Raw model (for completeness)
{
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"sha1": "3ba07bcf87afff512b1b1e31104909d9ccef9a75",
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"mweps-8bdmuserweppack-pts-v8.pk3"
],
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"iwad": [],
"filename": null,
"added": "2021/12/27 18:43:32",
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"canDownload": true,
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"name": null,
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"screenshots": null,
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"added": "2021/12/27 18:43:32",
"file": {
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"size": 1411660,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/3ba07bcf87afff512b1b1e31104909d9ccef9a75/3ba07bcf87afff512b1b1e31104909d9ccef9a75.pk3.gz",
"corrupt": false
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"content": {
"maps": [
"TRAINING",
"002-training"
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"text_files": [
{
"source": "pk3",
"name": "DECORATE.txt",
"contents": "#include \"actors/smokestackcannon.txt\"\n#include \"actors/thunderrifle.txt\"\n#include \"actors/shotlock.txt\"\n#include \"actors/triangularterror.txt\"\n#include \"actors/electronzapper.txt\"\n#include \"actors/pierglasspursuer.txt\"\n#include \"actors/chaosboom.txt\"\n#include \"actors/bluemanblaster.txt\"\n#include \"actors/honeycombfrenzy.txt\"\n#include \"actors/werewolffury.txt\"\n#include \"actors/driftingdisk.txt\"\n#include \"actors/spatialslasher.txt\"//HOLY SHIT LOOK AT THAT NAME\n#include \"actors/totsugeki.txt\"\n#include \"actors/inkswipe.txt\"\n#include \"actors/jirenswag.txt\"\n#include \"actors/jaxaxe.txt\"\n#include \"actors/salinediverwep.txt\"\n#include \"actors/emeraldeyeswep.txt\"\n#include \"actors/joviancoilwep.txt\"\n#include \"actors/fortunatesludgewep.txt\"\n#include \"actors/touchturretwep.txt\"\n#include \"actors/personalspacewep.txt\"\n#include \"actors/pressurepopperwep.txt\""
},
{
"source": "pk3",
"name": "ANIMDEFS.txt",
"contents": "//Hil's wep\ntexture BARFLHIL\npic BARUWP22 tics 4\npic BARUWP2X tics 4\n\ntexture VARFLHIL\npic VARUWP22 tics 4\npic VARUWP2X tics 4"
},
{
"source": "pk3",
"name": "SNDINFO.txt",
"contents": "//Thunder Rifle\nweapon/tshotcharge\tTRIFCHAR\nweapon/tshotweak\tTRIFSHIT\nweapon/tshotstrong\tTRIFSHOO\nweapon/triflereload\tTRIFRELO\n\n//Shot Lock\nweapon/ShotLockBreak WOOLBRK\n\n//Zapper\nweapon/ZapCharge ZAPCHARG\nweapon/ZapChargeDone ZAPCHARD\nweapon/ZapChargeCancel ZAPPUFF\nweapon/ZapSentryBeep ZAPBEEP\nweapon/ZapSentryShoot ZAPFIR\nweapon/ZapSentryGrenade ZAPBOM\n\n//lmao\nnyan/cat APATHY\ncat/nyan aGONY\n\n//Pier Glass\nweapon/PierBounce PGPBOUN $volume weapon/PierBounce 2.0\n\n//Ballade Cracker 2 :^)\nweapon/rocketlaunch KABOSHOT\nweapon/rocketlaunchtravel KBTRAVEL $volume weapon/rocketlaunchtravel 0.5\n\n//Honeycomb Frenzy\nweapon/HoneycombShot NOSAFIRE\nweapon/HoneycombImpact NOSABOOM\nweapon/babyhornethover NOSAHOV $volume weapon/babyhornethover 0.25\n\n//Werewolf Fury\nweapon/slashclawstronkified KAGECLAW\n\n//Drifting Disk\nweapon/driftingdiskstart DRFTSTRT\nweapon/driftingdiskloop DRFTLOOP\nweapon/driftingdiskend DRFTEND\n\n//Cosmic Sword thingy no im not saying its full name\nweapon/cosmicparry\t\tINEVSLSH\nweapon/cosmicparrystart\tCOSMSTRT\nweapon/cosmicparrydone\tCOSMFNSH\n\n//Totsugeki\nTOTSUGEKI/TOTSUGEKI\t\tTOTSUGEK $volume TOTSUGEKI/TOTSUGEKI 5.0\nTOTSUGEKI/TOTSUGEKI2\tTOTSUGKI $volume TOTSUGEKI/TOTSUGEKI2 5.0\n\n//JIREN\nweapon/jirensmassiveschlong JIREN1\nweapon/jirensmassivedong\tJIREN2\nweapon/jirenpoop\t\t\tJIREN3\n\n//Ink Swipe\nweapon/InkBounce INKBOUNC\n\n//Saline Diver\nweapon/seasplashershot\tSLNTSHOT\nweapon/seasplashrising\tSLNTUP\nweapon/seasplashtravel\tSLNTMOVE $volume weapon/seasplashtravel 0.25\n\n//Emerald Eyes\nweapon/emeraldshot\t\tEMRDSHOT\nweapon/emeraldcharge\tEMRCHRGE $volume weapon/emeraldcharge 0.5\nweapon/emeraldshatter\tEMSHATTR\n\n//Jovian Coil\nweapon/zapcoilup \tZAPPCOIL\nweapon/zapcoildown\tZOWNCOIL\n\n//iron tuc\nweapon/outoftouchshot\tCOIL2A"
},
{
"source": "pk3",
"name": "CHANGELOG.txt",
"contents": "CHANGELOG\n=====PUBLIC TESTING V1\n-yeah\n\n=====PUBLIC TESTING V2\n-Added Honeycomb Frenzy, Werewolf Fury and Drifting Disk\n-Smokestack Cannon damage 20 > 35\n--Ammo consumption 2 > 4\n-Electron Zapper health 150 > 200\n--Electron Zapper shot speed 30 > 75\n\n=====PUBLIC TESTING V2H\n==Honeycomb Frenzy\n-Honeycomb Frenzy direct damage 16 > 10\n--Honeycomb Frenzy bee damage 8 > 5\n\n==Drifting Disk\n-Added proper pickup sprites for Drifting Disk\n\n=====PUBLIC TESTING V3\n-Added Spacial Slasher and Totsugeki\n-All weapons now has translations for 227 color on skins (Dive, Skull, Alien, Saturn, etc.)\n\n==Smokestack Cannon\n-Smokestack Cannon damage 35 > 45\n--Fulldamageradius 48 > 64\n--Reduced amount of money spawned while active/on explosion\n--Ammo consumption 4 > 2\n\n==Shot Lock\n-Shot Lock ammo pool 32 > 28\n--Shot Lock ammo consumption 4 > 2\n\n==Triangular Terror\n-Triangular Terror prism damage 30 > 50\n\n==Electron Zapper\n-Electron Zapper now classified as a SHIELD weapon, slot moved to 7\n\n==Pier Glass Pursuer\n-Pier Glass Pursuer reworked\n--Has gravity and homes on bouncing, does 20 flat on hit\n\n==Blueman Blaster\n-Blueman Blaster now fires splitting ripper lasers when uncharged, RoF reduced by 3 tics\n-Blueman Blaster now classified as a SHIELD weapon, slot moved to 7\n\n==Honeycomb Frenzy\n-Ammo consumption 2 > 4\n\n==Werewolf Fury\n-Now has slight upwards thrust on second slash\n\n=====PUBLIC TESTING V4\n-Has full MWEP compatability, credits to Jax for making it work\n\n==Smokestack Cannon\n-Explosive damage 45 > 30\n\n==Triangular Terror\n-Triangular Terror now classified as a NONE weapon, slot moved to 6\n-Now has THRUACTORS\n\n==Electron Zapper\n-Electron Zapper now classified as a NONE weapon, slot moved to 6\n-Halved time it takes to build sentry\n-Sentry HP 200 > 250\n-Sentry shot damage 5 > 10\n--Sentry shot speed 75 > 65\n-Sentry grenade loses THRUACTORS after the first tic\n--Sentry grenade explosion damage 15 > 20\n--Fixed sentry grenades not doing all 25 damage on direct\n\n==Pier Glass Pursuer\n-Ammo consumption 4 > 2\n\n==Chaos Boom\n-Speed scalar 0.75 > 0.7 (reduced speed)\n\n==Blueman Blaster\n-Removed AoE around user at max charge\n-Added new VFX on fully charged explosion\n\n==Werewolf Fury\n-Now has 90 base speed, projectile slows down as it travels\n-Second slash damage 14 > 21\n\n==Drifting Disk\n-Uptime 10 seconds > 20 seconds\n\n==Spatial Slash\n-Fixed it being called 'Spacial Slash'\n-Endlag on parry 70 tics > 35 tics\n--Endlag on regular swing 35 tics > 15 tics\n\n==Totsugeki\n-Now alternates between two voice lines\n-Damage 30 > 20\n-Damager radius 36 > 24\n-Max ammo pool 28 > 56\n\n=====PUBLIC TESTING V5\n-Added Programmer Trimmer\n\n==Pier Glass Pursuer\n-RoF increased by 15 tics\n\n==Spatial Slash\n-Colored Obit\n\n=====PUBLIC TESTING V6\n\n==Pier Glass Pursuer\n-RoF decreased by 10 tics\n\n==Jiren Swag\n-Totally removed\n\n==Programmer Trimmer\n-Visuals changed\n-Area weapon slot\n-Now does very low damage before expanding instead of no damage\n-4 shot clip -> 6 shot clip\n-Removed variable radius damage\n-Startup before expansion and active expansion time adjusted\n--Startup time 15 tics > 20 tics\n--Active time 10 tics > 15 tics\n\n=====PUBLIC TESTING V6H\n\n==Honeycomb Frenzy\n-Damage on direct 10 > 18\n\n==Pier Glass Pursuer\n-RoF increased by 5 tics\n-Bouncecount 6 > 4\n\n==Jiren Swag\n-Removed for sure this time\n\n==Programmer Trimmer\n-Removed NOCLIP from the slash damagers\n-Has a new sound on slash damagers spawning\n\n=====PUBLIC TESTING V7\n-Added Saline Diver and Emerald Eyes\n\n==Drifting Disk\n-Duration 20 seconds > 10 seconds\n\n==Jiren Swag\n-Definitely TOTALLY should be removed, I made sure of it this time\n\n=====PUBLIC TESTING V7H\n-Added Ink Swipe and Jovian Coil\n\n==Honeycomb Frenzy\n-Removed hitstun from baby bees\n--Baby bees have 4x less speed\n--Bee damage 2 > 6\n-Direct hits now have more hitstun\n\n==Programmer's Trimmer\n-Obit now reflect weapon's name\n\n==Emerald Eyes\n-Color scheme changed 111/96 > 132/117\n\n=====PUBLIC TESTING V8\n-Added Fortunate Sludge, Touch Turret, Personal Space and Pressure Popper\n\n==Smokestack Cannon\n-Fixed rocket jumps not working\n\n==Spatial Slasher\n-Endlag on both slashes increased (12 > 24, 31 > 48)\n\n==Ink Swipe\n-Now has powerprotect on blob\n-Shooting straight down lets the user apply ink onto themselves."
},
{
"source": "pk3",
"name": "actors/smokestackcannon.txt",
"contents": "//made for yours truly, cause you know how i get those fat stacks\nactor SmokestackCannonWep : BaseMM8BDMWep\n{\nWeapon.AmmoUse 2\nWeapon.AmmoGive 28\nWeapon.SlotNumber 5\ninventory.icon \"NFLYIC\"\nTag \"Smokestack Cannon\"\nObituary \"%k's Smokestack Cannon scammed %o.\"\nInventory.Pickupmessage \"You got the Smokestack Cannon! (For Free!?)\"\nweapon.ammotype \"NightFlyAmmo\"\nStates\n{\nSpawn:\nSMKS A -1\nloop\nReady:\nSMKS A 0 ACS_ExecuteAlways(998,0,4000)\nReady1:\nSMKS B 0 A_TakeInventory(\"SmokestackMoneyCharge\",999)\nSMKS B 1 A_WeaponReady\nGoto Ready1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nSMKS B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nSMKS B 1 A_Raise\nLoop\nFire:\nSMKS B 0 A_JumpIfNoAmmo(\"NoAmmo\")\nCharging1:\nSMKS B 0 A_JumpIfInventory(\"SmokestackMoneyCharge\",25,\"Charging2\")\nSMKS C 1 A_GiveInventory(\"SmokestackMoneyCharge\",5)\nSMKS B 0 A_ReFire(\"Charging1\")\ngoto Ready1\nCharging2:\nSMKS C 1 A_GiveInventory(\"SmokestackMoneyCharge\",5)\nSMKS C 1 A_GiveInventory(\"SmokestackMoneyCharge\",5)\nSMKS C 1 A_GiveInventory(\"SmokestackMoneyCharge\",5)\nCharging2x:\nSMKS B 0 A_JumpIfInventory(\"SmokestackMoneyCharge\",50,\"Charging3\")\nSMKS C 1 Offset(0,30)A_GiveInventory(\"SmokestackMoneyCharge\",5)\nSMKS B 0 A_ReFire(\"Charging2x\")\ngoto Ready1\nCharging3:\nSMKS C 1 Offset(0,31)A_GiveInventory(\"SmokestackMoneyCharge\",5)\nSMKS C 1 Offset(0,32)A_GiveInventory(\"SmokestackMoneyCharge\",5)\nSMKS C 1 Offset(0,33)A_GiveInventory(\"SmokestackMoneyCharge\",5)\nSMKS C 1 Offset(0,34)A_GiveInventory(\"SmokestackMoneyCharge\",5)\nCharging3x:\nSMKS B 0 A_JumpIfInventory(\"SmokestackMoneyCharge\",75,\"Charging4\")\nSMKS C 1 Offset(0,35)A_GiveInventory(\"SmokestackMoneyCharge\",5)\nSMKS B 0 A_ReFire(\"Charging3x\")\ngoto Ready1\nCharging4:\nSMKS C 1 Offset(0,36)A_GiveInventory(\"SmokestackMoneyCharge\",5)\nSMKS C 1 Offset(0,37)A_GiveInventory(\"SmokestackMoneyCharge\",5)\nSMKS C 1 Offset(0,38)A_GiveInventory(\"SmokestackMoneyCharge\",5)\nSMKS C 1 Offset(0,39)A_GiveInventory(\"SmokestackMoneyCharge\",5)\nCharging4x:\nSMKS B 0 A_JumpIfInventory(\"SmokestackMoneyCharge\",100,\"RealShoot\")\nSMKS C 1 Offset(0,40)A_GiveInventory(\"SmokestackMoneyCharge\",5)\nSMKS B 0 A_ReFire(\"Charging4x\")\ngoto Ready1\nRealShoot:\nSMKS B 0 A_Quake(5,9,0,48)\nSMKS B 0 A_PlaySoundEx(\"misc/wilyball\",\"Weapon\")\nSMKS B 0 A_TakeInventory(\"SmokestackMoneyCharge\",999)\nSMKS B 0 A_FireCustomMissile(\"SmokeStackCannon\",0,1,0,0)\nSMKS C 1 Offset(0,50)\nSMKS D 1 Offset(0,60)\nSMKS E 1 Offset(0,70)\nSMKS D 1 Offset(0,60)\nSMKS C 1 Offset(0,50)\nSMKS C 0 A_WeaponReady(WRF_NOFIRE)\nGoto Ready+1\nNoAmmo:\nSMKS B 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor SmokeStackCannon\n{\nTranslation \"192:192=248:248\", \"198:198=222:222\"\nPROJECTILE\nObituary \"%k's \\c[c2]Smokestack \\c[c3]Cannon \\c-scammed %o.\"\nDamageType \"DrillBomb\"\ndamage (0)\nRadius 14\nHeight 14\nspeed 50\nscale 2.5\ngravity 1.5\n-NOGRAVITY\n//+BOUNCEONCEILINGS\n-BOUNCEONFLOORS\n//+BRIGHT\n//+DOOMBOUNCE\n//:)\nGravity 1.5\n//Wallbouncefactor 1.0\n//Bouncefactor 1.0\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 //ThrustThingZ(0,25,0,1)\nSpawn2:\nSMKS FG 3\nTNT1 A 0 A_SpawnItemEx(\"DollaDollaBills\",0,0,16,random(-8,8),random(-8,8),random(0,8),random(0,359),1)\nloop\nDeath:\nTNT1 AAAAA 0 A_SpawnItemEx(\"DollaDollaBills\",0,0,16,random(-8,8),random(-8,8),random(0,8),random(0,359),1)\nSMKS A 0 A_Stop\nSMKS A 0 A_ChangeFlag(NOGRAVITY,TRUE)\nSMKS A 0 A_PlaySoundEx(\"weapon/solarblaze\",\"weapon\")\nSMKS A 0 ACS_NamedExecuteWithResult(\"cbm_MarsRocketJump\",20,176,2)\nSMKS A 0 A_Explode(30,96,0,0,64)\nSMKS B 0 A_Quake(1,5,0,48)\nSMKS G 1 A_SpawnItemEx(\"ExplosionEffect2\")\n//BHOL BCDEFBCDEFBCDEF 1 A_SpawnItemEx(\"ExplosionEffect2\")\nstop\n}\n}\n\nactor DollaDollaBills\n{\n-NOGRAVITY\n+MISSILE\n+THRUACTORS\n//+CLIENTSIDEONLY\nGravity 0.5\nRadius 2\nHeight 2\nscale 2.5\n//+RIPPER\n//damage (5)\nStates\n{\nSpawn:\nSMKS HIJI 5\nloop\n}\n}\n\nactor NightFlyAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n+INVENTORY.IGNORESKILL\n}\n\nactor SmokestackMoneyCharge : Ammo\n{\ninventory.amount 1\ninventory.maxamount 100\n+INVENTORY.IGNORESKILL\n}"
