Raw model (for completeness)
{
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"tc4jcv0.41.pk3"
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"ZDOOM"
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"filename": null,
"added": "2016-11-02 20:35:22",
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"added": "2016-11-02 20:35:22",
"file": {
"type": "PK3",
"size": 2764703,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/06af171fa1b12452fb888c818e53354472b35a47/06af171fa1b12452fb888c818e53354472b35a47.pk3.gz",
"corrupt": false
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{
"source": "pk3",
"name": "actors/AlienClass.txt",
"contents": "actor AlienBossClass : SemiWeakArmorClass\n{\nplayer.startitem \"SemiWeakArmor\"\nplayer.soundclass \"alienc\"\nplayer.displayname \"Alien\"\nplayer.startitem \"AlienBusterBoss\"\nplayer.startitem \"NoiseCrushBoss\"\nplayer.startitem \"Base28Ammo\",28\nStates\n{\nSpawn:\nPLAY A 0\nALIE B 1\nALIE A 5\nGoto Spawn+2\nSee:\nALIE BCDE 4\nGoto Spawn+1\nMissile:\nALIE F 8\nALIE G 4\nGoto Spawn+1\nPain.Wind:\nPain.Bright:\nClassTimeStop:\nPLAY A 0 SetPlayerProperty(0,1,4)\nPLAY A 0 A_GiveInventory(\"TimeStoppedFlag\",1)\nPLAY A 0 ACS_Execute(528,0)\nALIE AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop\nPLAY A 0 A_TakeInventory(\"TimeStoppedFlag\",999)\nPLAY A 0 SetPlayerProperty(0,0,4)\nGoto pain+1\nPain.Sparkman:\nPain.Shock:\nALIE H 0 A_GiveInventory(\"Shocked\",1)\ngoto Pain+1\nPain.Gravity:\nTNT1 A 0 //A_TakeInventory(\"Item2Counter\",20)\n//TNT1 A 0 A_GiveInventory(\"GlideDeactivate\",1)\nALIE H 0 ThrustThingZ(0,150,1,0)\nPLAY H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nPLAY H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nPLAY H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nPLAY H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto pain+1\nClassPain:\nALIE H 0 A_PlaySound(\"misc/devilpain\")\nALIE HHHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\nGoto Spawn+1\nClassDeath:\nALIE H 20 ACS_ExecuteAlways(999,0,0)\nALIE H 0 A_PlayerScream\nNOFX A 0 A_CustomMissile(\"DeathGFX\")\nNOFX A 1 A_CheckPlayerDone\nwait\n}\n}"
},
{
"source": "pk3",
"name": "actors/BaseDefinitions.txt",
"contents": "actor BaseClassWeapon : Weapon\n{\nWeapon.AmmoUse 0\nWeapon.AmmoGive 0\nWeapon.SlotNumber 1\nscale 2.0\nObituary \"\"\nInventory.Pickupmessage \"\"\nweapon.ammotype \"Base28Ammo\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\n+WEAPON.CHEATNOTWEAPON\n//+WEAPON.NOAUTOAIM\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nReady:\nTNT1 A 1\nloop\nReady2:\nTNT1 A 15 A_WeaponReady(14)\nGoto Deselect\nDeselect:\nTNT1 A 1 A_Lower\nLoop\nSelect:\ngoto Ready2\nFire:\nTNT1 A 1\ngoto Ready\nFlash:\nTNT1 A 1\nstop\nNoFlash:\nTNT1 A 1\nstop\n}\n}\n\nactor GravityHoldC replaces GravityHold\n{\n-SOLID\n+NOGRAVITY\nPROJECTILE\ndamage 0\nradius 1\nheight 1\ndamagetype \"GravityHold\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Explode(3, 1000,0)\nTNT1 A 1 A_Explode(3, 1000,0)\nTNT1 A 1 A_Explode(3, 768,0)\nTNT1 A 1 A_Explode(3, 512,0)\nTNT1 A 1 A_Explode(3, 512,0)\nstop\n}\n}\n\nactor UnSolid : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor ReSolidifier\n{\nHeight 0\nRadius 0\n+NOINTERACTION\n-SOLID\n+NOGRAVITY\n+MISSILE\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"UnSolid\",1)\nSpawn2:\nTNT1 A 0 A_GiveToTarget(\"ReSolidifierCheckPickup\",1)\nTNT1 A 1\nTNT1 A 0 A_JumpIfInTargetInventory(\"UnSolid\",1,\"Spawn2\")\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor ReSolidifierCheckPickup : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"ReSolidifierCheck\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nstop\n}\n}\n\nactor ReSolidifierCheck\n{\nPROJECTILE\n+DONTSPLASH\n+SKYEXPLODE\n//+NOINTERACTION\n//+NOCLIP\nDamage (0)\n//radius 160\n//height 160\n//radius 16\n//height 56\nradius 24\nheight 84\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1\nTNT1 A 0 A_GiveToTarget(\"ReSolidify\",1)\nstop\nDeath:\nXDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor ReSolidify : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"UnSolid\",1,\"Pickup2\")\nstop\nPickup2:\nTNT1 A 0 A_ChangeFlag(\"SOLID\",1)\nTNT1 A 0 A_TakeInventory(\"UnSolid\",1)\nstop\n}\n}\n\nactor SlideStopper : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor NoGravityChange : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor WeaponGetFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor TimeStopperAmmoC : Ammo replaces TimeStopperAmmo\n{\ninventory.amount 1\ninventory.maxamount 56\n}\n\nactor GravityHoldAmmoC : Ammo replaces GravityHoldAmmo\n{\ninventory.amount 1\ninventory.maxamount 56\n}\n\nactor CentaurFlashAmmoC : Ammo replaces CentaurFlashAmmo\n{\ninventory.amount 1\ninventory.maxamount 56\n}\n\nactor Base28Ammo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n+INVENTORY.IGNORESKILL\n}\n\nactor Base56Ammo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 56\n+INVENTORY.IGNORESKILL\n}\n\nactor Base112Ammo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 112\n+INVENTORY.IGNORESKILL\n}\n\nactor BaseAltfireAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 112\n+INVENTORY.IGNORESKILL\n}\n\nactor BaseInfiniteAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor Special1Ammo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 112\n+INVENTORY.IGNORESKILL\n}\n\nactor Weaknesses : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor ClassicHP : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\n/*actor BaseCustomFlag1 : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}*/\n\nactor BaseCustomFlag2 : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor MorphedClass : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor UpgradeClassFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor IsBotC : Inventory replaces IsBot\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor TurbomanScorchActive : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor CloseRange : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor FlashStoppedFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor BaseDecorativeActor\n{\nscale 2.5\n+NOGRAVITY\n+CLIENTSIDEONLY\n+NONETID\n+NOINTERACTION\nStates\n{\nSpawn:\nTNT1 A 0\nstop\n}\n}\n\nactor HalfDamageProtection : runehalfdamage\n{\n}\n\nactor HalfHalfDamageProtection : PowerProtection\n{\ndamagefactor \"Normal\", 0.25\n}\n\nactor HalfDamageArmor : BasicArmorPickup\n{\n armor.saveamount 0x7fffffff\n armor.savepercent 50\n}\n\nactor InvProtection : inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor HomingProtection : PowerProtection\n{\nPowerup.Duration 2\ndamagefactor \"Magnetman\", 0.0\ndamagefactor \"MagnetMissile\", 0.0\ndamagefactor \"GeminiBuster\", 0.0\ndamagefactor \"BusterRodGIllusion\", 0.0\ndamagefactor \"Diveman\", 0.0\ndamagefactor \"DiveMissile\", 0.0\ndamagefactor \"Gyroman\", 0.0\ndamagefactor \"Venus\", 0.0\ndamagefactor \"Terra\", 0.0\ndamagefactor \"SparkChaser\", 0.0\ndamagefactor \"PlutoHoming\", 0.0\ndamagefactor \"NaplammanTorpedo\", 0.0\ndamagefactor \"Blizzardman\", 0.0\ndamagefactor \"BlizzardAttack\", 0.0\ndamagefactor \"Searchman\", 0.0\ndamagefactor \"HomingSniper\", 0.0\ndamagefactor \"Magicman\", 0.0\ndamagefactor \"Beat\", 0.0\n}\n\nactor BaseClass : PlayerPawn\n{\nplayer.displayname \"BaseClass\"\nplayer.soundclass \"megaman\"\nplayer.damagescreencolor \"yellow\"\nplayer.forwardmove 0.8, 0.8\nplayer.sidemove 0.78, 0.78\nplayer.jumpz 10\n+NOBLOOD\n+DONTBLAST\n+NODAMAGETHRUST\n+QUICKTORETALIATE\nplayer.startitem \"BaseClassWeapon\"\nplayer.colorrange 0 0\ndamagefactor \"Dummy\", 0.0\nPlayer.MaxSkinSizeFactor 0, 0\nmass 9999\ngravity 0.8\nscale 2.5\nStates\n{\nSpawn:\nPLAY A 0\nNOFX A 1 A_Jump(256,\"Spawn\")\nloop\nSee:\nNOFX A 1 A_Jump(256,\"See\")\nloop\nMissile:\nNOFX A 1 A_Jump(256,\"Missile\")\nloop\nCustomState1:\nNOFX A 0\nGoto Spawn\nCustomState2:\nNOFX A 0\nGoto Spawn\nCustomState3:\nNOFX A 0\nGoto Spawn\nWeaponGetM:\nNOFX A 0\ngoto ClassDeath\nWeaponGetB:\nNOFX A 0\ngoto ClassDeath\nWeaponGetP:\nNOFX A 0\ngoto ClassDeath\nWeaponGetJ:\nNOFX A 0\ngoto ClassDeath\n//No Hitstun Pain States for Classes\nPain.Bass:\nPain.BassBuster:\nPain.EnkerMelee:\nPain.Punk:\nPain.Fireman:\nPain.Heatman:\nPain.Flashman:\nPain.Quickman:\nPain.Topman:\nPain.GeminimanBuster:\nPain.GeminiBuster:\nPain.Skullman:\nPain.Diveman:\nPain.Drillman:\nPain.Brightman:\nPain.Napalmman:\nPain.Starman:\nPain.DarkmanShield:\nPain.Blizzardman:\nPain.Plantman:\nPain.Searchman:\nPain.Venus:\nPain.Terra:\nPain.Mars:\nPain.Pluto:\nPain.PlutoHoming:\nPain.Oilman:\nPain.AquamanCannon:\nPain.MegaWaterS:\nPain.Jupiter:\nPain.GroundmanDig:\nPain.DynamomanBolt:\nPain.ToadmanLeap:\nPain.King:\nPain.Yamatoman:\nPain.Clownman:\nPain.GutsmanDebris:\nPain.Mercury:\nPain.MercuryBlob:\n//DOS COMPATIBILITY\nPain.Sonicman:\nPain.Torchman:\nPain.TorchmanArm:\nPain.Dynaman:\nPain.WavePC:\nPain.Sharkman:\nPain.Bitman:\nPain.OilmanPCNeutral:\nPain.OilSlickIncrease:\nPain.BlademanPC:\n//Vanilla\nPain.WaveBurner:\nPain.WaveBurnerUW:\nPain.FireSpin:\nPain.QuickBoomerang:\nPain.Buster:\nPain.SkullBarrier:\nPain.WildCoil:\nPain.ChargeKick:\nPain.YamatoSpear:\nPain.DiveMissile:\nPain.StarCrash:\nPain.CentaurFlash:\nPain.FreezeCrack:\nPain.ScrewCrusher:\nPain.PharaohHold:\nPain.TornadoHold:\nPain.TrebleSentry:\nPain.ScorchWheel:\nPain.MagnetMissile:\nPain.JunkShield:\nPain.SparkChaser:\nPain.ElectricShock:\nPain.BlackHole:\nPain.Misc:\nPain.Oil:\nNOFX A 0\nGoto pain+1\nPain.WaterBalloon:\nPain.FlashBomb:\nPain.RemoteMine:\nPain.ThunderClaw:\nPain.Pirateman:\nPain.IceWall:\nPain.HyperStormH:\nNOFX A 0 A_ScaleVelocity(0.9)\nGoto Pain+1\nPain.SpreadDrill:\nPain.SpreadDrill2:\nPain.SpreadDrill3:\nPLAY H 0 A_JumpIfInventory(\"SpreadDrillProtect\", 1 ,2)\nPLAY H 0 A_PlaySoundEx(\"weapon/spreaddrillhit\",\"SoundSlot5\")\nNOFX A 0 A_SpawnItemEx(\"GroundRocks\",0,0,0,random(-10,10),random(-10,10),random(10,15),random(0,360))\nPLAY H 0 A_GiveInventory(\"SpreadDrillProtect\", 1)\nGoto pain+1\nPain.FlameSword:\nNOFX A 0\nNOFX AA 0 A_SpawnItemEx(\"ScorchBit\",0,0,0,random(-10,10),random(-10,10),random(10,15),random(0,360))\nGoto pain\nPain.MarsMissile:\nNOFX A 0 A_GiveToTarget(\"BaseCustomFlag1\",1)\nGoto Pain\n//Pain.FlashBomb:\nPain.Grenademan:\nPain.NeedleCannon:\n//Pain.JupiterShock:\n//Pain.WavemanWave:\nPain.Knightman:\nPain.FrostmanPunch:\nNOFX A 0 A_ScaleVelocity(0.85)\nGoto Pain+1\nPain.Burnerman:\nPain.BurnermanUW:\nPain.PunkMelee:\nPain.JupiterShock:\n//Pain.Clownman:\nNOFX A 0 A_ScaleVelocity(0.95)\nGoto Pain+1\nPain.Ballade:\nNOFX A 0 A_JumpIfInTargetInventory(\"BaseAltfireAmmo\",112,\"PainBCharged\")\nNOFX A 0 A_GiveToTarget(\"BaseAltfireAmmo\",8)\ngoto Pain\nPainBCharged:\nNOFX A 0 A_GiveToTarget(\"BalladeCharge\",28)\ngoto Pain\nPain.Ballade2:\nNOFX A 0 A_JumpIfInTargetInventory(\"BaseAltfireAmmo\",112,\"PainBCharged\")\nNOFX A 0 A_GiveToTarget(\"BaseAltfireAmmo\",16)\ngoto Pain\nPain.WindStorm:\nNOFX A 0 ThrustThing(random(0,255),5,0,0)\nNOFX A 0 ThrustThingZ(0,30,0,0)\nGoto pain+1\nPain.SlashmanClaw:\nPain.SlashClaw:\nNOFX A 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")\nGoto Pain\nPain.FlashStopper:\nNOFX A 0\nNOFX A 0 A_JumpIfInventory(\"BrightBlind\", 1,3)\nNOFX A 0 A_GiveInventory(\"BrightBlind\",125)\nNOFX A 0 ACS_ExecuteAlways(249, 0)\nGoto pain+1\nNOFX A 0 A_GiveInventory(\"BrightBlind\",55)\nGoto pain+1\nPain.TimemanSlow:\nPain.TimeSlow:\nNOFX A 0 A_GiveInventory(\"Slowed\",1)\nGoto pain+1\nPain.BubblemanBubble:\nNOFX A 0 A_GiveInventory(\"BubbleEncase\",1)\ngoto pain+1\nPain.SparkmanStun:\nPain.CentaurmanFlash:\nPain.FlashmanStun:\nPain.HardmanQuake:\nPain.GutsmanQuake:\nPain.StonemanQuake:\nPain.WilyShock:\nPain.RaThorShock:\nPain.KnightmanStun:\nPain.SparkShock:\nNOFX A 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\nNOFX A 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.DynamomanStun:\nNOFX A 0 A_JumpIfInventory(\"AlreadyStunned\",1,\"Pain\")\nNOFX A 0 A_GiveInventory(\"AlreadyStunned\",1)\nNOFX A 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\nNOFX A 0 A_GiveInventory(\"Shocked\",1)\nNOFX A 0 A_SpawnItemEx(\"AlreadyStunnedGiver\",0,0,8)\nGoto Pain+1\nPain.WavemanWave:\n//NOFX A 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\nNOFX A 0 A_Stop\nNOFX A 0 ThrustThingZ(0,25,0,0)\nGoto Pain+1\nPain.CrashBomb:\nPain.CrashmanStun:\nNOFX A 0 A_Stop\nGoto Pain+1\nPain.WoodmanMine:\nNOFX A 0 A_Stop\nGoto Pain\nPain.GravityHold:\nNOFX A 0 A_Stop\nNOFX A 0 ThrustThingZ(0,64,0,0)\n//NOFX A 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\n//NOFX A 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\n//NOFX A 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\n//NOFX A 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto pain+1\nPain.GravityHold2:\nNOFX A 0 A_Stop\nNOFX A 0 ThrustThingZ(0,64,1,0)\nNOFX A 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nNOFX A 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nNOFX A 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nNOFX A 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto pain+1\nGravityForce4:\nNOFX A 0 A_GiveInventory(\"GravityForce4\",1)\nGoto Pain+1\nGravityForce3:\nNOFX A 0 A_GiveInventory(\"GravityForce3\",1)\nGoto Pain+1\nGravityForce2:\nNOFX A 0 A_GiveInventory(\"GravityForce2\",1)\nGoto Pain+1\nGravityForce1:\nNOFX A 0 A_GiveInventory(\"GravityForce1\",1)\nGoto Pain+1\nPain.Drowning:\nPain.Fire:\nPain.Falling:\nPain.Slime:\nNOFX A 0\nNOFX A 0 A_JumpIfInventory(\"BeatCallCheck\", 1, \"BeatAssist\")\nGoto Pain+1\nBeatAssist:\nNOFX A 0\nNOFX A 0 HealThing(2)\nNOFX A 0 ThrustThingZ(0,25,0,0)\nNOFX A 0 ACS_ExecuteAlways(205,0)\nGoto Pain+1\n//Custom Classes Pain States\nPain.FlashStop:\nNOFX A 0 A_GiveInventory(\"FlashStoppedFlag\",1)\nPain.TimeStop:\nNOFX A 1 A_Jump(256,\"ClassTimeStop\")\nwait\nNOFX A 0 SetPlayerProperty(0,1,4)\nNOFX A 0 A_GiveInventory(\"TimeStoppedFlag\",1)\nNOFX A 0 ACS_Execute(528,0)\nNOFX AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop\nNOFX A 0 A_TakeInventory(\"TimeStoppedFlag\",999)\nNOFX A 0 SetPlayerProperty(0,0,4)\nGoto Pain+1\nPain.MagnetmanPull:\nNOFX A 0 A_FaceTarget\nNOFX A 0 A_Recoil(-5)\nGoto Spawn\nPain.MercuryDrain:\nNOFX A 0 A_GiveToTarget(\"MercuryDrainHealth\",1)\nNOFX A 0 A_SpawnItemEx(\"SmallETank\",0,0,0,random(10,30),0,random(5,15),random(0,360))\ngoto Pain+1\nPain.PlantmanDrain:\nNOFX A 0 A_GiveToTarget(\"BaseAltfireAmmo\",8)//A_GiveToTarget(\"PlantmanDrainHealth\",1)\ngoto Pain+1\nPain.PlantmanShield:\nNOFX A 0 A_GiveToTarget(\"PlantmanDrainHealth\",1)//ACS_ExecuteAlways(578,0)\ngoto Pain\nPain.JunkmanShield:\nNOFX A 0 A_SpawnItemEx(\"MovementJunkStun\")\nGoto Pain+1\nPain.ShademanDrain:\nNOFX A 0 A_GiveToTarget(\"ShademanDrainHealth\",1)\nNOFX A 0 A_GiveToTarget(\"BaseCustomFlag2\",1)\n//NOFX A 0 A_Stop\nSHBU A 0 A_ChangeVelocity(0,0,10,CVF_REPLACE)\ngoto Pain\nPain.SpringmanPull:\nNOFX A 0 A_GiveToTarget(\"SpringPullFlag\",1)\nNOFX A 0 SetPlayerProperty(0,1,0)\nNOFX A 0 ACS_ExecuteAlways(582,0,ACS_ExecuteWithResult(257,0))\nGoto Pain\nPain.TerraStun:\nNOFX A 0 A_GiveToTarget(\"TerraSuperFire\",1)\nNOFX A 0 A_SpawnItemEx(\"MovementTerraStun\")\ngoto Pain\nPain.BurnerManTrap:\nPain.Darkman3Stun:\nPain.ShademanGlare:\n//TNT1 A 0 A_GiveInventory(\"StoneVision\")\nNOFX A 0 A_SpawnItemEx(\"MovementGlareStun\")\nNOFX AAAA 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\ngoto Pain\nPain.ColdmanFreeze:\nNOFX A 0 A_SpawnItemEx(\"MovementDirectCold\")\nNOFX A 0 A_GiveInventory(\"IceVision\",1)\nGoto Pain\nPain.IcemanFreeze:\nPain.FreezemanDirectFreeze:\nNOFX A 0 A_SpawnItemEx(\"MovementDirectFreeze\")\nNOFX A 0 A_GiveInventory(\"IceVision\",1)\nGoto Pain\nPain.IcemanGroundFreeze:\nPain.FreezemanFreeze:\nNOFX A 0 A_SpawnItemEx(\"MovementFreeze\")\ngoto Pain\n//Pain.WavemanWave:\nPain.BurstmanFloat:\nNOFX A 0 ThrustThingZ(0,35,0,0)\nGoto Pain+1\nPain.BurstmanBubble:\nNOFX A 0 A_GiveInventory(\"BubbleCheck\",1)\nNOFX A 0 A_PlaySoundEx(\"weapon/wrapfire\",\"Weapon\")\nNOFX A 0 A_SpawnItemEx(\"DangerWrapBubble\")\nNOFX A 0 ACS_ExecuteAlways(549, 0)\nGoto Pain+1\nPain.SlashmanGoo:\nNOFX A 0 A_GiveInventory(\"GooSlowdown\",1)\nNOFX A 0 A_SpawnItemEx(\"GooEffect\")\ngoto Pain+1\nPain.TurbomanScorch2:\nNOFX A 0 A_Stop\nPain.TurbomanScorch:\nNOFX A 0 ACS_ExecuteAlways(525,0,0)\ngoto Pain+1\nPain.TurbomanFire:\nNOFX A 0 A_SpawnItemEx(\"TurbomanWheelBit\",0,0,0,random(-10,10),random(-10,10),random(10,15),random(0,360))\nNOFX A 0 A_SpawnItemEx(\"TurbomanScorchBit\",0,0,0,random(-10,10),random(-10,10),random(10,15),random(0,360))\ngoto Pain\n//Pain.BombmanPush:\nPain.MegaWaterSPush:\nNOFX A 0 A_JumpIfInventory(\"WallStunned\",1,\"Pain\")\nNOFX A 0 A_SpawnItemEx(\"WallStun\",0,0,8)\nNOFX A 0 A_GiveToTarget(\"TempPitProtect\",1)\nNOFX AAAA 0 A_ChangeVelocity(-30,0,0,CVF_REPLACE|CVF_RELATIVE)//A_Recoil(6)\nNOFX A 0 A_GiveToTarget(\"TempPitProtect\",1)\ngoto Pain+1\nPain.TurbomanTackle:\nNOFX A 0 A_GiveToTarget(\"TempPitProtect\",1)\nNOFX AAAA 0 A_Recoil(10)\nNOFX A 0 A_GiveToTarget(\"TempPitProtect\",1)\ngoto Pain+1\nPain.TengumanTornado:\nNOFX A 0 A_ChangeVelocity(0,0,15,CVF_REPLACE)\nNOFX A 0 A_GiveInventory(\"TenguTornadoProtect\",1)\ngoto Pain+1\n/*Pain.TengumanKick:\n//NOFX A 0 A_ChangeVelocity(0,0,-30,CVF_REPLACE)\nPLAY H 0 ThrustThingZ(0,150,1,0)\nPLAY H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nPLAY H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nPLAY H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nPLAY H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto pain+1*/\nPain.TengumanKamaitachi:\nNOFX A 0 ThrustThingZ(0,35,0,0)\nNOFX AAAAA 0 A_Recoil(1)\nGoto Pain+1\n/*GravityForce4:\n//PLAY H 0 A_Print(\"Gravity 4\")\nPLAY H 0 A_GiveInventory(\"GravityForce4\",1)\nGoto Pain+1\nGravityForce3:\n//PLAY H 0 A_Print(\"Gravity 3\")\nPLAY H 0 A_GiveInventory(\"GravityForce3\",1)\nGoto Pain+1\nGravityForce2:\n//PLAY H 0 A_Print(\"Gravity 2\")\nPLAY H 0 A_GiveInventory(\"GravityForce2\",1)\nGoto Pain+1\nGravityForce1:\n//PLAY H 0 A_Print(\"Gravity 1\")\nPLAY H 0 A_GiveInventory(\"GravityForce1\",1)\nGoto Pain+1*/\nPain.OilSliderSlip:\nNOFX A 0 A_Recoil(-10)\nNOFX AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"OilSliderFX\")\ngoto Pain+1\nPain.Beat:\nNOFX A 0 A_GiveToTarget(\"BeatCanHeal\",1)\ngoto Pain\nPain.ClownmanStun:\nNOFX A 0 A_Stop\nNOFX A 0 A_SpawnItemEx(\"MovementClownStun\")\n//NOFX A 0 A_ChangeFlag(\"NOGRAVITY\",1)\n//NOFX AA 0 SetPlayerProperty(0,1,4)\n//NOFX AA 0 SetPlayerProperty(0,1,0)\ngoto Pain+1\nPain.ClownmanStopper:\n//NOFX A 0 A_ChangeFlag(\"NOPAIN\",1)\n//NOFX AA 0 SetPlayerProperty(0,1,4)\nNOFX AA 0 A_Stop\n//NOFX A 0 A_ChangeFlag(\"NOPAIN\",0)\nGoto Pain\nPain.ClownmanStopStun:\n//NOFX A 0 A_Stop\n//NOFX A 0 A_ChangeFlag(\"NOGRAVITY\",0)\n//NOFX AA 0 SetPlayerProperty(0,0,0)\n//NOFX AA 0 SetPlayerProperty(0,0,4)\nNOFX A 0 SetPlayerProperty(0,0,0)\ngoto Pain\nPain.SearchmanHoming:\nNOFX A 0 A_GiveToTarget(\"BaseAltfireAmmo\",112)//A_GiveToTarget(\"Searched\",1)\ngoto Pain+1\nPain.DuoMelee:\nNOFX A 0 A_TakeFromTarget(\"BaseCustomFlag1\",1)\nNOFX A 0 A_GiveToTarget(\"BaseCustomFlag2\",1)\ngoto Pain\nPain.DunkChecker:\nNOFX A 0 A_CheckFloor(\"Pain\")\nNOFX A 0 A_GiveToTarget(\"DUNKFlag\",1)\nNOFX A 0 A_Stop\nGoto Pain+1\nPain.SwordmanFlame:\nNOFX A 0\nNOFX AA 0 