Raw model (for completeness)
{
"meta": {
"id": "0806ae72-4370-41cb-9b8f-9d4f6f5a42ab",
"sha1": "200c456504e01e64ca233ad5d6107ce90460e78b",
"sha256": "4db0b4960dc613e23a5993e3bdf49c96c5e69cfc727a34eb6d3eab77513be88f",
"filenames": [
"smoothdoom-monstersonly.pk3"
],
"additional": {
"engines": [
"ZDOOM"
],
"iwad": [],
"filename": null,
"added": "2016-04-26 21:37:47",
"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": "2016-04-26 21:37:47",
"file": {
"type": "PK3",
"size": 6199786,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/200c456504e01e64ca233ad5d6107ce90460e78b/200c456504e01e64ca233ad5d6107ce90460e78b.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 3704,
"maps": 0,
"palettes": 0
},
"engines_guess": [
"ZDOOM"
]
},
"analysis": {
"title": "smoothdoom-monstersonly.pk3",
"description": "Smooth Doom (Monsters Only) is a ZDoom mod PK3 that replaces the standard Doom bestiary with higher-framerate “smooth” sprite animations and expanded death/gib effects, without providing new maps. It includes optional monster variants (e.g., alternate zombie/shotgunner/chaingunner looks) and gameplay toggles that affect behaviors like faster pinkies and extra death animations. The mod also adds enhanced visual effects such as blood decals/particles and optional bullet/shell casings, aiming for a more kinetic, modernized presentation while keeping classic enemy roles intact. Intended for use with ZDoom-family ports rather than vanilla/Boom.",
"tags": [
"blood_decals",
"enhanced_gore",
"extra_death_animations",
"gameplay_mod",
"monster_replacement",
"monster_variants",
"no_maps",
"optional_toggles",
"particles",
"smooth_animations",
"sound_enhancement",
"visual_enhancement",
"zdoom_required"
],
"origin": "gpt-4.1-mini"
},
"text_files": [
{
"source": "pk3",
"name": "Credits.txt",
"contents": "Sergeant Mark IV (project founder, sprites and coding)\nOsjclatchford (across the board spritework)\nBlox (spritework for monsters, weapons)\nItsnaturetodie/David G. (spritework for monsters, rifle)\nVader (spritework for monsters)\nMinigunner (spritework for monsters, weapons)\nPerkristian (smooth weapons)\nZ86 (spritework for weapons)\nUboa (spritework for weapons)\nBlue Shadow (spritework for weapons)\nNeuralStunner (spritework for weapons)\nJoeyTD (spritework for weapons)\nTurbo (spritework for shell casings)\nMarphy Black (spritework for monsters)\nZrrion the Insect (spritework for props, textures)\nAgaures (textures)\nTaggart (helmeted zombie sprites)\nNiGHTMARE (textures)\nSolmyr (spritework for monsters, chain lightning)\nMonolith (spritework, sounds for shell casings)\nValve (sounds for shell casings)\n3D Realms (spritework for explosions)\nDoom4Ever mod (spritework for barrels)\nXim (alternate zombie faces)\nSidDoyle (coding help for blood splatters)\nOnslaughtSix (mugshot work and general helpfulness)\nOsiris Kalev (immense bugfixing help and putting up with my bullshit)\nPK1 (inspiration and general helpfulness)\nShadowy Men On A Shadowy Planet\nMan Or Astro-Man?"
},
{
"source": "pk3",
"name": "DECO/Particles.txt",
"contents": "//kept around for inheritance purposes\nACTOR ExplosionFire\n{\n\tGame Doom\n\tRadius 1\n\tHeight 1\n\tSpeed 4\n\tDamage 0\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n +CLIENTSIDEONLY\n +NOINTERACTION\n\t+NOCLIP\n DamageType Flames\n\tGravity 0\n\tRenderstyle Add\n\tStates\n\t{\n Spawn:\n MISL BCDEFG 2 BRIGHT\n Stop\n\t}\n}\n\nACTOR Gibs1\n{\n Radius 3\n Height 3\n Speed 7\n Scale 1.0\n\tMass 1\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n +BLOODLESSIMPACT\n\t+DONTSPLASH\n\t+FLOORCLIP\n\tDecal Bloodsmear\n\tGravity 0.7\n States\n {\n Spawn:\n\t\tGIBS C 3\n Loop\n Death:\n TNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"Disappear\")\n\t\tGIBS B 3\n\t\tGIBS B -1\n Stop\n\tDisappear:\n\t\tTNT1 A -1\n\t\tstop\n }\n}\n\nACTOR BlueGibs1: Gibs1\n{\n\tdecal bluebloodsmear\n\ttranslation \"32:47=240:243\", \"176:191=199:207\"\n}\n\nACTOR GreenGibs1: Gibs1\n{\n\tdecal greenbloodsmear\n\ttranslation \"172:191=118:123\",\"23:47=119:127\",\"160:167=112:119\"\n}\n\nACTOR Gibs2: Gibs1\n{\n States\n {\n Spawn:\n\t\tGIBS C 3\n Loop\n Death:\n POL5 A 3\n\t\tPOL5 A -1\n Stop\n }\n}\n\nACTOR BlueGibs2: Gibs2\n{\n\tdecal bluebloodsmear\n\ttranslation \"32:47=240:243\", \"176:191=199:207\"\n}\n\nACTOR GreenGibs2: Gibs2\n{\n\tdecal greenbloodsmear\n\ttranslation \"172:191=118:123\",\"23:47=119:127\",\"160:167=112:119\"\n}\n\nactor XBlood Replaces Blood\n{\n+FORCEXYBILLBOARD\n+GHOST\n+NOBLOCKMAP\n+NOGRAVITY\n+NOCLIP\n-DONTSPLASH\n+ALLOWPARTICLES\ndecal bloodsplat\nSpeed 0\n states\n {\n Spawn:\n\t\tTNT1 AA 0 A_CustomMissile (\"FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"FlyingBloodFast\", 0, 0, random (0, 360), 2, random (50, 120))\n BLUD CBA 2\n\t\tstop\n }\n}\n\nactor BlueBlood : Xblood\n{\ndecal bluebloodsplat\ntranslation \"1:191=200:207\",\"208:255=200:207\"\nstates\n\t{\n Spawn:\n\t\tTNT1 AA 0 A_CustomMissile (\"BlueFlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"BlueFlyingBloodFakeFast\", 0, 0, random (0, 360), 2, random (0, 180))\n\t\tBLUD ABC 2\n stop\n\t}\n}\n\nactor GreenBlood : Xblood\n{\ntranslation \"16:47=112:127\",\"185:191=11:12\"\ndecal greenbloodsplat\nstates\n\t{\nSpawn:\n\t\tTNT1 AA 0 A_CustomMissile (\"GreenFlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"GreenFlyingBloodFakeFast\", 0, 0, random (0, 360), 2, random (0, 180))\n\t\tBLUD ABC 2\n stop\n\t}\n}\n\nactor XBlood2\n{\n+FORCEXYBILLBOARD\n+GHOST\n+NOBLOCKMAP\n+NOGRAVITY\n+NOCLIP\n-DONTSPLASH\n+ALLOWPARTICLES\ndecal bloodsplat\nSpeed 0\n states\n {\n Spawn:\n\t\tTNT1 AA 0 A_CustomMissile (\"FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"FlyingBloodFakeFast\", 0, 0, random (0, 360), 2, random (0, 180))\n stop\n }\n}\n\nactor Greenblood2 : XBlood2\n{\ntranslation \"16:47=112:127\",\"185:191=11:12\"\ndecal greenbloodsplat\nstates\n\t{\n Spawn:\n\t\tTNT1 AA 0 A_CustomMissile (\"GreenFlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"GreenFlyingBloodFakeFast\", 0, 0, random (0, 360), 2, random (0, 180))\n stop\n\t}\n}\n\nactor BlueBlood2 : XBlood2\n{\ndecal bluebloodsplat\ntranslation \"1:191=200:207\",\"208:255=200:207\"\nstates\n\t{\n Spawn:\n\t\tTNT1 AA 0 A_CustomMissile (\"BlueFlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"BlueFlyingBloodFakeFast\", 0, 0, random (0, 360), 2, random (0, 180))\n stop\n\t}\n}\n\nactor XBloodSpot\n{\n RenderStyle Translucent\n Alpha 1\n game Doom\n radius 12\n height 2\n mass 1\n scale 0.8\n +NOTELEPORT\n -NOBLOCKMAP\n +FORCEXYBILLBOARD\n +DOOMBOUNCE\n +DONTSPLASH\n +MISSILE\n Speed 0\n BounceFactor 0.01\n states\n {\n Spawn:\n BLUD F 1\n Loop\n Death:\n TNT1 A 0\n TNT1 A 0 A_Jump(64,4)\n TNT1 A 0 A_Jump(128,4)\n TNT1 A 0 A_Jump(192,4)\n TNT1 A 0 A_Jump(255,4)\n BLD1 A 750\n goto Aloop\n BLD1 B 750\n goto Bloop\n BLD1 C 750\n goto Cloop\n BLD1 D 750\n goto Dloop\n Aloop:\n BLD1 A 1 A_FadeOut(0.01)\n loop\n Bloop:\n BLD1 B 1 A_FadeOut(0.01)\n loop\n Cloop:\n BLD1 C 1 A_FadeOut(0.01)\n loop\n Dloop:\n BLD1 D 1 A_FadeOut(0.01)\n loop\n }\n}\n\nActor Bluebloodspot : Xbloodspot\n{\ntranslation \"27:47=200:207\",\"175:191=202:207\"\n}\n\nActor Greenbloodspot : Xbloodspot\n{\ntranslation \"32:47=112:127\",\"175:191=121:126\"\n}\n\nACTOR FlyingBlood: Gibs1\n{\n-DOOMBOUNCE\n-SOLID\n+THRUACTORS\n-DONTSPLASH\ndecal bloodsplat\nSpeed 4\n Scale 1.0\n States\n {\n Spawn:\n\t TNT1 A 0\n\t\tTNT1 A 0 a_jump(255, \"spawn1\", \"spawn2\")\n Spawn1:\n\t\tBLUD F 5\n\t\tLoop\n\tSpawn2:\n\t\tBLUD G 5\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"OutDamnSpot\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"BloodSpotToggle\")==0, \"OutDamnSpot\")\n\t\tBLUD F 1\n\t\tTNT1 A 0 A_SpawnItem(\"XBloodspot\", 0, 5)\n\t\tStop\n\tOutDamnSpot:\n\t\tBLUD F 1\n\t\tstop\n }\n}\n\nACTOR BlueFlyingBlood : FlyingBlood\n{\ndecal bluebloodsplat\ntranslation \"1:191=200:207\",\"208:255=200:207\"\nstates\n\t{\n\tDeath:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"BloodSpotToggle\")==0, \"OutDamnSpot\")\n\t\tBLUD F 1\n\t\tTNT1 A 0 A_SpawnItem(\"BlueBloodspot\", 0, 5)\n\t\tStop\n\tOutDamnSpot:\n\t\tBLUD F 1\n\t\tstop\n }\n}\n\nACTOR GreenFlyingBlood : FlyingBlood\n{\ndecal greenbloodsplat\ntranslation \"168:184=112:127\",\"185:191=11:12\",\"16:47=112:127\"\nstates\n\t{\n\tDeath:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"OutDamnSpot\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"BloodSpotToggle\")==0, \"OutDamnSpot\")\n\t\tBLUD F 1\n\t\tTNT1 A 0 A_SpawnItem(\"GreenBloodspot\", 0, 5)\n\t\tStop\n\tOutDamnSpot:\n\t\tBLUD F 1\n\t\tstop\n }\n}\n\nACTOR FlyingBloodFast: FlyingBlood\n{\nSpeed 6\n-DOOMBOUNCE\n+FORCEXYBILLBOARD\n-SOLID\nScale 0.5\nGravity 0.8\n}\n\nACTOR BlueFlyingBloodFast: FlyingBloodFast\n{\ntranslation \"1:191=200:207\",\"208:255=200:207\"\nstates\n{\n\tDeath:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"OutDamnSpot\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"BloodSpotToggle\")==0, \"OutDamnSpot\")\n\t\tBLUD F 1\n\t\tTNT1 A 0 A_SpawnItem(\"BlueBloodspot\", 0, 5)\n\t\tStop\n\tOutDamnSpot:\n\t\tBLUD F 1\n\t\tstop\n }\n}\n\nACTOR GreenFlyingBloodFast: FlyingBloodFast\n{\ndecal greenbloodsplat\ntranslation \"168:184=112:127\",\"185:191=11:12\",\"16:47=112:127\"\nstates\n{\n\tDeath:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"OutDamnSpot\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"BloodSpotToggle\")==0, \"OutDamnSpot\")\n\t\tBLUD F 1\n\t\tTNT1 A 0 A_SpawnItem(\"GreenBloodspot\", 0, 5)\n\t\tStop\n\tOutDamnSpot:\n\t\tBLUD F 1\n\t\tstop\n }\n}\n\nACTOR FlyingBloodFakeFast: FlyingBloodFast\n{\nScale 0.3\nSpeed 12\n-DOOMBOUNCE\n+FORCEXYBILLBOARD\n-SOLID\n}\n\nACTOR BlueFlyingBloodFakeFast: FlyingBloodFakeFast\n{\ndecal bluebloodsplat\ntranslation \"1:191=200:207\",\"208:255=200:207\"\nstates\n{\n\tDeath:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"OutDamnSpot\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"BloodSpotToggle\")==0, \"OutDamnSpot\")\n\t\tBLUD F 1\n\t\tTNT1 A 0 A_SpawnItem(\"BlueBloodspot\", 0, 5)\n\t\tStop\n\tOutDamnSpot:\n\t\tBLUD F 1\n\t\tstop\n }\n}\n\nACTOR GreenFlyingBloodFakeFast: FlyingBloodFakeFast\n{\ndecal greenbloodsplat\ntranslation \"168:184=112:127\",\"185:191=11:12\",\"16:47=112:127\"\nstates\n{\n\tDeath:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"OutDamnSpot\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"BloodSpotToggle\")==0, \"OutDamnSpot\")\n\t\tBLUD F 1\n\t\tTNT1 A 0 A_SpawnItem(\"GreenBloodspot\", 0, 5)\n\t\tStop\n\tOutDamnSpot:\n\t\tBLUD F 1\n\t\tstop\n }\n}\n\nACTOR SmoothBulletPuff Replaces BulletPuff\n{\n\tGame Doom\n\tSpawnID 131\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+ALLOWPARTICLES\n\t+RANDOMIZE\n\tRenderStyle Translucent\n\tAlpha 0.7\n\tVSpeed 1\n\tMass 5\n\tStates\n\t{\n\tspawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"PuffStyle\")==1, \"FancyPuff\")\n\t\tspuf abcd 2 bright\n\t\tspuf efghi 2\n\t\tstop\n\tFancyPuff:\n\t\tPUFF A 2 Bright\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PuffParticles\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"PuffSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tPUFF B 2\n\tMelee:\n\t\tPUFF CD 2\n\t\tStop\n\t}\n}\n\nACTOR PuffParticles: ExplosionFire\n{\n Speed 10\n\tScale 0.6\n\tRenderstyle Add\n\tStates\n\t{\n Spawn:\n PUFF A 2 BRIGHT\n\t\tPUFF A 2\n Stop\n\t}\n}\n\nACTOR PuffSmoke: ExplosionFire\n{\n Speed 1\n\tScale 0.9\n\tRenderstyle Translucent\n\tAlpha 0.9\n\tStates\n\t{\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(128, \"Spawn2\")\n PUFF CCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.05)\n\tStop\n\tSpawn2:\n\tPUFF DDDDDDDDDDDDDDDDDD 1 A_FadeOut(0.05)\n Stop\n\t}\n}\n\nActor bulletcasing\n{\n scale 0.17\n radius 3\n projectile\n bouncefactor 0.5\n wallbouncefactor 0.4\n bouncecount 5\n bouncesound \"casings/bullet/bounce\"\n bouncetype Doom\n -NOGRAVITY\n -NOBLOCKMAP\n// -BOUNCEONCEILINGS\n +NOTELEPORT\n +THRUACTORS\n +DROPOFF\n +FLOORCLIP\n -BOUNCEONACTORS\n states\n\t{\n\tSpawn:\n\t\tBCAS ABCDEFGH 1\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0 A_Jump(255, \"Death1\", \"Death2\", \"Death3\", \"Death4\")\n\t\tgoto death1\n\tDeath1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"disappear\")\n\t\tBCAS K -1 a_playsound (\"casings/bullet/die\")\n\t\tstop\n\tDeath2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"disappear\")\n\t\tBCAS G -1 a_playsound (\"casings/bullet/die\")\n\t\tstop\n\tDeath3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"disappear\")\n\t\tBCAS I -1 a_playsound (\"casings/bullet/die\")\n\t\tstop\n\tDeath4:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"disappear\")\n\t\tBCAS J -1 a_playsound (\"casings/bullet/die\")\n\t\tstop\n\tdisappear:\n\t\ttnt1 a 1\n\t\tstop\n\t}\n}\n\nActor shellcasing\n{\n projectile\n scale 0.26\n radius 3\n bouncefactor 0.5\n wallbouncefactor 0.4\n bouncecount 5\n bouncesound \"casings/shell/bounce\"\n bouncetype Doom\n -NOGRAVITY\n -NOBLOCKMAP\n // -BOUNCEONCEILINGS\n +DROPOFF\n +THRUACTORS\n +NOTELEPORT\n +BOUNCEONACTORS\n +FLOORCLIP\n states\n\t{\n\tSpawn:\n\t\tSCAS ABCDEFGH 2\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0 A_Jump(255, \"Death1\", \"Death2\", \"Death3\", \"Death4\", \"Death6\")\n\t\tgoto death1\n\n\tDeath1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"disappear\")\n\t\tSHDY a -1 a_playsound (\"casings/shell/die\")\n\t\tstop\n\tDeath2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"disappear\")\n\t\tSHDY b -1 a_playsound (\"casings/shell/die\")\n\t\tstop\n\tDeath3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"disappear\")\n\t\tSHDY c -1 a_playsound (\"casings/shell/die\")\n\t\tstop\n\tDeath4:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"disappear\")\n\t\tSHDY d -1 a_playsound (\"casings/shell/die\")\n\t\tstop\n\tDeath5:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"disappear\")\n\t\tSHDY e -1 a_playsound (\"casings/shell/die\")\n\t\tstop\n\tDeath6:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"disappear\")\n\t\tSHDY f -1 a_playsound (\"casings/shell/die\")\n\t\tstop\n\tdisappear:\n\t\ttnt1 a 1\n\t\tstop\n\t}\n}\n\nactor smoothfog : teleportfog replaces teleportfog\n{\nstates\n\t{\n\tspawn:\n\tSFOG abcdefghijklmnopqrstrqpo 2 bright\n\tstop\n\t}\n}\n\nactor smoothtrail : rocketsmoketrail replaces rocketsmoketrail\n{\nstates\n\t{\n\tSpawn:\n SMOK ABCDEFGHIJ 2\n Stop\n\t}\n}\n\nactor bluesparkle : rocketsmoketrail\n{\nalpha 0.4\nstates\n\t{\n\tspawn:\n\tbspk abcde 3 bright\n\tstop\n\t}\n}\n\nactor greensparkle : rocketsmoketrail\n{\nalpha 0.4\nstates\n\t{\n\tspawn:\n\tgsmk defghi 3 bright\n\tstop\n\t}\n}"
