shtcnt_v2(weapons_only).pk3

PK3 1.0 MiB 0 map(s)

Counts

endoom0
graphics0
lumps177
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
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    "sha1": "ecf32f1f37d400084f8e58f8a9af37769a100f78",
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    "filenames": [
      "shtcnt_v2(weapons_only).pk3"
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      "iwad": [],
      "filename": null,
      "added": "2014-01-13 19:59:11",
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    "added": "2014-01-13 19:59:11",
    "file": {
      "type": "PK3",
      "size": 1072382,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/ecf32f1f37d400084f8e58f8a9af37769a100f78/ecf32f1f37d400084f8e58f8a9af37769a100f78.pk3.gz",
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    "text_files": [
      {
        "source": "pk3",
        "name": "KEYCONF.txt",
        "contents": "clearplayerclasses\naddplayerclass Doomguy"
      },
      {
        "source": "pk3",
        "name": "SNDINFO.txt",
        "contents": "//---ammo satchel---//\n//primary\nWeapons/SatchelToss\tSTCHTOSS\nWeapons/SatchelBounce\tSTCHBNC\nWeapons/SatchelPick\tSTCHPICK\n//Alt-Fire\nWeapons/SatchelHit\tSTCHHIT\nWeapons/SatchelOof\tDSOOF\n\n//---grapplesaw---//\n$PitchShiftRange 3\nWeapons/grapplesawUp\t\t\tMAGSREA1\nWeapons/grapplesawReady\t\t\tMAGSREA2\nWeapons/grapplesawAttack\t\tMAGSATT1\nWeapons/grapplesawHit\t\t\tMAGSATT2\n\ngrappler/shoot\t\tGRSWISH\ngrappler/chain\t\tGRCHAIN\n\n//---Plasma Pistol---//\n//primary\nplasmapistol/fire LILPLAS\n//Alt-fire\nplasmapistol/fire2 BIGPLAS\n\n//---NailGunMG---//\nWeapons/NailMGFire\tNAILFIRE\nWeapons/NailHit\t\tNAILHIT\nWeapons/NailHitBleed\tNAILHTBD\nWeapons/NailFlight\tNAILFLY\n\n$Limit Weapons/NailHit\t\t0\n$Limit Weapons/NailHitBleed\t0\n\n//---GRENADE LAUNCHER---//\n\nGrenadeLauncher/Fire\tGRNLFIRE\nGrenadeLauncher/Bounce\tGRNLBOUN\nGrenadeLauncher/Hit\t\tGRNLXPLD\n\n//---Ion spray---//\nWeapons/IonFire IONFIRE\nWeapons/IonCool\tIONCOOL\n\n//---Railbow---//\nweapons/railbowfire     DSBOWFIR\nweapons/railbowshot     DSBOWSHT\nweapons/railbowreload   DSBOWREL\nweapons/railbowhit      DSBOWHIT\nweapons/railbowflyby    DSBOWFLY\nweapons/railbowdryfire  DRYFI"
      },
      {
        "source": "pk3",
        "name": "DECORATE.txt",
        "contents": "#include \"actors/satcheler.txt\"\n#include \"actors/plasmapistol.txt\"\n#include \"actors/supershotgun_.txt\"\n#include \"actors/NailGunMG.txt\"\n#include \"actors/grenadelauncher.txt\"\n#include \"actors/ionspray.txt\"\n#include \"actors/railbow.txt\"\n#include \"actors/grapplesaw.txt\"\n\n//---Player Pawn---//\n\nACTOR Doomguy : PlayerPawn\n{\n  Speed 1\n  Health 100\n  Radius 16\n  Height 56\n  Mass 100\n  PainChance 255\n  Player.DisplayName \"Marine\"\n  Player.CrouchSprite \"PLYC\"\n  Player.StartItem \"Plasmapistol\"\n  Player.StartItem \"Satcheler\"\n  Player.WeaponSlot 1, Satcheler, grapplesaw\n  Player.WeaponSlot 2, Plasmapistol\n  Player.WeaponSlot 3, SuperShotgun_\n  Player.WeaponSlot 4, NailgunMG\n  Player.WeaponSlot 5, STGrenadeLauncher\n  Player.WeaponSlot 6, Ionspray\n  Player.WeaponSlot 7, railbow\n  Player.ColorRange 112, 127\n  Player.ColorSet 0, \"Green\",         0x70, 0x7F,  0x72\n  Player.ColorSet 