Raw model (for completeness)
{
"meta": {
"id": "078137ea-11a4-4e51-8e3a-96bb897ed2ea",
"sha1": "f7d12a730831c6d39f75c3edcfc6638ecce459da",
"sha256": "28023b18da79daa3ded76c70892af5d6882f25e307a9cf8099d6d5695b507fc0",
"filenames": [
"samsarahold-v0.15-beta4code-new1.pk3"
],
"additional": {
"engines": [
"ZDOOM"
],
"iwad": [],
"filename": null,
"added": "2015-07-09 21:43:46",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": null,
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2015-07-09 21:43:46",
"file": {
"type": "PK3",
"size": 688021,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/f7d12a730831c6d39f75c3edcfc6638ecce459da/f7d12a730831c6d39f75c3edcfc6638ecce459da.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 306,
"maps": 0,
"palettes": 0
},
"engines_guess": [
"ZDOOM"
]
},
"text_files": [
{
"source": "pk3",
"name": "DEHACKED.txt",
"contents": "Patch File for DeHackEd v3.0\n# Created with WhackEd2 0.60 build 214\n\n# General version information\nDoom version = 21\nPatch format = 6\n\nAmmo 1 (Shells)\nMax ammo = 100\n#Per ammo = 10"
},
{
"source": "pk3",
"name": "GLDEFS.txt",
"contents": "#include \"gldefs/keys.txt\"\n\n#include \"gldefs/doom.txt\"\n#include \"gldefs/chex.txt\"\n#include \"gldefs/heretic.txt\"\n#include \"gldefs/hexen.txt\"\n#include \"gldefs/quake.txt\"\n#include \"gldefs/enemies.txt\""
},
{
"source": "pk3",
"name": "KEYCONF.txt",
"contents": "clearplayerclasses\naddplayerclass \"DoomguyPlayer\"\naddplayerclass \"ChexWarrior\"\naddplayerclass \"CorvusPlayer\"\naddplayerclass \"WolfenPlayer\"\naddplayerclass \"HexenPlayer\"\naddplayerclass \"DukePlayer\"\naddplayerclass \"MarathonPlayer\"\naddplayerclass \"QuakePlayer\"\n\naddkeysection \"Samsara: Characters\" samsarakeys\n\naddmenukey \"Doomguy: Animations\" samsara_cmd_vanilladoomanims\naddmenukey \"Doomguy: Stronghold\" samsarahold_cmd_strweapons\naddmenukey \"BJ: Retro Movement\" samsara_cmd_bjwalk\naddmenukey \"Duke: Ballgag\" samsara_cmd_dukestfu\naddmenukey \"Duke: Music\" samsarahold_cmd_dukemusic\naddmenukey \"Ranger: Recoil\" samsara_cmd_norecoil\n\naddkeysection \"Samsara: System\" samsarasyskeys\n\naddmenukey \"Weapon Bar\" samsara_cmd_wephud\naddmenukey \"Pickup Graphics\" samsara_cmd_weppickups\naddmenukey \"Pickup Msg. Mode\" samsara_cmd_msgmode\naddmenukey \"Tipbox: Show\" samsara_tipbox\naddmenukey \"Tipbox: Next char\" samsara_tipright\naddmenukey \"Tipbox: Next page\" samsara_tipdown\n//addmenukey \"Stronghold: Silent Alarm\" samsarahold_cmd_turnthatdamnalarmoff\naddmenukey \"Server Settings\" samsara_cmd_settings\n\nalias samsara_id_vanilladoom \"set samsara_cl_vanilladoom $samsara_cl_vanilladoom; archivecvar samsara_cl_vanilladoom\"\nalias samsara_id_wolfmove \"set samsara_cl_wolfmove $samsara_cl_wolfmove; archivecvar samsara_cl_wolfmove\"\nalias samsara_id_ballgag \"set samsara_cl_ballgag $samsara_cl_ballgag; archivecvar samsara_cl_ballgag\"\nalias samsara_id_weaponhud \"set samsara_cl_weaponhud $samsara_cl_weaponhud; archivecvar samsara_cl_weaponhud\"\nalias samsara_id_moremessages \"set samsara_cl_moremessages $samsara_cl_moremessages; archivecvar samsara_cl_moremessages\"\nalias samsara_id_printpickup \"set samsara_cl_printpickup $samsara_cl_printpickup; archivecvar samsara_cl_printpickup\"\nalias samsara_id_pickupmode \"set samsara_cl_pickupmode $samsara_cl_pickupmode; archivecvar samsara_cl_pickupmode\"\nalias samsara_id_norecoil \"set samsara_cl_norecoil $samsara_cl_norecoil; archivecvar samsara_cl_norecoil\"\nalias samsarahold_id_strweapons \"set samsarahold_cl_strweapons $samsarahold_cl_strweapons; archivecvar samsarahold_cl_strweapons\"\nalias samsarahold_id_dukemusic \"set samsarahold_cl_dukemusic $samsarahold_cl_dukemusic; archivecvar samsarahold_cl_dukemusic\"\n//alias samsarahold_id_turnthatdamnalarmoff \"set samsarahold_cl_turnthatdamnalarmoff $samsarahold_cl_turnthatdamnalarmoff; archivecvar samsarahold_cl_turnthatdamnalarmoff\"\n\nalias samsara_cmd_vanilladoomanims \"samsara_id_vanilladoom; eval != 1 $samsara_cl_vanilladoom samsara_cl_vanilladoom; showmode \\\"Vanilla animations\\\" $samsara_cl_vanilladoom\"\nalias samsara_cmd_bjwalk \"samsara_id_wolfmove; eval != 1 $samsara_cl_wolfmove samsara_cl_wolfmove; showmode \\\"Wolfenstein movement\\\" $samsara_cl_wolfmove\"\nalias samsara_cmd_dukestfu \"samsara_id_ballgag; eval != 1 $samsara_cl_ballgag samsara_cl_ballgag; showmode \\\"Ballgag mode\\\" $samsara_cl_ballgag\"\nalias samsara_cmd_norecoil \"samsara_id_norecoil; eval != 1 $samsara_cl_norecoil samsara_cl_norecoil; showmode \\\"No recoil\\\" $samsara_cl_norecoil\"\nalias samsara_cmd_wephud \"samsara_id_weaponhud; eval != 1 $samsara_cl_weaponhud samsara_cl_weaponhud; showmode \\\"Weapon bar\\\" $samsara_cl_weaponhud\"\nalias samsara_cmd_moremessages \"samsara_id_moremessages; eval != 1 $samsara_cl_moremessages samsara_cl_moremessages; showmode \\\"Alternate messages\\\" $samsara_cl_moremessages\"\nalias samsara_cmd_msgmode \"samsara_id_printpickup; eval != 1 $samsara_cl_printpickup samsara_cl_printpickup; showmode \\\"Print pickup messages\\\" $samsara_cl_printpickup\"\nalias samsara_cmd_weppickups \"samsara_id_pickupmode; eval % + $samsara_cl_pickupmode 1 3 samsara_cl_pickupmode; showpickupmode\"\nalias samsarahold_cmd_strweapons \"samsarahold_id_strweapons; eval != 1 $samsarahold_cl_strweapons samsarahold_cl_strweapons; showmode \\\"Doomguy Stronghold Weapon Graphics\\\" $samsarahold_cl_strweapons\"\nalias samsarahold_cmd_dukemusic \"samsarahold_id_dukemusic; eval != 1 $samsarahold_cl_dukemusic samsarahold_cl_dukemusic; showmode \\\"Duke Nukem Remix Music\\\" $samsarahold_cl_dukemusic\"\n//alias samsarahold_cmd_turnthatdamnalarmoff \"samsarahold_id_turnthatdamnalarmoff; eval != 1 $samsarahold_cl_turnthatdamnalarmoff samsarahold_cl_turnthatdamnalarmoff; showmode \\\"Stronghold Silent Alarm\\\" $samsarahold_cl_turnthatdamnalarmoff\"\n\nalias samsara_cmd_settings \"puke -676\"\nalias samsara_tipbox \"puke -300\"\nalias samsara_tipleft \"puke -227 0 -1\"\nalias samsara_tipright \"puke -227 0 1\"\nalias samsara_tipup \"puke -227 1 -1\"\nalias samsara_tipdown \"puke -227 1 1\"\nalias changelog \"puke -302 1\"\nalias cvarinfo \"puke -302 2\"\n//alias changelogoff \"puke -302 2\"\n\nalias showmode \"test != 0 %2 \\\"set truth True\\\" \\\"set truth False\\\"; echo %1 is\\\\cf $truth; unset truth\"\n\nalias showpickupmode \"test == $samsara_cl_pickupmode 2 \\\"echo \\\\\\\\cdClass-specific\\\\\\\\c- weapon mode set\\\" \\\"showpickup2\\\"\"\nalias showpickup2 \"test == $samsara_cl_pickupmode 1 \\\"echo \\\\\\\\cdHybrid\\\\\\\\c- weapon mode set\\\" \\\"echo \\\\\\\\cdOld-style\\\\\\\\c- weapon mode set\\\"\"\n\naddslotdefault 0 \" Fist \"\naddslotdefault 0 \" Staff \"\naddslotdefault 0 \"Mace of Contrition\"\naddslotdefault 0 \" Bootspoon \"\naddslotdefault 0 \"Knife\"\naddslotdefault 0 \"Mighty Boot\"\naddslotdefault 0 \"Steel Knuckles\"\naddslotdefault 0 \"Axe\"\n\naddslotdefault 1 \" Chainsaw \"\naddslotdefault 1 \"Gauntlets of the Necromancer\"\naddslotdefault 1 \"Super Bootspork\"\naddslotdefault 1 \"Pipebombs\"\naddslotdefault 1 \"KKV-7 SMG Flechette\"\n\naddslotdefault 1 \"Spiked Gauntlet\"\naddslotdefault 1 \"Spear of Longinus\"\naddslotdefault 1 \"Talon Ceramic Combat Blade\"\naddslotdefault 1 \"Tech.50 Pacifier\"\naddslotdefault 1 \"Gauntlet\"\naddslotdefault 1 \"Mjolnir\"\n\naddslotdefault 1 \" Pistol \"\naddslotdefault 1 \"Elven Wand\"\naddslotdefault 1 \"Sapphire Wand\"\naddslotdefault 1 \"Mini-Zorcher\"\naddslotdefault 1 \"Luger\"\naddslotdefault 1 \"Glock 17\"\naddslotdefault 1 \".44 Magnum Mega Class A1\"\naddslotdefault 1 \"Single Shotgun\"\n\naddslotdefault 2 \" Shotgun \"\naddslotdefault 2 \" Firemace \"\naddslotdefault 2 \"Frost Shards\"\naddslotdefault 2 \"Large Zorcher\"\naddslotdefault 2 \"Machine Gun\"\naddslotdefault 2 \" Shotgun \"\naddslotdefault 2 \"WSTE-M5 Combat Shotgun\"\naddslotdefault 2 \"Double Shotgun\"\n\naddslotdefault 3 \"Automatic Shotgun\"\naddslotdefault 3 \"Super Shotgun\"\naddslotdefault 3 \"Ethereal Crossbow\"\naddslotdefault 3 \"Timon's Axe\"\naddslotdefault 3 \"Super Large Zorcher\"\naddslotdefault 3 \"Explosive Shotgun\"\naddslotdefault 3 \"Fusion Pistol\"\naddslotdefault 3 \"Grenade Launcher\"\n\naddslotdefault 4 \" Flamer \"\naddslotdefault 4 \" Chaingun \"\naddslotdefault 4 \"Dragon Claw\"\naddslotdefault 4 \"Serpent Staff\"\naddslotdefault 4 \"Rapid Zorcher\"\naddslotdefault 4 \" Chaingun \"\naddslotdefault 4 \"Chaingun Cannon\"\naddslotdefault 4 \"MA-75B Assault Rifle\"\naddslotdefault 4 \"Nailgun\"\n\naddslotdefault 5 \"Land Mine Layer\"\naddslotdefault 5 \"Rocket Launcher\"\naddslotdefault 5 \"Phoenix Rod\"\naddslotdefault 5 \"Hammer of Retribution\"\naddslotdefault 5 \"Zorch Propulsor\"\naddslotdefault 5 \" Rocket Launcher \"\naddslotdefault 5 RPG\naddslotdefault 5 \"SPNKR-XP SSM Launcher\"\naddslotdefault 5 \" Rocket Launcher \"\n\naddslotdefault 6 \" Railgun \"\naddslotdefault 6 \"Plasma Rifle\"\naddslotdefault 6 \"Hellstaff\"\naddslotdefault 6 \"Firestorm\"\naddslotdefault 6 \"Phasing Zorcher\"\naddslotdefault 6 \" Flamethrower \"\naddslotdefault 6 \"Freezethrower\"\naddslotdefault 6 \"Super Nailgun\"\naddslotdefault 6 \"TOZT-7 Napalm Unit\"\n\naddslotdefault 7 \"Plasma Repeater\"\naddslotdefault 7 \"B.F.G. 9000\"\naddslotdefault 7 \"Wraithverge\"\naddslotdefault 7 \"LAZ Device\"\naddslotdefault 7 \"Spear of Destiny\"\naddslotdefault 7 \" Devastator \"\naddslotdefault 7 \"ONI-71 Wave Motion Cannon\"\naddslotdefault 7 \"Thunderbolt\"\n\naddslotdefault 8 \"Stunner Rifle\"\naddslotdefault 8 \"Alien Weapon\"\naddslotdefault 8 \" Alien Weapon \"\naddslotdefault 8 \"Laser Cannon\""
},
{
"source": "pk3",
"name": "LOADACS.txt",
"contents": "samsara"
},
{
"source": "pk3",
"name": "SBARINFO.txt",
"contents": "base Doom;\n//height 32;\nInterpolateHealth true, 8;\nInterpolateArmor true, 8;\n//CreatePopup status, 320, 100, fade, 0.1, 0.1;\nStatusBar Fullscreen\n{\n GameMode Teamplay, TeamGame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession\n {\n InInventory DoomguyClass, 1 { drawimage translatable \"HUDBARD\", 10, 176; }\n InInventory CorvusClass, 1 { drawimage translatable \"HUDBARD\", 10, 176; }\n InInventory DukeClass, 1 { drawimage translatable \"HUDBARD\", 10, 176; }\n InInventory WolfenClass, 1 { drawimage translatable \"HUDBARB\", 10, 176; }\n InInventory HexenClass, 1 { drawimage translatable \"HUDBARP\", 10, 176; }\n InInventory ChexClass, 1 { drawimage translatable \"HUDBARC\", 10, 176; }\n InInventory MarathonClass, 1 { drawimage translatable \"HUDBARD\", 10, 176; }\n }\n\n DrawImage \"HUDBAR\", 13, 185;\n //Armor\n DrawBar \"HARMOR\", \"HEMPTY\", Armor, Horizontal, /*Reverse, */ 14, 186;\n DrawImage \"ARMRICON\", 8, 191;\n DrawNumber 3, INDEXFON, White, Armor, FillZeros, 28, 191;\n InInventory BasicArmor, 101 { DrawBar \"HARMO2\", \"HEMPTY\", Armor, Horizontal, /*Reverse, */ 14, 186; }\n //Health\n DrawImage \"HUDBAR\", 18, 180;\n DrawBar \"HHEALTH\", \"HEMPTY\", Health, Horizontal, /*Reverse, */ 19, 181;\n DrawImage \"HLTHICON\", 40, 191;\n DrawNumber 3, INDEXFON, Gold, Health, 60, 191, Red, 25, White, 50;\n //Ammo\n InInventory PistolModeOn, 1 {\n IsSelected \" Pistol \" {\n DrawImage \"HUDBAR\", 250, 180;\n DrawBar \"HAMBAR\", \"HEMPTY\", Ammo Clip, Horizontal, Reverse, 251, 181;\n DrawNumber 3, INDEXFON, White, Ammo Clip, 298, 185;\n DrawImage \"AMSMA0\", 238, 185, Center; }\n IsSelected \"Mini-Zorcher\" {\n DrawImage \"HUDBAR\", 250, 180;\n DrawBar \"HAMBAR\", \"HEMPTY\", Ammo Clip, Horizontal, Reverse, 251, 181;\n DrawNumber 3, INDEXFON, White, Ammo Clip, 298, 185;\n DrawImage \"AMSMA0\", 238, 185, Center; }\n IsSelected \"Elven Wand\" {\n DrawImage \"HUDBAR\", 250, 180;\n DrawBar \"HAMBAR\", \"HEMPTY\", Ammo Clip, Horizontal, Reverse, 251, 181;\n DrawNumber 3, INDEXFON, White, Ammo Clip, 298, 185;\n DrawImage \"AMSMA0\", 238, 185, Center; }\n IsSelected \"Luger\" {\n DrawImage \"HUDBAR\", 250, 180;\n DrawBar \"HAMBAR\", \"HEMPTY\", Ammo Clip, Horizontal, Reverse, 251, 181;\n DrawNumber 3, INDEXFON, White, Ammo Clip, 298, 185;\n DrawImage \"AMSMA0\", 238, 185, Center; }\n IsSelected \"Single Shotgun\" {\n DrawImage \"HUDBAR\", 250, 180;\n DrawBar \"HAMBAR\", \"HEMPTY\", Ammo Shell, Horizontal, Reverse, 251, 181;\n DrawNumber 3, INDEXFON, White, Ammo Shell, 298, 185;\n DrawImage \"AMSMB0\", 238, 185, Center; }\n }\n UsesAmmo\n {\n DrawImage AmmoIcon1, 238, 185, Center;\n IsSelected not \".44 Magnum Mega Class A1\"\n {\n DrawImage \"HUDBAR\", 250, 180;\n DrawBar \"HAMBAR\", \"HEMPTY\", Ammo1, Horizontal, Reverse, 251, 181;\n DrawNumber 3, INDEXFON, White, Ammo1, 298, 185;\n }\n IsSelected \"Wraithverge\"\n {\n DrawImage \"HUDBAR\", 250, 192;\n DrawBar \"HAMBAR\", \"HEMPTY\", Ammo2, Horizontal, Reverse, 251, 193;\n DrawNumber 3, INDEXFON, White, Ammo2, 270, 186;\n }\n IsSelected \"Automatic Shotgun\"\n {\n DrawImage \"HUDBAR\", 250, 192;\n DrawBar \"HAMBAR\", \"HEMPTY\", Ammo2, Horizontal, Reverse, 251, 193;\n DrawNumber 3, INDEXFON, White, Ammo2, 270, 186;\n }\n IsSelected \"MA-75B Assault Rifle\"\n {\n DrawImage \"HUDBAR\", 250, 192;\n DrawBar \"HAMBAR\", \"HEMPTY\", Ammo2, Horizontal, Reverse, 251, 193;\n DrawNumber 3, INDEXFON, White, Ammo2, 270, 186;\n DrawImage \"AMSMC0\", 238, 195, Center;\n DrawImage \"AMSMA0\", 238, 185, Center;\n }\n IsSelected \"KKV-7 SMG Flechette\"\n {\n DrawImage \"HUDBAR\", 250, 192;\n DrawBar \"HAMBAR\", \"HEMPTY\", Clip, Horizontal, Reverse, 251, 193;\n DrawNumber 3, INDEXFON, White, Clip, 270, 186;\n DrawImage \"AMSMA0\", 238, 185, Center;\n }\n IsSelected \"Fusion Pistol\"\n {\n DrawImage \"HUDBAR\", 250, 192;\n DrawBar \"HAMBAR\", \"HEMPTY\", Cell, Horizontal, Reverse, 251, 193;\n DrawNumber 3, INDEXFON, White, Cell, 270, 186;\n DrawImage \"AMSMD0\", 238, 185, Center;\n }\n IsSelected \"SPNKR-XP SSM Launcher\"\n {\n DrawImage \"HUDBAR\", 250, 192;\n DrawBar \"HAMBAR\", \"HEMPTY\", RocketAmmo, Horizontal, Reverse, 251, 193;\n DrawNumber 3, INDEXFON, White, RocketAmmo, 270, 186;\n DrawImage \"AMSMC0\", 238, 185, Center;\n }\n IsSelected \"TOZT-7 Napalm Unit\"\n {\n DrawImage \"HUDBAR\", 250, 192;\n DrawBar \"HAMBAR\", \"HEMPTY\", Cell, Horizontal, Reverse, 251, 193;\n DrawNumber 3, INDEXFON, White, Cell, 270, 186;\n DrawImage \"AMSMD0\", 238, 185, Center;\n }\n IsSelected \"ONI-71 Wave Motion Cannon\"\n {\n DrawImage \"HUDBAR\", 250, 192;\n DrawBar \"HAMBAR\", \"HEMPTY\", Ammo2, Horizontal, Reverse, 251, 193;\n DrawNumber 3, INDEXFON, White, Ammo2, 270, 186;\n DrawImage \"AMSMC0\", 238, 195, Center;\n DrawImage \"AMSMD0\", 238, 185, Center;\n }\n\n IsSelected \"Nailgun\", \"Super Nailgun\"\n {\n DrawImage \"HUDBAR\", 250, 192;\n DrawBar \"HAMBAR\", \"HEMPTY\", LavaNails, Horizontal, Reverse, 251, 193;\n DrawNumber 3, INDEXFON, White, LavaNails, 270, 186;\n DrawImage AmmoIcon2, 228, 192, Center;\n }\n\n IsSelected \" Rocket Launcher \", \"Grenade Launcher\"\n {\n DrawImage \"HUDBAR\", 250, 192;\n DrawBar \"HAMBAR\", \"HEMPTY\", MultiRocketAmmo, Horizontal, Reverse, 251, 193;\n DrawNumber 3, INDEXFON, White, MultiRocketAmmo, 270, 186;\n DrawImage AmmoIcon2, 228, 192, Center;\n }\n\n IsSelected \".44 Magnum Mega Class A1\"\n {\n InInventory not SynthFireActive, 1\n {\n DrawImage \"HUDBAR\", 250, 180;\n DrawBar \"HAMBAR\", \"HEMPTY\", Ammo1, Horizontal, Reverse, 251, 181;\n DrawNumber 3, INDEXFON, White, Ammo1, 298, 185;\n }\n InInventory SynthFireActive, 1\n {\n DrawImage \"HUDBAR\", 250, 180;\n DrawBar \"HAMBAR\", \"HEMPTY\", MagnumBullet, Horizontal, Reverse, 251, 181;\n DrawNumber 3, INDEXFON, White, MagnumBullet, 298, 185;\n\n DrawImage \"HUDBAR\", 250, 192;\n DrawBar \"HAMBAR\", \"HEMPTY\", MagnumBulletRight, Horizontal, Reverse, 251, 193;\n DrawNumber 3, INDEXFON, White, MagnumBulletRight, 270, 186;\n }\n }\n }\n //Weapons\n InInventory ExpandedHud, 1\n {\n InInventory GotWeapon0, 1 { DrawImage \"STYSNUM1\", 126, 10; }\n IsSelected \" Chainsaw \" { drawimage \"STY2NUM1\", 126, 10; }\n IsSelected \"Gauntlets of the Necromancer\" { drawimage \"STY2NUM1\", 126, 10; }\n IsSelected \"Pipebombs\" { drawimage \"STY2NUM1\", 126, 10; }\n IsSelected \"Super Bootspork\" { drawimage \"STY2NUM1\", 126, 10; }\n IsSelected \"KKV-7 SMG Flechette\" { drawimage \"STY2NUM1\", 126, 10; }\n IsSelected \"Knife\"\n {\n InInventory GotWeapon0, 1 { drawimage \"STY2NUM1\", 126, 10; }\n }\n InInventory DiscOfRepulsionCooldown, 9 { drawimage \"STY2NUM1\", 126, 10; }\n IsSelected \"Mjolnir\" { drawimage \"STY2NUM1\", 126, 10; }\n\n DrawSwitchableImage WeaponSlot 2, \"\", \"STYSNUM2\", 136, 10;\n IsSelected \" Shotgun \" { drawimage \"STY2NUM2\", 136, 10; }\n IsSelected \" Firemace \" { drawimage \"STY2NUM2\", 136, 10; }\n IsSelected \"Large Zorcher\" { drawimage \"STY2NUM2\", 136, 10; }\n IsSelected \" Shotgun \" { drawimage \"STY2NUM2\", 136, 10; }\n IsSelected \"Machine Gun\" { drawimage \"STY2NUM2\", 136, 10; }\n IsSelected \"WSTE-M5 Combat Shotgun\" { drawimage \"STY2NUM2\", 136, 10; }\n IsSelected \"Frost Shards\" { drawimage \"STY2NUM2\", 136, 10; }\n IsSelected \"Double Shotgun\" { drawimage \"STY2NUM2\", 136, 10; } // Need to change\n\n DrawSwitchableImage WeaponSlot 3, \"\", \"STYSNUM3\", 146, 10;\n IsSelected \"Super Shotgun\" { drawimage \"STY2NUM3\", 146, 10; }\n IsSelected \"Ethereal Crossbow\" { drawimage \"STY2NUM3\", 146, 10; }\n IsSelected \"Super Large Zorcher\" { drawimage \"STY2NUM3\", 146, 10; }\n IsSelected \"Explosive Shotgun\" { drawimage \"STY2NUM3\", 146, 10; }\n IsSelected \"Timon's Axe\" { drawimage \"STY2NUM3\", 146, 10; }\n IsSelected \"Fusion Pistol\" { drawimage \"STY2NUM3\", 146, 10; }\n IsSelected \"Grenade Launcher\" { drawimage \"STY2NUM3\", 146, 10; } // Need to change\n\n DrawSwitchableImage WeaponSlot 4, \"\", \"STYSNUM4\", 156, 10;\n IsSelected \" Chaingun \" { drawimage \"STY2NUM4\", 156, 10; }\n IsSelected \"Dragon Claw\" { drawimage \"STY2NUM4\", 156, 10; }\n IsSelected \"Rapid Zorcher\" { drawimage \"STY2NUM4\", 156, 10; }\n IsSelected \" Chaingun \" { drawimage \"STY2NUM4\", 156, 10; }\n IsSelected \"Serpent Staff\" { drawimage \"STY2NUM4\", 156, 10; }\n IsSelected \"Chaingun Cannon\" { drawimage \"STY2NUM4\", 156, 10; }\n IsSelected \"MA-75B Assault Rifle\" { drawimage \"STY2NUM4\", 156, 10; }\n IsSelected \"Nailgun\" { drawimage \"STY2NUM4\", 156, 10; } // Need to change\n\n DrawSwitchableImage WeaponSlot 5, \"\", \"STYSNUM5\", 166, 10;\n IsSelected \"Rocket Launcher\" { drawimage \"STY2NUM5\", 166, 10; }\n IsSelected \"Phoenix Rod\" { drawimage \"STY2NUM5\", 166, 10; }\n IsSelected \"Zorch Propulsor\" { drawimage \"STY2NUM5\", 166, 10; }\n IsSelected \" Rocket Launcher \" { drawimage \"STY2NUM5\", 166, 10; }\n IsSelected \"Hammer of Retribution\" { drawimage \"STY2NUM5\", 166, 10; }\n IsSelected \"RPG\" { drawimage \"STY2NUM5\", 166, 10; }\n IsSelected \"SPNKR-XP SSM Launcher\" { drawimage \"STY2NUM5\", 166, 10; }\n IsSelected \" Rocket Launcher \" { drawimage \"STY2NUM5\", 166, 10; } // Need to change\n\n DrawSwitchableImage WeaponSlot 6, \"\", \"STYSNUM6\", 176, 10;\n IsSelected \"Plasma Rifle\" { drawimage \"STY2NUM6\", 176, 10; }\n IsSelected \"Hellstaff\" { drawimage \"STY2NUM6\", 176, 10; }\n IsSelected \"Phasing Zorcher\" { drawimage \"STY2NUM6\", 176, 10; }\n IsSelected \" Flamethrower \" { drawimage \"STY2NUM6\", 176, 10; }\n IsSelected \"Firestorm\" { drawimage \"STY2NUM6\", 176, 10; }\n IsSelected \"Freezethrower\" { drawimage \"STY2NUM6\", 176, 10; }\n IsSelected \"TOZT-7 Napalm Unit\" { drawimage \"STY2NUM6\", 176, 10; }\n IsSelected \"Super Nailgun\" { drawimage \"STY2NUM6\", 176, 10; }\n\n DrawSwitchableImage WeaponSlot 7, \"\", \"STYSNUM7\", 186, 10;\n InInventory PortTome, 1 { drawimage \"STYSNUM7\", 186, 10; }\n InInventory PortTomeCoOp, 1 { drawimage \"STYSNUM7\", 186, 10; }\n IsSelected \"B.F.G. 9000\" { drawimage \"STY2NUM7\", 186, 10; }\n InInventory PowerHereticTome, 1 { drawimage \"STY2NUM7\", 186, 10; }\n IsSelected \"LAZ Device\" { drawimage \"STY2NUM7\", 186, 10; }\n IsSelected \"Spear of Destiny\" { drawimage \"STY2NUM7\", 186, 10; }\n IsSelected \"Wraithverge\" { drawimage \"STY2NUM7\", 186, 10; }\n IsSelected \"Devastator\" { drawimage \"STY2NUM7\", 186, 10; }\n IsSelected \"Thunderbolt\" { drawimage \"STY2NUM7\", 186, 10; }\n\n IsSelected not \"MA-75B Assault Rifle\"\n {\n InInventory DiscOfrepulsionCooldown, 1 { drawnumber 3, INDEXFON, red, DiscOfRepulsionCooldown, 134, 16; }\n }\n InInventory TomeOfPowerCooldown, 1 { drawnumber 3, INDEXFON, red, TomeOfPowerCooldown, 195, 16; }\n }\n //RuneIcon\n DrawImage RuneIcon, 20, 163, Center;\n //Frags\n InInventory not ChickenModeOn, 1\n {\n GameMode Deathmatch, Possession, Teamplay, TeamGame { DrawNumber 3, INDEXFON, White, Frags, 70, 170; }\n GameMode OneFlagCTF, CTF, Skulltag, TeamPossession, TeamLMS\n {\n DrawNumber 3, INDEXFON, White, Frags, 70, 170;\n Drawnumber 2, INDEXFON, brick, teamscore \"Red\", 45, 170;\n Drawnumber 2, INDEXFON, lightblue, teamscore \"Blue\", 55, 170;\n }\n //Keys\n GameMode Cooperative, SinglePlayer\n {\n DrawNumber 4, INDEXFON, White, KillCountAmountTrue, 70, 170;\n DrawKeyBar 10, Horizontal, 10, 221, 169;\n InInventory KeyYellow, 1 { drawimage \"YKEYICON\", 240, 169; }\n InInventory KeyGreen, 1 { drawimage \"GKEYICON\", 255, 169; }\n InInventory KeyBlue, 1 { drawimage \"BKEYICON\", 270, 169; }\n }\n }\n InInventory ChickenModeOn, 1 { DrawNumber 3, INDEXFON, White, ChickenKillCount, 70, 170; }\n //MugShot\n //DrawMugShot \"STF\", 5, 73, 168;\n //DrawSelectedInventory alwaysshowcounter, HUDFONT_DOOM, 287, 153, 286, 163, untranslated;\n drawselectedinventory alwaysshowcounter, HUDFONT_DOOM, 290, 22, 293, 30, untranslated;\n InInventory DukeClass, 1\n {\n InInventory DukeFlying, 1 { drawnumber 3, INDEXFON, White, DukeJetpackFuel, 293, 48; }\n InInventory DukeVision, 1 { drawnumber 3, INDEXFON, White, DukeVisionFuel, 293, 48; }\n }\n}\n\nStatusBar normal, forcescaled\n{\n playerclass Doomguy\n {\n drawimage \"DOOMBAR\", 0, 168;\n //drawimage \"DOOMBART\", 0, 0;\n IsSelected \" Pistol \" { InInventory PistolModeOn, 1 { drawnumber 3, DOOMHUDF, gold, ammo Clip, 44, 171, 0, untranslated, 0, untranslated, 20; } }\n drawnumber 3, DOOMHUDF, gold, ammo1, 44, 171, 0, untranslated, 0, untranslated, 20;\n drawnumber 3, DOOMHUDF, gold, health, 94, 171, white, 25, untranslated, 50;\n drawnumber 3, DOOMHUDF, gold, armor, 219, 171, 0, untranslated, 0, untranslated, 50;\n\n //Doom keys\n InInventory BlueCard, 1 { drawimage \"STKEYS0\", 226, 175; }\n InInventory YellowCard, 1 { drawimage \"STKEYS1\", 238, 175; }\n InInventory RedCard, 1 { drawimage \"STKEYS2\", 250, 175; }\n InInventory BlueSkull, 1 { drawimage \"STKEYS3\", 226, 186; }\n InInventory YellowSkull, 1 { drawimage \"STKEYS4\", 238, 186; }\n InInventory RedSkull, 1 { drawimage \"STKEYS5\", 250, 186; }\n //Chex keys\n InInventory ChexBlueCard, 1 { drawimage \"STKEYS0\", 222, 175; }\n InInventory ChexYellowCard, 1 { drawimage \"STKEYS1\", 235, 175; }\n InInventory ChexRedCard, 1 { drawimage \"STKEYS2\", 248, 175; }\n InInventory BlueFlemKey, 1 { drawimage \"STKEYS3\", 222, 186; }\n InInventory YellowFlemKey, 1 { drawimage \"STKEYS4\", 235, 186; }\n InInventory RedFlemKey, 1 { drawimage \"STKEYS5\", 248, 186; }\n //Heretic keys\n InInventory KeyYellow, 1 { drawimage \"YKEYICON\", 224, 181; }\n InInventory KeyGreen, 1 { drawimage \"GKEYICON\", 238, 181; }\n InInventory KeyBlue, 1 { drawimage \"BKEYICON\", 251, 181; }\n //HeXen keys\n InInventory KeySteel, 1 { drawimage \"HEXKEY1\", 223, 171; }\n InInventory KeyCave, 1 { drawimage \"HEXKEY2\", 223, 181; }\n InInventory KeyAxe, 1 { drawimage \"HEXKEY3\", 223, 191; }\n InInventory KeyFire, 1 { drawimage \"HEXKEY4\", 233, 171; }\n InInventory KeyEmerald, 1 { drawimage \"HEXKEY5\", 233, 181; }\n InInventory KeyDungeon, 1 { drawimage \"HEXKEY6\", 233, 191; }\n InInventory KeySilver, 1 { drawimage \"HEXKEY7\", 243, 171; }\n InInventory KeyRusted, 1 { drawimage \"HEXKEY8\", 243, 181; }\n InInventory KeyHorn, 1 { drawimage \"HEXKEY9\", 243, 191; }\n InInventory KeySwamp, 1 { drawimage \"HEXKEYA\", 253, 171; }\n InInventory KeyCastle, 1 { drawimage \"HEXKEYB\", 253, 181; }\n //Strife keys\n InInventory BaseKey, 1 { drawimage \"STRIKEY1\", 223, 171; }\n InInventory GovsKey, 1 { drawimage \"STRIKEY2\", 229, 171; }\n InInventory PassCard, 1 { drawimage \"STRIKEY3\", 235, 171; }\n InInventory IDBadge, 1 { drawimage \"STRIKEY4\", 242, 171; }\n InInventory PrisonKey, 1 { drawimage \"STRIKEY5\", 248, 171; }\n InInventory SeveredHand, 1 { drawimage \"STRIKEY6\", 255, 171; }\n InInventory Power1Key, 1 { drawimage \"STRIKEY7\", 223, 178; }\n InInventory Power2Key, 1 { drawimage \"STRIKEY8\", 229, 178; }\n InInventory Power3Key, 1 { drawimage \"STRIKEY9\", 235, 178; }\n InInventory GoldKey, 1 { drawimage \"STRIKEYA\", 242, 178; }\n InInventory IDCard, 1 { drawimage \"STRIKEYB\", 248, 178; }\n InInventory SilverKey, 1 { drawimage \"STRIKEYC\", 255, 178; }\n InInventory OracleKey, 1 { drawimage \"STRIKEYD\", 223, 185; }\n InInventory MilitaryID, 1 { drawimage \"STRIKEYE\", 229, 185; }\n InInventory OrderKey, 1 { drawimage \"STRIKEYF\", 235, 185; }\n InInventory BrassKey, 1 { drawimage \"STRIKEYG\", 242, 185; }\n InInventory RedCrystalKey, 1 { drawimage \"STRIKEYH\", 248, 185; }\n InInventory BlueCrystalKey, 1 { drawimage \"STRIKEYI\", 255, 185; }\n InInventory ChapelKey, 1 { drawimage \"STRIKEYJ\", 223, 192; }\n InInventory CatacombKey, 1 { drawimage \"STRIKEYK\", 229, 192; }\n InInventory CoreKey, 1 { drawimage \"STRIKEYL\", 235, 192; }\n InInventory MaulerKey, 1 { drawimage \"STRIKEYM\", 242, 192; }\n InInventory FactoryKey, 1 { drawimage \"STRIKEYN\", 248, 192; }\n InInventory MineKey, 1 { drawimage \"STRIKEYO\", 255, 192; }\n\n drawnumber 3, INDEXFON, gold, ammo Clip, 289, 173;\n drawnumber 3, INDEXFON, gold, ammo Shell, 289, 179;\n drawnumber 3, INDEXFON, gold, ammo RocketAmmo, 289, 185;\n drawnumber 3, INDEXFON, gold, ammo Cell, 289, 191;\n\n drawnumber 3, INDEXFON, gold, ammocapacity Clip, 315, 173;\n drawnumber 3, INDEXFON, gold, ammocapacity Shell, 315, 179;\n drawnumber 3, INDEXFON, gold, ammocapacity RocketAmmo, 315, 185;\n drawnumber 3, INDEXFON, gold, ammocapacity Cell, 315, 191;\n InInventory not ChickenModeOn, 1 {\n gamemode deathmatch, teamplay, teamgame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawnumber 3, DOOMHUDF, untranslated, frags, 142, 171; }\n gamemode cooperative, singleplayer\n {\n drawnumber 3, DOOMHUDF, untranslated, KillCountAmount, 142, 171;\n InInventory KillCountNotch, 1 { drawimage \"DOMNOTCH\", 99, 167; }\n InInventory KillCountNotch, 2 { drawimage \"DOMNOTCH\", 104, 167; }\n InInventory KillCountNotch, 3 { drawimage \"DOMNOTCH\", 109, 167; }\n InInventory KillCountNotch, 4 { drawimage \"DOMNOTCH\", 114, 167; }\n InInventory KillCountNotch, 5 { drawimage \"DOMNOTCH\", 119, 167; }\n InInventory KillCountNotch, 6 { drawimage \"DOMNOTCH\", 124, 167; }\n InInventory KillCountNotch, 7 { drawimage \"DOMNOTCH\", 129, 167; }\n InInventory KillCountNotch, 8 { drawimage \"DOMNOTCH\", 134, 167; }\n InInventory KillCountNotch, 9 { drawimage \"DOMNOTCH\", 139, 167; }\n }}\n InInventory ChickenModeOn, 1 { drawnumber 3, DOOMHUDF, untranslated, ChickenKillCount, 142, 171; }\n DrawImage RuneIcon, 20, 40, Center;\n drawselectedinventory alwaysshowcounter, DOOMHUDF, 290, 22, 293, 30, untranslated;\n GameMode Teamplay, TeamGame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawimage translatable \"CLRDOOM\", 145, 169; }\n InInventory not PowerFakeInvulnerable, 1 {drawmugshot \"STF\", 5, 143, 168;}\n InInventory PowerFakeInvulnerable, 1 {drawimage \"DGYGOD0\", 143, 168;}\n InInventory ExpandedHud, 1\n {\n drawimage \"DOOMBART\", 0, 0;\n InInventory GotWeapon0, 1 { drawimage \"WEPSELN1\", 54, 0; }\n InInventory GotWeapon0, 1 { drawimage \"WPDOOM1N\", 49, 11; }\n IsSelected \" Chainsaw \" { drawimage \"WEPSELY1\", 54, 0; }\n IsSelected \" Chainsaw \" { drawimage \"WPDOOM1Y\", 49, 11; }\n\n InInventory GotWeapon2, 1 { drawimage \"WEPSELN2\", 87, 0; }\n InInventory GotWeapon2, 1 { drawimage \"WPDOOM2N\", 82, 11; }\n IsSelected \" Shotgun \" { drawimage \"WEPSELY2\", 87, 0; }\n IsSelected \" Shotgun \" { drawimage \"WPDOOM2Y\", 82, 11; }\n\n InInventory GotWeapon3, 1 { drawimage \"WEPSELN3\", 120, 0; }\n InInventory GotWeapon3, 1 { drawimage \"WPDOOM3N\", 115, 11; }\n IsSelected \"Super Shotgun\" { drawimage \"WEPSELY3\", 120, 0; }\n IsSelected \"Super Shotgun\" { drawimage \"WPDOOM3Y\", 115, 11; }\n\n InInventory GotWeapon4, 1 { drawimage \"WEPSELN4\", 154, 0; }\n InInventory GotWeapon4, 1 { drawimage \"WPDOOM4N\", 148, 11; }\n IsSelected \" Chaingun \" { drawimage \"WEPSELY4\", 154, 0; }\n IsSelected \" Chaingun \" { drawimage \"WPDOOM4Y\", 148, 11; }\n\n InInventory GotWeapon5, 1 { drawimage \"WEPSELN5\", 186, 0; }\n InInventory GotWeapon5, 1 { drawimage \"WPDOOM5N\", 181, 11; }\n IsSelected \"Rocket Launcher\" { drawimage \"WEPSELY5\", 186, 0; }\n IsSelected \"Rocket Launcher\" { drawimage \"WPDOOM5Y\", 181, 11; }\n\n InInventory GotWeapon6, 1 { drawimage \"WEPSELN6\", 219, 0; }\n InInventory GotWeapon6, 1 { drawimage \"WPDOOM6N\", 214, 11; }\n IsSelected \"Plasma Rifle\" { drawimage \"WEPSELY6\", 219, 0; }\n IsSelected \"Plasma Rifle\" { drawimage \"WPDOOM6Y\", 214, 11; }\n\n InInventory GotWeapon7, 1 { drawimage \"WEPSELN7\", 251, 0; }\n InInventory GotWeapon7, 1 { drawimage \"WPDOOM7N\", 247, 11; }\n IsSelected \"B.F.G. 9000\" { drawimage \"WEPSELY7\", 251, 0; }\n IsSelected \"B.F.G. 9000\" { drawimage \"WPDOOM7Y\", 247, 11; }\n }\n }\n\n Playerclass ChexWarrior\n {\n drawimage \"CHEXBAR\", 0, 168;\n IsSelected \"Mini-Zorcher\" { InInventory PistolModeOn, 1 { drawnumber 3, CHEXHUDF, yellow, ammo Clip, 45, 172, 0, untranslated, 0, untranslated, 20; } }\n drawnumber 3, CHEXHUDF, yellow, ammo1, 45, 172, 0, untranslated, 0, untranslated, 20;\n drawnumber 3, CHEXHUDF, yellow, health, 94, 172, white, 25, untranslated, 50;\n drawnumber 3, CHEXHUDF, yellow, armor, 220, 172, 0, untranslated, 0, untranslated, 50;\n\n //Doom keys\n InInventory BlueCard, 1 { drawimage \"STKEYS0\", 226, 175; }\n InInventory YellowCard, 1 { drawimage \"STKEYS1\", 238, 175; }\n InInventory RedCard, 1 { drawimage \"STKEYS2\", 250, 175; }\n InInventory BlueSkull, 1 { drawimage \"STKEYS3\", 226, 186; }\n InInventory YellowSkull, 1 { drawimage \"STKEYS4\", 238, 186; }\n InInventory RedSkull, 1 { drawimage \"STKEYS5\", 250, 186; }\n //Chex keys\n InInventory ChexBlueCard, 1 { drawimage \"STKEYS0\", 222, 175; }\n InInventory ChexYellowCard, 1 { drawimage \"STKEYS1\", 235, 175; }\n InInventory ChexRedCard, 1 { drawimage \"STKEYS2\", 248, 175; }\n InInventory BlueFlemKey, 1 { drawimage \"STKEYS3\", 222, 186; }\n InInventory YellowFlemKey, 1 { drawimage \"STKEYS4\", 235, 186; }\n InInventory RedFlemKey, 1 { drawimage \"STKEYS5\", 248, 186; }\n //Heretic keys\n InInventory KeyYellow, 1 { drawimage \"YKEYICON\", 224, 181; }\n InInventory KeyGreen, 1 { drawimage \"GKEYICON\", 238, 181; }\n InInventory KeyBlue, 1 { drawimage \"BKEYICON\", 251, 181; }\n //HeXen keys\n InInventory KeySteel, 1 { drawimage \"HEXKEY1\", 223, 171; }\n InInventory KeyCave, 1 { drawimage \"HEXKEY2\", 223, 181; }\n InInventory KeyAxe, 1 { drawimage \"HEXKEY3\", 223, 191; }\n InInventory KeyFire, 1 { drawimage \"HEXKEY4\", 233, 171; }\n InInventory KeyEmerald, 1 { drawimage \"HEXKEY5\", 233, 181; }\n InInventory KeyDungeon, 1 { drawimage \"HEXKEY6\", 233, 191; }\n InInventory KeySilver, 1 { drawimage \"HEXKEY7\", 243, 171; }\n InInventory KeyRusted, 1 { drawimage \"HEXKEY8\", 243, 181; }\n InInventory KeyHorn, 1 { drawimage \"HEXKEY9\", 243, 191; }\n InInventory KeySwamp, 1 { drawimage \"HEXKEYA\", 253, 171; }\n InInventory KeyCastle, 1 { drawimage \"HEXKEYB\", 253, 181; }\n //Strife keys\n InInventory BaseKey, 1 { drawimage \"STRIKEY1\", 224, 171; }\n InInventory GovsKey, 1 { drawimage \"STRIKEY2\", 230, 171; }\n InInventory PassCard, 1 { drawimage \"STRIKEY3\", 236, 171; }\n InInventory IDBadge, 1 { drawimage \"STRIKEY4\", 243, 171; }\n InInventory PrisonKey, 1 { drawimage \"STRIKEY5\", 249, 171; }\n InInventory SeveredHand, 1 { drawimage \"STRIKEY6\", 256, 171; }\n InInventory Power1Key, 1 { drawimage \"STRIKEY7\", 224, 178; }\n InInventory Power2Key, 1 { drawimage \"STRIKEY8\", 230, 178; }\n InInventory Power3Key, 1 { drawimage \"STRIKEY9\", 236, 178; }\n InInventory GoldKey, 1 { drawimage \"STRIKEYA\", 243, 178; }\n InInventory IDCard, 1 { drawimage \"STRIKEYB\", 249, 178; }\n InInventory SilverKey, 1 { drawimage \"STRIKEYC\", 256, 178; }\n InInventory OracleKey, 1 { drawimage \"STRIKEYD\", 224, 185; }\n InInventory MilitaryID, 1 { drawimage \"STRIKEYE\", 230, 185; }\n InInventory OrderKey, 1 { drawimage \"STRIKEYF\", 236, 185; }\n InInventory BrassKey, 1 { drawimage \"STRIKEYG\", 243, 185; }\n InInventory RedCrystalKey, 1 { drawimage \"STRIKEYH\", 249, 185; }\n InInventory BlueCrystalKey, 1 { drawimage \"STRIKEYI\", 256, 185; }\n InInventory ChapelKey, 1 { drawimage \"STRIKEYJ\", 224, 192; }\n InInventory CatacombKey, 1 { drawimage \"STRIKEYK\", 230, 192; }\n InInventory CoreKey, 1 { drawimage \"STRIKEYL\", 236, 192; }\n InInventory MaulerKey, 1 { drawimage \"STRIKEYM\", 243, 192; }\n InInventory FactoryKey, 1 { drawimage \"STRIKEYN\", 249, 192; }\n InInventory MineKey, 1 { drawimage \"STRIKEYO\", 256, 192; }\n\n drawnumber 3, INDEXFON, gold, ammo Clip, 289, 173;\n drawnumber 3, INDEXFON, gold, ammo Shell, 289, 179;\n drawnumber 3, INDEXFON, gold, ammo RocketAmmo, 289, 185;\n drawnumber 3, INDEXFON, gold, ammo Cell, 289, 191;\n\n drawnumber 3, INDEXFON, gold, ammocapacity Clip, 315, 173;\n drawnumber 3, INDEXFON, gold, ammocapacity Shell, 315, 179;\n drawnumber 3, INDEXFON, gold, ammocapacity RocketAmmo, 315, 185;\n drawnumber 3, INDEXFON, gold, ammocapacity Cell, 315, 191;\n InInventory not ChickenModeOn, 1 {\n gamemode deathmatch, teamplay, teamgame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawnumber 3, CHEXHUDF, untranslated, frags, 143, 172; }\n gamemode cooperative, singleplayer\n {\n drawnumber 3, CHEXHUDF, untranslated, KillCountAmount, 143, 172;\n InInventory KillCountNotch, 1 { drawimage \"CHXNOTCH\", 100, 167; }\n InInventory KillCountNotch, 2 { drawimage \"CHXNOTCH\", 105, 167; }\n InInventory KillCountNotch, 3 { drawimage \"CHXNOTCH\", 110, 167; }\n InInventory KillCountNotch, 4 { drawimage \"CHXNOTCH\", 115, 167; }\n InInventory KillCountNotch, 5 { drawimage \"CHXNOTCH\", 120, 167; }\n InInventory KillCountNotch, 6 { drawimage \"CHXNOTCH\", 125, 167; }\n InInventory KillCountNotch, 7 { drawimage \"CHXNOTCH\", 130, 167; }\n InInventory KillCountNotch, 8 { drawimage \"CHXNOTCH\", 135, 167; }\n InInventory KillCountNotch, 9 { drawimage \"CHXNOTCH\", 140, 167; }\n }\n }\n InInventory ChickenModeOn, 1 { drawnumber 3, CHEXHUDF, untranslated, ChickenKillCount, 143, 172; }\n DrawImage RuneIcon, 20, 40, Center;\n drawselectedinventory alwaysshowcounter, CHEXHUDF, 290, 22, 293, 30, untranslated;\n GameMode Teamplay, TeamGame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawimage translatable \"CLRCHEX\", 145, 169; }\n InInventory not PowerFakeInvulnerable, 1 {drawmugshot \"STF\", 5, 142, 168;}\n InInventory PowerFakeInvulnerable, 1 {drawimage \"CHXGOD0\", 142, 168;}\n InInventory ExpandedHud, 1\n {\n drawimage \"CHEXBART\", 0, 0;\n InInventory GotWeapon0, 1 { drawimage \"WEPSELC1\", 54, 0; }\n InInventory GotWeapon0, 1 { drawimage \"WPCHEX1N\", 49, 11; }\n IsSelected \"Super Bootspork\" { drawimage \"WEPSELY1\", 54, 0; }\n IsSelected \"Super Bootspork\" { drawimage \"WPCHEX1Y\", 49, 11; }\n\n InInventory GotWeapon2, 1 { drawimage \"WEPSELC2\", 87, 0; }\n InInventory GotWeapon2, 1 { drawimage \"WPCHEX2N\", 82, 11; }\n IsSelected \"Large Zorcher\" { drawimage \"WEPSELY2\", 87, 0; }\n IsSelected \"Large Zorcher\" { drawimage \"WPCHEX2Y\", 82, 11; }\n\n InInventory GotWeapon3, 1 { drawimage \"WEPSELC3\", 120, 0; }\n InInventory GotWeapon3, 1 { drawimage \"WPCHEX3N\", 115, 11; }\n IsSelected \"Super Large Zorcher\" { drawimage \"WEPSELY3\", 120, 0; }\n IsSelected \"Super Large Zorcher\" { drawimage \"WPCHEX3Y\", 115, 11; }\n\n InInventory GotWeapon4, 1 { drawimage \"WEPSELC4\", 154, 0; }\n InInventory GotWeapon4, 1 { drawimage \"WPCHEX4N\", 148, 11; }\n IsSelected \"Rapid Zorcher\" { drawimage \"WEPSELY4\", 154, 0; }\n IsSelected \"Rapid Zorcher\" { drawimage \"WPCHEX4Y\", 148, 11; }\n\n InInventory GotWeapon5, 1 { drawimage \"WEPSELC5\", 186, 0; }\n InInventory GotWeapon5, 1 { drawimage \"WPCHEX5N\", 181, 11; }\n IsSelected \"Zorch Propulsor\" { drawimage \"WEPSELY5\", 186, 0; }\n IsSelected \"Zorch Propulsor\" { drawimage \"WPCHEX5Y\", 181, 11; }\n\n InInventory GotWeapon6, 1 { drawimage \"WEPSELC6\", 219, 0; }\n InInventory GotWeapon6, 1 { drawimage \"WPCHEX6N\", 214, 11; }\n IsSelected \"Phasing Zorcher\" { drawimage \"WEPSELY6\", 219, 0; }\n IsSelected \"Phasing Zorcher\" { drawimage \"WPCHEX6Y\", 214, 11; }\n\n InInventory GotWeapon7, 1 { drawimage \"WEPSELC7\", 251, 0; }\n InInventory GotWeapon7, 1 { drawimage \"WPCHEX7N\", 247, 11; }\n IsSelected \"LAZ Device\" { drawimage \"WEPSELY7\", 251, 0; }\n IsSelected \"LAZ Device\" { drawimage \"WPCHEX7Y\", 247, 11; }\n }\n }\n\n Playerclass Corvus\n {\n drawimage \"HRTCBAR\", 0, 151;\n InInventory PowerFakeInvulnerable, 1 { drawimage \"HEREGOD1\", 6, 167; }\n InInventory PowerFakeInvulnerable, 1 { drawimage \"HEREGOD2\", 297, 167; }\n IsSelected \"Elven Wand\" { InInventory PistolModeOn, 1 {\n drawnumber 3, HEREHUDF, gold, ammo Clip, 58, 171, 0, untranslated, 0, untranslated, 20;\n drawimage \"AMSMA0\", 47, 189, center; }}\n drawnumber 3, HEREHUDF, gold, ammo1, 58, 171, 0, untranslated, 0, untranslated, 20;\n drawimage ammoicon1, 47, 189, center;\n drawnumber 3, HEREHUDF, gold, health, 96, 180, white, 25, untranslated, 50;\n drawnumber 3, HEREHUDF, gold, armor, 210, 180, 0, untranslated, 0, untranslated, 50;\n\n //Doom keys\n InInventory BlueCard, 1 { drawimage \"STKEYS0\", 226, 175; }\n InInventory YellowCard, 1 { drawimage \"STKEYS1\", 238, 175; }\n InInventory RedCard, 1 { drawimage \"STKEYS2\", 250, 175; }\n InInventory BlueSkull, 1 { drawimage \"STKEYS3\", 226, 186; }\n InInventory YellowSkull, 1 { drawimage \"STKEYS4\", 238, 186; }\n InInventory RedSkull, 1 { drawimage \"STKEYS5\", 250, 186; }\n //Chex keys\n InInventory ChexBlueCard, 1 { drawimage \"STKEYS0\", 222, 175; }\n InInventory ChexYellowCard, 1 { drawimage \"STKEYS1\", 235, 175; }\n InInventory ChexRedCard, 1 { drawimage \"STKEYS2\", 248, 175; }\n InInventory BlueFlemKey, 1 { drawimage \"STKEYS3\", 222, 186; }\n InInventory YellowFlemKey, 1 { drawimage \"STKEYS4\", 235, 186; }\n InInventory RedFlemKey, 1 { drawimage \"STKEYS5\", 248, 186; }\n //Heretic keys\n InInventory KeyYellow, 1 { drawimage \"YKEYICON\", 224, 181; }\n InInventory KeyGreen, 1 { drawimage \"GKEYICON\", 238, 181; }\n InInventory KeyBlue, 1 { drawimage \"BKEYICON\", 251, 181; }\n //HeXen keys\n InInventory KeySteel, 1 { drawimage \"HEXKEY1\", 223, 171; }\n InInventory KeyCave, 1 { drawimage \"HEXKEY2\", 223, 181; }\n InInventory KeyAxe, 1 { drawimage \"HEXKEY3\", 223, 191; }\n InInventory KeyFire, 1 { drawimage \"HEXKEY4\", 233, 171; }\n InInventory KeyEmerald, 1 { drawimage \"HEXKEY5\", 233, 181; }\n InInventory KeyDungeon, 1 { drawimage \"HEXKEY6\", 233, 191; }\n InInventory KeySilver, 1 { drawimage \"HEXKEY7\", 243, 171; }\n InInventory KeyRusted, 1 { drawimage \"HEXKEY8\", 243, 181; }\n InInventory KeyHorn, 1 { drawimage \"HEXKEY9\", 243, 191; }\n InInventory KeySwamp, 1 { drawimage \"HEXKEYA\", 253, 171; }\n InInventory KeyCastle, 1 { drawimage \"HEXKEYB\", 253, 181; }\n //Strife keys\n InInventory BaseKey, 1 { drawimage \"STRIKEY1\", 224, 171; }\n InInventory GovsKey, 1 { drawimage \"STRIKEY2\", 230, 171; }\n InInventory PassCard, 1 { drawimage \"STRIKEY3\", 236, 171; }\n InInventory IDBadge, 1 { drawimage \"STRIKEY4\", 243, 171; }\n InInventory PrisonKey, 1 { drawimage \"STRIKEY5\", 249, 171; }\n InInventory SeveredHand, 1 { drawimage \"STRIKEY6\", 256, 171; }\n InInventory Power1Key, 1 { drawimage \"STRIKEY7\", 224, 178; }\n InInventory Power2Key, 1 { drawimage \"STRIKEY8\", 230, 178; }\n InInventory Power3Key, 1 { drawimage \"STRIKEY9\", 236, 178; }\n InInventory GoldKey, 1 { drawimage \"STRIKEYA\", 243, 178; }\n InInventory IDCard, 1 { drawimage \"STRIKEYB\", 249, 178; }\n InInventory SilverKey, 1 { drawimage \"STRIKEYC\", 256, 178; }\n InInventory OracleKey, 1 { drawimage \"STRIKEYD\", 224, 185; }\n InInventory MilitaryID, 1 { drawimage \"STRIKEYE\", 230, 185; }\n InInventory OrderKey, 1 { drawimage \"STRIKEYF\", 236, 185; }\n InInventory BrassKey, 1 { drawimage \"STRIKEYG\", 243, 185; }\n InInventory RedCrystalKey, 1 { drawimage \"STRIKEYH\", 249, 185; }\n InInventory BlueCrystalKey, 1 { drawimage \"STRIKEYI\", 256, 185; }\n InInventory ChapelKey, 1 { drawimage \"STRIKEYJ\", 224, 192; }\n InInventory CatacombKey, 1 { drawimage \"STRIKEYK\", 230, 192; }\n InInventory CoreKey, 1 { drawimage \"STRIKEYL\", 236, 192; }\n InInventory MaulerKey, 1 { drawimage \"STRIKEYM\", 243, 192; }\n InInventory FactoryKey, 1 { drawimage \"STRIKEYN\", 249, 192; }\n InInventory MineKey, 1 { drawimage \"STRIKEYO\", 256, 192; }\n\n drawnumber 3, INDEXFON, yellow, ammo Clip, 285, 173;\n drawnumber 3, INDEXFON, yellow, ammo Shell, 285, 179;\n drawnumber 3, INDEXFON, yellow, ammo RocketAmmo, 285, 185;\n drawnumber 3, INDEXFON, yellow, ammo Cell, 285, 191;\n InInventory not ChickenModeOn, 1 {\n gamemode deathmatch, teamplay, teamgame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawnumber 3, HEREHUDF, untranslated, frags, 136, 180; }\n gamemode cooperative, singleplayer\n {\n drawnumber 3, HEREHUDF, untranslated, KillCountAmount, 136, 180;\n InInventory KillCountNotch, 1 { drawimage \"RVNNOTCH\", 108, 169; }\n InInventory KillCountNotch, 2 { drawimage \"RVNNOTCH\", 112, 169; }\n InInventory KillCountNotch, 3 { drawimage \"RVNNOTCH\", 116, 169; }\n InInventory KillCountNotch, 4 { drawimage \"RVNNOTCH\", 120, 169; }\n InInventory KillCountNotch, 5 { drawimage \"RVNNOTCH\", 124, 169; }\n InInventory KillCountNotch, 6 { drawimage \"RVNNOTCH\", 128, 169; }\n InInventory KillCountNotch, 7 { drawimage \"RVNNOTCH\", 132, 169; }\n InInventory KillCountNotch, 8 { drawimage \"RVNNOTCH\", 136, 169; }\n InInventory KillCountNotch, 9 { drawimage \"RVNNOTCH\", 140, 169; }\n }\n }\n InInventory ChickenModeOn, 1 { drawnumber 3, HEREHUDF, untranslated, KillCountAmount, 136, 180; }\n DrawImage RuneIcon, 20, 40, Center;\n drawselectedinventory alwaysshowcounter, HEREHUDF2, 290, 22, 293, 30, yellow;\n GameMode Teamplay, TeamGame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawimage translatable \"CLRHERTC\", 10, 168; }\n InInventory not PowerFakeInvulnerable, 1 {drawmugshot \"STF\", 5, 142, 168;}\n InInventory PowerFakeInvulnerable, 1 {drawimage \"CRVGOD0\", 142, 168;}\n InInventory ExpandedHud, 1\n {\n drawimage \"HRTCBART\", 0, 0;\n InInventory GotWeapon0, 1 { drawimage \"WEPSELR1\", 54, 0; }\n InInventory GotWeapon0, 1 { drawimage \"WPHERE1N\", 49, 11; }\n IsSelected \"Gauntlets of the Necromancer\" { drawimage \"WEPSELY1\", 54, 0; }\n IsSelected \"Gauntlets of the Necromancer\" { drawimage \"WPHERE1Y\", 49, 11; }\n\n InInventory GotWeapon2, 1 { drawimage \"WEPSELR2\", 87, 0; }\n InInventory GotWeapon2, 1 { drawimage \"WPHERE2N\", 82, 11; }\n IsSelected \" Firemace \" { drawimage \"WEPSELY2\", 87, 0; }\n IsSelected \" Firemace \" { drawimage \"WPHERE2Y\", 82, 11; }\n\n InInventory GotWeapon3, 1 { drawimage \"WEPSELR3\", 120, 0; }\n InInventory GotWeapon3, 1 { drawimage \"WPHERE3N\", 115, 11; }\n IsSelected \"Ethereal Crossbow\" { drawimage \"WEPSELY3\", 120, 0; }\n IsSelected \"Ethereal Crossbow\" { drawimage \"WPHERE3Y\", 115, 11; }\n\n InInventory GotWeapon4, 1 { drawimage \"WEPSELR4\", 154, 0; }\n InInventory GotWeapon4, 1 { drawimage \"WPHERE4N\", 148, 11; }\n IsSelected \"Dragon Claw\" { drawimage \"WEPSELY4\", 154, 0; }\n IsSelected \"Dragon Claw\" { drawimage \"WPHERE4Y\", 148, 11; }\n\n InInventory GotWeapon5, 1 { drawimage \"WEPSELR5\", 186, 0; }\n InInventory GotWeapon5, 1 { drawimage \"WPHERE5N\", 181, 11; }\n IsSelected \"Phoenix Rod\" { drawimage \"WEPSELY5\", 186, 0; }\n IsSelected \"Phoenix Rod\" { drawimage \"WPHERE5Y\", 181, 11; } // Heh.\n\n InInventory GotWeapon6, 1 { drawimage \"WEPSELR6\", 219, 0; }\n InInventory GotWeapon6, 1 { drawimage \"WPHERE6N\", 214, 11; }\n IsSelected \"Hellstaff\" { drawimage \"WEPSELY6\", 219, 0; }\n IsSelected \"Hellstaff\" { drawimage \"WPHERE6Y\", 214, 11; }\n\n InInventory PortTome, 1 { drawimage \"WEPSELR7\", 251, 0; }\n InInventory PortTome, 1 { drawimage \"WPHERE7N\", 247, 11; }\n InInventory PortTomeCoOp, 1 { drawimage \"WEPSELR7\", 251, 0; }\n InInventory PortTomeCoOp, 1 { drawimage \"WPHERE7Y\", 247, 11; }\n InInventory PowerHereticTome, 1 { drawimage \"WEPSELY7\", 251, 0; }\n InInventory PowerHereticTome, 1 { drawimage \"WPHERE7Y\", 247, 11; }\n InInventory PowerHereticTomeCoOp, 1 { drawimage \"WEPSELY7\", 251, 0; }\n InInventory PowerHereticTomeCoOp, 1 { drawimage \"WPHERE7Y\", 247, 11; }\n InInventory TomeOfPowerCooldown, 1 { drawimage \"WPHERE7N\", 247, 11; }\n InInventory TomeOfPowerCooldown, 1 { drawnumber 3, INDEXFON, yellow, TomeOfPowerCooldown, 265, 26; }\n }\n }\n\n Playerclass Blazkowicz\n {\n drawimage \"WOLFBAR\", 0, 168;\n IsSelected \"Luger\" { InInventory PistolModeOn, 1 { drawnumber 3, WOLFHUDF, gold, ammo Clip, 37, 181, 0, untranslated, 0, untranslated, 20; } }\n drawnumber 3, WOLFHUDF, gold, ammo1, 37, 181, 0, untranslated, 0, untranslated, 20;\n drawnumber 3, WOLFHUDF, gold, health, 90, 181, red, 25, untranslated, 50;\n drawnumber 3, WOLFHUDF, gold, armor, 212, 181, 0, untranslated, 0, untranslated, 50;\n\n //Doom keys\n InInventory BlueCard, 1 { drawimage \"STKEYS0\", 226, 175; }\n InInventory YellowCard, 1 { drawimage \"STKEYS1\", 238, 175; }\n InInventory RedCard, 1 { drawimage \"STKEYS2\", 250, 175; }\n InInventory BlueSkull, 1 { drawimage \"STKEYS3\", 226, 186; }\n InInventory YellowSkull, 1 { drawimage \"STKEYS4\", 238, 186; }\n InInventory RedSkull, 1 { drawimage \"STKEYS5\", 250, 186; }\n //Chex keys\n InInventory ChexBlueCard, 1 { drawimage \"STKEYS0\", 222, 175; }\n InInventory ChexYellowCard, 1 { drawimage \"STKEYS1\", 235, 175; }\n InInventory ChexRedCard, 1 { drawimage \"STKEYS2\", 248, 175; }\n InInventory BlueFlemKey, 1 { drawimage \"STKEYS3\", 222, 186; }\n InInventory YellowFlemKey, 1 { drawimage \"STKEYS4\", 235, 186; }\n InInventory RedFlemKey, 1 { drawimage \"STKEYS5\", 248, 186; }\n //Heretic keys\n InInventory KeyYellow, 1 { drawimage \"YKEYICON\", 224, 181; }\n InInventory KeyGreen, 1 { drawimage \"GKEYICON\", 238, 181; }\n InInventory KeyBlue, 1 { drawimage \"BKEYICON\", 251, 181; }\n //HeXen keys\n InInventory KeySteel, 1 { drawimage \"HEXKEY1\", 223, 171; }\n InInventory KeyCave, 1 { drawimage \"HEXKEY2\", 223, 181; }\n InInventory KeyAxe, 1 { drawimage \"HEXKEY3\", 223, 191; }\n InInventory KeyFire, 1 { drawimage \"HEXKEY4\", 233, 171; }\n InInventory KeyEmerald, 1 { drawimage \"HEXKEY5\", 233, 181; }\n InInventory KeyDungeon, 1 { drawimage \"HEXKEY6\", 233, 191; }\n InInventory KeySilver, 1 { drawimage \"HEXKEY7\", 243, 171; }\n InInventory KeyRusted, 1 { drawimage \"HEXKEY8\", 243, 181; }\n InInventory KeyHorn, 1 { drawimage \"HEXKEY9\", 243, 191; }\n InInventory KeySwamp, 1 { drawimage \"HEXKEYA\", 253, 171; }\n InInventory KeyCastle, 1 { drawimage \"HEXKEYB\", 253, 181; }\n //Strife keys\n InInventory BaseKey, 1 { drawimage \"STRIKEY1\", 224, 171; }\n InInventory GovsKey, 1 { drawimage \"STRIKEY2\", 230, 171; }\n InInventory PassCard, 1 { drawimage \"STRIKEY3\", 236, 171; }\n InInventory IDBadge, 1 { drawimage \"STRIKEY4\", 243, 171; }\n InInventory PrisonKey, 1 { drawimage \"STRIKEY5\", 249, 171; }\n InInventory SeveredHand, 1 { drawimage \"STRIKEY6\", 256, 171; }\n InInventory Power1Key, 1 { drawimage \"STRIKEY7\", 224, 178; }\n InInventory Power2Key, 1 { drawimage \"STRIKEY8\", 230, 178; }\n InInventory Power3Key, 1 { drawimage \"STRIKEY9\", 236, 178; }\n InInventory GoldKey, 1 { drawimage \"STRIKEYA\", 243, 178; }\n InInventory IDCard, 1 { drawimage \"STRIKEYB\", 249, 178; }\n InInventory SilverKey, 1 { drawimage \"STRIKEYC\", 256, 178; }\n InInventory OracleKey, 1 { drawimage \"STRIKEYD\", 224, 185; }\n InInventory MilitaryID, 1 { drawimage \"STRIKEYE\", 230, 185; }\n InInventory OrderKey, 1 { drawimage \"STRIKEYF\", 236, 185; }\n InInventory BrassKey, 1 { drawimage \"STRIKEYG\", 243, 185; }\n InInventory RedCrystalKey, 1 { drawimage \"STRIKEYH\", 249, 185; }\n InInventory BlueCrystalKey, 1 { drawimage \"STRIKEYI\", 256, 185; }\n InInventory ChapelKey, 1 { drawimage \"STRIKEYJ\", 224, 192; }\n InInventory CatacombKey, 1 { drawimage \"STRIKEYK\", 230, 192; }\n InInventory CoreKey, 1 { drawimage \"STRIKEYL\", 236, 192; }\n InInventory MaulerKey, 1 { drawimage \"STRIKEYM\", 243, 192; }\n InInventory FactoryKey, 1 { drawimage \"STRIKEYN\", 249, 192; }\n InInventory MineKey, 1 { drawimage \"STRIKEYO\", 256, 192; }\n\n drawnumber 3, INDEXFON, lightblue, ammo Clip, 289, 173;\n //drawnumber 3, INDEXFON, lightblue, ammo Shell, 289, 179;\n drawstring SMALLFONT, lightblue, \"x\", 289, 178;\n drawnumber 3, INDEXFON, lightblue, ammo RocketAmmo, 289, 185;\n drawnumber 3, INDEXFON, lightblue, ammo Cell, 289, 191;\n\n drawnumber 3, INDEXFON, lightblue, ammocapacity Clip, 315, 173;\n //drawnumber 3, INDEXFON, lightblue, ammocapacity Shell, 315, 179;\n drawstring SMALLFONT, lightblue, \"x\", 315, 178;\n drawnumber 3, INDEXFON, lightblue, ammocapacity RocketAmmo, 315, 185;\n drawnumber 3, INDEXFON, lightblue, ammocapacity Cell, 315, 191;\n InInventory not ChickenModeOn, 1 {\n gamemode deathmatch, teamplay, teamgame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawnumber 3, WOLFHUDF, untranslated, frags, 138, 181; }\n gamemode cooperative, singleplayer\n {\n drawnumber 3, WOLFHUDF, untranslated, KillCountAmount, 138, 181;\n InInventory KillCountNotch, 1 { drawimage \"WOLFNTCH\", 107, 167; }\n InInventory KillCountNotch, 2 { drawimage \"WOLFNTCH\", 111, 167; }\n InInventory KillCountNotch, 3 { drawimage \"WOLFNTCH\", 115, 167; }\n InInventory KillCountNotch, 4 { drawimage \"WOLFNTCH\", 119, 167; }\n InInventory KillCountNotch, 5 { drawimage \"WOLFNTCH\", 123, 167; }\n InInventory KillCountNotch, 6 { drawimage \"WOLFNTCH\", 127, 167; }\n InInventory KillCountNotch, 7 { drawimage \"WOLFNTCH\", 131, 167; }\n InInventory KillCountNotch, 8 { drawimage \"WOLFNTCH\", 135, 167; }\n InInventory KillCountNotch, 9 { drawimage \"WOLFNTCH\", 139, 167; }\n }}\n InInventory ChickenModeOn, 1 { drawnumber 3, WOLFHUDF, untranslated, ChickenKillCount, 138, 181; }\n DrawImage RuneIcon, 20, 40, Center;\n drawselectedinventory alwaysshowcounter, WOLFHUDF, 290, 22, 293, 30, untranslated;\n GameMode Teamplay, TeamGame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawimage translatable \"CLRWOLFN\", 145, 169; }\n InInventory not PowerFakeInvulnerable, 1 {drawmugshot \"STF\", 5, 143, 167;}\n InInventory PowerFakeInvulnerable, 1 {drawimage \"BJFGOD0\", 143, 167;}\n InInventory ExpandedHud, 1\n {\n drawimage \"WOLFBART\", 0, 0;\n InInventory GotWeapon0, 1 { drawimage \"WEPSELW1\", 54, 0; }\n InInventory GotWeapon0, 1 { drawimage \"WPWOLF1N\", 49, 11; }\n IsSelected \"Knife\"\n {\n InInventory GotWeapon0, 1 { drawimage \"WEPSELY1\", 54, 0; }\n }\n IsSelected \"Knife\"\n {\n InInventory GotWeapon0, 1 { drawimage \"WPWOLF1Y\", 49, 11; }\n }\n\n InInventory GotWeapon2, 1 { drawimage \"WEPSELW2\", 87, 0; }\n InInventory GotWeapon2, 1 { drawimage \"WPWOLF2N\", 82, 11; }\n InInventory GotWeapon3, 1 { drawimage \"WEPSELW2\", 87, 0; }\n InInventory GotWeapon3, 1 { drawimage \"WPWOLF2N\", 82, 11; }\n IsSelected \"Machine Gun\" { drawimage \"WEPSELY2\", 87, 0; }\n IsSelected \"Machine Gun\" { drawimage \"WPWOLF2Y\", 82, 11; }\n\n InInventory GotWeapon4, 1 { drawimage \"WEPSELW4\", 154, 0; }\n InInventory GotWeapon4, 1 { drawimage \"WPWOLF4N\", 148, 11; }\n IsSelected \" Chaingun \" { drawimage \"WEPSELY4\", 154, 0; }\n IsSelected \" Chaingun \" { drawimage \"WPWOLF4Y\", 148, 11; }\n\n InInventory GotWeapon5, 1 { drawimage \"WEPSELW5\", 186, 0; }\n InInventory GotWeapon5, 1 { drawimage \"WPWOLF5N\", 181, 11; }\n IsSelected \" Rocket Launcher \" { drawimage \"WEPSELY5\", 186, 0; }\n IsSelected \" Rocket Launcher \" { drawimage \"WPWOLF5Y\", 181, 11; }\n\n InInventory GotWeapon6, 1 { drawimage \"WEPSELW6\", 219, 0; }\n InInventory GotWeapon6, 1 { drawimage \"WPWOLF6N\", 214, 11; }\n IsSelected \" Flamethrower \" { drawimage \"WEPSELY6\", 219, 0; }\n IsSelected \" Flamethrower \" { drawimage \"WPWOLF6Y\", 214, 11; }\n\n InInventory GotWeapon7, 1 { drawimage \"WEPSELW7\", 251, 0; }\n InInventory GotWeapon7, 1 { drawimage \"WPWOLF7N\", 247, 11; }\n IsSelected \"Spear of Destiny\" { drawimage \"WEPSELY7\", 251, 0; }\n IsSelected \"Spear of Destiny\" { drawimage \"WPWOLF7Y\", 247, 11; }\n }\n }\n\n playerclass Parias\n {\n drawimage \"HEXNBAR\", 0, 142;\n drawnumber 3, HEREHUDF, gold, health, 91, 181, white, 25, untranslated, 50;\n drawnumber 3, HEREHUDF, gold, armor, 217, 181, 0, untranslated, 0, untranslated, 50;\n drawnumber 3, INDEXFONT_RAVEN, yellow, ammo Clip, 58, 174, 0, untranslated, 0, untranslated, 30;\n drawnumber 3, INDEXFONT_RAVEN, yellow, ammo Cell, 58, 188, 0, untranslated, 0, untranslated, 30;\n //usesammo Clip {drawnumber 3, INDEXFONT_RAVEN, gold, ammo Clip, 58, 174, 0, untranslated, 0, white, 30;}\n //usesammo Cell {drawnumber 3, INDEXFONT_RAVEN, gold, ammo Cell, 58, 188, 0, untranslated, 0, white, 30;}\n // Of course Zandronum wouldn't support usesammo that didn't involve \"not\"\n IsSelected \"Frost Shards\" { drawnumber 3, INDEXFONT_RAVEN, gold, ammo Clip, 58, 174, 0, untranslated, 0, white, 30; }\n IsSelected \"Timon's Axe\" { drawnumber 3, INDEXFONT_RAVEN, gold, ammo Clip, 58, 174, 0, untranslated, 0, white, 30; }\n IsSelected \"Serpent Staff\" { drawnumber 3, INDEXFONT_RAVEN, gold, ammo Clip, 58, 174, 0, untranslated, 0, white, 30; }\n IsSelected \" Super Crossbow \" { drawnumber 3, INDEXFONT_RAVEN, gold, ammo Clip, 58, 174, 0, untranslated, 0, white, 30; }\n IsSelected \"Hammer of Retribution\" { drawnumber 3, INDEXFONT_RAVEN, gold, ammo Cell, 58, 188, 0, untranslated, 0, white, 30; }\n IsSelected \"Firestorm\" { drawnumber 3, INDEXFONT_RAVEN, gold, ammo Cell, 58, 188, 0, untranslated, 0, white, 30; }\n IsSelected \"Wraithverge\"\n {\n drawnumber 3, INDEXFONT_RAVEN, gold, ammo Clip, 58, 174, 0, untranslated, 0, white, 30;\n drawnumber 3, INDEXFONT_RAVEN, gold, ammo Cell, 58, 188, 0, untranslated, 0, white, 30;\n }\n\n weaponammo Clip && Cell\n {\n weaponammo Clip { drawbar \"MANAVL1\", \"nullimage\", ammo Clip, vertical, 266, 171, 1; }\n weaponammo not Clip { drawbar \"MANAVL1D\", \"nullimage\", ammo Clip, vertical, 266, 171, 1; }\n weaponammo Cell { drawbar \"MANAVL2\", \"nullimage\", ammo Cell, vertical, 273, 171, 1; }\n weaponammo not Cell { drawbar \"MANAVL2D\", \"nullimage\", ammo Cell, vertical, 273, 171, 1; }\n }\n\n //Doom keys\n InInventory BlueCard, 1 { drawimage \"STKEYS0\", 226, 175; }\n InInventory YellowCard, 1 { drawimage \"STKEYS1\", 238, 175; }\n InInventory RedCard, 1 { drawimage \"STKEYS2\", 250, 175; }\n InInventory BlueSkull, 1 { drawimage \"STKEYS3\", 226, 186; }\n InInventory YellowSkull, 1 { drawimage \"STKEYS4\", 238, 186; }\n InInventory RedSkull, 1 { drawimage \"STKEYS5\", 250, 186; }\n //Chex keys\n InInventory ChexBlueCard, 1 { drawimage \"STKEYS0\", 222, 175; }\n InInventory ChexYellowCard, 1 { drawimage \"STKEYS1\", 235, 175; }\n InInventory ChexRedCard, 1 { drawimage \"STKEYS2\", 248, 175; }\n InInventory BlueFlemKey, 1 { drawimage \"STKEYS3\", 222, 186; }\n InInventory YellowFlemKey, 1 { drawimage \"STKEYS4\", 235, 186; }\n InInventory RedFlemKey, 1 { drawimage \"STKEYS5\", 248, 186; }\n //Heretic keys\n InInventory KeyYellow, 1 { drawimage \"YKEYICON\", 224, 181; }\n InInventory KeyGreen, 1 { drawimage \"GKEYICON\", 238, 181; }\n InInventory KeyBlue, 1 { drawimage \"BKEYICON\", 251, 181; }\n //HeXen keys\n InInventory KeySteel, 1 { drawimage \"HEXKEY1\", 223, 171; }\n InInventory KeyCave, 1 { drawimage \"HEXKEY2\", 223, 181; }\n InInventory KeyAxe, 1 { drawimage \"HEXKEY3\", 223, 191; }\n InInventory KeyFire, 1 { drawimage \"HEXKEY4\", 233, 171; }\n InInventory KeyEmerald, 1 { drawimage \"HEXKEY5\", 233, 181; }\n InInventory KeyDungeon, 1 { drawimage \"HEXKEY6\", 233, 191; }\n InInventory KeySilver, 1 { drawimage \"HEXKEY7\", 243, 171; }\n InInventory KeyRusted, 1 { drawimage \"HEXKEY8\", 243, 181; }\n InInventory KeyHorn, 1 { drawimage \"HEXKEY9\", 243, 191; }\n InInventory KeySwamp, 1 { drawimage \"HEXKEYA\", 253, 171; }\n InInventory KeyCastle, 1 { drawimage \"HEXKEYB\", 253, 181; }\n //Strife keys\n InInventory BaseKey, 1 { drawimage \"STRIKEY1\", 224, 171; }\n InInventory GovsKey, 1 { drawimage \"STRIKEY2\", 230, 171; }\n InInventory PassCard, 1 { drawimage \"STRIKEY3\", 236, 171; }\n InInventory IDBadge, 1 { drawimage \"STRIKEY4\", 243, 171; }\n InInventory PrisonKey, 1 { drawimage \"STRIKEY5\", 249, 171; }\n InInventory SeveredHand, 1 { drawimage \"STRIKEY6\", 256, 171; }\n InInventory Power1Key, 1 { drawimage \"STRIKEY7\", 224, 178; }\n InInventory Power2Key, 1 { drawimage \"STRIKEY8\", 230, 178; }\n InInventory Power3Key, 1 { drawimage \"STRIKEY9\", 236, 178; }\n InInventory GoldKey, 1 { drawimage \"STRIKEYA\", 243, 178; }\n InInventory IDCard, 1 { drawimage \"STRIKEYB\", 249, 178; }\n InInventory SilverKey, 1 { drawimage \"STRIKEYC\", 256, 178; }\n InInventory OracleKey, 1 { drawimage \"STRIKEYD\", 224, 185; }\n InInventory MilitaryID, 1 { drawimage \"STRIKEYE\", 230, 185; }\n InInventory OrderKey, 1 { drawimage \"STRIKEYF\", 236, 185; }\n InInventory BrassKey, 1 { drawimage \"STRIKEYG\", 243, 185; }\n InInventory RedCrystalKey, 1 { drawimage \"STRIKEYH\", 249, 185; }\n InInventory BlueCrystalKey, 1 { drawimage \"STRIKEYI\", 256, 185; }\n InInventory ChapelKey, 1 { drawimage \"STRIKEYJ\", 224, 192; }\n InInventory CatacombKey, 1 { drawimage \"STRIKEYK\", 230, 192; }\n InInventory CoreKey, 1 { drawimage \"STRIKEYL\", 236, 192; }\n InInventory MaulerKey, 1 { drawimage \"STRIKEYM\", 243, 192; }\n InInventory FactoryKey, 1 { drawimage \"STRIKEYN\", 249, 192; }\n InInventory MineKey, 1 { drawimage \"STRIKEYO\", 256, 192; }\n InInventory not ChickenModeOn, 1 {\n gamemode deathmatch, teamplay, teamgame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawnumber 3, HEREHUDF, untranslated, frags, 124, 181; }\n gamemode cooperative, singleplayer\n {\n drawnumber 3, HEREHUDF, untranslated, KillCountAmount, 124, 181;\n InInventory KillCountNotch, 1 { drawimage \"RVNNOTCH\", 97, 168; }\n InInventory KillCountNotch, 2 { drawimage \"RVNNOTCH\", 100, 168; }\n InInventory KillCountNotch, 3 { drawimage \"RVNNOTCH\", 103, 168; }\n InInventory KillCountNotch, 4 { drawimage \"RVNNOTCH\", 106, 168; }\n InInventory KillCountNotch, 5 { drawimage \"RVNNOTCH\", 109, 168; }\n InInventory KillCountNotch, 6 { drawimage \"RVNNOTCH\", 112, 168; }\n InInventory KillCountNotch, 7 { drawimage \"RVNNOTCH\", 115, 168; }\n InInventory KillCountNotch, 8 { drawimage \"RVNNOTCH\", 118, 168; }\n InInventory KillCountNotch, 9 { drawimage \"RVNNOTCH\", 121, 168; }\n }}\n InInventory ChickenModeOn, 1 { drawnumber 3, HEREHUDF, untranslated, ChickenKillCount, 124, 181; }\n DrawImage RuneIcon, 20, 40, Center;\n drawselectedinventory alwaysshowcounter, HEREHUDF2, 290, 22, 293, 30, red;\n GameMode Teamplay, TeamGame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawimage translatable \"CLRHEXEN\", 146, 163; }\n drawmugshot \"STF\", 5, 143, 168;\n InInventory