},
{
"source": "pk3",
"name": "actors/thunderrifle.txt",
"contents": "//cool wep\nactor ThunderRifleWep : BaseMM8BDMWep\n{\nWeapon.AmmoUse 4\nWeapon.AmmoGive 28\nWeapon.SlotNumber 6\ninventory.icon \"TRFLIC\"\nTag \"Thunder Rifle\"\nObituary \"%o did not heed the call of %k's Thunder Rifle.\"\nInventory.Pickupmessage \"Power Up! Thunder Rifle!\"\nweapon.ammotype \"HitscanAmmo\"\nStates\n{\nSpawn:\nTRFL A -1\nloop\nReady:\nTRFL B 0 ACS_ExecuteAlways(998,0,4001)\nReady1:\nSMKS B 0 A_TakeInventory(\"SmokestackMoneyCharge\",999)\nTRFL E 1 A_WeaponReady\nGoto Ready1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nTRFL E 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nTRFL E 1 A_Raise\nLoop\nFire:\nTRFL E 0 A_JumpIfNoAmmo(\"NoAmmo\")\nCharging1:\nTRFL E 0 A_JumpIfInventory(\"SmokestackMoneyCharge\",25,\"Charging2\")\nTRFL E 1 A_GiveInventory(\"SmokestackMoneyCharge\",2)\nTRFL E 0 A_ReFire(\"Charging1\")\ngoto ShitShoot\nCharging2:\nTRFL E 1 A_GiveInventory(\"SmokestackMoneyCharge\",2)\nTRFL E 1 A_GiveInventory(\"SmokestackMoneyCharge\",2)\nTRFL E 1 A_GiveInventory(\"SmokestackMoneyCharge\",2)\nTRFL E 0 A_ReFire(\"Charging2x\")\ngoto ShitShoot\nCharging2x:\nSMKS B 0 A_JumpIfInventory(\"SmokestackMoneyCharge\",50,\"Charging3\")\nTRFL E 1 A_GiveInventory(\"SmokestackMoneyCharge\",2)\nSMKS C 0 A_ZoomFactor(1.0,1)\nSMKS B 0 A_ReFire(\"Charging2x\")\ngoto ShitShoot\nCharging3:\nTRFL E 1 A_GiveInventory(\"SmokestackMoneyCharge\",2)\nTRFL E 0 A_ZoomFactor(1.1,1)\nTRFL E 1 A_GiveInventory(\"SmokestackMoneyCharge\",2)\nTRFL E 0 A_ZoomFactor(1.2,1)\nTRFL E 1 A_GiveInventory(\"SmokestackMoneyCharge\",2)\nTRFL E 0 A_ZoomFactor(1.3,1)\nTRFL E 1 A_GiveInventory(\"SmokestackMoneyCharge\",2)\nTRFL E 0 A_ZoomFactor(1.4,1)\nTRFL E 0 A_ReFire(\"Charging3x\")\ngoto ShitShoot\nCharging3x:\nTRFL E 0 A_JumpIfInventory(\"SmokestackMoneyCharge\",75,\"Charging4\")\nTRFL E 1 A_GiveInventory(\"SmokestackMoneyCharge\",2)\nTRFL E 0 A_ZoomFactor(1.5,1)\nTRFL E 0 A_ReFire(\"Charging3x\")\ngoto ShitShoot\nCharging4:\nTRFL E 1 A_GiveInventory(\"SmokestackMoneyCharge\",2)\nTRFL C 0 A_ZoomFactor(1.6,1)\nTRFL E 1 A_GiveInventory(\"SmokestackMoneyCharge\",2)\nTRFL C 0 A_ZoomFactor(1.7,1)\nTRFL E 1 A_GiveInventory(\"SmokestackMoneyCharge\",2)\nTRFL C 0 A_ZoomFactor(1.8,1)\nTRFL E 1 A_GiveInventory(\"SmokestackMoneyCharge\",2)\nTRFL C 0 A_ZoomFactor(1.9,1)\nTRFL B 0 A_ReFire(\"Charging4x\")\ngoto ShitShoot\nCharging4x:\nTRFL E 0 A_JumpIfInventory(\"SmokestackMoneyCharge\",100,\"Charging5\")\nTRFL E 1 A_GiveInventory(\"SmokestackMoneyCharge\",2)\nTRFL C 0 A_ZoomFactor(2.0,1)\nTRFL B 0 A_ReFire(\"Charging4x\")\ngoto ShitShoot\nCharging5:\nTRFL B 0 A_PlaySoundEx(\"weapon/tshotcharge\",\"Body\")\nCharging5x:\nTRFL E 1 A_ZoomFactor(3.0,1)\nTRFL B 0 A_ReFire(\"Charging5x\")\nRealShoot:\nTRFL B 0 A_PlaySoundEx(\"weapon/tshotstrong\",\"Weapon\")\nTRFL B 0 A_TakeInventory(\"SmokestackMoneyCharge\",999)\nTRFL B 0 A_FireCustomMissile(\"ThunderShotStrong\",0,1,8,0)\nTRFL F 1 A_ZoomFactor(3.5,1)\nTRFL G 1 A_ZoomFactor(2.5,1)\nTRFL H 1 A_ZoomFactor(1.5,1)\nTRFL I 1 A_ZoomFactor(1.25,1)\nTRFL J 1 A_ZoomFactor(1.0,1)\nTRFL E 1 Offset(0,42)\nTRFL E 1 Offset(0,52)\nTRFL E 1 Offset(0,62)\nTRFL E 1 Offset(0,72)\nTRFL E 15 Offset(0,82)\nTRFL E 1 Offset(12,82)A_PlaySoundEx(\"weapon/triflereload\",\"Body\")\nTRFL E 1 Offset(-12,82)\nTRFL E 15 Offset(0,82)\nTRFL E 1 Offset(0,72)\nTRFL E 1 Offset(0,62)\nTRFL E 1 Offset(0,52)\nTRFL E 1 Offset(0,42)\nGoto Ready+1\nShitShoot:\nTRFL B 0 A_PlaySoundEx(\"weapon/tshotweak\",\"Weapon\")\nTRFL B 0 A_TakeInventory(\"SmokestackMoneyCharge\",999)\nTRFL B 0 A_FireCustomMissile(\"ThunderShotWeak\",0,1,8,0)\nTRFL F 1 A_ZoomFactor(1.0,1)\nTRFL G 1\nTRFL H 1\nTRFL I 1\nTRFL J 1\nTRFL E 1 Offset(0,42)\nTRFL E 1 Offset(0,52)\nTRFL E 1 Offset(0,62)\nTRFL E 1 Offset(0,72)\nTRFL E 15 Offset(0,82)\nTRFL E 1 Offset(12,82)A_PlaySoundEx(\"weapon/triflereload\",\"Body\")\nTRFL E 1 Offset(-12,82)\nTRFL E 15 Offset(0,82)\nTRFL E 1 Offset(0,72)\nTRFL E 1 Offset(0,62)\nTRFL E 1 Offset(0,52)\nTRFL E 1 Offset(0,42)\nGoto Ready+1\nAltfire:\nTRFL E 0 A_JumpIfNoAmmo(\"NoAmmo\")\nTRFL B 0 A_ZoomFactor(1.0,1)\nTRFL B 0 A_PlaySoundEx(\"weapon/tshotweak\",\"Weapon\")\nTRFL B 0 A_TakeInventory(\"SmokestackMoneyCharge\",999)\nTRFL B 0 A_FireCustomMissile(\"ThunderShotWeak\",0,1,8,0)\nTRFL F 1 //A_ZoomFactor(1.4,1)\nTRFL G 1 //A_ZoomFactor(1.3,1)\nTRFL H 1 //A_ZoomFactor(1.2,1)\nTRFL I 1 //A_ZoomFactor(1.1,1)\nTRFL J 1 //A_ZoomFactor(1.0,1)\nTRFL E 1 Offset(0,42)\nTRFL E 1 Offset(0,52)\nTRFL E 1 Offset(0,62)\nTRFL E 1 Offset(0,72)\nTRFL E 15 Offset(0,82)\nTRFL E 1 Offset(12,82)A_PlaySoundEx(\"weapon/triflereload\",\"Body\")\nTRFL E 1 Offset(-12,82)\nTRFL E 15 Offset(0,82)\nTRFL E 1 Offset(0,72)\nTRFL E 1 Offset(0,62)\nTRFL E 1 Offset(0,52)\nTRFL E 1 Offset(0,42)\nGoto Ready+1\nNoAmmo:\nTRFL E 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor ThunderShotWeak\n{\nTranslation \"192:192=248:248\", \"198:198=222:222\"\nPROJECTILE\n+FORCEXYBILLBOARD\nObituary \"%o did not heed the call of %k's \\cfThunder \\cjRifle\\c-.\"\nDamageType \"Normal\"\ndamage (23)\nRadius 6\nHeight 6\nspeed 100\nscale 2.5\n+BRIGHT\nstates\n{\nSpawn:\nTRFL BCD 1\nloop\nDeath:\nTRFL B 1 A_FadeOut(.16)\nTRFL B 0 A_SetScale(ScaleX+0.5)\nTRFL C 1 A_FadeOut(.16)\nTRFL C 0 A_SetScale(ScaleX+0.5)\nTRFL D 1 A_FadeOut(.16)\nTRFL D 0 A_SetScale(ScaleX+0.5)\nTRFL B 1 A_FadeOut(.16)\nTRFL B 0 A_SetScale(ScaleX+0.5)\nTRFL C 1 A_FadeOut(.16)\nTRFL C 0 A_SetScale(ScaleX+0.5)\nTRFL D 1 A_FadeOut(.16)\nTRFL D 0 A_SetScale(ScaleX+0.5)\nstop\n}\n}\n\nactor ThunderShotStrong : ThunderShotWeak\n{\nObituary \"%o did not heed the call of %k's \\cfThunder \\cjRifle\\c-.\"\nDamageType \"SparkShock\"\ndamage (69)\nspeed 150\n+BRIGHT\nstates\n{\nSpawn:\nTRFL BCD 1 A_SpawnItemEx(\"TSHOTSTRONGFX\", -momx*2, -momy*2, -momz*2, momx, momy, momz, angle, SXF_ABSOLUTEMOMENTUM)\nloop\n}\n}\n\nactor TSHOTSTRONGFX\n{\n+NOGRAVITY\nrenderstyle add\n+FORCEXYBILLBOARD\n+NOINTERACTION\n+THRUGHOST\nscale 2.5\n+BRIGHT\nstates\n{\nSpawn:\nTRFL D 1 A_Fadeout(0.05)\nTRFL D 0 A_ScaleVelocity(0.75)\nloop\n}\n}\n\nactor HitscanAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n+INVENTORY.IGNORESKILL\n}"
},
{
"source": "pk3",
"name": "actors/shotlock.txt",
"contents": "//pretending to have multiple personality disorder is funny, right guys!?\nactor ShotLockWep : BaseMM8BDMWep\n{\nWeapon.AmmoUse 2\nWeapon.AmmoGive 28\nWeapon.SlotNumber 4\ninventory.icon \"WLCKIC\"\nTag \"Shot Lock\"\nObituary \"%o was shot by %k's Shot Lock.\"\nInventory.Pickupmessage \"Power Up! Shot Lock!\"\nweapon.ammotype \"WoolockAmmo\"\nStates\n{\nSpawn:\nWLCK A -1\nloop\nReady:\nFLAS B 0 ACS_ExecuteAlways(998,0,4002)\nReady1:\nFLAS D 1 A_WeaponReady\nGoto Ready1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nFLAS D 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nFLAS D 1 A_Raise\nLoop\nFire:\nTRFL E 0 A_JumpIfNoAmmo(\"NoAmmo\")\nFLAS B 0 A_PlaySoundEx(\"misc/sharklaser\",\"Weapon\")\nFLAS B 0 A_FireCustomMissile(\"ShotLockSlug\",0,1,8,0)\nWLCK GH 6\nWLCK F 3\nGoto Ready+1\nNoAmmo:\nFLAS D 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor WoolockAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n+INVENTORY.IGNORESKILL\n}\n\nactor ShotLockSpread\n{\nTranslation \"192:192=248:248\", \"198:198=222:222\"\nPROJECTILE\n+FORCEXYBILLBOARD\nObituary \"%o was buckshot by %k's \\ctShot Lock\\c-.\"\nDamageType \"Normal\"\ndamage (6)\nRadius 5\nHeight 10\nspeed 35\nscale 2.5\n+BRIGHT\nstates\n{\nSpawn:\nSHLB ABCD 1\nloop\nDeath:\nWLCK B 0\nstop\n}\n}\n\nactor ShotLockSlug\n{\nTranslation \"192:192=248:248\", \"198:198=222:222\"\nPROJECTILE\n+FORCEXYBILLBOARD\nObituary \"%o was slugged by %k's \\ctShot Lock\\c-.\"\nDamageType \"Normal\"\ndamage (27)\nRadius 10\nHeight 20\nspeed 60\nscale 2.5\n+BRIGHT\nstates\n{\nSpawn:\nSHLK ABCDABCD 1\nFLAS B 0 A_PlaySoundEx(\"weapon/ShotLockBreak\",\"Weapon\")\nSHLK A 0 A_SpawnItemEx(\"ShotLockSpread\",0,0,0,50,0,0,5,1)\nSHLK A 0 A_SpawnItemEx(\"ShotLockSpread\",0,0,0,50,0,0,0,1)\nSHLK A 0 A_SpawnItemEx(\"ShotLockSpread\",0,0,0,50,0,0,-5,1)\nSHLK A 0 A_SpawnItemEx(\"ShotLockSpread\",0,0,0,50,0,5,5,1)\nSHLK A 0 A_SpawnItemEx(\"ShotLockSpread\",0,0,0,50,0,5,0,1)\nSHLK A 0 A_SpawnItemEx(\"ShotLockSpread\",0,0,0,50,0,5,-5,1)\nSHLK A 0 A_SpawnItemEx(\"ShotLockSpread\",0,0,0,50,0,-5,5,1)\nSHLK A 0 A_SpawnItemEx(\"ShotLockSpread\",0,0,0,50,0,-5,0,1)\nSHLK A 0 A_SpawnItemEx(\"ShotLockSpread\",0,0,0,50,0,-5,-5,1)\nDeath:\nWLCK D 1 A_FadeOut(.25)\nWLCK D 0 A_SetScale(ScaleX+0.5)\nWLCK E 1 A_FadeOut(.25)\nWLCK E 0 A_SetScale(ScaleX+0.5)\nWLCK D 1 A_FadeOut(.25)\nWLCK D 0 A_SetScale(ScaleX+0.5)\nWLCK E 1 A_FadeOut(.25)\nWLCK E 0 A_SetScale(ScaleX+0.5)\nstop\n}\n}"
},
{
"source": "pk3",
"name": "actors/triangularterror.txt",
"contents": "//and if the band youre in starts playing different tunes, we'll see you on the dark siiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii-\nactor TriangularTerrorWep : BaseMM8BDMWep\n{\nWeapon.AmmoUse 7\nWeapon.AmmoGive 28\nWeapon.SlotNumber 6\ninventory.icon \"TRGNIC\"\nTag \"Triangular Terror\"\nObituary \"%o was fractalized by %k's Triangular Terror.\"\nInventory.Pickupmessage \"Power Up! Triangular Terror!\"\nweapon.ammotype \"TrigonomancerAmmo\"\nStates\n{\nSpawn:\nTRGN A -1\nloop\nReady:\nTRGN G 0 ACS_ExecuteAlways(998,0,4003)\nTRGN G 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nTRGN G 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nTRGN G 1 A_Raise\nLoop\nFire:\nTRGN G 0 A_JumpIfNoAmmo(\"NoAmmo\")\nTRGN G 0 A_PlaySoundEx(\"misc/hangeralarm\",\"Weapon\")\nTRGN G 0 A_GiveInventory(\"ShieldCheck\",1)\nTRGN G 0 A_FireCustomMissile(\"SpinnyPrism\",0,0,0,0)\nTRGN HI 1\nTRGN J 25\nTRGN G 0 A_TakeInventory(\"ShieldCheck\",999)\nTRGN G 0 A_PlaySoundEx(\"misc/sunstarbeam\",\"Weapon\")\nTRGN G 0 A_FireCustomMissile(\"SpinnyPrismLaunch\",0,1,0,0)\nTRGN J 1 Offset(50,80)\nTRGN J 1 Offset(60,90)\nTRGN J 1 Offset(63,93)\nTRGN J 1 Offset(65,95)\nTRGN J 1 Offset(66,96)\nTRGN J 1 Offset(65,95)\nTRGN J 1 Offset(63,93)\nTRGN J 1 Offset(60,90)\nTRGN J 1 Offset(50,80)\nTRGN J 1 Offset(40,70)\nTRGN J 1 Offset(30,60)\nTRGN J 1 Offset(20,50)\nTRGN J 1 Offset(10,40)\nTRGN IH 1 A_WeaponReady(WRF_NOFIRE)\nTRGN G 25\nTRGN G 0 A_Refire\nGoto Ready+1\nNoAmmo:\nTRGN G 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor TrigonomancerAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n+INVENTORY.IGNORESKILL\n}\n\nactor SpinnyPrism : BaseShieldWarper\n{\n+BRIGHT\nStates\n{\nShield:\nTRGN BBBCCCBBBCCCBBBCCCBBCCBBCCBC 1 A_Warp(AAPTR_TARGET,40,0,30,0,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)\nstop\n}\n}\n\nactor SpinnyPrismLaunch\n{\nPROJECTILE\n+FORCEXYBILLBOARD\n+BRIGHT\n+THRUACTORS\nRadius 10\nHeight 30\nscale 2.5\ndamage (0)\nspeed 50\ndamagetype \"CrystalEye\"\nObituary \"%o was fractalized by %k's \\cvTriangular Terror\\c-.