Raw model (for completeness)
{
"meta": {
"id": "06cb1667-46b4-4c31-a768-af7cd60ed430",
"sha1": "a32296b875e97d9efeae3c62250dbfba18cca9b0",
"sha256": "a1d0fd25db82295a01afef4a426049386f69d6a4df44690bd965b7416a125199",
"filenames": [
"bd64gamev2-monsterstextures-archvilereturns.pk3"
],
"additional": {
"engines": [],
"iwad": [],
"filename": null,
"added": "2021-01-10 03:15:08",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": null,
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2021-01-10 03:15:08",
"file": {
"type": "PK3",
"size": 27388883,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/a32296b875e97d9efeae3c62250dbfba18cca9b0/a32296b875e97d9efeae3c62250dbfba18cca9b0.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 5,
"lumps": 5549,
"maps": 0,
"palettes": 14
}
},
"text_files": [
{
"source": "pk3",
"name": "ANIMDEFS.txt",
"contents": "animateddoor DOOR2\n\topensound RottDoorOpen\n\tclosesound RottDoorClose\n\tpic DOOR2A\n\tpic DOOR2B\n\tpic DOOR2C\n\tpic DOOR2D\n\tpic DOOR2E\n\tpic DOOR2F\n\tpic DOOR2G\n\nswitch HSWITCH3 on pic HSWTICH4 tics 0\nswitch ELEV7 on pic ELEV8 tics 0\n\ntexture FPLACE1\npic FPLACE1 tics 6\npic FPLACE2 tics 6\npic FPLACE3 tics 6\npic FPLACE4 tics 6\n\ntexture ANIMR1\npic ANIMR1 tics 6\npic ANIMR2 tics 6\npic ANIMR3 tics 6\npic ANIMR4 tics 6\npic ANIMR5 tics 6\npic ANIMR6 tics 6\n\ntexture ANIMBP1\npic ANIMBP1 tics 6\npic ANIMBP2 tics 6\npic ANIMBP3 tics 6\npic ANIMBP4 tics 6\npic ANIMBP5 tics 6\npic ANIMBP6 tics 6\n\nTEXTURE M_SKULL1\npic M_SKULL1 tics 4\npic M_SKULL2 tics 4\npic M_SKULL3 tics 4\npic M_SKULL4 tics 4\npic M_SKULL5 tics 4\npic M_SKULL6 tics 4\npic M_SKULL7 tics 4\npic M_SKULL8 tics 4\n\nTexture CTEL\npic CTEL1 tics 2\npic CTEL2 tics 2\npic CTEL3 tics 2\npic CTEL4 tics 2\npic CTEL5 tics 2\npic CTEL6 tics 2\npic CTEL7 tics 2\npic CTEL8 tics 4\n\nTexture CTEL1\npic CTEL1 tics 2\npic CTEL2 tics 2\npic CTEL3 tics 2\npic CTEL4 tics 2\npic CTEL5 tics 2\npic CTEL6 tics 2\npic CTEL7 tics 2\npic CTEL8 tics 4\n\nTexture HTEL1\npic HTEL1 tics 40\npic HTEL2 tics 2\npic HTEL3 tics 2\npic HTEL4 tics 40\npic HTEL3 tics 2\npic HTEL2 tics 2\n\nTexture HTELA\npic HTELA tics 40\npic HTELB tics 2\npic HTELC tics 2\npic HTELD tics 40\npic HTELC tics 2\npic HTELB tics 2\n\nTexture SPORTA\npic SPORT1 tics 4\npic SPORT2 tics 2\npic SPORT3 tics 2\npic SPORT4 tics 2\npic SPORT5 tics 2\npic SPORT4 tics 2\npic SPORT3 tics 2\npic SPORT2 tics 2\n\nTexture SPORT1\npic SPORT1 tics 4\npic SPORT2 tics 2\npic SPORT3 tics 2\npic SPORT4 tics 2\npic SPORT5 tics 2\npic SPORT4 tics 2\npic SPORT3 tics 2\npic SPORT2 tics 2\n\nTexture GATE1\npic CTEL1 tics 2\npic CTEL2 tics 2\npic CTEL3 tics 2\npic CTEL4 tics 2\npic CTEL5 tics 2\npic CTEL6 tics 2\npic CTEL7 tics 2\npic CTEL8 tics 4\n\nTexture GATE2\npic GTEL1 tics 2\npic GTEL2 tics 2\npic GTEL3 tics 2\npic GTEL4 tics 2\npic GTEL5 tics 2\npic GTEL6 tics 2\npic GTEL7 tics 2\npic GTEL8 tics 4\n\nTexture GATE3\npic HTEL1 tics 40\npic HTEL2 tics 2\npic HTEL3 tics 2\npic HTEL4 tics 40\npic HTEL3 tics 2\npic HTEL2 tics 2\n\nTexture GATE4\npic SPORT1 tics 4\npic SPORT2 tics 2\npic SPORT3 tics 2\npic SPORT4 tics 2\npic SPORT5 tics 2\npic SPORT4 tics 2\npic SPORT3 tics 2\npic SPORT2 tics 2\n\n// Blood animation -------------------------------------------------------------\n\nflat Blood2\n pic D64B2_01 tics 2\n pic D64B2_02 tics 2\n pic D64B2_03 tics 2\n pic D64B2_04 tics 2\n pic D64B2_05 tics 2\n pic D64B2_06 tics 2\n pic D64B2_07 tics 2\n pic D64B2_08 tics 2\n pic D64B2_09 tics 2\n pic D64B2_10 tics 2\n pic D64B2_11 tics 2\n pic D64B2_12 tics 2\n pic D64B2_13 tics 2\n pic D64B2_14 tics 2\n pic D64B2_15 tics 2\n pic D64B2_16 tics 2\n pic D64B2_17 tics 2\n pic D64B2_18 tics 2\n pic D64B2_19 tics 2\n pic D64B2_20 tics 2\n pic D64B2_21 tics 2\n pic D64B2_22 tics 2\n pic D64B2_23 tics 2\n pic D64B2_24 tics 2\n pic D64B2_25 tics 2\n pic D64B2_26 tics 2\n pic D64B2_27 tics 2\n pic D64B2_28 tics 2\n pic D64B2_29 tics 2\n pic D64B2_30 tics 2\n pic D64B2_31 tics 2\n pic D64B2_32 tics 2\n pic D64B2_33 tics 2\n pic D64B2_34 tics 2\n pic D64B2_35 tics 2\n pic D64B2_36 tics 2\n pic D64B2_37 tics 2\n pic D64B2_38 tics 2\n pic D64B2_39 tics 2\n pic D64B2_40 tics 2\n pic D64B2_41 tics 2\n pic D64B2_42 tics 2\n pic D64B2_43 tics 2\n pic D64B2_44 tics 2\n pic D64B2_45 tics 2\n pic D64B2_46 tics 2\n pic D64B2_47 tics 2\n pic D64B2_48 tics 2\n pic D64B2_49 tics 2\n pic D64B2_50 tics 2\n pic D64B2_51 tics 2\n pic D64B2_52 tics 2\n pic D64B2_53 tics 2\n pic D64B2_54 tics 2\n pic D64B2_55 tics 2\n pic D64B2_56 tics 2\n pic D64B2_57 tics 2\n pic D64B2_58 tics 2\n pic D64B2_59 tics 2\n pic D64B2_60 tics 2\n pic D64B2_61 tics 2\n pic D64B2_62 tics 2\n pic D64B2_63 tics 2\n pic D64B2_64 tics 2\n\nflat Blood3\n pic D64B2_01 tics 2\n pic D64B2_02 tics 2\n pic D64B2_03 tics 2\n pic D64B2_04 tics 2\n pic D64B2_05 tics 2\n pic D64B2_06 tics 2\n pic D64B2_07 tics 2\n pic D64B2_08 tics 2\n pic D64B2_09 tics 2\n pic D64B2_10 tics 2\n pic D64B2_11 tics 2\n pic D64B2_12 tics 2\n pic D64B2_13 tics 2\n pic D64B2_14 tics 2\n pic D64B2_15 tics 2\n pic D64B2_16 tics 2\n pic D64B2_17 tics 2\n pic D64B2_18 tics 2\n pic D64B2_19 tics 2\n pic D64B2_20 tics 2\n pic D64B2_21 tics 2\n pic D64B2_22 tics 2\n pic D64B2_23 tics 2\n pic D64B2_24 tics 2\n pic D64B2_25 tics 2\n pic D64B2_26 tics 2\n pic D64B2_27 tics 2\n pic D64B2_28 tics 2\n pic D64B2_29 tics 2\n pic D64B2_30 tics 2\n pic D64B2_31 tics 2\n pic D64B2_32 tics 2\n pic D64B2_33 tics 2\n pic D64B2_34 tics 2\n pic D64B2_35 tics 2\n pic D64B2_36 tics 2\n pic D64B2_37 tics 2\n pic D64B2_38 tics 2\n pic D64B2_39 tics 2\n pic D64B2_40 tics 2\n pic D64B2_41 tics 2\n pic D64B2_42 tics 2\n pic D64B2_43 tics 2\n pic D64B2_44 tics 2\n pic D64B2_45 tics 2\n pic D64B2_46 tics 2\n pic D64B2_47 tics 2\n pic D64B2_48 tics 2\n pic D64B2_49 tics 2\n pic D64B2_50 tics 2\n pic D64B2_51 tics 2\n pic D64B2_52 tics 2\n pic D64B2_53 tics 2\n pic D64B2_54 tics 2\n pic D64B2_55 tics 2\n pic D64B2_56 tics 2\n pic D64B2_57 tics 2\n pic D64B2_58 tics 2\n pic D64B2_59 tics 2\n pic D64B2_60 tics 2\n pic D64B2_61 tics 2\n pic D64B2_62 tics 2\n pic D64B2_63 tics 2\n pic D64B2_64 tics 2\n\nflat Blood1\n pic D64B2_01 tics 2\n pic D64B2_02 tics 2\n pic D64B2_03 tics 2\n pic D64B2_04 tics 2\n pic D64B2_05 tics 2\n pic D64B2_06 tics 2\n pic D64B2_07 tics 2\n pic D64B2_08 tics 2\n pic D64B2_09 tics 2\n pic D64B2_10 tics 2\n pic D64B2_11 tics 2\n pic D64B2_12 tics 2\n pic D64B2_13 tics 2\n pic D64B2_14 tics 2\n pic D64B2_15 tics 2\n pic D64B2_16 tics 2\n pic D64B2_17 tics 2\n pic D64B2_18 tics 2\n pic D64B2_19 tics 2\n pic D64B2_20 tics 2\n pic D64B2_21 tics 2\n pic D64B2_22 tics 2\n pic D64B2_23 tics 2\n pic D64B2_24 tics 2\n pic D64B2_25 tics 2\n pic D64B2_26 tics 2\n pic D64B2_27 tics 2\n pic D64B2_28 tics 2\n pic D64B2_29 tics 2\n pic D64B2_30 tics 2\n pic D64B2_31 tics 2\n pic D64B2_32 tics 2\n pic D64B2_33 tics 2\n pic D64B2_34 tics 2\n pic D64B2_35 tics 2\n pic D64B2_36 tics 2\n pic D64B2_37 tics 2\n pic D64B2_38 tics 2\n pic D64B2_39 tics 2\n pic D64B2_40 tics 2\n pic D64B2_41 tics 2\n pic D64B2_42 tics 2\n pic D64B2_43 tics 2\n pic D64B2_44 tics 2\n pic D64B2_45 tics 2\n pic D64B2_46 tics 2\n pic D64B2_47 tics 2\n pic D64B2_48 tics 2\n pic D64B2_49 tics 2\n pic D64B2_50 tics 2\n pic D64B2_51 tics 2\n pic D64B2_52 tics 2\n pic D64B2_53 tics 2\n pic D64B2_54 tics 2\n pic D64B2_55 tics 2\n pic D64B2_56 tics 2\n pic D64B2_57 tics 2\n pic D64B2_58 tics 2\n pic D64B2_59 tics 2\n pic D64B2_60 tics 2\n pic D64B2_61 tics 2\n pic D64B2_62 tics 2\n pic D64B2_63 tics 2\n pic D64B2_64 tics 2\n\n// Nukage animation ------------------------------------------------------------\n\nflat Nukage1\n pic D64N1_01 tics 2\n pic D64N1_02 tics 2\n pic D64N1_03 tics 2\n pic D64N1_04 tics 2\n pic D64N1_05 tics 2\n pic D64N1_06 tics 2\n pic D64N1_07 tics 2\n pic D64N1_08 tics 2\n pic D64N1_09 tics 2\n pic D64N1_10 tics 2\n pic D64N1_11 tics 2\n pic D64N1_12 tics 2\n pic D64N1_13 tics 2\n pic D64N1_14 tics 2\n pic D64N1_15 tics 2\n pic D64N1_16 tics 2\n pic D64N1_17 tics 2\n pic D64N1_18 tics 2\n pic D64N1_19 tics 2\n pic D64N1_20 tics 2\n pic D64N1_21 tics 2\n pic D64N1_22 tics 2\n pic D64N1_23 tics 2\n pic D64N1_24 tics 2\n pic D64N1_25 tics 2\n pic D64N1_26 tics 2\n pic D64N1_27 tics 2\n pic D64N1_28 tics 2\n pic D64N1_29 tics 2\n pic D64N1_30 tics 2\n pic D64N1_31 tics 2\n pic D64N1_32 tics 2\n pic D64N1_33 tics 2\n pic D64N1_34 tics 2\n pic D64N1_35 tics 2\n pic D64N1_36 tics 2\n pic D64N1_37 tics 2\n pic D64N1_38 tics 2\n pic D64N1_39 tics 2\n pic D64N1_40 tics 2\n pic D64N1_41 tics 2\n pic D64N1_42 tics 2\n pic D64N1_43 tics 2\n pic D64N1_44 tics 2\n pic D64N1_45 tics 2\n pic D64N1_46 tics 2\n pic D64N1_47 tics 2\n pic D64N1_48 tics 2\n pic D64N1_49 tics 2\n pic D64N1_50 tics 2\n pic D64N1_51 tics 2\n pic D64N1_52 tics 2\n pic D64N1_53 tics 2\n pic D64N1_54 tics 2\n pic D64N1_55 tics 2\n pic D64N1_56 tics 2\n pic D64N1_57 tics 2\n pic D64N1_58 tics 2\n pic D64N1_59 tics 2\n pic D64N1_60 tics 2\n pic D64N1_61 tics 2\n pic D64N1_62 tics 2\n pic D64N1_63 tics 2\n pic D64N1_64 tics 2\n\nflat Nukage2\n pic D64N2_01 tics 2\n pic D64N2_02 tics 2\n pic D64N2_03 tics 2\n pic D64N2_04 tics 2\n pic D64N2_05 tics 2\n pic D64N2_06 tics 2\n pic D64N2_07 tics 2\n pic D64N2_08 tics 2\n pic D64N2_09 tics 2\n pic D64N2_10 tics 2\n pic D64N2_11 tics 2\n pic D64N2_12 tics 2\n pic D64N2_13 tics 2\n pic D64N2_14 tics 2\n pic D64N2_15 tics 2\n pic D64N2_16 tics 2\n pic D64N2_17 tics 2\n pic D64N2_18 tics 2\n pic D64N2_19 tics 2\n pic D64N2_20 tics 2\n pic D64N2_21 tics 2\n pic D64N2_22 tics 2\n pic D64N2_23 tics 2\n pic D64N2_24 tics 2\n pic D64N2_25 tics 2\n pic D64N2_26 tics 2\n pic D64N2_27 tics 2\n pic D64N2_28 tics 2\n pic D64N2_29 tics 2\n pic D64N2_30 tics 2\n pic D64N2_31 tics 2\n pic D64N2_32 tics 2\n pic D64N2_33 tics 2\n pic D64N2_34 tics 2\n pic D64N2_35 tics 2\n pic D64N2_36 tics 2\n pic D64N2_37 tics 2\n pic D64N2_38 tics 2\n pic D64N2_39 tics 2\n pic D64N2_40 tics 2\n pic D64N2_41 tics 2\n pic D64N2_42 tics 2\n pic D64N2_43 tics 2\n pic D64N2_44 tics 2\n pic D64N2_45 tics 2\n pic D64N2_46 tics 2\n pic D64N2_47 tics 2\n pic D64N2_48 tics 2\n pic D64N2_49 tics 2\n pic D64N2_50 tics 2\n pic D64N2_51 tics 2\n pic D64N2_52 tics 2\n pic D64N2_53 tics 2\n pic D64N2_54 tics 2\n pic D64N2_55 tics 2\n pic D64N2_56 tics 2\n pic D64N2_57 tics 2\n pic D64N2_58 tics 2\n pic D64N2_59 tics 2\n pic D64N2_60 tics 2\n pic D64N2_61 tics 2\n pic D64N2_62 tics 2\n pic D64N2_63 tics 2\n pic D64N2_64 tics 2\n\nflat Nukage3\n pic D64N1_01 tics 2\n pic D64N1_02 tics 2\n pic D64N1_03 tics 2\n pic D64N1_04 tics 2\n pic D64N1_05 tics 2\n pic D64N1_06 tics 2\n pic D64N1_07 tics 2\n pic D64N1_08 tics 2\n pic D64N1_09 tics 2\n pic D64N1_10 tics 2\n pic D64N1_11 tics 2\n pic D64N1_12 tics 2\n pic D64N1_13 tics 2\n pic D64N1_14 tics 2\n pic D64N1_15 tics 2\n pic D64N1_16 tics 2\n pic D64N1_17 tics 2\n pic D64N1_18 tics 2\n pic D64N1_19 tics 2\n pic D64N1_20 tics 2\n pic D64N1_21 tics 2\n pic D64N1_22 tics 2\n pic D64N1_23 tics 2\n pic D64N1_24 tics 2\n pic D64N1_25 tics 2\n pic D64N1_26 tics 2\n pic D64N1_27 tics 2\n pic D64N1_28 tics 2\n pic D64N1_29 tics 2\n pic D64N1_30 tics 2\n pic D64N1_31 tics 2\n pic D64N1_32 tics 2\n pic D64N1_33 tics 2\n pic D64N1_34 tics 2\n pic D64N1_35 tics 2\n pic D64N1_36 tics 2\n pic D64N1_37 tics 2\n pic D64N1_38 tics 2\n pic D64N1_39 tics 2\n pic D64N1_40 tics 2\n pic D64N1_41 tics 2\n pic D64N1_42 tics 2\n pic D64N1_43 tics 2\n pic D64N1_44 tics 2\n pic D64N1_45 tics 2\n pic D64N1_46 tics 2\n pic D64N1_47 tics 2\n pic D64N1_48 tics 2\n pic D64N1_49 tics 2\n pic D64N1_50 tics 2\n pic D64N1_51 tics 2\n pic D64N1_52 tics 2\n pic D64N1_53 tics 2\n pic D64N1_54 tics 2\n pic D64N1_55 tics 2\n pic D64N1_56 tics 2\n pic D64N1_57 tics 2\n pic D64N1_58 tics 2\n pic D64N1_59 tics 2\n pic D64N1_60 tics 2\n pic D64N1_61 tics 2\n pic D64N1_62 tics 2\n pic D64N1_63 tics 2\n pic D64N1_64 tics 2\n\n// Sludge animation ------------------------------------------------------------\n\nflat Slime01\n pic D64S1_01 tics 2\n pic D64S1_02 tics 2\n pic D64S1_03 tics 2\n pic D64S1_04 tics 2\n pic D64S1_05 tics 2\n pic D64S1_06 tics 2\n pic D64S1_07 tics 2\n pic D64S1_08 tics 2\n pic D64S1_09 tics 2\n pic D64S1_10 tics 2\n pic D64S1_11 tics 2\n pic D64S1_12 tics 2\n pic D64S1_13 tics 2\n pic D64S1_14 tics 2\n pic D64S1_15 tics 2\n pic D64S1_16 tics 2\n pic D64S1_17 tics 2\n pic D64S1_18 tics 2\n pic D64S1_19 tics 2\n pic D64S1_20 tics 2\n pic D64S1_21 tics 2\n pic D64S1_22 tics 2\n pic D64S1_23 tics 2\n pic D64S1_24 tics 2\n pic D64S1_25 tics 2\n pic D64S1_26 tics 2\n pic D64S1_27 tics 2\n pic D64S1_28 tics 2\n pic D64S1_29 tics 2\n pic D64S1_30 tics 2\n pic D64S1_31 tics 2\n pic D64S1_32 tics 2\n pic D64S1_33 tics 2\n pic D64S1_34 tics 2\n pic D64S1_35 tics 2\n pic D64S1_36 tics 2\n pic D64S1_37 tics 2\n pic D64S1_38 tics 2\n pic D64S1_39 tics 2\n pic D64S1_40 tics 2\n pic D64S1_41 tics 2\n pic D64S1_42 tics 2\n pic D64S1_43 tics 2\n pic D64S1_44 tics 2\n pic D64S1_45 tics 2\n pic D64S1_46 tics 2\n pic D64S1_47 tics 2\n pic D64S1_48 tics 2\n pic D64S1_49 tics 2\n pic D64S1_50 tics 2\n pic D64S1_51 tics 2\n pic D64S1_52 tics 2\n pic D64S1_53 tics 2\n pic D64S1_54 tics 2\n pic D64S1_55 tics 2\n pic D64S1_56 tics 2\n pic D64S1_57 tics 2\n pic D64S1_58 tics 2\n pic D64S1_59 tics 2\n pic D64S1_60 tics 2\n pic D64S1_61 tics 2\n pic D64S1_62 tics 2\n pic D64S1_63 tics 2\n pic D64S1_64 tics 2\n\nflat Slime02\n pic D64S2_01 tics 2\n pic D64S2_02 tics 2\n pic D64S2_03 tics 2\n pic D64S2_04 tics 2\n pic D64S2_05 tics 2\n pic D64S2_06 tics 2\n pic D64S2_07 tics 2\n pic D64S2_08 tics 2\n pic D64S2_09 tics 2\n pic D64S2_10 tics 2\n pic D64S2_11 tics 2\n pic D64S2_12 tics 2\n pic D64S2_13 tics 2\n pic D64S2_14 tics 2\n pic D64S2_15 tics 2\n pic D64S2_16 tics 2\n pic D64S2_17 tics 2\n pic D64S2_18 tics 2\n pic D64S2_19 tics 2\n pic D64S2_20 tics 2\n pic D64S2_21 tics 2\n pic D64S2_22 tics 2\n pic D64S2_23 tics 2\n pic D64S2_24 tics 2\n pic D64S2_25 tics 2\n pic D64S2_26 tics 2\n pic D64S2_27 tics 2\n pic D64S2_28 tics 2\n pic D64S2_29 tics 2\n pic D64S2_30 tics 2\n pic D64S2_31 tics 2\n pic D64S2_32 tics 2\n pic D64S2_33 tics 2\n pic D64S2_34 tics 2\n pic D64S2_35 tics 2\n pic D64S2_36 tics 2\n pic D64S2_37 tics 2\n pic D64S2_38 tics 2\n pic D64S2_39 tics 2\n pic D64S2_40 tics 2\n pic D64S2_41 tics 2\n pic D64S2_42 tics 2\n pic D64S2_43 tics 2\n pic D64S2_44 tics 2\n pic D64S2_45 tics 2\n pic D64S2_46 tics 2\n pic D64S2_47 tics 2\n pic D64S2_48 tics 2\n pic D64S2_49 tics 2\n pic D64S2_50 tics 2\n pic D64S2_51 tics 2\n pic D64S2_52 tics 2\n pic D64S2_53 tics 2\n pic D64S2_54 tics 2\n pic D64S2_55 tics 2\n pic D64S2_56 tics 2\n pic D64S2_57 tics 2\n pic D64S2_58 tics 2\n pic D64S2_59 tics 2\n pic D64S2_60 tics 2\n pic D64S2_61 tics 2\n pic D64S2_62 tics 2\n pic D64S2_63 tics 2\n pic D64S2_64 tics 2\n\nFlat slime03\n pic D64S2_01 tics 2\n pic D64S2_02 tics 2\n pic D64S2_03 tics 2\n pic D64S2_04 tics 2\n pic D64S2_05 tics 2\n pic D64S2_06 tics 2\n pic D64S2_07 tics 2\n pic D64S2_08 tics 2\n pic D64S2_09 tics 2\n pic D64S2_10 tics 2\n pic D64S2_11 tics 2\n pic D64S2_12 tics 2\n pic D64S2_13 tics 2\n pic D64S2_14 tics 2\n pic D64S2_15 tics 2\n pic D64S2_16 tics 2\n pic D64S2_17 tics 2\n pic D64S2_18 tics 2\n pic D64S2_19 tics 2\n pic D64S2_20 tics 2\n pic D64S2_21 tics 2\n pic D64S2_22 tics 2\n pic D64S2_23 tics 2\n pic D64S2_24 tics 2\n pic D64S2_25 tics 2\n pic D64S2_26 tics 2\n pic D64S2_27 tics 2\n pic D64S2_28 tics 2\n pic D64S2_29 tics 2\n pic D64S2_30 tics 2\n pic D64S2_31 tics 2\n pic D64S2_32 tics 2\n pic D64S2_33 tics 2\n pic D64S2_34 tics 2\n pic D64S2_35 tics 2\n pic D64S2_36 tics 2\n pic D64S2_37 tics 2\n pic D64S2_38 tics 2\n pic D64S2_39 tics 2\n pic D64S2_40 tics 2\n pic D64S2_41 tics 2\n pic D64S2_42 tics 2\n pic D64S2_43 tics 2\n pic D64S2_44 tics 2\n pic D64S2_45 tics 2\n pic D64S2_46 tics 2\n pic D64S2_47 tics 2\n pic D64S2_48 tics 2\n pic D64S2_49 tics 2\n pic D64S2_50 tics 2\n pic D64S2_51 tics 2\n pic D64S2_52 tics 2\n pic D64S2_53 tics 2\n pic D64S2_54 tics 2\n pic D64S2_55 tics 2\n pic D64S2_56 tics 2\n pic D64S2_57 tics 2\n pic D64S2_58 tics 2\n pic D64S2_59 tics 2\n pic D64S2_60 tics 2\n pic D64S2_61 tics 2\n pic D64S2_62 tics 2\n pic D64S2_63 tics 2\n pic D64S2_64 tics 2\n\nFlat slime04\n pic D64S2_01 tics 2\n pic D64S2_02 tics 2\n pic D64S2_03 tics 2\n pic D64S2_04 tics 2\n pic D64S2_05 tics 2\n pic D64S2_06 tics 2\n pic D64S2_07 tics 2\n pic D64S2_08 tics 2\n pic D64S2_09 tics 2\n pic D64S2_10 tics 2\n pic D64S2_11 tics 2\n pic D64S2_12 tics 2\n pic D64S2_13 tics 2\n pic D64S2_14 tics 2\n pic D64S2_15 tics 2\n pic D64S2_16 tics 2\n pic D64S2_17 tics 2\n pic D64S2_18 tics 2\n pic D64S2_19 tics 2\n pic D64S2_20 tics 2\n pic D64S2_21 tics 2\n pic D64S2_22 tics 2\n pic D64S2_23 tics 2\n pic D64S2_24 tics 2\n pic D64S2_25 tics 2\n pic D64S2_26 tics 2\n pic D64S2_27 tics 2\n pic D64S2_28 tics 2\n pic D64S2_29 tics 2\n pic D64S2_30 tics 2\n pic D64S2_31 tics 2\n pic D64S2_32 tics 2\n pic D64S2_33 tics 2\n pic D64S2_34 tics 2\n pic D64S2_35 tics 2\n pic D64S2_36 tics 2\n pic D64S2_37 tics 2\n pic D64S2_38 tics 2\n pic D64S2_39 tics 2\n pic D64S2_40 tics 2\n pic D64S2_41 tics 2\n pic D64S2_42 tics 2\n pic D64S2_43 tics 2\n pic D64S2_44 tics 2\n pic D64S2_45 tics 2\n pic D64S2_46 tics 2\n pic D64S2_47 tics 2\n pic D64S2_48 tics 2\n pic D64S2_49 tics 2\n pic D64S2_50 tics 2\n pic D64S2_51 tics 2\n pic D64S2_52 tics 2\n pic D64S2_53 tics 2\n pic D64S2_54 tics 2\n pic D64S2_55 tics 2\n pic D64S2_56 tics 2\n pic D64S2_57 tics 2\n pic D64S2_58 tics 2\n pic D64S2_59 tics 2\n pic D64S2_60 tics 2\n pic D64S2_61 tics 2\n pic D64S2_62 tics 2\n pic D64S2_63 tics 2\n pic D64S2_64 tics 2\n\nflat Slime05\n pic D64S1_01 tics 2\n pic D64S1_02 tics 2\n pic D64S1_03 tics 2\n pic D64S1_04 tics 2\n pic D64S1_05 tics 2\n pic D64S1_06 tics 2\n pic D64S1_07 tics 2\n pic D64S1_08 tics 2\n pic D64S1_09 tics 2\n pic D64S1_10 tics 2\n pic D64S1_11 tics 2\n pic D64S1_12 tics 2\n pic D64S1_13 tics 2\n pic D64S1_14 tics 2\n pic D64S1_15 tics 2\n pic D64S1_16 tics 2\n pic D64S1_17 tics 2\n pic D64S1_18 tics 2\n pic D64S1_19 tics 2\n pic D64S1_20 tics 2\n pic D64S1_21 tics 2\n pic D64S1_22 tics 2\n pic D64S1_23 tics 2\n pic D64S1_24 tics 2\n pic D64S1_25 tics 2\n pic D64S1_26 tics 2\n pic D64S1_27 tics 2\n pic D64S1_28 tics 2\n pic D64S1_29 tics 2\n pic D64S1_30 tics 2\n pic D64S1_31 tics 2\n pic D64S1_32 tics 2\n pic D64S1_33 tics 2\n pic D64S1_34 tics 2\n pic D64S1_35 tics 2\n pic D64S1_36 tics 2\n pic D64S1_37 tics 2\n pic D64S1_38 tics 2\n pic D64S1_39 tics 2\n pic D64S1_40 tics 2\n pic D64S1_41 tics 2\n pic D64S1_42 tics 2\n pic D64S1_43 tics 2\n pic D64S1_44 tics 2\n pic D64S1_45 tics 2\n pic D64S1_46 tics 2\n pic D64S1_47 tics 2\n pic D64S1_48 tics 2\n pic D64S1_49 tics 2\n pic D64S1_50 tics 2\n pic D64S1_51 tics 2\n pic D64S1_52 tics 2\n pic D64S1_53 tics 2\n pic D64S1_54 tics 2\n pic D64S1_55 tics 2\n pic D64S1_56 tics 2\n pic D64S1_57 tics 2\n pic D64S1_58 tics 2\n pic D64S1_59 tics 2\n pic D64S1_60 tics 2\n pic D64S1_61 tics 2\n pic D64S1_62 tics 2\n pic D64S1_63 tics 2\n pic D64S1_64 tics 2\nflat Slime06\n pic D64S1_01 tics 2\n pic D64S1_02 tics 2\n pic D64S1_03 tics 2\n pic D64S1_04 tics 2\n pic D64S1_05 tics 2\n pic D64S1_06 tics 2\n pic D64S1_07 tics 2\n pic D64S1_08 tics 2\n pic D64S1_09 tics 2\n pic D64S1_10 tics 2\n pic D64S1_11 tics 2\n pic D64S1_12 tics 2\n pic D64S1_13 tics 2\n pic D64S1_14 tics 2\n pic D64S1_15 tics 2\n pic D64S1_16 tics 2\n pic D64S1_17 tics 2\n pic D64S1_18 tics 2\n pic D64S1_19 tics 2\n pic D64S1_20 tics 2\n pic D64S1_21 tics 2\n pic D64S1_22 tics 2\n pic D64S1_23 tics 2\n pic D64S1_24 tics 2\n pic D64S1_25 tics 2\n pic D64S1_26 tics 2\n pic D64S1_27 tics 2\n pic D64S1_28 tics 2\n pic D64S1_29 tics 2\n pic D64S1_30 tics 2\n pic D64S1_31 tics 2\n pic D64S1_32 tics 2\n pic D64S1_33 tics 2\n pic D64S1_34 tics 2\n pic D64S1_35 tics 2\n pic D64S1_36 tics 2\n pic D64S1_37 tics 2\n pic D64S1_38 tics 2\n pic D64S1_39 tics 2\n pic D64S1_40 tics 2\n pic D64S1_41 tics 2\n pic D64S1_42 tics 2\n pic D64S1_43 tics 2\n pic D64S1_44 tics 2\n pic D64S1_45 tics 2\n pic D64S1_46 tics 2\n pic D64S1_47 tics 2\n pic D64S1_48 tics 2\n pic D64S1_49 tics 2\n pic D64S1_50 tics 2\n pic D64S1_51 tics 2\n pic D64S1_52 tics 2\n pic D64S1_53 tics 2\n pic D64S1_54 tics 2\n pic D64S1_55 tics 2\n pic D64S1_56 tics 2\n pic D64S1_57 tics 2\n pic D64S1_58 tics 2\n pic D64S1_59 tics 2\n pic D64S1_60 tics 2\n pic D64S1_61 tics 2\n pic D64S1_62 tics 2\n pic D64S1_63 tics 2\n pic D64S1_64 tics 2\nflat Slime07\n pic D64S1_01 tics 2\n pic D64S1_02 tics 2\n pic D64S1_03 tics 2\n pic D64S1_04 tics 2\n pic D64S1_05 tics 2\n pic D64S1_06 tics 2\n pic D64S1_07 tics 2\n pic D64S1_08 tics 2\n pic D64S1_09 tics 2\n pic D64S1_10 tics 2\n pic D64S1_11 tics 2\n pic D64S1_12 tics 2\n pic D64S1_13 tics 2\n pic D64S1_14 tics 2\n pic D64S1_15 tics 2\n pic D64S1_16 tics 2\n pic D64S1_17 tics 2\n pic D64S1_18 tics 2\n pic D64S1_19 tics 2\n pic D64S1_20 tics 2\n pic D64S1_21 tics 2\n pic D64S1_22 tics 2\n pic D64S1_23 tics 2\n pic D64S1_24 tics 2\n pic D64S1_25 tics 2\n pic D64S1_26 tics 2\n pic D64S1_27 tics 2\n pic D64S1_28 tics 2\n pic D64S1_29 tics 2\n pic D64S1_30 tics 2\n pic D64S1_31 tics 2\n pic D64S1_32 tics 2\n pic D64S1_33 tics 2\n pic D64S1_34 tics 2\n pic D64S1_35 tics 2\n pic D64S1_36 tics 2\n pic D64S1_37 tics 2\n pic D64S1_38 tics 2\n pic D64S1_39 tics 2\n pic D64S1_40 tics 2\n pic D64S1_41 tics 2\n pic D64S1_42 tics 2\n pic D64S1_43 tics 2\n pic D64S1_44 tics 2\n pic D64S1_45 tics 2\n pic D64S1_46 tics 2\n pic D64S1_47 tics 2\n pic D64S1_48 tics 2\n pic D64S1_49 tics 2\n pic D64S1_50 tics 2\n pic D64S1_51 tics 2\n pic D64S1_52 tics 2\n pic D64S1_53 tics 2\n pic D64S1_54 tics 2\n pic D64S1_55 tics 2\n pic D64S1_56 tics 2\n pic D64S1_57 tics 2\n pic D64S1_58 tics 2\n pic D64S1_59 tics 2\n pic D64S1_60 tics 2\n pic D64S1_61 tics 2\n pic D64S1_62 tics 2\n pic D64S1_63 tics 2\n pic D64S1_64 tics 2\n\nflat Slime08\n pic D64S1_01 tics 2\n pic D64S1_02 tics 2\n pic D64S1_03 tics 2\n pic D64S1_04 tics 2\n pic D64S1_05 tics 2\n pic D64S1_06 tics 2\n pic D64S1_07 tics 2\n pic D64S1_08 tics 2\n pic D64S1_09 tics 2\n pic D64S1_10 tics 2\n pic D64S1_11 tics 2\n pic D64S1_12 tics 2\n pic D64S1_13 tics 2\n pic D64S1_14 tics 2\n pic D64S1_15 tics 2\n pic D64S1_16 tics 2\n pic D64S1_17 tics 2\n pic D64S1_18 tics 2\n pic D64S1_19 tics 2\n pic D64S1_20 tics 2\n pic D64S1_21 tics 2\n pic D64S1_22 tics 2\n pic D64S1_23 tics 2\n pic D64S1_24 tics 2\n pic D64S1_25 tics 2\n pic D64S1_26 tics 2\n pic D64S1_27 tics 2\n pic D64S1_28 tics 2\n pic D64S1_29 tics 2\n pic D64S1_30 tics 2\n pic D64S1_31 tics 2\n pic D64S1_32 tics 2\n pic D64S1_33 tics 2\n pic D64S1_34 tics 2\n pic D64S1_35 tics 2\n pic D64S1_36 tics 2\n pic D64S1_37 tics 2\n pic D64S1_38 tics 2\n pic D64S1_39 tics 2\n pic D64S1_40 tics 2\n pic D64S1_41 tics 2\n pic D64S1_42 tics 2\n pic D64S1_43 tics 2\n pic D64S1_44 tics 2\n pic D64S1_45 tics 2\n pic D64S1_46 tics 2\n pic D64S1_47 tics 2\n pic D64S1_48 tics 2\n pic D64S1_49 tics 2\n pic D64S1_50 tics 2\n pic D64S1_51 tics 2\n pic D64S1_52 tics 2\n pic D64S1_53 tics 2\n pic D64S1_54 tics 2\n pic D64S1_55 tics 2\n pic D64S1_56 tics 2\n pic D64S1_57 tics 2\n pic D64S1_58 tics 2\n pic D64S1_59 tics 2\n pic D64S1_60 tics 2\n pic D64S1_61 tics 2\n pic D64S1_62 tics 2\n pic D64S1_63 tics 2\n pic D64S1_64 tics 2\n// Water animation -------------------------------------------------------------\n\nflat Fwater1\n pic D64W1_01 tics 2\n pic D64W1_02 tics 2\n pic D64W1_03 tics 2\n pic D64W1_04 tics 2\n pic D64W1_05 tics 2\n pic D64W1_06 tics 2\n pic D64W1_07 tics 2\n pic D64W1_08 tics 2\n pic D64W1_09 tics 2\n pic D64W1_10 tics 2\n pic D64W1_11 tics 2\n pic D64W1_12 tics 2\n pic D64W1_13 tics 2\n pic D64W1_14 tics 2\n pic D64W1_15 tics 2\n pic D64W1_16 tics 2\n pic D64W1_17 tics 2\n pic D64W1_18 tics 2\n pic D64W1_19 tics 2\n pic D64W1_20 tics 2\n pic D64W1_21 tics 2\n pic D64W1_22 tics 2\n pic D64W1_23 tics 2\n pic D64W1_24 tics 2\n pic D64W1_25 tics 2\n pic D64W1_26 tics 2\n pic D64W1_27 tics 2\n pic D64W1_28 tics 2\n pic D64W1_29 tics 2\n pic D64W1_30 tics 2\n pic D64W1_31 tics 2\n pic D64W1_32 tics 2\n pic D64W1_33 tics 2\n pic D64W1_34 tics 2\n pic D64W1_35 tics 2\n pic D64W1_36 tics 2\n pic D64W1_37 tics 2\n pic D64W1_38 tics 2\n pic D64W1_39 tics 2\n pic D64W1_40 tics 2\n pic D64W1_41 tics 2\n pic D64W1_42 tics 2\n pic D64W1_43 tics 2\n pic D64W1_44 tics 2\n pic D64W1_45 tics 2\n pic D64W1_46 tics 2\n pic D64W1_47 tics 2\n pic D64W1_48 tics 2\n pic D64W1_49 tics 2\n pic D64W1_50 tics 2\n pic D64W1_51 tics 2\n pic D64W1_52 tics 2\n pic D64W1_53 tics 2\n pic D64W1_54 tics 2\n pic D64W1_55 tics 2\n pic D64W1_56 tics 2\n pic D64W1_57 tics 2\n pic D64W1_58 tics 2\n pic D64W1_59 tics 2\n pic D64W1_60 tics 2\n pic D64W1_61 tics 2\n pic D64W1_62 tics 2\n pic D64W1_63 tics 2\n pic D64W1_64 tics 2\n\nflat Fwater2\n pic D64W1_01 tics 2\n pic D64W1_02 tics 2\n pic D64W1_03 tics 2\n pic D64W1_04 tics 2\n pic D64W1_05 tics 2\n pic D64W1_06 tics 2\n pic D64W1_07 tics 2\n pic D64W1_08 tics 2\n pic D64W1_09 tics 2\n pic D64W1_10 tics 2\n pic D64W1_11 tics 2\n pic D64W1_12 tics 2\n pic D64W1_13 tics 2\n pic D64W1_14 tics 2\n pic D64W1_15 tics 2\n pic D64W1_16 tics 2\n pic D64W1_17 tics 2\n pic D64W1_18 tics 2\n pic D64W1_19 tics 2\n pic D64W1_20 tics 2\n pic D64W1_21 tics 2\n pic D64W1_22 tics 2\n pic D64W1_23 tics 2\n pic D64W1_24 tics 2\n pic D64W1_25 tics 2\n pic D64W1_26 tics 2\n pic D64W1_27 tics 2\n pic D64W1_28 tics 2\n pic D64W1_29 tics 2\n pic D64W1_30 tics 2\n pic D64W1_31 tics 2\n pic D64W1_32 tics 2\n pic D64W1_33 tics 2\n pic D64W1_34 tics 2\n pic D64W1_35 tics 2\n pic D64W1_36 tics 2\n pic D64W1_37 tics 2\n pic D64W1_38 tics 2\n pic D64W1_39 tics 2\n pic D64W1_40 tics 2\n pic D64W1_41 tics 2\n pic D64W1_42 tics 2\n pic D64W1_43 tics 2\n pic D64W1_44 tics 2\n pic D64W1_45 tics 2\n pic D64W1_46 tics 2\n pic D64W1_47 tics 2\n pic D64W1_48 tics 2\n pic D64W1_49 tics 2\n pic D64W1_50 tics 2\n pic D64W1_51 tics 2\n pic D64W1_52 tics 2\n pic D64W1_53 tics 2\n pic D64W1_54 tics 2\n pic D64W1_55 tics 2\n pic D64W1_56 tics 2\n pic D64W1_57 tics 2\n pic D64W1_58 tics 2\n pic D64W1_59 tics 2\n pic D64W1_60 tics 2\n pic D64W1_61 tics 2\n pic D64W1_62 tics 2\n pic D64W1_63 tics 2\n pic D64W1_64 tics 2\n\nflat Fwater3\n pic D64W1_01 tics 2\n pic D64W1_02 tics 2\n pic D64W1_03 tics 2\n pic D64W1_04 tics 2\n pic D64W1_05 tics 2\n pic D64W1_06 tics 2\n pic D64W1_07 tics 2\n pic D64W1_08 tics 2\n pic D64W1_09 tics 2\n pic D64W1_10 tics 2\n pic D64W1_11 tics 2\n pic D64W1_12 tics 2\n pic D64W1_13 tics 2\n pic D64W1_14 tics 2\n pic D64W1_15 tics 2\n pic D64W1_16 tics 2\n pic D64W1_17 tics 2\n pic D64W1_18 tics 2\n pic D64W1_19 tics 2\n pic D64W1_20 tics 2\n pic D64W1_21 tics 2\n pic D64W1_22 tics 2\n pic D64W1_23 tics 2\n pic D64W1_24 tics 2\n pic D64W1_25 tics 2\n pic D64W1_26 tics 2\n pic D64W1_27 tics 2\n pic D64W1_28 tics 2\n pic D64W1_29 tics 2\n pic D64W1_30 tics 2\n pic D64W1_31 tics 2\n pic D64W1_32 tics 2\n pic D64W1_33 tics 2\n pic D64W1_34 tics 2\n pic D64W1_35 tics 2\n pic D64W1_36 tics 2\n pic D64W1_37 tics 2\n pic D64W1_38 tics 2\n pic D64W1_39 tics 2\n pic D64W1_40 tics 2\n pic D64W1_41 tics 2\n pic D64W1_42 tics 2\n pic D64W1_43 tics 2\n pic D64W1_44 tics 2\n pic D64W1_45 tics 2\n pic D64W1_46 tics 2\n pic D64W1_47 tics 2\n pic D64W1_48 tics 2\n pic D64W1_49 tics 2\n pic D64W1_50 tics 2\n pic D64W1_51 tics 2\n pic D64W1_52 tics 2\n pic D64W1_53 tics 2\n pic D64W1_54 tics 2\n pic D64W1_55 tics 2\n pic D64W1_56 tics 2\n pic D64W1_57 tics 2\n pic D64W1_58 tics 2\n pic D64W1_59 tics 2\n pic D64W1_60 tics 2\n pic D64W1_61 tics 2\n pic D64W1_62 tics 2\n pic D64W1_63 tics 2\n pic D64W1_64 tics 2\n\nflat Fwater4\n pic D64W2_01 tics 2\n