Raw model (for completeness)
{
"meta": {
"id": "0718da0a-de02-4209-b82d-d087ab28683b",
"sha1": "b02533c3d164d2a2ebf37d80fd5a10c6e4acee82",
"sha256": "63280f0fc60a77f3f333d4ae01b69f5214f757dcc1a36cb372744080cc33b881",
"filenames": [
"evpv16_zand.pk3"
],
"additional": {
"engines": [
"ZDOOM"
],
"iwad": [],
"filename": null,
"added": "2018-04-20 15:05:46",
"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": "2018-04-20 15:05:46",
"file": {
"type": "PK3",
"size": 30591420,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/b02533c3d164d2a2ebf37d80fd5a10c6e4acee82/b02533c3d164d2a2ebf37d80fd5a10c6e4acee82.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 2,
"lumps": 3717,
"maps": 0,
"palettes": 0
},
"engines_guess": [
"ZDOOM"
]
},
"analysis": {
"title": "evpv16_zand.pk3",
"description": "A ZDoom-focused gameplay/utility PK3 rather than a mapset, with no playable levels included. It replaces the player, weapons, ammo, health, armor, keys, and various effects via DECORATE, and adds extensive custom sound definitions (including texture-based footstep sounds) plus tracer/casing visuals and other feedback tweaks. The package also includes ACS-loaded scripts and server CVARs aimed at multiplayer/co-op behavior (timelimit, shared keys, and related systems). Best suited as a gameplay mod base for Zandronum/ZDoom servers or for pairing with external WADs.",
"tags": [
"acs",
"coop_support",
"custom_sounds",
"decorate",
"footsteps",
"gameplay_mod",
"item_replacement",
"monster_replacement",
"multiplayer_focused",
"no_maps",
"pk3",
"server_cvars",
"visual_effects",
"weapon_replacement",
"zdoom"
],
"origin": "gpt-4.1-mini"
},
"text_files": [
{
"source": "pk3",
"name": "cvarinfo.txt",
"contents": "// CVar Info\nserver float fs_volume_mul = 7.0;\nserver float fs_delay_mul = 1.0;\nSERVER INT evp_sharedkeys = 0;\n\nserver int ce_timelimit = 600;\nserver int ce_playertimernum = 1;\nserver int ce_debug = 0;\nserver int ce_finalcountdown = 30;\nserver int ce_playerfinalnum = 1;"
},
{
"source": "pk3",
"name": "language.txt",
"contents": "// Footsteps\n// Language Definitions\n\n// This is where the footstep sounds for each texture are defined.\n// The definition MUST be STEP_<texturename>\n\n[enu default]\n// Flats\n// This is a list of flats that have footstep sounds associated with them.\n// Items are separated by a colon ( : )\n// If a flat/texture is not present in this list, then only the default sound will be\n// played when it is walked on.\nSTEP_FLATS = \"FWATER1:FWATER2:FWATER3:FWATER4:\"\n\t\t\t\"FLOOR0_1:FLOOR0_3:FLOOR1_7:FLOOR4_1:\"\n\t\t\t\"FLOOR4_5:FLOOR4_6:TLITE6_1:TLITE6_5:\"\n\t\t\t\"CEIL3_1:CEIL3_2:CEIL4_2:CEIL4_3:\"\n\t\t\t\"CEIL5_1:FLAT2:FLAT5:FLAT18:\"\n\t\t\t\"FLOOR0_2:FLOOR0_5:FLOOR0_7:FLAT5_3:\"\n\t\t\t\"CRATOP1:CRATOP2:FLAT9:FLAT17:\"\n\t\t\t\"FLAT19:COMP01:GRNLITE1:FLOOR1_1:\"\n\t\t\t\"FLAT14:FLAT5_5:FLOOR1_6:CEIL4_1:\"\n\t\t\t\"GRASS1:GRASS2:RROCK16:RROCK19:\"\n\t\t\t\"FLOOR6_1:FLOOR6_2:FLAT10:MFLR8_3:\"\n\t\t\t\"MFLR8_4:RROCK17:RROCK18:FLOOR0_6:\"\n\t\t\t\"FLOOR4_8:FLOOR5_1:FLOOR5_2:FLOOR5_3:\"\n\t\t\t\"FLOOR5_4:TLITE6_4:TLITE6_6:FLOOR7_1:\"\n\t\t\t\"MFLR8_1:CEIL3_5:CEIL5_2:CEIL3_6:\"\n\t\t\t\"FLAT8:SLIME13:STEP1:STEP2:\"\n\t\t\t\"GATE1:GATE2:GATE3:CEIL1_2:\"\n\t\t\t\"CEIL1_3:SLIME14:SLIME15:SLIME16:\"\n\t\t\t\"FLAT22:FLAT23:CONS1_1:CONS1_5:\"\n\t\t\t\"CONS1_7:GATE4:FLAT4:FLAT1:\"\n\t\t\t\"FLAT5_4:MFLR8_2:FLAT1_1:FLAT1_2:\"\n\t\t\t\"FLAT1_3:FLAT5_7:FLAT5_8:GRNROCK:\"\n\t\t\t\"RROCK01:RROCK02:RROCK03:RROCK04:\"\n\t\t\t\"RROCK05:RROCK06:RROCK07:RROCK08:\"\n\t\t\t\"RROCK09:RROCK10:RROCK11:RROCK12:\"\n\t\t\t\"RROCK13:RROCK14:RROCK15:RROCK20:\"\n\t\t\t\"SLIME09:SLIME10:SLIME11:SLIME12:\"\n\t\t\t\"FLAT5_6:FLOOR3_3:FLAT20:CEIL3_3:\"\n\t\t\t\"CEIL3_4:FLAT3:FLOOR7_2:DEM1_1:\"\n\t\t\t\"DEM1_2:DEM1_3:DEM1_4:DEM1_5:\"\n\t\t\t\"DEM1_6:CEIL1_1:FLAT5_1:FLAT5_2:\"\n\t\t\t\"NUKAGE1:NUKAGE2:NUKAGE3:BLOOD1:\"\n\t\t\t\"BLOOD2:BLOOD3:SLIME01:SLIME02:\"\n\t\t\t\"SLIME03:SLIME04:SLIME05:SLIME06:\"\n\t\t\t\"SLIME07:SLIME08:SFLR6_1:SFLR6_4:\"\n\t\t\t\"SFLR7_1:SFLR7_4:LAVA1:LAVA2:\"\n\t\t\t\"LAVA3:LAVA4:F_SKY1\";\n\n// Sounds\nSTEP_DEFAULT = \"step/default\";\n\n// Water\nSTEP_FWATER1 = \"step/water\";\nSTEP_FWATER2 = \"step/water\";\nSTEP_FWATER3 = \"step/water\";\nSTEP_FWATER4 = \"step/water\";\n\n// Ground\nSTEP_FLOOR0_1 = \"step/default\";\nSTEP_FLOOR0_3 = \"step/default\";\nSTEP_FLOOR1_7 = \"step/default\";\nSTEP_FLOOR4_1 = \"step/default\";\nSTEP_FLOOR4_5 = \"step/default\";\nSTEP_FLOOR4_6 = \"step/default\";\nSTEP_TLITE6_1 = \"step/default\";\nSTEP_TLITE6_5 = \"step/default\";\nSTEP_CEIL3_1 = \"step/default\";\nSTEP_CEIL3_2 = \"step/default\";\nSTEP_CEIL4_2 = \"step/default\";\nSTEP_CEIL4_3 = \"step/default\";\nSTEP_CEIL5_1 = \"step/default\";\nSTEP_FLAT2 = \"step/default\";\nSTEP_FLAT5 = \"step/default\";\nSTEP_FLAT18 = \"step/default\";\nSTEP_FLOOR0_2 = \"step/default\";\nSTEP_FLOOR0_5 = \"step/default\";\nSTEP_FLOOR0_7 = \"step/default\";\nSTEP_FLAT5_3 = \"step/default\";\nSTEP_CRATOP1 = \"step/default\";\nSTEP_CRATOP2 = \"step/default\";\nSTEP_FLAT9 = \"step/default\";\nSTEP_FLAT17 = \"step/default\";\nSTEP_FLAT19 = \"step/default\";\nSTEP_COMP01 = \"step/default\";\nSTEP_GRNLITE1 = \"step/default\";\n\n// Carpet\nSTEP_FLOOR1_1 = \"step/carpet\";\nSTEP_FLAT14 = \"step/carpet\";\nSTEP_FLAT5_5 = \"step/carpet\";\nSTEP_FLOOR1_6 = \"step/carpet\";\nSTEP_CEIL4_1 = \"step/carpet\";\nSTEP_GRASS1 = \"step/carpet\";\nSTEP_GRASS2 = \"step/carpet\";\n\n// Dirt\nSTEP_RROCK16 = \"step/dirt\";\nSTEP_RROCK19 = \"step/dirt\";\n\n// Gravel\nSTEP_FLOOR6_1 = \"step/gravel\";\nSTEP_FLOOR6_2 = \"step/gravel\";\nSTEP_FLAT10 = \"step/gravel\";\nSTEP_MFLR8_3 = \"step/gravel\";\nSTEP_MFLR8_4 = \"step/gravel\";\nSTEP_RROCK17 = \"step/gravel\";\nSTEP_RROCK18 = \"step/gravel\";\n\n// Hard\nSTEP_FLOOR0_6 = \"step/hard\";\nSTEP_FLOOR4_8 = \"step/hard\";\nSTEP_FLOOR5_1 = \"step/hard\";\nSTEP_FLOOR5_2 = \"step/hard\";\nSTEP_FLOOR5_3 = \"step/hard\";\nSTEP_FLOOR5_4 = \"step/hard\";\nSTEP_TLITE6_4 = \"step/hard\";\nSTEP_TLITE6_6 = \"step/hard\";\nSTEP_FLOOR7_1 = \"step/hard\";\nSTEP_MFLR8_1 = \"step/hard\";\nSTEP_CEIL3_5 = \"step/hard\";\nSTEP_CEIL5_2 = \"step/hard\";\nSTEP_CEIL3_6 = \"step/hard\";\nSTEP_FLAT8 = \"step/hard\";\nSTEP_SLIME13 = \"step/hard\";\n\n// Metal A\nSTEP_STEP1 = \"step/metal/a\";\nSTEP_STEP2 = \"step/metal/a\";\nSTEP_GATE1 = \"step/metal/a\";\nSTEP_GATE2 = \"step/metal/a\";\nSTEP_GATE3 = \"step/metal/a\";\nSTEP_CEIL1_2 = \"step/metal/a\";\nSTEP_CEIL1_3 = \"step/metal/a\";\nSTEP_SLIME14 = \"step/metal/a\";\nSTEP_SLIME15 = \"step/metal/a\";\nSTEP_SLIME16 = \"step/metal/a\";\n\n// Metal B\nSTEP_FLAT22 = \"step/metal/b\";\nSTEP_FLAT23 = \"step/metal/b\";\nSTEP_CONS1_1 = \"step/metal/b\";\nSTEP_CONS1_5 = \"step/metal/b\";\nSTEP_CONS1_7 = \"step/metal/b\";\nSTEP_GATE4 = \"step/metal/b\";\nSTEP_FLAT4 = \"step/metal/b\";\n\n// Rock\nSTEP_FLAT1 = \"step/rock\";\nSTEP_FLAT5_4 = \"step/rock\";\nSTEP_MFLR8_2 = \"step/rock\";\nSTEP_FLAT1_1 = \"step/rock\";\nSTEP_FLAT1_2 = \"step/rock\";\nSTEP_FLAT1_3 = \"step/rock\";\nSTEP_FLAT5_7 = \"step/rock\";\nSTEP_FLAT5_8 = \"step/rock\";\nSTEP_GRNROCK = \"step/rock\";\nSTEP_RROCK01 = \"step/rock\";\nSTEP_RROCK02 = \"step/rock\";\nSTEP_RROCK03 = \"step/rock\";\nSTEP_RROCK04 = \"step/rock\";\nSTEP_RROCK05 = \"step/rock\";\nSTEP_RROCK06 = \"step/rock\";\nSTEP_RROCK07 = \"step/rock\";\nSTEP_RROCK08 = \"step/rock\";\nSTEP_RROCK09 = \"step/rock\";\nSTEP_RROCK10 = \"step/rock\";\nSTEP_RROCK11 = \"step/rock\";\nSTEP_RROCK12 = \"step/rock\";\nSTEP_RROCK13 = \"step/rock\";\nSTEP_RROCK14 = \"step/rock\";\nSTEP_RROCK15 = \"step/rock\";\nSTEP_RROCK20 = \"step/rock\";\nSTEP_SLIME09 = \"step/rock\";\nSTEP_SLIME10 = \"step/rock\";\nSTEP_SLIME11 = \"step/rock\";\nSTEP_SLIME12 = \"step/rock\";\n\n// Snow\nSTEP_FLAT5_6 = \"step/snow\";\n\n// Tile A\nSTEP_FLOOR3_3 = \"step/tile/a\";\nSTEP_FLAT20 = \"step/tile/a\";\nSTEP_CEIL3_3 = \"step/tile/a\";\nSTEP_CEIL3_4 = \"step/tile/a\";\nSTEP_FLAT3 = \"step/tile/a\";\n\n// Tile B\nSTEP_FLOOR7_2 = \"step/tile/b\";\nSTEP_DEM1_1 = \"step/tile/b\";\nSTEP_DEM1_2 = \"step/tile/b\";\nSTEP_DEM1_3 = \"step/tile/b\";\nSTEP_DEM1_4 = \"step/tile/b\";\nSTEP_DEM1_5 = \"step/tile/b\";\nSTEP_DEM1_6 = \"step/tile/b\";\n\n// Wood\nSTEP_CEIL1_1 = \"step/wood\";\nSTEP_FLAT5_1 = \"step/wood\";\nSTEP_FLAT5_2 = \"step/wood\";\n\n// Slime\nSTEP_NUKAGE1 = \"step/slime\";\nSTEP_NUKAGE2 = \"step/slime\";\nSTEP_NUKAGE3 = \"step/slime\";\nSTEP_BLOOD1 = \"step/slime\";\nSTEP_BLOOD2 = \"step/slime\";\nSTEP_BLOOD3 = \"step/slime\";\nSTEP_SLIME01 = \"step/slime\";\nSTEP_SLIME02 = \"step/slime\";\nSTEP_SLIME04 = \"step/slime\";\nSTEP_SLIME05 = \"step/slime\";\nSTEP_SLIME06 = \"step/slime\";\nSTEP_SLIME07 = \"step/slime\";\nSTEP_SLIME08 = \"step/slime\";\n\n// Slimy\nSTEP_SFLR6_1 = \"step/slimy\";\nSTEP_SFLR6_4 = \"step/slimy\";\nSTEP_SFLR7_1 = \"step/slimy\";\nSTEP_SFLR7_4 = \"step/slimy\";\n\n// Lava\nSTEP_LAVA1 = \"step/lava\";\nSTEP_LAVA2 = \"step/lava\";\nSTEP_LAVA3 = \"step/lava\";\nSTEP_LAVA4 = \"step/lava\";\n\n// None\nSTEP_F_SKY1 = \"\";"
},
{
"source": "pk3",
"name": "loadacs.txt",
"contents": "Keys\nTracker\nCompletionist\nSquish\nEnterLevel\nFOOTSTEP\ncoopexit\nFULLHP"
},
{
"source": "pk3",
"name": "sndinfo.txt",
"contents": "// Footsteps\n// Sound Info\n\n// Define the actual sounds here\n\n// Default / Ground\nstep/default1\t\t\tDSSTP1\nstep/default2\t\t\tDSSTP2\nstep/default3\t\t\tDSSTP3\nstep/default4\t\t\tDSSTP4\n$random step/default { step/default1 step/default2 step/default3 step/default4 }\n\n// Water\nstep/water1\t\t\tDSWTR1\nstep/water2\t\t\tDSWTR2\nstep/water3\t\t\tDSWTR3\nstep/water4\t\t\tDSWTR4\n$random step/water { step/water1 step/water2 step/water3 step/water4 }\n\n// Carpet\nstep/carpet1\t\t\tDSCARP1\nstep/carpet2\t\t\tDSCARP2\nstep/carpet3\t\t\tDSCARP3\n$random step/carpet { step/carpet1 step/carpet2 step/carpet3 }\n\n// Dirt\nstep/dirt1\t\t\tDSDIRT1\nstep/dirt2\t\t\tDSDIRT2\nstep/dirt3\t\t\tDSDIRT3\nstep/dirt4\t\t\tDSDIRT4\nstep/dirt5\t\t\tDSDIRT5\nstep/dirt6\t\t\tDSDIRT6\n$random step/dirt { step/dirt1 step/dirt2 step/dirt3 step/dirt4 step/dirt5 step/dirt6 }\n\n// Gravel\nstep/gravel1\t\t\tDSGRAV1\nstep/gravel2\t\t\tDSGRAV2\nstep/gravel3\t\t\tDSGRAV3\nstep/gravel4\t\t\tDSGRAV4\n$random step/gravel { step/gravel1 step/gravel2 step/gravel3 step/gravel4 }\n\n// Hard\nstep/hard1\t\t\tDSHARD1\nstep/hard2\t\t\tDSHARD2\nstep/hard3\t\t\tDSHARD3\nstep/hard4\t\t\tDSHARD4\nstep/hard5\t\t\tDSHARD5\nstep/hard6\t\t\tDSHARD6\n$random step/hard { step/hard1 step/hard2 step/hard3 step/hard4 step/hard5 step/hard6 }\n\n// Metal A\nstep/metal/a1\t\t\tDSMET01\nstep/metal/a2\t\t\tDSMET02\nstep/metal/a3\t\t\tDSMET03\nstep/metal/a4\t\t\tDSMET04\nstep/metal/a5\t\t\tDSMET05\nstep/metal/a6\t\t\tDSMET06\n$random step/metal/a { step/metal/a1 step/metal/a2 step/metal/a3 step/metal/a4 step/metal/a5 step/metal/a6 }\n\n// Metal B (Thin Metals, Girders)\nstep/metal/b1\t\t\tDSMET201\nstep/metal/b2\t\t\tDSMET202\nstep/metal/b3\t\t\tDSMET203\nstep/metal/b4\t\t\tDSMET204\n$random step/metal/b { step/metal/b1 step/metal/b2 step/metal/b3 step/metal/b4 }\n\n// Rock\nstep/rock1\t\t\tDSROCK1\nstep/rock2\t\t\tDSROCK2\nstep/rock3\t\t\tDSROCK3\nstep/rock4\t\t\tDSROCK4\nstep/rock5\t\t\tDSROCK5\nstep/rock6\t\t\tDSROCK6\nstep/rock7\t\t\tDSROCK7\nstep/rock8\t\t\tDSROCK8\n$random step/rock { step/rock1 step/rock2 step/rock3 step/rock4 step/rock5 step/rock6 step/rock7 step/rock8 }\n\n// Snow\nstep/snow1\t\t\tDSSNOW1\nstep/snow2\t\t\tDSSNOW2\nstep/snow3\t\t\tDSSNOW3\nstep/snow4\t\t\tDSSNOW4\nstep/snow5\t\t\tDSSNOW5\nstep/snow6\t\t\tDSSNOW6\n$random step/snow { step/snow1 step/snow2 step/snow3 step/snow4 step/snow5 step/snow6 }\n\n// Tile A\nstep/tile/a1\t\t\tDSTILE01\nstep/tile/a2\t\t\tDSTILE02\nstep/tile/a3\t\t\tDSTILE03\nstep/tile/a4\t\t\tDSTILE04\nstep/tile/a5\t\t\tDSTILE05\nstep/tile/a6\t\t\tDSTILE06\n$random step/tile/a { step/tile/a1 step/tile/a2 step/tile/a3 step/tile/a4 step/tile/a5 step/tile/a6 }\n\n// Tile B (Hallways, Marble/Finer Tiles)\nstep/tile/b1\t\t\tDSTILE21\nstep/tile/b2\t\t\tDSTILE22\nstep/tile/b3\t\t\tDSTILE23\nstep/tile/b4\t\t\tDSTILE24\nstep/tile/b5\t\t\tDSTILE25\nstep/tile/b6\t\t\tDSTILE26\nstep/tile/b7\t\t\tDSTILE27\nstep/tile/b8\t\t\tDSTILE28\n$random step/tile/b { step/tile/b1 step/tile/b2 step/tile/b3 step/tile/b4 step/tile/b5 step/tile/b6 step/tile/b7 step/tile/b8 }\n\n// Wood\nstep/wood1\t\t\tDSWOOD1\nstep/wood2\t\t\tDSWOOD2\nstep/wood3\t\t\tDSWOOD3\nstep/wood4\t\t\tDSWOOD4\n$random step/wood { step/wood1 step/wood2 step/wood3 step/wood4 }\n\n// Slime\nstep/slime1\t\t\tDSSLIME1\nstep/slime2\t\t\tDSSLIME2\nstep/slime3\t\t\tDSSLIME3\nstep/slime4\t\t\tDSSLIME4\n$random step/slime { step/slime1 step/slime2 step/slime3 step/slime4 }\n\n// Slimy\nstep/slimy1\t\t\tDSSLIMY1\nstep/slimy2\t\t\tDSSLIMY2\nstep/slimy3\t\t\tDSSLIMY3\nstep/slimy4\t\t\tDSSLIMY4\n$random step/slimy { step/slimy1 step/slimy2 step/slimy3 step/slimy4 }\n\n// Lava\nstep/lava1\t\t\tDSLAVA1\nstep/lava2\t\t\tDSLAVA2\nstep/lava3\t\t\tDSLAVA3\nstep/lava4\t\t\tDSLAVA4\n$random step/lava { step/lava1 step/lava2 step/lava3 step/lava4 }\n\nswitches/electri2\t\tdselec2\nswitches/electri3\t\tdselec3\nswitches/eclunk\t\t\tdseclunk\nswitches/clunk\t\t\tdsclunk\nswitches/gargoyle\t\tdsgrgyle\nswitches/skin\t\t\tdsskinny\n\n// Other sounds\ninvul INVUL\ninvis INVISIB\nskull SKULPKUP\ncard CARDPKUP\nsoul SSPH\nmega MEGASPH\nrad RADSUP\nmap VCD_PIC\nbers BERSPKUP\nbackpack BACKPACK\nsarmor ARMOR_S\ncarmor ARMOR_C\nshotgun H4SGCOCK\nssg CLIPINSS\nchaingun chainup\nrl RLANDRAW\nplasma PLSDRAW\nbfg GENREADY\nsaw CSAWDRAW\nuc CHAINUP\nclip CLIP_P1\nbox CBOXPKUP\nshell SHELPKUP\nbshell SHELLS_L\nrocket ROCKPKUP\nbrocket ROCKBOXA\ncell BATTERY\nbcell CELL_PAK\npotion S_HEALTH\nshard SHARD_PI\nstimp N_HEALTH\nmedkit L_HEALTH\npistol PISTOL_U\ngoggles DEM\nucf UCFIR\nucdraw chainup\npistdraw pistol_u\nshotdraw stgnmvmp\nssgdraw clipinss\nchaindraw chainup\nrldraw RLANDRAW\nplasmadraw PLSDRAW\nbfgdraw GENREADY\ncrack fistslct\nsgpump h4sgcock\nsquish DSSQUISH\namega anmega\nainvis anpinvs\nasoul ansoul\nainvul aninvul\nbfgloop bfgloop\nvoidstart DSEVOST\nvoidsuck DSEVOS\nvoidend DSEVOEN\n$volume pump 0.45\n$volume potion 0.65\n$volume shard 0.65\n$volume weapons/sshotf 0.55\n\n$random weapons/plasmax { weapons/plasmax1 weapons/plasmax2 weapons/plasmax3\n weapons/plasmax4 }\nweapons/plasmax1\t\t\tpexplo1\nweapons/plasmax2\t\t\tpexplo2\nweapons/plasmax3\t\t\tpexplo3\nweapons/plasmax4\t\t\tpexplo4\n\n$random saw/hitwall { weapons/chainsaw/hitwall1 weapons/chainsaw/hitwall2 weapons/chainsaw/hitwall3 weapons/chainsaw/hitwall4 }\nweapons/chainsaw/hitwall1\tDSSAWAL1\nweapons/chainsaw/hitwall2\tDSSAWAL2\nweapons/chainsaw/hitwall3\tDSSAWAL3\nweapons/chainsaw/hitwall4\tDSSAWAL4\n\nucf UCFIR\ndoot SEEKER\n\n//Blood sounds\n$random flesh/wound\t\t{ flesh/wound1 flesh/wound2 flesh/wound3 flesh/wound4 flesh/wound5 }\nflesh/wound1\t\t\tdswound1\nflesh/wound2\t\t\tdswound2\nflesh/wound3\t\t\tdswound3\nflesh/wound4\t\t\tdswound4\nflesh/wound5\t\t\tdswound5\n\n$random bulletimpact { bulimp1 bulimp2 bulimp3 bulimp4 }\nbulimp1 blt_imp1\nbulimp2 blt_imp2\nbulimp3 blt_imp3\nbulimp4 blt_imp4\n$volume bulletimpact 0.45\n\n//Casings\n$random weapons/bulletbounce\n{\n\tcasings/bulletbounce1\n\tcasings/bulletbounce2\n\tcasings/bulletbounce3\n\tcasings/bulletbounce4\n\tcasings/bulletbounce5\n\tcasings/bulletbounce6\n\tcasings/bulletbounce7\n\tcasings/bulletbounce8\n\tcasings/bulletbounce9\n\tcasings/bulletbounce10\n}\n\n$random casings/bulletdeaths\n{\n\tcasings/bulletdie1\n\tcasings/bulletdie2\n\tcasings/bulletdie3\n\tcasings/bulletdie4\n\tcasings/bulletdie5\n\tcasings/bulletdie6\n\tcasings/bulletdie7\n\tcasings/bulletdie8\n\tcasings/bulletdie9\n\tcasings/bulletdie10\n}\n\n$random