A_SpawnItemEx(\"ScorchBit\",0,0,0,random(-10,10),random(-10,10),random(10,15),random(0,360))\nGoto Pain\nPain.AutoFirework:\nNOFX A 0 A_Stop\nNOFX A 0 A_Jump(64,\"Pain.Auto\")\nGoto Pain\nPain.Automobile:\nNOFX A 0 A_Stop\nGoto Pain\nPain.Auto:\nNOFX A 0 A_SpawnItemEx(\"AutoScrew\",0,0,0,random(-10,10),random(-10,10),random(10,15),random(0,360))\nGoto Pain+1\nPain.HyperDunk:\nNOFX A 0 A_Stop\nNOFX A 0 ThrustThingZ(0,64,1,0)\nNOFX A 0 A_JumpIf(z-floorz>180,\"DunkForce4\")\nNOFX A 0 A_JumpIf(z-floorz>128,\"DunkForce3\")\nNOFX A 0 A_JumpIf(z-floorz>32,\"DunkForce2\")\nNOFX A 0 A_JumpIf(z-floorz>8,\"DunkForce1\")\nGoto Pain+1\nDunkForce4:\nNOFX A 0 ThrustThingZ(0,228,1,0)\nGoto Pain+1\nDunkForce3:\nNOFX A 0 ThrustThingZ(0,164,1,0)\nGoto Pain+1\nDunkForce2:\nNOFX A 0 ThrustThingZ(0,128,1,0)\nGoto Pain+1\nDunkForce1:\nNOFX A 0 ThrustThingZ(0,64,1,0)\nGoto Pain+1\nPain.Romper:\nNOFX A 0 A_SpawnItemEx(\"MovementFreezeRomper\")\nGoto Pain\nPain.SniperJoeS:\nNOFX A 0 A_GiveToTarget(\"BaseAltfireAmmo\",1)\nGoto Pain+1\nPain.SniperJoeH:\nNOFX A 0 A_SpawnItemEx(\"MovementFreezeJoe\")\nNOFX A 0 A_GiveToTarget(\"BaseAltfireAmmo\",16)\nGoto Pain+1\nPain.SniperJoe2:\nNOFX A 0 A_GiveToTarget(\"BaseAltfireAmmo\",16)\nGoto Pain\nPain.SniperJoe1:\nNOFX A 0 A_GiveToTarget(\"BaseAltfireAmmo\",12)\nGoto Pain\nPain.SniperJoe:\nNOFX A 0 A_GiveToTarget(\"BaseAltfireAmmo\",4)\nGoto Pain\nPain.MagicCardMan:\nNOFX A 0 A_GiveToTarget(\"HealCard\")\nGoto Pain\nPain.ColdmanCloud:\nNOFX A 0 A_GiveInventory(\"ColdManHandOfGod\", 1)\nNOFX A 0 A_GiveInventory(\"ColdManCatarrhe\", 1)\ngoto Spawn\n//Classes\nPain.Megaman:Pain.Megaman3:Pain.SniperJoe3:Pain.Eddie:Pain.PowerAdaptor:Pain.PowerAdaptorMax:\nPain.Break:Pain.Duo:Pain.TrebleBooster:Pain.Enker:Pain.Enker3:Pain.Quint:Pain.Punk:/*MM1*/\nPain.Cutman:Pain.Elecman:Pain.Iceman:Pain.Bombman:Pain.Gutsman:/*MM2*/Pain.Metalman:\nPain.Bubbleman:Pain.HeatmanPillars:Pain.Woodman:Pain.Airman:Pain.Crashman:/*MM3*/Pain.Sparkman:\nPain.Hardman:Pain.Shadowman:Pain.Magnetman:Pain.Needleman:Pain.Snakeman:Pain.Geminiman:/*GU*/\nPain.BusterRodG:Pain.BusterRodGIllusion:/*MM4*/Pain.Pharaohman:Pain.Pharaohman3:Pain.Ringman:\nPain.Dustman:Pain.Skullman:Pain.Toadman:/*MM5*/Pain.Gravityman:Pain.Gyroman:Pain.Crystalman:\nPain.NapalmmanTorpedo:Pain.Stoneman:Pain.Chargeman:Pain.Waveman:Pain.Darkman:/*MM6*/\nPain.Centaurman:Pain.Windman:Pain.Flameman:Pain.Tomahawkman:/*MM7*/Pain.Freezeman:\nPain.Burstman:Pain.Cloudman:Pain.Junkman:Pain.Slashman:Pain.Springman:Pain.Shademan:\nPain.Shademan3:Pain.Turboman:/*MM8*/Pain.Tenguman:Pain.Frostman:Pain.Astroman:\nPain.Shururun:Pain.Aquaman:Pain.Swordman:/*MMB*/Pain.Magicman:Pain.Coldman:Pain.Dynamoman:\nPain.Groundman:/*MMV*/Pain.Jupiter:Pain.Saturn:Pain.Neptune:Pain.Uranus:\nPain.Sunstar:/*Misc*/Pain.Alien:Pain.Wily:Pain.RaThor:Pain.Roll:Pain.Timeman:\n//DOS COMPATIBALITY\nPain.Voltman:\n//Vanilla\nPain.Normal:Pain.ProtoBuster:Pain.Proto3:Pain.DuoFist1:Pain.DuoFist2:Pain.DuoFist3:\nPain.RollingCutter:Pain.SuperArm:Pain.IceSlasher:Pain.HyperBomb:Pain.FireStorm:\nPain.ThunderBeam:Pain.OilSlider:Pain.OilFlame:Pain.MetalBlade:Pain.AirShooter:Pain.BubbleLead:\nPain.AtomicFire1:Pain.AtomicFire2:Pain.AtomicFire3:Pain.LeafShield:Pain.GeminiLaser:\nPain.HardKnuckle:Pain.TopSpin:Pain.SearchSnake:Pain.ShadowBlade:Pain.RainFlush:Pain.DrillBomb:\nPain.PharaohShot1:Pain.PharaohShot2:Pain.PharaohShot3:Pain.RingBoomerang:Pain.DustCrusher:\nPain.WaterWave:Pain.PowerStone:Pain.GyroAttack:Pain.NapalmBomb:Pain.CrystalEye:\nPain.CrystalEyeBit:Pain.BlizzardAttack:Pain.FlameBlast:Pain.KnightCrush:Pain.SilverTomahawk:\nPain.MirrorBuster:Pain.MirrorBuster1:Pain.MirrorBuster2:Pain.Sakugarne:Pain.BalladeCracker:\nPain.Tango:Pain.FreezeCracker:Pain.FreezeCrackerBit:Pain.JunkShot:Pain.DangerWrap:\nPain.ThunderBolt:Pain.WildCoil:Pain.WildCoil2:Pain.NoiseCrush1:Pain.NoiseCrush2:Pain.MegaBall:\nPain.AstroCrush:Pain.FlameSwordSpark:Pain.IceWave:Pain.WaterBalloon:Pain.HomingSniper:\nPain.TenguBlade:Pain.CopyVision:Pain.MagicCard:Pain.LightningBolt:\nPain:\nNOFX A 0 A_ScaleVelocity(0.75)\nNOFX A 0 A_TakeInventory(\"FlashStoppedFlag\",999)\nNOFX A 0 A_TakeInventory(\"TimeStoppedFlag\",999)\nNOFX A 0 A_Pain\nNOFX A 0 SetPlayerProperty(0,0,4)\nNOFX A 1 A_Jump(256,\"ClassPain\")\nwait\nClassPain:\nNOFX A 0 SetPlayerProperty(0,0,4)\nNOFX A 0 A_TakeInventory(\"FlashStoppedFlag\",999)\nNOFX A 0 A_TakeInventory(\"TimeStoppedFlag\",999)\nNOFX AAAAAAAAAA 2 A_SpawnItemEx(\"PainFX\")\nGoto Spawn+1\nDeath.Auto:\nNOFX AAAAA 0 A_SpawnItemEx(\"AutoScrew\",0,0,0,random(-10,10),random(-10,10),random(10,15),random(0,360))\nGoto Death\nDeath.Ballade:\nDeath.Ballade2:\nNOFX A 0 A_JumpIfInTargetInventory(\"BaseAltfireAmmo\",112,\"DeathBCharged\")\nDeath.SniperJoe:\nDeath.SniperJoe1:\nDeath.SniperJoe2:\nDeath.SniperJoeH:\nNOFX A 0 A_GiveToTarget(\"BaseAltfireAmmo\",32)\ngoto Death\nDeathBCharged:\nNOFX A 0 A_GiveToTarget(\"BalladeCharge\",28)\nGoto Death\nDeath.PlantmanShield:\nNOFX A 0 A_GiveToTarget(\"PlantmanDrainHealth\",1)//ACS_ExecuteAlways(578,0)\ngoto Death\nDeath.Beam:\nDeath.instagib:\nNOFX A 1 SetPlayerProperty(0, 0, 4)\nNOFX A 0 A_GiveToTarget(\"KilledMe\",1)\nNOFX A 0 A_GiveToTarget(\"KilledMeStock\",1)\nNOFX A 0 A_TakeInventory(\"WeaponCharge\",999)\nNOFX A 0 A_GiveInventory(\"CutterFlag\",999)\nNOFX A 0 A_GiveInventory(\"IsDead\",1)\nNOFX A 0 A_PlayerScream\nNOFX A 0 A_SpawnItemEx(\"FakeDeathFX\",0,0,32)\nNOFX A 1 A_CheckPlayerDone\nwait\nDeath:\nNOFX A 0 SetPlayerProperty(0, 0, 4)\nNOFX A 0 A_NoBlocking\nPLAY A 0 A_TakeInventory(\"TimeStoppedFlag\",999)\nNOFX A 0 A_TakeInventory(\"WeaponCharge\",999)\nNOFX A 0 A_GiveInventory(\"CutterFlag\",999)\nNOFX A 0 A_GiveInventory(\"IsDead\",1)\nNOFX A 0 A_Stop\nNOFX A 0 A_GiveToTarget(\"KilledMeStock\",1)\nNOFX A 0 A_GiveToTarget(\"KilledMe\",1)\nNOFX A 0 A_JumpIfInTargetInventory(\"NapalmBombBoss\",1,\"GiveNapalmReset\")\nContinueDeath:\nNOFX A 0 A_JumpIfInTargetInventory(\"JetAdaptor\",1,\"WeaponGetM\")\nNOFX A 0 A_JumpIfInTargetInventory(\"PowerAdaptor\",1,\"WeaponGetM\")\nNOFX A 0 A_JumpIfInTargetInventory(\"SuperAdaptorWep\",1,\"WeaponGetM\")\nNOFX A 0 A_JumpIfInTargetInventory(\"LaserBuster\",1,\"WeaponGetM\")\nNOFX A 0 A_JumpIfInTargetInventory(\"ArrowBuster\",1,\"WeaponGetM\")\nNOFX A 0 A_JumpIfInTargetInventory(\"MegaArm\",1,\"WeaponGetM\")\nNOFX A 0 A_JumpIfInTargetInventory(\"MegaBusterC\",1,\"WeaponGetM\")\nNOFX A 0 A_JumpIfInTargetInventory(\"BassBusterBoss\",1,\"WeaponGetB\")\nNOFX A 0 A_JumpIfInTargetInventory(\"ProtoBusterBoss\",1,\"WeaponGetP\")\nNOFX A 0 A_JumpIfInTargetInventory(\"JoeBusterBoss\",1,\"WeaponGetJ\")\nNOFX A 1 A_Jump(256,\"ClassDeath\")\nwait\nGiveNapalmReset:\nNOFX A 0 A_GiveToTarget(\"NapalmItem\",1)\nGoto ContinueDeath\nClassDeath:\nNOFX A 20 ACS_ExecuteAlways(999,0,0)\nNOFX A 0 A_PlayerScream\nNOFX A 0 A_SpawnItemEx(\"FakeDeathFX\",0,0,32)\nNOFX A 1 A_CheckPlayerDone\nwait\nDeath.Falling:\nNOFX A 0 SetPlayerProperty(0, 0, 4)\nNOFX A 0 A_TakeInventory(\"WeaponCharge\",999)\nNOFX A 0 A_NoBlocking\nNOFX A 0 A_GiveInventory(\"CutterFlag\",999)\nNOFX A 0 A_GiveInventory(\"IsDead\",1)\nNOFX A 1 A_PlayerScream\nNOFX A 1 A_Stop\nNOFX A 1 ACS_ExecuteAlways(999,0,0)\n//NOFX A -1\nNOFX A 1 A_CheckPlayerDone\nwait\nIce:\nNOFX A 0 SetPlayerProperty(0, 0, 4)\nNOFX A 1 A_PlayerScream\nNOFX A 0 A_TakeInventory(\"WeaponCharge\",999)\nNOFX A 0 A_GiveInventory(\"CutterFlag\",999)\nNOFX A 0 A_GiveInventory(\"IsDead\",1)\nNOFX A 0 ACS_ExecuteAlways(998,0,105,1)\nNOFX A 0 A_NoBlocking\nNOFX A 0 A_FreezeDeath\nNOFX A 1 A_Jump(256,\"ClassIceDeath\")\nwait\nClassIceDeath:\nNOFX A 35\nNOFX A 0 A_SpawnItemEx(\"FrozenDeathFX\", 0, 0, 16)\nNOFX A 1 A_CheckPlayerDone\nwait\nPunkSpin:\nPLAY AVW 3\nPLAY XY 3\nGoto PunkSpin+3\nPunkStop:\nPLAY WV 5\nGoto Spawn\nEnkerRaise:\nPLAY Y 1\nloop\nEnkerAbsorb:\nPLAY Y 0 A_PlaySound(\"weapon/mirrorabsorb\")\nPLAY Y 0 A_GiveInventory(\"EnkerMirrorCount\",1)\nGoto EnkerAbsorb3\nEnkerAbsorb3:\nPLAY Y 3 ACS_ExecuteAlways(998,0,65)\nPLAY Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb2\")\nGoto Spawn\nEnkerAbsorb2:\nPLAY Y 3 ACS_ExecuteAlways(998,0,66)\nPLAY Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb3\")\nGoto Spawn\nDarkLeap:\nPLAY Y 1 A_SpawnItemEx(\"DarkDamager\")\nPLAY Y 0 A_JumpIf(z-floorz==0,\"Spawn\")\nloop\nBalladeJump:\nPLAY Y 5 A_SpawnItemEx(\"BalladeMelee\")\nloop\nTheEnd:\nPLAY G 4\nloop\nPain.WilyFire:\nNOFX A 0 A_SpawnItemEx(\"ImOnFire\")\nNOFX A 0 A_GiveInventory(\"FireVision\",1)\nGoto Pain\nPain.WilyIce:\nNOFX A 0 A_ChangeFlag(\"SHOOTABLE\",0)\nNOFX A 0 SetPlayerProperty(0,1,4)\nNOFX A 0 A_SpawnItemEx(\"ImFrozen\")\nNOFX A 0 A_GiveInventory(\"IceVision\",1)\nNOFX A 30 A_Stop\nNOFX A 30 A_ChangeFlag(\"SHOOTABLE\",1)\nNOFX A 0 SetPlayerProperty(0,0,0)\nNOFX A 0 A_TakeInventory(\"IceVision\",1)\nGoto Spawn\nCreditWalk:\nPLAY BCDE 8\nloop\n\n//DOS COMPATIBILITY\nPain.VoltmanPush:\nNOFX A 0 A_GiveToTarget(\"TempPitProtect\",1)\nNOFX AAA 0 A_Recoil(4)\nNOFX A 0 A_GiveToTarget(\"TempPitProtect\",1)\ngoto Pain\nPain.BitStun:\nNOFX A 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\nNOFX A 0 A_GiveInventory(\"BitManShocked\",1)\nGoto Pain+1\nPain.OilManPC:\nNOFX A 0 A_Recoil(-4)\nNOFX AAAAAAAAAAAAAA 0 A_SpawnItemEx(\"OilSliderFX\")\ngoto Pain+1\nPain.OilPCSlick:\nNOFX A 0 A_GiveInventory(\"IsOiledUp\",1)\nGoto pain+1\n\n//TC4JC\nPain.WilyBuster:\nNOFX A 0 A_GiveToTarget(\"Base56Ammo\",1)\ngoto Pain\nPain.QuakeDrill:\nNOFX A 0\ngoto Pain+1\nPain.KabutoKunai:\nNOFX A 0 A_GiveToTarget(\"BaseAltfireAmmo\",4)\nNOFX A 0 A_PlaySoundEx(\"weapon/kabutokunaihit\",\"SoundSlot5\")\ngoto Pain+1\nPain.KabutoKunaiSlash:\nNOFX A 0 A_GiveToTarget(\"BaseAltfireAmmo\",4)\nNOFX A 0 A_PlaySoundEx(\"weapon/kabutokunaihit\",\"SoundSlot5\")\nNOFX AAA 0 A_Recoil(2)\ngoto Pain+1\nPain.KabutoAxe:\nNOFX A 0 A_GiveToTarget(\"BaseAltfireAmmo\",4)\nNOFX A 0 A_PlaySoundEx(\"weapon/kabutoaxehit\",\"SoundSlot5\")\ngoto Pain\nPain.ClockUp:\nNOFX A 0 A_GiveToTarget(\"BaseAltfireAmmo\",4)\ngoto Pain+1\nPain.AlienAcid:\nNOFX A 0\ngoto Pain+1\nPain.GutsManG:\nNOFX A 0 A_Stop\nNOFX A 0 ThrustThingZ(0,128,0,0)\ngoto Pain\nPain.HokutoShinken:\nNOFX A 0 A_PlaySoundEx(\"weapon/hokutohit\",\"SoundSlot5\")\ngoto Pain+1\nPain.HyakuretsuKen:\nNOFX A 0 A_PlaySoundEx(\"weapon/hokutodeath\",\"SoundSlot5\")\nNOFX A 0 A_GiveToTarget(\"BaseAltfireAmmo\",0.1)\ngoto Pain\nPain.RollCombo:\nNOFX A 0 A_GiveToTarget(\"ComboFlag\",1)\ngoto Pain\nPain.MazingerZNH:\nNOFX A 0\ngoto Pain+1\nPain.MazingerZFreeze:\nNOFX A 0 A_SpawnItemEx(\"MovementFreeze\")\ngoto Pain\nPain.MazingerZTornado:\nNOFX A 0 ThrustThingZ(0,15,0,0)\ngoto Pain+1\n}\n}\n\n//DOS COMPATIBILITY\n\nactor BitManShocked : PowerupGiver\n{\n inventory.maxamount 0\n powerup.duration 52\n powerup.color \"00 00 00\", 0.0\n powerup.type \"PowerShock\"\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n states\n {\n Spawn:\n TNT1 A 5\n loop\n }\n}\nactor IsOiledUp : CustomInventory\n{\n+INVENTORY.AUTOACTIVATE\n-INVBAR\nStates\n{\nUse:\nTNT1 A 0 A_JumpIfInventory(\"PowerOilSlowdown\", 1, 1)\nTNT1 A 0 A_GiveInventory(\"YouAreOiledUpNow\", 1)\nstop\n}\n}\nactor YouAreOiledUpNow : PowerupGiver\n{\nSpeed 0.70\npowerup.duration 200\nPowerup.Color Black, 0.6\npowerup.type \"PowerOilSlowdown\"\n+INVENTORY.AUTOACTIVATE\n+INVENTORY.ALWAYSPICKUP\nstates\n{\nPickup:\nTNT1 A 0\nTNT1 A 175\nstop\n}\n}\n\nactor PowerOilSlowdown : PowerSpeed\n{\nSpeed 0.50\nPowerup.Color \"00 00 00\", 0.0\n}\n\n// END\n\nactor AlreadyStunned : inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor IncPush\n{\nPROJECTILE\nradius 1\nheight 1\nspeed 0\ndamage (0)\n+NOINTERACTION\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 2 ACS_ExecuteAlways(570,0,-12,512)\nstop\n}\n}\n\nactor IncPull\n{\nPROJECTILE\nradius 1\nheight 1\nspeed 0\ndamage (0)\n+NOINTERACTION\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 2 ACS_ExecuteAlways(570,0,12,512)\nstop\n}\n}\n\nactor DashItem : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.icon \"DASI\"\n+INVBAR\n//+COUNTITEM\nscale 2.0\nStates\n{\nUse:\nTNT1 A 0 A_JumpIfInventory(\"DashItemFlag\",1,\"TakeFlag\")\nTNT1 A 0 A_GiveInventory(\"DashItemFlag\",1)\nfail\nTakeFlag:\nTNT1 A 0 A_TakeInventory(\"DashItemFlag\",1)\nfail\nFailure:\nTNT1 A 0\nfail\n}\n}\n\nactor DashItemFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor OnPlatform : DashItemFlag\n{\n}\n\nactor TenguTornadoProtect : PowerProtection\n{\nPowerup.Duration 10\ndamagefactor \"TengumanTornado\", 0.5\n}\n\nactor MercuryDrainHealth : Health\n{\ninventory.amount 8\ninventory.maxamount 100\n}\n\n/*actor PlantDrainHealth : Health\n{\ninventory.amount 6\ninventory.maxamount 100\n}*/\n\nactor ShadeDrainHealth : Health\n{\ninventory.amount 2\ninventory.maxamount 100\n}\n\nactor GooSlowdown : PowerupGiver\n{\n inventory.maxamount 0\n powerup.duration -5\n powerup.color RedMap\n powerup.type \"GooSlowdown\"\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n}\n\nactor PowerGooSlowdown : PowerSpeed\n{\nSpeed 0.4\n}\n\nactor PlantDrainFX\n{\nTranslation \"39:39=41:41\", \"208:208=226:226\"\nspeed 40\n//renderstyle translucent\nscale 2.5\n+NOINTERACTION\n//+FLOORHUGGER\n+MISSILE\nstates\n{\nSpawn:\nPLAN Z 0\nPLAN Z 2 A_JumpIfCloser(32,\"Death\")\nPLAN Z 0 A_CustomMissile(\"PlantDrainFX\",0,0,0,0)\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor PlantDrainFXSpawner\n{\n-SOLID\nPROJECTILE\n+DONTBLAST\ndamage 0\nheight 0\nradius 0\n//+CLIENTSIDEONLY\n+NOGRAVITY\n+NOINTERACTION\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_CustomMissile(\"PlantDrainFX\",0,0,0,0)\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor PlantShieldDeath\n{\nPROJECTILE\n+NOINTERACTION\n+DONTBLAST\nScale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_JumpIfInTargetInventory(\"BaseAltfireAmmo\",1,\"Drain\")\nstop\nDrain:\nTNT1 A 0 A_SpawnItemEx(\"PlantDrainFXSpawner\",0,random(-200,200),random(-32,64),0)\nTNT1 A 4\nTNT1 A 0 A_JumpIfInTargetInventory(\"BaseAltfireAmmo\",1,\"Drain\")\nstop\n}\n}\n\nactor PlantmanDrainHealth : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 //A_SpawnItemEx(\"PlantShieldDeath\",0,0,8)\nTNT1 A 1 ACS_ExecuteAlways(578,0)//A_GiveInventory(\"PlantDrainHealth\",1)\nstop\n}\n}\n\nactor ShademanDrainHealth : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_GiveInventory(\"ShadeDrainHealth\",1)\nstop\n}\n}\n\nactor TerraSuperFire : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"TerraGiver\",0,0,8)\nstop\n}\n}\n\nactor AlreadyStunnedGiver\n{\nHeight 0\nRadius 0\n+NOINTERACTION\n-SOLID\n+NOGRAVITY\n+MISSILE\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"AlreadyStunned\",1)\nTNT1 A 64\nTNT1 A 0 A_TakeFromTarget(\"AlreadyStunned\",1)\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor MovementGlareStun\n{\nPROJECTILE\n+NOINTERACTION\n+DONTBLAST\nScale 2.5\nstates\n{\nSpawn:\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_GiveToTarget(\"TurnToStone\",1)\nTNT1 A 0 A_GiveToTarget(\"MovementReturnFailsafe\",1)\nstop\n}\n}\n\nactor MovementTerraStun\n{\nPROJECTILE\n+NOINTERACTION\n+DONTBLAST\nScale 2.5\nstates\n{\nSpawn:\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_GiveToTarget(\"TerraSparkStunFX\",1)\nTNT1 A 0 A_GiveToTarget(\"MovementReturnFailsafe\",1)\nstop\n}\n}\n\nactor TerraGiver\n{\nPROJECTILE\n+NOINTERACTION\n+DONTBLAST\nScale 2.5\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIfInTargetInventory(\"IsDead\",1,\"Death\")\nTNT1 A 1 A_JumpIfInTargetInventory(\"BaseCustomFlag1\",1,\"Death\")\nTNT1 A 0 A_GiveToTarget(\"BaseCustomFlag1\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1//AAAAAAAAAAAAAAA 1 //A_GiveToTarget(\"TurnToStone\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"IsDead\",1,\"Death\")\nTNT1 A 0 A_TakeFromTarget(\"BaseCustomFlag1\",1)//A_GiveToTarget(\"MovementReturnFailsafe\",1)\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor BubbleEncaseFlag : inventory\n{\ninventory.amount 1\ninventory.maxamount 2\n}\n\nactor BubbleEncase : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.AUTOACTIVATE\nstates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nTNT1 A 0\nTNT1 A 0 A_GiveInventory(\"BubbleEncaseFlag\",1)\nTNT1 A 0 A_SpawnItemEx(\"BubbleEncaseGiver\")\nstop\n}\n}\n\nactor BubbleEncaseGiver\n{\nHeight 0\nRadius 0\n+NOINTERACTION\n-SOLID\n+NOGRAVITY\n+MISSILE\nreactiontime 16//28\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 //A_JumpIfInTargetInventory(\"IsUnderWater\",1,\"Spawn2\")\nTNT1 A 4 A_GiveToTarget(\"BubbleSlowGrav\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"IsDead\",1,\"Death\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"BubbleEncaseFlag\",2,\"Death2\")\nTNT1 A 0 A_Countdown\nGoto Spawn\nSpawn2:\nTNT1 A 0\nTNT1 A 2 A_GiveToTarget(\"BubbleSlow\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"IsDead\",1,\"Death\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"BubbleEncaseFlag\",2,\"Death2\")\nTNT1 A 0 A_Countdown\nGoto Spawn\nDeath:\nTNT1 A 0 A_GiveToTarget(\"BubbleDeath\",1)\nDeath2:\nTNT1 A 0 A_TakeFromTarget(\"BubbleEncaseFlag\", 1)\nstop\n}\n}\n\nactor WallStunned : inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor WallStun\n{\nHeight 0\nRadius 0\n+NOINTERACTION\n-SOLID\n+NOGRAVITY\n+MISSILE\nreactiontime 20\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_JumpIfInTargetInventory(\"WallStunned\",1,\"Death2\")\nloopit:\nTNT1 A 0 A_Countdown\nTNT1 A 1 A_JumpIfInTargetInventory(\"WallStunned\",1,\"GiveStun\")\nTNT1 A 0 A_GiveToTarget(\"StunCheck\")\nloop\nGiveStun:\nTNT1 A 0 A_GiveToTarget(\"StunRocks\")\nTNT1 A 0 A_SpawnItemEx(\"MovementGlareStun\")\nTNT1 A 96\nTNT1 A 0 A_TakeFromTarget(\"WallStunned\")\nstop\nDeath:\nTNT1 A 1 A_JumpIfInTargetInventory(\"WallStunned\",1,\"GiveStun\")\nTNT1 A 0 A_GiveToTarget(\"MovementReturnFailsafe\",1)\nDeath2:\nTNT1 A 0\nstop\n}\n}\n\nactor WallStunSpawner : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.AUTOACTIVATE\n-INVBAR\nStates\n{\nSpawn:\nTNT1 A 1\n//loop\nUse:\nTNT1 A 0 A_SpawnItemEx(\"BubbleEncase\",0,0,8)\nTNT1 A 1\n//fail\nstop\n}\n}\n\nactor StunCheck : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.AUTOACTIVATE\nstates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nTNT1 A 0\nTNT1 A 0 SetPlayerProperty(0,1,0)\nTNT1 A 1 A_SpawnItemEx(\"StunChecker\",0,0,8)\nstop\n}\n}\n\nactor StunRocks : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nTNT1 A 0\nTNT1 AAAA 0 A_SpawnItemEx(\"GroundRocks\",0,0,0,random(-10,10),random(-10,10),random(10,15),random(0,360))\nTNT1 A 1 //SetPlayerProperty(0,0,0)\nstop\n}\n}\n\nactor StunChecker\n{\nPROJECTILE\n+RIPPER\n//+PAINLESS\n//+NOEXPLODEFLOOR\nHeight 1\nRadius 17\nSpeed 0\ndamage (0)\nStates\n{\nSpawn:\nTNT1 A 2\nstop\nDeath:\nTNT1 A 1 A_GiveToTarget(\"WallStunned\")\nstop\n}\n}\n\nactor BubSlow : PowerSpeed\n{\nSpeed 0.67\nPowerup.Color Blue, 0.2\n}\n\nactor BubbleSlowed : PowerupGiver\n{\n inventory.maxamount 0\n inventory.pickupmessage \"\"\n powerup.duration -5\n //powerup.color BlueMap\n powerup.type \"BubSlow\"\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n}\n\nactor BubbleSlowGrav : CustomInventory\n{\ninventory.pickupmessage \"\"\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.AUTOACTIVATE\nstates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nTNT1 A 0\nTNT1 A 0 A_GiveInventory(\"BubbleSlowed\",1)//ACS_ExecuteAlways(512,0,0,-5)\nTNT1 A 0 A_Jump(256,\"Spawn1\", \"Spawn2\")\nSpawn1:\nTNT1 A 1 