lod-patchr8.pk3

PK3 4.7 MiB 0 map(s)

Counts

endoom0
graphics0
lumps383
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "0732879b-ca86-494e-885f-f89a774c240a",
    "sha1": "7c89d059772aaf551ae96ef0c51f8951390ec8c8",
    "sha256": "82b3d783ec1893a587c33cbd2c4793c6bd748ba6f83399030e6de3ceecb74c69",
    "filenames": [
      "lod-patchr8.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2013-06-21 19:39:59",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2013-06-21 19:39:59",
    "file": {
      "type": "PK3",
      "size": 4923466,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/7c89d059772aaf551ae96ef0c51f8951390ec8c8/7c89d059772aaf551ae96ef0c51f8951390ec8c8.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 383,
        "maps": 0,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "ANIMDEFS.txt",
        "contents": "warp2 texture damda0\nwarp flat REDFOG\ntexture BWAT_01 range BWAT_10 tics 4\ntexture DTXB0081 range DTXB0083 tics 4\n\n// GVHNS03\ntexture YEL_2_1 range YEL_2_4 tics 6\ntexture WTR_1_1 range WTR_1_8 tics 2\ntexture WTR_2_1 range WTR_2_8 tics 3\ntexture WTR_3_01 range WTR_3_15 tics 3\ntexture WTR_4_1 range WTR_4_8 tics 5\ntexture NEWS_1\n    pic NEWS_1 tics 6\n    pic NEWS_2 tics 6\n    pic NEWS_3 tics 6\n    pic NEWS_2 tics 6\n\nwarp2 texture SWTX0949\n\n// GVHNS04\ntexture CANDLE_1 range CANDLE_3 rand 3 5 //candle-lit decoration\n\ntexture GARG_1 range GARG_4 tics 7 oscillate //glowing gargoyle\n\nwarp2 texture QLAVA\nwarp2 texture PWATER\nwarp texture SLIPGATE\n\n// For the firesky and other crap\ntexture sky_f001\npic 1 tics 3\npic 2 tics 3\npic 3 tics 3\npic 4 tics 3\npic 5 tics 3\npic 6 tics 3\npic 7 tics 3\npic 8 tics 3\npic 9 tics 3\npic 10 tics 3\npic 11 tics 3\npic 12 tics 3\npic 13 tics 3\npic 14 tics 3\npic 15 tics 3\npic 16 tics 3\npic 17 tics 3\npic 18 tics 3\npic 19 tics 3\npic 20 tics 3\npic 21 tics 3\npic 22 tics 3\npic 23 tics 3\npic 24 tics 3\npic 25 tics 3\npic 26 tics 3\npic 27 tics 3\npic 28 tics 3\npic 29 tics 3\npic 30 tics 3\npic 31 tics 3\npic 32 tics 3\npic 33 tics 3\npic 34 tics 3\npic 35 tics 3\npic 36 tics 3\npic 37 tics 3\npic 38 tics 3\npic 39 tics 3\npic 40 tics 3\npic 41 tics 3\npic 42 tics 3\npic 43 tics 3\npic 44 tics 3\npic 45 tics 3\npic 46 tics 3\npic 47 tics 3\npic 48 tics 3\npic 49 tics 3\npic 50 tics 3\npic 51 tics 3\npic 52 tics 3\npic 53 tics 3\npic 54 tics 3\npic 55 tics 3\npic 56 tics 3\npic 57 tics 3\npic 58 tics 3\npic 59 tics 3\npic 60 tics 3\npic 61 tics 3\npic 62 tics 3\npic 63 tics 3\npic 64 tics 3\npic 65 tics 3\npic 66 tics 3\npic 67 tics 3\npic 68 tics 3\npic 69 tics 3\npic 70 tics 3\npic 71 tics 3\npic 72 tics 3\npic 73 tics 3\npic 74 tics 3\npic 75 tics 3\npic 76 tics 3\npic 77 tics 3\npic 78 tics 3\npic 79 tics 3\npic 80 tics 3\npic 81 tics 3\npic 82 tics 3\npic 83 tics 3\npic 84 tics 3\npic 85 tics 3\npic 86 tics 3\npic 87 tics 3\npic 88 tics 3\npic 89 tics 3\npic 90 tics 3\npic 91 tics 3\npic 92 tics 3\npic 93 tics 3\npic 94 tics 3\npic 95 tics 3\npic 96 tics 3\npic 97 tics 3\npic 98 tics 3\npic 99 tics 3\npic 100 tics 3\npic 101 tics 3\npic 102 tics 3\npic 103 tics 3\npic 104 tics 3\npic 105 tics 3\npic 106 tics 3\npic 107 tics 3\npic 108 tics 3\npic 109 tics 3\npic 110 tics 3\npic 111 tics 3\npic 112 tics 3\npic 113 tics 3\npic 114 tics 3\npic 115 tics 3\npic 116 tics 3\npic 117 tics 3\npic 118 tics 3\npic 119 tics 3\npic 120 tics 3\npic 121 tics 3\npic 122 tics 3\npic 123 tics 3\npic 124 tics 3\npic 125 tics 3\npic 126 tics 3\npic 127 tics 3\npic 128 tics 3\npic 129 tics 3\npic 130 tics 3\npic 131 tics 3\npic 132 tics 3\npic 133 tics 3\npic 134 tics 3\npic 135 tics 3\npic 136 tics 3\npic 137 tics 3\npic 138 tics 3\npic 139 tics 3\npic 140 tics 3\npic 141 tics 3\npic 142 tics 3\npic 143 tics 3\npic 144 tics 3\npic 145 tics 3\npic 146 tics 3\npic 147 tics 3\npic 148 tics 3\npic 149 tics 3\npic 150 tics 3\n\nwarp texture SJFOA0\n\n// GVH 00\nwarp2 texture MARWARPA\nwarp2 texture MARWARPB\nwarp2 texture MARWARPC\n\n// GVH 07\ncameratexture CAM01 512 512 fit 48 48\ncameratexture CAM02 512 512 fit 48 48\ncameratexture CAM03 512 512 fit 48 48\ncameratexture CAM04 512 512 fit 48 48\n\n// GVH 09\nwarp flat REDFOG\n\n// GVH 11\ntexture\tSCREEN1\t\tallowdecals\t \trange\tScreen3\t\t  \ttics 7\n\ntexture CHICK\nallowdecals\npic CHICK1 tics 4\npic CHICK2 tics 4\npic CHICK3 tics 4\npic CHICK4 tics 4\npic CHICK5 tics 4\npic CHICK6 tics 4\npic CHICK7 tics 4\npic CHICK8 tics 4\npic CHICK9 tics 4\npic CHICK8 tics 4\npic CHICK7 tics 4\npic CHICK6 tics 4\npic CHICK5 tics 4\npic CHICK4 tics 4\npic CHICK3 tics 4\npic CHICK2 tics 4\n\nCAMERATEXTURE \tCAM1 \t512 512 \tfit \t52 49\nCAMERATEXTURE \tCAM2 \t512 512 \tfit \t52 49\nCAMERATEXTURE \tCAM3\t512 512 \tfit \t52 49\nCAMERATEXTURE \tCAM4\t512 512 \tfit \t52 49\nCAMERATEXTURE \tCAM5\t512 512 \tfit \t52 49\nCAMERATEXTURE \tCAM7 \t512 512 \tfit \t52 49\n\n// GVH 20\nTEXTURE RMisc42\n    allowdecals\n    pic RMisc42 tics 2\n    pic RMisc43 tics 2\n    pic RMisc44 tics 2\n    pic RMisc45 tics 2\nTEXTURE RMisc50\n    allowdecals\n    pic RMisc50 tics 75\n    pic RMisc51 tics 40\n    pic RMisc52 tics 40\n    pic RMisc53 tics 40\n    pic RMisc54 tics 40\n    pic RMisc55 tics 40\n    pic RMisc56 tics 40\n    pic RMisc57 tics 40\n    pic RMisc58 tics 40\n    pic RMisc59 tics 40\n    pic RMisc60 tics 40\n    pic RMisc61 tics 40\n    pic RMisc62 tics 40\n    pic RMisc63 tics 40\n    pic RMisc64 tics 40\n    pic RMisc65 tics 40\n    pic RMisc66 tics 40\n    pic RMisc67 tics 40\n    pic RMisc68 tics 40\n\nWarp flat RFlat186\nWarp flat RFlat187\nWarp flat RFlat188\nWarp flat RFlat190\n\n// GVH 21\nCAMERATEXTURE \tCAM1 \t512 512 \tfit \t32 32\n\n// GVH 22\nwarp2 flat OCEAN\n\n// GVH 27 redundant?\n//warp2 flat OCEAN\n\n// GVH 34\nwarp2 flat WFWATER\n\n// GVH 36\nflat AHEART05\n\tpic AHEART05 tics 5\n\tpic AHEART06 tics 5\n\ntexture BSAW01\n\tpic BSAW01 tics 4\n\tpic BSAW02 tics 4\n\tpic BSAW03 tics 4\n\ntexture BSAW04\n\tpic BSAW04 tics 4\n\tpic BSAW05 tics 4\n\tpic BSAW06 tics 4\n\ntexture BSAWB1\n\tpic BSAWB1 tics 4\n\tpic BSAWB2 tics 4\n\tpic BSAWB3 tics 4\n\ntexture BSAWB1B\n\tpic BSAWB1B tics 4\n\tpic BSAWB2B tics 4\n\tpic BSAWB3B tics 4\n\n// GVH 39\ntexture\tSCREEN1\t\tallowdecals\t \trange\tScreen3\t\t  \ttics 3\n\ntexture FAN2_1\n    allowdecals\n    pic 1 tics 1\n    pic 2 tics 1\n    pic 3 tics 1\n    pic 4 tics 1\n\ntexture RRBALL_1\n    allowdecals\n    pic 1 tics 6\n    pic 2 tics 6\n    pic 3 tics 6\n    pic 4 tics 6\n    pic 5 tics 20\n    pic 6 tics 1\n    pic 5 tics 1\n    pic 6 tics 1\n    pic 5 tics 20\n\ntexture RRWAT_01\n    allowdecals\n    pic 01 tics 5\n    pic 02 tics 5\n    pic 03 tics 5\n    pic 04 tics 5\n    pic 05 tics 5\n    pic 06 tics 5\n    pic 07 tics 5\n    pic 08 tics 5\n    pic 09 tics 5\n    pic 10 tics 5\n    pic 11 tics 5\n    pic 12 tics 5\n\n// GVH 40\nTexture HTEL1\npic 1 tics 40\npic 2 tics 2\npic 3 tics 2\npic 4 tics 40\npic 3 tics 2\npic 2 tics 2\n\nTexture CTEL1\npic 1 tics 2\npic 2 tics 2\npic 3 tics 2\npic 4 tics 2\npic 5 tics 2\npic 6 tics 2\npic 7 tics 2\npic 8 tics 4\n\nwarp2 flat blooda\nwarp2 flat watera\nwarp2 flat slimea\nwarp2 flat bloodb\nwarp2 flat waterb\nwarp2 flat slimeb"
      },
      {
        "source": "pk3",
        "name": "Changelog.txt",
        "contents": "* Replaced the leftover Ice Rain achievement for Frostbite with a Glacial Mortar related one.\n\n* New Feature: The health percentages of your allies will now be shown on them. You can disable this by typing \"gvh_nohpdisplay 1\" to your console. (Without quotations)"
      },
      {
        "source": "pk3",
        "name": "SBarinfo.txt",
        "contents": "Height 32;\n//monospacefonts true, \"0\";\nstatusbar fullscreen, fullscreenoffsets\n{\n\t// Health\n\tdrawimage \"MEDIA0\", 20, -2, centerbottom;\n\tdrawnumber 2147483647, HUDFONT_DOOM, Red, health, drawshadow, 82, -20;\n\n\t// Ammo\n\tdrawimage ammoicon1, -14, -4, centerbottom;\n\tdrawnumber 2147483647, HUDFONT_DOOM, LightBlue, ammo1, drawshadow, -25, -20;\n\n\t// Ammo box\n\tDrawImage \"STBOX\", -110, -2, centerbottom;\n    DrawImage weaponicon, -110, -2, centerbottom;\n\n\tPlayerClass Marine, Hunter {\n\t\tusesammo {\n\t\t\tusessecondaryammo {\n\t\t\t\tdrawimage ammoicon2, -14, -22, centerbottom;\n\t\t\t\tdrawnumber 2147483647, HUDFONT_DOOM, LightBlue, ammo2, drawshadow, -25, -38;\n\t\t\t\tinventorybarnotvisible {\n\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -39, -26, -56, LightBlue; // -39\n\t\t\t\t}\n\t\t\t}\n\t\t\t\tusessecondaryammo not {\n\t\t\t\t\tinventorybarnotvisible {\n\t\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -21, -26, -38, LightBlue; // -21\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t}\n\n\t\tusesammo not {\n\t\t\tinventorybarnotvisible {\n\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -3, -26, -20, Yellow;\n\t\t\t}\n\t\t}\n\t}\n\n\tPlayerClass Cyborg {\n\t\tusesammo {\n\t\t\tusessecondaryammo {\n\t\t\t\tdrawimage ammoicon2, -14, -22, centerbottom;\n\t\t\t\tdrawnumber 2147483647, HUDFONT_DOOM, LightBlue, ammo2, drawshadow, -25, -38;\n\t\t\t\tinventorybarnotvisible {\n\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -39, -26, -56, LightBlue; // -39\n\t\t\t\t}\n\t\t\t}\n\t\t\t\tusessecondaryammo not {\n\t\t\t\t\tinventorybarnotvisible {\n\t\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -21, -26, -38, LightBlue; // -21\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t}\n\n\t\tusesammo not {\n\t\t\tinventorybarnotvisible {\n\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -3, -26, -20, Yellow;\n\t\t\t}\n\t\t}\n\t}\n\n\tPlayerClass Ghostbuster {\n\t\tusesammo {\n\t\t\tusessecondaryammo {\n\t\t\t\tdrawimage ammoicon2, -14, -22, centerbottom;\n\t\t\t\tdrawnumber 2147483647, HUDFONT_DOOM, LightBlue, ammo2, drawshadow, -25, -38;\n\t\t\t\tinventorybarnotvisible {\n\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -39, -26, -56, LightBlue; // -39\n\t\t\t\t}\n\t\t\t}\n\t\t\t\tusessecondaryammo not {\n\t\t\t\t\tinventorybarnotvisible {\n\t\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -21, -26, -38, LightBlue; // -21\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t}\n\n\t\tusesammo not {\n\t\t\tinventorybarnotvisible {\n\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -3, -26, -20, Yellow;\n\t\t\t}\n\t\t}\n\t}\n\n\tPlayerClass Warlock {\n\t\tusesammo {\n\t\t\tusessecondaryammo {\n\t\t\t\tdrawimage ammoicon2, -14, -22, centerbottom;\n\t\t\t\tdrawnumber 2147483647, HUDFONT_DOOM, LightBlue, ammo2, drawshadow, -25, -38;\n\t\t\t\tinventorybarnotvisible {\n\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -39, -26, -56, LightBlue; // -39\n\t\t\t\t}\n\t\t\t}\n\t\t\t\tusessecondaryammo not {\n\t\t\t\t\tinventorybarnotvisible {\n\t\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -21, -26, -38, LightBlue; // -21\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t}\n\n\t\tusesammo not {\n\t\t\tinventorybarnotvisible {\n\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -3, -26, -20, Yellow;\n\t\t\t}\n\t\t}\n\t}\n\n\tPlayerClass PlanesWalker {\n\n\t\tDrawString BigFont, Gold, \"Energy\", -90, -40;\n\n\t\tusesammo {\n\t\t\tusessecondaryammo {\n\t\t\t\tdrawimage ammoicon2, -14, -22, centerbottom;\n\n\t\t\t\tInInventory Not AttackEmpower {\n\t\t\t\t\tdrawnumber 2147483647, HUDFONT_DOOM, LightBlue, ammo2, drawshadow, -25, -38;\n\t\t\t\t}\n\n\t\t\t\tInInventory AttackEmpower, 1 {\n\t\t\t\t\tdrawnumber 2147483647, HUDFONT_DOOM, Red, ammo2, drawshadow, -25, -38;\n\t\t\t\t}\n\n\t\t\t\tinventorybarnotvisible {\n\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -39, -26, -56, LightBlue; // -39\n\t\t\t\t}\n\t\t\t}\n\t\t\t\tusessecondaryammo not {\n\t\t\t\t\tinventorybarnotvisible {\n\t\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -21, -26, -38, LightBlue; // -21\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t}\n\n\t\tusesammo not {\n\t\t\tinventorybarnotvisible {\n\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -3, -26, -20, Yellow;\n\t\t\t}\n\t\t}\n\t}\n\n\tPlayerClass Santa {\n\t\tusesammo {\n\t\t\tusessecondaryammo {\n\t\t\t\tdrawimage ammoicon2, -14, -22, centerbottom;\n\t\t\t\tdrawnumber 2147483647, HUDFONT_DOOM, LightBlue, ammo2, drawshadow, -25, -38;\n\t\t\t\tinventorybarnotvisible {\n\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -45, -26, -56, LightBlue; // -39\n\t\t\t\t}\n\t\t\t}\n\t\t\t\tusessecondaryammo not {\n\t\t\t\t\tinventorybarnotvisible {\n\t\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -29, -26, -45, LightBlue; // -21\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t}\n\n\t\tusesammo not {\n\t\t\tinventorybarnotvisible {\n\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -3, -26, -20, LightBlue;\n\t\t\t}\n\t\t}\n\t}\n\n\tPlayerClass Engineer {\n\t\tusesammo {\n\t\t\tusessecondaryammo {\n\t\t\t\tdrawimage ammoicon2, -14, -22, centerbottom;\n\t\t\t\tdrawnumber 2147483647, HUDFONT_DOOM, LightBlue, ammo2, drawshadow, -25, -38;\n\t\t\t\tinventorybarnotvisible {\n\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -39, -29, -56, LightBlue; // -39\n\t\t\t\t}\n\t\t\t}\n\t\t\t\tusessecondaryammo not {\n\t\t\t\t\tinventorybarnotvisible {\n\t\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -21, -29, -38, LightBlue; // -21\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t}\n\n\t\tusesammo not {\n\t\t\tinventorybarnotvisible {\n\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -3, -29, -20, LightBlue;\n\t\t\t}\n\t\t}\n\t}\n\n\tPlayerClass Sjas {\n\t\tusesammo {\n\t\t\tusessecondaryammo {\n\t\t\t\tdrawimage ammoicon2, -14, -22, centerbottom;\n\t\t\t\tdrawnumber 2147483647, HUDFONT_DOOM, LightBlue, ammo2, drawshadow, -25, -38;\n\t\t\t\tinventorybarnotvisible {\n\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -39, -26, -56, LightBlue; // -39\n\t\t\t\t}\n\t\t\t}\n\t\t\t\tusessecondaryammo not {\n\t\t\t\t\tinventorybarnotvisible {\n\t\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -21, -26, -38, LightBlue; // -21\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t}\n\n\t\tusesammo not {\n\t\t\tinventorybarnotvisible {\n\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -3, -30, -21, Yellow;\n\t\t\t}\n\t\t}\n\t}\n\n\tPlayerClass JitterSkull, Choke, Creeper {\n\t\tusesammo {\n\t\t\tusessecondaryammo {\n\t\t\t\tdrawimage ammoicon2, -14, -22, centerbottom;\n\t\t\t\tdrawnumber 2147483647, HUDFONT_DOOM, LightBlue, ammo2, drawshadow, -25, -38;\n\t\t\t\tinventorybarnotvisible {\n\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -39, -26, -56, LightBlue; // -39\n\t\t\t\t}\n\t\t\t}\n\t\t\t\tusessecondaryammo not {\n\t\t\t\t\tinventorybarnotvisible {\n\t\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -21, -26, -38, LightBlue; // -21\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t}\n\n\t\tusesammo not {\n\t\t\tinventorybarnotvisible {\n\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -3, -26, -20, Yellow;\n\t\t\t}\n\t\t}\n\t}\n\n\tPlayerClass FrostBite {\n\t\tusesammo {\n\t\t\tusessecondaryammo {\n\t\t\t\tdrawimage ammoicon2, -14, -22, centerbottom;\n\t\t\t\tdrawnumber 2147483647, HUDFONT_DOOM, LightBlue, ammo2, drawshadow, -25, -38;\n\t\t\t\tinventorybarnotvisible {\n\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -44, -26, -61, LightBlue; // -39\n\t\t\t\t}\n\t\t\t}\n\t\t\t\tusessecondaryammo not {\n\t\t\t\t\tinventorybarnotvisible {\n\t\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -26, -26, -43, LightBlue; // -21\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t}\n\n\t\tusesammo not {\n\t\t\tinventorybarnotvisible {\n\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -3, -26, -20, Yellow;\n\t\t\t}\n\t\t}\n\t}\n\n\tPlayerClass Impaler, Icefiend  {\n\t\tusesammo {\n\t\t\tusessecondaryammo {\n\t\t\t\tdrawimage ammoicon2, -14, -22, centerbottom;\n\t\t\t\tdrawnumber 2147483647, HUDFONT_DOOM, LightBlue, ammo2, drawshadow, -25, -38;\n\t\t\t\tinventorybarnotvisible {\n\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -39, -26, -56, LightBlue; // -39\n\t\t\t\t}\n\t\t\t}\n\t\t\t\tusessecondaryammo not {\n\t\t\t\t\tinventorybarnotvisible {\n\t\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -21, -26, -38, LightBlue; // -21\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t}\n\n\t\tusesammo not {\n\t\t\tinventorybarnotvisible {\n\t\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -3, -26, -20, Yellow;\n\t\t\t}\n\t\t}\n\t}\n\n\t// Marine pistol ammo hud\n\tPlayerClass Marine {\n\t\tInInventory PistolReload, 12 {\n\t\t\tDrawString BigFont, Yellow, \"/ 24 until reload\", -25, -95;\n\t\t\tDrawNumber 2147483647, BigFont, Yellow, Ammo PistolReload, -225, -95;\n\t\t}\n\t\tInInventory not PistolReload, 12 {\n\t\t\tDrawString BigFont, Green, \" / 24 until reload\", -25, -95;\n\t\t\tDrawNumber 2147483647, BigFont, Green, Ammo PistolReload, -225, -95;\n\t\t}\n\t}\n\n\t// Warlock stuff\n\tPlayerClass Warlock {\n\t\tInInventory GhoulSouls, 1 {\n\t\t\tDrawString BigFont, Cyan, \"Souls Captured:\", -55, -93;\n\t\t\tDrawNumber 2147483647, HUDFONT_DOOM, Gray, GhoulSouls, DrawShadow, -15, -95;\n\t\t}\n\t\tInInventory not GhoulSouls, 1 {\n\t\t\tDrawString BigFont, Black, \"No souls captured\", -50, -93;\n\t\t}\n\n\t\tDrawImage ArmorIcon, 20, -24, CenterBottom; // Warlock bone armor stuff\n\t\tDrawNumber 2147483647, HUDFONT_DOOM, Untranslated, Armor, DrawShadow, WhenNotZero, 82, -39;\n\t}\n\n\t// Engineer nailgun ammo hud\n\tPlayerClass Engineer {\n\t\tInInventory NailGunMG, 1 {\n\t\t\tInInventory NailReload, 25 {\n\t\t\t\tDrawString BigFont, Yellow, \"/ 50 until reload\", -25, -95;\n\t\t\t\tDrawNumber 2147483647, BigFont, Yellow, Ammo NailReload, -225, -95;\n\t\t\t}\n\t\t\tInInventory not NailReload, 25 {\n\t\t\t\tDrawString BigFont, Green, \" / 50 until reload\", -25, -95;\n\t\t\t\tDrawNumber 2147483647, BigFont, Green, Ammo NailReload, -225, -95;\n\t\t\t}\n\t\t}\n\t}\n\n\t// Santa snow ammo hud\n\tPlayerClass Santa {\n\t\tInInventory SnowReload, 10 {\n\t\t\tDrawString BigFont, Yellow, \"/ 20 until reload\", -25, -95;\n\t\t\tDrawNumber 2147483647, BigFont, Yellow, Ammo SnowReload, -225, -95;\n\t\t}\n\t\tInInventory not SnowReload, 10 {\n\t\t\tDrawString BigFont, Green, \" / 20 until reload\", -25, -95;\n\t\t\tDrawNumber 2147483647, BigFont, Green, Ammo SnowReload, -225, -95;\n\t\t}\n\t}\n\n\t// Creeper heal ball fired\n\tPlayerClass Creeper {\n\t\tDrawImage \"CREEPRED\", -14, -22, centerbottom;\n\t\tdrawnumber 2147483647, HUDFONT_DOOM, Red, ammo HealballsFired, drawshadow, -25, -38;\n\t\tInInventory CreeperHealBallCooldown, 1 {\n\t\t\tDrawString BigFont, Red, \"Heal ball cooldown active\", -45, -90;\n\t\t}\n\t}\n\n\t// Cyborg pulse energy\n\tPlayerClass Cyborg {\n\t\tInInventory CyborgShieldCharge, 100 {\n\t\t\tDrawString BigFont, Green, \"Pulse Energy:\", -60, -93;\n\t\t\tDrawNumber 2147483647, HUDFONT_DOOM, Cyan, Ammo CyborgShieldCharge, DrawShadow, -5, -95;\n\t\t}\n\t\tInInventory not CyborgShieldCharge, 100 {\n\t\t\tDrawString BigFont, White, \"Pulse Energy:\", -50, -93;\n\t\t\tDrawNumber 2147483647, HUDFONT_DOOM, Cyan, Ammo CyborgShieldCharge, DrawShadow, -5, -95;\n\t\t}\n\n\t\tInInventory CyborgVisorCell, 1 {\n\t\t\tDrawString BigFont, White, \"Visor Cells:\", 140, -40;\n\t\t\tdrawnumber 3, HUDFONT_DOOM, Cyan, ammo CyborgVisorCell, 190, -41;\n\t\t}\n\t}\n\n\t// Sjas\n\tPlayerClass Sjas {\n\t\tInInventory ReflectCooldown, 1 {\n\t\t\tDrawString BigFont, Red, \"Reflect cooldown active\", -45, -80;\n\t\t}\n\t}\n\n\t// Icefiend\n\tPlayerClass Icefiend {\n\t\tInInventory IcefiendCloakCooldown, 1 {\n\t\t\tDrawString BigFont, Yellow, \"Cloak cooldown active\", -45, -80;\n\t\t}\n\t\tDrawImage ArmorIcon, 20, -24, CenterBottom;\n\t\tDrawNumber 2147483647, HUDFONT_DOOM, Untranslated, Armor, DrawShadow, WhenNotZero, 82, -39;\n\t}\n\n\t// Choke points\n\tPlayerClass Choke {\n\t\tInInventory VomitPoints, 1 {\n\t\t\tDrawString BigFont, Red, \"Vomit points:\", -55, -93;\n\t\t\tDrawNumber 2147483647, HUDFONT_DOOM, Gold, Ammo VomitPoints, DrawShadow, -15, -95;\n\t\t}\n\t\tInInventory not VomitPoints, 1 {\n\t\t\tDrawString BigFont, Gray, \"No vomit points\", -50, -93;\n//\t\t\tDrawNumber 2147483647, HUDFONT_DOOM, Gold, Ammo VomitPoints, DrawShadow, -15, -95;\n\t\t}\n\t}\n\t/*\n\t// Jitter points\n\tPlayerClass Jitterskull {\n\t\tInInventory JitterskullPoints, 1 {\n\t\t\tDrawString BigFont, Yellow, \"Heal points:\", -55, -93;\n\t\t\tDrawNumber 2147483647, HUDFONT_DOOM, Gold, Ammo JitterskullPoints, DrawShadow, -15, -95;\n\t\t}\n\t\tInInventory not JitterskullPoints, 1 {\n\t\t\tDrawString BigFont, Gray, \"No heal points\", -50, -93;\n//\t\t\tDrawNumber 2147483647, HUDFONT_DOOM, Gold, Ammo JitterskullPoints, DrawShadow, -15, -95;\n\t\t}\n\t}\n\t*/\n\t// Frostbite armor\n\tPlayerClass FrostBite {\n\t\tDrawImage ArmorIcon, 20, -24, CenterBottom;\n\t\tDrawNumber 2147483647, HUDFONT_DOOM, Untranslated, Armor, DrawShadow, WhenNotZero, 82, -39;\n\t\t/*\n\t\tInInventory ShardPoints, 1 {\n\t\t\tDrawString BigFont, Cyan, \"Shard points:\", -50, -93;\n\t\t\tDrawNumber 2147483647, HUDFONT_DOOM, Gold, Ammo ShardPoints, DrawShadow, -15, -95;\n\t\t}\n\t\tInInventory not ShardPoints, 1 {\n\t\t\tDrawString BigFont, Gray, \"No shard points\", -55, -93;\n//\t\t\tDrawNumber 2147483647, HUDFONT_DOOM, Gold, Ammo ShardPoints, DrawShadow, -15, -95;\n\t\t}\n\t\t*/\n\t}\n\n\t// Misc stuff\n\tgamemode deathmatch {\n\t\tdrawnumber 2147483647, HUDFONT_DOOM, untranslated, frags, drawshadow, -3, 1;\n\t}\n\n\tgamemode singleplayer, cooperative, teamgame {\n\t\tdrawkeybar 100, vertical, reverserows, auto, -10, 2, 0, 3, auto;\n\t}\n}\n\nstatusbar normal // Standard Doom Status bar\n{\n\tdrawimage \"STBAR2\", 0, 168;\n\tdrawimage \"STTPRCNT\", 42, 171;\n\tdrawnumber 3, HUDFONT_DOOM, untranslated, health, 42, 171;\n\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo1, 183, 171;\n\tInInventory not IAMCYBORG {\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo2, 229, 171;\n\t}\n\n\tPlayerClass Cyborg {\n\t\tIsSelected \"CyborgPlasma-Pulse\" {\n\t\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo CyborgShieldCharge, 229, 171;\n\t\t}\n\n\t\tIsSelected \"CyborgPlasma-Jet\" {\n\t\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo CyborgFuel, 229, 171;\n\t\t}\n\n\t\tInInventory CyborgVisorCell, 1 {\n\t\t\tdrawimage \"CYGOOG\", 0, 153;\n\t\t\tdrawnumber 3, Smallfont, Cyan, ammo CyborgVisorCell, 54, 159;\n\t\t}\n\t}\n\n\tPlayerClass Marine {\n\t\tIsSelected DualPistols {\n\t\t\tInInventory PistolReload, 12 {\n\t\t\t\tDrawNumber 3, HUDFONT_DOOM, Yellow, Ammo PistolReload, 183, 171;\n\t\t\t}\n\t\t\tInInventory not PistolReload, 12 {\n\t\t\t\tDrawNumber 3, HUDFONT_DOOM, Green, Ammo PistolReload, 183, 171;\n\t\t\t}\n\t\t}\n\t}\n\n\tPlayerClass Engineer {\n\t\tIsSelected NailgunMG {\n\t\t\tInInventory NailReload, 20 {\n\t\t\t\tDrawNumber 3, HUDFONT_DOOM, Yellow, Ammo NailReload, 183, 171;\n\t\t\t}\n\t\t\tInInventory not NailReload, 20 {\n\t\t\t\tDrawNumber 3, HUDFONT_DOOM, Green, Ammo NailReload, 183, 171;\n\t\t\t}\n\t\t}\n\t}\n\n\tPlayerClass Santa {\n\t\tIsSelected Snowgun {\n\t\t\tInInventory SnowReload, 10 {\n\t\t\t\tdrawnumber 3, HUDFONT_DOOM, yellow, ammo SnowReload, 183, 171;\n\t\t\t}\n\t\t\tInInventory not SnowReload, 10 {\n\t\t\t\tdrawnumber 3, HUDFONT_DOOM, green, ammo SnowReload, 183, 171;\n\t\t\t}\n\t\t}\n\t}\n\n\tPlayerClass Sjas {\n\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, 154, 198, -26, -56, LightBlue; // -39\n\t}\n\n\tPlayerClass Creeper {\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo HealBallsFired, 229, 171;\n\t}\n\n\tPlayerClass Choke {\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo VomitPoints, 229, 171;\n\t}\n\n\tPlayerClass Frostbite {\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, armor, 229, 171;\n\t}\n\n\tDrawImage playericon, 106, 170;\n\tDrawImage  weaponicon, 236, 170;\n\n\tgamemode deathmatch, teamgame {\n\t\tdrawnumber 2, HUDFONT_DOOM, untranslated, frags, 92, 171;\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "SNDINFO.txt",
        "contents": "// in between is reserved for new classes\n\nachievement\\sound143\t\tACH_143\n\nachievement\\soundMAH\t\tACH_MAH\nachievement\\soundMAG\t\tACH_MAG\n\nWeaponOverheat\t\t\t\tOVHEAT\nWeaponWarning\t\t\t\tWARNING\n\n////////////////////////////////////////////////////////////////////////////////\n//                                Map sounds                                  //\n////////////////////////////////////////////////////////////////////////////////\n\n// GVH47\n\nCrickets  Crickets\nNightNoi  NightNoi\nDrips  Drips\nCRICKET2   CRICKET2\nDRIPS2   DRIPS2\nGROANING   GROANING\nHOWL   HOWL\nMONSTERH   MONSTERH\nZOMBIE2   ZOMBIE2\n\n$AMBIENT 6 Crickets POINT CONTINUOUS 0.5\n$AMBIENT 7 NightNoi POINT CONTINUOUS 0.5\n$AMBIENT 9 Drips POINT CONTINUOUS 0.5\n$AMBIENT 11 CRICKET2 WORLD CONTINUOUS 0.3\n$AMBIENT 12 DRIPS2 POINT 1.5 RANDOM 5.0 10.0 0.6\n$AMBIENT 13 GROANING POINT RANDOM 15.0 30.0 0.7\n$AMBIENT 14 HOWL POINT 0.2 RANDOM 70.0 115.0 1.0\n$AMBIENT 15 MONSTERH POINT 1.5 RANDOM 140.0 190.0 1.0\n$AMBIENT 16 ZOMBIE2 POINT 0.8 RANDOM 85.0 150.0 0.9\n\n/////////////////\n// GVH NS Maps //\n/////////////////\n// GVHNS02\n// -----------------------------------------------------------------------------\nowlhoot1\t\tDS1OWL\nowlhoot2\t\tDS2OWL\nthundersound1\tDSTHUND\nthundersound2\tDSTHUND2\n\n$random owlhoot { owlhoot1 owlhoot2 }\n$random thundersound { thundersound1 thundersound2 }\n\n$ambient 20 owlhoot point 0.5 random 10.0 25.0 127\n\nSpooky1\t\tSSND1\nSpooky2 \tSSND2\nSpooky3\t\tSSND3\nSpooky4\t\tSSND4\nSpooky5\t\tSSND5\nSpooky6\t\tSSND6\n\n$Random SpookySound { Spooky1 Spooky2 Spooky3 Spooky4 Spooky5 Spooky6 }\n$Random SpookySound2 { Spooky1 Spooky2 Spooky3 Spooky4 Spooky5 Spooky6 }\n\n$ambient 121 SpookySound2 point 1.25 random 18 30 127\n\nClockTicking\tCLOCKT\nScaryYell\t\tSSCRM1\n\nCreaking1\t\tCREAK1\nCreaking2\t\tCREAK2\nCreaking3\t\tCREAK3\nCreaking4\t\tCREAK4\nCreaking5 \t\tCREAK5\nCreaking6\t\tCREAK6\nCreaking7\t\tCREAK7\n\n$Random WoodCreaking { Creaking1 Creaking2 Creaking3 Creaking4 Creaking5 Creaking6 Creaking7 }\n\n$ambient 120 ClockTicking point 1.35 continuous 127\n\n// GVHNS03\n// -----------------------------------------------------------------------------\nTrafficAmbience1\tTRAFFIC1\nTrafficAmbience2\tTRAFFIC2\nTrafficAmbience3\tTRAFFIC3\nTrafficAmbience4\tTRAFFIC4\nTrafficAmbience5\tTRAFFIC5\nTrafficAmbience6\tTRAFFIC6\nTrafficAmbience7\tMOTO1\nTrafficAmbience8\tMOTO2\nTrafficAmbience9\tASIREN1B\n\n$Random TrafficAmbience { TrafficAmbience1 TrafficAmbience2 TrafficAmbience3 TrafficAmbience4 TrafficAmbience5 TrafficAmbience6 TrafficAmbience7 TrafficAmbience8 TrafficAmbience9 }\n\n// GVHNS04\n// -----------------------------------------------------------------------------\ngvhns04/kh1\t\tKHRNE1\ngvhns04/kh2\t\tKHRNE2\ngvhns04/kh3\t\tKHRNE3\ngvhns04/kh4\t\tKHRNE4\n\n$random gvhns04kh { gvhns04/kh1 gvhns04/kh2 gvhns04/kh3 gvhns04/kh4 }\n\n// GVHNS05\n// -----------------------------------------------------------------------------\nEerieChant \tDS_CHNT\nHeartSound\tPICKHEAL\nEarthHeart\tNSFIVEEQ\n\n$ambient 50 EerieChant point 0.5 periodic 13.2 127\n\n//////////////////\n// GVH Old Maps //\n//////////////////\n// GVH 05\n// -----------------------------------------------------------------------------\nGVH/zippymap/windin\t\tDSWINDIN\nGVH/zippymap/windout\tDSWINDOT\n\n// GVH 07\n// -----------------------------------------------------------------------------\n$random world/thunder {THNDR1 THNDR2 THNDR3}\n\nTHNDR1 THNDR1\nTHNDR2 THNDR2\nTHNDR3 THNDR3\n\n// GVH 08\n// -----------------------------------------------------------------------------\nwater1 water1\n$AMBIENT 65 wterfal POINT CONTINUOUS 0.45\n$AMBIENT 66 WATER1 POINT CONTINUOUS 0.45\nwterfal wterfal\n\n// GVH 11\n// -----------------------------------------------------------------------------\ndukeship\t\t\t\tdukeship\n\n// GVH 12 [new]\n// -----------------------------------------------------------------------------\nSTRL1\t\tMFMLG3\nSTRL2\t\tMFMLG4\nSTRL3\t\tMFMLG5\nSTRL4\t\tMFMLG6\n\n$Random KinkyLaugh { STRL1 STRL2 STRL3 STRL4 }\n\n// GVH 13\n// -----------------------------------------------------------------------------\nEngineHum\t\tVOID2\nEngineHumSmall  VOID21\nEngineSound1\tENGROOM1\nEnginesound2\tENGROOM2\nEnginesound3\tENGROOM3\nSpookyAmbience1 SPKYAMB1\n\n$ambient 101 EngineHum point 0.8 continuous 127\n$ambient 102 EngineSound1 point 1.0 continuous 127\n$ambient 103 EngineSound2 point 1.0 continuous 127\n$ambient 104 EngineSound3 point 1.0 continuous 127\n$ambient 105 EngineHumSmall point 1.0 continuous 127\n$ambient 106 SpookyAmbience1 point 0.95 continuous 127\n\n// GVH 20\n// -----------------------------------------------------------------------------\nTVSTATIC   \t\t\t\tTVSTATIC\nRAIN4  \t\t\t\t \tRAIN4\nFAN   \t\t\t\t\tFAN\nPOWER   \t\t\t\tPOWER\nTHUNDER   \t\t\t\tTHUNDER\n\n$AMBIENT 1 TVSTATIC POINT 4.0 CONTINUOUS 0.7\n$AMBIENT 2 FAN POINT 3.0 CONTINUOUS 1.5\n$AMBIENT 3 POWER POINT 4.0 CONTINUOUS 0.4\n$AMBIENT 4 THUNDER WORLD RANDOM 20.0 55.0 1.0\n$AMBIENT 10 RAIN4 WORLD CONTINUOUS 0.2\n\n// GVH 21\n// -----------------------------------------------------------------------------\nEnigmaticAmbience EAMB3\nHumming\tQAMB4\n\n$ambient 99 EnigmaticAmbience point 0.4 continuous 127\n$ambient 100 Humming point 1.0 continuous 127\n\n// GVH 23\n// -----------------------------------------------------------------------------\nSteam/Loop\tSTEMLOOP\nSteam/Fire\tSTEMFIRE\n\n// GVH 26\n// -----------------------------------------------------------------------------\nSounds/Waterfall \t\tWTFALL\n\n// GVH 27\n// -----------------------------------------------------------------------------\nworld/thunder    none\nFOGHRN    \t\t\t\tFOGHRN\nCREAK     \t\t\t\tCREAK\nWAVES     \t\t\t\tWAVES\nMOTOR     \t\t\t\tMOTOR\n\n$ambient 67 WAVES POINT 0.3 CONTINUOUS 4.0 // 1\n$ambient 68 MOTOR POINT 2.0 CONTINUOUS 4.0 // 2\n\n// GVH 29\n// -----------------------------------------------------------------------------\n$alias world/wind\t\tWind\n\n$ambient 1 Wind world random 3 10 20\n\n// GVH 39\n// -----------------------------------------------------------------------------\nAMB5   \t\t\t\t\tamb5\nAMB14   \t\t\t\tamb14\nAMB24   \t\t\t\tamb24\n\n$AMBIENT 5 amb5 POINT CONTINUOUS 1.0\n$AMBIENT 14 amb14 POINT RANDOM 20.0 35.0 1.0\n$AMBIENT 24 amb24 POINT CONTINUOUS 1.0\n\n////////////////////////////////////////////////////////////////////////////////\n//                               Achievements                                 //\n////////////////////////////////////////////////////////////////////////////////\n\nachievement\\unlock\t\t\t\t\t\t\t\t\t\t\tAUNLOCK\n\n////////////////////////////////////////////////////////////////////////////////\n//                               Class Sounds                                 //\n////////////////////////////////////////////////////////////////////////////////\n\n// Marine\n// -----------------------------------------------------------------------------\nweapons/minigunhold\t\t\t\t\t\t\t\t\t\tMGSHOT3\nweapons/minigunup\t\t\t\t\t\t\t\t\t\tdsmgup\nweapons/minigundown\t\t\t\t\t\t\t\t\t\tdsmgdown\nweapons/minigun\t\t\t\t\t\t\t\t\t\t\tDSMINIGN\nweapons/shotgunNew\t\t\t\t\t\t\t\t\t\tSGUNIVN\npistol/newfire\t\t\t\t\t\t\t\t\t\t\tBERNFIRE\npistol/reload\t\t\t\t\t\t\t\t\t\t\tBERNUP\n\nSatchel1\t\t\t\tSATCH1\nSatchel2\t\t\t\tSATCH2\nSatchel3\t\t\t\tSATCH3\nSatchel4\t\t\t\tSATCH4\n\n$Random UseSatchel { Satchel1 Satchel2 Satchel3 Satchel4 }\n\nMaleMarinePain1\t\t\tMMRP1\nMaleMarinePain2\t\t\tMMRP2\nMaleMarinePain3\t\t\tMMRP3\nMaleMarinePain4\t\t\tMMRP4\nMaleMarinePain5\t\t\tMMRP5\nMaleMarinePain6\t\t\tMMRP6\nMaleMarinePainH1\t\tMMRPH1\nMaleMarinePainH2\t\tMMRPH2\nMaleMarinePainH3\t\tMMRPH3\nMaleMarinePainH4\t\tMMRPH4\nMaleMarinePainH5\t\tMMRPH5\nMaleMarinePainH6\t\tMMRPH6\n\nMaleMarineTaunt1\t\tMMRT1\nMaleMarineTaunt2\t\tMMRT2\nMaleMarineTaunt3\t\tMMRT3\nMaleMarineTaunt4\t\tMMRT4\nMaleMarineTaunt5\t\tMMRT5\nMaleMarineTaunt6\t\tMMRT6\nMaleMarineTaunt7\t\tMMRT7 // Faggots\n\nMaleMarineDeath1\t\tMMRD1\nMaleMarineDeath2\t\tMMRD2\nMaleMarineDeath3\t\tMMRD3\nMaleMarineDeath4\t\tMMRD4\nXFMarineDeath1\tMFMLD1\nXFMarineDeath2\tMFMLD2\nXFMarineDeath3\tMFMLD3\nXFMarineDeath4\tMFMLD4\nXFMarinePain1\tMFMLP1\nXFMarinePain2\tMFMLP2\nXFMarineTaunt1 \tMFMLT1\nXFMarineTaunt2 \tMFMLT2\nXFMarineTaunt3 \tMFMLT3\nXFMarineTaunt4 \tMFMLT4\nXFMarineTaunt5 \tMFMLT5\nXFMarineTaunt6 \tMFEMLG2\nXFMarineTaunt7 \tMFMLO1\nXFMarineTaunt8 \tMFMLO2\nXFMarineTaunt9 \tMFMLO3\nXFMarineOrder1\tMFMLO1\nXFMarineOrder2\tMFMLO2\nXFMarineOrder3\tMFMLO3\nXFMarineGrunt1\tMFMLG1\nXFMarineGrunt2\tMFMLG2\nXFMarineGrunt3\tMFMLG3\nXFMarineGrunt4\tMFMLG4\nXFMarineGrunt5\tMFMLG5\nXFMarineGrunt6\tMFMLG6\nOtherMarineDeath1\t\tSMRD1\nOtherMarineDeath2\t\tSMRD2\nOtherMarineDeath3\t\tSMRD3\nOtherMarineDeath4\t\tSMRD4\nOtherMarineDeath5\t\tSMRD5\nOtherMarineDeath6\t\tSMRD6\nOtherMarinePain1\t\tSMRH1\nOtherMarinePain2\t\tSMRH2\nOtherMarinePain3\t\tSMRH3\nOtherMarinePain4\t\tSMRH4\nOtherMarinePainH1\t\tSMRHX1\nOtherMarinePainH2\t\tSMRHX2\nOtherMarinePainH3\t\tSMRHX3\nOtherMarinePainH4\t\tSMRHX4\nOtherMarinePainH5\t\tSMRHX5\nOtherMarineTaunt1\t\tSMRT1\nOtherMarineTaunt2\t\tSMRT2\nOtherMarineTaunt3\t\tSMRT3\nOtherMarineTaunt4\t\tSMRT4\nOtherMarineTaunt5\t\tSMRT5\n// Old sounds\nweapons/chngun2fire1\t\t\tdscgn2f1\nweapons/combogun_click\t\t\tdszip\nweapons/combogun_open\t\t\tdszopen\nweapons/combogun_close\t\t\tdszclose\nweapons/combogun_light\t\t\ttorch2\nweapons/grenadeexplode\t\t\tDSGRBOOM\nweapons/grenadethrow\t\t\tDSGRTOSS\nweapons/grenadebounce\t\t\tDSGRDROP\nweapons/grenadepin\t\t\t\tDSGRPIN\nweapons/grenadeno\t\t\t\tDSFUMBLE\nweapons/grenademax\t\t\t\tGRENMAX\npistol/reload1\t\t\t\t\tPRELOAD1\npistol/reload2\t\t\t\t\tPRELOAD2\n\npuff/ric1        \t\t \t\tdsric1\npuff/ric2         \t\t\t\tdsric2\npuff/ric3         \t\t\t\tdsric3\nplayertaunt \t\t\t\t\tdstaunt\nplayertaunt2 \t\t\t\t\tdscrtant\n\nhcgs1\tm_gun1\nhcgs2\tm_gun2\nhcgs3\tm_gun3\n\n$random weapons/hchngun { hcgs1 hcgs2 hcgs3 }\n\n$random puff/ric { puff/ric1  puff/ric2  puff/ric3 }\n\n$Random XFMarineDeath { XFMarineDeath1 XFMarineDeath2 XFMarineDeath3 XFMarineDeath4 }\n\n$Random XFMarinePain { XFMarinePain1 XFMarinePain2 }\n\n$Random XFMarineTaunt { XFMarineTaunt1 XFMarineTaunt2 XFMarineTaunt3 XFMarineTaunt4 XFMarineTaunt5 XFMarineTaunt6 XFMarineTaunt7 XFMarineTaunt8 XFMarineTaunt9 }\n\n$Random OtherMarinePainLow { OtherMarinePain1 OtherMarinePain2 OtherMarinePain3 OtherMarinePain4 }\n\n$Random OtherMarineDeath { OtherMarineDeath1 OtherMarineDeath2 OtherMarineDeath3 OtherMarineDeath4 OtherMarineDeath5 OtherMarineDeath6 }\n\n$Random OtherMarinePainHigh { OtherMarinePainH1 OtherMarinePainH2 OtherMarinePainH3 OtherMarinePainH4 OtherMarinePainH5 }\n\n$Random OtherMarineTaunt { OtherMarineTaunt1 OtherMarineTaunt2 OtherMarineTaunt3 OtherMarineTaunt4 OtherMarineTaunt5 }\n\nplaytaunt dstaunt\n$playersound\tMarine\tmale\t*taunt\t\tplaytaunt\n\n$playersound\tmarine\tfemale\t*gibbed\t\tdscrdeth\n$playersound\tmarine\tfemale\t*fist\t\tdsnone\n$playersound\tmarine\tfemale\t*taunt\t\tdscrtant\n$PlayerSound\tMarine\tFemale\t*Land\t\tMFMLL\n$PlayerSound\tMarine\tFemale\t*Grunt\t\tMFMLL\n$Playersound\tMarine\tFemale\t*UseFail\tMFMLU\n$PlayerAlias\tMarine\tFemale\t*Taunt\t\tXFMarineTaunt\n$PlayerAlias\tMarine\tFemale\t*Death\t\tXFMarineDeath\n$PlayerAlias\tMarine\tFemale\t*XDeath\t\tXFMarineDeath\n$PlayerAlias\tMarine\tFemale\t*Pain100\tXFMarinePain\n$PlayerAlias\tMarine\tFemale\t*Pain75\t\tXFMarinePain\n$PlayerAlias\tMarine\tFemale\t*Pain50\t\tXFMarinePain\n$PlayerAlias\tMarine\tFemale\t*Pain25\t\tXFMarinePain\n\n$playersound\tMarine\tOther\t*grunt\t\tSMRL\n$playersound\tMarine\tOther\t*land\t\tSMRL\n$playersound\tMarine\tOther\t*usefail\tSMRU\n$playeralias\tMarine\tOther\t*death\t\tOtherMarineDeath\n$playeralias\tMarine\tOther\t*xdeath\t\tOtherMarineDeath\n$playeralias\tMarine\tOther\t*gibbed\t\tOtherMarineDeath\n$playeralias\tMarine\tOther\t*pain100\tOtherMarinePainLow\n$playeralias\tMarine\tOther\t*pain75\t\tOtherMarinePainLow\n$playeralias\tMarine\tOther\t*pain50\t\tOtherMarinePainHigh\n$playeralias\tMarine\tOther\t*pain25\t\tOtherMarinePainHigh\n$playeralias\tMarine\tOther\t*taunt\t\tOtherMarineTaunt\n\n$limit XMarineTaunt 1\n$limit XFMarineTaunt 1\n$limit playertaunt 1\n$Limit weapons/minigunhold 0\n$limit OtherMarineTaunt 1\n\n// Hunter\n// -----------------------------------------------------------------------------\nsuperlightningarrow/thunder\tSPRLGHT\nhunterupgrade \t\t\t\tHUPGRD\nhuntersupericefreeze \t\tHICE_FRZ\n$limit huntersupericefreeze 0\n\nXHunterTaunt1\tHUNT2T1\nXHunterTaunt2\tHUNT2T2\nXHunterTaunt3\tHUNT2T3\nXHunterPain1\tHUNT2P1\nXHunterPain2\tHUNT2P2\nXHunterPain3\tHUNT2P3\nXHunterPain4\tHUNT2P4\nXHunterDeath1\tHUNT2D1\nXHunterDeath2 \tHUNT2D2\nXHunterDeath3\tHUNT2D3\nXHunterDeath4\tHUNT2D4\n\nXHunterSpecial1\tHUNT2S1\nXHunterSpecial2\tHUNT2S2\n\nXFHunterTaunt1\tHFMLT1\nXFHunterTaunt2\tHFMLT2\nXFHunterTaunt3\tHFMLT3\nXFHunterTaunt4\tHFMLT4\nXFHunterTaunt5\tHFMLT5\nXFHunterTaunt6\tHFMLT6\n\nXFHunterPain1\tHFMLP1\nXFHunterPain2\tHFMLP2\nXFHunterPain3\tHFMLP3\nXFHunterPain4\tHFMLP4\nXFHunterDeath1\tHFMLD1\nXFHunterDeath2\tHFMLD2\nXFHunterDeath3\tHFMLD3\nXFHunterDeath4\tHFMLD4\nFHunterSpecial1\tHFMLS1\nFHunterSpecial2\tHFMLS2\nFHunterSpecial3\tHFMLS3\n\n$Random FemaleHunterSpecial { FHunterSpecial1 FHunterSpecial2 FHunterSpecial3 }\n\nFHunterBow\t\tHFMLBP\n\nOHunterTaunt1\t\tOHUNT1\nOHunterTaunt2\t\tOHUNT2\nOHunterTaunt3\t\tOHUNT3\nOHunterTaunt4\t\tOHUNT4\nOHunterTaunt5\t\tOHUNT5\n\n$Random OtherHunterTaunt { OHunterTaunt1 OHunterTaunt2 OHunterTaunt3 OHunterTaunt4 OHunterTaunt5 }\n\nOHunterPain1\t\tOHUNP1\nOHunterPain2\t\tOHUNP2\nOHunterPain3\t\tOHUNP3\nOHunterPain4\t\tOHUNP4\nOHunterPain5\t\tOHUNP5\nOHunterPain6\t\tOHUNP6\n\n$Random OtherHunterPain { OHunterPain1 OHunterPain2 OHunterPain3 OHunterPain4 OHunterPain5 OHunterPain6 }\n\nOHunterSpecial1\t\tOHUNS1\nOHunterSpecial2\t\tOHUNS2\nOHunterSpecial3\t\tOHUNS3\n\nOHunterDeath1\t\tOHUND1\nOHunterDeath2\t\tOHUND2\nOHunterDeath3\t\tOHUND3\n\n$Random OtherHunterDeath { OHunterDeath1 OHunterDeath2 OHunterDeath3 }\n\n// Old sounds\nweapons/arrowhit1 \t\t\t\tDSBOWHI1\nweapons/arrowhit2 \t\t\t\tDSBOWHI2\nweapons/arrowhit3 \t\t\t\tDSBOWHI3\nweapons/bowup\t\t\t\t\tdsbowup\nweapons/bowdraw\t\t\t\t\tdsbowdra\nweapons/bowabort \t\t\t\tdsbowab\nweapons/bowfire\t\t\t\t\tdsbowfi\n\nweapons/bowpowerup\t\t\t\tdspowhun\n$limit weapons/bowpowerup 0\n\nweapons/bowfswitch\t\t\t\tdsflamer\nweapons/bowiswitch\t\t\t\tdscrystr\nweapons/bowlswitch\t\t\t\tdslitchr\nweapons/arrowexplode\t\t\tdsfirard\nweapons/flamearrow\t\t\t\tdsleechb\nweapons/icearrow\t\t\t\tdsicebol\nweapons/arrowshatter\t\t\tdscrysbk\nweapons/lightningarrow\t\t\tdscelfir\nweapons/arrowno\t\t\t\t\tdsbowno\nweapons/firespin\t\t\t\tfirpower\nweapons/icespike\t\t\t\ticepower\nweapons/lightfall\t\t\t\tlitpower\nweapons/lighthit\t\t\t\tlitfloor\nhunttaunt \t\t\t\t\t\thunttaun\nhunttaunt2 \t\t\t\t\t\tdsfhtaun\n\nHunterUseSilver1\t\t\t\tHFMLUS1\nHunterUseSilver2\t\t\t\tHFMLUS2\nHunterUseSilver3\t\t\t\tHFMLUS3\n\n$Random HunterUseSilver { HunterUseSilver1 HunterUseSilver2 HunterUseSilver3 }\n\n$random weapons/arrowhit { weapons/arrowhit1 weapons/arrowhit2 weapons/arrowhit3 }\n\n$Random XHunterTaunt { XHunterTaunt1 XHunterTaunt2 XHunterTaunt3 }\n\n$Random XHunterPain { XHunterPain1 XHunterPain2 XHunterPain3 XHunterPain4 }\n\n$Random XHunterDeath { XHunterDeath1 XHunterDeath2 XHunterDeath3 XHunterDeath4 }\n\n$Random XHunterSpecial { XHunterSpecial1 XHunterSpecial2 }\n\n$Random XFHunterTaunt { XFHunterTaunt1 XFHunterTaunt2 XFHunterTaunt3 XFHunterTaunt4 XFHunterTaunt5 XFHunterTaunt6 }\n\n$Random XFHunterPain { XFHunterPain1 XFHunterPain2 XFHunterPain3 XFHunterPain4 }\n\n$Random XFHunterDeath { XFHunterDeath1 XFHunterDeath2 XFHunterDeath3 XFHunterDeath4 }\n\n$Random FHunterSpecial { FHunterSpecial1 FHunterSpecial2 FHunterSpecial3 }\n\n$playersound\thunter\tmale\t*jump\t\tdsnone\n$playersound\thunter\tmale\t*fist\t\tdsnone\n$PlayerSound\tHunter\tMale\t*Land\t\tHUNTLAND\n$PlayerSound\tHunter\tMale\t*Grunt\t\tHUNTLAND\n$PlayerSound\tHunter\tMale\t*UseFail\tHUNT2P1\n$PlayerAlias\tHunter\tMale\t*Taunt\t\tXHunterTaunt\n$PlayerAlias\tHunter\tMale\t*Death\t\tXHunterDeath\n$PlayerAlias\tHunter  Male\t*Gibbed\t\tXHunterDeath\n$PlayerAlias\tHunter\tMale\t*XDeath\t\tXHunterDeath\n$PlayerAlias\tHunter \tMale\t*Pain100\tXHunterPain\n$PlayerAlias\tHunter \tMale\t*Pain75\t\tXHunterPain\n$PlayerAlias\tHunter \tMale\t*Pain50\t\tXHunterPain\n$PlayerAlias\tHunter \tMale\t*Pain25\t\tXHunterPain\n\n$playersound\thunter\tfemale\t*jump\t\tdsnone\n$playersound\thunter\tfemale\t*fist\t\tdsnone\n$PlayerSound\tHunter\tFemale\t*Land\t\tHFMLL\n$PlayerSound\tHunter\tFemale\t*Grunt\t\tHFMLL\n$PlayerSound\tHunter\tFemale\t*UseFail\tHFMLU\n$PlayerAlias\tHunter\tFemale\t*Taunt\t\tXFHunterTaunt\n$PlayerAlias\tHunter\tFemale\t*Death\t\tXFHunterDeath\n$PlayerAlias\tHunter\tFemale\t*Gibbed\t\tXFHunterDeath\n$PlayerAlias\tHunter\tFemale\t*XDeath\t\tXFHunterDeath\n$PlayerAlias\tHunter\tFemale\t*Pain100\tXFHunterPain\n$PlayerAlias\tHunter\tFemale\t*Pain75\t\tXFHunterPain\n$PlayerAlias\tHunter\tFemale\t*Pain50\t\tXFHunterPain\n$PlayerAlias\tHunter\tFemale\t*Pain25\t\tXFHunterPain\n\n$playersound\thunter\tother\t*jump\t\tdsnone\n$playersound\thunter\tother\t*fist\t\tdsnone\n$playeralias\thunter\tother\t*Taunt\t\tOtherHunterTaunt\n$PlayerSound\tHunter\tOther\t*Land\t\tOHUNL\n$PlayerSound\tHunter\tOther\t*Grunt\t \tOHUNL\n$PlayerSound\tHunter\tOther\t*UseFail\tOHUNU\n$PlayerAlias\tHunter\tOther\t*Death\t\tOtherHunterDeath\n$PlayerAlias\tHunter\tOther\t*XDeath\t\tOtherHunterDeath\n$PlayerAlias\tHunter\tOther\t*XDeath\t\tOtherHunterDeath\n$PlayerAlias\tHunter \tOther\t*Pain100\tOtherHunterPain\n$PlayerAlias\tHunter \tOther\t*Pain75\t\tOtherHunterPain\n$PlayerAlias\tHunter \tOther\t*Pain50\t\tOtherHunterPain\n$PlayerAlias\tHunter \tOther\t*Pain25\t\tOtherHunterPain\n\n$limit hunttaunt 1\n$limit hunttaunt2 1\n$limit OtherHunterTaunt 1\n$limit XHunterTaunt 1\n$limit XFHunterTaunt 1\n\n// Cyborg\n// -----------------------------------------------------------------------------\nPrePulseFire1\t\t\t\t\t\t\t\t\t\t\tNPLSACT1\nPrePulseFire2\t\t\t\t\t\t\t\t\t\t\tNPLSACT2\nPulseFire1\t\t\t\t\t\t\t\t\t\t\t\tNPLSFIR1\nPulseFire2\t\t\t\t\t\t\t\t\t\t\t\tNPLSFIR2\nPulseFire3\t\t\t\t\t\t\t\t\t\t\t\tNPLSFIR3\ncyborg/PulsePrepared\t\t\t\t\t\t\t\t\tPLS_PREP\ncyborg/PulseReady\t\t\t\t\t\t\t\t\t\tPLS_REDY\ncyborg/NoEnergy\t\t\t\t\t\t\t\t\t\t\tCBNOENRG\ncyborg/newPain1\t\t\t\t\t\t\t\t\t\t\tMCYP1\ncyborg/newPain2\t\t\t\t\t\t\t\t\t\t\tMCYP2\ncyborg/newPain3\t\t\t\t\t\t\t\t\t\t\tMCYP3\ncyborg/newPain4\t\t\t\t\t\t\t\t\t\t\tMCYP4\nMaleCyborgDeath1\t\t\t\t\t\t\t\t\t\tMCYD1\nMaleCyborgDeath2\t\t\t\t\t\t\t\t\t\tMCYD2\nMaleCyborgDeath3\t\t\t\t\t\t\t\t\t\tMCYD3\nMaleCyborgDeath4\t\t\t\t\t\t\t\t\t\tMCYD4\nMaleCyborgTaunt1\t\t\t\t\t\t\t\t\t\tMCYT1\nMaleCyborgTaunt2\t\t\t\t\t\t\t\t\t\tMCYT2\nMaleCyborgTaunt3\t\t\t\t\t\t\t\t\t\tMCYT3\nMaleCyborgTaunt4\t\t\t\t\t\t\t\t\t\tMCYT4\nMaleCyborgTaunt5\t\t\t\t\t\t\t\t\t\tMCYT5\n\nMaleCyborgPulseKill1\t\t\tMCYPK1\nMaleCyborgPulseKill2\t\t\tMCYPK2\nMaleCyborgPulseKill3\t\t\tMCYPK3\nMaleCyborgPulseKill4\t\t\tMCYPK4\n\n// Old sounds\nweapons/cyborgplasmafire\t\tDSBLSHT3\nweapons/cyborgplasmahit\t\t\tDSSONHIT\nweapons/cyborgcharge\t\t\tDSRAICRG\nweapons/cyborgfail\t\t\t\tBLSHELL\nweapons/cyborgjetpack\t\t\tDSFLBURN\nweapons/cyborgsuperjet\t\t\tSUPERJ\nweapons/cyborgno\t\t\t\tNOSUPER\nweapons/cyborgdash\t\t\t\tCYBDASH\nCyborgStomp \t\t\t\t\tDSRB2PN\nfloor/hardx01\t\t\t\t\tdshard1\nfloor/hardx02\t\t\t\t\tdshard2\nfloor/hardx03\t\t\t\t\tdshard3\nfloor/hardx04\t\t\t\t\tdshard4\nfloor/hardx05\t\t\t\t\tdshard5\nfloor/hardx06\t\t\t\t\tdshard6\ncybtaunt \t\t\t\t\t\tcybtaunt\ncybtaunt2 \t\t\t\t\t\tdsfctaun\ncyblolcopy\t\t\t\t\t\tcybtaunt\nfcybtaunt\t\t\t\t\t\tDSFCTAUN\n\n$random floor/hardx\t{ floor/hardx01  floor/hardx02 floor/hardx03 floor/hardx04  floor/hardx05 floor/hardx06 }\n\n$Random PrePulseFire { PrePulseFire1 PrePulseFire2 }\n\n$Random PulseFire { PulseFire1 PulseFire2 PulseFire3 }\n\n$Random CyborgNewPain { cyborg/newPain1 cyborg/newPain2 cyborg/newPain3 cyborg/newPain4 }\n\n$Random MaleCyborgDeath { MaleCyborgDeath1 MaleCyborgDeath2 MaleCyborgDeath3 MaleCyborgDeath4 }\n\n$Random MaleCyborgTaunt { MaleCyborgTaunt1 MaleCyborgTaunt2 MaleCyborgTaunt3 MaleCyborgTaunt4 MaleCyborgTaunt5 }\n\n$playersound\tcyborg\tmale\t*death\t\tMaleCyborgDeath\n$playersound\tcyborg\tmale\t*xdeath\t\tMaleCyborgDeath\n$playersound\tcyborg\tmale\t*gibbed\t\tMaleCyborgDeath\n$playersound\tcyborg\tmale\t*pain100\tCyborgNewPain\n$playersound\tcyborg\tmale\t*pain75\t\tCyborgNewPain\n$playersound\tcyborg\tmale\t*pain50\t\tCyborgNewPain\n$playersound\tcyborg\tmale\t*pain25\t\tCyborgNewPain\n$playersound\tcyborg\tmale\t*grunt\t\tcyboof\n$playersound\tcyborg\tmale\t*land\t\tcyboof\n$playersound\tcyborg\tmale\t*jump\t\tcybjump\n$playersound\tcyborg\tmale\t*fist\t\tdsnone\n$playersound\tcyborg\tmale\t*usefail\tcybnoway\n$playersound\tcyborg\tmale\t*taunt\t\tMaleCyborgTaunt\n$playeralias\tcyborg\tmale\t*taunt\t\tMaleCyborgTaunt\n$playeralias\tcyborg\tmale\t*pain100\tCyborgNewPain\n$playeralias\tcyborg\tmale\t*pain75\t\tCyborgNewPain\n$playeralias\tcyborg\tmale\t*pain50\t\tCyborgNewPain\n$playeralias\tcyborg\tmale\t*pain25\t\tCyborgNewPain\n$playeralias\tcyborg\tmale\t*death\t\tMaleCyborgDeath\n$playeralias\tcyborg\tmale\t*xdeath\t\tMaleCyborgDeath\n$playeralias\tcyborg\tmale\t*gibbed\t\tMaleCyborgDeath\n\n$PlayerSound\tCyborg\tFeMale\t*Death      DSFCDETH\n$PlayerSound\tCyborg\tFeMale\t*XDeath     DSFCDETH\n$playersound\tcyborg\tfemale\t*gibbed\t\tdsfcdeth\n$playersound\tcyborg\tfemale\t*pain100\tdsfcpain\n$playersound\tcyborg\tfemale\t*pain75\t\tdsfcpain\n$playersound\tcyborg\tfemale\t*pain50\t\tdsfcpain\n$playersound\tcyborg\tfemale\t*pain25\t\tdsfcpain\n$playersound\tcyborg\tfemale\t*grunt\t\tdsfcland\n$playersound\tcyborg\tfemale\t*land\t\tdsfcland\n$playersound\tcyborg\tfemale\t*jump\t\tdsfcjump\n$playersound\tcyborg\tfemale\t*fist\t\tdsnone\n$playersound\tcyborg\tfemale\t*usefail\tdsfcnowa\n$PlayerSound\tCyborg\tFeMale\t*Taunt\t\tfcybtaunt\n\n$playersound\tcyborg\tother\t*death\t\tcybdeath\n$playersound\tcyborg\tother\t*xdeath\t\tcybdeath\n$playersound\tcyborg\tother\t*gibbed\t\tcybdeath\n$playersound\tcyborg\tother\t*pain100\tcybpain\n$playersound\tcyborg\tother\t*pain75\t\tcybpain\n$playersound\tcyborg\tother\t*pain50\t\tcybpain\n$playersound\tcyborg\tother\t*pain25\t\tcybpain\n$playersound\tcyborg\tother\t*grunt\t\tcyboof\n$playersound\tcyborg\tother\t*land\t\tcyboof\n$playersound\tcyborg\tother\t*jump\t\tcybjump\n$playersound\tcyborg\tother\t*fist\t\tdsnone\n$playersound\tcyborg\tother\t*usefail\tcybnoway\n$playersound\tcyborg\tother\t*taunt\t\tcybtaunt\n$playeralias \tcyborg \tother \t*taunt \t\tcybtaunt\n\n$limit cyborg/NoEnergy 1\n$limit cyborg/PulseEnergy 1\n$limit cyborg/PulsePrepared 1\n$limit cyborg/PulseReady 1\n$limit cybtaunt 1\n$limit cybtaunt2 1\n$limit fcybtaunt 1\n\n// Ghostbuster\n// -----------------------------------------------------------------------------\nghostbuster/IF_IceFire\t\tGB_IFICE\nghostbuster/Rock\t\t\tRCKFIRGB\nghostbuster/RockExp\t\t\tRCKEXPGB\n\nMETOFIR\t\t\t\t\t\tMETOFIR\nMETOPAR\t\t\t\t\t\tMETOPAR\n$limit metopar 2\nMETOEXP\t\t\t\t\t\tMETOEXP\n\nTESLAFIR\t\t\t\t\tTESLFIR\nTESLAFX\t\t\t\t\t\tTESLFX\n$limit TESLAFX 2\nTeslaWindUp\t\t\t\t\tTESLWI\n// Old sounds\nweapons/protonpackfire\t\tDSBEAMS\nweapons/trapcharge\t\t\tDSGBCRG\nweapons/trap\t\t\t\tDSBFFF1\nweapons/trapdetonate\t\tDSTRAPD\nweapons/traphit\t\t\t\tDSTRAPH\nweapons/trapzip\t\t\t\tZAP2\npack/heatup\t\t\t\t\tdspack2\npack/change1\t\t\t\tdspack3\npack/change2\t\t\t\tdspack4\nslime1\t\t\t\t\t\tdsslime1\nechoshot\t\t\t\t\tdsgenpls\nechobounce\t\t\t\t\tdsphtxp2\nboneshot \t\t\t\t\tDSFGFIRE\nicerain\t\t\t\t\t\tdsfrostd\ngbsoul\t\t\t\t\t\tdsgbso\ngbupgrade\t\t\t\t\tdsgbup\ngbupgradefail\t\t\t\tdsgberr\npetertaunt \t\t\t\t\tpetertau\n\n$playersound\tpeter\tmale\t*death\t\tpeterdth\n$playersound\tpeter\tmale\t*xdeath\t\tpeterdth\n$playersound\tpeter\tmale\t*gibbed\t\tpeterdth\n$playersound\tpeter\tmale\t*pain100\tpeterpai\n$playersound\tpeter\tmale\t*pain75\t\tpeterpai\n$playersound\tpeter\tmale\t*pain50\t\tpeterpai\n$playersound\tpeter\tmale\t*pain25\t\tpeterpai\n$playersound\tpeter\tmale\t*grunt\t\thuntland\n$playersound\tpeter\tmale\t*land\t\thuntland\n$playersound\tpeter\tmale\t*jump\t\tdsnone\n$playersound\tpeter\tmale\t*fist\t\tdsnone\n$playersound\tpeter\tmale\t*usefail\tdsnoway\n$playersound\tpeter\tmale\t*taunt\t\tpetertau\n\n$playeralias \tpeter \tmale \t*taunt \t\tpetertaunt\n$playeralias \tpeter \tfemale \t*taunt \t\tpetertaunt\n$playeralias \tpeter \tother \t*taunt \t\tOtherGBTaunt\n\n$limit petertaunt 1\n\n// Engineer\n// -----------------------------------------------------------------------------\nPipeMiss1 \t\tPIPMISS1\nPipeMiss2\t\tPIPMISS2\nDispenserBlowup\t\tDISPDETH\nDispenserGive\t\tDISPGIVE\nDispenserIdle\t\tDISPIDLE\nSentryAct\t\t\tDSSENACT\nSentryBlowup\t\tDSSENDTH\nSentryPain\t\t\tDSSENPN\nSentryShoot\t\t\tDSSENSHT\nSentryShoot2\t\tDSSENSHT\n$limit SentryShoot2 2\nSentryMissile\t\tSENHMIS\nSentryMissileBoom\tSENHMISB\n$limit SentryMissileBoom 2\n$limit SentryMissile 2\nSentryLevelUp\t\tSENLVLUP\n\nSentrySit\t\t\tDSSENSIT\n// Old sounds\nEngineerNail\t\t\tNAILFI\nSawThrow\t\t\t\tBLADELAU\nSawHit\t\t\t\t\tBLADEDTH\nSawAir\t\t\t\t\tBLADEAIR\nSawClick\t\t\t\tDSCLICK\nSteamLaunch\t\t\t\tSTEAMFIR\nSteamWhistle\t\t\tTRAINW\nSteamFire\t\t\t\tSTEAMFLY\nSteam\t\t\t\t\tSTEAM\nSteamHit\t\t\t\tSTEAMDIE\nengitaunt \t\t\t\tengitaun\nGlassShatter\t\t\tGSHAT\n\nWeapons/NailFlight\tNAILFLY\nWeapons/NailMGFire\tNAILFIRE\nWeapons/NailReload\tNAILREL\n\nNailHit1\t\tNAILRIC1\nNailHit2\t\tNAILRIC2\nNailHit3\t\tNAILRIC3\n\n$Random NailHit { NailHit1 NailHit2 NailHit3 }\n\n$Limit NailHit\t\t0\n$Limit Weapons/NailFlight 0\n\n$Random PipeMiss { PipeMiss1 PipeMiss2 }\n\n$playersound\tengin\tmale\t*death\t\tengideat\n$playersound\tengin\tmale\t*xdeath\t\tengideat\n$playersound\tengin\tmale\t*gibbed\t\tengideat\n$playersound\tengin\tmale\t*pain100\tengipain\n$playersound\tengin\tmale\t*pain75\t\tengipain\n$playersound\tengin\tmale\t*pain50\t\tengipain\n$playersound\tengin\tmale\t*pain25\t\tengipain\n$playersound\tengin\tmale\t*grunt\t\tengiland\n$playersound\tengin\tmale\t*land\t\tengiland\n$playersound\tengin\tmale\t*jump\t\tdsnone\n$playersound\tengin\tmale\t*fist\t\tdsnone\n$playersound\tengin\tmale\t*usefail\tdsnone\n$playersound\tengin\tmale\t*taunt\t\tengitaun\n$playeralias \tengin \tmale \t*taunt \t\tengitaunt\n\n$limit engitaunt 1\n$limit VengyTaunt 1\n\n// Sjas\n// -----------------------------------------------------------------------------\nsjasattack\t\t\t\t\tsjasatta\nsjasdeath\t\t\t\t\tsjasdeat\nsjaspain\t\t\t\t\tsjaspain\nsjasact\t\t\t\t\t\tsjasact\nsjasreflect\t\t\t\t\tsjassee\nsjastaunt \t\t\t\t\tsjastau\nSjasItem\t\t\t\t\tSJASCHRG\n\n$playersound\tsjas\tmale\t*death\t\tdsnone\n$playersound\tsjas\tmale\t*xdeath\t\tdsnone\n$playersound\tsjas\tmale\t*gibbed\t\tdsnone\n$playersound\tsjas\tmale\t*pain100\tdsnone\n$playersound\tsjas\tmale\t*pain75\t\tdsnone\n$playersound\tsjas\tmale\t*pain50\t\tdsnone\n$playersound\tsjas\tmale\t*pain25\t\tdsnone\n$playersound\tsjas\tmale\t*grunt\t\tdsnone\n$playersound\tsjas\tmale\t*land\t\tdsnone\n$playersound\tsjas\tmale\t*jump\t\tdsnone\n$playersound\tsjas\tmale\t*fist\t\tdsnone\n$playersound\tsjas\tmale\t*usefail\tdsnone\n$playersound\tsjas\tmale\t*taunt\t\tsjastau\n\n$playeralias \tsjas \tmale \t*taunt \t\tsjastaunt\n\n$limit sjastaunt 1\n\n// Jitterskull\n// -----------------------------------------------------------------------------\nskull1 \t\t\t\t\t\tskull1\nskull2 \t\t\t\t\t\tskull2\nskull3 \t\t\t\t\t\tskull3\nskull4 \t\t\t\t\t\tskull4\nskullattack \t\t\t\tskull5\nskulldie \t\t\t\t\tskull6\nskullchips\t\t\t\t\tdsrocks\nskulleating \t\t\t\tCRUNCHIN\njitpain1 \t\t\t\t\tjitpain1\njitpain2 \t\t\t\t\tjitpain2\njitpain3 \t\t\t\t\tjitpain3\njitpain4 \t\t\t\t\tjitpain4\nskultaunt \t\t\t\t\tskultau\n\n$random skullact {skull1 skull2 skull3 skull4}\n\n$random jitpain {jitpain1 jitpain2 jitpain3 jitpain4}\n\n$playersound\tjskull\tmale\t*death\t\tdsnone\n$playersound\tjskull\tmale\t*xdeath\t\tdsnone\n$playersound\tjskull\tmale\t*gibbed\t\tdsnone\n$playersound\tjskull\tmale\t*pain100\tdsnone\n$playersound\tjskull\tmale\t*pain75\t\tdsnone\n$playersound\tjskull\tmale\t*pain50\t\tdsnone\n$playersound\tjskull\tmale\t*pain25\t\tdsnone\n$playersound\tjskull\tmale\t*grunt\t\tdsnone\n$playersound\tjskull\tmale\t*land\t\tdsnone\n$playersound\tjskull\tmale\t*jump\t\tskullact\n$playersound\tjskull\tmale\t*fist\t\tdsnone\n$playersound\tjskull\tmale\t*usefail\tdsnone\n$playersound\tjskull\tmale\t*taunt\t\tskultau\n\n$playersound\tjskull\tfemale\t*death\t\tdsnone\n$playersound\tjskull\tfemale\t*xdeath\t\tdsnone\n$playersound\tjskull\tfemale\t*gibbed\t\tdsnone\n$playersound\tjskull\tfemale\t*pain100\tdsnone\n$playersound\tjskull\tfemale\t*pain75\t\tdsnone\n$playersound\tjskull\tfemale\t*pain50\t\tdsnone\n$playersound\tjskull\tfemale\t*pain25\t\tdsnone\n$playersound\tjskull\tfemale\t*grunt\t\tdsnone\n$playersound\tjskull\tfemale\t*land\t\tdsnone\n$playersound\tjskull\tfemale\t*jump\t\tskullact\n$playersound\tjskull\tfemale\t*fist\t\tdsnone\n$playersound\tjskull\tfemale\t*usefail\tdsnone\n$playersound\tjskull\tfemale\t*taunt\t\tskultau\n\n$playersound\tjskull\tother\t*death\t\tdsnone\n$playersound\tjskull\tother\t*xdeath\t\tdsnone\n$playersound\tjskull\tother\t*gibbed\t\tdsnone\n$playersound\tjskull\tother\t*pain100\tdsnone\n$playersound\tjskull\tother\t*pain75\t\tdsnone\n$playersound\tjskull\tother\t*pain50\t\tdsnone\n$playersound\tjskull\tother\t*pain25\t\tdsnone\n$playersound\tjskull\tother\t*pain75\t\tdsnone\n$playersound\tjskull\tother\t*grunt\t\tdsnone\n$playersound\tjskull\tother\t*land\t\tdsnone\n$playersound\tjskull\tother\t*jump\t\tskullact\n$playersound\tjskull\tother\t*fist\t\tdsnone\n$playersound\tjskull\tother\t*usefail\tdsnone\n$playersound\tjskull\tother\t*taunt\t\tskultau\n\n$playeralias \tjskull \tmale \t*taunt \t\tskultaunt\n$playeralias \tjskull \tfemale \t*taunt \t\tskultaunt\n$playeralias \tjskull \tother \t*taunt \t\tskultaunt\n\n$limit skultaunt 1\n\n// Creeper\n// -----------------------------------------------------------------------------\nCreeperHealBallFire\t\t\t\t\t\t\t\t\t\tCRPHBALL\ncreeperact \t\t\t\t\tcreep1\ncreeperattack \t\t\t\tcreep2\ncreeperpain \t\t\t\tcreep3\ncreeperdie \t\t\t\t\tcreep4\nCreeperBall \t\t\t\tdscurse\nCreeperBallD \t\t\t\tdscursed\n// Old sounds\nweapons/creepercharge\t\t\tdsblur\ncreeptaunt creeptau\n\n$playersound\tcreeper\tmale\t*death\t\tdsnone\n$playersound\tcreeper\tmale\t*xdeath\t\tdsnone\n$playersound\tcreeper\tmale\t*gibbed\t\tdsnone\n$playersound\tcreeper\tmale\t*pain100\tdsnone\n$playersound\tcreeper\tmale\t*pain75\t\tdsnone\n$playersound\tcreeper\tmale\t*pain50\t\tdsnone\n$playersound\tcreeper\tmale\t*pain25\t\tdsnone\n$playersound\tcreeper\tmale\t*grunt\t\tcreep1\n$playersound\tcreeper\tmale\t*land\t\tcreep1\n$playersound\tcreeper\tmale\t*jump\t\tcreep1\n$playersound\tcreeper\tmale\t*fist\t\tdsnone\n$playersound\tcreeper\tmale\t*usefail\tcreep1\n$playersound\tcreeper\tmale\t*taunt\t\tcreeptau\n\n$playeralias \tcreeper male \t*taunt \t\tcreeptaunt\n\n$limit creeptaunt 1\n\n// Choke\n// -----------------------------------------------------------------------------\nchokedeath\t\t\t\t\tdschodth\nchokeattack\t\t\t\t\tdschoatk\nchokeswallow\t\t\t\tdschoswa\nchokespit\t\t\t\t\tdschospi\nchokevomit\t\t\t\t\tchokesik\nchoketaunt\t\t\t\t\tdschotau\nCHOKPN\t\t\t\t\t\tCHOKPN\n// New OTHER taunts\nChokeTaunt1\t\tCHKT1\nChokeTaunt2\t\tCHKT2\nChokeTaunt3\t\tCHKT3\nChokeTaunt4\t\tCHKT4\nChokeTaunt5\t\tCHKT5\nChokeTaunt6\t\tCHKT6\nChokeTaunt7\t\tCHKT7\n\n$Random OtherChokeTaunt { ChokeTaunt1 ChokeTaunt2 ChokeTaunt3 ChokeTaunt4 ChokeTaunt5 ChokeTaunt6 ChokeTaunt7 }\n\n$playersound\tchoke\tmale\t*death\t\tdsnone\n$playersound\tchoke\tmale\t*xdeath\t\tdsnone\n$playersound\tchoke\tmale\t*gibbed\t\tdsnone\n$playersound\tchoke\tmale\t*pain100\tCHOKPN\n$playersound\tchoke\tmale\t*pain75\t\tCHOKPN\n$playersound\tchoke\tmale\t*pain50\t\tCHOKPN\n$playersound\tchoke\tmale\t*pain25\t\tCHOKPN\n$playersound\tchoke\tmale\t*grunt\t\tdschoact\n$playersound\tchoke\tmale\t*land\t\tdschoact\n$playersound\tchoke\tmale\t*jump\t\tdsnone\n$playersound\tchoke\tmale\t*fist\t\tdsnone\n$playersound\tchoke\tmale\t*usefail\tdsnone\n$playersound\tchoke\tmale\t*taunt\t\tdschotau\n\n$playeralias \tchoke \tmale \t*taunt \t\tchoketaunt\n\n$limit choketaunt 1\n\n// Frostbite\n// -----------------------------------------------------------------------------\nKilledByFrost\t\t\tFRZD_DTH\n// Old sounds\nFrostBreathStart\t\tFROSTSTA\nFrostBreathMid\t\t\tFROSTMID\nFrostBreathEnd\t\t\tFROSTEND\nFrostBreathFail\t\t\tFROSTBFA\nFrostPain\t\t\t\tFROSTPAI\nFrostChomp\t\t\t\tFROSTCHO\n\nFrostTeeth\t\t\t\tSHARDS1B\n$limit FrostTeeth 10\n\nFrostDeath\t\t\t\tFROSTDIE\nFrostBurst\t\t\t\tDSRXPLOD\nFrostTwinkle1\t\t\tFROSTIN1\nFrostTwinkle2\t\t\tFROSTIN2\nFrostTwinkle3\t\t\tFROSTIN3\nFrostTwinkle4\t\t\tFROSTIN4\nFrostTwinkle5\t\t\tFROSTIN5\nFrostTwinkle6\t\t\tFROSTIN6\nfrosttaunt \t\t\t\tfrosttau\n\n$random FrostTwinkle {FrostTwinkle1 FrostTwinkle2 FrostTwinkle3 FrostTwinkle4 FrostTwinkle5 FrostTwinkle6}\n\n$playersound\tfrost\tmale\t*death\t\tfrostdie\n$playersound\tfrost\tmale\t*xdeath\t\tfrostdie\n$playersound\tfrost\tmale\t*gibbed\t\tfrostdie\n$playersound\tfrost\tmale\t*pain100\tdsnone\n$playersound\tfrost\tmale\t*pain75\t\tdsnone\n$playersound\tfrost\tmale\t*pain50\t\tdsnone\n$playersound\tfrost\tmale\t*pain25\t\tdsnone\n$playersound\tfrost\tmale\t*grunt\t\tdsnone\n$playersound\tfrost\tmale\t*land\t\tdsnone\n$playersound\tfrost\tmale\t*jump\t\tdsnone\n$playersound\tfrost\tmale\t*fist\t\tdsnone\n$playersound\tfrost\tmale\t*usefail\tdsnone\n$playersound\tfrost\tmale\t*taunt\t\tfrosttaunt\n\n$playersound\tfrost\tfemale\t*death\t\tfrostdie\n$playersound\tfrost\tfemale\t*xdeath\t\tfrostdie\n$playersound\tfrost\tfemale\t*gibbed\t\tfrostdie\n$playersound\tfrost\tfemale\t*pain100\tdsnone\n$playersound\tfrost\tfemale\t*pain75\t\tdsnone\n$playersound\tfrost\tfemale\t*pain50\t\tdsnone\n$playersound\tfrost\tfemale\t*pain25\t\tdsnone\n$playersound\tfrost\tfemale\t*grunt\t\tdsnone\n$playersound\tfrost\tfemale\t*land\t\tdsnone\n$playersound\tfrost\tfemale\t*jump\t\tdsnone\n$playersound\tfrost\tfemale\t*fist\t\tdsnone\n$playersound\tfrost\tfemale\t*usefail\tdsnone\n$playersound\tfrost\tfemale\t*taunt\t\tfrosttaunt\n\nOtherFrostyTaunt1\t\tOFT1\nOtherFrostyTaunt2\t\tOFT2\nOtherFrostyTaunt3\t\tOFT3\nOtherFrostyTaunt4\t\tOFT4\nOtherFrostyTaunt5\t\tOFT5\n\n$Random OtherFrostyTaunt { OtherFrostyTaunt1 OtherFrostyTaunt2 OtherFrostyTaunt3 OtherFrostyTaunt4 OtherFrostyTaunt5 }\n\n$playersound\tfrost\tother\t*death\t\tOFDT\n$playersound\tfrost\tother\t*xdeath\t\tOFDT\n$playersound\tfrost\tother\t*gibbed\t\tOFDT\n$playersound\tfrost\tother\t*pain100\tdsnone\n$playersound\tfrost\tother\t*pain75\t\tdsnone\n$playersound\tfrost\tother\t*pain50\t\tdsnone\n$playersound\tfrost\tother\t*pain25\t\tdsnone\n$playersound\tfrost\tother\t*grunt\t\tdsnone\n$playersound\tfrost\tother\t*land\t\tdsnone\n$playersound\tfrost\tother\t*jump\t\tdsnone\n$playersound\tfrost\tother\t*fist\t\tdsnone\n$playersound\tfrost\tother\t*usefail\tdsnone\n$playeralias\tfrost\tother\t*taunt\t\tOtherFrostyTaunt\n\n$playeralias \tfrost \tmale \t*taunt \t\tfrosttaunt\n$playeralias \tfrost \tfemale \t*taunt \t\tfrosttaunt\n\n$limit frosttaunt 1\n$limit OtherFrostyTaunt 1\n\n// Santa\n// -----------------------------------------------------------------------------\nSantaSnowBall\t\t\tSNOWBALL\nHollyThrow\t\t\t\tHOLLYTRW\nHollyLand\t\t\t\tHOLLYLAN\nHollySpike\t\t\t\tHOLLYOUT\nHollyHit\t\t\t\tHOLLYHIT\nStarLaunch\t\t\t\tTWINK4\nStarTwinkle1\t\t\tTWINK1\nStarTwinkle2\t\t\tTWINK2\nStarTwinkle3\t\t\tTWINK3\nStarHit\t\t\t\t\tSTARDIE\nsantaho \t\t\t\tsanttaun\n\n$random StarTwinkle {StarTwinkle1 StarTwinkle2 StarTwinkle3}\n\n$playersound\tsanta\tmale\t*death\t\tsantdie\n$playersound\tsanta\tmale\t*xdeath\t\tsantdie\n$playersound\tsanta\tmale\t*gibbed\t\tsantdie\n$playersound\tsanta\tmale\t*pain100\tsantpain\n$playersound\tsanta\tmale\t*pain75\t\tsantpain\n$playersound\tsanta\tmale\t*pain50\t\tsantpain\n$playersound\tsanta\tmale\t*pain25\t\tsantpain\n$playersound\tsanta\tmale\t*grunt\t\tsantgrun\n$playersound\tsanta\tmale\t*land\t\thuntland\n$playersound\tsanta\tmale\t*jump\t\tsantjump\n$playersound\tsanta\tmale\t*fist\t\tdsnone\n$playersound\tsanta\tmale\t*usefail\tsantopen\n$playersound\tsanta\tmale\t*taunt\t\tsantaho\n\n$playeralias \tsanta \tmale \t*taunt \t\tsantaho\n\n$limit santaho 1\n\n// ???\n// -----------------------------------------------------------------------------\nSwordSwing\t\t\t\t\t\t\t\t\t\t\t\tSWDSWING\nSwordFireS\t\t\t\t\t\t\t\t\t\t\t\tSWDFIREF\nSwordFireB\t\t\t\t\t\t\t\t\t\t\t\tSWDFIREB\nSwordFireX\t\t\t\t\t\t\t\t\t\t\t\tSWDFIREX\nAxeSwing\t\t\t\t\t\t\t\t\t\t\t\tAXESWING\nBarbSwordDeath\t\t\t\t\t\t\t\t\t\t\tR_EXP3\nBarbSwordDeathB\t\t\t\t\t\t\t\t\t\t\tR_EXP3B\nHammerHit\t\t\t\t\t\t\t\t\t\t\t\tHAMMEHIT\nHammerThunder\t\t\t\t\t\t\t\t\t\t\tHMMRFIRE\nHammerLightning\t\t\t\t\t\t\t\t\t\t\tHMMRALT\nBarbarianRipperShot\t\t\t\t\t\t\t\t\t\tBARBRIPS\nBarbBerserkEnd\t\t\t\t\t\t\t\t\t\t\tBRSKEND\nThunderfx/Hit1\t\t\t\t\t\t\t\t\t\t\tTHNDS01\nThunderfx/Hit2\t\t\t\t\t\t\t\t\t\t\tTHNDS02\n\n$Random ThunderHit { Thunderfx/Hit1 Thunderfx/Hit2 }\n\n// Warlock\n// -----------------------------------------------------------------------------\nFireStaffF\t\t\t\t\t\t\t\t\t\t\t\tSTRIKE3\nFireStaffH\t\t\t\t\t\t\t\t\t\t\t\tIMPACT3\nMageShotF\t\t\t\t\t\t\t\t\t\t\t\tMAGSHOTF\nMageShotX\t\t\t\t\t\t\t\t\t\t\t\tMAGSHOTX\nMageSeed\t\t\t\t\t\t\t\t\t\t\t\tMAGESEED\n\nMageMissileF\t\t\t\t\t\t\t\t\t\t\tMAGMISLF\n$limit MageMissileF 0\n\nMageMissileX\t\t\t\t\t\t\t\t\t\t\tMAGMISLX\nMageIceRaise\t\t\t\t\t\t\t\t\t\t\tICERAISE\nLightningHandsFire\t\t\t\t\t\t\t\t\t\tLITE2\nElectricStorm1\t\t\t\t\t\t\t\t\t\t\tGNTPOW\nElectricStorm2\t\t\t\t\t\t\t\t\t\t\tGNTACT1\nNovaEnergy\t\t\t\t\t\t\t\t\t\t\t\tNOVAENRG\nNovaExplosion\t\t\t\t\t\t\t\t\t\t\tNOVAEXPL\nNovaCharge\t\t\t\t\t\t\t\t\t\t\t\tNOVACHRG\nNovaFire\t\t\t\t\t\t\t\t\t\t\t\tNOVAFIRE\nNovaHit\t\t\t\t\t\t\t\t\t\t\t\t\tNOVAHIT\nNovaPowerUp\t\t\t\t\t\t\t\t\t\t\t\tNOVAPWRU\nElecHands1 \t\t\t\t\t\t\t\t\t\t\t\tWEPELE2\nElecHands2\t\t\t\t\t\t\t\t\t\t\t\tBLANK\nLightningFall\t\t\t\t\t\t\t\t\t\t\tFIRELIGH\nSkullShoot\t\t\t\t\t\t\t\t\t\t\t\tHRNSHT\nMalediction\t\t\t\t\t\t\t\t\t\t\t\tMALEDI\nMaledictLaunch\t\t\t\t\t\t\t\t\t\t\tMALEDL\nMaledictStart\t\t\t\t\t\t\t\t\t\t\tMALEDS\nMaledictFade\t\t\t\t\t\t\t\t\t\t\tMALEDF\nMaledictVictim\t\t\t\t\t\t\t\t\t\t\tMALEDO\n$limit MaledictVictim 0\n\nFemaleMageTaunt1\t\t\t\t\t\t\t\t\t\tFWT1\nFemaleMageTaunt2\t\t\t\t\t\t\t\t\t\tFWT2\nFemaleMageTaunt3\t\t\t\t\t\t\t\t\t\tFWT3\nFemaleMagePain1\t\t\t\t\t\t\t\t\t\t\tFWP1\nFemaleMagePain2\t\t\t\t\t\t\t\t\t\t\tFWP2\nFemaleMagePain3\t\t\t\t\t\t\t\t\t\t\tFWP3\nFemaleMagePain4\t\t\t\t\t\t\t\t\t\t\tFWP4\nFemaleMagePain5\t\t\t\t\t\t\t\t\t\t\tFWP5\nFemaleMageDeath1\t\t\t\t\t\t\t\t\t\tFWD1\nFemaleMageDeath2\t\t\t\t\t\t\t\t\t\tFWD2\nFemaleMageDeath3\t\t\t\t\t\t\t\t\t\tFWD3\nFemaleMageDeath4\t\t\t\t\t\t\t\t\t\tFWD4\nFemaleMageLand1\t\t\t\t\t\t\t\t\t\t\tFWL1\nFemaleMageLand2\t\t\t\t\t\t\t\t\t\t\tFWL2\n\nMaleMageTaunt1\t\t\t\t\t\t\t\t\t\t\tWTNT1\nMaleMageTaunt2\t\t\t\t\t\t\t\t\t\t\tWTNT2\nMaleMageTaunt3\t\t\t\t\t\t\t\t\t\t\tWTNT3\nMaleMageTaunt4\t\t\t\t\t\t\t\t\t\t\tWTNT4\nMaleMageTaunt5\t\t\t\t\t\t\t\t\t\t\tWTNT5\nMaleMageTaunt6\t\t\t\t\t\t\t\t\t\t\tWTNT6\nMaleMageTaunt7\t\t\t\t\t\t\t\t\t\t\tWTNT7\n\nMaleMageD1\t\t\t\t\t\t\t\t\t\t\t\tWRLD1\nMaleMageD2\t\t\t\t\t\t\t\t\t\t\t\tWRLD2\nMaleMageD3\t\t\t\t\t\t\t\t\t\t\t\tWRLD3\nMaleMageD4\t\t\t\t\t\t\t\t\t\t\t\tWRLD4\nMaleMageP1\t\t\t\t\t\t\t\t\t\t\t\tWRLP1\nMaleMageP2\t\t\t\t\t\t\t\t\t\t\t\tWRLP2\nMaleMageP3\t\t\t\t\t\t\t\t\t\t\t\tWRLP3\nMaleMageP4\t\t\t\t\t\t\t\t\t\t\t\tWRLP4\nMaleMageLand                                            WRLL\nMaleMageOpen                                            WRLO\n\nGSSpawn1\t\t\t\t\t\t\t\t\t\t\t\tGSOUL1\nGSSpawn2\t\t\t\t\t\t\t\t\t\t\t\tGSOUL2\nConsumeSoul\t\t\t\t\t\t\t\t\t\t\t\tCSOUL\nBoneShieldActivate\t\t\t\t\t\t\t\t\t\tBACTIV\nBoneShieldShatter\t\t\t\t\t\t\t\t\t\tBSHATT\nboneparticlehit\t\t\t\t\t\t\t\t\t\t\tWBONHIT\nsoulpickup\t\t\t\t\t\t\t\t\t\t\t\tWSOULP\n\nWarlockStep1\t\t\t\t\t\t\t\t\t\t\tWLSTEP1\nWarlockStep2\t\t\t\t\t\t\t\t\t\t\tWLSTEP2\nWarlockStep3\t\t\t\t\t\t\t\t\t\t\tWLSTEP3\nWarlockStep4\t\t\t\t\t\t\t\t\t\t\tWLSTEP4\n\n$Random WarlockStep { WarlockStep1 WarlockStep2 WarlockStep3 WarlockStep4 }\n\nWarlockTeleport\t\t\t\t\t\t\t\t\t\t\tWTELEP\n$limit WarlockTeleport 0\n\n$Random GhoulSoulSpawn { GSSpawn1 GSSpawn2 }\n\n$limit GhoulSoulSpawn 0\n\n$Random MageElectricalStorm\t{ ElectricStorm1 ElectricStorm2 }\n\n$Random ElectricHands { ElecHands1 ElecHands2 }\n\n$Random FemaleMageTaunt { FemaleMageTaunt1 FemaleMageTaunt2 FemaleMageTaunt3 }\n\n$Random FemaleMagePainNormal { FemaleMagePain1 FemaleMagePain2 }\n\n$Random FemaleMagePainHard { FemaleMagePain3 FemaleMagePain4 FemaleMagePain5 }\n\n$Random FemaleMageDeath { FemaleMageDeath1 FemaleMageDeath2 FemaleMageDeath3 FemaleMageDeath4 }\n\n$Random FemaleMageLand { FemaleMageLand1 FemaleMageLand2 }\n\n$Random MaleMageTaunt { MaleMageTaunt1 MaleMageTaunt2 MaleMageTaunt3 MaleMageTaunt4 MaleMageTaunt5 MaleMageTaunt6 MaleMageTaunt7 }\n\n$Random MaleMageDeath { MaleMageD1 MaleMageD2 MaleMageD3 MaleMageD4 }\n\n$Random MaleMagePain { MaleMageP1 MaleMageP2 MaleMageP3 MaleMageP4 }\n\nOtherMageTaunt1\t\t\tOWTN1\nOtherMageTaunt2\t\t\tOWTN2\nOtherMageTaunt3\t\t\tOWTN3\nOtherMageTaunt4\t\t\tOWTN4\nOtherMageTaunt5 \t\tOWTN5\nOtherMageTaunt6\t\t\tOWTN6\n\n$Random OtherMageTaunt { OtherMageTaunt1 OtherMageTaunt2 OtherMageTaunt3 OtherMageTaunt4 OtherMageTaunt5 OtherMageTaunt6 }\n\nOtherMagePain1\t\t\tOWP1\nOtherMagePain2\t\t\tOWP2\nOtherMagePain3\t\t\tOWP3\nOtherMagePain4\t\t\tOWP4\nOtherMagePain5\t\t\tOWP5\n\n$Random OtherMagePain { OtherMagePain1 OtherMagePain2 OtherMagePain3 OtherMagePain4 OtherMagePain5 }\n\nOtherMagePainX1\t\t\tOWPX1\nOtherMagePainX2\t\t\tOWPX2\nOtherMagePainX3\t\t\tOWPX3\nOtherMagePainX4\t\t\tOWPX4\nOtherMagePainX5\t\t\tOWPX5\n\n$Random OtherMagePainX { OtherMagePainX1 OtherMagePainX2 OtherMagePainX3 OtherMagePainX4 OtherMagePainX5 }\n\nOtherMageDeath1\t\t\tOWD1\n$limit OtherMageDeath1 0\nOtherMageDeath2\t\t\tOWD2\n$limit OtherMageDeath2 0\nOtherMageDeath3\t\t\tOWD3\n$limit OtherMageDeath3 0\nOtherMageDeath4\t\t\tOWD4\n$limit OtherMageDeath4 0\n\n$Random OtherMageDeath { OtherMageDeath1 OtherMageDeath2 OtherMageDeath3 OtherMageDeath4 }\n\n$PlayerSound\t\t\tMage\tMale\t*Grunt\t\t\tWRLL\n$PlayerSound\t\t\tMage\tMale\t*Land\t\t\tWRLL\n$PlayerSound\t\t\tMage\tMale\t*UseFail\t\tWRLO\n$PlayerAlias\t\t\tMage \tMale \t*Taunt\t\t\tMaleMageTaunt\n$PlayerAlias            Mage    Male    *Death          MaleMageDeath\n$PlayerAlias            Mage    Male    *XDeath         MaleMageDeath\n$PlayerAlias            Mage    Male    *Pain100        MaleMagePain\n$PlayerAlias            Mage    Male    *Pain75         MaleMagePain\n$PlayerAlias            Mage    Male    *Pain50         MaleMagePain\n$PlayerAlias            Mage    Male    *Pain25         MaleMagePain\n\n$PlayerAlias\t\t\tMage \tOther \t*Taunt\t\t\tOtherMageTaunt\n$PlayerAlias            Mage    Other   *Death          OtherMageDeath\n$PlayerAlias            Mage    Other   *XDeath         OtherMageDeath\n$PlayerAlias            Mage    Other   *Pain100        OtherMagePain\n$PlayerAlias            Mage    Other   *Pain75         OtherMagePain\n$PlayerAlias            Mage    Other   *Pain50         OtherMagePainX\n$PlayerAlias            Mage    Other   *Pain25         OtherMagePainX\n$PlayerSound\t\t\tMage\tOther\t*Grunt\t\t\tOWL\n$PlayerSound\t\t\tMage\tOther\t*Land\t\t\tOWL\n$PlayerSound\t\t\tMage\tOther\t*UseFail\t\tOWU\n\n$PlayerSound\t\t\tMage\tFemale\t*UseFail \t\tFWL1\n$PlayerAlias\t\t\tMage\tFemale  *Taunt\t\t\tFemaleMageTaunt\n$PlayerAlias            Mage    Female  *Death          FemaleMageDeath\n$PlayerAlias            Mage    Female  *XDeath         FemaleMageDeath\n$PlayerAlias            Mage    Female  *Pain100        FemaleMagePainNormal\n$PlayerAlias            Mage    Female  *Pain75         FemaleMagePainNormal\n$PlayerAlias            Mage    Female  *Pain50         FemaleMagePainHard\n$PlayerAlias            Mage    Female  *Pain25         FemaleMagePainHard\n$PlayerAlias            Mage    Female  *Land           FemaleMageLand\n$PlayerAlias            Mage    Female  *Grunt          FemaleMageLand\n\n$limit MaleMageTaunt 1\n$limit FemaleMageTaunt 1\n\n// Icefiend\n// -----------------------------------------------------------------------------\nIceFiendSpikeAttack\t\t\t\t\t\t\t\t\t\t \tNEEDLEA\nIceFiendSpikeHit\t\t\t\t\t\t\t\t\t\t\tNEEDLEP\nIceFiendMelee \t\t\t\t\t\t\t\t\t\t\t\tDSNMRATK\nIceFiendCloak\t\t\t\t\t\t\t\t\t\t\t\tCLOAK\nIceFiendUncloak\t\t\t\t\t\t\t\t\t\t\t\tUNCLOAK\nIceFiendTaunt1\t\t\t\t\t\t\t\t\t\t\t\tICEFT1\nIceFiendTaunt2\t\t\t\t\t\t\t\t\t\t\t\tICEFT2\nIceFiendTaunt3\t\t\t\t\t\t\t\t\t\t\t\tICEFT3\nIceFiendTaunt4\t\t\t\t\t\t\t\t\t\t\t\tICEFT4\nIceFiendPain1                                               ICEFP1\nIceFiendPain2\t\t\t\t\t\t\t\t\t\t\t\tICEFP2\nIceFiendPain3\t\t\t\t\t\t\t\t\t\t\t\tICEFP3\nIceFiendPain4                                               ICEFP4\nIceFiendPain5\t\t\t\t\t\t\t\t\t\t\t\tICEFP5\nIceFiendPain6\t\t\t\t\t\t\t\t\t\t\t\tICEFP6\nIceFiendPain7                                               ICEFP7\nIceFiendDeath1                                              ICEFD1\nIceFiendDeath2                                              ICEFD2\nIceFiendDeath3                                              ICEFD3\nIceFiendDeath4                                              ICEFD4\nicefiendbackstab1\t\t\t\t\t\t\t\t\t\t\tICEFL1\nicefiendbackstab2\t\t\t\t\t\t\t\t\t\t\tICEFL2\nicefiendbackstab3\t\t\t\t\t\t\t\t\t\t\tICEFL3\nicefiendbackstab4\t\t\t\t\t\t\t\t\t\t\tICEFL4\nGlacialSkin\t\t\t\t\t\t\t\t\t\t\t\t\tGLSKN\n\n$Random IcefiendBackstab { icefiendbackstab1 icefiendbackstab2 icefiendbackstab3 icefiendbackstab4 }\n$rolloff IceFiendBackStab 512 2560\n\n$Random IceFiendTaunt { IceFiendTaunt1 IceFiendTaunt2 IceFiendTaunt3 IceFiendTaunt4 }\n\n$Random IceFiendP1 { IceFiendPain1 IceFiendPain2 IceFiendPain3 }\n\n$Random IceFiendP2 { IceFiendPain4 IceFiendPain5 IceFiendPain6 IceFiendPain7 }\n\n$Random IceFiendDeath { IceFiendDeath1 IceFiendDeath2 IceFiendDeath3 IceFiendDeath4 }\n\nFiendTaunt1\t\t\t\t\t\t\t\t\t\t\t\t\tOICEFT1\nFiendTaunt2 \t\t\t\t\t\t\t\t\t\t\t\tOICEFT2\nFiendTaunt3\t\t\t\t\t\t\t\t\t\t\t\t\tOICEFT3\nFiendTaunt4\t\t\t\t\t\t\t\t\t\t\t\t\tOICEFT4\n$Random FiendTaunt { FiendTaunt1 FiendTaunt2 FiendTaunt3 FiendTaunt4 }\n\nFiendPain1\t\t\t\t\t\t\t\t\t\t\t\t\tOICEFP1\nFiendPain2\t\t\t\t\t\t\t\t\t\t\t\t\tOICEFP2\n$Random FiendPain { FiendPain1 FiendPain2 }\n\n$PlayerSound\t\t\tIceFiend\tMale\t*Grunt\t\t\tDSNONE\n$PlayerSound\t\t\tIceFiend\tMale\t*UseFail\t\tICEFP2\n$PlayerSoundDup\t\t\tIceFiend\tMale\t*Land\t\t\t*Grunt\n$PlayerAlias \t\t\tIceFiend    Male    *Taunt\t\t\tIceFiendTaunt\n$PlayerAlias            IceFiend    Male    *Pain100        IceFiendP1\n$PlayerAlias            IceFiend    Male    *Pain75         IceFiendP1\n$PlayerAlias            IceFiend    Male    *Pain50         IceFiendP2\n$PlayerAlias            IceFiend    Male    *Pain25         IceFiendP2\n$PlayerAlias            IceFiend    Male    *Death          IceFiendDeath\n$PlayerAlias            IceFiend    Male    *XDeath         IceFiendDeath\n\n$PlayerSound\t\t\tIceFiend\tFemale\t  *Grunt\t\t  DSNONE\n$PlayerSound\t\t\tIceFiend\tFemale\t  *UseFail\t\t  OICEFU\n$PlayerSound\t\t\tIceFiend\tFemale\t  *Land\t\t\t  DSNONE\n$PlayerAlias \t\t\tIceFiend    Female    *Taunt\t\t  FiendTaunt\n$PlayerAlias            IceFiend    Female    *Pain100        FiendPain\n$PlayerAlias            IceFiend    Female    *Pain75         FiendPain\n$PlayerAlias            IceFiend    Female    *Pain50         FiendPain\n$PlayerAlias            IceFiend    Female    *Pain25         FiendPain\n$PlayerSound            IceFiend    Female    *Death          OICEFD\n$PlayerSound            IceFiend    Female    *XDeath         OICEFD\n\n$PlayerSound\t\t\tIceFiend\tOther\t*Grunt\t\t\tDSNONE\n$PlayerSound\t\t\tIceFiend\tOther\t*UseFail\t\tICEFP2\n$PlayerSoundDup\t\t\tIceFiend\tOther\t*Land\t\t\t*Grunt\n$PlayerAlias \t\t\tIceFiend    Other    *Taunt\t\t\tIceFiendTaunt\n$PlayerAlias            IceFiend    Other    *Pain100        IceFiendP1\n$PlayerAlias            IceFiend    Other    *Pain75         IceFiendP1\n$PlayerAlias            IceFiend    Other    *Pain50         IceFiendP2\n$PlayerAlias            IceFiend    Other    *Pain25         IceFiendP2\n$PlayerAlias            IceFiend    Other    *Death          IceFiendDeath\n$PlayerAlias            IceFiend    Other    *XDeath         IceFiendDeath\n\n$limit IceFiendTaunt 1\n$Limit IceFiendSpikeHit 0\n$Limit IceFiendSpikeAttack 0\n\n////////////////////////////////////////////////////////////////////////////////\n//                               Misc. Sounds                                 //\n////////////////////////////////////////////////////////////////////////////////\n\n// Funny ones\n// -----------------------------------------------------------------------------\nsillysausage\t\t\t\t\t\t\t\t\t\t\t\tTN_SILLY\nMadMadMario\t\t\t\t\t\t\t\t\t\t\t\t\tMADMARIO\n\n// Fails\n// -----------------------------------------------------------------------------\nHumanMajorFail\t\t\t\t\t\t\t\t\t\t\t\tHOWCUD\nGhoulMajorFail\t\t\t\t\t\t\t\t\t\t\t\tYESYES\n\n// Misc\n// -----------------------------------------------------------------------------\nnewteleportfog\t\t\t\t\t\t\t\t\t\t\t\tDSNEWFOG\n\n// GravityGun Sounds\n// -----------------------------------------------------------------------------\nGravityObject/Dirt1\t\t\t\t\t\t\t\t\t\t\tG_DIRT1\nGravityObject/Dirt2 \t\t\t\t\t\t\t\t\t\tG_DIRT2\nGravityObject/Metal1 \t\t\t\t\t\t\t\t\t\tG_METAL1\nGravityObject/Metal2 \t\t\t\t\t\t\t\t\t\tG_METAL2\nGravityObject/Wood1 \t\t\t\t\t\t\t\t\t\tG_WOOD1\nGravityObject/Wood2 \t\t\t\t\t\t\t\t\t\tG_WOOD2\nGravityObject/Wood3 \t\t\t\t\t\t\t\t\t\tG_WOOD3\n\n$random GravityObject/Dirt { GravityObject/Dirt1 GravityObject/Dirt2 }\n\n$random GravityObject/Metal { GravityObject/Metal1 GravityObject/Metal2 }\n\n$random GravityObject/Wood { GravityObject/Wood1 GravityObject/Wood2 GravityObject/Wood3 }\n\n// Gibs\n// -----------------------------------------------------------------------------\ngibbage/splat1\t\t\t\tsplat1\ngibbage/splat2\t\t\t\tsplat2\ngibbage/splat3\t\t\t\tsplat3\ngibbage/splat4\t\t\t\tsplat4\ngibbage/blood1\t\t\t\tblood1\ngibbage/blood2\t\t\t\tblood2\ngibbage/blood3\t\t\t\tblood3\ngibbage/blood4\t\t\t\tblood4\ngibbage/null\t\t\t\tdsnull\n$random gibbage/xsplat\t\t\t{gibbage/splat1 gibbage/splat2 gibbage/splat3 gibbage/splat4}\n$random gibbage/blood\t\t{gibbage/blood1 gibbage/blood2 gibbage/blood3 gibbage/blood4}\n\n// Gib goes Splat\ngibbage/gib1\t\t\t\tgib1\ngibbage/gib2\t\t\t\tgib2\ngibbage/gib3\t\t\t\tgib3\ngibbage/git1\t\t\t\tgit1\ngibbage/git2\t\t\t\tgit2\ngibbage/git3\t\t\t\tgit3\n$random gibbage/xgib\t\t\t{gibbage/gib1 gibbage/gib2 gibbage/gib3}\n$random gibbage/xgibst\t\t\t{gibbage/git1 gibbage/git2 gibbage/git3}\n\n// Body Part goes Splat\ngibbage/part1\t\t\t\tpart1\ngibbage/part2\t\t\t\tpart2\ngibbage/part3\t\t\t\tpart3\n$random gibbage/xpart\t\t\t{gibbage/part1 gibbage/part2 gibbage/part3}\n\n// Cyborg Gibs\ngibbage/junk1\t\t\t\tjnk1\ngibbage/junk2\t\t\t\tjnk2\ngibbage/junk3\t\t\t\tjnk3\ngibbage/junk4\t\t\t\tjnk4\n$random gibbage/cyborg\t\t\t{gibbage/junk1 gibbage/junk2 gibbage/junk3 gibbage/junk4}\n\n// Menu\n// -----------------------------------------------------------------------------\n$random menu/quit1 { creeperattack sjasreflect skulldie skullattack creeperpain weapons/icearrow weapons/lightningarrow }\n\n$random menu/quit2 { sjasact sjaspain sjasdeath skull4 CreeperBallD creeperdie weapons/bowfire }\n\n$ambient 50 EerieChant point 0.5 continuous 127\n\n$rolloff sjasact 192 2048\n\nENJOYFEAST\t\tCHOKFE\n$limit ENJOYFEAST 0\n$rolloff ENJOYFEAST 512 2048\n\n$random misc/llama { VengyTaunt3 VengyTaunt5 }\n$random HERPP { VengyTaunt3 VengyTaunt5 }\n\nShieldDetonate\t\t\t\tSHDETO\n$limit ShieldDetonate 0\nShieldBusted\t\t\t\tSHBUST\n$limit ShieldBusted 0\n$limit GlacialSkin 0\n\n$limit IcefiendBackstab1 0\n$limit IcefiendBackstab2 0\n$limit IcefiendBackstab3 0\n$limit IcefiendBackstab4 0\n\nWarAmb1\t\t\tWARAMB1\nWarAmb2\t\t\tWARAMB2\nWarAmb3\t\t\tWARAMB3\nWarAmb4\t\t\tWARAMB4\n\n$Random WarAmbience { WarAmb1 WarAmb2 WarAmb3 WarAmb4 }\n\ncomm/sight\t\tcommrg\ncomm/pain\t\tcommpn\ncomm/death\t\tcommdy\ncomm/active\t\tcommrm\ncomm/attack\t\tcommat\ncomm/melee\t\tcommsp\n\nbattlelord/sight\t\tbos1rg\nbattlelord/death\t\tbos1dy\nbattlelord/pain\t\t    bos1pn\nbattlelord/active\t\tbos1rm\n\nalien/sight\t\tpredrg\nalien/pain\t\tpredpn\n$random\talien/active\t{alien/active1 alien/active2}\nalien/active1\t\troam06\nalien/active2\t\troam58\n$random\talien/death\t{alien/death1 alien/death2 alien/death3}\nalien/death1\t\tpreddy\nalien/death2\t\tpreddy2\nalien/death3\t\tpreddy3\nalien/attack\t\tgblasr01\nalien/choke\t\t\tpredck\n\nlizard/sight\t\tpredrg-o\nlizard/pain\t\tpredpn-o\nlizard/death\t\tpreddy-o\nlizard/active\t\tpredrm\nlizspit\t\tLIZSPIT\n\nrpg/shoot\t\trpgfirek\nchaingun/shoot\t\tchaingun\n\n$random rpg/blowup\t{misc/bomb1 misc/bomb2 misc/bomb3 misc/bomb4}\nmisc/bomb1 \t\tbombexpl\nmisc/bomb2 \t\tbombexp2\nmisc/bomb3 \t\tbombexp3\nmisc/bomb4 \t\tbombexp4\n\nDuke_Begin\t\tDN_BEGIN\nDuke_Bonus\t\tBONUS_DN\nDuke_Ego\t\tDN_EGO1\n\nheartbeat\theartbeat\nsamarahit SAMARAHI\nsamaradie SAMARADI\n\nScary1\t\t\tCHUCHU\nScary2\t\t\tCHACHA\nScary3\t\t\tDETHDETH\nScary4\t\t\tKILLKILL\n\n$Random ScaryRandom { Scary1 Scary2 Scary3 Scary4 }\n\nSUCKITDOWN\t\tSUKITDO\n\n// NEW PATCH STUFF\n\nPW/Die1\t\t\tPLANDIE1\nPW/Die2\t\t\tPLANDIE2\nPW/Die3\t\t\tPLANDIE3\n\n$random PW/Die { PW/Die1 PW/Die2 PW/Die3 }\n\nPW/Pain1\t\tPLANPN1\nPW/Pain2\t\tPLANPN2\nPW/Pain3\t\tPLANPN3\nPW/Pain4\t\tPLANPN4\n\n$random PW/Pain { PW/Pain1 PW/Pain2 PW/Pain3 PW/Pain4 }\n\nPW/Taunt1\t\tPLANTAN1\nPW/Taunt2\t\tPLANTAN2\nPW/Taunt3\t\tPLANTAN3\nPW/Taunt4\t\tPLANTAN4\n\n$random PW/Taunt { PW/Taunt1 PW/Taunt2 PW/Taunt3 PW/Taunt4 }\n\nPW/Dash1\t\tPLDASH1\nPW/Dash2\t\tPLDASH2\nPW/Dash3\t\tPLDASH3\nPW/Dash4\t\tPLDASH4\n\n$random PW/Dash { PW/Dash1 PW/Dash2 PW/Dash3 PW/Dash4 }\n\nPW/Jump1\t\tPLANJUM1\nPW/Jump2\t\tPLANJUM2\nPW/Jump3\t\tPLANJUM3\n\n$random PW/Jump { PW/Jump1 PW/Jump2 PW/Jump3 }\n\nPW/Alt1\t\t\tPLANALT1\nPW/Alt2\t\t\tPLANALT2\nPW/Alt3\t\t\tPLANALT3\nPW/Alt4\t\t\tPLANALT4\n\n$random PW/Alt { PW/Alt1 PW/Alt2 PW/Alt3 PW/Alt4 }\n\nPW/ShotFire\t\tPLSHTFR\nPW/ShotCock\t\tPLSHTCK\nPW/BombExplode\tPLBMEX\nPW/Spin\t\t\tPLSPIN\nPW/Smoke\t\tPLSMK\n\n$playeralias\tPW\tmale\t*pain100\tPW/Pain\n$playeralias\tPW\tmale\t*pain75\t\tPW/Pain\n$playeralias\tPW\tmale\t*pain50\t\tPW/Pain\n$playeralias\tPW\tmale\t*pain25\t\tPW/Pain\n$playersound\tPW\tmale\t*grunt\t\tdsnone\n$playersound\tPW\tmale\t*land\t\tdsnone\n$playeralias\tPW\tmale\t*jump\t\tdsnone\t\t// PW/Jump\n$playersound\tPW\tmale\t*fist\t\tdsnone\n$playersound\tPW\tmale\t*usefail\tdsnone\n$playeralias\tPW\tmale\t*taunt\t\tPW/Taunt\n$playeralias\tPW\tmale\t*death\t\tPW/Die\n$playeralias\tPW\tmale\t*xdeath\t\tPW/Die\n$playeralias\tPW\tmale\t*gibbed\t\tPW/Die\n\n// New Defiler\n\nSHITSOUN SHITSOUN\nDIGAT1 DIGAT1\nDIGAT2 DIGAT2\nDIGTAU DIGTAU\nDIGDIE DIGDIE\nDIGSPI DIGSPI\n\n$playersound\tnigerian\tmale\t*death\t\tdsnone\n$playersound\tnigerian\tmale\t*xdeath\t\tdsnone\n$playersound\tnigerian\tmale\t*gibbed\t\tdsnone\n$playersound\tnigerian\tmale\t*pain100\tdsnone\n$playersound\tnigerian\tmale\t*pain75\t\tdsnone\n$playersound\tnigerian\tmale\t*pain50\t\tdsnone\n$playersound\tnigerian\tmale\t*pain25\t\tdsnone\n$playersound\tnigerian\tmale\t*grunt\t\tdsnone\n$playersound\tnigerian\tmale\t*land\t\tdsnone\n$playersound\tnigerian\tmale\t*jump\t\tdsnone\n$playersound\tnigerian\tmale\t*fist\t\tdsnone\n$playersound\tnigerian\tmale\t*usefail\tdsnone\n$playersound\tnigerian\tmale\t*taunt\t\tDIGTAU\n\n// Other New Things\n\nFrostbite/Throw\t\tFROSTBOM\nEngineer/PulvFire\tENPULFIR\nEngineer/Detonate\tENDETON\nEngineer/BallLoop\tENBALOOP\n\nWarlock/VoidZap\t\tVOIDZAP\nWarlock/VoidExplode\tVOIDEXP\n\nEngineerNail\tNAILFI2\nSawThrow\t\tBLADELAU\nSawHit\t\tBLADEDTH\nSawAir\t\tBLADEAIR\nSawClick\tDSCLICK\n\nWarlock/FireColumn\t\tFLERUPT\n\ndrone/see\t\tDRONSND\ndrone/idle\t\tDRONSND\ndrone/fire\t\tDRONFIRE\n$limit drone/fire 0\t\tDRONFIRE\n\n$RANDOM drone/pain {drone/pain1 drone/pain2 drone/pain3}\ndrone/pain1 \tDRONPAN1\ndrone/pain2 \tDRONPAN2\ndrone/pain3 \tDRONPAN3\n\ndrone/die\t\tDRONDIE\n\nCreeper/HBallExplode\tHCREEXP\n\nIce/Shatter1\t\tICESHAT1\nIce/Shatter2\t\tICESHAT2\n\n$random Ice/Shatter { Ice/Shatter1 Ice/Shatter2 }\n\nIce/Loop\t\t\tICELOOP\nIce/Begin\t\t\tICEBEGIN"
      },
      {
        "source": "pk3",
        "name": "Actors/Achievements.txt",
        "contents": "Actor TotalKillCount : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1023\n}\n\nActor SpecificKillCount : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 255\n}\n\nActor CheckAchievements : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(714, 0)\n\t\tStop\n\t}\n}\n\n// GLOBAL\nActor GhoulKillCount : TotalKillCount { }\nActor HumanKillCount : TotalKillCount { }\nActor KilledMarine : TotalKillCount { }\nActor KilledHunter : TotalKillCount { }\nActor KilledCyborg : TotalKillCount { }\nActor KilledGhostbuster : TotalKillCount { }\nActor KilledEngineer : TotalKillCount { }\nActor KilledSanta : TotalKillCount { }\nActor KilledPlaneWalker : TotalKillCount { }\nActor KilledWarlock : TotalKillCount { }\nActor KilledSjas : TotalKillCount { }\nActor KilledJitterskull : TotalKillCount { }\nActor KilledCreeper : TotalKillCount { }\nActor KilledChoke : TotalKillCount { }\nActor KilledFrostbite : TotalKillCount { }\nActor KilledDefiler : TotalKillCount { }\nActor KilledIcefiend : TotalKillCount { }\n\n// SPECIFIC ACTORS\n// Human counters\nActor MarineShotgunKill : TotalKillCount { }\nActor MarinePistolKill : TotalKillCount { }\nActor MarineMachineGunKill : TotalKillCount { }\nActor MarineGrenadeKill : TotalKillCount { }\nActor MarineSuicideGrenadeKill : TotalKillCount { }\n\nActor HunterFireArrowKill : TotalKillCount { }\nActor HunterIceArrowKill : TotalKillCount { }\nActor HunterRegularArrowKill : TotalKillCount { }\nActor HunterLightningRailKill : TotalKillCount { }\nActor HunterSuperFireArrowKill : TotalKillCount { }\nActor HunterSuperIceArrowKill : TotalKillCount { }\nActor HunterSuperRegularArrowKill : TotalKillCount { }\nActor HunterSuperLightningRailKill : TotalKillCount { }\nActor HunterFireMagicKill : TotalKillCount { }\nActor HunterRegularMagicKill : TotalKillCount { }\nActor HunterIceSpikeKill : TotalKillCount { }\nActor HunterLightningMagicKill : TotalKillCount { }\n\nActor CyborgPlasmaKill : TotalKillCount { }\nActor CyborgCrapPlasmaKill : TotalKillCount { }\nActor CyborgPulseKill : TotalKillCount { }\nActor CyborgMidAirKill : TotalKillCount { } //For creeper\nActor JetpackKill : TotalKillCount { }\n\nActor GhostbusterProtonKill : TotalKillCount { }\nActor GhostbusterTrapKill : TotalKillCount { }\nActor GhostbusterBloodKill : TotalKillCount { }\nActor GhostbusterEchoKill : TotalKillCount { }\nActor GhostbusterSoulKill : TotalKillCount { }\nActor GhostbusterBoneKill : TotalKillCount { }\nActor GhostbusterIceFallKill : TotalKillCount { }\nActor GhostbusterIceBallKill : TotalKillCount { }\nActor GhostbusterDefilerBallKill : TotalKillCount { }\nActor GhostbusterHorrorKill : TotalKillCount { }\n\nActor EngineerNailKill : TotalKillCount { }\nActor EngineerPulvKill : TotalKillCount { }\nActor EngineerSawKill : TotalKillCount { }\nActor EngyDroneKill : TotalKillCount { }\n\nActor SentryBulletKills : TotalKillCount { }\nActor SantaHollyAirKill : TotalKillCount { }\nActor SantaHollyGroundKill : TotalKillCount { }\nActor SantaStarProjectileKill : TotalKillCount { }\nActor SantaFallingStarKill : TotalKillCount { }\nActor SantaPresentKill : TotalKillCount { }\nActor SantaSnowballKill : TotalKillCount { }\n\nActor WarlockFireballKill : TotalKillCount { }\nActor WarlockBigFireballKill : TotalKillCount { }\nActor WarlockIceShardsKill : TotalKillCount { }\nActor WarlockLightningKill : TotalKillCount { }\nActor WarlockMagmaSmallKill : TotalKillCount { }\nActor WarlockNovaKill : TotalKillCount { }\n\n// Ghoul\nActor SjasScreamKill : TotalKillCount { }\nActor JitterMeleeKill : TotalKillCount { }\nActor CreepStunKill : TotalKillCount { }\nActor CreeperMeleeKill : TotalKillCount { }\nActor ChokeVomitKill : TotalKillCount { }\nActor ChokeAttackKill : TotalKillCount { }\nActor ChokeBloodBallKill : TotalKillCount { }\nActor ChokeFeastKill : TotalKillCount { }\nActor FrostbiteMeleeKill : TotalKillCount { }\nActor FrostbiteIceBreathKill : TotalKillCount { }\nActor FrostyMortarKill : TotalKillCount { }\nActor ImpaleKill : TotalKillCount { }\nActor IcefiendIcePathKill : TotalKillCount { }\nActor IceFiendMeleeKill : TotalKillCount { }\nActor IceFiendWindKill : TotalKillCount { }\nActor PurpleMagicKill : TotalKillCount { }\n\nActor PlaneWalkCheck : TotalKillCount { }\nActor PlaneShotKills : TotalKillCount { }\nActor PlaneVortexKills : TotalKillCount { }\n\n// MULTIKILL COUNTERS\n// Human\nActor MarineGrenadeMulti : SpecificKillCount { }\nActor HunterLightningMulti : SpecificKillCount { }\nActor HunterFireMulti : SpecificKillCount { }\n// Ghoul\nActor FrostyBreathMulti : SpecificKillCount { }\nActor JitterMeleeMulti : SpecificKillCount { }\nActor SjasMeleeMulti : SpecificKillCount { }\nActor IcefiendKillCounter : SpecificKillCount { }\nActor ChokeBloodBallMulti : SpecificKillCount { }\nActor DoubleImpaleKill : SpecificKillCount { }\n\n// MISC ACTORS\nActor CyborgCreeperLowHPKill : SpecificKillCount { }\nActor WarlockIceKillFrostbite : SpecificKillCount { }\nActor GhostbusterUpgraded : SpecificKillCount { }\nActor SantaKillFrostbiteSnow : SpecificKillCount { }\nActor DefilerAirSniper : SpecificKillCount { }\nActor CreeperKillBerserkBarb : SpecificKillCount { }\nActor GotHurt : SpecificKillCount { }\nActor SjasRageKill : SpecificKillCount { }\nActor LowHPKill : SpecificKillCount { }\nActor Potato : SpecificKillCount { }\nActor Potato2 : SpecificKillCount { }\nActor UsedAmmo : SpecificKillCount { }\nActor ImpalerHopKill : SpecificKillCount { }\nActor PWInvisKill : SpecificKillCount { }\nActor KilledTeleportedSjas : SpecificKillCount { }"
