Counts

endoom0
graphics0
lumps1975
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "06f8d81e-b258-496a-b4d1-06ec2fd0b988",
    "sha1": "a0569e0e0d74abdffa177b7c30a94be3526a5422",
    "sha256": "e8f1fa0fe4795286cc55b15dadb09c349a577466cc952439996a0528ccf88635",
    "filenames": [
      "polished_skull_b1w1.pk3",
      "polished_skull.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [
        "PLUTONIA"
      ],
      "filename": null,
      "added": "2013-10-07 22:11:07",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2013-10-07 22:11:07",
    "file": {
      "type": "PK3",
      "size": 5749273,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/a0569e0e0d74abdffa177b7c30a94be3526a5422/a0569e0e0d74abdffa177b7c30a94be3526a5422.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 1975,
        "maps": 0,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ],
      "iwads_guess": [
        "PLUTONIA"
      ]
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "DECORATE.txt",
        "contents": "#include \"actors/skulltag/armor.txt\"\n#include \"actors/skulltag/deadthings.txt\"\n#include \"actors/skulltag/decorations.txt\"\n#include \"actors/skulltag/misc.txt\"\n#include \"actors/skulltag/monsters.txt\"\n#include \"actors/skulltag/spawners.txt\"\n#include \"actors/skulltag/statues.txt\"\n#include \"actors/skulltag/weapons.txt\"\n#include \"actors/INVENTRY.txt\"\n#include \"actors/ITEMS.txt\"\n#include \"actors/WEAPONS.txt\"\n#include \"actors/WMISSILE.txt\"\n#include \"actors/MARINES.txt\"\n#include \"actors/MONSTERS.txt\"\n#include \"actors/MMISSILE.txt\"\n#include \"actors/BLOOD.txt\"\n#include \"actors/GIBS.txt\"\n#include \"actors/DECOR.txt\"\n#include \"actors/PUFFS.txt\"\n#include \"actors/TERRDEFS.txt\"\n#include \"actors/SFX.txt\"\n\n//Player\n\nACTOR STPlayer : PlayerPawn\n{\n\tSpeed 1\n\tHealth 100\n\tRadius 16\n\tHeight 56\n\tMass 100\n\tPainChance 255\n\tPainChance \"Radiation\", 32\n\tPainChance \"Flame\", 16\n\tPainChance \"XFlame\", 16\n\tPlayer.ColorRange 112, 127\n\tPlayer.DisplayName \"Marine\"\n\tPlayer.CrouchSprite \"PLYC\"\n\tPlayer.StartItem \"ChaingunIdle\", 50 //The Idle spinning charge; half-full at start.\n\tPlayer.StartItem \"Pistol_\"\n\tPlayer.StartItem \"Clip\", 50\n\tPlayer.StartItem \"Spiked_Knuckle\"\n\tgibhealth -100\n\n\tStates\n\t{\n\tSpawn:\n\t\tPLAY E -1\n\t\tLoop\n\tSee:\n\t\tPLAY A 4\n\t\tPLAY B 4 A_CustomMissile(\"FootStep\",0,-4,0,0)\n\t\tPLAY C 4\n\t\tPLAY D 4 A_CustomMissile(\"FootStep\",0,4,0,0)\n\t\tLoop\n\tMissile:\n\t\tPLAY E 12\n\t\tGoto Spawn\n\tMelee:\n\t\tPLAY F 8 BRIGHT\n\t\tGoto Missile\n\tPain:\n\t\tPLAY G 2\n\t\tPLAY G 2 Radius_Quake(random(0,3), 2, 0, 1, 0)\n\t\tPLAY G 4 A_Pain\n\t\tGoto Spawn\n\tDeath.Punch:\n\t\tPLAY H 0 ThrustThingZ(0,random(0,2),0,1)\n\tDeath.Rocket:\n\tDeath.Grenade:\n\tDeath.BFG10k:\n\t\tPLAY G 1\n\t\tPLAY H 0 A_ScaleVelocity(2.0) //for massive kickback\n\t\tPLAY M 0 A_JumpIfHealthLower(-149,\"XDeath\")\n\tDeath:\n\t\tPLAY O 0 A_JumpIfHealthLower(-49,\"CritDeath\")\n\t\tGoto Death.Suicide\n\tDeath.Chainsaw:\n\t\tPLAY O 0 A_JumpIfHealthLower(-4,\"SlashDeath\")\n\t\tPLAY H 0 A_SpawnDebris(\"RedBlood\")\n\tDeath.Suicide:\n\t\tPLAY H 5\n\t\tPLAY I 4 A_PlayerScream\n\t\tPLAY J 8 A_NoBlocking\n\t\tPLAY KKKKKLLLLLMMMMM 1 A_SpawnItem(\"RedBloodSplat\")\n\t\tPLAY NNNNNNNNNN 2 A_SpawnItem(\"RedBloodSplat\")\n\t\tPLAY NNNNNNNNNN 4 A_SpawnItem(\"RedBloodSplat\")\n\t\tPLAY N -1\n\t\tStop\n\tCritDeath:\n\t\tPLYX A 5\n\t\tPLYX B 5 A_PlayerScream\n\t\tPLYX C 5 A_NoBlocking\n\t\tPLYX DDDDDEEEEEFFFFF 1 A_SpawnItem(\"RedBloodSplat\")\n\t\tPLYX GGGGGGGGGG 2 A_SpawnItem(\"RedBloodSplat\")\n\t\tPLYX GGGGGGGGGG 4 A_SpawnItem(\"RedBloodSplat\")\n\t\tPLYX G -1\n\t\tStop\n\tXDeath:\n\t\tPLAY O 0 A_JumpIfHealthLower(-999,\"Vaporize\")\n\t\tPLAY O 0 A_JumpIfHealthLower(-199,\"SuperXDeath\")\n\t\tPLAY HHHH 1 A_SpawnItemEx(\"RedBloodCloud\",random(-4,4),random(-4,4),random(0,16),random(-5,5)*0.2,0,random(0,2)*0.2,random(0,360))\n\t\tPLAY O 0 A_XScream\n\t\tPLAY OOOO 1 A_SpawnItemEx(\"RedBloodCloud\",random(-4,4),random(-4,4),random(0,16),random(-5,5)*0.2,0,random(0,2)*0.2,random(0,360))\n\t\tPLAY P 0 A_SkullPop\n\t\tPLAY PPPPQQQQ 1 A_SpawnItemEx(\"RedBloodCloud\",random(-4,4),random(-4,4),random(0,16),random(-5,5)*0.2,0,random(0,2)*0.2,random(0,360))\n\t\tPLAY Q 0 A_NoBlocking\n\t\tPLAY RSTUV 4\n\t\tPLAY WWWWWW 1 A_SpawnDebris(\"RedBloodSplat\")\n\t\tPLAY WWWWWW 2 A_SpawnDebris(\"RedBloodSplat\")\n\t\tPLAY WWWWWW 4 A_SpawnDebris(\"RedBloodSplat\")\n\t\tPLAY W -1\n\t\tStop\n\tSuperXDeath:\t\t//Unleash the gibs!\n\t\tPLAY O 1 A_PlaySound(\"misc/gibx\")\n\t\tPLAY P 1 A_SkullPop(\"HelmetGib\")\n\t\tPLAY PPPPPPPPPPPPPPPPPPPP 0 A_SpawnItemEx(\"RedBloodCloud\",random(-16,16),random(-16,16),random(0,56),random(-5,5)*0.5,0,random(0,10)*0.5,random(0,360))\n\t\tPLAY PPPPPPPPPPPPPPPPPPPPPPPPP 0 A_SpawnItemEx(\"Giblet\",random(-8,8),random(-8,8),random(0,40),momx + (random(-Health,Health) * 0.05),momy + (random(-Health,Health) * 0.05),momz + (random(-Health,Health) * 0.05),0,SXF_ABSOLUTEMOMENTUM)\n\t\tPLAY PPPPPPPPPPPPPPPPPPPPPPPPP 0 A_SpawnItemEx(\"Giblet\",random(-8,8),random(-8,8),random(0,40),momx + (random(-Health,Health) * 0.05),momy + (random(-Health,Health) * 0.05),momz + (random(-Health,Health) * 0.05),0,SXF_ABSOLUTEMOMENTUM)\n\t\tPOB1 AAAAAAAAAAAAAAA 1 A_SpawnDebris(\"RedBloodSpraySmall\")\n\t\tPOB1 AAAAA 2 A_SpawnDebris(\"RedBloodSplat\")\n\t\tPOB1 AAAAA 4 A_SpawnDebris(\"RedBloodSplat\")\n\t\tPOB1 A -1\n\t\tStop\n\tSlashDeath:\n\t\tPLYX A 5 A_PlayerScream\n\t\tPLYX H 5 A_NoBlocking\n\t\tPLYX IIIII 1 A_SpawnItemEx(\"RedBloodSpray\",0,0,32)\n\t\tPLYX J 0 A_XScream\n\t\tPLYX JJJJJ 1 A_SpawnItemEx(\"RedBloodSpray\",0,0,40)\n\t\tPLYX KKKKK 1 A_SpawnItemEx(\"RedBloodSpray\",0,0,24)\n\t\tPLYX LLLLLMMMMMNNNNN 1 A_SpawnItem(\"RedBloodSplat\")\n\t\tPLYX NNNNNNNNNN 2 A_SpawnItem(\"RedBloodSplat\")\n\t\tPLYX NNNNNNNNNN 4 A_SpawnItem(\"RedBloodSplat\")\n\t\tPLYX N -1\n\t\tStop\n\tDeath.Telefrag:\t\t//Friendlier with CPU/bandwidth usage\n\tDeath.SpawnTelefrag:\n\tDeath.InstantDeath:\n\t\tPLAY O 1 A_XScream\n\t\tPLAY P 1 A_SkullPop(\"HelmetGib\")\n\t\tPLAY PPPPPPPPPP 0 A_SpawnItemEx(\"RedBloodCloud\",random(-8,8),random(-8,8),random(0,40))\n\t\tPOB1 A -1\n\t\tStop\n\tDeath.Exit:\t\t//Try to leave, and you will be ported back to the field\n\t\tPLAY A 10 A_SkullPop(\"PlayerView\")\n\t\tPLAY A 1 A_SpawnItemEx(\"TeleportFX\")\n\t\tStop\n\tCrush:\n\t\tPLAY P 0 A_SkullPop\n\t\tPLAY P 0 A_Burst(\"Giblet\")\n\t\tStop\n\tVaporize:\n\t\tVAPZ A 0\n\t\tVAPZ N 0 A_NoBlocking\n\t\tVAPZ A 0 A_FaceTarget\n\t\tVAPZ A 0 A_PlaySound(\"misc/vaporize\")\n\t\tVAPZ PPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 0 A_SpawnItemEx(\"VaporSmoke\",random(-16,16),random(-16,16),random(0,56),random(-10,10)*0.5,random(-10,10)*0.5)\n\t\tPBRN ABCDE 1 BRIGHT A_Stop\n\t\tPBRN FG 3 A_Stop\n\t\tVAPZ A 3 A_Stop\n\t\tVAPZ BCDEF 3\n\t\tVAPZ G -1\n\t\tStop\n\tDeath.Flame:\n\t\tPLAY G 1 A_SkullPop(\"PlayerView\")\n\t\tPLAY G 0 A_GiveInventory(\"ThingTimer\",random(0,25))\n\t\tGoto OnFire\n\tOnFire:\n\t\tPLAY A 0 A_FireCrackle\n\t\tPLAY A 0 A_PlayerScream\n\t\tPLAY AA 0 A_SpawnItemEx(\"DeathFlame\",random(-8,8),random(-8,8),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPLAY AAAAA 0 A_Wander\n\t\tPLAY A 1 A_Wander\n\t\tPLAY AAAAA 0 A_Wander\n\t\tPLAY A 1 A_Wander\n\t\tPLAY BB 0 A_SpawnItemEx(\"DeathFlame\",random(-8,8),random(-8,8),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPLAY BBBBB 0 A_Wander\n\t\tPLAY B 1 A_Wander\n\t\tPLAY BBBBB 0 A_Wander\n\t\tPLAY B 1 A_Wander\n\t\tPLAY CC 0 A_SpawnItemEx(\"DeathFlame\",random(-8,8),random(-8,8),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPLAY CCCCC 0 A_Wander\n\t\tPLAY C 1 A_Wander\n\t\tPLAY CCCCC 0 A_Wander\n\t\tPLAY C 1 A_Wander\n\t\tPLAY DD 0 A_SpawnItemEx(\"DeathFlame\",random(-8,8),random(-8,8),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPLAY DDDDD 0 A_Wander\n\t\tPLAY D 1 A_Wander\n\t\tPLAY DDDDD 0 A_Wander\n\t\tPLAY D 1 A_Wander\n\t\tPLAY D 0 A_GiveInventory(\"ThingTimer\",1)\n\t\tPLAY D 0 A_JumpIfInventory(\"ThingTimer\",50,\"NoFire\")\n\t\tGoto OnFire\n\tNoFire:\n\t\tPLAY H 4 A_SpawnDebris(\"RedBlood\")\n\t\tPLAY I 3 A_PlayerScream\n\t\tPLAY J 8 A_NoBlocking\n\t\tPLAY KKKKLLLLMMMM 1 A_SpawnItem(\"RedBloodSplat\")\n\t\tPLAY NNNNNNNN 2 A_SpawnItem(\"RedBloodSplat\")\n\t\tPLAY NNNNNNNN 4 A_SpawnItem(\"RedBloodSplat\")\n\t\tPLAY N -1\n\t\tStop\n\tDeath.XFlame:\n\t\tPLAY G 1 A_SkullPop(\"PlayerView\")\n\t\tPLAY G 0 A_PlaySoundEx(\"player/male/flamedeath\",\"Voice\")\n\t\tPLAY G 0 A_PlaySoundEx(\"brain/spit\",\"SoundSlot5\")\n\t\tPLAY G 0 A_NoBlocking\n\t\tPLAY GGGGGGGG 0 A_CustomMissile(\"DeathFlame\",random(0,48),0,random(-180,180),2,random(45,90))\n\t\tPLAY G 3 A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1),random(-1,1),random(1,3))\n\t\tgoto ItBurnsItBurns\n\tItBurnsItBurns:\n\t\tPBRN A 0 A_FireCrackle\n\t\tPBRN AAAAAA 0 A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN A 3 BRIGHT A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN AAAAAA 0 A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN B 3 BRIGHT A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN AAAAAA 0 A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN C 3 BRIGHT A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN AAAAAA 0 A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN D 3 BRIGHT A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN AAAAAA 0 A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN C 3 BRIGHT A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN AAAAAA 0 A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN B 3 BRIGHT A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN A 0 A_GiveInventory(\"ThingTimer\",1)\n\t\tPBRN A 0 A_JumpIfInventory(\"ThingTimer\",15,\"Crispy\")\n\t\tgoto ItBurnsItBurns\n\tCrispy:\n\t\tPBRN AAAA 0 A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN E 3 A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN AAA 0 A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN F 3 A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN AA 0 A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN G 3 A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN A 0 A_Jump(256,\"Crispy1\",\"Crispy2\")\n\t\tstop\n\tCrispy1:\n\t\tPBRN AAA 0 A_CustomMissile(\"BarrelSmoke\",random(0,48),0,random(-180,180),2,random(45,90))\n\t\tPBRN H 4 A_CustomMissile(\"BarrelSmoke\",random(0,48),0,random(-180,180),2,random(45,90))\n\t\tPBRN AAA 0 A_CustomMissile(\"BarrelSmoke\",random(0,40),0,random(-180,180),2,random(45,90))\n\t\tPBRN I 4 A_CustomMissile(\"BarrelSmoke\",random(0,40),0,random(-180,180),2,random(45,90))\n\t\tPBRN AAA 0 A_CustomMissile(\"BarrelSmoke\",random(0,32),0,random(-180,180),2,random(45,90))\n\t\tPBRN J 4 A_CustomMissile(\"BarrelSmoke\",random(0,32),0,random(-180,180),2,random(45,90))\n\t\tPBRN KKKLLL 2 A_CustomMissile(\"BarrelSmoke\",random(0,24),0,random(-180,180),2,random(45,90))\n\t\tPBRN MMMMMMMMMMMMMMMMMMM 4 A_CustomMissile(\"BarrelSmoke\",random(0,24),0,random(-180,180),2,random(45,90))\n\t\tPBRN M -1\n\t\tstop\n\tCrispy2:\n\t\tPBRN AAA 0 A_CustomMissile(\"BarrelSmoke\",random(0,48),0,random(-180,180),2,random(45,90))\n\t\tPBRN N 4 A_CustomMissile(\"BarrelSmoke\",random(0,48),0,random(-180,180),2,random(45,90))\n\t\tPBRN AAA 0 A_CustomMissile(\"BarrelSmoke\",random(0,40),0,random(-180,180),2,random(45,90))\n\t\tPBRN O 4 A_CustomMissile(\"BarrelSmoke\",random(0,40),0,random(-180,180),2,random(45,90))\n\t\tPBRN AAA 0 A_CustomMissile(\"BarrelSmoke\",random(0,32),0,random(-180,180),2,random(45,90))\n\t\tPBRN P 4 A_CustomMissile(\"BarrelSmoke\",random(0,32),0,random(-180,180),2,random(45,90))\n\t\tPBRN QQQRRR 2 A_CustomMissile(\"BarrelSmoke\",random(0,24),0,random(-180,180),2,random(45,90))\n\t\tPBRN SSSSSSSSSSSSSSSSSSSS 4 A_CustomMissile(\"BarrelSmoke\",random(0,24),0,random(-180,180),2,random(45,90))\n\t\tPBRN S -1\n\t\tstop\n\t}\n}\n\nACTOR FootStep\n{\n\tRadius 1\n\tHeight 2\n\tMass 5\n\tRenderStyle None\n\tDamageType Foot\n\tProjectile\n\t+NOCLIP\n\t+NODAMAGETHRUST\n\t+BLOODLESSIMPACT\n\t-NOGRAVITY\n\tObituary \"%o got curb-stomped by %k.\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 2 A_Explode(15,8,0)\n\t\tStop\n\t}\n}\n\nACTOR DeathFlame : LSFlame\n{\n\tScale 1.0\n\tDamageType Flame\n\t-CLIENTSIDEONLY\n\t+FORCERADIUSDMG\n\tStates\n\t{\n\tSpawn:\n\t\tSKUF A 0 A_Explode(random(0,5),16,0)\n\t\tSKUF ABCD 1 Bright A_FadeOut(0.05)\n\t\tLoop\n\t}\n}\n\nACTOR VaporSmoke : ShotgunSmoke\n{\n\tRenderStyle Translucent\n\tTranslation \"0:255=[0,0,0]:[127,127,127]\"\n\tAlpha 0.4\n\tScale 0.6\n\tStates\n\t{\n\tSpawn:\n\t\tPUF1 L 0\n\t\tPUF1 L 0 A_Jump(128,\"A\",\"B\",\"C\",\"D\",\"E\",\"F\",\"G\",\"H\")\n\tA:\n\t\tPUF1 MOQSUWY 1 A_FadeOut(0.04)\n\t\tPFF1 A 1 A_FadeOut(0.04)\n\t\tStop\n\tB:\n\t\tPUF1 NPRTVXZ 1 A_FadeOut(0.04)\n\t\tPFF1 B 1 A_FadeOut(0.04)\n\t\tStop\n\tC:\n\t\tPUF2 MOQSUWY 1 A_FadeOut(0.04)\n\t\tPFF2 A 1 A_FadeOut(0.04)\n\t\tStop\n\tD:\n\t\tPUF2 NPRTVXZ 1 A_FadeOut(0.04)\n\t\tPFF2 B 1 A_FadeOut(0.04)\n\t\tStop\n\tE:\n\t\tPUF3 MOQSUWY 1 A_FadeOut(0.04)\n\t\tPFF3 A 1 A_FadeOut(0.04)\n\t\tStop\n\tF:\n\t\tPUF3 NPRTVXZ 1 A_FadeOut(0.04)\n\t\tPFF3 B 1 A_FadeOut(0.04)\n\t\tStop\n\tG:\n\t\tPUF4 MOQSUWY 1 A_FadeOut(0.04)\n\t\tPFF4 A 1 A_FadeOut(0.04)\n\t\tStop\n\tH:\n\t\tPUF4 NPRTVXZ 1 A_FadeOut(0.04)\n\t\tPFF4 B 1 A_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\nACTOR PlayerView : PlayerChunk\n{\n\tRadius 4\n\tHeight 4\n\t-LOWGRAVITY\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0,8,0,1)\n\t\tTNT1 A 1 A_Recoil(96)\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 1 A_CheckPlayerDone\n\t\twait\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "DECALDEF.txt",
        "contents": "fader Remover\n{\n\tDecayStart\t0.0\n\tDecayTime\t0.01\n}\n\nfader DefaultFade //Removes the decal after two and a half minutes.\n{\n\tDecayStart\t150.0\n\tDecayTime\t3.0\n}\n\ndecal Nothing\n{\n\tpic VOID\n\tshade \"00 00 00\"\n\tx-scale 0.01\n\ty-scale 0.01\n\tAnimator Remover\n}\n\nstretcher LightShrinker\n{\n\tGoalX\t\t0.001\n\tGoalY\t\t0.001\n\tStretchStart\t0.0\n\tStretchTime\t0.75\n}\n\nfader BPuffFade\n{\n\tDecayStart\t0.0\n\tDecayTime\t0.25\n}\n\ncombiner BPuffLightAnim\n{\n\tBPuffFade\n\tLightShrinker\n}\n\ndecal BulletHole1\n{\n\tpic HOLE1\n\tshade \"00 00 00\"\n\tx-scale 0.5\n\ty-scale 0.5\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletHole2\n{\n\tpic HOLE2\n\tshade \"00 00 00\"\n\tx-scale 0.5\n\ty-scale 0.5\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletHole3\n{\n\tpic HOLE3\n\tshade \"00 00 00\"\n\tx-scale 0.5\n\ty-scale 0.5\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletHole4\n{\n\tpic HOLE4\n\tshade \"00 00 00\"\n\tx-scale 0.5\n\ty-scale 0.5\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletHole5\n{\n\tpic HOLE5\n\tshade \"00 00 00\"\n\tx-scale 0.5\n\ty-scale 0.5\n\trandomflipx\n\trandomflipy\n}\n\ndecalgroup BulletHole\n{\n\tBulletHole1\t1\n\tBulletHole2\t1\n\tBulletHole3\t1\n\tBulletHole4\t1\n\tBulletHole5\t1\n}\n\ndecal BPuffFakeDynLight\n{\n\tpic DECALLT\n\tfullbright\n\tadd 0.2\n\tshade \"DD 7E 10\"\n\tx-scale 0.1\n\ty-scale 0.1\n\tanimator BPuffLightAnim\n\tlowerdecal BulletChip\n}\n\ndecal BigBPuffFakeDynLight\n{\n\tpic DECALLT\n\tfullbright\n\tadd 0.15\n\tshade \"DD 7E 10\"\n\tx-scale 0.25\n\ty-scale 0.25\n\tanimator BPuffLightAnim\n\tlowerdecal BulletHole\n}\n\nfader PlasmaFade\n{\n\tDecayStart\t0.0\n\tDecayTime\t1.0\n}\n\ncombiner PlasmaLightAnim\n{\n\tPlasmaFade\n\tLightShrinker\n}\n\ndecal PlasmaLight\n{\n\tpic DECALLT\n\tadd 0.2\n\tshade \"20 80 DE\"\n\tx-scale 0.5\n\ty-scale 0.5\n\tfullbright\n\tanimator PlasmaLightAnim\n\tlowerdecal PlasmaScorchLower\n}\n\nstretcher PFlameGrow\n{\n\tGoalX\t\t1.5\n\tGoalY\t\t1.5\n\tStretchStart\t0.0\n\tStretchTime\t1.0\n}\n\ncombiner PFlameAnim\n{\n\tPFlameGrow\n\tDefaultFade\n\tToBlack\n}\n\ndecal PFlameScorch1\n{\n\tpic CBALSCR1\n\tTranslucent 0.1\n\tshade \"00 40 FF\"\n\tx-scale 1.0\n\ty-scale 1.0\n\trandomflipx\n\trandomflipy\n\tfullbright\n\tanimator PFlameAnim\n}\n\ndecal PFlameScorch2\n{\n\tpic CBALSCR2\n\tTranslucent 0.1\n\tshade \"00 40 FF\"\n\tx-scale 1.0\n\ty-scale 1.0\n\trandomflipx\n\trandomflipy\n\tfullbright\n\tanimator PFlameAnim\n}\n\ndecalgroup PlasmaFlameScorch\n{\n\tPFlameScorch1\t1\n\tPFlameScorch2\t1\n\tNothing\t\t1\n}\n\nfader GoAway3\n{\n\tDecayStart\t1.5\n\tDecayTime\t3.5\n}\n\nstretcher BFGLightShrink\n{\n\tGoalX\t\t0.15\n\tGoalY\t\t0.15\n\tStretchStart\t0.0\n\tStretchTime\t1.5\n}\n\nfader BFGLightFade\n{\n\tDecayStart\t1.0\n\tDecayTime\t0.5\n}\n\ncombiner BFGLightAnim\n{\n\tBFGLightFade\n\tBFGLightShrink\n}\n\ndecal BigBFGScorch1\n{\n\tpic BFGSCRC1\n\tshade \"40 ff 40\"\n\tfullbright\n\tx-scale 1.5\n\ty-scale 1.5\n\trandomflipx\n\trandomflipy\n\tanimator ToBlack\n}\n\ndecal BigBFGScorch2\n{\n\tpic BFGSCRC2\n\tshade \"00 80 00\"\n\tfullbright\n\tx-scale 1.5\n\ty-scale 1.5\n\trandomflipx\n\trandomflipy\n\tanimator ToBlack\n}\n\ndecalgroup BigBFGScorch\n{\n\tBigBFGScorch1\t\t1\n\tBigBFGScorch2\t\t1\n}\n\ndecal BigBFGLightning1\n{\n\tpic BFGLITE1\n\tshade \"40 ff 40\"\n\tfullbright\n\tx-scale 2.5\n\ty-scale 2.5\n\trandomflipx\n\trandomflipy\n\tanimator GoAway3\n\tlowerdecal BigBFGScorch\n}\n\ndecal BigBFGLightning2\n{\n\tpic BFGLITE2\n\tshade \"40 ff 40\"\n\tfullbright\n\tx-scale 2.5\n\ty-scale 2.5\n\trandomflipx\n\trandomflipy\n\tanimator GoAway3\n\tlowerdecal BigBFGScorch\n}\n\ndecalgroup BigBFGLightning\n{\n\tBigBFGLightning1\t1\n\tBigBFGLightning2\t1\n}\n\ndecal BFGFakeDynLight\n{\n\tpic DECALLT\n\tfullbright\n\tadd 0.2\n\tshade \"7E DD 10\"\n\tx-scale 1.5\n\ty-scale 1.5\n\tanimator BFGLightAnim\n\tlowerdecal BigBFGLightning\n}\n\nfader BFG10KLightFade\n{\n\tDecayStart\t0.25\n\tDecayTime\t0.25\n}\n\nstretcher BFG10KLightGrow\n{\n\tGoalX\t\t1.0\n\tGoalY\t\t1.0\n\tStretchStart\t0.0\n\tStretchTime\t0.1\n}\n\nstretcher BFG10KLightWarp\n{\n\tGoalX\t\t1.25\n\tGoalY\t\t0.1\n\tStretchStart\t0.1\n\tStretchTime\t0.4\n}\n\ncombiner BFG10KLightAnim\n{\n\tBFG10KLightFade\n\tBFG10KLightGrow\n\tBFG10KLightWarp\n}\n\ndecal BFG10KFakeDynLight\n{\n\tpic DECALLT\n\tfullbright\n\tadd 0.25\n\tshade \"7E DD 10\"\n\tx-scale 0.5\n\ty-scale 0.5\n\tanimator BFG10KLightAnim\n\tlowerdecal BFGLightning\n}\n\n//Blood\n\nfader BloodFade\n{\n\tDecayStart\t10.0\n\tDecayTime\t3.0\n}\n\nstretcher BloodStretch\n{\n\tStretchTime\t13.0\n\tGoalY\t\t5.2\n}\n\nslider BloodSlide\n{\n\tSlideTime\t\t13.0\n\tDistY\t\t\t-13.0\n}\n\nDecal BloodSplat01\n{\n   Pic BSPLAT01\n   Shade \"68 00 00\"\n   X-Scale 0.75\n   Y-Scale 0.75\n   RandomFlipX\n   RandomFlipY\n   Animator BloodFade\n}\n\nDecal BloodSplat02\n{\n   Pic BSPLAT02\n   Shade \"68 00 00\"\n   X-Scale 0.75\n   Y-Scale 0.75\n   RandomFlipX\n   RandomFlipY\n   Animator BloodFade\n}\n\nDecal BloodSplat03\n{\n   Pic BSPLAT03\n   Shade \"68 00 00\"\n   X-Scale 0.75\n   Y-Scale 0.75\n   RandomFlipX\n   RandomFlipY\n   Animator BloodFade\n}\n\nDecal BloodSplat04\n{\n   Pic BSPLAT04\n   Shade \"68 00 00\"\n   X-Scale 0.75\n   Y-Scale 0.75\n   RandomFlipX\n   RandomFlipY\n   Animator BloodFade\n}\n\nDecal BloodSplat05\n{\n   Pic BSPLAT05\n   Shade \"68 00 00\"\n   X-Scale 0.75\n   Y-Scale 0.75\n   RandomFlipX\n   RandomFlipY\n   Animator BloodFade\n}\n\nDecal BloodSplat06\n{\n   Pic BSPLAT06\n   Shade \"68 00 00\"\n   X-Scale 0.75\n   Y-Scale 0.75\n   RandomFlipX\n   RandomFlipY\n   Animator BloodFade\n}\n\nDecal BloodSplat07\n{\n   Pic BSPLAT07\n   Shade \"68 00 00\"\n   X-Scale 0.75\n   Y-Scale 0.75\n   RandomFlipX\n   RandomFlipY\n   Animator BloodFade\n}\n\nDecal BloodSplat08\n{\n   Pic BSPLAT08\n   Shade \"68 00 00\"\n   X-Scale 0.75\n   Y-Scale 0.75\n   RandomFlipX\n   RandomFlipY\n   Animator BloodFade\n}\n\nDecal BloodSplat09\n{\n   Pic BSPLAT09\n   Shade \"68 00 00\"\n   X-Scale 0.75\n   Y-Scale 0.75\n   RandomFlipX\n   RandomFlipY\n   Animator BloodFade\n}\n\nDecal BloodSplat10\n{\n   Pic BSPLAT10\n   Shade \"68 00 00\"\n   X-Scale 0.75\n   Y-Scale 0.75\n   RandomFlipX\n   RandomFlipY\n   Animator BloodFade\n}\n\nDecal BloodSplat11\n{\n   Pic BSPLAT11\n   Shade \"68 00 00\"\n   X-Scale 0.75\n   Y-Scale 0.75\n   RandomFlipX\n   RandomFlipY\n   Animator BloodFade\n}\n\nDecal BloodSplat12\n{\n   Pic BSPLAT12\n   Shade \"68 00 00\"\n   X-Scale 0.75\n   Y-Scale 0.75\n   RandomFlipX\n   RandomFlipY\n   Animator BloodFade\n}\n\nDecal BloodSplat13\n{\n   Pic BSPLAT13\n   Shade \"68 00 00\"\n   X-Scale 0.75\n   Y-Scale 0.75\n   RandomFlipX\n   RandomFlipY\n   Animator BloodFade\n}\n\nDecal BloodSplat14\n{\n   Pic BSPLAT14\n   Shade \"68 00 00\"\n   X-Scale 0.75\n   Y-Scale 0.75\n   RandomFlipX\n   RandomFlipY\n   Animator BloodFade\n}\n\nDecal BloodSplat15\n{\n   Pic BSPLAT15\n   Shade \"68 00 00\"\n   X-Scale 0.75\n   Y-Scale 0.75\n   RandomFlipX\n   RandomFlipY\n   Animator BloodFade\n}\n\nDecal BloodSplat16\n{\n   Pic BSPLAT16\n   Shade \"68 00 00\"\n   X-Scale 0.75\n   Y-Scale 0.75\n   RandomFlipX\n   RandomFlipY\n   Animator BloodFade\n}\n\nDecal BloodSplat17\n{\n   Pic BSPLAT17\n   Shade \"68 00 00\"\n   X-Scale 0.75\n   Y-Scale 0.75\n   RandomFlipX\n   RandomFlipY\n   Animator BloodFade\n}\n\nDecal BloodSplat18\n{\n   Pic BSPLAT18\n   Shade \"68 00 00\"\n   X-Scale 0.75\n   Y-Scale 0.75\n   RandomFlipX\n   RandomFlipY\n   Animator BloodFade\n}\n\nDecal BloodSplat19\n{\n   Pic BSPLAT19\n   Shade \"68 00 00\"\n   X-Scale 0.75\n   Y-Scale 0.75\n   RandomFlipX\n   RandomFlipY\n   Animator BloodFade\n}\n\nDecal BloodSplat20\n{\n   Pic BSPLAT20\n   Shade \"68 00 00\"\n   X-Scale 0.75\n   Y-Scale 0.75\n   RandomFlipX\n   RandomFlipY\n   Animator BloodFade\n}\n\nDecal BloodSplat21\n{\n   Pic BSPLAT21\n   Shade \"68 00 00\"\n   X-Scale 0.75\n   Y-Scale 0.75\n   RandomFlipX\n   RandomFlipY\n   Animator BloodFade\n}\n\nDecalGroup BloodSplat\n{\n   BloodSplat01 4\n   BloodSplat02 4\n   BloodSplat03 4\n   BloodSplat04 4\n   BloodSplat05 4\n   BloodSplat06 3\n   BloodSplat07 3\n   BloodSplat08 3\n   BloodSplat09 3\n   BloodSplat10 3\n   BloodSplat11 2\n   BloodSplat12 2\n   BloodSplat13 2\n   BloodSplat14 2\n   BloodSplat15 2\n   BloodSplat16 1\n   BloodSplat17 1\n   BloodSplat18 1\n   BloodSplat19 1\n   BloodSplat20 1\n   BloodSplat21 1\n}\n\ncombiner GibSmearer\n{\n\tBloodStretch\n\tBloodSlide\n\tBloodFade\n}\n\ndecal GibSmear\n{\n\tpic PLASMA1\n\tshade \"68 00 00\"\n\tx-scale 0.75\n\ty-scale 0.75\n\trandomflipx\n\trandomflipy\n\tanimator BloodFade\n\tlowerdecal BloodSmear\n}\n\ndecal BloodSmear1\n{\n\tpic BSMEAR1\n\tx-scale 0.625\n\ty-scale 0.625\n\tshade \"68 00 00\"\n\trandomflipx\n\tanimator GibSmearer\n}\n\ndecal BloodSmear2\n{\n\tpic BSMEAR1\n\tx-scale 0.625\n\ty-scale 0.625\n\tshade \"68 00 00\"\n\trandomflipx\n\tanimator GibSmearer\n}\n\ndecalgroup BloodSmear\n{\n\tBloodSmear1\t\t1\n\tBloodSmear2\t\t1\n}"
      },
      {
        "source": "pk3",
        "name": "GLDEFS.txt",
        "contents": "#include GLOBJS //In this mod, GLDEFS is for defining lights; GLOBJS is for applying them.\n\npulselight BPlas\n{\n    color 0 0.125 1.0\n    size 32\n    secondarySize 28\n    interval 1.0\n}\n\npointlight BFG\n{\n    color 0.125 1.0 0\n    size 64\n}\n\npulselight ExpGlow\n{\n    color 0.1 0.75 0\n    size 256\n    secondarySize 0\n    interval 0.1\n}\n\npulselight Exp1\n{\n    color 1.0 0.25 0\n    size 48\n    secondarySize 64\n    interval 0.1\n}\n\npulselight Exp2\n{\n    color 1.0 0.1 0\n    size 64\n    secondarySize 80\n    interval 0.1\n}\n\npulselight Exp3\n{\n    color 0.75 0.0 0\n    size 80\n    secondarySize 96\n    interval 0.1\n}\n\npulselight Exp4\n{\n    color 0.5 0.0 0\n    size 96\n    secondarySize 112\n    interval 0.13\n}\n\npulselight Exp5\n{\n    color 0.25 0.0 0\n    size 112\n    secondarySize 128\n    interval 0.13\n}\n\npointlight Tracer\n{\n    color 0.25 0.2 0\n    size 80\n}\n\npointlight RAtk\n{\n    color 0.25 0.05 0\n    size 64\n}\n\npointlight YAtk\n{\n    color 0.25 0.2 0\n    size 64\n}\n\npointlight GAtk\n{\n    color 0.05 0.25 0\n    size 64\n}\n\npointlight BAtk\n{\n    color 0.0 0.05 0.25\n    size 64\n}\n\npointlight RedTorch1\n{\n    color 1.0 0.75 0.0\n    size 16\n    offset 0 35 0\n\tdontlightself 1\n}\n\nflickerlight2 RedTorch2\n{\n    color 0.5 0.0 0.0\n    size 48\n    secondarySize 54\n    interval 0.1\n    offset 0 35 0\n}\n\npointlight YellowTorch1\n{\n    color 1.0 1.0 0.75\n    size 16\n    offset 0 35 0\n\tdontlightself 1\n}\n\nflickerlight2 YellowTorch2\n{\n    color 0.5 0.5 0.0\n    size 48\n    secondarySize 54\n    interval 0.1\n    offset 0 35 0\n}\n\npointlight GreenTorch1\n{\n    color 0.75 1.0 0.0\n    size 16\n    offset 0 35 0\n\tdontlightself 1\n}\n\nflickerlight2 GreenTorch2\n{\n    color 0.0 0.5 0.0\n    size 48\n    secondarySize 54\n    interval 0.1\n    offset 0 35 0\n}\n\npointlight BlueTorch1\n{\n    color 0.0 0.75 1.0\n    size 16\n    offset 0 35 0\n\tdontlightself 1\n}\n\nflickerlight2 BlueTorch2\n{\n    color 0.0 0.0 0.5\n    size 48\n    secondarySize 54\n    interval 0.1\n    offset 0 35 0\n}\n\npointlight WhiteTorch1\n{\n    color 1.0 1.0 1.0\n    size 16\n    offset 0 35 0\n\tdontlightself 1\n}\n\nflickerlight2 WhiteTorch2\n{\n    color 0.5 0.5 0.5\n    size 48\n    secondarySize 54\n    interval 0.1\n    offset 0 35 0\n}\n\n//The glowing flats- no, that does not include water :\\\n\nglow\n{\n\tflats\n\t{\n\t\tF_SKY1\n\t\tGATE1\n\t\tGATE2\n\t\tGATE3\n\t\tGATE4\n\t\tLAVA1\n\t\tLAVA2\n\t\tLAVA3\n\t\tLAVA4\n\t\tNUKAGE1\n\t\tNUKAGE2\n\t\tNUKAGE3\n\t\tRROCK01\n\t\tRROCK02\n\t\tRROCK05\n\t\tRROCK06\n\t\tRROCK07\n\t\tRROCK08\n\t\tSLIME09\n\t\tSLIME10\n\t\tSLIME11\n\t\tSLIME12\n\t}\n}\n\n//brightmaps\n\nbrightmap sprite STCHA0\n{\n\tmap \"brightmaps/stcha0.png\"\n}\n\nbrightmap sprite STCHB0\n{\n\tmap \"brightmaps/stcha0.png\"\n}\n\nbrightmap sprite STCHC0\n{\n\tmap \"brightmaps/stcha0.png\"\n}"
      },
      {
        "source": "pk3",
        "name": "GLOBJS.txt",
        "contents": "//The objects that the light definitions are applied to.\n\nobject PlasmaShot\n{\n    frame SPKB { light BPlas }\n}\n\nobject EnhancedBFGBall\n{\n    frame BFGB { light BFG }\n}\n\nobject RocketExp\n{\n    frame MIS2F { light ExpGlow }\n    frame MIS2F { light Exp1 }\n    frame MIS2G { light Exp2 }\n    frame MIS2H { light Exp3 }\n    frame MIS2I { light Exp4 }\n    frame MIS2J { light Exp5 }\n}\n\nobject MinigunTracer\n{\n    frame PUFF { light Tracer }\n}\n\nobject ZombieMan2\n{\n    frame POSSF { light YAtk }\n}\n\nobject ShotgunGuy2\n{\n    frame SPOSF { light YAtk }\n}\n\nobject ChaingunGuy2\n{\n    frame CPOSF { light YAtk }\n}\n\nobject Lost_Soul\n{\n    frame SKULA { light LOSTSOUL    }\n    frame SKULB { light LOSTSOUL    }\n    frame SKULC { light IMPBALL    }\n    frame SKULD { light IMPBALL    }\n    frame SKULE { light LOSTSOUL    }\n    frame SKULF { light LOSTSOUL    }\n    frame SKULG { light LOSTSOUL    }\n    frame SKULH { light LOSTSOUL    }\n    frame SKULI { light LOSTSOUL_X1 }\n    frame SKULJ { light LOSTSOUL_X2 }\n    frame SKULK { light LOSTSOUL_X3 }\n    frame SKULL { light LOSTSOUL_X4 }\n}\n\nobject FatFireBall\n{\n    frame MANF { light IMPBALL   }\n    frame MIS2F { light Exp1 }\n    frame MIS2G { light Exp2 }\n    frame MIS2H { light Exp3 }\n    frame MIS2I { light Exp4 }\n    frame MIS2J { light Exp5 }\n}\n\nobject ShortWhiteTorch2\n{\n    frame STCH { light WhiteTorch1 }\n    frame STCHA { light WhiteTorch2 }\n}\n\nobject ShortRedTorch2\n{\n    frame STCH { light RedTorch1 }\n    frame STCHB { light RedTorch2 }\n}\n\nobject ShortYellowTorch2\n{\n    frame STCH { light YellowTorch1 }\n    frame STCHA { light YellowTorch2 }\n}\n\nobject ShortGreenTorch2\n{\n    frame STCH { light GreenTorch1 }\n    frame STCHB { light GreenTorch2 }\n}\n\nobject ShortBlueTorch2\n{\n    frame STCH { light BlueTorch1 }\n    frame STCHC { light BlueTorch2 }\n}"
      },
      {
        "source": "pk3",
        "name": "SNDINFO.txt",
        "contents": "player/male/taunt\t\t    dstaunt\nplayer/male/flamedeath\t\tDSFDEATH\n\n//weapons/select\t\tDSWEAPUP\nweapons/deselect\t\tDSWEAPDN\n\nweapons/punch\t\t\tDSPUNCH\nweapons/punchwall\t\tDSPNCH2\nweapons/bpunchwall\t\tDSBPUNCH\n\n$limit\t\t\t\tweapons/punch\t\t0\n$limit\t\t\t\tweapons/punchwall\t0\n$limit\t\t\t\tweapons/bpunchwall\t0\n\n$random\t\t\t\tweapons/pistol\t\t{ weapons/pistol1 weapons/pistol2 weapons/pistol3 weapons/pistol4 }\nweapons/pistol1\t\t\tDSPISTL1\nweapons/pistol2\t\t\tDSPISTL2\nweapons/pistol3\t\t\tDSPISTL3\nweapons/pistol4\t\t\tDSPISTL4\nweapons/cockpistol\t\tDSPISTUP\nweapons/holsterpistol\t\tDSPISTDN\n\nweapons/sgpump\t\t\tDSSGPUMP\n\n$random\t\t\t\tweapons/chngun\t\t{ weapons/chngun1 weapons/chngun2 weapons/chngun3 }\nweapons/chngun1\t\t\tDSCGUN1\nweapons/chngun2\t\t\tDSCGUN2\nweapons/chngun3\t\t\tDSCGUN3\n\nweapons/cgunup\t\t\tDSCGWUP\nweapons/cgunmid\t\t\tDSCGMID\nweapons/cgundown\t\tDSCGWDN\n\nweapons/minigun\t\t\tDSMINIGN\nweapons/mgunup\t\t\tDSMNGNUP\nweapons/mgunmid\t\t\tDSMNGNMD\nweapons/mgundown\t\tDSMNGNDN\n\n$random\t\t\t\tweapons/rocklx\t\t{ weapons/rocklx1 weapons/rocklx2 weapons/rocklx3 weapons/rocklx4 weapons/rocklx5 }\nweapons/rocklx1\t\t\tDSRKTX1\nweapons/rocklx2\t\t\tDSRKTX2\nweapons/rocklx3\t\t\tDSRKTX3\nweapons/rocklx4\t\t\tDSRKTX4\nweapons/rocklx5\t\t\tDSRKTX5\n$pitchshift\t\t\tweapons/rocklx\t\t2\n\nweapons/rocklu\t\t\tDSRLUP\n\nweapons/grbnce          DSBOUNCE\nweapons/grenlf\t\t\tDSGLAUNC\n$random\t\t\t\tweapons/grenlx\t\t{ weapons/grenlx1 weapons/grenlx2 weapons/grenlx3 weapons/grenlx4 }\nweapons/grenlx1\t\t\tDSGRNX1\nweapons/grenlx2\t\t\tDSGRNX2\nweapons/grenlx3\t\t\tDSGRNX3\nweapons/grenlx4\t\t\tDSGRNX4\n$pitchshift\t\t\tweapons/grenlx\t\t2\n\nweapons/plasma\t\t\tDSPLASMA\n$limit\t\t\t\tweapons/plasma\t\t10\n\n$random\t\t\t\tweapons/plasmaf\t\t{ weapons/plasmaf1 weapons/plasmaf2 weapons/plasmaf3 }\nweapons/plasmaf1\t\tDSPLAS1\nweapons/plasmaf2\t\tDSPLAS2\nweapons/plasmaf3\t\tDSPLAS3\n\n$random\t\t\t\tweapons/pflamer\t\t{ weapons/pflamer1 weapons/pflamer2 }\nweapons/pflamer1\t\tDSPFLME1\nweapons/pflamer2\t\tDSPFLME2\n$limit\t\t\t\tweapons/pflamer\t\t30\n$volume\t\t\t\tweapons/pflamer\t\t0.4\n\nweapons/plasmax\t\t\tDSPLASX\n\nweapons/plasmau\t\t\tDSPLASUP\nweapons/plasmac\t\t\tDSPLASC\n\nweapons/bfgu\t\t\tDSBFGUP\nweapons/bfgb\t\t\tDSBFGB\n\n$random\t\t\t\tweapons/bfgx\t\t{ weapons/bfgx1 weapons/bfgx2 }\nweapons/bfgx1\t\t\tDSBFGX1\nweapons/bfgx2\t\t\tDSBFGX2\n$pitchshift\t\t\tweapons/bfgx\t\t1\n\nweapons/railrl1\t\t\tDSRGNRL1\nweapons/railrl2\t\t\tDSRGNRL2\nweapons/railrl3\t\t\tDSRGNRL3\n\nweapons/bfg10kf\t\t\tDSBFG10K\nweapons/bfg10kx         DSBAREXP\nweapons/bfg10kcool\t\tDS10KCDN\nweapons/bfg10kup\t\tDS10KUP\nweapons/bfg10kidle\t\tDS10KIDL\nweapons/bfg10ksht\t\tDS10KSHT\n$limit\t\t\t\tweapons/bfg10ksht\t0\n\n$random\t\t\t\tweapons/ricochet\t{ weapons/ricochet1 weapons/ricochet2 weapons/ricochet3 weapons/ricochet4 weapons/ricochet5 weapons/ricochet6 weapons/ricochet7 weapons/ricochet8 weapons/ricochet9 }\nweapons/ricochet1\t\tDSRICO1\nweapons/ricochet2\t\tDSRICO2\nweapons/ricochet3\t\tDSRICO3\nweapons/ricochet4\t\tDSRICO4\nweapons/ricochet5\t\tDSRICO5\nweapons/ricochet6\t\tDSRICO6\nweapons/ricochet7\t\tDSRICO7\nweapons/ricochet8\t\tDSRICO8\nweapons/ricochet9\t\tDSRICO9\n$pitchshift\t\t\tweapons/ricochet\t7\n\nmisc/teleport\t\t\tDSTELE\n\n$random\t\t\t\tmisc/gibx\t\t{ misc/gibx1 misc/gibx2 misc/gibx3 misc/gibx4 misc/gibx5 misc/gibx6 }\nmisc/gibx1\t\t\tDSGIBX1\nmisc/gibx2\t\t\tDSGIBX2\nmisc/gibx3\t\t\tDSGIBX3\nmisc/gibx4\t\t\tDSGIBX4\nmisc/gibx5\t\t\tDSGIBX5\nmisc/gibx6\t\t\tDSGIBX6\n\n$random\t\t\t\tgibbage/xgib\t\t{ gibbage/gib1 gibbage/gib2 gibbage/gib3 }\ngibbage/gib1\t\t\tgib1\ngibbage/gib2\t\t\tgib2\ngibbage/gib3\t\t\tgib3\n\n$random\t\t\t\tgibbage/xpart\t\t{ gibbage/part1 gibbage/part2 gibbage/part3 }\ngibbage/part1\t\t\tpart1\ngibbage/part2\t\t\tpart2\ngibbage/part3\t\t\tpart3\n\nmisc/headsht\t\t\tDSHEDHIT\n\nmisc/vaporize\t\t\tDSFIRXPL\n\ncaco/active\t\t\tDSFLIGHT\n$random\t\t\t\tcaco/pain\t\t{ caco/pain1 caco/pain2 }\ncaco/pain1\t\t\tDSCACPN1\ncaco/pain2\t\t\tDSCACPN2\n\npain/active\t\t\tDSFLIGHT\n\nfatso/active\t\t\tDSMANACT\n\nskeleton/tracex\t\t\tDSREVEXP\n\nspider/pain\t\t\tDSSPIDPN\n\n$alias\t\t\t\tgrunt/attack\t\tweapons/pistol\n$alias\t\t\t\tchainguy/attack\t\tweapons/chngun\n$alias\t\t\t\tspider/attack\t\tweapons/sshotf\n$alias\t\t\t\tbaby/shotx\t\tweapons/plasmax\n\nsplash/hot\t\t\tdshtsiz\nsplash/slime\t\t\tdsmuck\nsplash/slimesmall\t\tdsmucksm\nsplash/water\t\t\tdsgloop\nsplash/watersmall\t\tdsfloush\nsplash/lava\t\t\tdshot\nsplash/lavasmall\t\tdshotsm\nsplash/blood\t \t\tdsmuck\nsplash/bloodsmall \t\tdsmucksm\n$limit\t\t\t\tsplash/hot\t\t0 //We must hear all small splashes.\n$limit\t\t\t\tsplash/slimesmall\t0\n$limit\t\t\t\tsplash/watersmall\t0\n$limit\t\t\t\tsplash/lavasmall\t0\n$limit\t\t\t\tsplash/bloodsmall\t0\n\nmenu/activate\t\t\tdsswtchn\t// Activate a new menu\nmenu/backup\t\t\tdsswtchn\t// Backup to previous menu\nmenu/prompt\t\t\tdsswtchn\t// Activate a prompt \"menu\"\nmenu/cursor\t\t\tdspstop\t\t// Move cursor up/down\nmenu/change\t\t\tdsstnmov\t// Select new value for option\nmenu/invalid\t\t\tdsoof\t\t// Menu not available\nmenu/dismiss\t\t\tdsswtchx\t// Dismiss a prompt message\nmenu/choose\t\t\tdspistl1\t// Choose a menu item\nmenu/clear\t\t\tdsswtchx\t// Close top menu\n\n$random menu/quit1 { grunt/active imp/active caco/active misc/gibbed misc/teleport grunt/sight1 grunt/sight3 demon/melee }\n$random menu/quit2 { vile/active misc/p_pkup brain/cube misc/gibbed weapons/mgundown knight/death baby/active fatso/active  }"
      },
      {
        "source": "pk3",
        "name": "TERRAIN.txt",
        "contents": "splash Nukage\n{\n\tsmallclass \t\tsludgesplashbasesmall\n\tsmallclip\t\t2\n\tsmallsound\t\tsplash/slimesmall\n\n\tbaseclass\t\tsludgesplashbasebig\n\tchunkclass\t\tsludgechunkbig\n\tchunkxvelshift\t8\n\tchunkyvelshift\t8\n\tchunkzvelshift\t6\n\tchunkbasezvel\t2\n\tsound\t\t\tsplash/slime\n\tNoAlert\n}\n\nsplash Slime\n{\n\tsmallclass\t\tSlimeSplashBaseSmall\n\tsmallclip\t\t4\n\tsmallsound\t\tsplash/slimesmall\n\n\tbaseclass\t\tSlimeSplashBaseBig\n\tchunkclass\t\tSlimeChunkBig\n\tchunkxvelshift\t8\n\tchunkyvelshift\t8\n\tchunkzvelshift\t8\n\tchunkbasezvel\t2\n\tsound\t\t\tsplash/slime\n\tNoAlert\n}\n\nsplash Water\n{\n\tsmallclass \t\tWaterSplashBaseSmall\n\tsmallclip\t\t3\n\tsmallsound\t\tsplash/watersmall\n\n\tbaseclass\t\tWaterSplashBaseBig\n\tchunkclass\t\tWaterSplashBig\n\tchunkxvelshift\t2\n\tchunkyvelshift\t2\n\tchunkzvelshift\t8\n\tchunkbasezvel\t4\n\tsound\t\t\tsplash/water\n\tNoAlert\n}\n\nsplash GrayWater\n{\n\tsmallclass \t\tGrayWaterSplashBaseSmall\n\tsmallclip\t\t3\n\tsmallsound\t\tsplash/watersmall\n\n \tbaseclass\t\tGrayWaterSplashBase\n \tchunkclass\t\tGrayWaterSplash\n \tchunkxvelshift\t2\n \tchunkyvelshift\t2\n \tchunkzvelshift\t8\n \tchunkbasezvel\t4\n \tsound\t\t\tsplash/water\n \tNoAlert\n}\n\nsplash Blood\n{\n\tsmallclass \t\tbloodsplashbasesmall\n\tsmallclip\t\t2\n\tsmallsound\t\tsplash/bloodsmall\n\n\tbaseclass\t\tbloodsplashbasebig\n\tchunkclass\t\tbloodsplashbig\n\tchunkxvelshift\t4\n\tchunkyvelshift\t4\n\tchunkzvelshift\t8\n\tchunkbasezvel\t4\n\tsound\t\t\tsplash/blood\n\tNoAlert\n}\n\nsplash BlueBlood\n{\n\tsmallclass \t\tbluebloodsplashbasesmall\n\tsmallclip\t\t2\n\tsmallsound\t\tsplash/bloodsmall\n\n\tbaseclass\t\tbluebloodsplashbasebig\n\tchunkclass\t\tbluebloodsplashbig\n\tchunkxvelshift\t4\n\tchunkyvelshift\t4\n\tchunkzvelshift\t8\n\tchunkbasezvel\t4\n\tsound\t\t\tsplash/blood\n\tNoAlert\n}\n\nsplash Lava\n{\n\tsmallclass \t\tlavasplashsmall\n\tsmallclip\t\t3\n\tsmallsound\t\tsplash/lavasmall\n\n\tbaseclass\t\tlavasplashbig\n\tchunkclass\t\tlavasmokebig\n\tchunkxvelshift\t-1\n\tchunkyvelshift\t-1\n\tchunkzvelshift\t2\n\tchunkbasezvel\t1\n\tsound\t\t\tsplash/lava\n\tNoAlert\n}\n\nsplash Hot\n{\n\tsmallclass\t\tLavaSmokeSmall\n\tsmallclip\t\t5\n\tsmallsound\t\tsplash/hot\n\n\tbaseclass\t\tSlimeChunkBig\n\tchunkclass\t\tLavaSmokeBig\n\tchunkxvelshift\t-1\n\tchunkyvelshift\t-1\n\tchunkzvelshift\t7\n\tchunkbasezvel\t1\n\tsound\t\t\tsplash/hot\n\tNoAlert\n}\n\n//Liquid Terrain Definitions:\nterrain Water_t\n{\n\tsplash\t\t\tWater\n\tfootclip\t\t4\n\tliquid\n\tfriction\t\t0.99\n\tdamagetype\t\tWater\n}\n\nterrain GrayWater_t\n{\n\tsplash\t\t\tGrayWater\n\tfootclip\t\t4\n\tliquid\n\tfriction\t\t0.99\n\tdamagetype\t\tSlime\n}\n\nterrain Lava_t\n{\n\tsplash\t\t\tLava\n\tfootclip\t\t16\n\tliquid\n\tfriction\t\t0.9\n\tdamagetype\t\tLava\n}\n\nterrain Blood_t\n{\n\tsplash\t\t\tBlood\n\tfootclip\t\t6\n\tliquid\n\tfriction\t\t0.98\n\tdamagetype\t\tSlime\n}\n\nterrain BlueBlood_t\n{\n\tsplash\t\t\tBlueBlood\n\tfootclip\t\t6\n\tliquid\n\tfriction\t\t0.98\n\tdamagetype\t\tSlime\n}\n\nterrain Nukage_t\n{\n\tsplash\t\t\tNukage\n\tfootclip\t\t16\n\tliquid\n\tfriction\t\t0.9\n\tdamagetype\t\tSlime\n}\n\nterrain Slime_t\n{\n\tsplash\t\t\tSlime\n\tfootclip\t\t8\n\tliquid\n\tfriction\t\t0.95\n\tdamagetype\t\tSlime\n}\n\nterrain Hot_t\n{\n\tsplash\t\t\tHot\n\tfootclip\t\t0\n\tliquid\n\tfriction\t\t1.1\n\tdamagetype\t\tFire\n}\n\nfloor BLOOD1 Blood_t\nfloor BLOOD2 Blood_t\nfloor BLOOD3 Blood_t\nfloor FWATER1 Water_t\nfloor FWATER2 Water_t\nfloor FWATER3 Water_t\nfloor FWATER4 Water_t\nfloor LAVA1 Lava_t\nfloor LAVA2 Lava_t\nfloor LAVA3 Lava_t\nfloor LAVA4 Lava_t\nfloor NUKAGE1 Nukage_t\nfloor NUKAGE2 Nukage_t\nfloor NUKAGE3 Nukage_t\nfloor RROCK05 Hot_t\nfloor RROCK06 Hot_t\nfloor RROCK07 Hot_t\nfloor RROCK08 Hot_t\nfloor SLIME01 Slime_t\nfloor SLIME02 Slime_t\nfloor SLIME03 Slime_t\nfloor SLIME04 Slime_t\nfloor SLIME05 Slime_t\nfloor SLIME06 Slime_t\nfloor SLIME07 Slime_t\nfloor SLIME08 Slime_t\nfloor SLIME09 Hot_t\nfloor SLIME10 Hot_t\nfloor SLIME11 Hot_t\nfloor SLIME12 Hot_t\nfloor BLBLOOD1 BlueBlood_t\nfloor BLBLOOD2 BlueBlood_t\nfloor BLBLOOD3 BlueBlood_t\nfloor BWATER1 Water_t\nfloor BWATER2 Water_t\nfloor BWATER3 Water_t\nfloor BWATER4 Water_t\nfloor FLAVA1 Hot_t\nfloor FLAVA2 Hot_t\nfloor GRANUKE1 GrayWater_t\nfloor GRANUKE2 GrayWater_t\nfloor GRANUKE3 GrayWater_t\nfloor WBLOOD1 Blood_t\nfloor WFWATER1 Water_t\nfloor WQLAVA Lava_t\nfloor WSLIME01 Slime_t"
      },
      {
        "source": "pk3",
        "name": "KEYCONF.txt",
        "contents": "//No weapon definitions here thanks to Weapon.SlotNumber\n\nclearplayerclasses\naddplayerclass STPlayer\n\ndefaultbind , \"puke 222\"\ndefaultbind . \"toggle pst_nosmokefx\"\n\naddkeysection \"Polished Skull\" PolishedSkullKeys\naddmenukey \"Clean Up\" \"puke 222\"\naddmenukey \"Toggle Smoke\" \"toggle pst_nosmokefx\""
      },
      {
        "source": "pk3",
        "name": "DEHACKED.txt",
        "contents": "Doom version = 21\nPatch format = 6\nAmmo 0 (Bullets)\nMax ammo = 300\nPer ammo = 15\nAmmo 1 (Shells)\nMax ammo = 60\nPer ammo = 4\nAmmo 2 (Cells)\nMax ammo = 400\nPer ammo = 20\nMisc 0\n\n[STRINGS]\nOB_EXIT = %o walked into the wrong teleport.\nOB_WATER = %o drowned.\nOB_SLIME = %o dissolved.\nOB_FRIENDLY1 = %k killed a comrade.\nOB_FRIENDLY2 = %k made a tiny mistake.\nOB_FRIENDLY3 = %k got too reckless.\nOB_FRIENDLY4 = %k aimed incorrectly.\n\nQUITMSG = Are you sure you want to quit?\nQUITMSG1 = That guy over there just shot you!\\n Are you gonna take that?\nQUITMSG2 = Press ESC, and I may yet be merciful.\\n Then again, maybe not.\nQUITMSG3 = Hey! Don't leave without cleaning up\\n that mess over there.\nQUITMSG4 = Fine, go back to whatever OS you use.\\n You're gonna miss out!\nQUITMSG5 = Iron Sight usage is non-existant.\nQUITMSG6 = What, does the lack of regenerating health\\n turn you away from this?\nQUITMSG7 = I'm 18, you don't tell me what to do!\nQUITMSG8 = Get back to the field, or you will be TERMINATED.\nQUITMSG9 = Go ahead, take your time.\nQUITMSG10 = Don't go now, there's a\\n dimensional shambler waiting\\n at the Explorer!\nQUITMSG11 = Are you REALLY sure you want to quit?\nQUITMSG12 = Just leave. When you come back, \\nI'll be waiting with a crowbar.\nQUITMSG13 = Before you leave, please pluck that\\n rocket out of your backside.\nQUITMSG14 = You want to quit?\\nThen, thou hast lost an eighth!"
