Raw model (for completeness)
{
"meta": {
"id": "0791c506-03d7-42aa-97e2-4ee2faf59a73",
"sha1": "9bd05bf1f8f40c420921a85520db347ad0ac3d2f",
"sha256": "47a7e0c6cb279b5e41d57b5b0816d5b326ee7d1e15ada5c942b253d7890330cb",
"filenames": [
"projectmsx_v0.2a_zan25.pk3"
],
"additional": {
"engines": [
"ZDOOM"
],
"iwad": [],
"filename": null,
"added": "2015-06-18 22:58:35",
"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": "2015-06-18 22:58:35",
"file": {
"type": "PK3",
"size": 913301,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/9bd05bf1f8f40c420921a85520db347ad0ac3d2f/9bd05bf1f8f40c420921a85520db347ad0ac3d2f.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 791,
"maps": 0,
"palettes": 0
},
"engines_guess": [
"ZDOOM"
]
},
"analysis": {
"title": "projectmsx_v0.2a_zan25",
"description": "This WAD is a ZDoom-compatible mod packaged as a PK3 file without traditional Doom maps. It features extensive scripting and custom weapon definitions, including multiple firearms and unique player mechanics such as shield recharge, sprinting, and power jumps. Monster health is significantly increased, suggesting a challenging combat experience focused on enhanced enemy durability. The content emphasizes advanced gameplay systems rather than map-based progression, with no standard Doom or Doom II IWAD dependencies. The mod likely serves as a gameplay overhaul or total conversion framework rather than a mapset.",
"tags": [
"challenge_wad",
"complex_player_mechanics",
"custom_weapons",
"high_monster_health",
"mod",
"no_maps",
"vanilla_incompatible",
"zdoom"
],
"origin": "gpt-4.1-mini"
},
"text_files": [
{
"source": "pk3",
"name": "decorate.txt",
"contents": "// Missing flags\n\nconst int CMF_OFFSETPITCH = 0;\nconst int WRF_ALLOWZOOM = 0;\nconst int WRF_ALLOWRELOAD = 0;\nconst int SXF_TRANSFERPOINTERS = 0;\nconst int RGF_SILENT = 0;\nconst int RGF_NOPIERCING = 0;\nconst int RGF_FULLBRIGHT = 0;\n\n//Script names\n\nconst int set_SGAcc_rand = 301;\nconst int get_SGAcc_rand = 302;\nconst int powfist_aeroslam = 303;\nconst int set_powf_bonusdamage = 304;\nconst int get_powf_bonusdamage = 305;\nconst int msx_hud_main = 306;\nconst int pmsx_Player_Aux = 307;\nconst int pmsx_ShieldRecharge = 308;\nconst int pmsx_LowShieldWarning = 309;\nconst int pmsx_LowHealthWarning = 310;\nconst int pmsx_ShieldFlash = 311;\nconst int pmsx_PlayerPainFlash = 312;\nconst int pmsx_LowMagWarning = 313;\nconst int pmsx_TempMeter = 314;\nconst int pmsx_Crosshairs = 315;\nconst int pmsx_TempCooldown = 316;\nconst int pmsx_StamRecharge = 317;\nconst int pmsx_NoStamWarning = 318;\nconst int pmsx_UseMedkit = 319;\nconst int pmsx_UseShieldBooster = 320;\nconst int pmsx_Player_PowerJump = 321;\nconst int pmsx_Player_Sprint_and_Evade = 322;\nconst int pmsx_PowerUpFlash = 323;\nconst int pmsx_Player_Death = 324;\nconst int pmsx_Player_Respawn = 325;\nconst int Player_ChangeSpeed = 326;\nconst int Weapon_Recoil = 327;\nconst int pmsx_ShieldGenDamage_Monitor = 328;\nconst int pmsx_UseMedkit_effect = 329;\nconst int pmsx_UseShieldBooster_effect = 330;\nconst int pmsx_PlayerPainFlash_clientside = 331;\nconst int server_autoconfig = 332;\nconst int player_clientside = 333;\nconst int player_clientside_respawn = 334;\nconst int player_serverside = 335;\nconst int player_serverside_respawn = 336;\nconst int healthstim_count = 337;\nconst int shieldbooster_count = 338;\n\n// ACS flags\n\nActor shield_state : Inventory {}\nActor DisableLowShieldWarning : Inventory {}\n\nActor IsMultiplayer : Inventory { Inventory.MaxAmount 1 }\n\n// Monster HP multiplier\nconst float monsterhealth = 3.8;\n\n//Decorate files\n\n#include actordefs/weapons/fists.txt\n#include actordefs/weapons/pistol.txt\n#include actordefs/weapons/arifle.txt\n#include actordefs/weapons/autoshot.txt\n#include actordefs/weapons/nailshot.txt\n#include actordefs/weapons/cannon.txt\n#include actordefs/weapons/conrifle.txt\n#include actordefs/weapons/sniperg.txt\n#include actordefs/weapons/fraggren.txt\n#include actordefs/weapons/weapaux.txt\n#include actordefs/weapons/ammo.txt\n\n#include actordefs/enemies/grunts.txt\n#include actordefs/enemies/kabro.txt\n#include actordefs/enemies/mauler.txt\n#include actordefs/enemies/diabolist.txt\n#include actordefs/enemies/hellnobles.txt\n#include actordefs/enemies/caco.txt\n#include actordefs/enemies/archtron.txt\n#include actordefs/enemies/generic.txt\n#include actordefs/enemies/btracers.txt\n\n#include actordefs/inventory.txt\n#include actordefs/sfx.txt\n#include actordefs/gore.txt\n#include actordefs/player.txt"
},
{
"source": "pk3",
"name": "gameinfo.txt",
"contents": "STARTUPTITLE = \"Project MSX (v0.2a)\"\nSTARTUPCOLORS = \"00 b7 b5\", \"00 0e 0e\""
},
{
"source": "pk3",
"name": "keyconf.txt",
"contents": "weaponsection \"WEPONS!\"\nsetslot 1 RegularFists\nsetslot 2 golampistol\nsetslot 3 hydrashotgun\nsetslot 4 barracudarifle\nsetslot 5 raptorshotgun\nsetslot 6 tauruscannon\nsetslot 7 chimerarifle\nsetslot 8 orionSniper\n\nclearplayerclasses\naddplayerclass msx_player nomenu\n\naddkeysection \"Project MSX\" msx_menukeys\n\naddmenukey \"Reload weapon\" +msx_reload\ndefaultbind r +msx_reload\nalias +msx_reload \"use Action_Reload\"\nalias -msx_reload \"use Action_ReloadCancel\"\n\naddmenukey \"Alternate Weapon Function\" +msx_altfunc\ndefaultbind q +msx_altfunc\nalias +msx_altfunc \"use Action_AltFunc\"\nalias -msx_altfunc \"use Action_AltFuncCancel\"\n\naddmenukey \"Toss Grenade\" +msx_grenade\ndefaultbind f +msx_grenade\nalias +msx_grenade \"use Action_Nade\"\nalias -msx_grenade \"use Action_NadeCancel\"\n\naddmenukey \"Use Health Stim\" msx_medkit\nalias msx_medkit \"puke 319\"\ndefaultbind x msx_medkit\n\naddmenukey \"Use Shield Booster\" msx_afru\nalias msx_afru \"puke 320\"\ndefaultbind z msx_afru\n\naddmenukey \"Drop Health Stim\" msx_dropmedkit\nalias msx_dropmedkit \"drop healthstim\"\n\naddmenukey \"Drop Shield Booster\" msx_dropshieldbooster\nalias msx_dropshieldbooster \"drop shieldbooster\""
},
{
"source": "pk3",
"name": "language.txt",
"contents": "[enu default]\n\nGOTBLUECARD\t= \"Blue Key\";\nGOTYELWCARD\t= \"Yellow Key\";\nGOTREDCARD\t= \"Red Key\";\n\nPD_BLUEC\t= \"Blue key required to open this door\";\nPD_REDC\t\t= \"Red key required to open this door\";\nPD_YELLOWC\t= \"Yellow key required to open this door\";\n\nSTSTR_MUS\t\t= \"> Loading new music...\";\nSTSTR_NOMUS\t\t= \"> ERROR: No music found\";\nSTSTR_DQDON\t\t= \"> Invulnerability engaged\";\nSTSTR_DQDOFF\t= \"> Invulnerability disengaged\";\nSTSTR_KFAADDED\t= \"> All inventory granted\";\nSTSTR_FAADDED\t= \"> Armor, Health and Ammo granted\";\nSTSTR_NCON\t\t= \"> Ghost mode engaged\";\nSTSTR_NCOFF\t\t= \"> Ghost mode disengaged\";\nSTSTR_BEHOLD\t= \"> Select a key to have a powerup\";\nSTSTR_BEHOLDX\t= \"> Powerup granted\";\nSTSTR_CHOPPERS\t= \"> There is no chainsaws in this mod!!!\";\n\nLOADNET\t\t= \"ERROR: unable to load during a net game!\\n\\nany key to advance.\";\nQLOADNET\t= \"ERROR: unable to quickload during a netgame!\\n\\nany key to advance.\";\nQSAVESPOT\t= \"ERROR: quicksave slot not yet selected!\\n\\any key to advance.\";\nSAVEDEAD\t= \"Are you stupid? You cant save if you are not playing\\n\\nPress any key to leave\";\nQSPROMPT\t= \"Confirm quicksave over slot named\\n\\n[ %s ]?\\n\\nconfirm y or n.\";\nQLPROMPT\t= \"Confirm quickload over slot named\\n\\n[ %s ]?\\n\\nconfirm y or n.\";\nNEWGAME\t\t= \"ERROR: unable to start a new game\\nwhile in a network game.\\n\\nany key to advance.\";\nNIGHTMARE\t= \"WARNING: This skill level is only for players\\nthat enyoy inhumane amounts of pain.\\n\\n- Press [Y] to accept -\";\nSWSTRING\t= \"this is absolutely not the shareware version of doom.\\n\\nyou do not need to order the entire trilogy.\\n\\nany key to advance.\";\nMSGOFF\t\t= \"Messages OFF\";\nMSGON\t\t= \"Messages ON\";\nNETEND\t\t= \"If you want to end this multiplayer game tell your buddies to leave, otherwise press a key to return.\";\nENDGAME\t\t= \"Coward...\\n\\n- Press [Y] to leave -\";\nDOSY\t\t= \"> Press [Y] to leave <\";\nEMPTYSTRING\t= \"Free saving slot\";\nGGSAVED\t\t= \"Game saved\";"
},
{
"source": "pk3",
"name": "loadacs.txt",
"contents": "msx_main"
},
{
"source": "pk3",
"name": "mapinfo.txt",
"contents": "clearskills\n\nskill easy\n{\n\tammofactor = 1.0\n\tdamagefactor = 0.75\n\tSpawnFilter = Normal\n\tTextColor = \"DarkCyan\"\n\tName = \"Easy\"\n\tACSReturn = 0\n\tkey = \"e\"\n\teasybossbrain\n}\n\nskill casual\n{\n\tdamagefactor = 1.0\n\tammofactor = 1.0\n\tSpawnFilter = Hard\n\tTextColor = \"DarkCyan\"\n\tName = \"Casual\"\n\tACSReturn = 1\n\tKey = \"c\"\n}\n\nskill hard\n{\n\tammofactor = 1.0\n\tdamagefactor = 1.2\n\tSpawnFilter = Hard\n\tTextColor = \"DarkCyan\"\n\tName = \"Hard\"\n\tACSReturn = 2\n\tkey = \"h\"\n}\n\nskill insane\n{\n\tammofactor = 1.0\n\tdamagefactor = 1.4\n\tSpawnFilter = Nightmare\n\tTextColor = \"DarkCyan\"\n\tName = \"Insane\"\n\tACSReturn = 3\n\tkey = \"i\"\n}\n\nskill masochist\n{\n\tammofactor = 1.0\n\tdamagefactor = 1.8\n\tSpawnFilter = Nightmare\n\tTextColor = \"BloodRed\"\n\tName = \"Masochist\"\n\tACSReturn = 4\n\tKey = \"m\"\n\tdisablecheats\n\tfastmonsters\n\n\tmustconfirm = \"Relentless foes, unfaithful defense, less luck, more pain... Is this what you want?\"\n}\n\ngameinfo{\n\tdimcolor = \"0 180 255\"\n\tdimamount = 0.45\n\ttitlepage = \"MSXTITLE\"\n\tinfopage = \"MSXHELP\"\n\tcursorpic = \"MSXCURSR\"\n\tpausesign = \"MSXPAUSE\"\n\tpickupcolor = \"36 255 0\"\n\n\tmenufontcolor_title = \"DarkCyan\"\n\tmenufontcolor_action = \"gray\"\n\tmenufontcolor_label = \"DarkCyan\"\n\tmenufontcolor_selection = \"orange\"\n\tmenufontcolor_header = \"darkred\"\n}"
},
{
"source": "pk3",
"name": "sbarinfo.txt",
"contents": "//Resolution 640, 400;\nHeight 0;\n\nstatusbar none {\n}\n\nstatusbar automap, fullscreenoffsets, forcescaled {\n\n\tIsSelected \"golampistol\" {\n\t\tdrawimage \"AHPIST\", -57,-57, centerbottom;\n\t\tDrawString CONFONT, LIGHTBLUE, \"Golam GW35B\", -30, -110, 0/*, alignment(right)*/;\n\t\t}\n\tIsSelected \"hydrashotgun\" {\n\t\tdrawimage \"AHASHT\", -70,-48, centerbottom;\n\t\tDrawString CONFONT, LIGHTBLUE, \"Hydra HM9\", -30, -110, 0/*, alignment(right)*/;\n\t\t}\n\tIsSelected \"barracudarifle\" {\n\t\tdrawimage \"AHARIFL\", -78,-48, centerbottom;\n\t\tDrawString CONFONT, LIGHTBLUE, \"Barracuda BA27-SC\", -30, -110, 0/*, alignment(right)*/;\n\t\t}\n\tIsSelected \"raptorshotgun\" {\n\t\tdrawimage \"AHNAILS\", -88,-52, centerbottom;\n\t\tDrawString CONFONT, LIGHTBLUE, \"Raptor I4PA-ECS\", -30, -110, 0/*, alignment(right)*/;\n\t\t}\n\tIsSelected \"tauruscannon\" {\n\t\tdrawimage \"AHCANN\", -92,-52, centerbottom;\n\t\tDrawString CONFONT, LIGHTBLUE, \"Taurus SA22M5\", -30, -110, 0/*, alignment(right)*/;\n\t\t}\n\tIsSelected \"chimerarifle\" {\n\t\tdrawimage \"AHCPULS\", -84,-50, centerbottom;\n\t\tDrawString CONFONT, LIGHTBLUE, \"Chimaera DM-REW9\", -30, -110, 0/*, alignment(right)*/;\n\t\t}\n\tIsSelected \"orionSniper\" {\n\t\tdrawimage \"AHGAUSS\", -114,-51, centerbottom;\n\t\tDrawString CONFONT, LIGHTBLUE, \"Orion EMSR-Mark 5\", -30, -110, 0/*, alignment(right)*/;\n\t\t}\n\n\tdrawnumber 2, BIGFONT, WHITE, Ammo1, /*alignment(right),*/ -70, -42, /*1,*/ ORANGE, 0;\n\tdrawnumber 3, SMALLFONT, WHITE, Ammo2, /*alignment(right)|*/fillzeros,-35, -44, /*1,*/ ORANGE, 0;\n\t//drawnumber 3, SMALLFONT, DARKGREY, Ammo2Capacity, alignment(right)|fillzeros,-35, -35, 1;\n\n\tDrawString CONFONT, YELLOW, \"Frags: \", -100, -19, 0/*, alignment(left)*/;\n\tdrawnumber 2, SMALLFONT, WHITE, Ammo grenades, /*alignment(left)|*/fillzeros,-50, -18, 1, ORANGE, 0;\n\n\t//\n\tDrawString SMALLFONT, LIGHTBLUE, \"Shield\", 20, -128, 0/*, alignment(left)*/;\n\tdrawnumber 3, BIGFONT, WHITE, Armor, /*alignment(left)|*/fillzeros,50, -118, 1, RED, 50;\n\n\tDrawString SMALLFONT, LIGHTBLUE, \"Health\", 20, -98, 0/*, alignment(left)*/;\n\tdrawnumber 3, BIGFONT, WHITE, Health , /*alignment(left)|*/fillzeros,50, -88, 1, RED, 50;\n\n\tDrawString SMALLFONT, CYAN, \"Suit power\", 20, -58, 0/*, alignment(left)*/;\n\t//drawnumber 3, BIGFONT, WHITE, \"PlayerStamina\", /*alignment(left)|fillzeros,50, -48, 1, ORANGE, 25;\n\n\tDrawString CONFONT, GOLD, \"Medkits: \", 21, -27, 0/*, alignment(left)*/;\n\t//drawnumber 2, SMALLFONT, WHITE, \"Healthstim\", /*alignment(left)*/, 88, -26, 1, ORANGE, 0;\n\n\tDrawString CONFONT, GOLD, \"Boosters:\", 13, -17, 0/*, alignment(left)*/;\n\t//drawnumber 2, SMALLFONT, WHITE, \"shieldbooster\", /*alignment(left)*/, 88, -16, 1, ORANGE, 0;\n\n\tDrawKeyBar 6, vertical, reverserows, 10, 5, -130, 0, 6, 15;\n\t/*\n\t//Time\n\tdrawstring CONFONT, BLUE, Time, -32+center, 200+center, 0, alignment(center);\n\n\t//MapName\n\tdrawstring CONFONT, WHITE, levelname, 400, 103, 0, alignment(center);\n\n\t//Kill counter\n\tdrawstring CONFONT, BLUE, \"-KILLS-\", 140, 520, 0, alignment(left);\n\tdrawnumber 6, CONFONT, WHITE, Kills, alignment(right) ,200, 530;\n\tdrawstring CONFONT, WHITE, \"/\", 205, 530, 0, alignment(center);\n\tdrawnumber 6, CONFONT, WHITE, Monsters,alignment(left) ,208, 530;\n\n\t//Secret Counter\n\tdrawstring CONFONT, BLUE, \"-SECRETS-\", 660, 520, 0, alignment(right);\n\tdrawnumber 2, CONFONT, WHITE, Secrets,alignment(right) ,600, 530;\n\tdrawstring CONFONT, WHITE, \"/\", 606, 530, 0, alignment(center);\n\tdrawnumber 2, CONFONT, WHITE, TotalSecrets,alignment(left) ,609, 530;\n\n\t//drawstring CONFONT, BLUE, \"SECRETS:\", 150, 535, 0, alignment(left);\n\t*/\n}"
},
{
"source": "pk3",
"name": "sndinfo.txt",
