Raw model (for completeness)
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{
"source": "pk3",
"name": "CHANGELOG.txt",
"contents": "XtraWeapons is not much popular and bored, even weapons unexpected little excited.\nNow, this addon is called \"Titanium's and Xtra Stuff\" (TXS)\nOnly requested as Complex Doom, LCA and mostly Clusterfuck\nLoad Order is under \"Complex-CF-Patch-vX.X.pk3\"\n\n// V1.0\n\n== Officially changing the name to \"txs.v1.0\"\n= Introducing new bosses [Upcoming] : \"Hackroids\" monsters\n\t\t\t\t\t\t\t- Hackroid Zombie\n\t\t\t\t\t\t\t- Hackroid Imp\n\t\t\t\t\t\t\t- Hackroid Assault Captain\n\t\t\t\t\t\t\t- Hackroid Beheaded Kamikaze\n= Added strong items : \"Hacked\" items\n\t\t\t\t\t\t- Hacked Sphere\n\t\t\t\t\t\t- Hacked Armor\n\t\t\t\t\t\t- Hacked Power Sphere\nAdded new boss: Legendary Cybruiser\nAdded new boss: Legendary General\nAdded new boss: Enraged Legendary Cowboy\nAdded new boss: Enraged Legendary Krieger\nAdded new boss: Obilterator (Baron boss)\nAdded new boss: Atomic Soul (Lost Soul boss)\nAdded new boss: Dr. Shabbs (X2, Original and My custom)\nAdded new boss: Panz Grosse\nAdded new boss: True Hitler\nAdded new strong monster: Frost Demon\nAdded new strong monster: Phase Moon (aparred from Phase Shotgun Commando)\nAdded new monster: Redeemer Commander\nAdded new monster: Frost Afrit\nAdded new monster: Loper\nAdded new monster: Transparented Loper\nAdded new monster: Non-Existent Fiend\nAdded new monster: Cacolatern\nAdded new monster: Hell Razer (Normal)\nAdded new monster: Hell Razer (Buff : Explosive DTR attack)\nAdded new monster: Tortured Soul\nAdded new monster: Dark Hell Razer\nAdded new monster: Cyber Imp\nAdded new monster: Carrier\nAdded new monster: Paladin\nAdded new monster: BFG Servant\nAdded new monster: Cacobus\nAdded new monster: Super Cacobus\nAdded new monster: Huntertron\nAdded new monster: Enraged Famine\nAdded new monster: Cyberhund\nAdded new monster: Darko\nAdded new monster: SS Uber Soldier with Ex. Miniguns\nAdded new monster: Heavy SpecOps Railgunner\nAdded new monster: Heavy SpecOps Shotgunner\nAdded new monster: Heavy SpecOps Machinegunner\nAdded new monster: Arachhunter\nAdded new monster: Arachhunter MK II\nAdded new monster: Baby Spider Mastermind\nAdded new monster: Shotgun Spider\nAdded new monster: Pyro Soul\nAdded new monster: Cryo Soul\nAdded new monster: LukeWarm Elemental\nAdded new monster: M79 Zombie (sprites from complexdoomclassic)\nAdded new monster: SS Dual Rocket Man from CDI (edited as well)\nAdded new barrel: Nemesis Tech Barrel\nAdded new barrel: Vexed Nemesis Tech Barrel*\nAdded new powerup : Doom Slayer Power (aka. nerfed Extreme Sphere)\nAdded new powerup : Radar (You need get Map Reavealer)\nAdded new powerup : Demon Tech Map Reavealer (Map Reavealer and Scanner)\nAdded new item : Chalice Of Armageddon\nAdded new item : Weapon Crate\nAdded new item : Utily Crate\nAdded new item : Health Crate\nAdded new item : Super Crate\nAdded new item : Demon Tech Sentry Gun\nAdded new item : Explosive Demon Tech Sentry Gun\nAdded new item : Phase Demon Tech Sentry Gun\nAdded new item : Supercharge Demon Tech Sentry Gun\nAdded new weapon : 1337 Rifle\nAdded new weapon : 1337 Automatic Shotgun\nAdded new weapon : Explosive Demon Tech Rifle\nAdded new weapon : Enraged Legendary Revoler\nAdded new weapon : Antimatter Repeater\nAdded new weapon : Tech Ripper\nAdded new weapon : Tech Blizzard (Be careful to use altfire, as harming yourself.)\nNew Altfire to Flak Cannon\nNew Altfire to Demented Flak Cannon\nEdited Wrathlod (Added Hexa and Double ESG, Changed DTR Regular to Explosive, Removed Flamethrower and New sounds)\nEdited Corruption (Added Chaos Projectile and Chaos Lightning, New Sounds)\nEdited Schabbs (Added summon new enemies same as Original and Custom, XDeath Sound)\nEdited Corpuland (No more infighting, New Sounds)\nEdited SS SuperSoldier With Pyro Cannon (Front sprite)\nEdited SS UberSoldier (Front sprite)\nEdited Hitler and his mech suit (Front sprite, Added immune infighting nazi soldiers and +NOICEDEATH flag to his mech suit)\nAdded some sprites for new bonus health/armor from \"complex-clusterweapons\"\nChanged Extreme Sphere to Clusterfuck Slayer\nChanged Unmaker primary fire\nReplaced Load Order with .txt file\nNew sprites for Unmaker\nNew sprites for Legendary Behemoth Cannon\nNew sounds to Plasma Shotgun\nNew sounds to Flak Cannon\nNew sounds to Demented Flak Cannon\nRenamed Pulse Shotgun to Plasma Shotgun\nFixed Phase Shotgun Commando attacks\nFixed Casting for Plasma Shotgun\nFixed dropping items to Fake Enraged Legendary and Fake Legendary barrels\nFixed minor bugs\nSome Fixes by rickyV (xtraweapons in version 2.3 FIXED, 2.4 - 2.5)\nRemoved dropping Crystal Armor from Impure Elemental's death, he drops extra one\nRemoved Dumb/Drum Grenade Launcher\nRemoved Double Grenade Launcher\nRemoved Electric Rifle/Legendary Lightning Rifle\nRemoved Chainsaw Gun\nRemoved Laser Cannon\nCanceled Legendary Minigun/Chaingun\nCanceled Hellice Cyberdemon\nCanceled Tech Vulcan Zombie\nUpcoming boss: Legendary Stalker\nUpcoming boss: General Akhanov\nUpcoming boss: True Legendary Commando\nUpcoming boss: Nemesis Krieger\nUpcoming boss: Overmind\nUpcoming monster: Death Assassin\nUpcoming Weapon: Nemesis Minigun\nLittle Extra : Recouses [folder]\n\n*: chance to appeared from Nemesis Tech Barrel when Vexed Nemesis Enemies is \"on\"\n and \"off\" means chance to appeared Nemesis Soul.\n\nThese changes made by rickyV\n/////ChangeLog for xtraweapons-v2.3FIXED\\\\\\\\\\\n-Removed chainsawGun\n*Fixed the Rocket Mancubus not facing his target when shooting his seeker missiles\n*Fixed the gas clouds from the Dumb Grenade Launcher doing damage to team-mates\n*Fixed some weapons making the screen brighter\n*Removed some unused weapons in SBARINFO\n-Removed weapons in the KEYCONF file that don't exist\n\n/////ChangeLog for xtraweapons-v2.4\\\\\\\\\\\n*Fixed missing weapon player sprites\n+Changed the \"lighting rifle\" to \"Legendary Lightning Rifle\"\n+New sprites for \"Legendary Lightning Rifle\"\n+New effects for \"Legendary Lightning Rifle\"\n*Fixed the \"Plasma Shotgun\" doing self damage\n*Fixed up some typos in the obituaries\n*Changed flak cannons to shoot in a circle, changed their damage , and all shard have gravity, increased bouncing\n*Changed \"dumb Grenade Launcher\" bounce type to HEXENBOUNCE (less bounce)\n+Buffed \"Enraged Legendary Behemoth Cannon\" alt-fire\n\n/////ChangeLog for xtraweapons-v2.4.1\\\\\\\\\\\n*Fixed Legendary Behemoth cannon doing dmg to team mates\n\n/////ChangeLog for xtraweapons-v2.4.2\\\\\\\\\\\n*Fixed flak cannons using ammo with infinite ammo\n*added some items to the true leg shuffle sphere\n\n/////ChangeLog for xtraweapons-v2.5\\\\\\\\\\\n*Fixed the \"Pulse Shotgun\" not dropping a spent cell on reload\n*Fixed the \"Legendary lightning Rifle\" not spawning\n*Fixed the \"Tech Vulcan\" not dropping a spent Casing when shooting\n*Fixed the Death Balls from the \"Unmaker\" having the wrong sprites"
},
{
"source": "pk3",
"name": "TEXTURES.txt",
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600, 200\n{\n\tOffset 125, 0\n\tPatch PSG03, 145, -40\n}\n\nSprite PSGRG0, 600, 200\n{\n\tOffset 125, 0\n\tPatch PSG03, 131, -50\n}\n\nSprite PSGRH0, 600, 200\n{\n\tOffset 125, 0\n\tPatch PSG03, 122, -54\n}\n\nSprite PSGRI0, 600, 200\n{\n\tOffset 125, 0\n\tPatch PSG03, 117, -46\n}\n\nSprite PSGRJ0, 600, 200\n{\n\tOffset 125, 0\n\tPatch PSG03, 113, -39\n}\n\nSprite PSGRK0, 600, 200\n{\n\tOffset 125, 0\n\tPatch PSG04, 108, -32\n}\n\nSprite PSGRL0, 600, 200\n{\n\tOffset 125, 0\n\tPatch PSG04, 103, -25\n}\n\nSprite PSGRM0, 600, 200\n{\n\tOffset 125, 0\n\tPatch PSG05, 96, -17\n}\n\nSprite PSGRN0, 600, 200\n{\n\tOffset 125, 0\n\tPatch PSG05, 90, -8\n}\n\nSprite ERGGA0, 320, 200\n{\n\tPatch ERGTGUN, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTBRL1, 164, 82\n\t{\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite ERGGB0, 320, 200\n{\n\tPatch ERGTGUN, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTBRL2, 164, 82\n\t{\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite ERGLA0, 320, 200\n{\n\tPatch ERGGB0, 0, 0\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD1, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite ERGLB0, 320, 200\n{\n\tPatch ERGGB0, 0, 0\n\tPatch ERGTLOD1, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD2, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite ERGLC0, 320, 200\n{\n\tPatch ERGGB0, 0, 0\n\tPatch ERGTLOD1, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD2, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD3, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite ERGLD0, 320, 200\n{\n\tPatch ERGGB0, 0, 0\n\tPatch ERGTLOD1, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD2, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD3, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD4, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite ERGLE0, 320, 200\n{\n\tPatch ERGGB0, 0, 0\n\tPatch ERGTLOD1, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD2, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD3, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD4, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD5, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite ERGLF0, 320, 200\n{\n\tPatch ERGGB0, 0, 0\n\tPatch ERGTLOD1, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD2, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD3, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD4, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD5, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD6, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite ERGLG0, 320, 200\n{\n\tPatch ERGGB0, 0, 0\n\tPatch ERGTLOD2, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD3, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD4, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD5, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD6, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite ERGLH0, 320, 200\n{\n\tPatch ERGGB0, 0, 0\n\tPatch ERGTLOD3, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD4, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD5, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD6, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite ERGLI0, 320, 200\n{\n\tPatch ERGGB0, 0, 0\n\tPatch ERGTLOD4, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD5, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD6, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite ERGLJ0, 320, 200\n{\n\tPatch ERGGB0, 0, 0\n\tPatch ERGTLOD5, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD6, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite ERGLK0, 320, 200\n{\n\tPatch ERGGB0, 0, 0\n\tPatch ERGTLOD6, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n}\n\nGraphic ERGGFULL, 320, 200\n{\n\tPatch ERGTLOD1, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD2, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD3, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD4, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD5, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD6, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite ERGFA0, 320, 200\n{\n\tPatch GUNFLSH2, 98, 29\n\t{\n\t\tBlend \"#FF090F\"\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTGUN, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGGFULL, 0, 0\n\tPatch ERGTBRL3, 164, 82\n\t{\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite ERGFB0, 320, 200\n{\n\tPatch GUNFLSH1, 111, 39\n\t{\n\t\tBlend \"#FF090F\"\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTGUN, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGGFULL, 0, 0\n\tPatch ERGTBRL3, 164, 82\n\t{\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite ERGFC0, 320, 200\n{\n\tPatch ERGTBRL3, 167, 85\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTGUN, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGGFULL, 0, 0\n}\n\nSprite ERGFD0, 320, 200\n{\n\tPatch ERGTBRL3, 171, 89\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTGUN, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGGFULL, 0, 0\n}\n\nSprite ERGFE0, 320, 200\n{\n\tPatch ERGTBRL3, 174, 92\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTGUN, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGGFULL, 0, 0\n}\n\nSprite ERGFF0, 320, 200\n{\n\tPatch ERGTBRL3, 175, 93\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTGUN, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGGFULL, 0, 0\n}\n\nSprite ERGFG0, 320, 200\n{\n\tPatch ERGTBRL3, 176, 94\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTGUN, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGGFULL, 0, 0\n}\n\nSprite ERGFH0, 320, 200\n{\n\tPatch ERGTBRL3, 177, 95\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTGUN, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGGFULL, 0, 0\n}\n\nSprite ERGFI0, 320, 200\n{\n\tPatch ERGTBRL2, 177, 95\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTGUN, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD6, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD5, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD4, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD3, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD2, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite ERGFJ0, 320, 200\n{\n\tPatch ERGTBRL2, 176, 94\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTGUN, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD6, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD5, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD4, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD3, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite ERGFK0, 320, 200\n{\n\tPatch ERGTBRL2, 174, 92\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTGUN, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD6, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD5, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD4, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite ERGFL0, 320, 200\n{\n\tPatch ERGTBRL2, 171, 89\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTGUN, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD6, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD5, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite ERGFM0, 320, 200\n{\n\tPatch ERGTBRL2, 168, 86\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTGUN, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTLOD6, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite ERGFN0, 320, 200\n{\n\tPatch ERGTBRL2, 165, 83\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch ERGTGUN, 135, 96\n\t{\n\t\tStyle CopyAlpha\n\t}\n}"
},
{
"source": "pk3",
"name": "LOAD-ORDER-Old.txt",
"contents": "1. bulletfix.wad\n\n 2. newtextcolours_260.pk3\n\n 3. zandroskins.pk3, dustskin.pk3 *\n\n 4. <Mappack if you want>\n\n 5. complex-doom_v26a2.pk3\n\n 6. lca-v1.5.9.6\n\n 7. lca-ark_v1.8b\n\n 8. randommons-v.1.2.4-server.only.pk3\n\n 9. insanelca-custom-v1.2pre2.pk3\n\n 10. lca-djb-v.4.3.8.pk3\n\n 11. complex-dust-v1.7pre17.pk3\n\n 12. hem-custom-cf-v1.27.pk3\n\n 13. complex-dust-clusterfuck-v2.27.pk3\n\n 14. complex-doom-justammo.lca-rm-hem_v1.wad\n\n 15. hpbar-v16.pk3\n\n 16. complex-cf-patch-v2.27.pk3\n\n 17. rawanger-v1.2.6\n\n 18. CCH1.14.pk3\n\n 19. XtraWeapons-V2.4.pk3\n\n 20. CF-XW-CCH-patch-v1.0.pk3\n\n 21. ComplexLCAZan3SoundPatch.wad\n\n 22. ComplexBrightmaps.pk3\n\n * - If you want or not."