A_SpawnItemEx(\"BubProjTrail\",random(8,-8),random(-8,-16),random(32,48),momx,momy,4,0,SXF_ABSOLUTEMOMENTUM)//A_SpawnItemEx(\"BubbleFX1\",1,0,0,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM)\nstop\nSpawn2:\nTNT1 A 1 A_SpawnItemEx(\"BubProjTrail\",random(8,-8),random(8,16),random(32,48),momx,momy,4,0,SXF_ABSOLUTEMOMENTUM)//A_SpawnItemEx(\"BubbleFX1\",1,0,0,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM)\nstop\n}\n}/*\nTNT1 A 0 A_JumpIf(momz<0,\"LowGrav\")\nTNT1 A 0 ACS_ExecuteAlways(529,0)\nstop\nLowGrav:\nTNT1 A 0 ACS_ExecuteAlways(204,0,1)\nstop\n}\n}*/\n\nactor BubbleSlow : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.AUTOACTIVATE\nstates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nTNT1 A 0\nTNT1 A 1 A_SpawnItemEx(\"BubbleFX1\",1,0,0,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM)\nTNT1 A 0 ACS_ExecuteAlways(512,0,0,-5)\nstop\n}\n}\n\nactor BubbleDeath : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.AUTOACTIVATE\nstates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nTNT1 A 0\nTNT1 A 1 //A_SpawnItemEx(\"BubblePop\",1,0,0,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM)\nTNT1 A 0 //ACS_ExecuteAlways(512,0,0,0)\nTNT1 A 0 A_TakeInventory(\"BubbleSlowed\",1)\nTNT1 A 0 //ACS_ExecuteAlways(529,0)\nstop\n}\n}\n\nactor ColdVision : PowerSpeed\n{\nPowerup.Duration 1200\nSpeed 1.0\npowerup.color BlueMap\n//Powerup.Color Blue, 0.5\n}\n\nactor BubbleCollision : inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor BubbleCheck : inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor BurstBubbleHP : inventory\n{\ninventory.amount 1\ninventory.maxamount 5\n}\n\nactor DangerWrapBubbleHP\n{\n+MISSILE\nSpeed 0\n+DONTSPLASH\nDamage 0\nHeight 64\nRadius 64\nhealth 9999\nscale 2.5\n+SHOOTABLE\n+NOBLOOD\n-SOLID\npainchance 256\nbloodtype \"\"\n+DONTRIP\n+GHOST\n+NORADIUSDMG\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1\nstop\nDeath:\nTNT1 A 0 //A_PlaySound(\"item/protoreflect\")\nTNT1 A 1\nstop\nPain:\nTNT1 A 0\nTNT1 A 0 A_PlaySoundEx(\"weapon/mm4painsnd\",\"Weapon\")\nTNT1 A 2 A_GiveToTarget(\"BurstBubbleHP\",1)\nstop\n}\n}\n\nactor DangerWrapBubble\n{\n+MISSILE\nHeight 1\nRadius 1\n+NOINTERACTION\n-SOLID\n+NOGRAVITY\nreactiontime 128\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIfInTargetInventory(\"BurstBubbleHP\",5,\"Death\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"BubbleCollision\",1,\"Death\")\nTNT1 A 1 A_GiveToTarget(\"DangerWrapBubbleInventory\",1)\nTNT1 A 0 A_CountDown\nloop\nDeath:\nTNT1 A 1 A_GiveToTarget(\"DangerWrapBubblePop\",1)\nTNT1 A 0 A_TakeFromTarget(\"BubbleCheck\")\nTNT1 A 0 A_TakeFromTarget(\"BubbleCollision\")\nTNT1 A 0 A_TakeFromTarget(\"BurstBubbleHP\",999)\nstop\n}\n}\n\nactor GooEffect : DangerWrapBubble\n{\nreactiontime 128\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_GiveToTarget(\"GooEffectInventory1\",1)\nTNT1 A 1 A_GiveToTarget(\"GooEffectInventory1\",1)\nTNT1 A 1 A_GiveToTarget(\"GooEffectInventory1\",1)\nTNT1 A 1 A_GiveToTarget(\"GooEffectInventory1\",1)\nTNT1 A 1 A_GiveToTarget(\"GooEffectInventory1\",1)\nTNT1 A 1 A_GiveToTarget(\"GooEffectInventory2\",1)\nTNT1 A 1 A_GiveToTarget(\"GooEffectInventory2\",1)\nTNT1 A 1 A_GiveToTarget(\"GooEffectInventory2\",1)\nTNT1 A 1 A_GiveToTarget(\"GooEffectInventory2\",1)\nTNT1 A 1 A_GiveToTarget(\"GooEffectInventory2\",1)\nContinue:\nTNT1 A 1 A_GiveToTarget(\"GooEffectInventory\",1)\nTNT1 A 0 A_CountDown\nGoto Continue\nDeath:\nTNT1 A 1\nstop\n}\n}\n\nactor DangerWrapBubbleFX\n{\n+CLIENTSIDEONLY\n+NOINTERACTION\n-SOLID\n+NOGRAVITY\nradius 1\nheight 1\nscale 2.5\nStates\n{\nSpawn:\nBRSB F 0\nBRSB F 1\nstop\n}\n}\n\nactor DangerWrapBubblePopFX : DangerWrapBubbleFX\n{\nrenderstyle \"translucent\"\nalpha 0.6\nStates\n{\nSpawn:\nBRSB D 0\nBRSB D 1 A_PlaySoundEx(\"weapon/rminestick\",\"Weapon\")\nTNT1 A 0\nstop\n}\n}\n\nactor GooFX : DangerWrapBubbleFX\n{\nrenderstyle \"translucent\"\nalpha 0.6\nStates\n{\nSpawn:\nEGGG G 0\nEGGG G 1\nstop\n}\n}\n\nactor GooFX1 : DangerWrapBubbleFX\n{\nrenderstyle \"translucent\"\nalpha 0.6\nStates\n{\nSpawn:\nEGGG E 0\nEGGG E 1\nstop\n}\n}\n\nactor GooFX2 : DangerWrapBubbleFX\n{\nrenderstyle \"translucent\"\nalpha 0.6\nStates\n{\nSpawn:\nEGGG F 0\nEGGG F 1\nstop\n}\n}\n\nactor DangerWrapBubbleInventory : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIf(ceilingz-z<=56,\"GiveCollision\")\nTNT1 A 0 A_ChangeVelocity(0,0,4,CVF_REPLACE|CVF_RELATIVE)\nTNT1 A 0 A_SpawnItemEx(\"DangerWrapBubbleFX\",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM,0)\nTNT1 A 0 A_SpawnItemEx(\"DangerWrapBubbleHP\",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM,0)\nstop\nGiveCollision:\nTNT1 A 0 A_GiveInventory(\"BubbleCollision\",1)\nstop\n}\n}\n\nactor GooEffectInventory1 : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"GooFX1\",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM,0)\nstop\n}\n}\n\nactor GooEffectInventory2 : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"GooFX2\",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM,0)\nstop\n}\n}\n\nactor GooEffectInventory : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"GooFX\",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM,0)\nstop\n}\n}\n\nactor DangerWrapBubblePop : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"DangerWrapBubblePopFX\")\n//TNT1 A 0 A_SpawnItemEx(\"BubbleWrapExplosion\")\nstop\n}\n}\n\nactor BubbleWrapExplosion : WrapExplosion\n{\nStates\n{\nSpawn:\nNAPA A 0 A_ChangeFlag(\"SHOOTABLE\",0)\nNAPA A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nNAPA A 0 A_PlaySoundEx(\"weapon/wrapexplode\", \"Weapon\")\nNAPA E 0 A_Explode(15, 128, 1)\nNAPA EFGHIJKLMNOPQRS 1\nstop\n}\n}\n\nactor DashFX1\n{\n+NOGRAVITY\nscale 2.5\n+NOINTERACTION\nPROJECTILE\n//renderstyle translucent\n//Alpha 0.5\nHeight 1\nRadius 1\nStates\n{\nSpawn:\nDSHE AA 1\nstop\n}\n}\n\nactor DashFX2 : DashFX1\n{\nStates\n{\nSpawn:\nDSHE BB 1\nstop\n}\n}\n\nactor DashFX3 : DashFX1\n{\nStates\n{\nSpawn:\nDSHE CC 1\nstop\n}\n}\n\nactor DashFX4 : DashFX1\n{\nStates\n{\nSpawn:\nDSHE DD 1\nstop\n}\n}\n\nactor DashFX5 : DashFX1\n{\nStates\n{\nSpawn:\nDSHE EE 1\nstop\n}\n}\n\nactor DashFX6 : DashFX1\n{\nStates\n{\nSpawn:\nDSHE FF 1\nstop\n}\n}\n\nactor MovementClownStun\n{\nPROJECTILE\n+NOINTERACTION\n+DONTBLAST\nScale 2.5\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_GiveToTarget(\"ClownClawStun\",1)\nTNT1 A 50\nTNT1 A 0 A_GiveToTarget(\"MovementReturnFailsafe\",1)\nstop\n}\n}\n\nactor MovementJunkStun\n{\ntranslation \"68:68=4:4\"\nPROJECTILE\n+NOINTERACTION\n+DONTBLAST\nScale 2.5\nstates\n{\nSpawn:\nJSHI ABCDEFGHIJKLMNOABCDEFGHIJKLMNOABCDEFGHIJKLMNO 1 A_GiveToTarget(\"MovementFrozen\",1)\nJSHI A 0 A_GiveToTarget(\"MovementReturnFailsafe\",1)\nTNT1 AA 0 A_SpawnItemEx(\"JunkmanDebris\",0,0,0,random(-10,10),random(-10,10),random(10,15),random(0,360))\nstop\n}\n}\n\nactor MovementFreeze\n{\nPROJECTILE\n+NOINTERACTION\n+DONTBLAST\nScale 2.5\nstates\n{\nSpawn:\nMRFF DDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1 A_GiveToTarget(\"MovementFrozen\",1)\nMRFF A 0 A_GiveToTarget(\"MovementReturnFailsafe\",1)\n//MRFF DDDD 2\nstop\n}\n}\n\nactor MovementFreezeRomper\n{\nPROJECTILE\n+NOINTERACTION\n+DONTBLAST\nScale 2.5\nstates\n{\nSpawn:\nROMP A 0\nROMP A 1 A_Jump(156, \"Red\")\nROMP GGHHGGHHGGHHGGHHGGHHGGHHGGHHGG 1 A_GiveToTarget(\"MovementFrozen\",1)\nMRFF A 0 A_GiveToTarget(\"MovementReturnFailsafe\",1)\n//MRFF DDDD 2\nstop\nRed:\nROMP IIJJIIJJIIJJIIJJIIJJIIJJIIJJII 1 A_GiveToTarget(\"MovementFrozen\",1)\nMRFF A 0 A_GiveToTarget(\"MovementReturnFailsafe\",1)\nstop\n}\n}\n\nactor MovementFreezeJoe\n{\nPROJECTILE\n+NOINTERACTION\n+DONTBLAST\nScale 2.5\nstates\n{\nSpawn:\nROMP A 0\nSNHX CCDDEEFFCCDDEEFFCCDDCCDDEEFFCCDDEEFFCCDD 1 A_GiveToTarget(\"MovementFrozen\",1)\nMRFF A 0 A_GiveToTarget(\"MovementReturnFailsafe\",1)\nstop\n}\n}\n\nactor MovementDirectFreeze\n{\nRenderStyle \"Translucent\"\nPROJECTILE\n+NOINTERACTION\n+DONTBLAST\nScale 5.0\nAlpha 0.5\nstates\n{\nSpawn:\nMRFA BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_GiveToTarget(\"MovementFrozen\",1)\nMRFA A 0 A_GiveToTarget(\"MovementReturnFailsafe\",1)\nMRFA A 0 A_TakeFromTarget(\"IceVision\",1)\nTNT1 AA 0 A_SpawnItemEx(\"AFreezemanFreezeBit\",0,0,0,random(-10,10),random(-10,10),random(10,15),random(0,360))\nstop\n}\n}\n\nactor MovementDirectCold\n{\nRenderStyle \"Translucent\"\nPROJECTILE\n+NOINTERACTION\n+DONTBLAST\nScale 5.0\nAlpha 0.5\nstates\n{\nSpawn:\nMRFA BBBBBBBBBBBBBBBBBBBBBBBBB 1 A_GiveToTarget(\"MovementFrozen\",1)\nMRFA A 0 A_GiveToTarget(\"MovementReturnFailsafe\",1)\nMRFA A 0 A_TakeFromTarget(\"IceVision\",1)\nTNT1 AA 0 A_SpawnItemEx(\"AFreezemanFreezeBit\",0,0,0,random(-10,10),random(-10,10),random(10,15),random(0,360))\nstop\n}\n}\n\nactor TurnToStone : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nstates\n{\nPickup:\nTNT1 A 0 A_Stop\nTNT1 A 0 SetPlayerProperty(0,1,0)//ACS_ExecuteAlways(998,0,500)\nTNT1 A 0 A_JumpIfInventory(\"MovementReturnFailsafe\",1,\"ReturnToNormal\")\nGoto Pickup+2\nReturnToNormal:\nTNT1 A 1 //ACS_ExecuteAlways(998,0,0,0)\nstop\n}\n}\n\nactor TerraStunCount : inventory\n{\ninventory.amount 1\ninventory.maxamount 4\n}\n\nactor TerraSparkStunFX : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nstates\n{\nPickup:\nTNT1 A 0 A_Stop\nTNT1 A 0 SetPlayerProperty(0,1,0)//ACS_ExecuteAlways(998,0,500)\nTNT1 A 0 A_JumpIfInventory(\"MovementReturnFailsafe\",1,\"ReturnToNormal\")\nTNT1 A 0 A_GiveInventory(\"TerraStunCount\",1)\nTNT1 A 0 A_JumpIfInventory(\"TerraStunCount\",4,\"Spawn4\")\nTNT1 A 0 A_JumpIfInventory(\"TerraStunCount\",3,\"Spawn3\")\nTNT1 A 0 A_JumpIfInventory(\"TerraStunCount\",2,\"Spawn2\")\nTNT1 A 0 A_JumpIfInventory(\"TerraStunCount\",1,\"Spawn1\")\nSpawn1:\nTNT1 A 0 A_SpawnItemEx(\"TerraSparkStunGFX1\",0,0,32)\nstop\nSpawn2:\nTNT1 A 0 A_SpawnItemEx(\"TerraSparkStunGFX2\",0,0,32)\nstop\nSpawn3:\nTNT1 A 0 A_SpawnItemEx(\"TerraSparkStunGFX3\",0,0,32)\nstop\nSpawn4:\nTNT1 A 0 A_TakeInventory(\"TerraStunCount\",999)\nTNT1 A 0 A_SpawnItemEx(\"TerraSparkStunGFX4\",0,0,32)\nstop\nReturnToNormal:\nTNT1 A 1 //ACS_ExecuteAlways(998,0,0,0)\nstop\n}\n}\n\nactor TerraSparkStunGFX1 : BaseDecorativeActor\n{\nstates\n{\nSpawn:\nTRSS G 2\nstop\n}\n}\n\nactor TerraSparkStunGFX2 : BaseDecorativeActor\n{\nstates\n{\nSpawn:\nTRSS H 2\nstop\n}\n}\n\nactor TerraSparkStunGFX3 : BaseDecorativeActor\n{\nstates\n{\nSpawn:\nTRSS I 2\nstop\n}\n}\n\nactor TerraSparkStunGFX4 : BaseDecorativeActor\n{\nstates\n{\nSpawn:\nTRSS J 2\nstop\n}\n}\n\nactor StoneVision : PowerSpeed\n{\nPowerup.Duration 1200\nSpeed 1.0\nPowerup.Color \"10 10 10\", 0.5\n}\n\nactor ClownClawStun : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nstates\n{\nPickup:\nTNT1 A 0 A_Stop\nTNT1 A 0 SetPlayerProperty(0,1,0)\nTNT1 A 1 //ACS_ExecuteAlways(998,0,500)\nTNT1 A 0 A_JumpIfInventory(\"MovementReturnFailsafe\",1,\"ReturnToNormal\")\nGoto Pickup+2\nReturnToNormal:\nTNT1 A 1 //ACS_ExecuteAlways(998,0,0,0)\nstop\n}\n}\n\nactor MovementFrozen : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nstates\n{\nPickup:\nTNT1 A 0 A_Stop\nTNT1 A 0 SetPlayerProperty(0,1,0)\nstop\n}\n}\n\nactor MovementReturnFailsafe : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nstates\n{\nPickup:\nTNT1 A 0 SetPlayerProperty(0,0,0)\nTNT1 A 0 A_TakeInventory(\"WallStunned\")\nstop\n}\n}\n\nactor VeryStrongArmor : inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor StrongArmor : VeryStrongArmor\n{\n}\n\nactor SemiStrongArmor : VeryStrongArmor\n{\n}\n\nactor DuoArmor : VeryStrongArmor\n{\n}\n\nactor DocArmor : VeryStrongArmor\n{\n}\n\nactor BassArmor : VeryStrongArmor\n{\n}\n\nactor SemiWeakArmor : VeryStrongArmor\n{\n}\n\nactor ProtoArmor : VeryStrongArmor\n{\n}\n\nactor RollArmor : VeryStrongArmor\n{\n}\n\nactor WeakArmor : VeryStrongArmor\n{\n}\n\nactor VeryWeakArmor : VeryStrongArmor\n{\n}\n\nactor BaseArmor : VeryStrongArmor\n{\n}\n\nactor VeryStrongArmorClass : BaseClass\n{\nplayer.startitem \"VeryStrongArmor\"\ndamagefactor \"SearchmanHoming\", 1.0\ndamagefactor \"Fix\", 1.0\ndamagefactor \"Normal\", 0.6\n}\n\nactor StrongArmorClass : BaseClass\n{\ndamagefactor \"SearchmanHoming\", 1.0\ndamagefactor \"Fix\", 1.0\ndamagefactor \"Normal\", 0.66\n}\n\nactor SemiStrongArmorClass : BaseClass\n{\ndamagefactor \"SearchmanHoming\", 1.0\ndamagefactor \"Fix\", 1.0\ndamagefactor \"Normal\", 0.75\n}\n\nactor DocArmorClass : BaseClass\n{\ndamagefactor \"SearchmanHoming\", 1.0\ndamagefactor \"Fix\", 1.0\ndamagefactor \"Normal\", 0.85\n}\n\nactor DuoArmorClass : DocArmorClass\n{\n}\n\nactor SemiWeakArmorClass : BaseClass\n{\ndamagefactor \"SearchmanHoming\", 1.0\ndamagefactor \"Fix\", 1.0\ndamagefactor \"Normal\", 1.15\n}\n\nactor ProtoArmorClass : BaseClass\n{\ndamagefactor \"SearchmanHoming\", 1.0\ndamagefactor \"Fix\", 1.0\ndamagefactor \"Normal\", 1.25\n}\n\nactor RollArmorClass : ProtoArmorClass\n{\n}\n\nactor BassArmorClass : BaseClass\n{\ndamagefactor \"SearchmanHoming\", 1.0\ndamagefactor \"Fix\", 1.0\ndamagefactor \"Normal\", 1.1\n}\n\nactor WeakArmorClass : BaseClass\n{\ndamagefactor \"SearchmanHoming\", 1.0\ndamagefactor \"Fix\", 1.0\ndamagefactor \"Normal\", 1.33\n}\n\nactor VeryWeakArmorClass : BaseClass\n{\ndamagefactor \"SearchmanHoming\", 1.0\ndamagefactor \"Fix\", 1.0\ndamagefactor \"Normal\", 1.4\n}\n\n/*actor SuperEffective : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor PainFX\n{\n+NOINTERACTION\n+NOGRAVITY\n-SOLID\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 0 A_JumpIfInTargetInventory(\"SuperEffective\",1,\"SupahEffective\")\nMMFX A 2\nstop\nSupahEffective:\nTNT1 A 0 A_SpawnItemEx(\"SupaPainFX\")\nMMFX A 2\nTNT1 A 1 A_TakeFromTarget(\"SuperEffective\",1)\nstop\n}\n}\n\nactor SupaPainFX : PainFX\n{\nStates\n{\nSpawn:\nWKNS D 2\nstop\n}\n}*/\n\nactor DeathGFX\n{\nheight 1\nradius 1\n+NOINTERACTION\n+NOGRAVITY\n-SOLID\n+DONTBLAST\nPROJECTILE\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"DeathFX1\",0,0,0,16,0)\nTNT1 A 0 A_SpawnItemEx(\"DeathFX1\",0,0,0,8,8)\nTNT1 A 0 A_SpawnItemEx(\"DeathFX1\",0,0,0,0,16)\nTNT1 A 0 A_SpawnItemEx(\"DeathFX1\",0,0,0,-8,8)\nTNT1 A 0 A_SpawnItemEx(\"DeathFX1\",0,0,0,-16,0)\nTNT1 A 0 A_SpawnItemEx(\"DeathFX1\",0,0,0,-8,-8)\nTNT1 A 0 A_SpawnItemEx(\"DeathFX1\",0,0,0,0,-16)\nTNT1 A 0 A_SpawnItemEx(\"DeathFX1\",0,0,0,8,-8)\nTNT1 A 0 A_SpawnItemEx(\"DeathFX2\",0,0,0,6,0)\nTNT1 A 0 A_SpawnItemEx(\"DeathFX2\",0,0,0,3,3)\nTNT1 A 0 A_SpawnItemEx(\"DeathFX2\",0,0,0,0,6)\nTNT1 A 0 A_SpawnItemEx(\"DeathFX2\",0,0,0,-3,3)\nTNT1 A 0 A_SpawnItemEx(\"DeathFX2\",0,0,0,-6,0)\nTNT1 A 0 A_SpawnItemEx(\"DeathFX2\",0,0,0,-3,-3)\nTNT1 A 0 A_SpawnItemEx(\"DeathFX2\",0,0,0,0,-6)\nTNT1 A 0 A_SpawnItemEx(\"DeathFX2\",0,0,0,3,-3)\nTNT1 A 0 A_SpawnItemEx(\"DeathFX1\",0,0,0,8,0,8)\nTNT1 A 0 A_SpawnItemEx(\"DeathFX1\",0,0,0,0,0,16)\nTNT1 A 0 A_SpawnItemEx(\"DeathFX1\",0,0,0,-8,0,8)\nTNT1 A 0 A_SpawnItemEx(\"DeathFX1\",0,0,0,-8,0,-8)\nTNT1 A 0 A_SpawnItemEx(\"DeathFX1\",0,0,0,0,0,-16)\nTNT1 A 0 A_SpawnItemEx(\"DeathFX1\",0,0,0,8,0,-8)\nTNT1 A 0 A_SpawnItemEx(\"DeathFX2\",0,0,0,3,0,3)\nTNT1 A 0 A_SpawnItemEx(\"DeathFX2\",0,0,0,0,0,6)\nTNT1 A 0 A_SpawnItemEx(\"DeathFX2\",0,0,0,-3,0,3)\nTNT1 A 0 A_SpawnItemEx(\"DeathFX2\",0,0,0,-3,0,-3)\nTNT1 A 0 A_SpawnItemEx(\"DeathFX2\",0,0,0,0,0,-6)\nTNT1 A 0 A_SpawnItemEx(\"DeathFX2\",0,0,0,3,0,-3)\nstop\n}\n}\n\nactor MMFXDeath : BaseDecorativeActor\n{\nStates\n{\nSpawn:\nMMFX BCDE 3\nstop\n}\n}\n\nactor ShadeFlag : inventory\n{\ninventory.amount 1\ninventory.maxamount 300\n}\n\nactor DamageTypeFix : MageStaffFX2\n{\ndamagetype \"Fix\"\nScale 2.5\n//+NOCLIP\nradius 5\nheight 5\ndamage (1)\nspeed 25\nStates\n{\nSpawn:\nTNT1 AAAAAAAAAAAAAAAAAAA 0 A_MStaffTrack\nTNT1 AA 1\nstop\n}\n}\n\nactor TapCheck : inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor DashAgain : inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor FTapCheck : TapCheck\n{\n}\n\nactor BTapCheck : TapCheck\n{\n}\n\nactor LTapCheck : TapCheck\n{\n}\n\nactor RTapCheck : TapCheck\n{\n}\n\nactor TempPitProtect : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"TempPitProtector\")\nstop\n}\n}\n\nactor TempPitProtector\n{\nHeight 0\nRadius 0\n+NOINTERACTION\n-SOLID\n+NOGRAVITY\n+MISSILE\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIfInTargetInventory(\"IsBot\",1,\"Death\")\nTNT1 AAA 1 A_GiveToTarget(\"MonsterBlock\", 1)\nTNT1 A 1 A_GiveToTarget(\"NoMonsterBlock\", 1)\nTNT1 A 0\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor NoMonsterBlock : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOBLOCKMONST\",1)\nstop\n}\n}\n\n//Extra Weps\n/*\nactor MegaBusterP : MegaBuster replaces MegaBuster\n{\nStates\n{\nWaitFlash:\nTNT1 A 8\nTNT1 A 0 A_TakeInventory(\"ProtoShootingFlag\",1)\nFlash:\nTNT1 A 0 A_TakeInventory(\"ProtoShieldFlag\",1)\nTNT1 A 0 A_JumpIf(z-floorz>0, \"Flash2\")\nTNT1 A 1\ngoto Flash+1\nFlash2:\nTNT1 A 0 A_GiveInventory(\"ProtoShieldFlag\",1)\nTNT1 A 1 A_JumpIfInventory(\"ProtoShootingFlag\",1,\"WaitFlash\")\nTNT1 A 0 A_SpawnItemEx(\"ProtoShieldX2\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION, 0)\nTNT1 A 0 A_SpawnItemEx(\"ProtoShieldFX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION, 0)\nTNT1 A 0 A_CheckFloor(\"Flash\")\ngoto Flash2+1\n}\n}*/\n\nactor TimeStopperWepC : MegaBuster replaces TimeStopperWep\n{\n//$Category MM8BDM-Weapons\nWeapon.AmmoUse 28\nWeapon.AmmoGive 28\nWeapon.SlotNumber 6\nObituary \"%o was blinded by %k's Time Stopper.\"\nInventory.Pickupmessage \"Power up! Time Stopper!\"\nweapon.ammotype \"TimeStopperAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\ninventory.icon \"FLASHSI\"\nScale 2.0\nStates\n{\nSpawn:\nWEAP N 1\nLoop\nReady:\nTIMS A 0 ACS_ExecuteAlways(998,0,13)\nTIMS A 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nTIMS A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nTIMS A 1 A_Raise\nLoop\nFire:\nTIMS A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nTIMS A 0 A_PlaySoundEx(\"weapon/timestopper\",\"Weapon\")\nTIMS A 0 A_FireCustomMissile(\"TimeStopperRadius\",0,1,8,0)\n//TIMS A 0 A_ChangeFlag(\"PICKUP\",0)\nTIMS A 40 ACS_ExecuteAlways(976,0)\n//TIMS A 0 A_ChangeFlag(\"PICKUP\",1)\nTIMS A 5 //ACS_Execute(987,0)\nGoto Ready+1\nNoAmmo:\nTIMS A 1 ACS_Execute(979,0)\ngoto Ready+1\nBotCheck:\nTNT1 A 0\nGoto Ready+1\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor CentaurFlashWepC : MegaBuster replaces CentaurFlashWep// 10080\n{\n//$Category MM8BDM-Weapons\nWeapon.AmmoUse 4\nWeapon.AmmoGive 56\nWeapon.SlotNumber 6\nObituary \"%o was distorted by %k's Centaur Flash.\"\nInventory.Pickupmessage \"Power up! Centaur Flash!\"\nweapon.ammotype \"CentaurFlashAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\ninventory.icon \"CENTSI\"\nScale 2.0\nStates\n{\nSpawn:\nWEA3 G 1\nloop\nReady:\nCENF A 0 ACS_ExecuteAlways(998,0,51)\nCENF A 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nCENF A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nCENF A 1 A_Raise\nLoop\nFire:\nCENF A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nCENF D 2\nCENF A 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nCENF A 0 A_FireCustomMissile(\"CentaurFlash\",0,1,8,0)\nCENF A 0 A_GiveInventory(\"Repulsion\",1)\nCENF D 11 ACS_ExecuteAlways(976,0)\nCENF D 8\nCENF CB 3\nCENF A 0 A_Refire\nGoto Ready+1\nNoAmmo:\nCENF A 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor SkullBarrierWepC : MegaBuster replaces SkullBarrierWep\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 112\nWeapon.SlotNumber 7\nObituary \"%o was boned by %k's skull barrier.