Raw model (for completeness)
{
"meta": {
"id": "06dc472e-a79d-44fa-a0f5-a344390cf2ad",
"sha1": "4341a4268ed1b3ff11ceda44944596a4ee86263d",
"sha256": "0377ebf64d52ce40375c55b102e42a3e0eff92ddb3d3deb82a28ae4c307da7b4",
"filenames": [
"beautiful-doom-20190611.pk3"
],
"additional": {
"engines": [],
"iwad": [],
"filename": null,
"added": "2021-01-10 03:06:43",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": null,
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2021-01-10 03:06:43",
"file": {
"type": "PK3",
"size": 40892326,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/4341a4268ed1b3ff11ceda44944596a4ee86263d/4341a4268ed1b3ff11ceda44944596a4ee86263d.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 1,
"lumps": 7113,
"maps": 0,
"palettes": 0
}
},
"text_files": [
{
"source": "pk3",
"name": "Beautiful-Doom-20190611/ANIMDEFS.txt",
"contents": "texture optional M_SKULL1\npic BDCURS01 tics 2\npic BDCURS02 tics 2\npic BDCURS03 tics 2\npic BDCURS04 tics 2\npic BDCURS05 tics 2\npic BDCURS06 tics 2\npic BDCURS07 tics 2\npic BDCURS08 tics 2\npic BDCURS09 tics 2\npic BDCURS10 tics 2\npic BDCURS11 tics 2\npic BDCURS12 tics 2\npic BDCURS13 tics 2\n\ntexture optional BLOOD1\npic BLOOD1 tics 1\npic BLOOD1 tics 1\ntexture optional BLOOD2\npic BLOOD2 tics 1\npic BLOOD2 tics 1\ntexture optional BLOOD3\npic BLOOD3 tics 1\npic BLOOD3 tics 1\nwarp2 texture BLOOD1\nwarp2 texture BLOOD2\nwarp2 texture BLOOD3\n\ntexture optional BLOOD01\npic BLOOD01 tics 1\npic BLOOD01 tics 1\ntexture optional BLOOD02\npic BLOOD02 tics 1\npic BLOOD02 tics 1\ntexture optional BLOOD03\npic BLOOD03 tics 1\npic BLOOD03 tics 1\nwarp2 texture BLOOD01\nwarp2 texture BLOOD02\nwarp2 texture BLOOD03\n\ntexture optional FWATER1\npic FWATER1 tics 1\npic FWATER1 tics 1\ntexture optional FWATER2\npic FWATER2 tics 1\npic FWATER2 tics 1\ntexture optional FWATER3\npic FWATER3 tics 1\npic FWATER3 tics 1\ntexture optional FWATER4\npic FWATER4 tics 1\npic FWATER4 tics 1\nwarp2 texture FWATER1\nwarp2 texture FWATER2\nwarp2 texture FWATER3\nwarp2 texture FWATER4\n\ntexture optional FWATER01\npic FWATER01 tics 1\npic FWATER01 tics 1\ntexture optional FWATER02\npic FWATER02 tics 1\npic FWATER02 tics 1\ntexture optional FWATER03\npic FWATER03 tics 1\npic FWATER03 tics 1\ntexture optional FWATER04\npic FWATER04 tics 1\npic FWATER04 tics 1\nwarp2 texture FWATER01\nwarp2 texture FWATER02\nwarp2 texture FWATER03\nwarp2 texture FWATER04\n\ntexture optional LAVA1\npic LAVA1 tics 1\npic LAVA1 tics 1\ntexture optional LAVA2\npic LAVA2 tics 1\npic LAVA2 tics 1\ntexture optional LAVA3\npic LAVA3 tics 1\npic LAVA3 tics 1\ntexture optional LAVA4\npic LAVA4 tics 1\npic LAVA4 tics 1\nwarp texture LAVA1\nwarp texture LAVA2\nwarp texture LAVA3\nwarp texture LAVA4\n\ntexture optional LAVA01\npic LAVA01 tics 1\npic LAVA01 tics 1\ntexture optional LAVA02\npic LAVA02 tics 1\npic LAVA02 tics 1\ntexture optional LAVA03\npic LAVA03 tics 1\npic LAVA03 tics 1\ntexture optional LAVA04\npic LAVA04 tics 1\npic LAVA04 tics 1\nwarp texture LAVA01\nwarp texture LAVA02\nwarp texture LAVA03\nwarp texture LAVA04\n\ntexture optional SLIME01\npic SLIME01 tics 1\npic SLIME01 tics 1\ntexture optional SLIME02\npic SLIME02 tics 1\npic SLIME02 tics 1\ntexture optional SLIME03\npic SLIME03 tics 1\npic SLIME03 tics 1\ntexture optional SLIME04\npic SLIME04 tics 1\npic SLIME04 tics 1\ntexture optional SLIME05\npic SLIME05 tics 1\npic SLIME05 tics 1\ntexture optional SLIME06\npic SLIME06 tics 1\npic SLIME06 tics 1\ntexture optional SLIME07\npic SLIME07 tics 1\npic SLIME07 tics 1\ntexture optional SLIME08\npic SLIME08 tics 1\npic SLIME08 tics 1\nwarp texture SLIME01\nwarp texture SLIME02\nwarp texture SLIME03\nwarp texture SLIME04\nwarp texture SLIME05\nwarp texture SLIME06\nwarp texture SLIME07\nwarp texture SLIME08\n\ntexture optional NUKAGE1\npic NUKAGE1 tics 1\npic NUKAGE1 tics 1\ntexture optional NUKAGE2\npic NUKAGE2 tics 1\npic NUKAGE2 tics 1\ntexture optional NUKAGE3\npic NUKAGE3 tics 1\npic NUKAGE3 tics 1\nwarp2 texture NUKAGE1\nwarp2 texture NUKAGE2\nwarp2 texture NUKAGE3\n\ntexture optional NUKAGE01\npic NUKAGE01 tics 1\npic NUKAGE01 tics 1\ntexture optional NUKAGE02\npic NUKAGE02 tics 1\npic NUKAGE02 tics 1\ntexture optional NUKAGE03\npic NUKAGE03 tics 1\npic NUKAGE03 tics 1\nwarp2 texture NUKAGE01\nwarp2 texture NUKAGE02\nwarp2 texture NUKAGE03\n\n// Switches by Enjay\n\n//First the Doom Share Ware Switches\n\n//All Doom1 SW switches have been given custom sounds\n\n//Altered doom1 SW switches\n\nswitch doom 1 SW1BRCOM on sound switches/electri3 pic SW2BRCOM tics 0\nswitch doom 1 SW1BRN1 on sound switches/clunk pic SW2BRN1 tics 0\nswitch doom 1 SW1BRN2 on sound switches/electri2 pic SW2BRN2 tics 0\nswitch doom 1 SW1BRNGN on sound switches/electri2 pic SW2BRNGN tics 0\nswitch doom 1 SW1BROWN on sound switches/clunk pic SW2BROWN tics 0\nswitch doom 1 SW1COMM on sound switches/electri3 pic SW2COMM tics 0\nswitch doom 1 SW1COMP on sound switches/electri3 pic SW2COMP tics 0\nswitch doom 1 SW1DIRT on sound switches/electri3 pic SW2DIRT tics 0\nswitch doom 1 SW1EXIT on sound switches/electri3 pic SW2EXIT tics 0\nswitch doom 1 SW1GRAY on sound switches/electri3 pic SW2GRAY tics 0\nswitch doom 1 SW1GRAY1 on sound switches/electri2 pic SW2GRAY1 tics 0\nswitch doom 1 SW1METAL on sound switches/electri2 pic SW2METAL tics 0\nswitch doom 1 SW1PIPE on sound switches/clunk pic SW2PIPE tics 0\nswitch doom 1 SW1SLAD on sound switches/electri2 pic SW2SLAD tics 0\nswitch doom 1 SW1STARG on sound switches/clunk pic SW2STARG tics 0\nswitch doom 1 SW1STON1 on sound switches/electri3 pic SW2STON1 tics 0\nswitch doom 1 SW1STON2 on sound switches/electri2 pic SW2STON2 tics 0\nswitch doom 1 SW1STONE on sound switches/electri3 pic SW2STONE tics 0\nswitch doom 1 SW1STRTN on sound switches/electri3 pic SW2STRTN tics 0\n\n//Now the Doom1 registered switches\n\n//All Doom1 registered switches have been given custom sounds\n\n//Altered doom1 registered switches\n\nswitch doom 2 SW1BLUE on sound switches/clunk pic SW2BLUE tics 0\nswitch doom 2 SW1CMT on sound switches/clunk pic SW2CMT tics 0\nswitch doom 2 SW1GARG on sound switches/gargoyle pic SW2GARG tics 0\nswitch doom 2 SW1GSTON on sound switches/clunk pic SW2GSTON tics 0\nswitch doom 2 SW1HOT on sound switches/clunk pic SW2HOT tics 0\nswitch doom 2 SW1LION on sound switches/gargoyle pic SW2LION tics 0\nswitch doom 2 SW1SATYR on sound switches/gargoyle pic SW2SATYR tics 0\nswitch doom 2 SW1SKIN on sound switches/skin pic SW2SKIN tics 0\nswitch doom 2 SW1VINE on sound switches/electri2 pic SW2VINE tics 0\nswitch doom 2 SW1WOOD on sound switches/clunk pic SW2WOOD tics 0\n\n//Now the Doom2 switches\n\nswitch doom 3 SW1WDMET on pic SW2WDMET tics 0\n\n//Altered Doom2 switches\n\nswitch doom 3 SW1BRIK on sound switches/electri3 pic SW2BRIK tics 0\nswitch doom 3 SW1MARB on sound switches/clunk pic SW2MARB tics 0\nswitch doom 3 SW1MET2 on sound switches/electri3 pic SW2MET2 tics 0\nswitch doom 3 SW1MOD1 on sound switches/electri2 pic SW2MOD1 tics 0\nswitch doom 3 SW1PANEL on sound switches/clunk pic SW2PANEL tics 0\nswitch doom 3 SW1ROCK on sound switches/clunk pic SW2ROCK tics 0\nswitch doom 3 SW1SKULL on sound switches/clunk pic SW2SKULL tics 0\nswitch doom 3 SW1STON6 on sound switches/electri3 pic SW2STON6 tics 0\nswitch doom 3 SW1TEK on sound switches/electri2 pic SW2TEK tics 0\nswitch doom 3 SW1ZIM on sound switches/clunk pic SW2ZIM tics 0"
},
{
"source": "pk3",
"name": "Beautiful-Doom-20190611/BDoom.txt",
"contents": "===========================================================================\nAdvanced engine needed : GZDoom 4.0.0\nPrimary purpose : No levels included\n===========================================================================\nTitle : Beautiful Doom\nFilename : BDoom***.pk3\nRelease date : TBA\nAuthors : Jekyll Grim Payne (aka Agent_Ash), Gifty\nEmail Address : jekyllgrim@gmail.com\nOther Files By Author : runngun2.wad, wizardr2.wad (aka wizard2.wad),\n equilibr.wad, painkill.wad, badguns.wad,\n\t\t\t\t\t\t virtus.wad, rusars.wad, rusarsR.wad\nAdditional Credits\t\t:\n\n* Gifty - for Smooth Doom where most of smooth monsters come from.\nCheck out his mod: https://forum.zdoom.org/viewtopic.php?t=45550\n\n* phantombeta, Marisa Kirisame, Gutawer, josh771, Accensus, Caligari87, Nash,\nZombie, D2JK — Zscript help and contributions\n\n* 3saster — code contributions, various fixes and improvements\n\n* Mike12 - for original assault rifle sprites\n\n* Revenant100 - Minor Sprite Fixing project\nhttps://www.doomworld.com/vb/wads-mods/62403-doom-2-minor-sprite-fixing-project-v1-2-release-updated-1-1-13/\n\n* perkristian — Doom HD sound pack which is included\nhttps://www.doomworld.com/vb/wads-mods/58879-the-hi-res-doom-sound-pack-is-updated/\nFor older Smooth Weapon Animation mod\n\n* The Zombie Killer - ACS footsteps\nhttp://forum.zdoom.org/viewtopic.php?f=37&t=35388\n\n* Nash - Nashgore and SpriteShadows\n\n* Enjay - new switches and splashes, various help\n\n* Michael Henderson - Ultra Heavy Laser sound effect\n\n* David G. - Doom Guy alt. death sprites\n\n* DenisBelmondo - Doom Guy alt. death sprites\n\n* WildWeasel - for cool ww-diaz.wad and inspiration\n\n* alando1 - some of the additional death sprites\n\nDescription : Beautiful Doom is the grandfather of enhancement mods,\n\t\t\t\t\t\t born in 2008, updated multiple times, and finally\n\t\t\t\t\t\t updated again in 2015, after a long silence. Version 6.0\n\t\t\t\t\t\t was an ultimate update that took it to the next level.\n\n\t\t\t\t\t\t It's a mod that keeps original Doom gameplay unchanged\n\t\t\t\t\t\t but introduces lots of special effects and visual\n\t\t\t\t\t\t enhancements for deeper and more thrilling Doom\n\t\t\t\t\t\t experience. Practically every single object in Doom was\n\t\t\t\t\t\t remade and updated, and many effects can be controlled\n\t\t\t\t\t\t while using the mod.\n\nKnown Issues\t\t\t: \"Smarter\" sprite clipping mode is recommended. If you\n\t\t\t\t\t\t notice some issues like sprites bouncing up and down or\n\t\t\t\t\t\t clipping through the floor, use \"Smart\" clipping.\n\n\t\t\t\t\t\t If you play the mod with another wad that contains its own\n\t\t\t\t\t\t animated textures which use parts of the Doom vanilla\n\t\t\t\t\t\t textures (such as water, lava), the texture may freeze\n\t\t\t\t\t\t without showing any animation or special effects.\n\n\t\t\t\t\t\t Performance issues can usually be mitigated by disablingIf\n\t\t\t\t\t\t some visual effects under Options > Beautiful Doom Settings.\n\n===========================================================================\n\n** CHANGELOG **\n\nSee CHANGELOG.txt for changelog of releases.\n\n****************************************************************************\n\n* Copyright / Permissions *\n\nBeautiful Doom © 2008 Jekyll Grim Payne aka Agent_Ash\n\nAny reuse and/or modification of the contents of this file requires explicit\nverbal permission from the original author. Any reuse or modification will\ninvariably require the original author or authors to be explicitly credited.\n\nYou MAY distribute this file, provided you include this text file, with no\nmodifications. You may distribute this file in any electronic format\nas long as you include this file intact. I have received permission from\nthe original authors of any modified or included content in this file\nto allow further distribution.\n\n* Where to get the file that this text file describes *\n\nGitHub (development builds):\nhttps://github.com/jekyllgrim/Beautiful-Doom\n\nDropbox (release builds):\nhttps://www.dropbox.com/sh/ulachff6zorv95w/AAA3OLR2hApKI9Iwe6WDlBIGa?dl=0\n\n****************************************************************************"