ExpandedHud, 1\n {\n drawimage \"HEXNBART\", 0, 0;\n InInventory GotWeapon0, 1 { drawimage \"WEPSELR1\", 54, 0; }\n InInventory GotWeapon0, 1 { drawimage \"WPHEXN1Y\", 49, 11; }\n InInventory DiscOfRepulsionCooldown, 9 { drawimage \"WEPSELY1\", 54, 0; }\n InInventory DiscOfRepulsionCooldown, 1 { drawimage \"WPHEXN1N\", 49, 11; }\n InInventory DiscOfRepulsionCooldown, 1 { drawnumber 2, INDEXFON, yellow, DiscOfRepulsionCooldown, 66, 26; }\n\n InInventory GotWeapon2, 1 { drawimage \"WEPSELR2\", 87, 0; }\n InInventory GotWeapon2, 1 { drawimage \"WPHEXN2N\", 82, 11; }\n IsSelected \"Frost Shards\" { drawimage \"WEPSELY2\", 87, 0; }\n IsSelected \"Frost Shards\" { drawimage \"WPHEXN2Y\", 82, 11; }\n\n InInventory GotWeapon3, 1 { drawimage \"WEPSELR3\", 120, 0; }\n InInventory GotWeapon3, 1 { drawimage \"WPHEXN3N\", 115, 11; }\n IsSelected \"Timon's Axe\" { drawimage \"WEPSELY3\", 120, 0; }\n IsSelected \"Timon's Axe\" { drawimage \"WPHEXN3Y\", 115, 11; }\n\n InInventory GotWeapon4, 1 { drawimage \"WEPSELR4\", 154, 0; }\n InInventory GotWeapon4, 1 { drawimage \"WPHEXN4N\", 148, 11; }\n IsSelected \"Serpent Staff\" { drawimage \"WEPSELY4\", 154, 0; }\n IsSelected \"Serpent Staff\" { drawimage \"WPHEXN4Y\", 148, 11; }\n\n InInventory GotWeapon5, 1 { drawimage \"WEPSELR5\", 186, 0; }\n InInventory GotWeapon5, 1 { drawimage \"WPHEXN5N\", 181, 11; }\n IsSelected \"Hammer of Retribution\" { drawimage \"WEPSELY5\", 186, 0; }\n IsSelected \"Hammer of Retribution\" { drawimage \"WPHEXN5Y\", 181, 11; }\n\n InInventory GotWeapon6, 1 { drawimage \"WEPSELR6\", 219, 0; }\n InInventory GotWeapon6, 1 { drawimage \"WPHEXN6N\", 214, 11; }\n IsSelected \"Firestorm\" { drawimage \"WEPSELY6\", 219, 0; }\n IsSelected \"Firestorm\" { drawimage \"WPHEXN6Y\", 214, 11; }\n\n InInventory GotWeapon7, 1 { drawimage \"WEPSELR7\", 251, 0; }\n InInventory GotWeapon7, 1 { drawimage \"WPHEXN7N\", 247, 11; }\n IsSelected \"Wraithverge\" { drawimage \"WEPSELY7\", 251, 0; }\n IsSelected \"Wraithverge\" { drawimage \"WPHEXN7Y\", 247, 11; }\n }\n }\n\n playerclass Duke\n {\n drawimage \"DUKEBAR\", 0, 168;\n drawnumber 3, DUKEHUDF, gold, ammo1, 50, 183, 0, untranslated, 0, untranslated, 20;\n drawnumber 3, DUKEHUDF, gold, health, 85, 183, white, 25, untranslated, 50;\n drawnumber 3, DUKEHUDF, gold, armor, 205, 183, 0, untranslated, 0, untranslated, 50;\n\n //Doom keys\n InInventory BlueCard, 1 { drawimage \"STKEYS0\", 226, 175; }\n InInventory YellowCard, 1 { drawimage \"STKEYS1\", 238, 175; }\n InInventory RedCard, 1 { drawimage \"STKEYS2\", 250, 175; }\n InInventory BlueSkull, 1 { drawimage \"STKEYS3\", 226, 186; }\n InInventory YellowSkull, 1 { drawimage \"STKEYS4\", 238, 186; }\n InInventory RedSkull, 1 { drawimage \"STKEYS5\", 250, 186; }\n //Chex keys\n InInventory ChexBlueCard, 1 { drawimage \"STKEYS0\", 222, 175; }\n InInventory ChexYellowCard, 1 { drawimage \"STKEYS1\", 235, 175; }\n InInventory ChexRedCard, 1 { drawimage \"STKEYS2\", 248, 175; }\n InInventory BlueFlemKey, 1 { drawimage \"STKEYS3\", 222, 186; }\n InInventory YellowFlemKey, 1 { drawimage \"STKEYS4\", 235, 186; }\n InInventory RedFlemKey, 1 { drawimage \"STKEYS5\", 248, 186; }\n //Heretic keys\n InInventory KeyYellow, 1 { drawimage \"YKEYICON\", 224, 181; }\n InInventory KeyGreen, 1 { drawimage \"GKEYICON\", 238, 181; }\n InInventory KeyBlue, 1 { drawimage \"BKEYICON\", 251, 181; }\n //HeXen keys\n InInventory KeySteel, 1 { drawimage \"HEXKEY1\", 223, 171; }\n InInventory KeyCave, 1 { drawimage \"HEXKEY2\", 223, 181; }\n InInventory KeyAxe, 1 { drawimage \"HEXKEY3\", 223, 191; }\n InInventory KeyFire, 1 { drawimage \"HEXKEY4\", 233, 171; }\n InInventory KeyEmerald, 1 { drawimage \"HEXKEY5\", 233, 181; }\n InInventory KeyDungeon, 1 { drawimage \"HEXKEY6\", 233, 191; }\n InInventory KeySilver, 1 { drawimage \"HEXKEY7\", 243, 171; }\n InInventory KeyRusted, 1 { drawimage \"HEXKEY8\", 243, 181; }\n InInventory KeyHorn, 1 { drawimage \"HEXKEY9\", 243, 191; }\n InInventory KeySwamp, 1 { drawimage \"HEXKEYA\", 253, 171; }\n InInventory KeyCastle, 1 { drawimage \"HEXKEYB\", 253, 181; }\n //Strife keys\n InInventory BaseKey, 1 { drawimage \"STRIKEY1\", 224, 171; }\n InInventory GovsKey, 1 { drawimage \"STRIKEY2\", 230, 171; }\n InInventory PassCard, 1 { drawimage \"STRIKEY3\", 236, 171; }\n InInventory IDBadge, 1 { drawimage \"STRIKEY4\", 243, 171; }\n InInventory PrisonKey, 1 { drawimage \"STRIKEY5\", 249, 171; }\n InInventory SeveredHand, 1 { drawimage \"STRIKEY6\", 256, 171; }\n InInventory Power1Key, 1 { drawimage \"STRIKEY7\", 224, 178; }\n InInventory Power2Key, 1 { drawimage \"STRIKEY8\", 230, 178; }\n InInventory Power3Key, 1 { drawimage \"STRIKEY9\", 236, 178; }\n InInventory GoldKey, 1 { drawimage \"STRIKEYA\", 243, 178; }\n InInventory IDCard, 1 { drawimage \"STRIKEYB\", 249, 178; }\n InInventory SilverKey, 1 { drawimage \"STRIKEYC\", 256, 178; }\n InInventory OracleKey, 1 { drawimage \"STRIKEYD\", 224, 185; }\n InInventory MilitaryID, 1 { drawimage \"STRIKEYE\", 230, 185; }\n InInventory OrderKey, 1 { drawimage \"STRIKEYF\", 236, 185; }\n InInventory BrassKey, 1 { drawimage \"STRIKEYG\", 243, 185; }\n InInventory RedCrystalKey, 1 { drawimage \"STRIKEYH\", 249, 185; }\n InInventory BlueCrystalKey, 1 { drawimage \"STRIKEYI\", 256, 185; }\n InInventory ChapelKey, 1 { drawimage \"STRIKEYJ\", 224, 192; }\n InInventory CatacombKey, 1 { drawimage \"STRIKEYK\", 230, 192; }\n InInventory CoreKey, 1 { drawimage \"STRIKEYL\", 236, 192; }\n InInventory MaulerKey, 1 { drawimage \"STRIKEYM\", 243, 192; }\n InInventory FactoryKey, 1 { drawimage \"STRIKEYN\", 249, 192; }\n InInventory MineKey, 1 { drawimage \"STRIKEYO\", 256, 192; }\n\n drawnumber 3, INDEXFON, green, ammo Clip, 289, 174;\n drawnumber 3, INDEXFON, green, ammo Shell, 289, 180;\n drawnumber 3, INDEXFON, green, ammo RocketAmmo, 289, 186;\n drawnumber 3, INDEXFON, green, ammo Cell, 289, 192;\n\n drawnumber 3, INDEXFON, green, ammocapacity Clip, 315, 174;\n drawnumber 3, INDEXFON, green, ammocapacity Shell, 315, 180;\n drawnumber 3, INDEXFON, green, ammocapacity RocketAmmo, 315, 186;\n drawnumber 3, INDEXFON, green, ammocapacity Cell, 315, 192;\n InInventory not ChickenModeOn, 1 {\n gamemode deathmatch, teamplay, teamgame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawnumber 3, DUKEHUDF, untranslated, frags, 133, 183; }\n gamemode cooperative, singleplayer\n {\n drawnumber 3, DUKEHUDF, untranslated, KillCountAmount, 133, 183;\n InInventory KillCountNotch, 1 { drawimage \"DUKENTCH\", 107, 169; }\n InInventory KillCountNotch, 2 { drawimage \"DUKENTCH\", 111, 169; }\n InInventory KillCountNotch, 3 { drawimage \"DUKENTCH\", 115, 169; }\n InInventory KillCountNotch, 4 { drawimage \"DUKENTCH\", 119, 169; }\n InInventory KillCountNotch, 5 { drawimage \"DUKENTCH\", 123, 169; }\n InInventory KillCountNotch, 6 { drawimage \"DUKENTCH\", 127, 169; }\n InInventory KillCountNotch, 7 { drawimage \"DUKENTCH\", 131, 169; }\n InInventory KillCountNotch, 8 { drawimage \"DUKENTCH\", 135, 169; }\n InInventory KillCountNotch, 9 { drawimage \"DUKENTCH\", 139, 169; }\n }}\n InInventory ChickenModeOn, 1 { drawnumber 3, DUKEHUDF, untranslated, ChickenKillCount, 133, 183; }\n DrawImage RuneIcon, 20, 40, Center;\n drawselectedinventory alwaysshowcounter, DUKEHUDF, 290, 22, 293, 30, untranslated;\n InInventory DukeFlying, 1 { drawnumber 3, INDEXFON, yellow, DukeJetpackFuel, 293, 48; }\n InInventory DukeVision, 1 { drawnumber 3, INDEXFON, yellow, DukeVisionFuel, 293, 48; }\n GameMode Teamplay, TeamGame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawimage translatable \"CLRDUKE\", 145, 168; }\n InInventory not PowerFakeInvulnerable, 1 {drawmugshot \"STF\", 5, 143, 168;}\n InInventory PowerFakeInvulnerable, 1 {drawimage \"DKNGOD0\", 143, 168;}\n InInventory ExpandedHud, 1\n {\n drawimage \"DUKEBART\", 0, 0;\n InInventory GotWeapon0, 1 { drawimage \"WEPSELR1\", 54, 0; }\n InInventory GotWeapon0, 1 { drawimage \"WPDUKE1N\", 49, 11; }\n IsSelected \"Pipebombs\" { drawimage \"WEPSELY1\", 54, 0; }\n IsSelected \"Pipebombs\" { drawimage \"WPDUKE1Y\", 49, 11; }\n\n InInventory GotWeapon2, 1 { drawimage \"WEPSELR2\", 87, 0; }\n InInventory GotWeapon2, 1 { drawimage \"WPDUKE2N\", 82, 11; }\n IsSelected \" Shotgun \" { drawimage \"WEPSELY2\", 87, 0; }\n IsSelected \" Shotgun \" { drawimage \"WPDUKE2Y\", 82, 11; }\n\n InInventory GotWeapon3, 1 { drawimage \"WEPSELR3\", 120, 0; }\n InInventory GotWeapon3, 1 { drawimage \"WPDUKE3N\", 115, 11; }\n IsSelected \"Explosive Shotgun\" { drawimage \"WEPSELY3\", 120, 0; }\n IsSelected \"Explosive Shotgun\" { drawimage \"WPDUKE3Y\", 115, 11; }\n\n InInventory GotWeapon4, 1 { drawimage \"WEPSELR4\", 154, 0; }\n InInventory GotWeapon4, 1 { drawimage \"WPDUKE4N\", 148, 11; }\n IsSelected \"Chaingun Cannon\" { drawimage \"WEPSELY4\", 154, 0; }\n IsSelected \"Chaingun Cannon\" { drawimage \"WPDUKE4Y\", 148, 11; }\n\n InInventory GotWeapon5, 1 { drawimage \"WEPSELR5\", 186, 0; }\n InInventory GotWeapon5, 1 { drawimage \"WPDUKE5N\", 181, 11; }\n IsSelected \"RPG\" { drawimage \"WEPSELY5\", 186, 0; }\n IsSelected \"RPG\" { drawimage \"WPDUKE5Y\", 181, 11; }\n\n InInventory GotWeapon6, 1 { drawimage \"WEPSELR6\", 219, 0; }\n InInventory GotWeapon6, 1 { drawimage \"WPDUKE6N\", 214, 11; }\n IsSelected \"Freezethrower\" { drawimage \"WEPSELY6\", 219, 0; }\n IsSelected \"Freezethrower\" { drawimage \"WPDUKE6Y\", 214, 11; }\n\n InInventory GotWeapon7, 1 { drawimage \"WEPSELR7\", 251, 0; }\n InInventory GotWeapon7, 1 { drawimage \"WPDUKE7N\", 247, 11; }\n IsSelected \"Devastator\" { drawimage \"WEPSELY7\", 251, 0; }\n IsSelected \"Devastator\" { drawimage \"WPDUKE7Y\", 247, 11; }\n }\n }\n\n playerclass SecurityOfficer\n {\n drawimage \"MRTHBAR\", 0, 168;\n //drawnumber 3, DUKEHUDF, green, ammo1, 30, 174;//, 0, white, 0, white, 20;\n\n IsSelected \".44 Magnum Mega Class A1\"\n {\n InInventory not UsingDualPistols, 1\n {\n DrawImage \"MARPISEM\", 5, 178;\n DrawImage \"MARPISEM\", 10, 178;\n DrawImage \"MARPISEM\", 15, 178;\n DrawImage \"MARPISEM\", 20, 178;\n DrawImage \"MARPISEM\", 25, 178;\n DrawImage \"MARPISEM\", 30, 178;\n DrawImage \"MARPISEM\", 35, 178;\n DrawImage \"MARPISEM\", 40, 178;\n InInventory MagnumBullet, 1 { DrawImage \"MARPISAM\", 5, 178; }\n InInventory MagnumBullet, 2 { DrawImage \"MARPISAM\", 10, 178; }\n InInventory MagnumBullet, 3 { DrawImage \"MARPISAM\", 15, 178; }\n InInventory MagnumBullet, 4 { DrawImage \"MARPISAM\", 20, 178; }\n InInventory MagnumBullet, 5 { DrawImage \"MARPISAM\", 25, 178; }\n InInventory MagnumBullet, 6 { DrawImage \"MARPISAM\", 30, 178; }\n InInventory MagnumBullet, 7 { DrawImage \"MARPISAM\", 35, 178; }\n InInventory MagnumBullet, 8 { DrawImage \"MARPISAM\", 40, 178; }\n }\n InInventory SynthFireActive, 1\n {\n DrawImage \"MARPISEM\", 5, 173;\n DrawImage \"MARPISEM\", 10, 173;\n DrawImage \"MARPISEM\", 15, 173;\n DrawImage \"MARPISEM\", 20, 173;\n DrawImage \"MARPISEM\", 25, 173;\n DrawImage \"MARPISEM\", 30, 173;\n DrawImage \"MARPISEM\", 35, 173;\n DrawImage \"MARPISEM\", 40, 173;\n InInventory MagnumBullet, 1 { DrawImage \"MARPISAM\", 5, 173; }\n InInventory MagnumBullet, 2 { DrawImage \"MARPISAM\", 10, 173; }\n InInventory MagnumBullet, 3 { DrawImage \"MARPISAM\", 15, 173; }\n InInventory MagnumBullet, 4 { DrawImage \"MARPISAM\", 20, 173; }\n InInventory MagnumBullet, 5 { DrawImage \"MARPISAM\", 25, 173; }\n InInventory MagnumBullet, 6 { DrawImage \"MARPISAM\", 30, 173; }\n InInventory MagnumBullet, 7 { DrawImage \"MARPISAM\", 35, 173; }\n InInventory MagnumBullet, 8 { DrawImage \"MARPISAM\", 40, 173; }\n\n DrawImage \"MARPISEM\", 5, 185;\n DrawImage \"MARPISEM\", 10, 185;\n DrawImage \"MARPISEM\", 15, 185;\n DrawImage \"MARPISEM\", 20, 185;\n DrawImage \"MARPISEM\", 25, 185;\n DrawImage \"MARPISEM\", 30, 185;\n DrawImage \"MARPISEM\", 35, 185;\n DrawImage \"MARPISEM\", 40, 185;\n InInventory MagnumBulletRight, 1 { DrawImage \"MARPISAM\", 5, 185; }\n InInventory MagnumBulletRight, 2 { DrawImage \"MARPISAM\", 10, 185; }\n InInventory MagnumBulletRight, 3 { DrawImage \"MARPISAM\", 15, 185; }\n InInventory MagnumBulletRight, 4 { DrawImage \"MARPISAM\", 20, 185; }\n InInventory MagnumBulletRight, 5 { DrawImage \"MARPISAM\", 25, 185; }\n InInventory MagnumBulletRight, 6 { DrawImage \"MARPISAM\", 30, 185; }\n InInventory MagnumBulletRight, 7 { DrawImage \"MARPISAM\", 35, 185; }\n InInventory MagnumBulletRight, 8 { DrawImage \"MARPISAM\", 40, 185; }\n }\n } //, 0, white, 0, white, 20;}}\n\n IsSelected \"KKV-7 SMG Flechette\"\n {\n drawimage \"STY2NUM1\", 268, 173;\n\n DrawImage \"MARSMGEM\", 5, 170;\n DrawImage \"MARSMGEM\", 10, 170;\n DrawImage \"MARSMGEM\", 15, 170;\n DrawImage \"MARSMGEM\", 20, 170;\n DrawImage \"MARSMGEM\", 25, 170;\n DrawImage \"MARSMGEM\", 30, 170;\n DrawImage \"MARSMGEM\", 35, 170;\n DrawImage \"MARSMGEM\", 40, 170;\n DrawImage \"MARSMGEM\", 5, 176;\n DrawImage \"MARSMGEM\", 10, 176;\n DrawImage \"MARSMGEM\", 15, 176;\n DrawImage \"MARSMGEM\", 20, 176;\n DrawImage \"MARSMGEM\", 25, 176;\n DrawImage \"MARSMGEM\", 30, 176;\n DrawImage \"MARSMGEM\", 35, 176;\n DrawImage \"MARSMGEM\", 40, 176;\n DrawImage \"MARSMGEM\", 5, 182;\n DrawImage \"MARSMGEM\", 10, 182;\n DrawImage \"MARSMGEM\", 15, 182;\n DrawImage \"MARSMGEM\", 20, 182;\n DrawImage \"MARSMGEM\", 25, 182;\n DrawImage \"MARSMGEM\", 30, 182;\n DrawImage \"MARSMGEM\", 35, 182;\n DrawImage \"MARSMGEM\", 40, 182;\n DrawImage \"MARSMGEM\", 5, 188;\n DrawImage \"MARSMGEM\", 10, 188;\n DrawImage \"MARSMGEM\", 15, 188;\n DrawImage \"MARSMGEM\", 20, 188;\n DrawImage \"MARSMGEM\", 25, 188;\n DrawImage \"MARSMGEM\", 30, 188;\n DrawImage \"MARSMGEM\", 35, 188;\n DrawImage \"MARSMGEM\", 40, 188;\n InInventory SMGBullet, 1 { DrawImage \"MARSMGAM\", 5, 170; }\n InInventory SMGBullet, 2 { DrawImage \"MARSMGAM\", 10, 170; }\n InInventory SMGBullet, 3 { DrawImage \"MARSMGAM\", 15, 170; }\n InInventory SMGBullet, 4 { DrawImage \"MARSMGAM\", 20, 170; }\n InInventory SMGBullet, 5 { DrawImage \"MARSMGAM\", 25, 170; }\n InInventory SMGBullet, 6 { DrawImage \"MARSMGAM\", 30, 170; }\n InInventory SMGBullet, 7 { DrawImage \"MARSMGAM\", 35, 170; }\n InInventory SMGBullet, 8 { DrawImage \"MARSMGAM\", 40, 170; }\n InInventory SMGBullet, 9 { DrawImage \"MARSMGAM\", 5, 176; }\n InInventory SMGBullet, 10 { DrawImage \"MARSMGAM\", 10, 176; }\n InInventory SMGBullet, 11 { DrawImage \"MARSMGAM\", 15, 176; }\n InInventory SMGBullet, 12 { DrawImage \"MARSMGAM\", 20, 176; }\n InInventory SMGBullet, 13 { DrawImage \"MARSMGAM\", 25, 176; }\n InInventory SMGBullet, 14 { DrawImage \"MARSMGAM\", 30, 176; }\n InInventory SMGBullet, 15 { DrawImage \"MARSMGAM\", 35, 176; }\n InInventory SMGBullet, 16 { DrawImage \"MARSMGAM\", 40, 176; }\n InInventory SMGBullet, 17 { DrawImage \"MARSMGAM\", 5, 182; }\n InInventory SMGBullet, 18 { DrawImage \"MARSMGAM\", 10, 182; }\n InInventory SMGBullet, 19 { DrawImage \"MARSMGAM\", 15, 182; }\n InInventory SMGBullet, 20 { DrawImage \"MARSMGAM\", 20, 182; }\n InInventory SMGBullet, 21 { DrawImage \"MARSMGAM\", 25, 182; }\n InInventory SMGBullet, 22 { DrawImage \"MARSMGAM\", 30, 182; }\n InInventory SMGBullet, 23 { DrawImage \"MARSMGAM\", 35, 182; }\n InInventory SMGBullet, 24 { DrawImage \"MARSMGAM\", 40, 182; }\n InInventory SMGBullet, 25 { DrawImage \"MARSMGAM\", 5, 188; }\n InInventory SMGBullet, 26 { DrawImage \"MARSMGAM\", 10, 188; }\n InInventory SMGBullet, 27 { DrawImage \"MARSMGAM\", 15, 188; }\n InInventory SMGBullet, 28 { DrawImage \"MARSMGAM\", 20, 188; }\n InInventory SMGBullet, 29 { DrawImage \"MARSMGAM\", 25, 188; }\n InInventory SMGBullet, 30 { DrawImage \"MARSMGAM\", 30, 188; }\n InInventory SMGBullet, 31 { DrawImage \"MARSMGAM\", 35, 188; }\n InInventory SMGBullet, 32 { DrawImage \"MARSMGAM\", 40, 188; }\n }\n\n IsSelected \"Fusion Pistol\"\n {\n drawimage \"STY2NUM4\", 268, 191;\n DrawImage \"MARAMBAR\", 17, 173;\n drawbar \"MARAMBR2\", \"MARAMBR3\", ammo FusionBullet, vertical, 18, 174;\n } //, 0, white, 0, white, 20;}\n\n IsSelected \"WSTE-M5 Combat Shotgun\"\n {\n drawimage \"STY2NUM2\", 268, 179;\n InInventory not UsingDualShotguns, 1\n {\n DrawImage \"MARSHTAM\", 7, 179;\n DrawImage \"MARSHTAM\", 14, 179;\n\n InInventory WastemUnloaded, 1\n {\n DrawImage \"MARSHTEM\", 7, 179;\n DrawImage \"MARSHTEM\", 14, 179;\n }\n\n InInventory WastemEmpty, 1\n {\n DrawImage \"MARSHTEM\", 7, 179;\n DrawImage \"MARSHTEM\", 14, 179;\n }\n }\n InInventory UsingDualShotguns, 1\n {\n DrawImage \"MARSHTAM\", 7, 186;\n DrawImage \"MARSHTAM\", 14, 186;\n DrawImage \"MARSHTAM\", 7, 175;\n DrawImage \"MARSHTAM\", 14, 175;\n\n InInventory RWastemUnloaded, 1\n {\n DrawImage \"MARSHTEM\", 7, 186;\n DrawImage \"MARSHTEM\", 14, 186;\n }\n\n InInventory LWastemUnloaded, 1\n {\n DrawImage \"MARSHTEM\", 7, 175;\n DrawImage \"MARSHTEM\", 14, 175;\n }\n\n InInventory RWastemEmpty, 1\n {\n DrawImage \"MARSHTEM\", 7, 186;\n DrawImage \"MARSHTEM\", 14, 186;\n }\n\n InInventory LWastemEmpty, 1\n {\n DrawImage \"MARSHTEM\", 7, 175;\n DrawImage \"MARSHTEM\", 14, 175;\n }\n }\n drawnumber 3, MARAHUDF, untranslated, ammo1, 42, 180;\n }\n\n IsSelected \"MA-75B Assault Rifle\"\n {\n drawimage \"STY2NUM1\", 268, 173;\n drawimage \"STY2NUM3\", 268, 185;\n DrawImage \"MARARFEM\", 6, 173;\n DrawImage \"MARARFEM\", 8, 173;\n DrawImage \"MARARFEM\", 10, 173;\n DrawImage \"MARARFEM\", 12, 173;\n DrawImage \"MARARFEM\", 14, 173;\n DrawImage \"MARARFEM\", 16, 173;\n DrawImage \"MARARFEM\", 18, 173;\n DrawImage \"MARARFEM\", 20, 173;\n DrawImage \"MARARFEM\", 22, 173;\n DrawImage \"MARARFEM\", 24, 173;\n DrawImage \"MARARFEM\", 26, 173;\n DrawImage \"MARARFEM\", 28, 173;\n DrawImage \"MARARFEM\", 30, 173;\n DrawImage \"MARARFEM\", 32, 173;\n DrawImage \"MARARFEM\", 34, 173;\n DrawImage \"MARARFEM\", 36, 173;\n DrawImage \"MARARFEM\", 38, 173;\n DrawImage \"MARARFEM\", 40, 173;\n DrawImage \"MARARFEM\", 6, 177;\n DrawImage \"MARARFEM\", 8, 177;\n DrawImage \"MARARFEM\", 10, 177;\n DrawImage \"MARARFEM\", 12, 177;\n DrawImage \"MARARFEM\", 14, 177;\n DrawImage \"MARARFEM\", 16, 177;\n DrawImage \"MARARFEM\", 18, 177;\n DrawImage \"MARARFEM\", 20, 177;\n DrawImage \"MARARFEM\", 22, 177;\n DrawImage \"MARARFEM\", 24, 177;\n DrawImage \"MARARFEM\", 26, 177;\n DrawImage \"MARARFEM\", 28, 177;\n DrawImage \"MARARFEM\", 30, 177;\n DrawImage \"MARARFEM\", 32, 177;\n DrawImage \"MARARFEM\", 34, 177;\n DrawImage \"MARARFEM\", 36, 177;\n DrawImage \"MARARFEM\", 38, 177;\n DrawImage \"MARARFEM\", 40, 177;\n DrawImage \"MARARFEM\", 6, 181;\n DrawImage \"MARARFEM\", 8, 181;\n DrawImage \"MARARFEM\", 10, 181;\n DrawImage \"MARARFEM\", 12, 181;\n DrawImage \"MARARFEM\", 14, 181;\n DrawImage \"MARARFEM\", 16, 181;\n DrawImage \"MARARFEM\", 18, 181;\n DrawImage \"MARARFEM\", 20, 181;\n DrawImage \"MARARFEM\", 22, 181;\n DrawImage \"MARARFEM\", 24, 181;\n DrawImage \"MARARFEM\", 26, 181;\n DrawImage \"MARARFEM\", 28, 181;\n DrawImage \"MARARFEM\", 30, 181;\n DrawImage \"MARARFEM\", 32, 181;\n DrawImage \"MARARFEM\", 34, 181;\n DrawImage \"MARARFEM\", 36, 181;\n DrawImage \"MARGRNEM\", 7, 188;\n DrawImage \"MARGRNEM\", 12, 188;\n DrawImage \"MARGRNEM\", 17, 188;\n DrawImage \"MARGRNEM\", 22, 188;\n DrawImage \"MARGRNEM\", 27, 188;\n DrawImage \"MARGRNEM\", 32, 188;\n DrawImage \"MARGRNEM\", 37, 188;\n InInventory RifleBullet, 1 { DrawImage \"MARARFAM\", 6, 173; }\n InInventory RifleBullet, 2 { DrawImage \"MARARFAM\", 8, 173; }\n InInventory RifleBullet, 3 { DrawImage \"MARARFAM\", 10, 173; }\n InInventory RifleBullet, 4 { DrawImage \"MARARFAM\", 12, 173; }\n InInventory RifleBullet, 5 { DrawImage \"MARARFAM\", 14, 173; }\n InInventory RifleBullet, 6 { DrawImage \"MARARFAM\", 16, 173; }\n InInventory RifleBullet, 7 { DrawImage \"MARARFAM\", 18, 173; }\n InInventory RifleBullet, 8 { DrawImage \"MARARFAM\", 20, 173; }\n InInventory RifleBullet, 9 { DrawImage \"MARARFAM\", 22, 173; }\n InInventory RifleBullet, 10 { DrawImage \"MARARFAM\", 24, 173; }\n InInventory RifleBullet, 11 { DrawImage \"MARARFAM\", 26, 173; }\n InInventory RifleBullet, 12 { DrawImage \"MARARFAM\", 28, 173; }\n InInventory RifleBullet, 13 { DrawImage \"MARARFAM\", 30, 173; }\n InInventory RifleBullet, 14 { DrawImage \"MARARFAM\", 32, 173; }\n InInventory RifleBullet, 15 { DrawImage \"MARARFAM\", 34, 173; }\n InInventory RifleBullet, 16 { DrawImage \"MARARFAM\", 36, 173; }\n InInventory RifleBullet, 17 { DrawImage \"MARARFAM\", 38, 173; }\n InInventory RifleBullet, 18 { DrawImage \"MARARFAM\", 40, 173; }\n InInventory RifleBullet, 19 { DrawImage \"MARARFAM\", 6, 177; }\n InInventory RifleBullet, 20 { DrawImage \"MARARFAM\", 8, 177; }\n InInventory RifleBullet, 21 { DrawImage \"MARARFAM\", 10, 177; }\n InInventory RifleBullet, 22 { DrawImage \"MARARFAM\", 12, 177; }\n InInventory RifleBullet, 23 { DrawImage \"MARARFAM\", 14, 177; }\n InInventory RifleBullet, 24 { DrawImage \"MARARFAM\", 16, 177; }\n InInventory RifleBullet, 25 { DrawImage \"MARARFAM\", 18, 177; }\n InInventory RifleBullet, 26 { DrawImage \"MARARFAM\", 20, 177; }\n InInventory RifleBullet, 27 { DrawImage \"MARARFAM\", 22, 177; }\n InInventory RifleBullet, 28 { DrawImage \"MARARFAM\", 24, 177; }\n InInventory RifleBullet, 29 { DrawImage \"MARARFAM\", 26, 177; }\n InInventory RifleBullet, 30 { DrawImage \"MARARFAM\", 28, 177; }\n InInventory RifleBullet, 31 { DrawImage \"MARARFAM\", 30, 177; }\n InInventory RifleBullet, 32 { DrawImage \"MARARFAM\", 32, 177; }\n InInventory RifleBullet, 33 { DrawImage \"MARARFAM\", 34, 177; }\n InInventory RifleBullet, 34 { DrawImage \"MARARFAM\", 36, 177; }\n InInventory RifleBullet, 35 { DrawImage \"MARARFAM\", 38, 177; }\n InInventory RifleBullet, 36 { DrawImage \"MARARFAM\", 40, 177; }\n InInventory RifleBullet, 37 { DrawImage \"MARARFAM\", 6, 181; }\n InInventory RifleBullet, 38 { DrawImage \"MARARFAM\", 8, 181; }\n InInventory RifleBullet, 39 { DrawImage \"MARARFAM\", 10, 181; }\n InInventory RifleBullet, 40 { DrawImage \"MARARFAM\", 12, 181; }\n InInventory RifleBullet, 41 { DrawImage \"MARARFAM\", 14, 181; }\n InInventory RifleBullet, 42 { DrawImage \"MARARFAM\", 16, 181; }\n InInventory RifleBullet, 43 { DrawImage \"MARARFAM\", 18, 181; }\n InInventory RifleBullet, 44 { DrawImage \"MARARFAM\", 20, 181; }\n InInventory RifleBullet, 45 { DrawImage \"MARARFAM\", 22, 181; }\n InInventory RifleBullet, 46 { DrawImage \"MARARFAM\", 24, 181; }\n InInventory RifleBullet, 47 { DrawImage \"MARARFAM\", 26, 181; }\n InInventory RifleBullet, 48 { DrawImage \"MARARFAM\", 28, 181; }\n InInventory RifleBullet, 49 { DrawImage \"MARARFAM\", 30, 181; }\n InInventory RifleBullet, 50 { DrawImage \"MARARFAM\", 32, 181; }\n InInventory RifleBullet, 51 { DrawImage \"MARARFAM\", 34, 181; }\n InInventory RifleBullet, 52 { DrawImage \"MARARFAM\", 36, 181; }\n InInventory GrenadeInClip, 1 { DrawImage \"MARGRNAM\", 7, 188; }\n InInventory GrenadeInClip, 2 { DrawImage \"MARGRNAM\", 12, 188; }\n InInventory GrenadeInClip, 3 { DrawImage \"MARGRNAM\", 17, 188; }\n InInventory GrenadeInClip, 4 { DrawImage \"MARGRNAM\", 22, 188; }\n InInventory GrenadeInClip, 5 { DrawImage \"MARGRNAM\", 27, 188; }\n InInventory GrenadeInClip, 6 { DrawImage \"MARGRNAM\", 32, 188; }\n InInventory GrenadeInClip, 7 { DrawImage \"MARGRNAM\", 37, 188; }\n }\n\n IsSelected \"Talon Ceramic Combat Blade\"\n {\n DrawImage \"MARKNFEM\", 11, 176;\n DrawImage \"MARKNFEM\", 29, 176;\n InInventory KnifeAmmo, 1 { DrawImage \"MARKNFAM\", 11, 176; }\n InInventory KnifeAmmo, 2 { DrawImage \"MARKNFAM\", 29, 176; }\n }\n\n IsSelected \"SPNKR-XP SSM Launcher\"\n {\n DrawImage \"STY2NUM3\", 268, 185;\n DrawImage \"MARRCKEM\", 11, 176;\n DrawImage \"MARRCKEM\", 29, 176;\n InInventory SpankerAmmo, 1 { DrawImage \"MARRCKAM\", 11, 176; }\n InInventory SpankerAmmo, 2 { DrawImage \"MARRCKAM\", 29, 176; }\n }\n\n IsSelected \"TOZT-7 Napalm Unit\"\n {\n DrawImage \"STY2NUM4\", 268, 191;\n DrawImage \"MARAMBAR\", 17, 173;\n drawbar \"MARAMBR2\", \"MARAMBR3\", ammo NapalmInTank, vertical, 18, 174;\n }\n\n IsSelected \"ONI-71 Wave Motion Cannon\"\n {\n\n DrawImage \"STY2NUM3\", 268, 185;\n DrawImage \"STY2NUM4\", 268, 191;\n //drawnumber 3, MARAHUDF, green, ammo1, 40, 174;\n //drawnumber 3, MARAHUDF, green, RocketAmmo, 40, 186;\n DrawImage \"MARWMCEM\", 5, 173;\n DrawImage \"MARWMCEM\", 10, 173;\n DrawImage \"MARWMCEM\", 15, 173;\n DrawImage \"MARWMCEM\", 20, 173;\n DrawImage \"MARWMCEM\", 25, 173;\n DrawImage \"MARWMCEM\", 30, 173;\n DrawImage \"MARWMCEM\", 35, 173;\n DrawImage \"MARWMCEM\", 40, 173;\n\n DrawImage \"MARMRTEM\", 7, 187;\n DrawImage \"MARMRTEM\", 21, 187;\n DrawImage \"MARMRTEM\", 35, 187;\n\n InInventory WMCAmmo, 1 { DrawImage \"MARWMCAM\", 5, 173; }\n InInventory WMCAmmo, 2 { DrawImage \"MARWMCAM\", 10, 173; }\n InInventory WMCAmmo, 3 { DrawImage \"MARWMCAM\", 15, 173; }\n InInventory WMCAmmo, 4 { DrawImage \"MARWMCAM\", 20, 173; }\n InInventory WMCAmmo, 5 { DrawImage \"MARWMCAM\", 25, 173; }\n InInventory WMCAmmo, 6 { DrawImage \"MARWMCAM\", 30, 173; }\n InInventory WMCAmmo, 7 { DrawImage \"MARWMCAM\", 35, 173; }\n InInventory WMCAmmo, 8 { DrawImage \"MARWMCAM\", 40, 173; }\n\n InInventory MortarAmmo, 1 { DrawImage \"MARMRTAM\", 7, 187; }\n InInventory MortarAmmo, 2 { DrawImage \"MARMRTAM\", 21, 187; }\n InInventory MortarAmmo, 3 { DrawImage \"MARMRTAM\", 35, 187; }\n }\n\n IsSelected \"Alien Weapon\" { drawimage \"MARERROR\", 5, 173; }\n\n IsSelected \" Alien Weapon \" { drawimage \"MARERROR\", 5, 173; }\n\n IsSelected \"Spnkr-25 Auto Cannon\"\n {\n DrawImage \"MARAMBAR\", 17, 173;\n drawbar \"MARAMBR2\", \"MARAMBR3\", ammo Spanker2Ammo, vertical, 18, 174;\n }\n\nIsSelected not \"Spnkr-25 Auto Cannon\"\n{\n IsSelected not \"Talon Ceramic Combat Blade\"\n {\n IsSelected not \" Alien Weapon \"\n {\n IsSelected not \"Alien Weapon\"\n {\n IsSelected not \"ONI-71 Wave Motion Cannon\"\n {\n IsSelected not \"TOZT-7 Napalm Unit\"\n {\n IsSelected not \"SPNKR-XP SSM Launcher\"\n {\n IsSelected not \"MA-75B Assault Rifle\"\n {\n IsSelected not \"Fusion Pistol\"\n {\n IsSelected not \"WSTE-M5 Combat Shotgun\"\n {\n IsSelected not \"KKV-7 SMG Flechette\"\n {\n IsSelected not \".44 Magnum Mega Class A1\" { drawnumber 3, MARAHUDF, untranslated, ammo1, 35, 181; }\n }\n }\n }\n }\n }\n }\n }\n }\n }\n }\n}\n\n DrawBar \"MBARH100\", \"MBARMPTY\", Health, Horizontal, 51, 170;\n DrawBar \"MBARH200\", \"MBAREMP2\", Health OverMax, Horizontal, -36, 170;\n DrawBar \"MBARH300\", \"MBAREMP3\", Health OverOverMax, Horizontal, -123, 170;\n DrawBar \"MBARR100\", \"MBARMPTY\", Armor, Horizontal, 51, 180;\n DrawBar \"MBARR200\", \"MBAREMP2\", Armor OverMax, Horizontal, -36, 180;\n DrawBar \"MBARR300\", \"MBAREMP3\", Armor OverOverMax, Horizontal, -123, 180;\n //DrawBar \"MBAROXYG\",\"MBARMPTY\", AirTime, Horizontal, 46, 185;\n drawnumber 3, INDEXFON, green, health, 89, 191;\n drawnumber 3, INDEXFON, green, armor, 125, 191;\n\n //Doom keys\n InInventory BlueCard, 1 { drawimage \"STKEYS0\", 226, 175; }\n InInventory YellowCard, 1 { drawimage \"STKEYS1\", 238, 175; }\n InInventory RedCard, 1 { drawimage \"STKEYS2\", 250, 175; }\n InInventory BlueSkull, 1 { drawimage \"STKEYS3\", 226, 186; }\n InInventory YellowSkull, 1 { drawimage \"STKEYS4\", 238, 186; }\n InInventory RedSkull, 1 { drawimage \"STKEYS5\", 250, 186; }\n //Chex keys\n InInventory ChexBlueCard, 1 { drawimage \"STKEYS0\", 222, 175; }\n InInventory ChexYellowCard, 1 { drawimage \"STKEYS1\", 235, 175; }\n InInventory ChexRedCard, 1 { drawimage \"STKEYS2\", 248, 175; }\n InInventory BlueFlemKey, 1 { drawimage \"STKEYS3\", 222, 186; }\n InInventory YellowFlemKey, 1 { drawimage \"STKEYS4\", 235, 186; }\n InInventory RedFlemKey, 1 { drawimage \"STKEYS5\", 248, 186; }\n //Heretic keys\n InInventory KeyYellow, 1 { drawimage \"YKEYICON\", 224, 181; }\n InInventory KeyGreen, 1 { drawimage \"GKEYICON\", 238, 181; }\n InInventory KeyBlue, 1 { drawimage \"BKEYICON\", 251, 181; }\n //HeXen keys\n InInventory KeySteel, 1 { drawimage \"HEXKEY1\", 223, 171; }\n InInventory KeyCave, 1 { drawimage \"HEXKEY2\", 223, 181; }\n InInventory KeyAxe, 1 { drawimage \"HEXKEY3\", 223, 191; }\n InInventory KeyFire, 1 { drawimage \"HEXKEY4\", 233, 171; }\n InInventory KeyEmerald, 1 { drawimage \"HEXKEY5\", 233, 181; }\n InInventory KeyDungeon, 1 { drawimage \"HEXKEY6\", 233, 191; }\n InInventory KeySilver, 1 { drawimage \"HEXKEY7\", 243, 171; }\n InInventory KeyRusted, 1 { drawimage \"HEXKEY8\", 243, 181; }\n InInventory KeyHorn, 1 { drawimage \"HEXKEY9\", 243, 191; }\n InInventory KeySwamp, 1 { drawimage \"HEXKEYA\", 253, 171; }\n InInventory KeyCastle, 1 { drawimage \"HEXKEYB\", 253, 181; }\n //Strife keys\n InInventory BaseKey, 1 { drawimage \"STRIKEY1\", 224, 171; }\n InInventory GovsKey, 1 { drawimage \"STRIKEY2\", 230, 171; }\n InInventory PassCard, 1 { drawimage \"STRIKEY3\", 236, 171; }\n InInventory IDBadge, 1 { drawimage \"STRIKEY4\", 243, 171; }\n InInventory PrisonKey, 1 { drawimage \"STRIKEY5\", 249, 171; }\n InInventory SeveredHand, 1 { drawimage \"STRIKEY6\", 256, 171; }\n InInventory Power1Key, 1 { drawimage \"STRIKEY7\", 224, 178; }\n InInventory Power2Key, 1 { drawimage \"STRIKEY8\", 230, 178; }\n InInventory Power3Key, 1 { drawimage \"STRIKEY9\", 236, 178; }\n InInventory GoldKey, 1 { drawimage \"STRIKEYA\", 243, 178; }\n InInventory IDCard, 1 { drawimage \"STRIKEYB\", 249, 178; }\n InInventory SilverKey, 1 { drawimage \"STRIKEYC\", 256, 178; }\n InInventory OracleKey, 1 { drawimage \"STRIKEYD\", 224, 185; }\n InInventory MilitaryID, 1 { drawimage \"STRIKEYE\", 230, 185; }\n InInventory OrderKey, 1 { drawimage \"STRIKEYF\", 236, 185; }\n InInventory BrassKey, 1 { drawimage \"STRIKEYG\", 243, 185; }\n InInventory RedCrystalKey, 1 { drawimage \"STRIKEYH\", 249, 185; }\n InInventory BlueCrystalKey, 1 { drawimage \"STRIKEYI\", 256, 185; }\n InInventory ChapelKey, 1 { drawimage \"STRIKEYJ\", 224, 192; }\n InInventory CatacombKey, 1 { drawimage \"STRIKEYK\", 230, 192; }\n InInventory CoreKey, 1 { drawimage \"STRIKEYL\", 236, 192; }\n InInventory MaulerKey, 1 { drawimage \"STRIKEYM\", 243, 192; }\n InInventory FactoryKey, 1 { drawimage \"STRIKEYN\", 249, 192; }\n InInventory MineKey, 1 { drawimage \"STRIKEYO\", 256, 192; }\n\n drawnumber 3, INDEXFON, green, ammo Clip, 289, 173;\n drawnumber 3, INDEXFON, green, ammo Shell, 289, 179;\n drawnumber 3, INDEXFON, green, ammo RocketAmmo, 289, 185;\n drawnumber 3, INDEXFON, green, ammo Cell, 289, 191;\n\n drawnumber 3, INDEXFON, green, ammocapacity Clip, 315, 173;\n drawnumber 3, INDEXFON, green, ammocapacity Shell, 315, 179;\n drawnumber 3, INDEXFON, green, ammocapacity RocketAmmo, 315, 185;\n drawnumber 3, INDEXFON, green, ammocapacity Cell, 315, 191;\n InInventory not ChickenModeOn, 1 {\n gamemode deathmatch, teamplay, teamgame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawnumber 4, MARAHUDF, white, frags, 213, 179; }\n gamemode cooperative, singleplayer { drawnumber 4, MARAHUDF, white, KillCountAmountTrue, 213, 179; }}\n InInventory ChickenModeOn, 1 { drawnumber 4, MARAHUDF, white, ChickenKillCount, 213, 179; }\n DrawImage RuneIcon, 20, 40, Center;\n drawselectedinventory alwaysshowcounter, MARAHUDF, 290, 22, 293, 30, untranslated;\n GameMode Teamplay, TeamGame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawimage translatable \"CLRMARA\", 145, 169; }\n InInventory not PowerFakeInvulnerable, 1 {drawmugshot \"STF\", 5, 143, 168;}\n InInventory PowerFakeInvulnerable, 1 {drawimage \"MARGOD0\", 143, 168;}\n InInventory ExpandedHud, 1\n {\n drawimage \"MRTHBART\", 0, 0;\n InInventory GotWeapon0, 1 { drawimage \"WEPSELM1\", 54, 0; }\n InInventory GotWeapon0, 1 { drawimage \"WPMARA1N\", 49, 11; }\n IsSelected \"KKV-7 SMG Flechette\" { drawimage \"WEPSELY1\", 54, 0; }\n IsSelected \"KKV-7 SMG Flechette\" { drawimage \"WPMARA1Y\", 49, 11; }\n\n InInventory GotWeapon2, 1 { drawimage \"WEPSELM2\", 87, 0; }\n InInventory GotWeapon2, 1 { drawimage \"WPMARA2N\", 82, 11; }\n IsSelected \"WSTE-M5 Combat Shotgun\" { drawimage \"WEPSELY2\", 87, 0; }\n IsSelected \"WSTE-M5 Combat Shotgun\" { drawimage \"WPMARA2Y\", 82, 11; }\n\n InInventory GotWeapon3, 1 { drawimage \"WEPSELM3\", 120, 0; }\n InInventory GotWeapon3, 1 { drawimage \"WPMARA3N\", 115, 11; }\n IsSelected \"Fusion Pistol\" { drawimage \"WEPSELY3\", 120, 0; }\n IsSelected \"Fusion Pistol\" { drawimage \"WPMARA3Y\", 115, 11; }\n\n InInventory GotWeapon4, 1 { drawimage \"WEPSELM4\", 154, 0; }\n InInventory GotWeapon4, 1 { drawimage \"WPMARA4N\", 148, 11; }\n IsSelected \"MA-75B Assault Rifle\" { drawimage \"WEPSELY4\", 154, 0; }\n IsSelected \"MA-75B Assault Rifle\" { drawimage \"WPMARA4Y\", 148, 11; }\n\n InInventory GotWeapon5, 1 { drawimage \"WEPSELM5\", 186, 0; }\n InInventory GotWeapon5, 1 { drawimage \"WPMARA5N\", 181, 11; }\n IsSelected \"SPNKR-XP SSM Launcher\" { drawimage \"WEPSELY5\", 186, 0; }\n IsSelected \"SPNKR-XP SSM Launcher\" { drawimage \"WPMARA5Y\", 181, 11; }\n\n InInventory GotWeapon6, 1 { drawimage \"WEPSELM6\", 219, 0; }\n InInventory GotWeapon6, 1 { drawimage \"WPMARA6N\", 214, 11; }\n IsSelected \"TOZT-7 Napalm Unit\" { drawimage \"WEPSELY6\", 219, 0; }\n IsSelected \"TOZT-7 Napalm Unit\" { drawimage \"WPMARA6Y\", 214, 11; }\n\n InInventory GotWeapon7, 1 { drawimage \"WEPSELM7\", 251, 0; }\n InInventory GotWeapon7, 1 { drawimage \"WPMARA7N\", 247, 11; }\n IsSelected \"ONI-71 Wave Motion Cannon\" { drawimage \"WEPSELY7\", 251, 0; }\n IsSelected \"ONI-71 Wave Motion Cannon\" { drawimage \"WPMARA7Y\", 247, 11; }\n }\n }\n\n playerclass Ranger\n {\n drawimage \"QUAKBAR\", 0, 168;\n\n IsSelected \"Single Shotgun\" { InInventory PistolModeOn, 1 { drawnumber 3, QUAKHUDF, gold, ammo Shell, 42, 181, 0, untranslated, 0, untranslated, 20; } }\n\n InInventory not UsingDoEAmmo\n {\n drawnumber 3, QUAKHUDF, gold, ammo1, 42, 181, 0, untranslated, 0, untranslated, 20;\n\n drawnumber 3, INDEXFON, darkbrown, ammo Clip, 289, 173;\n drawnumber 3, INDEXFON, darkbrown, ammo RocketAmmo, 289, 185;\n\n drawnumber 3, INDEXFON, darkbrown, ammocapacity Clip, 315, 173;\n drawnumber 3, INDEXFON, darkbrown, ammocapacity RocketAmmo, 315, 185;\n }\n\n InInventory UsingDoEAmmo\n {\n drawnumber 3, QUAKHUDF, red, ammo2, 42, 181, 0, red, 0, red, 20;\n\n drawnumber 3, INDEXFON, red, ammo LavaNails, 289, 173;\n drawnumber 3, INDEXFON, red, ammo MultiRocketAmmo, 289, 185;\n\n drawnumber 3, INDEXFON, red, ammocapacity LavaNails, 315, 173;\n drawnumber 3, INDEXFON, red, ammocapacity MultiRocketAmmo, 315, 185;\n }\n\n InInventory not UsingDoEAmmo { drawnumber 3, QUAKHUDF, gold, ammo1, 42, 181, 0, untranslated, 0, untranslated, 20; }\n InInventory UsingDoEAmmo { drawnumber 3, QUAKHUDF, red, ammo2, 42, 181, 0, red, 0, red, 20; }\n\n drawnumber 3, INDEXFON, darkbrown, ammo Shell, 289, 179;\n drawnumber 3, INDEXFON, darkbrown, ammo Cell, 289, 191;\n\n drawnumber 3, INDEXFON, darkbrown, ammocapacity Shell, 315, 179;\n drawnumber 3, INDEXFON, darkbrown, ammocapacity Cell, 315, 191;\n\n drawnumber 3, QUAKHUDF, gold, health, 92, 181, white, 25, untranslated, 50;\n\n InInventory not QuakePentTimer { drawnumber 3, QUAKHUDF, gold, armor, 214, 181, 0, untranslated, 0, untranslated, 50; }\n InInventory QuakePentTimer, 1 { drawnumber 3, QUAKHUDF, red, 666, 214, 181; }\n\n //Doom keys\n InInventory BlueCard, 1 { drawimage \"STKEYS0\", 226, 175; }\n InInventory YellowCard, 1 { drawimage \"STKEYS1\", 238, 175; }\n InInventory RedCard, 1 { drawimage \"STKEYS2\", 250, 175; }\n InInventory BlueSkull, 1 { drawimage \"STKEYS3\", 226, 186; }\n InInventory YellowSkull, 1 { drawimage \"STKEYS4\", 238, 186; }\n InInventory RedSkull, 1 { drawimage \"STKEYS5\", 250, 186; }\n //Chex keys\n InInventory ChexBlueCard, 1 { drawimage \"STKEYS0\", 222, 175; }\n InInventory ChexYellowCard, 1 { drawimage \"STKEYS1\", 235, 175; }\n InInventory ChexRedCard, 1 { drawimage \"STKEYS2\", 248, 175; }\n InInventory BlueFlemKey, 1 { drawimage \"STKEYS3\", 222, 186; }\n InInventory YellowFlemKey, 1 { drawimage \"STKEYS4\", 235, 186; }\n InInventory RedFlemKey, 1 { drawimage \"STKEYS5\", 248, 186; }\n //Heretic keys\n InInventory KeyYellow, 1 { drawimage \"YKEYICON\", 224, 181; }\n InInventory KeyGreen, 1 { drawimage \"GKEYICON\", 238, 181; }\n InInventory KeyBlue, 1 { drawimage \"BKEYICON\", 251, 181; }\n //HeXen keys\n InInventory KeySteel, 1 { drawimage \"HEXKEY1\", 223, 171; }\n InInventory KeyCave, 1 { drawimage \"HEXKEY2\", 223, 181; }\n InInventory KeyAxe, 1 { drawimage \"HEXKEY3\", 223, 191; }\n InInventory KeyFire, 1 { drawimage \"HEXKEY4\", 233, 171; }\n InInventory KeyEmerald, 1 { drawimage \"HEXKEY5\", 233, 181; }\n InInventory KeyDungeon, 1 { drawimage \"HEXKEY6\", 233, 191; }\n InInventory KeySilver, 1 { drawimage \"HEXKEY7\", 243, 171; }\n InInventory KeyRusted, 1 { drawimage \"HEXKEY8\", 243, 181; }\n InInventory KeyHorn, 1 { drawimage \"HEXKEY9\", 243, 191; }\n InInventory KeySwamp, 1 { drawimage \"HEXKEYA\", 253, 171; }\n InInventory KeyCastle, 1 { drawimage \"HEXKEYB\", 253, 181; }\n //Strife keys\n InInventory BaseKey, 1 { drawimage \"STRIKEY1\", 224, 171; }\n InInventory GovsKey, 1 { drawimage \"STRIKEY2\", 230, 171; }\n InInventory PassCard, 1 { drawimage \"STRIKEY3\", 236, 171; }\n InInventory IDBadge, 1 { drawimage \"STRIKEY4\", 243, 171; }\n InInventory PrisonKey, 1 { drawimage \"STRIKEY5\", 249, 171; }\n InInventory SeveredHand, 1 { drawimage \"STRIKEY6\", 256, 171; }\n InInventory Power1Key, 1 { drawimage \"STRIKEY7\", 224, 178; }\n InInventory Power2Key, 1 { drawimage \"STRIKEY8\", 230, 178; }\n InInventory Power3Key, 1 { drawimage \"STRIKEY9\", 236, 178; }\n InInventory GoldKey, 1 { drawimage \"STRIKEYA\", 243, 178; }\n InInventory IDCard, 1 { drawimage \"STRIKEYB\", 249, 178; }\n InInventory SilverKey, 1 { drawimage \"STRIKEYC\", 256, 178; }\n InInventory OracleKey, 1 { drawimage \"STRIKEYD\", 224, 185; }\n InInventory MilitaryID, 1 { drawimage \"STRIKEYE\", 230, 185; }\n InInventory OrderKey, 1 { drawimage \"STRIKEYF\", 236, 185; }\n InInventory BrassKey, 1 { drawimage \"STRIKEYG\", 243, 185; }\n InInventory RedCrystalKey, 1 { drawimage \"STRIKEYH\", 249, 185; }\n InInventory BlueCrystalKey, 1 { drawimage \"STRIKEYI\", 256, 185; }\n InInventory ChapelKey, 1 { drawimage \"STRIKEYJ\", 224, 192; }\n InInventory CatacombKey, 1 { drawimage \"STRIKEYK\", 230, 192; }\n InInventory CoreKey, 1 { drawimage \"STRIKEYL\", 236, 192; }\n InInventory MaulerKey, 1 { drawimage \"STRIKEYM\", 243, 192; }\n InInventory FactoryKey, 1 { drawimage \"STRIKEYN\", 249, 192; }\n InInventory MineKey, 1 { drawimage \"STRIKEYO\", 256, 192; }\n InInventory not ChickenModeOn, 1 {\n gamemode deathmatch, teamplay, teamgame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawnumber 3, QUAKHUDF, untranslated, frags, 140, 181; }\n gamemode cooperative, singleplayer\n {\n drawnumber 3, QUAKHUDF, untranslated, KillCountAmount, 140, 181;\n InInventory KillCountNotch, 1 { drawimage \"DOMNOTCH\", 100, 176; }\n InInventory KillCountNotch, 2 { drawimage \"DOMNOTCH\", 105, 176; }\n InInventory KillCountNotch, 3 { drawimage \"DOMNOTCH\", 110, 176; }\n InInventory KillCountNotch, 4 { drawimage \"DOMNOTCH\", 115, 176; }\n InInventory KillCountNotch, 5 { drawimage \"DOMNOTCH\", 120, 176; }\n InInventory KillCountNotch, 6 { drawimage \"DOMNOTCH\", 125, 176; }\n InInventory KillCountNotch, 7 { drawimage \"DOMNOTCH\", 130, 176; }\n InInventory KillCountNotch, 8 { drawimage \"DOMNOTCH\", 135, 176; }\n InInventory KillCountNotch, 9 { drawimage \"DOMNOTCH\", 140, 176; }\n }}\n InInventory ChickenModeOn, 1 { drawnumber 3, QUAKHUDF, untranslated, ChickenKillCount, 140, 181; }\n DrawImage RuneIcon, 20, 40, Center;\n drawselectedinventory alwaysshowcounter, QUAKHUDF, 290, 22, 293, 30, untranslated;\n GameMode Teamplay, TeamGame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawimage translatable \"CLRDOOM\", 145, 169; }\n InInventory not QuakeInvisTimer\n {\n InInventory not QuadDamagePower\n {\n InInventory QuakePentTimer { drawimage \"RNGGOD0\", 143, 168; }\n InInventory not QuakePentTimer { drawmugshot \"STF\", 5, 143, 168; }\n }\n InInventory QuadDamagePower, 1 { drawimage \"RNGQUAD0\", 143, 168; }\n }\n InInventory QuakeInvisTimer, 1\n {\n drawimage \"RNGNVSB0\", 143, 168;\n InInventory QuakePentTimer, 1 { drawimage \"RNGNVSG0\", 143, 168; }\n InInventory QuadDamagePower, 1 { drawimage \"RNGNVSQ0\", 143, 168; }\n InInventory PowerQuadDamage, 1 { drawimage \"RNGNVSD0\", 143, 168; }\n }\n\n InInventory ExpandedHud, 1\n {\n drawimage \"QUAKBART\", 0, 0;\n InInventory GotWeapon0, 1 { drawimage \"WEPSELN1\", 54, 0; }\n InInventory GotWeapon0, 1 { drawimage \"WPQUAK1N\", 49, 11; }\n IsSelected \"Mjolnir\" { drawimage \"WEPSELY1\", 54, 0; }\n IsSelected \"Mjolnir\" { drawimage \"WPQUAK1Y\", 49, 11; }\n\n InInventory GotWeapon2, 1 { drawimage \"WEPSELN2\", 87, 0; }\n InInventory GotWeapon2, 1 { drawimage \"WPQUAK2N\", 82, 11; }\n IsSelected \"Double Shotgun\" { drawimage \"WEPSELY2\", 87, 0; }\n IsSelected \"Double Shotgun\" { drawimage \"WPQUAK2Y\", 82, 11; }\n\n InInventory GotWeapon3, 1 { drawimage \"WEPSELN3\", 120, 0; }\n InInventory GotWeapon3, 1 { drawimage \"WPQUAK3N\", 115, 11; }\n IsSelected \"Grenade Launcher\" { drawimage \"WEPSELY3\", 120, 0; }\n IsSelected \"Grenade Launcher\" { drawimage \"WPQUAK3Y\", 115, 11; }\n\n InInventory GotWeapon4, 1 { drawimage \"WEPSELN4\", 154, 0; }\n InInventory GotWeapon4, 1 { drawimage \"WPQUAK4N\", 148, 11; }\n IsSelected \"Nailgun\" { drawimage \"WEPSELY4\", 154, 0; }\n IsSelected \"Nailgun\" { drawimage \"WPQUAK4Y\", 148, 11; }\n\n InInventory GotWeapon5, 1 { drawimage \"WEPSELN5\", 186, 0; }\n InInventory GotWeapon5, 1 { drawimage \"WPQUAK5N\", 181, 11; }\n IsSelected \" Rocket Launcher \" { drawimage \"WEPSELY5\", 186, 0; }\n IsSelected \" Rocket Launcher \" { drawimage \"WPQUAK5Y\", 181, 11; }\n\n InInventory GotWeapon6, 1 { drawimage \"WEPSELN6\", 219, 0; }\n InInventory GotWeapon6, 1 { drawimage \"WPQUAK6N\", 214, 11; }\n IsSelected \"Super Nailgun\" { drawimage \"WEPSELY6\", 219, 0; }\n IsSelected \"Super Nailgun\" { drawimage \"WPQUAK6Y\", 214, 11; }\n\n InInventory GotWeapon7, 1 { drawimage \"WEPSELN7\", 251, 0; }\n InInventory GotWeapon7, 1 { drawimage \"WPQUAK7N\", 247, 11; }\n IsSelected \"Thunderbolt\" { drawimage \"WEPSELY7\", 251, 0; }\n IsSelected \"Thunderbolt\" { drawimage \"WPQUAK7Y\", 247, 11; }\n }\n }\n\n//Playerclass Chicken\n IsSelected \" Beak \"\n {\n drawimage \"CHKNBAR\", 0, 168;\n drawnumber 3, WOLFHUDF, gold, ammo1, 37, 177, 0, untranslated, 0, untranslated, 20;\n drawnumber 3, WOLFHUDF, gold, health, 90, 177, red, 25, black, 50;\n drawnumber 3, WOLFHUDF, gold, armor, 212, 177, 0, untranslated, 0, untranslated, 50;\n\n //Doom keys\n InInventory BlueCard, 1 { drawimage \"STKEYS0\", 226, 175; }\n InInventory YellowCard, 1 { drawimage \"STKEYS1\", 238, 175; }\n InInventory RedCard, 1 { drawimage \"STKEYS2\", 250, 175; }\n InInventory BlueSkull, 1 { drawimage \"STKEYS3\", 226, 186; }\n InInventory YellowSkull, 1 { drawimage \"STKEYS4\", 238, 186; }\n InInventory RedSkull, 1 { drawimage \"STKEYS5\", 250, 186; }\n //Chex keys\n InInventory ChexBlueCard, 1 { drawimage \"STKEYS0\", 222, 175; }\n InInventory ChexYellowCard, 1 { drawimage \"STKEYS1\", 235, 175; }\n InInventory ChexRedCard, 1 { drawimage \"STKEYS2\", 248, 175; }\n InInventory BlueFlemKey, 1 { drawimage \"STKEYS3\", 222, 186; }\n InInventory YellowFlemKey, 1 { drawimage \"STKEYS4\", 235, 186; }\n InInventory RedFlemKey, 1 { drawimage \"STKEYS5\", 248, 186; }\n //Heretic keys\n InInventory KeyYellow, 1 { drawimage \"YKEYICON\", 224, 181; }\n InInventory KeyGreen, 1 { drawimage \"GKEYICON\", 238, 181; }\n InInventory KeyBlue, 1 { drawimage \"BKEYICON\", 251, 181; }\n //HeXen keys\n InInventory KeySteel, 1 { drawimage \"HEXKEY1\", 223, 171; }\n InInventory KeyCave, 1 { drawimage \"HEXKEY2\", 223, 181; }\n InInventory KeyAxe, 1 { drawimage \"HEXKEY3\", 223, 191; }\n InInventory KeyFire, 1 { drawimage \"HEXKEY4\", 233, 171; }\n InInventory KeyEmerald, 1 { drawimage \"HEXKEY5\", 233, 181; }\n InInventory KeyDungeon, 1 { drawimage \"HEXKEY6\", 233, 191; }\n InInventory KeySilver, 1 { drawimage \"HEXKEY7\", 243, 171; }\n InInventory KeyRusted, 1 { drawimage \"HEXKEY8\", 243, 181; }\n InInventory KeyHorn, 1 { drawimage \"HEXKEY9\", 243, 191; }\n InInventory KeySwamp, 1 { drawimage \"HEXKEYA\", 253, 171; }\n InInventory KeyCastle, 1 { drawimage \"HEXKEYB\", 253, 181; }\n //Strife keys\n InInventory BaseKey, 1 { drawimage \"STRIKEY1\", 224, 171; }\n InInventory GovsKey, 1 { drawimage \"STRIKEY2\", 230, 171; }\n InInventory PassCard, 1 { drawimage \"STRIKEY3\", 236, 171; }\n InInventory IDBadge, 1 { drawimage \"STRIKEY4\", 243, 171; }\n InInventory PrisonKey, 1 { drawimage \"STRIKEY5\", 249, 171; }\n InInventory SeveredHand, 1 { drawimage \"STRIKEY6\", 256, 171; }\n InInventory Power1Key, 1 { drawimage \"STRIKEY7\", 224, 178; }\n InInventory Power2Key, 1 { drawimage \"STRIKEY8\", 230, 178; }\n InInventory Power3Key, 1 { drawimage \"STRIKEY9\", 236, 178; }\n InInventory GoldKey, 1 { drawimage \"STRIKEYA\", 243, 178; }\n InInventory IDCard, 1 { drawimage \"STRIKEYB\", 249, 178; }\n InInventory SilverKey, 1 { drawimage \"STRIKEYC\", 256, 178; }\n InInventory OracleKey, 1 { drawimage \"STRIKEYD\", 224, 185; }\n InInventory MilitaryID, 1 { drawimage \"STRIKEYE\", 230, 185; }\n InInventory OrderKey, 1 { drawimage \"STRIKEYF\", 236, 185; }\n InInventory BrassKey, 1 { drawimage \"STRIKEYG\", 243, 185; }\n InInventory RedCrystalKey, 1 { drawimage \"STRIKEYH\", 249, 185; }\n InInventory BlueCrystalKey, 1 { drawimage \"STRIKEYI\", 256, 185; }\n InInventory ChapelKey, 1 { drawimage \"STRIKEYJ\", 224, 192; }\n InInventory CatacombKey, 1 { drawimage \"STRIKEYK\", 230, 192; }\n InInventory CoreKey, 1 { drawimage \"STRIKEYL\", 236, 192; }\n InInventory MaulerKey, 1 { drawimage \"STRIKEYM\", 243, 192; }\n InInventory FactoryKey, 1 { drawimage \"STRIKEYN\", 249, 192; }\n InInventory MineKey, 1 { drawimage \"STRIKEYO\", 256, 192; }\n gamemode deathmatch, teamplay, teamgame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawnumber 3, WOLFHUDF, black, frags, 138, 177; }\n gamemode cooperative, singleplayer\n {\n drawnumber 3, WOLFHUDF, black, KillCountAmount, 138, 181;\n InInventory KillCountNotch, 1 { drawimage \"WOLFNTCH\", 107, 167; }\n InInventory KillCountNotch, 2 { drawimage \"WOLFNTCH\", 111, 167; }\n InInventory KillCountNotch, 3 { drawimage \"WOLFNTCH\", 115, 167; }\n InInventory KillCountNotch, 4 { drawimage \"WOLFNTCH\", 119, 167; }\n InInventory KillCountNotch, 5 { drawimage \"WOLFNTCH\", 123, 167; }\n InInventory KillCountNotch, 6 { drawimage \"WOLFNTCH\", 127, 167; }\n InInventory KillCountNotch, 7 { drawimage \"WOLFNTCH\", 131, 167; }\n InInventory KillCountNotch, 8 { drawimage \"WOLFNTCH\", 135, 167; }\n InInventory KillCountNotch, 9 { drawimage \"WOLFNTCH\", 139, 167; }\n }\n DrawImage RuneIcon, 20, 40, Center;\n drawselectedinventory alwaysshowcounter, WOLFHUDF, 290, 22, 293, 30, black;\n }\n\n}\n\nstatusbar inventory { drawinventorybar Doom, 7, INDEXFON, 50, 170, 76, 192, white; }\n\nstatusbar inventoryfullscreen { drawinventorybar Doom, 7, INDEXFON, 50, 170, 76, 192, white; }\n\nstatusbar Automap\n{\n playerclass Doomguy\n {\n drawimage \"DOOMBAR\", 0, 168;\n drawnumber 3, DOOMHUDF, gold, ammo1, 44, 171, 0, untranslated, 0, untranslated, 20;\n drawnumber 3, DOOMHUDF, gold, health, 94, 171, white, 25, untranslated, 50;\n drawnumber 3, DOOMHUDF, gold, armor, 219, 171, 0, untranslated, 0, untranslated, 50;\n\n //Doom keys\n InInventory BlueCard, 1 { drawimage \"STKEYS0\", 226, 175; }\n InInventory YellowCard, 1 { drawimage \"STKEYS1\", 238, 175; }\n InInventory RedCard, 1 { drawimage \"STKEYS2\", 250, 175; }\n InInventory BlueSkull, 1 { drawimage \"STKEYS3\", 226, 186; }\n InInventory YellowSkull, 1 { drawimage \"STKEYS4\", 238, 186; }\n InInventory RedSkull, 1 { drawimage \"STKEYS5\", 250, 186; }\n //Chex keys\n InInventory ChexBlueCard, 1 { drawimage \"STKEYS0\", 222, 175; }\n InInventory ChexYellowCard, 1 { drawimage \"STKEYS1\", 235, 175; }\n InInventory ChexRedCard, 1 { drawimage \"STKEYS2\", 248, 175; }\n InInventory BlueFlemKey, 1 { drawimage \"STKEYS3\", 222, 186; }\n InInventory YellowFlemKey, 1 { drawimage \"STKEYS4\", 235, 186; }\n InInventory RedFlemKey, 1 { drawimage \"STKEYS5\", 248, 186; }\n //Heretic keys\n InInventory KeyYellow, 1 { drawimage \"YKEYICON\", 224, 181; }\n InInventory KeyGreen, 1 { drawimage \"GKEYICON\", 238, 181; }\n InInventory KeyBlue, 1 { drawimage \"BKEYICON\", 251, 181; }\n //HeXen keys\n InInventory KeySteel, 1 { drawimage \"HEXKEY1\", 223, 171; }\n InInventory KeyCave, 1 { drawimage \"HEXKEY2\", 223, 181; }\n InInventory KeyAxe, 1 { drawimage \"HEXKEY3\", 223, 191; }\n InInventory KeyFire, 1 { drawimage \"HEXKEY4\", 233, 171; }\n InInventory KeyEmerald, 1 { drawimage \"HEXKEY5\", 233, 181; }\n InInventory KeyDungeon, 1 { drawimage \"HEXKEY6\", 233, 191; }\n InInventory KeySilver, 1 { drawimage \"HEXKEY7\", 243, 171; }\n InInventory KeyRusted, 1 { drawimage \"HEXKEY8\", 243, 181; }\n InInventory KeyHorn, 1 { drawimage \"HEXKEY9\", 243, 191; }\n InInventory KeySwamp, 1 { drawimage \"HEXKEYA\", 253, 171; }\n InInventory KeyCastle, 1 { drawimage \"HEXKEYB\", 253, 181; }\n //Strife keys\n InInventory BaseKey, 1 { drawimage \"STRIKEY1\", 223, 171; }\n InInventory GovsKey, 1 { drawimage \"STRIKEY2\", 229, 171; }\n InInventory PassCard, 1 { drawimage \"STRIKEY3\", 235, 171; }\n InInventory IDBadge, 1 { drawimage \"STRIKEY4\", 242, 171; }\n InInventory PrisonKey, 1 { drawimage \"STRIKEY5\", 248, 171; }\n InInventory SeveredHand, 1 { drawimage \"STRIKEY6\", 255, 171; }\n InInventory Power1Key, 1 { drawimage \"STRIKEY7\", 223, 178; }\n InInventory Power2Key, 1 { drawimage \"STRIKEY8\", 229, 178; }\n InInventory Power3Key, 1 { drawimage \"STRIKEY9\", 235, 178; }\n InInventory GoldKey, 1 { drawimage \"STRIKEYA\", 242, 178; }\n InInventory IDCard, 1 { drawimage \"STRIKEYB\", 248, 178; }\n InInventory SilverKey, 1 { drawimage \"STRIKEYC\", 255, 178; }\n InInventory OracleKey, 1 { drawimage \"STRIKEYD\", 223, 185; }\n InInventory MilitaryID, 1 { drawimage \"STRIKEYE\", 229, 185; }\n InInventory OrderKey, 1 { drawimage \"STRIKEYF\", 235, 185; }\n InInventory BrassKey, 1 { drawimage \"STRIKEYG\", 242, 185; }\n InInventory RedCrystalKey, 1 { drawimage \"STRIKEYH\", 248, 185; }\n InInventory BlueCrystalKey, 1 { drawimage \"STRIKEYI\", 255, 185; }\n InInventory ChapelKey, 1 { drawimage \"STRIKEYJ\", 223, 192; }\n InInventory CatacombKey, 1 { drawimage \"STRIKEYK\", 229, 192; }\n InInventory CoreKey, 1 { drawimage \"STRIKEYL\", 235, 192; }\n InInventory MaulerKey, 1 { drawimage \"STRIKEYM\", 242, 192; }\n InInventory FactoryKey, 1 { drawimage \"STRIKEYN\", 248, 192; }\n InInventory MineKey, 1 { drawimage \"STRIKEYO\", 255, 192; }\n\n drawnumber 3, INDEXFON, gold, ammo Clip, 289, 173;\n drawnumber 3, INDEXFON, gold, ammo Shell, 289, 179;\n drawnumber 3, INDEXFON, gold, ammo RocketAmmo, 289, 185;\n drawnumber 3, INDEXFON, gold, ammo Cell, 289, 191;\n\n drawnumber 3, INDEXFON, gold, ammocapacity Clip, 315, 173;\n drawnumber 3, INDEXFON, gold, ammocapacity Shell, 315, 179;\n drawnumber 3, INDEXFON, gold, ammocapacity RocketAmmo, 315, 185;\n drawnumber 3, INDEXFON, gold, ammocapacity Cell, 315, 191;\n gamemode deathmatch, teamplay, teamgame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawnumber 3, DOOMHUDF, untranslated, frags, 142, 171; }\n gamemode cooperative, singleplayer\n {\n drawnumber 3, DOOMHUDF, untranslated, KillCountAmount, 142, 171;\n InInventory KillCountNotch, 1 { drawimage \"DOMNOTCH\", 99, 167; }\n InInventory KillCountNotch, 2 { drawimage \"DOMNOTCH\", 104, 167; }\n InInventory KillCountNotch, 3 { drawimage \"DOMNOTCH\", 109, 167; }\n InInventory KillCountNotch, 4 { drawimage \"DOMNOTCH\", 114, 167; }\n InInventory KillCountNotch, 5 { drawimage \"DOMNOTCH\", 119, 167; }\n InInventory KillCountNotch, 6 { drawimage \"DOMNOTCH\", 124, 167; }\n InInventory KillCountNotch, 7 { drawimage \"DOMNOTCH\", 129, 167; }\n InInventory KillCountNotch, 8 { drawimage \"DOMNOTCH\", 134, 167; }\n InInventory KillCountNotch, 9 { drawimage \"DOMNOTCH\", 139, 167; }\n }\n GameMode Teamplay, TeamGame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawimage translatable \"CLRDOOM\", 145, 169; }\n InInventory not PowerFakeInvulnerable, 1 {drawmugshot \"STF\", 5, 143, 168;}\n InInventory PowerFakeInvulnerable, 1 {drawimage \"DGYGOD0\", 143, 168;}\n }\n\n Playerclass ChexWarrior\n {\n drawimage \"CHEXBAR\", 0, 168;\n drawnumber 3, CHEXHUDF, yellow, ammo1, 45, 172, 0, untranslated, 0, untranslated, 20;\n drawnumber 3, CHEXHUDF, yellow, health, 94, 172, white, 25, untranslated, 50;\n drawnumber 3, CHEXHUDF, yellow, armor, 220, 172, 0, untranslated, 0, untranslated, 50;\n\n //Doom keys\n InInventory BlueCard, 1 { drawimage \"STKEYS0\", 226, 175; }\n InInventory YellowCard, 1 { drawimage \"STKEYS1\", 238, 175; }\n InInventory RedCard, 1 { drawimage \"STKEYS2\", 250, 175; }\n InInventory BlueSkull, 1 { drawimage \"STKEYS3\", 226, 186; }\n InInventory YellowSkull, 1 { drawimage \"STKEYS4\", 238, 186; }\n InInventory RedSkull, 1 { drawimage \"STKEYS5\", 250, 186; }\n //Chex keys\n InInventory ChexBlueCard, 1 { drawimage \"STKEYS0\", 222, 175; }\n InInventory ChexYellowCard, 1 { drawimage \"STKEYS1\", 235, 175; }\n InInventory ChexRedCard, 1 { drawimage \"STKEYS2\", 248, 175; }\n InInventory BlueFlemKey, 1 { drawimage \"STKEYS3\", 222, 186; }\n InInventory YellowFlemKey, 1 { drawimage \"STKEYS4\", 235, 186; }\n InInventory RedFlemKey, 1 { drawimage \"STKEYS5\", 248, 186; }\n //Heretic keys\n InInventory KeyYellow, 1 { drawimage \"YKEYICON\", 224, 181; }\n InInventory KeyGreen, 1 { drawimage \"GKEYICON\", 238, 181; }\n InInventory KeyBlue, 1 { drawimage \"BKEYICON\", 251, 181; }\n //HeXen keys\n InInventory KeySteel, 1 { drawimage \"HEXKEY1\", 223, 171; }\n InInventory KeyCave, 1 { drawimage \"HEXKEY2\", 223, 181; }\n InInventory KeyAxe, 1 { drawimage \"HEXKEY3\", 223, 191; }\n InInventory KeyFire, 1 { drawimage \"HEXKEY4\", 233, 171; }\n InInventory KeyEmerald, 1 { drawimage \"HEXKEY5\", 233, 181; }\n InInventory KeyDungeon, 1 { drawimage \"HEXKEY6\", 233, 191; }\n InInventory KeySilver, 1 { drawimage \"HEXKEY7\", 243, 171; }\n InInventory KeyRusted, 1 { drawimage \"HEXKEY8\", 243, 181; }\n InInventory KeyHorn, 1 { drawimage \"HEXKEY9\", 243, 191; }\n InInventory KeySwamp, 1 { drawimage \"HEXKEYA\", 253, 171; }\n InInventory KeyCastle, 1 { drawimage \"HEXKEYB\", 253, 181; }\n //Strife keys\n InInventory BaseKey, 1 { drawimage \"STRIKEY1\", 224, 171; }\n InInventory GovsKey, 1 { drawimage \"STRIKEY2\", 230, 171; }\n InInventory PassCard, 1 { drawimage \"STRIKEY3\", 236, 171; }\n InInventory IDBadge, 1 { drawimage \"STRIKEY4\", 243, 171; }\n InInventory PrisonKey, 1 { drawimage \"STRIKEY5\", 249, 171; }\n InInventory SeveredHand, 1 { drawimage \"STRIKEY6\", 256, 171; }\n InInventory Power1Key, 1 { drawimage \"STRIKEY7\", 224, 178; }\n InInventory Power2Key, 1 { drawimage \"STRIKEY8\", 230, 178; }\n InInventory Power3Key, 1 { drawimage \"STRIKEY9\", 236, 178; }\n InInventory GoldKey, 1 { drawimage \"STRIKEYA\", 243, 178; }\n InInventory IDCard, 1 { drawimage \"STRIKEYB\", 249, 178; }\n InInventory SilverKey, 1 { drawimage \"STRIKEYC\", 256, 178; }\n InInventory OracleKey, 1 { drawimage \"STRIKEYD\", 224, 185; }\n InInventory MilitaryID, 1 { drawimage \"STRIKEYE\", 230, 185; }\n InInventory OrderKey, 1 { drawimage \"STRIKEYF\", 236, 185; }\n InInventory BrassKey, 1 { drawimage \"STRIKEYG\", 243, 185; }\n InInventory RedCrystalKey, 1 { drawimage \"STRIKEYH\", 249, 185; }\n InInventory BlueCrystalKey, 1 { drawimage \"STRIKEYI\", 256, 185; }\n InInventory ChapelKey, 1 { drawimage \"STRIKEYJ\", 224, 192; }\n InInventory CatacombKey, 1 { drawimage \"STRIKEYK\", 230, 192; }\n InInventory CoreKey, 1 { drawimage \"STRIKEYL\", 236, 192; }\n InInventory MaulerKey, 1 { drawimage \"STRIKEYM\", 243, 192; }\n InInventory FactoryKey, 1 { drawimage \"STRIKEYN\", 249, 192; }\n InInventory MineKey, 1 { drawimage \"STRIKEYO\", 256, 192; }\n\n drawnumber 3, INDEXFON, gold, ammo Clip, 289, 173;\n drawnumber 3, INDEXFON, gold, ammo Shell, 289, 179;\n drawnumber 3, INDEXFON, gold, ammo RocketAmmo, 289, 185;\n drawnumber 3, INDEXFON, gold, ammo Cell, 289, 191;\n\n drawnumber 3, INDEXFON, gold, ammocapacity Clip, 315, 173;\n drawnumber 3, INDEXFON, gold, ammocapacity Shell, 315, 179;\n drawnumber 3, INDEXFON, gold, ammocapacity RocketAmmo, 315, 185;\n drawnumber 3, INDEXFON, gold, ammocapacity Cell, 315, 191;\n gamemode deathmatch, teamplay, teamgame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawnumber 3, CHEXHUDF, untranslated, frags, 143, 172; }\n gamemode cooperative, singleplayer\n {\n drawnumber 3, CHEXHUDF, untranslated, KillCountAmount, 143, 172;\n InInventory KillCountNotch, 1 { drawimage \"CHXNOTCH\", 100, 167; }\n InInventory KillCountNotch, 2 { drawimage \"CHXNOTCH\", 105, 167; }\n InInventory KillCountNotch, 3 { drawimage \"CHXNOTCH\", 110, 167; }\n InInventory KillCountNotch, 4 { drawimage \"CHXNOTCH\", 115, 167; }\n InInventory KillCountNotch, 5 { drawimage \"CHXNOTCH\", 120, 167; }\n InInventory KillCountNotch, 6 { drawimage \"CHXNOTCH\", 125, 167; }\n InInventory KillCountNotch, 7 { drawimage \"CHXNOTCH\", 130, 167; }\n InInventory KillCountNotch, 8 { drawimage \"CHXNOTCH\", 135, 167; }\n InInventory KillCountNotch, 9 { drawimage \"CHXNOTCH\", 140, 167; }\n }\n\n GameMode Teamplay, TeamGame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawimage translatable \"CLRCHEX\", 145, 169; }\n InInventory not PowerFakeInvulnerable, 1 {drawmugshot \"STF\", 5, 142, 168;}\n InInventory PowerFakeInvulnerable, 1 {drawimage \"CHXGOD0\", 142, 168;}\n }\n\n Playerclass Corvus\n {\n drawimage \"HRTCBAR\", 0, 151;\n InInventory PowerFakeInvulnerable, 1 { drawimage \"HEREGOD1\", 6, 167; }\n InInventory PowerFakeInvulnerable, 1 { drawimage \"HEREGOD2\", 297, 167; }\n drawnumber 3, HEREHUDF, gold, ammo1, 58, 171, 0, untranslated, 0, untranslated, 20;\n drawimage ammoicon1, 47, 189, center;\n drawnumber 3, HEREHUDF, gold, health, 96, 180, white, 25, untranslated, 50;\n drawnumber 3, HEREHUDF, gold, armor, 210, 180, 0, untranslated, 0, untranslated, 50;\n\n //Doom keys\n InInventory BlueCard, 1 { drawimage \"STKEYS0\", 226, 175; }\n InInventory YellowCard, 1 { drawimage \"STKEYS1\", 238, 175; }\n InInventory RedCard, 1 { drawimage \"STKEYS2\", 250, 175; }\n InInventory BlueSkull, 1 { drawimage \"STKEYS3\", 226, 186; }\n InInventory YellowSkull, 1 { drawimage \"STKEYS4\", 238, 186; }\n InInventory RedSkull, 1 { drawimage \"STKEYS5\", 250, 186; }\n //Chex keys\n InInventory ChexBlueCard, 1 { drawimage \"STKEYS0\", 222, 175; }\n InInventory ChexYellowCard, 1 { drawimage \"STKEYS1\", 235, 175; }\n InInventory ChexRedCard, 1 { drawimage \"STKEYS2\", 248, 175; }\n InInventory BlueFlemKey, 1 { drawimage \"STKEYS3\", 222, 186; }\n InInventory YellowFlemKey, 1 { drawimage \"STKEYS4\", 235, 186; }\n InInventory RedFlemKey, 1 { drawimage \"STKEYS5\", 248, 186; }\n //Heretic keys\n InInventory KeyYellow, 1 { drawimage \"YKEYICON\", 224, 181; }\n InInventory KeyGreen, 1 { drawimage \"GKEYICON\", 238, 181; }\n InInventory KeyBlue, 1 { drawimage \"BKEYICON\", 251, 181; }\n //HeXen keys\n InInventory KeySteel, 1 { drawimage \"HEXKEY1\", 223, 171; }\n InInventory KeyCave, 1 { drawimage \"HEXKEY2\", 223, 181; }\n InInventory KeyAxe, 1 { drawimage \"HEXKEY3\", 223, 191; }\n InInventory KeyFire, 1 { drawimage \"HEXKEY4\", 233, 171; }\n InInventory KeyEmerald, 1 { drawimage \"HEXKEY5\", 233, 181; }\n InInventory KeyDungeon, 1 { drawimage \"HEXKEY6\", 233, 191; }\n InInventory KeySilver, 1 { drawimage \"HEXKEY7\", 243, 171; }\n InInventory KeyRusted, 1 { drawimage \"HEXKEY8\", 243, 181; }\n InInventory KeyHorn, 1 { drawimage \"HEXKEY9\", 243, 191; }\n InInventory KeySwamp, 1 { drawimage \"HEXKEYA\", 253, 171; }\n InInventory KeyCastle, 1 { drawimage \"HEXKEYB\", 253, 181; }\n //Strife keys\n InInventory BaseKey, 1 { drawimage \"STRIKEY1\", 224, 171; }\n InInventory GovsKey, 1 { drawimage \"STRIKEY2\", 230, 171; }\n InInventory PassCard, 1 { drawimage \"STRIKEY3\", 236, 171; }\n InInventory IDBadge, 1 { drawimage \"STRIKEY4\", 243, 171; }\n InInventory PrisonKey, 1 { drawimage \"STRIKEY5\", 249, 171; }\n InInventory SeveredHand, 1 { drawimage \"STRIKEY6\", 256, 171; }\n InInventory Power1Key, 1 { drawimage \"STRIKEY7\", 224, 178; }\n InInventory Power2Key, 1 { drawimage \"STRIKEY8\", 230, 178; }\n InInventory Power3Key, 1 { drawimage \"STRIKEY9\", 236, 178; }\n InInventory GoldKey, 1 { drawimage \"STRIKEYA\", 243, 178; }\n InInventory IDCard, 1 { drawimage \"STRIKEYB\", 249, 178; }\n InInventory SilverKey, 1 { drawimage \"STRIKEYC\", 256, 178; }\n InInventory OracleKey, 1 { drawimage \"STRIKEYD\", 224, 185; }\n InInventory MilitaryID, 1 { drawimage \"STRIKEYE\", 230, 185; }\n InInventory OrderKey, 1 { drawimage \"STRIKEYF\", 236, 185; }\n InInventory BrassKey, 1 { drawimage \"STRIKEYG\", 243, 185; }\n InInventory RedCrystalKey, 1 { drawimage \"STRIKEYH\", 249, 185; }\n InInventory BlueCrystalKey, 1 { drawimage \"STRIKEYI\", 256, 185; }\n InInventory ChapelKey, 1 { drawimage \"STRIKEYJ\", 224, 192; }\n InInventory CatacombKey, 1 { drawimage \"STRIKEYK\", 230, 192; }\n InInventory CoreKey, 1 { drawimage \"STRIKEYL\", 236, 192; }\n InInventory MaulerKey, 1 { drawimage \"STRIKEYM\", 243, 192; }\n InInventory FactoryKey, 1 { drawimage \"STRIKEYN\", 249, 192; }\n InInventory MineKey, 1 { drawimage \"STRIKEYO\", 256, 192; }\n\n drawnumber 3, INDEXFON, yellow, ammo Clip, 285, 173;\n drawnumber 3, INDEXFON, yellow, ammo Shell, 285, 179;\n drawnumber 3, INDEXFON, yellow, ammo RocketAmmo, 285, 185;\n drawnumber 3, INDEXFON, yellow, ammo Cell, 285, 191;\n gamemode deathmatch, teamplay, teamgame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawnumber 3, HEREHUDF, untranslated, frags, 136, 180; }\n gamemode cooperative, singleplayer\n {\n drawnumber 3, HEREHUDF, untranslated, KillCountAmount, 136, 180;\n InInventory KillCountNotch, 1 { drawimage \"RVNNOTCH\", 108, 169; }\n InInventory KillCountNotch, 2 { drawimage \"RVNNOTCH\", 112, 169; }\n InInventory KillCountNotch, 3 { drawimage \"RVNNOTCH\", 116, 169; }\n InInventory KillCountNotch, 4 { drawimage \"RVNNOTCH\", 120, 169; }\n InInventory KillCountNotch, 5 { drawimage \"RVNNOTCH\", 124, 169; }\n InInventory KillCountNotch, 6 { drawimage \"RVNNOTCH\", 128, 169; }\n InInventory KillCountNotch, 7 { drawimage \"RVNNOTCH\", 132, 169; }\n InInventory KillCountNotch, 8 { drawimage \"RVNNOTCH\", 136, 169; }\n InInventory KillCountNotch, 9 { drawimage \"RVNNOTCH\", 140, 169; }\n }\n\n GameMode Teamplay, TeamGame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawimage translatable \"CLRHERTC\", 10, 168; }\n InInventory not PowerFakeInvulnerable, 1 {drawmugshot \"STF\", 5, 142, 168;}\n InInventory PowerFakeInvulnerable, 1 {drawimage \"CRVGOD0\", 142, 168;}\n }\n\n Playerclass Blazkowicz\n {\n drawimage \"WOLFBAR\", 0, 168;\n drawnumber 3, WOLFHUDF, gold, ammo1, 37, 181, 0, untranslated, 0, untranslated, 20;\n drawnumber 3, WOLFHUDF, gold, health, 90, 181, red, 25, untranslated, 50;\n drawnumber 3, WOLFHUDF, gold, armor, 212, 181, 0, untranslated, 0, untranslated, 50;\n\n //Doom keys\n InInventory BlueCard, 1 { drawimage \"STKEYS0\", 226, 175; }\n InInventory YellowCard, 1 { drawimage \"STKEYS1\", 238, 175; }\n InInventory RedCard, 1 { drawimage \"STKEYS2\", 250, 175; }\n InInventory BlueSkull, 1 { drawimage \"STKEYS3\", 226, 186; }\n InInventory YellowSkull, 1 { drawimage \"STKEYS4\", 238, 186; }\n InInventory RedSkull, 1 { drawimage \"STKEYS5\", 250, 186; }\n //Chex keys\n InInventory ChexBlueCard, 1 { drawimage \"STKEYS0\", 222, 175; }\n InInventory ChexYellowCard, 1 { drawimage \"STKEYS1\", 235, 175; }\n InInventory ChexRedCard, 1 { drawimage \"STKEYS2\", 248, 175; }\n InInventory BlueFlemKey, 1 { drawimage \"STKEYS3\", 222, 186; }\n InInventory YellowFlemKey, 1 { drawimage \"STKEYS4\", 235, 186; }\n InInventory RedFlemKey, 1 { drawimage \"STKEYS5\", 248, 186; }\n //Heretic keys\n InInventory KeyYellow, 1 { drawimage \"YKEYICON\", 224, 181; }\n InInventory KeyGreen, 1 { drawimage \"GKEYICON\", 238, 181; }\n InInventory KeyBlue, 1 { drawimage \"BKEYICON\", 251, 181; }\n //HeXen keys\n InInventory KeySteel, 1 { drawimage \"HEXKEY1\", 223, 171; }\n InInventory KeyCave, 1 { drawimage \"HEXKEY2\", 223, 181; }\n InInventory KeyAxe, 1 { drawimage \"HEXKEY3\", 223, 191; }\n InInventory KeyFire, 1 { drawimage \"HEXKEY4\", 233, 171; }\n InInventory KeyEmerald, 1 { drawimage \"HEXKEY5\", 233, 181; }\n InInventory KeyDungeon, 1 { drawimage \"HEXKEY6\", 233, 191; }\n InInventory KeySilver, 1 { drawimage \"HEXKEY7\", 243, 171; }\n InInventory KeyRusted, 1 { drawimage \"HEXKEY8\", 243, 181; }\n InInventory KeyHorn, 1 { drawimage \"HEXKEY9\", 243, 191; }\n InInventory KeySwamp, 1 { drawimage \"HEXKEYA\", 253, 171; }\n InInventory KeyCastle, 1 { drawimage \"HEXKEYB\", 253, 181; }\n //Strife keys\n InInventory BaseKey, 1 { drawimage \"STRIKEY1\", 224, 171; }\n InInventory GovsKey, 1 { drawimage \"STRIKEY2\", 230, 171; }\n InInventory PassCard, 1 { drawimage \"STRIKEY3\", 236, 171; }\n InInventory IDBadge, 1 { drawimage \"STRIKEY4\", 243, 171; }\n InInventory PrisonKey, 1 { drawimage \"STRIKEY5\", 249, 171; }\n InInventory SeveredHand, 1 { drawimage \"STRIKEY6\", 256, 171; }\n InInventory Power1Key, 1 { drawimage \"STRIKEY7\", 224, 178; }\n InInventory Power2Key, 1 { drawimage \"STRIKEY8\", 230, 178; }\n InInventory Power3Key, 1 { drawimage \"STRIKEY9\", 236, 178; }\n InInventory GoldKey, 1 { drawimage \"STRIKEYA\", 243, 178; }\n InInventory IDCard, 1 { drawimage \"STRIKEYB\", 249, 178; }\n InInventory SilverKey, 1 { drawimage \"STRIKEYC\", 256, 178; }\n InInventory OracleKey, 1 { drawimage \"STRIKEYD\", 224, 185; }\n InInventory MilitaryID, 1 { drawimage \"STRIKEYE\", 230, 185; }\n InInventory OrderKey, 1 { drawimage \"STRIKEYF\", 236, 185; }\n InInventory BrassKey, 1 { drawimage \"STRIKEYG\", 243, 185; }\n InInventory RedCrystalKey, 1 { drawimage \"STRIKEYH\", 249, 185; }\n InInventory BlueCrystalKey, 1 { drawimage \"STRIKEYI\", 256, 185; }\n InInventory ChapelKey, 1 { drawimage \"STRIKEYJ\", 224, 192; }\n InInventory CatacombKey, 1 { drawimage \"STRIKEYK\", 230, 192; }\n InInventory CoreKey, 1 { drawimage \"STRIKEYL\", 236, 192; }\n InInventory MaulerKey, 1 { drawimage \"STRIKEYM\", 243, 192; }\n InInventory FactoryKey, 1 { drawimage \"STRIKEYN\", 249, 192; }\n InInventory MineKey, 1 { drawimage \"STRIKEYO\", 256, 192; }\n\n drawnumber 3, INDEXFON, lightblue, ammo Clip, 289, 173;\n drawstring SMALLFONT, lightblue, \"x\", 289, 178;\n drawnumber 3, INDEXFON, lightblue, ammo RocketAmmo, 289, 185;\n drawnumber 3, INDEXFON, lightblue, ammo Cell, 289, 191;\n\n drawnumber 3, INDEXFON, lightblue, ammocapacity Clip, 315, 173;\n drawstring SMALLFONT, lightblue, \"x\", 315, 178;\n drawnumber 3, INDEXFON, lightblue, ammocapacity RocketAmmo, 315, 185;\n drawnumber 3, INDEXFON, lightblue, ammocapacity Cell, 315, 191;\n gamemode deathmatch, teamplay, teamgame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawnumber 3, WOLFHUDF, untranslated, frags, 138, 181; }\n gamemode cooperative, singleplayer\n {\n drawnumber 3, WOLFHUDF, untranslated, KillCountAmount, 138, 181;\n InInventory KillCountNotch, 1 { drawimage \"WOLFNTCH\", 107, 167; }\n InInventory KillCountNotch, 2 { drawimage \"WOLFNTCH\", 111, 167; }\n InInventory KillCountNotch, 3 { drawimage \"WOLFNTCH\", 115, 167; }\n InInventory KillCountNotch, 4 { drawimage \"WOLFNTCH\", 119, 167; }\n InInventory KillCountNotch, 5 { drawimage \"WOLFNTCH\", 123, 167; }\n InInventory KillCountNotch, 6 { drawimage \"WOLFNTCH\", 127, 167; }\n InInventory KillCountNotch, 7 { drawimage \"WOLFNTCH\", 131, 167; }\n InInventory KillCountNotch, 8 { drawimage \"WOLFNTCH\", 135, 167; }\n InInventory KillCountNotch, 9 { drawimage \"WOLFNTCH\", 139, 167; }\n }\n\n GameMode Teamplay, TeamGame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawimage translatable \"CLRWOLFN\", 145, 169; }\n InInventory not PowerFakeInvulnerable, 1 {drawmugshot \"STF\", 5, 143, 167;}\n InInventory PowerFakeInvulnerable, 1 {drawimage \"BJFGOD0\", 143, 167;}\n }\n\n playerclass Parias\n {\n drawimage \"HEXNBAR2\", 0, 142;\n drawnumber 3, HEREHUDF, gold, health, 91, 181, white, 25, untranslated, 50;\n drawnumber 3, HEREHUDF, gold, armor, 217, 181, 0, untranslated, 0, untranslated, 50;\n drawnumber 3, INDEXFONT_RAVEN, yellow, ammo Clip, 58, 174, 0, untranslated, 0, untranslated, 30;\n drawnumber 3, INDEXFONT_RAVEN, yellow, ammo Cell, 58, 188, 0, untranslated, 0, untranslated, 30;\n IsSelected \"Frost Shards\" { drawnumber 3, INDEXFONT_RAVEN, gold, ammo Clip, 58, 174, 0, untranslated, 0, white, 30; }\n IsSelected \"Timon's Axe\" { drawnumber 3, INDEXFONT_RAVEN, gold, ammo Clip, 58, 174, 0, untranslated, 0, white, 30; }\n IsSelected \"Serpent Staff\" { drawnumber 3, INDEXFONT_RAVEN, gold, ammo Clip, 58, 174, 0, untranslated, 0, white, 30; }\n IsSelected \"Hammer of Retribution\" { drawnumber 3, INDEXFONT_RAVEN, gold, ammo Cell, 58, 188, 0, untranslated, 0, white, 30; }\n IsSelected \"Firestorm\" { drawnumber 3, INDEXFONT_RAVEN, gold, ammo Cell, 58, 188, 0, untranslated, 0, white, 30; }\n IsSelected \"Wraithverge\"\n {\n drawnumber 3, INDEXFONT_RAVEN, gold, ammo Clip, 58, 174, 0, untranslated, 0, white, 30;\n drawnumber 3, INDEXFONT_RAVEN, gold, ammo Cell, 58, 188, 0, untranslated, 0, white, 30;\n }\n\n weaponammo Clip && Cell\n {\n weaponammo Clip { drawbar \"MANAVL1\", \"nullimage\", ammo Clip, vertical, 266, 171, 1; }\n weaponammo not Clip { drawbar \"MANAVL1D\", \"nullimage\", ammo Clip, vertical, 266, 171, 1; }\n weaponammo Cell { drawbar \"MANAVL2\", \"nullimage\", ammo Cell, vertical, 273, 171, 1; }\n weaponammo not Cell { drawbar \"MANAVL2D\", \"nullimage\", ammo Cell, vertical, 273, 171, 1; }\n }\n\n //Doom keys\n InInventory BlueCard, 1 { drawimage \"STKEYS0\", 226, 175; }\n InInventory YellowCard, 1 { drawimage \"STKEYS1\", 238, 175; }\n InInventory RedCard, 1 { drawimage \"STKEYS2\", 250, 175; }\n InInventory BlueSkull, 1 { drawimage \"STKEYS3\", 226, 186; }\n InInventory YellowSkull, 1 { drawimage \"STKEYS4\", 238, 186; }\n InInventory RedSkull, 1 { drawimage \"STKEYS5\", 250, 186; }\n //Chex keys\n InInventory ChexBlueCard, 1 { drawimage \"STKEYS0\", 222, 175; }\n InInventory ChexYellowCard, 1 { drawimage \"STKEYS1\", 235, 175; }\n InInventory ChexRedCard, 1 { drawimage \"STKEYS2\", 248, 175; }\n InInventory BlueFlemKey, 1 { drawimage \"STKEYS3\", 222, 186; }\n InInventory YellowFlemKey, 1 { drawimage \"STKEYS4\", 235, 186; }\n InInventory RedFlemKey, 1 { drawimage \"STKEYS5\", 248, 186; }\n //Heretic keys\n InInventory KeyYellow, 1 { drawimage \"YKEYICON\", 224, 181; }\n InInventory KeyGreen, 1 { drawimage \"GKEYICON\", 238, 181; }\n InInventory KeyBlue, 1 { drawimage \"BKEYICON\", 251, 181; }\n //HeXen keys\n InInventory KeySteel, 1 { drawimage \"HEXKEY1\", 223, 171; }\n InInventory KeyCave, 1 { drawimage \"HEXKEY2\", 223, 181; }\n InInventory KeyAxe, 1 { drawimage \"HEXKEY3\", 223, 191; }\n InInventory KeyFire, 1 { drawimage \"HEXKEY4\", 233, 171; }\n InInventory KeyEmerald, 1 { drawimage \"HEXKEY5\", 233, 181; }\n InInventory KeyDungeon, 1 { drawimage \"HEXKEY6\", 233, 191; }\n InInventory KeySilver, 1 { drawimage \"HEXKEY7\", 243, 171; }\n InInventory KeyRusted, 1 { drawimage \"HEXKEY8\", 243, 181; }\n InInventory KeyHorn, 1 { drawimage \"HEXKEY9\", 243, 191; }\n InInventory KeySwamp, 1 { drawimage \"HEXKEYA\", 253, 171; }\n InInventory KeyCastle, 1 { drawimage \"HEXKEYB\", 253, 181; }\n //Strife keys\n InInventory BaseKey, 1 { drawimage \"STRIKEY1\", 224, 171; }\n InInventory GovsKey, 1 { drawimage \"STRIKEY2\", 230, 171; }\n InInventory PassCard, 1 { drawimage \"STRIKEY3\", 236, 171; }\n InInventory IDBadge, 1 { drawimage \"STRIKEY4\", 243, 171; }\n InInventory PrisonKey, 1 { drawimage \"STRIKEY5\", 249, 171; }\n InInventory SeveredHand, 1 { drawimage \"STRIKEY6\", 256, 171; }\n InInventory Power1Key, 1 { drawimage \"STRIKEY7\", 224, 178; }\n InInventory Power2Key, 1 { drawimage \"STRIKEY8\", 230, 178; }\n InInventory Power3Key, 1 { drawimage \"STRIKEY9\", 236, 178; }\n InInventory GoldKey, 1 { drawimage \"STRIKEYA\", 243, 178; }\n InInventory IDCard, 1 { drawimage \"STRIKEYB\", 249, 178; }\n InInventory SilverKey, 1 { drawimage \"STRIKEYC\", 256, 178; }\n InInventory OracleKey, 1 { drawimage \"STRIKEYD\", 224, 185; }\n InInventory MilitaryID, 1 { drawimage \"STRIKEYE\", 230, 185; }\n InInventory OrderKey, 1 { drawimage \"STRIKEYF\", 236, 185; }\n InInventory BrassKey, 1 { drawimage \"STRIKEYG\", 243, 185; }\n InInventory RedCrystalKey, 1 { drawimage \"STRIKEYH\", 249, 185; }\n InInventory BlueCrystalKey, 1 { drawimage \"STRIKEYI\", 256, 185; }\n InInventory ChapelKey, 1 { drawimage \"STRIKEYJ\", 224, 192; }\n InInventory CatacombKey, 1 { drawimage \"STRIKEYK\", 230, 192; }\n InInventory CoreKey, 1 { drawimage \"STRIKEYL\", 236, 192; }\n InInventory MaulerKey, 1 { drawimage \"STRIKEYM\", 243, 192; }\n InInventory FactoryKey, 1 { drawimage \"STRIKEYN\", 249, 192; }\n InInventory MineKey, 1 { drawimage \"STRIKEYO\", 256, 192; }\n\n gamemode deathmatch, teamplay, teamgame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawnumber 3, HEREHUDF, untranslated, frags, 124, 181; }\n gamemode cooperative, singleplayer\n {\n drawnumber 3, HEREHUDF, untranslated, KillCountAmount, 124, 181;\n InInventory KillCountNotch, 1 { drawimage \"RVNNOTCH\", 97, 168; }\n InInventory KillCountNotch, 2 { drawimage \"RVNNOTCH\", 100, 168; }\n InInventory KillCountNotch, 3 { drawimage \"RVNNOTCH\", 103, 168; }\n InInventory KillCountNotch, 4 { drawimage \"RVNNOTCH\", 106, 168; }\n InInventory KillCountNotch, 5 { drawimage \"RVNNOTCH\", 109, 168; }\n InInventory KillCountNotch, 6 { drawimage \"RVNNOTCH\", 112, 168; }\n InInventory KillCountNotch, 7 { drawimage \"RVNNOTCH\", 115, 168; }\n InInventory KillCountNotch, 8 { drawimage \"RVNNOTCH\", 118, 168; }\n InInventory KillCountNotch, 9 { drawimage \"RVNNOTCH\", 121, 168; }\n }\n GameMode Teamplay, TeamGame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawimage translatable \"CLRHEXN2\", 146, 163; }\n drawmugshot \"STF\", 5, 143, 168;\n }\n\n playerclass Duke\n {\n drawimage \"DUKEBAR\", 0, 168;\n drawnumber 3, DUKEHUDF, gold, ammo1, 50, 183, 0, untranslated, 0, untranslated, 20;\n drawnumber 3, DUKEHUDF, gold, health, 85, 183, white, 25, untranslated, 50;\n drawnumber 3, DUKEHUDF, gold, armor, 205, 183, 0, untranslated, 0, untranslated, 50;\n\n //Doom keys\n InInventory BlueCard, 1 { drawimage \"STKEYS0\", 226, 175; }\n InInventory YellowCard, 1 { drawimage \"STKEYS1\", 238, 175; }\n InInventory RedCard, 1 { drawimage \"STKEYS2\", 250, 175; }\n InInventory BlueSkull, 1 { drawimage \"STKEYS3\", 226, 186; }\n InInventory YellowSkull, 1 { drawimage \"STKEYS4\", 238, 186; }\n InInventory RedSkull, 1 { drawimage \"STKEYS5\", 250, 186; }\n //Chex keys\n InInventory ChexBlueCard, 1 { drawimage \"STKEYS0\", 222, 175; }\n InInventory ChexYellowCard, 1 { drawimage \"STKEYS1\", 235, 175; }\n InInventory ChexRedCard, 1 { drawimage \"STKEYS2\", 248, 175; }\n InInventory BlueFlemKey, 1 { drawimage \"STKEYS3\", 222, 186; }\n InInventory YellowFlemKey, 1 { drawimage \"STKEYS4\", 235, 186; }\n InInventory RedFlemKey, 1 { drawimage \"STKEYS5\", 248, 186; }\n //Heretic keys\n InInventory KeyYellow, 1 { drawimage \"YKEYICON\", 224, 181; }\n InInventory KeyGreen, 1 { drawimage \"GKEYICON\", 238, 181; }\n InInventory KeyBlue, 1 { drawimage \"BKEYICON\", 251, 181; }\n //HeXen keys\n InInventory KeySteel, 1 { drawimage \"HEXKEY1\", 223, 171; }\n InInventory KeyCave, 1 { drawimage \"HEXKEY2\", 223, 181; }\n InInventory KeyAxe, 1 { drawimage \"HEXKEY3\", 223, 191; }\n InInventory KeyFire, 1 { drawimage \"HEXKEY4\", 233, 171; }\n InInventory KeyEmerald, 1 { drawimage \"HEXKEY5\", 233, 181; }\n InInventory KeyDungeon, 1 { drawimage \"HEXKEY6\", 233, 191; }\n InInventory KeySilver, 1 { drawimage \"HEXKEY7\", 243, 171; }\n InInventory KeyRusted, 1 { drawimage \"HEXKEY8\", 243, 181; }\n InInventory KeyHorn, 1 { drawimage \"HEXKEY9\", 243, 191; }\n InInventory KeySwamp, 1 { drawimage \"HEXKEYA\", 253, 171; }\n InInventory KeyCastle, 1 { drawimage \"HEXKEYB\", 253, 181; }\n //Strife keys\n InInventory BaseKey, 1 { drawimage \"STRIKEY1\", 224, 171; }\n InInventory GovsKey, 1 { drawimage \"STRIKEY2\", 230, 171; }\n InInventory PassCard, 1 { drawimage \"STRIKEY3\", 236, 171; }\n InInventory IDBadge, 1 { drawimage \"STRIKEY4\", 243, 171; }\n InInventory PrisonKey, 1 { drawimage \"STRIKEY5\", 249, 171; }\n InInventory SeveredHand, 1 { drawimage \"STRIKEY6\", 256, 171; }\n InInventory Power1Key, 1 { drawimage \"STRIKEY7\", 224, 178; }\n InInventory Power2Key, 1 { drawimage \"STRIKEY8\", 230, 178; }\n InInventory Power3Key, 1 { drawimage \"STRIKEY9\", 236, 178; }\n InInventory GoldKey, 1 { drawimage \"STRIKEYA\", 243, 178; }\n InInventory IDCard, 1 { drawimage \"STRIKEYB\", 249, 178; }\n InInventory SilverKey, 1 { drawimage \"STRIKEYC\", 256, 178; }\n InInventory OracleKey, 1 { drawimage \"STRIKEYD\", 224, 185; }\n InInventory MilitaryID, 1 { drawimage \"STRIKEYE\", 230, 185; }\n InInventory OrderKey, 1 { drawimage \"STRIKEYF\", 236, 185; }\n InInventory BrassKey, 1 { drawimage \"STRIKEYG\", 243, 185; }\n InInventory RedCrystalKey, 1 { drawimage \"STRIKEYH\", 249, 185; }\n InInventory BlueCrystalKey, 1 { drawimage \"STRIKEYI\", 256, 185; }\n InInventory ChapelKey, 1 { drawimage \"STRIKEYJ\", 224, 192; }\n InInventory CatacombKey, 1 { drawimage \"STRIKEYK\", 230, 192; }\n InInventory CoreKey, 1 { drawimage \"STRIKEYL\", 236, 192; }\n InInventory MaulerKey, 1 { drawimage \"STRIKEYM\", 243, 192; }\n InInventory FactoryKey, 1 { drawimage \"STRIKEYN\", 249, 192; }\n InInventory MineKey, 1 { drawimage \"STRIKEYO\", 256, 192; }\n\n drawnumber 3, INDEXFON, green, ammo Clip, 289, 174;\n drawnumber 3, INDEXFON, green, ammo Shell, 289, 180;\n drawnumber 3, INDEXFON, green, ammo RocketAmmo, 289, 186;\n drawnumber 3, INDEXFON, green, ammo Cell, 289, 192;\n\n drawnumber 3, INDEXFON, green, ammocapacity Clip, 315, 174;\n drawnumber 3, INDEXFON, green, ammocapacity Shell, 315, 180;\n drawnumber 3, INDEXFON, green, ammocapacity RocketAmmo, 315, 186;\n drawnumber 3, INDEXFON, green, ammocapacity Cell, 315, 192;\n gamemode deathmatch, teamplay, teamgame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawnumber 3, DUKEHUDF, untranslated, frags, 133, 183; }\n gamemode cooperative, singleplayer\n {\n drawnumber 3, DUKEHUDF, untranslated, KillCountAmount, 133, 183;\n InInventory KillCountNotch, 1 { drawimage \"DUKENTCH\", 107, 169; }\n InInventory KillCountNotch, 2 { drawimage \"DUKENTCH\", 111, 169; }\n InInventory KillCountNotch, 3 { drawimage \"DUKENTCH\", 115, 169; }\n InInventory KillCountNotch, 4 { drawimage \"DUKENTCH\", 119, 169; }\n InInventory KillCountNotch, 5 { drawimage \"DUKENTCH\", 123, 169; }\n InInventory KillCountNotch, 6 { drawimage \"DUKENTCH\", 127, 169; }\n InInventory KillCountNotch, 7 { drawimage \"DUKENTCH\", 131, 169; }\n InInventory KillCountNotch, 8 { drawimage \"DUKENTCH\", 135, 169; }\n InInventory KillCountNotch, 9 { drawimage \"DUKENTCH\", 139, 169; }\n }\n\n GameMode Teamplay, TeamGame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawimage translatable \"CLRDUKE\", 145, 168; }\n InInventory not PowerFakeInvulnerable, 1 {drawmugshot \"STF\", 5, 143, 168;}\n InInventory PowerFakeInvulnerable, 1 {drawimage \"DKNGOD0\", 143, 168;}\n }\n\n playerclass SecurityOfficer\n {\n drawimage \"MRTHBAR2\", 0, 168;\n //drawnumber 3, DUKEHUDF, green, ammo1, 30, 174;//, 0, white, 0, white, 20;\n\n IsSelected \".44 Magnum Mega Class A1\"\n {\n InInventory not UsingDualPistols, 1\n {\n DrawImage \"MARPISEM\", 5, 178;\n DrawImage \"MARPISEM\", 10, 178;\n DrawImage \"MARPISEM\", 15, 178;\n DrawImage \"MARPISEM\", 20, 178;\n DrawImage \"MARPISEM\", 25, 178;\n DrawImage \"MARPISEM\", 30, 178;\n DrawImage \"MARPISEM\", 35, 178;\n DrawImage \"MARPISEM\", 40, 178;\n InInventory MagnumBullet, 1 { DrawImage \"MARPISAM\", 5, 178; }\n InInventory MagnumBullet, 2 { DrawImage \"MARPISAM\", 10, 178; }\n InInventory MagnumBullet, 3 { DrawImage \"MARPISAM\", 15, 178; }\n InInventory MagnumBullet, 4 { DrawImage \"MARPISAM\", 20, 178; }\n InInventory MagnumBullet, 5 { DrawImage \"MARPISAM\", 25, 178; }\n InInventory MagnumBullet, 6 { DrawImage \"MARPISAM\", 30, 178; }\n InInventory MagnumBullet, 7 { DrawImage \"MARPISAM\", 35, 178; }\n InInventory MagnumBullet, 8 { DrawImage \"MARPISAM\", 40, 178; }\n }\n InInventory SynthFireActive, 1\n {\n DrawImage \"MARPISEM\", 5, 173;\n DrawImage \"MARPISEM\", 10, 173;\n DrawImage \"MARPISEM\", 15, 173;\n DrawImage \"MARPISEM\", 20, 173;\n DrawImage \"MARPISEM\", 25, 173;\n DrawImage \"MARPISEM\", 30, 173;\n DrawImage \"MARPISEM\", 35, 173;\n DrawImage \"MARPISEM\", 40, 173;\n InInventory MagnumBullet, 1 { DrawImage \"MARPISAM\", 5, 173; }\n InInventory MagnumBullet, 2 { DrawImage \"MARPISAM\", 10, 173; }\n InInventory MagnumBullet, 3 { DrawImage \"MARPISAM\", 15, 173; }\n InInventory MagnumBullet, 4 { DrawImage \"MARPISAM\", 20, 173; }\n InInventory MagnumBullet, 5 { DrawImage \"MARPISAM\", 25, 173; }\n InInventory MagnumBullet, 6 { DrawImage \"MARPISAM\", 30, 173; }\n InInventory MagnumBullet, 7 { DrawImage \"MARPISAM\", 35, 173; }\n InInventory MagnumBullet, 8 { DrawImage \"MARPISAM\", 40, 173; }\n\n DrawImage \"MARPISEM\", 5, 185;\n DrawImage \"MARPISEM\", 10, 185;\n DrawImage \"MARPISEM\", 15, 185;\n DrawImage \"MARPISEM\", 20, 185;\n DrawImage \"MARPISEM\", 25, 185;\n DrawImage \"MARPISEM\", 30, 185;\n DrawImage \"MARPISEM\", 35, 185;\n DrawImage \"MARPISEM\", 40, 185;\n InInventory MagnumBulletRight, 1 { DrawImage \"MARPISAM\", 5, 185; }\n InInventory MagnumBulletRight, 2 { DrawImage \"MARPISAM\", 10, 185; }\n InInventory MagnumBulletRight, 3 { DrawImage \"MARPISAM\", 15, 185; }\n InInventory MagnumBulletRight, 4 { DrawImage \"MARPISAM\", 20, 185; }\n InInventory MagnumBulletRight, 5 { DrawImage \"MARPISAM\", 25, 185; }\n InInventory MagnumBulletRight, 6 { DrawImage \"MARPISAM\", 30, 185; }\n InInventory MagnumBulletRight, 7 { DrawImage \"MARPISAM\", 35, 185; }\n InInventory MagnumBulletRight, 8 { DrawImage \"MARPISAM\", 40, 185; }\n }\n } //, 0, white, 0, white, 20;}}\n\n IsSelected \"KKV-7 SMG Flechette\"\n {\n drawimage \"STY2NUM1\", 268, 173;\n\n DrawImage \"MARSMGEM\", 5, 170;\n DrawImage \"MARSMGEM\", 10, 170;\n DrawImage \"MARSMGEM\", 15, 170;\n DrawImage \"MARSMGEM\", 20, 170;\n DrawImage \"MARSMGEM\", 25, 170;\n DrawImage \"MARSMGEM\", 30, 170;\n DrawImage \"MARSMGEM\", 35, 170;\n DrawImage \"MARSMGEM\", 40, 170;\n DrawImage \"MARSMGEM\", 5, 176;\n DrawImage \"MARSMGEM\", 10, 176;\n DrawImage \"MARSMGEM\", 15, 176;\n DrawImage \"MARSMGEM\", 20, 176;\n DrawImage \"MARSMGEM\", 25, 176;\n DrawImage \"MARSMGEM\", 30, 176;\n DrawImage \"MARSMGEM\", 35, 176;\n DrawImage \"MARSMGEM\", 40, 176;\n DrawImage \"MARSMGEM\", 5, 182;\n DrawImage \"MARSMGEM\", 10, 182;\n DrawImage \"MARSMGEM\", 15, 182;\n DrawImage \"MARSMGEM\", 20, 182;\n DrawImage \"MARSMGEM\", 25, 182;\n DrawImage \"MARSMGEM\", 30, 182;\n DrawImage \"MARSMGEM\", 35, 182;\n DrawImage \"MARSMGEM\", 40, 182;\n DrawImage \"MARSMGEM\", 5, 188;\n DrawImage \"MARSMGEM\", 10, 188;\n DrawImage \"MARSMGEM\", 15, 188;\n DrawImage \"MARSMGEM\", 20, 188;\n DrawImage \"MARSMGEM\", 25, 188;\n DrawImage \"MARSMGEM\", 30, 188;\n DrawImage \"MARSMGEM\", 35, 188;\n DrawImage \"MARSMGEM\", 40, 188;\n InInventory SMGBullet, 1 { DrawImage \"MARSMGAM\", 5, 170; }\n InInventory SMGBullet, 2 { DrawImage \"MARSMGAM\", 10, 170; }\n InInventory SMGBullet, 3 { DrawImage \"MARSMGAM\", 15, 170; }\n InInventory SMGBullet, 4 { DrawImage \"MARSMGAM\", 20, 170; }\n InInventory SMGBullet, 5 { DrawImage \"MARSMGAM\", 25, 170; }\n InInventory SMGBullet, 6 { DrawImage \"MARSMGAM\", 30, 170; }\n InInventory SMGBullet, 7 { DrawImage \"MARSMGAM\", 35, 170; }\n InInventory SMGBullet, 8 { DrawImage \"MARSMGAM\", 40, 170; }\n InInventory SMGBullet, 9 { DrawImage \"MARSMGAM\", 5, 176; }\n InInventory SMGBullet, 10 { DrawImage \"MARSMGAM\", 10, 176; }\n InInventory SMGBullet, 11 { DrawImage \"MARSMGAM\", 15, 176; }\n InInventory SMGBullet, 12 { DrawImage \"MARSMGAM\", 20, 176; }\n InInventory SMGBullet, 13 { DrawImage \"MARSMGAM\", 25, 176; }\n InInventory SMGBullet, 14 { DrawImage \"MARSMGAM\", 30, 176; }\n InInventory SMGBullet, 15 { DrawImage \"MARSMGAM\", 35, 176; }\n InInventory SMGBullet, 16 { DrawImage \"MARSMGAM\", 40, 176; }\n InInventory SMGBullet, 17 { DrawImage \"MARSMGAM\", 5, 182; }\n InInventory SMGBullet, 18 { DrawImage \"MARSMGAM\", 10, 182; }\n InInventory SMGBullet, 19 { DrawImage \"MARSMGAM\", 15, 182; }\n InInventory SMGBullet, 20 { DrawImage \"MARSMGAM\", 20, 182; }\n InInventory SMGBullet, 21 { DrawImage \"MARSMGAM\", 25, 182; }\n InInventory SMGBullet, 22 { DrawImage \"MARSMGAM\", 30, 182; }\n InInventory SMGBullet, 23 { DrawImage \"MARSMGAM\", 35, 182; }\n InInventory SMGBullet, 24 { DrawImage \"MARSMGAM\", 40, 182; }\n InInventory SMGBullet, 25 { DrawImage \"MARSMGAM\", 5, 188; }\n InInventory SMGBullet, 26 { DrawImage \"MARSMGAM\", 10, 188; }\n InInventory SMGBullet, 27 { DrawImage \"MARSMGAM\", 15, 188; }\n InInventory SMGBullet, 28 { DrawImage \"MARSMGAM\", 20, 188; }\n InInventory SMGBullet, 29 { DrawImage \"MARSMGAM\", 25, 188; }\n InInventory SMGBullet, 30 { DrawImage \"MARSMGAM\", 30, 188; }\n InInventory SMGBullet, 31 { DrawImage \"MARSMGAM\", 35, 188; }\n InInventory SMGBullet, 32 { DrawImage \"MARSMGAM\", 40, 188; }\n }\n\n IsSelected \"Fusion Pistol\"\n {\n drawimage \"STY2NUM4\", 268, 191;\n DrawImage \"MARAMBAR\", 17, 173;\n drawbar \"MARAMBR2\", \"MARAMBR3\", ammo FusionBullet, vertical, 18, 174;\n } //, 0, white, 0, white, 20;}\n\n IsSelected \"WSTE-M5 Combat Shotgun\"\n {\n drawimage \"STY2NUM2\", 268, 179;\n InInventory not UsingDualShotguns, 1 {\n DrawImage \"MARSHTAM\", 7, 179;\n DrawImage \"MARSHTAM\", 14, 179;\n InInventory WastemUnloaded, 1 {\n DrawImage \"MARSHTEM\", 7, 179;\n DrawImage \"MARSHTEM\", 14, 179; }}\n InInventory UsingDualShotguns, 1 {\n DrawImage \"MARSHTAM\", 7, 186;\n DrawImage \"MARSHTAM\", 14, 186;\n DrawImage \"MARSHTAM\", 7, 175;\n DrawImage \"MARSHTAM\", 14, 175;\n\n InInventory RWastemUnloaded, 1 {\n DrawImage \"MARSHTEM\", 7, 186;\n DrawImage \"MARSHTEM\", 14, 186; }\n InInventory LWastemUnloaded, 1 {\n DrawImage \"MARSHTEM\", 7, 175;\n DrawImage \"MARSHTEM\", 14, 175; }}\n drawnumber 3, MARAHUDF, untranslated, ammo1, 42, 180;\n }\n\n IsSelected \"MA-75B Assault Rifle\"\n {\n drawimage \"STY2NUM1\", 268, 173;\n drawimage \"STY2NUM3\", 268, 185;\n DrawImage \"MARARFEM\", 6, 173;\n DrawImage \"MARARFEM\", 8, 173;\n DrawImage \"MARARFEM\", 10, 173;\n DrawImage \"MARARFEM\", 12, 173;\n DrawImage \"MARARFEM\", 14, 173;\n DrawImage \"MARARFEM\", 16, 173;\n DrawImage \"MARARFEM\", 18, 173;\n DrawImage \"MARARFEM\", 20, 173;\n DrawImage \"MARARFEM\", 22, 173;\n DrawImage \"MARARFEM\", 24, 173;\n DrawImage \"MARARFEM\", 26, 173;\n DrawImage \"MARARFEM\", 28, 173;\n DrawImage \"MARARFEM\", 30, 173;\n DrawImage \"MARARFEM\", 32, 173;\n DrawImage \"MARARFEM\", 34, 173;\n DrawImage \"MARARFEM\", 36, 173;\n DrawImage \"MARARFEM\", 38, 173;\n DrawImage \"MARARFEM\", 40, 173;\n DrawImage \"MARARFEM\", 6, 177;\n DrawImage \"MARARFEM\", 8, 177;\n DrawImage \"MARARFEM\", 10, 177;\n DrawImage \"MARARFEM\", 12, 177;\n DrawImage \"MARARFEM\", 14, 177;\n DrawImage \"MARARFEM\", 16, 177;\n DrawImage \"MARARFEM\", 18, 177;\n DrawImage \"MARARFEM\", 20, 177;\n DrawImage \"MARARFEM\", 22, 177;\n DrawImage \"MARARFEM\", 24, 177;\n DrawImage \"MARARFEM\", 26, 177;\n DrawImage \"MARARFEM\", 28, 177;\n DrawImage \"MARARFEM\", 30, 177;\n DrawImage \"MARARFEM\", 32, 177;\n DrawImage \"MARARFEM\", 34, 177;\n DrawImage \"MARARFEM\", 36, 177;\n DrawImage \"MARARFEM\", 38, 177;\n DrawImage \"MARARFEM\", 40, 177;\n DrawImage \"MARARFEM\", 6, 181;\n DrawImage \"MARARFEM\", 8, 181;\n DrawImage \"MARARFEM\", 10, 181;\n DrawImage \"MARARFEM\", 12, 181;\n DrawImage \"MARARFEM\", 14, 181;\n DrawImage \"MARARFEM\", 16, 181;\n DrawImage \"MARARFEM\", 18, 181;\n DrawImage \"MARARFEM\", 20, 181;\n DrawImage \"MARARFEM\", 22, 181;\n DrawImage \"MARARFEM\", 24, 181;\n DrawImage \"MARARFEM\", 26, 181;\n DrawImage \"MARARFEM\", 28, 181;\n DrawImage \"MARARFEM\", 30, 181;\n DrawImage \"MARARFEM\", 32, 181;\n DrawImage \"MARARFEM\", 34, 181;\n DrawImage \"MARARFEM\", 36, 181;\n DrawImage \"MARGRNEM\", 7, 188;\n DrawImage \"MARGRNEM\", 12, 188;\n DrawImage \"MARGRNEM\", 17, 188;\n DrawImage \"MARGRNEM\", 22, 188;\n DrawImage \"MARGRNEM\", 27, 188;\n DrawImage \"MARGRNEM\", 32, 188;\n DrawImage \"MARGRNEM\", 37, 188;\n InInventory RifleBullet, 1 { DrawImage \"MARARFAM\", 6, 173; }\n InInventory RifleBullet, 2 { DrawImage \"MARARFAM\", 8, 173; }\n InInventory RifleBullet, 3 { DrawImage \"MARARFAM\", 10, 173; }\n InInventory RifleBullet, 4 { DrawImage \"MARARFAM\", 12, 173; }\n InInventory RifleBullet, 5 { DrawImage \"MARARFAM\", 14, 173; }\n InInventory RifleBullet, 6 { DrawImage \"MARARFAM\", 16, 173; }\n InInventory RifleBullet, 7 { DrawImage \"MARARFAM\", 18, 173; }\n InInventory RifleBullet, 8 { DrawImage \"MARARFAM\", 20, 173; }\n InInventory RifleBullet, 9 { DrawImage \"MARARFAM\", 22, 173; }\n InInventory RifleBullet, 10 { DrawImage \"MARARFAM\", 24, 173; }\n InInventory RifleBullet, 11 { DrawImage \"MARARFAM\", 26, 173; }\n InInventory RifleBullet, 12 { DrawImage \"MARARFAM\", 28, 173; }\n InInventory RifleBullet, 13 { DrawImage \"MARARFAM\", 30, 173; }\n InInventory RifleBullet, 14 { DrawImage \"MARARFAM\", 32, 173; }\n InInventory RifleBullet, 15 { DrawImage \"MARARFAM\", 34, 173; }\n InInventory RifleBullet, 16 { DrawImage \"MARARFAM\", 36, 173; }\n InInventory RifleBullet, 17 { DrawImage \"MARARFAM\", 38, 173; }\n InInventory RifleBullet, 18 { DrawImage \"MARARFAM\", 40, 173; }\n InInventory RifleBullet, 19 { DrawImage \"MARARFAM\", 6, 177; }\n InInventory RifleBullet, 20 { DrawImage \"MARARFAM\", 8, 177; }\n InInventory RifleBullet, 21 { DrawImage \"MARARFAM\", 10, 177; }\n InInventory RifleBullet, 22 { DrawImage \"MARARFAM\", 12, 177; }\n InInventory RifleBullet, 23 { DrawImage \"MARARFAM\", 14, 177; }\n InInventory RifleBullet, 24 { DrawImage \"MARARFAM\", 16, 177; }\n InInventory RifleBullet, 25 { DrawImage \"MARARFAM\", 18, 177; }\n InInventory RifleBullet, 26 { DrawImage \"MARARFAM\", 20, 177; }\n InInventory RifleBullet, 27 { DrawImage \"MARARFAM\", 22, 177; }\n InInventory RifleBullet, 28 { DrawImage \"MARARFAM\", 24, 177; }\n InInventory RifleBullet, 29 { DrawImage \"MARARFAM\", 26, 177; }\n InInventory RifleBullet, 30 { DrawImage \"MARARFAM\", 28, 177; }\n InInventory RifleBullet, 31 { DrawImage \"MARARFAM\", 30, 177; }\n InInventory RifleBullet, 32 { DrawImage \"MARARFAM\", 32, 177; }\n InInventory RifleBullet, 33 { DrawImage \"MARARFAM\", 34, 177; }\n InInventory RifleBullet, 34 { DrawImage \"MARARFAM\", 36, 177; }\n InInventory RifleBullet, 35 { DrawImage \"MARARFAM\", 38, 177; }\n InInventory RifleBullet, 36 { DrawImage \"MARARFAM\", 40, 177; }\n InInventory RifleBullet, 37 { DrawImage \"MARARFAM\", 6, 181; }\n InInventory RifleBullet, 38 { DrawImage \"MARARFAM\", 8, 181; }\n InInventory RifleBullet, 39 { DrawImage \"MARARFAM\", 10, 181; }\n InInventory RifleBullet, 40 { DrawImage \"MARARFAM\", 12, 181; }\n InInventory RifleBullet, 41 { DrawImage \"MARARFAM\", 14, 181; }\n InInventory RifleBullet, 42 { DrawImage \"MARARFAM\", 16, 181; }\n InInventory RifleBullet, 43 { DrawImage \"MARARFAM\", 18, 181; }\n InInventory RifleBullet, 44 { DrawImage \"MARARFAM\", 20, 181; }\n InInventory RifleBullet, 45 { DrawImage \"MARARFAM\", 22, 181; }\n InInventory RifleBullet, 46 { DrawImage \"MARARFAM\", 24, 181; }\n InInventory RifleBullet, 47 { DrawImage \"MARARFAM\", 26, 181; }\n InInventory RifleBullet, 48 { DrawImage \"MARARFAM\", 28, 181; }\n InInventory RifleBullet, 49 { DrawImage \"MARARFAM\", 30, 181; }\n InInventory RifleBullet, 50 { DrawImage \"MARARFAM\", 32, 181; }\n InInventory RifleBullet, 51 { DrawImage \"MARARFAM\", 34, 181; }\n InInventory RifleBullet, 52 { DrawImage \"MARARFAM\", 36, 181; }\n InInventory GrenadeInClip, 1 { DrawImage \"MARGRNAM\", 7, 188; }\n InInventory GrenadeInClip, 2 { DrawImage \"MARGRNAM\", 12, 188; }\n InInventory GrenadeInClip, 3 { DrawImage \"MARGRNAM\", 17, 188; }\n InInventory GrenadeInClip, 4 { DrawImage \"MARGRNAM\", 22, 188; }\n InInventory GrenadeInClip, 5 { DrawImage \"MARGRNAM\", 27, 188; }\n InInventory GrenadeInClip, 6 { DrawImage \"MARGRNAM\", 32, 188; }\n InInventory GrenadeInClip, 7 { DrawImage \"MARGRNAM\", 37, 188; }\n }\n\n IsSelected \"Talon Ceramic Combat Blade\"\n {\n DrawImage \"MARKNFEM\", 11, 176;\n DrawImage \"MARKNFEM\", 29, 176;\n InInventory KnifeAmmo, 1 { DrawImage \"MARKNFAM\", 11, 176; }\n InInventory KnifeAmmo, 2 { DrawImage \"MARKNFAM\", 29, 176; }\n }\n\n IsSelected \"SPNKR-XP SSM Launcher\"\n {\n DrawImage \"STY2NUM3\", 268, 185;\n DrawImage \"MARRCKEM\", 11, 176;\n DrawImage \"MARRCKEM\", 29, 176;\n InInventory SpankerAmmo, 1 { DrawImage \"MARRCKAM\", 11, 176; }\n InInventory SpankerAmmo, 2 { DrawImage \"MARRCKAM\", 29, 176; }\n }\n\n IsSelected \"TOZT-7 Napalm Unit\"\n {\n DrawImage \"STY2NUM4\", 268, 191;\n DrawImage \"MARAMBAR\", 17, 173;\n drawbar \"MARAMBR2\", \"MARAMBR3\", ammo NapalmInTank, vertical, 18, 174;\n }\n\n IsSelected \"ONI-71 Wave Motion Cannon\"\n {\n\n DrawImage \"STY2NUM3\", 268, 185;\n DrawImage \"STY2NUM4\", 268, 191;\n //drawnumber 3, MARAHUDF, green, ammo1, 40, 174;\n //drawnumber 3, MARAHUDF, green, RocketAmmo, 40, 186;\n DrawImage \"MARWMCEM\", 5, 173;\n DrawImage \"MARWMCEM\", 10, 173;\n DrawImage \"MARWMCEM\", 15, 173;\n DrawImage \"MARWMCEM\", 20, 173;\n DrawImage \"MARWMCEM\", 25, 173;\n DrawImage \"MARWMCEM\", 30, 173;\n DrawImage \"MARWMCEM\", 35, 173;\n DrawImage \"MARWMCEM\", 40, 173;\n\n DrawImage \"MARMRTEM\", 7, 187;\n DrawImage \"MARMRTEM\", 21, 187;\n DrawImage \"MARMRTEM\", 35, 187;\n\n InInventory WMCAmmo, 1 { DrawImage \"MARWMCAM\", 5, 173; }\n InInventory WMCAmmo, 2 { DrawImage \"MARWMCAM\", 10, 173; }\n InInventory WMCAmmo, 3 { DrawImage \"MARWMCAM\", 15, 173; }\n InInventory WMCAmmo, 4 { DrawImage \"MARWMCAM\", 20, 173; }\n InInventory WMCAmmo, 5 { DrawImage \"MARWMCAM\", 25, 173; }\n InInventory WMCAmmo, 6 { DrawImage \"MARWMCAM\", 30, 173; }\n InInventory WMCAmmo, 7 { DrawImage \"MARWMCAM\", 35, 173; }\n InInventory WMCAmmo, 8 { DrawImage \"MARWMCAM\", 40, 173; }\n\n InInventory MortarAmmo, 1 { DrawImage \"MARMRTAM\", 7, 187; }\n InInventory MortarAmmo, 2 { DrawImage \"MARMRTAM\", 21, 187; }\n InInventory MortarAmmo, 3 { DrawImage \"MARMRTAM\", 35, 187; }\n }\n\n IsSelected \"Alien Weapon\" { drawimage \"MARERROR\", 5, 173; }\n\n IsSelected \" Alien Weapon \" { drawimage \"MARERROR\", 5, 173; }\n\n IsSelected \"Spnkr-25 Auto Cannon\"\n {\n DrawImage \"MARAMBAR\", 17, 173;\n drawbar \"MARAMBR2\", \"MARAMBR3\", ammo Spanker2Ammo, vertical, 18, 174;\n }\n\nIsSelected not \"Spnkr-25 Auto Cannon\"\n{\n\n IsSelected not \"Talon Ceramic Combat Blade\"\n {\n IsSelected not \" Alien Weapon \"\n {\n IsSelected not \"Alien Weapon\"\n {\n IsSelected not \"ONI-71 Wave Motion Cannon\"\n {\n IsSelected not \"TOZT-7 Napalm Unit\"\n {\n IsSelected not \"SPNKR-XP SSM Launcher\"\n {\n IsSelected not \"MA-75B Assault Rifle\"\n {\n IsSelected not \"Fusion Pistol\"\n {\n IsSelected not \"WSTE-M5 Combat Shotgun\"\n {\n IsSelected not \"KKV-7 SMG Flechette\"\n {\n IsSelected not \".44 Magnum Mega Class A1\" { drawnumber 3, MARAHUDF, untranslated, ammo1, 35, 181; }\n }\n }\n }\n }\n }\n }\n }\n }\n }\n }\n}\n\n DrawBar \"MBARH100\", \"MBARMPTY\", Health, Horizontal, 51, 170;\n DrawBar \"MBARH200\", \"MBAREMP2\", Health OverMax, Horizontal, -36, 170;\n DrawBar \"MBARH300\", \"MBAREMP3\", Health OverOverMax, Horizontal, -123, 170;\n DrawBar \"MBARR100\", \"MBARMPTY\", Armor, Horizontal, 51, 180;\n DrawBar \"MBARR200\", \"MBAREMP2\", Armor OverMax, Horizontal, -36, 180;\n DrawBar \"MBARR300\", \"MBAREMP3\", Armor OverOverMax, Horizontal, -123, 180;\n //DrawBar \"MBAROXYG\",\"MBARMPTY\", AirTime, Horizontal, 46, 185;\n drawnumber 3, INDEXFON, green, health, 89, 191;\n drawnumber 3, INDEXFON, green, armor, 125, 191;\n\n //Doom keys\n InInventory BlueCard, 1 { drawimage \"STKEYS0\", 226, 175; }\n InInventory YellowCard, 1 { drawimage \"STKEYS1\", 238, 175; }\n InInventory RedCard, 1 { drawimage \"STKEYS2\", 250, 175; }\n InInventory BlueSkull, 1 { drawimage \"STKEYS3\", 226, 186; }\n InInventory YellowSkull, 1 { drawimage \"STKEYS4\", 238, 186; }\n InInventory RedSkull, 1 { drawimage \"STKEYS5\", 250, 186; }\n //Chex keys\n InInventory ChexBlueCard, 1 { drawimage \"STKEYS0\", 222, 175; }\n InInventory ChexYellowCard, 1 { drawimage \"STKEYS1\", 235, 175; }\n InInventory ChexRedCard, 1 { drawimage \"STKEYS2\", 248, 175; }\n InInventory BlueFlemKey, 1 { drawimage \"STKEYS3\", 222, 186; }\n InInventory YellowFlemKey, 1 { drawimage \"STKEYS4\", 235, 186; }\n InInventory RedFlemKey, 1 { drawimage \"STKEYS5\", 248, 186; }\n //Heretic keys\n InInventory KeyYellow, 1 { drawimage \"YKEYICON\", 224, 181; }\n InInventory KeyGreen, 1 { drawimage \"GKEYICON\", 238, 181; }\n InInventory KeyBlue, 1 { drawimage \"BKEYICON\", 251, 181; }\n //HeXen keys\n InInventory KeySteel, 1 { drawimage \"HEXKEY1\", 223, 171; }\n InInventory KeyCave, 1 { drawimage \"HEXKEY2\", 223, 181; }\n InInventory KeyAxe, 1 { drawimage \"HEXKEY3\", 223, 191; }\n InInventory KeyFire, 1 { drawimage \"HEXKEY4\", 233, 171; }\n InInventory KeyEmerald, 1 { drawimage \"HEXKEY5\", 233, 181; }\n InInventory KeyDungeon, 1 { drawimage \"HEXKEY6\", 233, 191; }\n InInventory KeySilver, 1 { drawimage \"HEXKEY7\", 243, 171; }\n InInventory KeyRusted, 1 { drawimage \"HEXKEY8\", 243, 181; }\n InInventory KeyHorn, 1 { drawimage \"HEXKEY9\", 243, 191; }\n InInventory KeySwamp, 1 { drawimage \"HEXKEYA\", 253, 171; }\n InInventory KeyCastle, 1 { drawimage \"HEXKEYB\", 253, 181; }\n //Strife keys\n InInventory BaseKey, 1 { drawimage \"STRIKEY1\", 224, 171; }\n InInventory GovsKey, 1 { drawimage \"STRIKEY2\", 230, 171; }\n InInventory PassCard, 1 { drawimage \"STRIKEY3\", 236, 171; }\n InInventory IDBadge, 1 { drawimage \"STRIKEY4\", 243, 171; }\n InInventory PrisonKey, 1 { drawimage \"STRIKEY5\", 249, 171; }\n InInventory SeveredHand, 1 { drawimage \"STRIKEY6\", 256, 171; }\n InInventory Power1Key, 1 { drawimage \"STRIKEY7\", 224, 178; }\n InInventory Power2Key, 1 { drawimage \"STRIKEY8\", 230, 178; }\n InInventory Power3Key, 1 { drawimage \"STRIKEY9\", 236, 178; }\n InInventory GoldKey, 1 { drawimage \"STRIKEYA\", 243, 178; }\n InInventory IDCard, 1 { drawimage \"STRIKEYB\", 249, 178; }\n InInventory SilverKey, 1 { drawimage \"STRIKEYC\", 256, 178; }\n InInventory OracleKey, 1 { drawimage \"STRIKEYD\", 224, 185; }\n InInventory MilitaryID, 1 { drawimage \"STRIKEYE\", 230, 185; }\n InInventory OrderKey, 1 { drawimage \"STRIKEYF\", 236, 185; }\n InInventory BrassKey, 1 { drawimage \"STRIKEYG\", 243, 185; }\n InInventory RedCrystalKey, 1 { drawimage \"STRIKEYH\", 249, 185; }\n InInventory BlueCrystalKey, 1 { drawimage \"STRIKEYI\", 256, 185; }\n InInventory ChapelKey, 1 { drawimage \"STRIKEYJ\", 224, 192; }\n InInventory CatacombKey, 1 { drawimage \"STRIKEYK\", 230, 192; }\n InInventory CoreKey, 1 { drawimage \"STRIKEYL\", 236, 192; }\n InInventory MaulerKey, 1 { drawimage \"STRIKEYM\", 243, 192; }\n InInventory FactoryKey, 1 { drawimage \"STRIKEYN\", 249, 192; }\n InInventory MineKey, 1 { drawimage \"STRIKEYO\", 256, 192; }\n\n drawnumber 3, INDEXFON, green, ammo Clip, 289, 173;\n drawnumber 3, INDEXFON, green, ammo Shell, 289, 179;\n drawnumber 3, INDEXFON, green, ammo RocketAmmo, 289, 185;\n drawnumber 3, INDEXFON, green, ammo Cell, 289, 191;\n\n drawnumber 3, INDEXFON, green, ammocapacity Clip, 315, 173;\n drawnumber 3, INDEXFON, green, ammocapacity Shell, 315, 179;\n drawnumber 3, INDEXFON, green, ammocapacity RocketAmmo, 315, 185;\n drawnumber 3, INDEXFON, green, ammocapacity Cell, 315, 191;\n gamemode deathmatch, teamplay, teamgame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawnumber 4, MARAHUDF, white, frags, 213, 179; }\n gamemode cooperative, singleplayer { drawnumber 4, MARAHUDF, white, KillCountAmountTrue, 213, 179; }\n //DrawImage RuneIcon, 20, 40, Center;\n//drawselectedinventory alwaysshowcounter, MARAHUDF, 290, 22, 293, 30, untranslated;\n GameMode Teamplay, TeamGame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawimage translatable \"CLRMARA1\", 145, 169; }\n InInventory not PowerFakeInvulnerable, 1 {drawmugshot \"STF\", 5, 143, 168;}\n InInventory PowerFakeInvulnerable, 1 {drawimage \"MARGOD0\", 143, 168;}\n }\n\n playerclass Ranger\n {\n drawimage \"QUAKBAR\", 0, 168;\n\n InInventory not UsingDoEAmmo\n {\n drawnumber 3, QUAKHUDF, gold, ammo1, 42, 181, 0, untranslated, 0, untranslated, 20;\n\n drawnumber 3, INDEXFON, darkbrown, ammo Clip, 289, 173;\n drawnumber 3, INDEXFON, darkbrown, ammo RocketAmmo, 289, 185;\n\n drawnumber 3, INDEXFON, darkbrown, ammocapacity Clip, 315, 173;\n drawnumber 3, INDEXFON, darkbrown, ammocapacity RocketAmmo, 315, 185;\n }\n\n InInventory UsingDoEAmmo\n {\n drawnumber 3, QUAKHUDF, red, ammo2, 42, 181, 0, red, 0, red, 20;\n\n drawnumber 3, INDEXFON, red, ammo LavaNails, 289, 173;\n drawnumber 3, INDEXFON, red, ammo MultiRocketAmmo, 289, 185;\n\n drawnumber 3, INDEXFON, red, ammocapacity LavaNails, 315, 173;\n drawnumber 3, INDEXFON, red, ammocapacity MultiRocketAmmo, 315, 185;\n }\n\n drawnumber 3, INDEXFON, darkbrown, ammo Shell, 289, 179;\n drawnumber 3, INDEXFON, darkbrown, ammo Cell, 289, 191;\n\n drawnumber 3, INDEXFON, darkbrown, ammocapacity Shell, 315, 179;\n drawnumber 3, INDEXFON, darkbrown, ammocapacity Cell, 315, 191;\n\n InInventory not UsingDoEAmmo { drawnumber 3, QUAKHUDF, gold, ammo1, 42, 181, 0, untranslated, 0, untranslated, 20; }\n InInventory UsingDoEAmmo { drawnumber 3, QUAKHUDF, red, ammo2, 42, 181, 0, red, 0, red, 20; }\n\n drawnumber 3, QUAKHUDF, gold, health, 92, 181, white, 25, untranslated, 50;\n InInventory not QuakePentTimer { drawnumber 3, QUAKHUDF, gold, armor, 214, 181, 0, untranslated, 0, untranslated, 50; }\n InInventory QuakePentTimer, 1 { drawnumber 3, QUAKHUDF, red, 666, 214, 181; }\n\n //Doom keys\n InInventory BlueCard, 1 { drawimage \"STKEYS0\", 226, 175; }\n InInventory YellowCard, 1 { drawimage \"STKEYS1\", 238, 175; }\n InInventory RedCard, 1 { drawimage \"STKEYS2\", 250, 175; }\n InInventory BlueSkull, 1 { drawimage \"STKEYS3\", 226, 186; }\n InInventory YellowSkull, 1 { drawimage \"STKEYS4\", 238, 186; }\n InInventory RedSkull, 1 { drawimage \"STKEYS5\", 250, 186; }\n //Chex keys\n InInventory ChexBlueCard, 1 { drawimage \"STKEYS0\", 222, 175; }\n InInventory ChexYellowCard, 1 { drawimage \"STKEYS1\", 235, 175; }\n InInventory ChexRedCard, 1 { drawimage \"STKEYS2\", 248, 175; }\n InInventory BlueFlemKey, 1 { drawimage \"STKEYS3\", 222, 186; }\n InInventory YellowFlemKey, 1 { drawimage \"STKEYS4\", 235, 186; }\n InInventory RedFlemKey, 1 { drawimage \"STKEYS5\", 248, 186; }\n //Heretic keys\n InInventory KeyYellow, 1 { drawimage \"YKEYICON\", 224, 181; }\n InInventory KeyGreen, 1 { drawimage \"GKEYICON\", 238, 181; }\n InInventory KeyBlue, 1 { drawimage \"BKEYICON\", 251, 181; }\n //HeXen keys\n InInventory KeySteel, 1 { drawimage \"HEXKEY1\", 223, 171; }\n InInventory KeyCave, 1 { drawimage \"HEXKEY2\", 223, 181; }\n InInventory KeyAxe, 1 { drawimage \"HEXKEY3\", 223, 191; }\n InInventory KeyFire, 1 { drawimage \"HEXKEY4\", 233, 171; }\n InInventory KeyEmerald, 1 { drawimage \"HEXKEY5\", 233, 181; }\n InInventory KeyDungeon, 1 { drawimage \"HEXKEY6\", 233, 191; }\n InInventory KeySilver, 1 { drawimage \"HEXKEY7\", 243, 171; }\n InInventory KeyRusted, 1 { drawimage \"HEXKEY8\", 243, 181; }\n InInventory KeyHorn, 1 { drawimage \"HEXKEY9\", 243, 191; }\n InInventory KeySwamp, 1 { drawimage \"HEXKEYA\", 253, 171; }\n InInventory KeyCastle, 1 { drawimage \"HEXKEYB\", 253, 181; }\n //Strife keys\n InInventory BaseKey, 1 { drawimage \"STRIKEY1\", 224, 171; }\n InInventory GovsKey, 1 { drawimage \"STRIKEY2\", 230, 171; }\n InInventory PassCard, 1 { drawimage \"STRIKEY3\", 236, 171; }\n InInventory IDBadge, 1 { drawimage \"STRIKEY4\", 243, 171; }\n InInventory PrisonKey, 1 { drawimage \"STRIKEY5\", 249, 171; }\n InInventory SeveredHand, 1 { drawimage \"STRIKEY6\", 256, 171; }\n InInventory Power1Key, 1 { drawimage \"STRIKEY7\", 224, 178; }\n InInventory Power2Key, 1 { drawimage \"STRIKEY8\", 230, 178; }\n InInventory Power3Key, 1 { drawimage \"STRIKEY9\", 236, 178; }\n InInventory GoldKey, 1 { drawimage \"STRIKEYA\", 243, 178; }\n InInventory IDCard, 1 { drawimage \"STRIKEYB\", 249, 178; }\n InInventory SilverKey, 1 { drawimage \"STRIKEYC\", 256, 178; }\n InInventory OracleKey, 1 { drawimage \"STRIKEYD\", 224, 185; }\n InInventory MilitaryID, 1 { drawimage \"STRIKEYE\", 230, 185; }\n InInventory OrderKey, 1 { drawimage \"STRIKEYF\", 236, 185; }\n InInventory BrassKey, 1 { drawimage \"STRIKEYG\", 243, 185; }\n InInventory RedCrystalKey, 1 { drawimage \"STRIKEYH\", 249, 185; }\n InInventory BlueCrystalKey, 1 { drawimage \"STRIKEYI\", 256, 185; }\n InInventory ChapelKey, 1 { drawimage \"STRIKEYJ\", 224, 192; }\n InInventory CatacombKey, 1 { drawimage \"STRIKEYK\", 230, 192; }\n InInventory CoreKey, 1 { drawimage \"STRIKEYL\", 236, 192; }\n InInventory MaulerKey, 1 { drawimage \"STRIKEYM\", 243, 192; }\n InInventory FactoryKey, 1 { drawimage \"STRIKEYN\", 249, 192; }\n InInventory MineKey, 1 { drawimage \"STRIKEYO\", 256, 192; }\n\n gamemode deathmatch, teamplay, teamgame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawnumber 3, QUAKHUDF, untranslated, frags, 140, 181; }\n gamemode cooperative, singleplayer\n {\n drawnumber 3, QUAKHUDF, untranslated, KillCountAmount, 140, 181;\n InInventory KillCountNotch, 1 { drawimage \"DOMNOTCH\", 100, 176; }\n InInventory KillCountNotch, 2 { drawimage \"DOMNOTCH\", 105, 176; }\n InInventory KillCountNotch, 3 { drawimage \"DOMNOTCH\", 110, 176; }\n InInventory KillCountNotch, 4 { drawimage \"DOMNOTCH\", 115, 176; }\n InInventory KillCountNotch, 5 { drawimage \"DOMNOTCH\", 120, 176; }\n InInventory KillCountNotch, 6 { drawimage \"DOMNOTCH\", 125, 176; }\n InInventory KillCountNotch, 7 { drawimage \"DOMNOTCH\", 130, 176; }\n InInventory KillCountNotch, 8 { drawimage \"DOMNOTCH\", 135, 176; }\n InInventory KillCountNotch, 9 { drawimage \"DOMNOTCH\", 140, 176; }\n }\n //DrawImage RuneIcon, 20, 40, Center;\n //drawselectedinventory alwaysshowcounter, QUAKHUDF, 290, 22, 293, 30, untranslated;\n GameMode Teamplay, TeamGame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawimage translatable \"CLRDOOM\", 145, 169; }\n InInventory not QuakeInvisTimer\n {\n InInventory not QuadDamagePower\n {\n InInventory QuakePentTimer { drawimage \"RNGGOD0\", 143, 168; }\n InInventory not QuakePentTimer { drawmugshot \"STF\", 5, 143, 168; }\n }\n InInventory QuadDamagePower, 1 { drawimage \"RNGQUAD0\", 143, 168; }\n }\n InInventory QuakeInvisTimer, 1\n {\n drawimage \"RNGNVSB0\", 143, 168;\n InInventory QuakePentTimer, 1 { drawimage \"RNGNVSG0\", 143, 168; }\n InInventory QuadDamagePower, 1 { drawimage \"RNGNVSQ0\", 143, 168; }\n InInventory PowerQuadDamage, 1 { drawimage \"RNGNVSD0\", 143, 168; }\n }\n\n }\n}"
},
{
"source": "pk3",
"name": "gldefs/chex.txt",
"contents": "// Zorch teleport fog\npointlight ZORCH1\n{\n color 1.0 0.3 0.3\n size 34\n}\n\npointlight ZORCH2\n{\n color 1.0 0.3 0.3\n size 28\n}\n\npointlight ZORCH3\n{\n color 1.0 0.3 0.3\n size 22\n}\n\npointlight ZORCH4\n{\n color 1.0 0.3 0.3\n size 16\n}\n\nobject ZorchEffectSmall\n{\n frame ZFOGA { light ZORCH4 }\n frame ZFOGB { light ZORCH3 }\n frame ZFOGC { light ZORCH3 }\n frame ZFOGD { light ZORCH2 }\n frame ZFOGE { light ZORCH1 }\n frame ZFOGF { light ZORCH1 }\n frame ZFOGG { light ZORCH2 }\n frame ZFOGH { light ZORCH3 }\n frame ZFOGI { light ZORCH3 }\n frame ZFOGJ { light ZORCH4 }\n}\n\nobject ZorchEffectBossSmall\n{\n frame ZFOGA { light ZORCH4 }\n frame ZFOGB { light ZORCH3 }\n frame ZFOGC { light ZORCH3 }\n frame ZFOGD { light ZORCH2 }\n frame ZFOGE { light ZORCH1 }\n frame ZFOGF { light ZORCH1 }\n frame ZFOGG { light ZORCH2 }\n frame ZFOGH { light ZORCH3 }\n frame ZFOGI { light ZORCH3 }\n frame ZFOGJ { light ZORCH4 }\n}\n\npointlight ZORCH5\n{\n color 1.0 0.3 0.3\n size 24\n}\n\npointlight ZORCH6\n{\n color 1.0 0.3 0.3\n size 20\n}\n\npointlight ZORCH7\n{\n color 1.0 0.3 0.3\n size 16\n}\n\npointlight ZORCH8\n{\n color 1.0 0.3 0.3\n size 12\n}\n\nobject ZorchEffectTiny\n{\n frame ZFOGA { light ZORCH8 }\n frame ZFOGB { light ZORCH7 }\n frame ZFOGC { light ZORCH7 }\n frame ZFOGD { light ZORCH6 }\n frame ZFOGE { light ZORCH5 }\n frame ZFOGF { light ZORCH5 }\n frame ZFOGG { light ZORCH6 }\n frame ZFOGH { light ZORCH7 }\n frame ZFOGI { light ZORCH7 }\n frame ZFOGJ { light ZORCH8 }\n}\n\npointlight ZORCH10\n{\n color 1.0 0.3 0.3\n size 16\n}\n\npointlight ZORCH11\n{\n color 1.0 0.3 0.3\n size 14\n}\n\npointlight ZORCH12\n{\n color 1.0 0.3 0.3\n size 11\n}\n\npointlight ZORCH13\n{\n color 1.0 0.3 0.3\n size 8\n}\n\nobject ZorchEffectSuperTiny\n{\n frame ZFOGA { light ZORCH13 }\n frame ZFOGB { light ZORCH12 }\n frame ZFOGC { light ZORCH12 }\n frame ZFOGD { light ZORCH11 }\n frame ZFOGE { light ZORCH10 }\n frame ZFOGF { light ZORCH10 }\n frame ZFOGG { light ZORCH11 }\n frame ZFOGH { light ZORCH12 }\n frame ZFOGI { light ZORCH12 }\n frame ZFOGJ { light ZORCH13 }\n}\n\npointlight ZORCH14\n{\n color 1.0 0.3 0.3\n size 46\n}\n\npointlight ZORCH15\n{\n color 1.0 0.3 0.3\n size 38\n}\n\npointlight ZORCH16\n{\n color 1.0 0.3 0.3\n size 30\n}\n\npointlight ZORCH17\n{\n color 1.0 0.3 0.3\n size 22\n}\n\nobject ZorchEffectBig\n{\n frame ZFOGA { light ZORCH17 }\n frame ZFOGB { light ZORCH16 }\n frame ZFOGC { light ZORCH16 }\n frame ZFOGD { light ZORCH15 }\n frame ZFOGE { light ZORCH14 }\n frame ZFOGF { light ZORCH14 }\n frame ZFOGG { light ZORCH15 }\n frame ZFOGH { light ZORCH16 }\n frame ZFOGI { light ZORCH16 }\n frame ZFOGJ { light ZORCH17 }\n}\n\nobject ZorchEffectWide\n{\n frame ZFOGA { light ZORCH17 }\n frame ZFOGB { light ZORCH16 }\n frame ZFOGC { light ZORCH16 }\n frame ZFOGD { light ZORCH15 }\n frame ZFOGE { light ZORCH14 }\n frame ZFOGF { light ZORCH14 }\n frame ZFOGG { light ZORCH15 }\n frame ZFOGH { light ZORCH16 }\n frame ZFOGI { light ZORCH16 }\n frame ZFOGJ { light ZORCH17 }\n}\n\nobject ZorchEffectHuge2\n{\n frame ZFOGA { light ZORCH17 }\n frame ZFOGB { light ZORCH16 }\n frame ZFOGC { light ZORCH16 }\n frame ZFOGD { light ZORCH15 }\n frame ZFOGE { light ZORCH14 }\n frame ZFOGF { light ZORCH14 }\n frame ZFOGG { light ZORCH15 }\n frame ZFOGH { light ZORCH16 }\n frame ZFOGI { light ZORCH16 }\n frame ZFOGJ { light ZORCH17 }\n}\n\npointlight ZORCH20\n{\n color 1.0 0.3 0.3\n size 61\n}\n\npointlight ZORCH21\n{\n color 1.0 0.3 0.3\n size 50\n}\n\npointlight ZORCH22\n{\n color 1.0 0.3 0.3\n size 39\n}\n\npointlight ZORCH23\n{\n color 1.0 0.3 0.3\n size 28\n}\n\nobject ZorchEffectHuge\n{\n frame ZFOGA { light ZORCH23 }\n frame ZFOGB { light ZORCH22 }\n frame ZFOGC { light ZORCH22 }\n frame ZFOGD { light ZORCH21 }\n frame ZFOGE { light ZORCH20 }\n frame ZFOGF { light ZORCH20 }\n frame ZFOGG { light ZORCH21 }\n frame ZFOGH { light ZORCH22 }\n frame ZFOGI { light ZORCH22 }\n frame ZFOGJ { light ZORCH23 }\n}\n\n// Zorch puff\nflickerlight CPUFF1\n{\n color 0.5 0.0 0.0\n size 12\n secondarySize 16\n chance 0.8\n}\n\nflickerlight CPUFF2\n{\n color 0.5 0.0 0.0\n size 9\n secondarySize 12\n chance 0.8\n}\n\nobject ChexPuff\n{\n frame CMISD { light CPUFF1 }\n frame CMISC { light CPUFF2 }\n frame CMISB { light CPUFF2 }\n}\n\nobject ChexPuff2\n{\n frame CMISD { light CPUFF1 }\n frame CMISC { light CPUFF2 }\n frame CMISB { light CPUFF2 }\n}\n\nobject ChexSpoonPuff\n{\n frame CMISD { light CPUFF1 }\n frame CMISC { light CPUFF2 }\n frame CMISB { light CPUFF2 }\n}\n\n// Chex Rocket\npointlight CROCKET\n{\n color 1.0 0.0 0.0\n size 56\n}\n\nflickerlight CROCKET_X1\n{\n color 1.0 0.2 0.0\n size 64\n secondarySize 72\n chance 0.3\n}\n\nflickerlight CROCKET_X2\n{\n color 0.5 0.1 0.0\n size 80\n secondarySize 88\n chance 0.3\n}\n\nflickerlight CROCKET_X3\n{\n color 0.3 0.0 0.0\n size 96\n secondarySize 104\n chance 0.3\n}\n\nobject ChexRocket\n{\n frame CMISA { light CROCKET }\n\n frame CMISB { light CROCKET_X1 }\n frame CMISC { light CROCKET_X2 }\n frame CMISD { light CROCKET_X3 }\n}\n\nobject ChexRocket2\n{\n frame CMISA { light CROCKET }\n\n frame CMISB { light CROCKET_X1 }\n frame CMISC { light CROCKET_X2 }\n frame CMISD { light CROCKET_X3 }\n}\n\n// Phasing Zorch\npointlight PHASEBALL\n{\n color 0.8 0.0 0.0\n size 56\n}\n\nflickerlight PHASE_X1\n{\n color 1.0 0.2 0.2\n size 64\n secondarySize 72\n chance 0.4\n}\n\nflickerlight PHASE_X2\n{\n color 0.8 0.2 0.2\n size 80\n secondarySize 88\n chance 0.4\n}\n\nflickerlight PHASE_X3\n{\n color 0.5 0.1 0.1\n size 64\n secondarySize 72\n chance 0.4\n}\n\nflickerlight PHASE_X4\n{\n color 0.2 0.0 0.0\n size 8\n secondarySize 16\n chance 0.4\n}\n\nobject ChexPlasma\n{\n frame CLSSA { light PHASEBALL }\n frame CLSSB { light PHASEBALL }\n\n frame CLSEA { light PHASE_X1 }\n frame CLSEB { light PHASE_X2 }\n frame CLSEC { light PHASE_X2 }\n frame CLSED { light PHASE_X3 }\n frame CLSEE { light PHASE_X4 }\n}\n\nobject SLZorcherBolt\n{\n frame SLZRA { light PHASEBALL }\n frame SLZRB { light PHASEBALL }\n\n\tframe SLZDA { light PHASE_X1 }\n frame SLZDB { light PHASE_X2 }\n frame SLZDC { light PHASE_X2 }\n frame SLZDD { light PHASE_X3 }\n frame SLZDE { light PHASE_X3 }\n frame SLZDF { light PHASE_X4 }\n}\n\nobject SLZorcherBoltCoop\n{\n frame SLZRA { light PHASEBALL }\n frame SLZRB { light PHASEBALL }\n\n\tframe SLZDA { light PHASE_X1 }\n frame SLZDB { light PHASE_X2 }\n frame SLZDC { light PHASE_X2 }\n frame SLZDD { light PHASE_X3 }\n frame SLZDE { light PHASE_X3 }\n frame SLZDF { light PHASE_X4 }\n}\n\nobject ChexPlasma2\n{\n frame CLSSA { light PHASEBALL }\n frame CLSSB { light PHASEBALL }\n\n frame CLSEA { light PHASE_X1 }\n frame CLSEB { light PHASE_X2 }\n frame CLSEC { light PHASE_X2 }\n frame CLSED { light PHASE_X3 }\n frame CLSEE { light PHASE_X4 }\n}\n\n// LAZ Device\npointlight LAZBALL\n{\n color 1.0 0.0 0.0\n size 80\n}\n\nflickerlight LAZBALL_X1\n{\n color 1.0 0.2 0.2\n size 80\n secondarySize 88\n chance 0.3\n}\n\nflickerlight LAZBALL_X2\n{\n color 1.0 0.3 0.3\n size 104\n secondarySize 112\n chance 0.3\n}\n\nflickerlight LAZBALL_X3\n{\n color 1.0 0.4 0.4\n size 120\n secondarySize 128\n chance 0.3\n}\n\nflickerlight LAZBALL_X4\n{\n color 0.8 0.2 0.2\n size 56\n secondarySize 64\n chance 0.3\n}\n\nflickerlight LAZBALL_X5\n{\n color 0.4 0.1 0.1\n size 48\n secondarySize 56\n chance 0.3\n}\n\nobject ChexBFGBall\n{\n frame CFS1A { light LAZBALL }\n frame CFS1B { light LAZBALL }\n\n frame CFE1A { light LAZBALL_X1 }\n frame CFE1B { light LAZBALL_X2 }\n frame CFE1C { light LAZBALL_X3 }\n frame CFE1D { light LAZBALL_X1 }\n frame CFE1E { light LAZBALL_X4 }\n frame CFE1F { light LAZBALL_X5 }\n}\n\nobject ChexBFGBall2\n{\n frame CFS1A { light LAZBALL }\n frame CFS1B { light LAZBALL }\n\n frame CFE1A { light LAZBALL_X1 }\n frame CFE1B { light LAZBALL_X2 }\n frame CFE1C { light LAZBALL_X3 }\n frame CFE1D { light LAZBALL_X1 }\n frame CFE1E { light LAZBALL_X4 }\n frame CFE1F { light LAZBALL_X5 }\n}"
},
{
"source": "pk3",
"name": "gldefs/doom.txt",
"contents": "// Bullet puff\nflickerlight BPUFF1\n{\n color 0.5 0.5 0.0\n size 6\n secondarySize 8\n chance 0.8\n}\n\nflickerlight BPUFF2\n{\n color 0.5 0.5 0.0\n size 3\n secondarySize 4\n chance 0.8\n}\n\nobject DoomBulletPuff\n{\n frame DPFFA { light BPUFF1 }\n frame DPFFB { light BPUFF2 }\n}\n\nobject DoomBulletPuff2\n{\n frame DPFFA { light BPUFF1 }\n frame DPFFB { light BPUFF2 }\n}\n\n// Rocket\npointlight ROCKET\n{\n color 1.0 0.7 0.0\n size 56\n}\n\nflickerlight ROCKET_X1\n{\n color 1.0 0.7 0.0\n size 64\n secondarySize 72\n chance 0.3\n}\n\nflickerlight ROCKET_X2\n{\n color 0.5 0.1 0.0\n size 80\n secondarySize 88\n chance 0.3\n}\n\nflickerlight ROCKET_X3\n{\n color 0.3 0.0 0.0\n size 96\n secondarySize 104\n chance 0.3\n}\n\nobject DoomRocket\n{\n frame DMSLA { light ROCKET }\n\n frame DMSLB { light ROCKET_X1 }\n frame DMSLC { light ROCKET_X2 }\n frame DMSLD { light ROCKET_X3 }\n}\n\nobject DoomRocket2\n{\n frame DMSLA { light ROCKET }\n\n frame DMSLB { light ROCKET_X1 }\n frame DMSLC { light ROCKET_X2 }\n frame DMSLD { light ROCKET_X3 }\n}\n\n// Plasma\npointlight PLASMABALL\n{\n color 0.0 0.1 1.0\n size 56\n}\n\nflickerlight PLASMA_X1\n{\n color 0.2 0.2 1.0\n size 64\n secondarySize 72\n chance 0.4\n}\n\nflickerlight PLASMA_X2\n{\n color 0.2 0.2 0.8\n size 80\n secondarySize 88\n chance 0.4\n}\n\nflickerlight PLASMA_X3\n{\n color 0.1 0.1 0.5\n size 64\n secondarySize 72\n chance 0.4\n}\n\nflickerlight PLASMA_X4\n{\n color 0.0 0.0 0.2\n size 8\n secondarySize 16\n chance 0.4\n}\n\nobject DoomPlasmaBall\n{\n frame DPLMA { light PLASMABALL }\n frame DPLMB { light PLASMABALL }\n\n frame DPLEA { light PLASMA_X1 }\n frame DPLEB { light PLASMA_X2 }\n frame DPLEC { light PLASMA_X2 }\n frame DPLED { light PLASMA_X3 }\n frame DPLEE { light PLASMA_X4 }\n}\n\nobject DoomPlasmaBall2\n{\n frame DPLMA { light PLASMABALL }\n frame DPLMB { light PLASMABALL }\n\n frame DPLEA { light PLASMA_X1 }\n frame DPLEB { light PLASMA_X2 }\n frame DPLEC { light PLASMA_X2 }\n frame DPLED { light PLASMA_X3 }\n frame DPLEE { light PLASMA_X4 }\n}\n\n// BFG\npointlight BFGBALL\n{\n color 0.0 1.0 0.0\n size 80\n}\n\nflickerlight BFGBALL_X1\n{\n color 0.2 1.0 0.2\n size 80\n secondarySize 88\n chance 0.3\n}\n\nflickerlight BFGBALL_X2\n{\n color 0.3 1.0 0.3\n size 104\n secondarySize 112\n chance 0.3\n}\n\nflickerlight BFGBALL_X3\n{\n color 0.5 1.0 0.5\n size 120\n secondarySize 128\n chance 0.3\n}\n\nflickerlight BFGBALL_X4\n{\n color 0.2 0.7 0.2\n size 56\n secondarySize 64\n chance 0.3\n}\n\nflickerlight BFGBALL_X5\n{\n color 0.1 0.3 0.1\n size 48\n secondarySize 56\n chance 0.3\n}\n\nobject DoomBFGBall\n{\n frame DBFSA { light BFGBALL }\n frame DBFSB { light BFGBALL }\n\n frame DBFEA { light BFGBALL_X1 }\n frame DBFEB { light BFGBALL_X2 }\n frame DBFEC { light BFGBALL_X3 }\n frame DBFED { light BFGBALL_X1 }\n frame DBFEE { light BFGBALL_X4 }\n frame DBFEF { light BFGBALL_X5 }\n}\n\nobject DoomBFGBall2\n{\n frame DBFSA { light BFGBALL }\n frame DBFSB { light BFGBALL }\n\n frame DBFEA { light BFGBALL_X1 }\n frame DBFEB { light BFGBALL_X2 }\n frame DBFEC { light BFGBALL_X3 }\n frame DBFED { light BFGBALL_X1 }\n frame DBFEE { light BFGBALL_X4 }\n frame DBFEF { light BFGBALL_X5 }\n}\n\nobject DoomBFGSplash\n{\n frame DBFPA { light BFGBALL }\n frame DBFPB { light BFGBALL_X1 }\n frame DBFPC { light BFGBALL_X4 }\n frame DBFPD { light BFGBALL_X5 }\n}\n\n// Barrel\nobject DoomExplosiveBarrel\n{\n\tframe BAR1 { light BARREL }\n\n\tframe BEXPC { light ROCKET_X1 }\n\tframe BEXPD { light ROCKET_X2 }\n\tframe BEXPE { light ROCKET_X3 }\n}"
},
{
"source": "pk3",
"name": "gldefs/enemies.txt",