weapons/shellbounce\n{\n\tcasings/shellbounce1\n\tcasings/shellbounce2\n\tcasings/shellbounce3\n\tcasings/shellbounce4\n\tcasings/shellbounce5\n}\n\n$random casings/shelldeaths\n{\n\tcasings/shelldie1\n\tcasings/shelldie2\n\tcasings/shelldie3\n}\n\ncasings/bulletbounce1\tCBNCE1\ncasings/bulletbounce2\tCBNCE2\ncasings/bulletbounce3\tCBNCE3\ncasings/bulletbounce4\tCBNCE4\ncasings/bulletbounce5\tCBNCE5\ncasings/bulletbounce6\tCBNCE6\ncasings/bulletbounce7\tCBNCE7\ncasings/bulletbounce8\tCBNCE8\ncasings/bulletbounce9\tCBNCE9\ncasings/bulletbounce10\tCBNCE10\ncasings/bulletdie1\t\tCASDIE1\ncasings/bulletdie2\t\tCASDIE2\ncasings/bulletdie3\t\tCASDIE3\ncasings/bulletdie4\t\tCASDIE4\ncasings/bulletdie5\t\tCASDIE5\ncasings/bulletdie6\t\tCASDIE6\ncasings/bulletdie7\t\tCASDIE7\ncasings/bulletdie8\t\tCASDIE8\ncasings/bulletdie9\t\tCASDIE9\ncasings/bulletdie10\t\tCASDIE10\ncasings/shellbounce1\tSBNCE1\ncasings/shellbounce2\tSBNCE2\ncasings/shellbounce3\tSBNCE3\ncasings/shellbounce4\tSBNCE4\ncasings/shellbounce5\tSBNCE5\ncasings/shelldie1\t\tSDIE1\ncasings/shelldie2\t\tSDIE2\ncasings/shelldie3\t\tSDIE3\n\n$volume weapons/bulletbounce 0.2\n$volume casings/bulletdeaths 0.2\n$volume weapons/shellbounce 0.2\n$volume casings/shelldeaths 0.2\n\n// Fist\n$random fist/punch { fist/punch1 fist/punch2 fist/punch3 }\nfist/punch1\tFISTPUN1\nfist/punch2\tFISTPUN2\nfist/punch3\tFISTPUN3\n$random fist/strong { fist/strong1 fist/strong2 fist/strong3 }\nfist/strong1\tFISTSTR1\nfist/strong2\tFISTSTR2\nfist/strong3\tFISTSTR3\n$random fist/hitwall { fist/hitwall1 fist/hitwall2 fist/hitwall3 fist/hitwall4 }\nfist/hitwall1\tFISTWAL1\nfist/hitwall2\tFISTWAL2\nfist/hitwall3\tFISTWAL3\nfist/hitwall4\tFISTWAL4\n$random fist/swing { fist/swing1 fist/swing2 }\nfist/swing1\tFISTSW1\nfist/swing2\tFISTSW2\n\nintermission/tick mousehov\nintermission/nextstage farexp\nintermission/paststats back\n\nEliminated ELIM\nCompletionist COMPL\n//Menu\nmenu/activate\t\t\tselect\nmenu/backup\t\t\tback\nmenu/prompt\t\t\tdsswtchn\nmenu/cursor\t\t\tmousehov\nmenu/change\t\t\tslider\nmenu/invalid\t\t\tdsoof\nmenu/dismiss\t\t\tback\nmenu/choose\t\t\tselect\nmenu/clear\t\t\tback\n\n//Tracer whizz sounds\n$random tracerwhizz { tracerwhizz1 tracerwhizz2 tracerwhizz3 }\n$limit tracerwhizz 2\ntracerwhizz1\tTracer1\ntracerwhizz2\tTracer2\ntracerwhizz3\tTracer3\n\n//Explosions\n$random world/barrelx { exp1 exp2 exp3 exp4 exp5 exp6 exp7 }\n$random weapons/rocklx { exp1 exp2 exp3 exp4 exp5 exp6 exp7 }\nexp1\t\t\t\t\tDSLAGEX1\nexp2\t\t\t\t\tDSLAGEX2\nexp3\t\t\t\t\tDSLAGEX3\nexp4\t\t\t\t\tDSLAGEX4\nexp5\t\t\t\t\tDSLAGEX5\nexp6\t\t\t\t\tDSLAGEX6\nexp7\n\n//Gibs\n$random misc/gibbed { gib1 gib2 gib3 gib4 gib5 }\ngib1 dsslop\ngib2 splat1\ngib3 splat2\ngib4 splat3\ngib5 splat4\n\n// Player Pain Sounds\n// 100 Pain\n$random player/pain100\t{ pp10 pp11 pp12 pp13 pp14 pp15 pp16 pp17 pp18 pp19 pp110 }\npp10 d3pain1\npp11 d3pain2\npp12 d3pain3\npp13 d3pain4\npp14 d3pain5\npp15 d3pain6\npp16 d3pain7\npp17 d3pain8\npp18 d3pain9\npp19 d3pain10\npp110 d3pain11\n$playeralias player male *pain100 player/pain100\n//75 Pain\n$random player/pain75\t{ pp20 pp21 pp22 pp23 pp24 pp25 pp26 pp27 pp28 pp29 pp210 }\npp20 d3pain1\npp21 d3pain2\npp22 d3pain3\npp23 d3pain4\npp24 d3pain5\npp25 d3pain6\npp26 d3pain7\npp27 d3pain8\npp28 d3pain9\npp29 d3pain10\npp210 d3pain11\n$playeralias player male *pain75 player/pain75\n//50 Pain\n$random player/pain50\t{ pp30 pp31 pp32 pp33 pp34 pp35 pp36 pp37 pp38 pp39 pp310 }\npp30 d3pain1\npp31 d3pain2\npp32 d3pain3\npp33 d3pain4\npp34 d3pain5\npp35 d3pain6\npp36 d3pain7\npp37 d3pain8\npp38 d3pain9\npp39 d3pain10\npp310 d3pain11\n$playeralias player male *pain50 player/pain50\n//25 Pain\n$random player/pain25\t{ pp40 pp41 pp42 pp43 pp44 pp45 pp46 pp47 pp48 pp49 pp410 }\npp40 d3pain1\npp41 d3pain2\npp42 d3pain3\npp43 d3pain4\npp44 d3pain5\npp45 d3pain6\npp46 d3pain7\npp47 d3pain8\npp48 d3pain9\npp49 d3pain10\npp410 d3pain11\n$playeralias player male *pain25 player/pain25\n\n// Zombie man\n$random grunt/sight { grunt/sight1\ngrunt/sight2\ngrunt/sight3\ngrunt/sight4\ngrunt/sight5}\n$random grunt/death\n{ grunt/death1\ngrunt/death2\ngrunt/death3\ngrunt/death4}\ngrunt/sight1\tzom_sig1\ngrunt/sight2\tzom_sig2\ngrunt/sight3\tzom_sig3\ngrunt/sight4\tspecsee3\ngrunt/sight5\tspecsee4\n$random grunt/active { grunt/active1 grunt/active2 grunt/active3 grunt/active4\ngrunt/active5 grunt/active6 grunt/active7 }\ngrunt/active1\t\t\tzom_br1\ngrunt/active2\t\t\tzom_br2\ngrunt/active3\t\t\tzom_br3\ngrunt/active4\t\t\tzom_br4\ngrunt/active5\t\t\tzom_br5\ngrunt/active6\t\t\tzom_br6\ngrunt/active7\t\t\tzom_br7\n$random grunt/pain\n{ grunt/pain1\ngrunt/pain2\ngrunt/pain3\ngrunt/pain4\ngrunt/pain5\ngrunt/pain6}\n\ngrunt/pain1\t\tzom_p1\ngrunt/pain2\t\tzom_p2\ngrunt/pain3\t\tzom_p3\ngrunt/pain4\t\tzom_p4\ngrunt/pain5\t\tzom_p5\ngrunt/pain6\t\tzom_p6\n\ngrunt/death1\tzom_d1\ngrunt/death2\tzom_d2\ngrunt/death3\tzom_d3\ngrunt/death4\tzom_d4\ngrunt/attack\t\t\tdspistol\n$random humanstep { humanstep1 humanstep2 humanstep3 humanstep4 }\nhumanstep1 boot1\nhumanstep2 boot2\nhumanstep3 boot3\nhumanstep4 boot4\n\n$volume grunt/sight 0.5\n$volume grunt/pain 0.5\n$volume grunt/death 0.5\n\n// Shotgun guy\n\n$random shotguy/sight { shotguy/sight1\nshotguy/sight2\nshotguy/sight3\nshotguy/sight4\nshotguy/sight5\nshotguy/sight6\nshotguy/sight7\nshotguy/sight8\nshotguy/sight9\nshotguy/sight10\nshotguy/sight11 }\n$random shotguy/death\n{ shotguy/death1\nshotguy/death2\nshotguy/death3\nshotguy/death4\nshotguy/death5\nshotguy/death6\nshotguy/death7 }\nshotguy/sight1\tzomsit1\nshotguy/sight2\tzomsit2\nshotguy/sight3\tzomsit3\nshotguy/sight4\tzomsit4\nshotguy/sight5\tzomsit5\nshotguy/sight6\tzomsit6\nshotguy/sight7\tzomsit7\nshotguy/sight8\tzomsit8\nshotguy/sight9\tzomsit9\nshotguy/sight10\tzomsit10\nshotguy/sight11\tzomsit11\nshotguy/active\t\t\tzomact\n$random shotguy/pain\n{ shotguy/pain1\nshotguy/pain2\nshotguy/pain3\nshotguy/pain4\nshotguy/pain5\nshotguy/pain6\nshotguy/pain7\nshotguy/pain8\nshotguy/pain9\nshotguy/pain10\nshotguy/pain11 }\n\nshotguy/pain1\t\tzompn1\nshotguy/pain2\t\tzompn2\nshotguy/pain3\t\tzompn3\nshotguy/pain4\t\tzompn4\nshotguy/pain5\t\tzompn5\nshotguy/pain6\t\tzompn6\nshotguy/pain7\t\tzompn7\nshotguy/pain8\t\tzompn8\nshotguy/pain9\t\tzompn9\nshotguy/pain10\tzompn10\nshotguy/pain11\tzompn11\nshotguy/death1\tzomdth1\nshotguy/death2\tzomdth2\nshotguy/death3\tzomdth3\nshotguy/death4\tzomdth4\nshotguy/death5\tzomdth5\nshotguy/death6\tzomdth6\nshotguy/death7\tzomdth7\nshotguy/attack\t\t\tdsshotgn\n$volume shotguy/sight 0.5\n$volume shotguy/pain 0.5\n$volume shotguy/death 0.5\n\n// Archvile\n\nvile/sight\t\t\tARCHSIGH\nvile/active\t\t\tdsvilact\nvile/pain\t\t\tdsvipain\nvile/death\t\t\tARCHDEAT\nvile/raise\t\t\tDSEVOST\nvile/start\t\t\tDSEVOST\nvile/stop\t\t\tDSEVOEN\nvile/firestrt\t\t\tdsflamst\nvile/firecrkl\t\t\tdsflame\n$random vilestep { vilestep1 vilestep2 vilestep3 vilestep4 }\nvilestep1 VISTEP1\nvilestep2 VISTEP2\nvilestep3 VISTEP3\nvilestep4 VISTEP4\n\n// Revenant\n\nskeleton/sight\t\t\tdsskesit\nskeleton/active\t\t\tdsskeact\n$random skeleton/pain { skeleton/pain1 skeleton/pain2 skeleton/pain3 }\nskeleton/pain1 REV_P1\nskeleton/pain2 REV_P2\nskeleton/pain3 REV_P3\nskeleton/melee\t\t\tdsskepch\nskeleton/swing\t\t\tdsskeswg\nskeleton/death\t\t\tdsskedth\nskeleton/attack\t\t\tRHEAT2\nskeleton/tracex\t\t\tmisexp\nrocketloop RKTLOOP\n$random revstep { revstep1 revstep2 revstep3 revstep4 }\nrevstep1 REVSTEP1\nrevstep2 REVSTEP2\nrevstep3 REVSTEP3\nrevstep4 REVSTEP4\n\n// Fatso\n\nfatso/sight\t\t\tdsmansit\nfatso/active\t\t\tmanact\nfatso/pain\t\t\tdsmnpain\nfatso/raiseguns\t\t\tdsmanatk\nfatso/death\t\t\tdsmandth\nfatso/attack\t\t\tBREATHOF\nfatso/shotx\t\t\tfALLEXP1\n\n// Chainguy\n\n$random chainguy/sight { chainguy/sight1 