sfrenzy_mod-b4.pk3

PK3 1.8 MiB 0 map(s)

Counts

endoom0
graphics0
lumps34
maps8
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "06d8cb66-b6f6-44f1-9644-32da2ba4831b",
    "sha1": "07bd88374512feb796079afe411b23eb05bc6ee7",
    "sha256": "ffa290c02796d97a5caeb8a3e0a1bf385222aa064170180a1eefdd1f43cebc8d",
    "filenames": [
      "sfrenzy_mod-b4.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [
        "DOOM2"
      ],
      "filename": null,
      "added": "2013-04-19 04:41:03",
      "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": "2013-04-19 04:41:03",
    "file": {
      "type": "PK3",
      "size": 1935762,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/07bd88374512feb796079afe411b23eb05bc6ee7/07bd88374512feb796079afe411b23eb05bc6ee7.pk3.gz",
      "corrupt": false
    },
    "content": {
      "maps": [
        "CF01",
        "CF02",
        "CF03",
        "SF01",
        "SF02",
        "SF03",
        "SF04",
        "TITLEMAP"
      ],
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 34,
        "maps": 8,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ],
      "iwads_guess": [
        "DOOM2"
      ]
    },
    "analysis": {
      "title": "sfrenzy_mod-b4",
      "description": "This WAD contains 8 maps, including a title map, designed for the DOOM2 IWAD and running on the ZDOOM engine. The gameplay features a mix of custom monsters such as spider-like imps and various new enemy types, indicating a focus on enhanced combat variety. Difficulty appears moderate to challenging with new monster behaviors and unique threats, supported by custom weapons and vehicles. The environment themes blend techbase and industrial elements with some experimental map designs. Progression is likely linear with some key or objective-based navigation, typical for ZDOOM mods. Resources and combat pacing are balanced to accommodate the new monster roster and mechanics.",
      "tags": [
        "boom_compatible",
        "industrial",
        "linear",
        "medium_maps",
        "moderate",
        "monster_swarms",
        "techbase"
      ],
      "origin": "gpt-4.1-mini"
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "decorate.txt",
        "contents": "#include \"Actors/frenzy_beast.txt\"\n#include \"Actors/frenzy_beast2.txt\"\n#include \"Actors/frenzy_weapons.txt\"\n\n//frenzy_main\n#include \"Actors/frenzy_main/dcredit.txt\"\n#include \"Actors/frenzy_main/dcomm.txt\"\n#include \"Actors/frenzy_main/ddepl01.txt\"\n#include \"Actors/frenzy_main/ddepl02.txt\"\n#include \"Actors/frenzy_main/ddepl03.txt\"\n#include \"Actors/frenzy_main/ddepl04.txt\"\n#include \"Actors/frenzy_main/ddepl05.txt\"\n#include \"Actors/frenzy_main/ddemon.txt\"\n#include \"Actors/frenzy_main/dbattery.txt\"\n#include \"Actors/frenzy_main/dinvento.txt\"\n#include \"Actors/frenzy_main/dmonster.txt\"\n#include \"Actors/frenzy_main/dmarker.txt\"\n#include \"Actors/frenzy_main/dblight.txt\"\n#include \"Actors/frenzy_main/dupgrade.txt\"\n#include \"Actors/frenzy_main/dstreak.txt\" //idk what's with the empty lump\n#include \"Actors/frenzy_main/dnuke.txt\"\n\n// map specific\n#include \"Actors/frenzy_main/dcf01.txt\"\n#include \"Actors/frenzy_main/dsf04.txt\"\n\n#include \"Actors/frenzy_drone.txt\"\n#include \"Actors/frenzy_monsters.txt\"\n#include \"Actors/frenzy_turrets.txt\"\n#include \"Actors/frenzy_vehicle.txt\""
      },
      {
        "source": "pk3",
        "name": "Actors/frenzy_beast.txt",
        "contents": "ACTOR SpiderImpHead 25625\n{\n    spawnid 200\n    Health 15\n    Radius 20\n    Height 24\n    Speed 12\n    PainChance 200\n    Mass 30\n    MONSTER\n    \t+NOGRAVITY\n    SeeSound \"impspid/see\"\n    PainSound \"impspid/pain\"\n    DeathSound \"impspid/death\"\n    ActiveSound \"impspid/see\"\n    MeleeSound \"impspid/atack\"\n    Obituary \"%o was biten by imp head\"\n    MeleeDamage 3\n    States\n    {\n    Spawn:\n        IMHD D 5 A_Look\n        Loop\n    See:\n        IMHD A 0 A_SetFloorClip\n        IMHD A 3 A_Gravity\n        IMHD ABBCC 3 A_Chase\n        Loop\n    Melee:\n        IMHD D 8 A_FaceTarget\n        IMHD E 6 A_MeleeAttack\n        Goto See\n    Pain:\n        IMHD D 2 A_Pain\n        Goto See\n    Death:\nNULL A 0\nNULL A 1 ACS_Execute(500, 0, 18, 0)\n        IMHD F 8 A_ScreamAndUnblock\n        IMHD G 8\n        IMHD H 6\n        Stop\n    }\n}\n\nACTOR Annihilator 30111\n{\nspawnid 201\nObituary \"The Cyber Annihilator blew %o away with its rockets.\"\nHealth 7000\nRadius 40\nHeight 110\nMass 1000\nSpeed 16\nPainChance 10\nMONSTER\n+NOTARGET\n+FLOORCLIP\n+NORADIUSDMG\n+BOSS\n+MISSILEEVENMORE\nSeeSound \"monster/annsit\"\nPainSound \"cyber/pain\"\nDeathSound \"monster/anndth\"\nActiveSound \"cyber/active\"\nStates\n   {\n   Spawn:\n       ANNI AB 10 A_Look\n       Loop\n   See:\n       ANNI A 3 A_Playsound (\"monster/anhoof\")\n       ANNI ABBCC 3 A_Chase\n       ANNI D 3 A_Playsound (\"monster/anhoof\")\n       ANNI D 3 A_Chase\n       Loop\n   Missile:\n       ANNI E 0 A_Jump (128,11)\n       ANNI E 6 A_FaceTarget\n       ANNI F 0 Bright A_CustomMissile (\"Rocket2\",40,27,0)\n       ANNI F 12 Bright A_CustomMissile (\"Rocket2\",40,-27,0)\n       ANNI E 12 A_FaceTarget\n       ANNI F 0 Bright A_CustomMissile (\"Rocket2\",40,27,0)\n       ANNI F 12 Bright A_CustomMissile (\"Rocket2\",40,-27,0)\n       ANNI E 12 A_FaceTarget\n       ANNI F 0 Bright A_CustomMissile (\"Rocket2\",40,27,0)\n       ANNI F 12 Bright A_CustomMissile (\"Rocket2\",40,-27,0)\n       ANNI E 0 A_Jump (128,1)\n       Goto See\n       ANNI E 6 A_FaceTarget\n       ANNI F 0 Bright A_CustomMissile (\"HomRocket1\",40,27,0)\n       ANNI F 12 Bright A_CustomMissile (\"HomRocket1\",40,-27,0)\n       ANNI E 12 A_FaceTarget\n       ANNI F 0 Bright A_CustomMissile (\"HomRocket1\",40,27,0)\n       ANNI F 12 Bright A_CustomMissile (\"HomRocket1\",40,-27,0)\n       ANNI E 12 A_FaceTarget\n       ANNI F 0 Bright A_CustomMissile (\"HomRocket1\",40,27,0)\n       ANNI F 12 Bright A_CustomMissile (\"HomRocket1\",40,-27,0)\n       Goto See\n   Pain:\n       ANNI G 10 A_Pain\n       Goto See\n   Death:\nNULL A 0\nNULL A 1 ACS_Execute(500, 0, 19, 0)\n       ANNI H 10 Bright\n       ANNI I 10 Bright A_Scream\n       ANNI JKL 10 Bright\n       ANNI M 10 Bright A_NoBlocking\n       ANNI NO 10 Bright\n       ANNI P 30\n       ANNI P -1 A_BossDeath\n   }\n}\n\nactor Rocket2\n{\n  obituary \"%o rode %k's rocket.\"\n  radius 11\n  height 8\n  speed 20\n  damage 20\n  seesound \"weapons/rocklf\"\n  deathsound \"weapons/rocklx\"\n  PROJECTILE\n  +RANDOMIZE\n  +ROCKETTRAIL\n  +THRUGHOST\n  Decal Scorch\n  states\n  {\n  Spawn:\n    MISL A 1 bright\n    loop\n  Death:\n    MISL B 0 bright A_SetTranslucent (0.67,1)\n    MISL B 8 bright A_Explode\n    MISL C 6 bright\n    MISL D 4 bright\n    stop\n  }\n}\n\nACTOR HomRocket1\n{\n   Radius 8\n   Height 11\n   Speed 30\n   Damage 10\n   PROJECTILE\n   DeathSound \"weapons/hrlexp\"\n   ExplosionDamage 64\n   ExplosionRadius 96\n   +SeekerMissile\n   +Rockettrail\n   +THRUGHOST\n   SeeSound \"weapons/hrlfir\"\n   Decal Scorch\n   States\n   {\n   Spawn:\n      HMIS A 4 Bright A_SeekerMissile (25,35)\n      HMIS A 4 Bright\n      HMIS A 2 Bright A_SeekerMissile (10,25)\n      HMIS A 2 Bright\n      goto Spawn+2\n   Death:\n      BAL3 C 0 Bright A_SetTranslucent (0.67,1)\n      BAL3 C 8 Bright A_Explode\n      BAL3 DE 5 Bright\n      stop\n   }\n}\n\nACTOR ArchonOfHell : BaronOfHell 30104\n{\nspawnid 254\nHealth 2000\nRadius 24\nHeight 64\nMass 1000\nSpeed 8\nPainChance 20\nMONSTER\nMeleeDamage 10\nObituary \"%o was no match for an archon of hell.\"\nHitObituary \"%o was ripped apart by an archon of hell.\"\nBloodColor \"20 60 20\"\n+NOTARGET\n+FLOORCLIP\n+MISSILEMORE\n+NORADIUSDMG\n+DONTHURTSPECIES\nSeeSound \"monster/ar2sit\"\nPainSound \"baron/pain\"\nDeathSound \"monster/ar2dth\"\nMeleeSound \"baron/melee\"\nSpawnID 174\nStates\n   {\n   Spawn:\n       BOS4 AB 10 A_Look\n       Loop\n   See:\n       BOS4 AABBCCDD 3 A_Chase\n       Loop\n   Missile:\n       BOS4 B 0 A_Jump(128,15)\n       BOS4 EF 8 Bright A_FaceTarget\n       BOS4 G 0 Bright A_CustomMissile (\"BaronBall\",28,0,0,0)\n       BOS4 G 0 Bright A_CustomMissile (\"BaronBall\",28,0,-4,0)\n       BOS4 G 3 Bright A_CustomMissile (\"BaronBall\",28,0,4,0)\n       BOS4 H 3 Bright\n       BOS4 H 0 A_Jump(64,8)\n       BOS4 IJ 8 Bright A_FaceTarget\n       BOS4 K 0 Bright A_CustomMissile (\"BaronBall\",28,0,0,0)\n       BOS4 K 0 Bright A_CustomMissile (\"BaronBall\",28,0,-4,0)\n       BOS4 K 3 Bright A_CustomMissile (\"BaronBall\",28,0,4,0)\n       BOS4 L 3 Bright\n       BOS4 L 0 A_Jump(64,1)\n       Goto See\n       BOS4 MN 8 Bright A_FaceTarget\n       BOS4 O 0 Bright A_Jump(128,3)\n       BOS4 O 4 Bright A_CustomMissile (\"ArchonComet\",28,0,0,0)\n       BOS4 P 4 Bright\n       Goto See\n       BOS4 O 0 A_CustomMissile (\"BaronBall\",28,0,-6,0)\n       BOS4 O 0 A_CustomMissile (\"BaronBall\",28,0,-4,0)\n       BOS4 O 0 A_CustomMissile (\"BaronBall\",28,0,-2,0)\n       BOS4 O 0 A_CustomMissile (\"BaronBall\",28,0,2,0)\n       BOS4 O 0 A_CustomMissile (\"BaronBall\",28,0,4,0)\n       BOS4 O 3 Bright A_CustomMissile (\"BaronBall\",28,0,6,0)\n       BOS4 P 3 Bright\n       Goto See\n   Melee:\n       BOS4 EF 8 Bright A_FaceTarget\n       BOS4 G 3 Bright A_MeleeAttack\n       BOS4 H 3 Bright\n       BOS4 H 0 A_Jump (128,1)\n       Goto See\n       BOS4 IJ 8 Bright A_FaceTarget\n       BOS4 K 3 Bright A_MeleeAttack\n       BOS4 L 3 Bright\n       BOS4 L 0 A_Jump (64,1)\n       Goto See\n       BOS4 MN 8 Bright A_FaceTarget\n       BOS4 O 0 Bright A_MeleeAttack\n       BOS4 O 3 Bright A_MeleeAttack\n       BOS4 P 3 Bright\n       Goto See\n   Pain:\n       BOS4 Q 2\n       BOS4 Q 2 A_Pain\n       Goto See\n   Death:\nNULL A 0\nNULL A 1 ACS_Execute(500, 0, 21, 0)\n       BOS4 R 6 Bright\n       BOS4 S 6 Bright A_Scream\n       BOS4 T 6 Bright\n       BOS4 U 6 Bright A_NoBlocking\n       BOS4 VW 6 Bright\n       BOS4 X 6 Bright A_CustomMissile(\"ArchonSoul\",86,0,0,2,90)\n       BOS4 YZ 6 Bright\n       BOS4 [ 6 Bright A_Fall\n       Stop\n     }\n}\n\nACTOR ArchonComet\n{\n   Radius 8\n   Height 12\n   Speed 25\n   Damage 20\n   Scale 1.0\n   SpawnID 251\n   PROJECTILE\n   RENDERSTYLE Normal\n   +THRUGHOST\n   SeeSound \"weapons/firbfi\"\n   DeathSound \"weapons/hellex\"\n   DONTHURTSHOOTER\n   +FIREDAMAGE\n   States\n   {\n   Spawn:\n      ARCB AAAABBBBCCCC 1 Bright A_SpawnItem(\"ArchonCometTrail\",0,0)\n      loop\n   Death:\n      ARCB J 0 Bright A_SetTranslucent (0.67,1)\n      ARCB J 3 Bright\n      ARCB K 3 Bright A_Explode(128,128,0)\n      ARCB LMN 3 Bright\n      stop\n   }\n}\n\nACTOR ArchonSoul\n{\n   Radius 1\n   Height 1\n   Speed 3\n   PROJECTILE\n   RENDERSTYLE ADD\n   ALPHA 0.80\n   States\n   {\n   Spawn:\n      BFX1 ABCD 6 BRIGHT\n      Stop\n   }\n}\n\nACTOR ArchonCometTrail\n{\n   Radius 3\n   Height 3\n   Scale 0.75\n   Speed 0\n   PROJECTILE\n   RENDERSTYLE ADD\n   ALPHA 0.67\n   States\n   {\n   Spawn:\n      NULL A 3 Bright\n      ARCB DEFGHI 3 BRIGHT\n      Stop\n   }\n}\n\n// Cyber Baron created by Ben2k9/Virtue\n\nACTOR Cyberbaron : Baronofhell 10000\n{\nspawnid 204\n  obituary \"%o was splayed by a cyber baron\"\n  hitobituary \"%o was ripped to shreds by a cyber baron\"\n  health 800\n  radius 24\n  height 64\n  mass 1000\n  speed 8\n  painchance 40\n  seesound \"cbaron/sight\"\n  painsound \"cbaron/pain\"\n  deathsound \"cbaron/death\"\n  activesound \"cbaron/active\"\n  MONSTER\n  +NORADIUSDMG\n  +DONTHURTSPECIES\n  states\n  {\n  Spawn:\n    CBOS AB 10 A_Look\n    loop\n  See:\n    CBOS A 3 A_chase\n    CBOS A 3 A_chase\n    CBOS B 0 A_playsound(\"cbaron/metal\")\n    CBOS BB 3 A_chase\n    CBOS CC 3 A_chase\n    CBOS D 3 A_chase\n    CBOS D 3 A_hoof\n    loop\n  Melee:\n    CBOS PQ 8 A_FaceTarget\n    CBOS R 8 A_BruisAttack\n      Goto See\n  Missile:\n    CBOS E 0 A_jump(80,5)\n    CBOS E 10 A_FaceTarget\n    CBOS E 10 A_FaceTarget\n    CBOS F 10 Bright A_customMissile(cyberattack2,27,16,0)\n    CBOS E 10 A_FaceTarget\n      goto See\n    CBOS PQ 8 A_FaceTarget\n    CBOS R 8 A_BruisAttack\n      Goto See\n Pain:\n    CBOS H 2\n    CBOS H 2 A_Pain\n    goto See\n  Death:\n    CBOS I 8\nNULL A 1 ACS_Execute(500, 0, 22, 0)\n    CBOS J 8 A_Scream\n    CBOS K 8 bright A_Playsound(\"world/barrelx\")\n    CBOS L 8 bright A_NoBlocking\n    CBOS M 8 bright\n    CBOS N 8 bright\n    CBOS O -1\n    stop\n   }\n}\n\nACTOR Cyberattack2 : rocket\n{\n}\n\nACTOR Cybruiser : BaronOfHell 30128\n{\nspawnid 205\nHealth 2000\nRadius 24\nHeight 64\nMass 1000\nSpeed 8\nPainChance 20\nMONSTER\nMeleeDamage 10\nObituary \"%o was blown away by a Cybruiser.\"\nHitObituary \"%o was smashed by a Cybruiser.\"\n+FLOORCLIP\n+MISSILEMORE\n+DONTHURTSPECIES\nSeeSound \"monster/brusit\"\nPainSound \"baron/pain\"\nDeathSound \"monster/brudth\"\nMeleeSound \"baron/melee\"\nStates\n   {\n   Spawn:\n       BRUS AB 10 A_Look\n       Loop\n   See:\n       BRUS A 1 A_Playsound(\"monster/bruwlk\")\n       BRUS A 2 A_Chase\n       BRUS A 3 A_Chase\n       BRUS BB 3 A_Chase\n       BRUS C 1 A_Playsound(\"monster/bruwlk\")\n       BRUS C 2 A_Chase\n       BRUS C 3 A_Chase\n       BRUS DD 3 A_Chase\n       Loop\n   Missile:\n       BRUS E 8 A_FaceTarget\n       BRUS F 12 Bright A_CustomMissile(\"BruiserMissile\",38,15,0,0)\n       BRUS E 12 A_FaceTarget\n       BRUS F 12 Bright A_CustomMissile(\"BruiserMissile\",38,15,0,0)\n       BRUS E 12 A_FaceTarget\n       BRUS F 12 Bright A_CustomMissile(\"BruiserMissile\",38,15,0,0)\n       Goto See\n   Melee:\n       BRUS GH 8 A_FaceTarget\n       BRUS I 8 A_MeleeAttack\n       Goto See\n   Pain:\n       BRUS J 2\n       BRUS J 2 A_Pain\n       Goto See\n   Death:\n       BRUS K 6 Bright A_Scream\nNULL A 1 ACS_Execute(500, 0, 23, 0)\n       BRUS LMN 6 Bright\n       BRUS O 6 Bright A_NoBlocking\n       BRUS QRS 6 Bright\n       BRUS T -1 A_BossDeath\n       Stop\n   }\n}\n\nACTOR BruiserMissile\n{\n   Radius 8\n   Height 12\n   Speed 20\n   Damage 10\n   Scale 1.0\n   SpawnID 251\n   PROJECTILE\n   RENDERSTYLE Normal\n   +THRUGHOST\n   SeeSound \"monster/brufir\"\n   DeathSound \"weapons/hellex\"\n   DONTHURTSHOOTER\n   +FIREDAMAGE\n   States\n   {\n   Spawn:\n      FBRS A 1 Bright\n      FBRS A 1 Bright A_SpawnItem(\"BruiserTrail\",0,0)\n      loop\n   Death:\n      BAL3 C 0 Bright A_SetTranslucent (0.67,1)\n      BAL3 C 6 Bright\n      BAL3 D 6 Bright A_Explode(64,64,0)\n      BAL3 E 6 Bright\n      stop\n   }\n}\n\nACTOR BruiserTrail\n{\n   Radius 3\n   Height 3\n   RENDERSTYLE Translucent\n   Alpha 0.67\n   PROJECTILE\n   States\n   {\n   Spawn:\n      NULL A 3 Bright\n      PUFF ABCD 4 BRIGHT\n      Stop\n   }\n}\n\nACTOR FusionSpider 20000\n{\nspawnid 206\n  OBITUARY \"%o was vaporized by a fusion cannon Arachnotron\"\n  Health 600\n  Radius 64\n  Height 64\n  Mass 600\n  Speed 12\n  PainChance 30\n  SEESOUND \"baby/sight\"\n  PAINSOUND \"baby/pain\"\n  DEATHSOUND \"baby/death\"\n  ACTIVESOUND \"baby/active\"\n  MONSTER\n  +FloorClip\n  +MissileMore\n  +MissileEvenMore\n  states\n  {\n  Spawn:\n    FSPI AB 10 A_Look\n    Loop\n  See:\n    FSPI A 20\n    FSPI A 3 A_BabyMetal\n    FSPI ABBCC 3 A_Chase\n    FSPI D 3 A_BabyMetal\n    FSPI DEEFF 3 A_Chase\n    Goto See+1\n  Missile:\n    FSPI A 4 BRIGHT A_FaceTarget\n    FSPI A 0 A_FaceTarget\n    FSPI G 3 BRIGHT A_CustomMissile(\"FusionShot\",24,0,0)\n    FSPI H 3 BRIGHT A_CustomMissile(\"FusionShot\",24,0,15)\n    FSPI G 0 A_FaceTarget\n    FSPI G 3 BRIGHT A_CustomMissile(\"FusionShot\",24,0,-15)\n    FSPI H 3 BRIGHT A_CustomMissile(\"FusionShot\",24,0,10)\n    FSPI G 0 A_FaceTarget\n    FSPI G 3 BRIGHT A_CustomMissile(\"FusionShot\",24,0,-30)\n    FSPI H 3 BRIGHT A_CustomMissile(\"FusionShot\",24,0,30)\n    FSPI G 0 A_FaceTarget\n    FSPI G 3 BRIGHT A_CustomMissile(\"FusionShot\",24,0,-10)\n    FSPI H 3 BRIGHT A_CustomMissile(\"FusionShot\",24,0,25)\n    FSPI G 0 A_FaceTarget\n    FSPI G 3 BRIGHT A_CustomMissile(\"FusionShot\",24,0,5)\n    FSPI H 3 BRIGHT A_CustomMissile(\"FusionShot\",24,0,-5)\n    FSPI G 0 A_FaceTarget\n    FSPI G 3 BRIGHT A_CustomMissile(\"FusionShot\",24,0,0)\n    FSPI H 3 BRIGHT A_CustomMissile(\"FusionShot\",24,0,-45)\n    FSPI H 3 BRIGHT A_CustomMissile(\"FusionShot\",24,0,40)\n    FSPI G 0 A_FaceTarget\n    FSPI G 3 BRIGHT A_CustomMissile(\"FusionShot\",24,0,-20)\n    FSPI H 3 BRIGHT A_CustomMissile(\"FusionShot\",24,0,10)\n    FSPI G 0 A_FaceTarget\n    FSPI G 3 BRIGHT A_CustomMissile(\"FusionShot\",24,0,-35)\n    FSPI H 3 BRIGHT A_CustomMissile(\"FusionShot\",24,0,50)\n    FSPI H 1 BRIGHT\n    Goto See+1\n  Pain:\n    FSPI I 3\n    FSPI I 3 A_Pain\n    Goto See+1\n  Death:\n    FSPI J 20 A_Scream\nNULL A 1 ACS_Execute(500, 0, 24, 0)\n    FSPI K 7 A_NoBlocking\n    FSPI LMNO 7\n    FSPI P -1 A_BossDeath\n    Stop\n  Raise:\n    FSPI PONMLKJ 5\n    Goto See+1\n  }\n}\n\nACTOR FusionShot\n{\n  Radius 13\n  Height 8\n  Speed 6\n  Damage 5\n  Scale 1.0\n  RENDERSTYLE Add\n  SEESOUND \"fusionspid/see\"\n  DEATHSOUND \"fusionspid/die\"\n  PROJECTILE\n  Decal PlasmaScorchLower\n  states\n  {\n  Spawn:\n    FS03 AB 10 BRIGHT A_SpawnItemEx(\"FusionTrail\", 0, 0, 0, 0, 0, 0, Random(-10, 10), 128)\n    Loop\n  Death:\n    FS03 HIJG 3 BRIGHT\n    Stop\n  }\n}\n\nACTOR FusionTrail\n{\n  Radius 4\n  Height 8\n  Speed 0\n  Damage 0\n  Scale 1.0\n  RENDERSTYLE Add\n  PROJECTILE\n  states\n  {\n  Spawn:\n    TNT0 A 2\n    FS03 FG 6 BRIGHT A_FadeOut\n    Stop\n  }\n}\n\n//Hellion\nactor Hellion 30132\n{\nspawnid 207\n  obituary \"A Hellion burned %o was to a crisp.\"\n  health 70\n  radius 20\n  height 56\n  mass 120\n  speed 10\n  painchance 24\n  seesound \"monster/hlnsit\"\n  painsound \"monster/hlnpai\"\n  deathsound \"monster/hlndth\"\n  activesound \"monster/hlnact\"\n  MONSTER\n  +FLOORCLIP\n  states\n  {\n  Spawn:\n    HELN AB 10 A_Look\n    loop\n  See:\n    HELN AABBCCDDEEFF 2 A_Chase\n    loop\n  Missile:\n    HELN G 0 A_VileStart\n    HELN GHIJK 6 Bright A_FaceTarget\n    HELN L 6 Bright A_CustomMissile(\"HellionBall\",32,0,0,0,0)\n    HELN L 2\n    goto See\n  Pain:\n    HELN M 2\n    HELN M 2 A_Pain\n    goto See\n  Death:\n    HELN N 6\nNULL A 0 ACS_Execute(500, 0, 25, 0)\n    HELN O 6 A_Scream\n    HELN PQR 6\n    HELN S 6 A_NoBlocking\n    HELN S 650\n  DeathFade:\n    HELN S 2 A_FadeOut(0.1)\n    loop\n  XDeath:\n    HELN U 5\nNULL A 0 ACS_Execute(500, 0, 25, 1)\n    HELN V 5 A_XScream\n    HELN W 5\n    HELN X 5 A_NoBlocking\n    stop\n  Raise:\n    HELN TSRQPON 6\n    goto See\n  }\n}\n\nACTOR HellionBall : CacodemonBall\n{\nDamage 8\nSpeed 15\nAlpha 0.80\nDamageType fire\n+THRUGHOST\n+FORCEXYBILLBOARD\nSeeSound \"Monster/hlnatk\"\nDeathSound \"Monster/hlnexp\"\n states\n  {\n  Spawn:\n    HLBL AB 3 bright A_SpawnItemEx(\"HellionPuff\",0,0,0,0,0,0)\n    loop\n  Death:\n    HLBL JKLMN 3 bright\n    stop\n  }\n}\n\nACTOR HellionPuff\n{\n   Radius 3\n   Height 3\n   RENDERSTYLE ADD\n   Alpha 0.67\n   +NOGRAVITY\n   +NOBLOCKMAP\n   +DONTSPLASH\n   +FORCEXYBILLBOARD\n   States\n   {\n   Spawn:\n      NULL A 3 Bright\n      HLBL CDEFGHI 3 BRIGHT\n      Stop\n   }\n}\n//End of Hellion\n\nActor NailBorg 27800\n{\nspawnid 208\n\tOBITUARY \"%o was nailed by a Nail Borg.\"\n\tHealth 180\n\tRadius 20\n\tHeight 56\n\tMass 135\n\tSpeed 15\n\tPainchance 80\n\tScale 1.2\n\tSEESOUND \"Monsters/NBSight\"\n\tACTIVESOUND \"Monsters/NBAct\"\n\tPAINSOUND \"Monsters/NBPain\"\n\tDEATHSOUND \"Monsters/NBDeath\"\n\tTranslation 1\n\tBloodcolor \"7F 3F 00\"\n\tMONSTER\n\t+FLOORCLIP\n\tStates\n\t{\n\tSpawn:\n\t\tNLBG AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tNLBG AA 4 A_Chase\n\t\tNLBG A 0 A_PlaySound(\"Monsters/NBWalk\")\n\t\tNLBG BBCC 4 A_Chase\n\t\tNLBG CC 0 A_PlaySound(\"Monsters/NBWalk\")\n\t\tNLBG DD 4 A_Chase\n\t\tLoop\n\tMissile:\n      \t\tNLBG E 0 A_Jump(96, 27)\n      \t\tNLBG E 10 A_FaceTarget\n      \t\tNLBG E 0 A_PlaySound(\"weapons/nailfire\")\n      \t\tNLBG F 3 BRIGHT A_CustomMissile(\"BorgNail1\", 32, 0, Random(6, -6), 0, 1)\n      \t\tNLBG E 1 BRIGHT\n                NLBG E 0 A_PlaySound(\"weapons/nailfire\")\n      \t\tNLBG F 3 BRIGHT A_CustomMissile(\"BorgNail1\", 32, 0, Random(6, -6), 0, 1)\n      \t\tNLBG E 1 BRIGHT A_FaceTarget\n      \t\tNLBG E 0 A_PlaySound(\"weapons/nailfire\")\n      \t\tNLBG F 3 BRIGHT A_CustomMissile(\"BorgNail1\", 32, 0, Random(6, -6), 0, 1)\n      \t\tNLBG E 1 BRIGHT A_FaceTarget\n      \t\tNLBG E 0 A_PlaySound(\"weapons/nailfire\")\n      \t\tNLBG F 3 BRIGHT A_CustomMissile(\"BorgNail1\", 32, 0, Random(6, -6), 0, 1)\n      \t\tNLBG E 1 BRIGHT A_FaceTarget\n      \t\tNLBG E 0 A_PlaySound(\"weapons/nailfire\")\n      \t\tNLBG F 3 BRIGHT A_CustomMissile(\"BorgNail1\", 32, 0, Random(6, -6), 0, 1)\n      \t\tNLBG E 1 BRIGHT A_FaceTarget\n      \t\tNLBG E 0 A_PlaySound(\"weapons/nailfire\")\n      \t\tNLBG F 3 BRIGHT A_CustomMissile(\"BorgNail1\", 32, 0, Random(6, -6), 0, 1)\n      \t\tNLBG E 1 BRIGHT A_FaceTarget\n      \t\tNLBG E 0 A_PlaySound(\"weapons/nailfire\")\n      \t\tNLBG F 3 BRIGHT A_CustomMissile(\"BorgNail1\", 32, 0, Random(6, -6), 0, 1)\n      \t\tNLBG E 1 BRIGHT A_FaceTarget\n      \t\tNLBG E 0 A_PlaySound(\"weapons/nailfire\")\n      \t\tNLBG F 3 BRIGHT A_CustomMissile(\"BorgNail1\", 32, 0, Random(6, -6), 0, 1)\n      \t\tNLBG E 1 BRIGHT\n      \t\tGoto See\n      \t\tNLBG E 10 A_FaceTarget\n      \t\tNLBG E 0 A_PlaySound(\"weapons/nailfire\")\n      \t\tNLBG F 4 A_CustomMissile(\"BorgNail2\", 28, 0, 4, 0, 1)\n      \t\tNLBG F 0 A_CustomMissile(\"BorgNail2\", 28, 0, -4, 0, 1)\n      \t\tNLBG F 0 A_CustomMissile(\"BornNail2\", 36 ,0 ,4 , 0, 1)\n      \t\tNLBG F 0 A_CustomMissile(\"BorgNail2\", 36, 0, -4, 0, 1)\n      \t\tNLBG F 0 BRIGHT A_CustomMissile(\"BorgCenterNail\", 32, 0, 0, 0)\n      \t\tNLBG E 15\n      \t\tGoto See\n\tPain:\n\t\tNLBG G 3\n\t\tNLBG G 3 A_Pain\n\t\tGoto See\n\tDeath:\n\t\tNLBG H 5\nNULL A 0 ACS_Execute(500, 0, 26, 0)\n\t\tNLBG I 5 A_Scream\n\t\tNLBG J 5 A_NoBlocking\n\t\tNLBG J 0 A_PlaySound(\"Weapons/NailBomb\")\n    NLBG L 650\n  DeathFade:\n    NLBG L 2 A_FadeOut(0.1)\n\t\tStop\n\tXDeath:\n\t\tNLBG O 5\n\t\tNLBG P 5 A_XScream\n\t\tNLBG Q 5 A_NoBlocking\n\t\tNLBG Q 0 A_PlaySound(\"Weapons/NailBomb\")\n\t\tNLBG RTUV 5 A_CustomMissile(\"BorgNailBombBig\", 32, 0, Random(6, -6), 0)\n    NLBG L 650\n  XDeathFade:\n    NLBG L 2 A_FadeOut(0.1)\n\tRaise:\n\t\tNLBG KJIH 5\n\t\tGoto See\n\t}\n}\n\nActor BorgNailBomb\n{\n\tRadius 24\n\tHeight 24\n\tSpeed 20\n\tReactiontime 35\n\tSEESOUND \"Weapons/NBBounce\"\n\tDEATHSOUND \"Weapons/NailBombExp\"\n\tPROJECTILE\n\t-SHOOTABLE\n\t+DOOMBOUNCE\n\t+RANDOMIZE\n\t+GRENADETRAIL\n\t-NOGRAVITY\n\t+CANBOUNCEWATER\n\t+BOUNCEONACTORS\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128, \"nop\")\n\t\tgoto Spawn2\n\tSpawn2:\n\t\tNBMB A 2 A_Countdown\n\t\tNBMB AB 6\n\t\tloop\n\tnop:\n\t\tTNT1 AA 0\n\t\tstop\n\tDeath:\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 0)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 40)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 80)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 120)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 160)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 200)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 240)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 280)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 320)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 350)\n\t\tWSMK ABCDE 5\n\t\tStop\n\t}\n}\n\nActor BorgNailBombBig\n{\n\tRadius 24\n\tHeight 24\n\tSpeed 20\n\tReactiontime 35\n\tSEESOUND \"Weapons/NBBounce\"\n\tDEATHSOUND \"Weapons/NailBombExp\"\n\tScale 1.4\n\tPROJECTILE\n\t-SHOOTABLE\n\t+DOOMBOUNCE\n\t+RANDOMIZE\n\t+GRENADETRAIL\n\t-NOGRAVITY\n\t+CANBOUNCEWATER\n\t+BOUNCEONACTORS\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, \"nop\")\n\t\tgoto Spawn2\n\tSpawn2:\n\t\tNBMB A 2 A_Countdown\n\t\tNBMB AB 6\n\t\tloop\n\tnop:\n\t\tTNT1 AA 0\n\t\tstop\n\tDeath:\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 0)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 20)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 40)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 60)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 80)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 100)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 120)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 140)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 160)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 180)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 200)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 220)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 240)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 260)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 280)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 300)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 320)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 340)\n\t\tWSMK ABCDE 5\n\t\tStop\n\t}\n}\n\nActor BorgNail1\n{\n        Projectile\n        Radius 5\n        Height 8\n        Speed 32\n        Damage 3\n        Scale 0.6\n        +BLOODSPLATTER\n        +PIERCEARMOR\n        seeSound \"\"\n        DeathSound \"\"\n        Decal Bulletchip\n        States\n        {\n        Spawn:\n                DART A 1 A_CustomMissile(\"NailBlur\", 0, 0, 180)\n        \tDART A 0 A_PlaySound(\"weapons/nailflight\")\n               \tLoop\n        Crash:\n        \tDART B 0 A_PlaySound(\"weapons/nailhit\")\n        \tDART BCDEFG 2\n        \tStop\n        XDeath:\n        \tDART B 0 A_PlaySound(\"weapons/nailhitbleed\")\n        \tDART BCDEFG 2\n        \tStop\n        Death:\n        \tDART B 0 A_PlaySound(\"weapons/nailhit\")\n        \tDART BCDEFG 2\n        \tStop\n        }\n}\n\nActor BorgNail2\n{\n        Projectile\n        Radius 6\n        Height 8\n        Speed 30\n        Damage 2\n        Scale 0.6\n        +BLOODSPLATTER\n        seeSound \"\"\n        DeathSound \"\"\n        Decal Bulletchip\n        States\n        {\n        Spawn:\n                DART A 1 A_SpawnItemEx(\"NailBlur\", 0, 0, 0, 0.2, 0, 0, 180, 128)\n        \tDART A 0 A_PlaySound(\"weapons/nailflight\")\n\t\tDART A 1 A_SpawnItemEx(\"NailBlur\", 0, 0, 0, 0.2, 0, 0, 180, 128)\n               \tLoop\n        Crash:\n        \tDART B 0 A_PlaySound(\"weapons/nailhit\")\n        \tDART BCDEFG 2\n        \tStop\n        XDeath:\n        \tDART B 0 A_PlaySound(\"weapons/nailhitbleed\")\n        \tDART BCDEFG 2\n        \tStop\n        Death:\n        \tDART B 0 A_PlaySound(\"weapons/nailhit\")\n        \tDART BCDEFG 2\n        \tStop\n        }\n}\n\nActor BorgCenterNail\n{\n        Projectile\n        Radius 6\n        Height 8\n        Speed 26\n        Damage 3\n        +BLOODSPLATTER\n        +PIERCEARMOR\n        seeSound \"\"\n        DeathSound \"\"\n        Decal Bulletchip\n        States\n        {\n        Spawn:\n                DART A 1 A_SpawnItemEx(\"NailBlur\", 0, 0, 0, 0.2, 0, 0, 180, 128)\n        \tDART A 0 A_PlaySound(\"weapons/nailflight\")\n\t\tDART A 1 A_SpawnItemEx(\"NailBlur\", 0, 0, 0, 0.2, 0, 0, 180, 128)\n               \tLoop\n        Crash:\n        \tDART B 0 A_PlaySound(\"weapons/nailhit\")\n        \tDART BCDEFG 2\n        \tStop\n        XDeath:\n        \tDART B 0 A_PlaySound(\"weapons/nailhitbleed\")\n        \tDART BCDEFG 2\n        \tStop\n        Death:\n        \tDART B 0 A_PlaySound(\"weapons/nailhit\")\n        \tDART BCDEFG 2\n        \tStop\n        }\n}\n\nActor NailBlur\n{\n   Height 8\n   Radius 1\n   Damage 0\n   Scale 0.6\n   Speed 0.2\n   RenderStyle Translucent\n   Alpha 0.5\n   +NOGRAVITY\n   +DROPOFF\n   States\n   {\n   Spawn:\n      DART A 1 A_FadeOut(0.1)\n      Loop\n   }\n}\n\nACTOR SSGZombie 23049\n{\n\tspawnid 209\n\tHealth 90\n\tRadius 20\n\tHeight 56\n\tSpeed 9\n\tPainChance 200\n\tDamage 10\n\tMONSTER\n\t+FloorClip\n\tSEESOUND \"SSGUNER/sight\"\n\tATTACKSOUND \"SSGUNER/SSG\"\n\tPAINSOUND \"grunt/pain\"\n\tDEATHSOUND \"SSGUNER/death\"\n\tACTIVESOUND \"SSGUNER/idle\"\n\tOBITUARY \"%o was blown open by a Super Shotgunner!\"\n\tDecal Bulletchip\n\tstates\n\t{\n\tSpawn:\n\t\tGPOS A 10 A_Look\n\t\tLoop\n\tSee:\n\t\tGPOS AABBCCDD 4 A_Chase\n\t\tLoop\n\tMissile:\n\t\tGPOS E 10 BRIGHT A_FaceTarget\n\t\tGPOS F 8 BRIGHT A_BulletAttack\n\t\tGPOS E 8 BRIGHT\n\t\tGoto See\n\tPain:\n\t\tGPOS G 3\n\t\tGPOS G 3 A_Pain\n\t\tGoto See\n\tDeath:\n\t\tGPOS H 7\nNULL A 0 ACS_Execute(500, 0, 27, 0)\n\t\tGPOS I 7 A_Scream\n\t\tGPOS J 7 A_NoBlocking\n\t\tGPOS K 7\n\t\tGPOS L 7\n\t\tGPOS M 7\n                GPOS N 650\n  DeathFade:\n                GPOS N 2 A_FadeOut(0.1)\n                loop\n\tXDeath:\n\t\tGPOS O 5\nNULL A 0 ACS_Execute(500, 0, 27, 1)\n\t\tGPOS P 5 A_XScream\n\t\tGPOS Q 5 A_NoBlocking\n\t\tGPOS RS 5\n    GPOS S 650\n  XDeathFade:\n    GPOS S 2 A_FadeOut(0.1)\n                loop\n\tRaise:\n\t\tGPOS NMLKJIH 5\n\t\tGoto See\n\t}\n}\n\nactor SpiderImpHead 25625\n{\n    Health 15\n    Radius 5\n    Height 24\n    Speed 18\n    PainChance 200\n    Mass 30\n    MONSTER\n    \t+NOGRAVITY\n    SeeSound \"impspid/see\"\n    PainSound \"impspid/pain\"\n    DeathSound \"impspid/death\"\n    ActiveSound \"impspid/see\"\n    MeleeSound \"impspid/atack\"\n    Obituary \"%o was biten by imp head\"\n    MeleeDamage 3\n    States\n    {\n    Spawn:\n        IMHD D 5 A_Look\n        Loop\n    See:\n        IMHD A 0 A_SetFloorClip\n        IMHD A 3 A_Gravity\n        IMHD ABBCC 3 A_Chase\n        Loop\n    Melee:\n        IMHD D 8 A_FaceTarget\n        IMHD E 6 A_MeleeAttack\n        Goto See\n    Pain:\n        IMHD D 2 A_Pain\n        Goto See\n    Death:\n        IMHD F 8 A_ScreamAndUnblock\n        IMHD G 8\n        IMHD H 6\n        Stop\n    }\n}\n\nACTOR Demolisher 30110\n{\nObituary \"%o felt the power of the Spider-Demolisher.\"\nHealth 65000\nRadius 70\nHeight 50\nMass 1000\nSpeed 20\nScale 1.2\nPainChance 20\nMONSTER\n+NOTARGET\n+FLOORCLIP\n+BOSS\n+MISSILEEVENMORE\n+NORADIUSDMG\nSeeSound \"monster/demsit\"\nAttackSound \"spider/attack\"\nPainSound \"spider/pain\"\nDeathSound \"monster/demdth\"\nActiveSound \"spider/active\"\nStates\n   {\n   Spawn:\n       DEMO AB 10 A_Look\n       Loop\n   See:\n       DEMO A 3 A_Metal\n       DEMO ABB 3 A_Chase\n       DEMO C 3 A_Metal\n       DEMO CDD 3 A_Chase\n       DEMO E 3 A_Metal\n       DEMO EFF 3 A_Chase\n       Loop\n   Missile:\n       DEMO A 10 BRIGHT A_FaceTarget\n       DEMO T 1 BRIGHT A_Playsound (\"weapons/bfgf\")\n       DEMO T 2 BRIGHT A_FaceTarget\n       DEMO U 10 BRIGHT A_CustomMissile (\"BFGBall\",64,0,0, 16)\n       DEMO U 0 BRIGHT A_CustomMissile (\"BFGBall\",64,0,0, 0)\n       DEMO U 0 BRIGHT A_CustomMissile (\"BFGBall\",64,0,0, -128)\n       DEMO T 0 BRIGHT A_Jump (128,10)\n       DEMO T 1 BRIGHT A_Playsound (\"weapons/bfgf\")\n       DEMO T 0 BRIGHT A_Jump (192,1)\n       Goto See\n   Pain:\n       DEMO I 3\n       DEMO I 3 A_Pain\n       Goto See\n   Death:\n       DEMO J 20 Bright A_Scream\nNULL A 0 ACS_Execute(500, 0, 28, 0)\n       DEMO K 10 Bright A_NoBlocking\n       DEMO LMNOPQR 10 Bright\n       DEMO S 30\n       DEMO S -1 A_BossDeath\n       Stop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/frenzy_beast2.txt",
