tmss(v13).pk3

PK3 19 MiB 0 map(s)

Counts

endoom0
graphics0
lumps319
maps1
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "07bfe64f-d0be-44ea-9697-45fb10ce1665",
    "sha1": "fd8a535b3fd2e94506463ed4f53becd6c92ff9d2",
    "sha256": "26b995416dda03aa37381f2d9bb9f33aa2e1171d9e4d001b1b6d3313a5776647",
    "filenames": [
      "tmss(v13).pk3"
    ],
    "additional": {
      "engines": [],
      "iwad": [],
      "filename": null,
      "added": "2021-01-10 03:54:47",
      "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": "2021-01-10 03:54:47",
    "file": {
      "type": "PK3",
      "size": 19896617,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/fd8a535b3fd2e94506463ed4f53becd6c92ff9d2/fd8a535b3fd2e94506463ed4f53becd6c92ff9d2.pk3.gz",
      "corrupt": false
    },
    "content": {
      "maps": [
        "TITLEMAP"
      ],
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 319,
        "maps": 1,
        "palettes": 0
      }
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "Decorate.txt",
        "contents": "//random trash (stuff to make shit work)\n#include \"DECORATE/SZOMBIE.txt\"\n#include \"DECORATE/DROPPER.txt\"\n\n//GUNS!!!\n#include \"DECORATE/HEXAGUN.txt\"\n#include \"DECORATE/REALHAND.txt\" //bruh realhand doesnt even describe what it does\n#include \"DECORATE/BATTERYGUN.txt\"\n#include \"DECORATE/AMMOGUN.txt\"\n#include \"DECORATE/HAMMER.txt\" //but it says hammer???\n#include \"DECORATE/CHAINSHOTGUN.txt\"\n#include \"DECORATE/SMOLGUN.txt\"\n#include \"DECORATE/HEALSHOTGUN.txt\"\n#include \"DECORATE/DLCGUN.txt\"\n#include \"DECORATE/STACKEDSHOTGUN.txt\"\n#include \"DECORATE/SHOTGUNHANDS.txt\"\n#include \"DECORATE/HEATSEAKINGSHOTGUN.txt\"\n#include \"DECORATE/GABEGUN.txt\"\n#include \"DECORATE/SWORDSHOTGUN.txt\"\n#include \"DECORATE/BACONGUN.txt\"\n#include \"DECORATE/TEXTGUN.txt\"\n#include \"DECORATE/FTSOR.txt\"\n#include \"DECORATE/GIFGUN.txt\"\n\n//idk fucking FX i guess//\n\n#include \"DECORATE/FX/SNOW.txt\"\n\n//-ITEMS-//\n\n\t\tACTOR OPSSGBALL : plasmaball\n\t\t{\n\t\t\t +RIPPER\n\t\t\t +MTHRUSPECIES\n\t\t\t damage 64\n\t\t\t bouncecount 35\n\t\t\t bouncetype \"grenade\"\n\t\t\t bouncefactor 10\n\t\t\t wallbouncefactor 10\n\t\t\t seesound \"dsempty\"\n\t\t\t }\n\n\t\t\t ACTOR Rocket : Fastprojectile\n{\n  Radius 11\n  Height 8\n  Speed 40\n  Damage 20\n  Projectile\n  +RANDOMIZE\n  +DEHEXPLOSION\n  +ROCKETTRAIL\n  SeeSound \"weapons/rocklf\"\n  DeathSound \"weapons/rocklx\"\n  Obituary \"$OB_MPROCKET\" // \"%o rode %k's rocket.\"\n  States\n  {\n  Spawn:\n    MISL A 1 Bright\n    Loop\n  Death:\n    MISL B 8 Bright A_Explode\n    MISL C 6 Bright\n    MISL D 4 Bright\n    Stop\n  }\n}\n\nactor Breadling : doomplayer\n{\nplayer.startitem \"SMOLGUN\"\nplayer.startitem shell 100\nplayer.displayname Breadling\n}"
      },
      {
        "source": "pk3",
        "name": "CREDITSNSHIT.TXT",
        "contents": "THANKS TO...MR AGENT FOR THE DOUBLE JUMP CODE..\nIDFK check the acs and loadout thing for more info on him\n\nalso thanks to DOOMMARINE23 for helping me with stuff\nand ZOMBIE for having to put up with my shit\nAND terminus for having to explain my retardation in code\n\nBACON GUN CREDS\nthis gun has real special love to it\n\ni dont remember who came up with the idea but once i find out its gonna be put\nhere.\n\nthanks to owen for drawing the drawing original concept for the gun\nand thanks to damien/ mr hazard  for making the 3d model for the gun\n\nyes the heart is from enter the gungeon NO NEED TO BE A SMARTASS ABOUT IT\n(its prolly gonna change)\n\noh and cause i really dont wanna be demolished and hated. sum of the code in these weapons (i think like 2 weapons have a little code from other mod) are from some other mods.......BUT THATS JUST CAUSE IM NEW TO THIS, i try to learn from the code and then copy it... but i will remove or write it again. oh and just to be clear  i never ever copy a whole weapons code. i never want to do that, the only thing i try to is get something i dont know how to do and fnicker around with that. please dont hate,     ps. i hate myself"
      },
      {
        "source": "pk3",
        "name": "LOADACS.txt",
        "contents": "dbljump\nWILL"
      },
      {
        "source": "pk3",
        "name": "MAPINFO.txt",
        "contents": "GameInfo\n{\n    AddPlayerClasses = \"Breadling\"\n}"
      },
      {
        "source": "pk3",
        "name": "SNDINFO.TXT",
        "contents": "whoosh1 \"sounds/WHOOSHH1.wav\"\nwhoosh2 \"sounds/WHOOSHH2.wav\"\nwhoosh3 \"sounds/WHOOSHH3.wav\"\nload1 \"sounds/LOADSOU1.ogg\"\nfire1 \"sounds/SHOTFIRE1.wav\"\nsteam1 \"sounds/STEAM.wav\"\nFLASH2 \"sounds/flash.wav\"\nbang \"sounds/bang.wav\"\nimpact \"sounds/impact.wav\"\npoot \"sounds/PTHOOMP.wav\"\nPKSG \"sounds/SHOTPAI1.wav\""