\"\n-NOINTERACTION\n+HEXENBOUNCE\n+NOGRAVITY\nStates\n{\nSpawn:\nTRGN BBBCCCBBBCCCBBBCCCBBCCBBCCBC 1 A_ScaleVelocity(0.9)\nTRGN B 0 A_Stop\nTRGN BCBCBCBCBC 1\nSpawnLOOP:\nTRGN B 0 A_JumpIfInventory(\"CutterFlag\",3,\"PreDeath\")\nTRGN B 1 A_SpawnItemEx(\"SpinnyPrismShot\",0,0,0,100,0,0,0,1)\nTRGN B 0 A_SpawnItemEx(\"SpinnyPrismShot\",0,0,0,100,0,0,120,1)\nTRGN B 0 A_SpawnItemEx(\"SpinnyPrismShot\",0,0,0,100,0,0,240,1)\nGEMI A 0 A_PlaySoundEx(\"misc/devilfire\",\"Body\")\nTRGN C 1 A_SpawnItemEx(\"SpinnyPrismShot\",0,0,0,100,0,0,10,1)\nTRGN C 0 A_SpawnItemEx(\"SpinnyPrismShot\",0,0,0,100,0,0,130,1)\nTRGN C 0 A_SpawnItemEx(\"SpinnyPrismShot\",0,0,0,100,0,0,250,1)\nGEMI A 0 A_PlaySoundEx(\"misc/devilfire\",\"Body\")\nTRGN B 1 A_SpawnItemEx(\"SpinnyPrismShot\",0,0,0,100,0,0,20,1)\nTRGN B 0 A_SpawnItemEx(\"SpinnyPrismShot\",0,0,0,100,0,0,140,1)\nTRGN B 0 A_SpawnItemEx(\"SpinnyPrismShot\",0,0,0,100,0,0,260,1)\nGEMI A 0 A_PlaySoundEx(\"misc/devilfire\",\"Body\")\nTRGN C 1 A_SpawnItemEx(\"SpinnyPrismShot\",0,0,0,100,0,0,30,1)\nTRGN C 0 A_SpawnItemEx(\"SpinnyPrismShot\",0,0,0,100,0,0,150,1)\nTRGN C 0 A_SpawnItemEx(\"SpinnyPrismShot\",0,0,0,100,0,0,270,1)\nGEMI A 0 A_PlaySoundEx(\"misc/devilfire\",\"Body\")\nTRGN B 1 A_SpawnItemEx(\"SpinnyPrismShot\",0,0,0,100,0,0,40,1)\nTRGN B 0 A_SpawnItemEx(\"SpinnyPrismShot\",0,0,0,100,0,0,160,1)\nTRGN B 0 A_SpawnItemEx(\"SpinnyPrismShot\",0,0,0,100,0,0,280,1)\nGEMI A 0 A_PlaySoundEx(\"misc/devilfire\",\"Body\")\nTRGN C 1 A_SpawnItemEx(\"SpinnyPrismShot\",0,0,0,100,0,0,50,1)\nTRGN C 0 A_SpawnItemEx(\"SpinnyPrismShot\",0,0,0,100,0,0,170,1)\nTRGN C 0 A_SpawnItemEx(\"SpinnyPrismShot\",0,0,0,100,0,0,290,1)\nGEMI A 0 A_PlaySoundEx(\"misc/devilfire\",\"Body\")\nTRGN B 1 A_SpawnItemEx(\"SpinnyPrismShot\",0,0,0,100,0,0,60,1)\nTRGN B 0 A_SpawnItemEx(\"SpinnyPrismShot\",0,0,0,100,0,0,180,1)\nTRGN B 0 A_SpawnItemEx(\"SpinnyPrismShot\",0,0,0,100,0,0,300,1)\nGEMI A 0 A_PlaySoundEx(\"misc/devilfire\",\"Body\")\nTRGN C 1 A_SpawnItemEx(\"SpinnyPrismShot\",0,0,0,100,0,0,70,1)\nTRGN C 0 A_SpawnItemEx(\"SpinnyPrismShot\",0,0,0,100,0,0,190,1)\nTRGN C 0 A_SpawnItemEx(\"SpinnyPrismShot\",0,0,0,100,0,0,310,1)\nGEMI A 0 A_PlaySoundEx(\"misc/devilfire\",\"Body\")\nTRGN B 1 A_SpawnItemEx(\"SpinnyPrismShot\",0,0,0,100,0,0,80,1)\nTRGN B 0 A_SpawnItemEx(\"SpinnyPrismShot\",0,0,0,100,0,0,200,1)\nTRGN B 0 A_SpawnItemEx(\"SpinnyPrismShot\",0,0,0,100,0,0,320,1)\nGEMI A 0 A_PlaySoundEx(\"misc/devilfire\",\"Body\")\nTRGN C 1 A_SpawnItemEx(\"SpinnyPrismShot\",0,0,0,100,0,0,90,1)\nTRGN C 0 A_SpawnItemEx(\"SpinnyPrismShot\",0,0,0,100,0,0,210,1)\nTRGN C 0 A_SpawnItemEx(\"SpinnyPrismShot\",0,0,0,100,0,0,330,1)\nGEMI A 0 A_PlaySoundEx(\"misc/devilfire\",\"Body\")\nTRGN B 1 A_SpawnItemEx(\"SpinnyPrismShot\",0,0,0,100,0,0,100,1)\nTRGN B 0 A_SpawnItemEx(\"SpinnyPrismShot\",0,0,0,100,0,0,220,1)\nTRGN B 0 A_SpawnItemEx(\"SpinnyPrismShot\",0,0,0,100,0,0,340,1)\nGEMI A 0 A_PlaySoundEx(\"misc/devilfire\",\"Body\")\nTRGN C 1 A_SpawnItemEx(\"SpinnyPrismShot\",0,0,0,100,0,0,110,1)\nTRGN C 0 A_SpawnItemEx(\"SpinnyPrismShot\",0,0,0,100,0,0,230,1)\nTRGN C 0 A_SpawnItemEx(\"SpinnyPrismShot\",0,0,0,100,0,0,350,1)\nGEMI A 0 A_PlaySoundEx(\"misc/devilfire\",\"Body\")\nTRGN C 0 A_GiveInventory(\"CutterFlag\",1)\nloop\nPreDeath:\nTRGN B 1 A_SpawnItemEx(\"SpinnyPrismShot\",0,0,0,100,0,0,0,1)\nTRGN B 0 A_SpawnItemEx(\"SpinnyPrismShot\",0,0,0,100,0,0,120,1)\nTRGN B 0 A_SpawnItemEx(\"SpinnyPrismShot\",0,0,0,100,0,0,240,1)\nGEMI A 0 A_PlaySoundEx(\"misc/devilfire\",\"Body\")\nTRGN BCBBCCBBCCBBBCCCBBBCCC 1\nTRGN B 0 A_ChangeFlag(NOGRAVITY,false)\nTRGN B 0 A_ChangeFlag(HEXENBOUNCE,false)\nDeathFall:\nTRGN BBBCCC 1 A_Fadeout\nloop\nDeath:\nTRGN B 0\nstop\n}\n}\n\nactor SpinnyPrismShot\n{\nPROJECTILE\nObituary \"%o was fractalized by %k's \\c[x3]Triangular Terror\\c-.\"\nspeed 100\nRadius 5\nHeight 5\ndamagetype \"GeminiLaser\"\nscale 2.5\ndamage (10)\n+FORCEXYBILLBOARD\n+BRIGHT\nStates\n{\nSpawn:\nTRGN EF 1 A_SpawnItemEx(\"SpinnyPrismTrail\",0,0,0,0,0,0,0)\nloop\n}\n}\n\nactor SpinnyPrismTrail\n{\n+NOINTERACTION\n+NOGRAVITY\n+CLIENTSIDEONLY\n+FORCEXYBILLBOARD\n-SOLID\n+BRIGHT\nscale 2.5\nheight 0\nradius 0\nStates\n{\nSpawn:\nTRGN D 5\nstop\n}\n}"
},
{
"source": "pk3",
"name": "actors/electronzapper.txt",
"contents": "//genuinely fuck you zapper and woolock for making me code this atrocity, having me spend ALL DAY on this,\n//and then not even saying A WORD when i finished the sentry. Seriously, would it KILL you to say \"wow good job fly\" for once in a while\n//i spent ALL DAY on this baby and thats not even factoring in future bugfixes that I'LL HAVE TO DO while yall just sit and make sprites\n//that are oversized and jumbled in a way that forces me to manually crop out and offset every single sprite because OOOOH AAAAH MAKING A .ZIP\n//THAT HAS ALL YOUR SPRITES IS SO HARD AM I RIGHT HAHAHAHAHAHAHAHAHADBAUJBFABUJDFBJASFUJBAFBJ\n\n//OH SHIT WHEN ZAPPER DOES RESPOND ALL IT IS IS JUST WHINING ABOUT THE COLOR NOT BEING THE EXACT ONE HE WANTED\n//BECAUSE THE CONCEPT I WAS GIVEN HAD A TYPO LMAOOOO FUCKING KILL ME\nactor ElectronZapperWep : BaseMM8BDMWep\n{\nWeapon.AmmoUse 28\nWeapon.AmmoGive 28\nWeapon.SlotNumber 6\ninventory.icon \"ELZPIC\"\nTag \"Electron Zapper\"\nObituary \"%o was zapped by %k's Electron Zapper.\"\nInventory.Pickupmessage \"Power Up! Electron Zapper!\"\nweapon.ammotype \"Zapper514Ammo\"\nStates\n{\nSpawn:\nELZP A -1\nloop\nReady:\nELZP D 0 ACS_ExecuteAlways(998,0,4004)\nELZP C 0 SetPlayerProperty(0,0,0)\nELZP B 0 A_TakeInventory(\"ZapperBuildCharge\",999)\nELZP C 0 A_TakeInventory(\"ShieldCheck\",999)\nELZP S 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nELZP S 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nELZP S 1 A_Raise\nLoop\nFire:\nSMKS B 0 A_JumpIfNoAmmo(\"NoAmmo\")\nELZP D 0 A_JumpIfInventory(\"SentryOutFlag\",1,\"NoAmmo\")\nSMKS C 0 A_Stop\nSMKS C 0 SetPlayerProperty(0,1,0)\nELZP TU 1 A_GiveInventory(\"ShieldCheck\",1)\nELZP S 0 A_PlaySoundEx(\"weapon/ZapCharge\",\"Weapon\")\nSMKS B 0 A_SpawnItemEx(\"ElectronSentryBuilderPlot\",80,0,0,0,0,0,0,0)\nELZP V 0 A_JumpIfInventory(\"IsBot\",1,\"Forcecharge\")\nCharging:\nELZP V 0 A_JumpIfInventory(\"ZapperBuildCharge\",140,\"RealShoot\")\nELZP V 0 A_SpawnItemEx(\"ElectronSentryBuilderFX\",0,0,30,10,0,0,0,1)\nELZP V 1 A_GiveInventory(\"ZapperBuildCharge\",2)\nELZP W 0 A_SpawnItemEx(\"ElectronSentryBuilderFX\",0,0,30,10,0,0,0,1)\nELZP W 1 A_GiveInventory(\"ZapperBuildCharge\",2)\nELZP W 0 A_ReFire(\"Charging\")\ngoto ReadyCancel\nBotRealShoot:\nELZP S 0 A_TakeInventory(\"Zapper514Ammo\",999)\nRealShoot:\nELZP S 0 A_PlaySoundEx(\"weapon/ZapChargeDone\",\"Weapon\")\nSMKS B 0 A_TakeInventory(\"ZapperBuildCharge\",999)\nSMKS B 0 A_FireCustomMissile(\"ElectronSentryAmmoTaker\",0,1,0,0)\nSMKS B 0 A_SpawnItemEx(\"ElectronSentry\",80,0,0,0,0,0,0,1)\n//SMKS B 0 A_TakeInventory(\"ShieldCheck\",999)\nELZP C 0 SetPlayerProperty(0,0,0)\nELZP WX 1\nELZP W 0 A_TakeInventory(\"ShieldCheck\",999)\nELZP YWXYWXY 1\nELZP UTS 2\nELZP V 0 A_JumpIfInventory(\"IsBot\",1,\"Deselect\")\nSMKS C 0 A_WeaponReady(WRF_NOFIRE)\nGoto Ready+1\nReadyCancel:\nELZP S 1 A_TakeInventory(\"ShieldCheck\",999)\nSMKS C 0 A_PlaySoundEx(\"weapon/ZapChargeCancel\",\"Weapon\")\nGoto Ready+1\nNoAmmo:\nSMKS C 0 A_TakeInventory(\"ShieldCheck\",999)\nELZP S 1 ACS_Execute(979,0)\nGoto Ready+1\nForcecharge:\nELZP V 0 A_JumpIfInventory(\"ZapperBuildCharge\",140,\"BotRealShoot\")\nELZP V 0 A_SpawnItemEx(\"ElectronSentryBuilderFX\",0,0,30,10,0,0,0,1)\nELZP V 1 A_GiveInventory(\"ZapperBuildCharge\",1)\nELZP W 0 A_SpawnItemEx(\"ElectronSentryBuilderFX\",0,0,30,10,0,0,0,1)\nELZP W 1 A_GiveInventory(\"ZapperBuildCharge\",1)\nloop\n}\n}\n\nactor Zapper514Ammo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n+INVENTORY.IGNORESKILL\n}\n\nactor ZapperBuildCharge : Ammo\n{\ninventory.amount 1\ninventory.maxamount 140\n+INVENTORY.IGNORESKILL\n}\n\nactor GrenadeSentryFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 2\n}\n\nactor ElectronSentryAmmoTaker\n{\n +NOINTERACTION\n +NOGRAVITY\n +CLIENTSIDEONLY\n +FORCEXYBILLBOARD\n -SOLID\n +BRIGHT\n scale 2.5\n height 0\n radius 0\n States\n {\n Spawn:\n TNT1 A 0\n stop\n }\n}\n\nactor ElectronSentryBuilderFX\n{\n+NOGRAVITY\nrenderstyle add\n+FORCEXYBILLBOARD\n+NOINTERACTION\n+THRUGHOST\nspeed 10\nscale 1\nalpha 0.25\n+BRIGHT\nstates\n{\nSpawn:\nELZP B 1 A_Fadeout(0.05)\nELZP B 0 A_SetScale(ScaleX+0.1)\nloop\n}\n}\n\nactor ElectronSentryBuilderPlot : BaseShieldWarper\n{\ntranslation \"0:0=103:103\"\n+BRIGHT\nstates\n{\nShield:\nELZP C 1 A_Warp(AAPTR_TARGET, 80, 0, 0, 0, WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)\nTNT1 A 1 A_Warp(AAPTR_TARGET, 80, 0, 0, 0, WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)\nloop\n}\n}\n\nactor SentryOutFlag : Once {}\n\nactor ElectronSentry\n{\n//MONSTER\nPROJECTILE\nSpecies \"JunkShot\"\n-NOBLOCKMAP\n+NORADIUSDMG\n+NOTAUTOAIMED\n+DONTBLAST\n+SKYEXPLODE\n+THRUSPECIES\n+NOEXPLODEFLOOR\n+DONTREFLECT\n+DONTSPLASH\n-NOGRAVITY\n+DONTRIP\n+NOBLOOD\n-COUNTKILL\n+SHOOTABLE\n+STEPMISSILE\n+MOVEWITHSECTOR\n+NOTARGETSWITCH\n+NOTAUTOAIMED\nspeed 0\nscale 2.5\n+SEEKERMISSILE\nReactionTime 175\nhealth 250\n+LOOKALLAROUND\nRadius 32\nHeight 64\nreactiontime 224\nmeleerange 20\npainchance 255\nstates\n{\nSpawn:\nELZP D 25 A_CheckFloor(\"Look\")\ngoto Spawn\nLook:\nELZP D 0 A_GiveToTarget(\"SentryOutFlag\",1)\nTRBL F 0 A_Stop\nTRBL F 0 A_ChangeFlag(\"NOCLIP\",0)\nELZP D 10\nTRBL E 0 A_ChangeFlag(\"MISSILE\",1)\nLooking:\nELZP D 0 A_TakeInventory(\"GrenadeSentryFlag\",999)\nELZP D 35 A_SeekerMissile(4, 10, SMF_LOOK|SMF_PRECISE, 256, 1000)\nELZP D 0 A_JumpIfInTargetInventory(\"IsDead\",1,\"Death\")\nELZP D 0 A_JumpIfTargetInLOS(\"Missile\", 0, JLOSF_PROJECTILE)\nELZP D 0 //A_SetAngle(angle + 45)\nELZP D 0 A_PlaySoundEx(\"weapon/ZapSentryBeep\",\"Voice\")\nELZP D 0 A_GiveInventory(\"CutterFlag\",2)\nELZP D 0 A_JumpIfInventory(\"CutterFlag\",50,\"Death\")\nELZP E 35 A_SeekerMissile(4, 10, SMF_LOOK|SMF_PRECISE, 256, 1000)\nELZP D 0 A_JumpIfInTargetInventory(\"IsDead\",1,\"Death\")\nELZP D 0 A_JumpIfTargetInLOS(\"Missile\", 0, JLOSF_PROJECTILE)\nELZP D 0 //A_SetAngle(angle - 45)\nELZP D 0 A_PlaySoundEx(\"weapon/ZapSentryBeep\",\"Voice\")\nELZP D 0 A_GiveInventory(\"CutterFlag\",2)\nELZP D 0 A_JumpIfInventory(\"CutterFlag\",50,\"Death\")\nELZP D 35 A_SeekerMissile(4, 10, SMF_LOOK|SMF_PRECISE, 256, 1000)\nELZP D 0 A_JumpIfInTargetInventory(\"IsDead\",1,\"Death\")\nELZP D 0 A_JumpIfTargetInLOS(\"Missile\", 0, JLOSF_PROJECTILE)\nELZP D 0 //A_SetAngle(angle - 45)\nELZP D 0 A_PlaySoundEx(\"weapon/ZapSentryBeep\",\"Voice\")\nELZP D 0 A_GiveInventory(\"CutterFlag\",2)\nELZP D 0 A_JumpIfInventory(\"CutterFlag\",50,\"Death\")\nELZP F 35 A_SeekerMissile(4, 10, SMF_LOOK|SMF_PRECISE, 256, 1000)\nELZP D 0 A_JumpIfInTargetInventory(\"IsDead\",1,\"Death\")\nELZP D 0 A_JumpIfTargetInLOS(\"Missile\", 0, JLOSF_PROJECTILE)\nELZP D 0 //A_SetAngle(angle + 45)\nELZP D 0 A_PlaySoundEx(\"weapon/ZapSentryBeep\",\"Voice\")\nELZP D 0 A_GiveInventory(\"CutterFlag\",2)\nELZP D 0 A_JumpIfInventory(\"CutterFlag\",50,\"Death\")\nloop\nMissile:\nELZP D 0 A_JumpIfInventory(\"CutterFlag\",50,\"Death\")\nELZP D 0 A_SeekerMissile(4, 10, SMF_PRECISE)\nELZP D 0 A_GiveInventory(\"CutterFlag\",1)\nELZP D 0 A_JumpIfInventory(\"GrenadeSentryFlag\",2,\"MissileNade\")\nELZP D 0 A_PlaySoundEx(\"weapon/ZapSentryShoot\",\"Voice\")\nELZP D 0 A_FaceTracer(0, 0)\nELZP D 0 A_CustomMissile(\"ZapperShot\",30,0,0,CMF_AIMDIRECTION, pitch)\nELZP GH 2\n//ELZP D 0 A_PlaySoundEx(\"weapon/ZapSentryShoot\",\"Voice\")\nELZP D 0 A_FaceTracer(0, 0)\nELZP D 0 A_CustomMissile(\"ZapperShot\",30,0,0,CMF_AIMDIRECTION, pitch)\nELZP GH 2\nELZP D 0 A_PlaySoundEx(\"weapon/ZapSentryShoot\",\"Voice\")\nELZP D 0 A_FaceTracer(0, 0)\nELZP D 0 A_CustomMissile(\"ZapperShot\",30,0,0,CMF_AIMDIRECTION, pitch)\nELZP GH 2\n//ELZP D 0 A_PlaySoundEx(\"weapon/ZapSentryShoot\",\"Voice\")\nELZP D 0 A_FaceTracer(0, 0)\nELZP D 0 A_CustomMissile(\"ZapperShot\",30,0,0,CMF_AIMDIRECTION, pitch)\nELZP GH 2\nELZP D 0 A_GiveInventory(\"GrenadeSentryFlag\",1)\nELZP D 0 A_JumpIfTargetInLOS(\"Missile\", 0, JLOSF_PROJECTILE)\nGoto Looking\nMissileNade:\nELZP D 0 A_SeekerMissile(4, 10, SMF_PRECISE)\nELZP D 0 A_PlaySoundEx(\"weapon/ZapSentryGrenade\",\"Voice\")\nELZP D 0 A_FaceTracer(0, 0)\nELZP D 0 A_CustomMissile(\"ZapperBomb\",50,10,0,CMF_AIMDIRECTION, pitch)\nELZP I 5\nELZP D 5\nELZP D 0 A_PlaySoundEx(\"weapon/ZapSentryGrenade\",\"Voice\")\nELZP D 0 A_FaceTracer(0, 0)\nELZP D 0 A_CustomMissile(\"ZapperBomb\",50,-10,0,CMF_AIMDIRECTION, pitch)\nELZP J 5\nELZP D 10 A_TakeInventory(\"GrenadeSentryFlag\",999)\nELZP D 0 A_JumpIfTargetInLOS(\"Missile\", 0, JLOSF_PROJECTILE)\nGoto Looking\nDeath:\nTNT1 A 28 A_SpawnItemEx(\"ZapperSentryFizzle\")\nELZP D 0 A_SpawnItemEx(\"WeaponEnergy\",0,0,0,random(-10,10),0,random(10,20),random(0,359), SXF_MULTIPLYSPEED)\nTNT1 A 0 A_PlaySoundEx(\"weapon/photonmissileexplode\", \"auto\")\nTNT1 A 35 A_SpawnItemEx(\"ExplosionEffect3\")\nELZP D 0 A_TakeFromTarget(\"SentryOutFlag\",1)\nstop\n}\n}\n\nactor ZapperSentryFizzle\n{\ntranslation \"0:0=103:103\"\n-SOLID\n+NOGRAVITY\n+SKYEXPLODE\n+NOINTERACTION\nradius 1\nheight 1\nScale 2.5\nStates\n{\nSpawn:\nELZP DDCCDDCCDDCCDDCCDDCC 1\nELZP C 1\nTNT1 A 1\nELZP C 1\nTNT1 A 1\nELZP C 1\nTNT1 A 1\nELZP C 1\nTNT1 A 1\nstop\n}\n}\n\nactor ZapperShot\n{\nPROJECTILE\n+FORCEXYBILLBOARD\n+BRIGHT\n+THRUACTORS\nDamage (10)\nSpeed 65\nDamageType \"CopyVision\"\nObituary \"%o was zapped by %k's \\c[o9]Electron Zapper\\c-.