},
{
"source": "pk3",
"name": "DECO/Variants.txt",
"contents": "// [Blue Shadow] A_SpawnItemEx combo flag used by the spawners below\n// [Blue Shadow] Note that with SXF_TRANSFERAMBUSHFLAG flag, you do not need the \"Deaf\" variants.\nconst int SD_VARIANTSPAWNFLAGS = SXF_TRANSFERAMBUSHFLAG | SXF_NOCHECKPOSITION;\n\n// Base spawner class -----------------------------------------------------------------------------\n\nACTOR SmoothDoom_VariantsSpawner\n{\n +ISMONSTER // [Blue Shadow] So the below monsters don't spawn when \"no monsters\" DMFlag is enabled\n +NOBLOCKMAP\n +NOSECTOR\n +NOGRAVITY\n +THRUACTORS\n}\n\n// ------------------------------------------------------------------------------------------------\n\nACTOR ZombieDice : SmoothDoom_VariantsSpawner replaces Zombieman\n{\n States\n {\n Spawn:\n // [Blue Shadow] Check to see the if the \"Extra Monster Sprites\" option is enabled or not and\n // act accordingly.\n //TNT1 A 0 NoDelay A_JumpIf(CallACS(\"RifleDropToggle\") == 1, \"RifleSpawn\")\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(CallACS(\"SpawnVariants\") == 1, \"VariantSpawn\")\n\n NormalSpawn:\n // [Blue Shadow] The above option is disabled, so spawn the standard monster.\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"SmoothZombieman\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n\n VariantSpawn:\n // [Blue Shadow] The above option is enabled, so either spawn a standard or one of the\n // variants.\n\n // [Blue Shadow] RandomSpawner would have been \"cleaner\" to use, but the ambush flag cannot be\n // transferred to the things it spawns if it itself is spawned by a spawner. So we have to do\n // it this way.\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(256, \"Standard\", \"Variant1\", \"Variant2\", \"Variant3\")\n\n Standard:\n TNT1 A 0 A_SpawnItemEx(\"SmoothZombieman\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n Variant1:\n TNT1 A 0 A_SpawnItemEx(\"ZombieV1\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n Variant2:\n TNT1 A 0 A_SpawnItemEx(\"ZombieV2\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n Variant3:\n TNT1 A 0 A_SpawnItemEx(\"ZombieV3\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n\n\tRifleSpawn:\n\t TNT1 A 0 A_JumpIf(CallACS(\"SpawnVariants\") == 1, \"RifleVariants\")\n\tRifleNormal:\n\t TNT1 A 0 A_SpawnItemEx(\"RifleZombie0\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n\tRifleVariants:\n\t TNT1 A 0 A_Jump(256, \"RifleStandard\", \"RifleVariant1\", \"RifleVariant2\", \"RifleVariant3\")\n\n\tRifleStandard:\n TNT1 A 0 A_SpawnItemEx(\"RifleZombie0\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n RIfleVariant1:\n TNT1 A 0 A_SpawnItemEx(\"RifleZombie1\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n RifleVariant2:\n TNT1 A 0 A_SpawnItemEx(\"RifleZombie2\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n RifleVariant3:\n TNT1 A 0 A_SpawnItemEx(\"RifleZombie3\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n }\n}\n\nACTOR SguyDice : SmoothDoom_VariantsSpawner replaces Shotgunguy\n{\n States\n {\n Spawn:\n TNT1 A 0 NoDelay A_JumpIf(CallACS(\"SpawnVariants\") == 1, \"VariantSpawn\")\n\n NormalSpawn:\n TNT1 A 0 A_SpawnItemEx(\"SmoothShotgunguy\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n\n VariantSpawn:\n TNT1 A 0 A_Jump(256, \"Standard\", \"Variant1\", \"Variant2\")\n\n Standard:\n TNT1 A 0 A_SpawnItemEx(\"SmoothShotgunguy\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n Variant1:\n TNT1 A 0 A_SpawnItemEx(\"SguyV1\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n Variant2:\n TNT1 A 0 A_SpawnItemEx(\"SguyV2\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n }\n}\n\nACTOR CguyDice : SmoothDoom_VariantsSpawner replaces Chaingunguy\n{\n States\n {\n Spawn:\n TNT1 A 0 NoDelay A_JumpIf(CallACS(\"SpawnVariants\") == 1, \"VariantSpawn\")\n\n NormalSpawn:\n TNT1 A 0 A_SpawnItemEx(\"SmoothChaingunGuy\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n\n VariantSpawn:\n TNT1 A 0 A_Jump(256, \"Standard\", \"Variant2\")\n\n Standard:\n TNT1 A 0 A_SpawnItemEx(\"SmoothChaingunGuy\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n\tVariant1:\n TNT1 A 0 A_SpawnItemEx(\"CguyV1\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n Variant2:\n TNT1 A 0 A_SpawnItemEx(\"CguyV2\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n }\n}\n\nACTOR ImpDice : SmoothDoom_VariantsSpawner replaces DoomImp\n{\n States\n {\n Spawn:\n TNT1 A 0 NoDelay A_JumpIf(CallACS(\"SpawnVariants\") == 1, \"VariantSpawn\")\n\n NormalSpawn:\n TNT1 A 0 A_SpawnItemEx(\"SmoothDoomImp\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n\n VariantSpawn:\n TNT1 A 0 A_Jump(256, \"Standard\", \"Variant1\", \"Variant2\")\n\n Standard:\n TNT1 A 0 A_SpawnItemEx(\"SmoothDoomImp\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n Variant1:\n TNT1 A 0 A_SpawnItemEx(\"ImpV1\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n Variant2:\n TNT1 A 0 A_SpawnItemEx(\"ImpV2\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n }\n}\n\nACTOR PinkyDice : SmoothDoom_VariantsSpawner replaces Demon\n{\n States\n {\n Spawn:\n TNT1 A 0 NoDelay A_JumpIf(CallACS(\"PinkyToggle\") == 1, \"FastSpawn\")\n NormalSpawn:\n TNT1 A 0 A_SpawnItemEx(\"SmoothDemon\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n FastSpawn:\n TNT1 A 0 A_SpawnItemEx(\"FastSmoothDemon\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n }\n}\n\nACTOR SpectreDice : SmoothDoom_VariantsSpawner replaces Spectre\n{\n States\n {\n Spawn:\n TNT1 A 0 NoDelay A_JumpIf(CallACS(\"PinkyToggle\") == 1, \"FastSpawn\")\n NormalSpawn:\n TNT1 A 0 A_SpawnItemEx(\"SmoothSpectre\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n FastSpawn:\n TNT1 A 0 A_SpawnItemEx(\"FastSmoothSpectre\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "DECO/PLAYER/Doomguy.txt",
"contents": "ACTOR PerkDPlayer : Doomplayer replaces Doomplayer\n{\n\tplayer.startitem \"PerkPistol\"\n\tplayer.startitem \"PerkFist\"\n\tPlayer.StartItem \"Clip\", 50\n\tPlayer.WeaponSlot 1, PerkFist, Z86Chainsaw\n \tPlayer.WeaponSlot 2, PerkPistol, Rifle\n\tPlayer.WeaponSlot 3, PerkShotgun, PerkSuperShotgun\n\tPlayer.WeaponSlot 4, Z86Chaingun\n\tPlayer.WeaponSlot 5, PerkRocketLauncher\n\tPlayer.WeaponSlot 6, BloxPlasmaRifle\n\tPlayer.WeaponSlot 7, Z86BFG9000\n\tStates\n\t{\n\tDeath:\n\t\tPD71 A 3\n\t\tPD71 B 3 A_PlayerScream\n\t\tPD71 C 3 A_NoBlocking\n\t\tPD71 DEFGH 3\n\t\tPD71 I -1\n\t\tStop\n\t}\n}\n\nACTOR PerkBerserk : Berserk replaces Berserk\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64StylePickups\")==1, \"64spawn\")\n\t\tPSTR A -1\n\t\tstop\n\t64Spawn:\n\t\tTNT1 A 0\n\t\tBK64 A -1\n\t\tstop\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"PowerStrength\")\n\t\tTNT1 A 0 HealThing(100, 0)\n\t\tTNT1 A 0 A_SelectWeapon(\"PerkFist\")\n\t\tStop\n\t}\n}\n\nACTOR PerkFist : Fist replaces Fist\n{\n\tStates\n\t{\n\tReady:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLready\")\n\t\tpkfs A 1 A_WeaponReady\n\t\tLoop\n Deselect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLdeselect\")\n\t\tpkfs A 1 A_Lower\n\t\tLoop\n Select:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLselect\")\n\t\tpkfs A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLfire\")\n\t\tPKFS LBCD 1\n\t\tPKFS E 2 A_Punch\n\t\tPKFS FGHI 2\n\t\tPKFS JKL 1\n\t\tPUNG A 5 A_ReFire\n\t\tGoto Ready\n\tblFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"fire\")\n\t\tbKFS LBCD 1\n\t\tbKFS E 2 A_Punch\n\t\tbKFS FGHI 2\n\t\tbKFS JKL 1\n\t\tbkfs A 5 A_ReFire\n\t\tGoto Ready\n\tblReady:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"ready\")\n\t\tbkfs A 1 A_WeaponReady\n\t\tLoop\n blDeselect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"deselect\")\n\t\tbkfs A 1 A_Lower\n\t\tLoop\n blSelect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"select\")\n\t\tbkfs A 1 A_Raise\n\t\tLoop\n\t}\n}\n\nACTOR Z86Chainsaw : Chainsaw replaces Chainsaw\n{\n\tStates\n\t{\n\tReady:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64SawToggle\")==1, \"64ready\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLready\")\n\t\tTNT1 A 0 A_StopSound(1)\n\t\tTNT1 A 0 A_playsound(\"weapons/sawidle\", 2, TRUE)\n\t\tSAWG CCDDEEFF 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64SawToggle\")==1, \"64deselect\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLdeselect\")\n\t\tSAWG C 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64SawToggle\")==1, \"64select\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLselect\")\n\t\tSAWG C 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLfire\")\n\t\tTNT1 A 0 A_playsound(\"weapons/sawfull\", 1, TRUE)\n\t\tTNT1 A 0 A_StopSound(2)\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64SawToggle\")==1, \"64fire\")\n\t\tSAWG A 2 A_Saw\n\t\tSAWG B 2\n\t\tSAWG A 2 A_Saw\n\t\tSAWG B 2\n \tSAWG B 0 A_ReFire\n \tGoto Ready\n\tRecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64SawToggle\")==1, \"64recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLrecoilfire\")\n\t\tTNT1 A 0 A_playsound(\"weapons/sawfull\", 1, TRUE)\n\t\tTNT1 A 0 A_StopSound(2)\n\t\tSAWG A 2 A_Saw\n\t\tSAWG A 0 a_setpitch(pitch-0.4)\n\t\tSAWG B 1 a_setpitch(pitch+0.2)\n\t\tSAWG B 1 a_setpitch(pitch+0.2)\n\t\tSAWG A 2 A_Saw\n\t\tSAWG A 0 a_setpitch(pitch-0.4)\n\t\tSAWG B 1 a_setpitch(pitch+0.2)\n\t\tSAWG B 1 a_setpitch(pitch+0.2)\n \tSAWG B 0 A_ReFire\n \tGoto Ready\n\tSpawn:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64SawToggle\")==1, \"64Spawn\")\n\t\tCSAW A 2\n\t\tloop\n\t64Spawn:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64SawToggle\")==0, \"Spawn\")\n\t\tSW64 g 2\n\t\tloop\n\t64Ready:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64SawToggle\")==0, \"ready\")\n\t\tTNT1 A 0 A_StopSound(1)\n\t\tTNT1 A 0 A_playsound(\"weapons/sawidle\", 2, TRUE)\n\t\tSW64 aabbccdd 1 a_weaponready\n\t\tloop\n\t64Fire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"64recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64SawToggle\")==0, \"fire\")\n\t\tTNT1 A 0 A_StopSound(2)\n\t\tSW64 e 2 A_Saw\n\t\tSW64 f 2\n\t\tSW64 e 2 A_Saw\n\t\tSW64 f 2\n \tSW64 f 0 A_ReFire\n \tGoto Ready\n\t64RecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64SawToggle\")==0, \"fire\")\n\t\tTNT1 A 0 A_StopSound(2)\n\t\tSW64 E 2 A_Saw\n\t\tSW64 F 0 a_setpitch(pitch-0.4)\n\t\tSW64 F 1 a_setpitch(pitch+0.2)\n\t\tSW64 F 1 a_setpitch(pitch+0.2)\n\t\tSW64 E 2 A_Saw\n\t\tSW64 F 0 a_setpitch(pitch-0.4)\n\t\tSW64 F 1 a_setpitch(pitch+0.2)\n\t\tSW64 F 1 a_setpitch(pitch+0.2)\n \tSW64 f 0 A_ReFire\n \tGoto Ready\n\t64Deselect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64SawToggle\")==0, \"deselect\")\n\t\tSW64 a 1 A_Lower\n\t\tLoop\n 64Select:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64SawToggle\")==0, \"select\")\n\t\tSW64 a 1 A_Raise\n\t\tLoop\n\n\t////////////////\n\t//BLACK GLOVES//\n\t////////////////\n\tBLReady:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64SawToggle\")==1, \"64ready\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"ready\")\n\t\tTNT1 A 0 A_StopSound(1)\n\t\tTNT1 A 0 A_playsound(\"weapons/sawidle\", 2, TRUE)\n\t\tBAWG CCDDEEFF 1 A_WeaponReady\n\t\tLoop\n\tBLDeselect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64SawToggle\")==1, \"64deselect\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"deselect\")\n\t\tBAWG C 1 A_Lower\n\t\tLoop\n\tBLSelect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64SawToggle\")==1, \"64select\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"select\")\n\t\tBAWG C 1 A_Raise\n\t\tLoop\n\tBLFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"fire\")\n\t\tTNT1 A 0 A_playsound(\"weapons/sawfull\", 1, TRUE)\n\t\tTNT1 A 0 A_StopSound(2)\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64SawToggle\")==1, \"64fire\")\n\t\tBAWG A 2 A_Saw\n\t\tBAWG B 2\n\t\tBAWG A 2 A_Saw\n\t\tBAWG B 2\n \tBAWG B 0 A_ReFire\n \tGoto Ready\n\tBLRecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64SawToggle\")==1, \"64recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"recoilfire\")\n\t\tTNT1 A 0 A_playsound(\"weapons/sawfull\", 1, TRUE)\n\t\tTNT1 A 0 A_StopSound(2)\n\t\tBAWG A 2 A_Saw\n\t\tBAWG A 0 a_setpitch(pitch-0.4)\n\t\tBAWG B 1 a_setpitch(pitch+0.2)\n\t\tBAWG B 1 a_setpitch(pitch+0.2)\n\t\tBAWG A 2 A_Saw\n\t\tBAWG A 0 a_setpitch(pitch-0.4)\n\t\tBAWG B 1 a_setpitch(pitch+0.2)\n\t\tBAWG B 1 a_setpitch(pitch+0.2)\n \tBAWG B 0 A_ReFire\n \tGoto Ready\n\t}\n}\n\nACTOR Z86Chaingun : Chaingun replaces Chaingun\n{\n\tdecal bulletchip\n\tStates\n\t{\n Ready:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ChaingunToggle\")==1, \"64Ready\")\n\t\tPKCG A 1 A_WeaponReady\n\t\tLoop\n Deselect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ChaingunToggle\")==1, \"64Deselect\")\n\t\tPKCG A 1 A_Lower\n\t\tLoop\n Select:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ChaingunToggle\")==1, \"64Select\")\n\t\tPKCG A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ChaingunToggle\")==1, \"64Fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"CaseFire\")\n\t\tPKCG A 1 A_FireCGun\n\t\tPKCG BCD 1\n\t\tPKCG A 1 A_FireCGun\n\t\tPKCG BCD 1\n\t\tPKCG B 0 A_ReFire\n\t\tPKCG A 1 A_Weaponready\n\t\tPKCG BB 1 A_Weaponready\n\t\tPKCG CCC 1 A_Weaponready\n\t\tPKCG DDD 1 A_Weaponready\n\t\tGoto Ready\n\tRecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ChaingunToggle\")==1, \"64RecoilFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"RecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"RecoilCaseFire\")\n\t\tPKCG