"contents": "//WEAPONS\nweapons/powpstart\tF_PWINI\nweapons/powchrg0\tF_PWCH0\nweapons/powchrg1\tF_PWCH1\nweapons/powchrg2\tF_PWCH2\nweapons/powchrg3\tF_PWCH3\nweapons/powchrg4\tF_PWCH4\nweapons/powchrg5\tF_PWCH5\nweapons/powpmax\t\tF_PWMAX\n\nweapons/powattack1\tF_PWAT1\nweapons/powattack2\tF_PWAT2\nweapons/powattack3\tF_PWAT3\nweapons/powattack4\tF_PWAT4\nweapons/powattack5\tF_PWAT5\nweapons/regpunswing PUNSWIN\n\n$volume weapons/ar_fire 0.6\nweapons/ar_fire\t\tAR_FIRE\nweapons/ar_pinpull\tAR_PINP\nweapons/ar_select \tAR_SELCT\nweapons/ar_deselect\tAR_DSLCT\nweapons/ar_clipout\tAR_COUT\nweapons/ar_clipin\tAR_CIN\nweapons/ar_clipin2\tAR_CIN2\n\nweapons/gp_fire\t\tGP_FIRE\nweapons/gp_clipout \tGP_COUT\nweapons/gp_clipin\tGP_CIN\nweapons/gp_clipin2\tGP_CIN2\nweapons/gp_slide\tGP_SLIDE\nweapons/gp_select\tGP_SELCT\nweapons/gp_deselect\tGP_DSLCT\nweapons/gotgolam\tDWGETASP\n\n$rolloff casings/gp_casing 100 200\n$random casings/gp_casing {casings/gpc1 casings/gpc2 casings/gpc3}\ncasings/gpc1\t\tGP_CASI1\ncasings/gpc2\t\tGP_CASI2\ncasings/gpc3\t\tGP_CASI3\n\n$rolloff casings/hp_shell 100 200\n$random casings/hp_shell {casings/hps1 casings/hps2 casings/hps3}\ncasings/hps1\t\tHS_SHEL1\ncasings/hps2\t\tHS_SHEL2\ncasings/hps3\t\tHS_SHEL3\n\n$rolloff casings/ar_casing 100 200\n$random casings/ar_casing{casings/arc1 casings/arc2 casings/arc3 casings/arc4 casings/arc5}\ncasings/arc1 \t\tAR_CASI1\ncasings/arc2 \t\tAR_CASI2\ncasings/arc3 \t\tAR_CASI3\ncasings/arc4 \t\tAR_CASI4\ncasings/arc5 \t\tAR_CASI5\n\n$rolloff casings/sg_shell 100 200\n$volume casings/sg_shell 0.75\n$random casings/sg_shell{casings/sgc1 casings/sgc2 casings/sgc3}\ncasings/sgc1 \t\tSG_SHEL1\ncasings/sgc2 \t\tSG_SHEL2\ncasings/sgc3 \t\tSG_SHEL3\n\nweapons/reload\t\t DWRELOAD\nweapons/cannonreload DWCANREL\n\nweapons/noammo\t\t DWNOAMMO\nweapons/gundown\t\t DWHOLST\n\n$random weapons/hs_fire\t{weapons/hs_f1 weapons/hs_f2}\nweapons/hs_f1\t\t\tHS_FIRE1\nweapons/hs_f2\t\t\tHS_FIRE2\n\nweapons/hs_clipin \t\tHS_CIN\nweapons/hs_bolt \t\tHS_BOLT\nweapons/hs_clipout\t\tHS_COUT\nweapons/hs_select\t\tHS_SELCT\nweapons/hs_deselect\t\tHS_DSLCT\n\nweapons/cs_fire\t\t\tCS_FIRE\nweapons/cs_cock\t\t\tCS_COCK\nweapons/cs_select\t\tCS_SELCT\nweapons/cs_deselect\t\tCS_DSLCT\nweapons/cs_ammopick\t\tCS_SHIN2\n$random weapons/cs_insert\t{weapons/csshin1 weapons/csshin2}\nweapons/csshin1\t\t\tCS_SHIN1\nweapons/csshin2\t\t\tCS_SHIN2\n\nweapons/tp_fire\t\t\tTP_FIRE\n$volume weapons/tp_fire 1.2\nweapons/tp_fullcycle \tTP_FULCY\nweapons/tp_halfcycle \tTP_HALCY\nweapons/tp_clipout\t\tTP_COUT\nweapons/tp_clipin \tTP_CIN\n$volume weapons/tp_clipin1 1.6\nweapons/tp_clipin2 \tTP_CIN2\n$volume weapons/tp_clipin2 1.6\nweapons/tp_bolt1\t \tTP_BOLT1\nweapons/tp_bolt2\t \tTP_BOLT2\n$volume weapons/tp_select 2.0\nweapons/tp_select\t\tTP_SELCT\nweapons/tp_deselect\t\tTP_DSLCT\nweapons/tp_stuck\t\tTP_STUCK\nweapons/tp_coolend\t\tTP_COOLE\n\n$random weapons/cr_fire\t\t{weapons/crfr1 weapons/crfr2}\nweapons/crfr1 \t\t\tCR_FIRE1\nweapons/crfr2 \t\t\tCR_FIRE2\nweapons/cr_modeswitch\tCR_SMODE\nweapons/cr_powfire\t\tCR_POWF\nweapons/cr_chargestart CR_CHRG\nweapons/cr_chrgloop\t\tCR_CLOOP\n$volume weapons/cr_select 2.0\nweapons/cr_select\t\tCR_SELCT\nweapons/cr_deselect\t\tCR_DSLCT\nweapons/cr_clipin\t\tCR_CIN\nweapons/cr_clipout\t\tCR_COUT\nweapons/cr_noammo\t\tCR_DRYF\nweapons/cr_ammopick\t\tCR_AMMOP\nweapons/cr_stuck\t\tCR_OVHT\nweapons/cr_coolend\t\tCR_COOLE\nweapons/cr_notenbatt\tCR_NOBAT\nweapons/cr_pulseidle\tCR_PIDLE\nweapons/cr_pulseoff\t\tCR_PIDOF\n\nweapons/sg_fire\t\t\tSG_FIRE\n$volume weapons/sg_clipout 0.6\nweapons/sg_clipout\t\tSG_COUT\n$volume weapons/sg_clipin 0.6\nweapons/sg_clipin\t\tSG_CIN\nweapons/sg_bolt\t\t\tSG_BOLT\nweapons/sg_zoomin\t\tSG_ZOOMI\nweapons/sg_zoomout\t\tSG_ZOOMO\nweapons/sg_select\t\tSG_SELCT\nweapons/sg_idle\t\t\tSG_IDLE\nweapons/sg_idleoff\t\tSG_IDLOF\n\n1\nweapons/coolstart\t\tWG_COOLS\n$limit weapons/coolsteam 1\nweapons/coolsteam\t\tWG_STMLO\n\n//frag grenade\ngrenade/pin\t\t\t\tGRNPIN\ngrenade/toss\t\t\tGRNTOSS\n\n$volume grenade/pickup 2.0\n$random grenade/pickup {gr/pk1 gr/pk2 gr/pk3}\ngr/pk1\t\tGRPIK1\ngr/pk2\t\tGRPIK2\ngr/pk3\t\tGRPIK3\n\n$rolloff grenade/bounce 264 728\n$random grenade/bounce {grenade/bn1 grenade/bn2 grenade/bn3 grenade/bn4 grenade/bn5}\ngrenade/bn1\t\t\tGRNBNC1\ngrenade/bn2\t\t\tGRNBNC2\ngrenade/bn3\t\t\tGRNBNC3\ngrenade/bn4\t\t\tGRNBNC4\ngrenade/bn5\t\t\tGRNBNC5\n\n$volume grenade/explosion 1.5\n$rolloff grenade/explosion 600 1800\n$RANDOM grenade/explosion {grenade/boom1 grenade/boom2 grenade/boom3 grenade/boom4}\ngrenade/boom1\t\tGRBOOM1\ngrenade/boom2\t\tGRBOOM2\ngrenade/boom3\t\tGRBOOM3\ngrenade/boom4\t\tGRBOOM4\n\n//INVENTORY\nitems/medipick\t\tDIMEDIT\nitems/hstim_up\t\tDIREGEN\nitems/hpack_up\t\tDIHPACK\nitems/stimshot\t\tDIREGIN\nitems/armorpickup DIARCPIK\nitems/shardpickup DISHARD\nitems/armorup\t\tDIARMOUP\nitems/ammopack\t\tAMBACKPK\n\n//POWERUPS\npowerup/overshield\tPOWSHLD\npowerup/inmune\t\tPOWINVU\npowerup/defense\t\tPOWDEFS\npowerup/ultra\t\tPOWULTRA\npowerup/allmap\t\tPOWAMAP\n\n$RANDOM items/ammopickup {items/ammopik1 items/ammopik2}\nitems/ammopik1 DIAMMOP1\nitems/ammopik2 DIAMMOP2\n\n//ENEMIES\n// Basic Grunts\n$rolloff bgrunt/see 200 800\n$random bgrunt/see {bg/s1 bg/s2 bg/s3 bg/s4 bg/s5 bg/s6 bg/s7 bg/s8}\nbg/s1 BGRSEE1\nbg/s2 BGRSEE2\nbg/s3 BGRSEE3\nbg/s4 BGRSEE4\nbg/s5 BGRSEE5\nbg/s6 BGRSEE6\nbg/s7 BGRSEE7\nbg/s8 BGRSEE8\n\n$rolloff bgrunt/active 200 800\n$random bgrunt/active {bg/a1 bg/a2 bg/a3 bg/a4 bg/a5 bg/a6 bg/a7 bg/a8 bg/a9 bg/a10 bg/a11 bg/a12}\nbg/a1 BGRACT1\nbg/a2 BGRACT2\nbg/a3 BGRACT3\nbg/a4 BGRACT4\nbg/a5 BGRACT5\nbg/a6 BGRACT6\nbg/a7 BGRACT7\nbg/a8 BGRACT8\nbg/a9 BGRACT9\nbg/a10 BGRACT10\nbg/a11 BGRACT11\nbg/a12 BGRACT12\n\n$random bgrunt/grenadetoss {bg/gt1 bg/gt2}\nbg/gt1 BGRGRE1\nbg/gt2 BGRGRE2\n\n$rolloff bgrunt/noammo 200 800\n$random bgrunt/noammo {bg/na1 bg/na2 bg/na3 bg/na4}\nbg/na1 BGRNAM1\nbg/na2 BGRNAM2\nbg/na3 BGRNAM3\nbg/na4 BGRNAM4\n\n$rolloff bgrunt/pain 200 800\n$random bgrunt/pain {bg/p1 bg/p2 bg/p3 bg/p4 bg/p5}\nbg/p1 BGRPAI1\nbg/p2 BGRPAI2\nbg/p3 BGRPAI3\nbg/p4 BGRPAI4\nbg/p5 BGRPAI5\n\n$volume bgrunt/death 0.8\n$rolloff bgrunt/death 200 800\n$random bgrunt/death {bg/d1 bg/d2 bg/d3 bg/d4 bg/d5 bg/d6}\nbg/d1 BGRDTH1\nbg/d2 BGRDTH2\nbg/d3 BGRDTH3\nbg/d4 BGRDTH4\nbg/d5 BGRDTH5\nbg/d6 BGRDTH6\n\n//Heavy Grunts\n$random hgrunt/see {hg/s1 hg/s2 hg/s3 hg/s4 hg/s5 hg/s6 hg/s7 hg/s8}\nhg/s1 HGRSEE1\nhg/s2 HGRSEE2\nhg/s3 HGRSEE3\nhg/s4 HGRSEE4\nhg/s5 HGRSEE5\nhg/s6 HGRSEE6\nhg/s7 HGRSEE7\nhg/s8 HGRSEE8\n\n$random hgrunt/active {hg/a1 hg/a2 hg/a3 hg/a4 hg/a5 hg/a6 hg/a7 hg/a8 hg/a9 hg/a10 hg/a11 hg/a12}\nhg/a1 HGRACT1\nhg/a2 HGRACT2\nhg/a3 HGRACT3\nhg/a4 HGRACT4\nhg/a5 HGRACT5\nhg/a6 HGRACT6\nhg/a7 HGRACT7\nhg/a8 HGRACT8\nhg/a9 HGRACT9\nhg/a10 HGRACT10\nhg/a11 HGRACT11\nhg/a12 HGRACT12\n\n$random hgrunt/grenadetoss {hg/gt1 hg/gt2 hg/gt3}\nhg/gt1 HGRGRE1\nhg/gt2 HGRGRE2\nhg/gt3 HGRGRE3\n\n$random hgrunt/noammo {hg/na1 hg/na2 hg/na3 hg/na4 hg/na5 hg/na6}\nhg/na1 HGRNAM1\nhg/na2 HGRNAM2\nhg/na3 HGRNAM3\nhg/na4 HGRNAM4\nhg/na5 HGRNAM5\nhg/na6 HGRNAM6\n\n$random hgrunt/pain {hg/p1 hg/p2 hg/p3 hg/p4 hg/p5 hg/p6 hg/p7}\nhg/p1 HGRPAI1\nhg/p2 HGRPAI2\nhg/p3 HGRPAI3\nhg/p4 HGRPAI4\nhg/p5 HGRPAI5\nhg/p6 HGRPAI6\nhg/p7 HGRPAI7\n\n$random hgrunt/death {hg/d1 hg/d2 hg/d3 hg/d4 hg/d5 hg/d6 hg/d7 hg/d8}\nhg/d1 HGRDTH1\nhg/d2 HGRDTH2\nhg/d3 HGRDTH3\nhg/d4 HGRDTH4\nhg/d5 HGRDTH5\nhg/d6 HGRDTH6\nhg/d7 HGRDTH7\nhg/d8 HGRDTH8\n\nhgrunt/shotgunreload HCSHOTR\n\n// Kabro\nkabro/pain\t\tKABPAIN\nkabro/active\tKABACTV\n$random kabro/sight {kb/sig1 kb/sig2}\nkb/sig1\t\t\tKABSIGH1\nkb/sig2\t\t\tKABSIGH2\n$random kabro/death {kb/dth1 kb/dth2}\nkb/dth1\t\t\tKABDETH1\nkb/dth2\t\t\tKABDETH2\n\n//mauler\nmauler/sight \tMASIGHT\nmauler/lunge\tMALUNGE\n\n$random fireball/explode {fbal/expl1 fbal/expl2}\nfbal/expl1\t\tFBALEXP1\nfbal/expl2\t\tFBALEXP2\n\n//Diabolist\nmonster/diasit dsdiasit\nmonster/diapai dsdiapai\nmonster/diadth dsdiadth\nmonster/diaact dsdiaact\nweapons/firbfi dsfirbfi\nweapons/firmfi dsfirmfi\nweapons/firex4 dsfirex4\nweapons/diasht dsdiasht\nweapons/firex3 dsfirex3\n\n//Unsorted\nenemy/meleeswing\tFMELSWIN\nenemy/cacobit \t\tCACOBIT\n$volume enemy/cacosonicwail 2.0\nenemy/cacosonicwail\tCACOWAIL\n\n$random enemy/meleehit {enemy/mhit1 enemy/mhit2}\nenemy/mhit1\t\tFMELHIT1\nenemy/mhit2\t\tFMELHIT2\n\nenemy/archnormfire\t\tARCHFIR1\n$rolloff enemy/archsuperfire 600 1400\nenemy/archsuperfire\t\tARCHFIR2\n\nenemy/demsit \t\t\tdsdemsit\nenemy/demdth \t\t\tdsdemdth\nenemy/smastercannon\t\tSPMCANF\n$rolloff enemy/smastersupers 800 2400\nenemy/smastersupers\t\tSPMSSHOT\n$rolloff enemy/cybcannonfire 800 1800\nenemy/cybcannonfire\t\tCYBCFIR\n\nfireball/fire\tFBALFIRE\nfireball/loop\tFBALLOOP\n\n$random plasma/smallhit {pl/sh1 pl/sh2 pl/sh3}\npl/sh1\tPLASMAI1\npl/sh2\tPLASMAI2\npl/sh3\tPLASMAI3\n\n$rolloff plasma/bighit 600 1600\nplasma/bighit\t\tPLSMHIT\n$rolloff plasma/bighit2 900 2000\nplasma/bighit2\t\tPLSMHIT2\n\n////////////////////////////////\n//PLAYER\n\n$playeralias\tplayer\tmale\t*death\t\tplayerdeath\n$playeralias\tplayer\tmale\t*xdeath\t\tplayerdeath\n$playeralias\tplayer\tmale\t*gibbed\t\tdsslop\n$playeralias\tplayer\tmale\t*pain100\tplyrpain100\n$playeralias\tplayer\tmale\t*pain75\t\tplyrpain75\n$playeralias\tplayer\tmale\t*pain50\t\tplyrpain50\n$playeralias\tplayer\tmale\t*pain25\t\tplyrpain25\n$playersound\tplayer\tmale\t*grunt\t\tPLOOF1 //plyroof\n$playeralias\tplayer\tmale\t*land\t\tplyrland\n//$playersound\tplayer\tmale\t*jump\t\tpljump\n$playersound\tplayer\tmale\t*usefail\tpnoway\n$playersound\tplayer\tmale\t*falling\tdpfall\n\nplayer/normjump\t\tPLJUMP\n//$volume player/powerjump 2.0\nplayer/powerjump\tPLPWRJ\n\nplayer/powerevade\tPLPEVD\n\n$random playerdeath { player/death1 player/death2 player/death3 player/death4}\nplayer/death1 PDEATH1\nplayer/death2 PDEATH2\nplayer/death3 PDEATH3\nplayer/death4 PDEATH4\n\n$random plyrpain100 { player/p100a player/p100b }\nplayer/p100a\tP100PAA\nplayer/p100b\tP100PAB\n\n$random plyrpain75 { player/p075a player/p075b }\nplayer/p075a\tP075PAA\nplayer/p075b\tP075PAB\n\n$random plyrpain50 { player/p050a player/p050b }\nplayer/p050a\tP050PAA\nplayer/p050b\tP050PAB\n\n$random plyrpain25 { player/p025a player/p025b }\nplayer/p025a\tP025PAA\nplayer/p025b\tP025PAB\n\n$random plyrland {player/land1 player/land2 player/land3}\nplayer/land1\tPLAND1\nplayer/land2\tPLAND2\nplayer/land3\tPLAND3\n\n$random plyroof {player/oof1 player/oof2 player/oof3}\nplayer/oof1\t\tPLOOF1\nplayer/oof2\t\tPLOOF2\nplayer/oof3\t\tPLOOF3\n\n$musicvolume D_DM2TTL 2.2\n$musicvolume KILLAMB 2\n\n//////////////////////////////////////////////////\n//SFX\n\n//hud\nsfx/hudshatter\t\tFXGLASSB\nsfx/beep1\t\t\tFXBEEP1\nsfx/beep2\t\t\tFXBEEP2\nsfx/beep3\t\t\tFXBEEP3\nsfx/beep4\t\t\tFXBEEP4\nsfx/shieldrecharge\tSFULLRE\nsfx/gameover\t\tGAMOVS\nsfx/null\t\t\tNULLSND\nsfx/heartbeat\t\tFXHEART\n\n$pitchshift sfx/beep1 0\n$pitchshift sfx/beep2 0\n$pitchshift sfx/beep3 0\n$pitchshift sfx/beep4 0\n\nsfx/sprintstart \tFXSPRNTS\nsfx/sprintend \tFXSPRNTE\n$volume sfx/shddamage 2.0\nsfx/shddamage\t\tFXSHDDMG\n\n//collisions\n$random sfx/hitwall {sfx/whit1 sfx/whit2 sfx/whit3}\nsfx/whit1 MHITWAL0\nsfx/whit2 MHITWAL1\nsfx/whit3 MHITWAL2\n\n$random sfx/punchwall {sfx/pwht1 sfx/pwht2 sfx/pwht3 sfx/pwht4}\nsfx/pwht1 PHITWAL0\nsfx/pwht2 PHITWAL1\nsfx/pwht3 PHITWAL2\nsfx/pwht4 PHITWAL3\n\n$random sfx/fleshhit {sfx/fhit1 sfx/fhit2 sfx/fhit3 sfx/fhit4}\nsfx/fhit1\tMELEHIT1\nsfx/fhit2\tMELEHIT2\nsfx/fhit3\tMELEHIT3\nsfx/fhit4\tMELEHIT4\n\nsfx/meleeswing\tMELESWIN\n\n$rolloff sfx/powphit5 1500 3000\nsfx/powphit5 PWMHIT5\n$rolloff sfx/powphit4 900 2000\nsfx/powphit4 PWMHIT4\n$rolloff sfx/powphit3 600 1700\nsfx/powphit3 PWMHIT3\n$rolloff sfx/powphit2 300 1400\nsfx/powphit2 PWMHIT2\n\n$random sfx/cannonhit {sfx/chit1 sfx/chit2}\nsfx/chit1 DXCANIM1\nsfx/chit2 DXCANIM2\n\n$random sfx/bulletric {sfx/ric1 sfx/ric2 sfx/ric2 sfx/ric3 sfx/ric4 sfx/ric5 sfx/ric6 sfx/ric7 sfx/ric8\nsfx/ric9 sfx/ric10}\n\nsfx/ric1\tbrico01\nsfx/ric2\tbrico02\nsfx/ric3\tbrico03\nsfx/ric4\tbrico04\nsfx/ric5\tbrico05\nsfx/ric6\tbrico06\nsfx/ric7\tbrico07\nsfx/ric8\tbrico08\nsfx/ric9\tbrico09\nsfx/ric10\tbrico10\n\n$random sfx/nailric {sfx/nric1 sfx/nric2 sfx/nric3 sfx/nric4}\nsfx/nric1\tnlrico1\nsfx/nric2\tnlrico2\nsfx/nric3 \tnlrico3\nsfx/nric4\tnlrico4\n\n$volume sfx/cannonblast 5.0\n$rolloff sfx/cannonblast 450 1450\nsfx/cannonblast SLGBOOM\n\n$rolloff sfx/powshockblast 800 2000\n$volume sfx/powshockblast 3.0\nsfx/powshockblast CRPBLST\n\n$rolloff sfx/normshockblast 400 1200\n$volume sfx/normshockblast 2.0\nsfx/normshockblast CRNBLST\n\nsfx/bfballexplo BFBALEXP\nsfx/psmallexplo\t PSMEXP\n\n//other\n$rolloff sfx/sboom 800 1800\n$random sfx/sboom1 {sfx/bm1 sfx/bm2 sfx/bm3}\nsfx/bm1\t\tSTBOOM1\nsfx/bm2\t\tSTBOOM2\nsfx/bm3\t\tSTBOOM3\n\nsfx/barrelboom ODBAREXP\n\nsfx/explosion1 DSSHLEXP\n\nsfx/explosion2 DSCLSEXP\n\n//blood and gore\n$random blood/impact \t{bflesh/hit1 bflesh/hit2 bflesh/hit3 bflesh/hit4 bflesh/hit5 bflesh/hit6\nbflesh/hit7 bflesh/hit8 bflesh/hit9 bflesh/hit10 bflesh/hit11 bflesh/hit12 bflesh/hit13 bflesh/hit4\nbflesh/hit15 bflesh/hit16 bflesh/hit17}\n\nbflesh/hit1\t\tbfhit01\nbflesh/hit2\t\tbfhit02\nbflesh/hit3\t\tbfhit03\nbflesh/hit4\t\tbfhit04\nbflesh/hit5\t\tbfhit05\nbflesh/hit6\t\tbfhit06\nbflesh/hit7\t\tbfhit07\nbflesh/hit8\t\tbfhit08\nbflesh/hit9\t\tbfhit09\nbflesh/hit10\tbfhit10\nbflesh/hit11\tbfhit11\nbflesh/hit12\tbfhit12\nbflesh/hit13\tbfhit13\nbflesh/hit14\tbfhit14\nbflesh/hit15\tbfhit15\nbflesh/hit16\tbfhit16\nbflesh/hit17\tbfhit17\n\n////\n$random blood/splat {gib/splt1 gib/splt2 gib/splt3 gib/splt4 gib/splt5 gib/splt6 gib/splt7 gib/splt8\ngib/splt9 gib/splt10}\n\ngib/splt1\tgibspt1\ngib/splt2\tgibspt2\ngib/splt3\tgibspt3\ngib/splt4\tgibspt4\ngib/splt5\tgibspt5\ngib/splt6\tgibspt6\ngib/splt7\tgibspt7\ngib/splt8\tgibspt8\ngib/splt9\tgibspt9\ngib/splt10\tgibspt10\n\n////\n$random blood/drip {bl/drip1 bl/drip2 bl/drip3 bl/drip4 bl/drip5 bl/drip5 bl/drip6 bl/drip7 bl/drip8\nbl/drip9 bl/drip10}\n\nbl/drip1\tbdrip1\nbl/drip2\tbdrip2\nbl/drip3\tbdrip3\nbl/drip4\tbdrip4\nbl/drip5\tbdrip5\nbl/drip6\tbdrip6\nbl/drip7\tbdrip7\nbl/drip8\tbdrip8\nbl/drip9\tbdrip9\nbl/drip10\tbdrip10\n\n//\n$random gr/tear {gr/tr1 gr/tr2}\ngr/tr1 gibtear1\ngr/tr2 gibtear2\n\n//\n$random gore/explode {gr/explo1 gr/explo2 gr/explo3}\ngr/explo1\tgibexpl1\ngr/explo2\tgibexpl2\ngr/explo3\tgibexpl3\n\n//menus\nmenu/activate\t\tMSXMACT\nmenu/backup\t\t\tMSXMDIS\nmenu/prompt\t\t\tMSXMACT\nmenu/cursor\t\t\tMSXMCRSR\nmenu/change\t\t\tMSXMCHNG\nmenu/invalid\t\tMSXMERR\nmenu/dismiss\t\tMSXMDIS\nmenu/choose\t\t\tMSXMCHSE\nmenu/clear\t\t\tMSXMDIS\n\nmisc/k_pkup \t\tKEYPICK"
},
{
"source": "pk3",
"name": "textcolo.txt",
"contents": "DarkCyan{\n\t#00000 #2782a3\n}\n\nRedPurple{\n\t#00000 #a3276b\n}\n\nBloodRed{\n\t#00000 #d50400\n}\n\nDarkBlack{\n\t#00000 #202020\n}"
},
{
"source": "pk3",
"name": "xhairs.txt",
"contents": "10 none"
},
{
"source": "pk3",
"name": "skininfo.txt",
"contents": "{\nname = FistsSkin\nsprite=PLA1\ncrouchsprite=PL1C\n}\n{\nname=PistolSkin\nSprite=PPS2\ncrouchsprite=PP2C\n}\n{\nName=ARifleSkin\nsprite=PLAY\ncrouchsprite=PLYC\n}\n{\nname=AutoShotSkin\nsprite=MGMR\ncrouchsprite=PMGC\n}\n{\nName=NailShotSkin\nsprite=PNLG\ncrouchsprite=PNLC\n}\n{\nName=CannonSkin\nsprite=PRL2\ncrouchsprite=PR2C\n}\n{\nName=ConrifleSkin\nsprite=PPBM\ncrouchsprite=PPBC\n}\n{\nName=SniperRGSkin\nsprite=PSNP\ncrouchsprite=PSPC\n}"
},
{
"source": "pk3",
"name": "acs/defines.txt",