"contents": "///////////////////////////////////////\n// Dynamic Lights for Vanilla Actors //\n///////////////////////////////////////\n\n//////////\n// DOOM //\n//////////\n\n// Zombies\nobject ZombieMan2\n{\n\tframe POSSF { light ZOMBIEATK }\n}\n\nobject ShotgunGuy2\n{\n\tframe SPOSF { light ZOMBIEATK }\n}\n\nobject ChaingunGuy2\n{\n\tframe CPOSE { light ZOMBIEATK }\n\tframe CPOSF { light ZOMBIEATK }\n}\n\nobject DoomguyPlayer\n{\n\tframe DGUYF { light ZOMBIEATK }\n}\n\n// Doom Imp Fireball\nobject DoomImpBall2\n{\n\tframe BAL1A { light IMPBALL }\n\tframe BAL1B { light IMPBALL }\n\n\tframe BAL1C { light IMPBALL_X1 }\n\tframe BAL1D { light IMPBALL_X2 }\n\tframe BAL1E { light IMPBALL_X3 }\n}\n\n// Cacodemon fireball\nobject CacodemonBall2\n{\n\tframe BAL2A { light CACOBALL }\n\tframe BAL2B { light CACOBALL }\n\n\tframe BAL2C { light CACOBALL_X1 }\n\tframe BAL2D { light CACOBALL_X2 }\n\tframe BAL2E { light CACOBALL_X3 }\n}\n\n// Baron / Hell Knight fireball\nobject BaronBall2\n{\n\tframe BAL7A { light BARONBALL }\n\tframe BAL7B { light BARONBALL }\n\n\tframe BAL7C { light BARONBALL_X1 }\n\tframe BAL7D { light BARONBALL_X2 }\n\tframe BAL7E { light BARONBALL_X3 }\n}\n\nobject BaronBall3\n{\n\tframe BAL7A { light BARONBALL }\n\tframe BAL7B { light BARONBALL }\n\n\tframe BAL7C { light BARONBALL_X1 }\n\tframe BAL7D { light BARONBALL_X2 }\n\tframe BAL7E { light BARONBALL_X3 }\n}\n\n// Lost Soul\nobject LostSoul2\n{\n\tframe SKULA { light LOSTSOUL }\n\tframe SKULB { light LOSTSOUL }\n\tframe SKULC { light LOSTSOUL }\n\tframe SKULD { light LOSTSOUL }\n\tframe SKULE { light LOSTSOUL }\n\tframe SKULF { light LOSTSOUL }\n\tframe SKULG { light LOSTSOUL }\n\n\tframe SKULH { light LOSTSOUL_X1 }\n\tframe SKULI { light LOSTSOUL_X2 }\n\tframe SKULJ { light LOSTSOUL_X3 }\n\tframe SKULK { light LOSTSOUL_X4 }\n}\n\n// Mancubus Fireball\nobject FatShot2\n{\n\tframe MANFA { light IMPBALL }\n\tframe MANFB { light IMPBALL }\n\n\tframe MISLB { light ROCKET_X1 }\n\tframe MISLC { light ROCKET_X2 }\n\tframe MISLD { light ROCKET_X3 }\n}\n\n// Arachnotron Fireball\nobject ArachnotronPlasma2\n{\n\tframe APLSA { light ARACHPLAS }\n\tframe APLSB { light ARACHPLAS }\n\n\tframe APBXA { light ARACHPLAS_X1 }\n\tframe APBXB { light ARACHPLAS_X2 }\n\tframe APBXC { light ARACHPLAS_X2 }\n\tframe APBXD { light ARACHPLAS_X3 }\n\tframe APBXE { light ARACHPLAS_X4 }\n}\n\n// Revenant tracer\nobject RevenantTracerDumbfire\n{\n\tframe FATBA { light TRACER }\n\tframe FATBB { light TRACER }\n\n\tframe FBXPA { light TRACER_X1 }\n\tframe FBXPB { light TRACER_X2 }\n\tframe FBXPC { light TRACER_X3 }\n}\n\nobject RevenantTracerHoming\n{\n\tframe FATBA { light TRACER }\n\tframe FATBB { light TRACER }\n\n\tframe FBXPA { light TRACER_X1 }\n\tframe FBXPB { light TRACER_X2 }\n\tframe FBXPC { light TRACER_X3 }\n}\n\n// Arch-vile\nobject Archvile2\n{\n\tframe VILEH { light ARCHATK1 }\n\tframe VILEI { light ARCHATK2 }\n\tframe VILEJ { light ARCHATK3 }\n\tframe VILEK { light ARCHATK4 }\n\tframe VILEL { light ARCHATK4 }\n\tframe VILEM { light ARCHATK4 }\n\tframe VILEN { light ARCHATK5 }\n\tframe VILEO { light ARCHATK6 }\n\tframe VILEP { light ARCHATK7 }\n\n\tframe VILE[ { light ARCHRES }\n\tframe VILE\\ { light ARCHRES }\n\tframe VILE] { light ARCHRES }\n}\n\n// Cyber Rocket\nobject CyberRocket\n{\n\tframe MISLA { light ROCKET }\n\n\tframe MISLB { light ROCKET_X1 }\n\tframe MISLC { light ROCKET_X2 }\n\tframe MISLD { light ROCKET_X3 }\n}\n\n/////////////\n// HERETIC //\n/////////////\n\n// Heretic imp fireball\nobject HereticImpBall2\n{\n\tframe FX10A { light HIMPBALL }\n\tframe FX10B { light HIMPBALL }\n\tframe FX10C { light HIMPBALL }\n\n\tframe FX10D { light HIMPBALL }\n\tframe FX10E { light HIMPBALL_X1 }\n\tframe FX10F { light HIMPBALL_X2 }\n\tframe FX10G { light HIMPBALL_X3 }\n}\n\n// Mummy\nobject MummyLeader2\n{\n\tframe MUMMY { light MUMMYATK }\n}\n\nobject MummyLeaderGhost2\n{\n\tframe MUMMY { light MUMMYATK }\n}\n\n// Mummy fireball\nobject MummyFX2\n{\n\tframe FX15A { light MUMMYBALL }\n\tframe FX15B { light MUMMYBALL }\n\tframe FX15C { light MUMMYBALL }\n\n\tframe FX15D { light MUMMYBALL_X1 }\n\tframe FX15E { light MUMMYBALL_X2 }\n\tframe FX15F { light MUMMYBALL_X3 }\n}\n\n// Green flying axe\nobject KnightAxe2\n{\n\tframe SPAXA { light GREENAXE }\n\tframe SPAXB { light GREENAXE }\n\tframe SPAXC { light GREENAXE }\n\n\tframe SPAXD { light GREENAXE_X1 }\n\tframe SPAXE { light GREENAXE_X2 }\n\tframe SPAXF { light GREENAXE_X3 }\n}\n\n// Red flying axe\nobject RedAxe2\n{\n\tframe RAXEA { light REDAXE }\n\tframe RAXEB { light REDAXE }\n\n\tframe RAXEC { light REDAXE_X1 }\n\tframe RAXED { light REDAXE_X2 }\n\tframe RAXEE { light REDAXE_X3 }\n}\n\n// Disciple fireball\nobject WizardFX2\n{\n\tframe FX11A { light DISCIPLEBALL }\n\tframe FX11B { light DISCIPLEBALL }\n\tframe FX11C { light DISCIPLEBALL }\n\n\tframe FX11D { light DISCIPLEBALL }\n\tframe FX11E { light DISCIPLEBALL }\n\tframe FX11F { light DISCIPLEBALL_X1 }\n\tframe FX11G { light DISCIPLEBALL_X2 }\n}\n\n// Clinker death explosion\nobject Clink2\n{\n\tframe CLNKK { light CLINK_X1 }\n\tframe CLNKL { light CLINK_X2 }\n\tframe CLNKM { light CLINK_X3 }\n\tframe CLNKN { light CLINK_X4 }\n}\n\n// Weredragon\nobject Beast2\n{\n\tframe BEASI { light BEASTATK }\n}\n\n// Weredragon fireball\nobject BeastBall2\n{\n\tframe FRB1A { light BEASTBALL }\n\tframe FRB1B { light BEASTBALL }\n\tframe FRB1C { light BEASTBALL }\n\n\tframe FRB1D { light BEASTBALL_X1 }\n\tframe FRB1E { light BEASTBALL_X2 }\n\tframe FRB1F { light BEASTBALL_X3 }\n\tframe FRB1G { light BEASTBALL_X4 }\n}\n\n// Small ophidian shot\nobject SnakeProjA2\n{\n\tframe SNFXA { light SNAKESHOT1 }\n\tframe SNFXB { light SNAKESHOT1 }\n\tframe SNFXC { light SNAKESHOT1 }\n\tframe SNFXD { light SNAKESHOT1 }\n\n\tframe SNFXE { light SNAKESHOT1_X1 }\n\tframe SNFXF { light SNAKESHOT1_X2 }\n\tframe SNFXG { light SNAKESHOT1_X3 }\n\tframe SNFXH { light SNAKESHOT1_X4 }\n}\n\n// Large ophidian shot\nobject SnakeProjB2\n{\n\tframe SNFXJ { light SNAKESHOT2 }\n\tframe SNFXK { light SNAKESHOT2 }\n\n\tframe SNFXL { light SNAKESHOT2_X1 }\n\tframe SNFXM { light SNAKESHOT2_X2 }\n\tframe SNFXN { light SNAKESHOT2_X3 }\n}\n\n// Iron lich death explosion\nobject Ironlich2\n{\n\tframe LICHD { light IRONLICH1 }\n\tframe LICHE { light IRONLICH2 }\n\tframe LICHF { light IRONLICH3 }\n\tframe LICHG { light IRONLICH4 }\n}\n\n// IronLich frost ball\nobject HeadFX12\n{\n\tframe FX05A { light FROSTBALL }\n\tframe FX05B { light FROSTBALL }\n\tframe FX05C { light FROSTBALL }\n\n\tframe FX05D { light FROSTBALL_X1 }\n\tframe FX05E { light FROSTBALL_X2 }\n\tframe FX05F { light FROSTBALL_X3 }\n\tframe FX05G { light FROSTBALL_X4 }\n}\n\n// Frost shard (spawned by frost ball)\nobject HeadFX22\n{\n\tframe FX05H { light FROSTSHARD }\n\tframe FX05I { light FROSTSHARD }\n\tframe FX05J { light FROSTSHARD }\n}\n\n// Ironlich fire wall\nobject HeadFX32\n{\n\tframe FX06A { light LICHFIRE }\n\tframe FX06B { light LICHFIRE }\n\tframe FX06C { light LICHFIRE }\n\n\tframe FX06D { light LICHFIRE_X1 }\n\tframe FX06E { light LICHFIRE_X2 }\n\tframe FX06F { light LICHFIRE_X3 }\n\tframe FX06G { light LICHFIRE_X4 }\n}\n\n// D'Sparil blue bolt\nobject Sorcerer2FX3\n{\n\tframe FX16A { light DSPARILBALL }\n\tframe FX16B { light DSPARILBALL }\n\tframe FX16C { light DSPARILBALL }\n\n\tframe FX16G { light DSPARILBALL_X1 }\n\tframe FX16H { light DSPARILBALL_X2 }\n\tframe FX16I { light DSPARILBALL_X3 }\n\tframe FX16J { light DSPARILBALL_X4 }\n\tframe FX16K { light DSPARILBALL_X5 }\n\tframe FX16L { light DSPARILBALL_X5 }\n}\n\n// D'Sparil\nobject Sorcerer4\n{\n\tframe SOR2R { light DSPARILATK }\n\tframe SOR2S { light DSPARILATK }\n\tframe SOR2T { light DSPARILATK }\n}\n\n///////////\n// HEXEN //\n///////////\n\n// Fire gargoyle\nobject FireDemon2\n{\n\tframe FDMNA { light FGARG }\n\tframe FDMNB { light FGARG }\n\tframe FDMNC { light FGARG }\n\tframe FDMND { light FGARG }\n\tframe FDMNH { light FGARG }\n\tframe FDMNI { light FGARG }\n\tframe FDMNJ { light FGARG }\n\n\tframe FDMNK { light FGARGATK }\n}\n\n// Green Chaos Serpent fireball\nobject Demon1FX2\n{\n\tframe DMFXA { light SERPENTBALL }\n\tframe DMFXB { light SERPENTBALL }\n\tframe DMFXC { light SERPENTBALL }\n\n\tframe DMFXD { light SERPENTBALL_X1 }\n\tframe DMFXE { light SERPENTBALL_X2 }\n\tframe DMFXF { light SERPENTBALL_X3 }\n\tframe DMFXG { light SERPENTBALL_X4 }\n\tframe DMFXH { light SERPENTBALL_X4 }\n}\n\n// Brown Chaos Serpent gasball\nobject Demon2FX2\n{\n\tframe D2FXA { light CSGASBALL }\n\tframe D2FXB { light CSGASBALL }\n\tframe D2FXC { light CSGASBALL }\n\tframe D2FXD { light CSGASBALL }\n\tframe D2FXE { light CSGASBALL }\n\tframe D2FXF { light CSGASBALL }\n\n\tframe D2FXG { light CSGASBALL_X1 }\n\tframe D2FXH { light CSGASBALL_X2 }\n\tframe D2FXI { light CSGASBALL_X2 }\n\tframe D2FXJ { light CSGASBALL_X3 }\n\tframe D2FXK { light CSGASBALL_X4 }\n\tframe D2FXL { light CSGASBALL_X4 }\n}\n\n// Centaur fireball\nobject CentaurFX2\n{\n\tframe CTFXA { light TAURBALL }\n\n\tframe CTFXB { light TAURBALL_X1 }\n\tframe CTFXC { light TAURBALL_X2 }\n\tframe CTFXD { light TAURBALL_X3 }\n\tframe CTFXE { light TAURBALL_X4 }\n\tframe CTFXF { light TAURBALL_X4 }\n}\n\n// Wendigo\nobject IceGuy2\n{\n\tframe ICEYG { light ICEGUYATK }\n}\n\n// Stalker slimeball\nobject SerpentFX2\n{\n\tframe SSFXA { light STALKERSLIME }\n\tframe SSFXB { light STALKERSLIME }\n\n\tframe SSFXC { light STALKERSLIME_X1 }\n\tframe SSFXD { light STALKERSLIME_X2 }\n\tframe SSFXE { light STALKERSLIME_X3 }\n\tframe SSFXF { light STALKERSLIME_X3 }\n\tframe SSFXG { light STALKERSLIME_X4 }\n\tframe SSFXH { light STALKERSLIME_X4 }\n}\n\n// Bishop fireball\nobject BishopFX2\n{\n\tframe BPFXA { light BISHOPBALL }\n\tframe BPFXB { light BISHOPBALL }\n\n\tframe BPFXC { light BISHOPBALL_X1 }\n\tframe BPFXD { light BISHOPBALL_X2 }\n\tframe BPFXE { light BISHOPBALL_X2 }\n\tframe BPFXF { light BISHOPBALL_X3 }\n\tframe BPFXG { light BISHOPBALL_X3 }\n\tframe BPFXH { light BISHOPBALL_X4 }\n}\n\n// Reaver fireball\nobject WraithFX6\n{\n\tframe WRBLA { light REAVERBALL }\n\tframe WRBLB { light REAVERBALL }\n\tframe WRBLC { light REAVERBALL }\n\n\tframe WRBLD { light REAVERBALL_X1 }\n\tframe WRBLE { light REAVERBALL_X2 }\n\tframe WRBLF { light REAVERBALL_X3 }\n}\n\n// Zedek\nobject FSwordMissile2\n{\n\tframe FSFXA { light SWORDSHOT }\n\tframe FSFXB { light SWORDSHOT }\n\tframe FSFXC { light SWORDSHOT }\n\n\tframe FSFXD { light SWORDSHOT_X1 }\n\tframe FSFXE { light SWORDSHOT_X2 }\n\tframe FSFXF { light SWORDSHOT_X2 }\n\tframe FSFXG { light SWORDSHOT_X2 }\n\tframe FSFXH { light SWORDSHOT_X3 }\n\tframe FSFXI { light SWORDSHOT_X3 }\n\tframe FSFXJ { light SWORDSHOT_X4 }\n\tframe FSFXK { light SWORDSHOT_X5 }\n\tframe FSFXL { light SWORDSHOT_X5 }\n}\n\n// Menelkir\nobject MageStaffFX22\n{\n\tframe MSP2A { light BSBALL }\n\tframe MSP2B { light BSBALL }\n\tframe MSP2C { light BSBALL }\n\tframe MSP2D { light BSBALL }\n\n\tframe MSP2E { light BSBALL_X1 }\n\tframe MSP2F { light BSBALL_X2 }\n\tframe MSP2G { light BSBALL_X3 }\n\tframe MSP2H { light BSBALL_X4 }\n}\n\n// Heresiarch\nobject SorcFX12\n{\n\tframe SBS1 { light HARCHHEAD }\n}\n\nobject SorcFX42\n{\n\tframe SBS4A { light HARCHPURCUBE }\n\tframe SBS4B { light HARCHPURCUBE }\n\n\tframe SBS4C { light HARCHBALL_X1 }\n\tframe SBS4D { light HARCHBALL_X2 }\n\tframe SBS4E { light HARCHBALL_X3 }\n}\n\nobject Heresiarch2\n{\n\tframe SORCE { light HARCHATK }\n\tframe SORCF { light HARCHATK }\n}\n\n// Korax\nobject Korax2\n{\n\tframe KORXF { light HARCHATK }\n\tframe KORXG { light HARCHATK }\n}\n\n////////////\n// STRIFE //\n////////////\n\n// Acolytes\nobject Acolyte2\n{\n\tframe AGRDF { light HUMNDATK }\n}\n\nobject AcolyteTan2\n{\n\tframe AGRDF { light HUMNDATK }\n}\n\nobject AcolyteRed2\n{\n\tframe AGRDF { light HUMNDATK }\n}\n\nobject AcolyteRust2\n{\n\tframe AGRDF { light HUMNDATK }\n}\n\nobject AcolyteGray2\n{\n\tframe AGRDF { light HUMNDATK }\n}\n\nobject AcolyteDGreen2\n{\n\tframe AGRDF { light HUMNDATK }\n}\n\nobject AcolyteGold2\n{\n\tframe AGRDF { light HUMNDATK }\n}\n\nobject AcolyteLGreen2\n{\n\tframe AGRDF { light HUMNDATK }\n}\n\nobject AcolyteBlue2\n{\n\tframe AGRDF { light HUMNDATK }\n}\n\nobject AcolyteShadow2\n{\n\tframe AGRDF { light HUMNDATK }\n}\n\n// Rebels\nobject RebelB\n{\n\tframe HMN1F { light HUMNDATK }\n}\n\nobject Rebel1B\n{\n\tframe HMN1F { light HUMNDATK }\n}\n\nobject Rebel2B\n{\n\tframe HMN1F { light HUMNDATK }\n}\n\nobject Rebel3B\n{\n\tframe HMN1F { light HUMNDATK }\n}\n\nobject Rebel4B\n{\n\tframe HMN1F { light HUMNDATK }\n}\n\nobject Rebel5B\n{\n\tframe HMN1F { light HUMNDATK }\n}\n\nobject Rebel6B\n{\n\tframe HMN1F { light HUMNDATK }\n}\n\n// Macil\nobject Macil2B\n{\n\tframe LEADF { light HUMNDATK }\n}\n\n// Ceiling Turret\nobject CeilingTurret2\n{\n\tframe TURTB { light CTURRETATK1 }\n\tframe TURTD { light CTURRETATK2 }\n\n\tframe BALLA { light CTURRETDTH1 }\n\tframe BALLB { light CTURRETDTH2 }\n\tframe BALLC { light CTURRETDTH3 }\n\tframe BALLD { light CTURRETDTH4 }\n\tframe BALLE { light CTURRETDTH5 }\n}\n\n// Stalker\nobject Stalker2\n{\n\tframe STLKM { light STLKATK }\n\n\tframe STLKQ { light STLKDTH1 }\n\tframe STLKR { light STLKDTH1 }\n\tframe STLKS { light STLKDTH1 }\n\tframe STLKT { light STLKDTH2 }\n\tframe STLKU { light STLKDTH3 }\n\tframe STLKV { light STLKDTH4 }\n\tframe STLKW { light STLKDTH5 }\n\tframe STLKX { light STLKDTH6 }\n\tframe STLKY { light STLKDTH7 }\n\tframe STLKZ { light STLKDTH8 }\n\tframe STLK[ { light STLKDTH9 }\n}\n\n// Sentinel\nobject Sentinel2\n{\n\tframe SEWRG { light SNTNLDTH1 }\n\tframe SEWRH { light SNTNLDTH2 }\n}\n\nobject SentinelFX3\n{\n\tframe SHT1A { light SNTNL_FX1 }\n\tframe SHT1B { light SNTNL_FX2 }\n\n\tframe POW1F { light SNTNL_FX3 }\n\tframe POW1G { light SNTNL_FX4 }\n\tframe POW1H { light SNTNL_FX5 }\n\tframe POW1I { light SNTNL_FX6 }\n\tframe POW1J { light SNTNL_FX7 }\n}\n\n// Reaver\nobject Reaver2\n{\n\tframe ROB1F { light HUMNDATK }\n\n\tframe ROB1K { light REAV_X1 }\n\tframe ROB1L { light REAV_X2 }\n\tframe ROB1M { light REAV_X3 }\n\tframe ROB1N { light REAV_X4 }\n\tframe ROB1O { light REAV_X5 }\n\tframe ROB1P { light REAV_X6 }\n\tframe ROB1Q { light REAV_X7 }\n}\n\n// Crusader\nobject Crusader2\n{\n\tframe ROB2H { light CRSDRDTH1 }\n\tframe ROB2I { light CRSDRDTH2 }\n\tframe ROB2J { light CRSDRDTH3 }\n\tframe ROB2K { light CRSDRDTH4 }\n\tframe ROB2L { light CRSDRDTH5 }\n\tframe ROB2M { light CRSDRDTH4 }\n\tframe ROB2N { light CRSDRDTH3 }\n\tframe ROB2O { light CRSDRDTH2 }\n}\n\n// Templar\nobject Templar2\n{\n\tframe PGRDG { light TEMPATK }\n\n\tframe PGRDI { light TEMP_X1 }\n\tframe PGRDJ { light TEMP_X2 }\n\tframe PGRDK { light TEMP_X3 }\n\tframe PGRDL { light TEMP_X4 }\n\tframe PGRDM { light TEMP_X5 }\n\tframe PGRDN { light TEMP_X6 }\n}\n\n// Inquisitor\nobject Inquisitor2\n{\n\tframe ROB3F { light INQATK1 }\n\tframe ROB3J { light INQATK2 }\n\n\tframe ROB3H { light INQFLY1 }\n\tframe ROB3I { light INQFLY2 }\n\n\tframe ROB3M { light INQDTH1 }\n\tframe ROB3N { light INQDTH2 }\n\tframe ROB3O { light INQDTH3 }\n\tframe ROB3P { light INQDTH4 }\n\tframe ROB3Q { light INQDTH5 }\n\tframe ROB3R { light INQDTH6 }\n\tframe ROB3S { light INQDTH6 }\n\tframe ROB3T { light INQDTH6 }\n\tframe ROB3U { light INQDTH7 }\n\tframe ROB3V { light INQDTH8 }\n\tframe ROB3W { light INQDTH6 }\n\tframe ROB3X { light INQDTH6 }\n\tframe ROB3Y { light INQDTH9 }\n\tframe ROB3Z { light INQDTH10 }\n\tframe ROB3[ { light INQDTH11 }\n\tframe ROB3\\ { light INQDTH12 }\n\tframe RBB3] { light INQDTH13 }\n\tframe RBB3A { light INQDTH12 }\n\tframe RBB3B { light INQDTH13 }\n\tframe RBB3C { light INQDTH14 }\n}\n\n// Programmer\nobject Programmer2\n{\n\tframe PRGRH { light PROGATK1 }\n\tframe PRGRI { light PROGATK2 }\n\tframe PRGRJ { light PROGATK3 }\n\n\tframe PRGRN { light PROGDTH1 }\n\tframe PRGRO { light PROGDTH2 }\n}\n\n// Bishop\nobject StrifeBishop2\n{\n\tframe MLDRE { light BISHOP }\n}\n\n//////////////\n// SKULLTAG //\n//////////////\n\n// Dark Imp Fireball\npointlight DARKIMPBALL\n{\n\tcolor 0.1 0.1 1.0\n\tsize 64\n}\n\n// Dark imp fireball explosion\nflickerlight DARKIMPBALL_X1\n{\n\tcolor 0.07 0.07 0.7\n\tsize 80\n\tsecondarySize 88\n\tchance 0.25\n}\n\nflickerlight DARKIMPBALL_X2\n{\n\tcolor 0.0 0.0 0.4\n\tsize 96\n\tsecondarySize 104\n\tchance 0.25\n}\n\nflickerlight DARKIMPBALL_X3\n{\n\tcolor 0.0 0.0 0.2\n\tsize 112\n\tsecondarySize 120\n\tchance 0.25\n}\n\nobject DarkImpBall\n{\n\tframe BAL1A { light DARKIMPBALL }\n\tframe BAL1B { light DARKIMPBALL }\n\n\tframe BAL1C { light DARKIMPBALL_X1 }\n\tframe BAL1D { light DARKIMPBALL_X2 }\n\tframe BAL1E { light DARKIMPBALL_X3 }\n}\n\n// Zombies\nobject SuperShotgunGuy\n{\n\tframe CPOSF { light ZOMBIEATK }\n}\n\n// Hectebus Fireball\nobject HectShot\n{\n\tframe BAL7A { light BARONBALL }\n\tframe BAL7B { light BARONBALL }\n\n\tframe BAL7C { light BARONBALL_X1 }\n\tframe BAL7D { light BARONBALL_X2 }\n\tframe BAL7E { light BARONBALL_X3 }\n}\n\nPointLight PlasmaZombieAttack\n{\nColor 0.0 0.0 1.0\nSize 28\n}\n\nObject PlasmaZombie\n{\nFrame ZMAYF { Light PlasmaZombieAttack }\n}"
},
{
"source": "pk3",
"name": "gldefs/heretic.txt",
"contents": "// Gauntlet puffs\nflickerlight GAUNTLET1\n{\n color 0.2 1.0 0.2\n size 6\n secondarySize 10\n chance 0.3\n}\n\nflickerlight GAUNTLET2\n{\n color 1.0 0.0 0.0\n size 6\n secondarySize 10\n chance 0.3\n}\n\nobject GauntletPuff1\n{\n frame PUF1A { light GAUNTLET1 }\n frame PUF1B { light GAUNTLET1 }\n frame PUF1C { light GAUNTLET1 }\n frame PUF1D { light GAUNTLET1 }\n}\n\nobject GauntletPuff2\n{\n frame PUF1E { light GAUNTLET2 }\n frame PUF1F { light GAUNTLET2 }\n frame PUF1G { light GAUNTLET2 }\n frame PUF1H { light GAUNTLET2 }\n}\n\n// Wand puffs\npointlight WANDPUFF1\n{\n color 1.0 1.0 0.0\n size 32\n}\n\npointlight WANDPUFF2\n{\n color 0.7 0.7 0.0\n size 24\n}\n\npointlight WANDPUFF3\n{\n color 0.4 0.4 0.0\n size 16\n}\n\npointlight WANDPUFF4\n{\n color 0.2 0.2 0.0\n size 8\n}\n\nobject GoldWandPuff3\n{\n frame PUF2A { light WANDPUFF1 }\n frame PUF2B { light WANDPUFF2 }\n frame PUF2C { light WANDPUFF3 }\n frame PUF2D { light WANDPUFF4 }\n}\n\nobject GoldWandPuff4\n{\n frame PUF2C { light WANDPUFF3 }\n frame PUF2D { light WANDPUFF4 }\n}\n\n// Tomed wand projectile\npointlight WANDBALL\n{\n color 1.0 1.0 0.0\n size 24\n}\n\npointlight WANDBALL_X1\n{\n color 0.8 0.8 0.0\n size 32\n}\n\npointlight WANDBALL_X2\n{\n color 0.6 0.6 0.0\n size 34\n}\n\npointlight WANDBALL_X3\n{\n color 0.4 0.4 0.0\n size 36\n}\n\npointlight WANDBALL_X4\n{\n color 0.2 0.2 0.0\n size 38\n}\n\nobject GoldWandFX3\n{\n frame FX01C { light WANDBALL }\n frame FX01D { light WANDBALL }\n\n frame FX01E { light WANDBALL_X1 }\n frame FX01F { light WANDBALL_X2 }\n frame FX01G { light WANDBALL_X3 }\n frame FX01H { light WANDBALL_X4 }\n}\n\nobject GoldWandFX32\n{\n frame FX01C { light WANDBALL }\n frame FX01D { light WANDBALL }\n\n frame FX01E { light WANDBALL_X1 }\n frame FX01F { light WANDBALL_X2 }\n frame FX01G { light WANDBALL_X3 }\n frame FX01H { light WANDBALL_X4 }\n}\n\n// Crossbow secondary projectile\npointlight SMALLBOWBOLT\n{\n color 0.0 1.0 0.0\n size 40\n}\n\nflickerlight SMALLBOWBOLT_X1\n{\n color 0.0 0.7 0.0\n size 48\n secondarySize 52\n chance 0.3\n}\n\nflickerlight SMALLBOWBOLT_X2\n{\n color 0.0 0.4 0.0\n size 40\n secondarySize 44\n chance 0.3\n}\n\nflickerlight SMALLBOWBOLT_X3\n{\n color 0.0 0.2 0.0\n size 32\n secondarySize 36\n chance 0.3\n}\n\nobject CrossbowFX3B\n{\n frame FX03A { light SMALLBOWBOLT }\n\n frame FX03C { light SMALLBOWBOLT_X1 }\n frame FX03D { light SMALLBOWBOLT_X2 }\n frame FX03E { light SMALLBOWBOLT_X3 }\n}\n\nobject CrossbowFX3Duke\n{\n frame FX03A { light SMALLBOWBOLT }\n\n frame FX03C { light SMALLBOWBOLT_X1 }\n frame FX03D { light SMALLBOWBOLT_X2 }\n frame FX03E { light SMALLBOWBOLT_X3 }\n}\n\nobject CrossbowFX32\n{\n frame FX03A { light SMALLBOWBOLT }\n\n frame FX03C { light SMALLBOWBOLT_X1 }\n frame FX03D { light SMALLBOWBOLT_X2 }\n frame FX03E { light SMALLBOWBOLT_X3 }\n}\n\n// Crossbow primary proectile\npointlight BIGBOWBOLT\n{\n color 0.7 1.0 0.0\n size 64\n}\n\nflickerlight BIGBOWBOLT_X1\n{\n color 0.4 0.8 0.0\n size 72\n secondarySize 74\n chance 0.3\n}\n\nflickerlight BIGBOWBOLT_X2\n{\n color 0.4 0.6 0.0\n size 56\n secondarySize 64\n chance 0.3\n}\n\nflickerlight BIGBOWBOLT_X3\n{\n color 0.2 0.4 0.0\n size 32\n secondarySize 40\n chance 0.3\n}\n\nobject CrossbowFX1B\n{\n frame FX03B { light BIGBOWBOLT }\n\n frame FX03H { light BIGBOWBOLT_X1 }\n frame FX03I { light BIGBOWBOLT_X2 }\n frame FX03J { light BIGBOWBOLT_X3 }\n}\n\nobject CrossbowFX1Duke\n{\n frame FX03B { light BIGBOWBOLT }\n\n frame FX03H { light BIGBOWBOLT_X1 }\n frame FX03I { light BIGBOWBOLT_X2 }\n frame FX03J { light BIGBOWBOLT_X3 }\n}\n\nobject CrossbowFX12\n{\n frame FX03B { light BIGBOWBOLT }\n\n frame FX03H { light BIGBOWBOLT_X1 }\n frame FX03I { light BIGBOWBOLT_X2 }\n frame FX03J { light BIGBOWBOLT_X3 }\n}\n\n// Tomed crossbow projectile\nobject CrossbowFX2B\n{\n frame FX03B { light BIGBOWBOLT }\n\n frame FX03H { light BIGBOWBOLT_X1 }\n frame FX03I { light BIGBOWBOLT_X2 }\n frame FX03J { light BIGBOWBOLT_X3 }\n}\n\nobject CrossbowFX22\n{\n frame FX03B { light BIGBOWBOLT }\n\n frame FX03H { light BIGBOWBOLT_X1 }\n frame FX03I { light BIGBOWBOLT_X2 }\n frame FX03J { light BIGBOWBOLT_X3 }\n}\n\n// Tomed crossbow trail (slows down too much :P)\npointlight BOWTRAIL1\n{\n color 0.0 1.0 0.0\n size 24\n}\n\npointlight BOWTRAIL2\n{\n color 0.0 0.7 0.0\n size 16\n}\n\n//object CrossbowFX4\n//{\n //frame FX03F { light BOWTRAIL1 }\n //frame FX03G { light BOWTRAIL2 }\n//}\n\n// Claw puff\npointlight CLAWPUFF1\n{\n color 0.4 0.4 1.0\n size 32\n}\n\npointlight CLAWPUFF2\n{\n color 0.3 0.3 0.8\n size 24\n}\n\npointlight CLAWPUFF3\n{\n color 0.2 0.2 0.6\n size 16\n}\n\npointlight CLAWPUFF4\n{\n color 0.1 0.1 0.4\n size 8\n}\n\nobject BlasterPuff2\n{\n frame FX17A { light CLAWPUFF1 }\n frame FX17B { light CLAWPUFF2 }\n frame FX17C { light CLAWPUFF3 }\n frame FX17D { light CLAWPUFF4 }\n frame FX17F { light CLAWPUFF1 }\n frame FX17G { light CLAWPUFF2 }\n frame FX17H { light CLAWPUFF3 }\n frame FX17I { light CLAWPUFF4 }\n}\n\n// Tomed claw puff\npointlight BIGCLAWPUFF1\n{\n color 0.4 0.4 1.0\n size 56\n}\n\npointlight BIGCLAWPUFF2\n{\n color 0.3 0.3 0.8\n size 48\n}\n\npointlight BIGCLAWPUFF3\n{\n color 0.2 0.2 0.6\n size 40\n}\n\npointlight BIGCLAWPUFF4\n{\n color 0.1 0.1 0.4\n size 32\n}\n\npointlight BIGCLAWPUFF5\n{\n color 0.0 0.0 0.2\n size 24\n}\n\nobject BlasterFX1B\n{\n frame FX18C { light BIGCLAWPUFF1 }\n frame FX18D { light BIGCLAWPUFF2 }\n frame FX18E { light BIGCLAWPUFF3 }\n frame FX18F { light BIGCLAWPUFF4 }\n frame FX18G { light BIGCLAWPUFF5 }\n}\n\nobject BlasterFX1C\n{\n frame FX18C { light BIGCLAWPUFF1 }\n frame FX18D { light BIGCLAWPUFF2 }\n frame FX18E { light BIGCLAWPUFF3 }\n frame FX18F { light BIGCLAWPUFF4 }\n frame FX18G { light BIGCLAWPUFF5 }\n}\n\nobject StaffPuff4\n{\n frame PUF4A { light BIGCLAWPUFF1 }\n frame PUF4B { light BIGCLAWPUFF1 }\n frame PUF4C { light BIGCLAWPUFF2 }\n frame PUF4D { light BIGCLAWPUFF3 }\n frame PUF4E { light BIGCLAWPUFF4 }\n frame PUF4F { light BIGCLAWPUFF5 }\n}\n\n// Hellstaff bolt\npointlight HELLSTAFFBALL\n{\n color 1.0 0.2 0.2\n size 56\n}\n\nflickerlight HELLSTAFFBALL_X1\n{\n color 1.0 0.4 0.4\n size 56\n secondarySize 64\n chance 0.3\n}\n\nflickerlight HELLSTAFFBALL_X2\n{\n color 0.8 0.3 0.3\n size 64\n secondarySize 72\n chance 0.3\n}\n\nflickerlight HELLSTAFFBALL_X3\n{\n color 0.6 0.2 0.2\n size 80\n secondarySize 88\n chance 0.3\n}\n\nflickerlight HELLSTAFFBALL_X4\n{\n color 0.4 0.1 0.1\n size 88\n secondarySize 96\n chance 0.3\n}\n\nflickerlight HELLSTAFFBALL_X5\n{\n color 0.2 0.0 0.0\n size 96\n secondarySize 104\n chance 0.3\n}\n\nobject HellstaffShot\n{\n frame FX00A { light HELLSTAFFBALL }\n frame FX00B { light HELLSTAFFBALL }\n\n frame FX00H { light HELLSTAFFBALL_X1 }\n frame FX00I { light HELLSTAFFBALL_X2 }\n frame FX00J { light HELLSTAFFBALL_X3 }\n frame FX00K { light HELLSTAFFBALL_X4 }\n frame FX00L { light HELLSTAFFBALL_X5 }\n}\n\nobject HornRodFX2\n{\n frame FX00C { light HELLSTAFFBALL }\n frame FX00D { light HELLSTAFFBALL }\n frame FX00E { light HELLSTAFFBALL }\n frame FX00F { light HELLSTAFFBALL }\n\n frame FX00H { light HELLSTAFFBALL_X1 }\n frame FX00I { light HELLSTAFFBALL_X2 }\n frame FX00J { light HELLSTAFFBALL_X3 }\n frame FX00K { light HELLSTAFFBALL_X4 }\n frame FX00L { light HELLSTAFFBALL_X5 }\n}\n\nobject HellstaffShot2\n{\n frame FX00A { light HELLSTAFFBALL }\n frame FX00B { light HELLSTAFFBALL }\n\n frame FX00H { light HELLSTAFFBALL_X1 }\n frame FX00I { light HELLSTAFFBALL_X2 }\n frame FX00J { light HELLSTAFFBALL_X3 }\n frame FX00K { light HELLSTAFFBALL_X4 }\n frame FX00L { light HELLSTAFFBALL_X5 }\n}\n\nobject HornRodFX2A\n{\n frame FX00C { light HELLSTAFFBALL }\n frame FX00D { light HELLSTAFFBALL }\n frame FX00E { light HELLSTAFFBALL }\n frame FX00F { light HELLSTAFFBALL }\n\n frame FX00H { light HELLSTAFFBALL_X1 }\n frame FX00I { light HELLSTAFFBALL_X2 }\n frame FX00J { light HELLSTAFFBALL_X3 }\n frame FX00K { light HELLSTAFFBALL_X4 }\n frame FX00L { light HELLSTAFFBALL_X5 }\n}\n\n// Tomed hellstaff rain\npointlight REDRAIN\n{\n color 1.0 0.0 0.0\n size 32\n}\n\npointlight REDRAIN_X1\n{\n color 1.0 0.4 0.4\n size 48\n}\n\npointlight REDRAIN_X2\n{\n color 0.8 0.3 0.3\n size 40\n}\n\npointlight REDRAIN_X3\n{\n color 0.5 0.1 0.1\n size 32\n}\n\npointlight REDRAIN_X4\n{\n color 0.3 0.0 0.0\n size 24\n}\n\nobject RainPillar\n{\n frame FX22A { light REDRAIN }\n frame FX22B { light REDRAIN }\n\n frame FX22C { light REDRAIN_X1 }\n frame FX22D { light REDRAIN_X2 }\n frame FX22E { light REDRAIN_X3 }\n frame FX22F { light REDRAIN_X4 }\n}\n\nobject HellstaffRain\n{\n frame FX22A { light REDRAIN }\n frame FX22B { light REDRAIN }\n\n frame FX22C { light REDRAIN_X1 }\n frame FX22D { light REDRAIN_X2 }\n frame FX22E { light REDRAIN_X3 }\n frame FX22F { light REDRAIN_X4 }\n}\n\n// Phoenix rod shot\npointlight PHOENIXSHOT\n{\n color 1.0 0.6 0.0\n size 64\n}\n\nflickerlight PHOENIX_X1\n{\n color 1.0 0.8 0.4\n size 104\n secondarySize 112\n chance 0.3\n}\n\nflickerlight PHOENIX_X2\n{\n color 1.0 0.6 0.0\n size 88\n secondarySize 96\n chance 0.3\n}\n\nflickerlight PHOENIX_X3\n{\n color 0.8 0.6 0.0\n size 72\n secondarySize 80\n chance 0.3\n}\n\nflickerlight PHOENIX_X4\n{\n color 0.6 0.4 0.0\n size 56\n secondarySize 64\n chance 0.3\n}\n\nflickerlight PHOENIX_X5\n{\n color 0.4 0.2 0.0\n size 40\n secondarySize 48\n chance 0.3\n}\n\nflickerlight PHOENIX_X6\n{\n color 0.2 0.0 0.0\n size 24\n secondarySize 32\n chance 0.3\n}\n\nobject PhoenixShot\n{\n frame FX04A { light PHOENIXSHOT }\n\n frame FX08A { light PHOENIX_X1 }\n frame FX08B { light PHOENIX_X2 }\n frame FX08C { light PHOENIX_X3 }\n frame FX08D { light PHOENIX_X4 }\n frame FX08E { light PHOENIX_X5 }\n frame FX08F { light PHOENIX_X6 }\n frame FX08G { light PHOENIX_X6 }\n frame FX08H { light PHOENIX_X6 }\n}\n\nobject PhoenixShot2\n{\n frame FX04A { light PHOENIXSHOT }\n\n frame FX08A { light PHOENIX_X1 }\n frame FX08B { light PHOENIX_X2 }\n frame FX08C { light PHOENIX_X3 }\n frame FX08D { light PHOENIX_X4 }\n frame FX08E { light PHOENIX_X5 }\n frame FX08F { light PHOENIX_X6 }\n frame FX08G { light PHOENIX_X6 }\n frame FX08H { light PHOENIX_X6 }\n}\n\n// Phoenix rod flamethrower\nflickerlight PHOENIXFLAME\n{\n color 0.7 0.4 0.0\n size 48\n secondarySize 56\n chance 0.5\n}\n\nflickerlight PHOENIXFLAME2\n{\n color 0.5 0.2 0.0\n size 24\n secondarySize 32\n chance 0.5\n}\n\nflickerlight PHOENIXFLAME3\n{\n color 0.3 0.1 0.0\n size 16\n secondarySize 24\n chance 0.5\n}\n\nobject PhoenixFX2\n{\n frame FX09A { light PHOENIXFLAME }\n frame FX09B { light PHOENIXFLAME }\n\n frame FX09C { light PHOENIXFLAME2 }\n frame FX09D { light PHOENIXFLAME3 }\n}\n\nobject PhoenixFX2A\n{\n frame FX09A { light PHOENIXFLAME }\n frame FX09B { light PHOENIXFLAME }\n\n frame FX09C { light PHOENIXFLAME2 }\n frame FX09D { light PHOENIXFLAME3 }\n}\n\n// Mace ball explosion\nflickerlight MACEBALL_X1\n{\n color 0.8 0.8 0.2\n size 64\n secondarySize 72\n chance 0.3\n}\n\nflickerlight MACEBALL_X2\n{\n color 0.6 0.6 0.1\n size 48\n secondarySize 56\n chance 0.3\n}\n\nflickerlight MACEBALL_X3\n{\n color 0.4 0.4 0.0\n size 32\n secondarySize 40\n chance 0.3\n}\n\nflickerlight MACEBALL_X4\n{\n color 0.2 0.2 0.0\n size 16\n secondarySize 24\n chance 0.3\n}\n\nobject MaceFX12\n{\n frame FX02G { light MACEBALL_X1 }\n frame FX02H { light MACEBALL_X2 }\n frame FX02I { light MACEBALL_X3 }\n frame FX02J { light MACEBALL_X4 }\n}\n\nobject MaceFX22\n{\n frame FX02G { light MACEBALL_X1 }\n frame FX02H { light MACEBALL_X2 }\n frame FX02I { light MACEBALL_X3 }\n frame FX02J { light MACEBALL_X4 }\n}\n\nobject MaceFX1Coop\n{\n frame FX02G { light MACEBALL_X1 }\n frame FX02H { light MACEBALL_X2 }\n frame FX02I { light MACEBALL_X3 }\n frame FX02J { light MACEBALL_X4 }\n}\n\nobject MaceFX2Coop\n{\n frame FX02G { light MACEBALL_X1 }\n frame FX02H { light MACEBALL_X2 }\n frame FX02I { light MACEBALL_X3 }\n frame FX02J { light MACEBALL_X4 }\n}\n\nobject MaceFX32\n{\n frame FX02G { light MACEBALL_X1 }\n frame FX02H { light MACEBALL_X2 }\n frame FX02I { light MACEBALL_X3 }\n frame FX02J { light MACEBALL_X4 }\n}\n\nobject MaceFX42\n{\n frame FX02G { light MACEBALL_X1 }\n frame FX02H { light MACEBALL_X2 }\n frame FX02I { light MACEBALL_X3 }\n frame FX02J { light MACEBALL_X4 }\n}\n\n// Pod\nobject Pod2\n{\n\tframe PPODC { light POD_X1 }\n\tframe PPODD { light POD_X2 }\n\tframe PPODE { light POD_X3 }\n\tframe PPODF { light POD_X4 }\n}\n\n// Dragon Claw Coop Puff\nobject DragonBullet\n{\n frame FX17A { light CLAWPUFF1 }\n frame FX17B { light CLAWPUFF2 }\n frame FX17C { light CLAWPUFF3 }\n frame FX17D { light CLAWPUFF4 }\n frame FX17F { light CLAWPUFF1 }\n frame FX17G { light CLAWPUFF2 }\n frame FX17H { light CLAWPUFF3 }\n frame FX17I { light CLAWPUFF4 }\n}"
},
{
"source": "pk3",
"name": "gldefs/hexen.txt",
"contents": "// Mage wand\npointlight MWAND_X1\n{\n color 0.3 0.3 1.0\n size 32\n}\n\npointlight MWAND_X2\n{\n color 0.2 0.2 0.8\n size 40\n}\n\npointlight MWAND_X3\n{\n color 0.1 0.1 0.6\n size 48\n}\n\npointlight MWAND_X4\n{\n color 0.0 0.0 0.4\n size 56\n}\n\nobject MageWandMissile2\n{\n frame MWNDE { light MWAND_X1 }\n frame MWNDF { light MWAND_X2 }\n frame MWNDG { light MWAND_X3 }\n frame MWNDH { light MWAND_X4 }\n}\n\n// Frost shards\nflickerlight MFROSTSHARD\n{\n color 0.3 0.3 1.0\n size 32\n secondarySize 40\n chance 0.3\n}\n\nflickerlight MFROSTSHARD_X1\n{\n color 0.3 0.3 1.0\n size 40\n secondarySize 48\n chance 0.3\n}\n\nflickerlight MFROSTSHARD_X2\n{\n color 0.2 0.2 0.8\n size 48\n secondarySize 56\n chance 0.3\n}\n\nflickerlight MFROSTSHARD_X3\n{\n color 0.1 0.1 0.5\n size 56\n secondarySize 64\n chance 0.3\n}\n\nflickerlight MFROSTSHARD_X4\n{\n color 0.0 0.0 0.2\n size 64\n secondarySize 68\n chance 0.3\n}\n\nobject FrostMissile2\n{\n frame SHRD { light MFROSTSHARD }\n\n frame SHEXA { light MFROSTSHARD_X1 }\n frame SHEXB { light MFROSTSHARD_X2 }\n frame SHEXC { light MFROSTSHARD_X3 }\n frame SHEXD { light MFROSTSHARD_X4 }\n}\n\nobject FrostMissileDM\n{\n frame SHRD { light MFROSTSHARD }\n\n frame SHEXA { light MFROSTSHARD_X1 }\n frame SHEXB { light MFROSTSHARD_X2 }\n frame SHEXC { light MFROSTSHARD_X3 }\n frame SHEXD { light MFROSTSHARD_X4 }\n}\n\nobject FrostMissileDM2\n{\n frame SHRD { light MFROSTSHARD }\n\n frame SHEXA { light MFROSTSHARD_X1 }\n frame SHEXB { light MFROSTSHARD_X2 }\n frame SHEXC { light MFROSTSHARD_X3 }\n frame SHEXD { light MFROSTSHARD_X4 }\n}\n\nobject FrostMissileDM3\n{\n frame SHRD { light MFROSTSHARD }\n\n frame SHEXA { light MFROSTSHARD_X1 }\n frame SHEXB { light MFROSTSHARD_X2 }\n frame SHEXC { light MFROSTSHARD_X3 }\n frame SHEXD { light MFROSTSHARD_X4 }\n}\n\nobject FrostMissileDM4\n{\n frame SHRD { light MFROSTSHARD }\n\n frame SHEXA { light MFROSTSHARD_X1 }\n frame SHEXB { light MFROSTSHARD_X2 }\n frame SHEXC { light MFROSTSHARD_X3 }\n frame SHEXD { light MFROSTSHARD_X4 }\n}\n\n// Charged Axe Puff\nflickerlight CAXEPUFF1\n{\n color 0.4 0.4 1.0\n size 40\n secondarySize 44\n chance 0.5\n}\n\nflickerlight CAXEPUFF2\n{\n color 0.2 0.2 0.8\n size 48\n secondarySize 52\n chance 0.5\n}\n\nflickerlight CAXEPUFF3\n{\n color 0.0 0.0 0.5\n size 44\n secondarySize 48\n chance 0.5\n}\n\nobject AxePuffGlow2\n{\n frame FAXER { light CAXEPUFF1 }\n frame FAXES { light CAXEPUFF1 }\n frame FAXET { light CAXEPUFF2 }\n frame FAXEU { light CAXEPUFF2 }\n frame FAXEV { light CAXEPUFF3 }\n frame FAXEW { light CAXEPUFF3 }\n frame FAXEX { light CAXEPUFF3 }\n}\n\n// Flying Hammer\nflickerlight THROWHAMMER\n{\n color 1.0 0.2 0.0\n size 48\n secondarySize 52\n chance 0.4\n}\n\nflickerlight THROWHAMMER_X1\n{\n color 1.0 0.7 0.0\n size 48\n secondarySize 56\n chance 0.4\n}\n\nflickerlight THROWHAMMER_X2\n{\n color 1.0 0.7 0.0\n size 64\n secondarySize 72\n chance 0.4\n}\n\nflickerlight THROWHAMMER_X3\n{\n color 1.0 0.7 0.0\n size 72\n secondarySize 80\n chance 0.4\n}\n\nflickerlight THROWHAMMER_X4\n{\n color 0.8 0.8 0.0\n size 80\n secondarySize 84\n chance 0.4\n}\n\nflickerlight THROWHAMMER_X5\n{\n color 0.5 0.5 0.0\n size 64\n secondarySize 72\n chance 0.4\n}\n\nflickerlight THROWHAMMER_X6\n{\n color 0.2 0.2 0.0\n size 40\n secondarySize 48\n chance 0.4\n}\n\nobject HammerMissile2\n{\n frame FHFXA { light THROWHAMMER }\n frame FHFXB { light THROWHAMMER }\n frame FHFXC { light THROWHAMMER }\n frame FHFXD { light THROWHAMMER }\n frame FHFXE { light THROWHAMMER }\n frame FHFXF { light THROWHAMMER }\n frame FHFXG { light THROWHAMMER }\n frame FHFXH { light THROWHAMMER }\n\n frame FHFXI { light THROWHAMMER_X1 }\n frame FHFXJ { light THROWHAMMER_X2 }\n frame FHFXK { light THROWHAMMER_X3 }\n frame FHFXL { light THROWHAMMER_X4 }\n frame FHFXM { light THROWHAMMER_X4 }\n frame FHFXN { light THROWHAMMER_X4 }\n frame FHFXO { light THROWHAMMER_X4 }\n frame FHFXP { light THROWHAMMER_X4 }\n frame FHFXQ { light THROWHAMMER_X5 }\n frame FHFXR { light THROWHAMMER_X6 }\n}\n\nobject HammerMissileDM\n{\n frame FHFXA { light THROWHAMMER }\n frame FHFXB { light THROWHAMMER }\n frame FHFXC { light THROWHAMMER }\n frame FHFXD { light THROWHAMMER }\n frame FHFXE { light THROWHAMMER }\n frame FHFXF { light THROWHAMMER }\n frame FHFXG { light THROWHAMMER }\n frame FHFXH { light THROWHAMMER }\n\n frame FHFXI { light THROWHAMMER_X1 }\n frame FHFXJ { light THROWHAMMER_X2 }\n frame FHFXK { light THROWHAMMER_X3 }\n frame FHFXL { light THROWHAMMER_X4 }\n frame FHFXM { light THROWHAMMER_X4 }\n frame FHFXN { light THROWHAMMER_X4 }\n frame FHFXO { light THROWHAMMER_X4 }\n frame FHFXP { light THROWHAMMER_X4 }\n frame FHFXQ { light THROWHAMMER_X5 }\n frame FHFXR { light THROWHAMMER_X6 }\n}\n\n// Cleric Serpent Staff ball\npointlight CSTAFFBALL\n{\n color 0.0 1.0 0.0\n size 40\n}\n\nflickerlight CSTAFFBALL_X1\n{\n color 0.0 1.0 0.0\n size 56\n secondarySize 64\n chance 0.3\n}\n\nflickerlight CSTAFFBALL_X2\n{\n color 0.0 0.7 0.0\n size 60\n secondarySize 68\n chance 0.3\n}\n\nflickerlight CSTAFFBALL_X3\n{\n color 0.0 0.5 0.0\n size 64\n secondarySize 72\n chance 0.3\n}\n\nflickerlight CSTAFFBALL_X4\n{\n color 0.0 0.3 0.0\n size 72\n secondarySize 80\n chance 0.3\n}\n\nobject CStaffMissile2\n{\n frame CSSFD { light CSTAFFBALL }\n frame CSSFE { light CSTAFFBALL }\n\n frame CSSFF { light CSTAFFBALL_X1 }\n frame CSSFG { light CSTAFFBALL_X2 }\n frame CSSFH { light CSTAFFBALL_X3 }\n frame CSSFI { light CSTAFFBALL_X4 }\n}\n\nobject CStaffMissileCoop\n{\n frame CSSFD { light CSTAFFBALL }\n frame CSSFE { light CSTAFFBALL }\n\n frame CSSFF { light CSTAFFBALL_X1 }\n frame CSSFG { light CSTAFFBALL_X2 }\n frame CSSFH { light CSTAFFBALL_X3 }\n frame CSSFI { light CSTAFFBALL_X4 }\n}\n\nobject CStaffMissileCoop2\n{\n frame CSSFD { light CSTAFFBALL }\n frame CSSFE { light CSTAFFBALL }\n\n frame CSSFF { light CSTAFFBALL_X1 }\n frame CSSFG { light CSTAFFBALL_X2 }\n frame CSSFH { light CSTAFFBALL_X3 }\n frame CSSFI { light CSTAFFBALL_X4 }\n}\n\n// Cleric fire hands\nflickerlight CFLAMETRAIL\n{\n color 1.0 0.8 0.0\n size 40\n secondarySize 44\n chance 0.5\n}\n\nflickerlight CFLAME1\n{\n color 1.0 0.8 0.0\n size 48\n secondarySize 56\n chance 0.4\n}\n\nflickerlight CFLAME2\n{\n color 1.0 0.8 0.0\n size 64\n secondarySize 72\n chance 0.4\n}\n\nflickerlight CFLAME3\n{\n color 0.7 0.4 0.0\n size 48\n secondarySize 56\n chance 0.4\n}\n\nflickerlight CFLAME4\n{\n color 0.5 0.2 0.0\n size 32\n secondarySize 40\n chance 0.4\n}\n\nflickerlight CFLAME5\n{\n color 0.2 0.2 0.0\n size 24\n secondarySize 32\n chance 0.4\n}\n\nobject CFlameMissile2\n{\n frame CFFXB { light CFLAME1 }\n frame CFFXC { light CFLAME2 }\n frame CFFXD { light CFLAME2 }\n frame CFFXE { light CFLAME2 }\n frame CFFXF { light CFLAME2 }\n frame CFFXG { light CFLAME2 }\n frame CFFXH { light CFLAME2 }\n frame CFFXI { light CFLAME2 }\n frame CFFXJ { light CFLAME3 }\n frame CFFXK { light CFLAME4 }\n frame CFFXL { light CFLAME5 }\n}\n\nobject CFlameMissileDM\n{\n frame CFFXB { light CFLAME1 }\n frame CFFXC { light CFLAME2 }\n frame CFFXD { light CFLAME2 }\n frame CFFXE { light CFLAME2 }\n frame CFFXF { light CFLAME2 }\n frame CFFXG { light CFLAME2 }\n frame CFFXH { light CFLAME2 }\n frame CFFXI { light CFLAME2 }\n frame CFFXJ { light CFLAME3 }\n frame CFFXK { light CFLAME4 }\n frame CFFXL { light CFLAME5 }\n}\n\nobject CFlameFloor\n{\n frame CFFX { light CFLAMETRAIL }\n}\n\n// Wraithverge\nflickerlight GHOST\n{\n color 1.0 1.0 1.0\n size 56\n secondarySize 52\n chance 0.7\n subtractive 1\n}\n\nobject HolyMissile\n{\n frame SPIRP { light GHOST }\n}\n\nobject HolySpirit2\n{\n frame SPIRA { light GHOST }\n frame SPIRB { light GHOST }\n}"
},
{
"source": "pk3",
"name": "gldefs/keys.txt",
"contents": "object RedCard2\n{\n frame RKEY { light REDKEY }\n}\n\nobject RedSkull2\n{\n frame RSKU { light REDKEY }\n}\n\nobject BlueCard2\n{\n frame BKEY { light HEALTHPOTION }\n}\n\nobject BlueSkull2\n{\n frame BSKU { light HEALTHPOTION }\n}\n\nobject YellowCard2\n{\n frame YKEY { light YELLOWKEY }\n}\n\nobject YellowSkull2\n{\n frame YSKU { light YELLOWKEY }\n}\n\nobject KeyYellow2\n{\n frame CKYY { light HYELLOWKEY }\n}\n\nobject KeyBlue2\n{\n frame BKYY { light HBLUEKEY }\n}\n\nobject KeyGreen2\n{\n frame AKYY { light HGREENKEY }\n}"
},
{
"source": "pk3",
"name": "gldefs/quake.txt",
"contents": "pointlight QuakeRocketLight\n{\n color 1.0 0.81 0.0\n size 48\n}\n\npointlight QuakeTinyRocketLight\n{\n color 1.0 0.81 0.0\n size 24\n}\n\npointlight QExplodeLight1\n{\n color 1.0 0.81 0.0\n size 128\n}\n\npointlight QExplodeLight2\n{\n color 1.0 0.81 0.0\n size 105\n}\n\npointlight QExplodeLight3\n{\n color 1.0 0.81 0.0\n size 82\n}\n\npointlight QExplodeLight4\n{\n color 1.0 0.81 0.0\n size 60\n}\n\npointlight QExplodeLight5\n{\n color 1.0 0.81 0.0\n size 38\n}\n\npointlight QExplodeLight6\n{\n color 1.0 0.81 0.0\n size 16\n}\n\npointlight QTExplodeLight1\n{\n color 1.0 0.81 0.0\n size 64\n}\n\npointlight QTExplodeLight2\n{\n color 1.0 0.81 0.0\n size 52\n}\n\npointlight QTExplodeLight3\n{\n color 1.0 0.81 0.0\n size 41\n}\n\npointlight QTExplodeLight4\n{\n color 1.0 0.81 0.0\n size 30\n}\n\npointlight QTExplodeLight5\n{\n color 1.0 0.81 0.0\n size 19\n}\n\npointlight QTExplodeLight6\n{\n color 1.0 0.81 0.0\n size 8\n}\n\nobject QuakeExplosion\n{\n frame QEXPA { light QExplodeLight1 }\n frame QEXPB { light QExplodeLight2 }\n frame QEXPC { light QExplodeLight3 }\n frame QEXPD { light QExplodeLight4 }\n frame QEXPE { light QExplodeLight5 }\n frame QEXPF { light QExplodeLight6 }\n}\n\nobject QuakeTinyExplosion\n{\n frame QEXPA { light QTExplodeLight1 }\n frame QEXPB { light QTExplodeLight2 }\n frame QEXPC { light QTExplodeLight3 }\n frame QEXPD { light QTExplodeLight4 }\n frame QEXPE { light QTExplodeLight5 }\n frame QEXPF { light QTExplodeLight6 }\n}\n\nobject QuakeRocket\n{\n frame QRKT { light QuakeRocketLight }\n}\n\nobject QuakeRocketCoop\n{\n frame QRKT { light QuakeRocketLight }\n}\n\nobject QuakeClusterRocket\n{\n frame QRKT { light QuakeTinyRocketLight }\n}\n\nobject QuakeClusterRkCoop\n{\n frame QRKT { light QuakeTinyRocketLight }\n}\n\nobject QuakeRocketQuad\n{\n frame QRKT { light QuakeRocketLight }\n}\n\nobject QuakeRocketCoopQuad\n{\n frame QRKT { light QuakeRocketLight }\n}\n\nobject QuadClusterRocket\n{\n frame QRKT { light QuakeTinyRocketLight }\n}\n\nobject QuadClusterRkCoop\n{\n frame QRKT { light QuakeTinyRocketLight }\n}\n\npointlight LightningLight\n{\n color 0.174 0.2 0.2\n size 32\n}\n\npointlight LightningLightSmall\n{\n color 0.174 0.2 0.2\n size 16\n}\n\npointlight LightningLight2\n{\n color 0.174 0.2 0.2\n size 24\n}\n\npointlight LightningLight3\n{\n color 0.174 0.2 0.2\n size 16\n}\n\npointlight LightningLight4\n{\n color 0.174 0.2 0.2\n size 12\n}\n\npointlight LightningLight5\n{\n color 0.174 0.2 0.2\n size 8\n}\n\n/*object LGBeam\n{\n frame DPLE { light LightningLightSmall }\n}*/\n\nobject LGPuff\n{\n frame DPLEA { light LightningLight }\n frame DPLEB { light LightningLight2 }\n frame DPLEC { light LightningLight3 }\n frame DPLED { light LightningLight4 }\n frame DPLEE { light LightningLight5 }\n}\n\npointlight LavaGlow\n{\n color 1.0 0.549 0.251\n size 24\n}\n\npointlight LavaGlow2\n{\n color 1.0 0.549 0.251\n size 32\n}\n\npointlight LavaGlow3\n{\n color 1.0 0.549 0.251\n size 16\n}\n\npointlight LavaGlow4\n{\n color 1.0 0.549 0.251\n size 8\n}\n\nflickerlight2 LavaGlowFlicker\n{\n color 1.0 0.549 0.251\n size 8\n secondarysize 24\n interval 0.0057\n}\n\nobject QuakeLavaNail\n{\n frame QKNL { light LavaGlow }\n}\n\nobject QuakeLavaNailCoop\n{\n frame QKNL { light LavaGlow }\n}\n\nobject QuakeSLNail\n{\n frame QKNL { light LavaGlow }\n}\n\nobject QuakeSLNailCoop\n{\n frame QKNL { light LavaGlow }\n}\n\nobject QuakeLavaTrail\n{\n frame CFFXN { light LavaGlow2 }\n frame CFFXO { light LavaGlow }\n frame CFFXP { light LavaGlow3 }\n}\n\nobject LavaNailBounce\n{\n frame CFCFA { light LavaGlowFlicker }\n frame CFCFC { light LavaGlowFlicker }\n frame CFCFE { light LavaGlowFlicker }\n frame CFCFG { light LavaGlowFlicker }\n frame CFCFI { light LavaGlowFlicker }\n frame CFCFK { light LavaGlowFlicker }\n frame CFCFN { light LavaGlow3 }\n frame CFCFO { light LavaGlow4 }\n}\n\npointlight RangerFireLight\n{\n color 1.0 0.945 0.847\n size 48\n}\n\nobject QuakePlayer\n{\n frame RANGZ { light RangerFireLight }\n}"
},
{
"source": "pk3",
"name": "decorate/game_strnghld/archonofhell.txt",
"contents": "ACTOR ArchonOfHell : BaronOfHell 30104\n{\n//$Category Stronghold_Monsters\nspawnid 220\npainchance \"Stunner\", 128\nDamageFactor \"CorvusCrossbow\", 1.15\nDamageFactor \"DragonClaw\", 1.6\nDamageFactor \"Kamikaze\", 0.1\ndamagefactor \"ZorchKamikaze\", 0.1\nDamageFactor \"CorvusHellStaffTomed\", 0.5\nDamageFactor \"Wraithverge\", 5.0\nHealth 2000\nRadius 24\nHeight 64\nMass 1000\nSpeed 8\nPainChance 20\nMONSTER\nMeleeDamage 10\nObituary \"%o was no match for an archon of hell.\"\nHitObituary \"%o was ripped apart by an archon of hell.\"\nBloodColor \"Green\"\n+NOTARGET\n+FLOORCLIP\n+MISSILEMORE\n+BOSS\n+DONTRIP\n+DONTHURTSPECIES\n+NORADIUSDMG\n+NOICEDEATH\nSeeSound \"monster/ar2sit\"\nPainSound \"baron/pain\"\nDeathSound \"monster/ar2dth\"\nMeleeSound \"baron/melee\"\nSpawnID 174\nStates\n {\n Spawn:\n BOS4 AB 10 A_Look\n Loop\n See:\n BOS4 AABBCCDD 3 A_Chase\n Loop\n Missile:\n BOS4 B 0 A_Jump(128,15)\n BOS4 EF 8 Bright A_FaceTarget\n BOS4 G 0 Bright A_CustomMissile (\"BaronBall3\",28,0,0,0)\n BOS4 G 0 Bright A_CustomMissile (\"BaronBall3\",28,0,-4,0)\n BOS4 G 3 Bright A_CustomMissile (\"BaronBall3\",28,0,4,0)\n BOS4 H 3 Bright\n BOS4 H 0 A_Jump(64,8)\n BOS4 IJ 8 Bright A_FaceTarget\n BOS4 K 0 Bright A_CustomMissile (\"BaronBall3\",28,0,0,0)\n BOS4 K 0 Bright A_CustomMissile (\"BaronBall3\",28,0,-4,0)\n BOS4 K 3 Bright A_CustomMissile (\"BaronBall3\",28,0,4,0)\n BOS4 L 3 Bright\n BOS4 L 0 A_Jump(64,1)\n Goto See\n BOS4 MN 8 Bright A_FaceTarget\n BOS4 O 0 Bright A_Jump(128,3)\n BOS4 O 4 Bright A_CustomMissile (\"ArchonComet\",28,0,0,0)\n BOS4 P 4 Bright\n Goto See\n BOS4 O 0 A_CustomMissile (\"BaronBall3\",28,0,-6,0)\n BOS4 O 0 A_CustomMissile (\"BaronBall3\",28,0,-4,0)\n BOS4 O 0 A_CustomMissile (\"BaronBall3\",28,0,-2,0)\n BOS4 O 0 A_CustomMissile (\"BaronBall3\",28,0,2,0)\n BOS4 O 0 A_CustomMissile (\"BaronBall3\",28,0,4,0)\n BOS4 O 3 Bright A_CustomMissile (\"BaronBall3\",28,0,6,0)\n BOS4 P 3 Bright\n Goto See\n Melee:\n BOS4 A 0 A_Jump(128,\"Melee2\")\n BOS4 A 0 A_Jump(64,\"Melee3\")\n BOS4 EF 8 Bright A_FaceTarget\n BOS4 G 3 Bright A_MeleeAttack\n BOS4 H 3 Bright\n Goto See\n Melee2:\n BOS4 A 0 A_Jump(64,\"Melee3\")\n BOS4 IJ 8 Bright A_FaceTarget\n BOS4 K 3 Bright A_MeleeAttack\n BOS4 L 3 Bright\n Goto See\n Melee3:\n BOS4 MN 8 Bright A_FaceTarget\n BOS4 O 0 Bright A_MeleeAttack\n BOS4 O 3 Bright A_MeleeAttack\n BOS4 P 3 Bright\n Goto See\n Pain:\n BOS4 Q 2\n BOS4 Q 2 A_Pain\n Goto See\n Pain.Stunner:\n BOS4 Q 2 A_ChangeFlag(\"NoPain\", 1)\n BOS4 Q 300 A_Pain\n BOS4 Q 0 A_ChangeFlag(\"NoPain\", 0)\n goto See\n Death.DukeIce:\n TNT1 A 0 A_PlaySound(\"duke/enemyfreeze\")\n TNT1 A 0 A_GiveInventory(\"FreezethrowerWeakness\")\n TNT1 A 0 A_Jump(218,\"Ice\")\n TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n\n Ice:\n Death.HexenIce:\n\n Death.Ice:\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 30)\n TNT1 A 0 A_NoBlocking\n BOS4 Q 0 A_GenericFreezeDeath\n BOS4 Q 70 A_UnsetSolid\n BOS4 Q 0 A_IceGuyDie\n BOS4 Q 1 A_IceGuyDie\n TNT1 A -1\n stop\n\n Death.ZorchPistol:\n Death.Zorch:\n Death.ZorchKamikaze:\n Death.PhasingZorch:\n Death.ZorchSpectral:\n\tTNT1 A 0 A_Stop\n TNT1 A 0 A_GiveToTarget(\"AwardItem\", 25)\n TNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n TNT1 A 0 A_ChangeFlag(\"DONTGIB\",1)\n TNT1 A 0 A_PlaySoundEx(\"chex/zorch\",\"soundslot5\",0,0)\n BOS4 Q 4 A_SpawnItem(\"ZorchEffectBig\")\n BOS4 QQQQQQQQQQQQ 4 Bright A_Fadeout(0.1)\n Stop\n Death.DukeDamage:\n Death.MightyBoot:\n Death.DukeExplosive:\n Death.DukePistol:\n TNT1 A 0 A_GiveToTarget(\"DukeBossKillTaunt\",1)\n Death:\n TNT1 A 0 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,11)\n TNT1 A 0 A_GiveToTarget(\"AwardItem\", 25)\n TNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n BOS4 R 6 Bright\n BOS4 S 6 Bright A_Scream\n BOS4 T 6 Bright\n BOS4 U 6 Bright A_NoBlocking\n BOS4 VW 6 Bright\n BOS4 X 6 Bright A_SpawnItemEx(\"ArchonSoul\",0,0,86,0,0,3,0,128)\n BOS4 YZ 6 Bright\n BOZ4 Z 6 Bright A_Fall\n Stop\n\n\tDeathBrutal:\n TNT1 A 0\n TNT1 AA 0 A_SpawnItemEx(\"GreenMistTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-200,200)/100.00,random(-200,200)/100.00,random(300,800)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTinier_Green\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTiny_Green\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"GreenMistIntenseTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-350,350)/100.00,random(-350,350)/100.00,random(300,700)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound2\",0,0,0,0,0,0,0,160) // Apparently A_PlaySound doesn't work, so I have to spawn the item. Weird!\n goto Death+1\n\n DeathHappyfun:\n TNT1 A 0\n TNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n TNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 A 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n goto Death+1\n }\n}\n\nACTOR ArchonComet\n{\n Radius 8\n Height 12\n Speed 25\n Damage 15\n Scale 1.0\n SpawnID 251\n PROJECTILE\n RENDERSTYLE Normal\n SeeSound \"weapons/firbfi\"\n DeathSound \"weapons/hellex\"\n DONTHURTSHOOTER\n +FIREDAMAGE\n DamageType \"Fire\"\n States\n {\n Spawn:\n ARCB AAAABBBBCCCC 1 Bright A_SpawnItemEx(\"ArchonCometTrail\",0,0,0,0,0,0,0,128)\n loop\n Death:\n ARCB J 0 Bright A_SetTranslucent (0.67,1)\n ARCB J 3 Bright\n ARCB K 3 Bright A_Explode(100,100,0)\n ARCB LMN 3 Bright\n stop\n }\n}\n\nACTOR ArchonSoul\n{\n Radius 1\n Height 1\n Speed 3\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.80\n States\n {\n Spawn:\n BFX1 ABCD 6 BRIGHT\n Stop\n }\n}\n\nACTOR ArchonCometTrail\n{\n Radius 3\n Height 3\n Scale 0.75\n Speed 0\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.67\n States\n {\n Spawn:\n TNT1 A 3 Bright\n ARCB DEFGHI 3 BRIGHT\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "decorate/game_strnghld/azazel.txt",
"contents": "actor Azazel\n{\n//$Category Stronghold_Monsters\nspawnid 216\npainchance \"Stunner\", 128\nDamageFactor \"CorvusCrossbow\", 1.15\nDamageFactor \"DragonClaw\", 1.6\nDamageFactor \"Kamikaze\", 0.1\ndamagefactor \"ZorchKamikaze\", 0.1\nDamageFactor \"CorvusHellStaffTomed\", 0.5\nDamageFactor \"Wraithverge\", 4.0\n Health 2400\n Radius 22\n Height 64\n Speed 12\n PainChance 20\n Mass 1500\n MONSTER\n +BOSS\n +FLOORCLIP\n +MISSILEEVENMORE\n +MISSILEMORE\n +NORADIUSDMG\n +DONTRIP\n +DONTMORPH\n +NOICEDEATH\n SeeSound \"diablo2/goatman/sight\"\n PainSound \"diablo2/goatman/pain\"\n DeathSound \"Goat/death\"\n ActiveSound \"diablo2/goatman/idle\"\n MeleeSound \"baron/melee\"\n Obituary \"\\c[S3]%o \\c[S3]was slaughtered by an Azazel.\"\n MinMissileChance 20\n MeleeDamage 16\n States\n {\n Spawn:\n AZEW A 5 A_Look\n Loop\n See:\n AZEW AABBCCDD 3 A_Chase\n Loop\n Missile:\n\t TNT1 A 0 A_Jump(64,\"MDoubleSerie\")\n\t TNT1 A 0 A_Jump(128,\"MRightHand\")\n MLeftHand:\n\t TNT1 A 0 A_PlaySound(\"Goat/Attack\")\n\t AZEA D 4 A_FaceTarget\n\t AZEA E 4 A_FaceTarget\n\t AZEA F 7 A_CustomMissile(\"SatyrLordMissile1\",32,-5,0)\n\t Goto see\n MRightHand:\n\t TNT1 A 0 A_PlaySound(\"Goat/Attack\")\n\t AZEA A 4 A_FaceTarget\n\t AZEA B 4 A_FaceTarget\n\t AZEA C 7 A_CustomMissile(\"SatyrLordMissile2\",32,5,0)\n\t Goto see\n MDoubleSerie:\n\t TNT1 A 0 A_PlaySoundEx(\"missile1charge\",\"SoundSlot5\")\n\t TNT1 A 0 A_FaceTarget\n\t AZEA D 5 A_SpawnItemEx(\"SatyrLordMissileDual1Fake\",10,-20,60,0,0,0,32)\n\t AZEA E 5 A_SpawnItemEx(\"SatyrLordMissileDual1Fake\",10,-9,46,0,0,0,32)\n\t AZEA F 6 A_SpawnItemEx(\"SatyrLordMissileDual1Fake\",10,4,28,0,0,0,32)\n\t TNT1 A 0 A_PlaySoundEx(\"missile2charge\",\"SoundSlot6\")\n\t TNT1 A 0 A_FaceTarget\n\t AZEA A 5 A_SpawnItemEx(\"SatyrLordMissileDual2Fake\",10,20,60,0,0,0,32)\n\t AZEA B 5 A_SpawnItemEx(\"SatyrLordMissileDual2Fake\",10,9,46,0,0,0,32)\n\t AZEA C 6 A_SpawnItemEx(\"SatyrLordMissileDual2Fake\",10,-4,28,0,0,0,32)\n\t TNT1 A 0 A_PlaySound(\"Goat/Attack\")\n\t TNT1 A 0 A_FaceTarget\n\t AZEA D 5 A_CustomMissile(\"SatyrLordMissileDual1Real\",60,-20,0)\n\t AZEA E 5 A_CustomMissile(\"SatyrLordMissileDual1Real\",46,-9,0)\n\t AZEA F 6 A_CustomMissile(\"SatyrLordMissileDual1Real\",28,4,0)\n\t TNT1 A 0 A_PlaySound(\"Goat/Attack\")\n\t TNT1 A 0 A_FaceTarget\n\t AZEA A 5 A_CustomMissile(\"SatyrLordMissileDual2Real\",60,20,0)\n\t AZEA B 5 A_CustomMissile(\"SatyrLordMissileDual2Real\",46,9,0)\n\t AZEA C 6 A_CustomMissile(\"SatyrLordMissileDual2Real\",28,-4,0)\n\t Goto see\n Melee:\n\t TNT1 A 0 A_Jump(128,\"Melee2\")\n\t TNT1 A 0 A_PlaySound(\"Goat/Attack\")\n\tAZEA AB 7 A_FaceTarget\n AZEA C 7 A_MeleeAttack\n\t Goto See\n Melee2:\n\t TNT1 A 0 A_PlaySound(\"Goat/Attack\")\n AZEA DE 7 A_FaceTarget\n AZEA F 7 A_MeleeAttack\n Goto See\n Pain:\n \tTNT1 A 0 A_Jump(64,\"Paincounteratk\")\n AZEP A 2\n AZEP A 6 A_Pain\n Goto See\n Paincounteratk:\n \tAZEP A 2\n AZEP A 2 A_Pain\n\t TNT1 A 0 HealThing(random(10,180))\n\t AZEP A 1 A_CustomMissile(\"SLGroundFire\",0,0,0)\n\t AZEP A 1 A_CustomMissile(\"SLGroundFire\",0,0,45)\n\t AZEP A 1 A_CustomMissile(\"SLGroundFire\",0,0,-45)\n\t AZEP A 1 A_CustomMissile(\"SLGroundFire\",0,0,90)\n\t AZEP A 1 A_CustomMissile(\"SLGroundFire\",0,0,-90)\n\t AZEP A 1 A_CustomMissile(\"SLGroundFire\",0,0,135)\n\t AZEP A 1 A_CustomMissile(\"SLGroundFire\",0,0,-135)\n\t AZEP A 1 A_CustomMissile(\"SLGroundFire\",0,0,180)\n\t AZEP A 4\n Goto See\n Pain.Stunner:\n AZEP A 2 A_ChangeFlag(\"NoPain\", 1)\n AZEP A 300 A_Pain\n AZEP A 0 A_ChangeFlag(\"NoPain\", 0)\n goto See\n Death.DukeIce:\n TNT1 A 0 A_PlaySound(\"duke/enemyfreeze\")\n TNT1 A 0 A_GiveInventory(\"FreezethrowerWeakness\")\n TNT1 A 0 A_Jump(218,\"Ice\")\n TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n\n Ice:\n Death.HexenIce:\n\n Death.Ice:\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 64)\n TNT1 A 0 A_NoBlocking\n AZEP A 0 A_GenericFreezeDeath\n AZEP A 70 A_UnsetSolid\n AZEP A 0 A_IceGuyDie\n AZEP A 1 A_IceGuyDie\n TNT1 A -1\n stop\n Death.ZorchPistol:\n Death.Zorch:\n Death.ZorchKamikaze:\n Death.PhasingZorch:\n Death.ZorchSpectral:\n\tTNT1 A 0 A_Stop\n TNT1 A 0 A_GiveToTarget(\"AwardItem\", 64)\n TNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n TNT1 A 0 A_ChangeFlag(\"DONTGIB\",1)\n TNT1 A 0 A_PlaySoundEx(\"chex/zorch\",\"soundslot5\",0,0)\n AZED A 4 A_SpawnItem(\"ZorchEffectBig\")\n AZED AAAAAAAAAAAA 4 Bright A_Fadeout(0.1)\n Stop\n Death.DukeDamage:\n Death.MightyBoot:\n Death.DukeExplosive:\n Death.DukePistol:\n TNT1 A 0 A_GiveToTarget(\"DukeBossKillTaunt\",1)\n Death:\n TNT1 A 0 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,11)\n TNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n TNT1 A 0 A_GiveToTarget(\"AwardItem\", 64)\n AZED A 5\n AZED B 5 A_Scream\n AZED C 5\n AZED D 4 A_Fall\n AZED E 4\n AZED F 3\n AZED G 3000\n AZED GGGGGGGGGGGG 2 A_FadeOut(0.1)\n Stop\n\n\tDeathBrutal:\n TNT1 A 0\n TNT1 AA 0 A_SpawnItemEx(\"RedMistTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-200,200)/100.00,random(-200,200)/100.00,random(300,800)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTinier\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTiny\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"RedMistIntenseTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-350,350)/100.00,random(-350,350)/100.00,random(300,700)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound2\",0,0,0,0,0,0,0,160) // Apparently A_PlaySound doesn't work, so I have to spawn the item. Weird!\n goto Death+1\n\n DeathHappyfun:\n TNT1 A 0\n TNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n TNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 A 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n goto Death+1\n }\n}\n\nactor SLGroundFire\n{\n\tProjectile\n\tSpeed 16\n\tDamage 3\n\t+RIPPER\n\tDamageType \"Normal\"\n\tScale 0.4\n\t+FLOORHUGGER\n\tSeeSound \"groundfirestart\"\n\tRenderStyle Add\n\tAlpha 0.9\n\tDecal Scorch\n\tStates\n\t{\n\tSpawn:\n\t\tFX03 B 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 C 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 D 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 E 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 F 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 G 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 H 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 I 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 J 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 K 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 L 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 M 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 N 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 O 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 P 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 Q 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 R 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 S 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 T 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 U 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 V 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 W 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 X 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 Y 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor SLGFXtraSpawner\n{\n\t+NOCLIP\n\tRenderStyle None\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tPLAY AAA 0 A_SpawnItemEx(\"SLGFXtra\",0,0,0,random(3,-3),random(3,-3),random(3,-3),0)\n\t\tStop\n\t}\n}\n\nActor SLGFXtra\n{\n\tProjectile\n\tDamage 0\n\t+NOCLIP\n\tSpeed 0\n\tRadius 1\n\t+DONTBLAST\n\tHeight 1\n\tScale 0.09\n\tRenderStyle Add\n\tStates\n\t{\n\tSpawn:\n\t\tSTAR P 3 Bright\n\t\tSTAR P 0 A_Jump(128,1)\n\t\tLoop\n\t\tSTAR P 3 Bright\n\t\tSTAR P 1 Bright A_FadeOut\n\t\tWait\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\n//*************************************************\n//*************************************************\nActor SatyrLordMissile1 : FastProjectile\n{\n\tProjectile\n\tRadius 8\n\tHeight 16\n\tSpeed 66\n\tDamage 19\n\tDamageType \"Normal\"\n\tScale 0.65\n\tRenderStyle Add\n\tSeeSound \"redballbsee\"\n\tDeathSound \"redballbdeth\"\n\tTranslation \"192:207=172:191\"\n\tDecal PlasmaScorchLower\n\tStates\n\t{\n\tSpawn:\n\t\tANFB A 1 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB A 0 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB A 1 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB A 0 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB A 1 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB A 0 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB B 1 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB B 0 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB B 1 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB B 0 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB B 1 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB B 0 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB C 1 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB C 0 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB C 1 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB C 0 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB C 1 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB C 0 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tLoop\n\tDeath:\n\t\tANFB DEFG 3 Bright\n\t\tStop\n\t}\n}\n\nActor SLM1Trail\n{\n\tProjectile\n\t-NOGRAVITY\n\tGravity 0.4\n\t+NOCLIP\n\tDamage 0\n\tRenderStyle Add\n\tAlpha 0.8\n\tScale 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 ThrustThingZ(0,random(-4,8),0,1)\n\t\tSHTR ABCDDE 3 Bright\n\t\tSHTR F 1 Bright A_FadeOut(0.1)\n\t\tWait\n\t}\n}\n\n//*************************************************\n//*************************************************\nActor SatyrLordMissile2\n{\n\tSpeed 12\n\tdamage 15\n\tDamageType \"Normal\"\n\tscale 0.35\n\tradius 6\n\theight 12\n\tRENDERSTYLE ADD\n\tAlpha 0.75\n\tPROJECTILE\n\t+SEEKERMISSILE\n\tseesound \"whiteballbsee\"\n\tdeathsound \"whiteballbdeth\"\n\tstates\n\t{\n\tSpawn:\n\t\tPSMM A 2 Bright A_SeekerMissile(10,25)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SLM2Trail\",0,0,0,0,0,0,0,128)\n\t\tPSMM A 2 Bright A_SeekerMissile(10,25)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SLM2Trail\",0,0,0,0,0,0,0,128)\n\t\tPSMM B 2 Bright A_SeekerMissile(10,25)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SLM2Trail\",0,0,0,0,0,0,0,128)\n\t\tPSMM B 2 Bright A_SeekerMissile(10,25)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SLM2Trail\",0,0,0,0,0,0,0,128)\n\t\tPSMM C 2 Bright A_SeekerMissile(10,25)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SLM2Trail\",0,0,0,0,0,0,0,128)\n\t\tPSMM C 2 Bright A_SeekerMissile(10,25)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SLM2Trail\",0,0,0,0,0,0,0,128)\n\t\tPSMM D 2 Bright A_SeekerMissile(10,25)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SLM2Trail\",0,0,0,0,0,0,0,128)\n\t\tPSMM E 2 Bright A_SeekerMissile(10,25)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SLM2Trail\",0,0,0,0,0,0,0,128)\n\t\tPSMM F 2 Bright A_SeekerMissile(10,25)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SLM2Trail\",0,0,0,0,0,0,0,128)\n\t\tgoto Spawn+12\n\tDeath:\n\t\tPSMM GGHHIIJJKKLLMM 2 Bright A_FadeOut(0.05)\n\t\tstop\n\t}\n}\n\nActor SLM2Trail\n{\n\tProjectile\n\t+NOCLIP\n\tDamage 0\n\tRenderStyle Add\n\tAlpha 0.45\n\tScale 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tPUF2 BDFHJLNPRTVXZ 1\n\t\tPUF3 B 1 A_FadeOut(0.2)\n\t\tWait\n\t}\n}\n\n//*************************************************\n//*************************************************\nActor SatyrLordMissileDual1Fake\n{\n\tProjectile\n\tSpeed 0\n\tScale 0.34\n\tRenderStyle Add\n\tSeeSound \"waitingballsspawn\"\n\tStates\n\t{\n\tSpawn:\n\t\tMSP2 ABCD 2\n\t\tMSP2 ABCD 2\n\t\tMSP2 ABCD 2\n\t\tMSP2 ABCD 2\n\t\tStop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\nActor SatyrLordMissileDual1Real : FastProjectile\n{\n\tProjectile\n\tSpeed 56\n\tScale 0.34\n\tRenderStyle Add\n\tDamage 16\n\tDamageType \"Normal\"\n\tRadius 6\n\theight 12\n\tSeeSound \"redballssee\"\n\tDeathSound \"redballsdeth\"\n\tDecal DoomImpScorch\n\tStates\n\t{\n\tSpawn:\n\t\tMSP2 A 1 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tMSP2 A 1 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tMSP2 B 1 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tMSP2 B 1 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tMSP2 C 1 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tMSP2 C 1 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tMSP2 D 1 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tMSP2 D 1 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tLoop\n\tDeath:\n\t\tMSP1 G 2 A_Explode(64,128,0)\n\t\tMSP1 HIJKLMNO 2\n\t\tStop\n\t}\n}\n\nActor SLMD1RTrail\n{\n\tProjectile\n\t-NOGRAVITY\n\tGravity 0.4\n\t+NOCLIP\n\tDamage 0\n\tRenderStyle Add\n\tAlpha 0.8\n\tScale 0.3\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 ThrustThingZ(0,random(-3,5),0,1)\n\t\tSHTR ABCDDE 3 Bright\n\t\tSHTR F 1 Bright A_FadeOut(0.1)\n\t\tWait\n\t}\n}\n\nActor SatyrLordMissileDual2Fake\n{\n\tProjectile\n\tSpeed 0\n\tScale 0.8\n\tRenderStyle Add\n\tAlpha 0.75\n\tSeeSound \"waitingballsspawn\"\n\tTranslation \"112:127=80:111\"\n\tStates\n\t{\n\tSpawn:\n\t\tCSSF DEDE 2 Bright\n\t\tCSSF DEDE 2 Bright\n\t\tCSSF DEDE 2 Bright\n\t\tCSSF DEDE 2 Bright\n\t\tStop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\nActor SatyrLordMissileDual2Real\n{\n\tProjectile\n\tSpeed 10\n\tRadius 6\n\tDamage 12\n\tDamageType \"Normal\"\n\tScale 0.8\n\tRenderStyle Add\n\tAlpha 0.75\n\t+SeekerMissile\n\tTranslation \"112:127=80:111\"\n\tSeeSound \"whiteballssee\"\n\tDeathSound \"whiteballsdeth\"\n\theight 12\n\tDecal PlasmaScorchLower\n\tStates\n\t{\n\tSpawn:\n\t\tCSSF D 1 Bright A_SeekerMissile(5,10)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"SLMD2RTrail\",random(5,-5),0,random(5,-5),0,0,0,0,128)\n\t\tCSSF D 1 Bright A_SeekerMissile(5,10)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"SLMD2RTrail\",random(5,-5),0,random(5,-5),0,0,0,0,128)\n\t\tCSSF E 1 Bright A_SeekerMissile(5,10)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"SLMD2RTrail\",random(5,-5),0,random(5,-5),0,0,0,0,128)\n\t\tCSSF E 1 Bright A_SeekerMissile(5,10)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"SLMD2RTrail\",random(5,-5),0,random(5,-5),0,0,0,0,128)\n\t\tLoop\n\tDeath:\n\t\tCSSF GHI 4 Bright\n\t\tCSSF I 1 Bright A_FadeOut\n\t\tWait\n\t}\n}\n\nActor SLMD2RTrail\n{\n\tProjectile\n\t+BOSS\n\tSpeed 0\n\tDamage 0\n\t+NOCLIP\n\tRenderStyle Add\n\tAlpha 0.5\n\tScale 0.25\n\tStates\n\t{\n\tSpawn:\n\t\tPUF2 BCDEFGHIJKL 1\n\t\tPUF2 L 1 A_FadeOut(0.2)\n\t\tWait\n\t}\n}\n\n//===========================================================================\n//\n// Satyr\n//\n// by: Nanami\n// New Sprites and additional scripting by: Vader\n//\n//===========================================================================\n\nactor Satyr 3109\n{\n PainChance \"Stunner\", 192\n PainChance \"MightyBoot\", 255\n DamageFactor \"DragonClaw\", 1.5\n DamageFactor \"CorvusCrossbow\", 1.1\n Health 400\n Radius 18\n Height 48\n Scale 0.75\n Speed 8\n PainChance 50\n Mass 350\n MONSTER\n +FLOORCLIP\n +NOICEDEATH\n SeeSound \"satyr/sight\"\n PainSound \"knight/pain\"\n DeathSound \"satyr/death\"\n ActiveSound \"knight/active\"\n MeleeSound \"baron/melee\"\n HitObituary \"%o was mauled by a satyr.\"\n MeleeDamage 8\n States\n {\n Spawn:\n STYR AB 10 A_Look\n Loop\n See:\n STYR AABBCCDD 3 A_Chase\n Loop\n Melee:\n STYR EF 5 A_FaceTarget\n STYR G 6 A_MeleeAttack\n STYR PQ 5 A_FaceTarget\n STYR R 6 A_MeleeAttack\n Goto See\n Pain:\n STYR H 2\n STYR H 2 A_Pain\n Goto See\n Raise:\n Stop\n Pain.Stunner:\n STYR H 2 A_ChangeFlag(\"NoPain\", 1)\n STYR H 300 A_Pain\n STYR H 0 A_ChangeFlag(\"NoPain\", 0)\n goto See\n Pain.MightyBoot:\n TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n STYR H 2 A_FaceTarget\n TNT1 A 0 A_Recoil(12)\n STYR H 16 A_Pain\n\tgoto See\n Death.DukeIce:\n TNT1 A 0 A_PlaySound(\"duke/enemyfreeze\")\n TNT1 A 0 A_GiveInventory(\"FreezethrowerWeakness\")\n TNT1 A 0 A_Jump(218,\"Ice\")\n TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n\n Ice:\n Death.HexenIce:\n\n Death.Ice:\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 8)\n TNT1 A 0 A_NoBlocking\n STYR A 0 A_GenericFreezeDeath\n STYR A 70 A_UnsetSolid\n STYR A 0 A_IceGuyDie\n STYR A 1 A_IceGuyDie\n TNT1 A -1\n stop\n Death.ZorchPistol:\n Death.Zorch:\n\tTNT1 A 0 A_Stop\n TNT1 A 0 A_GiveToTarget(\"AwardItem\", 8)\n TNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n TNT1 A 0 A_ChangeFlag(\"DONTGIB\",1)\n TNT1 A 0 A_PlaySoundEx(\"chex/zorch\",\"soundslot5\",0,0)\n STYR H 4 A_SpawnItem(\"ZorchEffectSmall\")\n STYR HHHHHHHHHHHH 4 Bright A_Fadeout(0.1)\n Stop\n Death.DukeExplosive:\n Death.DukeDamage:\n Death.DukePistol:\n TNT1 A 0 A_Jump(218,\"Death\")\n TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n goto Death\n Death.MightyBoot:\n TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n TNT1 A 0 A_Jump(64,\"Death\")\n TNT1 A 0 A_GiveToTarget(\"DukeBootTaunt\",1)\n goto Death\n Death:\n\tTNT1 A 0 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,11)\n STYR I 0 A_GiveToTarget(\"KillCount\",1)\n\tSTYR I 0 A_GiveToTarget(\"AwardItem\",8)\n STYR I 5\n STYR J 5 A_Scream\n STYR K 6\n STYR L 7 A_Fall\n STYR M 4\n STYR N 4\n STYR O 3000\n\tSTYR OOOOOOOOOOOO 4 A_FadeOut(0.1)\n Stop\n Raise:\n\tStop\n\n\tDeathBrutal:\n TNT1 A 0\n TNT1 AA 0 A_SpawnItemEx(\"RedMistTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-200,200)/100.00,random(-200,200)/100.00,random(300,800)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTinier\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTiny\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"RedMistIntenseTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-350,350)/100.00,random(-350,350)/100.00,random(300,700)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound2\",0,0,0,0,0,0,0,160) // Apparently A_PlaySound doesn't work, so I have to spawn the item. Weird!\n goto Death+1\n\n DeathHappyfun:\n TNT1 A 0\n TNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n TNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 A 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n goto Death+1\n }\n}"