        "contents": "actor CometTail\n{\n+CLIENTSIDEONLY\nPROJECTILE\nRENDERSTYLE ADD\n+NOCLIP\nALPHA 0.4\nStates\n{\nSpawn:\nFRTB ABCDEFGHI 1 Bright\nStop\n}\n}\n\nactor Comet\n{\nRadius 6\nHeight 8\nSpeed 10\nDamage 5\nSpawnID 250\nExplosionDamage 80\nExplosionRadius 80\nScale .55\nPROJECTILE\nSeeSound \"comet/launch\"\nDeathSound \"comet/explosion\"\nDecal Scorch\nStates\n{\nSpawn:\nCOMT AAAABBBBCCCC 1 Bright A_SpawnItemEx(\"CometTail\", 0, 0, 0, 0, 0, 0, 0, 128)\nLoop\nDeath:\nCOMT D 3 Bright A_SpawnItemEx(\"CometDeathGlow\", 0, 0, 0, 0, 0, 0, 0, 128)\nCOMT E 3 Bright A_Explode\nCOMT E 0 A_SpawnItemEx(\"CometDeath\", 0, 0, 0, 0, 0, 0, 0, 128)\nStop\n}\n}\n\nACTOR Afrit 3120\n{\nspawnid 235\n//$Category \"ZDoom Monster pack\"\nHealth 800\nSpeed 6\nRadius 24\nHeight 72\nPainChance 50\nMass 500\nMeleedamage 10\nSeeSound \"baron/sight\"\nPainSound \"baron/pain\"\nDeathSound \"baron/death\"\nActiveSound \"baron/active\"\nMeleeSound \"baron/melee\"\nMissiletype \"AfritBall\"\nMissileHeight 44\nREACTIONTIME 8\nMONSTER\n+NOGRAVITY\n+NOBLOOD\n+FLOATBOB\n+FLOAT\n+DONTHURTSPECIES\nObituary \"%o was scorched by an Afrit\"\nHitObituary \"%o found the Afrit too hot to handle.\"\nDamagefactor \"HellFire\", 0.0\n\nStates\n{\nSpawn:\nFRIT A 0\nFRIT A 0 A_CustomMissile(\"OrbitComet\", 44, 0, 0, 2, 0)\nFRIT A 0 A_CustomMissile(\"OrbitComet2\", 44, 0, 180, 2, 0)\nFRIT ABCD 4 Bright A_Look\nGoto Spawn+3\nIdle:\nFRIT ABCD 4 Bright A_Look\nLoop\nSee:\nFRIT AABBCCDD 2 Bright A_Chase\nLoop\nMelee:\nFRIT S 0 A_Jump(64,4)\nFRIT ST 6 Bright A_FaceTarget\nFRIT U 6 Bright A_ComboAttack\nGoto See +2\nFRIT E 6 Bright A_FaceTarget\nFRIT F 6 Bright A_CustomMissile(\"HellFire\", 44, 0, 0)\nFRIT G 6 Bright A_FaceTarget\nGoto See +2\nMissile:\nFRIT S 0 A_Jump(64,8)\nFRIT S 0 A_Jump(128,4)\nFRIT ST 6 Bright A_FaceTarget\nFRIT U 6 Bright A_ComboAttack\nGoto See +2\nFRIT EF 6 Bright A_FaceTarget\nFRIT G 6 Bright A_CustomMissile(\"Comet\", 44, 0, 0)\nGoto See +2\nFRIT E 6 Bright A_FaceTarget\nFRIT F 6 Bright A_CustomMissile(\"HellFire\", 44, 0, 0)\nFRIT G 6 Bright A_FaceTarget\nGoto See +2\nPain:\nFRIT HH 4 Bright A_Pain\nGoto See +2\nDeath:\nNULL A 0 ACS_Execute(500, 0, 20, 0)\nFRIT I 0 Bright A_NoGravity\nFRIT I 6 Bright A_Scream\nFRIT J 5 Bright A_NoBlocking\nFRIT KLMNOPQR 4 Bright\nStop\n}\n}\n\nactor AfritBall\n{\nRadius 6\nHeight 8\nSpeed 15\nDamage 8\nPROJECTILE\nRENDERSTYLE ADD\nALPHA 0.8\nSeeSound \"imp/attack\"\nDeathSound \"imp/shotx\"\nDecal BaronScorch\nStates\n{\nSpawn:\nFRTM AB 5 Bright\nLoop\nDeath:\nFRTM CDE 6 Bright\nStop\n}\n}\n\nactor OrbitComet : Comet\n{\nSeeSound \"\"\n+NOCLIP\n+CLIENTSIDEONLY\nScale .28\nSpeed 5\nStates\n{\nSpawn:\nCOMT AABBCC 1 Bright A_SpawnItemEx(\"OrbitCometTail\", 0, 0, 0, 0, 0, 0, 0, 128)\nCOMT A 0 A_CustomMissile(\"OrbitComet\", 0, 0, 75)\nCOMT A 0 A_SpawnItemEx(\"OrbitCometTail\", 0, 0, 0, 0, 0, 0, 0, 128)\nStop\n}\n}\n\nactor OrbitComet2 : OrbitComet\n{\n+CLIENTSIDEONLY\nStates\n{\nSpawn:\nCOMT AABBCC 1 Bright A_SpawnItemEx(\"OrbitCometTail\", 0, 0, 0, 0, 0, 0, 0, 128)\nCOMT A 0 A_CustomMissile(\"OrbitComet2\", 0, 0, -75)\nCOMT A 0 A_SpawnItemEx(\"OrbitCometTail\", 0, 0, 0, 0, 0, 0, 0, 128)\nStop\n}\n}\n\nACTOR HellFire\n{\n+CLIENTSIDEONLY\n+NOBLOCKMAP\n+MISSILE\n+DROPOFF\nSpeed 5\nDamage 0\nDeathSound \"dragonfam/attack\"\n\nStates\n{\nSpawn:\nNULL A 1\nLoop\nDeath:\nNULL A 0 Bright A_CustomMissile(\"HellFire1\", 0, 0, -180)\nNULL A 0 Bright A_CustomMissile(\"HellFire1\", 0, 16, -175)\nNULL A 0 Bright A_CustomMissile(\"HellFire1\", 0, 32, -170)\nNULL A 0 Bright A_CustomMissile(\"HellFire1\", 0, -16, -185)\nNULL A 0 Bright A_CustomMissile(\"HellFire1\", 0, -32, -190)\nStop\n}\n}\n\nactor OrbitCometTail : CometTail\n{\n+CLIENTSIDEONLY\nScale .5\n}\n\nACTOR HellFire1\n{\n+NOCLIP\n+MISSILE\n+DROPOFF\nSpeed 2\nDamage 2\nStates\n{\nSpawn:\nNULL A 10 A_CustomMissile(\"HellFire2\", 0, 0, 0)\nNULL A 10 A_CustomMissile(\"HellFire2\", 0, 16, 0)\nNULL A 10 A_CustomMissile(\"HellFire2\", 0, -16, 0)\nNULL A 10 A_CustomMissile(\"HellFire2\", 0, 0, 0)\nNULL A 10 A_CustomMissile(\"HellFire2\", 0, 16, 0)\nNULL A 10 A_CustomMissile(\"HellFire2\", 0, -16, 0)\nNULL A 10 A_CustomMissile(\"HellFire2\", 0, 0, 0)\nNULL A 10 A_CustomMissile(\"HellFire2\", 0, 16, 0)\nNULL A 10 A_CustomMissile(\"HellFire2\", 0, -16, 0)\nNULL A 10 A_CustomMissile(\"HellFire2\", 0, 0, 0)\nNULL A 10 A_CustomMissile(\"HellFire2\", 0, 16, 0)\nNULL A 10 A_CustomMissile(\"HellFire2\", 0, -16, 0)\nNULL A 10 A_CustomMissile(\"HellFire2\", 0, 0, 0)\nNULL A 10 A_CustomMissile(\"HellFire2\", 0, 16, 0)\nNULL A 10 A_CustomMissile(\"HellFire2\", 0, -16, 0)\nStop\n}\n}\n\nactor CometDeathGlow : CometTail\n{\n+CLIENTSIDEONLY\nScale 2.0\nAlpha 0.6\nStates\n{\nSpawn:\nFRTB ABCDEFGHI 3 Bright\nStop\n}\n}\n\nactor CometDeath\n{\n+CLIENTSIDEONLY\nPROJECTILE\nRENDERSTYLE ADD\n+NOCLIP\nALPHA 0.7\nStates\n{\nSpawn:\nCOMT FGHI 3 Bright\nStop\n}\n}\n\nACTOR HellFire2\n{\n+NOCLIP\n+MISSILE\n+DROPOFF\n+RANDOMIZE\nScale 1.5\nSpeed 1\nDamage 2\nRENDERSTYLE ADD\nALPHA 0.67\nExplosionDamage 3\nExplosionRadius 64\nDeathSound \"dragonfam/attack\"\nDamagetype \"HellFire\"\nStates\n{\nSpawn:\nNULL A 8\nFRTF A 3 Bright\nFRTF A 0 A_Explode\nFRTF B 3 Bright\nFRTF B 0 A_Explode\nFRTF C 3 Bright\nFRTF C 0 A_Explode\nFRTF C 0\nFRTF C 0 A_Jump(191,4)\nFRTF C 0 A_CustomMissile(\"HellFire2\", 0, 24, 0)\nFRTF C 0 A_CustomMissile(\"HellFire2\", 0, 0, 0)\nFRTF C 0 A_CustomMissile(\"HellFire2\", 0, -24, 0)\nFRTF DEFGHIJKLMNO 3 Bright\nStop\n}\n}\n\nactor BatFamiliar 3107\n{\nspawnid 236\n\t//$Category \"ZDoom Monster pack\"\n    Health 10\n    Radius 12\n    Height 24\n    Speed 14\n    PainChance 200\n    MONSTER\n    +NOGRAVITY\n    +FLOAT\n    SeeSound \"batfam/idle\"\n    PainSound \"batfam/pain\"\n    DeathSound \"batfam/death\"\n    ActiveSound \"batfam/idle\"\n    MeleeSound \"batfam/idle\"\n    HitObituary \"%o was scratched by a bat familiar\"\n    MISSILEHEIGHT 0\n    MeleeDamage 1\n\n    States\n    {\n    Spawn:\n        BFAM ABCB 3 A_Look\n        Loop\n    See:\n        BFAM ABCB 3 A_Chase\n        Loop\n    Melee:\n        BFAM A 3 A_FaceTarget\n        BFAM B 3 A_MeleeAttack\n        BFAM CB 3 A_FaceTarget\n        Goto See\n    Pain:\n        BFAM A 2\n        BFAM A 2 A_Pain\n        Goto See\n    Death:\n        BFAM D 0 A_Die\n        BFAM D 0 A_NoBlocking\n        BFAM D 5 A_Scream\n        BFAM E 5\n        BFAM FDEF 5\n        Goto Death+5\n    Crash:\n\t\tBFAM G 0 A_SetFloorClip\n        BFAM G 6 A_PlaySound(\"batfam/crash\")\n        BFAM H 7\n        BFAM I 8\n        BFAM J 1\n        Stop\n    }\n}\n\nACTOR BloodDemonClone 3110\n{\nspawnid 237\n\t//$Category Monsters\n    Health 300\n    Speed 12\n    Height 56\n    Radius 10\n    Mass 400\n    PainChance 180\n    Meleedamage 5\n    REACTIONTIME 8\n    MONSTER\n    +FLOORCLIP\n    SeeSound \"blooddemon/sight\"\n    PainSound \"blooddemon/pain\"\n    DeathSound \"blooddemon/death\"\n    ActiveSound \"blooddemon/active\"\n    //MeleeSound \"blooddemon/melee\"\n    HitObituary \"%o Was chewed up and spat out by a Mech-demon.\"\n\n    States\n    {\n    Spawn:\n       SRG2 AB 10 A_Look\n       Loop\n    See:\n       SRG2 A 0 A_PlaySound(\"blooddemon/walk\")\n       SRG2 AABB 2 A_Chase\n       SRG2 C 0 A_PlaySound(\"blooddemon/walk\")\n       SRG2 CCDD 2 A_Chase\n       Loop\n    Melee:\n\t   SRG2 E 0 A_PlaySound(\"blooddemon/melee\")\n       SRG2 EF 8 A_FaceTarget\n       SRG2 G 8 A_MeleeAttack\n       Goto See\n    Pain:\n       SRG2 H 2\n       SRG2 H 2 A_Pain\n       Goto See\n    Death:\n       SRG2 I 8\nNULL A 1 ACS_Execute(500, 0, 29, 0)\n       SRG2 I 8\n       SRG2 I 0 A_FaceTarget\n       SRG2 J 0 A_SpawnItemEx(\"BloodDemonArm\", 10, 0, 32, 0, 8, 0, 0, 128)\n       SRG2 J 8 A_Scream\n       SRG2 K 4\n       SRG2 L 4 A_NoBlocking\n       SRG2 M 4\n       SRG2 N 650\n\t\tDeathFade:\n\t\t\tSRG2 N 2 A_FadeOut(0.1)\n\t\t\tloop\n    Raise:\n       SRG2 NMLKJI 5\n       Goto See\n    }\n}\n\nACTOR BloodDemonArm\n{\n\tRadius 8\n\tHeight 8\n\tSpeed 8\n\t+DOOMBOUNCE\n\t+DROPOFF\n\t+Missile\n      States\n\t{\n\tSpawn:\n         SG2A ABCDEFGH 2\n         Loop\n\tDeath:\n\t SG2A I 2 A_FadeOut(0.1)\n\t Loop\n\t}\n}\n\nACTOR Bloodfiend : Demon 30100\n{\nspawnid 238\nHealth 250\nPainChance 140\nSpeed 12\nRadius 15\nHeight 56\nMass 450\nMONSTER\n+FloorClip\n+LongMeleeRange\n+DontHurtSpecies\nOBITUARY \"%o died from the toxic blood of a bloodfiend.\"\nHITOBITUARY \"%o was eaten by a bloodfiend.\"\nSEESOUND \"monster/sg2sit\"\nATTACKSOUND \"monster/sg2atk\"\nPAINSOUND \"demon/pain\"\nDEATHSOUND \"demon/death\"\nACTIVESOUND \"demon/sg2act\"\n\nstates\n   {\n   Spawn:\n       SAR2 AB 10 A_Look\n       Loop\n   See:\n       SAR2 AABBCCDD 2 A_Chase\n       Loop\n   Melee:\n       SAR2 EF 8 A_FaceTarget\n       SAR2 G 8 A_SargAttack\n       Goto See\n   Missile:\n       SAR2 GF 8 A_FaceTarget\n       SAR2 E 0 A_PlaySound (\"Weapons/bloodf\")\n       SAR2 E 0 A_CustomMissile (\"Bloodshot\",22,0,-1,0,0)\n       SAR2 E 8 A_CustomMissile (\"Bloodshot\",22,0,1,0,0)\n       Goto See\n   Pain:\n       SAR2 H 2\n       SAR2 H 2 A_Pain\n       Goto See\n   Death:\nNULL A 0 ACS_Execute(500, 0, 30, 0)\n       SAR2 I 8\n       SAR2 J 8 A_Scream\n       SAR2 K 4\n       SAR2 L 4 A_NoBlocking\n       SAR2 M 4\n       SAR2 N 650\n\t\tDeathFade:\n\t\t\tSAR2 N 2 A_FadeOut(0.1)\n\t\t\tloop\n    XDeath:\nNULL A 0 ACS_Execute(500, 0, 30, 1)\n       SAR2 O 5\n       SAR2 P 5 A_XScream\n       SAR2 Q 5 A_NoBlocking\n       SAR2 RSTUV 5\n       SAR2 W 650\n\t\tXDeathFade:\n\t\t\tSAR2 W 2 A_FadeOut(0.1)\n\t\t\tloop\n   Raise:\n       SAR2 NMLKJI 5\n       Goto See\n   }\n}\n\nACTOR Bloodshot\n{\n   Radius 3\n   Height 3\n   Speed 20\n   Damage 2\n   PROJECTILE\n   RENDERSTYLE TRANSLUCENT\n   ALPHA 0.80\n   +THRUGHOST\n   DeathSound \"weapons/bloodx\"\n   States\n   {\n   Spawn:\n      FBLD A 2 Bright A_CStaffMissileSlither\n      FBLD A 0 A_SpawnItem(\"Bloodtrail\",0,0)\n      FBLD B 2 Bright A_CStaffMissileSlither\n      FBLD B 0 A_SpawnItem(\"Bloodtrail\",0,0)\n      loop\n   Death:\n      FBLD CDE 3 Bright\n      stop\n   }\n}\n\nACTOR Bloodtrail\n{\n   Radius 1\n   Height 1\n   PROJECTILE\n   RENDERSTYLE TRANSLUCENT\n   ALPHA 0.67\n   States\n   {\n   Spawn:\n      NULL A 3\n      FBLD FGH 3 BRIGHT\n      Stop\n   }\n}\n\nACTOR Lurker : Bloodfiend 30101\n{\nRENDERSTYLE TRANSLUCENT\nObituary \"%o didn't see the lurker that was shooting at him.\"\nHitObituary \"%o didn't see the lurker right in front of him.\"\nDropItem BloodAmmo\nALPHA 0.25\nSpawnID 171\n}\n\nACTOR ChainsawZombie 3204\n{\nspawnid 239\n    Health 30\n    Radius 20\n    Height 56\n    Speed 13\n    MeleeDamage 1\n    PainChance 200\n    MONSTER\n    +FLOORCLIP\n    Obituary \"%o was sliced by a madman zombie with a chainsaw!\"\n    SeeSound \"grunt/sight\"\n    MeleeSound \"weapons/sawhit\"\n    PainSound \"grunt/pain\"\n    DeathSound \"grunt/death\"\n    ActiveSound \"grunt/active\"\n\n    States\n    {\n    Spawn:\n        CHAN A 4 A_Look\n        CHAN A 4 A_PlayWeaponSound(\"weapons/sawidle\")\n        CHAN A 4 A_Look\n        CHAN B 4 A_PlayWeaponSound(\"weapons/sawidle\")\n        CHAN B 4 A_Look\n        CHAN B 4 A_PlayWeaponSound(\"weapons/sawidle\")\n        Loop\n    See:\n        CHAN A 4 A_Chase\n        CHAN A 4 A_Chase\n        CHAN B 0 A_PlayWeaponSound(\"weapons/sawidle\")\n        CHAN B 4 A_Chase\n        CHAN B 4 A_Chase\n        CHAN C 0 A_PlayWeaponSound(\"weapons/sawidle\")\n        CHAN C 4 A_Chase\n        CHAN C 4 A_Chase\n        CHAN D 0 A_PlayWeaponSound(\"weapons/sawidle\")\n        CHAN D 4 A_Chase\n        CHAN D 4 A_Chase\n        CHAN A 0 A_PlayWeaponSound(\"weapons/sawidle\")\n        Loop\n    Melee:\n        CHAN E 1 A_FaceTarget\n        CHAN F 3 A_MeleeAttack\n        Goto See\n    Pain:\n        CHAN G 5\n        CHAN G 3 A_Pain\n        Goto See\n    Death:\nNULL A 0 ACS_Execute(500, 0, 31, 0)\n        CHAN H 5\n        CHAN I 5 A_Scream\n        CHAN J 5 A_Fall\n        CHAN KLM 5\n        CHAN N 650\n\t\tDeathFade:\n\t\t\tCHAN N 2 A_FadeOut(0.1)\n\t\t\tloop\n    XDeath:\nNULL A 0 ACS_Execute(500, 0, 31, 1)\n        CHAN O 5\n        CHAN P 5 A_XScream\n        CHAN Q 5 A_Fall\n        CHAN RSTUV 5\n        CHAN W 650\n\t\tXDeathFade:\n\t\t\tCHAN W 2 A_FadeOut(0.1)\n\t\t\tloop\n    Raise:\n        CHAN NMLKJIH 5\n        Goto See\n    }\n}\n\nactor NamiDarkImp 3100\n{\nspawnid 240\n\t//$Category Monsters\n    Health 120\n    Radius 20\n    Height 56\n    Speed 8\n    PainChance 200\n    MONSTER\n    +FLOORCLIP\n    SeeSound \"imp/sight\"\n    PainSound \"imp/pain\"\n    DeathSound \"imp/death\"\n    ActiveSound \"imp/active\"\n    MeleeSound \"imp/melee\"\n    Obituary \"%o was cursed by a dark imp.\"\n    HitObituary \"%o was touched by a dark imp.\"\n    MissileType DarkSeeker\n    MeleeDamage 3\n\n    States\n    {\n    Spawn:\n        DRKI AB 10 A_Look\n        Loop\n    See:\n        DRKI AABBCCDD 3 A_Chase\n        Loop\n    Melee:\n    Missile:\n        DRKI EF 8 A_FaceTarget\n        DRKI G 6 A_ComboAttack\n        Goto See\n    Pain:\n        DRKI H 2\n        DRKI H 2 A_Pain\n        Goto See\n    Death:\nNULL A 0 ACS_Execute(500, 0, 32, 0)\n        DRKI I 8\n        DRKI J 8 A_Scream\n        DRKI K 6\n        DRKI L 6 A_Fall\n        DRKI M -1\n        Stop\n    XDeath:\nNULL A 0 ACS_Execute(500, 0, 32, 1)\n        DRKI N 5\n        DRKI O 5 A_XScream\n        DRKI P 5\n        DRKI Q 5 A_Fall\n        DRKI RST 5\n        DRKI U -1\n        Stop\n    Raise:\n        DRKI ML 8\n        DRKI KJI 6\n        Goto See\n    }\n}\n\nactor DarkSeeker\n{\n    Radius 8\n    Height 6\n    Speed 9\n    Damage 3\n    +SEEKERMISSILE\n    PROJECTILE\n    RENDERSTYLE ADD\n    ALPHA 0.67\n    SeeSound \"imp/attack\"\n    DeathSound \"imp/shotx\"\n    Decal DoomImpScorch\n    States\n    {\n    Spawn:\n        DKB1 AB 4 Bright A_SeekerMissile (5,10)\n        Loop\n    Death:\n        DKB1 CDE 4 Bright\n        Stop\n    }\n}\n\nactor VoidDarkImp 3101\n{\nspawnid 241\n\t//$Category Monsters\n    Health 130\n    Radius 20\n    Height 56\n    Speed 7\n    PainChance 200\n    MONSTER\n    +FLOORCLIP\n    SeeSound \"imp/sight\"\n    PainSound \"imp/pain\"\n    DeathSound \"imp/death\"\n    ActiveSound \"imp/active\"\n    MeleeSound \"imp/melee\"\n    Obituary \"%o was cursed by a dark imp.\"\n    HitObituary \"%o was touched by a dark imp.\"\n    MissileType DarkNormal\n    MeleeDamage 3\n\n    States\n    {\n    Spawn:\n        DRKV AB 10 A_Look\n        Loop\n    See:\n        DRKV AABBCCDD 3 A_Chase\n        Loop\n    Melee:\n        DRKV EF 8 A_FaceTarget\n        DRKV G 6 A_ComboAttack\n        Goto See\n    Missile:\n        DRKV E 0 A_Jump(64,4)\n        DRKV EF 8 A_FaceTarget\n        DRKV G 6 A_CustomMissile(\"DarkNormal\", 32, 0, 0)\n        Goto Missile+7\n        DRKV IJ 8 Bright A_FaceTarget\n        DRKV K 6 Bright A_CustomMissile(\"DarkStrong\", 32, 0, 0)\n        DRKV E 0 A_Jump(64,4)\n        DRKV EF 8 A_FaceTarget\n        DRKV G 6 A_CustomMissile(\"DarkNormal\", 32, 0, 0)\n        Goto See\n        DRKV IJ 8 Bright A_FaceTarget\n        DRKV K 6 Bright A_CustomMissile(\"DarkStrong\", 32, 0, 0)\n        Goto See\n    Pain:\n        DRKV H 2\n        DRKV H 2 A_Pain\n        Goto See\n    Death:\nNULL A 0 ACS_Execute(500, 0, 33, 0)\n        DRKV L 8\n        DRKV M 8 A_Scream\n        DRKV N 5\n        DRKV O 5 A_Fall\n        DRKV P 650\n\t\tDeathFade:\n\t\t\tDRKV P 2 A_FadeOut(0.1)\n\t\t\tloop\n    XDeath:\nNULL A 0 ACS_Execute(500, 0, 33, 1)\n        DRKI N 5\n        DRKI O 5 A_XScream\n        DRKI P 5\n        DRKI Q 5 A_Fall\n        DRKI RST 5\n        DRKI U 650\n\t\tXDeathFade:\n\t\t\tDRKI U 2 A_FadeOut(0.1)\n\t\t\tloop\n    Raise:\n        DRKV PO 8\n        DRKV NML 6\n        Goto See\n    }\n}\n\nactor DarkNormal\n{\n    Radius 8\n    Height 6\n    Speed 9\n    Damage 3\n    PROJECTILE\n    RENDERSTYLE ADD\n    ALPHA 0.67\n    SeeSound \"imp/attack\"\n    DeathSound \"imp/shotx\"\n    Decal DoomImpScorch\n    States\n    {\n    Spawn:\n        DKB1 AB 4 Bright\n        Loop\n    Death:\n        DKB1 CDE 4 Bright\n        Stop\n    }\n}\n\nactor DarkStrong\n{\n    Radius 8\n    Height 6\n    Speed 9\n    Damage 6\n    PROJECTILE\n    RENDERSTYLE ADD\n    ALPHA 0.67\n    SeeSound \"imp/attack\"\n    DeathSound \"imp/shotx\"\n    Decal DoomImpScorch\n    States\n    {\n    Spawn:\n        DKB2 AB 4 Bright A_SpawnItemEx(\"DarkTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n        Loop\n    Death:\n        DKB2 CDE 4 Bright\n        Stop\n    }\n}\n\nactor DarkTail\n{\n    PROJECTILE\n    RENDERSTYLE ADD\n    +NOCLIP\n    ALPHA 0.5\n    States\n    {\n    Spawn:\n        DKBT ABCDEF 2 Bright\n        Stop\n    }\n}\n\nactor ChaingunGuy2 30124\n{\nspawnid 243\n  obituary \"%o was ripped to bloody ribbons by a double-chaingunner.\"\n  health 100\n  radius 20\n  height 56\n  mass 100\n  speed 8\n  painchance 150\n  seesound \"chainguy/sight\"\n  attacksound \"chainguy/attack\"\n  painsound \"chainguy/pain\"\n  deathsound \"chainguy/death\"\n  activesound \"chainguy/active\"\n\n  MONSTER\n  +FLOORCLIP\n  states\n  {\n  Spawn:\n    DPOS AB 10 A_Look\n    loop\n  See:\n    DPOS AABBCCDD 3 A_Chase\n    loop\n  Missile:\n    DPOS E 10 A_FaceTarget\n    DPOS F 0 bright A_CPosAttack\n    DPOS F 4 bright A_CPosAttack\n    DPOS E 0 bright A_CPosAttack\n    DPOS E 4 bright A_CPosAttack\n    DPOS F 1 A_CPosRefire\n    goto Missile+1\n  Pain:\n    DPOS G 3\n    DPOS G 3 A_Pain\n    goto See\n  Death:\nNULL A 0 ACS_Execute(500, 0, 35, 0)\n    DPOS H 5\n    DPOS I 5 A_Scream\n    DPOS J 5 A_NoBlocking\n    DPOS KLM 5\n    DPOS N 650\n\t\tDeathFade:\n\t\t\tDPOS N 2 A_FadeOut(0.1)\n\t\t\tloop\n  XDeath:\nNULL A 0 ACS_Execute(500, 0, 35, 1)\n    DPOS O 5\n    DPOS P 5 A_XScream\n    DPOS Q 5 A_NoBlocking\n    DPOS RS 5\n    DPOS T 650\n\t\tXDeathFade:\n\t\t\tDPOS T 2 A_FadeOut(0.1)\n\t\t\tloop\n  Raise:\n    DPOS NMLKJIH 5\n    goto See\n  }\n}\n\nACTOR HotDog 30121\n{\nspawnid 244\nHealth 300\nPainChance 128\nSpeed 16\nRadius 30\nHeight 50\nMass 500\nMeleeDamage 7\nMONSTER\n+FLOORCLIP\n+FIRERESIST\n+DONTHURTSPECIES\nObituary \"%o burned alive by a hellhound.\"\nHitObituary \"A hellhound had %o for dinner.\"\nSeeSound \"monster/dogsit\"\nAttackSound \"monster/dogatk\"\nMeleeSound \"monster/dogbit\"\nPainSound \"monster/dogpai\"\nDeathSound \"monster/dogdth\"\nActiveSound \"monster/dogact\"\n\nStates\n   {\n   Spawn:\n       HDOG AA 10 A_Look\n       Loop\n   See:\n       HDOG AAAABBBBCCCCDDDDEEEEFFFF 1 A_Chase\n       Loop\n   Melee:\n       HDOG GH 6 A_FaceTarget\n       HDOG I 6 A_MeleeAttack\n       Goto See\n   Missile:\n       HDOG G 0 A_JumpIfCloser(256,2)\n       HDOG G 0\n       Goto See\n       HDOG G 10 A_FaceTarget\n       HDOG H 1 A_CustomMissile (\"DogFire\",28,0,0,0,0)\n       HDOG H 1 A_CustomMissile (\"DogFire\",28,0,0,0,0)\n       HDOG H 1 A_CustomMissile (\"DogFire\",28,0,0,0,0)\n       HDOG H 1 A_CustomMissile (\"DogFire\",28,0,0,0,0)\n       HDOG H 1 A_CustomMissile (\"DogFire\",28,0,0,0,0)\n       HDOG H 1 A_CustomMissile (\"DogFire\",28,0,0,0,0)\n       HDOG H 1 A_CustomMissile (\"DogFire\",28,0,0,0,0)\n       HDOG H 1 A_CustomMissile (\"DogFire\",28,0,0,0,0)\n       HDOG H 1 A_CustomMissile (\"DogFire\",28,0,0,0,0)\n       HDOG H 1 A_CustomMissile (\"DogFire\",28,0,0,0,0)\n       HDOG H 1 A_CustomMissile (\"DogFire\",28,0,0,0,0)\n       HDOG H 1 A_CustomMissile (\"DogFire\",28,0,0,0,0)\n       HDOG I 6\n       Goto See\n   Pain:\n       HDOG J 2\n       HDOG J 2 A_Pain\n       Goto See\n   Death:\nNULL A 0 ACS_Execute(500, 0, 36, 0)\n       HDOG K 8\n       HDOG L 8 A_Scream\n       HDOG M 4\n       HDOG N 4 A_NoBlocking\n       HDOG OP 4\n       HDOG Q 650\n\t\tDeathFade:\n\t\t\tHDOG Q 2 A_FadeOut(0.1)\n\t\t\tloop\n   Raise:\n       HDOG QPONMLK 5\n       Goto See\n   }\n}\n\nACTOR DogFire\n{\n   Radius 2\n   Height 4\n   Speed 16\n   Damage 1\n   PROJECTILE\n   RENDERSTYLE ADD\n   DamageType Fire\n   ALPHA 0.67\n   Scale 0.67\n   SeeSound \"weapons/bigbrn\"\n   DeathSound \"weapons/bigbrn\"\n   DONTHURTSHOOTER\n   +THRUGHOST\n   States\n   {\n   Spawn:\n      NULL A 2 Bright\n      FRFX ABCD 2 Bright A_Explode(1,8)\n      FRFX D 0 Bright A_Lowgravity\n      FRFX EFG 2 Bright A_Explode(1,16)\n      FRFX HIJ 2 Bright A_Explode(1,32)\n      FRFX KLM 2 Bright A_Explode(1,64)\n      FRFX NO 2 Bright\n      stop\n   Death:\n      FRFX HIJ 2 Bright A_Explode(1,32)\n      FRFX KLM 2 Bright A_Explode(1,64)\n      FRFX NO 2 Bright\n      stop\n   }\n}\n\nACTOR DogShot\n{\n   Radius 8\n   Height 12\n   Speed 16\n   Damage 7\n   PROJECTILE\n   RENDERSTYLE ADD\n   DamageType fire\n   +THRUGHOST\n   SeeSound \"monster/dogsht\"\n   DeathSound \"monster/doghit\"\n   +FIREDAMAGE\n   States\n   {\n   Spawn:\n      NULL A 3\n      HHFX AABBCC 1 Bright A_CustomMissile(\"DogTrail\",0,0,0,0,0)\n      goto Spawn+1\n   Death:\n      HHFX DFGH 4 Bright\n      stop\n   }\n}\n\nACTOR DogTrail : BulletPuff\n{\n   RENDERSTYLE ADD\n   States\n   {\n   Spawn:\n      NULL A 5\n      HHFX DFGH 3 Bright\n      stop\n   }\n}\n\nActor NailBorgCommando 27801\n{\nspawnid 245\n\tOBITUARY \"%o was nailed by a Nail Borg Commando.\"\n\tHealth 230\n\tRadius 20\n\tHeight 56\n\tMass 200\n\tSpeed 14\n\tPainchance 80\n\tScale 1.2\n\tSEESOUND \"Monsters/NBSight\"\n\tACTIVESOUND \"Monsters/NBAct\"\n\tPAINSOUND \"Monsters/NBPain\"\n\tDEATHSOUND \"Monsters/NBDeath\"\n\tTranslation 1\n\tBloodcolor \"7F 3F 00\"\n\t//DropItem \"ShellBox\" 128\n\t//DropItem \"ClipBox\" 128\n\n\tMONSTER\n\t+FLOORCLIP\n\tStates\n\t{\n\tSpawn:\n\t\tNLBC AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tNLBC AA 4 A_Chase\n\t\tNLBC A 0 A_PlaySound(\"Monsters/NBWalk\")\n\t\tNLBC BBCC 4 A_Chase\n\t\tNLBC CC 0 A_PlaySound(\"Monsters/NBWalk\")\n\t\tNLBC DD 4 A_Chase\n\t\tLoop\n\tMissile:\n      \t\tNLBC E 0 A_Jump(96, 27)\n      \t\tNLBC E 0 A_Jump(96, 34)\n      \t\tNLBC E 8 A_FaceTarget\n      \t\tNLBC E 0 A_PlaySound(\"weapons/nailfire\")\n      \t\tNLBC F 2 BRIGHT A_CustomMissile(\"BorgNail1\", 32, 10, Random(6, -6), 0, 1)\n      \t\tNLBC E 1 BRIGHT\n\t\t\tNLBC E 0 A_PlaySound(\"weapons/nailfire\")\n      \t\tNLBC F 2 BRIGHT A_CustomMissile(\"BorgNail1\", 32, 10, Random(6, -6), 0, 1)\n      \t\tNLBC E 1 BRIGHT A_FaceTarget\n      \t\tNLBC E 0 A_PlaySound(\"weapons/nailfire\")\n      \t\tNLBC F 2 BRIGHT A_CustomMissile(\"BorgNail1\", 32, 10, Random(6, -6), 0, 1)\n      \t\tNLBC E 1 BRIGHT A_FaceTarget\n      \t\tNLBC E 0 A_PlaySound(\"weapons/nailfire\")\n      \t\tNLBC F 2 BRIGHT A_CustomMissile(\"BorgNail1\", 32, 10, Random(6, -6), 0, 1)\n      \t\tNLBC E 1 BRIGHT A_FaceTarget\n      \t\tNLBC E 0 A_PlaySound(\"weapons/nailfire\")\n      \t\tNLBC F 2 BRIGHT A_CustomMissile(\"BorgNail1\", 32, 10, Random(6, -6), 0, 1)\n      \t\tNLBC E 1 BRIGHT A_FaceTarget\n      \t\tNLBC E 0 A_PlaySound(\"weapons/nailfire\")\n      \t\tNLBC F 2 BRIGHT A_CustomMissile(\"BorgNail1\", 32, 10, Random(6, -6), 0, 1)\n      \t\tNLBC E 1 BRIGHT A_FaceTarget\n      \t\tNLBC E 0 A_PlaySound(\"weapons/nailfire\")\n      \t\tNLBC F 2 BRIGHT A_CustomMissile(\"BorgNail1\", 32, 0, Random(6, -6), 0, 1)\n      \t\tNLBC E 1 BRIGHT A_FaceTarget\n      \t\tNLBC E 0 A_PlaySound(\"weapons/nailfire\")\n      \t\tNLBC F 2 BRIGHT A_CustomMissile(\"BorgNail1\", 32, 0, Random(6, -6), 0, 1)\n      \t\tNLBC E 1 BRIGHT\n      \t\tGoto See\n      \t\tNLBC E 8 A_FaceTarget\n      \t\tNLBC E 0 A_PlaySound(\"weapons/nailfire\")\n      \t\tNLBC F 4 A_CustomMissile(\"BorgNail2\", 28, 10, 4, 0, 1)\n      \t\tNLBC F 0 A_CustomMissile(\"BorgNail2\", 28, 10, -4, 0, 1)\n      \t\tNLBC F 0 A_CustomMissile(\"BornNail2\", 36 ,10 ,4 , 0, 1)\n      \t\tNLBC F 0 A_CustomMissile(\"BorgNail2\", 36, 10, -4, 0, 1)\n      \t\tNLBC F 0 BRIGHT A_CustomMissile(\"BorgCenterNail\", 32, 0, 0, 0)\n      \t\tNLBC E 12\n      \t\tGoto See\n      \t\tNLBC E 8 A_FaceTarget\n      \t\tNLBC E 0 A_PlaySound(\"Weapons/NailBomb\")\n      \t\tNLBC F 4 A_CustomMissile(\"BorgNailBomb\", 32, 10, Random(6, -6), 0)\n      \t\tNLBC E 8\n      \t\tGoto See\n\tPain:\n\t\tNLBC C 3\n\t\tNLBC C 3 A_Pain\n\t\tGoto See\n\tDeath:\nNULL A 0 ACS_Execute(500, 0, 37, 0)\n\t\tNLBC H 5 A_Scream\n\t\tNLBC I 5\n\t\tNLBC J 5 A_NoBlocking\n\t\tNLBC J 0 A_PlaySound(\"Weapons/NailBomb\")\n\t\tNLBC K 5 A_CustomMissile(\"BorgNailBombBig\", 32, 0, Random(6, -6), 0)\n\t\tNLBC L 5\n\t\tNLBC M 5\n\t\tNLBC N 650\n\t\tDeathFade:\n\t\t\tNLBC N 2 A_FadeOut(0.1)\n\t\t\tloop\n\tXDeath:\nNULL A 0 ACS_Execute(500, 0, 37, 1)\n\t\tNLBC O 5\n\t\tNLBC P 5 A_XScream\n\t\tNLBC Q 5 A_NoBlocking\n\t\tNLBC Q 0 A_PlaySound(\"Weapons/NailBomb\")\n\t\tNLBC RTUV 5 A_CustomMissile(\"BorgNailBombBig\", 32, 0, Random(6, -6), 0)\n\t\tNLBC W 650\n\t\tXDeathFade:\n\t\t\tNLBC W 2 A_FadeOut(0.1)\n\t\t\tloop\n\tRaise:\n\t\tNLBC KJIH 5\n\t\tGoto See\n\t}\n}\n\nActor BorgNailBomb\n{\n\tRadius 24\n\tHeight 24\n\tSpeed 20\n\tReactiontime 35\n\tSEESOUND \"Weapons/NBBounce\"\n\tDEATHSOUND \"Weapons/NailBombExp\"\n\tPROJECTILE\n\t-SHOOTABLE\n\t+DOOMBOUNCE\n\t+RANDOMIZE\n\t+GRENADETRAIL\n\t-NOGRAVITY\n\t+CANBOUNCEWATER\n\t+BOUNCEONACTORS\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128, \"nop\")\n\t\tgoto Spawn2\n\tSpawn2:\n\t\tNBMB A 2 A_Countdown\n\t\tNBMB AB 6\n\t\tloop\n\tnop:\n\t\tTNT1 AA 0\n\t\tstop\n\tDeath:\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 0)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 40)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 80)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 120)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 160)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 200)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 240)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 280)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 320)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 350)\n\t\tWSMK ABCDE 5\n\t\tStop\n\t}\n}\n\nActor BorgNailBombBig\n{\n\tRadius 24\n\tHeight 24\n\tSpeed 20\n\tReactiontime 35\n\tSEESOUND \"Weapons/NBBounce\"\n\tDEATHSOUND \"Weapons/NailBombExp\"\n\tScale 1.4\n\tPROJECTILE\n\t-SHOOTABLE\n\t+DOOMBOUNCE\n\t+RANDOMIZE\n\t+GRENADETRAIL\n\t-NOGRAVITY\n\t+CANBOUNCEWATER\n\t+BOUNCEONACTORS\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128, \"nop\")\n\t\tgoto Spawn2\n\tSpawn2:\n\t\tNBMB A 2 A_Countdown\n\t\tNBMB AB 6\n\t\tloop\n\tnop:\n\t\tTNT1 AA 0\n\t\tstop\n\tDeath:\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 0)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 20)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 40)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 60)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 80)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 100)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 120)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 140)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 160)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 180)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 200)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 220)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 240)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 260)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 280)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 300)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 320)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 340)\n\t\tWSMK ABCDE 5\n\t\tStop\n\t}\n}\n\nActor BorgNail1\n{\n        Projectile\n        Radius 5\n        Height 8\n        Speed 32\n        Damage 3\n        Scale 0.6\n        +BLOODSPLATTER\n        +PIERCEARMOR\n        seeSound \"\"\n        DeathSound \"\"\n        Decal Bulletchip\n        States\n        {\n        Spawn:\n                DART A 1 A_CustomMissile(\"NailBlur\", 0, 0, 180)\n        \tDART A 0 A_PlaySound(\"weapons/nailflight\")\n               \tLoop\n        Crash:\n        \tDART B 0 A_PlaySound(\"weapons/nailhit\")\n        \tDART BCDEFG 2\n        \tStop\n        XDeath:\n        \tDART B 0 A_PlaySound(\"weapons/nailhitbleed\")\n        \tDART BCDEFG 2\n        \tStop\n        Death:\n        \tDART B 0 A_PlaySound(\"weapons/nailhit\")\n        \tDART BCDEFG 2\n        \tStop\n        }\n}\n\nActor BorgNail2\n{\n        Projectile\n        Radius 6\n        Height 8\n        Speed 30\n        Damage 2\n        Scale 0.6\n        +BLOODSPLATTER\n        seeSound \"\"\n        DeathSound \"\"\n        Decal Bulletchip\n        States\n        {\n        Spawn:\n                DART A 1 A_SpawnItemEx(\"NailBlur\", 0, 0, 0, 0.2, 0, 0, 180, 128)\n        \tDART A 0 A_PlaySound(\"weapons/nailflight\")\n\t\tDART A 1 A_SpawnItemEx(\"NailBlur\", 0, 0, 0, 0.2, 0, 0, 180, 128)\n               \tLoop\n        Crash:\n        \tDART B 0 A_PlaySound(\"weapons/nailhit\")\n        \tDART BCDEFG 2\n        \tStop\n        XDeath:\n        \tDART B 0 A_PlaySound(\"weapons/nailhitbleed\")\n        \tDART BCDEFG 2\n        \tStop\n        Death:\n        \tDART B 0 A_PlaySound(\"weapons/nailhit\")\n        \tDART BCDEFG 2\n        \tStop\n        }\n}\n\nActor BorgCenterNail\n{\n        Projectile\n        Radius 6\n        Height 8\n        Speed 26\n        Damage 3\n        +BLOODSPLATTER\n        +PIERCEARMOR\n        seeSound \"\"\n        DeathSound \"\"\n        Decal Bulletchip\n        States\n        {\n        Spawn:\n                DART A 1 A_SpawnItemEx(\"NailBlur\", 0, 0, 0, 0.2, 0, 0, 180, 128)\n        \tDART A 0 A_PlaySound(\"weapons/nailflight\")\n\t\tDART A 1 A_SpawnItemEx(\"NailBlur\", 0, 0, 0, 0.2, 0, 0, 180, 128)\n               \tLoop\n        Crash:\n        \tDART B 0 A_PlaySound(\"weapons/nailhit\")\n        \tDART BCDEFG 2\n        \tStop\n        XDeath:\n        \tDART B 0 A_PlaySound(\"weapons/nailhitbleed\")\n        \tDART BCDEFG 2\n        \tStop\n        Death:\n        \tDART B 0 A_PlaySound(\"weapons/nailhit\")\n        \tDART BCDEFG 2\n        \tStop\n        }\n}\n\nActor NailBlur\n{\n   Height 8\n   Radius 1\n   Damage 0\n   Scale 0.6\n   Speed 0.2\n   RenderStyle Translucent\n   Alpha 0.5\n   +NOGRAVITY\n   +DROPOFF\n   States\n   {\n   Spawn:\n      DART A 1 A_FadeOut(0.1)\n      Loop\n   }\n}\n\nActor RepeaterZombie\n{\nspawnid 246\n  Health 200\n  Radius 20\n  Height 56\n  Speed 8\n  PainChance 96\n  Monster\n  +FloorClip\n  SeeSound \"Grunt/Sight\"\n  PainSound \"Grunt/Pain\"\n  DeathSound \"Grunt/Death\"\n  ActiveSound \"Grunt/Active\"\n  Obituary \"%o was vapourized by a Zombie with a Repeater\"\n  Decal MummyScorch\n\n  States\n  {\n  Spawn:\n    RPZM A 0 A_JumpIfInventory(\"RepeaterZombieFiring\", 1, \"SpinDown\")\n    RPZM A 0 A_ChangeFlag(\"NoPain\", 1)\n    RPZM AAAAAAAAAABBBBBBBBBB 1 A_Look\n    Loop\n  See:\n    RPZM A 0 A_JumpIfInventory(\"RepeaterZombieFiring\", 1, \"SpinDown\")\n    RPZM A 0 A_ChangeFlag(\"NoPain\", 0)\n    RPZM AABBCCDD 4 A_Chase\n    Loop\n  Missile:\n    RPZM E 0 A_ChangeFlag(\"NoPain\", 1)\n    RPZM E 0 A_GiveInventory(\"RepeaterZombieFiring\", 1)\n    RPZM E 0 A_PlaySoundEx(\"RepeaterZombie/Idle\", \"SoundSlot7\", 1)\n    RPZM EEFFEFEF 4 A_FaceTarget\n    RPZM E 0 A_JumpIfInventory(\"RepeaterZombieHeat\", 20, \"Overload\")\n    RPZM E 0 A_GiveInventory(\"RepeaterZombieHeat\", 1)\n    RPZM F 0 A_PlaySound(\"RepeaterZombie/Fire\")\n    RPZM G 2 Bright A_CustomBulletAttack(12, 4, 2, 8, \"RepeaterZombiePuff\")\n    RPZM F 2\n    RPZM H 0 A_PlaySound(\"RepeaterZombie/Fire\")\n    RPZM H 2 Bright A_CustomBulletAttack(12, 4, 2, 8, \"RepeaterZombiePuff\")\n    RPZM E 2\n    RPZM E 0 A_Jump(220, 2)\n    RPZM E 0 A_SpidRefire\n    RPZM E 0\n    Goto Missile+11\n  SpinDown:\n    RPZM E 0 A_StopSoundEx(\"SoundSlot7\")\n    RPZM E 0 A_PlaySoundEx(\"RepeaterZombie/Stop\", \"SoundSlot7\", 0)\n    RPZM E 0 A_TakeInventory(\"RepeaterZombieFiring\", 1)\n    RPZM E 0 A_TakeInventory(\"RepeaterZombieHeat\", 20)\n    RPZM EFEFEEFF 4\n    Goto See\n  Overload:\n    RPZM E 0 A_StopSoundEx(\"SoundSlot7\")\n    RPZM E 0 A_PlaySoundEx(\"RepeaterZombie/Stop\", \"SoundSlot7\", 0)\n    RPZM E 0 A_PlayWeaponSound(\"RepeaterZombie/Steam\")\n    RPZM E 0 A_TakeInventory(\"RepeaterZombieFiring\", 1)\n    RPZM E 0 A_TakeInventory(\"RepeaterZombieHeat\", 20)\n    RPZM EEEEEFFFFFF 1 A_SpawnItemEx(\"RepeaterZombieSteam\", -5, Random(12, 14), Random(31, 33), 4, 0, (0.1)*Random(-5, 5), Random(85, 90), 128)\n    RPZM EEEEEEFFFFF 1 A_SpawnItemEx(\"RepeaterZombieSteam\", -5, Random(12, 14), Random(31, 33), 4, 0, (0.1)*Random(-5, 5), Random(85, 90), 128)\n    RPZM EEEEEFFFFFF 1 A_SpawnItemEx(\"RepeaterZombieSteam\", -5, Random(12, 14), Random(31, 33), 4, 0, (0.1)*Random(-5, 5), Random(85, 90), 128)\n    RPZM EEEEEEFFFFF 1 A_SpawnItemEx(\"RepeaterZombieSteam\", -5, Random(12, 14), Random(31, 33), 4, 0, (0.1)*Random(-5, 5), Random(85, 90), 128)\n    RPZM EEEEEFFFFFF 1 A_SpawnItemEx(\"RepeaterZombieSteam\", -5, Random(12, 14), Random(31, 33), 4, 0, (0.1)*Random(-5, 5), Random(85, 90), 128)\n    RPZM EEEEEEFFFFF 1 A_SpawnItemEx(\"RepeaterZombieSteam\", -5, Random(12, 14), Random(31, 33), 4, 0, (0.1)*Random(-5, 5), Random(85, 90), 128)\n    RPZM EEEEEFFFFFF 1 A_SpawnItemEx(\"RepeaterZombieSteam\", -5, Random(12, 14), Random(31, 33), 4, 0, (0.1)*Random(-5, 5), Random(85, 90), 128)\n    Goto See\n  Pain:\n    RPZM I 0 A_StopSoundEx(\"SoundSlot7\")\n    RPZM I 3\n    RPZM I 3 A_Pain\n    Goto See\n  Death:\nNULL A 0 ACS_Execute(500, 0, 38, 0)\n    RPZM I 4 A_StopSoundEx(\"SoundSlot7\")\n    RPZM J 5\n    RPZM K 5 A_Scream\n    RPZM L 5 A_Fall\n    RPZM M 5\n    RPZM N 650\n\t\tDeathFade:\n\t\t\tRPZM N 2 A_FadeOut(0.1)\n\t\t\tloop\n  XDeath:\nNULL A 0 ACS_Execute(500, 0, 38, 1)\n    RPZM O 5 A_StopSoundEx(\"SoundSlot7\")\n    RPZM P 5 A_XScream\n    RPZM Q 5\n    RPZM R 5 A_Fall\n    RPZM STUV 5\n    RPZM W 650\n\t\tXDeathFade:\n\t\t\tRPZM W 2 A_FadeOut(0.1)\n\t\t\tloop\n  Raise:\n    RPZM NMLKJI 5\n    Goto See\n  }\n}\n\nActor RepeaterZombieFiring : Inventory { Inventory.MaxAmount 1 }\nActor RepeaterZombieHeat : Inventory { Inventory.MaxAmount 20 }\n\nActor RepeaterZombiePuff\n{\n  Radius 3\n  Height 3\n  RenderStyle Add\n  Alpha 0.75\n  +AlwaysPuff\n  +PuffOnActors\n  +NoGravity\n  +NoBlockMap\n  +BloodlessImpact\n  -BloodSplatter\n  DeathSound \"RepeaterZombie/Hit\"\n  States\n  {\n  Spawn:\n    BLAS ABCDEFG 3 Bright\n    Stop\n  }\n}\n\nActor RepeaterZombieSteam\n{\n  Height 1\n  Radius 1\n  Speed 4\n  +Missile\n  +NoGravity\n  +NoBlockMap\n  +BloodlessImpact\n  -BloodSplatter\n  RenderStyle Add\n  Scale 0.3\n  Alpha 0.65\n  States\n  {\n  Spawn:\n    STEM A 1 A_SetTranslucent(0.6, 1)\n    STEM B 2 A_SetTranslucent(0.55, 1)\n    STEM C 1 A_SetTranslucent(0.5, 1)\n    STEM D 2 A_SetTranslucent(0.45, 1)\n    STEM E 1 A_SetTranslucent(0.4, 1)\n    STEM F 2 A_SetTranslucent(0.35, 1)\n    STEM G 1 A_SetTranslucent(0.3, 1)\n    STEM H 2 A_SetTranslucent(0.25, 1)\n    STEM I 1 A_SetTranslucent(0.2, 1)\n    STEM J 2 A_SetTranslucent(0.15, 1)\n    STEM K 1 A_SetTranslucent(0.1, 1)\n    STEM L 2 A_SetTranslucent(0.05, 1)\n    Stop\n  }\n}\n\nactor SegwayZombie 23132\n{\nspawnid 247\n  obituary \"%o was run down by a zombie on a turbo segway!\"\n  health 60\n  radius 20\n  height 56\n  mass 100\n  speed 1\n  painchance 100\n  seesound \"grunt/sight\"\n  painsound \"grunt/pain\"\n  deathsound \"grunt/death\"\n  activesound \"grunt/active\"\n  meleedamage 1\n  meleerange 32\n  translation \"112:127=[139,134,78]:[0,0,0]\"\n  MONSTER\n  +FLOORCLIP\n  +STRIFEDAMAGE\n\n  states\n  {\n  Spawn:\n    ZSEG A 10 A_Look\n    ZSEG A 0 A_Stop\n    ZSEG A 0 A_StopSoundEx (\"SoundSlot7\")\n    loop\n  See:\n    ZSEG A 0 A_Jump (8, \"Coward\", \"Brave\")\n    ZSEG A 1 A_Chase\n    ZSEG A 0 A_Recoil (-2)\n    ZSEG A 0 A_MeleeAttack\n    ZSEG A 0 A_PlaySoundEx (\"Segway/Go\", \"SoundSlot7\", 1)\n    ZSEG A 0 A_SpawnItemEx (\"SegwayPuff\", 0, 8, 8, -4, 0, 2, 0, 160)\n    ZSEG A 0 A_SpawnItemEx (\"SegwayPuff\", 0, -8, 8, -4, 0, 2, 0, 160)\n    loop\n  Coward:\n    ZSEG A 0 A_ChangeFlag (\"FRIGHTENED\", 1)\n    goto See\n  Brave:\n    ZSEG A 0 A_ChangeFlag (\"FRIGHTENED\", 0)\n    goto See\n  Pain:\n    ZSEG A 0 A_Pain\n    ZSEG A 0 A_PlaySoundEx (\"Segway/Go\", \"SoundSlot7\", 1)\n    goto See\n  Death:\nNULL A 0 ACS_Execute(500, 0, 39, 0)\n    ZSEG B 5 A_SpawnItemEx (\"Boom\", 0, 0, 32, 0, 0, 0, 0, 160)\n    ZSEG B 0 A_StopSoundEx (\"SoundSlot7\")\n    ZSEG B 0 A_PlaySound (\"weapons/rocklx\")\n    ZSEG C 5 A_Scream\n    ZSEG D 5 A_NoBlocking\n    ZSEG E 650\n\t\tDeathFade:\n\t\t\tZSEG E 2 A_FadeOut(0.1)\n\t\t\tloop\n  }\n}\n\nactor SegwayPuff\n{\n  radius 2\n  height 2\n  speed 0\n  damage 0\n  scale 0.6\n  renderstyle Add\n  alpha 0.2\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +NOCLIP\n  states\n  {\n  Spawn:\n    ZPUF ABCDE 1\n    stop\n  }\n}\n\nactor Boom\n{\n  Radius 11\n  Height 8\n  Speed 0\n  Damage 0\n  Projectile\n  renderstyle Add\n  States\n  {\n  Spawn:\n    MISL B 8 bright\n    MISL C 6 bright\n    MISL D 4 bright\n    stop\n  }\n}\n\nACTOR SlimeImp 3124\n{\nspawnid 248\n   Health 90\n   Radius 20\n   Height 56\n   Speed 15\n   PainChance 200\n   MONSTER\n   +FLOORCLIP\n   SeeSound \"imp/sight\"\n   PainSound \"imp/pain\"\n   DeathSound \"imp/death\"\n   ActiveSound \"imp/active\"\n   MeleeSound \"imp/melee\"\n   Obituary \"%o was defeated by a slime imp.\"\n   HitObituary \"%o was ripped apart by a slime imp.\"\n   MissileType SlimeBall\n\n   MeleeDamage 3\n   States\n   {\n   Spawn:\n       WEAK AB 10 A_Look\n       Loop\n   See:\n       WEAK AABBCCDD 4 A_Chase\n       Loop\n   Melee:\n   Missile:\n       WEAK EF 10 A_FaceTarget\n       WEAK G 6 A_ComboAttack\n       WEAK EF 10 A_FaceTarget\n       WEAK G 6 A_ComboAttack\n       WEAK EF 10 A_FaceTarget\n       WEAK G 6 A_ComboAttack\n       Goto See\n   Pain:\n       WEAK H 3\n       WEAK H 3 A_Pain\n       Goto See\n   Death:\nNULL A 0 ACS_Execute(500, 0, 40, 0)\n       WEAK I 5 A_Scream\n       WEAK J 5 A_Fall\n       WEAK K 5\n       WEAK L 5\n       WEAK M 650\n\t\tDeathFade:\n\t\t\tWEAK M 2 A_FadeOut(0.1)\n\t\t\tloop\n   XDeath:\nNULL A 0 ACS_Execute(500, 0, 40, 1)\n       WEAK N 5\n       WEAK O 5 A_XScream\n       WEAK P 5\n       WEAK Q 5 A_Fall\n       WEAK RST 5\n       WEAK U 650\n\t\tXDeathFade:\n\t\t\tWEAK U 2 A_FadeOut(0.1)\n\t\t\tloop\n   Raise:\n       WEAK LKJI 5\n       Goto See\n   }\n}\n\nACTOR SlimeBall\n{\n    Speed 15\n    Radius 6\n    Height 8\n    Damage 3\n    SeeSound \"imp/attack\"\n    DeathSound \"imp/shotx\"\n    PROJECTILE\n    RENDERSTYLE ADD\n    Decal DoomImpScorch\n    States\n    {\n    Spawn:\n        POOP AB 4 Bright A_SpawnItemEx(\"SlimeBallTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n        Loop\n    Death:\n        POOP CDE 4 Bright\n        Stop\n    }\n}\n\nACTOR SlimeBallTrail\n{\n        Speed 0\n        Damage 0\n        Height 8\n        Radius 5\n        SeeSound \"NULL\"\n        DeathSound \"NULL\"\n        RENDERSTYLE ADD\n        PROJECTILE\n        States\n        {\n        Spawn:\n           SHIT ABCDE 4 BRIGHT\n           Stop\n        }\n}\n\nactor StoneDemon\n{\nspawnid 249\n  MONSTER\n  +FLOORCLIP\n  +NOBLOOD\n  +DROPOFF\n  +NORADIUSDMG\n  Scale 1.1\n  HitObituary \"%o was smashed by a stone demon.\"\n  Health 400\n  PainChance 100\n  Speed 8\n  Radius 30\n  Height 56\n  Mass 9999999\n  MissileType StoneDemonBoulder\n  MissileHeight 24\n  SeeSound \"stone/sight\"\n  AttackSound \"demon/melee\"\n  PainSound \"demon/pain\"\n  DeathSound \"stone/death\"\n  ActiveSound \"demon/active\"\n\n  States\n  {\n  Spawn:\n    STON AB 10 A_Look\n    Loop\n  See:\n    STON AABBCCDD 2 A_Chase\n    Loop\n  Missile:\n    STON EF 6 A_FaceTarget\n    STON E 6 A_MissileAttack\n    Goto See\n  Melee:\n    STON EF 8 A_FaceTarget\n    STON G 0 A_SargAttack\n    STON G 6 A_SargAttack\n    STON EF 8 A_FaceTarget\n    STON G 6 A_SargAttack\n    Goto See\n  Pain:\n    STON H 3\n    STON H 3 A_Pain\n    Goto See\n  Death:\nNULL A 0 ACS_Execute(500, 0, 41, 0)\n    STON IIIIIIIIII 0 A_CustomMissile(\"StoneDemonMiniBoulder\",16,0,random(0,359),2,random(0,40))\n    STON I 5\n    STON J 5 A_Scream\n    STON K 5\n    STON L 5 A_NoBlocking\n    STON MN 5\n    STON OP 4\n    STON Q 640\n\t\tDeathFade:\n\t\t\tSTON Q 2 A_FadeOut(0.1)\n\t\t\tloop\n  Raise:\n    STON NMLKJI 5\n    Goto See\n  }\n}\n\nactor StoneDemonStatue : SwitchableDecoration 8190\n{\n  +SOLID\n  Scale 1.1\n  Radius 30\n  Height 56\n  Mass 9999999\n  States\n  {\n  Spawn:\n  Inactive:\n    STON A 10\n    Loop\n  Active:\n    TNT1 A 1 A_SpawnItemEx(\"StoneDemon\",0,0,0,0,0,0,0,32)\n    Stop\n  }\n}\n\nactor StoneDemonBoulder\n{\n  PROJECTILE\n  -NOGRAVITY\n  +DOOMBOUNCE\n  +BOUNCEONACTORS\n  SeeSound \"stone/bounce\"\n  Radius 6\n  Height 6\n  Scale 0.7\n  Speed 20\n  VSpeed 3\n  Damage 5\n  States\n  {\n  Spawn:\n    STNB ABCDEFGH 3\n    Loop\n  Death:\n    STNB H 200\n    Stop\n  }\n}\n\nactor StoneDemonMiniBoulder : StoneDemonBoulder\n{\n  Damage 2\n  Scale 0.35\n  SeeSound \"\"\n}\n\n/////////////////////\n// Suicide Bomber ///\n// by Tormentor667 //\n/////////////////////\n\nactor SuicideBomber 22099\n{\nspawnid 250\n  obituary \"%o was killed by a crazy suicide bomber.\"\n  health 120\n  radius 28\n  height 56\n  mass 100\n  speed 15\n  painchance 20\n  seesound \"suicide/sit\"\n  attacksound \"shotguy/death\"\n  painsound \"shotguy/pain\"\n  deathsound \"shotguy/death\"\n  MeleeRange 77\n  MaxTargetRange 77\n\n  MONSTER\n  +FLOORCLIP\n  states\n  {\n  Spawn:\n    BMBE AB 10 A_Look\n    loop\n  See:\n    BMBE AAABBBCCCDDD 2 A_Chase\n    BMBE A 0 A_PlaySound(\"suicide/scream\")\n    loop\n  Melee:\n    BMBE A 0 A_Die\n    stop\n  Pain:\n    BMBE A 3\n    BMBE A 3 A_Pain\n    goto See\n  Death:\nNULL A 0 ACS_Execute(500, 0, 42, 0)\n    BMBE M 0 bright A_Explode (50, 128)\n    BMBE M 5 bright A_PlaySound (\"weapons/rocklx\")\n    BMBE N 5 bright A_XScream\n    BMBE O 5 A_NoBlocking\n    BMBE PQRST 5\n    BMBE U -1\n    stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/frenzy_drone.txt",
        "contents": "//This goes into frenzy_drone.wad, replacing DECORATE lump\n\n//Drone base\nactor DroneBase\n{\n\thealth 5\n\tpainchance 180\n\tspeed 8\n\tradius 10\n\theight 10\n\tmass 400\n\tscale 0.7\n\n\tdamagetype \"MarineFire\"\n\n\tdamageFactor \"MarineFire\", 0.0\n\tdamageFactor \"MarineFire2\", 0.0\n\tdamageFactor \"MarineFire3\", 0.0\n\n\t+FRIENDLY\n\t+FLOORCLIP\n\t+NEVERRESPAWN\n\t+SHOOTABLE\n\t+NOBLOOD\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_CheckSight(\"nop\")\n\t\t\tTNT1 A 0 A_Jump(256,\"Spawn2\")\n\t\t\tstop\n\t\tnop:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOCLIP\", 1)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\", 1)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"FLOAT\", 1)\n\t\t\tTNT1 A 0 A_Jump(256,\"ItemBack\")\n\t\t\tstop\n\t}\n}\n\nACTOR sfDroneSaw : DroneBase\n{\n\thitobituary \"%o was shaved by a Saw Drone\"\n\n\tseesound \"p/drone_saw1\"\n\tattacksound \"p/drone_saw3\"\n\n\texplosionradius 32\n\texplosiondamage 8\n\n\tstates\n\t{\n\t\tSpawn2:\n\t\t\tSAWD AB 1 A_Look\n\t\t\tloop\n\t\tSee:\n\t\t\tSAWD A 0 A_PlaySound(\"p/drone_saw2\")\n\t\t\tSAWD AABB 1 A_Chase\n\t\t\tloop\n\t\tMelee:\n\t\t\tSAWD AB 1 A_FaceTarget\n\t\t\tSAWD B 1 A_SargAttack\n\t\t\tgoto See\n\t\tPain:\n\t\t\tSAWD A 1\n\t\t\tSAWD B 1 A_Pain\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tMISL B 8 bright A_Explode\n\t\t\tMISL C 6 bright\n\t\t\tMISL D 4 bright\n\t\t\tstop\n\t\tRaise:\n\t\t\tSAWD NMLKJI 5\n\t\t\tgoto See\n\t\tItemBack:\n\t\t\tSAWD A 17\n\t\t\tSAWD AAAAAAAAA 2 A_FadeOut(0.1)\n\t\t\tTNT1 A 0 A_GiveToTarget(\"Inventory_SawDrone\",1)\n\t\t\tstop\n\t}\n}\n\nACTOR sfDroneMine : DroneBase\n{\n\thitobituary \"%o was shaved by a Mine Drone\"\n\n\tseesound \"baby/sight\"\n\tpainsound \"baby/pain\"\n\tdeathsound \"baby/death\"\n\tactivesound \"baby/active\"\n\n\texplosionradius 64\n\texplosiondamage 512\n\n\tstates\n\t{\n\t\tSpawn2:\n\t\t\tMIND AB 1 A_Look\n\t\t\tloop\n\t\tSee:\n\t\t\tMIND A 0\n\t\t\tMIND AABB 1 A_Chase\n\t\t\tloop\n\t\tMelee:\n\t\t\tMIND A 0 A_FaceTarget\n\t\t\tgoto Death\n\t\tPain:\n\t\t\tMIND A 1\n\t\t\tMIND B 1 A_Pain\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tMISL B 8 bright A_Explode\n\t\t\tMISL B 0 bright A_SpawnDebris(\"Grenade_Flinger_Exploder_Debris\")\n\t\t\tMISL B 0 bright A_SpawnDebris(\"Grenade_Flinger_Exploder_Debris\")\n\t\t\tMISL B 0 bright A_SpawnDebris(\"Grenade_Flinger_Exploder_Debris\")\n\t\t\tMISL B 0 bright A_SpawnDebris(\"Grenade_Flinger_Exploder_Debris\")\n\t\t\tMISL B 0 bright A_SpawnDebris(\"Grenade_Flinger_Exploder_Debris\")\n\t\t\tMISL B 0 bright A_SpawnDebris(\"Grenade_Flinger_Exploder_Debris\")\n\t\t\tMISL C 6 bright\n\t\t\tNULL A 50\n\t\t\tMISL E 0 A_PlaySound(\"weapons/rocklx\")\n\t\t\tNULL A 50\n\t\t\tMISL E 0 A_PlaySound(\"weapons/rocklx\")\n\t\t\tstop\n\t\tRaise:\n\t\t\tSAWD NMLKJI 5\n\t\t\tgoto See\n\t\tItemBack:\n\t\t\tMIND A 17\n\t\t\tMIND AAAAAAAAA 2 A_FadeOut(0.1)\n\t\t\tTNT1 A 0 A_GiveToTarget(\"Inventory_MineDrone\",1)\n\t\t\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/frenzy_monsters.txt",
        "contents": "ACTOR sfFastZombie 30201\n{\n\tGame Doom\n\tSpawnID 233\n\tHealth 2\n\tPainChance 180\n\tSpeed 12\n\tRadius 10\n\tHeight 56\n\tMass 400\n\tMonster\n\t+FLOORCLIP +FASTER +FASTMELEE\n\tSeeSound \"demon/sight\"\n\tAttackSound \"demon/melee\"\n\tPainSound \"demon/pain\"\n\tDeathSound \"demon/death\"\n\tActiveSound \"demon/active\"\n\tObituary \"%o was mauled by a feral zombie\"\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tZOSS AB 10 A_Look\n\t\t\tloop\n\t\tSee:\n\t\t\tZOSS AABBCCDD 2 A_Chase\n\t\t\tloop\n\t\tMelee:\n\t\t\tZOSS AA 8 A_FaceTarget\n\t\t\tZOSS B 8 A_SargAttack\n\t\t\tgoto See\n\t\tPain:\n\t\t\tZOSS A 2\n\t\t\tZOSS A 2 A_Pain\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tPOSS A 0 A_SpawnItem (\"splatEmitter_Lite\" , 0, 0, 0, 0)\n\t\t\tPOSS N 2 A_XScream\n\t\t\tPOSS N 5 ACS_Execute(500, 0, 16, 0)\n\t\t\tPOSS O 5 A_NoBlocking\n\t\t\tPOSS PQRST 5\n\t\t\tPOSS U 650\n\t\tDeathFade:\n\t\t\tPOSS U 2 A_FadeOut(0.1)\n\t\t\tloop\n\t\tRaise:\n\t\t\tPOSS N 5\n\t\t\tPOSS MLKJI 5\n\t\t\tgoto See\n\t}\n}\n\nACTOR sfMeleeZombie 30202\n{\n\tGame Doom\n\tSpawnID 234\n\tHealth 100\n\tPainChance 180\n\tSpeed 6\n\tRadius 10\n\tHeight 56\n\tMass 400\n\tMonster\n\t+FLOORCLIP +FASTER +FASTMELEE\n\tSeeSound \"demon/sight\"\n\tAttackSound \"demon/melee\"\n\tPainSound \"demon/pain\"\n\tDeathSound \"demon/death\"\n\tActiveSound \"demon/active\"\n\tObituary \"%o was mauled by a feral zombie\"\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tZOSS AB 10 A_Look\n\t\t\tloop\n\t\tSee:\n\t\t\t//ZOSS A 0 A_SpawnItem (\"marker_enemy\" , 0, 0, 0, 0)\n\t\t\tZOSS AABBCCDD 8 A_Chase\n\t\t\tloop\n\t\tMelee:\n\t\t\tZOSS AA 8 A_FaceTarget\n\t\t\tZOSS B 8 A_SargAttack\n\t\t\tgoto See\n\t\tPain:\n\t\t\tPOSS A 0 A_SpawnItem (\"splatEmitter_Bloody\" , 0, 0, 0, 0)\n\t\t\tZOSS A 2\n\t\t\tZOSS A 2 A_Pain\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tPOSS A 0 A_SpawnItem (\"splatEmitter_Lite\" , 0, 0, 0, 0)\n\t\t\tPOSS N 2 A_XScream\n\t\t\tPOSS N 5 ACS_Execute(500, 0, 17, 0)\n\t\t\tPOSS O 5 A_NoBlocking\n\t\t\tPOSS PQRST 5\n\t\t\tPOSS U 650\n\t\tDeathFade:\n\t\t\tPOSS U 2 A_FadeOut(0.1)\n\t\t\tloop\n\t\tRaise:\n\t\t\tPOSS N 5\n\t\t\tPOSS MLKJI 5\n\t\t\tgoto See\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/frenzy_turrets.txt",
        "contents": "//This goes into frenzy_turrets.wad, replacing the DECORATE lump\n\n//Base Turret\nactor TurretBase\n{\n\tradius 16\n\theight 56\n\tmass 10000\n\tspeed 0\n\n\t-SOLID\n\t+FLOORCLIP\n\t+FASTER\n\t+FRIENDLY\n\t+NOBLOOD\n\t+LOOKALLAROUND\n\t+SHORTMISSILERANGE\n\t+NEVERRESPAWN\n\t+SHOOTABLE\n\n\t// protect from marine damage\n\tdamagefactor \"MarineFire\", 0.0\n\tdamageFactor \"MarineFire2\", 0.0\n\tdamageFactor \"MarineFire3\", 0.0\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_CheckSight(\"nop\")\n\t\t\tTNT1 A 0 A_Jump(256,\"Spawn2\")\n\t\t\tstop\n\t\tnop:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOCLIP\", 1)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\", 1)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"FLOAT\", 1)\n\t\t\tTNT1 A 0 A_Jump(256,\"ItemBack\")\n\t\t\tstop\n\t\tItemBack:\n\t\t\tTRT2 A 17\n\t\t\tTRT2 AAAAAAAAA 2 A_FadeOut(0.1)\n\t\t\tTNT1 A 0 A_GiveToTarget(\"Inventory_TurretBullet\",1)\n\t\t\tstop\n\t}\n\n}\n\nactor TeslaCoil : TurretBase\n{\n\tobituary \"%o was zapped by a tesla coil.\"\n\thealth 750\n\n\tstates\n\t{\n\t\tSpawn2:\n\t\t\tTESL A 1 A_Look\n\t\t\tTESL A 0 A_PlaySoundEx (\"Tesla/Loop\", \"SoundSlot5\", 1)\n\t\t\tloop\n\t\tSee:\n\t\t\tTESL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Chase\n\t\t\tTESL A 0 A_PlaySoundEx (\"Tesla/Loop\", \"SoundSlot5\", 1)\n\t\t\tloop\n\t\tMissile:\n\t\t\tTESL A 9 A_FaceTarget\n\t\t\tTESL A 1 bright\n\t\t\tTESL A 0 bright A_PlaySound (\"Tesla/Attack\")\n\t\t\tTESL A 0 bright A_SpawnItem (\"TeslaZapper\", 0, 60)\n\t\t\tTESL A 1 bright\n\t\t\tTESL A 59\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tTESL A 1 bright A_SpawnItemEx (\"Boom\", 0, 0, 60, 0, 0, 0, 0, 160)\n\t\t\tTESL A 0 bright A_StopSoundEx (\"SoundSlot5\")\n\t\t\tTESL A 0 bright A_PlaySound (\"weapons/rocklx\")\n                        NULL A 0 A_NoBlocking\n\t\t\tTESL B -1\n\t\t\tstop\n\t\tItemBack:\n\t\t\tTESL A 17\n\t\t\tTESL AAAAAAAAA 2 A_FadeOut(0.1)\n\t\t\tTNT1 A 0 A_GiveToTarget(\"Inventory_TeslaCoil\",1)\n\t\t\tstop\n\t}\n}\n\nactor TeslaZapper\n{\n  obituary \"%o was zapped by a tesla coil.\"\n  radius 2\n  height 2\n  //Decal \"CrossbowScorch2\"\n  +NOGRAVITY\n  +LOOKALLAROUND\n  +NOCLIP\n  +INVULNERABLE\n  +SHOOTABLE\n  states\n  {\n  Spawn:\n    TNT1 A 1 A_FaceTarget\n  Missile:\n    TNT1 AAAAA 0 bright A_CustomRailgun (20, 0, none, lightblue, 1, 0, 1000, \"InvisiblePuff\")\n    TNT1 AAAAA 0 bright A_CustomRailgun (20, 0, none, white, 1, 0, 1000, \"InvisiblePuff\")\n    stop\n  }\n}\n\nactor Boom\n{\n  Radius 11\n  Height 8\n  Speed 0\n  Damage 0\n  damagetype \"MarineFire\"\n  Projectile\n  renderstyle Add\n  +NOINTERACTION\n  States\n  {\n  Spawn:\n    MISL B 8 bright\n    MISL C 6 bright\n    MISL D 4 bright\n    stop\n  }\n}\n\nACTOR TurretBullet : TurretBase\n{\n\tobituary \"%o was shot up by a Bullet Turret.\"\n\thealth 450\n\n\tstates\n\t{\n\t\tSpawn2:\n\t\t\tTRT2 A 1 A_Look\n\t\t\tTRT2 A 10  A_PlaySound(\"turret/active\", CHAN_AUTO, 6)\n\t\t\tloop\n\t\tSee:\n\t\t\tTRT2 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Chase\n\t\t\tTRT2 A 5  A_PlaySound(\"turret/active\", CHAN_AUTO, 6)\n\t\t\tloop\n\t\tMissile:\n\t\t\tTRT2 A 2 A_FaceTarget\n\t\t\tTRT2 A 1 A_PlaySound(\"turret/sight\", CHAN_AUTO)\n\t\t\tTRT2 ABCD 1 bright\n\t\t\tTRT2 E 1 A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, \"BulletPuffTurret\", 0, 2)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/pistol\")\n\t\t\tTRT2 D 1 A_CustomMissile(\"splatBulletCasing\", 32, 2, 45+random(-8,8), 0, 3)\n\t\t\tTRT2 E 1 bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, \"BulletPuffTurret\", 0, 2)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/pistol\")\n\t\t\tTRT2 D 1 A_CustomMissile(\"splatBulletCasing\", 32, 2, 45+random(-8,8), 0, 3)\n\t\t\tTRT2 E 1 bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, \"BulletPuffTurret\", 0, 2)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/pistol\")\n\t\t\tTRT2 D 1 A_CustomMissile(\"splatBulletCasing\", 32, 2, 45+random(-8,8), 0, 3)\n\t\t\tTRT2 E 1 bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, \"BulletPuffTurret\", 0, 2)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/pistol\")\n\t\t\tTRT2 D 1 A_CustomMissile(\"splatBulletCasing\", 32, 2, 45+random(-8,8), 0, 3)\n\t\t\tTRT2 E 1 bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, \"BulletPuffTurret\", 0, 2)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/pistol\")\n\t\t\tTRT2 D 1 A_CustomMissile(\"splatBulletCasing\", 32, 2, 45+random(-8,8), 0, 3)\n\t\t\tTRT2 E 1 bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, \"BulletPuffTurret\", 0, 2)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/pistol\")\n\t\t\tTRT2 D 1 A_CustomMissile(\"splatBulletCasing\", 32, 2, 45+random(-8,8), 0, 3)\n\t\t\tTRT2 E 1 bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, \"BulletPuffTurret\", 0, 2)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/pistol\")\n\t\t\tTRT2 D 1 A_CustomMissile(\"splatBulletCasing\", 32, 2, 45+random(-8,8), 0, 3)\n\t\t\tTRT2 E 1 bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, \"BulletPuffTurret\", 0, 2)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/pistol\")\n\t\t\tTRT2 D 1 A_CustomMissile(\"splatBulletCasing\", 32, 2, 45+random(-8,8), 0, 3)\n\t\t\tTRT2 E 1 bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, \"BulletPuffTurret\", 0, 2)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/pistol\")\n\t\t\tTRT2 D 1 A_CustomMissile(\"splatBulletCasing\", 32, 2, 45+random(-8,8), 0, 3)\n\t\t\tTRT2 E 1 bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, \"BulletPuffTurret\", 0, 2)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/pistol\")\n\t\t\tTRT2 D 1 A_CustomMissile(\"splatBulletCasing\", 32, 2, 45+random(-8,8), 0, 3)\n\t\t\tTRT2 E 1 bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, \"BulletPuffTurret\", 0, 2)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/pistol\")\n\t\t\tTRT2 D 1 A_CustomMissile(\"splatBulletCasing\", 32, 2, 45+random(-8,8), 0, 3)\n\t\t\tTRT2 E 1 bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, \"BulletPuffTurret\", 0, 2)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/pistol\")\n\t\t\tTRT2 D 1 A_CustomMissile(\"splatBulletCasing\", 32, 2, 45+random(-8,8), 0, 3)\n\t\t\tTRT2 E 1 bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, \"BulletPuffTurret\", 0, 2)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/pistol\")\n\t\t\tTRT2 D 1 A_CustomMissile(\"splatBulletCasing\", 32, 2, 45+random(-8,8), 0, 3)\n\t\t\tTRT2 E 1 bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, \"BulletPuffTurret\", 0, 2)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/pistol\")\n\t\t\tTRT2 D 1 A_CustomMissile(\"splatBulletCasing\", 32, 2, 45+random(-8,8), 0, 3)\n\t\t\tTRT2 E 1 bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, \"BulletPuffTurret\", 0, 2)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/pistol\")\n\t\t\tTRT2 D 1 A_CustomMissile(\"splatBulletCasing\", 32, 2, 45+random(-8,8), 0, 3)\n\t\t\tTRT2 E 1 bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, \"BulletPuffTurret\", 0, 2)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/pistol\")\n\t\t\tTRT2 D 1 A_CustomMissile(\"splatBulletCasing\", 32, 2, 45+random(-8,8), 0, 3)\n\t\t\tTRT2 E 1 bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, \"BulletPuffTurret\", 0, 2)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/pistol\")\n\t\t\tTRT2 D 1 A_CustomMissile(\"splatBulletCasing\", 32, 2, 45+random(-8,8), 0, 3)\n\t\t\tTRT2 E 1 bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, \"BulletPuffTurret\", 0, 2)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/pistol\")\n\t\t\tTRT2 D 1 A_CustomMissile(\"splatBulletCasing\", 32, 2, 45+random(-8,8), 0, 3)\n\t\t\tTRT2 E 1 bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, \"BulletPuffTurret\", 0, 2)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/pistol\")\n\t\t\tTRT2 D 1 A_CustomMissile(\"splatBulletCasing\", 32, 2, 45+random(-8,8), 0, 3)\n\t\t\tTRT2 E 1 bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, \"BulletPuffTurret\", 0, 2)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/pistol\")\n\t\t\tTRT2 D 1 A_CustomMissile(\"splatBulletCasing\", 32, 2, 45+random(-8,8), 0, 3)\n\t\t\tTRT2 E 1 bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, \"BulletPuffTurret\", 0, 2)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/pistol\")\n\t\t\tTRT2 D 1 A_CustomMissile(\"splatBulletCasing\", 32, 2, 45+random(-8,8), 0, 3)\n\t\t\tTRT2 E 1 bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, \"BulletPuffTurret\", 0, 2)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/pistol\")\n\t\t\tTRT2 D 1 A_CustomMissile(\"splatBulletCasing\", 32, 2, 45+random(-8,8), 0, 3)\n\t\t\tTRT2 E 1 bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, \"BulletPuffTurret\", 0, 2)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/pistol\")\n\t\t\tTRT2 D 1 A_CustomMissile(\"splatBulletCasing\", 32, 2, 45+random(-8,8), 0, 3)\n\t\t\tTRT2 E 1 A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, \"BulletPuffTurret\", 0, 2)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/pistol\")\n\t\t\tTRT2 D 1 A_CustomMissile(\"splatBulletCasing\", 32, 2, 45+random(-8,8), 0, 3)\n\t\t\tTRT2 E 1 bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, \"BulletPuffTurret\", 0, 2)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/pistol\")\n\t\t\tTRT2 D 1 A_CustomMissile(\"splatBulletCasing\", 32, 2, 45+random(-8,8), 0, 3)\n\t\t\tTRT2 E 1 bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, \"BulletPuffTurret\", 0, 2)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/pistol\")\n\t\t\tTRT2 D 1 A_CustomMissile(\"splatBulletCasing\", 32, 2, 45+random(-8,8), 0, 3)\n\t\t\tTRT2 E 1 bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, \"BulletPuffTurret\", 0, 2)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/pistol\")\n\t\t\tTRT2 D 1 A_CustomMissile(\"splatBulletCasing\", 32, 2, 45+random(-8,8), 0, 3)\n\t\t\tTRT2 E 1 bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, \"BulletPuffTurret\", 0, 2)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/pistol\")\n\t\t\tTRT2 D 1 A_CustomMissile(\"splatBulletCasing\", 32, 2, 45+random(-8,8), 0, 3)\n\t\t\tTRT2 E 1 bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, \"BulletPuffTurret\", 0, 2)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/pistol\")\n\t\t\tTRT2 D 1 A_CustomMissile(\"splatBulletCasing\", 32, 2, 45+random(-8,8), 0, 3)\n\t\t\tTRT2 E 1 bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, \"BulletPuffTurret\", 0, 2)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/pistol\")\n\t\t\tTRT2 D 1 A_CustomMissile(\"splatBulletCasing\", 32, 2, 45+random(-8,8), 0, 3)\n\t\t\tTRT2 E 1 bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, \"BulletPuffTurret\", 0, 2)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/pistol\")\n\t\t\tTRT2 D 1 A_CustomMissile(\"splatBulletCasing\", 32, 2, 45+random(-8,8), 0, 3)\n\t\t\tTRT2 A 1 bright\n\t\t\tTRT2 A 2\n\t\t\tgoto See\n\t\tPain:\n\t\t\tTRT2 A 1\n\t\t\tTRT2 A 1 A_Pain\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tTRT2 A 1 bright A_SpawnItemEx (\"Boom\", 0, 0, 60, 0, 0, 0, 0, 160)\n\t\t\tTRT2 A 0 bright A_StopSoundEx (\"SoundSlot5\")\n                        NULL A 0 A_NoBlocking\n\t\t\tTRT2 A 0 bright A_PlaySound (\"weapons/rocklx\")\n\t\t\tTESL B -1\n\t\t\tstop\n\t}\n}\n\nACTOR TurretRocket : TurretBase\n{\n\tobituary \"%o was blown up by a Rocket Turret.\"\n\thealth 450\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tTRT2 A 1 A_Look\n\t\t\tTRT2 A 5  A_PlaySound(\"turret/active\", CHAN_AUTO, 6)\n\t\t\tloop\n\t\tSee:\n\t\t\tTRT2 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Chase\n\t\t\tTRT2 A 5  A_PlaySound(\"turret/active\", CHAN_AUTO, 6)\n\t\t\tloop\n\t\tMissile:\n\t\t\tTRT2 A 2 A_FaceTarget\n\t\t\tTRT2 A 1 A_PlaySound(\"turret/sight\", CHAN_AUTO)\n\t\t\tTRT2 ABCD 1 bright\n\t\t\tTRT2 E 1 bright A_CustomMissile(\"RocketFromTurret\", 56)\n\t\t\tTRT2 A 2 bright\n\t\t\tTRT2 A 3\n\t\t\tgoto See\n\t\tPain:\n\t\t\tTRT2 A 1\n\t\t\tTRT2 A 1 A_Pain\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tTRT2 A 1 bright A_SpawnItemEx (\"Boom\", 0, 0, 60, 0, 0, 0, 0, 160)\n\t\t\tTRT2 A 0 bright A_StopSoundEx (\"SoundSlot5\")\n                        NULL A 0 A_NoBlocking\n\t\t\tTRT2 A 0 bright A_PlaySound (\"weapons/rocklx\")\n\t\t\tTESL B -1\n\t\t\tstop\n\t}\n}\n\nACTOR TurretPlasma : TurretBase\n{\n\ttranslation \"64:79 = 96:111\"\n\tobituary \"%o was blasted by a Plasma Turret.