      },
      {
        "source": "pk3",
        "name": "Actors/Global.txt",
        "contents": "////////////////////////////////////////////////////////////////////////////////\n//                             NEW GLOBAL DEFS                                //\n////////////////////////////////////////////////////////////////////////////////\nActor PlayerNum : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 32\n}\n\nActor ClassID : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 255\n}\n\nActor HumanTeam : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor GhoulTeam : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor Timer : PowerDamage\n{\n\tDamageFactor \"Nothing\", 1.0\n\tPowerup.Duration 35\n}\n\nActor OpenedAchieves : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nActor NoTips : HumanTeam { }\n\nActor IsSjas : GhoulTeam { }\nActor IsJitterskull : GhoulTeam { }\nActor IsCreeper : GhoulTeam { }\nActor IsChoke : GhoulTeam { }\nActor IsFrostbite : GhoulTeam { }\nActor IsDefiler : GhoulTeam { }\nActor IsIcefiend : GhoulTeam { }\n\nActor MenuCloserEraser : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tStop\n\tPickup:\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(760, 0, tid)\n\t\tStop\n\t}\n}\n\nActor DefilerDigest : PowerDamage\n{\n    powerup.duration -12\n\tDamageFactor \"nothing\", 1.0\n}\n\nActor GBUpgrader : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tPickup:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor GBSjasUpgrade : GBUpgrader\n{\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"GBSjasUpgradeToken\", 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways (710, 0, 1)\n\t\tStop\n\t}\n}\n\nActor GBJitterskullUpgrade : GBUpgrader\n{\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"GBJitterskullUpgradeToken\", 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways (710, 0, 2)\n\t\tStop\n\t}\n}\n\nActor GBCreeperUpgrade : GBUpgrader\n{\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"GBCreeperUpgradeToken\", 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways (710, 0, 3)\n\t\tStop\n\t}\n}\n\nActor GBChokeUpgrade : GBUpgrader\n{\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"GBChokeUpgradeToken\", 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways (710, 0, 4)\n\t\tStop\n\t}\n}\n\nActor GBFrostbiteUpgrade : GBUpgrader\n{\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"GBFrostbiteUpgradeToken\", 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways (710, 0, 5)\n\t\tStop\n\t}\n}\n\nActor GBDefilerUpgrade : GBUpgrader\n{\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"GBDefilerUpgradeToken\", 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways (710, 0, 6)\n\t\tStop\n\t}\n}\n\nActor GBIcefiendUpgrade : GBUpgrader\n{\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"GBIcefiendUpgradeToken\", 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways (710, 0, 7)\n\t\tStop\n\t}\n}\n\nActor GBUpgradeToken : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor GBSjasUpgradeToken : GBUpgradeToken\n{\n}\n\nActor GBJitterskullUpgradeToken : GBUpgradeToken\n{\n}\n\nActor GBCreeperUpgradeToken : GBUpgradeToken\n{\n}\n\nActor GBChokeUpgradeToken : GBUpgradeToken\n{\n}\n\nActor GBFrostbiteUpgradeToken : GBUpgradeToken\n{\n}\n\nActor GBDefilerUpgradeToken : GBUpgradeToken\n{\n}\n\nActor GBIcefiendUpgradeToken : GBUpgradeToken\n{\n}\n\nActor ChokeHealPause : PowerDamage\n{\n\tPowerup.Duration 5\n\tDamageFactor \"Nothing\", 1.0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor ChokePainHealer : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\tPickup:\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(726, 0, 2, 0)\n\t\tStop\n\t}\n}\n\nActor ChokeDeathHealer : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVENTORY.AUTOACTIVATE\n\tstates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\tPickup:\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(726, 0, 20, 1)\n\t\tStop\n\t}\n}\n\nActor CreeperHealBallHealer : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\tPickup:\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(737, 0)\n\t\tStop\n\t}\n}\n\nActor LightningIntenseFlash : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\tPickup:\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(728, 0, 1)\n\t\tStop\n\t}\n}\n\nActor LightningModerateFlash : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\tPickup:\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(728, 0, 2)\n\t\tStop\n\t}\n}\n\nActor LightningWeakFlash : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\tPickup:\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(728, 0, 3)\n\t\tStop\n\t}\n}\n\nActor ReflectionKill : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\tPickup:\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(738, 0)\n\t\tStop\n\t}\n}\n\nActor SuperIceStunnedFullPowerup : PowerSpeed\n{\n\tPowerup.Duration 100\n\tSpeed 0.0\n}\n\nActor SuperIceStunnedFull : PowerupGiver\n{\n\tPowerup.Duration 100\n\tPowerup.Type \"SuperIceStunnedFullPowerup\"\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n}\n\nActor SuperIceStunnedPartialPowerup : PowerSpeed\n{\n\tPowerup.Duration 75\n\tSpeed 0.3\n}\n\nActor SuperIceStunnedPartial : PowerupGiver\n{\n\tPowerup.Duration 75\n\tPowerup.Type \"SuperIceStunnedPartialPowerup\"\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n}\n\nActor SuperIceDontStun : Timer\n{\n\tPowerup.Duration -8\n}\n\nActor DispenserUseCooldown : Timer\n{\n\tPowerup.Duration 35\n}\n\nActor JitterskullPoints : Ammo\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 5\n\t+IGNORESKILL\n}\n\nActor ForceReload : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor ForceReloadItem : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tInventory.Icon \"RLCLA0\"\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(745, 0)\n\t\tFail\n\t}\n}\n\nActor ForceReloadItemEngy : ForceReloadItem\n{\n\tInventory.Icon \"NBOXA0\"\n}\n\nActor CyborgPulseGainCooldown : Timer\n{\n\tPowerup.Duration 2\n}\n\nActor DispenserMedKit : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 6\n\tInventory.Icon \"RHO1A0\"\n\t+ALWAYSPICKUP\n\t+AUTOACTIVATE\n\tStates\n\t{\n\tSpawn:\n\t\tRHO1 A 1\n\t\tLoop\n\tUse:\n\t\tTNT1 A 1 A_GiveInventory(\"HealthBonus\", 10)\n\t\tStop\n\t}\n}\n\n// NS 02 actors\nActor NS02MinimapDecoration 12001\n{\n\tRadius 1\n\tHeight 2\n\tScale 0.8\n\t-SOLID\n\t-CANBLAST\n\t+NOCLIP\n\t+NOINTERACTION\n\t+FLOATBOB\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tCRBL A 1 Bright\n\t\tLoop\n\t}\n}\n\nActor NS02PowerScannerGiver : PowerupGiver\n{\n\tInventory.MaxAmount 1\n\tPowerup.Duration 1225\n\tPowerup.Color GoldMap 0.1\n\tPowerup.Type \"Scanner\" // Doesn't use NS02Scanner right now\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor PowerNS02Scanner : PowerScanner\n{\n\tPowerup.Duration 1225\n}\n\nActor NS02MapRevealer : MapRevealer\n{\n\tStates\n\t{\n\tSpawn:\n\t\tMMAP A 1 bright\n\t\tStop\n\t}\n}\n\n// GVHNS05\nActor PowerNS05HumanDamage : PowerDamage\n{\n\tPowerup.Duration 0x7FFFFFFF\n\tDamageFactor \"Normal\", 1.5\n}\n\nActor PowerNS05HumanVampire : PowerDrain\n{\n\tPowerup.Duration 0x7FFFFFFF\n}\n\nActor PowerNS05GhoulProtection : PowerProtection\n{\n\tPowerup.Duration 0x7FFFFFFF\n\tDamageFactor \"Normal\", 0.5\n}\n\nActor PowerNS05GhoulRegeneration : PowerRegeneration\n{\n\tPowerup.Duration 0x7FFFFFFF\n}\n\nActor NS05Human1 : PowerupGiver\n{\n\tPowerup.Color Red 0.05\n\tPowerup.Type NS05HumanDamage\n\tPowerup.Duration 0x7FFFFFFF\n\t+AUTOACTIVATE\n\tstates\n\t{\n\tSpawn:\n\t\tMEGA A 1\n\t\tStop\n\t}\n}\n\nActor NS05Human2 : PowerupGiver\n{\n\tPowerup.Color Red 0.05\n\tPowerup.Type NS05HumanVampire\n\tPowerup.Duration 0x7FFFFFFF\n\t+AUTOACTIVATE\n\tstates\n\t{\n\tSpawn:\n\t\tMEGA A 1\n\t\tStop\n\t}\n}\n\nActor NS05Ghoul1 : PowerupGiver\n{\n\tPowerup.Color Red 0.05\n\tPowerup.Type NS05GhoulProtection\n\tPowerup.Duration 0x7FFFFFFF\n\t+AUTOACTIVATE\n\tstates\n\t{\n\tSpawn:\n\t\tMEGA A 1\n\t\tStop\n\t}\n}\n\nActor NS05Ghoul2 : PowerupGiver\n{\n\tPowerup.Color Red 0.05\n\tPowerup.Type NS05GhoulRegeneration\n\tPowerup.Duration 0x7FFFFFFF\n\t+AUTOACTIVATE\n\tstates\n\t{\n\tSpawn:\n\t\tMEGA A 1\n\t\tStop\n\t}\n}\n\n// Sjas Rage effects [Thanks to R667]\n// UNUSED I THINK\nActor SjasRageOrb\n{\n\t+MISSILE\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\t+NOSECTOR\n\t+NOINTERACTION\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\t-SOLID\n\tRadius 1\n\tHeight 1\n\tRenderStyle Add\n\tAlpha 0.5\n\tYScale 0.1\n\tXScale 1.1\n\tTranslation \"112:127=176:191\"\n\tStates\n\t{\n\tSpawn:\n\t\tLRFX AAAAAA 1 Bright A_FadeOut(0.25)\n\t\tStop\n\t}\n}\n\n////////////////////////////////////////////////////////////////////////////////\n//                             OLD GLOBAL DEFS                                //\n////////////////////////////////////////////////////////////////////////////////\nActor ChokeDist : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 99999\n}\n\nActor Crunched : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 999\n}\n\nactor DontAlterBot : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 1\n\tloop\n\t}\n}\n\nactor GhoulAmmo : Ammo\n{\n  inventory.pickupmessage \"\"\n  inventory.amount 3\n  inventory.maxamount 3\n  inventory.icon \"GHOULAMM\"\n  ammo.backpackamount 3\n  ammo.backpackmaxamount 3\n  +INVENTORY.IGNORESKILL\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor ChokeHealer : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\t+INVENTORY.AUTOACTIVATE\n\tstates\n\t{\n\tSpawn:\n\tTNT1 A -1\n\tstop\n\tPickup:\n\tUse:\n\tTNT1 A 0 ACS_ExecuteAlways(613,0)//3\n\tstop\n\t}\n}\n\nactor HealDelay : PowerDamage\n{\n\tdamagefactor \"nothing\", 1.0\n\tpowerup.duration 17\n}\n\nactor CreepGotya : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 1\n\tloop\n\tPickup:\n\tANT1 A 0 A_PlaySoundEx(\"creepgotya\", \"SoundSlot5\")\n\tstop\n\t}\n}\n\nactor CreeperStunCheck : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 1\n\tloop\n\t}\n}\n\nactor Reflectdummy : ScriptedMarine\n{\n\t+REFLECTIVE\n\t+INVULNERABLE\n}\n\nactor Railtester : ChaingunGuy\n{\n\tdamage 1\n\tstates\n\t{\n\tMissile:\n\tCPOS E 10 A_FaceTarget\n\tCPOS FE 4 bright A_MonsterRail\n\tCPOS F 1 A_CPosRefire\n\tgoto Missile+1\n\t}\n}\n\nactor Cheapcheck : Inventory // Used to prevent R_Drawtrans false and any other BS settings to cheat.\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 1\n\tLoop\n\t}\n}\n\nactor Creeperheal : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\tstates\n\t{\n\tSpawn:\n\tTNT1 A -1\n\tstop\n\tPickup:\n\tTNT1 A 0 ACS_ExecuteAlways(979,0,3)\n\tstop\n\t}\n}\n\nactor Creeperhealth : Health\n{\n  inventory.amount 70\n  inventory.maxamount 70\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nActor ChokeHealth : Health\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 150\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nactor gibmeplz // Test the gibs\n{\n\tdamagetype \"Jitter\"\n\tPROJECTILE\n\tSpeed 1\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 1\n\tTNT1 A 0 A_Explode(255,255,1)\n\tStop\n\t}\n}\n\nactor bob : DoomImp\n{\nstates\n{\n  Missile:\n    TROO EF 8 A_FaceTarget\n    TROO G 6 A_CustomMissile(\"CreeperBall\",0,0,0)\n    loop\n}\n}\n\nactor bill\n{\n\tstates\n\t{\n\tSpawn:\n\tTROO EF 5\n\tTROO E 0 A_CustomMissile(\"CreeperBall\",0,0,0,2,0)\n\tTROO EF 5\n\tTROO E 0 A_CustomMissile(\"SjasAttack\",0,0,0,2,0)\n\tTROO EF 5\n\tTROO E 0 A_CustomMissile(\"JitterskullAttack\",0,0,0,2,0)\n\tloop\n}\n}\n\nactor Cyborgstomp\n{\nPROJECTILE\n+NOBLOOD\ndamage 0\nradius 10\nSpeed 20\n+CLIENTSIDEONLY\ndeathsound \"CyborgStomp\"\nStates\n{\nSpawn:\nTNT1 A 1\nStop\nDeath:\nTNT1 A 0\nTNT1 A 1 //A_PlaySound(\"CyborgStomp\")\nStop\n}\n}\n\nACTOR ArchvileFirex : ArchvileFire\n{\n\tSpeed 5\n\t+NOINTERACTION\n        +NOBLOCKMAP\n        +NOCLIP\n\t\t+CLIENTSIDEONLY\n}\n\nACTOR ArchvileFirex2 : ArchvileFirex\n{\n\tSpeed 2\n}\n\nACTOR ArchvileFirex3 : ArchvileFirex\n{\n\ttranslation \"160:167=96:111\"\n}\n\nACTOR ArchvileFirex4 : SpawnFire replaces TeleportFog\n{\n+NOINTERACTION\n+CLIENTSIDEONLY\nrenderstyle none // No more giving away spawn spots\ntranslation \"160:167=192:207\"\nStates\n{\nSpawn:\nFIRE A 0\nFIRE A 0 A_PlaySoundEx(\"newteleportfog\",\"Voice\")\nFIRE ABCDEFGH 4 Bright\nStop\n}\n}\n\nACTOR TelFire : ArchvileFirex4\n{\n+NOINTERACTION\n+CLIENTSIDEONLY\nrenderstyle translucent\ntranslation \"160:167=192:207\"\nalpha 0.7\nStates\n{\nSpawn:\nFIRE A 0\nFIRE A 0 A_PlaySoundEx(\"newteleportfog\",\"Voice\")\nFIRE ABCDEFGH 4 Bright\nStop\n}\n}\n\nACTOR Cuthead replaces Hissy\n{\n- SOLID\n+NOBLOCKMAP\nScale 0.1\nStates\n{\nSpawn:\nDECR A -1\nLoop\n}\n}\n\n/*\nTHE NEW TEAMBALANCE STUFF\n*/\n\nactor Power15Defense : PowerProtection\n{\n\tdamagefactor \"normal\", 0.85\n\tPowerup.Duration 0x7FFFFFFF\n}\n\nactor Power15Damage : PowerDamage\n{\n\tdamagefactor \"normal\", 1.15\n\tPowerup.Duration 0x7FFFFFFF\n}\n\nactor Power20Damage : PowerDamage\n{\n\tdamagefactor \"normal\", 1.2\n\tPowerup.Duration 0x7FFFFFFF\n}\n\nactor Power25Damage : PowerDamage\n{\n\tdamagefactor \"normal\", 1.25\n\tPowerup.Duration 0x7FFFFFFF\n}\n\nactor Power30Damage : PowerDamage\n{\n\tdamagefactor \"normal\", 1.3\n\tPowerup.Duration 0x7FFFFFFF\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/GlobalConstants.txt",
        "contents": "// Operator constants\nconst int VAL_FALSE = 0;\nconst int VAL_TRUE = 1;\n\n// Gender\nconst int GENDER_MALE = 0;\nconst int GENDER_FEMALE = 1;\nconst int GENDER_OTHER = 2;\n\n// Weapon text display constants\nconst int WM_ICEFIEND_SPIKES = 0;\nconst int WM_FROSTBITE = 1;\nconst int WM_IMPALER = 2;\nconst int WM_ICEFIEND_INVISIBLEMSG = 3;\nconst int WM_PWBLADE = 4;\nconst int WM_MAGE_ICEHANDS = 5;\nconst int WM_MAGE_FIRESTAFF = 6;\nconst int WM_PWDASH = 7;\nconst int WM_PWVORTEX = 8;\nconst int WM_MAGE_LIGHTNING = 9;\nconst int WM_CHOKE = 10;\nconst int WM_MAGE_SKULL = 11;\n\nconst int WM_MARINE_SG = 12;\nconst int WM_MARINE_PIST = 13;\nconst int WM_MARINE_MG = 14;\n\nconst int WM_HUN_NORM = 15;\nconst int WM_HUN_FIRE = 16;\nconst int WM_HUN_ICE = 17;\nconst int WM_HUN_LIG = 18;\nconst int WM_HUN_NORMX = 19;\nconst int WM_HUN_FIREX = 20;\nconst int WM_HUN_ICEX = 21;\nconst int WM_HUN_LIGX = 22;\n\nconst int WM_CYBORG = 23;\n\nconst int WM_GB_NORM = 24;\nconst int WM_GB_ECHO = 25;\nconst int WM_GB_BONE = 26;\nconst int WM_GB_BLOOD = 27;\nconst int WM_GB_ICE = 28;\nconst int WM_GB_SOUL = 29;\nconst int WM_GB_SHARD = 30;\nconst int WM_GB_IMPALE = 31;\n\nconst int WM_SANTA_SNOW = 32;\nconst int WM_SANTA_HOLLY = 33;\nconst int WM_SANTA_STAR = 34;\nconst int WM_SANTA_PRES = 35;\n\nconst int WM_ENG_NAIL = 36;\nconst int WM_ENG_PULV = 37;\nconst int WM_ENG_WRENCH = 38;\n\nconst int WM_SJAS = 39;\nconst int WM_JITTER = 40;\nconst int WM_CREEPER = 41;\nconst int WM_GB_TRAP = 42;\nconst int WM_ENG_NAIL2 = 43;\nconst int WM_ENG_SAW = 44;\n\nconst int WM_FROSTBITE2 = 45;\n\n// Sound channel constants\nconst int CHAN_FEET = 5;\nconst int CHAN_SJAS = 6;\n\nconst int FAS_CyborgPulse = 0;\nconst int FAS_FrostShards = 1;\nconst int FAS_ChokeVomit = 2;\nconst int FAS_ChokeBloodFeast = 3;\nconst int FAS_WarlockTeleport = 4;"
      },
      {
        "source": "pk3",
        "name": "Actors/Marine.txt",
        "contents": "Actor Marine : PlayerPawn replaces DoomPlayer\n{\n\t+NOSKIN\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+GHOST\n\t+QUICKTORETALIATE\n\t+NOTARGET\n\tLimitedToTeam 0\n\tPlayer.soundclass \"marine\"\n\tPlayer.displayname \"Marine\"\n\tPlayer.startitem \"Clip\", 100\n\tPlayer.startitem \"Shell\", 30\n\tPlayer.startitem \"GrenadeAmmo\", 5\n\tPlayer.startitem \"Riotgun\", 1\n\tPlayer.startitem \"DualPistols\", 1\n\tPlayer.startitem \"Machinegun\", 1\n\tPlayer.StartItem \"ForceReloadItem\", 1\n\tPlayer.startitem \"ArrowSingle\", 35\n\tPlayer.StartItem \"ClassID\", 1\n\tPlayer.StartItem \"HumanTeam\", 1\n\tPlayer.scoreicon \"MARINEST\"\n\tPlayer.ColorRange 112, 127\n\tDamageFactor \"MarineGrenade\", 0.35\n\tDamageFactor \"GhostbusterTrap\", 0.0\n\tDamageFactor \"SentryShoot\", 0.0\n\tDamageFactor \"HunterSuperIceArrowTrail2\", 0.0\n\tDamageFactor \"Drone\", 0.0\n\tHealth 100\n\tSpecies \"Human\"\n\tmass 400\n\tStates\n\t{\n\tSpawn:\n\t\tPLAY A 1\n\t\tLoop\n\tSee:\n\t\tPLAY AB 5\n\t\tPLAY A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tPLAY CD 5\n\t\tPLAY A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tGoto Spawn\n\tMissile:\n\t\tPLAY E 12\n\t\tGoto Spawn\n\tMelee:\n\t\tPLAY F 6 BRIGHT\n\t\tGoto Missile\n\tPain:\n\t\tPLAY G 8 A_Pain\n\t\tGoto Spawn\n\tPain.ChokeAttack:\n\t\tPLAY G 1\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokePainHealer\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"VomitPoints\", 2)\n\t\tPLAY G 8 A_Pain\n\t\tGoto Spawn\n\tPain.CreeperHealBall:\n\t\tPLAY G 1\n\t\tTNT1 G 0 A_GiveToTarget(\"CreeperHealBallHealer\", 1)\n\t\tPLAY G 8 A_Pain\n\t\tGoto Spawn\n\tPain.Creepstun:\n\t\tTNT1 A 0 HealThing(1)\n\t\tTNT1 A 0 A_Pain\n\t\tPLAY G 18 ACS_ExecuteAlways(986,0)\n\t\tGoto Spawn\n\tPain.CreeperHealBall:\n\t\tPLAY G 1\n\t\tPLAY G 1 A_GiveToTarget(\"CreeperHealBallHealer\", 1)\n\t\tGoto Pain\n\tPain.Impale:\n\t\tTNT1 A 0 ThrustThingZ(0,10,0,1)\n\t\tGoto Pain\n\tDeath:\n\tDeathAnim:\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledMarine\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"LowHPKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tPLAY H 10\n\t\tPLAY I 10 A_PlayerScream\n\t\tPLAY J 10 A_NoBlocking\n\t\tPLAY KLM 10\n\t\tPLAY N -1\n\t\tstop\n\tGibDeath:\n\tDeath.ImpaleBite:\n\t\tTNT1 A 0 A_GiveToTarget(\"JitterskullPoints\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"VomitPoints\", 10)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledMarine\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"Crunched\",1)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_PlaySound(\"gibbage/xsplat\")\n\t\tTNT1 A 0 A_SkullPop(\"Custom_BloodySkull\")\n\t\tTNT1 A 0 A_PlaySound(\"gibbage/playergib\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tPLAY A 1\n\t\tBLAN A -1\n\t\tStop\n\tDoomXDeath:\n\t\tPLAY O 0 ACS_ExecuteAlways(714, 0)\n\t\tPLAY O 5\n\t\tPLAY P 5 A_XScream\n\t\tPLAY Q 5 A_NoBlocking\n\t\tPLAY RSTUV 5\n\t\tPLAY W -1\n\t\tStop\n\tDeath.CreeperHealBall:\n\t\tTNT1 A 0 A_GiveToTarget(\"CreeperHealBallHealer\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CreepStunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n        Goto DeathAnim\n\tDeath.CreeperMelee:\n\t\tTNT1 A 0 A_PlaySoundEx(\"creeperattack\", \"Body\")\n\t\tTNT1 A 0 A_GiveToTarget(\"Creeperheal\",1)\n\t\tTNT1 A 0 ACS_ExecuteAlways(997,0)\n\t\tTNT1 A 0 A_GiveToTarget(\"CreeperMeleeKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledMarine\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n//\t\tTNT1 A 0 A_GiveToTarget(\"GhoulAmmo\", 1)\n\t\tPLAY H 10 A_SpawnItemEx(\"SoulSprite\", 0, 0, 0, 0, 0, 2)\n\t\tPLAY I 10 A_PlayerScream\n\t\tPLAY J 10 A_NoBlocking\n\t\tPLAY KLM 10\n\t\tPLAY N -1\n\t\tStop\n\tDeath.MarineSuicideGrenade:\n\t\tPLAY A 0\n\t\tGoto DoomXDeath\n    Death.SjasScream:\n        TNT1 A 0 A_GiveToTarget(\"SjasScreamKill\", 1)\n        TNT1 A 0 A_GiveToTarget(\"SjasMeleeMulti\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"SjasRageItem\", 2, 1)\n\t\tGoto DeathAnim\n\t\tTNT1 A 0 A_GiveToTarget(\"SjasSpeedRageMinor\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"SjasRageKill\", 1)\n\t\tGoto DeathAnim\n    Death.JitterMelee:\n        TNT1 A 0 A_GiveToTarget(\"JitterMeleeKill\", 1)\n        TNT1 A 0 A_GiveToTarget(\"JitterMeleeMulti\", 1)\n        Goto GibDeath\n    Death.CreepStun:\n        TNT1 A 0 A_GiveToTarget(\"CreepStunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n        Goto DeathAnim\n    Death.ChokeVomit:\n        TNT1 A 0 A_GiveToTarget(\"ChokeVomitKill\", 1)\n        Goto DeathAnim\n    Death.ChokeAttack:\n        TNT1 A 0 A_GiveToTarget(\"ChokeAttackKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokeDeathHealer\", 1)\n        Goto GibDeath\n\tDeath.ChokeFeast:\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokeFeasTKill\", 1)\n\t\tGoto DeathAnim\n    Death.ChokeBloodBall:\n\t\tTNT1 A 0 A_GiveToTarget(\"VomitPoints\", 15)\n        TNT1 A 0 A_GiveToTarget(\"ChokeBloodBallKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokeBloodBallMulti\", 1)\n        Goto DeathAnim\n    Death.FrostbiteMelee:\n        TNT1 A 0 A_GiveToTarget(\"FrostbiteMeleeKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"ShardPoints\", random(7,9))\n        Goto GibDeath\n\tDeath.FrostbiteMortar:\n\t\tTNT1 A 0 A_GiveToTarget(\"FrostyMortarKill\", 1)\n\t\tGoto DeathAnim\n    Death.FrostbiteIceBreath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"ShardPoints\", random(5,7))\n\t\tTNT1 A 0 A_PlayerScream\n\t\tTNT1 A 0 A_GiveToTarget(\"FrostyBreathMulti\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"FrostbiteIceBreathKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledMarine\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"MarineIceDeath\", 0, 0, 0, 0, 0, 0)\n\t\tPLAY H 1\n\t\tBLAN A -1\n\t\tStop\n    Death.Impale:\n        TNT1 A 0 A_GiveToTarget(\"ImpaleKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"DoubleImpaleKill\", 1)\n        Goto DeathAnim\n\tDeath.FiendWind:\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_PlayerScream\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledMarine\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"IceFiendKillCounter\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"IceFiendWindKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"MarineIceDeath\", 0, 0, 0, 0, 0, 0)\n\t\tPLAY H 1\n\t\tBLAN A -1\n\t\tStop\n    Death.IcefiendIcePath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"IcefiendKillCounter\", 1)\n        TNT1 A 0 A_GiveToTarget(\"IcefiendIcePathKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledMarine\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"MarineIcefiendImpaleDeath\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlayerScream\n\t\tPLAY H 1\n\t\tBLAN A -1\n\t\tStop\n    Death.IceFiendMeleeBackstab:\n\t\tTNT1 A 0 A_GiveToTarget(\"BackstabAchievementUnlock\", 1)\n\tDeath.IceFiendMeleeBackstab2:\n\t\tTNT1 A 0 A_GiveToTarget(\"IceFiendIceAmmo\", 10)\n\t\tTNT1 A 0 A_GiveToTarget(\"InvisibleCounter\", 10)\n\t\tTNT1 A 0 A_GiveToTarget(\"IceFiendSpeedBoost\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealthBonus\", 25)\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab1\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab2\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab3\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab4\", 5, 0, 1)\n\t    Goto Death.IceFiendMelee\n    Death.IceFiendMelee:\n\t\tTNT1 A 0 A_GiveToTarget(\"IcefiendKillCounter\", 1)\n        TNT1 A 0 A_GiveToTarget(\"IceFiendMeleeKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"InvisibleCounter\", 5)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledMarine\", 1)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SkullPop(\"Custom_BloodySkull\")\n\t\tIDMR AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 36, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 36, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 36, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 36, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 36, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 31, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 31, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 31, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 31, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 31, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 32, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 32, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 32, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 32, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 32, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 26, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 26, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 26, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 26, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 26, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDMR F 1\n\t\tIDMR F -1\n\t\tStop\n\t// Human reflection deaths\n    Death.HunterFireArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterIceArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterRegularArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterSuperFireArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterSuperIceArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterSuperRegularArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.CyborgPlasma:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.CyborgCrapPlasma:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterProton:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterBlood:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterEcho:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterSoul:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterIceFall:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterIceBall:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterDefilerBall:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.EngineerNail:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaHollyAir:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaHollyGround:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaStarProjectile:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaFallingStar:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaSnowball:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockFireball:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockBigFireball:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockIceShards:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockLightning:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockMagmaSmall:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockNova:\n\t\tTNT1 A 0 ACS_ExecuteAlways(717, 0)\n\t\tGoto DeathAnim\n\t}\n}\n\nactor MarineStomp : CyborgStomp\n{\n\tdeathsound \"floor/hardx\"\n\t+CLIENTSIDEONLY\n}\n\nactor GrenadeCooldown : PowerDamage\n{\n\tdamagefactor \"nothing\", 1.0\n\tpowerup.duration -1\n}\n\nActor PistolReload : Ammo\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 24\n\t+IGNORESKILL\n}\n\nACTOR DualPistols : Weapon 2102\n{\n   Weapon.SelectionOrder 1800\n   Inventory.PickupSound \"weapons/getweapon02\"\n   Inventory.PickupMessage \"You got an extra Pistol!\"\n   Obituary \"%o was shot by %k's Dual Pistols.\"\n   Weapon.AmmoType1 \"PistolReload\"\n   Weapon.AmmoType2 \"GrenadeAmmo\"\n   Weapon.AmmoGive 0\n   Weapon.AmmoUse1 0\n   Weapon.AmmoUse2 1\n   decal \"BulletChip\"\n   inventory.icon \"PISTOLS\"\n   Weapon.SlotNumber 1\n   +WEAPON.NOAUTOAIM\n   +WIMPY_WEAPON\n   +INVENTORY.UNDROPPABLE\n   +AMMO_OPTIONAL\n   +WEAPON.ALT_AMMO_OPTIONAL\n   States\n   {\n   Spawn:\n      TNT1 A 400\n      Stop\n   Ready:\n\t  V2PG A 0 A_JumpIfInventory(\"ForceReload\", 1, \"ReloadPistol\")\n      V2PG A 1 A_WeaponReady\n      Loop\n   Deselect:\n\t  TNT1 A 0 A_TakeInventory(\"MarinePistolBoost\", 1)\n      V2PG A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      TNT1 A 0 ACS_ExecuteAlways(700, 0, WM_MARINE_PIST)\n\t  TNT1 A 0 A_GiveInventory(\"MarinePistolBoost\", 1)\n      V2PG A 1 A_Raise\n      Goto Select+2\n   Fire:\n      V2PG A 1 A_JumpIfInventory(\"DoublePistolChecker\",1,20) //15\n      V2PF A 1 A_Light1\n      V2PF B 0 A_PlayWeaponSound(\"pistol/newfire\")\n\t  V2PF A 0 A_FireBullets(random(0,1),1,1,5,\"BulletPuffPistol\",1)//5,6\n      V2PF A 1 Bright\n\t  V2PF B 1\n\t  V2PF C 0 A_GiveInventory(\"PistolReload\", 1)\n      V2PF A 0 A_GiveInventory(\"DoublePistolChecker\",1)\n      V2PF A 0 A_Light0\n\t  V2PG CDEDC 1\n\t  PSTG A 0 A_JumpIfInventory(\"PistolReload\", 1, 2)\n\t  PSTG A 0 A_Jump(256, 3)\n\t  PSTG A 0 A_JumpIfInventory(\"ForceReload\", 1, \"ReloadPistol\")\n\t  PSTG A 0 A_JumpIfInventory(\"PistolReload\", 24, \"ReloadPistol\")\n\t  PSTG A 0 A_TakeInventory(\"ForceReload\", 1)\n\t  V2PG A 1 A_ReFire\n      Goto Ready\n      V2PG A 1\n      V2RF A 1 A_Light1\n      V2RF A 0 A_PlayWeaponSound(\"pistol/newfire\")\n\t  V2RF A 0 A_FireBullets(random(0,1),1,1,5,\"BulletPuffPistol\",1)//5,6\n      V2RF A 1 Bright\n\t  V2RF G 0 A_GiveInventory(\"PistolReload\", 1)\n      V2RF A 0 A_TakeInventory(\"DoublePistolChecker\",1)\n      V2RF A 0 A_Light0\n\t  V2RF B 1\n\t  V2RG CDEDC 1\n\t  V2RF A 0 A_JumpIfInventory(\"PistolReload\", 1, 2)\n\t  V2RF A 0 A_Jump(256, 3)\n\t  V2RF A 0 A_JumpIfInventory(\"ForceReload\", 1, \"ReloadPistol\")\n\t  V2RF A 0 A_JumpIfInventory(\"PistolReload\", 24, \"ReloadPistol\")\n\t  V2RF A 0 A_TakeInventory(\"ForceReload\", 1)\n      V2PG A 1 A_ReFire\n      Goto Ready\n   ReloadPistol:\n\t  V2PG GHIJKLMNO 1\n\t  V2PG A 0 A_PlaysoundEx(\"pistol/reload2\", 5)\n\t  V2PG PQR 1\n\t  V2PR ABCD 1\n\t  V2PG A 0 A_PlaysoundEx(\"pistol/reload1\", 5)\n\t  V2PR EFGHI 2\n\t  V2PR JKLMNOPQ 1\n\t  V2PG A 0 A_PlaysoundEx(\"pistol/reload2\", 5)\n\t  V2PR RSTU 1\n\t  V2RR ABDEF 1\n\t  V2PG A 0 A_PlaysoundEx(\"pistol/reload1\", 5)\n\t  V2RR GHI 2\n\t  V2RR JKLMNOPQR 1\n\t  V2RR A 0 A_TakeInventory(\"PistolReload\", 24)\n\t  V2RR A 0 A_TakeInventory(\"ForceReload\", 1)\n\t  V2PG A 6\n\t  Goto Ready\n   Altfire:\n      V2PG A 0 A_JumpIfInventory(\"CreeperStunCheck\",1,\"Doublecheck\")\n      V2PG A 0 A_JumpIfInventory(\"GrenadeCooldown\",1,\"Ready\")\n\t  V2PG A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMax\")\n\t  V2PG A 0 A_JumpIfInventory(\"GrenadePower\",1,\"Grenade\")\n\t  V2PG A 0 A_JumpIfNoAmmo (\"NoGrenades\")\n\tGoto Lower\n   Doublecheck:\n      V2PG A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMax\")\n\t  V2PG A 0 A_JumpIfInventory(\"GrenadePower\",1,\"Grenade\")\n\t  V2PG A 0 A_JumpIfNoAmmo (\"NoGrenades\")\n\t  Goto Lower\n\tLower:\n\t  V2PG A 1 offset (0, 40)\n\t  V2PG A 1 offset (0, 50)\n\t  V2PG A 1 offset (0, 60)\n\t  V2PG A 1 offset (0, 70)\n\t  V2PG A 1 offset (0, 80)\n\t  V2PG A 1 offset (0, 90)\n\t  V2PG A 1 offset (0, 100)\n\t  V2PG A 1 offset (0, 110)\n\t  V2PG A 1 offset (0, 120)\n\t  TNT1 A 3 A_PlayWeaponSound(\"weapons/grenadepin\")\n\t   goto Grenade\n\tReturn:\n\t  V2PG A 1 offset (0, 120) ACS_ExecuteAlways(998,0)\n\t  V2PG A 1 offset (0, 110)\n\t  V2PG A 1 offset (0, 100)\n\t  V2PG A 1 offset (0, 90)\n\t  V2PG A 1 offset (0, 80)\n\t  V2PG A 1 offset (0, 70)\n\t  V2PG A 1 offset (0, 60)\n\t  V2PG A 1 offset (0, 50)\n\t  V2PG A 1 offset (0, 40)\n\t  Goto Ready\n\tNoGrenades:\n\t  V2PG A 28 A_PlaySound(\"weapons/grenadeno\")\n\t  Goto Ready\n\tGrenade:\n\t  TNT1 A 1 A_GiveInventory(\"GrenadePower\",1)\n\t  TNT1 A 0 A_GiveInventory(\"UsedAmmo\", 1)\n\t  TNT1 A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMaxsound\")\n\t  TNT1 A 0 A_Refire\n\t  Goto Throw\n\tThrow:\n\t  TNT1 A 0 ACS_ExecuteAlways(998,0)\n\t  HNDG IJ 1 offset (0, 40)\n\t  HNDG A 0 A_PlayWeaponSound(\"weapons/grenadethrow\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",35,\"Throw7\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",30,\"Throw6\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",25,\"Throw5\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",20,\"Throw4\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",15,\"Throw3\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",10,\"Throw2\")\n\t  HNDG A 1 A_JumpIfInventory(\"GrenadePower\",5,\"Throw1\")\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow1:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade1\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow2:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade2\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow3:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade3\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow4:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade4\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow5:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade5\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow6:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade6\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow7:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade7\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrowpt2:\n\t  HNDG LMNOPQ 2\n\t  TNT1 A 0 A_ClearRefire\n\t  TNT1 A 0 A_GiveInventory(\"GrenadeCooldown\",1)\n\t  TNT1 A 0 A_TakeInventory(\"GrenadePower\",500)\n\t  Goto Return\n\tGrenadeMaxsound:\n      TNT1 A 0 ACS_ExecuteAlways(999,0)\n\t  TNT1 A 0 A_PlayWeaponSound(\"weapons/grenademax\")\n\t  Goto GrenadeMax\n\tGrenadeMax:\n\t  TNT1 A 1 A_GiveInventory(\"GrenadePower\",1)\n\t  TNT1 A 0 A_JumpIfInventory(\"GrenadePower\",140,\"GrenadeSloops\")\n\t  TNT1 A 0 A_Refire\n\t  TNT1 A 0 A_PlaySoundEx(\"player/male/grunt1\",\"Voice\")\n\t  Goto Throw\n\tGrenadeSloops:\n\t  TNT1 A 0 ACS_ExecuteAlways(998,0)\n\t  TNT1 A 30 A_FireCustomMissile(\"ThrowingGrenadeOops\", 0, 1, 0, -10)\n\t  TNT1 A 0 A_ClearRefire\n\t  TNT1 A 0 A_TakeInventory(\"GrenadePower\",500)\n\t  Goto Return\n   }\n}\n\nActor Riotgun : Weapon replaces Shotgun\n{\n  radius 20\n  height 16\n  Weapon.SlotNumber 2\n  weapon.selectionorder 1500\n  weapon.kickback 100\n  obituary \"%o got pummeled by %k's shotgun.\"\n  decal \"BulletChip\"\n  inventory.pickupmessage \"You got the shotgun!\"\n  weapon.ammotype \"Shell\"\n  inventory.icon \"SHOTTY\"\n  weapon.ammouse 1\n  weapon.ammogive 8\n  Weapon.AmmoUse2 1\n  Weapon.AmmoType2 \"GrenadeAmmo\"\n  +INVENTORY.UNDROPPABLE\n  +WEAPON.ALT_AMMO_OPTIONAL\n  +WEAPON.NOAUTOAIM\n  states\n  {\n  Spawn:\n    SHTG A 400\n    stop\n  Ready:\n    SHTG A 1 A_WeaponReady\n    loop\n  Deselect:\n    SHTG A 1 A_Lower\n    loop\n  Select:\n    TNT1 A 0 ACS_ExecuteAlways(700, 0, WM_MARINE_SG)\n    SHTG A 1 A_Raise\n    Goto Select+1\n  Fire:\n      SHTG E 0 A_GunFlash\n      SHTG E 2 Bright\n\t  SHTG A 0 A_GiveInventory(\"UsedAmmo\", 1)\n\t  SHTG E 0 A_FireBullets (7, 7, random(7,8), 5, \"BulletPuffShotgun\")\n\t  SHTG E 0 A_PlayWeaponSound(\"weapons/shotgunNew\")\n//\t  SHTG E 0 A_Recoil(4)\n      SHTG F 2 Bright\n      SHTG G 2\n\t  SHTG H 3\n      SHTG BC 5\n      SHTG D 4\n      SHTG CB 5\n      SHTG A 3\n      SHTG A 7 A_ReFire\n      Goto Ready\n  Altfire:\n\t  SHTG A 0 A_JumpIfInventory(\"CreeperStunCheck\",1,\"Doublecheck\")\n\t  SHTG A 0 A_JumpIfInventory(\"GrenadeCooldown\",1,\"Ready\")\n\t  SHTG A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMax\")\n\t  SHTG A 0 A_JumpIfInventory(\"GrenadePower\",1,\"Grenade\")\n\t  SHTG A 0 A_JumpIfNoAmmo (\"NoGrenades\")\n\t  Goto Lower\n    Doublecheck:\n      SHTG A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMax\")\n\t  SHTG A 0 A_JumpIfInventory(\"GrenadePower\",1,\"Grenade\")\n\t  SHTG A 0 A_JumpIfNoAmmo (\"NoGrenades\")\n\t  Goto Lower\n\tLower:\n\t  SHTG A 1 offset (0, 40)\n\t  SHTG A 1 offset (0, 50)\n\t  SHTG A 1 offset (0, 60)\n\t  SHTG A 1 offset (0, 70)\n\t  SHTG A 1 offset (0, 80)\n\t  SHTG A 1 offset (0, 90)\n\t  SHTG A 1 offset (0, 100)\n\t  SHTG A 1 offset (0, 110)\n\t  SHTG A 1 offset (0, 120)\n\t  TNT1 A 3 A_PlayWeaponSound(\"weapons/grenadepin\")\n\t  Goto Grenade\n\tGrenade:\n\t  TNT1 A 1 A_GiveInventory(\"GrenadePower\",1)\n\t  TNT1 A 0 A_GiveInventory(\"UsedAmmo\", 1)\n\t  TNT1 A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMaxsound\")\n\t  TNT1 A 0 A_Refire\n\t  Goto Throw\n\tThrow:\n\t  TNT1 A 0 ACS_ExecuteAlways(998,0)\n\t  HNDG IJ 1 offset (0, 40)\n\t  HNDG A 0 A_PlayWeaponSound(\"weapons/grenadethrow\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",35,\"Throw7\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",30,\"Throw6\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",25,\"Throw5\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",20,\"Throw4\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",15,\"Throw3\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",10,\"Throw2\")\n\t  HNDG A 1 A_JumpIfInventory(\"GrenadePower\",5,\"Throw1\")\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow1:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade1\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow2:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade2\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow3:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade3\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow4:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade4\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow5:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade5\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow6:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade6\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow7:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade7\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrowpt2:\n\t  HNDG LMNOPQ 2\n\t  TNT1 A 0 A_ClearRefire\n\t  TNT1 A 0 A_GiveInventory(\"GrenadeCooldown\",1)\n\t  TNT1 A 0 A_TakeInventory(\"GrenadePower\",500)\n\t  Goto Return\n\tGrenadeMaxsound:\n      TNT1 A 0 ACS_ExecuteAlways(999,0)\n\t  TNT1 A 0 A_PlayWeaponSound(\"weapons/grenademax\")\n\t  Goto GrenadeMax\n\tGrenadeMax:\n\t  TNT1 A 1 A_GiveInventory(\"GrenadePower\",1)\n\t  TNT1 A 0 A_JumpIfInventory(\"GrenadePower\",140,\"GrenadeSloops\")\n\t  TNT1 A 0 A_Refire\n\t  TNT1 A 0 A_PlaySoundEx(\"player/male/grunt1\",\"Voice\")\n\t  Goto Throw\n\tGrenadeSloops:\n\t  TNT1 A 0 ACS_ExecuteAlways(998,0)\n\t  TNT1 A 30 A_FireCustomMissile(\"ThrowingGrenadeOops\", 0, 1, 0, -10)\n\t  TNT1 A 0 A_ClearRefire\n\t  TNT1 A 0 A_TakeInventory(\"GrenadePower\",500)\n\t  Goto Return\n\tReturn:\n\t  SHTG A 1 offset (0, 120) ACS_ExecuteAlways(998,0)\n\t  SHTG A 1 offset (0, 110)\n\t  SHTG A 1 offset (0, 100)\n\t  SHTG A 1 offset (0, 90)\n\t  SHTG A 1 offset (0, 80)\n\t  SHTG A 1 offset (0, 70)\n\t  SHTG A 1 offset (0, 60)\n\t  SHTG A 1 offset (0, 50)\n\t  SHTG A 1 offset (0, 40)\n\t  Goto Ready\n\tFlash:\n\t  NULL A 4 bright A_Light1\n\t  NULL A 3 bright A_Light2\n\t  NULL A 0 bright A_Light0\n\t  stop\n\tNoGrenades:\n\t  SHTG A 4 A_PlaySound(\"weapons/grenadeno\")\n\t  Goto Ready\n    }\n}\n\nActor GrenadePower : Inventory\n{\n   Inventory.Amount 1\n   Inventory.MaxAmount 210\n}\n\nACTOR DoublePistolChecker : Inventory\n{\n   Inventory.Amount 1\n   Inventory.MaxAmount 1\n}\n\nACTOR Machinegun : Weapon 2109\n{\n   Weapon.SelectionOrder 680\n   Weapon.SlotNumber 3\n   Inventory.PickupSound \"weapons/getweapon04\"\n   Inventory.PickupMessage \"The Machine Gun!\"\n   //Obituary \"%o was fully perforated by %k's Machine Gun.\"\n   Weapon.AmmoType1 \"Clip\"\n   Weapon.AmmoGive 0\n   decal \"BulletChip\"\n   Weapon.AmmoUse1 1\n   Scale 0.8\n   inventory.icon \"HCNGA0\"\n   Weapon.AmmoUse2 1\n   Weapon.AmmoType2 \"GrenadeAmmo\"\n   AttackSound \"weapons/hchngun\"\n   +WEAPON.ALT_AMMO_OPTIONAL\n   +WEAPON.NOAUTOAIM\n   States\n   {\n   Spawn:\n      TNT1 A 400\n      Stop\n\tReady:\n\t\tHCGG A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tHCGG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t    TNT1 A 0 ACS_ExecuteAlways(700, 0, WM_MARINE_MG)\n\t\tHCGG A 1 A_Raise\n\t\tGoto Select+1\n\tFire:\n\t\tSHTG A 0 A_GiveInventory(\"UsedAmmo\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/minigunup\")\n\t\tHCGG CD 7 // Spinup\n\t\tHCGG AB 6\n\t\tGoto Hold\n\tHold:\n\t\tHCGF A 0 A_GunFlash // 3 2\n\t    HCGF A 2 bright A_FireBullets (4.8, 3.6, 1, 5, \"BulletPuffMachinegun\")\n\t\tHCGF B 2 bright\n\t\tHCGF A 0 A_GunFlash\n\t\tHCGF C 2 bright A_FireBullets (4.8, 3.6, -1, 5, \"BulletPuffMachinegun\")\n\t\tHCGF D 2 bright\n\t\tHCGF A 0 A_Refire\n\t\tgoto Spindown\n\tSpindown:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/minigundown\")\n\t    HCGG AB 6 // A_Refire\n\t\tHCGG CD 7 // A_Refire\n\t\tGoto Ready\n   Altfire:\n      MING A 0 A_JumpIfInventory(\"CreeperStunCheck\",1,\"Doublecheck\")\n      MING A 0 A_JumpIfInventory(\"GrenadeCooldown\",1,\"Ready\")\n\t  MING A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMax\")\n\t  MING A 0 A_JumpIfInventory(\"GrenadePower\",1,\"Grenade\")\n\t  MING A 0 A_JumpIfNoAmmo (\"NoGrenades\")\n\t  Goto Lower\n\t   Doublecheck:\n\t\t  MING A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMax\")\n\t\t  MING A 0 A_JumpIfInventory(\"GrenadePower\",1,\"Grenade\")\n\t\t  MING A 0 A_JumpIfNoAmmo (\"NoGrenades\")\n\t\tGoto Lower\n\t    Lower:\n\t\t  HCGG A 1 offset (0, 40)\n\t\t  HCGG A 1 offset (0, 50)\n\t\t  HCGG A 1 offset (0, 60)\n\t\t  HCGG A 1 offset (0, 70)\n\t\t  HCGG A 1 offset (0, 80)\n\t\t  HCGG A 1 offset (0, 90)\n\t\t  HCGG A 1 offset (0, 100)\n\t\t  HCGG A 1 offset (0, 110)\n\t\t  HCGG A 1 offset (0, 120)\n\t\t  TNT1 A 3 A_PlayWeaponSound(\"weapons/grenadepin\")\n\t\tgoto Grenade\n\t\t Return:\n\t\t  HCGG A 1 offset (0, 120) ACS_ExecuteAlways(998,0)\n\t\t  HCGG A 1 offset (0, 110)\n\t\t  HCGG A 1 offset (0, 100)\n\t\t  HCGG A 1 offset (0, 90)\n\t\t  HCGG A 1 offset (0, 80)\n\t\t  HCGG A 1 offset (0, 70)\n\t\t  HCGG A 1 offset (0, 60)\n\t\t  HCGG A 1 offset (0, 50)\n\t\t  HCGG A 1 offset (0, 40)\n\t\t Goto Ready\n\tNoGrenades:\n\t  HCGG A 28 A_PlaySound(\"weapons/grenadeno\")\n\t  Goto Ready\n\tGrenade:\n\t  TNT1 A 1 A_GiveInventory(\"GrenadePower\",1)\n\t  TNT1 A 0 A_GiveInventory(\"UsedAmmo\", 1)\n\t  TNT1 A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMaxsound\")\n\t  TNT1 A 0 A_Refire\n\t  Goto Throw\n\tThrow:\n\t  TNT1 A 0 ACS_ExecuteAlways(998,0)\n\t  HNDG IJ 1 offset (0, 40)\n\t  HNDG A 0 A_PlayWeaponSound(\"weapons/grenadethrow\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",35,\"Throw7\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",30,\"Throw6\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",25,\"Throw5\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",20,\"Throw4\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",15,\"Throw3\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",10,\"Throw2\")\n\t  HNDG A 1 A_JumpIfInventory(\"GrenadePower\",5,\"Throw1\")\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow1:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade1\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow2:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade2\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow3:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade3\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow4:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade4\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow5:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade5\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow6:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade6\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow7:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade7\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrowpt2:\n\t  HNDG LMNOPQ 2\n\t  TNT1 A 0 A_ClearRefire\n\t  TNT1 A 0 A_GiveInventory(\"GrenadeCooldown\",1)\n\t  TNT1 A 0 A_TakeInventory(\"GrenadePower\",500)\n\t  Goto Return\n\tGrenadeMaxsound:\n      TNT1 A 0 ACS_ExecuteAlways(999,0)\n\t  TNT1 A 0 A_PlayWeaponSound(\"weapons/grenademax\")\n\t  Goto GrenadeMax\n\tGrenadeMax:\n\t  TNT1 A 1 A_GiveInventory(\"GrenadePower\",1)\n\t  TNT1 A 0 A_JumpIfInventory(\"GrenadePower\",140,\"GrenadeSloops\")\n\t  TNT1 A 0 A_Refire\n\t  TNT1 A 0 A_PlaySoundEx(\"player/male/grunt1\",\"Voice\")\n\t  Goto Throw\n\tGrenadeSloops:\n\t  TNT1 A 0 ACS_ExecuteAlways(998,0)\n\t  TNT1 A 30 A_FireCustomMissile(\"ThrowingGrenadeOops\", 0, 1, 0, -10)\n\t  TNT1 A 0 A_ClearRefire\n\t  TNT1 A 0 A_TakeInventory(\"GrenadePower\",500)\n\t  Goto Return\n}\n}\n\nactor GrenadeAmmo : Ammo\n{\n  inventory.pickupmessage \"Picked up a grenade.\"\n  inventory.amount 1\n  inventory.maxamount 50\n  inventory.icon \"PGRND0\"\n  ammo.backpackamount 10\n  ammo.backpackmaxamount 100\n  states\n  {\n  Spawn:\n    PGRN A -1\n    stop\n  }\n}\n\nActor GrenadeExploder\n{\n\tSpeed 0\n\tHeight 4\n\tRadius 4\n\tDamage (0)\n\tPROJECTILE\n\t+BLOODLESSIMPACT\n\t+RIPPER\n\tObituary \"%o sucked down %k's grenade.\"\n\tdamagetype \"MarineGrenade\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 1 A_Explode(128,random(150,170),1)\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor ThrowingGrenade\n{\n\tradius 7\n\theight 5\n\tObituary \"%o sucked down %k's grenade.\"\n\tdamagetype \"MarineGrenade\"\n\tPROJECTILE\n\t+DOOMBOUNCE\n\t+BOUNCEONACTORS\n\t- NOGRAVITY\n\tspeed 19\n\tscale 0.38\n\tbouncecount 2\n\tbouncefactor 0.5\n\treactiontime 5\n\tseesound \"weapons/grenadebounce\"\n\tStates\n\t{\n\tSpawn:\n\t\tHGRN A 0\n\t\tHGRN A 0 ThrustThingZ(0, 20, 0, 1)\n\t\tHGRN ABCDEF 2\n\t\tHGRN A 0 A_Countdown\n\t\tGoto Spawn+2\n\t\tDeath:\n\t\tNKXP A 0 A_SpawnItemEx(\"GrenadeExplosion\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n\t\tNKXP A 1  A_SpawnItem(\"GrenadeExploder\")\n\t\tStop\n\t}\n}\n\nactor ThrowingGrenade1 : ThrowingGrenade\n{\n\tObituary \"%o sucked down %k's grenade.\"\n\tspeed 24\n}\n\nactor ThrowingGrenade2 : ThrowingGrenade\n{\n\tObituary \"%o sucked down %k's grenade.\"\n\tspeed 29\n}\n\nactor ThrowingGrenade3 : ThrowingGrenade\n{\n\tObituary \"%o sucked down %k's grenade.\"\n\tspeed 34\n}\n\nactor ThrowingGrenade4 : ThrowingGrenade\n{\n\tObituary \"%o sucked down %k's grenade.\"\n\tspeed 39\n}\n\nactor ThrowingGrenade5 : ThrowingGrenade\n{\n\tObituary \"%o sucked down %k's grenade.\"\n\tspeed 44\n}\n\nactor ThrowingGrenade6 : ThrowingGrenade\n{\n\tObituary \"%o sucked down %k's grenade.\"\n\tspeed 49\n}\n\nactor ThrowingGrenade7 : ThrowingGrenade\n{\n\tObituary \"%o sucked down %k's grenade.\"\n\tspeed 54\n}\n\nactor GrenadeExplosion\n{\n\tObituary \"%o sucked down %k's grenade.\"\n\tDamagetype \"MarineGrenade\"\n\trenderstyle translucent\n\talpha 1.0\n\t+NOGRAVITY\n\t-SOLID\n\t+NOBLOCKMAP\n\tradius 1\n\theight 1\n\tStates\n\t{\n\tSpawn:\n\t\tNKXP A 0\n\t\tNKXP A 0 A_PlaySound(\"weapons/grenadeexplode\")\n\t\tNKXP BCDEFGHIJKLMNOPQRSTUV 2 bright A_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\nactor ThrowingGrenadeOops\n{\n\tObituary \"%k was a maggot and took %o with %hself on the way out!\"\n\tradius 7\n\theight 5\n\t+DOOMBOUNCE\n\tdamagetype \"MarineSuicideGrenade\"\n\t+BOUNCEONACTORS\n\t-NOGRAVITY\n\tspeed 30\n\tscale 0.38\n\tbouncecount 2\n\tbouncefactor 0.5\n\treactiontime 5\n\tStates\n\t{\n\tSpawn:\n\t\tHGRN A 0\n\t\tHGRN A 0 A_PlaySound(\"weapons/grenadeexplode\")\n\t\tGoto Death\n\t\tDeath:\n\t\tNKXP A 0 A_SpawnItemEx(\"GrenadeExplosion\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n\t\tNKXP A 1 A_Explode(160,160,1)\n\t\tNKXP A 0 A_PlaySound(\"weapons/grenadeexplode\")\n\t\tStop\n\t}\n}\n\nActor BulletPuff2 : BulletPuff\n{\n\tStates\n\t{\n\t  Spawn:\n\t\tPUFF A 0\n\t\tPUFF A 4 bright A_PlaySound(\"puff/ric\")\n\t\tPUFF B 4\n\t\tGoto Melee\n\t  Melee:\n\t\tPUFF CD 4\n\t\tstop\n\t}\n}\n\nActor BulletPuffPistol : BulletPuff2\n{\n\tDamageType \"MarinePistol\"\n\tobituary \"%o got sniped by %k's dual pistols.\"\n}\n\nActor BulletPuffMachineGun : BulletPuff2\n{\n\tDamageType \"MarineMachineGun\"\n\tobituary \"%o was perforated by %k's machinegun.\"\n}\n\nActor BulletPuffShotgun : BulletPuff2\n{\n\tDamageType \"MarineShotgun\"\n\tobituary \"%o got pummeled by %k's shotgun.\"\n}\n\nactor IsFemale : Inventory\n{\n    inventory.amount 1\n    inventory.maxamount 1\n}\n\nactor GrenadeDelayer : PowerDamage\n{\n\tdamagefactor \"nothing\", 0.2\n\tpowerup.duration -4\n}\n\nActor AmmoSatchel2 : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 10\n\t+INVENTORY.UNDROPPABLE\n\t+AUTOACTIVATE\n\t+ALWAYSPICKUP\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n\t\tTNT1 A 1 A_GiveInventory(\"Shell\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"Clip\", 25)\n\t\tTNT1 A 0 A_GiveInventory(\"GrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_PlaySoundEx (\"UseSatchel\", 5)\n\t\tStop\n\t}\n}\n\nActor MarinePistolBoost : PowerSpeed\n{\n\tPowerup.Duration 0x7FFFFFFF\n\tSpeed 1.1\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Hunter.txt",
        "contents": "Actor Hunter : PlayerPawn\n{\n\tHealth 100\n\tRadius 16\n\tHeight 56\n\tSpeed 1\n\tmass 400\n\tPainChance 256\n\t+NOSKIN\n\t+QUICKTORETALIATE\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+GHOST\n\t+NOTARGET\n\tLimitedtoteam 0\n\tPlayer.ForwardMove 1.15\n\tPlayer.SideMove 1.0\n\tPlayer.soundclass \"hunter\"\n\tPlayer.DisplayName \"Hunter\"\n\tPlayer.startitem \"Bow\", 1\n\tPlayer.startitem \"FireBow\", 1\n\tPlayer.startitem \"IceBow\", 1\n\tPlayer.startitem \"LightningBow\", 1\n\tPlayer.startitem \"ArrowSingle\", 30\n\tPlayer.StartItem \"HunterBowUpgrade\", 1\n\tPlayer.StartItem \"ClassID\", 2\n\tPlayer.StartItem \"HumanTeam\", 1\n\tPlayer.scoreicon \"HUNTERST\"\n\tPlayer.ColorRange 112, 127\n\tdamagefactor \"HunterFireArrow\", 0.4\n\tDamageFactor \"HunterSuperFireArrow\", 0.3\n\tdamagefactor \"GhostbusterTrap\", 0.0\n\tDamageFactor \"SentryShoot\", 0.0\n\tDamageFactor \"HunterSuperIceArrowTrail2\", 0.0\n\tDamageFactor \"HunterLightningMagic\", 0.0\n\tDamageFactor \"ChokeAttack\", 1.25\n\tDamageFactor \"FrostbiteMelee\", 1.25\n\tDamageFactor \"Drone\", 0.0\n\tSpecies \"Human\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tHUNT A 1 SetPlayerProperty(0, 1, 2)\n\t\tHUNT A 3\n\t\tGoto Spawn+2\n\tSee:\n\t\tHUNT ABCD 4\n\t\tLoop\n\tMissile:\n\t\tHUNT E 12\n\t\tGoto Spawn\n\tMelee:\n\t\tHUNT F 6\n\t\tGoto Missile\n\tPain:\n\t\tHUNT G 4\n\t\tHUNT G 4 A_Pain\n\t\tGoto Spawn\n\tPain.ChokeAttack:\n\t\tHUNT G 1\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokePainHealer\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"VomitPoints\", 2)\n\t\tHUNT G 8 A_Pain\n\t\tGoto Spawn\n\tPain.Creepstun:\n\t\tTNT1 A 0 HealThing(1)\n\t\tTNT1 A 0 A_Pain\n\t\tHUNT G 18 ACS_ExecuteAlways(986,0)\n\t\tGoto Spawn\n\tPain.CreeperHealBall:\n\t\tHUNT G 1\n\t\tTNT1 A 0 A_GiveToTarget(\"CreeperHealBallHealer\", 1)\n\t\tHUNT G 8 A_Pain\n\t\tGoto Spawn\n\tPain.Impale:\n\t\tTNT1 A 0 ThrustThingZ(0,10,0,1)\n\t\tGoto Pain\n\tDeath:\n\tDeathAnim:\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledHunter\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"LowHPKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tHUNT H 8\n\t\tHUNT I 8 A_PlayerScream\n\t\tHUNT J 8 A_NoBlocking\n\t\tHUNT KLM 8\n\t\tHUNT N -1\n\t\tStop\n\tGibDeath:\n\tDeath.ImpaleBite:\n\t\tTNT1 A 0 A_GiveToTarget(\"JitterskullPoints\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"VomitPoints\", 10)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledHunter\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"Crunched\",1)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_PlaySound(\"gibbage/xsplat\")\n\t\tTNT1 A 0 A_SkullPop(\"Custom_BloodySkull2\")\n\t\tTNT1 A 0 A_PlaySound(\"gibbage/playergib\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tHUNT A 1\n\t\tBLAN A -1\n\t\tStop\n\tDeath.CreeperHealBall:\n\t\tTNT1 A 0 A_GiveToTarget(\"CreeperHealBallHealer\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CreepStunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n        Goto DeathAnim\n\tDeath.CreeperMelee:\n\t\tTNT1 A 0 A_PlaySoundEx(\"creeperattack\", \"Body\")\n\t\tTNT1 A 0 A_GiveToTarget(\"Creeperheal\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n//\t\tTNT1 A 0 A_GiveToTarget(\"GhoulAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulSprite\", 0, 0, 0, 0, 0, 2)\n\t\tTNT1 A 0 ACS_ExecuteAlways(997,0)\n\t\tTNT1 A 0 A_GiveToTarget(\"CreeperMeleeKill\", 1)\n\t\tGoto DeathAnim\n    Death.SjasScream:\n        TNT1 A 0 A_GiveToTarget(\"SjasScreamKill\", 1)\n        TNT1 A 0 A_GiveToTarget(\"SjasMeleeMulti\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"SjasRageItem\", 2, 1)\n\t\tGoto DeathAnim\n\t\tTNT1 A 0 A_GiveToTarget(\"SjasSpeedRageMinor\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"SjasRageKill\", 1)\n        Goto DeathAnim\n    Death.JitterMelee:\n        TNT1 A 0 A_GiveToTarget(\"JitterMeleeKill\", 1)\n        TNT1 A 0 A_GiveToTarget(\"JitterMeleeMulti\", 1)\n        Goto GibDeath\n    Death.CreepStun:\n        TNT1 A 0 A_GiveToTarget(\"CreepStunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n        Goto DeathAnim\n    Death.ChokeVomit:\n        TNT1 A 0 A_GiveToTarget(\"ChokeVomitKill\", 1)\n        Goto DeathAnim\n\tDeath.ChokeFeast:\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokeFeasTKill\", 1)\n\t\tGoto DeathAnim\n    Death.ChokeAttack:\n        TNT1 A 0 A_GiveToTarget(\"ChokeAttackKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokeDeathHealer\", 1)\n        Goto GibDeath\n\tDeath.ChokeVomit:\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokeVomitKill\", 1)\n\t\tGoto DeathAnim\n    Death.ChokeBloodBall:\n\t\tTNT1 A 0 A_GiveToTarget(\"VomitPoints\", 15)\n        TNT1 A 0 A_GiveToTarget(\"ChokeBloodBallKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokeBloodBallMulti\", 1)\n        Goto DeathAnim\n    Death.FrostbiteMelee:\n        TNT1 A 0 A_GiveToTarget(\"FrostbiteMeleeKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"ShardPoints\", random(7,9))\n        Goto GibDeath\n\tDeath.FrostBiteMortar:\n\t\tTNT1 A 0 A_GiveToTarget(\"FrostyMortarKill\", 1)\n\t\tGoto DeathAnim\n    Death.FrostbiteIceBreath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"ShardPoints\", random(5,7))\n        TNT1 A 0 A_GiveToTarget(\"FrostbiteIceBreathKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"FrostyBreathMulti\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledHunter\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n        TNT1 A 0 A_SpawnItemEx(\"HunterIceDeath\")\n\t\tTNT1 A 0 A_PlayerScream\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tHUNT A 1\n\t\tBLAN A -1\n\t\tStop\n    Death.Impale:\n        TNT1 A 0 A_GiveToTarget(\"ImpaleKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"DoubleImpaleKill\", 1)\n        Goto DeathAnim\n\tDeath.FiendWind:\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_PlayerScream\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledHunter\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"IceFiendKillCounter\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"IceFiendWindKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterIceDeath\", 0, 0, 0, 0, 0, 0)\n\t\tHUNT G 1\n\t\tBLAN A -1\n\t\tStop\n    Death.IcefiendIcePath:\n\t\tTNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_GiveToTarget(\"IcefiendIcePathKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"IcefiendKillCounter\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledHunter\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n        TNT1 A 0 A_SpawnItemEx(\"HunterIcefiendImpaleDeath\")\n\t\tTNT1 A 0 A_PlayerScream\n\t\tHUNT A 1\n\t\tBLAN A -1\n\t\tStop\n    Death.IceFiendMeleeBackstab:\n\t\tTNT1 A 0 A_GiveToTarget(\"BackstabAchievementUnlock\", 1)\n\tDeath.IceFiendMeleeBackstab2:\n\t\tTNT1 A 0 A_GiveToTarget(\"IceFiendIceAmmo\", 10)\n\t\tTNT1 A 0 A_GiveToTarget(\"InvisibleCounter\", 10)\n\t\tTNT1 A 0 A_GiveToTarget(\"IceFiendSpeedBoost\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealthBonus\", 25)\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab1\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab2\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab3\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab4\", 5, 0, 1)\n\t    Goto Death.IceFiendMelee\n    Death.IceFiendMelee:\n\t\tTNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_GiveToTarget(\"IceFiendMeleeKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"IcefiendKillCounter\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledHunter\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"InvisibleCounter\", 5)\n\t\tTNT1 A 0 A_SkullPop(\"Custom_BloodySkull2\")\n\t\tTNT1 A 0 A_PlayerScream\n\t\tIDHU AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDHU AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDHU AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDHU AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDHU AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDHU AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDHU AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDHU AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tHUNT IIII 1 A_SpawnItemEx(\"Blood\", 0, 0, 36, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tHUNT IIII 1 A_SpawnItemEx(\"Blood\", 0, 0, 36, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tHUNT IIII 1 A_SpawnItemEx(\"Blood\", 0, 0, 36, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tHUNT IIII 1 A_SpawnItemEx(\"Blood\", 0, 0, 36, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tHUNT IIII 1 A_SpawnItemEx(\"Blood\", 0, 0, 36, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tHUNT KKKK 1 A_SpawnItemEx(\"Blood\", 0, 0, 31, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tHUNT KKKK 1 A_SpawnItemEx(\"Blood\", 0, 0, 31, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tHUNT KKKK 1 A_SpawnItemEx(\"Blood\", 0, 0, 31, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tHUNT KKKK 1 A_SpawnItemEx(\"Blood\", 0, 0, 31, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tHUNT KKKK 1 A_SpawnItemEx(\"Blood\", 0, 0, 31, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tHUNT LLLL 1 A_SpawnItemEx(\"Blood\", 0, 0, 32, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tHUNT LLLL 1 A_SpawnItemEx(\"Blood\", 0, 0, 32, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tHUNT LLLL 1 A_SpawnItemEx(\"Blood\", 0, 0, 32, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tHUNT LLLL 1 A_SpawnItemEx(\"Blood\", 0, 0, 32, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tHUNT LLLL 1 A_SpawnItemEx(\"Blood\", 0, 0, 32, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tHUNT MMMM 1 A_SpawnItemEx(\"Blood\", 0, 0, 26, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tHUNT MMMM 1 A_SpawnItemEx(\"Blood\", 0, 0, 26, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tHUNT MMMM 1 A_SpawnItemEx(\"Blood\", 0, 0, 26, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tHUNT MMMM 1 A_SpawnItemEx(\"Blood\", 0, 0, 26, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tHUNT MMMM 1 A_SpawnItemEx(\"Blood\", 0, 0, 26, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tHUNT M 1\n\t\tHUNT N -1\n\t\tStop\n\t// Human reflection deaths\n    Death.MarineGrenade:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterIceArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterRegularArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterSuperIceArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterSuperRegularArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.CyborgPlasma:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.CyborgCrapPlasma:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterProton:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterBlood:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterEcho:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterSoul:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterIceFall:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterIceBall:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterDefilerBall:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.EngineerNail:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaHollyAir:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaHollyGround:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaStarProjectile:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaFallingStar:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaSnowball:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockFireball:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockBigFireball:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockIceShards:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockLightning:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockMagmaSmall:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockNova:\n\t\tTNT1 A 0 ACS_ExecuteAlways(717, 0)\n\t\tGoto DeathAnim\n\t}\n}\n\nACTOR Bow : Weapon 9901\n{\n    Inventory.PickupMessage \"You picked up the bow.\"\n    Obituary \"%o was pierced by %k's arrows.\"\n    AttackSound \"weapons/LightningArrow\"\n    Weapon.AmmoType1 \"ArrowSingle\"\n    Weapon.AmmoGive1 20\n    Weapon.AmmoUse1 1\n\tinventory.icon \"NBOW\"\n    //+NOALERT\n\t+DONTBOB\n\t+INVENTORY.UNDROPPABLE\n\tWeapon.SlotNumber 1\n\tWeapon.SelectionOrder 10\n\t+WEAPON.NOAUTOAIM\n\t+AMMO_OPTIONAL\n    Radius 30\n\tHeight 10\n    Scale .20\n    States\n    {\n    Spawn:\n       BOWP A 400\n       Stop\n    Ready:\n\t   TNT1 A 0 A_PlaySoundEx(\"weapons/bowup\", \"Weapon\")\n\t   BOWA H 1 A_WeaponReady\n       Goto Ready+1\n    Deselect:\n       BOWA H 1 A_Lower\n\t   Loop\n    Select:\n\t   TNT1 A 0 ACS_ExecuteAlways(700, 0, WM_HUN_NORM)\n       BOWA H 1 A_Raise\n       Goto Select+1\n    Fire:\n\t   TNT1 A 0 A_JumpIfNoAmmo(\"FireSlow\")\n       BOWA HIJKL 3\n\t   BOWA L 2 A_PlaySoundEx (\"weapons/bowdraw\", \"SoundSlot7\")\n\t   Goto Hold\n\tFireSlow:\n       BOWA HIJKL 7\n\t   BOWA L 4 A_PlaySoundEx (\"weapons/bowdraw\", \"SoundSlot7\")\n\t   Goto Hold\n    Altfire:\n\t   BOWA GFE 4\n\t   BOWA E 20 A_GunFlash\n\t   BOWA EF 6\n\t   BOWA G 18 // 12\n\t   BOWA H 1 A_WeaponReady\n\t   Goto Ready+1\n\tHold:\n       BOWA M 1\n       BOWA M 0 A_Refire\n\t   BOWA O 0 A_StopSoundEx(\"SoundSlot7\")\n\t   BOWA H 0 A_JumpIfNoAmmo(\"ShootSlow\")\n\t   BOWA O 0 A_FireCustomMissile(\"ArrowFire\", 0, 1, 8, 0)\n       BOWA P 5\n\t   BOWA G 6\n       Goto Ready+1\n\tShootSlow:\n\t   TNT1 A 0 A_FireCustomMissile(\"ArrowFire2\", 0, 1, 8, 0)\n       BOWA P 6\n\t   BOWA G 8\n       Goto Ready+1\n\tFlash:\n\t   WHIT ABC 2 bright\n\t   TNT1 A 0 A_PlaySoundEx(\"weapons/bowpowerup\", 5)\n\t   TNT1 A 0 A_SpawnItemEx(\"NormalRadius\", random(0,64), 0)\n\t   WHIT DE 3 bright\n\t   TNT1 A 0 A_PlaySoundEx(\"weapons/bowpowerup\", 5)\n\t   TNT1 A 0 A_SpawnItem(\"NormalRadius\", random(-64,0) ,0)\n\t   WHIT EF 3 bright\n\t   TNT1 A 0 A_PlaySoundEx(\"weapons/bowpowerup\", 5)\n\t   TNT1 A 0 A_SpawnItemEx(\"NormalRadius\", 0 , random(0,64))\n\t   WHIT EF 3 bright\n\t   TNT1 A 0 A_PlaySoundEx(\"weapons/bowpowerup\", 5)\n\t   TNT1 A 0 A_SpawnItemEx(\"NormalRadius\",0 , random(-64,0))\n\t   WHIT EF 3 bright\n\t   TNT1 A 0 A_PlaySoundEx(\"weapons/bowpowerup\", 5)\n\t   TNT1 A 0 A_SpawnItemEx(\"NormalRadius\", random(-64,64) ,random(-64,64))\n//\t   WHIT EFEF 2 bright\n\t   WHIT CBA 1 bright\n\t   Stop\n\tNoArrows:\n\t   BOWA H 28 A_PlayWeaponSound(\"weapons/arrowno\")\n\t   Goto Ready+1\n    }\n}\n\nactor FireBow : Bow\n{\n\tObituary \"%o was scorched by %k's fire arrows.\"\n\t+WEAPON.NOAUTOAIM\n\tWeapon.SlotNumber 2\n\tinventory.icon \"FBOW\"\n\tStates\n\t{\n    Spawn:\n       BOWP A 400\n       Stop\n    Ready:\n\t   TNT1 A 0 A_PlaySoundEx(\"weapons/bowfswitch\", \"Weapon\")\n\t   BOWA H 1 A_WeaponReady\n       Goto Ready+1\n    Deselect:\n       BOWA H 1 A_Lower\n\t   Loop\n    Select:\n\t   TNT1 A 0 ACS_ExecuteAlways(700, 0, WM_HUN_FIRE)\n       BOWA H 1 A_Raise\n       Goto Select+1\n    Fire:\n\t   TNT1 A 0 A_JumpIfNoAmmo(\"NoArrows\")\n\t   TNT1 A 0 ACS_ExecuteAlways(999,0)\n       BOWA HIJKL 3\n\t   TNT1 A 0 A_GiveInventory(\"LightningCheck\",1)\n\t   TNT1 A 0 ACS_ExecuteAlways(999,0)\n\t   TNT1 A 0 A_GunFlash\n\t   BOWA L 2 A_PlaySoundEx (\"weapons/bowdraw\", \"SoundSlot7\")\n\t   Goto Hold\n\tHold:\n\t   BOWA M 1 bright\n\t   TNT1 A 0 A_Refire\n\t   TNT1 A 0 A_GiveInventory(\"LightningCheck\",1)\n\t   TNT1 A 0 A_Light0\n\t   TNT1 A 0 A_StopSoundEx(\"SoundSlot7\")\n\t   TNT1 A 0 A_FireCustomMissile(\"FlameArrow\", 0, 1, 8, 0)\n\t   TNT1 A 0 ACS_ExecuteAlways(998,0)\n\t   TNT1 A 0 A_GunFlash\n       BOWA P 20 // 18\n\t   BOWA G 4 A_TakeInventory(\"LightningCheck\",2)\n\t   Goto Ready+1\n\tFlash:\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",1,\"SFlash\")\n\t   RED5 ABC 2 bright\n\t   TNT1 A 0 A_PlaySoundEx(\"weapons/firespin\",\"Weapon\")\n\t   TNT1 A 0 A_SpawnItemEx(\"FireMagicMagmaBall\", 0, 0, 4, -15, -15, 0)\n\t   TNT1 A 0 A_SpawnItemEx(\"FireMagicMagmaBall\", 0, 0, 4, -15, 0, 0)\n\t   TNT1 A 0 A_SpawnItemEx(\"FireMagicMagmaBall\", 0, 0, 4, 0, -15, 0)\n\t   TNT1 A 0 A_SpawnItemEx(\"FireMagicMagmaBall\", 0, 0, 4, -15, 15, 0)\n\t   TNT1 A 0 A_SpawnItemEx(\"FireMagicMagmaBall\", 0, 0, 4, 15, -15, 0)\n\t   TNT1 A 0 A_SpawnItemEx(\"FireMagicMagmaBall\", 0, 0, 4, 0, 15, 0)\n\t   TNT1 A 0 A_SpawnItemEx(\"FireMagicMagmaBall\", 0, 0, 4, 15, 0, 0)\n\t   TNT1 A 0 A_SpawnItemEx(\"FireMagicMagmaBall\", 0, 0, 4, 15, 15, 0)\n\t   RED5 D 1 bright\n\t   TNT1 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 E 2 bright A_SpawnItemEx(\"FireSpinAttack\",40,0,0,0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 F 2 bright A_SpawnItemEx(\"FireSpinAttack\",20,20,0,0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 E 2 bright A_SpawnItemEx(\"FireSpinAttack\",0,40,0,0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 F 2 bright A_SpawnItemEx(\"FireSpinAttack\",-20,20,0,0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 E 2 bright A_SpawnItemEx(\"FireSpinAttack\",-40,0,0,0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 F 2 bright A_SpawnItemEx(\"FireSpinAttack\",-20,-20,0,0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 E 2 bright A_SpawnItemEx(\"FireSpinAttack\",0,-40,0,0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 F 2 bright A_SpawnItemEx(\"FireSpinAttack\",20,-20,0,0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 E 2 bright A_SpawnItemEx(\"FireSpinAttack\",40,0,0,0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 F 2 bright A_SpawnItemEx(\"FireSpinAttack\",20,20,0,0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 E 2 bright A_SpawnItemEx(\"FireSpinAttack\",0,40,0,0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 F 2 bright A_SpawnItemEx(\"FireSpinAttack\",-20,20,0,0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 E 2 bright A_SpawnItemEx(\"FireSpinAttack\",-40,0,0,0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 F 2 bright A_SpawnItemEx(\"FireSpinAttack\",-20,-20,0,0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 E 2 bright A_SpawnItemEx(\"FireSpinAttack\",0,-40,0,0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 F 2 bright A_SpawnItemEx(\"FireSpinAttack\",20,-20,0,0,0,0,0,0)\n\t   RED5 DCBA 1 bright\n\t   Stop\n\tSFlash:\n\t   BOWL G 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL G 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL G 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL H 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL H 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL H 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL I 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL I 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL I 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   loop\n\tGoaway:\n\t   TNT1 A 0\n\t   stop\n\tNoArrows:\n\t   BOWA H 28 A_PlayWeaponSound(\"weapons/arrowno\")\n\t   Goto Ready+1\n\tAltfire:\n\t   BOWA GFE 4\n\t   BOWA E 40 A_GunFlash\n\t   BOWA EFG 8\n\t   BOWA H 1 A_WeaponReady\n\t   Goto Ready+1\n\t}\n}\n\nactor FireSpinAttack\n{\n\t-SOLID\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\trenderstyle add\n\talpha 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tHLFR ABCDEFGH 1 bright\n\t\tstop\n\t}\n}\n\nActor FireRadius\n{\n\t+NOBLOCKMAP\n\tObituary \"%o was burnt to death by %k's fire magic.\"\n\tDamageType \"HunterFireMagic\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_Explode(8,64,0)\n\t\tTNT1 BCDE 1\n\t\tStop\n\t}\n}\n\nactor IceBow : Bow\n{\n  Weapon.SlotNumber 3\n  Obituary \"%o was frozen by %k's ice arrows.\"\n  +WEAPON.NOAUTOAIM\n  inventory.icon \"IBOW\"\n  States\n\t{\n    Spawn:\n       BOWP A 400\n       Stop\n    Ready:\n\t   TNT1 A 0 A_PlaySoundEx(\"weapons/bowiswitch\", \"Weapon\")\n\t   BOWA H 1 A_WeaponReady\n       Goto Ready+1\n    Deselect:\n       BOWA H 1 A_Lower\n\t   Loop\n    Select:\n\t   TNT1 A 0 ACS_ExecuteAlways(700, 0, WM_HUN_ICE)\n       BOWA H 1 A_Raise\n       Goto Select+1\n    Fire:\n\t   TNT1 A 0 A_JumpIfNoAmmo(\"NoArrows\")\n\t   TNT1 A 0 ACS_ExecuteAlways(999,0)\n       BOWA HIJKL 3\n\t   TNT1 A 0 A_GiveInventory(\"LightningCheck\",1)\n\t   TNT1 A 0 ACS_ExecuteAlways(999,0)\n\t   TNT1 A 0 A_GunFlash\n\t   BOWA L 2 A_PlaySoundEx (\"weapons/bowdraw\", \"SoundSlot7\")\n\tGoto Hold\n\tHold:\n\t   BOWA M 1 bright\n\t   TNT1 A 0 A_Refire\n\t   TNT1 A 0 A_Light0\n\t   TNT1 A 0 A_GiveInventory(\"LightningCheck\",1)\n\t   TNT1 A 0 A_StopSoundEx(\"SoundSlot7\")\n\t   TNT1 A 0 A_FireCustomMissile(\"IceArrow\", 0, 1, 8, 0)\n\t   TNT1 A 0 A_FireCustomMissile(\"IceArrow2\", random(-5,5), 0, 11, 0)\n\t   TNT1 A 0 A_FireCustomMissile(\"IceArrow2\", random(-5,5), 0, 5, 0)\n\t   TNT1 A 0 A_FireCustomMissile(\"IceArrow2\", random(-5,5), 0, 8, 4)\n\t   TNT1 A 0 A_FireCustomMissile(\"IceArrow2\", random(-5,5), 0, 8, -4)\n\t   TNT1 A 0 A_FireCustomMissile(\"IceArrow2\", random(-5,5), 0, random(5,11), random(-4,4))\n\t   TNT1 A 0 ACS_ExecuteAlways(998,0)\n       BOWA P 25\n\t   BOWA G 4 A_TakeInventory(\"LightningCheck\",2)\n\t   Goto Ready+1\n\tFlash:\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",1,\"SFlash\")\n\t   BLU5 ABC 2 bright\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   BLU5 D 1 bright\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 CBA 1 bright\n\t   Stop\n\tSFlash:\n\t   BOWL D 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL D 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL E 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL E 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL F 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL F 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   loop\n\tGoaway:\n\t   TNT1 A 0\n\t   stop\n\tNoArrows:\n\t   BOWA H 28 A_PlayWeaponSound(\"weapons/arrowno\")\n\t   Goto Ready+1\n\tAltfire:\n\t   BOWA GFE 4\n\t   BOWA E 45 A_GunFlash\n\t   BOWA EFG 6\n\t   BOWA H 1 A_WeaponReady\n\t   Goto Ready+1\n\t}\n}\n\nactor miniicespike\n{\n\tPROJECTILE\n\t+FLOORHUGGER\n\t+THRUGHOST\n\tObituary \"%o was frozen by %k's ice spikes.\"\n\tspeed 0\n\tDamage (5)\n\tradius 3\n\theight 5\n\tDamageType \"HunterIceSpike\"\n\tdeathsound \"weapons/arrowshatter\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"weapons/icespike\")\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 0)\n\t\tICEP NMLKJIHGFEDCB 1\n\t\tICEP A 35 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 0)\n\t\tICEP BCDEFGHIJKLMN 1\n\t\tstop\n\t\tDeath:\n\t\tSHEX ABCDEFGHIJ 2 bright A_FadeOut(0.05)\n\t\tstop\n\t}\n}\n\nactor IceRadius : FireRadius\n{\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1// A_Explode(60,152,0)\n\t\tTNT1 BCDE 1\n\t\tStop\n\t}\n}\n\nactor LightningBow : Bow\n{\n\t+WEAPON.NOAUTOAIM\n\tWeapon.SlotNumber 4\n\tObituary \"%o was electrocuted by %k's lightning arrows.\"\n\tdecal \"LightningDecal\"\n\tinventory.icon \"LBOW\"\n\tStates\n\t{\n    Spawn:\n       BOWP A 400\n       Stop\n    Ready:\n\t   TNT1 A 0 A_PlaySoundEx(\"weapons/bowlswitch\", \"Weapon\")\n\t   BOWA H 1 A_WeaponReady\n       Goto Ready+1\n    Deselect:\n       BOWA H 1 A_Lower\n\t   Loop\n    Select:\n\t   TNT1 A 0 ACS_ExecuteAlways(700, 0, WM_HUN_LIG)\n       BOWA H 1 A_Raise\n       Goto Select+1\n    Fire:\n\t   TNT1 A 0 A_JumpIfNoAmmo(\"NoArrows\")\n\t   TNT1 A 0 ACS_ExecuteAlways(999,0)\n       BOWA HIJKL 3\n\t   BOWA L 2 A_PlaySoundEx (\"weapons/bowdraw\", \"SoundSlot7\")\n\t   TNT1 A 0 A_GiveInventory(\"LightningCheck\",1)\n\t   TNT1 A 0 A_GunFlash\n\t   Goto Hold\n\tHold:\n\t   BOWA M 1 bright\n\t   TNT1 A 0 A_Refire\n\t   TNT1 A 0 A_GiveInventory(\"LightningCheck\",1)\n\t   TNT1 A 0 A_StopSoundEx(\"SoundSlot7\")\n\t   BOWA H 0 A_Light0\n\t   TNT1 A 0 A_FireCustomMissile(\"LightningArrow\", 0, 1, 8, 0)\n\t   TNT1 A 0 A_RailAttack(50, 9, 0, \"none\", \"yellow\", 0, 9999, \"HunterRailPuff\")\n\t   TNT1 A 0 ACS_ExecuteAlways(998,0)\n       BOWA P 30\n\t   BOWA G 4 A_TakeInventory(\"LightningCheck\",2)\n\t   Goto Ready+1\n\tFlash:\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",1,\"SFlash\")\n\t   YEL5 ABC 1 bright\n\t   YEL5 D 2 bright\n\t   TNT1 A 0 A_PlaySoundEx(\"weapons/lightfall\",\"Weapon\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"HunterLightningParticle\", 0, 0, 4, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"HunterLightningParticle\", 0, 0, 4, 0, 0, 0, 45)\n\t\tTNT1 A 0 A_SpawnItemEx (\"HunterLightningParticle\", 0, 0, 4, 0, 0, 0, 90)\n\t\tTNT1 A 0 A_SpawnItemEx (\"HunterLightningParticle\", 0, 0, 4, 0, 0, 0, 135)\n\t\tTNT1 A 0 A_SpawnItemEx (\"HunterLightningParticle\", 0, 0, 4, 0, 0, 0, 180)\n\t\tTNT1 A 0 A_SpawnItemEx (\"HunterLightningParticle\", 0, 0, 4, 0, 0, 0, 225)\n\t\tTNT1 A 0 A_SpawnItemEx (\"HunterLightningParticle\", 0, 0, 4, 0, 0, 0, 270)\n\t\tTNT1 A 0 A_SpawnItemEx (\"HunterLightningParticle\", 0, 0, 4, 0, 0, 0, 315)\n\t   YEL5 EF 3 bright\n\t   YEL5 EF 3 bright\n\t   YEL5 CBA 2 bright\n\t   Stop\n\tSFlash:\n\t   BOWL A 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL A 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL B 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL B 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL C 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL C 1 bright\n\t   TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   loop\n\tGoaway:\n\t   TNT1 A 0\n\t   stop\n\tNoArrows:\n\t   BOWA H 28 A_PlayWeaponSound(\"weapons/arrowno\")\n\t   Goto Ready+1\n\t   Altfire:\n\t   BOWA GFE 4\n\t   BOWA E 25 A_GunFlash\n\t   BOWA EFG 6\n\t   BOWA H 1 A_WeaponReady\n\t   Goto Ready+1\n\t}\n}\n\nActor HunterRailPuff : BulletPuff\n{\n\tObituary \"%o was electrocuted by %k's lightning arrows.\"\n\tDamageType \"HunterLightningRail\"\n\tStates\n\t{\n\t  Spawn:\n\t\tTNT1 A 1\n\t\tGoto Melee\n\t  Melee:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor HunterLightningSparkletMaggot\n{\n\tRadius 2\n\tHeight 2\n\talpha 0.8\n\trenderstyle add\n\tProjectile\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\t-BLOODSPLATTER\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tEBLT ABCDEF 2 Bright\n\t\t\tStop\n\t}\n}\n\nActor HunterLightningParticle\n{\n\tRadius 4\n\tHeight 4\n\tProjectile\n\tDamage (random(3,4))\n\tDamageType \"HunterLightningMagic\"\n\tObituary \"%o was shocked by %k's lightning magic.\"\n\tSpeed 0\n\talpha 0.8\n\trenderstyle add\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\t-BLOODSPLATTER\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_ExecuteAlways(450, 0, angle, 12)\n\t\tEBLT G 3 Bright A_Explode(random(3,6), 32, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n\t\tEBLT H 3 Bright A_Explode(random(3,6), 32, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n\t\tEBLT G 3 Bright A_Explode(random(3,6), 32, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n\t\tEBLT H 3 Bright A_Explode(random(3,6), 32, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n\t\tEBLT G 3 Bright A_Explode(random(3,6), 32, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n\t\tEBLT H 3 Bright A_Explode(random(3,6), 32, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n\t\tEBLT G 3 Bright A_Explode(random(3,6), 32, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n\t\tEBLT H 3 Bright A_Explode(random(3,6), 32, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n\t\tEBLT G 3 Bright A_Explode(random(3,6), 32, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n\t\tEBLT H 3 Bright A_Explode(random(3,6), 32, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n\t\tEBLT G 3 Bright A_Explode(random(3,6), 32, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n\t\tEBLT H 3 Bright A_Explode(random(3,6), 32, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n\t\tEBLT G 3 Bright A_Explode(random(3,6), 32, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n\t\tEBLT H 3 Bright A_Explode(random(3,6), 32, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n\t\tEBLT G 3 Bright A_Explode(random(3,6), 32, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n/*\n\t\tEBLT H 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tEBLT G 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(12,16), random(12,16), random(4,12), random(-180,180))\n\t\tEBLT G 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tEBLT G 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(12,16), random(12,16), random(4,12), random(-180,180))\n\t\tEBLT H 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tEBLT G 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(12,16), random(12,16), random(4,12), random(-180,180))\n\t\tEBLT G 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tEBLT G 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(12,16), random(12,16), random(4,12), random(-180,180))\n\t\tEBLT H 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tEBLT G 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(12,16), random(12,16), random(4,12), random(-180,180))\n\t\tEBLT G 3 Bright A_Explode(random(3,6), 12, 0) */\n\t\tEBLT H 1\n\t\tGoto Death\n\tDeath:\n\t\tEBLT IJK 2\n\t\tStop\n\t}\n}\n\nactor LightningRadius : FireRadius\n{\n\tObituary \"%o was shocked by %k's lightning magic.\"\n\tDamageType \"HunterLightningMagic\"\n\tstates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_Explode(18,152,0)\n\t\tStop\n\t}\n}\n\nactor LightningCheck : Inventory\n\t{\n\tInventory.amount 2\n\tinventory.maxamount 2\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR ArrowFire : FastProjectile\n{\n\tObituary \"%o was shot down by %k's arrows.\"\n   Radius 4\n   Height 3\n   Speed 140\n   Scale .5\n   Damage (random(30,32))\n   PROJECTILE\n   +NOGRAVITY\n   +ROCKETTRAIL\n   +NOEXTREMEDEATH\n   DamageType \"HunterRegularArrow\"\n   decal \"BulletChip\"\n   SeeSound \"weapons/bowfire\"\n   DeathSound \"weapons/bowhit\"\n   States\n   {\n   Spawn:\n      ARRW AAAAAA 2\n      TNT1 A 0 A_Changeflag(\"NOGRAVITY\", 0)\n\t  TNT1 A 0 A_Changeflag(\"LOWGRAVITY\", 1)\n\t  Loop\n   Death:\n      TNT1 A 0\n\t  TNT1 A 0 A_PlaySound(\"weapons/arrowhit\")\n      ARRW A 1 A_SpawnItemEx(\"Arrowdropped\",0,0,0,0,0,0,0,32,0)\n      Stop\n   }\n}\n\nACTOR ArrowFire2 : FastProjectile\n{\n\tObituary \"%o was shot down by %k's arrows.\"\n   Radius 4\n   Height 3\n   Speed 140\n   Scale .5\n   Damage (32)\n   DamageType \"HunterRegularArrow\"\n   PROJECTILE\n   +NOGRAVITY\n   +ROCKETTRAIL\n   decal \"BulletChip\"\n   +NOEXTREMEDEATH\n   SeeSound \"weapons/bowfire\"\n   DeathSound \"weapons/bowhit\"\n   States\n   {\n   Spawn:\n      ARRW AAAAAA 2\n      TNT1 A 0 A_Changeflag(\"NOGRAVITY\", 0)\n\t  TNT1 A 0 A_Changeflag(\"LOWGRAVITY\", 1)\n\t  Loop\n   Death:\n      TNT1 A 0\n\t  TNT1 A 0 A_PlaySound(\"weapons/arrowhit\")\n      ARRW A 1\n      Stop\n   }\n}\n\nACTOR FlameArrow\n{\n   Radius 3\n   Height 2\n   Speed 66\n   Decal \"Scorch\"\n   Scale .55\n   Damage (0)\n   damagetype \"fire2\"\n   +DONTBLAST\n   Obituary \"%o was scorched by %k's fire arrows.\"\n   PROJECTILE\n   +NOGRAVITY\n   +NOEXTREMEDEATH\n   //renderstyle translucent\n   //alpha 1.0\n   SeeSound \"weapons/flamearrow\"\n   DeathSound \"weapons/arrowexplode\"\n   States\n   {\n   Spawn:\n      ARRW A 2 bright\n\t  ARRW A 0 BRIGHT  A_SpawnItemEx(\"FiyaArrowFiya\",0,0,0,0,0,0,0,0)\n\t  ARRW A 0 A_Explode(12,80,0)\n\t  Loop\n   Death:\n      CRRW A 0 A_Explode(52,100,1)\n\t  CRRW A 0 A_SpawnItemEx(\"Arrowdropped\",0,0,0,0,0,0,0,32,0)\n      HELX ABCDEFGHIJ 2 bright A_FadeOut(0.05)\n      Stop\n   }\n}\n\nACTOR FiyaArrowFiya\n{\n  +NOBLOCKMAP\n  +NOGRAVITY\n  RenderStyle Add\n  scale 0.25\n  Alpha 1\n  States\n  {\n  Spawn:\n\tHLFR ABCDEFGH 2 BRIGHT\n    Stop\n  }\n}\n\nACTOR IceArrow\n{\n\tObituary \"%o was frozen by %k's ice arrows.\"\n   Radius 3\n   Height 2\n   Speed 40\n   decal icehit\n   Scale .5\n   Damage (random(25,29))\n   +DONTBLAST\n   PROJECTILE\n   damagetype \"HunterIceArrow\"\n   renderstyle add\n   alpha 0.8\n   +NOGRAVITY\n   +NOEXTREMEDEATH\n   SeeSound \"weapons/icearrow\"\n   DeathSound \"weapons/arrowshatter\"\n   States\n   {\n   Spawn:\n      SHRD ABC 2 bright A_SpawnItemEx(\"Icearrowtrail\",-4,0,0,0,0,0,0,128)\n\t  Loop\n   Death:\n      TNT1 A 0 A_SpawnItemEx(\"Arrowdropped\",0,0,0,0,0,0,0,32,0)\n      SHEX ABCDEFGHIJ 2 bright A_FadeOut(0.05)\n      Stop\n   }\n}\n\nactor IceArrow2 : IceArrow\n{\n   Speed 38\n   Damage (25)\n   States\n   {\n\tSpawn:\n\t  TNT1 A 0\n\t  TNT1 A 0 ThrustThingZ(0,random(0,5),random(0,1),1)\n      SHRD ABC 2 bright A_SpawnItemEx(\"Icearrowtrail\",-4,0,0,0,0,0,0,128)\n\t  Goto Spawn+2\n   Death:\n      SHEX ABCDEFGHIJ 2 bright A_FadeOut(0.05)\n      Stop\n   }\n}\n\nACTOR LightningArrow : FastProjectile\n{\n\tPROJECTILE\n\tdamage 0\n\t+RIPPER\n\theight 5\n\tradius 5\n\t+NOBLOOD\n\tspeed 1000\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,\"goaway\")\n\t\tTNT1 A 0 A_GiveInventory(\"Clip\",1)\n\t\tTNT1 A 1 A_SpawnItemEx(\"ArrowSingle\",0,0,0,0,0,0,0,32,0)\n\t\tStop\n\tGoAway:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nACTOR Flamearrowtrail\n{\n\t- SOLID\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\talpha 0.7\n\trenderstyle add\n\tStates\n\t{\n\tSpawn:\n\tWBAL CDE 4 bright\n\tStop\n\t}\n}\n\nACTOR Icearrowtrail\n{\n\t- SOLID\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\talpha 0.9\n\trenderstyle add\n\tscale 0.3\n\tStates\n\t{\n\tSpawn:\n\t\tCRYT ABCD 4 bright\n\t\tStop\n\t}\n}\n\nactor NormalRadius : FireRadius\n{\n\tObituary \"%o stood in the way of %k's magic.\"\n\tDamageType \"HunterRegularMagic\"\n\tScale 0.70\n\tAlpha 0.85\n\tRenderstyle add\n\t+NOGRAVITY\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_Explode(18,96,0) // 60\n\t\tHUNM ABCDEF 2\n\t\tStop\n\t}\n}\n\nactor HunterMagic : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 5\n}\n\nACTOR ArrowSingle : Ammo 9902\n{\n   Inventory.Amount 1\n   Inventory.MaxAmount 35\n   Ammo.BackpackAmount 1\n   Ammo.BackpackMaxAmount 35\n   Inventory.PickupMessage \"You picked an Arrow\"\n   Inventory.Icon ARRWA3A7\n   +INVENTORY.IGNORESKILL\n   Scale .5\n   Radius 2\n   Height 2\n   States\n   {\n   Spawn:\n      ARRW A 1000\n      Stop\n   }\n}\n\nACTOR Arrowdropped : CustomInventory\n{\n   Inventory.PickupMessage \"You picked up an Arrow\"\n   Inventory.PickupSound \"misc/a_pkup\"\n   Scale .5\n   Radius 8\n   Height 2\n   States\n   {\n   Spawn:\n\t\tARRW A 800\n\t\tStop\n\tPickup:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Bow\", 1, 2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SuperRegularBow\", 1, 1)\n\t\tFail\n\t\tTNT1 A 0 A_GiveInventory(\"ArrowSingle\", 1)\n\t\tStop\n   }\n}\n\nactor BurstCooldown : PowerDamage\n{\n\tdamagefactor \"nothing\", 1.0\n\tpowerup.duration 50\n}\n\n// Magic bow upgrades below:\nActor HunterBowUpgrade : CustomInventory\n{\n\tInventory.amount 1\n\tInventory.maxamount 1\n\tInventory.icon \"H_UPGR\"\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(718, 0)\n\t\tTNT1 A 0 A_JumpIf(1 == ACS_ExecuteWithResult(903, 0), \"Other\")\n\t\tTNT1 A 0 A_JumpIf(2 == ACS_ExecuteWithResult(903, 0), \"Stopping\")\n\t\tTNT1 A 0 A_Jump(128, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"XHunterSpecial1\", 5)\n\t\tStop\n\t\tTNT1 AA 0 A_PlaySoundEx(\"XHunterSpecial2\", 5)\n\t\tStop\n\t\tOther:\n\t\tTNT1 A 0 A_Jump(172, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"OHunterSpecial1\", 5)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(172, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"OHunterSpecial2\", 5)\n\t\tStop\n\t\tTNT1 AA 0 A_PlaySoundEx(\"OHunterSpecial3\", 5)\n\t\tStop\n\t\tStopping:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor SuperLightningBow : Weapon\n{\n\tRadius 30\n\tHeight 10\n    Scale 0.20\n\tObituary \"%o was electrocuted by %k's super lightning arrows.\"\n    Inventory.PickupMessage \"You picked up the bow.