},
{
"source": "pk3",
"name": "decorate/game_strnghld/bigboss.txt",
"contents": "ACTOR STBoss 32767\n{\n//$Category Stronghold_Monsters\n\tGame Doom\n\tHealth 100000\n\tRadius 48\n\tHeight 128\n\tScale 2.0\n\tMass 50000\n\tSpeed 6\n\tPainChance 1\n\tMinMissileChance 32\n\tMeleeRange 128\n\tMonster\n\tDamageFactor \"CorvusCrossbow\", 1.15\n\tDamageFactor \"DragonClaw\", 1.6\n\tDamageFactor \"STBoss\", 0.01\n\tDamageFactor \"STBossFactor\", 0.05\n\tDamageFactor \"Animate\", 0.05\n\tDamageFactor \"HexenIce\", 2.5\n\tDamageFactor \"DukeIce\", 2.5\n\tDamageFactor \"Wraithverge\", 6.0\n\tPainChance \"MightyBoot\", 256\n\t//DropItem \"SpiritBoss\"\n\t+FLOORCLIP\n\t//A couple boss flags\n\t+BOSSDEATH +NORADIUSDMG +BOSS +NOICEDEATH +DONTRIP +DONTMORPH //Nice try, Morph ovum users.\n\t//Extremely aggressive\n\t+MISSILEMORE +MISSILEEVENMORE +LOOKALLAROUND\n\t//Very Persistent\n\t+NOTIMEFREEZE +NOBLOCKMONST\n\t//Exempt from infighting\n\t+NOTARGET +NOINFIGHTING\n\t//Easily Distracted, to make him easier.\n\t+QUICKTORETALIATE\n\t//Cannot be hurt\n\t+NOPAIN +NODAMAGE\n\tSeeSound \"\"\n\tPainSound \"baron/pain\"\n\tDeathSound \"\"\n\tActiveSound \"baron/active\"\n\tTranslation \"16:47=32:47\", \"48:79=32:47\", \"112:127=160:167\"\n\tObituary \"\\c[E7]%o \\c[E7]couldn't evade the wrath of Mephistopheles.\"\n\tStates\n\t{\n\tSpawn:\n\t\tBOSS A 1 A_Look\n\t\tloop\n\n\tHeal:\n\t\tBOSS H 0\n\tSee:\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NODAMAGE\",0)\n\t\tBOSS A 0 A_JumpIfHealthLower(10000,\"CallingOfTheDamned\")\n\t\tBOSS A 0 A_JumpIfInventory(\"Clip\",50,\"LongTeleport\")\n\t\tBOSS A 0 NoiseAlert(0,0)\n\t\tBOSS A 0 A_Jump(5,\"Necromancy\")\n\t\tBOSS A 0 A_Jump(16, \"Teleport\")\n\t\tBOSS AAAAAABBBBBBCCCCCCDDDDDD 1 A_VileChase\n\t\tLoop\n\tNecromancy:\n\t\tBOSS A 1 A_JumpIfHealthLower(10000,\"CallingOfTheDamned\")\n\t\tBOSS A 0 A_JumpIfInventory(\"Clip\",50,\"LongTeleport\")\n\t\tBOSS A 0 A_Jump(15,\"RaiseArmy\")\n\t\tBOSS A 0 A_Jump(45,\"SpiritAttack\")\n\t\tBOSS A 0 A_Jump(5,\"Haunting\")\n\t\tBOSS A 0 A_VileChase\n\t\tLoop\n\tTeleport:\n\t\tBOSS A 0 A_JumpIfHealthLower(10000,\"CallingOfTheDamned\")\n\t\tBOSS A 0 A_JumpIfInventory(\"Clip\",50,\"LongTeleport\")\n\t\tBOSS A 1 A_FaceTarget\n \t\tBOSS A 3\n \t\tBOSS A 3 BRIGHT\n \t\tBOSS A 0 A_UnSetShootable\n \t\tBOSS A 1 A_PlaySound(\"pyro/tele\")\n \t\tBOSS A 1 A_SetTranslucent(0.90)\n \t\tBOSS A 1 A_SetTranslucent(0.80)\n \t\tBOSS A 1 A_SetTranslucent(0.70)\n \t\tBOSS A 1 A_SetTranslucent(0.60)\n \t\tBOSS A 1 A_SetTranslucent(0.50)\n \t\tBOSS A 1 A_SetTranslucent(0.40)\n \t\tBOSS A 1 A_SetTranslucent(0.30)\n \t\tBOSS A 1 A_SetTranslucent(0.20)\n \t\tBOSS A 1 A_SetTranslucent(0.10)\n\t\t//BOSS A 1 A_Changeflag(\"NOGRAVITY\", 1)\n\t\t//BOSS A 1 A_Changeflag(\"FLOAT\", 1)\n \t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n \t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_ExtChase(0,0,1,1)\n \t\tBOSS A 1 A_PlaySound(\"pyro/tele\")\n \t\tBOSS A 1 A_SetTranslucent(0.10)\n \t\tBOSS A 1 A_SetTranslucent(0.20)\n \t\tBOSS A 1 A_SetTranslucent(0.30)\n \t\tBOSS A 1 A_SetTranslucent(0.40)\n \t\tBOSS A 1 A_SetTranslucent(0.50)\n \t\tBOSS A 1 A_SetTranslucent(0.60)\n \t\tBOSS A 1 A_SetTranslucent(0.70)\n \t\tBOSS A 1 A_SetTranslucent(0.80)\n \t\tBOSS A 1 A_SetTranslucent(0.90)\n \t\tBOSS A 1 A_SetTranslucent(1.0)\n \t\tBOSS A 0 A_SetShootable\n\t\t//BOSS A 1 A_Changeflag(\"FLOAT\", 0)\n\t\t//BOSS A 1 A_Changeflag(\"NOGRAVITY\", 0)\n\t\tBOSS A 0 A_Jump(32, \"FireMissile\")\n\t\tBOSS A 0 A_JumpIfCloser(1024, \"See\")\n\t\tLoop\n\tLongTeleport:\n\t\tBOSS A 0 A_TakeInventory(\"Clip\",999)\n\t\tBOSS A 1 A_FaceTarget\n \t\tBOSS A 3\n \t\tBOSS A 3 BRIGHT\n \t\tBOSS A 0 A_UnSetShootable\n \t\tBOSS A 1 A_PlaySound(\"pyro/tele\")\n \t\tBOSS A 1 A_SetTranslucent(0.90)\n \t\tBOSS A 1 A_SetTranslucent(0.80)\n \t\tBOSS A 1 A_SetTranslucent(0.70)\n \t\tBOSS A 1 A_SetTranslucent(0.60)\n \t\tBOSS A 1 A_SetTranslucent(0.50)\n \t\tBOSS A 1 A_SetTranslucent(0.40)\n \t\tBOSS A 1 A_SetTranslucent(0.30)\n \t\tBOSS A 1 A_SetTranslucent(0.20)\n \t\tBOSS A 1 A_SetTranslucent(0.10)\n\t\t//BOSS A 1 A_Changeflag(\"NOGRAVITY\", 1)\n\t\t//BOSS A 1 A_Changeflag(\"FLOAT\", 1)\n\t\tBOSS A 1 A_Changeflag(\"SOLID\", 0)\n\t\tBOSS A 0 A_TakeInventory(\"Clip\",999)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Wander\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"STBossAttack5\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"STBossAttack5\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"STBossAttack5\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"STBossAttack5\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Wander\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"STBossAttack5B\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"STBossAttack5B\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"SpiritCaller\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"SpiritCaller\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Wander\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"STBossAttack5B\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"STBossAttack5B\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"SpiritCaller\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"SpiritCaller\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Wander\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"STBossAttack5B\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"STBossAttack5B\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"SpiritCaller\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"SpiritCaller\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Wander\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"STBossAttack5\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"STBossAttack5\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"STBossAttack5\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"STBossAttack5\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Wander\n\t\tBOSS A 0 A_TakeInventory(\"Clip\",999)\n\t\tBOSS A 1 A_Changeflag(\"SOLID\", 1)\n \t\tBOSS A 1 A_PlaySound(\"pyro/tele\")\n \t\tBOSS A 1 A_SetTranslucent(0.10)\n \t\tBOSS A 1 A_SetTranslucent(0.20)\n \t\tBOSS A 1 A_SetTranslucent(0.30)\n \t\tBOSS A 1 A_SetTranslucent(0.40)\n \t\tBOSS A 1 A_SetTranslucent(0.50)\n \t\tBOSS A 1 A_SetTranslucent(0.60)\n \t\tBOSS A 1 A_SetTranslucent(0.70)\n \t\tBOSS A 1 A_SetTranslucent(0.80)\n \t\tBOSS A 1 A_SetTranslucent(0.90)\n \t\tBOSS A 1 A_SetTranslucent(1.0)\n \t\tBOSS A 0 A_SetShootable\n\t\t//BOSS A 1 A_Changeflag(\"FLOAT\", 0)\n\t\t//BOSS A 1 A_Changeflag(\"NOGRAVITY\", 0)\n\t\tBOSS A 0 A_TakeInventory(\"Clip\",999)\n\t\tGoto FireMissile\n\tFireMissile:\n\t\tBOSS A 0 A_JumpIfHealthLower(10000,\"CallingOfTheDamned\")\n\t\tBOSS A 0 A_Jump(32,\"FireNova\")\n\t\tBOSS A 0 A_Jump(32,\"FireVolley\")\n\t\tBOSS A 0 A_Jump(32,\"FireBall\")\n\t\tBOSS A 0 A_Jump(32,\"ConvergeAttack\")\n\t\tBOSS A 0 A_Jump(32,\"FireSpark\")\n\t\tBOSS A 0 A_Jump(32,\"Eruption\")\n\t\tBOSS A 1 A_VileChase\n\t\tLoop\n\tCallingOfTheDamned:\n\t\tBOSS E 0 A_Changeflag(\"NOPAIN\",1)\n\t\tBOSS E 0 A_JumpIfHealthLower(7500,\"CallingOfTheDamned2\")\n\t\tBOSS E 0 A_AlertMonsters\n\t\tBOSS E 0 A_CustomMissile(\"STBossAttack5B\",64,0,Random(0,360))\n\t\tBOSS E 3 A_FaceTarget\n\t\tBOSS E 0 A_CustomMissile(\"STBossAttack5B\",64,0,Random(0,360))\n\t\tBOSS E 4 A_FaceTarget\n\t\tGoto CallingOfTheDamned+1\n\tCallingOfTheDamned2:\n\t\tBOSS F 0 A_JumpIfHealthLower(5000,\"CallingOfTheDamned3\")\n\t\tBOSS E 0 A_AlertMonsters\n\t\tBOSS F 0 A_CustomMissile(\"EruptionShot\",64,0,Random(0,360))\n\t\tBOSS E 0 A_CustomMissile(\"STBossAttack5B\",64,0,Random(0,360))\n\t\tBOSS E 3 A_FaceTarget\n\t\tBOSS F 0 A_CustomMissile(\"EruptionShot2\",64,0,Random(0,360))\n\t\tBOSS E 0 A_CustomMissile(\"STBossAttack5B\",64,0,Random(0,360))\n\t\tBOSS E 4 A_FaceTarget\n\t\tGoto CallingOfTheDamned2\n\tCallingOfTheDamned3:\n\t\tBOSS G 0 A_JumpIfHealthLower(2500,\"CallingOfTheDamned4\")\n\t\tBOSS G 0 A_AlertMonsters\n\t\tBOSS G 3 A_FaceTarget\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack5B\",64,0,Random(0,360))\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack5B\",64,0,Random(0,360))\n\t\tBOSS G 2 A_FaceTarget\n\t\tBOSS G 0 A_CustomMissile(\"EruptionShot\",64,0,Random(0,360))\n\t\tBOSS G 2 A_FaceTarget\n\t\tBOSS G 0 A_CustomMissile(\"EruptionShot2\",64,0,Random(0,360))\n\t\tBOSS G 3 A_FaceTarget\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack5B\",64,0,Random(0,360))\n\t\tBOSS G 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\t\tBOSS G 2 A_FaceTarget\n\t\tBOSS G 0 A_CustomMissile(\"EruptionShot\",64,0,Random(0,360))\n\t\tBOSS G 2 A_FaceTarget\n\t\tBOSS G 0 A_CustomMissile(\"EruptionShot2\",64,0,Random(0,360))\n\t\tGoto CallingOfTheDamned3\n\tCallingOfTheDamned4:\n\t\tBOSS G 0 A_AlertMonsters\n\t\tBOSS G 1 A_FaceTarget\n\t\tBOSS G 0 A_CustomMissile(\"STFireEffect\",64,0,Random(0,360))\n\t\tBOSS G 2 A_FaceTarget\n\t\tBOSS G 0 A_CustomMissile(\"EruptionShot\",64,0,Random(0,360))\n\t\tBOSS G 2 A_FaceTarget\n\t\tBOSS G 0 A_CustomMissile(\"EruptionShot2\",64,0,Random(0,360))\n\t\tBOSS G 2 A_FaceTarget\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack5B\",64,0,Random(0,360))\n\t\tBOSS G 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\t\tBOSS G 1 A_FaceTarget\n\t\tBOSS G 0 A_CustomMissile(\"RainCometNull\",64,0,Random(0,360))\n\t\tBOSS G 2 A_FaceTarget\n\t\tBOSS G 0 A_CustomMissile(\"EruptionShot\",64,0,Random(0,360))\n\t\tBOSS G 2 A_FaceTarget\n\t\tBOSS G 0 A_CustomMissile(\"EruptionShot2\",64,0,Random(0,360))\n\t\tBOSS G 2 A_FaceTarget\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack5B\",64,0,Random(0,360))\n\t\tBOSS G 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\t\tGoto CallingOfTheDamned4\n\tMelee:\n\t\tBOSS A 0 A_Jump(64,\"Missile\")\n\t\tBOSS A 0 A_JumpIfHealthLower(10000,\"CallingOfTheDamned\")\n\t\tBOSS E 17 A_FaceTarget\n\t\tBOSS F 18 A_FaceTarget\n\t\tBOSS GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 0 A_SpawnItemEx(\"STFireEffect2\", random(-160,160), random(-160,160), 0, 0, 0, 0, 0, 0)\n\t\tBOSS G 35\n\t\tGoto See\n\tMissile:\n\t\tBOSS A 0 A_JumpIfHealthLower(10000,\"CallingOfTheDamned\")\n\t\tBOSS A 0 A_JumpIfInventory(\"Clip\",50,\"LongTeleport\")\n\t\tBOSS A 0 A_Jump(40,\"FireNova\")\n\t\tBOSS A 0 A_Jump(36,\"FireVolley\")\n\t\tBOSS A 0 A_Jump(32,\"FireBall\")\n\t\tBOSS A 0 A_Jump(28,\"ConvergeAttack\")\n\t\tBOSS A 0 A_Jump(24,\"FireSpark\")\n\t\tBOSS A 0 A_Jump(20,\"Eruption\")\n\t\tBOSS A 0 A_Jump(16,\"RaiseArmy\")\n\t\tBOSS A 0 A_Jump(12,\"SpiritAttack\")\n\t\tBOSS A 0 A_Jump(8,\"Haunting\")\n\t\tBOSS A 0 A_Jump(4,\"Hadouken\")\n\t\tBOSS A 1 A_VileChase\n\t\tLoop\n\tFireNova:\n\t\tBOSS EF 3 A_FaceTarget\n//\t\tBOSS G 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack2\",0,0,36,2,4)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack2\",0,0,72,2,4)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack2\",0,0,108,2,4)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack2\",0,0,144,2,4)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack2\",0,0,180,2,4)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack2\",0,0,216,2,4)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack2\",0,0,252,2,4)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack2\",0,0,288,2,4)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack2\",0,0,324,2,4)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack2\",0,0,360,2,4)\n\t\tBOSS G 3 A_FaceTarget\n\t\tGoto Missile\n\tFireVolley:\n\t\tBOSS EF 8 A_FaceTarget\n//\t\tBOSS G 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS GGGGGGGG 2 A_CustomMissile(\"STBossAttack3\")\n\t\tGoto See\n\tFireBall:\n\t\tBOSS EF 4 A_FaceTarget\n//\t\tBOSS G 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack7\",64,0,10)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack7\",64,0,-10)\n\t\tBOSS G 4 A_CustomMissile(\"STBossAttack7\",64,0,0)\n\t\tGoto See\n\tConvergeAttack:\n\t\tBOSS EF 5 A_FaceTarget\n//\t\tBOSS G 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack1\",64,0,20)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack1\",64,0,-20)\n\t\tBOSS G 5 A_CustomMissile(\"STBossAttack1\",64,0,0)\n\t\tGoto See\n\tFireSpark:\n\t\tBOSS EF 8 A_FaceTarget\n\t\tBOSS G 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS G 8 A_CustomMissile(\"STBossAttack9\",0,0,0,2,4)\n\t\tGoto See\n\tEruption:\n\t\tBOSS EF 6 A_FaceTarget\n\t\tBOSS G 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS G 8 A_CustomBulletAttack(0,0,1,0,\"Eruption\")\n\t\tGoto See\n\tRaiseArmy:\n\t\tBOSS H 8 A_FaceTarget\n\t\tBOSS GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 0 A_CustomMissile(\"STBossAttack5\",0,0,random(0,360))\n\t\tGoto See\n\tSpiritAttack:\n\t\tBOSS H 8 A_FaceTarget\n\t\tBOSS AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"STBossAttack4\",0,0,random(0,360))\n\t\tBOSS A 0 A_AlertMonsters\n\t\tGoto See\n\tHaunting:\n\t\tBOSS H 8 A_FaceTarget\n\t\tBOSS AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"STBossAttack6\",0,0,random(0,360))\n\t\tBOSS A 0 A_AlertMonsters\n\t\tGoto See\n\tHadouken:\n\t\tBOSS A 8 A_FaceTarget\n\t\tBOSS A 1 A_Changeflag(\"NOGRAVITY\", 1)\n\t\tBOSS A 0 A_Changeflag(\"INVULNERABLE\", 1)\n\t\tBOSS A 1 ThrustThingZ(0,3,0,0)\n\t\tBOSS AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAEEEEEEEEEEEEEEEEEEEEFFFFFFFFFF 3 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS FFFFFFFFFF 2 A_FaceTarget\n\t\tBOSS AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"RainCometNull\",0,0,Random(0,360))\n\t\tBOSS G 70 A_CustomMissile(\"FinalFlash\",75,0,0)\n\t\tBOSS AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"STBossAttack4\",0,0,random(0,360))\n\t\tBOSS AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"STBossAttack5\",0,0,random(0,360))\n\t\tBOSS G 70 A_Changeflag(\"NOGRAVITY\", 0)\n\t\tBOSS AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"STBossAttack6\",0,0,random(0,360))\n\t\tBOSS AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"STBossAttack5B\",0,0,random(0,360))\n\t\tBOSS G 35 A_Changeflag(\"INVULNERABLE\", 0)\n\t\tGoto See\n\tPain:\n\t\tBOSS H 1 A_Changeflag(\"NOGRAVITY\", 0)\n\t\tBOSS H 1 A_Pain\n\t\tBOSS H 1 A_Changeflag(\"INVULNERABLE\", 0)\n\t\tBOSS A 0 A_JumpIfHealthLower(10000,\"CallingOfTheDamned\")\n\t\tGoto Missile\n\tDeath:\n\t\t//BOSS GGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 0 A_CustomMissile(\"SpiritCaller\",0,0,random(0,360))\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\t//BOSS GGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 0 A_CustomMissile(\"SpiritCaller\",0,0,random(0,360))\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\t//BOSS GGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 0 A_CustomMissile(\"SpiritCaller\",0,0,random(0,360))\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS G 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8\n\t\t//BOSS GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 0 A_CustomMissile(\"SpiritCaller\",0,0,random(0,360))\n\t\tBOSS K 8 //A_GiveToTarget(\"AwardItem\",999)\n\t\tBOSS L 8 A_NoBlocking\n\t\tBOSS MN 8\n\t\tBOSS O 1 A_SpawnItemEx(\"SpiritBoss\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TELEFRAG,0)\n\t\tBOSS OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 8 A_FadeOut(0.01)\n\t\tStop\n\t}\n}\n\nACTOR STBossAttack1 {\n\t+SEEKERMISSILE\n\tDamageType \"STBossFactor\"\n\tSpeed 20\n\tDamage 12\n\tRadius 12\n\tHeight 12\n\tFastSpeed 35\n\tProjectile\n\tRenderStyle Add\n\tAlpha 1\n\tScale 0.6\n\tTranslation \"112:127=160:167\"\n\t+RANDOMIZE\n\t+NOTIMEFREEZE\n\tSeeSound \"imp/attack\"\n\tDeathSound \"imp/shotx\"\n\tstates\n\t{\n\tSpawn:\n\t\tSTFR A 2 bright A_SpawnItemEx(\"KDBossFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tSTFR A 0 A_SeekerMissile(2,5)\n\t\tSTFR A 2 bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tSTFR A 0 A_SeekerMissile(2,5)\n\t\tloop\n\tDeath:\n\t\tBAL7 C 6 Bright\n\t\tTNT1 A 0 A_Explode(48,256)\n\t\tTNT1 A 0 A_CheckSight(\"NoGen\")\n\t\tTNT1 A 0 A_SpawnItem(\"KDBossSparkGen\", 0, 10, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"KDBossFlameGen\", 0, 10, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"KDBossSmokeGen\", 0, 10, 0)\n\t\tBAL7 DE 6 bright\n\t\tstop\n\tNoGen:\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\tBAL7 C 6 bright A_Explode(48,256,0)\n\t\tBAL7 DE 6 bright\n\t\tStop\n\t}\n}\n\nACTOR Eruption : BulletPuff\n{\n\t+FLOORHUGGER\n\t+NOTIMEFREEZE\n\tVSpeed 0\n\tStates\n {\n Spawn:\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 90), 0, 128 | 8, 0)\n TNT1 AAAAA 1 A_SpawnItemEx(\"STBossDropFire\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 90), 0, 128 | 8, 0)\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 90), 0, 128 | 8, 0)\n TNT1 AAAAA 1 A_SpawnItemEx(\"STBossDropFire\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 90), 0, 128 | 8, 0)\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1\n Stop\n }\n}\n\nACTOR EruptionShot\n{\n\t+NOTIMEFREEZE\n\tDamageType \"STBossFactor\"\n\tSpeed 20\n\tDamage 4\n\tRadius 24\n\tHeight 32\n\tFastSpeed 35\n\tProjectile\n\tRenderStyle Add\n\tAlpha 1\n\tScale 1\n\tTranslation \"112:127=160:167\"\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"imp/shotx\"\n\tstates\n\t{\n\tSpawn:\n\t\tSTFR A 1 bright //A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tloop\n\tDeath:\n\t\tBAL7 C 0\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\t//BAL7 C 0 A_SpawnItem(\"KDBossSmokeGen\", 0, 0, 0)\n\t\t//BAL7 C 0 A_SpawnItem(\"KDBossSparkGen\", 0, 0, 0)\n\t\tBAL7 C 6 bright A_Explode(16,256,0)\n\t\tBAL7 DE 6 bright\n\t\tstop\n\t}\n}\nACTOR EruptionShot2 : EruptionShot\n{\n\tstates\n\t{\n\tSpawn:\n\t\tSTFR B 1 bright //A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tloop\n\t}\n}\n/*\nACTOR EruptionA\n{\n\tDamageType \"STBossFactor\"\n\tSpeed 20\n\tDamage 16\n\tRadius 16\n\tHeight 16\n\tFastSpeed 35\n\tProjectile\n\tRenderStyle Add\n\tAlpha 1\n\tScale 1\n\tTranslation \"112:127=160:167\"\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"imp/shotx\"\n\tstates\n\t{\n\tSpawn:\n\t\tSTFR B 1 bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tloop\n\tDeath:\n\t\tBAL7 C 0\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossSmokeGen\", 0, 0, 0)\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossSparkGen\", 0, 0, 0)\n\t\tBAL7 C 6 bright A_Explode(64,256,0)\n \t\tBAL7 CCCCCCCCCCCC 0 Bright A_CustomMissile(\"EruptionB\",random(8,24),0,random(0,360),2,random(0,90))\n\t\tBAL7 DE 6 bright\n\t\tstop\n\t}\n}\n\nACTOR EruptionB\n{\n\tDamageType \"STBossFactor\"\n\tSpeed 20\n\tDamage 12\n\tRadius 16\n\tHeight 16\n\tFastSpeed 35\n\tProjectile\n\tRenderStyle Add\n\tAlpha 1\n\tScale 0.75\n\t-NOGRAVITY\n\tTranslation \"112:127=160:167\"\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"imp/shotx\"\n\tstates\n\t{\n\tSpawn:\n\t\tSTFR B 1 bright A_SpawnItemEx(\"KDBossFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tloop\n\tDeath:\n\t\tBAL7 C 0\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossSmokeGen\", 0, 0, 0)\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossSparkGen\", 0, 0, 0)\n\t\tBAL7 C 6 bright A_Explode(48,256,0)\n \t\tBAL7 CCCCCCCC 0 Bright A_CustomMissile(\"EruptionC\",random(8,24),0,random(0,360),2,random(0,60))\n\t\tBAL7 DE 6 bright\n\t\tstop\n\t}\n}\nACTOR EruptionC\n{\n\tDamageType \"STBossFactor\"\n\tSpeed 20\n\tDamage 8\n\tRadius 16\n\tHeight 16\n\tFastSpeed 35\n\tProjectile\n\tRenderStyle Add\n\tAlpha 1\n\tScale 0.5\n\t-NOGRAVITY\n\tTranslation \"112:127=160:167\"\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"imp/shotx\"\n\tstates\n\t{\n\tSpawn:\n\t\tSTFR A 1 bright A_SpawnItemEx(\"KDBossFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tloop\n\tDeath:\n\t\tBAL7 C 0\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossSmokeGen\", 0, 0, 0)\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossSparkGen\", 0, 0, 0)\n\t\tBAL7 C 6 bright A_Explode(32,256,0)\n\t\tBAL7 DE 6 bright\n\t\tstop\n\t}\n}\n*/\nACTOR STBossAttack2 {\n\tDamageType \"STBossFactor\"\n\tSpeed 20\n\tDamage 1\n\tRadius 24\n\tHeight 24\n\tFastSpeed 35\n\tProjectile\n\t+RIPPER\n\t+NOTIMEFREEZE\n\t+RANDOMIZE\n\tRenderStyle Add\n\tAlpha 1\n\tScale 4.0\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"vile/firecrkl\"\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-40, 40), Random(-40, 40), Random(0, 20), MomX, MomY, 0.1 * Random(-2, 80), 0, 128 | 8, 0)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_CheckSight(\"NoGen\")\n\t\tTNT1 A 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\t//TNT1 A 0 A_SpawnItem(\"KDBossSmokeGen\", 0, 0, 0)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"KDBossBiggerSmoke\", Random(-40, 40), Random(-40, 40), Random(0, 20), MomX, MomY, 0.1 * Random(-2, 80), 0, 128 | 8, 0)\n\t\tFIRE CCBBCCBBCCBDCCDDCCDDEEDDEEDDEEFFEEFFEEFFGGHHGGHHGGHH 1 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tstop\n\tNoGen:\n\t\tFIRE CCBBCCBBCCBDCCDDCCDDEEDDEEDDEEFFEEFFEEFFGGHHGGHHGGHH 1 bright //A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tstop\n\t}\n}\nACTOR STBossAttack3 {\n\tDamageType \"STBossFactor\"\n\tSpeed 20\n\tDamage 8\n\tRadius 18\n\tHeight 18\n\tFastSpeed 35\n\tProjectile\n\tRenderStyle Add\n\tAlpha 1\n\tScale 0.5\n\tTranslation \"112:127=160:167\"\n\t+RANDOMIZE\n\t+RIPPER\n\t+NOTIMEFREEZE\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"imp/shotx\"\n\tstates\n\t{\n\tSpawn:\n\t\tSTFR A 1 bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tloop\n\tDeath:\n\t\tBAL7 C 0\n\t\tTNT1 A 0 A_CheckSight(\"NoGen\")\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossSmokeGen\", 0, 0, 0)\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossSparkGen\", 0, 0, 0)\n\t\tBAL7 C 6 bright A_Explode(32,256,0)\n\t\tBAL7 DE 6 bright\n\t\tstop\n\tNoGen:\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\tBAL7 C 6 bright A_Explode(32,256,0)\n\t\tBAL7 DE 6 bright\n\t\tStop\n\t}\n}\n\nACTOR STBossAttack4 {\n\tTranslation Ice\n\tRenderStyle Add\n\tAlpha 1.0\n\t+NOTIMEFREEZE +SHOOTABLE +LOOKALLAROUND +NOPAIN -ISMONSTER -SOLID -FRIENDLY\n\tRadius 16\n\tHeight 16\n\tHealth 1\n\tSpeed 20\n\tReactionTime 2\n\tstates\n\t{\n\tSpawn:\n\t\tSKUL A 0 BRIGHT A_JumpIfInventory(\"Clip\",1,\"Looking\")\n\t\tSKUL A 0 BRIGHT A_GiveInventory(\"Clip\",15)\n\tLooking:\n\t\tSKUL A 0 BRIGHT A_TakeInventory(\"Clip\",1)\n\t\tSKUL A 0 BRIGHT A_JumpIfInventory(\"Clip\",1,1)\n\t\tGoto Death\n\t\tSKUL A 0 BRIGHT A_Wander\n\t\tSKUL A 1 BRIGHT A_Look\n\t\tSKUL A 0 BRIGHT A_Wander\n\t\tSKUL A 1 BRIGHT A_Look\n\t\tSKUL A 0 BRIGHT A_Wander\n\t\tSKUL A 1 BRIGHT A_Look\n\t\tSKUL A 0 BRIGHT A_Wander\n\t\tSKUL A 1 BRIGHT A_Look\n\t\tSKUL B 0 BRIGHT A_Wander\n\t\tSKUL B 1 BRIGHT A_Look\n\t\tSKUL B 0 BRIGHT A_Wander\n\t\tSKUL B 1 BRIGHT A_Look\n\t\tSKUL B 0 BRIGHT A_Wander\n\t\tSKUL B 1 BRIGHT A_Look\n\t\tSKUL B 0 BRIGHT A_Wander\n\t\tSKUL B 1 BRIGHT A_Look\n\t\tloop\n\tSee:\n\t\tSKUL A 0 BRIGHT A_TakeInventory(\"Clip\",1)\n\t\tSKUL A 0 BRIGHT A_JumpIfInventory(\"Clip\",1,1)\n\t\tGoto Death\n\t\tSKUL A 0 BRIGHT A_Wander\n\t\tSKUL A 1 BRIGHT A_Chase(\"Melee\",0, CHF_FASTCHASE | CHF_RESURRECT )\n\t\tSKUL A 0 BRIGHT A_Wander\n\t\tSKUL A 1 BRIGHT A_Chase(\"Melee\",0, CHF_FASTCHASE | CHF_RESURRECT )\n\t\tSKUL A 0 BRIGHT A_Wander\n\t\tSKUL A 1 BRIGHT A_Chase(\"Melee\",0, CHF_FASTCHASE | CHF_RESURRECT )\n\t\tSKUL A 0 BRIGHT A_Wander\n\t\tSKUL A 1 BRIGHT A_Chase(\"Melee\",0, CHF_FASTCHASE | CHF_RESURRECT )\n\t\tSKUL B 0 BRIGHT A_Wander\n\t\tSKUL B 1 BRIGHT A_Chase(\"Melee\",0, CHF_FASTCHASE | CHF_RESURRECT )\n\t\tSKUL B 0 BRIGHT A_Wander\n\t\tSKUL B 1 BRIGHT A_Chase(\"Melee\",0, CHF_FASTCHASE | CHF_RESURRECT )\n\t\tSKUL B 0 BRIGHT A_Wander\n\t\tSKUL B 1 BRIGHT A_Chase(\"Melee\",0, CHF_FASTCHASE | CHF_RESURRECT )\n\t\tSKUL B 0 BRIGHT A_Wander\n\t\tSKUL B 1 BRIGHT A_Chase(\"Melee\",0, CHF_FASTCHASE | CHF_RESURRECT )\n\t\tloop\n\tMelee:\n\t\tSKUL A 0 BRIGHT A_TakeInventory(\"Clip\",1)\n\t\tSKUL A 0 BRIGHT A_JumpIfInventory(\"Clip\",1,1)\n\t\tGoto Death\n\t\tSKUL CD 5 BRIGHT A_CustomMeleeAttack(Random(0,1)*2,\"none\",\"none\",\"CoreFriendly\",0)\n\t\tSKUL A 5 BRIGHT A_Recoil(-32)\n\t\tSKUL A 0 BRIGHT A_Stop\n\t\tgoto See\n\tHeal:\n\t\tgoto Death\n\tDeath:\n\t\tSKUL AABBAABBAA 3 BRIGHT A_FadeOut(0.1)\n\t\tstop\n\t}\n}\nACTOR STBossAttack5\n{\n\tProjectile\n\t+RIPPER -DROPOFF\n\t+BLOODLESSIMPACT\n\tDamage 0\n\tSpeed 20\n\tFastSpeed 15\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 4 A_SpawnItemEx(\"STBossSkeleton\",0,0,0,0,0,0,0,0,224)\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nACTOR STBossAttack5B: StBossAttack5\n{\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 4 A_SpawnItemEx(\"STBossSkeleton2\",0,0,0,0,0,0,0,0,240)\n\t\tTNT1 A 4 A_SpawnItemEx(\"STBossSkeleton\",0,0,0,0,0,0,0,0,240)\n\t\tTNT1 A 4 A_SpawnItemEx(\"STBossAttack4\",0,0,0,0,0,0,0,0,240)\n\t\tTNT1 A 4 A_SpawnItemEx(\"STBossAttack6\",0,0,0,0,0,0,0,0,240)\n\t\tloop\n\t}\n}\n\nACTOR STBossAttack6 : STBossAttack4\n{\n\tstates\n\t{\n\tSpawn:\n\t\tSKUL A 0 BRIGHT A_JumpIfInventory(\"Clip\",1,\"Looking\")\n\t\tSKUL A 0 BRIGHT A_GiveInventory(\"Clip\",75)\n\t\tgoto Looking\n\t}\n}\nACTOR STBossAttack7\n{\n\tDamageType \"STBossFactor\"\n\tSpeed 20\n\tDamage 16\n\tRadius 18\n\tHeight 18\n\tFastSpeed 35\n\tProjectile\n\tRenderStyle Add\n\tAlpha 1\n\tScale 0.75\n\t+RANDOMIZE\n\t+NOTIMEFREEZE\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"imp/shotx\"\n\tstates\n\t{\n\tSpawn:\n\t\tSTFR B 1 bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0 bright A_CheckSight(\"NoGen\")\n\t\tMISL B 6 bright A_Explode(64,256,0)\n\t\tMISL C 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\tMISL C 0 A_SpawnItem(\"KDBossSmokeGen\", 0, 0, 0)\n\t\tMISL C 0 A_SpawnItem(\"KDBossSparkGen\", 0, 0, 0)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,18,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,36,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,54,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,72,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,90,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,108,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,126,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,144,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,162,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,180,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,198,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,216,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,234,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,252,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,270,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,288,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,306,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,324,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,342,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,360,2,4)\n\t\tMISL CD 6 bright\n\t\tstop\n\tNoGen:\n\t\tMISL B 6 bright A_Explode(64,256,0)\n\t\tMISL C 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,18,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,36,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,54,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,72,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,90,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,108,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,126,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,144,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,162,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,180,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,198,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,216,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,234,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,252,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,270,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,288,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,306,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,324,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,342,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,360,2,4)\n\t\tMISL CD 6 bright\n\t\tStop\n\t}\n}\nACTOR STBossAttack8\n{\n\tDamageType \"STBossFactor\"\n\tSpeed 0\n\tDamage 1000\n\tRadius 24\n\tHeight 24\n\tFastSpeed 35\n\tProjectile\n\t+RANDOMIZE\n\tRenderStyle Add\n\tAlpha 1\n\tScale 4.0\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"vile/firecrkl\"\n\n\tReactionTime 10\n\n\t+NOTIMEFREEZE\n\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_Explode(random(0,random(0,1)),128,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"KDBossSmoke\", Random(-40, 40), Random(-40, 40), Random(0, 20), MomX, MomY, 0.1 * Random(-2, 80), 0, 128 | 8, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"KDBossFlame\", Random(-40, 40), Random(-40, 40), Random(0, 20), MomX, MomY, 0.1 * Random(-2, 80), 0, 128 | 8, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"KDBossBiggerSmoke\", Random(-40, 40), Random(-40, 40), Random(0, 20), MomX, MomY, 0.1 * Random(-2, 80), 0, 128 | 8, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-40, 40), Random(-40, 40), Random(0, 20), MomX, MomY, 0.1 * Random(-2, 80), 0, 128 | 8, 0)\n\t\tTNT1 A 0 A_CountDown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_CheckSight(\"NoGen\")\n\t\tTNT1 A 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"KDBossSparkGen\", 0, 0, 0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"KDBossBiggerSmoke\", Random(-40, 40), Random(-40, 40), Random(0, 20), MomX, MomY, 0.1 * Random(-2, 80), 0, 128 | 8, 0)\n\t\tFIRE A 0 A_PlaySound(\"vile/firecrkl\")\n\t\tFIRE CBCBCDCDCDEDEDEFEFEFGHGHGH 2 bright A_Explode(random(0,random(0,100)),128,0)\n\t\tstop\n\tNoGen:\n\t\tFIRE A 0 A_PlaySound(\"vile/firecrkl\")\n\t\tFIRE CBCBCDCDCDEDEDEFEFEFGHGHGH 2 bright A_Explode(random(0,random(0,100)),128,0)\n\t\tstop\n\t}\n}\nACTOR STBossSkeleton 32766\n{\n\tobituary \"\\c[G9]%o \\c[G9]got whalloped by a skeleton.\"\n\tDamageFactor \"Wraithverge\", 6\n\tDamageFactor \"CorvusCrossbow\", 1.1\n\tDamageFactor \"DragonClaw\", 1.6\n\thealth 20\n\tscale 0.75\n\tradius 15\n\theight 42\n\tmass 20\n\tspeed 8\n\tpainchance 256\n\tdropitem \"SoulSphere\" 1\n\tseesound \"\"\n\tpainsound \"\"\n\tdeathsound \"skeleton/death\"\n\tactivesound \"\"\n\tTranslation \"48:79=80:111\",\"16:47=80:111\",\"176:191=80:111\",\"160:167=80:103\",\n\t\t\"128:151=88:103\",\"232:235=104:105\",\"236:239=110:111\",\"13:15=107:111\"\n\tMONSTER\n\t+FLOORCLIP +NOBLOOD +NOBLOCKMONST +NOPAIN +DROPOFF\n\tstates\n\t{\n\tSpawn:\n\t\tSKEL Q 0 A_JumpIfInventory(\"Clip\",1,\"Beginning\")\n\t\tSKEL Q 0 A_GiveInventory(\"Clip\",1)\n\t\tGoto Raise\n\tBeginning:\n\t\tSKEL AB 10 A_Look\n\t\tloop\n\tSee:\n\t\tSKEL A 0 A_ChangeFlag(\"NOPAIN\",0)\n\t\tSKEL AAAABBBBCCCCDDDDEEEEFFFF 1 A_Chase\n\t\tloop\n\tMelee:\n\t\tSKEL G 0 A_FaceTarget\n\t\tSKEL G 6 A_SkelWhoosh\n\t\tSKEL H 6 A_FaceTarget\n\t\t//SKEL I 0 A_PlaySound(\"skeleton/melee\")\n\t\tSKEL I 6 A_CustomMeleeAttack(Random(1,Random(1,3)),\"skeleton/melee\",\"skeleton/melee\",\"CoreFriendly\",0)\n\t\tgoto See\n\tPain:\n\t\tSKEL L 5\n \t\tSKEL L 5 A_Pain\n \t\tgoto See\n\tPain.Animate:\n \t\tgoto Death.Animate\n\tDeath:\n\t\tSKEL LM 7\n\t\tSKEL N 7 A_Scream\n\t\tSKEL O 7 A_NoBlocking\n\t\t//SKEL PPPPPPP 1 A_SpawnItemEx(\"KDBossSmallerSmoke\", Random(-7, 7), Random(-7, 7), 0, 0, 0, 0.01 * Random(1, 125), 0, 128, 0)\n\t\tSKEL P 7 //What the lag, tormentor.\n\t\tSKEL Q 1 A_Jump(128,\"FadeOut\")\n\t\tSKEL Q -1\n\t\tstop\n FadeOut:\n\t\tSKEL QQQQQQQQQQQQ 2 A_FadeOut(0.1)\n\t\tstop\n\tDeath.Animate:\n\t\tSKEL L 1 A_SpawnItemEx(\"STFireEffectB\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tSKEL L 1 A_SpawnItemEx(\"STBossSkeleton2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tstop\n\tRaise:\n\t\tSKEL QPONML 5\n\t\tgoto See\n\t}\n}\n\nACTOR STBossSkeleton2 : STBossSkeleton\n{\n\tobituary \"\\c[Q8]%o \\c[Q8]got whalloped by a skeleton.\"\n\tPainChance 192\n\tdropitem \"MegaSphere\" 4\n\tPainChance \"Animate\", 0\n\tDamageFactor \"Animate\", 0\n\tDamageFactor \"Wraithverge\", 4\n\tDamageFactor \"CorvusCrossbow\", 1.15\n\tDamageFactor \"DragonClaw\", 1.5\n\tDamageFactor \"DukeIce\", 2.0\n\tDamageFactor \"HexenIce\", 2.0\n\tHealth 100\n\tScale 0.85\n\tTranslation \"48:79=168:191\",\"16:47=168:191\",\"176:191=168:191\",\"160:167=168:183\",\n\t\t\"128:151=172:183\",\"232:235=187:188\",\"236:239=190:191\",\"13:15=188:191\"\n\tstates\n\t{\n\tSpawn:\n\t\tSKEL AB 10 A_Look\n\t\tloop\n\tMelee:\n\t\tSKEL G 0 A_FaceTarget\n\t\tSKEL G 6 A_SkelWhoosh\n\t\tSKEL H 6 A_FaceTarget\n\t\t//SKEL I 0 A_PlaySound(\"skeleton/melee\")\n\t\tSKEL I 6 A_CustomMeleeAttack(20,\"skeleton/melee\",\"skeleton/melee\",\"CoreFriendly\",0)\n\t\tgoto See\n\tPain:\n\t\tSKEL L 5\n \t\tSKEL L 5 A_Pain\n \t\tgoto See\n\tDeath:\n\t\tSKEL LM 7\n\t\tSKEL N 7 A_Scream\n\t\tSKEL O 7 A_NoBlocking\n\t\tSKEL PPPPPPP 1 A_SpawnItemEx(\"KDBossSmallerSmoke\", Random(-7, 7), Random(-7, 7), 0, 0, 0, 0.01 * Random(1, 125), 0, 128, 0)\n\t\tSKEL Q 1 A_Jump(85,\"FadeOut\")\n\t\tSKEL Q -1\n\t\tstop\n FadeOut:\n\t\tSKEL QQQQQQQQQQQQ 2 A_FadeOut(0.1)\n\t\tstop\n\tRaise:\n\t\tSKEL QPONML 5\n\t\tgoto See\n\t}\n}\nACTOR STFireEffect {\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tScale 4.0\n\tRenderStyle Add\n\tstates {\n\tSpawn:\n\t\tFIRE ABABCDCDEFEFGHGH 2 bright A_SpawnItemEx(\"KDBossFlame\", Random(-7, 7), Random(-7, 7), 0, 0, 0, 0.01 * Random(1, 125), 0, 128, 0)\n\t\tstop\n\t}\n}\n\nACTOR STFireEffectB : STFireEffect\n{\nScale 1.25\n}\n\nACTOR STFireEffect2 {\n\tDamageType \"STBoss\"\n\tSpeed 20\n\tDamage 1\n\tRadius 24\n\tHeight 24\n\tFastSpeed 35\n\tProjectile\n\t+RIPPER\n\t+RANDOMIZE\n\t+NOTIMEFREEZE\n\tRenderStyle Add\n\tAlpha 1\n\tScale 4.0\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"vile/firecrkl\"\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\tDeath:\n\t\tTNT1 A 0 A_CheckSight(\"NoGen\")\n\t\tTNT1 A 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\t//TNT1 A 0 A_SpawnItem(\"KDBossSmokeGen\", 0, 0, 0)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"KDBossBiggerSmoke\", Random(-40, 40), Random(-40, 40), Random(0, 20), MomX, MomY, 0.1 * Random(-2, 80), 0, 128 | 8, 0)\n\t\tTNT1 A 0 A_Explode(128,128,0)\n\t\tFIRE ABABCDCDEFEFGHGH 2 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tstop\n\tNoGen:\n\t\tTNT1 A 0 A_Explode(128,128,0)\n\t\tFIRE ABABCDCDEFEFGHGH 2 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tstop\n\t}\n}\n\n// ============================== SFX Actors by KeksDose\n// =====================================================\n// By adjusting the reactiontime, you can adjust how\n// many particles are spawned in the generator actors.\n\nActor KDBossSparkGen\n{\n\t+NOTIMEFREEZE\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"KDBossSpark\", 0, 0, 0, 0.1 * Random(0, 125), 0.1 * Random(0, 125), 0.1 * Random(0, 140), Random(0, 359), 128, 96)\n\t\tTNT1 A 1 A_SpawnItemEx(\"KDBossSpark\", 0, 0, 0, 0.1 * Random(0, 125), 0.1 * Random(0, 125), 0.1 * Random(0, 140), Random(0, 359), 128, 96)\n\t\tStop\n\t}\n}\n\nActor KDBossSmokeGen : KDBossSparkGen\n{\n\t+NOTIMEFREEZE\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"KDBossSmoke\", 0, 0, 0, 0.1 * Random(0, 12), 0.1 * Random(0, 12), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"KDBossSmoke\", 0, 0, 0, 0.1 * Random(0, 12), 0.1 * Random(0, 12), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n\t\tStop\n\t}\n}\n\nActor KDBossFlameGen : KDBossSmokeGen\n{\n\t+NOTIMEFREEZE\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"KDBossFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"KDBossFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n\t\tStop\n\t}\n}\n\nActor KDBossSpark\n{\n\t+NOTIMEFREEZE\n\t+NoBlockmap\n\t+NoInteraction\n\t+ClientSideOnly\n\tRadius 4\n\tHeight 8\n\tGravity 0.4\n\tRenderStyle Add\n\tScale 0.15\n\tStates\n\t{\n\tSpawn:\n\t\tPAO1 A 35 Bright\n\t\tPAO1 AAA 1 Bright A_FadeOut(0.05)\n\t\tGoto Spawn+1\n\t}\n}\n\nActor KDBossSmoke\n{\n\t+NOTIMEFREEZE\n\t+NoInteraction\n\t+ClientSideOnly\n\tRenderStyle Translucent\n\tScale 0.8\n\tAlpha 0.15\n\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_Jump(256, \"IdleA\", \"IdleB\", \"IdleC\", \"IdleD\")\n\tIdleA:\n\t\tSMOK A 1 A_FadeOut(0.001)\n\t\tLoop\n\tIdleB:\n\t\tSMOK B 1 A_FadeOut(0.001)\n\t\tLoop\n\tIdleC:\n\t\tSMOK C 1 A_FadeOut(0.001)\n\t\tLoop\n\tIdleD:\n\t\tSMOK D 1 A_FadeOut(0.001)\n\t\tLoop\n\t}\n}\n\nActor KDBossBiggerSmoke : KDBossSmoke { Scale 1.5 }\nActor KDBossSmallerSmoke : KDBossSmoke { Scale 0.5 }\n\nActor KDBossFlame\n{\n\t+NOTIMEFREEZE\n\t+NoInteraction\n\t+ClientSideOnly\n\tRenderStyle Add\n\tScale 0.6\n\tAlpha 0.4\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_Jump(256, \"IdleA\", \"IdleB\", \"IdleC\", \"IdleD\")\n\tIdleA:\n\t\tFRED A 1 A_FadeOut(0.0125)\n\t\tLoop\n\tIdleB:\n\t\tFRED B 1 A_FadeOut(0.0125)\n\t\tLoop\n\tIdleC:\n\t\tFRED C 1 A_FadeOut(0.0125)\n\t\tLoop\n\tIdleD:\n\t\tFRED D 1 A_FadeOut(0.0125)\n\t\tLoop\n\t}\n}\n\nActor KDBossBiggerFlame : KDBossFlame { Scale 1.25 }\n\n/*ACTOR Hadouken //Not used anymore. The Old Hadouken Attack was spamming 15 of these.\n{\n\tSpeed 32\n\tDamage 32\n\tMass 9001\n\tRadius 32\n\tHeight 32\n\tFastSpeed 36\n\tProjectile\n\tRenderStyle Add\n\tAlpha 1\n\tDONTHURTSHOOTER\n\t+RANDOMIZE\n\t+RIPPER\n\t+FORCERADIUSDMG\n\t+LOWGRAVITY\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"imp/shotx\"\n\tstates\n\t{\n\tSpawn:\n\t\tSTFR A 1 bright A_SpawnItemEx(\"KDBossFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tloop\n\tDeath:\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"StBossAttack2\", 0, 0, Random(0, 360)) //LAG ALL THE PROCESSORS\n\t\tTNT1 A 0 bright A_Explode(160,640,0) //BLOW UP ALL THE THINGS\n\t\tTNT1 C 0 A_SpawnItem(\"KDBossBiggerFlame\", 0, 0, 0)\n\t\tFIRE CBCBCDCDCDEDEDEFEFEFGHGHGH 2 BRIGHT\n\t\tstop\n\t}\n}*/\n\nACTOR FinalFlash : FastProjectile\n\t{\n\tSpeed 48 //So not actually that fast\n\tDamage 1000\n\tRadius 48\n\tHeight 64\n\tFastSpeed 64\n\tProjectile\n\tRenderStyle Add\n\tAlpha 1\n\tScale 3.0\n\t+RANDOMIZE\n +DONTREFLECT\n\t+NOTIMEFREEZE\n\t+FORCERADIUSDMG\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"imp/shotx\"\n\tDamageType \"STBoss\"\n\tstates\n\t{\n\tSpawn:\n\t\tWLXP B 1 bright A_SpawnItemEx(\"FinalFlashTrail\", Random(16,-16), Random(16,-16), Random(16,-16), Random(0,8) ,Random(0,8) ,Random(0,8) ,Random(0,360))\n\t\tWLXP B 0 bright A_Explode(Random(224,256),160,0)\n\t\tWLXP B 1 bright A_SpawnItemEx(\"FinalFlashTrail\", Random(16,-16), Random(16,-16), Random(16,-16), Random(0,8) ,Random(0,8) ,Random(0,8) ,Random(0,360))\n\t\tWLXP B 0 bright A_Explode(Random(336,384),96,0)\n\t\tLoop\n\tDeath:\n\t\tNULL A 0 A_Explode(512,512,0)\n\t\tNULL A 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\tNULL A 0 A_SpawnItem(\"KDBossSmokeGen\", 0, 0, 0)\n\t\tNULL A 0 A_SpawnItem(\"KDBossSparkGen\", 0, 0, 0)\n\t\tNULL A 0 A_SpawnItem(\"FinalFlashDeath\", 0, 0, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-256,256), random(-256,256), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-256,256), random(-256,256), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-256,256), random(-256,256), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-256,256), random(-256,256), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-272,272), random(-272,272), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-272,272), random(-272,272), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-272,272), random(-272,272), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-272,272), random(-272,272), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-288,288), random(-288,288), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-288,288), random(-288,288), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-288,288), random(-288,288), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-288,288), random(-288,288), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-304,304), random(-304,304), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-304,304), random(-304,304), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-304,304), random(-304,304), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-304,304), random(-304,304), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-320,320), random(-320,320), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-320,320), random(-320,320), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-320,320), random(-320,320), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-320,320), random(-320,320), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-336,336), random(-336,336), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-336,336), random(-336,336), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-336,336), random(-336,336), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-336,336), random(-336,336), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-352,352), random(-352,352), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-352,352), random(-352,352), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-352,352), random(-352,352), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-352,352), random(-352,352), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-368,368), random(-368,368), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-368,368), random(-368,368), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-368,368), random(-368,368), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-368,368), random(-368,368), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-384,384), random(-384,384), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-384,384), random(-384,384), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-384,384), random(-384,384), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-384,384), random(-384,384), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-400,400), random(-400,400), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-400,400), random(-400,400), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-400,400), random(-400,400), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-400,400), random(-400,400), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-416,416), random(-416,416), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-416,416), random(-416,416), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-416,416), random(-416,416), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-416,416), random(-416,416), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-432,432), random(-432,432), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-432,432), random(-432,432), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-432,432), random(-432,432), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-432,432), random(-432,432), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-448,448), random(-448,448), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-448,448), random(-448,448), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-448,448), random(-448,448), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-448,448), random(-448,448), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-464,464), random(-464,464), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-464,464), random(-464,464), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-464,464), random(-464,464), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-464,464), random(-464,464), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-480,480), random(-480,480), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-480,480), random(-480,480), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-480,480), random(-480,480), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-480,480), random(-480,480), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-496,496), random(-496,496), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-496,496), random(-496,496), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-496,496), random(-496,496), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-496,496), random(-496,496), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tstop //There's probably a better way to code that but I don't care enough to change it\n\t}\n}\n\nACTOR FinalFlashTrail\n{\n Radius 48\n Height 64\n Scale 2.5\n Speed 0\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.67\n +Nointeraction\n States\n {\n Spawn:\n WLXP BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_FadeOut(0.025)\n Stop\n }\n}\n\nACTOR FinalFlashDeath : FinalFlashTrail\n{\n\tStates\n\t{\n\tSpawn:\n\t\tWLXP AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.01)\n\t\tStop\n\t}\n}\n\nACTOR FlashFire\n\t{\n\tSpeed 0\n\tDamage 5\n\tRadius 64\n\tHeight 112\n\tProjectile\n\tAlpha 1\n\tScale 4.0\n\tRenderStyle Add\n\t+RANDOMIZE\n\t+FORCERADIUSDMG\n\t+FLOORHUGGER\n\t+RIPPER\n\tSeeSound \"vile/firestrt\"\n\tDamageType \"STBoss\"\n\tstates\n\t{\n\tSpawn:\n\t\tgoto Death\n\tDeath:\n\t\tFIRE H 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE H 1 bright A_Explode(80,256,0)\n\t\tFIRE H 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE H 1 bright A_Explode(80,256,0)\n\t\tFIRE G 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE G 1 bright A_Explode(80,256,0)\n\t\tFIRE G 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE G 1 bright A_Explode(80,256,0)\n\t\tFIRE F 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE F 1 bright A_Explode(80,256,0)\n\t\tFIRE F 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE F 1 bright A_Explode(80,256,0)\n\t\tFIRE E 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE E 1 bright A_Explode(80,256,0)\n\t\tFIRE E 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE E 1 bright A_Explode(80,256,0)\n\t\tFIRE D 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE D 1 bright A_Explode(80,256,0)\n\t\tFIRE D 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE D 1 bright A_Explode(80,256,0)\n\t\tFIRE C 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE C 1 bright A_Explode(80,256,0)\n\t\tFIRE C 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE C 1 bright A_Explode(80,256,0)\n\t\tFIRE B 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE B 1 bright A_Explode(80,256,0)\n\t\tFIRE B 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE B 1 bright A_Explode(80,256,0)\n\t\tFIRE A 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE A 1 bright A_Explode(80,256,0)\n\t\tFIRE A 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE A 1 bright A_Explode(80,256,0)\n\t\tFIRE B 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE B 1 bright A_Explode(128,256,0)\n\t\tFIRE B 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE B 1 bright A_Explode(128,256,0)\n\t\tFIRE A 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE A 1 bright A_Explode(128,256,0)\n\t\tFIRE A 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE A 1 bright A_Explode(128,256,0)\n\t\tFIRE B 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE B 1 bright A_Explode(128,256,0)\n\t\tFIRE B 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE B 1 bright A_Explode(128,256,0)\n\t\tFIRE A 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE A 1 bright A_Explode(128,256,0)\n\t\tFIRE A 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE A 1 bright A_Explode(128,256,0)\n\t\tFIRE B 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE B 1 bright A_Explode(128,256,0)\n\t\tFIRE B 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE B 1 bright A_Explode(128,256,0)\n\t\tFIRE C 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE C 1 bright A_Explode(96,256,0)\n\t\tFIRE C 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE C 1 bright A_Explode(96,256,0)\n\t\tFIRE B 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE B 1 bright A_Explode(96,256,0)\n\t\tFIRE B 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE B 1 bright A_Explode(96,256,0)\n\t\tFIRE C 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE C 1 bright A_Explode(96,256,0)\n\t\tFIRE C 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE C 1 bright A_Explode(96,256,0)\n\t\tFIRE B 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE B 1 bright A_Explode(96,256,0)\n\t\tFIRE B 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE B 1 bright A_Explode(96,256,0)\n\t\tFIRE C 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE C 1 bright A_Explode(96,256,0)\n\t\tFIRE C 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE C 1 bright A_Explode(96,256,0)\n\t\tFIRE B 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE B 1 bright A_Explode(96,256,0)\n\t\tFIRE D 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE D 1 bright A_Explode(64,256,0)\n\t\tFIRE C 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE C 1 bright A_Explode(64,256,0)\n\t\tFIRE C 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE C 1 bright A_Explode(64,256,0)\n\t\tFIRE D 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE D 1 bright A_Explode(64,256,0)\n\t\tFIRE D 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE D 1 bright A_Explode(64,256,0)\n\t\tFIRE C 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE C 1 bright A_Explode(64,256,0)\n\t\tFIRE C 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE C 1 bright A_Explode(64,256,0)\n\t\tFIRE D 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE D 1 bright A_Explode(64,256,0)\n\t\tFIRE D 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE D 1 bright A_Explode(48,256,0)\n\t\tFIRE E 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE E 1 bright A_Explode(48,256,0)\n\t\tFIRE E 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE E 1 bright A_Explode(48,256,0)\n\t\tFIRE D 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE D 1 bright A_Explode(48,256,0)\n\t\tFIRE D 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE D 1 bright A_Explode(48,256,0)\n\t\tFIRE E 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE E 1 bright A_Explode(48,256,0)\n\t\tFIRE E 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE E 1 bright A_Explode(48,256,0)\n\t\tFIRE D 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE D 1 bright A_Explode(48,256,0)\n\t\tFIRE D 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE D 1 bright A_Explode(48,256,0)\n\t\tFIRE E 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE E 1 bright A_Explode(48,256,0)\n\t\tFIRE E 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE E 1 bright A_Explode(32,256,0)\n\t\tFIRE F 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE F 1 bright A_Explode(32,256,0)\n\t\tFIRE F 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE F 1 bright A_Explode(32,256,0)\n\t\tFIRE E 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE E 1 bright A_Explode(32,256,0)\n\t\tFIRE E 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE E 1 bright A_Explode(32,256,0)\n\t\tFIRE F 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE F 1 bright A_Explode(32,256,0)\n\t\tFIRE F 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE F 1 bright A_Explode(32,256,0)\n\t\tFIRE E 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE E 1 bright A_Explode(32,256,0)\n\t\tFIRE E 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE E 1 bright A_Explode(32,256,0)\n\t\tFIRE F 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE F 1 bright A_Explode(32,256,0)\n\t\tFIRE F 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE F 1 bright A_Explode(32,256,0)\n\t\tFIRE G 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE G 1 bright A_Explode(16,256,0)\n\t\tFIRE G 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE G 1 bright A_Explode(16,256,0)\n\t\tFIRE H 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE H 1 bright A_Explode(16,256,0)\n\t\tFIRE H 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE H 1 bright A_Explode(16,256,0)\n\t\tFIRE G 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE G 1 bright A_Explode(16,256,0)\n\t\tFIRE G 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE G 1 bright A_Explode(16,256,0)\n\t\tFIRE H 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE H 1 bright A_Explode(16,256,0)\n\t\tFIRE H 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE H 1 bright A_Explode(16,256,0)\n\t\tFIRE G 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE G 1 bright A_Explode(16,256,0)\n\t\tFIRE G 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE G 1 bright A_Explode(16,256,0)\n\t\tFIRE H 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE H 1 bright A_Explode(16,256,0)\n\t\tFIRE H 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE H 1 bright A_Explode(16,256,0)\n\t\tstop\n\t}\n}\nActor STBossAttack9\n{\n\tDamageType \"Animate\"\n\tSpeed 12\n\tDamage 0\n\tRadius 20\n\tHeight 64\n\tFastSpeed 16\n\tProjectile\n\tRenderStyle Add\n\tAlpha 1\n\tScale 0.33\n\t+RANDOMIZE\n \t+NODAMAGETHRUST\n \t+DONTSPLASH\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"imp/shotx\"\n\tstates\n\t{\n\tSpawn:\n\t\tSTFR B 1 bright\n\t\tloop\n\tDeath:\n\t\tBAL7 C 6\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\t//BAL7 C 0 A_SpawnItem(\"KDBossSmokeGen\", 0, 0, 0)\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossSparkGen\", 0, 0, 0)\n\t\tBAL7 DE 6 bright\n\t\tTNT1 A 17 bright\n\t\tTNT1 A 17\n\t\tTNT1 A 18 A_SpawnItem(\"KDBossSparkGen\", 0, 0, 0)\n\t\tBAL7 E 0 A_Burst(\"STBossDropFire\")\n\t\tstop\n\t}\n}\n\nACTOR STBossDropFire\n{\n DamageType \"Animate\"\n Radius 16\n Height 8\n Damage 1\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.90\n DONTHURTSHOOTER\n -NOGRAVITY\n +LOWGRAVITY\n +FORCERADIUSDMG\n +NOEXPLODEFLOOR\n +NODAMAGETHRUST\n +DONTSPLASH\n +RIPPER\n States\n {\n Spawn:\n TNT1 A 1 Bright A_Playsound(\"weapons/onfire\")\n TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n TNT1 A 1 Bright A_Explode(2,32,0)\n TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n TNT1 A 1 Bright A_Explode(2,32,0)\n TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n TNT1 A 1 Bright A_Explode(2,32,0)\n TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n TNT1 A 1 Bright A_Explode(2,32,0)\n TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n TNT1 A 1 Bright A_Explode(2,32,0)\n TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n TNT1 A 1 Bright A_Explode(2,32,0)\n TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n TNT1 A 1 Bright A_Explode(2,32,0)\n TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n TNT1 A 1 Bright A_Explode(2,32,0)\n TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n TNT1 A 1 Bright A_Explode(2,32,0)\n TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n TNT1 A 1 Bright A_Explode(2,32,0)\n TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n TNT1 A 1 Bright A_Explode(2,32,0)\n TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n TNT1 A 1 Bright A_Explode(2,32,0)\n TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n TNT1 A 1 Bright A_Explode(2,32,0)\n TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n TNT1 A 1 Bright A_Explode(2,32,0)\n TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n TNT1 A 1 Bright A_Explode(2,32,0)\n TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n TNT1 A 1 Bright A_Explode(2,32,0)\n TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n TNT1 A 1 Bright A_Explode(2,32,0)\n TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n TNT1 A 1 Bright A_Explode(2,32,0)\n TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n TNT1 A 1 Bright A_Explode(2,32,0)\n TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n TNT1 A 1 Bright A_Explode(2,32,0)\n TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n TNT1 A 1 A_Jump(4,1)\n loop\n TNT1 A 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n goto death\n Death:\n TNT1 A 1 Bright A_SpawnItem(\"KDBossSmokeGen\", 0, 0, 0)\n stop\n }\n}\n\nACTOR SpiritKnight : BaronOfHell\n{\n +NOBLOCKMONST\n Health 100\n meleeDamage 5\n Translation ice\n Alpha 0.6\n RenderStyle Translucent\n\tMissileType SpiritBall\n\tObituary \"\\c[G1]%o\\c[G1]'s existence was ended.