eh_codepack_v0.78.pk3

PK3 277 KiB 0 map(s)

Counts

endoom0
graphics0
lumps64
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "06e43e31-b159-4b98-af2c-ea6083a4120b",
    "sha1": "b3f5339245ec84d2782154c71b9971cc3460652c",
    "sha256": "a77dfea744cb817e8cae9cc6fea6ba36be89fa91e6842e6712479a0120bbf9ab",
    "filenames": [
      "eh_codepack_v0.78.pk3"
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    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2015-11-04 22:19:48",
      "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": "2015-11-04 22:19:48",
    "file": {
      "type": "PK3",
      "size": 283408,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/b3f5339245ec84d2782154c71b9971cc3460652c/b3f5339245ec84d2782154c71b9971cc3460652c.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 64,
        "maps": 0,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "decorate.txt",
        "contents": "// Optional Actors\n#include \"actors/achieve.txt\" // Achievement system.\n#INCLUDE \"actors/Noitems.txt\"\n#INCLUDE \"actors/FX.txt\"\n#INCLUDE \"actors/Gibs.txt\"\n\n// Main Actors\n#include \"actors/global.txt\" // Global actors that are REQUIRED for the below.\n#include \"actors/globalIDs.txt\"\n#include \"actors/classes/humans/marine.txt\" // Marine class and weapons.\n#include \"actors/classes/humans/hunter.txt\" // Hunter class and weapons.\n#include \"actors/classes/humans/cyborg.txt\" // Cyborg class and weapons.\n#include \"actors/classes/ghouls/sjas.txt\" // Sjas class and weapon.\n#include \"actors/classes/ghouls/creeper.txt\" // Creeper class and weapon.\n#include \"actors/classes/ghouls/jskull.txt\" // Jitterskull class and weapon.\n#include \"actors/classes/ghouls/choke.txt\" // Choke class and weapons.\n#include \"actors/classes/humans/gbuster.txt\" // Ghost Buster class and weapons.\n#include \"actors/classes/humans/engineer.txt\" // Santa class and weapons.\n#include \"actors/classes/ghouls/frostbite.txt\" // Frost Bite class and weapons.\n#INCLUDE \"actors/classes/humans/Ranger.txt\" // Ranger class and weapons.\n#INCLUDE \"actors/classes/humans/Demoman.txt\" // Demoman class and weapons.\n#INCLUDE \"actors/classes/ghouls/Nevermore.txt\" // Nevermore class and weapons.\n#INCLUDE \"actors/classes/ghouls/Swampie.txt\" // Swamp Thing class and weapons.\n#Include \"actors/classes/GHOULS/Sangel.txt\" // Sangel class and weapons.\n#Include \"actors/classes/humans/VWarrior.txt\" // Void Warrior class and weapons.\n\n#include \"actors.mapstuff\" // Map specific actors"
      },
      {
        "source": "pk3",
        "name": "loadacs.txt",
        "contents": "global\nachieve\nhints\neh"
      },
      {
        "source": "pk3",
        "name": "KeyConf.txt",
        "contents": "ClearPlayerClasses\nAddPlayerClass Marine\nAddPlayerClass Hunter\nAddPlayerClass Cyborg\nAddPlayerClass Ghostbuster\nAddPlayerClass Engineer\nAddPlayerClass Sjas\nAddPlayerClass Jitterskull\nAddPlayerClass Creeper\nAddPlayerClass Choke\nAddPlayerClass Frostbite\nAddPlayerClass Nevermore\nAddPlayerClass Swampie\nAddPlayerClass VampLord\nAddPlayerClass Ranger\nAddPlayerClass Demoman\nAddPlayerClass VoidWarrior\n\nAddslotdefault 1 NailCannon\nAddSlotDefault 1 GrenadeLauncher\nAddslotdefault 1 PhaseSword\nAddslotdefault 1 SangelClaws1\nAddslotdefault 2 SangelClaws2\nAddSlotDefault 2 Raptor\nAddSlotDefault 3 C4Wep\nAddSlotDefault 3 EMPCannon\n\nAddKeySection \"Ghouls vs Humans\" GVHKeys\n\tAddMenuKey \"Display achievement list\" achievements\n\tAlias achievements \"Puke -715\"\n   /* addmenukey \"Toggle Class Information\" classinfo\n    alias classinfo \"use classinfolist\"*/ //Still Alpha, will update the info later."
      },
      {
        "source": "pk3",
        "name": "teaminfo.txt",
        "contents": "ClearTeams\n\nTeam \"Human Team\"\n{\n   PlayerColor \"DD DD DD\"\n   TextColor \"Green\"\n   RailColor \"00 FF 00\"\n   FlagItem \"BlueFlag\"\n   SkullItem \"BlueSkullST\"\n   PlayerStartThingNumber 0\n   SmallFlagHUDIcon \"STFLA1\"\n   SmallSkullHUDIcon \"STKEYS3\"\n   LargeFlagHUDIcon \"BFLASMAL\"\n   LargeSkullHUDIcon \"BSKUA0\"\n   WinnerTheme \"D_HWIN\"\n   LoserTheme \"D_HLOSE\"\n   WinnerPic \"HUMANWIN\"\n   LoserPic \"HUMANLOS\"\n   AllowCustomPlayerColor\n   PlayerStartThingNumber 5080\n}\n\nTeam \"Ghoul Team\"\n{\n\tPlayerColor \"BF 00 00\"\n\tTextColor \"Red\"\n\tRailColor \"FF 00 00\"\n\tFlagItem \"RedFlag\"\n\tSkullItem \"RedSkullST\"\n\tPlayerStartThingNumber 0\n\tSmallFlagHUDIcon \"STFLA2\"\n\tSmallSkullHUDIcon \"STKEYS5\"\n\tLargeFlagHUDIcon \"RFLASMAL\"\n\tLargeSkullHUDIcon \"RSKUA0\"\n    WinnerTheme \"D_GWIN\"\n    LoserTheme \"D_GLOSE\"\n\tWinnerPic \"GHOULWIN\"\n\tLoserPic \"GHOULLOS\"\n\tAllowCustomPlayerColor\n\tPlayerStartThingNumber 5081\n}"
      },
      {
        "source": "pk3",
        "name": "GLDEFS.txt",
        "contents": "PointLight BlinkLight1\n{\n Color 0.0 0.3 1.0\n Size 178\n}\n\nPointLight BlinkLight2\n{\n Color 0.0 0.3 1.0\n Size 132\n}\n\nPointLight BlinkLight3\n{\n Color 0.0 0.3 1.0\n Size 80\n}\n\nFlickerLight EMPBallLight\n{\n Color 0.0 0.1 1.0\n Size 200\n SecondarySize 300\n Chance 80\n DontLightSelf 1\n}\n\nPointLight EMPBallExLight1\n{\n Color 0.0 0.6 1.0\n Size 700\n}\n\nPointLight EMPBallExLight2\n{\n Color 0.0 0.4 1.0\n Size 500\n}\n\nPointLight EMPBallExLight3\n{\n Color 0.0 0.2 1.0\n Size 300\n}\n\nPointLight EMPBallExLight4\n{\n Color 0.0 0.0 1.0\n Size 100\n}\n\nPointLight VoidPortal1\n{\n Color 0.35 0.0 1.0\n Size 75\n}\n\nPointLight VoidPortal2\n{\n Color 0.35 0.0 1.0\n Size 180\n}\n\nPointLight VoidPortal3\n{\n Color 0.35 0.0 1.0\n Size 120\n}\n\nPointLight VoidPortal4\n{\n Color 0.35 0.0 1.0\n Size 50\n}\n\nObject VoidPortal\n{\n Frame DGE1A { lIGHT VoidPortal1 }\n Frame DGE1B { lIGHT VoidPortal2 }\n Frame DGE1C { lIGHT VoidPortal3 }\n Frame DGE1D { lIGHT VoidPortal4 }\n}\n\nObject BlinkFXGen\n{\n Frame FLARB { Light BlinkLight1 }\n Frame FLX1B { Light BlinkLight2 }\n Frame FLX2B { Light BlinkLight3 }\n}\n\nObject EMPBall\n{\n Frame EMPBA { Light EMPBallLight }\n Frame EMPBB { Light EMPBallLight }\n}\n\nObject EMPDeathFX\n{\n Frame EMPXA { Light EMPBallExLight1 }\n Frame EMPXB { Light EMPBallExLight2 }\n Frame EMPXC { Light EMPBallExLight3 }\n Frame EMPXD { Light EMPBallExLight4 }\n}"
      },
      {
        "source": "pk3",
        "name": "Botinfo.txt",
        "contents": "//Sangel\n{\nname = \"\\c[j3]S\\cga\\c[j3]n\\cgg\\c[j3]e\\cgl\"\nscript = HUMANBOT\ngender = male\nclass = \"Sangel\"\ncolor = \"Red\"\nrevealed = true\naccuracy = 6\nintelect = 6\nevade = 6\nanticipation = 6\nreactiontime = 6\nperception = 6\n}"
      },
      {
        "source": "pk3",
        "name": "actors/achieve.txt",