      },
      {
        "source": "pk3",
        "name": "gldefs.txt",
        "contents": "#include \"GLDEFS/doomdefs.txt\""
      },
      {
        "source": "pk3",
        "name": "DECORATE/HEXAGUN.txt",
        "contents": "ACTOR HEXAGUN : Weapon replaces Chainsaw\n{\nweapon.ammogive 84\nInventory.PickupMessage \"oh dang thats one heck of a gun.\"\nWeapon.Ammotype \"shell\"\nWeapon.ammouse 4\nWeapon.slotnumber 3\nweapon.KickBack 10\nAttackSound \"fire1\"\nStates\n{\nSpawn:\nSHOT A -1\nstop\n\nready:\nHXHS A 1 A_WEAPONREADY\nLOOP\n\nSELECT:\nHXDG A 0 A_raise\n\tHXDG A 2 Offset(187, 128)\n\tHXST D 1 Offset(181, 61)\n\tHXST A 2 Offset(176, -20)\n\tHXST B 3 Offset(163, -71)\n\tHXST B 2 Offset(155, -33)\n\tHXST C 1 Offset(144, 18)\n\tHXST C 1 Offset(147, 93)\n\tHXST D 2 Offset(156, 126)\n\tHXDG A 1 Offset(156, 135)\n\tHXDG A 1 Offset(160, 137)\n\tHXDG A 1 Offset(158, 140)\n\tgoto ready\n\ndeselect:\nAUTO B 1 A_Lower\nloop\n\nfire:\n\tHXDG A 2 Offset(127, 139) A_Gunflash\n\tTNT1 A 0 A_ChangeVelocity (cos(Pitch) * -30, 0, sin(Pitch) * 30,CVF_RELATIVE)\n\tHXDG A 3 Offset(129, 140) A_firebullets (15, 15, 500, 10, \"BulletPuff\", 1)\n\tHXFL A 3 Offset(58, 89)\n\tHXFL A 1 Offset (65, 95)\n\tTNT1 A 0 A_checkreload\n\tHXDG A 1 Offset(144, 155) A_quake (16, 10, 0, 0,none)\n\tHXDG A 1 Offset(141, 146) A_OPENSHOTGUN2\n\tHXRL A 1 Offset(-86, 116)\n\tHXRL B 1 Offset(-86, 116) A_playsound (\"load1\")\n\tHXRL C 1 Offset(-86, 116)\n\tHXRL D 1 Offset(-86, 116) A_playsound (\"load1\")\n\tHXRL E 1 Offset(-86, 116)\n\tHXRL F 1 Offset(-86, 116) A_playsound (\"load1\")\n\tHXRL G 1 Offset(-86, 116)\n\tHXRL H 1 Offset(-86, 116) A_playsound (\"load1\")\n\tHXRL I 1 Offset(-86, 116)\n\tHXRL J 1 Offset(-86, 116) A_playsound (\"load1\")\n\tHXRL K 1 Offset(-86, 116)\n\tHXRL L 1 Offset(-86, 116) A_playsound (\"load1\")\n\tHXRL L 1 Offset(-86, 116)\n\tHXRL M 1 Offset(-86, 116) A_playsound (\"load1\")\n\tHXRL N 1 Offset(-86, 116)\n\tHXRL O 1 Offset(-86, 116) A_playsound (\"load1\")\n\tHXRL P 1 Offset(-86, 116)\n\tHXRL Q 1 Offset(-86, 116) A_playsound (\"load1\")\n\tHXRL R 1 Offset(-86, 116)\n\tHXRL S 1 Offset(-86, 116) A_playsound (\"load1\")\n\tHXRL V 1 Offset(-86, 116)\n\tHXRL W 1 Offset(-86, 116) A_playsound (\"load1\")\n\tHXRL X 1 Offset(-86, 116)\n\tHXRL Y 1 Offset(-86, 116) A_playsound (\"load1\")\n\tHXRL Z 1 Offset(-86, 116)\n\tHXRR A 1 Offset(-86, 116) A_playsound (\"load1\")\n\tHXRR B 2 Offset(-86, 116)\n\tHXRR C 2 Offset(-86, 116)\n\tHXRR D 2 Offset(-86, 116) A_closeshotgun2\n\tHXRR E 2 Offset(-86, 116)\n\tHXRR F 2 Offset(-86, 116)\n\tgoto ready\n\nGoto ready\nFlash:\nAUFL A 2 BRIGHT A_Light2\nAUFL B 2 BRIGHT A_Light1\nAUFL C 2 BRIGHT A_Light2\nAUFL D 2 BRIGHT A_Light1\nTNT1 A 1 A_Light0\nGoto LightDone\n\n     altfire:\n\t HXDG A 2 Offset(127, 139) A_Gunflash\n\tHXDG A 1 Offset(143, 137)\n\tHXDG A 1 Offset(137, 156)\n\tHXDG A 1 Offset(142, 123)\n\tHXDG A 1 Offset(126, 143)\n\tHXDG A 1 Offset(134, 147)\n\tHXDG A 1 Offset(135, 149)\n\tHXDG A 1 Offset(125, 137)\n\tHXDG A 1 Offset(126, 125)\n\tHXDG A 1 Offset(140, 144)\n\tHXDG A 1 Offset(134, 136)\n\tHXDG A 1 Offset(125, 123)\n\tHXDG A 1 Offset(134, 154)\n\tHXDG A 1 Offset(132, 134)\n\tHXDG A 1 Offset(143, 123)\n\tHXDG A 1 Offset(129, 140)\n\tHXDG A 1 Offset(143, 137)\n\tHXDG A 1 Offset(137, 156)\n\tHXDG A 1 Offset(142, 123)\n\tHXDG A 1 Offset(126, 143)\n\tHXDG A 1 Offset(134, 147)\n\tHXDG A 1 Offset(135, 149)\n\tHXDG A 1 Offset(125, 137)\n\tHXDG A 1 Offset(126, 125)\n\tHXDG A 1 Offset(140, 144)\n\tHXDG A 1 Offset(134, 136)\n\tHXDG A 1 Offset(125, 123)\n\tHXDG A 1 Offset(134, 154)\n\tHXDG A 1 Offset(132, 134)\n\tHXDG A 1 Offset(143, 123)\n\tHXDG A 1 Offset(129, 140)\n\tHXFL A 2 Offset(58, 89) A_ChangeVelocity (cos(Pitch) * -30, 0, sin(Pitch) * 30,CVF_RELATIVE)\n\tHXFL A 1 Offset (65, 95) A_firecustommissile(\"rocket\", random(1,8)-4, true, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, true, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, FALSE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, TRUE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, TRUE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, TRUE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, TRUE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, TRUE, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_firecustommissile(\"rocket\", random(1,8)-4, true, 0, -2, 0, random(1,8)-4)\n\tTNT1 A 0 A_checkreload\n\n\tHXDG A 1 Offset(144, 155) A_quake (16, 10, 0, 0,none)\n\tHXDG A 1 Offset(141, 146) A_OPENSHOTGUN2\n\tHXRL A 1 Offset(-86, 116)\n\tHXRL B 1 Offset(-86, 116) A_playsound (\"load1\")\n\tHXRL C 1 Offset(-86, 116)\n\tHXRL D 1 Offset(-86, 116) A_playsound (\"load1\")\n\tHXRL E 1 Offset(-86, 116)\n\tHXRL F 1 Offset(-86, 116) A_playsound (\"load1\")\n\tHXRL G 1 Offset(-86, 116)\n\tHXRL H 1 Offset(-86, 116) A_playsound (\"load1\")\n\tHXRL I 1 Offset(-86, 116)\n\tHXRL J 1 Offset(-86, 116) A_playsound (\"load1\")\n\tHXRL K 1 Offset(-86, 116)\n\tHXRL L 1 Offset(-86, 116) A_playsound (\"load1\")\n\tHXRL L 1 Offset(-86, 116)\n\tHXRL M 1 Offset(-86, 116) A_playsound (\"load1\")\n\tHXRL N 1 Offset(-86, 116)\n\tHXRL O 1 Offset(-86, 116) A_playsound (\"load1\")\n\tHXRL P 1 Offset(-86, 116)\n\tHXRL Q 1 Offset(-86, 116) A_playsound (\"load1\")\n\tHXRL R 1 Offset(-86, 116)\n\tHXRL S 1 Offset(-86, 116) A_playsound (\"load1\")\n\tHXRL V 1 Offset(-86, 116)\n\tHXRL W 1 Offset(-86, 116) A_playsound (\"load1\")\n\tHXRL X 1 Offset(-86, 116)\n\tHXRL Y 1 Offset(-86, 116) A_playsound (\"load1\")\n\tHXRL Z 1 Offset(-86, 116)\n\tHXRR A 1 Offset(-86, 116) A_playsound (\"load1\")\n\tHXRR B 2 Offset(-86, 116)\n\tHXRR C 2 Offset(-86, 116)\n\tHXRR D 2 Offset(-86, 116) A_closeshotgun2\n\tHXRR E 2 Offset(-86, 116)\n\tHXRR F 2 Offset(-86, 116)\n\t goto ready\n\t }\n\t }"
      },
      {
        "source": "pk3",
        "name": "DECORATE/AMMOGUN.txt",
        "contents": "ACTOR AMMOGUN : weapon\n{\nWEAPON.SLOTNUMBER 5\n\nSTATES\n{\n\nSpawn:\nSHOT A -1\nstop\n\nready:\nSHTG A 1 A_WEAPONREADY\nLOOP\n\nSELECT:\nSHTG A 1 A_RAISE\nLOOP\n\nDESELECT:\nSHTG A 1 A_LOWER\nloop\n\nfire:\nSHTG A 1 A_giveinventory (\"shell\",20)\ngoto ready\n\n}\n}"
      },
      {
        "source": "pk3",
        "name": "DECORATE/REALHAND.txt",
        "contents": "ACTOR ROCKETHAND : weapon replaces pistol //thanks to russian overkill for making like 80% and i just stole it in the worst way to put in my bad mod\n{\nweapon.slotnumber 1\ninventory.pickupmessage \"wait is that your hand?\"\nattacksound \"weapons/shotgf\"\n-nogravity\n+wimpy_weapon\n+meleeweapon\nstates\n\t{\n\tSpawn:\nSHOT A -1\nstop\n\tready:\n\tHAND A 1 A_weaponREADY\n\tloop\n\n\tselect:\n\tHAND A 1 A_RAISE\n\tloop\n\n\tdeselect:\n\tHAND A 1 A_LOWER\n\tLOOP\n\n\tFIRE:\n\tHAND A 1\n\tHAND A 1\n\tHAND A 1 A_firecustommissile(\"rocket\", random(1,1)-4, FALSE, 0, -2, 0, random(1,1)-4)\n\tHAND A 1 A_damageself (2)\n\tHAND A 1 A_firecustommissile(\"rocket\", random(1,1)-4, FALSE, 0, -2, 0, random(1,1)-4)\n\tHAND A 20\n\tHAND A 1 A_REFIRE\n\tgoto ready\n\n\tHold:\n\t\tHAND A 0 A_Quake (2, 12, 0, 3, none)\n\t\tHAND A 0 A_SetBlend(\"Green\",0.05,1)\n\t\tHAND A 0 A_Recoil(0.2)\n\t\tHAND A 0 A_SetAngle(Angle+frandom(0.7,-0.7))\n\t\tHAND A 0 A_SetPitch(Pitch+frandom(0.7,-0.7))\n\t\tHAND A 0 A_ZoomFactor(0.98)\n\t\tHAND A 1 BRIGHT A_FireCustomMissile(\"rocket\",0.1*random(40,-40),1,15,0,0,0.1*random(40,-40))\n\t\tHAND A 0 A_SetBlend(\"Yellow\",0.05,1)\n\t\tHAND A 0 A_Recoil(0.2)\n\t\tHAND A 0 A_SetAngle(Angle+frandom(0.7,-0.7))\n\t\tHAND A 0 A_SetPitch(Pitch+frandom(0.7,-0.7))\n\t\tHAND A 0 A_ZoomFactor(0.9775)\n\t\tHAND A 1 BRIGHT A_FireCustomMissile(\"rocket\",0.1*random(40,-40),0,15,0,0,0.1*random(40,-40))\n\t\tHAND A 0 A_SetBlend(\"red\",0.05,1)\n\t\tHAND A 0 A_Recoil(0.2)\n\t\tHAND A 0 A_SetAngle(Angle+frandom(0.7,-0.7))\n\t\tHAND A 0 A_SetPitch(Pitch+frandom(0.7,-0.7))\n\t\tHAND A 0 A_ZoomFactor(0.975)\n\t\tHAND A 1 BRIGHT A_FireCustomMissile(\"rocket\",0.1*random(40,-40),0,15,0,0,0.1*random(40,-40))\n\t\tHAND A 0 A_SetBlend(\"blue\",0.05,1)\n\t\tHAND A 0 A_Recoil(0.2)\n\t\tHAND A 0 A_SetAngle(Angle+frandom(0.7,-0.7))\n\t\tHAND A 0 A_SetPitch(Pitch+frandom(0.7,-0.7))\n\t\tHAND A 0 A_ZoomFactor(0.9725)\n\t\tHAND A 1 BRIGHT A_FireCustomMissile(\"rocket\",0.1*random(40,-40),0,15,0,0,0.1*random(40,-40))\n\t\tHAND A 0 A_SetBlend(\"red\",0.05,1)\n\t\tHAND A 0 A_Recoil(0.2)\n\t\tHAND A 0 A_SetAngle(Angle+frandom(0.7,-0.7))\n\t\tHAND A 0 A_SetPitch(Pitch+frandom(0.7,-0.7))\n\t\tHAND A 0 A_ZoomFactor(0.975)\n\t\tHAND A 1 BRIGHT A_FireCustomMissile(\"rocket\",0.1*random(40,-40),0,15,0,0,0.1*random(40,-40))\n\t\tHAND A 0 A_SetBlend(\"blue\",0.05,1)\n\t\tHAND A 0 A_Recoil(0.2)\n\t\tHAND A 0 A_SetAngle(Angle+frandom(0.7,-0.7))\n\t\tHAND A 0 A_SetPitch(Pitch+frandom(0.7,-0.7))\n\t\tHAND A 0 A_ZoomFactor(0.9775)\n\t\tHAND A 1 BRIGHT A_FireCustomMissile(\"rocket\",0.1*random(40,-40),0,15,0,0,0.1*random(40,-40))\n\t\tHAND A 0 A_SetBlend(\"green\",0.05,1)\n\t\tHAND A 0 A_Recoil(0.2)\n\n\t\tHAND A 0 A_SetAngle(Angle+frandom(0.7,-0.7))\n\t\tHAND A 0 A_SetPitch(Pitch+frandom(0.7,-0.7))\n\t\tHAND A 0 A_ZoomFactor(0.98)\n\t\tHAND A 1 BRIGHT A_FireCustomMissile(\"rocket\",0.1*random(40,-40),1,15,0,0,0.1*random(40,-40))\n\t\tHAND A 0 A_SetBlend(\"orange\",0.05,1)\n\t\tHAND A 0 A_Recoil(0.2)\n\t\tHAND A 0 A_SetAngle(Angle+frandom(0.7,-0.7))\n\t\tHAND A 0 A_SetPitch(Pitch+frandom(0.7,-0.7))\n\t\tHAND A 0 A_ZoomFactor(0.9775)\n\t\tHAND A 1 BRIGHT A_FireCustomMissile(\"rocket\",0.1*random(40,-40),0,15,0,0,0.1*random(40,-40))\n\t\tHAND A 0 