chainguy/sight2 chainguy/sight3\n chainguy/sight4 }\nchainguy/sight1 ZCSIT1\nchainguy/sight2 ZCSIT2\nchainguy/sight3 ZCSIT3\nchainguy/sight4 ZCSIT4\nchainguy/sight5 ZCSIT5\n$random chainguy/death { chainguy/death1 chainguy/death2 chainguy/death3\n chainguy/death4 }\nchainguy/death1 ZCDIE1\nchainguy/death2 ZCDIE2\nchainguy/death3 ZCDIE3\nchainguy/death4 ZCDIE4\nchainguy/active\t\t\tzcact\n$random chainguy/pain { chainguy/pain1 chainguy/pain2 chainguy/pain3 chainguy/pain4 }\nchainguy/pain1 ZCPAIN1\nchainguy/pain2 ZCPAIN2\nchainguy/pain3 ZCPAIN3\nchainguy/pain4 ZCPAIN4\nchainguy/attack\t\t\tdspistol\n$limit chainguy/attack 0\n$random heavystep { heavystep1 heavystep1 heavystep1 heavystep1 }\nheavystep1 clank1\nheavystep2 clank2\nheavystep3 clank3\nheavystep4 clank4\ncposspinup CHAINSTA\n\n// Imp\n\n$random imp/death { imp/death1 imp/death2 imp/death3 imp/death4 }\n$random imp/pain { imp/pain1 imp/pain2 imp/pain3 }\n$random imp/sight { imp/sight1 imp/sight2 imp/sight3 imp/sight4 imp/sight5 imp/sight6 imp/sight7 }\n$random imp/active { imp/active1 imp/active2 imp/active3 imp/active4 imp/active5 imp/active6 }\n$random imp/swing { imp/swing1 imp/swing2 imp/swing3 }\nimp/sight1 imp_sig1\nimp/sight2\t imp_sig2\nimp/sight3 imp_sig3\nimp/sight4 imp_sig4\nimp/sight5 imp_sig5\nimp/sight6 imp_sig6\nimp/sight7 imp_sig7\nimp/pain1 IMP_P1\nimp/pain2 IMP_P2\nimp/pain3 IMP_P3\nimp/active1\t\t\tIMP_BR1\nimp/active2\t\t\tIMP_BR2\nimp/active3\t\t\tIMP_BR3\nimp/active4\t\t\tIMP_BR4\nimp/active5\t\t\tIMP_BR5\nimp/active6\t\t\tIMP_BR6\nimp/melee\t\t\tIMPCLAW3\nimp/death1\t\t\tIMP_DEA1\nimp/death2\t\t\tIMP_DEA2\nimp/death3\t\t\tIMP_DEA3\nimp/death4\t\t\tIMP_DEA4\nimp/attack\t\t\tIMPFIRE2\nimp/shotx\t\t\tBALLEXP3\nimp/swing1 IMPAEF1\nimp/swing2 IMPAEF2\nimp/swing3 IMPAEF3\nimp/prep IMPFIRE1\nImpBallLoop BALLOOP1\n$random impstep { impstep1 impstep2 impstep3 impstep4 }\nimpstep1 flesh1\nimpstep2 flesh2\nimpstep3 flesh3\nimpstep4 flesh4\n$limit imp/active 6\n$volume imp/death 0.5\n$volume imp/sight 0.5\n$volume imp/active 0.5\n$volume imp/pain 0.5\n\n// Demon\n\n$random demon/sight { demon/sight1 demon/sight2 demon/sight3 demon/sight4\n demon/sight5 demon/sight6 demon/sight7 demon/sight8 demon/sight9 demon/sight10 }\n $random demon/active { demon/active1 demon/active2 demon/active3 demon/active4 }\n $random demon/pain { demon/pain1 demon/pain2 demon/pain3 demon/pain4 demon/pain5\n demon/pain6 demon/pain7 }\n $random demon/melee { demon/melee1 demon/melee2 demon/melee3 demon/melee4 }\n $random demon/death { demon/death1 demon/death2 demon/death3 demon/death4 demon/death5 }\ndemon/sight1\t\t\tDEM_S1\ndemon/sight2\t\t\tDEM_S2\ndemon/sight3\t\t\tDEM_S3\ndemon/sight4\t\t\tDEM_S4\ndemon/sight5\t\t\tDEM_S5\ndemon/sight6\t\t\tDEM_S6\ndemon/sight7\t\t\tDEM_S7\ndemon/sight8\t\t\tDEM_S8\ndemon/sight9\t\t\tDEM_S9\ndemon/sight10\t\t\tDEM_S10\ndemon/active1 DEM_BR1\ndemon/active2 DEM_BR2\ndemon/active3 DEM_BR3\ndemon/active4 DEM_BR4\ndemon/pain1\t\t\tDEM_P1\ndemon/pain2\t\t\tDEM_P2\ndemon/pain3\t\t\tDEM_P3\ndemon/pain4\t\t\tDEM_P4\ndemon/pain5\t\t\tDEM_P5\ndemon/pain6\t\t\tDEM_P6\ndemon/pain7\t\t\tDEM_P7\ndemon/melee1\t\t\tDEM_A1\ndemon/melee2\t\t\tDEM_A2\ndemon/melee3\t\t\tDEM_A3\ndemon/melee4\t\t\tDEM_A4\ndemon/death1\t\t\tDEM_D1\ndemon/death2\t\t\tDEM_D2\ndemon/death3\t\t\tDEM_D3\ndemon/death4\t\t\tDEM_D4\ndemon/death5\t\t\tDEM_D5\n$random cybpinkystep { cybpinkystep1 cybpinkystep2 }\ncybpinkystep1 CYFNSTP1\ncybpinkystep2 CYFNSTP2\n$limit demon/melee 4\n\n// Spectre\n\n$random spectre/sight { spectre/sight1 spectre/sight2 spectre/sight3 spectre/sight4\n spectre/sight5 spectre/sight6 spectre/sight7 spectre/sight8 spectre/sight9 spectre/sight10 }\n $random spectre/active { spectre/active1 spectre/active2 spectre/active3 spectre/active4 }\n $random spectre/pain { spectre/pain1 spectre/pain2 spectre/pain3 spectre/pain4 spectre/pain5\n spectre/pain6 spectre/pain7 }\n $random spectre/melee { spectre/melee1 spectre/melee2 spectre/melee3 spectre/melee4 }\n $random spectre/death { spectre/death1 spectre/death2 spectre/death3 spectre/death4 spectre/death5 }\nspectre/sight1\t\t\tDEM_S1\nspectre/sight2\t\t\tDEM_S2\nspectre/sight3\t\t\tDEM_S3\nspectre/sight4\t\t\tDEM_S4\nspectre/sight5\t\t\tDEM_S5\nspectre/sight6\t\t\tDEM_S6\nspectre/sight7\t\t\tDEM_S7\nspectre/sight8\t\t\tDEM_S8\nspectre/sight9\t\t\tDEM_S9\nspectre/sight10\t\t\tDEM_S10\nspectre/active1 DEM_BR1\nspectre/active2 DEM_BR2\nspectre/active3 DEM_BR3\nspectre/active4 DEM_BR4\nspectre/pain1\t\t\tDEM_P1\nspectre/pain2\t\t\tDEM_P2\nspectre/pain3\t\t\tDEM_P3\nspectre/pain4\t\t\tDEM_P4\nspectre/pain5\t\t\tDEM_P5\nspectre/pain6\t\t\tDEM_P6\nspectre/pain7\t\t\tDEM_P7\nspectre/melee1\t\t\tDEM_A1\nspectre/melee2\t\t\tDEM_A2\nspectre/melee3\t\t\tDEM_A3\nspectre/melee4\t\t\tDEM_A4\nspectre/death1\t\t\tDEM_D1\nspectre/death2\t\t\tDEM_D2\nspectre/death3\t\t\tDEM_D3\nspectre/death4\t\t\tDEM_D4\nspectre/death5\t\t\tDEM_D5\n$random demonstep { demonstep1 demonstep2 demonstep3 demonstep4 demonstep5 }\ndemonstep1 PINST1\ndemonstep2 PINST2\ndemonstep3 PINST3\ndemonstep4 PINST4\ndemonstep5 PINST5\n\n// Cacodemon\n\ncaco/sight\t\t\tdscacsit\n$random caco/active { caco/active1 caco/active2 }\ncaco/active1\t\t\tCAC_BR1\ncaco/active2\t\t\tCAC_BR2\n$random caco/pain { caco/pain1 caco/pain2 caco/pain3 caco/pain4 caco/pain5 }\ncaco/pain1\t\t\tCAC_P1\ncaco/pain2\t\t\tCAC_P2\ncaco/pain3\t\t\tCAC_P3\ncaco/pain4\t\t\tCAC_P4\ncaco/pain5\t\t\tCAC_P5\ncaco/melee IMPCLAW1\ncaco/death\t\t\tdscacdth\ncaco/attack\t\t\tCACOBAL1\ncaco/shotx\t\t\tCACOX5\ncaco/loop cacoloop\nCacoBallLoop CACBALOP\n\n// Baron of Hell\n\nbaron/sight\t\t\tdsbrssit\nbaron/active\t\t\tdsdmact\nbaron/pain\t\t\tdsafpain\nbaron/melee\t\t\tIMPCLAW2\nbaron/death\t\t\tdsbrsdth\nbaron/attack\t\t\tBARO_F\nbaron/shotx\t\t\tBALLEXP1\nBaronBallLoop BALLOOP2\nhoofstep dshof1\n$pitchshift BALLEXP1 4\n\n// Hell Knight\n\nknight/sight\t\t\tdskntsit\nknight/active\t\t\tdskntact\nknight/pain\t\t\tdskntpai\nknight/death\t\t\tdskntdth\n\n// Lost Soul\n\n$random skull/melee { skull/melee1 skull/melee2 }\n$random skull/active { skull/active1 skull/active2 skull/active3 skull/active4 }\n$random skull/sight { skull/sight1 skull/sight2 skull/sight3 skull/sight4 }\n$random skull/pain { skull/pain1 skull/pain2 skull/pain3 skull/pain4 }\n$random skull/death { skull/death1 skull/death2 skull/death3 }\n$random skull/chargeloop { skull/chargeloop1 skull/chargeloop2 skull/chargeloop3 }\nskull/sight1 ls_s1\nskull/sight2 ls_s2\nskull/sight3 ls_s3\nskull/sight4 ls_s4\nskull/melee1\t\t\tls_a1\nskull/melee2 ls_a2\nskull/fireloop TRCHLOOP\nskull/chargeloop1 LSCLOOP1\nskull/chargeloop2 LSCLOOP2\nskull/chargeloop3 LSCLOOP3\nskull/pain1\t\t\tPA_P1\nskull/pain2 PA_P2\nskull/pain3 PA_P3\nskull/pain4 PA_P4\nskull/active1 PA_BR1\nskull/active2 PA_BR2\nskull/active3 PA_BR3\nskull/active4\t\tPA_BR4\nskull/death1\t\t\tPA_D1\nskull/death2\t\t\tPA_D2\nskull/death3\t\t\tPA_D3\n\n// Spider Mastermind\n\nspider/sight\t\t\tdsspisit\nspider/active\t\t\tdsspiact\nspider/pain\t\t\tdssmpain\nspider/attack\t\t\tdsshotgn\nspider/death\t\t\tdsspidth\n$random spider/walk { spider/walk1 spider/walk2 spider/walk3 spider/walk4 }\nspider/walk1\t\t\tspst1\nspider/walk2\t\t\tspst2\nspider/walk3\t\t\tspst3\nspider/walk4\t\t\tspst4\nmastermindspinup DTHDLRST\n\n// Arachnotron\n\nbaby/sight\t\t\tdsbspsit\nbaby/active\t\t\tdsbspact\nbaby/pain\t\t\tsp_crawl\nbaby/death\t\t\tdsbspdth\nbaby/walk\t\t\tdsbspwlk\nbaby/attack\t\t\tdsplasma\n$random baby/shotx { baby/shotx1 baby/shotx2 baby/shotx3 baby/shotx4 }\nbaby/shotx1\t\t\tpexplo1\nbaby/shotx2\t\t\tpexplo2\nbaby/shotx3\t\t\tpexplo3\nbaby/shotx4\t\t\tpexplo4\narachnocharge PLSC_1\n\n$limit baby/attack 0\n\n$volume cposspinup 0.6\n$volume mastermindspinup 0.6\n$volume arachnocharge 0.6\n\n// Cyber Demon\n\n$random cyber/hoof2 { cyber/hoof21 cyber/hoof22 cyber/hoof23 cyber/hoof24 }\ncyber/sight\t\t\tdscybsit\ncyber/active\t\t\tdscybact\ncyber/pain\t\t\tdscybpai\ncyber/death\t\t\tdscybdth\ncyber/hoof\t\t\tdshoof\ncyber/hoof21 cmetal1\ncyber/hoof22 cmetal2\ncyber/hoof23 cmetal3\ncyber/hoof24 cmetal4\n$volume cyber/hoof2 0.5\n\n// Pain Elemental\n\npain/sight\t\t\tdspesit\npain/active\t\t\tdspeact\npain/pain\t\t\tdspepain\npain/death\t\t\tdspedth\n\n// Commander Keen\n\nkeen/pain\t\t\tdskeenpn\nkeen/death\t\t\tdskeendt\n\n// Boss Brain\n\nbrain/sight\t\t\tdsbossit\nbrain/pain\t\t\tdsbospn\nbrain/death\t\t\tdsbosdth\nbrain/spit\t\t\tdsbospit\nbrain/cube\t\t\tdsboscub\nbrain/cubeboom\t\t\tdsfirxpl\n$alias brain/spawn\t\tmisc/teleport"
