Raw model (for completeness)
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{
"source": "pk3",
"name": "CREDITS.txt",
"contents": "https://docs.google.com/document/d/1XGstl84qQO385xiLGv6AX4Tuj6qheQ1BdIz_3Sl4Gyo/edit?usp=sharing"
},
{
"source": "pk3",
"name": "CHANGELOG.txt",
"contents": "--2.0pre1--\nAdded the Chaos Monolith, mastermind class (not complete yet)\nAdded an Infernoble, hell knight class\nAdded an Arachknight, arachnotron class (not complete yet)\nAdded a Sentry, revenant class\nAdded the Streetsweeper, slot 3 durability weapon\nAdded the Slug sidegrade (Shotgun), replaces Explosive sidegrade\nAdded the Gauss sidegrade (BFG 9000), only dropped from the Chaos Monolith\nRemoved the Spread sidegrade (Plasma Rifle), will be replaced later\nAdded the Weapon Repair Kit\nAdded Demon Energy, new ammo type\n\t- 250 max ammo, 500 max ammo with backpack\n\t- Dropped from strong enemies, bosses, and enemies that use demonic weaponry\n\t- Lesser Demonic Essence: 15 ammo\n\t- Demonic Essence: 80 ammo\nNo more shitscans! All enemies no longer fire hitscans, and instead fire tracer projectiles\n - Enemies that fire railguns still fire railguns\n\t- Your weapons are not affected, and will still shoot hitscans\nConverted the Dark Blaster's ammo type to Demon Energy\nDecreased the Dark Blaster's ammo usage to 4 per shot\nDecreased Demolisher's health to 4000\nDecreased Demoliphyte's health to 4500\nDecreased Dark Cybruiser's health to 1600\nDecreased Augmented Cybruiser's health to 1600\nDecreased Mafibus's health to 800\nBuffed the Chaingunner's fire rate\nRemoved pretty much all instances of damage randomization\nShotgun Admiral now randomly drops Weapon Repair Kits and the Streetsweeper\nAdded special effects for powerup spheres\nChanged Explosive Shotgun Zombie into the Slug Shotgun Zombie\nAdded a new attack to the Dark Imp\nAdded a new attack to the Devil\nAdded a new attack to the Harvester\nAdded a new attack to the Archon of Hell\nAdded the Xenodemon's close ranged attack to the Crackodemon\nDarkbeast projectiles now bounce\nMagma Demon's projectile is no longer affected by gravity\nSlug Shotgun Zombie now always drops a shotgun\nNerfed the speed of Mastermind tracers, but buffed their damage\nMedikits, Stimpacks, and Berserk Packs will spawn a used version when picked up (cosmetic only)\nMake Demon (Pinky) variants melee faster\nRecolored the Missile Revenant's pelvis to orange\nGibbed enemies now spawn blood clouds\nRunes can now be interchanged\n\t- Use another rune while you have one active\n\t- A confirmation prompt will appear to make sure you don't accidentally remove a rune\n\t- Any rune you remove is permanently gone from your inventory!\nPowerup spheres no longer blind you with screen colors\nAdded timers for powerups\nLiquid flats no longer clip things through the floor\nDoomsphere now has a 50% damage protection effect\nChanged BFG 9000 sounds\nChanged Plasma explosion sound\nChanged Nailgun firing sound\nChanged the Plasma Rifle sidegrade into the Stasis sidegrade\nChanged Imp fireball effects again\nCosmetically overhauled the Shotgun\nCosmetically overhauled the Super Shotgun\nCosmetically overhauled the BFG 10,000\nOverhauled the BFG 9000 effects\nMade weapons switch faster\nFixed various bugs with the Nailgun\nAdded new Pistol Zombie sprites\nAdded new blood decals\nComplete overhaul of dynamic lights\nRemoved Xenodemon\nRemoved Ghoul\nRemoved Rifle Zombie\nRemoved Outcast Elemental\nRemoved Forgotten\n\n--1.2pre1--\nAdded weapon sidegrades; rarely dropped by any enemy (apart from a few exceptions), make sure to bind \"Weapon State 1\"\n -Sidegrades exist for Assault Rifle, Rocket Launcher, Shotgun, and Plasma Rifle\n -Picking up sidegrades that you already have will give that weapon's ammo type a small max ammo increase\n -Drop rarity is based off of the enemy's health\n -Higher drop rate if the enemy is a boss\n -Drops are universal, can even be dropped by custom enemies\n -Some enemies (Augmented Cybruiser for example) can only drop a specific sidegrade but at a higher chance\nAdded runes; rarely dropped by bosses (minus the normal cyber and spider mastermind)\n -Runes are inventory based, and once activated, last for the duration of the map\n -Only one rune can be active at a time\n -Current runes are Strength (2x damage), Resistance (66% damage taken), and Drain (25% damage dealt is given as health)\n -Drops are universal like the sidegrades, but are only dropped from bosses\nAdded the Dreamweaver, cyberdemon class (currently unfinished, but functional)\nAdded a Chaos Warrior, shotgunner class\nAdded a Chaos Deathmark, chaingunner class\nAdded an Explosive Shotgunner, shotgunner class\nAdded a Shotgun Admiral, shotgunner