\"\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1\nTRBL E 0 A_ChangeFlag(\"THRUACTORS\",0)\nCOPY DE 2\nGoto Spawn+2\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor ZapperBomb\n{\nPROJECTILE\n-NOGRAVITY\n+HEXENBOUNCE\n+SKYEXPLODE\n+THRUACTORS\n+BOUNCEONCEILINGS\n+FORCEXYBILLBOARD\ndamage (5)\ndamagetype \"EddieBomber\"\nObituary \"%o was blasted by %k's \\c[o9]Electron Zapper\\c-.\"\nscale 2.5\nspeed 50\ngravity 1.0\nbouncecount 3\nreactiontime 10\nstates\n{\nSpawn:\nELZP K 1\nELZP LM 1 A_ChangeFlag(\"THRUACTORS\",0)\nELZP NOPQR 1// A_SpawnItemEx(\"EddieBombTrail\")\nloop\nDeath:\nTNT1 A 0 A_Stop\nTNT1 A 0 A_PlaySoundEx(\"misc/mm3explosion\", \"Weapon\")\nTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nTNT1 A 0 A_Explode(20, 185, 0,0,185)\nTNT1 A 35 A_SpawnItemEx(\"ExplosionEffect2\")\nstop\n}\n}\n\n/*{{\nSee:\nELZP DDDDD 1 A_SetAngle(angle-9.0)\nELZP D 0 A_PlaySoundEx(\"weapon/ZapSentryBeep\",\"Weapon\")\nELZP DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1 A_JumpIfTargetInLOS(\"GunsBlazing\", 0, JLOSF_PROJECTILE)\nELZP DDDDD 1 A_SetAngle(angle+9.0)\nELZP D 0 A_PlaySoundEx(\"weapon/ZapSentryBeep\",\"Weapon\")\nELZP DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1 A_JumpIfTargetInLOS(\"GunsBlazing\", 0, JLOSF_PROJECTILE)\nELZP DDDDD 1 A_SetAngle(angle+9.0)\nELZP D 0 A_PlaySoundEx(\"weapon/ZapSentryBeep\",\"Weapon\")\nELZP DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1 A_JumpIfTargetInLOS(\"GunsBlazing\", 0, JLOSF_PROJECTILE)\nELZP DDDDD 1 A_SetAngle(angle-9.0)\nELZP D 0 A_PlaySoundEx(\"weapon/ZapSentryBeep\",\"Weapon\")\nELZP DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1 A_JumpIfTargetInLOS(\"GunsBlazing\", 0, JLOSF_PROJECTILE)\ngoto Look\nGunsBlazing:\nELZP D 2 A_SpawnItemEx(\"SpinnyPrismShot\",0,0,30,cos(pitch)*30,0,sin(pitch)*30,0,1)\nTANG E 0 A_FaceTracer(0, 0)\nTANG E 0 //A_SeekerMissile(90, 90, SMF_LOOK, 256, 10)\nTNT1 A 0 A_JumpIfTargetInLOS(\"GunsBlazing\", 0, JLOSF_PROJECTILE)\n//ELZP D 0 A_LookEx\ngoto Look\nDeath:\nTNT1 A 0\nstop\n}\n}*/"
},
{
"source": "pk3",
"name": "actors/pierglasspursuer.txt",
"contents": "//thank u for making this easy 2 make : )\nactor PierGlassPursuerWep : BaseMM8BDMWep\n{\nWeapon.AmmoUse 2\nWeapon.AmmoGive 28\nWeapon.SlotNumber 2\ninventory.icon \"PGPRIC\"\nTag \"Pier Glass Pursuer\"\nObituary \"Oh no, %o will never know the reason why %k's Pier Glass Pursuer pursues them as they do! But that's the wonder -- the wonder of you!\"\nInventory.Pickupmessage \"You got the Pier Glass Pursuer! (I hate to be a broken record, but is it really 89 years old!?)\"\nweapon.ammotype \"AzoroWooperAmmo\"\nStates\n{\nSpawn:\nPGPR A -1\nloop\nReady:\nMBAL N 0 ACS_ExecuteAlways(998,0,4005)\nPGPR I 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nPGPR N 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nMBAL N 1 A_Raise\nLoop\nFire:\n//MBAL N 0 A_JumpIfInventory(\"PierGlassBounceCount\",1,\"NoAmmo\")\nPGPR N 0 A_JumpIfNoAmmo(\"NoAmmo\")\nPGPR N 0 A_FireCustomMissile(\"PierGlassPursuer\",0,1,8,0)\n//MBAL N 0 A_GiveInventory(\"PierGlassBounceCount\",3)\nPGPR JKLMN 1\nTNT1 A 5\nPGPR I 20\nMBAL N 0 A_Refire\nGoto Ready+1\nNoAmmo:\nPGPR I 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor AzoroWooperAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n+INVENTORY.IGNORESKILL\n}\n\n/*actor PierGlassBounceCount : Ammo\n{\ninventory.amount 1\ninventory.maxamount 3\n+INVENTORY.IGNORESKILL\n}*/\n\nactor PierGlassPursuer\n{\nPROJECTILE\n+SKYEXPLODE\n+LOOKALLAROUND\n+SEEKERMISSILE\n+USEBOUNCESTATE\n+HEXENBOUNCE\n-NOGRAVITY\nSeeSound \"weapon/PierBounce\"\n+CANBOUNCEWATER\nbouncefactor 1.0\nwallbouncefactor 1.0\nreactiontime 25\nbouncecount 4\nDamage(20)\nHeight 8\nRadius 8\nspeed 30\nScale 2.5\nDamagetype \"Buster\"\nObituary \"%o was pursued by %k's \\c[a0]Pier Glass Pursuer\\c-.\"\nStates\n{\nSpawn:\nPGPR BCDE 2\nloop\nBounce:\nPGPR E 0 A_FaceTracer\nPGPR E 0 A_SeekerMissile(90, 90, SMF_LOOK, 256, 10)\n//BLIZ D 0 A_TakeFromTarget(\"PierGlassBounceCount\",1)\ngoto Spawn\nDeath:\nTNT1 A 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Voice\")\nPGPR E 0 A_SpawnItemEx(\"PierGlassShatterFX\",0,0,8,random(2,6),0,random(4,5),frandom(0,360),1)\nTNT1 A 15\nstop\n}\n}\n\nactor PierGlassShatterFX\n{\n\t-SOLID\n\t+NOGRAVITY\n\t+SKYEXPLODE\n\t+THRUACTORS\n\tradius 1\n\theight 1\n\t-NOGRAVITY\n\tScale 2\n\tGravity 1.5\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(256,1,11,22)\n\t\tPGPR FFFFFFFFFF 2 A_ChangeVelocity(0,0,-1.5,CVF_RELATIVE)\n\t\tstop\n\t\tPGPR GGGGGGGGGG 2 A_ChangeVelocity(0,0,-1.5,CVF_RELATIVE)\n\t\tstop\n\t\tPGPR HHHHHHHHHH 2 A_ChangeVelocity(0,0,-1.5,CVF_RELATIVE)\n\t\tstop\n\t}\n}\n\n/*\n did you check the code...\n\n ...in an attempt to pursue me?\n -+*#%%#+-.\n .-@@@@@@@@@@@#:\n .=*%@@@@@@@@@@@@@@@@@#\n -+%@@@@@@@@@@@@@@@@@@@@@*\n -@@@@@@@@%+@%#%@@@@@@@@@@@.\n -@@@@@@@+.=@*+=@@@@@@@@@@@@#=\n *@@@@@%-.%-+%*#*++#+:@%@@@@@%\n .. =@@::: --:#-+@@@@%%%%+@@@@@@-\n :---::+. :-: -%*+ * ==-+**+%@#++%@@@@@@-\n +: : . ::.: :::-:-- + -@#*#%@@#+:+*@@@@@@%\n :=*+*#- .. ::::.=: - .*@..* #.:+*#*%* -=:+@@%*-\n .. :+ .. :=-=-+ --+%@@@: %% -+*=:.\n ::=#%## .:=-:..----::---. .-=+##@%. *+ :=\n #@@@@@@@# .. :. -%@#++@@. +.\n #@@@@@@@@@# :: :=+*%%%%##+-=#*. ==@*=* -*+\n .%@@@@@@@@@@@@+-=*%@@@@@@@@@@%@%*#:===-: .+#.\n .@@@@@@@@@@@@@@@@@@@@@@@@@@@@#:%+=-#%==: :--=:*+*:\n %@@@@@@@@@@@@@@@@@@@@@@@@@@@* .++%-.+*=*. *@@#.\n :@@@@@@@@@@@@@@@@@@@@@@@@@@* =%@-= :@@#.:-#@@@@%.\n *@@@@@@@@@@@@@@@@@@@@@@@@# . .+#*-* +@@@@@@@@@@@@@*++.\n -%@%@@@@@@@@@@@@@@@@@@@@@@@ .=*-:+ #@@@@@@@@@@@@@@@@@.\n %@@@%@@@@@@@@%@@%@@@%@@@@- :- :-+-: %@@@@@@@@@@@@@@@@@-\n =%#%@@@@@@@@@@@@@@@@@@@@- ...+:-@@@@@@@@@@@@@@@@@@+\n =@@@@@@@@@@@@%@@@@@@@@%--: : -. + -@@@@@@@@@@@@@@@@@@*\n *%%@@@@@@@@@@@@%%@%@@= + . *@@@@@@@@@@@@@@@@@@%\n #@@@@@@@@@@@@@@@@@@@+.: .-:-:. -= %@@@@@@@@@@@@@@@@@@@\n %#@@@@@@@@@@@@@@@@@@##*+=: -=+**- @@@@@@@@@@@@@@@@@@@@:\n @@@@%@@@@@%#@@@@@@@@@@@@@@@@@@@@@@%+@@@@@@@@@@@@@@@@@@@@+\n .%@%@@@@@@@%#*@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@%.\n :@**##@@@@@+#%#%***#*@@@##=%@@@@@@@@@@@@@@@@@@@@@@@@@@@@%\n %@**#%@@@#--####***@#=:-==-:=@@@@@@@@@@@@@@*#%=@@@@@@@@%\n @@@@@@@@@- =++**+%*#@:* :.+@@@@@@@@@@@++-:::+#@@@@@@*\n .@@@@@@@@% .#@@@@*=@#-+-:-*.%@@@@@@@@@@#++ =-@@@@@@.\n -@@@@@@@@@ =@@###+#*:=+:+*%@@@@@@@@@@@#*-:..+*@@@@@@=\n -@@@@@@@@# .%@##@@**##%@@@@@@@@@@@@##@#+-=-:#%@@@@@@@+\n =@@@@@@@@+ .*++==-##@@%%**%@@@@#%@%%@%@@@%@@%#@@@@@@@@@#.\n -@@@@@@@@+ -@==-=++*+-=+###+**##%###%@@@@@@@@@@@@@@@@@@@@@\n :@@@@@@@@# *@@%%++*+=-=+=-==+#%@@@@@@@@@@@@@@@@@@@@@@@@@@@@\n -@@@@@@@@# .@#@@@@@@#@%@%@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@.\n :@@@@@@@@* .%:-=%%+:+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@.\n .@#=-:--=#..+:::-*@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@-\n = +**:...:.==+%@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@*\n :. .%=-....:. +@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@%\n-- .+**=.:+**+:. :#@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@:\n *+@= :++*+-%#: . .. .-%@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@=::==\n -%. -%@@@@*. . :#@@@@@@@@@@@@@@@@@@@@@@@@@@@@+ ==\n = ..@@@@@%. :#@@@@@@@@@@@@@@@@@@@@@@@@@@@%**++++\n = + :@@@@@# =@@@@@@@@@@@@@@@@@@@@@@@@@@@+. ..:+.\n * :-: #= .*%@@@@+ :+%@@@@@@@@@@@@@@@@@@@@@@@@@@@@- : :#+.\n -%*-+- *+ .* =@@@# -+%@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@-:*@@@ =:+.\n =** = - = -%. :=- :=%@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@%.:+#*:+::@:\n -++ -. = -.+%@: .=*@@@@@@@@@@@@@@@@%.#@@@@-#%@@@@@@@@@@@@@@- .:.***+:\n =+:- : ==:- +%#%@@@@@@@@@@@@@@@@@@@= #@#%#+:.-+#@@@@@@@@@@% .@@#\n =*-#=+#:=+. =*@@@@@@@@@@@@@@@@@@@@% *% .-=*#%@@@@% @@#\n .-:- .:%@@@@@@@@@@@@@@@@@@. -+ + -+@@= @@+\n =@@@@@@#=:. -@@@@* +%# ..=*#: .+% #@#\n %@@+: .*@@= :%# +@@@@@@@@%###%: *@+\n -@@+ %@. ## +-:.@@@@@@@@@@+ *+-\n @@@% -@* @**%-.#@@@@@@@@@= +.-\n #@@@@. .@# -@@+%@@%@@@@@@@@% + :.\n @@@@@@%##%@=*% #@@@.%@@@@@@@@@@# = :.\n :@@@@@@@@@@@%@ #=#- -@@@@@@@@@@. -.::\n =@@@@@@@@@@@@@ @%. +@@@@@@@%+%. ::.-\n #@@@@@@@@@@@@@# %@* .@@@@@@#- + .-.-\n .@#*@@@#-:@@@@@@% +@+ :@@@@+. =: =.-\n #% :: #@@@@@@# @* @@@ . :+ = =\n @% =--#%@@@@@@@@- +- :@@%=@##*#@@% + +\n -@@#@@@@@@@@@@@@@: # #@@@@@@@@@@@% = +\n +@@@@@@@@@@@@@@@: * %@@@@@@@@@@@= = +\n -@@@@@@@@@@@@@@ * #@@@@@@@@@@@. - *\n @@@@@@@@@@@@@% :=. +@@@@@@@@@@% = +\n %@@@@@@@@@@@@= +%- %@@@@@@@@@= = +\n =@@@@@@@@@@@* *@*.-=@@@@@@@@@@. : +\n =@@@@@@@@@@@. =#@@@@@@@@@@@@@@. . =\n .@@@@@@@@@@@ .@@@@@@@@@@@@@@ ..:\n %@@@@@@@@@@: :@@@@@@@@@@@@% ..-\n #@@@@@@@@@@ -@@@@@@@@@@@= .=:\n +@@@@@@@@@= +@@@@@@@@@@+ --\n :@@@@@@@@@= %-%%@@@@@@@. =-\n @@@@@@@@@+ .+ .@@@@@@@@% =-\n .@@@@@@@@@# .%= .@@@@@@@@@. -=\n +@@@@@@@@@# +@. #@@@@@@@@ -+\n *@@@@@@@@@* :@: @@@@@@@@@ .+\n =@@@@@@@@:% .@*=@@@@@@@@@ .=\n *@@@@@@#::@. .@%%@@@@@@@@@ :-.\n .@@@@@%*# -+ .@@@@@@@@@@@% --:\n -@@@@@@@@: *=:. :@@@@@@@@@@@@* -::\n :@@@@@+ +*-*. -. -@@@@@#@@@@@@@- =.=\n =@@@@@- .%+#. + =@@@@#*=@@@@@@@@%-# =\n =%@@@@@+ -#*%+::: :@@@- :%@@@@@@@@@@@#*\n .+@@@@@@#=.+%+-*-. @@@@=#@@%#####***#%@%+.\n *@@@@@@=:-++--=: =@@@%+-:-:-::-:-::--=+*%#=.\n .#%##%%*=-=:... @@%*=-:. .-+=+*#=\n +===:::::. +@@-* -*%@@%+: .+\n ...:. -%@-*-=#%@@@#%@@@%%*====--::..\n *=.:--=-==-*: .:..\n*/"
},
{
"source": "pk3",
"name": "actors/chaosboom.txt",
"contents": "//literally the worst concept i've ever received. it was just ballade cracker with a charge shot. how retarded\n//do you have to be to only come up with \"ok so rookit loncher 2 shot evyting and charge for fuiny instakil hahahaha\"\n//this is why contraceptives are a thing\nactor ChaosBoomWep : BaseMM8BDMWep\n{\nWeapon.AmmoUse 4\nWeapon.AmmoGive 28\nWeapon.SlotNumber 5\ninventory.icon \"KABMIC\"\nTag \"Chaos Boom\"\nObituary \"%o went kaboom because of %k's Chaos Boom.\"\nInventory.Pickupmessage \"Power Up! Chaos Boom!\"\nweapon.ammotype \"DrKaboomAmmo\"\nStates\n{\nSpawn:\nKABM A -1\nloop\nReady:\nKABM G 0 ACS_ExecuteAlways(998,0,4006)\nKABM G 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nKABM G 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nKABM G 1 A_Raise\nLoop\nFire:\nKABM G 0 A_JumpIfNoAmmo(\"NoAmmo\")\nKABM G 0 A_PlaySoundEx(\"weapon/rocketlaunch\",\"Weapon\")\nKABM G 0 A_FireCustomMissile(\"ChaosBoom\",0,1,8,0)\nKABM HIH 5\nKABM G 40\nKABM G 0 A_Refire\nGoto Ready+1\nNoAmmo:\nKABM G 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor DrKaboomAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n+INVENTORY.IGNORESKILL\n}\n\nactor ChaosBoom\n{\nPROJECTILE\n+BRIGHT\nRadius 10\nHeight 10\nscale 2.5\ndamagetype \"BalladeCracker\"\nObituary \"%o went kaboom because of %k's \\c[a9]Chaos Boom\\c-.\"\ndamage (0)\nspeed 50\n+EXPLODEONWATER\nStates\n{\nSpawn:\nKABM B 1 A_GiveToTarget(\"TargetMarker\", 1)\nKABM B 0 ACS_ExecuteAlways(989, 0, ACS_ExecuteWithResult(257)+100)\nKABM B 0 A_ChangeVelocity(cos(pitch)*11, 0, -sin(pitch)*11,CVF_RELATIVE)\nKABM B 0 A_ScaleVelocity(0.7)\nGEMI A 0 A_SpawnItemEx(\"ChaosBoomTrail\", 0, 0, 0, 0, 0, 0, 0, 1)\nBLIZ D 0 A_PlaySoundEx(\"weapon/rocketlaunchtravel\",\"Body\")\nKABM C 1 A_GiveToTarget(\"TargetMarker\", 1)\nKABM C 0 ACS_ExecuteAlways(989, 0, ACS_ExecuteWithResult(257)+100)\nKABM C 0 A_ChangeVelocity(cos(pitch)*11, 0, -sin(pitch)*11,CVF_RELATIVE)\nKABM B 0 A_ScaleVelocity(0.7)\nGEMI A 0 A_SpawnItemEx(\"ChaosBoomTrail\", 0, 0, 0, 0, 0, 0, 0, 1)\nKABM D 1 A_GiveToTarget(\"TargetMarker\", 1)\nKABM D 0 ACS_ExecuteAlways(989, 0, ACS_ExecuteWithResult(257)+100)\nKABM D 0 A_ChangeVelocity(cos(pitch)*11, 0, -sin(pitch)*11,CVF_RELATIVE)\nKABM B 0 A_ScaleVelocity(0.7)\nGEMI A 0 A_SpawnItemEx(\"ChaosBoomTrail\", 0, 0, 0, 0, 0, 0, 0, 1)\nBLIZ D 0 A_PlaySoundEx(\"weapon/rocketlaunchtravel\",\"Body\")\nKABM F 1 A_GiveToTarget(\"TargetMarker\", 1)\nKABM F 0 ACS_ExecuteAlways(989, 0, ACS_ExecuteWithResult(257)+100)\nKABM F 0 A_ChangeVelocity(cos(pitch)*11, 0, -sin(pitch)*11,CVF_RELATIVE)\nKABM F 0 A_ScaleVelocity(0.7)\nGEMI A 0 A_SpawnItemEx(\"ChaosBoomTrail\", 0, 0, 0, 0, 0, 0, 0, 1)\nloop\nDeath:\nBALA A 0 A_Stop\nBALA A 0 A_PlaySoundEx(\"weapon/photonmissileexplode\", \"Weapon\")\nBALA A 0 A_Explode(35, 96, 0, 0, 48)\nTNT1 A 35 A_SpawnItemEx(\"ExplosionEffect2\")\nstop\n}\n}\n\nactor ChaosBoomTrail : GeminiTrail\n{\nscale 2.5\nrenderstyle add\nStates\n{\nSpawn:\nKABM JKLMNO 2\nKABM PPPPPPPPPPPP 1 A_Fadeout\nstop\n}\n}"
},
{
"source": "pk3",
"name": "actors/BluemanBlaster.txt",
"contents": "//Hilman177013\n\nactor BluemanBlasterWep : BaseMM8BDMWep\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 56\nWeapon.SlotNumber 2\nInventory.Pickupmessage \"$PU_BLUEMANBLASTER\"\nObituary \"$OB_BLUEMANBLASTER\"\nTag \"$TAG_BLUEMANBLASTER\"\nweapon.ammotype \"HilmanAmmo\"\ninventory.icon \"BLBLIC\"\nStates\n{\nSpawnLoop:\nBLBL X -1\nloop\nReady:\nBLBL A 0 ACS_ExecuteAlways(998,0,4007)\nBLBL A 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBLBL A 1\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBLBL A 1\nLoop\nAltFire:\nBLBL A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBLBL A 2\ngoto Fire1\nFire:\nBLBL A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBLBL A 1\ngoto Hold\nHold:\nBLBL A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBLBL A 0 A_JumpIfInventory(\"WeaponCharge\",40,\"Charge3\")\nBLBL A 0 A_JumpIfInventory(\"WeaponCharge\",36,\"Charge2\")\nBLBL A 0 A_JumpIfInventory(\"WeaponCharge\",10,\"Charge\")\nBLBL A 1 A_GiveInventory(\"WeaponCharge\",1)\nBLBL A 0 A_Refire\nGoto Fire1\nCharge:\nBLBL A 0 A_JumpIfInventory(\"WeaponCharge\",40,\"Charge3\")\nBLBL A 0 A_JumpIfInventory(\"WeaponCharge\",36,\"Charge2\")\nBLBL A 0 A_JumpIfInventory(\"WeaponCharge\",11,\"Charge1\")\nBLBL A 0 A_PlaySoundEx(\"weapon/pcharge\",\"Weapon\")\nBLBL A 0 A_SpawnItemEx(\"BluemanChargeFX\",0,0,40)\nGoto Charge1\nCharge1:\nBLBL B 0 A_JumpIfInventory(\"WeaponCharge\",40,\"Charge3\")\nBLBL B 0 A_JumpIfInventory(\"WeaponCharge\",36,\"Charge2\")\nBLBL B 4\nBLBL B 0 A_GiveInventory(\"WeaponCharge\",2)\nBLBL B 0 A_Refire(\"Charge1\")\nGoto Fire2\nCharge2:\nBLBL B 0 A_JumpIfInventory(\"HilmanAmmo\",10,\"Charge2b\")\ngoto Charge3b\nCharge2b:\nBLBL B 0 A_JumpIfInventory(\"WeaponCharge\",40,\"Charge3\")\nBLBL B 0 A_GiveInventory(\"WeaponCharge\",10)\nBLBL C 5\nBLBL C 0 A_Refire(\"Charge2c\")\ngoto Fire3\nCharge2c:\nBLBL B 0 A_PlaySoundEx(\"misc/darkthrow\",\"Weapon\")\nBLBL B 0 A_GiveInventory(\"BluemanBarrier\",1)\nBLBL B 0 A_SpawnItemEx(\"BluemanBarrierFX\")\ngoto Charge3\nCharge3:\nBLBL B 0 A_JumpIfInventory(\"HilmanAmmo\",10,\"Charge4\")\nBLBL B 0 A_TakeInventory(\"BluemanBarrier\",999)\nBLBL B 0 A_TakeInventory(\"WeaponCharge\",10)\nBLBL B 0 A_PlaySoundEx(\"misc/darkthrow\",\"Weapon\")\nBLBL C 4\ngoto Charge3b\nCharge4:\nBLBL C 0 A_TakeInventory(\"HilmanAmmo\",1,TIF_NOTAKEINFINITE)\nBLBL C 2 A_SpawnItemEx(\"BluemanBarrierDamager\",8,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\nBLBL C 0 A_JumpIfInventory(\"IsBot\", 1, \"BotFire\")\nBLBL C 0 A_Refire(\"Charge4b\")\nGoto Fire3\nCharge4b:\nBLBL C 2 //A_SpawnItemEx(\"BluemanBarrierDamager\",8,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\nBLBL C 0 A_JumpIfInventory(\"IsBot\", 1, \"BotFire\")\nBLBL C 0 A_Refire(\"Charge4c\")\nGoto Fire3\nCharge4c:\nBLBL C 2 //A_SpawnItemEx(\"BluemanBarrierDamager\",8,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\nBLBL C 0 A_JumpIfInventory(\"IsBot\", 1, \"BotFire\")\nBLBL C 0 A_Refire(\"Charge4d\")\nGoto Fire3\nCharge4d:\nBLBL C 2 //A_SpawnItemEx(\"BluemanBarrierDamager\",8,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\nBLBL C 0 A_JumpIfInventory(\"IsBot\", 1, \"BotFire\")\nBLBL C 0 A_Refire(\"Charge4e\")\nGoto Fire3\nCharge4e:\nBLBL C 2 //A_SpawnItemEx(\"BluemanBarrierDamager\",8,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\nBLBL C 0 A_JumpIfInventory(\"IsBot\", 1, \"BotFire\")\nBLBL C 0 A_Refire(\"Charge3\")\nGoto Fire3\nCharge3b:\nBLBL B 4 A_JumpIfInventory(\"HilmanAmmo\",10,\"Charge3c\")\nBLBL B 0 A_JumpIfInventory(\"IsBot\", 1, \"BotFireB\")\nBLBL B 0 A_Refire(\"Charge3b\")\nGoto Fire2\nCharge3c:\nBLBL B 0\ngoto Charge2b+1\nBotFire:\nBLBL C 0 A_Jump(16, \"Fire3\")\nBLBL C 0 A_Refire\nGoto Fire3\nBotFireB:\nBLBL B 0 A_Jump(16, \"Fire2\")\nBLBL B 0 A_Refire\nGoto Fire2\nFire1:\nBLBL A 0 A_TakeInventory(\"WeaponCharge\",500)\nBLBL A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBLBL A 0 A_PlaySoundEx(\"misc/minilaser\",\"Weapon\")\nBLBL A 0 A_FireCustomMissile(\"BluemanLaser2\",0,1,8,0)\nBLBL BC 3\nBLBL A 2\nGoto Ready+1\nFire2:\nBLBL A 0 A_TakeInventory(\"BluemanBarrier\",999)\nBLBL A 0 A_TakeInventory(\"WeaponCharge\",500)\nBLBL A 0 A_JumpIfInventory(\"HilmanAmmo\",4,\"Fire2r\")\nBLBL A 0 A_PlaySoundEx(\"misc/minilaser\",\"Weapon\")\nBLBL A 0 A_FireCustomMissile(\"BluemanLaser2\",0,1,8,0)\nBLBL BC 3\nBLBL A 2\nGoto Ready+1\nFire2r:\nBLBL A 0 A_PlaySoundEx(\"misc/minilaser\",\"Weapon\")\nBLBL A 0 A_FireCustomMissile(\"BluemanLaser2\",0,1,8,0)\nBLBL BC 3\nBLBL A 2\nGoto Ready+1\nFire3:\nBLBL A 0 A_TakeInventory(\"BluemanBarrier\",999)\nBLBL A 0 A_TakeInventory(\"WeaponCharge\",500)\nBLBL A 0 A_JumpIfInventory(\"HilmanAmmo\",10,\"Fire3r\")\nBLBL A 0 A_JumpIfInventory(\"HilmanAmmo\",4,\"Fire2r\")\nBLBL A 0 A_PlaySoundEx(\"misc/minilaser\",\"Weapon\")\nBLBL A 0 A_FireCustomMissile(\"BluemanLaser\",0,1,8,0)\nBLBL C 10\nBLBL BA 3\nGoto Ready+1\nFire3r:\nBLBL A 0 A_PlaySoundEx(\"weapon/photonmissilearm\",\"Weapon\")\nBLBL A 0 A_FireCustomMissile(\"BluemanBlaster3\",0,0,8,0)\nBLBL A 0 A_TakeInventory(\"HilmanAmmo\",10,TIF_NOTAKEINFINITE)\nBLBL C 10\nBLBL BA 3\nGoto Ready+1\nNoAmmo:\nBLBL A 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor HilmanAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 56\n+INVENTORY.IGNORESKILL\n}\n\nactor BluemanLaser\n{\nPROJECTILE\n+BRIGHT\n+FORCEXYBILLBOARD\ndamagetype \"BluemanBlaster1\"\nObituary \"$OB_BLUEMANBLASTER\"\nSpeed 45\nDamage (10)\nradius 5\nheight 5\nscale 2.5\nTranslation \"192:192=228:228\", \"198:198=75:75\"\nStates\n{\nSpawn:\nBLBL FFFFF 1 A_SpawnItemEx(\"BluemanLaser2FX\",-16)\nloop\n}\n}\n\nactor BluemanLaser2 : BluemanLaser\n{\n-FORCEXYBILLBOARD\n+RIPPER\ndamagetype \"BluemanBlaster2\"\nspeed 50\nradius 6\nheight 6\nDamage (5)\nStates\n{\nSpawn:\nBLBL Q 0\nBLBL Q 1 A_SpawnItemEx(\"BluemanLaser2FX\",-16)\ngoto Spawn+1\nDeath:\nBLBL Q 0 A_Stop\nBLBL Q 0 A_SpawnItemEx(\"BluemanLaser\",0,0,0,-40,0,0,15)\nBLBL Q 0 A_SpawnItemEx(\"BluemanLaser\",0,0,0,-40,0,0,-15)\nBLBL Q 0\nstop\n}\n}\n\nactor BluemanLaser2FX\n{\n+NOINTERACTION\n+CLIENTSIDEONLY\n+BRIGHT\n+FORCEXYBILLBOARD\nScale 2.5\nTranslation \"192:192=228:228\", \"198:198=75:75\"\nStates\n{\nSpawn:\nBLBL F 2\nstop\n}\n}\n\nactor BluemanBlaster3\n{\nPROJECTILE\n+BRIGHT\n+DONTBLAST\n+DONTREFLECT\nRadius 15\nHeight 15\nscale 2.5\ndamagetype \"BluemanBlaster3\"\nObituary \"$OB_BLUEMANBLASTER\"\ndamage (0)\nspeed 60\n+EXPLODEONWATER\nTranslation \"192:192=228:228\", \"198:198=75:75\", \"211:211=228:228\", \"225:225=75:75\"\nStates\n{\nSpawn:\nBLBL H 0\nBLBL GHIH 2 A_SpawnItemEx(\"BluemanBlasterTrail\")\ngoto Spawn+1\nDeath:\nTNT1 A 0 A_Stop\nTNT1 A 0 A_PlaySoundEx(\"weapon/flashbomb\", \"Weapon\")\nTNT1 A 0 A_Explode(40, 96, 0)\nTNT1 A 0 A_SpawnItemEx(\"BluemanBlasterBoom\",random(-10,10),random(-10,10),random(-10,10),0,0,0,0,1)\nBLBL RSTU 1\nstop\n}\n}\n\nactor BluemanBlasterTrail\n{\nPROJECTILE\n+DONTBLAST\n+DONTREFLECT\n+FORCEXYBILLBOARD\n+BRIGHT\ndamagetype \"BluemanBlaster4\"\nObituary \"$OB_BLUEMANBLASTER\"\nDamage (5)\nradius 6\nheight 6\nscale 2.5\nTranslation \"192:192=228:228\", \"198:198=75:75\"\nStates\n{\nSpawn:\nBLBL Q 0\nBLBL Q 15\nBLBL QQQQQ 5 A_FadeOut(0.2)\nstop\n}\n}\n\nactor BluemanBlasterBoom\n{\nPROJECTILE\nRadius 6\nHeight 7\nscale 2.5\nspeed 0\ndamage (0)\ndamagetype \"BluemanBlaster4\" //Note: deals no hit stun\nObituary \"$OB_BLUEMANBLASTER\"\n+NOCLIP\n+DONTBLAST\n+DONTSPLASH\n+BRIGHT\n+NOGRAVITY\nReactiontime 20\nTranslation \"192:192=228:228\", \"198:198=75:75\"\nStates\n{\nSpawn:\nBLBL K 0\nBLBL MMNN 1 bright\nBLBL K 0 A_Explode(15,50,0)\ngoto Spawn2\nSpawn2:\nBLBL KKJJ 1 bright\nBLBL K 0 A_Explode(10,50,0)\nBLBL K 0 A_Countdown\nBLBL KKLL 1 bright\nBLBL K 0 A_Explode(10,50,0)\nBLBL K 0 A_Countdown\nloop\nDeath:\nBLBL KK 1 bright\nstop\n}\n}\n\nactor BluemanBarrier : PowerProtection\n{\npowerup.duration 0x7FFFFFFF\ndamagefactor \"normal\", 0.6\n}\n\nactor BluemanBarrierDamager\n{\n-SOLID\n+NOGRAVITY\n+DONTBLAST\n+NOINTERACTION\nPROJECTILE\ndamage 0\nradius 1\nheight 1\ndamagetype \"BluemanBarrier\"\nObituary \"$OB_BLUEMANBLASTER\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 2 A_Explode(5,64,0)\nstop\n}\n}\n\nactor BluemanChargeFX : BaseShieldWarper\n{\n\t+BRIGHT\n\tTranslation \"192:192=228:228\", \"198:198=75:75\"\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"bluemanblaster_warper\",0,0,10)\n\tTNT1 A 0 A_Jump(256, \"Shield\")\n\tGoto Shield\n\tShield:\n\tBLBL JJKKLLKK 1 A_Warp(AAPTR_TARGET, 0, 0, 40, 0, WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)\n\tloop\n\t}\n}\n\nactor BluemanBarrierFX : BaseShieldWarper\n{\n\t+BRIGHT\n\tTranslation \"192:192=228:228\", \"198:198=75:75\"\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"bluemanblaster_warper\",0,10,36)\n\tTNT1 A 0 A_Jump(256, \"Shield\")\n\tGoto Shield\n\tShield:\n\tBLBL OOOPPP 1 A_Warp(AAPTR_TARGET, 0, 0, 0, 0, WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)\n\tloop\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/honeycombfrenzy.txt",
"contents": "//woolock please stop tormenting me with your dogshit concepts\nactor HoneycombFrenzyWep : BaseMM8BDMWep\n{\nWeapon.AmmoUse 4\nWeapon.AmmoGive 84\nWeapon.SlotNumber 5\ninventory.icon \"NOSAIC\"\nTag \"Honeycomb Frenzy\"\nObituary \"%o was swarmed by %k's Honeycomb Frenzy.\"\nInventory.Pickupmessage \"Power Up! Honeycomb Frenzy!\"\nweapon.ammotype \"NosaksaAmmo\"\nStates\n{\nSpawn:\nNOSA A -1\nloop\nReady:\nNOSA H 0 ACS_ExecuteAlways(998,0,4008)\nNOSA H 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nNOSA H 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nNOSA H 1 A_Raise\nLoop\nFire:\nNOSA H 0 A_JumpIfNoAmmo(\"NoAmmo\")\nNOSA H 0 A_PlaySoundEx(\"weapon/HoneycombShot\",\"Weapon\")\nNOSA H 0 A_FireCustomMissile(\"HoneycombFrenzy\",0,1,8,0)\nNOSA IJ 3\nNOSA H 0 A_PlaySoundEx(\"weapon/HoneycombShot\",\"Weapon\")\nNOSA H 0 A_FireCustomMissile(\"HoneycombFrenzy\",0,1,8,0)\nNOSA IJ 3\nNOSA H 0 A_PlaySoundEx(\"weapon/HoneycombShot\",\"Weapon\")\nNOSA H 0 A_FireCustomMissile(\"HoneycombFrenzy\",0,1,8,0)\nNOSA IJ 3\nNOSA H 17\nNOSA H 0 A_Refire\nGoto Ready+1\nNoAmmo:\nNOSA H 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor NosaksaAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 84\n+INVENTORY.IGNORESKILL\n}\n\nactor HoneycombFrenzy\n{\nPROJECTILE\n+BRIGHT\nRadius 10\n-NOGRAVITY\nHeight 10\nscale 2.5\ngravity 1.1\ndamagetype \"HoneyComb\"\nObituary \"%o was pollenated by %k's \\ckHoneycomb Frenzy\\c-.