},
{
"source": "pk3",
"name": "DECORATE.txt",
"contents": "#include \"Deco/Doomguy.txt\"\n#include \"Deco/Guns/Fist.txt\"\n#include \"Deco/Guns/Chainsaw.txt\"\n#include \"Deco/Guns/Pistol.txt\"\n#include \"Deco/Guns/Shotguns.txt\"\n#include \"Deco/Guns/Chaingun.txt\"\n#include \"Deco/Guns/RL.txt\"\n#include \"Deco/Guns/PR.txt\"\n#include \"Deco/Guns/BFG.txt\"\n#include \"Deco/Powerups.txt\"\n#include \"Deco/Keys.txt\"\n#include \"Deco/Other.txt\"\n#include \"Deco/Armor.txt\"\n#include \"Deco/Health.txt\"\n#include \"Deco/Ammo.txt\"\n#include \"Deco/Monsters/Zombieman.txt\"\n#include \"Deco/Monsters/Shotgunner.txt\"\n#include \"Deco/Monsters/Chaingunner.txt\"\n#include \"Deco/Monsters/Imp.txt\"\n#include \"Deco/Monsters/Demon.txt\"\n#include \"Deco/Monsters/Spectre.txt\"\n#include \"Deco/Monsters/LostSoul.txt\"\n#include \"Deco/Monsters/Cacodemon.txt\"\n#include \"Deco/Monsters/HellKnight.txt\"\n#include \"Deco/Monsters/Baron.txt\"\n#include \"Deco/Monsters/Arachno.txt\"\n#include \"Deco/Monsters/PainElemental.txt\"\n#include \"Deco/Monsters/Revenant.txt\"\n#include \"Deco/Monsters/Mancubus.txt\"\n#include \"Deco/Monsters/ArchVile.txt\"\n#include \"Deco/Monsters/SpiderMastermind.txt\"\n#include \"Deco/Monsters/Cyberdemon.txt\"\n#include \"Deco/Monsters/IoS.txt\""
},
{
"source": "pk3",
"name": "FONTDEFS.txt",
"contents": "STATUSFONT\n{\n\t0 STTNUM0\n\t1 STTNUM1\n\t2 STTNUM2\n\t3 STTNUM3\n\t4 STTNUM4\n\t5 STTNUM5\n\t6 STTNUM6\n\t7 STTNUM7\n\t8 STTNUM8\n\t9 STTNUM9\n\t% STTPRCNT\n\t- STTMINUS\n\tNOTRANSLATION 109\t// don't touch the shadow color!\n}\n\nINDEXFONT\n{\n\t0 STYSNUM0\n\t1 STYSNUM1\n\t2 STYSNUM2\n\t3 STYSNUM3\n\t4 STYSNUM4\n\t5 STYSNUM5\n\t6 STYSNUM6\n\t7 STYSNUM7\n\t8 STYSNUM8\n\t9 STYSNUM9\n\tNOTRANSLATION 109\t// don't touch the shadow color!\n}"
},
{
"source": "pk3",
"name": "TEXTCOLO.txt",
"contents": "// TEXT COLORS FOR HXRTC HUD 7.0 (CLASSIC DOOM VERSION)\n\nHXRTCLightWhite\n{\n\t#FFFFFF #FFFFFF\nFlat:\n\t#FFFFFF\n}\n\nHXRTCLightGrey\n{\n\t#808080 #808080\nFlat:\n\t#808080\n}\n\nHXRTCDarkGrey\n{\n\t#404040 #404040\nFlat:\n\t#404040\n}"
},
{
"source": "pk3",
"name": "Deco/Doomguy.txt",
"contents": "ACTOR PerkDPlayer : Doomplayer\n{\n\tPlayer.DisplayName \"Smooth\"\n\tplayer.startitem \"PerkPistol\"\n\tplayer.startitem \"PerkFist\"\n\tPlayer.StartItem \"Clip\", 50\n\tPlayer.WeaponSlot 1, PerkFist, PerkChainsaw\n \tPlayer.WeaponSlot 2, PerkPistol\n\tPlayer.WeaponSlot 3, PerkShotgun, PerkSuperShotgun\n\tPlayer.WeaponSlot 4, PerkChaingun\n\tPlayer.WeaponSlot 5, PerkRocketLauncher\n\tPlayer.WeaponSlot 6, PerkPlasmaRifle\n\tPlayer.WeaponSlot 7, PerkBFG9000\n\tStates\n\t{\n\tSpawn:\n\t\tPLAY A -1\n\t\tLoop\n\tSee:\n\t\tPLAY A 4 a_spawnitemex (\"Splash\",0,0,0,0,0,-10,0,0,0)\n\t\tplay B 4\n\t\tplay C 4 a_spawnitemex (\"Splash\",0,0,0,0,0,-10,0,0,0)\n\t\tplay D 4\n\t\tLoop\n\tMissile:\n\t\tPLAY E 12\n\t\tGoto Spawn\n\tMelee:\n\t\tPLAY F 6 BRIGHT\n\t\tGoto Missile\n\tPain:\n\t\tPLAY G 4\n\t\tPLAY G 4 A_Pain\n\t\tGoto Spawn\n\tDeath:\n\t\tPLAY H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n\tDeath1:\n\t\tPLAY H 10\n\t\tPLAY I 10 A_PlayerScream\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 0 A_PlayerSkinCheck(\"AltSkinXDeath\")\n\tXDeath1:\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\tAltSkinDeath:\n\t\tPLAY H 6\n\t\tPLAY I 6 A_PlayerScream\n\t\tPLAY JK 6\n\t\tPLAY L 6 A_NoBlocking\n\t\tPLAY MNO 6\n\t\tPLAY P -1\n\t\tStop\n\tAltSkinXDeath:\n\t\tPLAY Q 5 A_PlayerScream\n\t\tPLAY R 0 A_NoBlocking\n\t\tPLAY R 5 A_SkullPop\n\t\tPLAY STUVWX 5\n\t\tPLAY Y -1\n\t\tStop\n\t\tCrush:\n\t\tPOL5 A -1 A_PlaySound (\"squish\", CHAN_AUTO)\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Deco/Armor.txt",
"contents": "actor EVPArmorBonus : ArmorBonus replaces ArmorBonus\n{\nInventory.Pickupmessage \"+2 armor\"\n\tInventory.PickupSound \"shard\"\n\tArmor.Saveamount 2\n\tArmor.Maxsaveamount 9999999\n\tscale 0.22\n\tStates\n\t{\n\tSpawn:\n\t\tARHM ABCDCB 6\n\t\tloop\n\t}\n}\n\nactor EVPGreenArmor : GreenArmor replaces GreenArmor\n{\nInventory.Pickupmessage \"Picked up a security armor!\"\n\tInventory.PickupSound \"sarmor\"\n\tArmor.SaveAmount 100\n\tStates\n\t{\n\tSpawn:\n\t\tARM1 A 6\n\t\tARM1 BCB 3\n\t\tloop\n\t}\n}\n\nactor EVPBlueArmor : BlueArmor replaces BlueArmor\n{\nInventory.Pickupmessage \"Picked up a combat armor!\"\n\tInventory.PickupSound \"carmor\"\n\tArmor.Saveamount 200\n\tStates\n\t{\n\tSpawn:\n\t\tARM2 A 6\n\t\tARM2 BCB 3\n\t\tloop\n\t}\n}"
},
{
"source": "pk3",
"name": "Deco/Health.txt",
"contents": "actor EVPHealthPotion : HealthBonus replaces HealthBonus\n{\n+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.Amount 2\n\tInventory.MaxAmount 9999999\n\tInventory.PickupMessage \"+2 health\"\n\tInventory.PickupSound \"potion\"\n\tStates\n\t{\n\tSpawn:\n\t\tBON1 ABCDCB 6\n\t\tLoop\n\t}\n}\n\nactor EVPStimpack : Stimpack replaces Stimpack\n{\nInventory.Amount 10\n\tInventory.PickupMessage \"+10 health\"\n\tInventory.PickupSound \"stimp\"\n\tStates\n\t{\n\tSpawn:\n\t\tSTIM A -1\n\t\tStop\n\t}\n}\n\nactor EVPMedikit : Medikit replaces Medikit\n{\nInventory.Amount 25\n\tInventory.PickupMessage \"+25 health\"\n\tHealth.LowMessage 25, \"+25 much needed health\"\n\tInventory.PickupSound \"medkit\"\n\tStates\n\t{\n\tSpawn:\n\t\tMEDI A -1\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Deco/Powerups.txt",
"contents": "//Invul\nactor EVPInvul : PowerupGiver\n{\n\tPowerup.Colormap 0,0,0, .3,1,.3\n\tInventory.MaxAmount 0\n\tPowerup.Duration -30\n\tPowerup.Type \"Invulnerable\"\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n}\n\nactor Invul : custominventory replaces InvulnerabilitySphere\n{\n\t+FLOATBOB\n\t-float\n\t+countitem\n\tInventory.MaxAmount 0\nrenderstyle Add\nalpha 1.0\nscale .25\n\tInventory.PickupMessage \"Picked up an Invulnerability Sphere!\"\n\tInventory.PickupSound \"invul\"\n\tInventory.PickupAnnouncerEntry \"invulnerability\"\n\tStates\n\t{\n\tSpawn:\n\t\tNVUL abcdefedcb 4 bright\n\t\tLoop\n\t\tpickup:\n\t\ttnt1 a 0 a_giveinventory (\"EVPInvul\", 1)\n}\n}\n\n//Soulsphere\nactor soulspherehealth : health\n{\n\tInventory.Amount 100\n\tInventory.MaxAmount 200\n}\n\nactor Soul : custominventory replaces Soulsphere\n{\n+COUNTITEM\n+FLOATBOB\n-FLOAT\n-ALWAYSPICKUP\n\tInventory.PickupMessage \"Picked up a Soulsphere!\"\n\tInventory.PickupSound \"soul\"\n\tInventory.PickupAnnouncerEntry \"soulsphere\"\n\trenderstyle Add\nalpha 1.0\nscale .25\n\tStates\n\t{\n\tSpawn:\n\t\tZOUL abcdefgfedcb 4 bright\n\t\tLoop\npickup:\ntnt1 a 0 a_jumpifhealthlower (199, \"ActualPickup\")\nfail\nActualPickup:\nTNT1 A 0 A_SetBlend(\"Blue\", 0.50, 16)\ntht1 a 0 A_GiveInventory(\"soulspherehealth\", 1)\nstop\n}\n}\n\n//Megasphere\nACTOR MSHealth : Health\n{\nInventory.Amount 200\nInventory.MaxAmount 200\n}\n\nACTOR Mega : CustomInventory replaces megasphere\n{\n\t+FLOATBOB\n\t-float\n\t-ALWAYSPICKUP\n\t+countitem\n\tInventory.PickupMessage \"Picked up a Megasphere!