},
{
"source": "pk3",
"name": "Beautiful-Doom-20190611/COPYRIGHT.txt",
"contents": "Any reuse and/or modification of the contents of this file require clear\nverbal permission from the original author. Any reuse or modification will\ninvariably require the original author or authors to be clearly credited.\n\nYou MAY distribute this file, provided you include this text file, with no\nmodifications. You may distribute this file in any electronic format\nas long as you include this file intact. I have received permission from\nthe original authors of any modified or included content in this file\nto allow further distribution.\n\nBeautiful Doom © 2008 Jekyll Grim Payne aka Agent_Ash"
},
{
"source": "pk3",
"name": "Beautiful-Doom-20190611/CVARINFO.txt",
"contents": "server\tbool\tbdoom_replacemonsters \t= true;\nserver\tbool\tbdoom_replaceweapons \t= true;\nserver\tbool\tbdoom_replaceitems\t\t= true;\nserver \tint\t\tbdoom_weapons \t\t\t= 1;\nserver bool\t\tbdoom_autoreload\t\t= true;\nuser \tbool \tbdoom_muzzle\t\t\t= true;\nserver \tbool \tbdoom_tracers\t\t\t= true;\n\nserver \tbool \tbdoom_blood \t\t\t= true;\nserver \tbool \tbdoom_gibs \t\t\t\t= true;\nserver \tbool \tbdoom_nobossgibs\t\t= false;\nserver \tbool \tbdoom_flames \t\t\t= true;\nserver \tbool \tbdoom_debris \t\t\t= true;\nserver \tbool \tbdoom_sparks \t\t\t= true;\nserver \tbool \tbdoom_shakes \t\t\t= true;\n\nserver bool\t\tbdoom_killableobjects\t= true;\nserver \tbool \tbdoom_flies\t\t\t\t= true;\nuser \tbool \tbdoom_hudface\t\t\t= true;\n\nserver \tint \tbdoom_debrisnum \t\t= 1000;\nserver \tint \tbdoom_bloodnum \t\t\t= 500;\nserver \tint \tbdoom_gibnum \t\t\t= 500;\nserver \tint \tbdoom_flamesnum\t\t\t= 300;\n\nserver bool\t\tbdoom_livegibs\t\t\t= true;\n\nuser int cl_spriteshadowdistance = 1024;\n\nserver float fs_volume_mul = 1.0;\nserver float fs_delay_mul = 1.0;\n\n//per-monster replacements\nserver bool bdoom_Zombieman = true;\nserver bool bdoom_ShotgunGuy = true;\nserver bool bdoom_ChaingunGuy = true;\nserver bool bdoom_WolfensteinSS = true;\nserver bool bdoom_DoomImp = true;\nserver bool bdoom_Demon = true;\nserver bool bdoom_Spectre = true;\nserver bool bdoom_Cacodemon = true;\nserver bool bdoom_PainElemental = true;\nserver bool bdoom_LostSoul = true;\nserver bool bdoom_Revenant = true;\nserver bool bdoom_Arachnotron = true;\nserver bool bdoom_Fatso = true;\nserver bool bdoom_HellKnight = true;\nserver bool bdoom_BaronOfHell = true;\nserver bool bdoom_ArchVile = true;\nserver bool bdoom_Cyberdemon = true;\nserver bool bdoom_SpiderMastermind = true;"
},
{
"source": "pk3",
"name": "Beautiful-Doom-20190611/DECALDEF.txt",
"contents": "///////////////////////\n// Fist & Kick decal //\n///////////////////////\n\ndecal FistScorch\n{\n\tpic WCRACK\n\tadd .8\n\tshade \"00 00 00\"\n\tx-scale 0.1\n\ty-scale 0.08\n\trandomflipx\n\trandomflipy\n}\n\ndecal KickScorch1\n{\n\tpic WKICK\n\tadd .1\n\tshade \"00 00 00\"\n\tx-scale 0.08\n\ty-scale 0.065\n}\n\ndecal KickScorch2\n{\n\tpic WKICK\n\tadd .2\n\tshade \"00 00 00\"\n\tx-scale 0.08\n\ty-scale 0.065\n}\n\ndecal KickScorch3\n{\n\tpic WKICK\n\tadd .3\n\tshade \"00 00 00\"\n\tx-scale 0.08\n\ty-scale 0.065\n}\n\ndecalgroup KickScorch\n{\n\tKickScorch1\t1\n\tKickScorch2\t1\n\tKickScorch3\t1\n}\n\ndecal KickScorchBerserk\n{\n\tpic WKICK\n\tshade \"00 00 00\"\n\tx-scale 0.1\n\ty-scale 0.075\n}\n\n////////////////////\n// Chainsaw Decal //\n////////////////////\n\ndecal SawMark1\n{\n\tpic SAWMARK1\n\tx-scale 0.04\n\ty-scale 0.04\n\trandomflipx\n\trandomflipy\n\tadd 0.3\n\tshade \"00 00 00\"\n}\n\ndecal SawMark2\n{\n\tpic SAWMARK2\n\tx-scale 0.04\n\ty-scale 0.04\n\trandomflipx\n\trandomflipy\n\tadd 0.3\n\tshade \"00 00 00\"\n}\n\ndecal SawMark3\n{\n\tpic SAWMARK3\n\tx-scale 0.04\n\ty-scale 0.04\n\trandomflipx\n\trandomflipy\n\tadd 0.3\n\tshade \"00 00 00\"\n}\n\ndecal SawMark4\n{\n\tpic SAWMARK4\n\tx-scale 0.04\n\ty-scale 0.04\n\trandomflipx\n\trandomflipy\n\tadd 0.3\n\tshade \"00 00 00\"\n}\n\ndecalgroup SawMark\n{\n\tSawMark1\t1\n\tSawMark2\t1\n\tSawMark3\t1\n\tSawMark4\t1\n}\n\n///////////////////////\n//// Bullet decals ////\n///////////////////////\n\ndecal BulletChip1\n{\n\tpic CHIP1\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.07\n\ty-scale 0.07\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletChip2\n{\n\tpic CHIP2\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.07\n\ty-scale 0.07\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletChip3\n{\n\tpic CHIP3\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.07\n\ty-scale 0.07\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletChip4\n{\n\tpic CHIP4\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.07\n\ty-scale 0.07\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletChip5\n{\n\tpic CHIP5\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.07\n\ty-scale 0.07\n\trandomflipx\n\trandomflipy\n}\n\ndecalgroup BulletChip\n{\n\tBulletChip1\t1\n\tBulletChip2\t1\n\tBulletChip3\t1\n\tBulletChip4\t1\n\tBulletChip5\t1\n}\n\ndecal BulletMChip1\n{\n\tpic MChip1\n\ttranslucent 0.55\n\tshade \"00 00 00\"\n\tx-scale 0.07\n\ty-scale 0.07\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletMChip2\n{\n\tpic MChip2\n\ttranslucent 0.55\n\tshade \"00 00 00\"\n\tx-scale 0.07\n\ty-scale 0.07\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletMChip3\n{\n\tpic MChip3\n\ttranslucent 0.55\n\tshade \"00 00 00\"\n\tx-scale 0.07\n\ty-scale 0.07\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletMChip4\n{\n\tpic MChip4\n\ttranslucent 0.55\n\tshade \"00 00 00\"\n\tx-scale 0.07\n\ty-scale 0.07\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletMChip5\n{\n\tpic MChip5\n\ttranslucent 0.55\n\tshade \"00 00 00\"\n\tx-scale 0.07\n\ty-scale 0.07\n\trandomflipx\n\trandomflipy\n}\n\ndecalgroup BulletMChip\n{\n\tBulletMChip1\t1\n\tBulletMChip2\t1\n\tBulletMChip3\t1\n\tBulletMChip4\t1\n\tBulletMChip5\t1\n}\n\ndecal BulletWChip1\n{\n\tpic WChip1\n\ttranslucent 1.0\n\tshade \"00 00 00\"\n\tx-scale 0.08\n\ty-scale 0.08\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletWChip2\n{\n\tpic WChip2\n\ttranslucent 1.0\n\tshade \"00 00 00\"\n\tx-scale 0.08\n\ty-scale 0.08\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletWChip3\n{\n\tpic WChip3\n\ttranslucent 1.0\n\tshade \"00 00 00\"\n\tx-scale 0.08\n\ty-scale 0.08\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletWChip4\n{\n\tpic WChip4\n\ttranslucent 1.0\n\tshade \"00 00 00\"\n\tx-scale 0.08\n\ty-scale 0.08\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletWChip5\n{\n\tpic WChip5\n\ttranslucent 1.0\n\tshade \"00 00 00\"\n\tx-scale 0.08\n\ty-scale 0.08\n\trandomflipx\n\trandomflipy\n}\n\ndecalgroup BulletWChip\n{\n\tBulletWChip1\t1\n\tBulletWChip2\t1\n\tBulletWChip3\t1\n\tBulletWChip4\t1\n\tBulletWChip5\t1\n}\n\ndecal BulletSChip1\n{\n\tpic SChip1\n\ttranslucent 0.75\n\tshade \"00 00 00\"\n\tx-scale 0.13\n\ty-scale 0.13\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletSChip2\n{\n\tpic SChip2\n\ttranslucent 0.75\n\tshade \"00 00 00\"\n\tx-scale 0.13\n\ty-scale 0.13\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletSChip3\n{\n\tpic SChip3\n\ttranslucent 0.75\n\tshade \"00 00 00\"\n\tx-scale 0.13\n\ty-scale 0.13\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletSChip4\n{\n\tpic SChip4\n\ttranslucent 0.75\n\tshade \"00 00 00\"\n\tx-scale 0.13\n\ty-scale 0.13\n\trandomflipx\n\trandomflipy\n}\n\ndecalgroup BulletSChip\n{\n\tBulletSChip1\t1\n\tBulletSChip2\t1\n\tBulletSChip3\t1\n\tBulletSChip4\t1\n}\n\n// shotgun chip\n\ndecal ShotChip1\n{\n\tpic CHIP1\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.03\n\ty-scale 0.03\n\trandomflipx\n\trandomflipy\n}\n\ndecal ShotChip2\n{\n\tpic CHIP2\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.03\n\ty-scale 0.03\n\trandomflipx\n\trandomflipy\n}\n\ndecal ShotChip3\n{\n\tpic CHIP3\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.03\n\ty-scale 0.03\n\trandomflipx\n\trandomflipy\n}\n\ndecal ShotChip4\n{\n\tpic CHIP4\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.03\n\ty-scale 0.03\n\trandomflipx\n\trandomflipy\n}\n\ndecal ShotChip5\n{\n\tpic CHIP5\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.03\n\ty-scale 0.03\n\trandomflipx\n\trandomflipy\n}\n\ndecalgroup ShotChip\n{\n\tShotChip1\t1\n\tShotChip2\t1\n\tShotChip3\t1\n\tShotChip4\t1\n\tShotChip5\t1\n}\n\n/// +++++++++++++++++////\n/// +++++++++++++++++////\n/// SCORCHES\n/// +++++++++++++++++////\n/// +++++++++++++++++////\n\ndecal Scorch1\n{\n\tpic SCORCH1\n\tshade \"00 00 00\"\n\tx-scale 0.2\n\ty-scale 0.2\n\trandomflipx\n\trandomflipy\n}\n\ndecal Scorch2\n{\n\tpic SCORCH2\n\tshade \"00 00 00\"\n\tx-scale 0.2\n\ty-scale 0.2\n\trandomflipx\n\trandomflipy\n}\n\ndecal Scorch3\n{\n\tpic SCORCH3\n\tshade \"00 00 00\"\n\tx-scale 0.2\n\ty-scale 0.2\n\trandomflipx\n\trandomflipy\n}\n\ndecalgroup Scorch\n{\n\tScorch1\t1\n\tScorch2\t1\n\tScorch3\t1\n}\n\ndecal BigScorch1\n{\n\tpic SCORCH1\n\tshade \"00 00 00\"\n\tx-scale 0.5\n\ty-scale 0.5\n\trandomflipx\n\trandomflipy\n}\n\ndecal BigScorch2\n{\n\tpic SCORCH2\n\tshade \"00 00 00\"\n\tx-scale 0.5\n\ty-scale 0.5\n\trandomflipx\n\trandomflipy\n}\n\ndecal BigScorch3\n{\n\tpic SCORCH3\n\tshade \"00 00 00\"\n\tx-scale 0.5\n\ty-scale 0.5\n\trandomflipx\n\trandomflipy\n}\n\ndecalgroup BigScorch\n{\n\tBigScorch1\t1\n\tBigScorch2\t1\n\tBigScorch3\t1\n}\n\n/// +++++++++++++++++////\n/// +++++++++++++++++////\n/// PLASMA DECALS\n/// +++++++++++++++++////\n/// +++++++++++++++++////\n\n// plasma fade\n\nfader PFade\n{\nDecayStart 0\nDecayTime 3\n}\n\ndecal BluePlasmaSplat1\n{\nlowerdecal Scorch\nadd 0.7\n\tfullbright\nanimator PFade\npic PSPLAT01\nrandomflipx\nrandomflipy\nx-scale 0.5\ny-scale 0.5\n}\n\ndecal BluePlasmaSplat2\n{\nlowerdecal Scorch\nadd 0.7\n\tfullbright\nanimator PFade\npic PSPLAT02\nrandomflipx\nrandomflipy\nx-scale 0.5\ny-scale 0.5\n}\n\ndecal BluePlasmaSplat3\n{\nlowerdecal Scorch\nadd 0.7\n\tfullbright\nanimator PFade\npic PSPLAT03\nrandomflipx\nrandomflipy\nx-scale 0.5\ny-scale 0.5\n}\n\ndecal BluePlasmaSplat4\n{\nlowerdecal Scorch\nadd 0.7\n\tfullbright\nanimator PFade\npic PSPLAT04\nrandomflipx\nrandomflipy\nx-scale 0.5\ny-scale 0.5\n}\n\ndecal BluePlasmaSplat5\n{\nlowerdecal Scorch\nadd 0.7\n\tfullbright\nanimator PFade\npic PSPLAT05\nrandomflipx\nrandomflipy\nx-scale 0.5\ny-scale 0.5\n}\n\ndecal BluePlasmaSplat6\n{\nlowerdecal Scorch\nadd 0.7\n\tfullbright\nanimator PFade\npic PSPLAT06\nrandomflipx\nrandomflipy\nx-scale 0.5\ny-scale 0.5\n}\n\ndecalgroup BluePlasmaSplat\n{\nBluePlasmaSplat1 6\nBluePlasmaSplat2 6\nBluePlasmaSplat3 6\nBluePlasmaSplat4 6\nBluePlasmaSplat5 6\nBluePlasmaSplat6 6\n}\n\ndecal ArachnotronPlasmaSplat1\n{\nlowerdecal Scorch\nadd 1.0\n\tfullbright\nanimator PFade\npic GSPLAT01\nrandomflipx\nrandomflipy\nx-scale 0.5\ny-scale 0.5\n}\n\ndecal ArachnotronPlasmaSplat2\n{\nlowerdecal Scorch\nadd 1.0\n\tfullbright\nanimator PFade\npic GSPLAT02\nrandomflipx\nrandomflipy\nx-scale 0.5\ny-scale 0.5\n}\n\ndecal ArachnotronPlasmaSplat3\n{\nlowerdecal Scorch\nadd 1.0\n\tfullbright\nanimator PFade\npic GSPLAT03\nrandomflipx\nrandomflipy\nx-scale 0.5\ny-scale 0.5\n}\n\ndecal