\"\ndamage (18)\nspeed 48\nStates\n{\nSpawn:\nNOSA B 0\nNOSA B 0 ThrustThingZ(0,25,0,1)\nSpawnLOOP:\nNOSA B 1 A_SpawnItemEx(\"HoneyGlobzFX\",0,0,0,0,0,0,0,1)\nNOSA B 1 A_SpawnItemEx(\"HoneyGlobzFX2\",0,0,0,0,0,0,0,1)\nNOSA B 1 A_SpawnItemEx(\"HoneyGlobzFX3\",0,0,0,0,0,0,0,1)\nloop\nDeath:\nBALA A 0 A_Stop\nBALA A 0 A_PlaySoundEx(\"weapon/HoneycombImpact\", \"Weapon\")\nTNT1 A 0 A_SpawnItemEx(\"HoneycombBaby\",0,0,0,5,0,random(-5,5),random(0,359),1)\nTNT1 A 0 A_SpawnItemEx(\"HornetNectarHiveFX1\",0,-3,10,0,random(-5,5),random(-6,6),0,1)\nTNT1 A 0 A_SpawnItemEx(\"HornetNectarHiveFX2\",0,3,10,0,random(-5,5),random(-6,6),0,1)\nTNT1 A 0 A_SpawnItemEx(\"HornetNectarHiveFX1\",0,3,4,0,random(-5,5),random(-6,6),0,1)\nTNT1 A 0 A_SpawnItemEx(\"HornetNectarHiveFX2\",0,-3,4,0,random(-5,5),random(-6,6),0,1)\nNOSA CDE 2\nstop\nXDeath:\nBALA A 0 A_Stop\nBALA A 0 A_PlaySoundEx(\"weapon/HoneycombImpact\", \"Weapon\")\nTNT1 AA 0 A_SpawnItemEx(\"HornetNectarHiveFX1\",0,-3,10,0,random(-5,5),random(-6,6),0,1)\nTNT1 AA 0 A_SpawnItemEx(\"HornetNectarHiveFX2\",0,3,10,0,random(-5,5),random(-6,6),0,1)\nTNT1 AA 0 A_SpawnItemEx(\"HornetNectarHiveFX1\",0,3,4,0,random(-5,5),random(-6,6),0,1)\nTNT1 AA 0 A_SpawnItemEx(\"HornetNectarHiveFX2\",0,-3,4,0,random(-5,5),random(-6,6),0,1)\nNOSA CDE 2\nstop\n}\n}\n\nactor HornetNectarHiveFX1\n{\n+MISSILE\n+DONTBLAST\n+THRUACTORS\n+DONTSPLASH\n+CLIENTSIDEONLY\nReactionTime 1\nRadius 2\nHeight 2\nScale 2.5\nStates\n{\nSpawn:\nNOSA F 18\nNOSA F 1 A_CountDown\nwait\n}\n}\nactor HornetNectarHiveFX2 : HornetNectarHiveFX1\n{\nStates\n{\nSpawn:\nNOSA G 18\nNOSA G 1 A_CountDown\nwait\n}\n}\n\nactor HoneyGlobzFX\n{\n+MISSILE\n+DONTBLAST\n+THRUACTORS\n+DONTSPLASH\n+NOGRAVITY\nrenderstyle translucent\nalpha 0.6\nRadius 2\nHeight 2\nScale 3\nStates\n{\nSpawn:\nHNEY A 0\nHNEY A 1 //A_Warp(AAPTR_TARGET,0,0,0,0,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)\nstop\n}\n}\n\nactor HoneyGlobzFX2 : HoneyGlobzFX\n{\nStates\n{\nSpawn:\nHNEY B 0\nHNEY B 1 //A_Warp(AAPTR_TARGET,0,0,0,0,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)\nstop\n}\n}\n\nactor HoneyGlobzFX3 : HoneyGlobzFX\n{\nStates\n{\nSpawn:\nHNEY C 0\nHNEY C 1 //A_Warp(AAPTR_TARGET,0,0,0,0,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)\nstop\n}\n}\n\nactor HoneycombBaby\n{\nPROJECTILE\n+SEEKERMISSILE\n+LOOKALLAROUND\nBouncetype Classic\n+BOUNCEONWALLS\nReactionTime 175\nObituary \"%o was caught up in %k's \\ckHoneycomb Frenzy\\c-.\"\ndamagetype \"NeedleCannon\"\nRadius 2\nHeight 2\nscale 1.5\ndamage (6)\nspeed 5\nStates\n{\nSpawn:\nHCHS B 0\nHCHS B 0 A_ScaleVelocity(2.0)\nHCHS C 0 A_SetArg(0, 140)\nHCHS BC 1\nHCHS BCBCBC 1 A_SeekerMissile(4, 10, SMF_LOOK|SMF_PRECISE, 256, 2)\nHCHS B 0 A_Stop\nSpawnLook:\nHCHS B 0 A_PlaySoundEx(\"weapon/babyhornethover\", \"weapon\")\nHCHS B 1 A_SeekerMissile(4, 10, SMF_LOOK|SMF_PRECISE, 256, 2)\nHCHS B 0 A_JumpIfInTargetInventory(\"IsDead\", 1, \"Death\")\nHCHS C 0 A_Countdown\nHCHS C 0 A_JumpIfTargetInLOS(\"SpawnChase\", 0, JLOSF_PROJECTILE)\nHCHS C 1 A_SeekerMissile(4, 10, SMF_LOOK|SMF_PRECISE, 256, 2)\nHCHS B 0 A_JumpIfInTargetInventory(\"IsDead\", 1, \"Death\")\nHCHS C 0 A_Countdown\nHCHS C 0 A_JumpIfTargetInLOS(\"SpawnChase\", 0, JLOSF_PROJECTILE)\nloop\nSpawnChase:\nHCHS B 0 A_PlaySoundEx(\"weapon/babyhornethover\", \"weapon\")\nHCHS B 1 A_SeekerMissile(4, 10, SMF_PRECISE)\nHCHS B 0 A_JumpIfInTargetInventory(\"IsDead\", 1, \"Death\")\nHCHS B 0 A_CountDownArg(0)\nHCHS C 1 A_SeekerMissile(4, 10, SMF_PRECISE)\nHCHS B 0 A_JumpIfInTargetInventory(\"IsDead\", 1, \"Death\")\nHCHS B 0 A_CountDownArg(0)\nloop\nDeath:\nTNT1 A 0 A_SpawnItemEx(\"ExplosionEffect1\")\nstop\n}\n}"
},
{
"source": "pk3",
"name": "actors/werewolffury.txt",
"contents": "//what if u\n//wanted to use an apostrophe in an obit\n//but zandronum said\n/////Ä£º\nactor WerewolfFuryWep : BaseMM8BDMWep\n{\nWeapon.AmmoUse 2\nWeapon.AmmoGive 28\nWeapon.SlotNumber 4\ninventory.icon \"WRWFIC\"\nTag \"Werewolf Fury\"\nObituary \"%o was torn apart by %k's Werewolf Fury.\"\nInventory.Pickupmessage \"Power Up! Werewolf Fury!\"\nweapon.ammotype \"KagerouAmmo\"\nStates\n{\nSpawnLoop:\nWRWF A -1\nloop\nReady:\nWRWF B 0 ACS_ExecuteAlways(998,0,4009)\nWRWF B 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nWRWF B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nWRWF B 1 A_Raise\nLoop\nFire:\nWRWF B 0 A_JumpIfNoAmmo(\"NoAmmo\")\nTNT1 B 1 offset(10,75)\nWRWF B 1 offset(-30,35)\nWRWF B 1 offset(-70,25)\nWRWF B 1 offset(-110,15)\nWRWF C 0 A_Recoil(-20)\nWRWF C 0 A_PlaySoundEx(\"weapon/slashclaw\",\"Weapon\")\nWRWF C 0 A_FireCustomMissile(\"WerewolfSlash\",0,1,0,0)\nWRWF B 1 offset(-150,5)\nWRWF B 1 offset(-190,15)\nWRWF B 1 offset(-230,25)\nWRWF B 1 offset(-270,35)\nWRWF B 1 offset(-310,75)\nTNT1 A 1 offset(15,60)\nWRWF B 1 offset(15,50)\nWRWF B 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\nWRWF B 22 A_Refire(\"Fire2\")\nGoto Ready+1\nFire2:\nWRWF B 0 A_JumpIfNoAmmo(\"NoAmmo\")\nWRWF C 1 offset(15,47)\nWRWF C 1 offset(30,62)\nWRWF C 1 offset(45,77)\nWRWF C 1 offset(60,92)\nWRWF C 0 A_Recoil(-40)\nWRWF C 0 ThrustThingZ(0,25,0,1)\nWRWF C 0 A_PlaySoundEx(\"weapon/slashclawstronkified\",\"Weapon\")\nWRWF C 0 A_FireCustomMissile(\"WerewolfSlash2\",0,1,0,0)\nWRWF D 1 offset(30,73)\nWRWF D 1 offset(3,54)\nWRWF D 1 offset(-21,35)\nWRWF E 1 offset(-16,35)\nWRWF E 1 offset(-24,19)\nWRWF E 1 offset(-18,4)\nWRWF E 8 offset(-9,-6)\nWRWF E 1 offset(-7,-1)\nWRWF E 1 offset(-5,5)\nWRWF C 1 offset(-4,-5)\nWRWF C 1 offset(-3,2)\nWRWF C 1 offset(-2,9)\nWRWF C 1 offset(-1,15)\nWRWF B 1 offset(-5,17)\nWRWF B 1 offset(-4,22)\nWRWF B 1 offset(-3,26)\nWRWF B 1 offset(-2,29)\nWRWF B 1 offset(-1,31)\nWRWF B 1 A_WeaponReady\nGoto Ready+1\nAltfire:\nWRWF B 0 A_JumpIfNoAmmo(\"NoAmmo\")\nTNT1 B 1 offset(10,75)\nWRWF B 1 offset(-30,35)\nWRWF B 1 offset(-70,25)\nWRWF B 1 offset(-110,15)\nWRWF C 0 A_Recoil(-20)\nWRWF C 0 A_PlaySoundEx(\"weapon/slashclaw\",\"Weapon\")\nWRWF C 0 A_FireCustomMissile(\"WerewolfSlash\",0,1,11,-8)\nWRWF B 1 offset(-150,5)\nWRWF B 1 offset(-190,15)\nWRWF B 1 offset(-230,25)\nWRWF B 1 offset(-270,35)\nWRWF B 1 offset(-310,75)\nTNT1 A 1 offset(15,60)\nWRWF B 1 offset(15,50)\nWRWF B 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\nWRWF B 22\nGoto Ready+1\nNoAmmo:\nWRWF B 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor WerewolfSlash\n{\nPROJECTILE\nRadius 25\nHeight 15\nscale 2.5\ndamage (7)\n+RIPPER\n+DONTBLAST\n+FORCEXYBILLBOARD\ndamagetype \"SlashClaw\"\nObituary \"%o was torn apart by %k's \\crWerewolf Fury\\c-.\"\nspeed 90\nStates\n{\nSpawn:\nWRWF FFGGHHIIJJ 1 A_ScaleVelocity(0.75)\nstop\n}\n}\n\nactor WerewolfSlash2 : WerewolfSlash\n{\nRadius 15\nHeight 25\nPROJECTILE\ndamage (21)\nStates\n{\nSpawn:\nWRWF KLMNO 2 A_ScaleVelocity(0.75)\nstop\n}\n}\n\nactor KagerouAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n+INVENTORY.IGNORESKILL\n}"
},
{
"source": "pk3",
"name": "actors/driftingdisk.txt",
"contents": "//\"okay so its like dive missile without the homing\" bruh dive missile is literally just homing\nactor DriftingDiskWep : BaseMM8BDMWep\n{\nWeapon.AmmoUse 7\nWeapon.AmmoGive 28\nWeapon.SlotNumber 7\ninventory.icon \"DRFTIC\"\nTag \"Drifting Disk\"\nObituary \"%k's Drifting Disk ran circles around %o.\"\nInventory.Pickupmessage \"Power Up! Drifting Disk!\"\nweapon.ammotype \"DriftiAmmo\"\nStates\n{\nSpawn:\nDRFT A -1\nloop\nReady:\nDRFT B 0 ACS_ExecuteAlways(998,0,4010)\nReady1:\nDRFT B 1 A_WeaponReady\nGoto Ready1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nDRFT B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nDRFT B 1 A_Raise\nLoop\nFire:\nDRFT B 0 A_JumpIfNoAmmo(\"NoAmmo\")\nDRFT B 0 A_JumpIfInventory(\"DriftingDiskFlag\",1,\"NoAmmo\")\nELZP C 0 A_Stop\nELZP C 0 SetPlayerProperty(0,1,4)\nELZP C 0 SetPlayerProperty(0,1,3)\nDRFT E 1 Offset(-10,0)\nDRFT E 1 Offset(10,0)\nDRFT E 1 Offset(-10,0)\nDRFT E 1 Offset(10,0)\nDRFT E 1 Offset(-10,0)\nDRFT E 1 Offset(10,0)\nDRFT E 1 Offset(-10,0)\nDRFT E 1 Offset(10,0)\nDRFT E 1 Offset(-10,0)\nDRFT E 1 Offset(10,0)\nDRFT E 1 A_WeaponReady(WRF_NOFIRE)\nDRFT B 0 A_GiveInventory(\"DriftingDiskFlag\",700)\nDRFT B 0 A_PlaySoundEx(\"weapon/driftingdiskstart\",\"Body\")\nDRFT B 0 A_TakeInventory(\"DriftiAmmo\", 7, TIF_NOTAKEINFINITE)\nDRFT B 0 A_Gunflash(\"Trollmite\")\nDRFT FGHI 2\nTNT1 A 20\nDRFT CD 2\nELZP C 0 SetPlayerProperty(0,0,4)\nELZP C 0 SetPlayerProperty(0,0,3)\nGoto Ready1\nNoAmmo:\nDRFT B 1 ACS_Execute(979,0)\nGoto Ready1\nTrollmite:\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"DriftingDisk\", 72, 0, 32, 0, 0, 0, 0,1)\nSKLA A 0 A_SpawnItemEx(\"DriftingDiskWatcher\")\nstop\n}\n}\n\nactor DriftiAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n+INVENTORY.IGNORESKILL\n}\n\nactor DriftingDiskFlag : Inventory\n{\n inventory.amount 1\n inventory.maxamount 700\n}\n\nactor DriftingDiskWatcher\n{\n\t+MISSILE\n\t+NOINTERACTION\n\t+DONTBLAST\n\t+NOGRAVITY\n\t-SOLID\n\tHeight 0\n\tRadius 0\nreactiontime 351\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_TakeFromTarget(\"DriftingDiskFlag\",2)\nTNT1 A 1 A_Countdown\nloop\n}\n}\n\nactor DriftingDisk\n{\nrenderstyle add\nPROJECTILE\n//+FLOATBOB\n+NOGRAVITY\n+FORCEXYBILLBOARD\n+MISSILE\n+NOCLIP\n+DONTBLAST\n+BRIGHT\n+REFLECTIVE\nDamage(0)\nScale 1\nHeight 2\nRadius 2\nalpha 0.5\nvar int user_angle;\nObituary \"%k's \\ctDrifting Disk \\c-ran circles around %o.\"\ndamagetype \"BreakDash\"\nStates\n{\nSpawn:\nDRFT J 0 A_RearrangePointers(0,0,2)\nSpawnLOOP:\nDRFT J 0 A_JumpIfInTargetInventory(\"IsDead\",1,\"Death\")\nDRFT J 0 A_JumpIfInTargetInventory(\"DriftingDiskFlag\",1,1)\ngoto Death\nDRFT J 1 A_Warp(AAPTR_TARGET, 72, 0, 32, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\nDRFT J 0 A_SetUserVar(\"user_angle\", user_angle + 12)\nDRFT J 0 A_Explode(10,20,0,0,30)\ngoto SpawnLOOP\nDeath:\nDRFT J 0 A_PlaySoundEx(\"weapon/driftingdiskend\",\"Body\")\nDeathLOOP:\nDRFT J 1 A_Warp(AAPTR_TARGET, 72, 0, 32, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\nDRFT J 0 A_SetUserVar(\"user_angle\", user_angle + 12)\nDRFT J 0 A_FadeOut(0.02)\nloop\n}\n}"
},
{
"source": "pk3",
"name": "actors/spatialslasher.txt",
"contents": "//GUYS WHAT IF WE MADE THE NAMES SUPER LONG AND EDGY HAHA THAT'S COOL AND EDGY RIGHT\nactor SpatialSlasherWep : BaseMM8BDMWep\n{\nWeapon.AmmoUse 2\nWeapon.AmmoGive 28\nWeapon.SlotNumber 7\ninventory.icon \"INEVIC\"\nTag \"Spacial Slasher\"\nObituary \"%o was eviscerated by %k's Spatial Slasher.\"\nInventory.Pickupmessage \"Power Up! Spatial Slasher!\"\nweapon.ammotype \"CosmicAmmo\"\nStates\n{\nSpawn:\nINEV A -1\nloop\nReady:\nINEV B 0 A_TakeInventory(\"CosmicTimer\",999)\nINEV B 0 ACS_ExecuteAlways(998,0,4011)\nReady1:\nINEV B 1 A_WeaponReady\nINEV B 0 A_TakeInventory(\"WeaponCharge\",999)\nINEV B 1 A_WeaponReady\nINEV B 0 A_TakeInventory(\"WeaponCharge\",999)\nINEV B 1 A_WeaponReady\nINEV B 0 A_TakeInventory(\"WeaponCharge\",999)\nINEV B 1 A_WeaponReady\nINEV B 0 A_TakeInventory(\"WeaponCharge\",999)\nINEV B 1 A_WeaponReady\nINEV B 0 A_TakeInventory(\"WeaponCharge\",999)\nINEV C 1 A_WeaponReady\nINEV C 0 A_TakeInventory(\"WeaponCharge\",999)\nINEV C 1 A_WeaponReady\nINEV C 0 A_TakeInventory(\"WeaponCharge\",999)\nINEV C 1 A_WeaponReady\nINEV C 0 A_TakeInventory(\"WeaponCharge\",999)\nINEV C 1 A_WeaponReady\nINEV C 0 A_TakeInventory(\"WeaponCharge\",999)\nINEV C 1 A_WeaponReady\nINEV C 0 A_TakeInventory(\"WeaponCharge\",999)\nGoto Ready1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nINEV B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nINEV B 1 A_Raise\nLoop\nFire:\nDRFT B 0 A_JumpIfNoAmmo(\"NoAmmo\")\nINEV C 3\nINEV C 0 A_Refire(\"Hold4Shield\")\nSlash:\nINEV E 0 A_TakeInventory(\"CosmicTimer\",999)\nINEV D 0 A_PlaySoundEx(\"weapon/slashclaw\",\"Weapon\")\nINEV D 0 A_FireCustomMissile(\"SpatialSlasher\",0,1,0,0)\nINEV DEF 1\nTNT1 A 24\nINEV C 1 Offset(0,70)\nINEV C 1 Offset(0,60)\nINEV C 1 Offset(0,50)\nSMKS C 0 A_WeaponReady(WRF_NOFIRE)\nGoto Ready1\nHold4Shield:\nINEV D 1 //Offset(10,0)\nINEV D 0 A_PlaySoundEx(\"weapon/cosmicparrystart\",\"Weapon\")\nTRFL E 0 A_Refire(1)\ngoto Slash\nINEV D 1 Offset(-5,0)\nTRFL E 0 A_Refire(1)\ngoto Slash\nINEV D 1 Offset(-10,0)\nTRFL E 0 A_Refire(1)\ngoto Slash\nINEV D 1 Offset(-25,0)\nTRFL E 0 A_Refire(1)\ngoto Slash\nINEV D 1 Offset(-20,0)\nTRFL E 0 A_Refire(1)\ngoto Slash\nINEV D 1 Offset(-25,0)\nTRFL E 0 A_Refire(1)\ngoto Slash\nINEV D 1 Offset(-30,0)\nTRFL E 0 A_Refire(1)\ngoto Slash\nINEV D 1 Offset(-35,0)\nTRFL E 0 A_Refire(1)\ngoto Slash\nINEV D 1 Offset(-40,0)\nTRFL E 0 A_Refire(1)\ngoto Slash\nINEV D 1 Offset(-45,0)\nTRFL E 0 A_Refire(1)\ngoto Slash\nINEV D 1 Offset(-50,0)\nTRFL E 0 A_Refire(\"TheShieldIsUPPED\")\ngoto Slash\nTheShieldIsUPPED:\nINEV D 0 A_PlaySoundEx(\"weapon/cosmicparrydone\",\"Weapon\")\nINEV B 0 A_GiveInventory(\"CosmicTimer\",70)\nTheShieldIsUP:\nINEV D 1 Offset(-75,0)A_SpawnItemEx(\"CosmicParry\",38*cos(pitch), 0, 38*sin(-pitch)+32, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM | SXF_TRANSFERPITCH,0)\nINEV B 0 A_TakeInventory(\"CosmicTimer\",1)\nDRFT D 0 A_JumpIfInventory(\"CosmicTimer\",1,1)\ngoto Slash\nDRFT D 0 A_JumpIfInventory(\"WeaponCharge\",1,\"AwesomeSlashOfSWAG\")\nINEV D 1 Offset(-75,0)A_SpawnItemEx(\"CosmicParry\",38*cos(pitch), 0, 38*sin(-pitch)+32, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM | SXF_TRANSFERPITCH,0)\nINEV B 0 A_TakeInventory(\"CosmicTimer\",1)\nDRFT D 0 A_JumpIfInventory(\"CosmicTimer\",1,1)\ngoto