\"\n States\n {\n\tSpawn:\n\tBOS2 A 0 A_JumpIfInventory(\"Clip\",1,\"Beginning\")\n\tBOS2 A 0 A_GiveInventory(\"Clip\",1)\n\tGoto Raise\n\n\tBeginning:\n\tBOS2 AB 10 A_Look\n\tloop\n\n\tRaise:\n\tBOS2 ONMLKJI 6\n\tgoto See\n\n\tMissile:\n\tBOS2 EF 8 A_FaceTarget\n \tBOS2 G 8 A_ComboAttack\n \tgoto See\n\n\tDeath:\n\tBOS2 A 0 A_SpawnItem(\"KDBossIce\",0,0)\n\tBOS2 IJKLMNO 6 A_FadeOut(0.1)\n\tStop\n }\n}\n\nACTOR SpiritBall : BaronBall\n{\n damage 4\n translation ice\n DamageType \"STBossFactor\"\n}\n\nACTOR SpiritCaller\n{\n\tProjectile\n\t+RIPPER -DROPOFF\n\t+THRUACTORS\n\t+BLOODLESSIMPACT\n\tDamage 0\n\tSpeed 20\n\tFastSpeed 10\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 2 A_SpawnItemEx(\"SpiritKnight\",0,0,0,0,0,0,0,0,224)\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nACTOR SpiritBoss 32765\n{\n Health 50000\n Translation ice\n Mass 100000\n Radius 48\n Height 128\n Alpha 0.8\n Scale 2.0\n Speed 8\n FastSpeed 10\n PainChance 1\n Renderstyle translucent\n MeleeRange 144\n\tDamageFactor \"CorvusCrossbow\", 1.1\n\tDamageFactor \"DragonClaw\", 1.5\n\tDamageFactor \"WMCBeam\", 0.75\n\tDamageFactor \"WMCNade\", 0.5625\n\tDamageFactor \"BJSpear\", 0.75\n\tDamageFactor \"CorvusHellStaffTomed\", 0.1\n\tDamageFactor \"BFG\", 0.75\n\tDamageFactor \"BFGSplash\", 0.75\n\tDamageFactor \"DukeExplosive\", 0.75\n\tDamageFactor \"PhasingZorch\", 0.75\n\tDamageFactor \"STBoss\", 0\n\tDamageFactor \"STBossFactor\", 0\n\tDamageFactor \"Animate\", 0\n\tDamageFactor \"CorvusHellStaffTomed\", 0.1\n\tdamagefactor \"bossfactor\", 0.01\n\tdamagefactor \"corefriendly\", 0\n\tdamagefactor \"railgun\", 0\n\tdamagefactor \"Kamikaze\", 0\n\tdamagefactor \"ZorchKamikaze\", 0\n\tMonster\n\t+FLOORCLIP\n\t//A couple boss flags\n\t+BOSSDEATH +NORADIUSDMG +BOSS +DONTMORPH +DONTRIP\n\t//Aggressive\n\t+LOOKALLAROUND +MISSILEEVENMORE\n\t//Very Persistent\n\t+NOTIMEFREEZE +NOBLOCKMONST\n\t//Exempt from infighting\n\t+NOTARGET +NOINFIGHTING\n\t//Easily Distracted. Trust me, it's the only way you're going to win.\n\t+QUICKTORETALIATE\n\tObituary \"\\c[N0]%o's \\c[N0]existence was erased by the spirit of Mephistopheles.\"\n states\n {\n\tSpawn:\n\tBOSS ABCD 6 A_Look\n\tLoop\n\n\tSee:\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tLoop\n\n\tMissile:\n\tBOSS A 0 A_Jump(192,\"Summon1\",\"Summon1\",\"Summon1\",\"Summon1\",\"Summon2\",\"Summon2\",\"Summon2\",\"Summon3\",\"Summon3\",\"Summon4\")\n\n\tSpiritNuke:\n\tBOSS EF 6 A_FaceTarget\n\tBOSS G 0 A_SpawnItem(\"STIceEffect\", 0, 0, 0)\n\tBOSS G 8 A_CustomMissile(\"SpiritNuke\",64,0,0)\n\tGoto See\n\n\tSummon1:\n\tBOSS H 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS H 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\tGoto See\n\n\tSummon2:\n\tBOSS H 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS H 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS H 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\tGoto See\n\n\tSummon3:\n\tBOSS H 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS H 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS H 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS H 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\tGoto See\n\n\tSummon4:\n\tBOSS H 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS H 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS H 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS H 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), 0, 0, 0, 0, 0)\n\tBOSS H 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\tGoto See\n\n\tMelee:\n\tBOSS EF 16 A_FaceTarget\n\tBOSS G 1\n\tBOSS GGGGGGGGGGGG 0 A_SpawnItemEx(\"PowerFTFire2\", random(-192,192), random(-192,192), 32, random(0,9), random(0,6), random(0,3), 0, 0)\n\tBOSS G 1\n\tBOSS GGGGGGGGGGGG 0 A_SpawnItemEx(\"PowerFTFire2\", random(-192,192), random(-192,192), 32, random(0,12), random(0,6), random(0,3), 0, 0)\n\tBOSS G 1\n\tBOSS GGGGGGGGGGGG 0 A_SpawnItemEx(\"PowerFTFire2\", random(-192,192), random(-192,192), 32, random(0,9), random(0,6), random(0,3), 0, 0)\n\tBOSS G 1\n\tBOSS GGGGGGGGGGGG 0 A_SpawnItemEx(\"PowerFTFire2\", random(-192,192), random(-192,192), 32, random(0,12), random(0,6), random(0,3), 0, 0)\n\tBOSS G 1\n\tBOSS GGGGGGGGGGGG 0 A_SpawnItemEx(\"PowerFTFire2\", random(-224,224), random(-224,224), Random(24,48), random(0,9), random(0,6), random(0,3), 0, 0)\n\tBOSS G 1\n\tBOSS GGGGGGGGGGGG 0 A_SpawnItemEx(\"PowerFTFire2\", random(-224,224), random(-224,224), Random(24,48), random(0,12), random(0,6), random(0,3), 0, 0)\n\tBOSS G 1\n\tBOSS GGGGGGGGGGGG 0 A_SpawnItemEx(\"PowerFTFire2\", random(-224,224), random(-224,224), Random(24,48), random(0,9), random(0,6), random(0,3), 0, 0)\n\tBOSS G 1\n\tBOSS GGGGGGGGGGGG 0 A_SpawnItemEx(\"PowerFTFire2\", random(-224,224), random(-224,224), Random(24,48), random(0,12), random(0,6), random(0,3), 0, 0)\n\tBOSS G 1\n\tBOSS GGGGGGGGGGGG 0 A_SpawnItemEx(\"PowerFTFire2\", random(-256,256), random(-256,256), Random(16,64), random(0,9), random(0,6), random(0,3), 0, 0)\n\tBOSS G 1\n\tBOSS GGGGGGGGGGGG 0 A_SpawnItemEx(\"PowerFTFire2\", random(-256,256), random(-256,256), Random(16,64), random(0,12), random(0,6), random(0,3), 0, 0)\n\tBOSS G 1\n\tBOSS GGGGGGGGGGGG 0 A_SpawnItemEx(\"PowerFTFire2\", random(-256,256), random(-256,256), Random(16,64), random(0,9), random(0,6), random(0,3), 0, 0)\n\tBOSS G 1\n\tBOSS GGGGGGGGGGGG 0 A_SpawnItemEx(\"PowerFTFire2\", random(-256,256), random(-256,256), Random(16,64), random(0,12), random(0,6), random(0,3), 0, 0)\n\tBOSS G 4\n\tGoto See\n\n\tPain:\n\tGoto SpiritNuke\n\n\tDeath:\n\tBOSS IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 5 A_Mushroom(\"STBossIce\", Random(1,8))\n\tBOSS I 8 A_GiveToTarget(\"AwardItem\",9001)\n\tBOSS J 8 Thing_Destroy(0,1)\n\tBOSS K 8 ACS_Execute(910,0)\n\tBOSS LMNO 8 A_FadeOut(0.2)\n\tStop\n\n\tHeal:\n\tBOSS A 0\n\tGoto See\n\n }\n}\n\nACTOR SpiritNuke\n{\n DamageType \"STBoss\"\n\tSpeed 30\n\tDamage 32\n\tMass 5\n\tRadius 20\n\tHeight 20\n\tFastSpeed 40\n\tProjectile\n\tScale 4.0\n\tTranslation \"STBoss\"\n\tRenderstyle Add\n\tAlpha 1.0\n\t+RANDOMIZE\n\t+FORCERADIUSDMG\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"imp/shotx\"\n\tstates\n\t{\n\tSpawn:\n\t\tSTEM A 0 A_SpawnItemEx(\"PowerFTFire2\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tSTEM A 0 A_CustomMissile(\"PowerFTFire2NoDMG\", 0, 0, Random(0,360),2,Random(0,360))\n\t\tSTEM A 0 A_SpawnItemEx(\"PowerFTFire2\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tSTEM A 0 A_CustomMissile(\"PowerFTFire2NoDMG\", 0, 0, Random(0,360),2,Random(0,360))\n\t\tSTEM A 0 A_SpawnItemEx(\"PowerFTFire2\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tSTEM A 1 A_CustomMissile(\"PowerFTFire2NoDMG\", 0, 0, Random(0,360),2,Random(0,360))\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"STIceEffect\", 0, 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"KDBossBiggerIce\", 0, 0, 0)\n\t\tTNT1 A 0 A_Mushroom(\"PowerFTFire2\", 16)\n\t\tTNT1 AAAAAAAAAAAA 1 A_CustomMissile(\"PowerFTFire2\", 0, 0, Random(180,-180),2,Random(180,-180))\n\t\tTNT1 AAAAAAAA 2 A_CustomMissile(\"PowerFTFire2\", 0, 0, Random(180,-180),2,Random(180,-180))\n\t\tTNT1 AAAA 3 A_CustomMissile(\"PowerFTFire2\", 0, 0, Random(180,-180),2,Random(180,-180))\n\t\tstop\n\t}\n}\n\nACTOR STBossIce : STBossAttack2\n{\n\tTranslation Ice\n}\n\nACTOR KDBossIce : KDBossFlame\n{\n\tTranslation Ice\n}\n\nACTOR KDBossBiggerIce : KDBossBiggerFlame\n{\n\tTranslation Ice\n}\n\nACTOR STIceEffect : STFireEffect\n{\n\tTranslation Ice\n\tScale 4.0\n}\n\nACTOR PowerFTFire2\n{\n Radius 2\n Height 4\n Speed 16\n Damage 3\n Translation Ice\n PROJECTILE\n RENDERSTYLE ADD\n +STRIFEDAMAGE\n DamageType \"STBoss\"\n ALPHA 0.67\n Scale 0.67\n SeeSound \"\"\n DeathSound \"\"\n DONTHURTSHOOTER\n States\n {\n Spawn:\n STEM A 2\n STEM BCD 2 A_Explode(Random(4,8),16,0)\n STEM EFG 2 A_Explode(Random(4,8),32,0)\n STEM HIJ 2 A_Explode(Random(4,8),48,0)\n STEM KJI 2 A_Explode(Random(4,8),64,0)\n STEM HGFEDCBA 1\n stop\n Death:\n STEM J 1 A_Explode(Random(8,12),96,0)\n STEM I 1 A_Explode(Random(8,12),72,0)\n STEM HGECA 1\n stop\n }\n}\n\nACTOR PowerFTFire2NoDMG : PowerFTFire2\n{\n Damage 0\n +NOINTERACTION\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n STEM ABCDEFGHIJKJI 2\n STEM HGFEDCBA 1\n stop\n Death:\n STEM JIHGECA 1\n stop\n }\n}"
},
{
"source": "pk3",
"name": "decorate/game_strnghld/blooddemon.txt",
"contents": "ACTOR BloodDemon 3110\n{\n//$Category Stronghold_Monsters\n painchance \"Stunner\", 200\npainchance \"MightyBoot\", 255\nDamageFactor \"CorvusCrossbow\", 1.1\nDamageFactor \"DragonClaw\", 1.5\nDamageFactor \"MarathonFusion\", 2.0\nDamageFactor \"MarathonPlasma\", 0.85\n spawnid 252\n Health 300\n Speed 12\n Height 56\n Radius 30\n Mass 400\n PainChance 180\n Meleedamage 5\n REACTIONTIME 8\n MONSTER\n +FLOORCLIP\n +NOICEDEATH\n SeeSound \"blooddemon/sight\"\n PainSound \"blooddemon/pain\"\n DeathSound \"blooddemon/death\"\n ActiveSound \"blooddemon/active\"\n //MeleeSound \"blooddemon/melee\"\n HitObituary \"%o was chewed up and spat out by a blood demon.\"\n States\n {\n Spawn:\n SRG2 AB 10 A_Look\n Loop\n See:\n SRG2 A 0 A_PlaySound(\"blooddemon/walk\")\n SRG2 AABB 2 A_Chase\n SRG2 C 0 A_PlaySound(\"blooddemon/walk\")\n SRG2 CCDD 2 A_Chase\n Loop\n Melee:\n SRG2 E 0 A_PlaySound(\"blooddemon/melee\")\n SRG2 EF 8 A_FaceTarget\n SRG2 G 8 A_MeleeAttack\n Goto See\n Pain:\n SRG2 H 2\n SRG2 H 2 A_Pain\n Goto See\n Pain.Stunner:\n SRG2 H 2 A_ChangeFlag(\"NoPain\", 1)\n SRG2 H 300 A_Pain\n SRG2 H 0 A_ChangeFlag(\"NoPain\", 0)\n goto See\n Pain.MightyBoot:\n TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n SRG2 H 2 A_FaceTarget\n TNT1 A 0 A_Recoil(12)\n SRG2 H 16 A_Pain\n Goto See\n Death.DukeIce:\n TNT1 A 0 A_PlaySound(\"duke/enemyfreeze\")\n TNT1 A 0 A_GiveInventory(\"FreezethrowerWeakness\")\n TNT1 A 0 A_Jump(218,\"Ice\")\n TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n\n Ice:\n Death.HexenIce:\n\n Death.Ice:\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 8)\n TNT1 A 0 A_NoBlocking\n SRG2 H 0 A_GenericFreezeDeath\n SRG2 H 70 A_UnsetSolid\n SRG2 H 0 A_IceGuyDie\n SRG2 H 1 A_IceGuyDie\n TNT1 A -1\n stop\n Death.DukeExplosive:\n Death.DukeDamage:\n Death.DukePistol:\n TNT1 A 0 A_Jump(218,\"Death\")\n TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n goto Death\n Death.MightyBoot:\n TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n TNT1 A 0 A_Jump(64,\"Death\")\n TNT1 A 0 A_GiveToTarget(\"DukeBootTaunt\",1)\n goto Death\n Death.ZorchPistol:\n Death.Zorch:\n Death.ZorchKamikaze:\n Death.PhasingZorch:\n Death.ZorchSpectral:\n\tTNT1 A 0 A_Stop\n TNT1 A 0 A_GiveToTarget(\"AwardItem\", 8)\n TNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n TNT1 A 0 A_ChangeFlag(\"DONTGIB\",1)\n TNT1 A 0 A_GiveInventory(\"EnemyZorched\",1)\n TNT1 A 0 A_PlaySoundEx(\"chex/zorch\",\"soundslot5\",0,0)\n SRG2 H 4 A_SpawnItem(\"ZorchEffectSmall\")\n SRG2 HHHHHHHHHHHH 4 Bright A_Fadeout(0.1)\n\tStop\n Death:\n TNT1 A 0 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,11)\n TNT1 A 0 A_GiveToTarget(\"AwardItem\", 8)\n TNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n SRG2 I 8\n SRG2 I 0 A_FaceTarget\n SRG2 J 0 A_SpawnItemEx(\"BloodDemonArm\", 10, 0, 32, 0, 8, 0, 0, 128)\n SRG2 J 8 A_Scream\n SRG2 K 4\n SRG2 L 4 A_NoBlocking\n SRG2 M 4\n SRG2 N 3000\n SRG2 NNNNNNNNNNNN 2 A_FadeOut(0.1)\n Stop\n\n\tDeathBrutal:\n TNT1 A 0\n TNT1 AA 0 A_SpawnItemEx(\"RedMistTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-200,200)/100.00,random(-200,200)/100.00,random(300,800)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTinier\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTiny\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"RedMistIntenseTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-350,350)/100.00,random(-350,350)/100.00,random(300,700)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound2\",0,0,0,0,0,0,0,160) // Apparently A_PlaySound doesn't work, so I have to spawn the item. Weird!\n goto Death+1\n\n DeathHappyfun:\n TNT1 A 0\n TNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n TNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 A 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n goto Death+1\n\n Raise:\n\tStop\n }\n}\n\nACTOR BloodDemonArm\n{\n\tRadius 8\n\tHeight 8\n\tSpeed 8\n\t+DOOMBOUNCE\n\t+DROPOFF\n\t+Missile\n States\n\t{\n\tSpawn:\n SG2A ABCDEFGH 2\n Loop\n\tDeath:\n\t SG2A I 3000\n SG2A IIIIIIIIIIII 2 A_FadeOut(0.1)\n\t Loop\n\t}\n}"
},
{
"source": "pk3",
"name": "decorate/game_strnghld/bruiserdemon.txt",
"contents": "ACTOR BruiserDemon 3333\n{\n//$Category Stronghold_Monsters\n painchance \"Stunner\", 120\nDamageFactor \"CorvusHellStaffTomed\", 0.5\nDamageFactor \"CorvusCrossbow\", 1.15\nDamageFactor \"DragonClaw\", 1.6\nDamageFactor \"HexenIce\", 2.25\nDamageFactor \"DukeIce\", 2.25\nDamageFactor \"Kamikaze\", 0.1\ndamagefactor \"ZorchKamikaze\", 0.1\nDamageFactor \"Wraithverge\", 5.0\n\tSpawnID 234\n Health 2000\n\tRadius 24\n\tHeight 64\n\tMass 2000\n\tSpeed 8\n\tPainChance 15\n\tMonster\n\t+BOSS\n\t+FLOORCLIP\n\t+LOOKALLAROUND\n\t+MISSILEMORE\n\t+NOICEDEATH\n\t+NORADIUSDMG\n\t+DONTRIP\n\tMissileType BruiserBall\n\tSeeSound \"superbaron/scream\"\n\tPainSound \"superbaron/pain\"\n\tDeathSound \"superbaron/death\"\n\tActiveSound \"superbaron/act\"\n\tMeleeSound \"baron/melee\"\n DamageFactor \"BruiserAttack\",0\n\tBloodColor \"#ff8d40\" // for decals\n\tBloodType \"BruiserFlameBlood\", \"BruiserFlameBlood2\" // Apparently fire demons bleed molten creamsicle\n\tObituary \"%o was slaughtered by a Bruiserdemon.\"\n\tHitObituary \"%o was cremated by a Bruiserdemon.\"\n\tMeleeDamage 20\n\tScale 1.25\n\tStates\n\t{\n\tSpawn:\n\t\tBRUS AB 10 Bright A_Look\n\t\tLoop\n\tSee:\n\t\tBRUS AABBCCDD 3 Bright A_Chase\n\t\tLoop\n\tMelee:\n\t\tBRUS E 6 Bright A_FaceTarget\n\t\tBRUS F 6 Bright A_FaceTarget\n\t\tBRUS G 6 Bright A_ComboAttack\n\t\tGoto See\n\tMissile:\n\t\tBRUS E 0 Bright A_Jump(144, 8)\n\t\tBRUS EF 6 Bright A_FaceTarget\n\t\tBRUS G 6 Bright A_MissileAttack\n\t\tBRUS G 0 Bright A_Jump(96, 1)\n\t\tGoto See\n\t\tBRUS HI 6 Bright A_FaceTarget\n\t\tBRUS J 6 Bright A_MissileAttack\n\t\tGoto See\n\t\tBRUS E 0 Bright A_Jump(96, 20)\n\t\tBRUS E 6 Bright A_FaceTarget\n\t\tBRUS F 4 Bright A_FaceTarget\n\t\tBRUS F 2 Bright A_Custommissile(\"BruiserBall2\",56,0,-40,0)\n\t\tBRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-30,0)\n\t\tBRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-20,0)\n\t\tBRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-10,0)\n\t\tBRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,0,0)\n\t\tBRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,10,0)\n\t\tBRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,20,0)\n\t\tBRUS G 0 Bright A_Jump(96, 1)\n\t\tGoto See\n\t\tBRUS H 6 Bright A_FaceTarget\n\t\tBRUS I 4 Bright A_FaceTarget\n\t\tBRUS I 2 Bright A_Custommissile(\"BruiserBall2\",56,0,40,0)\n\t\tBRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,30,0)\n\t\tBRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,20,0)\n\t\tBRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,10,0)\n\t\tBRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,0,0)\n\t\tBRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-10,0)\n\t\tBRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-20,0)\n\t\tGoto See\n\t\tBRUS KL 6 Bright A_FaceTarget\n\t\tBRUS M 2 Bright A_Custommissile(\"BruiserFireSpawner\",16,0,-15,0)\n\t\tBRUS M 2 Bright A_Custommissile(\"BruiserFireSpawner\",16,0,0,0)\n\t\tBRUS M 2 Bright A_Custommissile(\"BruiserFireSpawner\",16,0,15,0)\n\t\tGoto See\n\tPain:\n\t\tBRUS N 5 Bright A_Pain\n \t\tGoto See\n Pain.Stunner:\n BRUS N 2 A_ChangeFlag(\"NoPain\", 1)\n BRUS N 300 A_Pain\n BRUS N 0 A_ChangeFlag(\"NoPain\", 0)\n goto See\n Death.DukeIce:\n TNT1 A 0 A_PlaySound(\"duke/enemyfreeze\")\n TNT1 A 0 A_GiveInventory(\"FreezethrowerWeakness\")\n TNT1 A 0 A_Jump(218,\"Ice\")\n TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n\n Ice:\n Death.HexenIce:\n\n Death.Ice:\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 22)\n TNT1 A 0 A_NoBlocking\n BRUS N 0 A_GenericFreezeDeath\n BRUS N 70 A_UnsetSolid\n BRUS N 0 A_IceGuyDie\n BRUS N 1 A_IceGuyDie\n TNT1 A -1\n stop\n Death.ZorchPistol:\n Death.Zorch:\n Death.ZorchKamikaze:\n Death.PhasingZorch:\n Death.ZorchSpectral:\n\tTNT1 A 0 A_Stop\n TNT1 A 0 A_GiveToTarget(\"AwardItem\", 22)\n TNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n TNT1 A 0 A_ChangeFlag(\"DONTGIB\",1)\n TNT1 A 0 A_PlaySoundEx(\"chex/zorch\",\"soundslot5\",0,0)\n BRUS N 4 A_SpawnItem(\"ZorchEffectBig\")\n BRUS NNNNNNNNNNNN 4 Bright A_Fadeout(0.1)\n\tStop\n Death.DukeDamage:\n Death.MightyBoot:\n Death.DukeExplosive:\n Death.DukePistol:\n TNT1 A 0 A_GiveToTarget(\"DukeBossKillTaunt\",1)\n\tDeath:\n TNT1 A 0 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,11)\n \t\tTNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n TNT1 A 0 A_GiveToTarget(\"AwardItem\", 22)\n\t\tBRUD A 6 Bright A_Scream\n\t\tBRUD BCD 4 Bright\n\t\tBRUD EFG 4 Bright\n\t\tBRUD H 4 Bright A_Fall\n\t\tBRUD IJKLMNOP 4 Bright\n\t\tBRUD QRSTUV 4\n\t\tBRUD W 3000\n BRUD WWWWWWWWWWWW 2 A_FadeOut(0.1)\n\t\tStop\n\n\tDeathBrutal:\n TNT1 A 0\n TNT1 AAA 0 A_SpawnItemEx(\"OrangeMistTrail\",random(-13,13),random(-13,13),random(16,53),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-7,7),random(-7,7),random(16,53),random(-200,200)/100.00,random(-200,200)/100.00,random(300,800)/100.00,random(-180,180),160)\n TNT1 AAAA 0 A_SpawnItemEx(\"BrutalChunkTinier_Orange\",random(-13,13),random(-13,13),random(16,53),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAAA 0 A_SpawnItemEx(\"BrutalChunkTiny_Orange\",random(-13,13),random(-13,13),random(16,53),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AA 0 A_SpawnItemEx(\"OrangeMistIntenseTrail\",random(-13,13),random(-13,13),random(16,53),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAAA 0 A_SpawnItemEx(\"Switchable_FlyingBlood_Flaming\",random(-26,26),random(-26,26),random(16,64),random(-350,350)/100.00,random(-350,350)/100.00,random(300,700)/100.00,random(-180,180),160)\n TNT1 AAAAAAA 0 A_SpawnItemEx(\"FlamingMistTrail\",random(-13,13),random(-13,13),random(16,53),random(-300,300)/100.00,random(-300,300)/100.00,random(125,250)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound2\",0,0,0,0,0,0,0,160) // Apparently A_PlaySound doesn't work, so I have to spawn the item. Weird!\n goto Death+1\n\n DeathHappyfun:\n TNT1 A 0\n TNT1 AAAA 0 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n TNT1 AAAAAAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n TNT1 AAAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 A 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n goto Death+1\n\t}\n}\n\nACTOR BruiserBall\n{\n\tRadius 16\n\tHeight 16\n\tSpeed 18\n\tDamage 12\n\tProjectile\n\t+RANDOMIZE\n\tDamageType \"BruiserAttack\"\n\tRenderStyle \"ADD\"\n\tAlpha 0.9\n\tSeeSound \"imp/attack\"\n\tDeathSound \"imp/shotx\"\n\tStates\n\t{\n\tSpawn:\n\t\tBRBA AABB 2 BRIGHT A_SpawnItemEx(\"BruiserBallTrail\",0,0,0,0,0,0,0,128)\n\t\tLoop\n\tDeath:\n\t\tBRBA KLMNOPQRSTUVWX 3 Bright\n\t\tStop\n\t}\n}\n\nACTOR BruiserBall2\n{\n\tRadius 8\n\tHeight 8\n\tSpeed 10\n\tDamage 8\n\tProjectile\n\t+RANDOMIZE\n\tDamageType \"BruiserAttack\"\n\tRenderStyle \"ADD\"\n\tAlpha 0.9\n\tSeeSound \"imp/attack\"\n\tDeathSound \"imp/shotx\"\n\tStates\n\t{\n\tSpawn:\n\t\tBRB2 AB 6 BRIGHT\n\t\tLoop\n\tDeath:\n\t\tBRB2 CDEFGHI 3 Bright\n\t\tStop\n\t}\n}\n\nACTOR BruiserFireSpawner\n{\n\tRadius 8\n\tHeight 8\n\tSpeed 12\n\tDamage 0\n\t+RIPPER\n\t+FLOORHUGGER\n\t+BLOODLESSIMPACT\n\tDamageType \"BruiserAttack\"\n\tProjectile\n\t//MissileType BruiserFire\n\tMissileheight 0\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 3\n \t\tTNT1 A 3 Bright A_CustomMissile(\"BruiserFire\", 32, 0, 0, 4)\n \t\tTNT1 A 3\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 6\n\t\tStop\n\t}\n}\n\nactor BruiserBallTrail\n{\n Radius 1\n Height 1\n Speed 0\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.70\n +NOCLIP\n States\n {\n Spawn:\n \tBRBA CDEFGHIJ 4 Bright\n \tStop\n }\n}\n\nACTOR BruiserFire\n{\n\tRadius 1\n \tHeight 1\n \tSpeed 0\n \tDamage 20\n \tPROJECTILE\n \tRENDERSTYLE ADD\n \tALPHA 0.9\n \t+NOCLIP\n\t+FLOORHUGGER\n DamageType \"BruiserAttack\"\n\tSeeSound \"weapons/rocklx\"\n \tStates\n \t{\n \tSpawn:\n \t\tXXBF AB 3 Bright\n \t\tXXBF C 3 Bright A_Explode(35,100,1)\n\t\tXXBF DEFGHIJKLMNOPQRST 3 Bright\n \t\tStop\n \t}\n}"
},
{
"source": "pk3",
"name": "decorate/game_strnghld/catharsi.txt",
"contents": "ACTOR Catharsi 29123\n{\n//$Category Stronghold_Monsters\n painchance \"Stunner\", 255\npainchance \"MightyBoot\", 255\nDamageFactor \"CorvusCrossbow\", 1.1\nDamageFactor \"DragonClaw\", 1.5\nDamageFactor \"MarathonPlasma\", 0.7\n SpawnId 230\n OBITUARY \"%o was blasted by a catharsi.\"\n Health 120\n Radius 20\n Height 56\n Mass 100\n Speed 8\n PainChance 140\n SEESOUND \"catharsi/sit\"\n PAINSOUND \"catharsi/pain\"\n DEATHSOUND \"catharsi/death\"\n ACTIVESOUND \"imp/active\"\n MONSTER\n +FloorClip\n +NOICEDEATH\n states\n {\n Spawn:\n SDDM AB 10 A_Look\n Loop\n See:\n SDDM AABBCCDD 3 A_Chase\n Loop\n Missile:\n SDDM E 0 A_Jump(128, 15)\n SDDM E 4\n SDDM E 10 A_FaceTarget\n SDDM F 2 BRIGHT A_CustomMissile(\"CatharsiBall\", 30, 8, -4, 0)\n SDDM E 2\n SDDM F 2 BRIGHT A_CustomMissile(\"CatharsiBall\", 30, 8, 0, 0)\n SDDM E 2\n SDDM F 2 BRIGHT A_CustomMissile(\"CatharsiBall\", 30, 8, 4, 0)\n SDDM E 2\n SDDM F 2 BRIGHT A_CustomMissile(\"CatharsiBall\", 30, 8, 8, 0)\n SDDM E 2\n SDDM F 2 BRIGHT A_CustomMissile(\"CatharsiBall\", 30, 8, 12, 0)\n SDDM E 2\n SDDM F 2 BRIGHT A_CustomMissile(\"CatharsiBall\", 30, 8, 16, 0)\n SDDM E 2\n Goto See\n SDDM E 4\n SDDM E 10 A_FaceTarget\n SDDM F 2 BRIGHT A_CustomMissile(\"CatharsiBall\", 30, 8, 4, 0)\n SDDM E 2\n SDDM F 2 BRIGHT A_CustomMissile(\"CatharsiBall\", 30, 8, 0, 0)\n SDDM E 2\n SDDM F 2 BRIGHT A_CustomMissile(\"CatharsiBall\", 30, 8, -4, 0)\n SDDM E 2\n SDDM F 2 BRIGHT A_CustomMissile(\"CatharsiBall\", 30, 8, -8, 0)\n SDDM E 2\n SDDM F 2 BRIGHT A_CustomMissile(\"CatharsiBall\", 30, 8, -12, 0)\n SDDM E 2\n SDDM F 2 BRIGHT A_CustomMissile(\"CatharsiBall\", 30, 8, -16, 0)\n SDDM E 2\n Goto See\n Pain:\n SDDM G 3\n SDDM G 3 A_Pain\n Goto See\n Pain.Stunner:\n SDDM G 2 A_ChangeFlag(\"NoPain\", 1)\n SDDM G 300 A_Pain\n SDDM G 0 A_ChangeFlag(\"NoPain\", 0)\n goto See\n Pain.MightyBoot:\n TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n SDDM G 2 A_FaceTarget\n TNT1 A 0 A_Recoil(14)\n SDDM G 16 A_Pain\n Goto See\n Death.DukeIce:\n TNT1 A 0 A_PlaySound(\"duke/enemyfreeze\")\n TNT1 A 0 A_GiveInventory(\"FreezethrowerWeakness\")\n TNT1 A 0 A_Jump(218,\"Ice\")\n TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n\n Ice:\n Death.HexenIce:\n\n Death.Ice:\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 9)\n TNT1 A 0 A_NoBlocking\n SDDM G 0 A_GenericFreezeDeath\n SDDM G 70 A_UnsetSolid\n SDDM G 0 A_IceGuyDie\n SDDM G 1 A_IceGuyDie\n TNT1 A -1\n stop\n Death.DukeExplosive:\n Death.DukeDamage:\n Death.DukePistol:\n TNT1 A 0 A_Jump(218,\"Death\")\n TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n goto Death\n Death.MightyBoot:\n TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n TNT1 A 0 A_Jump(64,\"Death\")\n TNT1 A 0 A_GiveToTarget(\"DukeBootTaunt\",1)\n goto Death\n Death.ZorchPistol:\n Death.Zorch:\n Death.ZorchKamikaze:\n Death.PhasingZorch:\n Death.ZorchSpectral:\n\tTNT1 A 0 A_Stop\n TNT1 A 0 A_GiveToTarget(\"AwardItem\", 8)\n TNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n TNT1 A 0 A_ChangeFlag(\"DONTGIB\",1)\n TNT1 A 0 A_PlaySoundEx(\"chex/zorch\",\"soundslot5\",0,0)\n SDDM A 4 A_SpawnItem(\"ZorchEffectSmall\")\n SDDM AAAAAAAAAAAA 4 Bright A_Fadeout(0.1)\n\tStop\n Death:\n TNT1 A 0 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,11)\n TNT1 A 0 A_GiveToTarget(\"AwardItem\", 7)\n TNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n SDDM H 5\n SDDM I 5 A_Scream\n SDDM J 5 A_NoBlocking\n SDDM J 0 A_SpawnItem(\"CatharsiDetonator\", 0, 30)\n SDDM KLM 5\n SDDM N 3000\n SDDM NNNNNNNNNNNN 2 A_FadeOut(0.1)\n Stop\n XDeath:\n TNT1 A 0 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,10)\n TNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n TNT1 A 0 A_GiveToTarget(\"AwardItem\", 10)\n TNT1 A 0 A_SpawnItemEx(\"ZombiemanNashgoreXDeath\",0,0,0,0,0,0,0,33)\n SDDM O 5\n SDDM P 5 A_XScream\n SDDM Q 5 A_NoBlocking\n SDDM RSTUV 5\n SDDM W 3000\n SDDM WWWWWWWWWWWW 2 A_FadeOut(0.1)\n Stop\n Raise:\n Stop\n\n XDeathNashgore:\n Goto XDeath+1\n\n DeathBrutal:\n TNT1 A 0\n TNT1 AA 0 A_SpawnItemEx(\"RedMistTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-200,200)/100.00,random(-200,200)/100.00,random(300,800)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTinier\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTiny\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"RedMistIntenseTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-350,350)/100.00,random(-350,350)/100.00,random(300,700)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound2\",0,0,0,0,0,0,0,160) // Apparently A_PlaySound doesn't work, so I have to spawn the item. Weird!\n goto Death+1\n\n XDeathBrutal:\n POSS M 1\n\tTNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 3)\n TNT1 A 0 A_SpawnItemEx(\"BrutalChunkBouncy1\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalChunkBouncy2\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalChunkBouncy3\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalBrownOrgan\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalRedOrgan\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n TNT1 AAAA 0 A_SpawnItemEx(\"BrutalChunk\",random(-10,10),random(-10,10),random(12,40),random(-500,500)/100.00,random(-500,500)/100.00,random(300,1000)/100.00,random(-180,180),160)\n TNT1 AA 0 A_SpawnItemEx(\"BrutalChunkHuge\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalSkull\",0,0,56,random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n TNT1 AAAAAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,800)/100.00,random(-180,180),160)\n TNT1 AAAA 0 A_SpawnItemEx(\"BrutalTinyBouncyBone\",random(-5,5),random(-5,5),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,800)/100.00,random(-180,180),160)\n TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"RedMist\",random(-10,10),random(-10,10),random(12,40),random(-800,800)/100.00,random(-800,800)/100.00,random(600,1200)/100.00,random(-180,180),160)\n TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"BrutalChunkTiny\",random(-10,10),random(-10,10),random(12,40),random(-800,800)/100.00,random(-800,800)/100.00,random(600,1200)/100.00,random(-180,180),160)\n TNT1 AAAAA 0 A_SpawnItemEx(\"RedMistIntense\",random(-10,10),random(-10,10),random(12,40),random(-800,800)/100.00,random(-800,800)/100.00,random(600,1200)/100.00,random(-180,180),160)\n TNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n\t\t\t\tTNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound\",0,0,0,0,0,0,0,160)\n Goto Death+1\n\n DeathHappyfun:\n TNT1 A 0\n\tTNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 1)\n TNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n TNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 A 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n Goto Death+1\n\n XDeathHappyfun:\n TNT1 A 0\n\tTNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 3)\n TNT1 AAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n TNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n TNT1 AAAA 0 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"HappyOnlineSound\",0,0,0,0,0,0,0,160)\n SDDM O 5 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n SDDM P 5 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n TNT1 A 0 A_NoBlocking\n SDDM Q 5 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n SDDM RSTUV 5 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n SDDM W 2100\n stop\n }\n}\n\nACTOR CatharsiBall\n{\n Radius 6\n Height 8\n Speed 15\n Damage 2\n DamageType \"PariasResistCatharsi\"\n RENDERSTYLE Add\n SEESOUND \"catharsi/shotsit\"\n DEATHSOUND \"catharsi/shotdth\"\n PROJECTILE\n +Randomize\n +THRUGHOST\n states\n {\n Spawn:\n\tSDFB A 4 BRIGHT\n Loop\n Death:\n\tSDFB BCDE 6 BRIGHT\n stop\n }\n}\n\nACTOR CatharsiDetonator\n{\n\tRadius 6\n\tHeight 8\n\tSpeed 0\n\tHealth 1\n\tSEESOUND \"catharsi/shotsit\"\n\tDEATHSOUND \"catharsi/shotdth\"\n\t+INVULNERABLE\n\t+SOLID\n\t+SHOOTABLE\n\t+ISMONSTER\n\t+FloatBob\n\t+Randomize\n\t+NoBlood\n\t-NoGravity\n\tstates\n\t{\n\tSpawn:\n\t\tTHRM A 4 A_PlaySound(\"catharsi/thermtick\")\n\t\tTHRM B 16\n\t\tTHRM A 4 A_PlaySound(\"catharsi/thermtick\")\n\t\tTHRM B 16\n\t\tTHRM A 4 A_PlaySound(\"catharsi/thermtick\")\n\t\tTHRM B 16\n\t\tTHRM A 4 A_PlaySound(\"catharsi/thermtick\")\n\t\tTHRM B 16\n\t\tTHRM A 4 A_PlaySound(\"catharsi/thermtick\")\n\t\tTHRM B 16\n\t\tTHRM B 0 A_ChangeFlag(\"SHOOTABLE\",0)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 0)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 20)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 40)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 60)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 80)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 100)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 120)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 140)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 160)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 180)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 200)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 220)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 240)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 260)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 280)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 300)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 320)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 340)\n\t\tSDFB BCDE 6 BRIGHT A_Die\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0\n\t\tStop\n\tDeath.MarathonFusion:\n\t\tSDFB B 6 BRIGHT A_Explode(Random(70,90),96)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 0)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 20)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 40)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 60)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 80)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 100)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 120)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 140)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 160)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 180)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 200)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 220)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 240)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 260)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 280)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 300)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 320)\n\t\tSDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 340)\n\t\tSDFB BCDE 6 BRIGHT A_Die\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "decorate/game_strnghld/cityofsilence.txt",
"contents": "ACTOR Apprentice 30000\n{\n//$Category Stronghold_CityOfSilence\n painchance \"Stunner\", 128\n\tpainchance \"MightyBoot\", 255\n\tDamageFactor \"CorvusCrossbow\", 1.15\n\tDamageFactor \"DragonClaw\", 1.5\n SpawnID 174\n Health 500\n Radius 20\n Height 56\n Speed 8\n Mass 500\n PainChance 100\n MONSTER\n +FloorClip\n +NoGravity\n +Float\n +NOICEDEATH\n SEESOUND \"wizard/sight\"\n PAINSOUND \"wizard/pain\"\n DEATHSOUND \"wizard/death\"\n ACTIVESOUND \"wizard/active\"\n OBITUARY \"\\c[U4]%o \\c[U4]was spooked by an apprentice.\"\n states\n {\n Spawn:\n APDP AB 10 A_Look\n Loop\n See:\n APDP A 0 A_SetTranslucent(1,0)\n APDP AABB 3 A_Chase\n Loop\n Missile:\n APDP C 0 A_FaceTarget\n APDP C 2 A_SetTranslucent(.50,0)\n APDP C 2 A_SetTranslucent(1,0)\n APDP C 2 A_SetTranslucent(.50,0)\n APDP C 2 A_SetTranslucent(1,0)\n APDP C 2 A_SetTranslucent(.50,0)\n APDP C 2 A_SetTranslucent(1,0)\n APDP C 2 A_SetTranslucent(.50,0)\n APDP C 2 A_SetTranslucent(1,0)\n //APDP C 0 A_Jump(128,6)\n //APDP C 0 A_Jump(64,128)\n APDP C 0 A_PlaySound(\"wizard/attack\")\n APDP D 0 A_CustomMissile(\"FireBlast\",30,-10,-4)\n APDP D 0 A_CustomMissile(\"FireBlast\",30,0,0)\n APDP D 6 A_CustomMissile(\"FireBlast\",30,10,4)\n //Goto See\n APDP D 1 A_SetTranslucent(.90,0)\n APDP D 1 A_SetTranslucent(.80,0)\n APDP D 1 A_SetTranslucent(.70,0)\n APDP D 1 A_SetTranslucent(.60,0)\n APDP D 1 A_SetTranslucent(.50,0)\n APDP D 1 A_SetTranslucent(.40,0)\n APDP D 1 A_SetTranslucent(.30,0)\n APDP D 1 A_SetTranslucent(.20,0)\n APDP D 1 A_SetTranslucent(.10,0)\n APDP D 1 A_SetTranslucent(.0,0)\n\tAPDP D 0 A_ChangeFlag(\"GHOST\",1)\n APDP DDDDDDDDDDDDDDDD 2 A_Wander\n APDP D 0 A_FaceTarget\n APDP C 0 A_PlaySound(\"wizard/attack\")\n APDP D 0 A_CustomMissile(\"FireBlast\",30,-10,-4)\n APDP D 0 A_CustomMissile(\"FireBlast\",30,0,0)\n APDP D 6 A_CustomMissile(\"FireBlast\",30,10,4)\n APDP DDDDDDDDDDDDDDDD 2 A_Wander\n APDP D 0 A_FaceTarget\n APDP C 0 A_PlaySound(\"wizard/attack\")\n APDP D 0 A_CustomMissile(\"FireBlast\",30,-10,-4)\n APDP D 0 A_CustomMissile(\"FireBlast\",30,0,0)\n APDP D 6 A_CustomMissile(\"FireBlast\",30,10,4)\n APDP DDDDDDDDDDDDDDDD 2 A_Wander\n APDP D 0 A_FaceTarget\n APDP C 0 A_PlaySound(\"wizard/attack\")\n APDP D 0 A_CustomMissile(\"FireBlast\",30,-10,-4)\n APDP D 0 A_CustomMissile(\"FireBlast\",30,0,0)\n APDP D 6 A_CustomMissile(\"FireBlast\",30,10,4)\n APDP DDDDDDDDDDDDDDDD 2 A_Wander\n APDP D 0 A_FaceTarget\n APDP C 0 A_PlaySound(\"wizard/attack\")\n APDP D 0 A_CustomMissile(\"FireBlast\",30,-10,-4)\n APDP D 0 A_CustomMissile(\"FireBlast\",30,0,0)\n APDP D 6 A_CustomMissile(\"FireBlast\",30,10,4)\n APDP DDDDDDDDDDDDDDDD 2 A_Wander\n\tAPDP D 0 A_ChangeFlag(\"GHOST\",0)\n APDP D 1 A_SetTranslucent(.10,0)\n APDP D 1 A_SetTranslucent(.20,0)\n APDP D 1 A_SetTranslucent(.30,0)\n APDP D 1 A_SetTranslucent(.40,0)\n APDP D 1 A_SetTranslucent(.50,0)\n APDP D 1 A_SetTranslucent(.60,0)\n APDP D 1 A_SetTranslucent(.70,0)\n APDP D 1 A_SetTranslucent(.80,0)\n APDP D 1 A_SetTranslucent(.90,0)\n APDP D 1 A_SetTranslucent(1,0)\n //Goto See\n APDP C 0 A_FaceTarget\n APDP C 0 A_PlaySound(\"wizard/attack\")\n APDP D 4 A_CustomMissile(\"SuperFireBlast\",15,0,0)\n Goto See\n Pain:\n\tAPDP E 0 A_ChangeFlag(\"GHOST\",0)\n APDP E 0 A_SetTranslucent(1,0)\n APDP E 2\n APDP E 2 A_Pain\n Goto See\n Pain.Stunner:\n \tAPDP E 3 A_ChangeFlag(\"NoPain\", 1)\n \tAPDP E 300 A_Pain\n \tAPDP E 0 A_ChangeFlag(\"NoPain\", 0)\n \tgoto See\n Death:\n TNT1 A 0 A_GiveToTarget(\"AwardItem\", 10)\n TNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n APDP E 0 A_SetTranslucent(1,0)\n APDP E 4\n APDP F 4\n APDP G 3 A_Scream\n APDP H 3 A_CustomMissile(\"AoDGhost\",8,0,0)\n APDP I 3 A_Fall\n APDP JKL 2\n APDP M 3000\n Stop\n Raise:\n APDP ML 8\n APDP KJI 6\n Goto See\n }\n}\n\nACTOR FireBlast\n{\n Speed 25\n Scale 0.75\n Damage 3\n PROJECTILE\n +NoGravity\n DEATHSOUND \"fireblast/explode\"\n states\n {\n Spawn:\n PROJ ABC 4 BRIGHT\n Loop\n Death:\n PROJ D 4 BRIGHT A_Explode(8,64,1)\n\t PROJ EFGH 4\n PROJ I 4 BRIGHT A_FadeOut(0.5)\n Stop\n }\n}\n\nACTOR SuperFireBlast : FireBlast\n{\n Speed 16\n Scale 1.5\n Damage 24\n DEATHSOUND \"superfireblast/explode\"\n states\n {\n Spawn:\n PROJ ABC 4 BRIGHT\n Loop\n Death:\n PROJ D 4 BRIGHT A_Explode(256,128,1)\n\t PROJ EFGH 4\n PROJ I 4 BRIGHT A_FadeOut(0.5)\n\t Stop\n }\n}\n\nACTOR AoDGhost\n{\n Radius 1\n Height 1\n Speed 0\n PROJECTILE\n RENDERSTYLE TRANSLUCENT\n Alpha 0.75\n +Noclip\n SEESOUND \"aod/ghost\"\n DropItem \"HereticStuffDump\" 48\n DropItem \"HereticArmorDump\" 12\n states\n {\n Spawn:\n Death:\n AODG ABCDEF 5 BRIGHT\n AODG G 5 BRIGHT A_FadeOut\n Stop\n }\n}\n\nACTOR MiniSpider 22290\n{\n//$Category Stronghold_CityOfSilence\n\tpainchance \"MightyBoot\", 255\n\tDamageFactor \"CorvusCrossbow\", 1.15\n\tDamageFactor \"DragonClaw\", 1.5\n SpawnID 175\n Radius 8\n Height 16\n Health 75\n Scale 0.28\n Translation 0\n MONSTER\n +FLOORCLIP\n +NOICEDEATH\n seesound \"littlespider/sight\"\n attacksound \"littlespider/attack\"\n painsound \"littlespider/pain\"\n deathsound \"littlespider/death\"\n activesound \"littlespider/sight\"\n meleesound \"littlespider/pain\"\n OBITUARY \"\\c[K8]%o \\c[K8]succumbed to the swarm.\"\n Speed 10\n Damage 0\n MeleeDamage 2\n States\n {\n Spawn:\n MNTR AB 10 A_Look\n Loop\n See:\n MNTR A 0 A_Jump(96,\"See2\",\"See2\",\"See2\",\"See3\",\"See3\",\"See4\")\n MNTR ABCD 4 A_Chase\n Loop\n See2:\n MNTR ABCD 3 A_Chase\n Goto See\n See3:\n MNTR ABCD 2 A_Chase\n Goto See\n See4:\n MNTR ABCD 1 A_Chase\n Goto See\n Melee:\n MNTR VW 3 A_FaceTarget\n MNTR X 6 A_MeleeAttack\n Goto See\n Death:\n TNT1 A 0 A_GiveToTarget(\"AwardItem\", 1)\n TNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n MNTS F 5\n MNTS E 5 A_Scream\n MNTS D 5\n MNTS C 5 A_NoBlocking\n MNTS B 5\n MNTS A 3000 A_BossDeath\n Stop\n }\n}\n\nACTOR LargeSpider 22291\n{\n//$Category Stronghold_CityOfSilence\n painchance \"MightyBoot\", 255\n DamageFactor \"CorvusCrossbow\", 1.15\n DamageFactor \"DragonClaw\", 1.5\n SpawnID 176\n Radius 16\n Height 32\n Health 200\n Scale 0.70\n Translation 1\n MONSTER\n +FLOORCLIP\n +NOICEDEATH\n seesound \"littlespider/sight\"\n attacksound \"littlespider/attack\"\n painsound \"littlespider/pain\"\n deathsound \"littlespider/death\"\n activesound \"littlespider/sight\"\n meleesound \"littlespider/pain\"\n OBITUARY \"\\c[Y3]%o \\c[Y3]succumbed to the swarm.\"\n Speed 20\n Damage 0\n MeleeDamage 4\n States\n {\n Spawn:\n MNTR AB 10 A_Look\n Loop\n See:\n MNTR A 0 A_Jump(80,\"See2\",\"See2\",\"See2\",\"See3\")\n MNTR ABCD 4 A_Chase\n Loop\n See2:\n MNTR ABCD 3 A_Chase\n Goto See\n See3:\n MNTR ABCD 2 A_Chase\n Goto See\n Missile:\n MNTR A 10 A_FaceTarget\n MNTR A 0 A_SkullAttack\n MNTR ABCD 2\n Goto Missile+2\n Melee:\n MNTR VW 4 A_FaceTarget\n MNTR X 4 A_MeleeAttack\n Goto See\n Death:\n TNT1 A 0 A_GiveToTarget(\"AwardItem\", 3)\n TNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n MNTS F 5\n MNTS E 5 A_Scream\n MNTS D 5\n MNTS C 5 A_NoBlocking\n MNTS B 5\n MNTS A 3000 A_BossDeath\n Stop\n }\n}\n\nACTOR Thrall 30119\n{\n//$Category Stronghold_CityOfSilence\npainchance \"Stunner\", 128\npainchance \"MightyBoot\", 255\nDamageFactor \"CorvusCrossbow\", 1.15\nDamageFactor \"DragonClaw\", 1.5\nSpawnID 177\nHealth 100\nPainChance 200\nScale 0.90\nSpeed 8\nRadius 20\nHeight 56\nMass 100\nMONSTER\n+FloorClip\n+DontHurtSpecies\n-NoGravity\n-Float\n+NOICEDEATH\nOBITUARY \"%o was killed by a lowly cultist.\"\nSEESOUND \"monster/culsit\"\nATTACKSOUND \"monster/culatk\"\nPAINSOUND \"monster/culpai\"\nDEATHSOUND \"monster/culdth\"\nACTIVESOUND \"monster/culact\"\nstates\n {\n Spawn:\n CULT AB 10 A_Look\n Loop\n See:\n CULT AABBCCDD 2 A_Chase\n Loop\n Missile:\n CULT EE 5 A_FaceTarget\n CULT F 0 BRIGHT A_CustomMissile (\"ThrallShot1\",42,-6,0,1,0)\n CULT F 0 BRIGHT A_CustomMissile (\"ThrallShot1\",42,6,0,1,0)\n CULT F 8 BRIGHT A_PlaySound(\"monster/culatk\")\n Goto See\n Pain:\n CULT G 2\n CULT G 2 A_Pain\n Goto See\n Pain.Stunner:\n \tCULT G 3 A_ChangeFlag(\"NoPain\", 1)\n \tCULT G 300 A_Pain\n \tCULT G 0 A_ChangeFlag(\"NoPain\", 0)\n \tgoto See\n Death:\n TNT1 A 0 A_GiveToTarget(\"AwardItem\", 2)\n TNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n CULT H 8\n CULT I 8 A_Scream\n CULT J 4\n CULT K 4 A_NoBlocking\n CULT L 4\n CULT M 3000\n Stop\n XDeath:\n TNT1 A 0 A_GiveToTarget(\"AwardItem\", 3)\n TNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n TNT1 A 0 A_SpawnItemEx(\"ZombiemanNashgoreXDeath\",0,0,0,0,0,0,0,33)\n CULT N 5\n CULT O 5 A_XScream\n CULT P 5 A_NoBlocking\n CULT QRSTUV 5\n CULT W 3000\n Raise:\n CULT MLKJHI 5\n Goto See\n }\n}\n\nACTOR ThrallShot1\n{\n Radius 4\n Height 6\n Speed 14\n Damage 1\n RENDERSTYLE ADD\n Alpha 0.67\n PROJECTILE\n DEATHSOUND \"monster/disht1\"\n states\n {\n Spawn:\n CFX4 A 2 BRIGHT\n CFX4 B 2 BRIGHT\n Loop\n Death:\n CFX4 CDEF 3 BRIGHT\n Stop\n }\n}\n\nACTOR Incarnate 30115\n{\n//$Category Stronghold_CityOfSilence\npainchance \"Stunner\", 128\npainchance \"MightyBoot\", 255\nDamageFactor \"CorvusCrossbow\", 1.15\nDamageFactor \"DragonClaw\", 1.5\nSpawnID 178\nHealth 600\nRadius 20\nHeight 56\nMass 500\nSpeed 12\nDamage 1\nMeleeDamage 8\nPainChance 32\nDropItem \"HereticStuffDump\" 80\nDropItem \"HereticArmorDump\" 20\nMONSTER\n+FloorClip\n+MissileMore\n+ShortMissileRange\n+DontHurtSpecies\n+NoTarget\n+NOICEDEATH\nOBITUARY \"\\c[U9]%o \\c[U9]was killed by a Death Incarnate's glaring eyes.\"\nHITOBITUARY \"\\c[U0]%o \\c[U0]was beaten to death by a Death Incarnate.\"\nSEESOUND \"monster/incsit\"\nPAINSOUND \"skeleton/pain\"\nDEATHSOUND \"monster/incdth\"\nACTIVESOUND \"monster/incact\"\nATTACKSOUND \"monster/incatk\"\nMELEESOUND \"monster/inchit\"\nstates\n {\n Spawn:\n INCA AB 10 A_Look\n Loop\n See:\n INCA AABBCCDDEEFF 2 A_Chase\n Loop\n Melee:\n INCA G 0 A_Jump(128,5)\n INCA G 0 A_FaceTarget\n INCA G 6 A_SkelWhoosh\n INCA H 6 A_FaceTarget\n INCA I 6 A_MeleeAttack\n Goto See\n INCA R 0 A_FaceTarget\n INCA R 5 A_SkelWhoosh\n INCA S 5 A_FaceTarget\n INCA T 5 A_MeleeAttack\n INCA G 0 A_FaceTarget\n INCA G 5 A_SkelWhoosh\n INCA H 5 A_FaceTarget\n INCA I 5 A_MeleeAttack\n Goto See\n Missile:\n INCA J 5 A_FaceTarget\n INCA J 5\n INCA U 4 A_CustomMissile(\"ShadowBall\", 64, 0, random(20, 10))\n INCA U 4 A_CustomMissile(\"ShadowBall\", 64, 0, random(-10, -20))\n INCA U 4 A_CustomMissile(\"ShadowBall\", 64, 0, random(0, 0))\n INCA K 10\n Goto See\n Pain:\n INCA L 5\n INCA L 5 A_Pain\n Goto See\n Pain.Stunner:\n \tINCA L 3 A_ChangeFlag(\"NoPain\", 1)\n \tINCA L 300 A_Pain\n \tINCA L 0 A_ChangeFlag(\"NoPain\", 0)\n \tgoto See\n Death:\n TNT1 A 0 A_GiveToTarget(\"AwardItem\", 8)\n TNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n INCX A 10 BRIGHT A_PlaySound(\"monster/incexp\")\n INCX BC 5 BRIGHT\n INCX D 5 BRIGHT A_NoBlocking\n INCX D 0 BRIGHT A_SpawnItem(\"HS\",0,32)\n INCX EFGHIJ 5 BRIGHT\n INCX K 3000\n Stop\n XDeath:\n TNT1 A 0 A_GiveToTarget(\"AwardItem\", 8)\n TNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n INCA LM 7\n INCA N 7 A_Scream\n INCA O 7 A_NoBlocking\n INCA P 7\n INCA Q 175\n INCA Q 3000\n Stop\n Raise:\n INCA Q 0 A_KillChildren\n INCA QPONML 5\n Goto See\n }\n}\n\nACTOR HotDog 30121\n{\n//$Category Stronghold_CityOfSilence\npainchance \"Stunner\", 128\npainchance \"MightyBoot\", 255\nDamageFactor \"CorvusCrossbow\", 1.15\nDamageFactor \"DragonClaw\", 1.5\nSpawnID 179\nHealth 300\nPainChance 128\nSpeed 6\nRadius 30\nHeight 50\nMass 500\nMeleeDamage 7\nDropItem \"HereticStuffDump\" 80\nDropItem \"HereticArmorDump\" 20\nMONSTER\n+FloorClip\n+FireResist\n+DontHurtSpecies\n+NOICEDEATH\nOBITUARY \"\\c[Q2]%o \\c[Q2]was burned alive by a hellhound.\"\nHITOBITUARY \"\\c[Q3]A hellhound had %o \\c[Q3]for dinner.\"\nSEESOUND \"monster/dogsit\"\nATTACKSOUND \"monster/dogatk\"\nMELEESOUND \"monster/dogbit\"\nPAINSOUND \"monster/dogpai\"\nDEATHSOUND \"monster/dogdth\"\nACTIVESOUND \"monster/dogact\"\nSpawnID 170\nstates\n {\n Spawn:\n HDOG AA 10 A_Look\n Loop\n See:\n HDOG AAAABBBBCCCCDDDDEEEEFFFF 1 A_Chase\n Loop\n Melee:\n HDOG GH 6 A_FaceTarget\n HDOG I 6 A_MeleeAttack\n Goto See\n Missile:\n HDOG G 0 A_JumpIfCloser(256,2)\n HDOG G 0\n Goto See\n HDOG G 10 A_FaceTarget\n HDOG H 1 A_CustomMissile (\"DogFire\",28,0,0,0,0)\n HDOG H 1 A_CustomMissile (\"DogFire\",28,0,0,0,0)\n HDOG H 1 A_CustomMissile (\"DogFire\",28,0,0,0,0)\n HDOG H 1 A_CustomMissile (\"DogFire\",28,0,0,0,0)\n HDOG H 1 A_CustomMissile (\"DogFire\",28,0,0,0,0)\n HDOG H 1 A_CustomMissile (\"DogFire\",28,0,0,0,0)\n HDOG H 1 A_CustomMissile (\"DogFire\",28,0,0,0,0)\n HDOG H 1 A_CustomMissile (\"DogFire\",28,0,0,0,0)\n HDOG H 1 A_CustomMissile (\"DogFire\",28,0,0,0,0)\n HDOG H 1 A_CustomMissile (\"DogFire\",28,0,0,0,0)\n HDOG H 1 A_CustomMissile (\"DogFire\",28,0,0,0,0)\n HDOG H 1 A_CustomMissile (\"DogFire\",28,0,0,0,0)\n HDOG I 6\n Goto See\n Pain:\n HDOG J 2\n HDOG J 2 A_Pain\n Goto See\n Pain.Stunner:\n HDOG J 3 A_ChangeFlag(\"NoPain\", 1)\n HDOG J 300 A_Pain\n HDOG J 0 A_ChangeFlag(\"NoPain\", 0)\n goto See\n Death:\n TNT1 A 0 A_GiveToTarget(\"AwardItem\", 6)\n TNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n HDOG K 8\n HDOG L 8 A_Scream\n HDOG M 4\n HDOG N 4 A_NoBlocking\n HDOG OP 4\n HDOG Q 3000\n Stop\n Raise:\n HDOG QPONMLK 5\n Goto See\n }\n}\n\nACTOR DogFire\n{\n Radius 2\n Height 4\n Speed 16\n Damage 1\n PROJECTILE\n RENDERSTYLE ADD\n DamageType Fire\n Alpha 0.67\n Scale 0.67\n SEESOUND \"weapons/bigbrn\"\n DEATHSOUND \"weapons/bigbrn\"\n DontHurtShooter\n states\n {\n Spawn:\n TNT1 A 2 BRIGHT\n FRFX ABCD 2 BRIGHT A_Explode(1,8)\n FRFX D 0 BRIGHT A_LowGravity\n FRFX EFG 2 BRIGHT A_Explode(1,16)\n FRFX HIJ 2 BRIGHT A_Explode(1,32)\n FRFX KLM 2 BRIGHT A_Explode(1,64)\n FRFX NO 2 BRIGHT\n Stop\n Death:\n FRFX HIJ 2 BRIGHT A_Explode(1,32)\n FRFX KLM 2 BRIGHT A_Explode(1,64)\n FRFX NO 2 BRIGHT\n Stop\n }\n}\n\nactor Vulgar : DoomImp 30127\n{\n//$Category Stronghold_CityOfSilence\n painchance \"Stunner\", 128\n painchance \"MightyBoot\", 255\n DamageFactor \"CorvusCrossbow\", 1.15\n DamageFactor \"DragonClaw\", 1.5\n SpawnID 180\n OBITUARY \"\\c[U1]%o \\c[U1]was poisoned by a vulgar.\"\n hitobituary \"\\c[G4]A vulgar had %o \\c[G4]for lunch.\"\n health 100\n radius 20\n height 56\n mass 120\n speed 8\n painchance 120\n MeleeDamage 4\n +DONTHURTSPECIES\n seesound \"monster/vulsit\"\n painsound \"monster/vulpai\"\n deathsound \"monster/vuldth\"\n activesound \"monster/vulact\"\n meleesound \"monster/vulhit\"\n DropItem \"HereticStuffDump\" 64\n DropItem \"HereticArmorDump\" 16\n MONSTER\n +FLOORCLIP\n +NOICEDEATH\n states\n {\n Spawn:\n VULG AB 10 A_Look\n loop\n See:\n VULG AABBCCDD 3 A_Chase\n loop\n Melee:\n Missile:\n VULG E 8 A_FaceTarget\n VULG F 1 A_PlaySound(\"monster/vulswg\")\n VULG F 7 A_FaceTarget\n VULG G 6 A_MeleeAttack\n goto See\n Missile:\n VULG EF 8 A_FaceTarget\n VULG G 6 A_CustomMissile(\"VulgarShot\",37,0,0,0,0)\n goto See\n Pain:\n VULG H 2\n VULG H 2 A_Pain\n goto See\n Pain.Stunner:\n VULG H 3 A_ChangeFlag(\"NoPain\", 1)\n VULG H 300 A_Pain\n VULG H 0 A_ChangeFlag(\"NoPain\", 0)\n goto See\n Death:\n TNT1 A 0 A_GiveToTarget(\"AwardItem\", 2)\n TNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n VULG I 8\n VULG J 8 A_Scream\n VULG KL 6\n VULG M 6 A_NoBlocking\n VULG N 3000\n stop\n XDeath:\n TNT1 A 0 A_GiveToTarget(\"AwardItem\", 3)\n TNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n TNT1 A 0 A_SpawnItemEx(\"ZombiemanNashgoreXDeath\",0,0,0,0,0,0,0,33)\n VULG O 5\n VULG P 5 A_XScream\n VULG Q 5\n VULG R 5 A_NoBlocking\n VULG STU 5\n VULG V 3000\n stop\n Raise:\n VULG ML 8\n VULG KJI 6\n goto See\n }\n}\n\nACTOR VulgarShot\n{\n Radius 8\n Height 16\n Speed 10\n Damage 4\n PoisonDamage 32\n RENDERSTYLE ADD\n ALPHA 0.67\n PROJECTILE\n Seesound \"poly/stmdr1\"\n DeathSound \"weapons/bloodx\"\n States\n {\n Spawn:\n FVUL AAABBB 1 Bright\n loop\n Death:\n FVUL CDEF 4 Bright\n stop\n }\n}\n\nACTOR ESoul 29012\n{\n//$Category Stronghold_CityOfSilence\n painchance \"Stunner\", 128\n painchance \"MightyBoot\", 255\n DamageFactor \"CorvusCrossbow\", 1.15\n DamageFactor \"DragonClaw\", 1.5\n SpawnID 181\n OBITUARY \"\\c[J0]%o \\c[J0]'s soul was leeched by the etheral soul.\"\n health 90\n radius 16\n height 32\n mass 400\n speed 5\n damage 5\n painchance 128\n renderstyle Add\n DropItem \"HereticStuffDump\" 80\n DropItem \"HereticArmorDump\" 20\n Alpha 0.4\n attacksound \"skull/melee\"\n PainSound \"nightmare/pain\"\n DeathSound \"nightmare/death\"\n ActiveSound \"nightmare/active\"\n MONSTER\n +FLOAT\n +NOGRAVITY\n +NOICEDEATH\n +MISSILEMORE\n +DONTFALL\n +STEALTH\n +NOBLOOD\n +NOICEDEATH\n +GHOST\n states\n {\n Spawn:\n ETHS ABCD 10 bright A_Look\n loop\n See:\n ETHS AABBCCDD 3 bright A_Chase\n loop\n Missile:\n ETHS C 0 bright A_Jump(128,9)\n ETHS C 6 bright A_FaceTarget\n ETHS E 4 bright A_SkullAttack\n ETHS E 0 bright A_FaceTarget\n ETHS F 4 bright A_SkullAttack\n ETHS F 0 bright A_FaceTarget\n ETHS E 4 bright A_SkullAttack\n ETHS E 0 bright A_FaceTarget\n ETHS F 4 bright A_SkullAttack\n goto See\n ETHS P 3 bright A_FaceTarget\n ETHS Q 4 bright A_FaceTarget\n ETHS R 5 bright A_CustomMissile(\"ShadowBall\", 0, 0, 0)\n ETHS E 4 bright\n goto See\n Pain:\n ETHS G 3 bright\n ETHS G 3 bright A_Pain\n goto See\n Pain.Stunner:\n ETHS G 3 A_ChangeFlag(\"NoPain\", 1)\n ETHS G 300 A_Pain\n ETHS G 0 A_ChangeFlag(\"NoPain\", 0)\n goto See\n Death:\n TNT1 A 0 A_GiveToTarget(\"AwardItem\", 3)\n TNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n ETHS F 3 bright\n ETHS H 3 bright A_ScreamAndUnblock\n ETHS IJKLMNO 3 bright\n stop\n }\n}\n\nACTOR WraithX 30106\n{\n//$Category Stronghold_CityOfSilence\npainchance \"Stunner\", 128\npainchance \"MightyBoot\", 255\nDamageFactor \"CorvusCrossbow\", 1.15\nDamageFactor \"DragonClaw\", 1.5\nSpawnID 182\nHealth 50\nRadius 16\nHeight 32\nMass 50\nSpeed 10\nDamage 2\nMeleeDamage 1\nRENDERSTYLE ADD\nOBITUARY \"\\c[D8]A wraith had its way with %o\\c[D8].\"\nHITOBITUARY \"\\c[K1]%o \\c[K1]got bitten by a wraith too many times.\"\nAlpha 0.67\nPainChance 64\nMONSTER\n+DontGib\n+NoTarget\n+NoGravity\n+Float\n+DontFall\n+DontHurtSpecies\n+Ghost\n+NOICEDEATH\nATTACKSOUND \"monster/sprsit\"\nMELEESOUND \"monster/spratk\"\nPAINSOUND \"archvile/pain\"\nDEATHSOUND \"monster/sprdth\"\nSpawnID 176\nstates\n {\n Spawn:\n WRAI AB 10 A_Look\n Loop\n See:\n WRAI AABB 3 A_Chase\n Loop\n Missile:\n WRAI A 10 A_FaceTarget\n WRAI B 4 A_SkullAttack\n WRAI AB 4\n Goto Missile+2\n Melee:\n WRAI A 5 A_FaceTarget\n WRAI B 5 A_MeleeAttack\n Goto See\n Heal:\n WRAI AB 3\n Goto Death\n Pain:\n WRAI A 3\n WRAI A 3 A_Pain\n Goto See\n Pain.Stunner:\n goto Death\n Death:\n TNT1 A 0 A_GiveToTarget(\"AwardItem\", 3)\n TNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n WRAI E 4 A_NoBlocking\n WRAI F 5 A_Scream\n WRAI GHIJ 4\n Stop\n }\n}\n\nACTOR ChaingunCultist 29011\n{\n//$Category Stronghold_CityOfSilence\n painchance \"Stunner\", 128\n painchance \"MightyBoot\", 255\n DamageFactor \"CorvusCrossbow\", 1.15\n DamageFactor \"DragonClaw\", 1.5\n SpawnID 183\n OBITUARY \"%o was shot by a cultist with a thompson.\"\n Health 60\n Radius 20\n Height 56\n Mass 100\n Speed 8\n Scale 0.5\n PainChance 100\n SEESOUND \"monster/culsit\"\n ATTACKSOUND \"chainguy/attack\"\n PAINSOUND \"monster/culpai\"\n DEATHSOUND \"monster/culdth\"\n ACTIVESOUND \"monster/culact\"\n DropItem \"Clip\" 255\n DropItem \"Clip\" 255\n MONSTER\n +FloorClip\n +NOICEDEATH\n states\n {\n Spawn:\n BCUL AB 10 A_Look\n Loop\n See:\n BCUL AABBCCDD 3 A_Chase\n Loop\n Missile:\n BCUL E 20 A_FaceTarget\n BCUL FEFEFEFE 5 BRIGHT A_PosAttack\n Goto See\n Pain:\n BCUL G 3\n BCUL G 3 A_Pain\n Goto See\n Pain.Stunner:\n BCUL G 3 A_ChangeFlag(\"NoPain\", 1)\n BCUL G 300 A_Pain\n BCUL G 0 A_ChangeFlag(\"NoPain\", 0)\n goto See\n Death:\n TNT1 A 0 A_GiveToTarget(\"AwardItem\", 2)\n TNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n BCUL H 5\n BCUL I 5 A_Scream\n BCUL J 5 A_NoBlocking\n BCUL KLM 5\n BCUL N 3000\n Stop\n XDeath:\n TNT1 A 0 A_GiveToTarget(\"AwardItem\", 3)\n TNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n TNT1 A 0 A_SpawnItemEx(\"ZombiemanNashgoreXDeath\",0,0,0,0,0,0,0,33)\n BCUL O 5\n BCUL P 5 A_XScream\n BCUL Q 5 A_NoBlocking\n BCUL RST 5\n BCUL U 3000\n Stop\n Raise:\n BCUL NMLKJIH 5\n Goto See\n }\n}\n\nACTOR ShotgunCultist : ChaingunCultist 29010\n{\n//$Category Stronghold_CityOfSilence\n SpawnID 187\n OBITUARY \"%o was shot by a cultist with a shotgun.\"\n Health 80\n Translation \"80:111=48:79\"\n DropItem \"Shell\" 96\n states\n {\n Missile:\n BCUL E 20 A_FaceTarget\n BCUL F 10 BRIGHT A_SPosAttack\n BCUL E 10\n Goto See\n }\n}\n\nACTOR FattyX 25010\n{\n//$Category Stronghold_CityOfSilence\n painchance \"Stunner\", 128\n painchance \"MightyBoot\", 255\n DamageFactor \"CorvusCrossbow\", 1.15\n DamageFactor \"DragonClaw\", 1.5\n SpawnID 185\n OBITUARY \"\\c[Q6]%o \\c[Q6]couldn't evade the fat zombie's bile.\"\n HITOBITUARY \"\\c[Y8]%o \\c[Y8]was punched by a fat zombie.\"\n Health 300\n Radius 12\n Height 56\n Mass 500\n Speed 7\n Scale 0.6\n PainChance 100\n SEESOUND \"fatty/sit\"\n PAINSOUND \"skeleton/pain\"\n DEATHSOUND \"fatty/death\"\n ACTIVESOUND \"fatty/act\"\n MONSTER\n +FloorClip\n +LongMeleeRange\n +MissileMore\n +NOICEDEATH\n states\n {\n Spawn:\n BFAT AB 10 A_Look\n Loop\n See:\n BFAT AABBCCDDEEFF 4 A_Chase\n Loop\n Melee:\n BFAT G 0 A_FaceTarget\n BFAT G 6 A_SkelWhoosh\n BFAT H 6 A_FaceTarget\n BFAT I 6 A_SkelFist\n Goto See\n Missile:\n BFAT J 0 A_FaceTarget\n BFAT J 10 A_FaceTarget\n BFAT J 0 A_Jump(128,3)\n BFAT K 10 A_CustomMissile(\"FattyTracer1\",32,0,0)\n BFAT K 10 A_FaceTarget\n Goto See\n BFAT K 10 A_CustomMissile(\"FattyTracer2\",32,0,0)\n BFAT K 10 A_FaceTarget\n Goto See\n Pain:\n BFAT L 5\n BFAT L 5 A_Pain\n Goto See\n Pain.Stunner:\n BFAT L 3 A_ChangeFlag(\"NoPain\", 1)\n BFAT L 300 A_Pain\n BFAT L 0 A_ChangeFlag(\"NoPain\", 0)\n goto See\n Death:\n TNT1 A 0 A_GiveToTarget(\"AwardItem\", 5)\n TNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n BFAT LM 9\n BFAT N 9 A_Scream\n BFAT O 9 A_NoBlocking\n BFAT P 9\n BFAT Q 3000\n Stop\n Raise:\n BFAT QPONML 5\n Goto See\n }\n}\n\nACTOR FattyTracer1\n{\n Radius 11\n Height 8\n Speed 10\n Damage 3\n SEESOUND \"fatty/attack\"\n DEATHSOUND \"fatty/attack\"\n PROJECTILE\n +Randomize\n states\n {\n Spawn:\n FATX AB 2\n Loop\n Death:\n FBXX A 8\n FBXX B 6\n FBXX C 4\n Stop\n }\n}\n\nACTOR FattyTracer2 : FattyTracer1\n{\n states\n {\n Spawn:\n FATX A 2 A_SeekerMissile(10,20)\n FATX B 2 A_SpawnItemEx(\"FattyTracerTrail\", 0, 0, 0, 0, 0, 0, 180, 128)\n Loop\n Death:\n FBXX A 8\n FBXX B 6\n FBXX C 4\n Stop\n }\n}\n\nACTOR FattyTracerTrail\n{\n Radius 1\n Height 1\n Speed 0\n PROJECTILE\n RENDERSTYLE Translucent\n Alpha 0.5\n Scale 0.5\n +Noclip\n states\n {\n Spawn:\n Death:\n \tFBXX ABC 3\n \tTNT1 A 1\n Stop\n }\n}\n\nACTOR ZombieX 31002\n{\n//$Category Stronghold_CityOfSilence\n painchance \"Stunner\", 128\n painchance \"MightyBoot\", 255\n DamageFactor \"Mace\", 1.15\n DamageFactor \"DragonClaw\", 1.5\n SpawnID 186\n HITOBITUARY \"\\c[U2]%o \\c[U2]was axed by a zombie.\"\n Health 130\n PainChance 0\n Speed 12\n Radius 30\n Height 56\n Mass 400\n MeleeDamage 10\n Scale 0.5\n MELEESOUND \"zombieblood/hit\"\n SEESOUND \"zombieblood/sit\"\n ATTACKSOUND \"zombieblood/fis\"\n PAINSOUND \"zombieblood/pan\"\n DEATHSOUND \"zombieblood/dth\"\n ACTIVESOUND \"zombieblood/act\"\n MONSTER\n +FloorClip\n +NOICEDEATH\n states\n {\n Spawn:\n BZOM AB 10 A_Look\n Loop\n See:\n BZOM AABBCCDD 3 A_Chase\n Loop\n Melee:\n BZOM EF 8 A_FaceTarget\n BZOM G 0 A_PlaySound(\"zombieblood/hit\")\n BZOM G 8 A_MeleeAttack\n Goto See\n Pain:\n BZOM H 2\n BZOM H 2 A_Pain\n Goto See\n Pain.Stunner:\n BZOM H 3 A_ChangeFlag(\"NoPain\", 1)\n BZOM H 300 A_Pain\n BZOM H 0 A_ChangeFlag(\"NoPain\", 0)\n goto See\n Death:\n TNT1 A 0 A_GiveToTarget(\"AwardItem\", 3)\n TNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n BZOM I 8\n BZOM J 8 A_Scream\n BZOM K 4\n BZOM L 4 A_NoBlocking\n BZOM M 4\n BZOM N 3000\n Stop\n Raise:\n BZOM NMLKJI 5\n Goto See\n }\n}"
},
{
"source": "pk3",
"name": "decorate/game_strnghld/cores.txt",