A 1 A_FireCGun\n\t\tPKCG a 0 a_setpitch(pitch-0.5)\n\t\tPKCG B 1 a_setpitch(pitch+0.2)\n\t\tPKCG C 1 a_setpitch(pitch+0.2)\n\t\tPKCG D 1 a_setpitch(pitch+0.1)\n\t\tPKCG A 1 A_FireCGun\n\t\tPKCG a 0 a_setpitch(pitch-0.5)\n\t\tPKCG B 1 a_setpitch(pitch+0.2)\n\t\tPKCG C 1 a_setpitch(pitch+0.2)\n\t\tPKCG D 1 a_setpitch(pitch+0.1)\n\t\tPKCG B 0 A_ReFire\n\t\tPKCG A 1 A_Weaponready\n\t\tPKCG BB 1 A_Weaponready\n\t\tPKCG CCC 1 A_Weaponready\n\t\tPKCG DDD 1 A_Weaponready\n\t\tGoto Ready\n\tCaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ChaingunToggle\")==1, \"64CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"recoilcasefire\")\n\t\tPKCG A 1 A_FireCGun\n\t\tTNT1 A 0 A_spawnitemex (\"bulletcasing\", 40, 0, 15, random(5,7), random(7,8), random(7,10), 0)\n\t\tPKCG BCD 1\n\t\tPKCG A 1 A_FireCGun\n\t\tTNT1 A 0 A_spawnitemex (\"bulletcasing\", 40, 0, 15, random(4,6), random(7,9), random(7,9), 0)\n\t\tPKCG BCD 1\n\t\tPKCG B 0 A_ReFire\n\t\tPKCG A 1 A_Weaponready\n\t\tPKCG BB 1 A_Weaponready\n\t\tPKCG CCC 1 A_Weaponready\n\t\tPKCG DDD 1 A_Weaponready\n\t\tGoto Ready\n\tRecoilCaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ChaingunToggle\")==1, \"64RecoilCaseFire\")\n\t\tPKCG A 1 A_FireCGun\n\t\tTNT1 A 0 A_spawnitemex (\"bulletcasing\", 40, 0, 15, random(5,7), random(7,8), random(7,10), 0)\n\t\tPKCG a 0 a_setpitch(pitch-0.5)\n\t\tPKCG B 1 a_setpitch(pitch+0.2)\n\t\tPKCG C 1 a_setpitch(pitch+0.2)\n\t\tPKCG D 1 a_setpitch(pitch+0.1)\n\t\tPKCG A 1 A_FireCGun\n\t\tTNT1 A 0 A_spawnitemex (\"bulletcasing\", 40, 0, 15, random(5,7), random(7,8), random(7,10), 0)\n\t\tPKCG a 0 a_setpitch(pitch-0.5)\n\t\tPKCG B 1 a_setpitch(pitch+0.2)\n\t\tPKCG C 1 a_setpitch(pitch+0.2)\n\t\tPKCG D 1 a_setpitch(pitch+0.1)\n\t\tPKCG B 0 A_ReFire\n\t\tPKCG A 1 A_Weaponready\n\t\tPKCG BB 1 A_Weaponready\n\t\tPKCG CCC 1 A_Weaponready\n\t\tPKCG DDD 1 A_Weaponready\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ChaingunToggle\")==1, \"64Flash\")\n\t\tTNT1 A 0 A_Jump(128,4)\n\t\tPKCF A 1 Bright A_Light1\n\t\tPKCF B 1 Bright A_Light2\n\t\tTNT1 A 2 A_Light1\n\t\tGoto LightDone\n\t\tPKCF C 1 Bright A_Light1\n\t\tPKCF D 1 Bright A_Light2\n\t\tTNT1 A 2 A_Light1\n\t\tGoto LightDone\n\n\t64Ready:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ChaingunToggle\")==0, \"Ready\")\n\t\t64CG A 1 A_WeaponReady\n\t\tLoop\n 64Deselect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ChaingunToggle\")==0, \"Deselect\")\n\t\t64CG A 1 A_Lower\n\t\tLoop\n 64Select:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ChaingunToggle\")==0, \"Select\")\n\t\t64CG A 1 A_Raise\n\t\tLoop\n\t64Fire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ChaingunToggle\")==0, \"Fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"CaseFire\")\n\t\t64CG A 1 A_FireCGun\n\t\t64CG BCD 1\n\t\t64CG A 1 A_FireCGun\n\t\t64CG BCD 1\n\t\t64CG B 0 A_ReFire\n\t\t64CG A 1 A_Weaponready\n\t\t64CG BB 1 A_Weaponready\n\t\t64CG CCC 1 A_Weaponready\n\t\t64CG DDD 1 A_Weaponready\n\t\tGoto Ready\n\t64RecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ChaingunToggle\")==0, \"RecoilFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"RecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"RecoilCaseFire\")\n\t\t64CG A 1 A_FireCGun\n\t\t64CG a 0 a_setpitch(pitch-0.5)\n\t\t64CG B 1 a_setpitch(pitch+0.2)\n\t\t64CG C 1 a_setpitch(pitch+0.2)\n\t\t64CG D 1 a_setpitch(pitch+0.1)\n\t\t64CG A 1 A_FireCGun\n\t\t64CG a 0 a_setpitch(pitch-0.5)\n\t\t64CG B 1 a_setpitch(pitch+0.2)\n\t\t64CG C 1 a_setpitch(pitch+0.2)\n\t\t64CG D 1 a_setpitch(pitch+0.1)\n\t\t64CG B 0 A_ReFire\n\t\t64CG A 1 A_Weaponready\n\t\t64CG BB 1 A_Weaponready\n\t\t64CG CCC 1 A_Weaponready\n\t\t64CG DDD 1 A_Weaponready\n\t\tGoto Ready\n\t64CaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ChaingunToggle\")==0, \"CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"recoilcasefire\")\n\t\t64CG A 1 A_FireCGun\n\t\tTNT1 A 0 A_spawnitemex (\"bulletcasing\", 40, 0, 15, random(5,7), random(7,8), random(7,10), 0)\n\t\t64CG BCD 1\n\t\t64CG A 1 A_FireCGun\n\t\tTNT1 A 0 A_spawnitemex (\"bulletcasing\", 40, 0, 15, random(4,6), random(7,9), random(7,9), 0)\n\t\t64CG BCD 1\n\t\t64CG B 0 A_ReFire\n\t\t64CG A 1 A_Weaponready\n\t\t64CG BB 1 A_Weaponready\n\t\t64CG CCC 1 A_Weaponready\n\t\t64CG DDD 1 A_Weaponready\n\t\tGoto Ready\n\t64RecoilCaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ChaingunToggle\")==0, \"RecoilCaseFire\")\n\t\t64CG A 1 A_FireCGun\n\t\tTNT1 A 0 A_spawnitemex (\"bulletcasing\", 40, 0, 15, random(5,7), random(7,8), random(7,10), 0)\n\t\t64CG a 0 a_setpitch(pitch-0.5)\n\t\t64CG B 1 a_setpitch(pitch+0.2)\n\t\t64CG C 1 a_setpitch(pitch+0.2)\n\t\t64CG D 1 a_setpitch(pitch+0.1)\n\t\t64CG A 1 A_FireCGun\n\t\tTNT1 A 0 A_spawnitemex (\"bulletcasing\", 40, 0, 15, random(5,7), random(7,8), random(7,10), 0)\n\t\t64CG a 0 a_setpitch(pitch-0.5)\n\t\t64CG B 1 a_setpitch(pitch+0.2)\n\t\t64CG C 1 a_setpitch(pitch+0.2)\n\t\t64CG D 1 a_setpitch(pitch+0.1)\n\t\t64CG B 0 A_ReFire\n\t\t64CG A 1 A_Weaponready\n\t\t64CG BB 1 A_Weaponready\n\t\t64CG CCC 1 A_Weaponready\n\t\t64CG DDD 1 A_Weaponready\n\t\tGoto Ready\n\t64Flash:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ChaingunToggle\")==0, \"Flash\")\n\t\tTNT1 A 0 A_Jump(128,4)\n\t\t64CG e 1 Bright A_Light1\n\t\t64CG f 1 Bright A_Light2\n\t\tTNT1 A 2 A_Light1\n\t\tGoto LightDone\n\t\t64CG g 1 Bright A_Light1\n\t\t64CG h 1 Bright A_Light2\n\t\tTNT1 A 2 A_Light1\n\t\tGoto LightDone\n\t}\n}\n\nACTOR PerkRocketLauncher : RocketLauncher replaces RocketLauncher\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Launchertoggle\")==1, \"64spawn\")\n\t\tLAUN A 2\n\t\tLoop\n\t64Spawn:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Launchertoggle\")==0, \"spawn\")\n\t\tRO64 z 2\n\t\tLoop\n\tReady:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Launchertoggle\")==1, \"64ready\")\n\t\tMISG A 1 A_WeaponReady\n\t\tLoop\n Deselect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Launchertoggle\")==1, \"64deselect\")\n\t\tMISG A 1 A_Lower\n\t\tLoop\n Select:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Launchertoggle\")==1, \"64select\")\n\t\tMISG A 1 A_Raise\n\t\tLoop\n\t64Ready:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Launchertoggle\")==0, \"ready\")\n\t\tRO64 A 1 A_WeaponReady\n\t\tLoop\n 64Deselect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Launchertoggle\")==0, \"deselect\")\n\t\tRO64 A 1 A_Lower\n\t\tLoop\n 64Select:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Launchertoggle\")==0, \"select\")\n\t\tRO64 A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Launchertoggle\")==1, \"64fire\")\n\t\tPKRL A 2\n\t\tPKRL A 4 A_GunFlash\n\t\tPKRL B 2\n\t\tPKRL D 3 A_FireMissile\n\t\tPKRL C 3\n\t\tPKRL BE 2\n\t\tPKRL FG 1\n\t\tPKRL A 0 A_ReFire\n\t\tGoto Ready\n\tRecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Launchertoggle\")==1, \"64recoilfire\")\n\t\tPKRL A 2\n\t\tPKRL A 4 A_GunFlash\n\t\tPKRL B 2\n\t\tPKRL D 1 A_FireMissile\n\t\tPKRL D 2 a_setpitch(pitch-1.5)\n\t\tPKRL CC 1 a_setpitch(pitch+0.4)\n\t\tPKRL C 1 a_setpitch(pitch+0.2)\n\t\tPKRL B 2 a_setpitch(pitch+0.2)\n\t\tPKRL E 2 a_setpitch(pitch+0.1)\n\t\tPKRL F 1 a_setpitch(pitch+0.1)\n\t\tPKRL G 1 a_setpitch(pitch+0.1)\n\t\tPKRL A 0 A_ReFire\n\t\tGoto Ready\n\t64Fire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Launchertoggle\")==0, \"fire\")\n\t\tRO64 A 2\n\t\tRO64 B 2 bright\n\t\tRO64 C 2 bright\n\t\tRO64 D 2 bright\n\t\tRO64 E 3 bright A_FireMissile\n\t\tRO64 F 3 bright\n\t\tRO64 GH 2 bright\n\t\tRO64 I 2\n\t\tRO64 A 0 A_ReFire\n\t\tGoto Ready\n\t64RecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Launchertoggle\")==0, \"recoilfire\")\n\t\tRO64 A 2\n\t\tRO64 B 2 bright\n\t\tRO64 C 2 bright\n\t\tRO64 D 2 bright\n\t\tRO64 E 1 bright A_FireMissile\n\t\tRO64 E 2 bright a_setpitch(pitch-1.5)\n\t\tRO64 FF 1 bright a_setpitch(pitch+0.4)\n\t\tRO64 F 1 bright a_setpitch(pitch+0.2)\n\t\tRO64 G 2 bright a_setpitch(pitch+0.2)\n\t\tRO64 HH 1 bright a_setpitch(pitch+0.1)\n\t\tRO64 I 2 bright a_setpitch(pitch+0.1)\n\t\tRO64 A 0 A_ReFire\n\t\tGoto Ready\n\tFlash:\n\t\tPKRF A 3 Bright A_Light1\n\t\tPKRF B 2 Bright\n\t\tPKRF C 2 Bright A_Light2\n\t\tPKRF DE 3 Bright\n\t\tGoto LightDone\n\t}\n}\n\nACTOR BloxPlasmaRifle : PlasmaRifle replaces PlasmaRifle\n{\n \tStates\n \t{\n\tFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"recoilfire\")\n\t\tPLSF F 1 Bright A_FirePlasma\n\t\tPLSF E 2 Bright\n\t\tTNT1 A 0 A_ReFire\n\t\tPLSG A 1 Bright\n\t\tPLSG A 1 Bright\n\t\tPKPL A 1\n\t\tPKPL A 1\n\t\tPKPL DEF 1\n\t\tPKPL G 6\n\t\tPKPL FEDC 2\n\t\tPKPL BA 1\n\t\tGoto Ready\n\tblFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"blrecoilfire\")\n\t\tPLSF F 1 Bright A_FirePlasma\n\t\tPLSF E 2 Bright\n\t\tTNT1 A 0 A_ReFire\n\t\tPLSG A 1 Bright\n\t\tPLSG A 1 Bright\n\t\tPKPL A 1\n\t\tPKPL A 1\n\t\tbKPL DEF 1\n\t\tbKPL G 6\n\t\tbKPL FEDC 2\n\t\tbKPL B 1\n\t\tpkpl A 1\n\t\tGoto Ready\n\tHold:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLHold\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"recoilhold\")\n\t\tPLSF C 1 Bright A_FirePlasma\n\t\tPLSF C 1 Bright\n\t\tPLSF D 1 Bright\n\t\tPLSF D 1 Bright A_FirePlasma\n\t\tPLSF E 1 Bright\n\t\tPLSF F 1 Bright\n\t\tPKPL A 0 Bright A_ReFire\n\t\tGoto Fire+4\n\tBLHold:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"hold\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"blrecoilhold\")\n\t\tPLSF C 1 Bright A_FirePlasma\n\t\tPLSF C 1 Bright\n\t\tPLSF D 1 Bright\n\t\tPLSF D 1 Bright A_FirePlasma\n\t\tPLSF E 1 Bright\n\t\tPLSF F 1 Bright\n\t\tPKPL A 0 Bright A_ReFire\n\t\tGoto blFire+4\n\tRecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLrecoilfire\")\n\t\tPLSF F 1 Bright A_FirePlasma\n\t\tPLSF F 0 bright a_setpitch(pitch-0.6)\n\t\tPLSF E 1 Bright a_setpitch(pitch+0.3)\n\t\tPLSF E 1 Bright a_setpitch(pitch+0.3)\n\t\tTNT1 A 0 A_ReFire\n\t\tPLSG A 1 Bright\n\t\tPLSG A 1 Bright\n\t\tPKPL A 1\n\t\tPKPL A 1\n\t\tPKPL DEF 1\n\t\tPKPL G 6\n\t\tPKPL FEDC 2\n\t\tPKPL BA 1\n\t\tGoto Ready\n\tblRecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"recoilfire\")\n\t\tPLSF F 1 Bright A_FirePlasma\n\t\tPLSF F 0 bright a_setpitch(pitch-0.6)\n\t\tPLSF E 1 Bright a_setpitch(pitch+0.3)\n\t\tPLSF E 1 Bright a_setpitch(pitch+0.3)\n\t\tTNT1 A 0 A_ReFire\n\t\tPLSG A 1 Bright\n\t\tPLSG A 1 Bright\n\t\tPKPL A 1\n\t\tPKPL A 1\n\t\tbKPL DEF 1\n\t\tbKPL G 6\n\t\tbKPL FEDC 2\n\t\tbkpl B 1\n\t\tpkpl A 1\n\t\tGoto Ready\n\tRecoilHold:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"blrecoilhold\")\n\t\tPLSF C 1 Bright A_FirePlasma\n\t\tPLSF F 0 bright a_setpitch(pitch-0.6)\n\t\tPLSF D 1 Bright a_setpitch(pitch+0.3)\n\t\tPLSF F 1 Bright a_setpitch(pitch+0.3)\n\t\tPLSF F 1 Bright A_FirePlasma\n\t\tPLSF F 0 bright a_setpitch(pitch-0.6)\n\t\tPLSF E 1 Bright a_setpitch(pitch+0.3)\n\t\tPLSF E 1 Bright a_setpitch(pitch+0.3)\n\t\tPKPL A 0 Bright A_ReFire\n\t\tGoto Fire+4\n\tBLRecoilHold:\n\t\tPLSF C 1 Bright A_FirePlasma\n\t\tPLSF F 0 bright a_setpitch(pitch-0.6)\n\t\tPLSF D 1 Bright a_setpitch(pitch+0.3)\n\t\tPLSF F 1 Bright a_setpitch(pitch+0.3)\n\t\tPLSF F 1 Bright A_FirePlasma\n\t\tPLSF F 0 bright a_setpitch(pitch-0.6)\n\t\tPLSF E 1 Bright a_setpitch(pitch+0.3)\n\t\tPLSF E 1 Bright a_setpitch(pitch+0.3)\n\t\tPKPL A 0 Bright A_ReFire\n\t\tGoto blFire+4\n \tFlash:\n \t\tTNT1 A 1 A_Light1\n \t\tGoto LightDone\n \t}\n}\n\nActor Z86BFG9000 : BFG9000 replaces BFG9000\n{\n\tStates\n\t{\n Fire:\n \tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"recoilfire\")\n\t\tBFGG A 20 A_BFGSound\n \tBFGG A 2 A_GunFlash\n\t\tBFGN A 8\n \tSBFG D 2 A_FireBFG\n\t\tSBFG E 2\n\t\tSBFG D 2\n\t\tSBFG C 2\n\t\tSBFG B 1\n\t\tSBFG A 1\n\t\tBFGG A 20 A_ReFire\n \tgoto Ready\n\tHold:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"recoilhold\")\n\t\tBFGG A 20 A_BFGSound\n \tBFGG A 2 A_GunFlash\n\t\tBFGN A 8\n \tSBFG D 2 A_FireBFG\n\t\tSBFG E 2\n\t\tSBFG D 2\n\t\tSBFG C 2\n\t\tSBFG B 1\n\t\tSBFG A 1\n\t\tBFGG A 20 A_ReFire\n \tgoto Ready\n\tRecoilFire:\n\t\tBFGG A 20 A_BFGSound\n \tBFGG A 2 A_GunFlash\n\t\tBFGN A 8\n\t\tSBFG D 1 A_FireBFG\n\t\tSBFG D 1 a_setpitch(pitch-2.0)\n\t\tSBFG E 1 a_setpitch(pitch-1.6)\n\t\tSBFG E 1 a_setpitch(pitch+0.6)\n\t\tSBFG D 1 a_setpitch(pitch+0.6)\n\t\tSBFG D 1 a_setpitch(pitch+0.6)\n\t\tSBFG C 1 a_setpitch(pitch+0.6)\n\t\tSBFG C 1 a_setpitch(pitch+0.4)\n\t\tSBFG B 1 a_setpitch(pitch+0.4)\n\t\tSBFG A 1 a_setpitch(pitch+0.4)\n\t\tBFGG A 20 A_ReFire\n \tgoto Ready\n\tRecoilHold:\n\t\tBFGG A 1 A_BFGSound\n\t\tBFGG A 19\n \tBFGG A 2 A_GunFlash\n\t\tBFGN A 8\n \tSBFG D 1 A_FireBFG\n\t\tSBFG D 1 a_setpitch(pitch-2.0)\n\t\tSBFG E 1 a_setpitch(pitch-1.6)\n\t\tSBFG E 1 a_setpitch(pitch+0.6)\n\t\tSBFG D 1 a_setpitch(pitch+0.6)\n\t\tSBFG D 1 a_setpitch(pitch+0.6)\n\t\tSBFG C 1 a_setpitch(pitch+0.6)\n\t\tSBFG C 1 a_setpitch(pitch+0.4)\n\t\tSBFG B 1 a_setpitch(pitch+0.4)\n\t\tSBFG A 1 a_setpitch(pitch+0.4)\n\t\tBFGG A 20 A_ReFire\n \tgoto Ready\n Flash:\n\t BFGW A 2 bright\n \tBFGX HGFE 1 bright A_Light2\n\t\tBFGX DCBA 1 bright A_Light2\n\t\tTNT1 A 0 A_Light0\n \tGoto LightDone\n\t}\n}\n\nACTOR SMG : z86chaingun\n{\nstates\n\t{\n Spawn:\n\t\tSMGP A -1\n\t\tloop\n Ready:\n\t\tASMG A 1 A_WeaponReady\n\t\tLoop\n Deselect:\n\t\tASMG A 1 A_Lower\n\t\tLoop\n Select:\n\t\tASMG A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tASMG B 1 bright A_FireCGun\n\t\tASMG CDA 1\n\t\tASMG E 1 bright A_FireCGun\n\t\tASMG CDA 1\n\t\tASMG A 0 A_ReFire\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 a 0\n\t\tstop\n\t}\n}"
},
{
"source": "pk3",
"name": "DECO/PLAYER/Pistol.txt",