        "contents": "actor KilledMe : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nTNT1 A 0 A_GiveInventory(\"KilledCount\",1)\nTNT1 A 0 ACS_ExecuteAlways(800,0,0)\nTNT1 A 0 ACS_ExecuteAlways(977,0)\nstop\n}\n}\n\nactor SnipeCount : Inventory//For new lightning bow achievement.\n{\ninventory.amount 1\ninventory.maxamount 3\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n\nactor KilledSjas : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n\nactor UsedFuel : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n\nactor AchievementID : Inventory\n{\ninventory.amount 1\ninventory.maxamount 99\n}\n\nactor KilledCreeper : KilledSjas\n{\n}\n\nactor KilledJitter : KilledSjas\n{\n}\n\nactor KilledMarine : KilledSjas\n{\n}\n\nactor KilledHunter : KilledSjas\n{\n}\n\nactor KilledCyborg : KilledSjas\n{\n}\n\nactor KilledCount : KilledSjas\n{\ninventory.maxamount 9999\n}\n\nactor AchievementFlag1 : KilledSjas\n{\n}\n\nactor AchievementFlag2 : KilledSjas\n{\n}\n\nactor KilledG : KilledCount\n{\n}\n\nactor KilledJ : KilledCount\n{\n}\n\nactor KilledJ2 : KilledCount//Required for Blizzard.\n{\n}\n\nactor Killedfire2 : KilledCount\n{\n}\n\nactor Killedice2 : KilledCount\n{\n}\n\nactor Killedlightning : KilledCount\n{\n}\n\nactor Crunched : KilledCount\n{\n}\n\nactor Unlock13 : CustomInventory // BALLS OF STEEL\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nTNT1 A 0 ACS_ExecuteAlways(976,0)\nstop\n}\n}\n\nactor Unlock9 : CustomInventory // LOW BATTERY\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nTNT1 A 0 ACS_ExecuteAlways(976,0,2)\nstop\n}\n}\n\nactor achievelist : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nUse:\nTNT1 A 0 ACS_ExecuteAlways(963,0)//975\nfail\n}\n}\n\nactor ClassInfoList : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nUse:\nTNT1 A 0 ACS_ExecuteAlways(524,0)\nfail\n}\n}\n\nactor KilledByGB : Inventory\n{\ninventory.amount 99\ninventory.maxamount 99\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/global.txt",
        "contents": "//For use of addon-related bot-scripts. If found on a bot the script fails and stops.\n//Employ as needed in addons official or not.\nactor DontAlterBot : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n\nactor SnowGun : Inventory//Just there to keep the ACS happy.\n{//The Santa addon file will replace them with functional weapons.\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\nactor BotSnowGun : SnowGun {}\nactor HollyTraps : SnowGun {}\nactor BotHollyTraps : SnowGun {}\nactor StarLauncher : SnowGun {}\nactor BotStarLauncher : SnowGun {}\n\nactor PreventCheats : SnowGun {}//Mod support: Give this to classes that arent the default ones so the anti-cheat\n//scripts will also check them as well.\n\nactor NoAchievements : Inventory//Disables the gaining of achievements if desired.\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n\n//Used for checking if bots are attacking something.\nactor BotAttack : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\nactor BotReady : Inventory//Or when not attacking something.\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\nactor BotSingleplayer : Inventory//For singleplayer bot handling.\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n//Used for addon compability with GVH: Rainbow Edition (GVH:RE), prohibits morphing.\nActor NoRainbowMorph : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n\n//Items for the Desperation mechanic.\n/*Actor DontDoDesperation : Health\n{\n  Inventory.Amount 1\n  Inventory.MaxAmount 1\n}*/\n//Disable Desperation boost trigger for holder of this item.\nactor DontDoDesperation : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n\nactor Desperation : Inventory\n{\ninventory.amount 1\ninventory.maxamount 10\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n\nactor GhoulAmmo : Ammo\n{\n  inventory.pickupmessage \"\"\n  inventory.amount 1\n  inventory.maxamount 3\n  inventory.icon \"GHOULAMM\"\n  ammo.backpackamount 3\n  ammo.backpackmaxamount 3\n  +INVENTORY.IGNORESKILL\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nActor SjasAmmo : Ammo\n{\n  inventory.pickupmessage \"\"\n  inventory.amount 1\n  inventory.maxamount 5\n  inventory.icon \"GHOULAMM\"\n  ammo.backpackamount 3\n  ammo.backpackmaxamount 5\n  +INVENTORY.IGNORESKILL\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nActor VampBats : Ammo\n{\n  inventory.pickupmessage \"\"\n  inventory.amount 1\n  inventory.maxamount 10\n  inventory.icon \"GHOULAMM\"\n  ammo.backpackamount 3\n  ammo.backpackmaxamount 20\n  +INVENTORY.IGNORESKILL\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor Botshowpain : PowerDamage\n{\ndamagefactor \"nothing\", 1.0\npowerup.duration 25//35\n//inventory.icon \"JMORPH\"\n}\nactor Botshowpain2 : BotShowPain\n{\npowerup.duration 65//25\n}\nactor Botshowpain3 : BotShowPain\n{\npowerup.duration 65\n}\n\nactor ChokeHealer : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.AUTOACTIVATE\nstates\n{\nSpawn:\nTNT1 A -1\nstop\nPickup:\nUse:\nTNT1 A 0 ACS_ExecuteAlways(613,0)//3\nstop\n}\n}\n\nactor HealDelay : PowerDamage\n{\ndamagefactor \"nothing\", 1.0\npowerup.duration 17//85\n//inventory.icon \"JMORPH\"\n}\n\nactor CreepGotya : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nANT1 A 0 A_PlaySoundEx(\"creepgotya\", \"SoundSlot5\")\nstop\n}\n}\n\nactor CreeperStunCheck : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n\nactor Reflectdummy : ScriptedMarine\n{\n+REFLECTIVE\n+INVULNERABLE\n}\n\nactor Railtester : ChaingunGuy\n{\ndamage 1\nstates\n{\nMissile:\nCPOS E 10 A_FaceTarget\nCPOS FE 4 bright A_MonsterRail\nCPOS F 1 A_CPosRefire\ngoto Missile+1\n}\n}\n\nactor Cheapcheck : Inventory // Used to prevent R_Drawtrans false and any other BS settings to cheat.\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nLoop\n}\n}\n\nactor Creeperheal : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nstates\n{\nSpawn:\nTNT1 A -1\nstop\nPickup:\nTNT1 A 0 ACS_ExecuteAlways(979,0,3)\nstop\n}\n}\n\nactor Creeperhealth : Health\n{\n//  inventory.pickupmessage \"Boo\"\n  inventory.amount 70\n  inventory.maxamount 70\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n\n}\n\nactor gibmeplz // Test the gibs\n{\ndamagetype \"Jitter\"\nPROJECTILE\nSpeed 1\nStates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0 A_Explode(255,255,1)\nStop\n}\n}\n\nactor bob : DoomImp\n{\nstates\n{\n  Missile:\n    TROO EF 8 A_FaceTarget\n    TROO G 6 A_CustomMissile(\"CreeperBall\",0,0,0)\n    loop\n}\n}\n\nactor bill : DoomImp\n{\nstates\n{\nMissile:\nTROO EF 5\nTROO E 0 A_FaceTarget\nTROO E 0 A_CustomMissile(\"CreeperBall\",0,0,0,2,0)\nTROO EF 5\nTROO E 0 A_FaceTarget\nTROO E 0 A_CustomMissile(\"SjasAttack\",0,0,0,2,0)\nTROO EF 5\nTROO E 0 A_FaceTarget\nTROO E 0 A_CustomMissile(\"JitterskullAttack\",0,0,0,2,0)\nloop\n}\n}\n\n//More B-named imps for testing!\nactor bert : DoomImp\n{\nstates\n{\nMissile:\nTROO EF 30\nTROO E 0 A_FaceTarget\nTROO E 0 A_PlaySoundEx(\"weapons/bowpowerup\",\"Weapon\")\nTROO E 0 A_SpawnItem(\"NormalRadius\",0 ,0, 0)\nLoop\n}\n}\n\nactor biff : DoomImp\n{\nstates\n{\nMissile:\nTROO EF 30\nTROO E 0 A_FaceTarget\nRED5 A 0 A_PlaySoundEx(\"weapons/firespin\",\"Weapon\")\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",40,0,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",20,20,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",0,40,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",-20,20,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",-40,0,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",-20,-20,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",0,-40,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",20,-20,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",40,0,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",20,20,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",0,40,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",-20,20,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",-40,0,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",-20,-20,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",0,-40,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",20,-20,0,0,0,0,0,0)\nLoop\n}\n}\n\nactor IceImp : Doomimp\n{\nstates\n{\nMissile:\nTROO E 2\nTROO E 0 A_PlayWeaponSound(\"icerain\")\nTROO FFFFFFF 2 A_SpawnItemEx(\"IceFallSpawner\", random(-200,200), random(-200,200), 9999,0,0,0,0,SXF_NOCHECKPOSITION)\nTROO E 1\nLoop\n}\n}\n\nactor SawImp : DoomImp\n{\nstates\n{\n  Missile:\n    TROO EF 8 A_FaceTarget\n    TROO G 12 A_CustomMissile(\"BuzzSawThrown\",0,0,0)\n    loop\n}\n}\n\nactor FireArrowImp : DoomImp\n{\nstates\n{\n  Missile:\n    TROO EF 8 A_FaceTarget\n    TROO G 10 A_CustomMissile(\"FlameArrow\",0,0,0)\n    loop\n}\n}\n\nactor ArrowImp : DoomImp//For damage testing.