\"\nInventory.Pickupmessage \"Power up! Skull Barrier!\"\nweapon.ammotype \"SkullBarrierAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\ninventory.icon \"SKLBSI\"\nScale 2.0\nStates\n{\nSpawn:\nWEA2 O 1\nloop\nReady:\nSKLA A 0 ACS_ExecuteAlways(998,0,34)\nSKLA A 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nSKLA A 0 A_ChangeFlag(\"DONTRIP\",0)\nSKLA A 0 A_ChangeFlag(\"SHOOTABLE\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nSKLA A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nSKLA A 1 A_Raise\nLoop\nFire:\nSKLA A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nSKLA A 0 A_ChangeFlag(\"PICKUP\",0)\nSKLA A 0 A_ChangeFlag(\"SHOOTABLE\",0)\nSKLA A 0 A_ChangeFlag(\"DONTRIP\",1)\nSKLA A 0 A_GiveInventory(\"ShieldCheck\",1)\nSKLA IJ 2\nGoto BarrierActive\nBarrierActive:\nSKLA K 1 A_SpawnItemEx(\"SkullBarrier1\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSKLA A 0 A_JumpIfNoAmmo(\"Finish\")\nSKLA K 1 A_SpawnItemEx(\"SkullBarrier1\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSKLA A 0 A_JumpIfNoAmmo(\"Finish\")\nSKLA K 1 A_SpawnItemEx(\"SkullBarrier1\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSKLA A 0 A_JumpIfNoAmmo(\"Finish\")\nSKLA K 1 A_SpawnItemEx(\"SkullBarrier2\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSKLA A 0 A_JumpIfNoAmmo(\"Finish\")\nSKLA K 1 A_SpawnItemEx(\"SkullBarrier2\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSKLA A 0 A_JumpIfNoAmmo(\"Finish\")\nSKLA K 1 A_SpawnItemEx(\"SkullBarrier2\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSKLA A 0 A_JumpIfNoAmmo(\"Finish\")\nSKLA A 0 A_TakeInventory(\"SkullBarrierAmmo\",1)\nSKLA K 1 A_SpawnItemEx(\"SkullBarrier3\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSKLA A 0 A_JumpIfNoAmmo(\"Finish\")\nSKLA K 1 A_SpawnItemEx(\"SkullBarrier3\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSKLA A 0 A_JumpIfNoAmmo(\"Finish\")\nSKLA K 1 A_SpawnItemEx(\"SkullBarrier3\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSKLA A 0 A_JumpIfNoAmmo(\"Finish\")\nSKLA K 1 A_SpawnItemEx(\"SkullBarrier4\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSKLA A 0 A_JumpIfNoAmmo(\"Finish\")\nSKLA K 1 A_SpawnItemEx(\"SkullBarrier4\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSKLA A 0 A_JumpIfNoAmmo(\"Finish\")\nSKLA K 1 A_SpawnItemEx(\"SkullBarrier4\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSKLA A 0 A_JumpIfNoAmmo(\"Finish\")\nSKLA A 0 A_TakeInventory(\"SkullBarrierAmmo\",1)\nSKLA K 1 A_SpawnItemEx(\"SkullBarrier5\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSKLA A 0 A_JumpIfNoAmmo(\"Finish\")\nSKLA K 1 A_SpawnItemEx(\"SkullBarrier5\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSKLA A 0 A_JumpIfNoAmmo(\"Finish\")\nSKLA K 1 A_SpawnItemEx(\"SkullBarrier5\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSKLA A 0 A_JumpIfNoAmmo(\"Finish\")\nSKLA K 1 A_SpawnItemEx(\"SkullBarrier6\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSKLA A 0 A_JumpIfNoAmmo(\"Finish\")\nSKLA K 1 A_SpawnItemEx(\"SkullBarrier6\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSKLA A 0 A_JumpIfNoAmmo(\"Finish\")\nSKLA K 1 A_SpawnItemEx(\"SkullBarrier6\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSKLA A 0 A_JumpIfNoAmmo(\"Finish\")\nSKLA A 0 A_JumpIfInventory(\"SkullBarrierAmmo\", 1, \"Continue\")\nGoto Finish\nContinue:\nSKLA A 0 A_TakeInventory(\"SkullBarrierAmmo\",1)\nGoto BarrierActive\nFinish:\nSKLA A 0 A_ChangeFlag(\"PICKUP\",1)\nSKLA A 0 A_ChangeFlag(\"SHOOTABLE\",1)\nSKLA A 0 A_ChangeFlag(\"DONTRIP\",0)\nSKLA A 0 A_TakeInventory(\"ShieldCheck\",100)\nSKLA J 2\nGoto Ready+1\nHold:\nSKLA A 1\nSKLA A 0 A_Refire\nGoto Ready+1\nNoAmmo:\nSKLA A 0 ACS_Execute(979,0)\nGoto Hold\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor RingBoomerangDamagerC replaces RingBoomerangDamager\n{\ndamagetype \"RingBoomerang\"\nPROJECTILE\n+RIPPER\ndamage (15)\nradius 12\nheight 12\nStates\n{\nSpawn:\nTNT1 AA 0\nstop\n}\n}\n\nactor LeafShieldWepC : MegaBuster replaces LeafShieldWep //10011\n{\n//$Category MM8BDM-Weapons\nWeapon.AmmoGive 28\nWeapon.SlotNumber 7\nObituary \"%o was brushed by %k's Leaf Shield.\"\nInventory.Pickupmessage \"Power up! Leaf Shield!\"\nweapon.ammotype \"LeafShieldAmmo\"\nweapon.ammouse 8\ninventory.pickupsound \"weapon/weaponup\"\ninventory.icon \"LEAFI\"\n+WEAPON.AMMO_OPTIONAL\nScale 2.0\nStates\n{\nSpawn:\nWEAP F 1\nloop\nReady:\nLEAF A 0 ACS_ExecuteAlways(998,0,2)\nLEAF A 0 A_ClearRefire\nLEAF A 1 A_WeaponReady\nGoto Ready+2\nDeselect:\nLEAF A 0 A_TakeInventory(\"ShieldCheck\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nLEAF A 1 A_Lower\nGoto Deselect+1\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nLEAF A 1 A_Raise\nLoop\nFire:\nLEAF A 0 A_JumpIfInventory(\"ShieldCheck\",1,\"ShieldThrow\")\nLEAF A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nLEAF A 0 A_GiveInventory(\"WheelCount\", 15)\nLEAF A 0 A_TakeInventory(\"BasicArmor\",9999)\nLEAF A 0 //A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nLEAF A 0 A_TakeInventory(\"LeafShieldAmmo\",4)\nLEAF A 1 A_GiveInventory(\"ShieldCheck\",1)//A_SpawnItemEx(\"BubbleLeadStart\",6,0,0,8,0,8,0,0,0)\nLEAF BCDEF 2\ngoto ShieldActive\nHold:\nLEAF A 1\ngoto Ready+1\nShieldActive:\nLEAF A 0 A_PlayWeaponSound(\"weapon/leafshield\")\nLEAF G 1 A_SpawnItemEx(\"LeafShield1\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nLEAF A 0 A_GiveInventory(\"Repulsion\",1)\nLEAF G 1 A_SpawnItemEx(\"LeafShield1\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nLEAF A 0 A_GiveInventory(\"Repulsion\",1)\nLEAF H 1 A_SpawnItemEx(\"LeafShield2\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nLEAF A 0 A_GiveInventory(\"Repulsion\",1)\nLEAF H 1 A_SpawnItemEx(\"LeafShield2\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nLEAF A 0 A_GiveInventory(\"Repulsion\",1)\nLEAF A 0 A_PlayWeaponSound(\"weapon/leafshield\")\nLEAF A 1 A_SpawnItemEx(\"LeafShield3\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nLEAF A 0 A_GiveInventory(\"Repulsion\",1)\nLEAF A 1 A_SpawnItemEx(\"LeafShield3\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nLEAF A 0 A_GiveInventory(\"Repulsion\",1)\nLEAF A 1 A_SpawnItemEx(\"LeafShield4\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nLEAF A 0 A_GiveInventory(\"Repulsion\",1)\nLEAF A 1 A_SpawnItemEx(\"LeafShield4\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nLEAF A 0 A_GiveInventory(\"Repulsion\",1)\nGoto Shield\nShield:\nLEAF A 1 A_WeaponReady\nLEAF A 0 A_TakeInventory(\"WheelCount\",1)\nLEAF A 0 A_PlayWeaponSound(\"weapon/leafshield\")\nLEAF A 0 A_SpawnItemEx(\"LeafShield1\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nLEAF A 0 A_GiveInventory(\"Repulsion\",1)\nLEAF A 1 A_WeaponReady\nLEAF A 0 A_SpawnItemEx(\"LeafShield1\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nLEAF A 0 A_GiveInventory(\"Repulsion\",1)\nLEAF A 1 A_WeaponReady\nLEAF A 0 A_SpawnItemEx(\"LeafShield2\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nLEAF A 0 A_GiveInventory(\"Repulsion\",1)\nLEAF A 1 A_WeaponReady\nLEAF A 0 A_SpawnItemEx(\"LeafShield2\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nLEAF A 0 A_GiveInventory(\"Repulsion\",1)\nLEAF A 1 A_WeaponReady\nLEAF A 0 A_PlayWeaponSound(\"weapon/leafshield\")\nLEAF A 0 A_SpawnItemEx(\"LeafShield3\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nLEAF A 0 A_GiveInventory(\"Repulsion\",1)\nLEAF A 1 A_WeaponReady\nLEAF A 0 A_SpawnItemEx(\"LeafShield3\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nLEAF A 0 A_GiveInventory(\"Repulsion\",1)\nLEAF A 1 A_WeaponReady\nLEAF A 0 A_SpawnItemEx(\"LeafShield4\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nLEAF A 0 A_GiveInventory(\"Repulsion\",1)\nLEAF A 1 A_WeaponReady\nLEAF A 0 A_SpawnItemEx(\"LeafShield4\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nLEAF A 0 A_GiveInventory(\"Repulsion\",1)\nLEAF A 0 A_JumpIfInventory(\"WheelCount\", 1, \"Shield\")\nShieldThrow:\nLEAF A 0 A_TakeInventory(\"WheelCount\",99)\nLEAF A 0 A_TakeInventory(\"ShieldCheck\",999)\nLEAF A 0 A_FireCustomMissile(\"LeafShield\",0,0,0,0)\nLEAF IJ 3\nLEAF K 27\nLEAF I 3\ngoto Ready+1\nNoAmmo:\nLEAF A 1 ACS_Execute(979,0)\ngoto Ready+1\n}\n}\n\nactor GravityHoldWepC : MegaBuster replaces GravityHoldWep //10079\n{\n//$Category MM8BDM-Weapons\nWeapon.AmmoUse 16\nWeapon.AmmoGive 56\nWeapon.SlotNumber 6\nObituary \"%o was smashed by %k's Gravity Hold.\"\nInventory.Pickupmessage \"Power up! Gravity Hold!\"\nweapon.ammotype \"GravityHoldAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\ninventory.icon \"GRAVSI\"\nScale 2.0\nStates\n{\nSpawn:\nWEA3 F 0\nWEA3 F 0 //A_JumpIf(ACS_ExecuteWithResult(975,0)==1,\"Death\")\nWEA3 F 1 //A_JumpIf(ACS_ExecuteWithResult(975,0)==3,\"Death\")\nWEA3 F 1\nGoto Spawn + 3\nReady:\nFSTO A 0 ACS_ExecuteAlways(998,0,50)\nFSTO A 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nFSTO A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nFSTO A 1 A_Raise\nLoop\nFire:\nFSTO A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nFSTO A 0 A_FireCustomMissile(\"GravityHold\",0,1,8,0)\nFSTO BC 1\nFSTO A 0 A_PlaySoundEx(\"weapon/gravityhold\",\"Weapon\")\nFSTO D 45\nFSTO C 2\nFSTO A 0 A_Refire\nGoto Ready+1\nNoAmmo:\nFSTO A 1 ACS_Execute(979,0)\nGoto Ready+1\nDeath:\nWEA3 F 0\nstop\n}\n}\n\nactor BalladeCrackerC replaces BalladeCracker\n{\nPROJECTILE\nRadius 6\nHeight 7\nscale 2.5\ndamagetype \"BalladeCracker\"\nspeed 55\ndamage (0)\nspeed 50\n+EXPLODEONWATER\nStates\n{\nSpawn:\nBALA ABCD 3\nloop\nDeath:\nBALA A 0 A_Stop\nBALA A 0 A_PlaySoundEx(\"weapon/crackerexplode\", \"Weapon\")\nBALA A 0 A_Explode(35, 96, 0)\nNAPA EFGHIJKLMNOPQRS 1\nstop\n}\n}\n\nactor HardKnuckleWepC : MegaBuster replaces HardKnuckleWep// 10049\n{\n//$Category MM8BDM-Weapons\nWeapon.AmmoUse 4\nWeapon.AmmoGive 28\nWeapon.SlotNumber 5\nObituary \"%o was smacked by %k's Hard Knuckle.\"\nInventory.Pickupmessage \"Power up! Hard Knuckle!\"\nweapon.ammotype \"HardKnuckleAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\ninventory.icon \"HARDSI\"\nScale 2.0\nStates\n{\nSpawn:\nWEAP T 1\nloop\nReady:\nFIST A 0 ACS_ExecuteAlways(998,0,18)\nFIST A 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nFIST A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nFIST A 1 A_Raise\nLoop\nFire:\nFIST A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nFIST A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nFIST B 2 A_SpawnItemEx(\"HardKnuckleFX\",-1,8,32,0,0,0)\nFIST CDE 2\nFIST B 0 SetPlayerProperty(0,1,0)\nFIST F 2 A_FireCustomMissile(\"HardKnuckle\",0,1,10,-2)\n//FIST F 0 A_ChangeVelocity(-Cos(pitch)*9, 0, sin(pitch)*5,CVF_RELATIVE)\nFIST F 0 A_ChangeVelocity(-9, 0, 0, CVF_RELATIVE)\nFIST GHI 2\nFIST B 0 SetPlayerProperty(0,0,0)\nFIST JKLMNOP 2\nFIST A 8\nFIST A 0 A_Refire\nGoto Ready+1\nNoAmmo:\nFIST A 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor HardKnuckleC replaces HardKnuckle\n{\nPROJECTILE\nscale 2.5\ndamagetype \"HardKnuckle\"\nSpeed 38\nRadius 12\nHeight 10\nDamage (50)\nStates\n{\nSpawn:\nHARD A 3\nloop\nDeath:\nMMFX BCDE 2\nstop\n}\n}\n\nactor MagnetMissileC : MageStaffFX2 replaces MagnetMissile\n{\nPROJECTILE\nRadius 8\nHeight 5\nscale 2.5\nObituary \"$OB_MAGNETMISSILE\"\nDamagetype \"MagnetMissile\"\ndamage (24)\nspeed 47\n+SEEKERMISSILE\n-EXTREMEDEATH\nreactiontime 25\nStates\n{\nSpawn:\nMAGG A 2\nMAGG A 00 A_MStaffTrack\nMAGG A 0 A_CountDown\nloop\nDeath:\nMMFX BCDE 2\nstop\n}\n}\n\nactor DiveMissileC : MageStaffFX2 replaces DiveMissile\n{\nPROJECTILE\n+SEEKERMISSILE\n-EXTREMEDEATH\nRadius 5\nHeight 5\nscale 2.5\ndamage (12)\nObituary \"$OB_DIVEMISSILE\"\ndamagetype \"DiveMissile\"\nspeed 35\nReactionTime 35\nStates\n{\nSpawn:\nDIVE AB 1 A_MStaffTrack\nDIVE A 0 A_CountDown\nloop\nDeath:\nMMFX BCDE 2\nstop\n}\n}\n\nactor SliderDamagerC replaces SliderDamager\n{\nPROJECTILE\ndamagetype \"OilSlider\"\n+RIPPER\n+NOINTERACTION\ndamage (0)\nradius 1\nheight 1\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Explode(18,32,0)\nstop\n}\n}\n\nactor HyperBombC replaces HyperBomb\n{\nPROJECTILE\nDamagetype \"HyperBomb\"\n- NOGRAVITY\n+RIPPER\n+BOUNCEONACTORS\n+HEXENBOUNCE\n+CANBOUNCEWATER\nRadius 6\nHeight 7\nscale 2.5\nspeed 13\nreactiontime 85\nbouncefactor 0.7\nStates\n{\nSpawn:\nBOMB A 0\nBOMB A 0 ThrustThingZ(0, 12, 0, 1)\nBOMB A 1 A_CountDown\nGoto Spawn+2\nDeath:\nBOMB A 0 A_Stop\nBOMB A 0 A_PlaySoundEx(\"weapon/hyperbomb\", \"Weapon\")\nBOMB A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nBOMB A 0 A_Explode(100, 180, 0)\nBOMB BCDEFGHIJKLMNOPQR 1\nstop\n}\n}\n\n/*actor DustBit1C replaces DustBit1\n{\nPROJECTILE\nRadius 6\nHeight 6\nscale 2.5\ndamage (4)\ndamagetype \"DustCrusherBit\"\nspeed 28\nstates\n{\nSpawn:\nDUST B 4\nloop\n}\n}*/\n\nactor PowerStoneC replaces PowerStone\n{\nPROJECTILE\nRadius 38\nHeight 10\nscale 2.5\ndamage (35)\ndamagetype \"PowerStone\"\nspeed 0\nStates\n{\nSpawn:\nPOWS A 0\nPOWS A 0 A_Setangle(angle-18.0)\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS A 1 A_Setangle(angle-18.0)\nPOWS A 0 A_Setangle(angle-18.0)\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS A 1 A_Setangle(angle-18.0)\nPOWS A 0 A_Setangle(angle-18.0)\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS B 1 A_Setangle(angle-18.0)\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS B 1 A_Setangle(angle-18.0)\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS B 1 A_Setangle(angle-18.0)\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS C 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS C 1 A_Setangle(angle-18.0)\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS C 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1 A_Setangle(angle-18.0)\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1 A_Setangle(angle-18.0)\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1 A_Setangle(angle-18.0)\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1 A_Setangle(angle-18.0)\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1 A_Setangle(angle-18.0)\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1 A_Setangle(angle-18.0)\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1 A_Setangle(angle-18.0)\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1 A_Setangle(angle-18.0)\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1 A_Setangle(angle-18.0)\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1 A_Setangle(angle-18.0)\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1 A_Setangle(angle-18.0)\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1\nPOWS A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\nPOWS D 1 A_Setangle(angle-18.0)\nstop\nDeath:\nPOWS A 0\nstop\n}\n}\n\n/*actor StarRadiusC replaces StarRadius\n{\n+DONTSPLASH\n+NOGRAVITY\n+MISSILE\n+SKYEXPLODE\n+NOINTERACTION\n+NOCLIP\ndamagetype \"StarCrash\"\nDamage 0\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Explode(10,128,0)\nstop\n}\n}*/\n\n/*actor YamatoSpearC replaces YamatoSpear\n{\nPROJECTILE\nRadius 5\nHeight 5\nscale 2.5\n+RIPPER\ndamage (7)\ndamagetype \"YamatoSpear\"\nspeed 32\nStates\n{\nSpawn:\nYAMA A 1\nloop\n}\n}*/\n\nactor NapalmBombC replaces NapalmBomb\n{\nPROJECTILE\ndamagetype \"NapalmBomb\"\nRadius 6\nHeight 7\nscale 2.5\n-NOGRAVITY\n+CANBOUNCEWATER\n+HEXENBOUNCE\nspeed 15\nbouncefactor 0.6\nwallbouncefactor 0.0\nreactiontime 15\nbouncecount 5\nStates\n{\nSpawn:\nNAPA A 0\nNAPA A 0 ThrustThingZ(0, 25, 0, 1)\nNAPA A 0 A_CountDown\nNAPA ABCD 4\nGoto Spawn+2\nDeath:\nNAPA A 0 A_Stop\nNAPA A 0 A_PlaySoundEx(\"weapon/napalm\", \"Weapon\")\nNAPA A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nNAPA D 0 A_Explode(50, 128, 0)\nNAPA DEFGHIJKLMNOPQRS 2\nstop\n}\n}\n\nactor AirShotC replaces AirShot\n{\nPROJECTILE\nRadius 6\nHeight 7\nscale 2.5\ndamage (20)\ndamagetype \"AirShooter\"\nObituary \"$OB_AIRSHOOTER\"\nspeed 22\nStates\n{\nSpawn:\nAIRS AABBCC 1 ThrustThingZ(0, 2, 0, 1)\nloop\nDeath:\nAIRS GHI 2\nstop\n}\n}\n\n/*actor SlashClawC replaces SlashClaw\n{\nPROJECTILE\nRadius 5\nHeight 5\nscale 2.5\ndamage (0)\n+RIPPER\nDamagetype \"SlashClaw\"\nspeed 15\nStates\n{\nSpawn:\nSCLA HIJKL 1 A_Explode(20,80,0)\nstop\n}\n}*/\n\n/*actor FlameSwordTrailC replaces FlameSwordTrail\n{\n+FORCEXYBILLBOARD\n//seesound \"weapon/firestorm\"\nPROJECTILE\n+DONTBLAST\n//+RIPPER\nheight 8\nradius 8\ndamage (8)\ndamagetype \"FlameSword\"\nscale 2.5\nStates\n{\nSpawn:\nFSWD D 0\nFSWD D 0 A_ChangeVelocity(0, -15, 0, CVF_RELATIVE | CVF_REPLACE)\nFSWD DEF 1\nstop\n}\n}*/\n\n/*actor GutrockDebrisC replaces GutrockDebris\n{\nPROJECTILE\nDamage (15)\ndamagetype \"SuperArm\"\nHeight 12\nRadius 12\nscale 2.5\nSpeed 20\nStates\n{\nSpawn:\nSARM B 1\nloop\n}\n}*/\n\nactor ThunderBeamC replaces ThunderBeam\n{\nPROJECTILE\ndamagetype \"ThunderBeam\"\nscale 2.5\n+RIPPER\n+PIERCEARMOR\nSpeed 30\nRadius 12\nHeight 6\nDamage (10)\nStates\n{\nSpawn:\nTHUN ABCDEFG 3\nloop\n}\n}\n\nactor ScrewCrusherC replaces ScrewCrusher\n{\nPROJECTILE\ndamagetype \"ScrewCrusher\"\nscale 2.5\n-NOGRAVITY\n+DONTBLAST\n+DOOMBOUNCE\n+CANBOUNCEWATER\nbouncecount 5\nbouncefactor 0.8\nSpeed 0\nRadius 15\nHeight 8\ngravity 1.8\nDamage (20)\nreactiontime 30\nStates\n{\nSpawn:\nSCRE A 0\nSCRE A 0 A_Recoil(-16)\nTNT1 A 1 ThrustThingZ(0, 65, 0, 1)\nSCRE AB 3 A_CountDown\nGoto Spawn+3\n}\n}\n\nactor KnightCrushDamagerC replaces KnightCrushDamager\n{\nPROJECTILE\n+RIPPER\ndamage (10)\ndamagetype \"KnightCrush\"\nradius 10\nheight 10\nStates\n{\nSpawn:\nTNT1 AA 0\nstop\n}\n}\n\nactor HomingSniperC : MageStaffFX2 replaces HomingSniper\n{\n+MISSILE\n+SEEKERMISSILE\n-EXTREMEDEATH\nDamagetype \"HomingSniper\"\nObituary \"$OB_HOMINGSNIPER\"\nRadius 5\nHeight 5\nscale 2.5\ndamage (14)\nspeed 20\nStates\n{\nSpawn:\nHSNM BBCCBBCC 1 A_MStaffTrack\nGoto Primed\nPrimed:\nHSNM B 1 A_MStaffTrack\nHSNM B 0 A_JumpIfTargetInLOS(\"See\", 0, 1)\nHSNM B 1 A_MStaffTrack\nHSNM B 0 A_JumpIfTargetInLOS(\"See\", 0, 1)\nHSNM C 1 A_MStaffTrack\nHSNM C 0 A_JumpIfTargetInLOS(\"See\", 0, 1)\nHSNM C 1 A_MStaffTrack\nHSNM C 0 A_JumpIfTargetInLOS(\"See\", 0, 1)\nloop\nSee:\nHSNM BBBBBB 0 A_MStaffTrack\nHSNM B 1\nHSNM B 0 A_ScaleVelocity(2.0)//A_SpawnItemEx(\"HomingSniper2\",0,0,0,momx*2,momy*2,momz*2,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION)\nGoto FastMode\nFastMode:\nHSNM BC 2\nHSNM B 0 A_SpawnItemEx(\"HomingSniperLockon\",0,0,0,momx*10,momy*10,momz*10,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION)\nHSNM BC 2\nHSNM B 0 A_SpawnItemEx(\"HomingSniperLockon\",0,0,0,momx*10,momy*10,momz*10,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION)\nHSNM BC 2\nHSNM B 0 A_SpawnItemEx(\"HomingSniperLockon\",0,0,0,momx*10,momy*10,momz*10,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION)\n/*HSNM BC 2\nHSNM B 0 A_SpawnItemEx(\"HomingSniperLockon\",0,0,0,momx*10,momy*10,momz*10,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION)\n*/\nGoto See+4\n//loop\nDeath:\nMMFX B 0\nMMFX B 0 A_GiveToTarget(\"Clip\", 1)\nMMFX BCDE 2\nstop\n}\n}\n\nactor ChargeKickWepC : MegaBuster replaces ChargeKickWep// 10055\n{\n//$Category MM8BDM-Weapons\nWeapon.AmmoUse 2\nWeapon.AmmoGive 112\nWeapon.SlotNumber 4\nObituary \"%o was kicked around by %k's charge kick.\"\nInventory.Pickupmessage \"Power up! Charge Kick!