      },
      {
        "source": "pk3",
        "name": "LOADACS.txt",
        "contents": "GLOBAL"
      },
      {
        "source": "pk3",
        "name": "actors/WEAPONS.txt",
        "contents": "//Doom Weapons\n\nACTOR Spiked_Knuckle : Fist replaces Fist\n{\n\tGame Doom\n\tWeapon.SelectionOrder 3700\n\tWeapon.Kickback 250\n\tWeapon.SlotNumber 1\n\tObituary \"$OB_MPFIST\"\n\t+WEAPON.WIMPY_WEAPON\n\t+WEAPON.MELEEWEAPON\n\t+WEAPON.ALLOW_WITH_RESPAWN_INVUL\n\t+WEAPON.NOALERT\n\tStates\n\t{\n\tReady:\n\t\tPNCH A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tPNCH A 0 A_Lower\n\t\tPNCH A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 20\n\t\tPNCH AA 0 A_Raise\n\t\tPNCH A 1 A_Raise\n\t\tGoto Select+1\n\tFire:\n\t\tPNCH A 1 Offset(26,58)\n\t\tPNCH A 1 Offset(52,84)\n\tHold:\n\t\tPNCH A 0 Offset(1,32) A_JumpIfInventory(\"PowerStrength\",1,\"BerserkHold\")\n\t\tPNCH A 0 A_JumpIfInventory(\"RuneDoubleFiringSpeed\",1,\"RageHold\")\n\t\tPNCH B 1 Offset(-12,48)\n\t\tPNCH B 1 Offset(1,32)\n\t\tPNCH C 1 Offset(1,32)\n\t\tPNCH C 1 Offset(11,16)\n\t\tPNCH D 1 Offset(1,32) A_CustomPunch(random(1,10)*2,1,0,\"FistHit\")\n\t\tPNCH D 1 Offset(16,28)\n\t\tPNCH D 2 Offset(24,26) A_Recoil(-0.4*cos(pitch))\n\t\tPNCH D 1 Offset(16,28) A_Recoil(0.3*cos(pitch))\n\t\tPNCH D 1 Offset(1,32)\n\t\tPNCH C 1 Offset(11,16)\n\t\tPNCH C 1 Offset(6,24)\n\t\tPNCH C 1 Offset(1,32)\n\t\tPNCH C 1 Offset(-8,40)\n\t\tPNCH B 1 Offset(1,32)\n\t\tPNCH B 1 Offset(-6,40)\n\t\tPNCH B 1 Offset(-12,48)\n\t\tPNCH A 1 Offset(52,84) A_ReFire\n\t\tPNCH A 1 Offset(26,58)\n\t\tPNCH A 1 Offset(1,32) A_ClearReFire\n\t\tGoto Ready\n\tBerserkHold:\n\t\tPNCH B 1 Offset(-6,40) A_PlayWeaponSound(\"skeleton/swing\")\n\t\tPNCH C 1 Offset(1,32)\n\t\tPNCH D 1 Offset(1,32) A_CustomPunch(random(1,10)*20,1,0,\"BerserkFistHit\")\n\t\tPNCH D 6 Offset(24,26) A_Recoil(-1*cos(pitch))\n\t\tPNCH D 1 Offset(16,28) A_Recoil(0.5*cos(pitch))\n\t\tPNCH D 1 Offset(1,32)\n\t\tPNCH C 1 Offset(11,16)\n\t\tPNCH C 1 Offset(6,24)\n\t\tPNCH C 1 Offset(1,32)\n\t\tPNCH C 1 Offset(-8,40)\n\t\tPNCH B 1 Offset(1,32)\n\t\tPNCH B 1 Offset(-12,48)\n\t\tPNCH A 1 Offset(52,84) A_ReFire\n\t\tPNCH A 1 Offset(26,58)\n\t\tPNCH A 1 Offset(1,32) A_ClearReFire\n\t\tGoto Ready\n\tRageHold:\n\t\tPNCH B 1 Offset(1,32)\n\t\tPNCH C 1 Offset(1,32)\n\t\tPNCH D 1 Offset(1,32) A_CustomPunch(random(1,10)*2,1,0,\"FistHit\")\n\t\tPNCH D 4 Offset(24,26) A_Recoil(-0.4*cos(pitch))\n\t\tPNCH D 1 Offset(1,32) A_Recoil(0.3*cos(pitch))\n\t\tPNCH C 1 Offset(1,32)\n\t\tPNCH B 1 Offset(1,32)\n\t\tPNCH A 1 Offset(52,84) A_ReFire\n\t\tPNCH A 1 Offset(26,58)\n\t\tPNCH A 1 Offset(1,32) A_ClearReFire\n\t\tGoto Ready\n\tAltFire:\n\t\tPNCH A 1 Offset(26,58)\n\t\tPNCH A 1 Offset(52,84)\n\tAltHold:\n\t\tPNCH A 0 Offset(-1,32) A_JumpIfInventory(\"PowerStrength\",1,\"BerserkAltHold\")\n\t\tPNCH A 0 A_JumpIfInventory(\"RuneDoubleFiringSpeed\",1,\"RageAltHold\")\n\t\tPNCH E 1 Offset(12,48)\n\t\tPNCH E 1 Offset(-1,32)\n\t\tPNCH F 1 Offset(-1,32)\n\t\tPNCH G 0 A_CustomPunch(1,0,0,\"FistHit\")\n\t\tPNCH G 2 Offset(-1,32) A_Recoil(-0.2*cos(pitch))\n\t\tPNCH F 1 Offset(-8,20) A_Recoil(0.2*cos(pitch))\n\t\tPNCH F 1 Offset(-1,32)\n\t\tPNCH F 1 Offset(8,40)\n\t\tPNCH E 1 Offset(-1,32)\n\t\tPNCH E 1 Offset(8,44)\n\t\tPNCH A 1 Offset(40,72) A_ReFire\n\t\tPNCH A 1 Offset(20,52)\n\t\tPNCH A 1 Offset(1,33) A_ClearReFire\n\t\tGoto Ready\n\tBerserkAltHold:\n\t\tPNCH E 1 Offset(6,40) A_PlayWeaponSound(\"skeleton/swing\")\n\t\tPNCH F 1 Offset(-1,32)\n\t\tPNCH G 0 A_CustomPunch(8,0,0,\"BerserkFistHit\")\n\t\tPNCH G 2 Offset(-24,26) A_Recoil(-0.5*cos(pitch))\n\t\tPNCH G 1 Offset(-16,28) A_Recoil(0.5*cos(pitch))\n\t\tPNCH G 1 Offset(-1,32)\n\t\tPNCH F 1 Offset(-11,16)\n\t\tPNCH F 1 Offset(-1,32)\n\t\tPNCH E 1 Offset(-1,32)\n\t\tPNCH E 1 Offset(8,44)\n\t\tPNCH A 1 Offset(40,72) A_ReFire\n\t\tPNCH A 1 Offset(20,52)\n\t\tPNCH A 1 Offset(1,32) A_ClearReFire\n\t\tGoto Ready\n\tRageAltHold:\n\t\tPNCH E 1 Offset(1,32)\n\t\tPNCH F 1 Offset(1,32)\n\t\tPNCH G 0 Offset(1,32) A_CustomPunch(random(1,10)*2,1,0,\"FistHit\")\n\t\tPNCH G 1 Offset(1,32) A_Recoil(-0.2*cos(pitch))\n\t\tPNCH G 0 Offset(1,32) A_Recoil(0.2*cos(pitch))\n\t\tPNCH F 1 Offset(1,32)\n\t\tPNCH E 1 Offset(1,32)\n\t\tPNCH A 1 Offset(40,72) A_ReFire\n\t\tPNCH A 1 Offset(20,52)\n\t\tPNCH A 1 Offset(1,32) A_ClearReFire\n\t\tGoto Ready\n\t}\n}\n\nACTOR Chainsaw_ : Chainsaw Replaces Chainsaw\n{\n\tWeapon.SelectionOrder 2200\n\tWeapon.UpSound \"\"\n\tWeapon.ReadySound \"\"\n\tWeapon.SlotNumber 1\n\tObituary \"$OB_MPCHAINSAW\"\n\t+WEAPON.AXEBLOOD\n\t+WEAPON.MELEEWEAPON\n\t+WEAPON.ALLOW_WITH_RESPAWN_INVUL\n\tScale 0.75\n\tStates\n\t{\n\tReady:\n\t\tCHSW A 0 A_JumpIfInventory(\"ChainsawSwitch\",1,1)\n\t\tGoto SawIdle\n\t\tCHSW A 0 A_PlayWeaponSound(\"weapons/sawup\")\n\t\tCHSW KLMNO 2 A_FireCustomMissile(\"ChainsawSmoke\",0,0,0,-1)\n\t\tCHSW A 0 A_JumpIfInventory(\"ChainsawSwitch\",1,1)\n\t\tCHSW A 0 A_Jump(64,15)\n\t\tCHSW MLK 2 A_FireCustomMissile(\"ChainsawSmoke\",0,0,0,-1)\n\t\tCHSW ABABABABAB 1 A_FireCustomMissile(\"ChainsawSmoke\",0,0,0,-1)\n\t\tCHSW A 0 A_GiveInventory(\"ChainsawSwitch\",1)\n\t\tGoto SawReady\n\t\tCHSW A 0 A_PlayWeaponSound(\"weapons/sawidle\")\n\t\tCHSW MLKA 2\n\t\tLoop\n\tSawReady:\n\t\tCHSW A 0 A_PlayWeaponSound(\"weapons/sawidle\")\n\t\tCHSW A 0 A_Jump(254,2)\n\t\tCHSW A 0 A_AlertMonsters //Oh, how cruel...\n\t\tCHSW A 0 A_FireCustomMissile(\"ChainsawSmoke\",0,0,0,-1)\n\t\tCHSW AAABBB 1 A_WeaponReady\n\t\tLoop\n\tSawIdle:\n\t\tCHSW A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tCHSW A 0 A_Lower\n\t\tCHSW A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tCHSW A 10 //A_PlaySound(\"weapons/select\")\n\t\tCHSW A 0 A_Raise\n\t\tCHSW A 1 A_Raise\n\t\tGoto Select+1\n\tFire:\n\t\tCHSW A 0 A_JumpIfInventory(\"ChainsawSwitch\",1,1)\n\t\tGoto AltFire\n\t\tCHSW A 2 Offset(0,34) A_PlayWeaponSound(\"weapons/sawup\")\n\t\tCHSW B 2 Offset(0,36) A_FireCustomMissile(\"ChainsawSmoke\",0,0,0,-1)\n\t\tCHSW C 2 Offset(0,38)\n\t\tCHSW D 2 Offset(0,40) A_FireCustomMissile(\"ChainsawSmoke\",0,0,0,-2)\n\t\tCHSW G 1 Offset(0,36)\n\t\tCHSW J 1 Offset(0,33) A_FireCustomMissile(\"ChainsawSmoke\",0,0,0,-3)\n\tHold:\n\t\tCHSW D 0 A_JumpIfInventory(\"RuneDoubleFiringSpeed\",1,\"RageHold\")\n\t\tCHSW E 1 A_Saw(\"weapons/sawfull\",\"weapons/sawhit\",1,\"ChainsawHit\")\n\t\tCHSW G 1 A_FireCustomMissile(\"ChainsawSmoke\",0,0,0,-2)\n\t\tCHSW I 1 A_Saw(\"weapons/sawfull\",\"weapons/sawhit\",1,\"ChainsawHit\")\n\t\tCHSW F 1 A_FireCustomMissile(\"ChainsawSmoke\",0,0,0,-2)\n\t\tCHSW H 1 A_Saw(\"weapons/sawfull\",\"weapons/sawhit\",1,\"ChainsawHit\")\n\t\tCHSW J 1 A_FireCustomMissile(\"ChainsawSmoke\",0,0,0,-2)\n\t\tCHSW J 0 A_ReFire\n\t\tCHSW DC 3\n\t\tGoto SawReady\n\tRageHold:\n\t\tCHSW E 1 A_Saw(\"weapons/sawfull\",\"weapons/sawhit\",1,\"ChainsawHit\")\n\t\tCHSW E 0 A_FireCustomMissile(\"ChainsawSmoke\",0,0,0,-2)\n\t\tCHSW G 1 A_Saw(\"weapons/sawfull\",\"weapons/sawhit\",1,\"ChainsawHit\")\n\t\tCHSW G 0 A_FireCustomMissile(\"ChainsawSmoke\",0,0,0,-2)\n\t\tCHSW I 1 A_Saw(\"weapons/sawfull\",\"weapons/sawhit\",1,\"ChainsawHit\")\n\t\tCHSW I 0 A_FireCustomMissile(\"ChainsawSmoke\",0,0,0,-2)\n\t\tCHSW F 1 A_Saw(\"weapons/sawfull\",\"weapons/sawhit\",1,\"ChainsawHit\")\n\t\tCHSW F 0 A_FireCustomMissile(\"ChainsawSmoke\",0,0,0,-2)\n\t\tCHSW H 1 A_Saw(\"weapons/sawfull\",\"weapons/sawhit\",1,\"ChainsawHit\")\n\t\tCHSW H 0 A_FireCustomMissile(\"ChainsawSmoke\",0,0,0,-2)\n\t\tCHSW J 1 A_Saw(\"weapons/sawfull\",\"weapons/sawhit\",1,\"ChainsawHit\")\n\t\tCHSW J 0 A_FireCustomMissile(\"ChainsawSmoke\",0,0,0,-2)\n\t\tCHSW J 0 A_ReFire\n\t\tCHSW DC 3\n\t\tGoto SawReady\n\tAltFire:\n\t\tCHSW A 0 A_JumpIfInventory(\"ChainsawSwitch\",1,1)\n\t\tGoto Ready+1\n\t\tCHSW AABBAAABBBB 2\n\t\tCHSW A 0 A_TakeInventory(\"ChainsawSwitch\",1)\n\t\tGoto SawIdle\n\tSpawn:\n\t\tCSAW A -1\n\t\tStop\n\t}\n}\n\nACTOR Pistol_ : Pistol replaces Pistol\n{\n\tGame Doom\n\tWeapon.SelectionOrder 1900\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoUse2 1\n\tWeapon.AmmoGive 20\n\tWeapon.AmmoType \"Clip\"\n\tWeapon.AmmoType2 \"Clip\"\n\tWeapon.SlotNumber 2\n\tObituary \"$OB_MPPISTOL\"\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.WIMPY_WEAPON\n\t+WEAPON.ALLOW_WITH_RESPAWN_INVUL\n\tRadius 20\n\tHeight 16\n\tAttacksound \"\"\n\tDecal BPuffFakeDynLight\n\tScale 0.75\n\tStates\n\t{\n\tReady:\n\t\tPSTG A 1 A_WeaponReady\n\t\tPSTG A 0 A_TakeInventory(\"Inaccuracy\",1)\n\t\tLoop\n\tDeselect:\n\t\tPSTG A 0 A_PlayWeaponSound(\"weapons/holsterpistol\")\n\t\tPSTG A 0 A_TakeInventory(\"Inaccuracy\",25)\n\t\tPSTG EE 0 A_Lower\n\t\tPSTG E 1 A_Lower\n\t\tGoto Deselect+2\n\tSelect:\n\t\tPSTG D 10 //A_PlaySound(\"weapons/select\")\n\t\tPSTG A 0 A_PlayWeaponSound(\"weapons/cockpistol\")\n\t\tPSTG D 0 A_Raise\n\t\tPSTG D 1 A_Raise\n\t\tGoto Select+2\n\tFire:\n\t\tPSTG G 1 A_GunFlash\n\t\tPSTG A 0 A_JumpIfInventory(\"Inaccuracy\",5,\"Fire2\")\n\t\tPSTG A 0 ACS_ExecuteAlways(220,0,2,1,1) //Script 220, 0, method (0,6), pitch (-2000,2000), and duration (>0, in tics). See ACS for more info.\n\t\tPSTG A 0 A_FireCustomMissile(\"PistolFX\",0,0,0,4)\n\t\tPSTG A 0 A_PlayWeaponSound(\"weapons/pistol\")\n\t\tPSTG B 1 A_FireBullets(0.7,0.7, -1, 5, \"BulletHit\")\n\t\tPSTG B 0 A_GiveInventory(\"Inaccuracy\",Random(3,5))\n\t\tPSTG CD 1\n\t\tPSTG E 1\n\t\tPSTG B 0 A_JumpIfInventory(\"RuneDoubleFiringSpeed\",1,10)\n\t\tPSTG EBBB 1 A_WeaponReady\n\t\tPSTG B 1 A_WeaponReady\n\t\tPSTG B 0 A_TakeInventory(\"Inaccuracy\",1)\n\t\tPSTG B 1 A_WeaponReady\n\t\tPSTG B 0 A_TakeInventory(\"Inaccuracy\",1)\n\t\tPSTG B 1 A_WeaponReady\n\t\tPSTG B 0 A_TakeInventory(\"Inaccuracy\",1)\n\t\tPSTG B 1 A_WeaponReady\n\t\tPSTG B 0 A_TakeInventory(\"Inaccuracy\",1)\n\t\tPSTG B 1 A_WeaponReady\n\t\tPSTG B 0 A_TakeInventory(\"Inaccuracy\",1)\n\t\tPSTG G 2 A_Refire\n\t\tGoto Ready\n\tFire2:\n\t\tPSTG A 0\n\t\tPSTG A 0 A_JumpIfInventory(\"Inaccuracy\",10,\"Fire3\")\n\t\tPSTG A 0 ACS_ExecuteAlways(220,0,2,2,1)\n\t\tPSTG A 0 A_FireCustomMissile(\"PistolFX\",0,0,0,4)\n\t\tPSTG A 0 A_PlayWeaponSound(\"weapons/pistol\")\n\t\tPSTG B 1 A_FireBullets(1.4, 1, -1, 5, \"BulletHit\")\n\t\tGoto Fire+6\n\tFire3:\n\t\tPSTG A 0\n\t\tPSTG A 0 A_JumpIfInventory(\"Inaccuracy\",15,\"Fire4\")\n\t\tPSTG A 0 ACS_ExecuteAlways(220,0,1,2,1)\n\t\tPSTG A 0 A_FireCustomMissile(\"PistolFX\",0,0,0,4)\n\t\tPSTG A 0 A_PlayWeaponSound(\"weapons/pistol\")\n\t\tPSTG B 1 A_FireBullets(2.8, 2, -1, 5, \"BulletHit\")\n\t\tGoto Fire+6\n\tFire4:\n\t\tPSTG A 0\n\t\tPSTG A 0 A_JumpIfInventory(\"Inaccuracy\",20,\"Fire5\")\n\t\tPSTG A 0 ACS_ExecuteAlways(220,0,4,2,1)\n\t\tPSTG A 0 A_FireCustomMissile(\"PistolFX\",0,0,0,4)\n\t\tPSTG A 0 A_PlayWeaponSound(\"weapons/pistol\")\n\t\tPSTG B 1 A_FireBullets(4.2, 3.5, -1, 5, \"BulletHit\")\n\t\tGoto Fire+6\n\tFire5:\n\t\tPSTG A 0 ACS_ExecuteAlways(220,0,4,3,1)\n\t\tPSTG A 0 A_FireCustomMissile(\"PistolFX\",0,0,0,4)\n\t\tPSTG A 0 A_PlayWeaponSound(\"weapons/pistol\")\n\t\tPSTG B 1 A_FireBullets(5.6, 4.2, -1, 5, \"BulletHit\")\n\t\tGoto Fire+6\n\tAltFire:\n\t\tPSTG G 1 A_GunFlash\n\t\tPSTG A 0 ACS_ExecuteAlways(220,0,0,1,1)\n\t\tPSTG A 0 A_FireCustomMissile(\"PistolFX\",0,0,0,3)\n\t\tPSTG A 0 A_PlayWeaponSound(\"weapons/pistol\")\n\t\tPSTG B 1 A_FireBullets(2.8, 1.4, -1, 5, \"BulletHit\")\n\t\tPSTG C 1 A_JumpIfNoAmmo(11)\n\t\tPSTG A 0 A_FireCustomMissile(\"PistolFX\",0,0,0,4)\n\t\tPSTG A 0 A_GunFlash\n\t\tPSTG A 0 ACS_ExecuteAlways(220,0,3,1,1)\n\t\tPSTG A 0 A_PlayWeaponSound(\"weapons/pistol\")\n\t\tPSTG B 1 A_FireBullets(4.2, 4.2, -1, 5, \"BulletHit\")\n\t\tPSTG C 1 A_JumpIfNoAmmo(5)\n\t\tPSTG A 0 A_FireCustomMissile(\"PistolFX\",0,0,0,5)\n\t\tPSTG A 0 A_GunFlash\n\t\tPSTG A 0 ACS_ExecuteAlways(220,0,4,2,1)\n\t\tPSTG A 0 A_PlayWeaponSound(\"weapons/pistol\")\n\t\tPSTG B 1 A_FireBullets(7.1, 11.2, -1, 5, \"BulletHit\")\n\t\tPSTG CDEF 1\n\t\tPSTG BG 2\n\t\tPSTG B 0 A_JumpIfInventory(\"RuneDoubleFiringSpeed\",1,14)\n\t\tPSTG AAAAAAAAAAAAAA 1 A_WeaponReady\n\t\tPSTG A 0 A_TakeInventory(\"Inaccuracy\",25)\n\t\tPSTG A 0 A_Refire\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 0 A_Jump(256,1) //To bypass the tic offset issue\n\t\tTNT1 A 1\n\t\tPSTF A 1 Bright\n\t\tPSTF B 1 Bright A_Light1\n\t\tGoto LightDone\n \tSpawn:\n\t\tPIST A -1\n\t\tStop\n\t}\n}\n\nACTOR Shotgun_ : Shotgun replaces Shotgun\n{\n\tGame Doom\n\tSpawnID 27\n\tWeapon.Kickback 125\n\tWeapon.SelectionOrder 1200\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 8\n\tWeapon.AmmoType \"Shell\"\n\tWeapon.SlotNumber 3\n\tWeapon.SlotPriority 0\n\tObituary \"%o sucked on %k's boomstick.\"\n\tAttacksound \"weapons/shotgf\"\n\tDecal BPuffFakeDynLight\n\tScale 0.75\n\tStates\n\t{\n\tReady:\n\t\tSGNS BCDEF 1\n\t\tGoto GunReady\n\tGunReady:\n\t\tSGUN A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tSGUN C 0 A_PlaySound(\"weapons/deselect\")\n\t\tSGUN C 0 A_Lower\n\t\tSGUN C 1 A_Lower\n\t\tGoto Deselect+1\n\tSelect:\n\t\tTNT1 A 10 //A_PlaySound(\"weapons/select\")\n\t\tSGNS A 0 A_PlayWeaponSound(\"weapons/sgpump\")\n\t\tSGNS AA 0 A_Raise\n\t\tSGNS A 1 A_Raise\n\t\tGoto Select+2\n\tFire:\n\t\tSGUN A 0 A_JumpIfInventory(\"RuneDoubleFiringSpeed\",1,\"RageFire\")\n\t\tSGUN A 2 A_GunFlash\n\t\tSGUN A 0 A_FireCustomMissile(\"ShotgunFX\",0,0,0,-1)\n\t\tSGUN A 0 A_JumpIfInventory(\"RuneSpread\",1,\"SpreadFire\")\n\t\tSGUN A 0 ACS_ExecuteAlways(220,0,2,4,2)\n\t\tSGUN A 0 A_ZoomFactor(0.99,ZOOM_INSTANT)\n\t\tSGUN B 0 A_FireBullets(4.2, 0, 2, 8, \"PelletHit\",0,256)\n\t\tSGUN B 1 A_FireBullets(4.8, 0.8, 10, 4, \"PelletHit\",1,2048) //The extra 3 pellets will be compensated by the inclusion of reloading.\n\t\tSGUN B 0 A_ZoomFactor(1.0)\n\t\tSGUN B 0 A_JumpIf(ACS_ExecuteWithResult(221,1,0,0) == 1,2)\n\t\tSGUN B 0 ThrustThingZ(0,8*sin(pitch),0,1)\n\t\tSGUN B 0 A_Recoil(1*cos(pitch))\n\t\tSGUN CB 1 Offset(0,28)\n\t\tSGUN A 5 Offset(0,33)\n\t\tSGUN D 1 Offset(12,48)\n\t\tSGUN D 1 Offset(-1,33)\n\t\tSGUN E 1 Offset(16,43)\n\t\tSGUN E 1 Offset(-1,33)\n\t\tSGUN F 1 Offset(-1,33)\n\t\tSGUN G 1 Offset(8,38)\n\t\tSGUN G 4 Offset(-1,33)\n\t\tSGUN H 1\n\t\tSGUN I 2 //Pump frame\n\t\tSGUN H 1\n\t\tSGUN G 1\n\t\tSGUN G 1 Offset(8,36)\n\t\tSGUN F 1 Offset(-1,33)\n\t\tSGUN E 1 Offset(-1,33)\n\t\tSGUN E 1 Offset(16,40)\n\t\tSGUN D 1 Offset(-1,33)\n\t\tSGUN D 1 Offset(12,48)\n\t\tSGUN A 6 Offset(-1,33)\n\t\tSGUN A 7 A_ReFire\n\t\tGoto GunReady\n\tSpreadFire:\n\t\tSGUN A 0 ACS_ExecuteAlways(220,0,2,5,2)\n\t\tSGUN A 0 A_ZoomFactor(0.98,ZOOM_INSTANT)\n\t\tSGUN B 0 A_FireBullets(11.25, 0, 2, 8, \"PelletHit\",0,256)\n\t\tSGUN B 1 A_FireBullets(11.25, 0.8, 10, 4, \"PelletHit\",1,2048)//Super spread!\n\t\tSGUN B 0 A_ZoomFactor(1.0)\n\t\tSGUN B 0 A_JumpIf(ACS_ExecuteWithResult(221,1,0,0) == 1,2)\n\t\tSGUN B 0 ThrustThingZ(0,24*sin(pitch),0,1)\n\t\tSGUN B 0 A_Recoil(3*cos(pitch))\n\t\tGoto Fire+12\n\tRageFire:\n\t\tSGUN A 1 A_GunFlash\n\t\tSGUN A 0 A_FireCustomMissile(\"ShotgunFX\",0,0,0,-1)\n\t\tSGUN A 0 ACS_ExecuteAlways(220,0,2,4,2)\n\t\tSGUN A 0 A_ZoomFactor(0.99,ZOOM_INSTANT)\n\t\tSGUN B 0 A_FireBullets(4.2, 0, 2, 8, \"PelletHit\",0,256)\n\t\tSGUN B 1 A_FireBullets(4.8, 0.8, 10, 4, \"PelletHit\",1,2048)\n\t\tSGUN B 0 A_ZoomFactor(1.0)\n\t\tSGUN B 0 A_JumpIf(ACS_ExecuteWithResult(221,1,0,0) == 1,2)\n\t\tSGUN B 0 ThrustThingZ(0,8*sin(pitch),0,1)\n\t\tSGUN B 0 A_Recoil(1*cos(pitch))\n\t\tSGUN CB 1 Offset(0,28)\n\t\tSGUN A 4 Offset(0,33)\n\t\tSGUN EF 1\n\t\tSGUN G 4\n\t\tSGUN H 1\n\t\tSGUN I 2 //Pump frame\n\t\tSGUN HGED 1\n\t\tSGUN A 4\n\t\tSGUN A 6 A_ReFire\n\t\tGoto GunReady\n\tFlash:\n\t\tTNT1 A 0 A_Jump(256,1)\n\t\tTNT1 A 1\n\t\tSGNF A 2 Bright A_Light1\n\t\tSGNF B 2 Bright A_Light2\n\t\tGoto LightDone\n\tSpawn:\n\t\tSHOT A -1\n\t\tStop\n\t}\n}\n\nACTOR Super_Shotgun : SuperShotgun replaces SuperShotgun\n{\n\tGame Doom\n\tSpawnID 33\n\tWeapon.Kickback 125\n\tWeapon.SelectionOrder 400\n\tWeapon.AmmoUse 2\n\tWeapon.AmmoGive 8\n\tWeapon.AmmoType \"Shell\"\n\tWeapon.SlotNumber 3\n\tWeapon.SlotPriority 1\n\tObituary \"$OB_MPSSHOTGUN\"\n\tAttacksound \"weapons/sshotf\"\n\tDecal BPuffFakeDynLight\n\tScale 0.75\n\tStates\n\t{\n\tReady:\n\t\tSSGN A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tSSGN B 0 A_PlaySound(\"weapons/deselect\")\n\t\tSSGN B 0 A_Lower\n\t\tSSGN B 1 A_Lower\n\t\tGoto Deselect+1\n\tSelect:\n\t\tSSGN A 10 //A_PlaySound(\"weapons/select\")\n\t\tSSGN A 0 A_PlayWeaponSound(\"weapons/sshotc\")\n\t\tSSGN A 0 A_Raise\n\t\tSSGN A 1 A_Raise\n\t\tGoto Select+2\n\tFire:\n\t\tSSGN A 0 A_JumpIfInventory(\"RuneDoubleFiringSpeed\",1,\"RageFire\")\n\t\tSSGN A 2 A_GunFlash\n\t\tSGUN A 0 A_FireCustomMissile(\"ShotgunFX\",0,0,-2,-2)\n\t\tSGUN A 0 A_FireCustomMissile(\"ShotgunFX\",0,0,2,-2)\n\t\tSSGN A 0 A_JumpIfInventory(\"RuneSpread\",1,\"SpreadFire\")\n\t\tSSGN A 0 ACS_ExecuteAlways(220,0,2,6,3)\n\t\tSSGN A 0 A_ZoomFactor(0.975,ZOOM_INSTANT)\n\t\tSSGN B 0 A_FireBullets(5.6, 0, 4, 8, \"PelletHit\",0,64)\n\t\tSSGN B 1 A_FireBullets(11.2, 7.1, 20, 4, \"PelletHit\",1,1536)\n\t\tSSGN B 0 A_ZoomFactor(1.0)\n\t\tSSGN B 0 A_JumpIf(ACS_ExecuteWithResult(221,1,0,0) == 1,2)\n\t\tSSGN B 0 ThrustThingZ(0,32*sin(pitch),0,1)\n\t\tSSGN B 0 A_Recoil(4*cos(pitch))\n\t\tSSGN C 1\n\t\tSSGN C 1 Offset(0,31)\n\t\tSSGN C 1 Offset(0,30)\n\t\tSSGN C 1 Offset(0,29)\n\t\tSSGN C 1 Offset(0,28)\n\t\tSSGN DE 1 Offset(0,33)\n\t\tSSGN F 1 Offset(16,40)\n\t\tSSGN F 1 Offset(-1,33)\n\t\tSSGN G 1 Offset(8,30)\n\t\tSSGN G 2 Offset(-1,33)\n\t\tSSGN FED 1 Offset(1,33)\n\t\tSSGR ABCD 1\n\t\tSSGR E 6 A_PlayWeaponSound(\"weapons/sshoto\")\n\t\tSSGR E 0 A_CheckReload\n\t\tSSGR FGHIJKLM 1\n\t\tSSGR N 1 A_PlayWeaponSound(\"weapons/sshotl\")\n\t\tSSGR N 1 Offset(16,34)\n\t\tSSGR O 1 Offset(1,33)\n\t\tSSGR O 1 Offset(2,38)\n\t\tSSGR O 1 Offset(3,43)\n\t\tSSGR P 1 Offset(1,33)\n\t\tSSGR P 1 Offset(3,38)\n\t\tSSGR QRSTUV 1 Offset(1,33)\n\t\tSSGR V 2 A_PlayWeaponSound(\"weapons/sshotc\")\n\t\tSSGR W 1\n\t\tSSGR W 1 Offset(3,38)\n\t\tSSGN A 2 Offset(-1,33)\n\t\tSSGN A 7 A_ReFire\n\t\tSSGN A 5 A_ReFire\n\t\tGoto Ready\n\tSpreadFire:\n\t\tSSGN A 0 ACS_ExecuteAlways(220,0,2,8,4)\n\t\tSSGN A 0 A_ZoomFactor(0.95,ZOOM_INSTANT)\n\t\tSSGN B 0 A_FireBullets(22.5, 0, 4, 8, \"PelletHit\",0,64)\n\t\tSSGN B 1 A_FireBullets(22.5, 3.6, 20, 4, \"PelletHit\",1,1536)//More super spread!\n\t\tSSGN B 0 A_ZoomFactor(1.0)\n\t\tSSGN B 0 A_JumpIf(ACS_ExecuteWithResult(221,1,0,0) == 1,2)\n\t\tSSGN B 0 ThrustThingZ(0,96*sin(pitch),0,1)\n\t\tSSGN B 0 A_Recoil(12*cos(pitch))\n\t\tGoto Fire+13\n\tRageFire:\n\t\tSSGN A 1 A_GunFlash\n\t\tSGUN A 0 A_FireCustomMissile(\"ShotgunFX\",0,0,-2,-2)\n\t\tSGUN A 0 A_FireCustomMissile(\"ShotgunFX\",0,0,2,-2)\n\t\tSSGN A 0 ACS_ExecuteAlways(220,0,2,6,3)\n\t\tSSGN A 0 A_ZoomFactor(0.97,ZOOM_INSTANT)\n\t\tSSGN B 0 A_FireBullets(5.6, 0, 4, 8, \"PelletHit\",0,64)\n\t\tSSGN B 1 A_FireBullets(11.2, 7.1, 20, 4, \"PelletHit\",1,1536)\n\t\tSSGN B 0 A_ZoomFactor(1.0)\n\t\tSSGN B 0 A_JumpIf(ACS_ExecuteWithResult(221,1,0,0) == 1,2)\n\t\tSSGN B 0 ThrustThingZ(0,32*sin(pitch),0,1)\n\t\tSSGN B 0 A_Recoil(4*cos(pitch))\n\t\tSSGN C 1 Offset(0,38)\n\t\tSSGN C 1 Offset(0,44)\n\t\tSSGN DEFGE 1 Offset(0,33)\n\t\tSSGR BD 1\n\t\tSSGR E 6 A_PlaySound(\"weapons/sshoto\")\n\t\tSSGR E 0 A_CheckReload\n\t\tSSGR FHJL 2\n\t\tSSGR N 2 A_PlaySound(\"weapons/sshotl\")\n\t\tSSGR OPQRS 1\n\t\tSSGR T 2 A_PlaySound(\"weapons/sshotc\")\n\t\tSSGR UV 2\n\t\tSSGN A 2\n\t\tSSGN A 7 A_ReFire\n\t\tSSGN A 5 A_ReFire\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 0 A_Jump(256,1)\n\t\tTNT1 A 1\n\t\tSSGN W 2 Bright A_Light1\n\t\tSSGN X 1 Bright A_Light2\n\t\tGoto LightDone\n\tSpawn:\n\t\tSGN2 A -1\n\t\tStop\n\t}\n}\n\nACTOR Chaingun_ : Chaingun replaces Chaingun\n{\n\tGame Doom\n\tSpawnID 28\n\tWeapon.Kickback 125\n\tWeapon.SelectionOrder 700\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoGive1 50\n\tWeapon.AmmoType1 \"Clip\"\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType2 \"ChaingunIdle\"\n\tWeapon.SlotNumber 4\n\tObituary \"$OB_MPCHAINGUN\"\n\tAttacksound \"weapons/chngun\"\n\tDecal BigBPuffFakeDynLight\n\tScale 0.75\n\tStates\n\t{\n\tReady:\n\t\tCHNG A 0 A_JumpIfInventory(\"ChaingunSwitch\",1,\"AltReady\")\n\t\tCHNG AAAA 1 A_WeaponReady\n\t\tCHNG A 0 A_GiveInventory(\"ChaingunIdle\",1)\n\t\tGoto Ready+1\n\tAltReady:\n\t\tCHNG A 0 A_JumpIfInventory(\"ChaingunIdle\",1,1)\n\t\tGoto AltFire\n\t\tCHNG A 0 A_PlayWeaponSound(\"weapons/cgunmid\")\n\t\tCHNG ABCDABCDABCD 1 A_WeaponReady\n\t\tCHNG A 0 A_TakeInventory(\"ChaingunIdle\",1)\n\t\tLoop\n\tDeselect:\n\t\tCHNG E 0 A_Lower\n\t\tCHNG E 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tCHNG E 10\n\t\tCHNG E 0 A_Raise\n\t\tCHNG E 1 A_Raise\n\t\tGoto Select+1\n\tFire:\n\t\tCHNG A 0 A_JumpIfInventory(\"ChaingunSwitch\",1,\"Hold\")\n\t\tCHNG A 2 A_PlaySound(\"weapons/cgunup\")\n\t\tCHNG B 2\n\t\tCHNG CD 1\n\t\tGoto Hold\n\tHold:\n\t\tCHNG A 0 A_JumpIfInventory(\"RuneDoubleFiringSpeed\",1,\"RageHold\")\n\t\tCHNG A 0 A_GunFlash\n\t\tCHNG A 0 A_FireCustomMissile(\"ChaingunFX\",0,0,0,-1)\n\t\tCHNG A 0 A_JumpIfInventory(\"RuneSpread\",1,\"SpreadHold\")\n\t\tCHNG A 0 ACS_ExecuteAlways(220,0,4,3,2)\n\t\tCHNG A 1 Offset(0,35) A_FireBullets(5.6, 2.8, 1, 6, \"ChaingunBulletHit\")\n\t\tCHNG B 1 Offset(0,34)\n\t\tCHNG CD 1 Offset(0,32)\n\t\tCHNG A 0 A_JumpIfNoAmmo(\"Down\")\n\t\tCHNG A 0 A_ReFire\n\t\tGoto Down\n\tSpreadHold:\n\t\tCHNG A 0 ACS_ExecuteAlways(220,0,1,4,2)\n\t\tCHNG A 0 A_PlayWeaponSound(\"weapons/cgunmid\")\n\t\tCHNG A 1 Offset(0,36) A_FireBullets(22.5, 2.8, 1, 6, \"ChaingunBulletHit\")\n\t\tGoto Hold+6\n\tRageHold:\n\t\tCHNG A 0 A_GunFlash\n\t\tCHNG A 0 A_FireCustomMissile(\"ChaingunFX\",0,0,0,-1)\n\t\tCHNG A 0 ACS_ExecuteAlways(220,0,3,2,2)\n\t\tCHNG A 1 Offset(0,34) A_FireBullets(7, 3.5, 1, 6, \"ChaingunBulletHit\")\n\t\tCHNG C 1 Offset(0,33)\n\t\tCHNG A 0 Offset(0,32) A_JumpIfNoAmmo(\"Down\")\n\t\tCHNG A 0 A_ReFire\n\t\tGoto Down\n\tDown:\n\t\tCHNG A 0 A_JumpIfInventory(\"ChaingunSwitch\",1,9)\n\t\tCHNG A 1 A_PlaySound(\"weapons/cgundown\")\n\t\tCHNG B 1\n\t\tCHNG CD 2\n\t\tCHNG AB 4\n\t\tCHNG C 6\n\t\tCHNG D 6 A_ClearRefire\n\t\tGoto Ready\n\t\tCHNG ABC 1 A_ReFire\n\t\tCHNG D 1 A_ClearRefire\n\t\tGoto AltReady\n\tAltFire:\n\t\tCHNG A 0 A_JumpIfInventory(\"ChaingunIdle\",1,1)\n\t\tGoto AltFire+6\n\t\tCHNG A 0 A_JumpIfInventory(\"ChaingunSwitch\",1,5)\n\t\tCHNG A 3 A_PlayWeaponSound(\"weapons/cgunup\")\n\t\tCHNG B 2\n\t\tCHNG C 2\n\t\tCHNG D 1 A_GiveInventory(\"ChaingunSwitch\",1)\n\t\tGoto AltReady\n\t\tCHNG A 1 A_PlayWeaponSound(\"weapons/cgundown\")\n\t\tCHNG B 1 A_TakeInventory(\"ChaingunSwitch\",1)\n\t\tCHNG CD 2\n\t\tCHNG AB 4\n\t\tCHNG CD 6\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 0 A_Jump(256,1)\n\t\tTNT1 A 1\n\t\tCHNF A 1 Bright A_Light2\n\t\tCHNF B 1 Bright A_Light1\n\t\tGoto LightDone\n\tSpawn:\n\t\tMGUN A -1\n\t\tStop\n\t}\n}\n\nACTOR Rocket_Launcher : RocketLauncher replaces RocketLauncher\n{\n\tGame Doom\n\tSpawnID 29\n\tWeapon.Kickback 500\n\tWeapon.SelectionOrder 1800\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 2\n\tWeapon.AmmoType \"RocketAmmo\"\n\tWeapon.SlotNumber 5\n\t+WEAPON.NOAUTOFIRE\n\tInventory.PickupMessage \"$GOTLAUNCHER\"\n\tScale 0.75\n\tstates\n\t{\n\tReady:\n\t\tMSLG F 1 Offset(-32,48)\n\t\tMSLG F 1 Offset(-16,40)\n\t\tMSLG F 1 Offset(-1,33)\n\t\tMSLG E 1 Offset(-16,40)\n\t\tMSLG E 1 Offset(-1,33)\n\t\tMSLG D 1 Offset(-24,38)\n\t\tMSLG D 1 Offset(-1,33)\n\t\tMSLG A 1 Offset(-32,26)\n\t\tMSLG A 1 Offset(-24,28)\n\t\tMSLG A 1 Offset(-12,30)\n\t\tMSLG A 1 Offset(-1,32)\n\t\tGoto GunReady\n\tGunReady:\n\t\tMSLG A 1 A_WeaponReady\n\t\tLoop\n\tDeSelect:\n\t\tMSLG A 0 A_ZoomFactor(1.0)\n\t\tMSLG AB 1 A_Lower\n\t\tMSLG C 0 A_Lower\n\t\tMSLG C 1 A_Lower\n\t\tGoto DeSelect+2\n\tSelect:\n\t\tMSLG F 10\n\t\tMSLG F 0 A_PlayWeaponSound(\"weapons/rocklu\")\n\t\tMSLG F 0 A_Raise\n\t\tWait\n\tFire:\n\t\tMSLG A 2 Offset(0,32)\n\t\tMSLG A 2 Offset(0,30)\n\t\tMSLG A 1 Offset(0,28)\n\t\tMSLG A 1 Offset(0,26) A_Gunflash\n\t\tMSLG A 1 Offset(0,24)\n\t\tMSLG B 1 Offset(0,32)\n\t\tMSLG B 0 A_ZoomFactor(0.98,ZOOM_INSTANT)\n\t\tMSLG B 0 A_FireCustomMissile(\"RocketLauncherFX\",0,0,0,-2)\n\t\tMSLG C 1 Offset(0,36) A_FireCustomMissile(\"Rocket2\")\n\t\tMSLG C 1 Offset(0,40) ACS_ExecuteAlways(220,0,6,10,4)\n\t\tMSLG C 2 Offset(0,42) A_ZoomFactor(1.0)\n\t\tMSLG C 2 Offset(0,39)\n\t\tMSLG B 2 Offset(0,36)\n\t\tMSLG A 4 Offset(0,33)\n\t\tMSLG A 0 A_Refire\n\t\tGoto GunReady\n\tFlash:\n\t\tTNT1 A 0\n\t\tMSLF A 2 BRIGHT A_Light1\n\t\tMSLF BC 1 BRIGHT A_Light2\n\t\tMSLF DEFG 1 BRIGHT A_Light1\n\t\tGoto LightDone\n\tSpawn:\n\t\tLAUN A -1\n\t\tStop\n\t}\n}\n\nACTOR Plasma_Rifle : PlasmaRifle replaces PlasmaRifle //The biggest piece of code you will find here.\n{\n\tGame Doom\n\tSpawnID 30\n\tWeapon.SelectionOrder 100\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoUse2 1\n\tWeapon.AmmoType \"Cell\"\n\tWeapon.AmmoType2 \"Cell\"\n\tWeapon.SlotNumber 6\n\tInventory.PickupMessage \"You got the Plasma Rifle!\"\n\tScale 0.75\n\tstates\n\t{\n\tReady:\n\n\t\tPGUN FGH 2\n\t\tPGUN A 1 A_WeaponReady\n\t\tPGUN A 0 A_TakeInventory(\"PlasmaHeat\",1)\n\t\tGoto Ready+3\n\tDeSelect:\n\t\tPGUN A 0 A_Lower\n\t\tPGUN A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tPGUN A 10\n\t\tPGUN A 0 A_PlayWeaponSound(\"weapons/plasmau\")\n\t\tPGUN EE 0 A_Raise\n\t\tPGUN E 1 A_Raise\n\t\tGoto Select+2\n\tFire:\n\t\tPGUN A 0 A_JumpIfInventory(\"RuneDoubleFiringSpeed\",1,\"RageFire\")\n\t\tPGUN A 0 A_PlayWeaponSound(\"weapons/plasmaf\")\n\t\tPGUN A 0 ACS_ExecuteAlways(220,0,4,3,2)\n\t\tPGNF A 0 A_FireCustomMissile(\"PlasmaRifleFX\",0,0,0,-3)\n\t\tPGNF A 1 BRIGHT A_FireCustomMissile(\"PlasmaShot\")\n\t\tPGNF B 1 BRIGHT A_GiveInventory(\"PlasmaHeat\",1)\n\t\tPGNF C 1 BRIGHT A_JumpIfInventory(\"PlasmaHeat\",80,2)\n\t\tPGUN E 0 A_Refire\n\t\tPGUN HGFFEE 1\n\t\tGoto Cooldown\n\tAltFire:\n\t\tPGUN A 0 A_JumpIfInventory(\"RuneDoubleFiringSpeed\",1,\"RageAltFire\")\n\t\tPGNF D 0 A_FireCustomMissile(\"PlasmaRifleFX\",0,0,0,-3)\n\t\tPGNF D 0 BRIGHT A_FireCustomMissile(\"PlasmaFlame\",random(-2,2),1,0,0,0,random(-2,2))\n\t\tPGNF D 1 BRIGHT A_FireCustomMissile(\"PlasmaFlameSparks\",0,0,0,0,0,0)\n\t\tPGNF D 0 A_GiveInventory(\"PlasmaHeat\",1)\n\t\tPGNF D 0 A_JumpIfInventory(\"PlasmaHeat\",80,2)\n\t\tPGUN E 0 A_Refire\n\t\tPGUN HGFFEE 1\n\t\tGoto Cooldown\n\tRageFire:\n\t\tPGUN A 0 A_PlayWeaponSound(\"weapons/plasmaf\")\n\t\tPGUN A 0 ACS_ExecuteAlways(220,0,4,3,2)\n\t\tPGUN A 0 A_Jump(128,\"RageFire2\")\n\t\tPGNF A 0 A_FireCustomMissile(\"PlasmaRifleFX\",0,0,0,-3)\n\t\tPGNF A 1 BRIGHT A_FireCustomMissile(\"PlasmaShot\")\n\t\tPGNF B 1 BRIGHT A_GiveInventory(\"PlasmaHeat\",1)\n\t\tPGNF C 0 BRIGHT A_JumpIfInventory(\"PlasmaHeat\",80,2)\n\t\tPGUN E 0 A_Refire\n\t\tPGUN HGFE 1\n\t\tPGUN B 0 A_PlayWeaponSound(\"weapons/plasmac\")\n\t\tPGUN BCDCEFGH 1\n\t\tPGUN A 0 A_TakeInventory(\"PlasmaHeat\",80)\n\t\tGoto Ready+3\n\tRageFire2:\n\t\tPGNF AA 0 A_FireCustomMissile(\"PlasmaRifleFX\",0,0,0,-3)\n\t\tPGNF AA 0 BRIGHT A_FireCustomMissile(\"PlasmaShot\")\n\t\tPGNF B 1 BRIGHT A_GiveInventory(\"PlasmaHeat\",2)\n\t\tPGNF C 1 BRIGHT A_JumpIfInventory(\"PlasmaHeat\",80,2)\n\t\tPGUN E 0 A_Refire\n\t\tPGUN HGFE 1\n\t\tPGUN B 0 A_PlayWeaponSound(\"weapons/plasmac\")\n\t\tPGUN BCDCEFGH 1\n\t\tPGUN A 0 A_TakeInventory(\"PlasmaHeat\",80)\n\t\tGoto Ready+3\n\tRageAltFire:\n\t\tPGNF DD 0 A_FireCustomMissile(\"PlasmaRifleFX\",0,0,0,-3)\n\t\tPGNF DD 0 BRIGHT A_FireCustomMissile(\"PlasmaFlame\",random(-2,2),1,0,0,0,random(-2,2))\n\t\tPGNF D 1 BRIGHT A_FireCustomMissile(\"PlasmaFlameSparks\",0,0,0,0,0,0)\n\t\tPGNF D 0 A_GiveInventory(\"PlasmaHeat\",2)\n\t\tPGNF D 0 A_JumpIfInventory(\"PlasmaHeat\",80,2)\n\t\tPGUN E 0 A_Refire\n\t\tPGUN HGFE 1\n\t\tPGUN B 0 A_PlayWeaponSound(\"weapons/plasmac\")\n\t\tPGUN BCDCEFGH 1\n\t\tPGUN A 0 A_TakeInventory(\"PlasmaHeat\",80)\n\t\tGoto Ready+3\n\tCooldown:\n\t\tPGUN B 0\n\t\tPGUN B 0 A_JumpIfInventory(\"PlasmaHeat\",5,3)\n\t\tGoto Done\n\t\tPGUN B 0 A_JumpIfInventory(\"PlasmaHeat\",5,1)\n\t\tGoto Done\n\t\tPGUN B 0 A_Jump(256,2)\n\t\tPGUN B 0 A_PlayWeaponSound(\"weapons/plasmac\")\n\t\tPGUN BBCCDDCC 1 A_TakeInventory(\"PlasmaHeat\",2)\n\t\tGoto Cooldown+2\n\tDone:\n\t\tPGUN E 5 A_ClearRefire\n\t\tPGUN FGH 2 A_TakeInventory(\"PlasmaHeat\",80)\n\t\tGoto Ready+3\n\tSpawn:\n\t\tPLAS A -1\n\t\tStop\n\t}\n}\n\nACTOR BFG_9000 : BFG9000 replaces BFG9000\n{\n\tWeapon.SlotNumber 7\n\tWeapon.Kickback 500\n\tWeapon.AmmoUse 40\n\tScale 0.8\n\tStates\n\t{\n\tReady:\n\t\tBG1G A 1 offset(0,32) A_PlayWeaponSound(\"weapons/bfgu\")\n\t\tBG1G A 1 offset(0,28)\n\t\tBG1G A 1 offset(0,24)\n\t\tBG1G A 1 offset(0,20)\n\t\tBG1G A 1 offset(0,16)\n\t\tBG1G F 1 offset(0,17)\n\t\tBG1G G 1 offset(0,22)\n\t\tBG1G H 1 offset(0,27)\n\t\tBG1G IIHGF 1 offset(0,32)\n\tBFGReady:\n\t\tBG1G A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tBG1G F 0 A_ZoomFactor(1.0)\n\t\tBG1G F 0 A_Lower\n\t\tBG1G F 1 A_Lower\n\t\tBG1G G 0 A_Lower\n\t\tBG1G G 1 A_Lower\n\t\tBG1G H 0 A_Lower\n\t\tBG1G H 1 A_Lower\n\t\tGoto Deselect+4\n\tSelect:\n\t\tBG1G A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tBG1G A 0 A_JumpIfInventory(\"RuneDoubleFiringSpeed\",1,\"RageFire\")\n\t\tBG1G A 0 A_BFGsound\n\t\tBG1G A 1 offset(1,32)\n\t\tBG1G A 1 offset(-1,32)\n\t\tBG1G A 1 offset(1,33)\n\t\tBG1G A 1 offset(-1,33)\n\t\tBG1G A 1 offset(1,32)\n\t\tBG1G A 1 offset(-1,32)\n\t\tBG1G A 1 offset(1,33)\n\t\tBG1G A 1 offset(-1,33)\n\t\tBG1G A 1 offset(1,32)\n\t\tBG1G A 1 offset(-1,32)\n\t\tBG1G A 1 offset(1,33)\n\t\tBG1G A 1 offset(-1,33)\n\t\tBG1G A 1 offset(1,32)\n\t\tBG1G A 1 offset(-1,32)\n\t\tBG1G A 1 offset(1,33)\n\t\tBG1G A 1 offset(-1,33)\n\t\tBG1G A 1 offset(1,32)\n\t\tBG1G A 1 offset(-1,32)\n\t\tBG1G A 1 offset(1,33)\n\t\tBG1G A 1 offset(-1,33)\n\t\tBG1G A 10 offset(1,32)\n\t\tBG1G A 1 A_GunFlash\n\t\tBG1G A 0 A_ZoomFactor(0.9,ZOOM_INSTANT)\n\t\tBG1G A 0 ACS_ExecuteAlways(220,0,6,75,8)\n\t\tBG1G A 0 Radius_Quake(3, 3, 0, 1, 0)\n\t\tBG1G A 0 A_FireCustomMissile(\"BFG9000FX\",0,0,0,0)\n\t\tBG1G A 1 A_FireCustomMissile(\"EnhancedBFGBall\",0,1,0)\n\t\tBG1G B 1 A_ZoomFactor(0.925)\n\t\tBG1G C 1 A_ZoomFactor(0.95)\n\t\tBG1G D 1 A_ZoomFactor(0.975)\n\t\tBG1G E 3 A_ZoomFactor(1.0)\n\t\tBG1G E 1 offset(0,30)\n\t\tBG1G E 1 offset(0,28)\n\t\tBG1G E 1 offset(0,26)\n\t\tBG1G E 1 offset(0,24) A_FireCustomMissile(\"MissileSmoke\",0,0,0)\n\t\tBG1G E 1 offset(0,22) A_FireCustomMissile(\"MissileSmoke\",0,0,0)\n\t\tBG1G E 1 offset(0,20) A_FireCustomMissile(\"MissileSmoke\",0,0,0)\n\t\tBG1G E 1 offset(0,18) A_FireCustomMissile(\"MissileSmoke\",0,0,0)\n\t\tBG1G E 1 offset(0,16) A_FireCustomMissile(\"MissileSmoke\",0,0,0)\n\t\tBG1G H 1 offset(0,28) A_FireCustomMissile(\"MissileSmoke\",0,0,0)\n\t\tBG1G H 1 offset(0,26) A_FireCustomMissile(\"MissileSmoke\",0,0,0)\n\t\tBG1G G 1 offset(0,28) A_FireCustomMissile(\"MissileSmoke\",0,0,0)\n\t\tBG1G G 1 offset(0,29) A_FireCustomMissile(\"MissileSmoke\",0,0,0)\n\t\tBG1G F 1 offset(0,30) A_FireCustomMissile(\"MissileSmoke\",0,0,0)\n\t\tBG1G F 1 offset(0,31) A_FireCustomMissile(\"MissileSmoke\",0,0,0)\n\t\tBG1G AAAAAAAA 1 offset(0,32) A_FireCustomMissile(\"MissileSmoke\",0,0,0)\n\t\tBG1G A 15 A_ReFire\n\t\tGoto BFGReady\n\tRageFire:\n\t\tBG1G A 0 A_BFGsound\n\t\tBG1G A 1 offset(1,32)\n\t\tBG1G A 1 offset(-1,32)\n\t\tBG1G A 1 offset(1,33)\n\t\tBG1G A 1 offset(-1,33)\n\t\tBG1G A 1 offset(1,32)\n\t\tBG1G A 1 offset(-1,32)\n\t\tBG1G A 1 offset(1,33)\n\t\tBG1G A 1 offset(-1,33)\n\t\tBG1G A 1 offset(1,32)\n\t\tBG1G