"contents": "/////////////////////////////////////////////////////////////////////////////////////////////\n//////////////////////////////////////////////////SIMPLE DECORATIONS/////////////////////////\n/////////////////////////////////////////////////////////////////////////////////////////////\n\n///////////////////\n// VOTING PISTOL //\n///////////////////\nACTOR VotingDevice : DEFist\n{\n States\n {\n Ready:\n PISG A 1 A_WeaponReady\n Loop\n Deselect:\n TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_Lower\n TNT1 A 1 A_Lower\n Loop\n Select:\n TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_Raise\n TNT1 A 1 A_Raise\n Loop\n Fire:\n PISG A 3\n PISG B 3 ACS_ExecuteAlways(189)\n PISG C 3\n PISG B 3 A_TakeInventory(\"VotingDevice\")\n Goto Ready\n AltFire:\n PISG A 3\n PISG B 3 ACS_ExecuteAlways(190)\n PISG C 3\n PISG B 3 A_TakeInventory(\"VotingDevice\")\n Goto Ready\n Spawn:\n PIST A -1\n Stop\n }\n}\n\n///////////////\n// FAKE GOAL //\n///////////////\n\nactor FakeGoalBase2 replaces FakeGoalBase\n{\n\thealth 1750\n\tradius 40\n\theight 40\n\tmass 0x7fffffff\n\tscale 0.3\n\tDeathSound \"weapons/rocklx\"\n\tRenderStyle Add\n\tDamagefactor \"Massacre\", 0\n\n\tDamagefactor \"EnemyInfightDamage\", 0\n\n\tDamagefactor \"FaithInHumanity\", 0\n\tDamagefactor \"DoomFist\", 0\n\tDamagefactor \"Pistol\", 0\n\tDamagefactor \"ZorchPistol\", 0\n\tDamagefactor \"TimonsAxe\", 0\n\tDamagefactor \"MightyBoot\", 0\n\tDamagefactor \"QuakePistol\", 0\n\tdamageFactor \"MarineAlly\", 0\n\n damageFactor \"Wraithverge\", 0\n damagefactor \"Zorch\", 0\n damagefactor \"PhasingZorch\", 0\n damagefactor \"Explosive\", 0\n\tDamagefactor \"FireExplosive\", 0\n damagefactor \"NotQuadded\", 0\n damagefactor \"WMCNade\", 0\n damagefactor \"WMCBeam\", 0\n damagefactor \"DukeExplosive\", 0\n damagefactor \"BFG\", 0\n damagefactor \"BFGSplash\", 0\n damagefactor \"BJSpear\", 0\n damagefactor \"PoisonCloud\", 0\n damagefactor \"MarathonFusion\", 0\n DamageFactor \"CoreFriendly\", 0\n\n damagefactor \"Kamikaze\", 0\n DamageFactor \"ZorchKamikaze\", 0\n\n DamageFactor \"Cyber2Factor\", 0.5\n\n DamageFactor \"STBoss\", 0.02\n DamageFactor \"STBossFactor\", 0.25\n DamageFactor \"Animate\", 0.1\n\n\tDamageFactor \"Normal\", 0.8\n\tDamageFactor \"Lightning\", 1\n\tDamageFactor \"Fire\", 1\n\tDamageFactor \"RedBlast\", 1\n\tDamageFactor \"DoomTheseGuysAreTheBest\", 1\n\tDamageFactor \"DoomHellNoble\", 1\n\tDamageFactor \"DoomCacodemon\", 1\n\tDamageFactor \"DoomSpiderPlasma\", 1\n\tDamageFactor \"OvermindFactor\", 1\n\n Species \"Player\"\n\n \t+THRUSPECIES\n\t+SHOOTABLE\n\t+SOLID\n\t+NOGRAVITY\n\t+NOBLOOD\n\t+DONTSPLASH\n\t+FRIENDLY\n\t+DONTMORPH\n\t+DONTRIP\n\t+NORADIUSDMG\n\t+ISMONSTER\n\n\tStates\n\t{\n\tSpawn:\n\t\tTRGT A 1 A_SpawnItemEx(\"FakeGoalSparks\", 0, 0, 20, random(-3,3), random(-3,3), random(-3,3), 0, SXF_TRANSFERTRANSLATION | 128)\n\t\tloop\n\tDeath:\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_Scream\t// Sound can't be played in first tic?\n\t\tstop\n\t}\n}\n\nactor FakeGoalSparks\n{\n\t+Missile\n\t+NoBlockmap\n\t+NoGravity\n\t+NoInteraction\n\t+ClientSideOnly\n\tRadius 1\n\tHeight 1\n\tRenderStyle Add\n\tAlpha 0\n\tScale 0.1\n\tStates\n\t{\n\tSpawn:\n\t//\tFGST ABCD 3\n\t//\tgoto Death\n\t\tTNT1 A 8\n\t\tFGST ABCD 3 A_FadeIn(0.25)\n\t\tgoto Death\n\tDeath:\n\t\tFGST ABCD 3 A_FadeOut(0.1)\n\t\tloop\n\t}\n}\n\nactor Goal_Red : FakeGoalBase2 13004\n{\n//$Category Stronghold\n\tTranslation \"80:111=170:191\"\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 0 ACS_ExecuteAlways(926, 0, 1)\n\t\tGoto Super::Death\n\t}\n}\n\nactor Goal_Orange : FakeGoalBase2 13005\n{\n//$Category Stronghold\n\tTranslation \"80:111=209:223\"\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 0 ACS_ExecuteAlways(926, 0, 2)\n\t\tGoto Super::Death\n\t}\n}\n\nactor Goal_Blue : FakeGoalBase2 13006\n{\n//$Category Stronghold\n\tTranslation \"80:111=192:207\"\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 0 ACS_ExecuteAlways(926, 0, 3)\n\t\tGoto Super::Death\n\t}\n}\n\nactor Goal_Green : FakeGoalBase2 13007\n{\n//$Category Stronghold\n\tTranslation \"80:111=112:127\"\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 0 ACS_ExecuteAlways(926, 0, 4)\n\t\tGoto Super::Death\n\t}\n}\n\nactor Goal_White : FakeGoalBase2 13008\n{\n//$Category Stronghold\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 0 ACS_ExecuteAlways(926, 0, 5)\n\t\tGoto Super::Death\n\t}\n}\n/*\n/////////////////////////////\n// THUNDER by TORMENTOR667 //\n/////////////////////////////\n\nactor Thunder_Generator : SwitchableDecoration 3198\n{\n//$Category Stronghold_SFX\n\t+NoBlockMap +NoGravity +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n Renderstyle Add\n Height 1\n Radius 1\n Alpha 0.2\n Scale 4.0\n translation \"80:111=48:79\"\n states\n {\n Spawn:\n Active:\n TNT1 A 0\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"Thunder_Spark\", 0, 0, 0, random(1,10), 0, random(1,10), random(0,359), 129)\n THND AAAA 1 Bright A_FadeIn(0.2)\n THND AAAA 2 Bright A_FadeOut(0.2)\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_SpawnItemEx(\"Thunder_Smoke\", 0, 0, 0, random(0,3), 0, random(2,3), random(0,359), 128)\n Goto Inactive\n Inactive:\n\t TNT1 A 1\n\t Loop\n }\n\n}\n\nActor Thunder_Smoke\n{\n Height 2\n Radius 1\n +Missile +NoGravity +NoInteraction +NoBlockmap\n RenderStyle Translucent\n Alpha .5\n Scale .65\n States\n {\n Spawn:\n \tSMK1 IHGFEEDDCCBBBBAAAAAA 2 A_FadeOut(0.05)\n Stop\n }\n}\n\nActor Thunder_Spark\n{\n\tSpeed 3\n\tHeight 2\n\tRadius 1\n\tMass 0\n\t+Missile +LowGravity\n\tRenderStyle Add\n\tScale 0.4\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0\n SPRK A 1 A_Jump(80, 4)\n SPRK A 1 A_Jump(80, 4)\n SPRK A 1 A_Jump(80, 4)\n\t SPRK A 32 Bright\n\t SPRK A 32 Bright\n\t SPRK A 32 Bright\n\t SPRK A 32 Bright\n\t SPRK ABCDEFGHHH 1 Bright A_FadeOut(0.1)\n\t Stop\n\tDeath:\n\t SPRK ABCDEFGHHH 1 Bright A_FadeOut(0.1)\n \t Stop\n\t}\n}\n\n/////////////////////////////\n// SKYBEAM by Tormentor667 //\n/////////////////////////////\n\nactor Skybeam_Projectile\n{\n\tHeight 32\n\tRadius 32\n\tMass 0\n\t+Missile +Nogravity\n\tRenderStyle Add\n\tYScale 2.0\n Alpha 0.8\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0\n\t SKBP A 60 Bright\n\t SKBP AAAAAAAAAAA 2 Bright A_FadeOut(0.1)\n\t Stop\n\tDeath:\n\t SKBP AAAAAAAAAAA 2 Bright A_FadeOut(0.1)\n \t Stop\n\t}\n}\n\nactor Skybeam_ProjectileSmall : Skybeam_Projectile\n{\n\tXScale 0.2\n\tYScale 0.1\n\tAlpha 0.6\n}\n\nactor IonCannon_Beam : Thunder_Generator 11923\n{\n//$Category Stronghold_SFX\n XScale 1.5\n YScale 4.0\n Alpha 0.01\n states\n {\n Spawn:\n Active:\n TNT1 A 0\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"Thunder_Spark\", 0, 0, 0, random(1,10), 0, random(1,10), random(0,359), 129)\n SKBM AAAAA 1 Bright A_FadeIn(0.2)\n\t\t SKBM A 1 Bright A_SpawnItemEx(\"Skybeam_Projectile\", 0, 0, 0, 0, 0, 30, 0, 128)\n SKBM AAAAAAAAAAAAAA 1 Bright A_SpawnItemEx(\"Skybeam_ProjectileSmall\", random(-32,32), random(-32,32), 0, 0, 0, random(15,25), 0, 128)\n SKBM A 1 Bright A_SpawnItemEx(\"Skybeam_Projectile\", 0, 0, 0, 0, 0, 30, 0, 128)\n SKBM AAAAAAAAAAAAAA 1 Bright A_SpawnItemEx(\"Skybeam_ProjectileSmall\", random(-32,32), random(-32,32), 0, 0, 0, random(15,25), 0, 128)\n SKBM A 1 Bright A_SpawnItemEx(\"Skybeam_Projectile\", 0, 0, 0, 0, 0, 30, 0, 128)\n SKBM AAAAAAAAAAAAAA 1 Bright A_SpawnItemEx(\"Skybeam_ProjectileSmall\", random(-32,32), random(-32,32), 0, 0, 0, random(15,25), 0, 128)\n SKBM A 1 Bright A_SpawnItemEx(\"Skybeam_Projectile\", 0, 0, 0, 0, 0, 30, 0, 128)\n SKBM AAAAAAAAAAAAAA 1 Bright A_SpawnItemEx(\"Skybeam_ProjectileSmall\", random(-32,32), random(-32,32), 0, 0, 0, random(15,25), 0, 128)\n SKBM A 1 Bright A_SpawnItemEx(\"Skybeam_Projectile\", 0, 0, 0, 0, 0, 30, 0, 128)\n SKBM AAAAAAAAAAAAAA 1 Bright A_SpawnItemEx(\"Skybeam_ProjectileSmall\", random(-32,32), random(-32,32), 0, 0, 0, random(15,25), 0, 128)\n SKBM A 30 Bright\n SKBM AAAAAAAAA 5 Bright A_FadeOut(0.1)\n Goto Inactive\n Inactive:\n\t TNT1 A 1\n\t Loop\n }\n}\n\nactor IonCannon_Beam_XXL : IonCannon_Beam 11924\n{\n//$Category Stronghold_SFX\n\tXScale 2.75\n YScale 4.0\n}\n\n//////////////////////////////\n// RADIOACTIVE WASTE SHOWER //\n// by Tormentor667 ///////////\n//////////////////////////////\n\nActor BaseWasteShower01\n{\n +Missile\n +NoBlockmap\n +NoGravity\n -ACTIVATEMCROSS\n Radius 1\n Height 1\n RenderStyle Add\n Alpha 0.0\n Scale 0.2\n States\n {\n Spawn:\n BLT0 AAAAAAAAAAAAAAAAAAAA 3 A_FadeIn(0.05)\n BLT0 A 50\n BLT0 AAAAAAAAAAAAAAAAAAAA 3 A_FadeOut(0.05)\n Death:\n BLT0 AAAAAAAAAA 1 A_FadeOut(0.1)\n TNT1 A 1\n stop\n }\n}\n\nactor Radioactive_Shower 3197\n{\n//$Category Stronghold_SFX\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY +SPAWNCEILING\n states\n {\n Spawn:\n Active:\n \tTNT1 A 0\n \tTNT1 A 5 A_SpawnItemEx (\"BaseWasteShower01\", random(1024, -1024), random(1024, -1024), random(0, -512), random(5,20), 0, random(-2,-10), random(0,359), 129)\n \tLoop\n Inactive:\n\t\tTNT1 A 1\n\t\tLoop\n }\n\n}\n\n////////////////////////////////////////\n// PORTAL EFFECT ///////////////////////\n// by Tormentor667 /////////////////////\n////////////////////////////////////////\n\nActor BaseParticle\n{\n +Missile\n +NoBlockmap\n +NoGravity\n Radius 64\n Height 64\n RenderStyle Add\n Alpha 0.1\n Scale 0.1\n States\n {\n Spawn:\n STEM LLLLLLLLLL 5 Bright A_FadeIn(0.05)\n STEM L 1000 Bright\n goto Spawn+11\n Death:\n STEM LLLLL 2 Bright A_FadeOut(0.1)\n TNT1 A 1\n stop\n }\n}\n\nactor Portal_ParticleLeecher 3194\n{\n//$Category Stronghold_SFX\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n translation \"80:111=48:79\"\n states\n {\n Spawn:\n Active:\n \tTNT1 A 0\n \tTNT1 A 5 A_SpawnItemEx (\"BaseParticle\", random(256, -256), random(0, 0), random(0, 512), random(2,20), 0, 0, random(10,-10), 129)\n \tLoop\n Inactive:\n\t\tTNT1 A 1\n\t\tLoop\n }\n\n}\n\n////////////////////////////////////////\n// DESERT CLOUDS & STORM ////// ////////\n// by Tormentor667 //////START//////////\n////////////////////////////////////////\n\nActor BaseCloud\n{\n +Missile\n +NoBlockmap\n +NoGravity\n Radius 64\n Height 64\n RenderStyle Add\n Alpha 0.1\n Scale 4.0\n States\n {\n Spawn:\n CLFX AAAAA 3 A_FadeIn(0.1)\n CLFX A 400 Bright\n Death:\n CLFX AAAAA 3 A_FadeOut(0.1)\n stop\n }\n}\n\nactor Desert_Sandstorm_CloudGen 3199\n{\n//$Category Stronghold_SFX\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n\ttranslation \"80:111=48:79\",\"3:3=74:74\",\"5:8=[40,21,12]:[12,6,3]\"\n states\n {\n Spawn:\n Active:\n \tTNT1 A 0\n \tTNT1 A 30 A_SpawnItemEx (\"BaseCloud\", random(512, -512), random(128, -128), random(0, 128), random(5,15), 0, 0, random(3,-3), 129, 208)\n \tLoop\n Inactive:\n\t\tTNT1 A 1\n\t\tLoop\n }\n\n}\n\nActor BaseSandParticle\n{\n +Missile\n +NoBlockmap\n +NoGravity\n Radius 1\n Height 1\n Damage 0\n RenderStyle Translucent\n Alpha 0.5\n Scale 1\n States\n {\n Spawn:\n DSFX A 500 Bright\n Stop\n Death:\n TNT1 A 1\n Stop\n }\n}\n\nactor Desert_Sandstorm_ParticleGen 3201\n{\n//$Category Stronghold_SFX\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n\ttranslation \"80:111=48:79\"\n states\n {\n Spawn:\n Active:\n \tTNT1 A 0\n \tTNT1 A 3 A_SpawnItemEx (\"BaseSandParticle\", random(512, -512), random(128, -128), random(0, 128), random(10, 20), 0, 0, random(3,-3), 129, 0)\n \tLoop\n Inactive:\n\t\tTNT1 A 1\n\t\tLoop\n }\n\n}\n\nactor Desert_Whitesmoke_CloudGen 2999\n{\n//$Category Stronghold_SFX\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n states\n {\n Spawn:\n Active:\n \tTNT1 A 0\n \tTNT1 A 50 A_SpawnItemEx (\"White_Cloud\", random(512, -512), random(128, -128), random(0, 128), random(5,15), 0, 0, random(3,-3), 129, 192)\n \tLoop\n Inactive:\n\t\tTNT1 A 1\n\t\tLoop\n }\n\n}\n\nActor White_Cloud 2998\n{\n +Missile\n +NoBlockmap\n +NoGravity\n +NoInteraction\n Radius 64\n Height 64\n RenderStyle Add\n Alpha 0.1\n Scale 4.0\n States\n {\n Spawn:\n CLFX AA 3 A_FadeIn(0.1)\n CLFX A 1\n wait\n Death:\n CLFX AAAAAA 10 A_FadeOut(0.1)\n TNT1 A 1\n stop\n }\n}\n\n////////////////////////////////////////\n// POWERUP POD STRING FOUNTAINS ////////\n// by Tormentor667 //////START//////////\n////////////////////////////////////////\n\nActor BaseLine\n{\n +Missile\n +NoGravity\n +NoBlockmap\n +NoInteraction\n -Solid\n Radius 0\n Height 0\n RenderStyle Add\n Alpha 0.01\n Scale 0.37\n States\n {\n Spawn:\n SPFX AAAAA 1 Bright A_FadeIn(0.2)\n SPFX AAAAAAAAAAAAAAAA 1 Bright A_FadeOut(0.06)\n Stop\n }\n}\n\nactor WhiteParticleGenerator_64x64 3551\n{\n//$Category Stronghold_PowerUpPads\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n states\n {\n Spawn:\n Active:\n \tTNT1 A 0\n \tTNT1 A 1 A_SpawnItemEx (\"BaseLine\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(1,3), 0, 129, 0)\n \tLoop\n Inactive:\n\t\tTNT1 A 1\n\t\tLoop\n }\n\n}\n\nactor BlueParticleGenerator_64x64 : WhiteParticleGenerator_64x64 193\n{\n//$Category Stronghold_PowerUpPads\n\ttranslation \"80:111=196:207\"\n}\n\nactor GreenParticleGenerator_64x64 : WhiteParticleGenerator_64x64 192\n{\n//$Category Stronghold_PowerUpPads\n\ttranslation \"80:111=112:127\"\n}\n\nactor RedParticleGenerator_64x64 : WhiteParticleGenerator_64x64 194\n{\n//$Category Stronghold_PowerUpPads\n\ttranslation \"80:111=176:191\"\n}\n\nactor OrangeParticleGenerator_64x64 : WhiteParticleGenerator_64x64 195\n{\n//$Category Stronghold_PowerUpPads\n\ttranslation \"80:111=214:223\"\n}\n\n/////////////////////////////////////////////////////////////////////////////////7\n\nActor BasePointer\n{\n +Missile\n +NoGravity\n +NoBlockmap\n +NoInteraction\n -Solid\n Radius 0\n Height 0\n RenderStyle Add\n Alpha 0.01\n Scale 0.2\n States\n {\n Spawn:\n PNTR AAAAA 1 A_FadeIn(0.2)\n PNTR AAAAAAAAAAAAAAAA 1 A_FadeOut(0.06)\n Stop\n }\n}\n\nActor Pointer_Middle : BasePointer\n{\n\tscale 0.34\n}\n\nActor Pointer_Large : BasePointer\n{\n\tscale 0.60\n}\n\nactor JumpPadIndicator_64x64 : WhiteParticleGenerator_64x64 196\n{\n//$Category Stronghold_PowerUpPads\n +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n\tstates\n {\n Spawn:\n Active:\n \tTNT1 A 0\n \tTNT1 AAA 5 A_SpawnItemEx (\"BasePointer\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(1,3), 0, 129, 0)\n TNT1 A 5 A_SpawnItemEx (\"Pointer_Middle\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(1,3), 0, 129, 0)\n TNT1 AAA 5 A_SpawnItemEx (\"BasePointer\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(1,3), 0, 129, 0)\n TNT1 A 5 A_SpawnItemEx (\"Pointer_Large\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(1,3), 0, 129, 0)\n TNT1 AAA 5 A_SpawnItemEx (\"BasePointer\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(1,3), 0, 129, 0)\n TNT1 A 5 A_SpawnItemEx (\"Pointer_Middle\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(1,3), 0, 129, 0)\n \tLoop\n Inactive:\n\t\tTNT1 A 1\n\t\tLoop\n }\n\n}\n\n////////////////////////////////////////\n// POWERUP POD STRING FOUNTAINS ////////\n// by Tormentor667 //////END////////////\n////////////////////////////////////////\n\n/////////////////////////////////////////\n/// SPECIAL EFFECTS by SOLARSNOWFALL ////\n/////////////////START///////////////////\n/////////////////////////////////////////\nActor Drop_B1A\n{\n\tSpeed 5\n\tHeight 2\n\tRadius 1\n\tMass 5\n\t+Missile +LowGravity +DontSplash\n\tMass 0\n\tRenderStyle Add\n\tScale 0.25\n\tStates\n\t{\n\tSpawn:\n\t\tDROP A 1\n\t\tLoop\n\tDeath:\n\t\tDROP A 1 A_FadeOut(0.1)\n\t\tLoop\n\t}\n}\n\nActor Drop_B1B : Drop_B1A\n{\n\tScale 0.23\n}\n\nActor Drop_B1C : Drop_B1A\n{\n\tScale 0.2\n}\n\nActor Drop_B2A : Drop_B1A\n{\n\tSpeed 4\n}\n\nActor Drop_B2B : Drop_B1A\n{\n\tScale 0.23\n\tSpeed 4\n}\n\nActor Drop_B2C : Drop_B1A\n{\n\tScale 0.2\n\tSpeed 4\n}\n\nActor Drop_B3A : Drop_B1A\n{\n\tSpeed 3\n}\n\nActor Drop_B3B : Drop_B1A\n{\n\tScale 0.23\n\tSpeed 3\n}\n\nActor Drop_B3C : Drop_B1A\n{\n\tScale 0.2\n\tSpeed 3\n}\n\nActor Liquid_Fountain_B1A : SwitchableDecoration 20024\n{\n//$Category Stronghold_SFX\n\tHeight 2\n\tRadius 0\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\tActive:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(192, 2)\n\t\tTNT1 A 1 A_CustomMissile(\"Drop_B1A\", 0, 0, random(0, 360), 2, random(45, 135))\n\t\tLoop\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1 A_CustomMissile(\"Drop_B1B\", 0, 0, random(0, 360), 2, random(45, 135))\n\t\tLoop\n\t\tTNT1 A 1 A_CustomMissile(\"Drop_B1C\", 0, 0, random(0, 360), 2, random(45, 135))\n\t\tLoop\n\tInactive:\n\t\tTNT1 A 1\n\t\tLoop\n\t}\n}\n\nActor Liquid_Fountain_B1B : SwitchableDecoration 20025\n{\n//$Category Stronghold_SFX\n\tHeight 2\n\tRadius 0\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\tActive:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(192, 2)\n\t\tTNT1 A 1 A_CustomMissile(\"Drop_B1A\", 0, 0, random(0, 360), 2, random(68, 112))\n\t\tLoop\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1 A_CustomMissile(\"Drop_B1B\", 0, 0, random(0, 360), 2, random(68, 112))\n\t\tLoop\n\t\tTNT1 A 1 A_CustomMissile(\"Drop_B1C\", 0, 0, random(0, 360), 2, random(68, 112))\n\t\tLoop\n\tInactive:\n\t\tTNT1 A 1\n\t\tLoop\n\t}\n}\n\nActor Liquid_Fountain_B1C : SwitchableDecoration 20026\n{\n//$Category Stronghold_SFX\n\tHeight 2\n\tRadius 0\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\tActive:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(192, 2)\n\t\tTNT1 A 1 A_CustomMissile(\"Drop_B1A\", 0, 0, random(0, 360), 2, random(81, 101))\n\t\tLoop\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1 A_CustomMissile(\"Drop_B1B\", 0, 0, random(0, 360), 2, random(81, 101))\n\t\tLoop\n\t\tTNT1 A 1 A_CustomMissile(\"Drop_B1C\", 0, 0, random(0, 360), 2, random(81, 101))\n\t\tLoop\n\tInactive:\n\t\tTNT1 A 1\n\t\tLoop\n\t}\n}\n\nActor Liquid_Fountain_B2A : SwitchableDecoration 20027\n{\n//$Category Stronghold_SFX\n\tHeight 2\n\tRadius 0\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\tActive:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(192, 2)\n\t\tTNT1 A 1 A_CustomMissile(\"Drop_B2A\", 0, 0, random(0, 360), 2, random(45, 135))\n\t\tLoop\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1 A_CustomMissile(\"Drop_B2B\", 0, 0, random(0, 360), 2, random(45, 135))\n\t\tLoop\n\t\tTNT1 A 1 A_CustomMissile(\"Drop_B2C\", 0, 0, random(0, 360), 2, random(45, 135))\n\t\tLoop\n\tInactive:\n\t\tTNT1 A 1\n\t\tLoop\n\t}\n}\n\nActor Liquid_Fountain_B2B : SwitchableDecoration 20028\n{\n//$Category Stronghold_SFX\n\tHeight 2\n\tRadius 0\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\tActive:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(192, 2)\n\t\tTNT1 A 1 A_CustomMissile(\"Drop_B2A\", 0, 0, random(0, 360), 2, random(68, 112))\n\t\tLoop\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1 A_CustomMissile(\"Drop_B2B\", 0, 0, random(0, 360), 2, random(68, 112))\n\t\tLoop\n\t\tTNT1 A 1 A_CustomMissile(\"Drop_B2C\", 0, 0, random(0, 360), 2, random(68, 112))\n\t\tLoop\n\tInactive:\n\t\tTNT1 A 1\n\t\tLoop\n\t}\n}\n\nActor Liquid_Fountain_B2C : SwitchableDecoration 20029\n{\n//$Category Stronghold_SFX\n\tHeight 2\n\tRadius 0\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\tActive:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(192, 2)\n\t\tTNT1 A 1 A_CustomMissile(\"Drop_B2A\", 0, 0, random(0, 360), 2, random(81, 101))\n\t\tLoop\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1 A_CustomMissile(\"Drop_B2B\", 0, 0, random(0, 360), 2, random(81, 101))\n\t\tLoop\n\t\tTNT1 A 1 A_CustomMissile(\"Drop_B2C\", 0, 0, random(0, 360), 2, random(81, 101))\n\t\tLoop\n\tInactive:\n\t\tTNT1 A 1\n\t\tLoop\n\t}\n}\n\nActor Liquid_Fountain_B3A : SwitchableDecoration 20030\n{\n//$Category Stronghold_SFX\n\tHeight 2\n\tRadius 0\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\tActive:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(192, 2)\n\t\tTNT1 A 1 A_CustomMissile(\"Drop_B3A\", 0, 0, random(0, 360), 2, random(45, 135))\n\t\tLoop\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1 A_CustomMissile(\"Drop_B3B\", 0, 0, random(0, 360), 2, random(45, 135))\n\t\tLoop\n\t\tTNT1 A 1 A_CustomMissile(\"Drop_B3C\", 0, 0, random(0, 360), 2, random(45, 135))\n\t\tLoop\n\tInactive:\n\t\tTNT1 A 1\n\t\tLoop\n\t}\n}\n\nActor Liquid_Fountain_B3B : SwitchableDecoration 20031\n{\n//$Category Stronghold_SFX\n\tHeight 2\n\tRadius 0\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\tActive:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(192, 2)\n\t\tTNT1 A 1 A_CustomMissile(\"Drop_B3A\", 0, 0, random(0, 360), 2, random(68, 112))\n\t\tLoop\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1 A_CustomMissile(\"Drop_B3B\", 0, 0, random(0, 360), 2, random(68, 112))\n\t\tLoop\n\t\tTNT1 A 1 A_CustomMissile(\"Drop_B3C\", 0, 0, random(0, 360), 2, random(68, 112))\n\t\tLoop\n\tInactive:\n\t\tTNT1 A 1\n\t\tLoop\n\t}\n}\n\nActor Liquid_Fountain_B3C : SwitchableDecoration 20032\n{\n//$Category Stronghold_SFX\n\tHeight 2\n\tRadius 0\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\tActive:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(192, 2)\n\t\tTNT1 A 1 A_CustomMissile(\"Drop_B3A\", 0, 0, random(0, 360), 2, random(81, 101))\n\t\tLoop\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1 A_CustomMissile(\"Drop_B3B\", 0, 0, random(0, 360), 2, random(81, 101))\n\t\tLoop\n\t\tTNT1 A 1 A_CustomMissile(\"Drop_B3C\", 0, 0, random(0, 360), 2, random(81, 101))\n\t\tLoop\n\tInactive:\n\t\tTNT1 A 1\n\t\tLoop\n\t}\n}\n\nActor Smoke : SwitchableDecoration 20033\n{\n//$Category Stronghold_SFX\n Height 2\n Radius 1\n +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n States\n {\n Spawn:\n Active:\n \tTNT1 A 0\n \tTNT1 A 0 A_Jump(240, 2)\n \tTNT1 A 1 A_SpawnItem(\"SmokeA\", 0, 0, 0)\n \tLoop\n \tTNT1 A 0 A_Jump(224, 2)\n \tTNT1 A 1 A_SpawnItem(\"SmokeB\", 0, 0, 0)\n \tLoop\n \tTNT1 A 0 A_Jump(208, 2)\n \tTNT1 A 1 A_SpawnItem(\"SmokeC\", 0, 0, 0)\n \tLoop\n \tTNT1 A 0 A_Jump(192, 2)\n \tTNT1 A 1 A_SpawnItem(\"SmokeD\", 0, 0, 0)\n \tLoop\n \tTNT1 A 0 A_Jump(176, 2)\n \tTNT1 A 1 A_SpawnItem(\"SmokeE\", 0, 0, 0)\n \tLoop\n \tTNT1 A 0 A_Jump(160, 2)\n \tTNT1 A 1 A_SpawnItem(\"SmokeF\", 0, 0, 0)\n \tLoop\n \tTNT1 A 0 A_Jump(144, 2)\n \tTNT1 A 1 A_SpawnItem(\"SmokeG\", 0, 0, 0)\n \tLoop\n \tTNT1 A 0 A_Jump(128, 2)\n \tTNT1 A 0 A_SpawnItem(\"SmokeH\", 0, 0, 0)\n \tLoop\n \tTNT1 A 1 A_SpawnItem(\"SmokeI\", 0, 0, 0)\n \tLoop\n Inactive:\n \tTNT1 A 1\n \tLoop\n }\n}\n\nactor Flame1A\n{\n height 2\n radius 1\n +NOGRAVITY +NOCLIP +NOBLOCKMAP +MISSILE +NOINTERACTION\n renderstyle Add\n alpha 0.8\n scale 0.35\n states\n {\n Spawn:\n FLM1 A 0\n FLM1 A 0 ThrustThingZ (0, random (2, 6), 0, 0)\n FLM1 A 0 ThrustThing (random (0, 255), random (0, 1), 0, 0)\n FLM1 ABCDE 2 bright\n FLM1 F 1 bright A_SetTranslucent (0.75, 1)\n FLM1 F 1 bright A_SetTranslucent (0.7, 1)\n FLM1 G 1 bright A_SetTranslucent (0.65, 1)\n FLM1 G 1 bright A_SetTranslucent (0.6, 1)\n FLM1 H 1 bright A_SetTranslucent (0.55, 1)\n FLM1 H 1 bright A_SetTranslucent (0.5, 1)\n FLM1 I 1 bright A_SetTranslucent (0.45, 1)\n FLM1 I 1 bright A_SetTranslucent (0.4, 1)\n FLM1 J 1 bright A_SetTranslucent (0.35, 1)\n FLM1 J 1 bright A_SetTranslucent (0.3, 1)\n FLM1 K 1 bright A_SetTranslucent (0.25, 1)\n FLM1 K 1 bright A_SetTranslucent (0.2, 1)\n FLM1 L 1 bright A_SetTranslucent (0.15, 1)\n FLM1 L 1 bright A_SetTranslucent (0.1, 1)\n stop\n }\n}\n\nActor Fire_1x : SwitchableDecoration 20034\n{\n//$Category Stronghold_SFX\n Height 2\n Radius 1\n +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n States\n {\n Spawn:\n Active:\n \tTNT1 A 0\n \tTNT1 A 0 A_Jump(240, 2)\n \tTNT1 A 1 A_SpawnItem(\"OMGFireA\", 0, 0, 0)\n \tLoop\n \tTNT1 A 0 A_Jump(224, 2)\n \tTNT1 A 1 A_SpawnItem(\"OMGFireB\", 0, 0, 0)\n \tLoop\n \tTNT1 A 0 A_Jump(208, 2)\n \tTNT1 A 1 A_SpawnItem(\"OMGFireC\", 0, 0, 0)\n \tLoop\n \tTNT1 A 0 A_Jump(192, 2)\n \tTNT1 A 1 A_SpawnItem(\"OMGFireD\", 0, 0, 0)\n \tLoop\n \tTNT1 A 0 A_Jump(176, 2)\n \tTNT1 A 1 A_SpawnItem(\"OMGFireE\", 0, 0, 0)\n \tLoop\n \tTNT1 A 0 A_Jump(160, 2)\n \tTNT1 A 1 A_SpawnItem(\"OMGFireF\", 0, 0, 0)\n \tLoop\n \tTNT1 A 0 A_Jump(144, 2)\n \tTNT1 A 1 A_SpawnItem(\"OMGFireG\", 0, 0, 0)\n \tLoop\n \tTNT1 A 0 A_Jump(128, 2)\n \tTNT1 A 0 A_SpawnItem(\"OMGFireH\", 0, 0, 0)\n \tLoop\n \tTNT1 A 1 A_SpawnItem(\"OMGFireI\", 0, 0, 0)\n \tLoop\n Inactive:\n \tTNT1 A 1\n \tLoop\n }\n}\n\nactor Fire_2x : SwitchableDecoration 32701\n{\n//$Category Stronghold_SFX\n +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n states\n {\n Spawn:\n Active:\n TNT1 A 0\n TNT1 A 0 A_Jump (216, 3)\n TNT1 A 1 A_SpawnItem (\"Flame4A\", 0, 0, 0)\n TNT1 A 0 A_SpawnItem (\"Ember2\", 0, 0, 0)\n loop\n TNT1 A 0 A_Jump (176, 2)\n TNT1 A 1 A_SpawnItem (\"FLame4B\", 0, 0, 0)\n loop\n TNT1 A 0 A_Jump (136, 2)\n TNT1 A 1 A_SpawnItem (\"Flame5A\", 0, 0, 0)\n loop\n TNT1 A 0 A_Jump (96, 2)\n TNT1 A 1 A_SpawnItem (\"Flame5B\", 0, 0, 0)\n loop\n TNT1 A 0 A_Jump (56, 2)\n TNT1 A 1 A_SpawnItem (\"Flame6A\", 0, 0, 0)\n loop\n TNT1 A 1 A_SpawnItem (\"Flame6B\", 0, 0, 0)\n loop\n Inactive:\n TNT1 A 1\n loop\n }\n}\n\nactor Flame4A\n{\n height 2\n radius 1\n +NOGRAVITY +NOCLIP +NOBLOCKMAP +MISSILE +NOINTERACTION\n renderstyle Add\n alpha 0.8\n scale 0.7\n states\n {\n Spawn:\n FLM1 A 0\n FLM1 A 0 ThrustThingZ (0, random (4, 12), 0, 0)\n FLM1 A 0 ThrustThing (random (0, 255), random (0, 2), 0, 0)\n FLM1 ABCDE 2 bright\n FLM1 F 1 bright A_SetTranslucent (0.75, 1)\n FLM1 F 1 bright A_SetTranslucent (0.7, 1)\n FLM1 G 1 bright A_SetTranslucent (0.65, 1)\n FLM1 G 1 bright A_SetTranslucent (0.6, 1)\n FLM1 H 1 bright A_SetTranslucent (0.55, 1)\n FLM1 H 1 bright A_SetTranslucent (0.5, 1)\n FLM1 I 1 bright A_SetTranslucent (0.45, 1)\n FLM1 I 1 bright A_SetTranslucent (0.4, 1)\n FLM1 J 1 bright A_SetTranslucent (0.35, 1)\n FLM1 J 1 bright A_SetTranslucent (0.3, 1)\n FLM1 K 1 bright A_SetTranslucent (0.25, 1)\n FLM1 K 1 bright A_SetTranslucent (0.2, 1)\n FLM1 L 1 bright A_SetTranslucent (0.15, 1)\n FLM1 L 1 bright A_SetTranslucent (0.1, 1)\n stop\n }\n}\n\nactor Ember2 : Flame1A\n{\n scale 0.1\n states\n {\n Spawn:\n EMBR A 0\n EMBR A 0 ThrustThingZ (0, random (4, 16), 0, 0)\n EMBR A 0 ThrustThing (random (0, 255), random (0, 1), 0, 0)\n EMBR A 64 bright\n Death:\n EMBR A 2 bright A_FadeOut (0.1)\n loop\n }\n}\n\nactor Flame4B : Flame4A\n{\n states\n {\n Spawn:\n FLM2 A 0\n FLM2 A 0 ThrustThingZ (0, random (4, 12), 0, 0)\n FLM2 A 0 ThrustThing (random (0, 255), random (0, 2), 0, 0)\n FLM2 ABCDE 2 bright\n FLM2 F 1 bright A_SetTranslucent (0.75, 1)\n FLM2 F 1 bright A_SetTranslucent (0.7, 1)\n FLM2 G 1 bright A_SetTranslucent (0.65, 1)\n FLM2 G 1 bright A_SetTranslucent (0.6, 1)\n FLM2 H 1 bright A_SetTranslucent (0.55, 1)\n FLM2 H 1 bright A_SetTranslucent (0.5, 1)\n FLM2 I 1 bright A_SetTranslucent (0.45, 1)\n FLM2 I 1 bright A_SetTranslucent (0.4, 1)\n FLM2 J 1 bright A_SetTranslucent (0.35, 1)\n FLM2 J 1 bright A_SetTranslucent (0.3, 1)\n FLM2 K 1 bright A_SetTranslucent (0.25, 1)\n FLM2 K 1 bright A_SetTranslucent (0.2, 1)\n FLM2 L 1 bright A_SetTranslucent (0.15, 1)\n FLM2 L 1 bright A_SetTranslucent (0.1, 1)\n stop\n }\n}\n\nactor Flame5A : Flame4A\n{\n states\n {\n Spawn:\n FLM3 A 0\n FLM3 A 0 ThrustThingZ (0, random (4, 12), 0, 0)\n FLM3 A 0 ThrustThing (random (0, 255), random (0, 2), 0, 0)\n FLM3 ABCDE 2 bright\n FLM3 F 1 bright A_SetTranslucent (0.75, 1)\n FLM3 F 1 bright A_SetTranslucent (0.7, 1)\n FLM3 G 1 bright A_SetTranslucent (0.65, 1)\n FLM3 G 1 bright A_SetTranslucent (0.6, 1)\n FLM3 H 1 bright A_SetTranslucent (0.55, 1)\n FLM3 H 1 bright A_SetTranslucent (0.5, 1)\n FLM3 I 1 bright A_SetTranslucent (0.45, 1)\n FLM3 I 1 bright A_SetTranslucent (0.4, 1)\n FLM3 J 1 bright A_SetTranslucent (0.35, 1)\n FLM3 J 1 bright A_SetTranslucent (0.3, 1)\n FLM3 K 1 bright A_SetTranslucent (0.25, 1)\n FLM3 K 1 bright A_SetTranslucent (0.2, 1)\n FLM3 L 1 bright A_SetTranslucent (0.15, 1)\n FLM3 L 1 bright A_SetTranslucent (0.1, 1)\n stop\n }\n}\n\nactor Flame5B : Flame4A\n{\n states\n {\n Spawn:\n FLM4 A 0\n FLM4 A 0 ThrustThingZ (0, random (4, 12), 0, 0)\n FLM4 A 0 ThrustThing (random (0, 255), random (0, 2), 0, 0)\n FLM4 ABCDE 2 bright\n FLM4 F 1 bright A_SetTranslucent (0.75, 1)\n FLM4 F 1 bright A_SetTranslucent (0.7, 1)\n FLM4 G 1 bright A_SetTranslucent (0.65, 1)\n FLM4 G 1 bright A_SetTranslucent (0.6, 1)\n FLM4 H 1 bright A_SetTranslucent (0.55, 1)\n FLM4 H 1 bright A_SetTranslucent (0.5, 1)\n FLM4 I 1 bright A_SetTranslucent (0.45, 1)\n FLM4 I 1 bright A_SetTranslucent (0.4, 1)\n FLM4 J 1 bright A_SetTranslucent (0.35, 1)\n FLM4 J 1 bright A_SetTranslucent (0.3, 1)\n FLM4 K 1 bright A_SetTranslucent (0.25, 1)\n FLM4 K 1 bright A_SetTranslucent (0.2, 1)\n FLM4 L 1 bright A_SetTranslucent (0.15, 1)\n FLM4 L 1 bright A_SetTranslucent (0.1, 1)\n stop\n }\n}\n\nactor Flame6A : Flame4A\n{\n states\n {\n Spawn:\n FLM5 A 0\n FLM5 A 0 ThrustThingZ (0, random (4, 12), 0, 0)\n FLM5 A 0 ThrustThing (random (0, 255), random (0, 2), 0, 0)\n FLM5 ABCDE 2 bright\n FLM5 F 1 bright A_SetTranslucent (0.75, 1)\n FLM5 F 1 bright A_SetTranslucent (0.7, 1)\n FLM5 G 1 bright A_SetTranslucent (0.65, 1)\n FLM5 G 1 bright A_SetTranslucent (0.6, 1)\n FLM5 H 1 bright A_SetTranslucent (0.55, 1)\n FLM5 H 1 bright A_SetTranslucent (0.5, 1)\n FLM5 I 1 bright A_SetTranslucent (0.45, 1)\n FLM5 I 1 bright A_SetTranslucent (0.4, 1)\n FLM5 J 1 bright A_SetTranslucent (0.35, 1)\n FLM5 J 1 bright A_SetTranslucent (0.3, 1)\n FLM5 K 1 bright A_SetTranslucent (0.25, 1)\n FLM5 K 1 bright A_SetTranslucent (0.2, 1)\n FLM5 L 1 bright A_SetTranslucent (0.15, 1)\n FLM5 L 1 bright A_SetTranslucent (0.1, 1)\n stop\n }\n}\n\nactor Flame6B : Flame4A\n{\n states\n {\n Spawn:\n FLM6 A 0\n FLM6 A 0 ThrustThingZ (0, random (4, 12), 0, 0)\n FLM6 A 0 ThrustThing (random (0, 255), random (0, 2), 0, 0)\n FLM6 ABCDE 2 bright\n FLM6 F 1 bright A_SetTranslucent (0.75, 1)\n FLM6 F 1 bright A_SetTranslucent (0.7, 1)\n FLM6 G 1 bright A_SetTranslucent (0.65, 1)\n FLM6 G 1 bright A_SetTranslucent (0.6, 1)\n FLM6 H 1 bright A_SetTranslucent (0.55, 1)\n FLM6 H 1 bright A_SetTranslucent (0.5, 1)\n FLM6 I 1 bright A_SetTranslucent (0.45, 1)\n FLM6 I 1 bright A_SetTranslucent (0.4, 1)\n FLM6 J 1 bright A_SetTranslucent (0.35, 1)\n FLM6 J 1 bright A_SetTranslucent (0.3, 1)\n FLM6 K 1 bright A_SetTranslucent (0.25, 1)\n FLM6 K 1 bright A_SetTranslucent (0.2, 1)\n FLM6 L 1 bright A_SetTranslucent (0.15, 1)\n FLM6 L 1 bright A_SetTranslucent (0.1, 1)\n stop\n }\n}\n\nactor Fire_4x : SwitchableDecoration 32702\n{\n//$Category Stronghold_SFX\n +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n states\n {\n Spawn:\n Active:\n TNT1 A 0\n TNT1 A 0 A_Jump (216, 3)\n TNT1 A 1 A_SpawnItem (\"Flame7A\", 0, 0, 0)\n TNT1 A 0 A_SpawnItem (\"Ember2\", 0, 0, 0)\n loop\n TNT1 A 0 A_Jump (176, 2)\n TNT1 A 1 A_SpawnItem (\"FLame7B\", 0, 0, 0)\n loop\n TNT1 A 0 A_Jump (136, 2)\n TNT1 A 1 A_SpawnItem (\"Flame8A\", 0, 0, 0)\n loop\n TNT1 A 0 A_Jump (96, 2)\n TNT1 A 1 A_SpawnItem (\"Flame8B\", 0, 0, 0)\n loop\n TNT1 A 0 A_Jump (56, 2)\n TNT1 A 1 A_SpawnItem (\"Flame9A\", 0, 0, 0)\n loop\n TNT1 A 1 A_SpawnItem (\"Flame9B\", 0, 0, 0)\n loop\n Inactive:\n TNT1 A 1\n loop\n }\n}\n\nactor Flame7A\n{\n height 2\n radius 1\n +NOGRAVITY +NOCLIP +NOBLOCKMAP +MISSILE +NOINTERACTION\n renderstyle Add\n alpha 0.8\n scale 1.4\n states\n {\n Spawn:\n FLM1 A 0\n FLM1 A 0 ThrustThingZ (0, random (8, 24), 0, 0)\n FLM1 A 0 ThrustThing (random (0, 255), random (0, 4), 0, 0)\n FLM1 ABCDE 2 bright\n FLM1 F 1 bright A_SetTranslucent (0.75, 1)\n FLM1 F 1 bright A_SetTranslucent (0.7, 1)\n FLM1 G 1 bright A_SetTranslucent (0.65, 1)\n FLM1 G 1 bright A_SetTranslucent (0.6, 1)\n FLM1 H 1 bright A_SetTranslucent (0.55, 1)\n FLM1 H 1 bright A_SetTranslucent (0.5, 1)\n FLM1 I 1 bright A_SetTranslucent (0.45, 1)\n FLM1 I 1 bright A_SetTranslucent (0.4, 1)\n FLM1 J 1 bright A_SetTranslucent (0.35, 1)\n FLM1 J 1 bright A_SetTranslucent (0.3, 1)\n FLM1 K 1 bright A_SetTranslucent (0.25, 1)\n FLM1 K 1 bright A_SetTranslucent (0.2, 1)\n FLM1 L 1 bright A_SetTranslucent (0.15, 1)\n FLM1 L 1 bright A_SetTranslucent (0.1, 1)\n stop\n }\n}\n\nactor Flame7B : Flame7A\n{\n states\n {\n Spawn:\n FLM2 A 0\n FLM2 A 0 ThrustThingZ (0, random (8, 24), 0, 0)\n FLM2 A 0 ThrustThing (random (0, 255), random (0, 4), 0, 0)\n FLM2 ABCDE 2 bright\n FLM2 F 1 bright A_SetTranslucent (0.75, 1)\n FLM2 F 1 bright A_SetTranslucent (0.7, 1)\n FLM2 G 1 bright A_SetTranslucent (0.65, 1)\n FLM2 G 1 bright A_SetTranslucent (0.6, 1)\n FLM2 H 1 bright A_SetTranslucent (0.55, 1)\n FLM2 H 1 bright A_SetTranslucent (0.5, 1)\n FLM2 I 1 bright A_SetTranslucent (0.45, 1)\n FLM2 I 1 bright A_SetTranslucent (0.4, 1)\n FLM2 J 1 bright A_SetTranslucent (0.35, 1)\n FLM2 J 1 bright A_SetTranslucent (0.3, 1)\n FLM2 K 1 bright A_SetTranslucent (0.25, 1)\n FLM2 K 1 bright A_SetTranslucent (0.2, 1)\n FLM2 L 1 bright A_SetTranslucent (0.15, 1)\n FLM2 L 1 bright A_SetTranslucent (0.1, 1)\n stop\n }\n}\n\nactor Flame8A : Flame7A\n{\n states\n {\n Spawn:\n FLM3 A 0\n FLM3 A 0 ThrustThingZ (0, random (8, 24), 0, 0)\n FLM3 A 0 ThrustThing (random (0, 255), random (0, 4), 0, 0)\n FLM3 ABCDE 2 bright\n FLM3 F 1 bright A_SetTranslucent (0.75, 1)\n FLM3 F 1 bright A_SetTranslucent (0.7, 1)\n FLM3 G 1 bright A_SetTranslucent (0.65, 1)\n FLM3 G 1 bright A_SetTranslucent (0.6, 1)\n FLM3 H 1 bright A_SetTranslucent (0.55, 1)\n FLM3 H 1 bright A_SetTranslucent (0.5, 1)\n FLM3 I 1 bright A_SetTranslucent (0.45, 1)\n FLM3 I 1 bright A_SetTranslucent (0.4, 1)\n FLM3 J 1 bright A_SetTranslucent (0.35, 1)\n FLM3 J 1 bright A_SetTranslucent (0.3, 1)\n FLM3 K 1 bright A_SetTranslucent (0.25, 1)\n FLM3 K 1 bright A_SetTranslucent (0.2, 1)\n FLM3 L 1 bright A_SetTranslucent (0.15, 1)\n FLM3 L 1 bright A_SetTranslucent (0.1, 1)\n stop\n }\n}\n\nactor Flame8B : Flame7A\n{\n states\n {\n Spawn:\n FLM4 A 0\n FLM4 A 0 ThrustThingZ (0, random (8, 24), 0, 0)\n FLM4 A 0 ThrustThing (random (0, 255), random (0, 4), 0, 0)\n FLM4 ABCDE 2 bright\n FLM4 F 1 bright A_SetTranslucent (0.75, 1)\n FLM4 F 1 bright A_SetTranslucent (0.7, 1)\n FLM4 G 1 bright A_SetTranslucent (0.65, 1)\n FLM4 G 1 bright A_SetTranslucent (0.6, 1)\n FLM4 H 1 bright A_SetTranslucent (0.55, 1)\n FLM4 H 1 bright A_SetTranslucent (0.5, 1)\n FLM4 I 1 bright A_SetTranslucent (0.45, 1)\n FLM4 I 1 bright A_SetTranslucent (0.4, 1)\n FLM4 J 1 bright A_SetTranslucent (0.35, 1)\n FLM4 J 1 bright A_SetTranslucent (0.3, 1)\n FLM4 K 1 bright A_SetTranslucent (0.25, 1)\n FLM4 K 1 bright A_SetTranslucent (0.2, 1)\n FLM4 L 1 bright A_SetTranslucent (0.15, 1)\n FLM4 L 1 bright A_SetTranslucent (0.1, 1)\n stop\n }\n}\n\nactor Flame9A : Flame7A\n{\n states\n {\n Spawn:\n FLM5 A 0\n FLM5 A 0 ThrustThingZ (0, random (8, 24), 0, 0)\n FLM5 A 0 ThrustThing (random (0, 255), random (0, 4), 0, 0)\n FLM5 ABCDE 2 bright\n FLM5 F 1 bright A_SetTranslucent (0.75, 1)\n FLM5 F 1 bright A_SetTranslucent (0.7, 1)\n FLM5 G 1 bright A_SetTranslucent (0.65, 1)\n FLM5 G 1 bright A_SetTranslucent (0.6, 1)\n FLM5 H 1 bright A_SetTranslucent (0.55, 1)\n FLM5 H 1 bright A_SetTranslucent (0.5, 1)\n FLM5 I 1 bright A_SetTranslucent (0.45, 1)\n FLM5 I 1 bright A_SetTranslucent (0.4, 1)\n FLM5 J 1 bright A_SetTranslucent (0.35, 1)\n FLM5 J 1 bright A_SetTranslucent (0.3, 1)\n FLM5 K 1 bright A_SetTranslucent (0.25, 1)\n FLM5 K 1 bright A_SetTranslucent (0.2, 1)\n FLM5 L 1 bright A_SetTranslucent (0.15, 1)\n FLM5 L 1 bright A_SetTranslucent (0.1, 1)\n stop\n }\n}\n\nactor Flame9B : Flame7A\n{\n states\n {\n Spawn:\n FLM6 A 0\n FLM6 A 0 ThrustThingZ (0, random (8, 24), 0, 0)\n FLM6 A 0 ThrustThing (random (0, 255), random (0, 4), 0, 0)\n FLM6 ABCDE 2 bright\n FLM6 F 1 bright A_SetTranslucent (0.75, 1)\n FLM6 F 1 bright A_SetTranslucent (0.7, 1)\n FLM6 G 1 bright A_SetTranslucent (0.65, 1)\n FLM6 G 1 bright A_SetTranslucent (0.6, 1)\n FLM6 H 1 bright A_SetTranslucent (0.55, 1)\n FLM6 H 1 bright A_SetTranslucent (0.5, 1)\n FLM6 I 1 bright A_SetTranslucent (0.45, 1)\n FLM6 I 1 bright A_SetTranslucent (0.4, 1)\n FLM6 J 1 bright A_SetTranslucent (0.35, 1)\n FLM6 J 1 bright A_SetTranslucent (0.3, 1)\n FLM6 K 1 bright A_SetTranslucent (0.25, 1)\n FLM6 K 1 bright A_SetTranslucent (0.2, 1)\n FLM6 L 1 bright A_SetTranslucent (0.15, 1)\n FLM6 L 1 bright A_SetTranslucent (0.1, 1)\n stop\n }\n}\n\nActor SmokeA\n{\n Height 2\n Radius 1\n +Missile +NoGravity +NoInteraction +NoBlockmap\n RenderStyle Translucent\n Alpha .5\n Scale .35\n States\n {\n Spawn:\n \tTNT1 A 0\n \tTNT1 A 0 ThrustThingZ(0, random(8, 16), 0, 0)\n \tTNT1 A 0 ThrustThing(random(0, 255), random(-1, 1), 0, 0)\n \tSMK1 I 4\n \tSMK1 H 4\n \tSMK1 G 4\n \tSMK1 F 4\n \tSMK1 E 2 A_SetTranslucent(.45, 0)\n \tSMK1 E 2 A_SetTranslucent(.4, 0)\n \tSMK1 D 2 A_SetTranslucent(.35, 0)\n \tSMK1 D 2 A_SetTranslucent(.3, 0)\n \tSMK1 C 2 A_SetTranslucent(.25, 0)\n \tSMK1 C 2 A_SetTranslucent(.2, 0)\n \tSMK1 B 1 A_SetTranslucent(.18, 0)\n \tSMK1 B 1 A_SetTranslucent(.16, 0)\n \tSMK1 B 1 A_SetTranslucent(.14, 0)\n \tSMK1 B 1 A_SetTranslucent(.12, 0)\n \tSMK1 A 1 A_SetTranslucent(.1, 0)\n \tSMK1 A 1 A_SetTranslucent(.08, 0)\n \tSMK1 A 1 A_SetTranslucent(.06, 0)\n \tSMK1 A 1 A_SetTranslucent(.04, 0)\n Stop\n }\n}\n\nActor SmokeB : SmokeA\n{\n States\n {\n Spawn:\n \tTNT1 A 0\n TNT1 A 0 ThrustThingZ(0, random(8, 16), 0, 0)\n \tTNT1 A 0 ThrustThing(random(0, 255), random(-1, 1), 0, 0)\n \tSMK2 I 4\n \tSMK2 H 4\n \tSMK2 G 4\n \tSMK2 F 4\n \tSMK2 E 2 A_SetTranslucent(.45, 0)\n \tSMK2 E 2 A_SetTranslucent(.4, 0)\n \tSMK2 D 2 A_SetTranslucent(.35, 0)\n \tSMK2 D 2 A_SetTranslucent(.3, 0)\n \tSMK2 C 2 A_SetTranslucent(.25, 0)\n \tSMK2 C 2 A_SetTranslucent(.2, 0)\n \tSMK2 B 1 A_SetTranslucent(.18, 0)\n \tSMK2 B 1 A_SetTranslucent(.16, 0)\n \tSMK2 B 1 A_SetTranslucent(.14, 0)\n \tSMK2 B 1 A_SetTranslucent(.12, 0)\n \tSMK2 A 1 A_SetTranslucent(.1, 0)\n \tSMK2 A 1 A_SetTranslucent(.08, 0)\n \tSMK2 A 1 A_SetTranslucent(.06, 0)\n \tSMK2 A 1 A_SetTranslucent(.04, 0)\n Stop\n }\n}\n\nActor SmokeC : SmokeA\n{\n States\n {\n Spawn:\n \tTNT1 A 0\n TNT1 A 0 ThrustThingZ(0, random(8, 16), 0, 0)\n \tTNT1 A 0 ThrustThing(random(0, 255), random(-1, 1), 0, 0)\n \tSMK3 I 4\n \tSMK3 H 4\n \tSMK3 G 4\n \tSMK3 F 4\n \tSMK3 E 2 A_SetTranslucent(.45, 0)\n \tSMK3 E 2 A_SetTranslucent(.4, 0)\n \tSMK3 D 2 A_SetTranslucent(.35, 0)\n \tSMK3 D 2 A_SetTranslucent(.3, 0)\n \tSMK3 C 2 A_SetTranslucent(.25, 0)\n \tSMK3 C 2 A_SetTranslucent(.2, 0)\n \tSMK3 B 1 A_SetTranslucent(.18, 0)\n \tSMK3 B 1 A_SetTranslucent(.16, 0)\n \tSMK3 B 1 A_SetTranslucent(.14, 0)\n \tSMK3 B 1 A_SetTranslucent(.12, 0)\n \tSMK3 A 1 A_SetTranslucent(.1, 0)\n \tSMK3 A 1 A_SetTranslucent(.08, 0)\n \tSMK3 A 1 A_SetTranslucent(.06, 0)\n \tSMK3 A 1 A_SetTranslucent(.04, 0)\n Stop\n }\n}\n\nActor SmokeD : SmokeA\n{\n States\n {\n Spawn:\n \tTNT1 A 0\n TNT1 A 0 ThrustThingZ(0, random(8, 16), 0, 0)\n \tTNT1 A 0 ThrustThing(random(0, 255), random(-1, 1), 0, 0)\n \tSMK4 I 4\n \tSMK4 H 4\n \tSMK4 G 4\n \tSMK4 F 4\n \tSMK4 E 2 A_SetTranslucent(.45, 0)\n \tSMK4 E 2 A_SetTranslucent(.4, 0)\n \tSMK4 D 2 A_SetTranslucent(.35, 0)\n \tSMK4 D 2 A_SetTranslucent(.3, 0)\n \tSMK4 C 2 A_SetTranslucent(.25, 0)\n \tSMK4 C 2 A_SetTranslucent(.2, 0)\n \tSMK4 B 1 A_SetTranslucent(.18, 0)\n \tSMK4 B 1 A_SetTranslucent(.16, 0)\n \tSMK4 B 1 A_SetTranslucent(.14, 0)\n \tSMK4 B 1 A_SetTranslucent(.12, 0)\n \tSMK4 A 1 A_SetTranslucent(.1, 0)\n \tSMK4 A 1 A_SetTranslucent(.08, 0)\n \tSMK4 A 1 A_SetTranslucent(.06, 0)\n \tSMK4 A 1 A_SetTranslucent(.04, 0)\n Stop\n }\n}\n\nActor SmokeE : SmokeA\n{\n States\n {\n Spawn:\n \tTNT1 A 0\n TNT1 A 0 ThrustThingZ(0, random(8, 16), 0, 0)\n \tTNT1 A 0 ThrustThing(random(0, 255), random(-1, 1), 0, 0)\n \tSMK5 I 4\n \tSMK5 H 4\n \tSMK5 G 4\n \tSMK5 F 4\n \tSMK5 E 2 A_SetTranslucent(.45, 0)\n \tSMK5 E 2 A_SetTranslucent(.4, 0)\n \tSMK5 D 2 A_SetTranslucent(.35, 0)\n \tSMK5 D 2 A_SetTranslucent(.3, 0)\n \tSMK5 C 2 A_SetTranslucent(.25, 0)\n \tSMK5 C 2 A_SetTranslucent(.2, 0)\n \tSMK5 B 1 A_SetTranslucent(.18, 0)\n \tSMK5 B 1 A_SetTranslucent(.16, 0)\n \tSMK5 B 1 A_SetTranslucent(.14, 0)\n \tSMK5 B 1 A_SetTranslucent(.12, 0)\n \tSMK5 A 1 A_SetTranslucent(.1, 0)\n \tSMK5 A 1 A_SetTranslucent(.08, 0)\n \tSMK5 A 1 A_SetTranslucent(.06, 0)\n \tSMK5 A 1 A_SetTranslucent(.04, 0)\n Stop\n }\n}\n\nActor SmokeF : SmokeA\n{\n States\n {\n Spawn:\n \tTNT1 A 0\n TNT1 A 0 ThrustThingZ(0, random(8, 16), 0, 0)\n \tTNT1 A 0 ThrustThing(random(0, 255), random(-1, 1), 0, 0)\n \tSMK6 I 4\n \tSMK6 H 4\n \tSMK6 G 4\n \tSMK6 F 4\n \tSMK6 E 2 A_SetTranslucent(.45, 0)\n \tSMK6 E 2 A_SetTranslucent(.4, 0)\n \tSMK6 D 2 A_SetTranslucent(.35, 0)\n \tSMK6 D 2 A_SetTranslucent(.3, 0)\n \tSMK6 C 2 A_SetTranslucent(.25, 0)\n \tSMK6 C 2 A_SetTranslucent(.2, 0)\n \tSMK6 B 1 A_SetTranslucent(.18, 0)\n \tSMK6 B 1 A_SetTranslucent(.16, 0)\n \tSMK6 B 1 A_SetTranslucent(.14, 0)\n \tSMK6 B 1 A_SetTranslucent(.12, 0)\n \tSMK6 A 1 A_SetTranslucent(.1, 0)\n \tSMK6 A 1 A_SetTranslucent(.08, 0)\n \tSMK6 A 1 A_SetTranslucent(.06, 0)\n \tSMK6 A 1 A_SetTranslucent(.04, 0)\n Stop\n }\n}\n\nActor SmokeG : SmokeA\n{\n States\n {\n Spawn:\n \tTNT1 A 0\n TNT1 A 0 ThrustThingZ(0, random(8, 16), 0, 0)\n \tTNT1 A 0 ThrustThing(random(0, 255), random(-1, 1), 0, 0)\n \tSMK7 I 4\n \tSMK7 H 4\n \tSMK7 G 4\n \tSMK7 F 4\n \tSMK7 E 2 A_SetTranslucent(.45, 0)\n \tSMK7 E 2 A_SetTranslucent(.4, 0)\n \tSMK7 D 2 A_SetTranslucent(.35, 0)\n \tSMK7 D 2 A_SetTranslucent(.3, 0)\n \tSMK7 C 2 A_SetTranslucent(.25, 0)\n \tSMK7 C 2 A_SetTranslucent(.2, 0)\n \tSMK7 B 1 A_SetTranslucent(.18, 0)\n \tSMK7 B 1 A_SetTranslucent(.16, 0)\n \tSMK7 B 1 A_SetTranslucent(.14, 0)\n \tSMK7 B 1 A_SetTranslucent(.12, 0)\n \tSMK7 A 1 A_SetTranslucent(.1, 0)\n \tSMK7 A 1 A_SetTranslucent(.08, 0)\n \tSMK7 A 1 A_SetTranslucent(.06, 0)\n \tSMK7 A 1 A_SetTranslucent(.04, 0)\n Stop\n }\n}\n\nActor SmokeH : SmokeA\n{\n States\n {\n Spawn:\n \tTNT1 A 0\n TNT1 A 0 ThrustThingZ(0, random(8, 16), 0, 0)\n \tTNT1 A 0 ThrustThing(random(0, 255), random(-1, 1), 0, 0)\n \tSMK8 I 4\n \tSMK8 H 4\n \tSMK8 G 4\n \tSMK8 F 4\n \tSMK8 E 2 A_SetTranslucent(.45, 0)\n \tSMK8 E 2 A_SetTranslucent(.4, 0)\n \tSMK8 D 2 A_SetTranslucent(.35, 0)\n \tSMK8 D 2 A_SetTranslucent(.3, 0)\n \tSMK8 C 2 A_SetTranslucent(.25, 0)\n \tSMK8 C 2 A_SetTranslucent(.2, 0)\n \tSMK8 B 1 A_SetTranslucent(.18, 0)\n \tSMK8 B 1 A_SetTranslucent(.16, 0)\n \tSMK8 B 1 A_SetTranslucent(.14, 0)\n \tSMK8 B 1 A_SetTranslucent(.12, 0)\n \tSMK8 A 1 A_SetTranslucent(.1, 0)\n \tSMK8 A 1 A_SetTranslucent(.08, 0)\n \tSMK8 A 1 A_SetTranslucent(.06, 0)\n \tSMK8 A 1 A_SetTranslucent(.04, 0)\n Stop\n }\n}\n\nActor SmokeI : SmokeA\n{\n States\n {\n Spawn:\n \tTNT1 A 0\n TNT1 A 0 ThrustThingZ(0, random(8, 16), 0, 0)\n \tTNT1 A 0 ThrustThing(random(0, 255), random(-1, 1), 0, 0)\n \tSMK9 I 4\n \tSMK9 H 4\n \tSMK9 G 4\n \tSMK9 F 4\n \tSMK9 E 2 A_SetTranslucent(.45, 0)\n \tSMK9 E 2 A_SetTranslucent(.4, 0)\n \tSMK9 D 2 A_SetTranslucent(.35, 0)\n \tSMK9 D 2 A_SetTranslucent(.3, 0)\n \tSMK9 C 2 A_SetTranslucent(.25, 0)\n \tSMK9 C 2 A_SetTranslucent(.2, 0)\n \tSMK9 B 1 A_SetTranslucent(.18, 0)\n \tSMK9 B 1 A_SetTranslucent(.16, 0)\n \tSMK9 B 1 A_SetTranslucent(.14, 0)\n \tSMK9 B 1 A_SetTranslucent(.12, 0)\n \tSMK9 A 1 A_SetTranslucent(.1, 0)\n \tSMK9 A 1 A_SetTranslucent(.08, 0)\n \tSMK9 A 1 A_SetTranslucent(.06, 0)\n \tSMK9 A 1 A_SetTranslucent(.04, 0)\n Stop\n }\n}\n\nActor OMGFireA\n{\n Height 2\n Radius 1\n +NoBlockMap +NoGravity +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n RenderStyle Add\n Alpha .8\n Scale .25\n States\n {\n Spawn:\n \tTNT1 A 0\n TNT1 A 0 ThrustThingZ(0, random(4, 16), 0, 0)\n \tTNT1 A 0 ThrustThing(random(0, 255), random(-1, 1), 0, 0)\n \tFLM1 A 2 Bright\n \tFLM1 B 1 Bright A_SetTranslucent(.75, 1)\n \tFLM1 B 1 Bright A_SetTranslucent(.7, 1)\n \tFLM1 C 1 Bright A_SetTranslucent(.65, 1)\n \tFLM1 C 1 Bright A_SetTranslucent(.6, 1)\n \tFLM1 D 1 Bright A_SetTranslucent(.55, 1)\n \tFLM1 D 1 Bright A_SetTranslucent(.5, 1)\n \tFLM1 E 1 Bright A_SetTranslucent(.45, 1)\n \tFLM1 E 1 Bright A_SetTranslucent(.4, 1)\n \tFLM1 F 1 Bright A_SetTranslucent(.35, 1)\n \tFLM1 F 1 Bright A_SetTranslucent(.3, 1)\n \tFLM1 G 1 Bright A_SetTranslucent(.25, 1)\n \tFLM1 G 1 Bright A_SetTranslucent(.2, 1)\n \tFLM1 H 1 Bright A_SetTranslucent(.15, 1)\n \tFLM1 H 1 Bright A_SetTranslucent(.1, 1)\n \tStop\n }\n}\n\nActor OMGFireB : OMGFireA\n{\n States\n {\n Spawn:\n \tTNT1 A 0\n TNT1 A 0 ThrustThingZ(0, random(4, 16), 0, 0)\n \tTNT1 A 0 ThrustThing(random(0, 255), random(-1, 1), 0, 0)\n \tFLM2 A 2 Bright\n \tFLM2 B 1 Bright A_SetTranslucent(.75, 1)\n \tFLM2 B 1 Bright A_SetTranslucent(.7, 1)\n \tFLM2 C 1 Bright A_SetTranslucent(.65, 1)\n \tFLM2 C 1 Bright A_SetTranslucent(.6, 1)\n \tFLM2 D 1 Bright A_SetTranslucent(.55, 1)\n \tFLM2 D 1 Bright A_SetTranslucent(.5, 1)\n \tFLM2 E 1 Bright A_SetTranslucent(.45, 1)\n \tFLM2 E 1 Bright A_SetTranslucent(.4, 1)\n \tFLM2 F 1 Bright A_SetTranslucent(.35, 1)\n \tFLM2 F 1 Bright A_SetTranslucent(.3, 1)\n \tFLM2 G 1 Bright A_SetTranslucent(.25, 1)\n \tFLM2 G 1 Bright A_SetTranslucent(.2, 1)\n \tFLM2 H 1 Bright A_SetTranslucent(.15, 1)\n \tFLM2 H 1 Bright A_SetTranslucent(.1, 1)\n \tStop\n }\n}\n\nActor OMGFireC : OMGFireA\n{\n States\n {\n Spawn:\n \tTNT1 A 0\n TNT1 A 0 ThrustThingZ(0, random(4, 16), 0, 0)\n \tTNT1 A 0 ThrustThing(random(0, 255), random(-1, 1), 0, 0)\n \tFLM3 A 2 Bright\n \tFLM3 B 1 Bright A_SetTranslucent(.75, 1)\n \tFLM3 B 1 Bright A_SetTranslucent(.7, 1)\n \tFLM3 C 1 Bright A_SetTranslucent(.65, 1)\n \tFLM3 C 1 Bright A_SetTranslucent(.6, 1)\n \tFLM3 D 1 Bright A_SetTranslucent(.55, 1)\n \tFLM3 D 1 Bright A_SetTranslucent(.5, 1)\n \tFLM3 E 1 Bright A_SetTranslucent(.45, 1)\n \tFLM3 E 1 Bright A_SetTranslucent(.4, 1)\n \tFLM3 F 1 Bright A_SetTranslucent(.35, 1)\n \tFLM3 F 1 Bright A_SetTranslucent(.3, 1)\n \tFLM3 G 1 Bright A_SetTranslucent(.25, 1)\n \tFLM3 G 1 Bright A_SetTranslucent(.2, 1)\n \tFLM3 H 1 Bright A_SetTranslucent(.15, 1)\n \tFLM3 H 1 Bright A_SetTranslucent(.1, 1)\n \tStop\n }\n}\n\nActor OMGFireD : OMGFireA\n{\n States\n {\n Spawn:\n \tTNT1 A 0\n TNT1 A 0 ThrustThingZ(0, random(4, 16), 0, 0)\n \tTNT1 A 0 ThrustThing(random(0, 255), random(-1, 1), 0, 0)\n \tFLM4 A 2 Bright\n \tFLM4 B 1 Bright A_SetTranslucent(.75, 1)\n \tFLM4 B 1 Bright A_SetTranslucent(.7, 1)\n \tFLM4 C 1 Bright A_SetTranslucent(.65, 1)\n \tFLM4 C 1 Bright A_SetTranslucent(.6, 1)\n \tFLM4 D 1 Bright A_SetTranslucent(.55, 1)\n \tFLM4 D 1 Bright A_SetTranslucent(.5, 1)\n \tFLM4 E 1 Bright A_SetTranslucent(.45, 1)\n \tFLM4 E 1 Bright A_SetTranslucent(.4, 1)\n \tFLM4 F 1 Bright A_SetTranslucent(.35, 1)\n \tFLM4 F 1 Bright A_SetTranslucent(.3, 1)\n \tFLM4 G 1 Bright A_SetTranslucent(.25, 1)\n \tFLM4 G 1 Bright A_SetTranslucent(.2, 1)\n \tFLM4 H 1 Bright A_SetTranslucent(.15, 1)\n \tFLM4 H 1 Bright A_SetTranslucent(.1, 1)\n \tStop\n }\n}\n\nActor OMGFireE : OMGFireA\n{\n States\n {\n Spawn:\n \tTNT1 A 0\n TNT1 A 0 ThrustThingZ(0, random(4, 16), 0, 0)\n \tTNT1 A 0 ThrustThing(random(0, 255), random(-1, 1), 0, 0)\n \tFLM5 A 2 Bright\n \tFLM5 B 1 Bright A_SetTranslucent(.75, 1)\n \tFLM5 B 1 Bright A_SetTranslucent(.7, 1)\n \tFLM5 C 1 Bright A_SetTranslucent(.65, 1)\n \tFLM5 C 1 Bright A_SetTranslucent(.6, 1)\n \tFLM5 D 1 Bright A_SetTranslucent(.55, 1)\n \tFLM5 D 1 Bright A_SetTranslucent(.5, 1)\n \tFLM5 E 1 Bright A_SetTranslucent(.45, 1)\n \tFLM5 E 1 Bright A_SetTranslucent(.4, 1)\n \tFLM5 F 1 Bright A_SetTranslucent(.35, 1)\n \tFLM5 F 1 Bright A_SetTranslucent(.3, 1)\n \tFLM5 G 1 Bright A_SetTranslucent(.25, 1)\n \tFLM5 G 1 Bright A_SetTranslucent(.2, 1)\n \tFLM5 H 1 Bright A_SetTranslucent(.15, 1)\n \tFLM5 H 1 Bright A_SetTranslucent(.1, 1)\n \tStop\n }\n}\n\nActor OMGFireF : OMGFIreA\n{\n States\n {\n Spawn:\n \tTNT1 A 0\n TNT1 A 0 ThrustThingZ(0, random(4, 16), 0, 0)\n \tTNT1 A 0 ThrustThing(random(0, 255), random(-1, 1), 0, 0)\n \tFLM6 A 2 Bright\n \tFLM6 B 1 Bright A_SetTranslucent(.75, 1)\n \tFLM6 B 1 Bright A_SetTranslucent(.7, 1)\n \tFLM6 C 1 Bright A_SetTranslucent(.65, 1)\n \tFLM6 C 1 Bright A_SetTranslucent(.6, 1)\n \tFLM6 D 1 Bright A_SetTranslucent(.55, 1)\n \tFLM6 D 1 Bright A_SetTranslucent(.5, 1)\n \tFLM6 E 1 Bright A_SetTranslucent(.45, 1)\n \tFLM6 E 1 Bright A_SetTranslucent(.4, 1)\n \tFLM6 F 1 Bright A_SetTranslucent(.35, 1)\n \tFLM6 F 1 Bright A_SetTranslucent(.3, 1)\n \tFLM6 G 1 Bright A_SetTranslucent(.25, 1)\n \tFLM6 G 1 Bright A_SetTranslucent(.2, 1)\n \tFLM6 H 1 Bright A_SetTranslucent(.15, 1)\n \tFLM6 H 1 Bright A_SetTranslucent(.1, 1)\n \tStop\n }\n}\n\nActor OMGFireG : OMGFireA\n{\n}\n\nActor OMGFireH : OMGFireB\n{\n}\n\nActor OMGFireI : OMGFireC\n{\n}\n\nActor DummyFireA\n{\n Height 2\n Radius 1\n +Missile +NoGravity\t+NoInteraction +NoBlockmap +NoClip\n RenderStyle Add\n Alpha .8\n Scale .25\n States\n {\n Spawn:\n \tFLM1 A 2 Bright\n \tFLM1 B 1 Bright A_SetTranslucent(.75, 1)\n \tFLM1 B 1 Bright A_SetTranslucent(.7, 1)\n \tFLM1 C 1 Bright A_SetTranslucent(.65, 1)\n \tFLM1 C 1 Bright A_SetTranslucent(.6, 1)\n \tFLM1 D 1 Bright A_SetTranslucent(.55, 1)\n \tFLM1 D 1 Bright A_SetTranslucent(.5, 1)\n \tFLM1 E 1 Bright A_SetTranslucent(.45, 1)\n \tFLM1 E 1 Bright A_SetTranslucent(.4, 1)\n \tFLM1 F 1 Bright A_SetTranslucent(.35, 1)\n \tFLM1 F 1 Bright A_SetTranslucent(.3, 1)\n \tFLM1 G 1 Bright A_SetTranslucent(.25, 1)\n \tFLM1 G 1 Bright A_SetTranslucent(.2, 1)\n \tFLM1 H 1 Bright A_SetTranslucent(.15, 1)\n \tFLM1 H 1 Bright A_SetTranslucent(.1, 1)\n \tStop\n }\n}\n\nActor DummyFireB : DummyFireA\n{\n States\n {\n Spawn:\n \tFLM2 A 2 Bright\n \tFLM2 B 1 Bright A_SetTranslucent(.75, 1)\n \tFLM2 B 1 Bright A_SetTranslucent(.7, 1)\n \tFLM2 C 1 Bright A_SetTranslucent(.65, 1)\n \tFLM2 C 1 Bright A_SetTranslucent(.6, 1)\n \tFLM2 D 1 Bright A_SetTranslucent(.55, 1)\n \tFLM2 D 1 Bright A_SetTranslucent(.5, 1)\n \tFLM2 E 1 Bright A_SetTranslucent(.45, 1)\n \tFLM2 E 1 Bright A_SetTranslucent(.4, 1)\n \tFLM2 F 1 Bright A_SetTranslucent(.35, 1)\n \tFLM2 F 1 Bright A_SetTranslucent(.3, 1)\n \tFLM2 G 1 Bright A_SetTranslucent(.25, 1)\n \tFLM2 G 1 Bright A_SetTranslucent(.2, 1)\n \tFLM2 H 1 Bright A_SetTranslucent(.15, 1)\n \tFLM2 H 1 Bright A_SetTranslucent(.1, 1)\n \tStop\n }\n}\n\nActor DummyFireC : DummyFireA\n{\n States\n {\n Spawn:\n \tFLM3 A 2 Bright\n \tFLM3 B 1 Bright A_SetTranslucent(.75, 1)\n \tFLM3 B 1 Bright A_SetTranslucent(.7, 1)\n \tFLM3 C 1 Bright A_SetTranslucent(.65, 1)\n \tFLM3 C 1 Bright A_SetTranslucent(.6, 1)\n \tFLM3 D 1 Bright A_SetTranslucent(.55, 1)\n \tFLM3 D 1 Bright A_SetTranslucent(.5, 1)\n \tFLM3 E 1 Bright A_SetTranslucent(.45, 1)\n \tFLM3 E 1 Bright A_SetTranslucent(.4, 1)\n \tFLM3 F 1 Bright A_SetTranslucent(.35, 1)\n \tFLM3 F 1 Bright A_SetTranslucent(.3, 1)\n \tFLM3 G 1 Bright A_SetTranslucent(.25, 1)\n \tFLM3 G 1 Bright A_SetTranslucent(.2, 1)\n \tFLM3 H 1 Bright A_SetTranslucent(.15, 1)\n \tFLM3 H 1 Bright A_SetTranslucent(.1, 1)\n \tStop\n }\n}\n\nActor DummyFireD : DummyFireA\n{\n States\n {\n Spawn:\n \tFLM4 A 2 Bright\n \tFLM4 B 1 Bright A_SetTranslucent(.75, 1)\n \tFLM4 B 1 Bright A_SetTranslucent(.7, 1)\n \tFLM4 C 1 Bright A_SetTranslucent(.65, 1)\n \tFLM4 C 1 Bright A_SetTranslucent(.6, 1)\n \tFLM4 D 1 Bright A_SetTranslucent(.55, 1)\n \tFLM4 D 1 Bright A_SetTranslucent(.5, 1)\n \tFLM4 E 1 Bright A_SetTranslucent(.45, 1)\n \tFLM4 E 1 Bright A_SetTranslucent(.4, 1)\n \tFLM4 F 1 Bright A_SetTranslucent(.35, 1)\n \tFLM4 F 1 Bright A_SetTranslucent(.3, 1)\n \tFLM4 G 1 Bright A_SetTranslucent(.25, 1)\n \tFLM4 G 1 Bright A_SetTranslucent(.2, 1)\n \tFLM4 H 1 Bright A_SetTranslucent(.15, 1)\n \tFLM4 H 1 Bright A_SetTranslucent(.1, 1)\n \tStop\n }\n}\n\nActor DummyFireE : DummyFireA\n{\n States\n {\n Spawn:\n \tTNT1 A 0 ThrustThing(random(0, 255), random(-1, 1), 0, 0)\n \tFLM5 A 2 Bright\n \tFLM5 B 1 Bright A_SetTranslucent(.75, 1)\n \tFLM5 B 1 Bright A_SetTranslucent(.7, 1)\n \tFLM5 C 1 Bright A_SetTranslucent(.65, 1)\n \tFLM5 C 1 Bright A_SetTranslucent(.6, 1)\n \tFLM5 D 1 Bright A_SetTranslucent(.55, 1)\n \tFLM5 D 1 Bright A_SetTranslucent(.5, 1)\n \tFLM5 E 1 Bright A_SetTranslucent(.45, 1)\n \tFLM5 E 1 Bright A_SetTranslucent(.4, 1)\n \tFLM5 F 1 Bright A_SetTranslucent(.35, 1)\n \tFLM5 F 1 Bright A_SetTranslucent(.3, 1)\n \tFLM5 G 1 Bright A_SetTranslucent(.25, 1)\n \tFLM5 G 1 Bright A_SetTranslucent(.2, 1)\n \tFLM5 H 1 Bright A_SetTranslucent(.15, 1)\n \tFLM5 H 1 Bright A_SetTranslucent(.1, 1)\n \tStop\n }\n}\n\nActor DummyFireF : DummyFIreA\n{\n States\n {\n Spawn:\n \tFLM6 A 2 Bright\n \tFLM6 B 1 Bright A_SetTranslucent(.75, 1)\n \tFLM6 B 1 Bright A_SetTranslucent(.7, 1)\n \tFLM6 C 1 Bright A_SetTranslucent(.65, 1)\n \tFLM6 C 1 Bright A_SetTranslucent(.6, 1)\n \tFLM6 D 1 Bright A_SetTranslucent(.55, 1)\n \tFLM6 D 1 Bright A_SetTranslucent(.5, 1)\n \tFLM6 E 1 Bright A_SetTranslucent(.45, 1)\n \tFLM6 E 1 Bright A_SetTranslucent(.4, 1)\n \tFLM6 F 1 Bright A_SetTranslucent(.35, 1)\n \tFLM6 F 1 Bright A_SetTranslucent(.3, 1)\n \tFLM6 G 1 Bright A_SetTranslucent(.25, 1)\n \tFLM6 G 1 Bright A_SetTranslucent(.2, 1)\n \tFLM6 H 1 Bright A_SetTranslucent(.15, 1)\n \tFLM6 H 1 Bright A_SetTranslucent(.1, 1)\n \tStop\n }\n}\n\nActor DummyFireG : DummyFireA\n{}\n\nActor DummyFireH : DummyFireB\n{}\n\nActor DummyFireI : DummyFireC\n{}\n\nActor WhiteParticleA1\n{\n\tHeight 0\n\tRadius 0\n\tMass 0\n\tPROJECTILE\n\tSpeed 0\n\t+NoClip\n\t+NoBLockMap\n +NoInteraction\n\tRenderStyle Add\n\tScale 0.25\n\tStates\n\t{\n\tSpawn:\n\t\tPTCL A 0\n\t\tPTCL A 0 ThrustThingZ(0, random(5, 7), 0, 0)\n\t\tPTCL ABCABCABCABC 2\n\t\tPTCL A 2 A_SetTranslucent(0.9, 1)\n\t\tPTCL B 2 A_SetTranslucent(0.8, 1)\n\t\tPTCL C 2 A_SetTranslucent(0.7, 1)\n\t\tPTCL A 2 A_SetTranslucent(0.6, 1)\n\t\tPTCL B 2 A_SetTranslucent(0.5, 1)\n\t\tPTCL C 2 A_SetTranslucent(0.4, 1)\n\t\tPTCL A 2 A_SetTranslucent(0.3, 1)\n\t\tPTCL B 2 A_SetTranslucent(0.2, 1)\n\t\tPTCL C 2 A_SetTranslucent(0.1, 1)\n\t\tStop\n\t}\n}\n\nActor WhiteParticleB1 : WhiteParticleA1\n{\n\tStates\n\t{\n\tSpawn:\n\t\tPTCL C 0\n\t\tPTCL C 0 ThrustThingZ(0, random(5, 7), 0, 0)\n\t\tPTCL CBACBACBACBA 2\n\t\tPTCL C 2 A_SetTranslucent(0.9, 1)\n\t\tPTCL B 2 A_SetTranslucent(0.8, 1)\n\t\tPTCL A 2 A_SetTranslucent(0.7, 1)\n\t\tPTCL C 2 A_SetTranslucent(0.6, 1)\n\t\tPTCL B 2 A_SetTranslucent(0.5, 1)\n\t\tPTCL A 2 A_SetTranslucent(0.4, 1)\n\t\tPTCL C 2 A_SetTranslucent(0.3, 1)\n\t\tPTCL B 2 A_SetTranslucent(0.2, 1)\n\t\tPTCL A 2 A_SetTranslucent(0.1, 1)\n\t\tStop\n\t}\n}\n\nActor WhiteParticleA2 : WhiteParticleA1\n{\n\tScale 0.2\n}\n\nActor WhiteParticleB2 : WhiteParticleB1\n{\n\tScale 0.2\n}\n\nActor WhiteParticleA3 : WhiteParticleA1\n{\n\tScale 0.15\n}\n\nActor WhiteParticleB3 : WhiteParticleB1\n{\n\tScale 0.15\n}\n\nActor RedParticleA1 : WhiteParticleA1\n{\n\n\tTranslation \"80:80=174:174\", \"82:82=176:176\", \"84:84=178:178\", \"86:86=178:178\",\n\t\t \"88:88=180:180\", \"90:90=182:182\", \"92:92=184:184\", \"94:94=186:186\",\n\t\t \"96:96=188:188\"\n}\n\nActor RedParticleB1 : WhiteParticleB1\n{\n\n\tTranslation \"80:80=174:174\", \"82:82=176:176\", \"84:84=178:178\", \"86:86=178:178\",\n\t\t \"88:88=180:180\", \"90:90=182:182\", \"92:92=184:184\", \"94:94=186:186\",\n\t\t \"96:96=188:188\"\n}\n\nActor RedParticleA2 : RedParticleA1\n{\n\tScale 0.2\n}\n\nActor RedParticleB2 : RedParticleB1\n{\n\tScale 0.2\n}\n\nActor RedParticleA3 : RedParticleA1\n{\n\tScale 0.15\n}\n\nActor RedParticleB3 : RedParticleB1\n{\n\tScale 0.15\n}\n\nActor BlueParticleA1 : WhiteParticleA1\n{\n\n\tTranslation \"80:80=192:192\", \"82:82=193:193\", \"84:84=194:178\", \"86:86=195:196\",\n\t\t \"88:88=197:197\", \"90:90=198:198\", \"92:92=201:201\", \"94:94=202:202\",\n\t\t \"96:96=203:203\"\n}\n\nActor BlueParticleB1 : WhiteParticleB1\n{\n\n\tTranslation \"80:80=192:192\", \"82:82=193:193\", \"84:84=194:178\", \"86:86=195:196\",\n\t\t \"88:88=197:197\", \"90:90=198:198\", \"92:92=201:201\", \"94:94=202:202\",\n\t\t \"96:96=203:203\"\n}\n\nActor BlueParticleA2 : BlueParticleA1\n{\n\tScale 0.2\n}\n\nActor BlueParticleB2 : BlueParticleB1\n{\n\tScale 0.2\n}\n\nActor BlueParticleA3 : BlueParticleA1\n{\n\tScale 0.15\n}\n\nActor BlueParticleB3 : BlueParticleB1\n{\n\tScale 0.15\n}\n\nActor OrangeParticleA1 : WhiteParticleA1\n{\n\n\tTranslation \"80:80=209:209\", \"82:82=210:210\", \"84:84=211:211\", \"86:86=212:212\",\n\t\t \"88:88=213:213\", \"90:90=214:214\", \"92:92=215:215\", \"94:94=217:217\",\n\t\t \"96:96=219:219\"\n}\n\nActor OrangeParticleB1 : WhiteParticleB1\n{\n\n\tTranslation \"80:80=209:209\", \"82:82=210:210\", \"84:84=211:211\", \"86:86=212:212\",\n\t\t \"88:88=213:213\", \"90:90=214:214\", \"92:92=215:215\", \"94:94=217:217\",\n\t\t \"96:96=219:219\"\n}\n\nActor OrangeParticleA2 : OrangeParticleA1\n{\n\tScale 0.2\n}\n\nActor OrangeParticleB2 : OrangeParticleB1\n{\n\tScale 0.2\n}\n\nActor OrangeParticleA3 : OrangeParticleA1\n{\n\tScale 0.15\n}\n\nActor OrangeParticleB3 : OrangeParticleB1\n{\n\tScale 0.15\n}\n\nActor YellowParticleA1 : WhiteParticleA1\n{\n\n\tTranslation \"80:80=225:225\", \"82:82=226:226\", \"84:84=227:227\", \"86:86=228:228\",\n\t\t \"88:88=160:160\", \"90:90=161:161\", \"92:92=162:162\", \"94:94=163:163\",\n\t\t \"96:96=164:164\"\n}\n\nActor YellowParticleB1 : WhiteParticleB1\n{\n\n\tTranslation \"80:80=225:225\", \"82:82=226:226\", \"84:84=227:227\", \"86:86=228:228\",\n\t\t \"88:88=160:160\", \"90:90=161:161\", \"92:92=162:162\", \"94:94=163:163\",\n\t\t \"96:96=164:164\"\n}\n\nActor YellowParticleA2 : YellowParticleA1\n{\n\tScale 0.2\n}\n\nActor YellowParticleB2 : YellowParticleB1\n{\n\tScale 0.2\n}\n\nActor YellowParticleA3 : YellowParticleA1\n{\n\tScale 0.15\n}\n\nActor YellowParticleB3 : YellowParticleB1\n{\n\tScale 0.15\n}\n\nActor GreenParticleA1 : WhiteParticleA1\n{\n\n\tTranslation \"80:80=112:112\", \"82:82=116:116\", \"84:84=114:114\", \"86:86=115:115\",\n\t\t \"88:88=116:116\", \"90:90=117:117\", \"92:92=118:118\", \"94:94=119:119\",\n\t\t \"96:96=120:120\"\n}\n\nActor GreenParticleB1 : WhiteParticleB1\n{\n\n\tTranslation \"80:80=112:112\", \"82:82=116:116\", \"84:84=114:114\", \"86:86=115:115\",\n\t\t \"88:88=116:116\", \"90:90=117:117\", \"92:92=118:118\", \"94:94=119:119\",\n\t\t \"96:96=120:120\"\n}\n\nActor GreenParticleA2 : GreenParticleA1\n{\n\tScale 0.2\n}\n\nActor GreenParticleB2 : GreenParticleB1\n{\n\tScale 0.2\n}\n\nActor GreenParticleA3 : GreenParticleA1\n{\n\tScale 0.15\n}\n\nActor GreenParticleB3 : GreenParticleB1\n{\n\tScale 0.15\n}\n\nActor ParticleSpawnerWhite\n{\n\tHeight 0\n\tRadius 0\n\tSpeed 1\n\tPROJECTILE\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n \t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(224, 2)\n\t\tTNT1 A 1 A_SpawnItem(\"WhiteParticleA1\", 0, 0, 0)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(192, 2)\n\t\tTNT1 A 1 A_SpawnItem(\"WhiteParticleB1\", 0, 0, 0)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(160, 2)\n\t\tTNT1 A 1 A_SpawnItem(\"WhiteParticleA2\", 0, 0, 0)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1 A_SpawnItem(\"WhiteParticleB2\", 0, 0, 0)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(96, 2)\n\t\tTNT1 A 1 A_SpawnItem(\"WhiteParticleA3\", 0, 0, 0)\n\t\tStop\n\t\tTNT1 A 1 A_SpawnItem(\"WhiteParticleB3\", 0, 0, 0)\n\t\tStop\n\t}\n}\n\nActor ParticleSpawnerRed : ParticleSpawnerWhite\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n \t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(224, 2)\n\t\tTNT1 A 1 A_SpawnItem(\"RedParticleA1\", 0, 0, 0)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(192, 2)\n\t\tTNT1 A 1 A_SpawnItem(\"RedParticleB1\", 0, 0, 0)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(160, 2)\n\t\tTNT1 A 1 A_SpawnItem(\"RedParticleA1\", 0, 0, 0)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1 A_SpawnItem(\"RedParticleB1\", 0, 0, 0)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(96, 2)\n\t\tTNT1 A 1 A_SpawnItem(\"RedParticleA1\", 0, 0, 0)\n\t\tStop\n\t\tTNT1 A 1 A_SpawnItem(\"RedParticleB1\", 0, 0, 0)\n\t\tStop\n\t}\n}\n\nActor ParticleSpawnerBlue : ParticleSpawnerWhite\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n \t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(224, 2)\n\t\tTNT1 A 1 A_SpawnItem(\"BlueParticleA1\", 0, 0, 0)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(192, 2)\n\t\tTNT1 A 1 A_SpawnItem(\"BlueParticleB1\", 0, 0, 0)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(160, 2)\n\t\tTNT1 A 1 A_SpawnItem(\"BlueParticleA2\", 0, 0, 0)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1 A_SpawnItem(\"BlueParticleB2\", 0, 0, 0)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(96, 2)\n\t\tTNT1 A 1 A_SpawnItem(\"BlueParticleA3\", 0, 0, 0)\n\t\tStop\n\t\tTNT1 A 1 A_SpawnItem(\"BlueParticleB3\", 0, 0, 0)\n\t\tStop\n\t}\n}\n\nActor ParticleSpawnerOrange : ParticleSpawnerWhite\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n \t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(224, 2)\n\t\tTNT1 A 1 A_SpawnItem(\"OrangeParticleA1\", 0, 0, 0)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(192, 2)\n\t\tTNT1 A 1 A_SpawnItem(\"OrangeParticleB1\", 0, 0, 