\"\n\thealth 450\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tTRT2 A 1 A_Look\n\t\t\tTRT2 A 5  A_PlaySound(\"turret/active\", CHAN_AUTO, 6)\n\t\t\tloop\n\t\tSee:\n\t\t\tTRT2 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Chase\n\t\t\tTRT2 A 5  A_PlaySound(\"turret/active\", CHAN_AUTO, 6)\n\t\t\tloop\n\t\tMissile:\n\t\t\tTRT2 A 1 A_FaceTarget\n\t\t\tTRT2 A 1 A_PlaySound(\"turret/sight\", CHAN_AUTO)\n\t\t\tTRT2 ABCD 1 bright\n\t\t\tTRT2 E 5 bright A_CustomMissile(\"PlasmaFromTurret\", 56)\n\t\t\tTRT2 D 1\n\t\t\tTRT2 E 5 bright A_CustomMissile(\"PlasmaFromTurret\", 56)\n\t\t\tTRT2 D 1\n\t\t\tTRT2 E 5 bright A_CustomMissile(\"PlasmaFromTurret\", 56)\n\t\t\tTRT2 D 1\n\t\t\tTRT2 E 5 bright A_CustomMissile(\"PlasmaFromTurret\", 56)\n\t\t\tTRT2 D 1\n\t\t\tTRT2 E 5 bright A_CustomMissile(\"PlasmaFromTurret\", 56)\n\t\t\tTRT2 D 1\n\t\t\tTRT2 E 5 bright A_CustomMissile(\"PlasmaFromTurret\", 56)\n\t\t\tTRT2 D 1\n\t\t\tTRT2 E 5 bright A_CustomMissile(\"PlasmaFromTurret\", 56)\n\t\t\tTRT2 D 1\n\t\t\tTRT2 E 5 bright A_CustomMissile(\"PlasmaFromTurret\", 56)\n\t\t\tTRT2 D 1\n\t\t\tTRT2 E 5 bright A_CustomMissile(\"PlasmaFromTurret\", 56)\n\t\t\tTRT2 D 1\n\t\t\tTRT2 E 5 bright A_CustomMissile(\"PlasmaFromTurret\", 56)\n\t\t\tTRT2 D 1\n\t\t\tTRT2 A 1 bright\n\t\t\tTRT2 A 1\n\t\t\tgoto See\n\t\tPain:\n\t\t\tTRT2 A 1\n\t\t\tTRT2 A 1 A_Pain\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tTRT2 A 1 bright A_SpawnItemEx (\"Boom\", 0, 0, 60, 0, 0, 0, 0, 160)\n\t\t\tTRT2 A 0 bright A_StopSoundEx (\"SoundSlot5\")\n            NULL A 0 A_NoBlocking\n\t\t\tTRT2 A 0 bright A_PlaySound (\"weapons/rocklx\")\n\t\t\tTESL B -1\n\t\t\tstop\n\t}\n}\n\nACTOR TurretShotgun : TurretBase\n{\n\ttranslation \"64:79 = 96:111\"\n\tobituary \"%o was splattered by a Shotgun Turret.\"\n\thealth 750\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tTRT2 A 1 A_Look\n\t\t\tTRT2 A 5  A_PlaySound(\"turret/active\", CHAN_AUTO, 6)\n\t\t\tloop\n\t\tSee:\n\t\t\tTRT2 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Chase\n\t\t\tTRT2 A 5  A_PlaySound(\"turret/active\", CHAN_AUTO, 6)\n\t\t\tloop\n\t\tMissile:\n\t\t\tTRT2 A 2 A_FaceTarget\n\t\t\tTRT2 A 1 A_PlaySound(\"turret/sight\", CHAN_AUTO)\n\t\t\tTRT2 ABCD 1 bright\n\t\t\tTRT2 E 1 bright A_CustomBulletAttack(22.5, 0, 3, 5, \"BulletPuffTurret\")\n\t\t\tTNT1 A 0 A_PlaySound(\"w2/fire\")\n\t\t\tTRT2 D 1 A_CustomMissile(\"splatShellCasing\", 32, 2, 45+random(-8,8), 0, 3)\n\t\t\tTRT2 E 1 bright A_CustomBulletAttack(22.5, 0, 3, 5, \"BulletPuffTurret\")\n\t\t\tTNT1 A 0 A_PlaySound(\"w2/fire\")\n\t\t\tTRT2 D 1 A_CustomMissile(\"splatShellCasing\", 32, 2, 45+random(-8,8), 0, 3)\n\t\t\tTRT2 E 1 bright A_CustomBulletAttack(22.5, 0, 3, 5, \"BulletPuffTurret\")\n\t\t\tTNT1 A 0 A_PlaySound(\"w2/fire\")\n\t\t\tTRT2 D 1 A_CustomMissile(\"splatShellCasing\", 32, 2, 45+random(-8,8), 0, 3)\n\t\t\tTRT2 E 1 bright A_CustomBulletAttack(22.5, 0, 3, 5, \"BulletPuffTurret\")\n\t\t\tTNT1 A 0 A_PlaySound(\"w2/fire\")\n\t\t\tTRT2 D 1 A_CustomMissile(\"splatShellCasing\", 32, 2, 45+random(-8,8), 0, 3)\n\t\t\tTRT2 E 1 bright A_CustomBulletAttack(22.5, 0, 3, 5, \"BulletPuffTurret\")\n\t\t\tTNT1 A 0 A_PlaySound(\"w2/fire\")\n\t\t\tTRT2 D 1 A_CustomMissile(\"splatShellCasing\", 32, 2, 45+random(-8,8), 0, 3)\n\t\t\tTRT2 E 1 bright A_CustomBulletAttack(22.5, 0, 3, 5, \"BulletPuffTurret\")\n\t\t\tTNT1 A 0 A_PlaySound(\"w2/fire\")\n\t\t\tTRT2 D 1 A_CustomMissile(\"splatShellCasing\", 32, 2, 45+random(-8,8), 0, 3)\n\t\t\tTRT2 E 1 bright A_CustomBulletAttack(22.5, 0, 3, 5, \"BulletPuffTurret\")\n\t\t\tTNT1 A 0 A_PlaySound(\"w2/fire\")\n\t\t\tTRT2 D 1 A_CustomMissile(\"splatShellCasing\", 32, 2, 45+random(-8,8), 0, 3)\n\t\t\tTRT2 E 1 bright A_CustomBulletAttack(22.5, 0, 3, 5, \"BulletPuffTurret\")\n\t\t\tTNT1 A 0 A_PlaySound(\"w2/fire\")\n\t\t\tTRT2 D 1 A_CustomMissile(\"splatShellCasing\", 32, 2, 45+random(-8,8), 0, 3)\n\t\t\tTRT2 E 1 bright A_CustomBulletAttack(22.5, 0, 3, 5, \"BulletPuffTurret\")\n\t\t\tTNT1 A 0 A_PlaySound(\"w2/fire\")\n\t\t\tTRT2 D 1 A_CustomMissile(\"splatShellCasing\", 32, 2, 45+random(-8,8), 0, 3)\n\t\t\tTRT2 E 1 bright A_CustomBulletAttack(22.5, 0, 3, 5, \"BulletPuffTurret\")\n\t\t\tTNT1 A 0 A_PlaySound(\"w2/fire\")\n\t\t\tTRT2 D 1 A_CustomMissile(\"splatShellCasing\", 32, 2, 45+random(-8,8), 0, 3)\n\t\t\tTRT2 E 1 bright A_CustomBulletAttack(22.5, 0, 3, 5, \"BulletPuffTurret\")\n\t\t\tTNT1 A 0 A_PlaySound(\"w2/fire\")\n\t\t\tTRT2 D 1 A_CustomMissile(\"splatShellCasing\", 32, 2, 45+random(-8,8), 0, 3)\n\t\t\tTNT1 A 0 A_PlaySound(\"w2/fire\")\n\t\t\tTRT2 A 1 bright\n\t\t\tTRT2 A 22\n\t\t\tgoto See\n\t\tPain:\n\t\t\tTRT2 A 1\n\t\t\tTRT2 A 1 A_Pain\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tTRT2 A 1 bright A_SpawnItemEx (\"Boom\", 0, 0, 60, 0, 0, 0, 0, 160)\n\t\t\tTRT2 A 0 bright A_StopSoundEx (\"SoundSlot5\")\n                        NULL A 0 A_NoBlocking\n\t\t\tTRT2 A 0 bright A_PlaySound (\"weapons/rocklx\")\n\t\t\tTESL B -1\n\t\t\tstop\n\t}\n}\n\nACTOR TurretFlame : TurretBase\n{\n\ttranslation \"64:79 = 96:111\"\n\tobituary \"%o was burnt by a Flame Turret.\"\n\thealth 750\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tTRT2 A 1 A_Look\n\t\t\tTRT2 A 5  A_PlaySound(\"turret/active\", CHAN_AUTO, 6)\n\t\t\tloop\n\t\tSee:\n\t\t\tTRT2 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Chase\n\t\t\tTRT2 A 5  A_PlaySound(\"turret/active\", CHAN_AUTO, 6)\n\t\t\tloop\n\t\tMissile:\n\t\t\tTRT2 A 2 A_FaceTarget\n\t\t\tTRT2 A 1 A_PlaySound(\"turret/sight\", CHAN_AUTO)\n\t\t\tTRT2 ABCD 1 bright\n\t\t\tTRT2 E 1 bright A_CustomMissile (\"FlameFromTurret\",56)\n\t\t\tTRT2 E 1 bright A_CustomMissile (\"FlameFromTurret\",56)\n\t\t\tTRT2 E 1 bright A_CustomMissile (\"FlameFromTurret\",56)\n\t\t\tTRT2 E 1 bright A_CustomMissile (\"FlameFromTurret\",56)\n\t\t\tTRT2 E 1 bright A_CustomMissile (\"FlameFromTurret\",56)\n\t\t\tTRT2 E 1 bright A_CustomMissile (\"FlameFromTurret\",56)\n\t\t\tTRT2 A 22\n\t\t\tgoto See\n\t\tPain:\n\t\t\tTRT2 A 1\n\t\t\tTRT2 A 1 A_Pain\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tTRT2 A 1 bright A_SpawnItemEx (\"Boom\", 0, 0, 60, 0, 0, 0, 0, 160)\n\t\t\tTRT2 A 0 bright A_StopSoundEx (\"SoundSlot5\")\n                        NULL A 0 A_NoBlocking\n\t\t\tTRT2 A 0 bright A_PlaySound (\"weapons/rocklx\")\n\t\t\tTESL B -1\n\t\t\tstop\n\t}\n}\n\nACTOR TurretRail : TurretBase\n{\n\ttranslation \"64:79 = 96:111\"\n\tobituary \"%o was blasted by a Rail Turret.\"\n\thealth 450\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tTRT2 A 1 A_Look\n\t\t\tTRT2 A 5  A_PlaySound(\"turret/active\", CHAN_AUTO, 6)\n\t\t\tloop\n\t\tSee:\n\t\t\tTRT2 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Chase\n\t\t\tTRT2 A 5  A_PlaySound(\"turret/active\", CHAN_AUTO, 6)\n\t\t\tloop\n\t\tMissile:\n\t\t\tTRT2 A 2 A_FaceTarget\n\t\t\tTRT2 A 1 A_PlaySound(\"turret/sight\", CHAN_AUTO)\n\t\t\tTRT2 ABCD 1 bright\n\t\t\tTRT2 E 1 bright A_CustomRailgun (50, 0, \"FF 00 00\", \"F6 F6 F6\", 0, 1, 0, \"InvisiblePuff\")\n\t\t\tTRT2 E 1 bright A_CustomRailgun (50, 0, \"FF 00 00\", \"F6 F6 F6\", 0, 1, 0, \"InvisiblePuff\")\n\t\t\tTRT2 E 1 bright A_CustomRailgun (50, 0, \"FF 00 00\", \"F6 F6 F6\", 0, 1, 0, \"InvisiblePuff\")\n\t\t\tTRT2 A 1 bright\n\t\t\tTRT2 A 22\n\t\t\tgoto See\n\t\tPain:\n\t\t\tTRT2 A 1\n\t\t\tTRT2 A 1 A_Pain\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tTRT2 A 1 bright A_SpawnItemEx (\"Boom\", 0, 0, 60, 0, 0, 0, 0, 160)\n\t\t\tTRT2 A 0 bright A_StopSoundEx (\"SoundSlot5\")\n                        NULL A 0 A_NoBlocking\n\t\t\tTRT2 A 0 bright A_PlaySound (\"weapons/rocklx\")\n\t\t\tTESL B -1\n\t\t\tstop\n\t}\n}\n\n//Disable teamkilling turrets\n\nactor RocketFromTurret : Rocket\n{\ndamagetype \"MarineFire\"\n}\n\nactor PlasmaFromTurret : PlasmaBall\n{\ndamagetype \"MarineFire\"\n}\n\nactor BulletPuffTurret : BulletPuff\n{\ndamagetype \"MarineFire\"\n}\n\nactor InvisiblePuff\n{\ndamagetype \"MarineFire\"\n}\n\nactor FlameFromTurret: FlamerShot\n{\ndamagetype \"MarineFire\"\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/frenzy_vehicle.txt",
        "contents": "//This goes in frenzy_vehicle.wad, replacing the DECORATE lump\n// CLASSES\nACTOR FrenzyPlayer : PlayerPawn\n{\n\tSpeed 1.0\n\tHealth 100\n\tRadius 16\n\tHeight 56\n\tMass 100\n\tdamagefactor \"MarineFire\", 0.0\n\tdamageFactor \"MarineFire3\", 0.0667\n\tPainChance 255\n\tPlayer.ColorRange 112, 127\n\tPlayer.DisplayName \"Frenzy Player\"\n\tPlayer.CrouchSprite \"PLYC\"\n\tPlayer.ViewHeight 46\n\tPlayer.StartItem \"Pistol\"\n\tPlayer.StartItem \"Clip\", 50\n\t+NOSKIN\n\n\tStates\n\t{\n\tSpawn:\n\t\tPLAY A -1\n\t\tLoop\n\tSee:\n\t\tPLAY ABCD 4\n\t\tLoop\n\tMissile:\n\t\tPLAY E 12\n\t\tGoto Spawn\n\tMelee:\n\t\tPLAY F 6 BRIGHT\n\t\tGoto Missile\n\tPain:\n\t\tPLAY G 4\n\t\tPLAY G 4 A_Pain\n\t\tGoto Spawn\n\tDeath:\n\t\tPLAY H 10 A_PlayerSkinCheck(\"AltSkinDeath\")\n\t\tPLAY I 10 A_PlayerScream\n\t\tPLAY J 10 A_NoBlocking\n\t\tPLAY K 10\n\t\tPLAY LM 10\n\t\tPLAY N -1\n                Stop\n\tXDeath:\n\t\tPLAY H 0 A_PlayerSkinCheck(\"AltSkinXDeath\")\n\t\tPLAY H 0 A_XScream\n\t\tPLAY H 0 A_NoBlocking\n\t\tPLAY H 5 A_PlayerSkinCheck(\"AltSkinXDeath\")\n    \t\tPLAY H 0 A_SpawnDebris(\"splatBlood_Eye\")\n    \t\tPLAY H 0 A_SpawnDebris(\"splatBlood_Spray\")\n   \t\tPLAY H 0 A_SpawnDebris(\"splatBlood_Rib\")\n   \t\tPLAY H 0 A_SpawnDebris(\"splatBlood_Spine\")\n   \t\tNULL A -1\n                Stop\n\tAltSkinDeath:\n\t\tPLAY H 6\n\t\tPLAY I 6 A_PlayerScream\n\t\tPLAY JK 6\n\t\tPLAY L 6 A_NoBlocking\n\t\tPLAY MNO 6\n\t\tPLAY P -1\n\t\tStop\n\tAltSkinXDeath:\n\t\tPLAY Q 5 A_PlayerScream\n\t\tPLAY R 0 A_NoBlocking\n\t\tPLAY R 5 A_SkullPop\n\t\tPLAY STUVWX 5\n\t\tPLAY Y -1\n\t\tStop\n\t}\n}\n\nACTOR TankPlayer : PlayerPawn\n{\n\tSpeed 0.475\n\tRadius 16\n\tHeight 56\n\tMass 500\n\tPainChance 255\n\tPlayer.ColorRange 112, 127\n\tPlayer.DisplayName \"Battle Tank\"\n\tPlayer.CrouchSprite \"ZTNK\"\n\tPlayer.ViewHeight 64\n\tPlayer.SideMove 0\n\tdamagefactor \"normal\", 0.7\n\tdamagefactor \"MarineFire\", 0.0\n\tdamagefactor \"MarineFire2\", 0.0\n\tdamagefactor \"MarineFire3\", 0.175\n\n\tStates\n\t{\n\tSpawn:\n\t\tZTNK O -1\n\t\tLoop\n\tSee:\n\t\tZTNK OPQ 4 A_PlaySound(\"veh/tankdrive\")\n\t\tLoop\n\tMissile:\n\t\tZTNK R 6 BRIGHT Radius_Quake (random(3,4), 15, 0, 4, 0)\n\t\tGoto Spawn\n\tMelee:\n\t\tZTNK S 6 BRIGHT\n\t\tGoto Missile\n\tPain:\n\t\tZTNK T 4 A_PlaySound(\"veh/tankpain\")\n\t\tZTNK T 4 A_Pain\n\t\tGoto Spawn\n\tDeath:\n\t\tZTNK U 10 A_PlayerSkinCheck(\"AltSkinDeath\")\n\t\tZTNK V 10 A_PlayerScream\n\t\tZTNK W 10 A_NoBlocking\n\t\tZTNK X 10\n\t\tZTNK Y 10\n                Stop\n\tXDeath:\n\t\tZTNK G 5 A_PlayerSkinCheck(\"AltSkinXDeath\")\n\t\tZTNK H 5 A_XScream\n\t\tZTNK I 5 A_NoBlocking\n\t\tZTNK JKLMN 5\n                Stop\n\tAltSkinDeath:\n\t\tZTNK A 6\n\t\tZTNK A 6 A_PlayerScream\n\t\tZTNK A 6\n\t\tZTNK A 6 A_NoBlocking\n\t\tZTNK A 6\n\t\tStop\n\tAltSkinXDeath:\n\t\tZTNK A 5 A_PlayerScream\n\t\tZTNK A 5 A_NoBlocking\n\t\tZTNK A 5 A_SkullPop\n\t\tZTNK A 5\n\t\tStop\n\t}\n}\n\nactor TankGun : Weapon\n{\n  radius 20\n  height 16\n  inventory.pickupmessage \"You got the Tank\"\n  weapon.selectionorder 2500\n  weapon.kickback 100\n  DamageType \"MarineFire3\"\n  +WEAPON.EXPLOSIVE\n  states\n  {\n  Ready:\n    NULL A 1 A_WeaponReady\n    loop\n  Deselect:\n    NULL A 1 A_Lower\n\tNULL AA 0 A_LOWER\n    loop\n  Select:\n    NULL A 1 A_Raise\n\tNULL AA 0 A_RAISE\n    loop\n  Fire:\n    NULL A 8 A_PlaySound(\"NAILUP\")\n    NULL A 5\n    NULL A 3\n    NULL A 2\n    NULL A 2\n  Hold:\n\tNULL A 0 A_PlayWeaponSound(\"Weapons/Nailfire\")\n\tNULL A 0 A_GunFlash\n    NULL A 0 Bright A_FireCustomMissile(\"TankNail\",random(-3,3),1,13,random(-3,3),random(-3,3))\n    NULL A 0 Bright A_FireCustomMissile(\"TankNail\",random(-3,3),1,-13,random(-3,3),random(-3,3))\n    NULL A 2 Bright\n    NULL A 0 A_JumpIfNoAmmo(11)\n\tNULL A 0 A_GunFlash\n\tNULL A 0 A_PlayWeaponSound(\"Weapons/Nailfire\")\n    NULL A 0 Bright A_FireCustomMissile(\"TankNail\",random(-3,3),1,13,random(-3,3),random(-3,3))\n    NULL A 0 Bright A_FireCustomMissile(\"TankNail\",random(-3,3),1,-13,random(-3,3),random(-3,3))\n    NULL A 2 Bright\n    NULL A 0 A_Light0\n    NULL A 0 A_ReFire\n    NULL A 2\n    NULL A 3\n    NULL A 4\n    NULL A 6\n    NULL A 8\n    NULL A 0 A_CheckReload\n    Goto Ready\n    NULL A 2 A_Light0\n    NULL A 2\n    NULL A 3\n    NULL A 3\n    NULL A 4\n    NULL A 6\n    NULL A 9\n    NULL A 0 A_CheckReload\n    Goto Ready\n  AltFire:\n    NULL A 1\n\tNULL A 0 A_PlayWeaponSound(\"SEEKLAUNCH\")\n    NULL A 2 bright A_FireCustomMissile (\"SeekerRocket\",0,1,26,-2)\n    NULL A 2 bright A_FireCustomMissile (\"SeekerRocket\",0,1,-26,-2)\n    NULL A 2 bright A_FireCustomMissile (\"SeekerRocket\",0,1,26,-2)\n    NULL A 2 bright A_FireCustomMissile (\"SeekerRocket\",0,1,-26,-2)\n    NULL A 2 bright A_FireCustomMissile (\"SeekerRocket\",0,1,26,-2)\n    NULL A 2 bright A_FireCustomMissile (\"SeekerRocket\",0,1,-26,-2)\n    NULL A 2 bright\n\tNULL AAAAAAA 2\n\tNULL A 8\n\tNULL A 0 A_PlayWeaponSound(\"RPGOPN\")\n\tNULL AAAAA 2\n\tNULL A 7\n\tNULL A 0 A_PlayWeaponSound(\"RPGLAD\")\n\tNULL AAAA 2\n\tNULL A 20\n\tNULL A 0 A_PlayWeaponSound(\"RPGOCLS\")\n\tNULL AAAAA 2\n\tNULL A 40\n\tGoto ready\n  Spawn:\n    NULL A -1\n\tStop\n  }\n}\n\nactor seekerRocket// : MageStaffFX2\n{\n\tRadius 12\n\tHeight 8\n\tSpeed 35\n\tDamage 100\n\tProjectile\n\tScale 1.0//0.74\n\t+NOTIMEFREEZE\n      //+EXTREMEDEATH\n\t+ROCKETTRAIL\n\t+SEEKERMISSILE\n\t//-RIPPER\n\tDeathSound \"DSQKLDTH\"\n        explosionradius 256\n        explosiondamage 600\n  DamageType \"MarineFire3\"\n\tStates\n\t{\n\tSpawn:\n\t\tQROK A 1 bright A_SeekerMissile(80,90)\n\t\tNULL A 0 A_CustomMissile(\"seekerRockTrail\",0,0,0,0)\n\t\tQROK A 0 Bright A_LookEx(2,0,12,0,360,\"See\")\n\tQROK A 0 Bright //A_MStaffTrack\n\tLoop\n    See:\n\tQROK A 0 Bright //A_MeleeAttack\n\tQROK A 0 Bright A_Die\n\tDeath:\n\t\tEXP3 A 2 Bright A_Explode\n\t\tNULL A 0 A_SpawnItem(\"ExtraExplosion\")\n\t\tNULL A 0 A_SpawnItem(\"Engulf\")\n\t\tEXP3 BCDEFGHIJKLMNOPQRSTUVWXYZ 1 Bright\n\t\tStop\n\t}\n}\n\nactor seekerRockTrail\n{\n\tRadius 1\n\tHeight 1\n\tSpeed 0\n\tDamage 0\n\tScale 0.8\n\tRenderStyle Add\n\tAlpha 0.5\n\t+CLIENTSIDEONLY\n\t+NOGRAVITY\n\t+NOTIMEFREEZE\n  DamageType \"MarineFire\"\n\tStates\n\t{\n\tSpawn:\n\t\tSMO2 ABCDE 3\n\t\tStop\n\t}\n}\nActor ExtraExplosion\n{\nPROJECTILE\n+NOCLIP\n+NOTIMEFREEZE\nradius 6\n  height 8\n  mass 1\n  speed 35\n  //damage 20   too powerful :P\n\tRenderStyle Add\n  DamageType \"MarineFire3\"\nStates\n{\nSpawn:\nEXP2 A 2 Bright A_Explode\nEXP2 A 0 Radius_Quake(10,8,0,15,0)\nEXP2 ABCDEFGHIJKLMN 2 Bright A_SetTranslucent(1,1.0)\nstop\n}\n}\n\nActor Engulf\n{\nscale 7.0\nPROJECTILE\n+NOCLIP\n+NOTIMEFREEZE\nradius 6\n  height 8\n  mass 1\n  speed 35\n  //damage 20   too powerful :P\n\tRenderStyle Add\n  DamageType \"MarineFire3\"\nStates\n{\nSpawn:\nBLST A 1 A_FadeOut(0.3)\nloop\n}\n}\n\nactor NailShot\n{\n\n\tRadius 6\n\tHeight 6\n\tSpeed 30\n\tDamage 60\n\tProjectile\n\tScale 0.22\n\tDeathSound \"weapons/nailpuff\"\n  DamageType MarineFire\n\tStates\n\t{\n\tSpawn:\n\t\tSPIK A 1 A_spawnitem(\"MicroNailPuff\")\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItemEx(\"NailPuff\",0,0,0,0,0,0,0,32)\n\t\tNULL AAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"MiniNailShotgravity\",0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 A 0 A_Jump(128,1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/nailricochet\")\n\t\tTNT1 A 3\n\t\tStop\n\t}\n}\nactor MiniNailShot\n{\n\tRadius 6\n\tHeight 6\n\tSpeed 60\n\tDamage 5\n\tProjectile\n\tScale 0.12\n\tDeathSound \"weapons/nailpuff\"\n  DamageType MarineFire\n\tStates\n\t{\n\tSpawn:\n\t\tFX57 AB 2\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItemEx(\"MicroNailPuff\",0,0,0,0,0,0,0,32)\n\t\tTNT1 A 0 A_Jump(128,1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/nailricochet\")\n\t\tTNT1 A 3\n\t\tStop\n\t}\n}\nactor MiniNailShotGravity\n{\nRadius 0\n\tHeight 0\n\tSpeed 30\n\tDamage 5\n\tProjectile\n\t+LOWGRAVITY\n\tScale 0.07\n\tDeathSound \"weapons/nailpuff\"\n  DamageType MarineFire\n\tStates\n\t{\n\tSpawn:\n\t\tSPIK A 1 A_spawnitem(\"MiniNailPuff\")\n\t\tNULL A 0 A_GRAVITY\n\t\tSPIK A 1 A_spawnitem(\"MiniNailPuff\")\n\t\tSPIK A 1 A_spawnitem(\"MiniNailPuff\")\n\t\tNULL A 0 A_GRAVITY\n\t\tSPIK A 1 A_spawnitem(\"MiniNailPuff\")\n\t\tSPIK A 1 A_spawnitem(\"MiniNailPuff\")\n\t\tNULL A 0 A_GRAVITY\n\t\tSPIK A 1 A_spawnitem(\"MiniNailPuff\")\n\t\tSPIK A 1 A_spawnitem(\"MiniNailPuff\")\n\t\tNULL A 0 A_GRAVITY\n\t\tSPIK A 1 A_spawnitem(\"MiniNailPuff\")\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItemEx(\"MicroNailPuff\",0,0,0,0,0,0,0,32)\n\t\tStop\n\t}\n}\nActor NailPuff\n{\n\t+CLIENTSIDEONLY\n\t+NOCLIP\n\tScale 0.25\n\tRenderStyle Add\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,11)\n\t\tFX57 ABCDEFGHIJ 2 Bright A_FadeOut\n\t\tStop\n\t\tFX57 KLMNOPQRST 2 Bright A_FadeOut\n\t\tStop\n\t}\n}\nActor MicroNailPuff : NailPuff\n{\n\tScale 0.08\n  DamageType MarineFire\n}\nActor MiniNailPuff : NailPuff\n{\n\tScale 0.05\n  DamageType MarineFire\n}\n\n//^ I have no idea what that was, but I am adding new nails!\n\nactor TankNail : BorgNail1 //:V\n{\ndamage 8\ndamagetype \"MarineFire\"\nspeed 100\nstates\n{\nSpawn:\nDART A 5 A_SPawnItem(\"NailPuff\")\nDART A 0 A_PlaySound(\"weapons/nailflight\")\nLoop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/frenzy_weapons.txt",
        "contents": "ACTOR BulletPuff_Standard\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+ALLOWPARTICLES\n\t+RANDOMIZE\n\n\tDamageType\t\t\tMarineFire\n\n\tRenderStyle\t\t\tTranslucent\n\tAlpha\t\t\t\t0.5\n\tVSpeed\t\t\t\t1\n\tMass\t\t\t\t5\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPUFF A 4 bright\n\t\t\tPUFF B 4\n\t\tMelee:\n\t\t\tPUFF CD 4\n\t\t\tstop\n\t}\n}\n\nACTOR BulletPuff_Explosive\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+ALLOWPARTICLES\n\t+RANDOMIZE\n\n\tDamageType\t\t\tMarineFire\n\n\tRenderStyle\t\t\tAdd\n\tVSpeed\t\t\t\t1\n\tMass\t\t\t\t5\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBAL1 C 4 bright A_PlaySound(\"weapons/rocklx\")\n\t\t\tBAL1 D 4 bright\n\t\tMelee:\n\t\t\tBAL1 E 4 bright\n\t\t\tstop\n\t}\n}\n\n// compad\nACTOR BulletPuff_Player\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+ALLOWPARTICLES\n\t+RANDOMIZE\n\n\tDamageType\t\t\tMarineFire\n\n\tRenderStyle\t\t\tTranslucent\n\tAlpha\t\t\t\t0.5\n\tVSpeed\t\t\t\t1\n\tMass\t\t\t\t5\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPUFF A 4 bright\n\t\t\tPUFF B 4\n\t\tMelee:\n\t\t\tPUFF CD 4\n\t\t\tstop\n\t}\n}\n\nACTOR Boomstick : Weapon\n{\n\tWeapon.AmmoUse \t\t\t1\n\tWeapon.AmmoGive \t\t8\n\tWeapon.AmmoType\t\t\t\"Shell\"\n\tInventory.PickupMessage\t\t\"You got the Boomstick!\"\n\tObituary\t\t\t\"%o got blasted by %k's Boomstick.\"\n\n\tWeapon.UpSound\t\t\t\"w2/load\"\n\tAttackSound\t\t\t\"w2/fire\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tW2E1 A 1 A_WeaponReady\n\t\t\tloop\n\t\tDeselect:\n\t\t\tW2E1 A 1 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tW2E1 A 1 A_Raise\n\t\t\tloop\n\t\tFire:\n\t\t\tW2E1 A 3 A_GunFlash\n\t\t\tW2E1 A 7 A_FireBullets(6, 6, 7, 7, \"BulletPuff_Standard\")\n\t\t\tW2E1 BC 5\n\t\t\tW2E1 D 4 A_PlayWeaponSound(\"w2/load\")\n\t\t\tW2E1 D 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW2E1 CB 4\n\t\t\tW2E1 A 10 A_Refire\n\t\t\tgoto Ready\n\t\tFlash:\n\t\t\tSHTF A 2 bright A_Light1\n\t\t\tSHTF B 2 Bright A_Light2\n\t\t\tGoto LightDone\n\t}\n}\n\nACTOR Boomstick_Bayonet : Weapon\n{\n\tWeapon.AmmoUse \t\t\t1\n\tWeapon.AmmoGive \t\t8\n\tWeapon.AmmoType\t\t\t\"Shell\"\n\tInventory.PickupMessage\t\t\"You got the Boomstick, upgraded with a Bayonet!\"\n\tObituary\t\t\t\"%o got blasted by %k's Shiny Boomstick.\"\n\n\tWeapon.UpSound\t\t\t\"weapons/sawup\"\n\tWeapon.ReadySound\t\t\"weapons/sawidle\"\n\tAttackSound\t\t\t\"w2/fire\"\n\tDamageType\t\t\tMarineFire\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tW2E2 AB 5 A_WeaponReady\n\t\t\tloop\n\t\tDeselect:\n\t\t\tW2E2 A 1 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tW2E2 A 1 A_Raise\n\t\t\tloop\n\t\tFire:\n\t\t\tW2E2 A 3 A_GunFlash\n\t\t\tW2E2 A 7 A_FireBullets(6, 6, 7, 7, \"BulletPuff_Standard\")\n\t\t\tW2E2 BC 5\n\t\t\tW2E2 D 4 A_PlayWeaponSound(\"w2/load\")\n\t\t\tW2E2 D 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW2E2 CB 4\n\t\t\tW2E2 A 5 A_Refire\n\t\t\tgoto Ready\n\t\tAltFire:\n\t\t\tW2E2 AB 2 A_Saw(\"weapons/sawfull\", \"weapon/sawhit\", 6, \"BulletPuff_Player\")\n\t\t\tgoto Ready\n\t\tFlash:\n\t\t\tSHTF A 2 bright A_Light1\n\t\t\tSHTF B 2 Bright A_Light2\n\t\t\tGoto LightDone\n\t}\n}\n\nACTOR Boomstick_Explosive : Weapon\n{\n\tWeapon.AmmoUse1 \t\t\t1\n\tWeapon.AmmoUse2 \t\t\t1\n\tWeapon.AmmoGive \t\t8\n\tWeapon.AmmoType1\t\t\t\"Shell\"\n\tWeapon.AmmoType2\t\t\t\"Shell\"\n\tInventory.PickupMessage\t\t\"You got the Boomstick!\"\n\tObituary\t\t\t\"%o got blasted by %k's Boomstick.\"\n\n\tWeapon.UpSound\t\t\t\"w2/load\"\n\tAttackSound\t\t\t\"w2/fire2\"\n\tDamageType\t\t\tMarineFire\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tW2E3 A 1 A_WeaponReady\n\t\t\tloop\n\t\tDeselect:\n\t\t\tW2E3 A 1 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tW2E3 A 1 A_Raise\n\t\t\tloop\n\t\tFire:\n\t\t\tW2E3 A 3 A_GunFlash\n\t\t\tW2E3 A 7 A_FireBullets(7, 7, 7, 18, \"BulletPuff_Explosive\")\n\t\t\tW2E1 BC 6\n\t\t\tW2E1 D 5 A_PlayWeaponSound(\"w2/load\")\n\t\t\tW2E1 D 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW2E1 CB 4\n\t\t\tW2E3 A 10 A_Refire\n\t\t\tgoto Ready\n\t\tAltFire:\n\t\t\tW2E3 A 3 A_GunFlash\n\t\t\tW2E3 A 7 A_FireBullets(6, 6, 7, 5, \"BulletPuff_Standard\")\n\t\t\tW2E1 BC 5\n\t\t\tW2E1 D 4 A_PlayWeaponSound(\"w2/load\")\n\t\t\tW2E1 D 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW2E1 CB 4\n\t\t\tW2E3 A 10 A_Refire\n\t\t\tgoto Ready\n\t\tFlash:\n\t\t\tSHTF A 2 bright A_Light1\n\t\t\tSHTF B 2 Bright A_Light2\n\t\t\tGoto LightDone\n\t}\n}\n\nACTOR Beretta : Weapon\n{\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 20\n\tWeapon.AmmoType \"Clip\"\n\tObituary \"%o was tickled by %k's pea shooter.\"\n\t+WEAPON.WIMPY_WEAPON\n\tInventory.Pickupmessage \"Picked up a pistol.\"\n\n\tWeapon.UpSound \"w/load1\"\n\tAttackSound \"weapons/pistol\"\n\tDamageType\t\t\tMarineFire\n\n\tStates\n\t{\n\t\tReady:\n\t\tPISG A 1 A_WeaponReady\n\t\tLoop\n\t\tDeselect:\n\t\tPISG A 1 A_Lower\n\t\tLoop\n\t\tSelect:\n\t\tPISG A 1 A_Raise\n\t\tLoop\n\t\tFire:\n\t\tPISG A 1 A_GunFlash\n\t\tPISG B 4 A_FireBullets (5.6, 0, 1, 5, \"BulletPuff_Standard\")\n\t\tPISG C 2\n\t\tPISG B 3 A_ReFire\n\t\tGoto Ready\n\t\tFlash:\n\t\tPISF A 2 Bright A_Light1\n\t\tGoto LightDone\n\t\tPISF A 2 Bright A_Light0\n\t\tGoto LightDone\n\t\tSpawn:\n\t\tPIST A -1\n\t\tStop\n\t}\n}\n\nACTOR Beretta_Dual : Weapon\n{\n\tWeapon.AmmoUse1 2\n\tWeapon.AmmoUse2 1\n\tWeapon.AmmoGive 20\n\tWeapon.AmmoType1 \"Clip\"\n\tWeapon.AmmoType2 \"Clip\"\n\tObituary \"%o was gunned down by %k's dual pistols.\"\n\t+WEAPON.WIMPY_WEAPON\n\tInventory.Pickupmessage \"Picked up 2 pistols.\"\n\n\tWeapon.UpSound \"w/load1\"\n\tAttackSound \"weapons/pistol\"\n\tDamageType\t\t\tMarineFire\n\n\tStates\n\t{\n\t\tReady:\n\t\tDPIS A 1 A_WeaponReady\n\t\tLoop\n\t\tDeselect:\n\t\tDPIS A 1 A_Lower\n\t\tLoop\n\t\tSelect:\n\t\tDPIS A 1 A_Raise\n\t\tLoop\n\t\tFire:\n\t\tDPIS A 2 A_GunFlash\n\t\tDPIS B 1 bright  A_FireBullets (8, 8, 2, 5, \"BulletPuff_Standard\")\n\t\tDPIS C 1\n\t\tDPIS B 3 A_ReFire\n                goto Ready\n\t\tAltFire:\n\t\tDPIS A 2 A_GunFlash\n\t\tDPIS M 5 bright  A_FireBullets (4, 4, 1, 5, \"BulletPuff_Standard\")\n\t\tDPIS N 5 bright  A_FireBullets (4, 4, 1, 5, \"BulletPuff_Standard\")\n\t\tDPIS B 3 A_ReFire\n\t\tGoto Ready\n\t\tSpawn:\n\t\tPIST A -1\n\t\tStop\n\t}\n}\n\nACTOR Beretta_SMG : Weapon\n{\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 20\n\tWeapon.AmmoType \"Clip\"\n\tObituary \"%o was gunned down by %k's SMG.\"\n\t+WEAPON.WIMPY_WEAPON\n\tInventory.Pickupmessage \"Picked up an SMG.\"\n\n\tWeapon.UpSound \"w/load1\"\n\tAttackSound \"weapons/pistol\"\n\tDamageType\t\t\tMarineFire\n\n\tStates\n\t{\n\t\tReady:\n\t\tSMGP A 1 A_WeaponReady\n\t\tLoop\n\t\tDeselect:\n\t\tSMGP A 1 A_Lower\n\t\tLoop\n\t\tSelect:\n\t\tSMGP A 1 A_Raise\n\t\tLoop\n\t\tFire:\n\t\tSMGP A 1\n\t\tSMGP B 2 bright  A_FireBullets (6, 0, 1, 6, \"BulletPuff_Standard\")\n\t\tSMGP A 2 A_ReFire\n\t\tGoto Ready\n\t\tSpawn:\n\t\tPIST A -1\n\t\tStop\n\t}\n}\n\nACTOR SSG : Weapon\n{\n\tWeapon.AmmoUse \t\t\t2\n\tWeapon.AmmoGive \t\t8\n\tWeapon.AmmoType\t\t\t\"Shell\"\n\tInventory.PickupMessage\t\t\"You got the Super Shotgun!\"\n\tObituary\t\t\t\"%o was splattered by %k's Super Shotgun.\"\n\n\tWeapon.UpSound\t\t\t\"w2/load\"\n\tAttackSound\t\t\t\"w3/fire1\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tW3E1 A 1 A_WeaponReady\n\t\t\tloop\n\t\tDeselect:\n\t\t\tW3E1 A 1 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tW3E1 A 1 A_Raise\n\t\t\tloop\n\t\tFire:\n    \t\t\tW3E1 A 3 A_GunFlash\n    \t\t\tW3E1 A 7 A_FireBullets (11.2, 7.1, 14, 7, \"BulletPuff_Standard\")\n    \t\t\tW3E1 B 7\n    \t\t\tW3E1 C 7 A_CheckReload\n    \t\t\tW3E1 D 7 A_OpenShotgun2\n    \t\t\tW3E1 E 7\n    \t\t\tW3E1 F 7 A_LoadShotgun2\n    \t\t\tW3E1 A 0 A_FireCustomMissile(\"splatShellCasing\",45+random(-8,8),0,2,3)\n    \t\t\tW3E1 A 0 A_FireCustomMissile(\"splatShellCasing\",45+random(-8,8),0,2,3)\n    \t\t\tW3E1 G 6\n    \t\t\tW3E1 H 6 A_CloseShotgun2\n    \t\t\tW3E1 A 5 A_ReFire\n    \t\t\tgoto Ready\n\t\tFlash:\n\t\t\tSHT2 I 4 bright A_Light1\n\t\t\tSHT2 J 3 bright A_Light2\n\t\t\tgoto LightDone\n\t}\n}\n\nACTOR SSG_Autoload : Weapon\n{\n\tWeapon.AmmoUse \t\t\t2\n\tWeapon.AmmoGive \t\t8\n\tWeapon.AmmoType\t\t\t\"Shell\"\n\tInventory.PickupMessage\t\t\"You got the Super Shotgun, upgraded with Auto-Loading!\"\n\tObituary\t\t\t\"%o was splattered by %k's Auto-Loading Super Shotgun.\"\n\n\tWeapon.UpSound\t\t\t\"w2/load\"\n\tAttackSound\t\t\t\"w3/fire2\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tW3E2 A 1 A_WeaponReady\n\t\t\tloop\n\t\tDeselect:\n\t\t\tW3E2 A 1 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tW3E2 A 1 A_Raise\n\t\t\tloop\n\t\tFire:\n    \t\t\tW3E2 A 3 A_GunFlash\n    \t\t\tW3E2 A 5 A_FireBullets (11.2, 7.1, 14, 7, \"BulletPuff_Standard\")\n    \t\t\tW3E1 B 5\n    \t\t\tW3E1 C 5 A_CheckReload\n    \t\t\tW3E1 C 0 A_FireCustomMissile(\"splatShellCasing\",45+random(-8,8),0,2,3)\n    \t\t\tW3E1 C 0 A_FireCustomMissile(\"splatShellCasing\",45+random(-8,8),0,2,3)\n    \t\t\tW3E1 B 4\n    \t\t\tW3E2 A 3 A_CloseShotgun2\n    \t\t\tW3E2 A 5 A_ReFire\n    \t\t\tgoto Ready\n\t\tFlash:\n\t\t\tSHT2 I 4 bright A_Light1\n\t\t\tSHT2 J 3 bright A_Light2\n\t\t\tgoto LightDone\n\t}\n}\n\nACTOR SSG_Explosive : Weapon\n{\n\tWeapon.AmmoUse1 \t\t\t2\n\tWeapon.AmmoUse2 \t\t\t2\n\tWeapon.AmmoGive \t\t8\n\tWeapon.AmmoType1\t\t\t\"Shell\"\n\tWeapon.AmmoType2\t\t\t\"Shell\"\n\tInventory.PickupMessage\t\t\"You got the Super Shotgun!\"\n\tObituary\t\t\t\"%o was splattered by %k's Super Shotgun.\"\n\n\tWeapon.UpSound\t\t\t\"w2/load\"\n\tAttackSound\t\t\t\"w3/fire1\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tW3E3 A 1 A_WeaponReady\n\t\t\tloop\n\t\tDeselect:\n\t\t\tW3E3 A 1 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tW3E3 A 1 A_Raise\n\t\t\tloop\n\t\tFire:\n    \t\t\tW3E3 A 3 A_GunFlash\n    \t\t\tW3E3 A 7 A_FireBullets (11.2, 7.1, 14, 18, \"BulletPuff_Explosive\")\n    \t\t\tW3E1 B 7\n    \t\t\tW3E1 C 7 A_CheckReload\n    \t\t\tW3E1 D 7 A_OpenShotgun2\n    \t\t\tW3E3 E 7\n    \t\t\tW3E3 F 7 A_LoadShotgun2\n    \t\t\tW3E1 A 0 A_FireCustomMissile(\"splatShellCasing\",45+random(-8,8),0,2,3)\n    \t\t\tW3E1 A 0 A_FireCustomMissile(\"splatShellCasing\",45+random(-8,8),0,2,3)\n    \t\t\tW3E1 G 6\n    \t\t\tW3E1 H 6 A_CloseShotgun2\n    \t\t\tW3E3 A 5 A_ReFire\n    \t\t\tgoto Ready\n\t\tAltFire:\n    \t\t\tW3E3 A 3 A_GunFlash\n    \t\t\tW3E3 A 7 A_FireBullets (11.2, 7.1, 14, 7, \"BulletPuff_Standard\")\n    \t\t\tW3E1 B 7\n    \t\t\tW3E1 C 7 A_CheckReload\n    \t\t\tW3E1 D 7 A_OpenShotgun2\n    \t\t\tW3E1 E 7\n    \t\t\tW3E1 F 7 A_LoadShotgun2\n    \t\t\tW3E1 A 0 A_FireCustomMissile(\"splatShellCasing\",45+random(-8,8),0,2,3)\n    \t\t\tW3E1 A 0 A_FireCustomMissile(\"splatShellCasing\",45+random(-8,8),0,2,3)\n    \t\t\tW3E1 G 6\n    \t\t\tW3E1 H 6 A_CloseShotgun2\n    \t\t\tW3E3 A 5 A_ReFire\n    \t\t\tgoto Ready\n\t\tFlash:\n\t\t\tSHT2 I 4 bright A_Light1\n\t\t\tSHT2 J 3 bright A_Light2\n\t\t\tgoto LightDone\n\t}\n}\n\nACTOR Spitter : Weapon\n{\n\tWeapon.AmmoUse \t\t\t1\n\tWeapon.AmmoGive \t\t8\n\tWeapon.AmmoType\t\t\t\"Clip\"\n\tInventory.PickupMessage\t\t\"You got the Spitter!\"\n\tObituary\t\t\t\"%o got blasted by %k's Spitter.\"\n\n\tWeapon.UpSound\t\t\t\"w6/up\"\n\tAttackSound\t\t\t\"w6/fire\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tW6E1 A 1 A_WeaponReady\n\t\t\tloop\n\t\tDeselect:\n\t\t\tW6E1 A 1 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tW6E1 A 1 A_Raise\n\t\t\tloop\n\t\tFire:\n\t\t\tW6E1 A 1\n\t\t\tW6E1 B 2 bright  A_FireBullets(6, 6, 1, 10, \"BulletPuff_Standard\")\n\t\t\tW6E1 A 1\n\t\t\tW6E1 B 2 bright  A_FireBullets(6, 6, 1, 10, \"BulletPuff_Standard\")\n\t\t\tW6E1 A 1\n\t\t\tW6E1 B 5 bright  A_FireBullets(6, 6, 1, 10, \"BulletPuff_Standard\")\n\t\t\tW6E1 A 1 A_ReFire\n\t\t\tgoto Ready\n\t}\n}\n\nACTOR Spitter_Bayonet : Weapon\n{\n\tWeapon.AmmoUse \t\t\t1\n\tWeapon.AmmoGive \t\t8\n\tWeapon.AmmoType\t\t\t\"Clip\"\n\tInventory.PickupMessage\t\t\"You got the Boomstick, upgraded with a Bayonet!\"\n\tObituary\t\t\t\"%o got blasted by %k's Spitter.\"\n\n\tWeapon.UpSound\t\t\t\"weapons/sawup\"\n\tWeapon.ReadySound\t\t\"weapons/sawidle\"\n\tAttackSound\t\t\t\"w6/fire\"\n\tDamageType\t\t\tMarineFire\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tW6E2 AB 5 A_WeaponReady\n\t\t\tloop\n\t\tDeselect:\n\t\t\tW6E2 A 1 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tW6E2 A 1 A_Raise\n\t\t\tloop\n\t\tFire:\n\t\t\tW6E2 A 1\n\t\t\tW6E2 B 2 bright  A_FireBullets(6, 6, 1, 10, \"BulletPuff_Standard\")\n\t\t\tW6E2 A 1\n\t\t\tW6E2 B 2 bright  A_FireBullets(6, 6, 1, 10, \"BulletPuff_Standard\")\n\t\t\tW6E2 A 1\n\t\t\tW6E2 B 5 bright  A_FireBullets(6, 6, 1, 10, \"BulletPuff_Standard\")\n\t\t\tW6E2 A 1 A_ReFire\n\t\t\tgoto Ready\n\t\tAltFire:\n\t\t\tW6E2 AB 2 A_Saw(\"weapons/sawfull\", \"weapon/sawhit\", 6, \"BulletPuff_Player\")\n\t\t\tgoto Ready\n\t}\n}\n\nACTOR Spitter_GLauncher : Weapon\n{\n\tWeapon.AmmoUse1 \t\t1\n\tWeapon.AmmoUse2 \t\t1\n\tWeapon.AmmoGive1 \t\t8\n\tWeapon.AmmoGive2 \t\t3\n\tWeapon.AmmoType1\t\t\"Clip\"\n\tWeapon.AmmoType2\t\t\"GLauncher_Ammo\"\n\tInventory.PickupMessage\t\t\"You got the Spitter!\"\n\tObituary\t\t\t\"%o got blasted by %k's Spitter.