"contents": "ACTOR PerkPistol : Pistol replaces Pistol\n{\n\tdecal bulletchip\n\tStates\n\t{\n\tReady:\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==1, \"64ready\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLReady\")\n\t\tPKPI A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==1, \"64deselect\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLDeselect\")\n\t\tPKPI A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==1, \"64select\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLSelect\")\n\t\tPKPI A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==1, \"64fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"RecoilToggle\")==1, \"RecoilFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"CaseFire\")\n\t\tPKPI A 4\n\t\tPKPI B 0 A_FirePistol\n\t\tPKPI B 2\n\t\tPKPI C 3\n\t\tPKPI D 1\n\t\tPKPI E 1 offset(0,34)\n\t\tPKPI E 1 offset(0,33)\n\t\tPKPI D 1 offset(0,32)\n\t\tPKPI B 1 offset(0,32)\n\t\tPKPI B 1 a_refire\n\t\tPKPI A 4 A_ReFire\n\t\tGoto Ready\n\tRecoilFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==1, \"64recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"RecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"RecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLRecoilFire\")\n\t\tPKPI A 4\n\t\tPKPI B 0 A_FirePistol\n\t\tPKPI B 2 a_setpitch (pitch-0.2)\n\t\tPKPI C 3 a_setpitch (pitch-0.2)\n\t\tPKPI D 1 a_setpitch (pitch-0.1)\n\t\tPKPI E 1 offset(0,34) a_setpitch (pitch+0.2)\n\t\tPKPI E 1 offset(0,33) a_setpitch (pitch+0.2)\n\t\tPKPI D 1 offset(0,32) a_setpitch (pitch+0.1)\n\t\tPKPI B 1 offset(0,32)\n\t\tPKPI B 1 a_refire\n\t\tPKPI A 4 A_ReFire\n\t\tGoto Ready\n\tCaseFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==1, \"64casefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"RecoilToggle\")==1, \"RecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLCaseFire\")\n\t\tPKPI A 4\n\t\tPKPI B 0 A_FirePistol\n\t\tPKPI B 0 A_spawnitemex (\"bulletcasing\", 40, 0, 25, random(4,6), random(7,8), random(7,9), 0)\n\t\tPKPI B 2\n\t\tPKPI C 3\n\t\tPKPI D 1\n\t\tPKPI E 1 offset(0,34)\n\t\tPKPI E 1 offset(0,33)\n\t\tPKPI D 1 offset(0,32)\n\t\tPKPI B 1 offset(0,32)\n\t\tPKPI B 1 a_refire\n\t\tPKPI A 4 A_ReFire\n\t\tGoto Ready\n\tRecoilCaseFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==1, \"64recoilcasefire\")\n\t\tPKPI A 4\n\t\tPKPI B 0 A_FirePistol\n\t\tPKPI B 0 A_spawnitemex (\"bulletcasing\", 40, 0, 25, random(4,6), random(7,8), random(7,9), 0)\n\t\tPKPI B 2 a_setpitch (pitch-0.2)\n\t\tPKPI C 3 a_setpitch (pitch-0.2)\n\t\tPKPI D 1 a_setpitch (pitch-0.1)\n\t\tPKPI E 1 offset(0,34) a_setpitch (pitch+0.2)\n\t\tPKPI E 1 offset(0,33) a_setpitch (pitch+0.2)\n\t\tPKPI D 1 offset(0,32) a_setpitch (pitch+0.1)\n\t\tPKPI B 1 offset(0,32)\n\t\tPKPI B 1 a_refire\n\t\tPKPI A 4 A_ReFire\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==1, \"64flash\")\n\t\tTNT1 A 0\n\t\tPKPF B 2 Bright A_Light2\n\t\tPKPF A 1 Bright A_Light1\n\t\tGoto LightDone\n\n\t////////////////\n\t//BLACK GLOVES//\n\t////////////////\n\tBLReady:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"Ready\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==1, \"bl64ready\")\n\t\tBKPI A 1 A_WeaponReady\n\t\tLoop\n\tBLDeselect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"Deselect\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==1, \"bl64deselect\")\n\t\tBKPI A 1 A_Lower\n\t\tLoop\n\tBLSelect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"Select\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==1, \"bl64select\")\n\t\tBKPI A 1 A_Raise\n\t\tLoop\n\tBLFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"Fire\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==1, \"bl64fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"BLCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"BLCaseFire\")\n\t\tBKPI A 4\n\t\tBKPI B 0 A_FirePistol\n\t\tBKPI B 2\n\t\tBKPI C 3\n\t\tBKPI D 1\n\t\tBKPI E 1 offset(0,34)\n\t\tBKPI E 1 offset(0,33)\n\t\tBKPI D 1 offset(0,32)\n\t\tBKPI B 1 offset(0,32)\n\t\tBKPI B 1 a_refire\n\t\tBKPI A 4 A_ReFire\n\t\tGoto Ready\n\tBLRecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"RecoilFire\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==1, \"bl64recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"BLRecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"BLRecoilCaseFire\")\n\t\tBKPI A 4\n\t\tBKPI B 0 A_FirePistol\n\t\tBKPI B 2 a_setpitch (pitch-0.2)\n\t\tBKPI C 3 a_setpitch (pitch-0.2)\n\t\tBKPI D 1 a_setpitch (pitch-0.1)\n\t\tBKPI E 1 offset(0,34) a_setpitch (pitch+0.2)\n\t\tBKPI E 1 offset(0,33) a_setpitch (pitch+0.2)\n\t\tBKPI D 1 offset(0,32) a_setpitch (pitch+0.1)\n\t\tBKPI B 1 offset(0,32)\n\t\tBKPI B 1 a_refire\n\t\tBKPI A 4 A_ReFire\n\t\tGoto Ready\n\tBLCaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"CaseFire\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==1, \"bl64casefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"RecoilToggle\")==1, \"BLRecoilCaseFire\")\n\t\tBKPI A 4\n\t\tBKPI B 0 A_FirePistol\n\t\tBKPI B 0 A_spawnitemex (\"bulletcasing\", 40, 0, 25, random(4,6), random(7,8), random(7,9), 0)\n\t\tBKPI B 2\n\t\tBKPI C 3\n\t\tBKPI D 1\n\t\tBKPI E 1 offset(0,34)\n\t\tBKPI E 1 offset(0,33)\n\t\tBKPI D 1 offset(0,32)\n\t\tBKPI B 1 offset(0,32)\n\t\tBKPI B 1 a_refire\n\t\tBKPI A 4 A_ReFire\n\t\tGoto Ready\n\tBLRecoilCaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"RecoilCaseFire\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==1, \"bl64recoilcasefire\")\n\t\tBKPI A 4\n\t\tBKPI B 0 A_FirePistol\n\t\tBKPI B 0 A_spawnitemex (\"bulletcasing\", 40, 0, 25, random(4,6), random(7,8), random(7,9), 0)\n\t\tBKPI B 2 a_setpitch (pitch-0.2)\n\t\tBKPI C 3 a_setpitch (pitch-0.2)\n\t\tBKPI D 1 a_setpitch (pitch-0.1)\n\t\tBKPI E 1 offset(0,34) a_setpitch (pitch+0.2)\n\t\tBKPI E 1 offset(0,33) a_setpitch (pitch+0.2)\n\t\tBKPI D 1 offset(0,32) a_setpitch (pitch+0.1)\n\t\tBKPI B 1 offset(0,32)\n\t\tBKPI B 1 a_refire\n\t\tBKPI A 4 A_ReFire\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==1, \"64flash\")\n\t\tPKPF B 2 Bright A_Light2\n\t\tPKPF A 1 Bright A_Light1\n\t\tGoto LightDone\n\n\t/////////////\n\t//64 STATES//\n\t/////////////\n\n\t64Ready:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BL64ready\")\n\t\tPIS2 A 1 A_WeaponReady\n\t\tLoop\n\t64Deselect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BL64deselect\")\n\t\tPIS2 A 1 A_Lower\n\t\tLoop\n\t64Select:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BL64select\")\n\t\tPIS2 A 1 A_Raise\n\t\tLoop\n\t64Fire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BL64fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"RecoilToggle\")==1, \"64RecoilFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"64CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"64CaseFire\")\n\t\tPIS2 A 4\n\t\tPIS2 B 0 A_FirePistol\n\t\tPIS2 B 2 offset(0,40)\n\t\tPIS2 C 2 offset(0,38)\n\t\tPIS2 E 2 offset(0,36)\n\t\tPIS2 D 1 offset(0,34)\n\t\tPIS2 D 1 offset(0,33)\n\t\tPIS2 B 2 offset(0,33)\n\t\tPIS2 A 5 A_ReFire\n\t\tGoto Ready\n\t64RecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BL64recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"64CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"64CaseFire\")\n\t\tPIS2 A 4\n\t\tPIS2 B 0 A_FirePistol\n\t\tPIS2 B 2 bright offset(0,40) a_setpitch(pitch-0.2)\n\t\tPIS2 C 2 offset(0,38) a_setpitch(pitch-0.2)\n\t\tPIS2 E 2 offset(0,36) a_setpitch(pitch-0.1)\n\t\tPIS2 D 1 offset(0,34) a_setpitch(pitch+0.2)\n\t\tPIS2 D 1 offset(0,33) a_setpitch(pitch+0.2)\n\t\tPIS2 B 2 offset(0,33) a_setpitch(pitch+0.1)\n\t\tPIS2 A 5 A_ReFire\n\t\tGoto Ready\n\t64CaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BL64casefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"RecoilToggle\")==1, \"64RecoilCaseFire\")\n\t\tPIS2 A 4\n\t\tPIS2 B 0 A_FirePistol\n\t\tPIS2 B 0 A_spawnitemex (\"bulletcasing\", 40, 0, 25, random(4,6), random(7,8), random(7,9), 0)\n\t\tPIS2 B 2 bright offset(0,40)\n\t\tPIS2 C 2 offset(0,38)\n\t\tPIS2 E 2 offset(0,36)\n\t\tPIS2 D 1 offset(0,34)\n\t\tPIS2 D 1 offset(0,33)\n\t\tPIS2 B 2 offset(0,33)\n\t\tPIS2 A 5 A_ReFire\n\t\tGoto Ready\n\t64RecoilCaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BL64recoilcasefire\")\n\t\tPIS2 A 4\n\t\tPIS2 C 0 A_FirePistol\n\t\tPIS2 B 0 A_spawnitemex (\"bulletcasing\", 40, 0, 25, random(4,6), random(7,8), random(7,9), 0)\n\t\tPIS2 B 2 bright offset(0,40) a_setpitch(pitch-0.2)\n\t\tPIS2 C 2 offset(0,38) a_setpitch(pitch-0.2)\n\t\tPIS2 E 2 offset(0,36) a_setpitch(pitch-0.1)\n\t\tPIS2 D 1 offset(0,34) a_setpitch(pitch+0.2)\n\t\tPIS2 D 1 offset(0,33) a_setpitch(pitch+0.2)\n\t\tPIS2 B 2 offset(0,33) a_setpitch(pitch+0.1)\n\t\tPIS2 A 5 A_ReFire\n\t\tGoto Ready\n\t64Flash:\n\t\tPIS2 F 2 Bright A_Light2\n\t\tPIS2 G 1 Bright A_Light1\n\t\tGoto LightDone\n\n\t////////////\n\t//BLACK 64//\n\t////////////\n\n\tbl64Ready:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"64ready\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==0, \"blready\")\n\t\tbi64 A 1 A_WeaponReady\n\t\tLoop\n\tbl64Deselect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"64Deselect\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==0, \"bldeselect\")\n\t\tbi64 A 1 A_Lower\n\t\tLoop\n\tbl64Select:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"64select\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==0, \"blselect\")\n\t\tbi64 A 1 A_Raise\n\t\tLoop\n\tbl64Fire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"64fire\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==0, \"blfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"RecoilToggle\")==1, \"64RecoilFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"64CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"64CaseFire\")\n\t\tbi64 A 4\n\t\tbi64 B 0 A_FirePistol\n\t\tbi64 B 2 offset(0,40)\n\t\tbi64 C 2 offset(0,38)\n\t\tbi64 E 2 offset(0,36)\n\t\tbi64 D 1 offset(0,34)\n\t\tbi64 D 1 offset(0,33)\n\t\tbi64 B 2 offset(0,33)\n\t\tbi64 A 5 A_ReFire\n\t\tGoto Ready\n\tbl64RecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"64recoilfire\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==0, \"blrecoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"64CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"64CaseFire\")\n\t\tbi64 A 4\n\t\tbi64 B 0 A_FirePistol\n\t\tbi64 B 2 bright offset(0,40) a_setpitch(pitch-0.2)\n\t\tbi64 C 2 offset(0,38) a_setpitch(pitch-0.2)\n\t\tbi64 E 2 offset(0,36) a_setpitch(pitch-0.1)\n\t\tbi64 D 1 offset(0,34) a_setpitch(pitch+0.2)\n\t\tbi64 D 1 offset(0,33) a_setpitch(pitch+0.2)\n\t\tbi64 B 2 offset(0,33) a_setpitch(pitch+0.1)\n\t\tbi64 A 5 A_ReFire\n\t\tGoto Ready\n\tbl64CaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"64casefire\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==0, \"blcasefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"RecoilToggle\")==1, \"64RecoilCaseFire\")\n\t\tbi64 A 4\n\t\tbi64 B 0 A_FirePistol\n\t\tbi64 B 0 A_spawnitemex (\"bulletcasing\", 40, 0, 25, random(4,6), random(7,8), random(7,9), 0)\n\t\tbi64 B 2 bright offset(0,40)\n\t\tbi64 C 2 offset(0,38)\n\t\tbi64 E 2 offset(0,36)\n\t\tbi64 D 1 offset(0,34)\n\t\tbi64 D 1 offset(0,33)\n\t\tbi64 B 2 offset(0,33)\n\t\tbi64 A 5 A_ReFire\n\t\tGoto Ready\n\tbl64RecoilCaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"64recoilcasefire\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==0, \"blrecoilcasefire\")\n\t\tbi64 A 4\n\t\tbi64 C 0 A_FirePistol\n\t\tbi64 B 0 A_spawnitemex (\"bulletcasing\", 40, 0, 25, random(4,6), random(7,8), random(7,9), 0)\n\t\tbi64 B 2 bright offset(0,40) a_setpitch(pitch-0.2)\n\t\tbi64 C 2 offset(0,38) a_setpitch(pitch-0.2)\n\t\tbi64 E 2 offset(0,36) a_setpitch(pitch-0.1)\n\t\tbi64 D 1 offset(0,34) a_setpitch(pitch+0.2)\n\t\tbi64 D 1 offset(0,33) a_setpitch(pitch+0.2)\n\t\tbi64 B 2 offset(0,33) a_setpitch(pitch+0.1)\n\t\tbi64 A 5 A_ReFire\n\t\tGoto Ready\n\t\t}\n}\n\nACTOR Rifle : Pistol\n{\ndecal \"bulletchip\"\n+CHEATNOTWEAPON\n\tstates\n\t{\n\tSpawn:\n\t\tRifl a -1\n\t\tstop\n\tReady:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLready\")\n\t\tRIF2 A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLdeselect\")\n\t\tRIF2 A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLselect\")\n\t\tRIF2 A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"RecoilToggle\")==1, \"RecoilFire\")\n\t\tRIF2 A 1\n\t\tRIF2 B 1\n\t\tRIF2 D 2 bright A_FirePistol\n\t\tRIF2 C 2 bright\n\t\tRIF2 E 2\n\t\tRIF2 F 2\n\t\tRIF2 G 2 A_ReFire\n\t\tRIF2 H 3\n\t\tRIF2 A 5\n\t\tGoto Ready\n\tCaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"RecoilToggle\")==1, \"RecoilCaseFire\")\n\t\tRIF2 A 1\n\t\tRIF2 B 1\n\t\tRIF2 D 2 bright A_FirePistol\n\t\tRIF2 D 0 bright A_spawnitemex (\"bulletcasing\", 40, 0, 25, random(4,6), random(7,8), random(7,9), 0)\n\t\tRIF2 C 2 bright\n\t\tRIF2 E 2\n\t\tRIF2 F 2\n\t\tRIF2 G 2 A_ReFire\n\t\tRIF2 H 3\n\t\tRIF2 A 5\n\t\tGoto Ready\n\tRecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"RecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"RecoilCaseFire\")\n\t\tRIF2 A 1\n\t\tRIF2 B 1\n\t\tRIF2 D 2 bright A_FirePistol\n\t\tRIF2 C 1 bright a_setpitch(pitch-0.2)\n\t\tRIF2 C 1 bright a_setpitch(pitch-0.2)\n\t\tRIF2 E 2 a_setpitch(pitch-0.1)\n\t\tRIF2 F 1 a_setpitch(pitch+0.2)\n\t\tRIF2 F 1 a_setpitch(pitch+0.3)\n\t\tRIF2 G 2 A_ReFire\n\t\tRIF2 H 3\n\t\tRIF2 A 5\n\t\tGoto Ready\n\tRecoilCaseFire:\n\t\tRIF2 A 1\n\t\tRIF2 B 1\n\t\tRIF2 D 2 bright A_FirePistol\n\t\tRIF2 D 0 bright A_spawnitemex (\"bulletcasing\", 40, 0, 25, random(4,6), random(7,8), random(7,9), 0)\n\t\tRIF2 C 1 bright a_setpitch(pitch-0.2)\n\t\tRIF2 C 1 bright a_setpitch(pitch-0.2)\n\t\tRIF2 E 2 a_setpitch(pitch-0.1)\n\t\tRIF2 F 1 a_setpitch(pitch+0.2)\n\t\tRIF2 F 1 a_setpitch(pitch+0.3)\n\t\tRIF2 G 2 A_ReFire\n\t\tRIF2 H 3\n\t\tRIF2 A 5\n\t\tGoto Ready\n\tFlash:\n\t\tRIF2 I 2 Bright A_Light2\n\t\tRIF2 J 1 Bright A_Light1\n\t\tGoto LightDone\n\n\t////////////////\n\t//BLACK GLOVES//\n\t////////////////\n\n\tblReady:\n\t\tbif2 A 1 A_WeaponReady\n\t\tLoop\n\tblDeselect:\n\t\tbif2 A 1 A_Lower\n\t\tLoop\n\tblSelect:\n\t\tbif2 A 1 A_Raise\n\t\tLoop\n\tblFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"blCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"blCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"RecoilToggle\")==1, \"blRecoilFire\")\n\t\tbif2 A 1\n\t\tbif2 B 1\n\t\tbif2 D 2 bright A_FirePistol\n\t\tbif2 C 2 bright\n\t\tbif2 E 2\n\t\tbif2 F 2\n\t\tbif2 G 2 A_ReFire\n\t\tbif2 H 3\n\t\tbif2 A 5\n\t\tGoto Ready\n\tblCaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"RecoilToggle\")==1, \"blRecoilCaseFire\")\n\t\tbif2 A 1\n\t\tbif2 B 1\n\t\tbif2 D 2 bright A_FirePistol\n\t\tbif2 D 0 bright A_spawnitemex (\"bulletcasing\", 40, 0, 25, random(4,6), random(7,8), random(7,9), 0)\n\t\tbif2 C 2 bright\n\t\tbif2 E 2\n\t\tbif2 F 2\n\t\tbif2 G 2 A_ReFire\n\t\tbif2 H 3\n\t\tbif2 A 5\n\t\tGoto Ready\n\tblRecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"blRecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"blRecoilCaseFire\")\n\t\tbif2 A 1\n\t\tbif2 B 1\n\t\tbif2 D 2 bright A_FirePistol\n\t\tbif2 C 1 bright a_setpitch(pitch-0.2)\n\t\tbif2 C 1 bright a_setpitch(pitch-0.2)\n\t\tbif2 E 2 a_setpitch(pitch-0.1)\n\t\tbif2 F 1 a_setpitch(pitch+0.2)\n\t\tbif2 F 1 a_setpitch(pitch+0.3)\n\t\tbif2 G 2 A_ReFire\n\t\tbif2 H 3\n\t\tbif2 A 5\n\t\tGoto Ready\n\tblRecoilCaseFire:\n\t\tbif2 A 1\n\t\tbif2 B 1\n\t\tbif2 D 2 bright A_FirePistol\n\t\tbif2 D 0 bright A_spawnitemex (\"bulletcasing\", 40, 0, 25, random(4,6), random(7,8), random(7,9), 0)\n\t\tbif2 C 1 bright a_setpitch(pitch-0.2)\n\t\tbif2 C 1 bright a_setpitch(pitch-0.2)\n\t\tbif2 E 2 a_setpitch(pitch-0.1)\n\t\tbif2 F 1 a_setpitch(pitch+0.2)\n\t\tbif2 F 1 a_setpitch(pitch+0.3)\n\t\tbif2 G 2 A_ReFire\n\t\tbif2 H 3\n\t\tbif2 A 5\n\t\tGoto Ready\n\t\t}\n}"