\n{\nstates\n{\n  Missile:\n    TROO EF 8 A_FaceTarget\n    TROO G 12 A_CustomMissile(\"ArrowFire2\",0,0,0)\n\tTROO G 10\n    loop\n}\n}\n\nactor SteamImp : DoomImp\n{\ndamagefactor \"Grenade\", 0.0\nstates\n{\n  Missile:\n    TROO EF 8 A_FaceTarget\n    TROO G 18 A_CustomMissile(\"SteamProjectile\",0,0,0)\n    loop\n}\n}\n\nactor SteamImp2 : DoomImp\n{\ndamagefactor \"Grenade\", 0.0\nstates\n{\n  Missile:\n    TROO EF 8 A_FaceTarget\n    TROO G 18 A_CustomMissile(\"SteamProjectile2\",0,0,0)\n    loop\n}\n}\n\nactor LightningArrowImp : DoomImp\n{\nHealth 400\ndamagefactor \"Lightning\", 1.6\nstates\n{\n  Missile:\n    TROO EF 8 A_FaceTarget\n    TROO G 18 A_CustomMissile(\"NewLightningArrow\",0,0,0)\n    loop\n  Pain.Lightning:\n    TROO A 0 A_Pain\n\tTROO A 0 ACS_ExecuteAlways(541,0)\n\tTROO E 2\n\tTROO EF 8 A_FaceTarget\n\tTROO GGG 8 A_CustomMissile(\"BuzzSawThrown\",0,0,0)\n\tGoto Missile\n}\n}\n\nactor Cyborgstomp\n{\nPROJECTILE\n+NOBLOOD\ndamage 0\nradius 10\nSpeed 20\n+CLIENTSIDEONLY\ndeathsound \"CyborgStomp\"\nStates\n{\nSpawn:\nTNT1 A 1\nStop\nDeath:\nTNT1 A 0\nTNT1 A 1 //A_PlaySound(\"CyborgStomp\")\nStop\n}\n}\n\nACTOR ArchvileFirex : ArchvileFire\n{\n\tSpeed 5\n\t+NOINTERACTION\n        +NOBLOCKMAP\n        +NOCLIP\n\t\t+CLIENTSIDEONLY\n}\n\nACTOR ArchvileFirex2 : ArchvileFirex\n{\n\tSpeed 2\n}\n\nACTOR ArchvileFirex3 : ArchvileFirex\n{\n\ttranslation \"160:167=96:111\"\n}\n\nACTOR ArchvileFirex4 : SpawnFire replaces TeleportFog\n{\n+NOINTERACTION\n+CLIENTSIDEONLY\nrenderstyle none // No more giving away spawn spots\ntranslation \"160:167=192:207\"\nStates\n{\nSpawn:\nFIRE A 0\nFIRE A 0 A_PlaySoundEx(\"newteleportfog\",\"Voice\")\nFIRE ABCDEFGH 4 Bright\nStop\n}\n}\n\nACTOR TelFire : ArchvileFirex4\n{\n+NOINTERACTION\n+CLIENTSIDEONLY\nrenderstyle translucent\ntranslation \"160:167=192:207\"\nalpha 0.7\nStates\n{\nSpawn:\nFIRE A 0\nFIRE A 0 A_PlaySoundEx(\"newteleportfog\",\"Voice\")\nFIRE ABCDEFGH 4 Bright\nStop\n}\n}\n\nACTOR Cuthead\n{\n- SOLID\n+NOBLOCKMAP\nScale 0.1\nStates\n{\nSpawn:\nDECR A -1\nLoop\n}\n}\n\nactor Clip : Ammo\n{\ninventory.amount 1\ninventory.maxamount 200//250\nAmmo.BackpackAmount 10\nAmmo.BackpackMaxAmount 400\nstates\n{\nSpawn:\nTNT1 A 0\n}\n}\n\nActor MeleeWallSlice\n{\n +NoClip\n -Telestomp\n +NoBlockMap\n +ClientsideOnly\n +Nogravity\n  States\n   {\n    Spawn:\n\t FX57 A 0\n      FX57 A 2 Bright A_PlaySound(\"Claw/Metal\")\n      FX57 BCDEFGHIJ 1 Bright\n\t  Stop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/GlobalIDs.txt",
        "contents": "Actor TisAGhul : Inventory\n{ Inventory.MaxAmount 1 }\n\nActor ThisHuman : Inventory\n{ Inventory.MaxAmount 1 }\n\nActor IsDummy : Inventory\n{ Inventory.MaxAmount 1 }\n\nActor EnforceReload : Inventory\n{ Inventory.MaxAmount 1 }\n\nActor Tic : Inventory {Inventory.MaxAmount 999999}\n\nActor ShotCount : Inventory {Inventory.MaxAmount 999}\n\nActor SoulCount : CustomInventory\n{\n  Inventory.MaxAmount 5\n  Inventory.Amount 1\n  +Invbar\n   States\n    {\n\t Spawn:\n\t  TNT1 A 1\n\t  Loop\n\t Use:\n\t  TNT1 A 1\n\t  Fail\n    }\n}\n\nActor Timer : PowerDamage\n{\n\tDamageFactor \"Nothing\", 1.0\n\tPowerup.Duration 35\n}\n\nActor DePhaseDelay : Timer\n{\n\tPowerup.Duration -2\n}\n\nActor Reloader : CustomInventory\n{\n Inventory.Icon \"Reload\"\n Inventory.MaxAmount 1\n +InvBar\n States\n  {\n   Spawn:\n    TNT1 A 1\n\tLoop\n   Use:\n    TNT1 A 1\n\tTNT1 A 0 A_GiveInventory(\"EnforceReload\",1)\n\tFail\n  }\n}\n\nActor KillTaunter : CustomInventory\n{\n Inventory.MaxAmount 4\n Inventory.Amount 1\n +Invbar\n +AutoActivate\n Inventory.Icon \"AMMOITEM\"\n  States\n   {\n    Spawn:\n\t TNT1 A 1\n\t Loop\n\tUse:\n\t TNT1 A 0 A_JumpIfInventory(\"RiotGun\",1,\"Use.Marine\")\n\t TNT1 A 0 A_JumpIfInventory(\"Bow\",1,\"Use.Hunter\")\n\t TNT1 A 0 A_JumpIfInventory(\"GhostBusterTraps\",1,\"Use.GB\")\n\t TNT1 A 0 A_JumpIfInventory(\"NailGun\",1,\"Use.Engineer\")\n\t TNT1 A 0 A_JumpIfInventory(\"NailCannon\",1,\"Use.Ranger\")\n\t TNT1 A 0 A_JumpIfInventory(\"GrenadeLauncher\",1,\"Use.Demoman\")\n\t TNT1 A 0 A_JumpIfInventory(\"PhaseSword\",1,\"Use.Warrior\")\n\t TNT1 A 0 A_JumpIfInventory(\"ChokeTeeth\",1,\"Use.Choke\")\n\t TNT1 A 0 A_JumpIfInventory(\"FrostTeeth\",1,\"Use.Frostbite\")\n\t TNT1 A 0 A_JumpIfInventory(\"SjasHands\",1,\"Use.Sjas\")\n\t TNT1 A 0 A_JumpIfInventory(\"JitterSkullWeapon\",1,\"Use.JitterSkull\")\n\t TNT1 A 0 A_JumpIfInventory(\"CreeperWeapon\",1,\"Use.Creeper\")\n\t TNT1 A 0 A_JumpIfInventory(\"SwampClaws\",1,\"Use.Swampie\")\n\t TNT1 A 0 A_JumpIfInventory(\"NeverClaws\",1,\"Use.Nevermore\")\n\t TNT1 A 0 A_JumpIfInventory(\"SangelClaws1\",1,\"Use.Sangel\")\n\t TNT1 A 0\n\t Stop\n\tUse.Creeper:\n\t TNT1 A 1 A_GiveInventory(\"HealthBonus\",5)\n\t TNT1 A 0 A_GiveInventory(\"GhoulAmmo\",1)\n\t Stop\n\tUse.Sangel:\n\t TNT1 A 1 A_giveInventory(\"Health\", 25)\n\t TNT1 A 0 A_GiveInventory(\"VampBats\",5)\n\t TNT1 A 0 A_PlaySound(\"Sangel/Kill\",4,1.0,0)\n\t Stop\n\tUse.Jitterskull:\n\t TNT1 A 1 A_giveInventory(\"Health\", 25)\n\t TNT1 A 0 A_PlaySound(\"skultaunt\",4,1.0,0)\n\t Stop\n\tUse.Sjas:\n\t TNT1 A 1 A_giveInventory(\"Health\", 8)\n\t TNT1 A 0 A_PlaySound(\"sjastaunt2\",4,1.0,0)\n\t Stop\n\tUse.Frostbite:\n\t TNT1 A 1 A_giveInventory(\"Health\", 12)\n\t TNT1 A 0 A_GiveInventory(\"FrostAmmo\",30)\n\t Stop\n\tUse.GB:\n\t TNT1 A 1 A_giveInventory(\"Health\", 8)\n\t tnt1 a 0 A_GiveInventory(\"TrapAmmo\",2)\n\tUse.Ranger:\n\t TNT1 A 1 A_giveInventory(\"Health\", 8)\n\t TNT1 A 0 A_GiveInventory(\"PowerNails\",5)\n\t TNT1 A 0 A_GiveInventory(\"ScrapMetal\",5)\n\t Stop\n\tUse.Marine:\n\t TNT1 A 1 A_giveInventory(\"Health\", 8)\n\t TNT1 A 0 A_GiveInventory(\"GrenadeAmmo\",1)\n\t TNT1 A 0 A_GiveInventory(\"MarineShell\",10)\n\t TNT1 A 0 A_GiveInventory(\"Clip\",50)\n\t Stop\n\tUse.Hunter:\n\t TNT1 A 1 A_giveInventory(\"Health\", 10)\n\t TNT1 A 0 A_GiveInventory(\"ArrowSingle\",10)\n\t TNT1 A 0 A_GiveInventory(\"HunterMagicAmmo\",20)\n\t Stop\n\tUse.Engineer:\n\t TNT1 A 1 A_giveInventory(\"Health\", 8)\n\t TNT1 A 0 A_GiveInventory(\"SawAmmo\",5)\n\t TNT1 A 0 A_GiveInventory(\"EMPCharge\",1)\n\t Stop\n\tUse.Warrior:\n\t TNT1 A 1\n\t TNT1 A 0 A_GiveInventory(\"VoidStone\",1)\n\t Stop\n\tUse.Nevermore:\n\t TNT1 A 0\n\t TNT1 A 1 A_PlaySound(\"Nevermore/Kill\",5,1.0,0)\n\t TNT1 A 0 A_GiveInventory(\"ChaosCharge\",1)\n\t Stop\n\tUse.Swampie:\n\t TNT1 A 1\n\t TNT1 A 0 A_GiveInventory(\"ToxicBall\",1)\n\t Stop\n\tUse.Demoman:\n\t TNT1 A 1\n\t TNT1 A 0 A_GiveInventory(\"ConcussionGrenades\",8)\n\t TNT1 A 0 A_GiveInventory(\"NapalmGrenades\",1)\n\t TNT1 A 0 A_GiveInventory(\"C4Ammo\",1)\n\t TNT1 A 0 A_GiveInventory(\"SpiderMines\",2)\n\t Stop\n\tUse.Choke:\n\t TNT1 A 1\n\t TNT1 A 0 A_GiveInventory(\"ChokeAmmo\",1)\n\t Stop\n   }\n}\n\nActor RangerKills : Inventory\n{ Inventory.MaxAmount 999 }\n\nActor NotVP : IsDummy {}\nActor IsVP : IsDummy {}\n\nActor HeatCharge : IsDummy { Inventory.MaxAmount 100 }\nActor BlinkCharge : HeatCharge {} Actor ChargeReady : IsDummy {}\nActor BlinkReady : IsDummy {} Actor BlinkActivate : IsDummy {}\nActor FreezeDown : Inventory { Inventory.MaxAmount 25 }\nActor ChargeUse : IsDummy {} Actor BuffOn : IsDummy {}\n\nActor SlowDown : PowerSpeed\n{\n Speed 0.5\n PowerUp.Duration -1\n}\n\nActor Slowdown2 : Slowdown\n{\n Speed 0.3\n}\n\nActor Slowdown4 : Slowdown\n{\n Speed 0.75\n PowerUp.Duration 2\n}\n\nActor Slowdown5 : Slowdown4\n{\n PowerUp.Duration 47\n}\n\nActor HunterSlowHold : Slowdown\n{\n Speed 0.6\n PowerUp.Duration 2\n}\n\nActor Slowdown6 : Slowdown\n{\n PowerUp.Duration -2\n Speed 0.45\n}\n\nActor Slowdown7 : Slowdown6\n{\n PowerUp.Duration 40\n}\n\nActor Slowdown3 : Slowdown\n{\n Speed 0.45\n PowerUp.Duration -2\n}\n\nActor LongSlowDown : SlowDown\n{\n Speed 0.4\n PowerUp.Duration -5\n}\n\nActor DamageReduce : PowerDamage\n{\n Damagefactor Normal, 0.35\n PowerUp.Duration -5\n}\n\nActor KilledRanger : IsDummy {} Actor KilledDemoman : IsDummy {}\nActor KilledVoidWarrior : IsDummy {} Actor Disarmed : IsDummy {}\nActor KilledPKnight : IsDummy {} Actor KilledNevermore : IsDummy {}\nActor KilledSwampie : IsDummy {} Actor KilledBladeKnight: IsDummy {}\nActor KilledSangel: IsDummy {}\nActor CurseOn : IsDummy {} Actor CurseActive : IsDummy {}\nActor AltFire : IsDummy {}\nActor SwampGasCounter : IsDummy { Inventory.MaxAmount 5}\nActor PhaseCounter : IsDummy { Inventory.MaxAmount 14}\n\nActor Cooldown1 : Inventory\n{ Inventory.MaxAmount 1 }\n\nActor Cooldown2 : Cooldown1 {} Actor Cooldown3 : Cooldown1 {}\nActor Cooldown4 : Cooldown1 {} Actor Cooldown5 : Cooldown1 {}\nActor CurseCooldown : Cooldown1 {} Actor Phasing : IsDummy {}\nActor SwampGasCD : Cooldown1 {} Actor CriticalDePhase : IsDummy {}\nActor PhaseCancel : IsDummy {}\n\nActor Combiner : Inventory\n{ Inventory.MaxAmount 1 }\n\nActor MeleeToken : Inventory\n{ Inventory.MaxAmount 1 }\nActor Missile2Token : Inventory\n{ Inventory.MaxAmount 1 }"
      },
      {
        "source": "pk3",
        "name": "actors/noitems.txt",
        "contents": "actor Nothing1 replaces Cell\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing2 replaces CellPack\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing3 replaces Clip\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing4 replaces ClipBox\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing5 replaces Shell\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing6 replaces ShellBox\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing7 replaces RocketAmmo\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing8 replaces RocketBox\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing9 replaces BackPack\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing10 replaces Shotgun\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing11 replaces SuperShotgun\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing12 replaces Chaingun\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing13 replaces RocketLauncher\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing14 replaces PlasmaRifle\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing15 replaces BFG9000\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing16 replaces Chainsaw\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing17 replaces Stimpack\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing18 replaces Medikit\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing19 replaces GreenArmor\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing20 replaces BlueArmor\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing21 replaces ArmorBonus\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing22 replaces HealthBonus\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing23 replaces Megasphere\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing24 replaces Soulsphere\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing25 replaces Berserk\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing26 replaces RadSuit\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing27 replaces Allmap\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing28 replaces Infrared\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing53 replaces InvulnerabilitySphere\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing57 replaces BlurSphere\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/FX.txt",
        "contents": "Actor BaseFX\n{\n +ClientsideOnly\n +ForceXYBillboard\n +NoBlockMap\n +NoClip\n +NoGravity\n}\n\nActor PFSpark : BaseFX\n{\n -NoGravity\n Renderstyle Add\n Speed 2\n Scale 0.056\n Gravity 0.32\n  States\n   {\n    Spawn:\n\t SPPF A 3 Bright\n\t SPPF AAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_FadeOut(0.057)\n\t Stop\n   }\n}\n\nActor CyborgPlasmaTrail : BaseFX\n{\n Renderstyle Add\n Scale 0.1\n States\n  {\n   Spawn:\n    LENB A 3 Bright\n\tLENB A 1 Bright A_FadeOut\n\tWait\n  }\n}\n\nActor CreeperBTRail : CyborgPlasmaTrail\n{\n Scale 0.35\n  States\n   {\n    Spawn:\n\t STBT AB 3 Bright\n\t STBT CCDDEEEFFFFGGGGGGGGGG 1 Bright A_FadeOut\n\t Stop\n   }\n}\n\nActor VoidSlashTrail : BaseFX\n{\n Alpha 0.8\n States\n  {\n   Spawn:\n    VSLS A 2 Bright\n\tVSLS A 1 Bright A_FadeOut\n\tWait\n  }\n}\n\nActor ProtonTrail : BaseFX\n{\n Renderstyle Add\n Scale 0.8\n Alpha 0.8\n States\n  {\n   Spawn:\n    PROT AB 1 Bright\n\tPROT ABABABABABABABAB 1 Bright A_FadeOut\n\tStop\n  }\n}\n\nActor IceArrowFlash: BaseFX\n{\n Renderstyle Add\n Scale 0.1\n  States\n   {\n    Spawn:\n\t L2NB A 5 Bright\n\t L2NB A 1 Bright A_FadeOut\n\t wAIT\n   }\n}\n\nActor FirarrowFlash : BaseFX\n{\n Renderstyle Add\n Scale 0.74\n  States\n   {\n    Spawn:\n\t FLAR A 5 Bright\n\t FLAR A 1 Bright A_FadeOut\n\t wAIT\n   }\n}\n\nActor EngNailTrail : BaseFX\n{\n Scale 0.05\n States\n  {\n   Spawn:\n    SMKG ABCDEFGHI 1\n\tSMKG JK 1 A_FadeOut\n\tWait\n  }\n}\n\nACTOR JetFire : BaseFX\n{\n -NoClip\n -ClientSideOnly\n\tScale\t\t0.65\n\tRenderstyle Add\n\tDamagetype \"CyborgFire\"\n\tObituary \"%o burned to death\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/cyborgjetpack\",0,1.0,0)\n\t\tGoto See\n\tSee:\n\t\tNULL A 0 A_Jump(170,\"Fire2\")\n\t\tFIR1 ABCDEFGHIJK 1 Bright A_Explode(2,70)\n\t\tFIR1 L 1 Bright A_FadeOut\n\t\tWait\n\tFire2:\n\t    FIR2 ABCDEFGHIJK 1 Bright A_Explode(2,70)\n\t\tFIR2 L 1 Bright A_FadeOut\n\t\tWait\n\t}\n}\n\nACTOR PFFX : BaseFX\n{\n\tScale\t\t0.25\n\tRenderstyle Add\n\tObituary \"%o burned to death\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tGoto See\n\tSee:\n\t\tNULL A 0 A_Jump(170,\"Fire2\")\n\t\tF2R1 ABCDEFGHIJK 1 Bright\n\t\tF2R1 L 1 Bright A_FadeOut\n\t\tWait\n\tFire2:\n\t    F2R2 ABCDEFGHIJK 1 Bright\n\t\tF2R2 L 1 Bright A_FadeOut\n\t\tWait\n\t}\n}\n\nActor BlinkFXGen : BaseFX\n{\n Renderstyle Add\n Projectile\n -ClientsideOnly\n Damage (0)\n Speed 0\n Scale 2.3\n Damagetype \"CyborgBlink\"\n Obituary \"%o's weakness couldnt leave %p body.