A 1 offset(-1,32)\n\t\tBG1G A 10 offset(1,32)\n\t\tBG1G A 0 A_GunFlash\n\t\tBG1G A 0 A_ZoomFactor(0.9,ZOOM_INSTANT)\n\t\tBG1G A 0 ACS_ExecuteAlways(220,0,6,60,8)\n\t\tBG1G A 0 Radius_Quake(3, 3, 0, 1, 0)\n\t\tBG1G A 0 A_FireCustomMissile(\"BFG9000FX\",0,0,0,0)\n\t\tBG1G A 1 A_FireCustomMissile(\"EnhancedBFGBall\",0,1,0)\n\t\tBG1G B 1 A_ZoomFactor(0.925)\n\t\tBG1G C 1 A_ZoomFactor(0.95)\n\t\tBG1G D 1 A_ZoomFactor(0.975)\n\t\tBG1G E 4 A_ZoomFactor(1.0)\n\t\tBG1G E 2 offset(0,28) A_FireCustomMissile(\"MissileSmoke\",0,0,0)\n\t\tBG1G E 2 offset(0,22) A_FireCustomMissile(\"MissileSmoke\",0,0,0)\n\t\tBG1G E 2 offset(0,16) A_FireCustomMissile(\"MissileSmoke\",0,0,0)\n\t\tBG1G H 2 offset(0,28) A_FireCustomMissile(\"MissileSmoke\",0,0,0)\n\t\tBG1G G 2 offset(0,29) A_FireCustomMissile(\"MissileSmoke\",0,0,0)\n\t\tBG1G F 2 offset(0,30) A_FireCustomMissile(\"MissileSmoke\",0,0,0)\n\t\tBG1G AAAA 2 offset(0,32) A_FireCustomMissile(\"MissileSmoke\",0,0,0)\n\t\tBG1G A 15 A_ReFire\n\t\tGoto BFGReady\n\tFlash:\n\t\tBG1F A 2 Bright\n\t\tBG1F B 1 Bright\n\t\tBG1F C 1 Bright A_Light1\n\t\tBG1F D 2 Bright A_Light2\n\t\tGoto LightDone\n\t}\n}\n\n//Skulltag Weapons\n\nACTOR Minigun_ : Minigun replaces Minigun\n{\n\tGame Doom\n\tDecal BPuffFakeDynLight\n\tWeapon.AmmoType1 \"Clip\"\n\tWeapon.AmmoType2 \"Clip\"\n\tWeapon.AmmoGive 50\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoUse2 1\n\tWeapon.Selectionorder 700\n\tWeapon.Kickback 50\n\tWeapon.SlotNumber 4\n\tAttackSound \"weapons/minigun\"\n\tSpawnID 214\n\tRadius 20\n\tHeight 16\n\tScale 0.75\n\tStates\n\t{\n\tSpawn:\n\t\tMNGN A -1\n\t\tLoop\n\tReady:\n\t\tMNGG A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tMNGG A 0 A_Lower\n\t\tMNGG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tMNGG A 10\n\t\tMNGG A 0 A_Raise\n\t\tMNGG A 1 A_Raise\n\t\tGoto Select+1\n\tFire:\n\t\tMNGG A 2 A_PlaySound(\"weapons/mgunup\")\n\t\tMNGG B 2\n\t\tMNGG CDABCABD 1\n\t\tGoto Hold\n\tAltFire:\n\t\tMNGG A 0 A_PlaySound(\"weapons/mgunup\")\n\t\tMNGG A 0 A_JumpIfInventory(\"Spinup\",8,11)\n\t\tMNGG A 0 A_GunFlash\n\t\tMNGG A 0 A_FireCustomMissile(\"MinigunFX\",0,0,0,-2)\n\t\tMNGG A 0 ACS_ExecuteAlways(220,0,4,2,1)\n\t\tMNGG A 0 A_FireCustomMissile(\"MinigunTracer\",0,0,0,0,0,0)\n\t\tMNGG A 0 A_FireBullets(0, 0, 1, 3, \"BulletHit\",0,64)\n\t\tMNGG A 1 Offset(0,35) A_FireBullets(0, 0, 1, 5, \"BulletHit\",1,2048)\n\t\tMNGG B 1 Offset(0,34) A_JumpIfNoAmmo(\"Ready\")\n\t\tMNGG CD 1 Offset(0,33)\n\t\tMNGG A 0 A_GiveInventory(\"Spinup\",1)\n\t\tGoto AltFire+1\n\t\tMNGG A 0 A_TakeInventory(\"Spinup\",50)\n\t\tMNGG A 0 A_ReFire\n\t\tGoto Down\n\tAltHold:\n\tHold:\n\t\tMNGG A 0 A_JumpIfInventory(\"RuneDoubleFiringSpeed\",1,\"RageHold\")\n\t\tMNGG A 0 A_PlaySound(\"weapons/mgunmid\")\n\t\tMNGG A 0 A_GunFlash\n\t\tMNGG A 0 A_FireCustomMissile(\"MinigunFX\",0,0,0,-2)\n\t\tMNGG A 0 A_JumpIfInventory(\"RuneSpread\",1,\"SpreadHold\")\n\t\tMNGG A 0 ACS_ExecuteAlways(220,0,4,1,1)\n\t\tMNGG A 0 A_FireCustomMissile(\"MinigunTracer\",random(-2,2),0,0,0,0,random(-1,1))\n\t\tMNGG A 0 A_FireBullets(4.2, 3, 1, 3, \"BulletHit\",0,64)\n\t\tMNGG A 1 Offset(0,35) A_FireBullets(6, 4, -1, 5, \"BulletHit\",1,2048)\n\t\tMNGG C 1 Offset(0,34) A_JumpIfNoAmmo(\"Down\")\n\t\tMNGG C 1 Offset(0,33) A_ReFire\n\t\tgoto Down\n\tSpreadHold:\n\t\tMNGG A 0 ACS_ExecuteAlways(220,0,4,3,1)\n\t\tMNGG A 0 A_FireCustomMissile(\"MinigunTracer\",random(-22,22),0,0,0,0,random(-1,1))\n\t\tMNGG A 0 A_FireBullets(22.5, 2, -1, 3, \"BulletHit\",0,64)\n\t\tMNGG A 1 Offset(0,36) A_FireBullets(22.5, 2, -1, 5, \"BulletHit\",1,2048)\n\t\tGoto Hold+8\n\tRageHold:\n\t\tMNGG A 0 A_PlaySound(\"weapons/mgunmid\")\n\t\tMNGG A 0 A_GunFlash\n\t\tMNGG A 0 A_FireCustomMissile(\"MinigunFX\",0,0,0,-2)\n\t\tMNGG A 0 ACS_ExecuteAlways(220,0,3,1,1)\n\t\tMNGG A 0 A_FireCustomMissile(\"MinigunTracer\",random(-3,3),0,0,0,0,random(-2,2))\n\t\tMNGG A 0 A_FireBullets(10, 6, 1, 3, \"BulletHit\",0,64)\n\t\tMNGG A 1 Offset(0,35) A_FireBullets(12, 8, -1, 5, \"BulletHit\",1,2048)\n\t\tMNGG A 0 Offset(0,33) A_JumpIfNoAmmo(\"Down\")\n\t\tMNGG A 0 A_GunFlash\n\t\tMNGG A 0 A_FireCustomMissile(\"MinigunFX\",0,0,0,-2)\n\t\tMNGG A 0 ACS_ExecuteAlways(220,0,3,1,1)\n\t\tMNGG A 0 A_FireCustomMissile(\"MinigunTracer\",random(-3,3),0,0,0,0,random(-2,2))\n\t\tMNGG A 0 A_FireBullets(10, 6, -1, 3, \"BulletHit\",0,64)\n\t\tMNGG D 1 Offset(0,34) A_FireBullets(12, 8, -1, 5, \"BulletHit\",1,2048)\n\t\tMNGG A 0 Offset(0,33) A_JumpIfNoAmmo(\"Down\")\n\t\tMNGG A 0 A_GunFlash\n\t\tMNGG A 0 A_FireCustomMissile(\"MinigunFX\",0,0,0,-2)\n\t\tMNGG A 0 ACS_ExecuteAlways(220,0,3,1,1)\n\t\tMNGG A 0 A_FireCustomMissile(\"MinigunTracer\",random(-3,3),0,0,0,0,random(-2,2))\n\t\tMNGG A 0 A_FireBullets(10, 6, -1, 3, \"BulletHit\",0,64)\n\t\tMNGG C 1 Offset(0,35) A_FireBullets(12, 8, -1, 5, \"BulletHit\",1,2048)\n\t\tMNGG A 0 Offset(0,33) A_JumpIfNoAmmo(\"Down\")\n\t\tMNGG A 0 A_GunFlash\n\t\tMNGG A 0 A_FireCustomMissile(\"MinigunFX\",0,0,0,-2)\n\t\tMNGG A 0 ACS_ExecuteAlways(220,0,3,1,1)\n\t\tMNGG A 0 A_FireCustomMissile(\"MinigunTracer\",random(-3,3),0,0,0,0,random(-2,2))\n\t\tMNGG A 0 A_FireBullets(10, 6, -1, 3, \"BulletHit\",0,64)\n\t\tMNGG B 1 Offset(0,34) A_FireBullets(12, 8, -1, 5, \"BulletHit\",1,2048)\n\t\tMNGG A 0 Offset(0,33) A_JumpIfNoAmmo(\"Down\")\n\t\tMNGG C 1 Offset(0,33) A_ReFire\n\t\tgoto Down\n\tDown:\n\t\tMNGG A 1 A_PlaySound(\"weapons/mgundown\")\n\t\tMNGG CDBCACACABCD 1 A_ReFire\n\t\tMNGG A 0 A_ClearReFire\n\t\tMNGG ABCD 2 A_WeaponReady\n\t\tMNGG ABBCCCDDDD 2 A_WeaponReady\n\t\tgoto Ready\n\tFlash:\n\t\tMNGF A 0 A_Jump(160,2)\n\t\tMNGF A 3 BRIGHT A_Light1\n\t\tGoto LightDone\n\t\tMNGF B 2 BRIGHT A_Light1\n\t\tGoto LightDone\n\t}\n}\n\nACTOR Grenade_Launcher : GrenadeLauncher replaces GrenadeLauncher\n{\n\tGame Doom\n\tSpawnID 163\n\tRadius 20\n\tHeight 16\n\tWeapon.Kickback 500\n\tWeapon.Selectionorder 2500\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.NOAUTOAIM\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoGive1 2\n\tWeapon.AmmoType1 \"RocketAmmo\"\n\tWeapon.AmmoUse2 1\n\tWeapon.AmmoType2 \"RocketAmmo\"\n\tWeapon.SlotNumber 5\n\tScale 0.75\n\tStates\n\t{\n\tSpawn:\n\t\tGLAU A -1\n\t\tstop\n\tReady:\n\t\tGRNG A 1 A_WeaponReady\n\t\tloop\n\tDeselect:\n\t\tGRNG A 0 A_Lower\n\t\tGRNG A 1 A_Lower\n\t\tloop\n\tSelect:\n\t\tGRNG A 10\n\t\tGRNG A 0 A_Raise\n\t\tGRNG A 1 A_Raise\n\t\tgoto Select+1\n\tFire:\n\t\tGRNG A 0 A_GunFlash\n\t\tGRNG A 0 A_PlayWeaponSound(\"weapons/grenlf\")\n\t\tGRNG A 0 A_ZoomFactor(0.98,ZOOM_INSTANT)\n\t\tGRNG A 0 A_FireCustomMissile(\"GrenadeLauncherFX\",0,0,0,-2)\n\t\tGRNG A 2 A_FireCustomMissile(\"STGrenade\")\n\t\tGRNG B 1 ACS_ExecuteAlways(220,0,6,10,4)\n\t\tGRNG B 1 A_ZoomFactor(1.0)\n\t\tGRNG CDEF 1 //\"Frag Launcher\" frames by SladeEXE\n\t\tGRNG F 0 A_JumpIfNoAmmo(\"Empty\")\n\t\tGRNG GHIJKLM 1\n\t\tGRNG A 5\n\t\tGRNG A 4 A_ReFire\n\t\tgoto Ready\n\tAltFire:\n\t\tGRNG A 0 A_GunFlash\n\t\tGRNG A 0 A_PlayWeaponSound(\"weapons/grenlf\")\n\t\tGRNG A 0 A_ZoomFactor(0.95,ZOOM_INSTANT)\n\t\tGRNG A 0 A_FireCustomMissile(\"GrenadeLauncherFX\",0,0,0,-2)\n\t\tGRNG A 2 A_FireCustomMissile(\"STMortarGrenade\")\n\t\tGRNG B 1 ACS_ExecuteAlways(220,0,6,15,8)\n\t\tGRNG B 1 A_ZoomFactor(1.0)\n\t\tGRNG CDEF 1\n\t\tGRNG F 0 A_JumpIfNoAmmo(\"Empty\")\n\t\tGRNG GHIJKLM 1\n\t\tGRNG A 5\n\t\tGRNG A 4 A_ReFire\n\t\tgoto Ready\n\tFlash:\n\t\tGRNF A 0\n\t\tGRNF A 2 Bright A_Light1\n\t\tGRNF B 2 Bright A_Light2\n\t\tGRNF CDE 1 Bright A_Light1\n\t\tGoto LightDone\n\tEmpty:\n\t\tGRNG F 1 Offset(0,35)\n\t\tGRNG F 1 Offset(0,33)\n\t\tGRNG E 1 Offset(0,31)\n\t\tGRNG D 1 Offset(0,30)\n\t\tGRNG C 1 Offset(0,29)\n\t\tGRNG A 1 Offset(0,35)\n\t\tGRNG A 1 Offset(0,33)\n\t\tGoto Ready\n\t}\n\n}\n\nACTOR Rail_Gun : RailGun replaces RailGun\n{\n\tGame Doom\n\tSpawnID 164\n\tRadius 20\n\tHeight 16\n\tWeapon.Selectionorder 100\n\tWeapon.Kickback 4000\n\tWeapon.AmmoUse 10\n\tWeapon.AmmoGive 40\n\tWeapon.AmmoType \"Cell\"\n\tWeapon.YAdjust 10\n\tWeapon.SlotNumber 6\n\t+WEAPON.NOAUTOAIM\n\tObituary \"$OB_RAILGUN\"\n\t+BLOODSPLATTER\n\tScale 0.75\n\tStates\n\t{\n\tReady:\n\t\tRLGG A 0 A_JumpIfInventory(\"RailClip\",4,\"Ready4\")\n\t\tRLGG A 0 A_JumpIfInventory(\"RailClip\",3,\"Ready3\")\n\t\tRLGG A 0 A_JumpIfInventory(\"RailClip\",2,\"Ready2\")\n\t\tRLGG A 0 A_JumpIfInventory(\"RailClip\",1,\"Ready1\")\n\t\tGoto Reload\n\tReady4:\n\t\tRLGG A 1 A_WeaponReady\n\t\tloop\n\tReady3:\n\t\tRLGG B 1 A_WeaponReady\n\t\tloop\n\tReady2:\n\t\tRLGG C 1 A_WeaponReady\n\t\tloop\n\tReady1:\n\t\tRLGG D 1 A_WeaponReady\n\t\tloop\n\tDeselect:\n\t\tRLGG A 0 A_ZoomFactor(1.0)\n\t\tRLGG A 0 A_Lower\n\t\tRLGG A 1 A_Lower\n\t\tGoto Deselect+1\n\tSelect:\n\t\tRLGG A 10\n\t\tRLGG A 0 A_Raise\n\t\tRLGG A 1 A_Raise\n\t\tgoto Select+1\n\tFire:\n\t\tRLGF A 2 Bright\n\t\tRLGF A 0 A_TakeInventory(\"RailClip\",1)\n\t\tRLGF B 0 A_ZoomFactor(0.985,ZOOM_INSTANT)\n\t\tRLGF B 0 ACS_ExecuteAlways(220,0,6,8,4)\n\t\tRLGF B 0 A_Recoil(1*cos(pitch))\n\t\tRLGF B 2 Bright A_RailAttack(random(2,4)*50)\n\t\tRLGF B 0 A_Recoil(-0.9*cos(pitch))\n\t\tRLGF B 0 A_ZoomFactor(1.0)\n\t\tRLGR A 1 Offset(0,40)\n\t\tRLGR A 1 Offset(0,39)\n\t\tRLGR A 1 Offset(0,38)\n\t\tRLGR A 1 Offset(0,37)\n\t\tRLGR A 1 Offset(0,36)\n\t\tRLGR A 1 Offset(0,37)\n\t\tRLGR A 1 Offset(0,38)\n\t\tRLGR A 1 Offset(0,39)\n\t\tRLGG E 6 Offset(0,33)\n\t\tRLGG A 0 A_JumpIfInventory(\"RailClip\",1,1)\n\t\tGoto Reload\n\t\tRLGG M 0\n\t\tRLGG M 0 A_ReFire\n\t\tgoto Ready\n\tReload:\n\t\tRLGR AB 4\n\t\tRLGR CDE 2\n\t\tRLGR F 16 A_PlayWeaponSound(\"weapons/railrl1\")\n\t\tRLGR GH 2\n\t\tRLGR I 6 A_PlayWeaponSound(\"weapons/railrl2\")\n\t\tRLGR A 2 A_PlayWeaponSound(\"weapons/railrl3\")\n\t\tRLGG A 0 A_GiveInventory(\"RailClip\",4)\n\t\tGoto Ready\n\tSpawn:\n\t\tRAIL A -1\n\t\tstop\n\t}\n}\n\nACTOR BFG_10000 : BFG10K replaces BFG10K\n{\n\tWeapon.SlotNumber 7\n\tWeapon.Kickback 1000\n\tScale 0.8\n\tDecal BFG10KFakeDynLight\n\tstates\n\t{\n\tSpawn:\n\t\tBFG2 A -1\n\t\tStop\n\tReady:\n\t\tBG2G A 0 A_PlayWeaponSound (\"weapons/bfg10kidle\")\n\t\tBG2G AAABBBCCCDDD 1 A_WeaponReady\n\t\tLoop\n\tDeSelect:\n\t\tBG2G O 0 A_TakeInventory(\"Inaccuracy\",25)\n\t\tBG2G O 0 A_Lower\n\t\tBG2G O 1 A_Lower\n\t\tGoto DeSelect+1\n\tSelect:\n\t\tBG2G O 0 A_PlaySound (\"weapons/bfg10kup\")\n\t\tBG2G O 1 A_Raise\n\t\tWait\n\tFire:\n\t\tBG2G E 20 A_PlayWeaponSound (\"weapons/bfg10kf\")\n\t\tBG2G F 4\n\t\tBG2G GHIJ 1\n\t\tGoto Hold\n\tHold:\n\t\tBG2G O 0 A_JumpIfInventory(\"RuneDoubleFiringSpeed\",1,\"RageHold\")\n\t\tBG2G O 0 A_JumpIfInventory(\"Inaccuracy\",5,\"Hold2\")\n\t\tBG2G P 1 BRIGHT A_Gunflash\n\t\tBG2G P 0 A_FireCustomMissile(\"BFG10000FX\",0,0,0,0)\n\t\tBG2G P 0 A_FireCustomMissile(\"BFG10KFX\",0,0,0,0,2,0)\n\t\tBG2G Q 1 BRIGHT A_FireBullets(0.05,0,1,0,\"EnhancedBFG10KShot\")\n\t\tBG2G Q 0 ACS_ExecuteAlways(220,0,6,10,4)\n\t\tBG2G RST 1 BRIGHT\n\t\tBG2G U 1 BRIGHT A_GiveInventory(\"Inaccuracy\",1)\n\t\tBG2G N 0 A_Refire\n\t\tGoto Cooldown\n\tHold2:\n\t\tBG2G O 0 A_JumpIfInventory(\"Inaccuracy\",15,\"Hold3\")\n\t\tBG2G O 0 Radius_Quake(1, 4, 0, 1, 0)\n\t\tBG2G P 1 BRIGHT A_Gunflash\n\t\tBG2G P 0 A_FireCustomMissile(\"BFG10KFX\",random(-2,2),0,0,0,2,random(-1,1))\n\t\tBG2G P 0 A_FireCustomMissile(\"BFG10000FX\",0,0,0,0)\n\t\tBG2G Q 1 BRIGHT A_FireBullets(1.8,0.9,-1,0,\"EnhancedBFG10KShot\")\n\t\tBG2G Q 0 ACS_ExecuteAlways(220,0,6,10,4)\n\t\tBG2G RST 1 BRIGHT\n\t\tBG2G U 1 BRIGHT A_GiveInventory(\"Inaccuracy\",1)\n\t\tBG2G N 0 A_Refire\n\t\tGoto Cooldown\n\tHold3:\n\t\tBG2G O 0 A_JumpIfInventory(\"Inaccuracy\",25,\"Hold4\")\n\t\tBG2G O 0 Radius_Quake(2, 4, 0, 1, 0)\n\t\tBG2G P 1 BRIGHT A_Gunflash\n\t\tBG2G P 0 A_FireCustomMissile(\"BFG10KFX\",random(-4,4),0,0,0,2,random(-2,2))\n\t\tBG2G P 0 A_FireCustomMissile(\"BFG10000FX\",0,0,0,0)\n\t\tBG2G Q 1 BRIGHT A_FireBullets(4,2,-1,0,\"EnhancedBFG10KShot\")\n\t\tBG2G Q 0 ACS_ExecuteAlways(220,0,6,10,4)\n\t\tBG2G RST 1 BRIGHT\n\t\tBG2G U 1 BRIGHT A_GiveInventory(\"Inaccuracy\",1)\n\t\tBG2G N 0 A_Refire\n\t\tGoto Cooldown\n\tHold4:\n\t\tBG2G O 0 Radius_Quake(3, 4, 0, 1, 0)\n\t\tBG2G P 1 BRIGHT A_Gunflash\n\t\tBG2G P 0 A_FireCustomMissile(\"BFG10KFX\",random(-6,6),0,0,0,2,random(-3,3))\n\t\tBG2G P 0 A_FireCustomMissile(\"BFG10000FX\",0,0,0,0)\n\t\tBG2G Q 1 BRIGHT A_FireBullets(5.6,2.8,-1,0,\"EnhancedBFG10KShot\")\n\t\tBG2G Q 0 ACS_ExecuteAlways(220,0,6,10,4)\n\t\tBG2G RSTU 1 BRIGHT\n\t\tBG2G N 0 A_Refire\n\t\tGoto Cooldown\n\tCooldown:\n\t\tBG2G O 9 A_PlayWeaponSound (\"weapons/bfg10kcool\")\n\t\tBG2G JIHGF 2\n\t\tBG2G O 9 Offset(0,28) A_TakeInventory(\"Inaccuracy\",25)\n\t\tBG2G EDB 2 Offset(0,32)\n\t\tGoto Ready\n\tRageHold:\n\t\tBG2G O 0 Radius_Quake(1, 2, 0, 1, 0)\n\t\tBG2G O 0 A_Gunflash\n\t\tBG2G O 0 ACS_ExecuteAlways(220,0,4,3,5) //It builds up...\n\t\tBG2G O 0 A_FireCustomMissile(\"BFG10KFX\",0,0,0,0,2,0)\n\t\tBG2G Q 0 A_FireCustomMissile(\"BFG10000FX\",0,0,0,0)\n\t\tBG2G Q 1 BRIGHT A_FireBullets(1,0.5,-1,0,\"EnhancedBFG10KShot\")\n\t\tBG2G SU 1 BRIGHT\n\t\tBG2G N 0 A_Refire\n\t\tBG2G O 18 A_PlayWeaponSound (\"weapons/bfg10kcool\")\n\t\tBG2G JIHGF 4\n\t\tBG2G O 18 Offset(0,28) A_TakeInventory(\"Inaccuracy\",25)\n\t\tBG2G EDB 4 Offset(0,32)\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 2 BRIGHT A_Light2\n\t\tTNT1 A 3 BRIGHT A_Light1\n\t\tTNT1 A 0 A_Light0\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/WMISSILE.txt",
        "contents": "//Fist\n\n//Chainsaw\n\nACTOR ChainsawSmoke\n{\n\tRadius 1\n\tHeight 2\n\tSpeed 12\n\tProjectile\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"ChainsawSmoke2\",0,0,0,momx*0.166,momy*0.166,momz*0.166,0,SXF_ABSOLUTEMOMENTUM)\n\t\tStop\n\t}\n}\n\nACTOR ChainsawSmoke2\n{\n\tRadius 1\n\tHeight 2\n\tTranslation \"80:111=[128,128,128]:[0,0,0]\"\n\tRenderStyle Translucent\n\tAlpha 0.2\n\tScale 0.3\n\tSpeed 4\n\tProjectile\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(256,\"A\",\"B\",\"C\",\"D\",\"E\",\"F\",\"G\",\"H\")\n\tA:\n\t\tPUF1 ACEGIKMOQSUWY 1 A_FadeOut(0.01)\n\t\tPFF1 A 1 A_FadeOut(0.01)\n\t\tStop\n\tB:\n\t\tPUF2 ACEGIKMOQSUWY 1 A_FadeOut(0.01)\n\t\tPFF2 A 1 A_FadeOut(0.01)\n\t\tStop\n\tC:\n\t\tPUF3 ACEGIKMOQSUWY 1 A_FadeOut(0.01)\n\t\tPFF3 A 1 A_FadeOut(0.01)\n\t\tStop\n\tD:\n\t\tPUF4 ACEGIKMOQSUWY 1 A_FadeOut(0.01)\n\t\tPFF4 A 1 A_FadeOut(0.01)\n\t\tStop\n\tE:\n\t\tPUF1 BDFHJLNPRTVXZ 1 A_FadeOut(0.01)\n\t\tPFF1 B 1 A_FadeOut(0.01)\n\t\tStop\n\tF:\n\t\tPUF2 BDFHJLNPRTVXZ 1 A_FadeOut(0.01)\n\t\tPFF2 B 1 A_FadeOut(0.01)\n\t\tStop\n\tG:\n\t\tPUF3 BDFHJLNPRTVXZ 1 A_FadeOut(0.01)\n\t\tPFF3 B 1 A_FadeOut(0.01)\n\t\tStop\n\tH:\n\t\tPUF4 BDFHJLNPRTVXZ 1 A_FadeOut(0.01)\n\t\tPFF4 B 1 A_FadeOut(0.01)\n\t\tStop\n\t}\n}\n\n//Pistol\n\nACTOR PistolFX\n{\n\tRadius 1\n\tHeight 2\n\tSpeed 24\n\tProjectile\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"PistolFlash\")\n\t\tTNT1 A 0 A_SpawnItem(\"PistolSmoke\")\n\t\tStop\n\t}\n}\n\nACTOR PistolFlash\n{\n\tRadius 1\n\tHeight 2\n\tRenderStyle Add\n\tScale 0.2\n\tAlpha 0.75\n\tProjectile\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tSPKO D 2 Bright\n\t\tSPKO J 1 Bright A_FadeOut(0.5)\n\t\tStop\n\t}\n}\n\nACTOR PistolSmoke\n{\n\tRadius 1\n\tHeight 2\n\tRenderStyle Add\n\tAlpha 0.5\n\tScale 0.75\n\tProjectile\n\t+RANDOMIZE\n\t+NONETID\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tPSMK AABCDEFGH 1\n\t\tStop\n\t}\n}\n\n//Shotgun\n\nACTOR ShotgunFX\n{\n\tRadius 1\n\tHeight 2\n\tSpeed 24\n\tProjectile\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"ShotgunFlash\")\n\t\tTNT1 A 0 A_SpawnItem(\"ShotgunSmoke\")\n\t\tStop\n\t}\n}\n\nACTOR ShotgunFlash\n{\n\tRadius 1\n\tHeight 2\n\tRenderStyle Add\n\tScale 0.3\n\tAlpha 0.75\n\tProjectile\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tSPKO B 2 Bright\n\t\tSPKO H 1 Bright A_FadeOut(0.5)\n\t\tStop\n\t}\n}\n\nACTOR ShotgunSmoke\n{\n\tRadius 1\n\tHeight 2\n\tRenderStyle Add\n\tAlpha 0.3\n\tScale 0.2\n\tProjectile\n\t+RANDOMIZE\n\t+NONETID\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tSMOK A 0\n\t\tSMOK A 0 A_Jump(256,0,1,2,3)\n\t\tSMOK ABCDEFGHIJKLMNOPQ 1\n\t\tStop\n\t}\n}\n\n//Super Shotgun\n\n//Chaingun\n\nACTOR ChaingunFX : ShotgunFX\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"ChaingunFlash\")\n\t\tTNT1 A 0 A_SpawnItem(\"ShotgunSmoke\")\n\t\tStop\n\t}\n}\n\nACTOR ChaingunFlash : ShotgunFlash\n{\n\tScale 0.35\n\tAlpha 1.0\n\tStates\n\t{\n\tSpawn:\n\t\tSPKO C 1 Bright\n\t\tSPKO I 1 Bright A_FadeOut(0.5)\n\t\tStop\n\t}\n}\n\n//Rocket Launcher\n\nACTOR RocketLauncherFX : ShotgunFX\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"RocketLauncherFlash\")\n\t\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"RocketLauncherParticle\",0,0,1,random(0,20)*0.1,0,random(-20,20)*0.1,random(0,360),0,64)\n\t\tStop\n\t}\n}\n\nACTOR RocketLauncherFlash : ChaingunFlash\n{\n\tScale 0.4\n\tStates\n\t{\n\tSpawn:\n\t\tSPKO E 0\n\t\tSPKO E 0 A_Jump(256,\"A\",\"B\",\"C\",\"D\")\n\tA:\n\t\tSPKO E 2 Bright\n\t\tSPKO E 1 Bright A_FadeOut(0.2)\n\t\tWait\n\tB:\n\t\tSPKO K 2 Bright\n\t\tSPKO K 1 Bright A_FadeOut(0.2)\n\t\tWait\n\tC:\n\t\tSPKO M 2 Bright\n\t\tSPKO M 1 Bright A_FadeOut(0.2)\n\t\tWait\n\tD:\n\t\tSPKO N 2 Bright\n\t\tSPKO N 1 Bright A_FadeOut(0.2)\n\t\tWait\n\t}\n}\n\nACTOR RocketLauncherParticle\n{\n\tRadius 1\n\tHeight 2\n\tRenderStyle Add\n\tScale 0.1\n\tProjectile\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tEMBR A 1 Bright\n\t\tEMBR A 1 Bright A_FadeOut(0.1)\n\t\tWait\n\t}\n}\n\nACTOR Rocket2 : Rocket replaces Rocket\n{\n\tGame Doom\n\tSpawnID 127\n\tRadius 8\n\tHeight 4\n\tSpeed 20\n\tDamage 20\n\tScale 0.6\n\tDamageType Rocket\n\tProjectile\n\t+RANDOMIZE\n\t-DEHEXPLOSION\n\t-ROCKETTRAIL\n\t+EXPLODEONDEATH\n\tSeeSound \"weapons/rocklf\"\n\tDeathSound \"weapons/rocklx\"\n\tDecal BigScorch\n\tObituary \"$OB_MPROCKET\"\n\tStates\n\t{\n\tSpawn:\n\t\tMIS2 A 12 Bright\n\t\tMIS2 A 0 Bright A_ScaleVelocity(1.6)\n\tSpawn2:\n\t\tMIS2 AAAA 0 Bright A_SpawnItemEx(\"MissileSmoke\",0,random(-1,1)*0.5,random(-1,1)*0.5,random(0,-6)*0.5,random(-2,2)*0.5,random(-2,2)*0.5,0,0,64)\n\t\tMIS2 A 0 Bright A_SpawnItemEx(\"MissileTrail4\",0,0,0,momx*0.05,momy*0.05,momz*0.05,0,SXF_ABSOLUTEMOMENTUM)\n\t\tMIS2 A 0 Bright A_SpawnItemEx(\"MissileTrail3\",0,0,0,momx*0.15,momy*0.15,momz*0.15,0,SXF_ABSOLUTEMOMENTUM)\n\t\tMIS2 A 0 Bright A_SpawnItemEx(\"MissileTrail2\",0,0,0,momx*0.25,momy*0.25,momz*0.25,0,SXF_ABSOLUTEMOMENTUM)\n\t\tMIS2 A 1 Bright A_SpawnItemEx(\"MissileTrail\",0,0,0,momx*0.35,momy*0.35,momz*0.35,0,SXF_ABSOLUTEMOMENTUM)\n\t\tLoop\n\tDeath:\n\t\tTNT1 F 0 A_SpawnItemEx(\"ExplosionFlash\")\n\t\tTNT1 FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 0 A_SpawnItemEx(\"RocketFlare\",0,0,0,random(-6,6),0,random(-2,6),random(0,360),0,16)\n\t\tTNT1 F 0 A_SpawnItemEx(\"ShockWave\")\n\t\tTNT1 F 0 A_SpawnItemEx(\"RocketExp\")\n\t\tTNT1 FFFFFFF 0 A_CustomMissile(\"ExplosionFlame\",0,0,random(0,360),2,random(-60,60))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionFlame\",0,0,random(0,360),2,random(-60,60))\n\t\tTNT1 FFFFFFF 0 A_CustomMissile(\"ExplosionFlame\",0,0,random(0,360),2,random(-60,60))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionFlame\",0,0,random(0,360),2,random(-60,60))\n\t\tTNT1 FFFFFFF 0 A_CustomMissile(\"ExplosionFlame\",0,0,random(0,360),2,random(-60,60))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionFlame\",0,0,random(0,360),2,random(-60,60))\n\t\tTNT1 FFFFFFF 0 A_CustomMissile(\"ExplosionFlame\",0,0,random(0,360),2,random(-60,60))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionFlame\",0,0,random(0,360),2,random(-60,60))\n\t\tTNT1 FF 0 A_CustomMissile(\"ExplosionSmoke\",0,0,random(0,360),2,random(-45,60))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionSmoke\",0,0,random(0,360),2,random(-45,60))\n\t\tTNT1 FF 0 A_CustomMissile(\"ExplosionSmoke\",0,0,random(0,360),2,random(-45,60))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionSmoke\",0,0,random(0,360),2,random(-45,60))\n\t\tTNT1 FFF 0 A_CustomMissile(\"ExplosionSmoke\",0,0,random(0,360),2,random(-45,60))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionSmoke\",0,0,random(0,360),2,random(-45,60))\n\t\tTNT1 FFF 0 A_CustomMissile(\"ExplosionSmoke\",0,0,random(0,360),2,random(-45,60))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionSmoke\",0,0,random(0,360),2,random(-45,60))\n\t\tTNT1 FFFF 0 A_CustomMissile(\"ExplosionSmoke\",0,0,random(0,360),2,random(-45,60))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionSmoke\",0,0,random(0,360),2,random(-45,60))\n\t\tTNT1 FFFF 0 A_CustomMissile(\"ExplosionSmoke\",0,0,random(0,360),2,random(-45,60))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionSmoke\",0,0,random(0,360),2,random(-45,60))\n\t\tStop\n\t}\n}\n\nACTOR RocketExp\n{\n\tRadius 8\n\tHeight 32\n\tDamage (2)\n\tScale 2\n\tRENDERSTYLE Add\n\tDamageType Rocket\n\tPROJECTILE\n\t+Randomize\n\t+Ripper\n\t+NoClip\n\tOBITUARY \"$OB_MPROCKET\"\n\tstates\n\t{\n\tSpawn:\n\t\tMIS2 A 0\n\t\tTNT1 A 0 Radius_Quake(3, 4, 0, 3, 0)\n\t\tTNT1 A 0 Radius_Quake(1, 20, 0, 8, 0)\n\t\tMIS2 F 3 BRIGHT A_Explode(128,128)\n\t\tMIS2 G 3 BRIGHT A_RadiusThrust(1024,64,0)\n\t\tMIS2 H 3 BRIGHT A_RadiusThrust(8192,32,0)\n\t\tMIS2 IIJJKK 2 BRIGHT A_FadeOut(0.08)\n\t\tStop\n\t}\n}\n\nACTOR MissileTrail\n{\n\tRadius 1\n\tHeight 2\n\tRenderStyle Add\n\tScale 0.15\n\tProjectile\n\t+RANDOMIZE\n\t+NOCLIP\n\t+DONTSPLASH\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\t+NONETID\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tEMBR A 1 Bright\n\t\tStop\n\t}\n}\n\nACTOR MissileTrail2 : MissileTrail { Alpha 0.75 Scale 0.125 }\nACTOR MissileTrail3 : MissileTrail { Alpha 0.5 Scale 0.1 }\nACTOR MissileTrail4 : MissileTrail { Alpha 0.25 Scale 0.075 }\n\nACTOR MissileSmoke\n{\n\tRadius 1\n\tHeight 2\n\tSpeed 6\n\tRenderStyle Add\n\tAlpha 0.4\n\tScale 0.125\n\tProjectile\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tSMOK A 0 A_Jump(256,0,1,2,3,4,5,6,7) //randomly jumps to A-G\n\t\tSMOK ABCDEFGHIJKLMNOPQ 1 A_Fadeout(0.02)\n\t\tStop\n\t}\n}\n\nACTOR ExplosionSmoke\n{\n\tRadius 1\n\tHeight 2\n\tSpeed 2\n\tProjectile\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tRenderStyle Translucent\n\tAlpha 0.09\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 4\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(221,0,0,0) == 1,\"Death\")\n\t\tSMKE A 0 A_Jump(256,\"A\",\"B\",\"C\",\"D\",\"E\",\"F\")\n\tDeath:\n\t\tSMKE A 0\n\t\tStop\n\tA:\n\t\tSMKA ABCDEFGH 1 A_Fadein(0.02)\n\t\tSMKA IJKKLLM 1 A_Fadeout(0.01)\n\t\tSMKA M 1 A_Fadeout(random(1,10)*0.001)\n\t\tWait\n\tB:\n\t\tSMKA NOPQRSTU 1 A_Fadein(0.02)\n\t\tSMKA VWXXYYZ 1 A_Fadeout(0.01)\n\t\tSMKA Z 1 A_Fadeout(random(1,10)*0.001)\n\t\tWait\n\tC:\n\t\tSMKB ABCDEFGH 1 A_Fadein(0.02)\n\t\tSMKB IJKKLLM 1 A_Fadeout(0.01)\n\t\tSMKB M 1 A_Fadeout(random(1,10)*0.001)\n\t\tWait\n\tD:\n\t\tSMKB NOPQRSTU 1 A_Fadein(0.02)\n\t\tSMKB VWXXYYZ 1 A_Fadeout(0.01)\n\t\tSMKB Z 1 A_Fadeout(random(1,10)*0.001)\n\t\tWait\n\tE:\n\t\tSMKC ABCDEFGH 1 A_Fadein(0.02)\n\t\tSMKC IJKKLLM 1 A_Fadeout(0.01)\n\t\tSMKC M 1 A_Fadeout(random(1,10)*0.001)\n\t\tWait\n\tF:\n\t\tSMKC NOPQRSTU 1 A_Fadein(0.02)\n\t\tSMKC VWXXYYZ 1 A_Fadeout(0.01)\n\t\tSMKC Z 1 A_Fadeout(random(1,10)*0.001)\n\t\tWait\n\t}\n}\n\nACTOR RocketFlare\n{\n\tMass 5\n\tRadius 1\n\tHeight 2\n\tSpeed 6\n\tRenderStyle Add\n\tScale 0.2\n\tGravity 0.25\n\tProjectile\n\t-NOGRAVITY\n\t+RANDOMIZE\n\t+CLIENTSIDEONLY\n\t+BOUNCEONACTORS\n\t+HEXENBOUNCE\n\tBounceFactor 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tEMBR A 1 Bright A_Fadeout(0.05)\n\t\tWait\n\t}\n}\n\nACTOR ExplosionFlash\n{\n\tRadius 1\n\tHeight 2\n\tScale 3\n\tProjectile\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tRenderStyle Add\n\tStates\n\t{\n\tSpawn:\n\t\tSPKO AA 0 A_Jump(256,\"E\",\"F\",\"K\",\"L\")\n\tE:\n\t\tSPKO E 1 BRIGHT A_Fadeout(0.1)\n\t\tWait\n\tF:\n\t\tSPKO F 1 BRIGHT A_Fadeout(0.1)\n\t\tWait\n\tK:\n\t\tSPKO K 1 BRIGHT A_Fadeout(0.1)\n\t\tWait\n\tL:\n\t\tSPKO L 1 BRIGHT A_Fadeout(0.1)\n\t\tWait\n\t}\n}\n\nACTOR ShockWave\n{\n\tRadius 1\n\tHeight 2\n\tRenderStyle Add\n\tAlpha 0.05\n\tScale 2\n\tProjectile\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tSHOK AA 0 A_Jump(128,\"SpawnB\")\n\t\tSHOK ACEGIKMOQR 1\n\t\tStop\n\tSpawnB:\n\t\tSHOK BDFHJLNPQR 1\n\t\tStop\n\t}\n}\n\nACTOR ExplosionFlame\n{\n\tRadius 1\n\tHeight 1\n\tSpeed 6\n\tScale 0.8\n\tPROJECTILE\n\t+ClientSideOnly\n\t+NoInteraction\n\tRENDERSTYLE Add\n\tTranslation \"170:176=[255,120,24]:[255,0,0]\"\n\tAlpha 0.4\n\tstates\n\t{\n\tSpawn:\n\t\tBFGV A 0\n\t\tBFGV A 0 A_Jump(256,\"A\",\"B\")\n\tA:\n\t\tRFL1 ABCDEFGHIJKLM 1 BRIGHT A_FadeOut(0.015)\n\t\tRFL2 ABCD 1 BRIGHT A_FadeOut(0.015)\n\t\tStop\n\tB:\n\t\tRFL1 NOPQRSTUVWXYZ 1 BRIGHT A_FadeOut(0.015)\n\t\tRFL2 EFGH 1 BRIGHT A_FadeOut(0.015)\n\t\tStop\n\t}\n}\n\n//Plasma Rifle\nACTOR PlasmaRifleFX : ShotgunFX\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"PlasmaRifleFlash\")\n\t\tStop\n\t}\n}\n\nACTOR PlasmaRifleFlash : ChaingunFlash\n{\n\tScale 0.3\n\tStates\n\t{\n\tSpawn:\n\t\tSPKB F 0\n\t\tSPKB F 0 A_Jump(256,\"A\",\"B\",\"C\",\"D\")\n\tA:\n\t\tSPKB F 1 Bright\n\t\tSPKB F 1 Bright A_FadeOut(0.4)\n\t\tWait\n\tB:\n\t\tSPKB L 1 Bright\n\t\tSPKB L 1 Bright A_FadeOut(0.4)\n\t\tWait\n\tC:\n\t\tSPKB M 1 Bright\n\t\tSPKB M 1 Bright A_FadeOut(0.4)\n\t\tWait\n\tD:\n\t\tSPKB N 1 Bright\n\t\tSPKB N 1 Bright A_FadeOut(0.4)\n\t\tWait\n\t}\n}\n\nACTOR PlasmaShot replaces PlasmaBall\n{\n\tGame Doom\n\tSpawnID 51\n\tRadius 8\n\tHeight 8\n\tSpeed 48\n\tDamage 5\n\tProjectile\n\t+RANDOMIZE\n\tRenderStyle Add\n\tAlpha 0.8\n\tScale 0.15\n\tDamageType Plasma\n\tSeeSound \"weapons/plasma\"\n\tDeathSound \"weapons/plasmax\"\n\tDecal PlasmaLight\n\tObituary \"$OB_MPPLASMARIFLE\"\n\tStates\n\t{\n\tSpawn:\n\t\tSPKB A 0 A_CheckSight(\"SpawnX\")\n\t\tSPKB C 0 Bright A_SpawnItemEx(\"PlasmaTrail4\",0,0,0,momx*-0.1,momy*-0.1,momz*-0.1,0,SXF_ABSOLUTEMOMENTUM)\n\t\tSPKB C 0 Bright A_SpawnItemEx(\"PlasmaTrail3\",0,0,0,momx*0.05,momy*0.05,momz*0.05,0,SXF_ABSOLUTEMOMENTUM)\n\t\tSPKB C 0 Bright A_SpawnItemEx(\"PlasmaTrail2\",0,0,0,momx*0.2,momy*0.2,momz*0.2,0,SXF_ABSOLUTEMOMENTUM)\n\t\tSPKB C 1 Bright A_SpawnItemEx(\"PlasmaTrail\",0,0,0,momx*0.35,momy*0.35,momz*0.35,0,SXF_ABSOLUTEMOMENTUM)\n\t\tSPKB I 0 Bright A_SpawnItemEx(\"PlasmaTrail4\",0,0,0,momx*-0.1,momy*-0.1,momz*-0.1,0,SXF_ABSOLUTEMOMENTUM)\n\t\tSPKB I 0 Bright A_SpawnItemEx(\"PlasmaTrail3\",0,0,0,momx*0.05,momy*0.05,momz*0.05,0,SXF_ABSOLUTEMOMENTUM)\n\t\tSPKB I 0 Bright A_SpawnItemEx(\"PlasmaTrail2\",0,0,0,momx*0.2,momy*0.2,momz*0.2,0,SXF_ABSOLUTEMOMENTUM)\n\t\tSPKB I 1 Bright A_SpawnItemEx(\"PlasmaTrail\",0,0,0,momx*0.35,momy*0.35,momz*0.35,0,SXF_ABSOLUTEMOMENTUM)\n\t\tLoop\n\tSpawnX:\n\t\tSPKB CI 1 Bright\n\t\tSPKB A 0 A_CheckSight(\"SpawnX\")\n\t\tGoto Spawn\n\tDeath:\n\t\tPLSX A 0 Bright A_SpawnItemEx(\"PlasmaEx\")\n\t\tPLSX A 3 Bright A_SpawnItemEx(\"PlasmaCloud\")\n\t\tPLSX BBBBBBBBBBBBBBBB 0 A_SpawnItemEx(\"PlasmaFlare\",0,0,0,random(-2,2),0,random(-1,2),random(0,360),0,160)\n\t\tPLSX ABABCBCBCDC 1 Bright A_SpawnItemEx(\"PlasmaSpark\",random(-12,12),random(-12,12),random(-12,12))\n\t\tPLSX DCDED 1 Bright A_SpawnItemEx(\"PlasmaSpark\",random(-8,8),random(-8,8),random(-8,8))\n\t\tPLSX EFEFGFG 1 Bright A_SpawnItemEx(\"PlasmaSpark\",random(-4,4),random(-4,4),random(-4,4))\n\t\tStop\n\t}\n}\n\nACTOR PlasmaFlame\n{\n\tRadius 8\n\tHeight 8\n\tSpeed 10\n\tDamage (5)\n\tScale 0.75\n\tRenderStyle Add\n\tAlpha 0.25\n\tProjectile\n\tExplosionRadius 20\n\tExplosionDamage 5\n\tTranslation \"80:87=192:200\", \"88:103=200:207\", \"104:111=241:244\"\n\tDamageType XFlame\n\t+CANBOUNCEWATER\n\t+NODAMAGETHRUST\n\tDecal PlasmaFlameScorch\n\tObituary \"$OB_MPPLASMARIFLE\"\n\tSeeSound \"weapons/pflamer\"\n\tStates\n\t{\n\tSpawn:\n\t\tPUF5 A 0\n\t\tPUF5 A 0 A_Jump(128,\"B\")\n\tA:\n\t\tPUF5 ABCDEFGHIJKLMNOPQRSTUVW 1 BRIGHT A_Explode(5,20,0)\n\t\tStop\n\tB:\n\t\tPUF6 ABCDEFGHIJKLMNOPQRSTUVW 1 BRIGHT A_Explode(5,20,0)\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0 A_Explode(random(0,2),20)\n\t\tTNT1 A 14 A_CustomMissile(\"PlasmaCloud2\",0,0,random(-180,180),2,random(-90,90))\n\t\tTNT1 A 0 A_Explode(random(0,2),20)\n\t\tTNT1 A 14 A_CustomMissile(\"PlasmaCloud2\",0,0,random(-180,180),2,random(-90,90))\n\t\tTNT1 A 0 A_Explode(random(0,2),20)\n\t\tTNT1 A 14 A_CustomMissile(\"PlasmaCloud2\",0,0,random(-180,180),2,random(-90,90))\n\t\tTNT1 A 0 A_Explode(random(0,2),20)\n\t\tTNT1 A 14 A_CustomMissile(\"PlasmaCloud2\",0,0,random(-180,180),2,random(-90,90))\n\t\tTNT1 A 0 A_Explode(random(0,2),20)\n\t\tTNT1 A 14 A_CustomMissile(\"PlasmaCloud2\",0,0,random(-180,180),2,random(-90,90))\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0 A_Explode(5,20)\n\t\tTNT1 A 0 A_CustomMissile(\"PlasmaCloud2\",0,0,random(-180,180),2,random(-90,90))\n\t\tStop\n\t}\n}\n\nACTOR PlasmaFlameSparks\n{\n\tRadius 8\n\tHeight 8\n\tSpeed 8\n\tProjectile\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 2\n\t\tTNT1 AA 2 Bright A_SpawnItemEx(\"PlasmaSpark\",random(-1,1),random(-1,1),random(-1,1),0,0,0,0,0,160)\n\t\tTNT1 AAAAA 1 Bright A_SpawnItemEx(\"PlasmaSpark\",random(-3,3),random(-3,3),random(-3,3),0,0,0,0,0,160)\n\t\tTNT1 AAAAA 1 Bright A_SpawnItemEx(\"PlasmaSpark\",random(-6,6),random(-6,6),random(-6,6),0,0,0,0,0,160)\n\t\tTNT1 AAAAA 1 Bright A_SpawnItemEx(\"PlasmaSpark\",random(-9,9),random(-9,9),random(-9,9),0,0,0,0,0,160)\n\t\tTNT1 AAAAA 1 Bright A_SpawnItemEx(\"PlasmaSpark\",random(-12,12),random(-12,12),random(-12,12),0,0,0,0,0,160)\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nACTOR PlasmaTrail\n{\n\tRadius 1\n\tHeight 2\n\tProjectile\n\tRenderStyle Add\n\tAlpha 0.6\n\tScale 0.125\n\t+CLIENTSIDEONLY\n\t+NONETID\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2 Bright\n\t\tSPKB D 1 Bright\n\t\tStop\n\t}\n}\n\nACTOR PlasmaTrail2 : PlasmaTrail { Alpha 0.4 Scale 0.1 }\nACTOR PlasmaTrail3 : PlasmaTrail { Alpha 0.2 Scale 0.075 }\nACTOR PlasmaTrail4 : PlasmaTrail { Alpha 0.1 Scale 0.05 }\n\nACTOR PlasmaEx\n{\n\tRadius 2\n\tHeight 2\n\tRenderStyle Add\n\tAlpha 0.75\n\t+CLIENTSIDEONLY\n\t+NONETID\n\t+NOINTERACTION\n\tProjectile\n\tStates\n\t{\n\tSpawn:\n\t\tPLSX A 0\n\t\tPLSX A 4 Bright\n\t\tPLSX BCBCBCDCDCD 1 Bright\n\t\tPLSX EFG 3 Bright\n\t\tStop\n\t}\n}\n\nACTOR PlasmaCloud\n{\n\tRadius 1\n\tHeight 2\n\tRenderStyle Add\n\tAlpha 0.5\n\tProjectile\n\tExplosionRadius 16\n\tExplosionDamage 1\n\tTranslation \"80:83=[80,168,255]:[0,128,255]\", \"84:87=[0,96,255]:[0,32,255]\", \"88:103=200:207\", \"104:111=241:244\"\n\tDamageType Radiation\n\t+RANDOMIZE\n\t+NOCLIP\n\t+BLOODLESSIMPACT\n\t+DONTSPLASH\n\tObituary \"%o was burned by %k's plasma radiation.