},
{
"source": "pk3",
"name": "DECO/PLAYER/Shotgun.txt",
"contents": "ACTOR PerkShotgun : Shotgun replaces Shotgun\n{\n\tdecal bulletchip\n\tStates\n\t{\n\tReady:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==1, \"64ready\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLready\")\n\t\tSHTG A 1 A_WeaponReady\n\t\tLoop\n\t64Ready:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==0, \"ready\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BL64ready\")\n\t\tSG64 A 1 a_weaponready\n\t\tloop\n\tDeselect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==1, \"64deselect\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLdeselect\")\n\t\tSHTG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==1, \"64select\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLselect\")\n\t\tSHTG A 1 A_Raise\n\t\tLoop\n\t64Deselect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==0, \"deselect\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BL64deselect\")\n\t\tSG64 A 1 A_Lower\n\t\tLoop\n\t64Select:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==0, \"select\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BL64select\")\n\t\tSG64 A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==1, \"64fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"RecoilToggle\")==1, \"RecoilFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"CaseFire\")\n\t\tPKSG A 3\n\t\tPKSG A 5 A_FireShotgun\n\t\tPKSG B 2\n\t\tPKSG C 1\n\t\tPKSG D 2\n\t\tPKSG E 3\n\t\tPKSG F 4\n\t\tPKSG G 1\n\t\tPKSG H 3\n\t\tPKSG GFEDCB 2\n\t\tPKSG A 1\n\t\tPKSG A 7 A_ReFire\n\t\tGoto Ready\n\tRecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==1, \"64recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLrecoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"RecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"RecoilCaseFire\")\n\t\tPKSG A 3\n\t\tPKSG A 1 A_FireShotgun\n\t\tPKSG A 1 a_setpitch(pitch-0.4)\n\t\tPKSG A 1 a_setpitch(pitch-0.4)\n\t\tPKSG A 1 a_setpitch(pitch-0.2)\n\t\tPKSG A 1 a_setpitch(pitch-0.2)\n\t\tPKSG B 1 a_setpitch(pitch+0.2)\n\t\tPKSG B 1 a_setpitch(pitch+0.2)\n\t\tPKSG C 1 a_setpitch(pitch+0.2)\n\t\tPKSG D 2 a_setpitch(pitch+0.2)\n\t\tPKSG E 3 a_setpitch(pitch+0.2)\n\t\tPKSG F 4 a_setpitch(pitch+0.2)\n\t\tPKSG G 1\n\t\tPKSG H 3\n\t\tPKSG GFEDCB 2\n\t\tPKSG A 1\n\t\tPKSG A 7 A_ReFire\n\t\tGoto Ready\n\tCaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==1, \"64casefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLcasefire\")\n\t\tPKSG A 3\n\t\tPKSG A 5 A_FireShotgun\n\t\tPKSG B 2\n\t\tPKSG C 1\n\t\tPKSG D 2\n\t\tPKSG E 3\n\t\tPKSG F 4\n\t\tPKSG G 1\n\t\tPKSG H 3\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 30, random(3,4), random(7,8), random(7,9), 0)\n\t\tPKSG GFEDCB 2\n\t\tPKSG A 1\n\t\tPKSG A 7 A_ReFire\n\t\tGoto Ready\n\tRecoilCaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==1, \"64recoilcasefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLrecoilcasefire\")\n\t\tPKSG A 3\n\t\tPKSG A 1 A_FireShotgun\n\t\tPKSG A 1 a_setpitch(pitch-0.4)\n\t\tPKSG A 1 a_setpitch(pitch-0.4)\n\t\tPKSG A 1 a_setpitch(pitch-0.2)\n\t\tPKSG A 1 a_setpitch(pitch-0.2)\n\t\tPKSG B 1 a_setpitch(pitch+0.2)\n\t\tPKSG B 1 a_setpitch(pitch+0.2)\n\t\tPKSG C 1 a_setpitch(pitch+0.2)\n\t\tPKSG D 2 a_setpitch(pitch+0.2)\n\t\tPKSG E 3 a_setpitch(pitch+0.2)\n\t\tPKSG F 4 a_setpitch(pitch+0.2)\n\t\tPKSG G 1\n\t\tPKSG H 3\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 30, random(3,4), random(7,8), random(7,9), 0)\n\t\tPKSG GFEDCB 2\n\t\tPKSG A 1\n\t\tPKSG A 7 A_ReFire\n\t\tGoto Ready\n\n\t64RecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==0, \"recoilcasefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BL64recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"64RecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"64RecoilCaseFire\")\n\t\tSG64 A 3\n\t\tSG64 A 1 A_FireShotgun\n\t\tSG64 A 1 a_setpitch(pitch-0.4)\n\t\tSG64 A 1 a_setpitch(pitch-0.4)\n\t\tSG64 A 1 a_setpitch(pitch-0.2)\n\t\tSG64 A 1 a_setpitch(pitch-0.2)\n\t\tSG64 IBC 1 a_setpitch(pitch+0.2)\n\t\tSG64 D 2 a_setpitch(pitch+0.2)\n\t\tSG64 E 3 a_setpitch(pitch+0.2)\n\t\tSG64 F 4 a_setpitch(pitch+0.2)\n\t\tSG64 G 1\n\t\tSG64 H 3\n\t\tSG64 GFEDC 2\n\t\tSG64 BIA 1\n\t\tSG64 A 7 A_ReFire\n\t\tGoto Ready\n\t64Fire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==0, \"fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BL64fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"64recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"64CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"64CaseFire\")\n\t\tSG64 A 3\n\t\tSG64 A 5 A_FireShotgun\n\t\tSG64 IBC 1\n\t\tSG64 D 2\n\t\tSG64 E 3\n\t\tSG64 F 4\n\t\tSG64 G 1\n\t\tSG64 H 3\n\t\tSG64 GFEDC 2\n\t\tSG64 BIA 1\n\t\tSG64 A 7 A_ReFire\n\t\tGoto Ready\n\t64CaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==0, \"casefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"bl64casefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"64recoilcasefire\")\n\t\tSG64 A 3\n\t\tSG64 A 5 A_FireShotgun\n\t\tSG64 IBC 1\n\t\tSG64 D 2\n\t\tSG64 E 3\n\t\tSG64 F 4\n\t\tSG64 G 1\n\t\tSG64 H 3\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 30, random(3,4), random(7,8), random(7,9), 0)\n\t\tSG64 GFEDC 2\n\t\tSG64 BIA 1\n\t\tSG64 A 7 A_ReFire\n\t\tGoto Ready\n\t64RecoilCaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==0, \"recoilcasefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BL64recoilcasefire\")\n\t\tSG64 A 3\n\t\tSG64 A 1 A_FireShotgun\n\t\tSG64 A 1 a_setpitch(pitch-0.4)\n\t\tSG64 A 1 a_setpitch(pitch-0.4)\n\t\tSG64 A 1 a_setpitch(pitch-0.2)\n\t\tSG64 A 1 a_setpitch(pitch-0.2)\n\t\tSG64 IBC 1 a_setpitch(pitch+0.2)\n\t\tSG64 D 2 a_setpitch(pitch+0.2)\n\t\tSG64 E 3 a_setpitch(pitch+0.2)\n\t\tSG64 F 4 a_setpitch(pitch+0.2)\n\t\tSG64 G 1\n\t\tSG64 H 3\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 30, random(3,4), random(7,8), random(7,9), 0)\n\t\tSG64 GFEDC 2\n\t\tSG64 BIA 1\n\t\tSG64 A 7 A_ReFire\n\t\tGoto Ready\n\n\tFlash:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==1, \"64flash\")\n\t\tSHTF B 3 Bright A_Light2\n\t\tSHTF A 2 Bright A_Light1\n\t\tGoto LightDone\n\n\t64Flash:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==0, \"flash\")\n\t\tS64F A 3 Bright A_Light2\n\t\tS64F B 2 Bright A_Light1\n\t\tGoto LightDone\n\n////////////////\n//BLACK GLOVES//\n////////////////\n\tBLReady:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==1, \"bl64ready\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"ready\")\n\t\tBKSG A 1 A_WeaponReady\n\t\tLoop\n\tBLDeselect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==1, \"bl64deselect\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"deselect\")\n\t\tBKSG A 1 A_Lower\n\t\tLoop\n\tBLSelect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==1, \"bl64select\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"select\")\n\t\tBKSG A 1 A_Raise\n\t\tLoop\n\tBLFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==1, \"bl64fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"RecoilToggle\")==1, \"RecoilFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"CaseFire\")\n\t\tBKSG A 3\n\t\tBKSG A 5 A_FireShotgun\n\t\tBKSG B 2\n\t\tBKSG C 1\n\t\tBKSG D 2\n\t\tBKSG E 3\n\t\tBKSG F 4\n\t\tBKSG G 1\n\t\tBKSG H 3\n\t\tBKSG GFEDCB 2\n\t\tBKSG A 1\n\t\tBKSG A 7 A_ReFire\n\t\tGoto Ready\n\tBLRecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==1, \"bl64recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"RecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"RecoilCaseFire\")\n\t\tBKSG A 3\n\t\tBKSG A 1 A_FireShotgun\n\t\tBKSG A 1 a_setpitch(pitch-0.4)\n\t\tBKSG A 1 a_setpitch(pitch-0.4)\n\t\tBKSG A 1 a_setpitch(pitch-0.2)\n\t\tBKSG A 1 a_setpitch(pitch-0.2)\n\t\tBKSG B 1 a_setpitch(pitch+0.2)\n\t\tBKSG B 1 a_setpitch(pitch+0.2)\n\t\tBKSG C 1 a_setpitch(pitch+0.2)\n\t\tBKSG D 2 a_setpitch(pitch+0.2)\n\t\tBKSG E 3 a_setpitch(pitch+0.2)\n\t\tBKSG F 4 a_setpitch(pitch+0.2)\n\t\tBKSG G 1\n\t\tBKSG H 3\n\t\tBKSG GFEDCB 2\n\t\tBKSG A 1\n\t\tBKSG A 7 A_ReFire\n\t\tGoto Ready\n\tBLCaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==1, \"bl64casefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"casefire\")\n\t\tBKSG A 3\n\t\tBKSG A 5 A_FireShotgun\n\t\tBKSG B 2\n\t\tBKSG C 1\n\t\tBKSG D 2\n\t\tBKSG E 3\n\t\tBKSG F 4\n\t\tBKSG G 1\n\t\tBKSG H 3\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 30, random(3,4), random(7,8), random(7,9), 0)\n\t\tBKSG GFEDCB 2\n\t\tBKSG A 1\n\t\tBKSG A 7 A_ReFire\n\t\tGoto Ready\n\tBLRecoilCaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==1, \"bl64recoilcasefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"recoilcasefire\")\n\t\tBKSG A 3\n\t\tBKSG A 1 A_FireShotgun\n\t\tBKSG A 1 a_setpitch(pitch-0.4)\n\t\tBKSG A 1 a_setpitch(pitch-0.4)\n\t\tBKSG A 1 a_setpitch(pitch-0.2)\n\t\tBKSG A 1 a_setpitch(pitch-0.2)\n\t\tBKSG B 1 a_setpitch(pitch+0.2)\n\t\tBKSG B 1 a_setpitch(pitch+0.2)\n\t\tBKSG C 1 a_setpitch(pitch+0.2)\n\t\tBKSG D 2 a_setpitch(pitch+0.2)\n\t\tBKSG E 3 a_setpitch(pitch+0.2)\n\t\tBKSG F 4 a_setpitch(pitch+0.2)\n\t\tBKSG G 1\n\t\tBKSG H 3\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 30, random(3,4), random(7,8), random(7,9), 0)\n\t\tBKSG GFEDCB 2\n\t\tBKSG A 1\n\t\tBKSG A 7 A_ReFire\n\t\tGoto Ready\n\n\t////////////\n\t//BLACK 64// //jesus, this is getting complicated\n\t////////////\n\n\tbl64Ready:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==0, \"blready\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"64ready\")\n\t\tbG64 A 1 a_weaponready\n\t\tloop\n\tbl64Deselect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==0, \"bldeselect\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"64deselect\")\n\t\tbG64 A 1 A_Lower\n\t\tLoop\n\tbl64Select:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==0, \"blselect\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"64select\")\n\t\tbG64 A 1 A_Raise\n\t\tLoop\n\tbl64Fire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==0, \"blfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"64fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"bl64recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"bl64CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"bl64CaseFire\")\n\t\tbG64 A 3\n\t\tbg64 A 5 A_FireShotgun\n\t\tbg64 IBC 1\n\t\tbg64 D 2\n\t\tbg64 E 3\n\t\tbg64 F 4\n\t\tbg64 G 1\n\t\tbg64 H 3\n\t\tbg64 GFEDC 2\n\t\tbg64 BIA 1\n\t\tbg64 A 7 A_ReFire\n\t\tGoto Ready\n\tbl64RecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==0, \"blrecoilcasefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"bl64RecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"bl64RecoilCaseFire\")\n\t\tbg64 A 3\n\t\tbg64 A 1 A_FireShotgun\n\t\tbg64 A 1 a_setpitch(pitch-0.4)\n\t\tbg64 A 1 a_setpitch(pitch-0.4)\n\t\tbg64 A 1 a_setpitch(pitch-0.2)\n\t\tbg64 A 1 a_setpitch(pitch-0.2)\n\t\tbg64 IBC 1 a_setpitch(pitch+0.2)\n\t\tbg64 D 2 a_setpitch(pitch+0.2)\n\t\tbg64 E 3 a_setpitch(pitch+0.2)\n\t\tbg64 F 4 a_setpitch(pitch+0.2)\n\t\tbg64 G 1\n\t\tbg64 H 3\n\t\tbg64 GFEDC 2\n\t\tbg64 BIA 1\n\t\tbg64 A 7 A_ReFire\n\t\tGoto Ready\n\tbl64CaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==0, \"blcasefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"bl64recoilcasefire\")\n\t\tbg64 A 3\n\t\tbg64 A 5 A_FireShotgun\n\t\tbg64 IBC 1\n\t\tbg64 D 2\n\t\tbg64 E 3\n\t\tbg64 F 4\n\t\tbg64 G 1\n\t\tbg64 H 3\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 30, random(3,4), random(7,8), random(7,9), 0)\n\t\tbg64 GFEDC 2\n\t\tbg64 BIA 1\n\t\tbg64 A 7 A_ReFire\n\t\tGoto Ready\n\tbl64RecoilCaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==0, \"blrecoilcasefire\")\n\t\tbg64 A 3\n\t\tbg64 A 1 A_FireShotgun\n\t\tbg64 A 1 a_setpitch(pitch-0.4)\n\t\tbg64 A 1 a_setpitch(pitch-0.4)\n\t\tbg64 A 1 a_setpitch(pitch-0.2)\n\t\tbg64 A 1 a_setpitch(pitch-0.2)\n\t\tbg64 IBC 1 a_setpitch(pitch+0.2)\n\t\tbg64 D 2 a_setpitch(pitch+0.2)\n\t\tbg64 E 3 a_setpitch(pitch+0.2)\n\t\tbg64 F 4 a_setpitch(pitch+0.2)\n\t\tbg64 G 1\n\t\tbg64 H 3\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 30, random(3,4), random(7,8), random(7,9), 0)\n\t\tbg64 GFEDC 2\n\t\tbg64 BIA 1\n\t\tbg64 A 7 A_ReFire\n\t\tGoto Ready\n\t}\n}"
},
{
"source": "pk3",
"name": "DECO/PLAYER/SSG.txt",