\"\n  States\n   {\n    Spawn:\n\tDeath:\n\t TNT1 A 1\n\t TNT1 AAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"BlinkSparkle\",0,0,random(0,360),2,random(0,360))\n\t TNT1 A 0 A_SpawnItemEx(\"BlinkPlasma\",0,0,15,0,0,11)\n\t TNT1 A 0 A_PlaySound(\"misc/blinkr\",1,1.0,0)\n\t TNT1 A 0 A_Explode(10,600,0)\n\t FLAR B 10 Bright\n\t FLAR BBB 2 Bright A_FadeOut\n\t FLX1 BBB 1 Bright A_FadeOut\n\t FLX2 BBB 1 Bright A_FadeOut\n\t Wait\n   }\n}\n\nActor BlinkFXGen2 : BlinkFXGen\n{\n States\n   {\n    Spawn:\n\tDeath:\n\t TNT1 A 1\n\t TNT1 AAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"BlinkSparkle\",0,0,random(0,360),2,random(0,360))\n\t TNT1 A 0 A_SpawnItemEx(\"BlinkPlasma\",0,0,65,0,0,-11)\n\t TNT1 A 0 A_PlaySound(\"misc/blinkr\",1,1.0,0)\n\t TNT1 A 0 A_Explode(10,600,0)\n\t FLAR B 10 Bright\n\t FLAR BBB 2 Bright A_FadeOut\n\t FLX1 BBB 1 Bright A_FadeOut\n\t FLX2 BBB 1 Bright A_FadeOut\n\t Wait\n   }\n}\n\nActor BlinkPlasma : BaseFX\n{\n Scale 0.9\n Renderstyle Add\n  States\n   {\n    Spawn:\n\t PLSE AAAAAAAAAAA 1 Bright A_SpawnItemEx(\"BlinkPlasmaTrail\",0,0,0)\n\t PLSE A 0 A_STOP\n\t PLSE AAAAAAAAAAAAAAAAAAAAAA 1 BRIGHT A_FadeOut\n\t Stop\n  }\n}\n\nActor BlinkPlasmaTrail : BaseFX\n{\n Renderstyle Add\n Scale 0.835\n  States\n   {\n    Spawn:\n\t PLSE A 2 Bright\n\t PLSE AAAAAAAAAAA 1 BRIGHT A_FadeOut\n\t Stop\n  }\n}\n\nActor BlinkSparkle : BaseFX\n{\n Scale 0.7\n Projectile\n Damage (0)\n +Ripper\n +BloodlessImpact\n Speed 8\n Renderstyle Add\n  States\n   {\n    Spawn:\n\t TNT1 A 1\n\t Death:\n\t CTFX ABCDEFGHIJKLMNOPST 1 Bright A_FadeOut(0.04)\n\t Wait\n   }\n}\n\nActor EMPTrailFX : BaseFX\n{\n Scale 0.8\n Renderstyle Add\n  States\n   {\n    Spawn:\n\t LENB A 1 Bright\n\t TNT1 AAA 0 A_SpawnItemEx(\"EMPBurst\",0,0,0,random(-10,10),random(-10,10),random(-10,10),random(0,360),SXF_ABSOLUTEMOMENTUM)\n\t TNT1 AAAAAA 0 A_SpawnItemEx(\"EMPSpark\",0,0,0,random(-10,10),random(-10,10),random(-10,10),random(0,360),SXF_ABSOLUTEMOMENTUM)\n\t LENB A 2 Bright\n\t LENB A 1 Bright A_FadeOut\n\t Wait\n   }\n}\n\nActor EMPBurst : BaseFX\n{\n Renderstyle Add\n  States\n   {\n    Spawn:\n\t EMX2 A 3 Bright\n\t EMX2 BCD 2 Bright\n\t EMX2 D 1 Bright A_FadeOut\n\t Wait\n   }\n}\n\nActor EMPSpark\n{\n Scale 0.1\n Projectile\n Speed 17\n Height 2\n Radius 2\n Damage (0)\n +Ripper\n +NoDamage\n +NoPain\n +BloodlessImpact\n +HexenBounce\n BounceCount 15\n Renderstyle Add\n  States\n   {\n    Spawn:\n\t SPKB A 30\n\tDeath:\n\t SPKB A 1 Bright A_FadeOut(0.1)\n\t Wait\n   }\n}\n\nActor EMPDeathFX : EMPTrailFX\n{\n Scale 1.5\n  States\n   {\n    Spawn:\n\t EMPX A 2 Bright\n\t TNT1 AAAAAAAAA 0 A_SpawnItemEx(\"EMPBurst\",0,0,0,random(-20,20),random(-20,20),random(-20,20),random(0,360))\n\t TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"EMPSpark\",0,0,0,random(-20,20),random(-20,20),random(-20,20),random(0,360))\n\t TNT1 A 0 A_SpawnItemEx(\"BigAssFlareBlue\",0,0,0)\n\t EMPX ABCDEF 6 Bright\n\t EMPX F 1 Bright A_FadeOut\n\t Wait\n   }\n}\n\nActor BigAssFlareBlue : IceArrowFlash\n{\n Scale 1.2\n States\n   {\n    Spawn:\n\t L2NB A 10 Bright\n\t L2NB A 1 Bright A_FadeOut\n\t wAIT\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Gibs.txt",
        "contents": "ACTOR GibbedGenerator : BaseFX\n{\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(128,\"Alternate\")\n\tTNT1 AA 0 A_CustomMissile(\"RedBloodCloud\", random(25,50), 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"NewFlyingBlood\",0,0,Random(25,50),Random(6,-6),Random(6,-6),Random(4,6),0,SXF_ClientSide)\n\tTNT1 A 0 A_SpawnItemEx(\"BodyPart1\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10),0,SXF_ClientSide)\n\tTNT1 A 2 A_SpawnItemEx(\"BodyPart2\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10),0,SXF_ClientSide)\n\tTNT1 AA 0 A_CustomMissile(\"RedBloodCloud\", random(25,50), 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"NewFlyingBlood\",0,0,Random(25,50),Random(6,-6),Random(6,-6),Random(4,6),0,SXF_ClientSide)\n\tTNT1 A 0 A_SpawnItemEx(\"BodyPart3\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10),0,SXF_ClientSide)\n\tTNT1 A 1 A_SpawnItemEx(\"BodyPart4\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10),0,SXF_ClientSide)\n\tStop\nAlternate:\n\tTNT1 A 0\n\tTNT1 AA 0 A_CustomMissile(\"RedBloodCloud\", random(25,50), 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"NewFlyingBlood\",0,0,Random(25,50),Random(6,-6),Random(6,-6),Random(4,6),0,SXF_ClientSide)\n\tTNT1 A 0 A_SpawnItemEx(\"BodyPart5\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10),0,SXF_ClientSide)\n\tTNT1 A 2 A_SpawnItemEx(\"BodyPart6\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10),0,SXF_ClientSide)\n\tTNT1 AA 0 A_CustomMissile(\"RedBloodCloud\", random(25,50), 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"NewFlyingBlood\",0,0,Random(25,50),Random(6,-6),Random(6,-6),Random(4,6),0,SXF_ClientSide)\n\tTNT1 A 0 A_SpawnItemEx(\"BodyPart7\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10),0,SXF_ClientSide)\n\tTNT1 A 1 A_SpawnItemEx(\"BodyPart8\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10),0,SXF_ClientSide)\n\tStop\n\t}\n}\n\nACTOR NewBlood : Blood replaces Blood\n{\n+CLIENTSIDEONLY\n+NOGRAVITY\nStates\n{\nSpawn:\nSpray:\n    TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"FleshHit\",0,0,0,0,0,0,0,128,0)\n\tTNT1 A 0 A_SpawnItemEx(\"BloodSpray\",0,0,0,Random(1,-1),Random(1,-1),Random(1,2),0,129)\n\tTNT1 A 0 A_SpawnItemEx(\"NewFlyingBlood\",0,0,0,Random(5,-5),Random(5,-5),Random(3,6),0,129)\n\tTNT1 A 1 A_Jump(128,\"ExtraBlood\")\n\tStop\nExtraBlood:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"SmallFlyingBlood\",0,0,0,Random(5,-5),Random(5,-5),Random(3,6),0,129)\n\tStop\n\t}\n}\n\nACTOR FleshHit : BaseFX\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"fleshit\")\nStop\n}\n}\n\nACTOR NewBloodSplatter : NewBlood replaces BloodSplatter\n{\n}\n\nACTOR BloodSpray\n{\nRenderStyle Translucent\nAlpha 0.85\nScale 0.85\nGravity 0.4\nMass 5\n+CLIENTSIDEONLY\n+NOTELEPORT\n+NOBLOCKMAP\n+THRUACTORS\nStates\n{\nSpawn:\n\tBLBD CBA 7\n\tStop\n    }\n}\n\nActor RedBloodCloud : BaseFX\n{\nProjectile\nHeight 1\nRadius 1\nSpeed 2\nRenderstyle Translucent\nAlpha 0.75\nStates\n{\nSpawn:\nTNT1 A 0\nRBSP ABCDEFGHIJKLM 3 A_FadeOut(0.025)\nStop\n}\n}\n\nACTOR NewBloodSpot : BaseFX\n{\nScale 0.4\nRenderStyle Translucent\nAlpha 0.8\n-NoGravity\n+NOTELEPORT\n+MOVEWITHSECTOR\nStates\n{\nSpawn:\n    BSPT A 100\n    BSPT A 5 A_FadeOut(0.10)\n    Goto Spawn+1\n\t}\n}\n\nACTOR SmallBloodSpot : NewBloodSpot\n{\nScale 0.2\n}\n\nACTOR NewFlyingBlood\n{\nScale 0.1\nHealth 1\nRadius 2\nHeight 2\n+MISSILE\n+THRUACTORS\n+CLIENTSIDEONLY\n+CORPSE\n+NOTELEPORT\n+NOBLOCKMAP\n+DONTSPLASH\n+DOOMBOUNCE\nBounceCount 2\nBounceFactor 0.05\nWallBounceFactor 0.05\nStates\n{\nSpawn:\n  TNT1 A 0\n  FBLD AAABBBCCCDDD 1 A_SpawnItem(\"NewFlyingBloodTrail\",0,0,0,1)\n  Loop\nCrash:\nDeath:\n  TNT1 A 0 A_PlaySound(\"Gibs\")\n  TNT1 A 1 A_SpawnItem(\"NewBloodSpot\",0,0,0,1)\n  Stop\n}\n}\n\nACTOR NewFlyingBloodTrail : BaseFX\n{\nScale 0.1\nRenderStyle Translucent\nAlpha 0.8\n-NoGravity\n+NOTELEPORT\n+DONTSPLASH\n+LOWGRAVITY\nStates\n{\nSpawn:\n  FBLD ABCD 2 A_FadeOut(0.18)\n  Loop\n  }\n}\n\nACTOR SmallFlyingBloodTrail : NewFlyingBloodTrail\n{\nScale 0.05\n}\n\nACTOR RedGibTrail : NewFlyingBloodTrail\n{\n+NOGRAVITY\n-LOWGRAVITY\nScale 0.24\nAlpha 0.66\nStates\n{\nSpawn:\n  FBLD ABCD 2 A_FadeOut(0.08)\n  Loop\n  }\n}\n\nACTOR BodyPart1\n{\nHealth 1\nHeight 2\nRadius 2\nScale 0.75\n+CLIENTSIDEONLY\n+CORPSE\n+NOTELEPORT\n+MOVEWITHSECTOR\n+THRUACTORS\nStates\n{\nSpawn:\nGIB1 AABBCCDD 2 A_SpawnItemEx(\"RedGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nGIB1 E 150\nGIB1 E 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR BodyPart2 : BodyPart1\n{\nStates\n{\nSpawn:\nGIB2 A 1 A_SpawnItemEx(\"RedGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nGIB2 A 150\nGIB2 A 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR BodyPart3 : BodyPart1\n{\n+MISSILE\n+DOOMBOUNCE\n+DONTSPLASH\n+DROPOFF\n-MOVEWITHSECTOR\nBounceFactor 0.5\nWallBounceFactor 0.3\nBounceCount 4\nSeeSound \"gib/bounce\"\nStates\n{\nSpawn:\nGIB3 