pic D64W2_02 tics 2\n pic D64W2_03 tics 2\n pic D64W2_04 tics 2\n pic D64W2_05 tics 2\n pic D64W2_06 tics 2\n pic D64W2_07 tics 2\n pic D64W2_08 tics 2\n pic D64W2_09 tics 2\n pic D64W2_10 tics 2\n pic D64W2_11 tics 2\n pic D64W2_12 tics 2\n pic D64W2_13 tics 2\n pic D64W2_14 tics 2\n pic D64W2_15 tics 2\n pic D64W2_16 tics 2\n pic D64W2_17 tics 2\n pic D64W2_18 tics 2\n pic D64W2_19 tics 2\n pic D64W2_20 tics 2\n pic D64W2_21 tics 2\n pic D64W2_22 tics 2\n pic D64W2_23 tics 2\n pic D64W2_24 tics 2\n pic D64W2_25 tics 2\n pic D64W2_26 tics 2\n pic D64W2_27 tics 2\n pic D64W2_28 tics 2\n pic D64W2_29 tics 2\n pic D64W2_30 tics 2\n pic D64W2_31 tics 2\n pic D64W2_32 tics 2\n pic D64W2_33 tics 2\n pic D64W2_34 tics 2\n pic D64W2_35 tics 2\n pic D64W2_36 tics 2\n pic D64W2_37 tics 2\n pic D64W2_38 tics 2\n pic D64W2_39 tics 2\n pic D64W2_40 tics 2\n pic D64W2_41 tics 2\n pic D64W2_42 tics 2\n pic D64W2_43 tics 2\n pic D64W2_44 tics 2\n pic D64W2_45 tics 2\n pic D64W2_46 tics 2\n pic D64W2_47 tics 2\n pic D64W2_48 tics 2\n pic D64W2_49 tics 2\n pic D64W2_50 tics 2\n pic D64W2_51 tics 2\n pic D64W2_52 tics 2\n pic D64W2_53 tics 2\n pic D64W2_54 tics 2\n pic D64W2_55 tics 2\n pic D64W2_56 tics 2\n pic D64W2_57 tics 2\n pic D64W2_58 tics 2\n pic D64W2_59 tics 2\n pic D64W2_60 tics 2\n pic D64W2_61 tics 2\n pic D64W2_62 tics 2\n pic D64W2_63 tics 2\n pic D64W2_64 tics 2\n\n// LAVA TEXTURE\n\nflat Lava1\n pic D64L1_01 tics 2\n pic D64L1_02 tics 2\n pic D64L1_03 tics 2\n pic D64L1_04 tics 2\n pic D64L1_05 tics 2\n pic D64L1_06 tics 2\n pic D64L1_07 tics 2\n pic D64L1_08 tics 2\n pic D64L1_09 tics 2\n pic D64L1_10 tics 2\n pic D64L1_11 tics 2\n pic D64L1_12 tics 2\n pic D64L1_13 tics 2\n pic D64L1_14 tics 2\n pic D64L1_15 tics 2\n pic D64L1_16 tics 2\n pic D64L1_17 tics 2\n pic D64L1_18 tics 2\n pic D64L1_19 tics 2\n pic D64L1_20 tics 2\n pic D64L1_21 tics 2\n pic D64L1_22 tics 2\n pic D64L1_23 tics 2\n pic D64L1_24 tics 2\n pic D64L1_25 tics 2\n pic D64L1_26 tics 2\n pic D64L1_27 tics 2\n pic D64L1_28 tics 2\n pic D64L1_29 tics 2\n pic D64L1_30 tics 2\n pic D64L1_31 tics 2\n pic D64L1_32 tics 2\n pic D64L1_33 tics 2\n pic D64L1_34 tics 2\n pic D64L1_35 tics 2\n pic D64L1_36 tics 2\n pic D64L1_37 tics 2\n pic D64L1_38 tics 2\n pic D64L1_39 tics 2\n pic D64L1_40 tics 2\n pic D64L1_41 tics 2\n pic D64L1_42 tics 2\n pic D64L1_43 tics 2\n pic D64L1_44 tics 2\n pic D64L1_45 tics 2\n pic D64L1_46 tics 2\n pic D64L1_47 tics 2\n pic D64L1_48 tics 2\n pic D64L1_49 tics 2\n pic D64L1_50 tics 2\n pic D64L1_51 tics 2\n pic D64L1_52 tics 2\n pic D64L1_53 tics 2\n pic D64L1_54 tics 2\n pic D64L1_55 tics 2\n pic D64L1_56 tics 2\n pic D64L1_57 tics 2\n pic D64L1_58 tics 2\n pic D64L1_59 tics 2\n pic D64L1_60 tics 2\n pic D64L1_61 tics 2\n pic D64L1_62 tics 2\n pic D64L1_63 tics 2\n pic D64L1_64 tics 2\n\nflat Lava2\n pic D64L1_01 tics 2\n pic D64L1_02 tics 2\n pic D64L1_03 tics 2\n pic D64L1_04 tics 2\n pic D64L1_05 tics 2\n pic D64L1_06 tics 2\n pic D64L1_07 tics 2\n pic D64L1_08 tics 2\n pic D64L1_09 tics 2\n pic D64L1_10 tics 2\n pic D64L1_11 tics 2\n pic D64L1_12 tics 2\n pic D64L1_13 tics 2\n pic D64L1_14 tics 2\n pic D64L1_15 tics 2\n pic D64L1_16 tics 2\n pic D64L1_17 tics 2\n pic D64L1_18 tics 2\n pic D64L1_19 tics 2\n pic D64L1_20 tics 2\n pic D64L1_21 tics 2\n pic D64L1_22 tics 2\n pic D64L1_23 tics 2\n pic D64L1_24 tics 2\n pic D64L1_25 tics 2\n pic D64L1_26 tics 2\n pic D64L1_27 tics 2\n pic D64L1_28 tics 2\n pic D64L1_29 tics 2\n pic D64L1_30 tics 2\n pic D64L1_31 tics 2\n pic D64L1_32 tics 2\n pic D64L1_33 tics 2\n pic D64L1_34 tics 2\n pic D64L1_35 tics 2\n pic D64L1_36 tics 2\n pic D64L1_37 tics 2\n pic D64L1_38 tics 2\n pic D64L1_39 tics 2\n pic D64L1_40 tics 2\n pic D64L1_41 tics 2\n pic D64L1_42 tics 2\n pic D64L1_43 tics 2\n pic D64L1_44 tics 2\n pic D64L1_45 tics 2\n pic D64L1_46 tics 2\n pic D64L1_47 tics 2\n pic D64L1_48 tics 2\n pic D64L1_49 tics 2\n pic D64L1_50 tics 2\n pic D64L1_51 tics 2\n pic D64L1_52 tics 2\n pic D64L1_53 tics 2\n pic D64L1_54 tics 2\n pic D64L1_55 tics 2\n pic D64L1_56 tics 2\n pic D64L1_57 tics 2\n pic D64L1_58 tics 2\n pic D64L1_59 tics 2\n pic D64L1_60 tics 2\n pic D64L1_61 tics 2\n pic D64L1_62 tics 2\n pic D64L1_63 tics 2\n pic D64L1_64 tics 2\n\nflat Lava3\n pic D64L1_01 tics 2\n pic D64L1_02 tics 2\n pic D64L1_03 tics 2\n pic D64L1_04 tics 2\n pic D64L1_05 tics 2\n pic D64L1_06 tics 2\n pic D64L1_07 tics 2\n pic D64L1_08 tics 2\n pic D64L1_09 tics 2\n pic D64L1_10 tics 2\n pic D64L1_11 tics 2\n pic D64L1_12 tics 2\n pic D64L1_13 tics 2\n pic D64L1_14 tics 2\n pic D64L1_15 tics 2\n pic D64L1_16 tics 2\n pic D64L1_17 tics 2\n pic D64L1_18 tics 2\n pic D64L1_19 tics 2\n pic D64L1_20 tics 2\n pic D64L1_21 tics 2\n pic D64L1_22 tics 2\n pic D64L1_23 tics 2\n pic D64L1_24 tics 2\n pic D64L1_25 tics 2\n pic D64L1_26 tics 2\n pic D64L1_27 tics 2\n pic D64L1_28 tics 2\n pic D64L1_29 tics 2\n pic D64L1_30 tics 2\n pic D64L1_31 tics 2\n pic D64L1_32 tics 2\n pic D64L1_33 tics 2\n pic D64L1_34 tics 2\n pic D64L1_35 tics 2\n pic D64L1_36 tics 2\n pic D64L1_37 tics 2\n pic D64L1_38 tics 2\n pic D64L1_39 tics 2\n pic D64L1_40 tics 2\n pic D64L1_41 tics 2\n pic D64L1_42 tics 2\n pic D64L1_43 tics 2\n pic D64L1_44 tics 2\n pic D64L1_45 tics 2\n pic D64L1_46 tics 2\n pic D64L1_47 tics 2\n pic D64L1_48 tics 2\n pic D64L1_49 tics 2\n pic D64L1_50 tics 2\n pic D64L1_51 tics 2\n pic D64L1_52 tics 2\n pic D64L1_53 tics 2\n pic D64L1_54 tics 2\n pic D64L1_55 tics 2\n pic D64L1_56 tics 2\n pic D64L1_57 tics 2\n pic D64L1_58 tics 2\n pic D64L1_59 tics 2\n pic D64L1_60 tics 2\n pic D64L1_61 tics 2\n pic D64L1_62 tics 2\n pic D64L1_63 tics 2\n pic D64L1_64 tics 2\n\nflat Lava4\n pic D64L1_01 tics 2\n pic D64L1_02 tics 2\n pic D64L1_03 tics 2\n pic D64L1_04 tics 2\n pic D64L1_05 tics 2\n pic D64L1_06 tics 2\n pic D64L1_07 tics 2\n pic D64L1_08 tics 2\n pic D64L1_09 tics 2\n pic D64L1_10 tics 2\n pic D64L1_11 tics 2\n pic D64L1_12 tics 2\n pic D64L1_13 tics 2\n pic D64L1_14 tics 2\n pic D64L1_15 tics 2\n pic D64L1_16 tics 2\n pic D64L1_17 tics 2\n pic D64L1_18 tics 2\n pic D64L1_19 tics 2\n pic D64L1_20 tics 2\n pic D64L1_21 tics 2\n pic D64L1_22 tics 2\n pic D64L1_23 tics 2\n pic D64L1_24 tics 2\n pic D64L1_25 tics 2\n pic D64L1_26 tics 2\n pic D64L1_27 tics 2\n pic D64L1_28 tics 2\n pic D64L1_29 tics 2\n pic D64L1_30 tics 2\n pic D64L1_31 tics 2\n pic D64L1_32 tics 2\n pic D64L1_33 tics 2\n pic D64L1_34 tics 2\n pic D64L1_35 tics 2\n pic D64L1_36 tics 2\n pic D64L1_37 tics 2\n pic D64L1_38 tics 2\n pic D64L1_39 tics 2\n pic D64L1_40 tics 2\n pic D64L1_41 tics 2\n pic D64L1_42 tics 2\n pic D64L1_43 tics 2\n pic D64L1_44 tics 2\n pic D64L1_45 tics 2\n pic D64L1_46 tics 2\n pic D64L1_47 tics 2\n pic D64L1_48 tics 2\n pic D64L1_49 tics 2\n pic D64L1_50 tics 2\n pic D64L1_51 tics 2\n pic D64L1_52 tics 2\n pic D64L1_53 tics 2\n pic D64L1_54 tics 2\n pic D64L1_55 tics 2\n pic D64L1_56 tics 2\n pic D64L1_57 tics 2\n pic D64L1_58 tics 2\n pic D64L1_59 tics 2\n pic D64L1_60 tics 2\n pic D64L1_61 tics 2\n pic D64L1_62 tics 2\n pic D64L1_63 tics 2\n pic D64L1_64 tics 2\n\ntexture DBRAIN1\n pic D64L1_01 tics 2\n pic D64L1_02 tics 2\n pic D64L1_03 tics 2\n pic D64L1_04 tics 2\n pic D64L1_05 tics 2\n pic D64L1_06 tics 2\n pic D64L1_07 tics 2\n pic D64L1_08 tics 2\n pic D64L1_09 tics 2\n pic D64L1_10 tics 2\n pic D64L1_11 tics 2\n pic D64L1_12 tics 2\n pic D64L1_13 tics 2\n pic D64L1_14 tics 2\n pic D64L1_15 tics 2\n pic D64L1_16 tics 2\n pic D64L1_17 tics 2\n pic D64L1_18 tics 2\n pic D64L1_19 tics 2\n pic D64L1_20 tics 2\n pic D64L1_21 tics 2\n pic D64L1_22 tics 2\n pic D64L1_23 tics 2\n pic D64L1_24 tics 2\n pic D64L1_25 tics 2\n pic D64L1_26 tics 2\n pic D64L1_27 tics 2\n pic D64L1_28 tics 2\n pic D64L1_29 tics 2\n pic D64L1_30 tics 2\n pic D64L1_31 tics 2\n pic D64L1_32 tics 2\n pic D64L1_33 tics 2\n pic D64L1_34 tics 2\n pic D64L1_35 tics 2\n pic D64L1_36 tics 2\n pic D64L1_37 tics 2\n pic D64L1_38 tics 2\n pic D64L1_39 tics 2\n pic D64L1_40 tics 2\n pic D64L1_41 tics 2\n pic D64L1_42 tics 2\n pic D64L1_43 tics 2\n pic D64L1_44 tics 2\n pic D64L1_45 tics 2\n pic D64L1_46 tics 2\n pic D64L1_47 tics 2\n pic D64L1_48 tics 2\n pic D64L1_49 tics 2\n pic D64L1_50 tics 2\n pic D64L1_51 tics 2\n pic D64L1_52 tics 2\n pic D64L1_53 tics 2\n pic D64L1_54 tics 2\n pic D64L1_55 tics 2\n pic D64L1_56 tics 2\n pic D64L1_57 tics 2\n pic D64L1_58 tics 2\n pic D64L1_59 tics 2\n pic D64L1_60 tics 2\n pic D64L1_61 tics 2\n pic D64L1_62 tics 2\n pic D64L1_63 tics 2\n pic D64L1_64 tics 2\n\ntexture DBRAIN2\n pic D64L1_01 tics 2\n pic D64L1_02 tics 2\n pic D64L1_03 tics 2\n pic D64L1_04 tics 2\n pic D64L1_05 tics 2\n pic D64L1_06 tics 2\n pic D64L1_07 tics 2\n pic D64L1_08 tics 2\n pic D64L1_09 tics 2\n pic D64L1_10 tics 2\n pic D64L1_11 tics 2\n pic D64L1_12 tics 2\n pic D64L1_13 tics 2\n pic D64L1_14 tics 2\n pic D64L1_15 tics 2\n pic D64L1_16 tics 2\n pic D64L1_17 tics 2\n pic D64L1_18 tics 2\n pic D64L1_19 tics 2\n pic D64L1_20 tics 2\n pic D64L1_21 tics 2\n pic D64L1_22 tics 2\n pic D64L1_23 tics 2\n pic D64L1_24 tics 2\n pic D64L1_25 tics 2\n pic D64L1_26 tics 2\n pic D64L1_27 tics 2\n pic D64L1_28 tics 2\n pic D64L1_29 tics 2\n pic D64L1_30 tics 2\n pic D64L1_31 tics 2\n pic D64L1_32 tics 2\n pic D64L1_33 tics 2\n pic D64L1_34 tics 2\n pic D64L1_35 tics 2\n pic D64L1_36 tics 2\n pic D64L1_37 tics 2\n pic D64L1_38 tics 2\n pic D64L1_39 tics 2\n pic D64L1_40 tics 2\n pic D64L1_41 tics 2\n pic D64L1_42 tics 2\n pic D64L1_43 tics 2\n pic D64L1_44 tics 2\n pic D64L1_45 tics 2\n pic D64L1_46 tics 2\n pic D64L1_47 tics 2\n pic D64L1_48 tics 2\n pic D64L1_49 tics 2\n pic D64L1_50 tics 2\n pic D64L1_51 tics 2\n pic D64L1_52 tics 2\n pic D64L1_53 tics 2\n pic D64L1_54 tics 2\n pic D64L1_55 tics 2\n pic D64L1_56 tics 2\n pic D64L1_57 tics 2\n pic D64L1_58 tics 2\n pic D64L1_59 tics 2\n pic D64L1_60 tics 2\n pic D64L1_61 tics 2\n pic D64L1_62 tics 2\n pic D64L1_63 tics 2\n pic D64L1_64 tics 2\n\ntexture DBRAIN3\n pic D64L1_01 tics 2\n pic D64L1_02 tics 2\n pic D64L1_03 tics 2\n pic D64L1_04 tics 2\n pic D64L1_05 tics 2\n pic D64L1_06 tics 2\n pic D64L1_07 tics 2\n pic D64L1_08 tics 2\n pic D64L1_09 tics 2\n pic D64L1_10 tics 2\n pic D64L1_11 tics 2\n pic D64L1_12 tics 2\n pic D64L1_13 tics 2\n pic D64L1_14 tics 2\n pic D64L1_15 tics 2\n pic D64L1_16 tics 2\n pic D64L1_17 tics 2\n pic D64L1_18 tics 2\n pic D64L1_19 tics 2\n pic D64L1_20 tics 2\n pic D64L1_21 tics 2\n pic D64L1_22 tics 2\n pic D64L1_23 tics 2\n pic D64L1_24 tics 2\n pic D64L1_25 tics 2\n pic D64L1_26 tics 2\n pic D64L1_27 tics 2\n pic D64L1_28 tics 2\n pic D64L1_29 tics 2\n pic D64L1_30 tics 2\n pic D64L1_31 tics 2\n pic D64L1_32 tics 2\n pic D64L1_33 tics 2\n pic D64L1_34 tics 2\n pic D64L1_35 tics 2\n pic D64L1_36 tics 2\n pic D64L1_37 tics 2\n pic D64L1_38 tics 2\n pic D64L1_39 tics 2\n pic D64L1_40 tics 2\n pic D64L1_41 tics 2\n pic D64L1_42 tics 2\n pic D64L1_43 tics 2\n pic D64L1_44 tics 2\n pic D64L1_45 tics 2\n pic D64L1_46 tics 2\n pic D64L1_47 tics 2\n pic D64L1_48 tics 2\n pic D64L1_49 tics 2\n pic D64L1_50 tics 2\n pic D64L1_51 tics 2\n pic D64L1_52 tics 2\n pic D64L1_53 tics 2\n pic D64L1_54 tics 2\n pic D64L1_55 tics 2\n pic D64L1_56 tics 2\n pic D64L1_57 tics 2\n pic D64L1_58 tics 2\n pic D64L1_59 tics 2\n pic D64L1_60 tics 2\n pic D64L1_61 tics 2\n pic D64L1_62 tics 2\n pic D64L1_63 tics 2\n pic D64L1_64 tics 2\n\ntexture DBRAIN4\n pic D64L1_01 tics 2\n pic D64L1_02 tics 2\n pic D64L1_03 tics 2\n pic D64L1_04 tics 2\n pic D64L1_05 tics 2\n pic D64L1_06 tics 2\n pic D64L1_07 tics 2\n pic D64L1_08 tics 2\n pic D64L1_09 tics 2\n pic D64L1_10 tics 2\n pic D64L1_11 tics 2\n pic D64L1_12 tics 2\n pic D64L1_13 tics 2\n pic D64L1_14 tics 2\n pic D64L1_15 tics 2\n pic D64L1_16 tics 2\n pic D64L1_17 tics 2\n pic D64L1_18 tics 2\n pic D64L1_19 tics 2\n pic D64L1_20 tics 2\n pic D64L1_21 tics 2\n pic D64L1_22 tics 2\n pic D64L1_23 tics 2\n pic D64L1_24 tics 2\n pic D64L1_25 tics 2\n pic D64L1_26 tics 2\n pic D64L1_27 tics 2\n pic D64L1_28 tics 2\n pic D64L1_29 tics 2\n pic D64L1_30 tics 2\n pic D64L1_31 tics 2\n pic D64L1_32 tics 2\n pic D64L1_33 tics 2\n pic D64L1_34 tics 2\n pic D64L1_35 tics 2\n pic D64L1_36 tics 2\n pic D64L1_37 tics 2\n pic D64L1_38 tics 2\n pic D64L1_39 tics 2\n pic D64L1_40 tics 2\n pic D64L1_41 tics 2\n pic D64L1_42 tics 2\n pic D64L1_43 tics 2\n pic D64L1_44 tics 2\n pic D64L1_45 tics 2\n pic D64L1_46 tics 2\n pic D64L1_47 tics 2\n pic D64L1_48 tics 2\n pic D64L1_49 tics 2\n pic D64L1_50 tics 2\n pic D64L1_51 tics 2\n pic D64L1_52 tics 2\n pic D64L1_53 tics 2\n pic D64L1_54 tics 2\n pic D64L1_55 tics 2\n pic D64L1_56 tics 2\n pic D64L1_57 tics 2\n pic D64L1_58 tics 2\n pic D64L1_59 tics 2\n pic D64L1_60 tics 2\n pic D64L1_61 tics 2\n pic D64L1_62 tics 2\n pic D64L1_63 tics 2\n pic D64L1_64 tics 2\n\nflat SLIMEA\n pic D64N1_01 tics 2\n pic D64N1_02 tics 2\n pic D64N1_03 tics 2\n pic D64N1_04 tics 2\n pic D64N1_05 tics 2\n pic D64N1_06 tics 2\n pic D64N1_07 tics 2\n pic D64N1_08 tics 2\n pic D64N1_09 tics 2\n pic D64N1_10 tics 2\n pic D64N1_11 tics 2\n pic D64N1_12 tics 2\n pic D64N1_13 tics 2\n pic D64N1_14 tics 2\n pic D64N1_15 tics 2\n pic D64N1_16 tics 2\n pic D64N1_17 tics 2\n pic D64N1_18 tics 2\n pic D64N1_19 tics 2\n pic D64N1_20 tics 2\n pic D64N1_21 tics 2\n pic D64N1_22 tics 2\n pic D64N1_23 tics 2\n pic D64N1_24 tics 2\n pic D64N1_25 tics 2\n pic D64N1_26 tics 2\n pic D64N1_27 tics 2\n pic D64N1_28 tics 2\n pic D64N1_29 tics 2\n pic D64N1_30 tics 2\n pic D64N1_31 tics 2\n pic D64N1_32 tics 2\n pic D64N1_33 tics 2\n pic D64N1_34 tics 2\n pic D64N1_35 tics 2\n pic D64N1_36 tics 2\n pic D64N1_37 tics 2\n pic D64N1_38 tics 2\n pic D64N1_39 tics 2\n pic D64N1_40 tics 2\n pic D64N1_41 tics 2\n pic D64N1_42 tics 2\n pic D64N1_43 tics 2\n pic D64N1_44 tics 2\n pic D64N1_45 tics 2\n pic D64N1_46 tics 2\n pic D64N1_47 tics 2\n pic D64N1_48 tics 2\n pic D64N1_49 tics 2\n pic D64N1_50 tics 2\n pic D64N1_51 tics 2\n pic D64N1_52 tics 2\n pic D64N1_53 tics 2\n pic D64N1_54 tics 2\n pic D64N1_55 tics 2\n pic D64N1_56 tics 2\n pic D64N1_57 tics 2\n pic D64N1_58 tics 2\n pic D64N1_59 tics 2\n pic D64N1_60 tics 2\n pic D64N1_61 tics 2\n pic D64N1_62 tics 2\n pic D64N1_63 tics 2\n pic D64N1_64 tics 2\n\nflat SLIMEB\n pic D64N2_01 tics 2\n pic D64N2_02 tics 2\n pic D64N2_03 tics 2\n pic D64N2_04 tics 2\n pic D64N2_05 tics 2\n pic D64N2_06 tics 2\n pic D64N2_07 tics 2\n pic D64N2_08 tics 2\n pic D64N2_09 tics 2\n pic D64N2_10 tics 2\n pic D64N2_11 tics 2\n pic D64N2_12 tics 2\n pic D64N2_13 tics 2\n pic D64N2_14 tics 2\n pic D64N2_15 tics 2\n pic D64N2_16 tics 2\n pic D64N2_17 tics 2\n pic D64N2_18 tics 2\n pic D64N2_19 tics 2\n pic D64N2_20 tics 2\n pic D64N2_21 tics 2\n pic D64N2_22 tics 2\n pic D64N2_23 tics 2\n pic D64N2_24 tics 2\n pic D64N2_25 tics 2\n pic D64N2_26 tics 2\n pic D64N2_27 tics 2\n pic D64N2_28 tics 2\n pic D64N2_29 tics 2\n pic D64N2_30 tics 2\n pic D64N2_31 tics 2\n pic D64N2_32 tics 2\n pic D64N2_33 tics 2\n pic D64N2_34 tics 2\n pic D64N2_35 tics 2\n pic D64N2_36 tics 2\n pic D64N2_37 tics 2\n pic D64N2_38 tics 2\n pic D64N2_39 tics 2\n pic D64N2_40 tics 2\n pic D64N2_41 tics 2\n pic D64N2_42 tics 2\n pic D64N2_43 tics 2\n pic D64N2_44 tics 2\n pic D64N2_45 tics 2\n pic D64N2_46 tics 2\n pic D64N2_47 tics 2\n pic D64N2_48 tics 2\n pic D64N2_49 tics 2\n pic D64N2_50 tics 2\n pic D64N2_51 tics 2\n pic D64N2_52 tics 2\n pic D64N2_53 tics 2\n pic D64N2_54 tics 2\n pic D64N2_55 tics 2\n pic D64N2_56 tics 2\n pic D64N2_57 tics 2\n pic D64N2_58 tics 2\n pic D64N2_59 tics 2\n pic D64N2_60 tics 2\n pic D64N2_61 tics 2\n pic D64N2_62 tics 2\n pic D64N2_63 tics 2\n pic D64N2_64 tics 2\n\ntexture WFALL1\n pic WFALL01 tics 2\n pic WFALL02 tics 2\n pic WFALL03 tics 2\n pic WFALL04 tics 2\n pic WFALL05 tics 2\n pic WFALL06 tics 2\n pic WFALL07 tics 2\n pic WFALL08 tics 2\n pic WFALL09 tics 2\n pic WFALL10 tics 2\n pic WFALL11 tics 2\n pic WFALL12 tics 2\n pic WFALL13 tics 2\n pic WFALL14 tics 2\n pic WFALL15 tics 2\n pic WFALL16 tics 2\n pic WFALL17 tics 2\n pic WFALL18 tics 2\n pic WFALL19 tics 2\n pic WFALL20 tics 2\n pic WFALL21 tics 2\n pic WFALL22 tics 2\n pic WFALL23 tics 2\n pic WFALL24 tics 2\n pic WFALL25 tics 2\n pic WFALL26 tics 2\n pic WFALL27 tics 2\n pic WFALL28 tics 2\n pic WFALL29 tics 2\n pic WFALL30 tics 2\n pic WFALL31 tics 2\n pic WFALL32 tics 2\n pic WFALL33 tics 2\n pic WFALL34 tics 2\n pic WFALL35 tics 2\n pic WFALL36 tics 2\n pic WFALL37 tics 2\n pic WFALL38 tics 2\n pic WFALL39 tics 2\n pic WFALL40 tics 2\n pic WFALL41 tics 2\n pic WFALL42 tics 2\n pic WFALL43 tics 2\n pic WFALL44 tics 2\n pic WFALL45 tics 2\n pic WFALL46 tics 2\n pic WFALL47 tics 2\n pic WFALL48 tics 2\n pic WFALL49 tics 2\n pic WFALL50 tics 2\n pic WFALL51 tics 2\n pic WFALL52 tics 2\n pic WFALL53 tics 2\n pic WFALL54 tics 2\n pic WFALL55 tics 2\n pic WFALL56 tics 2\n pic WFALL57 tics 2\n pic WFALL58 tics 2\n pic WFALL59 tics 2\n pic WFALL60 tics 2\n pic WFALL61 tics 2\n pic WFALL62 tics 2\n pic WFALL63 tics 2\n pic WFALL64 tics 2\n\ntexture WFALL2\n pic WFALL01 tics 2\n pic WFALL02 tics 2\n pic WFALL03 tics 2\n pic WFALL04 tics 2\n pic WFALL05 tics 2\n pic WFALL06 tics 2\n pic WFALL07 tics 2\n pic WFALL08 tics 2\n pic WFALL09 tics 2\n pic WFALL10 tics 2\n pic WFALL11 tics 2\n pic WFALL12 tics 2\n pic WFALL13 tics 2\n pic WFALL14 tics 2\n pic WFALL15 tics 2\n pic WFALL16 tics 2\n pic WFALL17 tics 2\n pic WFALL18 tics 2\n pic WFALL19 tics 2\n pic WFALL20 tics 2\n pic WFALL21 tics 2\n pic WFALL22 tics 2\n pic WFALL23 tics 2\n pic WFALL24 tics 2\n pic WFALL25 tics 2\n pic WFALL26 tics 2\n pic WFALL27 tics 2\n pic WFALL28 tics 2\n pic WFALL29 tics 2\n pic WFALL30 tics 2\n pic WFALL31 tics 2\n pic WFALL32 tics 2\n pic WFALL33 tics 2\n pic WFALL34 tics 2\n pic WFALL35 tics 2\n pic WFALL36 tics 2\n pic WFALL37 tics 2\n pic WFALL38 tics 2\n pic WFALL39 tics 2\n pic WFALL40 tics 2\n pic WFALL41 tics 2\n pic WFALL42 tics 2\n pic WFALL43 tics 2\n pic WFALL44 tics 2\n pic WFALL45 tics 2\n pic WFALL46 tics 2\n pic WFALL47 tics 2\n pic WFALL48 tics 2\n pic WFALL49 tics 2\n pic WFALL50 tics 2\n pic WFALL51 tics 2\n pic WFALL52 tics 2\n pic WFALL53 tics 2\n pic WFALL54 tics 2\n pic WFALL55 tics 2\n pic WFALL56 tics 2\n pic WFALL57 tics 2\n pic WFALL58 tics 2\n pic WFALL59 tics 2\n pic WFALL60 tics 2\n pic WFALL61 tics 2\n pic WFALL62 tics 2\n pic WFALL63 tics 2\n pic WFALL64 tics 2\n\ntexture WFALL3\n pic WFALL01 tics 2\n pic WFALL02 tics 2\n pic WFALL03 tics 2\n pic WFALL04 tics 2\n pic WFALL05 tics 2\n pic WFALL06 tics 2\n pic WFALL07 tics 2\n pic WFALL08 tics 2\n pic WFALL09 tics 2\n pic WFALL10 tics 2\n pic WFALL11 tics 2\n pic WFALL12 tics 2\n pic WFALL13 tics 2\n pic WFALL14 tics 2\n pic WFALL15 tics 2\n pic WFALL16 tics 2\n pic WFALL17 tics 2\n pic WFALL18 tics 2\n pic WFALL19 tics 2\n pic WFALL20 tics 2\n pic WFALL21 tics 2\n pic WFALL22 tics 2\n pic WFALL23 tics 2\n pic WFALL24 tics 2\n pic WFALL25 tics 2\n pic WFALL26 tics 2\n pic WFALL27 tics 2\n pic WFALL28 tics 2\n pic WFALL29 tics 2\n pic WFALL30 tics 2\n pic WFALL31 tics 2\n pic WFALL32 tics 2\n pic WFALL33 tics 2\n pic WFALL34 tics 2\n pic WFALL35 tics 2\n pic WFALL36 tics 2\n pic WFALL37 tics 2\n pic WFALL38 tics 2\n pic WFALL39 tics 2\n pic WFALL40 tics 2\n pic WFALL41 tics 2\n pic WFALL42 tics 2\n pic WFALL43 tics 2\n pic WFALL44 tics 2\n pic WFALL45 tics 2\n pic WFALL46 tics 2\n pic WFALL47 tics 2\n pic WFALL48 tics 2\n pic WFALL49 tics 2\n pic WFALL50 tics 2\n pic WFALL51 tics 2\n pic WFALL52 tics 2\n pic WFALL53 tics 2\n pic WFALL54 tics 2\n pic WFALL55 tics 2\n pic WFALL56 tics 2\n pic WFALL57 tics 2\n pic WFALL58 tics 2\n pic WFALL59 tics 2\n pic WFALL60 tics 2\n pic WFALL61 tics 2\n pic WFALL62 tics 2\n pic WFALL63 tics 2\n pic WFALL64 tics 2\n\ntexture WFALL4\n pic WFALL01 tics 2\n pic WFALL02 tics 2\n pic WFALL03 tics 2\n pic WFALL04 tics 2\n pic WFALL05 tics 2\n pic WFALL06 tics 2\n pic WFALL07 tics 2\n pic WFALL08 tics 2\n pic WFALL09 tics 2\n pic WFALL10 tics 2\n pic WFALL11 tics 2\n pic WFALL12 tics 2\n pic WFALL13 tics 2\n pic WFALL14 tics 2\n pic WFALL15 tics 2\n pic WFALL16 tics 2\n pic WFALL17 tics 2\n pic WFALL18 tics 2\n pic WFALL19 tics 2\n pic WFALL20 tics 2\n pic WFALL21 tics 2\n pic WFALL22 tics 2\n pic WFALL23 tics 2\n pic WFALL24 tics 2\n pic WFALL25 tics 2\n pic WFALL26 tics 2\n pic WFALL27 tics 2\n pic WFALL28 tics 2\n pic WFALL29 tics 2\n pic WFALL30 tics 2\n pic WFALL31 tics 2\n pic WFALL32 tics 2\n pic WFALL33 tics 2\n pic WFALL34 tics 2\n pic WFALL35 tics 2\n pic WFALL36 tics 2\n pic WFALL37 tics 2\n pic WFALL38 tics 2\n pic WFALL39 tics 2\n pic WFALL40 tics 2\n pic WFALL41 tics 2\n pic WFALL42 tics 2\n pic WFALL43 tics 2\n pic WFALL44 tics 2\n pic WFALL45 tics 2\n pic WFALL46 tics 2\n pic WFALL47 tics 2\n pic WFALL48 tics 2\n pic WFALL49 tics 2\n pic WFALL50 tics 2\n pic WFALL51 tics 2\n pic WFALL52 tics 2\n pic WFALL53 tics 2\n pic WFALL54 tics 2\n pic WFALL55 tics 2\n pic WFALL56 tics 2\n pic WFALL57 tics 2\n pic WFALL58 tics 2\n pic WFALL59 tics 2\n pic WFALL60 tics 2\n pic WFALL61 tics 2\n pic WFALL62 tics 2\n pic WFALL63 tics 2\n pic WFALL64 tics 2\n\ntexture SFALL1\n pic SFALL01 tics 2\n pic SFALL02 tics 2\n pic SFALL03 tics 2\n pic SFALL04 tics 2\n pic SFALL05 tics 2\n pic SFALL06 tics 2\n pic SFALL07 tics 2\n pic SFALL08 tics 2\n pic SFALL09 tics 2\n pic SFALL10 tics 2\n pic SFALL11 tics 2\n pic SFALL12 tics 2\n pic SFALL13 tics 2\n pic SFALL14 tics 2\n pic SFALL15 tics 2\n pic SFALL16 tics 2\n pic SFALL17 tics 2\n pic SFALL18 tics 2\n pic SFALL19 tics 2\n pic SFALL20 tics 2\n pic SFALL21 tics 2\n pic SFALL22 tics 2\n pic SFALL23 tics 2\n pic SFALL24 tics 2\n pic SFALL25 tics 2\n pic SFALL26 tics 2\n pic SFALL27 tics 2\n pic SFALL28 tics 2\n pic SFALL29 tics 2\n pic SFALL30 tics 2\n pic SFALL31 tics 2\n pic SFALL32 tics 2\n pic SFALL33 tics 2\n pic SFALL34 tics 2\n pic SFALL35 tics 2\n pic SFALL36 tics 2\n pic SFALL37 tics 2\n pic SFALL38 tics 2\n pic SFALL39 tics 2\n pic SFALL40 tics 2\n pic SFALL41 tics 2\n pic SFALL42 tics 2\n pic SFALL43 tics 2\n pic SFALL44 tics 2\n pic SFALL45 tics 2\n pic SFALL46 tics 2\n pic SFALL47 tics 2\n pic SFALL48 tics 2\n pic SFALL49 tics 2\n pic SFALL50 tics 2\n pic SFALL51 tics 2\n pic SFALL52 tics 2\n pic SFALL53 tics 2\n pic SFALL54 tics 2\n pic SFALL55 tics 2\n pic SFALL56 tics 2\n pic SFALL57 tics 2\n pic SFALL58 tics 2\n pic SFALL59 tics 2\n pic SFALL60 tics 2\n pic SFALL61 tics 2\n pic SFALL62 tics 2\n pic SFALL63 tics 2\n pic SFALL64 tics 2\n\ntexture SFALL2\n pic SFALL01 tics 2\n pic SFALL02 tics 2\n pic SFALL03 tics 2\n pic SFALL04 tics 2\n pic SFALL05 tics 2\n pic SFALL06 tics 2\n pic SFALL07 tics 2\n pic SFALL08 tics 2\n pic SFALL09 tics 2\n pic SFALL10 tics 2\n pic SFALL11 tics 2\n pic SFALL12 tics 2\n pic SFALL13 tics 2\n pic SFALL14 tics 2\n pic SFALL15 tics 2\n pic SFALL16 tics 2\n pic SFALL17 tics 2\n pic SFALL18 tics 2\n pic SFALL19 tics 2\n pic SFALL20 tics 2\n pic SFALL21 tics 2\n pic SFALL22 tics 2\n pic SFALL23 tics 2\n pic SFALL24 tics 2\n pic SFALL25 tics 2\n pic SFALL26 tics 2\n pic SFALL27 tics 2\n pic SFALL28 tics 2\n pic SFALL29 tics 2\n pic SFALL30 tics 2\n pic SFALL31 tics 2\n pic SFALL32 tics 2\n pic SFALL33 tics 2\n pic SFALL34 tics 2\n pic SFALL35 tics 2\n pic SFALL36 tics 2\n pic SFALL37 tics 2\n pic SFALL38 tics 2\n pic SFALL39 tics 2\n pic SFALL40 tics 2\n pic SFALL41 tics 2\n pic SFALL42 tics 2\n pic SFALL43 tics 2\n pic SFALL44 tics 2\n pic SFALL45 tics 2\n pic SFALL46 tics 2\n pic SFALL47 tics 2\n pic SFALL48 tics 2\n pic SFALL49 tics 2\n pic SFALL50 tics 2\n pic SFALL51 tics 2\n pic SFALL52 tics 2\n pic SFALL53 tics 2\n pic SFALL54 tics 2\n pic SFALL55 tics 2\n pic SFALL56 tics 2\n pic SFALL57 tics 2\n pic SFALL58 tics 2\n pic SFALL59 tics 2\n pic SFALL60 tics 2\n pic SFALL61 tics 2\n pic SFALL62 tics 2\n pic SFALL63 tics 2\n pic SFALL64 tics 2\n\ntexture SFALL3\n pic SFALL01 tics 2\n pic SFALL02 tics 2\n pic SFALL03 tics 2\n pic SFALL04 tics 2\n pic SFALL05 tics 2\n pic SFALL06 tics 2\n pic SFALL07 tics 2\n pic SFALL08 tics 2\n pic SFALL09 tics 2\n pic SFALL10 tics 2\n pic SFALL11 tics 2\n pic SFALL12 tics 2\n pic SFALL13 tics 2\n pic SFALL14 tics 2\n pic SFALL15 tics 2\n pic SFALL16 tics 2\n pic SFALL17 tics 2\n pic SFALL18 tics 2\n pic SFALL19 tics 2\n pic SFALL20 tics 2\n pic SFALL21 tics 2\n pic SFALL22 tics 2\n pic SFALL23 tics 2\n pic SFALL24 tics 2\n pic SFALL25 tics 2\n pic SFALL26 tics 2\n pic SFALL27 tics 2\n pic SFALL28 tics 2\n pic SFALL29 tics 2\n pic SFALL30 tics 2\n pic SFALL31 tics 2\n pic SFALL32 tics 2\n pic SFALL33 tics 2\n pic SFALL34 tics 2\n pic SFALL35 tics 2\n pic SFALL36 tics 2\n pic SFALL37 tics 2\n pic SFALL38 tics 2\n pic SFALL39 tics 2\n pic SFALL40 tics 2\n pic SFALL41 tics 2\n pic SFALL42 tics 2\n pic SFALL43 tics 2\n pic SFALL44 tics 2\n pic SFALL45 tics 2\n pic SFALL46 tics 2\n pic SFALL47 tics 2\n pic SFALL48 tics 2\n pic SFALL49 tics 2\n pic SFALL50 tics 2\n pic SFALL51 tics 2\n pic SFALL52 tics 2\n pic SFALL53 tics 2\n pic SFALL54 tics 2\n pic SFALL55 tics 2\n pic SFALL56 tics 2\n pic SFALL57 tics 2\n pic SFALL58 tics 2\n pic SFALL59 tics 2\n pic SFALL60 tics 2\n pic SFALL61 tics 2\n pic SFALL62 tics 2\n pic SFALL63 tics 2\n pic SFALL64 tics 2\n\ntexture SFALL4\n pic SFALL01 tics 2\n pic SFALL02 tics 2\n pic SFALL03 tics 2\n pic SFALL04 tics 2\n pic SFALL05 tics 2\n pic SFALL06 tics 2\n pic SFALL07 tics 2\n pic SFALL08 tics 2\n pic SFALL09 tics 2\n pic SFALL10 tics 2\n pic SFALL11 tics 2\n pic SFALL12 tics 2\n pic SFALL13 tics 2\n pic SFALL14 tics 2\n pic SFALL15 tics 2\n pic SFALL16 tics 2\n pic SFALL17 tics 2\n pic SFALL18 tics 2\n pic SFALL19 tics 2\n pic SFALL20 tics 2\n pic SFALL21 tics 2\n pic SFALL22 tics 2\n pic SFALL23 tics 2\n pic SFALL24 tics 2\n pic SFALL25 tics 2\n pic SFALL26 tics 2\n pic SFALL27 tics 2\n pic SFALL28 tics 2\n pic SFALL29 tics 2\n pic SFALL30 tics 2\n pic SFALL31 tics 2\n pic SFALL32 tics 2\n pic SFALL33 tics 2\n pic SFALL34 tics 2\n pic SFALL35 tics 2\n pic SFALL36 tics 2\n pic SFALL37 tics 2\n pic SFALL38 tics 2\n pic SFALL39 tics 2\n pic SFALL40 tics 2\n pic SFALL41 tics 2\n pic SFALL42 tics 2\n pic SFALL43 tics 2\n pic SFALL44 tics 2\n pic SFALL45 tics 2\n pic SFALL46 tics 2\n pic SFALL47 tics 2\n pic SFALL48 tics 2\n pic SFALL49 tics 2\n pic SFALL50 tics 2\n pic SFALL51 tics 2\n pic SFALL52 tics 2\n pic SFALL53 tics 2\n pic SFALL54 tics 2\n pic SFALL55 tics 2\n pic SFALL56 tics 2\n pic SFALL57 tics 2\n pic SFALL58 tics 2\n pic SFALL59 tics 2\n pic SFALL60 tics 2\n pic SFALL61 tics 2\n pic SFALL62 tics 2\n pic SFALL63 tics 2\n pic SFALL64 tics 2\n\ntexture SLIFALL\n pic SFALL01 tics 2\n pic SFALL02 tics 2\n pic SFALL03 tics 2\n pic SFALL04 tics 2\n pic SFALL05 tics 2\n pic SFALL06 tics 2\n pic SFALL07 tics 2\n pic SFALL08 tics 2\n pic SFALL09 tics 2\n pic SFALL10 tics 2\n pic SFALL11 tics 2\n pic SFALL12 tics 2\n pic SFALL13 tics 2\n pic SFALL14 tics 2\n pic SFALL15 tics 2\n pic SFALL16 tics 2\n pic SFALL17 tics 2\n pic SFALL18 tics 2\n pic SFALL19 tics 2\n pic SFALL20 tics 2\n pic SFALL21 tics 2\n pic SFALL22 tics 2\n pic SFALL23 tics 2\n pic SFALL24 tics 2\n pic SFALL25 tics 2\n pic SFALL26 tics 2\n pic SFALL27 tics 2\n pic SFALL28 tics 2\n pic SFALL29 tics 2\n pic SFALL30 tics 2\n pic SFALL31 tics 2\n pic SFALL32 tics 2\n pic SFALL33 tics 2\n pic SFALL34 tics 2\n pic SFALL35 tics 2\n pic SFALL36 tics 2\n pic SFALL37 tics 2\n pic SFALL38 tics 2\n pic SFALL39 tics 2\n pic SFALL40 tics 2\n pic SFALL41 tics 2\n pic SFALL42 tics 2\n pic SFALL43 tics 2\n pic SFALL44 tics 2\n pic SFALL45 tics 2\n pic SFALL46 tics 2\n pic SFALL47 tics 2\n pic SFALL48 tics 2\n pic SFALL49 tics 2\n pic SFALL50 tics 2\n pic SFALL51 tics 2\n pic SFALL52 tics 2\n pic SFALL53 tics 2\n pic SFALL54 tics 2\n pic SFALL55 tics 2\n pic SFALL56 tics 2\n pic SFALL57 tics 2\n pic SFALL58 tics 