},
{
"source": "pk3",
"name": "README-Old.txt",
"contents": "Made by Titanium\n\nTXS (Titanium's Xtra Stuff)\nThis addon for Clusterf*ck Addon\n\n//Version\n\nV0.1\n\nAdded Legendary Cybruiser\nAdded Legendary General\nAdded Enraged Legendary Cowboy\nAdded Redeemer Commander\nAdded Freezed Afrit\nAdded Loper\nAdded Cacolatern\nAdded Hell Razer with two variants\nAdded Tortured Soul\nAdded new sphere : NERFED Extreme Sphere\nAdded new item : Chalice Of Armageddon\nAdded new weapon : Explosive Demon Tech Rifle\nReplaced original Extreme Sphere to NERF version from spawning\nReplaced Load Order with .txt file\nNew sprites for Legendary Behemoth Cannon\nFixed Phase Shotgun Commando attacks\nFixed Casting for Pulse Shotgun\nRemoved dropping Impure Armor from Impure Elemental's death, he drops extra one\nRemoved Dumb/Double Grenade Launcher, Electric Rifle, Chainsaw Gun and Laser Cannon"
},
{
"source": "pk3",
"name": "Changelog-Old.txt",
"contents": "Made by Titanium\n\nThis is Xtra Weapons for Clusterf*ck Addon\n\n//Version\n\nV2.4\n\nAdded Legendary Cybruiser\nAdded Legendary General\nAdded Enraged Legendary Cowboy\nAdded Redeemer Commander\nAdded Freezed Afrit\nAdded Loper\nAdded Cacolatern\nAdded Hell Razer with two variants\nAdded Tortured Soul\nAdded new sphere : NERFED Extreme Sphere\nAdded new item : Chalice Of Armageddon\nAdded new weapon : Explosive Demon Tech Rifle\nReplaced original Extreme Sphere to NERF version from spawning\nReplaced Load Order with .txt file\nNew sprites for Legendary Behemoth Cannon\nFixed Phase Shotgun Commando attacks\nFixed Casting for Pulse Shotgun\nRemoved dropping Impure Armor from Impure Elemental's death, he drops extra one\nRemoved Dumb/Double Grenade Launcher, Electric Rifle, Chainsaw Gun and Laser Cannon\n\nV2.3\nAdded HellStorm General\nAdded Baby Eraser Mastermind\nAdded Phase Shotgun Commando\nAdded Tech Erasus Zombie\nAdded new weapon Legendary Behmoth Cannon\nAdded new item True Legendary Time Freeze Sphere\nFixed Plasma Shotgun's Puff, primary Fire of DT Shotgun chagned effects on this file\nEdited (Demented) Flak Cannon, Electric Rifle and Demon Tech Axe to throwing mines and grenades\n\nV2.2\nAdded Rockebus\nAdded Hellfire Barrel\nAdded Legendary Tech Barrel\nAdded of various drops of True Leg. Baby Sentinet\nAdded flares and sparkles vanilla effects for Berserk Sphere, Elusive Sphere, Ammo Sphere, Mutant Sphere amd Legendary Invisibility from Hem-Custom\nRemoved Brimstone Cannon, i don't like but same sprite with Heavy Chaingun\nNerfed Drum Grenade's damage\nRenamed Automatic Grenade Launcher to Dumb Grenade Launcher\nRenamed Shock Rifle to Electric Rifle\nFixed Chainsaw Minigun\nFixed Legendary BFG15K\nFixed Chainsaw Gun\nChanged pickup message of Crystal Armor (Impure Armor)\n\n//Load Order\n\n \"Know\"\n\n...\nRAWANGER\nCCH\nXtraWeapons\nComplexLCAZam3SoundPatch\nComplexBrightmaps\n\n \"Don't Know\"\n\nThere's XW-LoadOrder.PNG\nDon't forget to put CCH (Complex Colorful Hell)\n\n/////////////\n\n//Stuffs\n\nMonster List:\n\n-Rockebus\n-Tech Vulcan Zombie (WIP)\n-Tech Erasus Zombie\n-HellStorm General\n-Baby Eraser Mastermind\n-Phase Shotgun Commando\n-Loper (WIP)\n-Temperature Elemental (WIP)\n-Pyro & Cryo souls (WIP)\n-HellIce Cyberdemon (WIP)\n-Frost Demon (WIP)\n-Dual of various of pain elementals (WIP)\n-Carrier Prime (WIP)\n-Carrier (WIP)\n\nWeapon List:\n-Double Grenade Launcher\n-Pulse Shotgun\n-Tech Vulcan\n-Tehc Erasus\n-Leg. BFG15K\n-Flak Cannon (+Demented)\n-Automatic Grenade Launcher\n-Skock Rifle\n-Unmaker\n-Laser Cannon\n-Demon Tech Axe\n-Legendary Behemoth Cannon\n-Legendary Minigun (WIP + Enraged & Nemesis)\n-Chainsaw Gun\n-Demented Minigun (WIP)\n-Super Plama Rifle (WIP)\n-Gauss Cannon (WIP)\n\nBarrel List:\n-BH Barrel\n-Nuke Barrel and Quickly\n-Stuffed Barrel (WIP /Normal, even supplies from fake barrels)\n-Supply Crate (WIP)\n-Legendary Tech Barrel\n-Nemesis Tech Barrel (WIP)\n-Hellfire Barrel\n-Fake Barrels\n\nItem List:\n-Shuffle Sphere (all variants)\n-True Leg. Items (Sphere, Armor, Ammo Sphere and Time Freeze Sphere)\n-Crystal Armor\n-Extreme Sphere\n\n/////////////\n\n//Old Versions\n\nV2.2pre2:\n\nChanged Damagefactor as no effect of pyro, bh etc. for Player\nAdded legendary resistance of Crystal Armor\nAdded Extreme Sphere\nAdded Various drops of True Leg. Monsters and Satan Guards\n\nV2.2pre1:\n\nAdded Demon Tech Axe, i hope hitting enemies cost 10 ammos\nAdded Demented Flak Cannon\nFixed flak shards with fade out\nAdded Fake Barrels whit supplies\nAdded True Legendary Items (WIP: TLeg Time Freeze or others)\nAdded Crystal Armor\nAdded Chainsaw Gun (Doesn't fire fast. Sorry)\nRemoved DErasusProj, OpenGL defs error code\nBalanced Spawner of Berserk and Blursphere\nEven xtra supplies in Nuke Barrel Duo\nUptaded Shuffle Sphers of lot stuffs every new version\n\nV2.1:\n\nChanged Unmaker's Ammo, Dust Mana to Demon Ammo\nBalanced Spawner of Berserk and BlurSphere, added Xtra\"Berserk/BlurSphere\"Spawner\nNerfer & Nerfed Shuffle Spheres Legendary Variants\nFixed KEYCONFS and SBARINFO. Finally!!!\nFixed Nemesis Shuffle Sphere's light. Was white now is black.\n\nV2:\n\nMoved Shuffle Spheres right here\nAdded even not lucky give you that in Shuffle Spheres Non-\"Legendary/Nemesis\" Variants\nNerfed Shuffle Spheres Non-\"Legendary/Nemesis\" Variants\nAdded Full Random of Barrels for True Clusterf*ck\nRemoved Flak.txt\nRemoved XW Random Weapon Spawn in Berserk and Blur Sphere Spawners\nFixed KEYCONF\nFixed 2 different Flak Shards\n\nV1:\n\nRelased\n\n/////////////"
},
{
"source": "pk3",
"name": "MESSAGE.txt",
"contents": "Note from editor:\n\nI have no clue whatsoever how to contact Titanium, and if there is a way, Titanium has\nthe rights to take this down due to this only bringing back the True Legendary BFG,\nLegendary BFG 15K, and the Pulse Shotgun.\n\nLegendary BFG 15K is owned by DoomJoshuaBoy, True Legendary BFG is Titanium's creations\n\n 11-07-2018 \"xtraweapons-v2.3_customedit.pk3\"\n\n Titanium:\n\n\t I want to know who you are, because you didn't show your file. (Owner)\n\n\t I just make addon for Complex Doom Clusterfuck,\n\n\t Legendary BFG 15K was changed in lca-djb-v4.\n\n\t True Legendary BFG, you mean Leg BFG 15K's projectiles, are changed too.\n\talso why he changes variables to normal.\n\n\tPulse Shotgun no idea\n\n +FLOORCLIP\n +NOBLOCKMAP\n +FRIENDLY\n +NOTELEPORT\n +THRUSPECIES\n +DONTHURTSPECIES\n +DONTHARMSPECIES\n +DONTHARMCLASS\n +FORCERADIUSDMG\n -COUNTKILL\n -SOLID\n -SHOOTABLE"
},
{
"source": "pk3",
"name": "Actors/PlasmaShotgun.txt",
"contents": "Actor \"Plasma Shotgun\" : Weapon\n{\nTag \"Plasma Shotgun\"\nWeapon.AmmoType \"NewCell\"\nWeapon.AmmoUse 10\nWeapon.AmmoGive 80\nWeapon.PreferredSkin \"CombatSG-Marine\"\nInventory.PickupMessage \"Plasma Shotgun\"\nObituary \"%o got turned into a spec of dust by %k's Plasma Shotgun\"\nAttackSound \"plasmashotgun/fire\"\nInventory.PickupSound \"weapons/plasmashotgun/pump\"\nWeapon.Upsound \"weapons/plasmashotgun/pump\"\nDecal DoomImpScorch\n+WEAPON.NOAUTOAIM\n+INVENTORY.UNDROPPABLE\nStates\n{\n Spawn:\n\tSTBE X -1\n\tLoop\n Ready:\n TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tPSGA A 1 A_WeaponReady\n\tLoop\n Select:\n PSGA A 0 A_Raise\n\tPSGA A 1 A_Raise\n\tLoop\n Deselect:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tPSGA A 1 A_Lower\n\tGoto Deselect+1\n Fire:\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_PlaySound(\"weapons/plasmashotgun/add\",7)\n\tTNT1 A 0 A_FireBullets(5,6,7,24,\"PlayerShotgunPlasmaPuff\")\n\tTNT1 A 0 Radius_Quake(3,3,0,1,0)\n\tTNT1 A 0\n\tPSGF AB 1 Bright\n\tTNT1 A 0\n\tPSGF CDE 1\n\tPSGA A 3\n\tPSGR ABCDEFGHIJK 1\n\tTNT1 A 0 A_PlaySound(\"plasmashotgun/load\")\n\tTNT1 A 0 A_PlaySound(\"weapons/pulseshotgun/pump\",7)\n\tTNT1 A 0 A_SpawnItemEx(\"ShotgunCellCasing\",30,-6,25,Random(2,4),Random(3,6),Random(3,6),0)\n\tPSGR LM 1\n\tPSGR N 2\n\tPSGR MLKJIHGFEDCBA 1\n\tGoto Ready\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready\n GrenadeToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tPSGA A 1 Offset(0,30)\n\tPSGA A 1 Offset(0,40)\n\tPSGA A 1 Offset(0,50)\n\tPSGA A 1 Offset(0,60)\n\tPSGA A 1 Offset(0,70)\n\tTNT1 A 4 Offset(0,10)\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tPSGA A 1 Offset(0,70)\n\tPSGA A 1 Offset(0,60)\n\tPSGA A 1 Offset(0,50)\n\tPSGA A 1 Offset(0,40)\n\tPSGA A 1 Offset(0,30)\n\tGoto Ready\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready\n MineToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tPSGA A 1 Offset(0,30)\n\tPSGA A 1 Offset(0,40)\n\tPSGA A 1 Offset(0,50)\n\tPSGA A 1 Offset(0,60)\n\tPSGA A 1 Offset(0,70)\n\tTNT1 A 8 Offset(0,10)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tPSGA A 1 Offset(0,70)\n\tPSGA A 1 Offset(0,60)\n\tPSGA A 1 Offset(0,50)\n\tPSGA A 1 Offset(0,40)\n\tPSGA A 1 Offset(0,30)\n\tGoto Ready\n\t}\n}\n\nActor PlayerShotgunPlasmaPuff\n{\n Radius 6\n Height 6\n +NOBLOCKMAP\n +DONTHARMSPECIES\n +NOGRAVITY\n +ACTIVATEIMPACT\n +ACTIVATEPCROSS\n +NOTELEPORT\n +PUFFONACTORS\n +BLOODLESSIMPACT\n +FORCERADIUSDMG\n +ALWAYSPUFF\n +MTHRUSPECIES\n +THRUSPECIES\n +DONTHARMSPECIES\n Scale 0.5\n Renderstyle Add\n Alpha 0.75\n Decal Bulletchip\n DamageType \"Player\"\n Species \"Player\"\n States\n {\n Spawn:\n\tTNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"BlueParticleSpawner\",0,0,0,0,0,0,0,128)\n\tTNT1 AAA 0 A_CustomMissile(\"Kaboom6\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n PSBO A 3 Bright A_Explode(4,64)\n PSBO BCDEF 3 Bright\n Stop\n }\n}\n\nActor ShotgunCellCasing : CellCasing\n{\n\tScale 0.25\n\tStates\n\t{\n\tSpawn:\n\t EWAM ABCD 3\n\t Loop\n Death:\n\t TNT1 A 0\n TNT1 A 0 A_Jump(128,3)\n EWAM A 100\n EWAM A 5 A_FadeOut(0.10)\n Goto Death+3\n EWAM C 100\n\t EWAM C 5 A_FadeOut(0.10)\n\t Goto Death+5\n\t }\n}"
},
{
"source": "pk3",
"name": "Actors/TechVulcan.txt",
"contents": "Actor \"Tech Vulcan\" : Weapon\n{\n Tag \"Tech Vulcan\"\n Weapon.Selectionorder 4050\n Weapon.KickBack 100\n Weapon.AmmoType \"DemonAmmo\"\n Weapon.AmmoGive 80\n Weapon.AmmoUse 1\n Weapon.AmmoType2 \"DemonAmmo\"\n Weapon.AmmoUse2 10\n Weapon.PreferredSkin \"Minigun-Marine\"\n Inventory.PickupMessage \"Tech Vulcan\"\n Inventory.PickupSound \"vulcan/pickup\"\n Weapon.Upsound \"vulcan/pickup\"\n Obituary \"%o got plasmaficated by %k's Tech Vulcan\"\n Decal DoomImpScorch\n +WEAPON.NOAUTOAIM\n +INVENTORY.UNDROPPABLE\n States\n {\n Spawn:\n VULC Z -1\n Loop\n\tReady:\n VULC A 1 A_WeaponReady\n Loop\n Deselect:\n \tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tVULC A 0 A_Lower\n VULC A 1 A_Lower\n Goto Deselect+4\n Select:\n VULC A 0 A_Raise\n VULC A 1 A_Raise\n Loop\n Fire:\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_PlayWeaponSound(\"vulcan/fire\")\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 A 0 A_SpawnItemEx(\"RedCasing\",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n VULC A 0 A_FireBullets(4.3,2.6,-1,15,\"VulcanPlasmaPuff\")\n\tVULC B 1 Bright Offset(0,36)\n\tVULC A 1 Offset(0,40)\n\tVULC A 1 Offset(0,36)\n\tVULC A 1 Offset(0,32)\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_PlayWeaponSound(\"vulcan/fire\")\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 A 0 A_SpawnItemEx(\"RedCasing\",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n VULC A 0 A_FireBullets(4.3,2.6,-1,15,\"VulcanPlasmaPuff\")\n\tVULC C 1 Bright Offset(0,36)\n\tVULC A 1 Offset(0,40)\n\tVULC A 1 Offset(0,36)\n\tVULC A 1 Offset(0,32)\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_PlayWeaponSound(\"vulcan/fire\")\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 A 0 A_SpawnItemEx(\"RedCasing\",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n VULC A 0 Bright A_FireBullets(4.3,2.6,-1,15,\"VulcanPlasmaPuff\")\n\tVULC D 1 Bright Offset(0,36)\n\tVULC A 1 Offset(0,40)\n\tVULC A 1 Offset(0,36)\n\tVULC A 1 Offset(0,32)\n\tVULC A 1 Bright A_ReFire\n VULC A 4\n VULC A 6 A_ReFire\n Goto Ready\n AltFire:\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_PlayWeaponSound(\"vulcan/altfire\")\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 AAA 0 A_SpawnItemEx(\"RedCasing\",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n\tVULC E 0 