ArachnotronPlasmaSplat4\n{\nlowerdecal Scorch\nadd 1.0\n\tfullbright\nanimator PFade\npic GSPLAT04\nrandomflipx\nrandomflipy\nx-scale 0.5\ny-scale 0.5\n}\n\ndecal ArachnotronPlasmaSplat5\n{\nlowerdecal Scorch\nadd 1.0\n\tfullbright\nanimator PFade\npic GSPLAT05\nrandomflipx\nrandomflipy\nx-scale 0.5\ny-scale 0.5\n}\n\ndecal ArachnotronPlasmaSplat6\n{\nlowerdecal Scorch\nadd 1.0\n\tfullbright\nanimator PFade\npic GSPLAT06\nrandomflipx\nrandomflipy\nx-scale 0.5\ny-scale 0.5\n}\n\ndecalgroup ArachnotronPlasmaSplat\n{\nArachnotronPlasmaSplat1 6\nArachnotronPlasmaSplat2 6\nArachnotronPlasmaSplat3 6\nArachnotronPlasmaSplat4 6\nArachnotronPlasmaSplat5 6\nArachnotronPlasmaSplat6 6\n}\n\n/// +++++++++++++++++////\n/// +++++++++++++++++////\n/// PLASMA RAILGUN\n/// +++++++++++++++++////\n/// +++++++++++++++++////\n\nfader RailFade\n{\nDecayStart 3\nDecayTime 9\n}\n\ndecal PlasmaRailSplat1\n{\nlowerdecal BigScorch\nadd 1.0\n\tfullbright\nanimator RailFade\npic PLSPLAT1\nrandomflipx\nrandomflipy\nx-scale 0.45\ny-scale 0.45\n}\n\ndecal PlasmaRailSplat2\n{\nlowerdecal BigScorch\nadd 1.0\n\tfullbright\nanimator RailFade\npic PLSPLAT2\nrandomflipx\nrandomflipy\nx-scale 0.45\ny-scale 0.45\n}\n\ndecal PlasmaRailSplat3\n{\nlowerdecal BigScorch\nadd 1.0\n\tfullbright\nanimator RailFade\npic PLSPLAT3\nrandomflipx\nrandomflipy\nx-scale 0.45\ny-scale 0.45\n}\n\ndecal PlasmaRailSplat4\n{\nlowerdecal BigScorch\nadd 1.0\n\tfullbright\nanimator RailFade\npic PLSPLAT4\nrandomflipx\nrandomflipy\nx-scale 0.45\ny-scale 0.45\n}\n\ndecal PlasmaRailSplat5\n{\nlowerdecal BigScorch\nadd 1.0\n\tfullbright\nanimator RailFade\npic PLSPLAT5\nrandomflipx\nrandomflipy\nx-scale 0.45\ny-scale 0.45\n}\n\ndecal PlasmaRailSplat6\n{\nlowerdecal BigScorch\nadd 1.0\n\tfullbright\nanimator RailFade\npic PLSPLAT6\nrandomflipx\nrandomflipy\nx-scale 0.45\ny-scale 0.45\n}\n\ndecalgroup PlasmaRailSplat\n{\nPlasmaRailSplat1 6\nPlasmaRailSplat2 6\nPlasmaRailSplat3 6\nPlasmaRailSplat4 6\nPlasmaRailSplat5 6\nPlasmaRailSplat6 6\n}\n\n/// +++++++++++++++++////\n/// +++++++++++++++++////\n/// BFG DECALS\n/// +++++++++++++++++////\n/// +++++++++++++++++////\n\nfader BFGFade\n{\n\tDecaystart 6\n\tDecaytime 25\n}\n\ndecal BFGLightning1\n{\n\tpic BFGLITE1\n\tshade \"80 ff 80\"\n\tfullbright\n\trandomflipx\n\trandomflipy\n\tanimator BFGFade\n\tlowerdecal BFGScorch\n}\n\ndecal BFGLightning2\n{\n\tpic BFGLITE2\n\tshade \"80 ff 80\"\n\tfullbright\n\trandomflipx\n\trandomflipy\n\tanimator BFGFade\n\tlowerdecal BFGScorch\n}\n\ndecal BFGLightning3\n{\n\tpic BFGLITE3\n\tshade \"80 ff 80\"\n\tfullbright\n\trandomflipx\n\trandomflipy\n\tanimator BFGFade\n\tlowerdecal BFGScorch\n}\n\ndecalgroup BFGLightning\n{\n\tBFGLightning1\t1\n\tBFGLightning2\t1\n\tBFGLightning3\t1\n}\n\ndecal BFGScorch1\n{\n\tpic BFGSCRC1\n\tanimator ToBlack\n\tshade \"80 ff 80\"\n\trandomflipx\n\trandomflipy\n\tx-scale 0.5\n\ty-scale 0.5\n}\n\ndecal BFGScorch2\n{\n\tpic BFGSCRC2\n\tanimator ToBlack\n\tshade \"80 ff 80\"\n\trandomflipx\n\trandomflipy\n\tx-scale 0.5\n\ty-scale 0.5\n}\n\ndecal BFGScorch3\n{\n\tpic BFGSCRC3\n\tanimator ToBlack\n\tshade \"80 ff 80\"\n\trandomflipx\n\trandomflipy\n\tx-scale 0.5\n\ty-scale 0.5\n}\n\ncolorchanger BFGScorchFade\n{\n\tcolor \"ff ff ff\"\n\tFadestart 0.5\n\tFadeTime 3.5\n}\n\ndecalgroup BFGScorch\n{\n\tBFGScorch1\t1\n\tBFGScorch2\t1\n\tBFGScorch3\t1\n}\n\n// EXPLOSIVE BARREL SCORCH\n\ndecal BarrelScorch1\n{\n\tpic BSCORCH1\n\tshade \"00 00 00\"\n\tx-scale 0.5\n\ty-scale 0.7\n\trandomflipx\n}\n\ndecal BarrelScorch2\n{\n\tpic BSCORCH2\n\tshade \"00 00 00\"\n\tx-scale 0.5\n\ty-scale 0.7\n\trandomflipx\n}\n\ndecal BarrelScorch3\n{\n\tpic BSCORCH3\n\tshade \"00 00 00\"\n\tx-scale 0.5\n\ty-scale 0.7\n\trandomflipx\n}\n\ndecalgroup BarrelScorch\n{\n\tBarrelScorch1\t1\n\tBarrelScorch2\t1\n\tBarrelScorch3\t1\n}"
},
{
"source": "pk3",
"name": "Beautiful-Doom-20190611/DECORATE.txt",
"contents": "#include \"DECORATE/MONSTERS/IconOfSin.txt\"\n#include \"DECORATE/BD_Blood.txt\"\n#include \"DECORATE/BD_Monst.txt\""
},
{
"source": "pk3",
"name": "Beautiful-Doom-20190611/DECORATE/BD_Blood.txt",
"contents": "///////////////////////\n///////////////////////\n///////////////////////\n//// BLOOD ////////////\n///////////////////////\n///////////////////////\n\n// ********************\n// Bloody Footprints\n// ********************\n\nActor BloodyFootprint_R : DebrisGeneral\n{\n-MISSILE\n-NOGRAVITY\n+FLOORCLIP\n+FLATSPRITE\n+DONTSPLASH\nheight 1\nalpha 0.75\nscale .1\ngravity 10\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"BD_BloodRemoval\",0)\n\t\tTNT1 A 0 A_JumpIf(GetZAt(5,0) == floorz && GetZAt(-5,0) == floorz && GetZAt(0,7) == floorz && GetZAt(0,-7) == floorz, \"Spawn1\")\n\t\tstop\n\tSpawn1:\n\t\tFPRT A 3 A_FadeOut(0.001)\n\t\tloop\n\t}\n}\n\nActor BloodyFootprint_L : BloodyFootprint_R\n{\nstates\n\t{\n\tSpawn1:\n\t\tFPRT B 3 A_FadeOut(0.001)\n\t\tloop\n\t}\n}\n\nActor BlueBloodyFootprint_R : BloodyFootprint_R\n{\ntranslation \"168:191=197:207\",\"16:47=240:247\"\n}\n\nActor BlueBloodyFootprint_L : BloodyFootprint_L\n{\ntranslation \"168:191=197:207\",\"16:47=240:247\"\n}\n\nActor GreenBloodyFootprint_R : BloodyFootprint_R\n{\ntranslation \"169:191=112:127\", \"16:31=152:159\", \"32:47=152:159\"\n}\n\nActor GreenBloodyFootprint_L : BloodyFootprint_L\n{\ntranslation \"169:191=112:127\", \"16:31=152:159\", \"32:47=152:159\"\n}\n\nActor SpectreBloodyFootprint_R : BloodyFootprint_R\n{\nrenderstyle Shaded\nalpha 0.4\n}\n\nActor SpectreBloodyFootprint_L : BloodyFootprint_L\n{\nrenderstyle Shaded\nalpha 0.4\n}\n\nActor BD_BlueBloodPool : BD_Bloodpool { stencilcolor \"00 00 90\" }"
},
{
"source": "pk3",
"name": "Beautiful-Doom-20190611/DECORATE/BD_DGUY.txt",
"contents": "// Don't use player class without weapons or vice versa\n\nActor BD_DoomPlayer : Doomplayer\n{\n//player.viewheight\t48\n//player.attackzoffset 20\nplayer.startitem \"BD_Pistol\"\nplayer.startitem \"Clip\", 50\nplayer.startitem \"BD_Fist\"\nplayer.startitem \"PistolClip\", 15\nplayer.startitem \"ShotgunClip\", 8\nplayer.startitem \"RifleClip\", 40\nplayer.startitem \"SSGClip\", 2\nplayer.startitem \"RLClip\", 8\nplayer.displayname \"Beautiful Marine\"\n\ngibhealth 50\nstates\n\t{\n\tDeath:\n\t\tTNT1 A 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n\t\tTNT1 A 0 A_jump(256,\"death1\",\"Death2\",\"Death3\",\"Death4\")\n\tDeath1: //vanilla\n\t\tPLAY H 5\n\t\tTNT1 A 0 A_spawnitem(\"Blood\",0,random(16,20))\n\t\tPLAY I 10 A_PlayerScream\n\t\tTNT1 A 0 A_spawnitem(\"Blood\",0,random(16,20))\n\t\tPLAY J 10 A_NoBlocking\n\t\tPLAY KLM 10 A_spawnitem(\"Blood\",0,random(16,20))\n\t\tPLAY N -1\n\t\tstop\n\tDeath2: //turn around and fall to the right, like Shotgunguy alt.death 3\n\t\tTNT1 A 0 A_SetScale(scalex*(randompick(-1,1)),scaley)\n\t\tPLA2 H 5\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BloodDrop\",random(-2,2),0,random(32,34),\trandom(4,6),0,random(3,5),random(-70,-90)*scalex)\n\t\tPLA2 I 5 A_PlayerScream\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BloodDrop\",random(-2,2),0,random(24,26),\trandom(4,6),0,random(3,5),random(-70,-90)*scalex)\n\t\tPLA2 J 5 A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BloodDrop\",random(-2,2),0,random(10,16),\trandom(4,6),0,random(3,5),random(-70,-90)*scalex)\n\t\tPLA2 KL 5 A_SpawnItemEx(\"BloodDrop\",random(-14,-16),0,random(4,8),\trandom(4,6),0,random(3,5),random(-70,-90)*scalex)\n\t\tPLA2 MN 5\n\t\tPLA2 O -1\n\t\tstop\n\tDeath3: //fall backward like ShotgunGuy\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tTNT1 A 0 A_SetScale(scalex*(-1),scaley)\n\t\tPLA3 H 5\n\t\tTNT1 A 0 A_spawnitem(\"Blood\",0,random(16,20))\n\t\tPLA3 I 6 A_PlayerScream\n\t\tTNT1 A 0 A_spawnitem(\"Blood\",0,random(16,20))\n\t\tPLA3 J 6 A_NoBlocking\n\t\tPLA3 K 6 A_spawnitem(\"Blood\",0,random(16,20))\n\t\tPLA3 L -1\n\t\tstop\n\tDeath4: //fall forward losing a hand\n\t\tPLA4 H 5 A_SpawnItemEx(\"DoomguyHand\",0,-10,24,random(1,2),0,random(1,2),random(70,90),0)\n\t\tPLA4 I 15\n\t\tTNT1 A 0 A_PlaySound(\"grunt/pain\")\n\t\tPLA4 III random(15,25) A_spawnitemEx(\"BloodDrop\",8,-18,24,random(3,4),0,random(1,2),random(45,60),64)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_PlaySound(\"grunt/pain\")\n\t\tPLA4 III random(15,25) A_spawnitemEx(\"BloodDrop\",8,-18,24,random(3,4),0,random(1,2),random(45,60),64)\n\t\tTNT1 A 0 A_spawnitem(\"Blood\",0,random(16,20))\n\t\tPLA4 J 10 A_PlayerScream\n\t\tPLA4 K 10 A_spawnitem(\"Blood\",0,random(16,20))\n\t\tPLA4 L -1\n\t\tstop\n\n\tDeath.BFGSplash:\n\t\tTNT1 A 0 Thing_SetTranslation(0,11) //translation to grey+blood\n\tXDeath:\n\t\tPLAY O 0 A_PlayerSkinCheck(\"AltSkinXDeath\")\n\tXDeath1:\n\t\tTNT1 A 0 A_JumpIf(GetCVAR(\"bdoom_gibs\")==0,\"Super::XDeath\")\n\t\tTNT1 A 0 A_PlaySound(\"gibs/gibbed\")\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"Heart\",\t\t\trandom(-4,4),random(-4,4),random(-4,4),\tvelx*random(1,2),vely*random(1,2),random(1,3),\t0,\t\t\t\t\tSXF_ABSOLUTEMOMENTUM | SXF_TRANSFERTRANSLATION, 220)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DoomguyTorso1\",\trandom(-4,4),random(-4,4),random(5,48),\tvelx*random(1,2),vely*random(1,2),random(1,2),\trandom(-45,-135),\tSXF_ABSOLUTEMOMENTUM | SXF_TRANSFERTRANSLATION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DoomguyTorso2\",\trandom(-4,4),random(-4,4),random(5,48),\tvelx*random(1,2),vely*random(1,2),random(1,2),\trandom(45,135),\t\tSXF_ABSOLUTEMOMENTUM | SXF_TRANSFERTRANSLATION)\n\n\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"MeatPiece\",random(-4,4),random(-4,4),random(5,48),\tvelx*random(1,2),vely*random(1,2),random(5,10),\trandom(-10,10),\tSXF_ABSOLUTEMOMENTUM | SXF_TRANSFERTRANSLATION,\t80)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DoomguyHand\",\t\trandom(-4,4),random(-4,4),random(5,48),\tvelx*random(1,2),vely*random(1,2),random(5,10),\trandom(-10,10),\tSXF_ABSOLUTEMOMENTUM | SXF_TRANSFERTRANSLATION, 48)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DoomguyHand\",\t\trandom(-4,4),random(-4,4),random(5,48),\tvelx*random(1,2),vely*random(1,2),random(5,10),\trandom(-10,10),\tSXF_ABSOLUTEMOMENTUM | SXF_TRANSFERTRANSLATION, 48)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DoomguyLeg1\",\t\trandom(-4,4),random(-4,4),random(5,48),\tvelx*random(1,2),vely*random(1,2),random(5,10),\trandom(-10,10),\tSXF_ABSOLUTEMOMENTUM | SXF_TRANSFERTRANSLATION, 48)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DoomguyLeg2\",\t\trandom(-4,4),random(-4,4),random(5,48),\tvelx*random(1,2),vely*random(1,2),random(5,10),\trandom(-10,10),\tSXF_ABSOLUTEMOMENTUM | SXF_TRANSFERTRANSLATION, 48)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DoomguyHead\",\t\trandom(-4,4),random(-4,4),random(5,48),\tvelx*random(1,2),vely*random(1,2),random(5,10),\trandom(-10,10),\tSXF_ABSOLUTEMOMENTUM | SXF_TRANSFERTRANSLATION, 48)\n\n\t\tPOSX M 4\n\t\tPOSX N 4 A_XScream\n\t\tPOSX O 4 A_NoBlocking\n\t\tPOSX PQRST 4\n\t\tPOSX U -1\n\t\tstop\n\tDeath.PlasmaDamage:\n\t\tTNT1 A 0 A_JumpIf(GetCVAR(\"bdoom_gibs\")==0,\"Death\")\n\t\tTNT1 A 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tTNT1 A 0 A_SetScale(scalex*(-1),scaley)\n\n\t\tTNT1 A 0 Thing_SetTranslation(0,7) //translation to grey\n\t\tPLAY H 5\n\t\tPLAY I 10 A_PlayerScream\n\t\tPLAY J 10 A_NoBlocking\n\t\tPLAY KLM 5 A_SpawnItemEx(\"BlackSmoke\",random(-16,16),random(-16,16),random(8,16),0,0,1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlackSmoke\",random(-16,16),random(-16,16),random(8,16),0,0,1)\n\t\tPLAY NNNNN 