class\nAdded a Magma Demon, pinky class\nAdded the Plasma Repeater, slot 6 weapon\nMade the keys give you the vanilla key item, to hopefully prevent map scripts from fucking up\nBuffed the Cryptek's vile attack\nFixed certain zombies infighting\nChanged Corpulent's fire effects\nTweaked the Corpulent's fire, so the projectile should be universal now (won't need to create copies with different damagetypes)\nAdded an option for lost souls being included in the monster counter\nReplaced the BFG10k's draw sound\nChanged some projectile fire effect sprites\nTweaked how the Spider Masterspark fires its laser\nReverted BFG explosion flares\nAdded new idle sounds for the afrit, arachnophyte, and cardinal\nChanged up Assault Rifle's accuracy\nFixed Witherdemon tag\n\n--1.1--\nAdded Plamexis, cyberdemon class\nAdded a Terminator, cyberdemon class\nAdded a Cryptek, archvile class\nAdded a Demoliphyte, mastermind class\nAdded a Spider Masterspark, mastermind class\nAdded an Augmented Arachnotron, arachnotron class\nAdded an Augmented Cybruiser, baron class\nAdded a Dark Cybruiser, baron class\nAdded a Chaos Imp, imp class\nAdded a Hollow, revenant class\nAdded a Harvester, imp class\nAdded a Plagueling, imp class\nAdded a Darkbeast, spectre class\nAdded a Xenodemon, cacodemon class\nAdded a Witherdemon, cacodemon class\nAdded a Nailborg Commando, chaingunner class replacing the Minigunner\nAdded a Dual Missile Launcher, slot 5 weapon\nAdded a Nailgun, slot 4 weapon replacing the Minigun\nAdded the BFG 10,000, slot 7 weapon\nAdded the Blood Scepter, slot 8 weapon (only obtainable from randomized BFG spawns)\nChanged the Chaingun Arachnotron into a Nailgun Arachnotron\nAdded the Distortion Mark, inventory item dropped by the Distortionist\nAdded strong and greater versions of health and armor bonuses (+3 and +8 respectively)\nChanged the way the Distortionist gives the Distortion effect\nDistortionist can now give the Distortion effect to other monsters, but it lasts 30 seconds and is non-stackable\nCompletely redid the HUD\nChanged up various SFX\nAdded a M_DOOM logo\nAdded GLDefs for the Distortionist\nAdded more sounds for gibs\nAdded various damagetypes to enemy attacks\nAdded weapon spawner options\nAdded a BFG10k attack to the Dark Cardinal\nAdded a comet attack to the Dark Cardinal\nDark Cardinal can now drop the BFG10k\nHopefully fixed all species infighting\nNerfed the Ghoul's projectile speeds\nNerfed the Nightmare Demon\nNerfed all Shotgun zombies\nNerfed all Revenant projectile damage\nNerfed Cybruiser's homing missile attack (only shoots 1 missile)\nReplaced the Railgun sprites\nBuffed the Railgun's damage and firerate\nAdded some particle effects to Railgun attacks\nAssault Rifle now \"double taps\" like the vanilla chaingun\nSlightly decreased the SSG's reload time\nSlightly buffed the Plasma Rifle's damage\nAdded unique sounds for the Cardinal\nRadiation Suit no longer \"leaks\"\nMade the Distortionist attack faster\nMade the Dark Blaster cooldown slightly slower\nMade BFG explosions bigger\nFixed the Salvation Sphere activation sound\nBuffed ammo drops for several enemies\nRevamped Assault Rifle firing sprites\nReplaced default XDeath sound\nReplaced the skull key indicators in the HUD\nIncreased Diabolist and Distortionist spawn rate\nDecreased Dark Revenant health to 375\nDecreased Ghoul health to 425\nDecreased Dark Cacodemon health to 400\nDecreased Crackodemon health to 700\nDecreased Agathodemon health to 550\nDecreased Afrit health to 1000\nDecreased Cybruiser health to 1300\nIncreased Bruiser Demon health to 1500\nDecreased spawn rate for the Rocket Zombie\nChanged the Mech Demon's arm gib to be a rollsprite\nChanged up the HUD, armor and inventory icons should \"blend in\" more with the HUD\nAnnihilator and Missile Revenant missiles are less aggressively homing\nChanged the renderstyle on various smoke effects\nExpanded the right part of the HUD to make room for a slot 8 weapon\nFixed tags for various enemies\nFlipped Dark Blaster's pickup sprite\nDecreased the Pistol's sound volume\nDecreased the Assault Rifle's sound volume\n\n--1.0.1--\nFixed Corpulent from damaging itself and other mancubi\n\n--1.0-- // This version number should've been reserved for the first public release, but with how big this update is, it gets the slot here instead\nAdded a Scoundrel, imp class\nAdded a Devil, imp class\nAdded a Minigun Zombie, chaingunner class\nAdded a Widow, arachnotron class\nAdded an Agathodemon, cacodemon class\nAdded a Rocket Zombie, shotgunner class\nAdded a Rifle Zombie, zombieman class\nAdded a Ghoul, revenant class\nAdded a Bruiser Demon, baron class\nAdded a Forgotten, lost soul class\nAdded an Outcast Elemental, pain elemental class\nAdded