bw-pbsv0.pk3

PK3 81 MiB 61 map(s)

Counts

endoom0
graphics5
lumps5139
maps63
palettes0

Totals (across maps)

Things19273
Linedefs60246
Sectors6981
Monsters3976
Items6189
Raw model (for completeness)
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    "added": "2017-08-09 22:56:58",
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    "text_files": [
      {
        "source": "pk3",
        "name": "ANIMDEFS.txt",
        "contents": "flat NUKAGE1\n    pic FHDS01 rand 2 2\n\tpic FHDS02 rand 2 2\n\tpic FHDS03 rand 2 2\n\tpic FHDS04 rand 2 2\n\tpic FHDS05 rand 2 2\n\tpic FHDS06 rand 2 2\n\tpic FHDS07 rand 2 2\n\tpic FHDS08 rand 2 2\n\tpic FHDS09 rand 2 2\n\tpic FHDS10 rand 2 2\n\tpic FHDS11 rand 2 2\n\tpic FHDS12 rand 2 2\n\tpic FHDS13 rand 2 2\n\tpic FHDS14 rand 2 2\n\tpic FHDS15 rand 2 2\n\tpic FHDS16 rand 2 2\n\tpic FHDS17 rand 2 2\n\tpic FHDS18 rand 2 2\n\tpic FHDS19 rand 2 2\n\tpic FHDS20 rand 2 2\n\tpic FHDS21 rand 2 2\n\tpic FHDS22 rand 2 2\n\tpic FHDS23 rand 2 2\n\tpic FHDS24 rand 2 2\n\tpic FHDS25 rand 2 2\n\tpic FHDS26 rand 2 2\n\tpic FHDS27 rand 2 2\n\tpic FHDS28 rand 2 2\n\tpic FHDS29 rand 2 2\n\tpic FHDS30 rand 2 2\n\tpic FHDS31 rand 2 2\n\tpic FHDS32 rand 2 2\n\nflat NUKAGE2\n    pic FHDS01 rand 2 2\n\tpic FHDS02 rand 2 2\n\tpic FHDS03 rand 2 2\n\tpic FHDS04 rand 2 2\n\tpic FHDS05 rand 2 2\n\tpic FHDS06 rand 2 2\n\tpic FHDS07 rand 2 2\n\tpic FHDS08 rand 2 2\n\tpic FHDS09 rand 2 2\n\tpic FHDS10 rand 2 2\n\tpic FHDS11 rand 2 2\n\tpic FHDS12 rand 2 2\n\tpic FHDS13 rand 2 2\n\tpic FHDS14 rand 2 2\n\tpic FHDS15 rand 2 2\n\tpic FHDS16 rand 2 2\n\tpic FHDS17 rand 2 2\n\tpic FHDS18 rand 2 2\n\tpic FHDS19 rand 2 2\n\tpic FHDS20 rand 2 2\n\tpic FHDS21 rand 2 2\n\tpic FHDS22 rand 2 2\n\tpic FHDS23 rand 2 2\n\tpic FHDS24 rand 2 2\n\tpic FHDS25 rand 2 2\n\tpic FHDS26 rand 2 2\n\tpic FHDS27 rand 2 2\n\tpic FHDS28 rand 2 2\n\tpic FHDS29 rand 2 2\n\tpic FHDS30 rand 2 2\n\tpic FHDS31 rand 2 2\n\tpic FHDS32 rand 2 2\n\nflat NUKAGE3\n    pic FHDS01 rand 2 2\n\tpic FHDS02 rand 2 2\n\tpic FHDS03 rand 2 2\n\tpic FHDS04 rand 2 2\n\tpic FHDS05 rand 2 2\n\tpic FHDS06 rand 2 2\n\tpic FHDS07 rand 2 2\n\tpic FHDS08 rand 2 2\n\tpic FHDS09 rand 2 2\n\tpic FHDS10 rand 2 2\n\tpic FHDS11 rand 2 2\n\tpic FHDS12 rand 2 2\n\tpic FHDS13 rand 2 2\n\tpic FHDS14 rand 2 2\n\tpic FHDS15 rand 2 2\n\tpic FHDS16 rand 2 2\n\tpic FHDS17 rand 2 2\n\tpic FHDS18 rand 2 2\n\tpic FHDS19 rand 2 2\n\tpic FHDS20 rand 2 2\n\tpic FHDS21 rand 2 2\n\tpic FHDS22 rand 2 2\n\tpic FHDS23 rand 2 2\n\tpic FHDS24 rand 2 2\n\tpic FHDS25 rand 2 2\n\tpic FHDS26 rand 2 2\n\tpic FHDS27 rand 2 2\n\tpic FHDS28 rand 2 2\n\tpic FHDS29 rand 2 2\n\tpic FHDS30 rand 2 2\n\tpic FHDS31 rand 2 2\n\tpic FHDS32 rand 2 2\n\n\twarp2 flat FHDS01\n\twarp2 flat FHDS02\n\twarp2 flat FHDS03\n\twarp2 flat FHDS04\n\twarp2 flat FHDS05\n\twarp2 flat FHDS06\n\twarp2 flat FHDS07\n\twarp2 flat FHDS08\n\twarp2 flat FHDS09\n\twarp2 flat FHDS10\n\twarp2 flat FHDS11\n\twarp2 flat FHDS12\n\twarp2 flat FHDS13\n\twarp2 flat FHDS14\n\twarp2 flat FHDS15\n\twarp2 flat FHDS16\n\twarp2 flat FHDS17\n\twarp2 flat FHDS18\n\twarp2 flat FHDS19\n\twarp2 flat FHDS20\n\twarp2 flat FHDS21\n\twarp2 flat FHDS22\n\twarp2 flat FHDS23\n\twarp2 flat FHDS24\n\twarp2 flat FHDS25\n\twarp2 flat FHDS26\n\twarp2 flat FHDS27\n\twarp2 flat FHDS28\n\twarp2 flat FHDS29\n\twarp2 flat FHDS30\n\twarp2 flat FHDS31\n\twarp2 flat FHDS32\n\n//Blood\nflat BLOOD1\n    pic FHDB01 rand 2 2\n\tpic FHDB02 rand 2 2\n\tpic FHDB03 rand 2 2\n\tpic FHDB04 rand 2 2\n\tpic FHDB05 rand 2 2\n\tpic FHDB06 rand 2 2\n\tpic FHDB07 rand 2 2\n\tpic FHDB08 rand 2 2\n\tpic FHDB09 rand 2 2\n\tpic FHDB10 rand 2 2\n\tpic FHDB11 rand 2 2\n\tpic FHDB12 rand 2 2\n\tpic FHDB13 rand 2 2\n\tpic FHDB14 rand 2 2\n\tpic FHDB15 rand 2 2\n\tpic FHDB16 rand 2 2\n\tpic FHDB17 rand 2 2\n\tpic FHDB18 rand 2 2\n\tpic FHDB19 rand 2 2\n\tpic FHDB20 rand 2 2\n\tpic FHDB21 rand 2 2\n\tpic FHDB22 rand 2 2\n\tpic FHDB23 rand 2 2\n\tpic FHDB24 rand 2 2\n\tpic FHDB25 rand 2 2\n\tpic FHDB26 rand 2 2\n\tpic FHDB27 rand 2 2\n\tpic FHDB28 rand 2 2\n\tpic FHDB29 rand 2 2\n\tpic FHDB30 rand 2 2\n\tpic FHDB31 rand 2 2\n\tpic FHDB32 rand 2 2\n\nflat BLOOD2\n    pic FHDB01 rand 2 2\n\tpic FHDB02 rand 2 2\n\tpic FHDB03 rand 2 2\n\tpic FHDB04 rand 2 2\n\tpic FHDB05 rand 2 2\n\tpic FHDB06 rand 2 2\n\tpic FHDB07 rand 2 2\n\tpic FHDB08 rand 2 2\n\tpic FHDB09 rand 2 2\n\tpic FHDB10 rand 2 2\n\tpic FHDB11 rand 2 2\n\tpic FHDB12 rand 2 2\n\tpic FHDB13 rand 2 2\n\tpic FHDB14 rand 2 2\n\tpic FHDB15 rand 2 2\n\tpic FHDB16 rand 2 2\n\tpic FHDB17 rand 2 2\n\tpic FHDB18 rand 2 2\n\tpic FHDB19 rand 2 2\n\tpic FHDB20 rand 2 2\n\tpic FHDB21 rand 2 2\n\tpic FHDB22 rand 2 2\n\tpic FHDB23 rand 2 2\n\tpic FHDB24 rand 2 2\n\tpic FHDB25 rand 2 2\n\tpic FHDB26 rand 2 2\n\tpic FHDB27 rand 2 2\n\tpic FHDB28 rand 2 2\n\tpic FHDB29 rand 2 2\n\tpic FHDB30 rand 2 2\n\tpic FHDB31 rand 2 2\n\tpic FHDB32 rand 2 2\n\nflat BLOOD3\n    pic FHDB01 rand 2 2\n\tpic FHDB02 rand 2 2\n\tpic FHDB03 rand 2 2\n\tpic FHDB04 rand 2 2\n\tpic FHDB05 rand 2 2\n\tpic FHDB06 rand 2 2\n\tpic FHDB07 rand 2 2\n\tpic FHDB08 rand 2 2\n\tpic FHDB09 rand 2 2\n\tpic FHDB10 rand 2 2\n\tpic FHDB11 rand 2 2\n\tpic FHDB12 rand 2 2\n\tpic FHDB13 rand 2 2\n\tpic FHDB14 rand 2 2\n\tpic FHDB15 rand 2 2\n\tpic FHDB16 rand 2 2\n\tpic FHDB17 rand 2 2\n\tpic FHDB18 rand 2 2\n\tpic FHDB19 rand 2 2\n\tpic FHDB20 rand 2 2\n\tpic FHDB21 rand 2 2\n\tpic FHDB22 rand 2 2\n\tpic FHDB23 rand 2 2\n\tpic FHDB24 rand 2 2\n\tpic FHDB25 rand 2 2\n\tpic FHDB26 rand 2 2\n\tpic FHDB27 rand 2 2\n\tpic FHDB28 rand 2 2\n\tpic FHDB29 rand 2 2\n\tpic FHDB30 rand 2 2\n\tpic FHDB31 rand 2 2\n\tpic FHDB32 rand 2 2\n\n\twarp2 flat FHDB01\n\twarp2 flat FHDB02\n\twarp2 flat FHDB03\n\twarp2 flat FHDB04\n\twarp2 flat FHDB05\n\twarp2 flat FHDB06\n\twarp2 flat FHDB07\n\twarp2 flat FHDB08\n\twarp2 flat FHDB09\n\twarp2 flat FHDB10\n\twarp2 flat FHDB11\n\twarp2 flat FHDB12\n\twarp2 flat FHDB13\n\twarp2 flat FHDB14\n\twarp2 flat FHDB15\n\twarp2 flat FHDB16\n\twarp2 flat FHDB17\n\twarp2 flat FHDB18\n\twarp2 flat FHDB19\n\twarp2 flat FHDB20\n\twarp2 flat FHDB21\n\twarp2 flat FHDB22\n\twarp2 flat FHDB23\n\twarp2 flat FHDB24\n\twarp2 flat FHDB25\n\twarp2 flat FHDB26\n\twarp2 flat FHDB27\n\twarp2 flat FHDB28\n\twarp2 flat FHDB29\n\twarp2 flat FHDB30\n\twarp2 flat FHDB31\n\twarp2 flat FHDB32\n\n//Water\nflat FWATER1\n    pic FHDW01 rand 2 2\n\tpic FHDW02 rand 2 2\n\tpic FHDW03 rand 2 2\n\tpic FHDW04 rand 2 2\n\tpic FHDW05 rand 2 2\n\tpic FHDW06 rand 2 2\n\tpic FHDW07 rand 2 2\n\tpic FHDW08 rand 2 2\n\tpic FHDW09 rand 2 2\n\tpic FHDW10 rand 2 2\n\tpic FHDW11 rand 2 2\n\tpic FHDW12 rand 2 2\n\tpic FHDW13 rand 2 2\n\tpic FHDW14 rand 2 2\n\tpic FHDW15 rand 2 2\n\tpic FHDW16 rand 2 2\n\tpic FHDW17 rand 2 2\n\tpic FHDW18 rand 2 2\n\tpic FHDW19 rand 2 2\n\tpic FHDW20 rand 2 2\n\tpic FHDW21 rand 2 2\n\tpic FHDW22 rand 2 2\n\tpic FHDW23 rand 2 2\n\tpic FHDW24 rand 2 2\n\tpic FHDW25 rand 2 2\n\tpic FHDW26 rand 2 2\n\tpic FHDW27 rand 2 2\n\tpic FHDW28 rand 2 2\n\tpic FHDW29 rand 2 2\n\tpic FHDW30 rand 2 2\n\tpic FHDW31 rand 2 2\n\tpic FHDW32 rand 2 2\n\nflat FWATER2\n    pic FHDW01 rand 2 2\n\tpic FHDW02 rand 2 2\n\tpic FHDW03 rand 2 2\n\tpic FHDW04 rand 2 2\n\tpic FHDW05 rand 2 2\n\tpic FHDW06 rand 2 2\n\tpic FHDW07 rand 2 2\n\tpic FHDW08 rand 2 2\n\tpic FHDW09 rand 2 2\n\tpic FHDW10 rand 2 2\n\tpic FHDW11 rand 2 2\n\tpic FHDW12 rand 2 2\n\tpic FHDW13 rand 2 2\n\tpic FHDW14 rand 2 2\n\tpic FHDW15 rand 2 2\n\tpic FHDW16 rand 2 2\n\tpic FHDW17 rand 2 2\n\tpic FHDW18 rand 2 2\n\tpic FHDW19 rand 2 2\n\tpic FHDW20 rand 2 2\n\tpic FHDW21 rand 2 2\n\tpic FHDW22 rand 2 2\n\tpic FHDW23 rand 2 2\n\tpic FHDW24 rand 2 2\n\tpic FHDW25 rand 2 2\n\tpic FHDW26 rand 2 2\n\tpic FHDW27 rand 2 2\n\tpic FHDW28 rand 2 2\n\tpic FHDW29 rand 2 2\n\tpic FHDW30 rand 2 2\n\tpic FHDW31 rand 2 2\n\tpic FHDW32 rand 2 2\n\nflat FWATER3\n    pic FHDW01 rand 2 2\n\tpic FHDW02 rand 2 2\n\tpic FHDW03 rand 2 2\n\tpic FHDW04 rand 2 2\n\tpic FHDW05 rand 2 2\n\tpic FHDW06 rand 2 2\n\tpic FHDW07 rand 2 2\n\tpic FHDW08 rand 2 2\n\tpic FHDW09 rand 2 2\n\tpic FHDW10 rand 2 2\n\tpic FHDW11 rand 2 2\n\tpic FHDW12 rand 2 2\n\tpic FHDW13 rand 2 2\n\tpic FHDW14 rand 2 2\n\tpic FHDW15 rand 2 2\n\tpic FHDW16 rand 2 2\n\tpic FHDW17 rand 2 2\n\tpic FHDW18 rand 2 2\n\tpic FHDW19 rand 2 2\n\tpic FHDW20 rand 2 2\n\tpic FHDW21 rand 2 2\n\tpic FHDW22 rand 2 2\n\tpic FHDW23 rand 2 2\n\tpic FHDW24 rand 2 2\n\tpic FHDW25 rand 2 2\n\tpic FHDW26 rand 2 2\n\tpic FHDW27 rand 2 2\n\tpic FHDW28 rand 2 2\n\tpic FHDW29 rand 2 2\n\tpic FHDW30 rand 2 2\n\tpic FHDW31 rand 2 2\n\tpic FHDW32 rand 2 2\n\nflat FWATER4\n    pic FHDW01 rand 2 2\n\tpic FHDW02 rand 2 2\n\tpic FHDW03 rand 2 2\n\tpic FHDW04 rand 2 2\n\tpic FHDW05 rand 2 2\n\tpic FHDW06 rand 2 2\n\tpic FHDW07 rand 2 2\n\tpic FHDW08 rand 2 2\n\tpic FHDW09 rand 2 2\n\tpic FHDW10 rand 2 2\n\tpic FHDW11 rand 2 2\n\tpic FHDW12 rand 2 2\n\tpic FHDW13 rand 2 2\n\tpic FHDW14 rand 2 2\n\tpic FHDW15 rand 2 2\n\tpic FHDW16 rand 2 2\n\tpic FHDW17 rand 2 2\n\tpic FHDW18 rand 2 2\n\tpic FHDW19 rand 2 2\n\tpic FHDW20 rand 2 2\n\tpic FHDW21 rand 2 2\n\tpic FHDW22 rand 2 2\n\tpic FHDW23 rand 2 2\n\tpic FHDW24 rand 2 2\n\tpic FHDW25 rand 2 2\n\tpic FHDW26 rand 2 2\n\tpic FHDW27 rand 2 2\n\tpic FHDW28 rand 2 2\n\tpic FHDW29 rand 2 2\n\tpic FHDW30 rand 2 2\n\tpic FHDW31 rand 2 2\n\tpic FHDW32 rand 2 2\n\n\twarp2 flat FHDW01\n\twarp2 flat FHDW02\n\twarp2 flat FHDW03\n\twarp2 flat FHDW04\n\twarp2 flat FHDW05\n\twarp2 flat FHDW06\n\twarp2 flat FHDW07\n\twarp2 flat FHDW08\n\twarp2 flat FHDW09\n\twarp2 flat FHDW10\n\twarp2 flat FHDW11\n\twarp2 flat FHDW12\n\twarp2 flat FHDW13\n\twarp2 flat FHDW14\n\twarp2 flat FHDW15\n\twarp2 flat FHDW16\n\twarp2 flat FHDW17\n\twarp2 flat FHDW18\n\twarp2 flat FHDW19\n\twarp2 flat FHDW20\n\twarp2 flat FHDW21\n\twarp2 flat FHDW22\n\twarp2 flat FHDW23\n\twarp2 flat FHDW24\n\twarp2 flat FHDW25\n\twarp2 flat FHDW26\n\twarp2 flat FHDW27\n\twarp2 flat FHDW28\n\twarp2 flat FHDW29\n\twarp2 flat FHDW30\n\twarp2 flat FHDW31\n\twarp2 flat FHDW32\n\nflat SLIME01\n    pic FHDM01 rand 2 2\n\tpic FHDM02 rand 2 2\n\tpic FHDM03 rand 2 2\n\tpic FHDM04 rand 2 2\n\tpic FHDM05 rand 2 2\n\tpic FHDM06 rand 2 2\n\tpic FHDM07 rand 2 2\n\tpic FHDM08 rand 2 2\n\tpic FHDM09 rand 2 2\n\tpic FHDM10 rand 2 2\n\tpic FHDM11 rand 2 2\n\tpic FHDM12 rand 2 2\n\tpic FHDM13 rand 2 2\n\tpic FHDM14 rand 2 2\n\tpic FHDM15 rand 2 2\n\tpic FHDM16 rand 2 2\n\tpic FHDM17 rand 2 2\n\tpic FHDM18 rand 2 2\n\tpic FHDM19 rand 2 2\n\tpic FHDM20 rand 2 2\n\tpic FHDM21 rand 2 2\n\tpic FHDM22 rand 2 2\n\tpic FHDM23 rand 2 2\n\tpic FHDM24 rand 2 2\n\tpic FHDM25 rand 2 2\n\tpic FHDM26 rand 2 2\n\tpic FHDM27 rand 2 2\n\tpic FHDM28 rand 2 2\n\tpic FHDM29 rand 2 2\n\tpic FHDM30 rand 2 2\n\tpic FHDM31 rand 2 2\n\tpic FHDM32 rand 2 2\n\nflat SLIME02\n    pic FHDM01 rand 2 2\n\tpic FHDM02 rand 2 2\n\tpic FHDM03 rand 2 2\n\tpic FHDM04 rand 2 2\n\tpic FHDM05 rand 2 2\n\tpic FHDM06 rand 2 2\n\tpic FHDM07 rand 2 2\n\tpic FHDM08 rand 2 2\n\tpic FHDM09 rand 2 2\n\tpic FHDM10 rand 2 2\n\tpic FHDM11 rand 2 2\n\tpic FHDM12 rand 2 2\n\tpic FHDM13 rand 2 2\n\tpic FHDM14 rand 2 2\n\tpic FHDM15 rand 2 2\n\tpic FHDM16 rand 2 2\n\tpic FHDM17 rand 2 2\n\tpic FHDM18 rand 2 2\n\tpic FHDM19 rand 2 2\n\tpic FHDM20 rand 2 2\n\tpic FHDM21 rand 2 2\n\tpic FHDM22 rand 2 2\n\tpic FHDM23 rand 2 2\n\tpic FHDM24 rand 2 2\n\tpic FHDM25 rand 2 2\n\tpic FHDM26 rand 2 2\n\tpic FHDM27 rand 2 2\n\tpic FHDM28 rand 2 2\n\tpic FHDM29 rand 2 2\n\tpic FHDM30 rand 2 2\n\tpic FHDM31 rand 2 2\n\tpic FHDM32 rand 2 2\n\nflat SLIME03\n    pic FHDM01 rand 2 2\n\tpic FHDM02 rand 2 2\n\tpic FHDM03 rand 2 2\n\tpic FHDM04 rand 2 2\n\tpic FHDM05 rand 2 2\n\tpic FHDM06 rand 2 2\n\tpic FHDM07 rand 2 2\n\tpic FHDM08 rand 2 2\n\tpic FHDM09 rand 2 2\n\tpic FHDM10 rand 2 2\n\tpic FHDM11 rand 2 2\n\tpic FHDM12 rand 2 2\n\tpic FHDM13 rand 2 2\n\tpic FHDM14 rand 2 2\n\tpic FHDM15 rand 2 2\n\tpic FHDM16 rand 2 2\n\tpic FHDM17 rand 2 2\n\tpic FHDM18 rand 2 2\n\tpic FHDM19 rand 2 2\n\tpic FHDM20 rand 2 2\n\tpic FHDM21 rand 2 2\n\tpic FHDM22 rand 2 2\n\tpic FHDM23 rand 2 2\n\tpic FHDM24 rand 2 2\n\tpic FHDM25 rand 2 2\n\tpic FHDM26 rand 2 2\n\tpic FHDM27 rand 2 2\n\tpic FHDM28 rand 2 2\n\tpic FHDM29 rand 2 2\n\tpic FHDM30 rand 2 2\n\tpic FHDM31 rand 2 2\n\tpic FHDM32 rand 2 2\n\nflat SLIME04\n    pic FHDM01 rand 2 2\n\tpic FHDM02 rand 2 2\n\tpic FHDM03 rand 2 2\n\tpic FHDM04 rand 2 2\n\tpic FHDM05 rand 2 2\n\tpic FHDM06 rand 2 2\n\tpic FHDM07 rand 2 2\n\tpic FHDM08 rand 2 2\n\tpic FHDM09 rand 2 2\n\tpic FHDM10 rand 2 2\n\tpic FHDM11 rand 2 2\n\tpic FHDM12 rand 2 2\n\tpic FHDM13 rand 2 2\n\tpic FHDM14 rand 2 2\n\tpic FHDM15 rand 2 2\n\tpic FHDM16 rand 2 2\n\tpic FHDM17 rand 2 2\n\tpic FHDM18 rand 2 2\n\tpic FHDM19 rand 2 2\n\tpic FHDM20 rand 2 2\n\tpic FHDM21 rand 2 2\n\tpic FHDM22 rand 2 2\n\tpic FHDM23 rand 2 2\n\tpic FHDM24 rand 2 2\n\tpic FHDM25 rand 2 2\n\tpic FHDM26 rand 2 2\n\tpic FHDM27 rand 2 2\n\tpic FHDM28 rand 2 2\n\tpic FHDM29 rand 2 2\n\tpic FHDM30 rand 2 2\n\tpic FHDM31 rand 2 2\n\tpic FHDM32 rand 2 2\n\n\twarp2 flat FHDM01\n\twarp2 flat FHDM02\n\twarp2 flat FHDM03\n\twarp2 flat FHDM04\n\twarp2 flat FHDM05\n\twarp2 flat FHDM06\n\twarp2 flat FHDM07\n\twarp2 flat FHDM08\n\twarp2 flat FHDM09\n\twarp2 flat FHDM10\n\twarp2 flat FHDM11\n\twarp2 flat FHDM12\n\twarp2 flat FHDM13\n\twarp2 flat FHDM14\n\twarp2 flat FHDM15\n\twarp2 flat FHDM16\n\twarp2 flat FHDM17\n\twarp2 flat FHDM18\n\twarp2 flat FHDM19\n\twarp2 flat FHDM20\n\twarp2 flat FHDM21\n\twarp2 flat FHDM22\n\twarp2 flat FHDM23\n\twarp2 flat FHDM24\n\twarp2 flat FHDM25\n\twarp2 flat FHDM26\n\twarp2 flat FHDM27\n\twarp2 flat FHDM28\n\twarp2 flat FHDM29\n\twarp2 flat FHDM30\n\twarp2 flat FHDM31\n\twarp2 flat FHDM32\n\nflat SLIME05\n    pic FHDZ01 rand 2 2\n\tpic FHDZ02 rand 2 2\n\tpic FHDZ03 rand 2 2\n\tpic FHDZ04 rand 2 2\n\tpic FHDZ05 rand 2 2\n\tpic FHDZ06 rand 2 2\n\tpic FHDZ07 rand 2 2\n\tpic FHDZ08 rand 2 2\n\tpic FHDZ09 rand 2 2\n\tpic FHDZ10 rand 2 2\n\tpic FHDZ11 rand 2 2\n\tpic FHDZ12 rand 2 2\n\tpic FHDZ13 rand 2 2\n\tpic FHDZ14 rand 2 2\n\tpic FHDZ15 rand 2 2\n\tpic FHDZ16 rand 2 2\n\tpic FHDZ17 rand 2 2\n\tpic FHDZ18 rand 2 2\n\tpic FHDZ19 rand 2 2\n\tpic FHDZ20 rand 2 2\n\tpic FHDZ21 rand 2 2\n\tpic FHDZ22 rand 2 2\n\tpic FHDZ23 rand 2 2\n\tpic FHDZ24 rand 2 2\n\tpic FHDZ25 rand 2 2\n\tpic FHDZ26 rand 2 2\n\tpic FHDZ27 rand 2 2\n\tpic FHDZ28 rand 2 2\n\tpic FHDZ29 rand 2 2\n\tpic FHDZ30 rand 2 2\n\tpic FHDZ31 rand 2 2\n\tpic FHDZ32 rand 2 2\n\nflat SLIME06\n    pic FHDZ01 rand 2 2\n\tpic FHDZ02 rand 2 2\n\tpic FHDZ03 rand 2 2\n\tpic FHDZ04 rand 2 2\n\tpic FHDZ05 rand 2 2\n\tpic FHDZ06 rand 2 2\n\tpic FHDZ07 rand 2 2\n\tpic FHDZ08 rand 2 2\n\tpic FHDZ09 rand 2 2\n\tpic FHDZ10 rand 2 2\n\tpic FHDZ11 rand 2 2\n\tpic FHDZ12 rand 2 2\n\tpic FHDZ13 rand 2 2\n\tpic FHDZ14 rand 2 2\n\tpic FHDZ15 rand 2 2\n\tpic FHDZ16 rand 2 2\n\tpic FHDZ17 rand 2 2\n\tpic FHDZ18 rand 2 2\n\tpic FHDZ19 rand 2 2\n\tpic FHDZ20 rand 2 2\n\tpic FHDZ21 rand 2 2\n\tpic FHDZ22 rand 2 2\n\tpic FHDZ23 rand 2 2\n\tpic FHDZ24 rand 2 2\n\tpic FHDZ25 rand 2 2\n\tpic FHDZ26 rand 2 2\n\tpic FHDZ27 rand 2 2\n\tpic FHDZ28 rand 2 2\n\tpic FHDZ29 rand 2 2\n\tpic FHDZ30 rand 2 2\n\tpic FHDZ31 rand 2 2\n\tpic FHDZ32 rand 2 2\n\nflat SLIME07\n    pic FHDZ01 rand 2 2\n\tpic FHDZ02 rand 2 2\n\tpic FHDZ03 rand 2 2\n\tpic FHDZ04 rand 2 2\n\tpic FHDZ05 rand 2 2\n\tpic FHDZ06 rand 2 2\n\tpic FHDZ07 rand 2 2\n\tpic FHDZ08 rand 2 2\n\tpic FHDZ09 rand 2 2\n\tpic FHDZ10 rand 2 2\n\tpic FHDZ11 rand 2 2\n\tpic FHDZ12 rand 2 2\n\tpic FHDZ13 rand 2 2\n\tpic FHDZ14 rand 2 2\n\tpic FHDZ15 rand 2 2\n\tpic FHDZ16 rand 2 2\n\tpic FHDZ17 rand 2 2\n\tpic FHDZ18 rand 2 2\n\tpic FHDZ19 rand 2 2\n\tpic FHDZ20 rand 2 2\n\tpic FHDZ21 rand 2 2\n\tpic FHDZ22 rand 2 2\n\tpic FHDZ23 rand 2 2\n\tpic FHDZ24 rand 2 2\n\tpic FHDZ25 rand 2 2\n\tpic FHDZ26 rand 2 2\n\tpic FHDZ27 rand 2 2\n\tpic FHDZ28 rand 2 2\n\tpic FHDZ29 rand 2 2\n\tpic FHDZ30 rand 2 2\n\tpic FHDZ31 rand 2 2\n\tpic FHDZ32 rand 2 2\n\nflat SLIME08\n    pic FHDZ01 rand 2 2\n\tpic FHDZ02 rand 2 2\n\tpic FHDZ03 rand 2 2\n\tpic FHDZ04 rand 2 2\n\tpic FHDZ05 rand 2 2\n\tpic FHDZ06 rand 2 2\n\tpic FHDZ07 rand 2 2\n\tpic FHDZ08 rand 2 2\n\tpic FHDZ09 rand 2 2\n\tpic FHDZ10 rand 2 2\n\tpic FHDZ11 rand 2 2\n\tpic FHDZ12 rand 2 2\n\tpic FHDZ13 rand 2 2\n\tpic FHDZ14 rand 2 2\n\tpic FHDZ15 rand 2 2\n\tpic FHDZ16 rand 2 2\n\tpic FHDZ17 rand 2 2\n\tpic FHDZ18 rand 2 2\n\tpic FHDZ19 rand 2 2\n\tpic FHDZ20 rand 2 2\n\tpic FHDZ21 rand 2 2\n\tpic FHDZ22 rand 2 2\n\tpic FHDZ23 rand 2 2\n\tpic FHDZ24 rand 2 2\n\tpic FHDZ25 rand 2 2\n\tpic FHDZ26 rand 2 2\n\tpic FHDZ27 rand 2 2\n\tpic FHDZ28 rand 2 2\n\tpic FHDZ29 rand 2 2\n\tpic FHDZ30 rand 2 2\n\tpic FHDZ31 rand 2 2\n\tpic FHDZ32 rand 2 2\n\n\twarp2 flat FHDZ01\n\twarp2 flat FHDZ02\n\twarp2 flat FHDZ03\n\twarp2 flat FHDZ04\n\twarp2 flat FHDZ05\n\twarp2 flat FHDZ06\n\twarp2 flat FHDZ07\n\twarp2 flat FHDZ08\n\twarp2 flat FHDZ09\n\twarp2 flat FHDZ10\n\twarp2 flat FHDZ11\n\twarp2 flat FHDZ12\n\twarp2 flat FHDZ13\n\twarp2 flat FHDZ14\n\twarp2 flat FHDZ15\n\twarp2 flat FHDZ16\n\twarp2 flat FHDZ17\n\twarp2 flat FHDZ18\n\twarp2 flat FHDZ19\n\twarp2 flat FHDZ20\n\twarp2 flat FHDZ21\n\twarp2 flat FHDZ22\n\twarp2 flat FHDZ23\n\twarp2 flat FHDZ24\n\twarp2 flat FHDZ25\n\twarp2 flat FHDZ26\n\twarp2 flat FHDZ27\n\twarp2 flat FHDZ28\n\twarp2 flat FHDZ29\n\twarp2 flat FHDZ30\n\twarp2 flat FHDZ31\n\twarp2 flat FHDZ32\n\n//*******************\\\\\n//*******************\\\\\n//|||||| FALLS ||||||||\n//*******************//\n//*******************//\n\nwarp2 texture WFALL01\nwarp2 texture WFALL02\nwarp2 texture WFALL03\nwarp2 texture WFALL04\nwarp2 texture WFALL05\nwarp2 texture WFALL06\nwarp2 texture WFALL07\nwarp2 texture WFALL08\nwarp2 texture WFALL09\nwarp2 texture WFALL10\nwarp2 texture WFALL11\nwarp2 texture WFALL12\nwarp2 texture WFALL13\nwarp2 texture WFALL14\nwarp2 texture WFALL15\nwarp2 texture WFALL16\nwarp2 texture WFALL17\nwarp2 texture WFALL18\nwarp2 texture WFALL19\nwarp2 texture WFALL20\nwarp2 texture WFALL21\nwarp2 texture WFALL22\nwarp2 texture WFALL23\nwarp2 texture WFALL24\nwarp2 texture WFALL25\nwarp2 texture WFALL26\nwarp2 texture WFALL27\nwarp2 texture WFALL28\nwarp2 texture WFALL29\nwarp2 texture WFALL30\nwarp2 texture WFALL31\nwarp2 texture WFALL32\nwarp2 texture SFALL01\nwarp2 texture SFALL02\nwarp2 texture SFALL03\nwarp2 texture SFALL04\nwarp2 texture SFALL05\nwarp2 texture SFALL06\nwarp2 texture SFALL07\nwarp2 texture SFALL08\nwarp2 texture SFALL09\nwarp2 texture SFALL10\nwarp2 texture SFALL11\nwarp2 texture SFALL12\nwarp2 texture SFALL13\nwarp2 texture SFALL14\nwarp2 texture SFALL15\nwarp2 texture SFALL16\nwarp2 texture SFALL17\nwarp2 texture SFALL18\nwarp2 texture SFALL19\nwarp2 texture SFALL20\nwarp2 texture SFALL21\nwarp2 texture SFALL22\nwarp2 texture SFALL23\nwarp2 texture SFALL24\nwarp2 texture SFALL25\nwarp2 texture SFALL26\nwarp2 texture SFALL27\nwarp2 texture SFALL28\nwarp2 texture SFALL29\nwarp2 texture SFALL30\nwarp2 texture SFALL31\nwarp2 texture SFALL32\nwarp2 texture BFALL01\nwarp2 texture BFALL02\nwarp2 texture BFALL03\nwarp2 texture BFALL04\nwarp2 texture BFALL05\nwarp2 texture BFALL06\nwarp2 texture BFALL07\nwarp2 texture BFALL08\nwarp2 texture BFALL09\nwarp2 texture BFALL10\nwarp2 texture BFALL11\nwarp2 texture BFALL12\nwarp2 texture BFALL13\nwarp2 texture BFALL14\nwarp2 texture BFALL15\nwarp2 texture BFALL16\nwarp2 texture BFALL17\nwarp2 texture BFALL18\nwarp2 texture BFALL19\nwarp2 texture BFALL20\nwarp2 texture BFALL21\nwarp2 texture BFALL22\nwarp2 texture BFALL23\nwarp2 texture BFALL24\nwarp2 texture BFALL25\nwarp2 texture BFALL26\nwarp2 texture BFALL27\nwarp2 texture BFALL28\nwarp2 texture BFALL29\nwarp2 texture BFALL30\nwarp2 texture BFALL31\nwarp2 texture BFALL32\n\ntexture BFALL1\npic BFALL01\ttics 1\npic BFALL02\ttics 1\npic BFALL03\ttics 1\npic BFALL04\ttics 1\npic BFALL05\ttics 1\npic BFALL06\ttics 1\npic BFALL07\ttics 1\npic BFALL08\ttics 1\npic BFALL09\ttics 1\npic BFALL10\ttics 1\npic BFALL11\ttics 1\npic BFALL12\ttics 1\npic BFALL13\ttics 1\npic BFALL14\ttics 1\npic BFALL15\ttics 1\npic BFALL16\ttics 1\npic BFALL17\ttics 1\npic BFALL18\ttics 1\npic BFALL19\ttics 1\npic BFALL20\ttics 1\npic BFALL21\ttics 1\npic BFALL22\ttics 1\npic BFALL23\ttics 1\npic BFALL24\ttics 1\npic BFALL25\ttics 1\npic BFALL26\ttics 1\npic BFALL27\ttics 1\npic BFALL28\ttics 1\npic BFALL29\ttics 1\npic BFALL30\ttics 1\npic BFALL31\ttics 1\npic BFALL32\ttics 1\n\ntexture BFALL2\npic BFALL01\ttics 1\npic BFALL02\ttics 1\npic BFALL03\ttics 1\npic BFALL04\ttics 1\npic BFALL05\ttics 1\npic BFALL06\ttics 1\npic BFALL07\ttics 1\npic BFALL08\ttics 1\npic BFALL09\ttics 1\npic BFALL10\ttics 1\npic BFALL11\ttics 1\npic BFALL12\ttics 1\npic BFALL13\ttics 1\npic BFALL14\ttics 1\npic BFALL15\ttics 1\npic BFALL16\ttics 1\npic BFALL17\ttics 1\npic BFALL18\ttics 1\npic BFALL19\ttics 1\npic BFALL20\ttics 1\npic BFALL21\ttics 1\npic BFALL22\ttics 1\npic BFALL23\ttics 1\npic BFALL24\ttics 1\npic BFALL25\ttics 1\npic BFALL26\ttics 1\npic BFALL27\ttics 1\npic BFALL28\ttics 1\npic BFALL29\ttics 1\npic BFALL30\ttics 1\npic BFALL31\ttics 1\npic BFALL32\ttics 1\n\ntexture BFALL3\npic BFALL01\ttics 1\npic BFALL02\ttics 1\npic BFALL03\ttics 1\npic BFALL04\ttics 1\npic BFALL05\ttics 1\npic BFALL06\ttics 1\npic BFALL07\ttics 1\npic BFALL08\ttics 1\npic BFALL09\ttics 1\npic BFALL10\ttics 1\npic BFALL11\ttics 1\npic BFALL12\ttics 1\npic BFALL13\ttics 1\npic BFALL14\ttics 1\npic BFALL15\ttics 1\npic BFALL16\ttics 1\npic BFALL17\ttics 1\npic BFALL18\ttics 1\npic BFALL19\ttics 1\npic BFALL20\ttics 1\npic BFALL21\ttics 1\npic BFALL22\ttics 1\npic BFALL23\ttics 1\npic BFALL24\ttics 1\npic BFALL25\ttics 1\npic BFALL26\ttics 1\npic BFALL27\ttics 1\npic BFALL28\ttics 1\npic BFALL29\ttics 1\npic BFALL30\ttics 1\npic BFALL31\ttics 1\npic BFALL32\ttics 1\n\ntexture BFALL4\npic BFALL01\ttics 1\npic BFALL02\ttics 1\npic BFALL03\ttics 1\npic BFALL04\ttics 1\npic BFALL05\ttics 1\npic BFALL06\ttics 1\npic BFALL07\ttics 1\npic BFALL08\ttics 1\npic BFALL09\ttics 1\npic BFALL10\ttics 1\npic BFALL11\ttics 1\npic BFALL12\ttics 1\npic BFALL13\ttics 1\npic BFALL14\ttics 1\npic BFALL15\ttics 1\npic BFALL16\ttics 1\npic BFALL17\ttics 1\npic BFALL18\ttics 1\npic BFALL19\ttics 1\npic BFALL20\ttics 1\npic BFALL21\ttics 1\npic BFALL22\ttics 1\npic BFALL23\ttics 1\npic BFALL24\ttics 1\npic BFALL25\ttics 1\npic BFALL26\ttics 1\npic BFALL27\ttics 1\npic BFALL28\ttics 1\npic BFALL29\ttics 1\npic BFALL30\ttics 1\npic BFALL31\ttics 1\npic BFALL32\ttics 1\n\ntexture SFALL1\npic SFALL01\ttics 1\npic SFALL02\ttics 1\npic SFALL03\ttics 1\npic SFALL04\ttics 1\npic SFALL05\ttics 1\npic SFALL06\ttics 1\npic SFALL07\ttics 1\npic SFALL08\ttics 1\npic SFALL09\ttics 1\npic SFALL10\ttics 1\npic SFALL11\ttics 1\npic SFALL12\ttics 1\npic SFALL13\ttics 1\npic SFALL14\ttics 1\npic SFALL15\ttics 1\npic SFALL16\ttics 1\npic SFALL17\ttics 1\npic SFALL18\ttics 1\npic SFALL19\ttics 1\npic SFALL20\ttics 1\npic SFALL21\ttics 1\npic SFALL22\ttics 1\npic SFALL23\ttics 1\npic SFALL24\ttics 1\npic SFALL25\ttics 1\npic SFALL26\ttics 1\npic SFALL27\ttics 1\npic SFALL28\ttics 1\npic SFALL29\ttics 1\npic SFALL30\ttics 1\npic SFALL31\ttics 1\npic SFALL32\ttics 1\n\ntexture SFALL2\npic SFALL01\ttics 1\npic SFALL02\ttics 1\npic SFALL03\ttics 1\npic SFALL04\ttics 1\npic SFALL05\ttics 1\npic SFALL06\ttics 1\npic SFALL07\ttics 1\npic SFALL08\ttics 1\npic SFALL09\ttics 1\npic SFALL10\ttics 1\npic SFALL11\ttics 1\npic SFALL12\ttics 1\npic SFALL13\ttics 1\npic SFALL14\ttics 1\npic SFALL15\ttics 1\npic SFALL16\ttics 1\npic SFALL17\ttics 1\npic SFALL18\ttics 1\npic SFALL19\ttics 1\npic SFALL20\ttics 1\npic SFALL21\ttics 1\npic SFALL22\ttics 1\npic SFALL23\ttics 1\npic SFALL24\ttics 1\npic SFALL25\ttics 1\npic SFALL26\ttics 1\npic SFALL27\ttics 1\npic SFALL28\ttics 1\npic SFALL29\ttics 1\npic SFALL30\ttics 1\npic SFALL31\ttics 1\npic SFALL32\ttics 1\n\ntexture SFALL3\npic SFALL01\ttics 1\npic SFALL02\ttics 1\npic SFALL03\ttics 1\npic SFALL04\ttics 1\npic SFALL05\ttics 1\npic SFALL06\ttics 1\npic SFALL07\ttics 1\npic SFALL08\ttics 1\npic SFALL09\ttics 1\npic SFALL10\ttics 1\npic SFALL11\ttics 1\npic SFALL12\ttics 1\npic SFALL13\ttics 1\npic SFALL14\ttics 1\npic SFALL15\ttics 1\npic SFALL16\ttics 1\npic SFALL17\ttics 1\npic SFALL18\ttics 1\npic SFALL19\ttics 1\npic SFALL20\ttics 1\npic SFALL21\ttics 1\npic SFALL22\ttics 1\npic SFALL23\ttics 1\npic SFALL24\ttics 1\npic SFALL25\ttics 1\npic SFALL26\ttics 1\npic SFALL27\ttics 1\npic SFALL28\ttics 1\npic SFALL29\ttics 1\npic SFALL30\ttics 1\npic SFALL31\ttics 1\npic SFALL32\ttics 1\n\ntexture SFALL4\npic SFALL01\ttics 1\npic SFALL02\ttics 1\npic SFALL03\ttics 1\npic SFALL04\ttics 1\npic SFALL05\ttics 1\npic SFALL06\ttics 1\npic SFALL07\ttics 1\npic SFALL08\ttics 1\npic SFALL09\ttics 1\npic SFALL10\ttics 1\npic SFALL11\ttics 1\npic SFALL12\ttics 1\npic SFALL13\ttics 1\npic SFALL14\ttics 1\npic SFALL15\ttics 1\npic SFALL16\ttics 1\npic SFALL17\ttics 1\npic SFALL18\ttics 1\npic SFALL19\ttics 1\npic SFALL20\ttics 1\npic SFALL21\ttics 1\npic SFALL22\ttics 1\npic SFALL23\ttics 1\npic SFALL24\ttics 1\npic SFALL25\ttics 1\npic SFALL26\ttics 1\npic SFALL27\ttics 1\npic SFALL28\ttics 1\npic SFALL29\ttics 1\npic SFALL30\ttics 1\npic SFALL31\ttics 1\npic SFALL32\ttics 1\n\ntexture WFALL1\npic WFALL01\ttics 1\npic WFALL02\ttics 1\npic WFALL03\ttics 1\npic WFALL04\ttics 1\npic WFALL05\ttics 1\npic WFALL06\ttics 1\npic WFALL07\ttics 1\npic WFALL08\ttics 1\npic WFALL09\ttics 1\npic WFALL10\ttics 1\npic WFALL11\ttics 1\npic WFALL12\ttics 1\npic WFALL13\ttics 1\npic WFALL14\ttics 1\npic WFALL15\ttics 1\npic WFALL16\ttics 1\npic WFALL17\ttics 1\npic WFALL18\ttics 1\npic WFALL19\ttics 1\npic WFALL20\ttics 1\npic WFALL21\ttics 1\npic WFALL22\ttics 1\npic WFALL23\ttics 1\npic WFALL24\ttics 1\npic WFALL25\ttics 1\npic WFALL26\ttics 1\npic WFALL27\ttics 1\npic WFALL28\ttics 1\npic WFALL29\ttics 1\npic WFALL30\ttics 1\npic WFALL31\ttics 1\npic WFALL32\ttics 1\n\ntexture WFALL2\npic WFALL01\ttics 1\npic WFALL02\ttics 1\npic WFALL03\ttics 1\npic WFALL04\ttics 1\npic WFALL05\ttics 1\npic WFALL06\ttics 1\npic WFALL07\ttics 1\npic WFALL08\ttics 1\npic WFALL09\ttics 1\npic WFALL10\ttics 1\npic WFALL11\ttics 1\npic WFALL12\ttics 1\npic WFALL13\ttics 1\npic WFALL14\ttics 1\npic WFALL15\ttics 1\npic WFALL16\ttics 1\npic WFALL17\ttics 1\npic WFALL18\ttics 1\npic WFALL19\ttics 1\npic WFALL20\ttics 1\npic WFALL21\ttics 1\npic WFALL22\ttics 1\npic WFALL23\ttics 1\npic WFALL24\ttics 1\npic WFALL25\ttics 1\npic WFALL26\ttics 1\npic WFALL27\ttics 1\npic WFALL28\ttics 1\npic WFALL29\ttics 1\npic WFALL30\ttics 1\npic WFALL31\ttics 1\npic WFALL32\ttics 1\n\ntexture WFALL3\npic WFALL01\ttics 1\npic WFALL02\ttics 1\npic WFALL03\ttics 1\npic WFALL04\ttics 1\npic WFALL05\ttics 1\npic WFALL06\ttics 1\npic WFALL07\ttics 1\npic WFALL08\ttics 1\npic WFALL09\ttics 1\npic WFALL10\ttics 1\npic WFALL11\ttics 1\npic WFALL12\ttics 1\npic WFALL13\ttics 1\npic WFALL14\ttics 1\npic WFALL15\ttics 1\npic WFALL16\ttics 1\npic WFALL17\ttics 1\npic WFALL18\ttics 1\npic WFALL19\ttics 1\npic WFALL20\ttics 1\npic WFALL21\ttics 1\npic WFALL22\ttics 1\npic WFALL23\ttics 1\npic WFALL24\ttics 1\npic WFALL25\ttics 1\npic WFALL26\ttics 1\npic WFALL27\ttics 1\npic WFALL28\ttics 1\npic WFALL29\ttics 1\npic WFALL30\ttics 1\npic WFALL31\ttics 1\npic WFALL32\ttics 1\n\ntexture WFALL4\npic WFALL01\ttics 1\npic WFALL02\ttics 1\npic WFALL03\ttics 1\npic WFALL04\ttics 1\npic WFALL05\ttics 1\npic WFALL06\ttics 1\npic WFALL07\ttics 1\npic WFALL08\ttics 1\npic WFALL09\ttics 1\npic WFALL10\ttics 1\npic WFALL11\ttics 1\npic WFALL12\ttics 1\npic WFALL13\ttics 1\npic WFALL14\ttics 1\npic WFALL15\ttics 1\npic WFALL16\ttics 1\npic WFALL17\ttics 1\npic WFALL18\ttics 1\npic WFALL19\ttics 1\npic WFALL20\ttics 1\npic WFALL21\ttics 1\npic WFALL22\ttics 1\npic WFALL23\ttics 1\npic WFALL24\ttics 1\npic WFALL25\ttics 1\npic WFALL26\ttics 1\npic WFALL27\ttics 1\npic WFALL28\ttics 1\npic WFALL29\ttics 1\npic WFALL30\ttics 1\npic WFALL31\ttics 1\npic WFALL32\ttics 1\n\nwarp texture SP_FACE1\nwarp texture SKSNAKE1\nwarp texture SKSNAKE2\nwarp flat LAVA1\nwarp flat LAVA2\nwarp flat LAVA3\nwarp flat LAVA4\n\nflat SLIME12\n    pic SLIME12 rand 4 4\n\tpic SLIME11 rand 4 4\n\tpic SLIME10 rand 4 4\n\tpic SLIME09 rand 4 4\n\tpic SLIME10 rand 4 4\n\tpic SLIME11 rand 4 4\n\nflat SLIME11\n    pic SLIME12 rand 4 4\n\tpic SLIME11 rand 4 4\n\tpic SLIME10 rand 4 4\n\tpic SLIME09 rand 4 4\n\tpic SLIME10 rand 4 4\n\tpic SLIME11 rand 4 4\n\nflat SLIME10\n    pic SLIME12 rand 4 4\n\tpic SLIME11 rand 4 4\n\tpic SLIME10 rand 4 4\n\tpic SLIME09 rand 4 4\n\tpic SLIME10 rand 4 4\n\tpic SLIME11 rand 4 4\n\nflat SLIME09\n    pic SLIME12 rand 4 4\n\tpic SLIME11 rand 4 4\n\tpic SLIME10 rand 4 4\n\tpic SLIME09 rand 4 4\n\tpic SLIME10 rand 4 4\n\tpic SLIME11 rand 4 4\n\nTexture BLODRIP1\n    pic BLODRIP1 rand 3 3\n\tpic BLODRIP2 rand 3 3\n\tpic BLODRIP3 rand 3 3\n\tpic BLODRIP4 rand 3 3\n\nTexture BLODRIP2\n    pic BLODRIP1 rand 3 3\n\tpic BLODRIP2 rand 3 3\n\tpic BLODRIP3 rand 3 3\n\tpic BLODRIP4 rand 3 3\n\nTexture BLODRIP3\n    pic BLODRIP1 rand 3 3\n\tpic BLODRIP2 rand 3 3\n\tpic BLODRIP3 rand 3 3\n\tpic BLODRIP4 rand 3 3\n\nTexture BLODRIP4\n    pic BLODRIP1 rand 3 3\n\tpic BLODRIP2 rand 3 3\n\tpic BLODRIP3 rand 3 3\n\tpic BLODRIP4 rand 3 3\n\nTexture GSTFONT1\n    pic GSTFONT1 rand 3 3\n\tpic GSTFONT2 rand 3 3\n\tpic GSTFONT3 rand 3 3\n\nTexture GSTFONT2\n    pic GSTFONT1 rand 3 3\n\tpic GSTFONT2 rand 3 3\n\tpic GSTFONT3 rand 3 3\n\nTexture GSTFONT3\n    pic GSTFONT1 rand 3 3\n\tpic GSTFONT2 rand 3 3\n\tpic GSTFONT3 rand 3 3\n\nTexture FIREWALL\n    pic FIREWALL rand 3 3\n\tpic FIREWALA rand 3 3\n\tpic FIREWALB rand 3 3\n\nTexture FIREWALA\n    pic FIREWALL rand 3 3\n\tpic FIREWALA rand 3 3\n\tpic FIREWALB rand 3 3\n\nTexture FIREWALB\n    pic FIREWALL rand 3 3\n\tpic FIREWALA rand 3 3\n\tpic FIREWALB rand 3 3\n\nTexture FIREMAG1\n    pic FIREMAG1 rand 3 3\n\tpic FIREMAG2 rand 3 3\n\tpic FIREMAG3 rand 3 3\n\nTexture FIREMAG2\n    pic FIREMAG1 rand 3 3\n\tpic FIREMAG2 rand 3 3\n\tpic FIREMAG3 rand 3 3\n\nTexture FIREMAG3\n    pic FIREMAG1 rand 3 3\n\tpic FIREMAG2 rand 3 3\n\tpic FIREMAG3 rand 3 3\n\nTexture FIRELAVA\n    pic FIRELAVA rand 3 3\n\tpic FIRELAV2 rand 3 3\n\tpic FIRELAV3 rand 3 3\n\nTexture FIRELAV2\n    pic FIRELAVA rand 3 3\n\tpic FIRELAV2 rand 3 3\n\tpic FIRELAV3 rand 3 3\n\nTexture FIRELAV3\n    pic FIRELAVA rand 3 3\n\tpic FIRELAV2 rand 3 3\n\tpic FIRELAV3 rand 3 3"