6 A_SpawnItemEx(\"BlackSmoke\",random(-16,16),random(-16,16),random(8,16),0,0,1)\n\t\tPLAY NNNNN 9 A_SpawnItemEx(\"BlackSmoke\",random(-16,16),random(-16,16),random(8,16),0,0,1)\n\t\tPLAY NNNNN 12 A_SpawnItemEx(\"BlackSmoke\",random(-16,16),random(-16,16),random(8,16),0,0,1)\n\t\tPLAY L -1\n\t\tstop\n\tDeath.Fire:\n\t\tTNT1 A 0 A_JumpIf(GetCVAR(\"bdoom_gibs\")==0,\"Death\")\n\t\tTNT1 A 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n\t\t\tTNT1 A 0 A_Jump(128,2)\n\t\t\tTNT1 A 0 A_SetScale(scalex*(-1),scaley)\n\n\t\tTNT1 A 0 Thing_SetTranslation(0,8) //translation to scorched orange-red\n\t\tTNT1 A 0 A_PlaySoundEx(\"world/torch\",\"Body\",1,-1)\n\t\tPLAY HHHHH 1 A_SpawnItemEx(\"ParticleFire_Red\",random(-16,16),random(-16,16),random(0,8),0,0,2)\n\t\tTNT1 A 0 A_PlayerScream\n\t\tPLAY IIIII 1 A_SpawnItemEx(\"ParticleFire_Red\",random(-16,16),random(-16,16),random(0,8),0,0,2)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tPLAY JJJJJ 1 A_SpawnItemEx(\"ParticleFire_Red\",random(-16,16),random(-16,16),random(0,8),0,0,2)\n\t\tPLAY KKKKK 1 A_SpawnItemEx(\"ParticleFire_Red\",random(-16,16),random(-16,16),random(0,8),0,0,2)\n\t\tPLAY LLLLL 1 A_SpawnItemEx(\"ParticleFire_Red\",random(-16,16),random(-16,16),random(0,8),0,0,2)\n\t\tPLAY MMMMM 1 A_SpawnItemEx(\"ParticleFire_Red\",random(-16,16),random(-16,16),random(0,8),0,0,2)\n\t\tPLAY NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 1 A_SpawnItemEx(\"ParticleFire_Red\",random(-16,16),random(-16,16),random(0,8),0,0,2)\n\t\tTNT1 A 0 A_StopSoundEx(\"Body\")\n\t\tTNT1 A 0 Thing_SetTranslation(0,7)\n\t\tPLAY NNNNN 6 A_SpawnItemEx(\"BlackSmoke\",random(-16,16),random(-16,16),random(8,16),0,0,1)\n\t\tPLAY NNNNN 9 A_SpawnItemEx(\"BlackSmoke\",random(-16,16),random(-16,16),random(8,16),0,0,1)\n\t\tPLAY NNNNN 12 A_SpawnItemEx(\"BlackSmoke\",random(-16,16),random(-16,16),random(8,16),0,0,1)\n\t\tPLAY L -1\n\t\tstop\n\tDeath.GreenFire:\n\t\tTNT1 A 0 A_JumpIf(GetCVAR(\"bdoom_gibs\")==0,\"Death\")\n\t\tTNT1 A 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n\t\t\tTNT1 A 0 A_Jump(128,2)\n\t\t\tTNT1 A 0 A_SetScale(scalex*(-1),scaley)\n\n\t\tTNT1 A 0 Thing_SetTranslation(0,14) //translation to scorched green\n\t\tTNT1 A 0 A_PlaySoundEx(\"world/torch\",\"Body\",1,-1)\n\t\tPLAY HHHHH 1 A_SpawnItemEx(\"ParticleFire_Green\",random(-16,16),random(-16,16),random(0,8),0,0,2)\n\t\tTNT1 A 0 A_PlayerScream\n\t\tPLAY IIIII 1 A_SpawnItemEx(\"ParticleFire_Green\",random(-16,16),random(-16,16),random(0,8),0,0,2)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tPLAY JJJJJ 1 A_SpawnItemEx(\"ParticleFire_Green\",random(-16,16),random(-16,16),random(0,8),0,0,2)\n\t\tPLAY KKKKK 1 A_SpawnItemEx(\"ParticleFire_Green\",random(-16,16),random(-16,16),random(0,8),0,0,2)\n\t\tPLAY MMMMM 1 A_SpawnItemEx(\"ParticleFire_Green\",random(-16,16),random(-16,16),random(0,8),0,0,2)\n\t\tPLAY NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 1 A_SpawnItemEx(\"ParticleFire_Green\",random(-16,16),random(-16,16),random(0,8),0,0,2)\n\t\tTNT1 A 0 A_StopSoundEx(\"Body\")\n\t\tTNT1 A 0 Thing_SetTranslation(0,7)\n\t\tPLAY NNNNN 6 A_SpawnItemEx(\"BlackSmoke\",random(-16,16),random(-16,16),random(8,16),0,0,1)\n\t\tPLAY NNNNN 9 A_SpawnItemEx(\"BlackSmoke\",random(-16,16),random(-16,16),random(8,16),0,0,1)\n\t\tPLAY NNNNN 12 A_SpawnItemEx(\"BlackSmoke\",random(-16,16),random(-16,16),random(8,16),0,0,1)\n\t\tPLAY L -1\n\t\tstop\n\tDeath.Saw:\n\t\tTNT1 A 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Pain\n\t\t\tTNT1 A 0 A_Jump(160,2,3,4)\n\t\tPLA5 YYYZZZ 6 A_SpawnItemEx(\"BloodSprayer\",8,random(-8,-10),random(24,26),random(3,5),0,random(5,10),\trandom(35,65),\t0,80)\n\t\tPLA5 Z 5 A_Pain\n\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 0 A_Jump(80,2,3)\n\t\tPLA5 YYYZZ 7 A_SpawnItemEx(\"BloodSprayer\",8,random(-8,-10),random(24,26),random(3,5),0,random(5,10),\trandom(35,65),\t0,80)\n\t\tPLA5 Z 5 A_Scream\n\t\tPLA5 HHIIJJKK 2 A_SpawnItemEx(\"BloodDrop\",0,random(0,6),random(12,18),random(3,5),0,random(5,10),\trandom(35,65),\t0,80)\n\t\tPLA5 LLMM 2 A_SpawnItemEx(\"BloodDrop\",0,random(6,10),random(6,12),random(3,5),0,random(5,10),\trandom(35,65),\t0,80)\n\t\tTNT1 A 0 A_PlaySound(\"gibs/meatland\")\n\t\tPLA5 NNOO 2 A_SpawnItemEx(\"BloodDrop\",0,random(10,12),random(2,6),random(3,5),0,random(5,10),\trandom(35,65),\t0,100)\n\t\tPLA5 P -1\n\t\tstop\n\t}\n}\n\n// PLAYER GIBS\n\nactor DoomguyHead : Gibs_general\n{\nstates\n\t{\n\tspawn:\n\t\tTNT1 A 0 NoDelay A_Jump(128,2)\n\t\tTNT1 A 0 A_SetScale(scalex*(-1),scaley)\n\t\tTNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8)\n\t\tHEDP ABCDEFGH 2 A_SpawnItemEx(\"BloodDrop\",random(-1,1),random(-1,1),random(-1,1),\trandom(1,3),0,random(0,1),random(-165,195),0,32)\n\t\tHEDP ABCDEFGH 3 A_SpawnItemEx(\"BloodDrop\",random(-1,1),random(-1,1),random(-1,1),\trandom(1,3),0,random(0,1),random(-165,195),0,32)\n\t\tgoto death\n\tDeath:\n\t\tTNT1 A 0 A_SetFloorClip\n\t\tTNT1 A 0 A_SetMass(30)\n\t\tTNT1 A 0 A_ChangeFlag(\"Shootable\",1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\",0)\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tHEDP I 35 A_JumpIf(GetCVAR(\"bdoom_gibs\")==0,\"Null\")\n\t\twait\n\t\tHEDP J 35 A_JumpIf(GetCVAR(\"bdoom_gibs\")==0,\"Null\")\n\t\twait\n\t}\n}\n\nactor DoomguyHand : Gibs_general\n{\nstates\n\t{\n\tspawn:\n\t\tTNT1 A 0 NoDelay A_Jump(128,2)\n\t\tTNT1 A 0 A_SetScale(scalex*(-1),scaley)\n\t\tTNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8)\n\t\tHNDP ABCDEFGH 2 A_SpawnItemEx(\"BloodDrop\",random(-1,1),random(-1,1),random(-1,1),\trandom(1,3),0,random(0,1),random(-165,195),0,32)\n\t\tHNDP ABCDEFGH 3 A_SpawnItemEx(\"BloodDrop\",random(-1,1),random(-1,1),random(-1,1),\trandom(1,3),0,random(0,1),random(-165,195),0,32)\n\t\tgoto death\n\tDeath:\n\t\tTNT1 A 0 A_SetFloorClip\n\t\tTNT1 A 0 A_SetMass(30)\n\t\tTNT1 A 0 A_ChangeFlag(\"Shootable\",1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\",0)\n\t\tTNT1 A 0 A_Jump(128,1)\n\t\tHNDP I 35 A_JumpIf(GetCVAR(\"bdoom_gibs\")==0,\"Null\")\n\t\twait\n\t\tHNDP J 35 A_JumpIf(GetCVAR(\"bdoom_gibs\")==0,\"Null\")\n\t\twait\n\t}\n}\n\nactor DoomguyLeg1 : Gibs_general\n{\nstates\n\t{\n\tspawn:\n\t\tTNT1 A 0 NoDelay A_Jump(128,2)\n\t\tTNT1 A 0 A_SetScale(scalex*(-1),scaley)\n\t\tTNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8)\n\t\tLEGP ABCDEFGH 2 A_SpawnItemEx(\"BloodDrop\",random(-1,1),random(-1,1),random(-1,1),\trandom(1,3),0,random(0,1),random(-165,195),0,32)\n\t\tLEGP ABCDEFGH 3 A_SpawnItemEx(\"BloodDrop\",random(-1,1),random(-1,1),random(-1,1),\trandom(1,3),0,random(0,1),random(-165,195),0,32)\n\t\tgoto death\n\tDeath:\n\t\tTNT1 A 0 A_SetFloorClip\n\t\tTNT1 A 0 A_SetMass(30)\n\t\tTNT1 A 0 A_ChangeFlag(\"Shootable\",1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\",0)\n\t\tLEGP I 35 A_JumpIf(GetCVAR(\"bdoom_gibs\")==0,\"Null\")\n\t\twait\n\t}\n}\n\nactor DoomguyLeg2 : DoomguyLeg1\n{\nstates\n\t{\n\tspawn:\n\t\tTNT1 A 0 NoDelay A_Jump(128,2)\n\t\tTNT1 A 0 A_SetScale(scalex*(-1),scaley)\n\t\tTNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8)\n\t\tLEKP ABCDEFGH 2 A_SpawnItemEx(\"BloodDrop\",random(-1,1),random(-1,1),random(-1,1),\trandom(1,3),0,random(0,1),random(-165,195),0,32)\n\t\tLEKP ABCDEFGH 3 A_SpawnItemEx(\"BloodDrop\",random(-1,1),random(-1,1),random(-1,1),\trandom(1,3),0,random(0,1),random(-165,195),0,32)\n\t\tgoto death\n\tDeath:\n\t\tTNT1 A 0 A_SetFloorClip\n\t\tTNT1 A 0 A_SetMass(30)\n\t\tTNT1 A 0 A_ChangeFlag(\"Shootable\",1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\",0)\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tLEKP I 35 A_JumpIf(GetCVAR(\"bdoom_gibs\")==0,\"Null\")\n\t\twait\n\t\tLEKP K 35 A_JumpIf(GetCVAR(\"bdoom_gibs\")==0,\"Null\")\n\t\twait\n\t}\n}\n\nActor DoomguyTorso1 : Gibs_General\n{\nbouncetype none\nmass 50\nradius 12\nheight 14\nscale 1\nstates\n\t{\n\tspawn:\n\t\tTNT1 A 0 NoDelay A_Jump(128,2)\n\t\tTNT1 A 0 A_SetScale(scalex*(-1),scaley)\n\t\tTRG1 ABCD 3 A_SpawnItemEx(\"BloodSprayer\",random(-2,2),random(-2,2),random(0,2),random(1,3),0,random(0,1),random(-165,195))\n\t\tTRG1 DDDD 6 A_SpawnItemEx(\"BloodSprayer\",random(-2,2),random(-2,2),random(0,2),random(1,3),0,random(0,1),random(-165,195))\n\t\tgoto death\n\tDeath:\n\t\tTNT1 A 0 A_SetFloorClip\n\t\tTNT1 A 0 A_ChangeFlag(\"Shootable\",1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\",0)\n\t\tTRG1 E 35 A_JumpIf(GetCVAR(\"bdoom_gibs\")==0,\"Null\")\n\t\twait\n\t}\n}\n\nActor DoomguyTorso2 : DoomguyTorso1\n{\nstates\n\t{\n\tspawn:\n\t\tTNT1 A 0 NoDelay A_Jump(128,2)\n\t\tTNT1 A 0 A_SetScale(scalex*(-1),scaley)\n\t\tTRG2 ABCD 3 A_SpawnItemEx(\"BloodSprayer\",random(-2,2),random(-2,2),random(0,2),random(1,3),0,random(0,1),random(-165,195))\n\t\tTRG2 DDDD 6 A_SpawnItemEx(\"BloodSprayer\",random(-2,2),random(-2,2),random(0,2),random(1,3),0,random(0,1),random(-165,195))\n\t\tgoto death\n\tDeath:\n\t\tTNT1 A 0 A_SetFloorClip\n\t\tTNT1 A 0 A_ChangeFlag(\"Shootable\",1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\",0)\n\t\tTRG2 E 35 A_JumpIf(GetCVAR(\"bdoom_gibs\")==0,\"Null\")\n\t\twait\n\t}\n}\n\nActor BD_DeadMarine replaces DeadMarine\n{\n+FLOORCLIP\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 NoDelay A_Jump(128,2)\n\t\tTNT1 A 0 A_SetScale(scalex*(-1),scaley)\n\t\tTNT1 A 0 A_Jump(256,1,2,3,4,5)\n\t\tPLAY N -1\n\t\tstop\n\t\tPLA2 O -1\n\t\tstop\n\t\tPLA3 L -1\n\t\tstop\n\t\tPLA4 L -1\n\t\tstop\n\t\tPLA5 P -1\n\t\tstop\n\t}\n}\n\nActor D_DoomguyHead : DoomguyHead\n{\nseesound \"\"\ndeathsound \"\"\nbouncetype none\nstates\n\t{\n\tSpawn:\n\t\tgoto death\n\t}\n}\n\nActor D_DoomguyHand : DoomguyHand\n{\nseesound \"\"\ndeathsound \"\"\nbouncetype none\nstates\n\t{\n\tSpawn:\n\t\tgoto death\n\t}\n}\n\nActor D_DoomguyLeg1 : DoomguyLeg1\n{\nseesound \"\"\ndeathsound \"\"\nbouncetype none\nstates\n\t{\n\tSpawn:\n\t\tgoto death\n\t}\n}\n\nActor D_DoomguyLeg2 : DoomguyLeg2\n{\nseesound \"\"\ndeathsound \"\"\nbouncetype none\nstates\n\t{\n\tSpawn:\n\t\tgoto death\n\t}\n}\n\nActor D_DoomguyTorso1 : DoomguyTorso1\n{\nseesound \"\"\ndeathsound \"\"\nbouncetype none\nstates\n\t{\n\tSpawn:\n\t\tgoto death\n\t}\n}\n\nActor D_DoomguyTorso2 : DoomguyTorso2\n{\nseesound \"\"\ndeathsound \"\"\nbouncetype none\nstates\n\t{\n\tSpawn:\n\t\tgoto death\n\t}\n}\n\nActor BD_GibbedMarine : GibbedMarine replaces GibbedMarine\n{\n+MOVEWITHSECTOR\n+NOBLOCKMAP\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 NoDelay A_JumpIf(GetCVAR(\"bdoom_gibs\") == 0, \"Super::Spawn\")\n\t\tTNT1 A 0 A_JumpIf(GetCVAR(\"bdoom_blood\") == 0, 10)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"BD_Bloodpool\",random(-48,48),random(-48,48),0,\t0,0,0,0,0,32)\n\t\tTNT1 A 0 A_SpawnItemEx(\"D_DoomguyHead\",\t\trandom(-64,64),random(-64,64),1,\t0,0,0,0,SXF_SETMASTER)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"D_DoomguyHand\",\t\trandom(-64,64),random(-64,64),1,\t0,0,0,0,SXF_SETMASTER,32)\n\t\tTNT1 A 0 A_SpawnItemEx(\"D_DoomguyLeg1\",\t\trandom(-64,64),random(-64,64),1,\t0,0,0,0,SXF_SETMASTER,32)\n\t\tTNT1 A 0 A_SpawnItemEx(\"D_DoomguyLeg2\",\t\trandom(-64,64),random(-64,64),1,\t0,0,0,0,SXF_SETMASTER,32)\n\t\tTNT1 A 0 A_SpawnItemEx(\"D_DoomguyTorso1\",\t\trandom(-64,64),random(-64,64),1,\t0,0,0,0,SXF_SETMASTER)\n\t\tTNT1 A 0 A_SpawnItemEx(\"D_DoomguyTorso2\",\t\trandom(-64,64),random(-64,64),1,\t0,0,0,0,SXF_SETMASTER)\n\t\tTNT1 A 0 A_KillChildren //probably unecessary\n\t\tPOSX U -1\n\t\tstop\n\t}\n}\n\nActor BD_GibbedMarineExtra : BD_GibbedMarine replaces GibbedMarineExtra {}"