a Cyber Hell Viscount, hell knight class\nAdded a Distortionist, archvile class\nAdded a Diabolist, archvile class\nAdded a Corpulent, mancubus class\nAdded a Dark Cardinal, cyberdemon class\nAdded a Missile Revenant, replaces the Laser Revenant\nAdded a Nightmare Demon, replaces the Blood Lurker\nAdded a Delusion, replaces the Mech Spectre\nAdded a Minigun, slot 4 weapon\nAdded a Railgun, slot 6 weapon\nAdded a Dark Blaster, slot 5 weapon\nChanged various speeds of the zombies\nChanged projectile trail effects for Phase Imp, Cacodemon, Dark Cacodemon, and Dark Imp\nChanged the way weapons spawn casings, they should now spawn relative to how high or low you're aiming\nAdded a lower painchance for bullet weapons to Cyberdemon and Mastermind enemies to prevent minigun stunlocking\nAdded various screen shaking effects to weapons and certain projectiles (rockets, BFGs, etc.)\nAdded explosion countdowns to grenades\nAdded a homing rocket attack to the Cybruiser\nAdded ammo drops to various enemies (rockets dropped by cyber knight and cybruiser, cells dropped by fusion arachnotron, etc.)\nDecreased Hell Viscount health to 650\nDecreased Cyber Hellknight health to 750\nDecreased Archon of Hell health to 1300\nDecreased Cybruiser health to 1600\nDecreased Afrit health to 1100\nDecreased Darkvile health to 800\nNerfed Archon comet damage\nNerfed revenant projectile damage\nEnemies that aren't supposed to fly (afrit, cardinal, arachnophyte) don't start flying until they see the player\nRevamped the visuals for imp fireballs, mancubus fireballs, and hectebus fireballs\nRedid the Cyber Hellknight sprites so they actually resemble a Hellknight\nNerfed Auto Shotgun's rate of fire\nHopefully fixed lost soul fire effects not spawning\nMade SSG zombie's clothes black to match the shotgunner\nNerfed SSG zombie damage\nAdded GLDefs for the player\nFixed trail spawning offsets on some projectiles\nGib spawners now \"warp\" to the enemy that spawns them\nRockets/grenades no longer have the vanilla explosion effect, and instead rely solely on the spawned effects\nOptimized bulletpuff smoke effects\nVastly optimized blood/gib effects, gibs now disappear over time, and using \"kill monsters\" on monster-heavy maps shouldn't cause major problems\nOptimized Archvile fire effects\nBosses spawn less gibs on death\n\n--0.1--\nFirst public release\nAuto Shotgun now starts with a full clip\nChanged up monster spawner rarities\nRemoved fade-in script\nGave Auto Shotgun a longer reload time\nNerfed Crackodemon's and Auto Shotgunner's health\n\n--0.1pre3--\nAdded a Field Kit (+20 portable health, is randomized from medikits and dropped from a couple enemies)\nFixed both viles' resurrection states\nChanged physics of grenades\nChanged Cyber Hell Knight's health to 900\nAdded tracers to all hitscans\nAdded +DONTSPLASH to various effects\nOptimized some boss death explosion lights\nAdded a Doomsphere, Supersphere, and Crimson Armor\nAdded many more enemies\n\n--0.1pre2--\nChanged pickup messages of most items to be more specific\nFixed blood acting weird in deep water (now it acts slightly less weird)\nOptimized some q u a l i t y c o d e\nChanged powerup renderstyles to additive\nChanged the small font to Miniplicity\nAdded a new HUD\nAdded a new teleport fog\nArachnotron now spews some gibs in its death animation\nAdded a Grenade Launcher (dropped by Cybruiser)\nAdded a Life Sphere\nAdded a Salvation Sphere (isn't in the randomizer yet)\nAdded a bunch of enemies, just check the actors folder\nAdded a series of RandomSpawners to go along with them\n\n--0.1pre1--\nFirst (private) release"
},
{
"source": "pk3",
"name": "Actors/Monsters/MonsterUniversal.txt",
"contents": "Actor EnemyBulletTracer\n{\n Projectile\n Height 6\n Radius 3\n Speed 50\n Renderstyle Add\n Damage (9)\n Decal \"BulletChip\"\n +BLOODSPLATTER\n States\n {\n Spawn:\n\tTRCR A 1 Bright\n\tLoop\n Death:\n\tTNT1 A 1 A_SpawnItemEx(\"NewBulletPuff\")\n\tStop\n XDeath:\n\tTNT1 A 1\n\tStop\n\t}\n}\n\nActor EnemySlugTracer : EnemyBulletTracer\n{\n Damage (35)\n}\n\nActor MastermindTracer : EnemyBulletTracer\n{\n Speed 60\n Damage (15)\n States\n {\n Death:\n\tTNT1 A 1 A_SpawnItemEx(\"MastermindPuff\")\n\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/Zombieman/PistolZombie.txt",