\"\n    AttackSound \"weapons/LightningArrow\"\n    Weapon.AmmoType1 \"ArrowSingle\"\n    Weapon.AmmoGive1 0\n    Weapon.AmmoUse1 1\n\tWeapon.SlotNumber 4\n\tWeapon.SelectionOrder 5\n\tDecal \"LightningDecal\"\n    +NOALERT\n\t+DONTBOB\n\t+AMMO_OPTIONAL\n\t+INVENTORY.UNDROPPABLE\n\t+WEAPON.NOAUTOAIM\n\tInventory.Icon \"LBOW\"\n    States\n    {\n    Spawn:\n       BOWP A 400\n       Stop\n    Ready:\n\t   TNT1 A 0 A_PlaySoundEx(\"weapons/bowlswitch\", \"Weapon\")\n\t   LBOW H 1 A_WeaponReady\n       Goto Ready+1\n    Deselect:\n       LBOW H 1 A_Lower\n\t   Loop\n    Select:\n\t   TNT1 A 0 ACS_ExecuteAlways(700, 0, WM_HUN_LIGX)\n       LBOW H 1 A_Raise\n       Goto Select+1\n    Fire:\n\t   TNT1 A 0 A_JumpIfNoAmmo(\"NoArrows\")\n\t   LBOW H 3 ACS_ExecuteAlways(999, 0)\n       LBOW IJKL 3\n\t   LBOW L 2 A_PlaySoundEx (\"weapons/bowdraw\", \"SoundSlot7\")\n\t   Goto Hold\n\tHold:\n       LBOW M 1\n       TNT1 A 0 A_Refire\n\t   TNT1 A 0 A_StopSoundEx(\"SoundSlot7\")\n\t   TNT1 A 0 A_RailAttack(55, 8, 0, \"yellow\", \"yellow\", 0, 0, \"HunterSuperRailPuff\")\n\t   TNT1 A 0 A_FireCustomMissile(\"SuperBowLightningArrow\", 0, 1, 8, 0)\n       LBOW P 5 ACS_ExecuteAlways(998, 0)\n\t   LBOW G 6\n\t   LBOW G 15\n\t   LBOW H 10\n       Goto Ready+1\n\tNoArrows:\n\t   LBOW H 28 A_PlayWeaponSound(\"weapons/arrowno\")\n\t   Goto Ready+1\n\tGoAway:\n\t   TNT1 A 0\n\t   Goto Ready+1\n    }\n}\n\nActor HunterSuperRailPuff : BulletPuff\n{\n\tObituary \"%o was electrocuted by %k's super lightning arrows.\"\n\tDamageType \"HunterSuperLightningRail\"\n\tStates\n\t{\n\t  Spawn:\n\t\tTNT1 A 1\n\t\tGoto Melee\n\t  Melee:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor SuperIceBow : Weapon\n{\n\tRadius 30\n\tHeight 10\n    Scale 0.20\n    Inventory.PickupMessage \"You picked up the bow.\"\n    AttackSound \"weapons/LightningArrow\"\n    Weapon.AmmoType1 \"ArrowSingle\"\n    Weapon.AmmoGive1 0\n    Weapon.AmmoUse1 1\n\tWeapon.SlotNumber 3\n\tWeapon.SelectionOrder 5\n    +NOALERT\n\t+DONTBOB\n\t+AMMO_OPTIONAL\n\t+INVENTORY.UNDROPPABLE\n\t+WEAPON.NOAUTOAIM\n\tInventory.Icon \"IBOW\"\n    States\n    {\n    Spawn:\n       BOWP A 400\n       Stop\n    Ready:\n\t   TNT1 A 0 A_PlaySoundEx(\"weapons/bowiswitch\", \"Weapon\")\n\t   IBOW H 1 A_WeaponReady\n       Goto Ready+1\n    Deselect:\n       IBOW H 1 A_Lower\n\t   Loop\n    Select:\n\t   TNT1 A 0 ACS_ExecuteAlways(700, 0, WM_HUN_ICEX)\n       IBOW H 1 A_Raise\n       Goto Select+1\n    Fire:\n\t   TNT1 A 0 A_JumpIfNoAmmo(\"NoArrows\")\n\t   IBOW H 3 ACS_ExecuteAlways(999, 0)\n       IBOW IJKL 3\n\t   IBOW L 2 A_PlaySoundEx (\"weapons/bowdraw\", \"SoundSlot7\")\n\t   Goto Hold\n\tHold:\n       IBOW M 1\n       TNT1 A 0 A_Refire\n\t   TNT1 A 0 A_StopSoundEx(\"SoundSlot7\")\n\t   TNT1 A 0 A_FireCustomMissile(\"SuperIceArrow\", 0, 1, 8, 0)\n\t   TNT1 A 0 A_FireCustomMissile(\"SuperIceShell1\", 0, 0, 8, 8)\n\t   TNT1 A 0 A_FireCustomMissile(\"SuperIceShell2\", 0, 0, 8, 8)\n       IBOW P 15 ACS_ExecuteAlways(998, 0)\n\t   IBOW G 18\n\t   IBOW H 18\n       Goto Ready+1\n\tNoArrows:\n\t   IBOW H 28 A_PlayWeaponSound(\"weapons/arrowno\")\n\t   Goto Ready+1\n\tGoAway:\n\t   TNT1 A 0\n\t   Goto Ready+1\n    }\n}\n\nActor SuperFireBow : Weapon\n{\n\tRadius 30\n\tHeight 10\n    Scale 0.20\n    Inventory.PickupMessage \"You picked up the bow.\"\n    AttackSound \"weapons/LightningArrow\"\n    Weapon.AmmoType1 \"ArrowSingle\"\n    Weapon.AmmoGive1 0\n    Weapon.AmmoUse1 1\n\tWeapon.SlotNumber 2\n\tWeapon.SelectionOrder 5\n    +NOALERT\n\t+DONTBOB\n\t+AMMO_OPTIONAL\n\t+INVENTORY.UNDROPPABLE\n\t+WEAPON.NOAUTOAIM\n\tInventory.Icon \"FBOW\"\n    States\n    {\n    Spawn:\n       BOWP A 400\n       Stop\n    Ready:\n\t   BOWA A 0 A_PlaySoundEx(\"weapons/bowfswitch\", \"Weapon\")\n\t   FBOW H 1 A_WeaponReady\n       Goto Ready+1\n    Deselect:\n       FBOW H 1 A_Lower\n\t   Loop\n    Select:\n\t   TNT1 A 0 ACS_ExecuteAlways(700, 0, WM_HUN_FIREX)\n       FBOW H 1 A_Raise\n       Goto Select+1\n    Fire:\n\t   TNT1 A 0 A_JumpIfNoAmmo(\"NoArrows\")\n\t   FBOW H 3 ACS_ExecuteAlways(999, 0)\n       FBOW IJKL 3\n\t   FBOW L 2 A_PlaySoundEx (\"weapons/bowdraw\", \"SoundSlot7\")\n\t   Goto Hold\n\tHold:\n       FBOW M 1\n       TNT1 A 0 A_Refire\n\t   TNT1 A 0 A_StopSoundEx(\"SoundSlot7\")\n\t   TNT1 A 0 A_FireCustomMissile(\"SuperFlameArrow\", 0, 1, 8, 0)\n\t   TNT1 A 0 ACS_ExecuteAlways(998, 0)\n       FBOW P 10\n\t   FBOW G 18 // 14\n       Goto Ready+1\n\tNoArrows:\n\t   FBOW H 28 A_PlayWeaponSound(\"weapons/arrowno\")\n\t   Goto Ready+1\n\tGoAway:\n\t   TNT1 A 0\n\t   Goto Ready+1\n    }\n}\n\nActor SuperRegularBow : Weapon\n{\n\tRadius 30\n\tHeight 10\n    Scale 0.20\n    Inventory.PickupMessage \"You picked up the bow.\"\n    AttackSound \"weapons/LightningArrow\"\n    Weapon.AmmoType1 \"ArrowSingle\"\n    Weapon.AmmoGive1 0\n    Weapon.AmmoUse1 1\n    Weapon.AmmoType2 \"ArrowSingle\"\n    Weapon.AmmoGive2 0\n    Weapon.AmmoUse2 1\n\tWeapon.SlotNumber 1\n\tWeapon.SelectionOrder 5\n    +NOALERT\n\t+DONTBOB\n\t+AMMO_OPTIONAL\n\t+INVENTORY.UNDROPPABLE\n\t+WEAPON.NOAUTOAIM\n\tInventory.Icon \"NBOW\"\n    States\n    {\n    Spawn:\n       BOWP A 400\n       Stop\n    Ready:\n\t   TNT1 A 0 A_PlaySoundEx(\"weapons/bowup\", \"Weapon\")\n\t   SBOW H 1 A_WeaponReady\n       Goto Ready+1\n    Deselect:\n       SBOW H 1 A_Lower\n\t   Loop\n    Select:\n\t   TNT1 A 0 ACS_ExecuteAlways(700, 0, WM_HUN_NORMX)\n       SBOW H 1 A_Raise\n       Goto Select+1\n    Fire:\n\t   TNT1 A 0 A_JumpIfNoAmmo(\"NoArrows\")\n\t   SBOW H 4\n       SBOW IJKL 3\n\t   SBOW L 2 A_PlaySoundEx (\"weapons/bowdraw\", \"SoundSlot7\")\n       SBOW M 2\n\t   TNT1 A 0 A_StopSoundEx(\"SoundSlot7\")\n\t   TNT1 A 0 A_FireCustomMissile(\"SuperArrowFire\", 0, 1, 8, 0)\n\t   TNT1 A 0 A_FireCustomMissile(\"SuperArrowFireNoDrop\", -3, 0, 8, 0)\n\t   TNT1 A 0 A_FireCustomMissile(\"SuperArrowFireNoDrop\", 3, 0, 8, 0)\n       SBOW P 9\n\t   SBOW G 14\n       Goto Ready+1\n\tAltFire:\n\t   TNT1 A 0 A_JumpIfNoAmmo(\"NoArrows\")\n\t   SBOW H 4\n       SBOW IJKL 3\n\t   SBOW L 2 A_PlaySoundEx (\"weapons/bowdraw\", \"SoundSlot7\")\n\t   SBOW M 2\n\t   TNT1 A 0 A_StopSoundEx(\"SoundSlot7\")\n\t   TNT1 A 0 A_FireCustomMissile(\"SuperArrowFire\", 0, 1, 0, 0)\n\t   TNT1 A 0 A_FireCustomMissile(\"SuperArrowFireUp\", 0, 0, 0, 0)\n\t   TNT1 A 0 A_FireCustomMissile(\"SuperArrowFireDown\", 0, 0, 0, 0)\n       SBOW P 9\n\t   SBOW G 14\n       Goto Ready+1\n\tNoArrows:\n\t   SBOW H 28 A_PlayWeaponSound(\"weapons/arrowno\")\n\t   Goto Ready+1\n\tGoAway:\n\t   TNT1 A 0\n\t   Goto Ready+1\n    }\n}\n\nActor SuperArrowFire\n{\n\tObituary \"%o was shot down by %k's super arrows.\"\n\tRadius 5\n\tHeight 5\n\tSpeed 70\n\tScale .6\n\tDamage (random(25,28))\n\tPROJECTILE\n\t+NOGRAVITY\n\t+ROCKETTRAIL\n\t+NOEXTREMEDEATH\n\tDamageType \"HunterSuperRegularArrow\"\n\tDecal \"BulletChip\"\n\tSeeSound \"weapons/bowfire\"\n\tDeathSound \"weapons/bowhit\"\n\tStates\n\t{\n\tSpawn:\n\t\tARRW AAAAA 2\n\t\tLoop\n\tDeath:\n\t\tARRW A 0 A_PlaySound(\"weapons/arrowhit\")\n\t\tARRW A 1 A_SpawnItemEx(\"Arrowdropped\",0,0,0,0,0,0,0,32,0)\n\t\tStop\n\t}\n}\n\nActor SuperArrowFireUp : SuperArrowFire\n{\n\tStates\n\t{\n\tSpawn:\n\t\tARRW A 0\n\t\tARRW A 1 ThrustThingZ(0, 16, 0, 1)\n\t\tARRW A 1\n\t\tGoto Spawn+2\n\tDeath:\n\t\tARRW A 1 A_PlaySound(\"weapons/arrowhit\")\n\t\tStop\n\t}\n}\n\nActor SuperArrowFireDown : SuperArrowFireUp\n{\n\tStates\n\t{\n\tSpawn:\n\t\tARRW A 0\n\t\tARRW A 1 ThrustThingZ(0, -16, 0, 1)\n\t\tARRW A 1\n\t\tGoto Spawn+2\n\t}\n}\n\nActor SuperArrowFireNoDrop : SuperArrowFire\n{\n\tStates\n\t{\n\tDeath:\n\t\tARRW A 1 A_PlaySound(\"weapons/arrowhit\")\n\t\tStop\n\t}\n}\n\nActor SuperLightningEffects\n{\n\tRadius 1\n\tHeight 1\n\tSpeed 1\n\tDamage (2)\n\tDamageType \"HunterSuperLightningRail\"\n\tScale 0.1\n\tRenderStyle Add\n\tAlpha 1.0\n\tPROJECTILE\n\t+CLIENTSIDEONLY\n\t+NOTELEPORT\n\t-TELESTOMP\n\tStates\n\t{\n\tSpawn:\n\t\tSPBL ABC 2 A_FadeOut(0.05)\n\t\tLoop\n\tDeath:\n\t\tSPBL ABCABC 2 A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nActor SuperBowLightningArrow : LightningArrow\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,\"goaway\")\n\t\tTNT1 A 0 A_GiveInventory(\"Clip\",1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"SuperLightningEffects\", 0, 0, 0, random(-10, 10), random(-10, 10), random(-10, 10))\n//\t\tTNT1 A 0 ACS_ExecuteAlways(727, 0, x, y, z)\n\t\tTNT1 A 1 A_SpawnItemEx(\"ArrowSingle\",0,0,0,0,0,0,0,32,0)\n\t\tStop\n\tGoAway:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nActor SuperFireBowMagmaBall\n{\n\tRadius 4\n\tHeight 8\n\tSpeed 20\n\tDamage (3)\n\tDamageType \"HunterSuperFireArrow\"\n\tObituary \"%o was burned alive by %k's super fire arrows.\"\n\tPROJECTILE\n\t-NOGRAVITY\n\t-TELESTOMP\n\tStates\n\t{\n\tSpawn:\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 0 A_Explode(9, 32, 0)\n\t\tMGMB C 0 A_PlaySound(\"BarbSwordDeath\")\n\t\tMGMB CDEF 3\n\t\tStop\n\t}\n}\n\nActor SuperFireBowMagmaBallSmall\n{\n\tRadius 2\n\tHeight 4\n\tSpeed 15\n\tDamage (2)\n\tDamageType \"HunterSuperFireArrow\"\n\tObituary \"%o was burned alive by %k's super fire arrows.\"\n\tPROJECTILE\n\t-NOGRAVITY\n\t-TELESTOMP\n\tStates\n\t{\n\tSpawn:\n\t\tMGMS ABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABAB 3 Bright\n\t\tGoto Death\n\tDeath:\n\t\tFX10 DEFG 3\n\t\tStop\n\t}\n}\n\nActor FireMagicMagmaBall : SuperFireBowMagmaBallSmall\n{\n\tDamage (3)\n\t+NOGRAVITY\n}\n\nActor SuperFlameArrowTrail\n{\n\tScale 1.3\n\tAlpha 0.7\n\tRenderstyle Add\n\t-SOLID\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t\tWBAL CDE 4 Bright\n\t\tStop\n\t}\n}\n\nActor SuperFlameArrow\n{\n\tRadius 3\n\tHeight 3\n\tSpeed 65\n\tDecal \"Scorch\"\n\tScale .5\n\tDamage (9)\n\tGravity 0.6\n\tDamageType \"HunterSuperFireArrow\"\n\tObituary \"%o was burned alive by %k's super fire arrows.\"\n\tRenderstyle Translucent\n\tAlpha 1.0\n\tSeeSound \"weapons/flamearrow\"\n\tDeathSound \"weapons/arrowexplode\"\n\t+DONTBLAST\n\tPROJECTILE\n\t+NOGRAVITY\n\t+NOEXTREMEDEATH\n\t+SKYEXPLODE\n\tStates\n\t{\n\tSpawn:\n\t\tFARW A 2 bright A_SpawnItemEx(\"SuperFlameArrowTrail\",0,0,0,0,0,0,0,128)\n\t\tFARW A 0 A_Explode(15,80,0)\n\t\tLoop\n\tDeath:\n\t\tFARW A 0 A_SpawnItemEx(\"SuperFireBowMagmaBall\", 0, 0, 0, 0, random(1, 8), random(-1, 8))\n\t\tFARW A 0 A_SpawnItemEx(\"SuperFireBowMagmaBall\", 0, 0, 0, random(1, 8), random(1, 8), random(-1, 5))\n\t\tFARW A 0 A_SpawnItemEx(\"SuperFireBowMagmaBall\", 0, 0, 0, random(1, 8), 0, random(-1, 8))\n\t\tFARW A 0 A_SpawnItemEx(\"SuperFireBowMagmaBall\", 0, 0, 0, random(1, 8), random(-8, 1), random(-1, 5))\n\t\tFARW A 0 A_SpawnItemEx(\"SuperFireBowMagmaBall\", 0, 0, 0, 0, random(-8, 1), random(-1, 8))\n\t\tFARW A 0 A_SpawnItemEx(\"SuperFireBowMagmaBall\", 0, 0, 0, random(-8, 1), random(-8, 1), random(-1, 5))\n\t\tFARW A 0 A_SpawnItemEx(\"SuperFireBowMagmaBall\", 0, 0, 0, random(-8, 1), 0, random(-1, 8))\n\t\tFARW A 0 A_SpawnItemEx(\"SuperFireBowMagmaBall\", 0, 0, 0, random(-8, 1), random(1, 8), random(-1, 5))\n\t\tARRW A 0 A_SpawnItemEx(\"ArrowDropped\", 0, 0, 0, 0, 0, 0, 0, 32, 0)\n\t\tHELX ABCDEFGHIJ 2 bright A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\n// Self note: Epic effect when you call the ice shells with CMF_TRACKOWNER in the loop state of the actor below.\n\nActor SuperIceArrow\n{\n\tObituary \"%o was frozen by %k's super ice arrows.\"\n\tRadius 6\n\tHeight 12\n\tSpeed 48\n\tDecal IceHit\n\tScale 1.1\n\tDamage (16)\n\t+DONTBLAST\n\tPROJECTILE\n\tDamagetype \"HunterSuperIceArrow\"\n\tRenderstyle add\n\tAlpha 0.8\n\tSeeSound \"weapons/icearrow\"\n\tDeathSound \"weapons/arrowshatter\"\n\tStates\n\t{\n\tSpawn:\n\t\tSHRD ABC 1 Bright A_SpawnItemEx(\"SuperIceArrowTrail\", -4, 0, 0, random(-5, 5), random(-5, 5), random(-5, 5), 0, 128)\n\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArrowDropped\",0,0,0,0,0,0,0,32,0)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"Ice/Begin\", 5)\n\t\tSHEX BC 2 bright A_FadeOut(0.05)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"Ice/Loop\", 6)\n\t\tTNT1 AAAAAAA 0 A_SpawnItemEx(\"IceFallSpawner2\", random(-192,192), random(-192,192), 9999, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\tSHEX DE 2 bright A_FadeOut(0.05)\n\t\tTNT1 AAAAAAA 0 A_SpawnItemEx(\"IceFallSpawner2\", random(-192,192), random(-192,192), 9999, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\tSHEX FG 2 bright A_FadeOut(0.05)\n\t\tTNT1 AAAAAAA 0 A_SpawnItemEx(\"IceFallSpawner2\", random(-192,192), random(-192,192), 9999, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\tSHEX HI 2 bright A_FadeOut(0.05)\n\t\tTNT1 AAAAAAA 0 A_SpawnItemEx(\"IceFallSpawner2\", random(-192,192), random(-192,192), 9999, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\tSHEX JK 2 bright A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nActor SuperIceShell1\n{\n\tHeight 6\n\tRadius 4\n\tPROJECTILE\n\tDamage (16)\n\tSpeed 48\n\tScale 1.15\n\t+DONTREFLECT\n\tDamageType \"HunterSuperIceArrow\"\n\tObituary \"%o was frozen by %k's super ice arrows.\"\n\tRenderStyle Add\n\tAlpha 0.8\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tCTFX A 1 A_BishopMissileWeave\n\t\t\tTNT1 AA 0 A_BishopMissileWeave\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"IceEffect\")\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_PlaySound(\"Ice/Shatter\")\n\t\t\tCTFX BCDEF 3 Bright\n\t\tStop\n\t}\n}\n\nActor SuperIceShell2 : SuperIceShell1\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 AAAAAAAAAAAAAAA 0 A_BishopMissileWeave\n\t\tSpawnLoop:\n\t\t\tCTFX A 1 A_BishopMissileWeave\n\t\t\tTNT1 AA 0 A_BishopMissileWeave\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"IceEffect\")\n\t\tLoop\n\t}\n}\n\nactor IceEffect\n{\n\tscale 1.0\n\trenderstyle add\n\talpha 1.0\n\tradius 1//12\n\theight 1//6\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t\tCTFX A 1 A_FadeOut(0.1)\n\t\tLoop\n\t\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nactor IceFallSpawner2\n{\n\t+SKYEXPLODE\n\tPROJECTILE\n\t-SOLID\n\t+NOGRAVITY\n\t+CEILINGHUGGER\n\tradius 1\n\theight 8\n\tspeed 0\n\tStates\n\t{\n\tSpawn:\n\t\tDeath:\n\t\tTNT1 AA 10 A_SpawnItemEx(\"IceFall2\",1,0,-1,0,0,-28)\n\t\tstop\n\t}\n}\n\nActor IceFall2\n{\n\tHeight 4\n\tRadius 5\n\tscale 0.5\n\tBounceFactor 0.3\n\tBounceCount 4\n\tPROJECTILE\n\tDamage (20)\n\tSpeed 72\n\treactiontime 30\n\tDamageType \"HunterSuperIceArrow\"\n\tObituary \"%o was frozen by %k's ice rain.\"\n\tStates\n\t{\n\tSpawn:\n\t\tBNT2 G 1 bright A_SpawnItemEx(\"IceFallTrail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tBNT2 H 1 bright A_SpawnItemEx(\"IceFallTrail2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tloop\n\t\tDeath:\n\t\tBNT2 A 0 A_PlaySound(\"Ice/Shatter\")\n//\t\tBNT2 AAAA 0 A_SpawnItemEx(\"IceBallShardsFB\", 0, 0, 0, random(-5, 5), random(-5, 5), random(1,5))\n\t\tBNT2 A 0 A_Explode(16, 72, 0)\n\t\tBNT2 ABCDEF 3 bright\n\t\tstop\n\t}\n}\n\nACTOR SuperIceArrowTrail\n{\n\tRadius 3\n\tHeight 6\n\tSpeed 5\n\tDamageType \"HunterSuperIceArrow\"\n\tPROJECTILE\n\tAlpha 1.0\n\tRenderstyle add\n\tScale 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tCRYT ABCD 3 Bright A_Explode(5, 32, 0)\n\t\tStop\n\t}\n}\n\nActor HunterUpgradePointSound\n{\n\tRadius 1\n\tHeight 1\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_PlaySound(\"hunterupgrade\")\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor HunterUpgradeMalePointSound\n{\n\tRadius 1\n\tHeight 1\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_PlaySound(\"XHunterSpecial\")\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor HunterUpgradeFemalePointSound\n{\n\tRadius 1\n\tHeight 1\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_PlaySound(\"FHunterSpecial\")\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Cyborg.txt",
        "contents": "Actor Cyborg : PlayerPawn\n{\n\tHealth 100\n\tRadius 16\n\tHeight 56\n\tLimitedtoteam 0\n\tMass 500\n\tBloodtype \"BulletPuff\"\n\tScale 0.92\n\tPainChance 256\n\tPlayer.forwardmove 0.8\n\tPlayer.sidemove 0.8\n\tPlayer.soundclass \"cyborg\"\n\tPlayer.viewheight 48\n\tPlayer.ColorRange 112, 127\n\tDamageFactor \"GhostbusterTrap\", 0.0\n\tDamageFactor \"CreepStun\", 3.0\n\tDamageFactor \"SentryShoot\", 0.0\n\tDamageFactor \"HunterSuperIceArrowTrail2\", 0.0\n\tDamageFactor \"Drone\", 0.0\n\tPlayer.DisplayName \"Cyborg\"\n\tPlayer.StartItem \"CyborgPlasma-Jet\"\n\tPlayer.StartItem \"CyborgPlasma-Pulse\"\n\tPlayer.StartItem \"CyborgCharge\", 100\n\tPlayer.StartItem \"CyborgVisorCell\", 100\n\tPlayer.StartItem \"CyborgFuel\", 150\n\tPlayer.StartItem \"CyborgJetpackItem\", 1\n\tPlayer.startitem \"ArrowSingle\", 35\n\tPlayer.StartItem \"ClassID\", 3\n\tPlayer.StartItem \"HumanTeam\", 1\n\tPlayer.StartItem \"IAMCYBORG\"\n\tPlayer.ScoreIcon \"CYBORGST\"\n\tSpecies \"Human\"\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+GHOST\n\t+QUICKTORETALIATE\n\t+NOSKIN\n\t+NOTARGET\n\tStates\n\t{\n\tSpawn:\n\t\tROB1 D 0 SetPlayerProperty(0, 0, 3)\n\t\tROB1 D 15\n\t\tROB1 D 0 A_JumpIf (momz!=0, \"Spawn\")\n\t\tROB1 D 0 ACS_ExecuteAlways(996,0,1)\n\t\tROB1 D 0 A_JumpIfInventory(\"CyborgCharge\", 100, \"Spawn\")\n\t\tROB1 D 0 A_GiveInventory(\"CyborgCharge\", 5)\n\t\tROB1 D 0 ACS_ExecuteAlways(996,0,0)\n\t\tLoop\n\t\tROB1 D 1\n\t\tLoop\n\tSee:\n\t\tROB1 A 0 SetPlayerProperty(0, 0, 3)\n\t\tROB1 EB 6\n\t\tROB1 B 0 A_SpawnItemEx (\"CyborgStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tROB1 CD 6\n\t\tROB1 B 0 A_SpawnItemEx (\"CyborgStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tGoto Spawn+7\n\tMissile:\n\t\tROB1 G 15\n\t\tGoto Spawn\n\tCyborgPulse:\n\t\tTNT1 H 0 A_TakeInventory(\"CyborgShieldCharge\", 100)\n\t\tTNT1 H 0 A_TakeInventory(\"CyborgCharge\", 15)\n\t\tTNT1 H 0 A_SetReflectiveInvulnerable\n\t\tTNT1 H 0 A_Stop\n\t\tTNT1 H 0 A_PlaySound(\"PrePulseFire\", 0)\n\t\tTNT1 H 0 SetPlayerProperty(0, 1, 4)\n\t\tROB1 H 4 ACS_ExecuteAlways(722, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"PulseLighter\")\n\t\tTNT1 H 0 A_PlaySound(\"PulseFire\", CHAN_VOICE)\n\t\tGoto PulseSpam\n\tPulseSpam:\n\t\tROB1 H 0 A_JumpIf( 0 == ACS_ExecuteWithResult(780), 3)\n\t\tROB1 H 0 A_JumpIf( 1 == ACS_ExecuteWithResult(780), 4)\n\t\tROB1 H 0 A_JumpIf( 2 == ACS_ExecuteWithResult(780), 5)\n\t\tROB1 H 0 A_SpawnItemEx(\"CyborgPulseMale\", 0, 0, 32, 0, 0, 0)\n\t\tROB1 H 0 A_Jump(256, 4)\n\t\tROB1 H 0 A_SpawnItemEx(\"CyborgPulseFemale\", 0, 0, 32, 0, 0, 0)\n\t\tROB1 H 0 A_Jump(256, 2)\n\t\tROB1 H 0 A_SpawnItemEx(\"CyborgPulseOther\", 0, 0, 32, 0, 0, 0)\n\t\tROB1 H 1 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 HHHH 0 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 H 1 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 HHHH 0 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 H 1 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 HHHH 0 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 H 1 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 HHHH 0 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 H 1 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 HHHH 0 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 H 1 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 HHHH 0 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 H 1 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 HHHH 0 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 H 1 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 HHHH 0 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 H 1 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 HHHH 0 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 H 1 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 HHHH 0 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 H 1 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 HHHH 0 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 H 1 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 HHHH 0 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 H 1 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 HHHH 0 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 H 1 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 HHHH 0 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 H 1 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 HHHH 0 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 H 0 SetPlayerProperty(0, 0, 4)\n\t\tROB1 H 0 A_UnSetReflectiveInvulnerable\n\t\tROB1 H 0 A_TakeInventory(\"PulseSpamCounter\", 15)\n\t\tROB1 H 1 A_TakeInventory(\"CyborgDoPulse\", 1)\n\t\tGoto Spawn\n\tPain:\n\t\tROB1 H 4 A_Pain\n\t\tGoto Spawn\n\tPain.ChokeAttack:\n\t\tROB1 G 1\n\t\tROB1 G 0 A_GiveToTarget(\"ChokePainHealer\", 1)\n\t\tROB1 G 0 A_GiveToTarget(\"VomitPoints\", 2)\n\t\tROB1 G 8 A_Pain\n\t\tGoto Spawn\n\tPain.Creepstun:\n\t\tROB1 H 0 A_Pain\n\t\tROB1 H 18 ACS_ExecuteAlways(986,0)\n\t\tGoto Spawn\n\tPain.CreeperHealBall:\n\t\tROB1 G 1\n\t\tROB1 G 0 A_GiveToTarget(\"CreeperHealBallHealer\", 1)\n\t\tROB1 G 8 A_Pain\n\t\tGoto Spawn\n\tPain.Impale:\n\t\tTNT1 A 0 ThrustThingZ(0,5,0,1)\n\t\tGoto Pain\n\tDeath:\n\tDeathAnim:\n\t\tROB1 A 0 A_GiveToTarget(\"KilledCyborg\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"LowHPKill\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tROB1 A 0 A_ChangeFlag(\"LOWGRAVITY\", 0)\n\t\tROB1 A 0 SetPlayerProperty(0, 0, 3)\n\t\tROB1 A 0 ACS_ExecuteAlways(751, 0)\n\t\tROB1 J 6\n\t\tROB1 K 6 A_PlayerScream\n\t\tROB1 L 5\n\t\tROB1 M 5 A_NoBlocking\n\t\tROB1 NOP 5\n\t\tROB1 Q 6\n\t\tROB1 R -1\n\t\tStop\n\tGibDeath:\n\tDeath.ImpaleBite:\n\t\tROB1 A 0 A_GiveToTarget(\"JitterskullPoints\", 1)\n\t\tROB1 G 0 A_GiveToTarget(\"VomitPoints\", 10)\n\t\tROB1 A 0 A_GiveToTarget(\"KilledCyborg\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"Crunched\",1)\n\t\tROB1 A 0 ACS_ExecuteAlways(751, 0)\n\t\tROB1 A 0 A_NoBlocking\n\t\tROB1 A 0 A_PlaySound(\"weapons/grenadeexplode\")\n\t\tROB1 A 0 A_SkullPop(\"Custom_BloodySkull3\")\n\t\tROB1 A 0 A_SpawnItemEx(\"CYBGIBBER\", 0, 0, 0, 0, 0, 0, 0, 161, 0)\n\t\tROB1 A 0 A_SpawnItemEx(\"GrenadeExplosion\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tROB1 A 1\n\t\tBLAN A -1\n\t\tStop\n\tDeath.CreeperHealBall:\n\t\tROB1 G 0 A_GiveToTarget(\"CreeperHealBallHealer\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"CreepStunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n        Goto DeathAnim\n\tDeath.CreeperMelee:\n\t\tROB1 A 0 A_PlaySoundEx(\"creeperattack\", \"Body\")\n\t\tROB1 A 0 ACS_ExecuteAlways(997,0)\n\t\tROB1 A 0 A_SpawnItemEx(\"SoulSprite\", 0, 0, 0, 0, 0, 2)\n\t\tROB1 A 0 A_GiveToTarget(\"Creeperheal\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n\t\tROB1 A 0 A_JumpIf(z - floorz < 36, 2)\n\t\tROB1 A 0 A_GiveToTarget(\"CyborgMidAirKill\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"CreeperMeleeKill\", 1)\n//\t\tTNT1 A 0 A_GiveToTarget(\"GhoulAmmo\", 1)\n\t\tGoto DeathAnim\n    Death.SjasScream:\n        ROB1 A 0 A_GiveToTarget(\"SjasScreamKill\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"SjasRageItem\", 2, 1)\n\t\tGoto DeathAnim\n\t\tTNT1 A 0 A_GiveToTarget(\"SjasSpeedRageMinor\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"SjasRageKill\", 1)\n\t\tGoto DeathAnim\n    Death.JitterMelee:\n        ROB1 A 0 A_GiveToTarget(\"JitterMeleeKill\", 1)\n        Goto GibDeath\n    Death.CreepStun:\n        ROB1 A 0 A_GiveToTarget(\"CreepStunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n        Goto DeathAnim\n    Death.ChokeVomit:\n        ROB1 A 0 A_GiveToTarget(\"ChokeVomitKill\", 1)\n        Goto DeathAnim\n    Death.ChokeAttack:\n        ROB1 A 0 A_GiveToTarget(\"ChokeAttackKill\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"ChokeDeathHealer\", 1)\n        Goto GibDeath\n\tDeath.ChokeVomit:\n\t\tGO99 A 0 A_GiveToTarget(\"ChokeVomitKill\", 1)\n\t\tGoto DeathAnim\n\tDeath.ChokeFeast:\n\t\tKNIG A 0 A_GiveToTarget(\"ChokeFeasTKill\", 1)\n\t\tGoto DeathAnim\n    Death.ChokeBloodBall:\n\t\tTNT1 A 0 A_GiveToTarget(\"VomitPoints\", 15)\n        ROB1 A 0 A_GiveToTarget(\"ChokeBloodBallKill\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"ChokeBloodBallMulti\", 1)\n        Goto DeathAnim\n    Death.FrostbiteMelee:\n        ROB1 A 0 A_GiveToTarget(\"FrostbiteMeleeKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"ShardPoints\", random(7,9))\n        Goto GibDeath\n\tDeath.FrostbiteMortar:\n\t\tTNT1 A 0 A_GiveToTarget(\"FrostyMortarKill\", 1)\n\t\tGoto DeathAnim\n    Death.FrostbiteIceBreath:\n\t\tROB1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"ShardPoints\", random(5,7))\n\t\tHUNT A 0 A_GiveToTarget(\"FrostyBreathMulti\", 1)\n        ROB1 A 0 A_GiveToTarget(\"FrostbiteIceBreathKill\", 1)\n        ROB1 A 0 A_SpawnItemEx(\"CyborgIceDeath\")\n\t\tROB1 A 0 A_GiveToTarget(\"KilledCyborg\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tROB1 A 0 ACS_ExecuteAlways(751, 0)\n\t\tROB1 A 0 A_PlayerScream\n\t\tROB1 A 1\n\t\tBLAN A -1\n\t\tStop\n    Death.Impale:\n        TNT1 A 0 A_GiveToTarget(\"ImpaleKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"DoubleImpaleKill\", 1)\n        Goto DeathAnim\n\tDeath.FiendWind:\n        GO99 A 0 A_NoBlocking\n\t\tGO99 H 0 A_PlayerScream\n\t\tGO99 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"KilledCyborg\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"IceFiendKillCounter\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"IceFiendWindKill\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tGO99 H 0 A_SpawnItemEx(\"CyborgIceDeath\", 0, 0, 0, 0, 0, 0)\n\t\tGO99 H 1\n\t\tBLAN A -1\n\t\tStop\n    Death.IcefiendIcePath:\n\t\tROB1 A 0 A_NoBlocking\n\t\tROB1 A 0 ACS_ExecuteAlways(751, 0)\n        ROB1 A 0 A_GiveToTarget(\"IcefiendIcePathKill\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"IcefiendKillCounter\", 1)\n        ROB1 A 0 A_SpawnItemEx(\"CyborgIcefiendImpaleDeath\")\n\t\tROB1 A 0 A_GiveToTarget(\"KilledCyborg\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tROB1 A 0 A_PlayerScream\n\t\tROB1 A 1\n\t\tBLAN A -1\n\t\tStop\n    Death.IceFiendMeleeBackstab:\n\t\tROB1 A 0 A_GiveToTarget(\"BackstabAchievementUnlock\", 1)\n\tDeath.IceFiendMeleeBackstab2:\n\t\tROB1 A 0 A_GiveToTarget(\"IceFiendIceAmmo\", 10)\n\t\tROB1 A 0 A_GiveToTarget(\"InvisibleCounter\", 10)\n\t\tROB1 A 0 A_GiveToTarget(\"IceFiendSpeedBoost\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"HealthBonus\", 25)\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab1\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab2\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab3\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab4\", 5, 0, 1)\n\t    Goto Death.IceFiendMelee\n    Death.IceFiendMelee:\n\t\tROB1 A 0 A_NoBlocking\n        ROB1 A 0 A_GiveToTarget(\"IceFiendMeleeKill\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"IcefiendKillCounter\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"KilledCyborg\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"InvisibleCounter\", 5)\n        ROB1 A 0 A_SkullPop(\"Custom_CyborgBloodySkull\")\n\t\tROB1 A 0 ACS_ExecuteAlways(751, 0)\n\t\tROB1 A 0 A_PlayerScream\n\t\tIDCY AAAA 1 A_SpawnItemEx(\"RandomCyborgChunk\", 0, 0, 54, random(-7,7), random(-7,7), random(4,10))\n\t\tIDCY A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDCY AAAA 1 A_SpawnItemEx(\"RandomCyborgChunk\", 0, 0, 54, random(-7,7), random(-7,7), random(4,10))\n\t\tIDCY A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDCY AAAA 1 A_SpawnItemEx(\"RandomCyborgChunk\", 0, 0, 54, random(-7,7), random(-7,7), random(4,10))\n\t\tIDCY A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDCY AAAA 1 A_SpawnItemEx(\"RandomCyborgChunk\", 0, 0, 54, random(-7,7), random(-7,7), random(4,10))\n\t\tIDCY A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDCY AAAA 1 A_SpawnItemEx(\"RandomCyborgChunk\", 0, 0, 54, random(-7,7), random(-7,7), random(4,10))\n\t\tIDCY A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDCY AAAA 1 A_SpawnItemEx(\"RandomCyborgChunk\", 0, 0, 54, random(-7,7), random(-7,7), random(4,10))\n\t\tIDCY A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDCY AAAA 1 A_SpawnItemEx(\"RandomCyborgChunk\", 0, 0, 54, random(-7,7), random(-7,7), random(4,10))\n\t\tIDCY A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDCY AAAA 1 A_SpawnItemEx(\"RandomCyborgChunk\", 0, 0, 54, random(-7,7), random(-7,7), random(4,10))\n\t\tIDCY A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDCY AAAA 1 A_SpawnItemEx(\"RandomCyborgChunk\", 0, 0, 54, random(-7,7), random(-7,7), random(4,10))\n\t\tIDCY A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDCY AAAA 1 A_SpawnItemEx(\"RandomCyborgChunk\", 0, 0, 54, random(-7,7), random(-7,7), random(4,10))\n\t\tIDCY A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDCY AAAA 1 A_SpawnItemEx(\"RandomCyborgChunk\", 0, 0, 54, random(-7,7), random(-7,7), random(4,10))\n\t\tIDCY A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDCY AAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"CyborgExplosion\", 0, 0, 32, random(-10,10), random(-10,10), random(-10,10))\n\t\tIDCY AAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"CyborgExplosion\", 0, 0, 32, random(-10,10), random(-10,10), random(-10,10))\n\t\tIDCY AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"RandomCyborgChunk\", 0, 0, 54, random(-15,15), random(-15,15), random(-10,10))\n\t\tIDCY AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"CyborgExplosion\", 0, 0, 32, random(-15,15), random(-15,15), random(-5,15))\n\t\tROB1 A 0\n\t\tStop\n\t// Human reflection deaths\n    Death.MarineGrenade:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterFireArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterIceArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterRegularArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterSuperFireArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterSuperIceArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterSuperRegularArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.CyborgPlasma:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.CyborgCrapPlasma:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterProton:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterBlood:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterEcho:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterSoul:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterIceFall:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterIceBall:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterDefilerBall:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.EngineerNail:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaHollyAir:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaHollyGround:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaStarProjectile:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaFallingStar:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaSnowball:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.BarbarianSword:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.BarbarianSwordWeak:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockFireball:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockBigFireball:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockIceShards:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockLightning:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockMagmaSmall:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockNova:\n\t\tTNT1 A 0 ACS_ExecuteAlways(717, 0)\n\t\tGoto DeathAnim\n\t}\n}\n\nactor SpreaderCooldown : PowerDamage\n{\n\tdamagefactor \"nothing\", 1.0\n\tpowerup.duration 83\n}\n\nactor CyborgPlasma-Jet : Weapon\n{\n\tWeapon.SelectionOrder 100\n\tWeapon.AmmoUse 1\n\tWeapon.SlotNumber 1\n\tWeapon.AmmoUse2 2\n\tWeapon.AmmoGive 50\n\tWeapon.AmmoGive2 150\n\tWeapon.AmmoType \"CyborgCharge\"\n\tWeapon.AmmoType2 \"CyborgFuel\"\n\tinventory.icon \"CYBWEP\"\n\tInventory.PickupMessage \"You got the cyborg's arm!.. somehow?\"\n\tObituary \"%o was devastated by %k's plasma.\"\n\t+INVENTORY.UNDROPPABLE\n\t+AMMO_OPTIONAL\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.ALT_AMMO_OPTIONAL\n\t+DONTBLAST\n\tscale 0.6\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tstop\n\tReady:\n\t\tSABS A 0 A_JumpIfInventory(\"CyborgDashcheck\",1,\"Dashcheck\")\n\t\tSABS A 1 A_WeaponReady\n\t\tLoop\n\tSelect:\n\t    TNT1 A 0 ACS_ExecuteAlways(700, 0, WM_CYBORG)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\t\tSABS A 1 A_Raise\n\t\tGoto Select+1\n\tDeselect:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tSABS A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tSABS A 0 ACS_ExecuteAlways(999,0)\n\t\tSABS A 1 A_JumpIfInventory(\"CyborgNoFire\", 1, \"Ready\")\n\t\tSABS A 1 A_JumpIfInventory(\"CyborgCharge\", 1, \"Normalshot\")\n\t\tGoto Weakshot\n\tWeakshot:\n\t\tSABA A 1 SetPlayerProperty(0, 0, 3)\n\t\tTNT1 A 0 A_GiveInventory(\"CyborgShieldCharge\", 1)\n\t\tSABA B 1 A_FireCustomMissile(\"CyborgPlasmaBallWeak\", 0, 0, 11, 3)\n\t\tSABA BBCCDDD 1\n\t\tSABS A 3 A_Refire\n\t\tGoto Ready\n\tNormalshot:\n\t\tSABA A 1 SetPlayerProperty(0, 0, 3) // These lines dont check for cyborgpulse, these are the problem.\n\t\tTNT1 A 0 A_GiveInventory(\"CyborgShieldCharge\", 1)\n\t\tSABA B 1 A_FireCustomMissile(\"CyborgPlasmaBall\", 0, 1, 11, 3)\n\t\tSABA BCD 1\n\t\tSABS A 1 A_Refire\n\t\tGoto Ready\n\tAltfire:\n\t\tSABS A 0 A_JumpIfInventory(\"CyborgDashcheck\",1,\"Dashcheck\")\n\t\tSABS A 1 A_JumpIfInventory(\"CyborgFuel\", 1, \"Jetpack\")\n\t\tSABS A 0 ACS_ExecuteAlways(999,0)\n\t\tSABS A 0 SetPlayerProperty(0, 0, 3)\n\t\tSABS A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Item\")\n\t\tGoto Ready\n\tJetpack:\n\t\tSABS A 0 ACS_ExecuteAlways(998,0)\n\t\tSABS A 0 SetPlayerProperty(0, 1, 3)\n\t\tTNT1 A 0 A_GiveInventory(\"CyborgShieldCharge\", 1)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 0 A_SpawnItemEx(\"SmokeLarge\", -32, 0, 20, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 3 A_TakeInventory(\"CyborgFuel\",1)\n\t\tSABS A 0 A_ReFire\n\t\tSABS AAAA 1 A_WeaponReady\n\t\tSABS A 0 ACS_ExecuteAlways(999,0)\n\t\tSABS A 0 SetPlayerProperty(0, 0, 3)\n\t\tGoto Ready\n\tDashcheck:\n\t\tSABS A 0 A_TakeInventory(\"CyborgDashcheck\",1)\n\t\tSABS A 1 A_JumpIf(z-floorz>8,\"Ready\")\n\t\tSABS A 0 A_JumpIfInventory(\"CreeperStunCheck\",1,\"Jetpack\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CyborgDashCooldown\", 1, \"Ready\")\n\t\tSABS A 1 A_JumpIfInventory(\"CyborgFuel\", 8, \"Dash\")\n\t\tGoto Ready\n\tDash:\n\t\tSABS A 0 A_PlaySoundEx(\"weapons/cyborgdash\",\"Item\")\n\t\tSABS A 0 SetPlayerProperty(0, 0, 3)\n\t\tSABS A 0 A_Stop\n\t\tSABS A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==1,\"Dashforward\")\n\t\tSABS A 0 A_Stop\n\t\tSABS A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==2,\"Dashback\")\n\t\tSABS A 0 A_Stop\n\t\tSABS A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==3,\"Dashleft\")\n\t\tSABS A 0 A_Stop\n\t\tSABS A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==4,\"Dashright\")\n\t\tGoto Dashupward\n\tDashupward:\n\t\tTNT1 A 0 A_GiveInventory(\"CyborgShieldCharge\", 5)\n\t\tSABS A 0 SetPlayerProperty(0, 1, 0)\n\t\tSABS A 0 A_TakeInventory(\"CyborgFuel\", 10)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 3 A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 3 A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 3 A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 3 A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 0 SetPlayerProperty(0, 0, 0)\n\t\tSABS A 5 A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_TakeInventory(\"CyborgDashcheck\",1)\n\t\tSABS A 0 A_GiveInventory(\"CyborgNoFire\",1)\n\t\tGoto Ready\n\tDashforward:\n\t\tTNT1 A 0 A_GiveInventory(\"CyborgShieldCharge\", 5)\n\t\tSABS A 0 offset(5,32) SetPlayerProperty(0, 1, 0)\n\t\tSABS A 0 A_TakeInventory(\"CyborgFuel\", 8)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 1 offset(10,36)\n\t\tSABS A 1 offset(15,40)\n\t\tSABS A 1 offset(20,44) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 1 offset(25,48)\n\t\tSABS A 1 offset(30,52)\n\t\tSABS A 1 offset(35,56) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 1 offset(40,60)\n\t\tSABS A 1 offset(45,64)\n\t\tSABS A 1 offset(50,68) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 1 offset(55,72)\n\t\tSABS A 1 offset(60,76)\n\t\tSABS A 1 offset(65,80) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 0 SetPlayerProperty(0, 0, 0)\n\t\tSABS A 6 offset(65,80) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 1 offset(60,76)\n\t\tSABS A 1 offset(55,72)\n\t\tSABS A 1 offset(50,68)\n\t\tSABS A 1 offset(45,64)\n\t\tSABS A 1 offset(40,60)\n\t\tSABS A 1 offset(35,56)\n\t\tSABS A 1 offset(30,52)\n\t\tSABS A 1 offset(25,48)\n\t\tSABS A 1 offset(20,44)\n\t\tSABS A 1 offset(15,40)\n\t\tSABS A 1 offset(10,36)\n\t\tSABS A 1 offset(5,32)\n\t\tSABS A 1 offset(0,32)\n\t\tTNT1 A 0 A_GiveInventory(\"CyborgDashCooldown\", 1)\n\t\tSABS A 0 A_TakeInventory(\"CyborgDashcheck\",1)\n\t\tGoto Ready\n\tDashback:\n\t\tTNT1 A 0 A_GiveInventory(\"CyborgShieldCharge\", 5)\n\t\tSABS A 0 offset(-2,32) SetPlayerProperty(0, 1, 0)\n\t\tSABS A 0 A_TakeInventory(\"CyborgFuel\", 8)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 1 offset(-4,36)\n\t\tSABS A 1 offset(-6,40)\n\t\tSABS A 1 offset(-8,44) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 1 offset(-10,48)\n\t\tSABS A 1 offset(-12,52)\n\t\tSABS A 1 offset(-14,56) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 1 offset(-16,60)\n\t\tSABS A 1 offset(-18,64)\n\t\tSABS A 1 offset(-20,68) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 1 offset(-22,72)\n\t\tSABS A 1 offset(-24,76)\n\t\tSABS A 1 offset(-26,80) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 0 SetPlayerProperty(0, 0, 0)\n\t\tSABS A 6 offset(-26,80) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 1 offset(-24,76)\n\t\tSABS A 1 offset(-22,72)\n\t\tSABS A 1 offset(-20,68)\n\t\tSABS A 1 offset(-18,64)\n\t\tSABS A 1 offset(-16,60)\n\t\tSABS A 1 offset(-14,56)\n\t\tSABS A 1 offset(-12,52)\n\t\tSABS A 1 offset(-10,48)\n\t\tSABS A 1 offset(-8,44)\n\t\tSABS A 1 offset(-6,40)\n\t\tSABS A 1 offset(-4,36)\n\t\tSABS A 1 offset(-2,32)\n\t\tSABS A 1 offset(0,32)\n\t\tTNT1 A 0 A_GiveInventory(\"CyborgDashCooldown\", 1)\n\t\tSABS A 0 A_TakeInventory(\"CyborgDashcheck\",1)\n\t\tGoto Ready\n\tDashleft:\n\t\tTNT1 A 0 A_GiveInventory(\"CyborgShieldCharge\", 5)\n\t\tSABS A 0 offset(6,32) SetPlayerProperty(0, 1, 0)\n\t\tSABS A 0 A_TakeInventory(\"CyborgFuel\", 8)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 1 offset(12,36)\n\t\tSABS A 1 offset(18,40)\n\t\tSABS A 1 offset(24,44) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)SABS A 1 offset(30,48)\n\t\tSABS A 1 offset(36,52)\n\t\tSABS A 1 offset(42,56) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 1 offset(48,60)\n\t\tSABS A 1 offset(54,64)\n\t\tSABS A 1 offset(60,68) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 1 offset(66,72)\n\t\tSABS A 1 offset(72,76)\n\t\tSABS A 1 offset(78,80) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 0 SetPlayerProperty(0, 0, 0)\n\t\tSABS A 6 offset(78,80) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 1 offset(72,76)\n\t\tSABS A 1 offset(66,72)\n\t\tSABS A 1 offset(60,68)\n\t\tSABS A 1 offset(54,64)\n\t\tSABS A 1 offset(48,60)\n\t\tSABS A 1 offset(42,56)\n\t\tSABS A 1 offset(36,52)\n\t\tSABS A 1 offset(30,48)\n\t\tSABS A 1 offset(24,44)\n\t\tSABS A 1 offset(18,40)\n\t\tSABS A 1 offset(12,36)\n\t\tSABS A 1 offset(6,32)\n\t\tSABS A 1 offset(0,32)\n\t\tTNT1 A 0 A_GiveInventory(\"CyborgDashCooldown\", 1)\n\t\tSABS A 0 A_TakeInventory(\"CyborgDashcheck\",1)\n\t\tGoto Ready\n\tDashright:\n\t\tTNT1 A 0 A_GiveInventory(\"CyborgShieldCharge\", 5)\n\t\tSABS A 0 offset(-4,32) SetPlayerProperty(0, 1, 0)\n\t\tSABS A 0 A_TakeInventory(\"CyborgFuel\", 8)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 1 offset(-8,36)\n\t\tSABS A 1 offset(-12,40)\n\t\tSABS A 1 offset(-16,44) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 1 offset(-20,48)\n\t\tSABS A 1 offset(-24,52)\n\t\tSABS A 1 offset(-28,56) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 1 offset(-32,60)\n\t\tSABS A 1 offset(-36,64)\n\t\tSABS A 1 offset(-40,68) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 1 offset(-44,72)\n\t\tSABS A 1 offset(-48,76)\n\t\tSABS A 1 offset(-52,80) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 0 SetPlayerProperty(0, 0, 0)\n\t\tSABS A 6 offset(-52,80) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 1 offset(-48,76)\n\t\tSABS A 1 offset(-44,72)\n\t\tSABS A 1 offset(-40,68)\n\t\tSABS A 1 offset(-36,64)\n\t\tSABS A 1 offset(-32,60)\n\t\tSABS A 1 offset(-28,56)\n\t\tSABS A 1 offset(-24,52)\n\t\tSABS A 1 offset(-20,48)\n\t\tSABS A 1 offset(-16,44)\n\t\tSABS A 1 offset(-12,40)\n\t\tSABS A 1 offset(-8,36)\n\t\tSABS A 1 offset(-4,32)\n\t\tSABS A 1 offset(0,32)\n\t\tTNT1 A 0 A_GiveInventory(\"CyborgDashCooldown\", 1)\n\t\tSABS A 0 A_TakeInventory(\"CyborgDashcheck\",1)\n\t\tGoto Ready\n\t}\n}\n\nactor CyborgPlasma-Pulse : Weapon\n{\n\tWeapon.SelectionOrder 100\n\tWeapon.AmmoUse 1\n\tWeapon.SlotNumber 1\n\tWeapon.AmmoUse2 2\n\tWeapon.AmmoGive 50\n\tWeapon.AmmoGive2 150\n\tWeapon.AmmoType \"CyborgCharge\"\n\tWeapon.AmmoType2 \"CyborgFuel\"\n\tinventory.icon \"CYBWEP2\"\n\tInventory.PickupMessage \"You got the cyborg's arm!.. somehow?\"\n\tObituary \"%o was devastated by %k's plasma.\"\n\t+INVENTORY.UNDROPPABLE\n\t+AMMO_OPTIONAL\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.ALT_AMMO_OPTIONAL\n\t+DONTBLAST\n\tscale 0.6\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tstop\n\tReady:\n\t\tSABS A 0 SetPlayerProperty(0, 0, 3) // To fix flying bug\n\t\tSABS A 0 ACS_ExecuteAlways(999,0)\n\t\tSABS A 1 A_WeaponReady\n\t\tGoto Ready+2\n\tSelect:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\t\tSABS A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tSABS A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tSABS A 1 A_JumpIfInventory(\"CyborgNoFire\", 1, \"Ready\")\n\t\tSABS A 1 A_JumpIfInventory(\"CyborgCharge\", 1, \"Normalshot\")\n\t\tGoto Weakshot\n\tWeakshot:\n\t\tSABA A 1 SetPlayerProperty(0, 0, 3)\n\t\tTNT1 A 0 A_GiveInventory(\"CyborgShieldCharge\", 1)\n\t\tSABA B 1 A_FireCustomMissile(\"CyborgPlasmaBallWeak\", 0, 0, 11, 3)\n\t\tSABA BBCCDDDD 1\n\t\tSABS A 3 A_Refire\n\t\tGoto Ready\n\tNormalshot:\n\t\tSABA A 1 SetPlayerProperty(0, 0, 3)\n\t\tTNT1 A 0 A_GiveInventory(\"CyborgShieldCharge\", 1)\n\t\tSABA B 1 A_FireCustomMissile(\"CyborgPlasmaBall\", 0, 1, 11, 3)\n\t\tSABA BCD 1\n\t\tSABS A 1 A_Refire\n\t\tGoto Ready\n\tAltfire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CyborgShieldCharge\", 100, \"DoPulse\")\n\tNotEnough:\n\t\tSABS A 5 ACS_ExecuteAlways(721, 0)\n\t\tGoto Ready\n\tDoPulse:\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(721, 1) == 1, \"NotEnough\")\n\t\tSABS A 5 ACS_ExecuteAlways(774, 0, FAS_CyborgPulse)\n\t\tGoto Ready\n\t}\n}\n\nActor CyborgJetpackItem : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tInventory.Icon \"CFULA0\"\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tstop\n\tUse:\n\t\tROB1 D 0 A_JumpIf (z-floorz>0, \"Nodash\") //TNT1 A 0 A_JumpIf (momz!=0, \"Nodash\")\n\t\tTNT1 A 0 A_JumpIf (ACS_ExecuteWithResult(909, 0) == 1, \"NoDash\")\n\t\tTNT1 A 0 A_GiveInventory(\"CyborgDashcheck\",1)\n\t\tfail\n\tNodash:\n\t\tTNT1 A 0\n\t\tfail\n\t}\n}\n\nACTOR CyborgCharge : Ammo\n{\n  +INVENTORY.IGNORESKILL\n  Inventory.PickupMessage \"Cell charge!\"\n  Inventory.Amount 100\n  Inventory.MaxAmount 100\n  Ammo.BackpackAmount 100\n  Ammo.BackpackMaxAmount 100\n  Inventory.Icon \"CELLA0\"\n  States\n  {\n  Spawn:\n    CELL A -1\n    Stop\n  }\n}\n\nACTOR CyborgFuel : Ammo\n{\n  +INVENTORY.IGNORESKILL\n  Inventory.PickupMessage \"Fuel charge!\"\n  Inventory.Amount 150\n  Inventory.MaxAmount 150\n  Ammo.BackpackAmount 150\n  Ammo.BackpackMaxAmount 150\n  Inventory.Icon \"FUELA0\"\n  States\n  {\n  Spawn:\n    CELL A -1\n    Stop\n  }\n}\n\nactor CyborgDashcheck : Inventory\n{\n  Inventory.Amount 1\n  Inventory.MaxAmount 1\n  States\n  {\n  Spawn:\n    CELL A -1\n    Stop\n  }\n}\n\nactor CyborgNoFire : PowerDamage\n{\n\tdamagefactor \"nothing\", 1.0\n\tpowerup.duration 35//85\n}\n\nactor CyborgPlasmaBall\n{\n\tscale 0.8\n\trenderstyle add\n\talpha 0.95\n\tPROJECTILE\n\tdecal \"plasmadecal\"\n\tdamagetype \"CyborgPlasma\"\n\tspeed 30\n\tradius 12\n\theight 6\n\tDamage (random(27, 30))\n\tseesound \"weapons/cyborgplasmafire\"\n\tdeathsound \"weapons/cyborgplasmahit\"\n\tStates\n\t{\n\tSpawn:\n\t\tSBLL ABCDEFGHIJ 1 bright\n\t\tLoop\n\tDeath:\n\t\tSBLL KLMNOPQRSTU 1 bright A_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\nactor BigCyborgPlasmaBall\n{\n\tscale 1.15\n\trenderstyle add\n\talpha 0.80\n\tPROJECTILE\n\tdecal \"plasmadecal\"\n\tdamagetype \"CyborgPlasma\"\n\tspeed 30\n\tradius 12\n\theight 6\n\tDamage (random(27, 30))\n\tseesound \"weapons/cyborgplasmafire\"\n\tdeathsound \"weapons/cyborgplasmahit\"\n\tStates\n\t{\n\tSpawn:\n\t\tSBLL A 1 bright\n\t\tSBLL A 0 A_SpawnItem(\"PlasmaImage\")\n\t\tSBLL B 1 bright\n\t\tSBLL A 0 A_SpawnItem(\"PlasmaImage\")\n\t\tSBLL C 1 bright\n\t\tSBLL A 0 A_SpawnItem(\"PlasmaImage\")\n\t\tSBLL D 1 bright\n\t\tSBLL A 0 A_SpawnItem(\"PlasmaImage\")\n\t\tSBLL E 1 bright\n\t\tSBLL A 0 A_SpawnItem(\"PlasmaImage\")\n\t\tSBLL F 1 bright\n\t\tSBLL A 0 A_SpawnItem(\"PlasmaImage\")\n\t\tSBLL G 1 bright\n\t\tSBLL A 0 A_SpawnItem(\"PlasmaImage\")\n\t\tSBLL H 1 bright\n\t\tSBLL A 0 A_SpawnItem(\"PlasmaImage\")\n\t\tSBLL I 1 bright\n\t\tSBLL A 0 A_SpawnItem(\"PlasmaImage\")\n\t\tSBLL J 1 bright\n\t\tSBLL A 0 A_SpawnItem(\"PlasmaImage\")\n\t\tLoop\n\t\tDeath:\n\t\tSBLL KLMNOPQRSTU 1 bright A_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\nactor PlasmaImage\n{\n\tscale 1.0\n\trenderstyle add\n\talpha 1.0\n\tdecal \"plasmadecal\"\n\tradius 1//12\n\theight 1//6\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t\tSBLL ABCDEFGHIJ 1 A_FadeOut(0.1)\n\t\tLoop\n\t\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor CyborgPlasmaBallWeak\n{\n\tscale 0.25\n\trenderstyle add\n\talpha 0.95\n\tPROJECTILE\n\tdecal \"plasmadecal3\"\n\tDamageType \"CyborgCrapPlasma\"\n\tspeed 35\n\tradius 5\n\theight 3\n\tDamage (9)\n\tseesound \"weapons/cyborgplasmafire\"\n\tdeathsound \"weapons/cyborgplasmahit\"\n\tStates\n\t{\n\tSpawn:\n\t\tSBLL ABCDEFGHIJ 1 bright\n\t\tLoop\n\tDeath:\n\t\tSBLL KLMNOPQRSTU 1 bright A_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\nActor JetpackExploder\n{\n\tSpeed 0\n\tHeight 1\n\tRadius 1\n\tDamage (0)\n\tPROJECTILE\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\tObituary \"%o was burned to death by %k's jetpack.\"\n\tDamageType \"CyborgJetpackFire\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 AAA 1 ThrustThingZ(0, 8, 1, 0)\n\t\t\tTNT1 AAAA 4 A_Explode(random(2,4), 40, 0)\n\t\tStop\n\t}\n}\n\nACTOR SmokeLarge : BulletPuff\n{\n   +CLIENTSIDEONLY\n\tHealth 1\n\tRenderStyle Translucent\n\tAlpha 0\n\tScale 0.3\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0\n\t\tNULL A 0 ThrustThingZ(0,1,1,0)\n\t\tGoto See\n\tSee:\n\t\tNULL A 0 A_Jump(192,1)\n\t\tGoto See+7\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(128,1)\n\t\tGoto See+11\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(64,1)\n\t\tGoto See+15\n\t\tNULL A 0\n\t\tNULL A 0\n\t\tGoto See+19\n\t\tSMOK A 12 A_SetTranslucent(.15,0)\n\t\tSMOK A 12 A_SetTranslucent(.35,0)\n\t\tSMOK A 12 A_SetTranslucent(.5,0)\n\t\tSMOK A 1 A_Fadeout(.02)\n\t\tWait\n\t\tSMOK B 12 A_SetTranslucent(.15,0)\n\t\tSMOK B 12 A_SetTranslucent(.35,0)\n\t\tSMOK B 12 A_SetTranslucent(.5,0)\n\t\tSMOK B 1 A_Fadeout(.025)\n\t\tWait\n\t\tSMOK C 12 A_SetTranslucent(.15,0)\n\t\tSMOK C 12 A_SetTranslucent(.35,0)\n\t\tSMOK C 12 A_SetTranslucent(.5,0)\n\t\tSMOK C 1 A_Fadeout(.03)\n\t\tWait\n\t\tSMOK D 12 A_SetTranslucent(.15,0)\n\t\tSMOK D 12 A_SetTranslucent(.35,0)\n\t\tSMOK D 12 A_SetTranslucent(.5,0)\n\t\tSMOK D 1 A_Fadeout(.035)\n\t\tWait\n\t}\n}\n\nACTOR Firey : BulletPuff\n{\n\t+CLIENTSIDEONLY\n\tHealth 1\n\tRenderStyle Add\n\tAlpha 0\n\tScale 0.17\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"weapons/cyborgjetpack\")\n\t\tGoto See\n\tSee:\n\t\tNULL A 0 A_Jump(170,1)\n\t\tGoto See+7\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(85,1)\n\t\tGoto See+11\n\t\tNULL A 0\n\t\tNULL A 0\n\t\tGoto See+15\n\t\tBFIR B 5 Bright\n\t\tBFIR A 5 Bright A_SetTranslucent(.4,1)\n\t\tBFIR A 5 Bright A_SetTranslucent(.8,1)\n\t\tBFIR A 1 Bright A_Fadeout(.06)\n\t\tWait\n\t\tBFIR B 5 Bright\n\t\tBFIR B 5 Bright A_SetTranslucent(.4,1)\n\t\tBFIR B 5 Bright A_SetTranslucent(.8,1)\n\t\tBFIR B 1 Bright A_Fadeout(.08)\n\t\tWait\n\t\tBFIR B 5 Bright\n\t\tBFIR C 5 Bright A_SetTranslucent(.4,1)\n\t\tBFIR C 5 Bright A_SetTranslucent(.8,1)\n\t\tBFIR C 1 Bright A_Fadeout(.10)\n\t\tWait\n\t}\n}\n\nActor CyborgVisor : PowerupGiver\n{\n\tPowerup.Duration 0x7FFFFFFF\n\tPowerup.Color 130, 190, 210, 0.35\n\tPowerup.Type \"LightAmp\"\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tPVIS AB 2\n\t\tStop\n\t}\n}\n\nActor CyborgShieldCharge : Ammo\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 100\n\t+INVENTORY.IGNORESKILL\n}\n\nActor CyborgDoPulse : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor CyborgPulseFailCooldown : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor CyborgVisorOn : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor CyborgVisorCell : Ammo\n{\n\tinventory.amount 1\n\tinventory.maxamount 100\n\t+IGNORESKILL\n}\n\nActor PulseSpamCounter : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 15\n}\n\nActor CyborgPulseExplosion\n{\n\tRadius 1\n\tHeight 1\n\tSpeed 1\n\tDamageType \"CyborgPulse\"\n\tObituary \"%o stood in the blast radius of %k's pulse.\"\n\t+NOCLIP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_Explode(72, 128, 0)\n\t\tStop\n\t}\n}\n\nActor PulseSparkle\n{\n\t+Missile\n\t+NoGravity\n\t+NoBlockmap\n\t+NoInteraction\n\t-Solid\n\tRadius 0\n\tHeight 0\n\tRenderStyle Add\n\tAlpha 1.0\n\tScale 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tTEFX ABCDE 2 Bright\n\t\tTEFX FGHIJKLMNOPQRST 1 Bright A_FadeOut(0.06)\n\t\tStop\n\t}\n}\n\nActor PulseLighter\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t-SOLID\n\t+NOBLOCKMAP\n\tRadius 0\n\tHeight 0\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 10\n\t\tStop\n\t}\n}\n\nActor Custom_CyborgBloodySkull : Custom_BloodySkull\n{\n\tStates\n\t{\n    Spawn:\n        ROBH A 0 ThrustThingZ (0, 45, 0, 1)\n        Goto See\n    See:\n\t    ROBH A 0 A_GiveInventory(\"RocketAmmo\", 1)\n        ROBH A 5 A_Custommissile(\"Blood\", -5, 0, 0)\n        ROBH AAAAA 5\n        Loop\n    Death:\n\t\tROBH A 0 A_Jump (16,4)\n        ROBH A 0 A_Jump (32,4)\n        ROBH A 0 A_Jump (64,4)\n        ROBH A 0 A_Jump (128,4)\n        ROBH A -1 A_CheckPlayerDone\n        Wait\n        ROBH A -1 A_CheckPlayerDone\n        Wait\n        ROBH A -1 A_CheckPlayerDone\n        Wait\n        ROBH A -1 A_CheckPlayerDone\n\t}\n}\n\nActor CyborgPulseMale : CyborgPulseExplosion\n{\n\tDamageType \"CyborgPulseMale\"\n}\n\nActor CyborgPulseFemale : CyborgPulseExplosion\n{\n\tDamageType \"CyborgPulseFemale\"\n}\n\nActor CyborgPulseOther : CyborgPulseExplosion\n{\n\tDamageType \"CyborgPulseOther\"\n}\n\nActor IAMCYBORG : Inventory\n{\n\tinventory.maxamount 1\n}\n\nActor CyborgDashCooldown : PowerDamage\n{\n\tpowerup.duration 10\n\tdamagefactor \"normal\", 1.0\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Ghostbuster.txt",
        "contents": "Actor Ghostbuster : PlayerPawn\n{\n\tHealth 100\n\tRadius 16\n\tHeight 56\n\tMass 400\n\t+GHOST\n\t+QUICKTORETALIATE\n\t+NOTARGET\n\tlimitedtoteam 0\n\tPlayer.sidemove 1.03\n\tPainChance 255\n\tPlayer.soundclass \"peter\"\n\tPlayer.startitem \"AchievementID\", 1\n\t+NOSKIN\n\tPlayer.scoreicon \"GHOSTBS\"\n\t+NOICEDEATH\n\tPlayer.DisplayName \"Ghostbuster\"\n\tPlayer.StartItem \"GhostBusterPlasma\"\n\tPlayer.StartItem \"GhostBusterTraps\"\n\tPlayer.StartItem \"ProtonCharge\", 150\n\tPlayer.StartItem \"TrapAmmo\", 10\n\tPlayer.StartItem \"GBCancelItem\"\n\tPlayer.startitem \"ArrowSingle\", 35\n\tPlayer.StartItem \"ClassID\", 4\n\tPlayer.StartItem \"HumanTeam\", 1\n\tDamageFactor \"GhostbusterTrap\", 0.0\n\tDamageFactor \"HunterSuperIceArrowTrail2\", 0.0\n\tDamageFactor \"Drone\", 0.0\n\tPlayer.ColorRange 112, 127\n\tSpecies \"Human\"\n\tStates\n\t{\n\tSpawn:\n\t\tPETE A 0 SetPlayerProperty(0, 0, 3)\n\t\tPETE A 15 ACS_Execute(984, 0)\n\t\tPETE A 0 A_JumpIf (momz>0, \"Spawn\")\n\t\tPETE A 0 A_JumpIfInventory(\"ProtonCharge\", 0, \"Spawn\")\n\t\tPETE A 0 ACS_ExecuteAlways(996, 0)\n\t\tPETE A 0\n\t\tPETE A 0 A_GiveInventory(\"ProtonCharge\", 10)\n\t\tLoop\n\t\tPETE A 1\n\t\tLoop\n\tSee:\n\t\tPETE A 0 SetPlayerProperty(0, 0, 3)\n\t\tPETE AB 4 ACS_Execute(984,0)\n\t\tPETE A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tPETE CD 4\n\t\tPETE A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tGoto Spawn+7\n\tPain.Creepstun:\n\t\tKNIG G 0 HealThing(1)\n\t\tPETE G 0 A_Pain\n\t\tPETE G 18 ACS_ExecuteAlways(986,0)\n\t\tGoto Spawn\n\tPain.CreeperHealBall:\n\t\tPETE G 1\n\t\tPETE G 0 A_GiveToTarget(\"CreeperHealBallHealer\", 1)\n\t\tPETE G 8 A_Pain\n\t\tGoto Spawn\n\tMissile:\n\t\tPETE E 6\n\t\tGoto Spawn\n\tMelee:\n\t\tPETE F 12 Bright\n\t\tGoto Missile\n\tPain.ChokeAttack:\n\t\tPETE G 1\n\t\tPETE G 0 A_GiveToTarget(\"ChokePainHealer\", 1)\n\t\tPETE G 0 A_GiveToTarget(\"VomitPoints\", 2)\n\t\tPETE G 8 A_Pain\n\t\tGoto Spawn\n\tPain:\n\t\tPETE G 0 A_Pain\n\t\tPETE G 18\n\t\tGoto Spawn\n\tPain.Impale:\n\t\tTNT1 A 0 ThrustThingZ(0,10,0,1)\n\t\tGoto Pain\n\tDeath:\n\tDeathAnim:\n\t\tPETE A 0 A_GiveInventory(\"RocketAmmo\",1)\n\t\tPETE A 0 A_GiveToTarget(\"KilledGhostbuster\", 1)\n\t\tPETE A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"LowHPKill\", 1)\n\t\tPETE A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tPETE H 7\n\t\tPETE I 7 A_PlayerScream\n\t\tPETE J 5 A_NoBlocking\n\t\tPETE KLM 5\n\t\tPETE N -1\n\t\tStop\n\tGibDeath:\n\t\tPETE G 0 A_GiveInventory(\"RocketAmmo\",1)\n\t\tPETE A 0 A_GiveToTarget(\"JitterskullPoints\", 1)\n\t\tPETE G 0 A_GiveToTarget(\"VomitPoints\", 10)\n\t\tPETE A 0 A_GiveToTarget(\"KilledGhostbuster\", 1)\n\t\tPETE A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tPETE A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tPETE A 0 A_GiveToTarget(\"Crunched\",1)\n\t\tPETE A 0 A_NoBlocking\n\t\tPETE G 0 A_PlaySound(\"gibbage/xsplat\")\n\t\tPETE A 0 A_PlaySound(\"gibbage/playergib\")\n\t\tPETE A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tPETE A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tPETE A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tPETE A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tPETE A 0 A_SkullPop(\"Custom_GBBloodySkull\")\n\t\tPETE A 0 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tPETE A 1\n\t\tBLAN A -1\n\t\tStop\n\tDeath.CreeperHealBall:\n\t\tPETE G 0 A_GiveToTarget(\"CreeperHealBallHealer\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n\t\tPETE A 0 A_GiveToTarget(\"CreepStunKill\", 1)\n        Goto DeathAnim\n\tDeath.CreeperMelee:\n\t\tPETE A 0 A_PlaySoundEx(\"creeperattack\", \"Body\")\n\t\tPETE A 0 A_GiveToTarget(\"Creeperheal\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n\t\tPETE A 0 A_SpawnItemEx(\"SoulSprite\", 0, 0, 0, 0, 0, 2)\n\t\tPETE A 0 ACS_ExecuteAlways(997,0)\n\t\tPETE A 0 A_GiveToTarget(\"CreeperMeleeKill\", 1)\n\t\tGoto DeathAnim\n    Death.SjasScream:\n        PETE A 0 A_GiveToTarget(\"SjasScreamKill\", 1)\n        PETE A 0 A_GiveToTarget(\"SjasMeleeMulti\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"SjasRageItem\", 2, 1)\n\t\tGoto DeathAnim\n\t\tTNT1 A 0 A_GiveToTarget(\"SjasSpeedRageMinor\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"SjasRageKill\", 1)\n        Goto DeathAnim\n    Death.JitterMelee:\n        PETE A 0 A_GiveToTarget(\"JitterMeleeKill\", 1)\n        PETE A 0 A_GiveToTarget(\"JitterMeleeMulti\", 1)\n        Goto GibDeath\n    Death.CreepStun:\n        PETE A 0 A_GiveToTarget(\"CreepStunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n        Goto DeathAnim\n    Death.ChokeVomit:\n        PETE A 0 A_GiveToTarget(\"ChokeVomitKill\", 1)\n        Goto DeathAnim\n    Death.ChokeAttack:\n        PETE A 0 A_GiveToTarget(\"ChokeAttackKill\", 1)\n\t\tPETE A 0 A_GiveToTarget(\"ChokeDeathHealer\", 1)\n        Goto GibDeath\n\tDeath.ChokeVomit:\n\t\tGO99 A 0 A_GiveToTarget(\"ChokeVomitKill\", 1)\n\t\tGoto DeathAnim\n\tDeath.ChokeFeast:\n\t\tKNIG A 0 A_GiveToTarget(\"ChokeFeasTKill\", 1)\n\t\tGoto DeathAnim\n    Death.ChokeBloodBall:\n\t\tTNT1 A 0 A_GiveToTarget(\"VomitPoints\", 15)\n        PETE A 0 A_GiveToTarget(\"ChokeBloodBallKill\", 1)\n\t\tPETE A 0 A_GiveToTarget(\"ChokeBloodBallMulti\", 1)\n        Goto DeathAnim\n    Death.FrostbiteMelee:\n        PETE A 0 A_GiveToTarget(\"FrostbiteMeleeKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"ShardPoints\", random(7,9))\n        Goto GibDeath\n\tDeath.FrostbiteMortar:\n\t\tTNT1 A 0 A_GiveToTarget(\"FrostyMortarKill\", 1)\n\t\tGoto DeathAnim\n    Death.FrostbiteIceBreath:\n\t\tPETE G 0 A_GiveInventory(\"RocketAmmo\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"ShardPoints\", random(5,7))\n\t\tPETE A 0 A_NoBlocking\n\t\tHUNT A 0 A_GiveToTarget(\"FrostyBreathMulti\", 1)\n        PETE A 0 A_GiveToTarget(\"FrostbiteIceBreathKill\", 1)\n        PETE A 0 A_SpawnItemEx(\"GhostbusterIceDeath\")\n\t\tPETE A 0 A_GiveToTarget(\"KilledGhostbuster\", 1)\n\t\tPETE A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tPETE A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tPETE A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tPETE A 0 A_PlayerScream\n\t\tPETE A 1\n\t\tBLAN A -1\n\t\tStop\n    Death.Impale:\n        TNT1 A 0 A_GiveToTarget(\"ImpaleKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"DoubleImpaleKill\", 1)\n        Goto DeathAnim\n\tDeath.FiendWind:\n        GO99 A 0 A_NoBlocking\n\t\tGO99 H 0 A_PlayerScream\n\t\tGO99 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"KilledGhostbuster\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"IceFiendKillCounter\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"IceFiendWindKill\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tGO99 H 0 A_SpawnItemEx(\"GhostbusterIceDeath\", 0, 0, 0, 0, 0, 0)\n\t\tGO99 H 1\n\t\tBLAN A -1\n\t\tStop\n    Death.IcefiendIcePath:\n\t\tPETE G 0 A_GiveInventory(\"RocketAmmo\",1)\n\t\tPETE A 0 A_NoBlocking\n        PETE A 0 A_GiveToTarget(\"IcefiendIcePathKill\", 1)\n\t\tPETE A 0 A_GiveToTarget(\"IcefiendKillCounter\", 1)\n\t\tPETE A 0 A_GiveToTarget(\"KilledGhostbuster\", 1)\n\t\tPETE A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n        PETE A 0 A_SpawnItemEx(\"GhostbusterIcefiendImpaleDeath\")\n\t\tPETE A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tPETE A 0 A_PlayerScream\n\t\tPETE A 1\n\t\tBLAN A -1\n\t\tStop\n    Death.IceFiendMeleeBackstab:\n\t\tROB1 A 0 A_GiveToTarget(\"BackstabAchievementUnlock\", 1)\n\tDeath.IceFiendMeleeBackstab2:\n\t\tROB1 A 0 A_GiveToTarget(\"IceFiendIceAmmo\", 10)\n\t\tROB1 A 0 A_GiveToTarget(\"InvisibleCounter\", 10)\n\t\tROB1 A 0 A_GiveToTarget(\"IceFiendSpeedBoost\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"HealthBonus\", 25)\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab1\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab2\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab3\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab4\", 5, 0, 1)\n\t    Goto Death.IceFiendMelee\n    Death.IceFiendMelee:\n\t\tPETE G 0 A_GiveInventory(\"RocketAmmo\",1)\n\t\tPETE A 0 A_NoBlocking\n        PETE A 0 A_GiveToTarget(\"IceFiendMeleeKill\", 1)\n\t\tPETE A 0 A_GiveToTarget(\"IcefiendKillCounter\", 1)\n\t\tPETE A 0 A_GiveToTarget(\"KilledGhostbuster\", 1)\n\t\tPETE A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tPETE A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"InvisibleCounter\", 5)\n        PETE A 0 A_SkullPop(\"Custom_GBBloodySkull\")\n\t\tPETE A 0 A_PlayerScream\n\t\tIDGB BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 40, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDGB B 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDGB BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 40, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDGB B 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDGB BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 40, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDGB B 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDGB BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 40, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDGB B 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDGB BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 40, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDGB B 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDGB CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 34, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDGB C 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDGB CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 34, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDGB C 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDGB CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 34, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDGB C 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDGB CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 34, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDGB C 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDGB CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 34, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDGB C 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDGB DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 33, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDGB D 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDGB DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 33, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDGB D 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDGB DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 33, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDGB D 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDGB DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 33, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDGB D 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDGB DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 33, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDGB D 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDGB EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 29, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDGB E 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDGB EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 29, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDGB E 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDGB EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 29, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDGB E 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDGB EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 29, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDGB E 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDGB EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 29, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDGB F 1\n\t\tIDGB F -1\n\t\tStop\n\t// Human reflection deaths\n    Death.MarineGrenade:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterFireArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterIceArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterRegularArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterSuperFireArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterSuperIceArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterSuperRegularArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.CyborgPlasma:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.CyborgCrapPlasma:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterProton:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterBlood:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterEcho:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterSoul:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterIceFall:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterIceBall:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterDefilerBall:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.EngineerNail:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaHollyAir:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaHollyGround:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaStarProjectile:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaFallingStar:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaSnowball:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockFireball:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockBigFireball:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockIceShards:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockLightning:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockMagmaSmall:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockNova:\n\t\tTNT1 A 0 ACS_ExecuteAlways(717, 0)\n\t\tGoto DeathAnim\n\t}\n}\n\nactor GBCancelItem : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tstop\n\t\tUse:\n\t\tTNT1 A 0 A_GiveInventory(\"GBCancel\",1)\n\t\tfail\n\t}\n}\n\nactor GBCancel : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 1\n\tstop\n\t}\n}\n\nactor UpgradeSound : CustomInventory\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tloop\n\t\tPickup:\n\t\tTNT1 A 0 A_PlaySoundEx(\"gbupgrade\",\"Voice\")\n\t\tstop\n\t}\n}\n\nACTOR Custom_GBBloodySkull : Custom_BloodySkull\n{\n\tStates\n\t{\n    Spawn:\n        PETE O 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n       See:\n\t    PETE O 0 A_GiveInventory(\"RocketAmmo\",1)\n        PETE O 5 A_Custommissile(\"Blood\", -5,0,0)\n        PETE OOO 5\n        PETE OOOO 5\n        loop\n       Death:\n\t\tPETE Z 0 A_Jump (16,4)\n        PETE O 0 A_Jump (32,4)\n        PETE O 0 A_Jump (64,4)\n        PETE O 0 A_Jump (128,4)\n        PETE O -1 A_CheckPlayerDone\n        Wait\n        PETE O -1 A_CheckPlayerDone\n        Wait\n        PETE O -1 A_CheckPlayerDone\n        Wait\n        PETE O -1 A_CheckPlayerDone\n\t}\n}\n\nactor GhostBusterTraps : Weapon\n{\n\tWeapon.SlotNumber 2\n\tWeapon.SelectionOrder 1000\n\tinventory.icon \"GBTRAPZ\"\n\tWeapon.AmmoUse2 1\n\tWeapon.AmmoGive 10\n\tWeapon.AmmoType2 \"TrapAmmo\"\n\tobituary \"%o was caught in one of %k's ghost traps.\"\n\t+WEAPON.NOAUTOAIM\n\tInventory.PickupMessage \"You got the Ghost Traps!\"\n\t+INVENTORY.UNDROPPABLE\n\t+AMMO_OPTIONAL\n\t+ALT_AMMO_OPTIONAL\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tloop\n\t\tSelect:\n\t\tTRAP C 0 A_Raise\n\t\tTRAP C 1 A_Raise\n\t\tLoop\n\t\tDeselect:\n\t\tTRAP C 0 A_Lower\n\t\tTRAP C 1 A_Lower\n\t\tLoop\n\t\tReady:\n\t\tTNT1 A 0 ACS_ExecuteAlways(700, 0, WM_GB_TRAP)\n\t\tTRAP C 1 A_WeaponReady\n\t\tGoto Ready+1\n\t\tFire:\n\t\tTRAP C 0 A_JumpIfInventory(\"GhostTrapCheck\",1,\"RaiseDet\")\n\t\tTRAP C 0 A_PlaySoundEx(\"weapons/trapdetonate\",\"Voice\")\n\t\tTRAP C 0 A_GiveInventory(\"Potato\", 1)\n\t\tTRAP C 0 A_GiveInventory(\"CheckAchievements\", 1)\n\t\tTRAP D 5 A_GiveInventory(\"DetonateCheck\",1)\n\t\tTRAP C 10 A_TakeInventory(\"DetonateCheck\",999)\n\t\tGoto Ready+1\n\t\tAltfire:\n\t\tTRAP C 0 A_JumpIfInventory(\"GhostTrapCheck\",1,\"NewTrap\")\n\t\tTRAP C 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\t\tTRAP C 0 A_GiveInventory(\"GhostTrapCheck\",1)\n\t\tTRAP C 1 offset (0, 40)\n\t\tTRAP C 1 offset (0, 50)\n\t\tTRAP C 1 offset (0, 60)\n\t\tTRAP C 1 offset (0, 70)\n\t\tTRAP C 1 offset (0, 80)\n\t\tTRAP C 1 offset (0, 90)\n\t\tGoto NewTrap\n\t\tNewTrap:\n\t\tTRAP A 1 offset (0, 60) A_JumpIfNoAmmo(\"RaiseDet\")\n\t\tTRAP A 1 offset (0, 50)\n\t\tTRAP A 1 offset (0, 40)\n\t\tTRAP A 0 offset (0, 0) A_TakeInventory(\"TrapAmmo\",1)\n\t\tTRAP B 1 offset (0, 0) A_SpawnItemEx(\"GhostTrap\", 16, 4, 32, 6, 0, 0, 0, SXF_TRANSFERTRANSLATION, 0)\n\t\tTRAP B 1 offset (0, 20)\n\t\tTRAP B 1 offset (0, 30)\n\t\tTRAP B 1 offset (0, 40)\n\t\tTRAP B 1 offset (0, 50)\n\t\tTRAP B 1 offset (0, 60)\n\t\tTRAP B 1 offset (0, 70)\n\t\tTRAP B 1 offset (0, 80)\n\t\tTRAP B 1 offset (0, 90)\n\t\tTRAP B 1 offset (0, 100)\n\t\tTNT1 AAA 1 offset (0, 100) A_WeaponReady\n\t\tGoto RaiseDet\n\t\tRaiseDet:\n\t\tTRAP C 1 offset (0, 110) A_TakeInventory(\"GhostTrapCheck\",999)\n\t\tTRAP C 1 offset (0, 100)\n\t\tTRAP C 1 offset (0, 90)\n\t\tTRAP C 1 offset (0, 80)\n\t\tTRAP C 1 offset (0, 70)\n\t\tTRAP C 1 offset (0, 60)\n\t\tTRAP C 1 offset (0, 50)\n\t\tTRAP C 1 offset (0, 40)\n\t\tGoto Ready+1\n\t\tNoAmmo:\n\t\tTRAP C 15 A_PlaySoundEx(\"weapons/grenadeno\",\"Voice\")\n\t\tGoto Ready+1\n\t}\n}\n\nActor GhostBusterPlasma : Weapon\n{\n\tWeapon.SlotNumber 1\n\tWeapon.SelectionOrder 100\n\tinventory.icon \"GBGUN1\"\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 125\n\tWeapon.AmmoType \"ProtonCharge\"\n\tobituary \"%o was zapped by %k's proton pack.\"\n\tInventory.PickupMessage \"You got the Proton Pack!\"\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n\t+AMMO_OPTIONAL\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\tSelect:\n\t\tTNT1 A 0 ACS_ExecuteAlways(700, 0, WM_GB_NORM)\n\t\tTNT1 A 1 A_Raise\n\t\tGoto Select+1\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tGoto Hold\n\tHold:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tTNT1 A 0 A_GunFlash\n\t\tPACK D 2 A_FireCustomMissile(\"GhostbusterBall\", 0, 1, 8, 3)\n\t\tPACK D 1 A_Refire\n\t\tPACK D 3 A_ClearReFire\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK D 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Voice\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPACK D 0 A_ClearReFire\n\t\tPACK D 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Voice\")\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tAltfire:\n\t\tPACK A 0 A_JumpIfInventory(\"GBSjasUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBJitterskullUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBCreeperUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBChokeUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBFrostbiteUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBDefilerUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBIcefiendUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 20 A_PlaySoundEx(\"gbupgradefail\",\"Voice\")\n\t\tGoto Ready+9\n\tTransform:\n\t\tPACK B 1 A_GiveInventory(\"GhostbusterUpgraded\", 1)\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1 A_GiveInventory(\"AbsorbCount\",1)\n\t\tPACK J 20 ACS_ExecuteAlways(711, 0)\n\t\tGoto Ready\n\tDowngrade:\n\t\tPACK A 0 A_TakeInventory(\"GBCancel\")\n\t\tGoto Ready+9\n\tFlash:\n\t\tTNT1 A 0 A_Light1 // 1\n\t\tTNT1 A 0 A_Light0 // 1\n\t\tGoto LightDone\n\t}\n}\n\nactor AbsorbCount : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 999\n}\n\nActor GhostBusterIceWeapon : Weapon\n{\n\tWeapon.SlotNumber 1\n\tWeapon.SelectionOrder 100\n\tWeapon.AmmoGive 150\n\tWeapon.AmmoUse 5\n\tWeapon.AmmoType \"ProtonCharge\"\n\tObituary \"%k blew off %o's ass with explosive ice.\"\n\tInventory.PickupMessage \"You got the Proton Pack!\"\n\tInventory.Icon \"GBICE\"\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n\t+AMMO_OPTIONAL\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready+9\n\tSelect:\n\t    TNT1 A 0 ACS_ExecuteAlways(700, 0, WM_GB_SHARD)\n\t\tTNT1 A 1 A_Raise\n\t\tGoto Select+1\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tGoto Hold\n\tHold:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tTNT1 A 0 A_GunFlash\n\t\tPACK O 0 A_PlaySoundEx(\"ghostbuster/IF_IceFire\", \"Weapon\")\n\t\tPACK M 1\n\t\tPACK M 0 A_FireCustomMissile(\"GBIceBallUp\", 0, 1)\n\t\tPACK M 0 A_FireCustomMissile(\"GBIceBall\", 1, 0)\n\t\tPACK M 0 A_FireCustomMissile(\"GBIceBall\", -1, 0)\n\t\tPACK M 2 offset (0, 37)\n\t\tPACK M 2 offset (5, 42)\n\t\tPACK M 3 offset (10, 47)\n\t\tPACK M 2 offset (5, 42)\n\t\tPACK M 2 offset (0, 37)\n\t\tPACK M 1 A_Refire\n\t\tPACK L 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK U 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPACK D 0 A_ClearReFire\n\t\tPACK U 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tPACK T 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tAltfire:\n\t\tPACK A 0 A_JumpIfInventory(\"GBSjasUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBJitterskullUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBCreeperUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBChokeUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBFrostbiteUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBDefilerUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBIcefiendUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 20 A_PlaySoundEx(\"gbupgradefail\",\"Voice\")\n\t\tGoto Ready+9\n\tTransform:\n\t\tPACK B 1 A_GiveInventory(\"GhostbusterUpgraded\", 1)\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1 A_GiveInventory(\"AbsorbCount\",1)\n\t\tPACK J 20 ACS_ExecuteAlways(711, 0)\n\t\tGoto Ready\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(712,0)\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 1 A_Light1\n\t\tTNT1 A 1 A_Light0\n\t\tGoto LightDone\n\t}\n}\n\nActor GhostBusterDefilerWeapon : Weapon\n{\n\tWeapon.SlotNumber 1\n\tWeapon.SelectionOrder 100\n\tWeapon.AmmoUse 30\n\tWeapon.AmmoGive 150\n\tWeapon.AmmoType \"ProtonCharge\"\n\tInventory.Icon \"GBDEF\"\n\tObituary \"%o got crushed under %k's rocks.\"\n\tInventory.PickupMessage \"You got the Proton Pack!\"\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n\t+AMMO_OPTIONAL\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\tSelect:\n\t\tTNT1 A 0 ACS_ExecuteAlways(700, 0, WM_GB_IMPALE)\n\t\tTNT1 A 1 A_Raise\n\t\tGoto Select+1\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tGoto Hold\n\tHold:\n\t\tPACK M 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 AA 0 A_PlaySoundEx(\"ghostbuster/Rock\", 5)\n\t\tPACK M 1 A_FireCustomMissile(\"GBDefilerBall\", 0, 1, 0, 3)\n\t\tPACK M 1 offset (0, 37)\n\t\tPACK M 1 offset (5, 42)\n\t\tPACK M 1 offset (10, 47)\n\t\tPACK M 1 offset (5, 42)\n\t\tPACK M 1 offset (0, 37)\n\t\tPACK M 1\n\t\tPACK L 3\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CB 1\n\t\tPACK A 8\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK U 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPACK D 0 A_ClearReFire\n\t\tPACK U 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tPACK T 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tAltfire:\n\t\tPACK A 0 A_JumpIfInventory(\"GBSjasUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBJitterskullUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBCreeperUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBChokeUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBFrostbiteUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBDefilerUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBIcefiendUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 20 A_PlaySoundEx(\"gbupgradefail\",\"Voice\")\n\t\tGoto Ready+9\n\tTransform:\n\t\tPACK B 1 A_GiveInventory(\"GhostbusterUpgraded\", 1)\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1 A_GiveInventory(\"AbsorbCount\",1)\n\t\tPACK J 20 ACS_ExecuteAlways(711, 0)\n\t\tGoto Ready\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(712,0)\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 1 A_Light1\n\t\tTNT1 A 1 A_Light0\n\t\tGoto LightDone\n\t}\n}\n\nActor GBIceBall\n{\n\tPROJECTILE\n\t+BRIGHT\n\tScale 0.9\n\tSpeed 48\n\tHeight 7\n\tRadius 6\n\tDeathSound \"weapons/arrowexplode\"\n\tSeeSound \"gbsoul\"\n\tDamageType \"GhostbusterIceBall\"\n\tObituary \"%k blew off %o's ass with explosive ice.\"\n\tDamage (random(5, 7))\n\t+BRIGHT\n\tstates\n\t{\n\tSpawn:\n\t\tICPR ABC 2\n\t\tLoop\n\tDeath:\n\t\tICPR D 2 A_Explode(6, 16, 0)\n\t\tICPR E 2 A_SpawnItemex (\"IceBallShards\",0,0,0,0,15,random(-5, 5))\n\t\tICPR E 2 A_SpawnItemex (\"IceBallShards\",0,0,0,15,15,random(-5, 5))\n\t\tICPR E 2 A_SpawnItemex (\"IceBallShards\",0,0,0,15,0,random(-5, 5))\n\t\tICPR E 2 A_SpawnItemex (\"IceBallShards\",0,0,0,15,-15,random(-5, 5))\n\t\tICPR E 2 A_SpawnItemex (\"IceBallShards\",0,0,0,0,-15,random(-5, 5))\n\t\tICPR E 2 A_SpawnItemex (\"IceBallShards\",0,0,0,-15,-15,random(-5, 5))\n\t\tICPR E 2 A_SpawnItemex (\"IceBallShards\",0,0,0,-15,0,random(-5, 5))\n\t\tICPR E 2 A_SpawnItemex (\"IceBallShards\",0,0,0,-15,15,random(-5, 5))\n\t\tICPR EFGH 2\n\t\tStop\n\t}\n}\n\nActor GBIceBallUp : GBIceBall\n{\n\tStates\n\t{\n\tSpawn:\n\t\tICPR A 0\n\t\tICPR A 0 ThrustThingZ(0, 3, 0, 1)\n\t\tICPR ABC 2\n\t\tGoto Spawn+2\n\t}\n}\n\nActor IceBallShards\n{\n\tPROJECTILE\n\t+BRIGHT\n\tSpeed 42\n\tHeight 6\n\tRadius 6\n\tDeathsound \"weapons/arrowexplode\"\n\tObituary \"%o couldn't escape %k's explosive ice shards.\"\n\tDamageType \"GhostbusterIceBall\"\n\tSeesound \"gbsoul\"\n\tDamage (random(2, 4))\n\tStates\n\t{\n\tSpawn:\n\t\tICPR NOPQ 2\n\t\tloop\n\tDeath:\n\t\tICPR R 2\n\t\tStop\n\t}\n}\n\nActor RockPieces\n{\n\tRadius 5\n\tHeight 5\n\tMass 15\n\tSpeed 0\n\tScale 1.25\n\tDamageType \"GhostbusterDefilerBall\"\n\tDamage (5)\n\tPROJECTILE\n\tObituary \"%o got crushed under %k's rocks.\"\n\t+NOTELEPORT\n    States\n\t{\n\tSpawn:\n\t\tDIRT GH 3\n\tSpawnLoop:\n\t\tDIRT I 3 A_Gravity\n\t\tLoop\n\tDeath:\n\t\tDIRT KL 4\n\t\tStop\n\t}\n}\n\nactor GBDefilerBall\n{\n\tPROJECTILE\n\t+SKYEXPLODE\n\t-NOGRAVITY\n\tgravity 2.0\n\t+HEXENBOUNCE\n\tbouncefactor 0.0\n\twallbouncefactor 0.0\n\tDamage 0\n\tSpeed 30\n\tHeight 8\n\tdamagetype \"GhostbusterDefilerBall\"\n\tObituary \"%o got crushed under %k's rocks.\"\n\tRadius 8\n\tscale 1.5\n\treactiontime 5\n\tStates\n\t{\n\t\tSpawn:\n\t\tGBDF A 2 bright A_SpawnItemEx(\"RockPieces\", random(-6,6), random(-6,6), random(0,6), random(-8,8), random(-8,8), random(1,6), random(0, 359))\n\t\tTNT1 A 0 A_Explode(8, 96, 0)\n\t\tEMBP A 0 bright A_SpawnItemEx(\"RockPieces\", random(-6,6), random(-6,6), random(0,6), random(-8,8), random(-8,8), random(1,6), random(0, 359))\n\t\tGBDF B 2 bright A_SpawnItemEx(\"RockPieces\", random(-6,6), random(-6,6), random(0,6), random(-8,8), random(-8,8), random(1,6), random(0, 359))\n\t\tTNT1 A 0 A_Explode(8, 96, 0)\n\t\tEMBP A 0 bright A_SpawnItemEx(\"RockPieces\", random(-6,6), random(-6,6), random(0,6), random(-8,8), random(-8,8), random(1,6), random(0, 359))\n\t\tGBDF C 2 bright A_SpawnItemEx(\"RockPieces\", random(-6,6), random(-6,6), random(0,6), random(-8,8), random(-8,8), random(1,6), random(0, 359))\n\t\tTNT1 A 0 A_Explode(8, 96, 0)\n\t\tEMBP A 0 bright A_SpawnItemEx(\"RockPieces\", random(-6,6), random(-6,6), random(0,6), random(-8,8), random(-8,8), random(1,6), random(0, 359))\n\t\tGBDF D 2 bright A_SpawnItemEx(\"RockPieces\", random(-6,6), random(-6,6), random(0,6), random(-8,8), random(-8,8), random(1,6), random(0, 359))\n\t\tTNT1 A 0 A_Explode(8, 96, 0)\n\t\tEMBP A 0 bright A_SpawnItemEx(\"RockPieces\", random(-6,6), random(-6,6), random(0,6), random(-8,8), random(-8,8), random(1,6), random(0, 359))\n\t\tGBDF E 2 bright A_SpawnItemEx(\"RockPieces\", random(-6,6), random(-6,6), random(0,6), random(-8,8), random(-8,8), random(1,6), random(0, 359))\n\t\tTNT1 A 0 A_Explode(8, 96, 0)\n\t\tEMBP A 0 bright A_SpawnItemEx(\"RockPieces\", random(-6,6), random(-6,6), random(0,6), random(-8,8), random(-8,8), random(1,6), random(0, 359))\n\t\tEMBP A 0 A_CountDown\n\t\tloop\n\t\tDeath:\n\t\tTNT1 AA 0 A_PlaySoundEx(\"ghostbuster/RockExp\", 4)\n\t\tTNT1 A 0 A_Explode(64, 128)\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"RockPieces\", random(-6,6), random(-6,6), random(0,4), random(-8,8), random(-8,8), random(1,16), random(0, 359))\n\t\tMISL BCD 4\n\t\tStop\n\t}\n}\n\nActor GhostBusterEcho : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 5\n\tinventory.icon \"GBGUN3\"\n\tObituary \"%o was whispered to death by %k's sonic echo.\"\n\tstates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready+9\n\tSelect:\n\t\tTNT1 A 0 ACS_ExecuteAlways(700, 0, WM_GB_ECHO)\n\t\tTNT1 A 1 A_Raise\n\t\tGoto Select+1\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\tFire:\n\t\tPACK B 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tGoto Hold\n\tHold:\n\t\tPACK U 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tTNT1 A 0 A_GunFlash\n\t\tPACK U 0 A_PlaySoundEx(\"echoshot\",\"Weapon\")\n\t\tPACK U 1 A_FireCustomMissile(\"EchoShot\", 0, 1, 0, 3)\n\t\tPACK U 1 offset (0, 37)\n\t\tPACK U 1 offset (5, 42)\n\t\tPACK U 1 offset (10, 47)\n\t\tPACK U 1 offset (15, 75)\n\t\tPACK U 1 offset (20, 52)\n\t\tPACK U 1 offset (25, 57)\n\t\tPACK U 1 offset (30, 62)\n\t\tPACK U 1 offset (25, 57)\n\t\tPACK U 1 offset (20, 52)\n\t\tPACK U 1 offset (15, 75)\n\t\tPACK U 1 offset (10, 47)\n\t\tPACK U 1 offset (5, 42)\n\t\tPACK U 1 offset (0, 37)\n\t\tPACK U 3 offset (0, 32)\n\t\tPACK U 1 A_Refire\n\t\tPACK T 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK U 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPACK D 0 A_ClearReFire\n\t\tPACK U 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tPACK T 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tAltfire:\n\t\tPACK A 0 A_JumpIfInventory(\"GBSjasUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBJitterskullUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBCreeperUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBChokeUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBFrostbiteUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBDefilerUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBIcefiendUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 20 A_PlaySoundEx(\"gbupgradefail\",\"Voice\")\n\t\tGoto Ready+9\n\tTransform:\n\t\tPACK B 1 A_GiveInventory(\"GhostbusterUpgraded\", 1)\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1 A_GiveInventory(\"AbsorbCount\",1)\n\t\tPACK J 20 ACS_ExecuteAlways(711, 0)\n\t\tGoto Ready\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(712,0)\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 1 A_Light1\n\t\tTNT1 A 1 A_Light0\n\t\tGoto LightDone\n\t}\n}\n\nactor GhostBusterBone : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 30\n\tinventory.icon \"GBGUN4\"\n\tObituary \"%o was obliterated by %k's bone cannon.\"\n\tstates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\tSelect:\n\t\tTNT1 A 0 ACS_ExecuteAlways(700, 0, WM_GB_BONE)\n\t\tTNT1 A 1 A_Raise\n\t\tGoto Select+1\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK M 0 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tGoto Hold\n\tHold:\n\t\tPACK P 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tTNT1 A 0 A_GunFlash\n\t\tPACK P 0 A_PlaySound (\"boneshot\", 7/*slot*/, 1.0, 0, ATTN_NORM)\n\t\tPACK P 4 offset (30, 62)\n\t\tPACK P 0 //A_TakeInventory(\"ProtonCharge\", 25)\n\t\tPACK P 0 offset (30, 62) A_RailAttack(75, 8, 1, \"white\", \"none\", 0, 0, \"GhostbusterBonePuff\")\n\t\tPACK P 3 offset (20, 52)\n\t\tPACK P 3 offset (10, 47)\n\t\tPACK P 3 offset (0, 37)\n\t\tPACK P 12 //6//A_JumpIfNoAmmo(\"Firefail4\")\n\t\tPACK P 3 A_Refire\n\t\tPACK Q 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK P 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPACK D 0 A_ClearReFire\n\t\tPACK P 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tPACK Q 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tAltfire:\n\t\tPACK A 0 A_JumpIfInventory(\"GBSjasUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBJitterskullUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBCreeperUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBChokeUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBFrostbiteUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBDefilerUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBIcefiendUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 20 A_PlaySoundEx(\"gbupgradefail\",\"Voice\")\n\t\tGoto Ready+9\n\tTransform:\n\t\tPACK B 1 A_GiveInventory(\"GhostbusterUpgraded\", 1)\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1 A_GiveInventory(\"AbsorbCount\",1)\n\t\tPACK J 20 ACS_ExecuteAlways(711, 0)\n\t\tGoto Ready\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(712,0)\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 1 A_Light1\n\t\tTNT1 A 1 A_Light0\n\t\tGoto LightDone\n\t}\n}\n\nActor GhostbusterBonePuff : BulletPuff\n{\n\tDamageType \"GhostbusterBoneCannon\"\n\tObituary \"%o was obliterated by %k's bone cannon.\"\n\tStates\n\t{\n\t  Spawn:\n\t\tNULL A 1\n\t\tGoto Melee\n\t  Melee:\n\t\tNULL A 1\n\t\tStop\n\t}\n}\n\nactor GhostBusterBlood : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 2\n\tinventory.icon \"GBGUN5\"\n\tObituary \"%o got bloodied by %k.\"\n\tstates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\t\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\t\tSelect:\n\t\tTNT1 A 0 ACS_ExecuteAlways(700, 0, WM_GB_BLOOD)\n\t\tTNT1 A 1 A_Raise\n\t\tGoto Select+1\n\t\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK N 3\n\t\tPACK O 2\n\t\tGoto Hold\n\t\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\t\tHold:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tTNT1 A 0 A_GunFlash\n\t\tPACK R 2\n\t\tPACK R 0 A_FireCustomMissile(\"BloodSlime\", random(-3,3), 1, 0, 3)\n\t\tPACK S 2\n\t\tPACK S 0 A_FireCustomMissile(\"BloodSlime\", random(-3,3), 0, 0, 3)\n\t\tPACK O 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tPACK O 1 A_Refire\n\t\tPACK N 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\t\tFirefail:\n\t\tPACK A 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tGoto Ready+9\n\t\tFirefail2:\n\t\tPACK D 0 A_ClearReFire\n\t\tPACK O 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tPACK N 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tAltfire:\n\t\tPACK A 0 A_JumpIfInventory(\"GBSjasUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBJitterskullUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBCreeperUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBChokeUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBFrostbiteUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBDefilerUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBIcefiendUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 20 A_PlaySoundEx(\"gbupgradefail\",\"Voice\")\n\t\tGoto Ready+9\n\tTransform:\n\t\tPACK B 1 A_GiveInventory(\"GhostbusterUpgraded\", 1)\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1 A_GiveInventory(\"AbsorbCount\",1)\n\t\tPACK J 20 ACS_ExecuteAlways(711, 0)\n\t\tGoto Ready\n\t\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(712,0)\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 1 A_Light1\n\t\tTNT1 A 1 A_Light0\n\t\tGoto LightDone\n\t}\n}\n\nactor GhostBusterIce : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 15\n\tinventory.icon \"GBGUN6\"\n\tObituary \"%o felt the ice wrath of %k.