\"\n\n\tWeapon.UpSound\t\t\t\"w6/up\"\n\tAttackSound\t\t\t\"w6/fire\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tW6E3 A 1 A_WeaponReady\n\t\t\tloop\n\t\tDeselect:\n\t\t\tW6E3 A 1 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tW6E3 A 1 A_Raise\n\t\t\tloop\n\t\tFire:\n\t\t\tW6E3 A 1\n\t\t\tW6E3 B 2 bright  A_FireBullets(6, 6, 1, 10, \"BulletPuff_Standard\")\n\t\t\tW6E3 A 1\n\t\t\tW6E3 B 2 bright  A_FireBullets(6, 6, 1, 10, \"BulletPuff_Standard\")\n\t\t\tW6E3 A 1\n\t\t\tW6E3 B 5 bright  A_FireBullets(6, 6, 1, 10, \"BulletPuff_Standard\")\n\t\t\tW6E3 A 1 A_ReFire\n\t\t\tgoto Ready\n\t\tAltFire:\n\t\t\tW6E3 A 1\n\t\t\tW6E3 C 2 A_FireCustomMissile(\"Grenade_GLauncher\", 0, 1, 0, 0, 0)\n\t\t\tW6E3 ADE 6\n\t\t\tW6E3 F 5 A_PlayWeaponSound(\"w6/load\")\n\t\t\tW6E3 GH 5\n\t\t\tW6E3 A 1 A_ReFire\n\t\t\tgoto Ready\n\t}\n}\n\nACTOR GLauncher_Ammo : Ammo\n{\n\tInventory.Icon \"GRNSA0\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 15\n\n\tAmmo.BackpackAmount 1\n\tAmmo.BackpackMaxAmount 30\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tGRNS A -1\n\t\t\tstop\n\t}\n}\n\nACTOR Grenade_GLauncher\n{\n\tRadius\t\t\t\t16\n\tHeight\t\t\t\t8\n\n\tSpeed\t\t\t\t40\n\tDamage\t\t\t\t50\n\tGravity\t\t\t\t1.0\n\tMass\t\t\t\t100\n\n\tObituary\t\t\t\"%0 was blowen to bits by %k's Grenade Launcher.\"\n\n\tExplosionRadius\t\t\t256\n\tExplosionDamage\t\t\t64\n\tDamageType\t\t\t\"MarineFire2\"\n\n\t+NOBLOCKMAP\n\t+DROPOFF\n\t+MISSILE\n\t+ACTIVATEIMPACT\n\t+ACTIVATEPCROSS\n\t+DOOMBOUNCE\n\n\tSeeSound \"w9/fire1\"\n\tDeathSound \"weapons/rocklx\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tGRNS ABA 3 bright\n\t\t\tGRNS B 3 bright A_PlaySound(\"w9/fire2\")\n\t\t\tloop\n\t\tDeath:\n\t\t\tMISL B 8 bright A_Explode\n\t\t\tMISL C 6 bright\n\t\t\tMISL D 4 bright\n\t\t\tstop\n\t}\n}\n\n//This goes in frenzy_weapons. wad and it replaces the DW8 lump\nACTOR Rocket_Standard\n{\n\tRadius\t\t\t\t11\n\tHeight\t\t\t\t8\n\tSpeed\t\t\t\t32\n\tDamage\t\t\t\t20\n\n\tDamageType \"MarineFire2\"\n\n\tProjectile\n\t+RANDOMIZE\n\t+DEHEXPLOSION\n\t+ROCKETTRAIL\n\n\tSeeSound\t\t\t\"weapons/rocklf\"\n\tDeathSound\t\t\t\"weapons/rocklx\"\n\tObituary\t\t\t\"%o rode %k's rocket.\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tMISL A 1 bright\n\t\t\tloop\n\t\tDeath:\n\t\t\tMISL B 8 bright A_Explode\n\t\t\tMISL C 6 bright\n\t\t\tMISL D 4 bright\n\t\t\tstop\n\t}\n}\n\nACTOR Rocket_Exploder\n{\n\tRadius\t\t\t\t11\n\tHeight\t\t\t\t8\n\tSpeed\t\t\t\t64\n\tDamage\t\t\t\t30\n\n\tDamageType\t\t\tMarineFire2\n\n\tProjectile\n\t+RANDOMIZE\n\t+DEHEXPLOSION\n\t+ROCKETTRAIL\n\n\tSeeSound\t\t\t\"weapons/rocklf\"\n\tDeathSound\t\t\t\"weapons/rocklx\"\n\tObituary\t\t\t\"%o rode %k's rocket.\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tMIS2 A 1 bright\n\t\t\tloop\n\t\tDeath:\n\t\t\tMISL B 8 bright A_Explode\n\t\t\tMISL C 6 bright\n\t\t\tMISL D 4 bright\n\t\t\tstop\n\t}\n}\n\nACTOR Launcher : Weapon\n{\n\tWeapon.AmmoUse \t\t\t1\n\tWeapon.AmmoGive \t\t2\n\tWeapon.AmmoType\t\t\t\"RocketAmmo\"\n\tInventory.PickupMessage\t\t\"You got the Rocket Launcher!\"\n\n\t+WEAPON.NOAUTOFIRE\n\n\tWeapon.UpSound\t\t\t\"w8/load\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tW8E1 A 1 A_WeaponReady\n\t\t\tloop\n\t\tDeselect:\n\t\t\tW8E1 A 1 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tW8E1 A 1 A_Raise\n\t\t\tloop\n\t\tFire:\n\t\t\tW8E1 B 8 A_GunFlash\n\t\t\tW8E1 B 16 A_FireCustomMissile(\"Rocket_Standard\")\n\t\t\tW8E1 B 8 A_Refire\n    \t\t\tgoto Ready\n\t\tFlash:\n\t\t\tMISF A 3 bright A_Light1\n\t\t\tMISF B 4 bright\n\t\t\tMISF CD 4 bright A_Light2\n\t\t\tgoto LightDone\n\t}\n}\n\nACTOR Launcher_Multi : Weapon\n{\n\tWeapon.AmmoUse \t\t\t1\n\tWeapon.AmmoGive \t\t2\n\tWeapon.AmmoType\t\t\t\"RocketAmmo\"\n\tInventory.PickupMessage\t\t\"You got the Rocket Launcher, upgraded with Multi-Shot!\"\n\n\t+WEAPON.NOAUTOFIRE\n\n\tWeapon.UpSound\t\t\t\"w8/load\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tW8E2 A 1 A_WeaponReady\n\t\t\tloop\n\t\tDeselect:\n\t\t\tW8E2 A 1 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tW8E2 A 1 A_Raise\n\t\t\tloop\n\t\tFire:\n\t\t\tW8E2 B 8 A_GunFlash\n\t\t\tW8E2 B 0 A_FireCustomMissile(\"Rocket_Standard\", -15)\n\t\t\tW8E2 B 0 A_FireCustomMissile(\"Rocket_Standard\", 0)\n\t\t\tW8E2 B 0 A_FireCustomMissile(\"Rocket_Standard\", 15)\n\t\t\tW8E2 B 26\n\t\t\tW8E2 B 8 A_Refire\n    \t\t\tgoto Ready\n\t\tFlash:\n\t\t\tMISF A 3 bright A_Light1\n\t\t\tMISF B 4 bright\n\t\t\tMISF CD 4 bright A_Light2\n\t\t\tgoto LightDone\n\t}\n}\n\nACTOR Launcher_Exploder : Weapon\n{\n\tWeapon.AmmoUse \t\t\t1\n\tWeapon.AmmoGive \t\t2\n\tWeapon.AmmoType\t\t\t\"RocketAmmo\"\n\tInventory.PickupMessage\t\t\"You got the Rocket Launcher with an Explosive Chamber!\"\n\n\t+WEAPON.NOAUTOFIRE\n\n\tWeapon.UpSound\t\t\t\"w8/load\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tW8E3 A 1 A_WeaponReady\n\t\t\tloop\n\t\tDeselect:\n\t\t\tW8E3 A 1 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tW8E3 A 1 A_Raise\n\t\t\tloop\n\t\tFire:\n\t\t\tW8E3 B 8 A_GunFlash\n\t\t\tW8E3 B 12 A_FireCustomMissile(\"Rocket_Exploder\")\n\t\t\tW8E3 B 8 A_Refire\n    \t\t\tgoto Ready\n\t\tFlash:\n\t\t\tW8E3 C 3 bright A_Light1\n\t\t\tW8E3 D 4 bright\n\t\t\tW8E3 EF 4 bright A_Light2\n\t\t\tgoto LightDone\n\t}\n}\n\n//This goes in frenzy_weapons. wad and it replaces the DW9 lump\nACTOR Grenade_Flinger\n{\n\tRadius\t\t\t\t16\n\tHeight\t\t\t\t8\n\n\tSpeed\t\t\t\t40\n\tDamage\t\t\t\t100\n\tGravity\t\t\t\t1.0\n\tMass\t\t\t\t100\n\tbouncefactor                    0.8\n\n\tObituary\t\t\t\"%0 was blowen to bits by %k's Flinger.\"\n\n\tExplosionRadius\t\t\t256\n\tExplosionDamage\t\t\t64\n\tDamageType\t\t\tMarineFire2\n\t+NOBLOCKMAP\n\t+DROPOFF\n\t+MISSILE\n\t+ACTIVATEIMPACT\n\t+ACTIVATEPCROSS\n\t+DOOMBOUNCE\n\tbouncecount 16\n\n\tSeeSound \"w9/fire1\"\n\tDeathSound \"weapons/rocklx\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tGRNS ABA 3 bright\n\t\t\tGRNS B 3 bright A_PlaySound(\"w9/fire2\")\n\t\t\tloop\n\t\tDeath:\n\t\t\tMISL B 8 bright A_Explode\n\t\t\tMISL C 6 bright\n\t\t\tMISL D 4 bright\n\t\t\tstop\n\t}\n}\n\nACTOR Grenade_Flinger_Exploder\n{\n\tRadius\t\t\t\t16\n\tHeight\t\t\t\t8\n\n\tSpeed\t\t\t\t40\n\tDamage\t\t\t\t100\n\tGravity\t\t\t\t1.0\n\tMass\t\t\t\t100\n\tDamageType\t\t\tMarineFire2\n\n\t+NOBLOCKMAP\n\t+DROPOFF\n\t+MISSILE\n\t+ACTIVATEIMPACT\n\t+ACTIVATEPCROSS\n\t+DOOMBOUNCE\n\tbouncecount 16\n\n\tSeeSound \"w9/fire1\"\n\tDeathSound \"weapons/rocklx\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tGRNS ABA 3 bright\n\t\t\tGRNS B 3 bright A_PlaySound(\"w9/fire2\")\n\t\t\tloop\n\t\tDeath:\n\t\t\tMISL D 0 bright A_SpawnDebris(\"Grenade_Flinger_Exploder_Debris\")\n\t\t\tMISL D 0 bright A_SpawnDebris(\"Grenade_Flinger_Exploder_Debris\")\n\t\t\tMISL D 0 bright A_SpawnDebris(\"Grenade_Flinger_Exploder_Debris\")\n\t\t\tMISL D 0 bright A_SpawnDebris(\"Grenade_Flinger_Exploder_Debris\")\n\t\t\tMISL D 0 bright A_SpawnDebris(\"Grenade_Flinger_Exploder_Debris\")\n\t\t\tMISL D 0 bright A_SpawnDebris(\"Grenade_Flinger_Exploder_Debris\")\n\t\t\tMISL D 0 bright A_SpawnDebris(\"Grenade_Flinger_Exploder_Debris\")\n\t\t\tMISL D 0 bright A_SpawnDebris(\"Grenade_Flinger_Exploder_Debris\")\n\t\t\tMISL D 1 bright\n\t\t\tNULL A 50\n\t\t\tMISL E 0 A_PlaySound(\"weapons/rocklx\")\n\t\t\tNULL A 50\n\t\t\tMISL E 0 A_PlaySound(\"weapons/rocklx\")\n\t\t\tstop\n\t}\n}\n\nACTOR Grenade_Flinger_Exploder_Debris\n{\n\thealth 2\n\tradius 1\n\theight 1\n\tscale 0.5\n\tMass\t\t\t\t100\n\tGravity\t\t\t\t0.5\n\n\t+ACTIVATEIMPACT\n\t+ACTIVATEPCROSS\n\t+DOOMBOUNCE\n\tbouncecount 16\n\n\tExplosionRadius\t\t\t128\n\tExplosionDamage\t\t\t32\n\tDamageType\t\t\tMarineFire\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tGRNS AB 50\n\t\t\tMISL E 0 A_Explode\n\t\t\tMISL BCD 3\n\t\t\tstop\n\t}\n}\n\nACTOR Grenade_MinePlacer\n{\n\tRadius\t\t\t\t16\n\tHeight\t\t\t\t8\n\n\tSpeed\t\t\t\t5\n\tGravity\t\t\t\t1.0\n\tMass\t\t\t\t100\n\tDamageType\t\t\tMarineFire2\n\tbouncecount 16\n\n\tObituary\t\t\t\"%0 was blowen to bits by %k's Flinger.\"\n\n\t+NOBLOCKMAP\n\t+DROPOFF\n\t+MISSILE\n\t+ACTIVATEIMPACT\n\t+ACTIVATEPCROSS\n\t+DOOMBOUNCE\n\n\tSeeSound \"w9/fire1\"\n\tDeathSound \"w9_detonate\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tGRNS ABA 3 bright\n\t\t\tGRNS B 3 bright A_PlaySound(\"w9/fire2\")\n\t\t\tloop\n\t\tDeath:\n\t\t\tGRNS D 4 bright A_SpawnItem (\"Grenade_Mine\" , 0, 0, 0, 0)\n\t\t\tstop\n\t}\n}\n\nACTOR Grenade_Mine\n{\n\tGame Doom\n\tHealth 20\n\tRadius 10\n\tHeight 34\n\t+SHOOTABLE\n\t+NOBLOOD\n\tDeathSound \"world/barrelx\"\n\tObituary \"$OB_BARREL\" // \"%o went boom.\"\n\tExplosionRadius\t\t\t128\n\tExplosionDamage\t\t\t32\n\tDamageType\t\t\tMarineFire2\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tGRNS CD 6\n\t\t\tLoop\n\t\tDeath:\n\t\t\tGRNS C 5 BRIGHT A_PlaySound(\"w9_detonate\")\n\t\t\tGRNS C 5 BRIGHT A_Scream\n\t\t\tMISL B 1 BRIGHT A_SpawnItem(\"Grenade_Mine_GoBoom\")\n\t\t\tStop\n\t}\n}\n\nACTOR Grenade_Mine_GoBoom\n{\n\thealth 2\n\tradius 1\n\theight 1\n\tscale 0.5\n\tMass\t\t\t\t100\n\tGravity\t\t\t\t0.5\n\n\t+ACTIVATEIMPACT\n\t+ACTIVATEPCROSS\n\n\tExplosionRadius\t\t\t177\n\tExplosionDamage\t\t\t56\n\tDamageType\t\t\tMarineFire2\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tGRNS A 1\n\t\t\tMISL E 0 A_PlaySound(\"weapons/rocklx\")\n\t\t\tMISL E 0 A_Explode\n\t\t\tMISL BCD 3\n\t\t\tstop\n\t}\n}\n\nACTOR Flinger : Weapon\n{\n\tWeapon.AmmoUse \t\t\t1\n\tWeapon.AmmoGive \t\t5\n\tWeapon.AmmoType\t\t\t\"Flinger_Ammo\"\n\tInventory.PickupMessage\t\t\"You got the Flinger!\"\n\n\t+WEAPON.NOAUTOFIRE\n\n\tWeapon.UpSound\t\t\t\"w9/load\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tW9E1 A 1 A_WeaponReady\n\t\t\tloop\n\t\tDeselect:\n\t\t\tW9E1 A 1 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tW9E1 A 1 A_Raise\n\t\t\tloop\n\t\tFire:\n\t\t\tW9E1 A 8 A_GunFlash\n\t\t\tW9E1 A 20 A_FireCustomMissile(\"Grenade_Flinger\", 0, 1, 0, 0, 0)\n\t\t\tW9E1 A 0 A_Refire\n    \t\t\tgoto Ready\n\t\tFlash:\n\t\t\tW9E1 B 3 bright A_Light1\n\t\t\tW9E1 C 4 bright\n\t\t\tW9E1 DE 4 bright A_Light2\n\t\t\tgoto LightDone\n\t}\n}\n\nACTOR Flinger_Expander : Weapon\n{\n\tWeapon.AmmoUse \t\t\t1\n\tWeapon.AmmoGive \t\t5\n\tWeapon.AmmoType\t\t\t\"Flinger_Ammo\"\n\tInventory.PickupMessage\t\t\"You got the Flinger with Expander Rounds!\"\n\n\t+WEAPON.NOAUTOFIRE\n\n\tWeapon.UpSound\t\t\t\"w9/load\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tW9E2 A 1 A_WeaponReady\n\t\t\tloop\n\t\tDeselect:\n\t\t\tW9E2 A 1 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tW9E2 A 1 A_Raise\n\t\t\tloop\n\t\tFire:\n\t\t\tW9E2 A 8 A_GunFlash\n\t\t\tW9E2 A 26 A_FireCustomMissile(\"Grenade_Flinger_Exploder\", 0, 1, 0, 0, 0)\n\t\t\tW9E2 A 0 A_Refire\n    \t\t\tgoto Ready\n\t\tFlash:\n\t\t\tW9E1 B 3 bright A_Light1\n\t\t\tW9E1 C 4 bright\n\t\t\tW9E1 DE 4 bright A_Light2\n\t\t\tgoto LightDone\n\t}\n}\n\nACTOR Flinger_MinePlacer : Weapon\n{\n\tWeapon.AmmoUse1 \t\t\t1\n\tWeapon.AmmoUse2 \t\t\t1\n\tWeapon.AmmoGive \t\t5\n\tWeapon.AmmoType1\t\t\t\"Flinger_Ammo\"\n\tWeapon.AmmoType2\t\t\t\"Flinger_Ammo\"\n\tInventory.PickupMessage\t\t\"You got the Mine Placing Flinger!\"\n\n\t+WEAPON.NOAUTOFIRE\n\n\tWeapon.UpSound\t\t\t\"w9/load\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tW9E3 A 1 A_WeaponReady\n\t\t\tloop\n\t\tDeselect:\n\t\t\tW9E3 A 1 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tW9E3 A 1 A_Raise\n\t\t\tloop\n\t\tFire:\n\t\t\tW9E3 A 8 A_GunFlash\n\t\t\tW9E3 A 5 A_FireCustomMissile(\"Grenade_MinePlacer\", 0, 1, 0, 0, 0)\n\t\t\tW9E3 A 0 A_Refire\n    \t\t\tgoto Ready\n\t\tAltFire:\n\t\t\tW9E1 A 8 A_GunFlash\n\t\t\tW9E1 A 20 A_FireCustomMissile(\"Grenade_Flinger\", 0, 1, 0, 0, 0)\n\t\t\tW9E1 A 0 A_Refire\n    \t\t\tgoto Ready\n\t\tFlash:\n\t\t\tW9E1 B 3 bright A_Light1\n\t\t\tW9E1 C 4 bright\n\t\t\tW9E1 DE 4 bright A_Light2\n\t\t\tgoto LightDone\n\t}\n}\n\nACTOR Buckshot_LoadedShells : Inventory\n{\n\tInventory.MaxAmount 10\n}\n\nACTOR Buckshot_Chamber_LoadedShells : Inventory\n{\n\tInventory.MaxAmount 20\n}\n\nACTOR Buckshot : Weapon\n{\n\tWeapon.AmmoUse1\t\t\t0\n\tWeapon.AmmoUse2\t\t\t2\n\tWeapon.AmmoGive \t\t8\n\tWeapon.AmmoType1\t\t\t\"Shell\"\n\tWeapon.AmmoType2\t\t\t\"Shell\"\n\tInventory.PickupMessage\t\t\"You got the Buckshot!\"\n\tObituary\t\t\t\"%o got shelled by %k's Buckshot.\"\n\n\tWeapon.UpSound\t\t\t\"w2/load\"\n\tAttackSound\t\t\t\"w2/fire\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tW5E1 V 10\n\t\t\tgoto Ready0\n\t\tReady0:\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 10, \"Ready10\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 9, \"Ready9\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 8, \"Ready8\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 7, \"Ready7\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 6, \"Ready6\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 5, \"Ready5\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 4, \"Ready4\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 3, \"Ready3\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 2, \"Ready2\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 1, \"Ready1\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 0, 1)\n\t\t\tW5E1 A 1 A_WeaponReady\n\t\t\tloop\n\t\tReady1:\n\t\t\tW5E1 B 1 A_WeaponReady\n\t\t\tloop\n\t\tReady2:\n\t\t\tW5E1 C 1 A_WeaponReady\n\t\t\tloop\n\t\tReady3:\n\t\t\tW5E1 D 1 A_WeaponReady\n\t\t\tloop\n\t\tReady4:\n\t\t\tW5E1 E 1 A_WeaponReady\n\t\t\tloop\n\t\tReady5:\n\t\t\tW5E1 F 1 A_WeaponReady\n\t\t\tloop\n\t\tReady6:\n\t\t\tW5E1 G 1 A_WeaponReady\n\t\t\tloop\n\t\tReady7:\n\t\t\tW5E1 H 1 A_WeaponReady\n\t\t\tloop\n\t\tReady8:\n\t\t\tW5E1 I 1 A_WeaponReady\n\t\t\tloop\n\t\tReady9:\n\t\t\tW5E1 J 1 A_WeaponReady\n\t\t\tloop\n\t\tReady10:\n\t\t\tW5E1 K 1 A_WeaponReady\n\t\t\tloop\n\t\tDeselect:\n\t\t\tW5E1 V 1 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tW5E1 V 1 A_Raise\n\t\t\tloop\n\t\tFire:\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 10, \"Fire10\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 9, \"Fire9\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 8, \"Fire8\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 7, \"Fire7\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 6, \"Fire6\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 5, \"Fire5\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 4, \"Fire4\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 3, \"Fire3\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 2, \"Fire2\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 1, \"Fire1\")\n\t\tFire1:\n\t\t\tW5E1 B 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 1, 1)\n\t\t\tgoto Ready0\n\t\t\tW5E1 B 0 A_TakeInventory(\"Buckshot_LoadedShells\", 1)\n\t\t\tW5E1 B 3 A_GunFlash\n\t\t\tW5E1 A 7 A_FireBullets(6, 6, 7, 12, \"BulletPuff_Standard\")\n\t\t\tW5E1 A 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 A 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire2:\n\t\t\tW5E1 C 0 A_TakeInventory(\"Buckshot_LoadedShells\", 1)\n\t\t\tW5E1 C 3 A_GunFlash\n\t\t\tW5E1 B 7 A_FireBullets(6, 6, 7, 12, \"BulletPuff_Standard\")\n\t\t\tW5E1 B 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 B 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire3:\n\t\t\tW5E1 D 0 A_TakeInventory(\"Buckshot_LoadedShells\", 1)\n\t\t\tW5E1 D 3 A_GunFlash\n\t\t\tW5E1 C 7 A_FireBullets(6, 6, 7, 12, \"BulletPuff_Standard\")\n\t\t\tW5E1 C 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 C 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire4:\n\t\t\tW5E1 E 0 A_TakeInventory(\"Buckshot_LoadedShells\", 1)\n\t\t\tW5E1 E 3 A_GunFlash\n\t\t\tW5E1 D 7 A_FireBullets(6, 6, 7, 12, \"BulletPuff_Standard\")\n\t\t\tW5E1 D 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 D 10 A_Refire\n\t\t\tgoto Ready\n\t\tFire5:\n\t\t\tW5E1 F 0 A_TakeInventory(\"Buckshot_LoadedShells\", 1)\n\t\t\tW5E1 F 3 A_GunFlash\n\t\t\tW5E1 E 7 A_FireBullets(6, 6, 7, 12, \"BulletPuff_Standard\")\n\t\t\tW5E1 E 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 E 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire6:\n\t\t\tW5E1 G 0 A_TakeInventory(\"Buckshot_LoadedShells\", 1)\n\t\t\tW5E1 G 3 A_GunFlash\n\t\t\tW5E1 F 7 A_FireBullets(6, 6, 7, 12, \"BulletPuff_Standard\")\n\t\t\tW5E1 F 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 F 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire7:\n\t\t\tW5E1 H 0 A_TakeInventory(\"Buckshot_LoadedShells\", 1)\n\t\t\tW5E1 H 3 A_GunFlash\n\t\t\tW5E1 G 7 A_FireBullets(6, 6, 7, 12, \"BulletPuff_Standard\")\n\t\t\tW5E1 G 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 G 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire8:\n\t\t\tW5E1 I 0 A_TakeInventory(\"Buckshot_LoadedShells\", 1)\n\t\t\tW5E1 I 3 A_GunFlash\n\t\t\tW5E1 H 7 A_FireBullets(6, 6, 7, 12, \"BulletPuff_Standard\")\n\t\t\tW5E1 H 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 H 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire9:\n\t\t\tW5E1 J 0 A_TakeInventory(\"Buckshot_LoadedShells\", 1)\n\t\t\tW5E1 J 3 A_GunFlash\n\t\t\tW5E1 I 7 A_FireBullets(6, 6, 7, 12, \"BulletPuff_Standard\")\n\t\t\tW5E1 I 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 I 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire10:\n\t\t\tW5E1 K 0 A_TakeInventory(\"Buckshot_LoadedShells\", 1)\n\t\t\tW5E1 K 3 A_GunFlash\n\t\t\tW5E1 J 7 A_FireBullets(6, 6, 7, 18, \"BulletPuff_Standard\")\n\t\t\tW5E1 J 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 J 10 A_Refire\n\t\t\tgoto Ready0\n\t\tAltFire:\n\t\t\tW2E1 B 3 A_JumpIfInventory(\"Buckshot_LoadedShells\", 0, \"Ready\")\n\t\t\tW2E1 C 4 A_TakeInventory(\"Shell\", 2)\n\t\t\tW2E1 D 5 A_PlayWeaponSound(\"w2/load\")\n\t\t\tW2E1 C 4 A_GiveInventory(\"Buckshot_LoadedShells\", 2)\n\t\t\tW2E1 B 3 A_Refire\n\t\t\tgoto Ready0\n\t\tFlash:\n\t\t\tSHTF A 2 bright A_Light1\n\t\t\tSHTF B 2 Bright A_Light2\n\t\t\tGoto LightDone\n\t}\n}\n\nACTOR Buckshot_Chamber : Weapon\n{\n\n\tWeapon.AmmoUse1\t\t\t0\n\tWeapon.AmmoUse2\t\t\t2\n\tWeapon.AmmoGive \t\t8\n\tWeapon.AmmoType1\t\t\t\"Shell\"\n\tWeapon.AmmoType2\t\t\t\"Shell\"\n\tInventory.PickupMessage\t\t\"You got the Buckshot with an Extended Chamber!\"\n\tObituary\t\t\t\"%o got shelled by %k's Extended Buckshot.\"\n\n\tWeapon.UpSound\t\t\t\"w2/load\"\n\tAttackSound\t\t\t\"w2/fire\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tW5E2 A 10\n\t\t\tgoto Ready0\n\t\tReady0:\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 20, \"Ready20\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 19, \"Ready19\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 18, \"Ready18\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 17, \"Ready17\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 16, \"Ready16\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 15, \"Ready15\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 14, \"Ready14\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 13, \"Ready13\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 12, \"Ready12\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 11, \"Ready11\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 10, \"Ready10\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 9, \"Ready9\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 8, \"Ready8\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 7, \"Ready7\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 6, \"Ready6\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 5, \"Ready5\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 4, \"Ready4\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 3, \"Ready3\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 2, \"Ready2\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 1, \"Ready1\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 0, 1)\n\t\t\tW5E1 A 1 A_WeaponReady\n\t\t\tloop\n\t\tReady1:\n\t\t\tW5E1 B 1 A_WeaponReady\n\t\t\tloop\n\t\tReady2:\n\t\t\tW5E1 C 1 A_WeaponReady\n\t\t\tloop\n\t\tReady3:\n\t\t\tW5E1 D 1 A_WeaponReady\n\t\t\tloop\n\t\tReady4:\n\t\t\tW5E1 E 1 A_WeaponReady\n\t\t\tloop\n\t\tReady5:\n\t\t\tW5E1 F 1 A_WeaponReady\n\t\t\tloop\n\t\tReady6:\n\t\t\tW5E1 G 1 A_WeaponReady\n\t\t\tloop\n\t\tReady7:\n\t\t\tW5E1 H 1 A_WeaponReady\n\t\t\tloop\n\t\tReady8:\n\t\t\tW5E1 I 1 A_WeaponReady\n\t\t\tloop\n\t\tReady9:\n\t\t\tW5E1 J 1 A_WeaponReady\n\t\t\tloop\n\t\tReady10:\n\t\t\tW5E1 K 1 A_WeaponReady\n\t\t\tloop\n\t\tReady11:\n\t\t\tW5E1 L 1 A_WeaponReady\n\t\t\tloop\n\t\tReady12:\n\t\t\tW5E1 M 1 A_WeaponReady\n\t\t\tloop\n\t\tReady13:\n\t\t\tW5E1 N 1 A_WeaponReady\n\t\t\tloop\n\t\tReady14:\n\t\t\tW5E1 O 1 A_WeaponReady\n\t\t\tloop\n\t\tReady15:\n\t\t\tW5E1 P 1 A_WeaponReady\n\t\t\tloop\n\t\tReady16:\n\t\t\tW5E1 Q 1 A_WeaponReady\n\t\t\tloop\n\t\tReady17:\n\t\t\tW5E1 R 1 A_WeaponReady\n\t\t\tloop\n\t\tReady18:\n\t\t\tW5E1 S 1 A_WeaponReady\n\t\t\tloop\n\t\tReady19:\n\t\t\tW5E1 T 1 A_WeaponReady\n\t\t\tloop\n\t\tReady20:\n\t\t\tW5E1 U 1 A_WeaponReady\n\t\t\tloop\n\t\tDeselect:\n\t\t\tW5E2 A 1 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tW5E2 A 1 A_Raise\n\t\t\tloop\n\t\tFire:\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 20, \"Fire20\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 19, \"Fire19\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 18, \"Fire18\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 17, \"Fire17\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 16, \"Fire16\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 15, \"Fire15\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 14, \"Fire14\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 13, \"Fire13\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 12, \"Fire12\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 11, \"Fire11\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 10, \"Fire10\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 9, \"Fire9\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 8, \"Fire8\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 7, \"Fire7\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 6, \"Fire6\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 5, \"Fire5\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 4, \"Fire4\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 3, \"Fire3\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 2, \"Fire2\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 1, \"Fire1\")\n\t\tFire1:\n\t\t\tW5E1 B 0 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 1, 1)\n\t\t\tgoto Ready0\n\t\t\tW5E1 B 0 A_TakeInventory(\"Buckshot_Chamber_LoadedShells\", 1)\n\t\t\tW5E1 B 3 A_GunFlash\n\t\t\tW5E1 A 7 A_FireBullets(6, 6, 7, 12, \"BulletPuff_Standard\")\n\t\t\tW5E1 A 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 A 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire2:\n\t\t\tW5E1 C 0 A_TakeInventory(\"Buckshot_Chamber_LoadedShells\", 1)\n\t\t\tW5E1 C 3 A_GunFlash\n\t\t\tW5E1 B 7 A_FireBullets(6, 6, 7, 12, \"BulletPuff_Standard\")\n\t\t\tW5E1 B 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 B 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire3:\n\t\t\tW5E1 D 0 A_TakeInventory(\"Buckshot_Chamber_LoadedShells\", 1)\n\t\t\tW5E1 D 3 A_GunFlash\n\t\t\tW5E1 C 7 A_FireBullets(6, 6, 7, 12, \"BulletPuff_Standard\")\n\t\t\tW5E1 C 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 C 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire4:\n\t\t\tW5E1 E 0 A_TakeInventory(\"Buckshot_Chamber_LoadedShells\", 1)\n\t\t\tW5E1 E 3 A_GunFlash\n\t\t\tW5E1 D 7 A_FireBullets(6, 6, 7, 12, \"BulletPuff_Standard\")\n\t\t\tW5E1 D 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 D 10 A_Refire\n\t\t\tgoto Ready\n\t\tFire5:\n\t\t\tW5E1 F 0 A_TakeInventory(\"Buckshot_Chamber_LoadedShells\", 1)\n\t\t\tW5E1 F 3 A_GunFlash\n\t\t\tW5E1 E 7 A_FireBullets(6, 6, 7, 12, \"BulletPuff_Standard\")\n\t\t\tW5E1 E 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 E 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire6:\n\t\t\tW5E1 G 0 A_TakeInventory(\"Buckshot_Chamber_LoadedShells\", 1)\n\t\t\tW5E1 G 3 A_GunFlash\n\t\t\tW5E1 F 7 A_FireBullets(6, 6, 7, 12, \"BulletPuff_Standard\")\n\t\t\tW5E1 F 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 F 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire7:\n\t\t\tW5E1 H 0 A_TakeInventory(\"Buckshot_Chamber_LoadedShells\", 1)\n\t\t\tW5E1 H 3 A_GunFlash\n\t\t\tW5E1 G 7 A_FireBullets(6, 6, 7, 12, \"BulletPuff_Standard\")\n\t\t\tW5E1 G 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 G 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire8:\n\t\t\tW5E1 I 0 A_TakeInventory(\"Buckshot_Chamber_LoadedShells\", 1)\n\t\t\tW5E1 I 3 A_GunFlash\n\t\t\tW5E1 H 7 A_FireBullets(6, 6, 7, 12, \"BulletPuff_Standard\")\n\t\t\tW5E1 H 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 H 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire9:\n\t\t\tW5E1 J 0 A_TakeInventory(\"Buckshot_Chamber_LoadedShells\", 1)\n\t\t\tW5E1 J 3 A_GunFlash\n\t\t\tW5E1 I 7 A_FireBullets(6, 6, 7, 12, \"BulletPuff_Standard\")\n\t\t\tW5E1 I 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 I 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire10:\n\t\t\tW5E1 K 0 A_TakeInventory(\"Buckshot_Chamber_LoadedShells\", 1)\n\t\t\tW5E1 K 3 A_GunFlash\n\t\t\tW5E1 I 7 A_FireBullets(6, 6, 7, 12, \"BulletPuff_Standard\")\n\t\t\tW5E1 I 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 I 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire11:\n\t\t\tW5E1 L 0 A_TakeInventory(\"Buckshot_Chamber_LoadedShells\", 1)\n\t\t\tW5E1 L 3 A_GunFlash\n\t\t\tW5E1 K 7 A_FireBullets(6, 6, 7, 12, \"BulletPuff_Standard\")\n\t\t\tW5E1 K 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 K 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire12:\n\t\t\tW5E1 M 0 A_TakeInventory(\"Buckshot_Chamber_LoadedShells\", 1)\n\t\t\tW5E1 M 3 A_GunFlash\n\t\t\tW5E1 L 7 A_FireBullets(6, 6, 7, 12, \"BulletPuff_Standard\")\n\t\t\tW5E1 L 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 L 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire13:\n\t\t\tW5E1 N 0 A_TakeInventory(\"Buckshot_Chamber_LoadedShells\", 1)\n\t\t\tW5E1 N 3 A_GunFlash\n\t\t\tW5E1 M 7 A_FireBullets(6, 6, 7, 12, \"BulletPuff_Standard\")\n\t\t\tW5E1 M 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 M 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire14:\n\t\t\tW5E1 O 0 A_TakeInventory(\"Buckshot_Chamber_LoadedShells\", 1)\n\t\t\tW5E1 O 3 A_GunFlash\n\t\t\tW5E1 N 7 A_FireBullets(6, 6, 7, 12, \"BulletPuff_Standard\")\n\t\t\tW5E1 N 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 N 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire15:\n\t\t\tW5E1 P 0 A_TakeInventory(\"Buckshot_Chamber_LoadedShells\", 1)\n\t\t\tW5E1 P 3 A_GunFlash\n\t\t\tW5E1 O 7 A_FireBullets(6, 6, 7, 12, \"BulletPuff_Standard\")\n\t\t\tW5E1 O 0 A_FireCustomMissile(\"Casing_Shell\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 O 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire16:\n\t\t\tW5E1 Q 0 A_TakeInventory(\"Buckshot_Chamber_LoadedShells\", 1)\n\t\t\tW5E1 Q 3 A_GunFlash\n\t\t\tW5E1 P 7 A_FireBullets(6, 6, 7, 12, \"BulletPuff_Standard\")\n\t\t\tW5E1 P 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 P 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire17:\n\t\t\tW5E1 R 0 A_TakeInventory(\"Buckshot_Chamber_LoadedShells\", 1)\n\t\t\tW5E1 R 3 A_GunFlash\n\t\t\tW5E1 Q 7 A_FireBullets(6, 6, 7, 12, \"BulletPuff_Standard\")\n\t\t\tW5E1 Q 0 A_FireCustomMissile(\"Casing_Shell\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 Q 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire18:\n\t\t\tW5E1 S 0 A_TakeInventory(\"Buckshot_Chamber_LoadedShells\", 1)\n\t\t\tW5E1 S 3 A_GunFlash\n\t\t\tW5E1 R 7 A_FireBullets(6, 6, 7, 12, \"BulletPuff_Standard\")\n\t\t\tW5E1 R 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 R 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire19:\n\t\t\tW5E1 T 0 A_TakeInventory(\"Buckshot_Chamber_LoadedShells\", 1)\n\t\t\tW5E1 T 3 A_GunFlash\n\t\t\tW5E1 S 7 A_FireBullets(6, 6, 7, 12, \"BulletPuff_Standard\")\n\t\t\tW5E1 S 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 S 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire20:\n\t\t\tW5E1 U 0 A_TakeInventory(\"Buckshot_Chamber_LoadedShells\", 1)\n\t\t\tW5E1 U 3 A_GunFlash\n\t\t\tW5E1 T 7 A_FireBullets(6, 6, 7, 18, \"BulletPuff_Standard\")\n\t\t\tW5E1 T 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 T 10 A_Refire\n\t\t\tgoto Ready0\n\t\tAltFire:\n\t\t\tW2E1 B 2 A_JumpIfInventory(\"Buckshot_Chamber_LoadedShells\", 0, \"Ready\")\n\t\t\tW2E1 C 3 A_TakeInventory(\"Shell\", 2)\n\t\t\tW2E1 D 3 A_PlayWeaponSound(\"w2/load\")\n\t\t\tW2E1 C 2 A_GiveInventory(\"Buckshot_Chamber_LoadedShells\", 2)\n\t\t\tW2E1 B 2 A_Refire\n\t\t\tgoto Ready0\n\t\tFlash:\n\t\t\tSHTF A 2 bright A_Light1\n\t\t\tSHTF B 2 Bright A_Light2\n\t\t\tGoto LightDone\n\t}\n}\n\nACTOR Buckshot_Explosive : Weapon\n{\n\tWeapon.AmmoUse1\t\t\t0\n\tWeapon.AmmoUse2\t\t\t2\n\tWeapon.AmmoGive \t\t8\n\tWeapon.AmmoType1\t\t\t\"Shell\"\n\tWeapon.AmmoType2\t\t\t\"Shell\"\n\tInventory.PickupMessage\t\t\"You got the Buckshot, upgraded with Explosive Shells!\"\n\tObituary\t\t\t\"%o got explosively shelled by %k's Buckshot.