"contents": "Actor PistolZombie : Zombieman\n{\n Gibhealth 20\n Obituary \"%o was capped by a zombie.\"\n DropItem \"NewClip\" 256 10\n Tag \"Pistol Zombie\"\n Decal BulletChip\n +DOHARMSPECIES\n States\n {\n Spawn:\n\tPOSP A 10 A_Look\n\tLoop\n See:\n\tPOSP AABBCCDD 4 A_Chase\n\tLoop\n Missile:\n\tPOSP E 10 A_FaceTarget\n\tPOSP F 3 Bright Light(\"ZOMBIEATK\")\n\t\t{\n\t\tA_SpawnItemEx(\"BulletCasing\",15,0,30,Random(2,4),Random(3,6),Random(3,6),0);\n\t\tA_CustomMissile(\"EnemyBulletTracer\",43,0,frandom(-8,8),CMF_OFFSETPITCH,frandom(-3,3));\n\t\tA_PlaySound(\"Pistol/Fire\",1);\n\t\t}\n\tPOSP E 10 A_MonsterRefire(128,\"See\")\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_Jump(100,\"See\")\n\tGoto Missile+1\n Pain:\n\tPOSP G 3\n\tPOSP G 3 A_Pain\n\tGoto See\n Death:\n\tPOSP H 5\n\tPOSP I 5 A_Scream\n\tPOSP J 5 A_Fall\n\tPOSP K 5\n\tPOSP L -1\n\tStop\n XDeath:\n\tTNT1 A 0 A_SpawnItemEx(\"GibGenerator\",0,0,0,0,0,0,0,SXF_USEBLOODCOLOR|SXF_SETMASTER)\n\tPOSP M 5\n\tPOSP N 5 A_XScream\n\tPOSP O 5 A_NoBlocking\n\tPOSP PQRST 5\n\tPOSP U -1\n\tStop\n Raise:\n\tPOSP KJIH 5\n\tGoto See\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/Zombieman/PlasmaPistolZombie.txt",
"contents": "Actor PlasmaPistolZombie : PistolZombie\n{\n Obituary \"%o was zapped by a zombie.\"\n DropItem \"NewCell\" 40 20\n Tag \"Plasma Pistol Zombie\"\n States\n {\n Spawn:\n\tSCZP A 10 A_Look\n\tLoop\n See:\n\tSCZP AABBCCDD 4 A_Chase\n\tLoop\n Missile:\n\tSCZP E 10 A_FaceTarget\n\tSCZP F 3 Bright Light(\"PlasmaZombieAttack\") A_CustomMissile(\"NewPlasmaBall\",39)\n\tSCZP E 10 A_MonsterRefire(128,\"See\")\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_Jump(100,\"See\")\n\tGoto Missile+1\n Pain:\n\tSCZP G 3\n\tSCZP G 3 A_Pain\n\tGoto See\n Death:\n\tSCZP H 5\n\tSCZP I 5 A_Scream\n\tSCZP J 5 A_Fall\n\tSCZP KLM 5\n\tSCZP N -1\n\tStop\n XDeath:\n\tTNT1 A 0 A_SpawnItemEx(\"GibGenerator\",0,0,0,0,0,0,0,SXF_USEBLOODCOLOR|SXF_SETMASTER)\n\tSCZP O 5\n\tSCZP P 5 A_XScream\n\tSCZP Q 5 A_NoBlocking\n\tSCZP RSTUV 5\n\tSCZP W -1\n\tStop\n Raise:\n\tSCZP KJIH 5\n\tGoto See\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/Zombieman/LaserRifleZombie.txt",
"contents": "Actor LaserRifleZombie : PistolZombie\n{\n Health 50\n Obituary \"%o was sniped by a zombie.\"\n DropItem \"NewCell\" 50 20\n Tag \"Laser Rifle Zombie\"\n States\n {\n Spawn:\n\tRPOS A 10 A_Look\n\tLoop\n See:\n\tRPOS AABBCCDD 3 A_Chase\n\tLoop\n Missile:\n\tRPOS EE 10 A_FaceTarget\n\tRPOS F 5 Bright Light(\"LaserRifleZombieAttack\") A_CustomMissile(\"LaserRifleProjectile\")\n\tRPOS E 10\n\tGoto See\n Pain:\n\tRPOS G 3\n\tRPOS G 3 A_Pain\n\tGoto See\n Death:\n\tRPOS H 5\n\tRPOS I 5 A_Scream\n\tRPOS J 5 A_Fall\n\tRPOS KLM 5\n\tRPOS N -1\n\tStop\n XDeath:\n\tTNT1 A 0 A_SpawnItemEx(\"GibGenerator\",0,0,0,0,0,0,0,SXF_USEBLOODCOLOR|SXF_SETMASTER)\n\tRPOS O 5\n\tRPOS P 5 A_XScream\n\tRPOS Q 5 A_NoBlocking\n\tRPOS RSTUV 5\n\tRPOS W -1\n\tStop\n Raise:\n\tRPOS KJIH 5\n\tGoto See\n\t}\n}\n\nActor LaserRifleProjectile : FastProjectile\n{\n Radius 6\n Height 6\n Speed 60\n Damage (20)\n Missiletype \"LaserRifleProjectileTrail\"\n MissileHeight 8\n Decal \"BaronScorch\"\n SeeSound \"LaserRifle/Fire\"\n DeathSound \"LaserRifle/Hit\"\n States\n {\n Spawn:\n\tTNT1 A 1 Light(\"LaserRifleZombieAttack\")\n Loop\n Death:\n\t//TNT1 A 0 A_SpawnItemEx(\"RedPlasmaExplosionFlare\")\n\tTNT1 AAAAAAA 0 A_SpawnItemEx(\"RedPlasmaExplodeParticle\",0,0,0,frandom(-6,6),frandom(-6,6),frandom(-2,5))\n TNT1 A 8 Bright Light(\"LaserRifleZombieAttack\")\n Stop\n }\n}\n\nActor LaserRifleProjectileTrail\n{\n RenderStyle Add\n Alpha 0.75\n YScale 0.04\n XScale 0.06\n +NOINTERACTION\n States\n {\n Spawn:\n TNT1 A 0\n RDLS A 1 bright A_FadeOut(0.15)\n Loop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/Shotgunner/Shotgunner.txt",
"contents": "Actor NewShotgunguy : Shotgunguy\n{\n DropItem \"DustShotgun\" 256\n Gibhealth 20\n Decal BulletChip\n +DOHARMSPECIES\n Obituary \"%o was shot by a shotgun zombie.\"\n Tag \"Shotgun Zombie\"\n States\n {\n Spawn:\n SPOS A 10 A_Look\n Loop\n Missile:\n SPOS E 10 A_FaceTarget\n\tTNT1 AAA 0 A_CustomMissile(\"EnemyBulletTracer\",28,9,frandom(-8,8),CMF_OFFSETPITCH,frandom(-4,4))\n SPOS F 10 Bright Light(\"ZOMBIEATK\")\n\t\t{\n\t\tA_PlaySound(\"Shotgun/Fire\",1);\n\t\tA_FaceTarget;\n\t\t}\n SPOS E 5\n\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\",10,10,25,Random(2,4),Random(-6,-3),Random(3,6),0)\n SPOS E 5 A_PlaySound(\"Shotgun/Pump\")\n Goto See\n XDeath:\n\tTNT1 A 0 A_SpawnItemEx(\"GibGenerator\",0,0,0,0,0,0,0,SXF_USEBLOODCOLOR|SXF_SETMASTER)\n\tSPOS M 5\n\tSPOS N 5 A_XScream\n\tSPOS O 5 A_NoBlocking\n\tSPOS PQRST 5\n\tSPOS U -1\n\tStop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/Shotgunner/SuperShotgunZombie.txt",