\"\n\tstates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\tSelect:\n\t\tTNT1 A 0 ACS_ExecuteAlways(700, 0, WM_GB_ICE)\n\t\tTNT1 A 1 A_Raise\n\t\tGoto Select+1\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3\n\t\tPAC2 E 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tGoto Hold\n\tHold:\n\t\tPAC2 E 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tTNT1 A 0 A_GunFlash\n\t\tPAC2 E 0 A_TakeInventory(\"ProtonCharge\", 15)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"icerain\")\n\t\tPAC2 ABC 2\n\t\tPAC2 D 2 A_SpawnItemEx(\"ShardShield\", 0, 0, 0)\n\t\tPAC2 CBA 2\n\t\tPAC2 E 3 A_Refire\n\t\tPAC2 E 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK U 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPAC2 E 0 A_ClearReFire\n\t\tPAC2 E 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tPAC2 E 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tAltfire:\n\t\tPACK A 0 A_JumpIfInventory(\"GBSjasUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBJitterskullUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBCreeperUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBChokeUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBFrostbiteUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBDefilerUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBIcefiendUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 20 A_PlaySoundEx(\"gbupgradefail\",\"Voice\")\n\t\tGoto Ready+9\n\tTransform:\n\t\tPACK B 1 A_GiveInventory(\"GhostbusterUpgraded\", 1)\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1 A_GiveInventory(\"AbsorbCount\",1)\n\t\tPACK J 20 ACS_ExecuteAlways(711, 0)\n\t\tGoto Ready\n\t\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(712,0)\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 1 A_Light1\n\t\tTNT1 A 1 A_Light0\n\t\tGoto LightDone\n\t}\n}\n\nActor ShardShield\n{\n\tRadius 1\n\tHeight 1\n\tSpeed 0\n\tDamageType \"GhostbusterIceFall\"\n\tObituary \"%o felt the ice wrath of %k.\"\n\tPROJECTILE\n\t-SOLID\n\t-TELESTOMP\n\t+NOCLIP\n\t+THRUGHOST\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Explode(25, 25, 0)\n\t\t// Straight up\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 0, 0, 24, 0)\n\t\t// Vertical ball\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 0, 24, 0, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 0, 16, 6, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 0, 12, 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 0, 6, 16, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 0, -2, 16, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 0, -6, 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 0, -6, 6, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 0, -24, 0, 0)\n\t\t// Side ball\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 24, 0, 0, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 16, 0, 6, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 12, 0, 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 6, 0, 16, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, -6, 0, 16, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, -12, 0, 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, -16, 0, 6, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, -24, 0, 0, 0)\n\t\t// Diag1\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, -24, 24, 0, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, -16, 16, 6, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, -12, 12, 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 6, 6, 16, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 6, -6, 16, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 12, -12, 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 16, -16, 6, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 24, -24, 0, 0)\n\t\t// Diag2\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 24, 24, 0, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 16, 16, 6, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 12, 12, 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 6, 6, 16, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, -6, -6, 16, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, -12, -12, 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, -16, -16, 6, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, -24, -24, 0, 0)\n\t\t// Random\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, random(-24,24), random(-24,24), random(1,24), 0)\n\t\t// Ground\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 3, 0, 24, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 3, 8, 24, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 3, 24, 24, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 3, 24, 8, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 3, 24, 0, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 3, 24, -8, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 3, 24, -24, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 3, 8, -24, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 3, 0, -24, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 3, -8, -24, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 3, -24, -24, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 3, -24, -8, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 3, -24, 0, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 3, -24, 8, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 3, -24, 24, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 3, -8, 24, 0)\n\t\tStop\n\t}\n}\n\nActor IceBallShardsIF : IceBallShards\n{\n\tHeight 15\n\tRadius 12\n\tScale 1.5\n\tDamageType \"GhostbusterIceFall\"\n\tObituary \"%o felt the ice wrath of %k.\"\n\tDamage (random(6,9))\n}\n\nactor GhostBusterSoul : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 5\n\tinventory.icon \"GBGUN2\"\n\tObituary \"%o vanished into the lost screams from %k's soul plasma.\"\n\tstates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\t\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySound(\"pack/heatup\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\t\tSelect:\n\t\tTNT1 A 0 ACS_ExecuteAlways(700, 0, WM_GB_SOUL)\n\t\tTNT1 A 1 A_Raise\n\t\tGoto Select+1\n\t\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\t\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3\n\t\tPACK M 3 A_PlaySound(\"pack/change1\")\n\t\tPACK V 3\n\t\tPACK W 2\n\t\tGoto Hold\n\t\tHold:\n\t\tPACK W 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tPACK D 0 A_JumpIfInventory(\"ProtonCharge\", 5, 2)\n\t\tPACK D 0 A_Jump(256, \"FireFail2\")\n\t\tTNT1 A 0 A_GunFlash\n\t\tPACK W 2 A_FireCustomMissile(\"SoulBlast\", 0, 1, 6, 3)\n\t\tPACK W 1 offset (0, 32)\n\t\tPACK W 1 offset (8, 37)\n\t\tPACK W 1 offset (11, 42)\n\t\tPACK W 1 offset (8, 37)\n\t\tPACK W 1 offset (0, 32)\n\t\tPACK W 1 A_Refire\n\t\tPACK V 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySound(\"pack/change1\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\t\tFirefail:\n\t\tPACK A 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tGoto Ready+9\n\t\tFirefail2:\n\t\tPACK W 0 A_ClearReFire\n\t\tPACK W 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tPACK V 3 A_PlaySound(\"pack/change1\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tAltfire:\n\t\tPACK A 0 A_JumpIfInventory(\"GBSjasUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBJitterskullUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBCreeperUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBChokeUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBFrostbiteUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBDefilerUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBIcefiendUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 20 A_PlaySoundEx(\"gbupgradefail\",\"Voice\")\n\t\tGoto Ready+9\n\tTransform:\n\t\tPACK B 1 A_GiveInventory(\"GhostbusterUpgraded\", 1)\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1 A_GiveInventory(\"AbsorbCount\",1)\n\t\tPACK J 20 ACS_ExecuteAlways(711, 0)\n\t\tGoto Ready\n\t\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(712,0)\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 1 A_Light1\n\t\tTNT1 A 1 A_Light0\n\t\tGoto LightDone\n\t}\n}\n\nactor SoulBlast\n{\n\tPROJECTILE\n\tscale 0.6\n\tSpeed 35\n\t+SEEKERMISSILE\n\tHeight\t7\n\tRadius\t6\n\trenderstyle add\n\tdeathsound \"weapons/arrowexplode\"\n\tseesound \"gbsoul\"\n\talpha 0.8\n\ttranslation \"112:127=80:111\"\n\tDamage (25)\n\tDamageType \"GhostbusterSoul\"\n\tObituary \"%o vanished into the lost screams from %k's soul plasma.\"\n\tstates\n\t{\n\tSpawn:\n\t\tSPIR P 0\n\t\tSPIR P 1 A_Jump(256,0,5,10,15,20,25)\n\t\tSPIR PPPPP 0 A_BishopMissileWeave\n\t\tSPIR PPPPP 0 A_BishopMissileWeave\n\t\tSPIR PPPPP 0 A_BishopMissileWeave\n\t\tSPIR PPPPP 0 A_BishopMissileWeave\n\t\tSPIR PPPPP 0 A_BishopMissileWeave\n\t\tSPIR P 0\n\t\tgoto Flying\n\t\tFlying:\n\t\tSPIR P 0 A_SpawnItem(\"SoulFadefx\")\n\t\tSPIR P 0 A_SeekerMissile (5, 15)\n\t\tSPIR P 1 A_BishopMissileWeave\n\t\tloop\n\t\tDeath:\n\t\tOXPL ABCDEFGHIJKLM 1 A_FadeOut(0.01)\n\t\tstop\n\t}\n}\n\nactor SoulFadefx\n{\n\t+CLIENTSIDEONLY\n\t- SOLID\n\t+NOGRAVITY\n\theight 1\n\tradius 1\n\tscale 0.18\n\trenderstyle translucent\n\talpha 1.0\n\ttranslation \"112:127=80:111\"\n\tStates\n\t{\n\tSpawn:\n\t\tOXPL ACEGIKM 1 A_FadeOut(0.2)\n\t\tstop\n\t}\n}\n\nactor EchoShot\n{\n\tRadius\t\t10\n\tSpeed\t\t32\n\tHeight\t\t10\n\tdamage (40)\n\tPROJECTILE\n\trenderstyle none\n\tseesound \"echobounce\"\n\tDamageType \"GhostbusterEcho\"\n\t+DOOMBOUNCE\n\t+DONTREFLECT\n\tbouncecount 3\n\tbouncefactor 1.0\n\treactiontime 80\n\twallbouncefactor 1.0\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_CountDown\n\t\tTNT1 A 1 A_SpawnItem(\"EchoWave\")\n\t\tloop\n\t}\n}\n\nactor EchoWave\n{\n\t+CLIENTSIDEONLY\n\t- SOLID\n\t+NOGRAVITY\n\theight 1\n\tradius 1\n\tscale 0.2\n\trenderstyle translucent\n\talpha 1.0\n\ttranslation \"112:127=224:231\"\n\tstates\n\t{\n\tSpawn:\n\t\tPR2E OMKIGECA 1 bright A_FadeOut(0.04)\n\t\tstop\n\t}\n}\n\nACTOR Bloodslime\n{\n\tRadius\t\t6\n\tHeight\t\t12\n\tSpeed\t\t60\n\tDamage\t(10) //(random(10,12))\n\tDamageType \"GhostbusterBlood\"\n\tObituary \"%o was bloodied by %k.\"\n\tPROJECTILE\n\t-NOGRAVITY\n\trenderstyle translucent\n\talpha 1.0\n\tSeeSound \"\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 2 ThrustThingZ (0, random(0,8), random(0,1), 1)\n\t\tSLIM BC 3 A_SpawnItem(\"NashGore_FlyingBloodTrail\",0,0,0,1)\n\t\tSLIM C 0 A_FadeOut(0.05)\n\t\tGoto Spawn+3\n\t\tDeath:\n\t\tTNT1 A 3 A_PlaySound(\"Slime1\")\n\t\tStop\n\t}\n}\n\nactor GhostTrapCheck : Inventory\n{\n  Inventory.PickupMessage \"GO GO JESUS RANGERS!\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 1\n  Inventory.Icon \"CELLA0\"\n    States\n  {\n  Spawn:\n    CELL A -1\n    Stop\n  }\n}\n\nactor DetonateCheck : Inventory\n{\nInventory.PickupMessage \"GO GO JESUS RANGERS!\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 1\n  Inventory.Icon \"CELLA0\"\n    States\n  {\n  Spawn:\n    CELL A -1\n    Stop\n  }\n}\n\nACTOR ProtonCharge : Ammo\n{\n  +INVENTORY.IGNORESKILL\n  Inventory.PickupMessage \"Proton charge!\"\n  Inventory.Amount 150\n  Inventory.MaxAmount 150\n  Ammo.BackpackAmount 150\n  Ammo.BackpackMaxAmount 150\n  Inventory.Icon \"CELLA0\"\n  States\n  {\n  Spawn:\n    CELL A -1\n    Stop\n  }\n}\n\nActor TransformAmmo : Ammo\n{\n  +INVENTORY.IGNORESKILL\n  Inventory.PickupMessage \"Proton charge!\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 100\n  States\n  {\n  Spawn:\n    CELL A -1\n    Stop\n  }\n}\n\nactor GhostBusterBall\n{\n\tdecal \"ProtonDecal\"\n\tscale 0.8\n\trenderstyle add\n\talpha 0.95\n\tPROJECTILE\n\t+RANDOMIZE\n\tdamagetype \"GhostbusterProton\"\n\tspeed 38\n\tradius 4\n\theight 4\n\tDamage (10)\n\tseesound \"weapons/protonpackfire\"\n\tdeathsound \"weapons/plasmax\"\n\tStates\n\t{\n\tSpawn:\n\t\tPROT AB 2 bright\n\t\tLoop\n\t\tDeath:\n\t\tPROT EFGHIJK 2 bright\n\t\tStop\n\t}\n}\n\nactor GhostTrap\n{\n\tradius 5\n\tscale 0.8\n\theight 16\n\trenderstyle translucent\n\talpha 1.0\n\tPROJECTILE\n\t-CANBLAST\n\t- NOLIFTDROP\n\t- NOGRAVITY\n\tdamagetype \"GhostbusterTrap\"\n\tObituary \"%o was caught in one of %k's ghost traps.\"\n\tStates\n\t{\n\tSpawn:\n\t\t\tGTRP E 1 A_JumpIfInTargetInventory(\"DetonateCheck\", 1, \"Death2\")\n\t\t\tGTRP E 0 A_GiveInventory(\"Trapcount\",1)\n\t\t\tGTRP E 0 A_JumpIfInventory(\"Trapcount\",2100,\"Spawn2\")\n\t\t\tGTRP E 0 A_JumpIf(waterlevel == 2, \"FadeOut\")\n\t\t\tGTRP E 0 A_JumpIfInTargetInventory(\"RocketAmmo\", 1, \"Fadeout\")\n\t\t\tGTRP E 0 A_JumpIf(z - floorz == 0, 1)\n\t\t\tLoop\n\t\t\tGTRP E 0 ACS_ExecuteAlways(503, 0)\n\t\t\tLoop\n\t\tSpawn2:\n\t\t\tGTRP E 0 A_SpawnItem(\"BulletPuff\",0,6)\n\t\t\tGTRP E 0 A_PlaySoundEx(\"weapons/trapzip\", \"Voice\")\n\t\t\tGTRP E 1 A_JumpIfInTargetInventory(\"DetonateCheck\", 1, \"Death2\")\n\t\t\tGTRP E 0 A_GiveInventory(\"Trapcount\",1)\n\t\t\tGTRP E 0 A_JumpIfInventory(\"Trapcount\",2275,\"Smoke\")\n\t\t\tGTRP E 0 A_JumpIf(waterlevel == 2, \"FadeOut\")\n\t\t\tGTRP E 0 A_JumpIfInTargetInventory(\"RocketAmmo\", 1, \"Fadeout\")\n\t\t\tGTRP E 0 A_JumpIf(z - floorz == 0, 1)\n\t\t\tGoto Spawn2+2\n\t\t\tGTRP E 0 ACS_ExecuteAlways(503, 0)\n\t\t\tGoto Spawn2+2\n\t\tSmoke:\n\t\t\tGTRP H 0 A_PlaySoundEx(\"weapons/arrowexplode\", \"Voice\")\n\t\t\tGTRP H 0 A_SpawnItemEx(\"GBExplosion\", 0, 0, 8, 0, 0, 0, 0, 128, 0)\n\t\t\tGTRP H 0 A_SpawnItemEx(\"GBFirey\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\n\t\t\tGTRP H 4 A_SpawnItemEx(\"GBSmokeLarge\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\n\t\t\tGTRP H 0 A_SpawnItemEx(\"GBFirey\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\n\t\t\tGTRP H 4 A_SpawnItemEx(\"GBSmokeLarge\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\n\t\t\tGTRP H 0 A_SpawnItemEx(\"GBFirey\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\n\t\t\tGTRP H 4 A_SpawnItemEx(\"GBSmokeLarge\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\n\t\t\tGTRP H 0 A_SpawnItemEx(\"GBFirey\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\n\t\t\tGTRP H 4 A_SpawnItemEx(\"GBSmokeLarge\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\n\t\t\tGTRP H 60\n\t\t\tGoto Fadeout\n\t\tDeath:\n\t\t\tGRTP E 0 A_PlaySound(\"weapons/traphit\")\n\t\t\tGTRP E 0 A_JumpIf(waterlevel == 2, \"FadeOut\")\n\t\t\tGTRP E 0 A_ChangeFlag(\"MISSILE\",0)\n\t\t\tGTRP E 1 A_ChangeFlag(\"NOBLOCKMAP\",0)\n\t\t\tGoto Spawn\n\t\tDeath2:\n\t\t\tGTRP A 0 A_PlaySound(\"weapons/trapcharge\")\n\t\t\tGTRP A 5\n\t\t\tGTRP A 0 A_PlaySound(\"weapons/trap\")\n\t\t\tGTRP A 5 A_SpawnItemEx(\"GhostTrapFX\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION, 0)\n\t\t\tGTRP AAAAAAAAAAAAA 8 A_Explode(32, 128, 0)\n\t\t\tGTRP A 8\n\t\t\tGTRP H 20\n\t\t\tGoto Fadeout\n\t\tFadeout:\n\t\t\tGTRP H 1 A_FadeOut(0.05)\n\t\t\tLoop\n\t}\n}\n\nactor GBExplosion\n{\n\trenderstyle translucent\n\talpha 1.0\n\tscale 0.2\n\t+NOGRAVITY\n\t-SOLID\n\t+NOBLOCKMAP\n\tradius 1\n\theight 1\n\tStates\n\t{\n\tSpawn:\n\t\tNKXP BCDEFGHIJKLMNOPQRSTUV 2 bright A_FadeOut(0.04)\n\t\tStop\n\t}\n}\nACTOR GBSmokeLarge : BulletPuff\n{\n\tHealth\t\t1\n\tRenderStyle Translucent\n\tAlpha\t\t0\n\tScale\t\t.3\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0\n\t\tGoto See\n\tSee:\n\t\tNULL A 0 A_Jump(192,1)\n\t\tGoto See+7\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(128,1)\n\t\tGoto See+11\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(64,1)\n\t\tGoto See+15\n\t\tNULL A 0\n\t\tNULL A 0\n\t\tGoto See+19\n\t\tSMOK A 12 A_SetTranslucent(.15,0)\n\t\tSMOK A 12 A_SetTranslucent(.35,0)\n\t\tSMOK A 12 A_SetTranslucent(.5,0)\n\t\tSMOK A 1 A_Fadeout(.02)\n\t\tWait\n\t\tSMOK B 12 A_SetTranslucent(.15,0)\n\t\tSMOK B 12 A_SetTranslucent(.35,0)\n\t\tSMOK B 12 A_SetTranslucent(.5,0)\n\t\tSMOK B 1 A_Fadeout(.025)\n\t\tWait\n\t\tSMOK C 12 A_SetTranslucent(.15,0)\n\t\tSMOK C 12 A_SetTranslucent(.35,0)\n\t\tSMOK C 12 A_SetTranslucent(.5,0)\n\t\tSMOK C 1 A_Fadeout(.03)\n\t\tWait\n\t\tSMOK D 12 A_SetTranslucent(.15,0)\n\t\tSMOK D 12 A_SetTranslucent(.35,0)\n\t\tSMOK D 12 A_SetTranslucent(.5,0)\n\t\tSMOK D 1 A_Fadeout(.035)\n\t\tWait\n\t}\n}\n\nACTOR GBFirey : BulletPuff\n{\n\tHealth\t\t1\n\tRenderStyle Add\n\tAlpha\t\t0\n\tScale\t\t.17\n\tObituary \"%o burned to death\"\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0\n\t\tNULL A 0\n\t\tGoto See\n\tSee:\n\t\tNULL A 0 A_Jump(170,1)\n\t\tGoto See+7\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(85,1)\n\t\tGoto See+11\n\t\tNULL A 0\n\t\tNULL A 0\n\t\tGoto See+15\n\t\t//-----------------------\n\t\tBFIR B 5 Bright //A_PlaySound(\"Barrel/Fire\")\n\t\tBFIR A 5 Bright A_SetTranslucent(.4,1)\n\t\tBFIR A 5 Bright A_SetTranslucent(.8,1)\n\t\tBFIR A 1 Bright A_Fadeout(.06)\n\t\tWait\n\t\tBFIR B 5 Bright //A_PlaySound(\"Barrel/Fire\")\n\t\tBFIR B 5 Bright A_SetTranslucent(.4,1)\n\t\tBFIR B 5 Bright A_SetTranslucent(.8,1)\n\t\tBFIR B 1 Bright A_Fadeout(.08)\n\t\tWait\n\t\tBFIR B 5 Bright //A_PlaySound(\"Barrel/Fire\")\n\t\tBFIR C 5 Bright A_SetTranslucent(.4,1)\n\t\tBFIR C 5 Bright A_SetTranslucent(.8,1)\n\t\tBFIR C 1 Bright A_Fadeout(.10)\n\t\tWait\n\t}\n}\n\nactor Trapcount : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 2275\n\tstates\n\t{\n\tSpawn:\n\t\tPLAY A 1\n\t\tloop\n\t}\n}\n\nactor TrapAmmo : Ammo\n{\n  inventory.pickupmessage \"Picked up a new trap.\"\n  inventory.amount 1\n  inventory.maxamount 50\n  inventory.icon \"GTRPE0\"\n  ammo.backpackamount 10\n  ammo.backpackmaxamount 100\n  +IGNORESKILL\n  states\n  {\n  Spawn:\n    GTRP E -1\n    stop\n  }\n}\n\nactor GhostTrapFX\n{\n\tscale 0.8\n\trenderstyle translucent\n\talpha 0.5\n\theight 5\n\tradius 7\n\tStates\n\t{\n\tSpawn:\n\t\tGTRP BCDCDCDCDCDCDCDCDCDCDB 5 bright\n\t\tStop\n\t}\n}\n\nactor GBTrapDelayer : PowerDamage\n{\n\tdamagefactor \"nothing\", 1.0\n\tpowerup.duration 42\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Engineer.txt",
        "contents": "Actor Engineer : PlayerPawn\n{\n\t+NOSKIN\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+GHOST\n\t+QUICKTORETALIATE\n\t+NOTARGET\n\tLimitedtoteam 0\n\tPlayer.soundclass \"engin\"\n\tPlayer.displayname \"Engineer\"\n\tPlayer.startitem \"AchievementID\", 2\n\tPlayer.StartItem \"SawLauncher\"\n//\tPlayer.StartItem \"Pulverizer\"\n\tPlayer.StartItem \"Wrench\", 1\n\tPlayer.StartItem \"WrenchMode\", 1\n\tPlayer.StartItem \"WrenchAmmo\", 100\n\tPlayer.StartItem \"Nailgun\", 1 // NailgunMG\n//\tPlayer.StartItem \"ForceReloadItemEngy\", 1\n\tPlayer.StartItem \"AllowDispenserCreation\", 1\n\tPlayer.StartItem \"AllowSentryCreation\", 1\n\tPlayer.StartItem \"WrenchSentryMode\", 1\n//\tPlayer.StartItem \"PulvCell\", 15\n\tPlayer.StartItem \"SawAmmo\", 15\n\tPlayer.startitem \"ArrowSingle\", 35\n\tPlayer.StartItem \"ClassID\", 5\n\tPlayer.StartItem \"HumanTeam\", 1\n\tPlayer.ColorRange 112, 127\n\tPlayer.scoreicon \"ENGINST\"\n\tDamageFactor \"GhostbusterTrap\", 0.0\n\tDamageFactor \"HunterSuperIceArrowTrail2\", 0.0\n\tDamageFactor \"SjasScream\", 0.85\n\tDamageFactor \"Drone\", 0.0\n\tSpecies \"Human\"\n\tmass 400\n\tHealth 100\n\tStates\n\t{\n\t    Spawn:\n\t\t\tGO99 A 1\n\t\t\tGO99 AAAAAA 3 A_JumpIf (momz!=0, \"Spawn\")\n\t\t\tGO99 A 1 A_GiveInventory(\"WrenchAmmo\", 10)\n\t\t\tLoop\n\t\tSee:\n\t\t\tGO99 AB 5\n\t\t\tGO99 A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\t\tGO99 CD 5\n\t\t\tGO99 A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\t\tGoto Spawn\n\t\tMissile:\n\t\t\tGO99 E 12\n\t\t\tGoto Spawn\n\t\tMelee:\n\t\t\tGO99 F 6\n\t\t\tGoto Missile\n\t\tPain:\n\t\t\tGO99 G 4 A_Pain\n\t\t\tGO99 G 4\n\t\t\tGoto Spawn\n\t\tPain.Creepstun:\n\t\t\tKNIG G 0 HealThing(1)\n\t\t\tGO99 G 0 A_Pain\n\t\t\tGO99 G 18 ACS_ExecuteAlways(986,0)\n\t\t\tGoto Spawn\n\t\tPain.ChokeAttack:\n\t\t\tGO99 G 1\n\t\t\tGO99 G 0 A_GiveToTarget(\"ChokePainHealer\", 1)\n\t\t\tGO99 G 0 A_GiveToTarget(\"VomitPoints\", 2)\n\t\t\tGO99 G 8 A_Pain\n\t\t\tGoto Spawn\n\t\tPain.CreeperHealBall:\n\t\t\tGO99 G 1\n\t\t\tGO99 G 0 A_GiveToTarget(\"CreeperHealBallHealer\", 1)\n\t\t\tGO99 G 8 A_Pain\n\t\t\tGoto Spawn\n\tPain.Impale:\n\t\tTNT1 A 0 ThrustThingZ(0,10,0,1)\n\t\tGoto Pain\n\t\tDeath:\n\t\tDeathAnim:\n\t\t\tTNT1 A 0 A_KillChildren\n\t\t\tGO99 A 0 A_GiveToTarget(\"KilledEngineer\", 1)\n\t\t\tGO99 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\t\tGO99 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\t\tTNT1 A 0 A_GiveToTarget(\"LowHPKill\", 1)\n\t\t\tGO99 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(736, 0, tid)\n\t\t\tGO99 H 5\n\t\t\tGO99 I 5 A_PlayerScream\n\t\t\tGO99 J 5 A_NoBlocking\n\t\t\tGO99 KLM 5\n\t\t\tGO99 N -1\n\t\t\tstop\n\t\tGibDeath:\n\t\tDeath.ImpaleBite:\n\t\t\tGO99 A 0 A_GiveToTarget(\"JitterskullPoints\", 1)\n\t\t\tGO99 G 0 A_GiveToTarget(\"VomitPoints\", 10)\n\t\t\tGO99 A 0 A_GiveToTarget(\"KilledEngineer\", 1)\n\t\t\tGO99 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\t\tGO99 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\t\tGO99 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\t\tGO99 A 0 A_GiveToTarget(\"Crunched\",1)\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(736, 0, tid)\n\t\t\tGO99 A 0 A_NoBlocking\n\t\t\tGO99 G 0 A_PlaySound(\"gibbage/xsplat\")\n\t\t\tGO99 A 0 A_SkullPop(\"Custom_EngineerBloodySkull\")\n\t\t\tGO99 A 0 A_PlaySound(\"gibbage/playergib\")\n\t\t\tGO99 A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\t\tGO99 A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\t\tGO99 A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\t\tGO99 A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\t\tGO99 A 0 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\t\tGO99 A 1\n\t\t\tBLAN A -1\n\t\t\tStop\n\tDeath.CreeperHealBall:\n\t\tGO99 G 0 A_GiveToTarget(\"CreeperHealBallHealer\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"CreepStunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n        Goto DeathAnim\n\tDeath.CreeperMelee:\n\t\tGO99 A 0 A_PlaySoundEx(\"creeperattack\", \"Body\")\n\t\tGO99 A 0 A_GiveToTarget(\"Creeperheal\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n\t\tGO99 A 0 ACS_ExecuteAlways(997,0)\n\t\tGO99 A 0 A_SpawnItemEx(\"SoulSprite\", 0, 0, 0, 0, 0, 2)\n\t\tGO99 A 0 A_GiveToTarget(\"CreeperMeleeKill\", 1)\n//\t\tTNT1 A 0 A_GiveToTarget(\"GhoulAmmo\", 1)\n\t\tGoto DeathAnim\n    Death.SjasScream:\n        GO99 A 0 A_GiveToTarget(\"SjasScreamKill\", 1)\n        GO99 A 0 A_GiveToTarget(\"SjasMeleeMulti\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"SjasRageItem\", 2, 1)\n\t\tGoto DeathAnim\n\t\tTNT1 A 0 A_GiveToTarget(\"SjasSpeedRageMinor\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"SjasRageKill\", 1)\n        Goto DeathAnim\n    Death.JitterMelee:\n        GO99 A 0 A_GiveToTarget(\"JitterMeleeKill\", 1)\n        GO99 A 0 A_GiveToTarget(\"JitterMeleeMulti\", 1)\n        Goto GibDeath\n    Death.CreepStun:\n        GO99 A 0 A_GiveToTarget(\"CreepStunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n        Goto DeathAnim\n    Death.ChokeVomit:\n        GO99 A 0 A_GiveToTarget(\"ChokeVomitKill\", 1)\n        Goto DeathAnim\n    Death.ChokeAttack:\n        GO99 A 0 A_GiveToTarget(\"ChokeAttackKill\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"ChokeDeathHealer\", 1)\n        Goto GibDeath\n\tDeath.ChokeVomit:\n\t\tGO99 A 0 A_GiveToTarget(\"ChokeVomitKill\", 1)\n\t\tGoto DeathAnim\n\tDeath.ChokeFeast:\n\t\tGO99 A 0 A_GiveToTarget(\"ChokeFeastKill\", 1)\n\t\tGoto DeathAnim\n    Death.ChokeBloodBall:\n\t\tTNT1 A 0 A_GiveToTarget(\"VomitPoints\", 15)\n        GO99 A 0 A_GiveToTarget(\"ChokeBloodBallKill\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"ChokeBloodBallMulti\", 1)\n        Goto DeathAnim\n    Death.FrostbiteMelee:\n        GO99 A 0 A_GiveToTarget(\"FrostbiteMeleeKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"ShardPoints\", random(7,9))\n        Goto GibDeath\n\tDeath.FrostbiteMortar:\n\t\tTNT1 A 0 A_GiveToTarget(\"FrostyMortarKill\", 1)\n\t\tGoto DeathAnim\n    Death.FrostbiteIceBreath:\n        GO99 A 0 A_NoBlocking\n\t\tGO99 H 0 A_PlayerScream\n\t\tTNT1 A 0 A_GiveToTarget(\"ShardPoints\", random(5,7))\n\t\tHUNT A 0 A_GiveToTarget(\"FrostyBreathMulti\", 1)\n\t\tGO99 H 0 A_GiveToTarget(\"FrostbiteIceBreathKill\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"KilledEngineer\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tGO99 H 0 A_SpawnItemEx(\"EngineerIceDeath\", 0, 0, 0, 0, 0, 0)\n\t\tGO99 H 1\n\t\tBLAN A -1\n\t\tStop\n    Death.Impale:\n        TNT1 A 0 A_GiveToTarget(\"ImpaleKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"DoubleImpaleKill\", 1)\n        Goto DeathAnim\n    Death.IcefiendIcePath:\n\t\tGO99 A 0 A_NoBlocking\n\t\tGO99 A 0 A_GiveToTarget(\"IcefiendKillCounter\", 1)\n        GO99 A 0 A_GiveToTarget(\"IcefiendIcePathKill\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"KilledEngineer\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tGO99 A 0 A_SpawnItemEx(\"EngineerIcefiendImpaleDeath\", 0, 0, 0, 0, 0, 0)\n\t\tGO99 A 0 A_PlayerScream\n\t\tGO99 H 1\n\t\tBLAN A -1\n\t\tStop\n    Death.IceFiendMeleeBackstab:\n\t\tROB1 A 0 A_GiveToTarget(\"BackstabAchievementUnlock\", 1)\n\tDeath.IceFiendMeleeBackstab2:\n\t\tROB1 A 0 A_GiveToTarget(\"IceFiendIceAmmo\", 10)\n\t\tROB1 A 0 A_GiveToTarget(\"InvisibleCounter\", 10)\n\t\tROB1 A 0 A_GiveToTarget(\"IceFiendSpeedBoost\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"HealthBonus\", 25)\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab1\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab2\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab3\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab4\", 5, 0, 1)\n\t    Goto Death.IceFiendMelee\n\tDeath.FiendWind:\n        GO99 A 0 A_NoBlocking\n\t\tGO99 H 0 A_PlayerScream\n\t\tGO99 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"KilledEngineer\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"IceFiendKillCounter\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"IceFiendWindKill\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tGO99 H 0 A_SpawnItemEx(\"EngineerIceDeath\", 0, 0, 0, 0, 0, 0)\n\t\tGO99 H 1\n\t\tBLAN A -1\n\t\tStop\n    Death.IceFiendMelee:\n\t\tGO99 A 0 A_NoBlocking\n        GO99 A 0 A_GiveToTarget(\"IceFiendMeleeKill\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"IcefiendKillCounter\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"KilledEngineer\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"InvisibleCounter\", 5)\n\t\tGO99 G 0 A_GiveInventory(\"RocketAmmo\", 1) // Used to stop ghost traps\n        GO99 A 0 A_SkullPop(\"Custom_EngineerBloodySkull\")\n\t\tENBH A 0 A_PlayerScream\n\t\tENBH BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 40, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tENBH B 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tENBH BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 40, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tENBH B 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tENBH BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 40, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tENBH B 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tENBH BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 40, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tENBH B 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tENBH BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 40, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tENBH B 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tENBH CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 34, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tENBH C 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tENBH CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 34, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tENBH C 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tENBH CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 34, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tENBH C 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tENBH CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 34, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tENBH C 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tENBH CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 34, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tENBH C 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tENBH DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 33, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tENBH D 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tENBH DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 33, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tENBH D 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tENBH DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 33, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tENBH D 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tENBH DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 33, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tENBH D 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tENBH DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 33, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tENBH D 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tENBH EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 29, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tENBH E 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tENBH EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 29, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tENBH E 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tENBH EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 29, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tENBH E 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tENBH EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 29, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tENBH E 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tENBH EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 29, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tENBH F 1\n\t\tENBH F -1\n\t\tStop\n\t// Human reflection deaths\n    Death.MarineGrenade:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterFireArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterIceArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterRegularArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterSuperFireArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterSuperIceArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterSuperRegularArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.CyborgPlasma:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.CyborgCrapPlasma:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterProton:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterBlood:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterEcho:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterSoul:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterIceFall:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterIceBall:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterDefilerBall:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.EngineerNail:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaHollyAir:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaHollyGround:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaStarProjectile:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaFallingStar:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaSnowball:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.BarbarianSword:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.BarbarianSwordWeak:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockFireball:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockBigFireball:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockIceShards:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockLightning:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockMagmaSmall:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockNova:\n\t\tTNT1 A 0 ACS_ExecuteAlways(717, 0)\n\t\tGoto DeathAnim\n\t}\n}\n\nActor Custom_EngineerBloodySkull : Custom_BloodySkull\n{\n\tStates\n\t{\n    Spawn:\n        GO99 Z 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n    See:\n\t    GO99 Z 0 A_GiveInventory(\"RocketAmmo\",1)\n        GO99 Z 5 A_Custommissile(\"Blood\", -5,0,0)\n        GO99 ZZZ 5\n        GO99 ZZZZ 5\n        loop\n    Death:\n\t\tGO99 Z 0 A_Jump (16,4)\n        GO99 Z 0 A_Jump (32,4)\n        GO99 Z 0 A_Jump (64,4)\n        GO99 Z 0 A_Jump (128,4)\n        GO99 Z -1 A_CheckPlayerDone\n        Wait\n        GO99 Z -1 A_CheckPlayerDone\n        Wait\n        GO99 Z -1 A_CheckPlayerDone\n        Wait\n        GO99 Z -1 A_CheckPlayerDone\n\t}\n}\n\n/*\n==== THE PULVERIZER ====\n*/\n\nActor Pulverizer : Weapon\n{\n  Weapon.SlotNumber 2\n  weapon.selectionorder 10\n  weapon.kickback 100\n  obituary \"%o was reconstructed by %k's pulverizer.\"\n  inventory.icon \"PULVA0\"\n//  weapon.ammouse 1\n//  weapon.ammogive 15\n//  weapon.ammotype \"PulvCell\"\n//  Weapon.AmmoUse2 0\n  +INVENTORY.UNDROPPABLE\n  +WEAPON.ALT_AMMO_OPTIONAL\n  +WEAPON.NOAUTOAIM\n  states\n  {\n  Spawn:\n    TNT1 A 400\n    stop\n  Ready:\n    TNT1 A 0 A_TakeInventory(\"DetonationMark\", 1)\n    SSWH A 1 A_WeaponReady\n    loop\n  Deselect:\n    SSWH A 1 A_Lower\n    loop\n  Select:\n    TNT1 A 0 ACS_ExecuteAlways(700, 0, WM_ENG_PULV)\n    SSWH A 1 A_Raise\n    Goto Select+1\n  Fire:\n\t  SSWH A 1 A_TakeInventory(\"DetonationMark\", 1)\n\t  TNT1 A 0 A_JumpIfInventory(\"BallReturn\", 900, \"Clean\")\n\t  TNT1 A 0 A_JumpIfInventory(\"BallReturn\", 1, \"Ready\")\n\t  TNT1 A 0 A_GiveInventory(\"BallReturn\", 5)\n\t  SSWH BCDEFGHI 2\n\t  TNT1 AA 0 A_PlaySoundEx(\"Engineer/PulvFire\", 5)\n\t  TNT1 A 0 A_FireCustomMissile(\"PulverizeBall\", 0, 1, 0, 8)\n\t  SSWH JKLM 3\n      Goto Ready\n\tFlash:\n\t  TNT1 A 4 bright A_Light1\n\t  TNT1 A 3 bright A_Light2\n\t  TNT1 A 0 bright A_Light0\n\t  stop\n\tAltFire:\n\t  SSWH A 1\n\t  TNT1 A 0 A_JumpIfInventory(\"BallReturn\", 5, 1)\n\tGoto Ready\n\t  TNT1 A 0 A_PlaySound(\"Engineer/Detonate\")\n\t  SSWH A 10 A_GiveInventory(\"DetonationMark\", 1)\n\tGoto Ready\n\tClean:\n\t  TNT1 A 0 A_TakeInventory(\"BallReturn\", 999)\n\tGoto Ready\n    }\n}\n\nActor PulverizeBall\n{\n\tPROJECTILE\n\tRadius 8\n\tHeight 8\n\tscale 0.75\n\tdamage (3)\n\t+DONTSPLASH\n\t+DOOMBOUNCE\n\t+RIPPER\n\t+DONTBLAST\n\t+NOTARGETSWITCH\n\t+SKYEXPLODE\n//\t+THRUSPECIES\n\t+THRUGHOST\n\t-BLOODSPLATTER\n\t+BLOODLESSIMPACT\n\tSpecies \"Human\"\n\tmeleerange 14\n\treactiontime 48\n\t//+FLOAT\n\tdamagetype \"Pulverizer\"\n\tspeed 22\n\tFloatSpeed 16\n\tbouncefactor 1.0\n\twallbouncefactor 1.0\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"DetonationMark\", 1, \"Death\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"BallReturn\", 999, \"Death\")\n\t\tSRBL AAAA 1 Bright A_SpawnItemEx(\"BallDamager\",0,0,0,2,0,0)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"DetonationMark\", 1, \"Death\")\n\t\tSRBL BBBB 1 Bright A_SpawnItemEx(\"BallDamager\",0,0,0,2,0,0)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"DetonationMark\", 1, \"Death\")\n\t\tSRBL CCCC 1 Bright A_SpawnItemEx(\"BallDamager\",0,0,0,2,0,0)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"DetonationMark\", 1, \"Death\")\n\t\tSRBL DDDD 1 Bright A_SpawnItemEx(\"BallDamager\",0,0,0,2,0,0)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"DetonationMark\", 1, \"Death\")\n\t\tSRBL EEEE 1 Bright A_SpawnItemEx(\"BallDamager\",0,0,0,2,0,0)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"DetonationMark\", 1, \"Death\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"BallReturn\",999,\"Death\")\n\t\tSRBL AAAA 1 Bright A_SpawnItemEx(\"BallDamager\",0,0,0,2,0,0)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"DetonationMark\", 1, \"Death\")\n\t\tSRBL BBBB 1 Bright A_SpawnItemEx(\"BallDamager\",0,0,0,2,0,0)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"DetonationMark\", 1, \"Death\")\n\t\tSRBL CCCC 1 Bright A_SpawnItemEx(\"BallDamager\",0,0,0,2,0,0)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"DetonationMark\", 1, \"Death\")\n\t\tSRBL DDDD 1 Bright A_SpawnItemEx(\"BallDamager\",0,0,0,2,0,0)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"DetonationMark\", 1, \"Death\")\n\t\tSRBL EEEE 1 Bright A_SpawnItemEx(\"BallDamager\",0,0,0,2,0,0)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"DetonationMark\", 1, \"Death\")\n\t\tTNT1 A 0 A_CustomMissile(\"ReturnPulverizeBall\",0,0,0,0)\n\tstop\n\tDeath:\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_SpawnItem(\"PulverizerExplosion\")\n\t\tTNT1 AAAA 2 A_Explode(16, 128)\n\t\tTNT1 A 0 A_GiveToTarget(\"BallReturn\",999)\n\tstop\n\t}\n}\n\nactor ReturnPulverizeBall : PulverizeBall\n{\n\tradius 0\n\theight 0\n\tspeed 32\n\tdamagetype \"Pulverizer\"\n\tdamage (3)\n\t+DONTSPLASH\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfCloser(60,\"Death2\")\n\t\tSRBL EEEE 1 Bright A_SpawnItemEx(\"BallDamager\",0,0,0,2,0,0)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"DetonationMark\", 1, \"Death\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"BallReturn\",999,\"Death\")\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfCloser(60,\"Death2\")\n\t\tSRBL DDDD 1 Bright A_SpawnItemEx(\"BallDamager\",0,0,0,2,0,0)\n\t\tTNT1 A 0 A_Countdown\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"DetonationMark\", 1, \"Death\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"BallReturn\",999,\"Death\")\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfCloser(60,\"Death2\")\n\t\tSRBL CCCC 1 Bright A_SpawnItemEx(\"BallDamager\",0,0,0,2,0,0)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"DetonationMark\", 1, \"Death\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"BallReturn\",999,\"Death\")\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfCloser(60,\"Death2\")\n\t\tSRBL BBBB 1 Bright A_SpawnItemEx(\"BallDamager\",0,0,0,2,0,0)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"DetonationMark\", 1, \"Death\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"BallReturn\",999,\"Death\")\n\t\tTNT1 A 0 A_CustomMissile(\"ReturnPulverizeBall\",0,0,0,0)\n\tstop\n\tDeath2:\n\t\tTNT1 A 0 A_GiveToTarget(\"BallReturn\",999)\n\tstop\n\t}\n}\n\nActor PulverizerExplosion\n{\n\tScale 1.0\n\tAlpha 1.0\n\tRenderstyle Translucent\n\t-SOLID\n\t+NOGRAVITY\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 AA 0 A_PlaySound(\"weapons/rocklx\")\n\t\t\tVORT ABCDEFGHIJKLMNOPQRSTUVWXY 1 Bright A_FadeOut(0.02)\n\t\tStop\n\t}\n}\n\nactor BallDamager\n{\n\tPROJECTILE\n\tdamagetype \"Pulverizer\"\n\t+THRUSPECIES\n\tSpecies \"Human\"\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\tdamage (0)\n\tradius 12\n\theight 12\n\tRenderstyle translucent\n\tScale 0.5\n\tAlpha 0.333\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"PulverizerTrail\", random(-4, 4), random(-4, 4), random(-4, 4), random(-4, 4), random(-4, 4), random(-4, 4), random(0, 359))\n\t\tTNT1 A 2 A_Explode(9, 78, 0)\n\tstop\n\t}\n}\n\nActor PulverizerTrail\n{\n\tAlpha 0.8\n\tRenderstyle Add\n\tScale 0.5\n\t-SOLID\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRL ABCD 3 Bright A_FadeOut(0.1)\n\t\tLoop\n\t}\n}\n\nActor BallReturn : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 999\n}\n\nActor DetonationMark : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nActor PulvCell : Ammo\n{\n\tinventory.amount 1\n\tinventory.maxamount 20\n\t+IGNORESKILL\n}\n\n// Originally by WildWeasel\nActor Wrench : Weapon\n{\n\tRadius 20\n\tHeight 12\n\tWeapon.SelectionOrder 4000\n\tWeapon.SlotNumber 3\n\tWeapon.AmmoType \"WrenchAmmo\"\n\tWeapon.AmmoUse 0\n\tDamageType \"EngineerWrench\"\n\tInventory.PickupMessage \"You find an Engineer Wrench!\"\n\tinventory.icon \"WRENICO\"\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.NO_AUTO_SWITCH\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tSelect:\n\t    TNT1 A 0 ACS_ExecuteAlways(700, 0, WM_ENG_WRENCH)\n\t\tPIPW A 1 A_Raise\n\t\tGoto Select+1\n\tDeselect:\n\t\tPIPW A 1 A_Lower\n\t\tLoop\n\tReady:\n\t\tPIPW AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"WrenchMode\", 3, \"ShowDrone\")\n\t\tPIPW A 0 A_JumpIfInventory(\"WrenchMode\", 2, \"ShowDispenser\")\n\t\tPIPW A 0 A_JumpIfInventory(\"WrenchMode\", 1, 1)\n\t\tLoop\n\t\tPIPW A 0 A_JumpIfInventory(\"TotalKillCount\", 5, \"ShowSentry3\")\n\t\tPIPW A 0 A_JumpIfInventory(\"TotalKillCount\", 3, \"ShowSentry2\")\n\t\tGoto ShowSentry\n\tShowDrone:\n\t\tPIPW A 0 A_FireCustomMissile(\"DronePlacerMissile\")\n\t\tGoto Ready\n\tShowSentry:\n\t\tPIPW A 0 A_FireCustomMissile(\"SentryPlacerMissile\")\n\t\tGoto Ready\n\tShowSentry2:\n\t\tPIPW A 0 A_FireCustomMissile(\"SentryPlacerMissile2\")\n\t\tGoto Ready\n\tShowSentry3:\n\t\tPIPW A 0 A_FireCustomMissile(\"SentryPlacerMissile3\")\n\t\tGoto Ready\n\tShowDispenser:\n\t\tPIPW A 0 A_FireCustomMissile(\"DispenserPlacerMissile\")\n\t\tGoto Ready\n\tFire:\n\t\tPIPW A 1\n\t\tPIPW A 0 A_JumpIfInventory(\"WrenchMode\", 3, \"FireDrone\")\n\t\tPIPW A 1\n\t    PIPW A 0 A_JumpIfInventory(\"WrenchMode\", 2, \"FireDispenser\")\n\t\tPIPW A 1\n\t\tPIPW A 0 A_JumpIfInventory(\"WrenchMode\", 1, \"FireSentry\")\n\t\tGoto Ready\n\tAltFire:\n\t\tPIPW A 1 ACS_ExecuteAlways(764, 0)\n\t\tTNT1 A 0 A_GiveInventory(\"WrenchMode\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"WrenchMode\", 4, 1)\n\t\tGoto Ready\n\t\tTNT1 A 0 A_TakeInventory(\"WrenchMode\", 5)\n\t\tGoto Ready\n\tFireDrone:\n\t    TNT1 A 0 A_JumpIfInventory(\"DroneCapacity\", 0, \"Failed\")\n\t\tPIPW A 1\n\t\tPIPW A 0 A_JumpIfInventory(\"WrenchAmmo\", 25, 2)\n\t\tPIPW A 0 A_Print(\"Not enough ammo to make a drone [requires 25]\")\n\t\tGoto Ready\n\t\tPIPW BC 1\n\t\tTNT1 A 5\n\t\tPIPW DEF 1\n\t\tPIPW G 0 A_PlaySound(\"PipeMiss\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"EngyDrone\", 64, 0, 16, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION | SXF_SETMASTER)\n\t\tTNT1 A 0 A_GiveInventory(\"DroneCapacity\", 1)\n\t\tPIPW G 0 A_TakeInventory(\"WrenchAmmo\", 25)\n\t\tPIPW H 1\n\t\tTNT1 A 0 ACS_ExecuteAlways(978, 0)\n\t\tPIPW I 1\n\t\tTNT1 A 10\n\t\tPIPW CB 1\n\t\tPIPW A 10\n\t\tTNT1 A 0 ACS_ExecuteAlways(770, 0, tid, 3)\n\t\tGoto Ready\n\tFailed:\n\t\tTNT1 A 0 A_Print(\"You have reached maximum capacity!\")\n\tGoto Ready\n\tFireSentry:\n\t\tPIPW A 0 A_JumpIfInventory(\"AllowSentryCreation\", 1, 2)\n\t\tPIPW A 0 A_Print(\"You've already built a sentry this map!\")\n\t\tGoto Ready\n\t\tPIPW A 0 A_JumpIfInventory(\"WrenchAmmo\", 200, 2)\n\t\tPIPW A 0 A_Print(\"Not enough ammo to make a sentry [requires 200]\")\n\t\tGoto Ready\n\t\tPIPW BC 1\n\t\tTNT1 A 5\n\t\tPIPW DEF 1\n\t\tPIPW G 0 A_PlaySound(\"PipeMiss\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 64, \"SentryPlace64\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 63, \"SentryPlace63\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 62, \"SentryPlace62\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 61, \"SentryPlace61\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 60, \"SentryPlace60\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 59, \"SentryPlace59\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 58, \"SentryPlace58\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 57, \"SentryPlace57\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 56, \"SentryPlace56\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 55, \"SentryPlace55\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 54, \"SentryPlace54\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 53, \"SentryPlace53\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 52, \"SentryPlace52\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 51, \"SentryPlace51\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 50, \"SentryPlace50\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 49, \"SentryPlace49\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 48, \"SentryPlace48\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 47, \"SentryPlace47\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 46, \"SentryPlace46\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 45, \"SentryPlace45\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 44, \"SentryPlace44\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 43, \"SentryPlace43\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 42, \"SentryPlace42\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 41, \"SentryPlace41\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 40, \"SentryPlace40\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 39, \"SentryPlace39\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 38, \"SentryPlace38\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 37, \"SentryPlace37\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 36, \"SentryPlace36\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 35, \"SentryPlace35\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 34, \"SentryPlace34\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 33, \"SentryPlace33\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 32, \"SentryPlace32\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 31, \"SentryPlace31\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 30, \"SentryPlace30\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 29, \"SentryPlace29\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 28, \"SentryPlace28\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 27, \"SentryPlace27\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 26, \"SentryPlace26\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 25, \"SentryPlace25\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 24, \"SentryPlace24\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 23, \"SentryPlace23\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 22, \"SentryPlace22\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 21, \"SentryPlace21\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 20, \"SentryPlace20\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 19, \"SentryPlace19\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 18, \"SentryPlace18\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 17, \"SentryPlace17\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 16, \"SentryPlace16\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 15, \"SentryPlace15\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 14, \"SentryPlace14\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 13, \"SentryPlace13\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 12, \"SentryPlace12\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 11, \"SentryPlace11\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 10, \"SentryPlace10\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 9, \"SentryPlace9\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 8, \"SentryPlace8\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 7, \"SentryPlace7\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 6, \"SentryPlace6\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 5, \"SentryPlace5\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 4, \"SentryPlace4\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 3, \"SentryPlace3\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 2, \"SentryPlace2\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 1, \"SentryPlace1\")\n\t\tGoto FinishSentry\n\tSentryPlace1:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile1\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_1\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_1\")\n\t\tGoto FinishSentry\n\tSentryPlace2:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile2\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_2\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_2\")\n\t\tGoto FinishSentry\n\tSentryPlace3:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile3\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_3\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_3\")\n\t\tGoto FinishSentry\n\tSentryPlace4:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile4\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_4\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_4\")\n\t\tGoto FinishSentry\n\tSentryPlace5:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile5\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_5\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_5\")\n\t\tGoto FinishSentry\n\tSentryPlace6:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile6\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_6\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_6\")\n\t\tGoto FinishSentry\n\tSentryPlace7:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile7\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_7\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_7\")\n\t\tGoto FinishSentry\n\tSentryPlace8:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile8\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_8\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_8\")\n\t\tGoto FinishSentry\n\tSentryPlace9:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile9\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_9\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_9\")\n\t\tGoto FinishSentry\n\tSentryPlace10:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile10\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_10\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_10\")\n\t\tGoto FinishSentry\n\tSentryPlace11:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile11\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_11\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_11\")\n\t\tGoto FinishSentry\n\tSentryPlace12:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile12\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_12\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_12\")\n\t\tGoto FinishSentry\n\tSentryPlace13:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile13\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_13\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_13\")\n\t\tGoto FinishSentry\n\tSentryPlace14:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile14\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_14\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_14\")\n\t\tGoto FinishSentry\n\tSentryPlace15:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile15\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_15\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_15\")\n\t\tGoto FinishSentry\n\tSentryPlace16:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile16\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_16\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_16\")\n\t\tGoto FinishSentry\n\tSentryPlace17:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile17\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_17\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_17\")\n\t\tGoto FinishSentry\n\tSentryPlace18:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile18\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_18\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_18\")\n\t\tGoto FinishSentry\n\tSentryPlace19:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile19\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_19\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_19\")\n\t\tGoto FinishSentry\n\tSentryPlace20:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile20\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_20\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_20\")\n\t\tGoto FinishSentry\n\tSentryPlace21:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile21\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_21\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_21\")\n\t\tGoto FinishSentry\n\tSentryPlace22:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile22\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_22\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_22\")\n\t\tGoto FinishSentry\n\tSentryPlace23:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile23\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_23\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_23\")\n\t\tGoto FinishSentry\n\tSentryPlace24:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile24\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_24\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_24\")\n\t\tGoto FinishSentry\n\tSentryPlace25:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile25\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_25\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_25\")\n\t\tGoto FinishSentry\n\tSentryPlace26:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile26\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_26\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_26\")\n\t\tGoto FinishSentry\n\tSentryPlace27:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile27\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_27\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_27\")\n\t\tGoto FinishSentry\n\tSentryPlace28:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile28\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_28\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_28\")\n\t\tGoto FinishSentry\n\tSentryPlace29:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile29\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_29\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_29\")\n\t\tGoto FinishSentry\n\tSentryPlace30:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile30\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_30\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_30\")\n\t\tGoto FinishSentry\n\tSentryPlace31:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile31\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_31\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_31\")\n\t\tGoto FinishSentry\n\tSentryPlace32:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile32\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_32\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_32\")\n\t\tGoto FinishSentry\n\tSentryPlace33:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile33\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_33\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_33\")\n\t\tGoto FinishSentry\n\tSentryPlace34:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile34\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_34\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_34\")\n\t\tGoto FinishSentry\n\tSentryPlace35:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile35\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_35\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_35\")\n\t\tGoto FinishSentry\n\tSentryPlace36:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile36\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_36\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_36\")\n\t\tGoto FinishSentry\n\tSentryPlace37:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile37\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_37\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_37\")\n\t\tGoto FinishSentry\n\tSentryPlace38:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile38\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_38\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_38\")\n\t\tGoto FinishSentry\n\tSentryPlace39:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile39\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_39\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_39\")\n\t\tGoto FinishSentry\n\tSentryPlace40:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile40\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_40\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_40\")\n\t\tGoto FinishSentry\n\tSentryPlace41:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile41\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_41\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_41\")\n\t\tGoto FinishSentry\n\tSentryPlace42:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile42\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_42\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_42\")\n\t\tGoto FinishSentry\n\tSentryPlace43:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile43\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_43\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_43\")\n\t\tGoto FinishSentry\n\tSentryPlace44:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile44\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_44\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_44\")\n\t\tGoto FinishSentry\n\tSentryPlace45:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile45\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_45\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_45\")\n\t\tGoto FinishSentry\n\tSentryPlace46:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile46\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_46\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_46\")\n\t\tGoto FinishSentry\n\tSentryPlace47:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile47\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_47\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_47\")\n\t\tGoto FinishSentry\n\tSentryPlace48:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile48\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_48\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_48\")\n\t\tGoto FinishSentry\n\tSentryPlace49:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile49\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_49\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_49\")\n\t\tGoto FinishSentry\n\tSentryPlace50:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile50\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_50\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_50\")\n\t\tGoto FinishSentry\n\tSentryPlace51:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile51\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_51\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_51\")\n\t\tGoto FinishSentry\n\tSentryPlace52:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile52\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_52\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_52\")\n\t\tGoto FinishSentry\n\tSentryPlace53:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile53\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_53\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_53\")\n\t\tGoto FinishSentry\n\tSentryPlace54:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile54\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_54\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_54\")\n\t\tGoto FinishSentry\n\tSentryPlace55:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile55\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_55\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_55\")\n\t\tGoto FinishSentry\n\tSentryPlace56:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile56\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_56\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_56\")\n\t\tGoto FinishSentry\n\tSentryPlace57:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile57\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_57\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_57\")\n\t\tGoto FinishSentry\n\tSentryPlace58:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile58\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_58\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_58\")\n\t\tGoto FinishSentry\n\tSentryPlace59:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile59\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_59\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_59\")\n\t\tGoto FinishSentry\n\tSentryPlace60:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile60\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_60\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_60\")\n\t\tGoto FinishSentry\n\tSentryPlace61:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile61\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_61\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_61\")\n\t\tGoto FinishSentry\n\tSentryPlace62:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile62\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_62\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_62\")\n\t\tGoto FinishSentry\n\tSentryPlace63:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile63\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_63\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_63\")\n\t\tGoto FinishSentry\n\tSentryPlace64:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile64\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_64\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_64\")\n\t\tGoto FinishSentry\n\tFinishSentry:\n\t\tPIPW G 0 A_TakeInventory(\"WrenchAmmo\", 200)\n\t\tPIPW G 0 A_TakeInventory(\"AllowSentryCreation\", 1)\n\t\tPIPW HI 1\n\t\tTNT1 A 10\n\t\tPIPW CB 1\n\t\tPIPW A 20\n\t\tPIPW A 1 ACS_ExecuteAlways(770, 0, tid, 2)\n\t\tGoto Ready\n\tFireDispenser:\n\t\tPIPW A 0 A_JumpIfInventory(\"AllowDispenserCreation\", 1, 2)\n\t\tPIPW A 0 A_Print(\"You've already built a dispenser this map!\")\n\t\tGoto Ready\n\t\tPIPW A 0 A_JumpIfInventory(\"WrenchAmmo\", 100, 2)\n\t\tPIPW A 0 A_Print(\"Not enough ammo to make a dispenser [requires 100]\")\n\t\tGoto Ready\n\t\tPIPW BC 1\n\t\tTNT1 A 5\n\t\tPIPW DEF 1\n\t\tPIPW G 0 A_PlaySound(\"PipeMiss\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 64, \"DispenserPlace64\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 63, \"DispenserPlace63\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 62, \"DispenserPlace62\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 61, \"DispenserPlace61\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 60, \"DispenserPlace60\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 59, \"DispenserPlace59\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 58, \"DispenserPlace58\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 57, \"DispenserPlace57\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 56, \"DispenserPlace56\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 55, \"DispenserPlace55\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 54, \"DispenserPlace54\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 53, \"DispenserPlace53\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 52, \"DispenserPlace52\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 51, \"DispenserPlace51\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 50, \"DispenserPlace50\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 49, \"DispenserPlace49\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 48, \"DispenserPlace48\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 47, \"DispenserPlace47\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 46, \"DispenserPlace46\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 45, \"DispenserPlace45\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 44, \"DispenserPlace44\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 43, \"DispenserPlace43\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 42, \"DispenserPlace42\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 41, \"DispenserPlace41\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 40, \"DispenserPlace40\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 39, \"DispenserPlace39\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 38, \"DispenserPlace38\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 37, \"DispenserPlace37\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 36, \"DispenserPlace36\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 35, \"DispenserPlace35\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 34, \"DispenserPlace34\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 33, \"DispenserPlace33\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 32, \"DispenserPlace32\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 31, \"DispenserPlace31\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 30, \"DispenserPlace30\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 29, \"DispenserPlace29\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 28, \"DispenserPlace28\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 27, \"DispenserPlace27\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 26, \"DispenserPlace26\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 25, \"DispenserPlace25\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 24, \"DispenserPlace24\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 23, \"DispenserPlace23\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 22, \"DispenserPlace22\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 21, \"DispenserPlace21\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 20, \"DispenserPlace20\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 19, \"DispenserPlace19\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 18, \"DispenserPlace18\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 17, \"DispenserPlace17\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 16, \"DispenserPlace16\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 15, \"DispenserPlace15\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 14, \"DispenserPlace14\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 13, \"DispenserPlace13\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 12, \"DispenserPlace12\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 11, \"DispenserPlace11\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 10, \"DispenserPlace10\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 9, \"DispenserPlace9\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 8, \"DispenserPlace8\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 7, \"DispenserPlace7\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 6, \"DispenserPlace6\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 5, \"DispenserPlace5\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 4, \"DispenserPlace4\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 3, \"DispenserPlace3\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 2, \"DispenserPlace2\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 1, \"DispenserPlace1\")\n\t\tGoto FinishDispenser\n\tDispenserPlace1:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile1\")\n\t\tGoto FinishDispenser\n\tDispenserPlace2:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile2\")\n\t\tGoto FinishDispenser\n\tDispenserPlace3:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile3\")\n\t\tGoto FinishDispenser\n\tDispenserPlace4:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile4\")\n\t\tGoto FinishDispenser\n\tDispenserPlace5:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile5\")\n\t\tGoto FinishDispenser\n\tDispenserPlace6:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile6\")\n\t\tGoto FinishDispenser\n\tDispenserPlace7:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile7\")\n\t\tGoto FinishDispenser\n\tDispenserPlace8:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile8\")\n\t\tGoto FinishDispenser\n\tDispenserPlace9:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile9\")\n\t\tGoto FinishDispenser\n\tDispenserPlace10:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile10\")\n\t\tGoto FinishDispenser\n\tDispenserPlace11:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile11\")\n\t\tGoto FinishDispenser\n\tDispenserPlace12:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile12\")\n\t\tGoto FinishDispenser\n\tDispenserPlace13:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile13\")\n\t\tGoto FinishDispenser\n\tDispenserPlace14:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile14\")\n\t\tGoto FinishDispenser\n\tDispenserPlace15:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile15\")\n\t\tGoto FinishDispenser\n\tDispenserPlace16:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile16\")\n\t\tGoto FinishDispenser\n\tDispenserPlace17:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile17\")\n\t\tGoto FinishDispenser\n\tDispenserPlace18:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile18\")\n\t\tGoto FinishDispenser\n\tDispenserPlace19:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile19\")\n\t\tGoto FinishDispenser\n\tDispenserPlace20:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile20\")\n\t\tGoto FinishDispenser\n\tDispenserPlace21:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile21\")\n\t\tGoto FinishDispenser\n\tDispenserPlace22:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile22\")\n\t\tGoto FinishDispenser\n\tDispenserPlace23:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile23\")\n\t\tGoto FinishDispenser\n\tDispenserPlace24:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile24\")\n\t\tGoto FinishDispenser\n\tDispenserPlace25:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile25\")\n\t\tGoto FinishDispenser\n\tDispenserPlace26:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile26\")\n\t\tGoto FinishDispenser\n\tDispenserPlace27:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile27\")\n\t\tGoto FinishDispenser\n\tDispenserPlace28:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile28\")\n\t\tGoto FinishDispenser\n\tDispenserPlace29:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile29\")\n\t\tGoto FinishDispenser\n\tDispenserPlace30:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile30\")\n\t\tGoto FinishDispenser\n\tDispenserPlace31:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile31\")\n\t\tGoto FinishDispenser\n\tDispenserPlace32:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile32\")\n\t\tGoto FinishDispenser\n\tDispenserPlace33:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile33\")\n\t\tGoto FinishDispenser\n\tDispenserPlace34:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile34\")\n\t\tGoto FinishDispenser\n\tDispenserPlace35:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile35\")\n\t\tGoto FinishDispenser\n\tDispenserPlace36:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile36\")\n\t\tGoto FinishDispenser\n\tDispenserPlace37:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile37\")\n\t\tGoto FinishDispenser\n\tDispenserPlace38:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile38\")\n\t\tGoto FinishDispenser\n\tDispenserPlace39:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile39\")\n\t\tGoto FinishDispenser\n\tDispenserPlace40:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile40\")\n\t\tGoto FinishDispenser\n\tDispenserPlace41:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile41\")\n\t\tGoto FinishDispenser\n\tDispenserPlace42:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile42\")\n\t\tGoto FinishDispenser\n\tDispenserPlace43:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile43\")\n\t\tGoto FinishDispenser\n\tDispenserPlace44:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile44\")\n\t\tGoto FinishDispenser\n\tDispenserPlace45:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile45\")\n\t\tGoto FinishDispenser\n\tDispenserPlace46:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile46\")\n\t\tGoto FinishDispenser\n\tDispenserPlace47:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile47\")\n\t\tGoto FinishDispenser\n\tDispenserPlace48:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile48\")\n\t\tGoto FinishDispenser\n\tDispenserPlace49:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile49\")\n\t\tGoto FinishDispenser\n\tDispenserPlace50:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile50\")\n\t\tGoto FinishDispenser\n\tDispenserPlace51:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile51\")\n\t\tGoto FinishDispenser\n\tDispenserPlace52:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile52\")\n\t\tGoto FinishDispenser\n\tDispenserPlace53:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile53\")\n\t\tGoto FinishDispenser\n\tDispenserPlace54:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile54\")\n\t\tGoto FinishDispenser\n\tDispenserPlace55:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile55\")\n\t\tGoto FinishDispenser\n\tDispenserPlace56:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile56\")\n\t\tGoto FinishDispenser\n\tDispenserPlace57:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile57\")\n\t\tGoto FinishDispenser\n\tDispenserPlace58:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile58\")\n\t\tGoto FinishDispenser\n\tDispenserPlace59:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile59\")\n\t\tGoto FinishDispenser\n\tDispenserPlace60:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile60\")\n\t\tGoto FinishDispenser\n\tDispenserPlace61:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile61\")\n\t\tGoto FinishDispenser\n\tDispenserPlace62:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile62\")\n\t\tGoto FinishDispenser\n\tDispenserPlace63:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile63\")\n\t\tGoto FinishDispenser\n\tDispenserPlace64:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile64\")\n\t\tGoto FinishDispenser\n\tFinishDispenser:\n\t\tPIPW G 0 A_TakeInventory(\"WrenchAmmo\", 100)\n\t\tPIPW G 0 A_TakeInventory(\"AllowDispenserCreation\", 1)\n\t\tPIPW HI 1\n\t\tTNT1 A 10\n\t\tPIPW CB 1\n\t\tPIPW A 20 // 35\n\t\tPIPW A 1 ACS_ExecuteAlways(770, 0, tid, 1)\n\t\tGoto Ready\n\t}\n}\n\nActor WrenchMode : Ammo\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 5\n\t+IGNORESKILL\n}\n\nActor WrenchAmmo : Ammo\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 200\n\tInventory.Icon \"AEPCA0\"\n\t+IGNORESKILL\n}\n\nActor DroneCapacity : Ammo\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\t+IGNORESKILL\n}\n\nActor AllowDispenserCreation : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor AllowSentryCreation : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor WrenchAttack\n{\n\tHeight 5\n\tRadius 4\n\tSpeed 40\n\tObituary \"%o's face was hammered in by %k.