\"\n\tStates\n\t{\n\tSpawn:\n\t\tPUF5 A 0\n\t\tPUF5 A 0 A_Jump(128,\"B\")\n\tA:\n\t\tPUF5 ABCDEFGHIJKLM 1 BRIGHT A_Explode\n\t\tPUF5 NOPQRSTUVW 1 BRIGHT A_Fadeout(0.04)\n\t\tStop\n\tB:\n\t\tPUF6 ABCDEFGHIJKLM 1 BRIGHT A_Explode\n\t\tPUF6 NOPQRSTUVW 1 BRIGHT A_Fadeout(0.04)\n\t\tStop\n\t}\n}\n\nACTOR PlasmaCloud2 : PlasmaCloud\n{\n\tAlpha 0.3\n\tSpeed 1\n\tTranslation \"80:87=192:200\", \"88:103=200:207\", \"104:111=241:244\"\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tPUF5 A 0\n\t\tPUF5 A 0 A_Jump(128,\"B\")\n\tA:\n\t\tPUF5 ABCDEFGHIJKLMNOPQRSTUVW 1 BRIGHT A_Fadeout(0.01)\n\t\tStop\n\tB:\n\t\tPUF6 ABCDEFGHIJKLMNOPQRSTUVW 1 BRIGHT A_Fadeout(0.01)\n\t\tStop\n\t}\n}\n\nACTOR PlasmaFlare\n{\n\tRadius 1\n\tHeight 2\n\tSpeed 6\n\tRenderStyle Add\n\tAlpha 0.75\n\tScale 0.025\n\tGravity 0.25\n\tDamageType Fire\n\tProjectile\n\t-NOGRAVITY\n\t+RANDOMIZE\n\t+HEXENBOUNCE\n\t+CLIENTSIDEONLY\n\t+DONTSPLASH\n\tBounceFactor 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tSPKB AA 0 A_Jump(256,\"B\",\"D\",\"H\",\"J\")\n\tB:\n\t\tSPKB B 2 BRIGHT A_Fadeout(0.05)\n\t\tWait\n\tD:\n\t\tSPKB D 2 BRIGHT A_Fadeout(0.05)\n\t\tWait\n\tH:\n\t\tSPKB H 2 BRIGHT A_Fadeout(0.05)\n\t\tWait\n\tJ:\n\t\tSPKB J 1 BRIGHT A_Fadeout(0.02)\n\t\tWait\n\t}\n}\n\nACTOR PlasmaSpark\n{\n\tRadius 1\n\tHeight 2\n\tScale 0.4\n\tProjectile\n\t+CLIENTSIDEONLY\n\t+DONTSPLASH\n\tRenderStyle Add\n\tAlpha 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tLSPK A 0\n\t\tLSPK A 0 A_Jump(256,\"B\")\n\tA:\n\t\tLSPK EF 1 BRIGHT A_Fadeout(0.1)\n\t\tLoop\n\tB:\n\t\tLSPK GH 1 BRIGHT A_Fadeout(0.1)\n\t\tLoop\n\t}\n}\n\n//BFG9000\n\nACTOR BFG9000FX : ShotgunFX\n{\n\tSpeed 28\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"BFG9000Flash\")\n\t\tTNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"BFGParticle\",0,0,1,random(0,15)*0.2,0,random(-15,15)*0.2,random(0,360),0,64)\n\t\tStop\n\t}\n}\n\nACTOR BFG9000Flash : ChaingunFlash\n{\n\tScale 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tSPKG A 0\n\t\tSPKG A 0 A_Jump(256,\"A\",\"B\")\n\tA:\n\t\tSPKG A 2 Bright\n\t\tSPKG A 1 Bright A_FadeOut(0.2)\n\t\tWait\n\tB:\n\t\tSPKG G 2 Bright\n\t\tSPKG G 1 Bright A_FadeOut(0.2)\n\t\tWait\n\t}\n}\n\nACTOR EnhancedBFGBall replaces BFGBall\n{\n\tDecal BFGFakeDynLight\n\tSpawnID 128\n\tRadius 8\n\tHeight 16\n\tSpeed 25\n\tDamage 80\n\tProjectile\n\t+RANDOMIZE\n\t+LOOKALLAROUND\n\t+FORCERADIUSDMG\n\t+THRUGHOST\n\tRenderStyle Add\n\tAlpha 1\n\tScale 1.25\n\tDamageType BFG\n\tSeeSound \"weapons/bfgb\"\n\tDeathSound \"weapons/bfgx\"\n\tObituary \"$OB_MPBFG_BOOM\"\n\tStates\n\t{\n\tSpawn:\n\t\tBFGB A 0 Bright A_CheckSight(\"SpawnX\")\n\t\tBFGB A 0 Bright A_BFGSpray(\"BFGExtra2\",5,1)\n\t\tBFGB AA 0 Bright A_SpawnItemEx(\"BFGParticle\",-8,0,0,(momx*0.95)+random(-2,2),(momy*0.95)+random(-2,2),(momz*0.95)+random(-2,2),0,SXF_ABSOLUTEMOMENTUM)\n\t\tBFGB A 1 Bright A_SpawnItemEx(\"BFGBallTrail\")\n\t\tBFGB BB 0 Bright A_SpawnItemEx(\"BFGParticle\",-8,0,0,(momx*0.95)+random(-2,2),(momy*0.95)+random(-2,2),(momz*0.95)+random(-2,2),0,SXF_ABSOLUTEMOMENTUM)\n\t\tBFGB B 1 Bright A_SpawnItemEx(\"BFGBallTrail\")\n\t\tBFGB CC 0 Bright A_SpawnItemEx(\"BFGParticle\",-8,0,0,(momx*0.95)+random(-2,2),(momy*0.95)+random(-2,2),(momz*0.95)+random(-2,2),0,SXF_ABSOLUTEMOMENTUM)\n\t\tBFGB C 1 Bright A_SpawnItemEx(\"BFGBallTrail\")\n\t\tBFGB DD 0 Bright A_SpawnItemEx(\"BFGParticle\",-8,0,0,(momx*0.95)+random(-2,2),(momy*0.95)+random(-2,2),(momz*0.95)+random(-2,2),0,SXF_ABSOLUTEMOMENTUM)\n\t\tBFGB D 1 Bright A_SpawnItemEx(\"BFGBallTrail\")\n\t\tLoop\n\tSpawnX:\n\t\tBFGB A 1 Bright A_BFGSpray(\"BFGExtra\",5,1)\n\t\tBFGB BCD 1 Bright\n\t\tBFGB A 0 Bright A_CheckSight(\"SpawnX\")\n\t\tGoto Spawn\n\tDeath:\n\t\tBFE1 A 0\n\t\tBFE1 A 0 A_SpawnItemEx(\"BFGDecay\")\n\t\tBFE1 A 0 A_FadeIn(0.2)\n\t\tBFE1 A 0 A_SpawnItemEx(\"BFGRadiation\")\n\t\tBFE1 A 0 A_SpawnItemEx(\"BFGLight\")\n\t\tBFE1 A 0 A_SpawnItemEx(\"BFGBallExplosion\")\n\t\tBFE1 AAAA 1 Bright A_BFGSpray(\"BFGExtra1\",15,4)\n\t\tBFE1 B 4 Bright\n\t\tBFE1 A 0 Radius_Quake(6, 35, 0, 2, 0)\n\t\tBFE1 A 0 Radius_Quake(3, 35, 0, 8, 0)\n\t\tBFE1 A 0 Radius_Quake(1, 35, 0, 32, 0)\n\t\tBFE1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"BFGBallVapor\",0,0,random(-180,180),2,random(-90,90))\n\t\tBFE1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_SpawnItemEx(\"BFGParticle2\",random(-16,16),random(-16,16),random(-16,16),random(-10,10),0,random(-10,10),random(0,360),161,32)\n\t\tBFE1 C 0 Bright A_Explode(16,64)\n\t\tBFE1 C 0 Bright A_Explode(256,128,0) //No \"instadeath\" for the shooter.\n\t\tBFE1 CCCCCCBBBBB 1 Bright A_SpawnItemEx(\"BFGSpark\",random(-48,48),random(-48,48),random(-48,48))\n\t\tBFE1 GGGGGHHHHIIII 1 Bright A_SpawnItemEx(\"BFGSpark\",random(-20,20),random(-20,20),random(-20,20))\n\t\tBFE1 JJJJKKKKLLLL 1 Bright A_SpawnItemEx(\"BFGSpark\",random(-8,8),random(-8,8),random(-8,8))\n\t\tStop\n\t}\n}\n\nACTOR BFGExtra1 replaces BFGExtra\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\tRenderStyle Add\n\tAlpha 0.75\n\tStates\n\t{\n\tSpawn:\n\t\tAPBX BCDEFG 3 Bright\n\t\tStop\n\t}\n}\n\nACTOR BFGExtra2 : BFGExtra1\n{\n\tDamageType Radiation\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n\t\tBFE2 A 0\n\t\tBFE2 A 0 A_SpawnItemEx(\"BFGExtra3\",random(-8,8),random(-8,8),random(0,16))\n\t\tStop\n\t}\n}\n\nACTOR BFGExtra3 : BFGExtra1\n{\n\tScale 0.4\n\tStates\n\t{\n\tSpawn:\n\t\tBFE2 ABCD 2 Bright\n\t\tStop\n\t}\n}\n\nACTOR BFGBallTrail\n{\n\tRadius 1\n\tHeight 2\n\tProjectile\n\tRenderStyle Add\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tAlpha 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tBFGB AA 0 Bright A_Jump(256,\"A\",\"B\",\"C\",\"D\")\n\tA:\n\t\tBFGB A 1 Bright\n\t\tStop\n\tB:\n\t\tBFGB B 1 Bright\n\t\tStop\n\tC:\n\t\tBFGB C 1 Bright\n\t\tStop\n\tD:\n\t\tBFGB D 1 Bright\n\t\tStop\n\t}\n}\n\nACTOR BFGParticle\n{\n\tRadius 1\n\tHeight 2\n\tScale 0.05\n\tMass 5\n\tProjectile\n\t+CLIENTSIDEONLY\n\tRenderStyle Add\n\tStates\n\t{\n\tSpawn:\n\t\tSPKG AA 0 A_Jump(256,\"B\",\"D\",\"H\",\"J\")\n\tB:\n\t\tSPKG B 2 BRIGHT A_Fadeout(0.1)\n\t\tWait\n\tD:\n\t\tSPKG D 2 BRIGHT A_Fadeout(0.1)\n\t\tWait\n\tH:\n\t\tSPKG H 2 BRIGHT A_Fadeout(0.1)\n\t\tWait\n\tJ:\n\t\tSPKG J 2 BRIGHT A_Fadeout(0.1)\n\t\tWait\n\t}\n}\n\nACTOR BFGParticle2 : BFGParticle\n{\n\tScale 0.1\n\t+NOINTERACTION\n}\n\nACTOR BFGSpark\n{\n\tRadius 1\n\tHeight 2\n\tScale 0.7\n\tProjectile\n\t+CLIENTSIDEONLY\n\tRenderStyle Add\n\tAlpha 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tLSPK A 0\n\t\tLSPK A 0 A_Jump(256,\"B\")\n\tA:\n\t\tLSPK AB 1 BRIGHT A_Fadeout(0.1)\n\t\tLoop\n\tB:\n\t\tLSPK CD 1 BRIGHT A_Fadeout(0.1)\n\t\tLoop\n\t}\n}\n\nACTOR BFGLight\n{\n\tRadius 1\n\tHeight 2\n\tScale 2.5\n\tProjectile\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tRenderStyle Add\n\tAlpha 0.2\n\tStates\n\t{\n\tSpawn:\n\t\tSPKG AA 0 A_Jump(256,\"B\",\"D\",\"H\",\"J\")\n\t\tstop\n\tB:\n\t\tSPKG B 2 BRIGHT\n\t\tSPKG BBBBBBBB 1 BRIGHT A_Fadein(0.1)\n\t\tSPKG B 1 BRIGHT A_Fadeout(0.05)\n\t\tWait\n\tD:\n\t\tSPKG D 2 BRIGHT\n\t\tSPKG DDDDDDDD 1 BRIGHT A_Fadein(0.1)\n\t\tSPKG D 1 BRIGHT A_Fadeout(0.05)\n\t\tWait\n\tH:\n\t\tSPKG H 2 BRIGHT\n\t\tSPKG HHHHHHHH 1 BRIGHT A_Fadein(0.1)\n\t\tSPKG H 1 BRIGHT A_Fadeout(0.05)\n\t\tWait\n\tJ:\n\t\tSPKG J 2 BRIGHT\n\t\tSPKG JJJJJJJJ 1 BRIGHT A_Fadein(0.1)\n\t\tSPKG J 1 BRIGHT A_Fadeout(0.05)\n\t\tWait\n\t}\n}\n\nACTOR BFGDecay\n{\n\tRadius 1\n\tHeight 2\n\tRenderStyle None\n\tDamageType Radiation\n\tProjectile\n\t+NOCLIP\n\t+DONTSPLASH\n\t+NODAMAGETHRUST\n\t+SERVERSIDEONLY\n\tObituary \"%o was burned by %k's plasma radiation.\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAAAAAA 1 A_Explode(1,128)\n\t\tTNT1 AAAAAAAAA 2 A_Explode(2,80)\n\t\tTNT1 AAAAAAAA 4 A_Explode(2,80)\n\t\tTNT1 AAAAAAA 8 A_Explode(2,80)\n\t\tTNT1 AAAAAA 16 A_Explode(2,80)\n\t\tTNT1 AAAAA 32 A_Explode(1,128) //376 tics\n\t\tStop\n\t}\n}\n\nACTOR BFGRadiation\n{\n\tRadius 1\n\tHeight 2\n\tProjectile\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"BFGBallCloud\",0,0,random(-180,180),2,random(-90,90))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"BFGBallCloud\",0,0,random(-180,180),2,random(-90,90))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_CustomMissile(\"BFGBallCloud\",0,0,random(-180,180),2,random(-90,90))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 3 A_CustomMissile(\"BFGBallCloud\",0,0,random(-180,180),2,random(-90,90))\n\t\tStop\n\t}\n}\n\nACTOR BFGBallCloud\n{\n\tRadius 1\n\tHeight 2\n\tRenderStyle Add\n\tAlpha 0.4\n\tScale 1.2\n\tSpeed 1\n\tProjectile\n\tTranslation \"80:83=[255,255,128]:[192,255,112]\", \"84:91=[128,255,96]:[96,200,80]\", \"92:107=116:127\", \"108:111=[11,11,11]:[0,0,0]\"\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t\tPUF1 A 0\n\t\tPUF1 A 0 A_Jump(256,\"A\",\"B\",\"C\",\"D\")\n\tA:\n\t\tPUF1 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT A_Fadeout(0.01)\n\t\tPFF1 AB 1 BRIGHT A_Fadeout(0.01)\n\t\tStop\n\tB:\n\t\tPUF2 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT A_Fadeout(0.01)\n\t\tPFF2 AB 1 BRIGHT A_Fadeout(0.01)\n\t\tStop\n\tC:\n\t\tPUF3 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT A_Fadeout(0.01)\n\t\tPFF3 AB 1 BRIGHT A_Fadeout(0.01)\n\t\tStop\n\tD:\n\t\tPUF4 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT A_Fadeout(0.01)\n\t\tPFF4 AB 1 BRIGHT A_Fadeout(0.01)\n\t\tStop\n\t}\n}\n\nACTOR BFGBallExplosion\n{\n\tRadius 1\n\tHeight 2\n\tProjectile\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tRenderStyle Add\n\tAlpha 0.4\n\tScale 1.5\n\tStates\n\t{\n\tSpawn:\n\t\tBPLO AA 0 A_Jump(128,\"SpawnB\")\n\t\tBPLO ABCDEFGHIJKLM 3 Bright A_Fadeout(0.02)\n\t\tStop\n\tSpawnB:\n\t\tBPLO NOPQRSTUVWXYZ 3 Bright A_Fadeout(0.02)\n\t\tStop\n\t}\n}\n\nACTOR BFGBallVapor\n{\n\tRadius 6\n\tHeight 12\n\tSpeed 8\n\tScale 0.75\n\tProjectile\n\t+HEXENBOUNCE\n\t+CLIENTSIDEONLY\n\tRenderStyle Add\n\tAlpha 0.25\n\tStates\n\t{\n\tSpawn:\n\t\tBFGV A 0\n\t\tBFGV A 0 A_Jump(128,\"SpawnB\")\n\t\tBFGV ABCDE 3 Bright A_Fadeout(0.04)\n\t\tStop\n\tSpawnB:\n\t\tBFGV FGHIJ 3 Bright A_Fadeout(0.04)\n\t\tStop\n\t}\n}\n\n//Minigun\n\nACTOR MinigunFX : ShotgunFX\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"MinigunFlash\")\n\t\tTNT1 A 0 A_SpawnItem(\"MinigunSmoke\")\n\t\tStop\n\t}\n}\n\nACTOR MinigunFX2 : MinigunFX\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"MinigunSmoke\")\n\t\tStop\n\t}\n}\n\nACTOR MinigunFlash : ChaingunFlash\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSPKO E 0\n\t\tSPKO E 0 A_Jump(256,\"A\",\"B\",\"C\",\"D\")\n\tA:\n\t\tSPKO E 1 Bright\n\t\tSPKO E 1 Bright A_FadeOut(0.5)\n\t\tStop\n\tB:\n\t\tSPKO K 1 Bright\n\t\tSPKO K 1 Bright A_FadeOut(0.5)\n\t\tStop\n\tC:\n\t\tSPKO M 1 Bright\n\t\tSPKO M 1 Bright A_FadeOut(0.5)\n\t\tStop\n\tD:\n\t\tSPKO N 1 Bright\n\t\tSPKO N 1 Bright A_FadeOut(0.5)\n\t\tStop\n\t}\n}\n\nACTOR MinigunSmoke : ShotgunSmoke\n{\n\tTranslation \"80:111=[255,255,255]:[0,0,0]\"\n\tAlpha 0.15\n\tStates\n\t{\n\tSpawn:\n\t\tSMOK A 0\n\t\tSMOK A 0 A_Jump(128,12)\n\t\tPUF5 MNOPQRSTUVW 1\n\t\tStop\n\t\tPUF6 MNOPQRSTUVW 1\n\t\tStop\n\t}\n}\n\nACTOR MinigunTracer : FastProjectile\n{\n\tRadius 1\n\tHeight 2\n\tSpeed 256\n\tMass 5\n\tDamage (random(1,3)*2)\n\tScale 0.5\n\tReactionTime 7\n\tProjectile\n\t+RANDOMIZE\n\t+CANBOUNCEWATER\n\t-BLOODLESSIMPACT\n\tRenderStyle Add\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 Bright A_Jump(128,\"Death\")\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"BulletTrail\",-momx*0.01,-momy*0.01,-momz*0.01,0,0,0,angle)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"BulletTrail1\",-momx*0.02,-momy*0.02,-momz*0.02,0,0,0,angle)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"BulletTrail2\",-momx*0.03,-momy*0.03,-momz*0.03,0,0,0,angle)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"BulletTrail3\",-momx*0.04,-momy*0.04,-momz*0.04,0,0,0,angle)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"BulletTrail4\",-momx*0.05,-momy*0.05,-momz*0.05,0,0,0,angle)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"BulletTrail5\",-momx*0.06,-momy*0.06,-momz*0.06,0,0,0,angle)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"BulletTrail6\",-momx*0.07,-momy*0.07,-momz*0.07,0,0,0,angle)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"BulletTrail7\",-momx*0.08,-momy*0.08,-momz*0.08,0,0,0,angle)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"BulletTrail8\",-momx*0.09,-momy*0.09,-momz*0.09,0,0,0,angle)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"BulletTrail9\",-momx*0.1,-momy*0.1,-momz*0.1,0,0,0,angle)\n\t\tPUFF A 1 Bright A_CountDown\n\t\tGoto Spawn+2\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR MinigunTracer2 : MinigunTracer\n{\n\tReactionTime 15\n}\n\nACTOR BulletTrail : MageWandSmoke\n{\n  Radius 1\n  Height 2\n  Scale 0.5\n  RenderStyle Translucent\n  +CLIENTSIDEONLY\n  Alpha 0.5\n  Mass 5\n  Health 10\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    PUFF A 1 Bright\n    Stop\n  }\n}\n\nACTOR BulletTrail1 : BulletTrail { Alpha 0.45 }\nACTOR BulletTrail2 : BulletTrail { Alpha 0.4 }\nACTOR BulletTrail3 : BulletTrail { Alpha 0.35 }\nACTOR BulletTrail4 : BulletTrail { Alpha 0.3 }\nACTOR BulletTrail5 : BulletTrail { Alpha 0.25 }\nACTOR BulletTrail6 : BulletTrail { Alpha 0.2 }\nACTOR BulletTrail7 : BulletTrail { Alpha 0.15 }\nACTOR BulletTrail8 : BulletTrail { Alpha 0.1 }\nACTOR BulletTrail9 : BulletTrail { Alpha 0.05 }\n\n//Grenade Launcher\n\nACTOR GrenadeLauncherFX : ShotgunFX\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"GrenadeLauncherFlash\")\n\t\tStop\n\t}\n}\n\nACTOR GrenadeLauncherFlash : ChaingunFlash\n{\n\tScale 0.4\n\tStates\n\t{\n\tSpawn:\n\t\tSPKO E 0\n\t\tSPKO E 0 A_Jump(256,\"A\",\"B\",\"C\",\"D\")\n\tA:\n\t\tSPKO E 1 Bright\n\t\tSPKO E 1 Bright A_FadeOut(0.4)\n\t\tWait\n\tB:\n\t\tSPKO K 1 Bright\n\t\tSPKO K 1 Bright A_FadeOut(0.4)\n\t\tWait\n\tC:\n\t\tSPKO M 1 Bright\n\t\tSPKO M 1 Bright A_FadeOut(0.4)\n\t\tWait\n\tD:\n\t\tSPKO N 1 Bright\n\t\tSPKO N 1 Bright A_FadeOut(0.4)\n\t\tWait\n\t}\n}\n\nACTOR STGrenade\n{\n\tObituary \"%o tripped %k's grenade.\"\n\tRadius 8\n\tHeight 4\n\tSpeed 24\n\tDamage 20\n\tSeeSound \"weapons/grbnce\"\n\tPROJECTILE\n\t+RANDOMIZE\n\t-NOGRAVITY\n\t+DOOMBOUNCE\n\t+CANBOUNCEWATER\n\t+DEHEXPLOSION\n\t+THRUGHOST\n\t-NOTELEPORT\n\tGravity 0.3\n\tScale 0.8\n\tReactionTime 175\n\tDamageType Grenade\n\tStates\n\t{\n\tSpawn:\n\t\tSGRN A 0\n\t\tSGRN A 0 ThrustThingZ(0,10,0,1)\n\t\tSGRN A 1 bright A_SpawnItemEx(\"MissileSmoke\")\n\t\tSGRN A 0 A_Countdown\n\t\tgoto Spawn+2\n\tDeath:\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_NoGravity\n\t\tTNT1 A 0 Radius_Quake(3, 20, 0, 3, 0)\n\t\tTNT1 A 0 Radius_Quake(1, 35, 0, 8, 0)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"RocketFlare\",0,0,0,random(0,6),0,random(-1,6),random(0,360),0,64)\n\t\tTNT1 F 0 A_SpawnItemEx(\"ExplosionFlash\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShockWave\")\n\t\tTNT1 A 0 bright A_SpawnItemEx(\"GrenadeExp\")\n\t\tTNT1 FFFFF 0 A_CustomMissile(\"ExplosionFlame2\",0,0,random(0,360),2,random(45,90))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionFlame2\",0,0,random(0,360),2,random(45,90))\n\t\tTNT1 FFFFF 0 A_CustomMissile(\"ExplosionFlame2\",0,0,random(0,360),2,random(45,90))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionFlame2\",0,0,random(0,360),2,random(45,90))\n\t\tTNT1 FFFFF 0 A_CustomMissile(\"ExplosionFlame2\",0,0,random(0,360),2,random(45,90))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionFlame2\",0,0,random(0,360),2,random(45,90))\n\t\tTNT1 FFFFF 0 A_CustomMissile(\"ExplosionFlame2\",0,0,random(0,360),2,random(45,90))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionFlame2\",0,0,random(0,360),2,random(45,90))\n\t\tTNT1 FF 0 A_CustomMissile(\"ExplosionSmoke2\",8,0,random(0,360),2,random(60,90))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionSmoke2\",8,0,random(0,360),2,random(60,90))\n\t\tTNT1 FF 0 A_CustomMissile(\"ExplosionSmoke2\",16,0,random(0,360),2,random(55,85))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionSmoke2\",16,0,random(0,360),2,random(55,85))\n\t\tTNT1 FF 0 A_CustomMissile(\"ExplosionSmoke2\",24,0,random(0,360),2,random(50,80))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionSmoke2\",24,0,random(0,360),2,random(50,80))\n\t\tTNT1 FF 0 A_CustomMissile(\"ExplosionSmoke2\",32,0,random(0,360),2,random(45,75))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionSmoke2\",32,0,random(0,360),2,random(45,75))\n\t\tstop\n\t}\n\n}\n\nACTOR STMortarGrenade : STGrenade\n{\n\tObituary \"%o tripped %k's mortar grenade.\"\n\tSpeed 48\n\tDamage 25\n\tSeeSound \"weapons/grbnce\"\n\t-DOOMBOUNCE\n\t-CANBOUNCEWATER\n\t-THRUGHOST\n\tGravity 0.25\n\tStates\n\t{\n\tSpawn:\n\t\tSGRN A 0\n\t\tSGRN A 0 ThrustThingZ(0,10,0,1)\n\t\tSGRN AA 0 Bright A_SpawnItemEx(\"MissileSmoke\",0,random(-1,1)*0.1,random(-1,1)*0.1,random(0,-6)*0.1,random(-2,2)*0.1,random(-2,2)*0.1,0,0,64)\n\t\tSGRN A 0 Bright A_SpawnItemEx(\"MissileTrail4\",0,0,0,momx*0.05,momy*0.05,momz*0.05,0,SXF_ABSOLUTEMOMENTUM)\n\t\tSGRN A 0 Bright A_SpawnItemEx(\"MissileTrail3\",0,0,0,momx*0.15,momy*0.15,momz*0.15,0,SXF_ABSOLUTEMOMENTUM)\n\t\tSGRN A 0 Bright A_SpawnItemEx(\"MissileTrail2\",0,0,0,momx*0.25,momy*0.25,momz*0.25,0,SXF_ABSOLUTEMOMENTUM)\n\t\tSGRN A 1 Bright A_SpawnItemEx(\"MissileTrail\",0,0,0,momx*0.35,momy*0.35,momz*0.35,0,SXF_ABSOLUTEMOMENTUM)\n\t\tSGRN A 0 A_Countdown\n\t\tgoto Spawn+2\n\t}\n}\n\nACTOR GrenadeExp\n{\n\tRadius 16\n\tHeight 4\n\tDamage 5\n\tScale 2\n\tRenderStyle Add\n\tAlpha 0.8\n\tDamageType Grenade\n\tProjectile\n\t+RANDOMIZE\n\t+RIPPER\n\t+NOCLIP\n\t+FORCEYBILLBOARD\n\tObituary \"%o tripped %k's grenade.\"\n\tStates\n\t{\n\tSpawn:\n\t\tGRNX A 0\n\t\tGRNX A 0 A_PlaySound(\"weapons/grenlx\")\n\t\tGRNX A 2 bright A_Explode(128,128)\n\t\tGRNX B 2 bright A_RadiusThrust(1024,64,0)\n\t\tGRNX C 2 bright A_RadiusThrust(8192,40,0)\n\t\tGRNX D 2 bright A_FadeOut\n\t\tGRNX EFGHIJ 2 bright A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nACTOR ExplosionSmoke2: ExplosionSmoke\n{\n\tAlpha 0.09\n\tScale 0.8\n}\n\nACTOR ExplosionFlame2 : ExplosionFlame\n{\n\tScale 1.2\n\tAlpha 0.8\n\tSpeed 8\n\tstates\n\t{\n\tSpawn:\n\t\tBFGV A 0\n\t\tBFGV A 0 A_Jump(256,\"A\",\"B\")\n\tA:\n\t\tGFLM ABCDEFGHIJKLM 1 BRIGHT A_FadeOut(0.05)\n\t\tWait\n\tB:\n\t\tGFLM NOPQRSTUVWXYZ 1 BRIGHT A_FadeOut(0.05)\n\t\tWait\n\t}\n}\n\n//Railgun\n\n//BFG10000\n\nACTOR BFG10000FX : ShotgunFX\n{\n\tSpeed 28\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"BFG10000Flash\")\n\t\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"BFGParticle\",0,0,1,random(0,15)*0.2,0,random(-15,15)*0.2,random(0,360),0,64)\n\t\tStop\n\t}\n}\n\nACTOR BFG10000Flash : ChaingunFlash\n{\n\tScale 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tSPKG A 0\n\t\tSPKG A 0 A_Jump(256,\"A\",\"B\")\n\tA:\n\t\tSPKG A 2 Bright\n\t\tSPKG A 1 Bright A_FadeOut(0.4)\n\t\tWait\n\tB:\n\t\tSPKG G 2 Bright\n\t\tSPKG G 1 Bright A_FadeOut(0.4)\n\t\tWait\n\t}\n}\n\nACTOR EnhancedBFG10KShot : BFG10KShot replaces BFG10KShot\n{\n\tXScale 1.25\n\tRadius 12\n\tHeight 4\n\tDamageType BFG10k\n\tStates\n\t{\n\tSpawn:\n\t\tBFE1 A 0\n\t\tBFE1 A 0 A_SpawnItemEx(\"BFG10KLight\")\n\t\tBFE1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_SpawnItemEx(\"BFGParticle2\",random(-16,16),random(-16,16),random(-16,16),random(-8,8),0,random(-8,8),random(0,360),161,64)\n\t\tBFE1 AB 2 Bright\n\t\tBFE1 A 0 Radius_Quake(5, 4, 0, 5, 0)\n\t\tBFE1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"BFGBallVapor\",0,0,random(-180,180),2,random(-30,30))\n\t\tBFE1 A 0 A_SpawnItemEx(\"BFG10KShock\")\n\t\tBFE1 A 0 Bright A_Detonate\n\t\tBFE1 CDEF 4 Bright\n\t\tStop\n\t}\n}\n\nACTOR BFG10KFX : FastProjectile\n{\n\tRadius 1\n\tHeight 2\n\tSpeed 128\n\tProjectile\n\t+CLIENTSIDEONLY\n\t+ROCKETTRAIL\n\tRenderStyle Add\n\tScale 0.5\n\tSeeSound \"weapons/bfg10ksht\"\n\tStates\n\t{\n\tSpawn:\n\t\tHECF A 16\n\t\tStop\n\t}\n}\n\nACTOR BFG10KLight : BFGLight\n{\n\tScale 2\n\tAlpha 1\n\tStates\n\t{\n\tB:\n\t\tSPKG B 2 BRIGHT\n\t\tSPKG B 1 BRIGHT A_Fadeout(0.05)\n\t\tWait\n\tD:\n\t\tSPKG D 2 BRIGHT\n\t\tSPKG D 1 BRIGHT A_Fadeout(0.05)\n\t\tWait\n\tH:\n\t\tSPKG H 2 BRIGHT\n\t\tSPKG H 1 BRIGHT A_Fadeout(0.05)\n\t\tWait\n\tJ:\n\t\tSPKG J 2 BRIGHT\n\t\tSPKG J 1 BRIGHT A_Fadeout(0.05)\n\t\tWait\n\t}\n}\n\nACTOR BFG10KShock\n{\n\tRadius 8\n\tHeight 2\n\tProjectile\n\t+NOINTERACTION\n\t+SERVERSIDEONLY\n\tRenderStyle Add\n\tAlpha 1\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFG10KShockParticle\",0,0,0,10,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFG10KShockParticle\",0,0,0,10,0,0,10)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFG10KShockParticle\",0,0,0,10,0,0,20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFG10KShockParticle\",0,0,0,10,0,0,30)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFG10KShockParticle\",0,0,0,10,0,0,40)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFG10KShockParticle\",0,0,0,10,0,0,50)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFG10KShockParticle\",0,0,0,10,0,0,60)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFG10KShockParticle\",0,0,0,10,0,0,70)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFG10KShockParticle\",0,0,0,10,0,0,80)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFG10KShockParticle\",0,0,0,10,0,0,90)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFG10KShockParticle\",0,0,0,10,0,0,100)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFG10KShockParticle\",0,0,0,10,0,0,110)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFG10KShockParticle\",0,0,0,10,0,0,120)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFG10KShockParticle\",0,0,0,10,0,0,130)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFG10KShockParticle\",0,0,0,10,0,0,140)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFG10KShockParticle\",0,0,0,10,0,0,150)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFG10KShockParticle\",0,0,0,10,0,0,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFG10KShockParticle\",0,0,0,10,0,0,170)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFG10KShockParticle\",0,0,0,10,0,0,180)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFG10KShockParticle\",0,0,0,10,0,0,190)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFG10KShockParticle\",0,0,0,10,0,0,200)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFG10KShockParticle\",0,0,0,10,0,0,210)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFG10KShockParticle\",0,0,0,10,0,0,220)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFG10KShockParticle\",0,0,0,10,0,0,230)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFG10KShockParticle\",0,0,0,10,0,0,240)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFG10KShockParticle\",0,0,0,10,0,0,250)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFG10KShockParticle\",0,0,0,10,0,0,260)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFG10KShockParticle\",0,0,0,10,0,0,270)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFG10KShockParticle\",0,0,0,10,0,0,280)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFG10KShockParticle\",0,0,0,10,0,0,290)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFG10KShockParticle\",0,0,0,10,0,0,300)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFG10KShockParticle\",0,0,0,10,0,0,310)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFG10KShockParticle\",0,0,0,10,0,0,320)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFG10KShockParticle\",0,0,0,10,0,0,330)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFG10KShockParticle\",0,0,0,10,0,0,340)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFG10KShockParticle\",0,0,0,10,0,0,350)\n\t\tStop\n\t}\n}\n\nACTOR BFG10KShockParticle : FastProjectile\n{\n\tRadius 8\n\tHeight 2\n\tSpeed 50\n\tDamage (1)\n\tProjectile\n\t+Ripper\n\t+PierceArmor\n\t+NoExplodeFloor\n\t+NoClip\n\t+HereticBounce\n\t+ThruGhost\n\tRenderStyle Add\n\tXScale 2\n\tDamageType BFG10k\n\tStates\n\t{\n\tSpawn:\n\t\tBSHK A 1 BRIGHT A_Fadeout(0.05)\n\t\tWait\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/ITEMS.txt",
        "contents": "ACTOR Soul_Sphere : Soulsphere replaces Soulsphere\n{\n\tRenderStyle Translucent\n\tAlpha 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tSOUL A 1 Bright A_SpawnItemEx(\"SoulFX\",15,0,17.5,0,0,0,0)\n\t\tSOUL A 1 Bright A_SpawnItemEx(\"SoulFX\",15,0,17.5,0,0,0,15)\n\t\tSOUL A 1 Bright A_SpawnItemEx(\"SoulFX\",15,0,17.5,0,0,0,30)\n\t\tSOUL A 1 Bright A_SpawnItemEx(\"SoulFX\",15,0,17.5,0,0,0,45)\n\t\tSOUL B 1 Bright A_SpawnItemEx(\"SoulFX\",15,0,17.5,0,0,0,60)\n\t\tSOUL B 1 Bright A_SpawnItemEx(\"SoulFX\",15,0,17.5,0,0,0,75)\n\t\tSOUL B 1 Bright A_SpawnItemEx(\"SoulFX\",15,0,17.5,0,0,0,90)\n\t\tSOUL B 1 Bright A_SpawnItemEx(\"SoulFX\",15,0,17.5,0,0,0,105)\n\t\tSOUL C 1 Bright A_SpawnItemEx(\"SoulFX\",15,0,17.5,0,0,0,120)\n\t\tSOUL C 1 Bright A_SpawnItemEx(\"SoulFX\",15,0,17.5,0,0,0,135)\n\t\tSOUL C 1 Bright A_SpawnItemEx(\"SoulFX\",15,0,17.5,0,0,0,150)\n\t\tSOUL C 1 Bright A_SpawnItemEx(\"SoulFX\",15,0,17.5,0,0,0,165)\n\t\tSOUL D 1 Bright A_SpawnItemEx(\"SoulFX\",15,0,17.5,0,0,0,180)\n\t\tSOUL D 1 Bright A_SpawnItemEx(\"SoulFX\",15,0,17.5,0,0,0,195)\n\t\tSOUL D 1 Bright A_SpawnItemEx(\"SoulFX\",15,0,17.5,0,0,0,210)\n\t\tSOUL D 1 Bright A_SpawnItemEx(\"SoulFX\",15,0,17.5,0,0,0,225)\n\t\tSOUL C 1 Bright A_SpawnItemEx(\"SoulFX\",15,0,17.5,0,0,0,240)\n\t\tSOUL C 1 Bright A_SpawnItemEx(\"SoulFX\",15,0,17.5,0,0,0,255)\n\t\tSOUL C 1 Bright A_SpawnItemEx(\"SoulFX\",15,0,17.5,0,0,0,270)\n\t\tSOUL C 1 Bright A_SpawnItemEx(\"SoulFX\",15,0,17.5,0,0,0,285)\n\t\tSOUL B 1 Bright A_SpawnItemEx(\"SoulFX\",15,0,17.5,0,0,0,300)\n\t\tSOUL B 1 Bright A_SpawnItemEx(\"SoulFX\",15,0,17.5,0,0,0,315)\n\t\tSOUL B 1 Bright A_SpawnItemEx(\"SoulFX\",15,0,17.5,0,0,0,330)\n\t\tSOUL B 1 Bright A_SpawnItemEx(\"SoulFX\",15,0,17.5,0,0,0,345)\n\t\tLoop\n\t}\n}\n\nACTOR SoulFX\n{\n\tRadius 1\n\tHeight 2\n\tProjectile\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tRenderStyle Add\n\tTranslation \"192:199=200:207\"\n\tStates\n\t{\n\tSpawn:\n\t\tPLSX G 1 BRIGHT A_Fadeout(0.1)\n\t\tLoop\n\t}\n}\n\nACTOR Mega_Sphere : Megasphere replaces Megasphere\n{\n\tRenderStyle Translucent\n\tAlpha 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tMEGA A 1 Bright A_SpawnItemEx(\"MegaFX\",15,0,17.5,0,0,0,0)\n\t\tMEGA A 0 Bright A_SpawnItemEx(\"MegaFX\",15*cos(5),0,17.5+(15*sin(15)*0.333),0,0,0,15)\n\t\tMEGA A 1 Bright A_SpawnItemEx(\"MegaFX\",15*cos(5),0,17.5+(15*sin(-15)*0.333),0,0,0,15)\n\t\tMEGA A 0 Bright A_SpawnItemEx(\"MegaFX\",15*cos(10),0,17.5+(15*sin(30)*0.333),0,0,0,30)\n\t\tMEGA A 1 Bright A_SpawnItemEx(\"MegaFX\",15*cos(10),0,17.5+(15*sin(-30)*0.333),0,0,0,30)\n\t\tMEGA A 0 Bright A_SpawnItemEx(\"MegaFX\",15*cos(15),0,17.5+(15*sin(45)*0.333),0,0,0,45)\n\t\tMEGA A 1 Bright A_SpawnItemEx(\"MegaFX\",15*cos(15),0,17.5+(15*sin(-45)*0.333),0,0,0,45)\n\t\tMEGA A 0 Bright A_SpawnItemEx(\"MegaFX\",15*cos(20),0,17.5+(15*sin(60)*0.333),0,0,0,60)\n\t\tMEGA A 1 Bright A_SpawnItemEx(\"MegaFX\",15*cos(20),0,17.5+(15*sin(-60)*0.333),0,0,0,60)\n\t\tMEGA A 0 Bright A_SpawnItemEx(\"MegaFX\",15*cos(25),0,17.5+(15*sin(75)*0.333),0,0,0,75)\n\t\tMEGA A 1 Bright A_SpawnItemEx(\"MegaFX\",15*cos(25),0,17.5+(15*sin(-75)*0.333),0,0,0,75)\n\t\tMEGA B 0 Bright A_SpawnItemEx(\"MegaFX\",15*cos(30),0,17.5+(15*sin(90)*0.333),0,0,0,90)\n\t\tMEGA B 1 Bright A_SpawnItemEx(\"MegaFX\",15*cos(30),0,17.5+(15*sin(-90)*0.333),0,0,0,90)\n\t\tMEGA B 0 Bright A_SpawnItemEx(\"MegaFX\",15*cos(25),0,17.5+(15*sin(75)*0.333),0,0,0,105)\n\t\tMEGA B 1 Bright A_SpawnItemEx(\"MegaFX\",15*cos(25),0,17.5+(15*sin(-75)*0.333),0,0,0,105)\n\t\tMEGA B 0 Bright A_SpawnItemEx(\"MegaFX\",15*cos(20),0,17.5+(15*sin(60)*0.333),0,0,0,120)\n\t\tMEGA B 1 Bright A_SpawnItemEx(\"MegaFX\",15*cos(20),0,17.5+(15*sin(-60)*0.333),0,0,0,120)\n\t\tMEGA B 0 Bright A_SpawnItemEx(\"MegaFX\",15*cos(15),0,17.5+(15*sin(45)*0.333),0,0,0,135)\n\t\tMEGA B 1 Bright A_SpawnItemEx(\"MegaFX\",15*cos(15),0,17.5+(15*sin(-45)*0.333),0,0,0,135)\n\t\tMEGA B 0 Bright A_SpawnItemEx(\"MegaFX\",15*cos(10),0,17.5+(15*sin(30)*0.333),0,0,0,150)\n\t\tMEGA B 1 Bright A_SpawnItemEx(\"MegaFX\",15*cos(10),0,17.5+(15*sin(-30)*0.333),0,0,0,150)\n\t\tMEGA B 0 Bright A_SpawnItemEx(\"MegaFX\",15*cos(5),0,17.5+(15*sin(15)*0.333),0,0,0,165)\n\t\tMEGA B 1 Bright A_SpawnItemEx(\"MegaFX\",15*cos(5),0,17.5+(15*sin(-15)*0.333),0,0,0,165)\n\t\tMEGA C 1 Bright A_SpawnItemEx(\"MegaFX\",15,0,17.5,0,0,0,180)\n\t\tMEGA C 0 Bright A_SpawnItemEx(\"MegaFX\",15*cos(5),0,17.5+(15*sin(15)*0.333),0,0,0,195)\n\t\tMEGA C 1 Bright A_SpawnItemEx(\"MegaFX\",15*cos(5),0,17.5+(15*sin(-15)*0.333),0,0,0,195)\n\t\tMEGA C 0 Bright A_SpawnItemEx(\"MegaFX\",15*cos(10),0,17.5+(15*sin(30)*0.333),0,0,0,210)\n\t\tMEGA C 1 Bright A_SpawnItemEx(\"MegaFX\",15*cos(10),0,17.5+(15*sin(-30)*0.333),0,0,0,210)\n\t\tMEGA C 0 Bright A_SpawnItemEx(\"MegaFX\",15*cos(15),0,17.5+(15*sin(45)*0.333),0,0,0,225)\n\t\tMEGA C 1 Bright A_SpawnItemEx(\"MegaFX\",15*cos(15),0,17.5+(15*sin(-45)*0.333),0,0,0,225)\n\t\tMEGA C 0 Bright A_SpawnItemEx(\"MegaFX\",15*cos(20),0,17.5+(15*sin(60)*0.333),0,0,0,240)\n\t\tMEGA C 1 Bright A_SpawnItemEx(\"MegaFX\",15*cos(20),0,17.5+(15*sin(-60)*0.333),0,0,0,240)\n\t\tMEGA C 0 Bright A_SpawnItemEx(\"MegaFX\",15*cos(25),0,17.5+(15*sin(75)*0.333),0,0,0,255)\n\t\tMEGA C 1 Bright A_SpawnItemEx(\"MegaFX\",15*cos(25),0,17.5+(15*sin(-75)*0.333),0,0,0,255)\n\t\tMEGA D 0 Bright A_SpawnItemEx(\"MegaFX\",15*cos(30),0,17.5+(15*sin(90)*0.333),0,0,0,270)\n\t\tMEGA D 1 Bright A_SpawnItemEx(\"MegaFX\",15*cos(30),0,17.5+(15*sin(-90)*0.333),0,0,0,270)\n\t\tMEGA D 0 Bright A_SpawnItemEx(\"MegaFX\",15*cos(25),0,17.5+(15*sin(75)*0.333),0,0,0,285)\n\t\tMEGA D 1 Bright A_SpawnItemEx(\"MegaFX\",15*cos(25),0,17.5+(15*sin(-75)*0.333),0,0,0,285)\n\t\tMEGA D 0 Bright A_SpawnItemEx(\"MegaFX\",15*cos(20),0,17.5+(15*sin(60)*0.333),0,0,0,300)\n\t\tMEGA D 1 Bright A_SpawnItemEx(\"MegaFX\",15*cos(20),0,17.5+(15*sin(-60)*0.333),0,0,0,300)\n\t\tMEGA D 0 Bright A_SpawnItemEx(\"MegaFX\",15*cos(15),0,17.5+(15*sin(45)*0.333),0,0,0,315)\n\t\tMEGA D 1 Bright A_SpawnItemEx(\"MegaFX\",15*cos(15),0,17.5+(15*sin(-45)*0.333),0,0,0,315)\n\t\tMEGA D 0 Bright A_SpawnItemEx(\"MegaFX\",15*cos(10),0,17.5+(15*sin(30)*0.333),0,0,0,330)\n\t\tMEGA D 1 Bright A_SpawnItemEx(\"MegaFX\",15*cos(10),0,17.5+(15*sin(-30)*0.333),0,0,0,330)\n\t\tMEGA D 0 Bright A_SpawnItemEx(\"MegaFX\",15*cos(5),0,17.5+(15*sin(15)*0.333),0,0,0,345)\n\t\tMEGA D 1 Bright A_SpawnItemEx(\"MegaFX\",15*cos(5),0,17.5+(15*sin(-15)*0.333),0,0,0,345)\n\t\tLoop\n\t}\n}\n\nACTOR MegaFX : SoulFX\n{\n\tTranslation \"192:199=236:239\"\n\tScale 0.75\n}\n\n//Gamemode Items\n\nACTOR TerminatorGameItem : Terminator replaces Terminator\n{\n\tRenderStyle Translucent\n\tAlpha 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tARNO ABCD 4 Bright\n\t\tLoop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/INVENTRY.txt",
        "contents": "//Inventory hacks that no one gives a shit about...\n\nActor ThingTimer : Inventory { Inventory.MaxAmount 2100 +IGNORESKILL } //I DON'T WANNA DIE!\nActor AttackTimer : Inventory { Inventory.MaxAmount 700 +IGNORESKILL } //Attack timer for Shotgun/SSG wielders. 1 unit = 3 tics\nActor ChainsawSwitch : Inventory { Inventory.MaxAmount 1 +IGNORESKILL }\nActor ChaingunSwitch : Inventory { Inventory.MaxAmount 1 +IGNORESKILL }\nActor NoTargetCheck : Inventory { Inventory.MaxAmount 1 +IGNORESKILL }\nActor ChaingunIdle : Ammo { Inventory.MaxAmount 100 +IGNORESKILL Inventory.Icon \"CG00A0\" }\nActor PlasmaHeat : Inventory { Inventory.MaxAmount 80 +IGNORESKILL }\nActor Spinup : Inventory { Inventory.MaxAmount 50 +IGNORESKILL } //Minigun windup phase.\nActor Inaccuracy : Inventory { Inventory.MaxAmount 25 +IGNORESKILL } //Self-explanatory.\nactor RailClip : Inventory { inventory.maxamount 4 +IGNORESKILL } //Because of my dislike for A_CheckForReload and related.\nActor GibType : Inventory { Inventory.MaxAmount 4 +IGNORESKILL } //For identifying which state to use for a specific kind of gib.\nActor CrashX : Inventory { Inventory.MaxAmount 10 +IGNORESKILL } //Determines corpse airtime before crashing."