"contents": "//Weapon string constants definitions\n\n/*\nI intented to use this on the HUD scripts to make things more easier, but for some reason\nthe constants never worked on other maps with ACS scripts incluided. So I keep this for record\n*/\n/*\n//Weapon name constants\n#define WEAP_FISTS \"RegularFists\"\n#define WEAP_PISTOL \"golampistol\"\n#define WEAP_AUTOSHOT \"hydrashotgun\"\n#define WEAP_ARIFLE \"barracudarifle\"\n#define WEAP_NAILSHOT \"raptorshotgun\"\n#define WEAP_CANNON \"tauruscannon\"\n#define WEAP_PULSERIFLE \"chimerarifle\"\n#define WEAP_GAUSS \"orionSniper\"\n#define WEAP_FRAG \"grenade_toss\"\n\n//Weapon ammunition name constants\n#define AMMO_PISTOL \"pistol_ammo\"\n#define AMMO_AUTOSHOT \"autoshot_ammo\"\n#define AMMO_ARIFLE \"arifle_ammobox\"\n#define AMMO_NAILSHOT \"nailshot_ammo\"\n#define AMMO_CANNON \"cannon_ammo\"\n#define AMMO_PULSERIFLE \"crifle_ammo\"\n#define AMMO_GAUSS \"sgauss_ammo\"\n\n#define METEORP_MINDIST 150\n#define METEORP_MAXDIST 1200 */"
},
{
"source": "pk3",
"name": "actordefs/gore.txt",
"contents": "// BLOOD AND GORE\n\nactor msx_Blood : Blood replaces Blood {\n\t+NOINTERACTION\n\t+NOTELEPORT\n\t+CLIENTSIDEONLY\n\tstates {\n\t\tspawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_Jump(255,\"sp1\",\"sp2\")\n\t\tsp1:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"msx_BloodSplat1\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\n\t\t\tstop\n\t\tsp2:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"msx_BloodSplat2\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\n\t\t\tstop\n\t}\n}\n\nactor msx_Blood2 : Bloodsplatter replaces Bloodsplatter {\n\t+NOINTERACTION\n\t+NOTELEPORT\n\t+CLIENTSIDEONLY\n\tstates {\n\t\tspawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_Jump(255,\"sp1\",\"sp2\")\n\t\tsp1:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"msx_BloodSplat1\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\n\t\t\tstop\n\t\tsp2:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"msx_BloodSplat2\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\n\t\t\tstop\n\t}\n}\n\nactor msx_BloodSplat1 {\n\tmass 0\n\tradius\t1\n\theight\t1\n\trenderstyle normal\n\t//+NOINTERACTION\n\t+CLIENTSIDEONLY\n\t+NOBLOCKMAP\n\t+FLOORCLIP\n\t+NOTELEPORT\n\t-NOGRAVITY\n\tstates{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 AAAAAA 0 A_SpawnItemEx (\"blood_spray\", 0, 0, 0, random(-2,2) , random(-2,2) , random(-1,2) , random(1,360), SXF_TRANSFERTRANSLATION | 128)\n\t\t\tTNT1 BBB 0 A_SpawnItemEx (\"flying_blood\", 0, 0, 0, random(-3,3) , random(-3,3) , random(3,6) , random(1,360), SXF_TRANSFERTRANSLATION | 128)\n\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"blood_cloud\", 0, 0, 0, /*f*/random(-0.6,0.6) , /*f*/random(-0.6,0.6) , /*f*/random(-0.5,0.5), random(1,360), SXF_TRANSFERTRANSLATION)\n\t\t\tBLDI A 5 A_PlaySound(\"blood/impact\", CHAN_AUTO)\n\t\t\tBLDI BC 5\n\t\t\tstop\n\t}\n}\n\nactor msx_BloodSplat2 : Bloodsplatter replaces Bloodsplatter{\n\tMass 0\n\tRadius\t1\n\tHeight\t1\n\tScale 0.20\n\talpha 0.75\n\tgravity 0\n\trenderstyle normal\n\t+NOBLOCKMAP\n\t+FLOORCLIP\n\t+NOTELEPORT\n\t+CLIENTSIDEONLY\n\tstates{\n\t\tSpawn:\n\t\t\tSPRY A 0\n\t\t\tSPRY A 1 A_PlaySound(\"blood/impact\", CHAN_AUTO)\n\t\t\tTNT1 AAAAAA 0 A_SpawnItemEx (\"blood_spray\", 0, 0, 0, random(-2,2) , random(-2,2) , random(-1,2) , random(1,360), SXF_TRANSFERTRANSLATION | 128)\n\t\t\tTNT1 AAAA 0 A_SpawnItemEx (\"flying_blood\", 0, 0, 0, random(-3,3) , random(-3,3), random(3,6) , random(1,360), SXF_TRANSFERTRANSLATION | 128)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"blood_cloud2\", 0, 0, 0, /*f*/random(-0.6,0.6) , /*f*/random(-0.6,0.6) , /*f*/random(-0.5,0.5), random(1,360), SXF_TRANSFERTRANSLATION)\n\t\t\tSPRY BCDEFG 1\n\t\t\tstop\n\t}\n}\n\nactor blood_spray {\n\tmass 1\n\tradius 1\n\theight 1\n\tscale 0.55\n\t+FORCEXYBILLBOARD\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tstates{\n\t\tspawn:\n\t\t\tBLDS ABCDEF 2\n\t\tspawnloop:\n\t\t\tBLDS F 2 A_FadeOut(0.1)\n\t\t\tstop\n\t}\n}\n\nactor blood_spray_Y : blood_spray{\n\ttranslation \"176:191=[255,215,0]:[78,66,0]\", \"32:47=[255,215,0]:[78,66,0]\"\n}\n\nactor blood_cloud{\n\tscale 0.6\n\talpha 0.5\n\trenderstyle normal\n\t+FORCEXYBILLBOARD\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tstates{\n\t\tspawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_Jump(255, \"m1\", \"m2\", \"m3\", \"m4\")\n\t\tm1:\n\t\t\tBLCL A 5\n\t\tm1l:\n\t\t\tBLCL A 2 A_FadeOut(0.1)\n\t\t\tloop\n\t\tm2:\n\t\t\tBLCL B 5\n\t\tm2l:\n\t\t\tBLCL B 2 A_FadeOut(0.1)\n\t\t\tloop\n\t\tm3:\n\t\t\tBLCL C 5\n\t\tm3l:\n\t\t\tBLCL C 2 A_FadeOut(0.1)\n\t\t\tloop\n\t\tm4:\n\t\t\tBLCL D 5\n\t\tm4l:\n\t\t\tBLCL D 2 A_FadeOut(0.1)\n\t\t\tloop\n\n\t}\n}\n\nactor blood_cloud2 : blood_cloud {\n\tscale 0.68\n}\n\nactor flying_blood{\n\tmass 0\n\tradius 1\n\theight 1\n\tscale 0.40\n\talpha 0.75\n\tgravity 0.75\n\t+MISSILE\n\t+NOTELEPORT\n\t+FORCEXYBILLBOARD\n\t+CLIENTSIDEONLY\n\tstates{\n\t\tspawn:\n\t\t\tNULL A 0\n\t\t\tBTRL ABCD 1 A_SpawnItemEx (\"blood_trails\", 0, 0, 0, 0 , 0 , 0 , 0, SXF_TRANSFERTRANSLATION)\n\t\t\tloop\n\t\tdeath:\n\t\t\tNULL A 0 A_SpawnItemEx (\"floor_blood\", 0, 0, 0, 0 , 0 , 0 , 0, SXF_TRANSFERTRANSLATION)\n\t\t\tstop\n\t}\n}\n\nactor blood_trails{\n\tmass 0\n\tradius 1\n\theight 1\n\tscale 0.40\n\talpha 0.75\n\t+NOINTERACTION\n\t//+LOWGRAVITY\n\t+NOTELEPORT\n\t+FORCEXYBILLBOARD\n\t+CLIENTSIDEONLY\n\tstates{\n\t\tspawn:\n\t\t \tNULL A 0\n\t\t\tNULL A 0 A_Jump(64,\"trail1\")\n\t\t\tNULL A 0 A_Jump(128,\"trail2\")\n\t\t\tNULL A 0 A_Jump(192,\"trail3\")\n\t\t\tNULL A 0 A_Jump(256,\"trail4\")\n\t\t\tstop\n\t\ttrail1:\n\t\t\tBTRL ABAB 1\n\t\t\tstop\n\t\ttrail2:\n\t\t\tBTRL CDCD 1\n\t\t\tstop\n\t\ttrail3:\n\t\t\tBTRL BCBC 1\n\t\t\tstop\n\t\ttrail4:\n\t\t\tBTRL ADAD 1\n\t\t\tstop\n\t}\n}\n\nactor floor_blood {\n\tmass 0\n\tradius 2\n\theight 2\n\tscale 0.40\n\talpha 0.8\n\t-NOBLOCKMAP\n\t+NOTELEPORT\n\t+FORCEXYBILLBOARD\n\t+CLIENTSIDEONLY\n\tstates{\n\t\tspawn:\n\t\t\tNULL A 0\n \t\t\tNULL A 0 A_PlaySound(\"blood/drip\")\n\t\t \tNULL A 0 A_Jump(64,\"splat1\")\n\t\t \tNULL A 0 A_Jump(128,\"splat2\")\n\t\t \tNULL A 0 A_Jump(192,\"splat3\")\n\t\t \tNULL A 0 A_Jump(255,\"splat4\")\n\t\t\tstop\n\t\tsplat1:\n\t\t \tBSPT A 35 A_FadeOut(0.1)\n\t\t \tloop\n\t\tsplat2:\n\t\t\tBSPT B 35 A_FadeOut(0.1)\n\t\t\tloop\n\t\tsplat3:\n\t\t\tBSPT C 35 A_FadeOut(0.1)\n\t\t loop\n\t\tsplat4:\n\t\t\tBSPT D 35 A_FadeOut(0.1)\n\t\t loop\n\t}\n}\n\n////////////////////////////////////////GORN\nactor gore_spawner {\n\t+CLIENTSIDEONLY\n\tstates{\n\t\tspawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"gore/explode\")\n\t\t\tTNT1 AAA 0 A_SpawnItemEx (\"gore_bloodmist\", random(-2,2), random(-2,2), 8, /*f*/random(-0.4,0.4) ,/*f*/random(-0.4,0.4) ,0 , random(1,360), SXF_TRANSFERTRANSLATION)\n\n\t\t\t//A_CustomMissile (string missiletype[, float spawnheight[, int spawnofs_horiz[, angle angle[, int aimflags[, angle pitch]]]]])\n\t\t\tTNT1 AAAAAAA 0 A_CustomMissile(\"gore_fleshbit\", 25, 0, random(0,180),2,random(20,120))\n\t\t\tTNT1 AAAAAAA 0 A_CustomMissile(\"gore_fleshbit\", 25, 0, random(181,360),2,random(20,120))\n\n\t\t\tTNT1 AAAA 0 A_CustomMissile(\"gib_spawner\", 25, 0, random(0,180),2,random(20,120))\n\t\t\tTNT1 AAAA 0 A_CustomMissile(\"gib_spawner\", 25, 0, random(181,360),2,random(20,120))\n\n\t\t\t//TNT1 AAAAAA 0 A_CustomMissile(\"gib_spawner\", 25, 0, random(0,360),2,random(40,160))\n\n\t\t\t//TNT1 AAAAAAAA 0 A_SpawnItemEx(\"gore_fleshbit\", 0,0,8,random(-3,3),random(-3,3),random(7,9),random(1,360))\n\n\t\t\t//TNT1 AAAAAA 0 A_SpawnItemEx(\"gib_spawner\", 0,0,10,0,0,0,0)\n\t\t\t//\n\t\t\tstop\n\n\t}\n}\n\nactor gore_bloodmist {\n\tmass 0\n\tradius 1\n\theight 1\n\tscale 0.6\n\talpha 0.5\n\t+FORCEXYBILLBOARD\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tstates {\n\t\tspawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_Jump(255, \"gm1\", \"gm2\",\"gm3\", \"gm4\", \"gm5\")\n\t\tgm1:\n\t\t\tGRMI A 35\n\t\tgm1out:\n\t\t\tGRMI A 2 A_FadeOut(0.01)\n\t\t\tloop\n\t\tgm2:\n\t\t\tGRMI B 35\n\t\tgm2out:\n\t\t\tGRMI B 2 A_FadeOut(0.01)\n\t\t\tloop\n\t\tgm3:\n\t\t\tGRMI C 35\n\t\tgm3out:\n\t\t\tGRMI C 2 A_FadeOut(0.01)\n\t\t\tloop\n\t\tgm4:\n\t\t\tGRMI D 35\n\t\tgm4out:\n\t\t\tGRMI D 2 A_FadeOut(0.01)\n\t\t\tloop\n\t\tgm5:\n\t\t\tGRMI E 35\n\t\tgm5out:\n\t\t\tGRMI E 2 A_FadeOut(0.01)\n\t\t\tloop\n\n\t}\n\n}\n\nactor gore_bloodmistY : gore_bloodmist {\n\tscale 0.65\n\tstates {\n\t\tspawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_Jump(255, \"gm1\", \"gm2\",\"gm3\", \"gm4\", \"gm5\")\n\t\tgm1:\n\t\t\tGRMY A 35\n\t\tgm1out:\n\t\t\tGRMY A 2 A_FadeOut(0.01)\n\t\t\tloop\n\t\tgm2:\n\t\t\tGRMY B 35\n\t\tgm2out:\n\t\t\tGRMY B 2 A_FadeOut(0.01)\n\t\t\tloop\n\t\tgm3:\n\t\t\tGRMY C 35\n\t\tgm3out:\n\t\t\tGRMY C 2 A_FadeOut(0.01)\n\t\t\tloop\n\t\tgm4:\n\t\t\tGRMY D 35\n\t\tgm4out:\n\t\t\tGRMY D 2 A_FadeOut(0.01)\n\t\t\tloop\n\t\tgm5:\n\t\t\tGRMY E 35\n\t\tgm5out:\n\t\t\tGRMY E 2 A_FadeOut(0.01)\n\t\t\tloop\n\t}\n}\n\nactor gore_bloodmist_small : gore_bloodmist{\n\tscale 0.18\n\talpha 0.4\n\tstates {\n\t\tspawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_Jump(255, \"gm1\", \"gm2\",\"gm3\", \"gm4\", \"gm5\")\n\t\tgm1:\n\t\t\tGRMI A 15\n\t\tgm1out:\n\t\t\tGRMI A 2 A_FadeOut(0.02)\n\t\t\tloop\n\t\tgm2:\n\t\t\tGRMI B 15\n\t\tgm2out:\n\t\t\tGRMI B 2 A_FadeOut(0.02)\n\t\t\tloop\n\t\tgm3:\n\t\t\tGRMI C 15\n\t\tgm3out:\n\t\t\tGRMI C 2 A_FadeOut(0.02)\n\t\t\tloop\n\t\tgm4:\n\t\t\tGRMI D 15\n\t\tgm4out:\n\t\t\tGRMI D 2 A_FadeOut(0.02)\n\t\t\tloop\n\t\tgm5:\n\t\t\tGRMI E 15\n\t\tgm5out:\n\t\t\tGRMI E 2 A_FadeOut(0.02)\n\t\t\tloop\n\n\t}\n}\n\nactor gore_bloodmistY_small : gore_bloodmist {\n\tscale 0.18\n\talpha 0.4\n\tstates {\n\t\tspawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_Jump(255, \"gm1\", \"gm2\",\"gm3\", \"gm4\", \"gm5\")\n\t\tgm1:\n\t\t\tGRMY A 15\n\t\tgm1out:\n\t\t\tGRMY A 2 A_FadeOut(0.02)\n\t\t\tloop\n\t\tgm2:\n\t\t\tGRMY B 15\n\t\tgm2out:\n\t\t\tGRMY B 2 A_FadeOut(0.02)\n\t\t\tloop\n\t\tgm3:\n\t\t\tGRMY C 15\n\t\tgm3out:\n\t\t\tGRMY C 2 A_FadeOut(0.02)\n\t\t\tloop\n\t\tgm4:\n\t\t\tGRMY D 15\n\t\tgm4out:\n\t\t\tGRMY D 2 A_FadeOut(0.02)\n\t\t\tloop\n\t\tgm5:\n\t\t\tGRMY E 15\n\t\tgm5out:\n\t\t\tGRMY E 2 A_FadeOut(0.02)\n\t\t\tloop\n\n\t}\n}\n\nactor gore_fleshbit {\n\tmass 1\n\tspeed 7\n\tradius 2\n\theight 2\n\tscale 0.6\n\tgravity 0.5\n\t+MISSILE\n\t+FLOORCLIP\n\t+NOTELEPORT\n\t+FORCEXYBILLBOARD\n\t+CLIENTSIDEONLY\n\tstates{\n\t\tspawn:\n\t\t\tNULL A 0\n\t\t\tFBLD ABCD 1 A_SpawnItemEx (\"blood_spray\", 0, 0, 0, random(-2,2) , random(-2,2) , random(-2,2) , random(0,360), SXF_TRANSFERTRANSLATION)\n\t\t\tloop\n\t\tdeath:\n\t\t\tNULL A 0 A_SpawnItemEx (\"gore_floorblood\", 0, 0, 0, 0 , 0 , 0 , 0, SXF_TRANSFERTRANSLATION)\n\t\t\tstop\n\t}\n\n}\n\nactor gore_fleshbitY : gore_fleshbit {\n\ttranslation \"176:191=[255,215,0]:[78,66,0]\", \"32:47=[255,215,0]:[78,66,0]\"\n}\n\nactor gore_floorblood : floor_blood {\n\tscale 0.9\n}\n\nactor gib_spawner{\n\t+CLIENTSIDEONLY\n\tspeed 4\n\tstates{\n\t\tspawn:\n\t\t\tTNT1 A 0\n\t\t\tNULL A 0 A_Jump(255,\"Gib1\",\"Gib2\",\"Gib3\",\"Gib4\",\"Gib5\",\"Gib6\",\"Gib7\",\"Gib8\")\n\t\tGib1:\n\t\t\tNULL A 0\n\t\t\tstop\n\t\tGib2:\n\t\t\tNULL A 0 A_SpawnItemEx (\"Gib2\", 0, 0, 0, random(-3,3) , random(-3,3) , random(6,9) , random(1,360), SXF_TRANSFERTRANSLATION | 128)\n\t\t\tstop\n\t\tGib3:\n\t\t\tNULL A 0 A_SpawnItemEx (\"Gib3\", 0, 0, 0, random(-3,3) , random(-3,3) , random(6,9) , random(1,360), SXF_TRANSFERTRANSLATION | 128)\n\t\t\tstop\n\t\tGib4:\n\t\t\tNULL A 0 A_SpawnItemEx (\"Gib4\", 0, 0, 0, random(-3,3) , random(-3,3) , random(6,9) , random(1,360), SXF_TRANSFERTRANSLATION | 128)\n\t\t\tstop\n\t\tGib5:\n\t\t\tNULL A 0 A_SpawnItemEx (\"Gib5\", 0, 0, 0, random(-3,3) , random(-3,3) , random(6,9) , random(1,360), SXF_TRANSFERTRANSLATION | 128)\n\t\t\tstop\n\t\tGib6:\n\t\t\tNULL A 0 A_SpawnItemEx (\"Gib6\", 0, 0, 0, random(-3,3) , random(-3,3) , random(6,9) , random(1,360), SXF_TRANSFERTRANSLATION | 128)\n\t\t\tstop\n\t\tGib7:\n\t\t\tNULL A 0 A_SpawnItemEx (\"Gib7\", 0, 0, 0, random(-3,3) , random(-3,3) , random(6,9) , random(1,360), SXF_TRANSFERTRANSLATION | 128)\n\t\t\tstop\n\t\tGib8:\n\t\t\tNULL A 0 A_SpawnItemEx (\"Gib8\", 0, 0, 0, random(-3,3) , random(-3,3) , random(6,9) , random(1,360), SXF_TRANSFERTRANSLATION | 128)\n\t\t\tstop\n\t}\n}\n\nactor gib_spawnerY : gib_spawner{\n\ttranslation \"176:191=[255,215,0]:[78,66,0]\", \"32:47=[255,215,0]:[78,66,0]\"\n}\n\nactor Gib1 {\n\tradius 4\n\theight 4\n\tmass 1\n\tscale 0.8\n\tgravity 0.7\n\t+MISSILE\n\t+FLOORCLIP\n\t+NOTELEPORT\n\t+CLIENTSIDEONLY\n\tstates{\n\t\tspawn:\n\t\t\tGIB1 A 1 A_SpawnItemEx (\"blood_spray\", 0, 0, 0, random(-2,2) , random(-2,2) , random(-2,2) , random(0,360), SXF_TRANSFERTRANSLATION)\n\t\t\tloop\n\t\tdeath:\n\t\t\tGIB1 A -1\n\t\t\tstop\n\n\t}\n}\n\nactor Gib2 : Gib1 {\n\tstates{\n\t\tspawn:\n\t\t\tGIB2 A 1 A_SpawnItemEx (\"blood_spray\", 0, 0, 0, random(-2,2) , random(-2,2) , random(-2,2) , random(0,360), SXF_TRANSFERTRANSLATION)\n\t\t\tloop\n\t\tdeath:\n\t\t\tGIB2 A -1\n\t\t\tstop\n\t}\n}\n\nactor Gib3 : Gib1 {\n\tstates{\n\t\tspawn:\n\t\t\tGIB3 A 1 A_SpawnItemEx (\"blood_spray\", 0, 0, 0, random(-2,2) , random(-2,2) , random(-2,2) , random(0,360), SXF_TRANSFERTRANSLATION)\n\t\t\tloop\n\t\tdeath:\n\t\t\tGIB3 A -1\n\t\t\tstop\n\t}\n}\n\nactor Gib4 : Gib1 {\n\tstates{\n\t\tspawn:\n\t\t\tGIB4 A 1 A_SpawnItemEx (\"blood_spray\", 0, 0, 0, random(-2,2) , random(-2,2) , random(-2,2) , random(0,360), SXF_TRANSFERTRANSLATION)\n\t\t\tloop\n\t\tdeath:\n\t\t\tGIB4 A -1\n\t\t\tstop\n\t}\n}\n\nactor Gib5 : Gib1 {\n\tstates{\n\t\tspawn:\n\t\t\tGIB5 A 1 A_SpawnItemEx (\"blood_spray\", 0, 0, 0, random(-2,2) , random(-2,2) , random(-2,2) , random(0,360), SXF_TRANSFERTRANSLATION)\n\t\t\tloop\n\t\tdeath:\n\t\t\tGIB5 A -1\n\t\t\tstop\n\t}\n}\n\nactor Gib6 : Gib1 {\n\tstates{\n\t\tspawn:\n\t\t\tGIB6 A 1 A_SpawnItemEx (\"blood_spray\", 0, 0, 0, random(-2,2) , random(-2,2) , random(-2,2) , random(0,360), SXF_TRANSFERTRANSLATION)\n\t\t\tloop\n\t\tdeath:\n\t\t\tGIB6 A -1\n\t\t\tstop\n\t}\n}\n\nactor Gib7 : Gib1 {\n\tstates{\n\t\tspawn:\n\t\t\tGIB7 A 1 A_SpawnItemEx (\"blood_spray\", 0, 0, 0, random(-2,2) , random(-2,2) , random(-2,2) , random(0,360), SXF_TRANSFERTRANSLATION)\n\t\t\tloop\n\t\tdeath:\n\t\t\tGIB7 A -1\n\t\t\tstop\n\t}\n}\n\nactor Gib8 : Gib1 {\n\tstates{\n\t\tspawn:\n\t\t\tGIB8 A 1 A_SpawnItemEx (\"blood_spray\", 0, 0, 0, random(-2,2) , random(-2,2) , random(-2,2) , random(0,360), SXF_TRANSFERTRANSLATION)\n\t\t\tloop\n\t\tdeath:\n\t\t\tGIB8 A -1\n\t\t\tstop\n\t}\n}\n\n//\nactor gib_bloodtrail {\n\tmass 1\n\tradius 1\n\theight 1\n\t+FORCEXYBILLBOARD\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tscale 1\n\tstates{\n\t\tspawn:\n\t\t\tBTRL ABCDABCD 1 A_SpawnItemEx (\"blood_spray\", 0, 0, 0, random(-2,2) , random(-2,2) , random(-2,2) , random(0,360), SXF_TRANSFERTRANSLATION)\n\t\t\tstop\n\t\t/*\n\t\ttrail1:\n\t\t\tBTRL ABCDABCD 1\n\t\t\tstop\n\t\ttrail2:\n\t\t\tBTRL CDABCDAB 1\n\t\t\tstop\n\t\ttrail3:\n\t\t\tBTRL BCDABCDA 1\n\t\t\tstop\n\t\ttrail4:\n\t\t\tBTRL ADCBADCB 1\n\t\t\tstop\n\t\t\t*/\n\t}\n\n}"