1, \"Gray\",          0x60, 0x6F,  0x62 // Called \"Indigo\" originally so as to have a unique initial\n  Player.ColorSet 2, \"Brown\",         0x40, 0x4F,  0x42\n  Player.ColorSet 3, \"Red\",           0x20, 0x2F,  0x22\n  // Doom Legacy additions\n  Player.ColorSet 4, \"Light Gray\",    0x58, 0x67,  0x5A\n  Player.ColorSet 5, \"Light Brown\",   0x38, 0x47,  0x3A\n  Player.ColorSet 6, \"Light Red\",     0xB0, 0xBF,  0xB2\n  Player.ColorSet 7, \"Light Blue\",    0xC0, 0xCF,  0xC2\n\n  States\n  {\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  Pain:\n    PLAY G 4\n    PLAY G 4 A_Pain\n    Goto Spawn\n  Death:\n    PLAY H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n  Death1:\n    PLAY H 10\n    PLAY I 10 A_PlayerScream\n    PLAY J 10 A_NoBlocking\n    PLAY KLM 10\n    PLAY N -1\n    Stop\n  XDeath:\n    PLAY O 0 A_PlayerSkinCheck(\"AltSkinXDeath\")\n  XDeath1:\n    PLAY O 5\n    PLAY P 5 A_XScream\n    PLAY Q 5 A_NoBlocking\n    PLAY RSTUV 5\n    PLAY W -1\n    Stop\n  AltSkinDeath:\n    PLAY H 6\n    PLAY I 6 A_PlayerScream\n    PLAY JK 6\n    PLAY L 6 A_NoBlocking\n    PLAY MNO 6\n    PLAY P -1\n    Stop\n  AltSkinXDeath:\n    PLAY Q 5 A_PlayerScream\n    PLAY R 0 A_NoBlocking\n    PLAY R 5 A_SkullPop\n    PLAY STUVWX 5\n    PLAY Y -1\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Satcheler.txt",
        "contents": "ACTOR Satcheler : Weapon replaces fist\n{\n   Inventory.PickupSound \"misc/w_pkup\"\n   Inventory.PickupMessage \"You are an ammo dispenser! (1)\"\n   Obituary \"%o was overweighted, thanks to %k's ammunition.\"\n   Weapon.UpSound \"\"\n   Weapon.AmmoGive 0\n   Weapon.AmmoType1 \"SatchelAmmo\"\n   Weapon.AmmoUse1 25\n   Weapon.AmmoType2 \"SatchelAmmo\"\n   Weapon.AmmoUse2 25\n   Weapon.SlotNumber 1\n   AttackSound \"\"\n   Scale 0.35\n   +NOAUTOFIRE\n   +NOALERT\n   +AMMO_OPTIONAL\n   +ALT_AMMO_OPTIONAL\n   States\n   {\n   Spawn:\n\tSTCP A -1\n\tLoop\n   Ready:\n\tSTCG A 0 A_GiveInventory(\"SatchelAmmo\",5)\n\tSTCG A 2 A_WeaponReady\n\tLoop\n   SatchelOn:\n\tSTCG HGFEDCBA 1\n\tGoto Ready\n   Deselect:\n\tSTCG A 1 A_Lower\n\tSTCG A 0 A_Lower\n\tLoop\n   Select:\n\tSTCG A 1 A_Raise\n\tSTCG A 0 A_Raise\n\tLoop\n   Fire:\n\tSTCG A 0 A_JumpIfNoAmmo(\"Ready\")\n\tSTCG ABCDEFGH 1\n\tSTCG HGF 1\n\tTNT1 A 0 A_PlayWeaponSound(\"Weapons/SatchelToss\")\n\tTNT1 A 0 A_FireCustomMissile(\"SatchelSpawner\",0,1,-20,0)\n\tSTCF ABCDEFGH 1\n\tTNT1 A 10\n\tTNT1 A 10 A_ReFire\n\tGoto SatchelOn\n   Hold:\n\tSTCG A 0 A_JumpIfNoAmmo(\"Ready\")\n\tSTCG HGF 1\n\tTNT1 A 0 A_PlayWeaponSound(\"Weapons/SatchelToss\")\n\tTNT1 A 0 A_FireCustomMissile(\"SatchelSpawner\",0,1,-20,0)\n\tSTCF ABCDEFGH 1\n\tTNT1 A 10\n\tSTCG A 0 A_JumpIfNoAmmo(\"SatchelOn\")\n\tTNT1 A 10 A_ReFire\n\tGoto SatchelOn\n   AltFire:\n\tSTCG A 0 A_JumpIfNoAmmo(\"Ready\")\n\tSTCG ABCDEFGH 1\n\tTNT1 A 2 A_ReFire\n\tTNT1 A 0 A_PlayWeaponSound(\"Weapons/SatchelToss\")\n\tTNT1 A 0 A_PlaySoundEx(\"Weapons/SatchelOof\",\"Voice\")\n\tTNT1 A 0 A_FireCustomMissile(\"SatchelBlaster\",0,1,20,0)\n\tHNDG IJKLMNOP 1\n\tTNT1 A 15\n\tGoto SatchelOn\n   AltHold:\n\tTNT1 A 1\n\tTNT1 A 0 A_ReFire\n\tTNT1 A 0 A_PlayWeaponSound(\"Weapons/SatchelToss\")\n\tTNT1 A 0 A_PlaySoundEx(\"Weapons/SatchelOof\",\"Voice\")\n\tTNT1 A 0 A_FireCustomMissile(\"SatchelBlaster\",0,1,20,0)\n\tHNDG