2\n pic SFALL59 tics 2\n pic SFALL60 tics 2\n pic SFALL61 tics 2\n pic SFALL62 tics 2\n pic SFALL63 tics 2\n pic SFALL64 tics 2\n\ntexture BFALL1\n pic BFALL01 tics 2\n pic BFALL02 tics 2\n pic BFALL03 tics 2\n pic BFALL04 tics 2\n pic BFALL05 tics 2\n pic BFALL06 tics 2\n pic BFALL07 tics 2\n pic BFALL08 tics 2\n pic BFALL09 tics 2\n pic BFALL10 tics 2\n pic BFALL11 tics 2\n pic BFALL12 tics 2\n pic BFALL13 tics 2\n pic BFALL14 tics 2\n pic BFALL15 tics 2\n pic BFALL16 tics 2\n pic BFALL17 tics 2\n pic BFALL18 tics 2\n pic BFALL19 tics 2\n pic BFALL20 tics 2\n pic BFALL21 tics 2\n pic BFALL22 tics 2\n pic BFALL23 tics 2\n pic BFALL24 tics 2\n pic BFALL25 tics 2\n pic BFALL26 tics 2\n pic BFALL27 tics 2\n pic BFALL28 tics 2\n pic BFALL29 tics 2\n pic BFALL30 tics 2\n pic BFALL31 tics 2\n pic BFALL32 tics 2\n pic BFALL33 tics 2\n pic BFALL34 tics 2\n pic BFALL35 tics 2\n pic BFALL36 tics 2\n pic BFALL37 tics 2\n pic BFALL38 tics 2\n pic BFALL39 tics 2\n pic BFALL40 tics 2\n pic BFALL41 tics 2\n pic BFALL42 tics 2\n pic BFALL43 tics 2\n pic BFALL44 tics 2\n pic BFALL45 tics 2\n pic BFALL46 tics 2\n pic BFALL47 tics 2\n pic BFALL48 tics 2\n pic BFALL49 tics 2\n pic BFALL50 tics 2\n pic BFALL51 tics 2\n pic BFALL52 tics 2\n pic BFALL53 tics 2\n pic BFALL54 tics 2\n pic BFALL55 tics 2\n pic BFALL56 tics 2\n pic BFALL57 tics 2\n pic BFALL58 tics 2\n pic BFALL59 tics 2\n pic BFALL60 tics 2\n pic BFALL61 tics 2\n pic BFALL62 tics 2\n pic BFALL63 tics 2\n pic BFALL64 tics 2\n\ntexture BFALL2\n pic BFALL01 tics 2\n pic BFALL02 tics 2\n pic BFALL03 tics 2\n pic BFALL04 tics 2\n pic BFALL05 tics 2\n pic BFALL06 tics 2\n pic BFALL07 tics 2\n pic BFALL08 tics 2\n pic BFALL09 tics 2\n pic BFALL10 tics 2\n pic BFALL11 tics 2\n pic BFALL12 tics 2\n pic BFALL13 tics 2\n pic BFALL14 tics 2\n pic BFALL15 tics 2\n pic BFALL16 tics 2\n pic BFALL17 tics 2\n pic BFALL18 tics 2\n pic BFALL19 tics 2\n pic BFALL20 tics 2\n pic BFALL21 tics 2\n pic BFALL22 tics 2\n pic BFALL23 tics 2\n pic BFALL24 tics 2\n pic BFALL25 tics 2\n pic BFALL26 tics 2\n pic BFALL27 tics 2\n pic BFALL28 tics 2\n pic BFALL29 tics 2\n pic BFALL30 tics 2\n pic BFALL31 tics 2\n pic BFALL32 tics 2\n pic BFALL33 tics 2\n pic BFALL34 tics 2\n pic BFALL35 tics 2\n pic BFALL36 tics 2\n pic BFALL37 tics 2\n pic BFALL38 tics 2\n pic BFALL39 tics 2\n pic BFALL40 tics 2\n pic BFALL41 tics 2\n pic BFALL42 tics 2\n pic BFALL43 tics 2\n pic BFALL44 tics 2\n pic BFALL45 tics 2\n pic BFALL46 tics 2\n pic BFALL47 tics 2\n pic BFALL48 tics 2\n pic BFALL49 tics 2\n pic BFALL50 tics 2\n pic BFALL51 tics 2\n pic BFALL52 tics 2\n pic BFALL53 tics 2\n pic BFALL54 tics 2\n pic BFALL55 tics 2\n pic BFALL56 tics 2\n pic BFALL57 tics 2\n pic BFALL58 tics 2\n pic BFALL59 tics 2\n pic BFALL60 tics 2\n pic BFALL61 tics 2\n pic BFALL62 tics 2\n pic BFALL63 tics 2\n pic BFALL64 tics 2\n\ntexture BFALL3\n pic BFALL01 tics 2\n pic BFALL02 tics 2\n pic BFALL03 tics 2\n pic BFALL04 tics 2\n pic BFALL05 tics 2\n pic BFALL06 tics 2\n pic BFALL07 tics 2\n pic BFALL08 tics 2\n pic BFALL09 tics 2\n pic BFALL10 tics 2\n pic BFALL11 tics 2\n pic BFALL12 tics 2\n pic BFALL13 tics 2\n pic BFALL14 tics 2\n pic BFALL15 tics 2\n pic BFALL16 tics 2\n pic BFALL17 tics 2\n pic BFALL18 tics 2\n pic BFALL19 tics 2\n pic BFALL20 tics 2\n pic BFALL21 tics 2\n pic BFALL22 tics 2\n pic BFALL23 tics 2\n pic BFALL24 tics 2\n pic BFALL25 tics 2\n pic BFALL26 tics 2\n pic BFALL27 tics 2\n pic BFALL28 tics 2\n pic BFALL29 tics 2\n pic BFALL30 tics 2\n pic BFALL31 tics 2\n pic BFALL32 tics 2\n pic BFALL33 tics 2\n pic BFALL34 tics 2\n pic BFALL35 tics 2\n pic BFALL36 tics 2\n pic BFALL37 tics 2\n pic BFALL38 tics 2\n pic BFALL39 tics 2\n pic BFALL40 tics 2\n pic BFALL41 tics 2\n pic BFALL42 tics 2\n pic BFALL43 tics 2\n pic BFALL44 tics 2\n pic BFALL45 tics 2\n pic BFALL46 tics 2\n pic BFALL47 tics 2\n pic BFALL48 tics 2\n pic BFALL49 tics 2\n pic BFALL50 tics 2\n pic BFALL51 tics 2\n pic BFALL52 tics 2\n pic BFALL53 tics 2\n pic BFALL54 tics 2\n pic BFALL55 tics 2\n pic BFALL56 tics 2\n pic BFALL57 tics 2\n pic BFALL58 tics 2\n pic BFALL59 tics 2\n pic BFALL60 tics 2\n pic BFALL61 tics 2\n pic BFALL62 tics 2\n pic BFALL63 tics 2\n pic BFALL64 tics 2\n\ntexture BFALL4\n pic BFALL01 tics 2\n pic BFALL02 tics 2\n pic BFALL03 tics 2\n pic BFALL04 tics 2\n pic BFALL05 tics 2\n pic BFALL06 tics 2\n pic BFALL07 tics 2\n pic BFALL08 tics 2\n pic BFALL09 tics 2\n pic BFALL10 tics 2\n pic BFALL11 tics 2\n pic BFALL12 tics 2\n pic BFALL13 tics 2\n pic BFALL14 tics 2\n pic BFALL15 tics 2\n pic BFALL16 tics 2\n pic BFALL17 tics 2\n pic BFALL18 tics 2\n pic BFALL19 tics 2\n pic BFALL20 tics 2\n pic BFALL21 tics 2\n pic BFALL22 tics 2\n pic BFALL23 tics 2\n pic BFALL24 tics 2\n pic BFALL25 tics 2\n pic BFALL26 tics 2\n pic BFALL27 tics 2\n pic BFALL28 tics 2\n pic BFALL29 tics 2\n pic BFALL30 tics 2\n pic BFALL31 tics 2\n pic BFALL32 tics 2\n pic BFALL33 tics 2\n pic BFALL34 tics 2\n pic BFALL35 tics 2\n pic BFALL36 tics 2\n pic BFALL37 tics 2\n pic BFALL38 tics 2\n pic BFALL39 tics 2\n pic BFALL40 tics 2\n pic BFALL41 tics 2\n pic BFALL42 tics 2\n pic BFALL43 tics 2\n pic BFALL44 tics 2\n pic BFALL45 tics 2\n pic BFALL46 tics 2\n pic BFALL47 tics 2\n pic BFALL48 tics 2\n pic BFALL49 tics 2\n pic BFALL50 tics 2\n pic BFALL51 tics 2\n pic BFALL52 tics 2\n pic BFALL53 tics 2\n pic BFALL54 tics 2\n pic BFALL55 tics 2\n pic BFALL56 tics 2\n pic BFALL57 tics 2\n pic BFALL58 tics 2\n pic BFALL59 tics 2\n pic BFALL60 tics 2\n pic BFALL61 tics 2\n pic BFALL62 tics 2\n pic BFALL63 tics 2\n pic BFALL64 tics 2\n\ntexture FIREBLU1\n\tpic\tFIREBL01 tics 2\n\tpic\tFIREBL02 tics 2\n\tpic\tFIREBL03 tics 2\n\tpic\tFIREBL04 tics 2\n\tpic\tFIREBL05 tics 2\n\tpic\tFIREBL06 tics 2\n\tpic\tFIREBL07 tics 2\n\tpic\tFIREBL08 tics 2\n\tpic\tFIREBL09 tics 2\n\tpic\tFIREBL10 tics 2\n\tpic\tFIREBL11 tics 2\n\tpic\tFIREBL12 tics 2\n\tpic\tFIREBL13 tics 2\n\tpic\tFIREBL14 tics 2\n\tpic\tFIREBL15 tics 2\n\tpic\tFIREBL16 tics 2\n\tpic\tFIREBL17 tics 2\n\tpic\tFIREBL18 tics 2\n\tpic\tFIREBL19 tics 2\n\tpic\tFIREBL20 tics 2\n\tpic\tFIREBL21 tics 2\n\tpic\tFIREBL22 tics 2\n\tpic\tFIREBL23 tics 2\n\tpic\tFIREBL24 tics 2\n\tpic\tFIREBL25 tics 2\n\tpic\tFIREBL26 tics 2\n\tpic\tFIREBL27 tics 2\n\tpic\tFIREBL28 tics 2\n\tpic\tFIREBL29 tics 2\n\tpic\tFIREBL30 tics 2\n\tpic\tFIREBL31 tics 2\n\tpic\tFIREBL32 tics 2\n\ntexture FIREBLU2\n\tpic\tFIREBL01 tics 2\n\tpic\tFIREBL02 tics 2\n\tpic\tFIREBL03 tics 2\n\tpic\tFIREBL04 tics 2\n\tpic\tFIREBL05 tics 2\n\tpic\tFIREBL06 tics 2\n\tpic\tFIREBL07 tics 2\n\tpic\tFIREBL08 tics 2\n\tpic\tFIREBL09 tics 2\n\tpic\tFIREBL10 tics 2\n\tpic\tFIREBL11 tics 2\n\tpic\tFIREBL12 tics 2\n\tpic\tFIREBL13 tics 2\n\tpic\tFIREBL14 tics 2\n\tpic\tFIREBL15 tics 2\n\tpic\tFIREBL16 tics 2\n\tpic\tFIREBL17 tics 2\n\tpic\tFIREBL18 tics 2\n\tpic\tFIREBL19 tics 2\n\tpic\tFIREBL20 tics 2\n\tpic\tFIREBL21 tics 2\n\tpic\tFIREBL22 tics 2\n\tpic\tFIREBL23 tics 2\n\tpic\tFIREBL24 tics 2\n\tpic\tFIREBL25 tics 2\n\tpic\tFIREBL26 tics 2\n\tpic\tFIREBL27 tics 2\n\tpic\tFIREBL28 tics 2\n\tpic\tFIREBL29 tics 2\n\tpic\tFIREBL30 tics 2\n\tpic\tFIREBL31 tics 2\n\tpic\tFIREBL32 tics 2\n\ntexture SKY-0052\npic 1 tics 2\npic 2 tics 2\npic 3 tics 2\npic 4 tics 2\npic 5 tics 2\npic 6 tics 2\npic 7 tics 2\npic 8 tics 2\npic 9 tics 2\npic 10 tics 2\npic 11 tics 2\npic 12 tics 2\npic 13 tics 2\npic 14 tics 2\npic 15 tics 2\npic 16 tics 2\npic 17 tics 2\npic 18 tics 2\npic 19 tics 2\npic 20 tics 2\npic 21 tics 2\npic 22 tics 2\npic 23 tics 2\npic 24 tics 2\npic 25 tics 2\npic 26 tics 2\npic 27 tics 2\npic 28 tics 2\npic 29 tics 2\npic 30 tics 2\npic 31 tics 2\npic 32 tics 2\npic 33 tics 2\npic 34 tics 2\npic 35 tics 2\npic 36 tics 2\npic 37 tics 2\npic 38 tics 2\npic 39 tics 2\npic 40 tics 2\npic 41 tics 2\npic 42 tics 2\npic 43 tics 2\npic 44 tics 2\npic 45 tics 2\npic 46 tics 2\npic 47 tics 2\npic 48 tics 2\npic 49 tics 2\npic 50 tics 2\npic 51 tics 2\npic 52 tics 2\npic 53 tics 2\npic 54 tics 2\npic 55 tics 2\npic 56 tics 2\npic 57 tics 2\npic 58 tics 2\npic 59 tics 2\npic 60 tics 2\npic 61 tics 2\npic 62 tics 2\npic 63 tics 2\npic 64 tics 2\npic 65 tics 2\npic 66 tics 2\npic 67 tics 2\npic 68 tics 2\npic 69 tics 2\npic 70 tics 2\npic 71 tics 2\npic 72 tics 2\npic 73 tics 2\npic 74 tics 2\npic 75 tics 2\npic 76 tics 2\npic 77 tics 2\npic 78 tics 2\npic 79 tics 2\npic 80 tics 2\npic 81 tics 2\npic 82 tics 2\npic 83 tics 2\npic 84 tics 2\npic 85 tics 2\npic 86 tics 2\npic 87 tics 2\npic 88 tics 2\npic 89 tics 2\npic 90 tics 2\npic 91 tics 2\npic 92 tics 2\npic 93 tics 2\npic 94 tics 2\npic 95 tics 2\npic 96 tics 2\npic 97 tics 2\npic 98 tics 2\npic 99 tics 2\npic 100 tics 2\n\ntexture SKY-B052\npic 1 tics 2\npic 2 tics 2\npic 3 tics 2\npic 4 tics 2\npic 5 tics 2\npic 6 tics 2\npic 7 tics 2\npic 8 tics 2\npic 9 tics 2\npic 10 tics 2\npic 11 tics 2\npic 12 tics 2\npic 13 tics 2\npic 14 tics 2\npic 15 tics 2\npic 16 tics 2\npic 17 tics 2\npic 18 tics 2\npic 19 tics 2\npic 20 tics 2\npic 21 tics 2\npic 22 tics 2\npic 23 tics 2\npic 24 tics 2\npic 25 tics 2\npic 26 tics 2\npic 27 tics 2\npic 28 tics 2\npic 29 tics 2\npic 30 tics 2\npic 31 tics 2\npic 32 tics 2\npic 33 tics 2\npic 34 tics 2\npic 35 tics 2\npic 36 tics 2\npic 37 tics 2\npic 38 tics 2\npic 39 tics 2\npic 40 tics 2\npic 41 tics 2\npic 42 tics 2\npic 43 tics 2\npic 44 tics 2\npic 45 tics 2\npic 46 tics 2\npic 47 tics 2\npic 48 tics 2\npic 49 tics 2\npic 50 tics 2\npic 51 tics 2\npic 52 tics 2\npic 53 tics 2\npic 54 tics 2\npic 55 tics 2\npic 56 tics 2\npic 57 tics 2\npic 58 tics 2\npic 59 tics 2\npic 60 tics 2\npic 61 tics 2\npic 62 tics 2\npic 63 tics 2\npic 64 tics 2\npic 65 tics 2\npic 66 tics 2\npic 67 tics 2\npic 68 tics 2\npic 69 tics 2\npic 70 tics 2\npic 71 tics 2\npic 72 tics 2\npic 73 tics 2\npic 74 tics 2\npic 75 tics 2\npic 76 tics 2\npic 77 tics 2\npic 78 tics 2\npic 79 tics 2\npic 80 tics 2\npic 81 tics 2\npic 82 tics 2\npic 83 tics 2\npic 84 tics 2\npic 85 tics 2\npic 86 tics 2\npic 87 tics 2\npic 88 tics 2\npic 89 tics 2\npic 90 tics 2\npic 91 tics 2\npic 92 tics 2\npic 93 tics 2\npic 94 tics 2\npic 95 tics 2\npic 96 tics 2\npic 97 tics 2\npic 98 tics 2\npic 99 tics 2\npic 100 tics 2\n\ntexture SKY-G052\npic 1 tics 2\npic 2 tics 2\npic 3 tics 2\npic 4 tics 2\npic 5 tics 2\npic 6 tics 2\npic 7 tics 2\npic 8 tics 2\npic 9 tics 2\npic 10 tics 2\npic 11 tics 2\npic 12 tics 2\npic 13 tics 2\npic 14 tics 2\npic 15 tics 2\npic 16 tics 2\npic 17 tics 2\npic 18 tics 2\npic 19 tics 2\npic 20 tics 2\npic 21 tics 2\npic 22 tics 2\npic 23 tics 2\npic 24 tics 2\npic 25 tics 2\npic 26 tics 2\npic 27 tics 2\npic 28 tics 2\npic 29 tics 2\npic 30 tics 2\npic 31 tics 2\npic 32 tics 2\npic 33 tics 2\npic 34 tics 2\npic 35 tics 2\npic 36 tics 2\npic 37 tics 2\npic 38 tics 2\npic 39 tics 2\npic 40 tics 2\npic 41 tics 2\npic 42 tics 2\npic 43 tics 2\npic 44 tics 2\npic 45 tics 2\npic 46 tics 2\npic 47 tics 2\npic 48 tics 2\npic 49 tics 2\npic 50 tics 2\npic 51 tics 2\npic 52 tics 2\npic 53 tics 2\npic 54 tics 2\npic 55 tics 2\npic 56 tics 2\npic 57 tics 2\npic 58 tics 2\npic 59 tics 2\npic 60 tics 2\npic 61 tics 2\npic 62 tics 2\npic 63 tics 2\npic 64 tics 2\npic 65 tics 2\npic 66 tics 2\npic 67 tics 2\npic 68 tics 2\npic 69 tics 2\npic 70 tics 2\npic 71 tics 2\npic 72 tics 2\npic 73 tics 2\npic 74 tics 2\npic 75 tics 2\npic 76 tics 2\npic 77 tics 2\npic 78 tics 2\npic 79 tics 2\npic 80 tics 2\npic 81 tics 2\npic 82 tics 2\npic 83 tics 2\npic 84 tics 2\npic 85 tics 2\npic 86 tics 2\npic 87 tics 2\npic 88 tics 2\npic 89 tics 2\npic 90 tics 2\npic 91 tics 2\npic 92 tics 2\npic 93 tics 2\npic 94 tics 2\npic 95 tics 2\npic 96 tics 2\npic 97 tics 2\npic 98 tics 2\npic 99 tics 2\npic 100 tics 2\n\ntexture SKY-R052\npic 1 tics 2\npic 2 tics 2\npic 3 tics 2\npic 4 tics 2\npic 5 tics 2\npic 6 tics 2\npic 7 tics 2\npic 8 tics 2\npic 9 tics 2\npic 10 tics 2\npic 11 tics 2\npic 12 tics 2\npic 13 tics 2\npic 14 tics 2\npic 15 tics 2\npic 16 tics 2\npic 17 tics 2\npic 18 tics 2\npic 19 tics 2\npic 20 tics 2\npic 21 tics 2\npic 22 tics 2\npic 23 tics 2\npic 24 tics 2\npic 25 tics 2\npic 26 tics 2\npic 27 tics 2\npic 28 tics 2\npic 29 tics 2\npic 30 tics 2\npic 31 tics 2\npic 32 tics 2\npic 33 tics 2\npic 34 tics 2\npic 35 tics 2\npic 36 tics 2\npic 37 tics 2\npic 38 tics 2\npic 39 tics 2\npic 40 tics 2\npic 41 tics 2\npic 42 tics 2\npic 43 tics 2\npic 44 tics 2\npic 45 tics 2\npic 46 tics 2\npic 47 tics 2\npic 48 tics 2\npic 49 tics 2\npic 50 tics 2\npic 51 tics 2\npic 52 tics 2\npic 53 tics 2\npic 54 tics 2\npic 55 tics 2\npic 56 tics 2\npic 57 tics 2\npic 58 tics 2\npic 59 tics 2\npic 60 tics 2\npic 61 tics 2\npic 62 tics 2\npic 63 tics 2\npic 64 tics 2\npic 65 tics 2\npic 66 tics 2\npic 67 tics 2\npic 68 tics 2\npic 69 tics 2\npic 70 tics 2\npic 71 tics 2\npic 72 tics 2\npic 73 tics 2\npic 74 tics 2\npic 75 tics 2\npic 76 tics 2\npic 77 tics 2\npic 78 tics 2\npic 79 tics 2\npic 80 tics 2\npic 81 tics 2\npic 82 tics 2\npic 83 tics 2\npic 84 tics 2\npic 85 tics 2\npic 86 tics 2\npic 87 tics 2\npic 88 tics 2\npic 89 tics 2\npic 90 tics 2\npic 91 tics 2\npic 92 tics 2\npic 93 tics 2\npic 94 tics 2\npic 95 tics 2\npic 96 tics 2\npic 97 tics 2\npic 98 tics 2\npic 99 tics 2\npic 100 tics 2"
},
{
"source": "pk3",
"name": "CREDITS.TXT",
"contents": "Clan UniDoom - For making UDM3\nStrikerMan780 - Weapon/Teleport Sounds, Decorate/ACS Code, some Sprites\nClan Shadow Mavericks - Playtesting, Assistance in gathering player sounds\nJimmy - Font\nCage - Doom 64 Reload Sprites\nID Software - Player Split Sprites\nMidway - Doom 64 Sprites and Sounds\n\nSamuzero15tlh - More sprites, bugfixing, and continuing the mod.\nAnemia - Gore FX (thanks m8!)\nStill the proper credits are for StrikerMan780"
},
{
"source": "pk3",
"name": "CVARS.txt",
"contents": "#include \"zcommon.acs\"\n#library \"CVARS\"\n\nscript 166 enter\n{\n TakeInventory(\"PowerInvisibility\", 1);\n}\n\nscript 301 (VOID) NET\n{\n GiveInventory(\"Kicking\", 1);\n}\n\nScript 303 (VOID) NET\n{\n GiveInventory(\"Reloading\", 1);\n}\n\nScript 119 (VOID)\n{\nif\t(GameType () == GAME_NET_DEATHMATCH)\n\tGiveInventory(\"IsDM\", 1);\n}\n\nScript 799 (VOID)\n{\n\nif\n\t(GetCvar(\"isrunningzandronum\") == 1)\n{\nif\t(GetCvar(\"bd_bloodamount\") == 0) { SetActorState(0,\"LowBlood\"); }\nif\t(GetCvar(\"bd_bloodamount\") == 1) { SetActorState(0,\"LowBlood\"); }\nif\t(GetCvar(\"bd_bloodamount\") == 3) { SetActorState(0,\"LotsOfBlood\"); }\nif\t(GetCvar(\"bd_bloodamount\") >= 4) { SetActorState(0,\"AbsurdBlood\"); }\n}\n\nif\n\t(GetCvar(\"isrunningzandronum\") == 0)\n{\nif\t(GetCvar(\"zdoombrutalblood\") == 0) { SetActorState(0,\"LowBlood\"); }\nif\t(GetCvar(\"zdoombrutalblood\") == 1) { SetActorState(0,\"LowBlood\"); }\nif\t(GetCvar(\"zdoombrutalblood\") == 3) { SetActorState(0,\"LotsOfBlood\"); }\nif\t(GetCvar(\"zdoombrutalblood\") >= 4) { SetActorState(0,\"AbsurdBlood\"); }\n}\n\nif\n\t(GetCvar(\"isrunningzandronum\") == 1)\n{\nif\t(GetCvar(\"bd_bloodamount\") == 666)\n\t{\n\tSetActorState(0,\"AbsurdBlood\");\n\tGiveInventory(\"AnimuGore\", 1);\n\t}\n}\n\nif\n\t(GetCvar(\"isrunningzandronum\") == 0)\n{\nif\t(GetCvar(\"zdoombrutalblood\") == 666)\n\t{\n\tSetActorState(0,\"AbsurdBlood\");\n\tGiveInventory(\"AnimuGore\", 1);\n\t}\n}\n\n}\n\nScript 798 (VOID)\n{\nif\t(GetCvar(\"bd_lowgraphicsmode\") == 1) { GiveInventory(\"LowGraphicsMode\", 1); }\nif\t(GetCvar(\"zdoombrutaljanitor\") == 1) { GiveInventory(\"LowGraphicsMode\", 1); }\n}\n\nScript 797 (VOID)\n{\nif\t(GetCvar(\"bd_bloodamount\") == 1) { SetActorState(0,\"Vanish\"); }\nif\t(GetCvar(\"bd_bloodamount\") == 0) { SetActorState(0,\"Vanish\"); }\n}\n\n//SPRINTING\n\nscript 822 OPEN\n{\nConsoleCommand(\"compat_clientssendfullbuttoninfo 1\");\n}\n\nscript 851 ENTER\n{\n int buttons;\n\n while (TRUE)\n {\n buttons = GetPlayerInput(-1, INPUT_BUTTONS);\n\nif (buttons & BT_SPEED)\n{\n GiveInventory(\"IsRunning\", 1);\n delay(1);\n}\n delay(1);\n TakeInventory(\"IsRunning\", 1);\n }\n}\n\nscript 852 (void)\n{\n SetActorProperty (0, APROP_Speed, 2.0);\n\t\tdelay (1);\n}\n\nscript 853 (void)\n{\n SetActorProperty (0, APROP_Speed, 1.0);\n\t\tdelay (1);\n}"
},
{
"source": "pk3",
"name": "Decaldef.BrutalBloodSplats.txt",
"contents": "stretcher BrutalBloodSmearer\n{\n GoalX 0.4\n GoalY 1.4\n StretchStart 1\n StretchTime 24\n}\n\ndecal BrutalBloodSmear1\n{\n\tpic BSPLNEW4\n\tx-scale 0.4\n\ty-scale 0.4\n\trandomflipx\n\tanimator BrutalBloodSmearer\n}\n\ndecal BrutalBloodSmear2\n{\n\tpic BSPLNEW5\n\tx-scale 0.4\n\ty-scale 0.4\n\trandomflipx\n\tanimator BrutalBloodSmearer\n}\n\ndecalgroup BrutalBloodSmear\n{\n\tBrutalBloodSmear1\t1\n\tBrutalBloodSmear2\t1\n}\n\ndecal BrutalBloodSmearSmall1\n{\n\tpic BSPLNEW8\n\tx-scale 0.25\n\ty-scale 0.25\n\trandomflipx\n\tanimator BrutalBloodSmearer\n}\n\ndecal BrutalBloodSmearSmall2\n{\n\tpic BSPLNEW7\n\tx-scale 0.2\n\ty-scale 0.2\n\trandomflipx\n\tanimator BrutalBloodSmearer\n}\n\ndecalgroup BrutalBloodSmearSmall\n{\n\tBrutalBloodSmearSmall1\t1\n\tBrutalBloodSmearSmall2\t1\n}\n\n/// +++++++++++++++++////\n/// Blood Base\n/// +++++++++++++++++////\ndecal BloodSplat001\n{\npic BSPLNEW\nx-scale 0.25\ny-scale 0.25\nrandomflipx\nrandomflipy\n//lowerdecal BrutalBloodSmearSmall\n}\n\ndecal BloodSplat002\n{\npic BSPLNEW\nx-scale 0.25\ny-scale 0.25\nrandomflipx\nrandomflipy\n//lowerdecal BrutalBloodSmearSmall\n}\n\ndecalgroup BloodSplat\n{\nBloodSplat001 6\nBloodSplat002 6\n}\n\n/// +++++++++++++++++////\n/// Red Blood\n/// +++++++++++++++++////\n\ndecal BrutalBloodSplat01\n{\npic BSPLNEW\nx-scale 0.25\ny-scale 0.25\nrandomflipx\nrandomflipy\n//lowerdecal BrutalBloodSmearSmall\n}\n\ndecal BrutalBloodSplat02\n{\npic BSPLNEW2\nx-scale 0.25\ny-scale 0.25\nrandomflipx\nrandomflipy\n//lowerdecal BrutalBloodSmear\n}\n\ndecalgroup BrutalBloodSplat\n{\nBrutalBloodSplat01 6\nBrutalBloodSplat02 6\n}\n\ndecal BrutalBloodSuper01\n{\npic BSPLBIG1\nx-scale 0.45\ny-scale 0.45\nrandomflipx\nrandomflipy\nlowerdecal BrutalBloodSmear\n}\n\ndecal BrutalBloodSuper02\n{\npic BSPLBIG2\nx-scale 0.45\ny-scale 0.45\nrandomflipx\nlowerdecal BrutalBloodSmear\n}\n\ndecalgroup BrutalBloodSuper\n{\nBrutalBloodSuper01 6\nBrutalBloodSuper02 6\n}\n\ndecal BlueBrutalBloodSmear1\n{\n\tpic BBPLNEW4\n\tx-scale 0.6\n\ty-scale 0.6\n\trandomflipx\n\tanimator BrutalBloodSmearer\n}\n\ndecal BlueBrutalBloodSmear2\n{\n\tpic BBPLNEW5\n\tx-scale 0.6\n\ty-scale 0.6\n\trandomflipx\n\tanimator BrutalBloodSmearer\n}\n\ndecalgroup BlueBrutalBloodSmear\n{\n\tBlueBrutalBloodSmear1\t1\n\tBlueBrutalBloodSmear2\t1\n}\n\n/// +++++++++++++++++////\n/// Blue Blood Base\n/// +++++++++++++++++////\ndecal BlueBloodSplat001\n{\npic BBPLNEW\nx-scale 0.5\ny-scale 0.5\nrandomflipx\nrandomflipy\nlowerdecal BlueBrutalBloodSmear\n}\n\ndecal BlueBloodSplat002\n{\npic BBPLNEW2\nx-scale 0.5\ny-scale 0.5\nrandomflipx\nrandomflipy\nlowerdecal BlueBrutalBloodSmear\n}\n\ndecalgroup BlueBloodSplat\n{\nBlueBloodSplat001 6\nBlueBloodSplat002 6\n}\n\ndecal BlueBrutalBloodSuper01\n{\npic BBPLNEW2\nx-scale 0.8\ny-scale 0.8\nrandomflipx\nrandomflipy\nlowerdecal BlueBrutalBloodSmear\n}\n\ndecal BlueBrutalBloodSuper02\n{\npic BBPLNEW\nx-scale 0.8\ny-scale 0.8\nrandomflipx\nlowerdecal BlueBrutalBloodSmear\n}\n\ndecalgroup BlueBrutalBloodSuper\n{\nBlueBrutalBloodSuper01 6\nBlueBrutalBloodSuper02 6\n}\n\ndecal SkullScorch1\n{\n pic PLASMA1\n shade \"00 00 00\"\n x-scale 0.6\n y-scale 0.6\n randomflipx\n randomflipy\n}\n\ndecal SkullScorch2\n{\n pic PLASMA2\n shade \"00 00 00\"\n x-scale 0.6\n y-scale 0.6\n randomflipx\n randomflipy\n}\n\ndecalgroup SkullScorch\n{\n SkullScorch1 1\n SkullScorch2 1\n}\n\n/// +++++++++++++++++////\n/// +++++++++++++++++////\n/// BLOOD DECALS\n/// +++++++++++++++++////\n/// +++++++++++++++++////\n\n/// +++++++++++++++++////\n/// Blood Animators\n/// +++++++++++++++++////\n\nslider BSlide1\n{\nDistY -26\nSlideStart 0\nSlideTime 9\n}\n\nstretcher BStretch1\n{\nGoalX 1.0\nGoalY 3.5\nStretchStart 0\nStretchTime 9\n}\n\nslider BSlide2\n{\nDistY -20\nSlideStart 0\nSlideTime 12\n}\n\nstretcher BStretch2\n{\nGoalX 1.0\nGoalY 3.2\nStretchStart 0\nStretchTime 12\n}\n\ncombiner BloodSlide1\n{\nBSlide1\nBStretch1\n}\n\ncombiner BloodSlide2\n{\nBSlide2\nBStretch2\n}"
},
{
"source": "pk3",
"name": "DECALDEF.txt",
"contents": "decal Crack1\n{\n\tpic BFGLITE1\n\tshade \"00 00 00\"\n\trandomflipy\n\trandomflipx\n}\n\ndecal Crack2\n{\n\tpic BFGLITE2\n\tshade \"00 00 00\"\n\trandomflipy\n\trandomflipx\n}\n\ndecalgroup Crack\n{\n\tCrack1\t1\n\tCrack2\t1\n}\n\ndecal GiantScorch\n{\n\tpic SCORCH1\n\tshade \"00 00 00\"\n\tx-scale 5.75\n\ty-scale 5.75\n\trandomflipx\n\trandomflipy\n}\n\ndecal SkullScorch1\n{\n pic PLASMA1\n shade \"00 00 00\"\n x-scale 0.6\n y-scale 0.6\n randomflipx\n randomflipy\n}\n\ndecal SkullScorch2\n{\n pic PLASMA2\n shade \"00 00 00\"\n x-scale 0.6\n y-scale 0.6\n randomflipx\n randomflipy\n}\n\ndecalgroup SkullScorch\n{\n SkullScorch1 1\n SkullScorch2 1\n}\n\ndecal BigScorch\n{\n\tpic SCORCH1\n\tshade \"00 00 00\"\n\tx-scale 1.5\n\ty-scale 1.5\n\trandomflipx\n\trandomflipy\n}\n\ndecal BiggerScorch\n{\n\tpic SCORCH1\n\tshade \"00 00 00\"\n\tx-scale 2.5\n\ty-scale 2.5\n\trandomflipx\n\trandomflipy\n}\n\ndecal FireworxScorch\n{\n\tpic SCORCH1\n\tshade \"00 00 00\"\n\tx-scale 1.1\n\ty-scale 1.1\n\trandomflipx\n\trandomflipy\n}\n\ndecal SmallerScorch\n{\n\tpic SCORCH1\n\tshade \"00 00 00\"\n\tx-scale 0.6\n\ty-scale 0.6\n\trandomflipx\n\trandomflipy\n}"
},
{
"source": "pk3",
"name": "DECORATE.AlphaUnmaker.txt",
"contents": "ACTOR LasergunSpawner : CustomInventory 9351\n{\n +INVENTORY.ALWAYSPICKUP\n Inventory.PickupMessage \"You got the Super Secret Laser Gun! Oh yeah!\"\n Inventory.PickupSound \"WPICK\"\n Scale 0.9\n States\n {\n Spawn:\n LGUN B 1\n\tLGUN B -1\n Stop\n Pickup:\n LGUN B 1\n TNT1 A 0 A_GiveInventory(\"Lasergun\")\n Stop\n }\n}\n\nactor Lasergun : DoomWeapon\n{\n //$Category Weapons\n spawnid 84\n game Doom\n scale 0.82\n Weapon.SelectionOrder 2900\n Inventory.PickupMessage \"You got the Super Secret Laser Gun! Oh yeah!\"\n AttackSound \"weapons/AlphaLZRGker\"\n Weapon.AmmoUse 1\n Weapon.AmmoGive 40\n Weapon.AmmoType \"Cell\"\n Inventory.Icon LGUNA0\n States\n {\n Spawn:\n\t\tLGUN B -1\n\t\tloop\n Ready:\n\t\tLZRG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tloop\n\n Select:\n\t\tTNT1 AAAAA 1 A_Raise\n\t\tTNT1 AAAAAAAAAA 0 A_Raise\n\t\tGoto SelectAnimation\n\n\tSelectAnimation:\n\t\tLZRS ABCD 1\n\t\tTNT1 A 0 A_giveInventory(\"HasPLasmaWeapon\", 1)\n\t\tGoto Ready\n\n\tDeselect:\n\t\tLZRS DCBA 1\n\t\tTNT1 A 0 A_TakeInventory(\"HasPLasmaWeapon\", 1)\n\t\tTNT1 A 0 A_StopSoundEx(\"WEAPON\")\n\t\tTNT1 AAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n Fire:\n\n\t TNT1 A 0 A_ZoomFactor(0.99)\n\t TNT1 A 0 A_PlaySound (\"LSSTART\",2)\n\n\t Hold:\n\t TNT1 A 0 A_PlaySoundEx (\"LSLOOP\",\"WEAPON\",1)\n\t LZRG B 1 BRIGHT A_FireCustomMissile(\"AlphaLZRGkerLaser\", 0, 1)\n\t LZRG C 1 BRIGHT A_FireCustomMissile(\"AlphaLZRGkerLaser\", 0, 0)\n\t LZRG B 1 BRIGHT A_FireCustomMissile(\"AlphaLZRGkerLaser\", 0, 1)\n\t LZRG C 1 BRIGHT A_FireCustomMissile(\"AlphaLZRGkerLaser\", 0, 0)\n\t TNT1 A 0 A_Refire\n\t TNT1 A 0 A_StopSoundEx(\"WEAPON\")\n\t TNT1 A 0 A_PlaySound (\"LSSTOP\",2)\n\t TNT1 A 0 A_ZoomFactor(1.0)\n\t LZRG AAAAA 2 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, 0, 0, 0, 0)\n\t Goto Ready\n\n\tDoKick:\n\t TNT1 A 0\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_jumpifinventory(\"Stamina\",20,4)\n\t\tTNT1 A 0 A_Print(\"Not enough stamina!\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"Tired\", 2)\n\t\tGoto Ready\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"Stamina\", 20)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (pitch > 32, \"LowKickChecker1\")\n\t\tGoto InitializeNormalKick\n\n\t\tLowKickChecker1:\n\t\tTNT1 A 0\n\t NULL A 0 A_JumpIf (pitch > 90, \"InitializeNormalKick\")\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttackDetectDowned\", 0, 0, 0, 0)\n\n\t\tInitializeNOrmalKick:\n TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto SelectAnimation\n BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n RIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto SelectAnimation\n\n\tAirKick:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"Stamina\", 20)\n\t TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tGoto SelectAnimation\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tGoto SelectAnimation\n }\n}\n\nactor AlphaLZRGkerLaser : FastProjectile 9904\n{\n game Doom\n radius 1\n height 1\n speed 999\n scale 0.6\n damage 2\n PROJECTILE\n +RANDOMIZE\n +EXTREMEDEATH\n +FORCERADIUSDMG\n DAmagetype \"Plasma\"\n Renderstyle Add\n Decal Bulletchip\n Alpha 1\n SeeSound \"weapons/AlphaLZRGker\"\n DeathSound \"Null\"\n Obituary \"%o was LZRGde by %k.\"\n States\n {\n Spawn:\n TNT1 A 1\n\t lOOP\n Death:\n\t\tTNT1 AAAAAAAA 0 A_CustomMissile (\"ExplosionParticleLaser\", 0, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\n\tTNT1 AA 1 A_SpawnItem(\"RocketFlare\")\n\t //EXPL A 0 A_CustomMissile (\"ExplosionSmokeFast22\", 5, 0, random (0, 360), 2, random (0, 360))\n Stop\n }\n}\n\nactor AlphaLZRGkerLaserTrail\n{\n game Doom\n height 4\n radius 2\n scale 0.6\n speed 0\n damage 0\n Renderstyle Add\n Alpha 1\n seesound \"null\"\n deathsound \"null\"\n PROJECTILE\n +RANDOMIZE\n states\n {\n Spawn:\n LAZR abab 1 bright\n stop\n Death:\n LPUF A 1 bright\n stop\n }\n}"
},
{
"source": "pk3",
"name": "DECORATE.ARCHVILE.txt",
"contents": "//Archvile64:\n//Base DECORATE and sprites by [Sun]MadCat\n//Splashes, XDeath state, Plasma Death state, Blood Pool spawn are based on Seargeant Mark's code\n//Sprite edits for XDeath state by Dr. Crowley\n\nACTOR 64Archvile : Archvile replaces Archvile\n{\n DamageFactor \"CauseWaterSplash\", 0.0\n DamageFactor \"CauseObjectsToSplash\", 0.0\n Scale 0.9\n GibHealth 20\n Health 700\n Radius 20\n Height 56\n Mass 500\n Speed 15\n PainChance 10\n Monster\n MaxTargetRange 896\n +QUICKTORETALIATE\n +FLOORCLIP\n +NOTARGET\n scale 0.8\n SeeSound \"vile/sight\"\n PainSound \"vile/pain\"\n DeathSound \"vile/death\"\n ActiveSound \"vile/active\"\n MeleeSound \"vile/stop\"\n Obituary \"$OB_VILE\"\n Painchance \"SuperFists\", 220\n Painchance \"Kick\", 255\n Painchance \"SuperKick\", 255\n States\n {\n Spawn:\n ARXE AB 10 A_Look\n Loop\n See:\n ARXE AABBCCDD 2 A_VileChase\n Loop\n Missile:\n ARXE E 0 Bright A_VileStart\n ARXE E 0 Bright A_FaceTarget\n ARXE E 0 Bright a_custommissile(\"ArchVile64Effect1\",68,-24,0)\n ARXE E 0 Bright a_custommissile(\"ArchVile64Effect1\",68,24,0)\n ARXE E 10 Bright A_FaceTarget\n ARXE E 0 Bright a_custommissile(\"ArchVile64Effect1\",68,-24,0)\n ARXE E 0 Bright a_custommissile(\"ArchVile64Effect1\",68,24,0)\n ARXE F 8 Bright A_VileTarget\n ARXE E 0 Bright a_custommissile(\"ArchVile64Effect1\",68,-24,0)\n ARXE E 0 Bright a_custommissile(\"ArchVile64Effect1\",68,24,0)\n ARXE E 8 Bright a_facetarget\n ARXE F 0 Bright\n ARXE E 0 Bright a_custommissile(\"ArchVile64Effect1\",68,-18,0)\n ARXE E 0 Bright a_custommissile(\"ArchVile64Effect1\",68,18,0)\n ARXE E 0 Bright a_custommissile(\"ArchVile64Effect2\",68,0,0)\n ARXE F 8 Bright a_facetarget\n ARXE E 0 Bright a_custommissile(\"ArchVile64Effect1\",68,14,0)\n ARXE E 0 Bright a_custommissile(\"ArchVile64Effect1\",60,-14,0)\n ARXE F 8 Bright a_facetarget\n ARXE E 0 Bright a_custommissile(\"ArchVile64Effect1\",68,10,0)\n ARXE E 0 Bright a_custommissile(\"ArchVile64Effect1\",68,-10,0)\n ARXE F 8 Bright a_facetarget\n ARXE E 0 Bright a_custommissile(\"ArchVile64Effect1\",68,7,0)\n ARXE E 0 Bright a_custommissile(\"ArchVile64Effect1\",68,-7,0)\n ARXE F 8 Bright a_facetarget\n ARXE E 0 Bright a_custommissile(\"ArchVile64Effect1\",68,5,0)\n ARXE E 0 Bright a_custommissile(\"ArchVile64Effect1\",68,-5,0)\n ARXE F 8 Bright a_facetarget\n ARXE E 0 Bright a_custommissile(\"ArchVile64Effect1\",68,2,0)\n ARXE E 0 Bright a_custommissile(\"ArchVile64Effect1\",68,-2,0)\n ARXE F 8 Bright A_VileTarget(\"Archvile64Effect3\")\n ARXE F 1 Bright\n ARXE F 8 Bright A_VileAttack\n ARXE F 20 Bright\n Goto See\n Heal:\n ARXE G 1 Bright A_SpawnItemEx(\"Archvile64Effect4\",32,32,0,0,0,0)\n ARXE G 1 Bright A_SpawnItemEx(\"Archvile64Effect4\",32,-32,0,0,0,0)\n ARXE G 20 Bright\n Goto See\n Pain:\n ARXE B 5\n ARXE B 5 A_Pain\n Goto See\n Crush:\n POL5 A 0\n POL5 A 0 A_PlaySound (\"Misc/Gibbed\")\n POL5 A -1\n Stop\n Death.SuperFists:\n XDeath:\n\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 90))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 90))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 90))\n\tTNT1 A 0 A_CustomMissile (\"XDeath5\", 32, 0, random (0, 360), 2, random (0, 90))\n\tTNT1 AAAA 0 A_CustomMissile (\"Bloodmist\", 35, 0, random (0, 360), 2, random (0, 90))\n\tTNT1 A 0 A_CustomMissile (\"BigBloodSpot\", 0, 0, random (0, 360), 2, random (0, 90))\n\tTNT1 A 0 A_Scream\n\tARD1 A 8 A_NoBlocking\n\tARD1 B 20\n\tARD1 BCD 6\n\tARD1 E -1\n Stop\n Death:\n ARXE H 7\n ARXE I 7 A_Scream\n ARXE J 7 A_NoBlocking\n ARXE K 7\n\tTNT1 A 0 A_CustomMissile (\"GrowingBloodPool\", 0, 0, random (0, 360), 2, random (0, 90))\n ARXE L -1\n Stop\n Death.Plasma:\n\tTNT1 A 0\n\tTNT1 A 0 A_XScream\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_SpawnItem(\"MeltedHumanoidBig\")\n\tStop\n }\n}\nACTOR Archvile64Effect1\n{\n +NOBLOCKMAP\n +NOGRAVITY\n RenderStyle Add\n Alpha 1\n scale 0.25\n States\n {\n Spawn:\n ARFI ABCDEFGH 2 Bright\n Stop\n }\n}\nACTOR Archvile64Effect2\n{\n +NOBLOCKMAP\n +NOGRAVITY\n RenderStyle Translucent\n Alpha 0.35\n scale 0.25\n States\n {\n Spawn:\n AREX ABCDEF 10 Bright\n Stop\n }\n}\nACTOR Archvile64Effect3\n{\n +NOBLOCKMAP\n +NOGRAVITY\n RenderStyle Translucent\n Alpha 0.5\n scale 0.5\n States\n {\n Spawn:\n AREX GGGHHHH 2 Bright\n Stop\n }\n}\nACTOR Archvile64Effect4\n{\n +NOBLOCKMAP\n +NOGRAVITY\n +FLOORHUGGER\n RenderStyle Add\n Alpha 1\n scale 0.7\n Translation \"160:167=172:191\"\n States\n {\n Spawn:\n ARFI ABCDEFGH 4 Bright\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "DECORATE.BaronOfHell.txt",