      },
      {
        "source": "pk3",
        "name": "DECALDEF.txt",
        "contents": "decal BrutalBloodSmear1\n{\n\tpic BSMEAR1\n\tx-scale 0.425\n\ty-scale 0.425\n\tshade \"52 00 00\"\n\trandomflipx\n\tanimator BloodSmearer\n}\n\ndecal BrutalBloodSmear2\n{\n\tpic BSMEAR1\n\tx-scale 0.425\n\ty-scale 0.425\n\tshade \"52 00 00\"\n\trandomflipx\n\tanimator BloodSmearer\n}\n\ndecalgroup BrutalBloodSmear\n{\n\tBrutalBloodSmear1\t1\n\tBrutalBloodSmear2\t1\n}\n\n/// +++++++++++++++++////\n/// Blood Base\n/// +++++++++++++++++////\ndecal BloodSplat001\n{\npic BSPLAT001\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\n}\n\ndecal BloodSplat002\n{\npic BSPLAT002\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\n}\n\ndecal BloodSplat003\n{\npic BSPLAT003\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\n}\n\ndecal BloodSplat004\n{\npic BSPLAT004\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\n}\n\ndecal BloodSplat005\n{\npic BSPLAT005\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\n}\n\ndecal BloodSplat006\n{\npic BSPLAT006\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\n}\n\ndecal BloodSplat007\n{\npic BSPLAT007\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\n}\n\ndecal BloodSplat008\n{\npic BSPLAT008\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\n}\n\ndecal BloodSplat009\n{\npic BSPLAT009\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\n}\n\ndecal BloodSplat010\n{\npic BSPLAT010\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\n}\n\ndecalgroup BloodSplat\n{\nBloodSplat001 6\nBloodSplat002 6\nBloodSplat003 6\nBloodSplat004 6\nBloodSplat005 6\nBloodSplat006 6\nBloodSplat007 6\nBloodSplat008 6\nBloodSplat009 6\nBloodSplat010 6\n}\n\n/// +++++++++++++++++////\n/// Red Blood\n/// +++++++++++++++++////\n\ndecal BrutalBloodSplat01\n{\npic BSPLAT001\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\nlowerdecal BrutalBloodSmear\n}\n\ndecal BrutalBloodSplat02\n{\npic BSPLAT002\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\nlowerdecal BrutalBloodSmear\n}\n\ndecal BrutalBloodSplat03\n{\npic BSPLAT003\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\nlowerdecal BrutalBloodSmear\n}\n\ndecal BrutalBloodSplat04\n{\npic BSPLAT004\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\nlowerdecal BrutalBloodSmear\n}\n\ndecal BrutalBloodSplat05\n{\npic BSPLAT005\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\nlowerdecal BrutalBloodSmear\n}\n\ndecal BrutalBloodSplat06\n{\npic BSPLAT006\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\nlowerdecal BrutalBloodSmear\n}\n\ndecal BrutalBloodSplat07\n{\npic BSPLAT007\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\nlowerdecal BrutalBloodSmear\n}\n\ndecal BrutalBloodSplat08\n{\npic BSPLAT008\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\nlowerdecal BrutalBloodSmear\n}\n\ndecal BrutalBloodSplat09\n{\npic BSPLAT009\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\nlowerdecal BrutalBloodSmear\n}\n\ndecal BrutalBloodSplat10\n{\npic BSPLAT010\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\nlowerdecal BrutalBloodSmear\n}\n\ndecalgroup BrutalBloodSplat\n{\nBrutalBloodSplat01 6\nBrutalBloodSplat02 6\nBrutalBloodSplat03 6\nBrutalBloodSplat04 6\nBrutalBloodSplat05 6\nBrutalBloodSplat06 6\nBrutalBloodSplat07 6\nBrutalBloodSplat08 6\nBrutalBloodSplat09 6\nBrutalBloodSplat10 6\n}\n\ndecal BrutalBloodSuper01\n{\npic BLUDSPT1\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\nlowerdecal BrutalBloodSmear\n}\n\ndecal BrutalBloodSuper02\n{\npic BLUDSPT1\nshade \"52 00 00\"\nx-scale 1\ny-scale 1\nrandomflipx\nlowerdecal BrutalBloodSmear\n}\n\ndecal BrutalBloodSuper03\n{\npic BLUDSPT3\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\nlowerdecal BrutalBloodSmear\n}\n\ndecal BrutalBloodSuper04\n{\npic BLUDSPT5\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\nlowerdecal BrutalBloodSmear\n}\n\ndecalgroup BrutalBloodSuper\n{\nBrutalBloodSuper01 6\nBrutalBloodSuper02 6\nBrutalBloodSuper03 6\nBrutalBloodSuper04 6\n}\n\n/// +++++++++++++++++////\n/// Blue Blood\n/// +++++++++++++++++////\n\ndecal BlueBloodSplat01\n{\n//lowerdecal BloodSplat02\npic BSPLAT01\nshade \"00 00 48\"\nx-scale 0.2\ny-scale 0.2\nrandomflipx\nrandomflipy\n}\n\ndecal BlueBloodSplat02\n{\n//lowerdecal BloodSplat01\npic BSPLAT02\nshade \"00 00 48\"\nx-scale 0.15\ny-scale 0.15\nrandomflipx\nrandomflipy\n}\n\ndecal BlueBloodSplat03\n{\n//lowerdecal BloodSplat04\npic BSPLAT03\nshade \"00 00 48\"\nx-scale 0.2\ny-scale 0.2\nrandomflipx\nrandomflipy\n}\n\ndecal BlueBloodSplat04\n{\n//lowerdecal BloodSplat03\npic BSPLAT04\nshade \"00 00 48\"\nx-scale 0.15\ny-scale 0.15\nrandomflipx\nrandomflipy\n}\n\ndecalgroup BlueBloodSplat\n{\nBlueBloodSplat01 6\nBlueBloodSplat02 6\nBlueBloodSplat03 6\nBlueBloodSplat04 6\n}\n\ndecal BlueBloodSuper01\n{\n//lowerdecal BloodSplat02\npic BSPLAT01\nshade \"00 00 48\"\nx-scale 0.4\ny-scale 0.4\nrandomflipx\nrandomflipy\n}\n\ndecal BlueBloodSuper02\n{\n//lowerdecal BloodSplat01\npic BSPLAT02\nshade \"00 00 48\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\n}\n\ndecal BlueBloodSuper03\n{\n//lowerdecal BloodSplat04\npic BSPLAT03\nshade \"00 00 48\"\nx-scale 0.3\ny-scale 0.3\nrandomflipx\nrandomflipy\n}\n\ndecal BlueBloodSuper04\n{\n//lowerdecal BloodSplat03\npic BSPLAT04\nshade \"00 00 48\"\nx-scale 0.4\ny-scale 0.4\nrandomflipx\nrandomflipy\n}\n\ndecalgroup BlueBloodSuper\n{\nBlueBloodSuper01 6\nBlueBloodSuper02 6\nBlueBloodSuper03 6\nBlueBloodSuper04 6\n}\n\ndecal Crack1\n{\n\tpic BFGLITE1\n\tshade \"00 00 00\"\n\trandomflipy\n\trandomflipx\n}\n\ndecal Crack2\n{\n\tpic BFGLITE2\n\tshade \"00 00 00\"\n\trandomflipy\n\trandomflipx\n}\n\ndecalgroup Crack\n{\n\tCrack1\t1\n\tCrack2\t1\n}\n\ndecal GiantScorch\n{\n\tpic SCORCH1\n\tshade \"00 00 00\"\n\tx-scale 5.75\n\ty-scale 5.75\n\trandomflipx\n\trandomflipy\n}\n\ndecal SkullScorch1\n{\n   pic PLASMA1\n   shade \"00 00 00\"\n   x-scale 0.6\n   y-scale 0.6\n   randomflipx\n   randomflipy\n}\n\ndecal SkullScorch2\n{\n   pic PLASMA2\n   shade \"00 00 00\"\n   x-scale 0.6\n   y-scale 0.6\n   randomflipx\n   randomflipy\n}\n\ndecalgroup SkullScorch\n{\n   SkullScorch1   1\n   SkullScorch2   1\n}\n\n/// +++++++++++++++++////\n/// +++++++++++++++++////\n/// BLOOD DECALS\n/// +++++++++++++++++////\n/// +++++++++++++++++////\n\n/// +++++++++++++++++////\n/// Blood Animators\n/// +++++++++++++++++////\n\nslider BSlide1\n{\nDistY -26\nSlideStart 0\nSlideTime 9\n}\n\nstretcher BStretch1\n{\nGoalX 1.0\nGoalY 3.5\nStretchStart 0\nStretchTime 9\n}\n\nslider BSlide2\n{\nDistY -20\nSlideStart 0\nSlideTime 12\n}\n\nstretcher BStretch2\n{\nGoalX 1.0\nGoalY 3.2\nStretchStart 0\nStretchTime 12\n}\n\ncombiner BloodSlide1\n{\nBSlide1\nBStretch1\n}\n\ncombiner BloodSlide2\n{\nBSlide2\nBStretch2\n}\n\ndecal BigScorch\n{\n\tpic SCORCH1\n\tshade \"00 00 00\"\n\tx-scale 1.5\n\ty-scale 1.5\n\trandomflipx\n\trandomflipy\n}\n\ndecal BiggerScorch\n{\n\tpic SCORCH1\n\tshade \"00 00 00\"\n\tx-scale 2.5\n\ty-scale 2.5\n\trandomflipx\n\trandomflipy\n}\n\ndecal SmallerScorch\n{\n\tpic SCORCH1\n\tshade \"00 00 00\"\n\tx-scale 0.75\n\ty-scale 0.75\n\trandomflipx\n\trandomflipy\n}"
      },
      {
        "source": "pk3",
        "name": "DECORATE.txt",
        "contents": "//MUCH OF BW STUFF WAS MADE BY SGT_MARK_IV\n//some base actors\nActor DebrisGeneral\n{\n+MISSILE\n+NOBLOCKMAP\n+NOGRAVITY\n+DROPOFF\n+NOTELEPORT\n+FORCEXYBILLBOARD\n+NOTDMATCH\n+GHOST\nradius 1\nheight 1\nmass 1\ndamage 0\n}\n\nACTOR AlertAfterDeath\n{\nRadius 1\nHeight 1\n+NOCLIP\nStates\n\t{\n\tTNT1 A 5\n\tTNT1 A 1 A_AlertMonsters\n\tTNT1 A 1\n\tStop\n\t}\n}\n\nActor ADSMode : Inventory {inventory.maxamount 1}\nActor advtaunting : Inventory {inventory.maxamount 1}\nActor ArachnotronFatality : Inventory {inventory.maxamount 1}\nActor ArachnotronFatality2 : Inventory {inventory.maxamount 1}\nActor ArchVileFatality : Inventory {inventory.maxamount 1}\nActor BFG10KSelected : Inventory {inventory.maxamount 1}\nActor BFGSelected : Inventory {inventory.maxamount 1}\nActor BaronFatality : Inventory {inventory.maxamount 1}\nActor BrutalCounter : Inventory{inventory.maxamount 500}\nActor BrutalCounter2 : Inventory {inventory.maxamount 500}\nActor CacoDemonFatality : Inventory {inventory.maxamount 1}\nActor CacoDemonFatality2 : Inventory {inventory.maxamount 1}\nActor ComandoFatality : Inventory {inventory.maxamount 1}\nActor ComandoFatality2 : Inventory {inventory.maxamount 1}\nActor Curbstomp_Marine : Inventory {inventory.maxamount 1}\nActor DeathTimer1 : Inventory {inventory.maxamount 120}\nActor DemonFatality : Inventory {inventory.maxamount 1}\nActor DemonFatality2 : Inventory {inventory.maxamount 1}\nActor DemonFatality3 : Inventory {inventory.maxamount 1}\nActor EatMe : Inventory {inventory.maxamount 1} //placeholder, not really used\nActor Enraged : Inventory {inventory.maxamount 1}\nActor FallingHeight : Inventory {inventory.maxamount 100}\nActor Fatality_Marine : Inventory {inventory.maxamount 1}\nActor FatsoFatality : Inventory {inventory.maxamount 1}\nActor FistsSelected : Inventory {inventory.maxamount 1}\nActor FlameCannonSelected : Inventory {inventory.maxamount 1}\nActor GoFatality : Inventory {inventory.maxamount 1}\nActor GoSpecial : Inventory {inventory.maxamount 1}\nActor GotMeatShield : Inventory {inventory.maxamount 1}\nActor BWgrenade : Inventory {inventory.maxamount 1}\nActor GrenadeLauncherSelected : Inventory {inventory.maxamount 1}\nActor HKFatality : Inventory {inventory.maxamount 1}\nActor HKFatality2 : Inventory {inventory.maxamount 1}\nActor HKFatality3 : Inventory {inventory.maxamount 1}\nActor HasBarrel : Inventory {inventory.maxamount 1}\nActor HasImpShield : Inventory {inventory.maxamount 1}\nActor HasSGuyShield : Inventory {inventory.maxamount 1}\nActor HasZManShield : Inventory {inventory.maxamount 1}\nActor ImpFatality : Inventory {inventory.maxamount 1}\nActor ImpFatality2 : Inventory {inventory.maxamount 1}\nActor ImpFatality3 : Inventory {inventory.maxamount 1}\nActor IsCurbstompingSergeant : Inventory {inventory.maxamount 1}\nActor IsCurbstompingZombieman : Inventory {inventory.maxamount 1}\nActor IsDown : Inventory {inventory.maxamount 1}\nActor IsJumping : Inventory {inventory.maxamount 1}\nActor IsPlayer : Inventory {inventory.maxamount 1}\nActor Kicking : Inventory {inventory.maxamount 1}\nActor LaunchGrenade : Inventory {inventory.maxamount 1} //placeholder, not really used\nActor LostSoulFatality : Inventory {inventory.maxamount 1}\nActor Meleeattack : Inventory {inventory.maxamount 1}\nActor MinigunSelected : Inventory {inventory.maxamount 1}\nActor oneliner : Inventory {inventory.maxamount 1}\nActor PEFatality : Inventory {inventory.maxamount 1}\nActor PVPFatality : Inventory {inventory.maxamount 1}\nActor PlasmaGunSelected : Inventory {inventory.maxamount 1}\nActor PoorGuyBurningLife : Inventory {inventory.maxamount 10}\nActor Pumping : Inventory {inventory.maxamount 1}\nActor RIFLEmanAmmo : Inventory {inventory.maxamount 5}\nActor RailGunSelected : Inventory {inventory.maxamount 1}\nActor Reloading : Inventory {inventory.maxamount 1}\nActor RevenantFatality : Inventory {inventory.maxamount 1}\nActor RevenantFatality2 : Inventory {inventory.maxamount 1}\nActor RevenantLauncherSelected : Inventory {inventory.maxamount 1}\nActor RocketLauncherSelected : Inventory {inventory.maxamount 1}\nActor RollLeft : Inventory {inventory.maxamount 1}\nActor RollRight : Inventory {inventory.maxamount 1}\nActor SKChaingunguy: Inventory {inventory.maxamount 1}\nActor SKImp : Inventory {inventory.maxamount 1}\nActor SKNazi : Inventory {inventory.maxamount 1}\nActor SKShotgunguy : Inventory {inventory.maxamount 1}\nActor SKZombieman : Inventory {inventory.maxamount 1}\nActor SSGAlt : Inventory {inventory.maxamount 1}\nActor SSGSelected : Inventory {inventory.maxamount 1}\nActor Salute1 : Inventory {inventory.maxamount 1}\nActor Salute2 : Inventory {inventory.maxamount 1}\nActor SergeantFatality : Inventory {inventory.maxamount 1}\nActor SergeantFatality2 : Inventory {inventory.maxamount 1}\nActor SergeantFatality3 : Inventory {inventory.maxamount 1}\nActor ShotgunSelected : Inventory {inventory.maxamount 1}\nActor SubMachineGunSelected : Inventory {inventory.maxamount 1}\nActor Taunting : Inventory {inventory.maxamount 1}\nActor Timer : Inventory {inventory.maxamount 4}\nActor TypeRIFLEman : Inventory {inventory.maxamount 1}\nActor TypeZombieman : Inventory {inventory.maxamount 1}\nActor ZombieManFatality : Inventory {inventory.maxamount 1}\nActor ZombieManFatality2 : Inventory {inventory.maxamount 1}\nActor ZombieManFatality3 : Inventory {inventory.maxamount 1}\nActor ZombieManFatality4 : Inventory {inventory.maxamount 1}\nActor ZombiemanAmmo : Inventory {inventory.maxamount 8}\nActor Zoomed : Inventory {inventory.maxamount 1}\n\n//Decorate for Game Checking related Actors. TY Xaser for helping me with this.\n//Gametype Testers (Ripped from Psychic)\nACTOR GameDoom    { Game Doom    SpawnID 255  Radius 1  Height 1 }\nACTOR GameHeretic { Game Heretic SpawnID 255  Radius 1  Height 1 }\nACTOR GameHexen   { Game Hexen   SpawnID 255  Radius 1  Height 1 }\nACTOR GameStrife  { Game Strife  SpawnID 255  Radius 1  Height 1 }\nACTOR GameChex    { Game Chex    SpawnID 255  Radius 1  Height 1 }\n\n//Gametype Testers\nACTOR BFGameDoom    : Inventory {Game Doom Inventory.MaxAmount 1}\nACTOR BFGameHeretic : Inventory {Game Heretic}\nACTOR BFGameHexen   : Inventory {Game Hexen}\nACTOR BFGameStrife  : Inventory {Game Strife}\nACTOR BFGameChex    : Inventory {Game Chex}\n\n//All RandomSpawners first\n#include \"actors/misc/RANDSPAWNS.txt\"\n\n//WEAPONS\n#include \"actors/weaps/THOMP.txt\"\n#include \"actors/weaps/bar.txt\"\n#include \"actors/weaps/EXPLOSIVES.txt\"\n#include \"actors/weaps/LUGER.txt\"\n#include \"actors/weaps/STG44.txt\"\n#include \"actors/weaps/KAR98.txt\"\n#include \"actors/weaps/GRANATA.txt\"\n#include \"actors/weaps/MG42.txt\"\n#include \"actors/weaps/ASCIADELLOGNOMO.txt\"\n#include \"actors/weaps/LANCIAMERDA.txt\"\n#include \"actors/weaps/PANZERSHRECK.txt\"\n#include \"actors/weaps/M1GARAND.txt\"\n#include \"actors/weaps/ROJASGUN.txt\"\n#include \"actors/weaps/LASERRIFLE.txt\"\n#include \"actors/weaps/TRENCHGUN.txt\"\n\n//DECORATIONS\n#include \"actors/props/FIREWORKS.txt\"\n#include \"actors/props/DEAD.txt\"\n#include \"actors/props/HOPE.txt\"\n#include \"actors/props/OSTIA.txt\"\n#include \"actors/props/WOLF.txt\"\n//#include \"actors/props/WOLF_2.txt\"\n#include \"actors/props/POOL.txt\"\n#include \"actors/props/DAMNYOU.txt\"\n#include \"actors/props/TAVOLI.txt\"\n#include \"actors/props/CAVALIERE.txt\"\n#include \"actors/props/BARILE.txt\"\n\n//ENEMIES\n#include \"actors/foes/ZOMBIEMEN.txt\"\n#include \"actors/foes/RIFLEMAN.txt\"\n#include \"actors/foes/SERGEANTS.txt\"\n#include \"actors/foes/NAZIS.txt\"\n#include \"actors/foes/CANI.txt\"\n#include \"actors/foes/HANSGROSSE.txt\"\n#include \"actors/foes/CUPA.txt\"\n#include \"actors/foes/FLAMESOLDIER.txt\"\n#include \"actors/foes/DCSCHABSS.txt\"\n#include \"actors/foes/HITLER.txt\"\n#include \"actors/foes/OBESO.txt\"\n#include \"actors/foes/OTTO.txt\"\n#include \"actors/foes/GRETEL.txt\"\n#include \"actors/foes/MP40OFFICERS.txt\"\n#include \"actors/foes/FEMALEGUARD.txt\"\n#include \"actors/foes/MUTANTS.txt\"\n#include \"actors/foes/HEAVYMUTANTS.txt\"\n#include \"actors/foes/TRIADGUARD.txt\"\n#include \"actors/foes/SYNERGO.txt\"\n\n//GORE\n#include \"actors/gore/GORE!!!.txt\"\n#include \"actors/gore/GORE2.txt\"\n#include \"actors/gore/GORE3.txt\"\n#include \"actors/gore/BLOOD.txt\"\n#include \"actors/gore/BLOODSPLASH.txt\"\n#include \"actors/gore/BURN.txt\"\n#include \"actors/gore/GENERALSGORE.txt\"\n\n//MISC & SFX\n#include \"actors/misc/HEAD_SYS.txt\"\n#include \"actors/sfx/PARTICLES.txt\"\n#include \"actors/sfx/SMOKE.txt\"\n#include \"actors/weaps/CASING.txt\"\n#include \"actors/sfx/FIRE.txt\"\n#include \"actors/sfx/SPARKS.txt\"\n#include \"actors/sfx/FLARES.txt\"\n#include \"actors/misc/ARTIFACT.txt\"\n#include \"actors/misc/HEALTH2.txt\"\n#include \"actors/misc/DROPABLES.txt\"\n#include \"actors/sfx/PUFF.txt\"\n#include \"actors/weaps/AMMO.txt\"\n#include \"actors/weaps/TRACERS.txt\"\n#include \"actors/misc/NAZISTONE.txt\"\n#include \"actors/items/TREASURE.txt\"\n#include \"actors/misc/LAMPS.txt\"\n#include \"actors/sfx/SPLASHES.txt\"\n\n//BJ\n#include \"actors/misc/PLAYER.txt\"\n\n//The Others\nACTOR Doomer2 : Doomer Replaces Doomer\n{\nPlayer.StartItem \"Knife_slot\"\nPlayer.StartItem \"Clip\", 300\nPlayer.StartItem \"WolfClip\", 20\nPlayer.StartItem \"BDPistolAmmoAlt\", 7\nPlayer.StartItem \"LUGERAmmoAlt\", 8\nPlayer.StartItem \"RifleAmmo\", 30\nPlayer.StartItem \"LRLOAD\", 30\nPlayer.StartItem \"MPAmmo\", 32\nPlayer.StartItem \"ShotgunAmmo\", 9\nPlayer.StartItem \"PanzerAmmo\", 4\nPlayer.StartItem \"MISSILAMMO\", 1\nPlayer.StartItem \"RailgunAmmo\", 50\nPlayer.StartItem \"KARClip\", 10\nPlayer.StartItem \"m1load\", 8\nPlayer.StartItem \"barreserve\", 20\nPlayer.StartItem \"m1clip\", 200\nPlayer.StartItem \"AKAmmo\", 30\nPlayer.StartItem \"MGAmmo\", 50\nPlayer.StartItem \"LaserCharge\", 24\nPlayer.StartItem \"TRENCHAMMO\", 8\nPlayer.StartItem \"LaserAMMO\", 240\nPlayer.StartItem \"TGAMMO\", 60\nPlayer.StartItem \"karabineAmmo\", 5\nPlayer.StartItem \"GrenadeAmmo\", 0\nPlayer.StartItem \"IsPlayer\", 1\n}\n\nACTOR OFFPATROL_ManDropsClip: OFF_PATROL Replaces OFF_PATROL\n{\nDropItem \"luger\"\nDropItem \"GrenadeAmmo\"\n}\n\nACTOR SAPATROL_ManDropsClip: SA_PATROL Replaces SA_PATROL {DropItem \"luger\"}\nACTOR Zombie_ManDropsClip: Zombie_Man Replaces Zombie_Man {DropItem \"luger\"}\n\nACTOR shotty_ManDropsClip: ShotgunGuy1 Replaces ShotgunGuy1\n{\nDropItem \"luger\"\nDropItem \"GrenadeAmmo\"\n}\n\nACTOR RIFLEMAN_ManDropsClip: Rifle_Man Replaces Rifle_Man {DropItem \"KARABINE98\"}\nACTOR RIFLEPATROL_ManDropsClip: Rifle_PATROL Replaces Rifle_PATROL {DropItem \"KARABINE98\"}\nACTOR OFFICIA_ManDropsClip: NAZIOFFICER Replaces NAZIOFFICER {DropItem \"Secretweapon_mp40\"}\n\nACTOR COLT : Weapon Replaces Pistol\n{\nWeapon.AmmoUse1 0\nWeapon.AmmoGive1 15\nWeapon.AmmoUse2 0\nWeapon.AmmoGive2 0\nWeapon.AmmoType1 \"Clip\"\nWeapon.AmmoType2 \"BDPistolAmmoAlt\"\nObituary \"%o was shot down by %k's Colt.45\"\n\tWeapon.BobRangeX 0.75\n\tWeapon.BobRangeY 0.5\n\tWeapon.BobSpeed 1.5\n\tWeapon.BobStyle \"InverseAlpha\" //Denis Belmondo's Bobstyle\nAttackSound \"None\"\nInventory.PickupSound \"MP40_TAKE\"\nInventory.Pickupmessage \"You got the Colt.45!\"\n+WEAPON.WIMPY_WEAPON\n+WEAPON.NOAUTOAIM\n+WEAPON.NOAUTOFIRE\n+WEAPON.NOALERT\nInventory.Icon \"COLTBACK\"\nScale 0.9\nStates\n\t{\n\n\tPickUp:\n\n\tTNT1 A 0\n\tTNT1 A 0 A_Playsound(\"mp40_take\")\n\tTNT1 A 0\n\tStop\n\n\tReady:\n\n\tCESE AB 1\n\tPISG A 0 A_PlaySound(\"WEAPONCHANGE\")\n\tPISG A 0\n\tPISG A 0\n\tPISG A 0\n\tPISG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\tTNT1 A 0 A_JumpIfInventory(\"BWgrenade\",1,\"LaunchGrenade\")\n\tTNT1 A 0 A_JumpIfInventory(\"Meleeattack\",1,\"KnifeAttack\")\n\tPISG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\tPISG A  0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\tPISG A 0 A_ZoomFactor(1.0)\n\tPISG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\tPISG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\tPISG A 1 A_WeaponReady\n\tGoto Ready+5\n\n\tDeselect:\n\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\tTNT1 A 0 A_Takeinventory(\"Meleeattack\",1)\n\tTNT1 A 0 A_Takeinventory(\"BWgrenade\",1)\n\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\tCESE BA 1\n\tTNT1 A 0 A_Lower\n\tWait\n\n\tReady2:\n\n\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\tTNT1 A 0 A_JumpIfInventory(\"BWgrenade\",1,\"LaunchGrenade\")\n\tTNT1 A 0 A_JumpIfInventory(\"Meleeattack\",1,\"KnifeAttack\")\n\tTNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\tTNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\tcolt a 1 A_WeaponReady\n\tLoop\n\n\tSelect:\n\n\tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t//TNT1 A 0 A_Takeinventory(\"SawSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"SSGSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"MinigunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"BFGSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"RailGunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t//TNT1 A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"HasBarrel\",1)\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tTNT1 a 0 A_Raise\n\tWait\n\n\tFire:\n\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"Zoomed\",1,\"Fire2\")\n\tTNT1 A 0 A_JumpIfInventory(\"BDPistolAmmoAlt\",1,1)\n\tGoto Reload\n\tTNT1 AAAA 0\n\tTNT1 A 0 A_PlaySound(\"weapons/rifle\")\n\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\tPISF A 1 BRIGHT A_FireBullets (2, 2, -1, 25, \"HitPuff\")\n\tTNT1 A 0 A_SetPitch(pitch - 0.2)\n\tTNT1 A 0 A_Jump(140,2)\n\tTNT1 A 0 A_PlaySound(\"*taunt\", CHAN_VOICE)\n\tPISF A 1 BRIGHT A_AlertMonsters\n\tRIFF A 0 A_FireCustomMissile(\"Tracer\", random(-2,2), 0, -1, 0)\n\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\tTNT1 A 0 A_Takeinventory(\"BDPistolAmmoAlt\",1)\n\tPISF B 1\n\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,8,-9)\n\tPISF C 1 A_WeaponReady(1)\n\tPISG A 7 A_WeaponReady(1)\n\tTNT1 A 0 A_SetPitch(pitch + 0.2)\n\tGoto Ready+6\n\n\tFire2:\n\tTNT1 A 0 A_JumpIfInventory(\"BDPistolAmmoAlt\",1,1)\n\tGoto Reload\n\tTNT1 AAAA 0\n\tTNT1 A 0 A_PlaySound(\"weapons/rifle\")\n\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\tcolt f 1 BRIGHT A_FireBullets (2, 2, -1, 25, \"HitPuff\")\n\tTNT1 A 0 A_SetPitch(pitch - 0.2)\n\tTNT1 A 0 A_Jump(140,2)\n\tTNT1 A 0 A_PlaySound(\"*taunt\", CHAN_VOICE)\n\tcolt f 1 BRIGHT A_AlertMonsters\n\tTNT1 A 0 A_FireCustomMissile(\"Tracer\", random(-2,2), 0, -1, 0)\n\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssMinor\", 0, 0, 0, 0)\n\tTNT1 A 0 A_Takeinventory(\"BDPistolAmmoAlt\",1)\n\tcolt BC 1\n\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,8,-9)\n\tcolt a 1 A_WeaponReady(1)\n\tcolt A 7 A_WeaponReady(1)\n\tTNT1 A 0 A_SetPitch(pitch + 0.2)\n\tGoto Ready2\n\n\tNoAmmo:\n\tPISG A 1\n\tGoto Ready+10\n\n\tAltFire:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"Zoomed\",1,8)\n\tTNT1 A 0 A_Giveinventory(\"Zoomed\",1)\n\tTNT1 A 0 A_ZoomFactor(1.7)\n\tTNT1 A 0 A_Giveinventory(\"ADSmode\",1)\n\tcolt A 1\n\tGoto Ready2\n\n\tTNT1 AAAAAA 0\n\tcolt A 1\n\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\tGoto Ready+6\n\n\tReload:\n\n\tTNT1 A 0 A_JumpIfInventory(\"BDPistolAmmoAlt\",1,\"Reload2\")\n\tPISG A 1 A_WeaponReady\n\tTNT1 A 0 A_TakeInventory(\"Reloading\",1)\n\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"BDPistolAmmoAlt\", 7, \"InsertBullets\")\n\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,3)\n\tGoto NoAmmo\n\tTNT1 A 0 A_Jump(90,2)\n\tTNT1 A 0 A_PlaySound(\"*taunt\", CHAN_VOICE)\n\tTNT1 AAA 0\n\tTNT1 A 0 A_PlaySound(\"M191OUT\", 6)\n\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n\tTNT1 A 0 A_GiveInventory(\"Pumping\", 1)\n\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\tPISR A 6  A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\tTNT1 A 0 A_FireCustomMissile(\"EmptyClipSpawn\",-5,0,8,-4)\n\tTNT1 AAAAA 0\n\tPISR GFEDCB 3 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\tPISR BBBB 2 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\tTNT1 A 0 A_PlaySound(\"M191IN\", 6)\n\tPISR BCDEFG 3 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\tTNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n\tTNT1 A 0 A_PLAYSOUND(\"COLT/SNAP\")\n\tPI2R AAAAAAAA 1\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0\n\n\tInsertBullets:\n\n\tTNT1 AAAA 0\n\tTNT1 A 0 A_JumpIfInventory(\"BDPistolAmmoAlt\",7,\"ORCODIO\")\n\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,3)\n\tGoto Ready+5\n\n\tTNT1 AAAAAA 0\n\tTNT1 A 0 A_Giveinventory(\"BDPistolAmmoAlt\",1)\n\tTNT1 A 0 A_Takeinventory(\"Clip\",1)\n\tGoto InsertBullets\n\n\tTNT1 AAAAAAAAAA 0\n\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\tGoto Ready+5\n\n\tTNT1 AAAA 0\n\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\tGoto Ready+5\n\n\tReload2:\n\n\tPISG A 1 A_WeaponReady\n\tTNT1 A 0 A_TakeInventory(\"Reloading\",1)\n\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"BDPistolAmmoAlt\", 7, \"InsertBullets\")\n\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,3)\n\tGoto NoAmmo\n\tTNT1 A 0 A_Jump(90,2)\n\tTNT1 A 0 A_PlaySound(\"*taunt\", CHAN_VOICE)\n\tTNT1 AAA 0\n\tTNT1 A 0 A_PlaySound(\"M191OUT\", 6)\n\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n\tTNT1 A 0 A_GiveInventory(\"Pumping\", 1)\n\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\tPISG A 6  A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\tTNT1 A 0 A_FireCustomMissile(\"EmptyClipSpawn\",-5,0,8,-4)\n\tTNT1 AAAAA 0\n\tPI2R FEDCBA 3 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\tPI2R AAAA 2 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\tTNT1 A 0 A_PlaySound(\"M191IN\", 6)\n\tPI2R ABCDEF 3 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\tTNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0\n\n\tInsertBullets:\n\n\tTNT1 AAAA 0\n\tTNT1 A 0 A_JumpIfInventory(\"BDPistolAmmoAlt\",7,\"ORCODIO\")\n\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,3)\n\tGoto Ready+5\n\n\tTNT1 AAAAAA 0\n\tTNT1 A 0 A_Giveinventory(\"BDPistolAmmoAlt\",1)\n\tTNT1 A 0 A_Takeinventory(\"Clip\",1)\n\tGoto InsertBullets\n\n\tTNT1 AAAAAAAAAA 0\n\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\tGoto Ready+5\n\n\tTNT1 AAAA 0\n\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\tGoto Ready+5\n\n\tORCODIO:\n\n\tPISG A 1 A_WeaponReady\n\tGoto Ready+5\n\n\tSpawn:\n\tCOLP A -1\n\tStop\n\n\tDoKick:\n\tTNT1 A 0\n\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\n\tTNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\tTNT1 A 0 A_PlaySound(\"KICK\")\n\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\tKICK BCD 1\n\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n\tKICK H 4\n\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\tKICK IGFEDCBA 1\n\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\tGoto Ready+6\n\n\tBerserkerKick:\n\tTNT1 A 0 A_PlaySound(\"KICK\")\n\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\tKICK ABCDEFG 1\n\tRIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n\tKICK H 3\n\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\tKICK IGFEDCBA 1\n\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\tGoto Ready+6\n\n\tAirKick:\n\tTNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\tTNT1 A 0 A_PlaySound(\"KICK\")\n\tTNT1 A 0 A_Recoil (-6)\n\tKICK JKLMN 1\n\tRIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n\tKICK O 3\n\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\tKICK PQRST 2\n\tGoto Ready+6\n\n\tSuperAirKick:\n\tTNT1 A 0 A_PlaySound(\"KICK\")\n\tTNT1 A 0 A_Recoil (-6)\n\tKICK JKLMN 1\n\tRIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n\tKICK O 3\n\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\tKICK PQRST 2\n\tGoto Ready+6\n\n\tTaunt:\n\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tTNT1 A 5\n\tFUCK A 2\n\tFUCK B 2 A_PlaySound(\"FUCK\", 1)\n\tFUCK C 2 A_AlertMonsters\n\tFUCK D 15 A_Takeinventory(\"Taunting\",1)\n\tFUCK CBA 5\n\tTNT1 A 5\n\tGoto Ready\n\tSalute:\n\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\tTNT1 A 0 A_ALertMonsters\n\tSALU ABCDEDCDEDCDEDCBA 4\n\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\tGoto Ready\n\n\tLaunchGrenade:\n\tTNT1 A 0\n\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tTNT1 A 0 A_TakeInventory(\"LaunchGrenade\", 1)\n\tTNT1 A 0 A_JumpIfInventory(\"GrenadeAmmo\", 1, 1)\n\tGoto NoGrenade\n\tNGRA ABCD 2\n\tTNT1 A 0 A_playSound(\"Pick/granate\")\n\tNGRA DD 2\n\tTNT1 A 0 A_Jump(90,2)\n\tTNT1 A 0 A_PlaySound(\"*grenadecall\", CHAN_VOICE)\n\tNGRA DEFG 2\n\tTNT1 A 0 A_PLaySound (\"Launch/granate\")\n\tTNT1 A 0 A_FireCustomMissile(\"HandGrenade2\", random(-3,3), 1, 0, 0, 0, 0)\n\tGRWF STUVW 2\n\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\tTNT1 A 1\n\tTNT1 A 0 A_TakeInventory(\"LaunchGrenade\", 1)\n\tTNT1 A 0 A_Takeinventory(\"BWgrenade\",1)\n\tGoto Ready\n\n\tNoGrenade:\n\tTNT1 A 0\n\tTNT1 A 0 A_Print(\"No Grenades Left!