\"\nweapon.ammotype \"ChargeKickAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\nWeapon.KickBack 400\ninventory.icon \"CHARSI\"\nScale 2.0\nStates\n{\nSpawn:\nWEA2 E 1\nloop\nReady:\nCKIC C 0 ACS_ExecuteAlways(998,0,24)\nCKIC C 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nCKIC C 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nCKIC C 1 A_Raise\nLoop\nFire:\nCKIC C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nCKIC C 0 A_PlaySoundEx(\"weapon/kickcharge\",\"Weapon\")\nCKIC C 0 SetPlayerProperty(0,1,0)\nCKIC C 2 A_ChangeVelocity(25,0,momz,CVF_RELATIVE|CVF_REPLACE)//A_Recoil(-20)\nCKIC B 2 A_FireCustomMissile(\"ChargeKick\",0,1,0,0)\nCKIC A 8 SetPlayerProperty(0,0,0)\nCKIC B 5\nCKIC C 5\nCKIC C 0 A_Refire\nGoto Ready+1\nTest:\nSCLA BC 1\nSCLA A 0 A_PlaySoundEx(\"weapon/kickcharge\",\"Weapon\")\nSCLA A 0 A_FireCustomMissile(\"ChargeKick\",0,1,0,0)\nSCLA DE 2\nSCLA F 4\nSCLA G 15\nSCLA BCA 2 A_WeaponReady\nGoto Ready\nNoAmmo:\nCKIC C 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor LightningBoltC replaces LightningBolt\n{\nPROJECTILE\n+RIPPER\n+NOEXPLODEFLOOR\n+FORCEYBILLBOARD\n+FLOORHUGGER\n+PIERCEARMOR\n+DONTBLAST\nDamage (0)\nDamageType \"LightningBolt\"\nObituary \"$OB_LIGHTNINGBOLT\"\nheight 32\nradius 16\nscale 2.5\nstates\n{\nSpawn:\nLIBO G 0\nLIBO G 1 A_SpawnItemEx(\"LightningExtend\", 0, 0, 355)\nLIBO G 0 A_PlaySoundEx(\"weapon/lightningbolt\",\"Weapon\")\nLIBO G 0 A_Explode(30, 128, 0)\nLIBO H 1\nLIBO I 0 A_SpawnItemEx(\"LightningBoltFX\", Random(32, 96), Random(32, 96), 32)\nLIBO I 0 A_SpawnItemEx(\"LightningBoltFX\", Random(-32, -96), Random(-32, -96), 64)\nLIBO I 0 A_SpawnItemEx(\"LightningBoltFX\", Random(32, 96), Random(32, 96), 96)\nLIBO I 0 A_SpawnItemEx(\"LightningBoltFX\", Random(-32, -96), Random(-32, -96), 128)\nLIBO I 0 A_SpawnItemEx(\"LightningBoltFX\", Random(32, 96), Random(32, 96), 160)\nLIBO I 0 A_SpawnItemEx(\"LightningBoltFX\", Random(-32, -96), Random(-32, -96), 192)\nLIBO IJK 1\nStop\n}\n}\n\nactor WTankC : CustomInventory replaces Wtank// 10151\n{\n//$Category MM8BDM-Assists\ninventory.amount 1\ninventory.maxamount 1\n//Inventory.RespawnTics 350\ninventory.pickupmessage \"Support Item! W-Tank!\"\ninventory.icon \"WTANK\"\nInventory.PickupSound \"item/1up\"\n+INVBAR\n+COUNTITEM\nscale 2.0\nStates\n{\nSpawn:\nEBAL H 0\nEBAL H 0 Thing_ChangeTID(0,999)\nEBAL HE 6\nGoto Spawn+2\nUse:\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(984,0),\"Success\")\nfail\nSuccess:\nEBAL E 0 A_PlaySound(\"item/energyup\")\nEBAL E 0 A_PlaySoundEx(\"item/refill\",\"Voice\")\nEBAL E 0 ACS_Execute(992, 0, 255)\nEBAL E 0 A_TakeInventory(\"WTank\",1)\nfail\n}\n}\n\nactor PirateMineC replaces PirateMine\n{\nobituary \"AGH\"\nDamage (30)\ndamagetype \"PirateMine\"\nHeight 80\nradius 32\nMass 99999999\nHealth 100\npainchance 255\n+SHOOTABLE\n+NODAMAGETHRUST\n+DONTBLAST\n+MISSILE\n+NOGRAVITY\n+THRUGHOST\n+QUICKTORETALIATE\n+NOBLOOD\n+NODAMAGE\n+CANTSEEK\n+FLOATBOB\n+NORADIUSDMG\nscale 2.5\nstates\n{\nSpawn:\nPMIN A 1 A_ClearTarget\nPMIN A 35\nLoop\nPain.BurnermanUW:\nPain.WaveBurnerUW:\nPMIN A 1 A_ChangeFlag(\"NOINTERACTION\", 1)\nPMIN A 1 ACS_ExecuteAlways(259, 0, 1)\nPMIN A 0 A_CustomMissile(\"PirateMineProjectile\", 0, 0, 0, CMF_AIMDIRECTION|CMF_TRACKOWNER, -pitch)\nTNT1 A 10\nTNT1 A 0 A_Die\nGoto Death\nDeath:\nPMIN A 0 A_Fadeout(0.5)\nPMIN A 35\nTNT1 A 10\nPMIN A 10\nTNT1 A 10\nPMIN A 10\nTNT1 A 5 A_Fadein(0.5)\nTFOG A 3\nTFOG BC 2\nTNT1 A 0 A_SpawnItemEx(\"PirateMine\")\nstop\n}\n}\n\nactor SnowboardGiverC replaces SnowboardGiver\n{\nHeight 0\nRadius 0\n+NOINTERACTION\n-SOLID\n+NOGRAVITY\n+MISSILE\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_JumpIfInTargetInventory(\"SlashFirstHop\",1,\"Death\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"SlashWallShock\",1,\"Death\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"PlutoBuster\",1,\"Check\")\nTNT1 A 0 A_GiveToTarget(\"SnowboardFX\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"IsDead\",1,\"Death\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"OnSnowboard\",1,\"Spawn\")\nGoto Death\nCheck:\nTNT1 A 0 A_JumpIfInTargetInventory(\"BaseCustomFlag2\",1,\"Death\")\nTNT1 A 1 A_GiveToTarget(\"SnowboardFX\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"IsDead\",1,\"Death\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"OnSnowboard\",1,\"Spawn\")\nGoto Death\nDeath:\nTNT1 A 0 A_GiveToTarget(\"SnowBoardThruster\", 1)\nstop\n}\n}\n\nactor LaserBusterC : LaserBuster// replaces LaserBuster\n{\nStates\n{\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(512,0,1,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(512,0,0,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor ArrowBusterC : ArrowBuster// replaces ArrowBuster\n{\nStates\n{\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"SlideSlide\")\nGoto Ready2+2\nSlideSlide:\nMKIC D 0 ACS_ExecuteAlways(512,0,1,0)\nMKIC D 0 A_GiveInventory(\"MegaSlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8 //A_JumpIf(z-floorz!=0,\"StopSlide\")\nMKIC D 0 ACS_ExecuteAlways(512,0,0,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"MegaSlide\",1)\nGoto Ready2+2\n}\n}\n\nactor MegaLaserC replaces MegaLaser\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\n+FORCEXYBILLBOARD\n+RIPPER\ndamagetype \"LaserBuster\"\nObituary \"$OB_LASERBUSTER\"\n//seesound \"weapon/mbuster\"\nDamage (4)\nradius 16\nheight 10\nscale 2.5\nReactionTime 5\nStates\n{\nSpawn:\nLASH A 0\nLASH A 0 A_ScaleVelocity(10.0)\nTNT1 A 1\nContinue:\nLASH AB 1 A_SpawnItemEx(\"LaserTrail\",0,0,0,momx/4,momy/4,momz/4,0,SXF_ABSOLUTEMOMENTUM)\nloop\n}\n}\n\nactor ArrowFrag1C replaces ArrowFrag1\n{\nPROJECTILE\n+FORCEXYBILLBOARD\n+DONTBLAST\n+NOCLIP\ndamagetype \"ArrowBuster\"\nObituary \"$OB_ARROWBUSTER\"\nDamage (8)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nARRS G 1\nARRS G 1 A_ChangeFlag(\"NOCLIP\", 0)\nARRS G 0 A_Stop\nARRS G 4\nARRS G 0 A_SpawnItemEx(\"ArrowFrag2\",0,0,0,cos(-pitch)*54,0,sin(-pitch)*54,180,0,0)\nStop\nDeath:\nTNT1 A 0\nTNT1 A 0\nstop\n}\n}\n\nactor FirePillarC replaces FirePillar\n{\n-MISSILE\n+FORCEYBILLBOARD\n-SHOOTABLE\n+NOBLOOD\n+DONTBLAST\n+NORADIUSDMG\n+NOTARGETSWITCH\nscale 2.0\nheight 96\nRadius 12\nmass 99999\nPainChance 256\nDamage (15)\ndamagetype \"FirePillar\"\nStates\n{\nSpawn:\nFIRP A 0\nFIRP ABAB 3\nFIRP D 0 A_ChangeFlag(\"SHOOTABLE\", 1)\nFIRP D 0 A_ChangeFlag(\"MISSILE\", 1)\nFIRP D 0 A_TakeFromTarget(\"CutterFlag\", 99)\nFIRP D 0 A_GivetoTarget(\"CutterFlag\", 1)\nFIRP DCDC 3\nFIRP C 0 A_GivetoTarget(\"CutterFlag\", 1)\nFIRP EFEF 3\nFIRP F 0 A_GivetoTarget(\"CutterFlag\", 1)\nFIRP HGHGHGHGHGHGHG 3\nFIRP G 0 A_TakeFromTarget(\"CutterFlag\", 1)\nFIRP FEFE 3\nFIRP G 0 A_TakeFromTarget(\"CutterFlag\", 1)\nFIRP CDCD 3\nFIRP G 0 A_ChangeFlag(\"SHOOTABLE\", 0)\nFIRP G 0 A_TakeFromTarget(\"CutterFlag\", 1)\nFIRP BABA 3\nGoto Death\nPain.Freezeman:\nPain.Blizzardman:\nPain.Iceman:\nPain.IcemanIcicle:\nPain.Coldman:\nPain.FreezemanFreeze:\nPain.FreezemanGroundFreeze:\nPain.ColdmanFreeze:\nPain.FreezeCracker:\nPain.BlizzardAttack:\nPain.IceSlasher:\nPain.IceWave:\nPain.IceWall:\nFIRP A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\nFIRP A 0 A_GivetoTarget(\"FPFrozen\", 1)\nFIRP A 0 A_Jump(256,\"Death2\")\nstop\nXDeath:\nCrash:\nFIRP C 0 A_ChangeFlag(\"SHOOTABLE\", 0)\nFIRP C 0 A_ChangeFlag(\"SOLID\", 0)\nFIRP CDCD 3\nFIRP BABA 3\nGoto Unfrozen\nDeath:\nFIRP C 0 A_ChangeFlag(\"SHOOTABLE\", 0)\nFIRP C 0 A_ChangeFlag(\"SOLID\", 0)\nGoto Unfrozen\nUnfrozen:\nFIRP A 0\nFIRP A 0 A_TakeFromTarget(\"FPFrozen\", 1)\nDeath2:\nFIRP A 0\nstop\n\n}\n}"
},
{
"source": "pk3",
"name": "actors/BBAClass.txt",
"contents": "actor BBAClass : DocArmorClass\n{\nplayer.startitem \"DocArmor\"\nplayer.soundclass \"bbac\"\nPlayer.ViewHeight 60\nplayer.displayname \"BBA MegaMan\"\nplayer.startitem \"BBABusterBoss\"\nplayer.startitem \"Base56Ammo\", 56\nplayer.startitem \"BaseAltfireAmmo\", 0\nStates\n{\nSpawn:\nPLAY A 0\nBBAM B 1\nBBAM A 5\nGoto Spawn+2\nSee:\nBBAM BCDE 4\nGoto Spawn+1\nMissile:\nBBAM F 8\nBBAM G 4\nGoto Spawn+1\nPain.Wind:\nPain.Bright:\nClassTimeStop:\nPLAY A 0 SetPlayerProperty(0,1,4)\nPLAY A 0 A_GiveInventory(\"TimeStoppedFlag\",1)\nPLAY A 0 ACS_Execute(528,0)\nBBAM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop\nPLAY A 0 A_TakeInventory(\"TimeStoppedFlag\",999)\nPLAY A 0 SetPlayerProperty(0,0,4)\nGoto pain+1\nPain.Sparkman:\nPain.Shock:\nBBAM H 0 A_GiveInventory(\"Shocked\",1)\ngoto Pain+1\nPain.Gravity:\nTNT1 A 0 //A_TakeInventory(\"Item2Counter\",20)\n//TNT1 A 0 A_GiveInventory(\"GlideDeactivate\",1)\nBBAM H 0 ThrustThingZ(0,150,1,0)\nPLAY H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nPLAY H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nPLAY H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nPLAY H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto pain+1\nClassPain:\nBBAM H 0 A_PlaySound(\"misc/devilpain\")\nBBAM HHHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\nGoto Spawn+1\nClassDeath:\nBBAM H 20 ACS_ExecuteAlways(999,0,0)\nBBAM H 0 A_PlayerScream\nNOFX A 0 A_CustomMissile(\"DeathGFX\")\nNOFX A 1 A_CheckPlayerDone\nwait\n}\n}"
},
{
"source": "pk3",
"name": "actors/CopyRobotClass.txt",
"contents": "actor CopyRobotBossClass : BaseClass\n{\nplayer.startitem \"BaseArmor\"\nplayer.soundclass \"copyrobotc\"\nplayer.displayname \"Copy Robot\"\nplayer.startitem \"CopyBusterBoss\"\nplayer.startitem \"CopyWeaponReady\"\nStates\n{\nSpawn:\nPLAY A 0\nCOPR B 1\nCOPR A 5\nTNT1 A 0 A_GiveInventory(\"BaseAltFireAmmo\",2)\nGoto Spawn+2\nSee:\nCOPR BC 4\nTNT1 A 0 A_GiveInventory(\"BaseAltFireAmmo\",2)\nCOPR DE 4\nGoto Spawn+1\nMissile:\nCOPR F 8\nTNT1 A 0 A_GiveInventory(\"BaseAltFireAmmo\",1.5)\nCOPR G 4\nGoto Spawn+1\nPain.Wind:\nPain.Bright:\nCustomState1:\nCOPR I 0 A_SpawnItemEx(\"TurbomanSmoke\",-4,0,4)\nCOPR I 10 ACS_ExecuteAlways(533,0,0)\nCOPR I 0 ACS_ExecuteAlways(533,0,10)\nCOPR I 10 ACS_ExecuteAlways(533,0,10)\ngoto Spawn\nClassTimeStop:\nPLAY A 0 SetPlayerProperty(0,1,4)\nPLAY A 0 A_GiveInventory(\"TimeStoppedFlag\",1)\nPLAY A 0 ACS_Execute(528,0)\nCOPR AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop\nPLAY A 0 A_TakeInventory(\"TimeStoppedFlag\",999)\nPLAY A 0 SetPlayerProperty(0,0,4)\nGoto pain+1\nPain.Sparkman:\nPain.Shock:\nCOPR H 0 A_GiveInventory(\"Shocked\",1)\ngoto Pain+1\nPain.Gravity:\nTNT1 A 0 //A_TakeInventory(\"Item2Counter\",20)\n//TNT1 A 0 A_GiveInventory(\"GlideDeactivate\",1)\nCOPR H 0 ThrustThingZ(0,150,1,0)\nPLAY H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nPLAY H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nPLAY H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nPLAY H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto pain+1\nClassPain:\nCOPR H 0 A_PlaySound(\"misc/devilpain\")\nCOPR HHHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\nGoto Spawn+1\nClassDeath:\nCOPR H 20 ACS_ExecuteAlways(999,0,0)\nCOPR H 0 A_PlayerScream\nNOFX A 0 A_CustomMissile(\"DeathGFX\")\nNOFX A 1 A_CheckPlayerDone\nwait\n}\n}"
},
{
"source": "pk3",
"name": "actors/GutsmanGCLass.txt",
"contents": "actor GutsManGClass : StrongArmorClass\n{\n//height 100\n//radius 32\nPlayer.ViewHeight 100\nplayer.forwardmove 0.65, 0.65\nplayer.sidemove 0.60, 0.60\nplayer.startitem \"StrongArmor\"\nplayer.soundclass \"gutsmangc\"\nplayer.displayname \"Gutsman G\"\nplayer.startitem \"GutsmanGClawBoss\"\nplayer.startitem \"Base112Ammo\", 112\nStates\n{\nSpawn:\nPLAY A 0\nGUTG B 1\nGUTG A 5\nGoto Spawn+2\nSee:\nGUTG AB 4\nGoto Spawn+1\nMissile:\nGUTG G 12\nGoto Spawn+1\nCustomState1:\nGUTG C 6\nGoto Spawn+1\nCustomState2:\nGUTG F 15\nGoto Spawn+1\nPain.Wind:\nPain.Bright:\nClassTimeStop:\nPLAY A 0 SetPlayerProperty(0,1,4)\nPLAY A 0 A_GiveInventory(\"TimeStoppedFlag\",1)\nPLAY A 0 ACS_Execute(528,0)\nGUTG AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop\nPLAY A 0 A_TakeInventory(\"TimeStoppedFlag\",999)\nPLAY A 0 SetPlayerProperty(0,0,4)\nGoto pain+1\nPain.Sparkman:\nPain.Shock:\nGUTG H 0 A_GiveInventory(\"Shocked\",1)\ngoto Pain+1\nPain.Gravity:\nTNT1 A 0 //A_TakeInventory(\"Item2Counter\",20)\n//TNT1 A 0 A_GiveInventory(\"GlideDeactivate\",1)\nGUTG H 0 ThrustThingZ(0,150,1,0)\nPLAY H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nPLAY H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nPLAY H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nPLAY H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto pain+1\nClassPain:\nGUTG H 0 A_PlaySound(\"misc/devilpain\")\nGUTG HHHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\nGoto Spawn+1\nClassDeath:\nGUTG H 20 ACS_ExecuteAlways(999,0,0)\nGUTG H 0 A_PlayerScream\nNOFX A 0 A_CustomMissile(\"DeathGFX\")\nNOFX A 1 A_CheckPlayerDone\nwait\n}\n}"
},
{
"source": "pk3",
"name": "actors/HokutoKenshiroClass.txt",
"contents": "actor HokutoKenshiroClass : DocArmorClass\n{\nplayer.startitem \"DocArmor\"\nplayer.soundclass \"kenshiroc\"\nplayer.displayname \"Kenshiro\"\nPlayer.ViewHeight 60\nplayer.forwardmove 0.85, 0.85\nplayer.sidemove 0.75, 0.75\nplayer.jumpz 13\nplayer.startitem \"HokutoShinkenKenshiro\"\nStates\n{\nSpawn:\nPLAY A 0\nHNKK B 1\nHNKK A 5\nGoto Spawn+2\nSee:\nHNKK BCDE 4\nGoto Spawn+1\nMissile:\nHNKK G 4\nGoto Spawn+1\nCustomState1:\nHNKK F 2\ngoto Spawn+1\nCustomState2:\nHNKK G 6\ngoto Spawn+1\nPain.Wind:\nPain.Bright:\nClassTimeStop:\nPLAY A 0 SetPlayerProperty(0,1,4)\nPLAY A 0 A_GiveInventory(\"TimeStoppedFlag\",1)\nPLAY A 0 ACS_Execute(528,0)\nHNKK AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop\nPLAY A 0 A_TakeInventory(\"TimeStoppedFlag\",999)\nPLAY A 0 SetPlayerProperty(0,0,4)\nGoto pain+1\nPain.Sparkman:\nPain.Shock:\nHNKK H 0 A_GiveInventory(\"Shocked\",1)\ngoto Pain+1\nPain.Gravity:\nTNT1 A 0 //A_TakeInventory(\"Item2Counter\",20)\n//TNT1 A 0 A_GiveInventory(\"GlideDeactivate\",1)\nHNKK H 0 ThrustThingZ(0,150,1,0)\nPLAY H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nPLAY H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nPLAY H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nPLAY H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto pain+1\nClassPain:\nHNKK H 0 A_PlaySound(\"misc/devilpain\")\nHNKK HHHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\nGoto Spawn+1\nClassDeath:\nTNT1 A 0 A_StopSound(1)\nHNKK H 20 ACS_ExecuteAlways(999,0,0)\nHNKK H 0 A_PlayerScream\nNOFX A 0 A_CustomMissile(\"DeathGFX\")\nNOFX A 1 A_CheckPlayerDone\nwait\n}\n}"
},
{
"source": "pk3",
"name": "actors/KRKabutoClass.txt",
"contents": "actor KamenRiderKabuto : SemiWeakArmorClass\n{\nplayer.startitem \"SemiWeakArmor\"\nplayer.soundclass \"kabutoc\"\nplayer.displayname \"Kamen Rider Kabuto\"\nplayer.jumpz 16\nplayer.startitem \"KabutoKunaiGunA\"\nplayer.startitem \"KabutoKunaiGunB\"\nplayer.startitem \"KabutoKunaiGunC\"\nplayer.startitem \"Kick1\"\nStates\n{\nSpawn:\nPLAY A 0\nKABU B 1\nKABU A 5\nGoto Spawn+2\nSee:\nKABU BCDE 4\nGoto Spawn+1\nMissile:\nKABU F 8\nKABU G 4\nGoto Spawn+1\nCustomState1:\nKABU K 65\ngoto Spawn+1\nPain.Wind:\nPain.Bright:\nClassTimeStop:\nPLAY A 0 SetPlayerProperty(0,1,4)\nPLAY A 0 A_GiveInventory(\"TimeStoppedFlag\",1)\nPLAY A 0 ACS_Execute(528,0)\nKABU AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop\nPLAY A 0 A_TakeInventory(\"TimeStoppedFlag\",999)\nPLAY A 0 SetPlayerProperty(0,0,4)\nGoto pain+1\nPain.Sparkman:\nPain.Shock:\nKABU H 0 A_GiveInventory(\"Shocked\",1)\ngoto Pain+1\nPain.Gravity:\nTNT1 A 0 //A_TakeInventory(\"Item2Counter\",20)\n//TNT1 A 0 A_GiveInventory(\"GlideDeactivate\",1)\nKABU H 0 ThrustThingZ(0,150,1,0)\nPLAY H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nPLAY H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nPLAY H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nPLAY H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto pain+1\nClassPain:\nKABU H 0 A_PlaySound(\"misc/devilpain\")\nKABU HHHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\nGoto Spawn+1\nClassDeath:\nBAHU H 0 A_StopSound(1)\nBAHU H 0 A_PlaySoundEx(\"\",\"Weapon\")\nKABU H 20 ACS_ExecuteAlways(999,0,0)\nKABU H 0 A_PlayerScream\nNOFX A 0 A_CustomMissile(\"DeathGFX\")\nNOFX A 1 A_CheckPlayerDone\nwait\n}\n}"
},
{
"source": "pk3",
"name": "actors/MazingerZClass.txt",
"contents": "actor MazingerZClass : DocArmorClass\n{\nplayer.startitem \"DocArmor\"\nplayer.soundclass \"mazingerzc\"\nplayer.displayname \"Mazinger Z\"\nplayer.startitem \"MazingerZEquipmentA\"\nplayer.startitem \"MazingerZEquipmentB\"\nplayer.startitem \"MazingerZEquipmentC\"\nplayer.startitem \"MazingerZEquipmentD\"\nPlayer.ViewHeight 60\nStates\n{\nSpawn:\nPLAY A 0\nMZNG B 1\nMZNG A 5\nGoto Spawn+2\nSee:\nMZNG BCDE 4\nGoto Spawn+1\nMissile:\nMZNG F 8\nMZNG G 4\nGoto Spawn+1\nCustomState1:\nMZNG G 10\ngoto Spawn\nPain.Wind:\nPain.Bright:\nClassTimeStop:\nPLAY A 0 SetPlayerProperty(0,1,4)\nPLAY A 0 A_GiveInventory(\"TimeStoppedFlag\",1)\nPLAY A 0 ACS_Execute(528,0)\nMZNG AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop\nPLAY A 0 A_TakeInventory(\"TimeStoppedFlag\",999)\nPLAY A 0 SetPlayerProperty(0,0,4)\nGoto pain+1\nPain.Sparkman:\nPain.Shock:\nMZNG H 0 A_GiveInventory(\"Shocked\",1)\ngoto Pain+1\nPain.Gravity:\nTNT1 A 0 //A_TakeInventory(\"Item2Counter\",20)\n//TNT1 A 0 A_GiveInventory(\"GlideDeactivate\",1)\nMZNG H 0 ThrustThingZ(0,150,1,0)\nPLAY H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nPLAY H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nPLAY H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nPLAY H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto pain+1\nClassPain:\nMZNG H 0 A_PlaySound(\"misc/devilpain\")\nMZNG HHHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\nGoto Spawn+1\nClassDeath:\nMZNG H 20 ACS_ExecuteAlways(999,0,0)\nMZNG H 0 A_PlayerScream\nNOFX A 0 A_CustomMissile(\"DeathGFX\")\nNOFX A 1 A_CheckPlayerDone\nwait\n}\n}"
},
{
"source": "pk3",
"name": "actors/MM8BassClass.txt",
"contents": "actor MM8BassClass : BaseClass\n{\nplayer.startitem \"BaseArmor\"\nplayer.soundclass \"evilbassc\"\nplayer.displayname \"Evil Energy Bass\"\nPlayer.ViewHeight 60\nplayer.startitem \"EvilBassBusterBoss\"\nplayer.startitem \"NoiseCrushBoss\"\nStates\n{\nSpawn:\nPLAY A 0\nEVEB B 0 A_JumpifInventory(\"BaseCustomFlag1\",1,\"CustomState4\")\nEVEB B 2\nEVEB A 2\nGoto Spawn+1\nSee:\nEVEB AB 2\nGoto Spawn+1\nMissile:\nEVEB F 8\nEVEB G 4\nGoto Spawn+1\nCustomState1:\nEVEC ABABAB 1\ngoto Spawn+1\nCustomState2:\nEVEU A 134\ngoto Spawn+1\nCustomState3:\nEVEH A 4\ngoto Spawn+1\nCustomState4:\nEVEB C 1\ngoto Spawn+1\nPain.Wind:\nPain.Bright:\nClassTimeStop:\nPLAY A 0 SetPlayerProperty(0,1,4)\nPLAY A 0 A_GiveInventory(\"TimeStoppedFlag\",1)\nPLAY A 0 ACS_Execute(528,0)\nEVEB AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop\nPLAY A 0 A_TakeInventory(\"TimeStoppedFlag\",999)\nPLAY A 0 SetPlayerProperty(0,0,4)\nGoto pain+1\nPain.Sparkman:\nPain.Shock:\nEVEB H 0 A_GiveInventory(\"Shocked\",1)\ngoto Pain+1\nPain.Gravity:\nTNT1 A 0 //A_TakeInventory(\"Item2Counter\",20)\n//TNT1 A 0 A_GiveInventory(\"GlideDeactivate\",1)\nEVEB H 0 ThrustThingZ(0,150,1,0)\nPLAY H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nPLAY H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nPLAY H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nPLAY H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto pain+1\nClassPain:\nEVEB H 0 A_PlaySound(\"misc/devilpain\")\nEVEB HHHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\nGoto Spawn+1\nClassDeath:\nEVEB H 0 Thing_Remove(327)\nEVEB H 20 ACS_ExecuteAlways(999,0,0)\nEVEB H 0 A_PlayerScream\nNOFX A 0 A_CustomMissile(\"DeathGFX\")\nNOFX A 1 A_CheckPlayerDone\nwait\n}\n}"