\"\n\n\tWeapon.UpSound\t\t\t\"w2/load\"\n\tAttackSound\t\t\t\"w2/fire\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tW5E3 A 10\n\t\t\tgoto Ready0\n\t\tReady0:\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 10, \"Ready10\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 9, \"Ready9\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 8, \"Ready8\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 7, \"Ready7\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 6, \"Ready6\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 5, \"Ready5\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 4, \"Ready4\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 3, \"Ready3\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 2, \"Ready2\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 1, \"Ready1\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 0, 1)\n\t\t\tW5E1 A 1 A_WeaponReady\n\t\t\tloop\n\t\tReady1:\n\t\t\tW5E1 B 1 A_WeaponReady\n\t\t\tloop\n\t\tReady2:\n\t\t\tW5E1 C 1 A_WeaponReady\n\t\t\tloop\n\t\tReady3:\n\t\t\tW5E1 D 1 A_WeaponReady\n\t\t\tloop\n\t\tReady4:\n\t\t\tW5E1 E 1 A_WeaponReady\n\t\t\tloop\n\t\tReady5:\n\t\t\tW5E1 F 1 A_WeaponReady\n\t\t\tloop\n\t\tReady6:\n\t\t\tW5E1 G 1 A_WeaponReady\n\t\t\tloop\n\t\tReady7:\n\t\t\tW5E1 H 1 A_WeaponReady\n\t\t\tloop\n\t\tReady8:\n\t\t\tW5E1 I 1 A_WeaponReady\n\t\t\tloop\n\t\tReady9:\n\t\t\tW5E1 J 1 A_WeaponReady\n\t\t\tloop\n\t\tReady10:\n\t\t\tW5E1 K 1 A_WeaponReady\n\t\t\tloop\n\t\tDeselect:\n\t\t\tW5E3 A 1 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tW5E3 A 1 A_Raise\n\t\t\tloop\n\t\tFire:\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 10, \"Fire10\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 9, \"Fire9\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 8, \"Fire8\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 7, \"Fire7\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 6, \"Fire6\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 5, \"Fire5\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 4, \"Fire4\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 3, \"Fire3\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 2, \"Fire2\")\n\t\t\tW5E1 A 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 1, \"Fire1\")\n\t\tFire1:\n\t\t\tW5E1 B 0 A_JumpIfInventory(\"Buckshot_LoadedShells\", 1, 1)\n\t\t\tgoto Ready0\n\t\t\tW5E1 B 0 A_TakeInventory(\"Buckshot_LoadedShells\", 1)\n\t\t\tW5E1 B 3 A_GunFlash\n\t\t\tW5E1 A 7 A_FireBullets(6, 6, 7, 19, \"BulletPuff_Explosive\")\n\t\t\tW5E1 A 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 A 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire2:\n\t\t\tW5E1 C 0 A_TakeInventory(\"Buckshot_LoadedShells\", 1)\n\t\t\tW5E1 C 3 A_GunFlash\n\t\t\tW5E1 B 7 A_FireBullets(6, 6, 7, 19, \"BulletPuff_Explosive\")\n\t\t\tW5E1 B 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 B 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire3:\n\t\t\tW5E1 D 0 A_TakeInventory(\"Buckshot_LoadedShells\", 1)\n\t\t\tW5E1 D 3 A_GunFlash\n\t\t\tW5E1 C 7 A_FireBullets(6, 6, 7, 19, \"BulletPuff_Explosive\")\n\t\t\tW5E1 C 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 C 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire4:\n\t\t\tW5E1 E 0 A_TakeInventory(\"Buckshot_LoadedShells\", 1)\n\t\t\tW5E1 E 3 A_GunFlash\n\t\t\tW5E1 D 7 A_FireBullets(6, 6, 7, 19, \"BulletPuff_Explosive\")\n\t\t\tW5E1 D 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 D 10 A_Refire\n\t\t\tgoto Ready\n\t\tFire5:\n\t\t\tW5E1 F 0 A_TakeInventory(\"Buckshot_LoadedShells\", 1)\n\t\t\tW5E1 F 3 A_GunFlash\n\t\t\tW5E1 E 7 A_FireBullets(6, 6, 7, 19, \"BulletPuff_Explosive\")\n\t\t\tW5E1 E 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 E 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire6:\n\t\t\tW5E1 G 0 A_TakeInventory(\"Buckshot_LoadedShells\", 1)\n\t\t\tW5E1 G 3 A_GunFlash\n\t\t\tW5E1 F 7 A_FireBullets(6, 6, 7, 19, \"BulletPuff_Explosive\")\n\t\t\tW5E1 F 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 F 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire7:\n\t\t\tW5E1 H 0 A_TakeInventory(\"Buckshot_LoadedShells\", 1)\n\t\t\tW5E1 H 3 A_GunFlash\n\t\t\tW5E1 G 7 A_FireBullets(6, 6, 7, 19, \"BulletPuff_Explosive\")\n\t\t\tW5E1 G 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 G 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire8:\n\t\t\tW5E1 I 0 A_TakeInventory(\"Buckshot_LoadedShells\", 1)\n\t\t\tW5E1 I 3 A_GunFlash\n\t\t\tW5E1 H 7 A_FireBullets(6, 6, 7, 19, \"BulletPuff_Explosive\")\n\t\t\tW5E1 H 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 H 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire9:\n\t\t\tW5E1 J 0 A_TakeInventory(\"Buckshot_LoadedShells\", 1)\n\t\t\tW5E1 J 3 A_GunFlash\n\t\t\tW5E1 I 7 A_FireBullets(6, 6, 7, 19, \"BulletPuff_Explosive\")\n\t\t\tW5E1 I 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 I 10 A_Refire\n\t\t\tgoto Ready0\n\t\tFire10:\n\t\t\tW5E1 K 0 A_TakeInventory(\"Buckshot_LoadedShells\", 1)\n\t\t\tW5E1 K 3 A_GunFlash\n\t\t\tW5E1 J 7 A_FireBullets(6, 6, 13, 20, \"BulletPuff_Explosive\")\n\t\t\tW5E1 J 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW5E1 J 10 A_Refire\n\t\t\tgoto Ready0\n\t\tAltFire:\n\t\t\tW2E1 B 2 A_JumpIfInventory(\"Buckshot_LoadedShells\", 0, \"Ready\")\n\t\t\tW2E1 C 3 A_TakeInventory(\"Shell\", 2)\n\t\t\tW2E1 D 3 A_PlayWeaponSound(\"w2/load\")\n\t\t\tW2E1 C 3 A_GiveInventory(\"Buckshot_LoadedShells\", 2)\n\t\t\tW2E1 B 2 A_Refire\n\t\t\tgoto Ready0\n\t\tFlash:\n\t\t\tSHTF A 2 bright A_Light1\n\t\t\tSHTF B 2 Bright A_Light2\n\t\t\tGoto LightDone\n\t}\n}\n\nACTOR Quadshot : Weapon\n{\n\tWeapon.AmmoUse \t\t\t4\n\tWeapon.AmmoGive \t\t8\n\tWeapon.AmmoType\t\t\t\"Shell\"\n\tInventory.PickupMessage\t\t\"You got the Quadshot!\"\n\tObituary\t\t\t\"%o eats %k's Quadshot shells.\"\n\n\tWeapon.UpSound\t\t\t\"w4/load\"\n\tAttackSound\t\t\t\"w2/fire\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tW4E1 A 1 A_WeaponReady\n\t\t\tloop\n\t\tDeselect:\n\t\t\tW4E1 A 1 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tW4E1 A 1 A_Raise\n\t\t\tloop\n\t\tFire:\n\t\t\tW4E1 A 3\n\t\t\tW4E1 B 4\n\t\t\tW4E1 C 5 A_FireBullets(3, 2, 28, 11, \"BulletPuff_Standard\")\n\t\t\tW4E1 A 27\n\t\t\tW4E1 D 4 A_PlayWeaponSound(\"w4/load\")\n\t\t\tW4E1 D 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW4E1 D 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW4E1 D 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW4E1 D 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW4E1 E 2\n\t\t\tW4E1 A 17\n\t\t\tW4E1 A 5 A_Refire\n\t\t\tgoto Ready\n\t}\n}\n\nACTOR Quadshot_Bayonet : Weapon\n{\n\tWeapon.AmmoUse \t\t\t4\n\tWeapon.AmmoGive \t\t8\n\tWeapon.AmmoType\t\t\t\"Shell\"\n\tInventory.PickupMessage\t\t\"You got the Quadshot, upgraded with a Bayonet Chainsaw!\"\n\tObituary\t\t\t\"%o eats %k's Quadshot shells, which was also upgraded with a Bayonet Chainsaw.\"\n\n\tWeapon.ReadySound\t\t\"weapons/sawidle\"\n\tWeapon.UpSound\t\t\t\"weapons/sawup\"\n\tAttackSound\t\t\t\"w2/fire\"\n\tDamageType\t\t\tMarineFire\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tW4E1 A 1 A_WeaponReady\n\t\t\tloop\n\t\tDeselect:\n\t\t\tW4E1 A 1 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tW4E1 A 1 A_Raise\n\t\t\tloop\n\t\tFire:\n\t\t\tW4E1 A 3\n\t\t\tW4E1 B 4\n\t\t\tW4E1 C 5 A_FireBullets(3, 2, 28, 11, \"BulletPuff_Standard\")\n\t\t\tW4E1 A 7\n\t\t\tW4E1 D 4 A_PlayWeaponSound(\"w4/load\")\n\t\t\tW4E1 D 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW4E1 D 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW4E1 D 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW4E1 D 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW4E1 E 2\n\t\t\tW4E1 A 7\n\t\t\tW4E1 A 5 A_Refire\n\t\t\tgoto Ready\n\t\tAltFire:\n\t\t\tW4E2 DE 2 A_Saw(\"weapons/sawfull\", \"weapon/sawhit\", 6, \"BulletPuff_Player\")\n\t\t\tW4E2 E 0 A_Refire\n\t\t\tW4E2 CBA 3\n\t\t\tgoto Ready\n\t}\n}\n\nACTOR Quadshot_Explosive : Weapon\n{\n\tWeapon.AmmoUse \t\t\t4\n\tWeapon.AmmoGive \t\t8\n\tWeapon.AmmoType\t\t\t\"Shell\"\n\tInventory.PickupMessage\t\t\"You got the Quadshot, upgraded with Explosive Shells!\"\n\tObituary\t\t\t\"%o eats %k's Explosive Quadshot shells.\"\n\n\tWeapon.UpSound\t\t\t\"w4/load\"\n\tAttackSound\t\t\t\"w2/fire\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tW4E3 A 1 A_WeaponReady\n\t\t\tloop\n\t\tDeselect:\n\t\t\tW4E3 A 1 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tW4E3 A 1 A_Raise\n\t\t\tloop\n\t\tFire:\n\t\t\tW4E3 A 3\n\t\t\tW4E3 B 4\n\t\t\tW4E3 C 5 A_FireBullets(3, 2, 28, 18, \"BulletPuff_Explosive\")\n\t\t\tW4E3 A 7\n\t\t\tW4E3 D 5 A_PlayWeaponSound(\"w4/load\")\n\t\t\tW4E3 D 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW4E3 D 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW4E3 D 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW4E3 D 0 A_FireCustomMissile(\"splatShellCasing\", 45 + random(-8,8), 0, 2, 3)\n\t\t\tW4E3 E 3\n\t\t\tW4E3 A 7\n\t\t\tW4E3 A 5 A_Refire\n\t\t\tgoto Ready\n\t}\n}\n\nACTOR Healer_Ammo : Ammo\n{\n\tInventory.Icon \"MEDIA0\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 10\n\n\tAmmo.BackpackAmount 2\n\tAmmo.BackpackMaxAmount 20\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tMEDI A -1\n\t\t\tstop\n\t}\n}\n\nACTOR Stocker_Ammo : Ammo\n{\n\tInventory.Icon \"AMMOA0\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 10\n\n\tAmmo.BackpackAmount 2\n\tAmmo.BackpackMaxAmount 20\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tMEDI A -1\n\t\t\tstop\n\t}\n}\n\nACTOR Healer : Weapon\n{\n\tWeapon.AmmoUse \t\t\t1\n\tWeapon.AmmoGive \t\t8\n\tWeapon.AmmoType\t\t\t\"Healer_Ammo\"\n\tInventory.PickupMessage\t\t\"You got the Healer!\"\n\tObituary\t\t\t\"What, How? THAT WASN'T SUPPOSED TO HAPPEN!!!\"\n\n\tWeapon.UpSound\t\t\t\"w/load4\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tW7E2 A 1 A_WeaponReady\n\t\t\tloop\n\t\tDeselect:\n\t\t\tW7E2 A 1 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tW7E2 A 1 A_Raise\n\t\t\tloop\n\t\tFire:\n\t\t\tW7E2 A 0 A_PlaySound(\"w6/up\")\n\t\t\tW7E2 A 3 A_SpawnItem (\"Medikit\" , 60, 0, 0, 0)\n\t\t\tW7E2 A 3 A_SpawnItem (\"Medikit\" , 40, 0, 0, 0)\n\t\t\tW7E2 A 3 A_SpawnItem (\"Medikit\" , 20, 0, 0, 0)\n\t\t\tW7E2 A 3 A_TakeInventory(\"Healer_Ammo\", 1)\n\t\t\tW7E2 BCDE 5\n\t\t\tW7E2 A 5 A_Refire\n\t\t\tgoto Ready\n\t}\n}\n\nACTOR Stocker : Weapon\n{\n\tWeapon.AmmoUse \t\t\t1\n\tWeapon.AmmoGive \t\t8\n\tWeapon.AmmoType\t\t\t\"Stocker_Ammo\"\n\tInventory.PickupMessage\t\t\"You got the Stocker!\"\n\tObituary\t\t\t\"Hmmm. That appears to be a bug. I otta fix that somehow...\"\n\n\tWeapon.UpSound\t\t\t\"w/load4\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tW7E1 A 1 A_WeaponReady\n\t\t\tloop\n\t\tDeselect:\n\t\t\tW7E1 A 1 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tW7E1 A 1 A_Raise\n\t\t\tloop\n\t\tFire:\n\t\t\tW7E1 A 0 A_PlaySound(\"w6/up\")\n\t\t\tW7E1 A 3 A_SpawnItem (\"ClipBox\" , 60, 0, 0, 0)\n\t\t\tW7E1 A 0 A_SpawnItem (\"ShellBox\" , 70, 0, 0, 0)\n\t\t\tW7E1 A 0 A_SpawnItem (\"RocketBox\" , 80, 0, 0, 0)\n\t\t\tW7E1 A 0 A_SpawnItem (\"CellPack\" , 90, 0, 0, 0)\n\t\t\tW7E1 A 0 A_SpawnItem (\"ClipBox\" , 60, 0, 0, 0)\n\t\t\tW7E1 A 0 A_SpawnItem (\"ShellBox\" , 70, 0, 0, 0)\n\t\t\tW7E1 A 0 A_SpawnItem (\"RocketBox\" , 80, 0, 0, 0)\n\t\t\tW7E1 A 0 A_SpawnItem (\"CellPack\" , 90, 0, 0, 0)\n\t\t\tW7E2 A 3 A_TakeInventory(\"Stocker_Ammo\", 1)\n\t\t\tW7E1 BCDE 5\n\t\t\tW7E1 A 5 A_Refire\n\t\t\tgoto Ready\n\t}\n}\n\nACTOR Rail_Standard\n{\n\tRadius\t\t\t\t11\n\tHeight\t\t\t\t8\n\tSpeed\t\t\t\t30\n\tDamage\t\t\t\t8\n\tDamageType\t\t\tMarineFire\n\n\tRenderStyle\t\t\tAdd\n\n\tProjectile\n\t+RANDOMIZE\n\t+DEHEXPLOSION\n\n\tSeeSound\t\t\t\"x1/fire1\"\n\t//DeathSound\t\t\t\"weapons/rocklx\"\n\tObituary\t\t\t\"%o smells %k's rails... oh wait, thats $o's melted insides\"\n        DontHurtShooter\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPLSS A 1 bright A_SpawnItem (\"Rail_Standard_Tracer\" , 0, 0, 0, 0)\n\t\t\tPLSS B 1\n\t\t\tloop\n\t\tDeath:\n\t\t\tPLSE C 8 bright A_Explode\n\t\t\tPLSE D 6 bright\n\t\t\tPLSE E 4 bright\n\t\t\tstop\n\t}\n}\n\nACTOR Rail_Taser\n{\n\tRadius\t\t\t\t11\n\tHeight\t\t\t\t8\n\tSpeed\t\t\t\t25\n\tDamage\t\t\t\t15\n\tDamageType\t\t\tMarineFire\n\n\tRenderStyle\t\t\tAdd\n\n\tProjectile\n\t+RANDOMIZE\n\n\tObituary\t\t\t\"%o smells %k's rails... oh wait, thats $o's melted insides\"\n\n\tSeeSound \t\t\t\"x1/taser\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPLSE CDCDE 1\n\t\t\tstop\n\t\tDeath:\n\t\t\tPLSE C 8 bright\n\t\t\tPLSE D 6 bright\n\t\t\tPLSE E 4 bright\n\t\t\tstop\n\t}\n}\n\nACTOR Rail_Standard_Tracer\n{\n\tRadius\t\t\t\t11\n\tHeight\t\t\t\t8\n\n\tRenderStyle\t\t\tAdd\n\tScale\t\t\t\t0.7\n\n\t+CLIENTSIDEONLY\n\t+NOGRAVITY\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPLSS AB 1 bright A_FadeOut(0.1)\n\t\t\tloop\n\t}\n}\n\n// Plasma Ball\nactor PlasmaBall_Player replaces PlasmaBall\n{\n  Game Doom\n  SpawnID 51\n  Radius 13\n  Height 8\n  Speed 25\n  Damage 5\n  Projectile\n  +RANDOMIZE\n  RenderStyle Add\n  Alpha 0.75\n  SeeSound \"weapons/plasmaf\"\n  DeathSound \"weapons/plasmax\"\n  Obituary \"$OB_MPPLASMARIFLE\"\n  DamageType MarineFire\n  States\n  {\n  Spawn:\n    PLSS AB 6 bright\n    loop\n  Death:\n    PLSE ABCDE 4 bright\n    stop\n  }\n}\n\nACTOR PlasmaProjectile_Advanced\n{\n\tRadius\t\t\t\t11\n\tHeight\t\t\t\t8\n\tSpeed\t\t\t\t50\n\tDamage\t\t\t\t7\n\tDamageType\t\t\tMarineFire\n\n\tRenderStyle\t\t\tAdd\n\n\tProjectile\n\t+RANDOMIZE\n\t+DEHEXPLOSION\n\t+RIPPER\n\n\tSeeSound\t\t\t\"x1/fire1\"\n\t//DeathSound\t\t\t\"weapons/rocklx\"\n\tObituary\t\t\t\"%o smells %k's rails... oh wait, thats $o's melted insides\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPLSS A 1 bright A_SpawnItem (\"Rail_Standard_Tracer\" , 0, 0, 0, 0)\n\t\t\tPLSS B 1 bright\n\t\t\tloop\n\t\tDeath:\n\t\t\tPLSE C 8 bright\n\t\t\tPLSE D 6 bright\n\t\t\tPLSE E 4 bright\n\t\t\tstop\n\t}\n}\n\nACTOR PlasmaProjectile_Spread\n{\n\tGame Doom\n\tSpawnID 51\n\tRadius 13\n\tHeight 8\n\tSpeed 50\n\tDamage 6\n\tProjectile\n\t+RANDOMIZE\n\tRenderStyle Add\n\tAlpha 0.75\n\tSeeSound \"weapons/plasmaf\"\n\tDeathSound \"weapons/plasmax\"\n\tObituary \"$OB_MPPLASMARIFLE\"\n\tDamageType\t\t\tMarineFire\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0 A_ClearTarget\n\t\tPLSS A 3 bright A_CustomMissile(\"PlasmaProjectile_Spread_Expand\", 0, 0, 85, 2)\n\t\tPLSS A 0 bright A_CustomMissile(\"PlasmaProjectile_Spread_Expand\", 0, 0, -85, 2)\n\t\tPLSS B 3 bright A_CustomMissile(\"PlasmaProjectile_Spread_Expand\", 0, 0, 85, 2)\n\t\tPLSS B 0 bright A_CustomMissile(\"PlasmaProjectile_Spread_Expand\", 0, 0, -85, 2)\n\t\tPLSS B 0 A_FadeOut(0.1)\n\t\tloop\n\t\tDeath:\n\t\tPLSE ABCDE 4 bright\n\t\tstop\n\t}\n}\n\nACTOR PlasmaProjectile_Spread_Expand\n{\n\tGame Doom\n\tSpawnID 51\n\tRadius 13\n\tHeight 8\n\tSpeed 10\n\tDamage 4\n\tProjectile\n\t+RANDOMIZE\n\tRenderStyle Add\n\tAlpha 0.75\n\tSeeSound \"weap/apr/fire\"\n\tDeathSound \"weapons/plasmax\"\n\tObituary \"$OB_MPPLASMARIFLE\"\n\tDamageType\t\t\tMarineFire\n\n\tscale 0.3\n\n\tStates\n\t{\n\t\tSpawn:\n\t\tPLSS AB 6 bright\n\t\tPLSS B 0 A_FadeOut(0.33)\n\t\tloop\n\t\tDeath:\n\t\tPLSE ABCDE 4 bright\n\t\tstop\n\t}\n}\n\nACTOR Railgun : Weapon\n{\n\tWeapon.AmmoUse \t\t        1\n\tWeapon.AmmoGive \t\t50\n\tWeapon.AmmoType\t\t\t\"Cell\"\n\tInventory.PickupMessage\t\t\"You got the Railgun!\"\n\tObituary\t\t\t\"%o smells %k's rails... oh wait, thats $o's melted insides\"\n\n\tWeapon.UpSound\t\t\t\"w/load6\"\n\tAttackSound\t\t\t\"x1/fire1\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tX1E1 A 1 A_WeaponReady\n\t\t\tloop\n\t\tDeselect:\n\t\t\tX1E1 A 1 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tX1E1 A 1 A_Raise\n\t\t\tloop\n\t\tFire:\n\t\t\tX1E1 A 2 A_GunFlash\n\t\t\tX1E1 B 0 A_FireCustomMissile(\"Rail_Standard\", 0)\n\t\t\t//X1E1 B 0 A_FireCustomMissile(\"Rail_Standard\", 0)\n\t\t\tX1E1 BCB 2\n\t\t\tX1E1 A 4 A_Refire\n\t\t\tgoto Ready\n\t\tFlash:\n\t\t\tX1E1 D 2 bright\n\t\t\tX1E1 E 2 bright\n\t\t\tstop\n\t}\n}\n\nACTOR Railgun_Taser : Weapon\n{\n\tWeapon.AmmoUse1\t\t\t1\n\tWeapon.AmmoUse2 \t\t1\n\tWeapon.AmmoGive \t\t50\n\tWeapon.AmmoType1\t\t\"Cell\"\n\tWeapon.AmmoType2\t\t\"Cell\"\n\tInventory.PickupMessage\t\t\"You got the Railgun!\"\n\tObituary\t\t\t\"%o smells %k's rails... oh wait, thats $o's melted insides\"\n\n\tWeapon.UpSound\t\t\t\"w/load6\"\n\tAttackSound\t\t\t\"x1/fire1\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tX1E2 A 1 A_WeaponReady\n\t\t\tloop\n\t\tDeselect:\n\t\t\tX1E2 A 1 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tX1E2 A 1 A_Raise\n\t\t\tloop\n\t\tFire:\n\t\t\tX1E2 A 2 A_GunFlash\n\t\t\tX1E2 B 0 A_FireCustomMissile(\"Rail_Standard\", 0)\n\t\t\tX1E2 BCB 2\n\t\t\tX1E2 A 4 A_Refire\n\t\t\tgoto Ready\n\t\tAltFire:\n\t\t\tX1E2 A 1\n\t\t\tX1E2 B 5 A_FireCustomMissile(\"Rail_Taser\", 0)\n\t\t\tX1E2 A 2 A_Refire\n\t\t\tgoto Ready\n\t\tFlash:\n\t\t\tX1E1 D 2 bright\n\t\t\tX1E1 E 2 bright\n\t\t\tstop\n\t}\n}\n\nACTOR Railgun_Slug : Weapon\n{\n\tWeapon.AmmoUse1\t\t\t1\n\tWeapon.AmmoUse2 \t\t2\n\tWeapon.AmmoGive \t\t50\n\tWeapon.AmmoType1\t\t\"Cell\"\n\tWeapon.AmmoType2\t\t\"Cell\"\n\tInventory.PickupMessage\t\t\"You got the Railgun!\"\n\tObituary\t\t\t\"%o smells %k's rails... oh wait, thats $o's melted insides\"\n\n\tWeapon.UpSound\t\t\t\"w/load6\"\n\tAttackSound\t\t\t\"x1/fire1\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tX1E3 A 1 A_WeaponReady\n\t\t\tloop\n\t\tDeselect:\n\t\t\tX1E3 A 1 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tX1E3 A 1 A_Raise\n\t\t\tloop\n\t\tFire:\n\t\t\tX1E3 A 2 A_GunFlash\n\t\t\tX1E3 B 0 A_FireCustomMissile(\"Rail_Standard\", 0)\n\t\t\t//X1E1 B 0 A_FireCustomMissile(\"Rail_Standard\", 0)\n\t\t\tX1E3 BCB 2\n\t\t\tX1E3 A 4 A_Refire\n\t\t\tgoto Ready\n\t\tAltFire:\n\t\t\tX1E3 A 2 A_GunFlash\n\t\t\tX1E3 B 0 A_RailAttack (60, 1, 1, \"0C 00 FF\", \"ff ff ff\", 0, 0, \"BulletPuff_Player\")\n\t\t\tX1E3 B 0 A_RailAttack (60, -1, 1, \"0C 00 FF\", \"ff ff ff\", 0, 0, \"BulletPuff_Player\")\n\t\t\tX1E3 BCB 9\n\t\t\tX1E3 A 4 A_Refire\n\t\t\tgoto Ready\n\t\tFlash:\n\t\t\tX1E3 D 2 bright\n\t\t\tX1E3 E 2 bright\n\t\t\tstop\n\t}\n}\n\nACTOR PlasmaGun : Weapon\n{\n\tWeapon.AmmoUse\t\t\t1\n\tWeapon.AmmoGive \t\t50\n\tWeapon.AmmoType\t\t\t\"Cell\"\n\tInventory.PickupMessage\t\t\"You got the Plasma Gun!\"\n\tObituary\t\t\t\"%o got melted by %k's plasma balls of steel\"\n\n\tWeapon.UpSound\t\t\t\"w/load6\"\n\tAttackSound\t\t\t\"x2/fire1\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tPLSG A 1 A_WeaponReady\n\t\t\tloop\n\t\tDeselect:\n\t\t\tPLSG A 1 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tPLSG A 1 A_Raise\n\t\t\tloop\n\t\tFire:\n\t\t\tPLSG A 3 A_FirePlasma\n\t\t\tX2E1 A 20 A_Refire\n\t\t\tgoto Ready\n\t\tFlash:\n\t\t\tPLSF A 4 Bright A_Light1\n\t\t\tgoto LightDone\n\t\t\tPLSF B 4 Bright A_Light1\n\t\t\tgoto LightDone\n\t}\n}\n\nACTOR PlasmaGun_Advanced : Weapon\n{\n\tWeapon.AmmoUse\t\t\t1\n\tWeapon.AmmoGive \t\t50\n\tWeapon.AmmoType\t\t\t\"Cell\"\n\tInventory.PickupMessage\t\t\"You got the Plasma Gun!\"\n\tObituary\t\t\t\"%o got melted by %k's plasma balls of steel\"\n\n\tWeapon.UpSound\t\t\t\"w/load6\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tX2E2 A 1 A_WeaponReady\n\t\t\tloop\n\t\tDeselect:\n\t\t\tX2E2 A 1 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tX2E2 A 1 A_Raise\n\t\t\tloop\n\t\tFire:\n\t\t\tX2E2 BC 5 A_FireCustomMissile(\"PlasmaProjectile_Advanced\", 0)\n\t\t\tX2E2 A 5 A_Refire\n\t\t\tgoto Ready\n\t}\n}\n\nACTOR PlasmaGun_Spread : Weapon\n{\n\tWeapon.AmmoUse\t\t\t1\n\tWeapon.AmmoGive \t\t50\n\tWeapon.AmmoType\t\t\t\"Cell\"\n\tInventory.PickupMessage\t\t\"You got the Plasma Gun!\"\n\tObituary\t\t\t\"%o got melted by %k's plasma balls of steel\"\n\n\tWeapon.UpSound\t\t\t\"w/load6\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tX2E2 A 1 A_WeaponReady\n\t\t\tloop\n\t\tDeselect:\n\t\t\tX2E2 A 1 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tX2E2 A 1 A_Raise\n\t\t\tloop\n\t\tFire:\n\t\t\tX2E2 BC 4 A_FireCustomMissile(\"PlasmaProjectile_Spread\", 0)\n\t\t\tX2E2 A 3 A_Refire\n\t\t\tgoto Ready\n\t}\n}\n\nactor FlamerShot\n{\n  Scale 0.875\n  Game Doom\n  SpawnID 51\n  Radius 13\n  Height 8\n  Speed 25\n  Damage 5\n  Projectile\n  +RANDOMIZE\n  RenderStyle Add\n  Alpha 0.75\n  scale 0.5\n  SeeSound \"x2/flamer\"\n  DeathSound \"weapons/plasmax\"\n  Obituary \"$OB_MPPLASMARIFLE\"\n  DamageType MarineFire3\n  +NODAMAGETHRUST\n\n  explosiondamage 20\n  explosionradius 64\n\n  States\n  {\n  Spawn:\n    NKXP ACEGIKMOPQRSTUV 2 bright\n    stop\n  Death:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(112, \"NoFire\")\n    FIRE ABCDEDCDEDCDEDCDEDCDEDCDEDCDEDCDEDCDEDCDEDCDEFGH 3 A_Explode\n    stop\n  NoFire:\n\tTNT1 AA 0\n\tstop\n  }\n}\n\nactor FlamerRemains\n{\n  Game Doom\n  SpawnID 51\n  Radius 13\n  Height 8\n  Speed 25\n  Damage 8\n  RenderStyle Add\n  Alpha 0.75\n  scale 0.5\n  SeeSound \"x2/flamer\"\n  DeathSound \"weapons/plasmax\"\n  Obituary \"$OB_MPPLASMARIFLE\"\n  DamageType MarineFire3\n\n  //Prevent the rocket jumps\n  +NODAMAGETHRUST\n\n  explosiondamage 20\n  explosionradius 64\n\n  States\n  {\n  Spawn:\n    FIRE ABCDEDCDEDCDEDCDEDCDEDCDEDCDEDCDEDCDEDCDEDCDEFGH 3 A_Explode\n    stop\n  }\n}\n\nACTOR Flamer : Weapon\n{\n\tWeapon.AmmoUse\t\t\t1\n\tWeapon.AmmoGive \t\t50\n\tWeapon.AmmoType\t\t\t\"Cell\"\n\tInventory.PickupMessage\t\t\"You got the Flamer 2.0!\"\n\tObituary\t\t\t\"%o got flamed by a fanboy\"\n\n\tWeapon.UpSound\t\t\t\"w/load6\"\n\tAttackSound\t\t\t\"x2/fire1\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tBLST A 1 A_WeaponReady\n\t\t\tloop\n\t\tDeselect:\n\t\t\tBLST A 1 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tBLST A 1 A_Raise\n\t\t\tloop\n\t\tFire:\n\t\t\tBLST B 4 A_FireCustomMissile(\"FlamerShot\", 0, 1)\n\t\t\tBLST B 0 A_FireCustomMissile(\"FlamerShot\", 5, random(0,1))\n\t\t\tBLST B 0 A_FireCustomMissile(\"FlamerShot\", -5, 0)\n\t\t\tBLST C 20 A_Refire\n\t\t\tgoto Ready\n\t\tFlash:\n\t\t\tBLST C 4 Bright A_Light1\n\t\t\tgoto LightDone\n\t\t\tBLST C 4 Bright A_Light1\n\t\t\tgoto LightDone\n\t}\n}\n\nACTOR BoomerShot\n{\n  Game Doom\n  Radius 32\n  Height 32\n  Speed 125\n  Damage 25\n  RenderStyle Add\n  Alpha 0.75\n  scale 2.0\n  SeeSound \"x3/fire1\"\n  DeathSound \"baby/shotx\"\n  damagetype \"MarineFire\"\n  Projectile\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    APLS AB 5 bright\n    loop\n  Death:\n    APBX ABCDE 5 bright\n    stop\n  }\n}\n\nACTOR BoomerCannon : Weapon\n{\n\t//Weapon.AmmoUse\t\t\t1\n\t//Weapon.AmmoGive \t\t50\n\t//Weapon.AmmoType\t\t\t\"Cell\"\n\tInventory.PickupMessage\t\t\"You got the Flamer 2.0!\"\n\tObituary\t\t\t\"%o got flamed by a fanboy\"\n\n\tWeapon.UpSound\t\t\t\"w/load6\"\n\tAttackSound\t\t\t\"x3/fire1\"\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tX3E1 A 1 A_WeaponReady\n\t\t\tloop\n\t\tDeselect:\n\t\t\tX3E1 A 1 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tX3E1 A 1 A_Raise\n\t\t\tloop\n\t\tFire:\n\t\t\tX3E1 B 2 bright A_FireCustomMissile(\"BoomerShot\", 0)\n\t\t\tX3E1 C 2 bright\n\t\t\tX3E1 A 2 A_Refire\n\t\t\tgoto Ready\n\t\tAltFire:\n\t\t\tX3E1 A 1\n\t\t\tX3E1 A 1 ACS_Execute(95, 0, 0, 0, 0)\n\t\t\tgoto Ready\n\t\tFlash:\n\t\t\tX3E1 C 4 Bright A_Light1\n\t\t\tgoto LightDone\n\t\t\tX3E1 C 4 Bright A_Light1\n\t\t\tgoto LightDone\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/frenzy_main/dcomm.txt",
        "contents": "ACTOR CommanderCam 2310\n{\n\theight 16\n\tradius 8\n\t+NOBLOCKMAP +SLIDESONWALLS +NOCLIP -SOLID +FLOORHUGGER\n\tcameraheight 4096\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tNULL A 40 A_SpawnItemEx(\"CommanderCam_Position\", 512, 0, 0, 0)\n\t\t\tloop\n\t\tSpawn_HealthDispenser:\n\t\t\tNULL A 1 A_SpawnItemEx(\"HealthDispenser_Build\", 512, 0, 0, 0)\n\t\t\tgoto Spawn\n\t\tSpawn_AmmoDispenser:\n\t\t\tNULL A 1 A_SpawnItemEx(\"AmmoDispenser_Build\", 512, 0, 0, 0)\n\t\t\tgoto Spawn\n\t\tSpawn_Sandbags:\n\t\t\tNULL A 1 A_SpawnItemEx (\"Sandbag_Build\", 512, 0, 0)\n\t\t\tNULL A 1 A_SpawnItemEx(\"splatEmitter_CFX\", 512, 0, 0, 0)\n\t\t\tgoto Spawn\n\t\tSpawn_TurretBullet:\n\t\t\tNULL A 1 A_SpawnItemEx(\"TurretBullet_Build\", 512, 0, 0, 0)\n\t\t\tgoto Spawn\n\t\tSpawn_TurretRocket:\n\t\t\tNULL A 1 A_SpawnItemEx(\"TurretRocket_Build\", 512, 0, 0, 0)\n\t\t\tgoto Spawn\n\t\tSpawn_TurretPlasma:\n\t\t\tNULL A 1 A_SpawnItemEx(\"TurretPlasma_Build\", 512, 0, 0, 0)\n\t\t\tgoto Spawn\n\t\tSpawn_TurretRail:\n\t\t\tNULL A 1 A_SpawnItemEx(\"TurretRail_Build\", 512, 0, 0, 0)\n\t\t\tgoto Spawn\n\t\tSpawn_TurretShotgun:\n\t\t\tNULL A 1 A_SpawnItemEx(\"TurretShotgun_Build\", 512, 0, 0, 0)\n\t\t\tgoto Spawn\n\t\tSpawn_TurretTesla:\n\t\t\tNULL A 1 A_SpawnItemEx(\"TurretTesla_Build\", 512, 0, 0, 0)\n\t\t\tgoto Spawn\n\t\tSpawn_TurretFlame:\n\t\t\tNULL A 1 A_SpawnItemEx(\"TurretFlame_Build\", 512, 0, 0, 0)\n\t\t\tgoto Spawn\n\t\tSpawn_Landmine:\n\t\t\tNULL A 1 A_SpawnItemEx(\"Landmine\", 512, 0, 64, 0)\n\t\t\tNULL A 1 A_SpawnItemEx(\"Landmine\", 512, 100, 64, 0)\n\t\t\tNULL A 1 A_SpawnItemEx(\"Landmine\", 512, -100, 64, 0)\n\t\t\tNULL A 1 A_SpawnItemEx(\"Landmine\", 412, 0, 64, 0)\n\t\t\tNULL A 1 A_SpawnItemEx(\"Landmine\", 612, 0, 64, 0)\n\t\t\tNULL A 1 A_SpawnItemEx(\"splatEmitter_CFX\", 512, 0, 64, 0)\n\t\t\tgoto Spawn\n\t\tSpawn_LostSoul:\n\t\t\tNULL A 1 A_SpawnItemEx(\"sfTeamLostSoul\", 512, 0, 64, 0)\n\t\t\tNULL A 1 A_SpawnItemEx(\"sfTeamLostSoul\", 512, 100, 64, 0)\n\t\t\tNULL A 1 A_SpawnItemEx(\"sfTeamLostSoul\", 512, -100, 64, 0)\n\t\t\tNULL A 1 A_SpawnItemEx(\"sfTeamLostSoul\", 412, 0, 64, 0)\n\t\t\tNULL A 1 A_SpawnItemEx(\"sfTeamLostSoul\", 612, 0, 64, 0)\n\t\t\tNULL A 1 A_SpawnItemEx(\"splatEmitter_CFX\", 512, 0, 64, 0)\n\t\t\tgoto Spawn\n\t\tSpawn_Demon:\n\t\t\tNULL A 1 A_SpawnItemEx(\"sfTeamDemon\", 512, 0, 64, 0)\n\t\t\tNULL A 1 A_SpawnItemEx(\"sfTeamDemon\", 512, 100, 64, 0)\n\t\t\tNULL A 1 A_SpawnItemEx(\"sfTeamDemon\", 512, -100, 64, 0)\n\t\t\tNULL A 1 A_SpawnItemEx(\"sfTeamDemon\", 412, 0, 64, 0)\n\t\t\tNULL A 1 A_SpawnItemEx(\"sfTeamDemon\", 612, 0, 64, 0)\n\t\t\tNULL A 1 A_SpawnItemEx(\"splatEmitter_CFX\", 512, 0, 64, 0)\n\t\t\tgoto Spawn\n\t\tSpawn_Revenant:\n\t\t\tNULL A 1 A_SpawnItemEx(\"sfTeamRevenant\", 512, 0, 64, 0)\n\t\t\tNULL A 1 A_SpawnItemEx(\"splatEmitter_CFX\", 512, 0, 64, 0)\n\t\t\tgoto Spawn\n\t\tSpawn_HellKnight:\n\t\t\tNULL A 1 A_SpawnItemEx(\"sfTeamHellKnight\", 512, 0, 64, 0)\n\t\t\tNULL A 1 A_SpawnItemEx(\"splatEmitter_CFX\", 512, 0, 64, 0)\n\t\t\tgoto Spawn\n\t\tSpawn_BaronOfHell:\n\t\t\tNULL A 1 A_SpawnItemEx(\"sfTeamBaronOfHell\", 512, 0, 64, 0)\n\t\t\tNULL A 1 A_SpawnItemEx(\"splatEmitter_CFX\", 512, 0, 64, 0)\n\t\t\tgoto Spawn\n\t\tSpawn_Cyberdemon:\n\t\t\tNULL A 1 A_SpawnItemEx(\"sfTeamCyberdemon\", 512, 0, 64, 0)\n\t\t\tNULL A 1 A_SpawnItemEx(\"splatEmitter_CFX\", 512, 0, 64, 0)\n\t\t\tgoto Spawn\n\t\tSpawn_StrikeMarker1:\n\t\t\tNULL A 1 A_SpawnItemEx(\"StrikeMarker1\", 512, 0, 64, 0)\n\t\t\tNULL A 1 A_SpawnItemEx(\"splatEmitter_CFX\", 512, 0, 64, 0)\n\t\t\tgoto Spawn\n\t\tSpawn_StrikeMarker2:\n\t\t\tNULL A 1 A_SpawnItemEx(\"StrikeMarker2\", 512, 0, 64, 0)\n\t\t\tNULL A 1 A_SpawnItemEx(\"splatEmitter_CFX\", 512, 0, 64, 0)\n\t\t\tgoto Spawn\n\t\tSpawn_IonCannon:\n\t\t\tNULL A 1 A_SpawnItemEx(\"IonBeam\", 512, 0, 64, 0)\n\t\t\tgoto Spawn\n\t\tSpawn_Attack:\n\t\t\tNULL A 1 A_SpawnItemEx(\"marker_object_attack\", 512, 0, 64, 0)\n\t\t\tgoto Spawn\n\t\tSpawn_Defend:\n\t\t\tNULL A 1 A_SpawnItemEx(\"marker_object_defend\", 512, 0, 64, 0)\n\t\t\tgoto Spawn\n\t\tSpawn_Construct:\n\t\t\tNULL A 1 A_SpawnItemEx(\"marker_object_construct\", 512, 0, 64, 0)\n\t\t\tgoto Spawn\n\t\tSpawn_Regroup:\n\t\t\tNULL A 1 A_SpawnItemEx(\"marker_object_regroup\", 512, 0, 64, 0)\n\t\t\tgoto Spawn\n\t\tSpawn_MoneyBag:\n\t\t\tNULL A 1 A_SpawnItemEx(\"MoneyBag\", 512, 0, 64, 0)\n\t\t\tgoto Spawn\n\t}\n}\n\nACTOR CommanderCam_Position\n{\n\theight 16\n\tradius 8\n\trenderstyle add\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tCOPO ABCDEFGHIJKLM 1\n\t\tFade:\n\t\t\tCOPO M 1 A_FadeOut(0.1)\n\t\t\tloop\n\t}\n}\n\nACTOR StrikeMarker\n{\n\t+NOBLOCKMAP\n\trenderstyle add\n\tStates\n\t{\n\t\tSpawn:\n\t\tASDT A -1\n\t\tstop\n\t}\n\n}\n\nACTOR StrikeMarker1\n{\n\t+NOBLOCKMAP\n\trenderstyle add\n\tStates\n\t{\n\t\tSpawn:\n\t\tASDT A 0\n\t\tASDT A 1 ACS_Execute(142, 0, 140, 0, 0)\n\t\tASDT A -1\n\t\tstop\n\t}\n\n}\n\nACTOR StrikeMarker2\n{\n\t+NOBLOCKMAP\n\trenderstyle add\n\tStates\n\t{\n\t\tSpawn:\n\t\tASDT A 0\n\t\tASDT A 1 ACS_Execute(142, 0, 141, 0, 0)\n\t\tASDT A -1\n\t\tstop\n\t}\n\n}\n\nactor StrikerRocket\n{\n  Game Doom\n  SpawnID 254\n  Radius 11\n  Height 8\n  Speed 20\n  Damage 1000\n  Projectile\n  Scale 4.0\n  explosiondamage 1000\n  explosionradius 96\n  +RANDOMIZE\n  +DEHEXPLOSION\n  +ROCKETTRAIL\n  SeeSound \"weapons/rocklf\"\n  DeathSound \"weapons/rocklx\"\n  DamageType\t\t\tMarineFire\n  Obituary \"$OB_MPROCKET\" // \"%o rode %k's rocket.\"\n  States\n  {\n  Spawn:\n    MISL B 1 bright\n    loop\n  Death:\n    MISL B 8 bright A_Explode\n    MISL C 6 bright\n    MISL D 4 bright\n    stop\n  }\n}\n\nactor StrikerRocket_SelfDestruct\n{\n  Game Doom\n  SpawnID 254\n  Radius 11\n  Height 8\n  Speed 20\n  Damage 1000\n  Projectile\n  Scale 4.0\n  explosiondamage 1000\n  explosionradius 96\n  +RANDOMIZE\n  +DEHEXPLOSION\n  +ROCKETTRAIL\n  SeeSound \"weapons/rocklf\"\n  DeathSound \"weapons/rocklx\"\n  DamageType\t\t\tMarineFire\n  Obituary \"$OB_MPROCKET\" // \"%o rode %k's rocket.\"\n  States\n  {\n  Spawn:\n    MISL B 1 bright\n    goto Death\n  Death:\n    MISL B 8 bright A_Explode\n    MISL C 6 bright\n    MISL D 4 bright\n    stop\n  }\n}\n\nACTOR IonBeam\n{\n\tRadius 11\n\tHeight 8\n\tSpeed 20\n\tDamage 500\n\texplosionradius 128\n\tProjectile\n\t+RANDOMIZE\n\t+DEHEXPLOSION\n\t+FLOORHUGGER\n        +FORCEYBILLBOARD\n\trenderstyle add\n\tdamagetype \"MarineFire\"\n\tSeeSound \"weapons/rocklf\"\n\tDeathSound \"weapons/rocklx\"\n\tObituary \"%o got blasted by the Ion Cannon... Poor fella\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tIONC A 0\n\t\t\tIONC A 0 Radius_Quake(4, 8, 32, 256, 0)\n\t\t\tIONC A 1 bright A_SpawnItemEx(\"FlamerRemains\", random(-32, 32), random(-32, 32), random(-32, 32))\n\t\t\tgoto Death\n\t\tDeath:\n\t\t\tIONC A 1 bright A_Explode\n\t\tDeathFade:\n\t\t\tIONC A 1 bright A_FadeOut(0.5)\n\t\t\tloop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/frenzy_main/ddepl01.txt",
        "contents": "ACTOR HealthDispenser_Build : CustomInventory\n{\n\tradius 64\n\theight 32\n\n\tinventory.pickupmessage \"You have activated the build protocol!\"\n\n\t+COUNTITEM\n\n\trenderstyle add\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tBULD A 1\n\t\t\tloop\n\t\tPickup:\n\t\t\tBULD A 0 A_SpawnItem (\"HealthDispenser_Building\")\n\t\t\tstop\n\t}\n}\n\nACTOR HealthDispenser_Building : CustomInventory\n{\n\trenderstyle add\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tBULD ABCDEFGHI 32\n\t\t\tBULD I 0 A_SpawnItem (\"HealthDispenser\")\n                        BULD I 1 A_SpawnItem (\"splatEmitter_CFX\")\n\t\t\tstop\n\t}\n}\n\nACTOR HealthDispenser\n{\n\thealth 250\n\tradius 16\n\theight 32\n\tmass 10000\n\tspeed 0\n\n\t+FLOORCLIP\n\t+FRIENDLY\n\t+NOBLOOD\n\t+SOLID\n\t+NEVERRESPAWN\n\t+SHOOTABLE\n\n\t// protect from marine damage\n\tdamagefactor \"MarineFire\", 0.0\n\tdamagefactor \"MarineFire2\", 0.0\n\tdamagefactor \"MarineFire3\", 0.0\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tDEHP ABCDE 16 A_SpawnItem (\"HealthDispenser_HealPickup\", 0, 0, 0, 0)\n\t\t\tloop\n\t\tDeath:\n\t\t\tTRT2 A 1 bright A_SpawnItemEx (\"Boom\", 0, 0, 60, 0, 0, 0, 0, 160)\n\t\t\tTRT2 A 0 bright A_StopSoundEx (\"SoundSlot5\")\n\t\t\tTRT2 A 0 bright A_PlaySound (\"weapons/rocklx\")\n\t\t\tstop\n\t}\n}\n\nACTOR HealthDispenser_HealPickup : Health\n{\n\tradius 32\n\tinventory.amount 10\n\tinventory.pickupmessage \"Healing...\"\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tNULL A 3\n\t\t\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/frenzy_main/ddepl02.txt",