A_FireCustomMissile(\"VulcanLazer\",0,0,-8,8)\n\tVULC E 0 A_FireCustomMissile(\"VulcanLazer\",0,0,8,8)\n VULC E 0 A_FireCustomMissile(\"VulcanLazer\",0,1,0,8)\n VULC E 2 Bright Offset(0,36)\n\tVULC A 1 Offset(0,40)\n\tVULC A 1 Offset(0,44)\n\tVULC A 1 Offset(0,48)\n\tVULC A 1 Offset(0,44)\n\tVULC A 1 Offset(0,40)\n\tVULC A 1 Offset(0,36)\n\tVULC A 1 Offset(0,32)\n\tVULC A 7 Bright\n VULC A 6 A_ReFire\n Goto Ready\n Flash:\n TNT1 A 1 A_Light1\n TNT1 A 1 A_Light2\n TNT1 A 1 A_Light1\n TNT1 A 1 A_Light0\n Stop\n }\n}\n\nActor VulcanPlasmaPuff\n{\n Radius 6\n Height 6\n +ACTIVATEIMPACT\n +ACTIVATEPCROSS\n +THRUSPECIES\n +NOGRAVITY\n scale 0.5\n Renderstyle Add\n Alpha 0.75\n Decal Bulletchip\n DamageType \"Player\"\n States\n {\n Spawn:\n TNT1 A 0\n \tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"Kaboom10\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n RFOG A 3 Bright A_Explode(26,48)\n RFOG BCDEF 3 Bright\n Stop\n }\n}\n\nActor VulcanLazer : FastProjectile\n{\n Radius 6\n Height 8\n Speed 75\n Damage 1\n Scale 0.45\n Species \"Player\"\n DamageType \"Player\"\n RenderStyle Add\n DeathSound \"monsters/newfireexplode\"\n Decal DoomImpScorch\n MissileType \"VulcanLazerEffect\"\n ReactionTime 35\n Projectile\n +RIPPER\n +BLOODLESSIMPACT\n +MTHRUSPECIES\n States\n {\n Spawn:\n TNT1 A 1 A_CountDown\n Loop\n Death:\n\tTNT1 A 0\n \tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_SpawnItemEX(\"VulcanLazerEffect\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"Kaboom10\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n TNT1 A 1\n Stop\n }\n}\n\nActor VulcanLazerEffect\n{\n +NOBLOCKMAP\n +NOGRAVITY\n +PAINLESS\n +FORCERADIUSDMG\n Scale 0.22\n RenderStyle Add\n DamageType \"Player\"\n MissileType \"\"\n Radius 1\n Height 2\n States\n {\n Spawn:\n VUEL A 0 A_Explode(4,8)\n VUEL A 1 bright A_FadeOut(0.3)\n Loop\n }\n}\n\nACTOR RedCasing : BulletCasing\n{\n\tScale 0.18\n\tSeesound \"weapons/casing1\"\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t CAS0 GHABCDEF 2\n\t Loop\n Death:\n\t TNT1 A 0\n TNT1 A 0 A_Jump(128,3)\n CAS0 A 100\n CAS0 A 5 A_FadeOut(0.10)\n Goto Death+3\n CAS0 E 100\n\t CAS0 E 5 A_FadeOut(0.10)\n\t Goto Death+5\n\t }\n}"
},
{
"source": "pk3",
"name": "Actors/TechErasus.txt",
"contents": "ACTOR \"Tech Erasus\" : Weapon\n{\n\tTag \"Tech Erasus\"\n\tWeapon.AmmoUse 10\n\tWeapon.AmmoType \"DemonAmmo\"\n\tWeapon.AmmoGive 100\n Weapon.PreferredSkin \"DemonTechRifle-Marine\"\n\tInventory.PickupMessage \"Tech Erasus\"\n\tObituary \"%o stood in shock of %k's Tech Erasus\"\n\tInventory.PickupSound \"erasus/up\"\n\tWeapon.Upsound \"erasus/up\"\n\tDecal DoomImpScorch\n\tScale 0.9\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tReady:\n\t\tERGG A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tERGG A 1 A_Lower\n\t\tGoto Deselect+1\n\tSelect:\n\t\tERGG A 1 A_Raise\n\t\tWait\n\tFire:\n\t\tERGL A 0 A_Quake(3,25,0,128,\"none\")\n\t\tERGL A 0 A_PlayWeaponSound(\"erasus/fire\")\n\t\tERGL A 0 A_AlertMonsters\n\t\tERGL A 0 A_Recoil(6)\n\t\tERGL A 0 A_GunFlash\n\t\tERGL A 0 A_FireCustomMissile(\"ErasusProj\",0,1,4,-5)\n\t\tERGF A 1 Bright Offset(4,36) A_ZoomFactor(0.995)\n\t\tERGF B 1 Bright Offset(8,40) A_ZoomFactor(0.98)\n\t\tERGF C 1 Offset(12,44) A_ZoomFactor(0.97)\n\t\tERGF D 1 Offset(15,47) A_ZoomFactor(0.965)\n\t\tERGF D 1 Offset(18,50) A_ZoomFactor(0.96)\n\t\tERGF E 1 Offset(20,51) A_ZoomFactor(0.97)\n\t\tERGF E 1 Offset(21,52) A_ZoomFactor(0.98)\n\t\tERGF F 1 Offset(22,53) A_ZoomFactor(0.985)\n\t\tERGF F 1 Offset(23,54) A_ZoomFactor(0.99)\n\t\tERGF G 1 A_ZoomFactor(0.995)\n\t\tERGF G 1 A_ZoomFactor(1)\n\t\tERGF H 6\n\t\tERGF I 4\n\t\tERGF I 1 Offset(22,53)\n\t\tERGF I 1 Offset(21,52)\n\t\tERGF J 1 Offset(20,51)\n\t\tERGF J 1 Offset(19,50)\n\t\tERGF K 1 Offset(17,48)\n\t\tERGF K 1 Offset(15,46)\n\t\tERGF L 1 Offset(13,44)\n\t\tERGF L 1 Offset(10,41)\n\t\tERGF M 1 Offset(8,39)\n\t\tERGF M 1 Offset(6,37)\n\t\tERGF N 1 Offset(4,35)\n\t\tERGF N 1 Offset(2,33)\n\t\tERGL A 0 A_PlayWeaponSound(\"erasus/load\")\n\t\tERGL A 0 A_Quake(2,24,0,32,\"none\")\n\t\tERGL A 0 A_SetBlend(\"Red\",0.1,22)\n\t\tERGL ABCDEFGHI 4\n\t\tERGL J 4 A_ReFire\n\t\tERGL K 4\n\t\tERGG B 3\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 3\n\t\tTNT1 A 3\n\t\tTNT1 A 1\n\t\tStop\n\tSpawn:\n\t\tERGG Z -1\n\t\tLoop\n\t}\n}\n\nACTOR ErasusProj\n{\nSpeed 350\nRadius 17\nHeight 10\nDamage 75\nRenderstyle Add\nPROJECTILE\n-CANNOTPUSH\n+NODAMAGETHRUST\n+EXTREMEDEATH\n+MTHRUSPECIES\nDamageType \"Marine\"\nDeathSound \"weapons/StachanovHit\"\nMissileType \"ErasusProjTrail\"\nDecal Scorch\nStates\n{\n Spawn:\n TNT1 A 0\n\tYAE4 A 0 A_SpawnItemEx(\"ErasusProjTrail\",5,1.0,1)\n TNT1 A 1 A_PlaySound(\"erasus/fly\",5,1.0,1)\n Loop\n Death:\n TNT1 A 0 A_PlaySound(\"erasus/explode\",5)\n TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"ErasusProjTrailSparks\",random(19,-19),random(19,-19),random(19,-19),0,0,0,0,128,0)\n TNT1 A 0 A_SpawnItemEx(\"ErasusExplode\",0,0,0,0,0,0,0,128,0)\n\tTNT1 A 0 A_Explode(512,64,0)\n TNT1 A 0 A_Explode(288,156,0)\n TNT1 BCD 4\n stop\n }\n}\n\nACTOR ErasusProjTrail\n{\nRenderStyle Add\nScale 0.175\nAlpha 1\n+NOINTERACTION\n+NOGRAVITY\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 //A_SetScale(ScaleX,ScaleY-0.0875)\n YAE4 A 2 Bright A_SpawnItemEx(\"ErasusProjTrailSparks\",random(4,-4),random(4,-4),random(4,-4),0,0,0,0,128,0)\n YAE4 A 2 Bright\n Fly:\n YAE4 A 0 //A_SetScale(ScaleX-0.01,ScaleY-0.01)\n YAE4 A 1 Bright A_FadeOut(0.295)\n Loop\n }\n}\n\n//ClientSideEffect\nACTOR ErasusProjTrailSparks : FastProjectile\n{\nRenderStyle Add\nScale 0.0125\nAlpha 0.95\n+NOINTERACTION\n+NOGRAVITY\n+CLIENTSIDEONLY\nStates\n{\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n YAE4 A 3 Bright A_ChangeVelocity(frandom(-0.8,0.8),frandom(-0.8,0.8),frandom(-0.8,0.8),0)\n YAE4 A 1 Bright A_FadeOut(0.05)\n Loop\n\tToaster:\n\tTNT1 A 0\n Stop\n}\n}\n\nACTOR ErasusExplode\n{\nRadius 17\nHeight 10\nRenderstyle Add\nScale 0.5\n+CLIENTSIDEONLY\n+NOINTERACTION\n+NOGRAVITY\nStates\n {\n Spawn:\n YAE3 ABCDEFGHIJKLMNOPQRS 1 Bright A_FadeOut(0.05)\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/LegendaryBFG15K.txt",
"contents": "ACTOR \"Legendary BFG15K\" : Weapon\n{\n Scale 0.85\n Height 20\n Weapon.PreferredSkin \"BFG10K-Marine\"\n Weapon.SelectionOrder 2790\n Weapon.KickBack 90\n Weapon.SlotNumber 8\n Weapon.AmmoGive 150\n Weapon.AmmoUse 10\n Weapon.AmmoType \"LegendaryCell\"\n Weapon.AmmoType2 \"LegendaryCell\"\n Inventory.PickupMessage \"Legendary BFG15K! You can die in peace now...\"\n Inventory.PickupSound \"weapons/pickup15k\"\n Obituary \"%o was turned into nothing by %k's Legendary BFG15K.\"\n +WEAPON.NOAUTOFIRE\n +INVENTORY.UNDROPPABLE\n States\n {\n Spawn:\n L15W A -1\n Stop\n Ready:\n TNT1 A 0 A_JumpIfNoAmmo(\"Ready2\")\n TNT1 A 0 A_PlayWeaponSound(\"weapons/bfg15kidle\")\n L15C BCD 3 A_Weaponready\n\tL15C EFG 3 A_Weaponready\n\tL15C HIJ 3 A_Weaponready\n\tL15C JIH 3 A_Weaponready\n\tL15C GFE 3 A_Weaponready\n\tL15C DCB 3 A_Weaponready\n\tLoop\n Ready2:\n TNT1 A 0 A_JumpIfInventory(\"LegendaryCell\",10,\"Ready\")\n L15D A 1 A_WeaponReady\n\tLoop\n Deselect:\n \tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n TNT1 A 0 A_JumpIfNoAmmo(\"Deselect2\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tL15D A 1 A_Lower\n Goto Deselect+5\n Deselect2:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tL15D A 1 A_Lower\n Goto Deselect2+1\n Select:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Select2\")\n TNT1 A 0 A_Playsound(\"weapons/pickup15k\")\n L15D A 1 A_Raise\n Goto Select+2\n Select2:\n TNT1 A 0 A_PlayWeaponSound(\"weapons/pickup15k\")\n L15D A 1 A_Raise\n Goto Select2+1\n Fire:\n L15F H 2\n Goto Hold\n Hold:\n L15F A 2 Bright A_GunFlash\n L15F B 1\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tL15F C 0 Radius_Quake(6,3,0,1,0)\n\tL15F D 1 Bright A_FireCustomMissile(\"PlayerLegBFG15KBall\",Random(100,-100)/100.00,1,0,0,0,Random(100,-100)/100.00)\n L15F E 1 A_Recoil(6)\n L15F F 1\n\tL15F G 1\n\tL15F H 1\n\tTNT1 A 0 A_ReFire\n L15C J 1 A_PlaySound(\"weapons/bfg15kcooldown\")\n\tL15C IHGFEDCB 3\n Goto Ready\n Flash:\n TNT1 A 2 Bright A_Light1\n TNT1 A 2 Bright A_Light2\n\tTNT1 A 2 Bright A_Light1\n Goto LightDone\n }\n}\n\nACTOR PlayerLegBFG15KBall : BFG15KBall\n{\nHeight 15\nRadius 15\nDecal LegBFG15K\nSpeed 45\nDamage 75\nSpecies \"Player\"\nDamageType \"Legendary\"\nScale 0.5\n+FORCERADIUSDMG\n+NOTIMEFREEZE\nExplosionDamage 180\nExplosionRadius 165\nSeeSound \"weapons/bfg15kfire\"\nDeathSound \"weapons/bfg95explode\"\nStates\n{\nSpawn:\n SFS1 AB 2 Bright A_SpawnItemEx(\"BFGTrailParticleBlue\",Random(-8,8),Random(-8,8),Random(-8,8),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)\n Loop\nDeath:\n\tTNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"BFGShockwaveBlue\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryBlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"KaboomBlue6\", 0, 0, random(0,360), 2, random(0,360))\n SFE3 A 4 Bright A_Explode\n SFE3 BCDEF 4 Bright\n Stop\n }\n}\nACTOR BFGTrailParticleBlue : BFGTrailParticleGreen\n{\nScale 0.06\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nBPKG A 2 Bright A_FadeOut(0.015)\nLoop\n}\n}\n\nACTOR BFGShockwaveBlue : BFGShockwave2\n{\nScale 1.1\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nBHOG ABCDEFGHIJKLMNOPQR 1 Bright A_FadeOut(0.04)\nStop\n}\n}\n\nACTOR KaboomBlue6 : KaboomGold\n{\nSpeed 1\nScale 0.9\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nBXPG AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\nStop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/FlakCannon.txt",
"contents": "ACTOR \"Flak Cannon\" : Weapon 2052\n{\n\tGame Doom\n\tTag \"Flak Cannon\"\n Radius 20\n Weapon.Kickback 50\n\tWeapon.SelectionOrder 400\n\tWeapon.AmmoGive 30\n\tWeapon.AmmoType \"NewShell\"\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoType2 \"Missile\"\n\tWeapon.AmmoUse2 1\n\tWeapon.KickBack 5\n\t+WEAPON.NOAUTOFIRE\n\t+FORCEXYBILLBOARD\n\tInventory.PickupMessage \"Flak Cannon\"\n\tObituary \"%k caught %o in a flak attack\"\n Inventory.PickupSound \"Weapon/FLAKPKUP\"\n\tDamageType SSG\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tFKGN Z -1\n\t\tLoop\n\tReady:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tFKGN A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tFKGN A 1 A_Lower\n\t\tGoto Deselect+1\n\tSelect:\n\t\tTNT1 AAAAAAAAAAAA 0 A_Raise\n\t\tFKGN LMN 2\n TNT1 A 0 A_PlaySound(\"Weapon/FLAKSLCT\")\n FKGN A 8\n\t\tGoto Ready\n NoAmmo:\n FKGN A 4 A_PlaySound(\"Weapon/Empty\", 2)\n Goto Ready+6\n\tFire:\n\t\tTNT1 A 0 A_Recoil(5)\n FKGN B 1 BRIGHT A_playsound(\"Weapon/FLAKFIRE\", 5)\n\t\tFKGN B 1 BRIGHT Radius_Quake (8, 6, 0, 1, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"NewShell\",2,TIF_NOTAKEINFINITE)\n\t\tFKGN BBBBBBBB 0 A_FireCustomMissile(\"Flak\",frandom(-4,4),0,frandom(0,4),frandom(-8,8),0)\n FKGN B 1 BRIGHT A_ZoomFactor(0.9)\n FKGN C 1 A_ZoomFactor(0.910)\n FKGN C 1 A_ZoomFactor(0.920)\n FKGN C 1 A_ZoomFactor(0.930)\n FKGN C 1 A_ZoomFactor(0.940)\n FKGN C 1 A_ZoomFactor(0.950)\n FKGN C 2 A_ZoomFactor(0.970)\n\t\tFKGN C 2 A_ZoomFactor(0.990)\n\t\tFKGN C 2 A_ZoomFactor(1.0)\n\n\t\t//Don't go through reload if we don't have any ammo!\n\t\tTNT1 A 0 A_CheckReload\n\n\t\tFKGN DDEEFF 2\n\t\tFKGN G 2 A_PlaySound(\"Weapon/FLAKSNAP\")\n\t\tFKGN HHOOII 2\n\t\tFKGN I 4\n\t\tFKGN JK 2\n TNT1 A 0 A_playsound(\"Weapon/FLAKRELD\")\n\t\tFKGN L 6\n\t\tFKGN MNAA 2\n\t\tTNT1 A 0 A_ReFire\n\t\tFKGN A 2\n Goto Ready+7\n\n\tAltFire:\n\t\tFKGN A 0 A_GunFlash\n\t\tFKGN A 0 BRIGHT A_playsound(\"Weapon/FLAKAFIR\", 5)\n\t\tFKGN B 1 BRIGHT Radius_Quake (8, 6, 0, 1, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"Missile\",1,TIF_NOTAKEINFINITE)\n\t\tFKGN B 3 BRIGHT A_FireCustomMissile(\"FlakSlug\",0,1,2,4,0)\n FKGN B 1 BRIGHT A_ZoomFactor(0.9)\n FKGN C 1 A_ZoomFactor(0.910)\n FKGN C 1 A_ZoomFactor(0.920)\n FKGN C 1 A_ZoomFactor(0.930)\n FKGN C 1 A_ZoomFactor(0.940)\n FKGN C 1 A_ZoomFactor(0.950)\n FKGN C 2 A_ZoomFactor(0.970)\n\t\tFKGN C 2 A_ZoomFactor(0.990)\n\t\tFKGN C 2 A_ZoomFactor(1.0)\n\n\t\t//Don't go through reload if we don't have any ammo!