AABBCCDD 2 A_SpawnItemEx(\"RedGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nGIB3 E 150\nGIB3 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR BodyPart4 : BodyPart3\n{\nStates\n{\nSpawn:\nGIB4 AABBCCDD 2 A_SpawnItemEx(\"RedGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nGIB4 E 150\nGIB4 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR BodyPart5 : BodyPart3\n{\nStates\n{\nSpawn:\nGIB5 AABBCCDD 2 A_SpawnItemEx(\"RedGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nGIB5 E 150\nGIB5 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR BodyPart6 : BodyPart1\n{\nStates\n{\nSpawn:\nGIB6 A 1 A_SpawnItemEx(\"RedGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nGIB6 A 150\nGIB6 A 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR BodyPart7 : BodyPart1\n{\nStates\n{\nSpawn:\nGIB7 AABBCCDD 2 A_SpawnItemEx(\"RedGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nGIB7 E 150\nGIB7 E 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR BodyPart8 : BodyPart3\n{\nStates\n{\nSpawn:\nGIB8 AABBCCDD 2 A_SpawnItemEx(\"RedGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nGIB8 E 150\nGIB8 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nactor ZOMBIEMANLEG\n{\n\t renderstyle translucent\n alpha 1.0\n    +DOOMBOUNCE\n\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.4\n    Decal BloodSplat\n    SeeSound \"gibbage/xpart\"\n    Speed 5\n    States\n    {\n    Spawn:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        PLEG A 5 A_Custommissile(\"Blood\", -5,0,0)\n        PLEG B 5 ThrustThingZ(0,6,1,1)\n        PLEG C 5\n        PLEG ABC 5 //A_Fadeout(0.1)\n        loop\n    Death:\n        PLEG C 0 A_Jump (32,3)\n        PLEG C 0 A_Jump (64,3)\n        PLEG C 0 A_Jump (128,3)\n        PLEG A -1\n        Stop\n        PLEG B -1\n        Stop\n        PLEG C -1\n        Stop\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nactor SHOTGUYARM\n{\n\t renderstyle translucent\n alpha 1.0\n    +DOOMBOUNCE\n\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.4\n    Decal BloodSplat\n    SeeSound \"gibbage/xpart\"\n    Speed 5\n    States\n    {\n    Spawn:\n        SARM A 0\n        SARM A 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        SARM A 3 A_Custommissile(\"NewBlood\", -5,0,0)\n        SARM B 5 ThrustThingZ(0,6,1,1)\n        SARM C 5\n        SARM ABC 5 //A_Fadeout(0.1)\n        loop\n    Death:\n        SARM C 0 A_Jump (128,3)\n        SARM C 0 A_Jump (128,3)\n        SARM C 0 A_Jump (128,3)\n        SARM A -1\n        Stop\n        SARM B -1\n        Stop\n        SARM C -1\n        Stop\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nactor MARINEHEAD\n{\n\t renderstyle translucent\n alpha 1.0\n\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    Decal BloodSplat\n    bouncefactor 0.6\n    SeeSound \"gibbage/xpart\"\n    Speed 5\n    States\n    {\n    Spawn:\n        PLHD A 0\n        PLHD A 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        PLHD A 2 A_Custommissile(\"NewBlood\", -5,0,0)\n        PLHD B 5 ThrustThingZ(0,6,1,1)\n        PLHD CD 5\n        PLHD ABCD 5 //A_Fadeout(0.1)\n        loop\n    Death:\n        PLHD C 0 A_Jump (16,4)\n        PLHD C 0 A_Jump (32,4)\n        PLHD C 0 A_Jump (64,4)\n        PLHD C 0 A_Jump (128,4)\n        PLHD A -1\n        Stop\n        PLHD B -1\n        Stop\n        PLHD C -1\n        Stop\n        PLHD D -1\n        Stop\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nactor PLAYERBOOT\n{\n\t renderstyle translucent\n alpha 1.0\n    +DOOMBOUNCE\n\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    Decal BloodSplat\n    bouncefactor 0.4\n    SeeSound \"gibbage/xpart\"\n    Speed 5\n    States\n    {\n    Spawn:\n        PLG1 A 0\n        PLG1 A 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        PLG1 A 3 A_Custommissile(\"NewBlood\", -5,0,0)\n        PLG1 B 5 ThrustThingZ(0,6,1,1)\n        PLG1 C 5\n        PLG1 ABC 5 A_Fadeout(0.1)\n        loop\n    Death:\n        PLG1 C 0 A_Jump (128,3)\n        PLG1 C 0 A_Jump (128,3)\n        PLG1 C 0 A_Jump (128,3)\n        PLG1 A -1\n        Stop\n        PLG1 B -1\n        Stop\n        PLG1 C -1\n        Stop\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nACTOR Custom_BloodySkull : PlayerChunk\n{\n\tRadius 4\n\tHeight 4\n\t+DOOMBOUNCE\n\t+NOBLOCKMAP\n\t+DROPOFF\n\tPROJECTILE\n\t+CANNOTPUSH\n\t+SKYEXPLODE\n\t-TELESTOMP\n\t+NOBLOCKMONST\n\t+NOSKIN\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -EXPLODEONWATER\n    +CANBOUNCEWATER\n    +DONTTRANSLATE // Enough flags?\n    SeeSound \"gibbage/xpart\"\n\tStates\n\t{\n    Spawn:\n        PLHD A 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n       See:\n        PLHD A 2 A_Custommissile(\"NewBlood\", -5,0,0)\n        PLHD BCD 2\n        PLHD ABCD 2\n        loop\n       Death:\n\tPLHD C 0 A_Jump (16,4)\n        PLHD C 0 A_Jump (32,4)\n        PLHD C 0 A_Jump (64,4)\n        PLHD C 0 A_Jump (128,4)\n        PLHD A -1 A_CheckPlayerDone\n        Wait\n        PLHD B -1 A_CheckPlayerDone\n        Wait\n        PLHD C -1 A_CheckPlayerDone\n        Wait\n        PLHD D -1 A_CheckPlayerDone\n\t}\n}\n\nACTOR Custom_BloodySkull2 : Custom_BloodySkull\n{\n\tStates\n\t{\n    Spawn:\n        HUNT Z 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n       See:\n        HUNT Z 3 A_Custommissile(\"NewBlood\", -5,0,0)\n        HUNT ZZZ 2\n        HUNT ZZZZ 2\n        loop\n       Death:\n\tHUNT Z 0 A_Jump (16,4)\n        HUNT Z 0 A_Jump (32,4)\n        HUNT Z 0 A_Jump (64,4)\n        HUNT Z 0 A_Jump (128,4)\n        HUNT Z -1 A_CheckPlayerDone\n        Wait\n        HUNT Z -1 A_CheckPlayerDone\n        Wait\n        HUNT Z -1 A_CheckPlayerDone\n        Wait\n        HUNT Z -1 A_CheckPlayerDone\n\t}\n}\n\nActor CYBJUNK1\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    //-NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 2\n    Damage 0\n    Decal None\n    bouncefactor 0.4\n    SeeSound \"gibbage/cyborg\"\n    Speed 5\n\trenderstyle translucent\n\talpha 1.0\n    States\n    {\n    Spawn:\n        JUNK A 0\n        JUNK A 0 ThrustThingZ (0, 5, 0, 1)\n        goto See\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        JUNK A 5\n        JUNK A 5 ThrustThingZ(0,6,1,1)\n        JUNK A 5 //A_FadeOut(0.05)\n        loop\n    Death:\n        JUNK A 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        JUNK A 200\n        Stop\n\t\t\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nActor CYBJUNK2 : CYBJUNK1\n{\n    States\n    {\n    Spawn:\n        JUNK B 0\n        JUNK B 0 ThrustThingZ (0, 5, 0, 1)\n        goto See\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        JUNK B 5\n        JUNK B 5 ThrustThingZ(0,6,1,1)\n        JUNK B 5 //A_FadeOut(0.05)\n        loop\n    Death:\n        JUNK B 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        JUNK B 200\n        Stop\n\t\t\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nActor CYBJUNK3 : CYBJUNK1\n{\n    States\n    {\n    Spawn:\n        JUNK C 0\n        JUNK C 0 ThrustThingZ (0, 5, 0, 1)\n        goto See\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        JUNK C 5\n        JUNK C 5 ThrustThingZ(0,6,1,1)\n        JUNK C 5 //A_FadeOut(0.05)\n        loop\n    Death:\n        JUNK C 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        JUNK C 200\n        Stop\n\t\t\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nActor CYBJUNK4 : CYBJUNK1\n{\n    States\n    {\n    Spawn:\n        JUNK