IJKLMNOP 1\n\tTNT1 A 15\n\tGoto SatchelOn\n   }\n}\n\nACTOR SatchelAmmo : Ammo\n{\nInventory.Amount 1\nInventory.MaxAmount 100\nAmmo.BackpackAmount 0\nAmmo.BackpackMaxAmount 100\nInventory.Icon STCPA0\n}\n\nactor SatchelSpawner\n{\n  Radius 7\n  Height 9\n  Speed 10\n  Damage 0\n  Projectile\n  -NOGRAVITY\n  BounceType Doom\n  BounceCount 3\n  SeeSound \"\"\n  DeathSound \"\"\n  BounceSound \"Weapons/SatchelBounce\"\n  States\n  {\n  Spawn:\n    STCP ABCD 4\n    loop\n  Death:\n    STCP A 0 A_NoBlocking\n    STCP A 1 A_SpawnItem(\"AmmoSatchel\",0,0)\n    stop\n  }\n}\n\nactor AmmoSatchel : CustomInventory\n{\n  inventory.pickupmessage \"Picked up an ammo satchel.\"\n  Inventory.PickupSound \"Weapons/SatchelPick\"\n  -COUNTITEM\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  states\n  {\n  Pickup:\n  TNT1 A 0 A_GiveInventory(\"Clip\",30)\n  TNT1 A 0 A_GiveInventory(\"Shell\",12)\n  TNT1 A 0 A_GiveInventory(\"RocketAmmo\",6)\n  TNT1 A 0 A_GiveInventory(\"Cell\",60)\n  //TNT1 A 0 A_GiveInventory(\"Backpack) This would be faster, but then you could\n  //\t\t\t\t\thave also double ammo capacity.\n  stop\n  Spawn:\n  STCP A 600\n  Goto FadeOut\n  FadeOut:\n  STCP AAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.05)\n  Stop\n  }\n}\n\n//Alt-Fire\n\nactor SatchelBlaster\n{\n  Radius 7\n  Height 9\n  Speed 50\n  Damage 25\n  Projectile\n  -NOGRAVITY\n  BounceType Doom\n  BounceCount 4\n  SeeSound \"\"\n  DeathSound \"\"\n  BounceSound \"Weapons/SatchelBounce\"\n  Obituary \"%o was slammed in the face, thanks to %k's ammunition.\"\n  States\n  {\n  Spawn:\n    STCP ABCD 2\n    loop\n  Death:\n    STCP A 0 A_NoBlocking\n    STCP A 1 A_SpawnItem(\"AmmoSatchel\",0,0)\n    stop\n  XDeath:\n    STCP A 0 A_NoBlocking\n    STCP A 0 A_PlaySound(\"Weapons/SatchelHit\")\n    STCP A 1 A_SpawnItem(\"AmmoSatchel\",0,0)\n    stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/grapplesaw.txt",
        "contents": "Actor grapplesaw : Weapon replaces chainsaw\n{\n\tweapon.slotnumber 1\n\t+INVENTORY.ALWAYSPICKUP\n\t+Weapon.MeleeWeapon\n\t+Ammo_Optional //Stops it from switching away.\n\t+Alt_Ammo_Optional\n\tWeapon.AmmoType \"Overheat\"\n\tWeapon.AmmoType2 \"Overheat\"\n\tWeapon.Kickback 0\n\tInventory.PickupMessage \"grapplesaw! Bring the meat!\"\n\tWeapon.UpSound \"Weapons/grapplesawUp\"\n\tWeapon.ReadySound \"Weapons/grapplesawReady\"\n\tAttackSound \"Weapons/grapplesawHit\"\n\tStates\n\t{\n\tSpawn:\n\t\tMAGS E -1\n\t\tStop\n\tReady:\n\t\tMAGS CD 4 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"Overheat\",5) //Slowly cools down when not in use.\n\t\tLoop\n\tDeselect:\n\t\tMAGS C 1 A_Lower\n\t\tTNT1 A 0 A_TakeInventory(\"FireLimit\",9) //Resets \"timer\" on alt fire.\n\t\tLoop\n\tSelect:\n\t\tMAGS C 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Overheat\",100,\"Overheat\")\n\t\tTNT1 A 0 A_Recoil(-5) //Negative recoil causes forward movement.\n\t\tTNT1 A 0 A_PlaySoundEx(\"Weapons/grapplesawAttack\",\"Weapon\")\n\t\tMAGS AB 2 A_CustomPunch(10,1,0,\"BulletPuff\",64)\n\t\tTNT1 A 0 A_GiveInventory(\"Overheat\",1) //Slowly warm up.\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto Ready\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Overheat\",100,\"Overheat\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"FireLimit\",1,2) //Fires projectile every so often.