},
{
"source": "pk3",
"name": "actors/QuakeWomanClass.txt",
"contents": "actor QuakeWomanClass : WeakArmorClass\n{\nplayer.startitem \"WeakArmor\"\nplayer.soundclass \"quakewomanc\"\nplayer.displayname \"Quake Woman\"\nplayer.jumpz 13\nplayer.startitem \"QuakeDrillBoss\"\nStates\n{\nSpawn:\nPLAY A 0\nQKWM B 1\nQKWM A 5\nGoto Spawn+2\nSee:\nQKWM BCDE 4\nGoto Spawn+1\nMissile:\nQKWM F 8\nQKWM G 4\nGoto Spawn+1\nPain.Wind:\nPain.Bright:\nClassTimeStop:\nPLAY A 0 SetPlayerProperty(0,1,4)\nPLAY A 0 A_GiveInventory(\"TimeStoppedFlag\",1)\nPLAY A 0 ACS_Execute(528,0)\nQKWM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop\nPLAY A 0 A_TakeInventory(\"TimeStoppedFlag\",999)\nPLAY A 0 SetPlayerProperty(0,0,4)\nGoto pain+1\nPain.Sparkman:\nPain.Shock:\nQKWM H 0 A_GiveInventory(\"Shocked\",1)\ngoto Pain+1\nPain.Gravity:\nTNT1 A 0 //A_TakeInventory(\"Item2Counter\",20)\n//TNT1 A 0 A_GiveInventory(\"GlideDeactivate\",1)\nQKWM H 0 ThrustThingZ(0,150,1,0)\nPLAY H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nPLAY H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nPLAY H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nPLAY H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto pain+1\nClassPain:\nQKWM H 0 A_PlaySound(\"misc/devilpain\")\nQKWM HHHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\nGoto Spawn+1\nWeaponGetJ:\nCUTM H 0 A_JumpIfInTargetInventory(\"PiripareeJoeWep\",1,2)\nCUTM H 0 A_GiveToTarget(\"WeaponGetFlag\")\nCUTM H 0 A_GiveToTarget(\"PiripareeJoeWep\")\nWeaponGetM:\nCUTM H 0 A_JumpIfInTargetInventory(\"SakugarneWepM\",1,2)\nCUTM H 0 A_GiveToTarget(\"WeaponGetFlag\")\nCUTM H 0 A_GiveToTarget(\"SakugarneWepM\")\ngoto ClassDeath\nWeaponGetB:\nCUTM H 0 A_JumpIfInTargetInventory(\"SlashClawWepB\",1,2)\nCUTM H 0 A_GiveToTarget(\"WeaponGetFlag\")\nCUTM H 0 A_GiveToTarget(\"SlashClawWepB\")\ngoto ClassDeath\nWeaponGetP:\nCUTM H 0 A_JumpIfInTargetInventory(\"GeminiLaserWepP\",1,2)\nCUTM H 0 A_GiveToTarget(\"WeaponGetFlag\")\nCUTM H 0 A_GiveToTarget(\"GeminiLaserWepP\")\ngoto ClassDeath\nClassDeath:\nQKWM H 20 ACS_ExecuteAlways(999,0,0)\nQKWM H 0 A_PlayerScream\nNOFX A 0 A_CustomMissile(\"DeathGFX\")\nNOFX A 1 A_CheckPlayerDone\nwait\n}\n}"
},
{
"source": "pk3",
"name": "actors/RaThorClass.txt",
"contents": "actor RaThorBossClass : WeakArmorClass\n{\nplayer.startitem \"WeakArmor\"\nplayer.soundclass \"rathorc\"\nPlayer.ViewHeight 57\nPlayer.AttackZOffset 4\nplayer.displayname \"Ra Thor\"\nplayer.forwardmove 1, 1\nplayer.sidemove 0.9, 0.9\nplayer.jumpz 10\nplayer.startitem \"RaThorBusterBoss\"\nStates\n{\nSpawn:\nPLAY A 0\nTHOR B 1\nTHOR A 5\nGoto Spawn+2\nSee:\nTHOR BCDE 5\nGoto Spawn+1\nMissile:\nTHOR F 5\nTHOR G 4\nGoto Spawn+1\nPain.Wind:\nPain.Bright:\nClassTimeStop:\nPLAY A 0 SetPlayerProperty(0,1,4)\nPLAY A 0 A_GiveInventory(\"TimeStoppedFlag\",1)\nPLAY A 0 ACS_Execute(528,0)\nTHOR AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop\nPLAY A 0 A_TakeInventory(\"TimeStoppedFlag\",999)\nPLAY A 0 SetPlayerProperty(0,0,4)\nGoto pain+1\nPain.Sparkman:\nPain.Shock:\nTHOR H 0 A_GiveInventory(\"Shocked\",1)\ngoto Pain+1\nPain.Gravity:\nTNT1 A 0 //A_TakeInventory(\"Item2Counter\",20)\n//TNT1 A 0 A_GiveInventory(\"GlideDeactivate\",1)\nTHOR H 0 ThrustThingZ(0,150,1,0)\nPLAY H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nPLAY H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nPLAY H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nPLAY H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto pain+1\nClassPain:\nTHOR H 0 A_PlaySound(\"misc/devilpain\")\nTHOR HHHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\nGoto Spawn+1\nWeaponGetJ:\nCUTM H 0 A_JumpIfInTargetInventory(\"HammerJoeWep\",1,2)\nCUTM H 0 A_GiveToTarget(\"WeaponGetFlag\")\nCUTM H 0 A_GiveToTarget(\"HammerJoeWep\")\ngoto ClassDeath\nWeaponGetM:\nCUTM H 0 A_JumpIfInTargetInventory(\"SparkShockWepM\",1,2)\nCUTM H 0 A_GiveToTarget(\"WeaponGetFlag\")\nCUTM H 0 A_GiveToTarget(\"SparkShockWepM\")\ngoto ClassDeath\nWeaponGetB:\nCUTM H 0 A_JumpIfInTargetInventory(\"WaveBurnerWepB\",1,2)\nCUTM H 0 A_GiveToTarget(\"WeaponGetFlag\")\nCUTM H 0 A_GiveToTarget(\"WaveBurnerWepB\")\ngoto ClassDeath\nWeaponGetP:\nCUTM H 0 A_JumpIfInTargetInventory(\"TenguBladeWepP\",1,2)\nCUTM H 0 A_GiveToTarget(\"WeaponGetFlag\")\nCUTM H 0 A_GiveToTarget(\"TenguBladeWepP\")\ngoto ClassDeath\nClassDeath:\nTHOR H 20 ACS_ExecuteAlways(999,0,0)\nTHOR H 0 A_PlayerScream\nNOFX A 0 A_CustomMissile(\"DeathGFX\")\nNOFX A 1 A_CheckPlayerDone\nwait\n}\n}"
},
{
"source": "pk3",
"name": "actors/RockmanShadowClass.txt",
"contents": "actor RockmanShadowClass : SemiWeakArmorClass\n{\nplayer.startitem \"SemiWeakArmor\"\nplayer.soundclass \"rockmanshadowc\"\nplayer.displayname \"Rockman Shadow\"\nplayer.startitem \"ShinSakugarneBoss\"\nplayer.startitem \"Base28Ammo\", 28\nplayer.startitem \"BaseAltFireAmmo\", 112\nStates\n{\nSpawn:\nPLAY A 0\nQUIN B 1\nQUIN A 5\nGoto Spawn+2\nSee:\nQUIN BCDE 4\nGoto Spawn+1\nMissile:\nQUIN F 8\nQUIN G 4\nGoto Spawn+1\nPain.Wind:\nPain.Bright:\nClassTimeStop:\nPLAY A 0 SetPlayerProperty(0,1,4)\nPLAY A 0 A_GiveInventory(\"TimeStoppedFlag\",1)\nPLAY A 0 ACS_Execute(528,0)\nQUIN AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop\nPLAY A 0 A_TakeInventory(\"TimeStoppedFlag\",999)\nPLAY A 0 SetPlayerProperty(0,0,4)\nGoto pain+1\nPain.Sparkman:\nPain.Shock:\nQUIN H 0 A_GiveInventory(\"Shocked\",1)\ngoto Pain+1\nPain.Gravity:\nTNT1 A 0 //A_TakeInventory(\"Item2Counter\",20)\n//TNT1 A 0 A_GiveInventory(\"GlideDeactivate\",1)\nQUIN H 0 ThrustThingZ(0,150,1,0)\nPLAY H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nPLAY H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nPLAY H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nPLAY H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto pain+1\nClassPain:\nQUIN H 0 A_PlaySound(\"misc/devilpain\")\nQUIN HHHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\nGoto Spawn+1\nWeaponGetJ:\nCUTM H 0 A_JumpIfInTargetInventory(\"PiripareeJoeWep\",1,2)\nCUTM H 0 A_GiveToTarget(\"WeaponGetFlag\")\nCUTM H 0 A_GiveToTarget(\"PiripareeJoeWep\")\ngoto ClassDeath\nWeaponGetM:\nCUTM H 0 A_JumpIfInTargetInventory(\"SakugarneWepM\",1,2)\nCUTM H 0 A_GiveToTarget(\"WeaponGetFlag\")\nCUTM H 0 A_GiveToTarget(\"SakugarneWepM\")\ngoto ClassDeath\nWeaponGetB:\nCUTM H 0 A_JumpIfInTargetInventory(\"SlashClawWepB\",1,2)\nCUTM H 0 A_GiveToTarget(\"WeaponGetFlag\")\nCUTM H 0 A_GiveToTarget(\"SlashClawWepB\")\ngoto ClassDeath\nWeaponGetP:\nCUTM H 0 A_JumpIfInTargetInventory(\"GeminiLaserWepP\",1,2)\nCUTM H 0 A_GiveToTarget(\"WeaponGetFlag\")\nCUTM H 0 A_GiveToTarget(\"GeminiLaserWepP\")\ngoto ClassDeath\nClassDeath:\nQUIN H 20 ACS_ExecuteAlways(999,0,0)\nQUIN H 0 A_PlayerScream\nNOFX A 0 A_CustomMissile(\"DeathGFX\")\nNOFX A 1 A_CheckPlayerDone\nwait\n}\n}"
},
{
"source": "pk3",
"name": "actors/RollMvCClass.txt",
"contents": "actor RollMvCClass : RollArmorClass\n{\nplayer.startitem \"RollArmor\"\nplayer.soundclass \"rollc\"\nplayer.displayname \"Roll MvC\"\nplayer.startitem \"RollMvCBusterA\"\nplayer.startitem \"RollMvCBusterB\"\nplayer.startitem \"RollMvCBusterC\"\nplayer.startitem \"RoundOne\"\nStates\n{\nSpawn:\nPLAY A 0\nROLL B 1\nROLL A 5\nGoto Spawn+2\nSee:\nROLL BCDE 4\nGoto Spawn+1\nMissile:\nROLL F 8\nROLL G 4\nGoto Spawn+1\nPain.Wind:\nPain.Bright:\nClassTimeStop:\nPLAY A 0 SetPlayerProperty(0,1,4)\nPLAY A 0 A_GiveInventory(\"TimeStoppedFlag\",1)\nPLAY A 0 ACS_Execute(528,0)\nROLL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop\nPLAY A 0 A_TakeInventory(\"TimeStoppedFlag\",999)\nPLAY A 0 SetPlayerProperty(0,0,4)\nGoto pain+1\nPain.Sparkman:\nPain.Shock:\nROLL H 0 A_GiveInventory(\"Shocked\",1)\ngoto Pain+1\nPain.Gravity:\nTNT1 A 0 //A_TakeInventory(\"Item2Counter\",20)\n//TNT1 A 0 A_GiveInventory(\"GlideDeactivate\",1)\nROLL H 0 ThrustThingZ(0,150,1,0)\nPLAY H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nPLAY H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nPLAY H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nPLAY H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto pain+1\nClassPain:\nRBST B 0 A_JumpifInventory(\"ShieldCheck\",1,\"Classpain2\")\nROLL H 0 A_PlaySound(\"misc/devilpain\")\nROLL HHHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\nGoto Spawn+1\nClassPain2:\nROLL H 0 A_TakeInventory(\"ShieldCheck\",1)\nROLL H 0 A_SpawnItemEx(\"RollLeafShiedlKO\",0,40,64,0,0,0,0)\nROLL H 0 A_SpawnItemEx(\"RollLeafShiedlKO\",0,-40,64,0,0,0,0)\nROLL H 0 A_SpawnItemEx(\"RollLeafShiedlKO\",0,40,24,0,0,0,0)\nROLL H 0 A_SpawnItemEx(\"RollLeafShiedlKO\",0,-40,24,0,0,0,0)\nROLL H 0 A_PlaySound(\"misc/devilpain\")\nROLL HHHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\nGoto Spawn+1\nClassDeath:\nROLL H 20 ACS_ExecuteAlways(999,0,0)\nROLL H 0 A_PlayerScream\nNOFX A 0 A_CustomMissile(\"DeathGFX\")\nNOFX A 1 A_CheckPlayerDone\nwait\n}\n}"
},
{
"source": "pk3",
"name": "actors/SunstarClass.txt",
"contents": "actor SunstarBossClass : SemiStrongArmorClass\n{\nplayer.startitem \"SemiStrongArmor\"\nplayer.soundclass \"sunstarc\"\nPlayer.ViewHeight 70\nplayer.displayname \"Sungod\"\nplayer.startitem \"SunstarBusterBoss\"\nplayer.startitem \"SunstarCopyBoss\"\nplayer.startitem \"SunstarSwitchBoss\"\nplayer.startitem \"SunstarModeABoss\"\nplayer.startitem \"Base28Ammo\", 28\nplayer.startitem \"BaseAltFireAmmo\", 112\nStates\n{\nSpawn:\nPLAY A 0\nSUNS B 1\nSUNS A 5\nGoto Spawn+2\nSee:\nSUNS BCDE 4\nGoto Spawn+1\nMissile:\nSUNS F 8\nSUNS G 4\ngoto Spawn+2\nCustomState2:\nSUNF A 70\ngoto Spawn+1\nCustomState1:\nSSTR ABABABABABABABABA 2\nSSTR BABABABABABABABAB 2\nSSTR ABABABABABABABABAB 2\ngoto Spawn+1\nClassTimeStop:\nSUNS A 0 SetPlayerProperty(0,1,4)\nPLAY A 0 A_GiveInventory(\"TimeStoppedFlag\",1)\nPLAY A 0 ACS_Execute(528,0)\nSUNS AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop\nPLAY A 0 A_TakeInventory(\"TimeStoppedFlag\",999)\nSUNS A 0 SetPlayerProperty(0,0,4)\nGoto pain+1\nClassPain:\nPLAY A 0 A_TakeInventory(\"TimeStoppedFlag\",999)\nSUNS HHHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\nGoto Spawn\nWeaponGetJ:\nCUTM H 0 A_JumpIfInTargetInventory(\"SkeletonJoeWep\",1,2)\nCUTM H 0 A_GiveToTarget(\"WeaponGetFlag\")\nCUTM H 0 A_GiveToTarget(\"SkeletonJoeWep\")\ngoto ClassDeath\nWeaponGetM:\nCUTM H 0 A_JumpIfInTargetInventory(\"PharaohShotWepM\",1,2)\nCUTM H 0 A_GiveToTarget(\"WeaponGetFlag\")\nCUTM H 0 A_GiveToTarget(\"PharaohShotWepM\")\ngoto ClassDeath\nWeaponGetB:\nCUTM H 0 A_JumpIfInTargetInventory(\"RainFlushWepB\",1,2)\nCUTM H 0 A_GiveToTarget(\"WeaponGetFlag\")\nCUTM H 0 A_GiveToTarget(\"RainFlushWepB\")\ngoto ClassDeath\nWeaponGetP:\nCUTM H 0 A_JumpIfInTargetInventory(\"ThunderBoltWepP\",1,2)\nCUTM H 0 A_GiveToTarget(\"WeaponGetFlag\")\nCUTM H 0 A_GiveToTarget(\"ThunderBoltWepP\")\ngoto ClassDeath\nClassDeath:\nSUNS H 20 ACS_ExecuteAlways(999,0,0)\nSUNS H 0 A_PlayerScream\nNOFX A 0 A_SpawnItemEx(\"FakeDeathFX\",0,0,32)\nNOFX A 1 A_CheckPlayerDone\nwait\nClassIceDeath:\nSUNS A 35\nNOFX A 0 A_SpawnItemEx(\"FrozenDeathFX\",0,0,16)\nNOFX A 1 A_CheckPlayerDone\nwait\n}\n}"
},
{
"source": "pk3",
"name": "actors/WilyClass.txt",
"contents": "actor WilyBossClass : SemiStrongArmorClass\n{\nplayer.startitem \"SemiStrongArmor\"\nplayer.soundclass \"wilyc\"\nPlayer.ViewHeight 73\nPlayer.AttackZOffset 17\nplayer.displayname \"Doctor Wily\"\nplayer.forwardmove 0.8, 0.8\nplayer.sidemove 0.78, 0.78\nplayer.jumpz 10\nplayer.startitem \"WilyBusterBoss\"\nStates\n{\nSpawn:\nPLAY A 0\nDRWI B 1\nDRWI A 5\nGoto Spawn+2\nSee:\nDRWI BCDE 5\nGoto Spawn+1\nMissile:\nDRWI F 5\nDRWI G 4\nGoto Spawn+1\nPain.Wind:\nPain.Bright:\nClassTimeStop:\nPLAY A 0 SetPlayerProperty(0,1,4)\nPLAY A 0 A_GiveInventory(\"TimeStoppedFlag\",1)\nPLAY A 0 ACS_Execute(528,0)\nDRWI AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop\nPLAY A 0 A_TakeInventory(\"TimeStoppedFlag\",999)\nPLAY A 0 SetPlayerProperty(0,0,4)\nGoto pain+1\nPain.Shock:\nDRWI H 0 A_GiveInventory(\"Shocked\",1)\nGoto pain+1\nPain.Gravity:\nTNT1 A 0 //A_TakeInventory(\"Item2Counter\",20)\n//TNT1 A 0 A_GiveInventory(\"GlideDeactivate\",1)\nDRWI H 0 ThrustThingZ(0,150,1,0)\nPLAY H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nPLAY H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nPLAY H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nPLAY H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto pain+1\nClassPain:\nDRWI H 0 A_PlaySound(\"misc/devilpain\")\nDRWI HHHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\nGoto Spawn+1\nDeath.Toadman:\nDeath.RainFlush:\nDRWI H 20 ACS_ExecuteAlways(999,0,0)\ngoto ClassDeath+2\nWeaponGetJ:\nCUTM H 0 A_JumpIfInTargetInventory(\"MachineGunJoeWep\",1,2)\nCUTM H 0 A_GiveToTarget(\"WeaponGetFlag\")\nCUTM H 0 A_GiveToTarget(\"MachineGunJoeWep\")\ngoto ClassDeath\nWeaponGetM:\nCUTM H 0 A_JumpIfInTargetInventory(\"HyperBombWepM\",1,2)\nCUTM H 0 A_GiveToTarget(\"WeaponGetFlag\")\nCUTM H 0 A_GiveToTarget(\"HyperBombWepM\")\ngoto ClassDeath\nWeaponGetB:\nCUTM H 0 A_JumpIfInTargetInventory(\"FlameBlastWepB\",1,2)\nCUTM H 0 A_GiveToTarget(\"WeaponGetFlag\")\nCUTM H 0 A_GiveToTarget(\"FlameBlastWepB\")\ngoto ClassDeath\nWeaponGetP:\nCUTM H 0 A_JumpIfInTargetInventory(\"AtomicFireWepP\",1,2)\nCUTM H 0 A_GiveToTarget(\"WeaponGetFlag\")\nCUTM H 0 A_GiveToTarget(\"AtomicFireWepP\")\ngoto ClassDeath\nClassDeath:\nDRWI H 20 ACS_ExecuteAlways(999,0,0)\nDRWI A 0 A_SpawnItemEx(\"WilyGrovel2C\",0,0,0,0,0,15)\nDRWI H 0 A_PlayerScream\nNOFX A 0 A_CustomMissile(\"DeathGFX\")\nNOFX A 1 A_CheckPlayerDone\nwait\n}\n}"
},
{
"source": "pk3",
"name": "Wep/alienbusterboss.txt",
"contents": "actor AlienBusterBoss : BaseClassWeapon\n{\nObituary \"%o was probed by %k's \\cqAlien Buster\"\nweapon.ammotype \"Base28Ammo\"\nWeapon.AmmoType2 \"ShademanFlightCounter\"\n+WEAPON.NOAUTOAIM\nStates\n{\nReady:\nQKWP A 0 ACS_ExecuteAlways(998,0,69,1)\nTNT1 A 6 A_WeaponReady(2)\nBBAP A 0 A_GiveInventory(\"Base28Ammo\",2)\nGoto Ready\nSelect:\nTNT1 A 0\nGoto Ready\nFire:\nBBAP A 0 A_GiveInventory(\"Base28Ammo\",1)\nTNT1 A 0 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nTNT1 A 0 A_FireCustomMissile(\"AlienRegShot\",0,0,8,15)\nTNT1 A 22\nTNT1 A 0 A_Refire\ngoto Ready\nAltfire:\nTNT1 A 0 A_JumpIfInventory(\"ShademanFlightCheck\",1,\"Altfire2\")\nTNT1 A 0 A_JumpIfInventory(\"Base28Ammo\",28,\"UpAcid\")\nGoto Ready\nUpAcid:\nTNT1 A 0 A_TakeInventory(\"Base28Ammo\",28)\nTNT1 D 0 A_CustomMissile(\"AlienAcidUp\",64,0,0, 2)\nTNT1 A 30\ngoto Ready\nAltfire2:\nTNT1 A 0 A_SpawnItemEx(\"AlienRegularAcid\", 0, 0, -16, 0, 0, 0)\nTNT1 A 10\nTNT1 A 0 A_Refire\ngoto Ready\n}\n}\n\nactor AlienRegShot\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\n//damagetype \"SniperJoe\"\nSpeed 32\nDamage (20)\nradius 20\nheight 20\nscale 2.5\nStates\n{\nSpawn:\nMBUS A 2\nloop\nDeath:\nMBUS A 0\nstop\n}\n}\n\nactor AlienAcidUp :AlienRegShot\n{\n+RIPPER\n+DONTBLAST\nObituary \"%o was melted by %k's \\cgAlien Acid\"\nheight 6\nradius 6\nScale 15\nSpeed 0\nDamage(20)\nStates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0 ThrustThingZ(0, 55, 0, 0)\nACID GG 4 A_ScaleVelocity(1.25)\nACID GGGGGG 4\nDeath:\nACID H 0 A_PlaySoundEx(\"misc/aciddrip\",\"Item\")\nACID H 6\nACID I 6\nBSB0 K 0 A_SpawnItemEx(\"AlienAcidSpawner\",0,0,0,200,0,0,0)\nBSB0 K 0 A_SpawnItemEx(\"AlienAcidSpawner\",0,0,0,200,0,0,90)\nBSB0 K 0 A_SpawnItemEx(\"AlienAcidSpawner\",0,0,0,200,0,0,180)\nBSB0 K 0 A_SpawnItemEx(\"AlienAcidSpawner\",0,0,0,200,0,0,270)\nBSB0 K 0 A_SpawnItemEx(\"AlienAcidSpawner\",0,0,0,200,0,0,45)\nBSB0 K 0 A_SpawnItemEx(\"AlienAcidSpawner\",0,0,0,200,0,0,135)\nBSB0 K 0 A_SpawnItemEx(\"AlienAcidSpawner\",0,0,0,200,0,0,225)\nBSB0 K 0 A_SpawnItemEx(\"AlienAcidSpawner\",0,0,0,200,0,0,315)\nstop\n}\n}\n\nactor AlienRegularAcid\n{\nPROJECTILE\n+RIPPER\n+DONTBLAST\n-NOGRAVITY\nObituary \"%o was melted by %k's \\cgAlien Acid\"\nDamage (2)\nheight 3\nradius 3\nScale 2.5\nStates\n{\nSpawn:\nTNT1 A 1\nACID DD 2\ngoto Spawn+1\nDeath:\nACID H 0 A_PlaySoundEx(\"misc/aciddrip\",\"Item\")\nACID EE 1 A_Explode(8, 96, 0)\nACID EE 1 A_Explode(8, 96, 0)\nACID EE 1 A_Explode(8, 96, 0)\nACID FF 1 A_Explode(8, 96, 0)\nstop\n}\n}\n\nactor AlienAcidSpawner : AlienRegularAcid\n{\nObituary \"%o was melted by %k's \\cgAlien Acid\"\nSpeed 60\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 2 A_SpawnItemEx(\"AlienRegularAcid\", 0, 0, -16, 0, 0, 0)\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor ShademanFlight : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"ShademanFlightActor\")\nTNT1 A 0 A_GiveInventory(\"ShademanFlightCheck\")\nTNT1 A 0 A_GiveInventory(\"ShademanFlightCounter\")\nTNT1 A 0 A_JumpIfInventory(\"ElectricShockBoss\",1,\"Jupiter\")\nTNT1 A 0 A_JumpIfInventory(\"AlienBusterBoss\",1,\"Alien\")\nTNT1 A 0 A_JumpIfInventory(\"EvilBassBusterBoss\",1,\"EvilBass\")\nTNT1 A 0 A_PlaySoundEx(\"classes/shadfly\",\"Auto\")\nTNT1 A 0 SetPlayerProperty(0,1,3)\nstop\nJupiter:\nTNT1 A 0 A_JumpIfInventory(\"FlyFix\",1,\"Failure\")\nTNT1 A 0 A_GiveInventory(\"JupiterItem\",1)\nTNT1 A 0 A_PlaySoundEx(\"weapon/superboost\",\"Auto\")\nTNT1 A 0 SetPlayerProperty(0,1,3)\nAlien:\nTNT1 A 0 A_JumpIfInventory(\"FlyFix\",1,\"Failure\")\nTNT1 A 0 SetPlayerProperty(0,1,3)\nstop\nEvilBass:\nTNT1 A 0 A_JumpIfInventory(\"FlyFix\",1,\"Failure\")\nTNT1 A 0 A_PlaySoundEx(\"weapon/superboost\",\"Auto\")\nTNT1 A 0 SetPlayerProperty(0,1,3)\nstop\nFailure:\nTNT1 A 0\nstop\n}\n}\n\nactor ShademanFlightContinue : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"ShademanFlightCounter\",4,\"StopFlight\")\nTNT1 A 0 A_JumpIfInventory(\"JumpCancler\",1,\"StopFlight\")\nTNT1 A 0 A_JumpIfInventory(\"ElectricShockBoss\",1,\"Jupiter\")\nTNT1 A 0 A_JumpIfInventory(\"AlienBusterBoss\",1,\"Alien\")\nTNT1 A 0 A_JumpIfInventory(\"EvilBassBusterBoss\",1,\"EvilBass\")\nTNT1 A 0 A_PlaySoundEx(\"classes/shadfly\",\"Auto\")\nTNT1 A 0 A_GiveInventory(\"ShademanFlightCounter\",1)\nTNT1 A 0 A_SpawnItemEx(\"ShademanFlightActor\")\nstop\nJupiter:\nTNT1 A 0 A_PlaySoundEx(\"weapon/superboost\",\"Auto\")\nTNT1 A 0 A_GiveInventory(\"ShademanFlightCounter\",1)\nTNT1 A 0 A_SpawnItemEx(\"ShademanFlightActor\")\nstop\nAlien:\nTNT1 A 0 A_GiveInventory(\"ShademanFlightCounter\",1)\nTNT1 A 0 A_SpawnItemEx(\"ShademanFlightActor\")\nstop\nEvilBass:\nTNT1 A 0 A_PlaySoundEx(\"classes/superboost\",\"Auto\")\nTNT1 A 0 A_GiveInventory(\"ShademanFlightCounter\",1)\nTNT1 A 0 A_SpawnItemEx(\"ShademanFlightActor\")\nstop\nStopFlight:\nTNT1 A 0 A_JumpIfInventory(\"EvilBassBusterBoss\",1,\"EvilBassStopFlight\")\nTNT1 A 0 A_TakeInventory(\"ShademanFlightCheck\")\nTNT1 A 0 A_TakeInventory(\"JupiterItem\",1)\nTNT1 A 0 A_TakeInventory(\"WingDashItem\",1)\nTNT1 A 0 SetPlayerProperty(0,0,3)\nstop\nEvilBassStopFlight:\nTNT1 A 0 A_TakeInventory(\"ShademanFlightCheck\")\nTNT1 A 0 A_TakeInventory(\"JupiterItem\",1)\nTNT1 A 0 A_TakeInventory(\"WingDashItem\",1)\nTNT1 A 0 SetPlayerProperty(0,0,3)\nTNT1 A 0 A_GiveInventory(\"BassFullFlight\")\nstop\n}\n}"
},
{
"source": "pk3",
"name": "Wep/bbabusterboss.txt",