\n\t\tTNT1 A 0 A_CheckReload\n\n\t\tFKGN DDEEFF 2\n\t\tFKGN G 2 A_PlaySound(\"Weapon/FLAKSNAP\")\n\t\tFKGN HHOOII 2\n\t\tFKGN I 4\n\t\tFKGN JK 2\n TNT1 A 0 A_playsound(\"Weapon/FLAKRELD\")\n\t\tFKGN L 6\n\t\tFKGN MNAA 2\n\t\tTNT1 A 0 A_ReFire\n\t\tFKGN A 2\n Goto Ready+7\n\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready\n\n GrenadeToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tFKGN A 1 Offset(0,30)\n\tFKGN A 1 Offset(0,40)\n\tFKGN A 1 Offset(0,50)\n\tFKGN A 1 Offset(0,60)\n\tFKGN A 1 Offset(0,70)\n\tTNT1 A 4 Offset(0,10)\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tFKGN A 1 Offset(0,70)\n\tFKGN A 1 Offset(0,60)\n\tFKGN A 1 Offset(0,50)\n\tFKGN A 1 Offset(0,40)\n\tFKGN A 1 Offset(0,30)\n\tGoto Ready\n\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready\n\n MineToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tFKGN A 1 Offset(0,30)\n\tFKGN A 1 Offset(0,40)\n\tFKGN A 1 Offset(0,50)\n\tFKGN A 1 Offset(0,60)\n\tFKGN A 1 Offset(0,70)\n\tTNT1 A 8 Offset(0,10)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tFKGN A 1 Offset(0,70)\n\tFKGN A 1 Offset(0,60)\n\tFKGN A 1 Offset(0,50)\n\tFKGN A 1 Offset(0,40)\n\tFKGN A 1 Offset(0,30)\n\tGoto Ready\n\t}\n}\n\nACTOR FlakResidue\n {\n +FORCEXYBILLBOARD\n +THRUACTORS\n BounceType Doom\n bouncefactor 0.25\n wallbouncefactor 0.20\n BounceSound \"weapons/flak\"\n radius 2\n height 2\n speed 45\n alpha 0.9\n scale 0.4\n states\n\t{\n\tSpawn:\n\t\tTNT1 AAAA 0 A_Jump(256, \"Type1\", \"Type2\", \"Type3\", \"Type4\")\n\tType1:\n\t\tFKSD I 60\n\t\tStop\n\tType2:\n\t\tFKSD J 62\n\t\tStop\n\tType3:\n\t\tFKSD K 55\n\t\tStop\n\tType4:\n\t\tFKSD L 57\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShrapnelCasing\",0)\n\t\tStop\n\tXDeath:\n\tTNT1 A 0\n\tStop\n\t}\n}\n\nActor Flak\n{\nProjectile\nSpecies \"Player\"\nDecal BulletChip\nRadius 4\nHeight 4\nGravity 0.7\nDamage (5*random(1,5))\nScale 0.5\nDamageType \"normal\"\nSpeed 30\nBounceSound \"ricochet/hit\"\nBounceType doom\nBounceFactor 0.7\nWallBounceFactor 0.7\n-NOGRAVITY\n+RANDOMIZE\n+FORCEXYBILLBOARD\n+RIPPER\n+DONTSPLASH\n+THRUSPECIES\nStates\n{\nSpawn:\nFKSD ABCDABCD 1 BRIGHT Light(\"FLAKHI\")\nFKSD EFGHEFGHEFGH 1 BRIGHT Light(\"FLAKLO\")\nTNT1 A 1 A_CustomMissile(\"FlakResidue\",-5,0,0,CMF_AIMDIRECTION)\nFKSD FGH 4 A_SpawnItem(\"ShrapnelSmoke\",0)\nLoop\nDeath:\nFKSD IJKIJKIJK 1\nFKSD KKKK 1 A_FadeOut(0.50)\nStop\n}\n}\n\nActor ShrapnelSmoke\n{\nRadius 1\nHeight 1\n+NOGRAVITY\nScale 0.6\nRenderStyle Translucent\nAlpha 0.5\nStates\n{\nSpawn:\nWSMK ABCD 3\nGoto Death\nDeath:\nWSMK E 3\nStop\n}\n}\n\nACTOR ShrapnelCasing\n{\n+NOTELEPORT\n+DONTSPLASH\n-NOBLOCKMAP\nHeight 12\nRadius 9\nSpeed 4\nScale 0.45\nPROJECTILE\n-NOGRAVITY\n-NOLIFTDROP\nSeeSound \"FlakShell\"\nStates\n{\nSpawn:\nNULL A 0\nCASE A 0 A_PlaySound(\"NULL\")\nCASE A 3\nCASE ACBHEGFD 1 A_CustomMissile(\"Smoke\",0,0,0)\nGoto Spawn+2\nDeath:\nCASE A 0 A_Jump(32,8)\nCASE A 0 A_Jump(37,8)\nCASE A 0 A_Jump(43,8)\nCASE A 0 A_Jump(51,8)\nCASE A 0 A_Jump(64,8)\nCASE A 0 A_Jump(85,8)\nCASE A 0 A_Jump(128,8)\nCASE A 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\nCASE B 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\nCASE C 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\nCASE D 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\nCASE E 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\nCASE F 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\nCASE G 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\nCASE H 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\nCASE H 1\nStop\n}\n}\n\nACTOR SmokeFinish\n{\n+NOTELEPORT\nHeight 12\nRadius 9\nSpeed 0\nScale 0.8\nPROJECTILE\nSeeSound \"\"\nRENDERSTYLE TRANSLUCENT\nALPHA 0.2\nStates\n{\nSpawn:\nFLSK A 1\nDeath:\nFLSK ABCDEFGH 2\nStop\n}\n}\n\nActor FlakSlug\n{\n Radius 16\n Height 16\n Speed 30\n Damage 40\n Species \"Player\"\n +BLOODSPLATTER\n +DONTSPLASH\n +BLOODLESSIMPACT\n +THRUSPECIES\n Deathsound \"Weapon/FLAKEXPL\"\n PROJECTILE\n Scale 0.4\n Reactiontime 8\n Gravity 0.4\n states\n {\n Spawn:\n FLK1 A 5\n FLK1 A 0 A_Gravity\n FLK1 A 6 A_SpawnItemEx(\"ShrapnelSmoke\",0,0,0,0,0,2,0,128,0)\n goto Spawn+2\n Death:\n\tTNT1 A 0 A_Explode(110,140)\n TNT1 A 0 A_NoGravity\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 AAA 0 A_CustomMissile(\"Kaboom3\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n TNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n TNT1 A 0 A_SpawnItemEx(\"Kaboom3\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"Flak\",frandom(8,-8),frandom(8,-8),random(4,-4),random(2,-2),random(2,-2),0,frandom(2,12), 128)\n TNT1 AAAAAAAAAAAAA 8 A_SpawnItemEx(\"SmokeFX2\",0,0,0,0,0,2,0,128,0)\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Unmaker.txt",
"contents": "ACTOR \"Unmaker\" : Weapon 3345\n{\nWeapon.Selectionorder 2200\nWeapon.AmmoGive \"200\"\nWeapon.AmmoType \"DemonAmmo\"\nWeapon.AmmoType2 \"DemonAmmo\"\nInventory.PickupSound \"NemesisGet\"\nWeapon.PreferredSkin \"Unmaker-Marine\"\nWeapon.Kickback 120\n//AttackSound \"UnmakerShot\"\nWeapon.ReadySound \"UnmakerReadyX\"\nWeapon.UpSound \"NemesisUp\"\nInventory.PickupMessage \"The Unmaker\"\nTag \"Unmaker\"\nObituary \"%o got unmade by %k.\"\n+WEAPON.NOAUTOAIM\n+INVENTORY.UNDROPPABLE\n+DONTGIB\nStates\n{\n Spawn:\n\tUMNK Z -1\n\tLoop\n Ready:\n\tUNMA ZYXWVU 1\n ReadyLoop:\n\tTNT1 A 0\n TNT1 AAAAA 0\n\tTNT1 A 0 A_PlaySound(\"unmaker/hum\", 6, 1, 1)\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tUNMA A 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tUNMA B 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tUNMA C 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tUNMA D 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tUNMA E 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tUNMA F 1 A_WeaponReady\n\tGoto ReadyLoop+8\n Deselect:\n\tTNT1 A 0 A_StopSound(6)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tUNMA A 1 A_Lower\n\tGoto Deselect+1\n Select:\n\t UNMA A 0 A_Raise\n\t Wait\n Fire:\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",2,1)\n\tGoto ReadyLoop+8\n\tUNMA ABCDEF 1\n FireHold:\n\tUNMA GHI 1\n\tTNT1 A 0 A_Playsound(\"UnmakerShot\", 1, 1, 0)\n\tTNT1 A 0 A_TakeInventory(\"DemonAmmo\", 2)\n\tUNMA J 1 A_RailAttack(200, 0, 0, \"none\", \"red\", RGF_SILENT | RGF_NOPIERCING | RGF_FULLBRIGHT, 0, \"UnmakerPuff\", 0, 0, 0, 0, 5, 1, \"UnmakerLaserSpark\", -1)\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",2,1)\n\tGoto ReadyLoop+8\n\tTNT1 A 0 A_Refire(\"FireHold\")\n\tUNMA HG 1\n\tGoto Afterfire\n Afterfire:\n\t TNT1 A 0 A_StopSound(7)\n\t\tUNMP ABCDEFGHIJKLMNONMLKJIHGFDCBA 1\n\t\tGoto ReadyLoop+8\n AltFire:\n\tUNMB ABCDE 1\n\tTNT1 A 0 A_RailAttack(0,0,100,\"none\",\"none\",0,0)\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",100,1)\n\tUNMB A 0 A_SetBlend(\"Orange\",0.5,60)\n\tUNMB A 0 A_SetBlend(\"Black\",0.25,60)\n\tUNMB F 0 A_PlayWeaponSound(\"UnBallShot\")\n\tUNMB F 0 A_FireCustomMissile(\"UnmakerBall\", -10, 0, 0, 1)\n\tUNMB F 0 A_FireCustomMissile(\"UnmakerBall\", -5, 0, 0, 1)\n\tUNMB F 0 A_FireCustomMissile(\"UnmakerBall\", 0, 0, 0, 1)\n\tUNMB F 0 A_FireCustomMissile(\"UnmakerBall\", 5, 0, 0, 1)\n\tUNMB F 0 A_FireCustomMissile(\"UnmakerBall\", 10, 0, 0, 1)\n\tUNMB E 60 A_GunFlash\n\tUNMB D 1\n\tUNMB C 1\n\tUNMB B 1\n\tUNMB A 1\n\tGoto Afterfire\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready+6\n GrenadeToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tUNMA UVWXYZ 1\n\tTNT1 A 4\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tGoto Ready+1\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready+6\n MineToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tUNMA UVWXYZ 1\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tGoto Ready+1\n}\n}\n\nActor UnmakerLaser\n{\n Radius 18\n Height 18\n Speed 40\n Damage 20\n Projectile\n +NOGRAVITY\n MissileType \"UnmakerLaserTrail\"\n Decal \"UnmakerBeamScorch\"\n DamageType \"Fire\"\n DeathSound \"\"\n Scale 0.1\n States\n {\n Spawn:\n TNT1 A 1\n Loop\n Death:\n TNT1 A 0 A_SetScale(1)\n\tLENR B 1 A_FadeOut(0.02)\n Stop\n }\n}\n\nACTOR UnmakerLaserTrail\n{\n Scale 0.1\n +NOCLIP\n +NOGRAVITY\n +THRUGHOST\n States\n {\n Spawn:\n\tLENR A 1 A_FadeOut(0.02)\n\tLoop\n }\n}\n\nACTOR UnmakerPuff: BulletPuff\n{\n alpha 1\n Scale 1\n +NOBLOCKMAP\n +NOGRAVITY\n +NOEXTREMEDEATH\n +FORCEXYBILLBOARD\n +NOBLOOD\n +PUFFONACTORS\n +EXTREMEDEATH\n +ALWAYSPUFF\n -NOEXTREMEDEATH\n Decal \"UnmakerBeamScorch\"\n States\n {\n Spawn:\n\tTNT1 A 0 A_Jump(256, \"Decal1\", \"Decal2\")\n Melee:\n\tTNT1 A 0 A_Jump(256, \"Decal1\", \"Decal2\")\n Decal1:\n UNPF AB 3\n\tStop\n Decal2:\n UNPF CDE 2\n\tStop\n }\n}\n\nACTOR UnmakerLaserSpark\n{\n RenderStyle Add\n Scale 0.0125\n Alpha 0.95\n +NOINTERACTION\n +NOGRAVITY\n States\n {\n Spawn:\n\tYAE5 A 0 NoDelay A_JumpIf(ScaleX <= 0, \"NULL\")\n\tYAE5 A 0 A_SetScale(ScaleX-0.00075)\n YAE5 A 3 A_ChangeVelocity (frandom(-0.03, 0.03), frandom(-0.03, 0.03), frandom(-0.03, 0.03), 0)\n YAE5 A 1 A_FadeOut(0.05)\n Loop\n }\n}\n\nActor UnmakerBall\n{\nDONTHURTSHOOTER\n+Ripper\n+ThruSpecies\n+DontHurtSpecies\nSpecies \"Player\"\ndamagetype Disintegrate\nProjectile\nRadius 13\nHeight 8\nSpeed 60\nDamage 200\nExplosionradius 76\nExplosionDamage 255\nseeSound \"UnBallShot\"\nDeathSound \"UnBallSplash\"\nDecal \"UnmakerSuperBeamScorch\"\nStates\n{\nSpawn:\nION1 ABAB 3 bright\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,2,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,4,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,6,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,8,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,10,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,12,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,14,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,16,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,18,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,20,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,22,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,24,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,26,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,28,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,30,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,32,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,34,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,36,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,38,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,40,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,42,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,44,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,46,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,48,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,50,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,52,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,54,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,56,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,58,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,60,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,62,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,64,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,66,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,68,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,70,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,72,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,74,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,76,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,78,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,80,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,82,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,84,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,86,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,88,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,90,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,92,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,94,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,96,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,98,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,100,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