"contents": "Actor SuperShotgunZombie : NewShotgunguy\n{\n Health 60\n DropItem \"DustSuperShotgun\" 32\n DropItem \"NewShell\" 256 4\n Tag \"Super Shotgun Zombie\"\n Obituary \"%o was blown open by a super shotgunner.\"\n var int user_reload;\n States\n {\n Spawn:\n SSGZ A 10 A_Look\n Loop\n See:\n\tTNT1 A 0 A_JumpIf(user_reload >= 2,\"Reload\")\n SSGZ AABBCCDD 3 A_Chase\n Loop\n Missile:\n\tTNT1 A 0 A_JumpIf(user_reload >= 2,\"Reload\")\n\tTNT1 A 0 A_JumpIfCloser(350,\"DoubleFire\")\n\tSSGZ E 10 A_FaceTarget\n\tTNT1 AAAA 0 A_CustomMissile(\"EnemyBulletTracer\",29,8,frandom(-8,8),CMF_OFFSETPITCH,frandom(-4,4))\n\tSSGZ F 8 Bright Light(\"ZOMBIEATK\")\n\t\t{\n\t\tA_PlaySound(\"SSG/Fire2\",1);\n\t\tA_FaceTarget;\n\t\tA_SetUserVar(user_reload,user_reload+1);\n\t\t}\n\tTNT1 A 0 A_JumpIfTargetInLOS(\"Missile\",0,JLOSF_DEADNOJUMP)\n\tSSGZ E 8\n\tGoto See\n DoubleFire:\n SSGZ EE 10 A_FaceTarget\n\tTNT1 AAAAAAAAAA 0 A_CustomMissile(\"EnemyBulletTracer\",29,8,frandom(-15,15),CMF_OFFSETPITCH,frandom(-6,6))\n SSGZ F 10 Bright\n\t\t{\n\t\tA_PlaySound(\"SSG/Fire\",1);\n\t\tA_FaceTarget;\n\t\tA_SetUserVar(user_reload,user_reload+2);\n\t\t}\n SSGZ E 10\n Goto See\n Reload:\n\tSSGZ E 6 A_PlaySound(\"SSG/Open\")\n\tTNT1 AA 0 A_SpawnItemEx(\"ShellCasing\",15,2,25,Random(-2,-4),Random(3,6),Random(3,6))\n\tSSGZ E 8\n\tTNT1 A 0 A_SetUserVar(user_reload,1)\n\tSSGZ E 12 A_PlaySound(\"SSG/Load\")\n\tTNT1 A 0 A_SetUserVar(user_reload,0)\n\tSSGZ E 8 A_PlaySound(\"SSG/Load\")\n\tSSGZ E 12 A_PlaySound(\"SSG/Close\")\n\tGoto See\n Pain:\n SSGZ G 3\n SSGZ G 3 A_Pain\n Goto See\n Death:\n SSGZ H 5\n SSGZ I 5 A_Scream\n SSGZ J 5 A_NoBlocking\n SSGZ K 5\n SSGZ L -1\n Stop\n XDeath:\n\tTNT1 A 0 A_SpawnItemEx(\"GibGenerator\",0,0,0,0,0,0,0,SXF_USEBLOODCOLOR|SXF_SETMASTER)\n\tSSGZ M 5\n\tSSGZ N 5 A_XScream\n\tSSGZ O 5 A_NoBlocking\n\tSSGZ PQRST 5\n\tSSGZ U -1\n\tStop\n Raise:\n SSGZ KJIH 5\n Goto See\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/Shotgunner/AutoShotgunZombie.txt",
"contents": "Actor AutoShotgunZombie : NewShotgunguy\n{\n Health 60\n DropItem \"DustAutoShotgun\" 20\n DropItem \"NewShell\" 256 4\n DropItem \"NewShell\" 128 4\n DropItem \"FieldKit\" 16\n DropItem \"ArmorBoost\" 24\n Tag \"Auto Shotgun Zombie\"\n Obituary \"%o had chunks blown off by an auto shotgun zombie.\"\n var int user_reload;\n States\n {\n Spawn:\n EASZ A 10 A_Look\n Loop\n See:\n\tTNT1 A 0 A_JumpIf(user_reload >= 10,\"Reload\")\n EASZ AABBCCDD 3 A_Chase\n Loop\n Missile:\n\tTNT1 A 0 A_JumpIf(user_reload >= 10,\"Reload\")\n\tEASZ E 10 A_FaceTarget\n\tTNT1 AAA 0 A_CustomMissile(\"EnemyBulletTracer\",34,9,frandom(-10,10),CMF_OFFSETPITCH,frandom(-5,5))\n\tEASZ F 5 Bright Light(\"ZOMBIEATK\")\n\t\t{\n\t\tA_PlaySound(\"AutoShotgun/Fire\",1);\n\t\tA_SetUserVar(user_reload,user_reload+1);\n\t\tA_SpawnItemEx(\"ShellCasing\",10,10,25,Random(2,4),Random(-6,-3),Random(3,6),0);\n\t\t}\n\tTNT1 A 0 A_MonsterRefire(32,\"MissileEnd\")\n\tLoop\n MissileEnd:\n\tEASZ E 8\n\tGoto See\n Reload:\n\tEASZ E 6 A_PlaySound(\"AutoShotgun/MagOut\")\n\tEASZ E 18\n\tTNT1 A 0 A_SetUserVar(user_reload,0)\n\tEASZ E 12 A_PlaySound(\"AutoShotgun/MagIn\")\n\tGoto See\n Pain:\n EASZ G 3\n EASZ G 3 A_Pain\n Goto See\n Death:\n EASZ H 5\n EASZ I 5 A_Scream\n EASZ J 5 A_NoBlocking\n EASZ KLM 5\n EASZ N -1\n Stop\n XDeath:\n\tTNT1 A 0 A_SpawnItemEx(\"GibGenerator\",0,0,0,0,0,0,0,SXF_USEBLOODCOLOR|SXF_SETMASTER)\n\tEASZ O 5\n\tEASZ P 5 A_XScream\n\tEASZ Q 5 A_NoBlocking\n\tEASZ RSTUV 5\n\tEASZ W -1\n\tStop\n Raise:\n EASZ KJIH 5\n Goto See\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/Shotgunner/RocketZombie.txt",
"contents": "Actor RocketZombie : NewShotgunguy\n{\n Health 80\n DropItem \"NewRocketAmmo\" 128 1\n DropItem \"NewRocketAmmo\" 128 1\n DropItem \"FieldKit\" 16\n DropItem \"ArmorBoost\" 24\n Tag \"Rocket Zombie\"\n Obituary \"%o ate a zombie's rocket.\"\n States\n {\n Spawn:\n MPO2 A 10 A_Look\n Loop\n See:\n MPO2 AABBCCDD 3 A_Chase\n Loop\n Missile:\n\tMPO2 EE 12 A_FaceTarget\n\tMPO2 F 12 Bright Light(\"ZOMBIEATK\")\n\t\t{\n\t\tA_PlaySound(\"RocketLauncher/Fire\",7);\n\t\tA_CustomMissile(\"NewRocket\");\n\t\tA_FaceTarget;\n\t\t}\n\tMPO2 E 10\n\tGoto See\n Pain:\n MPO2 G 3\n MPO2 G 3 A_Pain\n Goto See\n Death:\n MPO2 H 5\n MPO2 I 5 A_Scream\n MPO2 J 5 A_NoBlocking\n MPO2 K 5\n MPO2 L -1\n Stop\n XDeath:\n\tTNT1 A 0 A_SpawnItemEx(\"GibGenerator\",0,0,0,0,0,0,0,SXF_USEBLOODCOLOR|SXF_SETMASTER)\n\tMPO2 O 5\n\tMPO2 P 5 A_XScream\n\tMPO2 Q 5\n\t\t{\n\t\tA_NoBlocking;\n\t\tif (GetCVar(\"pan_strongzombiedrops\") == 1)\n\t\t\t{\n\t\t\tA_DropItem(\"DustRocketLauncher\",1,20);\n\t\t\t}\n\t\t}\n\tMPO2 RST 5\n\tMPO2 U -1\n\tStop\n Raise:\n MPO2 KJIH 5\n Goto See\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/Shotgunner/ShotgunAdmiral.txt",