"contents": "actor BBABusterBoss : BaseClassWeapon\n{\nObituary \"%o was blasted by %k's \\chBadly Drawn Buster\"\nweapon.ammotype \"Base56Ammo\"\nweapon.ammotype2 \"BaseAltfireAmmo\"\n+WEAPON.NOAUTOAIM\nStates\n{\nReady:\nQKWP A 0 ACS_ExecuteAlways(998,0,0,1)\nBBAP A 0 A_TakeInventory(\"BBACharge\",999)\nNOFX A 0 A_GiveInventory(\"BBAUltraAttackReady\",1)\nBBAP A 5 A_WeaponReady(2)\nBBAP A 0 A_GiveInventory(\"Base56Ammo\",2)\nBBAP A 0 A_JumpIfInventory(\"BaseCustomFlag2\",1,\"SuperLaser\")\nGoto Ready+1\nSelect:\nBBAP A 0\nGoto Ready+1\nFire:\nBBAP A 0 A_JumpIfInventory(\"BBACharge\",40,\"Charge2\")\nBBAP A 0 A_JumpIfInventory(\"BBACharge\",20,\"Charge\")\nBBAP B 1 A_GiveInventory(\"BBACharge\",1)\nBBAP A 0 A_Refire\nBBAP B 2 A_WeaponReady(10)\nGoto Fire1\nCharge:\nBBAP A 0 A_JumpIfInventory(\"BBACharge\",21,\"Charge1\")\nBBAP A 0 A_PlaySoundEx(\"weapon/coilstart\",\"Weapon\")\nGoto Charge1\nCharge1:\nBBAP A 0 ACS_ExecuteAlways(991,0,92)\nBBAP B 2 A_GiveInventory(\"BBACharge\",1)\nBBAP A 0 ACS_ExecuteAlways(991,0,0)\nBBAP A 0 A_GiveInventory(\"BaseCustomFlag1\",1)\nBBAP B 2 A_GiveInventory(\"BBACharge\",1)\nBBAP A 0 A_Refire\nBBAP B 2 A_WeaponReady(10)\nGoto Fire2\nCharge2:\nBBAP A 0 A_JumpIfInventory(\"BaseCustomFlag1\",1,\"StartFlash\")\nBBAP A 0 A_TakeInventory(\"BaseCustomFlag1\",1)\nBBAP B 1\nBBAP A 0 A_Refire\nBBAP B 2 A_WeaponReady(10)\nBBAP A 0 A_GiveInventory(\"BaseCustomFlag1\",1)\nGoto Fire3\nFire1:\nBBAP A 0 A_TakeInventory(\"BBACharge\",999)\nBBAP A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBBAP A 0 A_FireCustomMissile(\"NewBBAShot\",0,0,8,20)\nBBAP A 0 A_GiveInventory(\"Base56Ammo\",0.1)\nBBAP B 5\ngoto Ready+1\nFire2:\nBBAP A 0 ACS_ExecuteAlways(991,0,0)\nBBAP A 0 A_TakeInventory(\"BBACharge\",999)\nBBAP A 0 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nBBAP A 0 A_FireCustomMissile(\"BBAShot2\",0,0,8,20)\nBBAP A 0 A_GiveInventory(\"Base56Ammo\",2)\nBBAP B 3\nBBAP A 8\ngoto Ready+1\nFire3:\nBBAP A 0 ACS_ExecuteAlways(991,0,0)\nBBAP A 0 A_TakeInventory(\"BBACharge\",999)\nBBAP A 0 A_PlaySoundEx(\"weapon/cshot\",\"Weapon\")\nBBAP A 0 A_FireCustomMissile(\"BBAShot3\",0,0,12,20)\nBBAP A 0 A_GiveInventory(\"Base56Ammo\",8)\nBBAP B 3\ngoto Ready+1\nStartFlash:\nBBAP B 0 A_GunFlash\nGoto Charge2+1\nAltFire:\nBBAP A 1 A_JumpIfInventory(\"Base56Ammo\",56,1)\ngoto Ready+1\nBBAP A 0 A_TakeInventory(\"Base56Ammo\",56)\nPBAH D 0 A_PlaySoundEx(\"weapon/pcharge\",\"Weapon\")\nBBAP B 20 //1 A_SpawnItemEx(\"WilyAltfireGFX1\",16,0,32,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM,0)\n//BBAP BB 1 A_SpawnItemEx(\"WilyAltfireGFX2\",16,0,40,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM,0)\n//BBAP BB 1 A_SpawnItemEx(\"WilyAltfireGFX3\",16,0,40,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM,0)\n//BBAP BB 1 A_SpawnItemEx(\"WilyAltfireGFX4\",16,0,40,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM,0)\n//BBAP BBB 1 A_SpawnItemEx(\"WilyAltfireGFX5\",16,0,40,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM,0)\n//BBAP BBB 1 A_SpawnItemEx(\"WilyAltfireGFX6\",16,0,40,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM,0)\n//BBAP BBB 1 A_SpawnItemEx(\"WilyAltfireGFX5\",16,0,40,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM,0)\n//BBAP BBB 1 A_SpawnItemEx(\"WilyAltfireGFX6\",16,0,40,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM,0)\nBBAP A 0 A_PlaySoundEx(\"weapon/gemini\",\"Weapon\")\nBBAP A 0 A_FireCustomMissile(\"BBALaser\",0,0,6,29)\nBBAP A 0 A_FireCustomMissile(\"BBALaser\",0,0,14,37)\nBBAP A 0 A_FireCustomMissile(\"BBALaser\",0,0,14,29)\nBBAP A 0 A_FireCustomMissile(\"BBALaser\",0,0,14,21)\nBBAP A 0 A_FireCustomMissile(\"BBALaser\",0,0,22,29)\nBBAP B 5\nBBAP A 0 A_FireCustomMissile(\"BBALaser\",0,0,6,29)\nBBAP A 0 A_FireCustomMissile(\"BBALaser\",0,0,14,37)\nBBAP A 0 A_FireCustomMissile(\"BBALaser\",0,0,14,29)\nBBAP A 0 A_FireCustomMissile(\"BBALaser\",0,0,14,21)\nBBAP A 0 A_FireCustomMissile(\"BBALaser\",0,0,22,29)\nBBAP B 5\nBBAP A 0 A_FireCustomMissile(\"BBALaser\",0,0,6,29)\nBBAP A 0 A_FireCustomMissile(\"BBALaser\",0,0,14,37)\nBBAP A 0 A_FireCustomMissile(\"BBALaser\",0,0,14,29)\nBBAP A 0 A_FireCustomMissile(\"BBALaser\",0,0,14,21)\nBBAP A 0 A_FireCustomMissile(\"BBALaser\",0,0,22,29)\nBBAP B 5\nBBAP A 0 A_FireCustomMissile(\"BBALaser\",0,0,6,29)\nBBAP A 0 A_FireCustomMissile(\"BBALaser\",0,0,14,37)\nBBAP A 0 A_FireCustomMissile(\"BBALaser\",0,0,14,29)\nBBAP A 0 A_FireCustomMissile(\"BBALaser\",0,0,14,21)\nBBAP A 0 A_FireCustomMissile(\"BBALaser\",0,0,22,29)\nBBAP A 10\nGoto Ready+1\nSuperLaser:\nTNT1 A 0 A_TakeInventory(\"BaseAltFireAmmo\",112)\nPBAH D 0 A_PlaySoundEx(\"weapon/pcharge\",\"Weapon\")\nBBAP BB 2 A_SpawnItemEx(\"WilyAltfireGFX1\",16,0,52,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM,0)\nBBAP BB 3 A_SpawnItemEx(\"WilyAltfireGFX2\",16,0,60,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM,0)\nBBAP BB 3 A_SpawnItemEx(\"WilyAltfireGFX3\",16,0,60,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM,0)\nBBAP BB 3 A_SpawnItemEx(\"WilyAltfireGFX4\",16,0,60,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM,0)\nBBAP BBB 3 A_SpawnItemEx(\"WilyAltfireGFX5\",16,0,60,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM,0)\nBBAP BBB 3 A_SpawnItemEx(\"WilyAltfireGFX6\",16,0,60,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM,0)\nBBAP BBB 3 A_SpawnItemEx(\"WilyAltfireGFX5\",16,0,60,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM,0)\nBBAP BBB 3 A_SpawnItemEx(\"WilyAltfireGFX6\",16,0,60,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM,0)\nTNT1 A 0 SetPlayerProperty(0,1,4)\nBBAP A 0 A_PlaySoundEx(\"misc/quicktrap\",\"Weapon\")\nBBAP A 0 A_ChangeVelocity(-5, 0, 0, CVF_RELATIVE)\nBBAP A 0 A_FireCustomMissile(\"BBAUltraLaser\",0,0,-8,36)\nBBAP A 0 A_FireCustomMissile(\"BBAUltraLaser\",0,0,-8,1)\nBBAP A 0 A_FireCustomMissile(\"BBAUltraLaser\",0,0,28,36)\nBBAP A 0 A_FireCustomMissile(\"BBAUltraLaser\",0,0,28,1)\nBBAP B 5\nBBAP A 0 A_ChangeVelocity(-5, 0, 0, CVF_RELATIVE)\nBBAP A 0 A_FireCustomMissile(\"BBAUltraLaser\",0,0,-8,36)\nBBAP A 0 A_FireCustomMissile(\"BBAUltraLaser\",0,0,-8,1)\nBBAP A 0 A_FireCustomMissile(\"BBAUltraLaser\",0,0,28,36)\nBBAP A 0 A_FireCustomMissile(\"BBAUltraLaser\",0,0,28,1)\nBBAP B 5\nBBAP A 0 A_ChangeVelocity(-5, 0, 0, CVF_RELATIVE)\nBBAP A 0 A_FireCustomMissile(\"BBAUltraLaser\",0,0,-8,36)\nBBAP A 0 A_FireCustomMissile(\"BBAUltraLaser\",0,0,-8,1)\nBBAP A 0 A_FireCustomMissile(\"BBAUltraLaser\",0,0,28,36)\nBBAP A 0 A_FireCustomMissile(\"BBAUltraLaser\",0,0,28,1)\nBBAP B 5\nBBAP A 0 A_ChangeVelocity(-5, 0, 0, CVF_RELATIVE)\nBBAP A 0 A_FireCustomMissile(\"BBAUltraLaser\",0,0,-8,36)\nBBAP A 0 A_FireCustomMissile(\"BBAUltraLaser\",0,0,-8,1)\nBBAP A 0 A_FireCustomMissile(\"BBAUltraLaser\",0,0,28,36)\nBBAP A 0 A_FireCustomMissile(\"BBAUltraLaser\",0,0,28,1)\nBBAP B 5\nBBAP A 0 A_ChangeVelocity(-5, 0, 0, CVF_RELATIVE)\nBBAP A 0 A_FireCustomMissile(\"BBAUltraLaser\",0,0,-8,36)\nBBAP A 0 A_FireCustomMissile(\"BBAUltraLaser\",0,0,-8,1)\nBBAP A 0 A_FireCustomMissile(\"BBAUltraLaser\",0,0,28,36)\nBBAP A 0 A_FireCustomMissile(\"BBAUltraLaser\",0,0,28,1)\nBBAP B 5\nBBAP A 0 A_ChangeVelocity(-5, 0, 0, CVF_RELATIVE)\nBBAP A 0 A_FireCustomMissile(\"BBAUltraLaser\",0,0,-8,36)\nBBAP A 0 A_FireCustomMissile(\"BBAUltraLaser\",0,0,-8,1)\nBBAP A 0 A_FireCustomMissile(\"BBAUltraLaser\",0,0,28,36)\nBBAP A 0 A_FireCustomMissile(\"BBAUltraLaser\",0,0,28,1)\nBBAP B 5\nBBAP A 0 A_ChangeVelocity(-5, 0, 0, CVF_RELATIVE)\nBBAP A 0 A_FireCustomMissile(\"BBAUltraLaser\",0,0,-8,36)\nBBAP A 0 A_FireCustomMissile(\"BBAUltraLaser\",0,0,-8,1)\nBBAP A 0 A_FireCustomMissile(\"BBAUltraLaser\",0,0,28,36)\nBBAP A 0 A_FireCustomMissile(\"BBAUltraLaser\",0,0,28,1)\nBBAP B 5\nBBAP A 0 A_ChangeVelocity(-5, 0, 0, CVF_RELATIVE)\nBBAP A 0 A_FireCustomMissile(\"BBAUltraLaser\",0,0,-8,36)\nBBAP A 0 A_FireCustomMissile(\"BBAUltraLaser\",0,0,-8,1)\nBBAP A 0 A_FireCustomMissile(\"BBAUltraLaser\",0,0,28,36)\nBBAP A 0 A_FireCustomMissile(\"BBAUltraLaser\",0,0,28,1)\nBBAP A 20\nBBAP B 0 A_TakeInventory(\"BaseCustomFlag2\",1)\nBBAP A 0 SetPlayerProperty(0,0,4)\nGoto Ready+1\nFlash:\nBUST B 0 ACS_ExecuteAlways(974,0)\nBUST B 0 A_PlaySoundEx(\"weapon/coilcharge\",\"Weapon\")\nBUST B 0 ACS_ExecuteAlways(991,0,93)\nBBAP B 2\nBUST B 0 A_JumpIfInventory(\"BaseCustomFlag1\",1,\"NoFlash\")\nBUST B 0 ACS_ExecuteAlways(991,0,94)\nBBAP B 2\nBUST B 0 A_JumpIfInventory(\"BaseCustomFlag1\",1,\"NoFlash\")\nBUST B 0 ACS_ExecuteAlways(991,0,0)\nBBAP B 1\nBUST B 0 A_GiveInventory(\"BaseCustomFlag1\",1)\nGoto NoFlash\n}\n}\n\nactor BBACharge : Inventory\n{\ninventory.amount 1\ninventory.maxamount 64\n}\n\nactor BBAShot2\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"SniperJoe\"\n//seesound \"weapon/mbuster\"\nSpeed 32\nDamage (15)\nradius 20\nheight 20\nscale 2.5\nStates\n{\nSpawn:\nMBUS AB 2\nloop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor BBAShot3\n{\nPROJECTILE\n+RIPPER\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"SniperJoe\"\n//seesound \"weapon/mbuster\"\nSpeed 35\nDamage (8)\nradius 32\nheight 32\nscale 2.5\nStates\n{\nSpawn:\nMBU2 ABC 2\nMBUS B 2\nloop\nDeath:\nTNT1 A 0 A_Stop\nMMFX BCDE 3\nstop\n}\n}\n\nactor NewBBAShot\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"SniperJoeS\"//fills item ammo\n//seesound \"weapon/mbuster\"\nSpeed 32\nDamage (4)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 2\nBBAB A 1\ngoto spawn+1\nXDeath:\nDeath:\nBBAB A 1\nstop\n}\n}\n\nactor BBALaser : GeminimanLaser\n{\nObituary \"%o was pierced by %k's \\cfBadly Colored Laser\"\n-HEXENBOUNCE\n-CANBOUNCEWATER\ndamagetype \"SniperJoeS\"\nStates\n{\nSpawn:\nBBAL A 0\nBBAL A 0 A_SpawnItemEx(\"BBATrail\",0,0,0,0,0,0,0)\nBBAL A 1 A_CountDown\nloop\n}\n}\n\nactor BBATrail : GeminiTrail2\n{\nObituary \"%o was pierced by %k's \\cfBadly Colored Laser\"\ndamage (2)\ndamagetype \"SniperJoeS\"\nStates\n{\nSpawn:\nBBAL A 0\nBBAL A 2\nBBAL A 0 A_ChangeFlag(\"NOINTERACTION\",1)\nBBAL A 3\nstop\n}\n}\n\nactor BBAUltraAttackReady : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.icon \"BBAI\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nUse:\nWOOD I 0 A_JumpIfInventory(\"BaseAltFireAmmo\",112,1)\nfail\nTNT1 A 0 A_TakeInventory(\"BaseAltFireAmmo\",112)\nTNT1 A 0 A_GiveInventory(\"BaseCustomFlag2\",1)\nstop\n}\n}\nactor BBAUltraLaser : GeminimanLaser\n{\nObituary \"%o was obliterated %k's \\ckUltra Laser\"\n-HEXENBOUNCE\n-CANBOUNCEWATER\nrenderstyle add\nHeight 30\nRadius 25\nStates\n{\nSpawn:\nSULZ A 0\nSULZ A 0 A_SpawnItemEx(\"BBAUltraTrail\",0,0,0,0,0,0,0)\nSULZ A 1 A_CountDown\nloop\n}\n}\n\nactor BBAUltraTrail : GeminimanLaser\n{\nObituary \"%o was obliterated %k's \\ckUltra Laser\"\nHeight 30\nRadius 25\nrenderstyle add\ndamage (20)\nStates\n{\nSpawn:\nSULZ A 0\nSULZ A 2\nSULZ A 0 A_ChangeFlag(\"NOINTERACTION\",1)\nSULZ A 3\nstop\n}\n}"
},
{
"source": "pk3",
"name": "Wep/copybusterboss.txt",
"contents": "actor CopyBusterBoss : BaseClassWeapon\n{\nObituary \"%o was bombed by %k's \\cnCopy Buster\"\nweapon.ammotype \"BaseInfiniteAmmo\"\nweapon.ammotype2 \"BaseAltfireAmmo\"\n+WEAPON.NOAUTOAIM\nStates\n{\nReady:\nTNT1 A 0 ACS_ExecuteAlways(998,0,0)\nBUST B 5 A_WeaponReady\nTNT1 A 0 A_GiveInventory(\"BaseAltFireAmmo\",1.5)\nGoto Ready+1\nDeselect:\nBUST B 0 A_TakeInventory(\"CopySlide\",1)\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBUST B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBUST B 1 A_Raise\nLoop\nFire:\nBUST B 0 A_PlaySoundEx(\"weapon/cshot\",\"Weapon\")\nTNT1 A 0 A_GiveInventory(\"BaseAltFireAmmo\",1)\nBUST B 0 A_FireCustomMissile(\"CopyRobotShot\",0,0,8,0)\nBUST DCB 3\nBUST B 12\nBUST B 0 A_Refire\ngoto Ready+1\nAltfire:\nMKIC C 0 A_JumpIf(z-floorz==0,\"CopySlideSlide\")\nGoto Ready+2\nCopySlideSlide:\nMKIC D 0 ACS_ExecuteAlways(512,0,1,0)\nMKIC D 0 A_GiveInventory(\"CopySlide\",1)\nMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nMKIC C 0 SetPlayerProperty(0,1,0)\nMKIC C 2 A_GiveInventory(\"SlideThrust\",1)\nMKIC D 8\nMKIC D 0 ACS_ExecuteAlways(512,0,0,0)\nMKIC B 5 SetPlayerProperty(0,0,0)\nMKIC C 5\nMKIC D 0 A_TakeInventory(\"CopySlide\",1)\nGoto Ready+2\n}\n}\n\nactor CopyRobotShot : MegaShot3\n{\nObituary \"%o was bombed by %k's \\cnCopy Buster\"\ndamagetype \"SniperJoe\"\nDamage (6)\n}\n\nactor CopyWeaponReady : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.icon \"COPI\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nUse:\nWOOD I 0 A_JumpIfInventory(\"BaseAltFireAmmo\",112,1)\nfail\nPLAY A 0 A_PlaySoundEx(\"weapon/weaponup\",\"Item\")\nTNT1 A 0 ACS_ExecuteAlways(3123,0)\nstop\n}\n}\n\nactor CopySlide : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}"
},
{
"source": "pk3",
"name": "Wep/evilbassbusterboss.txt",
"contents": "actor EvilBassBusterBoss : BaseClassWeapon\n{\nObituary \"%o was blasted by %k's \\ctEvil Buster\"\nWeapon.ammotype \"Base112Ammo\"\nWeapon.AmmoType2 \"ShademanFlightCounter\"\n+WEAPON.NOAUTOAIM\nStates\n{\nReady:\nTREB A 0 ACS_ExecuteAlways(998,0,701,1)\nTREB B 0 Thing_Remove(327)\nTREB B 0 A_TakeInventory(\"BassFullFlight\",1)\nTREB P 0 A_GiveInventory(\"EvilBassDFAReady\",1)\nTREB A 0 A_JumpIfInventory(\"BaseCustomFlag2\",1,\"DFA\")\nTREB B 5 A_WeaponReady(2)\nTREB A 0 A_GiveInventory(\"Base112Ammo\",1.5)\nGoto Ready\nSelect:\nTNT1 A 0\nGoto Ready\nFire:\nTREB D 0 ACS_ExecuteAlways(512,0,1,0) // Custom State 1\nTREB B 0 A_PlaySoundEx(\"weapon/pharaoh2\", \"Weapon\")\nTREB B 6 A_GiveInventory(\"BassCharge\",6)\n//TREB B 6 A_SpawnItemEx(\"SuperBassBossAuraQuake\", -1, 0, -10)\nBBAP A 0 A_Refire\nTREB B 2 A_WeaponReady(10)\nBBAP A 0 A_JumpIfInventory(\"BassCharge\",40,\"Fire3\")\nBBAP A 0 A_JumpIfInventory(\"BassCharge\",20,\"Fire2\")\nGoto Fire1\nFire1:\nTREB A 0 A_TakeInventory(\"BassCharge\",999)\nTREB D 0 ACS_ExecuteAlways(512,0,0,0) // Custom State 1\nTREB B 0 Thing_Remove(327)\nTREB A 0 A_GiveInventory(\"Base112Ammo\",2.5)\nTNT1 A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nTNT1 A 0 A_FireCustomMissile(\"EvilBassBusterShot\",0,0,8,0)\nTREB CCD 1\nTREB B 8\nTREB A 0 A_TakeInventory(\"BassCharge\",999)\ngoto Ready\nFire2:\nTREB A 0 A_TakeInventory(\"BassCharge\",999)\nTREB D 0 ACS_ExecuteAlways(512,0,0,0) // Custom State 1\nTREB B 0 Thing_Remove(327)\nTREB A 0 A_GiveInventory(\"Base112Ammo\",5)\nTNT1 A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nTNT1 A 0 A_FireCustomMissile(\"EvilBassBusterShot\",0,0,8,0)\nTNT1 A 0 A_FireCustomMissile(\"EvilBassBusterShot\",20,0,8,0)\nTNT1 A 0 A_FireCustomMissile(\"EvilBassBusterShot\",-20,0,8,0)\nTREB CCD 1\nTREB B 8\nTNT1 A 0 A_Refire\nTREB A 0 A_TakeInventory(\"BassCharge\",999)\ngoto Ready\nFire3:\nTREB A 0 A_TakeInventory(\"BassCharge\",999)\nTREB D 0 ACS_ExecuteAlways(512,0,0,0) // Custom State 1\nTREB B 0 Thing_Remove(327)\nTREB A 0 A_GiveInventory(\"Base112Ammo\",3)\nTNT1 A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nTNT1 A 0 A_FireCustomMissile(\"EvilBassBusterShot\",0,0,8,0)\nTNT1 A 0 A_FireCustomMissile(\"EvilBassBusterShot\",20,0,8,0)\nTNT1 A 0 A_FireCustomMissile(\"EvilBassBusterShot\",-20,0,8,0)\nTREB CCD 1\nTREB B 4\nTREB A 0 A_GiveInventory(\"Base112Ammo\",3)\nTNT1 A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nTNT1 A 0 A_FireCustomMissile(\"EvilBassBusterShot\",0,0,8,0)\nTNT1 A 0 A_FireCustomMissile(\"EvilBassBusterShot\",20,0,8,0)\nTNT1 A 0 A_FireCustomMissile(\"EvilBassBusterShot\",-20,0,8,0)\nTREB CCD 1\nTREB B 4\nTREB A 0 A_GiveInventory(\"Base112Ammo\",3)\nTNT1 A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nTNT1 A 0 A_FireCustomMissile(\"EvilBassBusterShot\",0,0,8,0)\nTNT1 A 0 A_FireCustomMissile(\"EvilBassBusterShot\",20,0,8,0)\nTNT1 A 0 A_FireCustomMissile(\"EvilBassBusterShot\",-20,0,8,0)\nTREB CCD 1\nTREB B 8\nTREB A 0 A_TakeInventory(\"BassCharge\",999)\ngoto Ready\nAltfire:\nTREB A 0 A_JumpIfInventory(\"ShademanFlightCheck\",1,\"Altfire2\")\nTREB D 6 ACS_ExecuteAlways(512,0,1,0)\nTREB D 6 ACS_ExecuteAlways(512,0,1,0)\nTREB B 0 A_GiveInventory(\"BaseCustomFlag1\",1)\nTREB A 0 A_GiveInventory(\"Base112Ammo\",4)\nRTHH P 0 A_PlaySoundEx(\"weapon/tengudash\",\"Weapon\")\nEVBD B 1 A_ChangeVelocity(30,0,0,CVF_REPLACE|CVF_RELATIVE)\nTNT1 A 0 A_SpawnItemEx(\"EvilBassDash\",0,0,32,momx,0,0,0,SXF_ABSOLUTEMOMENTUM)\nEVBD B 1 A_ChangeVelocity(30,0,0,CVF_REPLACE|CVF_RELATIVE)\nTNT1 A 0 A_SpawnItemEx(\"EvilBassDash\",0,0,32,momx,0,0,0,SXF_ABSOLUTEMOMENTUM)\nEVBD B 1 A_ChangeVelocity(30,0,0,CVF_REPLACE|CVF_RELATIVE)\nTNT1 A 0 A_SpawnItemEx(\"EvilBassDash\",0,0,32,momx,0,0,0,SXF_ABSOLUTEMOMENTUM)\nEVBD B 1 A_ChangeVelocity(30,0,0,CVF_REPLACE|CVF_RELATIVE)\nTNT1 A 0 A_SpawnItemEx(\"EvilBassDash\",0,0,32,momx,0,0,0,SXF_ABSOLUTEMOMENTUM)\nEVBD B 1 A_ChangeVelocity(30,0,0,CVF_REPLACE|CVF_RELATIVE)\nTNT1 A 0 A_SpawnItemEx(\"EvilBassDash\",0,0,32,momx,0,0,0,SXF_ABSOLUTEMOMENTUM)\nEVBD B 1 A_ChangeVelocity(30,0,0,CVF_REPLACE|CVF_RELATIVE)\nTNT1 A 0 A_SpawnItemEx(\"EvilBassDash\",0,0,32,momx,0,0,0,SXF_ABSOLUTEMOMENTUM)\nEVBD B 1 A_ChangeVelocity(30,0,0,CVF_REPLACE|CVF_RELATIVE)\nTNT1 A 0 A_SpawnItemEx(\"EvilBassDash\",0,0,32,momx,0,0,0,SXF_ABSOLUTEMOMENTUM)\nEVBD B 1 A_ChangeVelocity(30,0,0,CVF_REPLACE|CVF_RELATIVE)\nTNT1 A 0 A_SpawnItemEx(\"EvilBassDash\",0,0,32,momx,0,0,0,SXF_ABSOLUTEMOMENTUM)\nEVBD B 1 A_ChangeVelocity(30,0,0,CVF_REPLACE|CVF_RELATIVE)\nTNT1 A 0 A_SpawnItemEx(\"EvilBassDash\",0,0,32,momx,0,0,0,SXF_ABSOLUTEMOMENTUM)\nEVBD B 1 A_ChangeVelocity(30,0,0,CVF_REPLACE|CVF_RELATIVE)\nTNT1 A 0 A_SpawnItemEx(\"EvilBassDash\",0,0,32,momx,0,0,0,SXF_ABSOLUTEMOMENTUM)\nEVBD B 1 A_ChangeVelocity(30,0,0,CVF_REPLACE|CVF_RELATIVE)\nTNT1 A 0 A_SpawnItemEx(\"EvilBassDash\",0,0,32,momx,0,0,0,SXF_ABSOLUTEMOMENTUM)\nEVBD B 1 A_ChangeVelocity(30,0,0,CVF_REPLACE|CVF_RELATIVE)\nTNT1 A 0 A_SpawnItemEx(\"EvilBassDash\",0,0,32,momx,0,0,0,SXF_ABSOLUTEMOMENTUM)\nEVBD B 1 A_ChangeVelocity(30,0,0,CVF_REPLACE|CVF_RELATIVE)\nTNT1 A 0 A_SpawnItemEx(\"EvilBassDash\",0,0,32,momx,0,0,0,SXF_ABSOLUTEMOMENTUM)\nEVBD B 1 A_ChangeVelocity(30,0,0,CVF_REPLACE|CVF_RELATIVE)\nTNT1 A 0 A_SpawnItemEx(\"EvilBassDash\",0,0,32,momx,0,0,0,SXF_ABSOLUTEMOMENTUM)\nEVBD B 1 A_ChangeVelocity(30,0,0,CVF_REPLACE|CVF_RELATIVE)\nTNT1 A 0 A_SpawnItemEx(\"EvilBassDash\",0,0,32,momx,0,0,0,SXF_ABSOLUTEMOMENTUM)\nEVBD B 1 A_ChangeVelocity(30,0,0,CVF_REPLACE|CVF_RELATIVE)\nTNT1 A 0 A_SpawnItemEx(\"EvilBassDash\",0,0,32,momx,0,0,0,SXF_ABSOLUTEMOMENTUM)\nEVBD B 1 A_ChangeVelocity(30,0,0,CVF_REPLACE|CVF_RELATIVE)\nTNT1 A 0 A_SpawnItemEx(\"EvilBassDash\",0,0,32,momx,0,0,0,SXF_ABSOLUTEMOMENTUM)\nEVBD B 1 A_ChangeVelocity(30,0,0,CVF_REPLACE|CVF_RELATIVE)\nTNT1 A 0 A_SpawnItemEx(\"EvilBassDash\",0,0,32,momx,0,0,0,SXF_ABSOLUTEMOMENTUM)\nEVBD B 1 A_ChangeVelocity(30,0,0,CVF_REPLACE|CVF_RELATIVE)\nTNT1 A 0 A_SpawnItemEx(\"EvilBassDash\",0,0,32,momx,0,0,0,SXF_ABSOLUTEMOMENTUM)\nEVBD B 1 A_ChangeVelocity(30,0,0,CVF_REPLACE|CVF_RELATIVE)\nTNT1 A 0 A_SpawnItemEx(\"EvilBassDash\",0,0,32,momx,0,0,0,SXF_ABSOLUTEMOMENTUM)\nEVBD B 1 A_ChangeVelocity(30,0,0,CVF_REPLACE|CVF_RELATIVE)\nTNT1 A 0 A_SpawnItemEx(\"EvilBassDash\",0,0,32,momx,0,0,0,SXF_ABSOLUTEMOMENTUM)\nTREB B 0 A_TakeInventory(\"BaseCustomFlag1\",1)\nTREB D 0 ACS_ExecuteAlways(512,0,0,0)\nEVBD C 5\nTREB B 25\ngoto Ready\nAltfire2:\nTREB D 0 ACS_ExecuteAlways(512,0,1,0) // Custom State 1\nTREB B 0 A_PlaySoundEx(\"weapon/pharaoh2\", \"Weapon\")\nTREB B 6 A_SpawnItemEx(\"SuperBassBossAuraQuake\", -1, 0, -10)\nMKIC D 0 ACS_ExecuteAlways(512,0,0,0)\nMKIC D 0 ACS_ExecuteAlways(512,0,1,0)\nTREB B 6 A_SpawnItemEx(\"SuperBassBossAuraQuake\", -1, 0, -10)\nMKIC D 0 ACS_ExecuteAlways(512,0,1,0)\nTREB B 6 A_SpawnItemEx(\"SuperBassBossAuraQuake\", -1, 