},
{
"source": "pk3",
"name": "actordefs/inventory.txt",
"contents": "/////////////////////////////////////////////////////////////////////////\n// Inventory definitions\n/////////////////////////////////////////////////////////////////////////\n\nactor shieldauto : ArmorBonus{\n +COUNTITEM\n +INVENTORY.ALWAYSPICKUP\n Armor.Savepercent 100.00\n Armor.Saveamount 5\n Armor.maxfullabsorb 0\n Armor.MaxSaveamount 200\n}\n\nactor fullshield : BasicArmorPickup{\n\tArmor.saveamount 200\n\tArmor.savepercent 100.00\n\tArmor.maxfullabsorb 0\n}\n\nactor overshield : BasicArmorPickup{\n\tArmor.saveamount 600\n\tArmor.savepercent 100.00\n\tArmor.maxfullabsorb 0\n}\n\nactor shieldbooster : CustomInventory replaces BlueArmor{\n\tscale 0.33\n\tInventory.Amount 1\n\tInventory.Maxamount 10\n\tInventory.PickupMessage \"Shield Booster Unit\"\n\tinventory.pickupsound \"items/armorpickup\"\n\t-INVENTORY.INVBAR\n +COUNTITEM\n\t+INVENTORY.BIGPOWERUP\n\tStates{\n\t\tSpawn:\n\t\t\tSBST ABCDEDCB 2 bright\n\t\t\tloop\n\t\tUse:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"items/armorup\", CHAN_AUTO)\n\t\t\tTNT1 A 0 A_Giveinventory(\"fullshield\", 1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"PlayerShieldDamage\",999)\n\t\t\t//fail\n\t\t\tStop\n\t}\n}\n\nactor sbooster_spawner : RandomSpawner replaces Radsuit {\n\tdropitem \"shieldbooster\", 255 1\n\tdropitem \"healthstim\", 255 4\n}\n\n//No Stimpacks, no health bonus and no armor bonus in the mod, only medikits...\n//\nactor NullItem1 replaces HealthBonus{}\nactor NullItem2 replaces ArmorBonus{}\nactor NullActor {}\n\n//health stims\nactor healthstim : CustomInventory replaces GreenArmor 26100 {\n inventory.amount 1\n inventory.maxamount 15\n inventory.pickupsound \"items/hstim_up\"\n inventory.pickupmessage \"Health Stim\"\n scale 0.28\n -INVENTORY.INVBAR\n +COUNTITEM\n +INVENTORY.BIGPOWERUP\n states{\n \tSpawn:\n\t\tHSTI A -1\n\t\tloop\n\tUse:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"items/stimshot\", CHAN_VOICE)\n\t\tTNT1 A 0 A_GiveInventory(\"lifeup\", 1)\n\t\t//fail\n\t\tStop\n\t}\n}\n\nactor healtstims_spawner: RandomSpawner replaces Medikit{\n\tDropItem \"healthstim\" 48\n}\n\nactor healtstims_spawner2: RandomSpawner {\n\tDropItem \"healthstim\" 164\n}\n\nactor healthpack : CustomInventory replaces Berserk {\n\tscale 0.28\n\tInventory.PickupMessage \"Health Pack\"\n\tinventory.pickupsound \"items/hpack_up\"\n\t//+INVENTORY.ALWAYSPICKUP\n +COUNTITEM\n\t+INVENTORY.BIGPOWERUP\n\tStates{\n\t\tSpawn:\n\t\t\tMPAK A -1\n\t\t\tstop\n\t\tPickup:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"healthstim\",14,\"PickupFail\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"healthstim\", 2)\n\t\t\tstop\n\t\tPickupFail:\n\t\t\tTNT1 A 0\n\t\t\tfail\n\t}\n\n}\n\nactor lifeup : Health {\n +COUNTITEM\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.BIGPOWERUP\n Inventory.Amount 80\n Inventory.MaxAmount 200\n}\n\nactor overshieldsphere : custominventory replaces soulsphere {\n\t+FLOATBOB\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.BIGPOWERUP\n\tinventory.pickupsound \"powerup/overshield\"\n\tinventory.pickupmessage \"OverShield Sphere!\"\n\tstates {\n\t\tspawn:\n\t\t\tOSHD ABCDCBA 2 bright\n\t\t\tloop\n\t\tpickup:\n\t\t\tTNT1 A 0 A_GiveInventory(\"overshield\")\n\t\t\tTNT1 A 0 A_SetBlend(\"99 58 0\", 0.8, 15)\n\t\t\tTNT1 A 0 A_TakeInventory(\"PlayerShieldDamage\",999)\n\t\t\tstop\n\t}\n}\n\nactor defensesphere : custominventory replaces blursphere {\n\tscale 0.9\n\t+FLOATBOB\n\t+COUNTITEM\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.BIGPOWERUP\n\tinventory.pickupsound \"powerup/defense\"\n\tinventory.pickupmessage \"Defense Sphere!\"\n\tstates {\n\t\tspawn:\n\t\t\tDEFS ABCDE 4 bright\n\t\t\tloop\n\t\tpickup:\n\t\t\tTNT1 A 0 A_GiveInventory(\"defense_powerup\")\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(pmsx_PowerUpFlash,0, 4,0,0)\n\t\t\tstop\n\t}\n}\n\nactor defense_powerup : PowerupGiver {\n\t//powerup.color \"255 132 0\"\n\tInventory.MaxAmount 0\n\tPowerup.Type DefenseAura\n\tpowerup.duration -60\n\t+AUTOACTIVATE\n}\n\nactor PowerDefenseAura : PowerProtection\n{\n\tdamagefactor \"normal\", 0.5\n}\n\nactor inmunesphere : custominventory replaces InvulnerabilitySphere {\n\t+FLOATBOB\n\t+COUNTITEM\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.BIGPOWERUP\n\tinventory.pickupsound \"powerup/inmune\"\n\tinventory.pickupmessage \"Inmunity Sphere!\"\n\tstates{\n\t\tspawn:\n\t\t\tINVS ABCDCB 4 Bright\n\t\t\tloop\n\t\tpickup:\n\t\t\tTNT1 A 0 A_GiveInventory(\"invul_powerup\")\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(pmsx_PowerUpFlash,0, 1,0,0)\n\t\t\tstop\n\t}\n}\n\nactor invul_powerup : PowerupGiver {\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n\tPowerup.Type \"Invulnerable\"\n}\n\nactor ultrasphere : CustomInventory replaces Megasphere\n{\n +FLOATBOB\n +COUNTITEM\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.BIGPOWERUP\n Inventory.PickupMessage \"Ultra Sphere!!\"\n Inventory.PickupSound \"powerup/ultra\"\n States\n {\n Spawn:\n ULSP ABCDCB 4 bright\n Loop\n Pickup:\n TNT1 A 0 A_GiveInventory(\"overshield\", 1)\n TNT1 A 0 A_GiveInventory(\"ultralifeup\", 1)\n\tTNT1 A 0 A_GiveInventory(\"PlayerStamina\", 100)\n\tTNT1 A 0 A_TakeInventory(\"PlayerShieldDamage\",999)\n\tTNT1 A 0 ACS_ExecuteAlways(pmsx_PowerUpFlash,0, 2,0,0)\n Stop\n }\n}\n\nactor ultralifeup : health {\n\tInventory.Amount 400\n\tInventory.MaxAmount 400\n}\n\nactor pdafullmap : CustomInventory replaces Allmap {\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.PickupSound \"powerup/allmap\"\n\tInventory.PickupMessage \"Area Map PDA\"\n\tstates{\n\t\tspawn:\n\t\t\tAMPD A -1 bright\n\t\t\tstop\n\t\tpickup:\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(pmsx_PowerUpFlash,0, 3,0,0)\n\t\t\tTNT1 A 0 A_GiveInventory(\"Allmap\")\n\t\t\tstop\n\t}\n}\n\nactor msxBackpack : BackpackItem replaces Backpack {\n\tscale 0.75\n\tInventory.PickupMessage \"Ammunition Backpack\"\n\tinventory.pickupsound \"items/ammopack\"\n\tstates{\n\t\tspawn:\n\t\t\tBPK2 A -1\n\t\t\tstop\n\t}\n}\n\nactor msxBackpack2 : msxBackpack replaces Chainsaw{}"
},
{
"source": "pk3",
"name": "actordefs/player.txt",
"contents": "//Player definitions\n\nactor msx_player : DoomPlayer\n{\n Species \"Player\"\n\n mass 700\n gravity 0.75\n\n health 200\n Player.MaxHealth 200\n\n Player.ForwardMove 1.9, 0.95\n Player.SideMove 1.9, 0.95\n Player.ViewHeight 43\n Player.AttackZOffset 10\n Player.JumpZ 0\n //Player.FallingScreamSpeed 25.0, 50.0\n\n //Player.CrouchSprite \"PLYC\"\n\n Player.StartItem \"shield_state\", 1\n\n Player.StartItem \"GolamPistol\"\n Player.StartItem \"RegularFists\"\n Player.StartItem \"Grenade_Toss\"\n Player.StartItem \"pistol_ammo\", 36\n Player.StartItem \"golamclip\", 9\n Player.StartItem \"fullshield\"\n Player.StartItem \"Action_Reload\"\n Player.StartItem \"Action_ReloadCancel\"\n Player.StartItem \"Action_Nade\"\n Player.StartItem \"Action_NadeCancel\"\n Player.StartItem \"Action_Melee\"\n Player.StartItem \"Action_MeleeCancel\"\n Player.StartItem \"Action_AltFunc\"\n Player.StartItem \"Action_AltFuncCancel\"\n Player.StartItem \"Action_Cooldown\"\n Player.StartItem \"Action_CooldownCancel\"\n Player.StartItem \"ArmorRechargeSound\"\n Player.StartItem \"ARechargeSound_Cancel\"\n Player.StartItem \"hydraclip\", 16\n Player.StartItem \"raptorchamber\", 4\n Player.StartItem \"barraclip\", 60\n Player.StartItem \"cannonmag\", 30\n Player.StartItem \"criflecell\", 80\n Player.StartItem \"sgaussmag\", 5\n Player.StartItem \"grenades\", 3\n Player.StartItem \"PlayerStamina\", 100\n player.maxhealth 100\n Player.DamageScreenColor \"00 00 00\"//, 0.0\n damagefactor \"frag_explosion\", 0.3\n damagefactor \"concussion_blast\", 0.6\n damagefactor \"MeleeAttack\", 0.0\n +NOBLOOD\n +SLIDESONWALLS\n\n //var int user_rdmH;\n //var int user_rdmV;\n\n states{\n /*\n\t\tspawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 //ACS_NamedExecute(\"pmsx_Player-Respawn\",0,0,0,0)\n\t\t\tPLAY A -1\n\t\t\tloop\n\t\tsee:\n\t\t\tPLAY ABCD 3\n\t\t\tloop\n\t*/\n Spawn:\n PLAY A -1\n Loop\n See:\n PLAY ABCD 4\n Loop\n Missile:\n PLAY E 12\n Goto Spawn\n Melee:\n PLAY F 6 BRIGHT\n Goto Missile\n\n\t\tshield_on:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_ChangeFlag(NOBLOOD, 1)\n\t\t\tgoto see\n\n\t\tshield_off:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_ChangeFlag(NOBLOOD, 0)\n\t\t\tgoto see\n\n\t\tpain:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_Pain\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(pmsx_PlayerPainFlash,0,0,0,0)\n\t\t\tTNT1 A 1 ACS_ExecuteAlways(Weapon_Recoil,0,-20,0,0)//A_SetPitch(-1)\n\t\t\tTNT1 A 1 ACS_ExecuteAlways(Weapon_Recoil,0,20,0,0)//A_Setpitch(1)\n\t\t\tgoto see\n\n\t\tpain.StrongMelee:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_Pain\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(pmsx_PlayerPainFlash,0,1,0,0)\n\t\t\tTNT1 A 1 ACS_ExecuteAlways(Weapon_Recoil,0,-60,0,0)\n\t\t\tTNT1 A 1 ACS_ExecuteAlways(Weapon_Recoil,0,60,0,0)\n\t\t\tgoto see\n\t\tpain.LightMelee:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_Pain\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(pmsx_PlayerPainFlash,0,2,0,0)\n\t\t\tTNT1 A 1 ACS_ExecuteAlways(Weapon_Recoil,0,-40,0,0)//A_SetPitch(-1)\n\t\t\tTNT1 A 1 ACS_ExecuteAlways(Weapon_Recoil,0,40,0,0)//A_Setpitch(1)\n\t\t\tgoto see\n\n\t\tDeath:\n\t\t\tTNT1 A 0 A_TakeInventory(\"IsXDeath\", 1)\n\t\t\tGoto GenericDeath//DropItems\n\t\tXDeath:\n\t\t\tTNT1 A 0 A_GiveInventory(\"IsXDeath\", 1)\n\t\t\tGoto GenericDeath//DropItems\n\n\t\tDropItems:\n\t\t\tGoto Drop_HealthStims\n\t\tDrop_HealthStims:\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(healthstim_count) == 0, \"GenericDeath\")\n\t\t\tTNT1 A 0 A_TakeInventory(\"healthstim\", 1)\n\t\t\tTNT1 A 0 //A_SpawnItem(\"healthstim\")\n\t\t\tTNT1 A 1\n\t\t\tLoop\n\n\t\t/*\n\t\tDrop_ShieldBoosters:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"shieldbooster\", 1, 1)\n\t\t\tGoto GenericDeath\n\t\t\tTNT1 A 0 A_TakeInventory(\"shieldbooster\", 1)\n\t\t\tTNT1 A 0 A_SpawnItem(\"shieldbooster\")\n\t\t\tLoop\n\t\t*/\n\n\t\tGenericDeath:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsXDeath\", 1, \"Actual_XDeath\")\n\t\t\tPLAY H 10 //ACS_NamedExecute(\"pmsx_Player-Death\",0,0,0,0)\n\t\t\tPLAY I 10 A_PlayerScream\n\t\t\tPLAY J 10 A_NoBlocking\n\t\t\tPLAY KLM 10\n\t\t\tPLAY N -1\n\t\t\tStop\n\t\tActual_XDeath:\n\t\t\tPLAY O 7 //ACS_NamedExecute(\"pmsx_Player-Death\",0,0,0,0)\n\t\t\tPLAY P 7 A_XScream\n\t\t\tPLAY Q 7 A_NoBlocking\n\t\t\tPLAY RSTUV 7\n\t\t\tPLAY W -1\n\t\t\tStop\n }\n}\n\nActor IsXDeath : Inventory\n{\n\tInventory.MaxAmount 1\n}\n\nactor PlayerShieldDamage : Inventory {\n\tInventory.Amount 1\n\tInventory.MaxAmount 350\n}\n\nactor PlayerStamina : Inventory {\n\tInventory.Amount 1\n\tInventory.MaxAmount 100\n}\n\nactor ArmorRechargeSound : CustomInventory {\n\tInventory.Amount 1\n \tInventory.MaxAmount 1\n -INVBAR\n\tstates {\n\t\tUse:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"sfx/shieldrecharge\", 5)\n\t\t\tfail\n\t}\n}\n\nactor ARechargeSound_Cancel : CustomInventory {\n\tInventory.Amount 1\n \tInventory.MaxAmount 1\n -INVBAR\n\tstates {\n\t\tUse:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_StopSound(5)\n\t\t\tstop\n\t}\n}\n\nactor SuitPowerDefense : PowerupGiver {\n\tinventory.maxamount 0\n\t//powerup.color \"255 132 0\"\n\tpowerup.color \"0 0 0\",0.0\n\tpowerup.type SuitPowDefense\n\tpowerup.duration 0x7FFFFFFF\n\t+AUTOACTIVATE\n\tstates {\n\t\tspawn:\n\t\t\tTNT1 AA 0\n\t\t\tstop\n\t}\n\n}\n\nactor PowerSuitPowDefense : PowerProtection\n{\n\tdamagefactor \"normal\", 0.5\n\t//inventory.icon \"MEGAA0\"\n}"
},
{
"source": "pk3",
"name": "actordefs/sfx.txt",
"contents": "/////////////////////////////////////////////////////////////////////////\n// SFX definitions\n/////////////////////////////////////////////////////////////////////////\n\n//SMOKE\n////////////////\nactor general_smoke1 {\n\tradius 4\n\theight 4\n\tscale 1\n\talpha 1\n\trenderstyle translucent\n\t+NOTELEPORT\n\t+FLOORCLIP\n\t+NOGRAVITY\n\t+FORCEXYBILLBOARD\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tstates{\n\t\tspawn:\n\t\t\tTNT1 A 0\n\t\t\tgoto selectjump\n\t\tselectjump:\n\t\t\tTNT1 A 0 A_Jump(255, \"s1\",\"s2\",\"s3\",\"s4\",\"s5\",\"s6\",\"s7\",\"s8\",\"s9\",\"s10\",\"s11\",\"s12\",\"s13\",\"s14\",\"s15\",\"s16\",\"s17\",\"s18\",\"s19\",\"s20\",\"s21\",\"s22\",\"s23\",\"s24\")\n\t\ts1:\n\t\t\tSMK5 A 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\t\tloop\n\t\ts2:\n\t\t\tSMK5 B 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\t\tloop\n\t\ts3:\n\t\t\tSMK5 C 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\t\tloop\n\t\ts4:\n\t\t\tSMK5 D 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\t\tloop\n\t\ts5:\n\t\t\tSMK5 E 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\t\tloop\n\t\ts6:\n\t\t\tSMK5 F 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\t\tloop\n\t\ts7:\n\t\t\tSMK5 G 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\t\tloop\n\t\ts8:\n\t\t\tSMK5 H 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\t\tloop\n\t\ts9:\n\t\t\tSMK5 I 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\t\tloop\n\t\ts10:\n\t\t\tSMK5 J 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\t\tloop\n\t\ts11:\n\t\t\tSMK5 K 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\t\tloop\n\t\ts12:\n\t\t\tSMK5 L 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\t\tloop\n\t\ts13:\n\t\t\tSMK5 M 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\t\tloop\n\t\ts14:\n\t\t\tSMK5 N 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\t\tloop\n\t\ts15:\n\t\t\tSMK5 O 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\t\tloop\n\t\ts16:\n\t\t\tSMK5 P 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\t\tloop\n\t\ts17:\n\t\t\tSMK5 Q 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\t\tloop\n\t\ts18:\n\t\t\tSMK5 R 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\t\tloop\n\t\ts19:\n\t\t\tSMK5 S 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\t\tloop\n\t\ts20:\n\t\t\tSMK5 T 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\t\tloop\n\t\ts21:\n\t\t\tSMK5 U 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\t\tloop\n\t\ts22:\n\t\t\tSMK5 V 4 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\t\tloop\n\t\ts23:\n\t\t\tSMK5 W 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\t\tloop\n\t\ts24:\n\t\t\tSMK5 X 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\t\tloop\n\n\t}\n}\n\n//powerpunch smokes\nactor