},
{
"source": "pk3",
"name": "Beautiful-Doom-20190611/DECORATE/BD_MONST.txt",
"contents": "//*****************************\\\\\n//*****************************\\\\\n//****** M O N S T E R S ******\\\\\n//*****************************\\\\\n//*****************************\\\\\n\nActor CorpseFlySpawner\n{\n+NOINTERACTION\n+NOGRAVITY\nstates\n\t\t{\n\t\tSpawn: //always spawns and waits\n\t\t\tTNT1 A 105\n\t\t\tTNT1 A 0 A_Warp(AAPTR_MASTER,0,0,0,0)\n\t\t\tTNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9,10)\n\t\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 300 //A_JumpIfInventory(\"WasGibbed\",1,\"Null\") //approx. 2-4 minutes\n\t\tSpawnFlies:\n\t\t\tTNT1 A 30 //A_JumpIfInventory(\"WasGibbed\",1,\"Null\") //checks if the corpse is still present\n\t\t\tTNT1 A 0 A_TakeInventory(\"DummyChecker\",500)\n\t\t\tTNT1 A 0 A_RemoveChildren(1,RMVF_EVERYTHING)\n\t\t\tTNT1 A 0 A_Jumpif(GetCvar(\"bdoom_flies\")==1,\"Spawn1\") //and continues to actual spawning if CVAR allows it\n\t\t\tloop\n\t\tSpawn1: //actual fly spawning\n\t\t\tTNT1 A 0 A_GiveInventory(\"DummyChecker\",1)\n\t\t\tTNT1 A 0 A_Jumpif(GetCvar(\"bdoom_flies\")==0,\"SpawnFlies\")\n\t\t\tTNT1 A 70 A_JumpIfInventory(\"DummyChecker\",15,1)\n\t\t\tloop\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"CorpseFly\",random(-8,8),random(-8,8),random(28,34),0,0,0,0,SXF_SETMASTER)\n\t\tSpawn2: //actual fly spawning\n\t\t\tTNT1 A 0 A_GiveInventory(\"DummyChecker\",1)\n\t\t\tTNT1 A 0 A_Jumpif(GetCvar(\"bdoom_flies\")==0,\"SpawnFlies\")\n\t\t\tTNT1 A 70 A_JumpIfInventory(\"DummyChecker\",45,1)\n\t\t\tloop\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"CorpseFly\",random(-8,8),random(-8,8),random(28,34),0,0,0,0,SXF_SETMASTER)\n\t\tSpawn3: //actual fly spawning\n\t\t\tTNT1 A 0 A_GiveInventory(\"DummyChecker\",1)\n\t\t\tTNT1 A 0 A_Jumpif(GetCvar(\"bdoom_flies\")==0,\"SpawnFlies\")\n\t\t\tTNT1 A 70 A_JumpIfInventory(\"DummyChecker\",75,1)\n\t\t\tloop\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"CorpseFly\",random(-8,8),random(-8,8),random(28,34),0,0,0,0,SXF_SETMASTER,128)\n\t\tSpawn4: //actual fly spawning\n\t\t\tTNT1 A 0 A_GiveInventory(\"DummyChecker\",1)\n\t\t\tTNT1 A 0 A_Jumpif(GetCvar(\"bdoom_flies\")==0,\"SpawnFlies\")\n\t\t\tTNT1 A 70 A_JumpIfInventory(\"DummyChecker\",120,1)\n\t\t\tloop\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"CorpseFly\",random(-8,8),random(-8,8),random(28,34),0,0,0,0,SXF_SETMASTER,128)\n\t\tSpawn5: //actual fly spawning\n\t\t\tTNT1 A 0 A_GiveInventory(\"DummyChecker\",1)\n\t\t\tTNT1 A 0 A_Jumpif(GetCvar(\"bdoom_flies\")==0,\"SpawnFlies\")\n\t\t\tTNT1 A 70 A_JumpIfInventory(\"DummyChecker\",160,1)\n\t\t\tloop\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"CorpseFly\",random(-8,8),random(-8,8),random(28,34),0,0,0,0,SXF_SETMASTER,128)\n\t\tSpawnIdle:\n\t\t\tTNT1 A 70 A_Jumpif(GetCvar(\"bdoom_flies\")==0,\"SpawnFlies\") //checks for CVAR\n\t\t\tTNT1 A 0 //A_JumpIfInventory(\"WasGibbed\",1,\"Null\") //and if the corpse is still present\n\t\t\tloop\n\t\t}\n}\n\nActor CorpseFly\n{\n+NOGRAVITY\n+FLOATBOB\n+FORCEXYBILLBOARD\n+NOINTERACTION\nfloatbobstrength 0.5\nrenderstyle translucent\nalpha 0.0\nscale .05\nstates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay A_PlaySound(\"misc/flyloop\",4,1.0,1,14)\n\t\t\tFLYC ABCB 1 A_FadeIn(0.05,FTF_CLAMP)\n\t\t\tFLYC ABCB 1 A_FadeIn(0.05,FTF_CLAMP)\n\t\t\tFLYC ABCB 1 A_FadeIn(0.05,FTF_CLAMP)\n\t\t\tFLYC ABCB 1 A_FadeIn(0.05,FTF_CLAMP)\n\t\t\tFLYC ABCB 1 A_FadeIn(0.05,FTF_CLAMP)\n\t\tFly:\n\t\t\tTNT1 A 0 A_SetScale(scalex*randompick(-1,1),scaley)\n\t\t\tTNT1 A 0 A_FaceMaster\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360+16,1,0,0)\n\t\t\tFLYC ABCBABCB 1\n\t\t\tTNT1 A 0 A_Jump(256,1,5,9)\n\t\t\tFLYC ABCBABCB 1\n\t\t\tFLYC ABCBABCB 1\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tTNT1 A 0 A_JumpIfMasterCloser(64,\"Fly\",1) //checks if spawner is still present (i.e. corpse is not resurrected)\n\t\t\tFLYC ABCBABCBABCBABCB 1 A_FadeOut(0.05) //otherwise fades out\n\t\t\tstop\n\t}\n}"
},
{
"source": "pk3",
"name": "Beautiful-Doom-20190611/DECORATE/MONSTERS/IconOfSin.txt",
"contents": "ACTOR BD_BossBrain : BossBrain replaces BossBrain\n{\n+DONTFALL\nstates\n\t{\n\t\tPain:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(GetCVAR(\"bdoom_shakes\") == 0, 2)\n\t\tTNT1 A 0 Radius_Quake(3,10,0,50,0)\n\t\tBBRN B 36 A_BrainPain\n\t\tGoto Spawn\n\tDeath:\n\t\tTNT1 A 0 A_JumpIf(GetCVAR(\"bdoom_shakes\") == 0, 2)\n\t\tTNT1 A 0 Radius_Quake(4,300,0,50,0)\n\t\t//TNT1 A 0 A_PlaySound(\"brain/death\",0,1.0,0,ATTN_NONE)\n\t\tTNT1 A 0 A_BrainScream\n\t\t//TNT1 A 0 A_SpawnItemEx(\"BossBrainExplosionSpawner\",0,256,0,0,0,0,0,0)\n\t\tBBRN BBBBBBBBBBBBBBB 2 A_SpawnItemEx(\"Blood\", \trandom(-2,2),random(-2,2),random(20,24),random(4,6),0,random(5,8),random(0,360),0,64)\n\t\tTNT1 A 0 A_PlaySound(\"gibs/gibbed\",7)\n\t\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"Blood\", \trandom(-2,2),random(-2,2),random(20,24),random(4,6),0,random(5,8),random(0,3600),0,64)\n\t\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"MeatPiece\", \trandom(-2,2),random(-2,2),random(20,24),random(4,6),0,random(7,10),random(0,3600),0,80)\n\t\tBBRN C 200\n\t\tBBRN C -1 A_BrainDie\n\t\tStop\n\t\t}\n}\n\nActor BD_SpawnFire : SpawnFire replaces SpawnFire\n{\nseesound \"bossbrain/spawn\"\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 NoDelay A_SpawnItem(\"SpawnCubePentagram\",0,0,0,0)\n\t\tTNT1 A 0 A_PLaySound(\"bossbrain/spawn\")\n\t\tTNT1 A 0 A_JumpIf(GetCVAR(\"bdoom_debris\")==0,\"Null\")\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"SpawnFireParticle\",random(-28,28),random(-28,28),1,0,0,random(1,2),0,0,0)\n\t\tstop\n\t}\n}\n\nActor SpawnFireParticle : DebrisGeneral\n{\nbouncetype None\n+NOGRAVITY\n+DONTSPLASH\n+NOINTERACTION\nrenderstyle ADD\nalpha 0.5\nscale .04\nstates\n\t{\n\tSpawn:\n\t\tSPRK A 1 bright A_FadeOut(0.03)\n\t\tTNT1 A 0 A_SetScale(scalex*0.9,scaley*0.9)\n\t\tloop\n\t}\n}\n\nActor SpawnCubePentagram\n{\n+NOBLOCKMAP\n+NOGRAVITY\n+FLATSPRITE\n+ROLLSPRITE\n+FLOORCLIP\nrenderstyle Add\nalpha .9\nscale .3\nstates\n\t{\n\tSpawn:\n\t\tPNTG A 1 bright A_SetRoll(roll+1)\n\t\tTNT1 A 0 A_FadeOut(0.012)\n\t\tloop\n\t}\n}\n\nActor BD_SpawnShot : SpawnShot replaces SpawnShot\n{\n+DONTBLAST\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 NoDelay A_SpawnProjectile(\"ParticleFire_Red\",random(8,24),random(-4,0),random(177,183),2,random(24,40))\n\t\tTNT1 A 0 A_PlaySound(\"brain/cube\",4,0,0,0,0)\n\t\tBOSF A 1 Bright A_SpawnFly(\"BD_SpawnFire\")\n\t\tTNT1 A 0 A_SpawnProjectile(\"ParticleFire_Red\",random(8,24),random(-4,0),random(177,183),2,random(24,40))\n\t\tBOSF A 1 Bright A_SpawnFly(\"BD_SpawnFire\")\n\t\tTNT1 A 0 A_SpawnProjectile(\"ParticleFire_Red\",random(8,24),random(-4,0),random(177,183),2,random(24,40))\n\t\tBOSF A 1 Bright A_SpawnFly(\"BD_SpawnFire\")\n\t\tTNT1 A 0 A_SpawnProjectile(\"ParticleFire_Red\",random(8,24),random(-4,0),random(177,183),2,random(24,40))\n\t\tBOSF B 1 Bright A_SpawnFly(\"BD_SpawnFire\")\n\t\tTNT1 A 0 A_SpawnProjectile(\"ParticleFire_Red\",random(8,24),random(-4,0),random(177,183),2,random(24,40))\n\t\tBOSF B 1 Bright A_SpawnFly(\"BD_SpawnFire\")\n\t\tTNT1 A 0 A_SpawnProjectile(\"ParticleFire_Red\",random(8,24),random(-4,0),random(177,183),2,random(24,40))\n\t\tBOSF B 1 Bright A_SpawnFly(\"BD_SpawnFire\")\n\t\tTNT1 A 0 A_SpawnProjectile(\"ParticleFire_Red\",random(8,24),random(-4,0),random(177,183),2,random(24,40))\n\t\tBOSF C 1 Bright A_SpawnFly(\"BD_SpawnFire\")\n\t\tTNT1 A 0 A_SpawnProjectile(\"ParticleFire_Red\",random(8,24),random(-4,0),random(177,183),2,random(24,40))\n\t\tBOSF C 1 Bright A_SpawnFly(\"BD_SpawnFire\")\n\t\tTNT1 A 0 A_SpawnProjectile(\"ParticleFire_Red\",random(8,24),random(-4,0),random(177,183),2,random(24,40))\n\t\tBOSF C 1 Bright A_SpawnFly(\"BD_SpawnFire\")\n\t\tTNT1 A 0 A_SpawnProjectile(\"ParticleFire_Red\",random(8,24),random(-4,0),random(177,183),2,random(24,40))\n\t\tBOSF D 1 Bright A_SpawnFly(\"BD_SpawnFire\")\n\t\tTNT1 A 0 A_SpawnProjectile(\"ParticleFire_Red\",random(8,24),random(-4,0),random(177,183),2,random(24,40))\n\t\tBOSF D 1 Bright A_SpawnFly(\"BD_SpawnFire\")\n\t\tTNT1 A 0 A_SpawnProjectile(\"ParticleFire_Red\",random(8,24),random(-4,0),random(177,183),2,random(24,40))\n\t\tBOSF D 1 Bright\n\t\tLoop\n\t}\n}\n\nActor BossBrainExplosionSpawner\n{\n+NOINTERACTION\n+NOGRAVITY\nstates\n\t{\n\tSpawn:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"BossBrainExplosion\",random(320,-320),0,random(-192,192),0,0,0,0,0,0)\n\t\tstop\n\t}\n}\n\nActor BossBrainExplosion\n{\n+NOINTERACTION\n+NOGRAVITY\nrenderstyle Add\nalpha .85\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 NoDelay A_PlaySoundEx(\"weapons/rlan/explosion\",\"voice\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"Blood\",0,0,0,random(-3,3),random(5,10),random(3,10),0,0,0)\n\t\tBOM3 ABCDEFGHIJK 2 bright\n\t\tBOM3 LMNOPRTU 2 bright\n\t\tstop\n\t\t}\n}"
},
{
"source": "pk3",
"name": "Beautiful-Doom-20190611/GAMEINFO.txt",
"contents": "STARTUPTITLE=\"Beautiful Doom dev build 20190520 © 2008 Jekyll Grim Payne\"\nSTARTUPCOLORS=\"0000FF\",\"000000\""
},
{
"source": "pk3",
"name": "Beautiful-Doom-20190611/KEYCONF.txt",
"contents": "addkeysection \"Beautiful Doom\" beautifuldoomkeys\naddmenukey \"Quick kick\" +user1\ndefaultbind Q \"+user1\"\ndefaultbind Mouse4 \"+user1\""
},
{
"source": "pk3",
"name": "Beautiful-Doom-20190611/LANGUAGE.txt",
"contents": "// Footsteps\n// Language Definitions\n\n// This is where the footstep sounds for each texture are defined.\n// The definition MUST be STEP_<texturename>\n\n[enu default]\n// Flats\n// This is a list of flats that have footstep sounds associated with them.\n// Items are separated by a colon ( : )\n// If a flat/texture is not present in this list, then only the default sound will be\n// played when it is walked on.