\n\t\tTNT1 A 0 A_FireCustomMissile(\"grappleSawLore\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"FireLimit\",1,2)\n\t\tTNT1 A 0 A_FireCustomMissile(\"grappler\")\n\t\tTNT1 A 0 A_PlaySoundEx(\"Weapons/grapplesawAttack\",\"Weapon\")\n\t\tMAGS AB 2 A_CustomPunch(10,1,0,\"BulletPuff\",64)\n\t\tTNT1 A 0 A_GiveInventory(\"FireLimit\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Overheat\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FireLimit\",4,2) //Resets \"timer\" after using so much.\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto Ready\n\t\tTNT1 A 0 A_TakeInventory(\"FireLimit\",4)\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto Ready\n\tOverheat:\n\t\tMAGS CD 4 Offset(0, 50)\n\t\tTNT1 A 0 A_TakeInventory(\"Overheat\",5)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Overheat\",1,\"Overheat\")\n\t\tGoto Ready\n\t}\n}\n\nActor grappleSawLore : LoreShot\n{\n\tRadius 13\n\tHeight 4\n\tSpeed 50\n\tDamage (1) //Won't pull at zero damage.\n\tProjectile\n\t-NoBlockMap\n\t-Shootable\n\t+Reflective\n\t+NoBlood\n\t+NoIceDeath\n\t+DontGib\n\t+Painless\n\tRenderStyle Normal\n\tseesound \"grappler/shoot\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1 Bright //Stops melee attack from touching projectile on creation.\n\t\tTNT1 A 0 A_ChangeFlag(\"Shootable\", 1)\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0 A_ChangeFlag(\"Shootable\", 0) //Stops reflection during death animation.\n\t\tTNT1 A 2 Bright\n\t\tStop\n\t}\n}\n\nactor grappler : fastprojectile\n{\n\t+NOINTERACTION\n\tradius 4\n\theight 4\n\tmissiletype \"grapplechain\"\n\tmissileheight 8\n\tspeed 50\n\tseesound \"grappler/chain\"\n\tstates\n\t{\n\tSpawn:\n\t\tLINK A -1 bright\n\t\tstop\n\t}\n}\n\nactor grapplechain\n{\n\t+NOINTERACTION\n\tradius 4\n\theight 4\n\tstates\n\t{\n\tSpawn:\n\t\tLINK A 8 bright\n\t\tstop\n\t}\n}\n\nActor Overheat : Ammo\n{\n\t+IgnoreSkill\n\tInventory.MaxAmount 100\n\tInventory.PickupMessage \"Not supposed to be picked up.\"\n\tInventory.Icon MAGSE0\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\n//Used by the grapplesaw's alt fire to better control its functions.\n\nActor FireLimit : Inventory\n{\n\tInventory.MaxAmount 4\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/PlasmaPistol.txt",
        "contents": "Actor PlasmaPistol : Weapon replaces pistol\n{\n  Weapon.SlotNumber 2\n  Weapon.kickback 30\n  Weapon.SelectionOrder 2300\n  +WEAPON.WIMPY_WEAPON\n  +NOAUTOAIM\n  Inventory.PickupMessage \"You got a Plasma Pistol!\"\n  obituary \"%o was melted by %k's Plasma Pistol\"\n  states\n  {\n  Spawn:\n    PLSP A -1\n    loop\n  Ready:\n    PLPI A 1 A_WeaponReady\n    loop\n  Deselect:\n    TNT1 A 0 A_Lower\n    TNT1 A 0 A_Lower\n    PLPI A 1 A_Lower\n    loop\n  Select:\n    TNT1 A 0 A_Raise\n    TNT1 A 0 A_Raise\n    PLPI A 1 A_Raise\n    loop\n  Fire:\n    PLPI B 2\n    PLPI C 0 A_playsound(\"plasmapistol/fire\")\n    PLPI C 3 A_FireCustomMissile(\"PPistolBall\")\n    PLPI A 3\n\tgoto Ready\n  Altfire:\n\tPLPI B 6\n    PLPI C 0 A_playsound(\"plasmapistol/fire2\")\n    PLPI C 9 A_FireCustomMissile(\"PPistolBall2\")\n    PLPI A 11\n\tgoto Ready\n\t}\n}\n\nActor PPistolBall : Plasmaball\n{\n  +NOEXTREMEDEATH\n  SeeSound \"\"\n  Radius 8\n  scale 0.65\n  Damage 6\n  Speed 20\n  Obituary \"$OB_MPPLASMAPISTOL\" // \"%o was scorched by %k's plasma pistol.