\")\n\tTNT1 A 0 A_Takeinventory(\"BWgrenade\",1)\n\tGoto Ready+5\n\n\tKnifeAttack:\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tTNT1 A 0 A_Jump(90,2)\n\tTNT1 A 0 A_PlaySound(\"*taunt\", CHAN_VOICE)\n\tKNIF ABCDE 1\n\tKNIF F 1 A_PlaySound(\"weapons/wknife\")\n\tKNIF F 0 A_Custompunch(16,0,1,\"KnifePuff\")\n\tKNIF GHI 1\n\tTNT1 A 0 A_Takeinventory(\"Meleeattack\",1)\n\tGOTO READY+5\n\n\t}\n}\n\nACTOR BDPistolAmmoAlt : Ammo\n{\nInventory.Amount 0\nInventory.MaxAmount 7\nAmmo.BackpackAmount 0\nAmmo.BackpackMaxAmount 7\n}\n\n// --------------------------------------------------------------------------\n//\n// MP40\n//\n// --------------------------------------------------------------------------\nACTOR SecretWeapon_MP40 : Weapon Replaces shotgun\n{\nWeapon.AmmoUse1 0\nWeapon.AmmoUse2 1\nWeapon.AmmoGive 16\nWeapon.AmmoType \"WolfClip\"\nWeapon.AmmoType2 \"MPAmmo\"\nObituary \"%o was shot down by %k's MP40.\"\n\tWeapon.BobRangeX 0.75\n\tWeapon.BobRangeY 0.5\n\tWeapon.BobSpeed 1.5\n\tWeapon.BobStyle \"InverseAlpha\" //Denis Belmondo's Bobstyle\nAttackSound \"None\"\nInventory.PickupSound \"MP40_TAKE\"\nInventory.Pickupmessage \"Machine Pistol 1940\"\n+WEAPON.NOAUTOAIM\n+WEAPON.NOALERT\nscale 0.5\nInventory.Icon \"MPBACK\"\n+WEAPON.NOAUTOFIRE\nStates\n\t{\n\n\tSteady:\n\tTNT1 A 1\n\tGoto Ready\n\n\tReady:\n\tTNT1 A 1\n\tTNT1 A 0 A_PlaySound(\"WEAPONCHANGE\")\n\tMP4S AB 1\n\tMP40 A 1 A_ZoomFactor(1.0)\n\tTNT1 A 0 A_JumpIfInventory(\"Meleeattack\",1,\"KnifeAttack\")\n\tTNT1 A 0 A_JumpIfInventory(\"bwgrenade\",1,\"LaunchGrenade\")\n\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\tTNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\tMP40 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\tMP40 A 1 A_WeaponReady\n\tGoto Ready+5\n\n\tReady2:\n\n\tTNT1 AAAA 0\n\tTNT1 A 0 A_JumpIfInventory(\"Meleeattack\",1,\"KnifeAttack\")\n\tTNT1 A 0 A_JumpIfInventory(\"BWgrenade\",1,\"LaunchGrenade\")\n\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\tTNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\tTNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\tMP41 A 3 A_WeaponReady\n\tLoop\n\n\tDeselect:\n\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\tTNT1 A 0 A_Takeinventory(\"Meleeattack\",1)\n\tTNT1 A 0 A_Takeinventory(\"BWgrenade\",1)\n\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tMP4S BA 1\n\tTNT1 A 0 A_Lower\n\tWait\n\tSelect:\n\tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t//TNT1 A 0 A_Takeinventory(\"SawSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"SSGSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"MinigunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"BFGSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"RailGunSelected\",1)\n\tTNT1 A 0 A_Giveinventory(\"SubMachineGunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t//TNT1 A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"HasBarrel\",1)\n\tTNT1 A 0 A_Raise\n\tWait\n\n\tFire:\n\tTNT1 A 0\n\n\tTNT1 A 0 A_JumpIfInventory(\"Zoomed\",1,\"Fire2\")\n\tTNT1 A 0 A_JumpIfInventory(\"MPAmmo\",1,1)\n\tGoto Reload\n\tTNT1 AAAA 0\n\tTNT1 A 0 A_PlaySound(\"MP40\")\n\tTNT1 A 0 A_Takeinventory(\"MPAmmo\",1)\n\tTNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",-5,0,0,0)\n\tMP40 B 1 BRIGHT A_AlertMonsters\n\tMP40 C 1 A_FireBullets (5, 3, -1, 12, \"HitPuff\")\n\tTNT1 A 0 A_SetPitch(pitch - 0.5)\n\tTNT1 A 0 A_Jump(90,2)\n\tTNT1 A 0 A_PlaySound(\"*taunt\", CHAN_VOICE)\n\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAss\", 0, 0, 0, 0)\n\tMP40 D 1 A_FireCustomMissile(\"RifleCaseSpawn\",-5,0,8,-4)\n\tTNT1 A 0 A_SetPitch(pitch + 0.5)\n\tmp40 a 1\n\tTNT1 A 0 A_Refire\n\tGoto Ready+6\n\n\tFire2:\n\tTNT1 A 0 A_JumpIfInventory(\"MPAmmo\",1,1)\n\tGoto Reload\n\tTNT1 AAAA 0\n\tTNT1 A 0 A_PlaySound(\"MP40\")\n\tTNT1 A 0 A_Takeinventory(\"MPAmmo\",1)\n\tTNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",-5,0,0,0)\n\tMP41 F 1 BRIGHT A_AlertMonsters\n\tMP41 C 1 A_FireBullets (2, 2, -1, 12, \"HitPuff\")\n\tTNT1 A 0 A_SetPitch(pitch - 0.5)\n\tTNT1 A 0 A_Jump(90,2)\n\tTNT1 A 0 A_PlaySound(\"*taunt\", CHAN_VOICE)\n\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAss\", 0, 0, 0, 0)\n\tMP41 H 1 A_FireCustomMissile(\"RifleCaseSpawn\",-5,0,8,-4)\n\tTNT1 A 0 A_SetPitch(pitch + 0.5)\n\tmp41 a 1\n\tTNT1 A 0 A_Refire\n\tGoto Ready2\n\n\tAltFire:\n\tTNT1 A 0\n\n\tTNT1 A 0 A_JumpIfInventory(\"Zoomed\",1,8)\n\tTNT1 A 0 A_Giveinventory(\"Zoomed\",1)\n\tTNT1 A 0 A_ZoomFactor(1.7)\n\tTNT1 A 0 A_Giveinventory(\"ADSmode\",1)\n\tMP4D CBA 1\n\tGoto Ready2\n\tTNT1 AAAAAA 0\n\tMP4D ABC 1\n\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\tGoto Ready+6\n\n\tNoAmmo:\n\tMP40 A 1\n\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tGoto Ready+10\n\n\tReload:\n\tTNT1 A 0 A_JumpIfInventory(\"MPAmmo\",1,\"Reload2\")\n\tMP40 A 1 A_WeaponReady\n\tTNT1 A 0 A_TakeInventory(\"Reloading\",1)\n\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"MPAmmo\", 32, 62)\n\tTNT1 A 0 A_JumpIfInventory(\"WolfClip\",1,3)\n\tGoto NoAmmo\n\tTNT1 A 0 A_Jump(90,2)\n\tTNT1 A 0 A_PlaySound(\"*taunt\", CHAN_VOICE)\n\tTNT1 AAA 0\n\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n\tTNT1 A 0 A_GiveInventory(\"Pumping\", 1)\n\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\tTNT1 a 0 a_playsound(\"mp401\")\n\tMP4R ABCDEF 2 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\tTNT1 A 0 A_FireCustomMissile(\"MP40EmptyClip\",-5,0,8,-4)\n\tTNT1 AAAAA 0\n\tMP4R GGGGG 2 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\tTNT1 a 0 a_playsound(\"mp402\")\n\tMP4R FEDCBBA 2 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\tTNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0\n\tTNT1 A 0 A_PlayWeaponSound(\"COCKEN\")\n\tMP4C A 2\n\tMP4C B 3\n\tMP4C CD 2\n\tMP4r a 3\n\n\tInsertBullets:\n\tTNT1 AAAA 0\n\tTNT1 A 0 A_JumpIfInventory(\"MPAmmo\",32,15)\n\tTNT1 A 0 A_JumpIfInventory(\"WolfClip\",1,3)\n\tGoto Ready+4\n\tTNT1 AAAAAA 0\n\tTNT1 A 0 A_Giveinventory(\"MPAmmo\",1)\n\tTNT1 A 0 A_Takeinventory(\"WolfClip\",1)\n\tGoto InsertBullets\n\n\tTNT1 AAAAAAAAAA 0\n\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\tGoto Ready+4\n\tTNT1 AAAA 0\n\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\tGoto Ready+4\n\n\tSpawn:\n\tMP40 I -1\n\tStop\n\n\tReload2:\n\tMP40 A 1 A_WeaponReady\n\tTNT1 A 0 A_TakeInventory(\"Reloading\",1)\n\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"MPAmmo\", 32,62)\n\tTNT1 A 0 A_JumpIfInventory(\"WolfClip\",1,3)\n\tGoto NoAmmo\n\tTNT1 A 0 A_Jump(90,2)\n\tTNT1 A 0 A_PlaySound(\"*taunt\", CHAN_VOICE)\n\tTNT1 AAA 0\n\tTNT1 A 0 A_TakeInventory(\"Zoomed\",1)\n\tTNT1 A 0 A_GiveInventory(\"Pumping\", 1)\n\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tTNT1 A 0 A_TakeInventory(\"ADSmode\",1)\n\tTNT1 a 0 a_playsound(\"mp401\")\n\tMP4R ABCDEF 2 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\tTNT1 A 0 A_FireCustomMissile(\"MP40EmptyClip\",-5,0,8,-4)\n\tTNT1 AAAAA 0\n\tMP4R GGGGG 2 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\tTNT1 a 0 a_playsound(\"mp402\")\n\tMP4R FEDCBBA 2 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\tTNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0\n\n\tInsertBullets:\n\tTNT1 AAAA 0\n\tTNT1 A 0 A_JumpIfInventory(\"MPAmmo\",32,15)\n\tTNT1 A 0 A_JumpIfInventory(\"WolfClip\",1,3)\n\tGoto Ready+4\n\tTNT1 AAAAAA 0\n\tTNT1 A 0 A_Giveinventory(\"MPAmmo\",1)\n\tTNT1 A 0 A_Takeinventory(\"WolfClip\",1)\n\tGoto InsertBullets\n\n\tTNT1 AAAAAAAAAA 0\n\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\tGoto Ready+4\n\tTNT1 AAAA 0\n\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\tGoto Ready+4\n\n\tDoKick:\n\tTNT1 A 0\n\n\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\n\tTNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\tTNT1 A 0 A_PlaySound(\"KICK\")\n\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\tKICK BCD 1\n\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n\tKICK H 4\n\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\tKICK IGFEDCBA 1\n\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\tGoto Ready+6\n\tBerserkerKick:\n\tTNT1 A 0 A_PlaySound(\"KICK\")\n\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\tKICK ABCDEFG 1\n\tRIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n\tKICK H 3\n\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\tKICK IGFEDCBA 1\n\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\tGoto Ready+6\n\n\tAirKick:\n\tTNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\tTNT1 A 0 A_PlaySound(\"KICK\")\n\tTNT1 A 0 A_Recoil (-6)\n\tKICK JKLMN 1\n\tRIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n\tKICK O 3\n\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\tKICK PQRST 2\n\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\tGoto Ready+6\n\n\tSuperAirKick:\n\tTNT1 A 0 A_PlaySound(\"KICK\")\n\tTNT1 A 0 A_Recoil (-6)\n\tKICK JKLMN 1\n\tRIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n\tKICK O 3\n\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\tKICK PQRST 2\n\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\tGoto Ready+6\n\tTaunt:\n\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tTNT1 A 5\n\tFUCK A 2\n\tFUCK B 2 A_PlaySound(\"FUCK\", 1)\n\tFUCK C 2 A_AlertMonsters\n\tFUCK D 15 A_Takeinventory(\"Taunting\",1)\n\tFUCK CBA 5\n\tTNT1 A 5\n\tGoto Ready\n\tSalute:\n\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\tTNT1 A 0 A_ALertMonsters\n\tSALU ABCDEDCDEDCDEDCBA 4\n\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\tGoto Ready\n\n\t////Chissa se questi ACS del cazzo partiranno!E' più difficile fargli\n\t///partire che compilargli,DIO PORCO!\n\t///Ho perso una giornata di studio per sta merda!\n\t///Dio lurido massone,capo degli illuminati!\n\n\tLaunchGrenade:\n\tTNT1 A 0\n\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tTNT1 A 0 A_TakeInventory(\"LaunchGrenade\", 1)\n\tTNT1 A 0 A_JumpIfInventory(\"GrenadeAmmo\", 1, 1)\n\tGoto NoGrenade\n\tNGRA ABCD 2\n\tTNT1 A 0 A_playSound(\"Pick/granate\")\n\tNGRA DD 2\n\tTNT1 A 0 A_Jump(90,2)\n\tTNT1 A 0 A_PlaySound(\"*grenadecall\", CHAN_VOICE)\n\tNGRA DEFG 2\n\tTNT1 A 0 A_PLaySound (\"Launch/granate\")\n\tTNT1 A 0 A_FireCustomMissile(\"HandGrenade2\", random(-3,3), 1, 0, 0, 0, 0)\n\tGRWF STUVW 2\n\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\tTNT1 A 1\n\tTNT1 A 0 A_TakeInventory(\"LaunchGrenade\", 1)\n\tTNT1 A 0 A_Takeinventory(\"BWgrenade\",1)\n\tGoto Ready\n\n\tNoGrenade:\n\tTNT1 A 0\n\tTNT1 A 0 A_Print(\"No Grenades Left!\")\n\tTNT1 A 0 A_Takeinventory(\"BWgrenade\",1)\n\tGoto REady+5\n\n\t///Bho.\n\n\tKnifeAttack:\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tTNT1 A 0 A_Jump(90,2)\n\tTNT1 A 0 A_PlaySound(\"*taunt\", CHAN_VOICE)\n\tKNIF ABCDE 1\n\tKNIF F 1 A_PlaySound(\"weapons/wknife\")\n\tKNIF F 0 A_Custompunch(16,0,1,\"KnifePuff\")\n\tKNIF GHI 1\n\tTNT1 A 0 A_Takeinventory(\"Meleeattack\",1)\n\tGOTO READY+5\n\n\t}\n}\n\nACTOR MPAmmo : Ammo\n{\nInventory.Amount 0\nInventory.MaxAmount 32\nAmmo.BackpackAmount 0\nAmmo.BackpackMaxAmount 32\n}\n\nACTOR KnifePuff: BulletPuff\n{\nrenderstyle Translucent\nalpha 0.5\nScale 1.5\nDamageType Coltello\n+NOBLOCKMAP\n+NOGRAVITY\n+NOEXTREMEDEATH\n+PUFFONACTORS\n+BLOODLESSIMPACT\n+FORCEXYBILLBOARD\nstates\n\t{\n\tSpawn:\n\tPUFF A 3 A_PlaySound(\"KNIFHIT\")\n\tPUFF BCD 3\n\tstop\n\tDeath:\n\tPUFF A 3 A_PlaySound(\"KNIFHIT\")\n\tPUFF BCD 3\n\tstop\n\tMelee:\n\tPUFF A 3 A_PlaySound(\"KNIFHIT\")\n\tPUFF BCD 3\n\tstop\n\tXDeath:\n\tPUFF A 3 A_PlaySound(\"KNIFHIT\")\n\tPUFF BCD 3\n\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "FONTDEFS.txt",
        "contents": "WOLFFONT\n\t{\n\t\t0 LUPONE0\n\t\t1 LUPONE1\n\t\t2 LUPONE2\n\t\t3 LUPONE3\n\t\t4 LUPONE4\n\t\t5 LUPONE5\n\t\t6 LUPONE6\n\t\t7 LUPONE7\n\t\t8 LUPONE8\n\t\t9 LUPONE9\n\t}\n\nRTCWFONT\n\n{\n0 RTCW01\n\t\t1 RTCW02\n\t\t2 RTCW03\n\t\t3 RTCW04\n\t\t4 RTCW05\n\t\t5 RTCW06\n\t\t6 RTCW07\n\t\t7 RTCW08\n\t\t8 RTCW09\n\t\t9 RTCW10\n\n}"
      },
      {
        "source": "pk3",
        "name": "GAMEINFO.txt",
        "contents": "STARTUPTITLE = \"Brutal Wolfenstein-Project BulletStorm V.0\"\nSTARTUPCOLORS = \"e3e3e3\", \"700000\""
      },
      {
        "source": "pk3",
        "name": "GLDEFS.txt",
        "contents": "/*object SuperBFGBall\n{\n    frame BFS1A { light BFGBALL }\n    frame BFS1B { light BFGBALL }\n\n    frame BFE1A { light BFGBALL_X1 }\n    frame BFE1B { light BFGBALL_X2 }\n    frame BFE1C { light BFGBALL_X3 }\n    frame BFE1D { light BFGBALL_X1 }\n    frame BFE1E { light BFGBALL_X4 }\n    frame BFE1F { light BFGBALL_X5 }\n\n    frame BFE2A { light BFGBALL    }\n    frame BFE2B { light BFGBALL_X1 }\n    frame BFE2C { light BFGBALL_X4 }\n    frame BFE2D { light BFGBALL_X5 }\n}*/\n\n// ------------------\n// -- Doom Weapons --\n// ------------------\n\n// Bullet puff\nflickerlight BPUFF1\n{\n    color 0.5 0.5 0.0\n    size 6\n    secondarySize 8\n    chance 0.8\n}\n\nflickerlight BPUFF2\n{\n    color 0.5 0.5 0.0\n    size 3\n    secondarySize 4\n    chance 0.8\n}\n\nobject HitPuff\n{\n    frame PUFFA { light BPUFF1 }\n    frame PUFFB { light BPUFF2 }\n}\n\nobject MachinegunBulletPuff\n{\n    frame PUFFA { light BPUFF1 }\n    frame PUFFB { light BPUFF2 }\n}\n\n// Rocket\npointlight ROCKET\n{\n    color 1.0 0.7 0.0\n    size 56\n}\n\nflickerlight ROCKET_X1\n{\n    color 1.0 0.7 0.0\n    size 64\n    secondarySize 72\n    chance 0.3\n}\n\nflickerlight ROCKET_X2\n{\n    color 0.5 0.1 0.0\n    size 80\n    secondarySize 88\n    chance 0.3\n}\n\nflickerlight ROCKET_X3\n{\n    color 0.3 0.0 0.0\n    size 96\n    secondarySize 104\n    chance 0.3\n}\n\n// Plasma\npointlight PLASMABALL\n{\n    color 0.0 0.1 1.0\n    size 128\n}\n\npointlight PLASMABALLSMALL\n{\n    color 0.0 0.1 1.0\n    size 64\n}\n\nobject PlasmaPuff\n{\n    frame PLSE { light PLASMABALL }\n}\n\n// ----------------------\n// -- Doom Decorations --\n// ----------------------\n\n// Barrel\nobject ExplosiveBarrel1\n{\n    frame BAR1  { light 1SHADOW    }\n\n    frame BEXPC { light ROCKET_X1 }\n    frame BEXPD { light ROCKET_X1 }\n    frame BEXPE { light ROCKET_X1 }\n    frame BEXPF { light ROCKET_X1 }\n    frame BEXPG { light ROCKET_X2 }\n    frame BEXPH { light ROCKET_X2 }\n    frame BEXPI { light ROCKET_X2 }\n    frame BEXPJ { light ROCKET_X2 }\n    frame BEXPK { light ROCKET_X2 }\n    frame BEXPL { light ROCKET_X3 }\n    frame BEXPM { light ROCKET_X3 }\n    frame BEXPN { light ROCKET_X3 }\n    frame BEXPO { light ROCKET_X3 }\n    frame BEXPP { light ROCKET_X3 }\n}\n\n// Floor lamp\npointlight LAMP\n{\n    color 1.0 1.0 1.0\n    size 56\n    offset 0 44 0\n}\n\npointlight YELLOWLAMP\n{\n    color 1.0 1.0 0.0\n    size 56\n    offset 0 44 0\n}\n\n// Short tech lamp\npulselight SMALLLAMP\n{\n    color 0.8 0.8 1.0\n    size 56\n    secondarySize 58\n    interval 0.4\n    offset 0 44 0\n}\n\nFlickerLight2 FlameThrowerFire\n{\nOffset 0 2 0\nColor 0.15 0.04 0.0\nSize 40\nSecondarySize 60\nInterval 2.0\n}\n\nObject FTFire\n{\nFrame FRFX { Light FlameThrowerFire }\n}\n\nObject FTFire_2\n{\nFrame FRFX { Light FlameThrowerFire }\n}\n\nObject EnclaveTracer\n{\nFrame LAPR { Light LaserLight }\n}\n\nObject AdolfHitler\n{\nFrame QBHB{ Light FlameThrowerFire }\n}\n\npulselight TREASURELIGHT\n{\n    color 1.0 0.8 0.2\n    size 30\n    secondarySize 32\n    interval 0.4\n    offset 0 44 0\n}\n\npulselight LaserLight\n{\n    color 1.0 0.0 0.2\n    size 60\n    secondarySize 62\n    interval 0.4\n    offset 0 44 0\n}\n\nObject Fallout3Disintigration\n{\nFrame LD1A { Light ZEBO89 }\n}\n\npulselight ZEBO89\n{\n    color 1.0 0.0 0.2\n    size 80\n    secondarySize 82\n    interval 0.4\n    offset 0 44 0\n}\n\npulselight SILVERKEYLIGHT\n{\n    color 0.8 0.8 1.0\n    size 30\n    secondarySize 32\n    interval 0.4\n    offset 0 44 0\n}\n\nObject  BlueCard\n{\nFrame BKEYA { Light SILVERKEYLIGHT }\nFrame BKEYB { Light SILVERKEYLIGHT }\n}\n\nObject YellowCard\n{\nFrame YKEYA { Light TREASURELIGHT }\nFrame YKEYB { Light TREASURELIGHT }\n}\n\nObject Cross\n{\nFrame TREA { Light TREASURELIGHT }\n}\n\nObject Chalice\n{\nFrame TREA { Light TREASURELIGHT }\n}\n\nObject Chest\n{\nFrame TREA { Light TREASURELIGHT }\n}\n\nObject Crown\n{\nFrame TREA { Light TREASURELIGHT }\n}\n\nObject TechLamp1\n{\nFrame DLMPA { Light BIGLAMP }\nFrame DLMPB { Light BIGLAMP }\nFrame DLMPC { Light BIGLAMP }\nFrame DLMPD { Light BIGLAMP }\n}\n\nObject Lampadafiga\n{\nFrame CANDA { Light BIGLAMP }\n}\n\nObject Lampadariocomune\n{\nFrame COLUA { Light NAZIBULLET }\n}\n\nObject Lampadarioaltissimo\n{\nFrame FSKUA { Light NAZIBULLET }\n}\n\nFlickerLight2 Lampadariolight\n{\nOffset 0 0 0\nColor 0.15 0.04 0.0\nSize 20\nSecondarySize 30\nInterval 2.0\n}\n\n/*object TechLamp21\n{\n    frame TLP2A { light SMALLLAMP }\n    frame TLP2B { light SMALLLAMP }\n    frame TLP2C { light SMALLLAMP }\n    frame TLP2D { light SMALLLAMP }\n}*/\n\nobject TechLamp2\n{\n    frame DLMPA { light SMALLLAMP }\n    frame DLMPB { light SMALLLAMP }\n    frame DLMPC { light SMALLLAMP }\n    frame DLMPD { light SMALLLAMP }\n}\n\n// Tall tech lamp\npulselight BIGLAMP\n{\n    color 0.8 0.8 1.0\n    size 64\n    secondarySize 66\n    interval 0.4\n    offset 0 72 0\n}\n\npulselight HEY\n{\n    color 1.0 1.0 0.0\n    size 64\n    secondarySize 66\n    interval 0.4\n    offset 0 72 0\n}\n\nobject TechLamp1\n{\n    frame TLMPA { light BIGLAMP }\n    frame TLMPB { light BIGLAMP }\n    frame TLMPC { light BIGLAMP }\n    frame TLMPD { light BIGLAMP }\n}\n\n// Tall red torch\npulselight BIGREDTORCH\n{\n    color 1.0 0.3 0.0\n    size 58\n    secondarySize 64\n    interval 0.1\n    offset 0 60 0\n}\n\n/*object TallTorch_Red\n{\n    frame TTRB { light BIGREDTORCH }\n}*/\n\n// Tall green torch\npulselight BIGGREENTORCH\n{\n    color 0.0 1.0 0.0\n    size 58\n    secondarySize 64\n    interval 0.1\n    offset 0 60 0\n}\n\n/*object TallTorch_Green\n{\n    frame TTRB { light BIGGREENTORCH }\n}*/\n\n// Tall blue torch\npulselight BIGBLUETORCH\n{\n    color 0.0 0.0 1.0\n    size 58\n    secondarySize 64\n    interval 0.1\n    offset 0 60 0\n}\n\n/*object TallTorch_Blue\n{\n    frame TTRB { light BIGBLUETORCH }\n}*/\n\nobject Plasma_Ball\n{\n    frame TNT1 { light PLASMABALL }\n    frame PBAL { light PLASMABALLSMALL }\n}\n\n// Small red torch\npulselight SMALLREDTORCH\n{\n    color 1.0 0.3 0.0\n    size 48\n    secondarySize 54\n    interval 0.1\n    offset 0 35 0\n}\n\n/*object ShortTorch_Red\n{\n    frame STRB { light SMALLREDTORCH }\n}*/\n\n// Small green torch\npulselight SMALLGREENTORCH\n{\n    color 0.0 1.0 0.0\n    size 48\n    secondarySize 54\n    interval 0.1\n    offset 0 35 0\n}\n\n/*object ShortTorch_Green\n{\n    frame STRB { light SMALLGREENTORCH }\n}*/\n\n// Small blue torch\npulselight SMALLBLUETORCH\n{\n    color 0.0 0.0 1.0\n    size 48\n    secondarySize 54\n    interval 0.1\n    offset 0 35 0\n}\n\n/*object ShortTorch_Blue\n{\n    frame STRB { light SMALLBLUETORCH }\n}*/\n\n// Burning barrel\npulselight FIREBARREL\n{\n    color 1.0 0.9 0.0\n    size 58\n    secondarySize 64\n    interval 0.1\n    offset 0 32 0\n}\n\n/*object BurningBarrel1\n{\n    frame BURB { light FIREBARREL }\n}*/\n\nobject BigTreeInFlames\n{\n    frame TRE2 { light FIREBARREL }\n}\n\n/*object TorchTreeInFlames\n{\n    frame TRE1 { light FIREBARREL }\n}*/\n\npointlight HUEHUE\n{\n    color 0.25 0.2 0\n    size 24\n}\n\nobject RicoChet\n{\n    frame IPF2 { light HUEHUE }\n}\n\n// ----------------\n// -- Doom Items --\n// ----------------\n\n// Soul Sphere\npulselight SOULSPHERE\n{\n    color 0.0 0.0 1.0\n    size 40\n    secondarySize 42\n    interval 2.0\n    offset 0 16 0\n}\n\nobject LifeSphere\n{\n    frame SOUL { light SOULSPHERE }\n}\n\n// Invulnerability Sphere\npulselight INVULN\n{\n    color 0.0 1.0 0.0\n    size 40\n    secondarySize 42\n    interval 2.0\n    offset 0 16 0\n}\n\n/*object InvulnerabilitySphere1\n{\n    frame PINV { light INVULN }\n}*/\n\n// Health Potion\npulselight HEALTHPOTION\n{\n    color 0.0 0.0 0.6\n    size 16\n    secondarySize 18\n    interval 2.0\n}\n\n// Armour Helmet\npulselight ARMORBONUS\n{\n    color 0.0 0.6 0.0\n    size 14\n    secondarySize 16\n    interval 1.0\n\t//dontlightself 1\n}\n\n/*object ArmorBonus1\n{\n    frame BON2 { light ARMORBONUS }\n}*/\n\n// Blue Keys\n/*object BlueKeyCard\n{\n    frame BKEY { light HEALTHPOTION }\n}\n\nobject BlueSkullKey\n{\n    frame BSKU { light HEALTHPOTION }\n}*/\n\n// Yellow Keys\npulselight YELLOWKEY\n{\n    color 0.6 0.6 0.0\n    size 16\n    secondarySize 18\n    interval 2.0\n}\n\n/*object YellowKeyCard\n{\n    frame YKEY { light YELLOWKEY }\n}\n\nobject YellowSkullKey\n{\n    frame YSKU { light YELLOWKEY }\n}*/\n\n// Red Keys\npulselight REDKEY\n{\n    color 0.6 0.0 0.0\n    size 16\n    secondarySize 18\n    interval 2.0\n}\n\n/*object RedKeyCard\n{\n    frame RKEY { light REDKEY }\n}\n\nobject RedSkullKey\n{\n    frame RSKU { light REDKEY }\n}*/\n\n// Green armour\npointlight GREENARMOR1\n{\n    color 0.0 0.6 0.0\n    size 48\n}\n\npointlight GREENARMOR2\n{\n    color 0.0 0.6 0.0\n    size 32\n}\n\n/*object GreenArmor1\n{\n    frame ARM1A { light GREENARMOR1 }\n    frame ARM1B { light GREENARMOR2 }\n}*/\n\n// Blue armour\npointlight BLUEARMOR1\n{\n    color 0.0 0.0 0.6\n    size 48\n}\n\npointlight BLUEARMOR2\n{\n    color 0.0 0.0 0.6\n    size 32\n}\n\n/*object BlueArmor1\n{\n    frame ARM2A { light BLUEARMOR1 }\n    frame ARM2B { light BLUEARMOR2 }\n}*/\n\n// ------------------\n// -- Doom Enemies --\n// ------------------\n\n// Zombies\nflickerlight2 ZOMBIEATK\n{\n    color 1.0 0.8 0.2\n    size 48\n    secondarySize 56\n    interval 1\n    offset 0 40 0\n}\n\n/*object ZombieMan1\n{\n    frame POSSF { light ZOMBIEATK }\n}*/\n\nobject ShotgunGuy1\n{\n    frame SPOSF { light ZOMBIEATK }\n}\n\n/*object ChaingunGuy1\n{\n    frame CPOSE { light ZOMBIEATK }\n    frame CPOSF { light ZOMBIEATK }\n}*/\n\n// Doom Imp Fireball\npointlight IMPBALL\n{\n    color 1.0 0.5 0.0\n    size 64\n}\n\n// Doom imp fireball explosion\nflickerlight IMPBALL_X1\n{\n    color 0.7 0.2 0.0\n    size 80\n    secondarySize 88\n    chance 0.25\n}\n\nflickerlight IMPBALL_X2\n{\n    color 0.4 0.0 0.0\n    size 96\n    secondarySize 104\n    chance 0.25\n}\n\nflickerlight IMPBALL_X3\n{\n    color 0.2 0.0 0.0\n    size 112\n    secondarySize 120\n    chance 0.25\n}\n\n/*object FireBall_\n{\n    frame FRFXA { light IMPBALL    }\n    frame FRFXB { light IMPBALL    }\n    frame FRFXC { light IMPBALL    }\n    frame FRFXD { light IMPBALL    }\n    frame FRFXE { light IMPBALL_X2    }\n    frame FRFXF { light IMPBALL_X2    }\n    frame FRFXG { light IMPBALL_X2    }\n    frame FRFXH { light IMPBALL_X3    }\n    frame FRFXI { light IMPBALL_X3    }\n\n}*/\n\n// Cacodemon fireball\nflickerlight CACOBALL\n{\n    color 0.1 0.1 1.0\n    size 56\n    secondarySize 64\n    chance 0.5\n}\n\nflickerlight CACOBALL_X1\n{\n    color 0.1 0.4 0.9\n    size 72\n    secondarySize 80\n    chance 0.25\n}\n\nflickerlight CACOBALL_X2\n{\n    color 0.0 0.1 0.6\n    size 88\n    secondarySize 96\n    chance 0.25\n}\n\nflickerlight CACOBALL_X3\n{\n    color 0.0 0.0 0.3\n    size 104\n    secondarySize 112\n    chance 0.25\n}\n\n/*object CacodemonBall_\n{\n    frame BAL2A { light CACOBALL }\n    frame BAL2B { light CACOBALL }\n\n    frame BAL2C { light CACOBALL_X1 }\n    frame BAL2D { light CACOBALL_X2 }\n\tframe BAL2E { light CACOBALL_X2 }\n    frame BAL2F { light CACOBALL_X3 }\n}*/\n\n// Baron / Hell Knight fireball\npointlight BARONBALL\n{\n    color 0.0 1.0 0.0\n    size 64\n}\n\nflickerlight BARONBALL_X1\n{\n    color 0.0 0.7 0.0\n    size 80\n    secondarySize 88\n    chance 0.25\n}\n\nflickerlight BARONBALL_X2\n{\n    color 0.0 0.4 0.0\n    size 96\n    secondarySize 104\n    chance 0.25\n}\n\nflickerlight BARONBALL_X3\n{\n    color 0.0 0.2 0.0\n    size 112\n    secondarySize 120\n    chance 0.25\n}\n\n/*object GreenPlasmaBall\n{\n    frame FRPGJ { light BARONBALL    }\n    frame FRPGK { light BARONBALL    }\n\n    frame FRPGC { light BARONBALL_X1 }\n    frame FRPGD { light BARONBALL_X1 }\n    frame FRPGE { light BARONBALL_X2 }\n    frame FRPGF { light BARONBALL_X2 }\n    frame FRPGG { light BARONBALL_X3 }\n    frame FRPGH { light BARONBALL_X3 }\n}*/\n\n// Lost Soul\nflickerlight LOSTSOUL\n{\n    color 1.0 0.3 0.0\n    size 56\n    secondarysize 64\n    chance 0.5\n}\n\n/*object LSFire\n{\n    frame FIRRA { light LOSTSOUL }\n}*/\n\nflickerlight LOSTSOUL_X1\n{\n    color 0.8 0.3 0.0\n    size 72\n    secondarySize 80\n    chance 0.25\n}\n\nflickerlight LOSTSOUL_X2\n{\n    color 0.6 0.2 0.0\n    size 88\n    secondarySize 96\n    chance 0.25\n}\n\nflickerlight LOSTSOUL_X3\n{\n    color 0.4 0.1 0.0\n    size 104\n    secondarySize 112\n    chance 0.25\n}\n\nflickerlight LOSTSOUL_X4\n{\n    color 0.2 0.0 0.0\n    size 112\n    secondarySize 120\n    chance 0.25\n}\n\n/*object TehLostSoul\n{\n    frame SKULA { light LOSTSOUL_X1 }\n    frame SKULB { light LOSTSOUL_X1 }\n    frame SKULC { light LOSTSOUL_X1 }\n    frame SKULD { light LOSTSOUL_X1 }\n    frame SKULE { light LOSTSOUL_X1 }\n    frame SKULF { light LOSTSOUL_X1 }\n    frame SKULG { light LOSTSOUL_X1 }\n    frame SKULH { light LOSTSOUL_X1 }\n    frame SKULI { light LOSTSOUL_X2 }\n    frame SKULJ { light LOSTSOUL_X3 }\n    frame SKULK { light LOSTSOUL_X4 }\n}*/\n\n// Mancubus Fireball\n/*object BigFireBall\n{\n    frame MANFA { light IMPBALL   }\n    frame MANFB { light IMPBALL   }\n\tframe FLME { light IMPBALL   }\n\n    frame MISLB { light ROCKET_X1 }\n    frame MISLC { light ROCKET_X2 }\n    frame MISLD { light ROCKET_X3 }\n}*/\n\n// Arachnotron Fireball\npointlight ARACHPLAS\n{\n    color 0.6 1.0 0.0\n    size 56\n}\n\nflickerlight ARACHPLAS_X1\n{\n    color 0.4 0.8 0.0\n    size 72\n    secondarySize 80\n    chance 0.3\n}\n\nflickerlight ARACHPLAS_X2\n{\n    color 0.6 0.6 0.0\n    size 88\n    secondarySize 96\n    chance 0.3\n}\n\nflickerlight ARACHPLAS_X3\n{\n    color 0.4 0.4 0.0\n    size 48\n    secondarySize 32\n    chance 0.3\n}\n\nflickerlight ARACHPLAS_X4\n{\n    color 0.2 0.2 0.0\n    size 24\n    secondarySize 16\n    chance 0.3\n}\n\n/*object ArachnotronPlasma1\n{\n    frame APLSA { light ARACHPLAS }\n    frame APLSB { light ARACHPLAS }\n\n    frame APBXA { light ARACHPLAS_X1 }\n    frame APBXB { light ARACHPLAS_X2 }\n    frame APBXC { light ARACHPLAS_X2 }\n    frame APBXD { light ARACHPLAS_X3 }\n    frame APBXE { light ARACHPLAS_X4 }\n}*/\n\n// Revenant tracer\npointlight TRACER\n{\n    color 1.0 0.3 0.0\n    size 48\n}\n\nflickerlight TRACER_X1\n{\n    color 1.0 0.2 0.0\n    size 64\n    secondarySize 72\n    chance 0.25\n}\n\nflickerlight TRACER_X2\n{\n    color 0.6 0.0 0.0\n    size 80\n    secondarySize 88\n    chance 0.25\n}\n\nflickerlight TRACER_X3\n{\n    color 0.3 0.0 0.0\n    size 96\n    secondarySize 104\n    chance 0.25\n}\n\n/*object RevenantTracer2\n{\n    frame FATBA { light TRACER    }\n    frame FATBB { light TRACER    }\n\n    frame FBXPA { light TRACER_X1 }\n    frame FBXPB { light TRACER_X2 }\n    frame FBXPC { light TRACER_X3 }\n}*/\n\n// Shadows\npointlight GUNSHADOW\n{\n    color 0.2 0.2 0.2\n    size 10\n    subtractive 1\n    dontlightself 1\n\n}\n\npointlight 2SHADOW\n{\n    color 0.4 0.4 0.4\n    size 6\n    subtractive 1\n    dontlightself 1\n\n}\n\npointlight 1SHADOW\n{\n    color 0.5 0.5 0.5\n    size 6\n    subtractive 1\n    dontlightself 1\n\n}\n\npointlight 24SHADOW\n{\n    color 0.3 0.3 0.3\n    size 14\n    subtractive 1\n    dontlightself 1\n\n}\n\npointlight 32SHADOW\n{\n    color 0.3 0.3 0.3\n    size 20\n    subtractive 1\n    dontlightself 1\n\n}\n\npointlight 64SHADOW\n{\n    color 0.3 0.3 0.3\n    size 35\n    subtractive 1\n    dontlightself 1\n\n}\n\npointlight FATSHADOW\n{\n    color 0.3 0.3 0.3\n    size 45\n    subtractive 1\n    dontlightself 1\n\n}\n\npointlight CYBERSHADOW\n{\n    color 0.3 0.3 0.3\n    size 50\n    subtractive 1\n    dontlightself 1\n\n}\n\npointlight SPIDERSHADOW\n{\n    color 0.3 0.3 0.3\n    size 70\n    subtractive 1\n    dontlightself 1\n\n}\n\nobject Doomer\n{\n    frame PLAYA { light 24SHADOW  }\n\tframe PLAYB { light 24SHADOW  }\n\tframe PLAYC { light 24SHADOW  }\n\tframe PLAYD { light 24SHADOW  }\n\tframe PLAYE { light 24SHADOW  }\n\tframe PLAYF { light 24SHADOW  }\n\tframe PLAYG { light 24SHADOW  }\n\tframe MARJ { light 24SHADOW  }\n    frame PKIK { light 24SHADOW  }\n    frame PLAI { light 24SHADOW  }\n    frame PLAYG { light 24SHADOW  }\n    frame MARN { light 24SHADOW  }\n    frame WOUN { light 24SHADOW  }\n\tframe PBAR { light 24SHADOW  }\n\tframe PLA1 { light 24SHADOW  }\n\tframe MWAV { light 24SHADOW  }\n\tframe MAR1 { light 24SHADOW  }\n\tframe MAR2 { light 24SHADOW  }\n\tframe MAR3 { light 24SHADOW  }\n\tframe MAR4 { light 24SHADOW  }\n\tframe MAR5 { light 24SHADOW  }\n\tframe MAR6 { light 24SHADOW  }\n\tframe MAR7 { light 24SHADOW  }\n\tframe MSSG { light 24SHADOW  }\n\tframe MAR2 { light 24SHADOW  }\n\tframe MRGL { light 24SHADOW  }\n\tframe MRRG { light 24SHADOW  }\n\tframe M10K { light 24SHADOW  }\n\tframe MMFC { light 24SHADOW  }\n\tframe MHML { light 24SHADOW  }\n\tframe MAR2 { light 24SHADOW  }\n\tframe MRMP { light 24SHADOW  }\n}\n\nobject Zombie_Man\n{\n    frame POSSA { light 24SHADOW  }\n    frame POSSB { light 24SHADOW  }\n    frame POSSC { light 24SHADOW  }\n    frame POSSD { light 24SHADOW  }\n    frame POSSE { light 24SHADOW  }\n    frame POSSF { light 24SHADOW  }\n    frame POSSG { light 24SHADOW  }\n    frame POSSH { light 24SHADOW  }\n    frame POSSZ { light 24SHADOW  }\n    frame ID11 { light 24SHADOW  }\n\tframe ID12 { light 24SHADOW  }\n}\n\nobject Nazi\n{\n    frame NAZIA { light 24SHADOW  }\n    frame NAZIB { light 24SHADOW  }\n    frame NAZIC { light 24SHADOW  }\n    frame NAZID { light 24SHADOW  }\n    frame NAZIE { light 24SHADOW  }\n    frame NAZIF { light 24SHADOW  }\n    frame NAZIG { light 24SHADOW  }\n}\n\nobject Shotgunguy1\n{\n    frame SPOSA { light 24SHADOW  }\n    frame SPOSB { light 24SHADOW  }\n    frame SPOSC { light 24SHADOW  }\n    frame SPOSD { light 24SHADOW  }\n    frame SPOSE { light 24SHADOW  }\n    frame SPOSF { light 24SHADOW  }\n    frame SPOSG { light 24SHADOW  }\n    frame SPOSH { light 24SHADOW  }\n    frame SPSS { light 24SHADOW  }\n    frame SPSRA { light 24SHADOW  }\n    frame SPSRB { light 24SHADOW  }\n    frame ID11 { light 24SHADOW  }\n\tframe ID12 { light 24SHADOW  }\n}\n\n/*object Chaingunguy1\n{\n    frame CPOSA { light 24SHADOW  }\n    frame CPOSB { light 24SHADOW  }\n    frame CPOSC { light 24SHADOW  }\n    frame CPOSD { light 24SHADOW  }\n    frame CPOSE { light 24SHADOW  }\n    frame CPOSF { light 24SHADOW  }\n    frame CPOSG { light 24SHADOW  }\n    frame CPOSH { light 24SHADOW  }\n    frame CPOSZ { light 24SHADOW  }\n\tframe CPBK { light 24SHADOW  }\n}\n\nobject Imp\n{\n    frame TROOA { light 24SHADOW  }\n    frame TROOB { light 24SHADOW  }\n    frame TROOC { light 24SHADOW  }\n    frame TROOD { light 24SHADOW  }\n    frame TROOE { light 24SHADOW  }\n    frame TROOF { light 24SHADOW  }\n    frame TROOG { light 24SHADOW  }\n    frame TROOH { light 24SHADOW  }\n    frame TROOZ { light 24SHADOW  }\n    frame TROSB { light 24SHADOW  }\n    frame WOUI { light 24SHADOW  }\n    frame ID11 { light 24SHADOW  }\n}\n\nobject BullDemon\n{\n    frame SARGA { light 32SHADOW  }\n    frame SARGB { light 32SHADOW  }\n    frame SARGC { light 32SHADOW  }\n    frame SARGD { light 32SHADOW  }\n    frame SARGE { light 32SHADOW  }\n    frame SARGF { light 32SHADOW  }\n    frame SARGG { light 32SHADOW  }\n    frame SARGH { light 32SHADOW  }\n    frame SARGZ { light 32SHADOW  }\n    frame SARW { light 32SHADOW  }\n}\n\nobject HellKnight2\n{\n    frame BOS2A { light 32SHADOW  }\n    frame BOS2B { light 32SHADOW  }\n    frame BOS2C { light 32SHADOW  }\n    frame BOS2D { light 32SHADOW  }\n    frame BOS2E { light 32SHADOW  }\n    frame BOS2F { light 32SHADOW  }\n    frame BOS2G { light 32SHADOW  }\n    frame BOS2H { light 32SHADOW  }\n    frame BOS2Z { light 32SHADOW  }\n\tframe KNRJ { light 32SHADOW  }\n\tframe BTS2 { light 32SHADOW  }\n\tframe BTS3 { light 32SHADOW  }\n\n}\n\nobject BaronOfHell2\n{\n    frame BOSSA { light 32SHADOW  }\n    frame BOSSB { light 32SHADOW  }\n    frame BOSSC { light 32SHADOW  }\n    frame BOSSD { light 32SHADOW  }\n    frame BOSSE { light 32SHADOW  }\n    frame BOSSF { light 32SHADOW  }\n    frame BOSSG { light 32SHADOW  }\n    frame BOSSH { light 32SHADOW  }\n    frame BOSSZ { light 32SHADOW  }\n\tframe BNRJ { light 32SHADOW  }\n}\n\nobject Arachnotron1\n{\n    frame BSPIA { light FATSHADOW  }\n    frame BSPIB { light FATSHADOW  }\n    frame BSPIC { light FATSHADOW  }\n    frame BSPID { light FATSHADOW  }\n    frame BSPIE { light FATSHADOW  }\n    frame BSPIF { light FATSHADOW  }\n    frame BSPIG { light FATSHADOW  }\n    frame BSPIH { light FATSHADOW  }\n    frame BSPII { light FATSHADOW  }\n    frame BSPIZ { light FATSHADOW  }\n}\n\nobject Mancubus\n{\n    frame FATTA { light FATSHADOW  }\n    frame FATTB { light FATSHADOW  }\n    frame FATTC { light FATSHADOW  }\n    frame FATTD { light FATSHADOW  }\n    frame FATTE { light FATSHADOW  }\n    frame FATTF { light FATSHADOW  }\n    frame FATTG { light FATSHADOW  }\n    frame FATTH { light FATSHADOW  }\n    frame FATTI { light FATSHADOW  }\n    frame FATTJ { light FATSHADOW  }\n    frame FATTZ { light FATSHADOW  }\n\tframe FATR { light FATSHADOW  }\n}\n\nobject Revenant1\n{\n    frame SKELA { light 32SHADOW  }\n    frame SKELB { light 32SHADOW  }\n    frame SKELC { light 32SHADOW  }\n    frame SKELD { light 32SHADOW  }\n    frame SKELE { light 32SHADOW  }\n    frame SKELF { light 32SHADOW  }\n    frame SKELG { light 32SHADOW  }\n    frame SKELH { light 32SHADOW  }\n\tframe SKELJ { light 32SHADOW  }\n\tframe SKELK { light 32SHADOW  }\n    frame SKELI { light 32SHADOW  }\n\tframe SKELL { light 32SHADOW  }\n\tframe SKELM { light 32SHADOW  }\n    frame SKELZ { light 32SHADOW  }\n}\n\nobject Belphegor\n{\n    frame BOS3 { light 32SHADOW  }\n}\n\nobject TehArchvile\n{\n    frame DIAB { light 32SHADOW  }\n}\n\nobject TheCyberdemon\n{\n    frame CYBR { light CYBERSHADOW  }\n\tframe CYMA { light CYBERSHADOW  }\n\tframe CYBT { light CYBERSHADOW  }\n}\n\nobject Juggernaut\n{\n    frame BS1W { light CYBERSHADOW  }\n\tframe BS1W { light CYBERSHADOW  }\n}\n\nobject TheSpiderMastermind\n{\n    frame SPID { light SPIDERSHADOW  }\n    frame DEMO { light SPIDERSHADOW  }\n}\n\nobject Nightvision\n{\n    frame PVIS { light 2SHADOW  }\n}\n\nobject Berserk1\n{\n    frame PSTR { light GUNSHADOW  }\n}*/\n\nobject HealthPlus\n{\n    frame BON1 { light 1SHADOW  }\n}\n\nobject ArmorShard\n{\n    frame BON2 { light 1SHADOW  }\n}\n\nobject LightArmor\n{\n    frame ARM1 { light GUNSHADOW  }\n}\n\nobject HeavyArmor\n{\n    frame ARM2 { light GUNSHADOW  }\n}\n\n/*object Rifle\n{\n    frame RIFL { light GUNSHADOW  }\n}\n\nobject Shot_Gun\n{\n    frame SHTC { light GUNSHADOW  }\n}\n\nobject Rail_Gun\n{\n    frame SRCG { light GUNSHADOW  }\n}\n\nobject Grenade_Launcher\n{\n    frame GRNW { light GUNSHADOW  }\n}\n\nobject BFG_9000\n{\n    frame BFUG { light GUNSHADOW  }\n}\n\nobject Plasma_Rifle\n{\n    frame PLAS { light GUNSHADOW  }\n}\n\nobject Rocket_Launcher\n{\n    frame LAUN { light GUNSHADOW  }\n}\n\nobject Mini_Gun\n{\n    frame MNGN { light GUNSHADOW  }\n}\n\nobject SSG\n{\n    frame SGN2 { light GUNSHADOW  }\n}\n\nobject Chain_Saw\n{\n    frame CSAW { light GUNSHADOW  }\n}*/\n\nobject Stimpack2\n{\n    frame STIM { light 1SHADOW  }\n}\n\nobject Medikit2\n{\n    frame MEDI { light GUNSHADOW  }\n}\n\nobject Clip\n{\n    frame CLIP { light 2SHADOW  }\n}\n\nobject RocketAmmo\n{\n    frame ROCK { light 2SHADOW  }\n}\n\nobject Cell\n{\n    frame CELL { light 2SHADOW  }\n}\n\nobject Shell\n{\n    frame SHEL { light 1SHADOW  }\n}\n\nobject AmmoSuply\n{\n    frame BPAK { light 1SHADOW  }\n}\n\n/*object Big_Tree\n{\n    frame TREE { light FATSHADOW  }\n}*/\n\nobject ShellBox\n{\n    frame SBOX { light 1SHADOW  }\n}\n\nobject CellPack\n{\n    frame CELP { light 1SHADOW  }\n}\n\nobject RocketBox\n{\n    frame BROK { light 1SHADOW  }\n}\n\nobject ClipBox\n{\n    frame AMMO { light 1SHADOW  }\n}\n\nobject Column\n{\n    frame COLU { light 24SHADOW  }\n}\n\nobject TallGreenColumn\n{\n    frame COL1 { light 24SHADOW  }\n}\n\nobject ShortGreenColumn\n{\n    frame COL2 { light 24SHADOW  }\n}\n\nobject TallRedColumn\n{\n    frame COL3 { light 24SHADOW  }\n}\n\nobject ShortRedColumn\n{\n    frame COL4 { light 24SHADOW  }\n}\n\nobject HeartColumn\n{\n    frame COL5 { light 24SHADOW  }\n}\n\n/*object TorchTree2\n{\n    frame TRE1 { light 32SHADOW  }\n}*/\n\nobject BigTree2\n{\n    frame TRE2 { light 64SHADOW  }\n}\n\n/*object BurningImp\n{\n frame IZD4 { light BIGREDTORCH }\n}*/\n\nobject GenericBurningGuy\n{\n frame BUR2 { light BIGREDTORCH }\n frame BURNF0 { light BIGREDTORCH }\n frame BURNG0 { light BIGREDTORCH }\n frame BURNH0 { light BIGREDTORCH }\n frame BURNI0 { light BIGREDTORCH }\n frame BURNJ0 { light BIGREDTORCH }\n frame BURNK0 { light BIGREDTORCH }\n frame BURNL0 { light BIGREDTORCH }\n frame BURNM0 { light BIGREDTORCH }\n frame BURNN0 { light BIGREDTORCH }\n frame BURNO0 { light BIGREDTORCH }\n frame BURNP0 { light BIGREDTORCH }\n frame BURNQ0 { light BIGREDTORCH }\n frame BURNR0 { light BIGREDTORCH }\n frame BURNS0 { light BIGREDTORCH }\n frame BURNT0 { light SMALLREDTORCH }\n frame BURNU0 { light SMALLREDTORCH }\n}\n\n/*object Marine\n{\n    frame PLAY { light 24SHADOW  }\n}\n\nobject Marine_Shotgun\n{\n    frame PLAY { light 24SHADOW  }\n}\n\nobject Marine_Minigun\n{\n    frame PLAY { light 24SHADOW  }\n}\n\nobject Marine_SSG\n{\n    frame PLAY { light 24SHADOW  }\n}\n\nobject Marine_Rocket\n{\n    frame PLAY { light 24SHADOW  }\n}\n\nobject Marine_Plasma\n{\n    frame PLAY { light 24SHADOW  }\n}\n\nobject Marine_BFG\n{\n    frame PLAY { light 24SHADOW  }\n}*/\n\npulselight EXPLOSIONFLASH\n{\n    color 1.0 0.3 0.0\n    size 68\n    secondarySize 84\n    interval 0.1\n    offset 0 0 0\n}\n\npulselight ROCKETLIGHT\n{\n    color 1.0 0.3 0.0\n    size 48\n    secondarySize 54\n    interval 0.1\n    offset 0 0 0\n}\n\nobject ExplosionFlareSpawner\n{\n    frame L2NR { light EXPLOSIONFLASH }\n}\n\nobject ROCKET2\n{\n    frame MISL { light ROCKETLIGHT }\n}\n\nobject CyberBalls\n{\n    frame WIVB { light ROCKETLIGHT }\n}\n\n/*object BigFireBall\n{\n    frame FRFX { light ROCKETLIGHT }\n}\n\nobject BigFireBallWithGravity\n{\n    frame FRFX { light ROCKETLIGHT }\n\tframe FLME { light IMPBALL   }\n}\n\nobject RevenantSeeker\n{\n    frame FATB { light ROCKETLIGHT }\n}\n\nobject RevenantSeeker66\n{\n    frame FATB { light ROCKETLIGHT }\n}*/\n\n////Wolfenstein Enemies////////\n////Generic Bullets light\npulselight NAZIBULLET\n{\n    color 1.0 0.8 0.2\n    size 56\n    secondarySize 58\n    interval 0.4\n    offset 0 44 0\n}\n\n//Guards\nobject Zombie_Man\n{\n    frame POSSF { light NAZIBULLET }\n}\n\nobject OrangeLensFlareAlt\n{\n    frame LEYSO { light NAZIBULLET }\n}\n\nobject Rifle_Man\n{\n    frame ROSSF { light NAZIBULLET }\n}\n\n//SS\nobject Nazi\n{\n    frame NAZIF { light NAZIBULLET }\n}\n\nobject Panzergrenadier\n{\n    frame PAZIF { light NAZIBULLET }\n}\n\n//Officers\nobject NaziOfficer\n{\n    frame RPOSF { light NAZIBULLET }\n}\n\nobject shotgunguy1\n{\n    frame WWHTF { light NAZIBULLET }\n}\n\n//Undeads\nobject MUTANT\n{\n    frame WMUTH { light NAZIBULLET }\n    frame WMUTI { light NAZIBULLET }\n}\n\nobject ADESOINCAZZATO\n{\n    frame WMU1H { light NAZIBULLET }\n    frame WMU1I { light NAZIBULLET }\n}\n\nobject ADESOINCAZZATO_2\n{\n    frame MUN1A { light NAZIBULLET }\n}\n\nobject SoldierMutant\n{\n    frame MPOSF { light NAZIBULLET }\n}\n\nobject ADESOINCAZZATO_3\n{\n    frame MPO1F { light NAZIBULLET }\n}\n\nobject ADESOINCAZZATO_4\n{\n    frame MSNLB { light NAZIBULLET }\n}\n\n//Elite Nazi SS\nobject NAZIGIRL\n{\n    frame FSZKF { light NAZIBULLET }\n}\n\n//Bosses\nobject HansGrosse\n{\n    frame HANSF { light NAZIBULLET }\n frame HANSG { light NAZIBULLET }\n}\n\nobject MechaHitler\n{\n    frame MHTLF { light NAZIBULLET }\n    frame MHTLG { light NAZIBULLET }\n}\n\nobject AdolfHitler\n{\n    frame HTLRF { light NAZIBULLET }\n    frame HTLRG { light NAZIBULLET }\n}\n\nobject GretelGrosse\n{\n    frame WB24C { light NAZIBULLET }\n    frame WB04F { light NAZIBULLET }\n}\n\nobject FatFace\n{\n    frame WBO5F { light NAZIBULLET }\n}\n\n//GLOWS\nGlow\n{\n\tFlats\n\t{\n\n\t\tNUKAGE1\n\t\tNUKAGE2\n\t\tNUKAGE3\n\t\tLAVA1\n\t\tLAVA2\n\t\tLAVA3\n\t\tLAVA4\n\t\t}\n}"
      },
      {
        "source": "pk3",
        "name": "KEYCONF.txt",
        "contents": "clearplayerclasses\naddplayerclass Doomer2\n\nweaponsection \"Brutal_Doom\"\n\nsetslot 1 Knife_slot GNOMO\nsetslot 2 LUGER COLT\nsetslot 3 BWBar Thompson STG44 Rojas SecretWeapon_MP40\nsetslot 4 MG42 TRGUN\nsetslot 5 KARABINE98 M1GARAND RifleLaser\nsetslot 6 PanzerShreck\nsetslot 7 Flamethrower_BW\n\naddkeysection \"Brutal Wolfenstein - Actions\" BrutalDoomActions\n\n   addmenukey \"Kick\" kickem\n   alias kickem \"puke 301\"\n   defaultbind X kickem\n\n   addmenukey \"Reload\" reloader\n   alias reloader \"puke 303\"\n   defaultbind R reloader\n\n   addmenukey \"Grenade\" granatoso\n   alias granatoso \"puke 125\" //ATTIVA QUEL CAZZO DI SCRIPT,DIO PORCO!\n   defaultbind G granatoso\n\n   addmenukey \"Melee Attack\" FAVIJMERDA\n   alias FAVIJMERDA \"puke 87\"\n   defaultbind V FAVIJMERDA\n\naddkeysection \"Brutal Wolfenstein - Interactions\" BrutalDoomInteractions\n\n   addmenukey \"Offend\" brutaltaunt\n   alias brutaltaunt \"puke 302\"\n   defaultbind F brutaltaunt"
      },
      {
        "source": "pk3",
        "name": "LOADACS.txt",
        "contents": "COMMANDS\nCHASECAM\nRECOIL\nBSPLASH\nBBSPLASH\nGBSPLASH\nPAINEFFECT\nNEWRECOIL\nROLLING\nDIOPORCO\nERCOLTEL\nMAXDQTLT\nOZYACS\nGrenade"
      },
      {
        "source": "pk3",
        "name": "MAPINFO.txt",
        "contents": "Gameinfo\n{\nquitmessages = \"Dost thou wish to\\nleave with such hasty\\nabandon?\", \"Chickening out...\\nalready?\", \"Press N for more carnage.\\nPress Y to be a weenie.\", \"So, you think you can\\nquit this easily, huh?\", \"Press N to save the world.\\nPress Y to abandon it in\\nits hour of need.\", \"Heroes, press N.\\nWimps, press Y.\", \"For guns and glory, press N.\\nFor work and worry, press Y.\"\n}\n\nclearepisodes\nepisode map01\n{\n\tpicname = \"M_EPI1\"\n\tname = \"Escape from Wolfenstein\"\n\tkey = \"e\"\n}\n\nepisode map11\n\n{\n\tpicname = \"M_EPI2\"\n\tname = \"Operation: Eisenfaust\"\n\tkey = \"o\"\n}\n\nepisode map21\n{\n\tpicname = \"M_EPI3\"\n\tname = \"Die, Fuhrer, Die!\"\n\tkey = \"d\"\n}\n\nepisode map31\n{\n\tpicname = \"M_EPI4\"\n\tname = \"A dark segret\"\n\tkey = \"f\"\n}\n\nepisode map41\n{\n\tpicname = \"M_EPI5\"\n\tname = \"The trail of the madman\"\n\tkey = \"b\"\n}\n\nepisode map51\n{\n\tpicname = \"M_EPI6\"\n\tname = \"Confrontation\"\n\tkey = \"n\"\n}\n\nmap MAP01 \"Escape from Wolfenstein-Floor 1\"\n{\n\ttitlepatch = \"CWILV00\"\n\tnext = \"MAP02\"\n\tsecretnext = \"MAP10\"\n\tsky1 = \"SKY2\"\n\tmusic = GETHEM1\n\tpar = 90\n}\n\nmap MAP02 \"Escape from Wolfenstein-Floor 2\"\n{\n\ttitlepatch = \"CWILV01\"\n\tnext = \"MAP03\"\n\tsecretnext = \"MAP03\"\n\tsky1 = \"SKY2\"\n\tmusic = Searchn\n\tpar = 120\n}\n\nmap MAP03 \"Escape from Wolfenstein-Floor 3\"\n{\n\ttitlepatch = \"CWILV02\"\n\tnext = \"MAP04\"\n\tsecretnext = \"MAP04\"\n\tsky1 = \"SKY1\"\n\tmusic = POW\n\tpar = 120\n}\n\nmap MAP04 \"Escape from Wolfenstein-Floor 4\"\n{\n\ttitlepatch = \"CWILV03\"\n\tnext = \"MAP05\"\n\tsecretnext = \"MAP05\"\n\tsky1 = \"SKY1\"\n\tmusic = Suspense\n\tpar = 210\n}\n\nmap MAP05 \"Escape from Wolfenstein-Floor 5\"\n{\n\ttitlepatch = \"CWILV04\"\n\tnext = \"MAP06\"\n\tsecretnext = \"MAP06\"\n\tsky1 = \"SKY1\"\n\tMUSIC = Getthem\n\tpar = 180\n}\n\nmap MAP06 \"Escape from Wolfenstein-Floor 6\"\n{\n\ttitlepatch = \"CWILV05\"\n\tnext = \"MAP07\"\n\tsecretnext = \"MAP07\"\n\tsky1 = \"SKY1\"\n\tmusic = Searchn\n\tpar = 180\n}\n\nmap MAP07 \"Escape from Wolfenstein-Floor 7\"\n{\n\ttitlepatch = \"CWILV06\"\n\tnext = \"MAP08\"\n\tsecretnext = \"MAP08\"\n\tsky1 = \"SKY1\"\n\tmusic = POW\n\tpar = 150\n}\n\nmap MAP08 \"Escape from Wolfenstein-Floor 8\"\n{\n\ttitlepatch = \"CWILV07\"\n\tnext = \"MAP09\"\n\tsecretnext = \"MAP09\"\n\tsky1 = \"SKY1\"\n\tmusic = Suspense\n\tpar = 150\n}\n\nmap MAP09 \"Escape from Wolfenstein-Floor 9\"\n{\n\ttitlepatch = \"CWILV08\"\n\tnext = endpic, \"END1\"\n\tsecretnext = endpic, \"END1\"\n\tsky1 = \"SKY1\"\n\tmusic = WarMarch\n\tpar = 70\n}\n\nmap MAP10 \"Escape from Wolfenstein-Floor 10\"\n{\n\ttitlepatch = \"CWILV09\"\n\tnext = \"MAP02\"\n\tsecretnext = \"MAP02\"\n\tsky1 = \"SKY1\"\n\tmusic = Corner\n\tpar = 0\n}\n\nmap MAP11 \"Operation Eisenfaust-Floor 1\"\n{\n\ttitlepatch = \"CWILV10\"\n\tnext = \"MAP12\"\n\tsecretnext = \"MAP20\"\n\tsky1 = \"SKY2\"\n\tmusic = Nazi_omi\n\tpar = 90\n}\n\nmap MAP12 \"Operation Eisenfaust-Floor 2\"\n{\n\ttitlepatch = \"CWILV11\"\n\tnext = \"MAP13\"\n\tsecretnext = \"MAP13\"\n\tsky1 = \"SKY2\"\n\tmusic = Pregnant\n\tpar = 210\n}\n\nmap MAP13 \"Operation Eisenfaust-Floor 3\"\n{\n\ttitlepatch = \"CWILV12\"\n\tnext = \"MAP14\"\n\tsecretnext = \"MAP14\"\n\tsky1 = \"SKY2\"\n\tmusic = GoingAft\n\tpar = 180\n}\n\nmap MAP14 \"Operation Eisenfaust-Floor 4\"\n{\n\ttitlepatch = \"CWILV13\"\n\tnext = \"MAP15\"\n\tsecretnext = \"MAP15\"\n\tsky1 = \"SKY2\"\n\tmusic = Headache\n\tpar = 120\n}\n\nmap MAP15 \"Operation Eisenfaust-Floor 5\"\n{\n\ttitlepatch = \"CWILV14\"\n\tnext = \"MAP16\"\n\tsecretnext = \"MAP16\"\n\tsky1 = \"SKY2\"\n\tmusic = Nazi_omi\n\tpar = 240\n}\n\nmap MAP16 \"Operation Eisenfaust-Floor 6\"\n{\n\ttitlepatch = \"CWILV15\"\n\tnext = \"MAP17\"\n\tsecretnext = \"MAP17\"\n\tsky1 = \"SKY2\"\n\tmusic = Pregnant\n\tpar = 360\n}\n\nmap MAP17 \"Operation Eisenfaust-Floor 7\"\n{\n\ttitlepatch = \"CWILV16\"\n\tnext = \"MAP18\"\n\tsecretnext = \"MAP18\"\n\tsky1 = \"SKY2\"\n\tmusic = GoingAFT\n\tpar = 60\n}\n\nmap MAP18 \"Operation Eisenfaust-Floor 8\"\n{\n\ttitlepatch = \"CWILV17\"\n\tnext = \"MAP19\"\n\tsecretnext = \"MAP19\"\n\tsky1 = \"SKY2\"\n\tmusic = Headache\n\tpar = 180\n}\n\nmap MAP19 \"Operation Eisenfaust-Floor 9\"\n{\n\ttitlepatch = \"CWILV18\"\n\tnext = endpic, \"END2\"\n\tsecretnext = endpic, \"END2\"\n\tsky1 = \"SKY2\"\n        SpecialAction = \"DrSchabbs\",\"Teleport_EndGame\"\n\tmusic = Action\n\tpar = 70\n}\n\nmap MAP20 \"Operation Eisenfaust-Floor 10\"\n{\n\ttitlepatch = \"CWILV19\"\n\tnext = \"MAP12\"\n\tsecretnext = \"MAP12\"\n\tsky1 = \"SKY2\"\n\tmusic = DUNGEON\n\tpar = 0\n}\n\nmap MAP21 \"Die fhurer,DIE!-Floor 1\"\n{\n\ttitlepatch = \"CWILV20\"\n\tnext = \"MAP22\"\n\tsecretnext = \"MAP22\"\n\tsky1 = \"SKY1\"\n\tmusic = introcw3\n\tpar = 90\n}\n\nmap MAP22 \"Die fhurer,DIE!-Floor 2\"\n{\n\ttitlepatch = \"CWILV21\"\n\tnext = \"MAP23\"\n\tsecretnext = \"MAP23\"\n\tsky1 = \"SKY1\"\n\tmusic = nazi_rap\n\tpar = 90\n}\n\nmap MAP23 \"Die fhurer,DIE!-Floor 3\"\n{\n\ttitlepatch = \"CWILV22\"\n\tnext = \"MAP24\"\n\tsecretnext = \"MAP24\"\n\tsky1 = \"SKY1\"\n\tmusic = Twelfth\n\tpar = 150\n}\n\nmap MAP24 \"Die fhurer,DIE!-Floor 4\"\n{\n\ttitlepatch = \"CWILV23\"\n\tnext = \"MAP25\"\n\tsecretnext = \"MAP25\"\n\tsky1 = \"SKY1\"\n\tmusic = Zerohour\n\tpar = 150\n}\n\nmap MAP25 \"Die fhurer,DIE!-Floor 5\"\n{\n\ttitlepatch = \"CWILV24\"\n\tnext = \"MAP26\"\n\tsecretnext = \"MAP26\"\n\tsky1 = \"SKY1\"\n\tmusic = introcw3\n\tpar = 210\n}\n\nmap MAP26 \"Die fhurer,DIE!-Floor 6\"\n{\n\ttitlepatch = \"CWILV25\"\n\tnext = \"MAP27\"\n\tsecretnext = \"MAP27\"\n\tsky1 = \"SKY1\"\n\tmusic = Nazi_Rap\n\tpar = 150\n}\n\nmap MAP27 \"Die fhurer,DIE!-Floor 7\"\n{\n\ttitlepatch = \"CWILV26\"\n\tnext = \"MAP28\"\n\tsecretnext = \"MAP30\"\n\tsky1 = \"SKY1\"\n\tmusic = Twelfth\n\tpar = 120\n}\n\nmap MAP28 \"Die fhurer,DIE!-Floor 8\"\n{\n\ttitlepatch = \"CWILV27\"\n\tnext = \"MAP29\"\n\tsecretnext = \"MAP29\"\n\tsky1 = \"SKY1\"\n\tmusic = ZeroHour\n\tpar = 360\n}\n\nmap MAP29 \"Die fhurer,DIE!-Floor 9\"\n{\n\ttitlepatch = \"CWILV28\"\n\tnext = endpic, \"END3\"\n\tsecretnext = endpic, \"END3\"\n\tsky1 = \"SKY3\"\n        SpecialAction = \"AdolfHitler\",\"Teleport_EndGame\"\n\tmusic = Ultimate\n\tpar = 70\n}\n\nmap MAP30 \"PAC-MAN\"\n{\n\ttitlepatch = \"CWILV29\"\n\tnext = \"MAP28\"\n\tsecretnext = \"MAP62\"\n\tsky1 = \"SKY1\"\n\tmusic = PACMAN\n\tpar = 0\n}\n\nmap MAP31 \"A dark Segret-Floor 1\"\n{\n\ttitlepatch = \"CWILV30\"\n\tnext = \"MAP32\"\n\tsecretnext = \"MAP32\"\n\tsky1 = \"SKY2\"\n\tmusic = GETTHEM\n\tpar = 90\n}\n\nmap MAP32 \"A dark Segret-Floor 2\"\n{\n\ttitlepatch = \"CWILV31\"\n\tnext = \"MAP33\"\n\tsecretnext = \"MAP33\"\n\tsky1 = \"SKY2\"\n\tmusic = SEARCHN\n\tpar = 120\n}\n\nmap MAP33 \"A dark Segret-Floor 3\"\n{\n\ttitlepatch = \"CWILV32\"\n\tnext = \"MAP34\"\n\tsecretnext = \"MAP40\"\n\tsky1 = \"SKY2\"\n\tmusic = POW\n\tpar = 120\n}\n\nmap MAP34 \"A dark Segret-Floor 4\"\n{\n\ttitlepatch = \"CWILV33\"\n\tnext = \"MAP35\"\n\tsecretnext = \"MAP35\"\n\tsky1 = \"SKY2\"\n\tmusic = Suspense\n\tpar = 210\n}\n\nmap MAP35 \"A dark Segret-Floor 5\"\n{\n\ttitlepatch = \"CWILV34\"\n\tnext = \"MAP36\"\n\tsecretnext = \"MAP36\"\n\tsky1 = \"SKY2\"\n\tmusic = GETTHEM\n\tpar = 180\n}\n\nmap MAP36 \"A dark Segret-Floor 6\"\n{\n\ttitlepatch = \"CWILV35\"\n\tnext = \"MAP37\"\n\tsecretnext = \"MAP37\"\n\tsky1 = \"SKY2\"\n\tmusic = SEARCHN\n\tpar = 180\n}\n\nmap MAP37 \"A dark Segret-Floor 7\"\n{\n\ttitlepatch = \"CWILV36\"\n\tnext = \"MAP38\"\n\tsecretnext = \"MAP38\"\n\tsky1 = \"SKY2\"\n\tmusic = POW\n\tpar = 150\n}\n\nmap MAP38 \"A dark Segret-Floor 8\"\n{\n\ttitlepatch = \"CWILV37\"\n\tnext = \"MAP39\"\n\tsecretnext = \"MAP39\"\n\tsky1 = \"SKY2\"\n\tmusic = Suspense\n\tpar = 150\n}\n\nmap MAP39 \"A dark Segret-Floor 9\"\n{\n\ttitlepatch = \"CWILV38\"\n\tnext = endpic, \"END4\"\n\tsecretnext = endpic, \"END4\"\n\tsky1 = \"SKY2\"\n        SpecialAction = \"Giftmacher\",\"Teleport_EndGame\"\n\tmusic = Doom\n\tpar = 70\n}\n\nmap MAP40 \"A dark Segret-Floor 10\"\n{\n\ttitlepatch = \"CWILV39\"\n\tnext = \"MAP35\"\n\tsecretnext = \"MAP35\"\n\tsky1 = \"SKY2\"\n\tmusic = CORNER\n\tpar = 0\n}\n\nmap MAP41 \"Trail of Madman-Floor 1\"\n{\n\ttitlepatch = \"CWILV40\"\n\tnext = \"MAP42\"\n\tsecretnext = \"MAP42\"\n\tsky1 = \"SKY2\"\n\tmusic = GRUNDGE\n\tpar = 90\n}\n\nmap MAP42 \"Trail of Madman-Floor 2\"\n{\n\ttitlepatch = \"CWILV41\"\n\tnext = \"MAP43\"\n\tsecretnext = \"MAP43\"\n\tsky1 = \"SKY2\"\n\tmusic = ROCKED\n\tpar = 210\n}\n\nmap MAP43 \"Trail of Madman-Floor 3\"\n{\n\ttitlepatch = \"CWILV42\"\n\tnext = \"MAP44\"\n\tsecretnext = \"MAP44\"\n\tsky1 = \"SKY2\"\n\tmusic = ORIGINAL\n\tpar = 180\n}\n\nmap MAP44 \"Trail of Madman-Floor 4\"\n{\n\ttitlepatch = \"CWILV43\"\n\tnext = \"MAP45\"\n\tsecretnext = \"MAP45\"\n\tsky1 = \"SKY2\"\n\tmusic = DOOM\n\tpar = 120\n}\n\nmap MAP45 \"Trail of Madman-Floor 5\"\n{\n\ttitlepatch = \"CWILV44\"\n\tnext = \"MAP46\"\n\tsecretnext = \"MAP50\"\n\tsky1 = \"SKY2\"\n\tmusic = GRUNDGE\n\tpar = 240\n}\n\nmap MAP46 \"Trail of Madman-Floor 6\"\n{\n\ttitlepatch = \"CWILV45\"\n\tnext = \"MAP47\"\n\tsecretnext = \"MAP47\"\n\tsky1 = \"SKY2\"\n\tmusic = ROCKED\n\tpar = 360\n}\n\nmap MAP47 \"Trail of Madman-Floor 7\"\n{\n\ttitlepatch = \"CWILV46\"\n\tnext = \"MAP48\"\n\tsecretnext = \"MAP48\"\n\tsky1 = \"SKY2\"\n\tmusic = ORIGINAL\n\tpar = 60\n}\n\nmap MAP48 \"Trail of Madman-Floor 8\"\n{\n\ttitlepatch = \"CWILV47\"\n\tnext = \"MAP49\"\n\tsecretnext = \"MAP49\"\n\tsky1 = \"SKY2\"\n\tmusic = DOOM\n\tpar = 180\n}\n\nmap MAP49 \"Trail of Madman-Floor 9\"\n{\n\ttitlepatch = \"CWILV48\"\n\tnext = endpic, \"END5\"\n\tsecretnext = endpic, \"END5\"\n\tsky1 = \"SKY2\"\n\tmusic = WarMarch\n\tpar = 70\n}\n\nmap MAP50 \"Trail of Madman-Floor 10\"\n{\n\ttitlepatch = \"CWILV49\"\n\tnext = \"MAP46\"\n\tsecretnext = \"MAP46\"\n\tsky1 = \"SKY2\"\n\tmusic = DUNGEON\n\tpar = 0\n}\n\nmap MAP51 \"Confrontation-Floor 1\"\n{\n\ttitlepatch = \"CWILV50\"\n\tnext = \"MAP52\"\n\tsecretnext = \"MAP52\"\n\tsky1 = \"SKY2\"\n\tmusic = introcw3\n\tpar = 90\n}\n\nmap MAP52 \"Confrontation-Floor 2\"\n{\n\ttitlepatch = \"CWILV51\"\n\tnext = \"MAP53\"\n\tsecretnext = \"MAP53\"\n\tsky1 = \"SKY2\"\n\tmusic = Nazi_rap\n\tpar = 90\n}\n\nmap MAP53 \"Confrontation-Floor 3\"\n{\n\ttitlepatch = \"CWILV52\"\n\tnext = \"MAP54\"\n\tsecretnext = \"MAP60\"\n\tsky1 = \"SKY2\"\n\tmusic = Twelfth\n\tpar = 150\n}\n\nmap MAP54 \"Confrontation-Floor 4\"\n{\n\ttitlepatch = \"CWILV53\"\n\tnext = \"MAP55\"\n\tsecretnext = \"MAP55\"\n\tsky1 = \"SKY2\"\n\tmusic = ZeroHour\n\tpar = 150\n}\n\nmap MAP55 \"Confrontation-Floor 5\"\n{\n\ttitlepatch = \"CWILV54\"\n\tnext = \"MAP56\"\n\tsecretnext = \"MAP56\"\n\tsky1 = \"SKY2\"\n\tmusic = introcw3\n\tpar = 210\n}\n\nmap MAP56 \"Confrontation-Floor 6\"\n{\n\ttitlepatch = \"CWILV55\"\n\tnext = \"MAP57\"\n\tsecretnext = \"MAP57\"\n\tsky1 = \"SKY2\"\n\tmusic = Nazi_rap\n\tpar = 150\n}\n\nmap MAP57 \"Confrontation-Floor 7\"\n{\n\ttitlepatch = \"CWILV56\"\n\tnext = \"MAP58\"\n\tsecretnext = \"MAP58\"\n\tsky1 = \"SKY2\"\n\tmusic = Twelfth\n\tpar = 120\n}\n\nmap MAP58 \"Confrontation-Floor 8\"\n{\n\ttitlepatch = \"CWILV57\"\n\tnext = \"MAP59\"\n\tsecretnext = \"MAP59\"\n\tsky1 = \"SKY2\"\n\tmusic =ZeroHour\n\tpar = 360\n}\n\nmap MAP59 \"Confrontation-Floor 9\"\n{\n\ttitlepatch = \"CWILV58\"\n\tnext = endpic, \"END6\"\n\tsecretnext = endpic, \"END6\"\n\tsky1 = \"SKY2\"\n        SpecialAction = \"FatFace\",\"Teleport_EndGame\"\n\tmusic = Ultimate\n\tpar = 70\n}\n\nmap MAP60 \"Confrontation-Floor 10\"\n{\n\ttitlepatch = \"CWILV59\"\n\tnext = \"MAP54\"\n\tsecretnext = \"MAP54\"\n\tsky1 = \"SKY2\"\n\tmusic = FUNKYOU\n\tpar = 70\n}\n\n////THIS IS THE MAP WHERE I HAD MY TEST!\nmap test \"TEST MAP\"\n{\n\ttitlepatch = \"CWILV22\"\n\tnext = \"MAP30\"\n\tsecretnext = \"MAP60\"\n\tsky1 = \"SKY1\"\n\tmusic = Original\n\tpar = 150\n}\n//\"is one\" non significa \"è unica\" ma \"è uno/a\"... potevi cambiare con \"is unique\", ma credo ROCKS sta bene\nmap TITLEMAP \"Wondering About My Love ROCKS!\"\n{\n\ttitlepatch = \"CWILV23\" //che ti serve? //In effett....\n\tnext = \"MAP01\" //che ti serve? //Bho\n\tsecretnext = \"MAP01\" //che ti serve? //A un cazzo XD\n\tsky1 = \"SKY2\"  //che ti serve?\n\tmusic = WONDER\n\tpar = 150  //che ti serve?\n}\n////REMAKE MAP OF ONE OF THE LEVELS FROM \"LEGO WOLFENSTEIN 3D\"\nmap MAP62 \"The Right Hour\"\n{\n\ttitlepatch = \"CWILV29\"\n\tnext = \"Map28\"\n\tsecretnext = \"Map28\"\n\tsky1 = \"SKY3\"\n\tmusic = BODYBLOW\n\tpar = 70\n}\n\nclearskills\n\nskill baby\n{\n\tDamageFactor = 0.3\n\tDropAmmoFactor = 1.0\n        Monsterhealth= 0.5\n        SpawnFilter = Baby\n\tName = \"Can I play, Daddy?\"\n\tpicname = \"M_JKILL\"\n\tKey = \"c\"\n}\n\nskill easy\n{\n\tDamageFactor = 0.5\n\tDropAmmoFactor = 0.5\n        SpawnFilter = Easy\n\tName = \"Don't Hurt Me\"\n\tpicname = \"M_ROUGH\"\n\tKey = \"d\"\n}\n\nskill normal\n{\n\tDropAmmoFactor = 0.5\n        DamageFactor = 1.0\n        SpawnFilter = Normal\n\tName = \"Bring 'Em On!\"\n\tpicname = \"M_HURT\"\n\tdefaultskill\n\tKey = \"b\"\n}\n\nskill hard\n{\n\tDropAmmoFactor = 0.5\n        FastMonsters\n        DamageFactor = 1.0\n        Monsterhealth = 1.5\n        SpawnFilter = Hard\n        DisableCheats\n\tName = \"I am Death Incarnate!\"\n        mustconfirm = \"Nazis are quickly and deadly.Do you think to be enough strong?\"\n\tpicname = \"M_ULTRA\"\n\tKey = \"i\"\n}"