\"\n\tInventory.PickupSound \"mega\"\n\tInventory.PickupAnnouncerEntry \"megasphere\"\n\trenderstyle Add\nalpha 1.0\nscale .25\n\tStates\n\t{\n\tSpawn:\n\t\tSMEG abcdefedcb 4 bright\n\t\tLoop\n\tPickup:\n\ttnt1 a 0 a_jumpifhealthlower (199, \"ActualPickup\")\n\ttnt1 a 0 A_JumpIfInventory (\"BasicArmor\",200,\"NoPickup\")\ngoto ActualPickup\nNoPickup:\ntnt1 a 0\nfail\nActualPickup:\n\tTNT1 A 0 A_SetBlend(\"White\", 0.50, 16)\n\t\tTNT1 A 0 A_GiveInventory(\"BlueArmorForMegasphere\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"MSHealth\", 1)\n\t\tStop\n\t}\n}\n\n//Invis\nactor EVPInvis : PowerupGiver\n{\n\tInventory.MaxAmount 0\n\tPowerup.Duration -60\n\tPowerup.Type Invisibility\n\tPowerup.Mode Fuzzy\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tpowerup.color blue, 0.1\n}\n\nactor Invis : custominventory replaces BlurSphere\n{\n+COUNTITEM\n\t+FLOATBOB\n\t-float\n\tInventory.MaxAmount 0\n\tInventory.PickupMessage \"Picked up an Invisibility Sphere!\"\n\tInventory.PickupSound \"invis\"\n\tInventory.PickupAnnouncerEntry \"partialinvisibility\"\n\trenderstyle Add\nalpha .8\nscale .25\nstates\n{\nSpawn:\n\t\tNVIS abcdefgfedcb 4 bright\n\t\tLoop\npickup:\n tnt1 a 0 A_GiveInventory (\"EVPInvis\", 1)\n stop\n}\n}\n\n//Rad Suit\nactor suit : radsuit replaces radsuit\n{\nInventory.PickupMessage \"Picked up a radiation suit!\"\nInventory.PickupSound \"rad\"\n}\n\n//Nightvision goggles\nactor Nvision : infrared replaces infrared\n{\nInventory.PickupMessage \"Picked up some Nightvision Goggles!\"\n\tInventory.PickupSound \"goggles\"\n\tStates\n\t{\n\tSpawn:\n\t\tpv1s CDEEEDCC 3 Bright\n\t\tLoop\n\t}\n}\n\n//Minimap\nactor Minimap : allmap replaces allmap\n{\nInventory.PickupSound \"map\"\nInventory.PickupMessage \"Entire map is now revealed!\"\n\tStates\n\t{\n\tSpawn:\n\t\tPM4P ABCDCB 6 Bright\n\t\tLoop\n\t}\n}\n\n//Berserk\nactor EVPBerserk : berserk replaces berserk\n{\nInventory.PickupMessage \"Time to Rip and Tear!\"\nInventory.PickupSound \"bers\"\nStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"PowerStrength\")\n\t\tTNT1 A 0 HealThing(100, 0)\n\t\tTNT1 A 0 A_SetBlend(\"FF 00 00\", 0.50, 16)\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Deco/Keys.txt",
"contents": "actor RedKeyCard : CustomInventory replaces RedCard\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n +INVENTORY.NOSCREENFLASH\n Inventory.Pickupmessage \"\"\n\tInventory.PickupSound \"card\"\n States\n{\n Spawn:\n RTAT abc 3\n\tRTAT def 3\n\tRTAT ghi 3\n\tRTAT jkl 3\n\t\tloop\n Pickup:\n\ttnt1 a 0 A_JumpIf(ACS_NamedExecuteWithResult(\"CVar Check\") == 1,\"SharedKeys\")\n\tTNT1 A 0 A_JumpIfInventory(\"RedCard\",1,\"InInventory\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"Red Keycard\",0)\n TNT1 A 0 A_GiveInventory(\"RedCard\")\n fail\n\t SharedKeys:\n\tTNT1 A 0 A_JumpIfInventory(\"RedCard\",1,\"InInventory\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"MultiplayerCheck\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"Give Keys\",0,1)\n\tTNT1 A 0 A_GiveInventory(\"RedCard\")\n\tTNT1 A 0 a_setblend(\"Red\", 0.50, 16)\n\tStop\nInInventory:\n\tTNT1 A 0\n\tFail\n }\n}\n\nactor YellowKeyCard : CustomInventory replaces YellowCard\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n +INVENTORY.NOSCREENFLASH\n Inventory.Pickupmessage \"\"\n\tInventory.PickupSound \"card\"\n States\n {\n Spawn:\n YTAT abc 3\n\tYTAT def 3\n\tYTAT ghi 3\n\tYTAT jkl 3\n\t\tloop\n Pickup:\n\ttnt1 a 0 A_JumpIf(ACS_NamedExecuteWithResult(\"CVar Check\") == 1,\"SharedKeys\")\n\tTNT1 A 0 A_JumpIfInventory(\"YellowCard\",1,\"InInventory\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"Yellow Keycard\",0)\n TNT1 A 0 A_GiveInventory(\"YellowCard\")\n Fail\nSharedKeys:\n\tTNT1 A 0 A_JumpIfInventory(\"YellowCard\",1,\"InInventory\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"MultiplayerCheck\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"Give Keys\",0,2)\n\tTNT1 A 0 A_GiveInventory(\"YellowCard\")\n\tTNT1 A 0 a_setblend(\"Yellow\", 0.50, 16)\n\tStop\nInInventory:\n\tTNT1 A 0\n\tFail\n }\n}\n\nactor BlueKeyCard : CustomInventory replaces BlueCard\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n +INVENTORY.NOSCREENFLASH\n Inventory.Pickupmessage \"\"\n\tInventory.PickupSound \"card\"\n States\n {\n Spawn:\n BTAT abc 3\n\tBTAT def 3\n\tBTAT ghi 3\n\tBTAT jkl 3\n\t\tloop\n Pickup:\n\ttnt1 a 0 A_JumpIf(ACS_NamedExecuteWithResult(\"CVar Check\") == 1,\"SharedKeys\")\n\tTNT1 A 0 A_JumpIfInventory(\"BlueCard\",1,\"InInventory\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"Blue Keycard\",0)\n TNT1 A 0 A_GiveInventory(\"BlueCard\")\n fail\nSharedKeys:\n\tTNT1 A 0 A_JumpIfInventory(\"BlueCard\",1,\"InInventory\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"MultiplayerCheck\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"Give Keys\",0,3)\n\tTNT1 A 0 A_GiveInventory(\"BlueCard\")\n\tTNT1 A 0 a_setblend(\"Blue\", 0.50, 16)\n\tStop\nInInventory:\n\tTNT1 A 0\n\tFail\n }\n}\n\nactor RedKeySkull : CustomInventory replaces RedSkull\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n +INVENTORY.NOSCREENFLASH\n Inventory.Pickupmessage \"\"\n\tInventory.PickupSound \"skull\"\n States\n {\n Spawn:\n RSKY abcd 3\n\tRSKY efgh 3\n\t\tloop\n Pickup:\n\ttnt1 a 0 A_JumpIf(ACS_NamedExecuteWithResult(\"CVar Check\") == 1,\"SharedKeys\")\n\tTNT1 A 0 A_JumpIfInventory(\"RedSkull\",1,\"InInventory\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"Red Skull\",0)\n TNT1 A 0 A_GiveInventory(\"RedSkull\")\n Fail\nSharedKeys:\n\tTNT1 A 0 A_JumpIfInventory(\"RedSkull\",1,\"InInventory\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"MultiplayerCheck\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"Give Keys\",0,4)\n\tTNT1 A 0 A_GiveInventory(\"RedSkull\")\n\tTNT1 A 0 a_setblend(\"Red\", 0.50, 16)\n\tStop\nInInventory:\n\tTNT1 A 0\n\tFail\n }\n}\n\nactor YellowKeySkull : CustomInventory replaces YellowSkull\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n +INVENTORY.NOSCREENFLASH\n Inventory.Pickupmessage \"\"\n\tInventory.PickupSound \"skull\"\n States\n {\n Spawn:\n YSKY abcd 3\n\tYSKY efgh 3\n\t\tloop\n Pickup:\n\ttnt1 a 0 A_JumpIf(ACS_NamedExecuteWithResult(\"CVar Check\") == 1,\"SharedKeys\")\n\tTNT1 A 0 A_JumpIfInventory(\"YellowSkull\",1,\"InInventory\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"Yellow Skull\",0)\n TNT1 A 0 A_GiveInventory(\"YellowSkull\")\n Fail\nSharedKeys:\n\tTNT1 A 0 A_JumpIfInventory(\"YellowSkull\",1,\"InInventory\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"MultiplayerCheck\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"Give Keys\",0,5)\n\tTNT1 A 0 A_GiveInventory(\"YellowSkull\")\n\tTNT1 A 0 a_setblend(\"Yellow\", 0.50, 16)\n\tStop\nInInventory:\n\tTNT1 A 0\n\tFail\n }\n}\n\nactor BlueKeySkull : CustomInventory replaces BlueSkull\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n +INVENTORY.NOSCREENFLASH\n Inventory.Pickupmessage \"\"\n\tInventory.PickupSound \"skull\"\n States\n {\n Spawn:\n BSKY abcd 3\n\tBSKY efgh 3\n\t\tloop\n Pickup:\n\ttnt1 a 0 A_JumpIf(ACS_NamedExecuteWithResult(\"CVar Check\") == 1,\"SharedKeys\")\n\tTNT1 A 0 A_JumpIfInventory(\"BlueSkull\",1,\"InInventory\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"Blue Skull\",0)\n TNT1 A 0 A_GiveInventory(\"BlueSkull\")\n TNT1 A 0 a_setblend(\"Blue\", 0.50, 16)\n Fail\nSharedKeys:\n\tTNT1 A 0 A_JumpIfInventory(\"BlueSkull\",1,\"InInventory\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"MultiplayerCheck\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"Give Keys\",0,6)\n\tTNT1 A 0 A_GiveInventory(\"BlueSkull\")\n\tTNT1 A 0 a_setblend(\"Blue\", 0.50, 16)\n\tStop\nInInventory:\n\tTNT1 A 0\n\tFail\n }\n}"
},
{
"source": "pk3",
"name": "Deco/Other.txt",