A_SetBlend(\"purple\",0.05,1)\n\t\tHAND A 0 A_Recoil(0.2)\n\t\tHAND A 0 A_SetAngle(Angle+frandom(0.7,-0.7))\n\t\tHAND A 0 A_SetPitch(Pitch+frandom(0.7,-0.7))\n\t\tHAND A 0 A_ZoomFactor(0.975)\n\t\tHAND A 1 BRIGHT A_FireCustomMissile(\"rocket\",0.1*random(40,-40),0,15,0,0,0.1*random(40,-40))\n\t\tHAND A 0 A_SetBlend(\"red\",0.05,1)\n\t\tHAND A 0 A_Recoil(0.2)\n\t\tHAND A 0 A_SetAngle(Angle+frandom(0.7,-0.7))\n\t\tHAND A 0 A_SetPitch(Pitch+frandom(0.7,-0.7))\n\t\tHAND A 0 A_ZoomFactor(0.9725)\n\t\tHAND A 1 BRIGHT A_FireCustomMissile(\"rocket\",0.1*random(40,-40),0,15,0,0,0.1*random(40,-40))\n\t\tHAND A 0 A_SetBlend(\"Green\",0.05,1)\n\t\tHAND A 0 A_Recoil(0.2)\n\t\tHAND A 0 A_SetAngle(Angle+frandom(0.7,-0.7))\n\t\tHAND A 0 A_SetPitch(Pitch+frandom(0.7,-0.7))\n\t\tHAND A 0 A_ZoomFactor(0.975)\n\t\tHAND A 1 BRIGHT A_FireCustomMissile(\"rocket\",0.1*random(40,-40),0,15,0,0,0.1*random(40,-40))\n\t\tHAND A 0 A_SetBlend(\"yellow\",0.05,1)\n\t\tHAND A 0 A_Recoil(0.2)\n\t\tHAND A 0 A_SetAngle(Angle+frandom(0.7,-0.7))\n\t\tHAND A 0 A_SetPitch(Pitch+frandom(0.7,-0.7))\n\t\tHAND A 0 A_ZoomFactor(0.9775)\n\t\tHAND A 1 BRIGHT A_FireCustomMissile(\"rocket\",0.1*random(40,-40),0,15,0,0,0.1*random(40,-40))\n\t\tHAND A 0 A_ReFire\n\t\tGoto grapes\n\n\trandomstuff:\n\t\tHAND A 0 A_ClearReFire\n\n\tgrapes:\n\t\tHAND A 0 A_SetBlend(\"Green\",0.05,10)\n\t\tHAND A 0 A_Quake (2, 5, 0, 3, none)\n\t\tHAND A 0 A_PlaySound(\"Cube/End\",6,0.8)\n\t\tHAND A 1 A_ZoomFactor(0.98)\n\t\tHAND A 1 A_ZoomFactor(0.985)\n\t\tHAND A 1 A_ZoomFactor(0.99)\n\t\tHAND A 1 A_ZoomFactor(0.995)\n\t\tHAND A 1 A_ZoomFactor(1)\n\t\tHAND A 1\n\t\tGoto Ready\n\t\t}\n\t\t}\n\t\tACTOR CubeLightning : FastProjectile\n{\n  Speed 50\n  Radius 11\n  Height 6\n  Damage (1*random(3,5))\n  Renderstyle Add\n  //ReactionTime 5\n  +RIPPER\n  +CANNOTPUSH\n  +BLOODLESSIMPACT\n  DamageType Fire\n  MissileType \"CubeLightningTrailSpawner\"\n  states\n  {\n  Spawn:\n    TNT1 A 2\n  Looplet:\n    TNT1 A 0 //A_Countdown\n    TNT1 A 1 A_ChangeVelocity (frandom(-22,22), frandom(-22, 22), frandom(-10, 10), 0)\n    TNT1 A 1 A_ChangeVelocity (frandom(-22,22), frandom(-22, 22), frandom(-10, 10), 0)\n    TNT1 A 1 A_ChangeVelocity (frandom(-22,22), frandom(-22, 22), frandom(-10, 10), 0)\n    Stop\n  Ded:\n    TNT1 A 1\n    stop\n  }\n}\nACTOR CubeLightningTrailSpawner\n{\n  +NOINTERACTION\n  +NOGRAVITY\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 2 A_SpawnItemEx(\"CubeLightningTrail\",frandom(2.0,-2.0),frandom(2.0,-2.0),4+frandom(2.0,-2.0),0,0,0,0,0,0)\n    Stop\n  }\n}\nACTOR CubeLightningTrail\n{\n  RenderStyle Add\n  Scale 0.07\n  Alpha 0.8\n  +NOINTERACTION\n  +NOGRAVITY\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    CUBS ABCDE 2 bright A_FadeOut(0.1)\n  Trolololo:\n    TNT1 A 0 A_SetScale(ScaleX -0.01, ScaleY -0.01)\n    CUBS F 1 bright A_FadeOut(0.08)\n    Loop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "DECORATE/SZOMBIE.txt",
        "contents": "ACTOR superzombieman : zombieman replaces zombieman\n\t\t {\n\t\t health 800\n\t\t speed 16\n\t\t obituary \"%o prolly raped idk.\"\n\n\t\t states\n\t\t {\n\t\t pain:\n\t\t POSS E 5 A_facetarget\n\t\t POSS F 5 A_TROOPATTACK\n\t\t POSS E 4\n\t\t goto see\n\n\tDeath:\n    POSS H 5\n    POSS I 5 A_Scream\n    POSS J 5 A_NoBlocking\n    TNT1 A 0 A_Jump(128,\"Drop1\")\n    POSS K 5\n    POSS L -1\n    Stop\n\n    Drop1:\n    TNT1 A 0 A_DropItem(\"gunspawner\",1,256)\n    POSS K 5\n    POSS L -1\n    Stop\n\t\t }\n\t\t }"
      },
      {
        "source": "pk3",
        "name": "DECORATE/CHAINSHOTGUN.txt",
        "contents": "ACTOR CHAINSHOTGUN : Weapon replaces Chaingun\n{\nInventory.PickupMessage \"ok slow down now son\"\nWeapon.AmmoType \"Shell\"\nWeapon.AmmoUse 2\nWeapon.AmmoGive 40\nWeapon.SlotNumber 4\nAttackSound \"weapons/shotgf\"\nStates\n{\nSpawn:\nMGUN A -1\nStop\n\nReady:\nCHGG A 1 A_WeaponReady\nLoop\n\nSelect:\nCHGG A 1 A_Raise\nLoop\n\nDeselect:\nCHGG A 1 A_Lower\nLoop\n\nFire:\nCHGG A 0 A_GunFlash\nCHGG B 1\nCHGF A 6 Offset(0,40)  A_FireBullets(5.5, 3, 20, 4, \"BulletPuff\", 0)\nCHGG B 6 Offset(0,40) A_ChangeVelocity (cos(Pitch) * -2, 0, sin(Pitch) * 2,CVF_RELATIVE)\nCHGF A 5 Offset(0,40)  A_FireBullets(5.5, 3, 20, 4, \"BulletPuff\", 1)\nCHGG B 5 Offset(0,40) A_ChangeVelocity (cos(Pitch) * -2, 0, sin(Pitch) * 2,CVF_RELATIVE)\nCHGF A 5 Offset(0,40)  A_FireBullets(5.5, 3, 20, 4, \"BulletPuff\", 1)\nCHGG B 5 Offset(0,40) A_ChangeVelocity (cos(Pitch) * -2, 0, sin(Pitch) * 2,CVF_RELATIVE)\nCHGF A 5 Offset(0,40)  A_FireBullets(5.5, 3, 20, 4, \"BulletPuff\", 0)\nCHGG B 5 Offset(0,40) A_ChangeVelocity (cos(Pitch) * -2, 0, sin(Pitch) * 2,CVF_RELATIVE)\nCHGF B 4 Offset(0,40) A_FireBullets(5.5, 3, 20, 4, \"BulletPuff\", 1)\nCHGG B 4 Offset(0,40) A_ChangeVelocity (cos(Pitch) * -2, 