,102,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,104,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,106,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,108,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,110,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,112,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,114,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,116,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,118,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,120,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,122,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,124,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,126,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,128,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,130,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,132,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,134,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,136,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,138,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,140,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,142,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,144,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,146,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,148,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,150,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,152,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,154,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,156,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,158,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,160,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,162,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,164,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,166,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,168,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,170,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,172,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,174,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,176,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,178,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,180,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-2,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-4,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-6,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-8,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-10,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-12,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-14,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-16,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-18,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-20,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-22,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-24,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-26,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-28,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-30,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-32,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-34,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-36,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-38,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-40,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-42,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-44,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-46,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-48,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-50,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-52,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-54,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-56,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-58,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-60,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-62,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-64,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-66,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-68,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-70,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-72,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-74,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-76,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-78,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-80,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-82,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-84,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-86,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-88,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-90,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-92,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-94,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-96,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-98,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-100,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-102,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-104,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-106,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-108,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-110,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-112,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-114,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-116,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-118,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-120,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-122,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-124,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-126,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-128,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-130,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-132,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-134,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-136,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-138,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-140,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-142,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-144,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-146,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-148,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-150,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-152,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-154,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-156,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-158,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-160,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-162,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-164,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-166,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-168,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-170,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-172,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-174,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-176,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-178,2)\nION1 A 4 Bright A_CustomMissile(\"FakeLoreShot\",1,0,0,2)\nION1 A 0 A_Explode(255,76,1)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,2,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,4,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,6,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,8,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,10,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,12,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,14,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,16,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,18,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,20,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,22,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,24,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,26,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,28,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,30,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,32,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,34,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,36,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,38,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,40,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,42,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,44,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,46,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,48,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,50,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,52,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,54,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,56,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,58,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,60,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,62,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,64,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,66,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,68,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,70,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,72,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,74,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,76,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,78,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,80,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,82,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,84,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,86,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,88,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,90,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,92,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,94,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,96,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,98,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,100,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,102,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,104,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,106,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,108,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,110,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,112,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,114,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,116,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,118,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,120,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,122,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,124,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,126,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,128,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,130,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,132,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,134,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,136,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,138,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,140,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,142,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,144,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,146,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,148,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,150,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,152,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,154,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,156,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,158,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,160,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,162,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