powpunch_smoke : general_smoke1 {\n\tscale 0.3\n\talpha 1.0\n\trenderstyle add\n}\n\nactor powpunch_smoke2 : general_smoke1 {\n\tscale 0.4\n\talpha 1.0\n\trenderstyle add\n}\n\nactor powpunch_smoke3 : general_smoke1 {\n\tscale 0.5\n\talpha 1.0\n\trenderstyle add\n}\n\n//frag smokes\nactor frag_boomsmoke : general_smoke1 {\n\tscale 0.58\n\talpha 0.65\n\trenderstyle translucent\n}\n\nactor frag_boomsmoke2 : general_smoke1 {\n\tscale 0.68\n\talpha 0.85\n\trenderstyle translucent\n}\n\nactor f_bfireSpark-smoke : general_smoke1 {\n\tscale 0.22\n\talpha 0.7\n\trenderstyle translucent\n\tstates{\n\t\tspawn:\n\t\t\tTNT1 A 3\n\t\t\tgoto selectjump\n\t}\n}\n\nactor powfrag_smoke : general_smoke1 {\n\tscale 0.1\n\talpha 0.8\n\trenderstyle add\n}\n\nactor powfragMAX_smoke : general_smoke1{\n\tscale 0.15\n\trenderstyle add\n\talpha 0.9\n}\n\nactor sgauss_casing_smoke : general_smoke1{\n\tscale 0.06\n\trenderstyle add\n\talpha 0.8\n}\n\n//autocannon smokes\nactor cslugboom_smoke : general_smoke1 {\n\tscale 0.5\n\talpha 0.66\n\trenderstyle translucent\n}\n\n//gauss rifle smokes\nactor gpuff_smoke : general_smoke1 {\n\tscale 0.3\n\talpha 1.0\n\trenderstyle add\n}\n\n/////////////////\n\n//melee\nactor punch_impact {\n\tDamageType MeleeAttack\n\tObituary \"%o was punched by %k\"\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\t+FLOORCLIP\n\t+NOTELEPORT\n\t+PUFFONACTORS\n\t+NOEXTREMEDEATH\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"sfx/punchwall\")\n\t\t\tStop\n\t\txdeath:\n\t\t\tTNT1 A 0 A_PlaySound(\"sfx/fleshhit\")\n\t\t\tStop\n\t}\n}\n\nactor meleepuff : punch_impact {\n\tObituary \"%o got beat down by %k\"\n\tStates{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"sfx/hitwall\")\n\t\t\tStop\n\t\txdeath:\n\t\t\tTNT1 A 0 A_PlaySound(\"sfx/fleshhit\")\n\t\t\tStop\n\t}\n}\n\n/////////////////////////////////////////////////////////////////////////////////////////////\n\n//\nactor pistb_puff {\n\tRadius 1\n\tHeight 1\n\tAlpha 1\n\tDamageType pistol_bullet\n\tRenderStyle ADD\n\tScale 0.14\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\t+FLOORCLIP\n\t+NOTELEPORT\n\t+FORCEXYBILLBOARD\n\t+NOEXTREMEDEATH\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"sfx/bulletric\")\n\t\t\tTNT1 A 0 A_Jump(100, \"Puff1\",\"Puff2\",\"Puff3\",\"Puff4\")\n\t\tPuff1:\n\t\t\tIPF2 AB 1 bright\n\t\t\tgoto PuffSparks\n\t\tPuff2:\n\t\t\tIPF2 CD 1 bright\n\t\t\tgoto PuffSparks\n\t\tPuff3:\n\t\t\tIPF2 EF 1 bright\n\t\t\tgoto PuffSparks\n\t\tPuff4:\n\t\t\tIPF2 GH 1 bright\n\t\t\tgoto PuffSparks\n\t\tPuffSparks:\n\t\t\t//NULL AAAAAA 0 A_SpawnItemEx (\"puffSpark\", 0, 0, 0, random(-3,3) , random(-3,3) , random(0,8) , random(1,360), 0)\n\t\t\tNULL AAAAAA 0 A_SpawnItemEx (\"puffSpark\", 0, 0, 0, random(-3,3) , random(-3,3) , random(-3,3) , random(1,360), 0)\n\t\t\tNULL A 1 A_SpawnItemEx (\"puffSmoke\", 0, 0, 0, 0, 0, 1, 0, 0)\n\t\t\tstop\n\t}\n}\n\nactor puffSpark {\n\t//Health 10\n\tradius 1\n\theight 1\n\tspeed 5\n\tdamage 0\n\tRenderStyle add\n\tAlpha 1\n\tScale 0.02\n\tMass 0\n\t+MISSILE\n\t+FLOORCLIP\n\t+DONTSPLASH\n\t+NOTELEPORT\n\t+FORCEXYBILLBOARD\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\tBounceType \"doom\"\n\t//gravity 0.2\n\tBounceFactor 0.2\n\tStates\n\t{\n\t\tspawn:\n\t\t\tSPRK A 2 bright A_FadeOut(0.25)\n\t\t\tloop\n\n\t}\n}\n\nactor puffSmoke {\n\tradius 1\n\theight 1\n\talpha 1\n\tscale 0.12\n\trenderstyle add\n\t+NOGRAVITY\n\t+NOTELEPORT\n\t+FORCEXYBILLBOARD\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tstates{\n\t\tspawn:\n\t\t\tSMK3 ABCDEFGHIJKLM 1\n\t\t\tstop\n\n\t}\n}\n\nactor puffSmoke2 : puffSmoke {\n\tscale 0.16\n}\n\nactor arb_puff : pistb_puff {\n\tDamageType arifle_bullet\n\tScale 0.12\n\tStates{\n\t\tPuffSparks:\n\t\t\tNULL AAAA 0 A_SpawnItemEx (\"puffSpark\", 0, 0, 0, random(-3,3) , random(-3,3) , random(0,8) , random(1,360), 0)\n\t\t\tNULL A 1 A_SpawnItemEx (\"puffSmoke\", 0, 0, 0, 0, 0, 0, 0, 0)\n\t\t\tstop\n\t}\n}\n\nactor ashot_puff : pistb_puff {\n\tDamageType ashot_buck\n\tScale 0.08\n\tStates{\n\tPuffSparks:\n\t\t\tNULL AAA 0 A_SpawnItemEx (\"puffSpark\", 0, 0, 0, random(-3,3) , random(-3,3) , random(0,8) , random(1,360), 0)\n\t\t\tNULL A 1 A_SpawnItemEx (\"puffSmoke\", 0, 0, 0, 0, 0, 0, 0, 0)\n\t\t\tstop\n\t}\n}\n\n//////////////////////////\n\nactor gun_heatsteam_spawner {\n\tradius 1\n\theight 1\n\tspeed 15\n\tPROJECTILE\n\t+NOCLIP\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tstates{\n\t\tspawn:\n\t\t\tNULL A 1\n\t\t\tNULL A 0\n\t\tdeath:\n\t\t\tNULL A 0 A_SpawnItemEx (\"gun_heatsteam\", 0, 0, 0, random(3,4), random(-1,1), 2, 0, SXF_TRANSFERPITCH)\n\t\t\tstop\n\t}\n}\n\nactor crifle_heatsteam_spawner : gun_heatsteam_spawner {\n\tstates{\n\t\tspawn:\n\t\t\tNULL A 1\n\t\t\tNULL A 0\n\t\tdeath:\n\t\t\tNULL A 0 A_SpawnItemEx (\"crifle_heatsteam\", 0, 0, 0, random(3,4), random(-2,2), 2, 0, SXF_TRANSFERPITCH)\n\t\t\tstop\n\t}\n}\n\nactor gun_heatsteam {\n\tradius 3\n\theight 3\n\tscale 0.5\n\trenderstyle add\n\talpha 0.4\n\tdamage 0\n\tspeed 0\n\t+RIPPER\n\t+NOTELEPORT\n\t//+NOCLIP\n\t+NOGRAVITY\n\t+FORCEXYBILLBOARD\n\t+CLIENTSIDEONLY\n\tstates{\n\t\tspawn:\n\t\t\tSMK7 ABCDEFGHIJKLMNOPQ 1 bright A_Explode(2,4,0,0)\n\t\tendloop:\n\t\t\tTNT1 A 0 A_Explode(1,4,0,0)\n\t\t\tSMK7 R 1 bright A_FadeOut (0.1)\n\t\t\tloop\n\t}\n}\n\nactor crifle_heatsteam : gun_heatsteam {\n\tTranslation \"0:255=%[0.0,0.0,0.0]:[0.2,1.0,0.0]\"\n}"
},
{
"source": "pk3",
"name": "actordefs/weapons/ammo.txt",
"contents": "/////////////////////////////////////////////////////////////////////////\n// Ammo definitions\n/////////////////////////////////////////////////////////////////////////\n\nactor pistol_ammo : ammo replaces clip 26101 {\n radius 16\n height 8\n scale 0.23\n inventory.pickupmessage \"Pack of .50 AE ammo for Assault Pistol\"\n inventory.amount 6\n inventory.maxamount 90\n inventory.pickupsound \"weapons/gp_clipin2\"\n ammo.backpackamount 9\n ammo.backpackmaxamount 180\n states\n {\n Spawn:\n GBUL A -1\n stop\n }\n}\n\nactor arifle_ammobox : ammo replaces clipbox 26102 {\n radius 16\n height 8\n scale 0.33\n inventory.pickupmessage \"Box of 7.62x32mm Ammo for Assault Rifle\"\n inventory.pickupsound \"weapons/ar_pinpull\"\n inventory.amount 54\n inventory.maxamount 360\n ammo.backpackamount 36\n ammo.backpackmaxamount 720\n states\n {\n Spawn:\n BBUL A -1\n stop\n }\n}\n\nactor arifle_ammo : arifle_ammobox 26103 {\n radius 16\n height 8\n scale 0.22\n inventory.pickupmessage \"Pack of 7.62x39mm Ammo for Assault Rifle\"\n inventory.pickupsound \"weapons/ar_pinpull\"\n inventory.amount 18\n states\n {\n Spawn:\n SBUL A -1\n stop\n }\n}\n\nactor autoshot_ammo : ammo 26104 {\n radius 16\n height 8\n scale 0.30\n inventory.pickupmessage \"Pack of 12 Gauge shells for Auto-Shotgun\"\n inventory.pickupsound \"weapons/hs_clipin\"\n inventory.amount 6\n inventory.maxamount 128\n ammo.backpackamount 6\n ammo.backpackmaxamount 256\n states\n {\n Spawn:\n BUKD A -1\n stop\n }\n}\n\nactor autoshot_ammobox : autoshot_ammo 26105{\n radius 16\n height 8\n scale 0.35\n inventory.pickupmessage \"Box of 12 Gauge shells for Auto-Shotgun\"\n inventory.pickupsound \"weapons/hs_clipin\"\n inventory.amount 16\n states\n {\n Spawn:\n BUKB A -1\n stop\n }\n}\n\nactor nailshot_ammo : ammo 26106 {\n radius 16\n height 8\n scale 0.375\n inventory.pickupmessage \"Box of 4 Gauge SCMITR3 shells for NailShotgun\"\n inventory.pickupsound \"weapons/cs_ammopick\"\n inventory.amount 12\n inventory.maxamount 40\n ammo.backpackamount 4\n ammo.backpackmaxamount 80\n\n states{\n\t Spawn:\n\t\tSMTR A -1\n\t\tstop\n }\n}\n\nactor cannon_ammo : ammo 26107 {\n radius 16\n height 8\n scale 0.36\n inventory.pickupmessage \"Pack of 30mm Slugs for Auto-Cannon\"\n inventory.pickupsound \"weapons/tp_clipin\"\n inventory.amount 5\n inventory.maxamount 120\n ammo.backpackamount 10\n ammo.backpackmaxamount 240\n states{\n\t Spawn:\n\t\tCSLS A -1\n\t\tstop\n }\n}\n\nactor cannon_ammobox : cannon_ammo 26108 {\n radius 16\n height 8\n scale 0.35\n inventory.pickupmessage \"Box of 30mm Slugs for Auto-Cannon\"\n inventory.pickupsound \"weapons/tp_clipin\"\n inventory.amount 15\n states{\n\t Spawn:\n\t\tCSLU A -1\n\t\tstop\n }\n}\n\nactor crifle_ammo : ammo replaces Cell 26109 {\n radius 16\n height 8\n scale 0.35\n inventory.pickupmessage \"Power Cell for Concussion Pulse Rifle\"\n inventory.pickupsound \"weapons/cr_ammopick\"\n inventory.amount 20\n inventory.maxamount 480\n ammo.backpackamount 80\n ammo.backpackmaxamount 960\n\n states\n {\n spawn:\n SCEL ABCDEFG 2\n\tloop\n }\n}\n\nactor crifle_ammobox : crifle_ammo 26110 {\n radius 16\n height 8\n scale 0.35\n inventory.pickupmessage \"Power Cell Pack for Concussion Pulse Rifle\"\n inventory.pickupsound \"weapons/cr_ammopick\"\n inventory.amount 60\n states\n {\n Spawn:\n BCEL ABCDEFGHIAAIHGFEDCBA 2\n loop\n }\n\n}\n\nactor sgauss_ammo : ammo 26111 {\n radius 16\n height 8\n scale 0.32\n inventory.pickupmessage \"Pack of .60 Cal Slugs for Sniper Gauss Cannon\"\n inventory.pickupsound \"weapons/sg_clipin\"\n inventory.amount 5\n inventory.maxamount 30\n ammo.backpackamount 5\n ammo.backpackmaxamount 60\n\n states\n {\n spawn:\n GSLU AABCDEFGHIJKLM 2\n\tloop\n }\n\n}\n\n/*\nAmmo random spawners, these will reduce the ammo suplies of the player, especially ammo\nfrom shotgun shell pickups.\n*/\n\nactor arammo_gren_spawner: RandomSpawner replaces Stimpack\n{\n\tDropItem \"arifle_ammo\" 164 3\n\tDropItem \"pistol_ammo\" 196 1\n\tDropItem \"grenades\" 128 6\n}\n\nactor shotgun_pickup_spawner: RandomSpawner replaces ShellBox\n{\n\tDropItem \"autoshot_ammobox\" 192 5\n\tDropItem \"nailshot_ammo\" 255 1\n}\n\nactor ashotammo_spawner : RandomSpawner replaces Shell {\n\tDropItem \"autoshot_ammo\", 192\n}\n\nactor small_cannon_gren_spawner : RandomSpawner replaces RocketAmmo {\n\tDropItem \"cannon_ammo\" 196 4\n\tDropItem \"grenades\" 248 2\n}\n\nactor cannon_gren_spawner: RandomSpawner replaces RocketBox\n{\n\tDropItem \"cannon_ammobox\" 180 9\n\tDropItem \"grenade_box\" 255 1\n}\n\nactor crifle_gauss_spawner: RandomSpawner replaces cellpack\n{\n\tDropItem \"crifle_ammobox\" 180 4\n\tDropItem \"sgauss_ammo\" 255 1\n}"
},
{
"source": "pk3",
"name": "actordefs/weapons/arifle.txt",
"contents": "// BARRACUDA BA27-SC ASSAULT RIFLE\n//////////////////////\n\nActor arifle_normflash : Inventory { Inventory.MaxAmount 1 }\nActor arifle_zoomflash : Inventory { Inventory.MaxAmount 1 }\n\nactor barracudarifle : weapon replaces Chaingun{\n\tTag \"Barracuda Rifle\"\n\n\tweapon.selectionorder 150\n\tinventory.pickupsound \"weapons/ar_clipin\"\n\tinventory.pickupmessage \"Barracuda BA27-SC Assault Rifle\"\n\tweapon.ammotype \"barraclip\"\n\tweapon.ammotype2 \"arifle_ammobox\"\n\tweapon.ammouse 0//1\n\tweapon.ammogive2 18\n\tweapon.kickback 100\n\tWeapon.preferredSkin \"ARifleSkin\"\n\t//weapon.bobstyle inverse\n\t//weapon.bobrangeX 0.4\n\t//weapon.bobrangeY 0.75\n\t//weapon.bobspeed 2.5\n\tscale 0.32\n\t+AMMO_OPTIONAL\n\t+NOALERT\n\t+WEAPON.NOAUTOAIM\n \tstates{\n\t\tspawn:\n\t\t\tARXW A -1\n\t\t\tloop\n\n\t\tFlash:\n\t\t\tNULL A 0 A_JumpIfInventory(\"arifle_normflash\", 1, \"normflash\")\n\t\t\tNULL A 0 A_JumpIfInventory(\"arifle_zoomflash\", 1, \"zoomflash\")\n\t\t\tStop\n\t\tAltFlash:\n\t\t\tGoto Flash\n\n\t\tready:\n\t\t\tARXI A 1 A_WeaponReady\n\t\t\tNULL A 0 A_JumpIfInventory(\"TossGrenade\", 1, \"Grenade\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"SprintingPlayer\", 1, \"Sprint\")\n\t\t\tNULL A 0 A_JumpIfInventory(\"AltFuncSwitch\", 1, \"ZoomWeapon\")\n\t\t\tNULL A 0 A_JumpIfInventory(\"ReloadingWeapon\",1,\"Reload\")\n\t\t\tloop\n\n\t\treadyzoom:\n\t\t\tARZI A 1 A_WeaponReady(WRF_NOBOB)\n\t\t\tNULL A 0 A_JumpIfInventory(\"AltFuncSwitch\", 1, \"UnZoomWeapon\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"SprintingPlayer\", 1, \"UnZoom2Sprint\")\n\t\t\tNULL A 0 A_JumpIfInventory(\"TossGrenade\", 1, \"UnZoom2Gren\")\n\t\t\tNULL A 0 A_JumpIfInventory(\"ReloadingWeapon\",1,\"UnZoom2Relo\")\n\t\t\tloop\n\n\t\tUnZoom2Sprint:\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(Player_ChangeSpeed,0,100,0,0)\n\t\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\t\tARZU EDCBA 1\n\t\t\tTNT1 A 0 A_TakeInventory(\"barrazoom\", 1)\n\t\tSprint:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"PlayerStamina\", 1, \"SprStart\")\n\t\t\tTNT1 A 0 A_TakeInventory(\"SprintingPlayer\",1)\n\t\t\tgoto ready\n\t\tSprStart:\n\t\t\tTNT1 A 0 A_PlaySound(\"sfx/sprintstart\",CHAN_AUTO)\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(Player_ChangeSpeed,0,200,0,0)\n\t\t\tTNT1 A 0 A_SetBlend(\"49 99 0\",0.4,15)\n\t\t\tTNT1 A 0 A_Recoil(-15)\n\t\t\tARXS ABCDE 1\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"SprintingPlayer\", 1, \"SprLoop1\")\n\t\t\tgoto SprEnd\n\t\tSprLoop1:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"PlayerStamina\", 1, \"SL1\")\n\t\t\tTNT1 A 0 A_TakeInventory(\"SprintingPlayer\",1)\n\t\t\tgoto SprEnd\n\t\tSL1:\n\t\t\tARXS E 1 Offset(-14,33)\n\t\t\t//ARXS E 1 Offset(-27,36)\n\t\t\tARXS E 1 Offset(-34,39)\n\t\t\tARXS E 1 Offset(-40,44)\n\t\t\tARXS E 1 Offset(-43,47)\n\t\t\tARXS E 1 Offset(-44,50)\n\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"SprintingPlayer\", 1, \"SprLoop2\")\n\t\t\tgoto SprEnd\n\t\tSprLoop2:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"PlayerStamina\", 1, \"SL2\")\n\t\t\tTNT1 A 0 A_TakeInventory(\"SprintingPlayer\",1)\n\t\t\tgoto SprEnd\n\t\tSL2:\n\t\t\tARXS E 1 Offset(-44,50)\n\t\t\t//ARXS E 1 Offset(-43,47)\n\t\t\tARXS E 1 Offset(-40,44)\n\t\t\tARXS E 1 Offset(-34,39)\n\t\t\tARXS E 1 Offset(-27,36)\n\t\t\tARXS E 1 Offset(-14,33)\n\t\t\tTNT1 A 0 A_TakeInventory(\"PlayerStamina\", 4)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"SprintingPlayer\", 1, \"SprLoop3\")\n\t\t\tgoto SprEnd\n\t\tSprLoop3:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"PlayerStamina\", 1, \"SL3\")\n\t\t\tTNT1 A 0 A_TakeInventory(\"SprintingPlayer\",1)\n\t\t\tgoto SprEnd\n\t\tSL3:\n\t\t\tARXS E 1 Offset(14,33)\n\t\t\t//ARXS E 1 Offset(27,36)\n\t\t\tARXS E 1 Offset(34,39)\n\t\t\tARXS E 1 Offset(40,44)\n\t\t\tARXS E 1 Offset(43,47)\n\t\t\tARXS E 1 Offset(44,50)\n\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"SprintingPlayer\", 1, \"SprLoop4\")\n\t\t\tgoto SprEnd\n\t\tSprLoop4:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"PlayerStamina\", 1, \"SL4\")\n\t\t\tTNT1 A 0 A_TakeInventory(\"SprintingPlayer\",1)\n\t\t\tgoto SprEnd\n\t\tSL4:\n\t\t\tARXS E 1 Offset(44,50)\n\t\t\t//ARXS E 1 Offset(43,47)\n\t\t\tARXS E 1 Offset(40,44)\n\t\t\tARXS E 1 Offset(34,39)\n\t\t\tARXS E 1 Offset(27,36)\n\t\t\tARXS E 1 Offset(14,33)\n\t\t\tTNT1 A 0 A_TakeInventory(\"PlayerStamina\", 4)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"SprintingPlayer\", 