"contents": "Actor ShotgunAdmiral : NewShotgunguy\n{\n Health 150\n Speed 12\n DropItem \"StreetsweeperGiver\" 40\n DropItem \"WeaponRepairKit\" 64\n DropItem \"NewShell\" 256 4\n DropItem \"NewShell\" 256 4\n DropItem \"NewShell\" 128 4\n DropItem \"FieldKit\" 32\n DropItem \"ArmorBoost\" 24\n Tag \"Shotgun Admiral\"\n Obituary \"%o was turned into an unrecognizable mess by a Shotgun Admiral.\"\n States\n {\n Spawn:\n SADM A 10 A_Look\n Loop\n See:\n SADM AABBCCDD 3 A_Chase\n Loop\n Missile:\n\tSADM E 10 A_FaceTarget\n\tTNT1 AAA 0 A_CustomMissile(\"EnemyBulletTracer\",30,9,frandom(-10,10),CMF_OFFSETPITCH,frandom(-5,5))\n\tSADM F 5 Bright Light(\"ZOMBIEATK\")\n\t\t{\n\t\tA_FaceTarget;\n\t\tA_PlaySound(\"RapidShotgun/Fire\",1);\n\t\tA_SpawnItemEx(\"ShellCasing\",10,10,25,Random(2,4),Random(-6,-3),Random(3,6),0);\n\t\t}\n\tTNT1 AAA 0 A_CustomMissile(\"EnemyBulletTracer\",30,9,frandom(-10,10),CMF_OFFSETPITCH,frandom(-5,5))\n\tSADM E 5 Bright Light(\"ZOMBIEATK\")\n\t\t{\n\t\tA_FaceTarget;\n\t\tA_PlaySound(\"RapidShotgun/Fire\",1);\n\t\tA_SpawnItemEx(\"ShellCasing\",10,10,25,Random(2,4),Random(-6,-3),Random(3,6),0);\n\t\t}\n\tTNT1 A 0 A_MonsterRefire(32,\"MissileEnd\")\n\tTNT1 A 0 A_Jump(16,\"MissileEnd\")\n\tGoto Missile+1\n MissileEnd:\n\tSADM E 8\n\tGoto See\n Pain:\n SADM G 3\n SADM G 3 A_Pain\n Goto See\n XDeath:\n Death:\n SADM H 5\n SADM I 5 A_Scream\n SADM J 5 A_NoBlocking\n SADM KLMNO 5\n SADM P -1\n Raise:\n SADM ONMLKJIH 4\n Goto See\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/Shotgunner/SlugShotgunner.txt",
"contents": "Actor SlugShotgunZombie : NewShotgunguy\n{\n Health 80\n DropItem \"DustShotgun\" 256\n DropItem \"ShotgunSidegrade1\" 20\n DropItem \"NewShell\" 256 4\n DropItem \"NewShell\" 128 4\n DropItem \"FieldKit\" 16\n DropItem \"ArmorBoost\" 24\n SeeSound \"FemaleZombie/Sight\"\n ActiveSound \"FemaleZombie/Active\"\n PainSound \"FemaleZombie/Pain\"\n DeathSound \"FemaleZombie/Death\"\n Tag \"Slug Shotgun Zombie\"\n Obituary \"%o was slugged by a zombie.\"\n States\n {\n Spawn:\n ESGZ A 10 A_Look\n Loop\n See:\n ESGZ AABBCCDD 3 A_Chase\n Loop\n Missile:\n\tESGZ EE 7 A_FaceTarget\n\tESGZ F 10 Bright Light(\"ZOMBIEATK\")\n\t\t{\n\t\tA_CustomMissile(\"EnemySlugTracer\",32,9,frandom(-3,3),CMF_OFFSETPITCH,frandom(-1.5,1.5));\n\t\tA_FaceTarget;\n\t\tA_PlaySound(\"Shotgun/SlugFire\",1);\n\t\t}\n ESGZ E 6\n\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\",10,10,25,Random(2,4),Random(-6,-3),Random(3,6),0)\n ESGZ E 6 A_PlaySound(\"Shotgun/Pump\")\n\tGoto See\n Pain:\n ESGZ G 3\n ESGZ G 3 A_Pain\n Goto See\n Death:\n ESGZ H 5\n ESGZ I 5 A_Scream\n ESGZ J 5 A_NoBlocking\n ESGZ KLM 5\n ESGZ N -1\n Stop\n XDeath:\n\tTNT1 A 0 A_SpawnItemEx(\"GibGenerator\",0,0,0,0,0,0,0,SXF_USEBLOODCOLOR|SXF_SETMASTER)\n\tESGZ O 5\n\tESGZ P 5 A_XScream\n\tESGZ Q 5 A_NoBlocking\n\tESGZ RSTUV 5\n\tESGZ W -1\n\tStop\n Raise:\n ESGZ KJIH 5\n Goto See\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/Shotgunner/ChaosWarrior.txt",
"contents": "Actor ChaosWarrior : NewShotgunguy\n{\n Health 200\n Speed 4\n Painchance 40\n BloodColor \"DarkGreen\"\n DamageFactor \"Chaos\", 0\n DropItem \"NewCell\" 256 4\n Species \"Chaos\"\n +MISSILEMORE\n +NOINFIGHTSPECIES\n SeeSound \"ChaosWarrior/Sight\"\n ActiveSound \"ChaosWarrior/Active\"\n PainSound \"ChaosWarrior/Pain\"\n DeathSound \"ChaosWarrior/Death\"\n Attacksound \"\"\n Tag \"Chaos Warrior\"\n Obituary \"%o was cauterized by a Chaos Warrior.\"\n States\n {\n Spawn:\n NWAR A 10 A_Look\n Loop\n See:\n NWAR AABBCCDD 4 A_Chase\n Loop\n Missile:\n\tNWAR EF 10 A_FaceTarget\n\tNWAR G 8 Bright Light(\"BFGZombieAttack2\")\n\t\t{\n\t\tA_FaceTarget;\n\t\tA_CustomMissile(\"ChaosWarriorProjectile\",32,4);\n\t\t}\n\tTNT1 A 0 A_FaceTarget\n\tNWAR F 20 A_MonsterRefire(0,\"See\")\n\tGoto Missile+2\n Pain:\n NWAR H 3\n NWAR H 3 A_Pain\n Goto See\n Death:\n NWAR I 7\n NWAR J 7 A_Scream\n NWAR K 7 A_NoBlocking\n NWAR L 7\n NWAR M -1\n Stop\n XDeath:\n\tNWAR N 6 A_SpawnItemEx(\"GibGenerator\",0,0,0,0,0,0,0,SXF_USEBLOODCOLOR|SXF_SETMASTER)\n\tNWAR O 6\n\t\t{\n\t\tA_XScream;\n\t\tA_SpawnItemEx(\"GreenBossDeathExplode\",0,0,32);\n\t\tA_SpawnItemEx(\"HollowDeathExplosionEffect\",0,0,0,0,0,0,0,SXF_SETMASTER);\n\t\t}\n\tNWAR P 6 A_NoBlocking\n\tNWAR QR 6\n PermaDead:\n\tNWAR S 63000\n\tLoop\n Raise:\n NWAR LKJI 5\n Goto See\n\t}\n}\n\nActor ChaosWarriorProjectile : FastProjectile\n{\n Radius 6\n Height 6\n Speed 60\n Damage (24)\n Renderstyle Add\n Damagetype \"Chaos\"\n Decal \"BaronScorch\"\n SeeSound \"ChaosWarrior/Attack\"\n States\n {\n Spawn:\n\tCHIB AABBCC 1 Light(\"BARONBALL\") A_SpawnItemEx(\"ChaosWarriorProjectileTrail\",0,0,0,frandom(-2,0),frandom(-2,2),frandom(-2,2))\n Loop\n Death:\n\tTNT1 A 0 A_SpawnItemEx(\"GreenLightningProjectileExplode\")\n\tCHIB DEFGH 4 Bright Light(\"BARONBALL_X1\")\n Stop\n }\n}\n\nActor ChaosWarriorProjectileTrail\n{\n RenderStyle Add\n Alpha 0.75\n Scale 0.5\n +NOINTERACTION\n States\n {\n Spawn:\n TNT1 A 0\n GLGX ABCDEFG 1 bright A_FadeOut(0.15)\n Loop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/Chaingunner/AssaultGunner.txt",