,164,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,166,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,168,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,170,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,172,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,174,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,176,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,178,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,180,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-2,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-4,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-6,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-8,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-10,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-12,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-14,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-16,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-18,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-20,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-22,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-24,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-26,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-28,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-30,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-32,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-34,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-36,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-38,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-40,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-42,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-44,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-46,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-48,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-50,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-52,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-54,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-56,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-58,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-60,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-62,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-64,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-66,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-68,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-70,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-72,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-74,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-76,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-78,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-80,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-82,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-84,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-86,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-88,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-90,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-92,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-94,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-96,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-98,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-100,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-102,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-104,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-106,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-108,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-110,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-112,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-114,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-116,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-118,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-120,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-122,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-124,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-126,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-128,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-130,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-132,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-134,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-136,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-138,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-140,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-142,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-144,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-146,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-148,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-150,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-152,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-154,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-156,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-158,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-160,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-162,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-164,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-166,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-168,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-170,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-172,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-174,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-176,2)\nION1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-178,2)\nION1 B 4 Bright A_CustomMissile(\"FakeLoreShot\",1,0,0,2)\nION1 B 0 A_Explode(255,76,1)\nGoto Spawn+4\nDeath:\nTBAL AB 8 bright\nTBAL C 8 bright A_Explode(255,176,1)\nTBAL DEF 8 bright\nStop\n}\n}\n\nACTOR FakeLoreShot : LoreShot\n{\n+DontHurtSpecies\n+ThruSpecies\nSpecies \"Player\"\ndamagetype Disintegrate\nSpeed 20\nDamage 20\nHeight 2\nRadius 2\nSeeSound \"\"\nDeathSound \"\"\nRENDERSTYLE None\nStates\n{\nSpawn:\nOCLW A 7\nStop\n}\n}\n\nACTOR UnmakerSpawner 30612\n{\n-SERVERSIDEONLY\n+NOBLOCKMAP\n+NOSECTOR\n+NOGRAVITY\n+THRUACTORS\n-BOSSDEATH\n+SHOOTABLE\n+ISMONSTER\n+NORADIUSDMG\n+NOINTERACTION\n+RANDOMIZE\nHEALTH 0x7FFFFFFF\nHeight 64\nRadius 24\nMass 0x7FFFFFFF\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 10\n\t\tTNT1 A 1 A_SpawnItemEx(\"Unmaker\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG)\n\t\tGoto Nothing\n\tNothing:\n\t\tTNT1 A 10\n\t\tTNT1 A 0 A_Die\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 10\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/DemonTechAxe.txt",
"contents": "ACTOR \"DemonTechAxe\" : FWeapAxe 21106\n{\n\tWeapon.YAdjust 0\n\tWeapon.AmmoType \"DemonAmmo\"\n\tweapon.Ammogive 120\n\tWeapon.AmmoUse 30\n\tInventory.Pickupmessage \"You've picked up the Demon Tech Axe!\"\n\tTag \"Demon Tech Axe\"\n\tObituary \"%o was ripped to shreds by %k's axe.\"\n\tWeapon.PreferredSkin \"Chainsaw-Marine\"\n\tstates\n\t{\n\t\tSpawn:\n\t\tWFAX A 3\n\t\tloop\n\n\t\tReady:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tFAXE A 1 A_FAxeCheckReady\n\t\tLoop\n\n\t\tFire:\n\t\tFAXE B 1 Offset(48, 16) A_FAxeCheckAtk\n\t\tTNT1 A 0 A_PlaySound(\"weapons/axeswing\")\n\t\tFAXE C 1 Offset(23, 32)\n\t\tFAXE C 1 Offset(21, 32)\n\t\tFAXE C 1 Offset(19, 32)\n\n\t\tFAXE D 1 Offset(15, 32)\n\t\tFAXE D 1 Offset(13, 32)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"PowerSmash\")\n\t\tFAXE D 1 Offset(-5, 70) A_CustomPunch(80, true, 0, \"HitWallPuff\", 144)\n\t\tFAXE D 1 Offset(-25, 90)\n\t\tFAXE D 1 Offset(-27, 90)\n\t\tFAXE E 1 Offset(15, 32)\n\t\tFAXE E 2 Offset(10, 54)\n\t\tFAXE E 7 Offset(10, 150)\n\t\tFAXE A 1 Offset(0, 60) A_ReFire\n\t\tFAXE A 1 Offset(0, 52)\n\t\tFAXE A 1 Offset(0, 44)\n\t\tFAXE A 1 Offset(0, 36)\n\t\tFAXE A 1\n\t\tGoto Ready\n\n\t\tPowerSmash:\n\t\tFAXE D 1 Offset(-5, 70) A_CustomPunch(500, true, 0, \"HitWallPuff\", 144)\n\t\tFAXE D 1 Offset(-25, 90)\n\t\tFAXE D 1 Offset(-27, 90)\n\t\tFAXE E 1 Offset(15, 32)\n\t\tFAXE E 2 Offset(10, 54)\n\t\tFAXE E 7 Offset(10, 150)\n\t\tFAXE A 1 Offset(0, 60) A_ReFire\n\t\tFAXE A 1 Offset(0, 52)\n\t\tFAXE A 1 Offset(0, 44)\n\t\tFAXE A 1 Offset(0, 36)\n\t\tFAXE A 1\n\t\tGoto Ready\n\n\t\tSelectGlow:\n\t\tFAXE AYZY 1 A_FAxeCheckUpG\n\t\tLoop\n\n\t\tDeselectGlow:\n\t\tFAXE AYZY 1 A_Lower\n\t\tLoop\n\n\t\tReadyGlow:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/hum\")\n\t\tFAXE AYZY 6 A_FAxeCheckReadyG\n\t\tLoop\n\n\t\tFireGlow:\n\t\tFAXE B 1 Offset(48, 16)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/axeswing\")\n\t\tFAXE C 1 Offset(23, 32)\n\t\tFAXE C 1 Offset(21, 32)\n\t\tFAXE C 1 Offset(19, 32)\n\n\t\tFAXE D 1 Offset(15, 32)\n\t\tFAXE D 1 Offset(13, 32)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"PowerSmashGlow\")\n\t\tFAXE D 1 Offset(-5, 70) A_CustomPunch(700, true, CPF_USEAMMO, \"DemonTechPuff\", 144)\n\t\tFAXE D 1 Offset(-25, 90)\n\t\tFAXE D 1 Offset(-27, 90)\n\t\tFAXE E 1 Offset(15, 32)\n\t\tFAXE E 2 Offset(10, 54)\n\t\tFAXE E 7 Offset(10, 150)\n\t\tFAXE A 1 Offset(0, 60) A_ReFire\n\t\tFAXE A 1 Offset(0, 52)\n\t\tFAXE A 1 Offset(0, 44)\n\t\tFAXE A 1 Offset(0, 36)\n\t\tFAXE A 1\n\t\tGoto ReadyGlow\n\n\t\tPowerSmashGlow:\n\t\tFAXE D 1 Offset(-5, 70) A_CustomPunch(1200, true, CPF_USEAMMO, \"DemonTechPuff\", 144)\n\t\tFAXE D 1 Offset(-25, 90)\n\t\tFAXE D 1 Offset(-27, 90)\n\t\tFAXE E 1 Offset(15, 32)\n\t\tFAXE E 2 Offset(10, 54)\n\t\tFAXE E 7 Offset(10, 150)\n\t\tFAXE A 1 Offset(0, 60) A_ReFire\n\t\tFAXE A 1 Offset(0, 52)\n\t\tFAXE A 1 Offset(0, 44)\n\t\tFAXE A 1 Offset(0, 36)\n\t\tFAXE A 1\n\t\tGoto ReadyGlow\n\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready\n\n GrenadeToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tFAXE A 1 Offset(0,30)\n\tFAXE A 1 Offset(0,40)\n\tFAXE A 1 Offset(0,50)\n\tFAXE A 1 Offset(0,60)\n\tFAXE A 1 Offset(0,70)\n\tTNT1 A 4 Offset(0,10)\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tFAXE A 1 Offset(0,70)\n\tFAXE A 1 Offset(0,60)\n\tFAXE A 1 Offset(0,50)\n\tFAXE A 1 Offset(0,40)\n\tFAXE A 1 Offset(0,30)\n\tGoto Ready\n\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready\n\n MineToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tFAXE A 1 Offset(0,30)\n\tFAXE A 1 Offset(0,40)\n\tFAXE A 1 Offset(0,50)\n\tFAXE A 1 Offset(0,60)\n\tFAXE A 1 Offset(0,70)\n\tTNT1 A 8 Offset(0,10)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tFAXE A 1 Offset(0,70)\n\tFAXE A 1 Offset(0,60)\n\tFAXE A 1 Offset(0,50)\n\tFAXE A 1 Offset(0,40)\n\tFAXE A 1 Offset(0,30)\n\tGoto Ready\n\t}\n}\nACTOR HitWallPuff : AxePuff replaces AxePuff\n{\n +NOBLOCKMAP\n +NOGRAVITY\n -PUFFONACTORS\n RenderStyle Translucent\n Alpha 1.0\n SeeSound \"weapons/axehit\"\n AttackSound \"weapons/axehit\"\n ActiveSound \"FighterHammerMiss\"\n States\n {\n Spawn:\n\t//TNT1 AAA 0 A_CustomMissile(\"Kaboom7\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 A 1 Bright\n Stop\n }\n}\nACTOR DemonTechPuff : AxePuffGlow replaces AxePuffGlow\n{\n +NOBLOCKMAP\n +NOGRAVITY\n +PUFFONACTORS\n RenderStyle Translucent\n Alpha 1.0\n\n SeeSound \"weapons/plasmashock\"\n AttackSound \"weapons/plasmashock\"\n ActiveSound \"FighterHammerMiss\"\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItemEx(\"GreenParticleSpawnerDT\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_SpawnItemEx(\"DemonTechEx\",0,0,0,0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"Kaboom7\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 A 1 Bright\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/DFlakCannon.txt",