"contents": "actor EVPFog : TeleportFog replaces TeleportFog\n{\nstates\n{\n Spawn:\n\t\tTFOG ABCDEFGHIJKLMNO 2 Bright\n\t\tStop\n}\n}\nactor EVPItemFog : ItemFog replaces ItemFog\n{\n\tRenderStyle Add\n\tAlpha 0.50\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tIFOG ABCDEDCBA 2 BRIGHT\n\t\t\tStop\n\t}\n}\n\nactor EVPBulletPuff : BulletPuff\n{\n\tGame Doom\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+ALLOWPARTICLES\n\t+RANDOMIZE\ndecal BulletChip\nstates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_PlaySound(\"bulletimpact\",7)\n\tPUFF A 4 Bright\n PUFF B 4\n // Intentional fall-through\n Melee:\n PUFF CD 4\n Stop\n }\n}\n\nactor EVPBlood : Blood replaces Blood\n{\ngame Doom\nstates\n{\nSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"flesh/wound\")\n\t\tBLUD CBA 8\n\t\tStop\n\t}\n}\n\nACTOR FullHealth : Inventory { Inventory.MaxAmount 1 }\nACTOR Squish : RealGibs replaces RealGibs\n{\nScale 0.8\nStates\n{\nSpawn:\n TNT1 A 0\n\tPOL5 A -1 ACS_NamedExecuteAlways(\"msg_and_sound\")\n Stop\n }\n}\n\nactor Splash\n{\nPROJECTILE\n\t+NOBLOOD\n\t+DONTBLAST\n\tdamage 0\n\tradius 4\n\tHeight 2\ndeathsound \"\"\nStates\n\t{\n\tSpawn:\n\tTNT1 A 1\n\tStop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor BulletTracer : FastProjectile\n{\n-ACTIVATEIMPACT\n-ACTIVATEPCROSS\n+NOTELEPORT\n+BLOODLESSIMPACT\n+THRUGHOST\nalpha .75\nrenderstyle add\ndamage 0\nspeed 100\nradius 4\nheight 4\nseesound \"\"\ndeathsound \"\"\nstates\n\t{\n\tSpawn:\n\t\tPUFF A 1 bright A_JumpIfCloser(192,2)\n\t\tTNT1 A 0 A_FadeOut(0.1)\n\t\tloop\n\t\tPUFF A 30 bright A_PlaySound(\"tracerwhizz\",1,1.0,0,8)\n\t\tloop\n\tXDeath:\n\t\tTNT1 A 0\n\t\tstop\n\tDeath:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nActor SpiderTracer : FastProjectile\n{\n-ACTIVATEIMPACT\n-ACTIVATEPCROSS\n+NOTELEPORT\n+BLOODLESSIMPACT\n+THRUGHOST\nalpha .75\nrenderstyle add\ndamage 0\nspeed 100\nradius 4\nheight 4\nseesound \"\"\ndeathsound \"\"\nstates\n\t{\n\tSpawn:\n\t\tPUFF A 1 bright A_JumpIfCloser(192,2)\n\t\tTNT1 A 0 A_FadeOut(0.1)\n\t\tloop\n\t\tPUFF A 30 bright A_PlaySound(\"tracerwhizz\",1,1.0,0,8)\n\t\tloop\n\tXDeath:\n\t\tTNT1 A 0\n\t\tstop\n\tDeath:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor EVPBarrel : ExplosiveBarrel replaces ExplosiveBarrel\n{\nStates\n\t{\n\tSpawn:\n\t\tBAR1 AB 6\n\t\tLoop\n\tDeath:\n\t\tBEXP A 5 BRIGHT\n\t\tBEXP B 5 BRIGHT A_Scream\n\t\tBEXP C 5 BRIGHT\n\t\tBEXP D 5 BRIGHT A_Explode\n\t\tBEXP E 5 BRIGHT\n\t\tBEXP F 5 BRIGHT\n\t\tBEXP G 5 BRIGHT A_NoBlocking\n\t\tbexp h -1\n\t\tBEXP H 1050 A_BarrelDestroy\n\t\tBEXP H 5 A_Respawn\n\t\tstop\n\t}\n}\n\nACTOR BulletCasing\n{\n\tRadius 3\n\tScale 0.18\n\t+MISSILE\n +CLIENTSIDEONLY\n\t+NOTELEPORT\n\t+DOOMBOUNCE\n\t+THRUACTORS\n\t+DROPOFF\n\tBounceFactor 0.5\n\tWallBounceFactor 0.25\n\tBounceCount 3\n\tSeesound \"weapons/bulletbounce\"\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0\n\t BCAS ABCDEFGHI 2\n\t Loop\n Death:\n\t TNT1 A 0 A_PlaySound(\"casings/bulletdeaths\")\n TNT1 A 0 A_Jump(128,4)\n BCAS J 100\n BCAS J 5 A_FadeOut(0.10)\n Goto Death+3\n\t TNT1 A 0 A_PlaySound(\"casings/bulletdeaths\")\n BCAS K 100\n\t BCAS K 5 A_FadeOut(0.10)\n\t Goto Death+6\n\t }\n}\n\nACTOR ShellCasing : BulletCasing\n{\n\tScale 0.24\n\tSeesound \"weapons/shellbounce\"\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0\n\t SCAS ABCDEFGHI 2\n\t Loop\n Death:\n\t TNT1 A 0 A_PlaySound(\"casings/shelldeaths\")\n TNT1 A 0 A_Jump(128,4)\n SCAS J 100\n SCAS J 5 A_FadeOut(0.10)\n Goto Death+3\n TNT1 A 0 A_PlaySound(\"casings/shelldeaths\")\n\t SCAS K 100\n\t SCAS K 5 A_FadeOut(0.10)\n\t Goto Death+6\n\t }\n}\n\nACTOR Kaboom\n{\nSpeed 3\nDamage 0\nRenderstyle Add\nAlpha 0.75\nPROJECTILE\n+NOBLOCKMAP\n+NOTELEPORT\n+DONTSPLASH\n+NOGRAVITY\n+MISSILE\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\n+NOINTERACTION\n+NOCLIP\nScale 1.3\nStates\n{\nSpawn:\nTNT1 A 0\nFXPO A 1 Bright A_PlaySound(\"weapons/rocklx\")\nFXPO ABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\nStop\n}\n}\n\nACTOR Kaboom2 : Kaboom\n{\nSpeed 2\nScale 0.9\nStates\n{\nSpawn:\nTNT1 A 0\nFXPO A 1 Bright A_PlaySound(\"weapons/rocklx\")\nFXPO ABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\nStop\n}\n}"
},
{
"source": "pk3",
"name": "Deco/Ammo.txt",
"contents": "actor EVPClip : clip replaces clip\n{\nInventory.PickupMessage \"Bullets (+10)\"\nInventory.PickupSound \"clip\"\n}\n\nactor EVPClipBox : clipbox replaces clipbox\n{\nInventory.PickupMessage \"Bullets (+50)\"\nInventory.PickupSound \"box\"\n}\n\nactor EVPShell : shell replaces shell\n{\nInventory.PickupMessage \"Shells (+4)\"\nInventory.PickupSound \"shell\"\n}\n\nactor EVPShellBox : shellbox replaces shellbox\n{\nInventory.PickupMessage \"Shells (+20)\"\nInventory.PickupSound \"bshell\"\n}\n\nactor EVPRocketAmmo : rocketammo replaces rocketammo\n{\nInventory.PickupMessage \"Rockets (+1)\"\nInventory.PickupSound \"rocket\"\n}\n\nactor EVPRocketBox : rocketbox replaces rocketbox\n{\nInventory.PickupMessage \"Rockets (+5)\"\nInventory.PickupSound \"brocket\"\n}\n\nactor EVPCell : cell replaces cell\n{\nInventory.PickupMessage \"Cells (+20)\"\nInventory.PickupSound \"cell\"\nStates\n\t{\n\tSpawn:\n\t\tCELL ABCDE 2\n\t\tLoop\n\t}\n}\n\nactor EVPCellPack : cellpack replaces cellpack\n{\nInventory.PickupMessage \"Cells (+100)\"\nInventory.PickupSound \"bcell\"\nStates\n\t{\n\tSpawn:\n\t\tYELP ABCD 2\n\t\tLoop\n\t}\n}\n\nactor EVPBackpack : backpack replaces backpack\n{\nInventory.PickupMessage \"Picked up a backpack!\"\nInventory.PickupSound \"backpack\"\n\tStates\n\t{\n\tSpawn:\n\t\tCMPK ABCDEFG 1\n\t\tLoop\n\t}\n}"
},
{
"source": "pk3",
"name": "Deco/Guns/Fist.txt",
"contents": "ACTOR PerkFist : Fist replaces Fist\n{\n+WEAPON.NOALERT\nweapon.upsound \"crack\"\n\tweapon.bobstyle alpha\n \tweapon.bobspeed 1.9\n\tweapon.bobrangex 0.26\n\tweapon.bobrangey 0.15\n\tStates\n\t{\nDeselect:\nPKFS a 1 a_lower\nloop\n\nSelect:\nTNT1 A 0 A_Raise\n Wait\nSteady:\n TNT1 A 1\n Goto Ready\n Ready:\n FISW ABCDDDDCBA 1\nPKFS a 4\n RealReady:\n TNT1 AAA 0\n TNT1 AAA 0\n PKFS A 1 A_WeaponReady\n Goto RealReady\n\tFire: //Pre-fire - 4 ticks, fire - 13, refire - 5\n\tpkfs a 0 a_jump (128, \"Fire2\")\n\tpkfs b 0 a_jumpifinventory (\"PowerStrength\",1,\"BerserkLeft\")\n\tpkfs b 0 a_playsound (\"fist/swing\")\n\t\tPKFS BCDE 1\n\t\tPKFS F 2 A_CustomPunch(2*random(1,10), TRUE,0, \"FistPuff\")\n\t\tPKFS GHIJK 2\n\t\tPKFS A 1\n\t\tPKFS A 5 A_ReFire\n\t\tGoto RealReady\n Fire2:\npun2 a 0 a_jumpifinventory (\"PowerStrength\",1,\"BerserkRight\")\npun2 a 0 a_playsound (\"fist/swing\")\npun2 abcd 1\npun2 e 2 A_CustomPunch(2*random(1,10), TRUE,0, \"FistPuff\")\npun2 fghij 2\npun2 a 1\npkfs a 5 a_refire\ngoto RealReady\nBerserkLeft:\npkfs b 0 a_playsound (\"fist/swing\")\nPKFS BCDE 1\n\t\tPKFS F 2 A_CustomPunch(20*random(1,10), TRUE,0, \"FistPuffStrong\")\n\t\tPKFS GHIJK 2\n\t\tPKFS A 1\n\t\tPKFS A 5 A_ReFire\n\t\tGoto RealReady\nBerserkRight:\npun2 a 0 a_playsound (\"fist/swing\")\npun2 abcd 1\npun2 e 2 A_CustomPunch(20*random(1,10), TRUE,0, \"FistPuffStrong\")\npun2 fghij 2\npun2 a 1\npkfs a 5 a_refire\ngoto RealReady\n\t}\n}\n\nactor FistPuff\n{\n+NOBLOCKMAP\n+NOGRAVITY\n+PUFFONACTORS\n-ALLOWPARTICLES\n+NOEXTREMEDEATH\nattacksound \"fist/hitwall\"\nseesound \"fist/punch\"\nmass 1\n}\n\nActor FistPuffStrong : FistPuff\n{\ndecal FistScorch\nattacksound \"fist/strong\"\nseesound \"fist/strong\"\n-NOEXTREMEDEATH\n}"
},
{
"source": "pk3",
"name": "Deco/Guns/Chainsaw.txt",
"contents": "ACTOR PerkChainsaw : Chainsaw replaces Chainsaw\n{\nInventory.PickupMessage \"Ahhh Chainsaw. The Great Communicator!\"\nInventory.PickupSound \"saw\"\n+WEAPON.NO_AUTO_SWITCH\nweapon.bobstyle alpha\n \tweapon.bobspeed 1.9\n\tweapon.bobrangex 0.26\n\tweapon.bobrangey 0.15\n\tStates\n\t{\n\tReady:\n \t\tCSWG ABCD 2 A_WeaponReady\n\t \tLoop\n\tDeselect:\n\t\tCSWG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tCSWG A 1 A_Raise\n\t\tLoop\n\tFire:\n \t\tcswf A 1 Offset(0,34) A_Saw (\"weapons/sawfull\", \"weapons/sawhit\", 0, \"ChainsawPuff\")\n\t\t\tcswf A 0 A_SetPitch(pitch-0.2)\n\t\t\tcswf B 1 Offset(0,33) A_SetPitch(pitch+0.2)\n\t\t\tcswf A 1 Offset(0,32) A_Saw (\"weapons/sawfull\", \"weapons/sawhit\", 0, \"ChainsawPuff\")\n\t\t\tcswf A 0 A_SetPitch(pitch-0.2)\n\t\t\tcswf B 1 Offset(0,34) A_SetPitch(pitch+0.2)\n\t\t\tcswf B 0 A_ReFire\n\t}\n}\n\nactor ChainsawPuff : BulletPuff\n{\nattacksound \"saw/hitwall\"\ndecal SawMark\nstates\n{\nTNT1 A 0\nSpawn:\n TNT1 A 0\n\tTNT1 A 0 A_Jump(128,\"Alt\")\n\tFX57 ABCDEFGHIJ 1 Bright A_FadeOut(0.08)\n\tStop\nAlt:\n\tFX58 ABCDEFGHIJ 1 Bright A_FadeOut(0.08)\n\tStop\n }\n}"