"contents": "ACTOR AssaultGunner : Chaingunguy\n{\n Gibhealth 20\n DropItem \"DustAssaultRifle\" 256\n DropItem \"NewClip\" 128 10\n Obituary \"%o was taken down by an assault gunner.\"\n Decal BulletChip\n +DOHARMSPECIES\n Tag \"Assault Gunner\"\n States\n {\n Spawn:\n\tRFTR A 10 A_Look\n\tLoop\n See:\n\tRFTR AABBCCDD 3 A_Chase\n\tLoop\n Missile:\n\tRFTR E 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"BulletCasing\",15,3,25,Random(2,4),Random(3,6),Random(3,6),0)\n\tRFTR F 2 Bright Light(\"ZOMBIEATK\")\n\t\t{\n\t\tA_CustomMissile(\"EnemyBulletTracer\",31,11,frandom(-8,8),CMF_OFFSETPITCH,frandom(-3,3));\n\t\tA_FaceTarget;\n\t\tA_PlaySound(\"AssaultRifle/Fire\",1);\n\t\t}\n\tRFTR E 2 A_FaceTarget\n\tTNT1 A 0 A_CPosRefire\n\tGoto Missile+1\n Pain:\n\tRFTR G 3\n\tRFTR G 3 A_Pain\n\tGoto See\n Death:\n\tRFTR H 5\n\tRFTR I 5 A_Scream\n\tRFTR J 5 A_Fall\n\tRFTR K 5\n\tRFTR L -1\n\tStop\n XDeath:\n\tTNT1 A 0 A_SpawnItemEx(\"GibGenerator\",0,0,0,0,0,0,0,SXF_USEBLOODCOLOR|SXF_SETMASTER)\n\tRFTR M 5\n\tRFTR N 5 A_XScream\n\tRFTR O 5 A_NoBlocking\n\tRFTR PQRST 5\n\tRFTR U -1\n\tStop\n Raise:\n\tRFTR KJIH 5\n\tGoto See\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/Chaingunner/Chaingunner.txt",
"contents": "ACTOR ChaingunZombie : AssaultGunner\n{\n Health 90\n DropItem \"NewClip\" 256 10\n DropItem \"NewClip\" 128 10\n Obituary \"%o was perforated by a chaingunner.\"\n Tag \"Chaingunner\"\n States\n {\n Spawn:\n\tCPOS A 10 A_Look\n\tLoop\n See:\n\tCPOS AABBCCDD 3 A_Chase\n\tLoop\n Missile:\n\tCPOS E 10 A_FaceTarget\n\tCPOS F 2 Bright Light(\"ZOMBIEATK\")\n\t\t{\n\t\tA_SpawnItemEx(\"BulletCasing\",15,4,25,Random(2,4),Random(3,6),Random(3,6),0);\n\t\tA_CustomMissile(\"EnemyBulletTracer\",28,13,frandom(-10,10),CMF_OFFSETPITCH,frandom(-4.5,4.5));\n\t\tA_FaceTarget;\n\t\tA_PlaySound(\"Chaingunner/Fire\",1);\n\t\t}\n\tCPOS E 1 A_FaceTarget\n\tTNT1 A 0 A_CPosRefire\n\tGoto Missile+1\n Pain:\n\tCPOS G 3\n\tCPOS G 3 A_Pain\n\tGoto See\n Death:\n CPOS H 5\n CPOS I 5 A_Scream\n CPOS J 5 A_NoBlocking\n CPOS KLM 5\n CPOS N -1\n\tStop\n XDeath:\n\tTNT1 A 0 A_SpawnItemEx(\"GibGenerator\",0,0,0,0,0,0,0,SXF_USEBLOODCOLOR|SXF_SETMASTER)\n CPOS O 5\n CPOS P 5 A_XScream\n CPOS Q 5 A_NoBlocking\n CPOS RS 5\n CPOS T -1\n Stop\n Raise:\n CPOS LKJIH 5\n Goto See\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/Chaingunner/BFGCommando.txt",
"contents": "ACTOR BFGCommando : Zombieman //to fix the BFG not harming other zombies\n{\n Health 150\n Gibhealth 20\n DropItem \"NewCell\" 256 20\n DropItem \"NewCell\" 128 20\n DropItem \"NewCell\" 128 20\n DropItem \"FieldKit\" 52\n DropItem \"ArmorBoost\" 64\n Painchance 20\n Obituary \"%o was vaporized by a BFG commando.\"\n Tag \"BFG Commando\"\n States\n {\n Spawn:\n\tBFGZ A 10 A_Look\n\tLoop\n See:\n\tBFGZ AABBCCDD 4 A_Chase\n\tLoop\n Missile:\n\tTNT1 A 0 A_PlaySound(\"BFG9000/Charge\",5)\n\tBFGZ EE 10 Light(\"BFGZombieAttack1\") A_FaceTarget\n\tBFGZ F 10 Bright Light(\"BFGZombieAttack2\") A_FaceTarget\n\tBFGZ F 10 Bright Light(\"BFGZombieAttack2\")\n\t\t{\n\t\tA_FaceTarget;\n\t\tA_PlaySound(\"BFG9000/Fire\",5);\n\t\tA_CustomMissile(\"NewBFGBall\");\n\t\t}\n\tBFGZ E 20\n\tGoto See\n Pain:\n\tBFGZ G 3\n\tBFGZ G 3 A_Pain\n\tGoto See\n Death:\n BFGZ H 5\n BFGZ I 5 A_Scream\n BFGZ J 5 A_NoBlocking\n BFGZ KLM 5\n BFGZ N -1\n\tStop\n XDeath:\n\tTNT1 A 0 A_SpawnItemEx(\"GibGenerator\",0,0,0,0,0,0,0,SXF_USEBLOODCOLOR|SXF_SETMASTER)\n BFGZ O 5\n BFGZ P 5 A_XScream\n BFGZ Q 5\n\t\t{\n\t\tA_NoBlocking;\n\t\tif (GetCVar(\"pan_strongzombiedrops\") == 1)\n\t\t\t{\n\t\t\tA_DropItem(\"DustBFG9000\",1,20);\n\t\t\t}\n\t\t}\n BFGZ RS 5\n BFGZ T -1\n Stop\n Raise:\n BFGZ LKJIH 5\n Goto See\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/Chaingunner/NailborgCommando.txt",
"contents": "ACTOR NailborgCommando : AssaultGunner\n{\n Health 110\n DropItem \"NewClip\" 256 10\n DropItem \"NewClip\" 128 10\n DropItem \"DustNailgun\" 20\n DropItem \"FieldKit\" 32\n DropItem \"ArmorBoost\" 42\n Obituary \"%o was nailed by a Nailborg Commando.\"\n BloodColor \"30 30 30\"\n Scale 1.1\n SeeSound \"Nailborg/Sight\"\n ActiveSound \"Nailborg/Active\"\n PainSound \"Nailborg/Pain\"\n DeathSound \"Nailborg/Death\"\n Tag \"Nailborg Commando\"\n States\n {\n Spawn:\n\tNLBC A 10 A_Look\n\tLoop\n See:\n\tNLBC AABBCCDD 3 A_Chase\n\tLoop\n Missile:\n\tNLBC E 10 A_FaceTarget\n\tNLBC F 4 Bright Light(\"ZOMBIEATK\")\n\t\t{\n\t\tA_CustomMissile(\"NailProjectile\",32,15,frandom(-2,2),CMF_OFFSETPITCH,frandom(-0.5,0.5));\n\t\tA_FaceTarget;\n\t\t}\n\tNLBC E 4 Bright Light(\"ZOMBIEATK\")\n\t\t{\n\t\tA_CustomMissile(\"NailProjectile\",32,15,frandom(-2,2),CMF_OFFSETPITCH,frandom(-0.5,0.5));\n\t\tA_FaceTarget;\n\t\t}\n\tTNT1 A 0 A_MonsterRefire(220,\"See\")\n\tGoto Missile+1\n Pain:\n\tNLBC G 3\n\tNLBC G 3 A_Pain\n\tGoto See\n XDeath:\n Death:\n NLBC H 6 A_StopSound(7)\n NLBC I 6 A_Scream\n NLBC J 6 A_NoBlocking\n\tNLBC KL 6\n NLBC M -1\n\tStop\n Raise:\n NLBC LKJIH 5\n Goto See\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/Chaingunner/PlasmaZombie.txt",