1, \"SprLoop1\")\n\t\tSprEnd:\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(Player_ChangeSpeed,0,100,0,0)\n\t\t\tTNT1 A 0 A_PlaySound(\"sfx/sprintend\",CHAN_AUTO)\n\t\t\tARXS EDCBA 1 Offset(-8,38)\n\t\t\tgoto ready\n\n\t\tselect:\n\t\t\t//TNT1 A 0 A_SetCrosshair(10)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"gtoss_weaponmemory\",13,\"GrenadeEnd\")\n\t\t\tNULL A 8\n\t\t\tNULL A 0 A_TakeInventory(\"AltFuncSwitch\", 1)\n\t\t\tNULL A 0 A_TakeInventory(\"barrazoom\", 1)\n\t\t\tARXU F 1 A_PlaySound(\"weapons/ar_select\", CHAN_WEAPON)\n\t\t\tARXU EDCBA 1\n\t\t\tNULL A 0 A_GiveInventory(\"xhair_switch\", 1)\n\t\tselectLoop:\n\t\t\tARXI A 1 A_Raise\n\t\t\tGoto selectLoop\n\n\t\tdeselect:\n\t\t\tNULL A 0 A_TakeInventory(\"xhair_switch\", 1)\n\t\t\tNULL A 0 A_TakeInventory(\"arifle_acc\", 50)\n\t\t\tNULL A 0 ACS_ExecuteAlways(Player_ChangeSpeed,0,100,0,0)\n\t\t\tNULL A 0 A_ZoomFactor(1.0,ZOOM_INSTANT)\n\t\t\tARXU A 1 A_PlaySound(\"weapons/ar_deselect\", CHAN_WEAPON)\n\t\t\tARXU BCDEF 1\n\t\t\tNULL A 2\n\t\tdeselectLoop:\n\t\t\tNULL A 1 A_Lower\n\t\t\tGoto deselectLoop\n\n\t\tfire:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"barrazoom\", 1, \"zoomedfire\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"barraclip\", 1, 3)\n\t\t\tARXI A 1 A_PlayWeaponSound(\"weapons/noammo\")\n\t\t\tARXI A 4\n\t\t\tgoto Ready\n\n\t\t\tTNT1 A 0 A_TakeInventory(\"barraclip\", 1)\n\n\t\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/ar_fire\")\n\t\t\tTNT1 A 0 A_AlertMonsters\n\t\t\tNULL A 0 A_TakeInventory(\"arifle_zoomflash\", 1)\n\t\t\tNULL A 0 A_GiveInventory(\"arifle_normflash\", 1)\n\t\t\tTNT1 A 0 A_GunFlash\n\t\t\t/*\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"arifle_acc\", 27, \"FrAcc9\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"arifle_acc\", 24, \"FrAcc8\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"arifle_acc\", 21, \"FrAcc7\")\n\t\t\t*/\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"arifle_acc\", 18, \"FrAcc6\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"arifle_acc\", 15, \"FrAcc5\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"arifle_acc\", 12, \"FrAcc4\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"arifle_acc\", 9, \"FrAcc3\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"arifle_acc\", 6, \"FrAcc2\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"arifle_acc\", 3, \"FrAcc1\")\n\n\t\tFrAcc0:\n\t\t\tTNT1 A 1 A_FireBullets (1,0,-1, 29 ,\"arifle_impact\",FBF_NORANDOM | FBF_USEAMMO)\n\t\t\tTNT1 A 0 A_GiveInventory(\"arifle_acc\", 9)\n\t\t\tgoto FireLast\n\t\tFrAcc1:\n\t\t\tTNT1 A 1 A_FireBullets (1,1,-1, 29 ,\"arifle_impact\",FBF_NORANDOM | FBF_USEAMMO)\n\t\t\tTNT1 A 0 A_GiveInventory(\"arifle_acc\", 9)\n\t\t\tgoto FireLast\n\t\tFrAcc2:\n\t\t\tTNT1 A 1 A_FireBullets (2,1,-1, 29 ,\"arifle_impact\",FBF_NORANDOM | FBF_USEAMMO)\n\t\t\tTNT1 A 0 A_GiveInventory(\"arifle_acc\", 9)\n\t\t\tgoto FireLast\n\t\tFrAcc3:\n\t\t\tTNT1 A 1 A_FireBullets (2,2,-1, 29 ,\"arifle_impact\",FBF_NORANDOM | FBF_USEAMMO)\n\t\t\tTNT1 A 0 A_GiveInventory(\"arifle_acc\", 9)\n\t\t\tgoto FireLast\n\t\tFrAcc4:\n\t\t\tTNT1 A 1 A_FireBullets (3,2,-1, 29 ,\"arifle_impact\",FBF_NORANDOM | FBF_USEAMMO)\n\t\t\tTNT1 A 0 A_GiveInventory(\"arifle_acc\", 9)\n\t\t\tgoto FireLast\n\t\tFrAcc5:\n\t\t\tTNT1 A 1 A_FireBullets (3,3,-1, 29 ,\"arifle_impact\",FBF_NORANDOM | FBF_USEAMMO)\n\t\t\tTNT1 A 0 A_GiveInventory(\"arifle_acc\", 9)\n\t\t\tgoto FireLast\n\t\tFrAcc6:\n\t\t\tTNT1 A 1 A_FireBullets (4,3,-1, 29 ,\"arifle_impact\",FBF_NORANDOM | FBF_USEAMMO)\n\t\t\tTNT1 A 0 A_GiveInventory(\"arifle_acc\", 9)\n\t\t\tgoto FireLast\n\t\t/*\n\t\tFrAcc7:\n\t\t\tTNT1 A 1 A_FireBullets (8,8,-1,13,\"arb_puff\",1)\n\t\t\tTNT1 A 0 A_GiveInventory(\"arifle_acc\", 12)\n\t\t\tgoto FireLast\n\t\tFrAcc8:\n\t\t\tTNT1 A 1 A_FireBullets (9,9,-1,13,\"arb_puff\",1)\n\t\t\tTNT1 A 0 A_GiveInventory(\"arifle_acc\", 12)\n\t\t\tgoto FireLast\n\t\tFrAcc9:\n\t\t\tTNT1 A 1 A_FireBullets (10,10,-1,13,\"arb_puff\",1)\n\t\t\tTNT1 A 0 A_GiveInventory(\"arifle_acc\", 12)\n\t\t\tgoto FireLast\n */\n\t\tFireLast:\n\t\t\tTNT1 A 1\n\t\t\t//TNT1 A 0 ACS_ExecuteAlways(Weapon_Recoil,0,12,random(-9,0),0)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"arcasing_spawner\",0,0,0,4,0)\n\t\t\tARXC BA 1\n\t\t\tGoto ready\n\n\t\tNormFlash:\n\t\t\t// A_Jump is bugged in mp\n\t\t\t//TNT1 A 0 A_Jump(255, \"firef1\", \"firef2\", \"firef3\")\n\t\t\tTNT1 A 0\n\t\t\tgoto firef2\n\n\t\tfiref1:\n\t\t\tARXF A 1 bright A_Light2\n\t\t\tARXF D 1 bright A_Light1\n\t\t\tTNT1 A 1 A_Light0\n\t\t\tstop\n\t firef2:\n\t\t\tARXF B 1 bright A_Light2\n\t\t\tARXF E 1 bright A_Light1\n\t\t\tTNT1 A 1 A_Light0\n\t\t\tstop\n\t\tfiref3:\n\t\t\tARXF C 1 bright A_Light2\n\t\t\tARXF F 1 bright A_Light1\n\t\t\tTNT1 A 1 A_Light0\n\t\t\tstop\n\n\t\tzoomedfire:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"barraclip\", 1, 3)\n\t\t\tARZI A 1 A_PlaySound(\"weapons/noammo\")\n\t\t\tARZI A 4\n\t\t\tgoto readyzoom\n\n\t\t\tTNT1 A 0 A_TakeInventory(\"barraclip\", 1)\n\t\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/ar_fire\")\n\t\t\tTNT1 A 0 A_AlertMonsters\n\t\t\tNULL A 0 A_TakeInventory(\"arifle_normflash\", 1)\n\t\t\tNULL A 0 A_GiveInventory(\"arifle_zoomflash\", 1)\n\t\t\tTNT1 A 0 A_GunFlash\n\n\t\t\tTNT1 A 1 bright A_FireBullets (0,0,1, 28 ,\"arifle_impact\",FBF_NORANDOM | FBF_USEAMMO)\n\n\t\t\tTNT1 A 1\n\t\t\t//TNT1 A 0 ACS_ExecuteAlways(Weapon_Recoil,0,15,random(-15,15),0)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"arcasing_spawner2\",0,0,0,4,0)\n\t\t\tARZC CB 1\n\t\t\tgoto readyzoom\n\n\t\tZoomFlash:\n\t\t\t// A_Jump is bugged in mp\n\t\t\t//TNT1 A 0 A_Jump(255, \"zfiref1\", \"zfiref2\", \"zfiref3\")\n\t\t\tTNT1 A 0\n\t\t\tgoto zfiref1\n\t\tzfiref1:\n\t\t\tARZF A 1 bright A_Light2\n\t\t\tARZF D 1 bright A_Light1\n\t\t\tTNT1 A 1 A_Light0\n\t\t\tstop\n\t zfiref2:\n\t\t\tARZF B 1 bright A_Light2\n\t\t\tARZF E 1 bright A_Light1\n\t\t\tTNT1 A 1 A_Light0\n\t\t\tstop\n\t\tzfiref3:\n\t\t\tARZF C 1 bright A_Light2\n\t\t\tARZF F 1 bright A_Light1\n\t\t\tTNT1 A 1 A_Light0\n\t\t\tstop\n\n\t\tZoomWeapon:\n\t\t\tTNT1 A 0 A_GiveInventory(\"barrazoom\", 1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"AltFuncSwitch\", 1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"arifle_acc\", 50)\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(Player_ChangeSpeed,0,50,0,0)\n\t\t\tTNT1 A 0 A_ZoomFactor(2.0)\n\t\t\tARZU ABCDE 1\n\t\t\tgoto readyzoom\n\n\t\tUnZoomWeapon:\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(Player_ChangeSpeed,0,100,0,0)\n\t\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\t\tTNT1 A 0 A_TakeInventory(\"AltFuncSwitch\", 1)\n\t\t\tARZU EDCBA 1\n\t\t\tTNT1 A 0 A_TakeInventory(\"barrazoom\", 1)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"ReloadingWeapon\",1,\"Reload\")\n\t\t\tgoto ready\n\n\t\tQuickUnZoom:\n\t\t\tNULL A 0 A_ZoomFactor(1.0,ZOOM_INSTANT)\n\t\t\t//NULL A 0 A_TakeInventory(\"AltFuncSwitch\", 2)\n\t\t\tNULL A 0 A_TakeInventory(\"barrazoom\", 1)\n\n\t\t\tNULL A 0 A_JumpIfInventory(\"TossGrenade\", 1, \"Grenade\")\n\t\t\t//NULL A 0 A_JumpIfInventory(\"ReloadingWeapon\",1,\"Reload\")\n\t\t\tgoto ready\n\n\t\tUnZoom2Relo:\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(Player_ChangeSpeed,0,100,0,0)\n\t\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\t\tARZU EDCBA 1\n\t\t\tTNT1 A 0 A_TakeInventory(\"barrazoom\", 1)\n\t\t\t//TNT1 A 0 A_TakeInventory(\"AltFuncSwitch\", 2)\n\t\tReload:\n\t\t\tNULL A 0 A_JumpIfInventory(\"barraclip\", 36, 2)\n\t\t\tNULL A 0 A_JumpIfInventory(\"arifle_ammobox\", 1, 2)\n\t\t\tNULL A 0\n\t\t\tgoto ready\n\n\t\t\tTNT1 A 0 A_GiveInventory(\"xhair_hold\", 1)\n\t\t\tTNT1 A 0 A_GiveInventory(\"arifle_acc\", 28) //\n\n\t\t\tARRS ABCDEF 1\n\t\t\tARRS G 1 A_PlaySound(\"weapons/ar_clipout\", CHAN_WEAPON)\n\t\t\tARRS HIJK 1\n\t\t\tARRS L 12 //hold\n\t\t\tARRS MNOP 1\n\t\t\tARRS Q 2 A_PlaySound(\"weapons/ar_clipin\", CHAN_WEAPON)\n\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"barraclip\", 1, \"Reload_FillClipB\")\n\n\t\tReload_FillClipA:\n\t\t\tNULL A 0 A_TakeInventory(\"arifle_ammobox\",1)\n\t\t\tNULL A 0 A_GiveInventory(\"barraclip\",1)\n\t\t\tNULL A 0 A_JumpIfInventory(\"barraclip\",36,\"ReloadFinish_Long\")\n\t\t\tNULL A 0 A_JumpIfInventory(\"arifle_ammobox\",1,\"Reload_FillClipA\")\n\t\tReloadFinish_Long:\n\t\t\tARRL ABC 1\n\t\t\tARRL D 7//small hold\n\t\t\tARRL EFGH 1\n\t\t\tARRL I 3 A_PlaySound(\"weapons/ar_pinpull\", CHAN_WEAPON) //small hold / pin sound\n\t\t\tARRL J 1\n\t\t\tARRL K 8 //small hold\n\t\t\tTNT1 A 0 A_TakeInventory(\"xhair_hold\", 1)\n\t\t\tARRL LMNOPQR 1\n\t\t\tgoto ready\n\n\t\t\t//ARXR X 1 A_PlaySound(\"weapons/ar_clipin2\", CHAN_WEAPON)\n\t\tReload_FillClipB:\n\t\t\tNULL A 0 A_TakeInventory(\"arifle_ammobox\",1)\n\t\t\tNULL A 0 A_GiveInventory(\"barraclip\",1)\n\t\t\tNULL A 0 A_JumpIfInventory(\"barraclip\",36,\"ReloadFinish_Quick\")\n\t\t\tNULL A 0 A_JumpIfInventory(\"arifle_ammobox\",1,\"Reload_FillClipB\")\n\t\tReloadFinish_Quick:\n\t\t\tARRQ ABC 1\n\t\t\tARRQ D 7 //small hold\n\t\t\tTNT1 A 0 A_TakeInventory(\"xhair_hold\", 1)\n\t\t\tARRQ BEFGHIJK 1\n\t\t\tgoto ready\n\n\t\tUnZoom2Gren:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"grenades\", 1, 2)\n\t\t\tTNT1 A 0\n\t\t\tgoto readyzoom\n\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(Player_ChangeSpeed,0,100,0,0)\n\t\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\t\tARZU EDCBA 1\n\t\t\tTNT1 A 0 A_TakeInventory(\"barrazoom\", 1)\n\t\t\t//TNT1 A 0 A_TakeInventory(\"AltFuncSwitch\", 2)\n\t\tGrenade:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"grenades\", 1, 2)\n\t\t\tTNT1 A 0\n\t\t\tgoto ready\n\t\t\tARXG ABCDEFG 1\n\t\t\tTNT1 A 0 A_GiveInventory(\"gtoss_weaponmemory\", 13)\n\t\t\tTNT1 A 0 A_SelectWeapon(\"grenade_toss\")\n\t\t\tgoto deselectLoop\n\t\tGrenadeEnd:\n\t\t\tTNT1 A 0 A_TakeInventory(\"gtoss_weaponmemory\",99)\n\t\t\tARXG GFEDCBA 1\n\t\t\tgoto selectLoop\n\n\t\tAltFire:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"barrazoom\", 1, 2)\n\t\t\tTNT1 A 0\n\t\t\tgoto altfire+7\n\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(Player_ChangeSpeed,0,100,0,0)\n\t\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\t\tARZU DCB 1\n\t\t\tNULL A 0 A_TakeInventory(\"barrazoom\", 1)\n\n\t\t\tARXM C 1 A_Recoil(-6)\n\t\t\tNULL A 0 A_PlayWeaponSound(\"sfx/meleeswing\")\n\t\t\tARXM EGJ 1\n\t\t\tARXM L 9 A_CustomPunch ((164+random(1,32)), 1 , 0 , \"meleepuff\",88)\n\t\t\tARXM KJIHGFEDCBA 1\n\t\t\tgoto ready\n\n\t}\n\n}\n\nactor barraclip : Ammo{\n\tInventory.MaxAmount 36\n\tInventory.Icon \"NULLA0\"\n\t+INVENTORY.IGNORESKILL\n}\n\nactor barrazoom : inventory{\n\tinventory.maxamount 1\n}\n\nactor arifle_acc : Inventory {\n\t-INVBAR\n\tInventory.icon \"CBALH0\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 28\n}\n\nactor arifle_impact{\n\tRadius 1\n\tHeight 1\n\tAlpha 1\n\tDamageType arifle_damage\n\tRenderStyle ADD\n\tScale 0.21\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\t+FLOORCLIP\n\t+NOTELEPORT\n\t+FORCEXYBILLBOARD\n\t+NOEXTREMEDEATH\n\t+NOINTERACTION\n\t+PUFFONACTORS\n\t+CLIENTSIDEONLY\n\tStates{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"sfx/bulletric\")\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"arifle_flare\", 0, 0, 0, 0,0,0, 0)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx (\"arifle_spark\", 0, 0, 0, /*f*/random(0.5,1.0), random(3,5) , random(0,6) , random(0,180))\n\t\t\tTNT1 AA 0 A_SpawnItemEx (\"arifle_spark2\", 0, 0, 0, /*f*/random(0.5,1.0), random(3,5) , random(0,6) , random(0,180))\n\t\t\tTNT1 AA 0 A_SpawnItemEx (\"arifle_smoke\", 0, 0, 0, 0, /*f*/random(-0.3,0.3) , /*f*/random(0,0.35) , random(0,180))\n\t\t\tTNT1 A 0 A_Jump(255, \"Puff1\",\"Puff2\",\"Puff3\",\"Puff4\")\n\t\tPuff1:\n\t\t\tIPF2 AAA 1 bright //A_SetScale (scaleX * 0.9 ,scaleY * 0.9)\n\t\t\tstop\n\t\tPuff2:\n\t\t\tIPF2 BBB 1 bright //A_SetScale (scaleX * 0.9 ,scaleY * 0.9)\n\t\t\tstop\n\t\tPuff3:\n\t\t\tIPF2 CCC 1 bright //A_SetScale (scaleX * 0.9 ,scaleY * 0.9)\n\t\t\tstop\n\t\tPuff4:\n\t\t\tIPF2 DDD 1 bright //A_SetScale (scaleX * 0.9 ,scaleY * 0.9)\n\t\t\tstop\n\n\t\txdeath:\n\t\t\tTNT1 A 0\n\t\t\tstop\n\t}\n}\n\nactor arifle_flare {\n\tscale 0.21\n\talpha 1.0\n\trenderstyle add\n\t+NOINTERACTION\n\t+FORCEXYBILLBOARD\n\t+NOTELEPORT\n\t+CLIENTSIDEONLY\n\n\tstates {\n\t\tspawn:\n\t\t\tLEYS O 3\n\t\tspawnloop:\n\t\t\tLEYS O 1 bright A_FadeOut(0.25)\n\t\t\tloop\n\t}\n}\n\nactor arifle_spark {\n\tradius 2\n\theight 2\n\talpha 1\n\tscale 0.028\n\tgravity 0.4\n\trenderstyle add\n\t+NOTELEPORT\n\t+FLOORCLIP\n\t+FORCEXYBILLBOARD\n\t+CLIENTSIDEONLY\n\tbouncetype \"doom\"\n\tbouncefactor 0.2\n\tstates{\n\t\tspawn:\n\t\t\tSPRK AAA 2 bright A_ScaleVelocity(0.9)\n\t\tspawnloop:\n\t\t\tTNT1 A 0 A_ScaleVelocity(0.9)\n\t\t\tSPRK A 1 bright A_FadeOut(0.1)\n\t\t\tloop\n\t}\n}\n\nactor arifle_spark2 : arifle_spark {\n\tscale 0.032\n\tgravity 0.3\n\tstates{\n\t\tspawn:\n\t\t\tSPRK CCCCC 2 bright A_ScaleVelocity(0.9)\n\t\tspawnloop:\n\t\t\tTNT1 A 0 A_ScaleVelocity(0.9)\n\t\t\tSPRK C 1 bright A_FadeOut(0.1)\n\t\t\tloop\n\t}\n}\n\nactor arifle_smoke {\n\tscale 0.12\n\talpha 0.45\n\trenderstyle add\n\t+NOTELEPORT\n\t+FORCEXYBILLBOARD\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tstates{\n\t\tspawn:\n\t\t\tTNT1 A 3\n\t\t\tTNT1 A 0 A_Jump(255,\"smoek1\",\"smoek2\",\"smoek3\",\"smoek4\",\"smoek5\",\"smoek6\")\n\t\tsmoek1:\n\t\t\tTNT1 A 0 //A_SetScale(ScaleX * 1.02, ScaleY * 1.02)\n\t\t\tSMK1 A 2 A_Fadeout(0.015)\n\t\t\tloop\n\t\tsmoek2:\n\t\t\tTNT1 A 0 //A_SetScale(ScaleX * 1.02, ScaleY * 1.02)\n\t\t\tSMK1 B 2 A_Fadeout(0.015)\n\t\t\tloop\n\t\tsmoek3:\n\t\t\tTNT1 A 0 //A_SetScale(ScaleX * 1.02, ScaleY * 1.02)\n\t\t\tSMK1 C 2 A_Fadeout(0.015)\n\t\t\tloop\n\t\tsmoek4:\n\t\t\tTNT1 A 0 //A_SetScale(ScaleX * 1.02, ScaleY * 1.02)\n\t\t\tSMK1 D 2 A_Fadeout(0.015)\n\t\t\tloop\n\t\tsmoek5:\n\t\t\tTNT1 A 0 //A_SetScale(ScaleX * 1.02, ScaleY * 1.02)\n\t\t\tSMK1 E 2 A_Fadeout(0.015)\n\t\t\tloop\n\t\tsmoek6:\n\t\t\tTNT1 A 0 //A_SetScale(ScaleX * 1.02, ScaleY * 1.02)\n\t\t\tSMK1 F 2 A_Fadeout(0.015)\n\t\t\tloop\n\t}\n}\n\nactor arifle_casing {\n\tscale 0.12\n\tradius 2\n\theight 2\n\tspeed 6\n\tmass 4\n\tbouncefactor 0.5\n\tPROJECTILE\n\t+DOOMBOUNCE\n\t+NODROPOFF\n\t+FORCEXYBILLBOARD\n\t+NOTELEPORT\n\t+FLOORCLIP\n\t-NOGRAVITY\n\t-NOBLOCKMAP\n\t+CLIENTSIDEONLY\n\tseesound \"casings/ar_casing\"\n\tstates{\n\t\tspawn:\n\t\t\tARBC ABCDEF 2\n\t\t\tloop\n\t\tdeath:\n\t\t\tNULL A 0 A_Jump(255, \"pos1\", \"pos2\", \"pos3\")\n\t\t\tNULL A 0\n\t\tpos1:\n\t\t\tARBC A 400\n\t\t\tARBC AAAAAAAAAA 1 A_FadeOut(0.1)\n\t\t\tstop\n\t\tpos2:\n\t\t\tARBC D 400\n\t\t\tARBC DDDDDDDDDD 1 A_FadeOut(0.1)\n\t\t\tstop\n\t\tpos3:\n\t\t\tARBC C 400\n\t\t\tARBC CCCCCCCCCC 1 A_FadeOut(0.1)\n\t\t\tstop\n\n\t}\n}\n\nactor arifle_casing2 : arifle_casing {\n\tstates{\n\t\tspawn:\n\t\t\tARBC FABCDE 2\n\t\t\tloop\n\t\tdeath:\n\t\t\tNULL A 0 A_Jump(255, \"pos1\", \"pos2\", \"pos3\")\n\t\t\tNULL A 0\n\t\tpos1:\n\t\t\tARBC A 400\n\t\t\tARBC AAAAAAAAAA 1 A_FadeOut(0.1)\n\t\t\tstop\n\t\tpos2:\n\t\t\tARBC D 400\n\t\t\tARBC DDDDDDDDDD 1 A_FadeOut(0.1)\n\t\t\tstop\n\t\tpos3:\n\t\t\tARBC C 400\n\t\t\tARBC CCCCCCCCCC 1 A_FadeOut(0.1)\n\t\t\tstop\n\n\t}\n}\n\nactor arcasing_spawner {\n\tspeed 15\n\tPROJECTILE\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tstates{\n\t\tspawn:\n\t\t\tNULL A 0\n\t\t\tNULL A 1 A_SpawnItemEx(\"arifle_casing\", 0, 10, 0, random(0,1), random(4,5), random(0,1), 0, SXF_TRANSFERPOINTERS)\n\t\t\tstop\n\t}\n\n}\n\nactor arcasing_spawner2 : arcasing_spawner {\n\tstates{\n\t\tspawn:\n\t\t\tNULL A 0\n\t\t\tNULL A 1 A_SpawnItemEx(\"arifle_casing2\", 0, 3, 0, random(0,1), random(4,5), random(0,1), 0, SXF_TRANSFERPOINTERS)\n\t\t\tstop\n\t}\n\n}"