D 0\n        JUNK D 0 ThrustThingZ (0, 5, 0, 1)\n        goto See\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        JUNK D 5\n        JUNK D 5 ThrustThingZ(0,6,1,1)\n        JUNK D 5 //A_FadeOut(0.05)\n        loop\n    Death:\n        JUNK D 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        JUNK D 200\n        Stop\n\t\t\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nActor CYBJUNK5 : CYBJUNK1\n{\n    States\n    {\n    Spawn:\n        JUNK E 0\n        JUNK E 0 ThrustThingZ (0, 5, 0, 1)\n        goto See\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        JUNK E 5\n        JUNK E 5 ThrustThingZ(0,6,1,1)\n        JUNK E 5 //A_FadeOut(0.05)\n        loop\n    Death:\n        JUNK E 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        JUNK E 200\n        Stop\n\t\t\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nactor CYBGIBBER\n{\n  radius 20\n  height 56\n  +NOCLIP\n    states\n  {\n  Spawn:\n        NULL A 0\n        NULL A 0 A_PlaySound(\"gibbage/cyborg\")\n        NULL A 1 A_SpawnItemEx (\"GIB1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 0 A_SpawnItemEx (\"GIB5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        Stop\n    }\n}\n\nACTOR Custom_BloodySkull3 : Custom_BloodySkull\n{\n\tStates\n\t{\n    Spawn:\n        ROB1 Z 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n       See:\n        ROB1 Z 3 A_Custommissile(\"NewBlood\", -5,0,0)\n        ROB1 ZZZ 2\n        ROB1 ZZZZ 2\n        loop\n       Death:\n\t\tROB1 Z 0 A_Jump (16,4)\n        ROB1 Z 0 A_Jump (32,4)\n        ROB1 Z 0 A_Jump (64,4)\n        ROB1 Z 0 A_Jump (128,4)\n        ROB1 Z -1 A_CheckPlayerDone\n        Wait\n        ROB1 Z -1 A_CheckPlayerDone\n        Wait\n        ROB1 Z -1 A_CheckPlayerDone\n        Wait\n        ROB1 Z -1 A_CheckPlayerDone\n\t}\n}\n\nactor jitterchip\n{\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +ALLOWPARTICLES\n  +RANDOMIZE\n  +CLIENTSIDEONLY\n  RenderStyle Translucent\n  Alpha 0.5\n  renderstyle none\n  VSpeed 1\n  Mass 5\n  States\n  {\n  Spawn:\n  PUFF A 0\n  PUFF A 0 A_PlaySoundEx(\"jitpain\", \"Body\")\n  PUFF A 0 A_SpawnItemEx(\"jitterchip2\",0,0,0,0,0,0,0,1,0)\n    PUFF A 4 bright\n    PUFF B 4\n    // Intentional fall-through\n  Melee:\n    PUFF CD 4\n    stop\n  }\n}\n\nactor jitterchip2\n{\n\t renderstyle translucent\n alpha 1.0\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n\t+RIPPER\n\tscale 0.4\n\t+DOOMBOUNCE\n\t+BOUNCEONACTORS\n\t+BLOODLESSIMPACT\n\tbouncefactor 0.1\n    -SOLID\n\treactiontime 35\n\t+CLIENTSIDEONLY\n    Radius 3\n    Damage 0\n    bouncefactor 0.4\n    SeeSound \"skullchips\"\n    States\n    {\n    Spawn:\n        JCHP A 0\n        JCHP A 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n    See:\n\tNULL A 0 ThrustThing(random(0,255), 4, 0, 0)\n\tNULL A 0 A_Jump(128, 6)\n\tNULL A 0 A_Jump(128, 4)\n\tNULL A 0 A_Jump(128, 5)\n        JCHP A 4 A_JumpIf(waterlevel > 1, \"Remove\")\n        JCHP B 4 ThrustThingZ(0,random(1,6),1,1)\n\t\tJCHP CDE 4 A_Countdown\n\t\tGoto See+2\n    Death:\n        JCHP C 0 A_Jump (128,4)\n        JCHP C 0 A_Jump (128,6)\n        JCHP A 20\n\t\tJCHP A 3 A_FadeOut(0.01)\n        Goto Death+3\n        JCHP B 20\n\t\tJCHP B 3 A_FadeOut(0.01)\n        Goto Death+5\n        JCHP C 20\n\t\tJCHP C 3 A_FadeOut(0.01)\n        Goto Death+7\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nactor PLAYERBOOT\n{\n\t renderstyle translucent\n alpha 1.0\n    +DOOMBOUNCE\n\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    Decal BloodSplat\n    bouncefactor 0.4\n    SeeSound \"gibbage/xpart\"\n    Speed 5\n    States\n    {\n    Spawn:\n        PLG1 A 0\n        PLG1 A 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        PLG1 A 5 A_Custommissile(\"Blood\", -5,0,0)\n        PLG1 B 5 ThrustThingZ(0,6,1,1)\n        PLG1 C 5\n        PLG1 ABC 5 A_Fadeout(0.1)\n        loop\n    Death:\n        PLG1 C 0 A_Jump (128,3)\n        PLG1 C 0 A_Jump (128,3)\n        PLG1 C 0 A_Jump (128,3)\n        PLG1 A -1\n        Stop\n        PLG1 B -1\n        Stop\n        PLG1 C -1\n        Stop\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/map_decorate/decorate.gvh01.txt",
        "contents": "ACTOR Logfire 9900\n{\n\tDecal\t\tBarrelScorch\n\tRadius\t\t4\n\tHeight\t\t6\n\t+NOBLOCKMAP\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tGoto Active\n\tActive:\n\t\tTNT1 A 2 A_SpawnItemEx(\"SmokeLarge2\",0,0,18,0,0,2,0,160,0)\n\t\tTNT1 AAAAAAA 1 A_SpawnItemEx(\"Firey2\",0,0,8,0,0,1,0,160,0)\n\t\tLOOP\n\t}\n}\n\nACTOR SmokeLarge2 : BulletPuff\n{\n\tHealth\t\t1\n\tRenderStyle Translucent\n\tAlpha\t\t0\n\tScale\t\t.5\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0\n\t\tGoto See\n\tSee:\n\t\tNULL A 0 A_Jump(192,1)\n\t\tGoto See+7\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(128,1)\n\t\tGoto See+11\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(64,1)\n\t\tGoto See+15\n\t\tNULL A 0\n\t\tNULL A 0\n\t\tGoto See+19\n\t\t//-----------------------\n\t\tSMOK A 12 A_SetTranslucent(.15,0)\n\t\tSMOK A 12 A_SetTranslucent(.35,0)\n\t\tSMOK A 12 A_SetTranslucent(.5,0)\n\t\tSMOK A 1 A_Fadeout(.02)\n\t\tWait\n\t\tSMOK B 12 A_SetTranslucent(.15,0)\n\t\tSMOK B 12 A_SetTranslucent(.35,0)\n\t\tSMOK B 12 A_SetTranslucent(.5,0)\n\t\tSMOK B 1 A_Fadeout(.025)\n\t\tWait\n\t\tSMOK C 12 A_SetTranslucent(.15,0)\n\t\tSMOK C 12 A_SetTranslucent(.35,0)\n\t\tSMOK C 12 A_SetTranslucent(.5,0)\n\t\tSMOK C 1 A_Fadeout(.03)\n\t\tWait\n\t\tSMOK D 12 A_SetTranslucent(.15,0)\n\t\tSMOK D 12 A_SetTranslucent(.35,0)\n\t\tSMOK D 12 A_SetTranslucent(.5,0)\n\t\tSMOK D 1 A_Fadeout(.035)\n\t\tWait\n\t}\n}\n\nACTOR Firey2 : BulletPuff\n{\n\tHealth\t\t1\n\tRenderStyle Add\n\tAlpha\t\t0\n\tScale\t\t.3\n\tObituary \"%o burned to death\"\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0\n\t\tNULL A 0\n\t\tGoto See\n\tSee:\n\t\tNULL A 0 A_Jump(170,1)\n\t\tGoto See+7\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(85,1)\n\t\tGoto See+11\n\t\tNULL A 0\n\t\tNULL A 0\n\t\tGoto See+15\n\t\t//-----------------------\n\t\tBFIR B 5 Bright //A_PlaySound(\"Barrel/Fire\")\n\t\tBFIR A 5 Bright A_SetTranslucent(.4,1)\n\t\tBFIR A 5 Bright A_SetTranslucent(.8,1)\n\t\tBFIR A 1 Bright A_Fadeout(.06)\n\t\tWait\n\t\tBFIR B 5 Bright //A_PlaySound(\"Barrel/Fire\")\n\t\tBFIR B 5 Bright A_SetTranslucent(.4,1)\n\t\tBFIR B 5 Bright A_SetTranslucent(.8,1)\n\t\tBFIR B 1 Bright A_Fadeout(.08)\n\t\tWait\n\t\tBFIR B 5 Bright //A_PlaySound(\"Barrel/Fire\")\n\t\tBFIR C 5 Bright A_SetTranslucent(.4,1)\n\t\tBFIR C 5 Bright A_SetTranslucent(.8,1)\n\t\tBFIR C 1 Bright A_Fadeout(.10)\n\t\tWait\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/map_decorate/decorate.gvh05.txt",