"contents": "ACTOR PerkSuperShotgun : SuperShotgun replaces SuperShotgun\n{\n\tdecal bulletchip\n\tStates\n\t{\n\tReady:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ssgtoggle\")==1, \"64ready\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"blready\")\n\t\tpks2 A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ssgtoggle\")==1, \"64deselect\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"bldeselect\")\n\t\tpks2 A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ssgtoggle\")==1, \"64select\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"blselect\")\n\t\tPKS2 A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ssgtoggle\")==1, \"64fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"blfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"CaseFire\")\n\t\tPKS2 A 3\n\t\tPKS2 A 6 A_FireShotgun2\n\t\tPKS2 A 3 A_Checkreload\n\t\tPKS2 B 2\n\t\tPKS2 C 3\n\t\tPKS2 D 4\n\t\tPKS2 E 4\n\t\tPKS2 F 2 A_OpenShotgun2\n\t\tPKS2 GHIJ 2\n\t\tPKS2 K 3\n\t\tPKS2 L 2 A_LoadShotgun2\n\t\tPKS2 M 3\n\t\tPKS2 NOPQ 2\n\t\tPKS2 R 3 A_CloseShotgun2\n\t\tPKS2 S 3\n\t\tPKS2 A 1 A_ReFire\n\t\tGoto Ready\n\tRecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"RecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"RecoilCaseFire\")\n\t\tPKS2 A 3\n\t\tPKS2 A 1 A_FireShotgun2\n\t\tPKS2 A 1 a_setpitch(pitch-1.0)\n\t\tPKS2 A 1 a_setpitch(pitch-0.5)\n\t\tPKS2 A 1 a_setpitch(pitch-0.4)\n\t\tPKS2 A 1 a_setpitch(pitch-0.3)\n\t\tPKS2 A 1 a_setpitch(pitch-0.3)\n\t\tPKS2 A 1 A_Checkreload\n\t\tPKS2 A 0 a_setpitch(pitch+0.6)\n\t\tPKS2 A 1 a_setpitch(pitch+0.5)\n\t\tPKS2 A 1 a_setpitch(pitch+0.4)\n\t\tPKS2 B 1 a_setpitch(pitch+0.3)\n\t\tPKS2 B 1 a_setpitch(pitch+0.3)\n\t\tPKS2 C 1 a_setpitch(pitch+0.2)\n\t\tPKS2 C 1 a_setpitch(pitch+0.2)\n\t\tPKS2 C 1\n\t\tPKS2 D 4\n\t\tPKS2 E 4\n\t\tPKS2 F 2 A_OpenShotgun2\n\t\tPKS2 GHIJ 2\n\t\tPKS2 K 3\n\t\tPKS2 L 2 A_LoadShotgun2\n\t\tPKS2 M 3\n\t\tPKS2 NOPQ 2\n\t\tPKS2 R 3 A_CloseShotgun2\n\t\tPKS2 S 3\n\t\tPKS2 A 1 A_ReFire\n\t\tGoto Ready\n\tCaseFire:\n\t\tPKS2 A 3\n\t\tPKS2 A 6 A_FireShotgun2\n\t\tPKS2 A 3 A_Checkreload\n\t\tPKS2 B 2\n\t\tPKS2 C 3\n\t\tPKS2 D 4\n\t\tPKS2 E 4\n\t\tPKS2 F 2 A_OpenShotgun2\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(0,1), random(-2,-3), random(9,10), 0)\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(-2,-3), random(-5,-6), random(10,11), 0)\n\t\t // x y z x y z angle\n\t\tPKS2 GHIJ 2\n\t\tPKS2 K 3\n\t\tPKS2 L 2 A_LoadShotgun2\n\t\tPKS2 M 3\n\t\tPKS2 NOPQ 2\n\t\tPKS2 R 3 A_CloseShotgun2\n\t\tPKS2 S 3\n\t\tPKS2 A 1 A_ReFire\n\t\tGoto Ready\n\tRecoilCaseFire:\n\t\tPKS2 A 3\n\t\tPKS2 A 1 A_FireShotgun2\n\t\tPKS2 A 1 a_setpitch(pitch-1.0)\n\t\tPKS2 A 1 a_setpitch(pitch-0.5)\n\t\tPKS2 A 1 a_setpitch(pitch-0.4)\n\t\tPKS2 A 1 a_setpitch(pitch-0.3)\n\t\tPKS2 A 1 a_setpitch(pitch-0.3)\n\t\tPKS2 A 1 A_Checkreload\n\t\tPKS2 A 0 a_setpitch(pitch+0.6)\n\t\tPKS2 A 1 a_setpitch(pitch+0.5)\n\t\tPKS2 A 1 a_setpitch(pitch+0.4)\n\t\tPKS2 B 1 a_setpitch(pitch+0.3)\n\t\tPKS2 B 1 a_setpitch(pitch+0.3)\n\t\tPKS2 C 1 a_setpitch(pitch+0.2)\n\t\tPKS2 C 1 a_setpitch(pitch+0.2)\n\t\tPKS2 C 1\n\t\tPKS2 D 4\n\t\tPKS2 E 4\n\t\tPKS2 F 2 A_OpenShotgun2\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(0,1), random(-2,-3), random(9,10), 0)\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(-2,-3), random(-5,-6), random(10,11), 0)\n\t\tPKS2 GHIJ 2\n\t\tPKS2 K 3\n\t\tPKS2 L 2 A_LoadShotgun2\n\t\tPKS2 M 3\n\t\tPKS2 NOPQ 2\n\t\tPKS2 R 3 A_CloseShotgun2\n\t\tPKS2 S 3\n\t\tPKS2 A 1 A_ReFire\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"SSGtoggle\")==1, \"64flash\")\n\t\tSHT2 J 3 Bright A_Light2\n\t\tSHT2 I 2 Bright A_Light1\n\t\tGoto LightDone\n\n\t\t////////////////\n\t\t//BLACK GLOVES//\n\t\t////////////////\n\n\tblReady:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ssgtoggle\")==1, \"64ready\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"ready\")\n\t\tbks2 A 1 A_WeaponReady\n\t\tLoop\n\tblDeselect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ssgtoggle\")==1, \"64deselect\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"deselect\")\n\t\tbks2 A 1 A_Lower\n\t\tLoop\n\tblSelect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ssgtoggle\")==1, \"64select\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"select\")\n\t\tbks2 A 1 A_Raise\n\t\tLoop\n\tblFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ssgtoggle\")==1, \"64fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"blrecoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"blCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"blCaseFire\")\n\t\tbks2 A 3\n\t\tbks2 A 6 A_FireShotgun2\n\t\tbks2 A 3 A_Checkreload\n\t\tbks2 B 2\n\t\tbks2 C 3\n\t\tbks2 D 4\n\t\tbks2 E 4\n\t\tbks2 F 2 A_OpenShotgun2\n\t\tbks2 GHIJ 2\n\t\tbks2 K 3\n\t\tbks2 L 2 A_LoadShotgun2\n\t\tbks2 M 3\n\t\tbks2 NOPQ 2\n\t\tbks2 R 3 A_CloseShotgun2\n\t\tbks2 S 3\n\t\tbks2 A 1 A_ReFire\n\t\tGoto Ready\n\tblRecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"blRecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"blRecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"recoilfire\")\n\t\tbks2 A 3\n\t\tbks2 A 1 A_FireShotgun2\n\t\tbks2 A 1 a_setpitch(pitch-1.0)\n\t\tbks2 A 1 a_setpitch(pitch-0.5)\n\t\tbks2 A 1 a_setpitch(pitch-0.4)\n\t\tbks2 A 1 a_setpitch(pitch-0.3)\n\t\tbks2 A 1 a_setpitch(pitch-0.3)\n\t\tbks2 A 1 A_Checkreload\n\t\tbks2 A 0 a_setpitch(pitch+0.6)\n\t\tbks2 A 1 a_setpitch(pitch+0.5)\n\t\tbks2 A 1 a_setpitch(pitch+0.4)\n\t\tbks2 B 1 a_setpitch(pitch+0.3)\n\t\tbks2 B 1 a_setpitch(pitch+0.3)\n\t\tbks2 C 1 a_setpitch(pitch+0.2)\n\t\tbks2 C 1 a_setpitch(pitch+0.2)\n\t\tbks2 C 1\n\t\tbks2 D 4\n\t\tbks2 E 4\n\t\tbks2 F 2 A_OpenShotgun2\n\t\tbks2 GHIJ 2\n\t\tbks2 K 3\n\t\tbks2 L 2 A_LoadShotgun2\n\t\tbks2 M 3\n\t\tbks2 NOPQ 2\n\t\tbks2 R 3 A_CloseShotgun2\n\t\tbks2 S 3\n\t\tbks2 A 1 A_ReFire\n\t\tGoto Ready\n\tblCaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"casefire\")\n\t\tbks2 A 3\n\t\tbks2 A 6 A_FireShotgun2\n\t\tbks2 A 3 A_Checkreload\n\t\tbks2 B 2\n\t\tbks2 C 3\n\t\tbks2 D 4\n\t\tbks2 E 4\n\t\tbks2 F 2 A_OpenShotgun2\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(0,1), random(-2,-3), random(9,10), 0)\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(-2,-3), random(-5,-6), random(10,11), 0)\n\t\t // x y z x y z angle\n\t\tbks2 GHIJ 2\n\t\tbks2 K 3\n\t\tbks2 L 2 A_LoadShotgun2\n\t\tbks2 M 3\n\t\tbks2 NOPQ 2\n\t\tbks2 R 3 A_CloseShotgun2\n\t\tbks2 S 3\n\t\tbks2 A 1 A_ReFire\n\t\tGoto Ready\n\tblRecoilCaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"recoilcasefire\")\n\t\tbks2 A 3\n\t\tbks2 A 1 A_FireShotgun2\n\t\tbks2 A 1 a_setpitch(pitch-1.0)\n\t\tbks2 A 1 a_setpitch(pitch-0.5)\n\t\tbks2 A 1 a_setpitch(pitch-0.4)\n\t\tbks2 A 1 a_setpitch(pitch-0.3)\n\t\tbks2 A 1 a_setpitch(pitch-0.3)\n\t\tbks2 A 1 A_Checkreload\n\t\tbks2 A 0 a_setpitch(pitch+0.6)\n\t\tbks2 A 1 a_setpitch(pitch+0.5)\n\t\tbks2 A 1 a_setpitch(pitch+0.4)\n\t\tbks2 B 1 a_setpitch(pitch+0.3)\n\t\tbks2 B 1 a_setpitch(pitch+0.3)\n\t\tbks2 C 1 a_setpitch(pitch+0.2)\n\t\tbks2 C 1 a_setpitch(pitch+0.2)\n\t\tbks2 C 1\n\t\tbks2 D 4\n\t\tbks2 E 4\n\t\tbks2 F 2 A_OpenShotgun2\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(0,1), random(-2,-3), random(9,10), 0)\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(-2,-3), random(-5,-6), random(10,11), 0)\n\t\tbks2 GHIJ 2\n\t\tbks2 K 3\n\t\tbks2 L 2 A_LoadShotgun2\n\t\tbks2 M 3\n\t\tbKS2 NOPQ 2\n\t\tbKS2 R 3 A_CloseShotgun2\n\t\tbKS2 S 3\n\t\tbKS2 A 1 A_ReFire\n\t\tGoto Ready\n\n\t\t///////////\n\t\t//DOOM 64//\n\t\t///////////\n\n\t64Ready:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ssgtoggle\")==0, \"ready\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"bl64ready\")\n\t\tss64 A 1 A_WeaponReady\n\t\tLoop\n\t64Deselect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ssgtoggle\")==0, \"deselect\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"bl64deselect\")\n\t\tss64 A 1 A_Lower\n\t\tLoop\n\t64Select:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ssgtoggle\")==0, \"select\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"bl64select\")\n\t\tss64 A 1 A_Raise\n\t\tLoop\n\t64Fire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ssgtoggle\")==0, \"fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"bl64fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"64recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"64CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"64CaseFire\")\n\t\tss64 A 3\n\t\tss64 A 6 A_FireShotgun2\n\t\tss64 A 3 A_Checkreload\n\t\tss64 B 2\n\t\tss64 C 3\n\t\tss64 D 4\n\t\tss64 E 4\n\t\tss64 F 2 A_OpenShotgun2\n\t\tss64 GHIJ 2\n\t\tss64 K 3\n\t\tss64 L 2 A_LoadShotgun2\n\t\tss64 M 3\n\t\tss64 NOPQ 2\n\t\tss64 R 3 A_CloseShotgun2\n\t\tss64 S 3\n\t\tss64 A 1 A_ReFire\n\t\tGoto Ready\n\t64RecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"64RecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"64RecoilCaseFire\")\n\t\tss64 A 3\n\t\tss64 A 1 A_FireShotgun2\n\t\tss64 A 1 a_setpitch(pitch-1.0)\n\t\tss64 A 1 a_setpitch(pitch-0.5)\n\t\tss64 A 1 a_setpitch(pitch-0.4)\n\t\tss64 A 1 a_setpitch(pitch-0.3)\n\t\tss64 A 1 a_setpitch(pitch-0.3)\n\t\tss64 A 1 A_Checkreload\n\t\tss64 A 0 a_setpitch(pitch+0.6)\n\t\tss64 A 1 a_setpitch(pitch+0.5)\n\t\tss64 A 1 a_setpitch(pitch+0.4)\n\t\tss64 B 1 a_setpitch(pitch+0.3)\n\t\tss64 B 1 a_setpitch(pitch+0.3)\n\t\tss64 C 1 a_setpitch(pitch+0.2)\n\t\tss64 C 1 a_setpitch(pitch+0.2)\n\t\tss64 C 1\n\t\tss64 D 4\n\t\tss64 E 4\n\t\tss64 F 2 A_OpenShotgun2\n\t\tss64 GHIJ 2\n\t\tss64 K 3\n\t\tss64 L 2 A_LoadShotgun2\n\t\tss64 M 3\n\t\tss64 NOPQ 2\n\t\tss64 R 3 A_CloseShotgun2\n\t\tss64 S 3\n\t\tss64 A 1 A_ReFire\n\t\tGoto Ready\n\t64CaseFire:\n\t\tss64 A 3\n\t\tss64 A 6 A_FireShotgun2\n\t\tss64 A 3 A_Checkreload\n\t\tss64 B 2\n\t\tss64 C 3\n\t\tss64 D 4\n\t\tss64 E 4\n\t\tss64 F 2 A_OpenShotgun2\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(0,1), random(-2,-3), random(9,10), 0)\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(-2,-3), random(-5,-6), random(10,11), 0)\n\t\t // x y z x y z angle\n\t\tss64 GHIJ 2\n\t\tss64 K 3\n\t\tss64 L 2 A_LoadShotgun2\n\t\tss64 M 3\n\t\tss64 NOPQ 2\n\t\tss64 R 3 A_CloseShotgun2\n\t\tss64 S 3\n\t\tss64 A 1 A_ReFire\n\t\tGoto Ready\n\t64RecoilCaseFire:\n\t\tss64 A 3\n\t\tss64 A 1 A_FireShotgun2\n\t\tss64 A 1 a_setpitch(pitch-1.0)\n\t\tss64 A 1 a_setpitch(pitch-0.5)\n\t\tss64 A 1 a_setpitch(pitch-0.4)\n\t\tss64 A 1 a_setpitch(pitch-0.3)\n\t\tss64 A 1 a_setpitch(pitch-0.3)\n\t\tss64 A 1 A_Checkreload\n\t\tss64 A 0 a_setpitch(pitch+0.6)\n\t\tss64 A 1 a_setpitch(pitch+0.5)\n\t\tss64 A 1 a_setpitch(pitch+0.4)\n\t\tss64 B 1 a_setpitch(pitch+0.3)\n\t\tss64 B 1 a_setpitch(pitch+0.3)\n\t\tss64 C 1 a_setpitch(pitch+0.2)\n\t\tss64 C 1 a_setpitch(pitch+0.2)\n\t\tss64 C 1\n\t\tss64 D 4\n\t\tss64 E 4\n\t\tss64 F 2 A_OpenShotgun2\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(0,1), random(-2,-3), random(9,10), 0)\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(-2,-3), random(-5,-6), random(10,11), 0)\n\t\tss64 GHIJ 2\n\t\tss64 K 3\n\t\tss64 L 2 A_LoadShotgun2\n\t\tss64 M 3\n\t\tss64 NOPQ 2\n\t\tss64 R 3 A_CloseShotgun2\n\t\tss64 S 3\n\t\tss64 A 1 A_ReFire\n\t\tGoto Ready\n\t64Flash:\n\t\tss64 t 3 Bright A_Light2\n\t\tss64 u 2 Bright A_Light1\n\t\tGoto LightDone\n\n\t////////////\n\t//BLACK 64//\n\t////////////\n\n\tbl64Ready:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ssgtoggle\")==0, \"blready\")\n\t\tbs64 A 1 A_WeaponReady\n\t\tLoop\n\tbl64Deselect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ssgtoggle\")==0, \"bldeselect\")\n\t\tbs64 A 1 A_Lower\n\t\tLoop\n\tbl64Select:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ssgtoggle\")==0, \"blselect\")\n\t\tbs64 A 1 A_Raise\n\t\tLoop\n\tbl64Fire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ssgtoggle\")==0, \"blfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"bl64recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"bl64CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"bl64CaseFire\")\n\t\tbs64 A 3\n\t\tbs64 A 6 A_FireShotgun2\n\t\tbs64 A 3 A_Checkreload\n\t\tbs64 B 2\n\t\tbs64 C 3\n\t\tbs64 D 4\n\t\tbs64 E 4\n\t\tbs64 F 2 A_OpenShotgun2\n\t\tbs64 GHIJ 2\n\t\tbs64 K 3\n\t\tbs64 L 2 A_LoadShotgun2\n\t\tbs64 M 3\n\t\tbs64 NOPQ 2\n\t\tbs64 R 3 A_CloseShotgun2\n\t\tbs64 S 3\n\t\tbs64 A 1 A_ReFire\n\t\tGoto Ready\n\tbl64RecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"bl64RecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"bl64RecoilCaseFire\")\n\t\tbs64 A 3\n\t\tbs64 A 1 A_FireShotgun2\n\t\tbs64 A 1 a_setpitch(pitch-1.0)\n\t\tbs64 A 1 a_setpitch(pitch-0.5)\n\t\tbs64 A 1 a_setpitch(pitch-0.4)\n\t\tbs64 A 1 a_setpitch(pitch-0.3)\n\t\tbs64 A 1 a_setpitch(pitch-0.3)\n\t\tbs64 A 1 A_Checkreload\n\t\tbs64 A 0 a_setpitch(pitch+0.6)\n\t\tbs64 A 1 a_setpitch(pitch+0.5)\n\t\tbs64 A 1 a_setpitch(pitch+0.4)\n\t\tbs64 B 1 a_setpitch(pitch+0.3)\n\t\tbs64 B 1 a_setpitch(pitch+0.3)\n\t\tbs64 C 1 a_setpitch(pitch+0.2)\n\t\tbs64 C 1 a_setpitch(pitch+0.2)\n\t\tbs64 C 1\n\t\tbs64 D 4\n\t\tbs64 E 4\n\t\tbs64 F 2 A_OpenShotgun2\n\t\tbs64 GHIJ 2\n\t\tbs64 K 3\n\t\tbs64 L 2 A_LoadShotgun2\n\t\tbs64 M 3\n\t\tbs64 NOPQ 2\n\t\tbs64 R 3 A_CloseShotgun2\n\t\tbs64 S 3\n\t\tbs64 A 1 A_ReFire\n\t\tGoto Ready\n\tbl64CaseFire:\n\t\tbs64 A 3\n\t\tbs64 A 6 A_FireShotgun2\n\t\tbs64 A 3 A_Checkreload\n\t\tbs64 B 2\n\t\tbs64 C 3\n\t\tbs64 D 4\n\t\tbs64 E 4\n\t\tbs64 F 2 A_OpenShotgun2\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(0,1), random(-2,-3), random(9,10), 0)\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(-2,-3), random(-5,-6), random(10,11), 0)\n\t\t // x y z x y z angle\n\t\tbs64 GHIJ 2\n\t\tbs64 K 3\n\t\tbs64 L 2 A_LoadShotgun2\n\t\tbs64 M 3\n\t\tbs64 NOPQ 2\n\t\tbs64 R 3 A_CloseShotgun2\n\t\tbs64 S 3\n\t\tbs64 A 1 A_ReFire\n\t\tGoto Ready\n\tbl64RecoilCaseFire:\n\t\tbs64 A 3\n\t\tbs64 A 1 A_FireShotgun2\n\t\tbs64 A 1 a_setpitch(pitch-1.0)\n\t\tbs64 A 1 a_setpitch(pitch-0.5)\n\t\tbs64 A 1 a_setpitch(pitch-0.4)\n\t\tbs64 A 1 a_setpitch(pitch-0.3)\n\t\tbs64 A 1 a_setpitch(pitch-0.3)\n\t\tbs64 A 1 A_Checkreload\n\t\tbs64 A 0 a_setpitch(pitch+0.6)\n\t\tbs64 A 1 a_setpitch(pitch+0.5)\n\t\tbs64 A 1 a_setpitch(pitch+0.4)\n\t\tbs64 B 1 a_setpitch(pitch+0.3)\n\t\tbs64 B 1 a_setpitch(pitch+0.3)\n\t\tbs64 C 1 a_setpitch(pitch+0.2)\n\t\tbs64 C 1 a_setpitch(pitch+0.2)\n\t\tbs64 C 1\n\t\tbs64 D 4\n\t\tbs64 E 4\n\t\tbs64 F 2 A_OpenShotgun2\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(0,1), random(-2,-3), random(9,10), 0)\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(-2,-3), random(-5,-6), random(10,11), 0)\n\t\tbs64 GHIJ 2\n\t\tbs64 K 3\n\t\tbs64 L 2 A_LoadShotgun2\n\t\tbs64 M 3\n\t\tbs64 NOPQ 2\n\t\tbs64 R 3 A_CloseShotgun2\n\t\tbs64 S 3\n\t\tbs64 A 1 A_ReFire\n\t\tGoto Ready\n\t}\n}"