0)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(160, 2)\n\t\tTNT1 A 1 A_SpawnItem(\"OrangeParticleA2\", 0, 0, 0)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1 A_SpawnItem(\"OrangeParticleB2\", 0, 0, 0)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(96, 2)\n\t\tTNT1 A 1 A_SpawnItem(\"OrangeParticleA3\", 0, 0, 0)\n\t\tStop\n\t\tTNT1 A 1 A_SpawnItem(\"OrangeParticleB3\", 0, 0, 0)\n\t\tStop\n\t}\n}\n\nActor ParticleSpawnerYellow : ParticleSpawnerWhite\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n \t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(224, 2)\n\t\tTNT1 A 1 A_SpawnItem(\"YellowParticleA1\", 0, 0, 0)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(192, 2)\n\t\tTNT1 A 1 A_SpawnItem(\"YellowParticleB1\", 0, 0, 0)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(160, 2)\n\t\tTNT1 A 1 A_SpawnItem(\"YellowParticleA2\", 0, 0, 0)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1 A_SpawnItem(\"YellowParticleB2\", 0, 0, 0)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(96, 2)\n\t\tTNT1 A 1 A_SpawnItem(\"YellowParticleA3\", 0, 0, 0)\n\t\tStop\n\t\tTNT1 A 1 A_SpawnItem(\"YellowParticleB3\", 0, 0, 0)\n\t\tStop\n\t}\n}\n\nActor ParticleSpawnerGreen : ParticleSpawnerWhite\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n \t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(224, 2)\n\t\tTNT1 A 1 A_SpawnItem(\"GreenParticleA1\", 0, 0, 0)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(192, 2)\n\t\tTNT1 A 1 A_SpawnItem(\"GreenParticleB1\", 0, 0, 0)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(160, 2)\n\t\tTNT1 A 1 A_SpawnItem(\"GreenParticleA2\", 0, 0, 0)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1 A_SpawnItem(\"GreenParticleB2\", 0, 0, 0)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(96, 2)\n\t\tTNT1 A 1 A_SpawnItem(\"GreenParticleA3\", 0, 0, 0)\n\t\tStop\n\t\tTNT1 A 1 A_SpawnItem(\"GreenParticleB3\", 0, 0, 0)\n\t\tStop\n\t}\n}\n\nActor SparkleFountain_W : SwitchableDecoration 20018\n{\n//$Category Stronghold_SFX\n\tHeight 0\n\tRadius 0\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\tActive:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"ParticleSpawnerWhite\", 0, 0, random(0, 360), 2, 0)\n\t\tLoop\n\tInactive:\n\t\tTNT1 A 1\n\t\tLoop\n\t}\n}\n\nActor SparkleFountain_R : SwitchableDecoration 20019\n{\n//$Category Stronghold_SFX\n\tHeight 0\n\tRadius 0\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\tActive:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"ParticleSpawnerRed\", 0, 0, random(0, 360), 2, 0)\n\t\tLoop\n\tInactive:\n\t\tTNT1 A 1\n\t\tLoop\n\t}\n}\n\nActor SparkleFountain_B : SwitchableDecoration 20020\n{\n//$Category Stronghold_SFX\n\tHeight 0\n\tRadius 0\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\tActive:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"ParticleSpawnerBlue\", 0, 0, random(0, 360), 2, 0)\n\t\tLoop\n\tInactive:\n\t\tTNT1 A 1\n\t\tLoop\n\t}\n}\n\nActor SparkelFountain_O : SwitchableDecoration 20021\n{\n//$Category Stronghold_SFX\n\tHeight 0\n\tRadius 0\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\tActive:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"ParticleSpawnerOrange\", 0, 0, random(0, 360), 2, 0)\n\t\tLoop\n\tInactive:\n\t\tTNT1 A 1\n\t\tLoop\n\t}\n}\n\nActor SparkelFountain_Y : SwitchableDecoration 20022\n{\n//$Category Stronghold_SFX\n\tHeight 0\n\tRadius 0\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\tActive:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"ParticleSpawnerYellow\", 0, 0, random(0, 360), 2, 0)\n\t\tLoop\n\tInactive:\n\t\tTNT1 A 1\n\t\tLoop\n\t}\n}\n\nActor SparkleFountain_G : SwitchableDecoration 20023\n{\n//$Category Stronghold_SFX\n\tHeight 0\n\tRadius 0\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\tActive:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"ParticleSpawnerGreen\", 0, 0, random(0, 360), 2, 0)\n\t\tLoop\n\tInactive:\n\t\tTNT1 A 1\n\t\tLoop\n\t}\n}\n\nActor SparkFlare_B1\n{\n\tHeight 0\n\tRadius 0\n\t+Missile +NoGravity +NoClip +NoBlockMap +NoInteraction\n\tRenderStyle Add\n\tTranslation \"80:104=192:204\", \"105:111=240:246\", \"3:3=206:206\"\n\tStates\n\t{\n\tSpawn:\n\t SPRK A 1 Bright\n\t SPRK B 1 Bright A_SetTranslucent(.8,1)\n \t SPRK C 1 Bright A_SetTranslucent(.7,1)\n \t SPRK D 1 Bright A_SetTranslucent(.6,1)\n \t SPRK E 1 Bright A_SetTranslucent(.5,1)\n \t SPRK F 1 Bright A_SetTranslucent(.4,1)\n \t SPRK G 1 Bright A_SetTranslucent(.3,1)\n SPRK H 1 Bright A_SetTranslucent(.2,1)\n\t Stop\n\t}\n}\n\nActor SparkFlare_G1 : SparkFlare_B1\n{\n\tTranslation \"80:111=112:127\", \"3:3=125:125\"\n}\n\nActor SparkFlare_O1 : SparkFlare_B1\n{\n\tTranslation \"80:106=209:223\", \"107:111=232:236\", \"3:3=233:233\"\n}\n\nActor SparkFlare_R1 : SparkFlare_B1\n{\n\tTranslation \"80:111=169:191\", \"3:3=187:187\"\n}\n\nActor SparkFlare_C1 : SparkFlare_B1\n{\n\tTranslation \"80:82=225:227\", \"83:83=160:160\", \"84:87=228:231\", \"88:111=161:167\", \"3:3=164:164\"\n}\n\nActor SparkFlare_Y1 : SparkFlare_B1\n{\n\tTranslation \"80:97=225:227\", \"98:98=160:160\", \"99:103=228:231\", \"104:111=161:167\", \"3:3=161:161\"\n}\n\nActor Sparker_B_Down : SwitchableDecoration 20000\n{\n//$Category Stronghold_SFX\n\tHeight 2\n\tRadius 0\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\tActive:\n\t TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"world/spark\")\n\t TNT1 A 1 A_SpawnItem(\"SparkFlare_B1\", 0, 0, 0)\n\t TNT1 A 0 A_CustomMissile(\"Spark_B1\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B2\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B3\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B4\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B5\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B6\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B7\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B8\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B9\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 1 A_CustomMissile(\"Spark_B1\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B2\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B3\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B4\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B5\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B6\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B7\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B8\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B9\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t Goto Inactive\n\tInactive:\n\t TNT1 A 1\n\t Loop\n\t}\n}\n\nActor Sparker_B_Normal : SwitchableDecoration 20001\n{\n//$Category Stronghold_SFX\n\tHeight 2\n\tRadius 0\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\tActive:\n\t TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"world/spark\")\n\t TNT1 A 1 A_SpawnItem(\"SparkFlare_B1\", 0, 0, 0)\n\t TNT1 A 0 A_CustomMissile(\"Spark_B1\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B2\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B3\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B4\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B5\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B6\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B7\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B8\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B9\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 1 A_CustomMissile(\"Spark_B1\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B2\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B3\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B4\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B5\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B6\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B7\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B8\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B9\", 0, 0, random(0, 360), 2, random(45, 135))\n\t Goto Inactive\n\tInactive:\n\t TNT1 A 1\n\t Loop\n\t}\n}\n\nActor Sparker_B_Up : SwitchableDecoration 20002\n{\n//$Category Stronghold_SFX\n\tHeight 2\n\tRadius 0\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\tActive:\n\t TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"world/spark\")\n\t TNT1 A 1 A_SpawnItem(\"SparkFlare_B1\", 0, 0, 0)\n\t TNT1 A 0 A_CustomMissile(\"Spark_B1\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B2\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B3\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B4\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B5\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B6\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B7\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B8\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B9\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 1 A_CustomMissile(\"Spark_B1\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B2\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B3\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B4\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B5\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B6\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B7\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B8\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_B9\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t Goto Inactive\n\tInactive:\n\t TNT1 A 1\n\t Loop\n\t}\n}\n\nActor Sparker_G_Down : SwitchableDecoration 20003\n{\n//$Category Stronghold_SFX\n\tHeight 2\n\tRadius 0\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\tActive:\n\t TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"world/spark\")\n\t TNT1 A 1 A_SpawnItem(\"SparkFlare_G1\", 0, 0, 0)\n\t TNT1 A 0 A_CustomMissile(\"Spark_G1\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G2\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G3\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G4\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G5\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G6\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G7\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G8\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G9\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 1 A_CustomMissile(\"Spark_G1\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G2\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G3\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G4\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G5\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G6\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G7\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G8\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G9\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t Goto Inactive\n\tInactive:\n\t TNT1 A 1\n\t Loop\n\t}\n}\n\nActor Sparker_G_Normal : SwitchableDecoration 20004\n{\n//$Category Stronghold_SFX\n\tHeight 2\n\tRadius 0\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\tActive:\n\t TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"world/spark\")\n\t TNT1 A 1 A_SpawnItem(\"SparkFlare_G1\", 0, 0, 0)\n\t TNT1 A 0 A_CustomMissile(\"Spark_G1\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G2\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G3\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G4\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G5\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G6\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G7\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G8\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G9\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 1 A_CustomMissile(\"Spark_G1\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G2\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G3\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G4\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G5\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G6\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G7\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G8\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G9\", 0, 0, random(0, 360), 2, random(45, 135))\n\t Goto Inactive\n\tInactive:\n\t TNT1 A 1\n\t Loop\n\t}\n}\n\nActor Sparker_G_Up : SwitchableDecoration 20005\n{\n//$Category Stronghold_SFX\n\tHeight 2\n\tRadius 0\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\tActive:\n\t TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"world/spark\")\n\t TNT1 A 1 A_SpawnItem(\"SparkFlare_G1\", 0, 0, 0)\n\t TNT1 A 0 A_CustomMissile(\"Spark_G1\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G2\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G3\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G4\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G5\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G6\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G7\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G8\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G9\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 1 A_CustomMissile(\"Spark_G1\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G2\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G3\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G4\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G5\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G6\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G7\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G8\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_G9\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t Goto Inactive\n\tInactive:\n\t TNT1 A 1\n\t Loop\n\t}\n}\n\nActor Sparker_O_Down : SwitchableDecoration 20006\n{\n//$Category Stronghold_SFX\n\tHeight 2\n\tRadius 0\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\tActive:\n\t TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"world/spark\")\n\t TNT1 A 1 A_SpawnItem(\"SparkFlare_O1\", 0, 0, 0)\n\t TNT1 A 0 A_CustomMissile(\"Spark_O1\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O2\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O3\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O4\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O5\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O6\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O7\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O8\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O9\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 1 A_CustomMissile(\"Spark_O1\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O2\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O3\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O4\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O5\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O6\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O7\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O8\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O9\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t Goto Inactive\n\tInactive:\n\t TNT1 A 1\n\t Loop\n\t}\n}\n\nActor Sparker_O_Normal : SwitchableDecoration 20007\n{\n//$Category Stronghold_SFX\n\tHeight 2\n\tRadius 0\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\tActive:\n\t TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"world/spark\")\n\t TNT1 A 1 A_SpawnItem(\"SparkFlare_O1\", 0, 0, 0)\n\t TNT1 A 0 A_CustomMissile(\"Spark_O1\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O2\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O3\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O4\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O5\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O6\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O7\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O8\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O9\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 1 A_CustomMissile(\"Spark_O1\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O2\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O3\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O4\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O5\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O6\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O7\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O8\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O9\", 0, 0, random(0, 360), 2, random(45, 135))\n\t Goto Inactive\n\tInactive:\n\t TNT1 A 1\n\t Loop\n\t}\n}\n\nActor Sparker_O_Up : SwitchableDecoration 20008\n{\n//$Category Stronghold_SFX\n\tHeight 2\n\tRadius 0\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\tActive:\n\t TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"world/spark\")\n\t TNT1 A 1 A_SpawnItem(\"SparkFlare_O1\", 0, 0, 0)\n\t TNT1 A 0 A_CustomMissile(\"Spark_O1\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O2\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O3\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O4\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O5\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O6\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O7\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O8\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O9\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 1 A_CustomMissile(\"Spark_O1\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O2\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O3\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O4\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O5\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O6\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O7\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O8\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_O9\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t Goto Inactive\n\tInactive:\n\t TNT1 A 1\n\t Loop\n\t}\n}\n\nActor Sparker_R_Down : SwitchableDecoration 20009\n{\n//$Category Stronghold_SFX\n\tHeight 2\n\tRadius 0\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\tActive:\n\t TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"world/spark\")\n\t TNT1 A 1 A_SpawnItem(\"SparkFlare_R1\", 0, 0, 0)\n\t TNT1 A 0 A_CustomMissile(\"Spark_R1\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R2\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R3\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R4\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R5\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R6\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R7\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R8\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R9\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 1 A_CustomMissile(\"Spark_R1\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R2\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R3\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R4\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R5\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R6\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R7\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R8\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R9\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t Goto Inactive\n\tInactive:\n\t TNT1 A 1\n\t Loop\n\t}\n}\n\nActor Sparker_R_Normal : SwitchableDecoration 20010\n{\n//$Category Stronghold_SFX\n\tHeight 2\n\tRadius 0\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\tActive:\n\t TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"world/spark\")\n\t TNT1 A 1 A_SpawnItem(\"SparkFlare_R1\", 0, 0, 0)\n\t TNT1 A 0 A_CustomMissile(\"Spark_R1\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R2\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R3\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R4\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R5\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R6\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R7\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R8\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R9\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R1\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 1 A_CustomMissile(\"Spark_R2\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R3\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R4\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R5\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R6\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R7\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R8\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R9\", 0, 0, random(0, 360), 2, random(45, 135))\n\t Goto Inactive\n\tInactive:\n\t TNT1 A 1\n\t Loop\n\t}\n}\n\nActor Sparker_R_Up : SwitchableDecoration 20011\n{\n//$Category Stronghold_SFX\n\tHeight 2\n\tRadius 0\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\tActive:\n\t TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"world/spark\")\n\t TNT1 A 1 A_SpawnItem(\"SparkFlare_R1\", 0, 0, 0)\n\t TNT1 A 0 A_CustomMissile(\"Spark_R1\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R2\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R3\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R4\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R5\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R6\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R7\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R8\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R9\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 1 A_CustomMissile(\"Spark_R1\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R2\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R3\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R4\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R5\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R6\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R7\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R8\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_R9\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t Goto Inactive\n\tInactive:\n\t TNT1 A 1\n\t Loop\n\t}\n}\n\nActor Sparker_C_Down : SwitchableDecoration 20012\n{\n//$Category Stronghold_SFX\n\tHeight 2\n\tRadius 0\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\tActive:\n\t TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"world/spark\")\n\t TNT1 A 1 A_SpawnItem(\"SparkFlare_C1\", 0, 0, 0)\n\t TNT1 A 0 A_CustomMissile(\"Spark_C1\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C2\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C3\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C4\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C5\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C6\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C7\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C8\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C9\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 1 A_CustomMissile(\"Spark_C1\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C2\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C3\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C4\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C5\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C6\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C7\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C8\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C9\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t Goto Inactive\n\tInactive:\n\t TNT1 A 1\n\t Loop\n\t}\n}\n\nActor Sparker_C_Normal : SwitchableDecoration 20013\n{\n//$Category Stronghold_SFX\n\tHeight 2\n\tRadius 0\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\tActive:\n\t TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"world/spark\")\n\t TNT1 A 1 A_SpawnItem(\"SparkFlare_C1\", 0, 0, 0)\n\t TNT1 A 0 A_CustomMissile(\"Spark_C1\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C2\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C3\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C4\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C5\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C6\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C7\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C8\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C9\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 1 A_CustomMissile(\"Spark_C1\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C2\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C3\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C4\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C5\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C6\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C7\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C8\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C9\", 0, 0, random(0, 360), 2, random(45, 135))\n\t Goto Inactive\n\tInactive:\n\t TNT1 A 1\n\t Loop\n\t}\n}\n\nActor Sparker_C_Up : SwitchableDecoration 20014\n{\n//$Category Stronghold_SFX\n\tHeight 2\n\tRadius 0\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\tActive:\n\t TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"world/spark\")\n\t TNT1 A 1 A_SpawnItem(\"SparkFlare_C1\", 0, 0, 0)\n\t TNT1 A 0 A_CustomMissile(\"Spark_C1\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C2\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C3\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C4\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C5\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C6\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C7\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C8\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C9\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 1 A_CustomMissile(\"Spark_C1\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C2\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C3\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C4\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C5\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C6\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C7\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C8\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_C9\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t Goto Inactive\n\tInactive:\n\t TNT1 A 1\n\t Loop\n\t}\n}\n\nActor Sparker_Y_Down : SwitchableDecoration 20015\n{\n//$Category Stronghold_SFX\n\tHeight 2\n\tRadius 0\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\tActive:\n\t TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"world/spark\")\n\t TNT1 A 1 A_SpawnItem(\"SparkFlare_Y1\", 0, 0, 0)\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y1\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y2\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y3\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y4\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y5\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y6\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y7\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y8\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y9\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 1 A_CustomMissile(\"Spark_Y1\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y2\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y3\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y4\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y5\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y6\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y7\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y8\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y9\", 0, 0, random(0, 360), 2, random(-158, -22))\n\t Goto Inactive\n\tInactive:\n\t TNT1 A 1\n\t Loop\n\t}\n}\n\nActor Sparker_Y_Normal : SwitchableDecoration 20016\n{\n//$Category Stronghold_SFX\n\tHeight 2\n\tRadius 0\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\tActive:\n\t TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"world/spark\")\n\t TNT1 A 1 A_SpawnItem(\"SparkFlare_Y1\", 0, 0, 0)\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y1\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y2\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y3\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y4\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y5\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y6\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y7\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y8\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y9\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 1 A_CustomMissile(\"Spark_Y1\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y2\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y3\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y4\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y5\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y6\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y7\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y8\", 0, 0, random(0, 360), 2, random(45, 135))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y9\", 0, 0, random(0, 360), 2, random(45, 135))\n\t Goto Inactive\n\tInactive:\n\t TNT1 A 1\n\t Loop\n\t}\n}\n\nActor Sparker_Y_Up : SwitchableDecoration 20017\n{\n//$Category Stronghold_SFX\n\tHeight 2\n\tRadius 0\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\tActive:\n\t TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"world/spark\")\n\t TNT1 A 1 A_SpawnItem(\"SparkFlare_Y1\", 0, 0, 0)\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y1\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y2\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y3\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y4\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y5\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y6\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y7\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y8\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y9\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 1 A_CustomMissile(\"Spark_Y1\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y2\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y3\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y4\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y5\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y6\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y7\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y8\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t TNT1 A 0 A_CustomMissile(\"Spark_Y9\", 0, 0, random(-45, 45), 2, random(-45, 45))\n\t Goto Inactive\n\tInactive:\n\t TNT1 A 1\n\t Loop\n\t}\n}\n\nActor Spark_B1\n{\n\tSpeed 3\n\tHeight 2\n\tRadius 1\n\tMass 0\n\t+Missile +LowGravity\n\tRenderStyle Add\n\tScale 0.12\n\tTranslation \"80:104=192:204\", \"205:211=240:246\", \"3:3=206:206\"\n\tStates\n\t{\n\tSpawn:\n\t SPRK A 0\n\t SPRK A 64 Bright\n\t SPRK B 1 Bright A_SetTranslucent(.8,1)\n \t SPRK C 1 Bright A_SetTranslucent(.7,1)\n \t SPRK D 1 Bright A_SetTranslucent(.6,1)\n \t SPRK E 1 Bright A_SetTranslucent(.5,1)\n \t SPRK F 1 Bright A_SetTranslucent(.4,1)\n \t SPRK G 1 Bright A_SetTranslucent(.3,1)\n SPRK H 1 Bright A_SetTranslucent(.2,1)\n\t Stop\n\tDeath:\n\t SPRK B 1 Bright A_SetTranslucent(.8,1)\n \t SPRK C 1 Bright A_SetTranslucent(.7,1)\n \t SPRK D 1 Bright A_SetTranslucent(.6,1)\n \t SPRK E 1 Bright A_SetTranslucent(.5,1)\n \t SPRK F 1 Bright A_SetTranslucent(.4,1)\n \t SPRK G 1 Bright A_SetTranslucent(.3,1)\n SPRK H 1 Bright A_SetTranslucent(.2,1)\n \t Stop\n\t}\n}\n\nActor Spark_B2 : Spark_B1\n{\n\tScale 0.1\n}\n\nActor Spark_B3 : Spark_B1\n{\n\tScale 0.08\n}\n\nActor Spark_B4 : Spark_B1\n{\n\tSpeed 2\n}\n\nActor Spark_B5 : Spark_B1\n{\n\tSpeed 2\n\tScale 0.1\n}\n\nActor Spark_B6 : Spark_B1\n{\n\tSpeed 2\n\tScale 0.08\n}\n\nActor Spark_B7 : Spark_B1\n{\n\tSpeed 1\n}\n\nActor Spark_B8 : Spark_B1\n{\n\tSpeed 1\n\tScale 0.1\n}\n\nActor Spark_B9 : Spark_B1\n{\n\tSpeed 1\n\tScale 0.08\n}\n\nActor Spark_G1\n{\n\tSpeed 3\n\tHeight 2\n\tRadius 1\n\tMass 0\n\t+Missile +LowGravity\n\tRenderStyle Add\n\tScale 0.12\n\tTranslation \"80:111=112:127\", \"3:3=125:125\"\n\tStates\n\t{\n\tSpawn:\n\t SPRK A 0\n\t SPRK A 64 Bright\n\t SPRK B 1 Bright A_SetTranslucent(.8,1)\n \t SPRK C 1 Bright A_SetTranslucent(.7,1)\n \t SPRK D 1 Bright A_SetTranslucent(.6,1)\n \t SPRK E 1 Bright A_SetTranslucent(.5,1)\n \t SPRK F 1 Bright A_SetTranslucent(.4,1)\n \t SPRK G 1 Bright A_SetTranslucent(.3,1)\n SPRK H 1 Bright A_SetTranslucent(.2,1)\n\t Stop\n\tDeath:\n\t SPRK B 1 Bright A_SetTranslucent(.8,1)\n \t SPRK C 1 Bright A_SetTranslucent(.7,1)\n \t SPRK D 1 Bright A_SetTranslucent(.6,1)\n \t SPRK E 1 Bright A_SetTranslucent(.5,1)\n \t SPRK F 1 Bright A_SetTranslucent(.4,1)\n \t SPRK G 1 Bright A_SetTranslucent(.3,1)\n SPRK H 1 Bright A_SetTranslucent(.2,1)\n \t Stop\n\t}\n}\n\nActor Spark_G2 : Spark_G1\n{\n\tScale 0.1\n}\n\nActor Spark_G3 : Spark_G1\n{\n\tScale 0.08\n}\n\nActor Spark_G4 : Spark_G1\n{\n\tSpeed 2\n}\n\nActor Spark_G5 : Spark_G1\n{\n\tSpeed 2\n\tScale 0.1\n}\n\nActor Spark_G6 : Spark_G1\n{\n\tSpeed 2\n\tScale 0.08\n}\n\nActor Spark_G7 : Spark_G1\n{\n\tSpeed 1\n}\n\nActor Spark_G8 : Spark_G1\n{\n\tSpeed 1\n\tScale 0.1\n}\n\nActor Spark_G9 : Spark_G1\n{\n\tSpeed 1\n\tScale 0.08\n}\n\nActor Spark_O1\n{\n\tSpeed 3\n\tHeight 2\n\tRadius 1\n\tMass 0\n\t+Missile +LowGravity\n\tRenderStyle Add\n\tScale 0.12\n\tTranslation \"80:106=209:223\", \"107:111=232:236\", \"3:3=233:233\"\n\tStates\n\t{\n\tSpawn:\n\t SPRK A 0\n\t SPRK A 64 Bright\n\t SPRK B 1 Bright A_SetTranslucent(.8,1)\n \t SPRK C 1 Bright A_SetTranslucent(.7,1)\n \t SPRK D 1 Bright A_SetTranslucent(.6,1)\n \t SPRK E 1 Bright A_SetTranslucent(.5,1)\n \t SPRK F 1 Bright A_SetTranslucent(.4,1)\n \t SPRK G 1 Bright A_SetTranslucent(.3,1)\n SPRK H 1 Bright A_SetTranslucent(.2,1)\n\t Stop\n\tDeath:\n\t SPRK B 1 Bright A_SetTranslucent(.8,1)\n \t SPRK C 1 Bright A_SetTranslucent(.7,1)\n \t SPRK D 1 Bright A_SetTranslucent(.6,1)\n \t SPRK E 1 Bright A_SetTranslucent(.5,1)\n \t SPRK F 1 Bright A_SetTranslucent(.4,1)\n \t SPRK G 1 Bright A_SetTranslucent(.3,1)\n SPRK H 1 Bright A_SetTranslucent(.2,1)\n \t Stop\n\t}\n}\n\nActor Spark_O2 : Spark_O1\n{\n\tScale 0.1\n}\n\nActor Spark_O3 : Spark_O1\n{\n\tScale 0.08\n}\n\nActor Spark_O4 : Spark_O1\n{\n\tSpeed 2\n}\n\nActor Spark_O5 : Spark_O1\n{\n\tSpeed 2\n\tScale 0.1\n}\n\nActor Spark_O6 : Spark_O1\n{\n\tSpeed 2\n\tScale 0.08\n}\n\nActor Spark_O7 : Spark_O1\n{\n\tSpeed 1\n}\n\nActor Spark_O8 : Spark_O1\n{\n\tSpeed 1\n\tScale 0.1\n}\n\nActor Spark_O9 : Spark_O1\n{\n\tSpeed 1\n\tScale 0.08\n}\n\nActor Spark_R1\n{\n\tSpeed 3\n\tHeight 2\n\tRadius 1\n\tMass 0\n\t+Missile +LowGravity\n\tRenderStyle Add\n\tScale 0.12\n\tTranslation \"80:111=169:191\", \"3:3=187:187\"\n\tStates\n\t{\n\tSpawn:\n\t SPRK A 0\n\t SPRK A 64 Bright\n\t SPRK B 1 Bright A_SetTranslucent(.8,1)\n \t SPRK C 1 Bright A_SetTranslucent(.7,1)\n \t SPRK D 1 Bright A_SetTranslucent(.6,1)\n \t SPRK E 1 Bright A_SetTranslucent(.5,1)\n \t SPRK F 1 Bright A_SetTranslucent(.4,1)\n \t SPRK G 1 Bright A_SetTranslucent(.3,1)\n SPRK H 1 Bright A_SetTranslucent(.2,1)\n\t Stop\n\tDeath:\n\t SPRK B 1 Bright A_SetTranslucent(.8,1)\n \t SPRK C 1 Bright A_SetTranslucent(.7,1)\n \t SPRK D 1 Bright A_SetTranslucent(.6,1)\n \t SPRK E 1 Bright A_SetTranslucent(.5,1)\n \t SPRK F 1 Bright A_SetTranslucent(.4,1)\n \t SPRK G 1 Bright A_SetTranslucent(.3,1)\n SPRK H 1 Bright A_SetTranslucent(.2,1)\n \t Stop\n\t}\n}\n\nActor Spark_R2 : Spark_R1\n{\n\tScale 0.1\n}\n\nActor Spark_R3 : Spark_R1\n{\n\tScale 0.08\n}\n\nActor Spark_R4 : Spark_R1\n{\n\tSpeed 2\n}\n\nActor Spark_R5 : Spark_R1\n{\n\tSpeed 2\n\tScale 0.1\n}\n\nActor Spark_R6 : Spark_R1\n{\n\tSpeed 2\n\tScale 0.08\n}\n\nActor Spark_R7 : Spark_R1\n{\n\tSpeed 1\n}\n\nActor Spark_R8 : Spark_R1\n{\n\tSpeed 1\n\tScale 0.1\n}\n\nActor Spark_R9 : Spark_R1\n{\n\tSpeed 1\n\tScale 0.08\n}\n\nActor Spark_C1\n{\n\tSpeed 3\n\tHeight 2\n\tRadius 1\n\tMass 0\n\t+Missile +LowGravity\n\tRenderStyle Add\n\tScale 0.12\n\tTranslation \"80:82=225:227\", \"83:83=160:160\", \"84:87=228:231\", \"88:111=161:167\", \"3:3=164:164\"\n\tStates\n\t{\n\tSpawn:\n\t SPRK A 0\n\t SPRK A 64 Bright\n\t SPRK B 1 Bright A_SetTranslucent(.8,1)\n \t SPRK C 1 Bright A_SetTranslucent(.7,1)\n \t SPRK D 1 Bright A_SetTranslucent(.6,1)\n \t SPRK E 1 Bright A_SetTranslucent(.5,1)\n \t SPRK F 1 Bright A_SetTranslucent(.4,1)\n \t SPRK G 1 Bright A_SetTranslucent(.3,1)\n SPRK H 1 Bright A_SetTranslucent(.2,1)\n\t Stop\n\tDeath:\n\t SPRK B 1 Bright A_SetTranslucent(.8,1)\n \t SPRK C 1 Bright A_SetTranslucent(.7,1)\n \t SPRK D 1 Bright A_SetTranslucent(.6,1)\n \t SPRK E 1 Bright A_SetTranslucent(.5,1)\n \t SPRK F 1 Bright A_SetTranslucent(.4,1)\n \t SPRK G 1 Bright A_SetTranslucent(.3,1)\n SPRK H 1 Bright A_SetTranslucent(.2,1)\n \t Stop\n\t}\n}\n\nActor Spark_C2 : Spark_C1\n{\n\tScale 0.1\n}\n\nActor Spark_C3 : Spark_C1\n{\n\tScale 0.08\n}\n\nActor Spark_C4 : Spark_C1\n{\n\tSpeed 2\n}\n\nActor Spark_C5 : Spark_C1\n{\n\tSpeed 2\n\tScale 0.1\n}\n\nActor Spark_C6 : Spark_C1\n{\n\tSpeed 2\n\tScale 0.08\n}\n\nActor Spark_C7 : Spark_C1\n{\n\tSpeed 1\n}\n\nActor Spark_C8 : Spark_C1\n{\n\tSpeed 1\n\tScale 0.1\n}\n\nActor Spark_C9 : Spark_C1\n{\n\tSpeed 1\n\tScale 0.08\n}\n\nActor Spark_Y1\n{\n\tSpeed 3\n\tHeight 2\n\tRadius 1\n\tMass 0\n\t+Missile +LowGravity\n\tRenderStyle Add\n\tScale 0.12\n\tTranslation \"80:97=225:227\", \"98:98=160:160\", \"99:103=228:231\", \"104:111=161:167\", \"3:3=161:161\"\n\tStates\n\t{\n\tSpawn:\n\t SPRK A 0\n\t SPRK A 64 Bright\n\t SPRK B 1 Bright A_SetTranslucent(.8,1)\n \t SPRK C 1 Bright A_SetTranslucent(.7,1)\n \t SPRK D 1 Bright A_SetTranslucent(.6,1)\n \t SPRK E 1 Bright A_SetTranslucent(.5,1)\n \t SPRK F 1 Bright A_SetTranslucent(.4,1)\n \t SPRK G 1 Bright A_SetTranslucent(.3,1)\n SPRK H 1 Bright A_SetTranslucent(.2,1)\n\t Stop\n\tDeath:\n\t SPRK B 1 Bright A_SetTranslucent(.8,1)\n \t SPRK C 1 Bright A_SetTranslucent(.7,1)\n \t SPRK D 1 Bright A_SetTranslucent(.6,1)\n \t SPRK E 1 Bright A_SetTranslucent(.5,1)\n \t SPRK F 1 Bright A_SetTranslucent(.4,1)\n \t SPRK G 1 Bright A_SetTranslucent(.3,1)\n SPRK H 1 Bright A_SetTranslucent(.2,1)\n \t Stop\n\t}\n}\n\nActor Spark_Y2 : Spark_Y1\n{\n\tScale 0.1\n}\n\nActor Spark_Y3 : Spark_Y1\n{\n\tScale 0.08\n}\n\nActor Spark_Y4 : Spark_Y1\n{\n\tSpeed 2\n}\n\nActor Spark_Y5 : Spark_Y1\n{\n\tSpeed 2\n\tScale 0.1\n}\n\nActor Spark_Y6 : Spark_Y1\n{\n\tSpeed 2\n\tScale 0.08\n}\n\nActor Spark_Y7 : Spark_Y1\n{\n\tSpeed 1\n}\n\nActor Spark_Y8 : Spark_Y1\n{\n\tSpeed 1\n\tScale 0.1\n}\n\nActor Spark_Y9 : Spark_Y1\n{\n\tSpeed 1\n\tScale 0.08\n}\n\nActor Steamer_Upward : SwitchableDecoration 19996\n{\n//$Category Stronghold_SFX\n Height 2\n Radius 0\n Mass 0\n +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n States\n {\n Spawn:\n Active:\n\t\tTNT1 A 0\n \tTNT1 A 0 A_Jump(192, 2)\n \tTNT1 A 1 A_CustomMissile(\"Steam1\", 0, 0, random(0, 360), 2, random(85, 95))\n \tLoop\n \tTNT1 A 0 A_Jump(160, 2)\n \tTNT1 A 1 A_CustomMissile(\"Steam2\", 0, 0, random(0, 360), 2, random(85, 95))\n \tLoop\n \tTNT1 A 0 A_Jump(128, 2)\n \tTNT1 A 1 A_CustomMissile(\"Steam3\", 0, 0, random(0, 360), 2, random(85, 95))\n \tLoop\n \tTNT1 A 0 A_Jump(96, 2)\n \tTNT1 A 1 A_CustomMissile(\"Steam4\", 0, 0, random(0, 360), 2, random(85, 95))\n \tLoop\n \tTNT1 A 1 A_CustomMissile(\"Steam5\", 0, 0, random(0, 360), 2, random(85, 95))\n \tLoop\n Inactive:\n \tTNT1 A 1\n \tLoop\n }\n}\n\nActor Steamer_Forward : SwitchableDecoration 19997\n{\n//$Category Stronghold_SFX\n Height 2\n Radius 0\n Mass 0\n +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n States\n {\n Spawn:\n Active:\n\t\tTNT1 A 0\n \tTNT1 A 0 A_Jump(192, 2)\n \tTNT1 A 1 A_CustomMissile(\"Steam1\", 0, 0, random(-5, 5), 2, random(175, 185))\n \tLoop\n \tTNT1 A 0 A_Jump(160, 2)\n \tTNT1 A 1 A_CustomMissile(\"Steam2\", 0, 0, random(-5, 5), 2, random(175, 185))\n \tLoop\n \tTNT1 A 0 A_Jump(128, 2)\n \tTNT1 A 1 A_CustomMissile(\"Steam3\", 0, 0, random(-5, 5), 2, random(175, 185))\n \tLoop\n \tTNT1 A 0 A_Jump(96, 2)\n \tTNT1 A 1 A_CustomMissile(\"Steam4\", 0, 0, random(-5, 5), 2, random(175, 185))\n \tLoop\n \tTNT1 A 1 A_CustomMissile(\"Steam5\", 0, 0, random(-5, 5), 2, random(175, 185))\n \tLoop\n Inactive:\n \tTNT1 A 1\n \tLoop\n }\n}\n\nActor Steamer_Downward : SwitchableDecoration 19998\n{\n//$Category Stronghold_SFX\n Height 2\n Radius 0\n Mass 0\n +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n States\n {\n Spawn:\n Active:\n\t\tTNT1 A 0\n \tTNT1 A 0 A_Jump(192, 2)\n \tTNT1 A 1 A_CustomMissile(\"Steam1\", -8, 0, random(0, 360), 2, random(-95, -85))\n \tLoop\n \tTNT1 A 0 A_Jump(160, 2)\n \tTNT1 A 1 A_CustomMissile(\"Steam2\", -8, 0, random(0, 360), 2, random(-95, -85))\n \tLoop\n \tTNT1 A 0 A_Jump(128, 2)\n \tTNT1 A 1 A_CustomMissile(\"Steam3\", -8, 0, random(0, 360), 2, random(-95, -85))\n \tLoop\n \tTNT1 A 0 A_Jump(96, 2)\n \tTNT1 A 1 A_CustomMissile(\"Steam4\", -8, 0, random(0, 360), 2, random(-95, -85))\n \tLoop\n \tTNT1 A 1 A_CustomMissile(\"Steam5\", -8, 0, random(0, 360), 2, random(-95, -85))\n \tLoop\n Inactive:\n \tTNT1 A 1\n \tLoop\n }\n}\n\nActor Steam1\n{\n Height 2\n Radius 1\n Speed 4\n +Missile +NoGravity +NoClip\t+NoInteraction -Solid\n RenderStyle Add\n Scale 0.5\n Alpha 0.65\n States\n {\n Spawn:\n \tSTEM A 2 A_SetTranslucent(0.6, 1)\n \tSTEM B 2 A_SetTranslucent(0.55, 1)\n \tSTEM C 2 A_SetTranslucent(0.5, 1)\n \tSTEM D 2 A_SetTranslucent(0.45, 1)\n \tSTEM E 2 A_SetTranslucent(0.4, 1)\n \tSTEM F 2 A_SetTranslucent(0.35, 1)\n \tSTEM G 2 A_SetTranslucent(0.3, 1)\n \tSTEM H 2 A_SetTranslucent(0.25, 1)\n \tSTEM I 2 A_SetTranslucent(0.2, 1)\n \tSTEM J 2 A_SetTranslucent(0.15, 1)\n \tSTEM K 2 A_SetTranslucent(0.1, 1)\n \tSTEM L 2 A_SetTranslucent(0.05, 1)\n \tStop\n }\n}\n\nActor Steam2 : Steam1\n{\n Scale 0.45\n}\n\nActor Steam3 : Steam1\n{\n Scale 0.4\n}\n\nActor Steam4 : Steam1\n{\n Scale 0.35\n}\n\nActor Steam5 : Steam1\n{\n Scale 0.3\n}\n\n///////////////////////////////////////////////////////\n////////////////// VEGETATION & TREES /////////////////\n///////////////////////////////////////////////////////\n\nactor Large_Palm1 21900\n{\n//$Category Stronghold_Vegetation\n radius 16\n height 160\n +SOLID\n states\n {\n Spawn:\n BTRA A -1\n stop\n }\n}\n\nactor Large_Tree2 21901\n{\n//$Category Stronghold_Vegetation\n radius 32\n height 128\n +SOLID\n states\n {\n Spawn:\n BTRB A -1\n stop\n }\n}\n\nactor Medium_Tree5 21903\n{\n//$Category Stronghold_Vegetation\n radius 16\n height 128\n +SOLID\n states\n {\n Spawn:\n BTRC A -1\n stop\n }\n}\n\nactor Medium_Tree2 21904\n{\n//$Category Stronghold_Vegetation\n radius 16\n height 128\n +SOLID\n states\n {\n Spawn:\n BTRD A -1\n stop\n }\n}\n\nactor Medium_Tree1 21905\n{\n//$Category Stronghold_Vegetation\n radius 16\n height 128\n +SOLID\n states\n {\n Spawn:\n BTRE A -1\n stop\n }\n}\n\nactor Large_Tree3 21906\n{\n//$Category Stronghold_Vegetation\n radius 32\n height 128\n +SOLID\n states\n {\n Spawn:\n BTRF A -1\n stop\n }\n}\n\nactor Small_Bush1 21907\n{\n//$Category Stronghold_Vegetation\n radius 16\n height 16\n states\n {\n Spawn:\n BTRG A -1\n stop\n }\n}\n\nactor Small_Bush2 21908\n{\n//$Category Stronghold_Vegetation\n radius 16\n height 16\n states\n {\n Spawn:\n BTRH A -1\n stop\n }\n}\n\nactor Small_Grass1 21909\n{\n//$Category Stronghold_Vegetation\n radius 16\n height 16\n states\n {\n Spawn:\n BTRI A -1\n stop\n }\n}\n\nactor Small_Grass2 21910\n{\n//$Category Stronghold_Vegetation\n radius 16\n height 16\n states\n {\n Spawn:\n BTRJ A -1\n stop\n }\n}\n\nactor Large_Bush1 21911\n{\n//$Category Stronghold_Vegetation\n radius 16\n height 16\n states\n {\n Spawn:\n BTRK A -1\n stop\n }\n}\n\nactor Large_Palm2 21912\n{\n//$Category Stronghold_Vegetation\n radius 16\n height 160\n +SOLID\n states\n {\n Spawn:\n BTRL Y -1\n stop\n }\n}\n\nactor Medium_Tree4 21913\n{\n//$Category Stronghold_Vegetation\n radius 32\n height 160\n +SOLID\n states\n {\n Spawn:\n BTRM A -1\n stop\n }\n}\n\nactor Medium_Tree3 21914\n{\n//$Category Stronghold_Vegetation\n radius 32\n height 160\n +SOLID\n states\n {\n Spawn:\n BTRN A -1\n stop\n }\n}\n\nACTOR YellowTorch : FXYellowTorch 5300\n{\n//$Category Stronghold_LightSources\n}\n\nACTOR PurpleTorch : FXPurpleTorch 5250\n{\n//$Category Stronghold_LightSources\n}\n\nACTOR BloodTorch : FXBloodTorch 5251\n{\n//$Category Stronghold_LightSources\n}\n\nACTOR CyanTorch : FXCyanTorch 5252\n{\n//$Category Stronghold_LightSources\n}\n\nACTOR WhiteTorch : FXWhiteTorch 5301\n{\n//$Category Stronghold_LightSources\n}\n\nACTOR BlackTorch : RedTorch 5302\n{\n//$Category Stronghold_LightSources\n States\n {\n Spawn:\n TDRK ABCD 4 Bright\n Loop\n }\n}\n\nACTOR TorchStick : RedTorch 5303\n{\n//$Category Stronghold_LightSources\n States\n {\n Spawn:\n TBAR A -1\n Loop\n }\n}\n\nACTOR YellowFirestick : FXShortYellowTorch 5304\n{\n//$Category Stronghold_LightSources\n}\n\nACTOR WhiteFirestick : FXShortWhiteTorch 5305\n{\n//$Category Stronghold_LightSources\n}\n\nACTOR BloodFirestick : FXShortBloodTorch 5254\n{\n//$Category Stronghold_LightSources\n}\n\nACTOR CyanFirestick : FXShortCyanTorch 5255\n{\n//$Category Stronghold_LightSources\n}\n\nACTOR PurpleFirestick : FXShortPurpleTorch 5256\n{\n//$Category Stronghold_LightSources\n}\n\nACTOR Stick : ShortRedTorch 5307\n{\n//$Category Stronghold_LightSources\n States\n {\n Spawn:\n TSTK A -1\n Loop\n }\n}\n\nACTOR RedWallTorch : FXRedWallTorch 5308\n{\n//$Category Stronghold_LightSources\n}\n\nACTOR BlueWallTorch : FXBlueWallTorch 5309\n{\n//$Category Stronghold_LightSources\n}\n\nACTOR GreenWallTorch : FXGreenWallTorch 5310\n{\n//$Category Stronghold_LightSources\n}\n\nACTOR YellowWallTorch : FXYellowWallTorch 5311\n{\n//$Category Stronghold_LightSources\n}\n\nACTOR WhiteWallTorch : FXWhiteWallTorch 5312\n{\n//$Category Stronghold_LightSources\n}\n\nACTOR PurpleWallTorch : FXPurpleWallTorch 5313\n{\n//$Category Stronghold_LightSources\n}\n\nACTOR BloodRedWallTorch : FXBloodRedWallTorch 5613\n{\n//$Category Stronghold_LightSources\n}\n\nActor RedCandle : Candlestick 5314\n{\n//$Category Stronghold_LightSources\n States\n {\n Spawn:\n CANR A -1 Bright\n Loop\n }\n}\n\nactor Cactus2 5349\n{\n//$Category Stronghold_Vegetation\n radius 48\n height 136\n states\n {\n Spawn:\n CTS1 A -1\n stop\n }\n}\n\n// For STR12\n\nactor Cactus3 5350\n{\n//$Category Stronghold_Vegetation\n radius 36\n height 72\n states\n {\n Spawn:\n CTS2 A -1\n stop\n }\n}\n\nactor Cactus4 5351\n{\n//$Category Stronghold_Vegetation\n radius 36\n height 64\n states\n {\n Spawn:\n CTS3 A -1\n stop\n }\n}\n\nActor BlueCandle : Candlestick 5315\n{\n//$Category Stronghold_LightSources\n States\n {\n Spawn:\n CANB A -1 Bright\n Loop\n }\n}\n\nActor GreenCandle : Candlestick 5316\n{\n//$Category Stronghold_LightSources\n States\n {\n Spawn:\n CANG A -1 Bright\n Loop\n }\n}\n\nActor BlackCandle : Candlestick 5317\n{\n//$Category Stronghold_LightSources\n States\n {\n Spawn:\n CANE A -1 Bright\n Loop\n }\n}\n\nActor WhiteCandle : Candlestick 5318\n{\n//$Category Stronghold_LightSources\n States\n {\n Spawn:\n CANW A -1 Bright\n Loop\n }\n}\n\nActor Candlera : BloodyTwitch 5319\n{\n//$Category Stronghold_LightSources\nHeight 64\nRadius 16\n States\n {\n Spawn:\n CDLR ABC 4 Bright\n Loop\n }\n}\n\nActor CandleraNoFire : Candlera 5320\n{\n//$Category Stronghold_LightSources\n States\n {\n Spawn:\n CDLR D -1\n Loop\n }\n}\n\n//Obstacles\n\nACTOR Cave_Pillar : TallGreenColumn 5324\n{\n//$Category Stronghold_Decoration\n Height 128\n Radius 20\n States\n {\n Spawn:\n CSMT A -1\n Loop\n }\n}\n\nACTOR Cave_Stump1 : TallGreenColumn 5325\n{\n//$Category Stronghold_Decoration\n Height 70\n Radius 20\n States\n {\n Spawn:\n CSMT B -1\n Loop\n }\n}\n\nACTOR Cave_Stump2 : TallGreenColumn 5326\n{\n//$Category Stronghold_Decoration\n Height 56\n Radius 20\n States\n {\n Spawn:\n CSMT C -1\n Loop\n }\n}\n\nACTOR Cave_Stump3 : TallGreenColumn 5327\n{\n//$Category Stronghold_Decoration\n Height 44\n Radius 20\n States\n {\n Spawn:\n CSMT D -1\n Loop\n }\n}\n\nACTOR Cave_HungStump1 : BloodyTwitch 5328\n{\n//$Category Stronghold_Decoration\n Height 56\n Radius 20\n +CEILINGHUGGER\n +SPAWNCEILING\n States\n {\n Spawn:\n CSMT E -1\n Loop\n }\n}\n\nACTOR Cave_HungStump2 : Cave_HungStump1 5329\n{\n//$Category Stronghold_Decoration\n States\n {\n Spawn:\n CSMT F -1\n Loop\n }\n}\n\nACTOR Cave_HungStump3 : Cave_HungStump1 5330\n{\n//$Category Stronghold_Decoration\n Height 44\n Radius 20\n States\n {\n Spawn:\n CSMT G -1\n Loop\n }\n}\n\nactor City_StreetLight 5340\n{\n//$Category Stronghold_Decoration\n radius 16\n height 128\n states\n {\n Spawn:\n ELEC Z -1\n stop\n }\n}\n\nactor DeadTree 5341\n{\n//$Category Stronghold_Vegetation\n radius 32\n height 128\n states\n {\n Spawn:\n TREE K -1\n stop\n }\n}\n\nactor Cactus 5342\n{\n//$Category Stronghold_Vegetation\n scale 0.8\n radius 16\n height 128\n states\n {\n Spawn:\n TREE M -1\n stop\n }\n}\n\nactor City_Hydrant 5343\n{\n//$Category Stronghold_Decoration\n radius 16\n height 32\n states\n {\n Spawn:\n UHDR A -1\n stop\n }\n}\n\nactor Misc_Cocktail 5344\n{\n//$Category Stronghold_Decoration\n scale 0.5\n radius 1\n height 1\n states\n {\n Spawn:\n UKTC C -1\n stop\n }\n}\n\nactor Misc_Bottle1 5345\n{\n//$Category Stronghold_Decoration\n scale 0.5\n radius 1\n height 1\n states\n {\n Spawn:\n UKTC D -1\n stop\n }\n}\n\nactor Misc_Bottle2 5346\n{\n//$Category Stronghold_Decoration\n scale 0.5\n radius 1\n height 1\n states\n {\n Spawn:\n UKTC E -1\n stop\n }\n}\n\nactor City_Trash 5347\n{\n//$Category Stronghold_Decoration\n scale 0.75\n radius 16\n height 32\n states\n {\n Spawn:\n UTRS A -1\n stop\n }\n}\n\nactor Misc_LampDesk 5348\n{\n//$Category Stronghold_Decoration\n scale 0.75\n radius 16\n height 32\n states\n {\n Spawn:\n NJEX A -1\n stop\n }\n}\n\n///////////////////////////////////////////////////////////////////////////////////////////\n/////////////////////// POWER CORE ////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////////////////////////////////////////\n*/\nactor PowerCore2 replaces PowerCore 21234\n{\n//$Category Stronghold\n\tDamagefactor \"Massacre\", 0\n\n\tDamagefactor \"EnemyInfightDamage\", 0\n\n Damagefactor \"FaithInHumanity\", 0 //REALLY? YOU'RE FREAKING PUNCHING THE CORE?!?!!??!?!\n\n Damagefactor \"DoomFist\", 0\n Damagefactor \"Pistol\", 0\n Damagefactor \"ZorchPistol\", 0\n Damagefactor \"TimonsAxe\", 0\n Damagefactor \"MightyBoot\", 0\n Damagefactor \"QuakePistol\", 0\n Damagefactor \"MightyBoot\", 0\n damagefactor \"Zorch\", 0\n damagefactor \"PhasingZorch\", 0\n damagefactor \"Explosive\", 0\n Damagefactor \"FireExplosive\", 0\n damagefactor \"NotQuadded\", 0\n damagefactor \"WMCNade\", 0\n damagefactor \"WMCBeam\", 0\n damagefactor \"DukeExplosive\", 0\n damagefactor \"BFG\", 0\n damagefactor \"BFGSplash\", 0\n damagefactor \"BJSpear\", 0\n damagefactor \"PoisonCloud\", 0\n damageFactor \"Wraithverge\", 0\n damagefactor \"MarathonFusion\", 0\n DamageFactor \"CoreFriendly\", 0\n damageFactor \"MarineAlly\", 0\n\n damagefactor \"Kamikaze\", 0\n DamageFactor \"ZorchKamikaze\", 0\n\n DamageFactor \"STBoss\", 0.015\n DamageFactor \"STBossFactor\", 0.1\n DamageFactor \"Animate\", 0\n\n DamageFactor \"Cyber2Factor\", 0.25\n\n\tDamageFactor \"Normal\", 0.4\n\tDamageFactor \"Lightning\", 0.5\n\tDamageFactor \"Fire\", 0.5\n\tDamageFactor \"RedBlast\", 0.5\n\tDamageFactor \"DoomTheseGuysAreTheBest\", 0.5\n\tDamageFactor \"DoomHellNoble\", 0.5\n\tDamageFactor \"DoomCacodemon\", 0.5\n\tDamageFactor \"DoomSpiderPlasma\", 0.5\n\tDamageFactor \"OvermindFactor\", 0.25\n\n Species \"Player\"\n health 2000\n radius 24\n height 128\n mass 0x7FFFFFFF\n painchance 255\n deathsound \"world/barrelx\"\n\n +THRUSPECIES\n +ISMONSTER\n +DONTRIP\n +SOLID\n +SHOOTABLE\n +FRIENDLY\n +NOBLOOD\n +DONTGIB\n +NORADIUSDMG\n +DONTMORPH\n\n states\n {\n Spawn:\n SECG ABCD 6\n SECG A 0 A_JumpIfHealthLower(666, \"Spawn_66\")\n loop\n Pain:\n SECG A 0 A_JumpIfHealthLower(333, \"Spawn_33\")\n SECG A 0 A_JumpIfHealthLower(666, \"Spawn_66\")\n\tSECO A 0 ACS_Execute(929, 0, 1)\n goto Spawn\n Spawn_66:\n SECY A 0 ACS_Execute(929, 0, 2)\n SECY ABCD 6\n SECY A 0 A_JumpIfHealthLower(333, \"Spawn_33\")\n goto \"Spawn_66\"+1\n Spawn_33:\n SECR A 0 ACS_Execute(929, 0, 3)\n SECR ABCD 6\n goto \"Spawn_33\"+1\n Death:\n SECR E 0 ACS_ExecuteAlways(929, 0, 4)\n SECR E 6 A_Scream\n SECR FGHJKLMNO 6\n SECR P -1\n stop\n }\n}\n\n///////////////////////////////////////\n// Overmind Core //////////////////////\n// Used in STR21 /////////////////////\n///////////////////////////////////////\n\nActor OvermindCore2 replaces OvermindCore 29952\n{\n//$Category Stronghold\n \t+THRUSPECIES\n\t+Solid\n\t+Shootable\n\t+Friendly\n\t+NoBlood\n\t+NORADIUSDMG\n\t+DONTRIP\n\t+DONTMORPH\n\t+IsMonster\n\tHealth 50000\n\tRadius 24\n\theight 80\n\tmass 0x7FFFFFFF\n\ttranslation 2\n\n DamageFactor \"Massacre\", 0\n Damagefactor \"FaithInHumanity\", 0\n Damagefactor \"DoomFist\", 0\n Damagefactor \"Pistol\", 0\n Damagefactor \"ZorchPistol\", 0\n Damagefactor \"TimonsAxe\", 0\n Damagefactor \"MightyBoot\", 0\n Damagefactor \"QuakePistol\", 0\n Damagefactor \"MightyBoot\", 0\n damagefactor \"Zorch\", 0\n damagefactor \"PhasingZorch\", 0\n damagefactor \"Explosive\", 0\n Damagefactor \"FireExplosive\", 0\n damagefactor \"NotQuadded\", 0\n damagefactor \"WMCNade\", 0\n damagefactor \"WMCBeam\", 0\n damagefactor \"DukeExplosive\", 0\n damagefactor \"BFG\", 0\n damagefactor \"BFGSplash\", 0\n damagefactor \"BJSpear\", 0\n damagefactor \"PoisonCloud\", 0\n damageFactor \"Wraithverge\", 0\n damagefactor \"MarathonFusion\", 0\n \tDamageFactor \"CoreFriendly\", 0\n damageFactor \"MarineAlly\", 0\n Damagefactor \"EnemyInfightDamage\", 0\n\n damagefactor \"Kamikaze\", 0\n DamageFactor \"ZorchKamikaze\", 0\n\n\tDamageFactor \"OvermindFactor\", 5\n\n\tDeathSound \"weapons/rocklx\"\n\n\tStates\n\t{\n\tSpawn:\n\t\tZECR ABCD 4\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Scream\n\t\tMISL BCD 3 Bright\n\t\tstop\n\t}\n}\n\n/*\n///////////////////////////////////////\n// Odd Grass //////////////////////\n// Used in STR33 /////////////////////\n///////////////////////////////////////\n\nACTOR Oddgrass1 8585\n{\n//$Category Stronghold_Vegetation\n\n\tStates\n\t{\n\tSpawn:\n\t\tOGR1 A -1\n\t\tStop\n\t}\n}\n\nACTOR Oddgrass2 8586\n{\n//$Category Stronghold_Vegetation\n\n\tStates\n\t{\n\tSpawn:\n\t\tOGR2 A -1\n\t\tStop\n\t}\n}\n\nACTOR Oddgrass3 8587\n{\n//$Category Stronghold_Vegetation\n\n\tStates\n\t{\n\tSpawn:\n\t\tOGR3 A -1\n\t\tStop\n\t}\n}\n\nACTOR Oddgrass4 8588\n{\n//$Category Stronghold_Vegetation\n\n\tStates\n\t{\n\tSpawn:\n\t\tOGR4 A -1\n\t\tStop\n\t}\n}\n\n///////////////////////////////////////\n// ALARM ACTOR ////////////////////////\n///////////////////////////////////////\n*/\nactor AlarmSounder2 replaces AlarmSounder 21235\n{\n//$Category Stronghold\n\tRenderStyle none\n\t-SOLID\n\t-SHOOTABLE\n\t+NOBLOCKMAP\n\t+FRIENDLY\n\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 A_LookEx(LOF_NOSOUNDCHECK,0,192,0,360,\"See\")\n\t\tLoop\n\tSee:\n\t\t//TNT1 A 1 A_SpawnItemEx(\"AlarmSounding\",0,0,0,0,0,0,0,0)\n\t\t//ALARM WAS STUPIDLY BROKEN EVEN THOUGH I DID EVERYTHING RIGHT\n\t\t//SO NOPE NO CLIENTSIDE ALARM FOR YOU BECAUSE DAMMIT ZANDRONUM\n\t\tTNT1 A 1 A_PlaySoundEx(\"AMB16\", \"Auto\", 0, 1)\n\t\tTNT1 A 55 //Delay\n\t\tgoto spawn\n\t}\n}\n\nactor AlarmSounding\n{\n\t-SOLID\n\t-SHOOTABLE\n\t+NOBLOCKMAP\n\t+CLIENTSIDEONLY\n\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 1\n\tScrewYouImMakingNoise: //Intentional Fallthrough\n\t\tTNT1 A 1 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,13)\n\t\tTNT1 A 1 A_PlaySoundEx(\"AMB16\", \"Auto\", 0, 1)\n\t\tStop\n\tAlrightImShuttingUp:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n/*\n////////////////\n// UTNT COMET //\n////////////////\n\nActor GlobalBaseComet\n{\n +Missile\n +NoGravity\n +NoBlockmap\n -Solid\n Radius 0\n Height 0\n RenderStyle Add\n Alpha 1.0\n States\n {\n Spawn:\n TNT1 A 0\n Stop\n }\n}\n\nActor CometLarge_Enhanced\n{\n Radius 6\n Height 8\n Speed 10\n Damage 5\n SpawnID 199\n ExplosionDamage 40\n ExplosionRadius 80\n PROJECTILE\n SeeSound \"comet/launch\"\n DeathSound \"comet/explosion\"\n States\n {\n Spawn:\n TNT1 A 0\n COMT AAAABBBBCCCC 1 Bright A_SpawnItemEx(\"CometFire_Orange\", Random(-2, 2), Random(-2, 2), Random(-2, 2), 0, 0, 0, 0, 128)\n Loop\n Death:\n COMT D 3 Bright\n COMT E 3 Bright A_Explode\n COMT FGHI 3 Bright\n Stop\n }\n}\n*/\nActor CometLarge_Enhanced_NoDmg : CometLarge_Enhanced\n{\nDamageType \"MarineAlly\"\n}\n/*\nActor CometSpawner_512 23373\n{\n//$Category Stronghold_Weather\n +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY +SPAWNCEILING\n Radius 3\n Height 3\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 16 A_SpawnItemEx(\"CometLarge_Enhanced_NoDmg\", random(512, -512), random(512, -512), -8, random(6, 18), 0, random(-6, -18), 0, 128, 160)\n loop\n }\n}\n\nActor CometFire_Orange : GlobalBaseComet\n{\n Scale 1.6\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0, Random(2, 4), 0, 0)\n FORA AAABBCDEEEEEEEEEEEEEEEE 1 A_FadeOut(0.04)\n Stop\n }\n}\n\n///////////////////////////////////\n// ALTERED RED KEY - DUKE SECRET //\n// and other secret keys //////////\n///////////////////////////////////\n\nactor RedCardDN : RedCard replaces RedCard\n{\n//$Category Stronghold\n -INVENTORY.INTERHUBSTRIP\n ConversationID 301\n}\n\nactor AccessDiscBlue : RedCard 30910\n{\n//$Category Stronghold\n inventory.pickupmessage \"Picked up a blue access disk.\"\n inventory.icon \"TNT1A0\"\n -INVENTORY.INTERHUBSTRIP\n states\n {\n Spawn:\n DDSC A 10\n loop\n }\n}\n\nactor AccessDiscGreen : RedCard 30911\n{\n//$Category Stronghold\n inventory.pickupmessage \"Picked up a green access disk.\"\n inventory.icon \"TNT1A0\"\n -INVENTORY.INTERHUBSTRIP\n states\n {\n Spawn:\n DDSC B 10\n loop\n }\n}\n\n///////////////////\n// SNOW SPAWNERS //\n///////////////////\n\nActor SnowParticle\n{\n +MISSILE +NoBlockMap +DONTSPLASH\n Radius 1\n Height 1\n Damage 0\n Projectile\n RenderStyle Translucent\n Alpha 0.0\n Scale 0.7\n States\n {\n Spawn:\n SNOW AAAAAAA 2 A_FadeIn(0.1)\n SNOW A 3\n wait\n Death:\n SNOW AAAAAA 2 A_FadeOut(0.2)\n stop\n }\n}\n\nActor SnowSpawner_512 23333\n{\n//$Category Stronghold_Weather\n +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY +SPAWNCEILING\n Radius 3\n Height 3\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_CheckSight(\"Unsighted\")\n TNT1 A 8 A_SpawnItemEx(\"SnowParticle\", random(256, -256), random(256, -256), 0, random(0, 1), random(0, 1), random(-1, -3), 0, 128, 0)\n loop\n Unsighted:\n TNT1 A 1\n Goto Spawn\n }\n}\n\n///////////////////////////////////////////\n/////////////Final maps stuff//////////////\n///////////////////////////////////////////\n\nActor IWantToKickAss : CustomInventory\n{\n ConversationID 110\n States\n {\n Pickup:\n TNT1 A 0 ACS_Execute(900,0)\n Stop\n }\n}\n\nActor IWantToGoRestock : Inventory\n{\n ConversationID 111\n}\n\nActor AllTiersCompleted : Inventory\n{\n ConversationID 112\n}\n\n// [SP] Soulsphere and Megasphere fixes for Skulltag\nactor STSTMegasphere : Megasphere replaces Megasphere { -NOGRAVITY }\nactor STSTSoulsphere : Soulsphere replaces Soulsphere { -NOGRAVITY }\n\n*/"
}
]
},
"maps": []
}