        "contents": "// A snow flake\nACTOR SnowFlake 24600\n{\n\tRadius 8\n\tHeight 1\n\tMass 5\n\tRenderStyle TRANSLUCENT\n\tAlpha 0.8\n\tScale 0.3\n\t+NOGRAVITY // Greater fall speed control\n\t+NOBLOCKMAP\n\t+NOTELEPORT\n\t+INVULNERABLE\n\t+NONSHOOTABLE\n\t+DONTSPLASH\n\t+CORPSE\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSNOW A 1\n\t\tWaggleChance:\n\t\t\tSNOW A 8 A_Jump(164,\"Waggle\")\n\t\t\tLoop\n\t\tWaggle:\n\t\t\tSNOW A 8 A_CStaffMissileSlither\n\t\t\tGoto WaggleChance\n\t\tCrash:\n\t\t\tSNOW A 16\n\t\t\tStop\n\t}\n}\n\n// Snow dropper 128x128\nACTOR SquareSnow 24602\n{\n\tRadius 16\n\tHeight 6\n\tRenderStyle NONE\n\t+ALLOWCLIENTSPAWN\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\t+NOLIFTDROP\n\t+NOTELEPORT\n\t+SPAWNCEILING\n\t+NOCLIP\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 10 A_SpawnItemEx(\"SnowFlake\",\n\t\t\t\t               random(0,128),\n\t\t\t\t               0,0,0,0,-0.7,random(0,360),\n\t\t\t\t\t       128) // client-side spawning flag\n\t\t\tLoop\n\t}\n}\n\nACTOR SquareSnowBig : SquareSnow 24603\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SnowFlake\",\n\t\t\t\t\t\trandom(0,256),\n\t\t\t\t\t\t0,0,0,0,-0.7,random(0,360),\n\t\t\t\t\t\t128)\n\t\t\tLoop\n\t}\n}\n\nACTOR SquareSnowVeryBig : SquareSnow 24604\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 6 A_SpawnItemEx(\"SnowFlake\",\n\t\t\t\t\t\trandom(0,324),\n\t\t\t\t\t\trandom(0,324),\n\t\t\t\t\t\t0,0,0,-0.7,random(0,360),\n\t\t\t\t\t\t128)\n\t\t\tLoop\n\t}\n}\n\n// Snow dropper extremely big for skybox\nACTOR SquareSnowGigantic : SquareSnow 24605\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 16 A_SpawnItemEx(\"SnowFlake\",\n\t\t\t\t\t\trandom(256,512),\n\t\t\t\t\t\trandom(128,256),\n\t\t\t\t\t\t0,0,0,-0.7,random(0,360),\n\t\t\t\t\t\t128)\n\t\t\tLoop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/map_decorate/decorate.gvh08.txt",
        "contents": "actor VolumetricFogSprite 28641\n{\nyscale 0.15\nrenderstyle Add\nalpha 1.0\n+NOGRAVITY\n+FORCEXYBILLBOARD\n+ALLOWCLIENTSPAWN\n+NOINTERACTION\nstates\n\t{\n\tSpawn:\n\tFOG2 A -1\n\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/map_decorate/decorate.gvh11.txt",
        "contents": "actor TREE 10242\n{\n  height 210\n  radius 10\n  +SOLID\n  states\n  {\n  Spawn:\n    PALM A -1\n    Stop\n  }\n}\n\nACTOR FireHydrant 10243\n{\n  Height 40\n  Radius 16\n  +SOLID\n  States\n  {\n  Spawn:\n    FRHD A -1\n    Stop\n  }\n}\n\nACTOR TrashCan 10244\n{\n  Height 40\n  Radius 16\n  +SOLID\n  States\n  {\n  Spawn:\n    TRCN A -1\n    Stop\n  }\n}\n\nactor DukeShip\n{\nHeight 5\nPROJECTILE\nspawnid 181\nradius 5\n+RIPPER\ndamage 200\nSpeed 50\nscale 3.0\nrenderstyle translucent\nalpha 1.0\nStates\n{\nSpawn:\nDSHI A 4 A_SpawnItemEx(\"GrenadeExplosion\",0,0,0,0,0,0,0,128,0)\nloop\nDeath:\nNKXP BCDEFGHIJKLMNOPQRSTUV 3 bright A_FadeOut(0.04)\nStop\n}\n}\n\nactor DukeExplode\n{\n-SOLID\nrenderstyle translucent\nalpha 1.0\n+NOGRAVITY\n-SOLID\n+NOBLOCKMAP\nobituary \"%o is going to make those alien bastards pay for shooting up duke's ride.\"\nradius 1\nheight 1\nStates\n{\nSpawn:\nNKXP A 0\nNKXP A 0 A_PlaySound(\"weapons/grenadeexplode\")\nNKXP A 0 A_Explode(8000, 128,0)\nNKXP BCDEFGHIJKLMNOPQRSTUV 2 bright A_FadeOut(0.04)\nStop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/map_decorate/decorate.gvh13.txt",
        "contents": "//Blood Rain effects for Map01, borrowed NashGore base.\n\nactor BloodRainSpawner 15050 \t//Rain Object\n{\n   Radius 1\n   Height 1\n   Speed 0\n   Damage 0\n   Mass 1\n   PROJECTILE\n   +INVULNERABLE\n   +NOGRAVITY\n   +CLIENTSIDEONLY\n   +NOCLIP\n   States\n   {\n\tSpawn:\n      TNT1 A 8 A_Jump(128, 1)\n      TNT1 A 8 A_SpawnItemEx(\"BloodRain\",random(32, -32),random(32, -32),0,8,0,0,0,0,0)\n      Loop\n   }\n}\n\nactor BloodRain 15051\n{\n scale 0.55\n health 1\n radius 8\n height 1\n mass 1\n renderstyle translucent\n alpha 1.0\n +CORPSE\n +NOTELEPORT\n +NOBLOCKMAP\n +CLIENTSIDEONLY\n states\n {\n Spawn:\n  FBLD A 1 A_JumpIf(waterlevel > 1, \"Remove\")\n  loop\n Crash:\n  TNT1 A 1 A_SpawnItem(\"BloodRainSpot\",0,0,0,1)\n  stop\n   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n }\n}\n\nactor BloodRainSpawner2 15052 \t//Rain Object 2\n{\n   Radius 1\n   Height 1\n   Speed 0\n   Damage 0\n   Mass 1\n   PROJECTILE\n   +INVULNERABLE\n   +NOGRAVITY\n   +NOCLIP\n   +CLIENTSIDEONLY\n   States\n   {\n\tSpawn:\n      TNT1 A 16 A_Jump(128, 1)\n\t  TNT1 A 16 A_Jump(64, 1)\n      TNT1 A 32 A_SpawnItemEx(\"BloodRain2\",random(32, -32),random(32, -32),0,0,0,0,0,0,0)\n      Loop\n   }\n}\n\nactor BloodRain2 15053\n{\n scale 0.55\n health 1\n radius 8\n height 1\n mass 1\n renderstyle translucent\n alpha 1.0\n +CORPSE\n +NOTELEPORT\n +NOBLOCKMAP\n +CLIENTSIDEONLY\n states\n {\n Spawn:\n  FBLD A 1 A_JumpIf(waterlevel > 1, \"Remove\")\n  loop\n Crash:\n  TNT1 A 1 A_SpawnItem(\"BloodRainSpot2\",0,0,0,1)\n  stop\n   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n }\n}\n\nactor BloodRainSpot\n{\n radius 12\n height 2\n mass 1\n  renderstyle translucent\n alpha 1.0\n +NOTELEPORT\n -NOBLOCKMAP\n +CLIENTSIDEONLY\n states\n {\n Spawn:\n  BSPT A 50 A_JumpIf(waterlevel > 1, \"Remove\")\n  stop\n   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n }\n}\n\nactor BloodRainSpot2\n{\n radius 12\n height 2\n mass 1\n  renderstyle translucent\n alpha 1.0\n +NOTELEPORT\n -NOBLOCKMAP\n +CLIENTSIDEONLY\n states\n {\n Spawn:\n  BSPT AAAAAAAA 50 A_JumpIf(waterlevel > 1, \"Remove\")\n  BSPT AAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.05)\n  stop\n   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/map_decorate/decorate.gvh16.txt",
        "contents": "ACTOR secondtree 28643\n{\n  Radius 16\n  Height 56\n  States\n  {\n  Spawn:\n    GREN A -1\n    loop\n  }\n}\n\nACTOR thirdtree 28644\n{\n  Radius 16\n  Height 56\n  States\n  {\n  Spawn:\n    GREN B -1\n    loop\n  }\n}\n\nACTOR Shtbagstree4 28642\n{\n  Radius 16\n  Height 56\n  States\n  {\n  Spawn:\n    GREN C -1\n    loop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/map_decorate/decorate.gvh19.txt",
        "contents": "//Aztec Map Lights and Fog\nactor EerieRedLight 21000 //Special Glow for Aztec Eyes\n{\n   Radius 1\n   Height 1\n   Speed 0\n   Damage 0\n   Mass 1\n   PROJECTILE\n   +INVULNERABLE\n   +NOCLIP\n   +NOBLOCKMAP\n   +CLIENTSIDEONLY\n   States\n   {\n\tSpawn:\n      TNT1 A 1\n      loop\n   }\n}\n\nactor EerieRedLight2 21001 //Special Glow for Aztec Eyes\n{\n   Radius 1\n   Height 1\n   Speed 0\n   Damage 0\n   Mass 1\n   PROJECTILE\n   +INVULNERABLE\n   +NOCLIP\n   +NOBLOCKMAP\n   +CLIENTSIDEONLY\n   States\n   {\n\tSpawn:\n      TNT1 A 1\n      loop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/map_decorate/decorate.gvh20.txt",
        "contents": "actor TallTree 10250\n{\n  height 144\n  radius 32\n  +SOLID\n  states\n  {\n  Spawn:\n    TREK A 5\n    loop\n  }\n}\n\nACTOR RainSpawner 10251\n{\n\t+Missile\n\t+NoClip\n\t+NoGravity\n\t+NoBlockMap\n        +SPAWNCEILING\n\t+CLIENTSIDEONLY\n\t+NONETID\n \tstates\n \t{\n \tSpawn:\n\t\tTNT1 A 3 A_JumpIf(z >= ceilingz,1)\n\t\tTNT1 A 3 A_SpawnItemEx (\"RainDrop\", random(0,-128), random(0,-128), 0, random(0,1), random(0,1), -random(1,5), random(0,255), 0)\n \t\tgoto Spawn\n\t}\n\n}\n\nACTOR HRainSpawner 10253\n{\n\t+Missile\n\t+NoClip\n\t+NoGravity\n\t+NoBlockMap\n        +SPAWNCEILING\n \tstates\n \t{\n \tSpawn:\n\t\tTNT1 A 3 A_JumpIf(z >= ceilingz,1)\n\t\tTNT1 A 3 A_SpawnItemEx (\"RainDrop\", random(0,-32), random(0,-32), 0, random(0,1), random(0,1), -random(1,5), random(0,255), 0)\n \t\tgoto Spawn\n\t}\n\n}\n\n//Simple rain drop\nACTOR RainDrop 10252\n{\n\n\t+NOBLOCKMAP\n\t+DROPOFF\n\t+MISSILE\n\t+CLIENTSIDEONLY\n\t+NOTELEPORT\n        +SPAWNCEILING\n\t+DontSplash\n\txscale 0.25\n\tstates\n\t{\n\tSpawn:\n\t\tRAIN A 1 A_JumpIf(waterlevel >= 1, \"Death\")\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n\n}\n\n//Simple rain drop with sound\nACTOR RainDropS 10254\n{\n\n\t+NOBLOCKMAP\n\t+DROPOFF\n\t+MISSILE\n\t+CLIENTSIDEONLY\n\t+NOTELEPORT\n        +SPAWNCEILING\n\t+DontSplash\n\txscale 0.25\n\tstates\n\t{\n\tSpawn:\n\t\tRAIN A 1 A_JumpIf(waterlevel >= 1, \"Death\")\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n\n}"
      }
    ]
  },
  "maps": []
}

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