0, sin(Pitch) * 2,CVF_RELATIVE)\nCHGF A 4 Offset(0,40)  A_FireBullets(5.5, 3, 20, 4, \"BulletPuff\", 0)\nCHGG B 4 Offset(0,40) A_ChangeVelocity (cos(Pitch) * -2, 0, sin(Pitch) * 2,CVF_RELATIVE)\nCHGF B 4 Offset(0,40) A_FireBullets(5.5, 3, 20, 4, \"BulletPuff\", 1)\nCHGG B 4 Offset(0,40) A_ChangeVelocity (cos(Pitch) * -2, 0, sin(Pitch) * 2,CVF_RELATIVE)\nCHGF A 3 Offset(0,40) A_FireBullets(5.5, 3, 20, 4, \"BulletPuff\", 0)\nCHGG B 3 Offset(0,40) A_ChangeVelocity (cos(Pitch) * -2, 0, sin(Pitch) * 2,CVF_RELATIVE)\nCHGF B 3 Offset(0,40) A_FireBullets(5.5, 3, 20, 4, \"BulletPuff\", 1)\nCHGG B 3 Offset(0,40) A_ChangeVelocity (cos(Pitch) * -2, 0, sin(Pitch) * 2,CVF_RELATIVE)\nCHGF A 2 Offset(0,40) A_FireBullets(5.5, 3, 20, 4, \"BulletPuff\", 0)\nCHGG B 2 Offset(0,40) A_ChangeVelocity (cos(Pitch) * -2, 0, sin(Pitch) * 2,CVF_RELATIVE)\nCHGF B 2 Offset(0,40) A_FireBullets(5.5, 3, 20, 4, \"BulletPuff\", 1)\nCHGG A 2 Offset(0,40) A_ChangeVelocity (cos(Pitch) * -2, 0, sin(Pitch) * 2,CVF_RELATIVE)\nCHGF A 2 Offset(0,40) A_FireBullets(5.5, 3, 20, 4, \"BulletPuff\", 0)\nCHGG A 2 Offset(0,40) A_ChangeVelocity (cos(Pitch) * -2, 0, sin(Pitch) * 2,CVF_RELATIVE)\nCHGF B 2 Offset(0,40)A_FireBullets(5.5, 3, 20, 4, \"BulletPuff\", 0)\nCHGG A 2 Offset(0,40) A_ChangeVelocity (cos(Pitch) * -2, 0, sin(Pitch) * 2,CVF_RELATIVE)\nCHGF A 1 Offset(0,48)A_FireBullets(5.5, 3, 20, 4, \"BulletPuff\", 1)\nCHGG A 1 Offset(0,44) A_ChangeVelocity (cos(Pitch) * -2, 0, sin(Pitch) * 2,CVF_RELATIVE)\nCHGF B 1 Offset(0,40)A_FireBullets(5.5, 3, 20, 4, \"BulletPuff\", 0)\nCHGG A 1 Offset(0,37) A_ChangeVelocity (cos(Pitch) * -2, 0, sin(Pitch) * 2,CVF_RELATIVE)\nCHGF A 1 Offset(0,35)A_FireBullets(5.5, 3, 20, 4, \"BulletPuff\", 1)\nCHGG A 3\nGoto hold\n\nhold:\nCHGF A 1 Offset(0,48)A_FireBullets(5.5, 3, 20, 4, \"BulletPuff\", 0)\nCHGG A 1 Offset(0,44) A_ChangeVelocity (cos(Pitch) * -2, 0, sin(Pitch) * 2,CVF_RELATIVE)\nCHGF B 1 Offset(0,40)A_FireBullets(5.5, 3, 20, 4, \"BulletPuff\", 0)\nCHGG A 1 Offset(0,37) A_ChangeVelocity (cos(Pitch) * -2, 0, sin(Pitch) * 2,CVF_RELATIVE)\nCHGF A 1 Offset(0,35)A_FireBullets(5.5, 3, 20, 4, \"BulletPuff\", 1)\nCHGG A 3 A_refire\ngoto ready\n\nFlash:\nCHGF A 2 BRIGHT A_Light2\nCHGF B 2 BRIGHT A_Light1\nTNT1 A 0 A_Light0\nGoto LightDone\n\n}\n}"
      },
      {
        "source": "pk3",
        "name": "DECORATE/SMOLGUN.txt",
        "contents": "ACTOR SMOLGUN : SuperShotgun 20024\n  {\n     Weapon.SelectionOrder 350\n     Weapon.AmmoGive 12\n     Weapon.AmmoUse 1\n     Weapon.SlotNumber 2\n     AttackSound \"weapons/shotgf\"\n\t inventory.pickupmessage \"what is this??? a shotgun for ants?!\"\n\n     States\n     {\n     Spawn:\nSHOT A -1\nstop\n\n     Ready: // This state is entered when you have this weapon selected\n        STSG A 1 A_WeaponReady\n        Loop\n     Deselect: // This state is entered when you deselect the current selected weapon.\n        STSG A 1 A_Lower\n        Loop\n\n     Select: // This state is entered when you select this weapon.\n        STSG A 1 A_Raise\n        Loop\n\n     Fire: // The firing state.\n\tSTSG A 4\n\tSTSG A 2  A_firebullets (5, 5, 35, 15, \"BulletPuff\", 1)\n\tSTFL A 2 A_ChangeVelocity (cos(Pitch) * -15, 0, sin(Pitch) * 15,CVF_RELATIVE)\n\tTNT1 A 0 BRIGHT A_Light1\n\tSTSG A 2 A_Quake (2, 6, 0, 3, none)\n\tSTSG A 2\n\tgoto reload\n\n\treload:\n\tSTSR A 4\n\tSTSR B 4\n\tSTSR C 4\n\tSTRR A 2 Offset(50, 126)\n\tSTRR B 2 Offset(50, 126)\n\tSTRR C 2 Offset(49, 126)\n\tSTRR D 2 Offset(50, 126)\n\tSTRR E 5 Offset(50, 59)\n\tSTRR F 3 Offset(50, 59)\n\tSTRR G 6 Offset(50, 58)\n\tSTRR H 3 Offset(51, 58)\n\tSTRR I 3 Offset(51, 58)\n\tSTRR J 6 Offset(50, 59)\n\tSTRR K 2 Offset(50, 60)\n\tSTRR L 5 Offset(50, 59)\n\tSTRR M 3 Offset(49, 59)\n\tSTRR N 4 Offset(49, 59)\n\tSTRR O 2 Offset(49, 59)\n\tSTRR P 3 Offset(49, 59)\n\tSTRR Q 3 Offset(48, 59)\n\tSTRR R 3 Offset(49, 60)\n\tSTRR S 4 Offset(50, 61)\n\tSTRR T 2 Offset(50, 61)\n\tSTSR C 5 Offset(50, 61)\n\tGOTO READY\n     }\n  }"
      },
      {
        "source": "pk3",
        "name": "DECORATE/HEALSHOTGUN.TXT",
        "contents": "ACTOR STEEV : Weapon replaces PlasmaRifle\n{\n\tInventory.PickupMessage \"wait whats wrong with the barrel?\"\n\tWeapon.AmmoType \"Shell\"\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 16\n\tWeapon.SlotNumber 7\n\tAttackSound \"weapons/shotgf\"\n\t+weapon.dontbob\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSHOT A -1\n\t\t\tStop\n\t\tSelect:\n\t\t\tTNT1 A 0 A_Raise\n\t\t\tSHTG A 1 A_Raise\n\t\t\tLoop\n\t\tDeselect:\n\t\t\tTNT1 A 1 A_Lower\n\t\t\tSHTG A 1 A_Lower\n\t\t\tLoop\n\t\t// have epic syren tense music, and the screen going flashing red like a syren. and a countdown\n\t\tReady:\n\t\t\tSUIS A 1 A_WeaponReady\n\t\t\tloop\n\t\tFire:\n\t\t\tSUIS A 1 ACS_NamedExecute(\"ShotgunQuickTime\", 0)\n\t\t\tgoto Ready2\n\n\t\t\tready2:  //this is like when the gun has unleashed its SUPER GUN. since you went throught such a hassle\n\t\t\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "DECORATE/STACKEDSHOTGUN.txt",