},
{
"source": "pk3",
"name": "actordefs/weapons/autoshot.txt",
"contents": "// HYDRA HM9 AUTOMATIC SHOTGUN\n////////////////////\n\nactor hydrashotgun : Shotgun replaces Shotgun {\n\tTag \"Hydra Shotgun\"\n\n\tweapon.selectionorder 200\n\tinventory.pickupsound \"weapons/hs_bolt\"\n\tinventory.pickupmessage \"Hydra HM9 Automatic Shotgun\"\n\n\tweapon.ammotype \"hydraclip\"\n\tweapon.ammotype2 \"autoshot_ammo\"\n\tweapon.ammouse 0//1\n\tweapon.ammogive2 8\n\tweapon.ammogive1 0\n\tweapon.kickback 100\n\tWeapon.preferredSkin \"AutoShotSkin\"\n\t//weapon.bobstyle inverse\n\t//weapon.bobrangeX 0.4\n\t//weapon.bobrangeY 0.75\n\t//weapon.bobspeed 2.5\n\tAttackSound \"\"\n\t+AMMO_OPTIONAL\n\t+NOALERT\n\t+WEAPON.NOAUTOAIM\n\tscale 0.32\n\n\tstates{\n\t\tspawn:\n\t\t\tHASW A -1\n \t\tstop\n\t\tready:\n\t\t\tHASI A 1 A_WeaponReady\n\t\t\tNULL A 0 A_JumpIfInventory(\"TossGrenade\", 1, \"Grenade\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"SprintingPlayer\",1,\"Sprint\")\n\t\t\tNULL A 0 A_JumpIfInventory(\"ReloadingWeapon\",1,\"Reload\")\n\t\t\tloop\n\n\t\t/////\n\t\tSprint:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"PlayerStamina\", 1, \"SprStart\")\n\t\t\tTNT1 A 0 A_TakeInventory(\"SprintingPlayer\",1)\n\t\t\tgoto ready\n\t\tSprStart:\n\t\t\tTNT1 A 0 A_PlaySound(\"sfx/sprintstart\",CHAN_AUTO)\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(Player_ChangeSpeed,0,200,0,0)\n\t\t\tTNT1 A 0 A_SetBlend(\"49 99 0\",0.4,15)\n\t\t\tTNT1 A 0 A_Recoil(-15)\n\t\t\tHASS ABCDE 1 //Offset(-25,33)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"SprintingPlayer\", 1, \"SprLoop1\")\n\t\t\tgoto SprEnd\n\t SprLoop1:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"PlayerStamina\", 1, \"SL1\")\n\t\t\tTNT1 A 0 A_TakeInventory(\"SprintingPlayer\",1)\n\t\t\tgoto SprEnd\n\t\tSL1:\n\t\t\tHASS E 1 Offset(-14,33)\n\t\t\t//HASS E 1 Offset(-27,36)\n\t\t\tHASS E 1 Offset(-34,39)\n\t\t\tHASS E 1 Offset(-40,44)\n\t\t\tHASS E 1 Offset(-43,47)\n\t\t\tHASS E 1 Offset(-44,50)\n\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"SprintingPlayer\", 1, \"SprLoop2\")\n\t\t\tgoto SprEnd\n\t\tSprLoop2:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"PlayerStamina\", 1, \"SL2\")\n\t\t\tTNT1 A 0 A_TakeInventory(\"SprintingPlayer\",1)\n\t\t\tgoto SprEnd\n\t\tSL2:\n\t\t\tHASS E 1 Offset(-44,50)\n\t\t\t//HASS E 1 Offset(-43,47)\n\t\t\tHASS E 1 Offset(-40,44)\n\t\t\tHASS E 1 Offset(-34,39)\n\t\t\tHASS E 1 Offset(-27,36)\n\t\t\tHASS E 1 Offset(-14,33)\n\t\t\tTNT1 A 0 A_TakeInventory(\"PlayerStamina\", 4)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"SprintingPlayer\", 1, \"SprLoop3\")\n\t\t\tgoto SprEnd\n\t\tSprLoop3:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"PlayerStamina\", 1, \"SL3\")\n\t\t\tTNT1 A 0 A_TakeInventory(\"SprintingPlayer\",1)\n\t\t\tgoto SprEnd\n\t\tSL3:\n\t\t\tHASS E 1 Offset(14,33)\n\t\t\t//HASS E 1 Offset(27,36)\n\t\t\tHASS E 1 Offset(34,39)\n\t\t\tHASS E 1 Offset(40,44)\n\t\t\tHASS E 1 Offset(43,47)\n\t\t\tHASS E 1 Offset(44,50)\n\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"SprintingPlayer\", 1, \"SprLoop4\")\n\t\t\tgoto SprEnd\n\t\tSprLoop4:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"PlayerStamina\", 1, \"SL4\")\n\t\t\tTNT1 A 0 A_TakeInventory(\"SprintingPlayer\",1)\n\t\t\tgoto SprEnd\n\t\tSL4:\n\t\t\tHASS E 1 Offset(44,50)\n\t\t\t//HASS E 1 Offset(43,47)\n\t\t\tHASS E 1 Offset(40,44)\n\t\t\tHASS E 1 Offset(34,39)\n\t\t\tHASS E 1 Offset(27,36)\n\t\t\tHASS E 1 Offset(14,33)\n\t\t\tTNT1 A 0 A_TakeInventory(\"PlayerStamina\", 4)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"SprintingPlayer\", 1, \"SprLoop1\")\n\t\tSprEnd:\n\t\t\tTNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(Player_ChangeSpeed,0,100,0,0)\n\t\t\tTNT1 A 0 A_PlaySound(\"sfx/sprintend\",CHAN_AUTO)\n\t\t\tHASS EDCBA 1 //Offset(-25,33)\n\t\t\tgoto ready\n\n\t\tSelect:\n\t\t\t//TNT1 A 0 A_SetCrosshair(10)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"gtoss_weaponmemory\",12,\"GrenadeEnd\")\n\t\t\tNULL A 8\n\t\t\tHASU F 1 A_PlaySound(\"weapons/hs_select\", CHAN_WEAPON)\n\t\t\tHASU EDCBA 1\n\t\t\tNULL A 0 A_GiveInventory(\"xhair_switch\",1)\n\t\tSelectLoop:\n \t\tHASI A 1 A_Raise\n \t\tGoto SelectLoop\n\n\t\tdeselect:\n\t\t\tNULL A 0 A_TakeInventory(\"xhair_switch\",1)\n\t\t\tHASU A 1 A_PlaySound(\"weapons/hs_deselect\", CHAN_WEAPON)\n\t\t\tHASU BCDEF 1\n\t\t\tNULL A 2\n\t\tdeselectLoop:\n\t\t\tNULL A 1 A_Lower\n\t\t\tGoto deselectLoop\n\n \t\tFire:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"hydraclip\", 1, 3)\n\t\t\tHASI A 1 A_PlaySound(\"weapons/noammo\", CHAN_WEAPON)\n\t\t\tHASI A 6\n\t\t\tgoto ready\n\n\t\t\tTNT1 A 0 A_TakeInventory(\"HydraClip\", 1)\n\n\t\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hs_fire\")\n\t\t\tTNT1 A 0 A_AlertMonsters\n\t\t\tTNT1 A 0 A_GunFlash\n\n\t\t\tTNT1 A 1 A_FireBullets (6,5,9, 11,\"buckshot_impact\", FBF_NORANDOM | FBF_USEAMMO)\n\n\t\t\t//TNT1 A 0 ACS_ExecuteAlways(Weapon_Recoil,0,35,random(-25,25),0)\n\t\t\tTNT1 A 0 A_Light0\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"regshell_spawner\",0,0,0,3,0)\n\t\t\tHASI D 2\n\t\t\tHASI CB 1\n\t\t\tHASI A 3\n\t\t\tgoto ready\n\t\tFlash:\n\t\t\tTNT1 A 0 A_Jump(220, \"firef1\", \"firef2\")\n\t\tfiref1:\n\t\t\tHASF A 1 bright A_Light2\n\t\t\tTNT1 A 1 A_Light1\n\t\t\tTNT1 A 1 A_Light0\n\t\t\tstop\n\t\tfiref2:\n\t\t\tHASF B 1 bright A_Light2\n\t\t\tTNT1 A 1 A_Light1\n\t\t\tTNT1 A 1 A_Light0\n\t\t\tstop\n\n\t\tReload:\n\t\t\tNULL A 0 A_JumpIfInventory(\"hydraclip\", 16, 2)\n\t\t\tNULL A 0 A_JumpIfInventory(\"autoshot_ammo\", 1, 2)\n\t\t\tNULL A 0\n\t\t\tgoto ready\n\n\t\t\tHARS ABCDEFG 1\n\t\t\tHARS H 4 A_PlaySound(\"weapons/hs_clipout\", CHAN_WEAPON)\n\t\t\tHARS IJJ 1\n\t\t\tHARS K 8\n\t\t\tHARS LMNOP 1\n\t\t\tHARS Q 15\n\t\t\tHARS RST 1\n\t\t\tHARS U 1 A_PlaySound(\"weapons/hs_clipin\", CHAN_WEAPON)\n\t\t\tHARS V 1\n\t\t\tHARS W 8\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"hydraclip\", 1, \"Reload_FillClipB\")\n\n\t\tReload_FillClipA:\n\t\t\tNULL A 0 A_TakeInventory(\"autoshot_ammo\",1)\n\t\t\tNULL A 0 A_GiveInventory(\"hydraclip\",1)\n\t\t\tNULL A 0 A_JumpIfInventory(\"hydraclip\",16,\"ReloadFinish_Long\")\n\t\t\tNULL A 0 A_JumpIfInventory(\"autoshot_ammo\",1,\"Reload_FillClipA\")\n\t\tReloadFinish_Long:\n\t\t\tHARL ABCDD 1\n\t\t\tHARL E 3 A_PlaySound(\"weapons/hs_bolt\", CHAN_WEAPON)\n\t\t\tHARL FGHH 1\n\t\t\tHARL I 8\n\t\t\tHARL KMNOP 1\n\t\t\tgoto ready\n\n\t\tReload_FillClipB:\n\t\t\tNULL A 0 A_TakeInventory(\"autoshot_ammo\",1)\n\t\t\tNULL A 0 A_GiveInventory(\"hydraclip\",1)\n\t\t\tNULL A 0 A_JumpIfInventory(\"hydraclip\",16,\"ReloadFinish_Quick\")\n\t\t\tNULL A 0 A_JumpIfInventory(\"autoshot_ammo\",1,\"Reload_FillClipB\")\n\t\tReloadFinish_Quick:\n\t\t\tHARQ ABCDEFG 1\n\t\t\tgoto ready\n\n\t\tGrenade:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"grenades\", 1, 2)\n\t\t\tTNT1 A 0\n\t\t\tgoto ready\n\t\t\tHASG ABCDEFG 1\n\t\t\tTNT1 A 0 A_GiveInventory(\"gtoss_weaponmemory\", 12)\n\t\t\tTNT1 A 0 A_SelectWeapon(\"grenade_toss\")\n\t\t\tgoto deselectLoop\n\t\tGrenadeEnd:\n\t\t\tTNT1 A 0 A_TakeInventory(\"gtoss_weaponmemory\",99)\n\t\t\tHASG GFEDCBA 1\n\t\t\tgoto selectLoop\n\t\tAltFire:\n\t\t\tHASM C 1 A_Recoil(-6)\n\t\t\tNULL A 0 A_PlayWeaponSound(\"sfx/meleeswing\")\n\t\t\tHASM EHJ 1\n\t\t\tHASM L 9 A_CustomPunch ((164+random(1,32)), 1 , 0 , \"meleepuff\",88)\n\t\t\tHASM KJIHGFEDCBA 1\n\t\t\tgoto ready\n\t}\n}\n\nactor hydraclip : ammo{\n\tInventory.MaxAmount 16\n\tInventory.Icon \"NULLA0\"\n\t+INVENTORY.IGNORESKILL\n}\n\nactor buckshot_impact{\n\tRadius 1\n\tHeight 1\n\tAlpha 1\n\tDamageType buckshot_damage\n\tRenderStyle ADD\n\tScale 0.16\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\t+FLOORCLIP\n\t+NOTELEPORT\n\t+FORCEXYBILLBOARD\n\t+NOEXTREMEDEATH\n\t+NOINTERACTION\n\t+PUFFONACTORS\n\t+CLIENTSIDEONLY\n\tStates{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"sfx/bulletric\")\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"buckshot_flare\", 0, 0, 0, 0,0,0, 0)\n\t\t\tTNT1 AAAA 0 A_SpawnItemEx (\"buckshot_spark\", 0, 0, 0, /*f*/random(0.5,1.0), random(2,4) , random(0,5) , random(0,180))\n\t\t\tTNT1 AA 0 A_SpawnItemEx (\"buckshot_spark2\", 0, 0, 0, /*f*/random(0.5,1.0), random(2,4) , random(0,5) , random(0,180))\n\t\t\tTNT1 AA 0 A_SpawnItemEx (\"buckshot_smoke\", 0, 0, 0, 0, /*f*/random(-0.3,0.3) , /*f*/random(0,0.35) , random(0,180))\n\t\t\tTNT1 A 0 A_Jump(255, \"Puff1\",\"Puff2\",\"Puff3\",\"Puff4\")\n\t\tPuff1:\n\t\t\tIPF2 AAA 1 bright //A_SetScale (scaleX * 0.9 ,scaleY * 0.9)\n\t\t\tstop\n\t\tPuff2:\n\t\t\tIPF2 BBB 1 bright //A_SetScale (scaleX * 0.9 ,scaleY * 0.9)\n\t\t\tstop\n\t\tPuff3:\n\t\t\tIPF2 CCC 1 bright //A_SetScale (scaleX * 0.9 ,scaleY * 0.9)\n\t\t\tstop\n\t\tPuff4:\n\t\t\tIPF2 DDD 1 bright //A_SetScale (scaleX * 0.9 ,scaleY * 0.9)\n\t\t\tstop\n\n\t\txdeath:\n\t\t\tTNT1 A 0\n\t\t\tstop\n\t}\n}\n\nactor buckshot_flare {\n\tscale 0.16\n\talpha 1.0\n\trenderstyle add\n\t+NOINTERACTION\n\t+FORCEXYBILLBOARD\n\t+NOTELEPORT\n\t+CLIENTSIDEONLY\n\n\tstates {\n\t\tspawn:\n\t\t\tLEYS O 3\n\t\tspawnloop:\n\t\t\tLEYS O 1 bright A_FadeOut(0.25)\n\t\t\tloop\n\t}\n}\n\nactor buckshot_spark {\n\tradius 2\n\theight 2\n\talpha 1\n\tscale 0.024\n\tgravity 0.4\n\trenderstyle add\n\t+NOTELEPORT\n\t+FLOORCLIP\n\t+FORCEXYBILLBOARD\n\t+CLIENTSIDEONLY\n\tbouncetype \"doom\"\n\tbouncefactor 0.2\n\tstates{\n\t\tspawn:\n\t\t\tSPRK AAA 2 bright A_ScaleVelocity(0.9)\n\t\tspawnloop:\n\t\t\tTNT1 A 0 A_ScaleVelocity(0.9)\n\t\t\tSPRK A 1 bright A_FadeOut(0.1)\n\t\t\tloop\n\t}\n}\n\nactor buckshot_spark2 : buckshot_spark {\n\tscale 0.028\n\tgravity 0.3\n\tstates{\n\t\tspawn:\n\t\t\tSPRK CCCCC 2 bright A_ScaleVelocity(0.9)\n\t\tspawnloop:\n\t\t\tTNT1 A 0 A_ScaleVelocity(0.9)\n\t\t\tSPRK C 1 bright A_FadeOut(0.1)\n\t\t\tloop\n\t}\n}\n\nactor buckshot_smoke {\n\tscale 0.1\n\talpha 0.45\n\trenderstyle add\n\t+NOTELEPORT\n\t+FORCEXYBILLBOARD\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tstates{\n\t\tspawn:\n\t\t\tTNT1 A 3\n\t\t\tTNT1 A 0 A_Jump(255,\"smoek1\",\"smoek2\",\"smoek3\",\"smoek4\",\"smoek5\",\"smoek6\")\n\t\tsmoek1:\n\t\t\tTNT1 A 0 //A_SetScale(ScaleX * 1.02, ScaleY * 1.02)\n\t\t\tSMK1 A 2 A_Fadeout(0.015)\n\t\t\tloop\n\t\tsmoek2:\n\t\t\tTNT1 A 0 //A_SetScale(ScaleX * 1.02, ScaleY * 1.02)\n\t\t\tSMK1 B 2 A_Fadeout(0.015)\n\t\t\tloop\n\t\tsmoek3:\n\t\t\tTNT1 A 0 //A_SetScale(ScaleX * 1.02, ScaleY * 1.02)\n\t\t\tSMK1 C 2 A_Fadeout(0.015)\n\t\t\tloop\n\t\tsmoek4:\n\t\t\tTNT1 A 0 //A_SetScale(ScaleX * 1.02, ScaleY * 1.02)\n\t\t\tSMK1 D 2 A_Fadeout(0.015)\n\t\t\tloop\n\t\tsmoek5:\n\t\t\tTNT1 A 0 //A_SetScale(ScaleX * 1.02, ScaleY * 1.02)\n\t\t\tSMK1 E 2 A_Fadeout(0.015)\n\t\t\tloop\n\t\tsmoek6:\n\t\t\tTNT1 A 0 //A_SetScale(ScaleX * 1.02, ScaleY * 1.02)\n\t\t\tSMK1 F 2 A_Fadeout(0.015)\n\t\t\tloop\n\t}\n}\n\nactor regshell_casing {\n\tscale 0.09\n\tradius 2\n\theight 2\n\tspeed 6\n\tmass 4\n\tbouncefactor 0.5\n\tPROJECTILE\n\t+DOOMBOUNCE\n\t+NODROPOFF\n\t+FORCEXYBILLBOARD\n\t+NOTELEPORT\n\t+FLOORCLIP\n\t-NOGRAVITY\n\t-NOBLOCKMAP\n\t+CLIENTSIDEONLY\n\tseesound \"casings/hp_shell\"\n\tdeathsound \"casings/hp_shell\"\n\tstates{\n\t\tspawn:\n\t\t\tSHCS ABCDEFG 2\n\t\t\tloop\n\t\tdeath:\n\t\t\tNULL A 0 A_Jump(255, \"pos1\", \"pos2\", \"pos3\")\n\t\t\tNULL A 0\n\t\tpos1:\n\t\t\tSHCS C 400\n\t\t\tSHCS CCCCCCCCCC 1 A_FadeOut(0.1)\n\t\t\tstop\n\t\tpos2:\n\t\t\tSHCS D 400\n\t\t\tSHCS DDDDDDDDDD 1 A_FadeOut(0.1)\n\t\t\tstop\n\t\tpos3:\n\t\t\tSHCS G 400\n\t\t\tSHCS GGGGGGGGGG 1 A_FadeOut(0.1)\n\t\t\tstop\n\n\t}\n}\n\nactor regshell_spawner {\n\tspeed 15\n\tPROJECTILE\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tstates{\n\t\tspawn:\n\t\t\tNULL A 0\n\t\t\tNULL A 1 A_SpawnItemEx(\"regshell_casing\", -7, 9, 0, 0, random(3,4), random(1,2), 0, SXF_TRANSFERPOINTERS)\n\t\t\tstop\n\t}\n\n}"
},
{
"source": "pk3",
"name": "actordefs/weapons/cannon.txt",