"contents": "actor 64BaronOfHell : BaronOfHell Replaces BaronOfHell\n{\n missiletype BaronBall2\n// bloodcolor \"8C 39 10\"\n scale 0.9\n Painchance \"Provoke\", 255\n \t+FLOORCLIP\n\t+FORCEXYBILLBOARD\n\tPainchance \"SuperFists\", 200\n Painchance \"Kick\", 255\n Painchance \"SuperKick\", 255\n\tDamageFactor \"CauseWaterSplash\", 0.0 DamageFactor \"CauseObjectsToSplash\", 0.0\n states\n {\n Spawn:\n BOSS A 5 A_Look\n\tLoop\n\n See:\n BOSs AABBCCDD 2 A_Chase\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"PowerInvisibility\", 1, \"Forget\")\n\tLoop\n\n\tForget:\n TNT1 A 0\n TNT1 A 0 A_ClearTarget\n\tGoto Spawn\n\n Missile:\n TNT1 A 0 A_JumpIfInTargetInventory(\"IsDeadPLayer\", 1, \"See\")\n BOSS EF 8 A_FaceTarget\n BOSS G 8 A_BasicAttack (10, \"baron/melee\", 64BaronBall, 32)\n goto See\n Melee:\n TNT1 A 0 A_JumpIfInTargetInventory(\"IsDeadPLayer\", 1, \"Stomp\")\n BOSS EF 8 A_FaceTarget\n BOSS G 8 A_BasicAttack (10, \"baron/melee\", 64BaronBall, 32)\n goto See\n\n Pain.Provoke:\n BOSS A 2\n\tGoto See\n\n Pain.Vertigo:\n BOSS H 0 ThrustThingZ (0, 55, 0, 0)\n BOSS H 2\n BOSS H 2 A_Pain\n Goto See\n Death:\n \tBOSS I 8\n\tBOSS J 8 A_Scream\n\tBOSS K 8\n\tBOSS L 8 A_NoBlocking\n\tBOSS M 8\n\tBOSS N -1 A_BossDeath\n\tstop\n Raise:\n \tBOSS NMLKJI 8\n\tgoto See\n Crush:\n \tPOL5 A 0\n \tPOL5 A 0 A_PlaySound (\"Misc/Gibbed\")\n \tPOL5 A -1\n \tStop\n\n\tStomp:\n\t // BOSS A 1 A_FaceTarget\n\t\t//BOSS ABCD 4 A_Recoil(-1)\n\t BRST AAAAAABBCD 3 A_faceTarget\n\t\tBRST DDEF 3 A_FaceTarget\n\t\tTNT1 A 0 A_BasicAttack (40, \"None\", 64BaronBall, 32)\n\t\tBRST G 4\n\t\tGoto See\n\nDeath.SSG:\n\t\tBOSS H 1\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(12)\n\t\tTNT1 A 0 A_JumpIfCloser(170, \"XDeath\")\n\t\tBOSS H 1\n\t\tTNT1 A 0 ThrustThingZ(0,10,0,1)\n\t\tGoto Death\n\tXDeath:\n\n\t TNT1 AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 52, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 52, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 52, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath5\", 52, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan1\", 50, 0, random (0, 360), 2, random (-5, 5))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan2\", 50, 0, random (0, 360), 2, random (-5, 5))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"Instestin\", 52, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"Bloodmist\", 55, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 AAAAAA 0 A_CustomMissile (\"BloodmistBig\", 45, 0, random (0, 360), 2, random (10, 90))\n\t\t TNT1 A 0 A_CustomMissile (\"BigBloodSpot\", 0, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathBaronARm\", 52, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 A 0 A_SpawnItem(\"XDeathBaronLegs\")\n\t\t TNT1 A 0 ThrustThingZ (0, 50, 0, 0)\n\t\t TNT1 A 0 A_NoBlocking\n\t\t TNT1 A 0 A_Scream\n\t\t BGB1 A 2 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\t BGB1 AAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_CheckFloor(\"LANDAFTERXDEATH\")\n\t\t Goto LandAfterXDeath\n\n\t\t LandAfterXDeath:\n\t\t\tBGB1 B 1 A_stop\n\t\t\tTNT1 A 0 A_ChangeFlag(\"FORCEXYBILLBOARD\", 1)\n\t\t\tTNT1 A 0 A_SpawnItem(\"GrowingBloodPool\")\n\t\t\tBGB1 B -1\n\t\t\tStop\n\n\t\tDeath.Plasma:\n\t TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 AAAAAAA 0 A_CustomMissile (\"BloodmistSmall\", 35, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 30, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 30, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 30, 0, random (0, 360), 2, random (0, 360))\n EXPL AA 0 A_CustomMissile (\"CarbonizedSmoke1\", 30, 0, random (0, 360), 2, random (10, 90))\n TNT1 A 0 A_SpawnItemEx(\"BarrelExplosionSmokeColumn\", random (-10, 10), random(-10, 10), 20)\n\t\tTNT1 A 0 A_SpawnItem(\"BarrelExplosionSmokeColumn\")\n\t\tTNT1 A 0 A_spawnItemEx(\"BurningFleshEffect\", 0, 0, 5)\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tBOSB IJKLMN 6\n\t\tTNT1 A 0 A_CustomMissile (\"BigBloodSpot\", 0, 0, random (0, 360), 2, random (0, 90))\n\t\tBOSB N -1\n\t\tSTop\n }\n}\n\nActor XDeathBaronLegs\n{\n +CLIENTSIDEONLY\n +THRUACTORS\n +NOBLOCKMAP\n +FLOORCLIP\n XScale -0.9\n YScale 0.9\n States\n {\n\tSpawn:\n\tBGB3 ABC 4\n\tBGB3 D -1\n\tStop\n\t}\n}\n\nactor 64BaronBall : BaronBall\n{\n renderstyle Add\n scale 0.75\n states\n {\n Spawn:\n BAL2 A 1 BRIGHT A_SpawnItem(\"LensFlareProjectileOrange\")\n\tTNT1 AA 0 A_SpawnItem(\"BaronProjectileCore\")\n loop\n Death:\n TNT1 A 1\n\tTNT1 AA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"ExplosionParticleFast\", 0, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"SmallFireballFireTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tBAL1 DEFGHIJ 1 BRIGHT A_SpawnItem(\"LensFlareTorchOrange\",0,0)\n stop\n }\n}\n\nActor BaronProjectileCore\n{\n +CLIENTSIDEONLY\n +THRUACTORS\n +NOBLOCKMAP\n +FLOORCLIP\n Renderstyle Add\n Scale 0.9\n Alpha 0.9\n States\n {\n\tSpawn:\n\tBAL7 I 2 BRIGHT\n\tStop\n\t}\n}\n\nactor 64BaronBallGreen : BaronBall Replaces BaronBall\n{\n renderstyle Add\n scale 0.75\n states\n {\n Spawn:\n BAL7 A 1 BRIGHT A_SpawnItem(\"LensFlareProjectileGreen\")\n\tTNT1 AA 0 A_SpawnItem(\"BaronGreenProjectileCore\")\n loop\n Death:\n TNT1 A 1\n\t\tTNT1 AAA 0 A_CustomMissile (\"ExplosionParticleGreenHeavySmall\", 0, 0, random (0, 360), 2, random (10, 70))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleGreenHeavySmall\", 0, 0, random (0, 360), 2, random (20, 50))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"ExplosionParticleGreenVeryFast\", 0, 0, random (0, 360), 2, random (20, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"ExplosionParticleGreen\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tBAL1 DEFGHIJ 1 BRIGHT A_SpawnItem(\"LensFlareTorchGreen\",0,0)\n stop\n }\n}\n\nActor BaronGreenProjectileCore\n{\n +CLIENTSIDEONLY\n +THRUACTORS\n +NOBLOCKMAP\n +FLOORCLIP\n Renderstyle Add\n Scale 0.9\n Alpha 0.9\n States\n {\n\tSpawn:\n\tBAL7 G 2 BRIGHT\n\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "DECORATE.Barrel.txt",
"contents": "Actor 64ExplosiveBarrel : ExplosiveBarrel Replaces ExplosiveBarrel\n{\n\tScale 0.8\n\tHealth 20\n\t+EXTREMEDEATH\n\tStates\n\t{\n\tDeath:\n\tBEXP ABC 3 BRIGHT\n\tTNT1 A 0 A_NOBlocking\n\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_SpawnItem(\"64BarrelExplosion\")\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Explode(100, 200)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BarrelExplosionSmokeColumn\", random (-10, 10), random(-10, 10), 20)\n\t\tTNT1 A 0 A_SpawnItem(\"BarrelExplosionSmokeColumn\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"LiquidExplosionEffectSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 bright A_CustomMissile (\"LongFlameParticle1\", random (0, 8), 0, random (0, 360), 2, random (80, 100))\n\t\tTNT1 A 0 bright A_SpawnItemEx (\"LongFlameParticleSpark\", random (-16, 16), random (-16, 16), random (2, 8), 0, 0, 2)\n\t\tTNT1 A 3\n\t\tTNT1 A 0 bright A_CustomMissile (\"LongFlameParticle2\", random (0, 8), 0, random (0, 360), 2, random (80, 100))\n\t\tTNT1 A 3\n\t\tTNT1 A 0 bright A_CustomMissile (\"LongFlameParticle2\", random (0, 8), 0, random (0, 360), 2, random (80, 100))\n\t\tTNT1 A 3\n\t\tTNT1 A 0 bright A_CustomMissile (\"LongFlameParticle1\", random (0, 8), 0, random (0, 360), 2, random (80, 100))\n\t\tTNT1 A 0 bright A_SpawnItemEx (\"LongFlameParticleSpark\", random (-16, 16), random (-16, 16), random (2, 8), 0, 0, 2)\n\t\tTNT1 A 3\n\t\tTNT1 A 0 bright A_CustomMissile (\"LongFlameParticle2\", random (0, 8), 0, random (0, 360), 2, random (80, 100))\n\t\tTNT1 A 3\n\t\tTNT1 A 0 bright A_CustomMissile (\"LongFlameParticle2\", random (0, 8), 0, random (0, 360), 2, random (80, 100))\n\t\tTNT1 A 3\n\t\tTNT1 A 0 bright A_CustomMissile (\"LongFlameParticle1\", random (0, 8), 0, random (0, 360), 2, random (80, 100))\n\t\tTNT1 A 0 bright A_SpawnItemEx (\"LongFlameParticleSpark\", random (-16, 16), random (-16, 16), random (2, 8), 0, 0, 2)\n\t\tTNT1 A 3\n\t\tTNT1 A 0 bright A_CustomMissile (\"LongFlameParticle2\", random (0, 8), 0, random (0, 360), 2, random (80, 100))\n\t\tTNT1 A 3\n\t\tTNT1 A 0 bright A_CustomMissile (\"LongFlameParticle2\", random (0, 8), 0, random (0, 360), 2, random (80, 100))\n\t\tTNT1 A 3\n\t\tTNT1 A 0 bright A_CustomMissile (\"LongFlameParticle1\", random (0, 8), 0, random (0, 360), 2, random (80, 100))\n\t\tTNT1 A 0 bright A_SpawnItemEx (\"LongFlameParticleSpark\", random (-16, 16), random (-16, 16), random (2, 8), 0, 0, 2)\n\t\tTNT1 A 3\n\t\tTNT1 A 0 bright A_CustomMissile (\"LongFlameParticle2\", random (0, 8), 0, random (0, 360), 2, random (80, 100))\n\t\tTNT1 A 3\n\t\tTNT1 A 0 bright A_CustomMissile (\"LongFlameParticle2\", random (0, 8), 0, random (0, 360), 2, random (80, 100))\n\t\tTNT1 A 3\n\t\tTNT1 A 0 bright A_CustomMissile (\"LongFlameParticle1\", random (0, 8), 0, random (0, 360), 2, random (80, 100))\n\t\tTNT1 A 0 bright A_SpawnItemEx (\"LongFlameParticleSpark\", random (-16, 16), random (-16, 16), random (2, 8), 0, 0, 2)\n\t\tTNT1 A 3\n\t\tTNT1 A 0 bright A_CustomMissile (\"LongFlameParticle2\", random (0, 8), 0, random (0, 360), 2, random (80, 100))\n\t\tTNT1 A 3\n\t\tTNT1 A 0 bright A_CustomMissile (\"LongFlameParticle2\", random (0, 8), 0, random (0, 360), 2, random (80, 100))\n\t\tTNT1 A 3\n\t\tTNT1 A 0 bright A_CustomMissile (\"LongFlameParticle1\", random (0, 8), 0, random (0, 360), 2, random (80, 100))\n\t\tTNT1 A 0 bright A_SpawnItemEx (\"LongFlameParticleSpark\", random (-16, 16), random (-16, 16), random (2, 8), 0, 0, 2)\n\t\tTNT1 A 3\n\t\tTNT1 A 0 bright A_CustomMissile (\"LongFlameParticle2\", random (0, 8), 0, random (0, 360), 2, random (80, 100))\n\t\tTNT1 A 3\n\t\tTNT1 A 0 bright A_CustomMissile (\"LongFlameParticle2\", random (0, 8), 0, random (0, 360), 2, random (80, 100))\n\t\tTNT1 A 3\n stop\n\t}\n}\n\nActor 64BarrelExplosion 9934\n{\n Renderstyle Translucent\n Alpha 0.6\n damage 0\n scale 0.75\n PROJECTILE\n +RANDOMIZE\n states\n {\n Spawn:\n TNT1 A 1\n\tTNT1 A 0 A_Explode(10, 200)\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAAAAAAAA 0 A_CustomMissile (\"64ExplosionFireBase\", 40, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAAAAA 0 A_CustomMissile (\"BarrelExplosionFire\", 0, 0, random (0, 360), 2, random (10, 40))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"BarrelExplosionFireLargeSpawn\", 0, 0, random (0, 360), 2, random (10, 40))\n EXPL AAAAA 0 A_CustomMissile (\"ExplosionSmokeFast22\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_SPawnItem(\"ExplosionAirDisplacementEffect\")\n\n\t\tTNT1 A 0 A_playSound(\"EXPLO3\", 1)\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 Radius_Quake(2, 8, 0, 12, 0)\n\t\tTNT1 A 100\n stop\n }\n}\n\nactor 64BossExplosion 9910\n{\n Renderstyle translucent\n alpha 0.6\n damage 0\n scale 0.75\n PROJECTILE\n +RANDOMIZE\n states\n {\n Spawn:\n TNT1 A 1\n TNT1 AA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n TNT1 AA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_CustomMissile (\"64ExplosionFireBase\", 20, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BarrelExplosionFire\", 20, 0, random (0, 360), 2, random (10, 40))\n\t\t//TNT1 A 0 A_CustomMissile (\"BarrelExplosionFireLargeSpawn\", 0, 0, random (0, 360), 2, random (10, 40))\n EXPL A 0 A_CustomMissile (\"ExplosionSmokeFast22\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_playSound(\"EXPLO3\", 2)\n\t\tTNT1 A 0 A_CustomMissile (\"BloodmistBig\", 45, 0, random (0, 360), 2, random (10, 90))\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 Radius_Quake(2, 8, 0, 12, 0)\n\t\tTNT1 A 100\n stop\n }\n}"
},
{
"source": "pk3",
"name": "Decorate.BLOOD.txt",
"contents": "//All the liquid gore stuff goes here.\n\nACTOR TinyBlood\n{\n game Doom\n scale 0.2\n speed 7\n health 1\n radius 8\n height 1\n\t+DontSplash\n\tGravity 0.7\n\tDecal BrutalBloodSplat\n +MISSILE\n +CLIENTSIDEONLY\n +NOTELEPORT\n +NOBLOCKMAP\n +FORCEXYBILLBOARD\n -EXPLODEONWATER\n\t+DOOMBOUNCE\n\tBounceCount 0\n\tBounceFactor 0.01\n States\n {\n Spawn:\n\t TNT1 A 0\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BLUD Z 500\n\t\tStop\n\tNoSpawn:\n\t\tTNT1 A 0\n\t\tStop\n\tSplash:\n BLOD A 0\n\t\tTNT1 AAA 0 A_CustomMissile (\"Underblood1\", 7, 0, random (0, 360), 2, random (30, 150))\n stop\n Death:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"blooddrop3\")\n XDT1 EFGHIJKL 2\n stop\n }\n}\n\nactor Brutal_Blood Replaces Blood\n{\nDecal BrutalBloodSplat\n game Doom\n+FORCEXYBILLBOARD\n+NOGRAVITY\n+THRUACTORS\n+CLIENTSIDEONLY\n-ALLOWPARTICLES\nScale 0.5\nSpeed 0\n states\n {\n Spawn:\n TNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\n\t\tTNT1 A 0 ACS_ExecuteAlways(799, 0, 0, 0, 0)//Check Blood density\n\t\tTNT1 A 2\n\t\tSpawn2:\n\t\t//TNT1 A 0 A_CustomMissile (\"Brutal_LiquidBlood3\", 1, 0, random (0, 360), 2, random (0, 40))\n TNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBloodFake\", 0, 0, random (0, 360), 2, random (0, 90))\n TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 7, 0, random (0, 360), 2, random (20, 60))\n\t\tTNT1 A 0 A_CustomMissile (\"BloodHit\", 0, 0, random (0, 360), 2, random (0, 90))\n\t\tTNT1 A 0 A_Stop\n\t\t//TNT1 A 0 A_Jump(128, \"Spawn2\")\n\tSplash:\n BLOD A 0\n\t\tTNT1 AAA 0 A_CustomMissile (\"Underblood1\", 7, 0, random (0, 360), 2, random (30, 150))\n stop\n\tLotsOfBlood:\n\t TNT1 AAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFake\", 0, 0, random (0, 360), 2, random (0, 90))\n TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBloodLevel3\", 7, 0, random (0, 360), 2, random (40, 60))\n\t TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 7, 0, random (0, 360), 2, random (20, 40))\n\t TNT1 A 0 A_CustomMissile (\"BloodmistSmall\", 0, 0, random (0, 360), 2, random (10, 40))\n\t //TNT1 AA 0 A_CustomMissile (\"SuperGoreMistTiny\", 0, 0, random (0, 360), 2, random (60, 90))\n\t TNT1 A 0 A_CustomMissile (\"BloodHit\", 0, 0, random (0, 360), 2, random (0, 90))\n\t Stop\n\tAbsurdBlood:\n\t TNT1 A 2\n\t TNT1 A 0 A_JumpIfInventory(\"AnimuGore\", 1, \"AnimuGore\")\n\t TNT1 AAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFake\", 0, 0, random (0, 360), 2, random (0, 90))\n TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBloodLevel3\", 7, 0, random (0, 360), 2, random (10, 50))\n\t TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBloodLevel3\", 7, 0, random (0, 360), 2, random (40, 60))\n\t TNT1 AAA 0 A_CustomMissile (\"BloodmistSmall\", 7, 0, random (0, 360), 2, random (30, 90))\n\t TNT1 AA 0 A_CustomMissile (\"SuperGoreMistSmall\", 0, 0, random (0, 360), 2, random (10, 90))\n\t TNT1 A 0 A_CustomMissile (\"BloodHit\", 0, 0, random (0, 360), 2, random (0, 90))\n\t Stop\n\t AnimuGore:\n\t TNT1 AAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFake\", 0, 0, random (0, 360), 2, random (0, 90))\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodLevel3\", 7, 0, random (0, 360), 2, random (10, 50))\n\t TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBloodLevel3\", 7, 0, random (0, 360), 2, random (40, 60))\n\t TNT1 AAA 0 A_CustomMissile (\"BloodmistSmall\", 7, 0, random (0, 360), 2, random (30, 90))\n\t TNT1 AA 0 A_CustomMissile (\"SuperGoreMistSmall\", 0, 0, random (0, 360), 2, random (10, 90))\n\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 0, 0, random (0, 360), 2, random (0, 360))\n\t TNT1 A 0 A_CustomMissile (\"SuperGoreSpawner2\", 0, 0, random (0, 360), 2, random (10, 90))\n\t TNT1 A 0 A_CustomMissile (\"BloodHit\", 0, 0, random (0, 360), 2, random (0, 90))\n\t Stop\n\t LowBlood:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (80, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"Brutal_FlyingBloodFake\", 0, 0, random (0, 360), 2, random (0, 90))\n\t\tTNT1 A 0 A_SpawnItem(\"BloodHit\")\n\t\tStop\n }\n}\n\nactor BD64ArachnotronBlood: Brutal_Blood\n{\nDecal None\n states\n {\n\n HitMetal:\n\t TNT1 A 1\n\t TNT1 A 0 A_SpawnItem(\"HitPuff\")\n\t Stop\n Spawn:\n TNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\tTNT1 A 0 A_JumpIf((z - floorz) > 45, 1)\n\t\tGoto HitMetal\n\t\tTNT1 A 0 ACS_ExecuteAlways(799, 0, 0, 0, 0)//Check Blood density\n\t\tTNT1 A 2\n\t\tSpawn2:\n\t\t//TNT1 A 0 A_CustomMissile (\"Brutal_LiquidBlood3\", 1, 0, random (0, 360), 2, random (0, 40))\n TNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBloodFake\", 0, 0, random (0, 360), 2, random (0, 90))\n TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 7, 0, random (0, 360), 2, random (20, 60))\n\t\tTNT1 A 0 A_CustomMissile (\"BloodHit\", 0, 0, random (0, 360), 2, random (0, 90))\n\t\tTNT1 A 0 A_Stop\n\t\t//TNT1 A 0 A_Jump(128, \"Spawn2\")\n\tGoto Splash\n }\n}\n\nactor BloodHit\n{\n height 8\n radius 4\n +NOBLOCKMAP\n +NOGRAVITY\n +NOCLIP\n +CLIENTSIDEONLY\n Scale 0.7\n states\n {\n Spawn:\n TNT1 A 0\n BLHT ABCDE 1\n Stop\n }\n}\n\nactor Big_Blood : Brutal_Blood\n{\n states\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 AAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 15, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 180), 2, random (0, 180))\n BLOD BCD 0\n stop\n }\n}\n\nactor 12BloodTrail : Brutal_Blood\n{\n states\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 15, 0, random (0, 360), 2, random (0, 180))\n stop\n }\n}\n\nactor BrainBlood : Brutal_Blood\n{\nDecal BrutalBloodSplat\n}\n\nACTOR Brutal_FlyingBlood\n{\n game Doom\n scale 0.5\n speed 4\n health 1\n radius 8\n height 1\n Gravity 0.8\n damage 0\n Renderstyle Translucent\n Alpha 0.95\n\tDamageType Blood\n\tDecal BloodSplat\n +MISSILE\n +CLIENTSIDEONLY\n +NOTELEPORT\n +NOBLOCKMAP\n +THRUACTORS\n +BLOODLESSIMPACT\n +FORCEXYBILLBOARD\n +NODAMAGETHRUST\n +MOVEWITHSECTOR\n +CORPSE\n +BOUNCEONFLOORS\n BounceFactor 0.01\n \tBounceCount 1\n //-DONTSPLASH\n Mass 1\n States\n {\n Spawn:\n\t //BLOD ABCD 2\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t BLOD AB 2\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t TNT1 A 0 A_Jump(255, \"Spawn1\", \"Spawn2\")\n\t Spawn1:\n\t\tBLOD C 1\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n loop\n\tSpawn2:\n\t\tBLOD E 1\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n loop\n\tSplash:\n BLOD A 0\n\t\tTNT1 A 0 A_SpawnItem (\"Underblood2\")\n stop\n Death:\n \t //TNT1 A 0 A_CustomMissile (\"SmallBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\tTNT1 A 0 A_PlaySound(\"blooddrop2\")\n\t\t\t\tTNT1 A 0\n\t\t\t\tTNT1 A 0 A_CustomMissile (\"Brutal_BloodSpot\", 0, 0, random (0, 360), 2, random (0, 90))\n\t\t\t\t//TNT1 A 0 A_CustomMissile (\"CeilBloodChecker\", -15, 0, 90, 2, 90)\n\t\t\t\tTNT1 A 0 A_SpawnItemEx (\"DetectCeilBloodSimpler\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t\t\t//TNT1 AAAAA 0 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\t\tTNT1 A 1\n Stop\n }\n}\n\nACTOR BloodHeightDetector: TinyBlood //Doesnt spawns blood pools if it hits the ceiling or walls\n{\n -DONTSPLASH\n scale 1.0\n Gravity 1.0\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t BLUD C 0 ThrustThingZ (0,25,1,0)\n BLOD C 3\n Stop\n\tSplash:\n BLOD A 0\n stop\n Death:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"Brutal_Bloodspot\", 0, 0, 0, 0, 0, 0, random(0, 360))\n\t\t//TNT1 A 0 A_SpawnItem(\"Brutal_Bloodspot\")\n\t\tTNT1 A 0 A_PlaySound(\"blooddrop2\")\n\t\t//XDT1 EFGHIJK 3\n\t\tTNT1 A 0 A_SpawnItemEx (\"MiniBloodDropEffect\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"MiniBloodDropEffect\", 12, 12)\n\t\tTNT1 A 0 A_SpawnItemEx (\"MiniBloodDropEffect\", 12, -12)\n\t\tTNT1 A 0 A_SpawnItemEx (\"MiniBloodDropEffect\", -12, 12)\n TNT1 A 0 A_SpawnItemEx (\"MiniBloodDropEffect\", -12, -12)\n\t\tstop\n }\n}\n\nACTOR Brutal_FlyingBloodMuchFaster: Brutal_FlyingBlood\n{\n speed 18\n}\n\nACTOR Brutal_FlyingBloodLevel3: Brutal_FlyingBlood\n{\n Scale 1.0\n Speed 7\n}\n\nACTOR Brutal_BloodSpot\n{\n game Doom\n radius 2\n height 2\n mass 1\n Health 300\n+NOTELEPORT\n+CLIENTSIDEONLY\n+FORCEXYBILLBOARD\n+MOVEWITHSECTOR\n+FLOORCLIP\n+NOTARGET\n-SHOOTABLE\n+NOBLOOD\n-SOLID\n+THRUACTORS\n+BOUNCEONFLOORS\n+MISSILE\nBounceFactor 0.01\nBounceCount 1\nAlpha 1.0\nMass 99999999\nScale 0.5\nDecal BrutalBloodSplat\n-NOGRAVITY\n-DONTSPLASH\nSpeed 0\nGravity 1.0\nDamageFactor \"TeleportRemover\", 100.0\n states\n {\n Spawn:\n\n TNT1 A 0\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n tnt1 A 2\n TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n TNT1 A 0 A_CheckFloor(\"SpawnNormally\")\n Goto Splash\n\n SpawnNormally:\n //TNT1 A 0 A_SpawnItem(\"GibRemoving\")\n TNT1 A 0 A_Jump(255, \"SpawnBFrameOnly\", \"SpawnCFrameOnly\", \"SpawnDFrameOnly\")\n SpawnAFrameOnly:\n BPDL A 800//duration\n TNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"FadeA\")\n Loop\n SpawnBFrameOnly:\n BPDL B 800//duration\n TNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"FadeB\")\n Loop\n\n FadeA:\n BPDL AAAA 1 A_FadeOut(0.05)\n Stop\n\n FadeB:\n BPDL BBBB 1 A_FadeOut(0.05)\n Stop\n\n SpawnCFrameOnly:\n BPDL C 800//duration\n TNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"FadeC\")\n Loop\n\n SpawnDFrameOnly:\n BPDL D 800//duration\n TNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"FadeD\")\n Loop\n\n FadeC:\n BPDL CCCC 1 A_FadeOut(0.05)\n Stop\n\n FadeD:\n BPDL DDDD 1 A_FadeOut(0.05)\n Stop\n\n\tSplash:\n BLOD A 0\n stop\n\t//Death:\n\t//TNT1 A 0\n\t//TNT1 A 0 A_NoBlocking\n\t//Stop\n }\n}\n\nactor GiantBloodSpot: Brutal_BloodSpot\n{\n Scale 1.1\n States\n {\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\tTNT1 A 0 //A_SpawnItemEx (\"BootSmearerRed\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 2\n\tGoto SpawnAFrameOnly\n\t}\n}\n\nactor BigBloodSpot: GiantBloodSpot\n{\n Scale 0.7\n}\n\nactor MediumBloodSpot: GiantBloodSpot\n{\ngame Doom\nScale 0.4\n}\n\nactor MediumBloodSpot2: GiantBloodSpot\n{\ngame Doom\nScale 0.4\n}\n\nACTOR CeilBloodLauncher: Brutal_FLyingBlood\n{\n +THRUACTORS\n +BLOODLESSIMPACT\n\t-DOOMBOUNCE\ndamagetype Blood\n Speed 15\n Gravity 0.0\n\tDecal BrutalBloodSplat\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 A 3\n Stop\n\tSplash:\n BLOD A 0\n stop\n Death:\n \t //TNT1 A 0 A_CustomMissile (\"SmallBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"CeilBloodChecker\", -15, 0, 90, 2, 90)\n TNT1 A 0\n stop\n\t Melee:\n Xdeath:\n\t TNT1 A 1\n Stop\n }\n}\n\nACTOR CeilBloodLauncherLong: CeilBloodLauncher\n{\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 A 12\n Stop\n }\n}\n\nACTOR DetectCeilBloodSimpler\n{\n game Doom\n scale 0.4\n speed 0\n health 1\n radius 1\n height 1\n Gravity 0.0\n damage 0\n Renderstyle Translucent\n Alpha 0.95\n\tDamageType Blood\n +MISSILE\n +CLIENTSIDEONLY\n +NOTELEPORT\n +NOBLOCKMAP\n +FORCEXYBILLBOARD\n +NODAMAGETHRUST\n -DONTSPLASH\n +NOGRAVITY\n States\n {\n Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 ThrustThingZ(0,35,0,1)\n\t TNT1 A 2\n\t Stop\n\t Death:\n\t TNT1 A 0\n\t TNT1 A 0 A_CustomMissile (\"CeilBloodChecker\", -15, 0, 90, 2, 90)\n Stop\n }\n}\n\nACTOR DetectCeilBloodSimplerLarge: DetectCeilBloodSimpler\n{\n States\n {\n\t Death:\n\t TNT1 A 0\n\t TNT1 A 0 A_CustomMissile (\"CeilBloodCheckerLarge\", -15, 0, 90, 2, 90)\n Stop\n }\n}\n\n// Checks if there is a ceiling above, and isn't hitting a monster.\nACTOR CeilBloodChecker: Brutal_FLyingBlood\n{\n +THRUACTORS\n +BLOODLESSIMPACT\ndamagetype Blood\ndamage 0\nRadius 0\nHeight 0\nSpeed 400\n\n Gravity 0.0\n\tDecal BrutalBloodSuper\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 A 4\n Stop\n\tSplash:\n BLOD A 0\n stop\n Death:\n TNT1 A 1 A_SpawnItem(\"CeilBloodSpot\",0,0,0,1)\n TNT1 A 5\n stop\n Xdeath:\n\t TNT1 A 1\n Stop\n }\n}\n\nACTOR CeilBloodCheckerLarge: CeilBloodChecker\n{\nStates\n{\n Death:\n TNT1 A 1 A_SpawnItem(\"CeilBloodSpotLarge\",0,0,0,1)\n TNT1 A 5\n stop\n}}\n\n// The Ceil Blood Spot.