\nSTEP_FLATS = \"FWATER1:FWATER2:FWATER3:FWATER4:\"\n\t\t\t\"FLOOR0_1:FLOOR0_3:FLOOR1_7:FLOOR4_1:\"\n\t\t\t\"FLOOR4_5:FLOOR4_6:TLITE6_1:TLITE6_5:\"\n\t\t\t\"CEIL3_1:CEIL3_2:CEIL4_2:CEIL4_3:\"\n\t\t\t\"CEIL5_1:FLAT2:FLAT5:FLAT18:\"\n\t\t\t\"FLOOR0_2:FLOOR0_5:FLOOR0_7:FLAT5_3:\"\n\t\t\t\"CRATOP1:CRATOP2:FLAT9:FLAT17:\"\n\t\t\t\"FLAT19:COMP01:GRNLITE1:FLOOR1_1:\"\n\t\t\t\"FLAT14:FLAT5_5:FLOOR1_6:CEIL4_1:\"\n\t\t\t\"GRASS1:GRASS2:RROCK16:RROCK19:\"\n\t\t\t\"FLOOR6_1:FLOOR6_2:FLAT10:MFLR8_3:\"\n\t\t\t\"MFLR8_4:RROCK17:RROCK18:FLOOR0_6:\"\n\t\t\t\"FLOOR4_8:FLOOR5_1:FLOOR5_2:FLOOR5_3:\"\n\t\t\t\"FLOOR5_4:TLITE6_4:TLITE6_6:FLOOR7_1:\"\n\t\t\t\"MFLR8_1:CEIL3_5:CEIL5_2:CEIL3_6:\"\n\t\t\t\"FLAT8:SLIME13:STEP1:STEP2:\"\n\t\t\t\"GATE1:GATE2:GATE3:CEIL1_2:\"\n\t\t\t\"CEIL1_3:SLIME14:SLIME15:SLIME16:\"\n\t\t\t\"FLAT22:FLAT23:CONS1_1:CONS1_5:\"\n\t\t\t\"CONS1_7:GATE4:FLAT4:FLAT1:\"\n\t\t\t\"FLAT5_4:MFLR8_2:FLAT1_1:FLAT1_2:\"\n\t\t\t\"FLAT1_3:FLAT5_7:FLAT5_8:GRNROCK:\"\n\t\t\t\"RROCK01:RROCK02:RROCK03:RROCK04:\"\n\t\t\t\"RROCK05:RROCK06:RROCK07:RROCK08:\"\n\t\t\t\"RROCK09:RROCK10:RROCK11:RROCK12:\"\n\t\t\t\"RROCK13:RROCK14:RROCK15:RROCK20:\"\n\t\t\t\"SLIME09:SLIME10:SLIME11:SLIME12:\"\n\t\t\t\"FLAT5_6:FLOOR3_3:FLAT20:CEIL3_3:\"\n\t\t\t\"CEIL3_4:FLAT3:FLOOR7_2:DEM1_1:\"\n\t\t\t\"DEM1_2:DEM1_3:DEM1_4:DEM1_5:\"\n\t\t\t\"DEM1_6:CEIL1_1:FLAT5_1:FLAT5_2:\"\n\t\t\t\"NUKAGE1:NUKAGE2:NUKAGE3:BLOOD1:\"\n\t\t\t\"BLOOD2:BLOOD3:SLIME01:SLIME02:\"\n\t\t\t\"SLIME03:SLIME04:SLIME05:SLIME06:\"\n\t\t\t\"SLIME07:SLIME08:SFLR6_1:SFLR6_4:\"\n\t\t\t\"SFLR7_1:SFLR7_4:LAVA1:LAVA2:\"\n\t\t\t\"LAVA3:LAVA4:F_SKY1\";\n\n// footstep sounds definitions created by The Zombie Killer, modified by Agent_Ash\n\nSTEP_DEFAULT = \"step/default\";\n\nSTEP_BLOOD1 = \"step/slime\";\nSTEP_BLOOD2 = \"step/slime\";\nSTEP_BLOOD3 = \"step/slime\";\nSTEP_NUKAGE1 = \"step/slime\";\nSTEP_NUKAGE2 = \"step/slime\";\nSTEP_NUKAGE3 = \"step/slime\";\nSTEP_SLIME01 = \"step/slime\";\nSTEP_SLIME02 = \"step/slime\";\nSTEP_SLIME03 = \"step/slime\";\nSTEP_SLIME04 = \"step/slime\";\nSTEP_SLIME05 = \"step/slime\";\nSTEP_SLIME06 = \"step/slime\";\nSTEP_SLIME07 = \"step/slime\";\nSTEP_SLIME08 = \"step/slime\";\n\nSTEP_SFLR6_1 = \"step/slimy\";\nSTEP_SFLR6_4 = \"step/slimy\";\nSTEP_SFLR7_1 = \"step/slimy\";\nSTEP_SFLR7_4 = \"step/slimy\";\n\nSTEP_FWATER1 = \"step/water\";\nSTEP_FWATER2 = \"step/water\";\nSTEP_FWATER3 = \"step/water\";\nSTEP_FWATER4 = \"step/water\";\n\nSTEP_LAVA1 = \"step/lava\";\nSTEP_LAVA2 = \"step/lava\";\nSTEP_LAVA3 = \"step/lava\";\nSTEP_LAVA4 = \"step/lava\";\n\nSTEP_SLIME09 = \"step/rock\";\nSTEP_SLIME10 = \"step/rock\";\nSTEP_SLIME11 = \"step/rock\";\nSTEP_SLIME12 = \"step/rock\";\nSTEP_RROCK01 = \"step/rock\";\nSTEP_RROCK02 = \"step/rock\";\nSTEP_RROCK05 = \"step/rock\";\nSTEP_RROCK06 = \"step/rock\";\nSTEP_RROCK07 = \"step/rock\";\nSTEP_RROCK08 = \"step/rock\";\nSTEP_FLAT1 = \"step/rock\";\nSTEP_FLAT1_1 = \"step/rock\";\nSTEP_FLAT1_2 = \"step/rock\";\nSTEP_FLAT5_6 = \"step/rock\";\nSTEP_FLAT5_7 = \"step/rock\";\nSTEP_FLAT5_8 = \"step/rock\";\nSTEP_FLOOR5_4 = \"step/rock\";\nSTEP_GRNROCK = \"step/rock\";\nSTEP_MFLR8_2 = \"step/rock\";\nSTEP_MFLR8_3 = \"step/rock\";\nSTEP_RROCK03 = \"step/rock\";\nSTEP_RROCK04 = \"step/rock\";\nSTEP_RROCK09 = \"step/rock\";\nSTEP_RROCK10 = \"step/rock\";\nSTEP_RROCK11 = \"step/rock\";\nSTEP_RROCK12 = \"step/rock\";\nSTEP_RROCK13 = \"step/rock\";\nSTEP_RROCK14 = \"step/rock\";\nSTEP_RROCK15 = \"step/rock\";\nSTEP_SLIME13 = \"step/rock\";\n\nSTEP_CEIL1_1 = \"step/wood\";\nSTEP_CRATOP1 = \"step/wood\";\nSTEP_CRATOP2 = \"step/wood\";\nSTEP_FLAT5_1 = \"step/wood\";\nSTEP_FLAT5_2 = \"step/wood\";\n\nSTEP_CEIL1_2 = \"step/metal/a\";\nSTEP_FLAT1_3 = \"step/metal/a\";\nSTEP_FLAT20 = \"step/metal/a\";\n\nSTEP_CEIL1_3 = \"step/tile/a\";\nSTEP_CEIL3_3 = \"step/tile/a\";\nSTEP_CEIL3_4 = \"step/tile/a\";\nSTEP_COMP01 = \"step/tile/a\";\nSTEP_FLAT2 = \"step/tile/a\";\nSTEP_FLAT3 = \"step/tile/a\";\nSTEP_FLAT8 = \"step/tile/a\";\nSTEP_FLAT9 = \"step/tile/a\";\nSTEP_FLAT17 = \"step/tile/a\";\nSTEP_FLAT18 = \"step/tile/a\";\nSTEP_FLAT19 = \"step/tile/a\";\nSTEP_FLOOR0_5 = \"step/tile/a\";\nSTEP_FLOOR0_6 = \"step/tile/a\";\nSTEP_FLOOR0_7 = \"step/tile/a\";\nSTEP_FLOOR3_3 = \"step/tile/a\";\nSTEP_FLOOR4_1 = \"step/tile/a\";\nSTEP_FLOOR4_5 = \"step/tile/a\";\nSTEP_FLOOR4_6 = \"step/tile/a\";\nSTEP_FLOOR4_8 = \"step/tile/a\";\nSTEP_FLOOR5_1 = \"step/tile/a\";\nSTEP_FLOOR5_2 = \"step/tile/a\";\nSTEP_FLOOR5_3 = \"step/tile/a\";\nSTEP_TLITE6_1 = \"step/tile/a\";\nSTEP_TLITE6_4 = \"step/tile/a\";\nSTEP_TLITE6_5 = \"step/tile/a\";\nSTEP_TLITE6_6 = \"step/tile/a\";\n\nSTEP_DEM1_1 = \"step/tile/b\";\nSTEP_DEM1_2 = \"step/tile/b\";\nSTEP_DEM1_3 = \"step/tile/b\";\nSTEP_DEM1_4 = \"step/tile/b\";\nSTEP_DEM1_5 = \"step/tile/b\";\nSTEP_DEM1_6 = \"step/tile/b\";\nSTEP_FLOOR7_2 = \"step/tile/b\";\n\nSTEP_CEIL3_1 = \"step/hard\";\nSTEP_CEIL3_2 = \"step/hard\";\nSTEP_CEIL3_5 = \"step/hard\";\nSTEP_CEIL3_6 = \"step/hard\";\nSTEP_CEIL5_1 = \"step/hard\";\nSTEP_CEIL5_2 = \"step/hard\";\nSTEP_FLAT5 = \"step/hard\";\nSTEP_FLOOR0_1 = \"step/hard\";\nSTEP_FLOOR0_2 = \"step/hard\";\nSTEP_FLOOR0_3 = \"step/hard\";\nSTEP_FLOOR1_6 = \"step/hard\";\nSTEP_FLOOR1_7 = \"step/hard\";\nSTEP_FLOOR7_1 = \"step/hard\";\nSTEP_GRNLITE1 = \"step/hard\";\nSTEP_MFLR8_1 = \"step/hard\";\n\nSTEP_CEIL4_1 = \"step/carpet\";\nSTEP_CEIL4_2 = \"step/carpet\";\nSTEP_CEIL4_3 = \"step/carpet\";\nSTEP_FLAT5_3 = \"step/carpet\";\nSTEP_FLAT5_4 = \"step/carpet\";\nSTEP_FLAT5_5 = \"step/carpet\";\nSTEP_FLAT14 = \"step/carpet\";\nSTEP_FLOOR1_1 = \"step/carpet\";\n\nSTEP_GATE1 = \"step/metal/a\";\nSTEP_GATE2 = \"step/metal/a\";\nSTEP_GATE3 = \"step/metal/a\";\nSTEP_SLIME14 = \"step/metal/a\";\nSTEP_SLIME15 = \"step/metal/a\";\nSTEP_SLIME16 = \"step/metal/a\";\nSTEP_STEP1 = \"step/metal/a\";\nSTEP_STEP2 = \"step/metal/a\";\n\nSTEP_CONS1_1 = \"step/metal/b\";\nSTEP_CONS1_5 = \"step/metal/b\";\nSTEP_CONS1_7 = \"step/metal/b\";\nSTEP_FLAT4 = \"step/metal/b\";\nSTEP_FLAT22 = \"step/metal/b\";\nSTEP_FLAT23 = \"step/metal/b\";\nSTEP_GATE4 = \"step/metal/b\";\n\nSTEP_FLAT10 = \"step/dirt\";\nSTEP_GRASS1 = \"step/dirt\";\nSTEP_GRASS2 = \"step/dirt\";\nSTEP_MFLR8_4 = \"step/dirt\";\nSTEP_RROCK16 = \"step/dirt\";\nSTEP_RROCK17 = \"step/dirt\";\nSTEP_RROCK18 = \"step/dirt\";\nSTEP_RROCK19 = \"step/dirt\";\nSTEP_RROCK20 = \"step/dirt\";\n\nSTEP_FLOOR6_1 = \"step/gravel\";\nSTEP_FLOOR6_2 = \"step/gravel\";\n\nSTEP_F_SKY1 = \"\";"
},
{
"source": "pk3",
"name": "Beautiful-Doom-20190611/LOADACS.txt",
"contents": "FOOTSTEP\nBD_BLOOD"
},
{
"source": "pk3",
"name": "Beautiful-Doom-20190611/MAPINFO.txt",
"contents": "gameinfo\n{\n\tAddEventHandlers = \"SpriteShadowHandler\", \"WeaponOverrideHandler\", \"MonsterOverrideHandler\", \"ItemOverrideHandler\", \"FXAmountControl\"\n\t//PlayerClasses = \"BD_DoomPlayer\"\n}"
},
{
"source": "pk3",
"name": "Beautiful-Doom-20190611/MENUDEF.txt",
"contents": "AddOptionMenu \"OptionsMenu\"\n{\n\tStaticText \"\"\n\tSubmenu \"Beautiful Doom Credits\", \"BDoom_Credits\"\n}\n\nAddOptionMenu \"OptionsMenu\"\n{\n\tSubmenu \"Beautiful Doom Settings\",\t\"BDoom_Settings\"\n}\n\nListMenu \"BDoom_Credits\"\n{\n\tFont \"SmallFont\"\n\n\tStaticText -16,\t0, \"Idea, code, graphics\", \t\t\t\t\tyellow\n\tStaticText 180,\t0, \"Jekyll Grim Payne\", \tgreen\n\n\tStaticText -16,\t12, \"Smooth Doom animations\", \t\tyellow\n\tStaticText 180,\t12, \"Gifty\", \t\t\tgreen\n\n\tStaticText -16,\t36, \"Sprite fixing\", \tyellow\n\tStaticText 180,\t36, \"Revenant100\", \t\t\t\tgreen\n\n\tStaticText -16,\t48, \"Assault rifle sprites\", \tyellow\n\tStaticText 180,\t48, \"Mike12\", \t\t\t\tgreen\n\n\tStaticText -16,\t60, \"Smooth guns, HD sounds\", \tyellow\n\tStaticText 180,\t60, \"perkristian\", \t\t\t\tgreen\n\n\tStaticText -16,\t72, \"Splashes and switches\", \tyellow\n\tStaticText 180,\t72, \"Enjay\", \t\t\t\tgreen\n\n\tStaticText -16,\t84, \"Original gibs\", \tyellow\n\tStaticText 180,\t84, \"Nash\", \t\t\t\tgreen\n\n\tStaticText -16,\t96, \"HD item sprites\", \tyellow\n\tStaticText 180,\t96, \"Death Egg\", \t\t\t\tgreen\n\n\tStaticText -16,\t108, \"Footstep scripting\", \tyellow\n\tStaticText 180,\t108, \"The ZombieKiller\", \t\t\t\tgreen\n\n\tStaticText -16,\t120, \"Heavy Laser sound\", \tyellow\n\tStaticText 180,\t120, \"Michael Henderson\", \t\t\t\tgreen\n\n\tStaticText -16,\t132, \"Alt death sprites\", \tyellow\n\tStaticText 180,\t132, \"Death Egg\", \t\t\t\tgreen\n\tStaticText 180,\t140, \"David G.\", \t\t\t\tgreen\n\tStaticText 180,\t148, \"DenisBelmondo\", \t\t\t\tgreen\n\tStaticText 180,\t156, \"alando1\", \t\t\t\tgreen\n\n\tStaticText -16,\t168, \"Scripting help\", \tyellow\n\tStaticText -16,\t176, \"phantombeta\", \t\t\t\tgreen\n\tStaticText -16,\t184, \"Marisa Kirisame\", \t\t\t\tgreen\n\tStaticText -16,\t192, \"Gutawer\", \t\t\t\tgreen\n\tStaticText -16,\t200, \"josh771\", \t\t\t\tgreen\n\tStaticText -16,\t208, \"Accensus\", \t\t\t\tgreen\n\tStaticText -16,\t216, \"Caligari87\", \t\t\t\tgreen\n\n\tStaticText 110,\t176, \"Nash\", \t\t\t\tgreen\n\tStaticText 110,\t184, \"Zombie\", \t\t\t\tgreen\n\tStaticText 110,\t192, \"D2JK\", \t\t\t\tgreen\n\tStaticText 110,\t200, \"3saster\", \t\t\t\tgreen\n}\n\nOptionMenu \"BDoom_Settings\"\n{\n\tTitle \"Beautiful Doom Settings\"\n\tStaticText \"Weapons\", yellow\n\tOption \"Player Weapons\",\t\t\t\t\t\"bdoom_weapons\", \"bdoom_weapons\", \"bdoom_replaceweapons\" //, 1\n\tOption \"Muzzle Flashes\", \t\t\t\t\t\"bdoom_muzzle\", \"bdoom_muzzle\", \"bdoom_replaceweapons\" //, 1\n\tOption \"Bullet Tracers\",\t\t\t\t\t\"bdoom_tracers\", \"OnOff\", \"\" //, 1\n\tOptionBGReload \"Reload deselected weapons\",\t\"bdoom_autoreload\", \"OnOff\", \"bdoom_weapons\" //, 1\n\tStaticText \" \"\n\n\tStaticText \"Special Effects\", yellow\n\tOption \"Enhanced gibs & deaths\",\t\t\t\"bdoom_gibs\", \"OnOff\", \"bdoom_replacemonsters\" //, 1\n\tOption \"Enhanced blood\",\t\t\t\t\t\"bdoom_blood\", \"OnOff\", \"bdoom_replacemonsters\" //, 1\n\tOption \"Force vanilla boss deaths\",\t\t\t\"bdoom_nobossgibs\", \"OnOff\", \"bdoom_gibs\", 1\n\tOption \"Halos & particle flames\",\t\t\t\"bdoom_flames\", \"OnOff\", \"\" //, 1\n\tOption \"Casings, smoke, trails, debris\",\t\"bdoom_debris\", \"OnOff\", \"\", 1\n\tStaticText \" \"\n\n\tScaleSliderGC \"Max gibs\",\t\t\t\t\t\"bdoom_gibnum\", 100, 3000, 100, \"\", \"bdoom_gibs\"\n\tScaleSliderGC \"Max blood particles\",\t\t\"bdoom_bloodnum\", 100, 3000, 100, \"\", \"bdoom_blood\"\n\tScaleSliderGC \"Max flames/light FX\",\t\t\"bdoom_flamesnum\", 100, 3000, 100, \"\", \"bdoom_flames\"\n\tScaleSliderGC \"Max debris/trails/smoke FX\",\t\"bdoom_debrisnum\", 100, 3000, 100, \"\", \"bdoom_debris\"\n\tScaleSlider \"Maximum Shadow Distance\", \t\"cl_spriteshadowdistance\",\t0, 8192, 128, \"Disabled\"\n\tStaticText \" \"\n\n\tStaticText \"Additional Effects and Sounds\", yellow\n\tOption \"Ricochet & spark sounds\", \t\t\t\"bdoom_sparks\", \"OnOff\", \"\" //, 1\n\tOption \"Flies over corpses\", \t\t\t\t\"bdoom_flies\", \"OnOff\", \"bdoom_replacemonsters\" //, 1\n\tOption \"Explosion shakes\", \t\t\t\t\t\"bdoom_shakes\", \"OnOff\", \"\" //, 1\n\tOption \"Face on Standard HUD\", \t\t\t\t\"bdoom_hudface\", \"OnOff\", \"\", 1\n\tStaticText \" \"\n\n\tStaticText \"These options allow to disable parts of the mod,\", yellow\n\tStaticText \"which enables partial compatibility with other mods.\", yellow\n\tStaticText \"(Changes require a level restart)\", white\n\tStaticText \" \"\n\tOption \"Beautiful Doom weapons\",\t\t\"bdoom_replaceweapons\", \"Toggle\", \"\" //, 1\n\tOption \"Beautiful Doom monsters\",\t\t\"bdoom_replacemonsters\", \"Toggle\", \"\" //, 1\n\tOption \"Beautiful Doom items\",\t\t\t\"bdoom_replaceitems\", \"Toggle\", \"\", 1\n\tSubmenuGC \"Per-monster replacement settings\", \"BDMonsterReplacements\", \"bdoom_replacemonsters\"\n}\n\nOptionMenu BDMonsterReplacements\n{\n\tTitle \"Beautiful Doom monster replacement settings\"\n\tStaticText \"Changes require a level restart to properly take effect\", yellow\n\tStaticText \" \"\n\tOption \"Zombieman\",\t\t\t\"bdoom_Zombieman\", \"Toggle\", \"\" //, 1\n\tOption \"Shotgun Guy\",\t\t\t\"bdoom_ShotgunGuy\", \"Toggle\", \"\" //, 1\n\tOption \"Chaingun Guy\",\t\t\"bdoom_ChaingunGuy\", \"Toggle\", \"\" //, 1\n\tOption \"Wolfenstein Soldier\",\t\"bdoom_WolfensteinSS\", \"Toggle\", \"\" //, 1\n\tOption \"Imp\",\t\t\t\t\t\"bdoom_DoomImp\", \"Toggle\", \"\" //, 1\n\tOption \"Pinky Demon\",\t\t\t\"bdoom_Demon\", \"Toggle\", \"\" //, 1\n\tOption \"Spectre Demon\",\t\t\"bdoom_Spectre\", \"Toggle\", \"\" //, 1\n\tOption \"Cacodemon\",\t\t\t\"bdoom_Cacodemon\", \"Toggle\", \"\" //, 1\n\tOption \"Pain Elemental\",\t\t\"bdoom_PainElemental\", \"Toggle\", \"\" //, 1\n\tOption \"Lost Soul\",\t\t\t\"bdoom_LostSoul\", \"Toggle\", \"\" //, 1\n\tOption \"Revenant\",\t\t\t\"bdoom_Revenant\", \"Toggle\", \"\" //, 1\n\tOption \"Arachnotron\",\t\t\t\"bdoom_Arachnotron\", \"Toggle\", \"\" //, 1\n\tOption \"Mancubus\",\t\t\t\"bdoom_Fatso\", \"Toggle\", \"\" //, 1\n\tOption \"Hell Knight\",\t\t\t\"bdoom_HellKnight\", \"Toggle\", \"\" //, 1\n\tOption \"Baron of Hell\",\t\t\"bdoom_BaronOfHell\", \"Toggle\", \"\" //, 1\n\tOption \"Arch-Vile\",\t\t\t\"bdoom_ArchVile\", \"Toggle\", \"\" //, 1\n\tOption \"Cyberdemon\",\t\t\t\"bdoom_Cyberdemon\", \"Toggle\", \"\" //, 1\n\tOption \"Spider Mastermind\",\t\"bdoom_SpiderMastermind\", \"Toggle\", \"\", 1\n}\n\nOptionValue \"Toggle\"\n{\n\t0, \"Disable\"\n\t1, \"Enable\"\n}\n\nOptionValue \"bdoom_weapons\"\n{\n\t0, \"Vanilla\"\n\t1, \"Enhanced\"\n\t2, \"Modern\"\n}\n\nOptionValue \"bdoom_muzzle\"\n{\n\t0, \"Vanilla\"\n\t1, \"Enhanced\"\n}\n\nOptionValue \"sfxnum\"\n{\n\t100, \"100\"\n\t300, \"300\"\n\t500, \"500\"\n\t1000, \"1000\"\n\t1500, \"1500\"\n\t2000, \"2000\"\n\t2500, \"2500\"\n\t3000, \"3000\"\n\t5000, \"5000\"\n\t10000, \"10,000\"\n}"