"contents": "//\t TAURUS SA22-HC PERSONAL AUTOCANNON\n////////////////////\n\nActor Taurus_FirstShotDone : Inventory { Inventory.MaxAmount 1 }\n\nactor tauruscannon : weapon replaces RocketLauncher{\n\tTag \"Taurus AutoCannon\"\n\n\tweapon.selectionorder 150\n\tinventory.pickupsound \"weapons/tp_fullcycle\"\n\tinventory.pickupmessage \"Taurus SA22M5 Personal AutoCannon\"\n\tscale 0.32\n\tweapon.ammotype1 \"cannonmag\"\n\tweapon.ammotype2 \"cannon_ammo\"\n\tweapon.ammouse1 1\n\tweapon.ammogive2 15\n\tweapon.kickback 100\n\tWeapon.preferredSkin \"CannonSkin\"\n\t//weapon.bobstyle inverse\n\t//weapon.bobrangeX 0.4\n\t//weapon.bobrangeY 0.75\n\t//weapon.bobspeed 2.5\n\t+AMMO_OPTIONAL\n\t+NOALERT\n\t+WEAPON.NOAUTOAIM\n \tstates{\n\t\tspawn:\n\t\t\tTPCW A -1\n\t\t\tloop\n\t\tready:\n\t\t\tNULL a 0 A_TakeInventory(\"Taurus_FirstShotDone\", 1)\n\t\t\tTPCI A 1 A_WeaponReady\n\t\t\tNULL A 0 A_JumpIfInventory(\"TossGrenade\", 1, \"Grenade\")\n\t\t\tNULL A 0 A_JumpIfInventory(\"ReloadingWeapon\", 1, \"Reload\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"SprintingPlayer\", 1, \"Sprint\")\n\t\t\tloop\n\n\t\t/////\n\t\tSprint:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"PlayerStamina\", 1, \"SprStart\")\n\t\t\tTNT1 A 0 A_TakeInventory(\"SprintingPlayer\",1)\n\t\t\tgoto ready\n\t\tSprStart:\n\t\t\tTNT1 A 0 A_PlaySound(\"sfx/sprintstart\",CHAN_AUTO)\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(Player_ChangeSpeed,0,200,0,0)\n\t\t\tTNT1 A 0 A_SetBlend(\"49 99 0\",0.4,15)\n\t\t\tTNT1 A 0 A_Recoil(-15)\n\t\t\tTPCS ABCDE 1\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"SprintingPlayer\", 1, \"SprLoop1\")\n\t\t\tgoto SprEnd\n\t\tSprLoop1:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"PlayerStamina\", 1, \"SL1\")\n\t\t\tTNT1 A 0 A_TakeInventory(\"SprintingPlayer\",1)\n\t\t\tgoto SprEnd\n\t\tSL1:\n\t\t\tTPCS E 1 Offset(-14,33)\n\t\t\t//TPCS E 1 Offset(-27,36)\n\t\t\tTPCS E 1 Offset(-34,39)\n\t\t\tTPCS E 1 Offset(-40,44)\n\t\t\tTPCS E 1 Offset(-43,47)\n\t\t\tTPCS E 1 Offset(-44,50)\n\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"SprintingPlayer\", 1, \"SprLoop2\")\n\t\t\tgoto SprEnd\n\t\tSprLoop2:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"PlayerStamina\", 1, \"SL2\")\n\t\t\tTNT1 A 0 A_TakeInventory(\"SprintingPlayer\",1)\n\t\t\tgoto SprEnd\n\t\tSL2:\n\t\t\tTPCS E 1 Offset(-44,50)\n\t\t\t//TPCS E 1 Offset(-43,47)\n\t\t\tTPCS E 1 Offset(-40,44)\n\t\t\tTPCS E 1 Offset(-34,39)\n\t\t\tTPCS E 1 Offset(-27,36)\n\t\t\tTPCS E 1 Offset(-14,33)\n\t\t\tTNT1 A 0 A_TakeInventory(\"PlayerStamina\", 4)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"SprintingPlayer\", 1, \"SprLoop3\")\n\t\t\tgoto SprEnd\n\t\tSprLoop3:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"PlayerStamina\", 1, \"SL3\")\n\t\t\tTNT1 A 0 A_TakeInventory(\"SprintingPlayer\",1)\n\t\t\tgoto SprEnd\n\t\tSL3:\n\t\t\tTPCS E 1 Offset(14,33)\n\t\t\t//TPCS E 1 Offset(27,36)\n\t\t\tTPCS E 1 Offset(34,39)\n\t\t\tTPCS E 1 Offset(40,44)\n\t\t\tTPCS E 1 Offset(43,47)\n\t\t\tTPCS E 1 Offset(44,50)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"SprintingPlayer\", 1, \"SprLoop4\")\n\t\t\tgoto SprEnd\n\t\tSprLoop4:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"PlayerStamina\", 1, \"SL4\")\n\t\t\tTNT1 A 0 A_TakeInventory(\"SprintingPlayer\",1)\n\t\t\tgoto SprEnd\n\t\tSL4:\n\t\t\tTPCS E 1 Offset(44,50)\n\t\t\t//TPCS E 1 Offset(43,47)\n\t\t\tTPCS E 1 Offset(40,44)\n\t\t\tTPCS E 1 Offset(34,39)\n\t\t\tTPCS E 1 Offset(27,36)\n\t\t\tTPCS E 1 Offset(14,33)\n\t\t\tTNT1 A 0 A_TakeInventory(\"PlayerStamina\", 4)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"SprintingPlayer\", 1, \"SprLoop1\")\n\t\tSprEnd:\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(Player_ChangeSpeed,0,100,0,0)\n\t\t\tTNT1 A 0 A_PlaySound(\"sfx/sprintend\",CHAN_AUTO)\n\t\t\tTPCS EDCBA 1\n\t\t\tgoto ready\n\n\t\tselect:\n\t\t\tTNT1 A 0 //A_SetCrosshair(10)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"gtoss_weaponmemory\",15,\"GrenadeEnd\")\n\t\t\tNULL A 10\n\t\t\tTPCU G 1 A_PlaySound(\"weapons/tp_select\", CHAN_WEAPON)\n\t\t\tTPCU FEDCBA 1\n\t\t\tNULL A 0 A_GiveInventory(\"xhair_switch\",1)\n\t\tselectloop:\n\t\t\tTPCI A 1 A_Raise\n\t\t\tgoto selectloop\n\n\t\tdeselect:\n\t\t\tNULL A 0 A_TakeInventory(\"xhair_switch\",1)\n\t\t\tTPCU A 1 A_PlaySound(\"weapons/tp_deselect\", CHAN_WEAPON)\n\t\t\tTPCU BCDEFG 1\n\t\t\tNULL A 2\n\t\tdeselectloop:\n\t\t\tNULL A 1 A_Lower\n\t\t\tgoto deselectloop\n\n\t\tfire:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"cannonmag\", 1, 3)\n\t\t\tTPCI A 1 A_PlayWeaponSound(\"weapons/noammo\")\n\t\t\tTPCI A 6\n\t\t\tgoto Ready\n\n\t\t\tNULL A 0 A_Light1\n\t\t\tNULL A 0 A_AlertMonsters\n\t\t\tNULL A 0 A_PlaySound(\"weapons/tp_fire\", CHAN_WEAPON)\n\t\t\tTPCF A 1 bright A_FireCustomMissile (\"cslugshot\", 0, 1, 5, 5 , 0, 0)\n\t\t\t//NULL A 0 ACS_ExecuteAlways(Weapon_Recoil,0,40,random(-20,20),0)\n\n\t\t\tTPCF B 1 bright\n\t\t\tTNT1 A 0 A_Light0\n\t\t\tTPBN A 1\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"cannonmag\", 1, 1)\n\t\t\tgoto fire+14\n\n\t\t\tNULL A 0 A_GiveInventory(\"Taurus_FirstShotDone\", 1)\n\t\t\tTPBN A 1 A_ReFire//(\"doublefire\")\n\t\t\tgoto fire+14\n\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/tp_halfcycle\", CHAN_AUTO)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"cannonmag\", 1, 8)\n\t\t\tTPBH D 1\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"cancasing_spawner\",0,0,0,5,0)\n\t\t\tTPBH EF 1 //no shell\n\t\t\tTPBH GH 1\n\t\t\tTPCI A 1\n\t\t\tGoto ready\n\t\t\tTPBH A 1\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"cancasing_spawner\",0,0,0,5,0)\n\t\t\tTPBH BC 1 //shell\n\t\t\tTPBH GH 1\n\t\t\tTPCI A 1\n\t\t\tGoto ready\n\n\t\tHold:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"Taurus_FirstShotDone\", 1, \"doublefire\")\n\t\t\tGoto Fire\n\t\tdoublefire:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"cannonmag\", 1, 14)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/tp_fullcycle\", CHAN_AUTO)\n\t\t\tTPBF D 1\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"cancasing_spawner\",0,0,0,5,0)\n\t\t\tTPBF EFG 1\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"cancasing_spawner\",0,0,0,4,0)\n\t\t\tTPBF KLMNO 1\n\t\t\tGoto ready\n\n\t\t\tTPBN CDE 1\n\t\t\tTPCI A 1\n\t\t\tTNT1 A 0 A_Light1\n\t\t\tNULL A 0 A_AlertMonsters\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/tp_fire\", CHAN_WEAPON)\n\t\t\tTPCF C 1 bright A_FireCustomMissile (\"cslugshot\", 0, 1, 5, 2 , 0, 0)\n\t\t\t//NULL A 0 ACS_ExecuteAlways(Weapon_Recoil,0,60,random(-30,30),0)\n\t\t\tgoto doublefire+23\n\n\t\t\tTPCF D 1 bright\n\t\t\tTNT1 A 0 A_Light0\n\t\t\tTPBN A 1\n\t\t\t//TPBN B 1\n\t\t\tNULL A 0 A_PlaySound(\"weapons/tp_fullcycle\",CHAN_AUTO)\n\t\t\tTPBF D 1\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"cancasing_spawner\",0,0,0,5,0)\n\t\t\tTPBF EFG 1\n\t\t\tNULL A 0 A_JumpIfInventory(\"cannonmag\", 1, 7)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"cancasing_spawner\",0,0,0,4,0)\n\t\t\tTPBF KLMNO 1\n\t\t\tGoto ready\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"cancasing_spawner\",0,0,0,4,0)\n\t\t\tTPBF HIJNO 1\n\t\t\tGoto ready\n\n\t\tReload:\n\t\t\tNULL A 0 A_JumpIfInventory(\"cannonmag\", 30, 2)\n\t\t\tNULL A 0 A_JumpIfInventory(\"cannon_ammo\", 1, 2)\n\t\t\tNULL A 0\n\t\t\tgoto ready\n\n\t\t\tTPRS ABCDEFG 1\n\t\t\tTRCO A 4\n\t\t\tTRCO BC 1\n\t\t\tTRCO D 2 A_PlaySound(\"weapons/tp_clipout\", CHAN_WEAPON)\n\t\t\tTRCO EEFFGHIJKL 1\n\t\t\tTRCO M 10\n\t\t\tTRCI ABCD 1\n\t\t\tTRCI EF 2\n\t\t\tTRCI GH 1\n\t\t\tTRCI I 1 A_PlaySound(\"weapons/tp_clipin\", CHAN_WEAPON)\n\t\t\tTRCI J 1\n\t\t\tTRCI K 4\n\t\t\tTRCI LMNOOPPQQRST 1\n\t\t\tTRCI U 1 A_PlaySound(\"weapons/tp_clipin2\", CHAN_WEAPON)\n\t\t\tNULL A 0 A_JumpIfInventory(\"cannonmag\", 1, \"Reload_FillClipB\")\n\n\t\tReload_FillClipA:\n\t\t\tNULL A 0 A_TakeInventory(\"cannon_ammo\",1)\n\t\t\tNULL A 0 A_GiveInventory(\"cannonmag\",1)\n\t\t\tNULL A 0 A_JumpIfInventory(\"cannonmag\",30,\"ReloadFinish_Long\")\n\t\t\tNULL A 0 A_JumpIfInventory(\"cannon_ammo\",1,\"Reload_FillClipA\")\n\t\tReloadFinish_Long:\n\t\t\tTRCI U 5\n\t\t\tTRCE ABCDEFG 1\n\t\t\tTRLS ABCDEFGHIJKLMN 1\n\t\t\tTRLS O 3 A_PlaySound(\"weapons/tp_bolt1\",CHAN_WEAPON)\n\t\t\tTRLS PQRS 1\n\t\t\tTRLS TU 2\n\t\t\tTRLS V 4\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/tp_bolt2\",CHAN_WEAPON)\n\t\t\tTRLS UT 2\n\t\t\tTRLS WX 1\n\t\t\tNULL A 0 A_PlaySound(\"weapons/tp_fullcycle\", CHAN_AUTO)\n\t\t\tTRLE ABCD 1\n\n\t\t\tNULL A 0 A_JumpIfInventory(\"cannonmag\", 2, 4)\n\t\t\t//1 shell left\n\t\t\tTRLE EGI 1\n\t\t\tgoto RF_LongEnd\n\n\t\t\t//all shell left\n\t\t\tTRLE FHJ 1\n\n\t\tRF_LongEnd:\n\t\t\tTRLE KLMNO 1\n\t\t\tgoto ready\n\n\t\tReload_FillClipB:\n\t\t\tNULL A 0 A_TakeInventory(\"cannon_ammo\",1)\n\t\t\tNULL A 0 A_GiveInventory(\"cannonmag\",1)\n\t\t\tNULL A 0 A_JumpIfInventory(\"cannonmag\",30,\"ReloadFinish_Quick\")\n\t\t\tNULL A 0 A_JumpIfInventory(\"cannon_ammo\",1,\"Reload_FillClipB\")\n\t\tReloadFinish_Quick:\n\t\t\tTRCI U 5\n\t\t\tTRCE ABCDEFG 1\n\t\t\tTRQE ABCDEFG 1\n\t\t\tgoto ready\n\n\t\tGrenade:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"grenades\", 1, 2)\n\t\t\tTNT1 A 0\n\t\t\tgoto ready\n\t\t\tTPCG ABCDEFG 1\n\t\t\tTNT1 A 0 A_GiveInventory(\"gtoss_weaponmemory\", 15)\n\t\t\tTNT1 A 0 A_SelectWeapon(\"grenade_toss\")\n\t\t\tgoto deselectLoop\n\t\tGrenadeEnd:\n\t\t\tTNT1 A 0 A_TakeInventory(\"gtoss_weaponmemory\",99)\n\t\t\tTPCG GFEDCBA 1\n\t\t\tgoto selectLoop\n\n\t\t//////////////////////////////////////////////////////////////////\n\t\tAltFire:\n\t\t\tTPCM C 1 A_Recoil(-7)\n\t\t\tNULL A 0 A_PlayWeaponSound(\"sfx/meleeswing\")\n\t\t\tTPCM EGIK 1\n\t\t\tTPCM N 9 A_CustomPunch ((188+random(1,32)), 1 , 0 , \"meleepuff\",92)\n\t\t\tTPCM MLKJIHGFEDCBA 1\n\t\t\tgoto ready\n\n\t}\n\n}\n\nactor cannonmag : Ammo{\n\tInventory.MaxAmount 30\n\tInventory.Icon \"NULLA0\"\n\t+INVENTORY.IGNORESKILL\n}\n\nactor cannoniscooling : Inventory {\n\tInventory.Amount 1\n\tInventory.MaxAmount 2\n}\n\nactor cann_autocool_sw : Inventory{\n\tInventory.Amount 1\n\tInventory.MaxAmount 2\n}\n//\n\nactor cannon_casing {\n\tscale 0.3\n\tradius 2\n\theight 2\n\tspeed 6\n\tmass 4\n\tbouncefactor 0.6\n\tPROJECTILE\n\t+DOOMBOUNCE\n\t+NODROPOFF\n\t+FORCEXYBILLBOARD\n\t+NOTELEPORT\n\t+FLOORCLIP\n\t-NOGRAVITY\n\t-NOBLOCKMAP\n\t+CLIENTSIDEONLY\n\tseesound \"casings/ar_casing\"\n\tstates{\n\t\tspawn:\n\t\t\tACSC ABCDEF 2\n\t\t\tloop\n\t\tdeath:\n\t\t\tNULL A 0 A_Jump(255, \"pos1\", \"pos2\", \"pos3\")\n\t\t\tNULL A 0\n\t\tpos1:\n\t\t\tACSC B 400\n\t\t\tACSC BBBBBBBBBB 1 A_FadeOut(0.1)\n\t\t\tstop\n\t\tpos2:\n\t\t\tACSC C 400\n\t\t\tACSC CCCCCCCCCC 1 A_FadeOut(0.1)\n\t\t\tstop\n\t\tpos3:\n\t\t\tACSC F 400\n\t\t\tACSC FFFFFFFFFF 1 A_FadeOut(0.1)\n\t\t\tstop\n\n\t}\n}\n\nactor cancasing_spawner {\n\tspeed 15\n\tPROJECTILE\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tstates{\n\t\tspawn:\n\t\t\tNULL A 0\n\t\t\tNULL A 1 A_SpawnItemEx(\"cannon_casing\", 0, 14, 3, 1, random(4,5), random(0,1), 0, SXF_TRANSFERPOINTERS)\n\t\t\tstop\n\t}\n\n}\n\n//\nactor cslugshot : FastProjectile{\n Radius 5\n\tHeight 5\n\tMass 1\n\tDamage ((315+(10*random(0,3))) / 2)\n\talpha 1\n\tSpeed 100\n\tRenderStyle ADD\n\tScale 0.30\n\tDamageType SlugImpact\n\tMissileType \"cslugtrail_spawner\"\n\tMissileHeight 8\n\t//ProjectileKickBack 110\n\tPROJECTILE\n\t+NOTELEPORT\n\t+FORCEXYBILLBOARD\n\n\t+THRUSPECIES\n\tSpecies \"Player\"\n\n\tStates{\n\t\tSpawn:\n\t\t\tLEYS O 1 bright\n \t\tloop\n\t\tDeath:\n\t\t\tTNT1 AA 0 A_PlaySound(\"sfx/cannonblast\")\n\t\t\tTNT1 A 0 bright A_Explode (95 ,128)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"cslugboom_flash\", 0, 0, 0, 0, 0, 0, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"cslugshotboom\", 0, 0, 0, 0, 0, 0, 0, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"cslugshotboom2\", 0, 0, 0, 0, 0, 0, 0, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"cslugshotboom3\", 0, 0, 0, 0, 0, 0, 0, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"cslugboom_wave\", 0, 0, 0, 0, 0, 0, 0)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx (\"cslugboom_spark\", 0, 0, 0, random(1,2), random(2,4) , random(0,6) , random(180,360))\n\t\t\tTNT1 AAA 0 A_SpawnItemEx (\"cslugboom_spark2\", 0, 0, 0, random(1,2), random(2,4) , random(0,6) , random(180,360))\n\t\t\tTNT1 A 3\n\t\t\tTNT1 AAAAAA 0 A_SpawnItemEx (\"cslugboom_smoke\", 0, 0, 0, random(0,1), /*f*/random(-1.8,1.8) , /*f*/random(-1.8,1.8) , random(0,90), 0)\n\t\t\tstop\n \t}\n}\n\nactor cslugtrail_spawner{\n\t+NOGRAVITY\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tStates{\n\t\tspawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"cslugcoretrail\", 0,0,0, 0,0,0, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"cslugtrail\", 0,0,0, 0,0,0, 0)\n\t\t\tstop\n\t}\n}\n\nactor cslugcoretrail {\n\tscale 0.12\n\talpha 1.0\n\trenderstyle add\n\t+NOINTERACTION\n\t+NOGRAVITY\n\t+FORCEXYBILLBOARD\n\t+NOTELEPORT\n\t+CLIENTSIDEONLY\n\tstates {\n\t\tspawn:\n\t\t\tSPRK C 2 bright\n\t\tsploop:\n\t\t\tTNT1 A 0 //A_SetScale(ScaleX * 0.8,ScaleY * 0.8)\n\t\t\tSPRK C 1 bright A_FadeOut(0.25)\n\t\t\tloop\n\t}\n}\n\nactor cslugtrail {\n\tscale 0.08\n\talpha 1.0\n\trenderstyle add\n\t+NOINTERACTION\n\t+NOGRAVITY\n\t+FORCEXYBILLBOARD\n\t+NOTELEPORT\n\t+CLIENTSIDEONLY\n\tstates {\n\t\tspawn:\n\t\t\tTNT1 A 0\n\t\t\tSMK1 ABCDEFGHIJKLMNOPQ 1 bright A_FadeOut(0.08)\n\t\t\tstop\n\n\t}\n}\n\nactor cslugshotboom {\n\talpha 1\n\tRenderStyle ADD\n\tScale 0.75\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\t+FLOORCLIP\n\t+NOTELEPORT\n\t+FORCEXYBILLBOARD\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tstates{\n\t\tspawn:\n\t\t\tSX06 ABCDEFGHIJKLMNOPQRSTUVWX 1 bright\n\t\t\tstop\n\n\t}\n}\n\nactor cslugshotboom2 {\n\talpha 1\n\tRenderStyle ADD\n\tScale 1\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\t+FLOORCLIP\n\t+NOTELEPORT\n\t+FORCEXYBILLBOARD\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tstates{\n\t\tspawn:\n\t\t\tTNT1 A 5\n\t\t\tSX05 BCDFG 1 bright\n\t\tsploop:\n\t\t\tSX05 G 1 bright A_FadeOut(0.08)\n\t\t\tloop\n\n\t}\n}\n\nactor cslugshotboom3 {\n\talpha 1\n\tRenderStyle ADD\n\tScale 1\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\t+FLOORCLIP\n\t+NOTELEPORT\n\t+FORCEXYBILLBOARD\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tstates{\n\t\tspawn:\n\t\t\tTNT1 A 2\n\t\t\tSX07 ABCDEFGHIJKLMNOP 1 bright\n\t\t\tstop\n\t}\n}\n\nactor cslugboom_flash {\n\tscale 0.74\n\talpha 1.0\n\trenderstyle add\n\t+NOTELEPORT\n\t+NOCLIP\n\t+FLOORCLIP\n\t+NOGRAVITY\n\t+FORCEXYBILLBOARD\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tstates{\n\t\tspawn:\n\t\t\tBFSH A 3 bright\n\t\t\tstop\n\t}\n}\n\nactor cslugboom_spark {\n\tradius 2\n\theight 2\n\talpha 1\n\tscale 0.04\n\tgravity 0.4\n\trenderstyle add\n\t+NOTELEPORT\n\t+FLOORCLIP\n\t+FORCEXYBILLBOARD\n\t+CLIENTSIDEONLY\n\tbouncetype \"doom\"\n\tbouncefactor 0.2\n\tstates{\n\t\tspawn:\n\t\t\tSPRK A 15 bright\n\t\tspawnloop:\n\t\t\tSPRK A 1 bright A_FadeOut(0.1)\n\t\t\tloop\n\t}\n}\n\nactor cslugboom_spark2 : cslugboom_spark {\n\tscale 0.06\n\tgravity 0.3\n\tstates{\n\t\tspawn:\n\t\t\tSPRK C 20 bright\n\t\tspawnloop:\n\t\t\tSPRK C 1 bright A_FadeOut(0.1)\n\t\t\tloop\n\t}\n}\n\nactor cslugboom_wave{\n\t//var int user_scale;\n\talpha 0.8\n\trenderstyle add\n\t+NOINTERACTION\n\t+FORCEXYBILLBOARD\n\t+CLIENTSIDEONLY\n\tstates{\n\t\tspawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 //A_SetUserVar(\"user_scale\",3)\n\t\tscaledown1:\n\t\t\tTNT1 A 0 //A_SetScale((user_scale*0.018))\n\t\t\tTNT1 A 0 //A_JumpIf(user_scale>=30,\"LoopEnd\")\n\t\t\tBSW0 A 1 bright A_FadeOut(0.09)\n\t\t\tTNT1 A 0 //A_SetUserVar(\"user_scale\",user_scale+3)\n\t\t\tloop\n\t\tloopend:\n\t\t\tBSW0 B 1 Bright A_FadeOut(0.1)\n\t\t\twait\n\n\t}\n}\n\nactor csteam_spawner {\n\tradius 1\n\theight 1\n\tspeed 15\n\tPROJECTILE\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tstates{\n\t\tspawn:\n\t\t\tNULL A 1\n\t\t\tNULL A 0\n\t\tdeath:\n\t\t\tNULL A 0 A_SpawnItemEx (\"cannon_steam\", 0, 0, 0, random(3,4), random(-1,1), 2, 0, SXF_TRANSFERPITCH)\n\t\t\tstop\n\t}\n}\n\nactor cannon_steam {\n\tradius 3\n\theight 3\n\tscale 0.12\n\trenderstyle add\n\talpha 0.5\n\tdamage 0\n\tspeed 0\n\t+RIPPER\n\t+NOTELEPORT\n\t+NOCLIP\n\t+NOGRAVITY\n\t+FORCEXYBILLBOARD\n\t+CLIENTSIDEONLY\n\tstates{\n\t\tspawn:\n\t\t\tSMK4 ABCDEFGHIJ 1 A_Explode(2,4,0,0)\n\t\tendloop:\n\t\t\tTNT1 A 0 A_Explode(1,4,0,0)\n\t\t\tSMK4 J 1 A_FadeOut (0.1)\n\t\t\tloop\n\t}\n}"
}
]
},
"maps": []
}