\"\n\tDamage (25)\n\tDamageType \"EngineerWrench\"\n\tPROJECTILE\n\t+NOEXTREMEDEATH\n\t+DONTREFLECT\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tStop\n\t}\n}\n\n// Dispenser\n////////////////////////////////////////////////////////////////////////////////\nActor Dispenser\n{\n\tRadius 16\n\tHeight 48\n\tHealth 300\n\tMass 0x7FFFFFFF\n\tXScale 0.55\n\tYScale 0.35\n\tPainChance 256\n\tBloodType \"SparkBlood\"\n\tSpecies \"EngineerBuilding\"\n\tDamageFactor \"GravityObject\", 0.0\n\tDamageFactor \"SentryShoot\", 0.0\n\tDamageFactor \"Railgun\", 0.0\n\tDamageFactor \"ChokeAttack\", 0.6\n\tDamageFactor \"DefilerCloudBall\", 0.0\n\tDamageFactor \"IcefiendIcePath\", 0.6\n\tDamageFactor \"CreeperMelee\", 0.3\n\tDamageFactor \"MarinePistol\", 0.0\n\tDamageFactor \"MarineShotgun\", 0.0\n\tDamageFactor \"MarineMachineGun\", 0.0\n\tDamageFactor \"MarineGrenade\", 0.0\n\tDamageFactor \"MarineSuicideGrenade\", 0.0\n\tDamageFactor \"HunterLightningRail\", 0.0\n\tDamageFactor \"HunterIceArrow\", 0.0\n\tDamageFactor \"HunterRegularArrow\", 0.0\n\tDamageFactor \"HunterSuperIceArrow\", 0.0\n\tDamageFactor \"HunterSuperRegularArrow\", 0.0\n\tDamageFactor \"HunterSuperLightningRail\", 0.0\n\tDamageFactor \"HunterSuperFireArrow\", 0.0\n\tDamageFactor \"CyborgPlasma\", 0.0\n\tDamageFactor \"CyborgCrapPlasma\", 0.0\n\tDamageFactor \"CyborgJetpackFire\", 0.0\n\tDamageFactor \"GhostbusterProton\", 0.0\n\tDamageFactor \"GhostbusterBlood\", 0.0\n\tDamageFactor \"GhostbusterEcho\", 0.0\n\tDamageFactor \"GhostbusterSoul\", 0.0\n\tDamageFactor \"GhostbusterIceFall\", 0.0\n\tDamageFactor \"GhostbusterIceBall\", 0.0\n\tDamageFactor \"GhostbusterDefilerBall\", 0.0\n\tDamageFactor \"GhostbusterTrap\", 0.0\n\tDamageFactor \"EngineerNail\", 0.0\n\tDamageFactor \"SawBlade\", 0.0\n\tDamageFactor \"SantaHollyAir\", 0.0\n\tDamageFactor \"SantaHollyGround\", 0.0\n\tDamageFactor \"SantaStarProjectile\", 0.0\n\tDamageFactor \"SantaFallingStar\", 0.0\n\tDamageFactor \"SantaSnowball\", 0.0\n\tDamageFactor \"SantaPresent\", 0.0\n\tDamageFactor \"WarlockFireball\", 0.0\n\tDamageFactor \"WarlockBigFireball\", 0.0\n\tDamageFactor \"WarlockIceShards\", 0.0\n\tDamageFactor \"WarlockLightning\", 0.0\n\tDamageFactor \"WarlockMagmaSmall\", 0.0\n\tDamageFactor \"WarlockNova\", 0.0\n\tDamageFactor \"HunterNormalMagic\", 0.0\n\tDamageFactor \"HunterIceSpike\", 0.0\n\tDamageFactor \"HunterLightningMagic\", 0.0\n\tDamageFactor \"HunterFireMagic\", 0.0\n\tDamageFactor \"PurpleMagic\", 0.0\n\tDamageFactor \"Maledict\", 0.0\n\tDamageFactor \"ShadowBlast\", 0.0\n\tDamageFactor \"Pulverizer\", 0.0\n\tDamageFactor \"PlaneShotgun\", 0.0\n\tDamageFactor \"PlaneVortex\", 0.0\n\tDamageFactor \"PlaneBlade\", 0.0\n\tDamageFactor \"Drone\", 0.0\n\tMONSTER\n\t-SOLID\n\t+USESPECIAL\n\t+THRUGHOST\n\t+GHOST\n\t+NOTARGET\n\t+NOINFIGHTING\n\t+DONTREFLECT\n\t+DONTBLAST\n\t-PUSHABLE\n\t-TELESTOMP\n\t-FRIENDLY\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 A_GiveInventory(\"HumanTeam\", 1)\n\t\tDISP AAAAAAAAAAAAAAAAAAAAAAAAAA 4 ACS_ExecuteAlways(701, 0, 0, tid)\n\t\tDISP A 1 A_PlaySound(\"DispenserIdle\")\n\t\tGoto Spawn+2\n\tPain:\n\t\tDISP A 2 A_SpawnItemEx(\"SparkBlood\", 0, 0, 32, random(-5,5), random(-5,5), random(-5,5))\n\t\tGoto Spawn+5\n\tDeath:\n\t\tDISP A 0 Thing_SetSpecial(0, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_ExecuteAlways(992, 0, tid, 1)\n\t\tDISP A 1 A_PlaySound(\"DispenserBlowup\")\n\t\tDISP AAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"CyborgExplosion\", 0, 0, 32, random(-10,10), random(-10,10), random(-10,10))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"RandomCyborgChunk\", 0, 0, 36, random(-35,35), random(-35,35), random(-10,30))\n\t\tTNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx(\"CyborgExplosion\", 0, 0, 32, random(-5,5), random(-5,5), random(-5,5))\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\n// Player numbered dispensers\nActor Dispenser0 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 0)\n\t\tDISP A 1 Thing_ChangeTid(0, 1100)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 0, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser1 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 1)\n\t\tDISP A 1 Thing_ChangeTid(0, 1101)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 1, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser2 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 2)\n\t\tDISP A 1 Thing_ChangeTid(0, 1102)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 2, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser3 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 3)\n\t\tDISP A 1 Thing_ChangeTid(0, 1103)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 3, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser4 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 4)\n\t\tDISP A 1 Thing_ChangeTid(0, 1104)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 4, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser5 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 5)\n\t\tDISP A 1 Thing_ChangeTid(0, 1105)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 5, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser6 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 6)\n\t\tDISP A 1 Thing_ChangeTid(0, 1106)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 6, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser7 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 7)\n\t\tDISP A 1 Thing_ChangeTid(0, 1107)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 7, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser8 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 8)\n\t\tDISP A 1 Thing_ChangeTid(0, 1108)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 8, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser9 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 9)\n\t\tDISP A 1 Thing_ChangeTid(0, 1109)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 9, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser10 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 10)\n\t\tDISP A 1 Thing_ChangeTid(0, 1110)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 10, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser11 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 11)\n\t\tDISP A 1 Thing_ChangeTid(0, 1111)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 11, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser12 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 12)\n\t\tDISP A 1 Thing_ChangeTid(0, 1112)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 12, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser13 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 13)\n\t\tDISP A 1 Thing_ChangeTid(0, 1113)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 13, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser14 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 14)\n\t\tDISP A 1 Thing_ChangeTid(0, 1114)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 14, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser15 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 15)\n\t\tDISP A 1 Thing_ChangeTid(0, 1115)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 15, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser16 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 16)\n\t\tDISP A 1 Thing_ChangeTid(0, 1116)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 16, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser17 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 17)\n\t\tDISP A 1 Thing_ChangeTid(0, 1117)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 17, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser18 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 18)\n\t\tDISP A 1 Thing_ChangeTid(0, 1118)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 18, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser19 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 19)\n\t\tDISP A 1 Thing_ChangeTid(0, 1119)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 19, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser20 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 20)\n\t\tDISP A 1 Thing_ChangeTid(0, 1120)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 20, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser21 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 21)\n\t\tDISP A 1 Thing_ChangeTid(0, 1121)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 21, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser22 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 22)\n\t\tDISP A 1 Thing_ChangeTid(0, 1122)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 22, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser23 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 23)\n\t\tDISP A 1 Thing_ChangeTid(0, 1123)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 23, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser24 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 24)\n\t\tDISP A 1 Thing_ChangeTid(0, 1124)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 24, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser25 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 25)\n\t\tDISP A 1 Thing_ChangeTid(0, 1125)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 25, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser26 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 26)\n\t\tDISP A 1 Thing_ChangeTid(0, 1126)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 26, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser27 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 27)\n\t\tDISP A 1 Thing_ChangeTid(0, 1127)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 27, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser28 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 28)\n\t\tDISP A 1 Thing_ChangeTid(0, 1128)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 28, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser29 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 29)\n\t\tDISP A 1 Thing_ChangeTid(0, 1129)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 29, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser30 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 30)\n\t\tDISP A 1 Thing_ChangeTid(0, 1130)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 30, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser31 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 31)\n\t\tDISP A 1 Thing_ChangeTid(0, 1131)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 31, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser32 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 32)\n\t\tDISP A 1 Thing_ChangeTid(0, 1132)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 32, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser33 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 33)\n\t\tDISP A 1 Thing_ChangeTid(0, 1133)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 33, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser34 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 34)\n\t\tDISP A 1 Thing_ChangeTid(0, 1134)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 34, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser35 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 35)\n\t\tDISP A 1 Thing_ChangeTid(0, 1135)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 35, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser36 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 36)\n\t\tDISP A 1 Thing_ChangeTid(0, 1136)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 36, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser37 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 37)\n\t\tDISP A 1 Thing_ChangeTid(0, 1137)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 37, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser38 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 38)\n\t\tDISP A 1 Thing_ChangeTid(0, 1138)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 38, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser39 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 39)\n\t\tDISP A 1 Thing_ChangeTid(0, 1139)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 39, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser40 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 40)\n\t\tDISP A 1 Thing_ChangeTid(0, 1140)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 40, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser41 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 41)\n\t\tDISP A 1 Thing_ChangeTid(0, 1141)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 41, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser42 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 42)\n\t\tDISP A 1 Thing_ChangeTid(0, 1142)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 42, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser43 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 43)\n\t\tDISP A 1 Thing_ChangeTid(0, 1143)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 43, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser44 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 44)\n\t\tDISP A 1 Thing_ChangeTid(0, 1144)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 44, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser45 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 45)\n\t\tDISP A 1 Thing_ChangeTid(0, 115)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 45, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser46 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 46)\n\t\tDISP A 1 Thing_ChangeTid(0, 1146)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 46, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser47 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 47)\n\t\tDISP A 1 Thing_ChangeTid(0, 1147)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 47, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser48 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 48)\n\t\tDISP A 1 Thing_ChangeTid(0, 1148)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 48, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser49 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 49)\n\t\tDISP A 1 Thing_ChangeTid(0, 1149)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 49, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser50 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 50)\n\t\tDISP A 1 Thing_ChangeTid(0, 1150)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 50, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser51 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 51)\n\t\tDISP A 1 Thing_ChangeTid(0, 1151)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 51, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser52 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 52)\n\t\tDISP A 1 Thing_ChangeTid(0, 1152)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 52, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser53 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 53)\n\t\tDISP A 1 Thing_ChangeTid(0, 1153)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 53, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser54 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 54)\n\t\tDISP A 1 Thing_ChangeTid(0, 1154)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 54, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser55 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 55)\n\t\tDISP A 1 Thing_ChangeTid(0, 1155)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 55, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser56 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 56)\n\t\tDISP A 1 Thing_ChangeTid(0, 1156)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 56, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser57 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 57)\n\t\tDISP A 1 Thing_ChangeTid(0, 1157)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 57, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser58 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 58)\n\t\tDISP A 1 Thing_ChangeTid(0, 1158)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 58, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser59 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 59)\n\t\tDISP A 1 Thing_ChangeTid(0, 1159)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 59, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser60 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 60)\n\t\tDISP A 1 Thing_ChangeTid(0, 1160)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 60, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser61 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 61)\n\t\tDISP A 1 Thing_ChangeTid(0, 1161)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 61, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser62 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 62)\n\t\tDISP A 1 Thing_ChangeTid(0, 1162)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 62, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser63 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 63)\n\t\tDISP A 1 Thing_ChangeTid(0, 1163)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 63, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\n// Spawner missiles\nActor DispenserSpawnerMissile1\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser0\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile2\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser1\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile3\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser2\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile4\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser3\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile5\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser4\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile6\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser5\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile7\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser6\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile8\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser7\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile9\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser8\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile10\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser9\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile11\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser10\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile12\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser11\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile13\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser12\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile14\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser13\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile15\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser14\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile16\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser15\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile17\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser16\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile18\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser17\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile19\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser18\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile20\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser19\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile21\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser20\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile22\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser21\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile23\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser22\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile24\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser23\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile25\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser24\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile26\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser25\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile27\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser26\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile28\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser27\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile29\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser28\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile30\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser29\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile31\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser30\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile32\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser31\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile33\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser32\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile34\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser33\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile35\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser34\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile36\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser35\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile37\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser36\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile38\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser37\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile39\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser38\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile40\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser39\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile41\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser40\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile42\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser41\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile43\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser42\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile44\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser43\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile45\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser44\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile46\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser45\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile47\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser46\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile48\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser47\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile49\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser48\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile50\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser49\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile51\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser50\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile52\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser51\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile53\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser52\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile54\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser53\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile55\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser54\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile56\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser55\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile57\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser56\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile58\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser57\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile59\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser58\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile60\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser59\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile61\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser60\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile62\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser61\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile63\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser62\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile64\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser63\")\n\t\tStop\n\t}\n}\n\n// Missiles\nActor DispenserPlacerMissile\n{\n\tRadius 16\n\tHeight 16\n\tSpeed 35\n\tDamage (0)\n\tPROJECTILE\n\t+FLOORHUGGER\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"DispenserHologram\")\n\t\tStop\n\t}\n}\n\n// Shows the green placer\nActor DispenserHologram\n{\n\tRadius 32\n\tHeight 64\n\tSpeed 0\n\tXScale 0.6\n\tYScale 0.4\n\tRenderStyle Translucent\n\tAlpha 0.8\n\tTranslation \"0:255=112:127\"\n\tStates\n\t{\n\tSpawn:\n\t\tDISP AAAAAAAAAAAA 2 A_FadeOut(0.1)\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor DispenserHudData : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(766, 0, 0)\n\t\tStop\n\t}\n}\n\n// Missiles\nActor DronePlacerMissile\n{\n\tRadius 16\n\tHeight 16\n\tSpeed 35\n\tDamage (0)\n\tPROJECTILE\n\t+FLOORHUGGER\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"DroneHologram\")\n\t\tStop\n\t}\n}\n\n// Shows the green placer\nActor DroneHologram\n{\n\tRadius 8\n\tHeight 12\n\tSpeed 0\n\tRenderStyle Translucent\n\tAlpha 0.8\n\tTranslation \"0:255=112:127\"\n\tStates\n\t{\n\tSpawn:\n\t\tDRON AAAAAAAAAAAA 2 A_FadeOut(0.1)\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\n// Sentry\n////////////////////////////////////////////////////////////////////////////////\nActor NoMoreLevel : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nActor Upgrading : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nActor LvL2Upgrade : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nActor PlayerNumX : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 32\n}\n\nActor Sentry\n{\n\tRadius 16\n\tHeight 64\n\tHealth 200\n\tSpeed 0\n\tMass 0x7FFFFFFF\n\tXScale 0.6\n\tYScale 0.35\n\tPainChance 200\n\tBloodType \"SparkBlood\"\n\tSpecies \"EngineerBuilding\"\n\tDamageFactor \"GravityObject\", 0.0\n\tDamageFactor \"SentryShoot\", 0.0\n\tDamageFactor \"Railgun\", 0.0\n\tDamageFactor \"ChokeAttack\", 0.6\n\tDamageFactor \"DefilerCloudBall\", 0.0\n\tDamageFactor \"IcefiendIcePath\", 0.6\n\tDamageFactor \"CreeperMelee\", 0.3\n\tDamageFactor \"MarinePistol\", 0.0\n\tDamageFactor \"MarineShotgun\", 0.0\n\tDamageFactor \"MarineMachineGun\", 0.0\n\tDamageFactor \"MarineGrenade\", 0.0\n\tDamageFactor \"MarineSuicideGrenade\", 0.0\n\tDamageFactor \"HunterLightningRail\", 0.0\n\tDamageFactor \"HunterIceArrow\", 0.0\n\tDamageFactor \"HunterRegularArrow\", 0.0\n\tDamageFactor \"HunterSuperIceArrow\", 0.0\n\tDamageFactor \"HunterSuperRegularArrow\", 0.0\n\tDamageFactor \"HunterSuperLightningRail\", 0.0\n\tDamageFactor \"HunterSuperFireArrow\", 0.0\n\tDamageFactor \"CyborgPlasma\", 0.0\n\tDamageFactor \"CyborgCrapPlasma\", 0.0\n\tDamageFactor \"CyborgJetpackFire\", 0.0\n\tDamageFactor \"GhostbusterProton\", 0.0\n\tDamageFactor \"GhostbusterBlood\", 0.0\n\tDamageFactor \"GhostbusterEcho\", 0.0\n\tDamageFactor \"GhostbusterSoul\", 0.0\n\tDamageFactor \"GhostbusterIceFall\", 0.0\n\tDamageFactor \"GhostbusterIceBall\", 0.0\n\tDamageFactor \"GhostbusterDefilerBall\", 0.0\n\tDamageFactor \"GhostbusterTrap\", 0.0\n\tDamageFactor \"EngineerNail\", 0.0\n\tDamageFactor \"SawBlade\", 0.0\n\tDamageFactor \"SantaHollyAir\", 0.0\n\tDamageFactor \"SantaHollyGround\", 0.0\n\tDamageFactor \"SantaStarProjectile\", 0.0\n\tDamageFactor \"SantaFallingStar\", 0.0\n\tDamageFactor \"SantaSnowball\", 0.0\n\tDamageFactor \"SantaPresent\", 0.0\n\tDamageFactor \"WarlockFireball\", 0.0\n\tDamageFactor \"WarlockBigFireball\", 0.0\n\tDamageFactor \"WarlockIceShards\", 0.0\n\tDamageFactor \"WarlockLightning\", 0.0\n\tDamageFactor \"WarlockMagmaSmall\", 0.0\n\tDamageFactor \"WarlockNova\", 0.0\n\tDamageFactor \"PurpleMagic\", 0.0\n\tDamageFactor \"HunterNormalMagic\", 0.0\n\tDamageFactor \"HunterIceSpike\", 0.0\n\tDamageFactor \"HunterLightningMagic\", 0.0\n\tDamageFactor \"HunterFireMagic\", 0.0\n\tDamageFactor \"Maledict\", 0.0\n\tDamageFactor \"ShadowBlast\", 0.0\n\tDamageFactor \"SjasScream\", 1.8\n\tDamageFactor \"Pulverizer\", 0.0\n\tDamageFactor \"PlaneShotgun\", 0.0\n\tDamageFactor \"PlaneVortex\", 0.0\n\tDamageFactor \"PlaneBlade\", 0.0\n\tDamageFactor \"Drone\", 0.0\n\tMONSTER\n\t+FLOORCLIP\n\t+NOBLOOD\n\t+NOICEDEATH\n\t-NOTARGET // +\n\t+NEVERRESPAWN\n\t-NOINFIGHTING // +\n\t+USESPECIAL\n\t+LOOKALLAROUND\n\t+DONTREFLECT\n\t+DONTBLAST\n\t-PUSHABLE\n\t-TELESTOMP\n\t-SOLID\n\t-DONTMORPH\n\t+FRIENDLY\n\t-COUNTKILL\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY AAAA 6 A_Look\n\t\tTNT1 A 0 ACS_ExecuteAlways(701, 0, 1, tid)\n\t\tSTRY A 6 A_Look\n\t\tTNT1 A 0 ACS_ExecuteAlways(701, 0, 1, tid)\n\t\tSTRY A 6 A_Look\n\t\tTNT1 A 0 ACS_ExecuteAlways(701, 0, 1, tid)\n\t\tgoto Spawn+3\n\tSee:\n\t\tSTRY A 0 A_GiveInventory(\"HumanTeam\", 1)\n\t\tSTRY A 2 //  A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tSTRY A 8\n\t\tSTRY A 2 A_JumpIfTargetInLOS(\"Missile\")\n\t\tSTRY A 2 A_ClearTarget\n\t\tgoto Spawn+3\n\tPain:\n\t\tSTRY A 1 A_SpawnItemEx(\"SparkBlood\", 0, 0, 32, random(-5,5), random(-5,5), random(-5,5))\n\t\tGoto Spawn+3\n\tSee2:\n\t\tSTRY A 2 A_ClearTarget\n\t\tgoto See\n\tSee3:\n\t\tSTRY AA 1 A_JumpIfInTargetInventory(\"HumanTeam\", 1, \"See2\")\n\t\tSTRY A 0 A_Jump(16,\"MissileGo\")\n\t\tSTRY A 0 A_JumpIfCloser(128,\"MissileGo\")\n\t\tgoto See\n\tMissileCheck:\n\t\tSTRY AA 0 A_JumpIfInTargetInventory(\"HumanTeam\", 1, \"See2\")\n\t\tSTRY A 0 A_Chase(\"\", \"\", CHF_DONTMOVE)\n\t\tSTRY A 0\n\t\tgoto MissileGo+2\n\tMissile:\n\t\tSTRY A 0\n\t\tSTRY AA 1 A_JumpIfInTargetInventory(\"HumanTeam\",1,\"See2\")\n\t\tSTRY A 0 A_JumpIfInTargetInventory(\"IcefiendInvisible\", 1, \"See3\")\n\t\tSTRY A 0 A_JumpIfInTargetInventory(\"IsCreeper\", 1, \"See3\")\n\t\tSTRY A 1 A_JumpIfCloser(2048,\"MissileGo\")\n\t\tSTRY A 0\n\t\tgoto See2\n\tMissileGo:\n\t\tSTRY A 7 A_FaceTarget\n\t\tSTRY A 0 A_CPosRefire\n\t\tSTRY A 4 Bright A_CustomMissile(\"SentryBullet\", 50)\n\t\tTNT1 A 0 A_PlaySound(\"SentryShoot\")\n\t\tSTRY A 0 A_FaceTarget\n\t\tSTRY A 3 // A_ChangeFlag(\"FRIENDLY\",0)\n\t\tSTRY A 0 A_CPosRefire\n\t\tgoto MissileCheck\n\tDeath:\n\t\tDISP A 0 Thing_SetSpecial(0, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_ExecuteAlways(992, 0, tid, 0)\n\t\tSTRY A 1 A_PlaySound(\"SentryBlowup\")\n\t\tSTRY AAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"CyborgExplosion\", 0, 0, 32, random(-10,10), random(-10,10), random(-10,10))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"RandomCyborgChunk\", 0, 0, 36, random(-35,35), random(-35,35), random(-10,30))\n\t\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"CyborgExplosion\", 0, 0, 32, random(-5,5), random(-5,5), random(-5,5))\n\t\tTNT1 A 1\n\t\tStop\n\tLevelup:\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 32, \"Sentry32\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 31, \"Sentry31\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 30, \"Sentry30\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 29, \"Sentry29\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 28, \"Sentry28\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 27, \"Sentry27\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 26, \"Sentry26\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 25, \"Sentry25\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 24, \"Sentry24\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 23, \"Sentry23\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 22, \"Sentry22\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 21, \"Sentry21\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 20, \"Sentry20\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 19, \"Sentry19\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 18, \"Sentry18\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 17, \"Sentry17\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 16, \"Sentry16\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 15, \"Sentry15\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 14, \"Sentry14\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 13, \"Sentry13\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 12, \"Sentry12\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 11, \"Sentry11\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 10, \"Sentry10\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 9, \"Sentry9\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 8, \"Sentry8\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 7, \"Sentry7\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 6, \"Sentry6\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 5, \"Sentry5\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 4, \"Sentry4\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 3, \"Sentry3\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 2, \"Sentry2\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 1, \"Sentry1\")\n\t\tStop\n\tSentry1:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry0\")\n\t\tStop\n\tSentry2:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry1\")\n\t\tStop\n\tSentry3:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry2\")\n\t\tStop\n\tSentry4:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry3\")\n\t\tStop\n\tSentry5:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry4\")\n\t\tStop\n\tSentry6:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry5\")\n\t\tStop\n\tSentry7:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry6\")\n\t\tStop\n\tSentry8:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry7\")\n\t\tStop\n\tSentry9:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry8\")\n\t\tStop\n\tSentry10:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry9\")\n\t\tStop\n\tSentry11:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry10\")\n\t\tStop\n\tSentry12:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry11\")\n\t\tStop\n\tSentry13:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry12\")\n\t\tStop\n\tSentry14:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry13\")\n\t\tStop\n\tSentry15:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry14\")\n\t\tStop\n\tSentry16:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry15\")\n\t\tStop\n\tSentry17:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry16\")\n\t\tStop\n\tSentry18:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry17\")\n\t\tStop\n\tSentry19:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry18\")\n\t\tStop\n\tSentry20:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry19\")\n\t\tStop\n\tSentry21:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry20\")\n\t\tStop\n\tSentry22:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry21\")\n\t\tStop\n\tSentry23:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry22\")\n\t\tStop\n\tSentry24:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry23\")\n\t\tStop\n\tSentry25:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry24\")\n\t\tStop\n\tSentry26:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry25\")\n\t\tStop\n\tSentry27:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry26\")\n\t\tStop\n\tSentry28:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry27\")\n\t\tStop\n\tSentry29:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry28\")\n\t\tStop\n\tSentry30:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry29\")\n\t\tStop\n\tSentry31:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry30\")\n\t\tStop\n\tSentry32:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry31\")\n\t\tStop\n\t}\n}\n\nActor SentryLvl2\n{\n\tRadius 16\n\tHeight 64\n\tHealth 200\n\tSpeed 0\n\tMass 0x7FFFFFFF\n\tXScale 0.6\n\tYScale 0.35\n\tPainChance 200\n\tBloodType \"SparkBlood\"\n\tSpecies \"EngineerBuilding\"\n\tDamageFactor \"GravityObject\", 0.0\n\tDamageFactor \"SentryShoot\", 0.0\n\tDamageFactor \"Railgun\", 0.0\n\tDamageFactor \"ChokeAttack\", 0.6\n\tDamageFactor \"DefilerCloudBall\", 0.0\n\tDamageFactor \"IcefiendIcePath\", 0.6\n\tDamageFactor \"CreeperMelee\", 0.3\n\tDamageFactor \"MarinePistol\", 0.0\n\tDamageFactor \"MarineShotgun\", 0.0\n\tDamageFactor \"MarineMachineGun\", 0.0\n\tDamageFactor \"MarineGrenade\", 0.0\n\tDamageFactor \"MarineSuicideGrenade\", 0.0\n\tDamageFactor \"HunterLightningRail\", 0.0\n\tDamageFactor \"HunterIceArrow\", 0.0\n\tDamageFactor \"HunterRegularArrow\", 0.0\n\tDamageFactor \"HunterSuperIceArrow\", 0.0\n\tDamageFactor \"HunterSuperRegularArrow\", 0.0\n\tDamageFactor \"HunterSuperLightningRail\", 0.0\n\tDamageFactor \"HunterSuperFireArrow\", 0.0\n\tDamageFactor \"CyborgPlasma\", 0.0\n\tDamageFactor \"CyborgCrapPlasma\", 0.0\n\tDamageFactor \"CyborgJetpackFire\", 0.0\n\tDamageFactor \"GhostbusterProton\", 0.0\n\tDamageFactor \"GhostbusterBlood\", 0.0\n\tDamageFactor \"GhostbusterEcho\", 0.0\n\tDamageFactor \"GhostbusterSoul\", 0.0\n\tDamageFactor \"GhostbusterIceFall\", 0.0\n\tDamageFactor \"GhostbusterIceBall\", 0.0\n\tDamageFactor \"GhostbusterDefilerBall\", 0.0\n\tDamageFactor \"GhostbusterTrap\", 0.0\n\tDamageFactor \"EngineerNail\", 0.0\n\tDamageFactor \"SawBlade\", 0.0\n\tDamageFactor \"SantaHollyAir\", 0.0\n\tDamageFactor \"SantaHollyGround\", 0.0\n\tDamageFactor \"SantaStarProjectile\", 0.0\n\tDamageFactor \"SantaFallingStar\", 0.0\n\tDamageFactor \"SantaSnowball\", 0.0\n\tDamageFactor \"SantaPresent\", 0.0\n\tDamageFactor \"WarlockFireball\", 0.0\n\tDamageFactor \"WarlockBigFireball\", 0.0\n\tDamageFactor \"WarlockIceShards\", 0.0\n\tDamageFactor \"WarlockLightning\", 0.0\n\tDamageFactor \"WarlockMagmaSmall\", 0.0\n\tDamageFactor \"WarlockNova\", 0.0\n\tDamageFactor \"PurpleMagic\", 0.0\n\tDamageFactor \"HunterNormalMagic\", 0.0\n\tDamageFactor \"HunterIceSpike\", 0.0\n\tDamageFactor \"HunterLightningMagic\", 0.0\n\tDamageFactor \"HunterFireMagic\", 0.0\n\tDamageFactor \"Maledict\", 0.0\n\tDamageFactor \"ShadowBlast\", 0.0\n\tDamageFactor \"SjasScream\", 1.5\n\tDamageFactor \"Pulverizer\", 0.0\n\tDamageFactor \"PlaneShotgun\", 0.0\n\tDamageFactor \"PlaneVortex\", 0.0\n\tDamageFactor \"PlaneBlade\", 0.0\n\tDamageFactor \"Drone\", 0.0\n\tMONSTER\n\t+FLOORCLIP\n\t+NOBLOOD\n\t+NOICEDEATH\n\t-NOTARGET // +\n\t+NEVERRESPAWN\n\t-NOINFIGHTING // +\n\t+USESPECIAL\n\t+LOOKALLAROUND\n\t+DONTREFLECT\n\t+DONTBLAST\n\t-PUSHABLE\n\t-TELESTOMP\n\t-SOLID\n\t-DONTMORPH\n\t+FRIENDLY\n\t-COUNTKILL\n\tStates\n\t{\n\tSpawn:\n\t\tSRY2 AAA 6 A_look\n\t\tTNT1 A 0 ACS_ExecuteAlways(701, 0, 1, tid)\n\t\tSRY2 A 6 A_look\n\t\tTNT1 A 0 ACS_ExecuteAlways(701, 0, 1, tid)\n\t\tSRY2 A 6 A_Look\n\t\tTNT1 A 0 ACS_ExecuteAlways(701, 0, 1, tid)\n\t\tgoto Spawn+3\n\tSee:\n\t\tTNT1 A 0 A_GiveInventory(\"HumanTeam\", 1)\n\t\tSRY2 A 2 // A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tSRY2 A 8\n\t\tSRY2 A 2 A_JumpIfTargetInLOS(\"Missile\")\n\t\tSRY2 A 2 A_ClearTarget\n\t\tgoto Spawn+3\n\tPain:\n\t\tSRY2 A 1 A_SpawnItemEx(\"SparkBlood\", 0, 0, 32, random(-5,5), random(-5,5), random(-5,5))\n\t\tGoto Spawn+3\n\tSee2:\n\t\tSRY2 A 2 A_ClearTarget\n\t\tgoto See\n\tSee3:\n\t\tSRY2 AA 1 A_JumpIfInTargetInventory(\"HumanTeam\", 1, \"See2\")\n\t\tTNT1 A 0 A_Jump(16,\"MissileGo\")\n\t\tTNT1 A 0 A_JumpIfCloser(128,\"MissileGo\")\n\t\tgoto See\n\tMissileCheck:\n\t\tTNT1 AA 0 A_JumpIfInTargetInventory(\"HumanTeam\", 1, \"See2\")\n\t\tTNT1 A 0 A_Chase(\"\", \"\", CHF_DONTMOVE)\n\t\tTNT1 A 0\n\t\tgoto MissileGo+2\n\tMissile: // This can detect creepers, but fails to find icefiends.\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"SentrySit\")\n\t\tSRY2 AA 1 A_JumpIfInTargetInventory(\"HumanTeam\",1,\"See2\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IcefiendInvisible\", 1, \"See3\")\n\t\tSRY2 A 1 A_JumpIfCloser(3072,\"MissileGo\")\n\t\tTNT1 A 0\n\t\tgoto See2\n\tMissileGo: // Also faster\n\t\tSRY2 A 4 A_FaceTarget\n\t\tTNT1 A 0 A_CPosRefire\n\t\tSRY2 A 4 Bright\n\t\tTNT1 A 0 A_CustomMissile(\"SentryBullet2\", 40)\n\t\tTNT1 A 0 A_PlaySound(\"SentryShoot2\")\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile(\"SentryBullet2\", 56)\n\t\tTNT1 A 0 A_PlaySound(\"SentryShoot2\")\n\t\tSRY2 A 2 // A_ChangeFlag(\"FRIENDLY\",0)\n\t\tTNT1 A 0 A_CPosRefire\n\t\tgoto MissileCheck\n\tDeath:\n\t\tTNT1 A 0 Thing_SetSpecial(0, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_ExecuteAlways(992, 0, tid, 0)\n\t\tSRY2 A 1 A_PlaySound(\"SentryBlowup\")\n\t\tSRY2 AAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"CyborgExplosion\", 0, 0, 32, random(-10,10), random(-10,10), random(-10,10))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"RandomCyborgChunk\", 0, 0, 36, random(-35,35), random(-35,35), random(-10,30))\n\t\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"CyborgExplosion\", 0, 0, 32, random(-5,5), random(-5,5), random(-5,5))\n\t\tTNT1 A 1\n\t\tStop\n\tLevelup2:\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 32, \"Sentry32a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 31, \"Sentry31a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 30, \"Sentry30a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 29, \"Sentry29a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 28, \"Sentry28a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 27, \"Sentry27a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 26, \"Sentry26a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 25, \"Sentry25a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 24, \"Sentry24a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 23, \"Sentry23a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 22, \"Sentry22a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 21, \"Sentry21a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 20, \"Sentry20a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 19, \"Sentry19a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 18, \"Sentry18a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 17, \"Sentry17a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 16, \"Sentry16a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 15, \"Sentry15a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 14, \"Sentry14a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 13, \"Sentry13a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 12, \"Sentry12a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 11, \"Sentry11a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 10, \"Sentry10a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 9, \"Sentry9a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 8, \"Sentry8a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 7, \"Sentry7a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 6, \"Sentry6a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 5, \"Sentry5a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 4, \"Sentry4a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 3, \"Sentry3a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 2, \"Sentry2a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 1, \"Sentry1a\")\n\t\tStop\n\tSentry1a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry0\")\n\t\tStop\n\tSentry2a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry1\")\n\t\tStop\n\tSentry3a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry2\")\n\t\tStop\n\tSentry4a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry3\")\n\t\tStop\n\tSentry5a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry4\")\n\t\tStop\n\tSentry6a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry5\")\n\t\tStop\n\tSentry7a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry6\")\n\t\tStop\n\tSentry8a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry7\")\n\t\tStop\n\tSentry9a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry8\")\n\t\tStop\n\tSentry10a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry9\")\n\t\tStop\n\tSentry11a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry10\")\n\t\tStop\n\tSentry12a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry11\")\n\t\tStop\n\tSentry13a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry12\")\n\t\tStop\n\tSentry14a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry13\")\n\t\tStop\n\tSentry15a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry14\")\n\t\tStop\n\tSentry16a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry15\")\n\t\tStop\n\tSentry17a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry16\")\n\t\tStop\n\tSentry18a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry17\")\n\t\tStop\n\tSentry19a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry18\")\n\t\tStop\n\tSentry20a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry19\")\n\t\tStop\n\tSentry21a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry20\")\n\t\tStop\n\tSentry22a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry21\")\n\t\tStop\n\tSentry23a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry22\")\n\t\tStop\n\tSentry24a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry23\")\n\t\tStop\n\tSentry25a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry24\")\n\t\tStop\n\tSentry26a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry25\")\n\t\tStop\n\tSentry27a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry26\")\n\t\tStop\n\tSentry28a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry27\")\n\t\tStop\n\tSentry29a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry28\")\n\t\tStop\n\tSentry30a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry29\")\n\t\tStop\n\tSentry31a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry30\")\n\t\tStop\n\tSentry32a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry31\")\n\t\tStop\n\t}\n}\n\nActor RocketCounter : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 10\n}\n\nActor SentryRocketExploder\n{\n\tSpeed 0\n\tHeight 4\n\tRadius 4\n\tDamage (0)\n\tPROJECTILE\n\t+BLOODLESSIMPACT\n\t+RIPPER\n\tDamageType \"SentryRocket\"\n\tObituary \"%o fell victim to heavy rockets of %k's sentry.\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 0 A_PlaySound(\"SentryMissileBoom\")\n\t\t\tTNT1 A 1 A_Explode(24, 96)\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor SentryRocket\n{\n\tHeight 8\n\tRadius 6\n\tSpeed 52\n\tDamage (random(16,24))\n\tDamageType \"SentryRocket\"\n\tObituary \"%o fell victim to heavy rockets of %k's sentry.\"\n\tSeeSound \"SentryMissile\"\n\tProjectile\n\t+ROCKETTRAIL\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tHMIS A 8 Bright\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItem(\"SentryRocketExploder\")\n\t\t\tMACX ABCDEFGHIJ 3 Bright\n\t\tStop\n\t}\n}\n\nActor SentryLvl3\n{\n\tRadius 16\n\tHeight 64\n\tHealth 200\n\tSpeed 0\n\tMass 0x7FFFFFFF\n\tXScale 0.6\n\tYScale 0.35\n\tPainChance 200\n\tBloodType \"SparkBlood\"\n\tSpecies \"EngineerBuilding\"\n\tDamageFactor \"GravityObject\", 0.0\n\tDamageFactor \"SentryShoot\", 0.0\n\tDamageFactor \"Railgun\", 0.0\n\tDamageFactor \"ChokeAttack\", 0.6\n\tDamageFactor \"DefilerCloudBall\", 0.0\n\tDamageFactor \"IcefiendIcePath\", 0.6\n\tDamageFactor \"CreeperMelee\", 0.3\n\tDamageFactor \"MarinePistol\", 0.0\n\tDamageFactor \"MarineShotgun\", 0.0\n\tDamageFactor \"MarineMachineGun\", 0.0\n\tDamageFactor \"MarineGrenade\", 0.0\n\tDamageFactor \"MarineSuicideGrenade\", 0.0\n\tDamageFactor \"HunterLightningRail\", 0.0\n\tDamageFactor \"HunterIceArrow\", 0.0\n\tDamageFactor \"HunterRegularArrow\", 0.0\n\tDamageFactor \"HunterSuperIceArrow\", 0.0\n\tDamageFactor \"HunterSuperRegularArrow\", 0.0\n\tDamageFactor \"HunterSuperLightningRail\", 0.0\n\tDamageFactor \"HunterSuperFireArrow\", 0.0\n\tDamageFactor \"CyborgPlasma\", 0.0\n\tDamageFactor \"CyborgCrapPlasma\", 0.0\n\tDamageFactor \"CyborgJetpackFire\", 0.0\n\tDamageFactor \"GhostbusterProton\", 0.0\n\tDamageFactor \"GhostbusterBlood\", 0.0\n\tDamageFactor \"GhostbusterEcho\", 0.0\n\tDamageFactor \"GhostbusterSoul\", 0.0\n\tDamageFactor \"GhostbusterIceFall\", 0.0\n\tDamageFactor \"GhostbusterIceBall\", 0.0\n\tDamageFactor \"GhostbusterDefilerBall\", 0.0\n\tDamageFactor \"GhostbusterTrap\", 0.0\n\tDamageFactor \"EngineerNail\", 0.0\n\tDamageFactor \"SawBlade\", 0.0\n\tDamageFactor \"SantaHollyAir\", 0.0\n\tDamageFactor \"SantaHollyGround\", 0.0\n\tDamageFactor \"SantaStarProjectile\", 0.0\n\tDamageFactor \"SantaFallingStar\", 0.0\n\tDamageFactor \"SantaSnowball\", 0.0\n\tDamageFactor \"SantaPresent\", 0.0\n\tDamageFactor \"WarlockFireball\", 0.0\n\tDamageFactor \"WarlockBigFireball\", 0.0\n\tDamageFactor \"WarlockIceShards\", 0.0\n\tDamageFactor \"WarlockLightning\", 0.0\n\tDamageFactor \"WarlockMagmaSmall\", 0.0\n\tDamageFactor \"WarlockNova\", 0.0\n\tDamageFactor \"PurpleMagic\", 0.0\n\tDamageFactor \"HunterNormalMagic\", 0.0\n\tDamageFactor \"HunterIceSpike\", 0.0\n\tDamageFactor \"HunterLightningMagic\", 0.0\n\tDamageFactor \"HunterFireMagic\", 0.0\n\tDamageFactor \"Maledict\", 0.0\n\tDamageFactor \"ShadowBlast\", 0.0\n\tDamageFactor \"Pulverizer\", 0.0\n\tDamageFactor \"PlaneShotgun\", 0.0\n\tDamageFactor \"PlaneVortex\", 0.0\n\tDamageFactor \"PlaneBlade\", 0.0\n\tDamageFactor \"Drone\", 0.0\n\tMONSTER\n\t+FLOORCLIP\n\t+NOBLOOD\n\t+NOICEDEATH\n\t-NOTARGET // +\n\t+NEVERRESPAWN\n\t-NOINFIGHTING // +\n\t+USESPECIAL\n\t+LOOKALLAROUND\n\t+DONTREFLECT\n\t+DONTBLAST\n\t-PUSHABLE\n\t-TELESTOMP\n\t-SOLID\n\t-DONTMORPH\n\t+FRIENDLY\n\t-COUNTKILL\n\tStates\n\t{\n\tSpawn:\n\t\tSRY3 AAA 4 A_look\n\t\tTNT1 A 0 ACS_ExecuteAlways(701, 0, 1, tid)\n\t\tSRY3 A 4 A_look\n\t\tTNT1 A 0 ACS_ExecuteAlways(701, 0, 1, tid)\n\t\tSRY3 A 4 A_Look\n\t\tTNT1 A 0 ACS_ExecuteAlways(701, 0, 1, tid)\n\t\tgoto Spawn+3\n\tSee:\n\t\tTNT1 A 0 A_GiveInventory(\"HumanTeam\", 1)\n\t\tSRY3 A 2 // A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tSRY3 A 8\n\t\tSRY3 A 2 A_JumpIfTargetInLOS(\"Missile\")\n\t\tSRY3 A 2 A_ClearTarget\n\t\tgoto Spawn+3\n\tPain:\n\t\tSRY3 A 2 A_SpawnItemEx(\"SparkBlood\", 0, 0, 32, random(-5,5), random(-5,5), random(-5,5))\n\t\tGoto Spawn+3\n\tSee2:\n\t\tSRY3 A 2 A_ClearTarget\n\t\tgoto See\n\tSee3:\n\t\tSRY3 AA 1 A_JumpIfInTargetInventory(\"HumanTeam\", 1, \"See2\")\n\t\tTNT1 A 0 A_Jump(16,\"MissileGo\")\n\t\tTNT1 A 0 A_JumpIfCloser(128,\"MissileGo\")\n\t\tgoto See\n\tMissileCheck:\n\t\tTNT1 AA 0 A_JumpIfInTargetInventory(\"HumanTeam\", 1, \"See2\")\n\t\tTNT1 A 0 A_Chase(\"\", \"\", CHF_DONTMOVE)\n\t\tTNT1 A 0\n\t\tgoto MissileGo+2\n\tMissile: // Can find icefiends too\n\t\tTNT1 A 0\n\t\tSRY3 AA 1 A_JumpIfInTargetInventory(\"HumanTeam\",1,\"See2\")\n//\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IcefiendInvisible\", 1, \"See3\")\n\t\tTNT1 A 0 A_Playsound(\"SentrySit\")\n\t\tSRY3 A 1 A_JumpIfCloser(4096,\"MissileGo\")\n\t\tTNT1 A 0\n\t\tgoto See2\n\tMissileGo: // Also faster\n\t\tSRY3 A 4 A_FaceTarget\n\t\tTNT1 A 0 A_CPosRefire\n\t\tSRY3 A 4 Bright\n\t\tTNT1 A 0 A_GiveInventory(\"RocketCounter\", 1)\n\t\tTNT1 A 0 A_CustomMissile(\"SentryBullet3\", 40, -16)\n\t\tTNT1 A 0 A_PlaySound(\"SentryShoot2\")\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile(\"SentryBullet3\", 40, 16)\n\t\tTNT1 A 0 A_PlaySound(\"SentryShoot2\")\n\t\tSRY3 A 1 // A_ChangeFlag(\"FRIENDLY\",0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"RocketCounter\", 8, \"LaunchRockets\")\n\t\tTNT1 A 0 A_CPosRefire\n\t\tgoto MissileCheck\n\tLaunchRockets:\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile(\"SentryRocket\", 48, -16)\n\t\tTNT1 A 0 A_CustomMissile(\"SentryRocket\", 48, 16)\n\t\tTNT1 A 0 A_TakeInventory(\"RocketCounter\", 10)\n\t\tGoto MissileGo\n\tDeath:\n\t\tTNT1 A 0 Thing_SetSpecial(0, 0, 0, 0, 0)\n\t\tTNT1 A 0 ACS_ExecuteAlways(992, 0, tid, 0)\n\t\tSRY3 A 1 A_PlaySound(\"SentryBlowup\")\n\t\tSRY3 AAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"CyborgExplosion\", 0, 0, 32, random(-10,10), random(-10,10), random(-10,10))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"RandomCyborgChunk\", 0, 0, 36, random(-35,35), random(-35,35), random(-10,30))\n\t\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"CyborgExplosion\", 0, 0, 32, random(-5,5), random(-5,5), random(-5,5))\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\n// Holograms\nActor SentryPlacerMissile\n{\n\tRadius 32\n\tHeight 64\n\tSpeed 35\n\tDamage (0)\n\tPROJECTILE\n\t+FLOORHUGGER\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"SentryPlacer\")\n\t\tStop\n\t}\n}\n\nActor SentryPlacerMissile2\n{\n\tRadius 32\n\tHeight 64\n\tSpeed 35\n\tDamage (0)\n\tPROJECTILE\n\t+FLOORHUGGER\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"SentryPlacer2\")\n\t\tStop\n\t}\n}\n\nActor SentryPlacerMissile3\n{\n\tRadius 32\n\tHeight 64\n\tSpeed 35\n\tDamage (0)\n\tPROJECTILE\n\t+FLOORHUGGER\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"SentryPlacer3\")\n\t\tStop\n\t}\n}\n\nActor SentryPlacer\n{\n\tRadius 32\n\tHeight 64\n\tSpeed 0\n\tXScale 0.6\n\tYScale 0.4\n\tRenderStyle Translucent\n\tAlpha 0.8\n\tTranslation \"0:255=112:127\"\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY AAAAAAAAAAAA 2 A_FadeOut(0.1)\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor SentryPlacer2\n{\n\tRadius 32\n\tHeight 64\n\tSpeed 0\n\tXScale 0.6\n\tYScale 0.4\n\tRenderStyle Translucent\n\tAlpha 0.8\n\tTranslation \"0:255=112:127\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSRY2 AAAAAAAAAAAA 2 A_FadeOut(0.1)\n\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor SentryPlacer3\n{\n\tRadius 32\n\tHeight 64\n\tSpeed 0\n\tXScale 0.6\n\tYScale 0.4\n\tRenderStyle Translucent\n\tAlpha 0.8\n\tTranslation \"0:255=112:127\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSRY3 AAAAAAAAAAAA 2 A_FadeOut(0.1)\n\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\n// Sentry missiles\nActor SentrySpawnerMissile1\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry0\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile2\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry1\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile3\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry2\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile4\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry3\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile5\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry4\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile6\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry5\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile7\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry6\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile8\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry7\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile9\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry8\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile10\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry9\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile11\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry10\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile12\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry11\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile13\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry12\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile14\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry13\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile15\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry14\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile16\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry15\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile17\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry16\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile18\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry17\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile19\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry18\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile20\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry19\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile21\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry20\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile22\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry21\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile23\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry22\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile24\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry23\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile25\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry24\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile26\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry25\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile27\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry26\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile28\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry27\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile29\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry28\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile30\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry29\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile31\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry30\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile32\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry31\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile33\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry32\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile34\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry33\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile35\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry34\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile36\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry35\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile37\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry36\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile38\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry37\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile39\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry38\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile40\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry39\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile41\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry40\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile42\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry41\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile43\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry42\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile44\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry43\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile45\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry44\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile46\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry45\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile47\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry46\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile48\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry47\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile49\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry48\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile50\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry49\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile51\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry50\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile52\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry51\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile53\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry52\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile54\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry53\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile55\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry54\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile56\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry55\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile57\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry56\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile58\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry57\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile59\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry58\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile60\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry59\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile61\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry60\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile62\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry61\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile63\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry62\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile64\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry63\")\n\t\tStop\n\t}\n}\n\n// Level 2\n\nActor Sentry2Spawner2_1 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry0\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_2 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry1\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_3 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry2\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_4 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry3\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_5 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry4\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_6 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry5\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_7 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry6\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_8 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry7\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_9 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry8\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_10 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry9\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_11 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry10\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_12 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry11\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_13 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry12\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_14 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry13\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_15 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry14\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_16 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry15\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_17 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry16\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_18 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry17\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_19 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry18\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_20 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry19\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_21 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry20\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_22 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry21\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_23 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry22\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_24 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry23\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_25 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry24\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_26 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry25\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_27 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry26\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_28 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry27\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_29 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry28\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_30 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry29\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_31 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry30\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_32 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry31\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_33 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry32\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_34 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry33\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_35 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry34\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_36 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry35\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_37 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry36\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_38 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry37\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_39 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry38\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_40 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry39\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_41 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry40\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_42 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry41\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_43 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry42\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_44 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry43\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_45 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry44\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_46 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry45\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_47 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry46\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_48 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry47\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_49 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry48\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_50 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry49\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_51 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry50\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_52 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry51\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_53 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry52\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_54 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry53\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_55 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry54\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_56 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry55\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_57 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry56\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_58 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry57\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_59 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry58\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_60 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry59\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_61 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry60\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_62 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry61\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_63 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry62\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_64 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry63\")\n\t\tStop\n\t}\n}\n\n// Level 3\n\nActor Sentry2Spawner3_1 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry0\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_2 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry1\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_3 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry2\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_4 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry3\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_5 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry4\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_6 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry5\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_7 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry6\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_8 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry7\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_9 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry8\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_10 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry9\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_11 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry10\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_12 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry11\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_13 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry12\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_14 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry13\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_15 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry14\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_16 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry15\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_17 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry16\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_18 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry17\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_19 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry18\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_20 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry19\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_21 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry20\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_22 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry21\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_23 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry22\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_24 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry23\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_25 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry24\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_26 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry25\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_27 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry26\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_28 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry27\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_29 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry28\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_30 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry29\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_31 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry30\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_32 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry31\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_33 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry32\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_34 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry33\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_35 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry34\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_36 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry35\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_37 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry36\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_38 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry37\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_39 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry38\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_40 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry39\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_41 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry40\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_42 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry41\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_43 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry42\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_44 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry43\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_45 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry44\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_46 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry45\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_47 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry46\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_48 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry47\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_49 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry48\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_50 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry49\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_51 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry50\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_52 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry51\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_53 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry52\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_54 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry53\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_55 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry54\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_56 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry55\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_57 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry56\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_58 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry57\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_59 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry58\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_60 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry59\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_61 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry60\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_62 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry61\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_63 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry62\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_64 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry63\")\n\t\tStop\n\t}\n}\n\n// Player sentries\nActor Sentry0 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1200)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry1 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1201)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 1, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry2 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1202)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 2, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry3 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1203)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 3, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry4 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1204)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 4, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry5 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1205)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 5, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry6 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1206)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 6, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry7 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1207)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 7, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry8 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1208)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 8, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry9 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1209)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 9, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry10 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1210)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 10, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry11 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1211)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 11, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry12 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1212)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 12, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry13 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1213)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 13, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry14 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1214)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 14, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry15 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1215)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 15, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry16 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1216)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 16, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry17 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1217)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 17, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry18 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1218)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 18, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry19 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1219)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 19, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry20 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1220)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 20, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry21 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1221)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 21, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry22 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1222)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 22, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry23 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1223)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 23, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry24 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1224)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 24, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry25 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1225)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 25, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry26 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1226)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 26, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry27 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1227)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 27, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry28 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1228)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 28, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry29 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1229)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 29, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry30 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1230)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 30, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry31 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1231)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 31, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry32 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1232)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 32, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry33 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1233)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 33, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry34 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1234)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 34, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry35 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1235)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 35, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry36 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1236)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 36, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry37 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1237)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 37, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry38 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1238)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 38, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry39 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1239)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 39, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry40 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1240)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 40, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry41 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1241)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 41, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry42 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1242)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 42, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry43 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1243)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 43, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry44 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1244)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 44, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry45 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1245)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 45, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry46 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1246)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 46, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry47 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1247)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 47, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry48 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1248)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 48, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry49 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1249)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 49, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry50 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1250)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 50, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry51 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1251)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 51, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry52 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1252)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 52, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry53 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1253)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 53, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry54 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1254)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 54, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry55 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1255)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 55, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry56 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1256)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 56, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry57 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1257)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 57, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry58 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1258)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 8, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry59 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1259)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 27, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry60 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1260)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 60, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry61 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1261)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 61, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry62 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1262)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 62, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry63 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1263)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 63, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\n// Level 2\n\nActor Sntry0 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1200)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry1 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1201)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 1, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry2 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1202)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 2, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry3 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1203)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 3, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry4 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1204)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 4, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry5 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1205)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 5, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry6 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1206)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 6, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry7 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1207)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 7, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry8 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1208)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 8, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry9 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1209)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 9, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry10 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1210)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 10, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry11 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1211)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 11, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry12 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1212)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 12, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry13 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1213)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 13, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry14 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1214)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 14, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry15 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1215)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 15, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry16 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1216)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 16, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry17 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1217)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 17, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry18 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1218)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 18, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry19 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1219)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 19, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry20 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1220)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 20, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry21 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1221)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 21, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry22 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1222)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 22, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry23 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1223)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 23, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry24 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1224)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 24, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry25 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1225)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 25, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry26 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1226)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 26, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry27 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1227)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 27, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry28 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1228)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 28, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry29 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1229)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 29, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry30 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1230)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 30, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry31 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1231)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 31, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry32 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1232)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 32, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry33 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1233)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 33, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry34 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1234)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 34, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry35 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1235)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 35, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry36 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1236)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 36, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry37 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1237)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0,37, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry38 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1238)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 38, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry39 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1239)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 39, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry40 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1240)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 40, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry41 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1241)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 41, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry42 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1242)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 42, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry43 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1243)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 43, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry44 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1244)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 44, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry45 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1245)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 45, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry46 