\"\n}\n\nActor PPistolBall2 : Plasmaball\n{\n  Translation \"192:207=96:111\"\n  +doombounce\n  +RIPPER\n  +NOEXTREMEDEATH\n  -nogravity\n  gravity 0.35\n  BounceCount 6\n  BounceFactor 2.0\n  SeeSound \"\"\n  Radius 10\n  scale 2\n  Damage 4\n  Speed 35\n  Obituary \"$OB_MPPLASMAPISTOL\" // \"%o was scorched by %k's plasma pistol.\"\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Supershotgun_.txt",
        "contents": "//-----SUPER SHOTGUN-----//\nACTOR SuperShotgun_ : weapon replaces shotgun\n{\n\tWeapon.AmmoType \"Shell\"\n\tWeapon.AmmoUse 2\n\tWeapon.AmmoGive 8\n\tWeapon.Kickback 100\n\tWeapon.SelectionOrder 8\n\tInventory.PickupMessage \"You got the super shotgun!\"\n\tObituary \"%o was splattered by %k's super shotgun.\"\n\t+THRUGHOST\n\tStates\n\t{\n\tSpawn:\n\t\tSGN2 A -1\n\t\tStop\n\tReady:\n\t\tSHT2 A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tSHT2 A 0 A_Lower\n\t\tSHT2 A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tSHT2 A 0 A_Raise\n\t\tSHT2 A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tSHT2 A 3\n\t\tSHT2 A 0 A_GunFlash\n\t\tSHT2 M 2 Bright A_Fireshotgun2\n\t\tSHT2 N 3 Bright\n\t\tSHT2 O 2 Bright\n\t\tSHT2 B 3\n\t\tSHT2 C 4\n\t\tSHT2 D 4 A_CheckReload\n\t\tSHT2 C 3\n\t\tSHT2 E 3 A_PlayWeaponSound (\"weapons/sshoto\")\n\t\tSHT2 F 3\n\t\tSHT2 G 4\n\t\tSHT2 H 4\n\t\tSHT2 I 3 A_PlayWeaponSound (\"weapons/sshotl\")\n\t\tSHT2 J 3\n\t\tSHT2 K 3\n\t\tSHT2 L 4\n\t\tSHT2 E 0 A_PlayWeaponSound (\"weapons/sshotc\")\n\t\tSHT2 E 6 A_ReFire\n\t\tSHT2 A 5 A_ReFire\n\t\tGoto Ready\n\tHold:\n\t\tSHT2 A 3\n\t\tSHT2 A 0 A_GunFlash\n\t\tSHT2 M 2 Bright A_Fireshotgun2\n\t\tSHT2 N 3 Bright\n\t\tSHT2 O 2 Bright\n\t\tSHT2 B 3\n\t\tSHT2 C 4\n\t\tSHT2 D 4 A_CheckReload\n\t\tSHT2 C 3\n\t\tSHT2 E 3 A_PlayWeaponSound (\"weapons/sshoto\")\n\t\tSHT2 F 3\n\t\tSHT2 G 4\n\t\tSHT2 H 4\n\t\tSHT2 I 3 A_PlayWeaponSound (\"weapons/sshotl\")\n\t\tSHT2 J 3\n\t\tSHT2 K 3\n\t\tSHT2 L 4\n\t\tSHT2 E 0 A_PlayWeaponSound (\"weapons/sshotc\")\n\t\tSHT2 E 6 A_ReFire\n\t\tSHT2 A 5 A_ReFire\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 2 Bright A_Light1\n\t\tTNT1 A 3 Bright A_Light2\n\t\tTNT1 A 2 Bright A_Light1\n\t\tTNT1 A 0 Bright A_Light0\n\t\tStop\n\t}\n}\n\nACTOR nothing1 replaces supershotgun {}"
      },
      {
        "source": "pk3",
        "name": "Actors/NailGunMG.txt",
        "contents": "Actor NailGunMG : Weapon replaces chaingun\n{\n  Weapon.Slotnumber 4\n  Weapon.AmmoUse 2\n  Weapon.AmmoGive 25\n  Weapon.KickBack 40\n  Weapon.AmmoType \"clip\"\n  Inventory.PickupSound \"Misc/W_PkUp\"\n  Inventory.PickupMessage \"You got the NailGun!\"\n  Obituary \"%o was nailed by %k.\"\n  States\n  {\n  Spawn:\n    NLMG F -1\n    Loop\n  Select:\n    NLMG A 1 A_Raise\n    Loop\n  Deselect:\n    NLMG A 1 A_Lower\n    Loop\n  Ready:\n    NLMG A 1 A_WeaponReady\n    Loop\n  Fire:\n    NLMG B 0 A_PlayWeaponSound(\"Weapons/NailMGFire\")\n    NLMG B 2 A_FireCustomMissile(\"MGNail\", Random(4, -4), 1, -3, 0, 0, Random(2, -2))\n    NLMG C 1\n    NLMG A 1\n    NLMG D 0 A_PlayWeaponSound(\"Weapons/NailMGFire\")\n    NLMG D 2 A_FireCustomMissile(\"MGNail\", Random(4, -4), 1, 3, 0, 0, Random(2, -2))\n    NLMG E 