\nactor CeilBloodSpot: Brutal_BloodSpot\n{\nProjectile\n+SPAWNCEILING\n+CEILINGHUGGER\n+MOVEWITHSECTOR\n-DOOMBOUNCE\n+NOGRAVITY\n+DontSplash\nstates\n{\nSpawn:\n BPDL A 1\n TNT1 A 0 A_SpawnItem (\"DripingBloodLeavesSmallPool\")\n TNT1 A 0 A_SpawnItem (\"CeilBloodTinyBloodSpawner\")\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAA 1 A_FadeOut(0.1)\n stop\n }\n}\nactor CeilBloodSpotLarge: CeilBloodSpot\n{\nstates\n{\nSpawn:\nGoto Crash\nDeath:\nCrash:\n BPDL A 1\n TNT1 A 0 A_SpawnItem (\"DripingBloodLeavesSmallPool\")\n TNT1 A 0 A_SpawnItem (\"CeilBloodLargeBloodSpawner\")\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAA 1 A_FadeOut(0.1)\n stop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nACTOR CeilBloodTinyBloodSpawner: TinyBlood\n{\n+NOGRAVITY\n+THRUACTORS\n+NOCLIP\n States\n {\n Spawn:\n TNT1 AAAAAAAAAAAAAA 5 A_SpawnItemEx (\"BloodDripingFromCeiling\", random (-5, 5), random (-5, 5))\n TNT1 AAAAAAAAAAAAAA 10 A_SpawnItemEx (\"BloodDripingFromCeiling\", random (-5, 5), random (-5, 5))\n TNT1 AAAAAAAAAAAAAA 16 A_SpawnItemEx (\"BloodDripingFromCeiling\", random (-5, 5), random (-5, 5))\n TNT1 AAAAAAAAAAAAAA 24 A_SpawnItem (\"BloodDripingFromCeiling\")\n stop\n }\n}\n\nACTOR CeilBloodLargeBloodSpawner: TinyBlood\n{\n+NOGRAVITY\n+THRUACTORS\n+NOCLIP\n States\n {\n Spawn:\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 3 A_SpawnItemEx (\"BloodDripingFromCeilingBig\", random (-5, 5), random (-5, 5))\n TNT1 AAAAAAAAAAAAAA 10 A_SpawnItemEx (\"BloodDripingFromCeilingBig\", random (-5, 5), random (-5, 5))\n TNT1 AAAAAAAAAAAAAA 15 A_SpawnItemEx (\"BloodDripingFromCeiling\", random (-5, 5), random (-5, 5))\n TNT1 AAAAAAAAAAAAAA 20 A_SpawnItemEx (\"BloodDripingFromCeiling\", random (-5, 5), random (-5, 5))\n stop\n }\n}\n\nACTOR BloodDripingFromCeiling: TinyBlood\n{\n+DOOMBOUNCE\n+THRUACTORS\n+CLIENTSIDEONLY\nBounceFactor 0.1\n States\n {\n Spawn:\n TNT1 A 0\n\t BPDL A 0 ThrustThingZ(0,300,0,1)\n\t TNT1 A 0 A_Jump(230, \"NoSpawn\")\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BLUD Z 500\n loop\n }\n}\n\nACTOR BloodDripingFromCeilingBig: TinyBlood\n{\n+DOOMBOUNCE\nBounceFactor 0.1\nXScale 0.4\nYScale 0.8\n States\n {\n Spawn:\n TNT1 A 0\n\t BPDL A 0 ThrustThingZ(0,300,0,1)\n\t TNT1 A 0 A_Jump(160, \"NoSpawn\")\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BLUD Z 500\n loop\n }\n}\n\nACTOR DripingBlood: TinyBlood\n{\n scale 0.3\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BLUD Z 4\n loop\n\tSplash:\n BLOD A 0\n stop\n Death:\n\t TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"blooddrop2\")\n XDT1 EFGHIJKL 2\n stop\n }\n}\n\nACTOR DripingBloodLeavesPool: TinyBlood\n{\n scale 0.3\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BLUD Z 4\n loop\n\tSplash:\n BLOD A 0\n stop\n Death:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_PlaySound(\"blooddrop2\")\n XDT1 EFGHIJKL 2\n stop\n }\n}\n\nACTOR DripingBloodLeavesSmallPool: DripingBloodLeavesPool\n{\n-DONTSPLASH\nStates\n{\n Death:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"MinuscleBloodSpot\")\n\t\tTNT1 A 0 A_PlaySound(\"blooddrop2\")\n XDT1 EFGHIJKL 2\n stop\n }\n}\n\n// Blood trails spawned by FlyingBlood\nactor Brutal_FlyingBloodTrail\n{\ngame Doom\n scale 0.70\n mass 1\n renderstyle Translucent\n alpha 0.7\nDecal BrutalBloodSplat\n +LOWGRAVITY\n +NOTELEPORT\n +NOBLOCKMAP\n+NOCLIP\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\n +DontSplash\n+MISSILE\n-NOGRAVITY\nSpeed 2\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //BTRL ABCD 4\nBLOD FFFFFFFFFF 4 A_JumpIf(waterlevel > 1, \"Splash\")\n stop\nDeath:\nTNT1 A 0\nStop\n\n\tSplash:\n BLOD A 0\n\t\tTNT1 A 0 A_SpawnItem (\"Underblood2\")\n stop\n\n }\n}\n\nactor Brutal_FlyingBloodTrail5 : Brutal_FlyingBloodTrail\n{\nDecal None\n}\n\nactor BloodTr: Brutal_FlyingBloodTrail\n{\nSpeed 4\n alpha 0.7\nscale 1.1\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BTRL ABCD 4\n stop\n }\n }\n\nactor BloodTr2: Brutal_FlyingBloodTrail\n{\nSpeed 4\n alpha 0.7\nscale 1.1\n-NOGRAVITY\nGravity 0.6\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BTRL ABCD 4\n stop\n Death:\n TNT1 A 0\n Stop\n }\n }\n\nactor BloodTr3: Brutal_FlyingBloodTrail\n{\nSpeed 6\n alpha 0.7\nscale 1.1\n-NOGRAVITY\nGravity 0.9\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BTRL ABCD 6\n stop\n }\n }\n\nactor BloodTr95: Brutal_FlyingBloodTrail\n{\nSpeed 4\n alpha 0.7\nscale 1.1\n-NOGRAVITY\nGravity 0.7\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BTRL ABCD 7\n stop\n Death:\n TNT1 A 0\n Stop\n }\n }\n\nactor BloodTr255: Brutal_FlyingBloodTrail\n{\nSpeed 2\n alpha 0.5\nscale 1.0\n-NOGRAVITY\n+THRUACTORS\nGravity 0.3\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BTRL ABCD 3\n stop\n Death:\n TNT1 A 2\n Stop\n }\n }\n\nactor BloodTr255G: Brutal_FlyingBloodTrail\n{\nSpeed 3\n alpha 0.6\nscale 0.7\n-NOGRAVITY\nGravity 0.8\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BTRL ABCD 3\n stop\n Death:\n TNT1 A 0\n Stop\n }\n }\n\nactor Brutal_FlyingBloodFaster: Brutal_FlyingBloodTrail\n{\nSpeed 4\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //BTRL ABCD 6\n BLOD ABCDEFFFFFF 3\n stop\n }\n}\n\nactor Brutal_FlyingBloodTrail16: Brutal_FlyingBloodTrail\n{\n renderstyle Translucent\n alpha 0.4\n}\n\nACTOR SmallBrainPiece\n{\n Radius 2\n Height 2\n\tSpeed 10\n\tMass 1\n\tScale 0.5\n\tDecal BloodSplat\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n\t+THRUGHOST\n\t+THRUACTORS\n\t+CLIENTSIDEONLY\n +DONTSPLASH\n +MOVEWITHSECTOR\n\t-DONTSPLASH\n\t+FORCEXYBILLBOARD\n\t+FLOORCLIP\n\t+BOUNCEONFLOORS\n\tBounceCount 1\n States\n {\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(32, \"DoNothing\")\n\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\tGoto See\n See:\n\t\tXDB5 ABCDEFGH 3\n\t\tLoop\n\tDeath:\n\tTNT1 A 0\n\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\tTNT1 A 0 A_CheckFloor(\"Rest\")\n\tTNT1 A 0 A_SpawnItem(\"DetectCeilBrain\")\n\tTNT1 A 2\n\tStop\n\n\tRest:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(255, \"Rest1\", \"Rest2\")\n\tRest1:\n XDT5 B 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\n\tRest2:\n\t\tXDT5 O 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR Brains1 //Random bloody piece\n{\n Radius 2\n Height 2\n\tSpeed 6\n\tMass 1\n\tBounceFactor 0.4\n\tScale 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n\t+CLIENTSIDEONLY\n -DONTSPLASH\n +MOVEWITHSECTOR\n\t+FLOORCLIP\n\t+BOUNCEONFLOORS\n\tBounceCount 1\n States\n {\n Spawn:\n\t\tTNT1 A 0\n\t\tStop\n\tDeath:\n\t XDT5 C 1\n\t\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(255, \"Rest1\", \"Rest2\")\n\tRest1:\n XDT5 C 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\n\tRest2:\n\t\tXDT5 C 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR Brains2 //Teeth\n{\n Radius 2\n Height 2\n\tSpeed 6\n\tMass 1\n Decal BrutalBloodSplat\n +CLIENTSIDEONLY\n\tBounceFactor 0.4\n\tScale 0.9\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n\t+FLOORCLIP\n\t+BOUNCEONFLOORS\n\tBounceCount 1\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBRIB ABCD 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BRIB A 1\n\t\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(255, \"Rest1\", \"Rest2\")\n\tRest1:\n BRIB A 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\n\tRest2:\n\t\tBRIB C 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR Brains3 //Eyeballs\n{\n Radius 2\n Height 2\n\tSpeed 6\n\tMass 1\n Decal BrutalBloodSplat\n +CLIENTSIDEONLY\n\tBounceFactor 0.5\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n\t+FLOORCLIP\n\t+BOUNCEONFLOORS\n\tBounceCount 1\n\tScale 0.8\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBRIB EFGH 4 //A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BRIB E 1\n\t\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(255, \"Rest1\", \"Rest2\", \"Rest3\", \"Rest4\")\n\tRest1:\n BRIB E 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\n\tRest2:\n\t\tBRIB F 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tRest3:\n BRIB G 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\n\tRest4:\n\t\tBRIB H 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR Brains4 //White skinned piece 1\n{\n Radius 2\n Height 2\n\tSpeed 6\n\tMass 1\n\tScale 0.9\n Decal BrutalBloodSplat\n +CLIENTSIDEONLY\n\tBounceFactor 0.4\n +NOBLOCKMAP\n +MISSILE\n +NOTELEPORT\n +MOVEWITHSECTOR\n\t+FLOORCLIP\n\t+BOUNCEONFLOORS\n\tBounceCount 1\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBRIB IJKL 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BRIN D 1\n TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n BRIN D 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR Brains5 //White skinned piece 2\n{\n Radius 2\n Height 2\n\tSpeed 6\n\tScale 0.9\n\tMass 1\n Decal BrutalBloodSplat\n +CLIENTSIDEONLY\n\tBounceFactor 0.4\n +NOBLOCKMAP\n +MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n\t+FLOORCLIP\n\t+BOUNCEONFLOORS\n\tBounceCount 1\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBRIB IJKL 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BRIN E 1\n\t\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n BRIN E 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR Brains6 //Brown skinned piece\n{\n Radius 2\n Height 2\n\tSpeed 6\n\tMass 1\n\tScale 0.9\n Decal BrutalBloodSplat\n +CLIENTSIDEONLY\n\tBounceFactor 0.4\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n +MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n\t+FLOORCLIP\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBRIB MNOP 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BRIN F 1\n TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n BRIN F 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR Brains6Big: Brains6 //White skinned piece 1\n{\nScale 1.8\n}\n\nACTOR Brains7 //Brown skinned teeth\n{\n Radius 2\n Height 2\n\tSpeed 6\n\tMass 1\n\tScale 0.9\n Decal BrutalBloodSplat\n +CLIENTSIDEONLY\n\tBounceFactor 0.4\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n +MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n\t+FLOORCLIP\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBRIB QRST 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BRIN G 1\n TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n BRIN G 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR Brains7Big: Brains7 //White skinned piece 1\n{\nScale 1.3\n}\n\nACTOR Brains4Green: Brains4 //White skinned piece 1\n{\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBR7B IJKL 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BR7N D 1\n TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n BR7N D 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR Brains4GreenBig: Brains4 //White skinned piece 1\n{\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBR7B ABCD 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BR7B A 1\n TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n BR7B A 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR Brains4Blonde: Brains4 //White skinned piece 1\n{\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBR8B IJKL 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BR8B I 1\n TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n BR8B I 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR Brains4BlondeBig: Brains4 //White skinned piece 1\n{\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBR8B ABCD 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BR8B A 1\n TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n BR8B A 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR BrainsSergeantHeadPiece: Brains4 //White skinned piece 1\n{\nSpeed 2\n-DOOMBOUNCE\nScale 1.0\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBR7B EFGH 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BR7B E 1\n TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n BR7B E 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR BrainsImpHeadPiece: Brains4 //White skinned piece 1\n{\nSpeed 2\n-DOOMBOUNCE\nScale 1.0\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBR7N E 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BR7N E 1\n TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n BR7N E 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR BaronHeadPiece\n{\n Radius 2\n Height 2\n\tSpeed 6\n\tMass 1\n Decal BrutalBloodSplat\n +CLIENTSIDEONLY\n\tBounceFactor 0.4\n +NOBLOCKMAP\n +MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n\t+FLOORCLIP\n\t+BOUNCEONFLOORS\n\tBounceCount 1\n\tScale 1.2\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tXHE5 IJKL 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t XHE5 I 1\n TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n XHE5 I 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR PinkyJaw: BaronHeadPiece\n{\n\tScale 1.2\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tPDG1 ABCDEFGH 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t PDG1 H 2\n\t TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n PDG1 i 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR HellKnightHeadPiece: BaronHeadPiece\n{\n\tScale 1.0\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tHKHE IJKL 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t HKHE I 2\n\t TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n HKHE I 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR HellKnightHeadPiece2: HellKnightHeadPiece\n{\n\tXScale -1.0\n}\n\nACTOR BloodJuice\n{\n Radius 1\n Height 1\n\tAlpha 0.5\n\tScale 4.4\n\tGravity 0.01\n\tSpeed 0.2\n\t+FORCEXYBILLBOARD\n\t+CLIENTSIDEONLY\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n\t+MISSILE\n States\n {\n Spawn:\n BLOD A 1\n Goto Death\n\tDeath:\n\t BLOD AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.01)\n\t\tStop\n }\n}\n\nactor FatalityBlood: Brutal_FlyingBlood\n{\n Speed 14\n}\n\nactor MuchBlood : Blood\n{\n states\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr255\", 15, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAAAAAAAAAA 0 A_CustomMissile(\"Brutal_FlyingBloodTrail\", 0, 0, 180)\n\t\tTNT1 AAA 0 A_CustomMissile(\"BloodMistSmall\", 0, 0, 180)\n \t TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\n BLOD BCD 0\n stop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nactor MuchBlood2 : Blood\n{\n states\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr255\", 15, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAAAAAAA 0 A_CustomMissile(\"Brutal_FlyingBloodTrail\", 0, 0, 180)\n \t TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tBLOD BCD 0\n stop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nactor MuchBlood3 : Blood\n{\n states\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr255\", 15, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAAAAAAA 0 A_CustomMissile(\"Brutal_FlyingBloodTrail\", 0, 0, 180)\n \t TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"BloodMistBig\", 20, 0, random (0, 360), 2, random (30, 90))\n BLOD BCD 0\n stop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nactor DeadBlood : Blood\n{\nDecal BrutalBloodSplat\n game Doom\n+FORCEXYBILLBOARD\n+GHOST\n+NOBLOCKMAP\n+NOGRAVITY\n+NOCLIP\n-DONTSPLASH\n states\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n Spawn:\n TNT1 A 0\n //TNT1 A 0 A_JumpIf (floorz > 10, \"SpawnLeg\")\n TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n //TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 7, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"BloodHit\")\n \t stop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nACTOR GoreBloodFly: Brutal_FlyingBlood\n{\n speed 10\n}\n\nACTOR WallRedBlood\n{\n game Doom\n scale 0.6\n speed 7\n health 1\n radius 8\n height 1\n Gravity 0.7\n damage 0\n\tDamageType Blood\n\tDecal BrutalBloodSuper\n +MISSILE\n +CLIENTSIDEONLY\n +NOTELEPORT\n +NOBLOCKMAP\n +THRUACTORS\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 ABCD 4\n loop\n\tSplash:\n BLOD A 0\n stop\n Death:\n \t TNT1 A 3\n stop\n }\n}\n\nACTOR SuperWallRedBlood: WallRedBlood\n{\n speed 32\n Gravity 0.1\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 ABCD 1\n Stop\n\n}\n}\n\nACTOR ShortWallRedBlood: WallRedBlood\n{\n speed 2\n Gravity 1\n Radius 24\n Height 12\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 A 3\n Stop\n\tDeath:\n\t TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFakeNoDecal\", 0, 0, random (0, 360), 2, random (0, 90))\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tTNT1 A 0 A_PlaySound(\"HEDBON\")\n\t TNT1 A 20\n\t\tStop\n}\n}\n\nACTOR MediumInfiniteBlood: Brutal_FlyingBlood\n{\n States\n {\n Death:\n \t //TNT1 A 0 A_CustomMissile (\"SmallBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\tTNT1 A 0 A_PlaySound(\"blooddrop\")\n TNT1 A 0 A_SpawnItem (\"MediumBloodSpot\", 1)\n TNT1 A 0\n }\n}\n\nactor BloodDying : Brutal_Blood\n{\n states\n {\n Spawn:\n //TNT1 AAAAA 0 A_CustomMissile (\"BloodTr2\", 7, 0, random (0, 360), 2, random (0, 180))\n //TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 0, 0, random (0, 180), 2, random (0, 180))\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //TNT1 A 0 A_CustomMissile (\"CeilBloodLauncher\", -1, 0, random (0, 360), 2, random (50, 130))\n\t\t//TNT1 AA 0 A_CustomMissile (\"WallRedBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n \t TNT1 A 0 A_SpawnItem (\"BloodHit\")\n\t\tTNT1 A 0 A_SpawnItem (\"Brutal_FlyingBlood\")\n BLOD BCD 0\n stop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nactor MinuscleBloodSpot: Brutal_BloodSpot\n{\nScale 0.25\n}\n\nACTOR MiniBloodDropEffect\n{\n +CLIENTSIDEONLY\n\t+NOBLOCKMAP\n\t+FLOORCLIP\n\tScale 0.4\n States\n {\n Spawn:\n\t\tXDT1 EFGHIJK 2\n\t\tStop\n Stop\n }\n}\n\nactor SawBlood : Blood Replaces AxeBlood\n{\nDecal BrutalBloodSplat\n game Doom\n+FORCEXYBILLBOARD\n+GHOST\n+NOBLOCKMAP\n+NOGRAVITY\n+NOCLIP\n-DONTSPLASH\n-ALLOWPARTICLES\nMONSTER\n-FRIENDLY\n+NOTARGET\n-COUNTKILL\nSpeed 0\n states\n {\n Spawn:\n TNT1 A 0\n\t\tTNT1 A 1 A_Look\n See:\n\t\tTNT1 A 0 Radius_Quake (4, 4, 0, 2, 0)\n\t\tTNT1 A 0 A_PlaySOund(\"misc/xdeath4\", 1)\n\t\tTNT1 A 0 ////A_GiveToTarget(\"PowerBloodOnVisor\", 1)\n TNT1 A 0 A_CustomMissile (\"BloodMist\", 0, 0, random (0, 360), 2, random (30, 90))\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //TNT1 A 0 A_CustomMissile (\"BloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 1 A_Chase(\"Melee\",\"Melee\")\n\t\tStop\n\tMelee:\n\t\tTNT1 A 0 //A_GiveToTarget(\"BloodSplasherz\", 1)\n\t\tTNT1 A 10\n stop\n\tSplash:\n BLOD A 0\n\t\tTNT1 AAA 0 A_CustomMissile (\"Underblood1\", 7, 0, random (0, 360), 2, random (30, 150))\n stop\n }\n}\n\nactor BloodSPlatterReplacer : Brutal_Blood Replaces BloodSplatter\n{\n}\n\nACTOR Brutal_FlyingBloodSaw: Brutal_FlyingBlood\n{\n Alpha 0.3\n Speed 0.5\n Gravity 0.3\n States\n {\n Spawn:\n\t //BLOD ABCD 2\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t BLOD BC 2\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t TNT1 A 0 A_Jump(255, \"Spawn1\", \"Spawn2\")\n\t Spawn1:\n\t\tBLOD EEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.03)\n\t\tStop\n\tXdeath:\n\tDeath:\n\tSplash:\n BLOD A 0\n\t\tTNT1 A 0 A_SpawnItem (\"Underblood2\")\n\tTNT1 A 10\n Stop\n }\n}\n\nactor GrowingBloodPoolOld\n{\n game Doom\n radius 1\n height 1\n mass 1\n RenderStyle Shaded\n StencilColor \"52 00 00\"\n Alpha 0.9999\n +NOTELEPORT\n +NOBLOCKMAP\n+CLIENTSIDEONLY\n+FORCEXYBILLBOARD\n+MOVEWITHSECTOR\n+FLOORCLIP\n+MISSILE\n-DONTSPLASH\nScale 0.5\nDecal BrutalBloodSplat\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //XDT1 ABCD 8\n //loop\n Death:\n Crash:\n //Check if the Blood is underwater. If yes, disappear\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //Check if blood is over water. If yes, disappear.\n // make the blood spots stay on the ground. 9009 is the default duration.\n BPDL A 15\n BPDL ABCDEFGHIJKLMNOPQRSTUVWXYZ 5\n BPDL Z 9009\n stop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nactor GrowingBloodPool: Brutal_BloodSpot\n{\n game Doom\n radius 1\n height 1\n mass 1\n Health 600\n //RenderStyle Translucent\n //StencilColor \"49 00 00\"\n Alpha 0.99\n +NOTELEPORT\n+CLIENTSIDEONLY\n+FORCEXYBILLBOARD\n+MOVEWITHSECTOR\n+FLOORCLIP\n+MISSILE\n-DONTSPLASH\nScale 0.5\nDecal BrutalBloodSplat\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT5 A 1\n TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n TNT1 A 0 //A_SpawnItemEx (\"BootSmearerRed\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT5 A 30\n TNT5 BCD 2\n TNT5 EFGHIJKLMNOP 2\n TNT5 QRSTUVWXYZ 2\n Live:\n TNT5 Z 900//duration\n TNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"Splash\")\n loop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nACTOR GrowingBloodTrails\n{\n game Doom\n radius 1\n height 1\n mass 100\n RenderStyle Translucent\n //StencilColor \"52 00 00\"\n Alpha 0.9999\n +NOTELEPORT\n +NOBLOCKMAP\n+CLIENTSIDEONLY\n+FORCEXYBILLBOARD\n+MOVEWITHSECTOR\n+FLOORCLIP\n+MISSILE\n-DONTSPLASH\nScale 0.5\nDecal BrutalBloodSplat\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 A 0 A_SpawnItem(\"GrowingSmallBloodSpot\")\n TNT1 A 0 A_SetAngle(random(16, -16) + angle)\n TNT1 A 2 A_Recoil(-1)\n TNT1 A 0 A_Stop\n TNT1 A 1\n TNT1 A 0 A_Jump(4, \"Death\")\n Loop\n Death:\n Crash:\n TNT1 A 0 A_SpawnItem(\"GrowingSmallBloodSpot\")\n stop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nACTOR GrowingSmallBloodSpot\n{\n game Doom\n radius 1\n height 1\n mass 1\n RenderStyle Translucent\n //StencilColor \"52 00 00\"\n Alpha 0.9999\n +NOTELEPORT\n +NOBLOCKMAP\n+CLIENTSIDEONLY\n+FORCEXYBILLBOARD\n+MOVEWITHSECTOR\n+FLOORCLIP\n+MISSILE\n-DONTSPLASH\nXScale 0.05\nYScale 0.02\nDecal BrutalBloodSplat\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //XDT1 ABCD 8\n //loop\n Death:\n Crash:\n //Check if the Blood is underwater. If yes, disappear\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //Check if blood is over water. If yes, disappear.\n //Randomize blood texture:\n TNT1 A 0 ThrustThingZ(0,5,0,1)\n BLOD M 9009\n stop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nACTOR Brutal_LiquidBlood: Brutal_FlyingBlood\n{\n speed 3\n scale 0.2\n gravity 0.6\n\n States\n {\n Spawn:\n BLOD A 1 A_SpawnItem(\"Brutal_LiquidBloodTrail\")\n Loop\n\t Death:\n \t TNT1 A 0 A_PlaySound(\"blooddrop\")\n\t XDT1 FGHIJKL 2\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR Brutal_LiquidBlood2: Brutal_FlyingBlood\n{\n speed 4\n scale 0.4\n gravity 0.6\n\n States\n {\n Spawn:\n BLOD A 1 A_SpawnItem(\"Brutal_LiquidBloodTrail\")\n Loop\n\t Death:\n \t TNT1 A 0 A_PlaySound(\"blooddrop\")\n\t XDT1 FGHIJKL 2\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR Brutal_LiquidBlood3: Brutal_FlyingBlood\n{\nSpeed 3\n States\n {\n Spawn:\n BLOD A 1 A_SpawnItem(\"Brutal_LiquidBloodTrail\")\n Loop\n\t Death:\n \t TNT1 A 0 A_PlaySound(\"blooddrop\")\n\t TNT1 A 0 A_CheckFloor(\"SpawnFloor\")\n\t TNT1 A 4\n\t Stop\n\n\t SpawnFloor:\n\t tnt1 a 0 A_SPawnItem(\"Brutal_BloodSpot\")\n\t XDT1 FGHIJKL 2\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR Brutal_LiquidBloodFast: Brutal_LiquidBlood2\n{\n speed 8\n}\n\nACTOR Brutal_LiquidBloodTrail: Brutal_FlyingBlood\n{\n scale 0.4\n gravity 0.4\n States\n {\n Spawn:\n\t TNT1 A 0\n BL8D ABCDEEEEE 2\n\t Stop\n\t Death:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR XDeath1Trail: Brutal_FlyingBlood\n{\n scale 0.8\n gravity 1\n Speed 0\n States\n {\n Spawn:\n\t TNT1 A 0\n BLOD ABCDEF 2\n\t Stop\n\t Death:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR Brutal_FlyingBloodFake\n{\n game Doom\n scale 0.5\n speed 3\n health 1\n radius 8\n height 1\n Gravity 0.3\n damage 0\n Renderstyle Translucent\n Alpha 0.95\n\tDamageType Blood\n\tDecal BrutalBloodSplat\n +MISSILE\n +CLIENTSIDEONLY\n +NOTELEPORT\n +NOBLOCKMAP\n +BLOODLESSIMPACT\n +FORCEXYBILLBOARD\n +NODAMAGETHRUST\n +MOVEWITHSECTOR\n +CORPSE\n -DONTSPLASH\n +THRUACTORS\n Mass 1\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\tBLOD KKKKKKKKKKKK 1 A_FadeOut(0.05)\n Stop\n\tSplash:\n BLOD A 0\n\t\tTNT1 A 0 A_SpawnItem (\"Underblood2\")\n stop\n\tDeath:\n\t TNT1 A 10\n\t\tStop\n }\n}\n\nACTOR Brutal_FlyingBloodFakeNoDecal: Brutal_FlyingBloodFake\n{\n decal \"none\"\n}\n\nACTOR RegularBloodHitEffect: Brutal_FlyingBloodFake\n{\n scale 0.8\n Speed 1\n States\n\t{\n\tSpawn:\n\t\tBLOD ABCDJ 2\n\t\tStop\n\t\t}\n}\n\nactor Bloodmist : Brutal_FlyingBlood\n{\ndecal BrutalBloodSuper\n+MISSILE +NOTELEPORT +NOBLOCKMAP +NOBLOCKMONST +DONTSPLASH +CLIENTSIDEONLY +THRUACTORS\nscale 0.8\nradius 2\nheight 2\nspeed 8\nGravity 0.4\nRenderStyle Translucent\nalpha 0.9\nstates\n{\nSpawn:\nTNT1 A 0\n//TNT1 A 0 ACS_ExecuteAlways(797, 0, 0, 0, 0)//Check if Blood is set to low\nMSBL ABCDEFGH 1\nMSBL HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 A_FadeOut(0.005)\nStop\n\nDeath:\nTNT1 A 0\nTNT1 A 0 A_CheckFloor(\"Disappear\")\nMSBL HHHHHHHH 1 A_FadeOut(0.1)\nStop\n\nVanish:\nDisappear:\nTNT1 A 2\nStop\n}\n}\n\nactor BloodmistBig : Bloodmist\n{\nscale 0.9\nspeed 4\nGRAVITY 0.4\n}\n\nactor BloodmistSmall : Bloodmist\n{\nscale 0.45\nGravity 0.8\n}\n\nactor BloodmistExtraBig : Bloodmist\n{\nscale 1.4\n}\n\nactor BloodmistLarge : Bloodmist\n{\nscale 0.95\n}\n\nactor BloodmistXXBig : Bloodmist\n{\nscale 2.2\nGRAVITY 0.2\n}\n\nACTOR SplatteredSmall: Brutal_BloodSpot\n{\n states\n {\n Spawn:\nTNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //TNT1 A 0 Acs_executealways(373, 0, 0, 0, 0)//Check if is under a liquid\n TNT1 A 0 A_FaceTarget\n\tTNT1 A 2\n TNT1 A 0 A_JumpIfInventory(\"IsOverWater\", 1, \"Splash\")\n\tTNT1 A 0 A_JumpIfInventory(\"IsOverSlime\", 1, \"Splash\")\n\tTNT1 A 0 A_JumpIfInventory(\"IsOverlava\", 1, \"Splash\")\n\tTNT1 A 0 //A_SpawnItemEx (\"BootSmearerRed\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tBPDL A -1\n\tStop\n }\n}\n\nACTOR SplatteredLarge: Brutal_BloodSpot\n{\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //TNT1 A 0 Acs_executealways(373, 0, 0, 0, 0)//Check if is under a liquid\n TNT1 A 0 A_FaceTarget\n\tTNT1 A 2\n\n TNT1 A 0 A_JumpIfInventory(\"IsOverWater\", 1, \"Splash\")\n\tTNT1 A 0 A_JumpIfInventory(\"IsOverSlime\", 1, \"Splash\")\n\tTNT1 A 0 A_JumpIfInventory(\"IsOverlava\", 1, \"Splash\")\n\tTNT1 A 0 //A_SpawnItemEx (\"BootSmearerRed\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tBPDL A -1\n\tStop\n }\n}\n\nACTOR RedBloodFootPrintLeft: GrowingBloodPool\n{\nScale 0.09\n+CLIENTSIDEONLY\n states\n {\n Spawn:\n Death:\n Crash:\nTNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 A 0 Acs_executealways(373, 0, 0, 0, 0)//Check if is under a liquid\n\tTNT1 A 2\n\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n TNT1 A 0 A_JumpIfInventory(\"IsOverWater\", 1, \"Splash\")\n\tTNT1 A 0 A_JumpIfInventory(\"IsOverSlime\", 1, \"Splash\")\n\tTNT1 A 0 A_JumpIfInventory(\"IsOverlava\", 1, \"Splash\")\n\tTNT1 A 0 A_CheckFloor(\"ShowUp\")\n\tGoto Splash\n\tShowUp:\n\tBPDL A 600\n\tTNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Splash\")\n\tLoop\nSplash:\nTNT1 A 0\nStop\n }\n}\n\nACTOR RedBloodFootPrintRight: GrowingBloodPool\n{\nScale 0.09\n+CLIENTSIDEONLY\n states\n {\n Spawn:\n Death:\n Crash:\nTNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 A 0 Acs_executealways(373, 0, 0, 0, 0)//Check if is under a liquid\n\tTNT1 A 2\n\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n TNT1 A 0 A_JumpIfInventory(\"IsOverWater\", 1, \"Splash\")\n\tTNT1 A 0 A_JumpIfInventory(\"IsOverSlime\", 1, \"Splash\")\n\tTNT1 A 0 A_JumpIfInventory(\"IsOverlava\", 1, \"Splash\")\n\tTNT1 A 0 A_CheckFloor(\"ShowUp\")\n\tGoto Splash\n\tShowUp:\n\tBPDL A 600\n\tTNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Splash\")\n\tLoop\nSplash:\nTNT1 A 0\nStop\n }\n}\n\nACTOR BootSmearerRed: GrowingBloodPool\n{\nMONSTER\n-SOLID\n+NOCLIP\n+THRUACTORS\n-COUNTKILL\n+LOOKALLAROUND\n-FRIENDLY\nRadius 0\nHeight 0\n states\n {\n Spawn:\n TNT1 A 0\n //TNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n TNT1 A 1 A_Look\n Goto See\n\n See:\n TNT1 A 1 A_Chase(\"\",\"\")\n\tTNT1 A 0 A_Die(\"LookForPlayer\")\n Death:\n Death.lookForPlayer:\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 8 A_JumpIfCloser(60, \"SmearBootsWithRedBlood\")\n\tStop\nSmearBootsWithRedBlood:\n\tTNT1 A 0 //A_GiveToTarget(\"BootsSmearedWithRedBlood\", 8)\n\tBPDL A 0\n\tStop\n }\n}\n\nACTOR BootSmearerBlue: GrowingBloodPool\n{\nMONSTER\n-SOLID\n+NOCLIP\n+THRUACTORS\n-COUNTKILL\n+LOOKALLAROUND\n-FRIENDLY\nRadius 0\nHeight 0\n states\n {\n Spawn:\n TNT1 A 0\n //TNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n TNT1 A 1 A_Look\n Goto See\n\n See:\n TNT1 A 1 A_Chase(\"\",\"\")\n\tTNT1 A 0 A_Die(\"LookForPlayer\")\n Death:\n Death.lookForPlayer:\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 8 A_JumpIfCloser(60, \"SmearBootsWithRedBlood\")\n\tStop\nSmearBootsWithRedBlood:\n\tTNT1 A 0 //A_GiveToTarget(\"BootsSmearedWithBlueBlood\", 8)\n\tBPDL A 0\n\tStop\n }\n}\n\nACTOR BootSmearerGreen: GrowingBloodPool\n{\nMONSTER\n-SOLID\n+NOCLIP\n+THRUACTORS\n-COUNTKILL\n+LOOKALLAROUND\n-FRIENDLY\nRadius 0\nHeight 0\n states\n {\n Spawn:\n TNT1 A 0\n //TNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n TNT1 A 1 A_Look\n Goto See\n\n See:\n TNT1 A 1 A_Chase(\"\",\"\")\n\tTNT1 A 0 A_Die(\"LookForPlayer\")\n Death:\n Death.lookForPlayer:\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 8 A_JumpIfCloser(60, \"SmearBootsWithRedBlood\")\n\tStop\nSmearBootsWithRedBlood:\n\tTNT1 A 0 //A_GiveToTarget(\"BootsSmearedWithGreenBlood\", 8)\n\tBPDL A 0\n\tStop\n }\n}\n\nActor AnimuGore : Inventory//bloodammount_666 easter egg\n{\ninventory.maxamount 1\n}\n\nACTOR MancubusEyeballs //Eyeballs\n{\n Radius 2\n Height 2\n\tSpeed 6\n\tMass 1\n Decal BrutalBloodSplat\n +CLIENTSIDEONLY\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n\t+FLOORCLIP\n\tScale 1.2\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tMANE Y 4 //A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t MANE Y 1\n\t\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n\t\tMANE Y 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nactor SawBlood : Blood Replaces AxeBlood\n{\nDecal BrutalBloodSplat\n game Doom\n+FORCEXYBILLBOARD\n+GHOST\n+NOBLOCKMAP\n+NOGRAVITY\n+NOCLIP\n-DONTSPLASH\n-ALLOWPARTICLES\nMONSTER\n-FRIENDLY\n+NOTARGET\n-COUNTKILL\nSpeed 0\n states\n {\n Spawn:\n TNT1 A 0\n\t\tTNT1 A 1 A_Look\n See:\n\t\tTNT1 A 0 Radius_Quake (4, 4, 0, 2, 0)\n\t\tTNT1 A 0 A_PlaySOund(\"misc/xdeath4\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"PowerBloodOnVisor\", 1)\n TNT1 A 0 A_CustomMissile (\"BloodMist\", 0, 0, random (0, 360), 2, random (30, 90))\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //TNT1 A 0 A_CustomMissile (\"BloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 1 A_Chase(\"Melee\",\"Melee\")\n\t\tStop\n\tMelee:\n\t\tTNT1 A 0 A_GiveToTarget(\"BloodSplasherz\", 1)\n\t\tTNT1 A 10\n stop\n\tSplash:\n BLOD A 0\n\t\tTNT1 AAA 0 A_CustomMissile (\"Underblood1\", 7, 0, random (0, 360), 2, random (30, 150))\n stop\n }\n}\n\nactor BloodSPlatterReplacer : Brutal_Blood Replaces BloodSplatter\n{\n}"