      },
      {
        "source": "pk3",
        "name": "MODELDEF.txt",
        "contents": "Model GiantBloodSpot      // Name of actor in DECORATE\n{\n   Path \"models/bloodspot\"    // Path to model in PK3\n   Model 0 \"bloodspot.md3\"    // Model index, model file\n   Skin 0 \"bigbloodpool.png\"     // Model index, texture (can be in any format supported by GZDoom)\n   Scale 80.0 80.0 80.0            // Scale values\n   ZOffset 0.7\n   FrameIndex BPDL A 0 0         // The sprite lump, sprite frame, model index, frame number\n}\n\nModel BigBloodSpot      // Name of actor in DECORATE\n{\n   Path \"models/bloodspot\"    // Path to model in PK3\n   Model 0 \"bloodspot.md3\"    // Model index, model file\n   Skin 0 \"bigbloodpool.png\"     // Model index, texture (can be in any format supported by GZDoom)\n   Scale 80.0 80.0 80.0            // Scale values\n   ZOffset 0.7\n   FrameIndex BPDL A 0 0         // The sprite lump, sprite frame, model index, frame number\n}\n\nModel NashGore_BloodSpot      // Name of actor in DECORATE\n{\n   Path \"models/bloodspot\"    // Path to model in PK3\n   Model 0 \"bloodspot.md3\"    // Model index, model file\n   Skin 0 \"bloodstains.png\"     // Model index, texture (can be in any format supported by GZDoom)\n   Scale 70.0 70.0 70.0            // Scale values\n   ZOffset 0.7\n   FrameIndex BPDL B 0 0         // The sprite lump, sprite frame, model index, frame number\n}\n\nModel MinuscleBloodSpot      // Name of actor in DECORATE\n{\n   Path \"models/bloodspot\"    // Path to model in PK3\n   Model 0 \"bloodspot.md3\"    // Model index, model file\n   Skin 0 \"bloodpool2.png\"     // Model index, texture (can be in any format supported by GZDoom)\n   Scale 30.0 30.0 30.0            // Scale values\n   ZOffset 0.7\n   FrameIndex BPDL A 0 0         // The sprite lump, sprite frame, model index, frame number\n}\n\nModel MinuscleBloodSpot      // Name of actor in DECORATE\n{\n   Path \"models/bloodspot\"    // Path to model in PK3\n   Model 0 \"bloodspot.md3\"    // Model index, model file\n   Skin 0 \"bloodpool.png\"     // Model index, texture (can be in any format supported by GZDoom)\n   Scale 30.0 30.0 30.0            // Scale values\n   ZOffset 0.7\n   FrameIndex BPDL B 0 0         // The sprite lump, sprite frame, model index, frame number\n}\n\nModel NashGore_FlyingBlood      // Name of actor in DECORATE\n{\n   Path \"models/bloodspot\"    // Path to model in PK3\n   Model 0 \"bloodspot.md3\"    // Model index, model file\n   Skin 0 \"bloodpool.png\"     // Model index, texture (can be in any format supported by GZDoom)\n   Scale 50.0 50.0 50.0            // Scale values\n   ZOffset 0.7\n   FrameIndex BPDL B 0 0         // The sprite lump, sprite frame, model index, frame number\n}\n\nModel NashGore_BloodSpot      // Name of actor in DECORATE\n{\n   Path \"models/bloodspot\"    // Path to model in PK3\n   Model 0 \"bloodspot.md3\"    // Model index, model file\n   //Skin 0 \"bloodstains.png\"     // Model index, texture (can be in any format supported by GZDoom)\n   Scale 76.0 76.0 76.0            // Scale values\n   ZOffset 0.7\n   FrameIndex BPDL A 0 0         // The sprite lump, sprite frame, model index, frame number\n}\n\nModel NashGore_FlyingBlood      // Name of actor in DECORATE\n{\n   Path \"models/bloodspot\"    // Path to model in PK3\n   Model 0 \"bloodspot.md3\"    // Model index, model file\n   Skin 0 \"bloodpool2.png\"     // Model index, texture (can be in any format supported by GZDoom)\n   Scale 46.0 46.0 46.0            // Scale values\n   ZOffset 0.7\n   FrameIndex BPDL A 0 0         // The sprite lump, sprite frame, model index, frame number\n}\n\nModel CeilBloodSpot      // Name of actor in DECORATE\n{\n   Path \"models/bloodspot\"    // Path to model in PK3\n   Model 0 \"bloodceil.md3\"    // Model index, model file\n   Skin 0 \"bloodstains.png\"     // Model index, texture (can be in any format supported by GZDoom)\n   Scale 50.0 50.0 50.0            // Scale values\n   ZOffset -0.7\n   FrameIndex BPDL A 0 0         // The sprite lump, sprite frame, model index, frame number\n}\n\nModel CeilBloodSpot      // Name of actor in DECORATE\n{\n   Path \"models/bloodspot\"    // Path to model in PK3\n   Model 0 \"bloodceil.md3\"    // Model index, model file\n   Skin 0 \"bloodstains.png\"     // Model index, texture (can be in any format supported by GZDoom)\n   Scale 50.0 50.0 50.0            // Scale values\n   ZOffset -0.7\n   FrameIndex BPDL B 0 0         // The sprite lump, sprite frame, model index, frame number\n}\n\nModel Blue_BloodSpot      // Name of actor in DECORATE\n{\n   Path \"models/bloodspot\"    // Path to model in PK3\n   Model 0 \"bloodspot.md3\"    // Model index, model file\n   Skin 0 \"bloodpool.png\"     // Model index, texture (can be in any format supported by GZDoom)\n   Scale 50.0 50.0 50.0           // Scale values\n   ZOffset 0.7\n   FrameIndex BPDL A 0 0         // The sprite lump, sprite frame, model index, frame number\n}\n\nModel Blue_BloodSpot      // Name of actor in DECORATE\n{\n   Path \"models/bloodspot\"    // Path to model in PK3\n   Model 0 \"bloodspot.md3\"    // Model index, model file\n   Skin 0 \"bloodpool2.png\"     // Model index, texture (can be in any format supported by GZDoom)\n   Scale 46.0 46.0 46.0            // Scale values\n   ZOffset 0.7\n   FrameIndex BPDL B 0 0         // The sprite lump, sprite frame, model index, frame number\n}\n\nModel MediumBloodSpot      // Name of actor in DECORATE\n{\n   Path \"models/bloodspot\"    // Path to model in PK3\n   Model 0 \"bloodspot.md3\"    // Model index, model file\n   Skin 0 \"bloodpool2.png\"     // Model index, texture (can be in any format supported by GZDoom)\n   Scale 80.0 80.0 80.0            // Scale values\n   ZOffset 0.7\n   FrameIndex BPDL A 0 0         // The sprite lump, sprite frame, model index, frame number\n}\n\nModel Tracer // Name of actor in DECORATE\n{\n   Path \"models/Projectiles\" // Path to model in PK3\n   SKIN 0 \"tracer1.tga\" // Model index, model file\n   MODEL 0 \"Tracer.md3\" // Model index, texture (can be in any format supported by GZDoom)\n   Scale 1.5 1.5 1.5 // Scale values\n   PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles\n\n   FrameIndex TRAC A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel MinigunTracer // Name of actor in DECORATE\n{\n   Path \"models/Projectiles\" // Path to model in PK3\n   SKIN 0 \"tracer1.tga\" // Model index, model file\n   MODEL 0 \"Tracer.md3\" // Model index, texture (can be in any format supported by GZDoom)\n   Scale 1.5 1.5 1.5 // Scale values\n   PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles\n\n   FrameIndex TRAC A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel MonsterMinigunTracer // Name of actor in DECORATE\n{\n   Path \"models/Projectiles\" // Path to model in PK3\n   SKIN 0 \"tracer1.tga\" // Model index, model file\n   MODEL 0 \"Tracer.md3\" // Model index, texture (can be in any format supported by GZDoom)\n   Scale 1.5 1.5 1.5 // Scale values\n   PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles\n\n   FrameIndex TRAC A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel MonsterTracer // Name of actor in DECORATE\n{\n   Path \"models/Projectiles\" // Path to model in PK3\n   SKIN 0 \"tracer1.tga\" // Model index, model file\n   MODEL 0 \"Tracer.md3\" // Model index, texture (can be in any format supported by GZDoom)\n   Scale 1.5 1.5 1.5 // Scale values\n   PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles\n\n   FrameIndex TRAC A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel ZombieManTracer // Name of actor in DECORATE\n{\n   Path \"models/Projectiles\" // Path to model in PK3\n   SKIN 0 \"tracer1.tga\" // Model index, model file\n   MODEL 0 \"Tracer.md3\" // Model index, texture (can be in any format supported by GZDoom)\n   Scale 1.5 1.5 1.5 // Scale values\n   PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles\n\n   FrameIndex TRAC A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel MarineTracer // Name of actor in DECORATE\n{\n   Path \"models/Projectiles\" // Path to model in PK3\n   SKIN 0 \"tracer1.tga\" // Model index, model file\n   MODEL 0 \"Tracer.md3\" // Model index, texture (can be in any format supported by GZDoom)\n   Scale 1.5 1.5 1.5 // Scale values\n   PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles\n\n   FrameIndex TRAC A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel MarineMinigunTracer // Name of actor in DECORATE\n{\n   Path \"models/Projectiles\" // Path to model in PK3\n   SKIN 0 \"tracer1.tga\" // Model index, model file\n   MODEL 0 \"Tracer.md3\" // Model index, texture (can be in any format supported by GZDoom)\n   Scale 1.5 1.5 1.5 // Scale values\n   PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles\n\n   FrameIndex TRAC A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel MastermindTracer // Name of actor in DECORATE\n{\n   Path \"models/Projectiles\" // Path to model in PK3\n   SKIN 0 \"tracer1.tga\" // Model index, model file\n   MODEL 0 \"Tracer.md3\" // Model index, texture (can be in any format supported by GZDoom)\n   Scale 3.0 3.0 3.0 // Scale values\n   PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles\n\n   FrameIndex TRAC A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel DetectFloorBullet     // Name of actor in DECORATE\n{\n   Path \"models/bulletdecals\"    // Path to model in PK3\n   Model 0 \"buldecground1\"    // Model index, model file\n   Skin 0 \"BULLETDECAL1.png\"     // Model index, texture (can be in any format supported by GZDoom)\n   Scale 5.0 5.0 5.0            // Scale values\n   ZOffset 0.1\n   FrameIndex XXX1 A 0 0         // The sprite lump, sprite frame, model index, frame number\n}\n\nModel DetectCeilBullet     // Name of actor in DECORATE\n{\n   Path \"models/bulletdecals\"    // Path to model in PK3\n   Model 0 \"buldecceil1\"    // Model index, model file\n   Skin 0 \"BULLETDECAL1.png\"     // Model index, texture (can be in any format supported by GZDoom)\n   Scale 5.0 5.0 5.0            // Scale values\n   ZOffset 0.1\n   FrameIndex XXX1 A 0 0         // The sprite lump, sprite frame, model index, frame number\n}\n\nModel ShrapnelParticle // Name of actor in DECORATE\n{\n   Path \"models/Projectiles\" // Path to model in PK3\n   SKIN 0 \"tracer1.tga\" // Model index, model file\n   MODEL 0 \"Tracer.md3\" // Model index, texture (can be in any format supported by GZDoom)\n   Scale 3.5 3.5 3.5 // Scale values\n   PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles\n\n   FrameIndex SPKO A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel SparkX // Name of actor in DECORATE\n{\n   Path \"models/Projectiles\" // Path to model in PK3\n   SKIN 0 \"tracer1.tga\" // Model index, model file\n   MODEL 0 \"Tracer.md3\" // Model index, texture (can be in any format supported by GZDoom)\n   Scale 2.0 2.0 2.0 // Scale values\n   PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles\n\n   FrameIndex SPKO A 0 0 // The sprite lump, sprite frame, model index, frame number\n}\n\nModel WaterSplashBase2\n{\n   Path \"Models\\Decoration\\Splash\"\n   Model 0 \"Splash.md2\"\n   Skin 0 \"splash0.png\"\n   Skin 1 \"splash0.png\"\n\n   FrameIndex SPSH E 0 0\t   FrameIndex SPSH E 1 999\n}\n\nModel WaterSplashBase2\n{\n   Path \"Models\\Decoration\\Splash\"\n   Model 0 \"Splash.md2\"\n   Skin 0 \"splash1.png\"\n   Skin 1 \"splash1.png\"\n\n   FrameIndex SPSH F 0 1\t   FrameIndex SPSH F 1 0\n}\n\nModel WaterSplashBase2\n{\n   Path \"Models\\Decoration\\Splash\"\n   Model 0 \"Splash.md2\"\n   Skin 0 \"splash2.png\"\n   Skin 1 \"splash2.png\"\n\n   FrameIndex SPSH G 0 2\t   FrameIndex SPSH G 1 1\n}\n\nModel WaterSplashBase2\n{\n   Path \"Models\\Decoration\\Splash\"\n   Model 0 \"Splash.md2\"\n   Skin 0 \"splash3.png\"\n   Skin 1 \"splash3.png\"\n   Scale 4.0 4.0 3.0\n\n   FrameIndex SPSH H 0 3\t   FrameIndex SPSH H 1 2\n}\n\nModel WaterSplashBase2\n{\n   Path \"Models\\Decoration\\Splash\"\n   Model 0 \"Splash.md2\"\n   Skin 0 \"splash4.png\"\n   Skin 1 \"splash4.png\"\n\n   FrameIndex SPSH I 0 4\t   FrameIndex SPSH I 1 3\n}\n\nModel WaterSplashBase2\n{\n   Path \"Models\\Decoration\\Splash\"\n   Model 0 \"Splash.md2\"\n   Skin 0 \"splash5.png\"\n   Skin 1 \"splash5.png\"\n\n   FrameIndex SPSH J 0 5\t   FrameIndex SPSH J 1 4\n   FrameIndex SPSH K 0 999\t   FrameIndex SPSH K 1 999\n}\nModel bloodSplashbasebw\n{\n   Path \"Models\\Decoration\\Splash\"\n   Model 0 \"Splash.md2\"\n   Skin 0 \"splash0.png\"\n   Skin 1 \"splash0.png\"\n\n   FrameIndex BSPH  E 0 0\t   FrameIndex BSPH  E 1 999\n}\n\nModel bloodSplashbasebw\n{\n   Path \"Models\\Decoration\\Splash\"\n   Model 0 \"Splash.md2\"\n   Skin 0 \"bsplash1.png\"\n   Skin 1 \"bsplash1.png\"\n\n   FrameIndex BSPH  F 0 1\t   FrameIndex BSPH  F 1 0\n}\n\nModel bloodSplashbasebw\n{\n   Path \"Models\\Decoration\\Splash\"\n   Model 0 \"Splash.md2\"\n   Skin 0 \"bsplash2.png\"\n   Skin 1 \"bsplash2.png\"\n\n   FrameIndex BSPH  G 0 2\t   FrameIndex BSPH  G 1 1\n}\n\nModel bloodSplashbasebw\n{\n   Path \"Models\\Decoration\\Splash\"\n   Model 0 \"Splash.md2\"\n   Skin 0 \"bsplash3.png\"\n   Skin 1 \"bsplash3.png\"\n   Scale 4.0 4.0 3.0\n\n   FrameIndex BSPH  H 0 3\t   FrameIndex BSPH  H 1 2\n}\n\nModel bloodSplashbasebw\n{\n   Path \"Models\\Decoration\\Splash\"\n   Model 0 \"Splash.md2\"\n   Skin 0 \"bsplash4.png\"\n   Skin 1 \"bsplash4.png\"\n\n   FrameIndex BSPH  I 0 4\t   FrameIndex BSPH  I 1 3\n}\n\nModel bloodSplashbasebw\n{\n   Path \"Models\\Decoration\\Splash\"\n   Model 0 \"Splash.md2\"\n   Skin 0 \"bsplash5.png\"\n   Skin 1 \"bsplash5.png\"\n\n   FrameIndex BSPH  J 0 5\t   FrameIndex BSPH  J 1 4\n   FrameIndex BSPH  K 0 999\t   FrameIndex BSPH  K 1 999\n}\n\nModel nukageSplashbase\n{\n   Path \"Models\\Decoration\\Splash\"\n   Model 0 \"Splash.md2\"\n   Skin 0 \"splash0.png\"\n   Skin 1 \"splash0.png\"\n\n   FrameIndex SLDG  E 0 0\t   FrameIndex SLDG  E 1 999\n}\n\nModel nukageSplashbase\n{\n   Path \"Models\\Decoration\\Splash\"\n   Model 0 \"Splash.md2\"\n   Skin 0 \"ssplash1.png\"\n   Skin 1 \"ssplash1.png\"\n\n   FrameIndex SLDG  F 0 1\t   FrameIndex SLDG  F 1 0\n}\n\nModel nukageSplashbase\n{\n   Path \"Models\\Decoration\\Splash\"\n   Model 0 \"Splash.md2\"\n   Skin 0 \"ssplash2.png\"\n   Skin 1 \"ssplash2.png\"\n\n   FrameIndex SLDG  G 0 2\t   FrameIndex SLDG  G 1 1\n}\n\nModel nukageSplashbase\n{\n   Path \"Models\\Decoration\\Splash\"\n   Model 0 \"Splash.md2\"\n   Skin 0 \"ssplash3.png\"\n   Skin 1 \"ssplash3.png\"\n   Scale 4.0 4.0 3.0\n\n   FrameIndex SLDG  H 0 3\t   FrameIndex SLDG  H 1 2\n}\n\nModel nukageSplashbase\n{\n   Path \"Models\\Decoration\\Splash\"\n   Model 0 \"Splash.md2\"\n   Skin 0 \"ssplash4.png\"\n   Skin 1 \"ssplash4.png\"\n\n   FrameIndex SLDG  I 0 4\t   FrameIndex SLDG  I 1 3\n}\n\nModel nukageSplashbase\n{\n   Path \"Models\\Decoration\\Splash\"\n   Model 0 \"Splash.md2\"\n   Skin 0 \"ssplash5.png\"\n   Skin 1 \"ssplash5.png\"\n\n   FrameIndex SLDG  J 0 5\t   FrameIndex SLDG  J 1 4\n   FrameIndex SLDG  K 0 999\t   FrameIndex SLDG  K 1 999\n}\n\nModel slimeSplashbase\n{\n   Path \"Models\\Decoration\\Splash\"\n   Model 0 \"Splash.md2\"\n   Skin 0 \"splash0.png\"\n   Skin 1 \"splash0.png\"\n\n   FrameIndex SLIM  E 0 0\t   FrameIndex SLIM  E 1 999\n}\n\nModel slimeSplashbase\n{\n   Path \"Models\\Decoration\\Splash\"\n   Model 0 \"Splash.md2\"\n   Skin 0 \"msplash1.png\"\n   Skin 1 \"msplash1.png\"\n\n   FrameIndex SLIM  F 0 1\t   FrameIndex SLIM  F 1 0\n}\n\nModel slimeSplashbase\n{\n   Path \"Models\\Decoration\\Splash\"\n   Model 0 \"Splash.md2\"\n   Skin 0 \"msplash2.png\"\n   Skin 1 \"msplash2.png\"\n\n   FrameIndex SLIM  G 0 2\t   FrameIndex SLIM  G 1 1\n}\n\nModel slimeSplashbase\n{\n   Path \"Models\\Decoration\\Splash\"\n   Model 0 \"Splash.md2\"\n   Skin 0 \"msplash3.png\"\n   Skin 1 \"msplash3.png\"\n   Scale 4.0 4.0 3.0\n\n   FrameIndex SLIM  H 0 3\t   FrameIndex SLIM  H 1 2\n}\n\nModel slimeSplashbase\n{\n   Path \"Models\\Decoration\\Splash\"\n   Model 0 \"Splash.md2\"\n   Skin 0 \"msplash4.png\"\n   Skin 1 \"msplash4.png\"\n\n   FrameIndex SLIM  I 0 4\t   FrameIndex SLIM  I 1 3\n}\n\nModel slimeSplashbase\n{\n   Path \"Models\\Decoration\\Splash\"\n   Model 0 \"Splash.md2\"\n   Skin 0 \"msplash5.png\"\n   Skin 1 \"msplash5.png\"\n\n   FrameIndex SLIM  J 0 5\t   FrameIndex SLIM  J 1 4\n   FrameIndex SLIM  K 0 999\t   FrameIndex SLIM  K 1 999\n}"
      },
      {
        "source": "pk3",
        "name": "SBARINFO.txt",
        "contents": "//RTCW'S HUD STYLE\n//Fullscreen HUD.\nstatusbar fullscreen, forcescaled\n{\n\ndrawimage \"GRNTIMG\", 225,125 ;\ndrawimage weaponicon, 250,160 ;\n\ndrawnumber 7,RTCWFONT, green, Score, drawshadow,150, 175;\ndrawnumber 7,RTCWFONT, white, Health, drawshadow,30, 175;\ndrawnumber 7,RTCWFONT, white, Ammo1, drawshadow,300, 140;\ndrawnumber 7,RTCWFONT, white, Ammo2, drawshadow,245, 175;\ndrawnumber 7,RTCWFONT, white, GrenadeAmmo, drawshadow,215, 125;\ndrawswitchableimage BlueCard && BlueSkull, \"nullimage\", \"STKEYS0\", \"STKEYS3\", \"STKEYS3\", 20, 145;\ndrawswitchableimage YellowCard && YellowSkull, \"nullimage\", \"STKEYS1\", \"STKEYS4\", \"STKEYS4\", 20, 155;\ndrawswitchableimage RedCard && RedSkull, \"nullimage\", \"BRKEY\", \"BRKEY\", \"BRKEY\",20, 165;\n\ngamemode deathmatch, teamgame\n\t{\n     \tdrawnumber 8, SMALLFONT, darkred, frags, 302, 8;\n       DrawString SMALLFONT, darkred, \"Frags\", 302, 0;\n\n        }\n\n}\n\nstatusbar automap,Forcescaled\n{\n}\n\n//Mixed hud from Wolfenstein:The new Order and old Wolfenstein 3D.By me :P(Exept the grapichs,even if i modificated them.)\n\nstatusbar normal, forcescaled\n{\n\nDrawImage \"GRNINV\",275, 150;\nDrawImage \"AMMO\",275, 180;\nDrawImage \"TRSINV\",170, 180;\nDrawImage \"MEDIC\",130, 180;\nDrawImage \"KEYINV\",30, 180;\n\ndrawnumber 7,WOLFFONT, Yellow, Score, drawshadow,240, 185;\ndrawnumber 3,WOLFFONT, White, health, drawshadow,125, 185;\ndrawnumber 3, WOLFFONT, White, ammo1, 315, 190;\ndrawnumber 2, WOLFFONT, White, ammo2, 310, 180;\ndrawnumber 2, WOLFFONT, White, GrenadeAmmo,310,155;\n\nDrawImage weaponicon,0, 150;\n\ndrawswitchableimage BlueCard && BlueSkull, \"nullimage\", \"STKEYS0\", \"STKEYS3\", \"STKEYS3\", 37, 182;\n\ndrawswitchableimage YellowCard && YellowSkull, \"nullimage\", \"STKEYS1\", \"STKEYS4\", \"STKEYS4\", 37, 186;\n\ndrawswitchableimage RedCard && RedSkull, \"nullimage\", \"BRKEY\", \"BRKEY\", \"BRKEY\",37, 190;\n\ngamemode deathmatch, teamgame\n\t{\n     \tdrawnumber 8, SMALLFONT, darkred, frags, 302, 8;\n       DrawString SMALLFONT, darkred, \"Frags\", 302, 0;\n\n        }\n\n}\n\nstatusbar automap,Forcescaled\n{\n}"
      },
      {
        "source": "pk3",
        "name": "SNDINFO.txt",
        "contents": "$playeralias player doomer2 *taunt player/taunt\n$playeralias player Doomer2 *grenadecall player/grenadecall\n$random player/taunt { taunt1 taunt2 taunt3 taunt4 taunt5 taunt6 taunt7 taunt8 taunt9 taunt10 taunt11 taunt12 taunt13 taunt14 taunt15 taunt16 taunt17 taunt18 taunt19 taunt20 taunt21 taunt22 taunt23 taunt24 taunt25 taunt26 taunt27 taunt28 taunt29 taunt30 taunt31 taunt32 taunt33 taunt34 taunt35 taunt36 taunt37 taunt38 taunt39 taunt40 taunt41 taunt42 taunt43 taunt44 taunt45 taunt46 taunt47 taunt48 taunt49 taunt50 taunt51 taunt52 taunt53 taunt54 taunt55 taunt56 taunt57 taunt58 taunt59 taunt60 taunt61 taunt62 taunt63 taunt64 taunt65 taunt66 taunt67 taunt68 taunt69 taunt70 taunt71 taunt72 taunt73 taunt74 taunt75 taunt76 taunt77 taunt78 taunt79 taunt80 taunt81 taunt82 taunt83 taunt84 taunt85 taunt86 taunt87 taunt88 taunt89 taunt90  taunt91 taunt92 taunt93 taunt94 taunt95 taunt96 taunt97 taunt98 taunt99 taunt100 taunt101 taunt102 taunt103 taunt104 taunt105 taunt106 taunt107 taunt108 taunt109 taunt110 taunt111 taunt112 taunt113 taunt114 taunt115 taunt116 taunt117 taunt118 taunt119 taunt120 taunt121 taunt122 taunt123 taunt124}\n$random player/grenadecall { grenade1 grenade2 grenade3 grenade4 grenade5 grenade6 grenade7 }\ngrenade1 grenade1\ngrenade2 grenade2\ngrenade3 grenade3\ngrenade4 grenade4\ngrenade5 grenade5\ngrenade6 grenade6\ngrenade7 grenade7\ntaunt1 taunt1\ntaunt2 taunt2\ntaunt3 taunt3\ntaunt4 taunt4\ntaunt5 taunt5\ntaunt6 taunt6\ntaunt7 taunt7\ntaunt8 taunt8\ntaunt9 taunt9\ntaunt10 taunt10\ntaunt11 taunt11\ntaunt12 taunt12\ntaunt13 taunt13\ntaunt14 taunt14\ntaunt15 taunt15\ntaunt16 taunt16\ntaunt17 taunt17\ntaunt18 taunt18\ntaunt19 taunt19\ntaunt20 taunt20\ntaunt21 taunt21\ntaunt22 taunt22\ntaunt23 taunt23\ntaunt24 taunt24\ntaunt25 taunt25\ntaunt26 taunt26\ntaunt27 taunt27\ntaunt28 taunt28\ntaunt29 taunt29\ntaunt30 taunt30\ntaunt31 taunt31\ntaunt32 taunt32\ntaunt33 taunt33\ntaunt34 taunt34\ntaunt35 taunt35\ntaunt36 taunt36\ntaunt37 taunt37\ntaunt38 taunt38\ntaunt39 taunt39\ntaunt40 taunt40\ntaunt41 taunt41\ntaunt42 taunt42\ntaunt43 taunt43\ntaunt44 taunt44\ntaunt45 taunt45\ntaunt46 taunt46\ntaunt47 taunt47\ntaunt48 taunt48\ntaunt49 taunt49\ntaunt50 taunt50\ntaunt51 taunt51\ntaunt52 taunt52\ntaunt53 taunt53\ntaunt54 taunt54\ntaunt55 taunt55\ntaunt56 taunt56\ntaunt57 taunt57\ntaunt58 taunt58\ntaunt59 taunt59\ntaunt60 taunt60\ntaunt61 taunt61\ntaunt62 taunt62\ntaunt63 taunt63\ntaunt64 taunt64\ntaunt65 taunt65\ntaunt66 taunt66\ntaunt67 taunt67\ntaunt68 taunt68\ntaunt69 taunt69\ntaunt70 taunt70\ntaunt71 taunt71\ntaunt72 taunt72\ntaunt73 taunt73\ntaunt74 taunt74\ntaunt75 taunt75\ntaunt76 taunt76\ntaunt77 taunt77\ntaunt78 taunt78\ntaunt79 taunt79\ntaunt80 taunt80\ntaunt81 taunt81\ntaunt82 taunt82\ntaunt83 taunt83\ntaunt84 taunt84\ntaunt85 taunt85\ntaunt86 taunt86\ntaunt87 taunt87\ntaunt88 taunt88\ntaunt89 taunt89\ntaunt90 taunt90\ntaunt91 taunt91\ntaunt92 taunt92\ntaunt93 taunt93\ntaunt94 taunt94\ntaunt95 taunt95\ntaunt96 taunt96\ntaunt97 taunt97\ntaunt98 taunt98\ntaunt99 taunt99\ntaunt100 taunt100\ntaunt101 taunt101\ntaunt102 taunt102\ntaunt103 taunt103\ntaunt104 taunt104\ntaunt105 taunt105\ntaunt106 taunt106\ntaunt107 taunt107\ntaunt108 taunt108\ntaunt109 taunt109\ntaunt110 taunt110\ntaunt111 taunt111\ntaunt112 taunt112\ntaunt113 taunt113\ntaunt114 taunt114\ntaunt115 taunt115\ntaunt116 taunt116\ntaunt117 taunt117\ntaunt118 taunt118\ntaunt119 taunt119\ntaunt120 taunt120\ntaunt121 taunt121\ntaunt122 taunt122\ntaunt123 taunt123\ntaunt124 taunt124\n\n//GRANATE\nPick/granate grenpic2\n\n$random Launch/granate { Grenthr1 Grenthr2 Grenthr3 }\nGrenthr1 Grenthr1\nGrenthr2 Grenthr2\nGrenthr3 Grenthr3\n\n$random LAND/GRANATE { Grenbnc1 Grenbnc2 Grenbnc3 }\nGrenbnc1 Grenbnc1\nGrenbnc2 Grenbnc2\nGrenbnc3 Grenbnc3\n\nBar/fire Barfire\nBAR1 bar02\nBAR2 bar03\nBAR3 bar01\n\n//sOUNDS\nMG42_OUT MG42_OUT\nMG42_in MG42_in\nMG42_click CDCS\n\nTG/PUMP TRPUMP\nTrengun/fire TGFIRE\nTrenchgun/Load SGRELOAD\n\nCOLT/SNAP SNAP\n//VINDABAI DSCLACK\nVINDABAI_2 DSPOP\nCAILMUNITION DSINSERT\n\nGESOO GESOO\nCOCKEN COCKEN\nMP40 GMP40\n\nM191OUT M191OUT\nM191IN M191IN\nMG42 MG42\nMG42/RELOAD mg42_reload\nMETAL_BREAK break2\nReload/Panzer PanzLoad\nNHIT/SEE tasee\n\n$random flameSoldier/sight { FLAMS01 FLAMS02 }\nFLAMS01 FLAMS01\nFLAMS02 FLAMS02\n\n$random TRIADSEE { BL_1SEE BL_2SEE }\nBL_1SEE BL_1SEE\nBL_2SEE BL_2SEE\n\n$random Elite/sight { ELSE1 ELSE2 ELSE3 }\nELSE1 ELSE1\nELSE2 ELSE2\nELSE3 ELSE3\n\n/*$random FLS/death { FLDT01 FLDT02 FLDT03 FLDT04 }\nFLDT01 FLDT01\nFLDT02 FLDT02\nFLDT03 FLDT03\nFLDT04 FLDT04*/\n\n$random Elite/death { ELDH1 ELDH2 }\nELDH1 ELDH1\nELDH2 ELDH2\n\nTRIADATTACK LPIST\nTRIADPAIN BL_OUCH\nTRIADDEATH BL_DIE\n\nMP441 MP441\nMP442 MP442\n\nmp401 mp401\nmp402 mp402\n\nMPEND1 MPEND1\nSTEND1 STEND1\n\nthomp1 thomp1\nthomp2 thomp2\n\nLnGuardplea   BL_PLEA\nLnGuardplea2  BL_PLEA2\nLnGuardplea3  BL_PLEA3\n\nFlamethrower/Fire FMTRFIRE\nFlamethrower/Hit FMTRHIT\n\nSynergo/See SYSE\nsynergo/pain SYPA\nSYNERGO/ATTACK SYAT\nSynergo/death SYDT\n\n$Random Synergo/active { SYACT1 SYACT2 SYACT3 SYACT4 }\nSYACT1 SYAC1\nSYACT2 SYAC2\nSYACT3 SYAC3\nSYACT4 SYAC4\n\nBURNMU BURNMU\nBURNFE BURNFE\nWAT1 WAT1\nWAT2 WAT2\n\nGKNIFE GKNIFE\n\n//Flamesoldier/death FLAMSDHT1\nKNIFHIT