},
{
"source": "pk3",
"name": "Beautiful-Doom-20190611/MODELDEF.txt",
"contents": "Model BulletTracer\n{\n\tPath \"models\"\n\tModel 0 \"tracer.md3\"\n\tSkin 0 \"tracer1.png\"\n\tScale 1.0 1.0 1.0\n\tPITCHFROMMOMENTUM\n\n\tFrameIndex PUFF A 0 0\n}\n/*\nModel ModernPlasmaTracer\n{\n\tPath \"models\"\n\tModel 0 \"tracer.md3\"\n\tSkin 0 \"ptracer.png\"\n\tScale 1.4 5.0 5.0\n\toffset -190 0 1\n\tPITCHFROMMOMENTUM\n\n\tFrameIndex PUFF A 0 0\n}*/\n\nModel BD_Blood //debug\n{\n\tPath \"models\"\n\tModel 0 \"tracer.md3\"\n\tSkin 0 \"ptracer.png\"\n\tScale 1.0 1.0 1.0\n\n\tFrameIndex PUFF A 0 0\n}\n\nModel RicochetBullet\n{\n\tPath \"models\"\n\tModel 0 \"tracer.md3\"\n\tSkin 0 \"tracer1.png\"\n\tScale 0.2 0.8 0.8\n\tPITCHFROMMOMENTUM\n\n\tFrameIndex PUFF A 0 0\n}\n\nModel BD_PistolBullet\n{\n\tPath \"models\"\n\tModel 0 \"tracer.md3\"\n\tSkin 0 \"tracer1.png\"\n\tScale 1.0 1.0 1.0\n\tPITCHFROMMOMENTUM\n\n\tFrameIndex PUFF A 0 0\n}\n\nModel BD_RifleBullet\n{\n\tPath \"models\"\n\tModel 0 \"tracer.md3\"\n\tSkin 0 \"tracer1.png\"\n\tScale 1.0 1.0 1.0\n\tPITCHFROMMOMENTUM\n\n\tFrameIndex PUFF A 0 0\n}\n\nModel BD_ShotgunPellet\n{\n\tPath \"models\"\n\tModel 0 \"tracer.md3\"\n\tSkin 0 \"tracer1.png\"\n\tScale 0.75 0.75 0.75\n\tPITCHFROMMOMENTUM\n\n\tFrameIndex PUFF A 0 0\n}\n\nModel BD_SSGPellet\n{\n\tPath \"models\"\n\tModel 0 \"tracer.md3\"\n\tSkin 0 \"tracer1.png\"\n\tScale 0.75 0.75 0.75\n\tPITCHFROMMOMENTUM\n\n\tFrameIndex PUFF A 0 0\n}\n\nModel BD_ZombiePellet\n{\n\tPath \"models\"\n\tModel 0 \"tracer.md3\"\n\tSkin 0 \"tracer1.png\"\n\tScale 1.0 1.0 1.0\n\tPITCHFROMMOMENTUM\n\n\tFrameIndex PUFF A 0 0\n}\n\nModel BD_ZombieBullet\n{\n\tPath \"models\"\n\tModel 0 \"tracer.md3\"\n\tSkin 0 \"tracer1.png\"\n\tScale 1.0 1.0 1.0\n\tPITCHFROMMOMENTUM\n\n\tFrameIndex PUFF A 0 0\n}\n\nModel BD_SpiderBullet\n{\n\tPath \"models\"\n\tModel 0 \"tracer.md3\"\n\tSkin 0 \"tracer1.png\"\n\tScale 1.0 1.0 1.0\n\tPITCHFROMMOMENTUM\n\n\tFrameIndex PUFF A 0 0\n}\n\n////////// BLOOD POOL\n\n//the actual model by Nash, textures/animation by me\nModel AniBloodPool\n{\n\tUseActorPitch\n\tUseActorRoll\n\tzoffset 1.0\n\tScale 100.0 100.0 100.0\n\n\tPath \"models/bloodpool\"\n\tModel 0 \"BloodPool.md3\"\n\n\tSkin 0 \"bpool1_1.png\"\n\tFrameIndex 0000 A 0 0\n\tSkin 0 \"bpool1_2.png\"\n\tFrameIndex 0000 B 0 0\n\tSkin 0 \"bpool1_3.png\"\n\tFrameIndex 0000 C 0 0\n\tSkin 0 \"bpool1_4.png\"\n\tFrameIndex 0000 D 0 0\n\tSkin 0 \"bpool1_5.png\"\n\tFrameIndex 0000 E 0 0\n\tSkin 0 \"bpool1_6.png\"\n\tFrameIndex 0000 F 0 0\n\tSkin 0 \"bpool1_7.png\"\n\tFrameIndex 0000 G 0 0\n\tSkin 0 \"bpool1_8.png\"\n\tFrameIndex 0000 H 0 0\n\tSkin 0 \"bpool1_9.png\"\n\tFrameIndex 0000 I 0 0\n\tSkin 0 \"bpool1_10.png\"\n\tFrameIndex 0000 J 0 0\n\tSkin 0 \"bpool1_11.png\"\n\tFrameIndex 0000 K 0 0\n\tSkin 0 \"bpool1_12.png\"\n\tFrameIndex 0000 L 0 0\n\tSkin 0 \"bpool1_13.png\"\n\tFrameIndex 0000 M 0 0\n\tSkin 0 \"bpool1_14.png\"\n\tFrameIndex 0000 N 0 0\n\tSkin 0 \"bpool1_15.png\"\n\tFrameIndex 0000 O 0 0\n\tSkin 0 \"bpool1_16.png\"\n\tFrameIndex 0000 P 0 0\n\tSkin 0 \"bpool1_17.png\"\n\tFrameIndex 0000 Q 0 0\n\tSkin 0 \"bpool1_18.png\"\n\tFrameIndex 0000 R 0 0\n\tSkin 0 \"bpool1_19.png\"\n\tFrameIndex 0000 S 0 0\n\tSkin 0 \"bpool1_20.png\"\n\tFrameIndex 0000 T 0 0\n\tSkin 0 \"bpool1_21.png\"\n\tFrameIndex 0000 U 0 0\n\tSkin 0 \"bpool1_22.png\"\n\tFrameIndex 0000 V 0 0\n\tSkin 0 \"bpool1_23.png\"\n\tFrameIndex 0000 W 0 0\n\tSkin 0 \"bpool1_24.png\"\n\tFrameIndex 0000 X 0 0\n\tSkin 0 \"bpool1_25.png\"\n\tFrameIndex 0000 Y 0 0\n\tSkin 0 \"bpool1_26.png\"\n\tFrameIndex 0000 Z 0 0\n\tSkin 0 \"bpool1_27.png\"\n\tFrameIndex 0001 A 0 0\n\tSkin 0 \"bpool1_28.png\"\n\tFrameIndex 0001 B 0 0\n\tSkin 0 \"bpool1_29.png\"\n\tFrameIndex 0001 C 0 0\n\tSkin 0 \"bpool1_30.png\"\n\tFrameIndex 0001 D 0 0\n\n\tSkin 0 \"bpool2_1.png\"\n\tFrameIndex 1000 A 0 0\n\tSkin 0 \"bpool2_2.png\"\n\tFrameIndex 1000 B 0 0\n\tSkin 0 \"bpool2_3.png\"\n\tFrameIndex 1000 C 0 0\n\tSkin 0 \"bpool2_4.png\"\n\tFrameIndex 1000 D 0 0\n\tSkin 0 \"bpool2_5.png\"\n\tFrameIndex 1000 E 0 0\n\tSkin 0 \"bpool2_6.png\"\n\tFrameIndex 1000 F 0 0\n\tSkin 0 \"bpool2_7.png\"\n\tFrameIndex 1000 G 0 0\n\tSkin 0 \"bpool2_8.png\"\n\tFrameIndex 1000 H 0 0\n\tSkin 0 \"bpool2_9.png\"\n\tFrameIndex 1000 I 0 0\n\tSkin 0 \"bpool2_10.png\"\n\tFrameIndex 1000 J 0 0\n\tSkin 0 \"bpool2_11.png\"\n\tFrameIndex 1000 K 0 0\n\tSkin 0 \"bpool2_12.png\"\n\tFrameIndex 1000 L 0 0\n\tSkin 0 \"bpool2_13.png\"\n\tFrameIndex 1000 M 0 0\n\tSkin 0 \"bpool2_14.png\"\n\tFrameIndex 1000 N 0 0\n\tSkin 0 \"bpool2_15.png\"\n\tFrameIndex 1000 O 0 0\n\tSkin 0 \"bpool2_16.png\"\n\tFrameIndex 1000 P 0 0\n\tSkin 0 \"bpool2_17.png\"\n\tFrameIndex 1000 Q 0 0\n\tSkin 0 \"bpool2_18.png\"\n\tFrameIndex 1000 R 0 0\n\tSkin 0 \"bpool2_19.png\"\n\tFrameIndex 1000 S 0 0\n\tSkin 0 \"bpool2_20.png\"\n\tFrameIndex 1000 T 0 0\n\tSkin 0 \"bpool2_21.png\"\n\tFrameIndex 1000 U 0 0\n\tSkin 0 \"bpool2_22.png\"\n\tFrameIndex 1000 V 0 0\n\tSkin 0 \"bpool2_23.png\"\n\tFrameIndex 1000 W 0 0\n\tSkin 0 \"bpool2_24.png\"\n\tFrameIndex 1000 X 0 0\n\tSkin 0 \"bpool2_25.png\"\n\tFrameIndex 1000 Y 0 0\n\tSkin 0 \"bpool2_26.png\"\n\tFrameIndex 1000 Z 0 0\n\tSkin 0 \"bpool2_27.png\"\n\tFrameIndex 1001 A 0 0\n\tSkin 0 \"bpool2_28.png\"\n\tFrameIndex 1001 B 0 0\n\tSkin 0 \"bpool2_29.png\"\n\tFrameIndex 1001 C 0 0\n\tSkin 0 \"bpool2_30.png\"\n\tFrameIndex 1001 D 0 0\n}"
},
{
"source": "pk3",
"name": "Beautiful-Doom-20190611/README.md",
"contents": "# Beautiful-Doom\n\nBeautiful Doom © Jekyll Grim Payne, 2008\n\nBeautiful Doom mod thread at ZDoom Forums:\nhttps://forum.zdoom.org/viewtopic.php?f=43&t=50004&sid=1c1118c879d5317400aba8752ec93aed\n\n** HOW TO PLAY THE LATEST RELEASE ***\n\nReleases aren't always super-stable or bug-free, but they should be playable. Some releases are development versions which don't have all the planned features implemented yet.\n\n1. Navigate to the \"Releases\" tab at the top or following this URL: https://github.com/jekyllgrim/Beautiful-Doom/releases\n2. Download the \"source code .zip\" below. Don't unpack! Run it as you'd run any .wad or .pk3:\n```\ngzdoom.exe -file Beautiful-Doom.zip\n```\n3. (Optional) Rename .zip to .pk3 to remember you don't need to unpack it.\n\n*** HOW TO PLAY THE VERSION CURRENTLY IN DEVELOPMENT ***\n\nIt's possible to play the version that is currently in the repository but hasn't been made into a separate release yet:\n\n1. Click the green \"Clone or download\" button in the top right part of the page.\n2. Click \"Download ZIP\". You do NOT need to unpack the downloaded archive!\n3. (Optional) Rename the downloaded .zip to .pk3 to remember that you don't need to unpack it.\n4. Run the archive as you would run any mod; from command line or a bat file in the GZDoom directory:\n\n\t\tgzdoom.exe -file Beautiful-Doom-master.zip\n\n\tOr, if you renamed it:\n\n\t\tgzdoom.exe -file Beautiful-Doom-master.pk3\n\n5. Enjoy!\n\nMODERN WEAPON SET\n\nI added the third weapon set. All weapons require reloading, weapons that aren't automatic require pressing trigger manually. All bullet weapons use projectile bullets instead of hitscans. Weapons have different sway and recoil. Also all of them use varied and realistic sounds, mostly from real weapons.\n* Quick Kick: a melee attack that can be used while handling or reloading other weapons. Affected by Berserk.\n* Fist: has a combo system with finishers and stuff. Supports combos; the longer you're punching an enemy, the higher is the chance of stun-locking them. The Quick Kick is uniquely modified to be a part of the combo for this weapon.\n* Chainsaw: very powerful but gets clogged with blood while used and may jam (the chance increases with clogging). Needs to be restarted manually. The more clogged it is, the harder it is to restart. While on, Alt Fire will push blood out, unclogging it.\n* Pistol: pretty darn fast\n* Shotgun: faster and altered animation\n* Super Shotgun: more powerful but also more slow to reload than vanilla SSG. You reload by pressing Reload button, so you have precise control of when it'll happen. Also, it's the only weapon that can penetrate enemies. After penetration the pellet's damage is decreased proportionally to how big the penetrated monster was.\n* Assault Rifle: you know how Doom has a chaingun that fires pistol ammo, with 6 barrels, but pretty slow... in other words, a chaingun that makes no sense? Yeah, I replaced it. Assault Rifle does basically the same things but it has a magazine. Also alt fire allows to aim down sights for decreased fire speed and bullet spread.\n* Rocket Launcher: basically faster and can also work as a grenade launcher.\n* Plasma Rifle: similar to original but builds up heat that needs to be dissipated manually (with Alt Fire or Reload buttons). Also deals damage in tiny explosions, so it's AOE.\n* BFG 9000: the orb explodes and damages monsters with railguns, without taking the shooter's position into account. Can be charged by holding the Fire button; the higher the charge, the more damage it deals. It's possible to spend between 10 and 80 cells on one shot. Warning: overcharging is possible and will damage you.\n\nMAIN IMPROVEMENTS\n* A lot of stuff moved to Zscript\n* Added Modern weaponset (see above)\n* Revamped blood and gibs graphics and physics\n* Added SpriteShadow mod by Nash Muhandes"
},
{
"source": "pk3",
"name": "Beautiful-Doom-20190611/SBARINFO.txt",