        "contents": "ACTOR OVERTHETOPGUN : Weapon replaces bfg9000\n{\nInventory.PickupMessage \"WATCH WHERE YOURE SHOOTING THAT THING!!!.\"\nWeapon.AmmoType \"Shell\"\nWeapon.AmmoUse 1\nWeapon.AmmoGive 16\nWeapon.SlotNumber 9\nAttackSound \"weapons/shotgf\"\nStates\n{\nSpawn:\nSHOT A -1\nStop\nReady:\nVLSG A 1 A_WeaponReady\nLoop\nSelect:\nVLSG A 1 A_Raise\nLoop\nDeselect:\nVLSG A 1 A_Lower\nLoop\nFire:\nVLSG A 0 A_GunFlash\nVLSG A 1 A_FireBullets(4, 100, 700, 4, \"BulletPuff\", 1)\nVLSG A 1 Offset(0,40) A_ChangeVelocity (cos(Pitch) * -31, 0, sin(Pitch) * 31,CVF_RELATIVE)\nVLSG A 1 Offset(0,48)A_Quake (2, 6, 0, 3, none)\nVLSG A 1 Offset(0,44)\nVLSG A 1 Offset(0,40)\nVLSG A 1 Offset(0,37)\nVLSG A 1 Offset(0,35)\nVLSG A 3\nGoto RELOAD\nFlash:\nVLSG A 2 BRIGHT A_Light2\nVLSG B 2 BRIGHT A_Light1\nTNT1 A 1 A_Light0\nGoto LightDone\n\nRELOAD:\n\tVLRL A 2 Offset(-111, -51) A_OPENSHOTGUN2\n\tVLRL B 2 Offset(-291, -51)\n\tVLRL C 2 Offset(-293, -51)\n\tVLRL D 3 Offset(-292, -50)\n\tVLRL E 3 Offset(-295, -52)\n\tVLRL F 4 Offset(-296, -52) A_LOADSHOTGUN2\n\tVLRL G 3 Offset(-296, -52)\n\tVLRL H 3 Offset(-296, -52)\n\tVLRL I 3 Offset(-295, -50)\n\tVLRL J 3 Offset(-296, -51) A_LOADSHOTGUN2\n\tVLRL K 3 Offset(-296, -52)\n\tVLRL L 3 Offset(-295, -50) A_LOADSHOTGUN2\n\tVLRL M 3 Offset(-294, -51)\n\tVLRL N 4 Offset(-291, -52) A_LOADSHOTGUN2\n\tVLRL O 3 Offset(-294, -52)\n\tVLRL P 4 Offset(-295, -52)\n\tVLRL Q 4 Offset(-295, -51)\n\tVLRL R 3 Offset(-295, -53)A_CLOSESHOTGUN2\n\tGOTO READY\n}\n}"
      },
      {
        "source": "pk3",
        "name": "DECORATE/DLCGUN.txt",
        "contents": "ACTOR dlcgun : DoomWeapon\n{\n  Weapon.SelectionOrder 400\n  Weapon.AmmoUse 2\n  Weapon.AmmoGive 8\n  Weapon.AmmoType \"Shell\"\n  Inventory.PickupMessage \"i wonder what this gun does\"\n  Obituary \"$OB_MPSSHOTGUN\"\n  Tag \"$TAG_SUPERSHOTGUN\"\n  States\n  {\n  Spawn:\nSHOT A -1\nstop\n\n  Ready:\n    SHT2 A 1 A_WeaponReady\n    Loop\n  Deselect:\n    SHT2 A 1 A_Lower\n    Loop\n  Select:\n    SHT2 A 1 A_Raise\n    Loop\n  Fire:\n    SHT2 A 1 offset (-15,40)A_Quake (2, 12, 0, 3, none)\n    SHT2 A 1 offset (34,40)A_Quake (2, 12, 0, 3, none)\n    SHT2 A 1 offset (-25,40)A_Quake (2, 12, 0, 3, none)\n    SHT2 A 1 offset (12,40)A_Quake (2, 12, 0, 3, none)\n\tSHT2 A 1 offset (15,40)A_Quake (2, 12, 0, 3, none)\n\tSHT2 A 1 offset (-55,40)A_Quake (2, 12, 0, 3, none)\n    SHT2 A 1 offset (34,40)A_Quake (2, 12, 0, 3, none)\n    SHT2 A 1 offset (-25,40)A_Quake (2, 12, 0, 3, none)\n    SHT2 A 1 offset (42,40)A_Quake (2, 12, 0, 3, none)\n\tSHT2 A 1 offset (-25,40)A_Quake (2, 12, 0, 3, none)\n\t  SHT2 A 1 offset (-15,40)A_Quake (2, 12, 0, 3, none)\n    SHT2 A 1 offset (34,40)A_Quake (2, 12, 0, 3, none)\n    SHT2 A 1 offset (-25,40)A_Quake (2, 12, 0, 3, none)\n    SHT2 A 1 offset (12,40)A_Quake (2, 12, 0, 3, none)\n\tSHT2 A 1 offset (45,40)A_Quake (2, 12, 0, 3, none)\n\tSHT2 A 1 offset (-15,40)A_Quake (2, 12, 0, 3, none)\n    SHT2 A 1 offset (34,40)A_Quake (2, 12, 0, 3, none)\n    SHT2 A 1 offset (-25,40)A_Quake (2, 12, 0, 3, none)\n    SHT2 A 1 offset (42,40)A_Quake (2, 12, 0, 3, none)\n\tSHT2 A 1 offset (-55,40)A_Quake (2, 12, 0, 3, none)\n\t  SHT2 A 1 offset (-35,40)A_Quake (2, 12, 0, 3, none)\n    SHT2 A 1 offset (24,40)A_Quake (2, 12, 0, 3, none)\n    SHT2 A 1 offset (-25,40)A_Quake (2, 12, 0, 3, none)\n    SHT2 A 1 offset (12,40)A_Quake (2, 12, 0, 3, none)\n\tSHT2 A 1 offset (75,40)A_Quake (2, 12, 0, 3, none)\n\tSHT2 A 1 offset (-65,40)A_Quake (2, 12, 0, 3, none)\n    SHT2 A 1 offset (34,40)A_Quake (2, 12, 0, 3, none)\n    SHT2 A 1 offset (-35,40)A_Quake (2, 12, 0, 3, none)\n    SHT2 A 1 offset (42,40)A_Quake (2, 12, 0, 3, none)\n\tSHT2 A 1 offset (-35,40)A_Quake (2, 12, 0, 3, none)\n    SHT2 A 7 A_print (\"buy the dlc to unlock this gun/get sum cash\", 2)\n   SHT2 A 2\n    SHT2 A 2\n    SHT2 A 2\n    SHT2 A 2\n    Goto Ready\n    // unused states\n    SHT2 B 7\n    SHT2 A 3\n    Goto Deselect\n  Flash:\n    SHT2 I 4 Bright A_Light1\n    SHT2 J 3 Bright A_Light2\n    Goto LightDone\n  Spawn:\n    SGN2 A -1\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "DECORATE/SHOTGUNHANDS.txt",