      },
      {
        "source": "pk3",
        "name": "actors/MARINES.txt",
        "contents": "ACTOR ZandroMarine : ScriptedMarine replaces ScriptedMarine\n{\n\tGame Doom\n\tSpawnID 151\n\tHealth 100\n\tRadius 16\n\tHeight 56\n\tMass 100\n\tSpeed 0\n\tPainchance 160\n\tMONSTER\n\t-COUNTKILL\n\t+QUICKTORETALIATE\n\t+LOOKALLAROUND\n\t+SLIDESONWALLS\n\tTranslation 0\n\tDamage 100\n\tStates\n\t{\n\tSee:\n\t\tPLAY A 0 A_TakeInventory(\"AttackTimer\",1)\n\t\tPLAY A 0 A_MarineChase\n\t\tPLAY A 1 A_Recoil(-1.4)\n\t\tPLAY A 0 A_SetAngle(angle + random(-11,11))\n\t\tPLAY A 1 A_Recoil(-1.3)\n\t\tPLAY A 0 A_SetAngle(angle + random(-11,11))\n\t\tPLAY A 1 A_Recoil(-1.3)\n\t\tPLAY B 0 A_TakeInventory(\"AttackTimer\",1)\n\t\tPLAY B 0 A_MarineChase\n\t\tPLAY B 1 A_Recoil(-1.4)\n\t\tPLAY B 0 A_SetAngle(angle + random(-11,11))\n\t\tPLAY B 1 A_Recoil(-1.3)\n\t\tPLAY B 0 A_SetAngle(angle + random(-11,11))\n\t\tPLAY B 1 A_Recoil(-1.3)\n\t\tPLAY C 0 A_TakeInventory(\"AttackTimer\",1)\n\t\tPLAY C 0 A_MarineChase\n\t\tPLAY C 1 A_Recoil(-1.4)\n\t\tPLAY C 0 A_SetAngle(angle + random(-11,11))\n\t\tPLAY C 1 A_Recoil(-1.3)\n\t\tPLAY C 0 A_SetAngle(angle + random(-11,11))\n\t\tPLAY C 1 A_Recoil(-1.3)\n\t\tPLAY D 0 A_TakeInventory(\"AttackTimer\",1)\n\t\tPLAY D 0 A_MarineChase\n\t\tPLAY D 1 A_Recoil(-1.4)\n\t\tPLAY D 0 A_SetAngle(angle + random(-11,11))\n\t\tPLAY D 1 A_Recoil(-1.3)\n\t\tPLAY D 0 A_SetAngle(angle + random(-11,11))\n\t\tPLAY D 1 A_Recoil(-1.3)\n\t\tLoop\n\n\tMelee.Fist:\n\t\tPLAY E 4 A_FaceTarget\n\t\tPLAY E 0 A_LookEx(LOF_NOSEESOUND,0,0,0,0,\"Melee.FistAttack\") //A cheap workaround for the tendency to headshot...\n\tMelee.FistAttack:\n\t\tPLAY E 0 A_FaceTarget\n\t\tPLAY F 4 A_M_Punch(1)\n\t\tPLAY EEEEEEEEE 1 A_Wander\n\t\tGoto See\n\tMelee.Berserk:\n\t\tPLAY E 4 A_FaceTarget\n\t\tPLAY E 0 A_LookEx(LOF_NOSEESOUND,0,0,0,0,\"Melee.BerserkAttack\")\n\tMelee.BerserkAttack:\n\t\tPLAY E 0 A_FaceTarget\n\t\tPLAY F 4 A_M_Punch(10)\n\t\tPLAY EEEEEEEEE 1 A_Wander\n\t\tGoto See\n\tMelee.Chainsaw:\n\t\tPLAY E 0 A_JumpIfInTargetInventory(\"NoTargetCheck\",1,\"SkipAttack\")\n\t\tPLAY E 2 A_MarineNoise\n\tMelee.ChainsawAttack:\n\t\tPLAY E 0 A_FaceTarget\n\t\tPLAY F 2 BRIGHT A_M_Saw\n\t\tPLAY E 0 A_Recoil(-1)\n\t\tPLAY F 0 A_M_SawRefire\n\t\tgoto Melee.Chainsaw+1\n\t\tPLAY A 0\n\t\tGoto See\n\n\tMissile:\n\tMissile.None:\n\t\tPLAY E 12 A_FaceTarget\n\t\tGoto See\n\t\tPLAY F 6 BRIGHT\n\t\tLoop\n\tMissile.Pistol:\n\t\tPLAY EEEE 1 A_Wander\n\t\tPLAY E 0 A_LookEx(LOF_NOSEESOUND,0,0,0,0,\"Missile.PistolAttack\")\n\tMissile.PistolAttack:\n\t\tPLAY E 0 A_FaceTarget\n\t\tPLAY F 1 BRIGHT A_CustomBulletAttack(0,0,1,5,\"BulletHit\")\n\t\tPLAY FF 1 BRIGHT ThrustThing(angle*256/360+192,1,1,0)\n\t\tPLAY E 0 A_FaceTarget\n\t\tPLAY FFF 1 BRIGHT ThrustThing(angle*256/360+192,1,1,0)\n\t\tPLAY E 0 A_FaceTarget\n\t\tPLAY AB 1 ThrustThing(angle*256/360+192,1,1,0)\n\t\tPLAY E 0 A_FaceTarget\n\t\tPLAY CD 1 ThrustThing(angle*256/360+192,1,1,0)\n\t\tPLAY E 0 A_M_Refire\n\t\tGoto Fireloop.Pistol\n\t\tPLAY ABCDA 1 A_Wander\n\t\tGoto See\n\tFireloop.Pistol:\n\t\tPLAY F 1 BRIGHT A_CustomBulletAttack(2,1,1,5,\"BulletHit\")\n\t\tPLAY FF 1 BRIGHT ThrustThing(angle*256/360+192,1,1,0)\n\t\tPLAY E 0 A_FaceTarget\n\t\tPLAY FFF 1 BRIGHT ThrustThing(angle*256/360+192,1,1,0)\n\t\tPLAY E 0 A_FaceTarget\n\t\tPLAY AB 1 ThrustThing(angle*256/360+192,1,1,0)\n\t\tPLAY E 0 A_FaceTarget\n\t\tPLAY CD 1 ThrustThing(angle*256/360+192,1,1,0)\n\t\tPLAY A 0 A_M_Refire\n\t\tLoop\n\t\tPLAY ABCDA 1 A_Wander\n\t\tGoto See\n\tMissile.Shotgun:\n\t\tPLAY E 0 A_JumpIfInventory(\"AttackTimer\",1,\"SkipAttack\")\n\t\tPLAY E 3 A_M_CheckAttack\n\t\tPLAY E 0 A_LookEx(LOF_NOSEESOUND,0,0,0,0,\"Missile.ShotgunAttack\")\n\tMissile.ShotgunAttack:\n\t\tPLAY E 0 A_FaceTarget\n\t\tPLAY F 0 BRIGHT A_CustomBulletAttack(2,1,3,8,\"PelletHit\",256)\n\t\tPLAY F 7 BRIGHT A_CustomBulletAttack(4.8,1.6,7,4,\"PelletHit\",2048)\n\t\tPLAY E 0 A_GiveInventory(\"AttackTimer\",10)\n\t\tGoto See\n\tMissile.SSG:\n\t\tPLAY E 0 A_JumpIfInventory(\"AttackTimer\",1,\"SkipAttack\")\n\t\tPLAY E 3 A_M_CheckAttack\n\t\tPLAY E 0 A_LookEx(LOF_NOSEESOUND,0,0,0,0,\"Missile.SSGAttack\")\n\tMissile.SSGAttack:\n\t\tPLAY E 0 A_FaceTarget\n\t\tPLAY F 0 BRIGHT A_CustomBulletAttack(1,0,2,10,\"PelletHit\",64)\n\t\tPLAY F 7 BRIGHT A_CustomBulletAttack(11.2,7.1,20,4,\"PelletHit\",1536)\n\t\tPLAY E 0 A_GiveInventory(\"AttackTimer\",17)\n\t\tGoto See\n\tMissile.Chaingun:\n\t\tPLAY E 4 A_FaceTarget\n\t\tPLAY FF 4 BRIGHT A_CustomBulletAttack(0,0,1,6,\"ChaingunBulletHit\")\n\t\tPLAY E 0 A_FaceTarget\n\t\tPLAY F 1 BRIGHT A_CustomBulletAttack(5.6,2.8,1,6,\"ChaingunBulletHit\")\n\t\tPLAY F 1 BRIGHT ThrustThing(angle*256/360+192,1,1,0)\n\t\tPLAY E 1 A_FaceTarget\n\t\tPLAY E 1 ThrustThing(angle*256/360+192,1,1,0)\n\t\tPLAY F 1 BRIGHT A_CustomBulletAttack(5.6,2.8,1,6,\"ChaingunBulletHit\")\n\t\tPLAY F 1 BRIGHT ThrustThing(angle*256/360+192,1,1,0)\n\t\tPLAY E 1 A_FaceTarget\n\t\tPLAY E 1 ThrustThing(angle*256/360+192,1,1,0)\n\t\tPLAY A 0 A_M_Refire\n\t\tGoto Missile.Chaingun+3\n\t\tPLAY A 0\n\t\tGoto See\n\tMissile.Rocket:\n\t\tPLAY E 0 A_JumpIfInTargetInventory(\"NoTargetCheck\",1,\"SkipAttack\")\n\t\tPLAY E 8 A_FaceTarget\n\t\tPLAY E 0 A_LookEx(LOF_NOSEESOUND,0,0,0,0,\"Missile.RocketAttack\")\n\tMissile.RocketAttack:\n\t\tPLAY E 0 A_FaceTarget\n\t\tPLAY F 3 BRIGHT A_M_FireMissile\n\t\tPLAY EEE 3 ThrustThing(angle*256/360+176,1,1,0)\n\t\tPLAY A 0 A_M_Refire\n\t\tGoto Missile.Rocket\n\t\tPLAY A 0\n\t\tGoto See\n\tMissile.Plasma:\n\t\tPLAY E 0 A_JumpIfInTargetInventory(\"NoTargetCheck\",1,\"SkipAttack\")\n\t\tPLAY E 0 A_FaceTarget\n\t\tPLAY F 1 BRIGHT A_M_FirePlasma\n\t\tPLAY FF 1 BRIGHT ThrustThing(angle*256/360+64,1,1,0)\n\t\tPLAY A 0 A_M_Refire\n\t\tLoop\n\t\tPLAY A 0\n\t\tGoto See\n\tMissile.Railgun:\n\t\tPLAY E 4 A_M_CheckAttack\n\t\tPLAY E 0 A_LookEx(LOF_NOSEESOUND,0,0,0,0,\"Missile.RailgunAttack\")\n\tMissile.RailgunAttack:\n\t\tPLAY E 0 A_FaceTarget\n\t\tPLAY F 6 A_M_FireRailgun\n\t\tGoto See\n\tMissile.BFG:\n\t\tPLAY E 0 A_JumpIfInTargetInventory(\"NoTargetCheck\",1,\"SkipAttack\")\n\t\tPLAY E 5 A_M_BFGSound\n\t\tPLAY EEEEE 5 A_FaceTarget\n\t\tPLAY E 0 A_LookEx(LOF_NOSEESOUND,0,0,0,0,\"Missile.BFGAttack\")\n\tMissile.BFGAttack:\n\t\tPLAY E 0 A_FaceTarget\n\t\tPLAY F 6 BRIGHT A_M_FireBFG\n\t\tPLAY A 4 A_FaceTarget\n\t\tPLAY A 0 A_M_Refire\n\t\tGoto Missile.BFG\n\t\tPLAY A 0\n\t\tGoto See\n\n\tSkipAttack:\n\t\tPLAY A 0 A_ClearTarget\n\t\tGoto See\n\tPain:\n\t\tPLAY G 4 A_Wander\n\t\tPLAY G 0 A_Pain\n\t\tPLAY G 4 A_Wander\n\t\tGoto See\n\tDeath:\n\t\tPLAY H 10\n\t\tPLAY I 10 A_Scream\n\t\tPLAY J 10 A_NoBlocking\n\t\tPLAY KLM 10\n\t\tPLAY N -1\n\t\tStop\n\tXDeath:\n\t\tPLAY O 5\n\t\tPLAY P 5 A_XScream\n\t\tPLAY Q 5 A_NoBlocking\n\t\tPLAY RSTUV 5\n\t\tPLAY W -1\n\t\tStop\n\tRaise:\n\t\tPLAY MLKJIH 5\n\t\tGoto See\n\t}\n}\n\nACTOR Marine_Fist : ZandroMarine replaces MarineFist\n{\n\tGame Doom\n\tStates\n\t{\n\tMelee:\n\t\tGoto Super::Melee.Fist\n\tMissile:\n\t\tStop\n\t}\n}\n\nACTOR Marine_Berserk : Marine_Fist replaces MarineBerserk\n{\n\tGame Doom\n\tStates\n\t{\n\tMelee:\n\t\tGoto Super::Melee.Berserk\n\tMissile:\n\t\tStop\n\t}\n}\n\nACTOR Marine_Chainsaw : ZandroMarine replaces MarineChainsaw\n{\n\tGame Doom\n\tStates\n\t{\n\tMelee:\n\t\tGoto Super::Melee.Chainsaw\n\tMissile:\n\t\tStop\n\t}\n}\n\nACTOR Marine_Pistol : ZandroMarine replaces MarinePistol\n{\n\tGame Doom\n\tAttackSound \"weapons/pistol\"\n\tStates\n\t{\n\tMissile:\n\t\tGoto Super::Missile.Pistol\n\t}\n\n}\n\nACTOR Marine_Shotgun : ZandroMarine replaces MarineShotgun\n{\n\tGame Doom\n\tAttacksound \"weapons/shotgf\"\n\tStates\n\t{\n\tMissile:\n\t\tGoto Super::Missile.Shotgun\n\t}\n\n}\n\nACTOR Marine_SSG : ZandroMarine replaces MarineSSG\n{\n\tGame Doom\n\tAttacksound \"weapons/sshotf\"\n\tStates\n\t{\n\tMissile:\n\t\tGoto Super::Missile.SSG\n\t}\n}\n\nACTOR Marine_Chaingun : ZandroMarine replaces MarineChaingun\n{\n\tGame Doom\n\tAttacksound \"weapons/chngun\"\n\tStates\n\t{\n\tMissile:\n\t\tGoto Super::Missile.Chaingun\n\t}\n}\n\nACTOR Marine_Rocket : Marine_Berserk replaces MarineRocket\n{\n\tHealth 200 //Bonus: Soulsphere\n\tGame Doom\n\tStates\n\t{\n\tMissile:\n\t\tGoto Super::Missile.Rocket\n\t}\n\n}\n\nACTOR Marine_Plasma : Marine_Fist replaces MarinePlasma\n{\n\tHealth 167 //Bonus: Green Armor\n\tGame Doom\n\tStates\n\t{\n\tMissile:\n\t\tGoto Super::Missile.Plasma\n\t}\n\n}\n\nACTOR Marine_Railgun : ZandroMarine replaces MarineRailgun\n{\n\tHealth 300 //Bonus: Soulsphere + Green Armor\n\tGame Doom\n\tStates\n\t{\n\tMissile:\n\t\tGoto Super::Missile.Railgun\n\t}\n\n}\n\nACTOR Marine_BFG : ZandroMarine replaces MarineBFG\n{\n\tHealth 400 //Bonus: Megasphere\n\tGame Doom\n\tStates\n\t{\n\tMissile:\n\t\tGoto Super::Missile.BFG\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/MONSTERS.txt",
        "contents": "//Critical Hitboxes\n\nACTOR HeadShotBox1\n{\n\tHealth 10\n\tRadius 15\n\tHeight 10\n\t+NOGRAVITY\n\t+SHOOTABLE\n\t+ISMONSTER\n\t+NOBLOCKMONST\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+NORADIUSDMG\n\t+GHOST\n\t+INVISIBLE\n\tPainChance 255\n\tPainSound \"misc/headsht\"\n\tDeathSound \"misc/headsht\"\n\tPainChance \"Radiation\", 0\n\tPainChance \"Flame\", 0\n\tPainChance \"BFG10k\", 0\n\tDamageFactor \"Radiation\", 0\n\tDamageFactor \"Flame\", 0\n\tDamageFactor \"BFG10k\", 0\n\tDamageFactor \"Buckshot\", 0.25 //absorbs more damage than its health can.\n\tDecal BloodSplat\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 6\n\t\tStop\n\tPain:\n\tDeath:\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_CustomBulletAttack(180,120,2,0,\"BloodHit\",512)\n\t\tTNT1 A 0 A_DamageMaster((10-health)*2,\"Head\")\n\t\tTNT1 A 1 A_SpawnDebris(\"RedBloodSpray\")\n\t\tStop\n\tPain.Buckshot:\n\tDeath.Buckshot:\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_CustomBulletAttack(180,120,10,0,\"BloodHit\",512)\n\t\tTNT1 A 0 A_DamageMaster((10-health)*8,\"Head\") //0.25*8=2\n\t\tTNT1 AA 1 A_SpawnDebris(\"RedBloodSpray\")\n\t\tStop\n\tPain.Foot:\n\tDeath.Foot:\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_CustomBulletAttack(180,120,15,0,\"BloodHit\",512)\n\t\tTNT1 A 0 A_DamageMaster(random(1,10)*50,\"FootHead\") //Mario-stomp!\n\t\tTNT1 AAA 1 A_SpawnDebris(\"RedBloodSpray\")\n\t\tStop\n\tPain.Berserk:\n\tDeath.Berserk:\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_CustomBulletAttack(180,120,25,0,\"BloodHit\",512)\n\t\tTNT1 A 0 A_DamageMaster((10-health)*2,\"BerserkHead\") //My Fist. Apply directly to the forehead.\n\t\tTNT1 AAAA 1 A_SpawnDebris(\"RedBloodSpray\")\n\t\tStop\n\tPain.Chainsaw:\n\tDeath.Chainsaw:\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_CustomBulletAttack(180,120,25,0,\"BloodHit\",512)\n\t\tTNT1 A 0 A_DamageMaster((10-health)*2,\"ChainsawHead\")\n\t\tTNT1 AAAAAAAA 1 A_SpawnDebris(\"RedBloodSpray\")\n\t\tStop\n\t}\n}\n\nACTOR HeadShotBox1F : HeadShotBox1\n{\n\tDecal BloodSplat\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 3\n\t\tStop\n\t}\n}\n\nACTOR HeadShotBox2 : HeadShotBox1 { Radius 17 Decal BloodSplat }\nACTOR HeadShotBox3 : HeadShotBox1 { Radius 19 Decal BloodSplat }\n\nACTOR HeadShotBox2F : HeadShotBox1F { Radius 17 Decal BloodSplat }\nACTOR HeadShotBox3F : HeadShotBox1F { Radius 19 Decal BloodSplat }\n\n//The monsters\n\nACTOR ZombieMan2 : ZombieMan replaces ZombieMan\n{\n\tPainChance \"Radiation\", 16\n\tPainChance \"Flame\", 8\n\tPainChance \"XFlame\", 8\n\tDropItem \"Pistol_\"\n\tDropItem \"Clip\", 64\n\tDecal BulletChip\n\tMass 50\n\tRadius 14 //For the monster-spam WADs.\n\tSpeed 4\n\tstates\n\t{\n\tSpawn:\n\t\tPOSS A 0 A_CheckSight(\"Spawn2\")\n\t\tPOSS A 0 A_SpawnItemEx(\"HeadShotBox1\",0,0,48,0,0,0,0,SXF_SETMASTER)\n\t\tPOSS A 5 A_Look\n\t\tLoop\n\tSpawn2:\n\t\tPOSS A 5 A_Look\n\t\tPOSS A 0 A_CheckSight(\"Spawn2\")\n\t\tGoto Spawn\n\tSee:\n\t\tPOSS AA 2 A_Chase\n\t\tPOSS AA 2 A_Chase(\"\",\"\")\n\t\tPOSS BB 2 A_Chase\n\t\tPOSS BB 2 A_Chase(\"\",\"\")\n\t\tPOSS CC 2 A_Chase\n\t\tPOSS CC 2 A_Chase(\"\",\"\")\n\t\tPOSS DD 2 A_Chase\n\t\tPOSS DD 2 A_Chase(\"\",\"\")\n\t\tLoop\n\tMissile:\n\t\tPOSS E 0 A_FaceTarget\n\t\tPOSS EE 5 A_SpawnItemEx(\"HeadShotBox1\",0,0,48,0,0,0,0,SXF_SETMASTER)\n\t\tPOSS F 2 BRIGHT A_PosAttack\n\t\tPOSS E 5 A_SpawnItemEx(\"HeadShotBox1\",0,0,48,0,0,0,0,SXF_SETMASTER)\n\t\tGoto See\n\tDeath.Punch:\n\t\tPOSS H 0 A_ChangeVelocity(0,0,random(0,2))\n\tDeath.Rocket:\n\tDeath.Grenade:\n\tDeath.BFG10k:\n\t\tPOSS G 1\n\t\tPOSS H 0 A_ScaleVelocity(2.0) //for massive kickback\n\t\tPOSS M 0 A_JumpIfHealthLower(-30,\"XDeath\") //50% higher chance of XDeath because explosions\n\tDeath:\n\t\tPOSS H 0 A_Jump(128,\"Death2\")\n\t\tPOSS H 0 A_QueueCorpse\n\t\tPOSS HHHHH 1 A_CustomMissile(\"RedBlood\")\n\t\tPOSS I 5 A_Scream\n\t\tPOSS J 5 A_NoBlocking\n\t\tPOSS K 5\n\t\tPOSS LLLLLLLLLL 2 A_SpawnItem(\"RedBloodSplat\")\n\t\tPOSS LLLLLLLLLL 4 A_SpawnItem(\"RedBloodSplat\")\n\t\tPOSS L -1\n\t\tStop\n\tDeath2:\n\t\tPOSS V 0 A_QueueCorpse\n\t\tPOSS VVVVV 1 A_CustomMissile(\"RedBlood\")\n\t\tPOSS W 5 A_Scream\n\t\tPOSS X 5 A_NoBlocking\n\t\tPOSS Y 5\n\t\tPOSS ZZZZZZZZZZ 2 A_SpawnItem(\"RedBloodSplat\")\n\t\tPOSS ZZZZZZZZZZ 4 A_SpawnItem(\"RedBloodSplat\")\n\t\tPOSS Z -1\n\t\tStop\n\tXDeath:\n\t\tPOSS M 0 A_JumpIfHealthLower(-1000,\"Vaporize\")\n\t\tPOSS M 0 A_JumpIfHealthLower(-40,\"SuperXDeath\")\n\t\tPOSS HHHH 1 A_SpawnItemEx(\"RedBloodCloud\",random(-4,4),random(-4,4),random(0,16),random(-5,5)*0.2,0,random(0,2)*0.2,random(0,360))\n\t\tPOSS M 0 A_XScream\n\t\tPOSS MMMM 1 A_SpawnItemEx(\"RedBloodCloud\",random(-4,4),random(-4,4),random(0,16),random(-5,5)*0.2,0,random(0,2)*0.2,random(0,360))\n\t\tPOSS N 0 A_NoBlocking\n\t\tPOSS NNNNOOOO 1 A_SpawnItemEx(\"RedBloodCloud\",random(-4,4),random(-4,4),random(0,16),random(-5,5)*0.2,0,random(0,2)*0.2,random(0,360))\n\t\tPOSS PQRST 4\n\t\tPOSS UUUUUU 1 A_SpawnDebris(\"RedBloodSplat\")\n\t\tPOSS UUUUUU 2 A_SpawnDebris(\"RedBloodSplat\")\n\t\tPOSS UUUUUU 4 A_SpawnDebris(\"RedBloodSplat\")\n\t\tPOSS U -1\n\t\tStop\n\tCrush:\n\t\tPOSS P 0 A_Burst(\"Giblet\")\n\t\tStop\n\tSuperXDeath:\n\t\tPOSS N 0\n\t\tPOSS N 0 A_NoBlocking\n\t\tPOSS P 1 A_PlaySound(\"misc/gibx\")\n\t\tPOSS PPPPPPPPPPPPPPP 0 A_SpawnItemEx(\"RedBloodCloud\",random(-16,16),random(-16,16),random(0,56),random(-5,5)*0.4,0,random(0,5)*0.4,random(0,360))\n\t\tPOSS PPPPPPPPPPPPPPPPPPPP 0 A_SpawnItemEx(\"Giblet\",random(-8,8),random(-8,8),random(0,40),momx + (random(-Health,Health) * 0.05),momy + (random(-Health,Health) * 0.05),momz + (random(-Health,Health) * 0.05),0,SXF_ABSOLUTEMOMENTUM)\n\t\tPOSS PPPPPPPPPPPPPPPPPPPP 0 A_SpawnItemEx(\"Giblet\",random(-8,8),random(-8,8),random(0,40),momx + (random(-Health,Health) * 0.05),momy + (random(-Health,Health) * 0.05),momz + (random(-Health,Health) * 0.05),0,SXF_ABSOLUTEMOMENTUM)\n\t\tPOB1 AAAAAAAAAAAAAAA 1 A_SpawnDebris(\"RedBloodSpraySmall\")\n\t\tPOB1 AAAAA 2 A_SpawnDebris(\"RedBloodSplat\")\n\t\tPOB1 AAAAA 4 A_SpawnDebris(\"RedBloodSplat\")\n\t\tPOB1 A 0 A_SpawnItem(\"ColonGibs\")\n\t\tStop\n\tVaporize:\n\t\tVAPZ A 0\n\t\tVAPZ N 0 A_NoBlocking\n\t\tVAPZ A 0 A_FaceTarget\n\t\tVAPZ A 0 A_PlaySound(\"misc/vaporize\")\n\t\tVAPZ PPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 0 A_SpawnItemEx(\"VaporSmoke\",random(-16,16),random(-16,16),random(0,56),random(-10,10)*0.5,random(-10,10)*0.5)\n\t\tPBRN ABCDE 1 BRIGHT A_Stop\n\t\tPBRN FG 3 A_Stop\n\t\tVAPZ A 3 A_Stop\n\t\tVAPZ BCDEF 3\n\t\tVAPZ G 0 A_SpawnItem(\"VaporizedCorpse\")\n\t\tStop\n\tDeath.Head:\n\t\tPOSS M 0 A_JumpIfHealthLower(-1000,\"Vaporize\")\n\t\tPOSS M 0 A_JumpIfHealthLower(-30,\"XHead\")\n\t\tPOSS HHH 0 A_CustomMissile(\"RedBlood\",48,0)\n\t\tPOSS HHH 0 A_SpawnItemEx(\"RedBloodSpray\",0,0,48,random(-1,1),random(-1,1),random(2,4))\n\t\tGoto Death\n\tXHead:\n\t\tPOSH A 0 A_QueueCorpse\n\t\tPOSH A 0 A_Jump(128,\"XHead2\")\n\t\tGoto Death.FootHead\n\tDeath.FootHead:\n\t\tPOSH AAAAAAAA 0 A_CustomMissile(\"RedBlood\",48,0)\n\t\tPOSH AAAAAAAA 0 A_SpawnItemEx(\"RedBloodSpray\",0,0,48,random(-1,1),random(-1,1),random(2,4))\n\t\tPOSH AAAA 1 A_CustomMissile(\"RedBlood\",48,0)\n\t\tPOSH B 4 A_XScream\n\t\tPOSH C 4 A_NoBlocking\n\t\tPOSS KKKK 1 A_SpawnDebris(\"RedBloodSplat\")\n\t\tPOSS LLLLLL 2 A_SpawnDebris(\"RedBloodSplat\")\n\t\tPOSS LLLLLL 4 A_SpawnDebris(\"RedBloodSplat\")\n\t\tPOSS L -1\n\t\tStop\n\tDeath.BerserkHead:\n\t\tPOSH A 0 A_Jump(170,\"XHead\",\"XHead2\")\n\tDeath.ChainsawHead:\n\t\tPOSH A 0 A_SpawnItemEx(\"Gib_ZombieHead1\",0,0,48,random(4,8),0,random(0,4),random(0,359))\n\t\tGoto XHead2\n\tXHead2:\n\t\tPOSH A 4\n\t\tPOSH AAAA 0 A_CustomMissile(\"RedBlood\",40,0)\n\t\tPOSH D 4 A_XScream\n\t\tPOSH AAAA 0 A_CustomMissile(\"RedBlood\",40,0)\n\t\tPOSH E 4 A_Stop\n\t\tPOSH AAAA 0 A_CustomMissile(\"RedBlood\",40,0)\n\t\tPOSH F 4 A_Stop\n\t\tPOSH AAAA 0 A_CustomMissile(\"RedBlood\",40,0)\n\t\tGoto XHead3+1\n\tXHead3:\n\t\tPOSH G 0 A_Jump(16,\"XHead4\")\n\t\tPOSH G 0 A_XScream\n\t\tPOSH G 1 A_SpawnItemEx(\"RedBloodSpray\",0,0,40,random(-1,1),random(-1,1),random(0,4))\n\t\tPOSH GG 0 A_SpawnItemEx(\"RedBlood\",0,0,40,0,0,random(0,15))\n\t\tPOSH G 1 A_SpawnItemEx(\"RedBloodSpray\",0,0,40,random(-1,1),random(-1,1),random(0,4))\n\t\tPOSH GG 0 A_SpawnItemEx(\"RedBlood\",0,0,40,0,0,random(0,15))\n\t\tPOSH G 1 A_SpawnItemEx(\"RedBloodSpray\",0,0,40,random(-1,1),random(-1,1),random(0,4))\n\t\tPOSH GG 0 A_SpawnItemEx(\"RedBlood\",0,0,40,0,0,random(0,15))\n\t\tLoop\n\tXHead4:\n\t\tPOSH G 4 A_NoBlocking\n\t\tPOSH HHHH 1 A_SpawnItem(\"RedBloodSplat\")\n\t\tPOSH IIII 1 A_SpawnDebris(\"RedBloodSplat\")\n\t\tPOSH JJJJJJ 2 A_SpawnDebris(\"RedBloodSplat\")\n\t\tPOSH JJJJJJ 4 A_SpawnDebris(\"RedBloodSplat\")\n\t\tPOSH J -1\n\t\tStop\n\tDeath.Flame:\n\t\tPOSS G 1\n\t\tPOSS H 0 A_SpawnItemEx(\"ZombieManOnFire\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tstop\n\tDeath.XFlame:\n\t\tPOSS H 0 A_PlaySoundEx(\"player/male/flamedeath\",\"Voice\")\n\t\tPOSS H 0 A_PlaySoundEx(\"brain/spit\",\"SoundSlot5\")\n\t\tPOSS H 0 A_NoBlocking\n\t\tPOSS HHHHHHHH 0 A_CustomMissile(\"DeathFlame\",random(0,48),0,random(-180,180),2,random(45,90))\n\t\tPOSS H 3 A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1),random(-1,1),random(1,3))\n\t\tGoto ItBurnsItBurns\n\tItBurnsItBurns:\n\t\tPBRN A 0 A_FireCrackle\n\t\tPBRN AAAAAA 0 A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN A 3 BRIGHT A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN AAAAAA 0 A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN B 3 BRIGHT A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN AAAAAA 0 A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN C 3 BRIGHT A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN AAAAAA 0 A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN D 3 BRIGHT A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN AAAAAA 0 A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN C 3 BRIGHT A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN AAAAAA 0 A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN B 3 BRIGHT A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN A 0 A_GiveInventory(\"ThingTimer\",1)\n\t\tPBRN A 0 A_JumpIfInventory(\"ThingTimer\",10,\"Crispy\")\n\t\tLoop\n\tCrispy:\n\t\tPBRN AAAA 0 A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN E 3 A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN AAA 0 A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN F 3 A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN AA 0 A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN G 3 A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN A 0 A_Jump(128,\"Crispy2\")\n\tCrispy1:\n\t\tPBRN AAA 0 A_CustomMissile(\"BarrelSmoke\",random(0,48),0,random(-180,180),2,random(45,90))\n\t\tPBRN H 4 A_CustomMissile(\"BarrelSmoke\",random(0,48),0,random(-180,180),2,random(45,90))\n\t\tPBRN AAA 0 A_CustomMissile(\"BarrelSmoke\",random(0,40),0,random(-180,180),2,random(45,90))\n\t\tPBRN I 4 A_CustomMissile(\"BarrelSmoke\",random(0,40),0,random(-180,180),2,random(45,90))\n\t\tPBRN AAA 0 A_CustomMissile(\"BarrelSmoke\",random(0,32),0,random(-180,180),2,random(45,90))\n\t\tPBRN J 4 A_CustomMissile(\"BarrelSmoke\",random(0,32),0,random(-180,180),2,random(45,90))\n\t\tPBRN KKKLLL 2 A_CustomMissile(\"BarrelSmoke\",random(0,24),0,random(-180,180),2,random(45,90))\n\t\tPBRN MMMMMMMMMMMMMMMMMMM 4 A_CustomMissile(\"BarrelSmoke\",random(0,24),0,random(-180,180),2,random(45,90))\n\t\tPBRN M -1\n\t\tstop\n\tCrispy2:\n\t\tPBRN AAA 0 A_CustomMissile(\"BarrelSmoke\",random(0,48),0,random(-180,180),2,random(45,90))\n\t\tPBRN N 4 A_CustomMissile(\"BarrelSmoke\",random(0,48),0,random(-180,180),2,random(45,90))\n\t\tPBRN AAA 0 A_CustomMissile(\"BarrelSmoke\",random(0,40),0,random(-180,180),2,random(45,90))\n\t\tPBRN O 4 A_CustomMissile(\"BarrelSmoke\",random(0,40),0,random(-180,180),2,random(45,90))\n\t\tPBRN AAA 0 A_CustomMissile(\"BarrelSmoke\",random(0,32),0,random(-180,180),2,random(45,90))\n\t\tPBRN P 4 A_CustomMissile(\"BarrelSmoke\",random(0,32),0,random(-180,180),2,random(45,90))\n\t\tPBRN QQQRRR 2 A_CustomMissile(\"BarrelSmoke\",random(0,24),0,random(-180,180),2,random(45,90))\n\t\tPBRN SSSSSSSSSSSSSSSSSSSS 4 A_CustomMissile(\"BarrelSmoke\",random(0,24),0,random(-180,180),2,random(45,90))\n\t\tPBRN S -1\n\t\tstop\n\t}\n}\n\nACTOR ZombieManOnFire : ZombieMan2\n{\n\tHealth 5\n\tSpeed 12\n\tGibHealth -20\n\t+FRIGHTENED\n\t+DROPOFF\n\t-COUNTKILL\n\tDamageFactor \"Flame\", 0.2\n\tPainChance 0\n\tstates\n\t{\n\tSpawn:\n\t\tPOSS A 0\n\t\tPOSS A 0 A_GiveInventory(\"ThingTimer\",random(0,10))\n\t\tGoto See\n\tSee:\n\t\tPOSS A 0 A_FireCrackle\n\t\tPOSS A 0 A_Scream\n\t\tPOSS AA 0 A_SpawnItemEx(\"DeathFlame\",random(-8,8),random(-8,8),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3),0,0,64)\n\t\tPOSS AA 2 A_Wander\n\t\tPOSS BB 0 A_SpawnItemEx(\"DeathFlame\",random(-8,8),random(-8,8),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3),0,0,64)\n\t\tPOSS BB 2 A_Wander\n\t\tPOSS C 0 A_Scream\n\t\tPOSS CC 0 A_SpawnItemEx(\"DeathFlame\",random(-8,8),random(-8,8),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3),0,0,64)\n\t\tPOSS CC 2 A_Wander\n\t\tPOSS DD 0 A_SpawnItemEx(\"DeathFlame\",random(-8,8),random(-8,8),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3),0,0,64)\n\t\tPOSS DD 2 A_Wander\n\t\tPOSS D 0 A_GiveInventory(\"ThingTimer\",1)\n\t\tPOSS D 0 A_JumpIfInventory(\"ThingTimer\",20,1)\n\t\tGoto See\n\t\tPOSS D 0 A_Die\n\tDeath:\n\t\tPOSS H 0 A_QueueCorpse\n\t\tPOSS HHHH 1 A_CustomMissile(\"RedBlood\")\n\t\tPOSS I 4 A_Scream\n\t\tPOSS J 4 A_NoBlocking\n\t\tPOSS K 4\n\t\tPOSS LLLLLLLL 2 A_SpawnItem(\"RedBloodSplat\")\n\t\tPOSS LLLLLLLL 4 A_SpawnItem(\"RedBloodSplat\")\n\t\tPOSS L -1\n\t\tStop\n\tDeath.Flame:\n\tDeath.XFlame:\n\t\tPOSS H 0 A_TakeInventory(\"ThingTimer\",20)\n\t\tgoto super::Death.XFlame\n\tRaise:\n\t\tPOSS K 5\n\t\tPOSS JIH 5\n\t\tPOSS A 0 A_SpawnItemEx(\"ZombieMan2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tStop\n\t}\n}\n\nACTOR ShotgunGuy2 : ShotgunGuy replaces ShotgunGuy\n{\n\tPainChance \"Radiation\", 16\n\tPainChance \"Flame\", 8\n\tPainChance \"XFlame\", 8\n\tPainChance \"Flame\", 16\n\tDropItem \"Shotgun\"\n\tDropItem \"Shell\", 64\n\tDecal BulletChip\n\tMass 60\n\tSpeed 4\n\tRadius 14\n\tstates\n\t{\n\tSpawn:\n\t\tSPOS A 0 A_CheckSight(\"Spawn2\")\n\t\tSPOS A 0 A_SpawnItemEx(\"HeadShotBox1\",0,0,48,0,0,0,0,SXF_SETMASTER)\n\t\tSPOS A 5 A_Look\n\t\tLoop\n\tSpawn2:\n\t\tSPOS A 5 A_Look\n\t\tSPOS A 0 A_CheckSight(\"Spawn2\")\n\t\tGoto Spawn\n\tSee:\n\t\tSPOS AA 2 A_Chase\n\t\tSPOS AA 2 A_Chase(\"\",\"\")\n\t\tSPOS BB 2 A_Chase\n\t\tSPOS BB 2 A_Chase(\"\",\"\")\n\t\tSPOS CC 2 A_Chase\n\t\tSPOS CC 2 A_Chase(\"\",\"\")\n\t\tSPOS DD 2 A_Chase\n\t\tSPOS DD 2 A_Chase(\"\",\"\")\n\t\tLoop\n\tMissile:\n\t\tSPOS E 0 A_FaceTarget\n\t\tSPOS EE 5 A_SpawnItemEx(\"HeadShotBox1\",0,0,48,0,0,0,0,SXF_SETMASTER)\n\t\tSPOS F 2 BRIGHT A_SPosAttack\n\t\tSPOS EE 5 A_SpawnItemEx(\"HeadShotBox1\",0,0,48,0,0,0,0,SXF_SETMASTER)\n\t\tGoto See\n\tDeath.Punch:\n\t\tSPOS H 0 A_ChangeVelocity(0,0,random(0,2))\n\tDeath.Rocket:\n\tDeath.Grenade:\n\tDeath.BFG10k:\n\t\tSPOS G 1\n\t\tSPOS H 0 A_ScaleVelocity(2.0)\n\t\tSPOS M 0 A_JumpIfHealthLower(-45,\"XDeath\")\n\tDeath:\n\t\tSPOS H 0 A_Jump(256,\"Death1\",\"Death2\",\"Death3\",\"Death4\")\n\t\tGoto Death1\n\tDeath1:\n\t\tSPOS H 0 A_QueueCorpse\n\t\tSPOS HHHHH 1 A_CustomMissile(\"RedBlood\")\n\t\tSPOS I 5 A_Scream\n\t\tSPOS J 5 A_NoBlocking\n\t\tSPOS K 5\n\t\tSPOS LLLLLLLLLL 2 A_SpawnItem(\"RedBloodSplat\")\n\t\tSPOS LLLLLLLLLL 4 A_SpawnItem(\"RedBloodSplat\")\n\t\tSPOS L -1\n\t\tStop\n\tDeath2:\n\t\tSPOS V 0 A_QueueCorpse\n\t\tSPOS VVVVV 1 A_CustomMissile(\"RedBlood\")\n\t\tSPOS W 5 A_Scream\n\t\tSPOS X 5 A_NoBlocking\n\t\tSPOS Y 5\n\t\tSPOS ZZZZZZZZZZ 2 A_SpawnItem(\"RedBloodSplat\")\n\t\tSPOS ZZZZZZZZZZ 4 A_SpawnItem(\"RedBloodSplat\")\n\t\tSPOS Z -1\n\t\tStop\n\tDeath3:\n\t\tSPOS V 0 A_QueueCorpse\n\t\tSPOS VVVVV 1 A_CustomMissile(\"RedBlood\")\n\t\tSPSX H 5 A_Scream\n\t\tSPSX I 5 A_NoBlocking\n\t\tSPSX J 5\n\t\tSPOS ZZZZZZZZZZ 2 A_SpawnItem(\"RedBloodSplat\")\n\t\tSPOS ZZZZZZZZZZ 4 A_SpawnItem(\"RedBloodSplat\")\n\t\tSPOS Z -1\n\t\tStop\n\tDeath4:\n\t\tSPSX A 0 A_QueueCorpse\n\t\tSPSX AAAA 1 A_CustomMissile(\"RedBlood\")\n\t\tSPSX B 4 A_Scream\n\t\tSPSX C 4 A_NoBlocking\n\t\tSPSX DEF 4\n\t\tSPSX GGGGGGGGGG 2 A_SpawnItem(\"RedBloodSplat\")\n\t\tSPSX GGGGGGGGGG 4 A_SpawnItem(\"RedBloodSplat\")\n\t\tSPSX G -1\n\t\tStop\n\tXDeath:\n\t\tSPOS M 0 A_JumpIfHealthLower(-1000,\"Vaporize\")\n\t\tSPOS M 0 A_JumpIfHealthLower(-60,\"SuperXDeath\")\n\t\tSPOS HHHH 1 A_SpawnItemEx(\"RedBloodCloud\",random(-4,4),random(-4,4),random(0,16),random(-5,5)*0.2,0,random(0,2)*0.2,random(0,360))\n\t\tSPOS M 0 A_XScream\n\t\tSPOS MMMM 1 A_SpawnItemEx(\"RedBloodCloud\",random(-4,4),random(-4,4),random(0,16),random(-5,5)*0.2,0,random(0,2)*0.2,random(0,360))\n\t\tSPOS N 0 A_NoBlocking\n\t\tSPOS NNNNOOOO 1 A_SpawnItemEx(\"RedBloodCloud\",random(-4,4),random(-4,4),random(0,16),random(-5,5)*0.2,0,random(0,2)*0.2,random(0,360))\n\t\tSPOS PQRST 4\n\t\tSPOS UUUUUU 1 A_SpawnDebris(\"RedBloodSplat\")\n\t\tSPOS UUUUUU 2 A_SpawnDebris(\"RedBloodSplat\")\n\t\tSPOS UUUUUU 4 A_SpawnDebris(\"RedBloodSplat\")\n\t\tSPOS U -1\n\t\tStop\n\tCrush:\n\t\tSPOS P 0 A_Burst(\"Giblet\")\n\t\tStop\n\tSuperXDeath:\n\t\tSPOS N 0\n\t\tSPOS N 0 A_NoBlocking\n\t\tSPOS P 1 A_PlaySound(\"misc/gibx\")\n\t\tSPOS PPPPPPPPPPPPPPPPPP 0 A_SpawnItemEx(\"RedBloodCloud\",random(-16,16),random(-16,16),random(0,56),random(-5,5)*0.4,0,random(0,5)*0.4,random(0,360))\n\t\tSPOS PPPPPPPPPPPPPPPPPPPPPP 0 A_SpawnItemEx(\"Giblet\",random(-8,8),random(-8,8),random(0,40),momx + (random(-Health,Health) * 0.05),momy + (random(-Health,Health) * 0.05),momz + (random(-Health,Health) * 0.05),0,SXF_ABSOLUTEMOMENTUM)\n\t\tSPOS PPPPPPPPPPPPPPPPPPPPPP 0 A_SpawnItemEx(\"Giblet\",random(-8,8),random(-8,8),random(0,40),momx + (random(-Health,Health) * 0.05),momy + (random(-Health,Health) * 0.05),momz + (random(-Health,Health) * 0.05),0,SXF_ABSOLUTEMOMENTUM)\n\t\tPOB1 AAAAAAAAAAAAAAA 1 A_SpawnDebris(\"RedBloodSpraySmall\")\n\t\tPOB1 AAAAA 2 A_SpawnDebris(\"RedBloodSplat\")\n\t\tPOB1 AAAAA 4 A_SpawnDebris(\"RedBloodSplat\")\n\t\tPOB1 A 0 A_SpawnItem(\"ColonGibs\")\n\t\tStop\n\tVaporize:\n\t\tVAPZ A 0\n\t\tVAPZ N 0 A_NoBlocking\n\t\tVAPZ A 0 A_FaceTarget\n\t\tVAPZ A 0 A_PlaySound(\"misc/vaporize\")\n\t\tVAPZ PPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 0 A_SpawnItemEx(\"VaporSmoke\",random(-16,16),random(-16,16),random(0,56),random(-10,10)*0.5,random(-10,10)*0.5)\n\t\tPBRN ABCDE 1 BRIGHT A_Stop\n\t\tPBRN FG 3 A_Stop\n\t\tVAPZ A 3 A_Stop\n\t\tVAPZ BCDEF 3\n\t\tVAPZ G 0 A_SpawnItem(\"VaporizedCorpse\")\n\t\tStop\n\tDeath.Head:\n\t\tSPOS M 0 A_JumpIfHealthLower(-1000,\"Vaporize\")\n\t\tSPOS M 0 A_JumpIfHealthLower(-30,\"XHead\")\n\t\tSPOS HHH 0 A_CustomMissile(\"RedBlood\",48,0)\n\t\tSPOS HHH 0 A_SpawnItemEx(\"RedBloodSpray\",0,0,48,random(-1,1),random(-1,1),random(2,4))\n\t\tGoto Death\n\tXHead:\n\t\tSPOH A 0 A_QueueCorpse\n\t\tSPOH A 0 A_Jump(128,\"XHead2\")\n\t\tGoto Death.FootHead\n\tDeath.FootHead:\n\t\tSPSH AAAAAAAA 0 A_CustomMissile(\"RedBlood\",48,0)\n\t\tSPOH AAAAAAAA 0 A_SpawnItemEx(\"RedBloodSpray\",0,0,48,random(-1,1),random(-1,1),random(2,4))\n\t\tSPOH AAAA 1 A_CustomMissile(\"RedBlood\",48,0)\n\t\tSPOH B 4 A_XScream\n\t\tSPOH C 4 A_NoBlocking\n\t\tSPOS KKKK 1 A_SpawnDebris(\"RedBloodSplat\")\n\t\tSPOS LLLLLL 2 A_SpawnDebris(\"RedBloodSplat\")\n\t\tSPOS LLLLLL 4 A_SpawnDebris(\"RedBloodSplat\")\n\t\tSPOS L -1\n\t\tStop\n\tDeath.BerserkHead:\n\t\tSPSH A 0 A_Jump(170,\"XHead\",\"XHead2\")\n\tDeath.ChainsawHead:\n\t\tSPSH A 0 A_SpawnItemEx(\"Gib_ZombieHead2\",0,0,48,random(4,8),0,random(0,4),random(0,359))\n\t\tGoto XHead2\n\tXHead2:\n\t\tSPOH D 4\n\t\tSPOH AAAA 0 A_CustomMissile(\"RedBlood\",40,0)\n\t\tSPOH E 4 A_XScream\n\t\tSPOH AAAA 0 A_CustomMissile(\"RedBlood\",40,0)\n\t\tSPOH F 4 A_Stop\n\t\tSPOH AAAA 0 A_CustomMissile(\"RedBlood\",40,0)\n\t\tSPOH G 4 A_Stop\n\t\tSPOH AAAA 0 A_CustomMissile(\"RedBlood\",40,0)\n\t\tGoto XHead3+1\n\tXHead3:\n\t\tSPOH H 0 A_Jump(16,\"XHead4\")\n\t\tSPOH H 0 A_XScream\n\t\tSPOH H 1 A_SpawnItemEx(\"RedBloodSpray\",0,0,40,random(-1,1),random(-1,1),random(0,4))\n\t\tSPOH HH 0 A_SpawnItemEx(\"RedBlood\",0,0,40,0,0,random(0,15))\n\t\tSPOH H 1 A_SpawnItemEx(\"RedBloodSpray\",0,0,40,random(-1,1),random(-1,1),random(0,4))\n\t\tSPOH HH 0 A_SpawnItemEx(\"RedBlood\",0,0,40,0,0,random(0,15))\n\t\tSPOH H 1 A_SpawnItemEx(\"RedBloodSpray\",0,0,40,random(-1,1),random(-1,1),random(0,4))\n\t\tSPOH HH 0 A_SpawnItemEx(\"RedBlood\",0,0,40,0,0,random(0,15))\n\t\tLoop\n\tXHead4:\n\t\tSPOH H 4 A_NoBlocking\n\t\tSPOH IIII 1 A_SpawnItem(\"RedBloodSplat\")\n\t\tSPOH JJJJ 1 A_SpawnDebris(\"RedBloodSplat\")\n\t\tSPOH KKKKKK 2 A_SpawnDebris(\"RedBloodSplat\")\n\t\tSPOH KKKKKK 4 A_SpawnDebris(\"RedBloodSplat\")\n\t\tSPOH K -1\n\t\tStop\n\tDeath.Flame:\n\t\tSPOS G 1\n\t\tSPOS H 0 A_SpawnItemEx(\"ShotgunGuyOnFire\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tstop\n\tDeath.XFlame:\n\t\tSPOS H 0 A_PlaySoundEx(\"player/male/flamedeath\",\"Voice\")\n\t\tSPOS H 0 A_PlaySoundEx(\"brain/spit\",\"SoundSlot5\")\n\t\tSPOS H 0 A_NoBlocking\n\t\tSPOS HHHHHHHH 0 A_CustomMissile(\"DeathFlame\",random(0,48),0,random(-180,180),2,random(45,90))\n\t\tSPOS H 3 A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1),random(-1,1),random(1,3))\n\t\tGoto ItBurnsItBurns\n\tItBurnsItBurns:\n\t\tPBRN A 0 A_FireCrackle\n\t\tPBRN AAAAAA 0 A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN A 3 BRIGHT A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN AAAAAA 0 A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN B 3 BRIGHT A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN AAAAAA 0 A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN C 3 BRIGHT A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN AAAAAA 0 A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN D 3 BRIGHT A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN AAAAAA 0 A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN C 3 BRIGHT A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN AAAAAA 0 A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN B 3 BRIGHT A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN A 0 A_GiveInventory(\"ThingTimer\",1)\n\t\tPBRN A 0 A_JumpIfInventory(\"ThingTimer\",10,\"Crispy\")\n\t\tLoop\n\tCrispy:\n\t\tPBRN AAAA 0 A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN E 3 A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN AAA 0 A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN F 3 A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN AA 0 A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN G 3 A_SpawnItemEx(\"DeathFlame\",random(-12,12),random(-12,12),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3))\n\t\tPBRN A 0 A_Jump(128,\"Crispy2\")\n\tCrispy1:\n\t\tPBRN AAA 0 A_CustomMissile(\"BarrelSmoke\",random(0,48),0,random(-180,180),2,random(45,90))\n\t\tPBRN H 4 A_CustomMissile(\"BarrelSmoke\",random(0,48),0,random(-180,180),2,random(45,90))\n\t\tPBRN AAA 0 A_CustomMissile(\"BarrelSmoke\",random(0,40),0,random(-180,180),2,random(45,90))\n\t\tPBRN I 4 A_CustomMissile(\"BarrelSmoke\",random(0,40),0,random(-180,180),2,random(45,90))\n\t\tPBRN AAA 0 A_CustomMissile(\"BarrelSmoke\",random(0,32),0,random(-180,180),2,random(45,90))\n\t\tPBRN J 4 A_CustomMissile(\"BarrelSmoke\",random(0,32),0,random(-180,180),2,random(45,90))\n\t\tPBRN KKKLLL 2 A_CustomMissile(\"BarrelSmoke\",random(0,24),0,random(-180,180),2,random(45,90))\n\t\tPBRN MMMMMMMMMMMMMMMMMMM 4 A_CustomMissile(\"BarrelSmoke\",random(0,24),0,random(-180,180),2,random(45,90))\n\t\tPBRN M -1\n\t\tstop\n\tCrispy2:\n\t\tPBRN AAA 0 A_CustomMissile(\"BarrelSmoke\",random(0,48),0,random(-180,180),2,random(45,90))\n\t\tPBRN N 4 A_CustomMissile(\"BarrelSmoke\",random(0,48),0,random(-180,180),2,random(45,90))\n\t\tPBRN AAA 0 A_CustomMissile(\"BarrelSmoke\",random(0,40),0,random(-180,180),2,random(45,90))\n\t\tPBRN O 4 A_CustomMissile(\"BarrelSmoke\",random(0,40),0,random(-180,180),2,random(45,90))\n\t\tPBRN AAA 0 A_CustomMissile(\"BarrelSmoke\",random(0,32),0,random(-180,180),2,random(45,90))\n\t\tPBRN P 4 A_CustomMissile(\"BarrelSmoke\",random(0,32),0,random(-180,180),2,random(45,90))\n\t\tPBRN QQQRRR 2 A_CustomMissile(\"BarrelSmoke\",random(0,24),0,random(-180,180),2,random(45,90))\n\t\tPBRN SSSSSSSSSSSSSSSSSSSS 4 A_CustomMissile(\"BarrelSmoke\",random(0,24),0,random(-180,180),2,random(45,90))\n\t\tPBRN S -1\n\t\tstop\n\t}\n}\n\nACTOR ShotgunGuyOnFire : ShotgunGuy2\n{\n\tHealth 5\n\tSpeed 12\n\tGibHealth -30\n\t+FRIGHTENED\n\t+DROPOFF\n\t-COUNTKILL\n\tDamageFactor \"Flame\", 0.2\n\tPainChance 0\n\tstates\n\t{\n\tSpawn:\n\t\tSPOS A 0\n\t\tSPOS A 0 A_GiveInventory(\"ThingTimer\",random(0,15))\n\t\tGoto See\n\tSee:\n\t\tSPOS A 0 A_FireCrackle\n\t\tSPOS A 0 A_Scream\n\t\tSPOS AA 0 A_SpawnItemEx(\"DeathFlame\",random(-8,8),random(-8,8),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3),0,0,64)\n\t\tSPOS