},
{
"source": "pk3",
"name": "Decorate.Casing.txt",
"contents": "ACTOR RifleCaseSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"EmptyBrass\",1,0,random(-80,-100),2,random(45,80))\n\t\tStop\n\t}\n}\n\nACTOR ShotCaseSpawn : RifleCaseSpawn\n{\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"ShotgunCasing\",0,0,random(-80,-100),2,random(40,60))\n\t\tStop\n\t}\n}\n\nActor SSGCaseSpawner : ShotcaseSpawn\n{\n\t\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 Thing_ChangeTID(0,390)\n\t\t\t\tTNT1 A 1\n\t\t\t\tGoto Death\n\t\tDeath:\n\t\t\t\tTNT1 A 0 A_CustomMissile(\"ShotgunCasing\",0,0,random(80,100),2,random(50,70))\n\t\t\t\tStop\n\t\t}\n}\n\nACTOR 50CaseSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"EmptyBrass\",-2,0,random(80,100),2,random(40,80))\n\t\tStop\n\t}\n}\n\nACTOR MastermindCaseSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"GiantEmptyBrass\",-5,0,random(-80,-100),2,random(45,80))\n\t\tStop\n\t}\n}\n\nACTOR EmptyBrass\n{\n Height 2\n Radius 2\n Speed 6\n Scale 0.15\n +DOOMBOUNCE\n - NOGRAVITY\n +WINDTHRUST\n +CLIENTSIDEONLY\n +MOVEWITHSECTOR\n +MISSILE\n +NOBLOCKMAP\n -DROPOFF\n +NOTELEPORT\n +FORCEXYBILLBOARD\n +NOTDMATCH\n +GHOST\n //+DONTSPLASH\n //+CANBOUNCEWATER\n +FLOORCLIP\n +THRUACTORS\n Mass 4\n BounceFactor 0.3\n SeeSound \"weapons/casing\"\n States\n {\n Spawn:\n CAS3 FGHABCDEFGHABCDEFGH 3 A_JumpIf(waterlevel > 1, \"Splash\")\n STOP\n\n Death:\n CAS3 I 0\n\t TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n LCPJ A 0 A_Jump(256,\"Rest1\",\"Rest2\",\"Rest3\",\"Rest4\",\"Rest5\",\"Rest6\",\"Rest7\",\"Rest8\")\n Goto Rest1\n Rest1:\n CAS3 I 400\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest2:\n CAS3 J 400\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest3:\n CAS3 K 400\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest4:\n CAS3 L 400\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest5:\n CAS3 M 400\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest6:\n CAS3 I 400\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest7:\n CAS3 J 400\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest8:\n CAS3 K 400\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n\n\tSplash:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem(\"UnderwaterEmptyBrass\")\n\tStop\n\n\tStoping:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR GiantEmptyBrass: EmptyBrass\n{\nGravity 0.8\nSpeed 12\nScale 0.5\n}\n\nACTOR underwaterEmptyBrass: EmptyBrass\n{\n Speed 0\n -DOOMBOUNCE\n Mass 1\n SeeSound \"none\"\n States\n {\n Spawn:\n BLUD C 0 ThrustThingZ (0,7,1,0)\n CAS3 ABCD 3\n\t BLUD C 0 ThrustThingZ (0,7,1,0)\n\t CAS3 EFGH 3\n\t BLUD C 0 ThrustThingZ (0,7,1,0)\n CAS3 ABCD 3\n\t BLUD C 0 ThrustThingZ (0,7,1,0)\n\t CAS3 EFGH 3\n\t TNT1 A 0 A_SpawnItem(\"BUBULZ\")\n Loop\n }\n}\n\nACTOR ShotgunCasing\n{\n Height 12\n Radius 9\n Speed 6\n Scale 0.15\n +DOOMBOUNCE\n - NOGRAVITY\n +WINDTHRUST\n +CLIENTSIDEONLY\n +MOVEWITHSECTOR\n +MISSILE\n +NOBLOCKMAP\n -DROPOFF\n +NOTELEPORT\n +FORCEXYBILLBOARD\n +NOTDMATCH\n +GHOST\n //+CANBOUNCEWATER\n //+DONTSPLASH\n Mass 1\n BounceFactor 0.3\n SeeSound \"weapons/shell\"\n States\n {\n Spawn:\n CAS2 ABCDEFGHABCDEFGHABCDEFGH 3\n Stop\n Death:\n\t TNT1 A 0\n\t TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n LCPJ A 0 A_Jump(256,\"Rest1\",\"Rest2\",\"Rest3\",\"Rest4\",\"Rest5\",\"Rest6\",\"Rest7\",\"Rest8\")\n Goto Rest1\n Rest1:\n CAS2 I 400\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest2:\n CAS2 J 400\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest3:\n CAS2 K 400\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest4:\n CAS2 L 400\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest5:\n CAS2 M 400\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest6:\n CAS2 I 400\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest7:\n CAS2 J 400\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest8:\n CAS2 K 400\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n\n\tStoping:\n\t\tTNT1 A 0\n\t\tStop\n }\n}\n\nACTOR EmptyClip\n{\n Height 2\n Radius 2\n Speed 4\n Scale 1.01\n +DOOMBOUNCE\n - NOGRAVITY\n +WINDTHRUST\n +CLIENTSIDEONLY\n +MOVEWITHSECTOR\n +MISSILE\n +NOBLOCKMAP\n -DROPOFF\n +NOTELEPORT\n +FORCEXYBILLBOARD\n +NOTDMATCH\n +GHOST\n Mass 1\n SeeSound \"weapons/largemagdrop\"\n States\n {\n Spawn:\n TNT1 A 7 A_PlaySound(\"NULL\")\n ECLI ABCDEFGHABCDEFGHABCDEFGHABCDEFGHABCDEFGH 4\n Stop\n Death:\n\t TNT1 A 0\n\t TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n ECLI G 400\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n\tStoping:\n\t\tTNT1 A 0\n\t\tStop\n }\n}\n\nACTOR EmptyRocketChamber\n{\n Height 2\n Radius 2\n Speed 4\n Scale 1.3\n +DOOMBOUNCE\n - NOGRAVITY\n +WINDTHRUST\n +CLIENTSIDEONLY\n +MOVEWITHSECTOR\n +MISSILE\n +NOBLOCKMAP\n -DROPOFF\n +NOTELEPORT\n +FORCEXYBILLBOARD\n +NOTDMATCH\n +GHOST\n Mass 1\n SeeSound \"weapons/barrelpain\"\n States\n {\n Spawn:\n TNT1 A 7 A_PlaySound(\"NULL\")\n RCSE ABCDEFGHABCDEFGHABCDEFGHABCDEFGHABCDEFGH 4\n Stop\n Death:\n RCSE G 600\n Loop\n }\n}\n\nACTOR EmptyCell\n{\n Height 2\n Radius 2\n Speed 4\n Scale 0.9\n +DOOMBOUNCE\n - NOGRAVITY\n +WINDTHRUST\n +CLIENTSIDEONLY\n +MOVEWITHSECTOR\n +MISSILE\n +NOBLOCKMAP\n -DROPOFF\n +NOTELEPORT\n +FORCEXYBILLBOARD\n +NOTDMATCH\n +GHOST\n Mass 1\n SeeSound \"weapons/largemagdrop\"\n States\n {\n Spawn:\n TNT1 A 7 A_PlaySound(\"NULL\")\n ECEL ABCDEFGHABCDEFGHABCDEFGHABCDEFGHABCDEFGH 4\n Stop\n Death:\n ECEL A 600\n Loop\n }\n}\n\nACTOR RocketCaseSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"EmptyRocketChamber\",0,0,random(-80,-100),2,random(40,60))\n\t\tStop\n\t}\n}\n\nACTOR PlasmaCaseSpawn : RifleCaseSpawn\n{\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"EmptyCell\",0,0,random(-80,-100),2,random(40,60))\n\t\tStop\n\t}\n}\n\nACTOR EmptyClipSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"EmptyClip\",1,0,random(85,95),2,1)\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "DECORATE.Cyberdemon.txt",
"contents": "actor 64Cyberdemon : Cyberdemon Replaces Cyberdemon\n{\n scale 0.9\n \t+FLOORCLIP\n\t+FORCEXYBILLBOARD\n\tPainchance \"SuperFists\", 200\n Painchance \"Kick\", 200\n Painchance \"SuperKick\", 200\n\tDamageFactor \"CauseWaterSplash\", 0.0 DamageFactor \"CauseObjectsToSplash\", 0.0\n speed 13\n Health 5000\n states\n {\n Spawn:\n CYBR F 10 A_Look\n loop\n See:\n CYBR A 3 A_Metal\n CYBR AA 3 A_Chase\n CYBR B 3 A_Hoof\n CYBR BBCCCDDD 3 A_Chase\n Loop\n Pain:\n CYBR F 10 A_Pain\n goto See\n Pain.Vertigo:\n CYBR F 0 ThrustThingZ (0, 55, 0, 0)\n CYBR F 10 A_Pain\n Goto See\n Missile:\n CYBR F 7 A_FaceTarget\n CYBR E 10 A_CustomMissile (CyberROcket,55,-20,0)\n CYBR F 10 A_FaceTarget\n CYBR E 10 A_CustomMissile (CyberROcket,55,-20,0)\n CYBR F 10 A_FaceTarget\n CYBR E 10 A_CustomMissile (CyberROcket,55,-20,0)\n goto See\n Death:\n CYBR G 10\n CYBR G 0 A_Scream\n CYBR G 4 A_SpawnItemEx (\"64BossExplosion\",0,0,0,0,0,0,0,130)\n CYBR G 4 A_SpawnItemEx (\"64BossExplosion\",0,0,0,0,0,0,0,130)\n CYBR G 4 A_SpawnItemEx (\"64BossExplosion\",-20,-20,55,0,0,0,0,130)\n CYBR G 4 A_SpawnItemEx (\"64BossExplosion\",20,20,110,0,0,0,0,130)\n CYBR G 4 A_SpawnItemEx (\"64BossExplosion\",20,20,0,0,0,0,0,130)\n CYBR G 4 A_SpawnItemEx (\"64BossExplosion\",0,0,55,0,0,0,0,130)\n CYBR G 4 A_SpawnItemEx (\"64BossExplosion\",0,0,110,0,0,0,0,130)\n CYBR G 4 A_SpawnItemEx (\"64BossExplosion\",-20,-20,0,0,0,0,0,130)\n CYBR G 4 A_SpawnItemEx (\"64BossExplosion\",20,20,55,0,0,0,0,130)\n CYBR G 4 A_SpawnItemEx (\"64BossExplosion\",-20,-20,110,0,0,0,0,130)\n CYBR G 4 A_SpawnItemEx (\"64BossExplosion\",0,0,0,0,0,0,0,130)\n CYBR G 4 A_SpawnItemEx (\"64BossExplosion\",-20,-20,55,0,0,0,0,130)\n CYBR G 4 A_SpawnItemEx (\"64BossExplosion\",-20,-20,110,0,0,0,0,130)\n CYBR G 4 A_SpawnItemEx (\"64BossExplosion\",20,20,0,0,0,0,0,130)\n CYBR G 4 A_SpawnItemEx (\"64BossExplosion\",20,20,55,0,0,0,0,130)\n CYBR G 4 A_SpawnItemEx (\"64BossExplosion\",0,0,110,0,0,0,0,130)\n CYBR G 4 A_SpawnItemEx (\"64BossExplosion\",20,20,0,0,0,0,0,130)\n CYBR H 4 A_SpawnItemEx (\"64BossExplosion\",0,0,55,0,0,0,0,130)\n CYBR H 4 A_SpawnItemEx (\"64BossExplosion\",20,20,110,0,0,0,0,130)\n CYBR I 4 A_SpawnItemEx (\"64BossExplosion\",-20,-20,0,0,0,0,0,130)\n CYBR I 4 A_SpawnItemEx (\"64BossExplosion\",-20,-20,55,0,0,0,0,130)\n CYBR J 4 A_SpawnItemEx (\"64BossExplosion\",20,20,110,0,0,0,0,130)\n CYBR J 4 A_SpawnItemEx (\"64BossExplosion\",-20,-20,0,0,0,0,0,130)\n CYBR K 4 A_SpawnItemEx (\"64BossExplosion\",20,20,55,0,0,0,0,130)\n CYBR K 4 A_SpawnItemEx (\"64BossExplosion\",0,0,110,0,0,0,0,130)\n CYBR L 6 A_NoBlocking\n\tTNT1 AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 A 0 A_SpawnItem(\"64BarrelExplosion\", 0, 32)\n\t\t TNT1 A 0 A_SpawnItem(\"64BarrelExplosion\", 0, 90)\n\t\t TNT1 AAAAAAAAA 0 A_CustomMissile (\"BurningXDeath1\", 42, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 AAAAAA 0 A_CustomMissile (\"Bloodmist\", 35, 0, random (0, 360), 2, random (0, 90))\n\n\t\t TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodmistExtraBig\", 45, 0, random (0, 360), 2, random (10, 90))\n\t\t TNT1 AAAAAAAAAAAA 0 A_CustomMissile (\"SuperGoreSpawner\", 45, 0, random (0, 360), 2, random (10, 90))\n CYBR MN 6\n CYBR O 30\n\tTNT1 A 0 A_BossDeath\n CYBR O -1\n stop\n Crush:\n POL5 A 0\n POL5 A 0 A_PlaySound (\"Misc/Gibbed\")\n POL5 A -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "DECORATE.Fatso.txt",
"contents": "actor 64Fatso : Fatso Replaces Fatso\n{\n\t+FLOORCLIP\n\t+DONTHURTSPECIES\n\t+FORCEXYBILLBOARD\n\tSpecies \"Fatfuckers\"\n\tDamageFactor \"CauseWaterSplash\", 0.0 DamageFactor \"CauseObjectsToSplash\", 0.0\n Scale 0.8\n Speed 4\n Painchance \"SuperFists\", 200\n Painchance \"Kick\", 255\n Painchance \"SuperKick\", 255\n States\n {\n Spawn:\n FATT H 5 A_Look\n\tLoop\n\n See:\n FATT AABB 3 A_Chase(\"\",\"\")\n FATT CCDDEEFF 3 A_Chase\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"PowerInvisibility\", 1, \"Forget\")\n\tLoop\n\n\tForget:\n TNT1 A 0\n TNT1 A 0 A_ClearTarget\n\tGoto Spawn\n\n Missile:\n FATT H 20 A_FatRaise\n FATT G 0 bright A_CustomMissile (\"FatShot\", 48, -25, 0)\n FATT G 10 bright A_CustomMissile (\"FatShot\", 48, 25, -15)\n FATT HH 5 A_FaceTarget\n FATT G 0 bright A_CustomMissile (\"FatShot\", 48, -25, 15)\n FATT G 10 bright A_CustomMissile (\"FatShot\", 48, 25, 0)\n FATT HH 5 A_FaceTarget\n FATT G 0 bright A_CustomMissile (\"FatShot\", 48, -25, 7)\n FATT G 10 bright A_CustomMissile (\"FatShot\", 48, 25, -7)\n FATT HH 5 A_FaceTarget\n goto See\n Pain:\n FATT I 3\n FATT I 3 A_Pain\n goto See\n Death:\n FATT J 6 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 72, 0, random (150, 210), 2, random (10, 50))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 72, 0, random (0, 360), 2, random (10, 50))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath2b\", 72, 0, random (0, 360), 2, random (10, 50))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2b\", 72, 0, random (150, 210), 2, random (10, 50))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 72, 0, random (150, 210), 2, random (10, 50))\n\t\t TNT1 AA 0 A_CustomMissile (\"SmallBrainPiece\", 72, 0, random (150, 210), 2, random (10, 50))\n\t\t TNT1 AA 0 A_CustomMissile (\"SmallBrainPiece\", 72, 0, random (150, 210), 2, random (10, 50))\n\t\t TNT1 A 0 A_CustomMissile (\"Brains3\", 70, 0, random (150, 210), 2, random (10, 50))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Brutal_Blood\", 75, 0, random (0, 360), 2, random (0, 90))\n FATT K 6 A_Scream\n FATT L 6 A_NoBlocking\n\tTNT1 A 0 A_SpawnItem(\"GrowingBloodPool\")\n FATT MN 6\n FATT N -1 A_BossDeath\n stop\n Death.SSG:\n TNT1 A 0\n TNT1 A 0 A_JumpIFCloser(200, \"Xdeath\")\n Goto Death\n Death.Cut:\n Xdeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 72, 0, random (150, 210), 2, random (10, 50))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"XDeath1\", 72, 0, random (0, 360), 2, random (10, 50))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"XDeath2\", 72, 0, random (0, 360), 2, random (10, 50))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2b\", 72, 0, random (0, 360), 2, random (10, 50))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 72, 0, random (0, 360), 2, random (10, 50))\n\t\t TNT1 AA 0 A_CustomMissile (\"SmallBrainPiece\", 72, 0, random (150, 210), 2, random (10, 50))\n\t\t TNT1 AA 0 A_CustomMissile (\"SmallBrainPiece\", 72, 0, random (150, 210), 2, random (10, 50))\n\t\t TNT1 A 0 A_CustomMissile (\"Brains3\", 70, 0, random (150, 210), 2, random (10, 50))\n\t\t TNT1 AAAAAA 0 A_CustomMissile (\"BloodmistExtraBig\", 45, 0, random (0, 360), 2, random (10, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Brutal_Blood\", 75, 0, random (0, 360), 2, random (0, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"SuperGoreSpawner\", 45, 0, random (0, 360), 2, random (10, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathFatsoCannon\", 72, 0, random (0, 360), 2, random (10, 50))\n\n\t\tTNT1 A 0 A_Jump(128, \"XDeath2\")\n\tFTX1 A 6 A_XScream\n FTX1 B 6 A_NoBlocking\n\tFTX1 C 6\n\tTNT1 A 0 A_SpawnItem(\"GrowingBloodPool\")\n FTX1 D -1 A_BossDeath\n stop\n\n Xdeath2:\n\tFTX2 A 6 A_XScream\n FTX2 B 6 A_NoBlocking\n\tFTX2 C 6\n\tTNT2 A 0 A_SpawnItem(\"GrowingBloodPool\")\n FTX2 D -1 A_BossDeath\n stop\n Raise:\n FATT ONMLKJ 5\n goto See\n Crush:\n POL5 A 0\n POL5 A 0 A_PlaySound (\"Misc/Gibbed\")\n POL5 A -1\n Stop\n }\n}\n\nactor 64StealthFatso : 64Fatso Replaces StealthFatso\n{\n+STEALTH\n}\n\nactor 64FatShot : FatShot Replaces FatShot\n{\n renderstyle normal\n scale 0.8\n speed 20\n damage 7\n +NOBLOCKMONST\n States\n {\n Spawn:\n MTB1 A 2 bright A_SpawnItem(\"YellowFlare\")\n\tTNT1 A 0 A_SpawnItem (\"MancubusFireTrailparticle\")\n\tTNT1 A 0 A_SpawnItem (\"OldschoolRocketSmokeTrail2\")\n\tMTB1 B 2 bright A_SpawnItem(\"YellowFlare\")\n\tTNT1 A 0 A_SpawnItem (\"MancubusFireTrailparticle\")\n\tTNT1 A 0 A_SpawnItem (\"OldschoolRocketSmokeTrail2\")\n\tMTB1 C 2 bright A_SpawnItem(\"YellowFlare\")\n\tTNT1 A 0 A_SpawnItem (\"MancubusFireTrailparticle\")\n\tTNT1 A 0 A_SpawnItem (\"OldschoolRocketSmokeTrail2\")\n loop\n Death:\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAAAAAAAA 0 A_CustomMissile (\"BarrelExplosionFire\", 0, 0, random (0, 360), 2, random (0, 360))\n EXPL AAAAA 0 A_CustomMissile (\"ExplosionSmokeFast22\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_SPawnItem(\"ExplosionAirDisplacementEffect\")\n\t\tTNT1 A 0 A_playSound(\"EXPLOSIO3\", 2)\n\t\tTNT1 A 0 Radius_Quake(2, 8, 0, 12, 0)\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Explode(10, 100)\n\t\tTNT1 A 0 A_SpawnItemEx (\"LiquidExplosionEffectSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 10\n stop\n }\n}\n\nactor MancubusFireTrailparticle\n{\n+FORCEXYBILLBOARD\n+NOINTERACTION\n+CLIENTSIDEONLY\nRenderstyle Add\nAlpha 0.9\nscale 0.8\nStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 2\n\t\t\tMTB2 ABCA 1 BRIGHT\n\t\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Decorate.Flares.txt",
"contents": "Actor Flare_General\n{\n+NOINTERACTION\n+NOGRAVITY\n+CLIENTSIDEONLY\n+NOCLIP\n+MISSILE\nSpeed 0\nrenderstyle Add\nradius 1\nheight 1\nalpha 0.4\nscale 0.4\n}\n\nActor NewfagExplosionFlare : Flare_General\n{\nXScale 0.8\nYScale 0.4\nAlpha 0.5\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tFLAR A 2 bright\n\t\tFLAR AAAAAAAAAAAAAAAA 1 BRIGHT A_FadeOut(0.11)\n\t\tstop\n\t}\n}\n\nActor RedFlare : Flare_General\n{\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tLENR A 2 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tLENR B 2 bright\n\t\tstop\n\t}\n}\n\nActor RedFlare3 : Flare_General\n{\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,4)\n\t\tLENR AAB 1 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tLENR BAB 1 bright\n\t\tstop\n\t}\n}\n\nActor BlueFlare : Flare_General\n{\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tLENB A 2 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tLENB B 2 bright\n\t\tstop\n\t}\n}\n\nActor BlueFlare3 : Flare_General\n{\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,4)\n\t\tLENB AAB 1 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tLENB BAB 1 bright\n\t\tstop\n\t}\n}\n\nActor GreenFlare : Flare_General\n{\nstates\n\t{\n\tSpawn:\n TNT1 A 0\n\t TNT1 A 0 A_Jump(128,2)\n\t\tLENG A 2 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tLENG B 2 bright\n\t\tstop\n\t}\n}\n\nActor GreenFlare3 : Flare_General\n{\nstates\n\t{\n\tSpawn:\n TNT1 A 0\n\t TNT1 A 0 A_Jump(128,4)\n\t\tLENG AAB 1 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tLENG BAB 1 bright\n\t\tstop\n\t}\n}\n\nActor YellowFlare : Flare_General\n{\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tLENY A 2 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tLENY B 2 bright\n\t\tstop\n\t}\n}\n\nActor YellowFlareSmall : YellowFlare\n{\nscale 0.15\n}\n\nActor YellowFlareMedium : YellowFlare\n{\nscale 0.20\n}\n\nActor YellowFlareLarge1X : YellowFlare\n{\nscale 1.0\n}\n\nActor RedFlareMedium : RedFlare\n{\nscale 0.25\n}\n\nActor RedFlareBig : RedFlare\n{\nscale 0.9\n}\n\nActor RedFlareLarge1X : RedFlare\n{\nscale 1.0\n}\n\nActor RedFlareSmall : RedFlare\n{\nscale 0.15\n}\n\nActor RedFlareVerySmall : RedFlare\n{\nalpha 0.15\nscale 0.2\n}\n\nActor RedFlareSmall2 : RedFlare\n{\nscale 0.10\n}\n\nActor GreenFlareSmall : GreenFlare\n{\nalpha 0.4\nscale 0.2\n}\n\nActor GreenFlareSmallItem : GreenFlare\n{\nalpha 0.4\nXscale 0.15\nYScale 0.07\n}\n\nActor GreenFlareMedium : GreenFlare\n{\nalpha 0.3\nscale 0.25\n}\n\nActor BlueFlareMedium : BlueFlare\n{\nalpha 0.3\nscale 0.15\n}\n\nActor BlueFlareMedium2 : BlueFlare\n{\nalpha 0.3\nscale 0.25\n}\n\nActor BlueFlareMedium3 : BlueFlare\n{\nalpha 0.3\nscale 0.35\n}\n\nActor BlueFlareSmall : BlueFlare\n{\nalpha 0.3\nscale 0.15\n}\n\nActor BlueFlareSmallProjectile : BlueFlare\n{\nalpha 0.6\nscale 0.2\nStates\n{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tLENb A 1 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tLENB B 1 bright\n\t\tstop\n}}\n\nActor BlueFlareSmallItem : BlueFlare\n{\nalpha 0.3\nXscale 0.15\nYScale 0.07\n}\n\nActor PlasmaFlare : Flare_General\n{\nalpha 0.4\nscale 0.15\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tL2NB A 1 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tL2NB B 1 bright\n\t\tstop\n\t}\n}\n\nActor FireballFlare : Flare_General\n{\nalpha 0.6\nscale 0.15\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tLENY A 1 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tLENY B 1 bright\n\t\tstop\n\t}\n}\n\nActor RocketFlare : Flare_General\n{\nalpha 1.0\nyscale 0.6\nxscale 0.6\nstates\n\t{\n\tSpawn:\n\t LEYS O 2 BRIGHT\n\t\tStop\n\t}\n}\n\nActor GreenFlareSmall2 : GreenFlare\n{\nalpha 0.15\nscale 0.15\n}\n\nActor LensFlare : Flare_General\n{\nalpha 0.45\nscale 0.5\nstates\n\t{\n\tSpawn:\n\t\tLENS A 5 bright\n\t\tstop\n\t}\n}\n\nActor WhiteFlareSmall : Flare_General\n{\nalpha 0.05\nscale 0.15\nstates\n\t{\n\tSpawn:\n\t\tLENW A 5 bright\n\t\tstop\n\t}\n}\n\nActor ShortWhiteFlareSmall : Flare_General\n{\nalpha 0.6\nYscale 0.2\nXScale 0.5\n-FORCEYBILLBOARD\n+FORCEXYBILLBOARD\nstates\n\t{\n\tSpawn:\n\t\tLENS A 5\n\t\tstop\n\t}\n}\n\nActor WhiteFlareCeilingTexture : Flare_General\n{\nalpha 0.99\nYscale 0.2\nXScale 0.5\nrADIUS 0\nHeight 0\n+NOCLIP\n-FORCEYBILLBOARD\n+FORCEXYBILLBOARD\n+NOGRAVITY\n+FLOAT\nstates\n\t{\n\tSpawn:\n\t\tLENS A 1\n\t\tLENS A -1\n\t\tstop\n\t}\n}\n\nActor WhiteFlareFloorTexture : Flare_General\n{\nalpha 0.99\nYscale 0.2\nXScale 0.5\nrADIUS 1\nHeight 1\n-FORCEYBILLBOARD\n+FORCEXYBILLBOARD\n-NOGRAVITY\n-FLOAT\n-NOCLIP\n-NOINTERACTION\nstates\n\t{\n\tSpawn:\n\t\tLENS A 1\n\t\tLENS A -1\n\t\tstop\n\t}\n}\n\nActor ShortWhiteFlareSmallPermanent : Flare_General\n{\nalpha 0.6\nYscale 0.2\nXScale 0.5\n-FORCEYBILLBOARD\n+FORCEXYBILLBOARD\n+NOBLOCKMAP\nstates\n\t{\n\tSpawn:\n\t\tLENS A 5\n\t\tLoop\n\t}\n}\n\nActor FireFightFlare : Flare_General\n{\n+FORCEXYBILLBOARD\nscale 0.20\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tL2NY A 4 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tL2NY B 4 bright\n\t\tstop\n\t}\n}\n\nActor YellowFlareSmallB : YellowFlare\n{\n+FORCEXYBILLBOARD\nscale 0.15\nAlpha 0.3\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tLENY A 1 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tLENY B 1 bright\n\t\tstop\n\t}\n}\n\nACTOR RedFlareSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AA 1 A_CustomMissile(\"RedFlareSmall2\",-5,0,-85,0,random(-10,10))\n\t\tStop\n\t}\n}\n\nACTOR PLasmaFlareSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"PlasmaFlare\",-5,0,-85,0,random(-10,10))\n\t\tStop\n\t}\n}\n\nACTOR YellowFlareSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AA 1 A_CustomMissile(\"YellowFlareSmallB\",-5,0,-85,0,random(-10,10))\n\t\t//TNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\",2,0,0,0,0)\n\t\tStop\n\t}\n}\n\nACTOR PlayerMuzzle1\n{\n\tSpeed 0\n\tPROJECTILE\n\t+NOCLIP\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tPLMZ A 2 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR PlayerMuzzle2\n{\n\tSpeed 0\n\tPROJECTILE\n\t+NOCLIP\n\t+NOGRAVITY\n\tScale 1.8\n\tStates\n\t{\n\tSpawn:\n\t\tPLMZ A 2 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR MarineMuzzle1\n{\n\tSpeed 0\n\tPROJECTILE\n\t+NOCLIP\n\t+NOGRAVITY\n\tSpeed 5\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"DistantRifleFireSound\")\n\t TNT1 A 4\n\t\tTNT1 A 0 A_Stop\n\t\tPLMZ A 2 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR MarineMuzzle2\n{\n\tSpeed 0\n\tPROJECTILE\n\t+NOCLIP\n\t+NOGRAVITY\n\tSpeed 5\n\tScale 1.8\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"DistantMinigunFireSound\")\n\t TNT1 A 4\n\t\tTNT1 A 0 A_Stop\n\t\tPLMZ A 2 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR BlueFlareSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AA 1 A_CustomMissile(\"BlueFlareSmall\",-5,0,-85,0,random(-10,10))\n\t\tStop\n\t}\n}\n\nACTOR GreenFlareSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AA 1 A_CustomMissile(\"GreenFlareSmall\",-5,0,-85,0,random(-10,10))\n\t\tStop\n\t}\n}\n\nActor RedFlare22 : Flare_General\n{\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tL2NR A 2 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tL2NR B 2 bright\n\t\tstop\n\t}\n}\n\nActor RedFlareSmall22 : RedFlare22\n{\nscale 0.15\n}\n\nActor BlueFlare22 : Flare_General\n{\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tL2NB A 2 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tL2NB B 2 bright\n\t\tstop\n\t}\n}\n\nActor GreenFlare22 : Flare_General\n{\nstates\n\t{\n\tSpawn:\n TNT1 A 0\n\t TNT1 A 0 A_Jump(128,2)\n\t\tL2NG A 2 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tL2NG B 2 bright\n\t\tstop\n\t}\n}\n\nActor GreenFlareSmall22 : GreenFlare22\n{\nscale 0.22\n}\n\nActor YellowFlare22 : Flare_General\n{\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tL2NY A 2 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tL2NY B 2 bright\n\t\tstop\n\t}\n}\n\nActor YellowFlareSmall22 : YellowFlare22\n{\nscale 0.15\n}\n\nActor YellowFlareSmall22Long : YellowFlare22\n{\nscale 0.15\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tL2NY AABAB 1 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tL2NY BABAB 1 bright\n\t\tstop\n\t}\n}\n\nActor ExplosionFlareSpawner : Flare_General\n{\nstates\n\t{\n\tSpawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItem(\"NewfagExplosionFlare\")\n\t\t//L2NR AAA 1 BRIGHT //A_SpawnItem(\"RedFlareLarge1x\")\n\n\t\t//L2NR A 5\n\t\tstop\n\t}\n}\n\nActor LensFlareAlt : Flare_General\n{\nalpha 0.5\nxscale 0.6\nyscale 0.3\nstates\n\t{\n\tSpawn:\n\t\tLENS A 5 bright\n\t\tstop\n\t}\n}\n\nActor LensFlareAltLongOrangeForever : LensFlareAlt\n{\n+RANDOMIZE\nAlpha 0.25\nstates\n\t{\n\tSpawn:\n\t\tLEYS O 4 bright\n\t\tLEYZ O 2 BRIGHT\n\t\tLEYS O 4 bright\n\t\tLEYZ O 2 BRIGHT\n\t\tLEYS O 8 bright\n\t\tLEYZ O 4 BRIGHT\n\t\tLoop\n\t}\n}\n\nActor LensFlareTorchOrange : LensFlareAlt\n{\n+RANDOMIZE\n+FORCEXYBILLBOARD\n-FORCEYBILLBOARD\nAlpha 0.5\nstates\n\t{\n\tSpawn:\n\t\tLENS O 4 bright\n\t\tLENZ O 1 BRIGHT\n\t\tStop\n\t}\n}\n\nActor LensFlareTorchRed : LensFlareAlt\n{\n+RANDOMIZE\n+FORCEXYBILLBOARD\n-FORCEYBILLBOARD\nAlpha 0.5\nstates\n\t{\n\tSpawn:\n\t\tLENS R 4 bright\n\t\tLENZ R 1 BRIGHT\n\t\tStop\n\t}\n}\n\nActor LensFlareTorchYellow : LensFlareAlt\n{\n+RANDOMIZE\n+FORCEXYBILLBOARD\n-FORCEYBILLBOARD\nAlpha 0.5\nstates\n\t{\n\tSpawn:\n\t\tLENS Y 4 bright\n\t\tLENZ Y 1 BRIGHT\n\t\tStop\n\t}\n}\n\nActor LensFlareProjectileOrange : LensFlareTorchOrange\n{\nstates\n\t{\n\tSpawn:\n\t\tLENS O 1 bright\n\t\tLENZ O 1 BRIGHT\n\t\tStop\n\t}\n}\n\nActor LensFlareProjectileGrene : LensFlareTorchOrange\n{\nstates\n\t{\n\tSpawn:\n\t\tLENS G 1 bright\n\t\tLENZ G 1 BRIGHT\n\t\tStop\n\t}\n}\n\nActor LensFlareTorchBlue : LensFlareAlt\n{\n+RANDOMIZE\n+FORCEXYBILLBOARD\n-FORCEYBILLBOARD\nAlpha 0.5\nstates\n\t{\n\tSpawn:\n\t\tLENS B 4 bright\n\t\tLENZ B 1 BRIGHT\n\t\tStop\n\t}\n}\n\nActor LensFlareProjectileBlue : LensFlareTorchBlue\n{\nstates\n\t{\n\tSpawn:\n\t\tLENS B 1 bright\n\t\tLENZ B 1 BRIGHT\n\t\tStop\n\t}\n}\n\nActor LensFlareTorchGreen : LensFlareAlt\n{\n+RANDOMIZE\n+FORCEXYBILLBOARD\n-FORCEYBILLBOARD\nAlpha 0.5\nstates\n\t{\n\tSpawn:\n\t\tLENS G 4 bright\n\t\tLENZ G 1 BRIGHT\n\t\tStop\n\t}\n}\n\nActor LensFlareAltLongHigh : LensFlareAlt\n{\nxscale 0.6\nyscale 0.4\nstates\n\t{\n\tSpawn:\n\t\tLENS A 1 bright\n\t\tLENS A -1\n\t\tstop\n\t}\n}\n\nActor LensFlareAltLonger : LensFlareAlt\n{\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tLENS A 20 bright\n\t\tstop\n\t}\n}\n\nActor YellowLensFlareAlt : Flare_General\n{\nalpha 0.5\nxscale 0.6\nyscale 0.2\nstates\n\t{\n\tSpawn:\n\t\tLEYS A 5 bright\n\t\tstop\n\t}\n}\n\nActor YellowLensFlareAltLong : YellowLensFlareAlt\n{\nstates\n\t{\n\tSpawn:\n\t\tLEYS A 5 bright\n\t\tstop\n\t}\n}\n\nActor GreenLensFlareAltSmall : Flare_General\n{\n+FORCEYBILLBOARD\nalpha 0.3\nxscale 0.4\nyscale 0.1\nstates\n\t{\n\tSpawn:\n\t\tLEYS G 8 bright\n\t\tstop\n\t}\n}\n\nActor OrangeLensFlareAlt : Flare_General\n{\n+MISSILE\nSpeed 20\nalpha 0.6\nxscale 0.5\nyscale 0.2\nstates\n\t{\n\tSpawn:\n\t TNT1 A 1\n\t\tTNT1 A 0 A_PlaySOund(\"DISTFRRIFLE\")\n\t TNT1 A 0 A_Stop\n\t\tLEYS O 3 bright\n\t\tTNT1 A 60\n\t\tstop\n\t}\n}\n\nActor OrangeLensFlareAltFast : OrangeLensFlareAlt\n{\nstates\n\t{\n\tSpawn:\n\t\tLEYS O 2 bright\n\t\tTNT1 A 0 A_PlaySOund(\"DISTFMG\")\n\t TNT1 A 0 A_Stop\n\t\tLEYS O 2 bright\n\t\tTNT1 A 60\n\t\tstop\n\t}\n}\n\nActor DistantRifleFireSound : OrangeLensFlareAlt\n{\nstates\n\t{\n\tSpawn:\n\t\tLEYS O 0 bright\n\t\tTNT1 A 0 A_PlaySOund(\"DISTFRRIFLE\")\n\t TNT1 A 0 A_Stop\n\t\tLEYS O 0 bright\n\t\tTNT1 A 60\n\t\tstop\n\t}\n}\n\nActor DistantMinigunFireSound : OrangeLensFlareAlt\n{\nstates\n\t{\n\tSpawn:\n\t\tLEYS O 0 bright\n\t\tTNT1 A 0 A_PlaySOund(\"DISTFMG\")\n\t TNT1 A 0 A_Stop\n\t\tLEYS O 0 bright\n\t\tTNT1 A 60\n\t\tstop\n\t}\n}\n\nActor GreenLensFlareAltSmallZZ : Flare_General\n{\n+FORCEYBILLBOARD\nalpha 0.4\nxscale 0.2\nyscale 0.2\nstates\n\t{\n\tSpawn:\n\t\tLEYS G 3 bright\n\t\tstop\n\t}\n}\n\nActor BlueLensFlareAltSmallZZ : Flare_General\n{\n+FORCEYBILLBOARD\nalpha 0.4\nxscale 0.2\nyscale 0.2\nstates\n\t{\n\tSpawn:\n\t\tLEYS B 3 bright\n\t\tstop\n\t}\n}"