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1246)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 46, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry47 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1247)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 47, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry48 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1248)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 48, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry49 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1249)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 49, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry50 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1250)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 50, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry51 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1251)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 51, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry52 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1252)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 52, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry53 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1253)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 53, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry54 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1254)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 54, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry55 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1255)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 55, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry56 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1256)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 56, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry57 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1257)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 57, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry58 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1258)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 58, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry59 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1259)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 59, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry60 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1260)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 60, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry61 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1261)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 61, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry62 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1262)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 62, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry63 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1263)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 63, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\n// Level 3\n\nActor Stry0 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1200)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry1 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1201)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 1, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry2 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1202)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 2, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry3 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1203)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 3, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry4 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1204)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 4, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry5 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1205)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 5, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry6 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1206)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 6, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry7 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1207)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 7, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry8 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1208)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 8, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry9 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1209)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 9, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry10 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1210)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 10, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry11 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1211)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 11, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry12 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1212)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 12, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry13 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1213)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 13, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry14 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1214)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 14, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry15 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1215)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 15, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry16 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1216)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 16, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry17 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1217)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 17, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry18 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1218)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 18, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry19 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1219)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 19, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry20 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1220)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 20, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry21 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1221)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 21, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry22 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1222)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 22, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry23 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1223)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 23, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry24 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1224)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 24, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry25 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1225)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 25, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry26 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1226)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 26, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry27 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1227)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 27, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry28 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1228)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 28, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry29 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1229)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 29, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry30 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1230)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 30, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry31 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1231)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 31, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry32 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1232)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 32, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry33 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1233)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 33, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry34 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1234)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 34, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry35 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1235)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 35, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry36 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1236)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 36, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry37 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1237)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 37, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry38 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1238)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 38, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry39 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1239)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 39, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry40 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1240)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 40, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry41 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1241)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 41, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry42 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1242)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 42, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry43 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1243)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 43, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry44 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1244)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 44, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry45 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1245)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 45, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry46 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1246)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 46, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry47 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1247)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 47, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry48 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1248)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 48, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry49 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1249)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 49, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry50 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1250)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 50, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry51 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1251)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 51, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry52 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1252)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 52, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry53 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1253)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 53, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry54 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1254)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 54, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry55 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1255)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 55, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry56 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1256)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 56, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry57 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1257)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 57, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry58 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1258)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 58, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry59 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1259)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 59, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry60 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1260)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 60, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry61 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1261)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 61, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry62 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1262)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 62, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry63 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1263)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 63, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor SentryHudData : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(766, 0, 1)\n\t\tStop\n\t}\n}\n\n// Sentry actors\nActor SentryBullet\n{\n\tRadius 2\n\tHeight 4\n\tDamage (random(6,8))\n\tSpeed 44\n\tDamageType \"SentryShoot\"\n\tObituary \"%o was shot down by a sentry.\"\n\tPROJECTILE\n\t-BLOODLESSIMPACT\n\tStates\n\t{\n\tSpawn:\n\t\tTRAC A 1\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"BulletPuff\")\n\t\tStop\n\t}\n}\n\nActor SentryBullet2 : SentryBullet\n{\n\tDamage (random(7,9))\n\tSpeed 52\n}\n\nActor SentryBullet3 : SentryBullet\n{\n\tDamage (10)\n\tSpeed 58\n}\n\nActor SentrySpawnerMissile\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 35\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry\")\n\t\tStop\n\t}\n}\n\n// ShellCasing: Taken from Monster's \"Zombie Survival\" mod\nActor SentryCasing\n{\n\tHeight 12\n\tRadius 9\n\tSpeed 4\n\tScale 0.66\n\tPROJECTILE\n\t+DOOMBOUNCE\n\t-NOGRAVITY\n\t//SeeSound \"splat/Shell\"\n\tStates\n\t{\n\tSpawn:\n\t\tCASE A 1\n\t\tCASE A 1 A_JumpIf(momx + momy == 0, \"Remove\")\n\t\tCASE ACBHEGFD 1\n\t\tGoto Spawn+1\n\tDeath:\n\t\tCASE A 0 A_Jump(32,8)\n\t\tCASE A 0 A_Jump(37,8)\n\t\tCASE A 0 A_Jump(43,8)\n\t\tCASE A 0 A_Jump(51,8)\n\t\tCASE A 0 A_Jump(64,8)\n\t\tCASE A 0 A_Jump(85,8)\n\t\tCASE A 0 A_Jump(128,8)\n\t\tCASE A 70\n\t\tStop\n\t\tCASE B 70\n\t\tStop\n\t\tCASE C 70\n\t\tStop\n\t\tCASE D 70\n\t\tStop\n\t\tCASE E 70\n\t\tStop\n\t\tCASE F 70\n\t\tStop\n\t\tCASE G 70\n\t\tStop\n\t\tCASE H 70\n\t\tStop\n\tRemove:\n\t\tCASE A 1\n\t\tStop\n\t}\n}\n\nActor SentryLevelupEffect\n{\n\tRadius 1\n\tHeight 1\n\tAlpha 0.1\n\tRenderstyle Add\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0 A_PlaySound(\"SentryLevelUp\")\n\t\t\tX013 ABCDEFGHIJKL 2 A_FadeIn(0.05)\n\t\t\tX013 MNOPQRSTUVWXYZ 2 A_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\nActor EngineerBuilding : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\n////////////////////////////////////////////////////////////////////////////////\n\nActor SparkBlood\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+ALLOWPARTICLES\n\t+RANDOMIZE\n\t-TELESTOMP\n\t+CLIENTSIDEONLY\n\tRenderStyle Translucent\n\tAlpha 0.5\n\tVSpeed 1\n\tMass 5\n\tStates\n\t{\n\tSpawn:\n\t\tPUFF A 0\n\t\tPUFF A 0 //A_PlaySoundEx(\"jitpain\", \"Body\")\n\t\tPUFF A 0 A_SpawnItemEx(\"SparkEmit\",0,0,0,0,0,0,0,1,0)\n\t\tPUFF A 4 bright\n\t\tPUFF B 4\n\t\tGoto Melee\n\tMelee:\n\t\tPUFF CD 4\n\t\tStop\n\t}\n}\n\nActor SparkEmit\n{\n\t+NOBLOCKMAP\n\t+ALLOWPARTICLES\n\t+RANDOMIZE\n\t+CLIENTSIDEONLY\n\t-TELESTOMP\n\tRenderStyle Translucent\n\tAlpha 0.8\n\tStates\n\t{\n\tSpawn:\n\t\tFX57 ABCDEFGHIJ 2\n\t\tStop\n\t}\n}\n\n// NEW NAILGUN \\\\\n\nActor NailReload : Ammo\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 50\n\t+IGNORESKILL\n}\n\nActor NailGunMG : Weapon\n{\n  Weapon.KickBack 40\n  Weapon.Slotnumber 1\n  Weapon.Selectionorder 20\n  //  Weapon.AmmoType \"NailReload2\"\n//  +WEAPON.AMMO_OPTIONAL\n  +WEAPON.NOAUTOAIM\n  Inventory.PickupMessage \"You got the NailGun!\"\n  Obituary \"%o tasted Nine Inch Nails of %k.\"\n  inventory.icon \"NAILGG\"\n  States\n  {\n  Spawn:\n    NLMG H -1\n    Loop\n  Select:\n    TNT1 A 0 ACS_ExecuteAlways(700, 0, WM_ENG_NAIL)\n    NLMG A 1 A_Raise\n    Goto Select+1\n  Deselect:\n    NLMG A 1 A_Lower\n    Loop\n  Ready:\n    NLMG A 0 A_JumpIfInventory(\"ForceReload\", 1, \"Reload\")\n    NLMG A 1 A_WeaponReady\n    Loop\n  Fire:\n    NLMG B 0 A_PlayWeaponSound(\"Weapons/NailMGFire\")\n    NLMG B 2 Bright A_FireCustomMissile(\"MGNail\", 0, 0, -4, 0, 0)\n\tNLMG B 0 Bright A_Light2\n\tNLMG B 0 A_GiveInventory(\"NailReload\", 1)\n    NLMG CA 1\n\tNLMG A 0 A_JumpIfInventory(\"NailReload\", 50, \"Reload\")\n    NLMG D 0 A_PlayWeaponSound(\"Weapons/NailMGFire\")\n    NLMG D 2 Bright A_FireCustomMissile(\"MGNail\", 0, 0, 5, 0, 0)\n    NLMG D 0 Bright A_Light2\n\tNLMG B 0 A_GiveInventory(\"NailReload\", 1)\n    NLMG EA 1\n\tNLMG A 0 A_JumpIfInventory(\"ForceReload\", 1, \"Reload\")\n\tNLMG A 0 A_JumpIfInventory(\"NailReload\", 50, \"Reload\")\n\tNLMG A 0 A_TakeInventory(\"ForceReload\", 1)\n    NLMG E 0 A_Light0\n    Goto Ready\n  Reload:\n      NLMG E 0 A_Light0\n\t  NLMG A 1 offset (6, 40)\n\t  NLMG A 1 offset (12, 50)\n\t  NLMG A 1 offset (18, 60)\n\t  NLMG A 1 offset (24, 70)\n\t  NLMG A 1 offset (30, 80)\n\t  NLMG A 1 offset (36, 90)\n\t  NLMG A 1 offset (42, 100)\n\t  NLMG A 1 offset (48, 110)\n\t  NLMG A 1 offset (54, 120)\n\t  NLMG A 45 Offset(54, 120) A_PlaySound(\"Weapons/NailReload\", CHAN_WEAPON)\n\t  NLMG A 0 Offset(54, 120) A_TakeInventory(\"NailReload\", 50)\n\t  NLMG A 0 offset(54,120) A_TakeInventory(\"ForceReload\", 1)\n\t  NLMG A 1 Offset(48, 120)\n\t  NLMG A 1 Offset(42, 110)\n\t  NLMG A 1 Offset(36, 100)\n\t  NLMG A 1 Offset(30, 90)\n\t  NLMG A 1 Offset(24, 80)\n\t  NLMG A 1 Offset(18, 70)\n\t  NLMG A 1 Offset(12, 60)\n\t  NLMG A 1 Offset(6, 50)\n\t  NLMG A 1 Offset(0, 40)\n  Goto Ready\n  AltFire:\n    NLMG BB 0 A_PlayWeaponSound(\"Weapons/NailMGFire\")\n\tNLMG I 3\n    NLMG B 0 A_FireCustomMissile(\"MGNailFast\", 0, 0, -4)\n    NLMG B 0 A_FireCustomMissile(\"MGNailFast\", 0, 0, 6) // 4\n\tNLMG F 2 Bright\n\tNLMG B 0 A_Light2\n\tNLMG B 0 A_GiveInventory(\"NailReload\", 2)\n\tNLMG G 2 Bright\n\tNLMG I 3\n\tNLMG A 0 A_JumpIfInventory(\"ForceReload\", 1, \"Reload\")\n\tNLMG A 0 A_JumpIfInventory(\"NailReload\", 50, \"Reload\")\n\tNLMG A 0 A_TakeInventory(\"ForceReload\", 1)\n    NLMG E 0 A_Light0\n  Goto Ready\n  }\n}\n\nActor MGNail\n{\n  Projectile\n  Radius 3\n  Height 3\n  Speed 48\n  Damage (14)\n  DamageType \"EngineerNail\"\n  Scale 0.5\n  +BloodSplatter\n  SeeSound \"\"\n  DeathSound \"\"\n  Obituary \"%o tasted Nine Inch Nails of %k.\"\n  Decal BulletChip\n  States\n  {\n  Spawn:\n    NLPJ A 1 A_SpawnItemEx(\"NailBlur\", 0, 0, 0, 1, 0, 0, 180, 128)\n    NLPJ A 0 A_PlaySound(\"Weapons/NailFlight\")\n    Loop\n  Death:\n    NLPJ A 0 A_PlaySound(\"NailHit\")\n\tNLPJ BCDEFG 2\n    Stop\n  }\n}\n\nActor NailBlur\n{\n  Height 8\n  Radius 1\n  Damage 0\n  Scale 0.6\n  Speed 0.2\n  RenderStyle Translucent\n  Alpha 0.75\n  +NoGravity\n  +DropOff\n  +NoTeleport\n  States\n  {\n  Spawn:\n    NLPJ A 1 A_FadeOut(0.35)\n    Loop\n  }\n}\n\nActor NailBlurFast : NailBlur\n{\n\tSpeed 0.5\n}\n\nActor MGNailFast : MGNail\n{\n\tSpeed 56\n\tDamage (12)\n\tStates\n\t{\n\t  Spawn:\n\t\tNLPJ A 1 A_SpawnItemEx(\"NailBlurFast\", 0, 0, 0, 1, 0, 0, 180, 128)\n\t\tNLPJ A 0 A_PlaySound(\"Weapons/NailFlight\")\n\t\tLoop\n\t}\n}\n\nactor NailGun : Weapon\n{\n  obituary \"%o was pummeled by %k's Nail Gun.\"\n  radius 20\n  height 16\n  Weapon.SlotNumber 1\n  decal \"BulletChip\"\n  inventory.pickupmessage \"You got the Nail Gun!\"\n  weapon.selectionorder 21\n  weapon.kickback 100\n  +INVENTORY.UNDROPPABLE\n  inventory.icon \"NAILGG\"\n  +WEAPON.NOAUTOAIM\n  +WEAPON.DONTBOB\n  states\n  {\n  Spawn:\n    TNT1 A 400\n    stop\n  Ready:\n    LIBG A 1 A_WeaponReady\n    loop\n  Deselect:\n    LIBG A 1 A_Lower\n    loop\n  Select:\n    TNT1 A 0 ACS_ExecuteAlways(700, 0, WM_ENG_NAIL2)\n    LIBG A 1 A_Raise\n    Goto Select+1\n  Fire:\n    LIBG D 0 A_PlayWeaponSound(\"EngineerNail\")\n    LIBG A 1 A_FireCustomMissile(\"Nail\", random(-1,1), 0, 10, 2)\n\tLIBG E 1//2\n\tLIBG D 1//2\n\tLIBG C 2//2\n\tLIBG B 2//2\n    LIBG A 2//1\n\tLIBG A 0 A_ReFire\n    goto Ready\n  Altfire:\n    LIBG D 0 A_PlayWeaponSound(\"EngineerNail\")\n    LIBG D 1 offset(12,-16) A_FireCustomMissile(\"Nail2\", 0, 0, 10, 2, 1, 8)\n\tLIBG E 1 offset(8,-6)\n\tLIBG D 0 A_PlayWeaponSound(\"EngineerNail\")\n\tLIBG D 1 offset(4,-4) A_FireCustomMissile(\"Nail2\", 0, 0, 10, 2, 1, 3)\n\tLIBG E 1 offset(0,6)\n\tLIBG D 0 A_PlayWeaponSound(\"EngineerNail\")\n\tLIBG D 1 offset(4,16) A_FireCustomMissile(\"Nail2\", 0, 0, 10, 2, 1, -3)\n\tLIBG E 1 offset(8,36)\n\tLIBG D 0 A_PlayWeaponSound(\"EngineerNail\")\n\tLIBG D 1 offset(12,56) A_FireCustomMissile(\"Nail2\", 0, 0, 10, 2, 1, -8)\n\tLIBG E 18 offset(12,56)//18\n\tLIBG D 2 offset(10,50)\n\tLIBG C 2 offset(8,44)\n\tLIBG B 2 offset(6,38)\n    LIBG B 2 offset(4,32) A_ReFire\n    goto Ready\n  }\n}\n\nactor Nail : FastProjectile\n{\n\ttranslation \"168:191=80:95\"\n\tPROJECTILE\n\tSpeed 38\n\tscale 0.8\n\tdecal \"BulletChip\"\n\tdamagetype \"EngineerNail\"\n\tRadius 8\n\tHeight 4\n\tDamage (17)//26\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 1\n\t\tNAIL A 1\n\t\tGoto Spawn+1\n\t\tDeath:\n\t\tTNT1 A 1\n\t\tstop\n\t}\n}\n\nactor Nail2 : Nail\n{\n\tDamage (15)//26\n\tSpeed 65\n}\n\nactor SawLauncher : Weapon\n{\n  obituary \"%o was ripped to shreds by %k's Buzz Saws.\"\n  radius 20\n  height 16\n  //decal \"BulletChip\"\n  inventory.pickupmessage \"You got the Buzz Saw Launcher!\"\n  weapon.selectionorder 11\n  weapon.kickback 100\n  weapon.ammotype \"SawAmmo\"\n  weapon.ammouse1 1\n  weapon.ammotype2 \"SawAmmo\"\n  weapon.ammouse2 1\n  weapon.ammogive 8\n  Weapon.SlotNumber 2\n  +INVENTORY.UNDROPPABLE\n  //Weapon.AmmoUse2 1\n  //Weapon.AmmoType2 \"HollyAmmo\"\n  inventory.icon \"BLADL\"\n  +WEAPON.NOAUTOAIM\n  +WEAPON.DONTBOB\n  states\n  {\n  Spawn:\n    TNT1 A 400\n    stop\n  Ready:\n    METB A 1 A_WeaponReady\n    loop\n  Deselect:\n\tMETB A 1 A_Lower\n\tLoop\n  Select:\n    TNT1 A 0 ACS_ExecuteAlways(700, 0, WM_ENG_SAW)\n    METB A 1  A_Raise\n    Goto Select+1\n  Fire:\n   METB ABC 3\n   METB D 3 A_PlayWeaponSound(\"SawClick\")\n   Goto Hold\nAltfire:\n    METB ABC 3\n\tMETB D 3 A_PlayWeaponSound(\"SawClick\")\n\tMETB A 10  A_FireCustomMissile(\"BuzzSawThrown2\", 0, 1, 6, 0)\n    goto Ready\n  Hold:\n   METB D 1\n   METB D 0 A_Refire\n   METB D 0 A_PlayWeaponSound(\"SawThrow\")\n   METB A 10 A_FireCustomMissile(\"BuzzSawThrown\", 0, 1, 6, 0)\n   goto Ready\n  }\n}\n\nactor BuzzSawThrown\n{\n\tPROJECTILE\n\tobituary \"%o was ripped to shreds by %k's Buzz Saws.\"\n\t+RIPPER\n\tDamage (22)\n\tHeight 8\n\tRadius 8\n\tSpeed 50\n\tdamagetype \"SawBlade\"\n\tscale 0.55\n//\t+BLOODLESSIMPACT\n\t+RIPPER\n\tStates\n\t{\n\t\tSpawn:\n\t\tMETB E 0\n\t\tMETB E 0 A_PlaySoundEx(\"SawAir\",\"voice\")\n\t\tMETB EFGHIJKL 2\n\t\tloop\n\t\tDeath:\n\t\tTNT1 A 0 A_Explode(15, 72, 0)\n\t\tMETB L 0 A_SpawnItemEx(\"SparkBlood\", 0, 0, 16, random(-5,5), random(-5,5), random(-5,5))\n\t\tstop\n\t}\n}\n\nactor BuzzSawThrown2\n{\n\tPROJECTILE\n\tobituary \"%o was ripped to shreds by %k's Buzz Saws.\"\n\tDamage (25)\n\tHeight 8\n\tRadius 8\n\tSpeed 56\n\tdamagetype \"SawBlade\"\n\tscale 0.55\n\tBounceCount 4\n\t+BLOODLESSIMPACT\n\t+DOOMBOUNCE\n\tStates\n\t{\n\t\tSpawn:\n\t\tMETB E 0\n\t\tMETB E 0 A_PlaySoundEx(\"SawAir\",\"voice\")\n\t\tMETB EFGHIJKL 2\n\t\tloop\n\t\tDeath:\n\t\tTNT1 A 0 A_Explode(15, 72, 0)\n\t\tMETB L 0 A_SpawnItemEx(\"SparkBlood\", 0, 0, 16, random(-5,5), random(-5,5), random(-5,5))\n\t\tstop\n\t}\n}\n\nactor SawAmmo : Ammo\n{\n\tinventory.amount 1\n\tinventory.maxamount 35\n}\n\nActor AllowUpgrade : Inventory\n{\n\tinventory.maxamount 1\n}\n\nActor AllowSaw : Inventory\n{\n\tinventory.maxamount 1\n}\n\nActor AllowNail : Inventory\n{\n\tinventory.maxamount 1\n}\n\nActor CheckMaster : Inventory\n{\n\tinventory.maxamount 1\n}\n\nActor EngyDroneBase\n{\n    Health 3\n    Radius 8\n    Height 12\n    Speed 4\n    PainChance 32\n\tMass 64\n    MONSTER\n\tSpawnID 156\n    +NOGRAVITY\n    +FLOATBOB\n\t+NOBLOOD\n\t+THRUGHOST\n\t+NEVERRESPAWN\n\t+PUSHABLE\n\t+FRIENDLY\n\t-COUNTKILL\n\t-TELESTOMP\n    Obituary \"%o was blasted by %k's drone!\"\n\tSeeSound \"drone/see\"\n\tActiveSound \"drone/idle\"\n\tPainSound \"drone/pain\"\n\tDeathSound \"drone/die\"\n\tSpecies \"EngineerBuilding\"\n\tDamageFactor \"GravityObject\", 0.0\n\tDamageFactor \"SentryShoot\", 0.0\n\tDamageFactor \"Railgun\", 0.0\n\tDamageFactor \"ChokeAttack\", 0.6\n\tDamageFactor \"DefilerCloudBall\", 0.0\n\tDamageFactor \"IcefiendIcePath\", 0.6\n\tDamageFactor \"CreeperMelee\", 0.3\n\tDamageFactor \"MarinePistol\", 0.0\n\tDamageFactor \"MarineShotgun\", 0.0\n\tDamageFactor \"MarineMachineGun\", 0.0\n\tDamageFactor \"MarineGrenade\", 0.0\n\tDamageFactor \"MarineSuicideGrenade\", 0.0\n\tDamageFactor \"HunterLightningRail\", 0.0\n\tDamageFactor \"HunterIceArrow\", 0.0\n\tDamageFactor \"HunterRegularArrow\", 0.0\n\tDamageFactor \"HunterSuperIceArrow\", 0.0\n\tDamageFactor \"HunterSuperRegularArrow\", 0.0\n\tDamageFactor \"HunterSuperLightningRail\", 0.0\n\tDamageFactor \"HunterSuperFireArrow\", 0.0\n\tDamageFactor \"CyborgPlasma\", 0.0\n\tDamageFactor \"CyborgCrapPlasma\", 0.0\n\tDamageFactor \"CyborgJetpackFire\", 0.0\n\tDamageFactor \"GhostbusterProton\", 0.0\n\tDamageFactor \"GhostbusterBlood\", 0.0\n\tDamageFactor \"GhostbusterEcho\", 0.0\n\tDamageFactor \"GhostbusterSoul\", 0.0\n\tDamageFactor \"GhostbusterIceFall\", 0.0\n\tDamageFactor \"GhostbusterIceBall\", 0.0\n\tDamageFactor \"GhostbusterDefilerBall\", 0.0\n\tDamageFactor \"GhostbusterTrap\", 0.0\n\tDamageFactor \"EngineerNail\", 0.0\n\tDamageFactor \"SawBlade\", 0.0\n\tDamageFactor \"SantaHollyAir\", 0.0\n\tDamageFactor \"SantaHollyGround\", 0.0\n\tDamageFactor \"SantaStarProjectile\", 0.0\n\tDamageFactor \"SantaFallingStar\", 0.0\n\tDamageFactor \"SantaSnowball\", 0.0\n\tDamageFactor \"SantaPresent\", 0.0\n\tDamageFactor \"WarlockFireball\", 0.0\n\tDamageFactor \"WarlockBigFireball\", 0.0\n\tDamageFactor \"WarlockIceShards\", 0.0\n\tDamageFactor \"WarlockLightning\", 0.0\n\tDamageFactor \"WarlockMagmaSmall\", 0.0\n\tDamageFactor \"WarlockNova\", 0.0\n\tDamageFactor \"PurpleMagic\", 0.0\n\tDamageFactor \"HunterNormalMagic\", 0.0\n\tDamageFactor \"HunterIceSpike\", 0.0\n\tDamageFactor \"HunterLightningMagic\", 0.0\n\tDamageFactor \"HunterFireMagic\", 0.0\n\tDamageFactor \"Maledict\", 0.0\n\tDamageFactor \"ShadowBlast\", 0.0\n\tDamageFactor \"Pulverizer\", 0.0\n\tDamageFactor \"PlaneShotgun\", 0.0\n\tDamageFactor \"PlaneVortex\", 0.0\n\tDamageFactor \"PlaneBlade\", 0.0\n\tDamageFactor \"Drone\", 0.0\n    States\n    {\n    Spawn:\n        DRON A 3 bright A_Look\n        Loop\n    See:\n        DRON AAA 1 bright A_Chase\n        Loop\n    Missile:\n        DRON A 3 bright\n\tMissileLoop:\n        DRON D 0 bright A_CustomMissile(\"DroneShot\",4,-12)\n\t\tDRON D 0 bright A_CustomMissile(\"DroneShot\",4,12)\n\t\tDRON B 3 bright\n    \tDRON C 3 bright\n\t\tDRON D 3 bright\n\t\tDRON D 0 A_Jump(128,1)\n    \tGoto See\n\t\tDRON D 0 A_SpidRefire\n\t\tLoop\n    Pain:\n        DRON A 3 bright A_Pain\n        Goto See\n    Death:\n\t\tTNT1 A 0 ACS_ExecuteAlways(990, 0) // Free the capacity\n        DRON E 0 bright A_NoBlocking\n\t\tDRON E 0 bright A_NoGravity\n\t\tDRON E 0 bright A_Scream\n\t\tDRON E 6 bright A_SetTranslucent(1.0,0)\n\t\tDRON F 6 bright A_SetTranslucent(0.9,0)\n\t\tDRON G 6 bright A_SetTranslucent(0.8,0)\n\t\tDRON H 6 bright A_SetTranslucent(0.7,0)\n\t\tDRON I 6 bright A_SetTranslucent(0.6,0)\n\t\tDRON J 6 bright A_SetTranslucent(0.5,0)\n\t\tDRON K 6 bright A_SetTranslucent(0.4,0)\n        NULL A -1\n        Stop\n    }\n}\n\nactor EngyDrone : EngyDroneBase\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 Thing_ChangeTID(0, 1500)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor DroneShot\n{\n  SeeSound \"Drone/Fire\"\n  Speed 32\n  Damage (2)\n  Scale .5\n  Projectile\n  Obituary \"%o was blasted by %k's drone!\"\n  DamageType \"Drone\"\n  +THRUGHOST\n  States\n  {\n  Spawn:\n    TNT1 A 0\n//\tTNT1 A 0 ACS_ExecuteAlways(994, 0)\n  SpawnLoop:\n    DRFX ABAB 3 bright\n    Loop\n  Death:\n    DRFX CDEFGH 4 bright\n    Stop\n  }\n}\n\nActor GivenCapacity : Inventory\n{\n\tinventory.maxamount 1\n}\n\nActor CapacityIncreaser : CustomInventory\n{\n\tinventory.maxamount 1\n\t+ALWAYSPICKUP\n\n\tStates\n\t{\n\t\tPickup:\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(977, 0)\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Santa.txt",
        "contents": "Actor Santa : PlayerPawn\n{\n\t+NOSKIN\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+GHOST\n\t+QUICKTORETALIATE\n\t+NOTARGET\n\tlimitedtoteam 0\n\tmass 400\n\tPlayer.soundclass \"santa\"\n\tPlayer.displayname \"Santa\"\n\tPlayer.startitem \"AchievementID\", 2\n\tPlayer.startitem \"SnowGun\", 1\n\tPlayer.startitem \"StarLauncher\", 1\n\tPlayer.startitem \"StarAmmo\", 5\n\tPlayer.startitem \"HollyAmmo\", 15\n\tPlayer.startitem \"HollyTraps\", 1\n\tPlayer.StartItem \"PresentLauncher\", 1\n\tPlayer.StartItem \"PresentAmmo\", 3\n\tPlayer.StartItem \"ForceReloadItem\", 1\n\tPlayer.startitem \"ArrowSingle\", 35\n\tPlayer.StartItem \"ClassID\", 6 // 11\n\tPlayer.StartItem \"HumanTeam\", 1\n\tPlayer.ColorRange 112, 127\n\tPlayer.scoreicon \"SANTAST\"\n\tDamageFactor \"GhostbusterTrap\", 0.0\n\tDamageFactor \"Grenade\", 0.3\n\tDamageFactor \"StarPrimaryProjectile\", 0.2\n\tDamageFactor \"SantaStarProjectile\", 0.3\n\tDamageFactor \"DefilerPoisonGas\", 0.5\n\tDamageFactor \"SentryShoot\", 0.0\n\tDamageFactor \"BarbEffect\", 0.0\n\tDamageFactor \"HunterSuperIceArrowTrail2\", 0.0\n\tDamageFactor \"FrostbiteIceBreath\", 0.5\n\tDamageFactor \"Drone\", 0.0\n\tSpecies \"Human\"\n\tHealth 100\n\tStates\n\t{\n\tSpawn:\n\t\tSANT A 1\n\t\tLoop\n\tSee:\n\t\tSANT AB 5\n\t\tSANT A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tSANT CD 5\n\t\tSANT A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tGoto Spawn\n\tMissile:\n\t\tSANT E 12\n\t\tGoto Spawn\n\tMelee:\n\t\tSANT F 6 Bright\n\t\tGoto Missile\n\tPain:\n\t\tSANT G 4 A_Pain\n\t\tSANT G 4\n\t\tGoto Spawn\n\tPain.ChokeAttack:\n\t\tSANT G 1\n\t\tSANT G 0 A_GiveToTarget(\"ChokePainHealer\", 1)\n\t\tSANT G 0 A_GiveToTarget(\"VomitPoints\", 2)\n\t\tSANT G 8 A_Pain\n\t\tGoto Spawn\n\tPain.Creepstun:\n\t\tKNIG G 0 HealThing(1)\n\t\tSANT G 0 A_Pain\n\t\tSANT G 18 ACS_ExecuteAlways(986,0)\n\t\tGoto Spawn\n\tPain.CreeperHealBall:\n\t\tSANT G 1\n\t\tSANT G 0 A_GiveToTarget(\"CreeperHealBallHealer\", 1)\n\t\tSANT G 8 A_Pain\n\t\tGoto Spawn\n\tPain.Impale:\n\t\tTNT1 A 0 ThrustThingZ(0,10,0,1)\n\t\tGoto Pain\n\tDeath:\n\tDeathAnim:\n\t\tSANT A 0 A_GiveInventory(\"RocketAmmo\",1)\n\t\tSANT A 0 A_GiveInventory(\"RemovePresents\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"KilledSanta\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"LowHPKill\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tSANT H 5\n\t\tSANT I 5 A_PlayerScream\n\t\tSANT J 5 A_NoBlocking\n\t\tSANT KLM 5\n\t\tSANT N -1\n\t\tstop\n\tGibDeath:\n\tDeath.ImpaleBite:\n\t\tSANT A 0 A_GiveInventory(\"RocketAmmo\",1)\n\t\tSANT A 0 A_GiveInventory(\"RemovePresents\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"JitterskullPoints\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"VomitPoints\", 10)\n\t\tSANT A 0 A_GiveToTarget(\"KilledSanta\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"Crunched\",1)\n\t\tSANT G 0 A_PlaySound(\"gibbage/xsplat\")\n\t\tSANT A 0 A_SkullPop(\"Custom_SantaBloodySkull\")\n\t\tSANT A 0 A_PlaySound(\"gibbage/playergib\")\n\t\tSANT A 0 A_NoBlocking\n\t\tSANT A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tSANT A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tSANT A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tSANT A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tSANT A 0 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tSANT A 1\n\t\tBLAN A -1\n\t\tStop\n\tDeath.CreeperHealBall:\n\t\tSANT G 0 A_GiveToTarget(\"CreeperHealBallHealer\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"CreepStunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n        Goto DeathAnim\n\tDeath.CreeperMelee:\n\t\tSANT A 0 A_PlaySoundEx(\"creeperattack\", \"Body\")\n\t\tSANT A 0 A_GiveToTarget(\"Creeperheal\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n\t\tSANT A 0 A_SpawnItemEx(\"SoulSprite\", 0, 0, 0, 0, 0, 2)\n\t\tSANT A 0 A_GiveToTarget(\"CreeperMeleeKill\", 1)\n//\t\tTNT1 A 0 A_GiveToTarget(\"GhoulAmmo\", 1)\n\t\tSANT A 0 ACS_ExecuteAlways(997,0)\n\t\tGoto DeathAnim\n    Death.SjasScream:\n        SANT A 0 A_GiveToTarget(\"SjasScreamKill\", 1)\n        SANT A 0 A_GiveToTarget(\"SjasMeleeMulti\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"SjasRageItem\", 2, 1)\n\t\tGoto DeathAnim\n\t\tTNT1 A 0 A_GiveToTarget(\"SjasSpeedRageMinor\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"SjasRageKill\", 1)\n\t\tGoto DeathAnim\n    Death.JitterMelee:\n        SANT A 0 A_GiveToTarget(\"JitterMeleeKill\", 1)\n        SANT A 0 A_GiveToTarget(\"JitterMeleeMulti\", 1)\n        Goto GibDeath\n    Death.CreepStun:\n        SANT A 0 A_GiveToTarget(\"CreepStunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n        Goto DeathAnim\n    Death.ChokeVomit:\n        SANT A 0 A_GiveToTarget(\"ChokeVomitKill\", 1)\n        Goto DeathAnim\n\tDeath.ChokeFeast:\n\t\tKNIG A 0 A_GiveToTarget(\"ChokeFeasTKill\", 1)\n\t\tGoto DeathAnim\n    Death.ChokeAttack:\n        SANT A 0 A_GiveToTarget(\"ChokeAttackKill\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"ChokeDeathHealer\", 1)\n        Goto GibDeath\n\tDeath.ChokeVomit:\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokeVomitKill\", 1)\n\t\tGoto DeathAnim\n    Death.ChokeBloodBall:\n\t\tTNT1 A 0 A_GiveToTarget(\"VomitPoints\", 15)\n        SANT A 0 A_GiveToTarget(\"ChokeBloodBallKill\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"ChokeBloodBallMulti\", 1)\n        Goto DeathAnim\n    Death.FrostbiteMelee:\n        SANT A 0 A_GiveToTarget(\"FrostbiteMeleeKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"ShardPoints\", random(7,9))\n        Goto GibDeath\n\tDeath.FrostbiteMortar:\n\t\tTNT1 A 0 A_GiveToTarget(\"FrostyMortarKill\", 1)\n\t\tGoto DeathAnim\n    Death.FrostbiteIceBreath:\n\t\tSANT A 0 A_GiveInventory(\"RemovePresents\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"ShardPoints\", random(5,7))\n\t\tSANT A 0 A_NoBlocking\n\t\tSANT H 0 A_PlayerScream\n\t\tHUNT A 0 A_GiveToTarget(\"FrostyBreathMulti\", 1)\n\t\tSANT H 0 A_GiveToTarget(\"FrostbiteIceBreathKill\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"KilledSanta\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tSANT H 0 A_SpawnItemEx(\"SantaIceDeath\", 0, 0, 0, 0, 0, 0)\n\t\tSANT H 1\n\t\tBLAN A -1\n\t\tStop\n    Death.Impale:\n        TNT1 A 0 A_GiveToTarget(\"ImpaleKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"DoubleImpaleKill\", 1)\n        Goto DeathAnim\n\tDeath.FiendWind:\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_PlayerScream\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledSanta\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"IceFiendKillCounter\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"IceFiendWindKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SantaIceDeath\", 0, 0, 0, 0, 0, 0)\n\t\tSANT H 1\n\t\tBLAN A -1\n\t\tStop\n    Death.IcefiendIcePath:\n\t\tSANT A 0 A_GiveInventory(\"RemovePresents\", 1)\n\t\tSANT A 0 A_NoBlocking\n\t\tSANT A 0 A_GiveToTarget(\"IcefiendKillCounter\", 1)\n        SANT A 0 A_GiveToTarget(\"IcefiendIcePathKill\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"KilledSanta\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tSANT A 0 A_SpawnItemEx(\"SantaIcefiendImpaleDeath\", 0, 0, 0, 0, 0, 0)\n\t\tSANT A 0 A_PlayerScream\n\t\tSANT H 1\n\t\tBLAN A -1\n\t\tStop\n    Death.IceFiendMeleeBackstab:\n\t\tROB1 A 0 A_GiveToTarget(\"BackstabAchievementUnlock\", 1)\n\tDeath.IceFiendMeleeBackstab2:\n\t\tROB1 A 0 A_GiveToTarget(\"IceFiendIceAmmo\", 10)\n\t\tROB1 A 0 A_GiveToTarget(\"InvisibleCounter\", 10)\n\t\tROB1 A 0 A_GiveToTarget(\"IceFiendSpeedBoost\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"HealthBonus\", 25)\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab1\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab2\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab3\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab4\", 5, 0, 1)\n\t    Goto Death.IceFiendMelee\n    Death.IceFiendMelee:\n\t\tSANT A 0 A_GiveInventory(\"RemovePresents\", 1)\n\t\tSANT A 0 A_NoBlocking\n        SANT A 0 A_GiveToTarget(\"IceFiendMeleeKill\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"IcefiendKillCounter\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"KilledSanta\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"InvisibleCounter\", 5)\n        SANT A 0 A_SkullPop(\"Custom_SantaBloodySkull\")\n\t\tSANT A 0 A_PlayerScream\n\t\tIDSA BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 36, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDSA B 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDSA BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 36, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDSA B 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDSA BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 36, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDSA B 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDSA BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 36, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDSA B 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDSA BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 36, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDSA B 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDSA CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 31, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDSA C 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDSA CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 31, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDSA C 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDSA CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 31, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDSA C 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDSA CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 31, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDSA C 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDSA CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 31, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDSA C 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDSA DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 32, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDSA D 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDSA DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 32, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDSA D 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDSA DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 32, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDSA D 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDSA DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 32, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDSA D 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDSA DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 32, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDSA D 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDSA EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 26, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDSA E 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDSA EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 26, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDSA E 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDSA EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 26, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDSA E 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDSA EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 26, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDSA E 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDSA EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 26, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDSA E 1\n\t\tIDSA E -1\n\t\tStop\n\t// Human reflection deaths\n    Death.MarineGrenade:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterFireArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterIceArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterRegularArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterSuperFireArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterSuperIceArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterSuperRegularArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.CyborgPlasma:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.CyborgCrapPlasma:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterProton:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterBlood:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterEcho:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterSoul:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterIceFall:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterIceBall:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterDefilerBall:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.EngineerNail:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaHollyAir:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaHollyGround:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaFallingStar:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaSnowball:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.BarbarianSword:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.BarbarianSwordWeak:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockFireball:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockBigFireball:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockIceShards:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockLightning:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockMagmaSmall:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockNova:\n\t\tTNT1 A 0 ACS_ExecuteAlways(717, 0)\n\t\tGoto DeathAnim\n\t}\n}\n\nActor SnowReload : Ammo\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 20\n\t+IGNORESKILL\n}\n\nActor SnowGun : Weapon\n{\n  obituary \"%o got snowed under by %k.\"\n  radius 20\n  height 16\n  Weapon.SlotNumber 1\n  inventory.pickupmessage \"You got the Snow Gun!\"\n  weapon.selectionorder 100\n  weapon.kickback 100\n  +INVENTORY.UNDROPPABLE\n  +WEAPON.DONTBOB\n  inventory.icon \"SANTAWEP\"\n  +WEAPON.NOAUTOAIM\n  states\n  {\n  Spawn:\n    TNT1 A 1\n    stop\n  Ready:\n\tSNOB A 0 A_JumpIfInventory(\"ForceReload\", 1, \"ReloadGun\")\n    SNOB A 1 A_WeaponReady\n    Loop\n  Deselect:\n    SNOB A 1 A_Lower\n    loop\n  Select:\n    TNT1 A 0 ACS_ExecuteAlways(700, 0, WM_SANTA_SNOW)\n    SNOB A 1 A_Raise\n    Goto Select+1\n  Fire:\n    SNOB A 1 offset(2,32)\n\tSNOB A 1 offset(4,34)\n\tSNOB A 2 offset(6,36) A_FireCustomMissile(\"SnowBall\", random(-4,4), 0, 8, 2)//3\n\tSNOB A 0 offset(6,36) A_GiveInventory(\"SnowReload\", 1)\n\tSNOB A 2 offset(4,34)\n\tSNOB A 1 offset(2,32)\n\tSNOB A 0 A_JumpIfInventory(\"SnowReload\", 1, 2)\n\tSNOB A 0 A_Jump(256, 3)\n\tSNOB A 0 offset(2,32) A_JumpIfInventory(\"ForceReload\", 1, \"ReloadGun\")\n\tSNOB A 1 offset(2,32) A_JumpIfInventory(\"SnowReload\", 20, \"ReloadGun\")\n\tSNOB A 0 A_TakeInventory(\"ForceReload\", 1)\n    SNOB A 0 A_ReFire\n    goto Ready\n   ReloadGun:\n\t  SNOB A 1 offset (0, 40)\n\t  SNOB A 1 offset (0, 50)\n\t  SNOB A 1 offset (0, 60)\n\t  SNOB A 1 offset (0, 70)\n\t  SNOB A 1 offset (0, 80)\n\t  SNOB A 1 offset (0, 90)\n\t  SNOB A 1 offset (0, 100)\n\t  SNOB A 1 offset (0, 110)\n\t  SNOB A 1 offset (0, 120)\n\t  SNOB A 0 Offset (0, 120) A_TakeInventory(\"SnowReload\", 20)\n\t  SNOB A 45 Offset(0, 120) A_PlaySound(\"pistol/reload\", CHAN_WEAPON)\n\t  SNOB A 1 Offset(0, 120)\n\t  SNOB A 1 Offset(0, 110)\n\t  SNOB A 1 Offset(0, 100)\n\t  SNOB A 1 Offset(0, 90)\n\t  SNOB A 1 Offset(0, 80)\n\t  SNOB A 1 Offset(0, 70)\n\t  SNOB A 1 Offset(0, 60)\n\t  SNOB A 1 Offset(0, 50)\n\t  SNOB A 1 Offset(0, 40)\n\t  SNOB A 0 A_TakeInventory(\"ForceReload\", 1)\n\t  Goto Ready\n  Altfire: // Lines below that check for each giveinventory helps create a better reloading\n\tSNOB A 1 offset(8,34)\n\tSNOB A 1 offset(4,38) A_FireCustomMissile(\"SnowBall2\", 0, 0, 8, 2)\n\tSNOB A 1 offset(4,34)\n\tSNOB A 0 offset(4,34) A_GiveInventory(\"SnowReload\", 1)\n\tSNOB A 0 offset(2,32) A_JumpIfInventory(\"ForceReload\", 1, \"ReloadGun\")\n\tSNOB A 0 offset(2,32) A_JumpIfInventory(\"SnowReload\", 20, \"ReloadGun\")\n\tSNOB A 1 offset(4,38) A_FireCustomMissile(\"SnowBall2\", random(-1,2), 0, 8, 2)\n\tSNOB A 1 offset(4,34)\n\tSNOB A 1 offset(4,38) A_FireCustomMissile(\"SnowBall2\", random(-2,2), 0, 8, 2)\n\tSNOB A 1 offset(4,34)\n\tSNOB A 0 offset(4,34) A_GiveInventory(\"SnowReload\", 1)\n\tSNOB A 0 offset(2,32) A_JumpIfInventory(\"ForceReload\", 1, \"ReloadGun\")\n\tSNOB A 0 offset(2,32) A_JumpIfInventory(\"SnowReload\", 20, \"ReloadGun\")\n\tSNOB A 1 offset(10,40) A_FireCustomMissile(\"SnowBall2\", random(-3,3), 0, 8, 2)\n\tSNOB A 1 offset(26,44)\n\tSNOB A 1 offset(42,48)\n\tSNOB A 15 offset(58,52)\n\tSNOB A 1 offset(50,50)\n\tSNOB A 1 offset(42,48)\n\tSNOB A 1 offset(34,46)\n\tSNOB A 1 offset(26,44)\n\tSNOB A 1 offset(18,42)\n\tSNOB A 1 offset(10,40)\n\tSNOB A 1 offset(8,38)\n\tSNOB A 1 offset(4,34)\n    SNOB A 0 A_TakeInventory(\"ForceReload\", 1)\n    SNOB A 0 A_ReFire\n    goto Ready\n  }\n}\n\nActor HollyTraps : Weapon\n{\n  obituary \"%o was caught on %k's Holly.\"\n  radius 20\n  height 16\n  inventory.pickupmessage \"You got the Snow Gun!\"\n  weapon.selectionorder 1500\n  weapon.kickback 100\n  weapon.ammotype \"HollyAmmo\"\n  weapon.ammouse1 1\n  weapon.ammotype2 \"HollyAmmo\"\n  weapon.ammouse2 1\n  weapon.ammogive 8\n  Weapon.SlotNumber 2\n  +INVENTORY.UNDROPPABLE\n  inventory.icon \"SANTAHOL\"\n  +WEAPON.NOAUTOAIM\n  states\n  {\n  Spawn:\n    TNT1 A 1\n    stop\n  Ready:\n    HOLL A 1 A_WeaponReady\n    loop\n  Deselect:\n    HOLL A 0 A_JumpIfInventory(\"HollyAmmo\",1,\"Deselect2\")\n\tTNT1 A 1 A_Lower\n\tGoto Deselect+1\n  Deselect2:\n    HOLL A 1 A_Lower\n    loop\n  Select:\n    TNT1 A 0 ACS_ExecuteAlways(700, 0, WM_SANTA_HOLLY)\n    HOLL A 1 offset(-1,0) A_Raise\n    Goto Select+1\n  AltFire:\n\tTNT1 A 0 offset (-2,32) A_GiveInventory(\"UsedAmmo\", 1)\n    HOLL A 1 offset(-2,32)\n\tHOLL A 1 offset(-6,40)\n\tHOLL A 1 offset(-10,48)\n\tHOLL B 1 offset(-14,56) A_FireCustomMissile(\"Holly\", random(-3,3), 1, -6, 0)\n\tHOLL B 1 offset(-18,65)\n\tHOLL B 1 offset(-22,75)\n\tHOLL B 1 offset(-26,85)\n\tHOLL B 1 offset(-30,95)\n\tHOLL B 1 offset(-34,105)\n\tHOLL B 1 offset(-38,115)\n\tHOLL B 1 offset(0,120)\n\tHOLL B 0 A_JumpIfInventory(\"HollyAmmo\",1,\"Select\")\n\tHOLL B 0 A_SelectWeapon(\"SnowGun\")\n    goto Ready\n  Fire:\n   TNT1 A 0 A_GiveInventory(\"UsedAmmo\", 1)\n   HOLL A 1 offset(-1,0)\n   HOLL EFGHIJ 2\n   Goto Hold\n  Hold:\n   HOLL J 1\n   HOLL J 0 A_Refire\n   HOLL IGE 1\n   HOLL B 1 A_FireCustomMissile(\"HollyThrown\", 0, 1, -6, 0)\n   HOLL KLM 1\n   TNT1 A 5 offset(0,120)\n   HOLL B 0 A_JumpIfInventory(\"HollyAmmo\",1,\"Select\")\n   HOLL B 0 A_SelectWeapon(\"SnowGun\")\n   goto Ready\n  }\n}\n\nActor HollyThrown\n{\n\tPROJECTILE\n\tobituary \"%o was cut by %k's holly.\"\n\t+RIPPER\n\tDamage (27)\n\tdamagetype \"SantaHollyAir\"\n\tHeight 5\n\tRadius 5\n\tSpeed 50\n\tscale 0.5\n\tseesound \"HollyThrow\"\n\t+BLOODLESSIMPACT\n\t+RIPPER\n\tStates\n\t{\n\tSpawn:\n\t\tHOLL OPOP 2\n\t\tHOLL O 2 A_ChangeFlag(\"NOGRAVITY\",0)\n\t\tloop\n\t\tDeath:\n\t\tHOLL O 0 A_SpawnItemEx(\"Holly\",0,0,0,0,0,-1)\n\t\tstop\n\t}\n}\n\nActor HollyThrownfromPresent : HollyThrown\n{\n\tObituary \"%o didn't seem to get a nice present from %k.\"\n\tDamageType \"SantaPresent\"\n\tDamage (28)\n\tStates\n\t{\n\tSpawn:\n\t\tHOLL OPOP 2\n\t\tHOLL O 2 A_ChangeFlag(\"NOGRAVITY\",0)\n\t\tloop\n\t\tDeath:\n\t\tHOLL O 0 A_SpawnItemEx(\"HollyfromPresent\",0,0,0,0,0,-1)\n\t\tstop\n\t}\n}\n\nActor Holly\n{\n\tPROJECTILE\n\t-NOGRAVITY\n\tobituary \"%o was cut by %k's holly.\"\n\tSpeed 10\n\tHeight 5\n\tradius 5\n\tscale 0.5\n\tdamage (16)\n\tdamagetype \"SantaHollyGround\"\n\t+BLOODLESSIMPACT\n\t+RIPPER\n\tStates\n\t{\n\tSpawn:\n\t\tHOLL C 1 A_JumpIf(waterlevel == 2, \"Death2\")\n\t\tHOLL C 0 A_GiveInventory(\"Clip\",1)\n\t\tHOLL C 0 A_JumpIfInventory(\"Clip\", 100, \"Death2\")\n\t\tloop\n\t\tDeath:\n\t\tHOLL C 0 A_PlaySound(\"HollyLand\")\n\t\tHOLL C 0 A_CustomMissile(\"HollySpike\", 0, 0, 0, 0)\n\t\tstop\n\t\tDeath2:\n\t\tHOLL C 1\n\t\tstop\n\t}\n}\n\nActor HollyFromPresent : Holly\n{\n\tObituary \"%o didn't seem to get a nice present from %k.\"\n\tDamageType \"SantaPresent\"\n\tStates\n\t{\n\tSpawn:\n\t\tHOLL C 1 A_JumpIf(waterlevel == 2, \"Death2\")\n\t\tHOLL C 0 A_GiveInventory(\"Clip\",1)\n\t\tHOLL C 0 A_JumpIfInventory(\"Clip\", 100, \"Death2\")\n\t\tloop\n\t\tDeath:\n\t\tHOLL C 0 A_PlaySound(\"HollyLand\")\n\t\tHOLL C 0 A_CustomMissile(\"HollySpike2\", 0, 0, 0, 0)\n\t\tstop\n\t\tDeath2:\n\t\tHOLL C 1\n\t\tstop\n\t}\n}\n\nactor HollySpike\n{\n\tSpeed 0\n\tPROJECTILE\n\t+NOCLIP\n\tdamagefactor \"Jitterskull\", 0.0\n\tdamagefactor \"SjasScream\", 0.0\n\tDamage (random(4,12))\n\tradius 5\n\tscale 0.5\n\tdamagetype \"SantaHollyGround\"\n\tObituary \"%o stepped on %k's harmless weed.\"\n\theight 5\n\t-NOGRAVITY\n\t+DONTBLAST\n\t+THRUGHOST\n\tdeathsound \"HollyHit\"\n\treactiontime 3400\n\tStates\n\t{\n\tSpawn:\n\t\tHOLL C 20\n\t\tHOLL C 0 A_ChangeFlag(\"NOCLIP\",0)\n\t\tHOLL C 0 A_PlaySound(\"HollySpike\")\n\t\tHOLL D 1 A_CountDown\n\t\tGoto Spawn+3\n\t\tDeath:\n\t\tHOLL D 1\n\t\tstop\n\t}\n}\n\nActor HollySpike2 : HollySpike\n{\n\tObituary \"%o didn't seem to get a nice present from %k.\"\n\tDamageType \"SantaPresent\"\n\tDamage (random(9,24))\n}\n\nactor StarLauncher : Weapon\n{\n  obituary \"%o wished upon %k's Star launcher.\"\n  radius 20\n  height 16\n  Weapon.SlotNumber 3\n  inventory.pickupmessage \"You got the Star Launcher!\"\n  weapon.selectionorder 300\n  weapon.kickback 100\n  weapon.ammotype1 \"StarAmmo\"\n  weapon.ammouse1 1\n  weapon.ammotype2 \"StarAmmo\"\n  weapon.ammouse2 1\n  weapon.ammogive 8\n  inventory.icon \"SANTASTA\"\n  +INVENTORY.UNDROPPABLE\n  +WEAPON.NOAUTOAIM\n  states\n  {\n  Spawn:\n    TNT1 A 1\n    stop\n  Ready:\n    STAL A 1 A_WeaponReady\n    loop\n  Deselect:\n    STAL A 1 A_Lower\n    loop\n  Select:\n    TNT1 A 0 ACS_ExecuteAlways(700, 0, WM_SANTA_STAR)\n    STAL A 1 A_Raise\n    Goto Select+1\n  Fire:\n    TNT1 A 0 offset(0,33) A_GiveInventory(\"UsedAmmo\", 1)\n    STAL A 0 offset(0,33) A_PlayWeaponSound(\"StarLaunch\")\n\tSTAL A 0 offset(0,33) A_FireCustomMissile(\"StarProjectile\", 0, 1, 0, 2)\n    STAL A 1 offset(0,43)\n\tSTAL A 1 offset(0,53)\n\tSTAL A 1 offset(0,63)\n\tSTAL A 1 offset(0,73)\n\tSTAL A 12 offset(0,83)\n\tSTAL A 1 offset(0,80)\n\tSTAL A 1 offset(0,75)\n\tSTAL A 1 offset(0,70)\n\tSTAL A 1 offset(0,65)\n\tSTAL A 1 offset(0,60)\n\tSTAL A 1 offset(0,55)\n\tSTAL A 1 offset(0,50)\n\tSTAL A 1 offset(0,45)\n\tSTAL A 1 offset(0,40)\n\tSTAL A 1 offset(0,35)\n\tSTAL A 12 offset(0,33)\n    STAL A 0 A_ReFire\n    goto Ready\n  Altfire:\n    TNT1 A 0 offset(0,33) A_GiveInventory(\"UsedAmmo\", 1)\n    STAL A 0 offset(0,33) A_PlayWeaponSound(\"StarLaunch\")\n\tSTAL A 0 offset(0,33) A_FireCustomMissile(\"StarProjectile2\", 0, 1, 0, 2)\n    STAL A 1 offset(0,43)\n\tSTAL A 1 offset(0,53)\n\tSTAL A 1 offset(0,63)\n\tSTAL A 1 offset(0,73)\n\tSTAL A 12 offset(0,83)\n\tSTAL A 1 offset(0,80)\n\tSTAL A 1 offset(0,75)\n\tSTAL A 1 offset(0,70)\n\tSTAL A 1 offset(0,65)\n\tSTAL A 1 offset(0,60)\n\tSTAL A 1 offset(0,55)\n\tSTAL A 1 offset(0,50)\n\tSTAL A 1 offset(0,45)\n\tSTAL A 1 offset(0,40)\n\tSTAL A 1 offset(0,35)\n\tSTAL A 12 offset(0,33)\n    STAL A 0 A_ReFire\n    goto Ready\n  }\n}\n\n// Primary fire\nActor StarProjectile\n{\n\tPROJECTILE\n\t+SKYEXPLODE\n\t+SEEKERMISSILE\n\tDamage (20)\n\tSpeed 30\n\tHeight 5\n\tdamagetype \"SantaStarProjectile\"\n\tRadius 5\n\tscale 0.5\n\trenderstyle translucent\n\tdeathsound \"StarHit\"\n\talpha 1.0\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTAL B 2 bright ThrustThingZ(0,-18,0,0)\n\t\t\tSTAL B 0 bright ThrustThingZ(0,1,0,1)\n\t\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop1\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\t\tSTAL B 0 bright ThrustThingZ(0,1,0,1)\n\t\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop2\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\t\tSTAL B 0 bright ThrustThingZ(0,1,0,1)\n\t\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop1\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\t\tSTAL B 0 bright ThrustThingZ(0,1,0,1)\n\t\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop2\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\t\tSTAL B 0 bright ThrustThingZ(0,1,0,1)\n\t\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop1\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\t\tSTAL B 0 bright ThrustThingZ(0,1,0,1)\n\t\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop2\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\t\tSTAL B 0 bright ThrustThingZ(0,1,0,1)\n\t\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop1\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\t\tSTAL B 0 bright ThrustThingZ(0,1,0,1)\n\t\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop2\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\t\tSTAL B 0 bright ThrustThingZ(0,1,0,1)\n\t\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop1\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\t\tSTAL B 0 bright ThrustThingZ(0,1,0,1)\n\t\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop2\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop1\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop2\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\t\tGoto Spawn+32\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItem(\"StarExplode\")\n\t\t\tTNT1 A 0 A_Explode(65, 128, 1)\n\t\t\tTNT1 A 1 A_SpawnItemEx(\"StarDrop3\", random(-3,3), random(-3,3), random(-3,3), random(5,15), random(5,15), random(-15,15), random(0,360))\n\t\t\tTNT1 A 1 A_SpawnItemEx(\"StarDrop4\", random(-3,3), random(-3,3), random(-3,3), random(5,15), random(5,15), random(-15,15), random(0,360))\n\t\t\tTNT1 A 0 A_FadeOut(0.1)\n\t\t\tGoto Death+2\n\t}\n}\n\nactor FallingStarDamage\n{\n\tdamagetype \"SantaFallingStar\"\n\tPROJECTILE\n\t+NODAMAGETHRUST\n\t-NOBLOCKMAP\n\tradius 4\n\theight 4\n\tdamage 0\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2 A_Explode(5,158,0)\n\t\tloop\n\t}\n}\n\nactor FallingStarDamagePresent : FallingStarDamage\n{\n\tObituary \"%o didn't seem to get a nice present from %k.\"\n\tDamagetype \"SantaPresent\"\n}\n\nactor StarProjectile2 : StarProjectile\n{\n\tSpeed 5\n\treactiontime 64\n\tstates\n\t{\n\tSpawn:\n\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop3\", 0, 0, 0, random(5,15), random(5,15), random(-15,15), random(0,360))\n\t\tSTAL B 0 bright A_SpawnItemEx(\"StarDrop4\", 0, 0, 0, random(5,15), random(5,15), random(-15,15), random(0,360))\n\t\tSTAL B 0 A_Explode(3,222,0)//4\n\t\tSTAL B 0 A_CountDown\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"StarExplode\")\n\t\tTNT1 A 0 A_PlaySound(\"StarHit\")\n\t\tTNT1 A 0 A_Explode(5, 150, 1)\n\t\tTNT1 A 1 A_SpawnItemEx(\"StarDrop3\", random(-3,3), random(-3,3), random(-3,3), random(5,15), random(5,15), random(-15,15), random(0,360))\n\t\tTNT1 A 1 A_SpawnItemEx(\"StarDrop4\", random(-3,3), random(-3,3), random(-3,3), random(5,15), random(5,15), random(-15,15), random(0,360))\n\t\tTNT1 A 0 A_FadeOut(0.1)\n\t\tGoto Death+1\n\t}\n}\n\nactor StarExplode\n{\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\t-SOLID\n\t+NOGRAVITY\n\tradius 1\n\theight 1\n\talpha 0.9\n\ttranslation \"176:191=160:167\"\n\trenderstyle translucent\n\tStates\n\t{\n\tSpawn:\n\t\tMISL BCDE 10 bright\n\t\tstop\n\t}\n}\n\nactor StarDrop1\n{\n\tPROJECTILE\n\tdamagetype \"SantaFallingStar\"\n\tHeight 3\n\tRadius 3\n\tdamage 0\n\tSpeed 8\n\t-NOGRAVITY\n\t+DOOMBOUNCE\n\t+CLIENTSIDEONLY\n\tbouncecount 5\n\tbouncefactor 0.5\n\tseesound \"StarTwinkle\"\n\tscale 0.3\n\trenderstyle translucent\n\talpha 1.0\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tSTAL B 1 bright A_FadeOut(0.08)\n\t\tGoto Spawn+1\n\t}\n}\n\nactor StarDrop2 : StarDrop1\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tSTAL C 1 bright A_FadeOut(0.08)\n\t\tGoto Spawn+1\n\t}\n}\n\nactor StarDrop3 : StarDrop1\n{\n}\nactor StarDrop4 : StarDrop2\n{\n}\n\nactor StarAmmo : Ammo\n{\n\tinventory.amount 1\n\tinventory.maxamount 10\n}\n\nactor HollyAmmo : Ammo\n{\n\tinventory.amount 1\n\tinventory.maxamount 20\n}\n\nactor SnowBall : FastProjectile\n{\n\ttranslation \"168:191=80:95\"\n\tPROJECTILE\n\tSpeed 42\n\tdecal \"snowhit\"\n\tdamagetype \"SantaSnowball\"\n\tRadius 8\n\tHeight 4\n\tscale 0.2\n\tDamage (18)\n\tSeeSound \"SantaSnowBall\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tSNOB B 1\n\t\tGoto Spawn+1\n\t\tDeath:\n\t\tSNOB CDE 5\n\t\tstop\n\t}\n}\n\nactor SnowBall2 : SnowBall\n{\n\tdamage (12)\n\tSpeed 75\n}\n\nActor Custom_SantaBloodySkull : Custom_BloodySkull\n{\n\tStates\n\t{\n    Spawn:\n        SANT Z 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n    See:\n\t    SANT Z 0 A_GiveInventory(\"RocketAmmo\",1)\n        SANT Z 5 A_Custommissile(\"Blood\", -5,0,0)\n        SANT ZZZ 5\n        SANT ZZZZ 5\n        loop\n    Death:\n\t\tSANT Z 0 A_Jump (16,4)\n        SANT Z 0 A_Jump (32,4)\n        SANT Z 0 A_Jump (64,4)\n        SANT Z 0 A_Jump (128,4)\n        SANT Z -1 A_CheckPlayerDone\n        Wait\n        SANT Z -1 A_CheckPlayerDone\n        Wait\n        SANT Z -1 A_CheckPlayerDone\n        Wait\n        SANT Z -1 A_CheckPlayerDone\n\t}\n}\n\n// Present launcher\n////////////////////////////////////////////////////////////////////////////////\nActor PresentLauncher : Weapon\n{\n\tRadius 10\n\tHeight 20\n\tWeapon.SlotNumber 4\n\tWeapon.SelectionOrder 1600\n\tWeapon.AmmoType \"PresentAmmo\"\n\tinventory.icon \"PRESICON\"\n\tWeapon.AmmoUse 0\n\tWeapon.AmmoGive 0\n\t+INVENTORY.UNDROPPABLE\n\t+WEAPON.NOAUTOAIM\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tSelect:\n\t    TNT1 A 0 ACS_ExecuteAlways(700, 0, WM_SANTA_PRES)\n\t\tSADE A 1 A_Raise\n\t\tGoto Select+1\n\tDeselect:\n\t\tSADE A 1 A_Lower\n\t\tLoop\n\tReady:\n\t\tSADE A 1 A_WeaponReady\n\t\tLoop\n\tFire:\n\t\tSADE B 0 A_PlaySoundEx(\"weapons/trapdetonate\", \"Voice\")\n\t\tSADE B 0 A_GiveInventory(\"Potato2\", 1)\n\t\tSADE B 0 A_GiveInventory(\"CheckAchievements\", 1)\n\t\tSADE B 7 A_GiveInventory(\"PresentDetonator\", 1)\n\t\tSADE A 7 A_TakeInventory(\"PresentDetonator\", 1)\n\t\tGoto Ready\n\tAltFire:\n\t\tTNT1 A 0 A_GiveInventory(\"UsedAmmo\", 1)\n\t\tSADE A 0 A_JumpIfInventory(\"PresentAmmo\", 1, 1)\n\t\tGoto Ready\n\t\tSADE A 1 Offset(0, 50)\n\t\tSADE A 1 Offset(0, 70)\n\t\tSADE A 1 Offset(0, 90)\n\t\tTNT1 A 1\n\t\tSAPR A 1 Offset(0, 90)\n\t\tSAPR A 1 Offset(0, 70)\n\t\tSAPR A 1 Offset(0, 50)\n\t\tSAPR AB 3\n\t\tSAPR C 0 A_TakeInventory(\"PresentAmmo\", 1)\n\t\tSAPR C 3 A_FireCustomMissile(\"SantaPresent\", 0, 1)\n\t\tSAPR C 1 Offset(0, 40)\n\t\tSAPR C 1 Offset(0, 50)\n\t\tSAPR C 1 Offset(0, 60)\n\t\tSAPR C 1 Offset(0, 70)\n\t\tSAPR C 1 Offset(0, 80)\n\t\tSAPR C 1 Offset(0, 90)\n\t\tTNT1 A 1\n\t\tGoto Select\n\t}\n}\n\nActor PresentExploder\n{\n\tSpeed 0\n\tHeight 4\n\tRadius 4\n\tDamage (0)\n\tPROJECTILE\n\t+BLOODLESSIMPACT\n\t+RIPPER\n\tObituary \"%o didn't seem to get a nice present from %k.\"\n\tDamageType \"SantaPresent\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 1 A_Explode(random(64,72), 96, 0)\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor SantaPresent\n{\n\tRadius 6\n\tHeight 12\n\tSpeed 3\n\tRenderStyle Translucent\n\tAlpha 1.0\n\tPROJECTILE\n\t-CANBLAST\n\t-NOLIFTDROP\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tPRES A 1 A_JumpIfInTargetInventory(\"PresentDetonator\", 1, \"UnleashHolly\")\n\t\tPRES A 0 A_GiveInventory(\"PresentCountdownClear\", 1)\n\t\tPRES A 0 A_JumpIfInventory(\"PresentCountdownClear\", 3600, \"Remove\")\n\t\tPRES A 0 A_JumpIfInventory(\"RemovePresents\", 1, \"Remove\")\n\t\tPRES A 0 A_JumpIfInTargetInventory(\"RocketAmmo\", 1, \"Remove\")\n\t\tPRES A 0 A_JumpIf(waterlevel == 2, \"Remove\")\n\t\tPRES A 0 A_JumpIf(z - floorz == 0, 1)\n\t\tLoop\n\t\tPRES A 0 A_Stop\n\t\tLoop\n\tUnleashHolly:\n\t\tPRES A 0 A_PlaySound(\"santaho\", CHAN_VOICE)\n\t\tPRES ABCD 2\n\t\tPRES D 0 A_SpawnItem(\"PresentExploder\")\n\t\tPRES D 0 A_PlaySound(\"BarbSwordDeath\", CHAN_WEAPON)\n\t\tPRES D 0 A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, 20, 0)\n\t\tPRES DDDDDD 0 A_SpawnItemEx(\"HollyThrownFromPresent\", 0, 0, 16, random(-5,5), random(-5,5), random(3,9))\n\t\tPRES EEEEEEEEEEEEEEEEEEE 1 A_SpawnItemEx(\"StarDrop1\", 0, 0, 0, random(-5,5), random(-5,5), random(10,20))\n\t\tPRES E -1\n\t\tStop\n\tDeath:\n\t\tPRES E 0 A_PlaySound(\"StarHit\", CHAN_WEAPON)\n\t\tPRES E 0 A_JumpIf(waterlevel == 2, \"Remove\")\n\t\tPRES E 0 A_ChangeFlag(\"MISSILE\", 0)\n\t\tPRES E 1 A_ChangeFlag(\"NOBLOCKMAP\", 0)\n\t\tGoto Spawn\n\tRemove:\n\t\tPRES A 2 A_FadeOut(0.1)\n\t\tLoop\n\t}\n}\n\nActor RemovePresents : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor PresentCountdownClear : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 3600\n}\n\nActor PresentAmmo : Ammo\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 4\n\tInventory.Icon \"PRESA0\"\n}\n\nActor PresentDetonator : Ammo\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Warlock.txt",
        "contents": "Actor Warlock : PlayerPawn\n{\n\tMass 400\n\tPlayer.ColorRange 112, 127\n\tPlayer.DisplayName \"Warlock\"\n\tPlayer.SoundClass \"Mage\"\n\tPlayer.ForwardMove 1.0\n\tPlayer.SideMove 1.0\n\tPlayer.StartItem \"FireStaff\", 1\n\tPlayer.StartItem \"FireStaffAmmo\", 50\n\tPlayer.StartItem \"IceHands\", 1\n\tPlayer.StartItem \"LightningHands\", 1\n\tPlayer.StartItem \"LightningAmmo\", 10\n\tPlayer.StartItem \"IsHuman\", 1\n\tPlayer.StartItem \"ArrowSingle\", 35\n\tPlayer.StartItem \"ClassID\", 7 // 13\n\tPlayer.StartItem \"HumanTeam\", 1\n\tPlayer.scoreicon \"WARLST\"\n\tDamageFactor \"Fire2\", 0.8\n\tDamageFactor \"Grenade\", 0.3\n\tDamageFactor \"Ice2\", 0.8\n\tDamageFactor \"GhostbusterTrap\", 0.0\n\tDamageFactor \"DefilerPoisonGas\", 0.5\n\tDamageFactor \"SentryShoot\", 0.0\n\tDamageFactor \"BarbEffect\", 0.0\n\tDamageFactor \"HunterSuperIceArrowTrail2\", 0.0\n\tDamageFactor \"SjasScream\", 1.1\n\tDamageFactor \"Drone\", 0.0\n\tSpecies \"Human\"\n\tLimitedToTeam 0\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+GHOST\n\t+NOSKIN\n\t+NOTARGET\n\tHealth 100\n\tStates\n\t{\n\tSpawn:\n\t\tDAED A 1\n\t\tLoop\n\tSee:\n\t\tDAED AB 4\n//\t\tTNT1 A 0 A_SpawnItemEx (\"WarlockStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tDAED CD 4\n//\t\tTNT1 A 0 A_SpawnItemEx (\"WarlockStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tLoop\n\tPain:\n\t\tDAED G 4\n\t\tDAED G 4 A_Pain\n\t\tGoto Spawn\n\tPain.ChokeAttack:\n\t\tDAED G 1\n\t\tTNT1 G 0 A_GiveToTarget(\"ChokePainHealer\", 1)\n\t\tTNT1 G 0 A_GiveToTarget(\"VomitPoints\", 2)\n\t\tDAED G 8 A_Pain\n\t\tGoto Spawn\n\tPain.CreepStun:\n\t\tTNT1 G 0 HealThing(1)\n\t\tTNT1 G 0 A_Pain\n\t\tDAED G 18 ACS_ExecuteAlways(986,0)\n\t\tGoto Spawn\n\tPain.CreeperHealBall:\n\t\tDAED G 1\n\t\tDAED G 0 A_GiveToTarget(\"CreeperHealBallHealer\", 1)\n\t\tDAED G 8 A_Pain\n\t\tGoto Spawn\n\tPain.Impale:\n\t\tTNT1 A 0 ThrustThingZ(0,10,0,1)\n\t\tGoto Pain\n\tMissile:\n\t\tDAED F 8 bright\n\t\tGoto Spawn\n\tBlowBone:\n\t\tTNT1 A 0 A_SpawnItemEx(\"BoneExplosion\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"BoneShieldSpark\")\n\t\tTNT1 AA 0 A_PlaySoundEx(\"BoneShieldShatter\", 6)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"BoneShieldParticles\", 0, 0, 0, random(-24,24), random(-24,24), random(1,24), 0)\n\t\tGoto Spawn\n\tTeleportation:\n\t\tTNT1 A 0 A_SpawnItemEx(\"TeleportEffect1\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"TeleportBlast\")\n\t\tTNT1 A 0 A_ChangeFlag(FLOORHUGGER, 1)\n\t\tTNT1 A 0 A_ChangeFlag(SOLID, 0)\n\t\tTNT1 A 0 A_SetTranslucent(0.15, 1)\n\t\tTNT1 A 0 A_SetReflectiveInvulnerable\n\t\tTNT1 A 0 ACS_ExecuteAlways(852, 0, 1)\n\t\tDAED E 5 Bright\n\t\tTNT1 A 0 A_Recoil(-100)\n\t\tDAED F 3 Bright\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 2, 0, 2, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 4, 64, 2, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 4, -64, 2 ,0)\n\t\tDAED F 3 Bright\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 2, 0, 2, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 4, 64, 2, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 4, -64, 2 ,0)\n\t\tDAED F 3 Bright\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 2, 0, 2, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 4, 64, 2, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 4, -64, 2 ,0)\n\t\tDAED F 3 Bright\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 2, 0, 2, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 4, 64, 2, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 4, -64, 2 ,0)\n\t\tDAED F 3 Bright\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 2, 0, 2, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 4, 64, 2, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 4, -64, 2 ,0)\n\t\tDAED F 3 Bright\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 2, 0, 2, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 4, 64, 2, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 4, -64, 2 ,0)\n//\t\tDAED F 17 Bright\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 ACS_ExecuteAlways(852, 0, 2)\n\t\tTNT1 A 0 A_UnSetReflectiveInvulnerable\n\t\tTNT1 A 0 A_SetTranslucent(1.0, 0)\n\t\tTNT1 A 0 A_ChangeFlag(FLOORHUGGER, 0)\n\t\tTNT1 A 0 A_ChangeFlag(SOLID, 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TeleportBlast\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"TeleportEffect2\")\n\t\tGoto Spawn\n\tDeath:\n\tDeathAnim:\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledWarlock\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"LowHPKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SkullRodItemCheck\", 2, \"DeathSoul\")\n\t\tDAED H 6\n\t\tDAED I 6 A_PlayerScream\n\t\tDAED JK 6\n\t\tDAED L 6 A_NoBlocking\n\t\tDAED M 6\n\t\tDAED N -1\n\t\tStop\n\tDeathSoul:\n\t\tTNT1 A 0 A_SpawnItemEx(\"WarlockSoul\", 0, 0, 0, 0, 0, 12)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tDAED H 6\n\t\tDAED I 6 A_PlayerScream\n\t\tDAED JK 6\n\t\tDAED L 6 A_NoBlocking\n\t\tDAED M 6\n\t\tDAED N -1\n\t\tStop\n\tGibDeath:\n\tDeath.ImpaleBite:\n\t\tTNT1 A 0 A_GiveToTarget(\"JitterskullPoints\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"VomitPoints\", 10)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledWarlock\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"Crunched\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SkullRodItemCheck\", 2, \"GibDeathSoul\")\n\t\tTNT1 A 0 A_PlaySound(\"Gibbage/XSplat\")\n\t\tTNT1 A 0 A_PlaySound(\"Gibbage/PlayerGib\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tDAED A 1\n\t\tBLAN A -1\n\t\tStop\n\tGibDeathSoul:\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tTNT1 A 0 A_SpawnItemEx(\"WarlockSoul\", 0, 0, 0, 0, 0, 12)\n\t\tTNT1 A 0 A_PlaySound(\"Gibbage/XSplat\")\n\t\tTNT1 A 0 A_PlaySound(\"Gibbage/PlayerGib\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tDAED A 1\n\t\tBLAN A -1\n\t\tStop\n\tDeath.CreeperHealBall:\n\t\tTNT1 A 0 A_GiveToTarget(\"CreeperHealBallHealer\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CreepStunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n        Goto DeathAnim\n\tDeath.CreeperMelee:\n\t\tTNT1 A 0 A_PlaySoundEx(\"CreeperAttack\",\"Body\")\n\t\tTNT1 A 0 A_GiveToTarget(\"CreeperHeal\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulSprite\", 0, 0, 0, 0, 0, 2)\n\t\tTNT1 A 0 A_GiveToTarget(\"CreeperMeleeKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n//\t\tTNT1 A 0 A_GiveToTarget(\"GhoulAmmo\", 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways(997,0)\n\t\tGoto DeathAnim\n\tDeath.SjasScream:\n        TNT1 A 0 A_GiveToTarget(\"SjasScreamKill\", 1)\n        TNT1 A 0 A_GiveToTarget(\"SjasMeleeMulti\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"SjasRageItem\", 2, 1)\n\t\tGoto DeathAnim\n\t\tTNT1 A 0 A_GiveToTarget(\"SjasSpeedRageMinor\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"SjasRageKill\", 1)\n\t\tGoto DeathAnim\n    Death.JitterMelee:\n        TNT1 A 0 A_GiveToTarget(\"JitterMeleeKill\", 1)\n        TNT1 A 0 A_GiveToTarget(\"JitterMeleeMulti\", 1)\n        Goto GibDeath\n    Death.CreepStun:\n        TNT1 A 0 A_GiveToTarget(\"CreepStunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n        Goto DeathAnim\n    Death.ChokeVomit:\n        TNT1 A 0 A_GiveToTarget(\"ChokeVomitKill\", 1)\n        Goto DeathAnim\n    Death.ChokeAttack:\n        TNT1 A 0 A_GiveToTarget(\"ChokeAttackKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokeDeathHealer\", 1)\n        Goto GibDeath\n\tDeath.ChokeVomit:\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokeVomitKill\", 1)\n\t\tGoto DeathAnim\n\tDeath.ChokeFeast:\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokeFeasTKill\", 1)\n\t\tGoto DeathAnim\n    Death.ChokeBloodBall:\n\t\tTNT1 A 0 A_GiveToTarget(\"VomitPoints\", 15)\n        TNT1 A 0 A_GiveToTarget(\"ChokeBloodBallKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokeBloodBallMulti\", 1)\n        Goto DeathAnim\n    Death.FrostbiteMelee:\n        TNT1 A 0 A_GiveToTarget(\"FrostbiteMeleeKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"ShardPoints\", random(7,9))\n        Goto GibDeath\n\tDeath.FrostbiteMortar:\n\t\tTNT1 A 0 A_GiveToTarget(\"FrostyMortarKill\", 1)\n\t\tGoto DeathAnim\n    Death.FrostbiteIceBreath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"ShardPoints\", random(5,7))\n\t\tTNT1 A 0 A_PlayerScream\n\t\tTNT1 A 0 A_GiveToTarget(\"FrostyBreathMulti\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"FrostbiteIceBreathKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledWarlock\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"WarlockIceDeath\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SkullRodItemCheck\", 2, \"FrostDeathSoul\")\n\t\tDAED H 1\n\t\tBLAN A -1\n\t\tStop\n\tFrostDeathSoul:\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tTNT1 A 0 A_SpawnItemEx(\"WarlockSoul\", 0, 0, 0, 0, 0, 12)\n\t\tDAED H 1\n\t\tBLAN A -1\n\t\tStop\n    Death.Impale:\n        TNT1 A 0 A_GiveToTarget(\"ImpaleKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"DoubleImpaleKill\", 1)\n        Goto DeathAnim\n\tDeath.FiendWind:\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_PlayerScream\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledWarlock\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"IceFiendKillCounter\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"IceFiendWindKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"WarlockIceDeath\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SkullRodItemCheck\", 2, \"FiendWindSoul\")\n\t\tDAED H 1\n\t\tBLAN A -1\n\t\tStop\n\tFiendWindSoul:\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tTNT1 A 0 A_SpawnItemEx(\"WarlockSoul\", 0, 0, 0, 0, 0, 12)\n\t\tDAED H 1\n\t\tBLAN A -1\n\t\tStop\n    Death.IcefiendIcePath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"IcefiendKillCounter\", 1)\n        TNT1 A 0 A_GiveToTarget(\"IcefiendIcePathKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledWarlock\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"WarlockIcefiendImpaleDeath\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlayerScream\n\t\tTNT1 A 0 A_JumpIfInventory(\"SkullRodItemCheck\", 2, \"IcePathSoul\")\n\t\tDAED H 1\n\t\tBLAN A -1\n\t\tStop\n\tIcePathSoul:\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tDAED H 1 A_SpawnItemEx(\"WarlockSoul\", 0, 0, 0, 0, 0, 12)\n\t\tBLAN A -1\n\t\tStop\n    Death.IceFiendMeleeBackstab:\n\t\tTNT1 A 0 A_GiveToTarget(\"BackstabAchievementUnlock\", 1)\n\tDeath.IceFiendMeleeBackstab2:\n\t\tTNT1 A 0 A_GiveToTarget(\"IceFiendIceAmmo\", 10)\n\t\tTNT1 A 0 A_GiveToTarget(\"InvisibleCounter\", 10)\n\t\tTNT1 A 0 A_GiveToTarget(\"IceFiendSpeedBoost\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealthBonus\", 25)\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab1\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab2\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab3\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab4\", 5, 0, 1)\n\t    Goto Death.IceFiendMelee\n    Death.IceFiendMelee:\n        TNT1 A 0 A_GiveToTarget(\"IceFiendMeleeKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"IcefiendKillCounter\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"InvisibleCounter\", 5)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledWarlock\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SkullRodItemCheck\", 2, 1)\n\t\tGoto DeathAnim\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tTNT1 A 0 A_SpawnItemEx(\"WarlockSoul\", 0, 0, 0, 0, 0, 12)\n        Goto DeathAnim\n\t// Human reflection deaths\n    Death.MarineGrenade:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterFireArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterIceArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterRegularArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterSuperFireArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterSuperIceArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterSuperRegularArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.CyborgPlasma:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.CyborgCrapPlasma:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterProton:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterBlood:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterEcho:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterSoul:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterIceFall:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterIceBall:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterDefilerBall:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.EngineerNail:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaHollyAir:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaHollyGround:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaStarProjectile:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaFallingStar:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaSnowball:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.BarbarianSword:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.BarbarianSwordWeak:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockFireball:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockBigFireball:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockIceShards:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockLightning:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockMagmaSmall:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockNova:\n\t\tTNT1 A 0 ACS_ExecuteAlways(717, 0)\n\t\tGoto DeathAnim\n\t}\n}\n\nActor IceHands : Weapon\n{\n\tWeapon.SelectionOrder 2\n\tWeapon.SlotNumber 1\n\tInventory.Icon \"MHUDA0\"\n\t+WEAPON.NOAUTOAIM\n//\t+WEAPON.DONTBOB\n\t+INVENTORY.UNDROPPABLE\n\t+NOALERT\n\tStates\n\t{\n\tReady:\n\t\tCONE A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tCONE A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tCONE A 0 ACS_ExecuteAlways (700, 0, WM_MAGE_ICEHANDS)\n\t\tCONE A 1 A_Raise\n\t\tGoto Select+1\n\tFire:\n\t\tCONE BCD 2\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", 0, 0, 0, 0, 0, 0)\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", 2, 0, 0, 0, 0, 0)\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", 4, 0, 0, 0, 0, 0)\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", 6, 0, 0, 0, 0, 0)\n//\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", 8, 0, 0, 0, 0, 0)\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", -2, 0, 0, 0, 0, 0)\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", -4, 0, 0, 0, 0, 0)\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", -6, 0, 0, 0, 0, 0)\n//\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", -8, 0, 0, 0, 0, 0)\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", 0, 0, 0, 0, 0, 2)\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", 0, 0, 0, 0, 0, 4)\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", 0, 0, 0, 0, 0, 6)\n//\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", 0, 0, 0, 0, 0, 8)\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", 0, 0, 0, 0, 0, -2)\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", 0, 0, 0, 0, 0, -4)\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", 0, 0, 0, 0, 0, -6)\n//\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", 0, 0, 0, 0, 0, -8)\n\t\tCONE E 0 A_PlaySound (\"MageMissileF\")\n\t\tCONE E 3 Bright\n\t\tCONE F 3\n\t\tCONE G 3\n\t\tCONE A 21\n\t\tGoto Ready\n\tAltFire:\n\t\tCONX ABC 2\n\t\tTNT1 A 0 A_FireCustomMissile(\"MiniIceShards\", 0, 0, 2)\n\t\tTNT1 A 0 A_PlaySoundEx(\"MageMissileF\", 5)\n\t\tCONX D 3 Bright\n\t\tTNT1 A 0 A_FireCustomMissile(\"MiniIceShards\", 0, 0, 6, -2)\n\t\tTNT1 A 0 A_PlaySoundEx(\"MageMissileF\", 5)\n\t\tCONX E 3 Bright\n\t\tTNT1 A 0 A_FireCustomMissile(\"MiniIceShards\", 0, 0, 10, -4)\n\t\tTNT1 A 0 A_PlaySoundEx(\"MageMissileF\", 5)\n\t\tCONX F 3 Bright\n\t\tTNT1 A 0 A_FireCustomMissile(\"MiniIceShards\", 0, 0, 14, -6)\n\t\tTNT1 A 0 A_PlaySoundEx(\"MageMissileF\", 5)\n\t\tCONX G 3 Bright\n\t\tTNT1 A 0 A_FireCustomMissile(\"MiniIceShards\", 0, 0, 18, -8)\n\t\tTNT1 A 0 A_PlaySoundEx(\"MageMissileF\", 5)\n\t\tCONX H 3 Bright\n\t\tTNT1 A 0 A_FireCustomMissile(\"MiniIceShards\", 0, 0, 22, -10)\n\t\tTNT1 A 0 A_PlaySoundEx(\"MageMissileF\", 5)\n\t\tCONX I 3 Bright\n\t\tTNT1 A 0 A_FireCustomMissile(\"MiniIceShards\", 0, 0, 26, -12)\n\t\tTNT1 A 0 A_PlaySoundEx(\"MageMissileF\", 5)\n\t\tCONX J 3 Bright\n\t\tTNT1 A 0 A_FireCustomMissile(\"MiniIceShards\", 0, 0, 30, -14)\n\t\tTNT1 A 0 A_PlaySoundEx(\"MageMissileF\", 5)\n\t\tCONX KLM 3\n\t\tCONE GA 5\n\t\tGoto Ready\n\t}\n}\n\nActor IceShards\n{\n\tSpeed 42\n\tRadius 4\n\tHeight 6\n\tScale 0.5\n\tMass 0\n\tDamage (6)\n\tDamageType \"WarlockIceShards\"\n\tObituary \"%o was frozen by %k\"\n\tPROJECTILE\n\t+SKYEXPLODE\n\tStates\n\t{\n\tSpawn:\n\t\tICMG AB 2 bright\n\t\tLoop\n\tDeath:\n\t\tICMG C 0 A_PlaySound(\"FireStaffH\")\n\t\tICMG CDEF 3 bright\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor MiniIceShards : IceShards\n{\n\tSpeed 54\n\tRadius 2\n\tHeight 3\n\tScale 0.85\n\tDamage (9)\n\tAlpha 0.75\n\tRenderStyle Add\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSHRD AB 2 bright\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_PlaySound(\"FrostTeeth\")\n\t\t\tSHEX ABCDE 3 Bright\n\t\tStop\n\t}\n}\n\nActor LightningAmmo : Ammo\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 10\n\tInventory.Icon \"ICSPE0\"\n\tAmmo.BackpackAmount 1\n\tAmmo.BackpackMaxAmount 10\n\t+IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor LightningHands : weapon\n{\n\tWeapon.SelectionOrder 3\n\tWeapon.SlotNumber 2\n\tWeapon.YAdjust 20\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 10\n\tWeapon.AmmoUse2 2\n\tWeapon.AmmoType \"LightningAmmo\"\n\tWeapon.AmmoType2 \"LightningAmmo\"\n\tInventory.Icon \"MHUDC0\"\n\t+WEAPON.NOAUTOAIM\n//\t+WEAPON.DONTBOB\n\t+INVENTORY.UNDROPPABLE\n\t+NOALERT\n\tStates\n\t{\n\tReady:\n\t\tICHN AAAAA 1 Bright A_WeaponReady\n\t\tICHN A 1 Bright A_PlaysoundEx(\"ElectricHands\",\"weapon\")\n\t\tICHN BBBBB 1 Bright A_WeaponReady\n\t\tICHN CCCCC 1 Bright A_WeaponReady\n\t\tICHN C 1 Bright A_PlaysoundEx(\"ElectricHands\",\"Weapon\")\n\t\tICHN BBBBB 1 Bright A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tICHN A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tICHN A 0 ACS_ExecuteAlways (700, 0, WM_MAGE_LIGHTNING)\n\t\tICHN A 1 A_Raise\n\t\tGoto Select+1\n\tFire:\n\t\tTNT1 A 0 A_GiveInventory(\"UsedAmmo\", 1)\n\t\tICHN DE 4 Bright\n\t\tICHN F 5 Bright A_FireCustomMissile(\"LightningPlasma\")\n\t\tICHN G 5 Bright\n\t\tICHN HI 4 Bright\n\t\tICHN I 7 Bright Offset (0, 199)\n\t\tICHN C 3 Bright Offset (0, 55)\n\t\tICHN B 3 Bright Offset (0, 50)\n\t\tICHN B 3 Bright Offset (0, 45)\n\t\tICHN B 3 Bright Offset (0, 40)\n\t\tICHN A 5 Bright offset (0, 32)\n\t\tGoto Ready\n\tAltfire:\n\t\tTNT1 A 0 A_GiveInventory(\"UsedAmmo\", 1)\n\t\tICHN DE 4 Bright\n\t\tICHN F 5 Bright A_FireCustomMissile(\"VoidSphere\")\n\t\tICHN G 5 Bright\n\t\tICHN HI 4 Bright\n\t\tICHN I 7 Bright Offset (0, 199)\n\t\tICHN C 3 Bright Offset (0, 55)\n\t\tICHN B 3 Bright Offset (0, 50)\n\t\tICHN B 3 Bright Offset (0, 45)\n\t\tICHN B 3 Bright Offset (0, 40)\n\t\tICHN A 5 Bright offset (0, 32)\n\t\tGoto Ready\n\t}\n}\n\n// From Overlord\nACTOR VoidSphere\n{\n  Radius 12\n   Height 6\n   Speed 30\n   Damage (32)\n   DamageType \"WarlockLightning\"\n   +NODAMAGETHRUST\n   PROJECTILE\n   RENDERSTYLE ADD\n   Alpha 0.80\n   +FORCEXYBILLBOARD\n   SeeSound \"LightningHandsFire\"\n   DeathSound \"Warlock/VoidExplode\"\n   Obituary \"%o was proven to be null and void by %k.\"\n  states\n  {\n  Spawn:\n    LFX1 STUVW 1 BRIGHT\n\tSpawnLoop:\n    LFX1 S 1 BRIGHT A_CustomMissile(\"StormParticle\",0,0,0,CMF_TRACKOWNER|CMF_AIMDIRECTION,-1)\n\tTNT1 A 0 A_SetAngle(20+angle)\n    LFX1 T 1 BRIGHT A_CustomMissile(\"StormParticle\",0,0,0,CMF_TRACKOWNER|CMF_AIMDIRECTION,-1)\n\tTNT1 A 0 A_SetAngle(20+angle)\n\tLFX1 U 1 BRIGHT A_CustomMissile(\"StormParticle\",0,0,0,CMF_TRACKOWNER|CMF_AIMDIRECTION,-1)\n\tTNT1 A 0 A_SetAngle(20+angle)\n\tLFX1 V 1 BRIGHT A_CustomMissile(\"StormParticle\",0,0,0,CMF_TRACKOWNER|CMF_AIMDIRECTION,-1)\n\tTNT1 A 0 A_SetAngle(20+angle)\n\tLFX1 W 1 BRIGHT A_CustomMissile(\"StormParticle\",0,0,0,CMF_TRACKOWNER|CMF_AIMDIRECTION,-1)\n\tTNT1 A 0 A_SetAngle(20+angle)\n\t/*\n\tLFX1 S 1 BRIGHT A_CustomMissile(\"StormParticle\",0,0,100,CMF_TRACKOWNER|CMF_AIMDIRECTION,-1)\n    LFX1 T 1 BRIGHT A_CustomMissile(\"StormParticle\",0,0,120,CMF_TRACKOWNER|CMF_AIMDIRECTION,-1)\n    LFX1 U 1 BRIGHT A_CustomMissile(\"StormParticle\",0,0,140,CMF_TRACKOWNER|CMF_AIMDIRECTION,-1)\n    LFX1 V 1 BRIGHT A_CustomMissile(\"StormParticle\",0,0,160,CMF_TRACKOWNER|CMF_AIMDIRECTION,-1)\n    LFX1 W 1 BRIGHT A_CustomMissile(\"StormParticle\",0,0,180,CMF_TRACKOWNER|CMF_AIMDIRECTION,-1)\n    LFX1 S 1 BRIGHT A_CustomMissile(\"StormParticle\",0,0,200,CMF_TRACKOWNER|CMF_AIMDIRECTION,-1)\n    LFX1 T 1 BRIGHT A_CustomMissile(\"StormParticle\",0,0,220,CMF_TRACKOWNER|CMF_AIMDIRECTION,-1)\n    LFX1 U 1 BRIGHT A_CustomMissile(\"StormParticle\",0,0,240,CMF_TRACKOWNER|CMF_AIMDIRECTION,-1)\n    LFX1 V 1 BRIGHT A_CustomMissile(\"StormParticle\",0,0,260,CMF_TRACKOWNER|CMF_AIMDIRECTION,-1)\n    LFX1 W 1 BRIGHT A_CustomMissile(\"StormParticle\",0,0,280,CMF_TRACKOWNER|CMF_AIMDIRECTION,-1)\n    LFX1 S 1 BRIGHT A_CustomMissile(\"StormParticle\",0,0,300,CMF_TRACKOWNER|CMF_AIMDIRECTION,-1)\n    LFX1 T 1 BRIGHT A_CustomMissile(\"StormParticle\",0,0,320,CMF_TRACKOWNER|CMF_AIMDIRECTION,-1)\n    LFX1 U 1 BRIGHT A_CustomMissile(\"StormParticle\",0,0,340,CMF_TRACKOWNER|CMF_AIMDIRECTION,-1)\n\t*/\n\tLoop\n    Death:\n\tLFX1 S 2 Bright A_Explode(8,48,0)\n\tTNT1 A 0 A_FadeOut(0.16)\n\tLFX1 T 2 Bright A_Explode(8,48,0)\n\tTNT1 A 0 A_FadeOut(0.16)\n\tLFX1 U 2 Bright A_Explode(8,48,0)\n\tTNT1 A 0 A_FadeOut(0.16)\n\tLFX1 V 2 Bright A_Explode(8,48,0)\n\tTNT1 A 0 A_FadeOut(0.16)\n\tLFX1 W 2 Bright A_Explode(8,48,0)\n\tTNT1 A 0 A_FadeOut(0.16)\n      stop\n  }\n}\n\nACTOR StormParticle\n{\n   Radius 8\n   Height 12\n   Speed 34\n   Damage (15)\n   DamageType \"WarlockLightning\"\n   PROJECTILE\n   RENDERSTYLE ADD\n   Alpha 0.80\n   DeathSound \"Warlock/VoidZap\"\n   +FORCEXYBILLBOARD\n   Obituary \"%o was proven to be null and void by %k.