Slash\nDRFT D 0 A_JumpIfInventory(\"WeaponCharge\",1,\"AwesomeSlashOfSWAG\")\nINEV D 1 Offset(-75,0)A_SpawnItemEx(\"CosmicParry\",38*cos(pitch), 0, 38*sin(-pitch)+32, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM | SXF_TRANSFERPITCH,0)\nINEV B 0 A_TakeInventory(\"CosmicTimer\",1)\nDRFT D 0 A_JumpIfInventory(\"CosmicTimer\",1,1)\ngoto Slash\nDRFT D 0 A_JumpIfInventory(\"WeaponCharge\",1,\"AwesomeSlashOfSWAG\")\nINEV D 1 Offset(-75,0)A_SpawnItemEx(\"CosmicParry\",38*cos(pitch), 0, 38*sin(-pitch)+32, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM | SXF_TRANSFERPITCH,0)\nINEV B 0 A_TakeInventory(\"CosmicTimer\",1)\nDRFT D 0 A_JumpIfInventory(\"CosmicTimer\",1,1)\ngoto Slash\nDRFT D 0 A_JumpIfInventory(\"WeaponCharge\",1,\"AwesomeSlashOfSWAG\")\nINEV D 1 Offset(-75,0)A_SpawnItemEx(\"CosmicParry\",38*cos(pitch), 0, 38*sin(-pitch)+32, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM | SXF_TRANSFERPITCH,0)\nINEV B 0 A_TakeInventory(\"CosmicTimer\",1)\nDRFT D 0 A_JumpIfInventory(\"CosmicTimer\",1,1)\ngoto Slash\nDRFT D 0 A_JumpIfInventory(\"WeaponCharge\",1,\"AwesomeSlashOfSWAG\")\nINEV E 1 Offset(-75,0)A_SpawnItemEx(\"CosmicParry\",38*cos(pitch), 0, 38*sin(-pitch)+32, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM | SXF_TRANSFERPITCH,0)\nINEV E 0 A_TakeInventory(\"CosmicTimer\",1)\nDRFT E 0 A_JumpIfInventory(\"CosmicTimer\",1,1)\ngoto Slash\nDRFT E 0 A_JumpIfInventory(\"WeaponCharge\",1,\"AwesomeSlashOfSWAG\")\nINEV E 1 Offset(-75,0)A_SpawnItemEx(\"CosmicParry\",38*cos(pitch), 0, 38*sin(-pitch)+32, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM | SXF_TRANSFERPITCH,0)\nINEV E 0 A_TakeInventory(\"CosmicTimer\",1)\nDRFT E 0 A_JumpIfInventory(\"CosmicTimer\",1,1)\ngoto Slash\nDRFT E 0 A_JumpIfInventory(\"WeaponCharge\",1,\"AwesomeSlashOfSWAG\")\nINEV E 1 Offset(-75,0)A_SpawnItemEx(\"CosmicParry\",38*cos(pitch), 0, 38*sin(-pitch)+32, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM | SXF_TRANSFERPITCH,0)\nINEV E 0 A_TakeInventory(\"CosmicTimer\",1)\nDRFT E 0 A_JumpIfInventory(\"CosmicTimer\",1,1)\ngoto Slash\nDRFT E 0 A_JumpIfInventory(\"WeaponCharge\",1,\"AwesomeSlashOfSWAG\")\nINEV E 1 Offset(-75,0)A_SpawnItemEx(\"CosmicParry\",38*cos(pitch), 0, 38*sin(-pitch)+32, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM | SXF_TRANSFERPITCH,0)\nINEV E 0 A_TakeInventory(\"CosmicTimer\",1)\nDRFT E 0 A_JumpIfInventory(\"CosmicTimer\",1,1)\ngoto Slash\nDRFT E 0 A_JumpIfInventory(\"WeaponCharge\",1,\"AwesomeSlashOfSWAG\")\nINEV E 1 Offset(-75,0)A_SpawnItemEx(\"CosmicParry\",38*cos(pitch), 0, 38*sin(-pitch)+32, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM | SXF_TRANSFERPITCH,0)\nINEV E 0 A_TakeInventory(\"CosmicTimer\",1)\nDRFT E 0 A_JumpIfInventory(\"CosmicTimer\",1,1)\ngoto Slash\nDRFT E 0 A_JumpIfInventory(\"WeaponCharge\",1,\"AwesomeSlashOfSWAG\")\nTRFL E 0 A_Refire(\"TheShieldIsUP\")\ngoto Slash\nAwesomeSlashOfSWAG:\nINEV E 0 A_TakeInventory(\"CosmicTimer\",999)\nINEV D 0 A_PlaySoundEx(\"weapon/cosmicparry\",\"Weapon\")\nINEV D 0 A_FireCustomMissile(\"SpatialSlasher\",0,1,0,0)\nINEV D 0 A_FireCustomMissile(\"SpatialSlashShot\",0,1,0,0)\nINEV HIJK 1\nTNT1 A 48 A_WeaponReady(WRF_NOFIRE)\nTNT1 A 0 A_TakeInventory(\"WeaponCharge\",999)\nINEV C 1 Offset(0,70)\nINEV C 1 Offset(0,60)\nINEV C 1 Offset(0,50)\nSMKS C 0 A_WeaponReady(WRF_NOFIRE)\nGoto Ready1\nAltfire:\nDRFT B 0 A_JumpIfNoAmmo(\"NoAmmo\")\nINEV C 3\nINEV D 0 A_PlaySoundEx(\"weapon/slashclaw\",\"Weapon\")\nINEV D 0 A_FireCustomMissile(\"SpatialSlasher\",0,1,0,0)\nINEV DEF 1\nTNT1 A 24\nINEV C 1 Offset(0,70)\nINEV C 1 Offset(0,60)\nINEV C 1 Offset(0,50)\nSMKS C 0 A_WeaponReady(WRF_NOFIRE)\nGoto Ready1\nNoAmmo:\nINEV B 5 ACS_Execute(979,0)\nINEV C 5\nGoto Ready1\n}\n}\n\nactor CosmicAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n+INVENTORY.IGNORESKILL\n}\n\nactor CosmicTimer : Ammo\n{\ninventory.amount 1\ninventory.maxamount 70\n+INVENTORY.IGNORESKILL\n}\n\nactor SpatialSlasher\n{\nPROJECTILE\ndamagetype \"TripleBlade\"\nObituary \"%o was eviscerated by %k's \\c[t2]Spatial Slasher.\"\n+THRUACTORS\n+DONTBLAST\n+DONTSPLASH\nReactionTime 1\ndamage (0)\nRadius 4\nHeight 4\nspeed 85\nscale 2.5\nStates\n{\nSpawn:\nINEV V 0\nINEV L 1 A_CountDown\nwait\nDeath:\n//INEV V 0 A_PlaySoundEx(\"classes/bladeslice\",\"Weapon\")\nINEV LLMM 1 A_Explode(10,82,0,0,82)\nstop\n}\n}\n\nactor CosmicParry\n{\n+MISSILE\n//+RIPPER\n+DONTSPLASH\n+NOGRAVITY\n+SHOOTABLE\n+GHOST\n+NOBLOOD\n+NOTARGETSWITCH\n+DONTRIP\n+RIPPER\n+DONTBLAST\n+NOTAUTOAIMED\n+BRIGHT\nDamage 0\nHeight 24\nRadius 32\nspeed 0\nhealth 100\npainchance 256\nscale 2.5\nalpha 0.35\nStates\n{\nSpawn:\nMIRR AA 1\nstop\nPain:\nTNT1 A 0\nTNT1 A 0 A_ChangeFlag(\"INVULNERABLE\",1)\nTNT1 A 1 A_GiveToTarget(\"WeaponCharge\",1)\nstop\nDeath:\nTNT1 A 0 A_ChangeFlag(\"INVULNERABLE\",1)\nstop\nNoShot:\nTNT1 A 0\nstop\n}\n}\n\nactor SpatialSlashShot\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\n+THRUGHOST\n+BRIGHT\nalpha 0.35\n//seesound \"weapon/mbuster\"\nSpeed 60\nDamage (35)\nradius 20\nheight 20\nscale 2.5\ndamagetype \"ProtoBuster3\"\nObituary \"%o's molecules were dispersed across the galaxy by %k's \\c[t2]Spatial Slasher\\c-.\"\nStates\n{\nSpawn:\nINEV D 0\nINEV D 0 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nSpawnLOOP:\nINEV OOONNN 1 A_SpawnItemEx(\"SpatialSlashShotTrail\",0,0,0,0,0,0,0,1)\nloop\n}\n}\n\nactor SpatialSlashShotTrail\n{\nrenderstyle \"add\"\nalpha 0.8\n+CLIENTSIDEONLY\n-SOLID\n+NOGRAVITY\n+BRIGHT\n+NOINTERACTION\nscale 2\nStates\n{\nSpawn:\nINEV OOONNN 1 A_FadeOut(0.15)\nloop\n}\n}"
},
{
"source": "pk3",
"name": "actors/totsugeki.txt",
"contents": "actor TotsugekiWep : BaseMM8BDMWep\n{\n Weapon.AmmoUse 4\n Weapon.AmmoGive 56\n Weapon.SlotNumber 4\n Inventory.Pickupmessage \"Johnny likes people who are strong! Totsugeki!\"\n Obituary \"%o's fire doesn't compare to the burning hot love between %k and Johnny's Totsugeki!\"\n Tag \"Totsugeki\"\n weapon.ammotype \"VermilionAmmo\"\n inventory.icon \"VERMIC\"\n States\n {\n SpawnLoop:\n VERM A -1\n loop\n Ready:\n VERM B 0 ACS_ExecuteAlways(998,0,4012)\n VERM B 1 A_WeaponReady\n goto Ready+1\n Deselect:\n TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n VERM B 1\n Loop\n Select:\n TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n VERM B 1\n Loop\n Fire:\n VERM B 0 A_JumpIfNoAmmo(\"NoAmmo\")\n DashBegin:\n VERM B 0 A_TakeInventory(\"VermilionAmmo\",4,TIF_NOTAKEINFINITE)\n\t\tVERM G 0 A_JumpIfInventory(\"WeaponCharge\", 1, \"TotsuSound2\")\n\t\tVERM B 0 A_PlaySoundEx(\"totsugeki/totsugeki\", \"Weapon\")\n\t\tVERM B 1 A_GiveInventory(\"WeaponCharge\",1)\n\tDashBegin2:\n VERM GF 1\n VERM F 0 A_ChangeVelocity(50*cos(pitch), 0, 25*sin(-pitch), CVF_RELATIVE|CVF_REPLACE)\n\t\tVERM H 0 A_GiveInventory(\"ShieldCheck\",1)\n\t\tVERM F 0 A_SpawnItemEx(\"DolphFX\", cos(pitch)*16+sin(-pitch)*12, 8, sin(-pitch)*16-16, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM)\n\tDashLOOP:\n\t\t//BDAS F 0 A_PlaySoundEx(\"weapon/breakdash\", \"Weapon\")\n VERM F 1 A_FireCustomMissile(\"DolphCheck\", 0, 0, 0, 0)\n VERM G 0 A_JumpIfInventory(\"BreakDashRecoil\", 1, \"Recoil\")\n VERM F 1 A_FireCustomMissile(\"DolphCheck\", 0, 0, 0, 0)\n VERM G 0 A_JumpIfInventory(\"BreakDashRecoil\", 1, \"Recoil\")\n VERM F 1 A_FireCustomMissile(\"DolphCheck\", 0, 0, 0, 0)\n VERM G 0 A_JumpIfInventory(\"BreakDashRecoil\", 1, \"Recoil\")\n VERM F 1 A_FireCustomMissile(\"DolphCheck\", 0, 0, 0, 0)\n VERM G 0 A_JumpIfInventory(\"BreakDashRecoil\", 1, \"Recoil\")\n VERM G 0 A_TakeInventory(\"BreakDashCharge\", 1)\n\t\tVERM G 0 A_CheckFloor(1)\n\t\tgoto DashLOOP\n\t\tVERM H 0 A_TakeInventory(\"ShieldCheck\",1)\n TNT1 A 2\n VERM B 1 Offset(0,70)\n\t\tVERM B 1 Offset(0,60)\n\t\tVERM B 1 Offset(0,50)\n goto Ready+1\n Recoil:\n VERM B 1 A_TakeInventory(\"ShieldCheck\",999)\n VERM G 0 A_PlaySoundEx(\"weapon/breakdashimpact\", \"weapon\")\n VERM G 0 A_ChangeVelocity(-15*cos(pitch), 0, -8*sin(-pitch)+5, CVF_RELATIVE|CVF_REPLACE)\n TNT1 A 2 //A_GiveInventory(\"WeaponCharge\",1)\n VERM B 1 Offset(0,70)\n\t\tVERM B 1 Offset(0,60)\n\t\tVERM B 1 Offset(0,50)\n goto Ready+1\n NoAmmo:\n VERM B 1 ACS_Execute(979,0)\n VERM B 0 A_Refire\n goto Ready+1\n\tTotsuSound2:\n\t\tVERM B 0 A_PlaySoundEx(\"totsugeki/totsugeki2\", \"Weapon\")\n\t\tVERM B 0 A_TakeInventory(\"WeaponCharge\",999)\n\t\tgoto DashBegin2\n }\n}\n\nactor VermilionAmmo : Ammo\n{\n inventory.amount 1\n inventory.maxamount 56\n +INVENTORY.IGNORESKILL\n}\n\nactor DolphCheck : FastProjectile\n{\n PROJECTILE\n Obituary \"%o's fire doesn't compare to the burning hot love between %k and Johnny's \\ciTotsugeki\\c-!\"\n Damagetype \"BreakDash\"\n height 36\n radius 24\n speed 32\n Damage (20)\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1\n stop\n Death:\n TNT1 A 0 A_SpawnItemEx(\"BreakDashQuake\")\n TNT1 A 0 A_GiveToTarget(\"BreakDashRecoil\", 1)\n stop\n }\n}\n\nactor DolphFX : BaseShieldWarper\n{\n+BRIGHT\nStates\n{\nShield:\nDOLP A 1 A_Warp(AAPTR_TARGET,40,0,10,0,WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION)\nloop\n}\n}"
},
{
"source": "pk3",
"name": "actors/inkswipe.txt",
"contents": "actor InkSwipeWep : BaseMM8BDMWep\n{\n Weapon.AmmoUse 2\n Weapon.AmmoGive 28\n Weapon.SlotNumber 4\n\tObituary \"%o was swiped by %k's Ink Swipe.\"\n\tInventory.Pickupmessage \"Power Up! Ink Swipe!\"\n Tag \"Ink Swipe\"\n weapon.ammotype \"IvanAmmo\"\n inventory.icon \"IVANIC\"\n States\n {\n SpawnLoop:\n INKS A -1\n loop\n Ready:\n INKS G 0 ACS_ExecuteAlways(998,0,4013)\n INKS G 1 A_WeaponReady\n goto Ready+1\n Deselect:\n TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n INKS G 1\n Loop\n Select:\n TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n INKS G 1\n Loop\nFire:\nINKS G 0 A_JumpIfNoAmmo(\"NoAmmo\")\nINKS G 0 A_PlaySoundEx(\"weapon/tengushot\",\"Weapon\")\nINKS G 0 A_PlaySoundEx(\"weapon/InkBounce\",\"Body\")\nINKS G 0 A_GiveInventory(\"FireTenguSlash2\", 1) // SpreadRune\nINKS G 0 A_GiveInventory(\"InkShotGiver\", 1)\nINKS GHI 3\nINKS G 10\nINKS G 1 A_Refire\nGoto Ready+1\nNoAmmo:\nINKS G 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor IvanAmmo : Ammo\n{\n inventory.amount 1\n inventory.maxamount 28\n +INVENTORY.IGNORESKILL\n}\n\nactor InkShotGiver : CustomInventory\n{\nStates\n{\nPickup:\nPick_OpenGL:\nTNT1 A 0 A_JumpIf(pitch>80 && pitch<=90 && z-floorz<=0, \"Pick_Pitch\")\ngoto Pick_Norm\nPick_Norm:\nTENA G 0 A_FireCustomMissile(\"InkSwiper\",0,1,8,0)\nstop\nPick_Pitch:\n\"----\" H 0 A_JumpIfInventory(\"InkNoSlip\", 1, \"Pick_Norm\")\n\"----\" H 0 A_FireCustomMissile(\"InkBlobSplashRadius\",0,1,8,0)\n\"----\" H 0 A_GiveInventory(\"InkNoSlip\")\n\"----\" H 0 A_SpawnItemEx(\"InkSlipWatcher\")\nstop\n}\n}\n\nactor InkSwiper\n{\nPROJECTILE\nDamagetype \"InkSlick\"\nObituary \"%o was inkblotted by %k's \\c[b2]Ink Swipe\\c-.\"\nBounceSound \"weapon/InkBounce\"\n-NOGRAVITY\n+BOUNCEONWALLS\n+BOUNCEONFLOORS\n+BOUNCEONCEILINGS\n+CANBOUNCEWATER\n+USEBOUNCESTATE\n+FORCEXYBILLBOARD\nBouncecount 6\nBouncefactor 0.65\nWallbouncefactor 0.70\n//Gravity 1.0\nReactionTime 6\nDamage(25)\nRadius 16\nHeight 24\nSpeed 50\nScale 2.0\nStates\n{\nSpawn:\nINKS BCD 3\nloop\nBounce:\nMRCR E 0 A_PlaySoundEx(\"classes/burstpop\",\"Weapon\")\n//MRCR E 0 A_JumpIfInventory(\"VivifyDelay8\",1,\"WeakBounce\")\n//MRCR E 0 A_GiveInventory(\"VivifyDelay8\",1)\nTNT1 A 0 A_SpawnItemEx(\"InkBlobSplashRadius\")\nTNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"InkBlobSplashFX\",0,0,0,frandom(-6,6),frandom(-6,6),frandom(-6,6),random(0,359),1)\nGoto Spawn\nDeath:\nMRCR E 0 A_PlaySoundEx(\"classes/burstpop\",\"Weapon\")\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"InkBlobSplashFX\",0,0,0,random(-12,12),frandom(-12,12),random(-12,12),random(0,359),1)\nstop\n}\n}\n\nactor InkBlobSplashRadius\n{\n+NOINTERACTION\nspeed 0\nPROJECTILE\ndamagetype \"InkBoom\"\nObituary \"%o was blotched by %k's \\c[b2]Ink Swipe\\c-.\"\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 2 A_Explode(10,128,0,0,10) //lol have fun :D\n//TNT1 AAAAAAAA 0 A_SpawnItemEx(\"InkBlobSplashFX\",0,0,4,random(2,8),0,random(4,12),random(0,359),1)\nTNT1 A 2\nstop\n}\n}\n\nactor InkBoomProtection : PowerProtection\n{\nPowerup.Duration 5\ndamagefactor \"InkBoom\", 0.5\n}\n\nactor InkBlobSplashFX\n{\n+MISSILE\n+NOGRAVITY\n+DONTBLAST\n+THRUACTORS\n+DONTSPLASH\n+CLIENTSIDEONLY\nDamage (0)\nHeight 2\nRadius 2\nSpeed 5\nScale 2.5\nStates\n{\nSpawn:\nINKS E 0 A_SetScale(scaleX-0.15)\nINKS E 1 A_FadeOut(0.1)\nINKS F 0 A_SetScale(scaleX-0.15)\nINKS F 1 A_FadeOut(0.1)\nloop\n}\n}\n\nactor InkNoSlip : Powerup\n{\npowerup.duration 70\n}\n\nactor InkSlipWatcher\n{\nRenderStyle \"Translucent\"\nPROJECTILE\n+NOINTERACTION\n+NOCLIP\nreactiontime 70\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"InkSlipGiver\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"IsDead\",1,\"Death\")\nTNT1 A 0 A_GiveToTarget(\"InkSlipFX\")\nTNT1 A 1\nTNT1 A 0 A_Countdown\nloop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor InkSlipGiver : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nstates\n{\nPickup:\nTNT1 A 0 A_CheckFloor(\"Success\")\nstop\nSuccess:\nTNT1 A 0 A_ChangeVelocity(momx*1.06,momy*1.06,momz,CVF_REPLACE)\nstop\n}\n}\n\nactor InkSlipFX : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"InkDripper\",random(0,32),0,random(0,40),0,0,random(0,-1),random(0,359))\nstop\n}\n}\n\nactor InkDripper\n{\nPROJECTILE\nrenderstyle translucent\nalpha 0.6\nspeed 0\nDamage (0)\n-THRUACTORS\n-NOGRAVITY\ngravity 1.7\nscale 1.0\nStates\n{\nSpawn:\nTNT1 A 0 A_JumpIf(z-floorz<=0, \"Death\")\nINKS D 1\nloop\nDeath:\nINKS DDCCBBCCDDCCBB 1\nstop\n}\n}"