        "contents": "ACTOR AmmoDispenser_Build : CustomInventory\n{\n\tradius 64\n\theight 32\n\n\tinventory.pickupmessage \"You have activated the build protocol!\"\n\n\t+COUNTITEM\n\n\trenderstyle add\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tBULD A 1\n\t\t\tloop\n\t\tPickup:\n\t\t\tBULD A 0 A_SpawnItem (\"AmmoDispenser_Building\")\n\t\t\tstop\n\t}\n}\n\nACTOR AmmoDispenser_Building : CustomInventory\n{\n\trenderstyle add\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tBULD ABCDEFGHI 32\n\t\t\tBULD I 0 A_SpawnItem (\"AmmoDispenser\")\n                        BULD I 1 A_SpawnItem (\"splatEmitter_CFX\")\n\t\t\tstop\n\t}\n}\n\nACTOR AmmoDispenser\n{\n\thealth 250\n\tradius 16\n\theight 32\n\tmass 10000\n\tspeed 0\n\n\t+FLOORCLIP\n\t+FRIENDLY\n\t+NOBLOOD\n\t+SOLID\n\t+NEVERRESPAWN\n\t+SHOOTABLE\n\n\t// protect from marine damage\n\tdamagefactor \"MarineFire\", 0.0\n\tdamagefactor \"MarineFire2\", 0.0\n\tdamagefactor \"MarineFire3\", 0.0\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tDEAM ABCDE 16 A_SpawnItem (\"AmmoDispenser_AmmoPickup\")\n\t\t\tloop\n\t\tDeath:\n\t\t\tTRT2 A 1 bright A_SpawnItemEx (\"Boom\", 0, 0, 60, 0, 0, 0, 0, 160)\n\t\t\tTRT2 A 0 bright A_StopSoundEx (\"SoundSlot5\")\n\t\t\tTRT2 A 0 bright A_PlaySound (\"weapons/rocklx\")\n\t\t\tstop\n\t}\n}\n\nACTOR AmmoDispenser_AmmoPickup : CustomInventory\n{\n\tradius 64\n\theight 32\n\n\tinventory.pickupmessage \"Stocking...\"\n\n\t+COUNTITEM\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tNULL A 3\n\t\t\tstop\n\t\tPickup:\n\t\t\tNULL A 0 A_GiveInventory(\"ShellBox\", 100)\n\t\t\tNULL A 0 A_GiveInventory(\"ClipBox\", 100)\n\t\t\tNULL A 0 A_GiveInventory(\"RocketBox\", 100)\n\t\t\tNULL A 0 A_GiveInventory(\"GLauncher_Ammo\", 100)\n\t\t\tNULL A 0 A_GiveInventory(\"Flinger_Ammo\", 100)\n\t\t\tNULL A 0 A_GiveInventory(\"Healer_Ammo\", 100)\n\t\t\tNULL A 0 A_GiveInventory(\"Stocker_Ammo\", 100)\n\t\t\tNULL A 1 A_GiveInventory(\"Cell\", 100)\n\t\t\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/frenzy_main/ddepl03.txt",
        "contents": "ACTOR TurretBullet_Build : CustomInventory\n{\n\tradius 64\n\theight 32\n\n\tinventory.pickupmessage \"You have activated the build protocol!\"\n\n\t+COUNTITEM\n\n\trenderstyle add\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tBULD A 1\n\t\t\tloop\n\t\tPickup:\n\t\t\tBULD A 0 A_SpawnItem (\"TurretBullet_Building\")\n\t\t\tstop\n\t}\n}\n\nACTOR TurretBullet_Building : CustomInventory\n{\n\trenderstyle add\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tBULD ABCDEFGHI 40\n\t\t\tBULD I 0 A_SpawnItemEx (\"TurretBullet\",0,0,0,0,0,0,0,32,0)\n                        BULD I 1 A_SpawnItem (\"splatEmitter_CFX\")\n\t\t\tstop\n\t}\n}\n\nACTOR TurretRocket_Build : CustomInventory\n{\n\tradius 64\n\theight 32\n\n\tinventory.pickupmessage \"You have activated the build protocol!\"\n\n\t+COUNTITEM\n\n\trenderstyle add\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tBULD A 1\n\t\t\tloop\n\t\tPickup:\n\t\t\tBULD A 0 A_SpawnItem (\"TurretRocket_Building\")\n\t\t\tstop\n\t}\n}\n\nACTOR TurretRocket_Building : CustomInventory\n{\n\trenderstyle add\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tBULD ABCDEFGHI 40\n\t\t\tBULD I 0 A_SpawnItemEx (\"TurretRocket\",0,0,0,0,0,0,0,32)\n                        BULD I 1 A_SpawnItem (\"splatEmitter_CFX\")\n\t\t\tstop\n\t}\n}\n\nACTOR TurretPlasma_Build : CustomInventory\n{\n\tradius 64\n\theight 32\n\n\tinventory.pickupmessage \"You have activated the build protocol!\"\n\n\t+COUNTITEM\n\n\trenderstyle add\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tBULD A 1\n\t\t\tloop\n\t\tPickup:\n\t\t\tBULD A 0 A_SpawnItem (\"TurretPlasma_Building\")\n\t\t\tstop\n\t}\n}\n\nACTOR TurretPlasma_Building : CustomInventory\n{\n\trenderstyle add\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tBULD ABCDEFGHI 40\n\t\t\tBULD I 0 A_SpawnItemEx (\"TurretPlasma\",0,0,0,0,0,0,0,32)\n                        BULD I 1 A_SpawnItem (\"splatEmitter_CFX\")\n\t\t\tstop\n\t}\n}\n\nACTOR TurretRail_Build : CustomInventory\n{\n\tradius 64\n\theight 32\n\n\tinventory.pickupmessage \"You have activated the build protocol!\"\n\n\t+COUNTITEM\n\n\trenderstyle add\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tBULD A 1\n\t\t\tloop\n\t\tPickup:\n\t\t\tBULD A 0 A_SpawnItem (\"TurretRail_Building\")\n\t\t\tstop\n\t}\n}\n\nACTOR TurretRail_Building : CustomInventory\n{\n\trenderstyle add\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tBULD ABCDEFGHI 40\n\t\t\tBULD I 0 A_SpawnItemEx (\"TurretRail\",0,0,0,0,0,0,0,32)\n                        BULD I 1 A_SpawnItem (\"splatEmitter_CFX\")\n\t\t\tstop\n\t}\n}\n\nACTOR TurretShotgun_Build : CustomInventory\n{\n\tradius 64\n\theight 32\n\n\tinventory.pickupmessage \"You have activated the build protocol!\"\n\n\t+COUNTITEM\n\n\trenderstyle add\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tBULD A 1\n\t\t\tloop\n\t\tPickup:\n\t\t\tBULD A 0 A_SpawnItem (\"TurretShotgun_Building\")\n\t\t\tstop\n\t}\n}\n\nACTOR TurretShotgun_Building : CustomInventory\n{\n\trenderstyle add\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tBULD ABCDEFGHI 40\n\t\t\tBULD I 0 A_SpawnItemEx (\"TurretShotgun\",0,0,0,0,0,0,0,32)\n                        BULD I 1 A_SpawnItem (\"splatEmitter_CFX\")\n\t\t\tstop\n\t}\n}\n\nACTOR TurretTesla_Build : CustomInventory\n{\n\tradius 64\n\theight 32\n\n\tinventory.pickupmessage \"You have activated the build protocol!\"\n\n\t+COUNTITEM\n\n\trenderstyle add\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tBULD A 1\n\t\t\tloop\n\t\tPickup:\n\t\t\tBULD A 0 A_SpawnItem (\"TurretTesla_Building\")\n\t\t\tstop\n\t}\n}\n\nACTOR TurretTesla_Building : CustomInventory\n{\n\trenderstyle add\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tBULD ABCDEFGHI 40\n\t\t\tBULD I 0 A_SpawnItemEx (\"TeslaCoil\",0,0,0,0,0,0,0,32)\n                        BULD I 1 A_SpawnItem (\"splatEmitter_CFX\")\n\t\t\tstop\n\t}\n}\n\nACTOR TurretFlame_Build : CustomInventory\n{\n\tradius 64\n\theight 32\n\n\tinventory.pickupmessage \"You have activated the build protocol!\"\n\n\t+COUNTITEM\n\n\trenderstyle add\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tBULD A 1\n\t\t\tloop\n\t\tPickup:\n\t\t\tBULD A 0 A_SpawnItem (\"TurretFlame_Building\")\n\t\t\tstop\n\t}\n}\n\nACTOR TurretFlame_Building : CustomInventory\n{\n\trenderstyle add\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tBULD ABCDEFGHI 40\n\t\t\tBULD I 0 A_SpawnItemEx (\"TurretFlame\",0,0,0,0,0,0,0,32)\n                        BULD I 1 A_SpawnItem (\"splatEmitter_CFX\")\n\t\t\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/frenzy_main/ddepl04.txt",
        "contents": "ACTOR Sandbag_Build : CustomInventory\n{\n\tradius 64\n\theight 32\n\n\tinventory.pickupmessage \"You have activated the build protocol!\"\n\n\t+COUNTITEM\n\n\trenderstyle add\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tBULD A 1\n\t\t\tloop\n\t\tPickup:\n\t\t\tBULD A 0 A_SpawnItem (\"Sandbag_Building\", 0, 0, 0, 0)\n\t\t\tstop\n\t}\n}\n\nACTOR Sandbag_Building : CustomInventory\n{\n\trenderstyle add\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tBULD ABCDEFGHI 7\n\t\t\tBULD A 1 A_SpawnItemEx (\"Sandbags2\", 32, -8, 64)\n\t\t\tBULD A 1 A_SpawnItemEx (\"Sandbags3\", 48, -4, 64)\n\t\t\tBULD A 1 A_SpawnItemEx (\"Sandbags1\", 0, 0, 64)\n\t\t\tBULD A 1 A_SpawnItemEx (\"Sandbags2\", -16, 0, 64)\n\t\t\tBULD A 1 A_SpawnItemEx (\"Sandbags3\", -32, -8, 64)\n\t\t\tBULD A 1 A_SpawnItemEx (\"Sandbags1\", -48, -4, 64)\n\t\t\tstop\n\t}\n}\n\nACTOR Sandbags1\n{\n\tHealth 50\n\tSpeed 0\n\tRadius 2\n\tHeight 27\n\t+FASTER +FASTMELEE +FRIENDLY +NEVERRESPAWN +SOLID +SPAWNCEILING +SHOOTABLE\n\n\t/*// protect from marine damage\n\tdamagefactor \"MarineFire\", 0.0\n\tdamagefactor \"MarineFire2\", 0.0\n\tdamagefactor \"MarineFire3\", 0.0*/ //No, thanks to the spammers, you can now kill the extra sandbags.\n\n\tscale 0.5\n\tObituary \"Got killed by a sandbag... lol, what a sissy...\"\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tSAND AA 10 A_Look\n\t\t\tloop\n\t\tSee:\n\t\t\tSAND AAAAAAAA 2 A_Chase\n\t\t\tloop\n\t\tMelee:\n\t\t\tSAND AA 8 A_FaceTarget\n\t\t\tSAND A 132 A_CustomMeleeAttack (1, \"\", \"\", \"\", 0)\n\t\t\tgoto See\n\t\tPain:\n\t\t\tSAND A 2\n\t\t\tSAND A 2 A_Pain\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tSAND A 2\n                        POSS A 0 A_SpawnDebris(\"splatSandbag1\")\n                        POSS A 0 A_SpawnDebris(\"splatSandbag2\")\n                        POSS A 0 A_SpawnDebris(\"splatSandbag3\")\n                        POSS A 0 A_SpawnDebris(\"splatSandbag1\")\n                        POSS A 0 A_SpawnDebris(\"splatSandbag2\")\n                        stop\n\t}\n}\n\nACTOR Sandbags2\n{\n\tHealth 50\n\tSpeed 0\n\tRadius 2\n\tHeight 27\n\t+FASTER +FASTMELEE +FRIENDLY +NEVERRESPAWN +SOLID +SPAWNCEILING +SHOOTABLE\n\tscale 0.5\n\tObituary \"Got killed by a sandbag... lol, what a sissy...\"\n\n\t/*// protect from marine damage\n\tdamagefactor \"MarineFire\", 0.0\n\tdamagefactor \"MarineFire2\", 0.0\n\tdamagefactor \"MarineFire3\", 0.0*/\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tSAND AA 10 A_Look\n\t\t\tloop\n\t\tSee:\n\t\t\tSAND BBBBBBBB 2 A_Chase\n\t\t\tloop\n\t\tMelee:\n\t\t\tSAND BB 8 A_FaceTarget\n\t\t\tSAND B 132 A_CustomMeleeAttack (1, \"\", \"\", \"\", 0)\n\t\t\tgoto See\n\t\tPain:\n\t\t\tSAND B 2\n\t\t\tSAND B 2 A_Pain\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tSAND B 2\n                        POSS A 0 A_SpawnDebris(\"splatSandbag1\")\n                        POSS A 0 A_SpawnDebris(\"splatSandbag2\")\n                        POSS A 0 A_SpawnDebris(\"splatSandbag3\")\n                        POSS A 0 A_SpawnDebris(\"splatSandbag1\")\n                        POSS A 0 A_SpawnDebris(\"splatSandbag2\")\n                        stop\n\t}\n}\n\nACTOR Sandbags3\n{\n\tHealth 50\n\tSpeed 0\n\tRadius 2\n\tHeight 27\n\t+FASTER +FASTMELEE +FRIENDLY +NEVERRESPAWN +SOLID +SPAWNCEILING +SHOOTABLE\n\tscale 0.5\n\tObituary \"Got killed by a sandbag... lol, what a sissy...\"\n\n\t/*// protect from marine damage\n\tdamagefactor \"MarineFire\", 0.0\n\tdamagefactor \"MarineFire2\", 0.0\n\tdamagefactor \"MarineFire3\", 0.0*/\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tSAND AA 10 A_Look\n\t\t\tloop\n\t\tSee:\n\t\t\tSAND CCCCCCCC 2 A_Chase\n\t\t\tloop\n\t\tMelee:\n\t\t\tSAND CC 8 A_FaceTarget\n\t\t\tSAND C 132 A_CustomMeleeAttack (1, \"\", \"\", \"\", 0)\n\t\t\tgoto See\n\t\tPain:\n\t\t\tSAND C 2\n\t\t\tSAND C 2 A_Pain\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tSAND C 2\n                        POSS A 0 A_SpawnDebris(\"splatSandbag1\")\n                        POSS A 0 A_SpawnDebris(\"splatSandbag2\")\n                        POSS A 0 A_SpawnDebris(\"splatSandbag3\")\n                        POSS A 0 A_SpawnDebris(\"splatSandbag1\")\n                        POSS A 0 A_SpawnDebris(\"splatSandbag2\")\n                        stop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/frenzy_main/ddepl05.txt",
        "contents": "ACTOR Landmine\n{\n\tRadius 2\n\tHeight 1\n\tscale 0.5\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tMINE CDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCD 5\n                        MINE C 5 A_SpawnItem(\"Landmine_Spawned2\", 0)\n                        stop\n\t}\n}\n\nACTOR Landmine_Spawned\n{\n\tHealth 1500\n\tSpeed 0\n\tRadius 11\n\tHeight 11\n\t+FASTER +FASTMELEE +FRIENDLY +NEVERRESPAWN +LOOKALLAROUND +SHOOTABLE\n\tDamageType \"MarineFire\"\n\tscale 0.5\n\tObituary \"Got blown up by a landmine\"\n        explosionradius 64\n        explosiondamage 256\n        SeeSound \"w9/fire1\"\n        DeathSound \"weapons/rocklx\"\n  MeleeRange 128\n  MaxTargetRange 128\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tMINE AB 1 A_Look\n\t\t\tloop\n\t\tSee:\n\t\t\tMINE AB 1 A_Chase\n\t\t\tloop\n\t\tMelee:\n\t\t\tMISL B 8 bright A_Explode\n\t\t\tMISL C 6 bright\n\t\t\tMISL D 4 bright\n\t\t\tgoto stop\n\t\tPain:\n\t\t\tMINE A 2\n\t\t\tMINE A 2 A_Pain\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tMISL B 8 bright A_Explode\n\t\t\tMISL C 6 bright\n\t\t\tMISL D 4 bright\n                        stop\n\t}\n}\n\nACTOR Landmine_Spawned2\n{\n\thitobituary \"%o was shaved by a Mine Drone\"\n\thealth 5\n\tpainchance 180\n\tspeed 1\n\tradius 10\n\theight 10\n\tmass 400\n\tseesound \"baby/sight\"\n\tpainsound \"baby/pain\"\n\tdeathsound \"baby/death\"\n\tactivesound \"baby/active\"\n\tDamageType \"MarineFire\"\n\n\tscale 0.7\n\texplosionradius 64\n\texplosiondamage 512\n\n\t+FRIENDLY\n\t+FLOORCLIP\n\t+NEVERRESPAWN\n\t+SHOOTABLE\n        +LOOKALLAROUND\n  MeleeRange 64\n  MaxTargetRange 64\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tMINE AB 1 A_Look\n\t\t\tloop\n\t\tSee:\n\t\t\tMINE A 0\n\t\t\tMINE AABB 1 A_Chase(\"Melee\", \"\", CHF_DONTMOVE)\n\t\t\tloop\n\t\tMelee:\n\t\t\tMINE A 0 A_FaceTarget\n\t\t\tgoto Death\n\t\tPain:\n\t\t\tMINE A 1\n\t\t\tMINE B 1 A_Pain\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tMISL B 8 bright A_Explode\n\t\t\tMISL B 0 bright A_SpawnDebris(\"Grenade_Flinger_Exploder_Debris\")\n\t\t\tMISL B 0 bright A_SpawnDebris(\"Grenade_Flinger_Exploder_Debris\")\n\t\t\tMISL B 0 bright A_SpawnDebris(\"Grenade_Flinger_Exploder_Debris\")\n\t\t\tMISL B 0 bright A_SpawnDebris(\"Grenade_Flinger_Exploder_Debris\")\n\t\t\tMISL B 0 bright A_SpawnDebris(\"Grenade_Flinger_Exploder_Debris\")\n\t\t\tMISL B 0 bright A_SpawnDebris(\"Grenade_Flinger_Exploder_Debris\")\n\t\t\tMISL C 6 bright\n\t\t\tNULL A 50\n\t\t\tMISL E 0 A_PlaySound(\"weapons/rocklx\")\n\t\t\tNULL A 50\n\t\t\tMISL E 0 A_PlaySound(\"weapons/rocklx\")\n\t\t\tstop\n\t\tRaise:\n\t\t\tSAWD NMLKJI 5\n\t\t\tgoto See\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/frenzy_main/dupgrade.txt",
        "contents": "// Boomshot Rounds\nACTOR Upgrade_Boomshot_Factor : PowerDamage\n{\n\tdamagefactor \"normal\", 1.5\n}\n\nACTOR Upgrade_Boomshot : PowerupGiver\n{\n\tpowerup.type Upgrade_Boomshot_Factor\n\tpowerup.duration 999999999\n\ttranslation \"128: 143=96:103\"\n\tinventory.maxamount 0\n\t+AUTOACTIVATE\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tMEGA ABCD 4 bright\n\t\t\tloop\n\t}\n}\n\n// Resister Unit\nACTOR Upgrade_Resister_Factor : PowerProtection\n{\n\tdamagefactor \"normal\", 0.5\n}\n\nACTOR Upgrade_Resister : PowerupGiver\n{\n\tpowerup.type Upgrade_Resister_Factor\n\tpowerup.duration 999999999\n\ttranslation \"128:143=96:103\"\n\tinventory.maxamount 0\n\t+AUTOACTIVATE\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tMEGA ABCD 4 bright\n\t\t\tloop\n\t}\n}\n\n// Boomer Resister Unit\nACTOR Boomer_Resister_Factor : PowerProtection\n{\n\tdamagefactor \"normal\", 0.3\n}\n\nACTOR Boomer_Resister : PowerupGiver\n{\n\tpowerup.type Boomer_Resister_Factor\n\tpowerup.duration 40\n\ttranslation \"128:143=96:103\"\n\tinventory.maxamount 0\n\t+AUTOACTIVATE\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tMEGA ABCD 4 bright\n\t\t\tloop\n\t}\n}\n\n// Asorber Unit\nACTOR Upgrade_Asorber : PowerupGiver\n{\n\tpowerup.type \"Regeneration\"\n\tpowerup.duration 999999999\n\ttranslation \"128:143=96:103\"\n\tinventory.maxamount 0\n\t+AUTOACTIVATE\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tMEGA ABCD 4 bright\n\t\t\tloop\n\t}\n}\n\n//ACTOR Upgrade_Asorber_Factor : PowerProtection\n//{\n//\tPowerup.Duration -120\n//}"
      },
      {
        "source": "pk3",
        "name": "Actors/frenzy_main/ddemon.txt",
        "contents": "ACTOR DemonCore 10002\n{\n\tHealth 35000\n\tHeight 64\n\tRadius 16\n\tMonster\n\n\tObituary\t\"%o was blowen away by the demon core!\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDCRE A 1 A_Look\n\t\tloop\n\t\tSee:\n\t\t\tDCRE A 1 A_Chase\n\t\tloop\n\t\tMissile:\n\t\t\tDCRE A 1 A_FaceTarget\n\t\t\tDCRE A 3 A_CustomMissile(\"RevenantTracer\",32,0,0,0)\n\t\t\tDCRE A 3 A_FaceTarget\n\t\t\tDCRE A 3 A_CustomMissile(\"RevenantTracer\",32,0,0,0)\n\t\t\tDCRE A 3 A_FaceTarget\n\t\t\tDCRE A 3 A_CustomMissile(\"RevenantTracer\",32,0,0,0)\n\t\t\tDCRE A 32\n\t\t\tDCRE A 0 A_CPosRefire\n\t\t\tGoto See\n\t\tPain:\n\t\t\tDCRE A 3\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tDCRE A 1 A_Scream\n\t\t\tDCRE A 1 A_NoBlocking\n\t\t\tMISL BCD 5\n                     \tMISL A 0 ACS_Execute(125, 0, 3, 0, 0)\n\t\t\tMISL BCD 5\n\t\tStop\n\t}\n}\n\nACTOR DemonTurret 10003\n{\n\tHealth 1000\n\tHeight 64\n\tRadius 16\n\tMonster\n\n\tObituary\t\"%o was blowen away by a demon turret!\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\tDTRT A 1 A_Look\n\t\tloop\n\t\tSee:\n\t\tDTRT A 1 A_Chase\n\t\tloop\n\t\tMissile:\n\t\tDTRT A 1 A_FaceTarget\n\t\tDTRT A 3 A_CustomMissile(\"RevenantTracer\",32,0,0,0)\n\t\tDTRT A 3 A_FaceTarget\n\t\tDTRT A 3 A_CustomMissile(\"RevenantTracer\",32,0,0,0)\n\t\tDTRT A 3 A_FaceTarget\n\t\tDTRT A 3 A_CustomMissile(\"RevenantTracer\",32,0,0,0)\n\t\tDTRT A 32\n\t\tDTRT A 0 A_CPosRefire\n\t\tGoto See\n\t\tPain:\n\t\tDTRT A 3\n\t\tgoto See\n\t\tDeath:\n\t\tDTRT A 2\n\t\tTNT1 A 2 A_Scream\n\t\tMISL BCD 5\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/frenzy_main/dcredit.txt",
        "contents": "ACTOR Credit : CustomInventory 30002\n{\n\tInventory.PickupMessage \t\"You got 15 Credits!\"\n\n\t+SOLID\n\t+COUNTITEM\n\n\tStates\n\t{\n\tSpawn:\n\t\tMBAG AAAA 3\n\t\tloop\n\tPickup:\n\t\tMBAG A 11 ACS_ExecuteAlways(105, 0, 15, 0, 0)\n\t\tStop\n    }\n}\n\nACTOR SuperCredit : CustomInventory 30003\n{\n\tInventory.PickupMessage \t\"You got 50 Credits!\"\n\n\t+SOLID\n\t+COUNTITEM\n\n\tStates\n\t{\n\tSpawn:\n\t\tMBAG AAAA 3\n\t\tloop\n\tPickup:\n\t\tMBAG A 11 ACS_ExecuteAlways(105, 0, 50, 0, 0)\n\t\tStop\n    }\n}\n\nACTOR UltraCredit : CustomInventory 30004\n{\n\tInventory.PickupMessage \t\"You got 150 Credits!\"\n\n\t+SOLID\n\t+COUNTITEM\n\n\tStates\n\t{\n\tSpawn:\n\t\tMBAG AAAA 3\n\t\tloop\n\tPickup:\n\t\tMBAG A 11 ACS_ExecuteAlways(105, 0, 150, 0, 0)\n\t\tStop\n    }\n}\n\nACTOR SplatCredit : CustomInventory 30005\n{\n\tInventory.PickupMessage \t\"You got 15 Credits!\"\n\n\t+SOLID\n\t+COUNTITEM\n\n\tStates\n\t{\n\tSpawn:\n\t\tMBAG AAAA 3\n\t\tloop\n\tPickup:\n\t\tMBAG A 11 ACS_ExecuteAlways(105, 0, 15, 1, 0)\n\t\tStop\n    }\n}\n\nACTOR MoneyBag : CustomInventory 30006\n{\n\tInventory.PickupMessage \t\"You got 150 Credits from the Commander!\"\n\n\t+SOLID\n\t+COUNTITEM\n\n\tStates\n\t{\n\tSpawn:\n\t\tMBAG A 3\n\t\tloop\n\tPickup:\n\t\tMBAG A 11 ACS_ExecuteAlways(108, 0, 150, 0, 0)\n\t\tStop\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/frenzy_main/dbattery.txt",
        "contents": "//This goes into frenzy_main.wad, replacing DBATTERY lump\nactor CoreShock\n{\n\tradius 2\n\theight 4\n\tscale 0.25\n\tVSpeed 0\n\t+LOWGRAVITY\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tCSHK ABC 3 bright\n\t\t\tStop\n\t}\n}\n\nACTOR Battery 30001\n{\n\tobituary \"%o was killed by a battery... lol!?\"\n\thealth 750\n\tradius 16\n\theight 56\n\tspeed 0\n\tpainchance 200\n        bloodtype \"CoreShock\"\n\t+FRIENDLY\n\t+FLOORCLIP\n\t+NOBLOODDECALS\n\t+SHOOTABLE\n\n\t// protect from marine damage\n\tdamagefactor \"MarineFire\", 0.0\n\tdamageFactor \"MarineFire2\", 0.0\n\tdamageFactor \"MarineFire3\", 0.0\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tCORE ABC 2 bright A_Look\n\t\t\tloop\n\t\tSee:\n\t\t\tCORE ABC 2 bright A_Chase\n\t\t\tloop\n\t\tPain:\n\t\t\tCORE A 1 bright A_Pain\n\t\t\tCORE A 1 bright ACS_Execute(122, 0, 0, 0, 0)\n\t\t\tgoto See\n\n\t\tDeath:\n\t\t\tCORE B 1 bright A_Scream\n\t\t\tCORE B 0 bright A_PlaySound(\"cv/batteryd\")\n\t\t\tCORE C 1 bright A_NoBlocking\n\t\t\tMISL BCD 5 bright\n\t\t\tNULL A 20 bright\n\t\t\tNULL A 1 bright ACS_Execute(102, 0, 0, 0, 0)\n\t\t\tNULL A -1\n\t\t\tstop\n\t\tRaise:\n\t\t\tCORE CBA 5 bright\n\t\t\tgoto See\n\t}\n}\n\nACTOR AttackBattery : MorphedMonster 30002\n{\n\tobituary \"%o was killed by the core!\"\n\thealth 750\n\tradius 16\n\theight 56\n\tspeed 0\n\tpainchance 200\n        bloodtype \"CoreShock\"\n\t+FRIENDLY\n\t+FLOORCLIP\n\t+NOBLOODDECALS\n\t+SHOOTABLE\n\n\tdamagefactor \"MarineFire\", 0.0\n\tdamageFactor \"MarineFire2\", 0.0\n\tdamageFactor \"MarineFire3\", 0.0\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tCORE ABC 1 bright A_Look\n\t\t\tloop\n\t\tSee:\n\t\t\tCORE ABC 1 bright A_Chase\n\t\t\tloop\n\t\tPain:\n\t\t\tCORE A 1 bright A_Pain\n\t\t\tCORE A 1 bright ACS_Execute(122, 0, 0, 0, 0)\n\t\t\tgoto See\n\t\tMissile:\n\t\t\tCORE A 2 bright A_FaceTarget\n\t\t\tCORE B 2 bright A_CustomMissile(\"BoomerShot\", 32)\n\t\t\tCORE C 2 bright\n\t\t\tCORE A 1 bright A_SpidRefire\n\t\t\tgoto Missile+1\n\n\t\tDeath:\n\t\t\tCORE B 1 bright A_Scream\n\t\t\tCORE B 0 bright A_PlaySound(\"cv/batteryd\")\n\t\t\tCORE C 1 bright A_NoBlocking\n\t\t\tMISL BCD 5 bright\n\t\t\tNULL A 20 bright\n\t\t\tNULL A 1 bright ACS_Execute(125, 0, 4, 0, 0)\n\t\t\tNULL A -1\n\t\t\tstop\n\t\tRaise:\n\t\t\tCORE CBA 5\n\t\t\tgoto See\n\t}\n}\n\nACTOR BatteryCore 30003\n{\n\tobituary \"%o was killed by our Core... lol!?\"\n\thealth 1500\n\tradius 16\n\theight 56\n\tspeed 0\n\tpainchance 200\n        bloodtype \"CoreShock\"\n\t+FRIENDLY\n\t+FLOORCLIP\n\t+NOBLOODDECALS\n\t+SHOOTABLE\n\n\tdamagefactor \"MarineFire\", 0.0\n\tdamageFactor \"MarineFire2\", 0.0\n\tdamageFactor \"MarineFire3\", 0.0\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tCORE ABC 2 bright A_Look\n\t\t\tloop\n\t\tSee:\n\t\t\tCORE ABC 2 bright A_Chase\n\t\t\tloop\n\t\tPain:\n\t\t\tCORE A 1 bright A_Pain\n\t\t\tCORE A 1 bright ACS_Execute(122, 0, 0, 0, 0)\n\t\t\tgoto See\n\n\t\tDeath:\n\t\t\tCORE B 1 bright A_Scream\n\t\t\tCORE B 0 bright A_PlaySound(\"cv/batteryd\")\n\t\t\tCORE C 1 bright A_NoBlocking\n\t\t\tMISL BCD 5 bright\n\t\t\tNULL A 20 bright\n\t\t\tNULL A 1 bright ACS_Execute(125, 0, 4, 0, 0)\n\t\t\tNULL A -1\n\t\t\tstop\n\t\tRaise:\n\t\t\tCORE CBA 5 bright\n\t\t\tgoto See\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/frenzy_main/dinvento.txt",
        "contents": "// Soulsphere\nACTOR Inventory_Soulsphere : CustomInventory\n{\n\tinventory.pickupmessage \"Soulsphere!\"\n\tinventory.icon \"ITEM01\"\n\tinventory.maxamount 3\n\n\t+COUNTITEM\n\n\t-INVENTORY.AUTOACTIVATE\n\t-INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.INVBAR\n\t+INVENTORY.PICKUPFLASH\n\n\tStates\n\t{\n\tSpawn:\n\t\tITEM A 300 bright\n\t\tITEM A 4 bright\n\t\tNULL A 4 bright\n\t\tITEM A 4 bright\n\t\tNULL A 4 bright\n\t\tITEM A 4 bright\n\t\tNULL A 4 bright\n\t\tITEM A 4 bright\n\t\tNULL A 4 bright\n\t\tITEM A 4 bright\n\t\tNULL A 4 bright\n\t\tstop\n\tUse:\n\t\tTNT1 A 0 A_GiveInventory(\"Soulsphere\", 1)\n\t\tTNT1 A 1 A_PlaySound(\"p/soulsphere\")\n                TNT1 A 0 ACS_Execute(126, 0, 3, 0, 0)\n\t\tstop\n\t}\n}\n\n// Megasphere\nACTOR Inventory_Megasphere : CustomInventory\n{\n\tinventory.pickupmessage \"Megasphere!\"\n\tinventory.icon \"ITEM02\"\n\tinventory.maxamount 3\n\n\t+COUNTITEM\n\n\t-INVENTORY.AUTOACTIVATE\n\t-INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.INVBAR\n\t+INVENTORY.PICKUPFLASH\n\n\tStates\n\t{\n\tSpawn:\n\t\tITEM B 300 bright\n\t\tITEM B 4 bright\n\t\tNULL A 4 bright\n\t\tITEM B 4 bright\n\t\tNULL A 4 bright\n\t\tITEM B 4 bright\n\t\tNULL A 4 bright\n\t\tITEM B 4 bright\n\t\tNULL A 4 bright\n\t\tITEM B 4 bright\n\t\tNULL A 4 bright\n\t\tstop\n\tUse:\n\t\tTNT1 A 0 A_GiveInventory(\"Megasphere\", 1)\n\t\tTNT1 A 1 A_PlaySound(\"p/megasphere\")\n                TNT1 A 0 ACS_Execute(126, 0, 3, 0, 0)\n\t\tstop\n\t}\n}\n\n// Godsphere\nACTOR Inventory_Godsphere : CustomInventory\n{\n\tinventory.pickupmessage \"Godsphere!\"\n\tinventory.icon \"ITEM03\"\n\tinventory.maxamount 3\n\n\t+COUNTITEM\n\n\t-INVENTORY.AUTOACTIVATE\n\t-INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.INVBAR\n\t+INVENTORY.PICKUPFLASH\n\n\tStates\n\t{\n\tSpawn:\n\t\tITEM C 300 bright\n\t\tITEM C 4 bright\n\t\tNULL A 4 bright\n\t\tITEM C 4 bright\n\t\tNULL A 4 bright\n\t\tITEM C 4 bright\n\t\tNULL A 4 bright\n\t\tITEM C 4 bright\n\t\tNULL A 4 bright\n\t\tITEM C 4 bright\n\t\tNULL A 4 bright\n\t\tstop\n\tUse:\n\t\tTNT1 A 0 A_GiveInventory(\"InvulnerabilitySphere\", 1)\n\t\tTNT1 A 1 A_PlaySound(\"p/godsphere\")\n                TNT1 A 0 ACS_Execute(126, 0, 3, 0, 0)\n\t\tstop\n\t}\n}\n\n// Berserk 2.0\nACTOR Inventory_Berserk2 : CustomInventory\n{\n\tinventory.pickupmessage \"Berserk 2.0!\"\n\tinventory.icon \"ITEM04\"\n\tinventory.maxamount 3\n\n\t+COUNTITEM\n\n\t-INVENTORY.AUTOACTIVATE\n\t-INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.INVBAR\n\t+INVENTORY.PICKUPFLASH\n\n\tStates\n\t{\n\tSpawn:\n\t\tITEM D 300 bright\n\t\tITEM D 4 bright\n\t\tNULL A 4 bright\n\t\tITEM D 4 bright\n\t\tNULL A 4 bright\n\t\tITEM D 4 bright\n\t\tNULL A 4 bright\n\t\tITEM D 4 bright\n\t\tNULL A 4 bright\n\t\tITEM D 4 bright\n\t\tNULL A 4 bright\n\t\tstop\n\tUse:\n\t\tTNT1 A 0 A_GiveInventory(\"Berserk2\", 1)\n\t\tTNT1 A 1 A_PlaySound(\"p/berserk2\")\n                TNT1 A 0 ACS_Execute(126, 0, 3, 0, 0)\n\t\tstop\n\t}\n}\n\n// Ammo Giver\nACTOR Inventory_AmmoGiver : CustomInventory\n{\n\tinventory.pickupmessage \"Backpack!\"\n\tinventory.icon \"ITEM09\"\n\tinventory.maxamount 3\n\n\t+COUNTITEM\n\n\t-INVENTORY.AUTOACTIVATE\n\t-INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.INVBAR\n\t+INVENTORY.PICKUPFLASH\n\n\tStates\n\t{\n\tSpawn:\n\t\tITEM I 300 bright\n\t\tITEM I 4 bright\n\t\tNULL A 4 bright\n\t\tITEM I 4 bright\n\t\tNULL A 4 bright\n\t\tITEM I 4 bright\n\t\tNULL A 4 bright\n\t\tITEM I 4 bright\n\t\tNULL A 4 bright\n\t\tITEM I 4 bright\n\t\tNULL A 4 bright\n\t\tstop\n\tUse:\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_GiveInventory(\"Backpack\", 1)\n                TNT1 A 1 ACS_Execute(106, 0, 2, 1, 0)\n\t\tstop\n\t}\n}\n\nactor Berserk2 : PowerupGiver 32254\n{\n inventory.pickupmessage \"Berserk 2.0! Hell yeah!\"\n powerup.color Red 0.25\n\tinventory.icon \"ITEM04\"\n inventory.maxamount 3\n inventory.usesound \"pickups/slowmo\"\n powerup.type QuadDamage\n powerup.duration 2000\n translation \"128:143=120:127\"\n +AUTOACTIVATE\ninventory.maxamount 5\n   states\n {\n Spawn:\n   MEGA ABCD 4 bright\n   loop\n }\n}\n\n// Saw Drone\nACTOR Inventory_SawDrone : CustomInventory\n{\n\tinventory.pickupmessage \"Saw Drone!\"\n\tinventory.icon \"ITEM05\"\n\tinventory.maxamount 8\n\n\t+COUNTITEM\n\n\t-INVENTORY.AUTOACTIVATE\n\t-INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.INVBAR\n\t+INVENTORY.PICKUPFLASH\n\n\tStates\n\t{\n\tSpawn:\n\t\tITEM E 300 bright\n\t\tITEM E 4 bright\n\t\tNULL A 4 bright\n\t\tITEM E 4 bright\n\t\tNULL A 4 bright\n\t\tITEM E 4 bright\n\t\tNULL A 4 bright\n\t\tITEM E 4 bright\n\t\tNULL A 4 bright\n\t\tITEM E 4 bright\n\t\tNULL A 4 bright\n\t\tstop\n\tUse:\n\t\tTNT1 A 0 A_SpawnItemEx(\"sfDroneSaw\",34,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"splatEmitter_CFX\", 0, 0, 0, 0)\n\t\tstop\n\t}\n}\n\n// Mine Drone\nACTOR Inventory_MineDrone : CustomInventory\n{\n\tinventory.pickupmessage \"Mine Drone!\"\n\tinventory.icon \"ITEM06\"\n\tinventory.maxamount 8\n\n\t+COUNTITEM\n\n\t-INVENTORY.AUTOACTIVATE\n\t-INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.INVBAR\n\t+INVENTORY.PICKUPFLASH\n\n\tStates\n\t{\n\tSpawn:\n\t\tITEM F 300 bright\n\t\tITEM F 4 bright\n\t\tNULL A 4 bright\n\t\tITEM F 4 bright\n\t\tNULL A 4 bright\n\t\tITEM F 4 bright\n\t\tNULL A 4 bright\n\t\tITEM F 4 bright\n\t\tNULL A 4 bright\n\t\tITEM F 4 bright\n\t\tNULL A 4 bright\n\t\tstop\n\tUse:\n\t\tTNT1 A 0 A_SpawnItemEx(\"sfDroneMine\",34,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"splatEmitter_CFX\", 0, 0, 0, 0)\n\t\tstop\n\t}\n}\n\n// Special: Tesla Coil\nACTOR Inventory_TeslaCoil : CustomInventory\n{\n\tinventory.pickupmessage \"TESLA COIL, make use of it!\"\n\tinventory.icon \"ITEM07\"\n\tinventory.maxamount 8\n\n\t+COUNTITEM\n\n\t-INVENTORY.AUTOACTIVATE\n\t-INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.INVBAR\n\t+INVENTORY.PICKUPFLASH\n\n\tStates\n\t{\n\tSpawn:\n\t\tITEM G 300 bright\n\t\tITEM G 4 bright\n\t\tNULL A 4 bright\n\t\tITEM G 4 bright\n\t\tNULL A 4 bright\n\t\tITEM G 4 bright\n\t\tNULL A 4 bright\n\t\tITEM G 4 bright\n\t\tNULL A 4 bright\n\t\tITEM G 4 bright\n\t\tNULL A 4 bright\n\t\tstop\n\tUse:\n\t\tTNT1 A 0 A_SpawnItemEx(\"TeslaCoil\",34,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"splatEmitter_CFX\", 0, 0, 0, 0)\n\t\tstop\n\t}\n}\n\n// Special: Bullet Turret\nACTOR Inventory_TurretBullet : CustomInventory\n{\n\tinventory.pickupmessage \"Bullet Turret!\"\n\tinventory.icon \"ITEM08\"\n\tinventory.maxamount 8\n\n\t+COUNTITEM\n\n\t-INVENTORY.AUTOACTIVATE\n\t-INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.INVBAR\n\t+INVENTORY.PICKUPFLASH\n\n\tStates\n\t{\n\tSpawn:\n\t\tITEM H 300 bright\n\t\tITEM H 4 bright\n\t\tNULL A 4 bright\n\t\tITEM H 4 bright\n\t\tNULL A 4 bright\n\t\tITEM H 4 bright\n\t\tNULL A 4 bright\n\t\tITEM H 4 bright\n\t\tNULL A 4 bright\n\t\tITEM H 4 bright\n\t\tNULL A 4 bright\n\t\tstop\n\tUse:\n\t\tTNT1 A 0 A_SpawnItemEx(\"TurretBullet\",34,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"splatEmitter_CFX\", 0, 0, 0, 0)\n\t\tstop\n\t}\n}\n\n// item spawning from dead demons, increase the probability that it will NOT spawn\nACTOR Rnd_Inventory_Soulsphere : CustomInventory\n{\n\tradius 10\n\theight 10\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 1\n\t\tNULL A 3 A_SpawnItemEx(\"Inventory_Soulsphere\", 0, 0, 0, 0, 0, 0, 0, 0, 110)\n\t\tstop\n\t}\n}\n\nACTOR Rnd_Inventory_Megasphere : CustomInventory\n{\n\tradius 10\n\theight 10\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 1\n\t\tNULL A 3 A_SpawnItemEx(\"Inventory_Megasphere\", 0, 0, 0, 0, 0, 0, 0, 0, 110)\n\t\tstop\n\t}\n}\n\n//NULL A 3 A_SpawnItemEx(\"Inventory_Godsphere\", 0, 0, 0, 0, 0, 0, 0, 0, 170)\n// swapped with ammo giver v1.3 cf beta\nACTOR Rnd_Inventory_Godsphere : CustomInventory\n{\n\tradius 10\n\theight 10\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 1\n\t\tNULL A 3 A_SpawnItemEx(\"Inventory_AmmoGiver\", 0, 0, 0, 0, 0, 0, 0, 0, 110)\n\n\t\tstop\n\t}\n}\n\nACTOR Rnd_Inventory_Berserk2 : CustomInventory\n{\n\tradius 10\n\theight 10\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 1\n\t\tNULL A 3 A_SpawnItemEx(\"Inventory_Berserk2\", 0, 0, 0, 0, 0, 0, 0, 0, 110)\n\t\tstop\n\t}\n}\n\nACTOR Rnd_Inventory_SawDrone : CustomInventory\n{\n\tradius 10\n\theight 10\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 1\n\t\tNULL A 3 A_SpawnItemEx(\"Inventory_SawDrone\", 0, 0, 0, 0, 0, 0, 0, 0, 110)\n\t\tstop\n\t}\n}\n\nACTOR Rnd_Inventory_TurretDrone : CustomInventory\n{\n\tradius 10\n\theight 10\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 1\n\t\tNULL A 3 A_SpawnItemEx(\"Inventory_MineDrone\", 0, 0, 0, 0, 0, 0, 0, 0, 110)\n\t\tstop\n\t}\n}\n\nACTOR Rnd_Inventory_TeslaCoil : CustomInventory\n{\n\tradius 10\n\theight 10\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 1\n\t\tNULL A 3 A_SpawnItemEx(\"Inventory_TeslaCoil\", 0, 0, 0, 0, 0, 0, 0, 0, 110)\n\t\tstop\n\t}\n}\n\nACTOR Rnd_Inventory_TurretBullet : CustomInventory\n{\n\tradius 10\n\theight 10\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 1\n\t\tNULL A 3 A_SpawnItemEx(\"Inventory_TurretBullet\", 0, 0, 0, 0, 0, 0, 0, 0, 110)\n\t\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/frenzy_main/dmonster.txt",