\"\n   States\n   {\n   Spawn:\n      LFX1 XYZ 5 Bright\n      Loop\n   Death:\n      DLIT DEFGHIJKLMNO 1 Bright\n      Stop\n   }\n}\n\nActor FireStaffAmmo : Ammo\n{\n\tInventory.Amount 5\n\tInventory.MaxAmount 50\n\tInventory.Icon \"REDMAGEB\"\n\tAmmo.BackpackAmount 5\n\tAmmo.BackpackMaxAmount 50\n\t+IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor FireStaff : Weapon\n{\n\tWeapon.SelectionOrder 1\n\tWeapon.Slotnumber 3\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 40\n\tWeapon.KickBack 150\n\tWeapon.YAdjust 20\n\tWeapon.AmmoType \"FireStaffAmmo\"\n\tInventory.Icon \"MHUDB0\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\tSelect:\n\t\tHELL A 0 ACS_ExecuteAlways (700, 0, WM_MAGE_FIRESTAFF)\n\t\tHELL A 1 A_Raise\n\t\tGoto Select+1\n\tDeselect:\n\t\tHELL A 1 A_Lower\n\t\tLoop\n\tReady:\n\t\tHELL ABCDEF 3 A_WeaponReady\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_GiveInventory(\"UsedAmmo\", 1)\n\t\tHELL G 4 Offset (0, 40)\n\t\tHELL H 4 Bright Offset (0, 48)\n\t\tHELL G 0 A_FireCustomMissile(\"FireBallMage\")\n\t\tHELL G 0 A_PlaySound(\"FireStaffF\")\n\t\tHELL H 2 Bright Offset (0, 48)\n\t\tHELL II 2 Offset (0, 48)\n\t\tHELL I 1 Offset (0, 40)\n\t\tHELL J 5 Offset (0, 36)\n\t\tHELL A 7\n\t\tGoto Ready\n\tAltFire:\n\t\tTNT1 A 0 A_GiveInventory(\"UsedAmmo\", 1)\n\t\tHELL G 0 A_JumpIfInventory(\"FireStaffAmmo\",10,1)\n\t\tGoto Ready\n\t\tHELL G 4 Offset (0, 40)\n\t\tHELL H 4 Bright Offset (0, 48)\n\t\tHELL G 0 A_TakeInventory(\"FireStaffAmmo\",10)\n\t\tHELL G 0 A_FireCustomMissile(\"FlamePillarSpawner\")\n\t\tHELL G 0 A_PlaySound(\"FireStaffF\")\n\t\tHELL H 2 Bright Offset (0, 48)\n\t\tHELL II 2 Offset (0, 48)\n\t\tHELL I 1 Offset (0, 40)\n\t\tHELL J 5 Offset (0, 36)\n\t\tHELL ABCDEFABCDEF 3\n\t\tGoto Ready\n\t}\n}\n\nActor FlamePillarExploder\n{\n\tSpeed 0\n\tHeight 4\n\tRadius 4\n\tDamage (0)\n\tObituary \"%o was disemboweled by %k's pillars of flame.\"\n\tDamageType \"WarlockBigFireball\"\n\tPROJECTILE\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\t+DONTREFLECT\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 1 A_Explode(9, 72, 0)\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor PillarofFlame : FlamePillarExploder\n{\n\tSpeed 0\n\tHeight 4\n\tRadius 4\n\tDamage (0)\n\tObituary \"%o was disemboweled by %k's pillars of flame.\"\n\tDamageType \"WarlockBigFireball\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDGFL A 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL B 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL C 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL D 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL E 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL F 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL G 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL H 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL I 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL J 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL K 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL L 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL M 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL N 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL O 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL P 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL R 2 bright\n//\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL S 2 bright\n//\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL T 2 bright\n//\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL U 2 bright\n//\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL V 2 bright\n//\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL W 2 bright\n\t\tStop\n\t}\n}\n\nActor FlamePillarSpawner\n{\n\tRadius 3\n\tHeight 3\n\tSpeed 24\n\tDamage (0)\n\tObituary \"%o was disemboweled by %k's pillars of flame.\"\n\tDamageType \"WarlockBigFireball\"\n\tProjectile\n\t-SOLID\n\t+FLOORHUGGER\n\t+NODAMAGETHRUST\n\t+RIPPER\n\t+DONTREFLECT\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tFWPR A 7 Bright\n\t\t\tTNT1 A 0 A_PlaySound(\"Warlock/FireColumn\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, -24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, 24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tFWPR B 7 Bright\n\t\t\tTNT1 A 0 A_PlaySound(\"Warlock/FireColumn\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, -24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, 24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tFWPR A 7 Bright\n\t\t\tTNT1 A 0 A_PlaySound(\"Warlock/FireColumn\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, -24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, 24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tFWPR B 7 Bright\n\t\t\tTNT1 A 0 A_PlaySound(\"Warlock/FireColumn\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, -24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, 24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tFWPR A 7 Bright\n\t\t\tTNT1 A 0 A_PlaySound(\"Warlock/FireColumn\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, -24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, 24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tFWPR B 7 Bright\n\t\t\tTNT1 A 0 A_PlaySound(\"Warlock/FireColumn\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, -24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, 24, 0, CMF_AIMDIRECTION, 0)\n/*\n\t\t\tFWPR A 7 Bright\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, -24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, 24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tFWPR B 7 Bright\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, -24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, 24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tFWPR A 7 Bright\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, -24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, 24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tFWPR B 7 Bright\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, -24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, 24, 0, CMF_AIMDIRECTION, 0)\n\t\t\t*/\n\t\t\tStop\n\t}\n}\n\nActor FireBallMage\n{\n\tSpeed 50\n\tRadius 16\n\tHeight 24\n\tMass 0\n\tDamage (30)\n\tDamageType \"WarlockFireball\"\n\tObituary \"%o was burned by %k's fireball\"\n\tPROJECTILE\n\tScale 1.25\n\t+SEEKERMISSILE\n\t+SKYEXPLODE\n\tStates\n\t{\n\tSpawn:\n\t\tMSP2 A 0\n\t\tTNT1 A 0 A_SeekerMissile (90,90)\n\t\tMSP2 A 2 bright A_Explode(9,128,0)\n\t\tTNT1 A 0 A_SeekerMissile (90,90)\n\t\tMSP2 B 2 bright A_Explode(9,128,0)\n\t\tTNT1 A 0 A_SeekerMissile (90,90)\n\t\tMSP2 C 2 bright A_Explode(9,128,0)\n\t\tTNT1 A 0 A_SeekerMissile (90,90)\n\t\tMSP2 D 2 bright A_Explode(9,128,0)\n\t\tLoop\n\tDeath:\n\t\tMSP1 G 0 A_PlaySound(\"FireStaffH\")\n\t\tMSP1 GHIJKLMNOP 2 Bright\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor MaledictExploder // this is necessary, calling A_Explode in actor can cause unwanted effects.\n{\n\tSpeed 0\n\tHeight 4\n\tRadius 4\n\tDamage (0)\n\tObituary \"$OB_MALEDICT\"\n\tDamageType \"Maledict\"\n\tPROJECTILE\n\t+BLOODLESSIMPACT\n\t+RIPPER\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 1 A_Explode(random(32,40), 144, 0)\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor LightningPlasma : FastProjectile\n{\n\tAlpha 0.84\n//\tDecal \"PlasmaDecal\"\n\tDamageType \"WarlockLightning\"\n\tRadius 12\n\tHeight 6\n\tSpeed 100\n\tScale 0.85\n\tSeeSound \"LightningHandsFire\"\n\tDeathSound \"MageElectricalStorm\"\n\tDamage (random(12,16))\n\tObituary \"%o was fried by %k's lightning ball.\"\n\tTranslation \"0:255=176:191\"\n\tRenderStyle Add\n\t+SKYEXPLODE\n\tStates\n\t{\n\tSpawn:\n\t\tWLBR AB 2 bright\n\t\tLoop\n\tDeath:\n\t\tICSP G 3 bright A_SpawnItemEx(\"LightningExplosion\")\n\t\tICSP HIJK 3 bright\n\t\tStop\n\t}\n}\n\nActor LightningExplosion\n{\n\tDamageType \"WarlockLightning\"\n\tSeeSound \"WarlockLightning\"\n\tObituary \"%o was caught in %k's void trap.\"\n\tRenderStyle Add\n\tScale 1.15\n\tAlpha 0.75\n\tPROJECTILE\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\t+NOGRAVITY\n\t+SKYEXPLODE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tGoto Death\n\tDeath:\n\t\tTHUN DE 2 bright\n\t\tTNT1 A 0 A_Playsound(\"BarbSwordDeath\")\n\t\tTNT1 A 0 A_Explode(40, 72, 0)\n\t\tTHUN DEF 3 bright\n\t\tTNT1 A 0 A_Playsound(\"BarbSwordDeath\")\n\t\tTNT1 A 0 A_Explode(48, 84, 0)\n\t\tTHUN ED 2 bright\n\t\tTNT1 A 0 A_Playsound(\"BarbSwordDeath\")\n\t\tTNT1 A 0 A_Explode(56, 96, 0)\n\t\tTHUN EFG 3 bright\n\t\tTNT1 A 0 A_Playsound(\"BarbSwordDeath\")\n\t\tTNT1 A 0 A_Explode(48, 84, 0)\n\t\tTHUN FED 2 bright\n\t\tTNT1 A 0 A_Explode(40, 72, 0)\n\t\tTHUN P 3 bright A_Fadeout(0.125)\n\t\tTHUN AAAA 0 A_SpawnItemEx(\"MagmaSmallBall\", 0, 0, 0, random(-20,20), random(-20,20), random(-20,20))\n\t\tTHUN P 3 bright A_Fadeout(0.125)\n\t\tTHUN AAAA 0 A_SpawnItemEx(\"MagmaSmallBall\", 0, 0, 0, random(-20,20), random(-20,20), random(-20,20))\n\t\tTHUN P 3 bright A_Fadeout(0.125)\n\t\tTHUN AAAA 0 A_SpawnItemEx(\"MagmaSmallBall\", 0, 0, 0, random(-20,20), random(-20,20), random(-20,20))\n\t\tTHUN P 3 bright A_Fadeout(0.125)\n\t\tTHUN AAAA 0 A_SpawnItemEx(\"MagmaSmallBall\", 0, 0, 0, random(-20,20), random(-20,20), random(-20,20))\n\t\tTHUN P 3 bright A_Fadeout(0.125)\n\t\tTHUN AAAA 0 A_SpawnItemEx(\"MagmaSmallBall\", 0, 0, 0, random(-20,20), random(-20,20), random(-20,20))\n\t\tTHUN P 3 bright A_Fadeout(0.125)\n\t\tTHUN AAAA 0 A_SpawnItemEx(\"MagmaSmallBall\", 0, 0, 0, random(-20,20), random(-20,20), random(-20,20))\n\t\tTHUN P 3 bright A_Fadeout(0.125)\n\t\tTHUN AAAA 0 A_SpawnItemEx(\"MagmaSmallBall\", 0, 0, 0, random(-20,20), random(-20,20), random(-20,20))\n\t\tLoop\n\t}\n}\n\nActor MagmaSmallBall\n{\n\tRadius 8\n\tHeight 8\n\tSpeed 10\n\tMass 25\n\tPROJECTILE\n\t-ACTIVATEPCROSS\n\t-ACTIVATEIMPACT\n\t-NOGRAVITY\n\tRenderStyle Add\n\tDamageType \"WarlockMagmaSmall\"\n\tObituary \"%o got caught in the aftermath of %k's fireball.\"\n\tStates\n\t{\n\tSpawn:\n\t\tFX10 ABCABCABCABCABCABCABCABCABCABCABCABCABCABCABCABCABCABCABCABC 6 Bright A_Explode(3, 9, 0)\n\t\tGoto Death\n\tDeath:\n\t\tFX10 DEFG 5 Bright A_Explode(3, 6, 0)\n\t\tStop\n\t}\n}\n\nactor PurpleStaffAmmo : Ammo\n{\n\tinventory.amount 1\n\tinventory.maxamount 50\n\tinventory.icon \"PURPA0\"\n\t+IGNORESKILL\n}\n\nactor MaledictCooldownF : PowerDamage\n{\n\tdamagefactor \"nothing\", 1.0\n\tpowerup.duration -5\n}\n\nActor SkullRod2 : Weapon\n{\n\tWeapon.SelectionOrder 4\n\tWeapon.Slotnumber 4\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 50\n\tWeapon.KickBack 150\n\tWeapon.AmmoType \"PurpleStaffAmmo\"\n\tWeapon.AmmoType2 \"PurpleStaffAmmo\"\n\tInventory.Icon \"SKHUA0\"\n\tScale 0.7\n\t+WEAPON.NOAUTOAIM\n\tStates\n\t{\n\tSpawn:\n\t\tWSST J -1\n\t\tStop\n\tSelect:\n\t\tWSST A 0 ACS_ExecuteAlways (700, 0, WM_MAGE_SKULL)\n\t\tWSST A 1 A_Raise\n\t\tGoto Select+1\n\tDeselect:\n\t\tWSST A 1 A_Lower\n\t\tLoop\n\tReady:\n\t\tWSST A 48 A_WeaponReady\n\t\tWSST A 0 A_JumpIfInventory(\"PurpleStaffAmmo\", 50, \"Ready\")\n\t\tWSST A 0 A_GiveInventory(\"PurpleStaffAmmo\", 10)\n\t\tWSST A 0 A_PlaySound(\"weapons/creepercharge\")\n\t\tWSST A 0 ACS_ExecuteAlways(706, 0, 1)\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_GiveInventory(\"UsedAmmo\", 1)\n\t\tWSST B 2 bright\n\t\tWSST C 3 bright\n\t\tWSST A 0 A_PlayWeaponSound(\"SkullShoot\")\n\t\tWSST A 0 A_FireCustomMissile(\"SkullRodBall\", 0, 1)\n\t\tWSST D 3 bright\n\t\tWSST E 2 bright\n\t\tWSST A 2 A_Refire\n\t\tGoto Ready\n\tAltFire:\n\t\tWSST A 1\n\t\tTNT1 A 0 A_GiveInventory(\"UsedAmmo\", 1)\n\t\tWSST A 0 A_JumpIfInventory(\"PurpleStaffAmmo\", 15, 1)\n\t\tGoTo Ready\n\t\tWSST A 0 A_JumpIfInventory(\"MaledictCooldownF\", 1, \"Ready\")\n\t\tWSST A 0 A_PlaySound(\"MaledictStart\", 5)\n\t\tWSST A 24\n\t\tWSST FGH 3 bright\n\t\tWSST A 0 A_PlayWeaponSound(\"MaledictLaunch\")\n\t\tWSST A 0 A_FireCustomMissile(\"BigCurseBall\", 0, 1)\n\t\tWSST A 0 A_TakeInventory(\"PurpleStaffAmmo\", 15)\n\t\tWSST A 0 ACS_ExecuteAlways(852, 0, 0)\n\t\tTNT1 A 0 ACS_ExecuteAlways(908, 0, 3)\n\t\tWSST A 0 A_GiveInventory(\"MaledictCooldownF\", 1)\n\t\tWSST I 3 bright\n\t\tWSST A 25\n\t\tGoto Ready\n\t}\n}\n\nActor PurpleParticle\n{\n\t+NOINTERACTION\n\tScale 0.16\n\tRenderStyle Add\n\tStates\n\t{\n\tSpawn:\n\t\tWSST K 3 Bright A_FadeOut(0.08)\n\t\tLoop\n\t}\n}\n\nActor PurpleParticle2 : PurpleParticle\n{\n\t+NOINTERACTION\n\tScale 0.06\n\tRenderStyle Add\n\tStates\n\t{\n\tSpawn:\n\t\tWSST K 2 Bright A_FadeOut(0.08)\n\t\tLoop\n\t}\n}\n\nActor PurpleExploder : MaledictExploder\n{\n\tDamagetype \"PurpleMagic\"\n\tObituary \"%o was sent to the netherworld by %k's magic.\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 1 A_Explode(12, 48, 0)\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor ZOMGLIGHT\n{\n\t+NOGRAVITY\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 ABCD 4\n\t\tStop\n\t}\n}\n\nACTOR SkullRodBall\n{\n\tRadius 12\n\tHeight 8\n\tSpeed 50\n\tDamage (20)\n\tDamagetype \"PurpleMagic\"\n\tObituary \"%o was sent to the netherworld by %k's magic.\"\n\tProjectile\n\tScale 0.65\n\tRenderStyle Add // Translucent\n\tDeathSound \"StarHit\"\n\tAlpha 0.85\n\tStates\n\t{\n\tSpawn:\n\t\tWSST L 0\n\t\tWSST L 0 A_Jump(170,3,5,7)\n\t\tWSST LLMMNNOO 1 bright A_SpawnItemEx(\"PurpleParticle\", 0, 0, 0, random(-2,0), random(-2,2), random(-2,2))\n\t\tGoto Spawn+2\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"PurpleExploder\")\n\t\tTNT1 A 0 A_SpawnItem(\"ZOMGLIGHT\")\n\t\tTNT1 AAAAAAA 0 A_SpawnItemEx(\"PurpleParticle\",0,0,0,random(1,-1),random(1,-1),random(1,-1),random(0,359),0)\n\t\tWSST PQRSTU 3 bright\n\t\tStop\n\t}\n}\n\nActor BigCurseBall\n{\n\tDamagetype \"Maledict\"\n\tObituary \"$OB_MALEDICT\"\n\tRadius 10\n\tHeight 12\n\tSpeed 40\n\tDamage (random(16,22))\n\tProjectile\n\tScale 1.25\n\tRenderstyle Add\n\tAlpha 0.85\n\tGravity 0.9\n\t-NOGRAVITY\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSBS1 ABCD 5 Bright A_SpawnItemEx(\"CurseBallTrail\")\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItem(\"MaledictExploder\")\n\t\t\tTNT1 A 0 A_PlaySound(\"Malediction\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BigCurseBallDeath\", 0, 0, 0, 0, 0, 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BigNathrezimLight\")\n\t\t\tTNT1 AA 0 A_SpawnItemEx (\"GIB1\", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0)\n\t\t\tTNT1 AA 0 A_SpawnItemEx (\"GIB2\", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0)\n\t\t\tTNT1 AA 0 A_SpawnItemEx (\"GIB3\", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0)\n\t\t\tTNT1 AA 0 A_SpawnItemEx (\"GIB4\", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0)\n\t\t\tTNT1 AA 0 A_SpawnItemEx (\"GIB5\", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0)\n\t\tStop\n\t}\n}\n\nActor CurseBallTrail\n{\n\tRadius 1\n\tHeight 1\n\tRenderstyle Add\n\tAlpha 1.25\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\tScale 0.85\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSBS1 A 2 bright A_Fadeout(0.15)\n\t\tLoop\n\t}\n}\n\nActor BigCurseBall2 : BigCurseBall\n{\n\tDamageType \"Maledict2\"\n\tObituary \"%o couldn't withstand the dreadful curse of %k.\"\n}\n\nActor BigCurseBallDeath\n{\n  Radius 1\n  Height 1\n  +NoGravity\n  +NoClip\n  RenderStyle Translucent\n  Alpha 0.8\n  States\n  {\n  Spawn:\n    BSBL GHIJKL 4 Bright\n    BSBL L 2 Bright A_FadeOut(0.05)\n    Goto Spawn+6\n  }\n}\n\nActor BigNathrezimLight\n{\n\t+NOGRAVITY\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tOMG1 A 16\n\t\tStop\n\t}\n}\n\nActor MaledictDamageAmp : PowerProtection\n{\n\tPowerup.Duration -6\n\tDamageFactor \"Normal\", 1.25\n}\n\nactor MaledictCooldown : PowerDamage\n{\n\tdamagefactor \"nothing\", 1.0\n\tpowerup.duration -6\n}\n\nActor MaledictAmpPower: PowerupGiver\n{\n\tInventory.MaxAmount 1\n\tPowerup.Type MaledictDamageAmp\n\tPowerup.Duration -6\n\t+AUTOACTIVATE\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor MaledictStart : CustomInventory\n{\n\tinventory.maxamount 1\n\t+ALWAYSPICKUP\n\t+AUTOACTIVATE\n\n\tStates\n\t{\n\t\tPickup:\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(854, 0)\n\t\tStop\n\t}\n}\n\nActor MaledictFader : CustomInventory\n{\n\tinventory.maxamount 1\n\t+ALWAYSPICKUP\n\t+AUTOACTIVATE\n\n\tStates\n\t{\n\t\tPickup:\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(850, 0)\n\t\tStop\n\t}\n}\n\nactor TeleportCooldown : PowerDamage\n{\n\tdamagefactor \"nothing\", 1.0\n\tpowerup.duration -9\n}\n\nactor GhoulSoul\n{\n  Radius 2\n  Height 2\n  Speed 1\n  Alpha 0\n  Scale 0.5\n  RenderStyle Add\n  +CLIENTSIDEONLY\n  +NOINTERACTION\n  +RIPPER\n  +NOGRAVITY\n  States\n  {\n  Spawn:\n    DAMD A 0 BRIGHT\n    DAMD A 1 BRIGHT A_PlaySoundEx(\"GhoulSoulSpawn\", 5)\n    //fall through\n  FadeIn:\n    DAMD A 2 BRIGHT A_SetTranslucent (0.05, 1)\n    DAMD A 2 BRIGHT A_SetTranslucent (0.1, 1)\n    DAMD A 2 BRIGHT A_SetTranslucent (0.15, 1)\n    DAMD A 2 BRIGHT A_SetTranslucent (0.2, 1)\n    DAMD A 2 BRIGHT A_SetTranslucent (0.25, 1)\n    DAMD A 2 BRIGHT A_SetTranslucent (0.3, 1)\n    DAMD A 2 BRIGHT A_SetTranslucent (0.35, 1)\n    DAMD A 2 BRIGHT A_SetTranslucent (0.4, 1)\n    DAMD A 2 BRIGHT A_SetTranslucent (0.45, 1)\n    DAMD A 2 BRIGHT A_SetTranslucent (0.5, 1)\n    DAMD A 2 BRIGHT A_SetTranslucent (0.55, 1)\n    DAMD A 2 BRIGHT A_SetTranslucent (0.6, 1)\n    DAMD A 2 BRIGHT A_SetTranslucent (0.65, 1)\n    DAMD A 2 BRIGHT A_SetTranslucent (0.7, 1)\n    DAMD A 2 BRIGHT A_SetTranslucent (0.75, 1)\n    DAMD A 2 BRIGHT A_SetTranslucent (0.8, 1)\n    DAMD A 2 BRIGHT A_SetTranslucent (0.85, 1)\n    DAMD A 2 BRIGHT A_SetTranslucent (0.9, 1)\n    DAMD A 2 BRIGHT A_SetTranslucent (0.95, 1)\n    DAMD A 2 BRIGHT A_SetTranslucent (1, 1)\n  Linger:\n    DAMD A 4 BRIGHT\n  FadeOut:\n    DAMD A 1 BRIGHT A_FadeOut(0.025)\n    loop\n  }\n}\n\nActor GhoulSouls : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 32\n\tinventory.icon \"SOULA0\"\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(853, 0)\n\t\tTNT1 A 0 A_PlaySoundEx (\"ConsumeSoul\", 6)\n\t\tTNT1 A 0 A_SpawnItemEx (\"SoulEffectSpawner\")\n\t\tTNT1 A 0 A_GiveInventory (\"SoulConsumed\",1)\n\t\tTNT1 A 0 A_GiveInventory (\"CheckAchievements\",1)\n\t\tStop\n\t}\n}\n\nActor SoulConsumed : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 255\n}\n\nActor BoneShieldItem : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\tinventory.icon \"SBONA0\"\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(767, 0, 1)\n\t\tTNT1 AA 0 A_PlaySoundEx (\"BoneShieldActivate\", 6)\n\t\tStop\n\t}\n}\n\nActor BoneShieldArmor : BasicArmorPickup\n{\n\tinventory.icon \"SBONA0\"\n\tArmor.SavePercent 100.0\n\tArmor.SaveAmount 75\n}\n\nActor WSoulHP : Health\n{\n\tInventory.Amount 150\n\tInventory.MaxAmount 150\n}\n\nActor WarlockSoul : CustomInventory\n{\n\tInventory.MaxAmount 1\n\tInventory.PickupMessage \"Consumed a powerful warlock's soul!\"\n\tInventory.PickupSound \"soulpickup\"\n\t+FLOATBOB\n//\t+ALWAYSPICKUP\n\t+AUTOACTIVATE\n\t  States\n\t  {\n\t  Spawn:\n\t\tWMSO ABCDCB 6 Bright\n\t\tLoop\n\t\tPickup:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"HumanTeam\", 1, 1)\n\t\tFail\n\t\t\tTNT1 A 0 A_GiveInventory(\"WSoulHP\", 1)\n\t\tStop\n\t  }\n}\n\nActor BoneExplosion\n{\n\tSpeed 0\n\tHeight 4\n\tRadius 4\n\tDamage (0)\n\tObituary \"%o was mutilated by %k's boneshield.\"\n\tDamageType \"BoneShield\"\n\tPROJECTILE\n\t+RIPPER\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 1 A_Explode(random(48,56), 108, 0)\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor TeleportEffect1\n{\n  Radius 1\n  Height 1\n  +NoGravity\n  +NoClip\n  RenderStyle Translucent\n  Alpha 0.8\n  States\n  {\n  Spawn:\n    X010 YXWVUTSRQPONMLKJIHGFEDCA 2 Bright A_Fadeout(0.035)\n    Stop\n  }\n}\n\nActor TeleportEffect2 : TeleportEffect1\n{\n  States\n  {\n  Spawn:\n    X010 ACDEFGHIJKLMNOPQRSTUVWXY 2 Bright A_Fadeout(0.035)\n    Stop\n  }\n}\n\nActor TeleportationItem : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 10\n\tinventory.icon \"WTELA0\"\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"TeleportCooldown\", 1, \"Failure\")\n\t\tTNT1 A 1 ACS_ExecuteAlways(774, 0, FAS_WarlockTeleport)\n\t\tTNT1 AA 0 A_PlaySoundEx (\"WarlockTeleport\", 6)\n\t\tTNT1 A 0 A_GiveInventory(\"TeleportCooldown\", 1)\n\t\tStop\n\tFailure:\n\t\tTNT1 A 1\n\t\tFail\n\t}\n}\n\nActor SkullRodItemCheck : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nActor SmokeExploder : MaledictExploder\n{\n\tObituary \"%o was lost in shadows of %k.\"\n\tDamageType \"ShadowBlast\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 1 A_Explode(random(32,44), 96, 0)\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor ShadowSmoke\n{\n\tRadius 1\n\tHeight 1\n\t+FLOORHUGGER\n\tRenderStyle Add\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tX117 ABCDEGHIJKLMNOPQRSTUVWXYZ 1 A_FadeOut(0.025)\n\t\tStop\n\t}\n}\n\nActor ShadowSmokeSpawner\n{\n\tRadius 1\n\tHeight 1\n\tProjectile\n\tSpeed 32\n\tDamage (0)\n\tObituary \"%o was lost in shadows of %k.\"\n\tDamageType \"ShadowBlast\"\n\t+RIPPER\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 4 A_SpawnItem(\"ShadowSmoke\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"SmokeExploder\")\n\t\t\tTNT1 A 4 A_SpawnItem(\"ShadowSmoke\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"SmokeExploder\")\n\t\t\tTNT1 A 4 A_SpawnItem(\"ShadowSmoke\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"SmokeExploder\")\n\t\t\tTNT1 A 4 A_SpawnItem(\"ShadowSmoke\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"SmokeExploder\")\n\t\t\tTNT1 A 4 A_SpawnItem(\"ShadowSmoke\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"SmokeExploder\")\n\t\tStop\n\t}\n}\n\nActor TeleportBlast\n{\n\tSpeed 0\n\tHeight 4\n\tRadius 4\n\tDamage (0)\n\tObituary \"%o surely didn't expect %k to end up %p ass!\"\n\tDamageType \"ShadowBlast\"\n\tPROJECTILE\n\t+RIPPER\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 1 A_Explode(random(96,128), 160, 0)\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor BoneShieldParticles\n{\n\tPROJECTILE\n\t+BRIGHT\n\tSpeed 42\n\tHeight 6\n\tRadius 6\n\tObituary \"%o was mutilated by %k's boneshield.\"\n\tDamageType \"BoneShield\"\n\tDamage (random(5,9))\n\tDeathSound \"boneparticlehit\"\n\tStates\n\t{\n\tSpawn:\n\t\tWBON A 2\n\t\tloop\n\tDeath:\n\t\tHHPF ABCDEF 4\n\t\tStop\n\t}\n}\n\nActor BoneShieldSpark\n{\n\tRadius 1\n\tHeight 1\n\t+NoGravity\n\t+NoClip\n\tRenderStyle Translucent\n\tAlpha 0.75\n\tScale 0.85\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWSPA A 2 A_Fadeout(0.1)\n\t\tLoop\n\t}\n}\n\nActor WarlockBoneChecker : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 5\n\t+INVENTORY.UNDROPPABLE\n\t+AUTOACTIVATE\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tStop\n\t\tUse:\n\t\t\tTNT1 A 1\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(855, 0)\n\t\t\tStop\n\t}\n}\n\nActor BoneFX\n{\n\tHeight 1\n\tRadius 1\n\tDamage (0)\n\tProjectile\n\tRenderStyle Add\n\tAlpha 0.15\n\tScale 0.2\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\t-BLOODSPLATTER\n\tSpeed 0\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDKFX A 3 Bright ThrustThingZ(0, 16, 0, 0)\n\t\t\tTNT1 A 0 A_FadeIn(0.1)\n\t\t\tDKFX B 3 Bright ThrustThingZ(0, 16, 0, 0)\n\t\t\tTNT1 A 0 A_FadeIn(0.1)\n\t\t\tDKFX C 3 Bright ThrustThingZ(0, 16, 0, 0)\n\t\t\tTNT1 A 0 A_FadeIn(0.1)\n\t\t\tDKFX D 3 Bright ThrustThingZ(0, 16, 0, 0)\n\t\t\tTNT1 A 0 A_FadeIn(0.1)\n\t\t\tDKFX E 3 Bright ThrustThingZ(0, 16, 0, 0)\n\t\t\tTNT1 A 0 A_FadeOut(0.1)\n\t\t\tDKFX F 3 Bright ThrustThingZ(0, 16, 0, 0)\n\t\t\tTNT1 A 0 A_FadeOut(0.1)\n\t\t\tDKFX G 3 Bright ThrustThingZ(0, 16, 0, 0)\n\t\t\tTNT1 A 0 A_FadeOut(0.1)\n\t\t\tDKFX H 3 Bright ThrustThingZ(0, 16, 0, 0)\n\t\tStop\n\t}\n}\n\n// By Tormentor667\nActor SoulUseEffect\n{\n\t+Missile\n\t+NoGravity\n\t+NoBlockmap\n\t+NoInteraction\n\t-Solid\n\tRadius 0\n\tHeight 0\n\tRenderStyle Add\n\tAlpha 0.01\n\tScale 0.6\n\ttranslation \"0:255=196:207\"\n\tStates\n\t{\n\tSpawn:\n\t\tSPFX AAAAA 1 Bright A_FadeIn(0.2)\n\t\tSPFX AAAAAAAAAAAAAAAA 1 Bright A_FadeOut(0.06)\n\t\tStop\n\t}\n}\n\nActor SoulEffectSpawner\n{\n\t+NoBlockMap\n\t+NoGravity\n\t+NoSector\n\t+NoInteraction\n\t+NoClip\n\t-Solid\n\t+CLIENTSIDEONLY\n\ttranslation \"0:255=196:207\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tStop\n\t}\n}\n\nactor WarlockStomp : CyborgStomp\n{\n\tdeathsound \"WarlockStep\"\n\t+CLIENTSIDEONLY\n}\n\nActor SoulKeeper : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 999\n\t+IGNORESKILL\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/PWalker.txt",
        "contents": "Actor PlanesWalker : PlayerPawn\n{\n\t+NOSKIN\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+GHOST\n\t+QUICKTORETALIATE\n\t+NOTARGET\n\tLimitedToTeam 0\n\tAlpha 1.0\n\tRenderstyle Translucent\n\tPlayer.soundclass \"PW\"\n\tPlayer.displayname \"PlanesWalker\"\n\tPlayer.startitem \"Shell\", 50\n\tPlayer.startitem \"AbilityEnergy\", 100\n\tPlayer.startitem \"Shotgun-Blade\", 1\n\tPlayer.startitem \"Shotgun-Dash\", 1\n\tPlayer.startitem \"Shotgun-Vortex\", 1\n\tPlayer.StartItem \"EnergyStarter\"\n\tPlayer.startitem \"ArrowSingle\", 35\n\tPlayer.StartItem \"ClassID\", 8 // 12\n\tPlayer.StartItem \"HumanTeam\", 1\n\tPlayer.scoreicon \"PLANST\"\n\tPlayer.ColorRange 112, 127\n\tDamageFactor \"GhostbusterTrap\", 0.0\n\tDamageFactor \"SentryShoot\", 0.0\n\tDamageFactor \"HunterSuperIceArrowTrail2\", 0.0\n\tDamageFactor \"Drone\", 0.0\n\tSpecies \"Human\"\n\tmass 400\n\tHealth 100\n\tStates\n\t{\n\tSpawn:\n\t\tZHRT A 1\n\t\tLoop\n\tSee:\n\t\tZHRT AB 5\n\t\tZHRT A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tZHRT CD 5\n\t\tZHRT A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tGoto Spawn\n\tMissile:\n\t\tZHRT E 12\n\t\tGoto Spawn\n\tMelee:\n\t\tZHRT F 6 BRIGHT\n\t\tGoto Missile\n\tPain:\n\t\tZHRT G 8 A_Pain\n\t\tGoto Spawn\n\tPain.ChokeAttack:\n\t\tZHRT G 1\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokePainHealer\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"VomitPoints\", 2)\n\t\tZHRT G 8 A_Pain\n\t\tGoto Spawn\n\tPain.CreeperHealBall:\n\t\tZHRT G 1\n\t\tTNT1 G 0 A_GiveToTarget(\"CreeperHealBallHealer\", 1)\n\t\tZHRT G 8 A_Pain\n\t\tGoto Spawn\n\tPain.Creepstun:\n\t\tTNT1 A 0 HealThing(1)\n\t\tTNT1 A 0 A_Pain\n\t\tZHRT G 18 ACS_ExecuteAlways(986,0)\n\t\tGoto Spawn\n\tPain.CreeperHealBall:\n\t\tZHRT G 1\n\t\tZHRT G 1 A_GiveToTarget(\"CreeperHealBallHealer\", 1)\n\t\tGoto Pain\n\tPain.Impale:\n\t\tTNT1 A 0 ThrustThingZ(0,10,0,1)\n\t\tGoto Pain\n\tDeath:\n\tDeathAnim:\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledPlaneWalker\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"LowHPKill\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PlaneWalkCheck\", 1, 2)\n\t\tTNT1 A 0 A_Jump(256, 2)\n\t\tTNT1 A 0 A_GiveToTarget(\"PWInvisKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tZHRT H 10\n\t\tZHRT I 10 A_PlayerScream\n\t\tZHRT J 10 A_NoBlocking\n\t\tZHRT K 10\n\t\tZHRT L -1\n\t\tstop\n\tGibDeath:\n\tDeath.ImpaleBite:\n\t\tTNT1 A 0 A_GiveToTarget(\"JitterskullPoints\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"VomitPoints\", 10)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledPlaneWalker\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"Crunched\",1)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_PlaySound(\"gibbage/xsplat\")\n\t\tTNT1 A 0 A_SkullPop(\"Custom_BloodySkullPW\")\n\t\tTNT1 A 0 A_PlaySound(\"gibbage/playergib\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tZHRT A 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n\tDeath.CreeperHealBall:\n\t\tTNT1 A 0 A_GiveToTarget(\"CreeperHealBallHealer\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CreepStunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n        Goto DeathAnim\n\tDeath.CreeperMelee:\n\t\tTNT1 A 0 A_PlaySoundEx(\"creeperattack\", \"Body\")\n\t\tTNT1 A 0 A_GiveToTarget(\"Creeperheal\",1)\n\t\tTNT1 A 0 ACS_ExecuteAlways(997,0)\n\t\tTNT1 A 0 A_GiveToTarget(\"CreeperMeleeKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledPlaneWalker\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PlaneWalkCheck\", 1, 2)\n\t\tTNT1 A 0 A_Jump(256, 2)\n\t\tTNT1 A 0 A_GiveToTarget(\"PWInvisKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n//\t\tTNT1 A 0 A_GiveToTarget(\"GhoulAmmo\", 1)\n\t\tZHRT H 10 A_SpawnItemEx(\"SoulSprite\", 0, 0, 0, 0, 0, 2)\n\t\tZHRT I 10 A_PlayerScream\n\t\tZHRT J 10 A_NoBlocking\n\t\tZHRT K 10\n\t\tZHRT L -1\n\t\tStop\n\tDeath.MarineSuicideGrenade:\n\t\tZHRT A 0\n\t\tGoto DoomXDeath\n    Death.SjasScream:\n        TNT1 A 0 A_GiveToTarget(\"SjasScreamKill\", 1)\n        TNT1 A 0 A_GiveToTarget(\"SjasMeleeMulti\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"SjasRageItem\", 2, 1)\n\t\tGoto DeathAnim\n\t\tTNT1 A 0 A_GiveToTarget(\"SjasSpeedRageMinor\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"SjasRageKill\", 1)\n\t\tGoto DeathAnim\n    Death.JitterMelee:\n        TNT1 A 0 A_GiveToTarget(\"JitterMeleeKill\", 1)\n        TNT1 A 0 A_GiveToTarget(\"JitterMeleeMulti\", 1)\n        Goto GibDeath\n    Death.CreepStun:\n        TNT1 A 0 A_GiveToTarget(\"CreepStunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n        Goto DeathAnim\n    Death.ChokeVomit:\n        TNT1 A 0 A_GiveToTarget(\"ChokeVomitKill\", 1)\n        Goto DeathAnim\n    Death.ChokeAttack:\n        TNT1 A 0 A_GiveToTarget(\"ChokeAttackKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokeDeathHealer\", 1)\n        Goto GibDeath\n\tDeath.ChokeFeast:\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokeFeasTKill\", 1)\n\t\tGoto DeathAnim\n    Death.ChokeBloodBall:\n\t\tTNT1 A 0 A_GiveToTarget(\"VomitPoints\", 15)\n        TNT1 A 0 A_GiveToTarget(\"ChokeBloodBallKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokeBloodBallMulti\", 1)\n        Goto DeathAnim\n    Death.FrostbiteMelee:\n        TNT1 A 0 A_GiveToTarget(\"FrostbiteMeleeKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"ShardPoints\", random(7,9))\n        Goto GibDeath\n\tDeath.FrostbiteMortar:\n\t\tTNT1 A 0 A_GiveToTarget(\"FrostyMortarKill\", 1)\n\t\tGoto DeathAnim\n    Death.FrostbiteIceBreath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"ShardPoints\", random(5,7))\n\t\tTNT1 A 0 A_PlayerScream\n\t\tTNT1 A 0 A_GiveToTarget(\"FrostyBreathMulti\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"FrostbiteIceBreathKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledPlaneWalker\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PlaneWalkCheck\", 1, 2)\n\t\tTNT1 A 0 A_Jump(256, 2)\n\t\tTNT1 A 0 A_GiveToTarget(\"PWInvisKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PWIceDeath\", 0, 0, 0, 0, 0, 0)\n\t\tZHRT H 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n    Death.Impale:\n        TNT1 A 0 A_GiveToTarget(\"ImpaleKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"DoubleImpaleKill\", 1)\n        Goto DeathAnim\n\tDeath.FiendWind:\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_PlayerScream\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledPlaneWalker\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"IceFiendKillCounter\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"IceFiendWindKill\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PlaneWalkCheck\", 1, 2)\n\t\tTNT1 A 0 A_Jump(256, 2)\n\t\tTNT1 A 0 A_GiveToTarget(\"PWInvisKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PWIceDeath\", 0, 0, 0, 0, 0, 0)\n\t\tZHRT H 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n    Death.IcefiendIcePath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"IcefiendKillCounter\", 1)\n        TNT1 A 0 A_GiveToTarget(\"IcefiendIcePathKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledPlaneWalker\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PlaneWalkCheck\", 1, 2)\n\t\tTNT1 A 0 A_Jump(256, 2)\n\t\tTNT1 A 0 A_GiveToTarget(\"PWInvisKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PWIcefiendImpaleDeath\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlayerScream\n\t\tZHRT H 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n    Death.IceFiendMeleeBackstab:\n\t\tTNT1 A 0 A_GiveToTarget(\"BackstabAchievementUnlock\", 1)\n\tDeath.IceFiendMeleeBackstab2:\n\t\tTNT1 A 0 A_GiveToTarget(\"IceFiendIceAmmo\", 10)\n\t\tTNT1 A 0 A_GiveToTarget(\"InvisibleCounter\", 10)\n\t\tTNT1 A 0 A_GiveToTarget(\"IceFiendSpeedBoost\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealthBonus\", 25)\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab1\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab2\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab3\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab4\", 5, 0, 1)\n\t    Goto Death.IceFiendMelee\n    Death.IceFiendMelee:\n\t\tTNT1 A 0 A_GiveToTarget(\"IcefiendKillCounter\", 1)\n        TNT1 A 0 A_GiveToTarget(\"IceFiendMeleeKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PlaneWalkCheck\", 1, 2)\n\t\tTNT1 A 0 A_Jump(256, 2)\n\t\tTNT1 A 0 A_GiveToTarget(\"PWInvisKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"InvisibleCounter\", 5)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledPlaneWalker\", 1)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SkullPop(\"Custom_BloodySkullPW\")\n\t\tZHRX AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tZHRX AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tZHRX AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tZHRX AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tZHRX BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 36, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tZHRX BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 36, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tZHRX BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 36, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tZHRX BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 36, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tZHRX BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 36, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tZHRX CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 31, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tZHRX CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 31, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tZHRX CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 31, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tZHRX CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 31, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tZHRX CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 31, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tZHRX DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 32, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tZHRX DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 32, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tZHRX DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 32, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tZHRX DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 32, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tZHRX DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 32, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tZHRX EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 26, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tZHRX EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 26, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tZHRX EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 26, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tZHRX EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 26, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tZHRX EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 26, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tZHRX F 1\n\t\tZHRX F -1\n\t\tStop\n\t// Human reflection deaths\n    Death.HunterFireArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterIceArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterRegularArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterSuperFireArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterSuperIceArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterSuperRegularArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.CyborgPlasma:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.CyborgCrapPlasma:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterProton:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterBlood:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterEcho:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterSoul:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterIceFall:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterIceBall:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterDefilerBall:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.EngineerNail:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaHollyAir:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaHollyGround:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaStarProjectile:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaFallingStar:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaSnowball:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.BarbarianSword:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.BarbarianSwordWeak:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockFireball:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockBigFireball:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockIceShards:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockLightning:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockMagmaSmall:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockNova:\n\t\tTNT1 A 0 ACS_ExecuteAlways(717, 0)\n\t\tGoto DeathAnim\n\t}\n}\n\nActor Shotgun-Blade : Weapon\n{\n  Weapon.SlotNumber 1\n  weapon.selectionorder 1500\n  weapon.kickback 100\n  obituary \"%o was splintered by %k's shotgun.\"\n  decal \"BulletChip\"\n  inventory.pickupmessage \"You got the shotgun!\"\n  weapon.ammotype \"Shell\"\n  inventory.icon \"PSGGA0\"\n  weapon.ammouse 1\n  weapon.ammogive 8\n  Weapon.AmmoUse2 1\n  Weapon.AmmoType2 \"AbilityEnergy\"\n  +INVENTORY.UNDROPPABLE\n  +WEAPON.ALT_AMMO_OPTIONAL\n  +WEAPON.NOAUTOAIM\n  states\n  {\n  Spawn:\n    TNT1 A 400\n    stop\n  Ready:\n    SHOG A 1 A_WeaponReady\n    loop\n  Deselect:\n    TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_Lower\n    SHOG A 1 A_Lower\n    loop\n  Select:\n\tTNT1 A 0 ACS_ExecuteAlways(700, 0, WM_PWBLADE)\n    TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_Raise\n    SHOG A 1 A_Raise\n    loop\n  Fire:\n\t  TNT1 A 0 A_JumpIfInventory(\"AttackEmpower\", 1, \"EnhancedFire\")\n      SHOF A 2 Bright\n\t  SHTG E 0 A_GunFlash\n\t  SHTG A 0 A_GiveInventory(\"UsedAmmo\", 1)\n\t  SHTG E 0 A_FireBullets (4.8, 3.2, 4, 5, \"BulletPuffPlane\")\n\t  SHTG E 0 A_PlayWeaponSound(\"PW/ShotFire\")\n      SHOF B 2 Bright\n      SHOG BCD 2\n      SHOG EFGHIJK 1\n      SHOG L 1 A_PlaySoundEx(\"PW/ShotCock\", 6)\n      SHOG MNOPQ 1\n      SHOG R 3\n      SHOG STUVWXY 1\n\t  SHOG Z 1 A_Refire\n      Goto Ready\n\tEnhancedFire:\n\t  SHOF A 2 Bright\n\t  SHTG E 0 A_GunFlash\n\t  SHTG A 0 A_GiveInventory(\"UsedAmmo\", 1)\n\t  SHTG E 0 A_FireBullets (4.8, 3.2, 4, 9, \"BulletPuffPlane\")\n\t  SHTG E 0 A_PlayWeaponSound(\"PW/ShotFire\")\n\t  TNT1 A 0 A_TakeInventory(\"AttackEmpower\", 1)\n      SHOF B 2 Bright\n      SHOG BCD 2\n      SHOG EFGHIJK 1\n      SHOG L 1 A_PlaySoundEx(\"PW/ShotCock\", 6)\n      SHOG MNOPQ 1\n      SHOG R 3\n      SHOG STUVWXY 1\n\t  SHOG Z 1 A_Refire\n\t Goto Ready\n\tFlash:\n\t  TNT1 A 4 bright A_Light1\n\t  TNT1 A 3 bright A_Light2\n\t  TNT1 A 0 bright A_Light0\n\t  stop\n\tAltFire:\n\t  SHOG A 1\n\t  TNT1 A 0 A_JumpIfInventory(\"BladeReturn\", 900, \"Clean\")\n\t  TNT1 A 0 A_JumpIfInventory(\"BladeReturn\", 1, \"Ready\")\n\t  TNT1 A 0 A_JumpIfInventory(\"AbilityEnergy\", 30, 2)\n\t  SHOG A 1\n\tGoto Ready\n\t  TNT1 A 0 A_GiveInventory(\"BladeReturn\", 5)\n\t  SHOA ABCDEF 1\n\t  TNT1 A 0 A_PlaySoundEx(\"PW/Alt\", 5)\n\t  TNT1 A 0 A_JumpIfInventory(\"AttackEmpower\", 1, \"EnhancedBlade\")\n\t  TNT1 A 0 A_FireCustomMissile(\"PlaneBlade\",-9,0,8)\n\t  TNT1 A 0 A_FireCustomMissile(\"PlaneBlade\",0,0,8)\n\t  TNT1 A 0 A_FireCustomMissile(\"PlaneBlade\",9,0,8)\n\t  Continue:\n\t  TNT1 A 0 A_TakeInventory(\"AttackEmpower\", 1)\n\t  TNT1 A 0 A_TakeInventory(\"AbilityEnergy\", 30)\n\t  SHOA GFEDCBA 1\n\t  SHOG A 2\n\tGoto Ready\n\tEnhancedBlade:\n\t  TNT1 A 0 A_FireCustomMissile(\"PlaneBlade2\",-9,0,8)\n\t  TNT1 A 0 A_FireCustomMissile(\"PlaneBlade2\",0,0,8)\n\t  TNT1 A 0 A_FireCustomMissile(\"PlaneBlade2\",9,0,8)\n\tGoto Continue\n\tClean:\n\t  TNT1 A 0 A_TakeInventory(\"BladeReturn\", 999)\n\tGoto Ready\n    }\n}\n\nActor Shotgun-Dash : Weapon\n{\n  Weapon.SlotNumber 2\n  weapon.selectionorder 1500\n  weapon.kickback 100\n  obituary \"%o went right through %k.\"\n  decal \"BulletChip\"\n  inventory.pickupmessage \"You got the shotgun!\"\n  weapon.ammotype \"Shell\"\n  inventory.icon \"PSGGC0\"\n  weapon.ammouse 1\n  weapon.ammogive 8\n  Weapon.AmmoUse2 1\n  Weapon.AmmoType2 \"AbilityEnergy\"\n  +INVENTORY.UNDROPPABLE\n  +WEAPON.ALT_AMMO_OPTIONAL\n  +WEAPON.NOAUTOAIM\n  states\n  {\n  Spawn:\n    TNT1 A 400\n    stop\n  Ready:\n    SHOG A 1 A_WeaponReady\n    loop\n  Deselect:\n    TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_Lower\n    SHOG A 1 A_Lower\n    loop\n  Select:\n    TNT1 A 0 ACS_ExecuteAlways(700, 0, WM_PWDASH)\n    TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_Raise\n    SHOG A 1 A_Raise\n    loop\n  Fire:\n\t  TNT1 A 0 A_JumpIfInventory(\"AttackEmpower\", 1, \"EnhancedFire\")\n      SHOF A 2 Bright\n\t  SHTG E 0 A_GunFlash\n\t  SHTG A 0 A_GiveInventory(\"UsedAmmo\", 1)\n\t  SHTG E 0 A_FireBullets (4.8, 3.2, 4, 5, \"BulletPuffPlane\")\n\t  SHTG E 0 A_PlayWeaponSound(\"PW/ShotFire\")\n      SHOF B 2 Bright\n      SHOG BCD 2\n      SHOG EFGHIJK 1\n      SHOG L 1 A_PlaySoundEx(\"PW/ShotCock\", 6)\n      SHOG MNOPQ 1\n      SHOG R 3\n      SHOG STUVWXY 1\n\t  SHOG Z 1 A_Refire\n      Goto Ready\n\tEnhancedFire:\n\t  SHOF A 2 Bright\n\t  SHTG E 0 A_GunFlash\n\t  SHTG A 0 A_GiveInventory(\"UsedAmmo\", 1)\n\t  SHTG E 0 A_FireBullets (4.8, 3.2, 4, 9, \"BulletPuffPlane\")\n\t  SHTG E 0 A_PlayWeaponSound(\"PW/ShotFire\")\n\t  TNT1 A 0 A_TakeInventory(\"AttackEmpower\", 1)\n      SHOF B 2 Bright\n      SHOG BCD 2\n      SHOG EFGHIJK 1\n      SHOG L 1 A_PlaySoundEx(\"PW/ShotCock\", 6)\n      SHOG MNOPQ 1\n      SHOG R 3\n      SHOG STUVWXY 1\n\t  SHOG Z 1 A_Refire\n\t Goto Ready\n\tFlash:\n\t  TNT1 A 4 bright A_Light1\n\t  TNT1 A 3 bright A_Light2\n\t  TNT1 A 0 bright A_Light0\n\t  stop\n\tAltFire:\n\t  SHOG A 1\n\t  TNT1 A 0 A_JumpIfInventory(\"AbilityEnergy\", 50, 2)\n\t  SHOG A 1\n\tGoto Ready\n\t  TNT1 A 0 A_JumpIfInventory(\"DashCooldown\", 1, \"Ready\")\n\t  SHOA ABCDEF 1\n\t  TNT1 A 0 A_GiveInventory(\"DashCooldown\", 1)\n\t  TNT1 A 0 A_GiveInventory(\"AttackEmpower\", 1)\n\t  TNT1 A 0 A_PlaySoundEx(\"PW/Dash\", 5)\n\t  TNT1 A 0 A_GiveInventory(\"PlaneTwister\", 1)\n\t  TNT1 A 0 A_SpawnItemEx(\"PlaneDummy\", 0, 0, 0, 0, 0, 0, (angle+180)*256/360)\n\t  TNT1 A 0 ACS_ExecuteAlways(907, 0, angle)\n\t  TNT1 A 0 ACS_ExecuteAlways(908, 0, 0)\n\t  TNT1 A 0 A_TakeInventory(\"AbilityEnergy\", 50)\n      SHOA GFEDCBA 1\n\t  SHOG A 2\n\tGoto Ready\n    }\n}\n\nActor Shotgun-Vortex : Weapon\n{\n  Weapon.SlotNumber 3\n  weapon.selectionorder 1500\n  weapon.kickback 100\n  obituary \"%o saw all the planes %k has been in.\"\n  decal \"BulletChip\"\n  inventory.pickupmessage \"You got the shotgun!\"\n  weapon.ammotype \"Shell\"\n  inventory.icon \"PSGGB0\"\n  weapon.ammouse 1\n  weapon.ammogive 8\n  Weapon.AmmoUse2 0\n  Weapon.AmmoType2 \"AbilityEnergy\"\n  +INVENTORY.UNDROPPABLE\n  +WEAPON.ALT_AMMO_OPTIONAL\n  +WEAPON.NOAUTOAIM\n  states\n  {\n  Spawn:\n    TNT1 A 400\n    stop\n  Ready:\n    SHOG A 1 A_WeaponReady\n    loop\n  Deselect:\n    TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_Lower\n    SHOG A 1 A_Lower\n    loop\n  Select:\n    TNT1 A 0 ACS_ExecuteAlways(700, 0, WM_PWVORTEX)\n    TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_Raise\n    SHOG A 1 A_Raise\n    loop\n  Fire:\n\t  TNT1 A 0 A_JumpIfInventory(\"AttackEmpower\", 1, \"EnhancedFire\")\n      SHOF A 2 Bright\n\t  SHTG E 0 A_GunFlash\n\t  SHTG A 0 A_GiveInventory(\"UsedAmmo\", 1)\n\t  SHTG E 0 A_FireBullets (4.8, 3.2, 4, 5, \"BulletPuffPlane\")\n\t  SHTG E 0 A_PlayWeaponSound(\"PW/ShotFire\")\n      SHOF B 2 Bright\n      SHOG BCD 2\n      SHOG EFGHIJK 1\n      SHOG L 1 A_PlaySoundEx(\"PW/ShotCock\", 6)\n      SHOG MNOPQ 1\n      SHOG R 3\n      SHOG STUVWXY 1\n\t  SHOG Z 1 A_Refire\n      Goto Ready\n\tEnhancedFire:\n\t  SHOF A 2 Bright\n\t  SHTG E 0 A_GunFlash\n\t  SHTG A 0 A_GiveInventory(\"UsedAmmo\", 1)\n\t  SHTG E 0 A_FireBullets (4.8, 3.2, 4, 9, \"BulletPuffPlane\")\n\t  SHTG E 0 A_PlayWeaponSound(\"PW/ShotFire\")\n\t  TNT1 A 0 A_TakeInventory(\"AttackEmpower\", 1)\n      SHOF B 2 Bright\n      SHOG BCD 2\n      SHOG EFGHIJK 1\n      SHOG L 1 A_PlaySoundEx(\"PW/ShotCock\", 6)\n      SHOG MNOPQ 1\n      SHOG R 3\n      SHOG STUVWXY 1\n\t  SHOG Z 1 A_Refire\n\t Goto Ready\n\tFlash:\n\t  TNT1 A 4 bright A_Light1\n\t  TNT1 A 3 bright A_Light2\n\t  TNT1 A 0 bright A_Light0\n\t  stop\n\tAltFire:\n\t  SHOG A 1\n\t  TNT1 A 0 A_JumpIfInventory(\"AbilityEnergy\", 40, 2)\n\t  SHOG A 1\n\tGoto Ready\n\t  TNT1 A 0 A_JumpIfInventory(\"BombCooldown\", 1, \"Ready\")\n\t  TNT1 A 0 A_JumpIfInventory(\"AttackEmpower\", 1, \"Empowered\")\n\t  SHOA ABCDE 1\n\t  TNT1 A 0 A_GiveInventory(\"BombCooldown\", 1)\n\t  TNT1 A 0 A_PlaySoundEx(\"PW/Alt\", 5)\n\t  TNT1 A 0 A_FireBullets(0, 0, 0, 1, \"PlaneVortex\")\n\t  TNT1 A 0 A_RailAttack(10, 0, 0, \"Black\", \"Dark Blue\", 0)\n\t  TNT1 A 0 ACS_ExecuteAlways(908, 0, 1)\n\t  TNT1 A 0 A_TakeInventory(\"AbilityEnergy\", 40)\n\t  SHOA FGFEDCBA 1\n\t  SHOG A 2\n\tGoto Ready\n\tEmpowered:\n\t  SHOA ABCDEF 1\n\t  TNT1 A 0 A_GiveInventory(\"BombCooldown\", 1)\n\t  TNT1 A 0 A_PlaySoundEx(\"PW/Alt\", 5)\n\t  TNT1 A 0 A_FireBullets(0, 0, 0, 1, \"PlaneVortex2\")\n\t  TNT1 A 0 A_RailAttack(20, 0, 0, \"Black\", \"Dark Blue\", 0)\n\t  TNT1 A 0 A_TakeInventory(\"AttackEmpower\", 1)\n\t  TNT1 A 0 ACS_ExecuteAlways(908, 0, 1)\n\t  TNT1 A 0 A_TakeInventory(\"AbilityEnergy\", 40)\n\t  SHOA GFEDCBA 1\n\t  SHOG A 2\n\t  Goto Ready\n    }\n}\n\nActor AbilityEnergy : Ammo\n{\n\tinventory.amount 1\n\tinventory.maxamount 100\n\t+IGNORESKILL\n}\n\nActor BladeReturn : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 999\n}\n\nActor NoDash : Inventory\n{\n\tinventory.maxamount 1\n}\n\nActor AttackEmpower : PowerDamage\n{\n\tdamagefactor \"normal\", 1.0\n\tpowerup.duration 85\n}\n\nActor DashCooldown : PowerProtection\n{\n\tdamagefactor \"normal\", 1.0\n\tpowerup.duration -5\n}\n\nActor BombCooldown : PowerProtection\n{\n\tdamagefactor \"normal\", 1.0\n\tpowerup.duration -3\n}\n\nActor EnergyStarter : CustomInventory\n{\n\t+ALWAYSPICKUP\n\t+AUTOACTIVATE\n\tStates\n\t{\n\t\tUse:\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(960, 0)\n\t\tStop\n\t}\n}\n\nActor PlaneTwister : CustomInventory\n{\n\t+ALWAYSPICKUP\n\t+AUTOACTIVATE\n\tStates\n\t{\n\t\tUse:\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(906, 0)\n\t\tStop\n\t}\n}\n\nActor PlaneBlade\n{\n\tPROJECTILE\n\tRadius 8\n\tHeight 8\n\tscale 0.5\n\tdamage (3)\n\t+DONTSPLASH\n\t+DOOMBOUNCE\n\t+RIPPER\n\t+DONTBLAST\n\t+NOTARGETSWITCH\n\t+SKYEXPLODE\n\t+THRUGHOST // THRUSPECIES\n\tSpecies \"Human\"\n\tmeleerange 12\n\treactiontime 48\n\t//+FLOAT\n\tdamagetype \"PlaneBlade\"\n\tObituary \"%o was sliced and diced by %k.\"\n\tspeed 28\n\tFloatSpeed 16\n\tbouncefactor 1.0\n\twallbouncefactor 1.0\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"PW/Spin\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"BladeReturn\", 999, \"Death\")\n\t\tSHFL AAAA 1 A_SpawnItemEx(\"BladeDamager\",0,0,0,2,0,0)\n\t\tSHFL BBBB 1 A_SpawnItemEx(\"BladeDamager\",0,0,0,2,0,0)\n\t\tSHFL CCCC 1 A_SpawnItemEx(\"BladeDamager\",0,0,0,2,0,0)\n\t\tSHFL DDDD 1 A_SpawnItemEx(\"BladeDamager\",0,0,0,2,0,0)\n\t\t/*\n\t\tTNT1 A 0 A_PlaySound(\"PW/Spin\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"BladeReturn\",999,\"Death\")\n\t\tSHFL AAAA 1 A_SpawnItemEx(\"BladeDamager\",0,0,0,2,0,0)\n\t\tSHFL BBBB 1 A_SpawnItemEx(\"BladeDamager\",0,0,0,2,0,0)\n\t\tSHFL CCCC 1 A_SpawnItemEx(\"BladeDamager\",0,0,0,2,0,0)\n\t\tSHFL DDDD 1 A_SpawnItemEx(\"BladeDamager\",0,0,0,2,0,0)\n\t\t*/\n\t\tTNT1 A 0 A_CustomMissile(\"ReturnPlaneBlade\",0,0,0,0)\n\tstop\n\tDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"BladeReturn\",300)\n\tstop\n\t}\n}\n\nActor PlaneBlade2 : PlaneBlade\n{\n\t+BRIGHT\n\tDamage (5)\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"PW/Spin\")\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"BladeReturn\", 999, \"Death\")\n\t\t\tSHFL AAAA 1 A_SpawnItemEx(\"BladeDamager2\",0,0,0,2,0,0)\n\t\t\tSHFL BBBB 1 A_SpawnItemEx(\"BladeDamager2\",0,0,0,2,0,0)\n\t\t\tSHFL CCCC 1 A_SpawnItemEx(\"BladeDamager2\",0,0,0,2,0,0)\n\t\t\tSHFL DDDD 1 A_SpawnItemEx(\"BladeDamager2\",0,0,0,2,0,0)\n\t\t\t/*\n\t\t\tTNT1 A 0 A_PlaySound(\"PW/Spin\")\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"BladeReturn\",999,\"Death\")\n\t\t\tSHFL AAAA 1 A_SpawnItemEx(\"BladeDamager2\",0,0,0,2,0,0)\n\t\t\tSHFL BBBB 1 A_SpawnItemEx(\"BladeDamager2\",0,0,0,2,0,0)\n\t\t\tSHFL CCCC 1 A_SpawnItemEx(\"BladeDamager2\",0,0,0,2,0,0)\n\t\t\tSHFL DDDD 1 A_SpawnItemEx(\"BladeDamager2\",0,0,0,2,0,0)\n\t\t\t*/\n\t\t\tTNT1 A 0 A_CustomMissile(\"ReturnPlaneBlade2\",0,0,0,0)\n\t\tstop\n\t}\n}\n\nactor ReturnPlaneBlade : PlaneBlade\n{\n\tradius 0\n\theight 0\n\tspeed 28\n\tdamagetype \"PlaneBlade\"\n\tObituary \"%o was sliced and diced by %k.\"\n\tdamage (3)\n\t+DONTSPLASH\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfCloser(60,\"Death\")\n\t\tSHFL CCCC 1 A_SpawnItemEx(\"BladeDamager\",0,0,0,2,0,0)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"BladeReturn\",999,\"Death\")\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfCloser(60,\"Death\")\n\t\tSHFL DDDD 1 A_SpawnItemEx(\"BladeDamager\",0,0,0,2,0,0)\n\t\tTNT1 A 0 A_Countdown\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"BladeReturn\",999,\"Death\")\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfCloser(60,\"Death\")\n\t\tTNT1 A 0 A_PlaySound(\"PW/Spin\")\n\t\tSHFL AAAA 1 A_SpawnItemEx(\"BladeDamager\",0,0,0,2,0,0)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"BladeReturn\",999,\"Death\")\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfCloser(60,\"Death\")\n\t\tSHFL BBBB 1 A_SpawnItemEx(\"BladeDamager\",0,0,0,2,0,0)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"BladeReturn\",999,\"Death\")\n\t\tTNT1 A 0 A_CustomMissile(\"ReturnPlaneBlade\",0,0,0,0)\n\tstop\n\t}\n}\n\nActor ReturnPlaneBlade2 : ReturnPlaneBlade\n{\n\t+BRIGHT\n\tDamage (5)\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfCloser(60,\"Death\")\n\t\tSHFL CCCC 1 A_SpawnItemEx(\"BladeDamager2\",0,0,0,2,0,0)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"BladeReturn\",999,\"Death\")\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfCloser(60,\"Death\")\n\t\tSHFL DDDD 1 A_SpawnItemEx(\"BladeDamager2\",0,0,0,2,0,0)\n\t\tTNT1 A 0 A_Countdown\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"BladeReturn\",999,\"Death\")\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfCloser(60,\"Death\")\n\t\tTNT1 A 0 A_PlaySound(\"PW/Spin\")\n\t\tSHFL AAAA 1 A_SpawnItemEx(\"BladeDamager2\",0,0,0,2,0,0)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"BladeReturn\",999,\"Death\")\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfCloser(60,\"Death\")\n\t\tSHFL BBBB 1 A_SpawnItemEx(\"BladeDamager2\",0,0,0,2,0,0)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"BladeReturn\",999,\"Death\")\n\t\tTNT1 A 0 A_CustomMissile(\"ReturnPlaneBlade2\",0,0,0,0)\n\tstop\n\t}\n}\n\nactor BladeDamager\n{\n\tPROJECTILE\n\tdamagetype \"PlaneBlade\"\n\tObituary \"%o was sliced and diced by %k.\"\n\t+THRUGHOST\n\tSpecies \"Human\"\n\t+RIPPER\n\tdamage (4)\n\tSpeed 1\n\tradius 12\n\theight 4\n\tRenderstyle translucent\n\tScale 0.5\n\tAlpha 0.333\n\tStates\n\t{\n\tSpawn:\n\t\tSHFL A 1\n\tstop\n\t}\n}\n\nActor BladeDamager2 : BladeDamager\n{\n\t+BRIGHT\n\tDamage (6)\n}\n\nActor PlaneVortex : BulletPuff\n{\n\tAlpha 1.0\n\tRenderStyle Translucent\n\tScale 0.6\n\tDamageType \"PlaneVortex\"\n\tobituary \"%o saw all the planes %k has been in.\"\n\tSpeed 0\n\tVspeed 0\n\tHeight 8\n\tRadius 8\n\t+PUFFONACTORS\n\t+PUFFGETSOWNER\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 AAA 0 A_PlaySoundEx(\"BarbSwordDeath\", 4)\n\t\t\tTNT1 A 0 A_Explode(30, 72, 0)\n\t\t\tVORY ABCDEFGHIJKLMNOP 2 Bright A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nActor PlaneVortex2 : PlaneVortex\n{\n\tAlpha 1.0\n\tRenderStyle Translucent\n\tScale 0.6\n\tDamageType \"PlaneVortex\"\n\tobituary \"%o saw all the planes %k has been in.\"\n\tSpeed 0\n\tVspeed 0\n\tHeight 8\n\tRadius 8\n\t+PUFFONACTORS\n\t+PUFFGETSOWNER\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 AAA 0 A_PlaySoundEx(\"BarbSwordDeath\", 4)\n\t\t\tTNT1 A 0 A_Explode(45, 72, 0)\n\t\t\tVORY ABCDEFGHIJKLMNOP 2 Bright A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nActor SmokeBombEffect\n{\n\tHeight 1\n\tRadius 1\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t-NOCLIP\n\tAlpha 0.17\n\tRenderStyle Add\n\tScale 1.0\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tX102 ABCDE 4 A_FadeIn(0.075)\n\t\t\tX102 FGHIJKLMNOPQ 3\n\t\t\tX102 RSTUVVVVVVVVVVVVVVV 4 A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nActor PlaneDummy\n{\n\tAlpha 0.8\n\tRenderstyle Translucent\n\t-SOLID\n\t-SHOOTABLE\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tZHRT A 55\n\t\t\tTNT1 A 0 A_PlaySound(\"PW/Smoke\")\n\t\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"SmokeBombEffect\", 0, 0, 0, random(-8,8), random(-8,8), random(0,1))\n\t\tStop\n\t}\n}\n\nActor BulletPuffPlane : BulletPuff2\n{\n\tDamageType \"PlaneShotgun\"\n\tobituary \"%o got pummeled by %k's shotgun.\"\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Sjas.txt",
        "contents": "Actor Sjas : PlayerPawn\n{\n\tHealth 100\n\tMass 500\n\tlimitedtoteam 1\n\tPlayer.forwardmove 0.7\n\tPlayer.sidemove 0.6\n\tPlayer.Maxhealth 100\n\tPlayer.DisplayName \"Sjas\"\n\tPlayer.ColorRange 112, 127\n\tPlayer.startitem \"SjasScreamer\"\n\tPlayer.crouchsprite \"SJAS\"\n\tPlayer.startitem \"Sjasport\"\n\tPlayer.startitem \"GhoulAmmo\", 1\n\tPlayer.startitem \"ArrowSingle\", 35\n\tPlayer.StartItem \"ClassID\", 9 // 6\n\tPlayer.StartItem \"GhoulTeam\", 1\n\tPlayer.scoreicon \"SJASST\"\n\tscale 0.8\n\tgravity 0.0\n\tbloodcolor \"Gray\"\n\tPlayer.soundclass \"sjas\"\n\tDamageFactor \"marineshotgun\", 0.9\n\tDamageFactor \"CyborgPulse\", 2.0\n\tDamageFactor \"GhostbusterIceFall\", 0.6\n\tDamageFactor \"SentryShoot\", 0.9\n\tDamageFactor \"HunterSuperIceArrowTrail2\", 0.9\n\tSpecies \"Ghoul\"\n\t+NOSKIN\n\t+NOICEDEATH\n\tStates\n\t{\n\tSpawn:\n\t\tSJAS B 0\n\t\tSJAS B 0 SetPlayerProperty (0, 1, 3)\n\t\tSJAS B 0 A_SetTranslucent (0.2, 0)\n\t\tSJAS B 1\n\t\tGoto Spawn+2\n\tSee:\n\t\tSJAS B 0 A_PlaySound(\"Sjasact\", CHAN_SJAS)\n\t\tSJAS B 0 A_SetTranslucent (0.5, 0)\n\t\tSJAS B 0 A_GiveInventory(\"Sjastrail\",1)\n\t\tSJAS BBBBBBBBBBBBBBBBBBBBB 1\n\t\tGoto Spawn+2\n\tMissile:\n\t\tSJAS C 0 A_SetTranslucent (0.85, 0)\n\t\tSJAS CDCDCDCDCD 1\n\t\tGoto Spawn+2\n\tPain:\n\t\tSJAS B 1 A_PlaysoundEx(\"Sjaspain\", \"Body\")\n\t\tSJAS B 0 A_jumpifinventory(\"sjasteleport\", 1, \"teleport\")\n\t\tGoto Spawn+2\n\tTeleport:\n\t\tSJAS B 0 a_takeinventory(\"sjasteleport\", 1)\n\t\tSJAS B 0 ACS_EXECUTEALWAYS(910)\n     \tSJAS B 0 A_SpawnItemEx(\"SjasVanish\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tgoto Spawn+2\n\tPain.HunterIceSpike:\n\t\tTNT1 A 0 ACS_ExecuteAlways(451, 0, random(5,8))\n\t\tGoto Spawn\n\tPain.HunterSuperIceArrowTrail:\n\t\tSJAS A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tSJAS A 0 ACS_ExecuteAlways(731, 0)\n\t\tGoto Pain\n\tPain.HunterSuperIceArrowTrail2:\n\t\tCHOK A 0 HealThing(1)\n\t\tCHOK A 0 ACS_ExecuteAlways(731, 0)\n\t\tCHOK A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tGoto Pain\n\tPain.HunterSuperIceArrow:\n\t\tSJAS A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tSJAS A 0 ACS_ExecuteAlways(730, 0)\n\t\tGoto Pain\n\tPain.Maledict:\n\t\tSJAS B 1 A_PlaysoundEx(\"Sjaspain\", \"Body\")\n\t\tCHOK A 0 A_JumpIfInventory(\"MaledictCooldown\", 1, 6)\n\t\tCHOK A 0 A_PlaySound(\"MaledictVictim\", 5)\n\t\tCHOK A 0 A_GiveInventory(\"MaledictAmpPower\", 1)\n\t\tCHOK A 0 A_GiveInventory(\"MaledictCooldown\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"MaledictStart\", 1)\n\t\tTNT1 A 0 A_Pain\n\t\tSJAS B 0 A_jumpifinventory(\"sjasteleport\", 1, \"teleport\")\n\t\tGoto Spawn\n\t\tTNT1 A 0\n\t\tGoto Spawn\n    Pain.Maledict2:\n\t\tTNT1 AAAAAAA 0 A_SpawnItemEx(\"PurpleParticle\",0,0,36,random(1,-1),random(1,-1),random(1,-1),random(0,359),0)\n        Goto Pain\n\tPain.GhostbusterHorror:\n\t\tTNT1 A 0 //ACS_ExecuteAlways(977,0)\n\t\tGoto Pain\n\tDeath:\n\tDeathAnim:\n\t\tSJAS A 0 A_GiveToTarget(\"KilledSjas\", 1)\n\t\tSJAS A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tSJAS A 0 A_GiveToTarget(\"GhoulKillCount\", 1)\n\t\tSJAS A 0 ACS_ExecuteAlways(724, 0)\n\t\tTNT1 A 0 A_GiveToTarget(\"LowHPKill\", 1)\n\t\tSJAS A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tSJAS E 0 A_SetTranslucent (0.85, 0)\n\t\tSJAS F 25 A_PlaysoundEx(\"Sjaspain\", \"Body\")\n\t\tSJAS C 0 A_PlaysoundEx(\"Sjasdeath\", \"Body\")\n\t\tSJAS C 0 A_NoBlocking\n\t\tSJAS C 0 A_Gravity\n\t\tFIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,0,2)\n\t\tFIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,30,2)\n\t\tFIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,60,2)\n\t\tFIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,90,2)\n\t\tFIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,120,2)\n\t\tFIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,150,2)\n\t\tFIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,180,2)\n\t\tFIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-30,2)\n\t\tFIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-60,2)\n\t\tFIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-90,2)\n\t\tFIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-120,2)\n\t\tFIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-150,2)\n\t\tBLAN A -1\n\t\tStop\n\tBladeDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledSjas\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulKillCount\", 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways(724, 0)\n\t\tTNT1 A 0 A_GiveToTarget(\"LowHPKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tTNT1 A 0 A_SetTranslucent (0.85, 0)\n\t\tTNT1 A 0 A_PlaysoundEx(\"Sjasdeath\", \"Body\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Gravity\n\t\tTNT1 A 0 A_SpawnItemEx(\"sjashalf1\", 0, 0, 0, -7, 0, -2, 0, SXF_TRANSFERTRANSLATION, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"sjashalf2\", 0, 0, 0, 7, 0, -2, 0, SXF_TRANSFERTRANSLATION, 0)\n\t\tBLAN A -1\n\t\tStop\n    Death.MarineShotgun:\n        SJAS A 0 A_GiveToTarget(\"MarineShotgunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n        Goto DeathAnim\n    Death.MarinePistol:\n        SJAS A 0 A_GiveToTarget(\"MarinePistolKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n        Goto DeathAnim\n    Death.MarineMachineGun:\n        SJAS A 0 A_GiveToTarget(\"MarineMachineGunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n        Goto DeathAnim\n    Death.MarineGrenade:\n        SJAS A 0 A_GiveToTarget(\"MarineGrenadeKill\", 1)\n        SJAS A 0 A_GiveToTarget(\"MarineGrenadeMulti\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n        Goto DeathAnim\n    Death.MarineSuicideGrenade:\n        SJAS A 0 A_GiveToTarget(\"MarineSuicideGrenadeKill\", 1)\n        Goto DeathAnim\n    Death.HunterFireArrow:\n        SJAS A 0 A_GiveToTarget(\"HunterFireArrowKill\", 1)\n        SJAS A 0 A_GiveToTarget(\"HunterFireMulti\", 1)\n        Goto DeathAnim\n    Death.HunterIceArrow:\n        SJAS A 0 A_GiveToTarget(\"HunterIceArrowKill\", 1)\n        Goto DeathAnim\n    Death.HunterRegularArrow:\n        SJAS A 0 A_GiveToTarget(\"HunterRegularArrowKill\", 1)\n        Goto DeathAnim\n    Death.HunterLightningRail:\n        SJAS A 0 A_GiveToTarget(\"HunterLightningRailKill\", 1)\n        SJAS A 0 A_GiveToTarget(\"HunterLightningMulti\", 1)\n        Goto DeathAnim\n    Death.HunterFireMagic:\n        SJAS A 0 A_GiveToTarget(\"HunterFireMagicKill\", 1)\n        Goto DeathAnim\n    Death.HunterRegularMagic:\n        SJAS A 0 A_GiveToTarget(\"HunterRegularMagicKill\", 1)\n        Goto DeathAnim\n    Death.HunterIceSpike:\n        SJAS A 0 A_GiveToTarget(\"HunterIceSpikeKill\", 1)\n        Goto DeathAnim\n    Death.HunterLightningMagic:\n        SJAS A 0 A_GiveToTarget(\"HunterLightningMagicKill\", 1)\n        Goto DeathAnim\n    Death.HunterSuperFireArrow:\n        SJAS A 0 A_GiveToTarget(\"HunterSuperFireArrowKill\", 1)\n\t\tSJAS A 0 A_GiveToTarget(\"HunterFireMulti\", 1)\n        Goto DeathAnim\n    Death.HunterSuperIceArrow:\n        SJAS A 0 A_GiveToTarget(\"HunterSuperIceArrowKill\", 1)\n        Goto DeathAnim\n    Death.HunterSuperIceArrowTrail:\n        CHOK A 0 A_GiveToTarget(\"HunterSuperIceArrowKill\", 1)\n        Goto DeathAnim\n    Death.HunterSuperIceArrowTrail2:\n        CHOK A 0 A_GiveToTarget(\"HunterSuperIceArrowKill\", 1)\n        Goto DeathAnim\n    Death.HunterSuperRegularArrow:\n        SJAS A 0 A_GiveToTarget(\"HunterSuperRegularArrowKill\", 1)\n        Goto DeathAnim\n    Death.HunterSuperLightningRail:\n        SJAS A 0 A_GiveToTarget(\"HunterSuperLightningRailKill\", 1)\n\t\tSJAS A 0 A_GiveToTarget(\"HunterLightningMulti\", 1)\n        Goto DeathAnim\n    Death.CyborgPlasma:\n        SJAS A 0 A_GiveToTarget(\"CyborgPlasmaKill\", 1)\n        Goto DeathAnim\n    Death.CyborgCrapPlasma:\n        SJAS A 0 A_GiveToTarget(\"CyborgCrapPlasmaKill\", 1)\n        Goto DeathAnim\n    Death.CyborgPulse:\n        SJAS A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n        Goto DeathAnim\n\tDeath.CyborgJetpackFire:\n\t\tTNT1 A 0 A_GiveToTarget(\"JetpackKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgFuel\", 25)\n\t\tGoto DeathAnim\n    Death.GhostbusterProton:\n        SJAS A 0 A_GiveToTarget(\"GhostbusterProtonKill\", 1)\n\t\tSJAS A 0 A_GiveToTarget(\"GBSjasUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterTrap:\n        SJAS A 0 A_GiveToTarget(\"GhostbusterTrapKill\", 1)\n\t\tSJAS A 0 A_GiveToTarget(\"GBSjasUpgrade\", 1)\n        Goto DeathAnim\n\tDeath.GhostbusterHorror:\n\t\tSJAS A 0 A_GiveToTarget(\"GhostbusterHorrorKill\", 1)\n\t    SJAS A 0 A_GiveToTarget(\"GBSjasUpgrade\", 1)\n\t\tGoto DeathAnim\n    Death.GhostbusterBlood:\n        SJAS A 0 A_GiveToTarget(\"GhostbusterBloodKill\", 1)\n\t\tSJAS A 0 A_GiveToTarget(\"GBSjasUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterEcho:\n        SJAS A 0 A_GiveToTarget(\"GhostbusterEchoKill\", 1)\n\t\tSJAS A 0 A_GiveToTarget(\"GBSjasUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterSoul:\n        SJAS A 0 A_GiveToTarget(\"GhostbusterSoulKill\", 1)\n\t\tSJAS A 0 A_GiveToTarget(\"GBSjasUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterIceFall:\n        SJAS A 0 A_GiveToTarget(\"GhostbusterIceFallKill\", 1)\n\t\tSJAS A 0 A_GiveToTarget(\"GBSjasUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterIceBall:\n        SJAS A 0 A_GiveToTarget(\"GhostbusterIceBallKill\", 1)\n\t\tSJAS A 0 A_GiveToTarget(\"GBSjasUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterDefilerBall:\n        SJAS A 0 A_GiveToTarget(\"GhostbusterDefilerBallKill\", 1)\n\t\tSJAS A 0 A_GiveToTarget(\"GBSjasUpgrade\", 1)\n        Goto DeathAnim\n\tDeath.GhostbusterBoneCannon:\n\t\tSJAS A 0 A_GiveToTarget(\"GhostbusterBoneKill\", 1)\n\t\tSJAS A 0 A_GiveToTarget(\"GBSjasUpgrade\", 1)\n\t\tGoto DeathAnim\n    Death.EngineerNail:\n        SJAS A 0 A_GiveToTarget(\"EngineerNailKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n        Goto DeathAnim\n    Death.Pulverizer:\n        TNT1 A 0 A_GiveToTarget(\"EngineerPulvKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n        Goto DeathAnim\n\tDeath.SawBlade:\n        TNT1 A 0 A_GiveToTarget(\"EngineerSawKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n        Goto BladeDeath\n\tDeath.SentryShoot:\n\t\tSJAS A 0 A_GiveToTarget(\"SentryBulletKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n    Death.SantaHollyAir:\n        SJAS A 0 A_GiveToTarget(\"SantaHollyAirKill\", 1)\n        Goto BladeDeath\n    Death.SantaHollyGround:\n        SJAS A 0 A_GiveToTarget(\"SantaHollyGroundKill\", 1)\n        Goto DeathAnim\n    Death.SantaStarProjectile:\n        SJAS A 0 A_GiveToTarget(\"SantaStarProjectileKill\", 1)\n        Goto DeathAnim\n    Death.SantaFallingStar:\n        SJAS A 0 A_GiveToTarget(\"SantaFallingStarKill\", 1)\n        Goto DeathAnim\n    Death.SantaSnowball:\n        SJAS A 0 A_GiveToTarget(\"SantaSnowballKill\", 1)\n        Goto DeathAnim\n\tDeath.SantaPresent:\n\t\tSJAS A 0 A_GiveToTarget(\"SantaPresentKill\", 1)\n\t\tGoto DeathAnim\n    Death.WarlockFireball:\n        SJAS A 0 A_GiveToTarget(\"WarlockFireballKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockBigFireball:\n        SJAS A 0 A_GiveToTarget(\"WarlockBigFireballKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockIceShards:\n        SJAS A 0 A_GiveToTarget(\"WarlockIceShardsKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockLightning:\n        SJAS A 0 A_GiveToTarget(\"WarlockLightningKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockMagmaSmall:\n        SJAS A 0 A_GiveToTarget(\"WarlockMagmaSmallKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n\tDeath.WarlockNova:\n\t\tCHOK A 0 A_GiveToTarget(\"WarlockNovaKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.BoneShield:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.WarlockTeleport:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n    Death.PurpleMagic:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"PurpleMagicKill\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.Maledict:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"PurpleMagicKill\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.ShadowBlast:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.Maledict2:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n\tDeath.CyborgPulseMale:\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill1\", 5)\n\t\tGoTo DeathAnim\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill2\", 5)\n\t\tGoTo DeathAnim\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill3\", 5)\n\t\tGoTo DeathAnim\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill4\", 5)\n\t    GoTo DeathAnim\n\tDeath.CyborgPulseFemale:\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n\t\tTNT1 A 0 A_PlaySoundEx(\"fcybtaunt\", 5)\n\t\tGoto DeathAnim\n\tDeath.CyborgPulseOther:\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n\t\tTNT1 A 0 A_PlaySoundEx(\"cyblolcopy\", 5)\n\t\tGoTo DeathAnim\n\tDeath.PlaneShotgun:\n\t\tTNT1 A 0 A_GiveToTarget(\"PlaneShotKills\", 1)\n\t\tGoto DeathAnim\n\tDeath.PlaneVortex:\n\t\tTNT1 A 0 A_GiveToTarget(\"PlaneVortexKills\", 1)\n\t\tGoto DeathAnim\n\tDeath.PlaneBlade:\n\t\tGoto BladeDeath\n\t}\n}\n\nactor SjasFlight : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.duration 0x7FFFFFFF\n  powerup.type \"Flight\"\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  states\n  {\n  Spawn:\n\tTNT1 A 1\n    loop\n  }\n}\n\nactor Flight2 : ArtiFly\n{\n  +INVENTORY.AUTOACTIVATE\n  inventory.icon \"MEGAA0\"\n}\n\nactor Sjastrail : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.duration 9999999\n  powerup.color \"00 00 00\", 0.0\n  powerup.type \"Speed\"\n  Speed 1.5\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  states\n  {\n  Spawn:\n    TNT1 A 6\n    loop\n  }\n}\n\nACTOR PlayerSpeedTrail2 : PlayerSpeedTrail replaces PlayerSpeedTrail\n{\n\t+CLIENTSIDEONLY\n}\n\nActor SjasScreamer : Weapon\n{\n   Weapon.SlotNumber 1\n   Weapon.AmmoGive 100\n   Weapon.Kickback 100\n   Weapon.YAdjust 0\n   Weapon.SelectionOrder 350\n   Inventory.PickupSound \"\"\n   Inventory.PickupMessage \"\"\n   Obituary \"%o was screamed at by %k\"\n   Inventory.icon \"SJASATT\"\n   +WEAPON.NOAUTOAIM\n   +WEAPON.MELEEWEAPON\n   +WEAPON.DONTBOB\n   +INVENTORY.UNDROPPABLE\n   States\n   {\n   Spawn:\n      BPAK A 400\n      Stop\n   Ready:\n      SJHA ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 A_WeaponReady\n\t  SJHB ABCDEFGHIJKLMNOPQRST 2 A_WeaponReady\n      Loop\n   Deselect:\n\t  SJHA A 1 A_Lower\n      Loop\n   Select:\n      TNT1 A 0 ACS_ExecuteAlways(700, 0, WM_SJAS)\n      SJHA A 1 A_Raise\n      Goto Select+1\n   Fire:\n   \t  SJHA A 0 A_Playweaponsound(\"Sjasattack\")\n  \t  SJHA A 1 A_FireCustomMissile(\"SjasAttack\", 0, 0 ,0)\n\t  SJHB UVWXWVUYZ 1 //50 tics\n\t  SJHC ABA 1\n\t  SJHB ZY 1\n\t  SJHB UVWXWVUYZ 2\n\t  SJHC ABA 2\n\t  SJHB ZY 2\n\t  SJHA A 24//14\n      goto Ready\n   AltFire:\n//        SJHA A 0 A_JumpIfInventory(\"ReflectCooldown\", 1, \"NoFire\")\n\t    SJHA A 0 A_ChangeFlag(\"SHOOTABLE\",0)\n\t\tSJHA A 0 A_Stop\n\t\tSJHA A 0 SetPlayerProperty (0, 1, 4)\n\t\tSJHA A 0 A_GiveInventory(\"SjasRepulsion\",1)\n\t\tSJHA A 0 A_FireCustomMissile(\"SjasReflect\", 0, 0 ,0)\n\t\tSJHA A 5 offset (0, 45) A_SpawnItemEx(\"SjasWave\", 14, 0, 16, 0, 0, 0, 0, 32, 0)\n\t\tSJHA A 5 offset (0, 50) A_SpawnItemEx(\"SjasWave\", 14, 0, 16, 0, 0, 0, 0, 32, 0)\n\t\tSJHA A 5 offset (0, 55) A_SpawnItemEx(\"SjasWave\", 14, 0, 16, 0, 0, 0, 0, 32, 0)\n\t\tSJHA A 5 offset (0, 60) A_SpawnItemEx(\"SjasWave\", 14, 0, 16, 0, 0, 0, 0, 32, 0)\n\t\tSJHA A 5 offset (0, 55)\n\t\tSJHA A 5 offset (0, 50)\n\t\tSJHA A 0 SetPlayerProperty (0, 0, 4)\n\t\tSJHA A 0 A_ChangeFlag(\"SHOOTABLE\",1)\n\t\tSJHA A 5 offset (0, 45)\n\t\tSJHA A 5 offset (0, 35)\n\t\tSJHA A 5 offset (0, 32)\n//\t\tSJHA A 0 A_GiveInventory(\"ReflectCooldown\", 1)\n\t\tSJHA A 30\n\t\tgoto Ready\n\tNoFire:\n\t\tSJHA A 0 A_Print(\"Your reflection is on cooldown\")\n\t\tGoto Ready\n    }\n}\n\nACTOR SjasReflect\n{\n\t- SOLID\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\theight 1\n\tradius 1\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_Playsound(\"Sjasreflect\")\n\t\tStop\n\t}\n}\n\nACTOR SjasWave\n{\n\t- SOLID\n\t//+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOBLOOD\n\t+SHOOTABLE\n\t+NODAMAGE\n\t+GHOST\n\t+REFLECTIVE\n\tHealth 5\n\ttranslation \"112:127=80:95\"\n\theight 50\n\tradius 50\n\tmass 99999999999\n\tscale 1.2\n\trenderstyle translucent\n\talpha 1.0\n\tStates\n\t{\n\tSpawn:\n\t\tPR2E A 0\n\t\tPR2E ABCDEFGHIJKLMNO 2 bright A_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\nACTOR SjasRepulsion : ArtiBlastRadius\n{\n\t+AUTOACTIVATE\n}\n\nActor SjasAttack\n{\n\tdamagetype \"SjasScream\"\n\tPROJECTILE\n\tSpeed 2\n\tRadius 2\n\tHeight 2\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_Explode(160, 115, 0)\n\t\tStop\n\t}\n}\n\nactor ReflectCooldown : PowerDamage\n{\n\tdamagefactor \"nothing\", 1.0\n\tpowerup.duration -3\n}\n\nactor WaveCooldown : PowerDamage\n{\n\tdamagefactor \"nothing\", 1.0\n\tpowerup.duration 45\n}\n\nactor SjasEcho\n{\n\tRadius 15\n\tSpeed 30\n\tHeight 15\n\tdamage (60)\n\tPROJECTILE\n\trenderstyle none\n\tseesound \"echobounce\"\n\t+DOOMBOUNCE\n\tbouncecount 6\n\tbouncefactor 1.0\n\treactiontime 100\n\twallbouncefactor 1.0\n\tdamagetype \"SjasScream\"\n\tObituary \"%o was screamed at by %k\"\n\t+DONTREFLECT\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_CountDown\n\t\tTNT1 A 1 A_SpawnItem(\"SjasEchoWave\")\n\t\tloop\n\t}\n}\n\nactor SjasEchoWave\n{\n\t+CLIENTSIDEONLY\n\t- SOLID\n\t+NOGRAVITY\n\theight 1\n\tradius 1\n\tscale 0.4\n\trenderstyle translucent\n\talpha 1.0\n\t//translation \"112:127=224:231\" defa\n\t//translation \"160:167=96:111\" avf3\n\ttranslation \"112:127=80:95\"\n\tstates\n\t{\n\tSpawn:\n\t\tPR2E OMKIGECA 1 bright A_FadeOut(0.04)\n\t\tstop\n\t}\n}\n\nACTOR DecSjasWave\n{\n\t- SOLID\n\t//+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOBLOOD\n\t-SHOOTABLE\n\t+NODAMAGE\n\t+GHOST\n\t-REFLECTIVE\n\tHealth 5\n\ttranslation \"112:127=80:95\"\n\theight 50\n\tradius 50\n\tmass 99999999999\n\tscale 1.2\n\trenderstyle translucent\n\talpha 1.0\n\tStates\n\t{\n\tSpawn:\n\t\tPR2E A 0\n\t\tPR2E ABCDEFGHIJKLMNO 2 bright A_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\nActor SjasSpeedRage : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tInventory.Icon \"SJRAGE\"\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n\t\tTNT1 AA 0 A_PlaySound(\"SjasItem\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"SjasSpeedIncrease\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"SjasRageItem\", 2)\n\t\tTNT1 A 0 ACS_ExecuteAlways(769, 0, 0)\n\t\tTNT1 A 1 A_GiveInventory(\"SjasWeakDefence\", 1)\n\t\tStop\n\t}\n}\n\nActor SjasSpeedRageMinor : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 7\n\tInventory.Icon \"SMRAA0\"\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n\t\tTNT1 AA 0 A_PlaySound(\"SjasItem\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"SjasSpeedIncreaseMinor\", 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways(769, 0, 1)\n\t\tTNT1 A 1 A_GiveInventory(\"SjasWeakDefenceMinor\", 1)\n\t\tStop\n\t}\n}\n\nActor SjasRageItem : Inventory\n{\n\tInventory.Amount 2\n\tInventory.MaxAmount 2\n}\n\nActor SjasDefenceReducer : PowerProtection\n{\n\tPowerup.Duration -3\n\tDamageFactor \"Normal\", 1.2\n}\n\nActor SjasDefenceReducerMinor : PowerProtection\n{\n\tPowerup.Duration 20\n\tDamageFactor \"Normal\", 1.2\n}\n\nActor SjasWeakDefence : PowerupGiver // Initial\n{\n\tInventory.MaxAmount 1\n\tPowerup.Type SjasDefenceReducer\n\tPowerup.Duration -3\n\t+AUTOACTIVATE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor SjasWeakDefenceMinor : SjasWeakDefence\n{\n\tPowerup.Type SjasDefenceReducerMinor\n\tPowerup.Duration 20\n}\n\nActor SjasSpeedIncreaser : PowerSpeed\n{\n\tPowerup.Duration -3\n\tSpeed 1.2\n}\n\nActor SjasSpeedIncrease : PowerupGiver\n{\n\tInventory.MaxAmount 1\n\tPowerup.Type SjasSpeedIncreaser\n\tPowerup.Duration -3\n\t+AUTOACTIVATE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor SjasSpeedIncreaserMinor : PowerSpeed\n{\n\tPowerup.Duration 20\n\tSpeed 1.3\n\t+ADDITIVETIME\n}\n\nActor SjasSpeedIncreaseMinor : SjasSpeedIncrease\n{\n\tInventory.MaxAmount 7\n\tPowerup.Type SjasSpeedIncreaserMinor\n\tPowerup.Duration 20\n\t+ADDITIVETIME\n}\n\nActor SjasSjasSparkleSpawner\n{\n\tRadius 1\n\tHeight 1\n\t+NOCLIP\n\t+NOGRAVITY\n\t-SOLID\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"SjasSparkle\", 0, 0, 0, random(-15,15), random(-15,15), random(-15,15))\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor SjasSparkle\n{\n\t+Missile\n\t+NoGravity\n\t+NoBlockmap\n\t+NoInteraction\n\t-Solid\n\tRadius 0\n\tHeight 0\n\tRenderStyle Add\n\tAlpha 0.9\n\tScale 0.35\n\tTranslation \"112:127=176:191\"\n\tStates\n\t{\n\tSpawn:\n\t\tSKFX A 3 Bright A_FadeOut(0.1)\n\t\tLoop\n\t}\n}\n\nACTOR Sjasvanish\n{\n- SOLID\n+NOGRAVITY\n+NOCLIP\n+NOBLOCKMAP\nRenderstyle None\nStates\n{\nSpawn:\nTNT1 A 1 A_Playsound(\"Sjaspain\")\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"SjasVapor\", 0, 0, random(0,360), 2, random(-100,100))\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"SjasVapor\", 0, 0, random(0,360), 2, random(-100,100))\nstop\n}\n}\n\nACTOR SjasVapor\n{\n   Speed 6\n   Damage 0\n   PROJECTILE\n   Radius 2\n   +DONTSPLASH\n   Height 2\n   RENDERSTYLE TRANSLUCENT\n   ALPHA 0.2\n   States\n   {\n   Spawn:\n      PDBA ABCDEFGHIJKLMNOPQRSTUVWXYZ 1\n      DEBR ABC 1\n      Stop\n   }\n}\n\nactor SjasTelePoint\n{\n  Height 1\n  Radius 1\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +CLIENTSIDEONLY\n  +floatbob\n  scale 0.28\n  Alpha 0.75\n  FloatSpeed 1\n  renderstyle ADD\n  VisibleToTeam 1\n  states\n  {\n  Spawn:\n    SRRO A -1 bright\n    stop\n  }\n}\n\nActor SjasPort : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tinventory.icon \"SJASTEL\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tStop\n\t\tUse:\n\t\tTNT1 A 1 acs_executealways(911, 0, 0, 0, 0)\n\t\tstop\n\t}\n}\n\nactor sjasteleport : inventory\n{\n\tinventory.maxamount 1\n}\n\nActor IjustTeleported : Inventory\n{\n\tinventory.maxamount 1\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Jitterskull.txt",