1\n    NLMG A 1\n    NLMG E 0\n    Goto Ready\n  }\n}\n\nActor MGNail\n{\n  Projectile\n  Radius 3\n  Height 3\n  Speed 44\n  Damage 6\n  Scale 0.5\n  +BloodSplatter\n  SeeSound \"\"\n  DeathSound \"\"\n  Decal BulletChip\n  States\n  {\n  Spawn:\n    NLPJ A 1 A_SpawnItemEx(\"NailBlur\", 0, 0, 0, 1, 0, 0, 180, 128)\n    NLPJ A 0 A_PlaySound(\"Weapons/NailFlight\")\n    Loop\n  Crash:\n  Death:\n    NLPJ B 0 A_PlaySound(\"Weapons/NailHit\")\n    NLPJ BCDEFG 2\n    Stop\n  XDeath:\n    NLPJ B 0 A_PlaySound(\"Weapons/NailHitBleed\")\n    NLPJ BCDEFG 2\n    Stop\n  }\n}\n\nActor NailBlur\n{\n  Height 8\n  Radius 1\n  Damage 0\n  Scale 0.6\n  Speed 0.2\n  RenderStyle Translucent\n  Alpha 0.5\n  +NoGravity\n  +DropOff\n  +NoTeleport\n  States\n  {\n  Spawn:\n    NLPJ A 1 A_FadeOut(0.4)\n    Loop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/grenadelauncher.txt",
        "contents": "actor RocketLauncherReplacer : RandomSpawner replaces RocketLauncher\n{\n\tDropItem \"STGrenadeLauncher\", 255, 3\n}\n\nActor STGrenadeLauncher : Weapon\n{\n  Radius 20\n  Height 16\n  Weapon.SelectionOrder 999999\n  +WEAPON.NOAUTOFIRE\n  +WEAPON.NOAUTOAIM\n  Weapon.AmmoUse 1\n  Weapon.AmmoGive 2\n  Weapon.AmmoType \"RocketAmmo\"\n  Weapon.Kickback 100\n  Inventory.PickupMessage \"You got the grenade launcher!\"\n  Obituary \"%o caught %k's grenade.\"\n  States\n  {\n  Spawn:\n    GLAU A -1\n    Stop\n  Ready:\n    GRLG A 1 A_WeaponReady\n    Loop\n  Deselect:\n    TNT1 A 0 A_Lower\n    TNT1 A 0 A_Lower\n    GRLG A 1 A_Lower\n    Loop\n  Select:\n    TNT1 A 0 A_Raise\n    TNT1 A 0 A_Raise\n    GRLG A 1 A_Raise\n    Loop\n  Fire:\n    GRLG B 8 A_GunFlash\n    GRLG B 0\n    GRLG B 12 A_FireCustomMissile(\"STGrenade\", 0, 1, 0, 0, 0, 6.328125)\n    GRLG B 0 A_ReFire\n    Goto Ready\n  Flash:\n    GRLF A 3 Bright A_Light1\n    GRLF B 4 Bright\n    GRLF C 4 Bright A_Light2\n    GRLF D 4 Bright A_Light2\n    Goto LightDone\n  }\n}\n\nActor STGrenade\n{\n  Radius 8\n  Height 8\n  Speed 15\n  Damage 30\n  Gravity 0.25\n  Projectile\n  Scale 0.5\n  -NoGravity\n  +DoomBounce\n  +DehExplosion\n  //+GrenadeTrail\n  +ExplodeOnDeath\n  SeeSound \"Weapons/GrBnce\"\n  DeathSound \"Weapons/GrenLX\"\n  DamageType Fire\n  States\n  {\n  Spawn:\n    SGRN A 0 Bright\n    SGRN A 0 Bright A_StopSound\n    SGRN A 0 Bright A_PlaySound(\"Weapons/GrenLF\")\n    SGRN A 1 Bright\n    Goto Spawn+3\n  Death:\n    MISL B 0 Bright A_ChangeFlag(\"NoGravity\", 1)\n    MISL B 8 Bright A_Explode(256, 64)\n    MISL C 6 Bright\n    MISL D 4 Bright\n    stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/ionspray.txt",
        "contents": "Actor Ionspray : Weapon replaces plasmarifle\n{\n   weapon.slotnumber 6\n   Inventory.PickupMessage \"You got the Ionspray\"\n   Obituary \"%o was ionized by %k\"\n   Inventory.PickupSound \"misc/w_pkup\"\n   Weapon.Kickback 1\n   Weapon.AmmoType \"Cell\"\n   Weapon.AmmoGive 40\n   Weapon.AmmoUse 1\n   States\n   {\n   Spawn:\n      ISPP A -1\n      Loop\n   Ready:\n      ISPG A 0 A_StopSoundEx(\"SoundSlot7\")\n      ISPG A 1 A_WeaponReady\n      Loop\n   Deselect:\n      ISPG A 0 A_StopSoundEx(\"SoundSlot7\")\n      ISPG A 1 A_Lower\n      Loop\n   Select:\n      ISPG A 1 A_Raise\n      Loop\n   Fire:\n      ISPG B 0 A_GunFlash\n      ISPG B 0 