},
{
"source": "pk3",
"name": "actors/jirenswag.txt",
"contents": "//c mamo\nactor JirenSwagWep : BaseMM8BDMWep\n{\n Weapon.AmmoUse 270\n Weapon.AmmoGive 0\n Weapon.SlotNumber 6\n\tObituary \"Infinite Jiren. %o sits on %k to Jiren, but the Jiren never stops coming out of %o's butt. You have to start flushing the toilet every two minutes to keep up. You try to pinch your butt closed but that makes your insides hurt. The Jiren accelerates. You call 911. The paramedics call for doctors. The doctors call for specialists. The story trends on Twitter. You turn down talk show appearances. Your septic tank fails. People form a cult. Your toilet is finished. Volunteers arrive with buckets and shovels. You are completely used to the smell. The Jiren accelerates. You are moved to a stepladder with a hole in the top step. The Jiren accelerates. The shovelers abandon the buckets and shovel directly out the window. The Jiren accelerates. A candlelight vigil forms around your house. One of the workers falls over and can't free himself. The Jiren accelerates. A priest knocks over the stepladder and tackles you out the window. You land in the pile. The Jiren accelerates. The force now propels you forward and upward. Vigil goers grab at your legs. The Jiren ignites from their candles. The Facebook live event hits 1 million viewers. The Jiren accelerates. You are 30 feet in the air. The fire engulfs the vigil and your house. 60 feet. The Jiren accelerates. The torrent underneath you is deafening. 5 million Facebook live viewers. You try to close up shop but your butthole disintegrated long ago. 120 feet up. Your house explodes. The Jiren accelerates. 1000 feet. You are now tracked on radar. You try to change your angle of ascent but you should have thought of that way earlier. The Jiren accelerates. 4,000 feet. NORAD upgrades to DEFCON 3. Concentric circles of fire engulf your city. The Jiren accelerates. You have broken the sound barrier. 30,000 feet. You no longer take in enough oxygen to sustain consciousness. 60,000 feet. CNN is reporting on all the world records you've broken. 200,000 feet. You are no longer alive. The Jiren accelerates. Your body disintegrates but your Jiren contrail remains. NASA can no longer track you. You break the light-speed barrier and we can no longer bear witness. The Jiren accelerates. Forever.\"\n\tInventory.Pickupmessage \"JIREN SWAG C MAMOOOOOOOOOOOOOOOOOOOO!!!!! :v\"\n Tag \"Summon Jiren.\"\n weapon.ammotype \"JirenAmmo\"\n inventory.icon \"JRENIC\"\n States\n {\n SpawnLoop:\n JREN C -1\n loop\n Ready:\n JIRN A 0 ACS_ExecuteAlways(998,0,4014)\n JIRN A 1 A_WeaponReady\n goto Ready+1\n Deselect:\n TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n JIRN A 1\n Loop\n Select:\n TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n JIRN A 1\n Loop\nFire:\nJIRN A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nJIRN B 0\nJIRN B 0 A_Stop\nJIRN B 0 ACS_NamedExecuteAlways(\"core_flyplayer\",0,0,1)\nJIRN B 0 ACS_NamedExecuteAlways(\"core_freezeplayer\",0,0,1)\nJIRN BCDEF 1\nASEX A 0 A_playSoundEx(\"weapon/jirensmassiveschlong\",\"Weapon\",0,2)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SetAngle(angle-75.0)\nTNT1 A 0 A_Log(\"JIREN IS HERE.\")\nTNT1 A 0 A_SpawnItemEx(\"JirenRadius\",0,0,28)\nASEX A 0 A_playSoundEx(\"weapon/jirensmassivedong\",\"Weapon\",0,2)\nTNT1 A 0 A_FireCustomMissile(\"JIRENHASBEENSUMMONED\",0,1,0,0)\nTNT1 A 0 A_SpawnItemEx(\"JIRENHASBEENSUMMONED\",0,0,0,20,0,0,90,1)\nTNT1 A 0 A_SpawnItemEx(\"JIRENHASBEENSUMMONED\",0,0,0,20,0,0,180,1)\nTNT1 A 0 A_SpawnItemEx(\"JIRENHASBEENSUMMONED\",0,0,0,20,0,0,270,1)\nJIRN B 0 ACS_NamedExecuteAlways(\"core_flyplayer\",0,0,0)\nJIRN B 0 ACS_NamedExecuteAlways(\"core_freezeplayer\",0,0,0)\nJIRN GH 3\nJIRN A 14\nJIRN A 0 A_Refire\nGoto Ready+1\nNoAmmo:\nJIRN A 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor JirenAmmo : Ammo\n{\n inventory.amount 1\n inventory.maxamount 270\n +INVENTORY.IGNORESKILL\n}\n\nactor JIRENHASBEENSUMMONED\n{\n+NOGRAVITY\n+MISSILE\n+NOINTERACTION\n+NOCLIP\n+BOUNCEONWALLS\n+DONTBLAST\nReactionTime 350\n+CEILINGHUGGER\nspeed 20\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"JIRENSWAG\",random(5000,-5000),random(1000,-1000),random(0,480),0,0,random(-20,-22),random(0,359),1)\n//TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"JIRENSWAG\",random(5000,-5000),random(1000,-1000),random(0,480),0,0,random(-20,-22),random(0,359),1)\nTNT1 A 1 A_CountDown\nloop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor JIRENSWAG\n{\nPROJECTILE\n+RIPPER\n+NOINTERACTION\n+DONTBLAST\n+BRIGHT\nDamagetype \"AstroCrush\"\nObituary \"\\c[u3]Own a Jiren for home defense, since that's what the founding fathers intended. Four ruffians break into my house. 'What the devil?' As I grab my powdered wig and Kentucky Jiren. Blow a golf ball sized hole through the first man, he's dead on the spot. Draw my Jiren on the second man, miss him entirely because it's smoothbore and nails the neighbors dog. I have to resort to the Jiren mounted at the top of the stairs loaded with Jiren shot, 'Tally ho lads' the Jiren shot shreds two men in the blast, the sound and extra shrapnel set off car alarms. Fix Jiren and charge the last terrified rapscallion. He bleeds out waiting on the police to arrive since triangular Jiren wounds are impossible to stitch up. Just as the founding fathers intended.\"\ndamage (0)\nheight 8\nradius 16\nScale 0.5\n//Reactiontime 100\nStates\n{\nSpawn:\nASTR B 0\nASTR B 0 A_ChangeVelocity(11,0,momz,CVF_RELATIVE|CVF_REPLACE)\nJREN B 1 A_JumpIf(ceilingz-z>8, \"Spawn2\")\nASTR B 0 A_JumpIf(momz==0,\"Death\")\nASTR B 0 A_CountDown\nGoto Spawn+2\nSpawn2:\nASTR B 0 A_ChangeFlag(\"RIPPER\", 0)\nASTR B 0 A_ChangeFlag(\"NOINTERACTION\",0)\nJREN B 3 A_ChangeVelocity(11,0,momz,CVF_RELATIVE|CVF_REPLACE)\nASTR B 0 A_JumpIf(momz==0,\"Death\")\n//ASTR B 0 A_CountDown\nGoto Spawn2+2\nDeath:\nASEX A 0 A_SetScale(2.5)\nASEX A 0 A_playSoundEx(\"weapon/jirenpoop\",\"Weapon\")\nASEX A 0 A_ChangeFlag(NOGRAVITY,1)\nASEX A 0 A_Explode(100,5000,0,0,5000)\nASEX ABCDEF 2\nstop\n}\n}\n\nactor JirenRadius\n{\n+DONTSPLASH\n+NOGRAVITY\n+MISSILE\n+SKYEXPLODE\n+NOINTERACTION\n+NOCLIP\n+DONTBLAST\nDamagetype \"Starcrash\"\nObituary \"$OB_JIREN\"\nDamage 0\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Explode(99,5000,0,0,5000)\nstop\n}\n}"
},
{
"source": "pk3",
"name": "actors/jaxaxe.txt",
"contents": "//gee golly, what if my weapon was an instakill ripper screen nuke? that'd be epic i think!\nactor ProgrammerTrimmerWep : BaseMM8BDMWep\n{\n//Weapon.AmmoUse 7\n//Weapon.AmmoGive 28\n//Weapon.SlotNumber 2\nWeapon.AmmoUse 5\nWeapon.AmmoGive 30\nWeapon.SlotNumber 6\nInventory.Pickupmessage \"$PU_PROGRAMMERTRIMMER\"\nObituary \"$OB_PROGRAMMERTRIMMER\"\nTag \"$TAG_PROGRAMMERTRIMMER\"\nweapon.ammotype \"ProgrammerTrimmerAmmo\"\ninventory.icon \"JAXAXEI\"\nStates\n{\nSpawnLoop:\nJAXX A -1\nloop\nReady:\nJAXX B 0 ACS_ExecuteAlways(998,0,4015)\nJAXX B 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nJAXX B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nICES D 1 A_Raise\nLoop\nFire:\nICES D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nICES D 0 A_PlaySoundEx(\"weapon/mirrordeflect2\",\"Weapon\")\nICES D 0 A_FireCustomMissile(\"ProgrammerTrimmerFire\",0,1,8,0)\nFHUD JKLMN 3\nTNT1 A 40\nICES D 0 A_Refire\nGoto Ready+1\nNoAmmo:\nJAXX B 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor ProgrammerTrimmerAmmo : Ammo\n{\ninventory.amount 1\n//inventory.maxamount 28\ninventory.maxamount 30\n+INVENTORY.IGNORESKILL\n}\n\nactor ProgrammerTrimmerFire\n{\nPROJECTILE\nHeight 0\nRadius 0\n+NOINTERACTION\n+NOCLIP\nspeed 1\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteWithResult(\"JaxAxe_SetVelPitch\",0,0)\nTNT1 A 1 A_CustomMissile(\"ProgrammerTrimmerFire2\",0,0,0,CMF_AIMDIRECTION|CMF_SAVEPITCH,pitch)\nstop\n}\n}\n\nactor ProgrammerTrimmerFire2 : ProgrammerTrimmerFire\n{\nspeed 0\nvar int user_angle;\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SetUserVar(\"user_angle\",-70)\nSpawn2:\nTNT1 A 1 A_CustomMissile(\"ProgrammerTrimmerRiftStart\",0,0,user_angle,CMF_AIMDIRECTION,pitch)\nTNT1 A 0 A_JumpIf(user_angle>=70,\"SpawnEnd\")\nTNT1 A 0 A_SetUserVar(\"user_angle\",user_angle+5)\nloop\nSpawnEnd:\nTNT1 A 1\nstop\n}\n}\n\nactor ProgrammerTrimmerRiftStart\n{\nTranslation \"75:75=4:4\",\"198:226=205:205\",\"227:255=199:199\"\nPROJECTILE\n+RIPPER\nHeight 5\nRadius 5\n//damage(0)\ndamagetype\"JaxAxeStart\"\nObituary \"$OB_PROGRAMMERTRIMMER\"\ndamage(8)\nspeed 22\nscale 0.1\nStates\n{\nSpawn:\nBLIZ A 0\nBLIZ A 0 A_SetArg(0,args[0]-1)\nSpawn2:\n//BLKH BCDE 1 A_GiveInventory(\"ProgrammerTrimmerRiftStartFunc\",1)\nS_UN JIHGFE 1 A_GiveInventory(\"ProgrammerTrimmerRiftStartFunc\",1)\nloop\n}\n}\n\nactor JaxAxeStartHit : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_GiveInventory(\"JaxAxeStartResist\",1)\nstop\n}\n}\n\nactor JaxAxeStartResist : PowerProtection\n{\nPowerup.Duration 6\ndamagefactor \"JaxAxeStart\", 0.0\n}\n\nactor ProgrammerTrimmerRiftStartFunc : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_SetArg(0,args[0]+1)\nTNT1 A 0 A_JumpIf(args[0]>=20,\"PickupEnd\")\nTNT1 A 0 A_JumpIf(args[0]%5==0,\"Pickup2\")\nstop\nPickup2:\nTNT1 A 0 A_SetScale(0.1+0.1*args[0])\nstop\nPickupEnd:\nBUST A 0 A_SpawnItemEx(\"ProgrammerTrimmerRift\",-momx,-momy,-momz,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERSCALE)\nTNT1 A 0 Thing_Remove(0)\nstop\n}\n}\n\nactor ProgrammerTrimmerRift\n{\nTranslation \"75:75=4:4\",\"198:226=205:205\",\"227:255=199:199\"\nPROJECTILE\n//Height 0\n//Radius 0\nHeight 1\nRadius 1\ndamagetype \"BlackHoleBomb\"\nObituary \"$OB_PROGRAMMERTRIMMER\"\ndamage(0)\nspeed 22\nRenderStyle \"Translucent\"\nAlpha 1.0\nStates\n{\nSpawn:\nICES A 0\nICES A 0 A_SetArg(0,args[0]-1)\nICES D 0 A_PlaySoundEx(\"misc/sunstarexplode\",\"Weapon\")\nSpawn2:\nS_UN KL 1 A_GiveInventory(\"ProgrammerTrimmerRiftFunc\",1)\nloop\n}\n}\n\nactor ProgrammerTrimmerRiftFunc : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_SetArg(0,args[0]+1)\nTNT1 A 0 A_GiveInventory(\"ProgrammerTrimmerRiftFunc1\",1)\nTNT1 A 0 A_GiveInventory(\"ProgrammerTrimmerRiftFunc2\",1)\nstop\n}\n}\n\nactor ProgrammerTrimmerRiftFunc1 : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_JumpIf(args[0]>=45,\"PickupEnd\")\nTNT1 A 0 A_JumpIf(args[0]%5==0,\"Pickup2\")\nstop\nPickup2:\nTNT1 A 0 ACS_NamedExecuteAlways(\"JaxAxe_SetAlpha\",0,100-5*(args[0]-30))\nTNT1 A 0 A_SetScale(0.1+0.1*args[0])\nstop\nPickupEnd:\nTNT1 A 0 Thing_Remove(0)\nstop\n}\n}\n\nactor ProgrammerTrimmerRiftFunc2 : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_JumpIf(args[0]%2==0,\"Pickup2\")\nstop\nPickup2:\n//TNT1 A 0 A_Explode(5+args[0]/5,20+2*args[0],0)\n//TNT1 A 0 A_Explode(8,50,0)\n//TNT1 A 0 A_Explode(10,75,0)\n//TNT1 A 0 A_Explode(12,96,0)\n//TNT1 A 0 A_Explode(16,96,0)\nTNT1 A 0 A_Explode(10,100,0)\nstop\n}\n}"
}
]
},
"maps": []
}