AA 2 A_Wander\n\t\tSPOS BB 0 A_SpawnItemEx(\"DeathFlame\",random(-8,8),random(-8,8),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3),0,0,64)\n\t\tSPOS BB 2 A_Wander\n\t\tSPOS C 0 A_Scream\n\t\tSPOS CC 0 A_SpawnItemEx(\"DeathFlame\",random(-8,8),random(-8,8),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3),0,0,64)\n\t\tSPOS CC 2 A_Wander\n\t\tSPOS DD 0 A_SpawnItemEx(\"DeathFlame\",random(-8,8),random(-8,8),random(0,48),random(-1,1)*0.2,random(-1,1)*0.2,random(1,3),0,0,64)\n\t\tSPOS DD 2 A_Wander\n\t\tSPOS D 0 A_GiveInventory(\"ThingTimer\",1)\n\t\tSPOS D 0 A_JumpIfInventory(\"ThingTimer\",30,1)\n\t\tGoto See\n\t\tSPOS D 0 A_Die\n\tDeath:\n\t\tSPOS H 0 A_QueueCorpse\n\t\tSPOS HHHH 1 A_CustomMissile(\"RedBlood\")\n\t\tSPOS I 4 A_Scream\n\t\tSPOS J 4 A_NoBlocking\n\t\tSPOS K 4\n\t\tSPOS LLLLLLLL 2 A_SpawnItem(\"RedBloodSplat\")\n\t\tSPOS LLLLLLLL 4 A_SpawnItem(\"RedBloodSplat\")\n\t\tSPOS L -1\n\t\tStop\n\tDeath.Flame:\n\tDeath.XFlame:\n\t\tSPOS H 0 A_TakeInventory(\"ThingTimer\",30)\n\t\tgoto super::Death.XFlame\n\tRaise:\n\t\tSPOS K 5\n\t\tSPOS JIH 5\n\t\tSPOS A 0 A_SpawnItemEx(\"ShotgunGuy2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tStop\n\t}\n}\n\nACTOR DoomImp2 : DoomImp replaces DoomImp\n{\n\tPainChance \"Radiation\", 16\n\tPainChance \"Flame\", 8\n\tPainChance \"XFlame\", 8\n\tMass 75\n\tSpeed 6\n\tRadius 16\n\tstates\n\t{\n\tSpawn:\n\t\tTROO A 0 A_CheckSight(\"Spawn2\")\n\t\tTROO A 0 A_SpawnItemEx(\"HeadShotBox2\",0,0,48,0,0,0,0,SXF_SETMASTER)\n\t\tTROO A 5 A_Look\n\t\tLoop\n\tSpawn2:\n\t\tTROO A 5 A_Look\n\t\tTROO A 0 A_CheckSight(\"Spawn2\")\n\t\tGoto Spawn\n\tSee:\n\t\tTROO AA 2 A_Chase\n\t\tTROO A 2 A_Chase(\"\",\"\")\n\t\tTROO BB 2 A_Chase\n\t\tTROO B 2 A_Chase(\"\",\"\")\n\t\tTROO CC 2 A_Chase\n\t\tTROO C 2 A_Chase(\"\",\"\")\n\t\tTROO DD 2 A_Chase\n\t\tTROO D 2 A_Chase(\"\",\"\")\n\t\tLoop\n\tMissile:\n\t\tTROO E 0 A_FaceTarget\n\t\tTROO EE 5 A_SpawnItemEx(\"HeadShotBox2\",0,0,48,0,0,0,0,SXF_SETMASTER)\n\t\tTROO F 0 A_FaceTarget\n\t\tTROO F 5 A_SpawnItemEx(\"HeadShotBox2\",0,0,48,0,0,0,0,SXF_SETMASTER)\n\t\tTROO G 2 A_TroopAttack\n\t\tTROO G 5 A_SpawnItemEx(\"HeadShotBox2\",0,0,48,0,0,0,0,SXF_SETMASTER)\n\t\tGoto See\n\tDeath.Punch:\n\t\tTROO H 0 A_ChangeVelocity(0,0,random(0,2))\n\tDeath.Rocket:\n\tDeath.Grenade:\n\tDeath.BFG10k:\n\t\tTROO H 1\n\t\tTROO H 0 A_ScaleVelocity(2.0)\n\t\tTROO M 0 A_JumpIfHealthLower(-90,\"XDeath\")\n\tDeath:\n\tDeath.FootHead:\n\t\tTROO H 0 A_Jump(128,\"Death2\")\n\t\tTROO H 0 A_QueueCorpse\n\t\tTROO IIIII 1 A_CustomMissile(\"RedBlood\")\n\t\tTROO J 5 A_Scream\n\t\tTROO K 5 A_NoBlocking\n\t\tTROO L 5\n\t\tTROO MMMMMMMMMM 2 A_SpawnItem(\"RedBloodSplat\")\n\t\tTROO MMMMMMMMMM 4 A_SpawnItem(\"RedBloodSplat\")\n\t\tTROO M -1\n\t\tStop\n\tDeath2:\n\t\tTROO V 0 A_QueueCorpse\n\t\tTROO VVVVV 1 A_CustomMissile(\"RedBlood\")\n\t\tTROO W 5 A_Scream\n\t\tTROO X 5 A_NoBlocking\n\t\tTROO Y 5\n\t\tTROO ZZZZZZZZZZ 2 A_SpawnItem(\"RedBloodSplat\")\n\t\tTROO ZZZZZZZZZZ 4 A_SpawnItem(\"RedBloodSplat\")\n\t\tTROO Z -1\n\t\tStop\n\tXDeath:\n\t\tTROO N 0 A_JumpIfHealthLower(-1000,\"Vaporize\")\n\t\tTROO N 0 A_JumpIfHealthLower(-120,\"SuperXDeath\")\n\t\tTROO IIII 1 A_SpawnItemEx(\"RedBloodCloud\",random(-4,4),random(-4,4),random(0,16),random(-5,5)*0.2,0,random(0,2)*0.2,random(0,360))\n\t\tTROO M 0 A_XScream\n\t\tTROO NNNN 1 A_SpawnItemEx(\"RedBloodCloud\",random(-4,4),random(-4,4),random(0,16),random(-5,5)*0.2,0,random(0,2)*0.2,random(0,360))\n\t\tTROO O 0 A_NoBlocking\n\t\tTROO OOOOPPPP 1 A_SpawnItemEx(\"RedBloodCloud\",random(-4,4),random(-4,4),random(0,16),random(-5,5)*0.2,0,random(0,2)*0.2,random(0,360))\n\t\tTROO QRST 4\n\t\tTROO UUUUUU 1 A_SpawnDebris(\"RedBloodSplat\")\n\t\tTROO UUUUUU 2 A_SpawnDebris(\"RedBloodSplat\")\n\t\tTROO UUUUUU 4 A_SpawnDebris(\"RedBloodSplat\")\n\t\tTROO U -1\n\t\tStop\n\tCrush:\n\t\tPOSS P 0 A_Burst(\"Giblet\")\n\t\tStop\n\tSuperXDeath:\n\t\tTROO N 0\n\t\tTROO N 0 A_NoBlocking\n\t\tTROO N 1\n\t\tTROO P 1 A_PlaySound(\"misc/gibx\")\n\t\tTROO PPPPPPPPPPPPPPPPPPPP 0 A_SpawnItemEx(\"RedBloodCloud\",random(-16,16),random(-16,16),random(0,56),random(-5,5)*0.4,0,random(0,5)*0.4,random(0,360))\n\t\tTROO PPPPPPPPPPPPPPPPPPPPPP 0 A_SpawnItemEx(\"Giblet\",random(-8,8),random(-8,8),random(0,40),momx + (random(-Health,Health) * 0.05),momy + (random(-Health,Health) * 0.05),momz + (random(-Health,Health) * 0.05),0,SXF_ABSOLUTEMOMENTUM)\n\t\tTROO PPPPPPPPPPPPPPPPPPPPPP 0 A_SpawnItemEx(\"Giblet\",random(-8,8),random(-8,8),random(0,40),momx + (random(-Health,Health) * 0.05),momy + (random(-Health,Health) * 0.05),momz + (random(-Health,Health) * 0.05),0,SXF_ABSOLUTEMOMENTUM)\n\t\tPOB1 AAAAAAAAAAAAAAA 1 A_SpawnDebris(\"RedBloodSpraySmall\")\n\t\tPOB1 AAAAA 2 A_SpawnDebris(\"RedBloodSplat\")\n\t\tPOB1 AAAAA 4 A_SpawnDebris(\"RedBloodSplat\")\n\t\tPOB1 A 0 A_SpawnItem(\"ColonGibs\")\n\t\tStop\n\tVaporize:\n\t\tVAPZ A 0\n\t\tVAPZ N 0 A_NoBlocking\n\t\tVAPZ A 0 A_FaceTarget\n\t\tVAPZ A 0 A_PlaySound(\"misc/vaporize\")\n\t\tVAPZ PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 0 A_SpawnItemEx(\"VaporSmoke\",random(-16,16),random(-16,16),random(0,56),random(-10,10)*0.5,random(-10,10)*0.5)\n\t\tPBRN ABCDE 1 BRIGHT A_Stop\n\t\tPBRN FG 3 A_Stop\n\t\tVAPZ A 3 A_Stop\n\t\tVAPZ BCDEF 3\n\t\tVAPZ G 0 A_SpawnItem(\"VaporizedCorpse\")\n\t\tStop\n\t}\n}\n\nACTOR ChaingunGuy2 : ChaingunGuy replaces ChaingunGuy\n{\n\tPainChance \"Radiation\", 32\n\tPainChance \"Flame\", 16\n\tPainChance \"XFlame\", 16\n\tDropItem \"Chaingun_\"\n\tDropItem \"ClipBox\", 64\n\tDecal BulletChip\n\tSpeed 4\n\tRadius 18\n\tstates\n\t{\n\tSpawn:\n\t\tCPOS A 0 A_CheckSight(\"Spawn2\")\n\t\tCPOS A 0 A_SpawnItemEx(\"HeadShotBox3\",0,0,48,0,0,0,0,SXF_SETMASTER)\n\t\tCPOS A 5 A_Look\n\t\tLoop\n\tSpawn2:\n\t\tCPOS A 5 A_Look\n\t\tCPOS A 0 A_CheckSight(\"Spawn2\")\n\t\tGoto Spawn\n\tSee:\n\t\tCPOS AA 2 A_Chase\n\t\tCPOS AA 2 A_Chase(\"\",\"\")\n\t\tCPOS BB 2 A_Chase\n\t\tCPOS BB 2 A_Chase(\"\",\"\")\n\t\tCPOS CC 2 A_Chase\n\t\tCPOS CC 2 A_Chase(\"\",\"\")\n\t\tCPOS DD 2 A_Chase\n\t\tCPOS DD 2 A_Chase(\"\",\"\")\n\t\tLoop\n\tMissile:\n\t\tCPOS E 0 A_PlaySound(\"weapons/cgunup\")\n\t\tCPOS E 0 A_FaceTarget\n\t\tCPOS EEE 5 A_SpawnItemEx(\"HeadShotBox3\",0,0,48,0,0,0,0,SXF_SETMASTER)\n\tMissile2:\n\t\tCPOS F 2 BRIGHT A_CustomBulletAttack(11.2,2.8,1,4)\n\t\tCPOS E 2 A_SpawnItemEx(\"HeadShotBox3F\",0,0,48,0,0,0,0,SXF_SETMASTER)\n\t\tCPOS F 2 BRIGHT A_CustomBulletAttack(11.2,2.8,1,4)\n\t\tCPOS E 2 A_SpawnItemEx(\"HeadShotBox3F\",0,0,48,0,0,0,0,SXF_SETMASTER)\n\t\tCPOS F 0 BRIGHT A_CPosRefire\n\t\tLoop\n\tDeath.Punch:\n\t\tCPOS H 0 A_ChangeVelocity(0,0,random(0,2))\n\tDeath.Rocket:\n\tDeath.Grenade:\n\tDeath.BFG10k:\n\t\tCPOS G 1\n\t\tCPOS H 0 A_ScaleVelocity(2.0)\n\t\tCPOS M 0 A_JumpIfHealthLower(-105,\"XDeath\")\n\tDeath:\n\tDeath.FootHead:\n\t\tCPOS H 0 A_QueueCorpse\n\t\tCPOS HHHHH 1 A_CustomMissile(\"RedBlood\")\n\t\tCPOS I 5 A_Scream\n\t\tCPOS J 5 A_NoBlocking\n\t\tCPOS KLM 5\n\t\tCPOS NNNNNNNNNN 2 A_SpawnItem(\"RedBloodSplat\")\n\t\tCPOS NNNNNNNNNN 4 A_SpawnItem(\"RedBloodSplat\")\n\t\tCPOS N -1\n\t\tStop\n\tXDeath:\n\t\tCPOS O 0 A_JumpIfHealthLower(-1000,\"Vaporize\")\n\t\tCPOS O 0 A_JumpIfHealthLower(-140,\"SuperXDeath\")\n\t\tCPOS HHHH 1 A_SpawnItemEx(\"RedBloodCloud\",random(-4,4),random(-4,4),random(0,16),random(-5,5)*0.2,0,random(0,2)*0.2,random(0,360))\n\t\tCPOS O 0 A_XScream\n\t\tCPOS OOOO 1 A_SpawnItemEx(\"RedBloodCloud\",random(-4,4),random(-4,4),random(0,16),random(-5,5)*0.2,0,random(0,2)*0.2,random(0,360))\n\t\tCPOS P 0 A_NoBlocking\n\t\tCPOS PPPPQQQQ 1 A_SpawnItemEx(\"RedBloodCloud\",random(-4,4),random(-4,4),random(0,16),random(-5,5)*0.2,0,random(0,2)*0.2,random(0,360))\n\t\tCPOS RS 4\n\t\tCPOS TTTTTT 1 A_SpawnDebris(\"RedBloodSplat\")\n\t\tCPOS TTTTTT 2 A_SpawnDebris(\"RedBloodSplat\")\n\t\tCPOS TTTTTT 4 A_SpawnDebris(\"RedBloodSplat\")\n\t\tCPOS T -1\n\t\tStop\n\tCrush:\n\t\tCPOS P 0 A_Burst(\"Giblet\")\n\t\tStop\n\tSuperXDeath:\n\t\tCPOS N 0\n\t\tCPOS N 0 A_NoBlocking\n\t\tCPOS O 1 A_FaceTarget\n\t\tCPOS P 0 A_Recoil(random(0,16))\n\t\tCPOS P 1 A_PlaySound(\"misc/gibx\")\n\t\tCPOS PPPPPPPPPPPPPPPPPPPPPPPPP 0 A_SpawnItemEx(\"RedBloodCloud\",random(-20,20),random(-16,16),random(0,56),random(-5,5)*0.4,0,random(0,5)*0.4,random(0,360))\n\t\tCPOS PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 0 A_SpawnItemEx(\"Giblet\",random(-12,12),random(-12,12),random(0,40),momx + (random(-Health,Health) * 0.05),momy + (random(-Health,Health) * 0.05),momz + (random(-Health,Health) * 0.05),0,SXF_ABSOLUTEMOMENTUM)\n\t\tCPOS PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 0 A_SpawnItemEx(\"Giblet\",random(-12,12),random(-12,12),random(0,40),momx + (random(-Health,Health) * 0.05),momy + (random(-Health,Health) * 0.05),momz + (random(-Health,Health) * 0.05),0,SXF_ABSOLUTEMOMENTUM)\n\t\tPOB1 AAAAAAAAAAAAAAA 1 A_SpawnDebris(\"RedBloodSpraySmall\")\n\t\tPOB1 AAAAA 2 A_SpawnDebris(\"RedBloodSplat\")\n\t\tPOB1 AAAAA 4 A_SpawnDebris(\"RedBloodSplat\")\n\t\tPOB1 A 0 A_SpawnItem(\"ColonGibs\")\n\t\tStop\n\tVaporize:\n\t\tVAPZ A 0\n\t\tVAPZ N 0 A_NoBlocking\n\t\tVAPZ A 0 A_FaceTarget\n\t\tVAPZ A 0 A_PlaySound(\"misc/vaporize\")\n\t\tVAPZ PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 0 A_SpawnItemEx(\"VaporSmoke\",random(-16,16),random(-16,16),random(0,56),random(-10,10)*0.5,random(-10,10)*0.5)\n\t\tPBRN ABCDE 1 BRIGHT A_Stop\n\t\tPBRN FG 3 A_Stop\n\t\tVAPZ A 3 A_Stop\n\t\tVAPZ BCDEF 3\n\t\tVAPZ G 0 A_SpawnItem(\"VaporizedCorpse\")\n\t\tStop\n\t}\n}\n\nACTOR WolfNazi : WolfensteinSS replaces WolfensteinSS\n{\n\tRadius 16\n\tSpeed 5\n\tHealth 80\n\t//DropItem \"SubMachine_Gun\"\n\tDropItem \"Clip\", 64\n\tDropItem \"Clip\", 64\n\tDropItem \"Stimpack\", 32 //Ooh, a reward.\n\tPainChance \"Radiation\", 64\n\tPainChance \"Flame\", 32\n\tPainChance \"XFlame\", 32\n\tDecal BulletChip\n\tstates\n\t{\n\tSpawn:\n\t\tSSWV A 0 A_CheckSight(\"Spawn2\")\n\t\tSSWV A 0 A_SpawnItemEx(\"HeadShotBox2\",0,0,48,0,0,0,0,SXF_SETMASTER)\n\t\tSSWV A 5 A_Look\n\t\tLoop\n\tSpawn2:\n\t\tSSWV A 5 A_Look\n\t\tSSWV A 0 A_CheckSight(\"Spawn2\")\n\t\tGoto Spawn\n\tSee:\n\t\tSSWV AA 2 A_Chase\n\t\tSSWV A 2 A_Chase(\"\",\"\")\n\t\tSSWV BB 2 A_Chase\n\t\tSSWV B 2 A_Chase(\"\",\"\")\n\t\tSSWV CC 2 A_Chase\n\t\tSSWV C 2 A_Chase(\"\",\"\")\n\t\tSSWV DD 2 A_Chase\n\t\tSSWV D 2 A_Chase(\"\",\"\")\n\t\tLoop\n\tMissile:\n\t\tSSWV E 0 A_FaceTarget\n\t\tSSWV EE 5 A_SpawnItemEx(\"HeadShotBox2\",0,0,48,0,0,0,0,SXF_SETMASTER)\n\t\tSSWV F 0 A_FaceTarget\n\t\tSSWV FF 5 A_SpawnItemEx(\"HeadShotBox2\",0,0,48,0,0,0,0,SXF_SETMASTER)\n\t\tSSWV G 1 BRIGHT A_CustomBulletAttack(3,2,1,3)\n\t\tSSWV FF 2 A_SpawnItemEx(\"HeadShotBox2F\",0,0,48,0,0,0,0,SXF_SETMASTER)\n\t\tSSWV F 0 A_CPosRefire\n\t\tGoto Missile+6\n\tDeath.Punch:\n\t\tSSVW H 0 A_ChangeVelocity(0,0,random(0,2))\n\tDeath.Rocket:\n\tDeath.Grenade:\n\tDeath.BFG10k:\n\t\tSSWV H 1\n\t\tSSWV H 0 A_ScaleVelocity(2.0)\n\t\tSSWV M 0 A_JumpIfHealthLower(-120,\"XDeath\")\n\tDeath:\n\tDeath.FootHead:\n\t\tSSWV I 0 A_QueueCorpse\n\t\tSSWV IIIII 1 A_CustomMissile(\"RedBlood\")\n\t\tSSWV J 5 A_Scream\n\t\tSSWV K 5 A_NoBlocking\n\t\tSSWV L 5\n\t\tSSWV MMMMMMMMMM 2 A_SpawnItem(\"RedBloodSplat\")\n\t\tSSWV MMMMMMMMMM 4 A_SpawnItem(\"RedBloodSplat\")\n\t\tSSWV M -1\n\t\tStop\n\tXDeath:\n\t\tSSWV N 0 A_JumpIfHealthLower(-1000,\"Vaporize\")\n\t\tSSWV N 0 A_JumpIfHealthLower(-80,\"SuperXDeath\")\n\t\tSSWV IIII 1 A_SpawnItemEx(\"RedBloodCloud\",random(-4,4),random(-4,4),random(0,16),random(-5,5)*0.2,0,random(0,2)*0.2,random(0,360))\n\t\tSSWV N 0 A_XScream\n\t\tSSWV NNNN 1 A_SpawnItemEx(\"RedBloodCloud\",random(-4,4),random(-4,4),random(0,16),random(-5,5)*0.2,0,random(0,2)*0.2,random(0,360))\n\t\tSSWV O 0 A_NoBlocking\n\t\tSSWV OOOOPPPP 1 A_SpawnItemEx(\"RedBloodCloud\",random(-4,4),random(-4,4),random(0,16),random(-5,5)*0.2,0,random(0,2)*0.2,random(0,360))\n\t\tSSWV QRSTU 4\n\t\tSSWV VVVVVV 1 A_SpawnDebris(\"RedBloodSplat\")\n\t\tSSWV VVVVVV 2 A_SpawnDebris(\"RedBloodSplat\")\n\t\tSSWV VVVVVV 4 A_SpawnDebris(\"RedBloodSplat\")\n\t\tSSWV V -1\n\t\tStop\n\tCrush:\n\t\tSSWV P 0 A_Burst(\"Giblet\")\n\t\tStop\n\tSuperXDeath:\n\t\tSSWV N 0\n\t\tSSWV N 0 A_NoBlocking\n\t\tSSWV P 1 A_PlaySound(\"misc/gibx\")\n\t\tSSWV PPPPPPPPPPPPPPPPPP 0 A_SpawnItemEx(\"RedBloodCloud\",random(-16,16),random(-16,16),random(0,56),random(-5,5)*0.4,0,random(0,5)*0.4,random(0,360))\n\t\tSSWV PPPPPPPPPPPPPPPPPPPPPP 0 A_SpawnItemEx(\"Giblet\",random(-8,8),random(-8,8),random(0,40),momx + (random(-Health,Health) * 0.05),momy + (random(-Health,Health) * 0.05),momz + (random(-Health,Health) * 0.05),0,SXF_ABSOLUTEMOMENTUM)\n\t\tSSWV PPPPPPPPPPPPPPPPPPPPPP 0 A_SpawnItemEx(\"Giblet\",random(-8,8),random(-8,8),random(0,40),momx + (random(-Health,Health) * 0.05),momy + (random(-Health,Health) * 0.05),momz + (random(-Health,Health) * 0.05),0,SXF_ABSOLUTEMOMENTUM)\n\t\tPOB1 AAAAAAAAAAAAAAA 1 A_SpawnDebris(\"RedBloodSpray\")\n\t\tPOB1 AAAAA 2 A_SpawnDebris(\"RedBloodSplat\")\n\t\tPOB1 AAAAA 4 A_SpawnDebris(\"RedBloodSplat\")\n\t\tPOB1 A 0 A_SpawnItem(\"ColonGibs\")\n\t\tStop\n\tVaporize:\n\t\tVAPZ A 0\n\t\tVAPZ N 0 A_NoBlocking\n\t\tVAPZ A 0 A_FaceTarget\n\t\tVAPZ A 0 A_PlaySound(\"misc/vaporize\")\n\t\tVAPZ PPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 0 A_SpawnItemEx(\"VaporSmoke\",random(-16,16),random(-16,16),random(0,56),random(-10,10)*0.5,random(-10,10)*0.5)\n\t\tPBRN ABCDE 1 BRIGHT A_Stop\n\t\tPBRN FG 3 A_Stop\n\t\tVAPZ A 3 A_Stop\n\t\tVAPZ BCDEF 3\n\t\tVAPZ G 0 A_SpawnItem(\"VaporizedCorpse\")\n\t\tStop\n\t}\n}\n\nACTOR Pinky : Demon replaces Demon\n{\n\tPainChance \"Radiation\", 4\n\tPainChance \"Flame\", 2\n\tPainChance \"XFlame\", 2\n\tDamageFactor \"Fire\", 1.5\n\tDamageFactor \"Chainsaw\", 0.5 //Tough meat.\n\tStates\n\t{\n\tSpawn:\n\t\tSARG A 10 A_Look\n\t\tLoop\n\tMelee:\n\t\tSARG EFF 4 A_FaceTarget\n\t\tSARG G 4 A_SargAttack\n\t\tGoto See\n\tDeath:\n\t\tSARG I 8\n\t\tSARG J 8 A_Scream\n\t\tSARG K 4\n\t\tSARG L 4 A_NoBlocking\n\t\tSARG MMMM 1 A_SpawnDebris(\"RedBloodSplat\")\n\t\tSARG NNNNNN 2 A_SpawnDebris(\"RedBloodSplat\")\n\t\tSARG NNNNNN 4 A_SpawnDebris(\"RedBloodSplat\")\n\t\tSARG N -1\n\t\tStop\n\t}\n}\n\nACTOR Cacodemon2 : Cacodemon replaces Cacodemon\n{\n\tSpeed 6\n\tPainChance \"Radiation\", 8\n\tPainChance \"Flame\", 4\n\tPainChance \"XFlame\", 4\n\tDamageFactor \"Fire\", 0.8\n\tDamageFactor \"Ice\", 1.25\n\tDamageFactor \"Radiation\", 0.75\n\tDamageFactor \"Disintegrate\", 1.5\n\tBloodcolor \"00 00 FF\"\n\tstates\n\t{\n\tSee:\n\t\tHEAD AA 2 A_Chase\n\t\tHEAD A 2 A_Chase(\"\",\"\")\n\t\tLoop\n\tMissile:\n\t\tHEAD B 0 A_Stop\n\t\tHEAD BC 4 A_FaceTarget\n\t\tHEAD D 6 A_CustomMissile(\"CacodemonFireBall\",24)\n\t\tHEAD CB 4\n\t\tGoto See\n\tMelee:\n\t\tHEAD CD 6 A_FaceTarget\n\t\tHEAD B 12 A_CustomMeleeAttack(random(1,10)*5,\"\",\"\",\"Bite\",0)\n\t\tGoto See\n\tDeath:\n\t\tHEAD G 1 A_Scream\n\t\tHEAD G 7 A_GiveInventory(\"CrashX\",1)\n\t\tHEAD H 1 A_JumpIf(momz < -10, \"Fall1\")\n\t\tHEAD H 1 A_JumpIf(waterlevel > 1, 1)\n\t\tGoto Death+2\n\t\tHEAD H 0\n\t\tGoto FallWater+1\n\tFall1:\n\t\tHEAD I 0 A_GiveInventory(\"CrashX\",1)\n\t\tHEAD I 1 A_SpawnItem(\"BlueBloodSpray\")\n\t\tHEAD I 1 A_JumpIf(waterlevel > 1, \"FallWater\")\n\t\tgoto Fall1+1\n\tFallWater:\n\t\tHEAD H 0 A_TakeInventory(\"CrashX\",1)\n\t\tHEAD H 3 A_SpawnDebris(\"BlueBlood\")\n\t\twait\n\tCrash:\n\t\tHEAD I 0 A_JumpIfInventory(\"CrashX\",2,\"CrashX\")\n\t\tHEAD I 0 A_JumpIfInventory(\"CrashX\",1,2)\n\t\tHEAD H 8 A_Scream\n\t\tHEAD IJ 8\n\t\tHEAD K 8 A_NoBlocking\n\t\tHEAD L 0 A_SetFloorClip\n\t\tHEAD LLLLLLLLLL 3 A_SpawnDebris(\"BlueBloodSplat\")\n\t\tHEAD L -1\n\tCrashX:\n\t\tHEAD J 0\n\t\tHEAD J 6 A_PlaySound(\"misc/gibx\")\n\t\tHEAD K 5 A_SpawnDebris(\"BlueBloodSpawner\")\n\t\tHEAD K 1 A_NoBlocking\n\t\tHEAD L 0 A_SetFloorClip\n\t\tHEAD LLLLLLLLLLLLLLLLLLLL 3 A_SpawnDebris(\"BlueBloodSplat\")\n\t\tHEAD L -1\n\t}\n}\n\nACTOR Pain_Elemental : PainElemental replaces PainElemental\n{\n\tPainChance \"Radiation\", 8\n\tPainChance \"Flame\", 4\n\tPainChance \"XFlame\", 4\n\tSpeed 6\n\tStates\n\t{\n\tSee:\n\t\tPAIN AA 2 A_Chase\n\t\tPAIN A 2 A_Chase(\"\",\"\")\n\t\tPAIN BB 2 A_Chase\n\t\tPAIN B 2 A_Chase(\"\",\"\")\n\t\tPAIN CC 2 A_Chase\n\t\tPAIN C 2 A_Chase(\"\",\"\")\n\t\tLoop\n\tMissile:\n\t\tPAIN D 0 A_Stop\n\t\tPAIN D 5 A_FaceTarget\n\t\tPAIN E 5 A_FaceTarget\n\t\tPAIN F 4 BRIGHT A_FaceTarget\n\t\tPAIN F 1 BRIGHT A_PainAttack\n\t\tGoto See\n\tMelee:\n\t\tPAIN FE 6 A_FaceTarget\n\t\tPAIN D 12 A_CustomMeleeAttack(random(1,10)*6,\"\",\"\",\"Bite\",0)\n\t\tGoto See\n\t}\n}\n\nACTOR Lost_Soul : LostSoul replaces LostSoul\n{\n\tPainChance \"Radiation\", 0\n\tPainChance \"Flame\", 0\n\tPainChance \"XFlame\", 0\n\tBloodType \"FleshSpray\"\n\tBloodColor \"BF 7B 4B\"\n\t+NOBLOODDECALS\n\t+PUSHABLE //Whee!\n\tRenderStyle SoulTrans\n\tRadius 16\n\tHeight 40\n\tSpeed 3\n\tDamage 3\n\tStates\n\t{\n\tSpawn:\n\t\tSKUL A 0 A_Look\n\t\tSKUL AABBA 2 BRIGHT A_SpawnItemEx(\"LSFlame\",random(-5,-1),0,random(10,30),0,0,random(1,5)*0.5)\n\t\tSKUL B 0 A_Look\n\t\tSKUL ABBAA 2 BRIGHT A_SpawnItemEx(\"LSFlame\",random(-5,-1),0,random(10,30),0,0,random(1,5)*0.5)\n\t\tSKUL A 0 A_Look\n\t\tSKUL BBAAB 2 BRIGHT A_SpawnItemEx(\"LSFlame\",random(-5,-1),0,random(10,30),0,0,random(1,5)*0.5)\n\t\tSKUL B 0 A_Look\n\t\tSKUL BAABB 2 BRIGHT A_SpawnItemEx(\"LSFlame\",random(-5,-1),0,random(10,30),0,0,random(1,5)*0.5)\n\t\tLoop\n\tSee:\n\t\tSKUL A 0 A_Chase\n\t\tSKUL AA 1 BRIGHT A_SpawnItemEx(\"LSFlame\",random(-5,-1),0,random(10,30),0,0,random(1,5)*0.5)\n\t\tSKUL B 0 A_Chase\n\t\tSKUL AB 1 BRIGHT A_SpawnItemEx(\"LSFlame\",random(-5,-1),0,random(10,30),0,0,random(1,5)*0.5)\n\t\tSKUL B 0 A_Chase\n\t\tSKUL BB 1 BRIGHT A_SpawnItemEx(\"LSFlame\",random(-5,-1),0,random(10,30),0,0,random(1,5)*0.5)\n\t\tLoop\n\tMissile:\n\t\tSKUL C 0 BRIGHT A_FaceTarget\n\t\tSKUL C 0 BRIGHT A_SkullAttack\n\t\tSKUL CCDD 1 BRIGHT A_SpawnItemEx(\"LSFlame2\",random(-10,-5),0,random(16,32),momx*(random(45,52)*0.01),momy*(random(45,52)*0.01),(momz*0.5)+(random(1,5)*0.5),0,SXF_ABSOLUTEMOMENTUM)\n\t\tGoto Missile+2\n\tPain:\n\t\tSKUL E 0 A_Pain\n\t\tSKUL EEEEEE 1 BRIGHT A_SpawnItemEx(\"LSFlame\",random(-5,0),0,random(10,30),0,0,random(1,5)*0.5)\n\t\tSKUL E 0 A_Stop\n\t\tGoto See\n\tDeath:\n\t\tSKUL F 5 BRIGHT A_NoBlocking\n\t\tSKUL G 5 BRIGHT A_Scream\n\t\tSKUL HIJKLM 4 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR Mancubus : Fatso replaces Fatso\n{\n\tPainChance \"Radiation\", 24\n\tPainChance \"Flame\", 12\n\tPainChance \"XFlame\", 12\n\tDamageFactor \"Chainsaw\", 0.4\n\tDamageFactor \"Fire\", 0.5\n\tDamageFactor \"Ice\", 0.5\n\tSpeed 4\n\tStates\n\t{\n\tSee:\n\t\tFATT AA 2 A_Chase\n\t\tFATT AA 2 A_Chase(\"\",\"\")\n\t\tFATT BB 2 A_Chase\n\t\tFATT BB 2 A_Chase(\"\",\"\")\n\t\tFATT CC 2 A_Chase\n\t\tFATT CC 2 A_Chase(\"\",\"\")\n\t\tFATT DD 2 A_Chase\n\t\tFATT DD 2 A_Chase(\"\",\"\")\n\t\tFATT EE 2 A_Chase\n\t\tFATT EE 2 A_Chase(\"\",\"\")\n\t\tFATT FF 2 A_Chase\n\t\tFATT FF 2 A_Chase(\"\",\"\")\n\t\tLoop\n    Death:\n\t\tFATT K 3\n\t\tFATT L 9 A_Scream\n\t\tFATT M 6 A_NoBlocking\n\t\tFATT NNNNNNOOOOOO 1 A_SpawnItemEx(\"RedBloodSpray\",random(0,6),0,random(32,48),random(0,5)*0.5,0,random(0,10)*0.5,random(0,360))\n\t\tFATT PPPPPP 0 A_SpawnItemEx(\"RedBloodSpray\",random(0,6),0,random(32,48),random(0,5),0,random(0,10),random(0,360))\n\t\tFATT P 0 A_Jump(128,\"Death2\")\n\t\tFATT PPPPPPQQQQQQ 1 A_SpawnItemEx(\"Giblet\",random(0,6),0,random(16,32),random(0,5),0,random(0,2),random(0,360))\n\t\tFATT RRRRRRSSSSSS 1 A_SpawnItemEx(\"RedBloodSplat\",random(-24,24),random(-24,24))\n\t\tFATT TTTTTTTT 2 A_SpawnItemEx(\"RedBloodSplat\",random(-24,24),random(-24,24))\n\t\tFATT TTTTTTTT 4 A_SpawnItemEx(\"RedBloodSplat\",random(-24,24),random(-24,24))\n\t\tFATT T -1 A_BossDeath\n\t\tStop\n    Death2:\n\t\tFTTX AAAAAABBBBBB 1 A_SpawnItemEx(\"Giblet\",random(0,6),0,random(16,32),random(0,5),0,random(0,2),random(0,360))\n\t\tFTTX CCCCCCDDDDDD 1 A_SpawnItemEx(\"RedBloodSplat\",random(-24,24),random(-24,24))\n\t\tFTTX EEEEEEEE 2 A_SpawnItemEx(\"RedBloodSplat\",random(-24,24),random(-24,24))\n\t\tFTTX EEEEEEEE 4 A_SpawnItemEx(\"RedBloodSplat\",random(-24,24),random(-24,24))\n\t\tFTTX E -1 A_BossDeath\n\t\tStop\n\t}\n}\n\nACTOR Arachnotron2 : Arachnotron replaces Arachnotron\n{\n\tDamageFactor \"Fire\", 1.6\n\tDamageFactor \"Ice\", 0.5\n\tDamageFactor \"Disintegrate\", 2.5\n\tDamageFactor \"Radiation\", 0.5\n\tDamageFactor \"Chainsaw\", 0.5\n\tPainChance \"Radiation\", 16\n\tPainChance \"Flame\", 8\n\tPainChance \"XFlame\", 8\n\tStates\n\t{\n\tDeath:\n\t\tBSPI J 0 A_Scream\n\t\tBSPI JJJJJJJJJJJJJJJJJJJJ 1 A_SpawnDebris(\"RedBloodSplat\")\n\t\tBSPI K 6 A_NoBlocking\n\t\tBSPI LMN 4\n\t\tBSPI O 6\n\t\tBSPI P -1 A_BossDeath\n\t\tStop\n\t}\n}\n\nACTOR Revenant2 : Revenant replaces Revenant\n{\n\tPainChance \"Radiation\", 16\n\tPainChance \"Flame\", 8\n\tPainChance \"XFlame\", 8\n\tDamageFactor \"Chainsaw\", 2.0\n\tDamageFactor \"Disintegrate\", 2.5\n\tBloodType \"FleshSpray\"\n\tBloodColor \"9B 33 33\"\n\t+NOBLOODDECALS\n\tMass 10000\n\tStates\n\t{\n\tMissile:\n\t\tSKEL J 0 A_Jump(256,\"Missile1\",\"Missile2\",\"Missile3\")\n\tMissile1:\n\t\tSKEL J 1 BRIGHT A_FaceTarget\n\t\tSKEL J 9 BRIGHT A_FaceTarget\n\t\tSKEL K 10 A_CustomMissile(\"RevenantFireBall\",48,-15)\n\t\tGoto See\n\tMissile2:\n\t\tSKEL J 1 BRIGHT A_FaceTarget\n\t\tSKEL J 9 BRIGHT A_FaceTarget\n\t\tSKEL K 10 A_CustomMissile(\"RevenantFireBall\",48,15)\n\t\tGoto See\n\tMissile3:\n\t\tSKEL J 1 BRIGHT A_FaceTarget\n\t\tSKEL J 9 BRIGHT A_FaceTarget\n\t\tSKEL K 0 A_CustomMissile(\"RevenantFireBall2\",48,-15)\n\t\tSKEL K 10 A_CustomMissile(\"RevenantFireBall2\",48,15)\n\t\tGoto See\n\tDeath:\n\t\tSKEL L 5 A_Scream\n\t\tSKEL MN 5\n\t\tSKEL O 5 A_NoBlocking\n\t\tSKEL P 5\n\t\tSKEL Q -1\n\t\tStop\n\tRaise:\n\t\tSKEL Q 10\n\t\tSKEL PONML 4\n\t\tGoto See\n\t}\n}\n\nACTOR HellKnight2 : HellKnight replaces HellKnight\n{\n\tPainChance \"Radiation\", 12\n\tPainChance \"Flame\", 6\n\tPainChance \"XFlame\", 6\n\tMass 5000\n\tSpeed 6\n\tDamageFactor \"Fire\", 0.75\n\tDamageFactor \"Ice\", 1.25\n\tDamageFactor \"Disintegrate\", 1.5\n\tGibHealth -200\n\tBloodColor \"3F 8D 2F\"\n\tStates\n\t{\n\tSee:\n\t\tBOS2 AA 2 A_Chase\n\t\tBOS2 A 2 A_Chase(\"\",\"\")\n\t\tBOS2 BB 2 A_Chase\n\t\tBOS2 B 2 A_Chase(\"\",\"\")\n\t\tBOS2 CC 2 A_Chase\n\t\tBOS2 C 2 A_Chase(\"\",\"\")\n\t\tBOS2 DD 2 A_Chase\n\t\tBOS2 D 2 A_Chase(\"\",\"\")\n\t\tLoop\n\tDeath:\n\t\tBS2X A 5 A_Jump(128,\"Death2\")\n\t\tBS2X B 5 A_Scream\n\t\tBS2X CCCCC 1 A_SpawnDebris(\"GreenBlood\")\n\t\tBS2X D 5\n\t\tBS2X E 5 A_NoBlocking\n\t\tBS2X FFFFFGGGGGHHHHH 1 A_SpawnItem(\"GreenBloodSplat\")\n\t\tBS2X HHHHH 2 A_SpawnItem(\"GreenBloodSplat\")\n\t\tBS2X HHHHH 4 A_SpawnItem(\"GreenBloodSplat\")\n\t\tBS2X H -1\n\t\tStop\n\tDeath2:\n\t\tBS2X I 7\n\t\tBS2X J 7 A_Scream\n\t\tBS2X KKKKKKK 1 A_SpawnDebris(\"GreenBlood\")\n\t\tBS2X L 7 A_NoBlocking\n\t\tBS2X MMMMMMMMMMMMMMM 1 A_SpawnItem(\"GreenBloodSplat\")\n\t\tBS2X MMMMM 2 A_SpawnItem(\"GreenBloodSplat\")\n\t\tBS2X MMMMM 4 A_SpawnItem(\"GreenBloodSplat\")\n\t\tBS2X M -1\n\t\tStop\n\tXDeath:\n\t\tBOS2 I 5 A_Jump(128,\"XDeath2\")\n\t\tBOS2 J 5 A_Scream\n\t\tBOS2 K 5 A_SpawnItemEx(\"GreenBloodSpawner\")\n\t\tBOS2 L 5 A_NoBlocking\n\t\tBOS2 MMMMMNNNNN 1 A_SpawnItemEx(\"GreenBlood\",0,0,16,0,0,random(0,20))\n\t\tBOS2 OOOOOOOOOO 4 A_SpawnDebris(\"GreenBloodSplat\")\n\t\tBOS2 O -1\n\t\tStop\n\tXDeath2:\n\t\tBOS2 P 4\n\t\tBOS2 Q 0 A_Scream\n\t\tBOS2 QR 4 A_SpawnDebris(\"GreenBloodSpawner\")\n\t\tBOS2 S 4 A_NoBlocking\n\t\tBOS2 TTTTUUUUVVVV 1 A_SpawnItemEx(\"GreenBlood\",0,0,16,0,0,random(0,20))\n\t\tBOS2 VVVVVVVVVVVV 2 A_SpawnDebris(\"GreenBloodSplat\")\n\t\tBOS2 V -1\n\t\tStop\n\t}\n}\n\nACTOR BaronOfHell2 : BaronOfHell replaces BaronOfHell\n{\n\tPainChance \"Radiation\", 8\n\tPainChance \"Flame\", 4\n\tPainChance \"XFlame\", 4\n\tMass 5000\n\tSpeed 7\n\tDamageFactor \"Fire\", 0.6\n\tDamageFactor \"Disintegrate\", 1.25\n\tGibHealth -200\n\tBloodColor \"3F 8D 2F\"\n\tStates\n\t{\n\tSee:\n\t\tBOSS AA 2 A_Chase\n\t\tBOSS A 2 A_Chase(\"\",\"\")\n\t\tBOSS BB 2 A_Chase\n\t\tBOSS B 2 A_Chase(\"\",\"\")\n\t\tBOSS CC 2 A_Chase\n\t\tBOSS C 2 A_Chase(\"\",\"\")\n\t\tBOSS DD 2 A_Chase\n\t\tBOSS D 2 A_Chase(\"\",\"\")\n\t\tLoop\n\tMelee:\n\tMissile:\n\t\tBOSS EF 6 A_FaceTarget\n\t\tBOSS G 6 A_BruisAttack\n\t\tBOSS WX 6 A_FaceTarget\n\t\tBOSS Y 6 A_BruisAttack\n\t\tGoto See\n\tDeath:\n\t\tBOSX A 5\n\t\tBOSX B 5 A_Scream\n\t\tBOSX CCCCC 1 A_SpawnDebris(\"GreenBlood\")\n\t\tBOSX D 5\n\t\tBOSX E 5 A_NoBlocking\n\t\tBOSX FFFFFGGGGGGGGGG 1 A_SpawnItem(\"GreenBloodSplat\")\n\t\tBOSX GGGGG 2 A_SpawnItem(\"GreenBloodSplat\")\n\t\tBOSX GGGGG 4 A_SpawnItem(\"GreenBloodSplat\")\n\t\tBOSX G -1\n\t\tStop\n\tXDeath:\n\t\tBOSS I 5 A_Jump(128,\"XDeath2\")\n\t\tBOSS J 5 A_Scream\n\t\tBOSS K 5 A_SpawnItemEx(\"GreenBloodSpawner\")\n\t\tBOSS L 5 A_NoBlocking\n\t\tBOSS MMMMMNNNNN 1 A_SpawnItemEx(\"GreenBlood\",0,0,16,0,0,random(0,20))\n\t\tBOSS OOOOOOOOOO 4 A_SpawnDebris(\"GreenBloodSplat\")\n\t\tBOSS O -1 A_BossDeath\n\t\tStop\n\tXDeath2:\n\t\tBOSS P 4\n\t\tBOSS Q 0 A_Scream\n\t\tBOSS QR 4 A_SpawnDebris(\"GreenBloodSpawner\")\n\t\tBOSS S 4 A_NoBlocking\n\t\tBOSS TTTTUUUU 1 A_SpawnItemEx(\"GreenBlood\",0,0,16,0,0,random(0,20))\n\t\tBOSS VVVVVVVVVVV 2 A_SpawnDebris(\"GreenBloodSplat\")\n\t\tBOSS V -1 A_BossDeath\n\t\tStop\n\t}\n}\n\nACTOR Archvile2 : Archvile replaces Archvile\n{\n\tHealth 2000 //Shit...\n\tGibHealth -50\n\tMass 10000\n\tPainChance 16\n\tPainChance \"Radiation\", 8\n\tPainChance \"Flame\", 0\n\tPainChance \"XFlame\", 0\n\tPainChance \"Chainsaw\", 32\n\tPainChance \"Buckshot\", 32\n\tDamageFactor \"BFG\", 3.0\n\tDamageFactor \"Plasma\", 2.0\n\tDamageFactor \"Flame\", 0.0\n\tDamageFactor \"XFlame\", 0.0\n\tDamageFactor \"Fire\", 0.0\n\tMaxTargetRange 1024\n\t+LOOKALLAROUND\n\tStates\n\t{\n\tMissile:\n\t\tVILE G 0 BRIGHT A_VileStart\n\t\tVILE G 4 BRIGHT A_FaceTarget\n\t\tVILE H 4 BRIGHT A_VileTarget\n\t\tVILE IHIHII 3 BRIGHT A_FaceTarget\n\t\tVILE IJK 4 BRIGHT A_FaceTarget\n\t\tVILE LMLMLMM 4 BRIGHT A_FaceTarget\n\t\tVILE O 6 BRIGHT A_VileAttack\n\t\tVILE P 6 BRIGHT\n\t\tGoto See\n\tDeath:\n\t\tVILX A 5 A_Scream\n\t\tVILX B 5\n\t\tVILX C 5 A_NoBlocking\n\t\tVILX DEF 5\n\t\tVILX G -1 A_BossDeath\n\t\tStop\n\tXDeath:\n\t\tVILE Q 4 A_Scream\n\t\tVILE R 4 A_XScream\n\t\tVILE S 4 A_NoBlocking\n\t\tVILE TUVWXY 4\n\t\tVILE Z -1 A_BossDeath\n\t\tStop\n\t}\n}\n\nACTOR Spider_Mastermind : SpiderMastermind replaces SpiderMastermind\n{\n\tRadius 96\n\tHeight 120\n\tScale 1.2\n\tMass 150000\n\tPainChance 32\n\tPainChance \"Radiation\", 0\n\tPainChance \"Flame\", 0\n\tPainChance \"XFlame\", 0\n\tDecal BulletChip\n\tMinMissileChance 160\n\t+NORADIUSDMG\n\t+DONTRIP\n\tStates\n\t{\n\tSpawn:\n\t\tSPID A 10 A_Look\n\t\tLoop\n\tSee:\n\t\tSPID A 2 A_Metal\n\t\tSPID A 2 A_Chase\n\t\tSPID A 2 A_Chase(\"\",\"\")\n\t\tSPID BB 2 A_Chase\n\t\tSPID B 2 A_Chase(\"\",\"\")\n\t\tSPID C 2 A_Metal\n\t\tSPID C 2 A_Chase\n\t\tSPID C 2 A_Chase(\"\",\"\")\n\t\tSPID DD 2 A_Chase\n\t\tSPID D 2 A_Chase(\"\",\"\")\n\t\tSPID E 2 A_Metal\n\t\tSPID E 2 A_Chase\n\t\tSPID E 2 A_Chase(\"\",\"\")\n\t\tSPID FF 2 A_Chase\n\t\tSPID F 2 A_Chase(\"\",\"\")\n\t\tLoop\n\tMissile:\n\t\tSPID H 0 A_JumpIfCloser(2304,1)\n\t\tGoto See\n\t\tSPID A 20 BRIGHT A_FaceTarget\n\t\tSPID GGG 0 A_CustomMissile(\"MinigunTracer2\",60,0,random(-11,11))\n\t\tSPID G 3 BRIGHT A_SPosAttackUseAtkSound\n\t\tSPID HHH 0 A_CustomMissile(\"MinigunTracer2\",60,0,random(-11,11))\n\t\tSPID H 3 BRIGHT A_SPosAttackUseAtkSound\n\t\tSPID H 0 A_JumpIfCloser(2304,1)\n\t\tGoto See\n\t\tSPID H 1 BRIGHT A_SpidRefire\n\t\tGoto Missile+2\n\tDeath:\n\t\tSPID J 20 A_Scream\n\t\tSPID K 10 A_NoBlocking\n\t\tSPID LMNOPQR 10\n\t\tSPID S 30\n\t\tSPID S -1 A_BossDeath\n\t\tStop\n\t}\n}\n\nACTOR Cyberdemon2 : Cyberdemon replaces Cyberdemon\n{\n\tPainChance \"Radiation\", 0\n\tPainChance \"Flame\", 0\n\tPainChance \"XFlame\", 0\n\tMass 100000\n\tSpeed 10\n\t+DONTRIP\n\tStates\n\t{\n\tSee:\n\t\tCYBR A 2 A_Hoof\n\t\tCYBR A 2 A_Chase\n\t\tCYBR A 2 A_Chase(\"\",\"\")\n\t\tCYBR BB 2 A_Chase\n\t\tCYBR B 2 A_Chase(\"\",\"\")\n\t\tCYBR CC 2 A_Chase\n\t\tCYBR C 2 A_Chase(\"\",\"\")\n\t\tCYBR D 2 A_Metal\n\t\tCYBR D 2 A_Chase\n\t\tCYBR D 2 A_Chase(\"\",\"\")\n\t\tLoop\n\tMissile:\n\t\tCYBR E 6 A_FaceTarget\n\t\tCYBR F 12 A_CustomMissile(\"CyberRocket\",56,-24)\n\t\tCYBR E 12 A_FaceTarget\n\t\tCYBR F 12 A_CustomMissile(\"CyberRocket\",56,-24)\n\t\tCYBR E 12 A_FaceTarget\n\t\tCYBR F 12 A_CustomMissile(\"CyberRocket\",56,-24)\n\t\tGoto See\n\tDeath:\n\t\tCYBR G 10 A_Scream\n\t\tCYBR H 10\n\t\tCYBR I 0 A_PlaySoundEx(\"weapons/rocklx\",Body,0,2)\n\t\tCYBR I 0 BRIGHT A_SpawnItemEx(\"RocketExp\",0,0,72)\n\t\tCYBR IIIIIIIIIIIIIIIIIIIIIIII 0 A_CustomMissile(\"ExplosionFlame\",random(0,110),random(0,32),random(0,360),2,random(-10,90))\n\t\tCYBR IIIIIIII 0 A_SpawnItemEx(\"RedBloodCloud\",random(-16,16),random(-16,16),random(0,90),random(-5,5)*0.4,0,random(0,5)*0.4,random(0,360))\n\t\tCYBR IIIIIIII 1 A_SpawnItemEx(\"RedBloodCloud\",random(-16,16),random(-16,16),random(0,90),random(-5,5)*0.4,0,random(0,5)*0.4,random(0,360))\n\t\tCYBR J 0 A_PlaySoundEx(\"weapons/rocklx\",Body,0,2)\n\t\tCYBR J 0 BRIGHT A_SpawnItemEx(\"GrenadeExp\",random(0,32),0,random(0,8),random(0,2),0,random(0,8),random(0,360))\n\t\tCYBR JJJJJJJJJJJJJJJJJJJJJJJJ 0 A_CustomMissile(\"ExplosionFlame\",random(0,110),random(0,32),random(0,360),2,random(-10,90))\n\t\tCYBR JJJJJJJJ 0 A_SpawnItemEx(\"RedBloodCloud\",random(-16,16),random(-16,16),random(0,90),random(-5,5)*0.4,0,random(0,5)*0.4,random(0,360))\n\t\tCYBR JJJJJJJJ 1 A_SpawnItemEx(\"RedBloodCloud\",random(-16,16),random(-16,16),random(0,90),random(-5,5)*0.4,0,random(0,5)*0.4,random(0,360))\n\t\tCYBR K 0 A_PlaySoundEx(\"weapons/rocklx\",Body,0,2)\n\t\tCYBR KK 0 BRIGHT A_SpawnItemEx(\"GrenadeExp\",random(0,32),0,random(20,28),random(0,2),0,random(0,8),random(0,360))\n\t\tCYBR KKKKKKKKKKKKKKKKKKKKKKKK 0 A_CustomMissile(\"ExplosionFlame\",random(0,110),random(0,32),random(0,360),2,random(-10,90))\n\t\tCYBR KKKKKKKK 0 A_SpawnItemEx(\"RedBloodCloud\",random(-16,16),random(-16,16),random(0,90),random(-5,5)*0.4,0,random(0,5)*0.4,random(0,360))\n\t\tCYBR KKKKKKKK 1 A_SpawnItemEx(\"RedBloodCloud\",random(-16,16),random(-16,16),random(0,90),random(-5,5)*0.4,0,random(0,5)*0.4,random(0,360))\n\t\tCYBR L 0 A_PlaySoundEx(\"weapons/rocklx\",Body,0,2)\n\t\tCYBR L 0 BRIGHT A_SpawnItemEx(\"GrenadeExp\",random(0,32),0,random(40,48),random(0,2),0,random(0,8),random(0,360))\n\t\tCYBR LLLLLLLLLLLLLLLLLLLLLLLL 0 A_CustomMissile(\"ExplosionFlame\",random(0,110),random(0,32),random(0,360),2,random(-10,90))\n\t\tCYBR LLLLLLLL 0 A_SpawnItemEx(\"RedBloodCloud\",random(-16,16),random(-16,16),random(0,90),random(-5,5)*0.4,0,random(0,5)*0.4,random(0,360))\n\t\tCYBR LLLLLLLL 1 A_SpawnItemEx(\"RedBloodCloud\",random(-16,16),random(-16,16),random(0,90),random(-5,5)*0.4,0,random(0,5)*0.4,random(0,360))\n\t\tCYBR M 0 A_NoBlocking\n\t\tCYBR M 0 A_SpawnItemEx(\"ExplosionFlash\",0,0,56)\n\t\tCYBR M 0 A_PlaySoundEx(\"weapons/rocklx\",Body,0,2)\n\t\tCYBR MMMMMMMMNNNNNNNNOOOOOOOO 1 A_SpawnItemEx(\"RedBloodSplat\",random(-40,40),random(-40,40))\n\t\tCYBR PPPPPPPPP 2 A_SpawnItemEx(\"RedBloodSplat\",random(-40,40),random(-40,40))\n\t\tCYBR PPP 4 A_SpawnItemEx(\"RedBloodSplat\",random(-40,40),random(-40,40))\n\t\tCYBR P -1 A_BossDeath\n\t\tStop\n\t}\n}\n\n//Skulltag Monsters\n\nACTOR SuperShotgunGuy2 : SuperShotgunGuy replaces SuperShotgunGuy\n{\n\tPainChance \"Radiation\", 8\n\tstates\n\t{\n\tDeath.Punch:\n\t\tGPOS H 0 A_ChangeVelocity(0,0,random(0,2))\n\tDeath.Rocket:\n\tDeath.Grenade:\n\tDeath.BFG10k:\n\t\tGPOS G 1\n\t\tGPOS H 0 A_ScaleVelocity(2.0)\n\t\tGPOS M 0 A_JumpIfHealthLower(-105,\"XDeath\")\n\tDeath:\n\tDeath.FootHead:\n\t\tGPOS H 0 A_QueueCorpse\n\t\tGPOS HHHHH 1 A_CustomMissile(\"RedBlood\")\n\t\tGPOS I 5 A_Scream\n\t\tGPOS J 5 A_NoBlocking\n\t\tGPOS KLM 5\n\t\tGPOS NNNNNNNNNN 2 A_SpawnItem(\"RedBloodSplat\")\n\t\tGPOS NNNNNNNNNN 4 A_SpawnItem(\"RedBloodSplat\")\n\t\tGPOS N -1\n\t\tStop\n\tXDeath:\n\t\tGPOS O 0 A_JumpIfHealthLower(-1000,\"Vaporize\")\n\t\tGPOS O 0 A_JumpIfHealthLower(-140,\"SuperXDeath\")\n\t\tGPOS HHHH 1 A_SpawnItemEx(\"RedBloodCloud\",random(-4,4),random(-4,4),random(0,16),random(-5,5)*0.2,0,random(0,2)*0.2,random(0,360))\n\t\tGPOS O 0 A_XScream\n\t\tGPOS OOOO 1 A_SpawnItemEx(\"RedBloodCloud\",random(-4,4),random(-4,4),random(0,16),random(-5,5)*0.2,0,random(0,2)*0.2,random(0,360))\n\t\tGPOS P 0 A_NoBlocking\n\t\tGPOS PPPPQQQQ 1 A_SpawnItemEx(\"RedBloodCloud\",random(-4,4),random(-4,4),random(0,16),random(-5,5)*0.2,0,random(0,2)*0.2,random(0,360))\n\t\tGPOS RS 4\n\t\tGPOS TTTTTT 1 A_SpawnDebris(\"RedBloodSplat\")\n\t\tGPOS TTTTTT 2 A_SpawnDebris(\"RedBloodSplat\")\n\t\tGPOS TTTTTT 4 A_SpawnDebris(\"RedBloodSplat\")\n\t\tGPOS T -1\n\t\tStop\n\tCrush:\n\t\tGPOS P 0 A_Burst(\"Giblet\")\n\t\tStop\n\tSuperXDeath:\n\t\tGPOS N 0\n\t\tGPOS N 0 A_NoBlocking\n\t\tGPOS O 1 A_FaceTarget\n\t\tGPOS P 0 A_Recoil(random(0,16))\n\t\tGPOS P 1 A_PlaySound(\"misc/gibx\")\n\t\tGPOS PPPPPPPPPPPPPPPPPPPPPPPPP 0 A_SpawnItemEx(\"RedBloodCloud\",random(-20,20),random(-16,16),random(0,56),random(-5,5)*0.4,0,random(0,5)*0.4,random(0,360))\n\t\tGPOS PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 0 A_SpawnItemEx(\"Giblet\",random(-12,12),random(-12,12),random(0,40),momx + (random(-Health,Health) * 0.05),momy + (random(-Health,Health) * 0.05),momz + (random(-Health,Health) * 0.05),0,SXF_ABSOLUTEMOMENTUM)\n\t\tGPOS PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 0 A_SpawnItemEx(\"Giblet\",random(-12,12),random(-12,12),random(0,40),momx + (random(-Health,Health) * 0.05),momy + (random(-Health,Health) * 0.05),momz + (random(-Health,Health) * 0.05),0,SXF_ABSOLUTEMOMENTUM)\n\t\tPOB1 AAAAAAAAAAAAAAA 1 A_SpawnDebris(\"RedBloodSpraySmall\")\n\t\tPOB1 AAAAA 2 A_SpawnDebris(\"RedBloodSplat\")\n\t\tPOB1 AAAAA 4 A_SpawnDebris(\"RedBloodSplat\")\n\t\tPOB1 A 0 A_SpawnItem(\"ColonGibs\")\n\t\tStop\n\tVaporize:\n\t\tVAPZ A 0\n\t\tVAPZ N 0 A_NoBlocking\n\t\tVAPZ A 0 A_FaceTarget\n\t\tVAPZ A 0 A_PlaySound(\"misc/vaporize\")\n\t\tVAPZ PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 0 A_SpawnItemEx(\"VaporSmoke\",random(-16,16),random(-16,16),random(0,56),random(-10,10)*0.5,random(-10,10)*0.5)\n\t\tPBRN ABCDE 1 BRIGHT A_Stop\n\t\tPBRN FG 3 A_Stop\n\t\tVAPZ A 3 A_Stop\n\t\tVAPZ BCDEF 3\n\t\tVAPZ G 0 A_SpawnItem(\"VaporizedCorpse\")\n\t\tStop\n\t}\n}\n\nACTOR DarkImp2 : DarkImp replaces DarkImp\n{\n\tPainChance \"Radiation\", 6\n\tSpeed 6\n\tstates\n\t{\n\tSpawn:\n\t\tDIMP A 0 A_CheckSight(\"Spawn2\")\n\t\tDIMP AA 5 A_SpawnItemEx(\"HeadShotBox1\",0,0,48,0,0,0,0,SXF_SETMASTER)\n\t\tDIMP A 0 A_Look\n\t\tLoop\n\tSpawn2:\n\t\tDIMP A 10 A_Look\n\t\tDIMP A 0 A_CheckSight(\"Spawn2\")\n\t\tGoto Spawn\n\tSee:\n\t\tDIMP AA 2 A_Chase\n\t\tDIMP A 2 A_Chase(\"\",\"\")\n\t\tDIMP BB 2 A_Chase\n\t\tDIMP B 2 A_Chase(\"\",\"\")\n\t\tDIMP CC 2 A_Chase\n\t\tDIMP C 2 A_Chase(\"\",\"\")\n\t\tDIMP DD 2 A_Chase\n\t\tDIMP D 2 A_Chase(\"\",\"\")\n\t\tLoop\n\tMissile:\n\t\tDIMP E 0 A_FaceTarget\n\t\tDIMP EE 5 A_SpawnItemEx(\"HeadShotBox1\",0,0,48,0,0,0,0,SXF_SETMASTER)\n\t\tDIMP F 0 A_FaceTarget\n\t\tDIMP F 5 A_SpawnItemEx(\"HeadShotBox1\",0,0,48,0,0,0,0,SXF_SETMASTER)\n\t\tDIMP G 2 A_ComboAttack\n\t\tDIMP G 5 A_SpawnItemEx(\"HeadShotBox1\",0,0,48,0,0,0,0,SXF_SETMASTER)\n\t\tGoto See\n\tDeath:\n\tDeath.FootHead:\n\t\t//DIMP H 0 A_Jump(128,\"Death2\")\n\t\tDIMP H 0 A_QueueCorpse\n\t\tDIMP IIIII 1 A_CustomMissile(\"RedBlood\")\n\t\tDIMP J 5 A_Scream\n\t\tDIMP K 5 A_NoBlocking\n\t\tDIMP L 5\n\t\tDIMP MMMMMMMMMM 2 A_SpawnItem(\"RedBloodSplat\")\n\t\tDIMP MMMMMMMMMM 4 A_SpawnItem(\"RedBloodSplat\")\n\t\tDIMP M -1\n\t\tStop\n\tDeath2:\n\t\tDIMP V 0 A_QueueCorpse\n\t\tDIMP VVVVV 1 A_CustomMissile(\"RedBlood\")\n\t\tDIMP W 5 A_Scream\n\t\tDIMP X 5 A_NoBlocking\n\t\tDIMP YYYYYYYYYY 2 A_SpawnItem(\"RedBloodSplat\")\n\t\tDIMP YYYYYYYYYY 4 A_SpawnItem(\"RedBloodSplat\")\n\t\tDIMP Y -1\n\t\tStop\n\tXDeath:\n\t\tDIMP N 0 A_JumpIfHealthLower(-1000,\"Vaporize\")\n\t\tDIMP N 0 A_JumpIfHealthLower(-120,\"SuperXDeath\")\n\t\tDIMP PPPPPP 0 A_SpawnItemEx(\"RedBloodCloud\",random(-4,4),random(-4,4),random(0,16),random(-5,5)*0.2,0,random(0,2)*0.2,random(0,360))\n\t\tDIMP N 4 A_XScream\n\t\tDIMP PPPPPP 0 A_SpawnItemEx(\"RedBloodCloud\",random(-4,4),random(-4,4),random(0,16),random(-5,5)*0.2,0,random(0,2)*0.2,random(0,360))\n\t\tDIMP O 4 A_NoBlocking\n\t\tDIMP PPPPPP 0 A_SpawnItemEx(\"RedBloodCloud\",random(-4,4),random(-4,4),random(0,16),random(-5,5)*0.2,0,random(0,2)*0.2,random(0,360))\n\t\tDIMP PQRST 4\n\t\tDIMP UUUUUU 1 A_SpawnDebris(\"RedBloodSplat\")\n\t\tDIMP UUUUUU 2 A_SpawnDebris(\"RedBloodSplat\")\n\t\tDIMP UUUUUU 4 A_SpawnDebris(\"RedBloodSplat\")\n\t\tDIMP U -1\n\t\tStop\n\tCrush:\n\t\tDIMP P 0 A_Burst(\"Giblet\")\n\t\tStop\n\tSuperXDeath:\n\t\tDIMP N 0\n\t\tDIMP N 0 A_NoBlocking\n\t\tDIMP N 1\n\t\tDIMP P 1 A_PlaySound(\"misc/gibx\")\n\t\tDIMP PPPPPPPPPPPPPPPPPPPP 0 A_SpawnItemEx(\"RedBloodCloud\",random(-16,16),random(-16,16),random(0,56),random(-5,5)*0.4,0,random(0,5)*0.4,random(0,360))\n\t\tDIMP PPPPPPPPPPPPPPPPPPPPPPPPP 0 A_SpawnItemEx(\"Giblet\",random(-8,8),random(-8,8),random(0,40),random(0,Health) * 0.01,0,random(-Health,Health) * 0.01,random(0,360))\n\t\tDIMP PPPPPPPPPPPPPPPPPPPPPPPPP 0 A_SpawnItemEx(\"Giblet\",random(-8,8),random(-8,8),random(0,40),random(0,Health) * 0.01,0,random(-Health,Health) * 0.01,random(0,360))\n\t\tPOB1 AAAAAAAAAAAAAAA 1 A_SpawnDebris(\"RedBloodSplat\")\n\t\tPOB1 AAAAA 2 A_SpawnDebris(\"RedBloodSplat\")\n\t\tPOB1 AAAAA 4 A_SpawnDebris(\"RedBloodSplat\")\n\t\tPOB1 A 0 A_SpawnItem(\"ColonGibs\")\n\t\tStop\n\tVaporize:\n\t\tVAPZ A 0\n\t\tVAPZ N 0 A_NoBlocking\n\t\tVAPZ A 0 A_FaceTarget\n\t\tVAPZ A 0 A_PlaySound(\"misc/vaporize\")\n\t\tVAPZ PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 0 A_SpawnItemEx(\"VaporSmoke\",random(-16,16),random(-16,16),random(0,56),random(-10,10)*0.5,random(-10,10)*0.5)\n\t\tPBRN ABCDE 1 BRIGHT A_Stop\n\t\tPBRN FG 3 A_Stop\n\t\tVAPZ A 3 A_Stop\n\t\tVAPZ BCDEF 3\n\t\tVAPZ G 0 A_SpawnItem(\"VaporizedCorpse\")\n\t\tStop\n\t}\n}\n\nACTOR BloodPinky : BloodDemon replaces BloodDemon\n{\n\tPainChance \"Radiation\", 4\n\tPainChance \"Flame\", 2\n\tPainChance \"XFlame\", 2\n\tDamageFactor \"Fire\", 1.5\n\tDamageFactor \"Chainsaw\", 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tSRG2 A 5 A_Look\n\t\tLoop\n\tMelee:\n\t\tSRG2 EF 4 A_FaceTarget\n\t\tSRG2 G 4 A_SargAttack\n\t\tGoto See\n\tDeath:\n\t\tSRG2 I 8\n\t\tSRG2 J 8 A_Scream\n\t\tSRG2 K 4\n\t\tSRG2 L 4 A_NoBlocking\n\t\tSRG2 MMMM 1 A_SpawnDebris(\"RedBloodSplat\")\n\t\tSRG2 NNNNNN 2 A_SpawnDebris(\"RedBloodSplat\")\n\t\tSRG2 NNNNNN 4 A_SpawnDebris(\"RedBloodSplat\")\n\t\tSRG2 N -1\n\t\tStop\n\t}\n}\n\nACTOR Cacolantern2 : Cacolantern replaces Cacolantern\n{\n\tPainChance \"Radiation\", 6\n\tHealth 800\n\tSpeed 7\n\tDamageFactor \"Fire\", 0.8\n\tDamageFactor \"Ice\", 1.25\n\tDamageFactor \"Radiation\", 0.75\n\tDamageFactor \"Disintegrate\", 1.5\n\tBloodColor \"F3 73 17\"\n\tObituary \"%o looked into the eye of a cacolantern.\"\n\tStates\n\t{\n\tSee:\n\t\tHED2 AA 2 A_Chase\n\t\tHED2 A 2 A_Chase(\"\",\"\")\n\t\tLoop\n\tMissile:\n\t\tHED2 B 0 A_Stop\n\t\tHED2 BC 3 A_FaceTarget\n\t\tHED2 D 5 A_CustomMissile(\"CacolanternFireBall\",24)\n\t\tHED2 CB 3\n\t\tGoto See\n\tMelee:\n\t\tHED2 CD 5 A_FaceTarget\n\t\tHED2 B 10 A_CustomMeleeAttack(random(1,10)*6,\"\",\"\",\"Bite\",0)\n\t\tGoto See\n\tDeath:\n\t\tHED2 G 1 A_Scream\n\t\tHED2 G 7 A_GiveInventory(\"CrashX\",1)\n\t\tHED2 H 1 A_JumpIf(momz < -10, \"Fall1\")\n\t\tHED2 H 1 A_JumpIf(waterlevel > 1, 1)\n\t\tGoto Death+2\n\t\tHED2 H 0\n\t\tGoto FallWater+1\n\tFall1:\n\t\tHED2 I 0 A_GiveInventory(\"CrashX\",1)\n\t\tHED2 I 1 A_SpawnItem(\"OrangeBloodSpray\")\n\t\tHED2 I 1 A_JumpIf(waterlevel > 1, \"FallWater\")\n\t\tgoto Fall1+1\n\tFallWater:\n\t\tHED2 H 0 A_TakeInventory(\"CrashX\",1)\n\t\tHED2 H 3 A_SpawnDebris(\"OrangeBlood\")\n\t\twait\n\tCrash:\n\t\tHED2 I 0 A_JumpIfInventory(\"CrashX\",2,\"CrashX\")\n\t\tHED2 I 0 A_JumpIfInventory(\"CrashX\",1,2)\n\t\tHED2 H 8 A_Scream\n\t\tHED2 IJ 8\n\t\tHED2 K 8 A_NoBlocking\n\t\tHED2 L 0 A_SetFloorClip\n\t\tHED2 LLLLLLLLLL 3 A_SpawnDebris(\"OrangeBloodSplat\")\n\t\tHED2 L -1\n\tCrashX:\n\t\tHED2 J 0\n\t\tHED2 J 6 A_PlaySound(\"misc/gibx\")\n\t\tHED2 K 5 A_SpawnDebris(\"OrangeBloodSpawner\")\n\t\tHED2 K 1 A_NoBlocking\n\t\tHED2 L 0 A_SetFloorClip\n\t\tHED2 LLLLLLLLLLLLLLLLLLLL 3 A_SpawnDebris(\"OrangeBloodSplat\")\n\t\tHED2 L -1\n\t}\n}\n\nACTOR Abaddon2 : Abaddon replaces Abaddon\n{\n\tPainChance \"Radiation\", 4\n\tHealth 1200\n\tSpeed 8\n\tScale 1.1\n\tDamageFactor \"Fire\", 0.8\n\tDamageFactor \"Ice\", 1.25\n\tDamageFactor \"Radiation\", 0.75\n\tDamageFactor \"Disintegrate\", 1.5\n\tObituary \"%o was blasted by an Abaddon.\"\n\tStates\n\t{\n\tSee:\n\t\tHED3 AA 2 A_Chase\n\t\tHED3 A 2 A_Chase(\"\",\"\")\n\t\tLoop\n\tMissile:\n\t\tHED3 B 0 A_Stop\n\t\tHED3 BC 3 A_FaceTarget\n\t\tHED3 D 4 A_CustomMissile(\"AbaddonFireBall\",26)\n\t\tHED3 C 3\n\t\tHED3 BC 3 A_FaceTarget\n\t\tHED3 D 4 A_CustomMissile(\"AbaddonFireBall\",26)\n\t\tHED3 CB 3\n\t\tGoto See\n\tMelee:\n\t\tHED3 CD 4 A_FaceTarget\n\t\tHED3 B 8 A_CustomMeleeAttack(random(1,10)*8,\"\",\"\",\"Bite\",0)\n\t\tGoto See\n\tDeath:\n\t\tHED3 G 1 A_Scream\n\t\tHED3 G 7 A_GiveInventory(\"CrashX\",1)\n\t\tHED3 H 1 A_JumpIf(momz < -10, \"Fall1\")\n\t\tHED3 H 1 A_JumpIf(waterlevel > 1, 1)\n\t\tGoto Death+2\n\t\tHED3 H 0\n\t\tGoto FallWater+1\n\tFall1:\n\t\tHED3 I 0 A_GiveInventory(\"CrashX\",1)\n\t\tHED3 I 1 A_SpawnItem(\"RedBloodSpray\")\n\t\tHED3 I 1 A_JumpIf(waterlevel > 1, \"FallWater\")\n\t\tgoto Fall1+1\n\tFallWater:\n\t\tHED3 H 0 A_TakeInventory(\"CrashX\",1)\n\t\tHED3 H 3 A_SpawnDebris(\"RedBlood\")\n\t\twait\n\tCrash:\n\t\tHED3 I 0 A_JumpIfInventory(\"CrashX\",2,\"CrashX\")\n\t\tHED3 I 0 A_JumpIfInventory(\"CrashX\",1,2)\n\t\tHED3 H 8 A_Scream\n\t\tHED3 IJ 8\n\t\tHED3 K 8 A_NoBlocking\n\t\tHED3 L 0 A_SetFloorClip\n\t\tHED3 LLLLLLLLLL 3 A_SpawnDebris(\"RedBloodSplat\")\n\t\tHED3 L -1\n\tCrashX:\n\t\tHED3 J 0\n\t\tHED3 J 6 A_PlaySound(\"misc/gibx\")\n\t\tHED3 K 5 A_SpawnDebris(\"RedBloodSpawner\")\n\t\tHED3 K 1 A_NoBlocking\n\t\tHED3 L 0 A_SetFloorClip\n\t\tHED3 LLLLLLLLLLLLLLLLLLLL 3 A_SpawnDebris(\"RedBloodSplat\")\n\t\tHED3 L -1\n\t}\n}\n\nACTOR Hectebus2 : Hectebus replaces Hectebus\n{\n\tPainChance \"Radiation\", 8\n\tstates\n\t{\n\tDeath:\n\t\tHECT K 3\n\t\tHECT L 9 A_Scream\n\t\tHECT M 6 A_NoBlocking\n\t\tHECT NNNNNNOOOOOO 1 A_SpawnItemEx(\"RedBloodSpray\",random(0,6),0,random(32,48),random(0,5)*0.5,0,random(0,10)*0.5,random(0,360))\n\t\tHECT PPPPPP 0 A_SpawnItemEx(\"RedBloodSpray\",random(0,6),0,random(32,48),random(0,5),0,random(0,10),random(0,360))\n\t\t//HECT P 0 A_Jump(128,\"Death2\")\n\t\tHECT PPPPPPQQQQQQ 1 A_SpawnItemEx(\"Giblet\",random(0,6),0,random(16,32),random(0,5),0,random(0,2),random(0,360))\n\t\tHECT RRRRRRSSSSSS 1 A_SpawnItemEx(\"RedBloodSplat\",random(-24,24),random(-24,24))\n\t\tHECT TTTTTTTT 2 A_SpawnItemEx(\"RedBloodSplat\",random(-24,24),random(-24,24))\n\t\tHECT TTTTTTTT 4 A_SpawnItemEx(\"RedBloodSplat\",random(-24,24),random(-24,24))\n\t\tHECT T -1 A_BossDeath\n\t\tStop\n\t}\n}\n\nACTOR Belphegor2 : Belphegor replaces Belphegor\n{\n\tPainChance \"Radiation\", 4\n\tBloodColor \"3F 8D 2F\"\n}"
      },
      {
        "source": "pk3",
        "name": "actors/MMISSILE.txt",
        "contents": "//Imp\n\nACTOR DoomImpFireBall : DoomImpBall replaces DoomImpBall\n{\n\tSpeed 16\n\tFastSpeed 32\n\tDamageType Flame\n\t+THRUGHOST\n\tStates\n\t{\n\tSpawn:\n\t\tBAL1 F 1 BRIGHT A_SpawnItemEx(\"DoomImpBallTrail\",0,0,0,0,0,0)\n\t\tBAL1 FFFF 0 A_SpawnItemEx(\"DoomImpBallSmoke\",0,random(-2,2),random(-2,2),random(0,-4),random(-2,2),random(-2,2),0,0,128)\n\t\tBAL1 G 1 BRIGHT A_SpawnItemEx(\"DoomImpBallTrail\",0,0,0,0,0,0)\n\t\tBAL1 GGGG 0 A_SpawnItemEx(\"DoomImpBallSmoke\",0,random(-2,2),random(-2,2),random(0,-4),random(-2,2),random(-2,2),0,0,128)\n\t\tBAL1 H 1 BRIGHT A_SpawnItemEx(\"DoomImpBallTrail\",0,0,0,0,0,0)\n\t\tBAL1 HHHH 0 A_SpawnItemEx(\"DoomImpBallSmoke\",0,random(-2,2),random(-2,2),random(0,-4),random(-2,2),random(-2,2),0,0,128)\n\t\tBAL1 I 1 BRIGHT A_SpawnItemEx(\"DoomImpBallTrail\",0,0,0,0,0,0)\n\t\tBAL1 IIII 0 A_SpawnItemEx(\"DoomImpBallSmoke\",0,random(-2,2),random(-2,2),random(0,-4),random(-2,2),random(-2,2),0,0,128)\n\t\tBAL1 H 1 BRIGHT A_SpawnItemEx(\"DoomImpBallTrail\",0,0,0,0,0,0)\n\t\tBAL1 HHHH 0 A_SpawnItemEx(\"DoomImpBallSmoke\",0,random(-2,2),random(-2,2),random(0,-4),random(-2,2),random(-2,2),0,0,128)\n\t\tBAL1 G 1 BRIGHT A_SpawnItemEx(\"DoomImpBallTrail\",0,0,0,0,0,0)\n\t\tBAL1 GGGG 0 A_SpawnItemEx(\"DoomImpBallSmoke\",0,random(-2,2),random(-2,2),random(0,-4),random(-2,2),random(-2,2),0,0,128)\n\t\tLoop\n\tDeath:\n\t\tBAL1 CCCDDDE 1 BRIGHT A_CustomMissile(\"DoomImpBallEx\",0,0,random(-180,180),2,random(-90,90))\n\t\tBAL1 E 2 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR DoomImpBallTrail\n{\n\tRadius 6\n\tHeight 6\n\tSpeed 3\n\tProjectile\n\tRenderStyle Add\n\tScale 0.6\n\tAlpha 0.4\n\t+BOUNCEONACTORS\n\t+HEXENBOUNCE\n\t+CLIENTSIDEONLY\n\t+RANDOMIZE\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2 Bright\n\t\tBAL1 CDE 1 Bright A_FadeOut(0.15)\n\t\tWait\n\t}\n}\n\nACTOR DoomImpBallEx : DoomImpBallTrail\n{\n\tRenderStyle Translucent\n\tScale 0.8\n\tAlpha 0.6\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 3 Bright\n\t\tBAL1 CDE 2 Bright A_FadeOut(0.15)\n\t\tWait\n\t}\n}\n\nACTOR DoomImpBallSmoke\n{\n\tRadius 8\n\tHeight 16\n\tRenderStyle Add\n\tAlpha 0.25\n\tScale 0.25\n\tProjectile\n\t+RANDOMIZE\n\t+NOCLIP\n\t+DONTSPLASH\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 3\n\t\tSMOK A 0 A_Jump(256,0,2,4,6,8,10,12,14) //randomly jumps to A-G\n\t\tSMOK AABBCCDDEEFFGGHHIIJJKKLLMMNNOOPPQQ 1 A_Fadeout(0.01)\n\t\tStop\n\t}\n}\n\n//Cacodemon\n\nACTOR CacodemonFireBall : CacodemonBall replaces CacodemonBall\n{\n\tSpeed 15\n\tFastSpeed 30\n\tSeeSound \"caco/attack\"\n\tDeathSound \"caco/shotx\"\n\t+THRUGHOST\n\tStates\n\t{\n\tSpawn:\n\t\tBAL2 FGHI 1 BRIGHT A_SpawnItemEx(\"CacodemonBallTrail\")\n\t\tLoop\n\tDeath:\n\t\tBAL2 C 4 BRIGHT A_SpawnItemEx(\"CacodemonBallEx\")\n\t\tBAL2 DE 4 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR CacodemonBallTrail\n{\n\tRadius 1\n\tHeight 2\n\tProjectile\n\tRenderStyle Add\n\tAlpha 0.5\n\tScale 0.15\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2 Bright\n\t\tSPKP C 1 Bright\n\t\tSPKP BHDJ 1 Bright A_FadeOut(0.1)\n\t\tWait\n\t}\n}\n\nACTOR CacodemonBallEx\n{\n\tRadius 2\n\tHeight 4\n\tRenderStyle Add\n\tScale 0.5\n\tProjectile\n\t+RANDOMIZE\n\t+NOCLIP\n\t+DONTSPLASH\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tCBLX ABCDEFGHIJKLMNOPQRS 2 BRIGHT A_Fadeout(0.01)\n\t\tStop\n\t}\n}\n\n//Cacolantern\n\nACTOR CacolanternFireBall : CacolanternBall replaces CacolanternBall\n{\n\tSpeed 20\n\tFastSpeed 40\n\tSeeSound \"caco/attack\"\n\tDeathSound \"caco/shotx\"\n\t+THRUGHOST\n\tStates\n\t{\n\tSpawn:\n\t\tBAL8 FGHI 1 BRIGHT A_SpawnItemEx(\"CacolanternBallTrail\")\n\t\tLoop\n\tDeath:\n\t\tBAL8 J 4 BRIGHT //A_SpawnItemEx(\"CacolanternBallEx\")\n\t\tBAL8 KL 4 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR CacolanternBallTrail : CacodemonBallTrail\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2 Bright\n\t\tSPKY I 1 Bright\n\t\tSPKY BHDJ 1 Bright A_FadeOut(0.1)\n\t\tWait\n\t}\n}\n\n//Abaddon\n\nACTOR AbaddonFireBall : AbaddonBall replaces AbaddonBall\n{\n\tSpeed 25\n\tFastSpeed 50\n\tSeeSound \"caco/attack\"\n\tDeathSound \"caco/shotx\"\n\t+THRUGHOST\n\tStates\n\t{\n\tSpawn:\n\t\tBAL3 FGHI 1 BRIGHT A_SpawnItemEx(\"AbaddonBallTrail\")\n\t\tLoop\n\tDeath:\n\t\tBAL3 C 4 BRIGHT //A_SpawnItemEx(\"AbaddonBallEx\")\n\t\tBAL3 DE 4 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR AbaddonBallTrail : CacodemonBallTrail\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2 Bright\n\t\tSPKR I 1 Bright\n\t\tSPKR BHDJ 1 Bright A_FadeOut(0.1)\n\t\tWait\n\t}\n}\n\n//Lost Soul\n\nACTOR LSFlame\n{\n\tRadius 6\n\tHeight 6\n\tProjectile\n\tRenderStyle Add\n\tAlpha 0.6\n\tScale 0.8\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tSKUF ABCD 1 Bright A_FadeOut(0.05)\n\t\tLoop\n\t}\n}\n\nACTOR LSFlame2 : LSFlame\n{\n\tStates\n\t{\n\tSpawn:\n\t\tMANF AB 2 Bright A_FadeOut(0.2)\n\t\tLoop\n\t}\n}\n\n//Arachnotron\n\nACTOR ArachnotronPlasmaShot : PlasmaShot replaces ArachnotronPlasma\n{\n\tSpawnID 129\n\tSpeed 24 //Half speed\n\tFastSpeed 48\n\tAlpha 0.6\n\tScale 0.2\n\tDamage 3\n\tSeeSound \"baby/attack\"\n\tDeathSound \"baby/shotx\"\n\tDecal ArachnotronScorch\n\t+THRUGHOST\n\tStates\n\t{\n\tSpawn:\n\t\tSPKG A 0 A_CheckSight(\"SpawnX\")\n\t\tSPKG C 0 Bright A_SpawnItemEx(\"ArachnoPlasmaTrail4\",0,0,0,momx*-0.1,momy*-0.1,momz*-0.1,0,SXF_ABSOLUTEMOMENTUM)\n\t\tSPKG C 0 Bright A_SpawnItemEx(\"ArachnoPlasmaTrail3\",0,0,0,momx*0.05,momy*0.05,momz*0.05,0,SXF_ABSOLUTEMOMENTUM)\n\t\tSPKG C 0 Bright A_SpawnItemEx(\"ArachnoPlasmaTrail2\",0,0,0,momx*0.2,momy*0.2,momz*0.2,0,SXF_ABSOLUTEMOMENTUM)\n\t\tSPKG C 1 Bright A_SpawnItemEx(\"ArachnoPlasmaTrail\",0,0,0,momx*0.35,momy*0.35,momz*0.35,0,SXF_ABSOLUTEMOMENTUM)\n\t\tSPKG I 0 Bright A_SpawnItemEx(\"ArachnoPlasmaTrail4\",0,0,0,momx*-0.1,momy*-0.1,momz*-0.1,0,SXF_ABSOLUTEMOMENTUM)\n\t\tSPKG I 0 Bright A_SpawnItemEx(\"ArachnoPlasmaTrail3\",0,0,0,momx*0.05,momy*0.05,momz*0.05,0,SXF_ABSOLUTEMOMENTUM)\n\t\tSPKG I 0 Bright A_SpawnItemEx(\"ArachnoPlasmaTrail2\",0,0,0,momx*0.2,momy*0.2,momz*0.2,0,SXF_ABSOLUTEMOMENTUM)\n\t\tSPKG I 1 Bright A_SpawnItemEx(\"ArachnoPlasmaTrail\",0,0,0,momx*0.35,momy*0.35,momz*0.35,0,SXF_ABSOLUTEMOMENTUM)\n\t\tLoop\n\tSpawnX:\n\t\tSPKG CI 1 Bright\n\t\tSPKG A 0 A_CheckSight(\"SpawnX\")\n\t\tGoto Spawn\n\tDeath:\n\t\tAPSX A 3 Bright A_SpawnItemEx(\"ArachnoPlasmaExp\")\n\t\tAPSX BBBBBBBBBBBBBBBB 0 A_SpawnItemEx(\"ArachnoPlasmaFlare\",0,0,0,random(-2,2),0,random(-1,2),random(0,360),0,160)\n\t\tAPSX B 0 A_SpawnItemEx(\"ArachnoPlasmaCloud\")\n\t\tStop\n\t}\n}\n\nACTOR ArachnoPlasmaTrail : PlasmaTrail\n{\n\tAlpha 0.25\n\tScale 0.15\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2 Bright\n\t\tSPKG D 1 Bright\n\t\tStop\n\t}\n}\n\nACTOR ArachnoPlasmaTrail2 : ArachnoPlasmaTrail { Alpha 0.2 Scale 0.12 }\nACTOR ArachnoPlasmaTrail3 : ArachnoPlasmaTrail { Alpha 0.15 Scale 0.09 }\nACTOR ArachnoPlasmaTrail4 : ArachnoPlasmaTrail { Alpha 0.1 Scale 0.06 }\n\nACTOR ArachnoPlasmaCloud\n{\n\tRadius 16\n\tHeight 32\n\tDamage 3\n\tProjectile\n\tDamageType Radiation\n\t+RANDOMIZE\n\t+RIPPER\n\t+NOCLIP\n\t+BLOODLESSIMPACT\n\t+DONTSPLASH\n\tObituary \"%o was burned by plasma radiation.\"\n\tRenderStyle Add\n\tScale 0.75\n\tAlpha 0.75\n\tStates\n\t{\n\tSpawn:\n\t\tAPSB A 0\n\t\tAPSB A 0 A_Jump(128,\"SpawnB\")\n\t\tBPLO ABCDEFGHIJKLM 1 Bright A_Fadeout(0.05)\n\t\tStop\n\tSpawnB:\n\t\tBPLO NOPQRSTUVWXYZ 1 Bright A_Fadeout(0.05)\n\t\tStop\n\t}\n}\n\nACTOR ArachnoPlasmaExp\n{\n\tRadius 2\n\tHeight 2\n\tRenderStyle Add\n\tAlpha 0.75\n\tProjectile\n\t+CLIENTSIDEONLY\n\t+NONETID\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tAPBX A 0\n\t\tAPBX A 4 Bright\n\t\tAPBX BCDEFG 3 Bright\n\t\tStop\n\t}\n}\n\nACTOR ArachnoPlasmaFlare : PlasmaFlare\n{\n\tScale 0.05\n\tStates\n\t{\n\tA:\n\t\tSPKG A 1 BRIGHT A_Fadeout(0.02)\n\t\tWait\n\tB:\n\t\tSPKG B 1 BRIGHT A_Fadeout(0.02)\n\t\tWait\n\tC:\n\t\tSPKG C 1 BRIGHT A_Fadeout(0.02)\n\t\tWait\n\tD:\n\t\tSPKG D 1 BRIGHT A_Fadeout(0.02)\n\t\tWait\n\tG:\n\t\tSPKG G 1 BRIGHT A_Fadeout(0.02)\n\t\tWait\n\tH:\n\t\tSPKG H 1 BRIGHT A_Fadeout(0.02)\n\t\tWait\n\tI:\n\t\tSPKG I 1 BRIGHT A_Fadeout(0.02)\n\t\tWait\n\tJ:\n\t\tSPKG J 1 BRIGHT A_Fadeout(0.02)\n\t\tWait\n\t}\n}\n\n//Hell Knight/Baron of Hell/Belphegor\n\nACTOR BaronFireBall : BaronBall replaces BaronBall\n{\n\t+THRUGHOST\n\tSpeed 15\n\tFastSpeed 30\n\tStates\n\t{\n\tSpawn:\n\t\tBAL7 A 0 BRIGHT A_SpawnItemEx(\"BaronBallTrail\",random(-2,2),random(-2,2),random(-2,2))\n\t\tBAL7 A 1 BRIGHT A_SpawnItemEx(\"BaronBallTrail\",random(-2,2),random(-2,2),random(-2,2))\n\t\tBAL7 A 0 BRIGHT A_SpawnItemEx(\"BaronBallTrail\",random(-2,2),random(-2,2),random(-2,2))\n\t\tBAL7 A 1 BRIGHT A_SpawnItemEx(\"BaronBallTrail\",random(-2,2),random(-2,2),random(-2,2))\n\t\tBAL7 B 0 BRIGHT A_SpawnItemEx(\"BaronBallTrail\",random(-2,2),random(-2,2),random(-2,2))\n\t\tBAL7 B 1 BRIGHT A_SpawnItemEx(\"BaronBallTrail\",random(-2,2),random(-2,2),random(-2,2))\n\t\tBAL7 B 0 BRIGHT A_SpawnItemEx(\"BaronBallTrail\",random(-2,2),random(-2,2),random(-2,2))\n\t\tBAL7 B 1 BRIGHT A_SpawnItemEx(\"BaronBallTrail\",random(-2,2),random(-2,2),random(-2,2))\n\t\tLoop\n\tDeath:\n\t\tBAL7 CCCDDDEEE 1 BRIGHT A_FadeOut(0.08)\n\t\tStop\n\t}\n}\n\nACTOR BaronBallTrail\n{\n\tRadius 1\n\tHeight 2\n\tProjectile\n\tRenderStyle Add\n\tAlpha 0.6\n\tScale 0.4\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_Jump(256,\"A\",\"B\",\"C\",\"D\")\n\tA:\n\t\tBBAL ACEGI 1 BRIGHT\n\t\tStop\n\tB:\n\t\tBBAL JLNPR 1 BRIGHT\n\t\tStop\n\tC:\n\t\tBBAL BDFH 1 BRIGHT\n\t\tStop\n\tD:\n\t\tBBAL KMOQ 1 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR BelphegorFireBall : BaronFireBall replaces BelphegorBall\n{\n\tSpawnID 222\n\tSpeed 20\n\tFastSpeed 40\n}\n\n//Revenant\n\nACTOR RevenantFireBall : RevenantTracer replaces RevenantTracer\n{\n\t+THRUGHOST\n\tSpeed 20\n\tFastSpeed 40\n\tStates\n\t{\n\tSpawn:\n\t\tFATB AB 1 BRIGHT A_SpawnItemEx(\"RevenantBallTrail\",random(-2,2),random(-2,2),random(-2,2))\n\t\tLoop\n\tDeath:\n\t\tFATB CCCDDDEEE 1 BRIGHT A_FadeOut(0.08)\n\t\tStop\n\t}\n}\n\nACTOR RevenantFireBall2 : RevenantFireBall\n{\n\t+THRUGHOST\n\tSpeed 15\n\tFastSpeed 30\n\tDamage 6\n\tScale 0.8\n\tStates\n\t{\n\tSpawn:\n\t\tFATB A 0 A_Tracer2\n\t\tFATB A 0 BRIGHT A_SpawnItemEx(\"RevenantBallSmoke\")\n\t\tFATB A 0 BRIGHT A_SpawnItemEx(\"RevenantBallTrail\",random(-2,2),random(-2,2),random(-2,2))\n\t\tFATB A 1 BRIGHT A_SpawnItemEx(\"RevenantBallTrail\",((15-momz)*(-0.5))+random(-2,2),random(-2,2),(momz*(-0.5))+random(-2,2))\n\t\tFATB A 0 BRIGHT A_SpawnItemEx(\"RevenantBallSmoke\")\n\t\tFATB A 0 BRIGHT A_SpawnItemEx(\"RevenantBallTrail\",random(-2,2),random(-2,2),random(-2,2))\n\t\tFATB A 1 BRIGHT A_SpawnItemEx(\"RevenantBallTrail\",((15-momz)*(-0.5))+random(-2,2),random(-2,2),(momz*(-0.5))+random(-2,2))\n\t\tFATB A 0 A_Tracer2\n\t\tFATB B 0 BRIGHT A_SpawnItemEx(\"RevenantBallSmoke\")\n\t\tFATB B 0 BRIGHT A_SpawnItemEx(\"RevenantBallTrail\",random(-2,2),random(-2,2),random(-2,2))\n\t\tFATB B 1 BRIGHT A_SpawnItemEx(\"RevenantBallTrail\",((15-momz)*(-0.5))+random(-2,2),random(-2,2),(momz*(-0.5))+random(-2,2))\n\t\tFATB B 0 BRIGHT A_SpawnItemEx(\"RevenantBallSmoke\")\n\t\tFATB B 0 BRIGHT A_SpawnItemEx(\"RevenantBallTrail\",random(-2,2),random(-2,2),random(-2,2))\n\t\tFATB B 1 BRIGHT A_SpawnItemEx(\"RevenantBallTrail\",((15-momz)*(-0.5))+random(-2,2),random(-2,2),(momz*(-0.5))+random(-2,2))\n\t\tLoop\n\tDeath:\n\t\tFATB CCCDDDEEE 1 BRIGHT A_FadeOut(0.08)\n\t\tStop\n\t}\n}\n\nACTOR RevenantBallTrail\n{\n\tRadius 1\n\tHeight 2\n\tProjectile\n\tRenderStyle Add\n\tAlpha 0.6\n\tScale 0.4\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tTranslation \"174:176=[255,32,0]:[255,0,0]\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_Jump(256,\"A\",\"B\")\n\tA:\n\t\tRBAL ABCDEFGHI 1 BRIGHT\n\t\tStop\n\tB:\n\t\tRBAL JKLMNOPQR 1 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR RevenantBallSmoke\n{\n\tRadius 1\n\tHeight 2\n\tTranslation \"80:111=[127,127,127]:[0,0,0]\"\n\tRenderStyle Translucent\n\tAlpha 0.2\n\tScale 0.3\n\tProjectile\n\t+RANDOMIZE\n\t+NOCLIP\n\t-NOGRAVITY\n\t+DONTSPLASH\n\t+CLIENTSIDEONLY\n\tGravity 0.01\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 4\n\t\tPUF1 MMMMMMMMMMMM 2 A_FadeOut(0.005)\n\t\tPUF1 NNNNNN 2 A_FadeOut(0.005)\n\t\tPUF1 OOOOOO 2 A_FadeOut(0.005)\n\t\tPUF1 PPPPPP 2 A_FadeOut(0.005)\n\t\tPUF1 QQQQQQ 2 A_FadeOut(0.005)\n\t\tPUF1 RRRRRR 2 A_FadeOut(0.005)\n\t\tPUF1 SSSSSS 2 A_FadeOut(0.005)\n\t\tPUF1 TTTTTT 2 A_FadeOut(0.005)\n\t\tPUF1 UUUUUU 2 A_FadeOut(0.005)\n\t\tWait\n\t}\n}\n\n//Mancubus\n\nACTOR FatFireBall : FatShot replaces FatShot\n{\n\t+THRUGHOST\n\tSpeed 20\n\tFastSpeed 32\n\tDamageType XFlame\n\tStates\n\t{\n\tSpawn:\n\t\tMANF AAAAA 0 A_SpawnItemEx(\"DoomImpBallSmoke\",0,random(-3,3),random(-3,3),random(0,-4),random(-2,2),random(-2,2),0,0,64)\n\t\tMANF A 0 BRIGHT A_SpawnItemEx(\"FatShotTrail\",random(-2,2),random(-2,2),random(-3,3))\n\t\tMANF A 1 BRIGHT A_SpawnItemEx(\"FatShotTrail\",random(-2,2),random(-2,2),random(-3,3))\n\t\tMANF AAAAA 0 A_SpawnItemEx(\"DoomImpBallSmoke\",0,random(-3,3),random(-3,3),random(0,-4),random(-2,2),random(-2,2),0,0,64)\n\t\tMANF A 0 BRIGHT A_SpawnItemEx(\"FatShotTrail\",random(-2,2),random(-2,2),random(-3,3))\n\t\tMANF A 1 BRIGHT A_SpawnItemEx(\"FatShotTrail\",random(-2,2),random(-2,2),random(-3,3))\n\t\tMANF BBBBB 0 A_SpawnItemEx(\"DoomImpBallSmoke\",0,random(-3,3),random(-3,3),random(0,-4),random(-2,2),random(-2,2),0,0,64)\n\t\tMANF B 0 BRIGHT A_SpawnItemEx(\"FatShotTrail\",random(-2,2),random(-2,2),random(-3,3))\n\t\tMANF B 1 BRIGHT A_SpawnItemEx(\"FatShotTrail\",random(-2,2),random(-2,2),random(-3,3))\n\t\tMANF BBBBB 0 A_SpawnItemEx(\"DoomImpBallSmoke\",0,random(-3,3),random(-3,3),random(0,-4),random(-2,2),random(-2,2),0,0,64)\n\t\tMANF B 0 BRIGHT A_SpawnItemEx(\"FatShotTrail\",random(-2,2),random(-2,2),random(-3,3))\n\t\tMANF B 1 BRIGHT A_SpawnItemEx(\"FatShotTrail\",random(-2,2),random(-2,2),random(-3,3))\n\t\tLoop\n\tDeath:\n\t\tMIS2 FFGGGGHHIIJJKK 1 BRIGHT A_FadeOut(0.06)\n\t\tStop\n\t}\n}\n\nACTOR FatShotTrail\n{\n\tRadius 1\n\tHeight 2\n\tProjectile\n\tRenderStyle Translucent\n\tAlpha 0.28\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tFATB CCDDEE 1 BRIGHT A_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\n//Archvile\n\nACTOR ArchvileFireBlast : ArchvileFire replaces ArchvileFire\n{\n\tStates\n\t{\n\tSpawn:\n\t\tFIRE A 2 BRIGHT A_StartFire\n\t\tFIRE AA 0 BRIGHT A_SpawnItemEx(\"ArchvileFireFX\",random(-2,2),random(-2,2),random(0,16),0,0,random(-2,0))\n\t\tFIRE BAB 2 BRIGHT A_Fire\n\t\tFIRE C 2 BRIGHT A_FireCrackle\n\t\tFIRE AAA 0 BRIGHT A_SpawnItemEx(\"ArchvileFireFX\",random(-4,4),random(-4,4),random(16,32),0,0,random(-2,0))\n\t\tFIRE BCBCDC 2 BRIGHT A_Fire\n\t\tFIRE AAA 0 BRIGHT A_SpawnItemEx(\"ArchvileFireFX\",random(-3,3),random(-3,3),random(32,48),0,0,random(-2,0))\n\t\tFIRE DCDEDED 2 BRIGHT A_Fire\n\t\tFIRE E 2 BRIGHT A_FireCrackle\n\t\tFIRE AA 0 BRIGHT A_SpawnItemEx(\"ArchvileFireFX\",random(-2,2),random(-2,2),random(48,64),0,0,random(-2,0))\n\t\tFIRE FEFEF 2 BRIGHT A_Fire\n\t\tFIRE A 0 BRIGHT A_SpawnItemEx(\"ArchvileFireFX\",random(-1,1),random(-1,1),random(64,80),0,0,random(-2,0))\n\t\tFIRE GHGHGHGH 2 BRIGHT A_Fire\n\t\tStop\n\t}\n}\n\nACTOR ArchvileFireFX : ArchvileFire\n{\n\tScale 0.75\n\t+CLIENTSIDEONLY\n\t+NONETID\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tFIRE ABCDEFGH 2 BRIGHT\n\t\tStop\n\t}\n}\n\n//Cyberdemon\n\nactor CyberRocket : Rocket2\n{\n  +THRUGHOST\n  Speed 15\n  scale 1.0\n  damage 30\n  damagetype rocket\n  translation \"128:143=96:108\", \"144:151=100:111\"\n  States\n  {\n  \tSpawn:\n\t\tMIS2 A 12 Bright\n\t\tMIS2 A 0 Bright A_ScaleVelocity(1.6)\n\tSpawn2:\n\t\tMIS2 AAAAA 0 Bright A_SpawnItemEx(\"MissileSmoke\",0,random(-1,1)*0.5,random(-1,1)*0.5,random(0,-6)*0.5,random(-2,2)*0.5,random(-2,2)*0.5,0,0,64)\n\t\tMIS2 A 0 Bright A_SpawnItemEx(\"CyberMissileTrail4\",0,0,0,-momx*0.35,-momy*0.35,-momz*0.35,0,SXF_ABSOLUTEMOMENTUM)\n\t\tMIS2 A 0 Bright A_SpawnItemEx(\"CyberMissileTrail3\",0,0,0,-momx*0.2,-momy*0.2,-momz*0.2,0,SXF_ABSOLUTEMOMENTUM)\n\t\tMIS2 A 0 Bright A_SpawnItemEx(\"CyberMissileTrail2\",0,0,0,-momx*0.05,-momy*0.05,-momz*0.05,0,SXF_ABSOLUTEMOMENTUM)\n\t\tMIS2 A 1 Bright A_SpawnItemEx(\"CyberMissileTrail\",0,0,0,momx*0.1,momy*0.1,momz*0.1,0,SXF_ABSOLUTEMOMENTUM)\n\t\tLoop\n\tDeath:\n\t\tTNT1 F 0 A_SpawnItemEx(\"ExplosionFlash\")\n\t\tTNT1 FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 0 A_SpawnItemEx(\"RocketFlare\",0,0,0,random(-10,10),0,random(-3,10),random(0,360),0,0)\n\t\tTNT1 F 0 A_SpawnItemEx(\"ShockWave\")\n\t\tTNT1 F 0 A_SpawnItemEx(\"CyberRocketExp\")\n\t\tTNT1 FFFFFFFFF 0 A_CustomMissile(\"ExplosionFlame\",0,0,random(0,360),2,random(-60,60))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionFlame\",0,0,random(0,360),2,random(-60,60))\n\t\tTNT1 FFFFFFFFF 0 A_CustomMissile(\"ExplosionFlame\",0,0,random(0,360),2,random(-60,60))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionFlame\",0,0,random(0,360),2,random(-60,60))\n\t\tTNT1 FFFFFFFFF 0 A_CustomMissile(\"ExplosionFlame\",0,0,random(0,360),2,random(-60,60))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionFlame\",0,0,random(0,360),2,random(-60,60))\n\t\tTNT1 FFFFFFFFF 0 A_CustomMissile(\"ExplosionFlame\",0,0,random(0,360),2,random(-60,60))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionFlame\",0,0,random(0,360),2,random(-60,60))\n\t\tTNT1 F 0 A_CustomMissile(\"ExplosionSmoke\",0,0,random(0,360),2,random(-45,60))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionSmoke\",0,0,random(0,360),2,random(-45,60))\n\t\tTNT1 FF 0 A_CustomMissile(\"ExplosionSmoke\",0,0,random(0,360),2,random(-45,60))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionSmoke\",0,0,random(0,360),2,random(-45,60))\n\t\tTNT1 FFF 0 A_CustomMissile(\"ExplosionSmoke\",0,0,random(0,360),2,random(-45,60))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionSmoke\",0,0,random(0,360),2,random(-45,60))\n\t\tTNT1 FFFF 0 A_CustomMissile(\"ExplosionSmoke\",0,0,random(0,360),2,random(-45,60))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionSmoke\",0,0,random(0,360),2,random(-45,60))\n\t\tTNT1 FFFFF 0 A_CustomMissile(\"ExplosionSmoke\",0,0,random(0,360),2,random(-45,60))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionSmoke\",0,0,random(0,360),2,random(-45,60))\n\t\tTNT1 FFFFFF 0 A_CustomMissile(\"ExplosionSmoke\",0,0,random(0,360),2,random(-45,60))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionSmoke\",0,0,random(0,360),2,random(-45,60))\n\t\tStop\n\t}\n}\n\nACTOR CyberRocketExp : RocketExp\n{\n\tDamage (5)\n\tScale 3\n\tAlpha 1.0\n\tstates\n\t{\n\tSpawn:\n\t\tMIS2 A 0\n\t\tTNT1 A 0 Radius_Quake(4, 20, 0, 3, 0)\n\t\tTNT1 A 0 Radius_Quake(2, 35, 0, 8, 0)\n\t\tTNT1 A 0 Radius_Quake(1, 50, 0, 13, 0)\n\t\tMIS2 F 3 BRIGHT A_Explode(160,160)\n\t\tMIS2 G 3 BRIGHT A_RadiusThrust(1280,80,0)\n\t\tMIS2 BBBBB 0 A_CustomMissile(\"ExplosionSmoke\",0,0,random(0,360),2,random(-45,90))\n\t\tMIS2 H 3 BRIGHT A_RadiusThrust(10240,50,0)\n\t\tMIS2 CCCCC 0 A_CustomMissile(\"ExplosionSmoke\",0,0,random(0,360),2,random(-45,90))\n\t\tMIS2 I 2 BRIGHT A_FadeOut(0.15)\n\t\tMIS2 DDDDD 0 A_CustomMissile(\"ExplosionSmoke\",0,0,random(0,360),2,random(-45,90))\n\t\tMIS2 I 2 BRIGHT A_FadeOut(0.15)\n\t\tMIS2 EEEEE 0 A_CustomMissile(\"ExplosionSmoke\",0,0,random(0,360),2,random(-45,90))\n\t\tMIS2 J 4 BRIGHT A_FadeOut(0.15)\n\t\tMIS2 FFFFF 0 A_CustomMissile(\"ExplosionSmoke\",0,0,random(0,360),2,random(-45,90))\n\t\tMIS2 K 4 BRIGHT A_FadeOut(0.15)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"ExplosionSmoke\",0,0,random(0,360),2,random(-45,90))\n\t\tStop\n\t}\n}\n\nACTOR CyberMissileTrail : MissileTrail { Scale 0.25 }\nACTOR CyberMissileTrail2 : MissileTrail2 { Scale 0.2 }\nACTOR CyberMissileTrail3 : MissileTrail3 { Scale 0.15 }\nACTOR CyberMissileTrail4 : MissileTrail4 { Scale 0.1 }\n\nactor CyberGrenade : STGrenade //Unused, but intended for cyberdemon variants that fire grenades.\n{\n  Speed 30\n  scale 1.5\n  damage 30\n  translation \"80:111=96:111\", \"3:3=108:108\", \"4:4=95:95\"\n  States\n  {\n\tDeath:\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_NoGravity\n\t\tTNT1 A 0 Radius_Quake(4, 20, 0, 3, 0)\n\t\tTNT1 A 0 Radius_Quake(2, 35, 0, 8, 0)\n\t\tTNT1 A 0 Radius_Quake(1, 50, 0, 13, 0)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"RocketFlare\",0,0,0,random(0,9),0,random(-1,9),random(0,360),0,64)\n\t\tTNT1 F 0 A_SpawnItemEx(\"ExplosionFlash\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShockWave\")\n\t\tTNT1 A 0 bright A_SpawnItemEx(\"CyberGrenadeExp\")\n\t\tTNT1 FFFFFFF 0 A_CustomMissile(\"ExplosionFlame2\",0,0,random(0,360),2,random(45,90))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionFlame2\",0,0,random(0,360),2,random(45,90))\n\t\tTNT1 FFFFFFF 0 A_CustomMissile(\"ExplosionFlame2\",0,0,random(0,360),2,random(45,90))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionFlame2\",0,0,random(0,360),2,random(45,90))\n\t\tTNT1 FFFFFFF 0 A_CustomMissile(\"ExplosionFlame2\",0,0,random(0,360),2,random(45,90))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionFlame2\",0,0,random(0,360),2,random(45,90))\n\t\tTNT1 FFFFFFF 0 A_CustomMissile(\"ExplosionFlame2\",0,0,random(0,360),2,random(45,90))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionFlame2\",0,0,random(0,360),2,random(45,90))\n\t\tTNT1 FFF 0 A_CustomMissile(\"ExplosionSmoke2\",12,0,random(0,360),2,random(60,90))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionSmoke2\",12,0,random(0,360),2,random(60,90))\n\t\tTNT1 FFF 0 A_CustomMissile(\"ExplosionSmoke2\",24,0,random(0,360),2,random(55,85))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionSmoke2\",24,0,random(0,360),2,random(55,85))\n\t\tTNT1 FFF 0 A_CustomMissile(\"ExplosionSmoke2\",36,0,random(0,360),2,random(50,80))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionSmoke2\",36,0,random(0,360),2,random(50,80))\n\t\tTNT1 FFF 0 A_CustomMissile(\"ExplosionSmoke2\",48,0,random(0,360),2,random(45,75))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionSmoke2\",48,0,random(0,360),2,random(45,75))\n\t\tstop\n  }\n}\n\nACTOR CyberGrenadeExp : GrenadeExp\n{\n\tDamage 8\n\tScale 3\n\tAlpha 1.0\n\tStates\n\t{\n\tSpawn:\n\t\tGRNX A 0\n\t\tGRNX A 0 A_PlaySound(\"weapons/grenlx\")\n\t\tGRNX A 2 bright A_Explode(160,160)\n\t\tGRNX B 2 bright A_RadiusThrust(1280,80,0)\n\t\tGRNX C 2 bright A_RadiusThrust(10240,50,0)\n\t\tGRNX D 2 bright A_FadeOut\n\t\tGRNX EFGHIJ 2 bright A_FadeOut(0.05)\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/DECOR.txt",