A_PlaySoundEx(\"Weapons/IonFire\", \"SoundSlot7\", 1)\n      ISPG B 0 A_FireCustomMissile(\"IonBall\", Random(-2, 2), 0, Random(-6, 6), Random(-4, 4))\n      ISPG B 1 A_FireCustomMissile(\"IonBall\", Random(-2, 2), 0, Random(-6, 6), Random(-4, 4))\n      ISPG B 0 A_FireCustomMissile(\"IonBall\", Random(-2, 2), 0, Random(-6, 6), Random(-4, 4))\n      ISPG B 1 A_FireCustomMissile(\"IonBall\", Random(-2, 2), 1, Random(-6, 6), Random(-4, 4))\n   Hold:\n      ISPG B 0 A_GunFlash\n      ISPG C 0 A_FireCustomMissile(\"IonBall\", Random(-2, 2), 0, Random(-6, 6), Random(-4, 4))\n      ISPG C 1 A_FireCustomMissile(\"IonBall\", Random(-2, 2), 0, Random(-6, 6), Random(-4, 4))\n      ISPG C 0 A_FireCustomMissile(\"IonBall\", Random(-2, 2), 0, Random(-6, 6), Random(-4, 4))\n      ISPG C 1 A_FireCustomMissile(\"IonBall\", Random(-2, 2), 1, Random(-6, 6), Random(-4, 4))\n      ISPG C 0 A_ReFire\n      ISPG C 4 A_StopSoundEx(\"SoundSlot7\")\n      ISPG B 3 A_PlaySoundEx(\"Weapons/IonCool\", \"SoundSlot7\", 0)\n      ISPG A 20\n      Goto Ready\n   Flash:\n      TNT1 A 2 bright A_Light1\n      TNT1 A 2 bright A_Light0\n      Stop\n   }\n}\n\nActor IonBall\n{\n  Radius 13\n  Height 8\n  Speed 26\n  Damage (Random(3, 6))\n  Projectile\n  RenderStyle Add\n  Alpha 0.45\n  Scale 0.35\n  Decal RailScorchLower\n  States\n  {\n  Spawn:\n    IONB A 1\n    Loop\n  Death:\n    IONB BCDEFGHIJKL 2\n    stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/railbow.txt",
        "contents": "ACTOR Railbow : Weapon replaces BFG9000\n{\n\tWeapon.AmmoType1 \"cell\"\n\tWeapon.AmmoType2 \"cell\"\n\tWeapon.AmmoUse1 40\n\tWeapon.Ammouse2 80\n\tWeapon.AmmoGive 80\n\tWeapon.SlotNumber 7\n\t+NOAUTOAIM\n\t+WEAPON.ALT_AMMO_OPTIONAL\n\tInventory.PickupMessage \"You got the rail bow! Watch where you point that thing\"\n\tStates\n\t{\n\tSpawn:\n\t\tWBOW A -1\n\t\tStop\n\tDeselect:\n\t\tBOWG A 1 Bright A_Lower\n\t\tLoop\n\tSelect:\n\t\tBOWG A 1 Bright A_Raise\n\t\tLoop\n\tReady:\n\t\tBOWG AAABBBCCCDDDBBB 1 Bright A_WeaponReady\n    \tLoop\n\tFire:\n\t\tBOWG A 0 Bright A_GunFlash\n\t\tBOWG A 0 Bright A_Recoil(2.0)\n\t\tBOWG A 0 Bright A_PlaySound(\"weapons/railbowshot\")\n\t\tBOWG A 0 Bright A_PlaySound(\"weapons/railbowfire\", CHAN_WEAPON)\n\t\tBOWF A 2 Bright A_FireCustomMissile(\"cryoShot\",0,1)\n\t\tBOWF BCD 2 Bright\n\t\tBOWF E 8\n\t\tBOWF E 2 A_PlaySound(\"weapons/railbowreload\")\n\t\tBOWF E 2 Offset(0,31)\n\t\tBOWF F 2 Offset(0,32)\n\t\tBOWF F 2 Offset(0,30)\n\t\tBOWF G 2 Offset(0,31)\n\t\tBOWF HI 1 Offset(0,32)\n\t\tBOWG CDB 3 Bright Offset(0,32)\n\t\tBOWG A 0 A_ReFire\n\t\tGoto Ready\n\tAltfire:\n\t\tBOWG A 0 A_JumpIfNoAmmo(\"Dryfire\")\n\t\tBOWG A 0 Bright A_GunFlash\n\t\tBOWG A 0 Bright A_Recoil(4.0)\n\t\tBOWG A 0 Bright A_PlaySound(\"weapons/railbowfire\")\n\t\tBOWG A 0 Bright A_PlaySound(\"weapons/railbowfire\", CHAN_WEAPON)\n\t\tBOWF A 2 Bright A_FireCustomMissile(\"BallistaShot\",0,1)\n\t\tBOWF BCD 2 Bright\n\t\tBOWF E 8\n\t\tBOWF E 2\n\t\tBOWF E 2 Offset(0,31)\n\t\tBOWF F 2 Offset(0,32)\n\t\tBOWF F 2 Offset(0,30)\n\t\tBOWF G 8 Offset(0,31)\n\t\tBOWF G 2 Offset(0,30)\n\t\tBOWF G 3 Offset(0,31) A_PlaySound(\"weapons/railbowreload\")\n\t\tBOWF G 6 Offset(0,32)\n\t\tBOWF H 1 Bright Offset(0,32)\n\t\tBOWF I 1 Bright\n\t\tBOWG A 3 Bright\n\t\tBOWG CDB 3 Bright