KNIFHIT\n\n//BURNDOG P_DOGBLA\nHALT Naz7st03\nAchtung Naz4Gr03\n\nsa/pain SAPAIN\nsa/active SAACT\n\n/*$random Player/movements { STEP1 STEP2 STEP3 STEP4 GEAR1 GEAR2 GEAR3 }\nSTEP1 STEP1\nSTEP2 STEP2\nSTEP3 STEP3\nSTEP4 STEP5\nGEAR1 GEAR1\nGEAR2 GEAR2\nGEAR3 GEAR3*/\n\n$random sa/sight { SASIT1 SASIT2 SASIT3 SASIT4 }\nSASIT1 SASIT1\nSASIT2 SASIT2\nSASIT3 SASIT3\nSASIT4 SASIT4\n\n$random sa/death { SADTH1 SADTH2 SADTH3 SADTH4 }\nSADTH1 SADTH1\nSADTH2 SADTH2\nSADTH3 SADTH3\nSADTH4 SADTH4\n\n$random Zombie/sight { MUTSIG1 MUTSIG2 MUTSIG3 MUTSIG4 }\nMUTSIG1 MUTSIG1\nMUTSIG2 MUTSIG2\nMUTSIG3 MUTSIG3\nMUTSIG4 MUTSIG4\n\n$random Zombie/death { MUTDHT1 MUTDHT2 MUTDHT3 MUTDHT4 }\nMUTDHT1 MUTDHT1\nMUTDHT2 MUTDHT2\nMUTDHT3 MUTDHT3\nMUTDHT4 MUTDHT4\n\n$random BOSS/TAUNTS { TAUNT1 TAUNT2 TAUNT3 TAUNT4 TAUNT5 TAUNT6 TAUNT7 TAUNT8 }\nTAUNT1 TAUNT1\nTAUNT2 TAUNT2\nTAUNT3 TAUNT3\nTAUNT4 TAUNT4\nTAUNT5 TAUNT5\nTAUNT6 TAUNT6\nTAUNT7 TAUNT7\nTAUNT8 TAUNT8\n\n$random female/sight { fem_achtung fem_die fem_halt }\nfem_achtung femng\nfem_die fem_die\nfem_halt fem_halt\n\n$random female/pain { femhurt1 femhurt2 femhurt4 femhurt3 }\nfemhurt1 femhurt1\nfemhurt2 femhurt2\nfemhurt3 femhurt3\nfemhurt4 femhurt4\n\n$random female/death { femdeath1 femdeath2 femdeath3 femdeath4 femdeath5 }\nfemdeath1 femdh1\nfemdeath2 femdh2\nfemdeath3 femdh3\nfemdeath4 femdh4\nfemdeath5 femdh5\n\n//Doomguy's Sounds\n$playeralias player\tmale *land land\n$random land { land1 land2 land3 land4 land5 }\nland1\tjmpland1\nland2\tjmpland2\nland3\tjmpland3\nland4\tjmpland4\nland5\tjmpland5\n\n$random FUCK { FUCK1 FUCK2 FUCK3 FUCK4 FUCK5 FUCK6 }\nFUCK1 FUCK1\nFUCK2 FUCK2\nFUCK3 FUCK3\nFUCK4 FUCK4\nFUCK5 FUCK5\nFUCK6 FUCK6\n\n/*$random PIKUPTALK { PIKUPTALK1 PIKUPTALK2 PIKUPTALK3 PIKUPTALK4 }\nPIKUPTALK1 PIKUPTALK1\nPIKUPTALK2 PIKUPTALK2\nPIKUPTALK3 PIKUPTALK3\nPIKUPTALK4 PIKUPTALK4\n\n$random DEATHZOM { DEATHZOM1 DEATHZOM2 DEATHZOM3 DEATHZOM4 }\nDEATHZOM1 DEATHZOM1\nDEATHZOM2 DEATHZOM2\nDEATHZOM3 DEATHZOM3\nDEATHZOM4 DEATHZOM4*/\n\n$random SPION { SPION1 SPION2 }\nSPION1    SPION1\nSPION2    SPION2\n\n$random OFDEATH { OFDEATH1 OFDEATH2 }\nOFDEATH1  OFDEATH1\nOFDEATH2  OFDEATH2\n\nredburn\tredburn\n\nworld/watersplash\t\tsplash1\n//poorimp/pain                    stalinista\n\n//weapons/grnpullpin              dsgrpin\n//weapons/grntoss                 dsgrtoss\nweapons/grnbounce               NADEBOUN\nweapons/grnexplode              dsgrboom\n\n//grn/pickup\t\tGRENPICK\ngrn/explode\t\tNADEEXPL\n//PLSM9 PLSM9\n\nworld/sludgegloop\t\tdsploosh\nworld/lavasizzle\t\tdslvsiz\nworld/drip\t\t\tdsdrip\n//world/hotsiz\t\t\tdshtsiz\n\nweapons/rifle\t\t\tdspistol\n//weapons/sg\t\t\tsgfire\nweapons/sgpump STGNPUMP\nweapons/empty DRYFIRE\nweapons/thompson                THOMPSON\nweapons/luger                   DSSHOT\n\nBIGSCREA BIGSCREA\n/*CLIPIN CLIPIN\nCLIPINSS CLIPINSS*/\nMP40_TAKE                       P_MGUN\n/*MP40/RELOAD                     MP40LOAD\nLOAD LOAD\nThompsonload                    RELOAD_2*/\nSTGG44 STGG44\nSTCLIPIN AKCLIPIN\nweapons/kar98                   kar98_01\n//Weapons/KAR98/rechamber         PORCODIO\nWeapons/KAR98/Reload            RELOAD_3\n//granata FireInHole\n//SLIDE SLIDE\n$limit MP40 30\n$limit weapons/sg 10\n\n//insertshell        SHELL_IN\nDSRLAUN DSRLAUN\nDSSALUTE DSSALUTE\n\n$limit FUCK 1\n$limit weapons/rifle 0\n\n/*LAUNCH LAUNCH\nPLREADY PLREADY\nBFGREADY BFGREADy\nRLREADY RLREADY\n\nBFGEXPLO BFGEXPLO\n$rolloff BFGEXPLO 2000 1500\n\nBFGCHARGE BFGCHARG\nBFGFIRE BFGFIRE\nARMOR ARMOR\nIBRN1 IBRN1\nIBRN2 IBRN2\nIBRN3 IBRN3*/\nRELOAD RELOAD\nExplosion EXPLOSIO\n\n/*weapons/firegrenade\t\t\tGLAUNCH\nweapons/reloadgrenade\t\t\tGRELOAD\n$rolloff weapons/firegrenade 3000 100 */\n\n$limit world/watersplash 1\n$limit world/sludgegloop 2\n$limit world/drip 2\n$limit world/hotsiz 2\n$limit world/lavasizzle 2\n\n$volume ricochet/hit 0.7\n$volume world/watersplash 0.3\n$volume weapons/casing2 0.7\n\n$rolloff world/watersplash 300 300\n\n$volume weapons/sshoto\t1.5\n$volume weapons/sshotc\t1.5\n$volume weapons/sshotl  1.5\n\nweapons/plasmarifle PLASMA\n$limit weapons/plasmarifle 0\n$volume weapons/plasmarifle 0.9\n\nRocket/Launch DSRLAUN\nSSHFIRE SSHFIRE\nweapons/ssg/open\tSSGOPEN\nweapons/ssg/close\tSSGCLOSE\nweapons/ssg/in\t\tSSGIN\nweapons/ssg/fire\tSSGFIRE\nFireSuperShotgun    SSGFIRE1\n\n$volume FireSuperShotgun  1.3\n\n$random world/ricochet      {  ricochet/hit world/blank1 }\n$random ricochet/hit        {  world/ricochet1 world/ricochet2 world/ricochet3 world/ricochet4 world/ricochet5 world/ricochet6 world/ricochet7 }\nworld/ricochet1     ricoche1\nworld/ricochet2     ricoche2\nworld/ricochet3     ricoche3\nworld/ricochet4     ricoche4\nworld/ricochet5     ricoche5\nworld/ricochet6     ricoche6\nworld/ricochet7     ricoche7\nworld/blank1        blanksnd\nworld/blank2        blanksnd\n\n$limit world/ricochet1 1\n$limit world/ricochet2 1\n$limit world/ricochet3 1\n$limit world/ricochet4 1\n$limit world/ricochet5 1\n$limit world/ricochet6 1\n$limit world/blank1 1\n$limit world/blank2 1\n$limit ricochet/hit 1\n$limit world/ricochet 1\n\n$rolloff world/ricochet1 200 700\n$rolloff world/ricochet2 200 700\n$rolloff world/ricochet3 200 700\n$rolloff world/ricochet4 200 700\n$rolloff world/ricochet5 200 700\n$rolloff world/ricochet6 200 700\n$rolloff world/ricochet7 200 700\n$rolloff world/ricochet 200 700\n\n$random PAIN1 { BJJURT1 BJJURT2 }\nBJJURT1 BJJURT1\nBJJURT2 BJJURT2\n\nBIGEXPL2 BIGEXPL2\n\nFAREXPL FAREXPL\n$rolloff FAREXPL 3200 7400\n\n$rolloff  Explosion 900 1100\n\nweapons/chainsaw/found  IGOTSAW\nweapons/chainsaw/draw\tCSAWDRAW\nweapons/chainsaw/start\tCSAWSTRT\nweapons/chainsaw/loop\tCSAWLOOP\nweapons/chainsaw/stop\tCSAWSTOP\nweapons/chainsaw/idle\tCSAWREDY\n\nweapons/shell1\t\t\tdsshell1\nweapons/shell2\t\t\tdsshell2\nweapons/shell3\t\t\tdsshell3\n$random weapons/shell\t\t{weapons/shell1 weapons/shell2 weapons/shell3}\n\nweapons/minigunfire DSMINIGN\n$limit weapons/minigunfire 0\n\nCHAINSPI CHAINSPI\n\n$random u45/fire\t{ u45/fire1 u45/fire2 u45/fire3 u45/fire4}\nu45/fire1\t\tuspfire1\nu45/fire2\t\tuspfire2\nu45/fire3\t\tuspfire3\nu45/fire4\t\tuspfire4\n\nRicochet\t\tRIC1\n\nRIFLE RIFLE\nSSHFIRE SSHFIRE\nPLASMA PLASM\nIMPACT IMPACT\nPICKUPA               YES\n\n$random puff/ric \t\t{ puff/ric1 puff/ric2 puff/ric3 puff/ric4 puff/ric5 puff/ric6 puff/ric7 }\npuff/ric1 \t\t\tdsrich1\npuff/ric2 \t\t\tdsrich2\npuff/ric3 \t\t\tdsrich3\npuff/ric4 \t\t\tdsrich4\npuff/ric5 \t\t\tdsrich5\npuff/ric6 \t\t\tdsrich6\npuff/ric7 \t\t\tdsrich7\n\n$limit weapons/chaingun/fire 0\nweapons/chaingun/fire\tCHGNSHOT\nweapons/chaingun/spin\tCHGNSPIN\nweapons/chaingun/stop\tCHGNSTOP\nweapons/chaingun/start\tCHGNSTRT\n\nweapons/ssg/open\tSSGOPEN\nweapons/ssg/close\tSSGCLOSE\nweapons/ssg/in\t\tSSGIN\nweapons/ssg/fire\tSSGFIRE\nFireSuperShotgun    SSGFIRE1\n\nweapons/shotgun2                    STGNSHOT\nweapons/shotgun/pump\t            STGNPUMP\nweapons/assaultrifle                G2FIRE\n\nRELOAD RELOAD\n\ninsertshell        SHELL_IN\nM249        M249\nM249R1        M249R1\nM249R2        M249R2\nM249R3        M249R3\nM249R4        M249R4\nGLOCK18       GLOCK18\nblooddrop\t\tbloddrop\n\n// Gore\n$random misc/xdeath\t\t{ misc/xdeath1a misc/xdeath1b misc/xdeath1c misc/xdeath1d misc/xdeath1e misc/xdeath1f misc/xdeath2a misc/xdeath2b misc/xdeath2c misc/xdeath2d misc/xdeath2e misc/xdeath2f misc/xdeath3a misc/xdeath3b misc/xdeath3c misc/xdeath4a misc/xdeath4b misc/xdeath4c }\nmisc/xdeath1a\t\t\tdsxdth1a\nmisc/xdeath1b\t\t\tdsxdth1b\nmisc/xdeath1c\t\t\tdsxdth1c\nmisc/xdeath1d\t\t\tdsxdth1d\nmisc/xdeath1e\t\t\tdsxdth1e\nmisc/xdeath1f\t\t\tdsxdth1f\n$random misc/xdeath1\t\t{ misc/xdeath1a misc/xdeath1b misc/xdeath1c misc/xdeath1d misc/xdeath1e misc/xdeath1f }\nmisc/xdeath2a\t\t\tdsxdth2a\nmisc/xdeath2b\t\t\tdsxdth2b\nmisc/xdeath2c\t\t\tdsxdth2c\nmisc/xdeath2d\t\t\tdsxdth2d\nmisc/xdeath2e\t\t\tdsxdth2e\nmisc/xdeath2f\t\t\tdsxdth2f\n$random misc/xdeath2\t\t{ misc/xdeath2a misc/xdeath2b misc/xdeath2c misc/xdeath2d misc/xdeath2e misc/xdeath2f }\nmisc/xdeath3a\t\t\tdsxdth3a\nmisc/xdeath3b\t\t\tdsxdth3b\nmisc/xdeath3c\t\t\tdsxdth3c\n$random misc/xdeath3\t\t{ misc/xdeath3a misc/xdeath3b misc/xdeath3c }\nmisc/xdeath4a\t\t\tdsxdth4a\nmisc/xdeath4b\t\t\tdsxdth4b\nmisc/xdeath4c\t\t\tdsxdth4c\n$random misc/xdeath4\t\t{ misc/xdeath4a misc/xdeath4b misc/xdeath4c }\n\n$volume misc/xdeath 0.5\n$volume misc/xdeath1 0.5\n$volume misc/xdeath2 0.5\n$volume misc/xdeath3 0.5\n$volume misc/xdeath4 0.5\n\n//Aspects Floor Sounds\n//Carpet - soft ground\n$random floor/carpet\t\t{ floor/carpet01  floor/carpet02 floor/carpet03 }\nfloor/carpet01\tdscarp1\nfloor/carpet02\tdscarp2\nfloor/carpet03\tdscarp3\n$limit floor/carpet 20\n\n//Dirt\n$random floor/dirt\t\t{ floor/dirt01  floor/dirt02 floor/dirt03 floor/dirt04  floor/dirt05 floor/dirt06 }\nfloor/dirt01\tdsdirt1\nfloor/dirt02\tdsdirt2\nfloor/dirt03\tdsdirt3\nfloor/dirt04\tdsdirt4\nfloor/dirt05\tdsdirt5\nfloor/dirt06\tdsdirt6\n$limit floor/dirt 20\n\n//Gravel - loose crunchy surface\n$random floor/gravel\t\t{ floor/grav01  floor/grav02 floor/grav03 floor/grav04 }\nfloor/grav01\tdsgrav1\nfloor/grav02\tdsgrav2\nfloor/grav03\tdsgrav3\nfloor/grav04\tdsgrav4\n$limit floor/gravel 20\n\n//Metal - hard metal\n$random floor/metal\t\t{ floor/metl01  floor/metl02 floor/metl03 floor/metl04  floor/metl05 floor/metl06 }\nfloor/metl01\tdsmet01\nfloor/metl02\tdsmet02\nfloor/metl03\tdsmet03\nfloor/metl04\tdsmet04\nfloor/metl05\tdsmet05\nfloor/metl06\tdsmet06\n$limit floor/metal 20\n\n//Metal2 - clanky metal\n$random floor/met2\t\t{ floor/met201  floor/met202 floor/met203 floor/met204 }\nfloor/met201\tdsmet201\nfloor/met202\tdsmet202\nfloor/met203\tdsmet203\nfloor/met204\tdsmet204\n$limit floor/met2 20\n\n//Rock - Hard outdoor type floor\n$random floor/rock\t\t{ floor/rock01  floor/rock02 floor/rock03 floor/rock04  floor/rock05 floor/rock06 floor/rock07 floor/rock08 }\nfloor/rock01\tdsrock1\nfloor/rock02\tdsrock2\nfloor/rock03\tdsrock3\nfloor/rock04\tdsrock4\nfloor/rock05\tdsrock5\nfloor/rock06\tdsrock6\nfloor/rock07\tdsrock7\nfloor/rock08\tdsrock8\n$limit floor/rock 20\n\n//Snow\n$random floor/snow\t\t{ floor/snow01  floor/snow02 floor/snow03 floor/snow04  floor/snow05 floor/snow06 }\nfloor/snow01\tdssnow1\nfloor/snow02\tdssnow2\nfloor/snow03\tdssnow3\nfloor/snow04\tdssnow4\nfloor/snow05\tdssnow5\nfloor/snow06\tdssnow6\n$limit floor/snow 20\n\n//Hard - generic hard floor\n$random floor/hard\t\t{ floor/hard01  floor/hard02 floor/hard03 floor/hard04  floor/hard05 floor/hard06 }\nfloor/hard01\tdshard1\nfloor/hard02\tdshard2\nfloor/hard03\tdshard3\nfloor/hard04\tdshard4\nfloor/hard05\tdshard5\nfloor/hard06\tdshard6\n$limit floor/hard 20\n\n//Tile - Hard indoor floor\n$random floor/tile\t\t{ floor/tile01  floor/tile02 floor/tile03 floor/tile04  floor/tile05 floor/tile06 }\nfloor/tile01\tdstile01\nfloor/tile02\tdstile02\nfloor/tile03\tdstile03\nfloor/tile04\tdstile04\nfloor/tile05\tdstile05\nfloor/tile06\tdstile06\n$limit floor/tile 20\n\n//Tile2 - More echoey traditional tile\n$random floor/tile2\t\t{ floor/tile201  floor/tile202 floor/tile203 floor/tile204  floor/tile205 floor/tile206 floor/tile207 floor/tile208 }\nfloor/tile201\tdstile21\nfloor/tile202\tdstile22\nfloor/tile203\tdstile23\nfloor/tile204\tdstile24\nfloor/tile205\tdstile25\nfloor/tile206\tdstile26\nfloor/tile207\tdstile27\nfloor/tile208\tdstile28\n$limit floor/tile2 20\n\n//Wood\n$random floor/wood\t\t{ floor/wood01  floor/wood02 floor/wood03 floor/wood04 }\nfloor/wood01\tdswood1\nfloor/wood02\tdswood2\nfloor/wood03\tdswood3\nfloor/wood04\tdswood4\n$limit floor/wood 20\n\n//Slimy - for the Doom snake floors\n$random floor/slimy\t\t{ floor/slimy01  floor/slimy02 floor/slimy03 floor/slimy04 }\nfloor/slimy01\tdsslimy1\nfloor/slimy02\tdsslimy2\nfloor/slimy03\tdsslimy3\nfloor/slimy04\tdsslimy4\n$limit floor/slimy 20\n\n//Fans and electrical stuff\nfloor/elec1\tdselec1\n$limit floor/elec1 20\n\n//Torches\nprops/redfire\t\t\t\t\tdsrdtrch\n\n$random props/torchfire {props/greenfire props/redfire props/bluefire}\n$rolloff props/greenfire 32 900\n$rolloff props/redfire 32 800\n$rolloff props/bluefire 32 900\n$rolloff props/torchfire 32 900\n\n$limit props/greenfire 1\n$limit props/redfire 1\n$limit props/bluefire 1\n$limit props/torchfire 4\n$volume props/greenfire 0.8\n$volume props/redfire 0.6\n$volume props/bluefire 0.8\n$volume props/barrelfire 0.8\n\nweapons/RLL RLANSHOT\n$volume weapons/RL 2.5\n\nCHAINSPI CHAINSPI\nCHAINSTO CHAINSTO\nweapons/gswing                  dsswing\nweapons/gpunch                  dspunch\nDSSAWZIP DSSAWZIP\nDSSAWPUL DSSAWPUL\n\n$random weapons/casing  { weapons/casing2 weapons/casing3 }\n$limit weapons/casing  5\nweapons/casing2\tdscasin1\nweapons/casing2\tdscasin2\nweapons/casing3\tdscasin3\n\n$random SlowBurnDeath  { DSCULTF1 DSCULTF3 }\nDSCULTF1 DSCULTF1\nDSCULTF2 DSCULTF2\nDSCULTF3 DSCULTF3\n\n$rolloff  weapons/casing 100 600\n\nweapons/chainsaw/hitwall1\tDSSAWAL1\nweapons/chainsaw/hitwall2\tDSSAWAL2\nweapons/chainsaw/hitwall3\tDSSAWAL3\nweapons/chainsaw/hitwall4\tDSSAWAL4\n\n$random weapons/chainsaw/hitwall { weapons/chainsaw/hitwall1 weapons/chainsaw/hitwall2 weapons/chainsaw/hitwall3 weapons/chainsaw/hitwall4 }\n\n$random BLOOOD  { DSBLUD01 DSBLUD02 DSBLUD03 }\nDSBLUD01 DSBLUD01\nDSBLUD02 DSBLUD02\nDSBLUD03 DSBLUD03\n\n$random nazi/sight { nazisight1 nazisight2  }\n$random nazi/death { nazideath1 nazideath2 }\n$random nazi/pain { nazipain1 nazipain2 nazipain3 nazipain4 nazipain5 nazipain6 nazipain7 nazipain8 }\nnazisight1 nazisit1\nnazisight2 nazisit2\nnazideath1 nazidth1\nnazideath2 nazidth2\nnazipain1 nazipn1\nnazipain2 nazipn2\nnazipain3 nazipn3\nnazipain4 nazipn4\nnazipain5 nazipn5\nnazipain6 nazipn6\nnazipain7 nazipn7\nnazipain8 nazipn8\n\n$rolloff nazi/sight 200 2500\n\nPLATA1 PLATA1\n\nRLANDRAW RLANDRAW\nRLANSHOT RLANSHOT\nROCKPKUP ROCKPKUP\nBERSPKUP BERSPKUP\nCBOXPKUP CBOXPKUP\nCELLPKUP CELLPKUP\nCHGNPKUP CHGNPKUP\nMEGAPKUP MEGAPKUP\nPLSDRAW PLSDRAW\nPLSCOOL PLSCOOL\nSHELPKUP SHELPKUP\n\nDSBGSIT3 DSBGSIT3\nDSBGSIT4 DSBGSIT4\nDSGOTKEY DSGOTKEY\nDSPOSIT4 DSPOSIT4\nDSPOSIT5 DSPOSIT5\nDSPOSIT6 DSPOSIT6\nDSBIGDPN DSBIGDPN\n\n$random LSOD {LSOD1 LSOD2 LSOD3 LSOD4}\nLSOD1 LSOD1\nLSOD2 LSOD2\nLSOD3 LSOD3\nLSOD4 LSOD4\n\nBEP BEP\nBEPBEP BEPBEP\nBEEEP BEEEP\n\nDSFDTHG DSFDTHG\nDSFDTHE DSFDTHE\nCHAINSTA CHAINSTA\n\nBREATHOF BREATHOF\nCLAP CLAP\n\nKNUCKLED KNUCKLED\n\nDSSALUTE DSSALUTE\n$random Sparks/Spawn { Sparks/Sound1  Sparks/Sound2  Sparks/Sound3  Sparks/Sound4 }\nSparks/Sound1  \t\tSPARKS1\nSparks/Sound2\t\tSPARKS2\nSparks/Sound3\t\tSPARKS3\nSparks/Sound4\t\tSPARKS4\n\nDSBOTTLE DSBOTTLE\nDSPIPBNC DSPIPBNC\nTAUNT TAUNT\nWeapons/GrenadeFire\tDSGRFIRE\nWeapons/GrenadeBounce\tDSGRBNCE\nWeapons/GrenadeOpen\tDSGROPEN\nWeapons/GrenadeLoad\tDSGRLOAD\nWeapons/GrenadeClose\tDSGRCLOS\n\nDSCANFIR DSCANFIR\n$rolloff DSCANFIR 600 2400\n\n//Mags\n$random weapons/smallmagdrop  { weapons/smallmagdrop1 weapons/smallmagdrop2 weapons/smallmagdrop3 weapons/smallmagdrop4 }\nweapons/smallmagdrop1\t\tdsbounc1\nweapons/smallmagdrop2\t\tdsbounc2\nweapons/smallmagdrop3\t\tdsbounc3\nweapons/smallmagdrop4\t\tdsbounc4\n\n$random weapons/largemagdrop  { weapons/largemagdrop1 weapons/largemagdrop2 weapons/largemagdrop3 weapons/largemagdrop4 }\nweapons/largemagdrop1\t\tdsaounc1\nweapons/largemagdrop2\t\tdsaounc2\nweapons/largemagdrop3\t\tdsaounc3\nweapons/largemagdrop4\t\tdsaounc4\n\nweapons/barrelpain\t\tbarrelz\n\n$volume weapons/smallmagdrop 0.5\n$volume weapons/largemagdrop 0.5\n\n$random grunt/sight { grunt/sight1 grunt/sight2 grunt/sight3 grunt/sight4 grunt/sight5 grunt/sight6 grunt/sight7 grunt/sight8 }\ngrunt/sight1\tzomsit1\ngrunt/sight2\tzomsit2\ngrunt/sight3\tzomsit3\ngrunt/sight4\tzomsit4\ngrunt/sight5\tzomsit5\ngrunt/sight6\tzomsit6\ngrunt/sight7\tzomsit7\ngrunt/sight8\tzomsit8\n\n$random grunt/death\n{ grunt/death1 grunt/death2 grunt/death3 grunt/death4 grunt/death5 grunt/death6 grunt/death7 grunt/death8 grunt/death9 }\ngrunt/death1\tzomdth1\ngrunt/death2\tzomdth2\ngrunt/death3\tzomdth3\ngrunt/death4\tzomdth4\ngrunt/death5\tzomdth5\ngrunt/death6\tzomdth6\ngrunt/death7\tzomdth7\ngrunt/death8    zomdth8\ngrunt/death9    zomdth9\n\n$random grunt/pain\n{ grunt/pain1 grunt/pain2 grunt/pain3 grunt/pain4 grunt/pain5 grunt/pain6 grunt/pain7 grunt/pain8 }\ngrunt/pain1\t\tzompn1\ngrunt/pain2\t\tzompn2\ngrunt/pain3\t\tzompn3\ngrunt/pain4\t\tzompn4\ngrunt/pain5\t\tzompn5\ngrunt/pain6\t\tzompn6\ngrunt/pain7\t\tzompn7\ngrunt/pain8\t\tzompn8\n\n$random grunt/active\n{ grunt/active1 grunt/active2 grunt/active3 grunt/active4 grunt/active5 shotguy/active shotguy/active shotguy/active shotguy/active shotguy/active shotguy/active shotguy/active }\ngrunt/active1\tzomact1\ngrunt/active2\tzomact2\ngrunt/active3\tzomact3\ngrunt/active4\tzomact4\ngrunt/active5\tzomact5\n\n//Impse\n$random imp/melee { imp/melee1 imp/melee2 imp/melee3 }\nimp/melee1\tIMPCLAW1\nimp/melee2\tIMPCLAW2\nimp/melee3\tIMPCLAW3\n\n$random player/cyborg/fist { marine/superfist1 marine/superfist2 marine/superfist3 marine/superfist4 marine/superfist5 }\nmarine/superfist1 plspnch1\nmarine/superfist2 plspnch2\nmarine/superfist3 plspnch3\nmarine/superfist4 plspnch4\nmarine/superfist5 plspnch5\n\n$random BURNZOM {BURNZOM1 BURNZOM2 BURNZOM3}\nBURNZOM1 BURNZOM1\nBURNZOM2 BURNZOM2\nBURNZOM3 BURNZOM3\n\nIMPCHARG IMPCHARG\nDSRFIRE DSRFIRE\n\nKICK KICK\nFOOTWALL FOOTWALL\n\njuggernaut/see BTKUNQV2\njuggernaut/roam BTKUNQV1\njuggernaut/engine BTKENGN1\njuggernaut/death BTKDETH1\n$random juggernaut/pain { BTKPAIN1 BTKPAIN2 BTKPAIN3 }\nBTKPAIN1 BTKPAIN1\nBTKPAIN2 BTKPAIN2\nBTKPAIN3 BTKPAIN3\n\n$rolloff  juggernaut/see 900 1100\n$rolloff  juggernaut/engine 900 1100\n$rolloff  juggernaut/death 900 2800\n$rolloff  juggernaut/pain 900 1100\n$rolloff  juggernaut/roam 900 1100\n\n$random DSMADTH { DSMADTH1 DSMADTH2 DSMADTH3 DSMADTH4 DSMADTH5 DSMADTH6 DSMADTH7 DSMADTH8 }\nDSMADTH1 DSMADTH1\nDSMADTH2 DSMADTH2\nDSMADTH3 DSMADTH3\nDSMADTH4 DSMADTH4\nDSMADTH5 DSMADTH5\nDSMADTH6 DSMADTH6\nDSMADTH7 DSMADTH7\nDSMADTH8 DSMADTH8\n\nPSXDPN PSXDPN\n\nCYBTAT CYBTAT\n$rolloff CYBTAT 50 8000\n\n//Barile\nWood/Pain WoodPain\nWood/death Wooddeat\n\n//WOLFENSTEIN 3D SOUNDS\n//Powerups Sounds\npickups/ammo\t\tP_AMMO\npickups/ammobox\t\tP_AMMOB\npickups/mgun\t\tP_MGUN\npickups/cgun\t\tP_CGUN\npickups/food\t\tP_FOOD\npickups/medkit\t\tP_MEDKIT\npickups/life\t\tP_LIFE\npickups/cup\t\tT_CUP\npickups/cross\t\tT_CROSS\npickups/chest\t\tT_CHEST\npickups/crown\t\tT_CROWN\npickups/key\t\tP_KEY\n\n//Door Sounds\ndoor/open\t\tdsdoropn\ndoor/close\t\tdsdorcls\ndoor/secret\t\tdsbdopn\nplats/pt1_mid\t\tdsbdopn\n\n//Stats Screen Sounds\nstats/bonus100\t\tS_100\nstats/bonuscount\tS_BONUSDING\n\ngoobers\t\t\ts_goobers\n\n//Player weapon Sounds\nweapons/wknife\t\tdswknif\nstats/total\t\tS_BONUSCOUNT\nweapons/wpistol\t\tdswpist\nweapons/wmachinegun\tdswmgun\nweapons/wchaingun\tdswcgun\n\n//Enemy Weapon Sounds\nshots/single\t\tDSSHOT\nshots/burst\t\tDSMGUN\n\nsyringe/throw\t\tDSBO3ATK\n\nmissile/fire\t\tDSMISSF\nmissile/sodfire\t\tDSMISSFS\nmissile/hit\t\tDSMISSX\n\nflame/fire\t\tDSFLAME\n\n//BJ Finale Yell\nbj/yell\t\t\tDSBJYELL\nbj/death\t\tDSDEATH\n\nmenu/quit1\t\tNULL\nmenu/quit2\t\tNULL\n\n//Enemy Sounds\ndog/sight\t\tDSDOGSIT\ndog/attack\t\tDSDOGATK\ndog/death\t\tDSDOGDTH\n\nsol/die1\t\tDSSOLDT1\nsol/die2\t\tDSSOLDT2\nsol/die3\t\tDSSOLDT3\nsol/die4\t\tDSSOLDT4\nsol/die5\t\tDSSOLDT5\nsol/die6\t\tDSSOLDT6\nsol/die7\t\tDSSOLDT7\n\nbrown/sight\t\tDSBRNSIT\n$random brown/death\t{ sol/die1 sol/die2 sol/die3 sol/die4 sol/die5 sol/die6 sol/die7 }\n\nblue/sight\t\tDSBLUSIT\nblue/death\t\tDSBLUDTH\n\nboss/sight\t\tDSBOSSIT\nboss/attack\t\tDSBOSSAT\nboss/death\t\tDSBOSDTH\n\nwhite/sight\t\tDSWHTSIT\nwhite/death\t\tDSWHTDT\n\nmutant/slash\t\tDSPUNCH\nmutant/death\t\tDSMUTDT\n\nbos2/sight\t\tDSBO2SIT\nbos2/death\t\tDSBO2DTH\n\nbos3/active\t\tDSBO3ACT\nbos3/death\t\tDSBO3DTH\n\nbos4/sight\t\tDSBO4SIT\nbos4/death\t\tDSBO4DTH\n\nbos5/sight\t\tDSBO5SIT\nbos5/death\t\tDSBO5DTH\n\nbos6/sight\t\tDSBO6SIT\nbos6/death\t\tDSBO6DTH\n\nbos7/sight\t\tDSBO7SIT\nbos7/death\t\tDSBO7DTH\n\nbos8/sight\t\tDSBO8SIT\nbos8/death\t\tDSBO8DTH\n\nbos9/sight\t\tDSBO9SIT\nbos9/death\t\tDSBO9DTH\n\nghost/sight\t\tDSGHOSIT\nghost/active\t\tDSGHOACT\n\naod/sight\t\tDSAODSIT\naod/death\t\tDSAODDTH\naod/fire\t\tDSAODFIR\n\nhitler1/sight\t\tDSHR1SIT\nhitler1/walk\t\tDSHR1WLK\nhitler1/death\t\tDSHR1DTH\n\nhitler2/sight\t\tDSHR2SIT\nhitler2/death\t\tDSHR2DTH\n\nslurpie\t\t\tDSSLURP\n\nhgst/sight\t\tDSHGTSIT\nhgst/death\t\tDSHGTDTH\n\nspectre/sight\t\tDSGHOSIT\n\n//SoD\ntruck/idle\t\tDSTRUCK\nspear/pickup\t\tP_SPEAR\n\n//Menu Sounds\nmenu/activate\t\tm_select\nmenu/backup\t\tm_back\nmenu/prompt\t\tm_move\nmenu/cursor\t\tm_move\nmenu/change\t\tm_move\nmenu/invalid\t\tNULL\nmenu/dismiss\t\tm_back\nmenu/choose\t\tm_select\nmenu/clear\t\tm_back\n\nClose/Reload/Luger LUG3\nLUG1 LUG1\nLUG2 LUG2\n\nM1FIRE M1FIRE\nM1LOAD M1LOAD\nM1PING M1PING\n\nWEAPONCHANGE CSEL\n\nNONSOCHESCRIVERE MSCOC\n\nQUAKER DSMCLACK\n\nrojas/reload1 ROOUT\nrojas/reload2 ROIN\nRojas/fire ROFIRE\n\nTOWER/BAM DTO\n\nceramica/morte POTBRK\nSCHELETRO/morte SKEFAL\n\nLG1FIRE SCQANS\n\nHORRIBLE/DEATH dissou\n\n$random Enclave/See { ELTRSI1 ELTRSI2  ELTRSI3 ELTRSI4 }\nELTRSI1 ELTRSI1\nELTRSI2 ELTRSI2\nELTRSI3 ELTRSI3\nELTRSI4 ELTRSI4\n\n$random Enclave/pain { ELTRPAI1 ELTRPAI2  ELTRPAI3 ELTRPAI4 }\nELTRPAI1 ELTRPAI1\nELTRPAI2 ELTRPAI2\nELTRPAI3 ELTRPAI3\nELTRPAI4 ELTRPAI4\n\n$random Enclave/death { ELTRDI1 ELTRDI3  ELTRDI2 }\nELTRDI1 ELTRDI1\nELTRDI2 ELTRDI2\nELTRDI3 ELTRDI3\n\nHANS/DEATH GTTG\nHANS/SIGHT MOOR\nSHAISER CHAINLP\nWEAPONS/CHAINGUN VENFI\nOHISSA pseq\nOHISSA_2 psdel\n\n$random Metal/Hit { MET01 MET02 MET03 MET04 MET05 MET06 }\nMET01 MET01\nMET02 MET02\nMET03 MET03\nMET04 MET04\nMET05 MET05\nMET06 MET06\n\nhITLER/STEP BIGPAS\n\nMETAL/FALL MECFUL\n\nhitler/gore DSXDTH4C\n\n//********** Terrain **********\nslime\t\t\t\tdsmuck\nslimesmall\t\t\tdsmucksm\nwater\t\t\t\tdsgloop\nwatersmall\t\t\tdsfloush\nburn\t\t\t\tdsburn\nburnsmall\t\t\tdsburnsm\nblood1\t\t\t\tdssplat1\nblood2\t\t\t\tdssplat2\n$RANDOM blood { blood1 blood2 }\nbloodsmall1\t\t\tdssplat3\nbloodsmall2\t\t\tdssplat4\n$RANDOM bloodsmall { bloodsmall1 bloodsmall2 }\n\n// World Sounds / Terrain sounds\nworld/drip\t\t\tdsempty\n$random world/watersplash\t\t{dssplash dssplas2 water}\ndssplash\tdssplash\ndssplas2\tdssplas2\nworld/watersplashsmall\t\tdssplsml\nworld/sludgegloop\t\tdsploosh\nworld/sludgegloopsmall\t\tdsplosml\nworld/lavasizzle\t\tdslvsiz\nworld/lavsiz2\t\t\tdslvsiz2\nworld/lavasizzlesmall\t\tdslavsml\nworld/thunder\t\t\tdsthun\n\n$volume world/watersplash 0.6\n$volume dssplash 0.6\n$volume dssplas2 0.6\n\n$limit dssplash 4\n$limit world/drip 4\n$limit world/watersplash 4\n$limit world/watersplashsmall 4\n$limit world/sludgegloop 4\n$limit world/sludgegloopsmall 4\n$limit world/lavasizzle 4\n$limit world/lavsiz2 4\n$limit world/lavasizzlesmall 4"
      },
      {
        "source": "pk3",
        "name": "TERRAIN.txt",
        "contents": "//TERRAIN DEFS BY ENJAY\n//********** Splashes **********\nsplash \tnukage\n{\nsmallclass \tnukagesplashbasesmall\nsmallclip\t\t6\nsmallsound\tworld/lavasizzlesmall\n\nbaseclass\t\tnukageSplashBase\nchunkclass\t    sludgechunk\nchunkxvelshift\t8\nchunkyvelshift\t8\nchunkzvelshift\t6\nchunkbasezvel\t2\nsound\t\tworld/lavasizzle\nNoAlert\n}\n\nsplash Slime\n{\nsmallclass\t\tSlimeSplashBaseSmall\nsmallclip\t\t16\nsmallsound\t\tworld/sludgegloopsmall\n\nbaseclass\t\tSlimeSplashBase\nchunkclass\t\tSlimeChunk\nchunkxvelshift\t8\nchunkyvelshift\t8\nchunkzvelshift\t8\nchunkbasezvel\t2\nsound\t\t\tworld/sludgegloop\nNoAlert\n}\n\nsplash \twater\n{\nsmallclass \twatersplashbasesmall\nsmallclip\t\t16\nsmallsound\tdssplash\n\nbaseclass\t\twatersplashbase2\nchunkclass\twatersplash\nchunkxvelshift\t8\nchunkyvelshift\t8\nchunkzvelshift\t8\nchunkbasezvel\t2\nsound\t\twater\nNoAlert\n}\n\nsplash \tblood\n{\nsmallclass \tbloodsplashbasesmall\nsmallclip\t\t16\nsmallsound\tworld/sludgegloopsmall\n\nbaseclass\t\tbloodsplashbasebw\nchunkclass\tbloodsplash\nchunkxvelshift\t8\nchunkyvelshift\t8\nchunkzvelshift\t8\nchunkbasezvel\t2\nsound\t\tworld/sludgegloop\nNoAlert\n}\n\nsplash \tlava\n{\nsmallclass \tlavasplash\nsmallclip\t\t10\nsmallsound\tworld/lavasizzlesmall\n\nbaseclass\t\tlavasplash\nchunkclass\tlavasmoke\nchunkxvelshift\t-1\nchunkyvelshift\t-1\nchunkzvelshift\t2\nchunkbasezvel\t1\nsound\t\tworld/lavasizzle\nNoAlert\n}\n\n//********** Terrain **********\nterrain\t nukage\n{\nsplash \tnukage\nfootclip\t 12\nliquid\n}\n\nterrain\twater\n{\nsplash \twater\nfootclip\t 12\nliquid\n}\n\nterrain\tlava\n{\nsplash \tlava\nfootclip\t 12\nliquid\n}\n\nterrain\tblood\n{\nfootclip\t 12\nliquid\nsplash \tblood\n}\n\nterrain Slime\n{\nfootclip\t 12\nliquid\nsplash Slime\n}\n\n//And now the hard floor sound definitions\nsplash carpet\n{\nsmallclass\t\tNone\nsmallclip\t\t0\nsmallsound\t\tnjmt\n\nbaseclass\t\tNone\nchunkclass\t\tNone\nchunkxvelshift\t0\nchunkyvelshift\t0\nchunkzvelshift\t0\nchunkbasezvel\t0\nsound\t\t\tfloor/carpet\nNoAlert\n}\n\nsplash dirt\n{\nsmallclass\t\tNone\nsmallclip\t\t0\nsmallsound\t\tnjmt\n\nbaseclass\t\tNone\nchunkclass\t\tNone\nchunkxvelshift\t0\nchunkyvelshift\t0\nchunkzvelshift\t0\nchunkbasezvel\t0\nsound\t\t\tfloor/dirt\nNoAlert\n}\n\nsplash gravel\n{\nsmallclass\t\tNone\nsmallclip\t\t0\nsmallsound\t\tnjmt\n\nbaseclass\t\tNone\nchunkclass\t\tNone\nchunkxvelshift\t0\nchunkyvelshift\t0\nchunkzvelshift\t0\nchunkbasezvel\t0\nsound\t\t\tfloor/gravel\nNoAlert\n}\n\nsplash metal\n{\nsmallclass\t\tNone\nsmallclip\t\t0\nsmallsound\t\tnjmt\n\nbaseclass\t\tNone\nchunkclass\t\tNone\nchunkxvelshift\t0\nchunkyvelshift\t0\nchunkzvelshift\t0\nchunkbasezvel\t0\nsound\t\t\tfloor/metal\nNoAlert\n}\n\nsplash metal2\n{\nsmallclass\t\tNone\nsmallclip\t\t0\nsmallsound\t\tnjmt\n\nbaseclass\t\tNone\nchunkclass\t\tNone\nchunkxvelshift\t0\nchunkyvelshift\t0\nchunkzvelshift\t0\nchunkbasezvel\t0\nsound\t\t\tfloor/met2\nNoAlert\n}\n\nsplash rock\n{\nsmallclass\t\tNone\nsmallclip\t\t0\nsmallsound\t\tnjmt\n\nbaseclass\t\tNone\nchunkclass\t\tNone\nchunkxvelshift\t0\nchunkyvelshift\t0\nchunkzvelshift\t0\nchunkbasezvel\t0\nsound\t\t\tfloor/rock\nNoAlert\n}\n\nsplash slimy\n{\nsmallclass\t\tNone\nsmallclip\t\t0\nsmallsound\t\tnjmt\n\nbaseclass\t\tNone\nchunkclass\t\tNone\nchunkxvelshift\t0\nchunkyvelshift\t0\nchunkzvelshift\t0\nchunkbasezvel\t0\nsound\t\t\tfloor/slimy\nNoAlert\n}\n\nsplash snow\n{\nsmallclass\t\tNone\nsmallclip\t\t0\nsmallsound\t\tnjmt\n\nbaseclass\t\tNone\nchunkclass\t\tNone\nchunkxvelshift\t0\nchunkyvelshift\t0\nchunkzvelshift\t0\nchunkbasezvel\t0\nsound\t\t\tfloor/snow\nNoAlert\n}\n\nsplash hard\n{\nsmallclass\t\tNone\nsmallclip\t\t0\nsmallsound\t\tnjmt\n\nbaseclass\t\tNone\nchunkclass\t\tNone\nchunkxvelshift\t0\nchunkyvelshift\t0\nchunkzvelshift\t0\nchunkbasezvel\t0\nsound\t\t\tfloor/hard\nNoAlert\n}\n\nsplash tile\n{\nsmallclass\t\tNone\nsmallclip\t\t0\nsmallsound\t\tnjmt\n\nbaseclass\t\tNone\nchunkclass\t\tNone\nchunkxvelshift\t0\nchunkyvelshift\t0\nchunkzvelshift\t0\nchunkbasezvel\t0\nsound\t\t\tfloor/tile\nNoAlert\n}\n\nsplash tile2\n{\nsmallclass\t\tNone\nsmallclip\t\t0\nsmallsound\t\tnjmt\n\nbaseclass\t\tNone\nchunkclass\t\tNone\nchunkxvelshift\t0\nchunkyvelshift\t0\nchunkzvelshift\t0\nchunkbasezvel\t0\nsound\t\t\tfloor/tile2\nNoAlert\n}\n\nsplash wood\n{\nsmallclass\t\tNone\nsmallclip\t\t0\nsmallsound\t\tnjmt\n\nbaseclass\t\tNone\nchunkclass\t\tNone\nchunkxvelshift\t0\nchunkyvelshift\t0\nchunkzvelshift\t0\nchunkbasezvel\t0\nsound\t\t\tfloor/wood\nNoAlert\n}\n\nsplash electric\n{\nsmallclass\t\tNone\nsmallclip\t\t0\nsmallsound\t\tnjmt\n\nbaseclass\t\tNone\nchunkclass\t\tNone\nchunkxvelshift\t0\nchunkyvelshift\t0\nchunkzvelshift\t0\nchunkbasezvel\t0\nsound\t\t\tfloor/elec1\nNoAlert\n}\n\nifdoom\n//Splash floors first\nfloor BLOOD1 Blood\nfloor BLOOD2 Blood\nfloor BLOOD3 Blood\nfloor FWATER1 Water\nfloor FWATER2 Water\nfloor FWATER3 Water\nfloor FWATER4 Water\nfloor LAVA1 Lava\nfloor LAVA2 Lava\nfloor LAVA3 Lava\nfloor LAVA4 Lava\nfloor NUKAGE1 Nukage\nfloor NUKAGE2 Nukage\nfloor NUKAGE3 Nukage\nfloor SLIME01 Slime\nfloor SLIME02 Slime\nfloor SLIME03 Slime\nfloor SLIME04 Slime\nfloor SLIME05 Slime\nfloor SLIME06 Slime\nfloor SLIME07 Slime\nfloor SLIME08 Slime"