        "contents": "ACTOR sfDemon replaces Demon\n{\n\tGame Doom\n\tSpawnID 8\n\tHealth 150\n\tPainChance 180\n\tSpeed 10\n\tRadius 15\n\tHeight 56\n\tMass 400\n\tMonster\n\t+FLOORCLIP +FASTER +FASTMELEE\n\tSeeSound \"demon/sight\"\n\tAttackSound \"demon/melee\"\n\tPainSound \"demon/pain\"\n\tDeathSound \"demon/death\"\n\tActiveSound \"demon/active\"\n\tObituary \"$OB_DEMONHIT\" // \"%o was bit by a demon.\"\n\n\t// random item reward\n\tDropItem \"Rnd_Inventory_Soulsphere\" 1 1\n\tDropItem \"Rnd_Inventory_Megasphere\" 1 1\n\tDropItem \"Rnd_Inventory_Godsphere\" 1 1\n\tDropItem \"Rnd_Inventory_Berserk2\" 1 1\n\tDropItem \"Rnd_Inventory_SawDrone\" 1 1\n\tDropItem \"Rnd_Inventory_TurretDrone\" 1 1\n\tDropItem \"Rnd_Inventory_TeslaCoil\" 1 1\n\tDropItem \"Rnd_Inventory_TurretBullet\" 1 1\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tSARG AB 10 A_Look\n\t\t\tloop\n\t\tSee:\n\t\t\tSARG AABBCCDD 2 A_Chase\n\t\t\tloop\n\t\tMelee:\n\t\t\tSARG EF 8 A_FaceTarget\n\t\t\tSARG G 8 A_SargAttack\n\t\t\tgoto See\n\t\tPain:\n\t\t\tSARG H 2\n\t\t\tSARG H 2 A_Pain\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tSARG I 2\n\t\t\tSARG I 8 ACS_Execute(500, 0, 1, 0)\n\t\t\tSARG J 8 A_Scream\n\t\t\tSARG K 4\n\t\t\tSARG L 4 A_NoBlocking\n\t\t\tSARG M 4\n\t\t\tSARG N 650\n\t\tDeathFade:\n\t\t\tSARG N 2 A_FadeOut(0.1)\n\t\t\tloop\n\t\tRaise:\n\t\t\tSARG N 5\n\t\t\tSARG MLKJI 5\n\t\t\tgoto See\n\t}\n}\n\nACTOR sfTeamDemon\n{\n\tHealth 150\n\tPainChance 180\n\tSpeed 10\n\tRadius 15\n\tHeight 56\n\tMass 400\n\tMonster\n\t+FLOORCLIP +FASTER +FASTMELEE +FRIENDLY\n\trenderstyle add\n\tSeeSound \"demon/sight\"\n\tAttackSound \"demon/melee\"\n\tPainSound \"demon/pain\"\n\tDeathSound \"demon/death\"\n\tActiveSound \"demon/active\"\n\tObituary \"$OB_DEMONHIT\" // \"%o was bit by a demon.\"\n\tDamageFactor \"MarineFire\", 0.0\n\tDamageFactor \"MarineFire2\", 0.0\n\tDamageFactor \"MarineFire3\", 0.0\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tSARG AB 10 A_Look\n\t\t\tloop\n\t\tSee:\n\t\t\tSARG AABBCCDD 2 A_Chase\n\t\t\tloop\n\t\tMelee:\n\t\t\tSARG EF 8 A_FaceTarget\n\t\t\tSARG G 8 A_SargAttack\n\t\t\tgoto See\n\t\tPain:\n\t\t\tSARG H 2\n\t\t\tSARG H 2 A_Pain\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tSARG I 2\n\t\t\tSARG I 8 ACS_Execute(500, 0, 1, 0)\n\t\t\tSARG J 8 A_Scream\n\t\t\tSARG K 4\n\t\t\tSARG L 4 A_NoBlocking\n\t\t\tSARG M 4\n\t\t\tSARG N 650\n\t\tDeathFade:\n\t\t\tSARG N 2 A_FadeOut(0.1)\n\t\t\tloop\n\t\tRaise:\n\t\t\tSARG N 5\n\t\t\tSARG MLKJI 5\n\t\t\tgoto See\n\t}\n}\n\nACTOR sfArachnotron replaces Arachnotron\n{\n\tspawnid 6\n\tobituary \"%o let an arachnotron get %h.\"\n\thealth 500\n\tradius 64\n\theight 64\n\tmass 600\n\tspeed 12\n\tpainchance 128\n\tseesound \"baby/sight\"\n\tpainsound \"baby/pain\"\n\tdeathsound \"baby/death\"\n\tactivesound \"baby/active\"\n\tMONSTER\n\t+FLOORCLIP\n\n\t// random item reward\n\tDropItem \"Rnd_Inventory_Soulsphere\" 1 1\n\tDropItem \"Rnd_Inventory_Megasphere\" 1 1\n\tDropItem \"Rnd_Inventory_Godsphere\" 1 1\n\tDropItem \"Rnd_Inventory_Berserk2\" 1 1\n\tDropItem \"Rnd_Inventory_SawDrone\" 1 1\n\tDropItem \"Rnd_Inventory_TurretDrone\" 1 1\n\tDropItem \"Rnd_Inventory_TeslaCoil\" 1 1\n\tDropItem \"Rnd_Inventory_TurretBullet\" 1 1\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tBSPI AB 10 A_Look\n\t\t\tloop\n\t\tSee:\n\t\t\tBSPI A 20\n\t\t\tBSPI A 3 A_BabyMetal\n\t\t\tBSPI ABBCC 3 A_Chase\n\t\t\tBSPI D 3 A_BabyMetal\n\t\t\tBSPI DEEFF 3 A_Chase\n\t\t\tgoto See+1\n\t\tMissile:\n\t\t\tBSPI A 20 bright A_FaceTarget\n\t\t\tBSPI G 4 bright A_BspiAttack    // See ArachnotronPlasma\n\t\t\tBSPI H 4 bright\n\t\t\tBSPI H 1 bright A_SpidRefire\n\t\t\tgoto Missile+1\n\t\tPain:\n\t\t\tBSPI I 3\n\t\t\tBSPI I 3 A_Pain\n\t\t\tgoto See+1\n\t\tDeath:\n\t\t\tBSPI J 2\n\t\t\tBSPI J 1 ACS_Execute(500, 0, 2, 0)\n\t\t\tBSPI J 20 A_Scream\n\t\t\tBSPI K 7 A_NoBlocking\n\t\t\tBSPI LMNO 7\n\t\t\tBSPI P 0 A_BossDeath\n\t\t\tBSPI P 650 A_BossDeath\n\t\tDeathFade:\n\t\t\tBSPI P 2 A_FadeOut(0.1)\n\t\t\tloop\n\t\tRaise:\n\t\t\tBSPI PONMLKJ 5\n\t\t\tgoto See+1\n\t}\n}\n\nACTOR sfArchvile replaces Archvile\n{\n\tGame Doom\n\tSpawnID 111\n\tHealth 700\n\tRadius 20\n\tHeight 56\n\tMass 500\n\tSpeed 15\n\tPainChance 10\n\tMonster\n\tMaxTargetRange 896\n\t+QUICKTORETALIATE\n\t+FLOORCLIP\n\t+NOTARGET\n\tSeeSound \"vile/sight\"\n\tPainSound \"vile/pain\"\n\tDeathSound \"vile/death\"\n\tActiveSound \"vile/active\"\n\tMeleeSound \"vile/stop\"\n\tObituary \"$OB_VILE\" // \"%o was incinerated by an archvile.\"\n\n\t// random item reward\n\tDropItem \"Rnd_Inventory_Soulsphere\" 1 1\n\tDropItem \"Rnd_Inventory_Megasphere\" 1 1\n\tDropItem \"Rnd_Inventory_Godsphere\" 1 1\n\tDropItem \"Rnd_Inventory_Berserk2\" 1 1\n\tDropItem \"Rnd_Inventory_SawDrone\" 1 1\n\tDropItem \"Rnd_Inventory_TurretDrone\" 1 1\n\tDropItem \"Rnd_Inventory_TeslaCoil\" 1 1\n\tDropItem \"Rnd_Inventory_TurretBullet\" 1 1\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tVILE AB 10 A_Look\n\t\t\tloop\n\t\tSee:\n\t\t\tVILE AABBCCDDEEFF 2 A_VileChase\n\t\t\tloop\n\t\tMissile:\n\t\t\tVILE G 0 BRIGHT A_VileStart\n\t\t\tVILE G 10 BRIGHT A_FaceTarget\n\t\t\tVILE H 8 BRIGHT A_VileTarget\n\t\t\tVILE IJKLMN 8 BRIGHT A_FaceTarget\n\t\t\tVILE O 8 BRIGHT A_VileAttack\n\t\t\tVILE P 20 BRIGHT\n\t\t\tgoto See\n\t\tHeal:\n\t\t\tVILE \"[\\]\" 10 BRIGHT\n\t\t\tgoto See\n\t\tPain:\n\t\t\tVILE Q 5\n\t\t\tVILE Q 5 A_Pain\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tVILE Q 2\n\t\t\tVILE Q 7 ACS_Execute(500, 0, 3, 0)\n\t\t\tVILE R 7 A_Scream\n\t\t\tVILE S 7 A_NoBlocking\n\t\t\tVILE TUVWXY 7\n\t\t\tVILE Z 650\n\t\tDeathFade:\n\t\t\tVILE Z 2 A_FadeOut(0.1)\n\t\t\tloop\n\t}\n}\n\nACTOR sfBaronOfHell replaces BaronOfHell\n{\n\tspawnid 3\n\tobituary \"%o was bruised by a Baron of Hell.\"\n\thitobituary \"%o was ripped open by a Baron of Hell.\"\n\thealth 1000\n\tradius 24\n\theight 64\n\tmass 1000\n\tspeed 8\n\tpainchance 50\n\tseesound \"baron/sight\"\n\tpainsound \"baron/pain\"\n\tdeathsound \"baron/death\"\n\tactivesound \"baron/active\"\n\n\t// random item reward\n\tDropItem \"Rnd_Inventory_Soulsphere\" 1 1\n\tDropItem \"Rnd_Inventory_Megasphere\" 1 1\n\tDropItem \"Rnd_Inventory_Godsphere\" 1 1\n\tDropItem \"Rnd_Inventory_Berserk2\" 1 1\n\tDropItem \"Rnd_Inventory_SawDrone\" 1 1\n\tDropItem \"Rnd_Inventory_TurretDrone\" 1 1\n\tDropItem \"Rnd_Inventory_TeslaCoil\" 1 1\n\tDropItem \"Rnd_Inventory_TurretBullet\" 1 1\n\n\tMONSTER\n\t+FLOORCLIP\n\t+BOSSDEATH\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tBOSS AB 10 A_Look\n\t\t\tloop\n\t\tSee:\n\t\t\tBOSS AABBCCDD 3 A_Chase\n\t\t\tloop\n\t\tMelee:\n\t\tMissile:\n\t\t\tBOSS EF 8 A_FaceTarget\n\t\t\tBOSS G 8 A_BruisAttack  // See BaronBall\n\t\t\tgoto See\n\t\tPain:\n\t\t\tBOSS H 2\n\t\t\tBOSS H 2 A_Pain\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tBOSS I 2\n\t\t\tBOSS I 8 ACS_Execute(500, 0, 4, 0)\n\t\t\tBOSS J 8 A_Scream\n\t\t\tBOSS K 8\n\t\t\tBOSS L 8 A_NoBlocking\n\t\t\tBOSS MN 8\n\t\t\tBOSS O 1 A_BossDeath\n\t\t\tBOSS O 650\n\t\tDeathFade:\n\t\t\tBOSS O 2 A_FadeOut(0.1)\n\t\t\tloop\n\t\tRaise:\n\t\t\tBOSS ONMLKJI 8\n\t\t\tgoto See\n\t}\n}\n\nACTOR sfTeamBaronOfHell\n{\n\tobituary \"%o was bruised by a Baron of Hell.\"\n\thitobituary \"%o was ripped open by a Baron of Hell.\"\n\thealth 1000\n\tradius 24\n\theight 64\n\tmass 1000\n\tspeed 8\n\tpainchance 50\n\tseesound \"baron/sight\"\n\tpainsound \"baron/pain\"\n\tdeathsound \"baron/death\"\n\tactivesound \"baron/active\"\n\tMONSTER\n\t+FLOORCLIP\n\t+BOSSDEATH\n\t+FRIENDLY\n\tDamageFactor \"MarineFire\", 0.0\n\tDamageFactor \"MarineFire2\", 0.0\n\tDamageFactor \"MarineFire3\", 0.0\n\trenderstyle add\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tBOSS AB 10 A_Look\n\t\t\tloop\n\t\tSee:\n\t\t\tBOSS AABBCCDD 3 A_Chase\n\t\t\tloop\n\t\tMelee:\n\t\tMissile:\n\t\t\tBOSS EF 8 A_FaceTarget\n\t\t\tBOSS G 8 A_BruisAttack  // See BaronBall\n\t\t\tgoto See\n\t\tPain:\n\t\t\tBOSS H 2\n\t\t\tBOSS H 2 A_Pain\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tBOSS I 2\n\t\t\tBOSS I 8 ACS_Execute(500, 0, 4, 0)\n\t\t\tBOSS J 8 A_Scream\n\t\t\tBOSS K 8\n\t\t\tBOSS L 8 A_NoBlocking\n\t\t\tBOSS MN 8\n\t\t\tBOSS O 1 A_BossDeath\n\t\t\tBOSS O 650\n\t\tDeathFade:\n\t\t\tBOSS O 2 A_FadeOut(0.1)\n\t\t\tloop\n\t\tRaise:\n\t\t\tBOSS ONMLKJI 8\n\t\t\tgoto See\n\t}\n}\n\nACTOR sfHellKnight replaces HellKnight\n{\n\tspawnid 113\n\tobituary \"%o was splayed by a Hell Knight.\"\n\thitobituary \"%o was gutted by a Hell Knight.\"\n\thealth 500\n\tradius 24\n\theight 64\n\tmass 1000\n\tspeed 8\n\tpainchance 50\n\tseesound \"knight/sight\"\n\tpainsound \"knight/pain\"\n\tdeathsound \"knight/death\"\n\tactivesound \"knight/active\"\n\n\t// random item reward\n\tDropItem \"Rnd_Inventory_Soulsphere\" 1 1\n\tDropItem \"Rnd_Inventory_Megasphere\" 1 1\n\tDropItem \"Rnd_Inventory_Godsphere\" 1 1\n\tDropItem \"Rnd_Inventory_Berserk2\" 1 1\n\tDropItem \"Rnd_Inventory_SawDrone\" 1 1\n\tDropItem \"Rnd_Inventory_TurretDrone\" 1 1\n\tDropItem \"Rnd_Inventory_TeslaCoil\" 1 1\n\tDropItem \"Rnd_Inventory_TurretBullet\" 1 1\n\n\tMONSTER\n\t+FLOORCLIP\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tBOS2 AB 10 A_Look\n\t\t\tloop\n\t\tSee:\n\t\t\tBOS2 AABBCCDD 3 A_Chase\n\t\t\tloop\n\t\tMelee:\n\t\tMissile:\n\t\t\tBOS2 EF 8 A_FaceTarget\n\t\t\tBOS2 G 8 A_BruisAttack  // See BaronBall\n\t\t\tgoto See\n\t\tPain:\n\t\t\tBOS2 H 2\n\t\t\tBOS2 H 2 A_Pain\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tBOS2 I 2\n\t\t\tBOS2 I 8 ACS_Execute(500, 0, 5, 0)\n\t\t\tBOS2 J 8 A_Scream\n\t\t\tBOS2 K 8\n\t\t\tBOS2 L 8 A_NoBlocking\n\t\t\tBOS2 MN 8\n\t\t\tBOS2 O 0 A_BossDeath\n\t\t\tBOS2 O 650\n\t\tDeathFade:\n\t\t\tBOS2 O 2 A_FadeOut(0.1)\n\t\t\tloop\n\t\tRaise:\n\t\t\tBOS2 ONMLKJI 8\n\t\t\tgoto See\n\t}\n}\n\nACTOR sfTeamHellKnight\n{\n\tobituary \"%o was splayed by a Hell Knight.\"\n\thitobituary \"%o was gutted by a Hell Knight.\"\n\thealth 500\n\tradius 24\n\theight 64\n\tmass 1000\n\tspeed 8\n\tpainchance 50\n\tseesound \"knight/sight\"\n\tpainsound \"knight/pain\"\n\tdeathsound \"knight/death\"\n\tactivesound \"knight/active\"\n\tMONSTER\n\t+FLOORCLIP\n\t+FRIENDLY\n\tDamageFactor \"MarineFire\", 0.0\n\tDamageFactor \"MarineFire2\", 0.0\n\tDamageFactor \"MarineFire3\", 0.0\n\trenderstyle add\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tBOS2 AB 10 A_Look\n\t\t\tloop\n\t\tSee:\n\t\t\tBOS2 AABBCCDD 3 A_Chase\n\t\t\tloop\n\t\tMelee:\n\t\tMissile:\n\t\t\tBOS2 EF 8 A_FaceTarget\n\t\t\tBOS2 G 8 A_BruisAttack  // See BaronBall\n\t\t\tgoto See\n\t\tPain:\n\t\t\tBOS2 H 2\n\t\t\tBOS2 H 2 A_Pain\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tBOS2 I 2\n\t\t\tBOS2 I 8 ACS_Execute(500, 0, 5, 0)\n\t\t\tBOS2 J 8 A_Scream\n\t\t\tBOS2 K 8\n\t\t\tBOS2 L 8 A_NoBlocking\n\t\t\tBOS2 MN 8\n\t\t\tBOS2 O 0 A_BossDeath\n\t\t\tBOS2 O 650\n\t\tDeathFade:\n\t\t\tBOS2 O 2 A_FadeOut(0.1)\n\t\t\tloop\n\t\tRaise:\n\t\t\tBOS2 ONMLKJI 8\n\t\t\tgoto See\n\t}\n}\n\nACTOR sfCacodemon replaces Cacodemon\n{\n\tspawnid 19\n\tobituary \"%o was smitten by a cacodemon.\"\n\thitobituary \"%o got too close to a cacodemon.\"\n\thealth 400\n\tradius 31\n\theight 56\n\tmass 400\n\tspeed 8\n\tpainchance 128\n\tseesound \"caco/sight\"\n\tpainsound \"caco/pain\"\n\tdeathsound \"caco/death\"\n\tactivesound \"caco/active\"\n\tattacksound \"caco/melee\"\n\n\t// random item reward\n\tDropItem \"Rnd_Inventory_Soulsphere\" 1 1\n\tDropItem \"Rnd_Inventory_Megasphere\" 1 1\n\tDropItem \"Rnd_Inventory_Godsphere\" 1 1\n\tDropItem \"Rnd_Inventory_Berserk2\" 1 1\n\tDropItem \"Rnd_Inventory_SawDrone\" 1 1\n\tDropItem \"Rnd_Inventory_TurretDrone\" 1 1\n\tDropItem \"Rnd_Inventory_TeslaCoil\" 1 1\n\tDropItem \"Rnd_Inventory_TurretBullet\" 1 1\n\n\tMONSTER\n\t+FLOAT\n\t+NOGRAVITY\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tHEAD A 10 A_Look\n\t\t\tloop\n\t\tSee:\n\t\t\tHEAD A 3 A_Chase\n\t\t\tloop\n\t\tMissile:\n\t\t\tHEAD BC 5 A_FaceTarget\n\t\t\tHEAD D 5 bright A_HeadAttack    // See CacodemonBall\n\t\t\tgoto See\n\t\tPain:\n\t\t\tHEAD E 3\n\t\t\tHEAD E 3 A_Pain\n\t\t\tHEAD F 6\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tHEAD G 2\n\t\t\tHEAD G 8 ACS_Execute(500, 0, 6, 0)\n\t\t\tHEAD H 8 A_Scream\n\t\t\tHEAD IJ 8\n\t\t\tHEAD K 8 A_NoBlocking\n\t\t\tHEAD L 0 A_SetFloorClip\n\t\t\tHEAD L 650\n\t\tDeathFade:\n\t\t\tHEAD L 2 A_FadeOut(0.1)\n                        loop\n\t\tRaise:\n\t\t\tHEAD L 8 A_UnSetFloorClip\n\t\t\tHEAD KJIHG 8\n\t\t\tgoto See\n\t}\n}\n\nACTOR sfCyberdemon replaces Cyberdemon\n{\n\tspawnid 114\n\tobituary \"%o was splattered by a cyberdemon.\"\n\thealth 4000\n\tradius 40\n\theight 110\n\tmass 1000\n\tspeed 16\n\tpainchance 20\n\tseesound \"cyber/sight\"\n\tpainsound \"cyber/pain\"\n\tdeathsound \"cyber/death\"\n\tactivesound \"cyber/active\"\n\tMONSTER\n\t+BOSS\n\t+FLOORCLIP\n\t+NORADIUSDMG\n\t+DONTMORPH\n\t+MISSILEMORE\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tCYBR AB 10 A_Look\n\t\t\tloop\n\t\tSee:\n\t\t\tCYBR A 3 A_Hoof\n\t\t\tCYBR ABBCC 3 A_Chase\n\t\t\tCYBR D 3 A_Metal\n\t\t\tCYBR D 3\n\t\t\tloop\n\t\tMissile:\n\t\t\tCYBR E 6 A_FaceTarget\n\t\t\tCYBR F 12 A_CyberAttack // See Rocket\n\t\t\tCYBR E 12 A_FaceTarget\n\t\t\tCYBR F 12 A_CyberAttack\n\t\t\tCYBR E 12 A_FaceTarget\n\t\t\tCYBR F 12 A_CyberAttack\n\t\t\tgoto See\n\t\tPain:\n\t\t\tCYBR G 10 A_Pain\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tCYBR H 2\n\t\t\tCYBR H 10 ACS_Execute(500, 0, 7, 0)\n\t\t\tCYBR I 10 A_Scream\n\t\t\tCYBR JKL 10\n\t\t\tCYBR M 10 A_NoBlocking\n\t\t\tCYBR NO 10\n\t\t\tCYBR P 30\n\t\t\tCYBR P -1 A_BossDeath\n\t}\n}\n\nACTOR sfTeamCyberdemon\n{\n\tobituary \"%o was splattered by a cyberdemon.\"\n\thealth 4000\n\tradius 40\n\theight 110\n\tmass 1000\n\tspeed 16\n\tpainchance 20\n\tseesound \"cyber/sight\"\n\tpainsound \"cyber/pain\"\n\tdeathsound \"cyber/death\"\n\tactivesound \"cyber/active\"\n\tMONSTER\n\t+BOSS\n\t+FLOORCLIP\n\t+NORADIUSDMG\n\t+DONTMORPH\n\t+MISSILEMORE\n\t+FRIENDLY\n\tDamageFactor \"MarineFire\", 0.0\n\tDamageFactor \"MarineFire2\", 0.0\n\tDamageFactor \"MarineFire3\", 0.0\n\trenderstyle add\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tCYBR AB 10 A_Look\n\t\t\tloop\n\t\tSee:\n\t\t\tCYBR A 3 A_Hoof\n\t\t\tCYBR ABBCC 3 A_Chase\n\t\t\tCYBR D 3 A_Metal\n\t\t\tCYBR D 3\n\t\t\tloop\n\t\tMissile:\n\t\t\tCYBR E 6 A_FaceTarget\n\t\t\tCYBR F 12 A_CyberAttack // See Rocket\n\t\t\tCYBR E 12 A_FaceTarget\n\t\t\tCYBR F 12 A_CyberAttack\n\t\t\tCYBR E 12 A_FaceTarget\n\t\t\tCYBR F 12 A_CyberAttack\n\t\t\tgoto See\n\t\tPain:\n\t\t\tCYBR G 10 A_Pain\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tCYBR H 2\n\t\t\tCYBR H 10 ACS_Execute(500, 0, 7, 0)\n\t\t\tCYBR I 10 A_Scream\n\t\t\tCYBR JKL 10\n\t\t\tCYBR M 10 A_NoBlocking\n\t\t\tCYBR NO 10\n\t\t\tCYBR P 30\n\t\t\tCYBR P -1 A_BossDeath\n\t}\n}\n\nACTOR sfChaingunGuy replaces ChaingunGuy\n{\n\tspawnid 2\n\tobituary \"%o was perforated by a chaingunner.\"\n\thealth 70\n\tradius 20\n\theight 56\n\tmass 100\n\tspeed 8\n\tpainchance 170\n\tseesound \"chainguy/sight\"\n\tattacksound \"chainguy/attack\"\n\tpainsound \"chainguy/pain\"\n\tdeathsound \"chainguy/death\"\n\tactivesound \"chainguy/active\"\n\n\t// random item reward\n\tDropItem \"Rnd_Inventory_Soulsphere\" 1 1\n\tDropItem \"Rnd_Inventory_Megasphere\" 1 1\n\tDropItem \"Rnd_Inventory_Godsphere\" 1 1\n\tDropItem \"Rnd_Inventory_Berserk2\" 1 1\n\tDropItem \"Rnd_Inventory_SawDrone\" 1 1\n\tDropItem \"Rnd_Inventory_TurretDrone\" 1 1\n\tDropItem \"Rnd_Inventory_TeslaCoil\" 1 1\n\tDropItem \"Rnd_Inventory_TurretBullet\" 1 1\n\n\tMONSTER\n\t+FLOORCLIP\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tCPOS AB 10 A_Look\n\t\t\tloop\n\t\tSee:\n\t\t\tCPOS AABBCCDD 3 A_Chase\n\t\t\tloop\n\t\tMissile:\n\t\t\tCPOS E 10 A_FaceTarget\n\t\t\tCPOS FE 4 bright A_CPosAttack\n\t\t\tCPOS F 1 A_CPosRefire\n\t\t\tgoto Missile+1\n\t\tPain:\n\t\t\tCPOS G 3\n\t\t\tCPOS G 3 A_Pain\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tCPOS H 2\n\t\t\tCPOS H 5 ACS_Execute(500, 0, 8, 0)\n\t\t\tCPOS I 5 A_Scream\n\t\t\tCPOS J 5 A_NoBlocking\n\t\t\tCPOS KLM 5\n\t\t\tCPOS N 650\n\t\tDeathFade:\n\t\t\tCPOS N 2 A_FadeOut(0.1)\n\t\t\tloop\n\t\tXDeath:\n\t\t\tCPOS O 2\n\t\t\tCPOS O 5 ACS_Execute(500, 0, 8, 1)\n\t\t\tCPOS P 5 A_XScream\n\t\t\tCPOS Q 5 A_NoBlocking\n\t\t\tCPOS RS 5\n\t\t\tCPOS T 650\n\t\tXDeathFade:\n\t\t\tCPOS T 2 A_FadeOut(0.1)\n\t\t\tloop\n\t\tRaise:\n\t\t\tCPOS NMLKJIH 5\n\t\t\tgoto See\n\t}\n}\n\nACTOR sfDoomImp replaces DoomImp\n{\n\tspawnid 5\n\tobituary \"%o was burned by an imp.\"\n\thitobituary \"%o was slashed by an imp.\"\n\thealth 60\n\tradius 20\n\theight 56\n\tmass 100\n\tspeed 8\n\tpainchance 200\n\tseesound \"imp/sight\"\n\tpainsound \"imp/pain\"\n\tdeathsound \"imp/death\"\n\tactivesound \"imp/active\"\n\n\t// random item reward\n\tDropItem \"Rnd_Inventory_Soulsphere\" 1 1\n\tDropItem \"Rnd_Inventory_Megasphere\" 1 1\n\tDropItem \"Rnd_Inventory_Godsphere\" 1 1\n\tDropItem \"Rnd_Inventory_Berserk2\" 1 1\n\tDropItem \"Rnd_Inventory_SawDrone\" 1 1\n\tDropItem \"Rnd_Inventory_TurretDrone\" 1 1\n\tDropItem \"Rnd_Inventory_TeslaCoil\" 1 1\n\tDropItem \"Rnd_Inventory_TurretBullet\" 1 1\n\n\tMONSTER\n\t+FLOORCLIP\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tTROO AB 10 A_Look\n\t\t\tloop\n\t\tSee:\n\t\t\tTROO AABBCCDD 3 A_Chase\n\t\t\tloop\n\t\tMelee:\n\t\tMissile:\n\t\t\tTROO EF 8 A_FaceTarget\n\t\t\tTROO G 6 A_TroopAttack  // See DoomImpBall\n\t\t\tgoto See\n\t\tPain:\n\t\t\tTROO H 2\n\t\t\tTROO H 2 A_Pain\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tTROO I 2\n\t\t\tTROO I 8 ACS_Execute(500, 0, 9, 0)\n\t\t\tTROO J 8 A_Scream\n\t\t\tTROO K 6\n\t\t\tTROO L 6 A_NoBlocking\n\t\t\tTROO M 650\n\t\tDeathFade:\n\t\t\tTROO M 2 A_FadeOut(0.1)\n\t\t\tloop\n\t\tXDeath:\n\t\t\tPOSS A 0 A_SpawnItem (\"splatEmitter_Lite\" , 0, 0, 0, 0)\n\t\t\tTROO N 2\n\t\t\tTROO N 5 ACS_Execute(500, 0, 9, 1)\n\t\t\tTROO O 5 A_XScream\n\t\t\tTROO P 5\n\t\t\tTROO Q 5 A_NoBlocking\n\t\t\tTROO RST 5\n\t\t\tTROO U 650\n\t\tXDeathFade:\n\t\t\tTROO U 2 A_FadeOut(0.1)\n\t\t\tloop\n\t\tRaise:\n\t\t\tTROO ML 8\n\t\t\tTROO KJI 6\n\t\t\tgoto See\n\t}\n}\n\nACTOR sfFatso replaces Fatso\n{\n\tspawnid 112\n\tobituary \"%o was squashed by a mancubus.\"\n\thealth 600\n\tradius 48\n\theight 64\n\tmass 1000\n\tspeed 8\n\tpainchance 80\n\tseesound \"fatso/sight\"\n\tpainsound \"fatso/pain\"\n\tdeathsound \"fatso/death\"\n\tactivesound \"fatso/active\"\n\n\t// random item reward\n\tDropItem \"Rnd_Inventory_Soulsphere\" 1 1\n\tDropItem \"Rnd_Inventory_Megasphere\" 1 1\n\tDropItem \"Rnd_Inventory_Godsphere\" 1 1\n\tDropItem \"Rnd_Inventory_Berserk2\" 1 1\n\tDropItem \"Rnd_Inventory_SawDrone\" 1 1\n\tDropItem \"Rnd_Inventory_TurretDrone\" 1 1\n\tDropItem \"Rnd_Inventory_TeslaCoil\" 1 1\n\tDropItem \"Rnd_Inventory_TurretBullet\" 1 1\n\n\tMONSTER\n\t+FLOORCLIP\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tFATT AB 15 A_Look\n\t\t\tloop\n\t\tSee:\n\t\t\tFATT AABBCCDDEEFF 4 A_Chase\n\t\t\tloop\n\t\tMissile:\n\t\t\tFATT G 20 A_FatRaise\n\t\t\tFATT H 10 bright A_FatAttack1  // See FatShot\n\t\t\tFATT IG 5 A_FaceTarget\n\t\t\tFATT H 10 bright A_FatAttack2\n\t\t\tFATT IG 5 A_FaceTarget\n\t\t\tFATT H 10 bright A_FatAttack3\n\t\t\tFATT IG 5 A_FaceTarget\n\t\t\tgoto See\n\t\tPain:\n\t\t\tFATT J 3\n\t\t\tFATT J 3 A_Pain\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tFATT K 2\n\t\t\tFATT K 6 ACS_Execute(500, 0, 10, 0)\n\t\t\tFATT L 6 A_Scream\n\t\t\tFATT M 6 A_NoBlocking\n\t\t\tFATT NOPQRS 6\n\t\t\tFATT T 0 A_BossDeath\n\t\t\tFATT T 650\n\t\tDeathFade:\n\t\t\tFATT T 2 A_FadeOut(0.1)\n\t\t\tloop\n\t\tRaise:\n\t\t\tFATT RQPONMLK 5\n\t\t\tgoto See\n\t}\n}\n\nACTOR sfLostSoul replaces LostSoul\n{\n\tspawnid 110\n\tobituary \"%o was spooked by a lost soul.\"\n\thealth 100\n\tradius 16\n\theight 56\n\tmass 50\n\tspeed 8\n\tdamage 3\n\tpainchance 256\n\trenderstyle SoulTrans\n\tattacksound \"skull/melee\"\n\tpainsound \"skull/pain\"\n\tdeathsound \"skull/death\"\n\tactivesound \"skull/active\"\n\n\t// random item reward\n\tDropItem \"Rnd_Inventory_Soulsphere\" 1 1\n\tDropItem \"Rnd_Inventory_Megasphere\" 1 1\n\tDropItem \"Rnd_Inventory_Godsphere\" 1 1\n\tDropItem \"Rnd_Inventory_Berserk2\" 1 1\n\tDropItem \"Rnd_Inventory_SawDrone\" 1 1\n\tDropItem \"Rnd_Inventory_TurretDrone\" 1 1\n\tDropItem \"Rnd_Inventory_TeslaCoil\" 1 1\n\tDropItem \"Rnd_Inventory_TurretBullet\" 1 1\n\n\tMONSTER\n\t+FLOAT\n\t+NOGRAVITY\n\t+NOICEDEATH\n\t+MISSILEMORE\n\t+DONTFALL\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tSKUL AB 10 bright A_Look\n\t\t\tloop\n\t\tSee:\n\t\t\tSKUL AB 6 bright A_Chase\n\t\t\tloop\n\t\tMissile:\n\t\t\tSKUL C 10 bright A_FaceTarget\n\t\t\tSKUL D 4 bright A_SkullAttack\n\t\t\tSKUL CD 4 bright\n\t\t\tgoto Missile+2\n\t\tPain:\n\t\t\tSKUL E 3 bright\n\t\t\tSKUL E 3 bright A_Pain\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tSKUL F 2 bright\n\t\t\tSKUL F 6 bright ACS_Execute(500, 0, 11, 0)\n\t\t\tSKUL G 6 bright A_Scream\n\t\t\tSKUL H 6 bright\n\t\t\tSKUL I 6 bright A_NoBlocking\n\t\t\tSKUL JK 6\n\t\t\tstop\n\t}\n}\n\nACTOR sfTeamLostSoul\n{\n\tspawnid 110\n\tobituary \"%o was spooked by a lost soul.\"\n\thealth 100\n\tradius 16\n\theight 56\n\tmass 50\n\tspeed 8\n\tdamage 3\n\tpainchance 256\n\trenderstyle SoulTrans\n\tattacksound \"skull/melee\"\n\tpainsound \"skull/pain\"\n\tdeathsound \"skull/death\"\n\tactivesound \"skull/active\"\n\tMONSTER\n\t+FLOAT\n\t+NOGRAVITY\n\t+NOICEDEATH\n\t+MISSILEMORE\n\t+DONTFALL\n\t+FRIENDLY\n\tDamageFactor \"MarineFire\", 0.0\n\tDamageFactor \"MarineFire2\", 0.0\n\tDamageFactor \"MarineFire3\", 0.0\n\trenderstyle add\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tSKUL AB 10 bright A_Look\n\t\t\tloop\n\t\tSee:\n\t\t\tSKUL AB 6 bright A_Chase\n\t\t\tloop\n\t\tMissile:\n\t\t\tSKUL C 10 bright A_FaceTarget\n\t\t\tSKUL D 4 bright A_SkullAttack\n\t\t\tSKUL CD 4 bright\n\t\t\tgoto Missile+2\n\t\tPain:\n\t\t\tSKUL E 3 bright\n\t\t\tSKUL E 3 bright A_Pain\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tSKUL F 2 bright\n\t\t\tSKUL F 6 bright ACS_Execute(500, 0, 11, 0)\n\t\t\tSKUL G 6 bright A_Scream\n\t\t\tSKUL H 6 bright\n\t\t\tSKUL I 6 bright A_NoBlocking\n\t\t\tSKUL JK 6\n\t\t\tstop\n\t}\n}\n\nACTOR sfRevenant replaces Revenant\n{\n\tspawnid 20\n\tobituary \"%o couldn't evade a revenant's fireball.\"\n\thitobituary \"%o was punched by a revenant.\"\n\thealth 300\n\tradius 20\n\theight 56\n\tmass 500\n\tspeed 10\n\tpainchance 100\n\tseesound \"skeleton/sight\"\n\tpainsound \"skeleton/pain\"\n\tdeathsound \"skeleton/death\"\n\tactivesound \"skeleton/active\"\n\n\t// random item reward\n\tDropItem \"Rnd_Inventory_Soulsphere\" 1 1\n\tDropItem \"Rnd_Inventory_Megasphere\" 1 1\n\tDropItem \"Rnd_Inventory_Godsphere\" 1 1\n\tDropItem \"Rnd_Inventory_Berserk2\" 1 1\n\tDropItem \"Rnd_Inventory_SawDrone\" 1 1\n\tDropItem \"Rnd_Inventory_TurretDrone\" 1 1\n\tDropItem \"Rnd_Inventory_TeslaCoil\" 1 1\n\tDropItem \"Rnd_Inventory_TurretBullet\" 1 1\n\n\tMONSTER\n\t+FLOORCLIP\n\t+LONGMELEERANGE\n\t+MISSILEMORE\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tSKEL AB 10 A_Look\n\t\t\tloop\n\t\tSee:\n\t\t\tSKEL AABBCCDDEEFF 2 A_Chase\n\t\t\tloop\n\t\tMelee:\n\t\t\tSKEL G 0 A_FaceTarget\n\t\t\tSKEL G 6 A_SkelWhoosh\n\t\t\tSKEL H 6 A_FaceTarget\n\t\t\tSKEL I 6 A_SkelFist\n\t\t\tgoto See\n\t\tMissile:\n\t\t\tSKEL J 0 bright A_FaceTarget\n\t\t\tSKEL J 10 bright A_FaceTarget\n\t\t\tSKEL K 10 A_SkelMissile         // See RevenantTracer\n\t\t\tSKEL K 10 A_FaceTarget\n\t\t\tgoto See\n\t\tPain:\n\t\t\tSKEL L 5\n\t\t\tSKEL L 5 A_Pain\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tSKEL L 2\n\t\t\tSKEL LM 7 ACS_Execute(500, 0, 12, 0)\n\t\t\tSKEL N 7 A_Scream\n\t\t\tSKEL O 7 A_NoBlocking\n\t\t\tSKEL P 7\n\t\t\tSKEL Q 650\n\t\tDeathFade:\n\t\t\tSKEL Q 2 A_FadeOut(0.1)\n\t\t\tloop\n\t\tRaise:\n\t\t\tSKEL QPONML 5\n\t\t\tgoto See\n\t}\n}\n\nACTOR sfTeamRevenant\n{\n\tobituary \"%o couldn't evade a revenant's fireball.\"\n\thitobituary \"%o was punched by a revenant.\"\n\thealth 300\n\tradius 20\n\theight 56\n\tmass 500\n\tspeed 10\n\tpainchance 100\n\tseesound \"skeleton/sight\"\n\tpainsound \"skeleton/pain\"\n\tdeathsound \"skeleton/death\"\n\tactivesound \"skeleton/active\"\n\n\tMONSTER\n\t+FLOORCLIP\n\t+LONGMELEERANGE\n\t+MISSILEMORE\n\t+FRIENDLY\n\tDamageFactor \"MarineFire\", 0.0\n\tDamageFactor \"MarineFire2\", 0.0\n\tDamageFactor \"MarineFire3\", 0.0\n\trenderstyle add\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tSKEL AB 10 A_Look\n\t\t\tloop\n\t\tSee:\n\t\t\tSKEL AABBCCDDEEFF 2 A_Chase\n\t\t\tloop\n\t\tMelee:\n\t\t\tSKEL G 0 A_FaceTarget\n\t\t\tSKEL G 6 A_SkelWhoosh\n\t\t\tSKEL H 6 A_FaceTarget\n\t\t\tSKEL I 6 A_SkelFist\n\t\t\tgoto See\n\t\tMissile:\n\t\t\tSKEL J 0 bright A_FaceTarget\n\t\t\tSKEL J 10 bright A_FaceTarget\n\t\t\tSKEL K 10 A_SkelMissile         // See RevenantTracer\n\t\t\tSKEL K 10 A_FaceTarget\n\t\t\tgoto See\n\t\tPain:\n\t\t\tSKEL L 5\n\t\t\tSKEL L 5 A_Pain\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tSKEL L 2\n\t\t\tSKEL LM 7 ACS_Execute(500, 0, 12, 0)\n\t\t\tSKEL N 7 A_Scream\n\t\t\tSKEL O 7 A_NoBlocking\n\t\t\tSKEL P 7\n\t\t\tSKEL Q 650\n\t\tDeathFade:\n\t\t\tSKEL Q 2 A_FadeOut(0.1)\n\t\t\tloop\n\t\tRaise:\n\t\t\tSKEL QPONML 5\n\t\t\tgoto See\n\t}\n}\n\nACTOR sfSpiderMastermind replaces SpiderMastermind\n{\n\tspawnid 7\n\tobituary \"%o stood in awe of the spider demon.\"\n\thealth 3000\n\tradius 128\n\theight 100\n\tmass 1000\n\tspeed 12\n\tpainchance 40\n\tseesound \"spider/sight\"\n\tattacksound \"spider/attack\"\n\tpainsound \"spider/pain\"\n\tdeathsound \"spider/death\"\n\tactivesound \"spider/active\"\n\n\t// random item reward\n\tDropItem \"Rnd_Inventory_Soulsphere\" 1 1\n\tDropItem \"Rnd_Inventory_Megasphere\" 1 1\n\tDropItem \"Rnd_Inventory_Godsphere\" 1 1\n\tDropItem \"Rnd_Inventory_Berserk2\" 1 1\n\tDropItem \"Rnd_Inventory_SawDrone\" 1 1\n\tDropItem \"Rnd_Inventory_TurretDrone\" 1 1\n\tDropItem \"Rnd_Inventory_TeslaCoil\" 1 1\n\tDropItem \"Rnd_Inventory_TurretBullet\" 1 1\n\n\tMONSTER\n\t+BOSS\n\t+FLOORCLIP\n\t+NORADIUSDMG\n\t+DONTMORPH\n\t+MISSILEMORE\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tSPID AB 10 A_Look\n\t\t\tloop\n\t\tSee:\n\t\t\tSPID A 3 A_Metal\n\t\t\tSPID ABB 3 A_Chase\n\t\t\tSPID C 3 A_Metal\n\t\t\tSPID CDD 3 A_Chase\n\t\t\tSPID E 3 A_Metal\n\t\t\tSPID EFF 3 A_Chase\n\t\t\tloop\n\t\tMissile:\n\t\t\tSPID A 20 bright A_FaceTarget\n\t\t\tSPID GH 4 bright A_SPosAttack\n\t\t\tSPID H 1 bright A_SpidRefire\n\t\t\tgoto Missile+1\n\t\tPain:\n\t\t\tSPID I 3\n\t\t\tSPID I 3 A_Pain\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tSPID J 2\n\t\t\tSPID J 1 ACS_Execute(500, 0, 13, 0)\n\t\t\tSPID J 20 A_Scream\n\t\t\tSPID K 10 A_NoBlocking\n\t\t\tSPID LMNOPQR 10\n\t\t\tSPID S 30\n\t\t\tSPID S -1 A_BossDeath\n\t\t\tstop\n\t}\n}\n\nACTOR sfZombieMan replaces ZombieMan\n{\n\tspawnid 4\n\tobituary \"%o was killed by a zombieman.\"\n\thealth 20\n\tradius 20\n\theight 56\n\tmass 100\n\tspeed 8\n\tpainchance 200\n\tseesound \"grunt/sight\"\n\tattacksound \"grunt/attack\"\n\tpainsound \"grunt/pain\"\n\tdeathsound \"grunt/death\"\n\tactivesound \"grunt/active\"\n\n\t// random item reward\n\tDropItem \"Rnd_Inventory_Soulsphere\" 1 1\n\tDropItem \"Rnd_Inventory_Megasphere\" 1 1\n\tDropItem \"Rnd_Inventory_Godsphere\" 1 1\n\tDropItem \"Rnd_Inventory_Berserk2\" 1 1\n\tDropItem \"Rnd_Inventory_SawDrone\" 1 1\n\tDropItem \"Rnd_Inventory_TurretDrone\" 1 1\n\tDropItem \"Rnd_Inventory_TeslaCoil\" 1 1\n\tDropItem \"Rnd_Inventory_TurretBullet\" 1 1\n\n\tMONSTER\n\t+FLOORCLIP\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tPOSS AB 10 A_Look\n\t\t\tloop\n\t\tSee:\n\t\t\tPOSS AABBCCDD 4 A_Chase\n\t\t\tloop\n\t\tMissile:\n\t\t\tPOSS E 10 A_FaceTarget\n\t\t\tPOSS F 8 A_PosAttack\n\t\t\tPOSS E 8\n\t\t\tgoto See\n\t\tPain:\n\t\t\tPOSS G 3\n\t\t\tPOSS G 3 A_Pain\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tPOSS H 2\n\t\t\tPOSS H 5 ACS_Execute(500, 0, 14, 0)\n\t\t\tPOSS I 5 A_Scream\n\t\t\tPOSS J 5 A_NoBlocking\n\t\t\tPOSS K 5\n\t\t\tPOSS L 650\n\t\tDeathFade:\n\t\t\tPOSS L 2 A_FadeOut(0.1)\n\t\t\tloop\n\t\tXDeath:\n\t\t\tPOSS A 0 A_SpawnItem (\"splatEmitter_Lite\" , 0, 0, 0, 0)\n\t\t\tPOSS M 2\n\t\t\tPOSS M 5 ACS_Execute(500, 0, 14, 1)\n\t\t\tPOSS N 5 A_XScream\n\t\t\tPOSS O 5 A_NoBlocking\n\t\t\tPOSS PQRST 5\n\t\t\tPOSS U 650\n\t\tXDeathFade:\n\t\t\tPOSS U 2 A_FadeOut(0.1)\n\t\t\tloop\n\t\tRaise:\n\t\t\tPOSS KJIH 5\n\t\t\tgoto See\n\t}\n}\n\nACTOR sfShotgunGuy replaces ShotgunGuy\n{\n\tspawnid 1\n\tobituary \"%o was shot by a sergeant.\"\n\thealth 30\n\tradius 20\n\theight 56\n\tmass 100\n\tspeed 8\n\tpainchance 170\n\tseesound \"shotguy/sight\"\n\tattacksound \"shotguy/attack\"\n\tpainsound \"shotguy/pain\"\n\tdeathsound \"shotguy/death\"\n\tactivesound \"shotguy/active\"\n\n\t// random item reward\n\tDropItem \"Rnd_Inventory_Soulsphere\" 1 1\n\tDropItem \"Rnd_Inventory_Megasphere\" 1 1\n\tDropItem \"Rnd_Inventory_Godsphere\" 1 1\n\tDropItem \"Rnd_Inventory_Berserk2\" 1 1\n\tDropItem \"Rnd_Inventory_SawDrone\" 1 1\n\tDropItem \"Rnd_Inventory_TurretDrone\" 1 1\n\tDropItem \"Rnd_Inventory_TeslaCoil\" 1 1\n\tDropItem \"Rnd_Inventory_TurretBullet\" 1 1\n\n\tMONSTER\n\t+FLOORCLIP\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tSPOS AB 10 A_Look\n\t\t\tloop\n\t\tSee:\n\t\t\tSPOS AABBCCDD 3 A_Chase\n\t\t\tloop\n\t\tMissile:\n\t\t\tSPOS E 10 A_FaceTarget\n\t\t\tSPOS F 10 bright A_SPosAttack\n\t\t\tSPOS E 10\n\t\t\tgoto See\n\t\tPain:\n\t\t\tSPOS G 3\n\t\t\tSPOS G 3 A_Pain\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tSPOS H 2\n\t\t\tSPOS H 2 ACS_Execute(500, 0, 15, 0)\n\t\t\tSPOS I 5 A_Scream\n\t\t\tSPOS J 5 A_NoBlocking\n\t\t\tSPOS K 5\n\t\t\tSPOS L 650\n\t\tDeathFade:\n\t\t\tSPOS L 2 A_FadeOut(0.1)\n\t\t\tloop\n\t\tXDeath:\n\t\t\tPOSS A 0 A_SpawnItem (\"splatEmitter_Lite\" , 0, 0, 0, 0)\n\t\t\tSPOS M 2\n\t\t\tSPOS M 2 ACS_Execute(500, 0, 15, 1)\n\t\t\tSPOS N 5 A_XScream\n\t\t\tSPOS O 5 A_NoBlocking\n\t\t\tSPOS PQRST 5\n\t\t\tSPOS U 650\n\t\tXDeathFade:\n\t\t\tSPOS U 2 A_FadeOut(0.1)\n\t\t\tloop\n\t\tRaise:\n\t\t\tSPOS LKJIH 5\n\t\t\tgoto See\n\t}\n}"
      }
    ]
  },
  "maps": []
}

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