Offset(0,32)\n\t\tgoto ready\n\tFlash:\n\t\tTNT1 A 2 Bright A_Light1\n\t\tTNT1 A 2 Bright A_Light2\n\t\tTNT1 A 1 Bright A_Light1\n\t\tGoto LightDone\n\tdryfire:\n\t\tBOWG D 4 Bright A_PlaySound (\"weapons/railbowdryfire\")\n\t\tBOWG C 4 Bright\n\t\tBOWG B 4 Bright\n\t\tBOWG A 4 Bright\n\t\tBOWG ABCD 8 Bright\n\t\tgoto ready\n\t}\n}\n\nACTOR CryoShot : FastProjectile\n{\n\tRadius 4\n\tHeight 8\n\tSpeed 100\n\tDamage 35\n\tProjectile\n\tRenderStyle Add\n\tAlpha 0.9\n\t+FORCERADIUSDMG\n\t+FORCEPAIN\n\t+NODAMAGETHRUST\n\tDeathSound \"weapons/railbowhit\"\n\tMissileType \"CryoTrail\"\n\tMissileHeight 8\n\tDecal \"PlasmaScorchLower\"\n\tStates\n\t{\n\tSpawn:\n\t\tBSHT A 0 Bright\n\t\tBSHT A 0 Bright A_PlaySound(\"weapons/railbowflyby\", CHAN_BODY, 1.0, 1)\n\t\tBSHT A 1 Bright\n\t\tLoop\n\tDeath:\n\t\tBXPL A 0 Bright A_StopSound(CHAN_BODY)\n\t\tBXPL A 0 Bright A_Explode(1, 128, 0) // Break frozen things.\n\t\tBXPL A 0 Bright A_ChangeFlag(\"ICEDAMAGE\", 1)\n\t\tBXPL A 0 Bright A_ChangeFlag(\"NODAMAGETHRUST\", 0)\n\t\tBXPL A 0 Bright A_Explode(50*random(1,4), 16, 0) // Simulated impact damage\n\t\tBXPL A 0 Bright A_Explode(128, 200, 0) // Freezy radius damage.\n\t\tBXPL AAAAAAAA 0 Bright A_SpawnItemEx(\"CryoSmoke\", 0, 0, 0, random(10, 30)*0.1, 0, random(0, 10)*0.1, random(1,360), SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t\tBXPL AAAA 0 Bright A_SpawnItemEx(\"CryoSmoke2\", 0, 0, 0, random(10, 30)*0.04, 0, random(0, 10)*0.04, random(1,360), SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\t\tBXPL ABCDEFGH 1 Bright\n\t\tBXPL IJKLLM 1 Bright A_FadeOut(0.1)\n\t\tStop\n\t}\n}\n\nACTOR CryoTrail\n{\n\t+NOINTERACTION\n\tRadius 4\n\tHeight 8\n\tRenderstyle Add\n\tAlpha 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tBSHT AABBCDEFG 1 Bright\n\t\tStop\n\t}\n}\n\nACTOR CryoSmoke\n{\n    Radius 2\n    Height 2\n    +NOINTERACTION\n    +FORCEXYBILLBOARD\n    RenderStyle Shaded\n    StencilColor \"A0 A0 A0\"\n    Alpha 1.0\n    Scale 0.4\n    States\n    {\n    Spawn:\n\t\tSMOK A 0\n        SMOK A 2 A_FadeOut (0.05)\n        Wait\n    }\n}\n\nActor CryoSmoke2 : CryoSmoke { StencilColor \"DD DD DD\" Scale 0.7 Alpha 0.5 VSpeed 2.5\n\tStates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tSMOK A 6 A_FadeOut(0.04)\n\t\tWait\n\t}\n}\n\nActor BallistaShot : FastProjectile\n{\n  Radius 4\n  Height 8\n  Speed 80\n  Damage 75\n  Projectile\n  RenderStyle Add\n  Alpha 0.9\n  Scale 0.8\n  +ForceRadiusDmg\n  +NoDamageThrust\n  +ForceXYBillboard\n  DeathSound \"weapons/railbowhit\"\n  MissileType \"BallistaTrail\"\n  MissileHeight 8\n  Decal \"PlasmaScorchLower\"\n  States\n  {\n  Spawn:\n    BSHT A 0 Bright\n    BSHT A 1 Bright A_PlaySound(\"weapons/railbowflyby\", CHAN_BODY, 1.0, 1)\n    Loop\n  Death:\n    BXPL A 0 Bright A_StopSound(CHAN_BODY)\n    BXPL A 0 Bright A_ChangeFlag(\"NODAMAGETHRUST\", 0)\n    BXPL A 0 Bright A_Explode (200, 180)\n    BXPL A 0 Bright A_BFGspray\n\tBXPL ABCDEFGH 1 Bright\n    BXPL IJKLM 1 Bright A_FadeOut(0.1)\n    Stop\n  }\n}\n\nActor BallistaTrail\n{\n  +ForceXYBillBoard\n  +NoInteraction\n  Radius 4\n  Height 8\n  Renderstyle Add\n  Alpha 0.5\n  States\n  {\n  Spawn:\n    BSHT AABBCDEFG 1 Bright\n    Stop\n  }\n}"
      }
    ]
  },
  "maps": []
}

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