        "contents": "ACTOR SHOTGUNHANDS : Fist\n{\nweapon.slotnumber 8\n  Weapon.SelectionOrder 3700\n  Weapon.Kickback 100\n  AttackSound \"weapons/shotgf\"\n  Obituary \"$OB_MPFIST\"\n  Tag \"$TAG_FIST\"\n  +PUFFGETSOWNER\n  +noalert\n  +WEAPON.DONTBOB\n  +WEAPON.WIMPY_WEAPON\n  +WEAPON.MELEEWEAPON\n  States\n  {\n  Spawn:\nSHOT A -1\nstop\n\n  Ready:\n    TNT1 A 1 A_WeaponReady\n    Loop\n\n  Deselect:\n    TNT1 A 1 A_Lower\n    Loop\n\n  Select:\n    TNT1 A 1 A_Raise\n    Loop\n\n\tFIRE:\n\tTNT1 A 0 A_jump(125, \"FIRE2\")\n\tTNT1 A 0 A_jump(125, \"FIRE3\")\n\tSGH1 A 1 Offset(70, 187)\n\tSGH1 B 1 Offset(75, 127)A_playsound (\"whoosh3\")\n\tSGH1 B 1 Offset(82, 97)\n\tSGH1 B 2 Offset(83, 93)A_recoil (-4)\n\tTNT1 A 0 A_CustomPunch(230,0,0,\"fistpuff\",95+random(5,-5))\n\tTNT1 A 0 A_jumpifinventory (\"item\",1,\"FLASH1\")\n\tSGH1 A 2 Offset(95, 91)\n\tSGH1 A 1 Offset(95, 98)\n\tSGH1 B 1 Offset(90, 116)\n\tSGH1 B 1 Offset(88, 155)\n\tSGH1 B 1 Offset(85, 189)\n\tTNT1 A 1\n\tgoto ready\n\nFIRE2:\n\tSGH2 D 1 Offset(-60, 181)\n\tSGH2 B 1 Offset(-53, 151) A_recoil (-4)\n\tSGH2 C 1 Offset(-42, 123)A_playsound (\"whoosh2\")\n\tSGH2 C 1 Offset(-18, 107)\n\tSGH2 C 1 Offset(8, 90)\n\tTNT1 A 0 A_CustomPunch(230,0,0,\"fistpuff\",95+random(5,-5))\n\tTNT1 A 0 A_jumpifinventory (\"item\",1,\"FLASH2\")\n\tSGH2 A 1 Offset(20, 99)\n\tSGH2 C 1 Offset(-2, 105)\n\tSGH2 C 1 Offset(-17, 123)\n\tSGH2 B 1 Offset(-11, 155)\n\tSGH2 B 1 Offset(-23, 177)\n\tSGH2 B 1 Offset(-31, 194)\n\tSGH2 B 1 Offset(-44, 213)\n\tgoto ready\n\nFIRE3:\n\tSGH3 A 1 Offset(269, 186)\n\tSGH3 D 1 Offset(247, 147)A_playsound (\"whoosh1\")\n\tSGH3 C 1 Offset(197, 113) A_recoil (-4)\n\tSGH3 C 2 Offset(176, 104)\n\tTNT1 A 0 A_CustomPunch(230,0,0,\"fistpuff\",95+random(5,-5))\n\tTNT1 A 0 A_jumpifinventory (\"item\",1,\"FLASH3\")\n\tSGH3 B 2 Offset(170, 107)\n\tSGH3 C 2 Offset(197, 124)\n\tSGH3 D 1 Offset(234, 130)\n\tSGH3 D 1 Offset(256, 172)\n\tSGH3 D 1 Offset(268, 192)\n\tSGH3 D 1 Offset(280, 213)\n\tSGH3 D 1 Offset(286, 229)\n\tgoto ready\n\n\tFLASH1:\n\tSGH1 C 2 Offset(48, 16)BRIGHT A_Light1\n\tSGH1 A 2 Offset(95, 91)\n\tSGH1 A 1 Offset(95, 98)\n\tSGH1 B 1 Offset(90, 116)\n\tSGH1 B 1 Offset(88, 155)\n\tSGH1 B 1 Offset(85, 189)\n\tTNT1 A 0 A_TAKEINVENTORY (\"item\",1)\n\tTNT1 A 1\n\tgoto ready\n\n\tFLASH2:\n\tSGH2 E 2 Offset(27, 15)BRIGHT A_Light1\n\tSGH2 A 1 Offset(20, 99)\n\tSGH2 C 1 Offset(-2, 105)\n\tSGH2 C 1 Offset(-17, 123)\n\tSGH2 B 1 Offset(-11, 155)\n\tSGH2 B 1 Offset(-23, 177)\n\tSGH2 B 1 Offset(-31, 194)\n\tSGH2 B 1 Offset(-44, 213)\n\tTNT1 A 0 A_TAKEINVENTORY (\"item\",1)\n\tgoto ready\n\n\tFLASH3:\n\tSGH3 E 2 Offset(68, 21)BRIGHT A_Light1\n\tSGH3 B 2 Offset(170, 107)\n\tSGH3 C 2 Offset(197, 124)\n\tSGH3 D 1 Offset(234, 130)\n\tSGH3 D 1 Offset(256, 172)\n\tSGH3 D 1 Offset(268, 192)\n\tSGH3 D 1 Offset(280, 213)\n\tSGH3 D 1 Offset(286, 229)\n\tTNT1 A 0 A_TAKEINVENTORY (\"item\",1)\n\tgoto ready\n  }\n}\n\nACTOR fistpuff\n{\n+PUFFGETSOWNER\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +ALLOWPARTICLES\n  +RANDOMIZE\n  RenderStyle Translucent\n  Alpha 0.5\n  VSpeed 1\n  Mass 5\n  States\n  {\n  Spawn:\n    PUFF A 4 Bright\n    PUFF B 4\n\n  Melee:\n    PUFF CD 4  A_GiveToTarget (\"item\",1)\n    Stop\n  }\n}\n\nACTOR item : custominventory\n{\n   Inventory.Amount 1\n   Inventory.MaxAmount 1\n   -INVBAR\n\n     States\n   {\n       Use:\n       TNT1 A 0 // Literally sits there like a shit lord. hehe\n       Fail\n   }\n   }"
      },
      {
        "source": "pk3",
        "name": "DECORATE/HEATSEAKINGSHOTGUN.txt",
        "contents": "ACTOR heatshotgun : weapon replaces rocketlauncher\n{\nInventory.PickupMessage \"oh oh....\"\nWeapon.AmmoType \"Shell\"\nWeapon.AmmoUse 3\nWeapon.AmmoGive 16\nWeapon.SlotNumber 6\nAttackSound \"weapons/shotgf\"\n+SEEKERMISSILE\nStates\n{\nSpawn:\nSHOT A -1\nStop\n\nReady:\nSHTG B 1 A_WeaponReady\nLoop\n\nSelect:\nSHTG A 1 A_Raise\nLoop\n\nDeselect:\nSHTG A 1 A_Lower\nLoop\n\nFire:\nSHTG A 0 A_GunFlash\nSHTG A 1 A_firecustommissile (\"shotgunmissile\",random(1,8)-4, true, 0, -2, 0, random(1,8)-4)\nSHTG A 1 A_firecustommissile (\"shotgunmissile\",random(3,12)-6, true, 2, -4, 2, random(4,14)-8)\nSHTG A 1 Offset(0,40)\nSHTG A 1 Offset(0,48)\nSHTG A 1 Offset(0,44)\nSHTG A 1 Offset(0,40)\nSHTG A 1 Offset(0,37)\nSHTG A 1 Offset(0,35)\nSHTG A 3\nGoto Ready\n\nFlash:\nSHTF A 2 BRIGHT A_Light2\nSHTF B 2 BRIGHT A_Light1\nTNT1 A 1 A_Light0\nGoto LightDone\n}\n}\nACTOR shotgunmissile : rocket\n{\n  Projectile\n  +RANDOMIZE\n  +SEEKERMISSILE\n  Height 16\n  Radius 8\n  Speed 10\n  Damage (random(20, 40))\n  States\n  {\n  Spawn:\n    SHOT A 2 Bright A_SeekerMissile(360, 0) // MMIS is the sprite used for the missile.\n    Loop\n  Death:\n    SHOT A 5 Bright\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "DECORATE/HAMMER.txt",