},
{
"source": "pk3",
"name": "Decorate.GIBS.txt",
"contents": "actor BigGibBase\n{ Radius 10\n Height 10\n\t+CLIENTSIDEONLY\n +NOTELEPORT\n +MOVEWITHSECTOR\n\t+DONTSPLASH\n\t+NOBLOCKMONST\n\t-NOBLOCKMAP\n\t+GHOST\n\t+THRUACTORS\n\t+FLOORCLIP\n\t+SLIDESONWALLS\n\t+FORCEXYBILLBOARD\n\t+RANDOMIZE\n\tDamageFactor \"CauseObjectsToSplash\", 0.0\n\tDamageFactor \"GibRemoving\", 0.5\n\t//+SOLID\n\t-SOLID\n\t+SHOOTABLE\n\tdamagefactor \"Crush\", 50.0\n\tdamagefactor \"Shrapnel\", 100.0\n damagefactor \"Plasma\", 20.0\n\t damagefactor \"TeleportRemover\", 1000.0\n\t painchance \"Flames\", 0\n\t painchance \"Fire\", 0\n\t painchance \"Burn\", 0\n\t painchance \"KillMe\", 0\n\t damagefactor \"Kick\", 3.0\n\tdamagefactor \"SuperKick\", 3.0\n\tdamagefactor \"ExtremePunches\", 2.0\n Mass 1000\n Health 100\n damagefactor \"Blood\", 0.0 damagefactor \"GreenBlood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"Taunt\", 0.0 damagefactor \"KillMe\", 0.0 damagefactor \"Avoid\", 0.0 damagefactor \"Taunt\", 0.0\n damagefactor \"Trample\", 5000.0\n\tpainchance 255\nStates {\n Spawn:\nTNT1 A 1900\n Loop\n\n Death:\n \t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\n Death.Trample:\n\t\tTNT1 A 0 //A_GiveToTarget(\"BootsSmearedWithRedBlood\", 6)\n\tDeath.Crush:\n\tDeath.Stomp:\n\tDeath.SuperPunch:\n\tDeath.ExtremePunches:\n \t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 30))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"BloodMist\", 5, 0, random (0, 360), 2, random (0, 30))\n\t\t TNT1 A 0 A_SpawnItem(\"SplatteredSmall\")\n\t\t XME2 L 1\n\t\t XME2 L -1\n\t\t Stop\n\tDeath.TeleportRemover:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"NOCLIP\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tStop\n\tDeath.GibRemoving:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"NOCLIP\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tStop\n\n\tDeath.Desintegrate:\n\t\t TNT1 A 0\n\t\t TNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFake\", 0, 0, random (0, 360), 2, random (0, 90))\n TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 7, 0, random (0, 360), 2, random (30, 60))\n\t\t TNT1 A 0 A_CustomMissile (\"BloodMistSmall\", 7, 0, random (0, 360), 2, random (30, 60))\n\t\t Stop\n\t\t }}\n\nactor LimbBase: BigGibBase\n{ Radius 6\n Height 10\n Mass 1000\n Painchance 256\n Health 35\n +FORCEXYBILLBOARD\n\t+DONTSPLASH\n\t+SHOOTABLE\n\t-CLIENTSIDEONLY\n\t+NOBLOCKMONST\n\t//+SOLID\n\t+THRUACTORS\n\t+FLOORCLIP\n\tdamagefactor \"Crush\", 50.0\n DeathSound \"misc/xdeath4\"\n damagefactor \"Blood\", 0.0 damagefactor \"GreenBlood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"Taunt\", 0.0 damagefactor \"KillMe\", 0.0 damagefactor \"Avoid\", 0.0 damagefactor \"Taunt\", 0.0\n //damagefactor \"Plasma\", 99000.0\n damagefactor \"Trample\", 2.0\n\tdamagefactor \"Kick\", 9.0\n\tdamagefactor \"Explosive\", 0.1\n\tdamagefactor \"ExplosiveImpact\", 9.1\n\tdamagefactor \"Shrapnel\", 100.0\ndamagefactor \"Melee\", 9.0\ndamagefactor \"SuperPunch\", 9.0\ndamagefactor \"Plasma\", 20.0\npainchance 255\nStates {\n Spawn:\nTNT1 A 1900\n Loop\n Death:\n \t TNT1 AAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n XDT3 BCDEFGH 3\n\tDeath.Crush:\n \t TNT1 A 1 A_CustomMissile (\"XDeath1\", 5, 5, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 5, -5, random (0, 360), 2, random (0, 160))\n\n\t\t CRSB A 9009\n\t\t Stop\n\t\tStop}}\n\nACTOR TinyGib\n{\n Radius 2\n Height 8\n\tSpeed 6\n\tMass 1\n gravity 0.5\n Scale 0.8\n\tDecal BrutalBloodSplat\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n +NOBLOCKMAP\n +NOTELEPORT\n +MISSILE\n +FORCEXYBILLBOARD\n\t+DONTSPLASH\n\t+NOBLOCKMONST\n seesound \"bloood\"\n deathsound \"bloood\"\n States\n {\n Spawn:\n TNT1 A 1\n\t\tLoop\n }\n}\n\nactor BloodTrails\n{\nDecal BrutalBloodSplat\n game Doom\n\tAlpha 0.4\n+FORCEXYBILLBOARD\n+GHOST\n+NOBLOCKMAP\nGravity 0.05\n+NOCLIP\n +DontSplash\n-EXPLODEONWATER\n-ALLOWPARTICLES\n+CLIENTSIDEONLY\n-NOGRAVITY\nScale 1.2\n states\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //BLER GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 A_FadeOut(0.01)\n TNT1 AAAAAA 0 A_CustomMissile (\"BloodTr255G\", 0, 0, random (0, 360), 2, random (0, 180))\n //BLOD A 0 A_SpawnItem (\"Big_Blood\", 0, 10)\n stop\n }\n}\n\n// Blood trails spawned by FlyingBlood\nactor Brutal_FlyingBloodTrail8\n{\n game Doom\n scale 0.70\n mass 1\n Decal BrutalBloodSplat\n +LOWGRAVITY\n +NOTELEPORT\n +NOBLOCKMAP\n+NOCLIP\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\n-DONTSPLASH\n+MISSILE\n-NOGRAVITY\nSpeed 3\n states\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BTRL A 8\n BTRL B 8\n BTRL C 8\n BTRL D 8\n stop\n\n\tSplash:\n BLOD A 0\n stop\n\n }\n}\n\nActor GreenBloodTrail\n{\n-NOGRAVITY\n+NOCLIP\nradius 16\nheight 16\ngravity 0.5\nScale 1.5\n translation \"168:191=112:127\",\"16:47=120:127\"\n+FORCEXYBILLBOARD\n +NOBLOCKMAP\nstates\n\t{\n\tSpawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\tTNT1 A 0\n\t\tTNT1 A 0 Thing_ChangeTid(0,386)\n\t\tBLOD ABCD 2\n\t\tstop\n Splash:\n TNT1 A 0\n Stop\n\t}\n}\n\nActor BlueBloodTrail\n{\n-NOGRAVITY\n+NOCLIP\nradius 16\nheight 16\ngravity 0.5\nScale 1.5\ntranslation \"168:191=192:207\",\"16:47=240:247\"\ndecal CacoBloodSplat\n+FORCEXYBILLBOARD\nstates\n\t{\n\tSpawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\tTNT1 A 0\n\t\tTNT1 A 0 Thing_ChangeTid(0,386)\n\t\tBLOD ABCD 2\n\t\tstop\n Splash:\n TNT1 A 0\n Stop\n\t}\n}\n\nACTOR XDeath1\n{\n Radius 8\n Height 8\n Speed 10\n Scale 1.2\n\tMass 1\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n +RIPPER\n +BLOODLESSIMPACT\n\t-DONTSPLASH\n\t+THRUGHOST\n\t+THRUACTORS\n\t+FLOORCLIP\ndamagetype Blood\n+BOUNCEONFLOORS\n\tBounceCount 1\n SeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath3\"\n\tDecal BrutalBloodSuper\n\tMass 1\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Underwater\")\n BLOD A 4 A_CustomMissile (\"XDeath1Trail\", 0, 0, random (0, 360), 2, random (0, 360))\n Loop\n Death:\n TNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n XDT1 EFGHIJKL 5\n Stop\n TNT1 A 1\n Underwater:\n\t Splash:\n\t BLUD C 0 ThrustThingZ (0,35,1,0)\n XDT1 AB 3 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tBLUD C 0 ThrustThingZ (0,35,1,0)\n\t\tXDT1 CD 3 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n Loop\n }\n}\n\nACTOR XDeath2: XDeath1\n{\n +CLIENTSIDEONLY\n Speed 10\n\tGravity 0.8\n SeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath3\"\n\tDecal BrutalBloodSuper\n Scale 1.1\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n XME1 ABCD 3 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n Loop\n Death:\n TNT1 AAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 180), 2, random (0, 180))\n\n\t TNT1 A 0 A_CheckFloor(\"SpawnFloor\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectCeilBloodSimplerLarge\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectCeilXDeath2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1\n\t\tStop\n\n\tSpawnFloor:\n\t XME1 E 1\n\t\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t\tXME1 E 3\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n Living:\n\t XME1 E 600\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"Vanish\")\n\t\tLoop\n\tVanish:\n\t TNT1 A 5\n\t\tStop\n }\n}\n\nACTOR XDeath2b: XDeath2\n{\nSpeed 4\n}\n\nACTOR XDeath3: XDeath2\n{\n SeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath3\"\n\tDecal BrutalBloodSuper\n\tScale 1.1\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n XME2 ABCD 3 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n Loop\n Death:\n TNT1 AAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 180), 2, random (0, 180))\n\t TNT1 A 0 A_CheckFloor(\"SpawnFloor\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectCeilBloodSimplerLarge\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectCeilXDeath3\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1\n\t\tStop\n\n\tSpawnFloor:\n\t XME2 E 1\n\t\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t\tXME2 E 3\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n Living:\n\t XME2 E 600\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"Vanish\")\n\t\tLoop\n\tVanish:\n\t TNT1 A 5\n\t\tStop\n }\n}\n\nACTOR XDeath3b: XDeath3\n{\nSpeed 4\n}\n\nACTOR XDeath4: XDeath2\n{\n SeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath3\"\n\tScale 1.1\n\t+DOOMBOUNCE\n\tBounceFactor 0.3\n\twallbouncefactor 0.2\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n XME3 ABCDEFGH 3 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n Loop\n Death:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(255, \"Death1\", \"Death2\")\n\tGOto Death1\n\n\tDeath1:\n\t TNT1 A 0\n\t\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t XME3 GH 3\n\t XME3 A 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\tLiving1:\n\t\tXME3 A 600//duration\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"Vanish\")\n Loop\n\tDeath2:\n\t XME3 I 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tXME3 I 1\n Living2:\n\t\tXME3 I 600//duration\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"Vanish\")\n Loop\n\tVanish:\n\t TNT1 A 1\n\t Stop\n }\n}\n\nACTOR XDeath5: XDeath2\n{\n SeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath3\"\n\tScale 1.1\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n GIB1 A 3 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n Loop\n Death:\n TNT1 AAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n GIB1 B 3\n Living:\n\t\tGIB1 B 800//duration\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"Vanish\")\n Loop\n\tVanish:\n\t TNT1 A 1\n\t Stop\n\n }\n}\n\nACTOR XDeathOrgan1: XDeath2\n{\n SeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath3\"\n\tScale 0.9\n\tSpeed 4\n States\n {\n Spawn:\n\t XME8 A 4 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n Loop\n Death:\n XME8 A 1\n\t\tXME8 A -1\n Stop\n }\n}\n\nACTOR XDeathOrgan1b: XDeathOrgan1\n{\n\tXScale -0.7\n\tYScale 0.5\n}\n\nACTOR XDeathOrgan2: XDeathOrgan1\n{\nStates\n{\n Spawn:\n\t XME8 B 4 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n Loop\n Death:\n XME8 B 1\n\t\tXME8 B -1\n Stop\n }\n}\n\nACTOR XDeathGuts: XDeath2\n{\n Scale 1.1\n SeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath3\"\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n XME4 AAAABBBBCCCCDDDD 2\n Loop\n Death:\n TNT1 AAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 180), 2, random (0, 180))\n //TNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n XME4 E 9009\n Stop\n }\n}\n\nACTOR GoreSound: XDeath2\n{\n SeeSound \"misc/xdeath4\"\n DeathSound \"none\"\n Decal \"None\"\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 A 2\n Loop\n Death:\n TNT1 BCDE 1\n Stop\n Splash:\n TNT1 A 1\n Stop\n }\n}\n\nACTOR Instestin\n{\n Radius 8\n Height 12\n Speed 6\n\tMass 1\n\tBounceFactor 0.01\n\tRenderstyle Translucent\n\tAlpha 0.9\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n +FORCEXYBILLBOARD\n\t-EXPLODEONWATER\n DeathSound \"misc/xdeath1\"\n\tDecal BrutalBloodSplat\n\tScale 0.8\n States\n {\n Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(255, \"Spawn1\", \"Spawn2\", \"Spawn3\", \"Spawn4\")\n\n\tSpawn1:\n\t\tGUTS A 1\n\t\tLoop\n\n\tSpawn2:\n\t\tGUTS B 1\n\t\tLoop\n\n\tSpawn3:\n\t\tGUTS C 1\n\t\tLoop\n\n\tSpawn4:\n\t\tGUTS D 1\n\t\tLoop\n\n Death:\n\n GUTS E 1\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Water\")\n TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(255, \"Rest1\", \"Rest2\")\n\tRest1:\n GUTS E 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\n\tRest2:\n\t\tGUTS F 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n\n\tWater:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(128, \"Water2\")\n\tGoto Water1\n\n\tWater1:\n\tGUTS GH 10\n\t//TNT1 A 0 A_JumpIf(waterlevel == 0, \"Death\")\n\tLoop\n\n\tWater2:\n\tGUTS IJ 10\n\t//TNT1 A 0 A_JumpIf(waterlevel == 0, \"Death\")\n\tLoop\n }\n}\n\nACTOR Instestin2: Instestin\n{\n Speed 3\n}\n\nACTOR XJunk1: XDeath1\n{\n +CLIENTSIDEONLY\n\t+DONTSPLASH\n\t+DOOMBOUNCE\n\tBounceFactor 0.5\n Speed 14\n\tGravity 0.8\n DeathSound \"none\"\n\tSeeSound \"none\"\n\tDecal None\n Scale 1.0\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n JNK6 ABCD 3\n Loop\n Death:\n\n JNK6 A 2000\n Stop\n Splash:\n TNT1 A 1\n\t\tJNK6 A -1\n Stop\n }\n}\n\nACTOR XJunk2: XJunk1\n{\n BounceFactor 0.3\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n JNK7 ABCD 3\n Loop\n Death:\n\n JNK7 A 2000\n Stop\n Splash:\n TNT1 A 1\n\t\tJNK7 A -1\n Stop\n }\n}\n\nACTOR XJunk3: XJunk1\n{\n BounceFactor 0.7\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n JNK8 ABCD 3\n Loop\n Death:\n\n JNK8 A 2000\n Stop\n Splash:\n TNT1 A 1\n\t\tJNK8 A -1\n Stop\n }\n}\n\nACTOR XJunk4: XJunk1\n{\n -DOOMBOUNCE\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n JNK4 ABCD 3\n Loop\n Death:\n\n JNK4 A 2000\n Stop\n Splash:\n TNT1 A 1\n\t\tJNK4 A -1\n Stop\n }\n}\n\nACTOR XJunk5: XJunk1\n{\n -DOOMBOUNCE\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n JNK5 ABCD 3\n Loop\n Death:\n\n JNK5 A 2000\n Stop\n Splash:\n TNT1 A 1\n\t\tJNK5 A -1\n Stop\n }\n}\n\nACTOR XDeathZombieArm1: XDeath1\n{\n +CLIENTSIDEONLY\n\t+DONTSPLASH\n\t+FORCEXYBILLBOARD\n Speed 10\n\tGravity 1.0\n\tDecal BrutalBloodSuper\n Scale 0.8\n\t+DOOMBOUNCE\n\tBounceFactor 0.01\n States\n {\n Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t TRG3 ABCDEFGH 4\n Loop\n Death:\n TNT1 A 0\n\t\tTNT1 A 0 A_Jump(255, \"Death1\", \"Death2\")\n\tDeath1:\n\t\tTRG3 I 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tTRG3 I -1\n\t\tStop\n\tDeath2:\n\t\tTRG3 J 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tTRG3 J-1\n\t\tStop\n }\n}\n\nACTOR XDeathZombieLeg1: XDeath1\n{\n +CLIENTSIDEONLY\n\t+DONTSPLASH\n Speed 10\n\tGravity 1.0\n\tDecal BrutalBloodSuper\n Scale 0.8\n\t+DOOMBOUNCE\n\tBounceFactor 0.01\n States\n {\n Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t TRG4 ABCDEFGH 4\n Loop\n Death:\n TNT1 A 0\n\t\tTNT1 A 0 A_Jump(255, \"Death1\", \"Death2\")\n\tDeath1:\n\t\tTRG4 I 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tTRG4 I -1\n\t\tStop\n\tDeath2:\n\t\tTRG4 J 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tTRG4 J-1\n\t\tStop\n }\n}\n\nACTOR XDeathDemonArm1: XDeathZombieArm1\n{\n +CLIENTSIDEONLY\n\t+DONTSPLASH\n Speed 10\n\tGravity 1.0\n\tDecal BrutalBloodSuper\n Scale 0.8\n\t+DOOMBOUNCE\n\tBounceFactor 0.01\n States\n {\n Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t SRGG ABCDEFGH 4\n Loop\n Death:\n SRGG A 0\n\t\tSRGG A 0 A_Jump(255, \"Death1\", \"Death2\")\n\tDeath1:\n\t\tSRGG A 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tSRGG A -1\n\t\tStop\n\tDeath2:\n\t\tSRGG E 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tSRGG E-1\n\t\tStop\n }\n}\n\nACTOR XDeathImpArm1: XDeathZombieArm1\n{\n +CLIENTSIDEONLY\n\t+DONTSPLASH\n Speed 10\n\tGravity 1.0\n\tDecal BrutalBloodSuper\n Scale 0.8\n\t+DOOMBOUNCE\n\tBounceFactor 0.01\n\tHeight 1\n States\n {\n Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t TRG1 ABCDEFGH 4\n Loop\n Death:\n SRGG A 0\n\t\tSRGG A 0 A_Jump(255, \"Death1\", \"Death2\")\n\tDeath1:\n\t\tTRG1 I 1\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 0, \"Death1Water\")\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tTRG1 I -1\n\t\tStop\n\tDeath1Water:\n\t\tTRG1 IK 4\n\t\tLoop\n\tDeath2:\n\t\tTRG1 J 1\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 0, \"Death2Water\")\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tTRG1 J-1\n\t\tStop\n\tDeath2Water:\n\t\tTRG1 JL 4\n\t\tLoop\n }\n}\n\nACTOR XDeathImpLeg1: XDeathZombieArm1\n{\n +CLIENTSIDEONLY\n\t+DONTSPLASH\n Speed 10\n\tGravity 1.0\n\tDecal BrutalBloodSuper\n Scale 0.8\n\t+DOOMBOUNCE\n\tBounceFactor 0.01\n States\n {\n Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t TRG2 ABCDEFGH 4\n Loop\n Death:\n SRGG A 0\n\t\tSRGG A 0 A_Jump(255, \"Death1\", \"Death2\")\n\tDeath1:\n\t\tTRG2 I 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tTRG2 I -1\n\t\tStop\n\tDeath2:\n\t\tTRG2 J 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tTRG2 J-1\n\t\tStop\n }\n}\n\nACTOR XDeathPinkyArm1: XDeathZombieArm1\n{\n +CLIENTSIDEONLY\n\t+DONTSPLASH\n Speed 10\n\tGravity 1.0\n\tDecal BrutalBloodSuper\n Scale 0.8\n\t+DOOMBOUNCE\n\tBounceFactor 0.01\n States\n {\n Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t TRG5 ABCDEFGH 4\n Loop\n Death:\n SRGG A 0\n\t\tSRGG A 0 A_Jump(255, \"Death1\", \"Death2\")\n\tDeath1:\n\t\tTRG5 I 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tTRG5 I -1\n\t\tStop\n\tDeath2:\n\t\tTRG5 J 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tTRG5 J-1\n\t\tStop\n }\n}\n\nACTOR XDeathPinkyLeg1: XDeathZombieArm1\n{\n +CLIENTSIDEONLY\n\t+DONTSPLASH\n Speed 10\n\tGravity 1.0\n\tDecal BrutalBloodSuper\n Scale 0.8\n\t+DOOMBOUNCE\n\tBounceFactor 0.01\n States\n {\n Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128, 3)\n\t TRG6 ABCDEFGH 4\n Loop\n Death:\n SRGG A 0\n\t\tSRGG A 0 A_Jump(255, \"Death1\", \"Death2\")\n\tDeath1:\n\t\tTRG6 I 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tTRG6 I -1\n\t\tStop\n\tDeath2:\n\t\tTRG6 J 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tTRG6 J-1\n\t\tStop\n }\n}\n\nACTOR XDeathFatsoCannon: XDeathZombieArm1\n{\n +CLIENTSIDEONLY\n\t+DONTSPLASH\n Speed 10\n\tGravity 1.0\n\tDecal BrutalBloodSuper\n Scale 0.8\n\t+DOOMBOUNCE\n\tBounceFactor 0.01\n States\n {\n Spawn:\n\t FTX3 ABCDEFGH 4\n Loop\n Death:\n SRGG A 0\n\t\tSRGG A 0 A_Jump(255, \"Death1\", \"Death2\")\n\tDeath1:\n\t\tFTX3 I 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tFTX3 I -1\n\t\tStop\n\tDeath2:\n\t\tFTX3 J 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tFTX3 J-1\n\t\tStop\n }\n}\n\nACTOR XDeathRevenantArm1: XDeathZombieArm1\n{\n +CLIENTSIDEONLY\n\t+DONTSPLASH\n Scale 0.8\n\tSpeed 12\n\t+DOOMBOUNCE\n\tBounceFactor 0.01\n States\n {\n Spawn:\n\t SKG1 A 4\n Loop\n Death:\n SKG1 B 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tSKG1 B -1\n\t\tStop\n }\n}\n\nACTOR XDeathRevenantArm2: XDeathZombieArm1\n{\n +CLIENTSIDEONLY\n\t+DONTSPLASH\n Scale 0.8\n\tSpeed 10\n\t+DOOMBOUNCE\n\tBounceFactor 0.01\n States\n {\n Spawn:\n\t SKG2 A 4\n Loop\n Death:\n\t\tSKG2 B 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tSKG2 B -1\n\t\tStop\n }\n}\n\nACTOR XDeathRevenantTorso: XDeathZombieArm1\n{\n +CLIENTSIDEONLY\n\t+DONTSPLASH\n Scale 0.8\n\t+DOOMBOUNCE\n\tSpeed 10\n\tBounceFactor 0.01\n States\n {\n Spawn:\n\t SKG3 A 4\n Loop\n Death:\n\t\tSKG3 B 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tSKG3 B -1\n\t\tStop\n }\n}\n\nACTOR XDeathCacodemonGib1: XDeathZombieArm1\n{\n +CLIENTSIDEONLY\n\t+DONTSPLASH\n Scale 0.8\n\tSpeed 10\n\t+DOOMBOUNCE\n\tBounceFactor 0.01\n States\n {\n Spawn:\n\t CAG1 A 4\n Loop\n Death:\n CAG1 B 4\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tCAG1 C -1\n\t\tStop\n }\n}\n\nACTOR XDeathCacodemonGib2: XDeathZombieArm1\n{\n +CLIENTSIDEONLY\n\t+DONTSPLASH\n Scale 0.8\n\tSpeed 10\n\t+DOOMBOUNCE\n\tBounceFactor 0.01\n States\n {\n Spawn:\n\t CAG2 A 4\n Loop\n Death:\n CAG2 B 4\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tCAG2 C -1\n\t\tStop\n }\n}\n\nACTOR XDeathCacodemonGib3: XDeathZombieArm1\n{\n +CLIENTSIDEONLY\n\t+DONTSPLASH\n Scale 0.8\n\tSpeed 10\n\t+DOOMBOUNCE\n\tBounceFactor 0.01\n States\n {\n Spawn:\n\t CAG3 A 4\n Loop\n Death:\n CAG3 B 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tCAG3 B -1\n\t\tStop\n }\n}\n\nACTOR XDeathCacodemonGib4: XDeathZombieArm1\n{\n +CLIENTSIDEONLY\n\t+DONTSPLASH\n Scale 0.8\n\tSpeed 10\n\t+DOOMBOUNCE\n\tBounceFactor 0.01\n States\n {\n Spawn:\n\t CAG4 A 4\n Loop\n Death:\n CAG4 B 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tCAG4 B -1\n\t\tStop\n }\n}\n\nACTOR XDeathCacodemonGib5: XDeathZombieArm1\n{\n +CLIENTSIDEONLY\n\t+DONTSPLASH\n Scale 0.8\n\tSpeed 4\n\tGravity 0.7\n\t+DOOMBOUNCE\n\tBounceFactor 0.01\n States\n {\n Spawn:\n\t CAG5 A 4\n Loop\n Death:\n CAG5 B 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tCAG5 B -1\n\t\tStop\n }\n}\n\nACTOR XDeathHKArm: XDeathZombieArm1\n{\n +CLIENTSIDEONLY\n\t+DONTSPLASH\n Scale 0.8\n\tSpeed 3\n\t+DOOMBOUNCE\n\tBounceFactor 0.01\n States\n {\n Spawn:\n\t KGB2 A 4\n Loop\n Death:\n KGB2 B 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tKGB2 B -1\n\t\tStop\n }\n}\n\nACTOR XDeathBaronArm: XDeathZombieArm1\n{\n +CLIENTSIDEONLY\n\t+DONTSPLASH\n Scale 0.9\n\tSpeed 3\n\t+DOOMBOUNCE\n\tBounceFactor 0.01\n States\n {\n Spawn:\n\t BGB2 A 4\n Loop\n Death:\n BGB2 B 1\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tBGB2 B -1\n\t\tStop\n }\n}\n\nACTOR BurningXDeath1: XDeath1\n{\n +CLIENTSIDEONLY\n Speed 10\n\tGravity 0.4\n SeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath3\"\n\tDecal BrutalBloodSuper\n\t+BOUNCEONWALLS\n Scale 1.1\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n XME1 ABCD 3 A_SpawnItem (\"FlameTrails\")\n\n\t\tTNT1 A 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n Loop\n Death:\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 180), 2, random (0, 180))\n\t\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t\tXME1 E 3\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tTNT1 A 0 A_SpawnItem(\"BarrelExplosionSmokeColumn\", 0, 1)\n\t\tXME1 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 5 A_CustomMissile (\"FlameTrails\", 0, 0, random (0, 360), 2, random (60, 90))\n Living:\n\t XME1 E 600\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"Vanish\")\n\t\tLoop\n\tVanish:\n\t TNT1 A 5\n\t\tStop\n }\n}"
},
{
"source": "pk3",
"name": "Decorate.Head.txt",
"contents": "actor MinorHeadDamage\n{\nRadius 1\nHeight 1\nDamageType Head\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\n+NOEXTREMEDEATH\n+FORCERADIUSDMG\nPROJECTILE\n+MISSILE\nStates\n{\nSpawn:\nTNT1 A 0\n TNT1 A 0 A_Explode(100,200)\nStop\n }\n}\n\nactor HeadshotTargetBase\n{\n\t+NOTARGET\ndamagefactor \"Taunt\", 0.0\ndamagefactor \"Blood\", 0.0\ndamagefactor \"BlueBlood\", 0.0\ndamagefactor \"Head\", 0.0\ndamagefactor \"MinorHead\", 0.0\ndamagefactor \"KillMe\", 0.0\ndamagefactor \"Control\", 0.0\ndamagefactor \"Trample\", 0.0\ndamagefactor \"GibRemoving\", 0.0\n//damagefactor \"Melee\", 0.3\ndamagefactor \"Alert\", 0.0\ndamagefactor \"SSG\", 1.0\ndamagefactor \"ExplosiveImpact\", 0.0\ndamagefactor \"Bullet\", 1.5\ndamagefactor \"GibRemoving\", 0.0\ndamagefactor \"TeleportRemover\", 0.0\n//MONSTER\n-COUNTKILL\nHealth 300\nGibHealth 10000\nRadius 7\nHeight 18\nDamageType head\nBloodType \"Brutal_Blood\"\nPainChance 255\n+NOGRAVITY\n+SHOOTABLE\n+NOTELEPORT\n+FORCERADIUSDMG\n-SOLID\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\n+GHOST\n+SERVERSIDEONLY\n-COUNTKILL\ndamagefactor \"Trample\", 0\nStates\n{\nSpawn:\nXXXX A 3\nXXXX A 1 A_NoBlocking\nStop\n\nPain.Explosive:\nTNT1 A 3\nGoto Pain\n\nPain.ExplosiveImpact:\nTNT1 A 3\nGoto Pain\n\nPain:\nTNT1 A 0\n//TNT1 A 0 ThrustThingZ(0,-40,0,1)\nTNT1 A 1 A_NoBlocking\nTNT1 A 0 A_JumpIfHealthLower(-100, \"SuperDeath\")\nTNT1 A 0 A_JumpIfHealthLower(25, \"Pain550\")\nTNT1 A 0 A_JumpIfHealthLower(50, \"Pain500\")\nTNT1 A 0 A_JumpIfHealthLower(75, \"Pain450\")\nTNT1 A 0 A_JumpIfHealthLower(100, \"Pain400\")\nTNT1 A 0 A_JumpIfHealthLower(125, \"Pain350\")\nTNT1 A 0 A_JumpIfHealthLower(150, \"Pain300\")\nTNT1 A 0 A_JumpIfHealthLower(175, \"Pain250\")\nTNT1 A 0 A_JumpIfHealthLower(200, \"Pain200\")\nTNT1 A 0 A_JumpIfHealthLower(225, \"Pain150\")\nTNT1 A 0 A_JumpIfHealthLower(250, \"Pain100\")\nTNT1 A 0 A_JumpIfHealthLower(275, \"Pain50\")\nTNT1 A 0 A_JumpIfHealthLower(288, \"Pain35\")\nTNT1 A 0 A_JumpIfHealthLower(292, \"Pain25\")\nXDT3 A 0 A_Explode(20,20,0)//hs\nPLAY A 0\nStop\n\nPain25:\nTNT1 A 0\nXDT3 A 0 A_Explode(40,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nPain35:\nTNT1 A 0\nXDT3 A 0 A_Explode(50,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nPain50:\nTNT1 A 0\nXDT3 A 0 A_Explode(60,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nPain100:\nTNT1 A 0\nXDT3 A 0 A_Explode(100,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nPain150:\nTNT1 A 0\nXDT3 A 0 A_Explode(150,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nPain200:\nTNT1 A 0\nXDT3 A 0 A_Explode(200,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nPain250:\nTNT1 A 0\nXDT3 A 0 A_Explode(250,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nPain300:\nTNT1 A 0\nXDT3 A 0 A_Explode(300,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nPain350:\nPain.SSG:\nTNT1 A 0\nXDT3 A 0 A_Explode(350,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nPain400:\nTNT1 A 0\nXDT3 A 0 A_Explode(400,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nPain450:\nTNT1 A 0\nXDT3 A 0 A_Explode(450,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nPain500:\nTNT1 A 0\nXDT3 A 0 A_Explode(500,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nPain550:\nTNT1 A 0\nXDT3 A 0 A_Explode(550,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nPain600:\nTNT1 A 0\nXDT3 A 0 A_Explode(600,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nDeath:\nTNT1 A 0\nXDT3 A 0 A_Explode(600,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n\nSuperDeath:\nTNT1 A 0\nXDT3 A 0 A_Explode(1200,20,0)//hs\nTNT1 A 1 A_NoBlocking\nStop\n }\n}\n\nactor HeadshotTarget4: HeadshotTargetBase\n{\nStates\n {\nSpawn:\nXXXX A 5\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\nactor HeadshotTarget6: HeadshotTargetBase\n{\nStates\n {\nSpawn:\nXXXX A 6\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\nactor HeadshotTarget2: HeadshotTargetBase\n{\nStates\n {\nSpawn:\nXXXX A 5\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\nactor HeadshotTarget8: HeadshotTargetBase\n{\nStates\n {\nSpawn:\nXXXX A 11\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\nactor HeadshotTarget4b: HeadshotTarget4\n{\nRadius 12\nHeight 22\n}\n\nactor HeadshotTarget8b: HeadshotTarget8\n{\nRadius 12\nHeight 22\n}\n\nactor HeadshotTarget10: HeadshotTargetBase\n{\nStates\n {\nSpawn:\nXXXX A 12\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\nactor HeadshotTarget20: HeadshotTargetBase\n{\nHeight 15\nStates\n {\nSpawn:\nXXXX A 22\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\nactor HeadshotTarget23: HeadshotTargetBase\n{\nHeight 15\nStates\n {\nSpawn:\nXXXX A 25\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\nactor HeadshotTarget30: HeadshotTargetBase\n{\nHeight 15\nStates\n {\nSpawn:\nXXXX A 33\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\nactor HeadshotTarget60: HeadshotTargetBase\n{\nHeight 15\nStates\n {\nSpawn:\nXXXX A 63\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\nactor HeadshotTarget50: HeadshotTargetBase\n{\nHeight 15\nStates\n {\nSpawn:\nXXXX A 53\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\nactor HeadshotTarget100: HeadshotTargetBase\n{\nHeight 15\nStates\n {\nSpawn:\nXXXX A 100\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\nactor HeadshotTarget200: HeadshotTargetBase\n{\nHeight 15\nStates\n {\nSpawn:\nXXXX A 200\nXXXX A 1 A_NoBlocking\nStop\n }\n}\n\n// This actor is spawned after you headshoot somebody. It deals the damage, then vanishes.