"contents": "ACTOR \"Demented Flak Cannon\" : Weapon 2052\n{\n\tGame Doom\n\tTag \"Demented Flak Cannon\"\n Radius 20\n Weapon.Kickback 50\n\tWeapon.SelectionOrder 400\n\tWeapon.AmmoGive 30\n\tWeapon.AmmoType \"NewShell\"\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoType2 \"Missile\"\n\tWeapon.AmmoUse2 1\n\tWeapon.KickBack 5\n\tWeapon.PreferredSkin \"Hexa-Shotgun-Marine\"\n\t+WEAPON.NOAUTOFIRE\n\t+FORCEXYBILLBOARD\n\tInventory.PickupMessage \"Demented Flak Cannon\"\n\tObituary \"%k caught %o in a evil flak attack of famous Unreal Tornament\"\n Inventory.PickupSound \"Weapon/DFLAKLOAD\"\n\tDamageType SSG\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tDFKG Z -1\n\t\tLoop\n\tReady:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tDFKG A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tDFKG A 1 A_Lower\n\t\tGoto Deselect+1\n\tSelect:\n\t\tTNT1 AAAAAAAAAAAA 0 A_Raise\n\t\tDFKG LMN 2\n TNT1 A 0 A_PlaySound(\"Weapon/DFLAKLOAD\")\n DFKG A 8\n\t\tGoto Ready\n NoAmmo:\n DFKG A 4 A_PlaySound(\"Weapon/Empty\", 2)\n Goto Ready+6\n\tFire:\n\t\tTNT1 A 0 A_Recoil(10)\n DFKG B 1 BRIGHT A_playsound(\"Weapon/DFLAKFIRE\", 5)\n\t\tDFKG B 1 BRIGHT Radius_Quake (16, 8, 0, 1, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"NewShell\",2,TIF_NOTAKEINFINITE)\n\t\tDFKG BBBBBBBB 0 A_FireCustomMissile(\"DFlak\",frandom(6,-6),0,frandom(1,-1),frandom(1,-1),0,frandom(6,-6))\n DFKG B 1 BRIGHT A_ZoomFactor(0.85)\n DFKG C 1 A_ZoomFactor(0.9)\n DFKG C 1 A_ZoomFactor(0.910)\n DFKG C 1 A_ZoomFactor(0.920)\n DFKG C 1 A_ZoomFactor(0.930)\n DFKG C 1 A_ZoomFactor(0.940)\n DFKG C 1 A_ZoomFactor(0.950)\n\t\tDFKG C 1 A_ZoomFactor(0.960)\n\t\tDFKG C 2 A_ZoomFactor(0.980)\n\t\tDFKG C 2 A_ZoomFactor(1.0)\n\t\t//Don't go through reload if we don't have any ammo!\n\t\tTNT1 A 0 A_CheckReload\n\n\t\tDFKG DDEEFF 2\n\t\tDFKG G 2 A_PlaySound(\"Weapon/FLAKSNAP\")\n\t\tDFKG HHOOII 2\n\t\tDFKG I 4\n\t\tDFKG JK 2\n TNT1 A 0 A_playsound(\"Weapon/DFLAKLOAD\")\n\t\tDFKG L 6\n\t\tDFKG MNAA 2\n\t\tTNT1 A 0 A_ReFire\n\t\tDFKG A 2\n Goto Ready+7\n\n\tAltFire:\n\t\tFKGN A 0 A_GunFlash\n\t\tFKGN A 0 BRIGHT A_playsound(\"Weapon/DFLAKALT\", 5)\n\t\tFKGN B 1 BRIGHT Radius_Quake (8, 6, 0, 1, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"Missile\",1,TIF_NOTAKEINFINITE)\n\t\tFKGN B 3 BRIGHT A_FireCustomMissile(\"DementedFlakSlug\",0,1,2,4,0)\n FKGN B 1 BRIGHT A_ZoomFactor(0.9)\n FKGN C 1 A_ZoomFactor(0.910)\n FKGN C 1 A_ZoomFactor(0.920)\n FKGN C 1 A_ZoomFactor(0.930)\n FKGN C 1 A_ZoomFactor(0.940)\n FKGN C 1 A_ZoomFactor(0.950)\n FKGN C 2 A_ZoomFactor(0.970)\n\t\tFKGN C 2 A_ZoomFactor(0.990)\n\t\tFKGN C 2 A_ZoomFactor(1.0)\n\n\t\t//Don't go through reload if we don't have any ammo!\n\t\tTNT1 A 0 A_CheckReload\n\n\t\tFKGN DDEEFF 2\n\t\tFKGN G 2 A_PlaySound(\"Weapon/FLAKSNAP\")\n\t\tFKGN HHOOII 2\n\t\tFKGN I 4\n\t\tFKGN JK 2\n TNT1 A 0 A_playsound(\"Weapon/DFLAKLOAD\")\n\t\tFKGN L 6\n\t\tFKGN MNAA 2\n\t\tTNT1 A 0 A_ReFire\n\t\tFKGN A 2\n Goto Ready+7\n\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready\n\n GrenadeToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tDFKG A 1 Offset(0,30)\n\tDFKG A 1 Offset(0,40)\n\tDFKG A 1 Offset(0,50)\n\tDFKG A 1 Offset(0,60)\n\tDFKG A 1 Offset(0,70)\n\tTNT1 A 4 Offset(0,10)\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tDFKG A 1 Offset(0,70)\n\tDFKG A 1 Offset(0,60)\n\tDFKG A 1 Offset(0,50)\n\tDFKG A 1 Offset(0,40)\n\tDFKG A 1 Offset(0,30)\n\tGoto Ready\n\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready\n\n MineToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tDFKG A 1 Offset(0,30)\n\tDFKG A 1 Offset(0,40)\n\tDFKG A 1 Offset(0,50)\n\tDFKG A 1 Offset(0,60)\n\tDFKG A 1 Offset(0,70)\n\tTNT1 A 8 Offset(0,10)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tDFKG A 1 Offset(0,70)\n\tDFKG A 1 Offset(0,60)\n\tDFKG A 1 Offset(0,50)\n\tDFKG A 1 Offset(0,40)\n\tDFKG A 1 Offset(0,30)\n\tGoto Ready\n\t}\n}\n\nactor DFlak\n{\nProjectile\nSpecies \"Player\"\nDecal BulletChip\nRadius 5\nHeight 5\nDamage (15*random(1,5))\nScale 0.45\nDamageType \"normal\"\nSpeed 35\nGravity 0.75\nBounceType doom\nBounceFactor 0.75\nWallBounceFactor 0.55\nBounceSound \"ricochet/hit\"\n-NOGRAVITY\n+RANDOMIZE\n+FORCEXYBILLBOARD\n+NOBLOCKMAP\n+RIPPER\n+DONTSPLASH\n+THRUSPECIES\n+EXTREMEDEATH\nStates\n{\nSpawn:\nDFKS ABCDABCD 1 BRIGHT Light(\"DFLAK1\")\nDFKS EFGHEFGHEFGH 1 BRIGHT Light(\"DFLAK2\")\nDFKS FGH 4 A_SpawnItem(\"ShrapnelSmoke\",0)\nLoop\nDeath:\nFKSD IJKIJKIJK 1\nTNT1 A 0 A_CustomMissile(\"FlakResidue\",-5,0,0,CMF_AIMDIRECTION)\nFKSD KKKK 1 A_FadeOut(0.50)\nStop\n}\n}\n\nActor DementedFlakSlug\n{\n Radius 16\n Height 16\n Speed 30\n Damage 80\n DECAL LegRocketScorch\n Species \"Player\"\n +BLOODSPLATTER\n +DONTSPLASH\n +BLOODLESSIMPACT\n +THRUSPECIES\n Deathsound \"Weapon/FLAKEXPL\"\n PROJECTILE\n Scale 0.4\n Reactiontime 8\n Gravity 0.4\n states\n {\n Spawn:\n FLK1 A 5\n FLK1 A 0 A_Gravity\n FLK1 A 6 A_SpawnItemEx(\"ShrapnelSmoke\",0,0,0,0,0,2,0,128,0)\n goto Spawn+2\n Death:\n\tTNT1 A 0 A_Explode(110,140)\n TNT1 A 0 A_NoGravity\n\tTNT1 A 0 A_SpawnItemEx(\"BlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 AAA 0 A_CustomMissile(\"BlueKaboom3\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n TNT1 AAAA 0 A_SpawnItemEx(\"LegendaryDebris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n TNT1 A 0 A_SpawnItemEx(\"BlueKaboom3\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"DFlak\",frandom(8,-8),frandom(8,-8),random(4,-4),random(2,-2),random(2,-2),0,frandom(2,12), 128)\n TNT1 AAAAAAAAAAAAA 8 A_SpawnItemEx(\"LegendarySmokeFX2\",0,0,0,0,0,2,0,128,0)\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/LegendaryBehemothCannon.txt",
"contents": "ACTOR \"Legendary Behemoth Cannon\" : Weapon 24013\n{\n Weapon.Kickback 300\n Weapon.AmmoUse 6\n Weapon.AmmoGive 100\n Weapon.PreferredSkin \"BehemothCannon-Marine\"\n Weapon.SelectionOrder 7950\n Scale 0.95\n Weapon.AmmoType \"LDemonAmmo\"\n Weapon.AmmoUse2 36\n Weapon.AmmoType2 \"LDemonAmmo\"\n Inventory.PickupMessage \"Legendary Behemoth Cannon, B.I.H Legendary Behemoth ;-D\"\n Inventory.PickupSound \"LegBeheCannon/up\"\n Obituary \"%o ate %k's Legendary Behemoth Cannon beautiful comets.\"\n Tag \"Legendary Behemoth Cannon\"\n Weapon.Upsound \"LegBeheCannon/up\"\n +INVENTORY.UNDROPPABLE\n States\n {\n\tSpawn:\n\t\tLBHC H -1\n\t\tStop\n\tReady:\n\t\tLBHC A 1 A_WeaponReady\n\t\tLoop\n\tSelect:\n\t\tLBHC A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tLBHC A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tLBHC D 3 Bright\n\t\tLBHC E 3 Bright A_PlaySound(\"cannon/fire\", CHAN_WEAPON, 1.0, 0)\n\t\tLBHC F 1 Bright A_FireCustomMissile(\"LegBehemothCometPlayer\")\n\t\tLBHC F 0 Bright A_FireCustomMissile(\"LegBehemothCometPlayer\", -2)\n\t\tLBHC F 0 Bright A_FireCustomMissile(\"LegBehemothCometPlayer\", 2)\n\t\tLBHC G 3 Bright\n\t\tLBHC C 5 Bright\n\t\tLBHC B 5 Bright\n\t\tLBHC A 5 Bright\n\t\tGoto Ready\n\tAltFire:\n\t\tLBHC A 35 A_PlaySound(\"weapons/bfgf\", CHAN_WEAPON, 1.0, 0)\n\t\tLBHC B 1\n\t\tLBHC C 1\n\t\tLBHC D 1\n\t\tLBHC E 1\n\t\tLBHC F 2 A_FireCustomMissile(\"LegBehBFGBallPlayer\")\n\t\tLBHC FG 3\n\t\tLBHC C 5\n\t\tLBHC B 5\n\t\tLBHC A 5\n\t\tGoto Ready\n\t}\n}\n\nACTOR LegBehemothCometPlayer : LegBehComet\n{\n\t+THRUSPECIES\n\t+SEEKERMISSILE\n\t+SCREENSEEKER\n\t+DOOMBOUNCE\n\t+NOTIMEFREEZE\n\tSpecies \"Player\"\n\tDecal \"Scorch\"\n\tDamageType \"HellComet\"\n\tMissileType \"Legendary\"\n\tDamage 50\n\tExplosionDamage 90\n\tScale 0.55\n\tStates\n\t{\n\tSpawn:\n\tLHTB AAAAABBBBBB 1 Bright A_SpawnItemEx(\"LegBehCometTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tFly:\n\tTNT1 A 0 A_SeekerMissile(15,8,SMF_LOOK)\n\tLHTB AAAAA 1 Bright A_SpawnItemEx(\"LegBehCometTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_SeekerMissile(15,8,SMF_LOOK)\n\tLHTB BBBBB 1 Bright A_SpawnItemEx(\"LegBehCometTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tLoop\n\tDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryBlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"LegendaryDebris\",0,0,Random(20,40),Random(4,-4),Random(4,-4),Random(4,8),0,128)\n\tTNT1 AAA 0 A_CustomMissile(\"BlueKaboom\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\tBCOM DE 3 Bright\n\tStop\n\t}\n}\n\nACTOR LegBehBFGBallPlayer : LegBehBFGBall\n{\n+EXTREMEDEATH\n+FORCERADIUSDMG\n+NOTIMEFREEZE\nSpecies \"Player\"\nDeathSound \"lrball3/exp\"\nDamage 300\nScale 1.4\nSpeed 35\nDECAL BlueBFG9500Lightning\nDamageType \"HellComet\"\nMissileType \"Legendary\"\nStates\n{\nSpawn:\n LTB1 A 0 A_CustomMissile(\"LegBehBFGBallTrail\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER,0)\n\tLTB1 AAA 1 Bright A_SpawnItemEx(\"BFGTrailParticleBlue\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tLTB1 B 0 A_CustomMissile(\"LegBehBFGBallTrail\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER,0)\n\tLTB1 BBB 1 Bright A_SpawnItemEx(\"BFGTrailParticleBlue\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n Loop\nDeath:\n TNT1 A 0 A_Explode(48,156,0)\n\tTNT1 A 0 A_PlaySound(\"lrball3/exp\")\n LTB1 CDEF 4 Bright A_SpawnItemEx(\"BFGTrailParticleBlue\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_PlaySound(\"lrball3/exp\")\n\tTNT1 A 0 A_Explode(48,156,0)\n LTB1 CDEF 4 Bright A_SpawnItemEx(\"BFGTrailParticleBlue\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_PlaySound(\"lrball3/exp\")\n\tTNT1 A 0 A_Explode(48,156,0)\n LTB1 CDEF 4 Bright A_SpawnItemEx(\"BFGTrailParticleBlue\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_PlaySound(\"lrball3/exp\")\n\tTNT1 A 0 A_Explode(48,156,0)\n LTB1 CDEF 4 Bright A_SpawnItemEx(\"BFGTrailParticleBlue\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_PlaySound(\"lrball3/exp\")\n\tTNT1 A 0 A_Explode(48,156,0)\n LTB1 CDEF 4 Bright A_SpawnItemEx(\"BFGTrailParticleBlue\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_PlaySound(\"lrball3/exp\")\n TNT1 A 0 A_Explode(48,156,0)\n LTB1 CDEF 4 Bright A_SpawnItemEx(\"BFGTrailParticleBlue\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0\n\tTNT1 A 0 A_Explode(156,156,0)\n\tTNT1 A 0 A_PlaySound(\"lrball3/exp\")\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryBlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"BlueKaboom\",random(-32,32),random(-40,40),random(8,16),random(-4,4),random(-4,4),random(0,4),0,SXF_TRANSFERPOINTERS)\n\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n LTB1 CDEF 4 Bright\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/ExplosiveDemonTechRifle.txt",
"contents": "ACTOR \"ExplosiveDemonTechRifle\" : Weapon 29211\n{\n Height 14\n Weapon.PreferredSkin \"DemonTechRifle-Marine\"\n Weapon.SelectionOrder 6520\n Weapon.KickBack 60\n Weapon.AmmoUse 1\n Weapon.AmmoGive 60\n Weapon.AmmoGive2 30\n Scale 0.95\n Weapon.AmmoType \"DemonMagazine\"\n Weapon.AmmoType2 \"DemonAmmo\"\n Inventory.PickupMessage \"Explosive Demon Tech Rifle\"\n Inventory.PickupSound \"explosivedtech/pickup\"\n Obituary \"%o was blown apart by %k's Explosive Demon Tech Rifle.\"\n +WEAPON.AMMO_OPTIONAL\n +WEAPON.NOALERT\n +INVENTORY.UNDROPPABLE\n Tag \"Explosive Demon Tech Rifle\"\n States\n {\n Ready:\n TNT1 A 0 A_PlayWeaponSound(\"weapons/demontechload\")\n\t EDT1 ABCDE 1\n ReadyLoop:\n TNT1 A 0 A_JumpIfInventory(\"DemonMagazine\",1,2)\n\t TNT1 A 0\n\t Goto NoBuzzing\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_PlaySound(\"explosivedtech/idle\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t EDT2 BB 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t EDT2 BB 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t EDT2 CC 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t EDT2 CC 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t EDT2 DD 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t EDT2 DD 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t EDT2 EE 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t EDT2 EE 1 A_WeaponReady\n Goto ReadyLoop\n NoBuzzing:\n TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n EDT2 A 1 A_WeaponReady\n\t Loop\n Deselect:\n TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n EDT2 A 1 A_Lower\n Goto Deselect+1\n Select:\n\t TNT1 A 0 A_Raise\n\t Wait\n Fire:\n TNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\t TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_GunFlash\n\t TNT1 A 0 Radius_Quake(4,2,0,1,0)\n TNT1 A 0 A_Light1\n\t TNT1 A 0 A_PlaySound(\"explosivedtech/fire\")\n EDT3 A 2 Bright A_FireCustomMissile(\"PlayerExplosiveDemonTechProjectile\",Random(100,-100)/100.00,1,0,0,0,Random(100,-100)/100.00)\n\t EDT3 B 1 Bright A_Light2\n EDT3 C 2 A_Light0\n TNT1 A 0 A_ReFire\n Goto ReadyLoop\n Empty:\n EDT2 A 10 A_PlayWeaponSound(\"weapons/click2\")\n AltFire:\n \t TNT1 A 0 A_JumpIfInventory(\"DemonMagazine\",60,2)\n TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,2)\n\t TNT1 A 0\n\t Goto ReadyLoop\n EDT4 AB 2\n\t