(\"ShotTrail\",0,0,0,momx/2,momy/2,momz/2,0,SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION,0)\nBASB T 0 A_SpawnItemEX(\"ShotTrail\",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION,0)\ngoto spawn+2\nDeath:\nBASB T 0 A_StopsoundEX(\"Body\")\nBUST T 1 A_Spawnitemex(\"ShotPuff\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\nactor RevolverShot2 //spam shots are weaker and have spread\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\n+FORCEXYBILLBOARD\ndamagetype \"Buster\"\n//seesound \"weapon/mbuster\"\nSpeed 75\nDamage (10 + ACS_ExecuteWithResult(675,30,250,5)) //40% less damage\nradius 9\nheight 15\nVar int user_Spread;\nscale 2.1\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Setuservar(\"user_Spread\",6)\nTNT1 A 0 A_ChangeVelocity(random(-user_Spread,user_Spread),random(-user_Spread,user_Spread),random(-user_Spread,user_Spread),CVF_RELATIVE)\nBASB T 0 A_PlaySoundEx(\"weapon/gemini\",\"Body\")\nBASB T 1 A_SpawnItemEX(\"ShotTrail\",0,0,0,momx/3,momy/3,momz/3,0,SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION,0)\nBASB T 0 A_SpawnItemEX(\"ShotTrail\",0,0,0,momx/2,momy/2,momz/2,0,SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION,0)\nBASB T 0 A_SpawnItemEX(\"ShotTrail\",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION,0)\ngoto spawn+3\nDeath:\nBASB T 0 A_StopsoundEX(\"Body\")\nBUST T 1 A_Spawnitemex(\"ShotPuff\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\nactor ShotTrail\n{\nPROJECTILE\n+NOINTERACTION\n+DONTBLAST\n+FORCEXYBILLBOARD\nSpeed 0\nradius 5\nheight 5\nscale 3\nRenderstyle \"add\"\nStates\n{\nSpawn:\nTNT1 A 0\nBASB TT 1\nBASB TTTTT 1 A_Fadeout\nstop\n}\n}\n\nactor ShotPuff\n{\nPROJECTILE\n+NOINTERACTION\n+DONTBLAST\n+CLIENTSIDEONLY\n+FORCEXYBILLBOARD\nSpeed 0\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"weapon/mirrordeflect\")\nBIM1 AABCDEF 1\nstop\n}\n}"
}
]
},
"maps": []
}