\n\nactor HeadshotHitPlasma\n{\n\t+NOTARGET\nRadius 10\nHeight 10\nDamageType Plasma2\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\n+NOEXTREMEDEATH\nPROJECTILE\n+FORCERADIUSDMG\n\t+DEHEXPLOSION\n\t+ACTIVATEMCROSS\nStates\n{\nSpawn:\nTNT1 A 0\nXDT3 A 0 A_Explode(60,20)\nTNT1 ABC 1\nStop\n }\n}\n\nactor HeadshotHitFire\n{\n\t+NOTARGET\nRadius 10\nHeight 10\nDamageType Fire\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\n+NOEXTREMEDEATH\nPROJECTILE\n+FORCERADIUSDMG\n\t+DEHEXPLOSION\n\t+ACTIVATEMCROSS\nStates\n{\nSpawn:\nTNT1 A 0\nXDT3 A 0 A_Explode(60,20)\nTNT1 ABC 1\nStop\n }\n}\n\nactor HeadshotHitSaw\n{\n\t+NOTARGET\nRadius 10\nHeight 10\nDamageType Decaptate\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\n+NOEXTREMEDEATH\nPROJECTILE\n+FORCERADIUSDMG\n\t+DEHEXPLOSION\n\t+ACTIVATEMCROSS\nStates\n{\nSpawn:\nXDT3 A 0 A_Explode(150,20)\nXDT3 A 0 A_Explode(150,20)\nTNT1 ABC 1\nStop\n }\n}\n\nactor HeadshotHitTaunt\n{\n\t+NOTARGET\nRadius 10\nHeight 10\nDamageType Decaptate\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\n+NOEXTREMEDEATH\n+FORCERADIUSDMG\nPROJECTILE\n\t+DEHEXPLOSION\n\t+ACTIVATEMCROSS\nStates\n{\nSpawn:\nXDT3 A 0 A_Explode(1,20)\nXDT3 A 0 A_Explode(1,20)\nTNT1 ABC 1\nStop\n }\n}\n\nactor HeadshotHit\n{\n\t+NOTARGET\n+FORCERADIUSDMG\nRadius 10\nHeight 10\nDamageType head\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\n+NOEXTREMEDEATH\n+FORCERADIUSDMG\n\t+DEHEXPLOSION\n\t+ACTIVATEMCROSS\nPROJECTILE\nStates\n{\nSpawn:\nXDT3 A 0 A_Explode(150,20)\nXDT3 A 0 A_Explode(150,20)\nTNT1 ABC 1\nStop\n }\n}\n\nactor HeadshotHitKick\n{\n\t+NOTARGET\n+FORCERADIUSDMG\nRadius 10\nHeight 10\nDamageType Kick\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\n+NOEXTREMEDEATH\n+FORCERADIUSDMG\n\t+DEHEXPLOSION\n\t+ACTIVATEMCROSS\nPROJECTILE\nStates\n{\nSpawn:\nXDT3 A 0 A_Explode(10,20)\nXDT3 A 0 A_Explode(10,20)\nTNT1 ABC 1\nStop\n }\n}\n\nactor HeadshotX\n{\n\t+NOTARGET\n+FORCERADIUSDMG\nRadius 10\nHeight 10\nDamageType head\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\n+FORCERADIUSDMG\n\t+DEHEXPLOSION\n\t+ACTIVATEMCROSS\nPROJECTILE\n//+EXTREMEDEATH\nStates\n{\nSpawn:\nXDT3 A 0 A_Explode(250,20)\nXDT3 A 0 A_Explode(250,20)\nTNT1 ABC 1\nStop\n }\n}\n\nactor HeadshotXX: HeadshotX\n{\nStates\n{\nSpawn:\nXDT3 A 0 A_Explode(300,20)\nXDT3 A 0 A_Explode(300,20)\nTNT1 ABC 1\nStop\n }\n}\n\nactor HeadshotXCyber: HeadshotX\n{\nStates\n{\nSpawn:\nXDT3 A 0 A_Explode(150,20)\nXDT3 A 0 A_Explode(150,20)\nTNT1 ABC 1\nStop\n }\n}\n\nactor HeadshotSSG\n{\n\t+NOTARGET\nRadius 10\nHeight 10\nDamageType head\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\n+FORCERADIUSDMG\n+NOEXTREMEDEATH\nStates\n{\nSpawn:\nTNT1 A 0 A_Explode(500,20)\nTNT1 A 0 A_Explode(500,20)\nTNT1 ABC 1\nStop\n }\n}\n\nactor HeadshotMinorHit\n{\n\t+NOTARGET\nRadius 10\nHeight 10\nDamageType minorhead\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\nPROJECTILE\n+FORCERADIUSDMG\n\t+DEHEXPLOSION\n\t+ACTIVATEMCROSS\n+NOEXTREMEDEATH\nStates\n{\nSpawn:\nXDT3 A 0 A_Explode(70,20)\nXDT3 A 0 A_Explode(70,20)\nTNT1 ABC 3\nStop\n }\n}\n\nactor HeadshotMinorHitChaingun\n{\n\t+NOTARGET\nRadius 10\nHeight 10\nDamageType head\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\nPROJECTILE\n+FORCERADIUSDMG\n\t+DEHEXPLOSION\n\t+ACTIVATEMCROSS\n+NOEXTREMEDEATH\nExplosionRadius 25\nExplosionDamage 45\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Jump(128, \"Minorhit\")\nXDT3 A 0 A_Explode(70,20)\nXDT3 A 0 A_Explode(70,20)\nTNT1 ABC 3\nStop\n\nMinorhit:\nTNT1 A 0\nTNT1 A 0 A_SpawnItem (\"HeadshotMinorHit\", 0, 0)\nTNT1 A 0\nStop\n }\n}\n\nactor HeadshotTinyHitChaingun: HeadshotMinorHitChaingun\n{\nStates\n{\nSpawn:\nXDT3 A 0 A_Explode(35,20)\nXDT3 A 0 A_Explode(35,20)\nTNT1 ABC 1\nStop\n }\n}\n\nactor Behead\n{\n\t+NOTARGET\nRadius 10\nHeight 10\nDamageType headcut\n+NOGRAVITY\n+NOTELEPORT\n+FORCERADIUSDMG\n\t+DEHEXPLOSION\n\t+ACTIVATEMCROSS\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\n+NOEXTREMEDEATH\nPROJECTILE\nExplosionRadius 25\nExplosionDamage 300\nStates\n{\nSpawn:\nXDT3 A 0 A_Explode(300,20)\nXDT3 A 0 A_Explode(300,20)\nTNT1 ABC 3\nStop\n }\n}\n\nACTOR XDeathBullHead\n{\n Radius 10\n Height 15\n Speed 4\n\tMass 12\n Health 30\n\tBounceFactor 0.6\n\t+DOOMBOUNCE\n -NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +SHOOTABLE\n +WINDTHRUST\n -SOLID\n +NORADIUSDMG\n damagefactor \"Trample\", 100.0\n DeathSound \"misc/xdeath1\"\n DeathSound \"misc/xdeath1\"\n\tDecal BloodSuper\n States\n {\n Spawn:\n HED8 B 8\n Loop\n Death:\n TNT1 AAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n TNT1 AAA 0 A_CustomMissile (\"Brains1\", 11, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 11, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 11, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 11, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 11, 0, random (0, 360), 2, random (0, 160))\n Stop\n Death.Trample:\n\tCrush:\n TNT1 AAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS1 A 5\n CRS1 A -1\n Stop\n }\n}\n\nACTOR XDeathKnightHead\n{\n Radius 10\n Height 15\n Speed 6\n\tMass 12\n Health 30\n bloodtype \"GreenBlood\"\n bloodcolor darkgreen\n\tBounceFactor 0.6\n\t+DOOMBOUNCE\n -NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +SHOOTABLE\n +WINDTHRUST\n +SOLID\n +NORADIUSDMG\n damagefactor \"Trample\", 100.0\n DeathSound \"misc/xdeath1\"\n\tDecal BloodSuper\n States\n {\n Spawn:\n GORA C 8\n Loop\n Death:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n Stop\n Death.Trample:\n\tCrush:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS1 A 5\n CRS1 A -1\n Stop\n }\n}\n\nACTOR XDeathBaronHead\n{\n Radius 10\n Height 15\n Speed 6\n\tMass 12\n Health 30\n bloodtype \"GreenBlood\"\n bloodcolor darkgreen\n gravity 0.5\n\tDecal BloodSuper\n\tBounceFactor 0.4\n\t+DOOMBOUNCE\n +NOTELEPORT\n +MOVEWITHSECTOR\n +SHOOTABLE\n +WINDTHRUST\n +SOLID\n +NORADIUSDMG\n damagefactor \"Trample\", 100.0\n DeathSound \"misc/xdeath1\"\n\tDecal BloodSuper\n States\n {\n Spawn:\n GORB B 8\n Loop\n Death:\n TNT1 AAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n Stop\n Death.Trample:\n\tCrush:\n TNT1 AAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS1 B 5\n CRS1 B -1\n Stop\n }\n}\n\nactor Brutal_BloodForHeads : Brutal_Blood\n{\nDecal BloodSplat\nStates\n{\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 15, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_CustomMissile (\"CeilBloodLauncher\", 0, 0, random (0, 360), 2, random (50, 130))\n \t TNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\n BLOD BCD 0\n stop\n}\n}\n\nactor MeatShield: HeadshotTargetBase\n{\nSpeed 9\n\t+NOTARGET\ndamagefactor \"Cut\", 1.0\ndamagefactor \"SSG\", 1.0\ndamagefactor \"Melee\", 1.0\ndamagefactor \"Cutless\", 1.0\ndamagefactor \"Plasma\", 1.0\ndamagefactor \"Blast\", 1.0\ndamagefactor \"Taunt\", 1.0\ndamagefactor \"Blood\", 1.0\ndamagefactor \"BlueBlood\", 1.0\ndamagefactor \"Head\", 0.0\ndamagefactor \"MinorHead\", 0.0\ndamagefactor \"KillMe\", 0.0\ndamagefactor \"Explosive\", 1.0\ndamagefactor \"DestroyShield\", 0.0\nHealth 99999\nRadius 24\nHeight 42\nBloodType \"Brutal_Blood\"\nPainChance 255\n+NOGRAVITY\n+SHOOTABLE\n+NOTELEPORT\n-SOLID\n+NODAMAGETHRUST\n-THRUGHOST\n+NORADIUSDMG\n-GHOST\nStates\n{\nSpawn:\nXXXX A 3\nStop\n\nPain:\nPain.Cutless:\nTNT1 A 0 A_PlaySound (\"imp/pain\")\nGoto Spawn\n\nPain.Bullet:\nTNT1 A 0 A_PlaySound (\"imp/pain\")\n\nTNT1 A 1 A_NoBlocking\nGoto Spawn\n\nPain.SSG:\nPain.Cut:\nPain.Flames:\nPain.Fire:\nPain.Burn:\nPain.Plasma:\nPain.Eat:\nPain.Blast:\nPain.Rip:\nPain.ImpFatalityMarine:\nPain.HKF:\nPain.Melee:\nTNT1 A 0 A_PlaySound (\"imp/pain\")\n\nTNT1 AAAAAAAAAAAAAA 1\nGoto Spawn\n }\n}\n\nactor BaronHoldingBarrel\n{\n\t+NOTARGET\ndamagefactor \"Taunt\", 0.0\ndamagefactor \"Blood\", 0.0\ndamagefactor \"BlueBlood\", 0.0\ndamagefactor \"Head\", 0.0\ndamagefactor \"MinorHead\", 0.0\ndamagefactor \"KillMe\", 0.0\ndamagefactor \"Control\", 0.0\ndamagefactor \"Trample\", 0.0\ndamagefactor \"Melee\", 0.3\ndamagefactor \"Alert\", 0.0\ndamagefactor \"SSG\", 1.0\n//MONSTER\n-COUNTKILL\n+NOBLOOD\nHealth 25\nRadius 32\nHeight 24\nDamageType Extreme\nPainChance 255\n+NOGRAVITY\n+SHOOTABLE\n+NOTELEPORT\n+FORCERADIUSDMG\n-SOLID\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\n+GHOST\n+SERVERSIDEONLY\n-COUNTKILL\ndamagefactor \"Trample\", 0\nStates\n{\nSpawn:\nXXXX A 32\nXXXX A 1 A_NoBlocking\nStop\n\nDeath:\nTNT1 A 0\nTNT1 A 0 A_Explode(5000, 30)\n\t TNT1 A 0 A_NoBlocking\n\t TNT1 A 0 A_Fall\n\t\tTNT1 A 0 A_SpawnItem (\"BigRicoChet\", 0, -15)\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectFloorCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 A 0 A_SpawnItemEx (\"BarrelExplosion\",0,0,30,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BarrelKaboom\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"ExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n\t EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\t\tBEXP B 0 BRIGHT A_Scream\n\n\t\tTNT1 AA 0 A_CustomMissile (\"MetalShard1\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"MetalShard2\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"MetalShard3\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\n\t\tTNT1 A 0 A_SpawnItem(\"BarrelExplosionSmokeColumn\")\n\t\tTNT1 AAAAA 8 A_CustomMissile (\"ExplosionSmoke\", 1, 0, random (0, 360), 2, random (50, 130))\n\t\tStop\n\n }\n}"
},
{
"source": "pk3",
"name": "DECORATE.Hellknight.txt",
"contents": "actor 64HellKnight Replaces HellKnight\n{\n\t+FLOORCLIP\n\tDamageFactor \"CauseWaterSplash\", 0.0 DamageFactor \"CauseObjectsToSplash\", 0.0\n spawnid 113\n scale 0.8\n obituary \"%o was splayed by a Hell Knight\"\n hitobituary \"%o was gutted by a Hell Knight\"\n health 500\n -BOSSDEATH\n +FORCEXYBILLBOARD\n// bloodcolor \"18 8c 31\"\n radius 24\n height 64\n mass 1000\n speed 8\n painchance 50\n seesound \"knight/sight\"\n painsound \"knight/pain\"\n deathsound \"knight/death\"\n activesound \"knight/active\"\n Painchance \"SuperFists\", 220\n Painchance \"Kick\", 255\n Painchance \"SuperKick\", 255\n MONSTER\n +FLOORCLIP\n states\n {\n Spawn:\n BOS2 A 10 A_Look\n loop\n See:\n BOS2 AABBCCDD 3 A_Chase\n TNT1 A 0 A_JumpIfInTargetInventory(\"PowerInvisibility\", 1, \"Forget\")\n\tLoop\n\n\tForget:\n TNT1 A 0\n TNT1 A 0 A_ClearTarget\n\tGoto Spawn\n Melee:\n Missile:\n BOS2 EF 8 A_FaceTarget\n BOS2 G 8 A_BruisAttack\n goto See\n Pain:\n BOS2 H 2\n BOS2 H 2 A_Pain\n goto See\n Pain.Vertigo:\n BOS2 H 0 ThrustThingZ (0, 55, 0, 0)\n BOS2 H 2\n BOS2 H 2 A_Pain\n Goto See\n Death:\n BOS2 I 8\n BOS2 J 8 A_Scream\n BOS2 K 8\n BOS2 L 8 A_NoBlocking\n BOS2 M 8\n\tTNT1 A 0 A_SpawnItem(\"GrowingBloodPool\")\n BOS2 N -1 A_BossDeath\n stop\n Raise:\n BOS2 NMLKJI 8\n goto See\n Crush:\n POL5 A 0\n POL5 A 0 A_PlaySound (\"Misc/Gibbed\")\n POL5 A -1\n Stop\n\n Death.Plasma:\n\t TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 AAAAAAA 0 A_CustomMissile (\"BloodmistSmall\", 35, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 30, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 30, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 30, 0, random (0, 360), 2, random (0, 360))\n EXPL AA 0 A_CustomMissile (\"CarbonizedSmoke1\", 30, 0, random (0, 360), 2, random (10, 90))\n TNT1 A 0 A_SpawnItemEx(\"BarrelExplosionSmokeColumn\", random (-10, 10), random(-10, 10), 20)\n\t\tTNT1 A 0 A_SpawnItem(\"BarrelExplosionSmokeColumn\")\n\t\tTNT1 A 0 A_spawnItemEx(\"BurningFleshEffect\", 0, 0, 5)\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tBOSB IJKLMN 6\n\t\tTNT1 A 0 A_CustomMissile (\"BigBloodSpot\", 0, 0, random (0, 360), 2, random (0, 90))\n\t\tBOSB N -1\n\t\tSTop\n\t Death.SSG:\n\t\tBOS2 H 1\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(12)\n\t\tTNT1 A 0 A_JumpIfCloser(170, \"XDeath\")\n\t\tBOS2 H 1\n\t\tTNT1 A 0 ThrustThingZ(0,10,0,1)\n\t\tGoto Death\n\tXDeath:\n\t BOS2 H 1\n\t TNT1 AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath5\", 32, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan1\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan2\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"Bloodmist\", 35, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 A 0 A_CustomMissile (\"BigBloodSpot\", 0, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 AAAAAA 0 A_CustomMissile (\"BloodmistBig\", 45, 0, random (0, 360), 2, random (10, 90))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHKARm\", 52, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 A 0 A_SpawnItem(\"XDeathHKLegs\")\n\t\t TNT1 A 0 ThrustThingZ (0, 50, 0, 0)\n\t\t TNT1 A 0 A_NoBlocking\n\t\t TNT1 A 0 A_Scream\n\t\t KGB1 A 2 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\t KGB1 AAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_CheckFloor(\"LANDAFTERXDEATH\")\n\t\t Goto LandAfterXDeath\n\n\t\t LandAfterXDeath:\n\t\t\tKGB1 B 1 A_stop\n\t\t\tTNT1 A 0 A_ChangeFlag(\"FORCEXYBILLBOARD\", 1)\n\t\t\tTNT1 A 0 A_SpawnItem(\"GrowingBloodPool\")\n\t\t\tKGB1 B -1\n\t\t\tStop\n }\n}\n\nActor XDeathHKLegs\n{\n +CLIENTSIDEONLY\n +THRUACTORS\n +NOBLOCKMAP\n +FLOORCLIP\n Scale 0.8\n States\n {\n\tSpawn:\n\tKGB3 ABC 4\n\tKGB3 D -1\n\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "DECORATE.Items.txt",
"contents": "Actor 64Berserk : Berserk Replaces Berserk\n{\n\tScale 0.82\n\tstates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_SetBlend (\"ff0000\", 0.75, 70)\n \t\tTNT1 A 0 A_GiveInventory(\"PowerStrength\")\n \t\tTNT1 A 0 HealThing(100, 0)\n \t\tTNT1 A 0 A_SelectWeapon(\"64Fist\")\n \t\tStop\n \t}\n}\n\nActor 64GreenArmor : GreenArmor Replaces GreenArmor\n{\n\tScale 0.82\n\tInventory.PickupSound \"ARMOR\"\n}\n\nActor 64BlueArmor : BlueArmor Replaces BlueArmor\n{\n\tScale 0.82\n\tInventory.PickupSound \"ARMOR\"\n}\n\nActor 64BlurSphere : BlurSphere Replaces BlurSphere\n{\n\tScale 0.82\n\t-VISIBILITYPULSE\n\tpowerup.strength 50\n\tStates\n\t{\n\tSpawn:\n\t\tPINS ABCD 2 Bright A_SpawnItem(\"RedFlareSmall\", 0, 25)\n\t\tloop\n\t\t//Pickup:\n\t\t\t//TNT1 A 1\n \t\t//TNT1 A 0 A_GiveInventory(\"PowerInvisibility\")\n\t\t\t//TNT1 A 0 ACS_ExecuteALways(299)\n \t\t//Stop\n\t}\n}\n\nActor 64InvulnerabilitySphere : InvulnerabilitySphere Replaces InvulnerabilitySphere\n{\n\tpowerup.color \"FF FF FF\", 0.30\n\tScale 0.82\n\tstates\n\t{\n\tSpawn:\n\t\tPINV ABCDCB 6 bright\n\t\tloop\n\t}\n}\n\nActor 64Medikit : Medikit Replaces Medikit\n{\n\tScale 0.82\n}\n\nActor 64Megasphere : Megasphere Replaces Megasphere\n{\n\tScale 0.82\n\tInventory.PickupSound \"misc/p_pkup\"\n}\n\nActor 64RadSuit : RadSuit Replaces RadSuit\n{\n\tScale 0.82\n\tpowerup.color \"green\", 0.15\n\tStates\n\t{\n\tSpawn:\n\t\tSUIT A 6 bright\n\t\tSUIT B 5\n\t\tloop\n\t}\n}\n\nActor 64Soulsphere : Soulsphere Replaces Soulsphere\n{\n\tScale 0.7\n\tStates\n\t{\n\tSpawn:\n\t\tSOUL AAABBBCCCDDDCCCBBB 1 A_SpawnItemEx(\"BlueFlareSmall\", 0, 0, 22)\n\t\tLoop\n\t\t}\n}\n\nActor 64Stimpack : Stimpack Replaces Stimpack\n{\n\tScale 0.82\n}\n\nActor 64Backpack : Backpack Replaces Backpack\n{\n\tScale 0.82\n}\n\nActor 64Cell : Cell Replaces Cell\n{\n\tScale 0.82\n\tInventory.PickupSound \"IPICK\"\n}\n\nActor 64CellPack : CellPack Replaces CellPack\n{\n\tScale 0.82\n\tInventory.PickupSound \"IPICK\"\n}\n\nActor 64ClipBox : ClipBox Replaces ClipBox\n{\n\tScale 0.82\n\tInventory.PickupSound \"IPICK\"\n}\n\nActor 64RocketAmmo : RocketAmmo Replaces RocketAmmo\n{\n\tScale 0.82\n\tInventory.PickupSound \"IPICK\"\n}\n\nActor 64ShellBox : ShellBox Replaces ShellBox\n{\n\tScale 0.82\n\tInventory.PickupSound \"IPICK\"\n}\n\nActor 64Allmap : Allmap Replaces Allmap\n{\n\tScale 0.82\n\tstates\n\t{\n\tSpawn:\n\t\tPMAP ABCBAD 6 bright\n\t\tloop\n\t}\n}\n\nActor 64HealthBonus : HealthBonus Replaces HealthBonus\n{\n\tScale 0.82\n\tInventory.Amount 2\n\tstates\n\t{\n\tSpawn:\n\t\tBON1 AABBCCDD 2 A_SpawnItem(\"BlueFlareSmallItem\", 0, 7)\n\t\tloop\n\t}\n}\n\nActor 64ArmorBonus : ArmorBonus Replaces ArmorBonus\n{\n\tScale 0.82\n\tArmor.SaveAmount 2\n\tStates\n\t{\n\tSpawn:\n\t\tBON2 A 6\n\t\tBON2 BBCCDDCCBB 2 A_SpawnItem(\"GreenFlareSmallItem\", 0, 7)\n\t\tloop\n\t}\n}\n\nActor 64Shell : Shell Replaces Shell\n{\n\tScale 0.82\n\tInventory.PickupSound \"IPICK\"\n}\n\nActor 64Clip : Clip Replaces Clip\n{\n\tScale 0.82\n\tInventory.PickupSound \"IPICK\"\n}\n\nACTOR WeaponPower : Inventory\n{\n Game Doom\n +UNDROPPABLE\n Inventory.MaxAmount 3\n}\n\n//ACTOR PowerInvisibility : Inventory\n//{\n// Game Doom\n// +UNDROPPABLE\n// Inventory.MaxAmount 1\n//}\n\nACTOR WpnPower1Icon : Inventory\n{\n Game Doom\n +UNDROPPABLE\n Inventory.MaxAmount 1\n}\n\nACTOR WpnPower2Icon : Inventory\n{\n Game Doom\n +UNDROPPABLE\n Inventory.MaxAmount 1\n}\n\nACTOR WpnPower3Icon : Inventory\n{\n Game Doom\n +UNDROPPABLE\n Inventory.MaxAmount 1\n}\n\nACTOR WpnPower1 : CustomInventory 9905\n{\n //$Category Powerups\n Game Doom\n Inventory.Icon POW1E0\n Inventory.PickupMessage \"You have a feeling that it wasn't meant to be touched.\"\n Inventory.PickupSound \"misc/i_pkup\"\n +COUNTITEM\n -INTERHUBSTRIP\n States\n {\n Spawn:\n POW1 ABCDEDCB 5 BRIGHT\n Loop\n Pickup:\n TNT1 A 0 A_GiveInventory (\"WeaponPower\", 1)\n TNT1 A 0 A_GiveInventory (\"WpnPower1Icon\", 1)\n stop\n }\n}\n\nACTOR WpnPower2 : CustomInventory 9906\n{\n //$Category Powerups\n Game Doom\n Inventory.Amount 1\n inventory.MaxAmount 1\n Inventory.Icon POW2E0\n Inventory.PickupMessage \"It must do something...\"\n Inventory.PickupSound \"misc/i_pkup\"\n +COUNTITEM\n -INTERHUBSTRIP\n States\n {\n Spawn:\n POW2 ABCDEDCB 5 BRIGHT\n Loop\n Pickup:\n TNT1 A 0 A_GiveInventory (\"WeaponPower\", 1)\n TNT1 A 0 A_GiveInventory (\"WpnPower2Icon\", 1)\n stop\n }\n}\n\nACTOR WpnPower3 : CustomInventory 9907\n{\n //$Category Powerups\n Game Doom\n Inventory.Amount 1\n inventory.MaxAmount 1\n Inventory.Icon POW3E0\n Inventory.PickupMessage \"Whatever it is, it doesn't belong in this world.\"\n Inventory.PickupSound \"misc/i_pkup\"\n +COUNTITEM\n -INTERHUBSTRIP\n States\n {\n Spawn:\n POW3 ABCDEDCB 5 BRIGHT\n Loop\n Pickup:\n TNT1 A 0 A_GiveInventory (\"WeaponPower\", 1)\n TNT1 A 0 A_GiveInventory (\"WpnPower3Icon\", 1)\n stop\n }\n}\n\nActor GLBlueCard : BlueCard Replaces BlueCard\n{\n\tScale 0.82\n\tStates\n\t{\n\tSpawn:\n\tBKEY AAAAA 3 BRIGHT A_SpawnItem(\"LensFlareTorchBlue\",0,10)\n\tBKEY B 12\n\tLoop\n\t}\n}\n\nActor GLBlueSkull : BlueSkull Replaces BlueSkull\n{\n\tScale 0.82\n\tStates\n\t{\n\tSpawn:\n\tBSKU AAAAA 3 BRIGHT A_SpawnItem(\"LensFlareTorchBlue\",0,10)\n\tBSKU B 12\n\tLoop\n\t}\n}\n\nActor GLRedCard : RedCard Replaces RedCard\n{\n\tScale 0.82\n\tStates\n\t{\n\tSpawn:\n\tRKEY AAAAA 3 BRIGHT A_SpawnItem(\"LensFlareTorchRed\",0,10)\n\tRKEY B 12\n\tLoop\n\t}\n}\n\nActor GLRedSkull : RedSkull Replaces RedSkull\n{\n\tScale 0.82\n\tStates\n\t{\n\tSpawn:\n\tRSKU AAAAA 3 BRIGHT A_SpawnItem(\"LensFlareTorchRed\",0,10)\n\tRSKU B 12\n\tLoop\n\t}\n}\n\nActor GLYellowCard : YellowCard Replaces YellowCard\n{\n\tScale 0.82\n\tStates\n\t{\n\tSpawn:\n\tYKEY AAAAA 3 BRIGHT A_SpawnItem(\"LensFlareTorchYellow\",0,10)\n\tYKEY B 12\n\tLoop\n\t}\n}\n\nActor GLYellowSkull : YellowSkull Replaces YellowSkull\n{\n\tScale 0.82\n\tStates\n\t{\n\tSpawn:\n\tYSKU AAAAA 3 BRIGHT A_SpawnItem(\"LensFlareTorchYellow\",0,10)\n\tYSKU B 12\n\tLoop\n\t}\n}\n\nActor 64Scanner : CustomInventory 9967\n{\n\tScale 0.82\n\tGame Doom\n\tInventory.Amount 0\n\tInventory.MaxAmount 0\n\tInventory.PickupSound \"misc/p_pkup\"\n\tInventory.PickupMessage \"Computer Area Scanner\"\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.FANCYPICKUPSOUND\n\tStates\n\t{\n\tSpawn:\n\t\tPSCN A 15 bright\n\t\tPSCN BCD 3 bright\n\t\tPSCN E 15 bright\n\t\tPSCN DCB 3 bright\n\t\tloop\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory (\"NewScanner\", 1)\n\t\tstop\n\t}\n}\n\nactor NewScanner : PowerScanner replaces PowerScanner\n{\n\tPowerup.Duration 0x7FFFFFFF\n}"
},
{
"source": "pk3",
"name": "DECORATE.LostSoul.txt",
"contents": "actor 64LostSoul : LostSoul Replaces LostSoul\n{\n scale 0.8\n health 50\n renderstyle Normal\n Alpha 0.99\n +NOBLOCKMONST\n +NOBLOOD\n +FORCEXYBILLBOARD\n Painchance \"SuperFists\", 200\n Painchance \"Kick\", 255\n Painchance \"SuperKick\", 255\n DamageFactor \"CauseWaterSplash\", 0.0 DamageFactor \"CauseObjectsToSplash\", 0.0\n states\n {\n Spawn:\n SKUL ABC 1 A_Look\n loop\n See:\n SKUL A 1 BRIGHT A_Chase\n\tSKUL A 1 BRIGHT A_SpawnItemEx(\"YellowFlare\", 0, 0, 30)\n\tSKUL B 1 BRIGHT A_Chase(\"\",\"\")\n\tSKUL B 1 BRIGHT A_SpawnItemEx(\"YellowFlare\", 0, 0, 30)\n\tSKUL B 1 BRIGHT A_Chase\n\tSKUL C 1 BRIGHT A_SpawnItemEx(\"YellowFlare\", 0, 0, 30)\n TNT1 A 0 A_JumpIfInTargetInventory(\"PowerInvisibility\", 1, \"Forget\")\n\tLoop\n\n\tForget:\n TNT1 A 0\n TNT1 A 0 A_ClearTarget\n\tGoto Spawn\n\n Missile:\n SKUL D 2 BRIGHT A_FaceTarget\n\tSKUL E 2 BRIGHT A_SpawnItemEx(\"YellowFlare\", 0, 0, 30)\n\tSKUL D 2 BRIGHT A_FaceTarget\n\tSKUL E 2 BRIGHT A_SpawnItemEx(\"YellowFlare\", 0, 0, 30)\n\tSKUL D 2 BRIGHT A_FaceTarget\n\tSKUL E 2 BRIGHT A_SpawnItemEx(\"YellowFlare\", 0, 0, 30)\n\tSKUL D 2 BRIGHT A_FaceTarget\n\tSKUL E 2 BRIGHT A_SpawnItemEx(\"YellowFlare\", 0, 0, 30)\n SKUL E 1 BRIGHT A_SkullAttack (30)\n\ttnt1 AAAAA 0\n\tSKUL EE 1 BRIGHT A_SpawnItemEx (\"LostSoulTrail\", 0, 0, 30)\n SKUL D 2 BRIGHT A_SpawnItemEx(\"YellowFlare\", 0, 0, 30)\n goto Missile+10\n Pain:\n SKUL FF 2 A_SpawnItemEx(\"YellowFlare\", 0, 0, 30)\n SKUL F 1 A_Pain\n goto See\n\n Death:\n SKUL G 0 bright\n SKUL G 2 bright\n\tTNT1 A 0 A_PlaySound(\"LSOD\", 1)\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 30, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAA 0 A_CustomMissile (\"BarrelExplosionFire\", 30, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 30, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAAAAAAAA 0 A_CustomMissile (\"64ExplosionFireBase\", 30, 0, random (0, 360), 2, random (0, 360))\n EXPL AAAAA 0 A_CustomMissile (\"ExplosionSmokeFast22\", 30, 0, random (0, 360), 2, random (0, 360))\n SKUL H 4 bright A_Scream\n SKUL I 4 bright\n SKUL J 4 A_NoBlocking\n SKUL KLMNOP 4 A_FadeOut (0.1667)\n stop\n\n Crush:\n POL5 A 0\n POL5 A 0 A_PlaySound (\"Misc/Gibbed\")\n POL5 A -1\n Stop\n }\n}\n\nactor LostSoulTrail\n{\n+FORCEXYBILLBOARD\n+NOINTERACTION\n+CLIENTSIDEONLY\nRenderstyle Add\nAlpha 0.9\nscale 1.0\nStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tMTB2 ABCABC 1 BRIGHT\n\t\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "DECORATE.Mastermind.txt",
"contents": "actor 64SpiderMastermind : SpiderMastermind Replaces SpiderMastermind\n{\n AttackSound \"weapons/pistol\"\n Scale 1.5\n \t+FLOORCLIP\n\t+FORCEXYBILLBOARD\n\tDamageFactor \"CauseWaterSplash\", 0.0 DamageFactor \"CauseObjectsToSplash\", 0.0\n speed 12\n Radius 62\n Painchance \"SuperFists\", 200\n Painchance \"Kick\", 200\n Painchance \"SuperKick\", 200\n States\n {\n Spawn:\n MSMN AB 10 A_Look\n loop\n See:\n MSMN A 3 A_Metal\n MSMN AABBCCDD 3 A_Chase\n Loop\n Missile:\n MSMN A 15 A_FaceTarget\n\tMSMN E 2 A_FaceTarget\n MSMN M 2 bright A_PlaySound(\"MGUNFIR\", 1)\n\tTNT1 A 0 A_CustomMissile(\"EnemyProjectile\", 40, 26, random(-9, 9), 1, random(-6, 6))\n\tTNT1 A 0 A_CustomMissile(\"EnemyProjectile\", 40, -26, random(-9, 9), 1, random(-6, 6))\n\tTNT1 A 0 A_PlaySound(\"MGUNFIR\", 3)\n MSMN E 2 A_FaceTarget\n\n\tMSMN M 2 bright A_PlaySound(\"MGUNFIR\", 1)\n\tTNT1 A 0 A_CustomMissile(\"EnemyProjectile\", 40, 26, random(-9, 9), 1, random(-6, 6))\n\tTNT1 A 0 A_CustomMissile(\"EnemyProjectile\", 40, -26, random(-9, 9), 1, random(-6, 6))\n\tTNT1 A 0 A_PlaySound(\"MGUNFIR\", 3)\n MSMN E 2 A_FaceTarget\n\tMSMN M 2 bright A_PlaySound(\"MGUNFIR\", 1)\n\tTNT1 A 0 A_CustomMissile(\"EnemyProjectile\", 40, 26, random(-9, 9), 1, random(-6, 6))\n\tTNT1 A 0 A_CustomMissile(\"EnemyProjectile\", 40, -26, random(-9, 9), 1, random(-6, 6))\n\tTNT1 A 0 A_PlaySound(\"MGUNFIR\", 3)\n MSMN E 2 A_FaceTarget\n\tMSMN M 2 bright A_PlaySound(\"MGUNFIR\", 1)\n\tTNT1 A 0 A_CustomMissile(\"EnemyProjectile\", 40, 26, random(-9, 9), 1, random(-6, 6))\n\tTNT1 A 0 A_CustomMissile(\"EnemyProjectile\", 40, -26, random(-9, 9), 1, random(-6, 6))\n\tTNT1 A 0 A_PlaySound(\"MGUNFIR\", 3)\n MSMN E 2 A_FaceTarget\n\tMSMN M 2 bright A_PlaySound(\"MGUNFIR\", 1)\n\tTNT1 A 0 A_CustomMissile(\"EnemyProjectile\", 40, 26, random(-9, 9), 1, random(-6, 6))\n\tTNT1 A 0 A_CustomMissile(\"EnemyProjectile\", 40, -26, random(-9, 9), 1, random(-6, 6))\n\tTNT1 A 0 A_PlaySound(\"MGUNFIR\", 3)\n MSMN E 2 A_FaceTarget\n\tMSMN M 2 bright A_PlaySound(\"MGUNFIR\", 1)\n\tTNT1 A 0 A_CustomMissile(\"EnemyProjectile\", 40, 26, random(-9, 9), 1, random(-6, 6))\n\tTNT1 A 0 A_CustomMissile(\"EnemyProjectile\", 40, -26, random(-9, 9), 1, random(-6, 6))\n\tTNT1 A 0 A_PlaySound(\"MGUNFIR\", 3)\n MSMN E 2 A_FaceTarget\n\tMSMN M 2 bright A_PlaySound(\"MGUNFIR\", 1)\n\tTNT1 A 0 A_CustomMissile(\"EnemyProjectile\", 40, 26, random(-9, 9), 1, random(-6, 6))\n\tTNT1 A 0 A_CustomMissile(\"EnemyProjectile\", 40, -26, random(-9, 9), 1, random(-6, 6))\n\tTNT1 A 0 A_PlaySound(\"MGUNFIR\", 3)\n MSMN E 2 A_FaceTarget\n\tMSMN M 2 bright A_PlaySound(\"MGUNFIR\", 1)\n\tTNT1 A 0 A_CustomMissile(\"EnemyProjectile\", 40, 26, random(-9, 9), 1, random(-6, 6))\n\tTNT1 A 0 A_CustomMissile(\"EnemyProjectile\", 40, -26, random(-9, 9), 1, random(-6, 6))\n\tTNT1 A 0 A_PlaySound(\"MGUNFIR\", 3)\n MSMN E 2 A_FaceTarget\n\tMSMN M 2 bright A_PlaySound(\"MGUNFIR\", 1)\n\tTNT1 A 0 A_CustomMissile(\"EnemyProjectile\", 40, 26, random(-9, 9), 1, random(-6, 6))\n\tTNT1 A 0 A_CustomMissile(\"EnemyProjectile\", 40, -26, random(-9, 9), 1, random(-6, 6))\n\tTNT1 A 0 A_PlaySound(\"MGUNFIR\", 3)\n MSMN E 3 A_SpidRefire\n loop\n Pain:\n MSMN F 3\n MSMN F 3 A_Pain\n goto See\n Pain.Vertigo:\n MSMN F 0 ThrustThingZ (0, 55, 0, 0)\n MSMN F 3\n MSMN F 3 A_Pain\n Goto See\n Death:\n MSMN G 0 A_Scream\n MSMN G 4 A_SpawnItemEx (\"64BossExplosion\",0,0,0,0,0,0,0,130)\n MSMN G 4 A_SpawnItemEx (\"64BossExplosion\",0,0,0,0,0,0,0,130)\n MSMN G 4 A_SpawnItemEx (\"64BossExplosion\",-64,-64,50,0,0,0,0,130)\n MSMN G 4 A_SpawnItemEx (\"64BossExplosion\",64,64,100,0,0,0,0,130)\n MSMN G 4 A_SpawnItemEx (\"64BossExplosion\",64,64,0,0,0,0,0,130)\n MSMN G 4 A_SpawnItemEx (\"64BossExplosion\",0,0,50,0,0,0,0,130)\n MSMN G 4 A_SpawnItemEx (\"64BossExplosion\",0,0,100,0,0,0,0,130)\n MSMN G 4 A_SpawnItemEx (\"64BossExplosion\",-64,-64,0,0,0,0,0,130)\n MSMN G 4 A_SpawnItemEx (\"64BossExplosion\",64,64,50,0,0,0,0,130)\n MSMN G 4 A_SpawnItemEx (\"64BossExplosion\",-64,-64,100,0,0,0,0,130)\n MSMN G 4 A_SpawnItemEx (\"64BossExplosion\",0,0,0,0,0,0,0,130)\n MSMN G 4 A_SpawnItemEx (\"64BossExplosion\",-64,-64,50,0,0,0,0,130)\n MSMN G 4 A_SpawnItemEx (\"64BossExplosion\",-64,-64,100,0,0,0,0,130)\n MSMN G 4 A_SpawnItemEx (\"64BossExplosion\",64,64,0,0,0,0,0,130)\n MSMN G 4 A_SpawnItemEx (\"64BossExplosion\",64,64,50,0,0,0,0,130)\n MSMN G 4 A_SpawnItemEx (\"64BossExplosion\",0,0,100,0,0,0,0,130)\n MSMN G 4 A_SpawnItemEx (\"64BossExplosion\",64,64,0,0,0,0,0,130)\n MSMN G 4 A_SpawnItemEx (\"64BossExplosion\",0,0,50,0,0,0,0,130)\n MSMN G 4 A_SpawnItemEx (\"64BossExplosion\",64,64,100,0,0,0,0,130)\n MSMN G 4 A_SpawnItemEx (\"64BossExplosion\",-64,-64,0,0,0,0,0,130)\n MSMN G 4 A_SpawnItemEx (\"64BossExplosion\",-64,-64,50,0,0,0,0,130)\n MSMN H 0 A_NoBlocking\n\tTNT1 AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 A 0 A_SpawnItem(\"64BarrelExplosion\", 0, 32)\n\t\t TNT1 A 0 A_SpawnItem(\"64BarrelExplosion\", 0, 90)\n\t\t TNT1 AAAAAAAAA 0 A_CustomMissile (\"BurningXDeath1\", 42, 0, random (0, 360), 2, random (0, 90))\n\t\t TNT1 AAAAAA 0 A_CustomMissile (\"Bloodmist\", 35, 0, random (0, 360), 2, random (0, 90))\n\n\t\t TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodmistExtraBig\", 45, 0, random (0, 360), 2, random (10, 90))\n\t\t TNT1 AAAAAAAAAAAA 0 A_CustomMissile (\"SuperGoreSpawner\", 45, 0, random (0, 360), 2, random (10, 90))\n MSMN H 4 A_SpawnItemEx (\"64BossExplosion\",64,64,100,0,0,0,0,130)\n MSMN H 4 A_SpawnItemEx (\"64BossExplosion\",-64,-64,0,0,0,0,0,130)\n MSMN I 4 A_SpawnItemEx (\"64BossExplosion\",64,64,50,0,0,0,0,130)\n MSMN I 4 A_SpawnItemEx (\"64BossExplosion\",0,0,100,0,0,0,0,130)\n MSMN JK 8\n\tTNT1 A 0 A_BossDeath\n MSMN L -1\n stop\n Crush:\n POL5 A 0\n POL5 A 0 A_PlaySound (\"Misc/Gibbed\")\n POL5 A -1\n Stop\n }\n}"
}
]
},
"maps": []
}