        "contents": "Actor Jitterskull : PlayerPawn\n{\n\tHealth 135\n\tMass 1500\n\tmaxstepheight 128 //180\n\tscale 0.24\n\tlimitedtoteam 1\n\tPlayer.jumpz 0\n\tPlayer.forwardmove 1.0\n\tPlayer.sidemove 1.0\n\tPlayer.Maxhealth 150\n\tPlayer.DisplayName \"Jitterskull\"\n\tPlayer.ColorRange 112, 127\n\tPlayer.soundclass \"jskull\"\n\tPlayer.startitem \"JitterskullWeapon\"\n//\tPlayer.Startitem \"JitterskullHeal\", 1\n\tPlayer.startitem \"GhoulAmmo\", 1\n\tPlayer.startitem \"ArrowSingle\", 35\n\tPlayer.StartItem \"ClassID\", 10 // 7\n\tPlayer.StartItem \"GhoulTeam\", 1\n\tPlayer.crouchsprite \"\"\n\tPlayer.scoreicon \"JSKULLST\"\n\tbloodtype \"jitterchip\"\n\tDamageFactor \"HunterLightningRail\", 0.9\n\tDamageFactor \"HunterFireMagic\", 0.75\n\tDamageFactor \"HunterRegularMagic\", 0.75\n\tDamageFactor \"HunterSuperFireArrow\", 0.75\n\tDamageFactor \"HunterFireArrow\", 0.75\n\tDamageFactor \"HunterSuperIceArrow\", 0.9\n\tDamageFactor \"HunterSuperIceArrowTrail\", 1.5\n\tDamageFactor \"HunterSuperIceArrowTrail2\", 0.4\n\tDamageFactor \"GhostbusterIceFall\", 0.6\n\tDamageFactor \"WarlockBigFireball\", 0.5\n\tDamageFactor \"WarlockFireball\", 0.5\n\tDamageFactor \"WarlockMagmaSmall\", 0.75\n\tDamageFactor \"WarlockLightning\", 0.75\n\tDamageFactor \"WarlockIceShards\", 1.25\n\tDamageFactor \"PurpleMagic\", 1.25\n\tDamageFactor \"BigCurseBall\", 1.25\n\tSpecies \"Ghoul\"\n\t+NOICEDEATH\n\t+FLOORHUGGER\n\t+NOSKIN\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tJSKL A 1\n\t\tGoto Spawn\n\tSee:\n\t\tJSKL A 0 A_PlaysoundEx(\"skullact\", \"Body\")\n\t\tJSKL ABCBABCABCABCABC 1\n\t\tJSKL A 1 A_Recoil(-255)\n\t\tJSKL A 0 A_Stop\n\t\tGoto Spawn\n\tMissile:\n\t\tJSKL A 1\n\t\tJSKL A 1 A_JumpIfInventory(\"Clip\", 1, \"Dive\")\n\t\tJSKL A 0 A_PlaysoundEx(\"skullact\", \"Body\")\n\t\tJSKL ABCBABCABCABCABCABCABC 1 ACS_ExecuteAlways(998,0)\n\t\tGoto Spawn\n\tNomNomNom:\n\t\tJSKL AAAAAA 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-96,96), 40)\n\t\tJSKL A 0 A_PlaySoundEx(\"skultaunt\", 5)\n\t\tGoto Spawn\n\tDive:\n\t\tJSKL D 16\n\t\tGoto Spawn\n\tDeath:\n\tDeathAnim:\n\t\tJSKL A 0 A_GiveToTarget(\"KilledJitterskull\", 1)\n\t\tJSKL A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tJSKL A 0 A_GiveToTarget(\"GhoulKillCount\", 1)\n\t\tJSKL A 0 ACS_ExecuteAlways(724, 0)\n\t\tTNT1 A 0 A_GiveToTarget(\"LowHPKill\", 1)\n\t\tJSKL A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tJSKL A 1 A_StopSoundEx(\"Voice\")\n\t\tJSKL D 1 A_PlaySoundEx(\"skulldie\", \"Voice\")\n\t\tJSKL D 1 A_NoBlocking\n\t\tJSKL D 0 A_Fall\n\t\tJSKL DDDDDDDDDDDDDDDDDDDD 1 A_CustomMissile(\"ArchvileFirex2\", 2, 0, random(0,360), 2,0)\n\t\tJSKL ZZZZZZZZZZZ 1 A_CustomMissile(\"ArchvileFirex2\", 0, 0, random(0,360), 2,0)\n\t\tJSKL Z -1\n\t\tStop\n\t BladeDeath:\n\t\tSJIT A 0 A_GiveToTarget(\"KilledJitterskull\", 1)\n\t\tSJIT A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tSJIT A 0 A_GiveToTarget(\"GhoulKillCount\", 1)\n\t\tSJIT A 0 ACS_ExecuteAlways(724, 0)\n\t\tSJIT A 0 A_GiveToTarget(\"LowHPKill\", 1)\n\t\tSJIT A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tJSKL A 1 A_StopSoundEx(\"Voice\")\n\t\tJSKL D 1 A_PlaySoundEx(\"skulldie\", \"Voice\")\n\t\tSJIT A 1 A_NoBlocking\n\t\tSJIT A 0 A_Fall\n\t\tSJIT A 0 A_SpawnItemEx(\"skullzhead\", 0, 0, 10, 0, 0, random(15,18), 0, SXF_TRANSFERTRANSLATION, 0)\n\t\tSJIT AAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"ArchvileFirex2\", 2, 0, random(0,360), 2,0)\n\t\tSJIT AAAAAAAAAAA 1 A_CustomMissile(\"ArchvileFirex2\", 0, 0, random(0,360), 2,0)\n\t\tJSKL Z -1\n\t\tStop\n    Death.MarineShotgun:\n        JSKL A 0 A_GiveToTarget(\"MarineShotgunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n        Goto DeathAnim\n    Death.MarinePistol:\n        JSKL A 0 A_GiveToTarget(\"MarinePistolKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n        Goto DeathAnim\n    Death.MarineMachineGun:\n        JSKL A 0 A_GiveToTarget(\"MarineMachineGunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n        Goto DeathAnim\n    Death.MarineGrenade:\n        JSKL A 0 A_GiveToTarget(\"MarineGrenadeKill\", 1)\n        JSKL A 0 A_GiveToTarget(\"MarineGrenadeMulti\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n        Goto DeathAnim\n    Death.MarineSuicideGrenade:\n        JSKL A 0 A_GiveToTarget(\"MarineSuicideGrenadeKill\", 1)\n        Goto DeathAnim\n    Death.HunterFireArrow:\n        JSKL A 0 A_GiveToTarget(\"HunterFireArrowKill\", 1)\n        JSKL A 0 A_GiveToTarget(\"HunterFireMulti\", 1)\n        Goto DeathAnim\n    Death.HunterIceArrow:\n        JSKL A 0 A_GiveToTarget(\"HunterIceArrowKill\", 1)\n        Goto DeathAnim\n    Death.HunterRegularArrow:\n        JSKL A 0 A_GiveToTarget(\"HunterRegularArrowKill\", 1)\n        Goto DeathAnim\n    Death.HunterLightningRail:\n        JSKL A 0 A_GiveToTarget(\"HunterLightningRailKill\", 1)\n        JSKL A 0 A_GiveToTarget(\"HunterLightningMulti\", 1)\n        Goto DeathAnim\n    Death.HunterFireMagic:\n        JSKL A 0 A_GiveToTarget(\"HunterFireMagicKill\", 1)\n        Goto DeathAnim\n    Death.HunterRegularMagic:\n        JSKL A 0 A_GiveToTarget(\"HunterRegularMagicKill\", 1)\n        Goto DeathAnim\n    Death.HunterIceSpike:\n        JSKL A 0 A_GiveToTarget(\"HunterIceSpikeKill\", 1)\n        Goto DeathAnim\n    Death.HunterLightningMagic:\n        JSKL A 0 A_GiveToTarget(\"HunterLightningMagicKill\", 1)\n        Goto DeathAnim\n    Death.HunterSuperFireArrow:\n        JSKL A 0 A_GiveToTarget(\"HunterSuperFireArrowKill\", 1)\n\t\tJSKL A 0 A_GiveToTarget(\"HunterFireMulti\", 1)\n        Goto DeathAnim\n    Death.HunterSuperIceArrow:\n        JSKL A 0 A_GiveToTarget(\"HunterSuperIceArrowKill\", 1)\n        Goto DeathAnim\n    Death.HunterSuperIceArrowTrail:\n        CHOK A 0 A_GiveToTarget(\"HunterSuperIceArrowKill\", 1)\n        Goto DeathAnim\n    Death.HunterSuperIceArrowTrail2:\n        CHOK A 0 A_GiveToTarget(\"HunterSuperIceArrowKill\", 1)\n        Goto DeathAnim\n    Death.HunterSuperRegularArrow:\n        JSKL A 0 A_GiveToTarget(\"HunterSuperRegularArrowKill\", 1)\n        Goto DeathAnim\n    Death.HunterSuperLightningRail:\n        JSKL A 0 A_GiveToTarget(\"HunterSuperLightningRailKill\", 1)\n\t\tJSKL A 0 A_GiveToTarget(\"HunterLightningMulti\", 1)\n        Goto DeathAnim\n    Death.CyborgPlasma:\n        JSKL A 0 A_GiveToTarget(\"CyborgPlasmaKill\", 1)\n        Goto DeathAnim\n    Death.CyborgCrapPlasma:\n        JSKL A 0 A_GiveToTarget(\"CyborgCrapPlasmaKill\", 1)\n        Goto DeathAnim\n    Death.CyborgPulse:\n        JSKL A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n        Goto DeathAnim\n\tDeath.CyborgJetpackFire:\n\t\tTNT1 A 0 A_GiveToTarget(\"JetpackKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgFuel\", 25)\n\t\tGoto DeathAnim\n    Death.GhostbusterProton:\n        JSKL A 0 A_GiveToTarget(\"GhostbusterProtonKill\", 1)\n\t\tJSKL A 0 A_GiveToTarget(\"GBJitterskullUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterTrap:\n        JSKL A 0 A_GiveToTarget(\"GhostbusterTrapKill\", 1)\n\t\tJSKL A 0 A_GiveToTarget(\"GBJitterskullUpgrade\", 1)\n        Goto DeathAnim\n\tDeath.GhostbusterHorror:\n\t\tSJAS A 0 A_GiveToTarget(\"GhostbusterHorrorKill\", 1)\n\t    SJAS A 0 A_GiveToTarget(\"GBJitterskullUpgrade\", 1)\n\t\tGoto DeathAnim\n    Death.GhostbusterBlood:\n        JSKL A 0 A_GiveToTarget(\"GhostbusterBloodKill\", 1)\n\t\tJSKL A 0 A_GiveToTarget(\"GBJitterskullUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterEcho:\n        JSKL A 0 A_GiveToTarget(\"GhostbusterEchoKill\", 1)\n\t\tJSKL A 0 A_GiveToTarget(\"GBJitterskullUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterSoul:\n        JSKL A 0 A_GiveToTarget(\"GhostbusterSoulKill\", 1)\n\t\tJSKL A 0 A_GiveToTarget(\"GBJitterskullUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterIceFall:\n        JSKL A 0 A_GiveToTarget(\"GhostbusterIceFallKill\", 1)\n\t\tJSKL A 0 A_GiveToTarget(\"GBJitterskullUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterIceBall:\n        JSKL A 0 A_GiveToTarget(\"GhostbusterIceBallKill\", 1)\n\t\tJSKL A 0 A_GiveToTarget(\"GBJitterskullUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterDefilerBall:\n        JSKL A 0 A_GiveToTarget(\"GhostbusterDefilerBallKill\", 1)\n\t\tJSKL A 0 A_GiveToTarget(\"GBJitterskullUpgrade\", 1)\n        Goto DeathAnim\n\tDeath.GhostbusterBoneCannon:\n\t\tJSKL A 0 A_GiveToTarget(\"GhostbusterBoneKill\", 1)\n\t\tJSKL A 0 A_GiveToTarget(\"GBJitterskullUpgrade\", 1)\n\t\tGoto DeathAnim\n    Death.EngineerNail:\n        JSKL A 0 A_GiveToTarget(\"EngineerNailKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n        Goto DeathAnim\n    Death.Pulverizer:\n        TNT1 A 0 A_GiveToTarget(\"EngineerPulvKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n        Goto DeathAnim\n\tDeath.SawBlade:\n        TNT1 A 0 A_GiveToTarget(\"EngineerSawKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n        Goto BladeDeath\n\tDeath.SentryShoot:\n\t\tJSKL A 0 A_GiveToTarget(\"SentryBulletKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n    Death.SantaHollyAir:\n        JSKL A 0 A_GiveToTarget(\"SantaHollyAirKill\", 1)\n        Goto BladeDeath\n    Death.SantaHollyGround:\n        JSKL A 0 A_GiveToTarget(\"SantaHollyGroundKill\", 1)\n        Goto DeathAnim\n    Death.SantaStarProjectile:\n        JSKL A 0 A_GiveToTarget(\"SantaStarProjectileKill\", 1)\n        Goto DeathAnim\n    Death.SantaFallingStar:\n        JSKL A 0 A_GiveToTarget(\"SantaFallingStarKill\", 1)\n        Goto DeathAnim\n    Death.SantaSnowball:\n        JSKL A 0 A_GiveToTarget(\"SantaSnowballKill\", 1)\n        Goto DeathAnim\n\tDeath.SantaPresent:\n\t\tJSKL A 0 A_GiveToTarget(\"SantaPresentKill\", 1)\n\t\tGoto DeathAnim\n    Death.WarlockFireball:\n        JSKL A 0 A_GiveToTarget(\"WarlockFireballKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockBigFireball:\n        JSKL A 0 A_GiveToTarget(\"WarlockBigFireballKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockIceShards:\n        JSKL A 0 A_GiveToTarget(\"WarlockIceShardsKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockLightning:\n        JSKL A 0 A_GiveToTarget(\"WarlockLightningKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockMagmaSmall:\n        JSKL A 0 A_GiveToTarget(\"WarlockMagmaSmallKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n\tDeath.WarlockNova:\n\t\tCHOK A 0 A_GiveToTarget(\"WarlockNovaKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.BoneShield:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.WarlockTeleport:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.PurpleMagic:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"PurpleMagicKill\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.Maledict:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"PurpleMagicKill\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.Maledict2:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.ShadowBlast:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n\tDeath.CyborgPulseMale:\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill1\", 5)\n\t\tGoTo DeathAnim\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill2\", 5)\n\t\tGoTo DeathAnim\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill3\", 5)\n\t\tGoTo DeathAnim\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill4\", 5)\n\t    GoTo DeathAnim\n\tDeath.CyborgPulseFemale:\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n\t\tTNT1 A 0 A_PlaySoundEx(\"fcybtaunt\", 5)\n\t\tGoto DeathAnim\n\tDeath.CyborgPulseOther:\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n\t\tTNT1 A 0 A_PlaySoundEx(\"cyblolcopy\", 5)\n\t\tGoTo DeathAnim\n\tDeath.PlaneShotgun:\n\t\tTNT1 A 0 A_GiveToTarget(\"PlaneShotKills\", 1)\n\t\tGoto DeathAnim\n\tDeath.PlaneVortex:\n\t\tTNT1 A 0 A_GiveToTarget(\"PlaneVortexKills\", 1)\n\t\tGoto DeathAnim\n\tDeath.PlaneBlade:\n\t\tGoto BladeDeath\n\t}\n}\n\nActor JitterskullWeapon : Weapon\n{\n   Weapon.SelectionOrder 350\n   Inventory.PickupSound \"\"\n   Weapon.SlotNumber 1\n   Inventory.PickupMessage \"\"\n   Obituary \"%o was crunched by %k\"\n   +WEAPON.NOAUTOAIM\n   Weapon.Kickback 0\n   Weapon.YAdjust 0\n   +INVENTORY.UNDROPPABLE\n   inventory.icon \"SKULLATT\"\n   States\n   {\n   Spawn:\n      BPAK A 400\n      Stop\n   Ready:\n      JTRM A 0 ACS_ExecuteAlways(999,0)\n      JTRM A 1 A_WeaponReady\n      Goto Ready+1\n   Deselect:\n\t  JTRM A 1 A_Lower\n      Loop\n   Select:\n      TNT1 A 0 ACS_ExecuteAlways(700, 0, WM_JITTER)\n      JTRM A 1 A_Raise\n      Goto Select+1\n   Fire:\n     JTRM A 0 A_GiveInventory(\"Clip\",1)\n   \t JTRM A 0 A_Stop\n     JTRM A 0 A_Recoil(-56)\n\t JTRM A 0 A_Playweaponsound(\"skullattack\")\n\t JTRM A 0 SetPlayerProperty(0, 1, 0)\n\t JTRM A 1 A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 45) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 0 A_FireCustomMissile(\"DirectJitterAttack\")\n\t JTRM A 1 offset (0, 55) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 0 A_FireCustomMissile(\"DirectJitterAttack\")\n\t JTRM A 1 offset (0, 65) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 0 A_FireCustomMissile(\"DirectJitterAttack\")\n\t JTRM A 1 offset (0, 75) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 0 A_FireCustomMissile(\"DirectJitterAttack\")\n\t JTRM A 1 offset (0, 85) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 0 A_FireCustomMissile(\"DirectJitterAttack\")\n\t JTRM A 1 offset (0, 95) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 0 A_FireCustomMissile(\"DirectJitterAttack\")\n\t JTRM A 1 offset (0, 105) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 0 A_FireCustomMissile(\"DirectJitterAttack\")\n\t JTRM A 1 offset (0, 115) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 0 A_FireCustomMissile(\"DirectJitterAttack\")\n\t JTRM A 1 offset (0, 125) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 0 A_FireCustomMissile(\"DirectJitterAttack\")\n\t JTRM AAAAAAAA 1 offset (0, 135) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 0 A_FireCustomMissile(\"DirectJitterAttack\")\n\t JTRM A 0 A_JumpIfInventory(\"Crunched\",1,\"BloodReturn\")\n\t JTRM A 1 offset (0, 125) A_FireCustomMissile(\"JitterskullAttack2\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 115) A_FireCustomMissile(\"JitterskullAttack2\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 105) A_FireCustomMissile(\"JitterskullAttack2\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 95) A_FireCustomMissile(\"JitterskullAttack2\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 85) A_FireCustomMissile(\"JitterskullAttack2\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 75) A_FireCustomMissile(\"JitterskullAttack2\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 65) A_FireCustomMissile(\"JitterskullAttack2\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 55) A_FireCustomMissile(\"JitterskullAttack2\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 45) A_FireCustomMissile(\"JitterskullAttack2\", 0, 0 ,0)\n\t JTRM A 18 offset (0, 32) SetPlayerProperty(0, 0, 0)\n\t JTRM A 0 offset (0, 32)\n\t JTRM A 0 A_TakeInventory(\"Clip\",9999)\n\t JTRM A 0 A_JumpIfInventory(\"Crunched\",1,\"BloodDelay\")\n\t JTRM A 6 A_TakeInventory(\"Crunched\",999)\n\t goto Ready\n\t BloodReturn:\n\t JTRM B 1 offset (0, 125) A_FireCustomMissile(\"JitterskullAttack2\", 0, 0 ,0)\n\t JTRM B 1 offset (0, 115) A_FireCustomMissile(\"JitterskullAttack2\", 0, 0 ,0)\n\t JTRM B 1 offset (0, 105) A_FireCustomMissile(\"JitterskullAttack2\", 0, 0 ,0)\n\t JTRM B 1 offset (0, 95) A_FireCustomMissile(\"JitterskullAttack2\", 0, 0 ,0)\n\t JTRM B 1 offset (0, 85) A_FireCustomMissile(\"JitterskullAttack2\", 0, 0 ,0)\n\t JTRM B 1 offset (0, 75) A_FireCustomMissile(\"JitterskullAttack2\", 0, 0 ,0)\n\t JTRM B 1 offset (0, 65) A_FireCustomMissile(\"JitterskullAttack2\", 0, 0 ,0)\n\t JTRM B 1 offset (0, 55) A_FireCustomMissile(\"JitterskullAttack2\", 0, 0 ,0)\n\t JTRM B 1 offset (0, 45) A_FireCustomMissile(\"JitterskullAttack2\", 0, 0 ,0)\n\t JTRM B 18 offset (0, 32) SetPlayerProperty(0, 0, 0)\n\t JTRM B 0 A_TakeInventory(\"Clip\",9999)\n\t goto BloodDelay\n\t BloodDelay:\n\t JTRM A 0 A_TakeInventory(\"Crunched\",999)\n\t JTRM B 2 offset (0, 32) A_PlaySoundEx(\"skulleating\",\"Voice\")\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM B 2 offset (5, 37)\n\t JTRM B 2 offset (10, 42)\n\t JTRM B 2 offset (15, 47)\n\t JTRM B 2 offset (10, 52)\n\t JTRM B 2 offset (5, 57)\n\t JTRM B 2 offset (0, 62)\n\t JTRM B 2 offset (-5, 57)\n\t JTRM B 2 offset (-10, 52)\n\t JTRM B 2 offset (-15, 47)\n\t JTRM B 2 offset (-10, 42)\n\t JTRM B 2 offset (-5, 37)\n\t JTRM B 2 offset (0, 32)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM C 2 offset (5, 37)\n\t JTRM C 2 offset (10, 42)\n\t JTRM C 2 offset (15, 47)\n\t JTRM C 2 offset (10, 52)\n\t JTRM C 2 offset (5, 57)\n\t JTRM C 2 offset (0, 62)\n\t JTRM C 2 offset (-5, 57)\n\t JTRM C 2 offset (-10, 52)\n\t JTRM C 2 offset (-15, 47)\n\t JTRM C 2 offset (-10, 42)\n\t JTRM C 2 offset (-5, 37)\n\t JTRM C 2 offset (0, 32)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM D 2 offset (5, 37)\n\t JTRM D 2 offset (10, 42)\n\t JTRM D 2 offset (15, 47)\n\t JTRM D 2 offset (10, 52)\n\t JTRM D 2 offset (5, 57)\n\t JTRM D 2 offset (0, 62)\n\t JTRM D 2 offset (-5, 57)\n\t JTRM D 2 offset (-10, 52)\n\t JTRM D 2 offset (-15, 47)\n\t JTRM D 2 offset (-10, 42)\n\t JTRM D 2 offset (-5, 37)\n\t JTRM D 2 offset (0, 32)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM E 2 offset (5, 37)\n\t JTRM E 2 offset (10, 42)\n\t JTRM E 2 offset (15, 47)\n\t JTRM E 2 offset (10, 52)\n\t JTRM E 2 offset (5, 57)\n\t JTRM E 2 offset (0, 62)\n\t JTRM E 2 offset (-5, 57)\n\t JTRM E 2 offset (-10, 52)\n\t JTRM E 2 offset (-15, 47)\n\t JTRM E 2 offset (-10, 42)\n\t JTRM E 2 offset (-5, 37)\n\t Goto Ready\n\tAltFire:\n\t JTRM A 0 A_Stop\n\t JTRM A 22\n\t JTRM A 0 A_ReFire\n\t JTRM A 1 ACS_ExecuteAlways(999,0)\n\t Goto Ready\n   }\n}\n\nActor JitterskullAttack\n{\n\tPROJECTILE\n\t+FORCERADIUSDMG\n\t+DONTREFLECT\n\tSpeed 30\n\tRadius 2\n\tHeight 2\n\tObituary \"%o was crunched by %k\"\n\tdamagetype \"JitterMelee\"\n\tdamage 10\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Explode(54, 54, 0)\n\t\tTNT1 A 1 //A_RadiusThrust(8000, 50, 0)\n\t\tStop\n\t}\n}\n\nActor JitterSkullAttack2 : JitterSkullAttack\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_Explode(27, 54, 0)\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor DirectJitterAttack\n{\n\tPROJECTILE\n\tSpeed 50\n\tRadius 4\n\tHeight 4\n\tObituary \"%o was crunched by %k\"\n\tdamagetype \"JitterMelee\"\n\tdamage (300)\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2 // 1\n\t\tStop\n\t}\n}\n\nActor SonicCooldown : Timer\n{\n\tPowerup.Duration 48\n}\n\nActor DigestCounter : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 20\n\t+IGNORESKILL\n}\n\nActor JitterskullHeal : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tInventory.Icon \"CRESA0\"\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tStop\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(743, 0)\n\t\tFail\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Creeper.txt",
        "contents": "Actor Creeper : PlayerPawn\n{\n\tHealth 70\n\tMass 80\n\tLimitedtoteam 1\n\tbloodcolor \"Green\"\n\theight 18\n\tradius 13\n\tscale 0.4\n\tPlayer.attackzoffset 8\n\tPlayer.forwardmove 0.58\n\tPlayer.sidemove 0.58\n\tPlayer.viewheight 16\n\tPlayer.Maxhealth 70\n\tPlayer.DisplayName \"Creeper\"\n\tPlayer.ColorRange 112, 127\n\tPlayer.soundclass \"creeper\"\n\tPlayer.StartItem \"CreeperWeaponStun\"\n\tPlayer.StartItem \"CreeperWeaponDrain\"\n\tPlayer.StartItem \"ArrowSingle\", 35\n\tPlayer.StartItem \"GhoulAmmo\", 3\n\tPlayer.StartItem \"ClassID\", 11 // 8\n\tPlayer.StartItem \"GhoulTeam\", 1\n\tPlayer.StartItem \"HealBallsFired\", 3\n\tPlayer.StartItem \"IsCreeper\", 1\n\tPlayer.crouchsprite \"CRE6\"\n\tPlayer.scoreicon \"CREEPST\"\n\tDamageFactor \"HunterLightningRail\", 2.0\n\tDamageFactor \"HunterSuperLightningRail\", 2.0\n\tDamageFactor \"CyborgPlasma\", 1.1\n\tDamageFactor \"GBDefilerBall\", 0.85\n\tDamageFactor \"WarlockBigFireball\", 0.9\n\tDamageFactor \"HunterSuperIceArrowTrail2\", 0.9\n\tDamageFactor \"GravityObjectFired\", 0.9\n\tDamageFactor \"GhostbusterIceFall\", 0.6\n\tSpecies \"Ghoul\"\n\t+NOICEDEATH\n\t+NOSKIN\n\t+DONTBLAST\n\t+SHADOW\n\t+FORCEXYBILLBOARD\n\tStates\n\t{\n\tSpawn:\n\t\tCRE6 A 1\n\t\tCRE6 A 5 A_StopSoundEx(\"Body\")\n\t\tCRE6 AAAAAAA 6 A_JumpIf (momz!=0, \"Spawn\")\n\t\tCRE6 A 3 A_ClearShadow\n\t\tCRE6 A 0 A_JumpIfInventory(\"GhoulAmmo\", 3, \"Spawn\")\n\t\tCRE6 A 0 ACS_Execute(987,0)\n\t\tLoop\n\tSee:\n\t\tCRE6 A 0 A_PlaysoundEx(\"creeperact\", \"Body\")\n\t\tCRE6 A 3 A_SetShadow\n\t\tCRE7 A 3\n\t\tCRE6 A 3\n\t\tCRE7 A 3\n\t\tCRE6 A 3\n\t\tCRE7 A 3\n\t\tCRE6 A 3\n\t\tCRE7 A 3\n\t\tCRE6 A 3\n\t\tCRE7 A 3\n\t\tCRE6 A 3\n\t\tCRE7 A 3\n\t\tCRE6 A 3\n\t\tCRE7 A 3\n\t\tCRE6 A 3\n\t\tCRE7 A 3\n\t\tCRE6 A 3\n\t\tCRE7 A 3\n\t\tCRE6 A 3\n\t\tCRE7 A 3\n\t\tCRE6 A 3\n\t\tCRE7 A 3\n\t\tCRE6 A 3\n\t\tCRE7 A 3\n\t\tCRE6 A 3\n\t\tCRE7 A 3\n\t\tCRE6 A 3\n\t\tCRE7 A 3\n\t\tCRE6 A 3\n\t\tCRE7 A 3\n\t\tCRE6 A 3\n\t\tCRE7 A 3\n\t\tCRE6 A 3\n\t\tCRE7 A 3\n\t\tCRE6 A 3\n\t\tCRE7 A 3\n\t\tCRE6 A 3\n\t\tCRE7 A 3\n\t\tLoop\n\tMissile:\n\t\tCRE6 A 2 A_SetShadow\n\t\tCRE6 A 2 A_SetShadow\n\t\tGoto Spawn\n\tPain:\n\t\tCRE6 A 0 A_GiveInventory(\"Creeperpainboost\",1)\n\t\tCRE6 A 8 A_PlaySoundEx(\"creeperpain\", \"Body\")\n\t\tGoto Spawn\n\tPain.HunterIceSpike:\n\t\tTNT1 A 0 ACS_ExecuteAlways(451, 0, random(5,8))\n\t\tGoto Spawn\n\t\t/*\n\tPain.HunterSuperIceArrowTrail:\n\t\tCRE6 A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tCRE6 A 0 ACS_ExecuteAlways(731, 0)\n\t\tGoto Pain+1\n\tPain.HunterSuperIceArrowTrail2:\n\t\tCHOK A 0 HealThing(1)\n\t\tCHOK A 0 ACS_ExecuteAlways(731, 0)\n\t\tCHOK A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tGoto Pain+1\n\tPain.HunterSuperIceArrow:\n\t\tCRE6 A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tCRE6 A 0 ACS_ExecuteAlways(730, 0)\n\t\tGoto Pain+1\n\t\t*/\n\tPain.Maledict:\n\t\tCHOK A 0 A_JumpIfInventory(\"MaledictCooldown\", 1, 5)\n\t\tCHOK A 0 A_PlaySound(\"MaledictVictim\", 5)\n\t\tCHOK A 0 A_GiveInventory(\"MaledictAmpPower\", 1)\n\t\tCHOK A 0 A_GiveInventory(\"MaledictCooldown\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"MaledictStart\", 1)\n\t\tGoto Pain+1\n\t\tTNT1 A 0\n\t\tGoto Pain+1\n    Pain.Maledict2:\n\t\tTNT1 AAAAAAA 0 A_SpawnItemEx(\"PurpleParticle\",0,0,36,random(1,-1),random(1,-1),random(1,-1),random(0,359),0)\n        Goto Pain+1\n\tPain.GhostbusterHorror:\n\t\tTNT1 A 0 //ACS_ExecuteAlways(977,0)\n\t\tGoto Pain\n\tDeath:\n\tDeathAnim:\n\t\tCRE6 A 0 A_GiveToTarget(\"KilledCreeper\", 1)\n\t\tCRE6 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tCRE6 A 0 A_GiveToTarget(\"GhoulKillCount\", 1)\n\t\tCRE6 A 0 ACS_ExecuteAlways(724, 0)\n\t\tTNT1 A 0 A_GiveToTarget(\"LowHPKill\", 1)\n\t\tCRE6 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tCRE6 Z 0 A_SpawnItem(\"Creeperdeath\")\n\t\tCRE6 Z 1 A_NoBlocking\n\t\tCRE6 Z 1 A_Fall\n\t\tCRE6 Z -1\n\t\tStop\n\tBladeDeath:\n\t\tCRE6 A 0 A_GiveToTarget(\"KilledCreeper\", 1)\n\t\tCRE6 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tCRE6 A 0 A_GiveToTarget(\"GhoulKillCount\", 1)\n\t\tCRE6 A 0 ACS_ExecuteAlways(724, 0)\n\t\tTNT1 A 0 A_GiveToTarget(\"LowHPKill\", 1)\n\t\tCRE6 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tCRE6 Z 0 A_SpawnItem(\"Creeperdeath2\", 4)\n\t\tCRE6 Z 0 A_SpawnItem(\"Creeperdeath3\", -4)\n\t\tCRE6 Z 1 A_NoBlocking\n\t\tCRE6 Z 1 A_Fall\n\t\tCRE6 Z -1\n\t\tstop\n    Death.MarineShotgun:\n        CRE6 A 0 A_GiveToTarget(\"MarineShotgunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n        Goto DeathAnim\n    Death.MarinePistol:\n        CRE6 A 0 A_GiveToTarget(\"MarinePistolKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n        Goto DeathAnim\n    Death.MarineMachineGun:\n        CRE6 A 0 A_GiveToTarget(\"MarineMachineGunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n        Goto DeathAnim\n    Death.MarineGrenade:\n        CRE6 A 0 A_GiveToTarget(\"MarineGrenadeKill\", 1)\n        CRE6 A 0 A_GiveToTarget(\"MarineGrenadeMulti\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n        Goto DeathAnim\n    Death.MarineSuicideGrenade:\n        CRE6 A 0 A_GiveToTarget(\"MarineSuicideGrenadeKill\", 1)\n        Goto DeathAnim\n    Death.HunterFireArrow:\n        CRE6 A 0 A_GiveToTarget(\"HunterFireArrowKill\", 1)\n        CRE6 A 0 A_GiveToTarget(\"HunterFireMulti\", 1)\n        Goto DeathAnim\n    Death.HunterIceArrow:\n        CRE6 A 0 A_GiveToTarget(\"HunterIceArrowKill\", 1)\n        Goto DeathAnim\n    Death.HunterRegularArrow:\n        CRE6 A 0 A_GiveToTarget(\"HunterRegularArrowKill\", 1)\n        Goto DeathAnim\n    Death.HunterLightningRail:\n        CRE6 A 0 A_GiveToTarget(\"HunterLightningRailKill\", 1)\n        CRE6 A 0 A_GiveToTarget(\"HunterLightningMulti\", 1)\n        Goto DeathAnim\n    Death.HunterFireMagic:\n        CRE6 A 0 A_GiveToTarget(\"HunterFireMagicKill\", 1)\n        Goto DeathAnim\n    Death.HunterRegularMagic:\n        CRE6 A 0 A_GiveToTarget(\"HunterRegularMagicKill\", 1)\n        Goto DeathAnim\n    Death.HunterIceSpike:\n        CRE6 A 0 A_GiveToTarget(\"HunterIceSpikeKill\", 1)\n        Goto DeathAnim\n    Death.HunterLightningMagic:\n        CRE6 A 0 A_GiveToTarget(\"HunterLightningMagicKill\", 1)\n        Goto DeathAnim\n    Death.HunterSuperFireArrow:\n        CRE6 A 0 A_GiveToTarget(\"HunterSuperFireArrowKill\", 1)\n\t\tCRE6 A 0 A_GiveToTarget(\"HunterFireMulti\", 1)\n        Goto DeathAnim\n    Death.HunterSuperIceArrow:\n        CRE6 A 0 A_GiveToTarget(\"HunterSuperIceArrowKill\", 1)\n        Goto DeathAnim\n    Death.HunterSuperIceArrowTrail:\n        CHOK A 0 A_GiveToTarget(\"HunterSuperIceArrowKill\", 1)\n        Goto DeathAnim\n    Death.HunterSuperIceArrowTrail2:\n        CHOK A 0 A_GiveToTarget(\"HunterSuperIceArrowKill\", 1)\n        Goto DeathAnim\n    Death.HunterSuperRegularArrow:\n        CRE6 A 0 A_GiveToTarget(\"HunterSuperRegularArrowKill\", 1)\n        Goto DeathAnim\n    Death.HunterSuperLightningRail:\n        CRE6 A 0 A_GiveToTarget(\"HunterSuperLightningRailKill\", 1)\n\t\tCRE6 A 0 A_GiveToTarget(\"HunterLightningMulti\", 1)\n        Goto DeathAnim\n    Death.CyborgPlasma:\n        CRE6 A 0 A_GiveToTarget(\"CyborgPlasmaKill\", 1)\n\t\tCRE6 A 0 A_GiveToTarget(\"CyborgCreeperLowHPKill\", 1)\n        Goto DeathAnim\n    Death.CyborgCrapPlasma:\n        CRE6 A 0 A_GiveToTarget(\"CyborgCrapPlasmaKill\", 1)\n\t\tCRE6 A 0 A_GiveToTarget(\"CyborgCreeperLowHPKill\", 1)\n        Goto DeathAnim\n    Death.CyborgPulse:\n        CRE6 A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n\t\tCRE6 A 0 A_GiveToTarget(\"CyborgCreeperLowHPKill\", 1)\n        Goto DeathAnim\n\tDeath.CyborgJetpackFire:\n\t\tTNT1 A 0 A_GiveToTarget(\"JetpackKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgFuel\", 25)\n\t\tGoto DeathAnim\n    Death.GhostbusterProton:\n        CRE6 A 0 A_GiveToTarget(\"GhostbusterProtonKill\", 1)\n\t\tCRE6 A 0 A_GiveToTarget(\"GBCreeperUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterTrap:\n        CRE6 A 0 A_GiveToTarget(\"GhostbusterTrapKill\", 1)\n\t\tCRE6 A 0 A_GiveToTarget(\"GBCreeperUpgrade\", 1)\n        Goto DeathAnim\n\tDeath.GhostbusterHorror:\n\t\tSJAS A 0 A_GiveToTarget(\"GhostbusterHorrorKill\", 1)\n\t    SJAS A 0 A_GiveToTarget(\"GBCreeperUpgrade\", 1)\n\t\tGoto DeathAnim\n    Death.GhostbusterBlood:\n        CRE6 A 0 A_GiveToTarget(\"GhostbusterBloodKill\", 1)\n\t\tCRE6 A 0 A_GiveToTarget(\"GBCreeperUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterEcho:\n        CRE6 A 0 A_GiveToTarget(\"GhostbusterEchoKill\", 1)\n\t\tCRE6 A 0 A_GiveToTarget(\"GBCreeperUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterSoul:\n        CRE6 A 0 A_GiveToTarget(\"GhostbusterSoulKill\", 1)\n\t\tCRE6 A 0 A_GiveToTarget(\"GBCreeperUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterIceFall:\n        CRE6 A 0 A_GiveToTarget(\"GhostbusterIceFallKill\", 1)\n\t\tCRE6 A 0 A_GiveToTarget(\"GBCreeperUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterIceBall:\n        CRE6 A 0 A_GiveToTarget(\"GhostbusterIceBallKill\", 1)\n\t\tCRE6 A 0 A_GiveToTarget(\"GBCreeperUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterDefilerBall:\n        CRE6 A 0 A_GiveToTarget(\"GhostbusterDefilerBallKill\", 1)\n\t\tCRE6 A 0 A_GiveToTarget(\"GBCreeperUpgrade\", 1)\n        Goto DeathAnim\n\tDeath.GhostbusterBoneCannon:\n\t\tCRE6 A 0 A_GiveToTarget(\"GhostbusterBoneKill\", 1)\n\t\tCRE6 A 0 A_GiveToTarget(\"GBCreeperUpgrade\", 1)\n\t\tGoto DeathAnim\n    Death.EngineerNail:\n        CRE6 A 0 A_GiveToTarget(\"EngineerNailKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n        Goto DeathAnim\n    Death.Pulverizer:\n        TNT1 A 0 A_GiveToTarget(\"EngineerPulvKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n        Goto DeathAnim\n\tDeath.SawBlade:\n        TNT1 A 0 A_GiveToTarget(\"EngineerSawKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n        Goto BladeDeath\n\tDeath.SentryShoot:\n\t\tCRE6 A 0 A_GiveToTarget(\"SentryBulletKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n    Death.SantaHollyAir:\n        CRE6 A 0 A_GiveToTarget(\"SantaHollyAirKill\", 1)\n        Goto BladeDeath\n    Death.SantaHollyGround:\n        CRE6 A 0 A_GiveToTarget(\"SantaHollyGroundKill\", 1)\n        Goto DeathAnim\n    Death.SantaStarProjectile:\n        CRE6 A 0 A_GiveToTarget(\"SantaStarProjectileKill\", 1)\n        Goto DeathAnim\n    Death.SantaFallingStar:\n        CRE6 A 0 A_GiveToTarget(\"SantaFallingStarKill\", 1)\n        Goto DeathAnim\n    Death.SantaSnowball:\n        CRE6 A 0 A_GiveToTarget(\"SantaSnowballKill\", 1)\n        Goto DeathAnim\n\tDeath.SantaPresent:\n\t\tCRE6 A 0 A_GiveToTarget(\"SantaPresentKill\", 1)\n\t\tGoto DeathAnim\n    Death.WarlockFireball:\n        CRE6 A 0 A_GiveToTarget(\"WarlockFireballKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockBigFireball:\n        CRE6 A 0 A_GiveToTarget(\"WarlockBigFireballKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockIceShards:\n        CRE6 A 0 A_GiveToTarget(\"WarlockIceShardsKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockLightning:\n        CRE6 A 0 A_GiveToTarget(\"WarlockLightningKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockMagmaSmall:\n        CRE6 A 0 A_GiveToTarget(\"WarlockMagmaSmallKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n\tDeath.WarlockNova:\n\t\tCHOK A 0 A_GiveToTarget(\"WarlockNovaKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.BoneShield:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.WarlockTeleport:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n    Death.PurpleMagic:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"PurpleMagicKill\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.Maledict:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"PurpleMagicKill\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.Maledict2:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.ShadowBlast:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n\tDeath.CyborgPulseMale:\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill1\", 5)\n\t\tGoTo DeathAnim\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill2\", 5)\n\t\tGoTo DeathAnim\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill3\", 5)\n\t\tGoTo DeathAnim\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill4\", 5)\n\t    GoTo DeathAnim\n\tDeath.CyborgPulseFemale:\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n\t\tTNT1 A 0 A_PlaySoundEx(\"fcybtaunt\", 5)\n\t\tGoto DeathAnim\n\tDeath.CyborgPulseOther:\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n\t\tTNT1 A 0 A_PlaySoundEx(\"cyblolcopy\", 5)\n\t\tGoTo DeathAnim\n\tDeath.PlaneShotgun:\n\t\tTNT1 A 0 A_GiveToTarget(\"PlaneShotKills\", 1)\n\t\tGoto DeathAnim\n\tDeath.PlaneVortex:\n\t\tTNT1 A 0 A_GiveToTarget(\"PlaneVortexKills\", 1)\n\t\tGoto DeathAnim\n\tDeath.PlaneBlade:\n\t\tGoto BladeDeath\n\t}\n}\n\nACTOR Creeperdeath\n{\n\tHeight 10\n\tRadius 10\n\t-SOLID\n\tScale 0.5\n\talpha 1.0\n\trenderstyle translucent\n\tSpeed 5\n\tStates\n\t{\n\tSpawn:\n\t\tCREE D 0\n\t\tCREE D 0 A_Playsound(\"creeperdie\")\n\t\tCREE D 1 A_FadeOut(0.05)\n\t\tCREE D 0 A_SpawnItemEx (\"Creeperdeathfx\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n\t\tCREE D 0 A_Wander\n\t\tGoto spawn+2\n\t}\n}\n\nactor Creeperdeathfx\n{\n\t+NOGRAVITY\n\t- SOLID\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"ArchvileFirex3\", 0,0,random(0,360), 2,0)\n\t\tStop\n\t}\n}\n\nActor CreeperWeaponStun : Weapon\n{\n   Weapon.SlotNumber 1\n   Weapon.SelectionOrder 350\n   Inventory.PickupSound \"\"\n   Inventory.PickupMessage \"\"\n   inventory.icon \"CREEPATT\"\n   Obituary \"%k sucked out %o's soul.\"\n   Weapon.AmmoType2 \"GhoulAmmo\"\n   Weapon.AmmoGive 0\n   Weapon.AmmoUse2 0\n   Weapon.Kickback 0\n   //+WEAPON.MELEEWEAPON\n   +WEAPON.NOALERT\n   +INVENTORY.UNDROPPABLE\n   +WEAPON.ALT_AMMO_OPTIONAL\n   +WEAPON.NOAUTOAIM\n   Weapon.YAdjust 0\n   States\n   {\n   Spawn:\n      BPAK A 400\n      Stop\n   Ready:\n      CREW A 1 A_WeaponReady\n      Loop\n   Deselect:\n\t  TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\t  CREW A 1 A_Lower\n      Loop\n   Select:\n      TNT1 A 0 ACS_ExecuteAlways(700, 0, WM_CREEPER)\n\t  TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_Raise\n      CREW A 1 A_Raise\n      Goto Select+1\n   Fire:\n     CREW A 0 A_FireCustomMissile(\"CreeperAttack\", 0,0,0,0)\n\t CREW ABCDEFGH 1\n\t CREW IJKLMNO 3\n\t goto Ready\n   Altfire:\n   \t CREW A 0 A_JumpIfInventory(\"GhoulAmmo\", 1, \"StunBall\")\n\t Goto Ready\n   StunBall:\n\t CREW A 0 A_TakeInventory(\"GhoulAmmo\", 1)\n     CREW A 0 A_FireCustomMissile(\"CreeperBall\", 0, 1, 0, 0)\n\t CREW A 0 A_GiveInventory(\"CreeperUsedBall\", 1)\n     CREW AON 3\n\t CREW MNO 4\n\t Goto Ready\n   }\n}\n\nActor CreeperWeaponDrain : CreeperWeaponStun\n{\n   Weapon.SlotNumber 1\n   Weapon.SelectionOrder 350\n   Inventory.PickupSound \"\"\n   Inventory.PickupMessage \"\"\n   inventory.icon \"CREEPAT2\"\n   Obituary \"%k sucked out %o's soul.\"\n   Weapon.AmmoType2 \"GhoulAmmo\"\n   Weapon.AmmoGive 0\n   Weapon.AmmoUse2 0\n   Weapon.Kickback 0\n   //+WEAPON.MELEEWEAPON\n   +WEAPON.NOALERT\n   +INVENTORY.UNDROPPABLE\n   +WEAPON.ALT_AMMO_OPTIONAL\n   +WEAPON.NOAUTOAIM\n   Weapon.YAdjust 0\n   States\n   {\n   Spawn:\n      BPAK A 400\n      Stop\n   Ready:\n      CRE2 A 1 A_WeaponReady\n      Loop\n   Deselect:\n\t  TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\t  CRE2 A 1 A_Lower\n      Loop\n   Select:\n      TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_Raise\n      CRE2 A 1 A_Raise\n      Loop\n   Fire:\n     CRE2 A 0 A_FireCustomMissile(\"CreeperAttack\", 0,0,0,0)\n\t CRE2 ABCDEFGH 1\n\t CRE2 IJKLMNO 3\n\t goto Ready\n   Altfire:\n     CRE2 A 0 A_JumpIfInventory(\"GhoulAmmo\", 3, 2)\n\t CRE2 A 0 A_JumpIfInventory(\"CreeperHealBallCooldown\", 1, \"Ready\")\n\t Goto Ready\n\t CRE2 A 0 A_JumpIfInventory(\"HealBallsFired\", 1, 2)\n\t CRE2 A 0 A_Print(\"Stop spamming heal balls and go kill them\")\n\t Goto Ready\n\t CRE2 A 0 A_TakeInventory(\"GhoulAmmo\", 3)\n     CRE2 A 0 A_FireCustomMissile(\"CreeperHealBall\",0,0,0,0)\n\t CRE2 A 0 A_TakeInventory(\"HealBallsFired\", 1)\n\t CRE2 A 0 A_GiveInventory(\"CreeperUsedBall\", 1)\n\t CRE2 A 0 A_PlaySound(\"CreeperHealBallFire\", CHAN_VOICE)\n\t CRE2 A 0 A_GiveInventory(\"CreeperHealBallCooldown\", 1)\n     CRE2 AON 3\n\t CRE2 MNO 4\n\t Goto Ready\n   }\n}\n\nactor CreeperBall\n{\n\tspeed 42\n\tdamage (random(4,6))\n\tdamagetype \"CreepStun\"\n\tobituary \"%k was patient enough to kill %o with %p balls.\"\n\theight 8\n\tradius 10\n\trenderstyle add\n\tscale 0.6\n\talpha 1.0\n\tPROJECTILE\n\tdecal \"Creeperballdecal\"\n\tseesound \"CreeperBall\"\n\tdeathsound \"CreeperBallD\"\n\tStates\n\t{\n\tSpawn:\n\t\tSRBA ABCD 3 A_FadeOut(0.06)\n\t\tLoop\n\t\tDeath:\n\t\tSRBA EFGHIJ 3 bright A_SetTranslucent(1.0, 1)\n\t\tStop\n\t}\n}\n\nactor CreeperAttack\n{\n\tspeed 34\n\tHeight 5\n\tObituary \"%k sucked out %o's soul.\"\n\tdamage 300\n\tdamagetype \"CreeperMelee\"\n\tRadius 4\n\tPROJECTILE\n\t+NOEXTREMEDEATH\n\t+DONTREFLECT\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tStop\n\t}\n}\n\nactor Creeperpainboost : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.duration 21\n  powerup.color \"00 00 00\", 0.0\n  powerup.type \"Speed\"\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  states\n  {\n  Spawn:\n    TNT1 A 6\n    loop\n  }\n}\n\nActor CreeperHealMode : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor CreeperHealBallCooldown : Timer\n{\n\tPowerup.Duration -25\n}\n\nActor CreeperUsedBall : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor CreeperHealBall\n{\n\tSpeed 42\n\tDamage (20)\n\tDamageType \"CreeperHealBall\"\n\tObituary \"%k sucked the life out of %o with creeper leech balls.\"\n\tHeight 12\n\tRadius 9\n\tScale 0.75\n\t//Decal \"Creeperballdecal\"\n\tSeeSound \"CreeperHealBallFire\"\n\tTranslation \"0:255=176:191\"\n\tAlpha 0.85\n\tRenderStyle Add\n\tPROJECTILE\n\tStates\n\t{\n\tSpawn:\n\t\tSRBA ABCD 3\n\t\tLoop\n\tDeath:\n\t\tTNT1 AA 0 A_PlaySoundEx(\"Creeper/HBallExplode\", 5)\n\t\tTNT1 A 1 A_SpawnItemEx(\"CreeperHealBallDeath\")\n\t\tStop\n\t}\n}\n\nActor CreeperHealBallDeath\n{\n\tSpeed 42\n\tHeight 12\n\tRadius 9\n\tScale 0.75\n\tAlpha 0.85\n\tRenderstyle Add\n\t+NOINTERACTION\n\t+NOCLIP\n\tStates\n\t{\n\tSpawn:\n\t\tSRBB EFGHIJ 3 bright A_Fadeout(0.15)\n\t\tStop\n\t}\n}\n\nActor HealBallsFired : Ammo\n{\n\tInventory.Amount 1 // 1\n\tInventory.MaxAmount 32 // 10\n\t+IGNORESKILL\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Choke.txt",
        "contents": "Actor Choke : PlayerPawn\n{\n\tHealth 135\n\tMass 500\n\tScale 0.8\n\tpainchance 256\n\tlimitedtoteam 1\n\tplayer.forwardmove 1.38\n\tplayer.sidemove 1.0\n\tPlayer.Maxhealth 150\n\tPlayer.DisplayName \"Choke\"\n\tplayer.startitem \"Choketeeth-Ball\"\n\tPlayer.startitem \"Choketeeth-Vomit\"\n\tPlayer.startitem \"ArrowSingle\", 35\n\tPlayer.StartItem \"ClassID\", 12 // 9\n\tPlayer.StartItem \"GhoulTeam\", 1\n//\tPlayer.startitem \"VomitPoints\", 10\n\tplayer.crouchsprite \"CHOK\"\n\tplayer.scoreicon \"CHOKEST\"\n\tplayer.soundclass \"choke\"\n\tPlayer.ColorRange 112, 127\n\tDamageFactor \"CyborgPlasma\", 0.75\n\tDamageFactor \"CyborgPulse\", 0.9\n\tDamageFactor \"GhostbusterProton\", 0.9\n//\tDamageFactor \"HunterSuperIceArrowTrail2\", 0.9\n\tDamageFactor \"GhostbusterIceFall\", 0.6\n//\tDamageFactor \"HunterSuperFireArrow\", 1.1\n//\tDamageFactor \"HunterFireArrow\", 1.1\n\tDamageFactor \"WarlockBigFireball\", 1.1\n\tDamageFactor \"WarlockFireball\", 1.1\n\tDamageFactor \"WarlockMagmaSmall\", 1.1\n\tSpecies \"Ghoul\"\n\t+NOSKIN\n\t+NOICEDEATH\n\tStates\n\t{\n\tSpawn:\n\t\tCHOK A 1\n\t\tCHOK A 0 A_JumpIfInventory(\"VomitPoints\", 100, 1)\n\t\tLoop\n//\t\tCHOK A 1 A_SpawnItemEx(\"RandomGibber\")\n\t\tCHOK A 0 A_PlaySound(\"chokeattack\", 5)\n\t\tCHOK A 3\n\t\tCHOK FGF 9\n\t\tCHOK A 6\n\t\tCHOK FAF 4\n\t\tLoop\n\tSee:\n\t\tCHOK A 0 A_JumpIfInventory(\"VomitPoints\", 100, 5)\n\t\tCHOK ABAC 2\n\t\tLoop\n//\t\tCHOK AB 1 A_SpawnItemEx(\"RandomGibber\")\n//\t\tCHOK AC 1 A_SpawnItemEx(\"RandomGibber\")\n\t\tCHOK ABACA 3\n\t\tCHOK A 0 A_PlaySound(\"chokeattack\", 5)\n\t\tCHOK FG 9\n\t\tCHOK BC 3\n\t\tCHOK AG 5\n\t\tLoop\n\tMissile:\n\t\tCHOK E 0 A_SetTranslucent(1.0, 0)\n\t\tCHOK E 0 A_JumpIfInventory(\"Clip\",2,\"Vomit\")\n\t\tCHOK E 0 A_JumpIfInventory(\"Clip\",1,\"Spit\")\n\t\tCHOK EF 4 A_JumpIfInventory(\"Clip\",1,\"Spit\")\n\t\tCHOK A 8\n\t\tGoto Spawn+1\n\tPain:\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tCHOP A 8 A_Pain\n\t\tGoto Spawn\n\t\tCHOP B 8 A_Pain\n\t\tGoto Spawn\n\tPain.HunterIceSpike:\n\t\tTNT1 A 0 ACS_ExecuteAlways(451, 0, random(5,8))\n\t\tGoto Spawn\n\t\t/*\n\tPain.HunterSuperIceArrowTrail:\n\t\tCHOK A 0 ACS_ExecuteAlways(731, 0)\n\t\tCHOK A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tGoto Pain\n\tPain.HunterSuperIceArrowTrail2:\n\t\tCHOK A 0 HealThing(1)\n\t\tCHOK A 0 ACS_ExecuteAlways(731, 0)\n\t\tCHOK A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tGoto Pain\n\tPain.HunterSuperIceArrow:\n\t\tCHOK A 0 ACS_ExecuteAlways(730, 0)\n\t\tCHOK A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tGoto Pain\n\t\t*/\n\tPain.Maledict:\n\t\tCHOK A 0 A_JumpIfInventory(\"MaledictCooldown\", 1, 5)\n\t\tCHOK A 0 A_PlaySound(\"MaledictVictim\", 5)\n\t\tCHOK A 0 A_GiveInventory(\"MaledictAmpPower\", 1)\n\t\tCHOK A 0 A_GiveInventory(\"MaledictCooldown\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"MaledictStart\", 1)\n\t\tGoto Spawn\n\t\tTNT1 A 0\n\t\tGoto Pain\n    Pain.Maledict2:\n\t\tTNT1 AAAAAAA 0 A_SpawnItemEx(\"PurpleParticle\",0,0,36,random(1,-1),random(1,-1),random(1,-1),random(0,359),0)\n        Goto Pain\n\tSpit:\n\t\tCHOK E 0 A_JumpIfInventory(\"Clip\",2,\"Vomit\")\n\t\tCHOK E 5 A_JumpIfInventory(\"Clip\",2,\"Vomit\")\n\t\tCHOK F 32 A_JumpIfInventory(\"Clip\",2,\"Vomit\")\n\t\tCHOK G 33 A_JumpIfInventory(\"Clip\",2,\"Vomit\")\n\t\tCHOK E 10 A_TakeInventory(\"Clip\",99)\n\t\tGoto Spawn+1\n\tVomit:\n\t\tCHOK F 10 A_TakeInventory(\"Clip\",99)\n\t\tCHOK E 23 A_TakeInventory(\"Clip\",99)\n\t\tCHOK E 10 A_TakeInventory(\"Clip\",99)\n\t\tGoto Spawn+1\n\tChokeVomit:\n\t\tCHOK E 24\n\t\tGoto Spawn+1\n\tChokeFeast:\n\t\tCHOK EFG 14\n\t\tGoto Spawn+1\n\tDeath:\n\tDeathAnim:\n\t\tCHOK A 0 A_GiveToTarget(\"KilledChoke\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulKillCount\", 1)\n\t\tCHOK A 0 ACS_ExecuteAlways(724, 0)\n\t\tTNT1 A 0 A_GiveToTarget(\"LowHPKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tCHOK E 0 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tCHOK E 0 A_PlaySoundEx(\"chokedeath\", \"Body\")\n\t\tCHOK HI 11\n\t\tCHOK E 0\n\t\tCHOK JK 11\n\t\tCHOK E 0\n\t\tCHOK Z -1\n\t\tStop\n\tBladeDeath:\n\t\tSCHK A 0 A_GiveToTarget(\"KilledChoke\", 1)\n\t\tSCHK A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tSCHK A 0 A_GiveToTarget(\"GhoulKillCount\", 1)\n\t\tSCHK A 0 ACS_ExecuteAlways(724, 0)\n\t\tSCHK A 0 A_GiveToTarget(\"LowHPKill\", 1)\n\t\tSCHK A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tSCHK A 0 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"chokehead\", 0, 0, 10, 0, 0, random(15, 20), 0, SXF_TRANSFERTRANSLATION, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 10, 0, random(15, 20), 0, SXF_TRANSFERTRANSLATION, 0)\n\t\tSCHK A 0 A_PlaySoundEx(\"chokedeath\", \"Body\")\n\t\tSCHK A 22\n\t\tCHOK Z -1\n\t\tstop\n    Death.MarineShotgun:\n        CHOK A 0 A_GiveToTarget(\"MarineShotgunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n        Goto DeathAnim\n    Death.MarinePistol:\n        CHOK A 0 A_GiveToTarget(\"MarinePistolKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n        Goto DeathAnim\n    Death.MarineMachineGun:\n        CHOK A 0 A_GiveToTarget(\"MarineMachineGunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n        Goto DeathAnim\n    Death.MarineGrenade:\n        CHOK A 0 A_GiveToTarget(\"MarineGrenadeKill\", 1)\n        CHOK A 0 A_GiveToTarget(\"MarineGrenadeMulti\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n        Goto DeathAnim\n    Death.MarineSuicideGrenade:\n        CHOK A 0 A_GiveToTarget(\"MarineSuicideGrenadeKill\", 1)\n        Goto DeathAnim\n    Death.HunterFireArrow:\n        CHOK A 0 A_GiveToTarget(\"HunterFireArrowKill\", 1)\n        CHOK A 0 A_GiveToTarget(\"HunterFireMulti\", 1)\n        Goto DeathAnim\n    Death.HunterIceArrow:\n        CHOK A 0 A_GiveToTarget(\"HunterIceArrowKill\", 1)\n        Goto DeathAnim\n    Death.HunterRegularArrow:\n        CHOK A 0 A_GiveToTarget(\"HunterRegularArrowKill\", 1)\n        Goto DeathAnim\n    Death.HunterLightningRail:\n        CHOK A 0 A_GiveToTarget(\"HunterLightningRailKill\", 1)\n        CHOK A 0 A_GiveToTarget(\"HunterLightningMulti\", 1)\n        Goto DeathAnim\n    Death.HunterFireMagic:\n        CHOK A 0 A_GiveToTarget(\"HunterFireMagicKill\", 1)\n        Goto DeathAnim\n    Death.HunterRegularMagic:\n        CHOK A 0 A_GiveToTarget(\"HunterRegularMagicKill\", 1)\n        Goto DeathAnim\n    Death.HunterIceSpike:\n        CHOK A 0 A_GiveToTarget(\"HunterIceSpikeKill\", 1)\n        Goto DeathAnim\n    Death.HunterLightningMagic:\n        CHOK A 0 A_GiveToTarget(\"HunterLightningMagicKill\", 1)\n        Goto DeathAnim\n    Death.HunterSuperFireArrow:\n        CHOK A 0 A_GiveToTarget(\"HunterSuperFireArrowKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"HunterFireMulti\", 1)\n        Goto DeathAnim\n    Death.HunterSuperIceArrow:\n        CHOK A 0 A_GiveToTarget(\"HunterSuperIceArrowKill\", 1)\n        Goto DeathAnim\n    Death.HunterSuperIceArrowTrail:\n        CHOK A 0 A_GiveToTarget(\"HunterSuperIceArrowKill\", 1)\n        Goto DeathAnim\n    Death.HunterSuperIceArrowTrail2:\n        CHOK A 0 A_GiveToTarget(\"HunterSuperIceArrowKill\", 1)\n        Goto DeathAnim\n    Death.HunterSuperRegularArrow:\n        CHOK A 0 A_GiveToTarget(\"HunterSuperRegularArrowKill\", 1)\n        Goto DeathAnim\n    Death.HunterSuperLightningRail:\n        CHOK A 0 A_GiveToTarget(\"HunterSuperLightningRailKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"HunterLightningMulti\", 1)\n        Goto DeathAnim\n    Death.CyborgPlasma:\n        CHOK A 0 A_GiveToTarget(\"CyborgPlasmaKill\", 1)\n        Goto DeathAnim\n    Death.CyborgCrapPlasma:\n        CHOK A 0 A_GiveToTarget(\"CyborgCrapPlasmaKill\", 1)\n        Goto DeathAnim\n    Death.CyborgPulse:\n        CHOK A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n        Goto DeathAnim\n\tDeath.CyborgJetpackFire:\n\t\tTNT1 A 0 A_GiveToTarget(\"JetpackKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgFuel\", 25)\n\t\tGoto DeathAnim\n    Death.GhostbusterProton:\n        CHOK A 0 A_GiveToTarget(\"GhostbusterProtonKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GBChokeUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterTrap:\n        CHOK A 0 A_GiveToTarget(\"GhostbusterTrapKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GBChokeUpgrade\", 1)\n        Goto DeathAnim\n\tDeath.GhostbusterHorror:\n\t\tSJAS A 0 A_GiveToTarget(\"GhostbusterHorrorKill\", 1)\n\t    SJAS A 0 A_GiveToTarget(\"GBChokeUpgrade\", 1)\n\t\tGoto DeathAnim\n    Death.GhostbusterBlood:\n        CHOK A 0 A_GiveToTarget(\"GhostbusterBloodKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GBChokeUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterEcho:\n        CHOK A 0 A_GiveToTarget(\"GhostbusterEchoKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GBChokeUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterSoul:\n        CHOK A 0 A_GiveToTarget(\"GhostbusterSoulKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GBChokeUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterIceFall:\n        CHOK A 0 A_GiveToTarget(\"GhostbusterIceFallKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GBChokeUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterIceBall:\n        CHOK A 0 A_GiveToTarget(\"GhostbusterIceBallKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GBChokeUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterDefilerBall:\n        CHOK A 0 A_GiveToTarget(\"GhostbusterDefilerBallKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GBChokeUpgrade\", 1)\n        Goto DeathAnim\n\tDeath.GhostbusterBoneCannon:\n\t\tCHOK A 0 A_GiveToTarget(\"GhostbusterBoneKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GBChokeUpgrade\", 1)\n\t\tGoto DeathAnim\n    Death.EngineerNail:\n        CHOK A 0 A_GiveToTarget(\"EngineerNailKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n        Goto DeathAnim\n    Death.Pulverizer:\n        TNT1 A 0 A_GiveToTarget(\"EngineerPulvKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n        Goto DeathAnim\n\tDeath.SawBlade:\n        TNT1 A 0 A_GiveToTarget(\"EngineerSawKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n        Goto BladeDeath\n\tDeath.SentryShoot:\n\t\tCHOK A 0 A_GiveToTarget(\"SentryBulletKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n    Death.SantaHollyAir:\n        CHOK A 0 A_GiveToTarget(\"SantaHollyAirKill\", 1)\n        Goto BladeDeath\n    Death.SantaHollyGround:\n        CHOK A 0 A_GiveToTarget(\"SantaHollyGroundKill\", 1)\n        Goto DeathAnim\n    Death.SantaStarProjectile:\n        CHOK A 0 A_GiveToTarget(\"SantaStarProjectileKill\", 1)\n        Goto DeathAnim\n    Death.SantaFallingStar:\n        CHOK A 0 A_GiveToTarget(\"SantaFallingStarKill\", 1)\n        Goto DeathAnim\n    Death.SantaSnowball:\n        CHOK A 0 A_GiveToTarget(\"SantaSnowballKill\", 1)\n        Goto DeathAnim\n\tDeath.SantaPresent:\n\t\tCHOK A 0 A_GiveToTarget(\"SantaPresentKill\", 1)\n\t\tGoto DeathAnim\n    Death.WarlockFireball:\n        CHOK A 0 A_GiveToTarget(\"WarlockFireballKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockBigFireball:\n        CHOK A 0 A_GiveToTarget(\"WarlockBigFireballKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockIceShards:\n        CHOK A 0 A_GiveToTarget(\"WarlockIceShardsKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockLightning:\n        CHOK A 0 A_GiveToTarget(\"WarlockLightningKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockMagmaSmall:\n        CHOK A 0 A_GiveToTarget(\"WarlockMagmaSmallKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n\tDeath.WarlockNova:\n\t\tCHOK A 0 A_GiveToTarget(\"WarlockNovaKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n    Death.PurpleMagic:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"PurpleMagicKill\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n\tDeath.BoneShield:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.WarlockTeleport:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n    Death.Maledict:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"PurpleMagicKill\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.ShadowBlast:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.Maledict2:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n\tDeath.CyborgPulseMale:\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill1\", 5)\n\t\tGoTo DeathAnim\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill2\", 5)\n\t\tGoTo DeathAnim\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill3\", 5)\n\t\tGoTo DeathAnim\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill4\", 5)\n\t    GoTo DeathAnim\n\tDeath.CyborgPulseFemale:\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n\t\tTNT1 A 0 A_PlaySoundEx(\"fcybtaunt\", 5)\n\t\tGoto DeathAnim\n\tDeath.CyborgPulseOther:\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n\t\tTNT1 A 0 A_PlaySoundEx(\"cyblolcopy\", 5)\n\t\tGoTo DeathAnim\n\tDeath.PlaneShotgun:\n\t\tTNT1 A 0 A_GiveToTarget(\"PlaneShotKills\", 1)\n\t\tGoto DeathAnim\n\tDeath.PlaneVortex:\n\t\tTNT1 A 0 A_GiveToTarget(\"PlaneVortexKills\", 1)\n\t\tGoto DeathAnim\n\tDeath.PlaneBlade:\n\t\tGoto BladeDeath\n\t}\n}\n\nActor RandomGibber : GIBBER\n{\n\t-TELESTOMP\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0 A_Jump(192,2)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GIB1\", random(-2,2), random(-2,2), random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n\t\t\tTNT1 A 0 A_Jump(192,2)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GIB2\", random(-2,2), random(-2,2), random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n\t\t\tTNT1 A 0 A_Jump(192,2)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GIB3\", random(-2,2), random(-2,2), random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n\t\t\tTNT1 A 0 A_Jump(192,2)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GIB4\", random(-2,2), random(-2,2), random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GIB5\", random(-2,2), random(-2,2), random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n\t\tStop\n\t}\n}\n\nActor Choketeeth-Ball : Weapon\n{\n\tWeapon.SlotNumber 1\n\tinventory.icon \"CHOKEATT\"\n   Weapon.SelectionOrder 350\n   Inventory.PickupSound \"\"\n   Inventory.PickupMessage \"\"\n//   Obituary \"%o was munched by %k\"\n   +WEAPON.MELEEWEAPON\n   Weapon.Kickback 0\n   Weapon.YAdjust 0\n   +INVENTORY.UNDROPPABLE\n   +WEAPON.NO_AUTO_SWITCH\n   States\n   {\n   Spawn:\n      BPAK A 400\n      Stop\n   Ready:\n      CHOK L 1 A_WeaponReady\n      Loop\n   Deselect:\n      TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\t  CHOK L 1 A_Lower\n      Loop\n   Select:\n      TNT1 A 0 ACS_ExecuteAlways(700, 0, WM_CHOKE)\n      TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_Lower\n      CHOK L 1 A_Raise\n      Goto Select+1\n   Fire:\n     CHOK L 0 A_JumpIfInventory(\"ChokeCancelCheck\",1,\"Cancel\")\n\t CHOK L 0 A_Playweaponsound(\"chokeattack\")\n\t CHOK L 1 A_SpawnItemEx(\"ChokeAttack\", 0, 0 , 28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-10, 55) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-20, 75) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-30, 95) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-40, 115) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-50, 135) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-40, 115) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-30, 95) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-20, 75) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-10, 55) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 5 offset (0, 32)\n\t goto Ready\n  Altfire:\n//\t CHOK L 0 A_JumpIfInventory(\"VomitModeOn\", 1, \"VomitMode\")\n\t CHOK L 0 A_TakeInventory(\"ChokeTeeth-Vomit\", 1)\n     CHOK L 0 A_JumpIfInventory(\"ChokeBallCooldown\", 1, \"Ready\")\n     CHOK L 0 A_JumpIfInventory(\"ChokeCancelCheck\", 1, \"Cancel\")\n\t CHOK L 0 A_GiveInventory(\"DoingChokeBall\", 1)\n     CHOK L 0 A_GiveInventory(\"Clip\",1)\n\t CHOK L 0 ACS_ExecuteAlways(983,0)//SetPlayerProperty(0, 1, 0)\n\t CHOK L 0 A_PlayWeaponSound(\"chokeswallow\")\n\t CHOK L 2 offset (0, 35)\n\t CHOK L 2 offset (0, 30)\n\t CHOK L 2 offset (0, 25)\n\t CHOK L 2 offset (0, 20)\n\t CHOK L 2 offset (0, 15)\n\t CHOK L 2 offset (0, 10)\n\t CHOK L 25 offset (0, 5) A_GiveInventory(\"ChokeCancelCheck\",1)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (5, 15)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (10, 20)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (5, 25)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (0, 30)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (-5, 25)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (-10, 20)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (-5, 15)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (0, 10)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (0, 5)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (5, 15)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (10, 20)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (5, 25)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (0, 30)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (-5, 25)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (-10, 20)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (-5, 15)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (0, 10)\n\t CHOK L 0 A_GiveInventory(\"ChokeBallCooldown\", 1)\n\t CHOK L 0 offset (0, 5) A_FireCustomMissile(\"Chokeball\", 0, 0 ,0)\n\t CHOK L 1 offset (0, 55) A_PlayWeaponSound(\"chokespit\")\n\t CHOK L 1 offset (0, 75)\n\t CHOK L 1 offset (0, 95)\n\t CHOK L 1 offset (0, 115)\n\t CHOK L 1 offset (0, 135)\n\t CHOK L 1 offset (0, 115)\n\t CHOK L 1 offset (0, 95)\n\t CHOK L 1 offset (0, 75)\n\t CHOK L 1 offset (0, 55)\n\t CHOK L 10 offset (0, 32) A_TakeInventory(\"ChokeCancelCheck\",999)\n\t CHOK L 15 offset (0, 32) ACS_ExecuteAlways(982,0)//SetPlayerProperty(0, 0, 0)\n\t CHOK L 0 A_TakeInventory(\"DoingChokeBall\", 1)\n\t CHOK L 0 A_GiveInventory(\"ChokeTeeth-Vomit\", 1)\n\t Goto Ready\n  Cancel:\n\t CHOK L 0 A_GiveInventory(\"Clip\",1)\n\t CHOK L 0 A_TakeInventory(\"ChokeCancelCheck\",999)\n\t CHOK L 0 A_PlayWeaponSound(\"chokevomit\")\n\t CHOK L 0 offset (0, 55) A_FireCustomMissile(\"VomitFake\",0,0,0,0)\n\t CHOK L 1 offset (0, 55)\n\t CHOK L 1 offset (0, 60)\n\t CHOK L 1 offset (0, 65)\n\t CHOK L 0 ACS_ExecuteAlways(982,0)\n\t CHOK L 1 offset (0, 70)\n\t CHOK L 1 offset (0, 75)\n\t CHOK L 1 offset (0, 80)\n\t CHOK L 1 offset (0, 85)\n\t CHOK L 1 offset (0, 90)\n\t CHOK LLLLLLLLLLLLLLLLLLLLLLLLL 1 offset (0, 95) A_FireCustomMissile(\"ChokeVomit\",random(-20,20),0,0,3)\n\t CHOK L 10 offset (0, 95)\n\t CHOK L 2 offset (0, 90)\n\t CHOK L 2 offset (0, 85)\n\t CHOK L 2 offset (0, 80)\n\t CHOK L 2 offset (0, 75)\n\t CHOK L 2 offset (0, 70)\n\t CHOK L 2 offset (0, 65)\n\t CHOK L 2 offset (0, 60)\n\t CHOK L 2 offset (0, 55)\n\t CHOK L 2 offset (0, 32)\n\t CHOK L 0 A_TakeInventory(\"DoingChokeBall\", 1)\n\t CHOK L 0 A_GiveInventory(\"ChokeTeeth-Vomit\", 1)\n\t Goto Ready\n   }\n}\n\nActor GibExploder\n{\n\tSpeed 0\n\tHeight 4\n\tRadius 4\n\tDamage (0)\n\tObituary \"%o got too close to %k's bloodfeast.\"\n\tDamageType \"ChokeFeast\"\n\tPROJECTILE\n\t+RIPPER\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 1 A_Explode(160, 160, 0)\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor ChokeVomit\n{\n\tSpeed 1\n\theight 3\n\tdamage (3)\n\tradius 3\n\tscale 0.2\n\trenderstyle translucent\n\talpha 0.8\n\tDamageType \"ChokeVomit\"\n\tObituary \"%o was vomited on by %k.\"\n\tPROJECTILE\n\t+RIPPER\n\t-NOGRAVITY\n\t+BLOODLESSIMPACT\n\tStates\n\t{\n\tSpawn:\n\tVFX6 A 0\n\tVFX6 A 5 A_Recoil(random(-12,-22))\n\tVFX6 ABCDE 5\n\tstop\n\t}\n}\n\nActor ChokeVomitNew : ChokeVomit\n{\n\tSpeed 16\n}\n\nActor VomitFake\n{\n\tPROJECTILE\n\t-SOLID\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor ChokeCancelCheck : Inventory\n{\n   Inventory.Amount 1\n   Inventory.MaxAmount 1\n}\n\nActor ChokeAttack\n{\n\t+NOGRAVITY\n\t+THRUGHOST\n\t+FORCERADIUSDMG\n\t+NOTELEPORT\n\tSpeed 25\n\tRadius 2\n\tHeight 2\n\tObituary \"%o was munched by %k\"\n\tdamagetype \"ChokeAttack\"\n\tdamage 0\n\t+RIPPER\n\t+DONTREFLECT\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_Recoil(-12)\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 1 A_Explode(9, 52, 0)\n\t\tStop\n\t}\n}\n\nActor ChokeBallCooldown : PowerDamage\n{\n\tDamageFactor \"Nothing\", 1.0\n\tpowerup.duration 70\n}\n\nactor Chokeball\n{\n\tPROJECTILE\n\tSpeed 50\n\t-NOGRAVITY\n\tScale 0.8\n\t+LOWGRAVITY\n\t+NOTELEPORT\n\tdecal \"BloodSplat\"\n\tdamagetype \"ChokeBloodBall\"\n\tObituary \"%o was stained by %k's blood ball.\"\n\tDamage 3\n\tHeight 5\n\tRadius 6\n\treactiontime 8\n\tStates\n\t{\n\tSpawn:\n\t\tBLBA AAAA 1 A_SpawnItem(\"NashGore_FlyingBlood\",0,0,0,1)\n\t\tBLBA A 0 A_GiveInventory(\"ChokeDist\",1)\n\t\tBLBA BBBB 1 A_SpawnItem(\"NashGore_FlyingBlood\",0,0,0,1)\n\t\tBLBA A 0 A_GiveInventory(\"ChokeDist\",1)\n\t\tBLBA CCCC 1 A_SpawnItem(\"NashGore_FlyingBlood\",0,0,0,1)\n\t\tBLBA A 0 A_GiveInventory(\"ChokeDist\",1)\n\t\tBLBA DDDD 1 A_SpawnItem(\"NashGore_FlyingBlood\",0,0,0,1)\n\t\tBLBA A 0 A_GiveInventory(\"ChokeDist\",1)\n\t\tBLBA A 0 A_CountDown\n\t\tLoop\n\tDeath:\n\t\tVFX6 A 0 A_JumpIfInventory(\"ChokeDist\",11,\"Far\")\n\t\tVFX6 A 0 A_Stop\n\t\tVFX6 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\n\t\tVFX6 A 0 A_Explode(125, 128, 0)\n\t\tNULL A 0 A_PlaySound(\"gibbage/xsplat\")\n\t\tNULL A 0 A_SpawnItemEx (\"GIB1\", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx (\"GIB2\", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx (\"GIB3\", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx (\"GIB4\", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx (\"GIB5\", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0)\n\t\tVFX6 A 3 A_FadeOut(0.08)\n\t\tVFX6 A 0 A_TakeFromTarget(\"ChokeDist\",999)\n\t\tVFX6 BCDE 3 A_FadeOut(0.08)\n\t\tStop\n\tFar:\n\t\tVFX6 A 0 A_GiveToTarget(\"ChokeDist\",1)\n\t\tGoto Death+1\n\t}\n}\n\nActor Choketeeth-Vomit : Weapon\n{\n\tWeapon.SlotNumber 1\n\tinventory.icon \"CHOKEAT2\"\n   Weapon.SelectionOrder 350\n   Inventory.PickupSound \"\"\n   Inventory.PickupMessage \"\"\n//   Obituary \"%o was munched by %k\"\n   +WEAPON.MELEEWEAPON\n   Weapon.Kickback 0\n   Weapon.YAdjust 0\n   +INVENTORY.UNDROPPABLE\n   +WEAPON.NO_AUTO_SWITCH\n   States\n   {\n   Spawn:\n      BPAK A 400\n      Stop\n   Ready:\n      CHOK L 1 A_WeaponReady\n      Loop\n   Deselect:\n      TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\t  CHOK L 1 A_Lower\n      Loop\n   Select:\n      TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_Lower\n      CHOK L 1 A_Raise\n      Loop\n   Fire:\n\t CHOK L 0 A_Playweaponsound(\"chokeattack\")\n\t CHOK L 1 A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-10, 55) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-20, 75) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-30, 95) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-40, 115) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-50, 135) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-40, 115) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-30, 95) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-20, 75) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-10, 55) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 5 offset (0, 32)\n\t goto Ready\n\tAltfire:\n\t CHOK L 1 A_JumpIfInventory(\"VomitPoints\", 100, \"VomitBonus\")\n\t CHOK L 1 A_JumpIfInventory(\"VomitPoints\", 1, 4)\n\t CHOK L 1 A_Jump(256, 2) // These dont work actually\n\t CHOK L 1 HealThing(25)\n\t CHOK L 1 A_JumpIfInventory(\"VomitPoints\", 1, 1)\n\t Goto Ready\n\t CHOK L 0 A_PlaySound(\"chokevomit\", 1)\n\t CHOK L 0 ACS_ExecuteAlways(774, 0, FAS_ChokeVomit)\n\t CHOK LLL 1 offset (0, 95) A_FireCustomMissile(\"ChokeVomitNew\", random(-30,30), 1, 0, 3)\n\t CHOK L 0 A_TakeInventory(\"VomitPoints\", 1)\n\t CHOK L 0 A_JumpIfInventory(\"VomitPoints\", 1, 1)\n\t Goto Ready\n\t CHOK L 0 A_JumpIf(ACS_ExecuteWithResult(757) == 1, 1)\n\t Goto Altfire+6\n\t CHOK L 0 A_PlaySound(\"chokevomit\", 1)\n\t Goto Altfire+6\n  VomitBonus:\n\t CHOK L 0 ACS_ExecuteAlways(983,0)\n\t CHOK L 0 ACS_ExecuteAlways(774, 0, FAS_ChokeBloodFeast)\n\t CHOK L 0 A_SpawnItemEx(\"GIBBER\", 64, 0, 0, 0, 0, 0, 0, 160, 0)\n\t CHOK L 0 A_SpawnItemEx(\"GIBBER\", -64, 0, 0, 0, 0, 0, 0, 160, 0)\n\t CHOK L 0 A_SpawnItemEx(\"GIBBER\", 0, 64, 0, 0, 0, 0, 0, 160, 0)\n\t CHOK L 0 A_SpawnItemEx(\"GIBBER\", 0, -64, 0, 0, 0, 0, 0, 160, 0)\n\t CHOK LL 0 A_PlaySoundEx(\"ENJOYFEAST\", 5)\n\t CHOK L 1 A_FireCustomMissile(\"GibExploder\")\n\t CHOK L 5 offset(0,32) A_GiveInventory(\"HealthBonus\", 5)\n\t CHOK L 5 offset(0,40) A_GiveInventory(\"HealthBonus\", 5)\n\t CHOK L 5 offset(0,48) A_GiveInventory(\"HealthBonus\", 5)\n\t CHOK L 5 offset(0,56) A_GiveInventory(\"HealthBonus\", 5)\n\t CHOK L 5 offset(0,64) A_GiveInventory(\"HealthBonus\", 5)\n\t CHOK L 5 offset(0,72) A_GiveInventory(\"HealthBonus\", 5)\n\t CHOK L 5 offset(0,80) A_GiveInventory(\"HealthBonus\", 5)\n\t CHOK L 5 offset(0,88) A_GiveInventory(\"HealthBonus\", 5)\n\t CHOK L 0 A_TakeInventory(\"VomitPoints\", 1)\n\t CHOK L 0 ACS_ExecuteAlways(982,0)\n\t Goto Altfire+6\n   }\n}\n\nActor VomitPoints : Ammo\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 100\n}\n\nActor VomitModeOn : Ammo\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor DoingChokeBall : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor Got100Vomit : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor ChokeVomitSwitcher : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tInventory.Icon \"CRESA0\"\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tStop\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(742, 0)\n\t\tFail\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Frostbite.txt",
        "contents": "Actor Frostbite : PlayerPawn\n{\n    Health 125\n    Mass 9000\n\tgravity 0.9\n\tscale 0.24\n\trenderstyle translucent\n\tbloodcolor \"Blue\"\n\tbloodtype \"IceChunkFB3\"\n\tlimitedtoteam 1\n    Player.forwardmove 0.88\n    Player.sidemove 0.88\n    Player.Maxhealth 125\n    Player.DisplayName \"FrostBite\"\n    Player.startitem \"FrostTeeth-Breath\"\n\tPlayer.startitem \"FrostTeeth-Mortar\"\n\tPlayer.startitem \"FrostAmmo\", 50\n\tPlayer.startitem \"NewFrostyArmor\", 1\n//\tPlayer.StartItem \"FrostbiteDoIceRain\", 1\n\tPlayer.startitem \"ArrowSingle\", 35\n\tPlayer.StartItem \"ClassID\", 13 // 10\n\tPlayer.StartItem \"GhoulTeam\", 1\n    Player.crouchsprite \"FROB\"\n    Player.soundclass \"frost\"\n\tPlayer.startitem \"AchievementID\", 2\n\tPlayer.scoreicon \"FROSTST\"\n    Player.ColorRange 112, 127\n\tDamageFactor \"HunterFireArrow\", 1.4\n\tDamageFactor \"HunterSuperFireArrow\", 1.2\n\tDamageFactor \"HunterFireMagic\", 1.4\n\tDamageFactor \"HunterIceArrow\", 0.2\n\tDamageFactor \"HunterIceSpike\", 0.2\n\tDamageFactor \"HunterSuperIceArrow\", 0.4\n\tDamageFactor \"HunterSuperIceArrowTrail\", 0.2\n\tDamageFactor \"HunterSuperLightningRail\", 0.75\n\tDamageFactor \"HunterLightningRail\", 0.75\n\tDamageFactor \"CyborgJetpackFire\", 1.5\n\tDamageFactor \"CyborgPlasma\", 0.9\n\tDamageFactor \"GhostbusterProton\", 0.9\n\tDamageFactor \"GhostbusterIceFall\", 0.6\n\tDamageFactor \"SantaSnowBall\", 0.75\n\tDamageFactor \"WarlockFireball\", 1.2\n//\tDamageFactor \"WarlockBigFireball\", 1.2\n\tDamageFactor \"WarlockMagmaSmall\", 1.2\n\tDamageFactor \"WarlockIceShards\", 0.55\n\tDamageFactor \"HunterSuperIceArrowTrail2\", 0.0\n\tSpecies \"Ghoul\"\n    +NOSKIN\n\t+NOICEDEATH\n    States\n    {\n    Spawn:\n\t\tTNT1 A 0\n\t\tFROB A 1\n\t\tGoto Spawn+1\n\tSee:\n\t\tFROB A 2 A_SetTranslucent(0.50, 0)\n\t\tFROB A 2 A_SetTranslucent(0.55, 0)\n\t\tFROB A 2 A_SetTranslucent(0.60, 0)\n\t\tFROB A 0 A_SpawnItemEx(\"FrostTwinkle\", 0, random(-40,40), random(-40,90),0,0,0,0,32)\n\t\tFROB A 2 A_SetTranslucent(0.65, 0)\n\t\tFROB A 2 A_SetTranslucent(0.70, 0)\n\t\tFROB A 2 A_SetTranslucent(0.75, 0)\n\t\tFROB A 0 A_SpawnItemEx(\"FrostTwinkle\", 0, random(-40,40), random(-40,90),0,0,0,0,32)\n\t\tFROB A 2 A_SetTranslucent(0.80, 0)\n\t\tFROB A 2 A_SetTranslucent(0.85, 0)\n\t\tFROB A 2 A_SetTranslucent(0.90, 0)\n\t\tFROB A 0 A_SpawnItemEx(\"FrostTwinkle\", 0, random(-40,40), random(-40,90),0,0,0,0,32)\n\t\tFROB A 2 A_SetTranslucent(0.95, 0)\n\t\tFROB A 2 A_SetTranslucent(1.0, 0)\n\t\tFROB A 2 A_SetTranslucent(0.95, 0)\n\t\tFROB A 0 A_SpawnItemEx(\"FrostTwinkle\", 0, random(-40,40), random(-40,90),0,0,0,0,32)\n\t\tFROB A 2 A_SetTranslucent(0.90, 0)\n\t\tFROB A 2 A_SetTranslucent(0.85, 0)\n\t\tFROB A 2 A_SetTranslucent(0.80, 0)\n\t\tFROB A 0 A_SpawnItemEx(\"FrostTwinkle\", 0, random(-40,40), random(-40,90),0,0,0,0,32)\n\t\tFROB A 2 A_SetTranslucent(0.75, 0)\n\t\tFROB A 2 A_SetTranslucent(0.70, 0)\n\t\tFROB A 2 A_SetTranslucent(0.65, 0)\n\t\tFROB A 0 A_SpawnItemEx(\"FrostTwinkle\", 0, random(-40,40), random(-40,90),0,0,0,0,32)\n\t\tFROB A 2 A_SetTranslucent(0.60, 0)\n\t\tFROB A 2 A_SetTranslucent(0.55, 0)\n\t\tFROB A 2 A_SetTranslucent(0.50, 0)\n\t\tFROB A 0 A_SpawnItemEx(\"FrostTwinkle\", 0, random(-40,40), random(-40,90),0,0,0,0,32)\n\t\tGoto Spawn+1\n\tPain:\n\t\tFROB A 0\n\t\tGoto Spawn\n\tPain.Maledict:\n\t\tCHOK A 0 A_JumpIfInventory(\"MaledictCooldown\", 1, 5)\n\t\tCHOK A 0 A_PlaySound(\"MaledictVictim\", 5)\n\t\tCHOK A 0 A_GiveInventory(\"MaledictAmpPower\", 1)\n\t\tCHOK A 0 A_GiveInventory(\"MaledictCooldown\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"MaledictStart\", 1)\n\t\tGoto Spawn\n\t\tTNT1 A 0\n\t\tGoto Pain\n    Pain.Maledict2:\n\t\tTNT1 AAAAAAA 0 A_SpawnItemEx(\"PurpleParticle\",0,0,36,random(1,-1),random(1,-1),random(1,-1),random(0,359),0)\n        Goto Spawn\n\tPain.GhostbusterHorror:\n\t\tTNT1 A 0 //ACS_ExecuteAlways(977,0)\n\t\tGoto Spawn\n\tMissile:\n\t\tFROB A 0 A_JumpIfInventory(\"Clip\",1,\"Breath\")\n\t\tFROB A 0 A_SetTranslucent(1.0, 0)\n\t\tFROB BBBB 1 A_JumpIfInventory(\"Clip\",1,\"Breath\")\n\t\tFROB CD 4\n\t\tFROB EFEA 3\n\t\tGoto Spawn+1\n\tBreath:\n\t\tFROB D 18 bright\n\t\tFROB CB 4 bright\n\t\tGoto Spawn\n\tDeath:\n\tDeathAnim:\n\t\tFROB A 0 A_GiveToTarget(\"KilledFrostbite\", 1)\n\t\tFROB A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tFROB A 0 A_GiveToTarget(\"GhoulKillCount\", 1)\n\t\tFROB A 0 ACS_ExecuteAlways(724, 0)\n\t\tTNT1 A 0 A_GiveToTarget(\"LowHPKill\", 1)\n\t\tFROB A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tFROB A 0 A_GiveInventory(\"GhoulAmmo\",1)\n\t\tFROB A 0 A_Fall\n\t\tFROB A 0 A_SpawnItemEx(\"LargeBurst\",0,0,0,0,0,0,0,32)\n\t\tTNT1 A 6 A_PlayerScream\n\t\tFROB ZZZZZZ 6 A_SpawnItemEx(\"FrostDeathFX\",0,0,32,1,0,2,random(0,360),32)\n\t\tFROB A 0\n\t\tFROB Z -1\n\t\tStop\n\t\tBladeDeath:\n\t\tSFRS A 0 A_GiveToTarget(\"KilledFrostbite\", 1)\n\t\tSFRS A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tSFRS A 0 A_GiveToTarget(\"GhoulKillCount\", 1)\n\t\tSFRS A 0 ACS_ExecuteAlways(724, 0)\n\t\tSFRS A 0 A_GiveToTarget(\"LowHPKill\", 1)\n\t\tSFRS A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tSFRS A 0 A_GiveInventory(\"GhoulAmmo\",1)\n\t\tSFRS A 0 A_Fall\n\t\tFROB A 0 A_SpawnItemEx(\"LargeBurst\",0,0,0,0,0,0,0,32)\n\t\tFROB A 2 A_PlayerScream\n\t\tSFRS A 1\n\t\tNULL A 0 A_SpawnItemEx(\"frosthead\", 0, 0, 10, 0, 0, random(18, 18), 0, SXF_TRANSFERTRANSLATION, 0)\n\t\tFROB ZZZZZZ 6 A_SpawnItemEx(\"FrostDeathFX\",0,0,32,1,0,2,random(0,360),32)\n\t\tSFRS A 0\n\t\tFROB Z -1\n\t\tstop\n    Death.MarineShotgun:\n        FROB A 0 A_GiveToTarget(\"MarineShotgunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n        Goto DeathAnim\n    Death.MarinePistol:\n        FROB A 0 A_GiveToTarget(\"MarinePistolKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n        Goto DeathAnim\n    Death.MarineMachineGun:\n        FROB A 0 A_GiveToTarget(\"MarineMachineGunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n        Goto DeathAnim\n    Death.MarineGrenade:\n        FROB A 0 A_GiveToTarget(\"MarineGrenadeKill\", 1)\n        FROB A 0 A_GiveToTarget(\"MarineGrenadeMulti\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n        Goto DeathAnim\n    Death.MarineSuicideGrenade:\n        FROB A 0 A_GiveToTarget(\"MarineSuicideGrenadeKill\", 1)\n        Goto DeathAnim\n    Death.HunterFireArrow:\n        FROB A 0 A_GiveToTarget(\"HunterFireArrowKill\", 1)\n        FROB A 0 A_GiveToTarget(\"HunterFireMulti\", 1)\n        Goto DeathAnim\n    Death.HunterIceArrow:\n        FROB A 0 A_GiveToTarget(\"HunterIceArrowKill\", 1)\n        Goto DeathAnim\n    Death.HunterRegularArrow:\n        FROB A 0 A_GiveToTarget(\"HunterRegularArrowKill\", 1)\n        Goto DeathAnim\n    Death.HunterLightningRail:\n        FROB A 0 A_GiveToTarget(\"HunterLightningRailKill\", 1)\n        FROB A 0 A_GiveToTarget(\"HunterLightningMulti\", 1)\n        Goto DeathAnim\n    Death.HunterFireMagic:\n        FROB A 0 A_GiveToTarget(\"HunterFireMagicKill\", 1)\n        Goto DeathAnim\n    Death.HunterRegularMagic:\n        FROB A 0 A_GiveToTarget(\"HunterRegularMagicKill\", 1)\n        Goto DeathAnim\n    Death.HunterIceSpike:\n        FROB A 0 A_GiveToTarget(\"HunterIceSpikeKill\", 1)\n        Goto DeathAnim\n    Death.HunterLightningMagic:\n        FROB A 0 A_GiveToTarget(\"HunterLightningMagicKill\", 1)\n        Goto DeathAnim\n    Death.HunterSuperFireArrow:\n        FROB A 0 A_GiveToTarget(\"HunterSuperFireArrowKill\", 1)\n\t\tFROB A 0 A_GiveToTarget(\"HunterFireMulti\", 1)\n        Goto DeathAnim\n    Death.HunterSuperIceArrow:\n        FROB A 0 A_GiveToTarget(\"HunterSuperIceArrowKill\", 1)\n        Goto DeathAnim\n    Death.HunterSuperIceArrowTrail:\n        CHOK A 0 A_GiveToTarget(\"HunterSuperIceArrowKill\", 1)\n        Goto DeathAnim\n    Death.HunterSuperIceArrowTrail2:\n        CHOK A 0 A_GiveToTarget(\"HunterSuperIceArrowKill\", 1)\n        Goto DeathAnim\n    Death.HunterSuperRegularArrow:\n        FROB A 0 A_GiveToTarget(\"HunterSuperRegularArrowKill\", 1)\n        Goto DeathAnim\n    Death.HunterSuperLightningRail:\n        FROB A 0 A_GiveToTarget(\"HunterSuperLightningRailKill\", 1)\n\t\tFROB A 0 A_GiveToTarget(\"HunterLightningMulti\", 1)\n        Goto DeathAnim\n    Death.CyborgPlasma:\n        FROB A 0 A_GiveToTarget(\"CyborgPlasmaKill\", 1)\n        Goto DeathAnim\n    Death.CyborgCrapPlasma:\n        FROB A 0 A_GiveToTarget(\"CyborgCrapPlasmaKill\", 1)\n        Goto DeathAnim\n    Death.CyborgPulse:\n        FROB A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n        Goto DeathAnim\n\tDeath.CyborgJetpackFire:\n\t\tTNT1 A 0 A_GiveToTarget(\"JetpackKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgFuel\", 25)\n\t\tGoto DeathAnim\n    Death.GhostbusterProton:\n        FROB A 0 A_GiveToTarget(\"GhostbusterProtonKill\", 1)\n\t\tFROB A 0 A_GiveToTarget(\"GBFrostbiteUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterTrap:\n        FROB A 0 A_GiveToTarget(\"GhostbusterTrapKill\", 1)\n\t\tFROB A 0 A_GiveToTarget(\"GBFrostbiteUpgrade\", 1)\n        Goto DeathAnim\n\tDeath.GhostbusterHorror:\n\t\tSJAS A 0 A_GiveToTarget(\"GhostbusterHorrorKill\", 1)\n\t    SJAS A 0 A_GiveToTarget(\"GBFrostbiteUpgrade\", 1)\n\t\tGoto DeathAnim\n    Death.GhostbusterBlood:\n        FROB A 0 A_GiveToTarget(\"GhostbusterBloodKill\", 1)\n\t\tFROB A 0 A_GiveToTarget(\"GBFrostbiteUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterEcho:\n        FROB A 0 A_GiveToTarget(\"GhostbusterEchoKill\", 1)\n\t\tFROB A 0 A_GiveToTarget(\"GBFrostbiteUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterSoul:\n        FROB A 0 A_GiveToTarget(\"GhostbusterSoulKill\", 1)\n\t\tFROB A 0 A_GiveToTarget(\"GBFrostbiteUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterIceFall:\n        FROB A 0 A_GiveToTarget(\"GhostbusterIceFallKill\", 1)\n\t\tFROB A 0 A_GiveToTarget(\"GBFrostbiteUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterIceBall:\n        FROB A 0 A_GiveToTarget(\"GhostbusterIceBallKill\", 1)\n\t\tFROB A 0 A_GiveToTarget(\"GBFrostbiteUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterDefilerBall:\n        FROB A 0 A_GiveToTarget(\"GhostbusterDefilerBallKill\", 1)\n\t\tFROB A 0 A_GiveToTarget(\"GBFrostbiteUpgrade\", 1)\n        Goto DeathAnim\n\tDeath.GhostbusterBoneCannon:\n\t\tFROB A 0 A_GiveToTarget(\"GhostbusterBoneKill\", 1)\n\t\tFROB A 0 A_GiveToTarget(\"GBFrostbiteUpgrade\", 1)\n\t\tGoto DeathAnim\n    Death.EngineerNail:\n        FROB A 0 A_GiveToTarget(\"EngineerNailKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n        Goto DeathAnim\n    Death.Pulverizer:\n        TNT1 A 0 A_GiveToTarget(\"EngineerPulvKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n        Goto DeathAnim\n\tDeath.SawBlade:\n        TNT1 A 0 A_GiveToTarget(\"EngineerSawKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n        Goto BladeDeath\n\tDeath.SentryShoot:\n\t\tFROB A 0 A_GiveToTarget(\"SentryBulletKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n    Death.SantaHollyAir:\n        FROB A 0 A_GiveToTarget(\"SantaHollyAirKill\", 1)\n        Goto BladeDeath\n    Death.SantaHollyGround:\n        FROB A 0 A_GiveToTarget(\"SantaHollyGroundKill\", 1)\n        Goto DeathAnim\n    Death.SantaStarProjectile:\n        FROB A 0 A_GiveToTarget(\"SantaStarProjectileKill\", 1)\n        Goto DeathAnim\n    Death.SantaFallingStar:\n        FROB A 0 A_GiveToTarget(\"SantaFallingStarKill\", 1)\n        Goto DeathAnim\n    Death.SantaSnowball:\n        FROB A 0 A_GiveToTarget(\"SantaSnowballKill\", 1)\n        Goto DeathAnim\n\tDeath.SantaPresent:\n\t\tFROB A 0 A_GiveToTarget(\"SantaPresentKill\", 1)\n\t\tGoto DeathAnim\n    Death.WarlockFireball:\n        FROB A 0 A_GiveToTarget(\"WarlockFireballKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockBigFireball:\n        FROB A 0 A_GiveToTarget(\"WarlockBigFireballKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockIceShards:\n        FROB A 0 A_GiveToTarget(\"WarlockIceShardsKill\", 1)\n\t\tFROB A 0 A_GiveToTarget(\"WarlockIceKillFrostbite\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockLightning:\n        FROB A 0 A_GiveToTarget(\"WarlockLightningKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockMagmaSmall:\n        FROB A 0 A_GiveToTarget(\"WarlockMagmaSmallKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n\tDeath.WarlockNova:\n\t\tCHOK A 0 A_GiveToTarget(\"WarlockNovaKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.BoneShield:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.WarlockTeleport:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n    Death.PurpleMagic:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"PurpleMagicKill\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.Maledict:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"PurpleMagicKill\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.Maledict2:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.ShadowBlast:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n\tDeath.CyborgPulseMale:\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill1\", 5)\n\t\tGoTo DeathAnim\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill2\", 5)\n\t\tGoTo DeathAnim\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill3\", 5)\n\t\tGoTo DeathAnim\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill4\", 5)\n\t    GoTo DeathAnim\n\tDeath.CyborgPulseFemale:\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n\t\tTNT1 A 0 A_PlaySoundEx(\"fcybtaunt\", 5)\n\t\tGoto DeathAnim\n\tDeath.CyborgPulseOther:\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n\t\tTNT1 A 0 A_PlaySoundEx(\"cyblolcopy\", 5)\n\t\tGoTo DeathAnim\n\tDeath.PlaneShotgun:\n\t\tTNT1 A 0 A_GiveToTarget(\"PlaneShotKills\", 1)\n\t\tGoto DeathAnim\n\tDeath.PlaneVortex:\n\t\tTNT1 A 0 A_GiveToTarget(\"PlaneVortexKills\", 1)\n\t\tGoto DeathAnim\n\tDeath.PlaneBlade:\n\t\tGoto BladeDeath\n    }\n}\n\nActor NewFrostyArmor : BasicArmorPickup\n{\n\tinventory.icon \"FROZS\"\n\tArmor.SavePercent 40.0\n\tArmor.SaveAmount 200\n}\n\nActor FrostDeathFX\n{\n\t-SOLID\n\t+CLIENTSIDEONLY\n\t+NOGRAVITY\n\trenderstyle add\n\talpha 0.9\n\tscale 2.5\n\tStates\n\t{\n\tSpawn:\n\t\tPLSS JKLMNOP 5 A_FadeOut(0.05)\n\t\tPLSS QRSTUVWX 4 A_FadeOut(0.05)\n\t\tstop\n\t}\n}\n\nActor LargeBurst\n{\n\tRadius 40\n\tHeight 80\n\t- SOLID\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"FrostBurst\")\n\t\tTNT1 A 1 A_Burst(\"IceChunkFB2\")\n\t\tstop\n\t}\n}\n\nActor IceChunkFB\n{\n\tRadius 3\n\tHeight 4\n\t+CLIENTSIDEONLY\n\t- SOLID\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tICEC A 0\n\t\tICEC A 0 A_Recoil(-5)//ThrustThingZ(0,random(1,15),0,0)\n\t\tICEC AAAABCD 3\n\t\tStop\n\t}\n}\n\nActor IceChunkFB2\n{\n\tRadius 3\n\tHeight 4\n\t+CLIENTSIDEONLY\n\t- SOLID\n\t+LOWGRAVITY\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tICEC A 0\n\t\tICEC A 0 ThrustThingZ(0,random(1,15),0,0)\n\t\tICEC ABCD 30\n\t\tStop\n\t}\n}\n\nActor IceChunkFB3\n{\n\tRadius 3\n\tHeight 4\n\t+CLIENTSIDEONLY\n\t- SOLID\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tICEC A 0\n\t\tICEC A 0 ThrustThingZ(0,random(1,15),0,0)\n\t\tICEC A 0 ThrustThing(random(0,256),random(1,8))\n\t\tICEC ABCD 4\n\t\tStop\n\t}\n}\n\nactor FrostTwinkle\n{\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tRadius 3\n\tHeight 3\n\t+NOGRAVITY\n\trenderstyle add\n\t- SOLID\n\tStates\n\t{\n\tSpawn:\n\t\tTGLT F 0 bright\n\t\tTGLT F 0 bright A_PlaySound(\"FrostTwinkle\")\n\t\tTGLT FGHIFGHIFGHIFGHI 2 bright A_FadeOut(0.02)\n\t\tstop\n\t}\n}\n\nActor FrostAmmo : Ammo\n{\n\tinventory.amount 50\n\tinventory.maxamount 50\n\tinventory.icon \"FROSAM\"\n}\n\nActor FrostTeeth-Breath : Weapon\n{\n   +WEAPON.DONTBOB\n   Weapon.SelectionOrder 350\n   Inventory.PickupSound \"\"\n   Inventory.PickupMessage \"\"\n   Weapon.SlotNumber 1\n   Weapon.AmmoType \"FrostAmmo\"\n   Weapon.AmmoGive 1\n   Weapon.AmmoUse 1\n   +WEAPON.MELEEWEAPON\n   Weapon.Kickback 0\n   Weapon.YAdjust 0\n   +INVENTORY.UNDROPPABLE\n   +WEAPON.ALT_AMMO_OPTIONAL\n   inventory.icon \"FROSTATT\"\n   States\n   {\n   Spawn:\n\t  BPAK A 400\n      Stop\n   Ready:\n      FROB VVVVV 1 A_WeaponReady\n\t  FROB V 0 A_JumpIfInventory(\"DoShardRain\", 1, \"IceRain\")\n\t  FROB VVVVV 1 A_WeaponReady\n\t  FROB V 0 A_JumpIfInventory(\"DoShardRain\", 1, \"IceRain\")\n\t  FROB V 0 A_GiveInventory(\"FrostAmmo\", 2)\n\t  FROB VVVVV 1 A_WeaponReady\n\t  FROB V 0 A_JumpIfInventory(\"DoShardRain\", 1, \"IceRain\")\n\t  FROB VVVVV 1 A_WeaponReady\n\t  FROB V 0 A_JumpIfInventory(\"DoShardRain\", 1, \"IceRain\")\n      FROB V 0 A_GiveInventory(\"FrostAmmo\", 2)\n\t  TNT1 AA 0 A_GiveInventory(\"ArmorBonus\", 1)\n\t  TNT1 A 0 A_GiveInventory(\"HealingCheck\", 1)\n      Loop\n   Deselect:\n      FROB V 0 A_StopSoundEx(\"Weapon\")\n\t  TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_Lower\n      FROB V 1 A_Lower\n      Loop\n   Select:\n\t  TNT1 A 0 ACS_ExecuteAlways(700, 0, WM_FROSTBITE)\n\t  TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_Raise\n      FROB V 1 A_Raise\n      Goto Select+1\n   IceRain:\n\t  FROB V 0 A_JumpIfInventory(\"ShardPoints\", 1, 2)\n\t  FROB V 0 A_TakeInventory(\"DoShardRain\", 1)\n\t  Goto Ready\n\t  FROB VVVVV 1 A_SpawnItemEx(\"IceFallSpawner\", random(-255,255), random(-255,255), 9999, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t  FROB V 0 A_GiveInventory(\"HealthBonus\", 3)\n\t  FROB V 0 A_TakeInventory(\"ShardPoints\", 1)\n\t  Loop\n   Fire:\n     FROB V 0 A_Playweaponsound(\"FrostChomp\")\n\t FROB V 0 A_Recoil(-20)\n     FROB V 2 offset (0, 55)\n     FROB V 2 offset (0, 65)\n     FROB V 2 offset (0, 75)\n     FROB V 2 offset (0, 95)\n     FROB V 2 offset (0, 105)\n     FROB V 2 offset (0, 135)\n\t FROB V 0 A_Stop\n\t FROB V 0 A_SpawnItemEx(\"IceChunkFB\", 0, random(-22,22), random(2,15), momx, momy, random(8,12), random(-8,8),40)\n\t FROB V 0 A_JumpIfInventory(\"Crunched\",1,\"Take\")\n\t FROB V 0 A_Playweaponsound(\"FrostTeeth\")\n     FROB V 3 offset (0, 38) A_FireCustomMissile(\"FrostAttack\", 0, 0 ,0)\n\t FROB VV 0 A_SpawnItemEx(\"IceChunkFB\", 0, random(-22,22), random(2,15), momx, momy, random(8,12), random(-8,8),40)\n     FROB V 3 offset (0, 29)\n\t FROB VV 0 A_SpawnItemEx(\"IceChunkFB\", 0, random(-22,22), random(2,15), momx, momy, random(8,12), random(-8,8),40)\n     FROB V 3 offset (0, 34)\n\t FROB VV 0 A_SpawnItemEx(\"IceChunkFB\", 0, random(-22,22), random(2,15), momx, momy, random(8,12), random(-8,8),40)\n\t FROB V 3\n\t FROB V 3 A_Refire\n\t FROB V 0 A_TakeInventory(\"Crunched\",999)\n     goto Ready\n   Take:\n     FROB V 0 A_TakeInventory(\"Crunched\",999)\n\t Goto Fire+14\n   Altfire:\n     FROB V 0 A_GiveInventory(\"Clip\",1)\n     FROB V 0 A_PlaySoundEx(\"FrostBreathStart\",\"Weapon\")\n     FROB V 3 offset (0, 55) A_TakeInventory(\"FrostAmmo\",1)\n     FROB V 3 offset (0, 75)\n     FROB V 3 offset (0, 105)\n     FROB V 3 offset (0, 135)\n     FROB V 0 A_JumpIfInventory(\"FrostAmmo\",1,\"Return\")\n     FROB V 4 offset (0, 135)\n     FROB V 0 A_Refire\n\t FROB V 0 A_StopSoundEx(\"Weapon\")\n\t FROB V 0 A_PlaySoundEx(\"FrostBreathEnd\",\"Weapon\")\n     FROB V 1 offset (0, 135)\n     FROB V 1 offset (0, 105)\n     FROB V 1 offset (0, 75)\n     FROB V 1 offset (0, 55)\n     FROB V 0 offset (0, 34)\n\t FROB V 0 A_TakeInventory(\"Clip\",1)\n     Goto Ready\n  AltHold:\n     FROB V 0 A_GiveInventory(\"RocketAmmo\",1)\n\t FROB V 0 A_JumpIfInventory(\"RocketAmmo\",5,\"BreathSound\")\n     FROB V 0 A_JumpIfInventory(\"FrostAmmo\",1,\"AltReturn\")\n\t FROB V 0 A_StopSoundEx(\"Weapon\")\n\t FROB V 16 A_PlaySoundEx(\"FrostBreathFail\",\"Weapon\")\n     FROB V 6 offset (0, 135)\n     FROB V 0 A_Refire\n\t FROB V 0 A_StopSoundEx(\"Weapon\")\n\t FROB V 0 A_PlaySoundEx(\"FrostBreathEnd\",\"Weapon\")\n     FROB V 1 offset (0, 135)\n     FROB V 1 offset (0, 105)\n     FROB V 1 offset (0, 75)\n     FROB V 1 offset (0, 55)\n     FROB V 0 offset (0, 34)\n\t FROB V 0 A_TakeInventory(\"Clip\",1)\n     Goto Ready\n  Return:\n     FROB V 0 //A_PlaySoundEx(\"FrostBreathMid\", \"Weapon\")\n\t FROB V 0 offset (0, 135) A_FireCustomMissile(\"FrozenWind\",random(-15,15),1,0)\n\t Goto Altfire+7\n  BreathSound:\n     FROB V 0 A_PlaySoundEx(\"FrostBreathMid\", \"Weapon\")\n\t FROB V 0 A_TakeInventory(\"RocketAmmo\",5)\n\t Goto AltHold+2\n  AltReturn:\n     FROB V 0 offset (0, 135) A_FireCustomMissile(\"FrozenWind\",random(-15,15),0,0)\n\t FROB V 0 A_TakeInventory(\"FrostAmmo\",1)\n\t Goto AltHold+5\n   }\n}\n\nActor FrostTeeth-Mortar : Weapon\n{\n   +WEAPON.DONTBOB\n   Weapon.SelectionOrder 350\n   Inventory.PickupSound \"\"\n   Inventory.PickupMessage \"\"\n   Weapon.SlotNumber 1\n   Weapon.AmmoType \"FrostAmmo\"\n   Weapon.AmmoGive 1\n   Weapon.AmmoUse 1\n   +WEAPON.MELEEWEAPON\n   Weapon.Kickback 0\n   Weapon.YAdjust 0\n   +INVENTORY.UNDROPPABLE\n   +WEAPON.ALT_AMMO_OPTIONAL\n   inventory.icon \"FROSTAT2\"\n   States\n   {\n   Spawn:\n\t  BPAK A 400\n      Stop\n   Ready:\n      FROB VVVVV 1 A_WeaponReady\n\t  FROB V 0 A_JumpIfInventory(\"DoShardRain\", 1, \"IceRain\")\n\t  FROB VVVVV 1 A_WeaponReady\n\t  FROB V 0 A_JumpIfInventory(\"DoShardRain\", 1, \"IceRain\")\n\t  FROB V 0 A_GiveInventory(\"FrostAmmo\", 2)\n\t  FROB VVVVV 1 A_WeaponReady\n\t  FROB V 0 A_JumpIfInventory(\"DoShardRain\", 1, \"IceRain\")\n\t  FROB VVVVV 1 A_WeaponReady\n\t  FROB V 0 A_JumpIfInventory(\"DoShardRain\", 1, \"IceRain\")\n      FROB V 0 A_GiveInventory(\"FrostAmmo\", 2)\n\t  TNT1 AA 0 A_GiveInventory(\"ArmorBonus\", 1)\n\t  TNT1 A 0 A_GiveInventory(\"HealingCheck\", 1)\n      Loop\n   Deselect:\n      FROB V 0 A_StopSoundEx(\"Weapon\")\n\t  TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_Lower\n      FROB V 1 A_Lower\n      Loop\n   Select:\n      TNT1 A 0 ACS_ExecuteAlways(700, 0, WM_FROSTBITE2)\n      TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_Raise\n      FROB V 1 A_Raise\n      Goto Select+1\n   IceRain:\n\t  FROB V 0 A_JumpIfInventory(\"ShardPoints\", 1, 2)\n\t  FROB V 0 A_TakeInventory(\"DoShardRain\", 1)\n\t  Goto Ready\n\t  FROB VVVVV 1 A_SpawnItemEx(\"IceFallSpawner\", random(-255,255), random(-255,255), 9999, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t  FROB V 0 A_GiveInventory(\"HealthBonus\", 3)\n\t  FROB V 0 A_TakeInventory(\"ShardPoints\", 1)\n\t  Loop\n   Fire:\n     FROB V 0 A_Playweaponsound(\"FrostChomp\")\n\t FROB V 0 A_Recoil(-20)\n     FROB V 2 offset (0, 55)\n     FROB V 2 offset (0, 65)\n     FROB V 2 offset (0, 75)\n     FROB V 2 offset (0, 95)\n     FROB V 2 offset (0, 105)\n     FROB V 2 offset (0, 135)\n\t FROB V 0 A_Stop\n\t FROB V 0 A_SpawnItemEx(\"IceChunkFB\", 0, random(-22,22), random(2,15), momx, momy, random(8,12), random(-8,8),40)\n\t FROB V 0 A_JumpIfInventory(\"Crunched\",1,\"Take\")\n\t FROB V 0 A_Playweaponsound(\"FrostTeeth\")\n     FROB V 3 offset (0, 38) A_FireCustomMissile(\"FrostAttack\", 0, 0 ,0)\n\t FROB VV 0 A_SpawnItemEx(\"IceChunkFB\", 0, random(-22,22), random(2,15), momx, momy, random(8,12), random(-8,8),40)\n     FROB V 3 offset (0, 29)\n\t FROB VV 0 A_SpawnItemEx(\"IceChunkFB\", 0, random(-22,22), random(2,15), momx, momy, random(8,12), random(-8,8),40)\n     FROB V 3 offset (0, 34)\n\t FROB VV 0 A_SpawnItemEx(\"IceChunkFB\", 0, random(-22,22), random(2,15), momx, momy, random(8,12), random(-8,8),40)\n\t FROB V 3\n\t FROB V 3 A_Refire\n\t FROB V 0 A_TakeInventory(\"Crunched\",999)\n     goto Ready\n   Take:\n     FROB V 0 A_TakeInventory(\"Crunched\",999)\n\t Goto Fire+14\n   Altfire:\n\t TNT1 A 0 A_JumpIfInventory(\"MortarCooldown\", 1, \"Detonate\")\n     FROB V 0 A_GiveInventory(\"Clip\",1)\n     FROB V 0 A_PlaySoundEx(\"FrostChomp\",\"Weapon\")\n     FROB V 3 offset (0, 55)\n     FROB V 3 offset (0, 75)\n     FROB V 3 offset (0, 105)\n     FROB V 4 offset (0, 135)\n     FROB V 4 offset (0, 135)\n\t TNT1 A 0 A_JumpIfInventory(\"FrostAmmo\", 15, 1)\n   Goto Return\n\t TNT1 A 0 A_PlayWeaponSound(\"Frostbite/Throw\")\n     FROB V 0 A_FireCustomMissile(\"GlacialBomb\", 0, 0, 0, 12)\n\t TNT1 A 0 A_GiveInventory(\"MortarCooldown\", 1)\n\t TNT1 A 0 ACS_ExecuteAlways(908, 0, 2)\n\t TNT1 A 0 A_TakeInventory(\"FrostAmmo\", 15)\n   Return:\n     FROB V 1 offset (0, 135)\n     FROB V 1 offset (0, 105)\n     FROB V 1 offset (0, 75)\n     FROB V 1 offset (0, 55)\n     FROB V 0 offset (0, 34)\n\t FROB V 0 A_TakeInventory(\"Clip\",1)\n     Goto Ready\n   Detonate:\n\t TNT1 A 0 A_GiveInventory(\"BallDetonation\", 1)\n\t FROB V 5\n//\t TNT1 A 0 A_PlaySound(\"*taunt\")\n\t TNT1 A 0 A_TakeInventory(\"BallDetonation\", 1)\n   Goto Ready\n   }\n}\n\nActor FrostAttack\n{\n\t//PROJECTILE\n\t+NOGRAVITY\n\t+THRUGHOST\n\t+FORCERADIUSDMG\n\tSpeed 10\n\tRadius 2\n\tHeight 2\n\tObituary \"%o got frost bite from %k.\"\n\tdamagetype \"FrostbiteMelee\"\n\tdamage 0\n\t+RIPPER\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tGoto Death\n\t\tDeath:\n\t\tTNT1 A 1 A_Explode(72, 128, 0)\n\t\tStop\n\t}\n}\n\nActor FrozenWind\n{\n\tPROJECTILE\n\t+RIPPER\n\tDamage (3)\n\tSpeed 25\n\tRadius 12\n\trenderstyle add\n\tDamageType \"FrostbiteIceBreath\"\n\tObituary \"%o got the chills from %k's frozen wind.\"\n\talpha 0.8\n\tscale 2.0\n\tHeight 20\n\t+DOOMBOUNCE\n\t+BLOODLESSIMPACT\n\tStates\n\t{\n\tSpawn:\n\t\tPLSS J 5 A_FadeOut(0.05)\n\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\tPLSS K 5 A_FadeOut(0.05)\n\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\tPLSS L 5 A_FadeOut(0.05)\n\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\tPLSS M 5 A_FadeOut(0.05)\n\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\tPLSS N 5 A_FadeOut(0.05)\n\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\tPLSS O 5 A_FadeOut(0.05)\n\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\tPLSS P 5 A_FadeOut(0.05)\n\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\tPLSS Q 5 A_FadeOut(0.05)\n\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\tPLSS R 5 A_FadeOut(0.05)\n\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\tPLSS S 5 A_FadeOut(0.05)\n\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\tPLSS T 5 A_FadeOut(0.05)\n\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\tPLSS U 5 A_FadeOut(0.05)\n\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\tPLSS V 5 A_FadeOut(0.05)\n\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\tPLSS W 5 A_FadeOut(0.05)\n\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\tPLSS X 5 A_FadeOut(0.05)\n\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\tstop\n\t\tDeath:\n\t\tPLSS X 0\n\t\tstop\n\t}\n}\n\nActor FrozenWindM : FrozenWind\n{\n\tDamageType \"FrostbiteMortar\"\n}\n\nActor GlacialBomb\n{\n\tSpeed 32\n\tDamage (35)\n\tDamageType \"FrostbiteMortar\"\n\tObituary \"%o ate %k's icecream.\"\n\tTranslation \"Ice\"\n\tRadius 16\n\tHeight 16\n   PROJECTILE\n   BounceCount 10\n   +DOOMBOUNCE\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tCOMT AAA 1 Bright A_JumpIf(z-floorz < 1, \"Spawn2\")\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"BallDetonation\", 1, \"Death2\")\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\t\t\tCOMT BBB 1 Bright A_JumpIf(z-floorz < 1, \"Spawn2\")\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"BallDetonation\", 1, \"Death2\")\n\t\t\tCOMT CCC 1 Bright A_JumpIf(z-floorz < 1, \"Spawn2\")\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"BallDetonation\", 1, \"Death2\")\n\t\tLoop\n\t\tSpawn2:\n\t\t\tTNT1 A 0 A_SpawnItem(\"GlacialBomb2\")\n\t\tStop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tTNT1 AA 0 A_PlaySoundEx(\"BarbSwordDeath\", 4)\n\t\t\tTNT1 A 0 A_Explode(45, 72, 0)\n\t\t\tCOMT DEFGHI 2 Bright\n\t\tStop\n\t\tDeath2:\n\t\t\tTNT1 AA 0 A_PlaySoundEx(\"BarbSwordDeath\", 4)\n\t\t\tCOMT DEF 2 Bright A_Explode(20, 72, 0)\n\t\t\tCOMT GHI 2 Bright\n\t\tStop\n\t}\n}\n\nActor GlacialBomb2 : GlacialBomb\n{\n\tSpeed 0\n\tDamage (20)\n\tDamageType \"FrostbiteMortar\"\n\tObituary \"%o ate %k's icecream.\"\n\tTranslation \"Ice\"\n\tRadius 16\n\tHeight 16\n   PROJECTILE\n   -NOGRAVITY\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tCOMT ABCABCABCABCABCABCABC 3 Bright A_JumpIfInTargetInventory(\"BallDetonation\", 1, \"Death\")\n\t\t\tTNT1 AA 0 A_PlaySoundEx(\"ShieldDetonate\", 4)\n\t\t\tTNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"FrozenWindM\", random(-3,3), random(-3,3), 0, random(-6,6), random(-6,6), random(-3,3))\n\t\t\tCOMT DEFGHI 2 Bright\n\t\tStop\n\t\tDeath:\n\t\t\tTNT1 AA 0 A_PlaySoundEx(\"BarbSwordDeath\", 4)\n\t\t\tTNT1 A 0 A_Explode(30, 72, 0)\n\t\t\tCOMT DEFGHI 2 Bright\n\t\tStop\n\t}\n}\n\nActor FrostCooldown : PowerDamage\n{\n\tDamageFactor \"Nothing\", 1.0\n\tPowerup.Duration 45\n}\n\nActor MortarCooldown : PowerDamage\n{\n\tDamageFactor \"Nothing\", 1.0\n\tPowerup.Duration -3\n}\n\nActor ShardPoints : Ammo\n{\n\t+IGNORESKILL\n\tInventory.Amount 1\n\tInventory.MaxAmount 100\n}\n\nActor DoShardRain : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nactor IceFallSpawner\n{\n\t+SKYEXPLODE\n\tPROJECTILE\n\t-SOLID\n\t+NOGRAVITY\n\t+CEILINGHUGGER\n\tradius 1\n\theight 8\n\tspeed 0\n\tStates\n\t{\n\tSpawn:\n\t\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 AA 12 A_SpawnItemEx(\"IceFall\",1,0,-1,0,0,-22)\n\t\tstop\n\t}\n}\n\nActor IceFall\n{\n\tHeight 5\n\tRadius 5\n\tscale 0.5\n\tBounceFactor 0.3\n\tBounceCount 4\n\tPROJECTILE\n\tDamage (20)\n\tSpeed 46\n\treactiontime 30\n\tDamageType \"FrostbiteIceRain\"\n\tObituary \"%o forgot %p umbrella, %k reminded %h again.\"\n\tStates\n\t{\n\tSpawn:\n\t\tBNT2 G 1 bright A_SpawnItemEx(\"IceFallTrail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tBNT2 H 1 bright A_SpawnItemEx(\"IceFallTrail2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tloop\n\t\tDeath:\n\t\tBNT2 A 0 A_PlaySound(\"imp/shotx\")\n\t\tBNT2 AAAA 0 A_SpawnItemEx(\"IceBallShardsFB\", 0, 0, 0, random(-5, 5), random(-5, 5), random(1,5))\n\t\tBNT2 A 0 A_Explode(28, 32, 0)\n\t\tBNT2 ABCDEF 3 bright\n\t\tstop\n\t}\n}\n\nActor IceBallShardsFB\n{\n\tPROJECTILE\n\t+BRIGHT\n\tSpeed 42\n\tHeight 6\n\tRadius 6\n\tDeathsound \"weapons/arrowexplode\"\n\tObituary \"%o couldn't escape %k's ice rain.\"\n\tDamageType \"FrostbiteIceRain\"\n\tSeesound \"gbsoul\"\n\tDamage (random(3,4))\n\tStates\n\t{\n\tSpawn:\n\t\tICPR NOPQ 2\n\t\tloop\n\tDeath:\n\t\tICPR R 2\n\t\tStop\n\t}\n}\n\nActor IceFallTrail\n{\n\t+CLIENTSIDEONLY\n\t-SOLID\n\tscale 0.5\n\t+NOGRAVITY\n\t+BRIGHT\n\tHeight 0\n\tRadius 0\n\trenderstyle add\n\talpha 0.8\n\tStates\n\t{\n\tSpawn:\n\t\tBNT2 G 1 A_FadeOut(0.15)\n\t\tloop\n\t}\n}\n\nActor IceFallTrail2 : IceFallTrail\n{\n\tStates\n\t{\n\tSpawn:\n\t\tBNT2 H 1 A_FadeOut(0.1)\n\t\tstop\n\t}\n}\n\nActor FrostbiteDoIceRain : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tInventory.Icon \"FSNWA0\"\n\t+INVBAR\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n\t\tTNT1 A 1 A_GiveInventory(\"DoShardRain\", 1)\n\t\tFail\n\t}\n}\n\nActor HealingCheck : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\t+IGNORESKILL\n\t+AUTOACTIVATE\n\t+ALWAYSPICKUP\n\n\tStates\n\t{\n\t\tPickup:\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(995, 0)\n\t\tStop\n\t}\n}\n\nActor BallDetonation : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}"
      }
    ]
  },
  "maps": []
}

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