EDT4 C 3\n\t EDT4 D 4 A_PlayWeaponSound(\"weapons/demontecheject\")\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/demontechsteam\")\n\t EDT4 EFG 1 Radius_Quake(2,2,0,1,0)\n\t EDT4 H 2 Radius_Quake(2,2,0,1,0)\n\t EDT4 I 3 Radius_Quake(2,2,0,1,0)\n\t EDT4 J 4 A_FireCustomMissile(\"DemonTechEmptyMagSpawner\", 0, 0, 0, 1)\n\t EDT4 K 15\n\t EDT4 LM 2\n\t EDT4 N 2 A_PlayWeaponSound(\"weapons/demontechload\")\n\t TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,\"Reload\")\n\t EDT4 O 8\n\t EDT4 O 2 A_PlayWeaponSound(\"weapons/demontechclick\")\n EDT4 CB 3\n\t EDT4 A 2\n\t Goto ReadyLoop\n Reload:\n\t TNT1 A 0 A_TakeInventory(\"DemonAmmo\",1)\n\t TNT1 A 0 A_GiveInventory(\"DemonMagazine\",1)\n\t TNT1 A 0 A_JumpIfInventory(\"DemonMagazine\",60,\"Full\")\n\t TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,\"Reload\")\n\t Goto AltFire+19\n Full:\n TNT1 A 0\n\t Goto AltFire+19\n GrenadeCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t Goto Ready+6\n GrenadeToss:\n \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t EDT1 EDCBA 1\n\t TNT1 A 4\n\t HGRN ABC 1\n\t HGRN D 2\n\t HGRN EFG 1\n\t HGRN HI 2\n\t TNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\t HGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\t HGRN J 1\n\t HGRN KLM 2\n\t HGRN NO 1\n\t TNT1 A 6\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t TNT1 A 0\n\t Goto Ready+1\n MineCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t Goto Ready+6\n MineToss:\n \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t EDT1 EDCBA 1\n\t TNT1 A 8\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t MINE ABCDEF 1\n\t TNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\t MINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\t MINE HI 1\n\t MINE JK 2\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t TNT1 A 0\n\t TNT1 A 5\n\t Goto Ready+1\n Spawn:\n EDT8 A -1\n Stop\n }\n}\n\nACTOR PlayerExplosiveDemonTechProjectile\n{\n Height 4\n Radius 4\n Speed 50\n Damage 10\n Scale 0.06\n PROJECTILE\n +THRUSPECIES\n +FORCERADIUSDMG\n Species \"Player\"\n DeathSound \"sentient/chaingunex\"\n Decal EDTRScorch\n //DamageType \"PlayerExDTRifle\"\n States\n {\n Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_Jump(128,\"Spawn2\")\n Normal:\n \t TNT1 A 0 A_Jump(128,\"NormalFX\")\n EDT5 A 1 Bright A_SpawnItemEx(\"PExplosiveDemonTechTrail\",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)\n Loop\n NormalFX:\n\t TNT1 A 0 A_SpawnItemEx(\"ExDTechLightning\",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,0,128)\n EDT5 A 1 Bright A_SpawnItemEx(\"PExplosiveDemonTechTrail\",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)\n\t TNT1 A 0 A_SpawnItemEx(\"ExDTechLightning2\",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,0,128)\n EDT5 A 1 Bright A_SpawnItemEx(\"PExplosiveDemonTechTrail\",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)\n Goto Normal\n Spawn2:\n\t TNT1 A 0 A_Jump(128,\"Spawn2FX\")\n EDT5 A 1 Bright A_SpawnItemEx(\"PExplosiveDemonTechTrail2\",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)\n Loop\n Spawn2FX:\n\t TNT1 A 0 A_SpawnItemEx(\"ExDTechLightning\",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,0,128)\n EDT5 A 1 Bright A_SpawnItemEx(\"PExplosiveDemonTechTrail\",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)\n\t TNT1 A 0 A_SpawnItemEx(\"ExDTechLightning2\",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,0,128)\n EDT5 A 1 Bright A_SpawnItemEx(\"PExplosiveDemonTechTrail\",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)\n Goto Spawn2\n Death:\n \t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\",0,0,0,0,0,0,0,128,0)\n\t TNT1 A 0 Bright A_SpawnItemEx(\"ExplosiveDemonTechEx\",0,0,0,0,0,0,0,128,0)\n\t TNT1 AAA 0 A_CustomMissile(\"EDTRKaboom7\", 0, 0, random(0,360), 2, random(0,360))\n\t TNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n Stop\n\t }\n}\n\nACTOR ExplosiveDemonTechEx\n{\nRenderStyle Add\nAlpha 0.75\nScale 0.5\nPROJECTILE\n+NOCLIP\n+THRUSPECIES\n+FORCERADIUSDMG\nSpecies \"Player\"\nDamageType \"PlayerExDTRifle\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItem(\"SentientExplosiveEffect\")\nEDT7 A 2 Bright A_Explode(Random(24,30)*5,74)\nEDT7 BCDEFGH 2 Bright A_FadeOut(0.1)\nStop\n}\n}\n\nACTOR PExplosiveDemonTechTrail : BFG9500Trail\n{\nScale 0.04\nAlpha 0.65\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 2\n EDT6 AAAAAABBBBBBBB 1 Bright A_FadeOut(0.05)\n Stop\n }\n}\n\nACTOR PExplosiveDemonTechTrail2 : DemonTechTrail\n{\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 2\n EDT6 AAAAAACCCCCCCC 1 Bright A_FadeOut(0.05)\n Stop\n }\n}\n\nACTOR EDTRKaboom7 : Kaboom6\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nEDT9 AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\nStop\n}\n}\n\nACTOR ExDTechLightning : TeleportFogLightning\n{\nScale 0.03\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72)\n\tOEL1 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\tOEL2 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\tOEL3 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\tOEL4 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\nDeath:\n\t\"----\" A 1 Bright\n\tStop\n\t}\n}\n\nACTOR ExDTechLightning2 : ExDTechLightning\n{\nScale 0.06\n}"
},
{
"source": "pk3",
"name": "Actors/BlackHoleBarrel.txt",
"contents": "ACTOR BlackHoleBarrel : ModdedExplosiveBarrel\n{\n DeathSound \"PBlack/Blast\"\n Obituary \"%o was sucked life by a Black Hole.\"\n Tag \"Black Hole Barrel\"\n States\n {\n Spawn:\n BLHB A -1\n Loop\n Death:\n\tTNT1 A 0\n TNT1 A 0 A_Scream\n TNT1 A 0 A_Explode(150, 240)\n\tTNT1 AAA 0 Bright A_StopSound(5)\n\tTNT1 A 0 Bright A_PlaySound(\"Black/Blast\",6,1.0,0)\n TNT1 A 1 A_SpawnItemEx(\"BlackHoleBarrelExplosion\",0,0,32)\n Stop\n }\n}\n\nActor BlackHoleBarrelExplosion\n{\n Radius 1\n Height 1\n Obituary \"%o was sucked life by a Black Hole.\"\n PROJECTILE\n RENDERSTYLE ADD\n +EXTREMEDEATH\n +SPAWNSOUNDSOURCE\n +FORCERADIUSDMG\n +BRIGHT\n ALPHA 0.8\n States\n {\n\tSpawn:\n\tDeath:\n\t\tTNT1 AAA 0 Bright A_StopSound(5)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"PBlackHoleSpawn\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_SETMASTER,0)\n\t\tTNT1 A 1 Bright A_SpawnItemEx(\"PBlackHoleSpawnDark\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tStop\n\t\t}\n}"
},
{
"source": "pk3",
"name": "Actors/NuclearBarrel.txt",
"contents": "ACTOR NukeBarrel : ExplosiveBarrel\n{\n\tObituary \"%o was annihilated by a Nuke Barrel\"\n\tTag \"Nuke Barrel\"\n\t//+NOBLOOD\n\t+CANBLAST\n\t+NOICEDEATH\n +PUSHABLE\n\tHealth 50\n\tRadius 15\n\tHeight 50\n Mass 200\n\tScale 1.2\n\tStates\n\t{\n\tSpawn:\n\t\tMEXP A -1\n\t\tStop\n\tDeath:\n\t\tMEXP A 6\n\t\tMEXP B 20 A_Scream\n\t\tMEXP B 2 BRIGHT\n\t\tMEXP B 2\n\t\tMEXP B 2 BRIGHT\n\t\tMEXP C 2\n\t\tMEXP B 2 BRIGHT\n\t\tMEXP C 4 BRIGHT\n\t\tBEXP D 4 BRIGHT\n\t\tTNT1 A 0 A_SpawnItemEx(\"NukeBarrelExplosion\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tBEXP E 4 BRIGHT\n\t\tBEXP F 4\n\t\tBEXP G 3\n\t\tTNT1 A 1050 BRIGHT A_BarrelDestroy\n\t\tTNT1 A 5 A_Respawn\n\t\tWait\n\t}\n}\n\nActor NukeBarrelExplosion\n{\n Radius 1\n Height 1\n PROJECTILE\n RENDERSTYLE ADD\n +EXTREMEDEATH\n +SPAWNSOUNDSOURCE\n +FORCERADIUSDMG\n +BRIGHT\n ALPHA 0.8\n States\n {\n\tSpawn:\n\tDeath:\n\t TNT1 A 0 A_StopSound(5)\n\t TNT1 A 0 A_SpawnItem(\"DarkDesNuke2\")\n\t TNT1 A 0 A_Explode(100000,1000,0,1,666)\n\t\tStop\n\t\t}\n}"
},
{
"source": "pk3",
"name": "Actors/InsNukeBarrel.txt",
"contents": "ACTOR InstantNukeBarrel : ExplosiveBarrel\n{\n DeathSound \"PBlack/Blast\"\n Obituary \"%o was totally vaporized by a Nuke.\"\n Tag \"Nuke Barrel Instant\"\n Scale 1.2\n States\n {\n Spawn:\n GEXP A -1\n Loop\n Death:\n\tTNT1 A 0\n TNT1 A 0 A_Scream\n TNT1 A 0 A_Explode(150, 240)\n TNT1 A 1 A_SpawnItemEx(\"InstantNukeBarrelExplosion\",0,0,32)\n Stop\n }\n}\n\nActor InstantNukeBarrelExplosion\n{\n Radius 1\n Height 1\n Obituary \"%o was totally vaporized by a Nuke.\"\n PROJECTILE\n RENDERSTYLE ADD\n +EXTREMEDEATH\n +SPAWNSOUNDSOURCE\n +FORCERADIUSDMG\n +BRIGHT\n ALPHA 0.8\n States\n {\n\tSpawn:\n\tDeath:\n\t TNT1 A 0 A_StopSound(5)\n\t TNT1 A 0 A_SpawnItem(\"DarkDesNuke2\")\n\t TNT1 A 0 A_Explode(100000,1000,0,1,666)\n\t\tStop\n\t\t}\n}"
},
{
"source": "pk3",
"name": "Actors/FakeLegBarrel.txt",
"contents": "ACTOR LegendaryBarrelFake : ExplosiveBarrel 30335\n{\nScale 1.2\nDamageType \"Legendary\"\nDamageFactor \"Legendary\", 0.0\nDamageFactor \"Legendary1\", 0.0\nTag \"LegendaryBarrel\"\nStates\n\t{\n\tSpawn:\n\t\tLB4R AB 8 Bright A_SpawnItemEx(\"LHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 1 Bright A_StopSound\n\t\tTNT1 A 0 Bright A_UnSetSolid\n\t\tTNT1 A 0 Bright A_UnSetShootable\n\t\tTNT1 A 0 Bright Radius_Quake(7,105,0,140,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"BlueParticleSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"BlueKaboom3\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX2\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_PlaySoundEx(\"legendary/fakestrike\",\"Voice\",0,2)\n\t\tTNT1 A 70 Bright A_SpawnItemEx(\"LegendaryBarrelStrike\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tStop\n\t}\n}\n\nActor RandomLegDrops : RandomSpawner\n{\nDropItem \"LegendarySphere\", 256, 40\nDropItem \"LegendaryArmor\", 256, 40\nDropItem \"LegendaryShuffleSphere\", 256, 30\nDropItem \"LegendaryRune\", 256, 20\nDropItem \"RandomLegDropsMKII\", 256, 20\nDropItem \"LegendaryUltrasphere\", 256, 20\nDropItem \"LegTimeFreezeSphere\", 256, 25\nDropItem \"LegAmmoSphere\", 256, 25\nDropItem \"XtraBlurSphereSpawner\", 256, 20\n}\n\nActor RandomLegDropsMKII : RandomSpawner\n{\nDropItem \"LegDemonRune\", 256, 15\nDropItem \"TrueLegendaryUltraSphere\", 256, 15\nDropItem \"TrueLegendarySphere\", 256, 20\nDropItem \"TrueLegendaryArmor\", 256, 20\nDropItem \"TrueLegAmmoSphere\", 256, 20\n}\n\nActor RandomLegAmmos : RandomSpawner\n{\nDropItem \"LDemonAmmo\", 256, 10\nDropItem \"LegendaryShell\" 256, 10\nDropItem \"LegendaryLMGBulletMag\" 256, 10\nDropItem \"LegendaryCell\" 256, 10\nDropItem \"DCell\" 256, 5\n}\n\nActor RandomLegBoxes : RandomSpawner\n{\nDropItem \"LDemonAmmoBox\", 256, 10\nDropItem \"LegendaryShellBox\" 256, 10\nDropItem \"LegendaryBulletBox\" 256, 10\nDropItem \"LegendaryCellPack\" 256, 10\nDropItem \"DCellPack\" 256, 5\n}\n\nACTOR EnragedLegendaryBarrelFake : ExplosiveBarrel 30335\n{\nScale 1.2\nDamageType \"Legendary\"\nDamageFactor \"Legendary\", 0.0\nDamageFactor \"Legendary1\", 0.0\nTag \"Enraged Legendary Barrel\"\nStates\n\t{\n\tSpawn:\n\t\tEB4R AB 8 Bright A_SpawnItemEx(\"EnragedHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 1 Bright A_StopSound\n\t\tTNT1 A 0 Bright A_UnSetSolid\n\t\tTNT1 A 0 Bright A_UnSetShootable\n\t\tTNT1 A 0 Bright Radius_Quake(7,105,0,140,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"RedParticleSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"EKaboomLN\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX2\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_PlaySoundEx(\"enraged/fakestrike\",\"Voice\",0,2)\n\t\tTNT1 A 70 Bright A_SpawnItemEx(\"ELegendaryStrike\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tStop\n\t}\n}\n\nActor RandomELegDrops : RandomSpawner\n{\nDropItem \"EnragedLegendarySphere\", 256, 40\nDropItem \"EnragedLegendaryArmor\", 256, 40\nDropItem \"EnragedLegendaryShuffleSphere\", 256, 30\nDropItem \"LegendaryRune\", 256, 20\nDropItem \"EnragedLegendaryRune\", 256, 10\nDropItem \"RandomLegDropsMKII\", 256, 25\nDropItem \"EnragedLegendaryUltrasphere\", 256, 15\nDropItem \"EnragedLegendaryPowerShard\", 256, 25\nDropItem \"LegAmmoSphere\", 256, 25\nDropItem \"XtraBlurSphereSpawner\", 256, 25\n}\n\nActor RandomELegAmmos : RandomSpawner\n{\nDropItem \"ILDemonAmmo\", 256, 10\nDropItem \"EnragedLegendaryShell\" 256, 10\nDropItem \"EnragedLegendaryLMGBulletMag\" 256, 10\nDropItem \"LegendaryCell\" 256, 10\nDropItem \"DCell\" 256, 6\n}\n\nActor RandomELegBoxes : RandomSpawner\n{\nDropItem \"ILDemonAmmo\", 256, 10\nDropItem \"EnragedLegendaryShellBox\" 256, 10\nDropItem \"EnragedLegendaryBulletBox\" 256, 10\nDropItem \"LegendaryCellPack\" 256, 10\nDropItem \"DCellPack\" 256, 6\n}"
}
]
},
"maps": []
}