},
{
"source": "pk3",
"name": "Deco/Guns/Pistol.txt",
"contents": "ACTOR PerkPistol : Pistol replaces Pistol\n{\nWeapon.UpSound \"pistdraw\"\nInventory.Pickupmessage \"You collected your trusty Pistol!\"\n\tInventory.PickupSound \"pistol\"\n\tweapon.bobstyle alpha\n \tweapon.bobspeed 1.9\n\tweapon.bobrangex 0.26\n\tweapon.bobrangey 0.15\n\tdecal bulletchip\n\tStates\n\t{\n Deselect:\n PISW DCBA 1\n TNT1 A 1 A_Lower\n Wait\nSelect:\nTNT1 A 0 A_Raise\n Wait\nSteady:\n TNT1 A 1\n Goto Ready\n Ready:\n PISW ABCD 1\n\t\tPKPI a 10\n RealReady:\n TNT1 AAA 0\n TNT1 AAA 0\n PKPI A 1 A_WeaponReady\n Goto RealReady\n\tFire: //Fire - 14 ticks\n\t\tPKPI A 4\n\t\tPKPF A 0 A_FireCustomMissile(\"BulletTracer\",random(-1,1),0,0,0)\n\t\tPKPF a 2 bright A_FireBullets (5.6, 0, 1, 5, \"EVPBulletPuff\")\n\t\tPKPF A 0 A_SpawnItemEx(\"BulletCasing\", 30, 0, 40, Random(3, 4), Random(7, 8), Random(7, 9), 0)\n pkpf a 0 A_PlaySound(\"weapons/pistol\", CHAN_WEAPON)\n\t\tpkpf a 0 A_SetPitch(pitch-0.8)\n\t\tPKPI BB 1 A_SetPitch(pitch+0.2)\n\t\tPKPI C 2 A_SetPitch(pitch+0.4)\n\t\tPKPI d 2\n\t\tPKPI e 1\n\t\tPKPI f 1\n\t\tPKPI A 5 A_ReFire\n\t\tGoto RealReady\n\t}\n}"
},
{
"source": "pk3",
"name": "Deco/Guns/Shotguns.txt",
"contents": "ACTOR PerkShotgun : Shotgun replaces Shotgun\n{\nWeapon.UpSound \"shotdraw\"\n\tInventory.PickupMessage \"You collected the Pump Action Shotgun!\"\n\tInventory.PickupSound \"shotgun\"\n\tweapon.bobstyle alpha\n \tweapon.bobspeed 1.9\n\tweapon.bobrangex 0.26\n\tweapon.bobrangey 0.15\n\t+WEAPON.NO_AUTO_SWITCH\n\tdecal bulletchip\n\tStates\n\t{\nDeselect:\n S1SW dcba 1\n TNT1 A 1 A_Lower\n Wait\nSelect:\nTNT1 A 0 A_Raise\n Wait\nSteady:\n TNT1 A 1\n Goto Ready\n Ready:\n s1sw abcd 1\n pksg a 10\n RealReady:\n TNT1 AAA 0\n TNT1 AAA 0\n pksg A 1 A_WeaponReady\n Goto RealReady\n\tFire: //Fire - 37 ticks, refire - 7\n\t\tPKSG A 3\n\t\tPSHF AAAAAA 0 A_FireCustomMissile(\"BulletTracer\",random(-3,3),0,0,random(-3,3))\n\t\tPSHF A 0 A_PlaySound (\"weapons/shotgf\", CHAN_WEAPON)\n\t\tPSHF A 1 A_FireBullets (5.6, 0, 7, 5, \"EVPBulletPuff\")\n\t\tPSHF B 1 A_Setpitch (pitch-1.5)\n\t\tPSHF C 1 A_Setpitch (pitch+0.375)\n\t\tPSHF D 1 A_Setpitch (pitch+0.375)\n\t\tPSHF E 1 A_Setpitch (pitch+0.375)\n\t\tPKSG A 1 A_Setpitch (pitch+0.375)\n\t\tPKSG A 1\n\t\tPKSG BCDEF 1\n\t\tPKSG G 1 a_playsound (\"sgpump\")\n\t\tPKSG H 1 A_SpawnItemEx(\"ShellCasing\",30,-2,25,Random(2,4),Random(3,6),Random(3,6),0)\n\t\tPKSG IJKL 1\n\t\tPKSG M 4\n\t\tPKSG LKJIHGFE 1\n\t\tPKSG DCB 1\n\t\tPKSG A 1\n\t\tPKSG A 7 A_ReFire\n\t\tGoto RealReady\n\t}\n}\n\nACTOR PerkSuperShotgun : SuperShotgun replaces SuperShotgun\n{\nWeapon.UpSound \"ssgdraw\"\n\tInventory.PickupMessage \"You collected the SSG! Marine's best friend!\"\n\tInventory.PickupSound \"ssg\"\n\tweapon.bobstyle alpha\n \tweapon.bobspeed 1.9\n\tweapon.bobrangex 0.26\n\tweapon.bobrangey 0.15\n\tdecal bulletchip\n\t+WEAPON.NO_AUTO_SWITCH\n\tStates\n\t{\n\tDeselect:\n S2SW dcba 1\n TNT1 A 1 A_Lower\n Wait\nSelect:\nTNT1 A 0 A_Raise\n Wait\nSteady:\n TNT1 A 1\n Goto Ready\n Ready:\n s2sw abcd 1\n pks2 a 10\n RealReady:\n TNT1 AAA 0\n TNT1 AAA 0\n pks2 A 1 A_WeaponReady\n Goto RealReady\n\tFire: //Prefire - 3 ticks, fire - 48, refire 1 - 6, refire 2 - 5\n\t\tPKS2 A 3\n\t\tPS2F A 0 A_PlaySound (\"weapons/sshotf\", CHAN_WEAPON)\n\t\tPS2F AAAAAAAAAA 0 A_FireCustomMissile(\"BulletTracer\",random(-7,7),0,0,random(-5,5))\n\t\tPS2F A 2 A_FireBullets (11.2, 7.1, 20, 5, \"EVPBulletPuff\")\n\t\tPS2F B 1 A_Setpitch (pitch-2.5)\n\t\tPS2F C 1 A_Setpitch (pitch+0.5)\n\t\tPS2F D 1 A_Setpitch (pitch+0.5)\n\t\tPS2F C 1 A_Setpitch (pitch+0.5)\n\t\tPKS2 A 1 A_Setpitch (pitch+0.5)\n\t\tPKS2 A 1 A_Setpitch (pitch+0.5)\n\t\tPKS2 A 2 A_Checkreload\n\t\tPKS2 BCDEFGHIJK 1\n\t\tPKS2 LL 0 A_SpawnItemEx(\"ShellCasing\",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n\t\tPKS2 L 6 A_PlaySound (\"weapons/sshoto\")\n\t\tPKS2 MMNNOOPQ 1\n\t\tPKS2 R 1 A_PlaySound (\"weapons/sshotl\")\n\t\tPKS2 STUVWXYZ 1\n\t\tPS2G ABC 1\n\t\tPS2G D 2 A_CloseShotgun2\n\t\tPS2G D 1\n\t\tPKS2 A 5\n\t\tPKS2 A 5 A_ReFire\n\t\tGoto RealReady\n\t}\n}"
},
{
"source": "pk3",
"name": "Deco/Guns/Chaingun.txt",
"contents": "ACTOR PerkChaingun : Chaingun replaces Chaingun\n{\nWeapon.UpSound \"chaindraw\"\n\tInventory.PickupMessage \"You collected the Chaingun! Mr. Daka-daka!\"\n\tInventory.PickupSound \"chaingun\"\n\tweapon.bobstyle alpha\n \tweapon.bobspeed 1.9\n\tweapon.bobrangex 0.26\n\tweapon.bobrangey 0.15\n\t+WEAPON.NO_AUTO_SWITCH\n\tdecal bulletchip\n\tStates\n\t{\nDeselect:\n CGSW dcba 1\n TNT1 A 1 A_Lower\n Wait\nSelect:\nTNT1 A 0 A_Raise\n Wait\nSteady:\n TNT1 A 1\n Goto Ready\n Ready:\n cgsw abcd 1\n pkcg a 10\n RealReady:\n TNT1 AAA 0\n TNT1 AAA 0\n pkcg A 1 A_WeaponReady\n Goto RealReady\n\n\tFire:\n\t\tPKCG A 0 A_FireCustomMissile (\"BulletTracer\",random(-1,1),0,0,random(-3,3))\n\t\tPKCG A 0 A_PlaySound(\"weapons/chngun\", CHAN_WEAPON)\n \tPKCG A 0 A_GunFlash\n\t\tPKCG A 1 A_FireBullets(5.6, 0, 1, 5, \"EVPBulletPuff\")\n\t\tPKCG A 0 A_SpawnItemEx(\"BulletCasing\", 12, 0, 35, Random(3, 4), Random(7, 8), Random(7, 9), 0)\n\t\tPKCG B 1 A_SetPitch(pitch-0.6)\n\t\tPKCG C 1 A_SetPitch(pitch+0.4)\n\t\tPKCG D 1 A_SetPitch(pitch+0.2)\n\t\tPKCG A 0 A_FireCustomMissile (\"BulletTracer\",random(-1,1),0,0,random(-3,3))\n\t\tPKCG A 0 A_PlaySound(\"weapons/chngun\", CHAN_WEAPON)\n \tPKCG A 0 A_GunFlash\n\t\tPKCG A 1 A_FireBullets(5.6, 0, 1, 5, \"EVPBulletPuff\")\n\t\tPKCG A 0 A_SpawnItemEx(\"BulletCasing\", 12, 0, 35, Random(3, 4), Random(7, 8), Random(7, 9), 0)\n\t\tPKCG B 1 A_SetPitch(pitch-0.6)\n\t\tPKCG C 1 A_SetPitch(pitch+0.4)\n\t\tPKCG D 1 A_SetPitch(pitch+0.2)\n\t\tPKCG B 0 A_ReFire\n\t\tPKCG A 1 A_Weaponready\n\t\tPKCG BB 1 A_Weaponready\n\t\tPKCG CCC 1 A_Weaponready\n\t\tPKCG DDD 1 A_Weaponready\n\t\tGoto RealReady\n\tFlash:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,4)\n\t\tPKCG E 1 Bright A_Light1\n\t\tPKCG F 1 Bright A_Light2\n\t\tTNT1 A 2 A_Light1\n\t\tGoto LightDone\n\t\tPKCG G 1 Bright A_Light1\n\t\tPKCG H 1 Bright A_Light2\n\t\tTNT1 A 2 A_Light1\n\t\tGoto LightDone\n\t}\n}"
},
{
"source": "pk3",
"name": "Deco/Guns/RL.txt",
"contents": "ACTOR PerkRocketLauncher : RocketLauncher replaces RocketLauncher\n{\nWeapon.UpSound \"rldraw\"\nInventory.PickupMessage \"Found the Rocket Launcher! MAKE A MESS!!!\"\nInventory.PickupSound \"rl\"\nweapon.bobstyle alpha\n \tweapon.bobspeed 1.9\n\tweapon.bobrangex 0.26\n\tweapon.bobrangey 0.15\n+WEAPON.NO_AUTO_SWITCH\n\tStates\n\t{\nDeselect:\n RLSW dcba 1\n TNT1 A 1 A_Lower\n Wait\nSelect:\nTNT1 A 0 A_Raise\n Wait\nSteady:\n TNT1 A 1\n Goto Ready\n Ready:\n rlsw abcd 1\n pkrl a 10\n RealReady:\n TNT1 AAA 0\n TNT1 AAA 0\n pkrl A 1 A_WeaponReady\n Goto RealReady\n\n\tFire: //Prefire - 8 ticks, fire - 12\n\t\tPKRL A 2\n\t\tPKRL B 2\n\t\tPKRL C 2 bright\n\t\tPKRL D 2 bright\n\t\tPKRL E 1 bright A_FireMissile\n\t\tPKRL E 2 bright a_setpitch(pitch-2.0)\n\t\tPKRL F 2 bright a_setpitch(pitch+0.8)\n\t\tPKRL F 1 bright a_setpitch(pitch+0.6)\n\t\tPKRL G 2 a_setpitch(pitch+0.4)\n\t\tPKRL H 2 a_setpitch(pitch+0.2)\n\t\tPKRL I 2\n\t\tPKRL A 0 A_ReFire\n\t\tGoto RealReady\n\t}\n}\n\nactor EVPRocket : Rocket replaces Rocket\n{\nStates\n{\nSpawn:\ntnt1 a 0 A_PlaySound(\"rocketloop\",6,1,1)\n MISL A 1 Bright\n\t\tLoop\n\tDeath:\n\tTNT1 A 0 A_StopSound (6)\n\t\tMISL B 8 Bright A_Explode\n\t\tMISL C 6 Bright\n\t\tMISL D 4 Bright\n\t\tStop\n\t}\n}"
}
]
},
"maps": []
}