},
{
"source": "pk3",
"name": "DECO/MONSTERS/Arachno.txt",
"contents": "ACTOR smootharachno : arachnotron replaces arachnotron\n{\n\tstates\n\t{\n\tspawn:\n\t\tARID ab 5 a_look\n\t\tloop\n\tsee:\n\t\tARAC a 20\n\t\tARAC a 3 a_babymetal\n\t\tARAC bcdee 3 a_chase\n\t\tARAC f 3 a_babymetal\n\t\tARAC ghijj 3 a_chase\n\t\tgoto see+1\n\tpain:\n\t\tARPA a 3\n\t\tARPA b 3 a_pain\n\t\tgoto see+1\n\tmissile:\n\t\tDUMB a 20 a_facetarget\n\t\tARAT a 3 bright A_BspiAttack\n\t\tARAT b 3 bright\n\t\tARAT c 3 bright a_SpidRefire\n\t\tgoto missile+1\n\tdeath:\n\t\tTNT1 a 0 A_JumpIfHealthLower(-30,\"Gibdeath\")\n\t\tsarz a 3\n\t\tsarz b 3 a_scream\n\t\tsarz c 3 a_noblocking\n\t\tsarz defghijkl 3\n\t\tsarz m -1 a_bossdeath\n\t\tstop\n\tgibdeath:\n\t\tARXD a 3\n\t\tARXD b 3 a_scream\n\t\tARXD cd 2 a_noblocking\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"Gibs1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Gibs2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItem(\"XBlood2\", 0, 40)\n\t\tARXD e 3\n\t\tARXD fghi 3\n\t\tARXD jk 4\n\t\tARXD l -1 a_bossdeath\n\t\tstop\n\t}\n}"
},
{
"source": "pk3",
"name": "DECO/MONSTERS/Demon.txt",
"contents": "ACTOR SmoothDemon : Demon\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSARG AB 10 fast A_Look\n\t\tLoop\n\tSee:\n\t\tSSRG AABCDDEF 2 fast A_Chase\n\t\tLoop\n\tMelee:\n\t\tSSRG G 8 fast A_FaceTarget\n\t\tSSRG GGGHIII 1 fast A_FaceTarget\n\t\tSSRG J 1 fast\n\t\tSSRG K 1 fast A_SargAttack\n\t\tSSRG L 4 fast\n\t\tSSRG G 3 fast\n\t\tGoto See\n\tPain:\n\t\tSSRG M 1 fast\n\t\tSSRG N 2 fast\n\t\tSSRG M 1 fast A_Pain\n\t\tGoto See\n\tDeath.GibbyHaynes:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"StudioGibbly\")==0, \"Death\")\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(128, \"GibDeath\")\n\t\tTNT1 A 0\n\tDeath:\n\t\tTNT1 a 0 A_JumpIfHealthLower(-30,\"Gibdeath\")\n\t\tSSRD A 3\n\t\tSSRD B 3 A_Scream\n\t\tSSRD C 3\n\t\tSSRD D 3 A_NoBlocking\n\t\tSSRD EFGH 3\n\t\tSSRD I -1\n\t\tStop\n\tGibDeath:\n\t\tSARG o 3\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"Gibs1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Gibs2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItem(\"XBlood2\", 0, 40)\n\t\tSARG p 0 a_playsound (\"misc/gibbed\")\n\t\tSARG p 3 a_scream\n\t\tSARG q 3\n\t\tSARG r 3 a_noblocking\n\t\tSARG stuvw 3\n\t\tSARG x -1\n\t\tstop\n\t}\n}\n\nACTOR smoothspectre : spectre\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSARG AB 10 fast A_Look\n\t\tLoop\n\tSee:\n\t\tSSRG AABCDDEF 2 fast A_Chase\n\t\tLoop\n\tMelee:\n\t\tSSRG G 8 fast A_FaceTarget\n\t\tSSRG GGGHIII 1 fast A_FaceTarget\n\t\tSSRG J 1 fast\n\t\tSSRG K 1 fast A_SargAttack\n\t\tSSRG L 4 fast\n\t\tSSRG G 3 fast\n\t\tGoto See\n\tPain:\n\t\tSSRG M 1 fast\n\t\tSSRG N 2 fast\n\t\tSSRG M 1 fast A_Pain\n\t\tGoto See\n\tDeath:\n\t\tTNT1 a 0 A_JumpIfHealthLower(-30,\"Gibdeath\")\n\t\tSSRD A 3\n\t\tSSRD B 3 A_Scream\n\t\tSSRD C 3\n\t\tSSRD D 3 A_NoBlocking\n\t\tSSRD EFGH 3\n\t\tSSRD I -1\n\t\tStop\n\tGibDeath:\n\t\tSARG o 3\n\t\tSARG p 0 a_playsound (\"misc/gibbed\")\n\t\tSARG p 3 a_scream\n\t\tSARG q 3\n\t\tSARG r 3 a_noblocking\n\t\tSARG stuvw 3\n\t\tSARG x -1\n\t\tstop\n\t}\n}\n\nACTOR fastSmoothDemon : smoothdemon\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSARG AB 10 fast A_Look\n\t\tLoop\n\tSee:\n\t\tSSRG a 2 fast A_Chase\n\t\tSSRG b 2 fast A_Chase\n\t\tSSRG c 2 fast A_Chase\n\t\tSSRG d 2 fast A_Chase\n\t\tSSRG e 2 fast A_chase\n\t\tSSRG f 2 fast A_chase\n\t\tLoop\n\tMelee:\n\t\tSSRG G 2 fast A_FaceTarget\n\t\tSSRG GGGHIII 1 fast A_FaceTarget\n\t\tSSRG J 1 fast\n\t\tSSRG K 1 fast A_SargAttack\n\t\tSSRG L 4 fast\n\t\tSSRG G 3 fast\n\t\tGoto See\n\tPain:\n\t\tSSRG M 1 fast\n\t\tSSRG N 2 fast\n\t\tSSRG M 1 fast A_Pain\n\t\tGoto See\n\tDeath:\n\t\tTNT1 a 0 A_JumpIfHealthLower(-30,\"Gibdeath\")\n\t\tSSRD A 3\n\t\tSSRD B 3 A_Scream\n\t\tSSRD C 3\n\t\tSSRD D 3 A_NoBlocking\n\t\tSSRD EFGH 3\n\t\tSSRD I -1\n\t\tStop\n\tGibDeath:\n\t\tSARG o 3\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"Gibs1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Gibs2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItem(\"XBlood2\", 0, 40)\n\t\tTNT1 a 0 a_playsound (\"misc/gibbed\")\n\t\tSARG p 3 a_scream\n\t\tSARG q 3\n\t\tSARG r 3 a_noblocking\n\t\tSARG stuvw 3\n\t\tSARG x -1\n\t\tstop\n\t}\n}\n\nACTOR fastsmoothspectre : smoothspectre\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSARG AB 10 fast A_Look\n\t\tLoop\n\tSee:\n\t\tSSRG a 2 fast A_Chase\n\t\tSSRG b 2 fast A_Chase\n\t\tSSRG c 2 fast A_Chase\n\t\tSSRG d 2 fast A_Chase\n\t\tSSRG e 2 fast A_chase\n\t\tSSRG f 2 fast A_chase\n\t\tLoop\n\tMelee:\n\t\tSSRG G 2 fast A_FaceTarget\n\t\tSSRG GGGHIII 1 fast A_FaceTarget\n\t\tSSRG J 1 fast\n\t\tSSRG K 1 fast A_SargAttack\n\t\tSSRG L 4 fast\n\t\tSSRG G 3 fast\n\t\tGoto See\n\tPain:\n\t\tSSRG M 1 fast\n\t\tSSRG N 2 fast\n\t\tSSRG M 1 fast A_Pain\n\t\tGoto See\n\tDeath:\n\t\tTNT1 a 0 A_JumpIfHealthLower(-30,\"Gibdeath\")\n\t\tSSRD A 3\n\t\tSSRD B 3 A_Scream\n\t\tSSRD C 3\n\t\tSSRD D 3 A_NoBlocking\n\t\tSSRD EFGH 3\n\t\tSSRD I -1\n\t\tStop\n\tGibDeath:\n\t\tSARG o 3\n\t\tTNT1 a 0 a_playsound (\"misc/gibbed\")\n\t\tSARG p 3 a_scream\n\t\tSARG q 3\n\t\tSARG r 3 a_noblocking\n\t\tSARG stuvw 3\n\t\tSARG x -1\n\t\tstop\n\t}\n}"
},
{
"source": "pk3",
"name": "DECO/MONSTERS/Bruiser.txt",
"contents": "ACTOR SmoothBaronOfHell : BaronOfHell Replaces BaronOfHell\n{\n\t+BOSSDEATH\n\tBloodtype greenblood\n\tBloodColor \"0 78 0\"\n\tDecal \"greenbloodsplat\"\n\tStates\n\t{\n\tSpawn:\n\t\tBOSS AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tBOSS ABCDDCBA 3 A_Chase\n\t\tLoop\n\tMelee:\n\tMissile:\n\t\tzBOS a 4 a_facetarget\n\t\tzBOS bcde 3 a_facetarget\n\t\tzBOS f 8 A_bruisattack\n\t\tGoto See\n\tPain:\n\t\tBARP a 2\n\t\tBARP b 2 A_Pain\n\t\tGoto See\n\tDeath:\n\t\tTNT1 a 0 A_JumpIfHealthLower(-30,\"Gibdeath\")\n\t\tBSDS ab 3\n\t\tBSDS c 3 A_scream\n\t\tBSDS defg 3\n\t\tBSDS h 3 A_noblocking\n\t\tBSDS ijkl 3\n\t\tBSDS m -1 a_bossdeath\n\t\tStop\n\tGibDeath:\n\t\tXBAR a 3\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenGibs1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"GreenGibs2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItem(\"GreenBlood2\", 0, 40)\n\t\tXBAR bc 3\n\t\tTNT1 a 0 a_playsound (\"misc/gibbed\")\n\t\tXBAR d 3 a_scream\n\t\tXBAR efgh 3\n\t\tXBAR i 3 a_noblocking\n\t\tXBAR jklmnop 3\n\t\tXBAR q -1 a_bossdeath\n\t\tstop\n\tRaise:\n\t\tBOSS O 8\n\t\tBOSS NMLKJI 8\n\t\tGoto See\n\t}\n}\n\nACTOR SmoothHellKnight: HellKnight Replaces HellKnight\n{\n\tGame Doom\n\tSpawnID 113\n\tHealth 500\n\tBloodtype greenblood\n\tBloodColor \"0 78 0\"\n\t-BOSSDEATH\n\tSeeSound \"knight/sight\"\n\tActiveSound \"knight/active\"\n\tPainSound \"knight/pain\"\n\tDeathSound \"knight/death\"\n\tHitObituary \"$OB_KNIGHTHIT\"\n\tObituary \"$OB_KNIGHT\"\n\tStates\n\t{\n\tSpawn:\n\t\tBOS2 AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tBOS2 ABCDCBA 3 A_Chase\n\t\tLoop\n\tMelee:\n\tMissile:\n\t\tsBOS a 4 a_facetarget\n\t\tsBOS bcde 3\n\t\tsBOS f 8 A_bruisattack\n\t\tGoto See\n\tPain:\n\t\tPKNI a 2\n\t\tPKNI b 2 A_Pain\n\t\tGoto See\n\tDeath:\n\t\tTNT1 a 0 A_JumpIfHealthLower(-30,\"Gibdeath\")\n\t\tSKNI b 3\n\t\tSKNI c 3 A_scream\n\t\tSKNI defg 3\n\t\tSKNI h 3 a_noblocking\n\t\tSKNI ijkl 3\n\t\tSKNI m -1\n\t\tStop\n\tGibDeath:\n\t\tXKNI a 3\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenGibs1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"GreenGibs2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItem(\"GreenBlood2\", 0, 40)\n\t\tXKNI bc 3\n\t\tTNT1 a 0 a_playsound (\"misc/gibbed\")\n\t\tXKNI d 3 a_scream\n\t\tXKNI efgh 3\n\t\tXKNI i 3 a_noblocking\n\t\tXKNI jklmnop 3\n\t\tXKNI q -1\n\t\tstop\n\tRaise:\n\t\tBOS2 O 8\n\t\tBOS2 NMLKJI 8\n\t\tGoto See\n\t}\n}"
},
{
"source": "pk3",
"name": "DECO/MONSTERS/Cacodemon.txt",
"contents": "ACTOR SmoothCacodemon : Cacodemon replaces Cacodemon\n{\n\tBloodtype Blueblood\n\tBloodColor \"0 0 80\"\n\tDecal \"bluebloodsplat\"\n\tStates\n\t{\n\tMissile:\n\t\tHEAA AABCD 2 A_FaceTarget\n\t\tHEAA E 2 BRIGHT A_HeadAttack\n\t\tHEAA CCA 1\n\t\tGoto See\n\tPain:\n\t\tHEAA F 3\n\t\tHEAA G 3 A_Pain\n\t\tHEAA HGF 2\n\t\tGoto See\n\n\tDeath:\n TNT1 A 0\n\tTNT1 A 0 A_JumpIf(CallACS(\"MoDeathToggle\")==1, \"DeathExtra\")\n\tTNT1 A 0 A_Jump(255, \"Death1\")\n\tGoto Death1\n\tDeathExtra:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(255, \"Death1\", \"Death2\")\n\tgoto Death1\n\n\tDeath1:\n\t\tTNT1 a 0 A_JumpIfHealthLower(-25,\"Gibdeath\")\n\t\tHDSD A 3\n\t\tHDSD B 3 A_Scream\n\t\tHDSD CD 3\n\t\tHDSD E 3 A_NoBlocking\n\t\tHDSD F 3 A_SetFloorClip\n\t\tHDSD GH 3\n\t\tHDSD I -1\n\t\tStop\n\tDeath2:\n\t\tTNT1 a 0 A_JumpIfHealthLower(-25,\"Gibdeath\")\n\t\tHDD2 A 3\n\t\tHDD2 B 3 A_Scream\n\t\tHDD2 CD 2\n\t\tHDD2 E 2 A_NoBlocking\n\t\tHDD2 F 2 A_SetFloorClip\n\t\tHDD2 GHIJK 2\n\t\tHDD2 L -1\n\t\tStop\n\tGibDeath:\n\t\tCACX ab 2\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"BlueGibs1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"BlueGibs2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItem(\"BlueBlood2\", 0, 40)\n\t\tCACX c 2\n\t\tTNT1 a 0 a_playsound (\"misc/gibbed\")\n\t\tCACX d 2 a_scream\n\t\tCACX ef 2\n\t\tCACX g 2 a_noblocking\n\t\tCACX h 2 a_setfloorclip\n\t\tCACX ijklmnopqr 2\n\t\tCACX s -1\n\t\tstop\n\t}\n}"
},
{
"source": "pk3",
"name": "DECO/MONSTERS/Revenant.txt",
"contents": "ACTOR SmoothRevenant : Revenant Replaces Revenant\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSKEL AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tRSKE abcddefghh 2 A_Chase\n\t\tLoop\n\tMelee:\n\t\tSSKE A 4 A_FaceTarget\n\t\tSSKE B 3 A_SkelWhoosh\n\t\tSSKE C 3\n\t\tSSKE D 3 A_FaceTarget\n\t\tSSKE E 6 A_SkelFist\n\t\tGoto See\n\tMissile:\n\t\tRMIS a 4 a_facetarget\n\t\tRMIS b 3 a_facetarget\n\t\tRMIS c 3 bright a_facetarget\n\t\tRMIS d 3 bright a_skelmissile\n\t\tRMIS e 3 bright a_facetarget\n\t\tRMIS f 2 A_facetarget\n\t\tRMIS g 3 A_facetarget\n\t\tRMIS h 12 A_facetarget\n\t\tGoto See\n\tPain:\n\t\tREVP a 5\n\t REVP b 5 A_Pain\n\t\tGoto See\n\tDeath:\n\t\tTNT1 a 0 A_JumpIfHealthLower(-30,\"Gibdeath\")\n\t\tREVD abc 3\n\t\tREVD d 3 a_scream\n\t\tREVD e 2 a_noblocking\n\t\tREVD e 1\n\t\tREVD fgh 3\n\t\tREVD i -1\n\t\tstop\n\tGibdeath:\n\t REDX a 3\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"Gibs1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Gibs2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItem(\"XBlood2\", 0, 40)\n\t\tREDX b 3\n\t\tTNT1 a 0 a_playsound (\"misc/gibbed\")\n\t\tREDX c 2 a_scream\n\t\tREDX d 2 a_noblocking\n\t\tREDX efghij 3\n\t\tREDX k -1\n\tRaise:\n\t\tSKEL Q 5\n\t\tSKEL PONML 5\n\t\tGoto See\n\t}\n}"
},
{
"source": "pk3",
"name": "DECO/MONSTERS/Shotguy.txt",
"contents": "ACTOR SmoothShotgunGuy : ShotgunGuy\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSARR AB 10 A_Look\n\t\tloop\n\tSee:\n\t\tSPOS ABCDDCBA 3 A_Chase\n\t\tLoop\n\tMissile:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"CaseMissile\")\n\t\tSPSR A 1\n\t SPSR AC 2 A_FaceTarget\n\t\tSPOS E 5 A_FaceTarget\n\t\tSPOS F 3 BRIGHT A_SposAttackUseAtkSound\n\t\tSPOS E 2 bright\n\t\tSPSR CA 3\n\t\tSPSR ABA 3\n\t\tGoto See\n\tCaseMissile:\n\t\tSPSR A 1\n\t SPSR AC 2 A_FaceTarget\n\t\tSPOS E 5 A_FaceTarget\n\t\tSPOS F 3 BRIGHT A_SposAttackUseAtkSound\n\t\tTNT1 A 0 bright A_spawnitemex (\"shellcasing\", 30, 0, 30, random(3,4), random(7,8), random(7,9), 0)\n\t\tSPOS E 2 bright\n\t\tSPSR CA 3\n\t\tSPSR ABA 3\n\t\tGoto See\n\tpain:\n\t\tSSPA a 3\n\t\tSSPA b 3 A_pain\n\t\tgoto see\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"MoDeathToggle\")==1, \"DeathExtra\")\n\t\tTNT1 A 0 A_Jump(255, \"Death1\")\n\t\tGoto Death1\n\n\tDeathExtra:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(255, \"Death1\", \"Death2\")\n\t\tgoto Death1\n\n\tDeath1:\n\t\tSOSS Q 3\n\t\tSOSS R 3 A_Scream\n\t\tSOSS S 3 A_NoBlocking\n\t\tSOSS TU 2\n\t\tSOSS VWX 2\n\t\tSOSS Y -1\n\t\tStop\n\tDeath2:\n\t\tSO2S A 3\n\t\tSO2S B 3 A_Scream\n\t\tSO2S C 3 A_NoBlocking\n\t\tSO2S DEF 3\n\t\tSO2S GHI 2\n\t\tSO2S JKL 4\n\t\tSO2S M -1\n\t\tStop\n\tXDeath:\n\t\tSGIB ab 2\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"Gibs1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Gibs2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItem(\"XBlood2\", 0, 40)\n\t\tSGIB cd 2 A_XScream\n\t\tSGIB e 2 a_noblocking\n\t\tSGIB f 2\n\t\tSGIB ghijklmnop 2\n\t\tSGIB q -1\n\t\tStop\n\tRaise:\n\t\tSPOS L 5\n\t\tSPOS KJIH 5\n\t\tGoto See\n\t}\n}\n\nACTOR SguyV1 : SmoothShotgunGuy //helmet\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSIV1 AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tSMV1 ABCDDCBA 3 A_Chase\n\t\tLoop\n\tMissile:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"CaseMissile\")\n\t\tSSV1 A 1\n\t SSV1 AC 2 A_FaceTarget\n\t\tSSV1 E 5 A_FaceTarget\n\t\tSSV1 F 3 BRIGHT A_SposAttackUseAtkSound\n\t\tSSV1 E 2 bright\n\t\tSSV1 CA 3\n\t\tSSV1 ABA 3\n\t\tGoto See\n\tCaseMissile:\n\t\tSSV1 A 1\n\t SSV1 AC 2 A_FaceTarget\n\t\tSSV1 E 5 A_FaceTarget\n\t\tSSV1 F 3 BRIGHT A_SposAttackUseAtkSound\n\t\tTNT1 A 0 bright A_spawnitemex (\"shellcasing\", 30, 0, 30, random(3,4), random(7,8), random(7,9), 0)\n\t\tSSV1 E 2 bright\n\t\tSSV1 CA 3\n\t\tSSV1 ABA 3\n\t\tGoto See\n\tpain:\n\t\tSPV1 a 3\n\t\tSPV1 b 3 A_pain\n\t\tgoto see\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"MoDeathToggle\")==1, \"DeathExtra\")\n\t\tTNT1 A 0 A_Jump(255, \"Death1\")\n\t\tGoto Death1\n\n\tDeathExtra:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(255, \"Death1\", \"Death2\")\n\t\tgoto Death1\n\n\tDeath1:\n\t\tS1V1 Q 3\n\t\tS1V1 R 3 A_Scream\n\t\tS1V1 S 3 A_NoBlocking\n\t\tS1V1 TU 2\n\t\tS1V1 VWX 2\n\t\tS1V1 Y -1\n\t\tStop\n\tDeath2:\n\t\tS2V1 A 3\n\t\tS2V1 B 3 A_Scream\n\t\tS2V1 