      },
      {
        "source": "pk3",
        "name": "actors/foes/CANI.txt",
        "contents": "ACTOR Dog\n{\n\tHealth 50\n\tRadius 28\n\tHeight 38\n\tDeathHeight 0\n\tSpeed 5\n\tMass 50\n\tPainchance 255\n\tMONSTER\n\t+FLOORClip\n\t+JUSTHIT\n\t+FULLVOLACTIVE\n\t+FULLVOLDEATH\n\t+LOOKALLAROUND\n        -CANUSEWALLS\n  +NOINFIGHTING\n  +DONTHARMSPECIES\n\t+NOTARGET\n\tSeeSound \"dog/sight\"\n\tAttackSound \"dog/attack\"\n\tDeathSound \"dog/death\"\n\tObituary \"%o was bitten by a Dog.\"\n\tMeleeDamage 2\n\tBloodColor \"FF 00 00\"\nBloodType \"NashGore_Blood\"\n\tPainChance \"blood\", 0\n        DAMAGEFACTOR \"blood\", 0.0\n\tDamageFACTOR \"WolfNazi\", 0.0\n\tStates\n\t{\n\tSpawn:\n\t\tWDOG AA 1 A_Wander\n\t\tWDOG AB 1 A_Look\n\t\tWDOG BB 1 A_Wander\n\t\tWDOG BB 1 A_Look\n\t\tWDOG CC 1 A_Wander\n\t\tWDOG CC 1 A_Look\n\t\tWDOG DD 1 A_Wander\n\t\tWDOG DD 1 A_Look\n\t\tLoop\n\tSee:\n\t\tWDOG AAABBBBCCCCDDDD 1 A_Chase\n\t\tLoop\n\tMelee:\n\t\tWDOG EE 3 A_FaceTarget\n\t\tWDOG FF 3 A_MeleeAttack\n\t\tWDOG GG 3\n\t\tWDOG AA 4\n\t\tGoto See\n\tPain:\n\t\tWDOG E 6\n\t\tGoto See\n\tDeath:\n                TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\ttNT1 A 0 A_Jump(32, \"Death.Arm\", \"Death.Leg\")\n\t\tWDOG H 5 A_Scream\n\t\tWDOG I 5\n\t\tWDOG J 5 A_GiveToTarget(\"ScoreItem\", 100)\n                TNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem(\"DOGDEATH\")\n\t\tStop\n\nDeath.Kick:\nDeath.melee:\n\t\tWDG1 I 5 A_Scream\n\t\tWDG1 J 5\n\t\tWDG1 K 5 A_GiveToTarget(\"ScoreItem\", 100)\n                TNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem(\"DOGDEATH\")\n\t\tStop\nDeath.Arm:\nTNT1 A 0 A_CustomMissile (\"DOGArm\", 35, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tWDG1 I 5 A_Scream\n\t\tWDG1 J 5\n\t\tWDG1 K 5 A_GiveToTarget(\"ScoreItem\", 200)\n                TNT1 A 0 A_SpawnItem(\"DOGARMana\")\n\t\tStop\nDeath.Leg:\n\t\tTNT1 A 0 A_CustomMissile (\"DOGLEG\", 35, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tWDG2 I 5 A_Scream\n\t\tWDG2 J 5\n\t\tWDG2 K 5 A_GiveToTarget(\"ScoreItem\", 200)\n                TNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem(\"DOGLEGana\")\n\t\tStop\n\nXDeath.Plasma:\nDeath.Plasma:\nDeath.Plasma2:\nDeath.GreenFire:\nDeath.cutless:\nDeath.ExplosiveImpact:\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n  \t    TNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_GiveToTarget(\"ScoreItem\", 500)\n        TNT1 A 0 A_CustomMissile (\"DesintegratedDOG\", 0, 0, random (0, 360), 2, random (0, 160))\n        Stop\n\n    Death.fire:\n\tDeath.Flames:\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_GiveToTarget(\"ScoreItem\", 400)\n        TNT1 A 0 A_SpawnItem(\"BurningDOG\")\n      Stop\n\nDeath.LaserRifle:\nTNT1 a 0 a_spawnItem(\"MAANDATEACAGARELEZZI\")\nstop\n\t}\n}\nActor DOGDEATH: DEATHNAZI\n{Health 200 States{Spawn:\n        WDOG K -1\n        Stop\tDeath:\n   Death.CutLess:\n    Death.Cut:\n  \t    TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nActor DOGARMana: DEATHNAZI\n{Health 200 States{Spawn:\n        WDG1 L -1\n        Stop\tDeath:\n   Death.CutLess:\n    Death.Cut:\n  \t    TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nActor DOGlegana: DEATHNAZI\n{Health 200 States{Spawn:\n        WDG2 L -1\n        Stop\tDeath:\n   Death.CutLess:\n    Death.Cut:\n  \t    TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\n\nActor Dog_Idle_1: Dog\n{\nStates\n{\nSpawn:\nNDOI A 1 A_LOOK\n}\n}\n\nActor Dog_Idle_2: Dog\n{\nStates\n{\nSpawn:\nNDO2 A 1 A_LOOK\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/foes/CUPA.txt",
        "contents": "//CUPA?NO!This is original Pac-man's ghost!!!!!!!\n//Decorate by AfaDoomer\n\nACTOR P_GHOST Replaces LostSoul\n{\n\tRadius 20\n\tHeight 56\n\tSpeed 5\n\tMass 10000\n\tPainchance 0\n\tMONSTER\n\t+FLOAT\n\t+LOWGRAVITY\n\t+SPAWNFLOAT\n\t+INVULNERABLE\n\t+JUSTHIT\n\t+LOOKALLAROUND\n\t- COUNTKILL\n\t- CANPUSHWALLS\n\t- SOLID\n\tSeeSound \"none\"\n\tActiveSound \"none\"\n\tObituary \"%o was killed by a Pac-man Ghost!\"\n\tMeleedamage 1\n\tStates\n\t{\n\tSpawn:\n\t\tGHO0 BAB 2 A_Look\n\t\tLoop\n\tSee:\n\t\tGHO0 BAB 2 A_Chase\n\t\tLoop\n\tMelee:\n\t\tGHO0 A 0 A_FaceTarget\n\t\tGHO0 BBB 2 A_MeleeAttack\n\t\tGoto See\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/foes/DCSCHABSS.txt",
        "contents": "////Doctor Schabbs\n////The doctor schabbs use a little modification of the sprites from Spear of Destiny:Lost mission of the Waffen SS\n////Doctor Schabbs use a Prototype Plasma Gun that drop at the death.\n\nACTOR DrSchabbs Replaces Revenant\n{\n\tHealth 11000\n\tRadius 26\n\tHeight 40\n\tDeathHeight 0\n\tSpeed 4\n\tMass 100\n\tPainchance 0\n\tMONSTER\n\t+FLOORCLIP\n\t+MISSILEMORE\n +NOINFIGHTING\n  +DONTHARMSPECIES\n\t-FASTER\n+DONTHURTSPECIES\n\t+BOSS\n        +BOSSDeath\n\tSeeSound \"bos3/active\"\n\tDeathSound \"bos3/death\"\n\tObituary \"%o was fuse by Doctor Schabss Plasma Gun!\"\n\tBloodColor \"FF 00 00\"\n        BloodType \"Nashgore_Blood\"\nPainChance \"ExplosiveImpact\", 255\n\tDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n\tStates\n\t{\n\tSpawn:\n                //TNT1 B 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tSCHA A 10 A_Look\n\t\tLoop\n\n    See:\n\t\tSCHA AA 1 A_Chase\n\t\t//TNT1 A 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tSCHA AA 2 A_Chase\n\t\t//TNT1 A 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tSCHA BB 2 A_Chase\n\t\t//TNT1 B 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tSCHA BB 2 A_Chase\n\t\t//TNT1 B 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tSCHA CC 2 A_Chase\n\t\t//TNT1 C 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t        SCHA CC 2 A_Chase\n\t\t//TNT1 C 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tSCHA BB 2 A_Chase\n\t\t//TNT1 B 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tSCHA BB 2 A_Chase\n\t\t//TNT1 B 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tGoto See\n\nMissile:\n\tSCHA D 20 A_FaceTarget\n        TNT1 AAAAAAAA 0\n //TNT1 B 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n        TNT1 A 0 A_PlaySound(\"LG1FIRE\")\n\tSCHA E 4 BRIGHT A_CustomMissile(\"EnemyPlasmaBall\",30,0,0,0)\n\tSCHA D 4 BRIGHT\n        //TNT1 B 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\tSCHA D 1 BRIGHT A_SpidRefire\n\tGoto Missile+5\n\n\tDeath:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n                SCHA F 5\n\t\tSCHA G 5 A_Scream\n\t\tSCHA H 5 A_NoBlocking\n\t\t//TNT1 A 0 A_SpawnItem(\"PLASMAMP40\")\n\t\tSCHA I 5 A_GiveToTarget(\"ScoreItem\", 10000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n                SCHA L -1 A_BossDeath\n\t\tStop\n\n\tDeath.head:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\t//TNT1 A 0 A_SpawnItem(\"PLASMAMP40\")\n        SCDH ABCDE 10 A_GiveToTarget(\"ScoreItem\", 800)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        SCDH E -1 A_BossDeath\n\t\tStop\n\nDeath.Plasma: Death.Plasma2:\n\tPBR1 A 6 A_Scream\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\tPBR1 B 6 A_NoBlocking\n\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 H -1 A_BossDeath\n\tStop\n\n\tXDeath.Plasma:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\t//TNT1 A 0 A_SpawnItem(\"PLASMAMP40\")\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n        TNT1 A 0 A_BossDeath\n        Stop\n\nDeath.Desintegrate:\nDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 A_NoBlocking\n//TNT1 A 0 A_SpawnItem(\"PLASMAMP40\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n        TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathGRENADIERLeg1\", 32, 0, random (0, 360), 2, random (0, 160))\n    TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t    SCVO AB 5 A_GiveToTarget(\"ScoreItem\", 800)\n\t\tSCVO CDEF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tSCVO FFFFFF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tSCVO G -1 A_BossDeath\n\t\tStop\n\nDead.ExplosiveImpact:\n\t\tSCVO G -1 A_BossDeath\n\t\tTNT1 A 0 A_SpawnItem (\"MuchBlood\")\n\t\tStop\n\n\t Death.Fire:\n\tDeath.Flames:\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n        //TNT1 A 0 A_SpawnItem(\"PLASMAMP40\")\n        TNT1 A 0 A_SpawnItem(\"Burninggrenadier\")\n        TNT1 A 0 A_BossDeath\n      Stop\n\n\tXDeath:\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"stg44\")\n                TNT1 A 0 A_GiveToTarget(\"ScoreItem\", 100)\n        TNT1 A 0 A_SpawnItem(\"DesintegratedPANZERGRENADIER\")\nTNT1 A 0 A_BossDeath\n      Stop\n\n}}\n\nACTOR Plasma_Ball Replaces PlasmaBall\n{\n\tRadius 10\n\tHeight 10\n\tSpeed 60\n\tDamage 7\n    DamageType Plasma\n\tDecal \"Scorch\"\n\tProjectile\n\t+RANDOMIZE\nrenderstyle ADD\nalpha 0.90\nScale 0.10\n\tDeathSound \"weapons/plasmax\"\n\t//SeeSound \"PLSM9\"\n    SeeSound \"None\"\n\tObituary \"$OB_MPPLASMARIFLE\"\n\tStates\n\t{\n\tSpawn:\n         PBAL C 1 BRIGHT A_SpawnItem(\"PlasmaFlare\",0,0)\n\t\tLoop\n\nXdeath:\n    //TNT1 A 0 A_SpawnItem (\"PlasmaPuff\", 0)\n    //TNT1 A 0 A_SpawnItem (\"RailPuff\", 0)\n\tTNT1 A 0 A_CustomMissile (\"BluePlasmaFire\", 0, 0, random (0, 360), 2, random (0, 360))\n\t//TNT1 A 0 A_SpawnItem(\"BluePlasmaRife\")\n\tTNT1 AAAAA 0 A_CustomMissile (\"BluePlasmaParticle\", 0, 0, random (0, 360), 2, random (0, 360))\n    TNT1 B 1 A_Explode(10,50,0)\n\tTNT1 B 4\n\tTNT2 AAA 4 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n\n\t\tStop\n\n\tDeath:\n    //TNT1 A 0 A_SpawnItem (\"PlasmaPuff\", 0)\n    //TNT1 A 0 A_SpawnItem (\"RailPuff\", 0)\n\tTNT1 B 1 A_Explode(10,50,1)\n\tTNT1 A 0 A_CustomMissile (\"BluePlasmaFire\", 0, 0, random (0, 360), 2, random (0, 360))\n\tTNT1 AAAAA 0 A_CustomMissile (\"BluePlasmaParticle\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 B 4\n    TNT2 AAAAAAAAA 4 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\t}\n}\n\nActor EnemyPlasmaBall : Plasma_Ball\n{\nDamage (random(15,25))\nDamageType Plasma\nSpeed 40\n+DONTHURTSPECIES\n}"
      },
      {
        "source": "pk3",
        "name": "actors/foes/FEMALEGUARD.txt",
        "contents": "ACTOR NAZIGIRL\n{\n\tGame Doom\n\tHealth 90\n    GibHealth 35\n\tRadius 20\n\tHeight 40\n\tMass 100\n\tSpeed 12\n\tPainChance 170\n\tMonster\n\t+FLOORCLIP\n\t+MISSILEMORE\n\t-FASTER\n\t-DONTHURTSPECIES\n +NOINFIGHTING\n  +DONTHARMSPECIES\n    BloodType \"NashGore_Blood\"\n\tSeeSound \"female/sight\"\n\tAttackSound \"MP40\"\n\tPainSound \"female/pain\"\n\tDeathSound \"female/death\"\n\tPainChance \"blood\", 0\n        DAMAGEFACTOR \"blood\", 0.0\n\tObituary \"%o was kill by a Female SS elite guard.\"\n\tDropItem \"\"\n\tDamageFACTOR \"Melee\", 2.0\nDamageFACTOR \"RifleNoExplode\", 2.0\n\tDamageFACTOR \"KillMe\", 0.0\n\tDamageFACTOR \"SSG\", 10.0\n\tPainChance \"Melee\", 255\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\nDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n\tStates\n\t{\n\tSpawn:\n  TNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK A 10 A_Look\n\t\tLoop\n    See:\n\t    TNT1 A 0\n        TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 30, 0, 0)\n\t\tFSZK AA 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK AA 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tGoto See\n\n\tSee2:\n\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n        TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 20, 0, 0)\n\t\tFSZK AABBCCBB 2 A_Chase\n\t\tGoto See\n\n\t\tMissile:\n\t\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tFSZK E 5 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tFSZK E 5 A_FACETARGET\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tFSZK F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n        TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK E 1  A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tFSZK E 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tFSZK F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n        TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK E 1  A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tFSZK E 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tFSZK F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n        TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK E 1  A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tFSZK E 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tFSZK F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n        TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK E 1  A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tFSZK E 2 A_FaceTarget\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tFSZK F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n        TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK E 1  A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tFSZK E 2 A_FaceTarget\n\t\tGoto See\n\n\tPain:\n\t    TNT1 A 0 A_ChangeFlag(GHOST, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tTNT1 A 0 A_PlaySOund(\"FEMALE/pain\")\n\t\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n\t\tFSZK G 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK G 3 A_Pain\n\t\t//TNT1 A 0 A_Jump(128, \"Respawned\")\n\t\tTNT1 A 0\n\t\tGoto See\n\n\tRespawned:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(FRIENDLY, 1)\n\t\tTNT1 A 0 A_SpawnItem(\"NaziChecker\")\n\t\tTNT1 A 0\n\t\tStop\n\n\tPain.Killme:\n    TNT1 A 0\n\tWait\n\n\t\tPain.Melee:\n\t\tPain.Fatality:\n\t\tTNT1 A 0 A_ChangeFlag(GHOST, 0)\n\t\tFSZK G 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK G 3 A_Pain\n\t\tGoto See\n\n\tDeath:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Jump(32, \"Death.Arm\")\ntNT1 A 0 A_Jump(150, \"Death.WorldAtWarStyle\")\n                FSZK H 5\n\t\tFSZK I 5 A_Scream\n\t\tFSZK J 5 A_NoBlocking\n\t\tFSZK A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n\t\tFSZK K 5 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n                TNT1 A 0 A_SpawnItem (\"DEATHFEMALE\")\n\t\tStop\n\nDeath.LaserRifle:\n\t\tTNT1 A 0 A_Jump(50, \"DEATH\")\n\t\tTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 1000)\n                    TNT1 A 0 A_NoBlocking\nTNT1 A 0 A_PLAYSOUND(\"HORRIBLE/DEATH\")\nTNT1 a 0 a_SpawnItem(\"SecretWeapon_mp40\")\n             TNT1 A 0 A_SpawnItem(\"Fallout3Disintigration\")\n\t\tStop\n\n\tDeath.WorldAtWarStyle:\nFEWA A 4\nFEWA B 4 A_Scream\n    TNT1 A 0 A_PlaySound(\"MP40\")\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\tTNT1 A 0 A_CustomMissile (\"MonsterTracer\", 12, 15, 20, 2, 40)\n\tFEWA B 2 BRIGHT A_GiveToTarget(\"ScoreItem\", 500)\nFEWA C 4\n    TNT1 A 0 A_PlaySound(\"MP40\")\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\tTNT1 A 0 A_CustomMissile (\"MonsterTracer\", 12, 15, 20, 2, 40)\n\tFEWA C 2 BRIGHT\nFEWA D 4\n    TNT1 A 0 A_PlaySound(\"MP40\")\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\tTNT1 A 0 A_CustomMissile (\"MonsterTracer\", 12, 15, 20, 2, 40)\n\tFEWA D 2 BRIGHT A_GiveToTarget(\"ScoreItem\", 800)\nFEWA EFG 4 A_GiveToTarget(\"ScoreItem\", 800)\nFEWA G 1 A_SpawnItem(\"SecretWeapon_MP40\")\nFEWA G 0 A_SpawnItem (\"MediumBloodSpot\")\nFEWA G -1\n\t\tStop\n\nDeath.melee:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n                FSZK H 5\n\t\tFSZK I 5 A_Scream\n\t\tFSZK J 5 A_NoBlocking\n\t\tFSZK A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n\t\tFSZK K 5 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n                TNT1 A 0 A_SpawnItem (\"DEATHFEMALE\")\n\t\tStop\n\n            Death.Arm:\n        TNT1 A 0\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm2\", 35, 0, random (0, 360), 2, random (0, 160))\n        FSZ5 A 9 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tFSZ5 A 1 A_GiveToTarget(\"ScoreItem\", 1200)\n       TNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n                TNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"TUVUOILEBOTTE_girlVERSION\", 2)\n        Stop\n\nDeath.Coltello:\n        TNT1 A 0 A_SpawnItem (\"PoorGIRL\")\n        TNT1 a 0 A_GiveToTarget(\"ScoreItem\", 1200)\nStop\n\n\tDeath.head:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"secretweapon_mp40\")\n        FSZH ABCDE 10\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n                TNT1 A 0 A_SpawnItem (\"PURIGNA\")\n\t\tStop\n\n  Death.cutless:\n        TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n        TNT1 A 0 A_Jump(25,\"Death.ExplosiveImpact\",\"Death.Arm\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"BrutalizedGIRL1\")\n\t\tSTOP\n\n\t\tDeath.GreenFire:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"secretweapon_mp40\")\n        TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n        Stop\n\nXDeath:\nDeath.Desintegrate:\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"secretweapon_mp40\")\n        TNT1 A 0 A_SpawnItem(\"DesintegratedPANZERGRENADIER\")\n      Stop\n\n    Death.Plasma: Death.Plasma2:\n\tPBR1 A 6 A_Scream\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\tPBR1 B 6 A_NoBlocking\n\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 H -1\n\tStop\nDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Jump(130,\"Death.LandMine\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n        TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathGRENADIERLeg1\", 32, 0, random (0, 360), 2, random (0, 160))\n    TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t    FSZ2 AB 5\n\t\tFSZ2 CDEF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tFSZ2 FFFFFF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tTNT1 A 0 A_SpawnItem (\"FEMALEPORACCIa\")\n\t\tStop\n\nDead.ExplosiveImpact:\n\t\tTNT1 A 0 A_SpawnItem (\"FEMALEPORACCIa\")\n\t\tTNT1 A 0 A_SpawnItem (\"MuchBlood\")\n\t\tStop\n\n\tXDeath.Plasma:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"secretweapon_mp40\")\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n        TNT1 A 0\n        Stop\n\n\t\tDeath.GreenFire:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"secretweapon_mp40\")\n        TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n        Stop\n\n\t Death.Fire:\n\tDeath.Flames:\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n         TNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n        TNT1 A 0 A_SpawnItem(\"Burningfemale\")\n      Stop\n\n\tRaise:\n\t\tNAZI L 5\n\t\tNAZI KJIH 5\n\t\tGoto See\n    Crush:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n        CRS1 A 5\n        CRS1 A -1\n        Stop\n\n    Pain.Taunt:\n        TNT1 A 0\n        Goto Missile\n    Death.KillMe:\n    Death.Taunt:\n\t    TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n        TNT1 A 0 A_SpawnItem(\"Nazi\")\n        Stop\n    Death.Eat:\n        TNT1 A 0 A_GiveToTarget(\"EatMe\",1)\n\t\t Goto Death+3\n        Stop\n\n\tDeath.Blast:\n\tDeath.SSG:\n\tDeath.SuperPunch:\n\t    POSS Q 1 A_Pain\n\t\tPOSS Q 1 A_FaceTarget\n        //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n        TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n        POSS QRSTUVW 8\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        POSS X -1\n        Stop\n\n\t}\n}\nActor FEMALEPORACCIa: DEATHNAZI\n{Health 200 States{Spawn:\n        FSz2 G -1\n        Stop\tDeath:\n   Death.CutLess:\n    Death.Cut:\n  \t    TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nActor PURIGNA: DEATHNAZI\n{Health 200 States{Spawn:\n        FSzH e -1\n        Stop\tDeath:\n   Death.CutLess:\n    Death.Cut:\n  \t    TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nACTOR TUVUOILEBOTTE_GIRLVERSION\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t\tPainSound \"FEMALE/PAIN\"\n\t\tPainChance 255\n\tDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n    DAMAGEFACTOR \"Avoid\", 0.0\n    DAMAGEFACTOR \"Kick\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tStates\n\t{\n\n\tSpawn:\n    TNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tFSZ5 A 10\n        FSZ5 B 10\n\tGoto Suffer\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n          \tTNT1 A 0 A_PlaySound (\"female/pain\")\n        FSZ5 C 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"female/pain\")\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n        FSZ5 D 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"female/pain\")\n        FSZ5 E 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"female/pain\")\n        FSZ5 F 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"female/pain\")\n        FSZ5 G 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 2, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t    fsz5 h 8\n\t\tTNT1 A 0 A_PlaySound (\"female/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"diognomo_girlVersion\")\n\t\tStop\n\n    Death.Head:\n    Death.Decaptate:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n        fsZh L 10\n        TNT1 A 0 A_SpawnItem (\"Deadgirl_NoHeadNoArm\", 1)\nStop\n\n\t\t Death.Plasma: Death.Plasma2:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n        TNT1 A 0\n        Stop\n\n   Xdeath:\n   Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus10Armor\")\n        //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n        TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n        ZZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n        Stop\n\nDEATH.FIRE:\nTNT1 A 0 A_NOblocking\nTNT1 A 0 A_SpawnItem(\"Burningfemale\")\nSTOP\n\n\t}\n}\nActor diognomo_girlVersion: DEATHNAZI\n{Health 200 States{Spawn:\n        FSZ5 i -1\n        Stop\tDeath:\n   Death.CutLess:\n    Death.Cut:\n  \t    TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nActor Deadgirl_NoHeadNoArm: DEATHNAZI\n{Health 200 States{Spawn:\n         FSZH m -1\n        Stop\tDeath:\n   Death.CutLess:\n    Death.Cut:\n  \t    TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nActor DEATHFEMALE: DEATHNAZI\n{Health 200 States{Spawn:\n         FSZk l -1\n        Stop\tDeath:\n   Death.CutLess:\n    Death.Cut:\n  \t    TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\n\t\tACTOR girl_PATROL : NAZIGIRL\n{\n\t+JUSTHIT\n\tStates\n\t{\n\tSpawn:\n\t\tfszk AAA 1 A_Wander\n\t\tfszk AAAA 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tfszk CCC 1 A_Wander\n\t\tfszk CCC 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tfszk bbb 1 A_Wander\n\t\tfszk bbb 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tLoop\n\t}\n}\n\nACTOR PoorGirl\n{\n\tGame Doom\n\tRadius 16\n\tHeight 30\n\tHealth 50\n\t\tPainSound \"NAZI/PAIN\"\n\t\tPainChance 255\n\tDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n    DAMAGEFACTOR \"Avoid\", 0.0\n    DAMAGEFACTOR \"Kick\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\nPainChance \"Taunt\", 255\n\tStates\n\t{\n\n\tDeath.fire:\n\tDeath.Flames:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_SpawnItem(\"BurningSA\")\n        TNT1 a 1 A_GiveToTarget(\"ScoreItem\", 600)\n      Stop\n\n\tSpawn:\n    TNT1 A 0\n\tFEKN A 10\n\tGoto SUFFER\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n        TNT1 A 0 A_PlaySound(\"female/pain\")\n        FEKN B 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n        TNT1 A 0 A_PlaySound(\"female/pain\")\n        FEKN C 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 10, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\t\t\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t    FSZK J 2 A_GiveToTarget(\"ScoreItem\", 500)\n            FSZK K 2\n\t\tTNT1 A 0 A_PlaySound (\"female/death\")\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"DEATHFEMALE\")\n\t\tStop\n\n    Death.Head:\n    Death.Decaptate:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n        FSZH D 2\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\nFSZH E -1\nStop\n\nDeath.Shotgun:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n         ID11 GH 15\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n         TNT1 A 0 A_SpawnItem (\"DeadZombieman2\")\n\t\t Stop\n\n\t\t Death.Plasma: Death.Plasma2:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n        TNT1 A 0\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n        Stop\n\n   Xdeath:\n   Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus10Armor\")\n        //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n        TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n        ZZD1 EFGH 6\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n        Stop\n\n\t}\n}\n\n/////////Poor Fucking Nazi Girl!!!!\n\nACTOR BrutalizedGIRL1\n{\n\tGame Doom\n\tRadius 16\n\tHeight 50\n\tHealth 70\n\tbloodtype \"DeadBlood\"\n\t\tPainSound \"female/pain\"\n\t\tPainChance 255\n\t\tMass 999999\n\t-SOLID\n\t+SHOOTABLE\n\t+NORADIUSDMG\n\t+FLOORCLIP\n\tScale 1.0\n\tStates\n\t{\n\t\t\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_GiveToTarget(\"HasZManShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n        Stop\n\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n    TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tPain:\n    FUN3 A 15\n\tGoto DieNow\n\n    DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedGirlStop\")\n\tStop\n\n\tDeath:\n\t    TNT1 A 0\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n        TNT1 AAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Recoil(2)\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedGIRL2\")\n\t\tStop\n\n\tDeath.SSG:\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n  \t    TNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_CustomMissile (\"SargeXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n        Stop\n}}\n\nACTOR BrutalizedGirlStop: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\nfsz5 h 1 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nfsz5 i -1\n       Stop    }}\n\nACTOR BrutalizedGIRL2: BrutalizedGIRL1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n    FUN3 B 15\n\tGoto DieNow\n\n    DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedgirlStop2\")\n\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n    TNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedGIRL3\")\n\t\tStop\n}}\n\nACTOR BrutalizedgirlStop2: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\nFSZH L 1 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nFSZH M -1\n       Stop    }}\n\nACTOR BrutalizedGIRL3:  BrutalizedGIRL1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n    FUN3 C 15\n\tGoto DieNow\n\n    DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedgirlStop3\")\n\tStop\n\n\tDeath:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\t\tTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tFUN3 EFGH 6\n\t\tFUN3 H -1\n\t\tStop\n}}\n\nACTOR BrutalizedgirlStop3: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\nFUN3 FGH 6 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nFUN3 H -1\n       Stop    }}"
      },
      {
        "source": "pk3",
        "name": "actors/foes/FLAMESOLDIER.txt",