0, -10)\nTREB B 0 Thing_Remove(327)\nBSB0 H 0 Thing_SetTranslation(325, 178)\nMKIC D 0 ACS_ExecuteAlways(512,0,0,0)\ngoto Laser\nLaser:\nTREB B 0 A_JumpIfInventory(\"BassFullFlight\",1,\"AfterLaser\")\nBBAP A 0 A_JumpIf(z-floorz==0,\"AfterLaser\")\nTREB D 0 ACS_ExecuteAlways(512,0,3,0)\nTREB B 0 A_PlaySoundEx(\"weapon/gemini\",\"Weapon\")\nTREB B 0 A_JumpIfInventory(\"ShademanFlightCounter\",1,1)\nTNT1 A 2 A_SpawnItemEx(\"BassEvilLaser2\",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\ngoto Laser\nAfterLaser:\nTREB B 0 A_TakeInventory(\"BassFullFlight\",1)\nMKIC D 0 ACS_ExecuteAlways(512,0,0,0)\ngoto ready\nDFA:\nMKIC D 0 ACS_ExecuteAlways(512,0,1,0) // Custom State 1\nTNT1 A 0 A_TakeInventory(\"Base112Ammo\",112)\nTREB B 0 A_PlaySoundEx(\"weapon/pharaoh2\", \"Weapon\")\nTREB B 6 A_SpawnItemEx(\"SuperBassBossAuraQuake\", -1, 0, -10)\nMKIC D 0 ACS_ExecuteAlways(512,0,0,0)\nMKIC D 0 ACS_ExecuteAlways(512,0,1,0)\nTREB B 6 A_SpawnItemEx(\"SuperBassBossAuraQuake\", -1, 0, -10)\nMKIC D 0 ACS_ExecuteAlways(512,0,0,0)\nMKIC D 0 ACS_ExecuteAlways(512,0,1,0)\nTREB B 6 A_SpawnItemEx(\"SuperBassBossAuraQuake\", -1, 0, -10)\nMKIC D 0 ACS_ExecuteAlways(512,0,0,0)\nMKIC D 0 ACS_ExecuteAlways(512,0,1,0)\nTREB B 6 A_SpawnItemEx(\"SuperBassBossAuraQuake\", -1, 0, -10)\nMKIC D 0 ACS_ExecuteAlways(512,0,0,0)\nMKIC D 0 ACS_ExecuteAlways(512,0,1,0)\nTREB B 6 A_SpawnItemEx(\"SuperBassBossAuraQuake\", -1, 0, -10)\nMKIC D 0 ACS_ExecuteAlways(512,0,0,0)\nMKIC D 0 ACS_ExecuteAlways(512,0,1,0)\nTREB B 6 A_SpawnItemEx(\"SuperBassBossAuraQuake\", -1, 0, -10)\nTREB B 0 Thing_Remove(327)\nBSB0 H 0 Thing_SetTranslation(325, 178)\nMKIC D 0 ACS_ExecuteAlways(512,0,0,0)\nGoto DFA2\nDFA2:\nTREB B 0 A_GiveInventory(\"HalfDamageProtection\",1)\nTREB B 0 SetPlayerProperty(0,1,0)\nTREB B 10 ThrustThingZ(0, 50, 0, 0)\nTREB BBBBBBBBBBBBBBB 1 A_ChangeVelocity(20,0,0,CVF_REPLACE|CVF_RELATIVE)\nMKIC D 0 ACS_ExecuteAlways(512,0,2,0) // Custom State 2\nTREB BBBBBBBBBBBBBBBBBB 1 A_ChangeVelocity(20,0,0,CVF_REPLACE|CVF_RELATIVE)\nTREB D 0 A_PlaySoundEx(\"weapon/cfire\", \"Weapon\")\nTREB D 0 A_CustomMissile(\"BassDeathFromAbove\",64,0,0, 2)\nTREB BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_ChangeVelocity(20,0,0,CVF_REPLACE|CVF_RELATIVE)\nBSB2 D 0 A_PlaySoundEx(\"weapon/cfire\", \"Weapon\")\nBSB2 D 0 A_CustomMissile(\"BassDeathFromAbove2\",64,0,0, 2)\nTREB BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_ChangeVelocity(20,0,0,CVF_REPLACE|CVF_RELATIVE)\nBSB2 D 0 A_PlaySoundEx(\"weapon/cfire\", \"Weapon\")\nBSB2 D 0 A_CustomMissile(\"BassDeathFromAbove5\",64,0,0, 2)\nTREB BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_ChangeVelocity(20,0,0,CVF_REPLACE|CVF_RELATIVE)\nTREB B 0 Thing_Remove(327)\nTREB B 0 Thing_SetTranslation(325, 178)\nRTHH P 0 A_TakeInventory(\"BaseCustomFlag2\",1)\nMKIC D 0 ACS_ExecuteAlways(512,0,0,0)\nTREB B 15\nTREB B 0 SetPlayerProperty(0,0,0)\nTREB B 0 A_TakeInventory(\"HalfDamageProtection\",1)\ngoto Ready\n}\n}\n\nactor BassCharge : Inventory\n{\ninventory.amount 1\ninventory.maxamount 40\n}\n\nactor EvilBassBusterShot\n{\nPROJECTILE\n+SKYEXPLODE\n+DONTBLAST\nTranslation \"198:198=62:62\", \"192:192=56:56\"\ndamagetype \"BassBuster\"\nalpha 0.8\nSpeed 40\nDamage (12)\nradius 8\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 1\nCHBU ABCD 2\ngoto spawn+1\nDeath:\nCHBU A 0\nstop\n}\n}\n\nactor EvilBassDash\n{\nPROJECTILE\n+SKYEXPLODE\n+DONTBLAST\n+RIPPER\nObituary \"%o stood in the way of %k's \\ctDash\"\nTranslation \"198:198=62:62\", \"192:192=56:56\"\ndamagetype \"BassBuster\"\nSpeed 0\nDamage (2)\nradius 30\nheight 30\nscale 5\nStates\n{\nSpawn:\nBVBD A 2\nstop\n}\n}\n\nactor BassDeathFromAbove : EvilBassBusterShot\n{\nObituary \"%o couldn't handle %k's \\ctEvil Energy\"\nSpeed 0\nTranslation \"62:62=56:56\", \"95:95=62:62\"\n//Translation \"198:198=95:95\", \"192:192=62:62\"\nStates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0 ThrustThingZ(0, 35, 0, 0)\nBSB2 EF 4 A_ScaleVelocity(1.25)\nBSB2 EFEFEF 4\nDeath:\nBSB0 K 0 A_SpawnItemEx(\"BassDeathFromAbove3\",0,0,0,300,0,0,0)\nBSB0 K 0 A_SpawnItemEx(\"BassDeathFromAbove3\",0,0,0,300,0,0,90)\nBSB0 K 0 A_SpawnItemEx(\"BassDeathFromAbove3\",0,0,0,300,0,0,180)\nBSB0 K 0 A_SpawnItemEx(\"BassDeathFromAbove3\",0,0,0,300,0,0,270)\nBSB0 K 0 A_SpawnItemEx(\"BassDeathFromAbove3\",0,0,0,300,0,0,45)\nBSB0 K 0 A_SpawnItemEx(\"BassDeathFromAbove3\",0,0,0,300,0,0,135)\nBSB0 K 0 A_SpawnItemEx(\"BassDeathFromAbove3\",0,0,0,300,0,0,225)\nBSB0 K 0 A_SpawnItemEx(\"BassDeathFromAbove3\",0,0,0,300,0,0,315)\nstop\n}\n}\n\nactor BassDeathFromAbove2 : BassDeathFromAbove\n{\nObituary \"%o couldn't handle %k's \\ctEvil Energy\"\nSpeed 0\nStates\n{\nDeath:\nBSB0 K 0 A_SpawnItemEx(\"BassDeathFromAbove3\",0,0,0,200,0,0,0)\nBSB0 K 0 A_SpawnItemEx(\"BassDeathFromAbove3\",0,0,0,200,0,0,90)\nBSB0 K 0 A_SpawnItemEx(\"BassDeathFromAbove3\",0,0,0,200,0,0,180)\nBSB0 K 0 A_SpawnItemEx(\"BassDeathFromAbove3\",0,0,0,200,0,0,270)\nBSB0 K 0 A_SpawnItemEx(\"BassDeathFromAbove3\",0,0,0,200,0,0,45)\nBSB0 K 0 A_SpawnItemEx(\"BassDeathFromAbove3\",0,0,0,200,0,0,135)\nBSB0 K 0 A_SpawnItemEx(\"BassDeathFromAbove3\",0,0,0,200,0,0,225)\nBSB0 K 0 A_SpawnItemEx(\"BassDeathFromAbove3\",0,0,0,200,0,0,315)\nstop\n}\n}\n\nactor BassDeathFromAbove5 : BassDeathFromAbove\n{\nObituary \"%o couldn't handle %k's \\ctEvil Energy\"\nSpeed 0\nStates\n{\nDeath:\nBSB0 K 0 A_SpawnItemEx(\"BassDeathFromAbove3\",0,0,0,100,0,0,0)\nBSB0 K 0 A_SpawnItemEx(\"BassDeathFromAbove3\",0,0,0,100,0,0,90)\nBSB0 K 0 A_SpawnItemEx(\"BassDeathFromAbove3\",0,0,0,100,0,0,180)\nBSB0 K 0 A_SpawnItemEx(\"BassDeathFromAbove3\",0,0,0,100,0,0,270)\nBSB0 K 0 A_SpawnItemEx(\"BassDeathFromAbove3\",0,0,0,100,0,0,45)\nBSB0 K 0 A_SpawnItemEx(\"BassDeathFromAbove3\",0,0,0,100,0,0,135)\nBSB0 K 0 A_SpawnItemEx(\"BassDeathFromAbove3\",0,0,0,100,0,0,225)\nBSB0 K 0 A_SpawnItemEx(\"BassDeathFromAbove3\",0,0,0,100,0,0,315)\nstop\n}\n}\n\nactor BassDeathFromAbove3 : EvilBassBusterShot\n{\nObituary \"%o couldn't handle %k's \\ctEvil Energy\"\nSpeed 60\nTranslation \"62:62=56:56\", \"95:95=62:62\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 2 A_SpawnItemEx(\"BassDeathFromAbove4\", 0, 0, -16, 2, 0, 0)\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor BassDeathFromAbove4 : EvilBassBusterShot\n{\nObituary \"%o couldn't handle %k's \\ctEvil Energy\"\nRadius 10\n-NOGRAVITY\n+RIPPER\nDamage 10\nSpeed 0\nTranslation \"62:62=56:56\", \"95:95=62:62\"\nStates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0\nBSB2 GH 4\ngoto spawn+2\nDeath:\nNAPA A 0 A_PlaySoundEx(\"weapon/napalm\", \"Item\")\nNAPA A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nNAPA EFGHIJKLMNOPQRS 2 A_Explode(10, 96, 0)\nstop\n}\n}\n\nactor EvilBassDFAReady : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.icon \"EVEI\"\nscale 2.0\n+COUNTITEM\n+INVBAR\nstates\n{\nUse:\nWOOD I 0 A_JumpIfInventory(\"Base112Ammo\",112,1)\nfail\nTNT1 A 0 A_TakeInventory(\"Base112Ammo\",112)\nTNT1 A 0 A_GiveInventory(\"BaseCustomFlag2\",1)\nstop\n}\n}\n\nactor ShademanFlight : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"ShademanFlightActor\")\nTNT1 A 0 A_GiveInventory(\"ShademanFlightCheck\")\nTNT1 A 0 A_GiveInventory(\"ShademanFlightCounter\")\nTNT1 A 0 A_JumpIfInventory(\"ElectricShockBoss\",1,\"Jupiter\")\nTNT1 A 0 A_JumpIfInventory(\"AlienBusterBoss\",1,\"Alien\")\nTNT1 A 0 A_JumpIfInventory(\"EvilBassBusterBoss\",1,\"EvilBass\")\nTNT1 A 0 A_PlaySoundEx(\"classes/shadfly\",\"Auto\")\nTNT1 A 0 SetPlayerProperty(0,1,3)\nstop\nJupiter:\nTNT1 A 0 A_JumpIfInventory(\"FlyFix\",1,\"Failure\")\nTNT1 A 0 A_GiveInventory(\"JupiterItem\",1)\nTNT1 A 0 A_PlaySoundEx(\"weapon/superboost\",\"Auto\")\nTNT1 A 0 SetPlayerProperty(0,1,3)\nAlien:\nTNT1 A 0 A_JumpIfInventory(\"FlyFix\",1,\"Failure\")\nTNT1 A 0 SetPlayerProperty(0,1,3)\nstop\nEvilBass:\nTNT1 A 0 A_JumpIfInventory(\"FlyFix\",1,\"Failure\")\nTNT1 A 0 A_PlaySoundEx(\"weapon/superboost\",\"Auto\")\nTNT1 A 0 SetPlayerProperty(0,1,3)\nstop\nFailure:\nTNT1 A 0\nstop\n}\n}\n\nactor ShademanFlightContinue : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"ShademanFlightCounter\",4,\"StopFlight\")\nTNT1 A 0 A_JumpIfInventory(\"JumpCancler\",1,\"StopFlight\")\nTNT1 A 0 A_JumpIfInventory(\"ElectricShockBoss\",1,\"Jupiter\")\nTNT1 A 0 A_JumpIfInventory(\"AlienBusterBoss\",1,\"Alien\")\nTNT1 A 0 A_JumpIfInventory(\"EvilBassBusterBoss\",1,\"EvilBass\")\nTNT1 A 0 A_PlaySoundEx(\"classes/shadfly\",\"Auto\")\nTNT1 A 0 A_GiveInventory(\"ShademanFlightCounter\",1)\nTNT1 A 0 A_SpawnItemEx(\"ShademanFlightActor\")\nstop\nJupiter:\nTNT1 A 0 A_PlaySoundEx(\"weapon/superboost\",\"Auto\")\nTNT1 A 0 A_GiveInventory(\"ShademanFlightCounter\",1)\nTNT1 A 0 A_SpawnItemEx(\"ShademanFlightActor\")\nstop\nAlien:\nTNT1 A 0 A_GiveInventory(\"ShademanFlightCounter\",1)\nTNT1 A 0 A_SpawnItemEx(\"ShademanFlightActor\")\nstop\nEvilBass:\nTNT1 A 0 A_PlaySoundEx(\"classes/superboost\",\"Auto\")\nTNT1 A 0 A_GiveInventory(\"ShademanFlightCounter\",1)\nTNT1 A 0 A_SpawnItemEx(\"ShademanFlightActor\")\nstop\nStopFlight:\nTNT1 A 0 A_JumpIfInventory(\"EvilBassBusterBoss\",1,\"EvilBassStopFlight\")\nTNT1 A 0 A_TakeInventory(\"ShademanFlightCheck\")\nTNT1 A 0 A_TakeInventory(\"JupiterItem\",1)\nTNT1 A 0 A_TakeInventory(\"WingDashItem\",1)\nTNT1 A 0 SetPlayerProperty(0,0,3)\nstop\nEvilBassStopFlight:\nTNT1 A 0 A_TakeInventory(\"ShademanFlightCheck\")\nTNT1 A 0 A_TakeInventory(\"JupiterItem\",1)\nTNT1 A 0 A_TakeInventory(\"WingDashItem\",1)\nTNT1 A 0 SetPlayerProperty(0,0,3)\nTNT1 A 0 A_GiveInventory(\"BassFullFlight\")\nstop\n}\n}\n\nactor SuperBassBossAuraQuake\n{\n+NOINTERACTION\nRadius 0\nHeight 0\nScale 3.5\nrenderstyle add\nalpha 0\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 Thing_ChangeTID(0, 327)\nTNT1 A 0 Thing_SetTranslation(325, 178)\nTNT1 A 1 A_GiveToTarget(\"SuperBassBossAura1\", 1)\nTNT1 A 1 A_GiveToTarget(\"SuperBassBossAura2\", 1)\nTNT1 A 1 A_GiveToTarget(\"SuperBassBossAura3\", 1)\nTNT1 A 1 A_GiveToTarget(\"SuperBassBossAura1\", 1)\nTNT1 A 1 A_GiveToTarget(\"SuperBassBossAura2\", 1)\nTNT1 A 1 A_GiveToTarget(\"SuperBassBossAura3\", 1)\nGoto Spawn+2\n}\n}\n\nactor SuperBassBossAura1 : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nUse:\nTNT1 A 1 A_SpawnItemEx(\"SuperBassBossAuraFX1\",-1,0,-10,momx, momy, momz,SXF_ABSOLUTEMOMENTUM, 0)\nstop\n}\n}\n\nactor SuperBassBossAura2 : CustomInventory\n{\n+INVENTORY.AUTOACTIVATE\nStates\n{\nUse:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"SuperBassBossAuraFX2\", -1, 0, -10)\nstop\n}\n}\n\nactor SuperBassBossAura3 : CustomInventory\n{\n+INVENTORY.AUTOACTIVATE\nStates\n{\nUse:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"SuperBassBossAuraFX3\", -1, 0, -10)\nstop\n}\n}\nactor SuperBassBossAuraFX1\n{\n+THRUACTORS\n+NOINTERACTION\n+NOGRAVITY\nScale 3.5\nrenderstyle add\nalpha 0.8\nStates\n{\nSpawn:\nECHA A 0\nECHA A 1\nstop\n}\n}\n\nactor SuperBassBossAuraFX2 : SuperBassBossAuraFX1\n{\nStates\n{\nSpawn:\nECHA B 0\nECHA B 1\nstop\n}\n}\n\nactor SuperBassBossAuraFX3 : SuperBassBossAuraFX1\n{\nStates\n{\nSpawn:\nECHA C 0\nECHA C 1\nstop\n}\n}\n\nactor BassFullFlight : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor BassEvilLaser\n{\nTranslation \"162:162=62:62\", \"228:228=62:62\", \"247:247=56:56\"\nPROJECTILE\n+RIPPER\nRadius 16\nHeight 16\nscale 2.5\ndamage (0)//(1)\ndamagetype \"BassBuster\"\nObituary \"%o was impaled by %k's \\ctEvil Laser.\"\nspeed 0\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"BassEvilLaserA\",32,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nJUPB G 1 A_Explode(5,48,0)\nJUPB H 1\nstop\nDeath:\nTNT1 A 0\nTNT1 A 1 A_Explode(5,128,0)\nTNT1 A 0 A_SpawnItemEx(\"EvilShockBit\",0,0,0,random(-10,10),random(-10,10),random(5,15),random(0,360))\nstop\n}\n}\n\nactor BassEvilLaserA : BassEvilLaser\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"BassEvilLaserB\",32,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nJUPB G 1 //A_Explode(3,48,0)\nJUPB H 1\nstop\n}\n}\n\nactor BassEvilLaserB : BassEvilLaser\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"BassEvilLaserC\",32,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nJUPB G 1 //A_Explode(3,48,0)\nJUPB H 1\nstop\n}\n}\n\nactor BassEvilLaserC : BassEvilLaser\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"BassEvilLaserD\",32,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nJUPB G 1 //A_Explode(3,48,0)\nJUPB H 1\nstop\n}\n}\n\nactor BassEvilLaserD : BassEvilLaser\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"BassEvilLaserE\",32,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nJUPB G 1 A_Explode(5,48,0)\nJUPB H 1\nstop\n}\n}\n\nactor BassEvilLaserE : BassEvilLaser\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"BassEvilLaserF\",32,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nJUPB G 1 //A_Explode(3,48,0)\nJUPB H 1\nstop\n}\n}\n\nactor BassEvilLaserF : BassEvilLaser\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"BassEvilLaserG\",32,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nJUPB G 1 //A_Explode(3,48,0)\nJUPB H 1\nstop\n}\n}\n\nactor BassEvilLaserG : BassEvilLaser\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"BassEvilLaserH\",32,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nJUPB G 1 //A_Explode(3,48,0)\nJUPB H 1\nstop\n}\n}\n\nactor BassEvilLaserH : BassEvilLaser\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"BassEvilLaserI\",32,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nJUPB G 1 A_Explode(5,48,0)\nJUPB H 1\nstop\n}\n}\n\nactor BassEvilLaserI : BassEvilLaser\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"BassEvilLaserJ\",32,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nJUPB G 1 //A_Explode(3,48,0)\nJUPB H 1\nstop\n}\n}\n\nactor BassEvilLaserJ : BassEvilLaser\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"BassEvilLaserK\",32,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nJUPB G 1 //A_Explode(3,48,0)\nJUPB H 1\nstop\n}\n}\n\nactor BassEvilLaserK : BassEvilLaser\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"BassEvilLaserL\",32,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nJUPB G 1 //A_Explode(3,48,0)\nJUPB H 1\nstop\n}\n}\n\nactor BassEvilLaserL : BassEvilLaser\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"BassEvilLaserM\",32,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nJUPB G 1 A_Explode(5,48,0)\nJUPB H 1\nstop\n}\n}\n\nactor BassEvilLaserM : BassEvilLaser\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"BassEvilLaserN\",32,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nJUPB G 1 //A_Explode(3,48,0)\nJUPB H 1\nstop\n}\n}\n\nactor BassEvilLaserN : BassEvilLaser\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"BassEvilLaserO\",32,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nJUPB G 1 //A_Explode(3,48,0)\nJUPB H 1\nstop\n}\n}\n\nactor BassEvilLaserO : BassEvilLaser\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"BassEvilLaserP\",32,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nJUPB G 1 //A_Explode(3,48,0)\nJUPB H 1\nstop\n}\n}\n\nactor BassEvilLaserP : BassEvilLaser\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"BassEvilLaserEnd\",32,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nJUPB G 1 //A_Explode(3,48,0)\nJUPB H 1\nstop\n}\n}\n\nactor BassEvilLaserEnd : BassEvilLaser\n{\nStates\n{\nSpawn:\nTNT1 A 0\nJUPB G 1 A_Explode(5,48,0)\nJUPB H 1\nTNT1 A 0 A_SpawnItemEx(\"EvilShockBit\",0,0,0,random(-10,10),random(-10,10),random(5,15),random(0,360))\nstop\n}\n}\n\nactor BassEvilLaser2 : BassEvilLaser\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"BassEvilLaser2\",0,0,-32,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nJUPB E 1 A_Explode(3,64,0)\nJUPB F 1\nstop\nDeath:\nTNT1 A 0\nTNT1 A 1 A_Explode(3,128,0)\nTNT1 A 0 A_SpawnItemEx(\"EvilShockBit\",0,0,0,random(-10,10),random(-10,10),random(5,15),random(0,360))\nstop\n}\n}\n\nactor EvilShockBit : JunkmanJunk2\n{\nrenderstyle translucent\nalpha 0.5\nTranslation \"162:162=62:62\", \"228:228=62:62\", \"247:247=56:56\"\nDamage (0)\n//+FLOORHUGGER\nStates\n{\nSpawn:\nJUPS AB 4\nloop\n}\n}\n\nactor BassEvilLaserFX\n{\n//Translation \"162:162=4:4\", \"228:228=4:4\", \"247:247=229:229\"\nPROJECTILE\n+RIPPER\nRadius 40\nHeight 32\nscale 2.5\ndamagetype \"BassBuster\"\ndamage (1)\nObituary \"%o was impaled by %k's \\ctEvil Laser.\"\nspeed 0\nStates\n{\nSpawn:\nJUPB EF 1\nstop\n}\n}"
},
{
"source": "pk3",
"name": "Wep/gutsmangclawboss.txt",
"contents": "actor GutsmanGClawBoss : BaseClassWeapon\n{\nObituary \"%o was smashed by %k's \\ckUpgraded Super Arm\"\nweapon.ammotype \"Base112Ammo\"\n+WEAPON.NOAUTOAIM\nStates\n{\nReady:\nGMGH A 4 A_WeaponReady(2)\nGUTG A 0 A_GiveInventory(\"Base112Ammo\",3.5)\nGoto Ready\nSelect:\nGMGH A 0\nGoto Ready\nFire:\nGMGH A 0 A_JumpifInventory(\"BaseCustomFlag2\",1,\"Whack\")\nGMGH A 0 A_JumpifInventory(\"Base112Ammo\",1,\"Fire2\")\ngoto Ready\nFire2:\nGMGH A 0 A_JumpifInventory(\"BaseCustomFlag2\",1,\"Whack\")\nGMGH A 0 A_TakeInventory(\"Base112Ammo\",8)\nGMGH A 0 A_PlaySoundEx(\"misc/gutsgboost\",\"Weapon\")\nGMGH A 0 A_ChangeVelocity(3.5,0,0,CVF_RELATIVE)\nGMGH A 0 ACS_ExecuteAlways(512,0,1,0)\nGMGH BBB 1 A_SpawnItemEx(\"WhackHitCheck\",20,0,32)\nGMGH A 0 A_ChangeVelocity(3.5,0,0,CVF_RELATIVE)\nGMGH A 0 A_JumpifInventory(\"BaseCustomFlag2\",1,\"Whack\")\nGMGH AAA 1 A_SpawnItemEx(\"WhackHitCheck\",20,0,32)\nGMGH A 0 A_ChangeVelocity(3.5,0,0,CVF_RELATIVE)\nGMGH A 0 A_JumpifInventory(\"BaseCustomFlag2\",1,\"Whack\")\nGMGH A 0 A_Refire\ngoto Ready\nWhack:\nGUTG D 0 A_PlaySoundEx(\"weapon/powerstone\",\"weapon\")\nGMGH A 1 A_SpawnItemEx(\"GutsmanGWhackBoss\",20,0,32)\nGMGH A 0 ACS_ExecuteAlways(512,0,2,0)\nGMGH A 0 A_TakeInventory(\"BaseCustomFlag2\",1)\nGMGH A 25 A_ChangeVelocity(0,0,0,CVF_RELATIVE)\ngoto Ready\nAltfire:\nTNT1 A 0 A_CheckFloor(\"Alt2\")\ngoto Ready\nAlt2:\nTNT1 A 1 ThrustThingZ(0,33,0,0)\nloopcheck:\nTNT1 A 5 A_JumpIf(momz==0, \"RockFall\")\nloop\nRockFall:\nGUTG A 0 A_GiveInventory(\"Base112Ammo\",18)\nGMGH A 0 A_Stop\nGMGH A 0 A_PlaySoundEx(\"misc/hugequake2\", \"Weapon\")\nGMGH A 0 SetPlayerProperty(0,1,0)\nGMGH A 0 A_SpawnItemEx(\"RockFallGMG\",20,0,150)\nGMGH CACACACAC 2\nGMGH A 0 A_SpawnItemEx(\"TrueRockGMG\",15,0,30,40,0,0)\nGMGH A 0 SetPlayerProperty(0,0,0)\nGMGH ACACACACACACA 2\ngoto Ready\n}\n}\n\nactor GutsmanGWhackBoss\n{\nPROJECTILE\nRadius 60\nHeight 30\ndamage (25)\ndamagetype \"GutsManG\"\nStates\n{\nSpawn:\nGMGH A 0\nstop\nDeath:\nGMGH A 0\nXDeath:\nGMGH A 0\nstop\n}\n}\n\nactor WhackHitCheck\n{\nPROJECTILE\nRadius 50\nHeight 30\nDamage(0)\n+DONTBLAST\n+NOTARGETSWITCH\nstates\n{\nSpawn:\nTNT1 A 2\nstop\nDeath:\nGMGH A 0\nstop\nXDeath:\nGMGH A 0 A_GiveToTarget(\"WhackHitTrue\",1)\nstop\n}\n}\n\nactor WhackHitTrue : CustomInventory\n{\nstates\n{\nPickup:\nGMGH A 0 A_Stop\nGMGH A 0 A_GiveInventory(\"BaseCustomFlag2\",1)\nstop\n}\n}\n\nactor RockFallGMG\n{\nPROJECTILE\n+NOCLIP\n-NOGRAVITY\ndamage 0\nspeed 0\nscale 2.5\nStates\n{\nSpawn:\nSAR2 A 17\ngoto death\nDeath:\nSAR2 A 0 A_PlaySoundEx(\"weapon/powerstone\",\"weapon\")\nstop\n}\n}\n\nactor TrueRockGMG\n{\nPROJECTILE\nObituary \"%o was squashed by %k's \\ckFalling Rock\"\ndamage (35)\nspeed 20\nHeight 25\nRadius 30\nscale 2.5\nStates\n{\nSpawn:\nSAR2 A 2\nloop\nCrash:\nXDeath:\nDeath:\nTNT1 A 2 A_PlaySoundEx(\"weapon/superarmhit\", \"Voice\")\nstop\n}\n}"
}
]
},
"maps": []
}