        "contents": "//Barrel\n\nACTOR BoomBarrel : ExplosiveBarrel replaces ExplosiveBarrel\n{\n\tDeathSound \"world/barrelx\"\n\tDamageType \"Barrel\"\n\tObituary \"$OB_BARREL\"\n\tRenderStyle Translucent\n\tStates\n\t{\n\tSpawn:\n\t\tBAR1 A 0\n\t\tBAR1 A 0 A_Jump(256,\"Loop1\",\"Loop2\")\n\tLoop1:\n\t\tBAR1 A 0 A_Jump(256,0,2,4,6,8,10,12)\n\t\tBAR1 ABCDEFGHIJKLM 2\n\t\tGoto Loop1+1\n\tLoop2:\n\t\tBAR1 A 0 A_Jump(256,0,2,4,6,8,10,12)\n\t\tBAR1 MLKJIHGFEDCBA 2\n\t\tGoto Loop2+1\n\tDeath:\n\t\tBEXP A 5 BRIGHT\n\t\tBEXP B 3 BRIGHT A_Scream\n\t\tBEXP CCC 0 A_CustomMissile(\"ExplosionFlame\",0,0,random(0,360),2,random(5,90))\n\t\tBEXP C 1 BRIGHT A_CustomMissile(\"ExplosionFlame\",0,0,random(0,360),2,random(5,90))\n\t\tBEXP CCC 0 A_CustomMissile(\"ExplosionFlame\",0,0,random(0,360),2,random(5,90))\n\t\tBEXP C 1 BRIGHT A_CustomMissile(\"ExplosionFlame\",0,0,random(0,360),2,random(5,90))\n\t\tBEXP CCC 0 A_CustomMissile(\"ExplosionFlame\",0,0,random(0,360),2,random(5,90))\n\t\tBEXP C 1 BRIGHT A_CustomMissile(\"ExplosionFlame\",0,0,random(0,360),2,random(5,90))\n\t\tBEXP DDD 0 A_CustomMissile(\"ExplosionFlame\",0,0,random(0,360),2,random(5,90))\n\t\tBEXP D 1 BRIGHT A_CustomMissile(\"ExplosionFlame\",0,0,random(0,360),2,random(5,90))\n\t\tBEXP DDD 0 A_CustomMissile(\"ExplosionFlame\",0,0,random(0,360),2,random(5,90))\n\t\tBEXP D 1 BRIGHT A_CustomMissile(\"ExplosionFlame\",0,0,random(0,360),2,random(5,90))\n\t\tBEXP DDD 0 A_CustomMissile(\"ExplosionFlame\",0,0,random(0,360),2,random(5,90))\n\t\tBEXP D 1 BRIGHT A_CustomMissile(\"ExplosionFlame\",0,0,random(0,360),2,random(5,90))\n\t\tBEXP E 3 BRIGHT A_Explode\n\t\tBEXP F 3 BRIGHT A_NoBlocking\n\t\tGoto DeathCountdown\n\tDeathCountdown:\n\t\tTNT1 F 5 A_CustomMissile(\"BarrelSmoke\",0,random(-8,8),random(-180,180),2,random(60,90))\n\t\tTNT1 F 5 A_CustomMissile(\"BarrelRadiation\",0,random(-8,8),random(-180,180),2,random(60,90))\n\t\tTNT1 F 0 A_GiveInventory(\"ThingTimer\",1)\n\t\tTNT1 F 0 A_JumpIfInventory(\"ThingTimer\",105,\"DeathRespawn\")\n\t\tLoop\n\tDeathRespawn:\n\t\tTNT1 F 0 A_BarrelDestroy\n\t\tTNT1 O 0 A_TakeInventory(\"ThingTimer\",315)\n\t\tTNT1 F 5 A_Respawn\n\t\tWait\n\tDeath.Punch:\n\tDeath.Berserk:\n\tDeath.Claw:\n\tDeath.Bite:\n\tDeath.Foot:\n\t\tBARX A 0 A_Scream\n\t\tBARX A 0 A_PlaySound(\"brain/spit\")\n\t\tBARX AAAAA 0 A_CustomMissile(\"ExplosionFlame2\",24,0,random(0,360),2,random(30,90))\n\t\tBARX ABCDEFGHIJKLM 2 BRIGHT A_Explode(16,32)\n\t\tBEXP F 0 A_NoBlocking\n\t\tGoto Death2Countdown\n\tDeath2Countdown:\n\t\tBAR1 O 5 A_CustomMissile(\"BarrelSmoke\",24,random(-4,4),random(-180,180),2,random(80,90))\n\t\tBAR1 O 0 A_CustomMissile(\"BarrelRadiation\",24,random(-4,4),random(-180,180),2,random(80,90))\n\t\tBAR1 O 0 A_GiveInventory(\"ThingTimer\",1)\n\t\tBAR1 O 0 A_JumpIfInventory(\"ThingTimer\",210,\"Death2Respawn\")\n\t\tLoop\n\tDeath2Respawn:\n\t\tBAR1 OOOOOOOOO 1 A_FadeOut(0.1)\n\t\tBAR1 O 5 A_BarrelDestroy\n\t\tBAR1 O 0 A_TakeInventory(\"ThingTimer\",315)\n\t\tBAR1 O 0 A_FadeIn(0.99)\n\t\tBAR1 O 5 A_Respawn\n\t\tWait\n\t}\n}\n\nACTOR BarrelRadiation : BFGBallCloud\n{\n\t-CLIENTSIDEONLY\n\tAlpha 0.1\n\tDamageType \"Radiation\"\n\tObituary \"%o got to close to a barrel's remains.\"\n\tStates\n\t{\n\tSpawn:\n\t\tPUF1 A 0\n\t\tPUF1 A 0 A_Explode(random(0,2),16)\n\t\tPUF1 A 0 A_Jump(256,\"A\",\"B\",\"C\",\"D\")\n\tA:\n\t\tPUF1 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_Fadeout(0.005)\n\t\tPFF1 AB 1 A_Fadeout(0.005)\n\t\tStop\n\tB:\n\t\tPUF2 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_Fadeout(0.005)\n\t\tPFF2 AB 1 A_Fadeout(0.005)\n\t\tStop\n\tC:\n\t\tPUF3 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_Fadeout(0.005)\n\t\tPFF3 AB 1 A_Fadeout(0.005)\n\t\tStop\n\tD:\n\t\tPUF4 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_Fadeout(0.005)\n\t\tPFF4 AB 1 A_Fadeout(0.005)\n\t\tStop\n\t}\n}\n\n//The Torches\n\nACTOR ShortBlueTorch2 : ShortBlueTorch replaces ShortBlueTorch\n{\n\t+FORCEYBILLBOARD\n\tStates\n\t{\n\tSpawn:\n\t\tSTCH C 2 A_SpawnItemEx(\"BlueTorchFlame\",0,0,36)\n\t\tLoop\n\t}\n}\n\nACTOR ShortGreenTorch2 : ShortGreenTorch replaces ShortGreenTorch\n{\n\t+FORCEYBILLBOARD\n\tStates\n\t{\n\tSpawn:\n\t\tSTCH B 2 A_SpawnItemEx(\"GreenTorchFlame\",0,0,36)\n\t\tLoop\n\t}\n}\n\nACTOR ShortRedTorch2 : ShortRedTorch replaces ShortRedTorch\n{\n\t+FORCEYBILLBOARD\n\tStates\n\t{\n\tSpawn:\n\t\tSTCH B 2 A_SpawnItemEx(\"RedTorchFlame\",0,0,36)\n\t\tLoop\n\t}\n}\n\nACTOR ShortWhiteTorch2 : ShortWhiteTorch replaces ShortWhiteTorch\n{\n\tProjectilePassHeight -16\n\t+FORCEYBILLBOARD\n\tStates\n\t{\n\tSpawn:\n\t\tSTCH A 2 A_SpawnItemEx(\"WhiteTorchFlame\",0,0,36)\n\t\tLoop\n\t}\n}\n\nACTOR ShortYellowTorch2 : ShortYellowTorch replaces ShortYellowTorch\n{\n\tProjectilePassHeight -16\n\t+FORCEYBILLBOARD\n\tStates\n\t{\n\tSpawn:\n\t\tSTCH A 2 A_SpawnItemEx(\"YellowTorchFlame\",0,0,36)\n\t\tLoop\n\t}\n}\n\nACTOR MarineHelmetGibs2 : MarineHelmetGibs replaces MarineHelmetGibs\n{\n\tStates\n\t{\n\tSpawn:\n\t\tMGIB A -1\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/BLOOD.txt",
        "contents": "ACTOR RedBlood replaces Blood\n{\n\tRadius 2\n\tHeight 4\n\tMass 1\n\tHealth 10\n\tReactionTime 35\n\t+NOTELEPORT\n\t+NOBLOCKMAP\n\t+DONTSPLASH\n\tDecal BloodSplat\n\tRenderStyle Translucent\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThing(random(0,255),random(0,2),0,0)\n\t\tTNT1 A 1 ThrustThingZ(0,random(0,10),0,1)\n\t\tBLUD C 3\n\t\tBLUD B 3 A_ChangeFlag(\"CORPSE\",1)\n\t\tGoto SpawnB\n\tSpawnB:\n\t\tBLUD B 0 A_JumpIf(waterlevel > 2,\"Mist\")\n\t\tBLUD B 0 A_CheckFloor(\"Crash\")\n\t\tBLUD B 0 A_SpawnItemEx(\"RedBloodTrail\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,SXF_TRANSFERTRANSLATION)\n\t\tBLUD B 1 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tBLUD A 1\n\t\tStop\n\tCrash:\n\t\tBSPT C 0 A_SpawnItemEx(\"RedBloodPool\",0,0,0,0,0,0,-32,SXF_TRANSFERTRANSLATION)\n\t\tStop\n\tMist:\n\t\tBSPT C 0 A_JumpIf(ACS_ExecuteWithResult(221,0,0,0) == 1,1)\n\t\tBSPT C 0 A_SpawnItemEx(\"BloodMistSmall\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\n\t\tBSPT C 0\n\t\tStop\n\t}\n}\n\nactor RedBloodPool\n{\n\tRadius 2\n\tHeight 4\n\tYScale 0.25\n\tRenderStyle Translucent\n\tAlpha 0.75\n\tDecal BloodSplat\n\t+NOTELEPORT\n\t+FLOORCLIP\n\t+CLIENTSIDEONLY\n\t+DONTSPLASH\n\t+NOEXPLODEFLOOR\n\tstates\n\t{\n\tSpawn:\n\t\tBSPT A 0\n\t\tBSPT A 0 A_Jump(128,\"SpawnB\")\n\t\tBSPT A 350\n\t\tgoto FadeA\n\tSpawnB:\n\t\tBSPT B 350\n\t\tgoto FadeB\n\tFadeA:\n\t\tBSPT A 1 A_FadeOut(0.01)\n\t\twait\n\tFadeB:\n\t\tBSPT B 1 A_FadeOut(0.01)\n\t\twait\n\t}\n}\n\nACTOR RedBloodSplatter replaces BloodSplatter\n{\n\tRadius 2\n\tHeight 4\n\t+NOBLOCKMAP\n\t+MISSILE\n\t+DROPOFF\n\t+NOTELEPORT\n\t+CANNOTPUSH\n\tDecal BloodSplat\n\tMass 5\n\tStates\n\t{\n\tSpawn:\n\t\tBLUD DCBBBBBAAAAA 3 A_SpawnItemEx(\"RedBlood\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\n\t\tStop\n\tDeath:\n\t\tBLUD C 0 A_Fall\n\t\tBLUD AAA 0 A_SpawnItemEx(\"RedBlood\",random(-2,2),random(-2,2),0,0,0,0,0,SXF_TRANSFERTRANSLATION,32)\n\t\tStop\n\t}\n}\n\nactor RedBloodTrail\n{\n\tRadius 2\n\tHeight 4\n\tScale 0.6\n\tGravity 0.5\n\t+NOTELEPORT\n\t+NOBLOCKMAP\n\t+CLIENTSIDEONLY\n\t+NONETID\n\t+DONTSPLASH\n\tRenderStyle Translucent\n\tAlpha 0.9\n\tstates\n\t{\n\tSpawn:\n\t\tBLUD CBA 2\n\t\tstop\n\t}\n}\n\nactor GreenBlood : RedBlood\n{\n\tTranslation \"176:191=120:127\"\n\tStates\n\t{\n\tSpawnB:\n\t\tBLUD A 0 A_SpawnItemEx(\"GreenBloodTrail\",0,0,0,random(0,1),0,random(-1,1),random(0,360),SXF_TRANSFERTRANSLATION)\n\t\tBLUD B 1 A_Countdown\n\t\tLoop\n\t}\n}\n\nactor GreenBloodTrail : RedBloodTrail { Translation \"176:191=120:127\" }\n\nactor BlueBlood : RedBlood\n{\n\tTranslation \"176:191=200:207\"\n\tStates\n\t{\n\tSpawnB:\n\t\tBLUD A 0 A_SpawnItemEx(\"BlueBloodTrail\",0,0,0,random(0,1),0,random(-1,1),random(0,360),SXF_TRANSFERTRANSLATION)\n\t\tBLUD B 1 A_Countdown\n\t\tLoop\n\t}\n}\n\nactor BlueBloodTrail : RedBloodTrail { Translation \"176:191=200:207\" }\n\nactor OrangeBlood : RedBlood\n{\n\tTranslation \"176:184=216:223\", \"184:191=232:235\"\n\tStates\n\t{\n\tSpawnB:\n\t\tBLUD A 0 A_SpawnItemEx(\"OrangeBloodTrail\",0,0,0,random(0,1),0,random(-1,1),random(0,360),SXF_TRANSFERTRANSLATION)\n\t\tBLUD B 1 A_Countdown\n\t\tLoop\n\t}\n}\n\nactor OrangeBloodTrail : RedBloodTrail { Translation \"176:184=216:223\", \"184:191=232:235\" }\n\nACTOR RedBloodSpawner\n{\n\tRadius 2\n\tHeight 4\n\tMass 5\n\tHealth 2\n\t+NOBLOCKMAP\n\tStates\n\t{\n\tSpawn:\n\t\tBLUD C 0\n\t\tBLUD CCCCCCCCCCCCCCCCCCCCCCCCC 0 A_SpawnItemEx(\"RedBlood\",random(0,16),0,random(0,56),0,0,random(0,16),random(0,360),0,128)\n\t\tBLUD CCCCCCCCCCCCCCCCCCCCCCCCC 0 A_SpawnItemEx(\"RedBlood\",random(0,16),0,random(0,56),0,0,random(0,16),random(0,360),0,128)\n\t\tStop\n\t}\n}\n\nACTOR GreenBloodSpawner : RedBloodSpawner\n{\n\tStates\n\t{\n\tSpawn:\n\t\tBLUD C 0\n\t\tBLUD CCCCCCCCCCCCCCCCCCCCCCCCC 0 A_SpawnItemEx(\"GreenBlood\",random(0,16),0,random(0,56),0,0,random(0,16),random(0,360),0,128)\n\t\tBLUD CCCCCCCCCCCCCCCCCCCCCCCCC 0 A_SpawnItemEx(\"GreenBlood\",random(0,16),0,random(0,56),0,0,random(0,16),random(0,360),0,128)\n\t\tStop\n\t}\n}\n\nACTOR BlueBloodSpawner : RedBloodSpawner\n{\n\tStates\n\t{\n\tSpawn:\n\t\tBLUD C 0\n\t\tBLUD CCCCCCCCCCCCCCCCCCCCCCCCC 0 A_SpawnItemEx(\"BlueBlood\",random(0,16),0,random(0,56),0,0,random(0,16),random(0,360),0,128)\n\t\tBLUD CCCCCCCCCCCCCCCCCCCCCCCCC 0 A_SpawnItemEx(\"BlueBlood\",random(0,16),0,random(0,56),0,0,random(0,16),random(0,360),0,128)\n\t\tStop\n\t}\n}\n\nACTOR OrangeBloodSpawner : RedBloodSpawner\n{\n\tStates\n\t{\n\tSpawn:\n\t\tBLUD C 0\n\t\tBLUD CCCCCCCCCCCCCCCCCCCCCCCCC 0 A_SpawnItemEx(\"OrangeBlood\",random(0,16),0,random(0,56),0,0,random(0,16),random(0,360),0,128)\n\t\tBLUD CCCCCCCCCCCCCCCCCCCCCCCCC 0 A_SpawnItemEx(\"OrangeBlood\",random(0,16),0,random(0,56),0,0,random(0,16),random(0,360),0,128)\n\t\tStop\n\t}\n}\n\nactor BloodMist\n{\n\tscale 0.7\n\t+NOTELEPORT\n\t+NOBLOCKMAP\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\trenderstyle translucent\n\tTranslation \"80:111=184:191\"\n\talpha 0.5\n\tstates\n\t{\n\tSpawn:\n\t\tPUF1 A 0\n\t\tPUF1 A 0 A_Jump(256,\"A\",\"B\",\"C\",\"D\")\n\tA:\n\t\tPUF1 ABCDEFGHIJKLMNOPQRSTUVWXYZ 8 A_Fadeout(0.01)\n\t\tPFF1 AB 8 A_Fadeout(0.01)\n\t\tStop\n\tB:\n\t\tPUF2 ABCDEFGHIJKLMNOPQRSTUVWXYZ 8 A_Fadeout(0.01)\n\t\tPFF2 AB 8 A_Fadeout(0.01)\n\t\tStop\n\tC:\n\t\tPUF3 ABCDEFGHIJKLMNOPQRSTUVWXYZ 8 A_Fadeout(0.01)\n\t\tPFF3 AB 8 A_Fadeout(0.01)\n\t\tStop\n\tD:\n\t\tPUF4 ABCDEFGHIJKLMNOPQRSTUVWXYZ 8 A_Fadeout(0.01)\n\t\tPFF4 AB 8 A_Fadeout(0.01)\n\t\tStop\n\t}\n}\n\nactor BloodMistSmall : BloodMist { Scale 0.5 }\n\nactor BloodMistLarge : BloodMist\n{\n\tScale 1.2\n\talpha 0.3\n\tstates\n\t{\n\tSpawn:\n\t\tPUF1 A 0\n\t\tPUF1 A 0 A_Jump(128,\"B\")\n\tA:\n\t\tPUF7 ABCDEFGHIJKLMNOPQRSTUVWXYZ 8 A_Fadeout(0.01)\n\t\tPFF7 ABC 8 A_Fadeout(0.01)\n\t\tStop\n\tB:\n\t\tPUF8 ABCDEFGHIJKLMNOPQRSTUVWXYZ 8 A_Fadeout(0.01)\n\t\tPFF8 ABC 8 A_Fadeout(0.01)\n\t\tStop\n\t}\n}\n\nactor RedBloodCloud\n{\n\tradius 4\n\theight 8\n\tprojectile\n\t+NOTELEPORT\n\t+NOBLOCKMAP\n\t+NOEXPLODEFLOOR\n\t+DONTSPLASH\n\t+CLIENTSIDEONLY\n\t-NOGRAVITY\n\tgravity 0.025\n\trenderstyle translucent\n\talpha 0.4\n\tscale 1.2\n\tstates\n\t{\n\tSpawn:\n\t\tBLDM A 0\n\t\tBLDM A 0 A_JumpIf(ACS_ExecuteWithResult(221,0,0,0) == 0,2)\n\t\tGoto Remove\n\t\tBLDM A 0 A_Jump(256,\"A\",\"B\",\"C\",\"D\",\"E\",\"F\")\n\tA:\n\t\tBDM1 A 20\n\t\tBDM1 A 1 A_Fadeout(0.008)\n\t\twait\n\tB:\n\t\tBDM1 B 20\n\t\tBDM1 B 1 A_Fadeout(0.008)\n\t\twait\n\tC:\n\t\tBDM1 C 20\n\t\tBDM1 C 1 A_Fadeout(0.008)\n\t\twait\n\tD:\n\t\tBDM1 D 20\n\t\tBDM1 D 1 A_Fadeout(0.008)\n\t\twait\n\tE:\n\t\tBDM1 E 20\n\t\tBDM1 E 1 A_Fadeout(0.008)\n\t\twait\n\tF:\n\t\tBDM1 F 20\n\t\tBDM1 F 1 A_Fadeout(0.008)\n\t\twait\n\tRemove:\n\t\tBLDM A 0\n\t\tStop\n\t}\n}\n\nactor RedBloodCloudSmall : RedBloodCloud\n{\n\talpha 0.3\n\tscale 0.75\n}\n\nactor RedBloodSplat\n{\n\tRadius 8\n\tHeight 8\n\thealth 2\n\tgravity 5\n\tmass 1000\n\t+CORPSE\n\t+NOTELEPORT\n\t+DONTSPLASH\n\t+CLIENTSIDEONLY\n\t+NOBLOCKMAP\n\t+NONETID\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAAAAAA 1 A_JumpIf(waterlevel > 2,\"Mist\")\n\t\tstop\n\tCrash:\n\t\tTNT1 AAAAAA 0 A_SpawnItemEx(\"RedBloodPool\",random(0,16),0,0,0,0,-32,random(0,12)*30,SXF_TRANSFERTRANSLATION,128)\n\t\tStop\n\tMist:\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(221,0,0,0) == 1,1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BloodMistLarge\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nactor RedBloodSpray\n{\n\tRadius 8\n\tHeight 0\n\tHealth 5\n\tscale 1.4\n\talpha 0.6\n\trenderstyle translucent\n\t+CORPSE\n\t+NOTELEPORT\n\t+FLOORCLIP\n\t+DONTSPLASH\n\t+CLIENTSIDEONLY\n\t+NOBLOCKMAP\n\tstates\n\t{\n\tSpawn:\n\t\tBLUD A 0\n\t\tBLUD A 0 A_Jump(128,\"SpawnB\")\n\t\tBLOD ABCDEF 2 A_JumpIf(waterlevel > 2,\"Mist\")\n\t\tBLOD F 1 A_FadeOut(0.05)\n\t\twait\n\tSpawnB:\n\t\tBLOD GHIJKL 2 A_JumpIf(waterlevel > 2,\"Mist\")\n\t\tBLOD L 1 A_FadeOut(0.05)\n\t\twait\n\tCrash:\n\t\tTNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"RedBloodPool\",random(0,48),0,0,0,0,-32,random(0,12)*30,SXF_TRANSFERTRANSLATION,128)\n\t\tStop\n\tDeath:\n\t\tBLDM A 0\n\t\tstop\n\tMist:\n\t\tBSPT C 0 A_JumpIf(ACS_ExecuteWithResult(221,0,0,0) == 1,1)\n\t\tBSPT C 0 A_SpawnItemEx(\"BloodMist\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\n\t\tBSPT C 0\n\t\tStop\n\t}\n}\n\nactor RedBloodSpraySmall : RedBloodSpray\n{\n\tscale 0.6\n\tstates\n\t{\n\tSpawn:\n\t\tBLUD A 0\n\t\tBLUD A 0 A_Jump(128,\"SpawnB\")\n\t\tBLOD ABCDEF 2 A_JumpIf(waterlevel > 2,\"Mist\")\n\t\tBLOD F 1 A_FadeOut(0.05)\n\t\twait\n\tSpawnB:\n\t\tBLOD GHIJKL 2 A_JumpIf(waterlevel > 2,\"Mist\")\n\t\tBLOD L 1 A_FadeOut(0.05)\n\t\twait\n\tCrash:\n\t\tTNT1 AAA 1 A_SpawnItemEx(\"RedBloodPool\",random(0,16),0,0,0,0,-32,random(0,12)*30,SXF_TRANSFERTRANSLATION,128)\n\t\tStop\n\tMist:\n\t\tBSPT C 0 A_JumpIf(ACS_ExecuteWithResult(221,0,0,0) == 1,1)\n\t\tBSPT C 0 A_SpawnItemEx(\"BloodMistSmall\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\n\t\tBSPT C 0\n\t\tStop\n\t}\n}\n\nactor GreenBloodSplat : RedBloodSplat\n{\n\ttranslation \"176:191=120:127\"\n\tstates\n\t{\n\tCrash:\n\t\tBLUD AAAAAAAA 0 A_SpawnItemEx(\"RedBloodPool\",random(0,20),0,0,0,0,-32,random(0,12)*30,SXF_TRANSFERTRANSLATION,128)\n\t\tStop\n\t}\n}\n\nactor GreenBloodSpray : RedBloodSpray\n{\n\ttranslation \"176:191=120:127\"\n}\n\nactor GreenBloodSpraySmall : RedBloodSpraySmall\n{\n\ttranslation \"176:191=120:127\"\n}\n\nactor BlueBloodSplat : RedBloodSplat\n{\n\tscale 2\n\tTranslation \"176:191=200:207\"\n\tstates\n\t{\n\tCrash:\n\t\tBLUD AAAAAAAAAAAA 0 A_SpawnItemEx(\"RedBloodPool\",random(0,28),0,0,0,0,-32,random(0,12)*30,SXF_TRANSFERTRANSLATION,128)\n\t\tStop\n\t}\n}\n\nactor BlueBloodSpray : RedBloodSpray\n{\n\tTranslation \"176:191=200:207\"\n}\n\nactor BlueBloodSpraySmall : RedBloodSpraySmall\n{\n\tTranslation \"176:191=200:207\"\n}\n\nactor OrangeBloodSplat : RedBloodSplat\n{\n\tscale 2\n\tTranslation \"176:184=216:223\", \"184:191=232:235\"\n\tstates\n\t{\n\tCrash:\n\t\tBLUD AAAAAAAAAAAA 0 A_SpawnItemEx(\"RedBloodPool\",random(0,28),0,0,0,0,-32,random(0,12)*30,SXF_TRANSFERTRANSLATION,128)\n\t\tStop\n\t}\n}\n\nactor OrangeBloodSpray : RedBloodSpray\n{\n\tTranslation \"176:184=216:223\", \"184:191=232:235\"\n}\n\nactor OrangeBloodSpraySmall : RedBloodSpraySmall\n{\n\tTranslation \"176:184=216:223\", \"184:191=232:235\"\n}\n\nACTOR BloodHit : BulletPuff\n{\n\tRadius 1\n\tHeight 2\n\t+BLOODLESSIMPACT\n\t+PUFFGETSOWNER\n\tStates\n\t{\n\tSpawn:\n\t\tPUFF A 0\n\t\tStop\n\t}\n}\n\nactor FleshSpray : Blood //Revenant and Lost Soul's impact \"Blood\"\n{\n\tRadius 8\n\tHeight 8\n\trenderstyle translucent\n\talpha 0.75\n\tscale 0.75\n\t+LOWGRAVITY\n\tstates\n\t{\n\tSpawn:\n\t\tBLOD A 0 A_Jump(128,7)\n\t\tBLOD ABCDEF 2\n\t\tstop\n\t\tBLOD GHIJKL 2\n\t\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/GIBS.txt",
        "contents": "//JuicyGibs\n\nactor Giblet\n{\n    PROJECTILE\n    -NOGRAVITY\n    Mass 5\n    Radius 5\n    Height 10\n    Damage 0\n\tScale 1.1\n    Decal GibSmear\n    DeathSound \"gibbage/xgib\"\n    Speed 5\n\t renderstyle translucent\n alpha 1.0\n    States\n    {\n    Spawn:\n        GIB1 A 0\n        GIB1 A 0 A_GiveInventory(\"GibType\",random(1,4))\n\tGIB1 A 0 A_JumpIfInventory(\"GibType\",4,\"D\")\n\tGIB1 A 0 A_JumpIfInventory(\"GibType\",3,\"C\")\n\tGIB1 A 0 A_JumpIfInventory(\"GibType\",2,\"B\")\n\tGIB1 A 0 A_JumpIfInventory(\"GibType\",1,\"A\")\n    A:\n        GIB1 AB 4 A_CustomMissile(\"RedBloodSpraySmall\",0)\n        GIB1 CD 4 A_Fadeout(0.05)\n        loop\n    B:\n        GIB2 AB 4 A_CustomMissile(\"RedBloodSpraySmall\",0)\n        GIB2 CD 4 A_Fadeout(0.05)\n        loop\n    C:\n        GIB3 AB 4 A_CustomMissile(\"RedBloodSpraySmall\",0)\n        GIB3 CDE 4 A_Fadeout(0.05)\n        loop\n    D:\n        GIB4 A 4 A_CustomMissile(\"RedBloodSpraySmall\",0)\n        GIB4 BC 4 A_Fadeout(0.05)\n        loop\n    Death:\n\t\tGIB1 A 0 A_Fadein(0.95)\n\t\tGIB1 A 0 A_CheckFloor(\"Crash\")\n\t\tGIB1 A 0 A_JumpIfInventory(\"GibType\",4,\"DD\")\n\t\tGIB1 A 0 A_JumpIfInventory(\"GibType\",3,\"DC\")\n\t\tGIB1 A 0 A_JumpIfInventory(\"GibType\",2,\"DB\")\n\t\tGIB1 A 0 A_JumpIfInventory(\"GibType\",1,\"DA\")\n\t\tStop\n    XDeath:\n    Crash:\n\t\tGIB1 A 0 A_JumpIfInventory(\"GibType\",4,\"XD\")\n\t\tGIB1 A 0 A_JumpIfInventory(\"GibType\",3,\"XC\")\n\t\tGIB1 A 0 A_JumpIfInventory(\"GibType\",2,\"XB\")\n\t\tGIB1 A 0 A_JumpIfInventory(\"GibType\",1,\"XA\")\n\t\tStop\n    DA:\n        GIBB A 0 A_SpawnItem(\"StickyGiblet1\")\n        Goto Splat\n    DB:\n        GIBB A 0 A_SpawnItem(\"StickyGiblet2\")\n        Goto Splat\n    DC:\n        GIBB A 0 A_SpawnItem(\"StickyGiblet3\")\n        Goto Splat\n    DD:\n        GIBB A 0 A_SpawnItem(\"StickyGiblet4\")\n        Goto Splat\n    XA:\n        GIBB A 0 A_SpawnItem(\"Giblet1\")\n        Goto Splat\n    XB:\n        GIBB A 0 A_SpawnItem(\"Giblet2\")\n        Goto Splat\n    XC:\n        GIBB A 0 A_SpawnItem(\"Giblet3\")\n        Goto Splat\n    XD:\n        GIBB A 0 A_SpawnItem(\"Giblet4\")\n        Goto Splat\n    Splat:\n        SPLT ABCD 2\n        Stop\n    }\n}\n\nactor StickyGiblet1\n{\n    PROJECTILE\n\t+SKYEXPLODE\n\t-NOGRAVITY\n\t+LOWGRAVITY\n    Mass 5\n    Radius 5\n    Height 10\n\tScale 1.1\n    Damage 0\n    Decal BloodSplat\n    DeathSound \"gibbage/xgib\"\n    Speed 0\n\t renderstyle translucent\n alpha 1.0\n    States\n    {\n    Spawn:\n        GIB1 A 0\n\t\tGIB1 A 0 A_Jump(256,\"A\",\"B\",\"C\",\"D\")\n    A:\n        GIB1 AAAAAAAAAAAAAAAA 2 A_SpawnItem(\"GibBlood\")\n        goto Death\n    B:\n        GIB1 BBBBBBBBBBBBBBBB 2 A_SpawnItem(\"GibBlood\")\n        goto Death\n    C:\n        GIB1 CCCCCCCCCCCCCCCC 2 A_SpawnItem(\"GibBlood\")\n        goto Death\n    D:\n        GIB1 DDDDDDDDDDDDDDDD 2 A_SpawnItem(\"GibBlood\")\n        goto Death\n    Death:\n        GIBB A 0 A_SpawnItem(\"Giblet1\")\n        Stop\n    }\n}\n\nactor StickyGiblet2 : StickyGiblet1\n{\n    States\n    {\n    Spawn:\n        GIB2 A 0\n\t\tGIB2 A 0 A_Jump(256,\"A\",\"B\",\"C\",\"D\")\n    A:\n        GIB2 AAAAAAAAAAAAAAAA 2 A_SpawnItem(\"GibBlood\")\n        goto Death\n    B:\n        GIB2 BBBBBBBBBBBBBBBB 2 A_SpawnItem(\"GibBlood\")\n        goto Death\n    C:\n        GIB2 CCCCCCCCCCCCCCCC 2 A_SpawnItem(\"GibBlood\")\n        goto Death\n    D:\n        GIB2 DDDDDDDDDDDDDDDD 2 A_SpawnItem(\"GibBlood\")\n        goto Death\n    Death:\n        GIBB A 0 A_SpawnItem(\"Giblet2\")\n        Stop\n    }\n}\n\nactor StickyGiblet3 : StickyGiblet1\n{\n    States\n    {\n    Spawn:\n        GIB3 A 0\n\t\tGIB3 A 0 A_Jump(256,\"A\",\"B\",\"C\",\"D\",\"E\")\n    A:\n        GIB3 AAAAAAAAAAAAAAAA 2 A_SpawnItem(\"GibBlood\")\n        goto Death\n    B:\n        GIB3 BBBBBBBBBBBBBBBB 2 A_SpawnItem(\"GibBlood\")\n        goto Death\n    C:\n        GIB3 CCCCCCCCCCCCCCCC 2 A_SpawnItem(\"GibBlood\")\n        goto Death\n    D:\n        GIB3 DDDDDDDDDDDDDDDD 2 A_SpawnItem(\"GibBlood\")\n        goto Death\n    E:\n        GIB3 EEEEEEEEEEEEEEEE 2 A_SpawnItem(\"GibBlood\")\n        goto Death\n    Death:\n        GIBB A 0 A_SpawnItem(\"Giblet3\")\n        Stop\n    }\n}\n\nactor StickyGiblet4 : StickyGiblet1\n{\n    States\n    {\n    Spawn:\n        GIB4 A 0\n\t\tGIB4 A 0 A_Jump(256,\"A\",\"B\",\"C\")\n    A:\n        GIB4 AAAAAAAAAAAAAAAA 2 A_SpawnItem(\"GibBlood\")\n        goto Death\n    B:\n        GIB4 BBBBBBBBBBBBBBBB 2 A_SpawnItem(\"GibBlood\")\n        goto Death\n    C:\n        GIB4 CCCCCCCCCCCCCCCC 2 A_SpawnItem(\"GibBlood\")\n        goto Death\n    Death:\n        GIBB A 0 A_SpawnItem(\"Giblet4\")\n        Stop\n    }\n}\n\nactor GibBlood\n{\n\tRadius 2\n\tHeight 4\n\tXScale 0.4\n\tYScale 1.0\n\tGravity 0.5\n\t+NOBLOCKMAP\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tTranslation \"176:191=184:188\"\n\tstates\n\t{\n\tSpawn:\n\t\tBLUD DDCCC 2\n\t\tBLUD BA 170\n\t\tBLUD A 1 A_FadeOut(0.01)\n\t\twait\n\t}\n}\n\nactor Giblet1\n{\n    +NOTELEPORT\n    +SHOOTABLE\n    +ISMONSTER\n    +FRIENDLY\n    +NOTARGET\n    +SLIDESONWALLS\n    +NEVERRESPAWN\n    +GHOST\n    Mass 5\n    Radius 5\n    Height 10\n    Health 10\n    Gravity 0.9\n\tScale 1.1\n    PainChance 256\n    DamageFactor \"Foot\", 2.0\n    PainChance \"Radiation\", 0\n    RenderStyle Translucent\n    DeathSound \"gibbage/xgib\"\n    States\n    {\n    Spawn:\n        GIB1 A 0\n\t\tGIB1 A 0 A_GiveInventory(\"NoTargetCheck\",1)\n        GIB1 A 0 Thing_ChangeTID(0,1001)\n    RealSpawn:\n        GIB1 A 0 A_PlaySound(\"gibbage/xpart\")\n        GIB1 A 0 A_Jump(128,\"SpawnB\")\n    SpawnA:\n        GIB1 E 2100\n        GIB1 E 35 A_Jump(64,\"XDeath\")\n        Wait\n    SpawnB:\n        GIB1 F 2100\n        GIB1 F 35 A_Jump(64,\"XDeath\")\n        Wait\n    See:\n        GIB1 ABCD 3 A_CustomMissile(\"RedBloodSpraySmall\",0)\n        GIB1 A 0 A_CheckFloor(\"RealSpawn\")\n        loop\n    Pain:\n        GIB1 A 0 ThrustThingZ(0,random(1,25),0,1)\n        Goto See\n    Pain.Chainsaw:\n    Pain.Foot:\n    Pain.Flame:\n    Pain.XFlame:\n        GIB1 ABCD 3\n        Goto RealSpawn+1\n    Death:\n        TNT1 A 0 A_Scream\n    XDeath:\n        TNT1 AAA 0 A_SpawnItem(\"RedBlood\")\n        Stop\n    }\n}\n\nactor Giblet2 : Giblet1\n{\n    States\n    {\n    Spawn:\n        GIB2 A 0\n\t\tGIB2 A 0 A_GiveInventory(\"NoTargetCheck\",1)\n        GIB2 A 0 Thing_ChangeTID(0,1001)\n    RealSpawn:\n        GIB2 A 0 A_PlaySound(\"gibbage/xpart\")\n        GIB2 A 0 A_Jump(256,\"SpawnA\",\"SpawnB\",\"SpawnC\",\"SpawnD\")\n    SpawnA:\n        GIB2 A 2100\n        GIB2 A 35 A_Jump(64,\"XDeath\")\n        Wait\n    SpawnB:\n        GIB2 B 2100\n        GIB2 B 35 A_Jump(64,\"XDeath\")\n        Wait\n    SpawnC:\n        GIB2 C 2100\n        GIB2 C 35 A_Jump(64,\"XDeath\")\n        Wait\n    SpawnD:\n        GIB2 D 2100\n        GIB2 D 35 A_Jump(64,\"XDeath\")\n        Wait\n    See:\n        GIB2 A 3 A_CustomMissile(\"RedBloodSpraySmall\",0)\n        GIB2 BCD 3 A_CheckFloor(\"RealSpawn\")\n        loop\n    Pain:\n        GIB2 A 0 ThrustThingZ(0,random(1,25),0,1)\n        Goto See\n    Pain.Chainsaw:\n    Pain.Foot:\n    Pain.Flame:\n    Pain.XFlame:\n        GIB2 ABCD 3\n        Goto RealSpawn+1\n    }\n}\n\nactor Giblet3 : Giblet1\n{\n    States\n    {\n    Spawn:\n        GIB3 A 0\n\t\tGIB3 A 0 A_GiveInventory(\"NoTargetCheck\",1)\n        GIB3 A 0 Thing_ChangeTID(0,1001)\n    RealSpawn:\n        GIB3 A 0 A_PlaySound(\"gibbage/xpart\")\n        GIB3 A 0 A_Jump(256,\"SpawnA\",\"SpawnB\",\"SpawnC\",\"SpawnD\",\"SpawnE\")\n    SpawnA:\n        GIB3 A 2100\n        GIB3 A 35 A_Jump(64,\"XDeath\")\n        Wait\n    SpawnB:\n        GIB3 B 2100\n        GIB3 B 35 A_Jump(64,\"XDeath\")\n        Wait\n    SpawnC:\n        GIB3 C 2100\n        GIB3 C 35 A_Jump(64,\"XDeath\")\n        Wait\n    SpawnD:\n        GIB3 D 2100\n        GIB3 D 35 A_Jump(64,\"XDeath\")\n        Wait\n    SpawnE:\n        GIB3 E 2100\n        GIB3 E 35 A_Jump(64,\"XDeath\")\n        Wait\n    See:\n        GIB3 A 3 A_CustomMissile(\"RedBloodSpraySmall\",0)\n        GIB3 BCDE 3 A_CheckFloor(\"RealSpawn\")\n        loop\n    Pain:\n        GIB3 A 0 ThrustThingZ(0,random(1,25),0,1)\n        Goto See\n    Pain.Chainsaw:\n    Pain.Foot:\n    Pain.Flame:\n    Pain.XFlame:\n        GIB3 ABCDE 3\n        Goto RealSpawn+1\n    }\n}\n\nactor Giblet4 : Giblet1\n{\n    States\n    {\n    Spawn:\n        GIB4 A 0\n\t\tGIB4 A 0 A_GiveInventory(\"NoTargetCheck\",1)\n        GIB4 A 0 Thing_ChangeTID(0,1001)\n    RealSpawn:\n        GIB4 A 0 A_PlaySound(\"gibbage/xpart\")\n        GIB4 A 0 A_Jump(256,\"SpawnA\",\"SpawnB\",\"SpawnC\")\n    SpawnA:\n        GIB4 A 2100\n        GIB4 A 35 A_Jump(64,\"XDeath\")\n        Wait\n    SpawnB:\n        GIB4 B 2100\n        GIB4 B 35 A_Jump(64,\"XDeath\")\n        Wait\n    SpawnC:\n        GIB4 C 2100\n        GIB4 C 35 A_Jump(64,\"XDeath\")\n        Wait\n    See:\n        GIB4 A 3 A_CustomMissile(\"RedBloodSpraySmall\",0)\n        GIB4 BC 3 A_CheckFloor(\"RealSpawn\")\n        loop\n    Pain:\n        GIB4 A 0 ThrustThingZ(0,random(1,25),0,1)\n        Goto See\n    Pain.Chainsaw:\n    Pain.Foot:\n    Pain.Flame:\n    Pain.XFlame:\n        GIB4 ABC 3\n        Goto RealSpawn+1\n    }\n}\n\n//Whole body parts - the shootable body parts' parent projectiles are labeled as Gib_<shootable gib name>\n\nactor Gib_ZombieHead1 : Giblet\n{\n    Gravity 1.0\n    Decal BloodSplat\n    States\n    {\n    Spawn:\n        ZHED ABCDEF 3 A_CustomMissile(\"RedBloodSpraySmall\",0)\n        ZHED GH 3 A_Fadeout(0.05)\n        loop\n    Death:\n        GIBB A 0 A_SpawnItem(\"ZombieHead1\")\n        Goto Splat\n    Splat:\n        SPLT ABCD 2\n        Stop\n    }\n}\n\nactor ZombieHead1 : Giblet1\n{\n    Mass 10\n    Health 20\n    States\n    {\n    Spawn:\n        ZMHD A 0\n\t\tZMHD A 0 A_GiveInventory(\"NoTargetCheck\",1)\n        ZMHD A 0 Thing_ChangeTID(0,1001)\n    RealSpawn:\n        ZMHD A 0 A_PlaySound(\"gibbage/xpart\")\n        ZMHD A 0 A_Jump(256,\"SpawnA\",\"SpawnB\")\n    SpawnA:\n        ZMHD A -1\n        Loop\n    SpawnB:\n        ZMHD B -1\n        Loop\n    See:\n        ZHED A 1 A_CustomMissile(\"RedBloodSpraySmall\",0)\n        ZHED BCDEFGH 1 A_CheckFloor(\"RealSpawn\")\n        loop\n    Pain:\n        ZMHD A 0 ThrustThingZ(0,random(1,10),0,1)\n        Goto See\n    Pain.Chainsaw:\n    Pain.Foot:\n    Pain.Flame:\n    Pain.XFlame:\n        ZHED ABCDEFGH 1\n        Goto RealSpawn+1\n    Death:\n        TNT1 A 0 A_Scream\n        TNT1 AAAAA 0 A_SpawnItemEx(\"Giblet\",random(-5,5),random(-5,5),1)\n        Stop\n    XDeath:\n        TNT1 AAAAAAAAAAAA 0 A_SpawnItem(\"RedBlood\")\n        Stop\n    }\n}\n\nactor Gib_ZombieHead2 : Gib_ZombieHead1\n{\n    Decal BloodSplat\n    States\n    {\n    Spawn:\n        ZHED IJKLMN 3 A_CustomMissile(\"RedBloodSpraySmall\",0)\n        ZHED OP 3 A_Fadeout(0.05)\n        loop\n    Death:\n        GIBB A 0 A_SpawnItem(\"ZombieHead2\")\n        Goto Splat\n    }\n}\n\nactor ZombieHead2 : ZombieHead1\n{\n    States\n    {\n    Spawn:\n        ZMHD A 0\n\t\tZMHD A 0 A_GiveInventory(\"NoTargetCheck\",1)\n        ZMHD A 0 Thing_ChangeTID(0,1001)\n    RealSpawn:\n        ZMHD A 0 A_PlaySound(\"gibbage/xpart\")\n        ZMHD A 0 A_Jump(256,\"SpawnA\",\"SpawnB\")\n    SpawnA:\n        ZMHD C -1\n        Loop\n    SpawnB:\n        ZMHD D -1\n        Loop\n    See:\n        ZHED I 1 A_CustomMissile(\"RedBloodSpraySmall\",0)\n        ZHED JKLMNOP 1 A_CheckFloor(\"RealSpawn\")\n        loop\n    Pain:\n        ZMHD A 0 ThrustThingZ(0,random(1,10),0,1)\n        Goto See\n    Pain.Chainsaw:\n    Pain.Foot:\n        ZHED IJKLMNOP 1\n        Goto RealSpawn+1\n    }\n}\n\nACTOR HelmetGib : PlayerChunk\n{\n\tRadius 4\n\tHeight 4\n\t+DOOMBOUNCE\n\tBounceFactor 0.25\n\t+NOBLOCKMAP\n\t+DROPOFF\n\tPROJECTILE\n\t+CANNOTPUSH\n\t+SKYEXPLODE\n\t+NOBLOCKMONST\n\t+NOSKIN\n\t+SHOOTABLE\n\t-NOGRAVITY\n\t-NOBLOCKMAP\n\t-NOTELEPORT\n\t-EXPLODEONWATER\n\t+CANBOUNCEWATER\n\t+DONTTRANSLATE // Enough flags?\n\tSeeSound \"gibbage/xpart\"\n\tStates\n\t{\n\tSpawn:\n\t\tMHED A 0\n\t\tMHED A 0 ThrustThingZ (0, random(0,64), 0, 1)\n\t\tgoto See\n\tSee:\n\t\tMHED ABCDEFGH 4 A_CustomMissile(\"RedBloodSpraySmall\",0)\n\t\tloop\n\tDeath:\n\t\tPLHD A 0 A_Jump(256,\"A\",\"B\")\n\tA:\n\t\tPLHD A 2100 A_CheckPlayerDone\n\t\tPLHD AAAAAAAAA 2 A_Fadeout(0.1)\n\t\tTNT1 A 1 A_CheckPlayerDone\n\t\tWait\n\tB:\n\t\tPLHD B 2100 A_CheckPlayerDone\n\t\tPLHD BBBBBBBBB 2 A_Fadeout(0.1)\n\t\tTNT1 A 1 A_CheckPlayerDone\n\t\tWait\n\t}\n}\n\n//Corpses\n\nACTOR VaporizedCorpse\n{\n\tGame Doom\n\tRadius 20\n\tHeight 4\n\t+NOBLOCKMAP\n\t+MOVEWITHSECTOR\n\tStates\n\t{\n\tSpawn:\n\t\tVAPZ G -1\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/PUFFS.txt",
        "contents": "ACTOR BulletHit : BulletPuff replaces BulletPuff\n{\n\tRadius 1\n\tHeight 2\n\tScale 0.8\n\tAlpha 1.0\n\t+PUFFGETSOWNER\n\tStates\n\t{\n\tSpawn:\n\t\tPUFF A 0\n\t\tPUFF AAAAA 0 A_CustomMissile(\"BulletDust\",0,0,random(0,360),2,random(-90,30))\n\t\tPUFF AA 0 A_CustomMissile(\"BulletDebris1\",0,0,random(0,360),2,random(-90,-15))\n\t\tPUFF AA 0 A_CustomMissile(\"BulletDebris2\",0,0,random(0,360),2,random(-5,90))\n\t\tPUFF A 0 A_Jump(192,4)\n\t\tPUFF A 0 A_CustomMissile(\"BulletSpark\",0,0,0,2)\n\t\tPUFF A 0 A_Jump(224,4)\n\t\tPUFF A 0 A_CustomMissile(\"Ricochet\",0,0,random(0,360),2,random(-90,90))\n\t\tPUFF AABB 1 Bright A_Fadeout(0.05)\n\tMelee:\n\t\tPUFF CCCDDD 1 A_Fadeout(0.05)\n\t\tStop\n\t}\n}\n\nACTOR PelletHit : BulletHit\n{\n\tDamageType Buckshot\n\tScale 0.6\n\tStates\n\t{\n\tSpawn:\n\t\tPUFF A 0\n\t\tPUFF AAAAAA 0 A_CustomMissile(\"BulletDust\",0,0,random(0,360),2,random(-90,30))\n\t\tPUFF AA 0 A_CustomMissile(\"BulletDebris1\",0,0,random(0,360),2,random(-90,-15))\n\t\tPUFF AA 0 A_CustomMissile(\"BulletDebris2\",0,0,random(0,360),2,random(-5,90))\n\t\tPUFF A 0 A_Jump(192,4)\n\t\tPUFF A 0 A_CustomMissile(\"BulletSpark\",0,0,0,2)\n\t\tPUFF AABB 1 Bright A_Fadeout(0.05)\n\t\tGoto Melee\n\t}\n}\n\nACTOR FistHit : BulletHit\n{\n\tDamageType Punch\n\tSeeSound \"weapons/punch\"\n\tAttackSound \"weapons/punchwall\"\n\t+PUFFONACTORS\n\tStates\n\t{\n\tSpawn:\n\t\tPUFF AABB 1 Bright A_Fadeout(0.05)\n\t\tGoto Crash\n\tCrash:\n\t\tPUFF CCDD 1 A_Fadeout(0.05)\n\t\tStop\n\tMelee:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nACTOR BerserkFistHit : FistHit\n{\n\tDamageType Berserk\n\tSeeSound \"skeleton/melee\"\n\tAttackSound \"weapons/bpunchwall\"\n\tStates\n\t{\n\tMelee:\n\t\tTNT1 A 0\n\t\tStop\n\tCrash:\n\t\tPUFF AAAAAA 0 A_CustomMissile(\"BulletDust\",0,0,random(0,360),2,random(-90,30))\n\t\tPUFF AA 0 A_CustomMissile(\"BulletDebris1\",0,0,random(0,360),2,random(-90,-15))\n\t\tPUFF AA 0 A_CustomMissile(\"BulletDebris2\",0,0,random(0,360),2,random(-5,90))\n\t\tPUFF AABB 1 Bright A_Fadeout(0.05)\n\t\tPUFF CCDD 1 A_Fadeout(0.05)\n\t\tStop\n\t}\n}\n\nACTOR ChainsawHit : BulletHit\n{\n\tDamageType Chainsaw\n\t-GRENADETRAIL\n\t-NOGRAVITY\n\tXScale 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tPUFF A 0\n\t\tPUFF A 0 A_Jump(256,0,4,5,6)\n\t\tPUFF AAAAAAAAAA 0 A_CustomMissile(\"BulletDust\",0,0,random(0,360),2,random(-90,-30))\n\t\tPUFF A 0 A_Jump(256,0,4,5,6)\n\t\tPUFF AAAAA 0 A_CustomMissile(\"BulletDebris1\",0,0,random(0,360),2,random(-90,-15))\n\t\tPUFF A 0 A_Jump(256,0,4,5,6)\n\t\tPUFF AAAAA 0 A_CustomMissile(\"BulletDebris2\",0,0,random(0,360),2,random(-30,15))\n\t\tPUFF A 0 A_Jump(64,4)\n\t\tPUFF A 0 A_CustomMissile(\"BulletSpark\",0,0,0,2)\n\t\tPUFF AABB 1 Bright A_Fadeout(0.05)\n\t\tGoto Melee\n\t}\n}\n\nACTOR ChaingunBulletHit : BulletHit\n{\n\t+ROCKETTRAIL\n\tScale 1\n\tStates\n\t{\n\tSpawn:\n\t\tPUFF A 0\n\t\tPUFF A 0 A_Jump(256,0,4,5,6,7,8,9)\n\t\tPUFF AAAAAAAAAAAA 0 A_CustomMissile(\"BulletDust\",0,0,random(0,360),2,random(-90,30))\n\t\tPUFF A 0 A_Jump(256,0,4,5,6)\n\t\tPUFF AAAA 0 A_CustomMissile(\"BulletDebris1\",0,0,random(0,360),2,random(-90,-15))\n\t\tPUFF A 0 A_Jump(256,0,4,5,6)\n\t\tPUFF AAAA 0 A_CustomMissile(\"BulletDebris2\",0,0,random(0,360),2,random(-5,90))\n\t\tPUFF A 0 A_Jump(192,4)\n\t\tPUFF A 0 A_CustomMissile(\"BulletSpark\",0,0,0,2)\n\t\tPUFF A 0 A_Jump(128,4)\n\t\tPUFF A 0 A_CustomMissile(\"Ricochet\",0,0,random(0,360),2,random(-90,90))\n\t\tPUFF AABB 1 Bright A_Fadeout(0.05)\n\t\tGoto Melee\n\t}\n}\n\nACTOR BulletDust\n{\n\tRadius 1\n\tHeight 2\n\tSpeed 2\n\tProjectile\n\t+DONTSPLASH\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\t+NOCLIP\n\tRenderStyle Translucent\n\tAlpha 0.12\n\tScale 0.4\n\tStates\n\t{\n\tSpawn:\n\t\tDUST AAABBBCCCDDD 1 A_Fadeout(0.01)\n\t\tStop\n\t}\n}\n\nACTOR BulletSpark : BulletDust\n{\n\tSpeed 0\n\tAlpha 0.5\n\tScale 1\n\tStates\n\t{\n\tSpawn:\n\t\tSPRK AABBCCDD 1 BRIGHT A_Fadeout(0.05)\n\t\tStop\n\t}\n}\n\nActor Ricochet\n{\n\tRadius 1\n\tHeight 2\n\tSpeed 32\n\tMass 1\n\tDamage (2)\n\tScale 0.5\n\tGravity 0.5\n\tReactionTime 10\n\t+RANDOMIZE\n\t+CANBOUNCEWATER\n\t-BLOODLESSIMPACT\n\t+MISSILE\n\t+HEXENBOUNCE\n\tseesound \"weapons/ricochet\"\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(256,0,1,2,3,4,5)\n\t\tTNT1 AAAAA 0 A_CountDown\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"BulletTrail\",-momx*0.04,-momy*0.04,-momz*0.04,0,0,0,angle)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"BulletTrail1\",-momx*0.08,-momy*0.08,-momz*0.08,0,0,0,angle)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"BulletTrail2\",-momx*0.12,-momy*0.12,-momz*0.12,0,0,0,angle)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"BulletTrail3\",-momx*0.16,-momy*0.16,-momz*0.16,0,0,0,angle)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"BulletTrail4\",-momx*0.2,-momy*0.2,-momz*0.2,0,0,0,angle)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"BulletTrail5\",-momx*0.24,-momy*0.24,-momz*0.24,0,0,0,angle)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"BulletTrail6\",-momx*0.28,-momy*0.28,-momz*0.28,0,0,0,angle)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"BulletTrail7\",-momx*0.32,-momy*0.32,-momz*0.32,0,0,0,angle)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"BulletTrail8\",-momx*0.36,-momy*0.36,-momz*0.36,0,0,0,angle)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"BulletTrail9\",-momx*0.4,-momy*0.4,-momz*0.4,0,0,0,angle)\n\t\tPUFF A 1 Bright A_CountDown\n\t\tGoto Spawn+7\n\t}\n}\n\nACTOR BulletDebris1\n{\n\tRadius 1\n\tHeight 2\n\tSpeed 1\n\tProjectile\n\t+DONTSPLASH\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\t+NOCLIP\n\tTranslation \"80:111=[127,127,127]:[0,0,0]\"\n\tRenderStyle Translucent\n\tAlpha 0.32\n\tScale 0.25\n\tStates\n\t{\n\tSpawn:\n\t\tPUF1 A 0 A_Jump(256,\"A\",\"B\",\"C\",\"D\",\"E\",\"F\",\"G\",\"H\")\n\tA:\n\t\tPUF1 ACEGIKMOQSUWY 1 A_Fadeout(0.02)\n\t\tPFF1 A 1 A_Fadeout(0.02)\n\t\tStop\n\tB:\n\t\tPUF1 BDFHJLNPRTVXZ 1 A_Fadeout(0.02)\n\t\tPFF1 B 1 A_Fadeout(0.02)\n\t\tStop\n\tC:\n\t\tPUF2 ACEGIKMOQSUWY 1 A_Fadeout(0.02)\n\t\tPFF2 A 1 A_Fadeout(0.02)\n\t\tStop\n\tD:\n\t\tPUF2 BDFHJLNPRTVXZ 1 A_Fadeout(0.02)\n\t\tPFF2 B 1 A_Fadeout(0.02)\n\t\tStop\n\tE:\n\t\tPUF3 ACEGIKMOQSUWY 1 A_Fadeout(0.02)\n\t\tPFF3 A 1 A_Fadeout(0.02)\n\t\tStop\n\tF:\n\t\tPUF3 BDFHJLNPRTVXZ 1 A_Fadeout(0.02)\n\t\tPFF3 B 1 A_Fadeout(0.02)\n\t\tStop\n\tG:\n\t\tPUF4 ACEGIKMOQSUWY 1 A_Fadeout(0.02)\n\t\tPFF4 A 1 A_Fadeout(0.02)\n\t\tStop\n\tH:\n\t\tPUF4 BDFHJLNPRTVXZ 1 A_Fadeout(0.02)\n\t\tPFF4 B 1 A_Fadeout(0.02)\n\t\tStop\n\t}\n}\n\nACTOR BulletDebris2 : BulletDebris1\n{\n\tAlpha 0.4\n\tStates\n\t{\n\tSpawn:\n\t\tPUF5 A 0 A_Jump(256,\"A\",\"B\",\"C\",\"D\")\n\tA:\n\t\tPUF5 ACEGIKMOQSUW 1 A_Fadeout(0.03)\n\t\tStop\n\tB:\n\t\tPUF5 BDFHJLNPRTVW 1 A_Fadeout(0.03)\n\t\tStop\n\tC:\n\t\tPUF6 ACEGIKMOQSUW 1 A_Fadeout(0.03)\n\t\tStop\n\tD:\n\t\tPUF6 BDFHJLNPRTVW 1 A_Fadeout(0.03)\n\t\tStop\n\t}\n}"
      }
    ]
  },
  "maps": []
}

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