        "contents": "ACTOR FlameSoldier\n{\n\tGame Doom\n\tHealth 250\n    GibHealth 35\n\tRadius 20\n\tHeight 40\n\tMass 100\n\tSpeed 4\n\tPainChance 170\n\tMonster\n\t+FLOORCLIP\n\t+MISSILEMORE\n\t-FASTER\n\t-DONTHURTSPECIES\n +NOINFIGHTING\n  +DONTHARMSPECIES\n    BloodType \"NashGore_Blood\"\n\tSeeSound \"flameSoldier/sight\"\n\tAttackSound \"Flamethrower/Fire\"\n\tPainSound \"nazi/pain\"\n\tDeathSound \"FLS/death\"\n\tObituary \"%o was burn by a Mann with Flametrowher.\"\n\tDropItem \"\"\nDamageFactor \"RifleNoExplode\", 2.0\n\tDamageFactor \"Melee\", 2.0\n\tDamageFactor \"KillMe\", 0.0\n\tDamageFactor \"SSG\", 10.0\n\tPainChance \"Melee\", 255\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n\tStates\n\t{\n\tSpawn:\n\t    TNT1 A 0 A_GiveInventory(\"SKNazi\", 1)\n                TNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tLAZI A 10 A_Look\n\t\tLoop\n    See:\n\t    TNT1 A 0\n        TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 30, 0, 0)\n\t\tLAZI AA 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tLAZI AA 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tLAZI BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tLAZI BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tLAZI CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tLAZI CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tLAZI BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tLAZI BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tGoto See\n\n\tSee2:\n\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n        TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 20, 0, 0)\n\t\tLAZI AABBCCBB 2 A_Chase\n\t\tGoto See\n\n\tMissile:\n\tLAZI E 10 A_FaceTarget\nTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\tLAZI F 1 BRIGHT A_CustomMissile(\"FTFire\",32,12,0)\nLAZI E 10 A_FaceTarget\nTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\tLAZI F 1 BRIGHT A_CustomMissile(\"FTFire\",32,12,0)\nLAZI E 10 A_FaceTarget\nTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\tLAZI F 1 BRIGHT A_CustomMissile(\"FTFire\",32,12,0)\nLAZI E 10 A_FaceTarget\n\tLAZI F 1 BRIGHT A_CustomMissile(\"FTFire\",32,12,0)\nTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\tLAZI E 1 BRIGHT A_SpidRefire\n\tGoto See\n\n\tDeath.LaserRifle:\n\t\tTNT1 A 0 A_Jump(50, \"DEATH\")\n\t\tTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 1000)\n                    TNT1 A 0 A_NoBlocking\nTNT1 A 0 A_PLAYSOUND(\"HORRIBLE/DEATH\")\ntnt1 a 0 a_SpawnItem(\"Flamethrower\")\n             TNT1 A 0 A_SpawnItem(\"Fallout3Disintigration\")\n\t\tStop\n\n\tRespawned:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(FRIENDLY, 1)\n\t\tTNT1 A 0 A_SpawnItem(\"NaziChecker\")\n\t\tTNT1 A 0\n\t\tStop\n\n\tDeath:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Jump(32, \"Death.Arm\",\"Death.Leg\",\"Death.Desintegrate\")\n                LAZI H 5\n\t\tLAZI I 5 A_Scream\n\t\tLAZI J 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"Flamethrower_BW\")\n\t\tLAZI A 0\n\t\tLAZI K 5\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n                TNT1 A 0 A_SpawnItem (\"DEATHFlameS\")\n\t\tStop\n\nDeath.leg:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"XDeathflamesoldierLeg1\", 5, 0, random (0, 360), 2, random (0, 160))\n                LAZ4 A 5\n\t\tLAZ4 B 5 A_Scream\n\t\tLAZ4 C 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"Flamethrower_BW\")\n\t\tLAZ4 D 5\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"Deadfls_NoLeg\")\n\t\tStop\n\n            Death.Arm:\n        TNT1 A 0\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm2\", 35, 0, random (0, 360), 2, random (0, 160))\n        FSZ5 A 9 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem(\"Flamethrower_BW\")\n\t\tTNT1 A 0 A_SpawnItem (\"TUVUOILEBOTTE_FLAMES\", 2)\n        Stop\n\n\tDeath.head:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"Flamethrower_BW\")\n       LAZH ABCDE 10\ntnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n                TNT1 A 0 A_SpawnItem (\"PURIGNOFS\")\n\t\tStop\n\n\t\tDeath.GreenFire:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"secretweapon_mp40\")\n        TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n        Stop\n\nXDeath:\nDeath.Fire:\nDeath.Desintegrate:\nDeath.ExplosiveImpact:\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_SpawnItem(\"SCAPPACOGLIONE\")\n      Stop\n\n    Death.Plasma: Death.Plasma2:\n\tPBR1 A 6 A_Scream\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\tPBR1 B 6 A_NoBlocking\n\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 H -1\n\tStop\n\n\tXDeath.Plasma:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"secretweapon_mp40\")\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n        TNT1 A 0\n        Stop\n\n\t\tDeath.GreenFire:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"secretweapon_mp40\")\n        TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n        Stop\n\n\tRaise:\n\t\tNAZI L 5\n\t\tNAZI KJIH 5\n\t\tGoto See\n    Crush:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n        CRS1 A 5\n        CRS1 A -1\n        Stop\n\n    Pain.Taunt:\n        TNT1 A 0\n        Goto Missile\n    Death.KillMe:\n    Death.Taunt:\n\t    TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n        TNT1 A 0 A_SpawnItem(\"FlameSoldier\")\n        Stop\n    Death.Eat:\n        TNT1 A 0 A_GiveToTarget(\"EatMe\",1)\n\t\t Goto Death+3\n        Stop\n\n\tDeath.Blast:\n\tDeath.SSG:\n\tDeath.SuperPunch:\n\t    POSS Q 1 A_Pain\n\t\tPOSS Q 1 A_FaceTarget\n        //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n        TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n        POSS QRSTUVW 8\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        POSS X -1\n        Stop\n\n\t\t\tStealthKill:\n\tTNT1 A 0\n\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n\tTNT1 A 0 A_GiveToTarget(\"SKNazi\", 1)\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Die(\"Stealthy\")\n\tTNT1 A 0 A_Fall\n\tTNT1 A 1\n\tStop\n\tDeath.Stealthy:\n\tTNT1 A 0\n\tStop\n\t}\n}\nActor PURIGNOFS: DEATHNAZI\n{Health 200 States{Spawn:\n        lazh e -1\n        Stop\tDeath:\n   Death.CutLess:\n    Death.Cut:\n  \t    TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nACTOR TUVUOILEBOTTE_FLAMES\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t\tPainSound \"NAZI/PAIN\"\n\t\tPainChance 255\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n    damagefactor \"Avoid\", 0.0\n    damagefactor \"Kick\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tStates\n\t{\n\n\tSpawn:\n    TNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tLAZ5 A 10\n        LAZ5 B 10\n\tGoto Suffer\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n          \tTNT1 A 0 A_PlaySound (\"NAZI/pain\")\n      LAZ5 C 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"NAZI/pain\")\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n      LAZ5 D 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"NAZI/pain\")\n       LAZ5 E 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"NAZI/pain\")\n        LAZ5 F 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"NAZI/pain\")\n        LAZ5 G 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 2, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t    LAZ5 h 8\n\t\tTNT1 A 0 A_PlaySound (\"FLS/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"diognomo_flsVersion\")\n\t\tStop\n\n    Death.Head:\n    Death.Decaptate:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n        LAZ5 L 10\n        TNT1 A 0 A_SpawnItem (\"DeadFLS_NoHeadNoArm\", 1)\nStop\n\n\t\t Death.Plasma: Death.Plasma2:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n        TNT1 A 0\n        Stop\n\n   Xdeath:\n   Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus10Armor\")\n        //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n        TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n        ZZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n        Stop\n\n\t}\n}\nActor diognomo_flsVersion: DEATHNAZI\n{Health 200 States{Spawn:\n        LAZ5 i -1\n        Stop\tDeath:\n   Death.CutLess:\n    Death.Cut:\n  \t    TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nActor Deadfls_NoHeadNoArm: DEATHNAZI\n{Health 200 States{Spawn:\n         LAZ5 m -1\n        Stop\tDeath:\n   Death.CutLess:\n    Death.Cut:\n  \t    TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nActor DEATHFlameS: DEATHNAZI\n{Health 200 States{Spawn:\n         LAZi l -1\n        Stop\tDeath:\n   Death.CutLess:\n    Death.Cut:\n  \t    TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\n\t\tACTOR FLS_PATROL : FlameSoldier\n{\n\t+JUSTHIT\n\tStates\n\t{\n\tSpawn:\n\t\tLAZI AAA 1 A_Wander\n\t\tLAZI AAAA 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tLAZI CCC 1 A_Wander\n\t\tLAZI CCC 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tLAZI bbb 1 A_Wander\n\t\tLAZI bbb 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tLoop\n\t}\n}\n\nActor Deadfls_NoLeg: DEATHNAZI\n{Health 200 States{Spawn:\n        Laz1 A -1\n        Stop\tDeath:\n   Death.CutLess:\n    Death.Cut:\n  \t    TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\n\nACTOR SCAPPACOGLIONE\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tStates\n\t{\nSpawn:\n        lazi A 1 BRIGHT\nGoto Death\n\nDeath:\n        SPOS OP 2 BRIGHT\n\n        TNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n        TNT1 A 0 A_SpawnItemEx (\"BarrelExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BarrelKaboom\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t     TNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n         TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathflamesoldierLeg1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"ExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n        TNT1 AAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 180), 2, random (0, 180))\n\t    EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\n\t\tTNT1 AA 0 A_CustomMissile (\"MetalShard1\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"MetalShard2\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"MetalShard3\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 8 A_CustomMissile (\"ExplosionSmoke\", 1, 0, random (0, 360), 2, random (50, 130))\n\n\t\tStop\n}\n}\nActor FTFire\n{\n  Radius 12\n  Height 4\n  Speed 16\n  Damage 1\n  Projectile\n  RenderStyle Add\n  DamageType Fire\n  Alpha 0.67\n  Scale 0.67\n  SeeSound \"Flamethrower/Fire\"\n  DeathSound \"Flamethrower/Hit\"\n  States\n  {\n  Spawn:\n    TNT1 A 2\n    FRFX ABCD 2 bright A_Explode(5, 8, 0)\n    TNT1 A 0 A_LowGravity\n    FRFX EFG 2 bright A_Explode(5, 16, 0)\n    FRFX HIJ 2 bright A_Explode(5, 32, 0)\n    FRFX KLM 2 bright A_Explode(5, 64, 0)\n    FRFX NO 2 bright\n    Stop\n  Death:\n    FRFX HIJ 2 bright A_Explode(5, 32, 0)\n    FRFX KLM 2 bright A_Explode(5, 64, 0)\n    FRFX NO 2 bright\n    TNT1 A 0 A_CustomMissile(\"PlasmaSmoke\", 0, 0, 0, 4)\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/foes/GRETEL.txt",
        "contents": "///GRETEL GROSSE\n///Gretel grosse use a Scope Kar98 for the long fire and a mp40 for the near combat!\n\nACTOR GretelGrosse Replaces FatSo\n{\n\tHealth 4500\n\tRadius 26\n\tHeight 40\n\tDeathHeight 0\n\tSpeed 4\n\tMass 100\n\tPainchance 0\n\tMONSTER\n\t+FLOORCLIP\n\t+MISSILEMORE\n +NOINFIGHTING\n  +DONTHARMSPECIES\n\t-FASTER\n\t-DONTHURTSPECIES\n\t+BOSS\n        +BOSSDeath\n\tPainSound \"female/pain\"\n\tDeathSound \"female/death\"\n\tObituary \"%o was kill by Gretel Grosse\"\n\tBloodColor \"FF 00 00\"\n        BloodType \"Nashgore_Blood\"\nPainChance \"ExplosiveImpact\", 255\n\tDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n\tStates\n\t{\n\tSpawn:\n                //TNT1 B 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tWBO4 A 10 A_Look\n\t\tLoop\n\n    See:\n\t\tWBO4 AA 1 A_Chase\n\t\t//TNT1 A 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tWBO4 AA 2 A_Chase\n\t\t//TNT1 A 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tWBO4 BB 2 A_Chase\n\t\t//TNT1 B 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tWBO4 BB 2 A_Chase\n\t\t//TNT1 B 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tGoto See\n\n\tMissile:\n        TNT1 A 0 A_jumpifcloser(512,\"MP40\")\n                GOTO KAR98\n\nKAR98:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tWBO4 E 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tWBO4 E 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n        TNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n        TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\n        TNT1 A 0 A_PlaySound(\"weapons/kar98\")\n                TNT1 A 0 A_AlertMonsters\n\t\tWBO4 F 5 BRIGHT A_CustomMissile(\"GRETELTRACE\", 38, 0, random(-3, 3), 1)\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tWBO4 E 6 A_FaceTarget\nGOTO SEE\n\nMP40:\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tWB24 B 5 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tWB24 B 5 A_FaceTarget\n\n\t\tWB24 C 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n        TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tWB24 B 1  A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tWB24 B 2 A_FaceTarget\n\n\t\tWB24 C 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n        TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tWB24 B 1  A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tWB24 B 2 A_FaceTarget\n\n\t\tWB24 C 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n        TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tWB24 B 1  A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tWB24 B 2 A_FaceTarget\n\n\t\tWB24 C 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n        TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tWB24 B 1  A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tWB24 B 2 A_FaceTarget\n\n\t\tWB24 C 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n        TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tWB24 B 1  A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tWB24 B 2 A_FaceTarget\nGOTO See\n\n\tDeath:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Jump(32, \"Death.Arm\")\n                FSZK H 5\n\t\tFSZK I 5 A_Scream\n\t\tFSZK J 5 A_NoBlocking\n\t\tFSZK A 0 A_SpawnItem(\"YellowCard\")\n\t\tFSZK K 5 A_GiveToTarget(\"ScoreItem\", 5000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n                TNT1 A 0 A_SpawnItem (\"DEATHFEMALE\")\n\t\tStop\n\n\tDeath.head:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"YellowCard\")\n        FSZH ABCDE 10\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n                TNT1 A 0 A_SpawnItem (\"PURIGNA\")\n\t\tStop\n\nDeath.Plasma: Death.Plasma2:\n\tPBR1 A 6 A_Scream\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\tPBR1 B 6 A_NoBlocking\n\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 H -1 A_BossDeath\n\tStop\n\n\tXDeath.Plasma:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"YellowCard\")\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n        TNT1 A 0 A_BossDeath\n        Stop\n\nDeath.Desintegrate:\nDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Jump(130,\"Death.LandMine\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n        TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathGRENADIERLeg1\", 32, 0, random (0, 360), 2, random (0, 160))\n    TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t    FSZ2 AB 5 A_SpawnItem(\"YellowCard\")\n\t\tFSZ2 CDEF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tFSZ2 FFFFFF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tTNT1 A 0 A_SpawnItem (\"FEMALEPORACCIa\")\n\t\tStop\n\nDead.ExplosiveImpact:\n\t\tTNT1 A 0 A_SpawnItem (\"FEMALEPORACCIa\")\n\t\tTNT1 A 0 A_SpawnItem (\"MuchBlood\")\n\t\tStop\n\n\t Death.Fire:\n\tDeath.Flames:\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n         TNT1 A 0 A_SpawnItem(\"YellowCard\")\n        TNT1 A 0 A_SpawnItem(\"Burningfemale\")\n      Stop\n\n\tXDeath:\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"YellowCard\")\n                TNT1 A 0 A_GiveToTarget(\"ScoreItem\", 10000)\n        TNT1 A 0 A_SpawnItem(\"DesintegratedPANZERGRENADIER\")\nTNT1 A 0 A_BossDeath\n      Stop\n\n}}"
      },
      {
        "source": "pk3",
        "name": "actors/foes/HANSGROSSE.txt",
        "contents": "////HANS GROSSE\n\nACTOR HansGrosse Replaces HellKnight\n{\n\tGame Doom\n\tHealth 8000\n\tSpawnID 1\n\tRadius 25\n\tHeight 60\n\tMass 10000\n        +SOLID\n\tSpeed 6\n\tFastSpeed 10\n\tPainChance 20\n\tPainChance \"Kick\", 255\n\tPainChance \"Melee\", 255\n\tPainChance \"ExplosiveImpact\", 255\n\tPainChance \"Avoid\", 120\n\tPainChance \"Taunt\", 255\n\tMonster\n\t+FLOORCLIP\n        +NOINFIGHTING\n        +DONTHARMSPECIES\n        +NOINFIGHTING\n    BloodType \"NashGore_Blood\"\n\tDeathSound \"Hans/death\"\n\tSeeSound \"Hans/sight\"\n        DropItem \"YellowCard\"\n\tObituary \"B.J. is dead and Hans avage her sister!\"\n    DAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n    DAMAGEFACTOR \"Shrapnel\", 0.3\n    DAMAGEFACTOR \"Kick\", 0.4\n\tDAMAGEFACTOR \"MinorHead\", 2.0\n\tDAMAGEFACTOR \"Head\", 2.0\n\tDAMAGEFACTOR \"taunt\", 0.0\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\n\tPainChance \"blood\", 0\n        DAMAGEFACTOR \"blood\", 0.0\n\tDAMAGEFACTOR \"Fatality\", 0.5\n\tDAMAGEFACTOR \"SuperPunch\", 0.5\n\tDAMAGEFACTOR \"Melee\", 0.5\n\tStates\n\t{\n\tSpawn:\n                TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\n\t\tHANS A 10 A_Look\n\t\tLoop\n\n    See:\n\t\tHANS AA 1 A_Chase\n\t\t TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\n\t\tHANS AA 2 A_Chase\n\t\t TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\n\t\tHANS BB 2 A_Chase\n\t\t TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\n\t\tHANS cc 2 A_Chase\n\t\t TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\n\t\tHANS DD 2 A_Chase\n\t\t TNT1 D 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\n\t\tGoto See\n\nMissile:\nTNT1 A 0 A_PlaySound(\"Shaiser\")\n\t TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\nHANS E 30 A_FACETARGET\n              GOTO GUTENTAG\n\n  GUTENTAG:\n\t TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\n\tHANS F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n   HANS F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\n\tHANS F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\n\tHANS G 2 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\n\tHANS F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n     HANS F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\n\tHANS F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\n\tHANS G 2 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\n\tHANS F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n   HANS F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\n\tHANS F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\n\tHANS G 2 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\n\tHANS F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n   HANS F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\n\tHANS F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\n\tHANS G 2 BRIGHT A_CposRefire\n    goto GUTENTAG+1\n\nPain:\nHans H 1 a_Pain\nHans H 3\ngoto see\n\n\tDeath:\n        TNT1 A 0 A_Jump(150, \"DeathFrankHorrigan\")\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n                HANS I 3\n\t\tHANS J 3 A_Scream\n\t\tHANS K 3 A_NoBlocking\n\t\tTNT1 A 0\n\t\tHANS L 3 A_GiveToTarget(\"ScoreItem\", 10000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n                HANS L -1 A_BossDeath\n\t\tStop\n\n\tDeath.head:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HSTA A 3 A_SpawnItem (\"Blood\", 0, 60)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HSTA A 3 A_SpawnItem (\"Blood\", 0, 60)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HSTA A 3 A_SpawnItem (\"Blood\", 0, 60)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HSTA A 3 A_SpawnItem (\"Blood\", 0, 60)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HSTA A 3 A_SpawnItem (\"Blood\", 0, 60)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HSTA A 3 A_SpawnItem (\"Blood\", 0, 60)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HSTA A 3 A_SpawnItem (\"Blood\", 0, 60)\n        HSTA BCDE 10 A_GiveToTarget(\"ScoreItem\", 800)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        HADH E -1 A_BossDeath\n\t\tStop\n\nDeathFrankHorrigan:\n\n\t\tTNT1 A 0 A_NoBlocking\n                HDN2 A 70\nTNT1 A 0 A_CustomMissile (\"HansGrosseHalf\", 0, 0, 0)\n                HDN2 B 2 A_SCREAM\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\n\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\n\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\n\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\n\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\n\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\n                HDN2 DE 2\n                HDN2 E -1\n\n}}\nACTOR HansGrosseHalf\n{\n\tGame Doom\n\tRadius 16\n\tHeight 56\n\tProjectilePassHeight -16\n        -SOLID\n\t+INVULNERABLE\n\tStates\n\t{\n\tSpawn:\n\t\t    HDN3 A 3\n\t\t HDN3 B 3\n\t\t HDN3 C 3\n\t\tTNT1 A 0\n\t\t HDN3 D 3\n\t\tTNT1 A 0 A_SpawnItem (\"HansGrosseHalf_2\")\n\t\tStop\n\t}\n}\n\nACTOR HansGrosseHalf_2\n{\n\tGame Doom\n\tRadius 16\n\tHeight 56\n\tProjectilePassHeight -16\n        -SOLID\n\t+INVULNERABLE\n\tStates\n\t{\n\tSpawn:\n\n                 HDN3 D 1\n\t\t Loop\n\t}\n}"
      }
    ]
  },
  "maps": [
    {
      "map": "MAP01",
      "title": "MAP01",
      "format": "hexen",
      "stats": {
        "things": 184,
        "linedefs": 829,
        "sidedefs": 925,
        "vertices": 740,
        "sectors": 96,
        "segs": 932,
        "ssectors": 210,
        "nodes": 209,
        "textures": {
          "FLOOR0_2": 31,
          "FLAT5_1": 2,
          "ZIMMER4": 4,
          "BRONZE2": 10,
          "SW2SKULL": 2,
          "FLAT5_2": 8,
          "STUCCO1": 20,
          "WOODMET4": 4,
          "FLAT8": 3,
          "CEIL1_1": 2,
          "RROCK01": 36,
          "FLAT5_4": 45,
          "BRICK2": 14,
          "FLAT1": 22,
          "BSTONE1": 167,
          "FLOOR0_3": 2,
          "TANROCK2": 82,
          "CEIL4_3": 23,
          "TLITE6_6": 2,
          "WOOD7": 4,
          "WOOD8": 4,
          "STUCCO": 20,
          "STUCCO2": 132,
          "BSTONE2": 98,
          "BRICK3": 25,
          "BRONZE1": 15,
          "GRNLITE1": 5,
          "BRICK4": 7,
          "FLAT5_5": 11,
          "ZIMMER3": 55,
          "BRWINDOW": 138
        }
      },
      "monsters": {
        "total": 0,
        "by_type": {},
        "by_category": null
      },
      "items": {
        "total": 0,
        "by_type": {},
        "ammo_by_category": null,
        "weapons_present": null
      },
      "mechanics": {
        "teleports": false,
        "keys": [],
        "secret_exit": false
      },
      "difficulty": {
        "uv_monsters": 0,
        "hmp_monsters": 0,
        "htr_monsters": 0,
        "uv_items": 0,
        "hmp_items": 0,
        "htr_items": 0
      },
      "compatibility": "hexen",
      "metadata": {
        "title": null,
        "music": null,
        "source": "marker"
      },
      "analysis": {
        "title": null,
        "description": "This map features a technology-themed environment with a mostly linear progression. Combat emphasizes hitscan enemies, requiring careful movement and aiming. The difficulty is moderate, with balanced resources and a steady flow of monsters, suitable for typical UV players. The layout avoids sprawling hubs, focusing on straightforward navigation through corridors and rooms.",
        "tags": [
          "hitscanner_heavy",
          "linear",
          "medium_length",
          "moderate",
          "techbase",
          "vanilla_compatible"
        ]
      }
    },
    {
      "map": "MAP02",
      "title": "MAP02",
      "format": "doom",
      "stats": {
        "things": 483,
        "linedefs": 1584,
        "sidedefs": 1812,
        "vertices": 1422,
        "sectors": 183,
        "segs": 1867,
        "ssectors": 440,
        "nodes": 439,
        "textures": {
          "RROCK02": 6,
          "STUCCO2": 282,
          "TLITE6_6": 1,
          "WOOD8": 2,
          "FLOOR7_1": 14,
          "FLAT1": 47,
          "FLAT5_4": 80,
          "STUCCO": 46,
          "TANROCK2": 76,
          "WOOD7": 2,
          "FLOOR0_3": 1,
          "BROWNHUG": 8,
          "BSTONE2": 186,
          "BIGBRIK2": 54,
          "BSTONE1": 243,
          "CEIL1_1": 38,
          "CEIL4_3": 19,
          "BRWINDOW": 131,
          "MODWALL1": 4,
          "FLOOR4_5": 5,
          "FLAT5_3": 1,
          "STUCCO1": 45,
          "SW2SKULL": 1,
          "WOOD6": 1,
          "ZIMMER3": 312,
          "BRICK4": 10,
          "FLOOR0_2": 30,
          "FLAT5_1": 49,
          "WOOD9": 2,
          "BRICK3": 15,
          "F_SKY1": 5,
          "FLOOR1_1": 1,
          "FLAT5_5": 10,
          "ZIMMER4": 45,
          "WOODMET4": 2,
          "ASHWALL3": 14,
          "BRICK2": 4,
          "GRASS1": 4,
          "RROCK01": 55,
          "BRONZE1": 45
        }
      },
      "monsters": {
        "total": 109,
        "by_type": {
          "chaingun_guy": 3,
          "demon": 10,
          "shotgun_guy": 16,
          "zombieman": 80
        },
        "by_category": {
          "boss": 0,
          "hitscanner": 99,
          "melee": 10,
          "projectile": 0
        }
      },
      "items": {
        "total": 126,
        "by_type": {
          "ammo_clip": 10,
          "armor_bonus": 62,
          "chaingun": 1,
          "health_bonus": 12,
          "medikit": 2,
          "shells": 14,
          "shotgun": 1,
          "stimpack": 24
        },
        "ammo_by_category": {
          "bullets": 10,
          "cells": 0,
          "rockets": 0,
          "shells": 14
        },
        "weapons_present": [
          "chaingun",
          "shotgun"
        ]
      },
      "mechanics": {
        "teleports": false,
        "keys": [
          "yellow"
        ],
        "secret_exit": false
      },
      "difficulty": {
        "uv_monsters": 109,
        "hmp_monsters": 109,
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        },
        "ammo_by_category": {
          "bullets": 0,
          "cells": 0,
          "rockets": 0,
          "shells": 0
        },
        "weapons_present": [
          "bfg9000",
          "chaingun",
          "rocket_launcher"
        ]
      },
      "mechanics": {
        "teleports": false,
        "keys": [
          "blue",
          "yellow"
        ],
        "secret_exit": false
      },
      "difficulty": {
        "uv_monsters": 25,
        "hmp_monsters": 25,
        "htr_monsters": 25,
        "uv_items": 19,
        "hmp_items": 19,
        "htr_items": 19
      },
      "compatibility": "vanilla_or_boom",
      "metadata": {
        "title": null,
        "music": null,
        "source": "marker"
      },
      "analysis": {
        "title": null,
        "description": "This map features a techbase environment with a linear progression through corridors and rooms. Combat is hitscanner-heavy, focusing on fast reactions against numerous hitscan enemies. Resources are generous, providing ample ammo and health to sustain the player. The layout supports straightforward navigation without complex key hunts or teleportation.",
        "tags": [
          "ammo_plentiful",
          "hitscanner_heavy",
          "linear",
          "medium_length",
          "techbase",
          "vanilla_compatible"
        ]
      }
    }
  ]
}

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