"contents": "ACTOR PlasmaRifleZombie : AssaultGunner\n{\n Health 90\n DropItem \"NewCell\" 64 20\n DropItem \"NewCell\" 64 20\n Obituary \"%o was burned by a plasmagunner.\"\n Tag \"Plasmagunner\"\n var int user_missileloop;\n States\n {\n Spawn:\n\tZMAY A 10 A_Look\n\tLoop\n See:\n\tZMAY AABBCCDD 3 A_Chase\n\tLoop\n Missile:\n\tZMAY E 10\n\t\t{\n\t\tA_FaceTarget;\n\t\tA_SetUserVar(user_missileloop,random(0,8));\n\t\t}\n\tTNT1 A 0 A_JumpIf(user_missileloop >= 16,\"PlasmaDone\")\n\tZMAY F 2 Bright Light(\"PlasmaZombieAttack\")\n\t\t{\n\t\tA_CustomMissile(\"NewPlasmaBall\");\n\t\tA_SetUserVar(user_missileloop,user_missileloop+1);\n\t\t}\n\tZMAY E 2 A_FaceTarget\n\tTNT1 A 0 A_MonsterRefire(128,\"PlasmaDone\")\n\tGoto Missile+1\n PlasmaDone:\n\tZMAY E 25\n\tGoto See\n Pain:\n\tZMAY G 3\n\tZMAY G 3 A_Pain\n\tGoto See\n Death:\n ZMAY H 5\n ZMAY I 5 A_Scream\n ZMAY J 5\n\t\t{\n\t\tA_NoBlocking;\n\t\tif (GetCVar(\"pan_strongzombiedrops\") == 1)\n\t\t\t{\n\t\t\tA_DropItem(\"DustPlasmaRifle\",1,20);\n\t\t\t}\n\t\t}\n ZMAY K 5\n ZMAY L -1\n\tStop\n XDeath:\n\tTNT1 A 0 A_SpawnItemEx(\"GibGenerator\",0,0,0,0,0,0,0,SXF_USEBLOODCOLOR|SXF_SETMASTER)\n ZMAY O 5\n ZMAY P 5 A_XScream\n ZMAY Q 5 A_NoBlocking\n ZMAY RSTU 5\n ZMAY V -1\n Stop\n Raise:\n ZMAY KJIH 5\n Goto See\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/Chaingunner/ChaosDeathmark.txt",
"contents": "Actor ChaosDeathmark : ChaosWarrior\n{\n Health 250\n DropItem \"NewCell\" 256 4\n Scale 1.1\n +MISSILEMORE\n SeeSound \"Deathmark/Sight\"\n ActiveSound \"Deathmark/Active\"\n Attacksound \"Deathmark/Fire\"\n Decal \"None\"\n Tag \"Chaos Deathmark\"\n Obituary \"%o's synaptic tissue was vaporized by a Chaos Deathmark.\"\n States\n {\n Spawn:\n CMRK A 10 A_Look\n Loop\n See:\n CMRK AABBCCDD 4 A_Chase\n Loop\n Missile:\n\tCMRK EF 10 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"Deathmark/Attack\",1)\n\tCMRK GGGGGGGGGGGGGGGGGGGGGGGGG 1 Bright Light(\"BFGZombieAttack1\")\n\t\t{\n\t\tA_FaceTarget;\n\t\tA_CustomRailgun(0,4,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,1,0,\"RailTargetPuff\",0,0,0,0,2.0,0,\"GreenRailgunTargetParticle\",5);\n\t\t}\n\tTNT1 A 0 A_CustomRailgun(40,4,NONE,NONE,0,1,0,\"RailTargetPuff\",0,0,0,0,5.0,0,NONE,5,270,0,3.0)\n\tCMRK GGGGGGGGGG 1 Bright Light(\"BFGZombieAttack2\")\n\t\t{\n\t\tA_FaceTarget;\n\t\tA_CustomRailgun(0,4,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,1,10.0,\"RailTargetPuff\",0,0,0,0,2.0,0,\"GreenTeleportParticle\",5);\n\t\t}\n\tCMRK F 10\n\tGoto See\n Pain:\n CMRK H 3\n CMRK H 3 A_Pain\n Goto See\n Death:\n CMRK I 7\n CMRK J 7 A_Scream\n CMRK K 7 A_NoBlocking\n CMRK L 7\n CMRK M -1\n Stop\n XDeath:\n\tCMRK N 6 A_SpawnItemEx(\"GibGenerator\",0,0,0,0,0,0,0,SXF_USEBLOODCOLOR|SXF_SETMASTER)\n\tCMRK O 6\n\t\t{\n\t\tA_XScream;\n\t\tA_SpawnItemEx(\"GreenBossDeathExplode\",0,0,32);\n\t\tA_SpawnItemEx(\"HollowDeathExplosionEffect\",0,0,0,0,0,0,0,SXF_SETMASTER);\n\t\t}\n\tCMRK P 6 A_NoBlocking\n\tCMRK QR 6\n PermaDead:\n\tCMRK S 63000\n\tLoop\n Raise:\n CMRK LKJI 5\n Goto See\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/Imp/Imp.txt",
"contents": "Actor NewImp : DoomImp\n{\n +DONTHARMSPECIES\n +NOINFIGHTSPECIES\n Species \"Imp\"\n DamageFactor \"Imp\", 0\n PainChance \"Imp\", 0\n Gibhealth 20\n Obituary \"%o was burned by an imp.\"\n HitObituary \"%o was scratched by an imp.\"\n Tag \"Imp\"\n States\n {\n Spawn:\n TROO A 10 A_Look\n Loop\n Melee:\n TROO EF 8 A_FaceTarget\n TROO G 6 A_CustomMeleeAttack(20,\"imp/melee\")\n\tGoto See\n Missile:\n TROO EF 8 A_FaceTarget\n TROO G 6 A_CustomMissile(\"DoomImpBall2\")\n\tTNT1 A 0 A_Jump(192,\"See\")\n\tTROO VW 8 A_FaceTarget\n\tTROO X 6 A_CustomMissile(\"DoomImpBall2\")\n Goto See\n Death:\n TROO I 8\n TROO J 8 A_Scream\n TROO K 6\n TROO L 6 A_NoBlocking\n TROO M -1\n Stop\n XDeath:\n\tTROO N 5 A_SpawnItemEx(\"GibGenerator\",0,0,0,0,0,0,0,SXF_USEBLOODCOLOR|SXF_SETMASTER)\n\tTROO O 5 A_XScream\n\tTROO P 5\n\tTROO Q 5 A_NoBlocking\n\tTROO RST 5\n\tTROO U -1\n\tStop\n\t}\n}\n\nActor DoomImpBall2 : DoomImpBall replaces DoomImpBall\n{\n Scale 0.8\n Damagetype \"Fire\"\n Decal \"DoomImpScorch\"\n Damage (12)\n States\n {\n Spawn:\n IMPB ABC 2 Bright\n\t\t{\n\t\tA_SpawnItemEx(\"FireballSmokeTrail\",0,0,-2,frandom(-1,0),frandom(-1,1),frandom(0,1),0,0,64);\n\t\tA_SpawnItemEx(\"RocketTrailParticle\",frandom(-3,3),frandom(-2,2),frandom(-2,2),frandom(-3,0),frandom(-2,2),frandom(0,4));\n\t\t}\n loop\n Death:\n\tTNT1 A 0 A_SpawnItemEx(\"FireProjectileExplode\")\n\tIMPB DEFGH 2 Bright\n\tStop\n\t}\n}"
}
]
},
"maps": []
}