"contents": "monospacefonts true, \"0\";\n\nstatusbar normal, fullscreenoffsets, 0.75\n{\n\t//LEFT SIDE\n\tdrawimage \"BDSTBL\",\t0,\t -74;\n\t//HUD face\n\tIfCVarInt \"bdoom_hudface\", 1\n\t{\n\t\tdrawselectedinventory alternateonempty, INDEXFONT, 53, -32\n\t\t{\n\t\t\tdrawmugshot \"STF\", 5, 53, -32;\n\t\t}\n\t}\n\t//armor\n\tdrawnumber 3, HUDFONT_DOOM, untranslated, armor, \t48, -60, 0;\n\t//health\n\tdrawnumber 3, HUDFONT_DOOM, untranslated, health,\t48, -28, 0;\n\t//secrets counter\n\tdrawnumber 3, INDEXFONT_DOOM, untranslated, secrets, \t\t43, -72;\n\tdrawnumber 3, INDEXFONT_DOOM, untranslated, totalsecrets, \t55, -72;\n\n\t//RIGHT SIDE\n\tdrawimage \"BDSTBR\",\t-60, -74;\n\t//current ammo on equipped weapon\n\tWeaponAmmo Clip\n\t{\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo1, -16, -60,0;\n\t}\n\tWeaponAmmo Shell\n\t{\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo1, -16, -60,0;\n\t}\n\tWeaponAmmo RocketAmmo\n\t{\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo1, -16, -60,0;\n\t}\n\tWeaponAmmo Cell\n\t{\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo1, -16, -60,0;\n\t}\n\t//kills counter\n\tdrawnumber 4, INDEXFONT_DOOM, untranslated, kills, \t\t-21, -72;\n\tdrawnumber 4, INDEXFONT_DOOM, untranslated, Monsters, \t-1, -72;\n\t//currect ammo\n\tdrawnumber 3, INDEXFONT_DOOM, untranslated, ammo(Clip), \t\t-25, -27;\n\tdrawnumber 3, INDEXFONT_DOOM, untranslated, ammo(Shell), \t\t-25, -21;\n\tdrawnumber 3, INDEXFONT_DOOM, untranslated, ammo(RocketAmmo), \t-25, -15;\n\tdrawnumber 3, INDEXFONT_DOOM, untranslated, ammo(Cell), \t\t-25, -9;\n\t//max ammo\n\tdrawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity(Clip), \t\t-2, -27;\n\tdrawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity(Shell), \t\t-2, -21;\n\tdrawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity(RocketAmmo), \t-2, -15;\n\tdrawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity(Cell), \t\t-2, -9;\n\t//keys\n\tdrawswitchableimage keyslot 2 && 5, \"nullimage\", \"STKEYS0\", \"STKEYS3\", \"STKEYS6\", -10, -61;\n\tdrawswitchableimage keyslot 3 && 6, \"nullimage\", \"STKEYS1\", \"STKEYS4\", \"STKEYS7\", -10, -51;\n\tdrawswitchableimage keyslot 1 && 4, \"nullimage\", \"STKEYS2\", \"STKEYS5\", \"STKEYS8\", -10, -41;\n}\n\nstatusbar fullscreen, fullscreenoffsets // ZDoom HUD\n{\n\n //health\n\tdrawselectedinventory alternateonempty, INDEXFONT, 12, -60\n\t{\n\t\tdrawmugshot \"STF\", 5, 12, -60;\n\t}\n\n drawnumber 3, HUDFONT_DOOM, green, health, drawshadow, 50, -20, \t0, red,0, \t\tblue, 101;\n\n //armor\n drawimage armoricon, 89, -36, centerbottom;\n\n\tdrawnumber 3, HUDFONT_DOOM, green, armor, drawshadow, 110, -20,\t\t0,grey,0,\t\tblue, 101;\n\n //ammo\n drawimage ammoicon1, -14, -4, centerbottom;\n\n\tWeaponAmmo Clip\n\t{\n\t\tInInventory Backpack || BD_Backpack\n\t\t{\n\t\t\tdrawnumber 3, HUDFONT_DOOM, yellow, ammo1, drawshadow, -25,-20,\t0,red,50,\tgreen, 200;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tdrawnumber 3, HUDFONT_DOOM, yellow, ammo1, drawshadow, -25,-20,\t0,red,20,\tgreen, 100;\n\t\t}\n\t}\n\tWeaponAmmo Shell\n\t{\n\t\tInInventory Backpack || BD_Backpack\n\t\t{\n\t\t\tdrawnumber 3, HUDFONT_DOOM, yellow, ammo1, drawshadow, -25,-20,\t0,red,16,\tgreen, 50;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tdrawnumber 3, HUDFONT_DOOM, yellow, ammo1, drawshadow, -25,-20,\t0,red,8,\tgreen, 20;\n\t\t}\n\t}\n\tWeaponAmmo RocketAmmo\n\t{\n\t\tInInventory Backpack || BD_Backpack\n\t\t{\n\t\t\tdrawnumber 3, HUDFONT_DOOM, yellow, ammo1, drawshadow, -25,-20,\t0,red,10,\tgreen, 40;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tdrawnumber 3, HUDFONT_DOOM, yellow, ammo1, drawshadow, -25,-20,\t0,red,5,\tgreen, 20;\n\t\t}\n\t}\n\tWeaponAmmo Cell\n\t{\n\t\tInInventory Backpack || BD_Backpack\n\t\t{\n\t\t\tdrawnumber 3, HUDFONT_DOOM, yellow, ammo1, drawshadow, -25,-20,\t0,red,80,\tgreen, 300;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tdrawnumber 3, HUDFONT_DOOM, yellow, ammo1, drawshadow, -25,-20,\t0,red,40,\tgreen, 150;\n\t\t}\n\t}\n\n\t//ammo totals\n\tdrawstring SMALLFONT, yellow, \"BULL\",-50, -65;\n\tdrawstring SMALLFONT, yellow, \"SHEL\",-50, -57;\n\tdrawstring SMALLFONT, yellow, \"ROCK\",-50, -49;\n\tdrawstring SMALLFONT, yellow, \"CELL\",-50, -41;\n\n\tdrawstring SMALLFONT, yellow, \"/\",-22, -65;\n\tdrawstring SMALLFONT, yellow, \"/\",-22, -57;\n\tdrawstring SMALLFONT, yellow, \"/\",-22, -49;\n\tdrawstring SMALLFONT, yellow, \"/\",-22, -41;\n\n\tdrawnumber 3, INDEXFONT_DOOM, yellow, ammo(Clip), \t\t-32, -64;\n\tdrawnumber 3, INDEXFONT_DOOM, yellow, ammo(Shell), \t\t-32, -56;\n\tdrawnumber 3, INDEXFONT_DOOM, yellow, ammo(RocketAmmo), -32, -48;\n\tdrawnumber 3, INDEXFONT_DOOM, yellow, ammo(Cell), \t\t-32, -40;\n\n\tdrawnumber 3, INDEXFONT_DOOM, yellow, ammocapacity(Clip), \t\t-6, -64;\n\tdrawnumber 3, INDEXFONT_DOOM, yellow, ammocapacity(Shell), \t\t-6, -56;\n\tdrawnumber 3, INDEXFONT_DOOM, yellow, ammocapacity(RocketAmmo), -6, -48;\n\tdrawnumber 3, INDEXFONT_DOOM, yellow, ammocapacity(Cell), \t\t-6, -40;\n\n // no ammo but inventory\n usesammo not\n {\n inventorybarnotvisible\n {\n drawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -3, -26, -20, untranslated;\n }\n }\n\n gamemode deathmatch\n {\n drawnumber 2, HUDFONT_DOOM, untranslated, frags, drawshadow, -3, 1;\n }\n gamemode singleplayer, cooperative, teamgame\n {\n drawkeybar 6, vertical, reverserows, auto, -10, 2, 0, 3, auto;\n }\n}\n\nstatusbar inventory // Standard bar overlay (ZDoom Addition)\n{\n drawinventorybar Doom, 7, INDEXFONT, 50, 170;\n}\n\nstatusbar inventoryfullscreen // ZDoom HUD overlay.\n{\n drawinventorybar Doom, translucent, 7, INDEXFONT, 50, 170;\n}"
},
{
"source": "pk3",
"name": "Beautiful-Doom-20190611/SNDINFO.txt",
"contents": "/// MENU SOUNDS\n\n$alias menu/choose\t\tweapons/ricochet\t// Choose a menu item\nmenu/clear\t\tDSECLUNK\t\t// Close top menu\nmenu/cursor\t\tSHELPKUP\t\t// Move cursor up/down\nmenu/backup\t\tDSCLUNK\t\t// Backup to previous menu\nmenu/activate\tSTGNPUMP\t\t// Activate a new menu\n\n$random weapons/ricochet { weapons/ricochet1 weapons/ricochet2 weapons/ricochet3 weapons/ricochet4 weapons/ricochet5 weapons/ricochet6 weapons/ricochet7 }\n$limit weapons/ricochet 0\nweapons/ricochet1\tRICO1\nweapons/ricochet2\tRICO2\nweapons/ricochet3\tRICO3\nweapons/ricochet4\tRICO4\nweapons/ricochet5\tRICO5\nweapons/ricochet6\tRICO6\nweapons/ricochet7\tRICO7\n\n$random bullet/stone { bstone1 bstone2 bstone3 bstone4 }\nbstone1\t\t\"sounds/impacts/bullet-stone1.ogg\"\nbstone2\t\t\"sounds/impacts/bullet-stone2.ogg\"\nbstone3\t\t\"sounds/impacts/bullet-stone3.ogg\"\nbstone4\t\t\"sounds/impacts/bullet-stone4.ogg\"\n$random bullet/wood { bwood1 bwood2 bwood3 }\nbwood1\t\t\"sounds/impacts/bullet-wood1.ogg\"\nbwood2\t\t\"sounds/impacts/bullet-wood2.ogg\"\nbwood3\t\t\"sounds/impacts/bullet-wood3.ogg\"\n$random bullet/body { bbody1 bbody2 }\nbbody1\t\t\"sounds/impacts/bullet-body1.ogg\"\nbbody2\t\t\"sounds/impacts/bullet-body2.ogg\"\n$random bullet/metal { bmetal1 bmetal2 bmetal3 bmetal4 bmetal5 }\nbmetal1\t\t\"sounds/impacts/bullet-metal1.ogg\"\nbmetal2\t\t\"sounds/impacts/bullet-metal2.ogg\"\nbmetal3\t\t\"sounds/impacts/bullet-metal3.ogg\"\nbmetal4\t\t\"sounds/impacts/bullet-metal4.ogg\"\nbmetal5\t\t\"sounds/impacts/bullet-metal5.ogg\"\n\n$limit bmetal1 1 512\n$limit bmetal2 1 512\n$limit bmetal3 1 512\n$limit bmetal4 1 512\n$limit bmetal5 1 512\n\n$random body/fall { bodyfall1 bodyfall2 bodyfall3 }\nbodyfall1\t\"sounds/bodyfalls/bodyfall1.ogg\"\nbodyfall2\t\"sounds/bodyfalls/bodyfall2.ogg\"\nbodyfall3\t\"sounds/bodyfalls/bodyfall3.ogg\"\n\n$playersound\tplayer male *land DSPLAND\n$playersound\tplayer female *land DSPLAND\n$playersound\tplayer other *land DSPLAND\n\n/// GIBS AND BLOOD\n\n//blood drops\nblooddr1\tblooddr1\nblooddr2\tblooddr2\nblooddr3\tblooddr3\nblooddr4\tblooddr4\nblooddr5\tblooddr5\n$random gibs/blooddrop { blooddr1 blooddr2 blooddr3 blooddr4 blooddr5 }\n$limit gibs/blooddrop 5\n$volume gibs/blooddrop 0.5\n\n$random gibs/metallic { mgib1 mgib2 mgib3 mgib4 mgib5 mgib6 mgib7 }\nmgib1\t\"sounds/metalfall1.ogg\"\nmgib2\t\"sounds/metalfall2.ogg\"\nmgib3\t\"sounds/metalfall3.ogg\"\nmgib4\t\"sounds/metalfall4.ogg\"\nmgib5\t\"sounds/metalfall5.ogg\"\nmgib6\t\"sounds/metalfall6.ogg\"\nmgib7\t\"sounds/metalfall7.ogg\"\n$volume gibs/metallic 0.4\n$attenuation gibs/metallic 2\n\nHeartBeat\tHARTBEAT\n\n$random gibs/bloodspurt { gibs/bloodspurt1 gibs/bloodspurt2 gibs/bloodspurt3 gibs/bloodspurt4 }\ngibs/bloodspurt1 \"sounds/gore/bloodspurt1.ogg\"\ngibs/bloodspurt2 \"sounds/gore/bloodspurt2.ogg\"\ngibs/bloodspurt3 \"sounds/gore/bloodspurt3.ogg\"\ngibs/bloodspurt4 \"sounds/gore/bloodspurt4.ogg\"\n\n//gib landing sound\n//old sounds\nmeatland1\tDSMEAT1\nmeatland2\tDSMEAT2\nmeatland3\tDSMEAT3\n//new sounds\nmeatl1\tmeatl1\nmeatl2\tmeatl2\nmeatl3\tmeatl3\nmeatl4\tmeatl4\nmeatl5\tmeatl5\nmeatl6\tmeatl6\nmeatl7\tmeatl7\nmeatl8\tmeatl8\nmeatl9\tmeatl9\n//$random gibs/meatland { meatland1 meatland2 meatland3 }\n$limit gibs/meatland 10\n$random gibs/meatland { meatl1 meatl2 meatl3 meatl4 meatl5 meatl6 meatl7 meatl8 meatl9 }\n\nbounce\t\tBOUNCE\n\n//minor ripping sound\ngibs/rip1\tDSRIP1\ngibs/rip2\tDSRIP2\ngibs/rip3\tDSRIP3\n$random gibs/rip { gibs/rip1 gibs/rip2 gibs/rip3 }\n$limit gibs/rip 5\n\n//main gibbing sound\n$random gibs/gibbed { gibs/gibbed1 gibs/gibbed2 gibs/gibbed3 gibs/gibbed4 gibs/gibbed5 gibs/gibbed6 gibs/gibbed7 gibs/gibbed8 }\ngibs/gibbed1\tDSGIB1\ngibs/gibbed2\tDSGIB2\ngibs/gibbed3\tDSGIB3\ngibs/gibbed4\tDSGIB4\ngibs/gibbed5\tDSGIB5\ngibs/gibbed6\tDSGIB6\ngibs/gibbed7\tDSGIB7\ngibs/gibbed8\tDSGIB8\n$limit gibs/gibbed 6\n\nmisc/flyloop \"sounds/flyloop.ogg\"\n$limit misc/flyloop 10\n\n///////////////////////\n/////// MONSTERS //////\n///////////////////////\n\ngibs/metalgib DSMETALB\n$random gibs/cybergibs { gibs/metalgib gibs/metalgib gibs/meatland }\n$random gibs/metalgibs { gibs/metalgib gibs/metalgib bounce }\n\n/// Enemy Sounds\n\nspiderdemon/explosion\tSPIDDIE //spidermaster explosion\nspiderdemon/shutdown\tSPIDSHUT //spidermaster mechanical shutdown sound (before explosion)\nspiderdemon/fire1\tSPIDGUN1\nspiderdemon/fire2\tSPIDGUN2\nspiderdemon/fire3\tSPIDGUN3\n$random spiderdemon/fire { spiderdemon/fire1 spiderdemon/fire2 spiderdemon/fire3 }\ncyberdemon/death\t\tCYBDIE //cyberdemon shutdown/dying sound\ncyberdemon/explosion\tCYBEXP //cyberdemon explosion death sound\n$rolloff spiderdemon/fire1 600 3000\n$rolloff spiderdemon/fire2 600 3000\n$rolloff spiderdemon/fire3 600 3000\n\nrevenant/tracerfly\tTRACFLY\n\nbossbrain/spawn\t\t\"sounds/Hellspawn.ogg\"\n\nchainguy/sight1\t\t\tdcposit1\nchainguy/sight2\t\t\tdcposit2\nchainguy/sight3\t\t\tdcposit3\nchainguy/active\t\t\tdcposact\nchainguy/pain\t\t\tdcpopain\nchainguy/death1\t\t\tdcpodth1\nchainguy/death2\t\t\tdcpodth2\nchainguy/death3\t\t\tdcpodth3\n\nelectric/hum\t\t\telcthum1\n\narchvile/flameprep\t\t\"Sounds/arfireprep.ogg\"\narchvile/flameexplosion\t\"Sounds/arfireexplo.ogg\"\n\n//////////////////////////\n//// ITEMS & OBJECTS /////\n//////////////////////////\n\n/// MISC\n\nglasscrack\tglascrck\n\nworld/torch\tDSTORCH\n\n$random world/heartbeat { hbeat1 hbeat2 hbeat3 }\nhbeat1\thbeat1\nhbeat2\thbeat2\nhbeat3\thbeat3\n\n$random spark { spark1 spark2 spark3 }\nspark1\t\"sounds/decorations/spark1.ogg\"\nspark2\t\"sounds/decorations/spark2.ogg\"\nspark3\t\"sounds/decorations/spark3.ogg\"\n$limit spark 3\n\nlamp/hum\t\"sounds/decorations/humloop.ogg\"\n$limit lamp/hum 4\ntorch/burn\t\"sounds/decorations/torchloop.ogg\"\n$limit torch/burn 4\n\nmisc/keytry LOCKCARD\n\n$random world/ebarrel\t{ ebarrel1 ebarrel2 ebarrel3 ebarrel4 }\nebarrel1\tebarrel1\nebarrel2\tebarrel2\nebarrel3\tebarrel3\nebarrel4\tebarrel4\n$limit world/ebarrel 10\n\n// Item Pickup Sounds\n\npickups/health0\t\tMED0PKUP //health bonus\npickups/health1\t\tMED1PKUP\npickups/health2\t\tMED2PKUP\npickups/soulsphere\tSOULPKUP\npickups/megasphere\tMEGAPKUP\npickups/invulnerability\tINVUPKUP\npickups/invisibility\tINVSPKUP\npickups/googles\t\tGGLSPKUP\npickups/allmap\t\tAMAPPKUP\npickups/armor0\t\tARM0PKUP\npickups/armor1\t\tARM1PKUP\npickups/armor2\t\tARM2PKUP\npickups/keycard\t\tCARDPKUP\npickups/skullkey\tSKULPKUP\npickups/radsuit\t\tSUITPKUP\npickups/backpack\tBKPKPKUP\n$alias misc/p_pkup pickups/allmap\nmisc/k_pkup CARDPKUP\n\npickups/berserk\t\tBERSPKUP\nammo/clip\t\t\tCLIPPKUP\nammo/clipbox\t\tCBOXPKUP\nammo/shells\t\t\tSHELPKUP\nammo/rockets\t\tROCKPKUP\nammo/cells\t\t\tCELLPKUP\n\npickups/chaingun\t\tCHGNPKUP\npickups/rocketlauncher\tRLANDRAW\npickups/plasmarifle\t\tPLSDRAW\npickups/bfg\t\t\t\tBFGDRAW"
}
]
},
"maps": []
}