C 3 A_NoBlocking\n\t\tS2V1 DEF 3\n\t\tS2V1 GHI 2\n\t\tS2V1 JKLMNOP 4\n\t\tS2V1 Q -1\n\t\tStop\n\tXDeath:\n\t\tS3V1 ab 2\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"Gibs1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Gibs2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItem(\"XBlood2\", 0, 40)\n\t\tS3V1 cd 2 A_XScream\n\t\tS3V1 e 2 a_noblocking\n\t\tS3V1 f 2\n\t\tS3V1 ghijklmnop 2\n\t\tS3V1 q -1\n\t\tStop\n\tRaise:\n\t\tSMV1 L 5\n\t\tSMV1 KJIH 5\n\t\tGoto See\n\t}\n}\n\nACTOR SguyV2 : SmoothShotgunGuy //goggles\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSIV2 AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tSMV2 ABCDDCBA 3 A_Chase\n\t\tLoop\n\tMissile:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"CaseMissile\")\n\t\tSSV2 A 1\n\t SSV2 AC 2 A_FaceTarget\n\t\tSSV2 E 5 A_FaceTarget\n\t\tSSV2 F 3 BRIGHT A_SposAttackUseAtkSound\n\t\tSSV2 E 2 bright\n\t\tSSV2 CA 3\n\t\tSSV2 ABA 3\n\t\tGoto See\n\tCaseMissile:\n\t\tSSV2 A 1\n\t SSV2 AC 2 A_FaceTarget\n\t\tSSV2 E 5 A_FaceTarget\n\t\tSSV2 F 3 BRIGHT A_SposAttackUseAtkSound\n\t\tTNT1 A 0 bright A_spawnitemex (\"shellcasing\", 30, 0, 30, random(3,4), random(7,8), random(7,9), 0)\n\t\tSSV2 E 2 bright\n\t\tSSV2 CA 3\n\t\tSSV2 ABA 3\n\t\tGoto See\n\tpain:\n\t\tSPV2 a 3\n\t\tSPV2 b 3 A_pain\n\t\tgoto see\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"MoDeathToggle\")==1, \"DeathExtra\")\n\t\tTNT1 A 0 A_Jump(255, \"Death1\")\n\t\tGoto Death1\n\n\tDeathExtra:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(255, \"Death1\", \"Death2\")\n\t\tgoto Death1\n\n\tDeath1:\n\t\tS1V2 Q 3\n\t\tS1V2 R 3 A_Scream\n\t\tS1V2 S 3 A_NoBlocking\n\t\tS1V2 TU 2\n\t\tS1V2 VWX 2\n\t\tS1V2 Y -1\n\t\tStop\n\tDeath2:\n\t\tS2V2 A 3\n\t\tS2V2 B 3 A_Scream\n\t\tS2V2 C 3 A_NoBlocking\n\t\tS2V2 DEF 3\n\t\tS2V2 GHI 2\n\t\tS2V2 JKL 4\n\t\tS2V2 M -1\n\t\tStop\n\tXDeath:\n\t\tS3V2 ab 2\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"Gibs1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Gibs2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItem(\"XBlood2\", 0, 40)\n\t\tS3V2 cd 2 A_XScream\n\t\tS3V2 e 2 a_noblocking\n\t\tS3V2 f 2\n\t\tS3V2 ghijklmnop 2\n\t\tS3V2 q -1\n\t\tStop\n\tRaise:\n\t\tSMV2 L 5\n\t\tSMV2 KJIH 5\n\t\tGoto See\n\t}\n}"
},
{
"source": "pk3",
"name": "DECO/MONSTERS/Chainguy.txt",
"contents": "ACTOR SmoothChaingunGuy : ChaingunGuy replaces Chaingunguy\n{\n\tStates\n\t{\n\tSpawn:\n\t\tCPOS AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tCPOS ABCDDCBA 3 A_Chase\n\t\tLoop\n\tMissile:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"CaseMissile\")\n\t\tCPAS A 3 A_FaceTarget\n\t\tCPAS BC 2 A_FaceTarget\n\t\tCPOS E 3 A_FaceTarget\n\t\tCPOS F 2 BRIGHT A_CPosAttack\n\t\tCPOS E 2 A_FaceTarget\n\t\tCPOS F 2 BRIGHT A_CPosAttack\n\t\tCPOS E 2 A_FaceTarget\n\t\tCPOS E 1 A_CPosRefire\n\t\tGoto Missile+6\n\tCaseMissile:\n\t\tCPAS A 3 A_FaceTarget\n\t\tCPAS BC 2 A_FaceTarget\n\t\tCPOS E 3 A_FaceTarget\n\t\tCPOS F 2 BRIGHT A_CPosAttack\n\t\tTNT1 A 0 A_spawnitemex (\"bulletcasing\", 40, 0, 25, random(4,6), random(7,8), random(7,9), 0)\n\t\tCPOS E 2 A_FaceTarget\n\t\tCPOS F 2 BRIGHT A_CPosAttack\n\t\tTNT1 A 0 A_spawnitemex (\"bulletcasing\", 40, 0, 25, random(4,6), random(7,8), random(7,9), 0)\n\t\tCPOS E 2 A_FaceTarget\n\t\tCPOS E 1 A_CPosRefire\n\t\tGoto CaseMissile+4\n\tPain:\n\t\tXPOS A 3\n\t\tXPOS B 3 A_Pain\n\t\tGoto See\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"MoDeathToggle\")==1, \"DeathExtra\")\n\t\tTNT1 A 0 A_Jump(255, \"Death1\")\n\tGoto Death1\n\n\tDeathExtra:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(255, \"Death1\", \"Death2\", \"Death3\")\n\tgoto Death1\n\n\tDeath1:\n\t\tCGUY a 3\n\t\tCGUY b 3 A_scream\n\t\tCGUY c 3\n\t\tCGUY de 2\n\t\tCGUY f 2 A_noblocking\n\t\tCGUY ghijkl 3\n\t\tCGUY m -1\n\t\tStop\n\tDeath2:\n\t\tSGUY a 3\n\t\tSGUY b 3 a_scream\n\t\tSGUY c 3 a_noblocking\n\t\tSGUY defghij 3\n\t\tSGUY k -1\n\t\tstop\n\tDeath3:\n\t\tCDIE a 3\n\t\tCDIE b 3 a_scream\n\t\tCDIE c 3 a_noblocking\n\t\tCDIE defg 3\n\t\tCDIE hijkl 2\n\t\tCDIE mnop 3\n\t\tCDIE q -1\n\t\tstop\n\tXDeath:\n\t\tCGIB ab 2\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"Gibs1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Gibs2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItem(\"XBlood2\", 0, 40)\n\t\tCGIB c 2 a_xscream\n\t\tCGIB de 2\n\t\tCGIB f 2 a_noblocking\n\t\tCGIB gh 2\n\t\tCGIB ij 2\n\t\tCGIB k -1\n\t\tStop\n\tRaise:\n\t\tCPOS N 5\n\t\tCPOS MLKJIH 5\n\t\tGoto See\n\t}\n}\n\nACTOR CguyV1 : Smoothchaingunguy //handsomeface\n{\n\tstates\n\t{\n\tSpawn:\n\t\tCWV1 AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tCWV1 ABCDDCBA 3 A_Chase\n\t\tLoop\n\tMissile:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"CaseMissile\")\n\t\tCSV1 A 3 A_FaceTarget\n\t\tCSV1 BC 2 A_FaceTarget\n\t\tCSV1 E 3 A_FaceTarget\n\t\tCSV1 F 2 BRIGHT A_CPosAttack\n\t\tCSV1 E 2 A_FaceTarget\n\t\tCSV1 F 2 BRIGHT A_CPosAttack\n\t\tCSV1 E 2 A_FaceTarget\n\t\tCSV1 E 1 A_CPosRefire\n\t\tGoto Missile+6\n\tCaseMissile:\n\t\tCSV1 A 3 A_FaceTarget\n\t\tCSV1 BC 2 A_FaceTarget\n\t\tCSV1 E 3 A_FaceTarget\n\t\tCSV1 F 2 BRIGHT A_CPosAttack\n\t\tTNT1 A 0 A_spawnitemex (\"bulletcasing\", 40, 0, 25, random(4,6), random(7,8), random(7,9), 0)\n\t\tCSV1 E 2 A_FaceTarget\n\t\tCSV1 F 2 BRIGHT A_CPosAttack\n\t\tTNT1 A 0 A_spawnitemex (\"bulletcasing\", 40, 0, 25, random(4,6), random(7,8), random(7,9), 0)\n\t\tCSV1 E 2 A_FaceTarget\n\t\tCSV1 E 1 A_CPosRefire\n\t\tGoto CaseMissile+4\n\t\t}\n}\n\nACTOR CguyV2 : CguyV1 //skully\n{\n\tstates\n\t{\n\tSpawn:\n\t\tCWV2 AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tCWV2 ABCDDCBA 3 A_Chase\n\t\tLoop\n\tMissile:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"CaseMissile\")\n\t\tCSV2 A 3 A_FaceTarget\n\t\tCSV2 BC 2 A_FaceTarget\n\t\tCSV2 E 3 A_FaceTarget\n\t\tCSV2 F 2 BRIGHT A_CPosAttack\n\t\tCSV2 E 2 A_FaceTarget\n\t\tCSV2 F 2 BRIGHT A_CPosAttack\n\t\tCSV2 E 2 A_FaceTarget\n\t\tCSV2 E 1 A_CPosRefire\n\t\tGoto Missile+6\n\tCaseMissile:\n\t\tCSV2 A 3 A_FaceTarget\n\t\tCSV2 BC 2 A_FaceTarget\n\t\tCSV2 E 3 A_FaceTarget\n\t\tCSV2 F 2 BRIGHT A_CPosAttack\n\t\tTNT1 A 0 A_spawnitemex (\"bulletcasing\", 40, 0, 25, random(4,6), random(7,8), random(7,9), 0)\n\t\tCSV2 E 2 A_FaceTarget\n\t\tCSV2 F 2 BRIGHT A_CPosAttack\n\t\tTNT1 A 0 A_spawnitemex (\"bulletcasing\", 40, 0, 25, random(4,6), random(7,8), random(7,9), 0)\n\t\tCSV2 E 2 A_FaceTarget\n\t\tCSV2 E 1 A_CPosRefire\n\t\tGoto CaseMissile+4\n\tPain:\n\t\tCPV2 A 3\n\t\tCPV2 B 3 A_Pain\n\t\tGoto See\n\tDeathExtra:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(255, \"Death1\", \"Death2\", \"Death3\")\n\tgoto Death1\n\n\tDeath1:\n\t\tC1V2 a 3\n\t\tC1V2 b 3 A_scream\n\t\tC1V2 c 3\n\t\tC1V2 de 2\n\t\tC1V2 f 2 A_noblocking\n\t\tC1V2 ghijkl 3\n\t\tC1V2 m -1\n\t\tStop\n\tDeath2:\n\t\tSGUY a 3\n\t\tSGUY b 3 a_scream\n\t\tSGUY c 3 a_noblocking\n\t\tSGUY defghij 3\n\t\tSGUY k -1\n\t\tstop\n\tDeath3:\n\t\tCDIE a 3\n\t\tCDIE b 3 a_scream\n\t\tCDIE c 3 a_noblocking\n\t\tCDIE defg 3\n\t\tCDIE hijkl 2\n\t\tCDIE mnop 3\n\t\tCDIE q -1\n\t\tstop\n\tXDeath:\n\t\tCGIB ab 2\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"Gibs1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Gibs2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItem(\"XBlood2\", 0, 40)\n\t\tCGIB c 2 a_xscream\n\t\tCGIB de 2\n\t\tCGIB f 2 a_noblocking\n\t\tCGIB gh 2\n\t\tCGIB ij 2\n\t\tCGIB k -1\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "DECO/MONSTERS/Vile.txt",
"contents": "ACTOR SmoothArchvile : Archvile Replaces Archvile\n{\n\tStates\n\t{\n\tSpawn:\n\t\tVILE AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tVILM abcdeefghijj 2 a_vilechase\n\t\tLoop\n\tMissile:\n\t\tNVIL a 0 bright a_vilestart\n\t\tNVIL a 3 bright a_facetarget\n\t\tNVIL b 3 bright a_vilestart\n\t\tNVIL cdef 3 bright a_facetarget\n\t\tNVIL f 0 bright a_viletarget\n\t\tNVIL ghij 3 bright a_facetarget\n\t\tNVIL k 24 bright a_facetarget\n\t\tNVIL lmno 3 bright a_facetarget\n\t\tNVIL p 4 bright a_vileattack\n\t\tNVIL q 4 bright\n\t\tNVIL r 20 bright\n\t\tgoto see\n\tPain:\n\t\tVILP a 3\n\t\tVILP b 7 a_pain\n\t\tGoto See\n\tDeath:\n\t\tTNT1 a 0 A_JumpIfHealthLower(-30,\"Gibdeath\")\n\t\tVILD A 3\n\t\tVILD B 3 A_Scream\n\t\tVILD C 3 A_NoBlocking\n\t\tVILD DEFGHIJKLM 3\n\t\tVILD M -1\n\t\tStop\n\tGibdeath:\n\t\tXVIL a 3\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"Gibs1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Gibs2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItem(\"XBlood2\", 0, 40)\n\t\tTNT1 a 0 a_playsound (\"misc/gibbed\")\n\t\tXVIL b 2 a_scream\n\t\tXVIL c 2 a_noblocking\n\t\tXVIL defghijklmnop 2\n\t\tXVIL q -1\n\t\tstop\n\t}\n}"
},
{
"source": "pk3",
"name": "DECO/MONSTERS/Soul.txt",
"contents": "ACTOR sexysoul : lostsoul replaces lostsoul\n{\n +NOBLOOD\n speed 4\n States\n {\n Spawn:\n zkul abcd 6 bright a_look\n Loop\n see:\n\tZKUL a 3 bright a_chase\n\tZKUL b 3 bright a_chase (\"\",\"\")\n\tZKUL c 3 bright a_chase\n\tZKUL d 3 bright a_chase (\"\",\"\")\n loop\n missile:\n\tssku abcda 2 bright a_facetarget\n\tssku b 4 bright a_skullattack\n\tssku abcd 2 bright\n\tgoto missile+6\n Pain:\n LSTP A 3 Bright\n LSTP B 3 Bright A_Pain\n Goto See\n death:\n\tssou ab 3 bright\n\tssou c 3 bright a_scream\n\tssou de 3 bright\n\tssou f 3 bright A_noblocking\n\tssou ghij 3 bright\n\tstop\n }\n}"
},
{
"source": "pk3",
"name": "DECO/MONSTERS/Fatso.txt",
"contents": "ACTOR sexyman : fatso replaces fatso\n{\n\tstates\n\t{\n\tsee:\n\tCRIS abcdefghij 4 a_chase\n\tloop\n\n\tmissile:\n\tFATA a 17 a_fatraise\n\tFATA b 3\n\tFATA c 3 bright a_fatattack1\n\tFATA d 3 bright\n\tFATA e 4\n\tFATA a 7\n\tFATA b 3\n\tFATA c 3 bright a_fatattack2\n\tFATA d 3 bright\n\tFATA e 4\n\tFATA a 7\n\tFATA b 3\n\tFATA c 3 bright a_fatattack3\n\tFATA d 3 bright\n\tFATA e 4\n\tFATA a 10\n\tgoto see\n\n\tpain:\n\tFAPP a 3\n\tFAPP b 3 a_pain\n\tgoto see\n\n\tdeath:\n\tTNT1 a 0 A_JumpIfHealthLower(-30,\"Gibdeath\")\n\tsman a 3\n\tsman b 3 a_Scream\n\tsman cde 3\n\tSMAN f 3 a_noblocking\n\tSMAN ghijklmnop 3\n\tSMAN q -1 a_bossdeath\n\tstop\n\n\tgibdeath:\n\tFAXD a 3\n\tTNT1 a 0 a_playsound (\"misc/gibbed\")\n\tFAXD b 3 a_scream\n\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"Gibs1\", 32, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"Gibs2\", 32, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItem(\"XBlood2\", 0, 40)\n\tFAXD c 3\n\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"Gibs1\", 32, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"Gibs2\", 32, 0, random (0, 360), 2, random (0, 160))\n\tFAXD d 3 a_noblocking\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItem(\"XBlood2\", 0, 40)\n\tFAXD e 3\n\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"Gibs1\", 32, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"Gibs2\", 32, 0, random (0, 360), 2, random (0, 160))\n\tFAXD fgh 3\n\tFAXD ijklmno 2\n\tFAXD p -1 a_bossdeath\n\t}\n}"
},
{
"source": "pk3",
"name": "DECO/MONSTERS/Pain.txt",
"contents": "ACTOR SmoothPain : PainElemental replaces PainElemental\n{\n States\n {\n Spawn:\n PAIN A 10 A_Look\n Loop\n see:\n\tSAIN abcdedcb 3 a_chase\n\tloop\n Missile:\n PATT abc 3 a_facetarget\n\tPATT d 3 bright a_facetarget\n\tPATT e 2 bright a_facetarget\n\tPATT e 1 bright a_painattack\n Goto See\n Pain:\n PPPP a 4\n\tPPPP b 2\n\tPPPP b 2 a_pain\n\tPPPP c 4 a_pain\n\tgoto see\n death:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"PainElGore\")==1, \"deathgore\")\n\t\tSPAI A 5 bright\n\t\tSPAI b 4 bright\n\t\tspai c 4 bright a_scream\n\t\tspai defgh 4 bright\n\t\tspai i 3 bright a_paindie\n\t\tspai jk 3 bright\n\t\tstop\n\tdeathgore:\n\t\tSPAI A 5 bright\n\t\tSPAI b 4 bright\n\t\tspai c 4 bright a_scream\n\t\tspai def 4 bright\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"Gibs1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Gibs2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItem(\"XBlood2\", 0, 40)\n\t\tspai g 4 bright\n\t\tTNT1 AA 0 A_CustomMissile (\"Gibs1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tspai h 3 bright\n\t\tTNT1 AA 0 A_CustomMissile (\"Gibs1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tspai i 3 bright a_paindie\n\t\tTNT1 AA 0 A_CustomMissile (\"Gibs2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tspai j 3 bright\n\t\tspai k 3 bright\n\t\tstop\n raise:\n\t\tSPAI kigeca 8\n\t\tgoto see\n }\n}"
},
{
"source": "pk3",
"name": "DECO/MONSTERS/Cyberdemon.txt",
"contents": "ACTOR SmoothCyber : Cyberdemon replaces Cyberdemon\n{\n\tstates\n\t{\n\tsee:\n\tSMCM a 3 a_hoof\n\tSMCM bcdef 3 a_chase\n\tSMCM g 3 a_metal\n\tSMCM h 3 a_chase\n\tloop\n\n\tmissile:\n\tSMCS abc 2 a_facetarget\n\tSMCS d 3 a_cyberattack\n\tSMCS e 3\n\tSMCS c 6\n\tSMCS abc 4 a_facetarget\n\tSMCS d 3 a_cyberattack\n\tSMCS e 3\n\tSMCS c 6\n\tSMCS abc 4 a_facetarget\n\tSMCS d 3 a_cyberattack\n\tSMCS e 3\n\tSMCS c 6\n\tgoto see\n\n\tpain:\n\tSMCI a 4 a_pain\n\tSMCI bc 3\n\tgoto see\n\n\tdeath:\n\tSMCD a 15\n\tSMCD b 5 a_scream\n\tSMCD cdefghij 3 A_CustomMissile (\"Gibs2\", 32, 0, random (0, 360), 2, random (0, 160))\n\tSMCD k 4 a_noblocking\n\tSMCD l 100\n\tSMCD l -1 a_bossdeath\n\t}\n}"
},
{
"source": "pk3",
"name": "DECO/MONSTERS/Mastermind.txt",
"contents": "Actor SmoothMastermind : Spidermastermind replaces Spidermastermind\n{\n\tstates\n\t{\n\tsee:\n\tSMMA a 3 a_metal\n\tSMMA a 3 a_chase\n\tSMMA b 3 a_chase\n\tSMMA c 3 a_chase\n\tSMMA d 3 a_metal\n\tSMMA e 3 a_chase\n\tSMMA e 3 a_chase\n\tSMMA f 3 a_chase\n\tSMMA g 3 a_metal\n\tSMMA h 3 a_chase\n\tSMMA i 3 a_chase\n\tSMMA j 3 a_chase\n\tloop\n\n\tmissile:\n\tSMMA a 20 a_facetarget\n\tSSMA a 2 A_SPosAttackUseAtkSound\n\tSSMA b 1\n\tSSMA c 1\n\tSSMA a 2 A_SPosAttackUseAtkSound\n\tSSMA b 1\n\tSSMA c 1\n\tSSMA c 1 A_SpidRefire\n\tgoto missile+1\n\n\tpain:\n\tSPMA a 2\n\tSPMA b 2\n\tSPMA c 2 a_pain\n\tgoto see\n\n\tdeath:\n\tSDMA a 20 a_scream\n\tSDMA b 5\n\tSDMA c 5 a_noblocking\n\tSDMA defghijklmnopq 4 A_CustomMissile (\"Gibs1\", 32, 0, random (0, 360), 2, random (0, 160))\n\tSDMA r 100\n\tSDMA r -1 a_bossdeath\n\tstop\n\t}\n}"
}
]
},
"maps": []
}