        "contents": "ACTOR hammer : weapon\n{\nInventory.PickupMessage \"wait....doomguy dont do what i think you're gonna do???.\"\nWeapon.AmmoType \"Shell\"\nWeapon.AmmoUse 1\nWeapon.AmmoGive 16\nWeapon.SlotNumber 6\nAttackSound \"weapons/shotgf\"\n\nSTATES\n{\n\nSpawn:\nSHOT A -1\nstop\n\nREADY:\nSHE2 A 1 A_weaponready\nLOOP\n\nselect:\nSHE2 A 1 A_RAISE\nloop\n\ndeselect:\nSHE2 A 1  A_LOWER\nloop\n\nfire:\n\tSHE1 A 1 Offset(-47, 126)\n\tHMR1 A 1 Offset(-47, 126)\n\tHMR1 B 1 Offset(-47, 126)\n\tHMR1 C 1 Offset(-47, 126)\n\tHMR1 D 1 Offset(-47, 126)\n\tHMR1 E 1 Offset(-49, 127)\n\tHMR1 F 2 Offset(-51, 79) A_firebullets (20, 20, 800, 10, \"BulletPuff\", 1)\n\tTNT1 A 0 BRIGHT A_Light1\n\tTNT1 A 0 A_recoil (4)\n\tHMR1 E 1 Offset(-48, 127) A_Quake (2, 6, 0, 3, none)\n\tHMR1 D 1 Offset(-47, 126)\n\tHMR1 C 1 Offset(-47, 126)\n\tHMR1 B 1 Offset(-47, 126)\n\tHMR1 A 1 Offset(-47, 126)\n\tSHE1 A 1 Offset(-47, 126)\n\tSHE1 A 1 Offset(-47, 126)\n\tgoto ready\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "DECORATE/BATTERYGUN.txt",
        "contents": "ACTOR batterygun : weapon\n{\nweapon.slotnumber 1\n\nstates\n{\nspawn:\nSHOT A -1\nloop\n\nready:\nSHOT A 1 A_weaponready\nloop\n\nselect:\nSHOT A 1 A_RAISE\nloop\n\ndeselect:\nSHOT A 1 A_LOWER\nLOOP\n\nfire:\nSHOT A 1 A_FireCustomMissile(\"ElectrycityActivator\",0.1*random(40,-40),1,15,0,0,0.1*random(40,-40))\ngoto ready\n}\n}\n\nACTOR ElectrycityActivator : FastProjectile\n{\n  Speed 50\n  Radius 11\n  Height 6\n  Damage (1*random(60,300))\n  Renderstyle Add\n  //ReactionTime 5\n  +RIPPER\n  +CANNOTPUSH\n  +BLOODLESSIMPACT\n  DamageType Fire\n  MissileType \"ThingThatMakesTheElectrycityAppear\"\n  states\n  {\n  Spawn:\n    TNT1 A 2\n  Looplet:\n    TNT1 A 0 //A_Countdown\n    TNT1 A 1 A_ChangeVelocity (frandom(-22,22), frandom(-22, 22), frandom(-10, 10), 0)\n    TNT1 A 1 A_ChangeVelocity (frandom(-22,22), frandom(-22, 22), frandom(-10, 10), 0)\n    TNT1 A 1 A_ChangeVelocity (frandom(-22,22), frandom(-22, 22), frandom(-10, 10), 0)\n    Stop\n  Ded:\n    TNT1 A 1\n    stop\n  }\n}\n\nACTOR ThingThatMakesTheElectrycityAppear\n{\n  +NOINTERACTION\n  +NOGRAVITY\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 3 A_SpawnItemEx(\"electricity\",frandom(2.0,-2.0),frandom(2.0,-2.0),4+frandom(2.0,-2.0),0,0,0,0,0,0)\n    Stop\n  }\n}\nACTOR electricity\n{\n  RenderStyle Add\n  Scale 0.06\n  Alpha 0.8\n  +NOINTERACTION\n  +NOGRAVITY\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    LITE A 2 bright A_FadeOut(0.1)\n  Trolololo:\n    TNT1 A 0 A_SetScale(ScaleX -0.01, ScaleY -0.01)\n    LITE BABCD 1 bright A_FadeOut(0.08)\n\tLITE ABCAD 1 bright A_FadeOut(0.08)\n\tLITE CBACD 1 bright A_FadeOut(0.08)\n\tLITE CBACD 1 bright A_FadeOut(0.08)\n\tLITE CBACD 1 bright A_FadeOut(0.08)\n\tLITE CBACD 1 bright A_FadeOut(0.08)\n\tLITE CBACD 1 bright A_FadeOut(0.08)\n\tLITE CBACD 1 bright A_FadeOut(0.08)\n\tLITE CBACD 1 bright A_FadeOut(0.08)\n\tLITE CBACD 1 bright A_FadeOut(0.08)\n\tLITE CBACD 1 bright A_FadeOut(0.08)\n\tLITE CBACD 1 bright A_FadeOut(0.08)\n\tLITE CBACD 1 bright A_FadeOut(0.08)\n\tLITE CBACD 1 bright A_FadeOut(0.08)\n    Loop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "DECORATE/GABEGUN.txt",
        "contents": "ACTOR gabegun : weapon\n{\nweapon.slotnumber 4\n\nStates\n\n{\nselect:\nGABE A 1 A_RAISE\nLOOP\n\nDESELECT:\nGABE A 1 A_LOWER\nloop\n\nready:\nGABE A 1 A_WEAPONREADY\nloop\n\nfire:\nGABE A 1\nGABE A 1\nGABE A 2 A_FireCustomMissile (\"Sales\", 4,13,random(0,20),random(0,20),FPF_NOAUTOAIM,random(0,20))\nGABE A 0 A_FireCustomMissile (\"Sales\", 4,17 ,random(0,20),random(0,20),FPF_NOAUTOAIM,random(0,20))\nGABE A 0 A_FireCustomMissile (\"Sales\", 11,7,random(0,20),random(0,20),FPF_NOAUTOAIM,random(0,20))\nGABE A 0 A_FireCustomMissile (\"Sales\", 6,12,random(0,20),random(0,20),FPF_NOAUTOAIM,random(0,20))\nGABE A 0 A_FireCustomMissile (\"Sales\", 4,17,random(0,20),random(0,20),FPF_NOAUTOAIM,random(0,20))\nGABE A 0 A_FireCustomMissile (\"Sales\", 6,14,random(0,20),random(0,20),FPF_NOAUTOAIM,random(0,20))\nGABE A 0 A_FireCustomMissile (\"Sales\", 7,19,random(0,20),random(0,20),FPF_NOAUTOAIM,random(0,20))\nGABE A 0 A_FireCustomMissile (\"Sales\", 13,20,random(0,20),random(0,20),FPF_NOAUTOAIM,random(0,20))\nGABE A 0 A_FireCustomMissile (\"Sales\", 11,14,random(0,20),random(0,20),FPF_NOAUTOAIM,random(0,20))\nGABE A 0 A_FireCustomMissile (\"Sales\", 14,7,random(0,20),random(0,20),FPF_NOAUTOAIM,random(0,20))\nGABE A 0 A_FireCustomMissile (\"Sales\", 8,17,random(0,20),random(0,20),FPF_NOAUTOAIM,random(0,20))\nGABE A 0 A_FireCustomMissile (\"Sales\", 5,14,random(0,20),random(0,20),FPF_NOAUTOAIM,random(0,20))\nGABE A 0 A_recoil (4)\nGABE A 3 A_Quake (2, 6, 0, 3, none)\ngoto ready\n\naltfire:\nTNT1 A 15 A_playsound (\"steam1\") //this is for testing\ngoto ready\n}\n}\n\nACTOR Sales : rocket\n{\nscale 0.6\n+nogravity\n\nstates\n{\n  Spawn:\n    SALE ABCDEFG 1\n    Loop\n  Death:\n    SALE ABCDEFG 6 Bright A_Explode(100,128,0)\n    SALE ABCDEFG 4 Bright\n    SALE ABCDEFG 2 Bright\n\tstop\n\t}\n\t}"
      }
    ]
  },
  "maps": []
}

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