Raw model (for completeness)
{
"meta": {
"id": "0817e1b9-ae7d-40db-9ee8-bafb44b9e384",
"sha1": "b90fcd7f66ae447d6e978c243b2c1f519ec379d1",
"sha256": "2870a21540632f742226bcf246dbf22fda3d0cd0ea3a3fed21f6e2a6c6daf40c",
"filenames": [
"omega_patch_r2021.pk3"
],
"additional": {
"engines": [
"ZDOOM"
],
"iwad": [],
"filename": null,
"added": "2013-04-19 00:36:59",
"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": "2013-04-19 00:36:59",
"file": {
"type": "PK3",
"size": 128095,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/b90fcd7f66ae447d6e978c243b2c1f519ec379d1/b90fcd7f66ae447d6e978c243b2c1f519ec379d1.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 36,
"maps": 0,
"palettes": 0
},
"engines_guess": [
"ZDOOM"
]
},
"text_files": [
{
"source": "pk3",
"name": "keyconf.txt",
"contents": "// AOW Keyconf\nweaponsection AOW2\nsetslot 0 SelfHeal RepairGun EnhancedRepairGun MedicGun BombSquadGun CrateChooser\nsetslot 1 Unarmed Flashbangs FragGrenade Knife\nsetslot 2 ProxyMineLayer TimedC4 EnhancedTimedC4 RemoteC4Detonator RemoteC4 NuclearStrikeBeacon IonCannonBeacon\nsetslot 3 Handgun Rifle SniperRifleWeak SniperRifle\nsetslot 4 Boomstick DoubleShotgun\nsetslot 5 SubMachineGun MachineGun GatlingGun JumpjetGatlingGun\nsetslot 6 Grenade_Launcher Bazooka MassDriver\nsetslot 7 Flamer ChemicalSprayer TiberiumAutorifleWeak TiberiumAutorifle\nsetslot 8 LaserRifle LaserChaingun LaserChaingunBlue GaussRifle ShockRifle PlasmaGun StealthLaserRifle\nsetslot 9 PlasmaCannon TimeGun UtilityGun\n\nclearplayerclasses\naddplayerclass \"AOWPlayer\"\n\naddkeysection \"All Out War 2\" AOW2Keybinds\naddmenukey \"Activate Help Screen\" aowhelp\naddmenukey \"Donation: Open/Close Menu\" donationmenu\naddmenukey \"Donation: Change Name\" donationname\naddmenukey \"Donation: Donate $100\" donationgive\naddmenukey \"Eject Mech / Drop Tiberium\" invuse\naddmenukey \"Surrender\" surrender\naddmenukey \"Switch to Weaker Team\" teamswitch\n// addmenukey \"Toggle Friend Info\" \"toggle aow_nofriendinfo\"\nalias donationmenu \"puke 335\"\nalias donationname \"puke 334 1\"\nalias donationgive \"puke 334 2\"\nalias surrender \"puke 342\"\nalias aowhelp \"puke 348\"\nalias spectatorteleport \"puke 940\"\nalias spectatorflashfix \"puke 940 1\"\nalias whoami \"puke 946\"\nalias teamswitch \"puke 942\"\n\n// ADMIN COMMANDS\nalias gamemaster \"puke 401 %1 3\"\nalias forceblue \"puke 401 %1 1\"\nalias forcered \"puke 401 %1 2\"\n\nalias tournamentmode \"set aow_tournamentmode 1;set aow_maxcannonsperteam 1;set aow_jugglimit 1;set aow_suddendeathtime 30;set aow_tickets 40;echo Tournament set-up complete - please restart the map.\"\n\n// CLIENT-SIDE ADMIN COMMANDS\nalias a_warp \"puke 402 1 %1 %2\"\nalias a_teleport \"puke 402 2 %1\"\nalias a_crate \"puke 402 3 %1\"\nalias a_givecredits \"puke 402 4 %1\"\nalias a_giveexp \"puke 402 5 %1\"\nalias a_berserk \"puke 402 6\"\nalias a_resign \"puke 402 7\"\nalias a_givebeacon \"puke 402 8\"\nalias a_admin \"puke 402 9\"\nalias a_team \"puke 402 10 %1\"\nalias a_forcered \"puke 402 10 1\"\nalias a_forceblue \"puke 402 10 0\"\nalias a_utility \"puke 402 11\"\nalias a_speed \"puke 402 12 %1\"\nalias a_opendeck \"puke 402 14\"\nalias a_notarget \"puke 402 15\""
},
{
"source": "pk3",
"name": "actors/mechs/madcat.txt",
"contents": "ACTOR MechPlayer_MadCat : MechPlayer_Base\n{\n Speed 1\n Health 4000\n Radius 64\n Height 144\n Mass 4000\n PainChance 0\n PainChance \"Flash\", 255\n player.colorrange 112, 127\n Player.DisplayName \"MadCat\"\n player.forwardmove 0.4\n player.sidemove 0.15\n player.soundclass \"mech\"\n player.maxhealth 4000\n damagefactor \"Falling\", 12.0\n player.damagescreencolor \"00 00 00\"\n Player.ViewHeight 112\n Player.AttackZOffset 18\n Player.MorphWeapon \"MadCat-Weapons\"\n Player.JumpZ 0\n scale 0.75\n +NOSKIN\n //-PICKUP\n bloodtype \"HHMetalHit\"\n bloodcolor \"White\"\n maxstepheight 40\n States\n {\n Spawn2:\n MAD2 BB 7 SetPlayerProperty(0,1,0)\n MAD2 BA 7\n MADC ZYXWV 7\n MADC K 0 SetPlayerProperty(0,0,0)\n goto Spawn+6\n Spawn:\n MADC A 1\n MADC A 0 SetPlayerProperty(0,0,3)\n MADC A 0 ACS_ExecuteAlways (310, 0, 3)\n MADC A 0 ACS_Execute(315,0,0,0,0)\n MADC A 0 A_GiveInventory(\"BMBMadCatEject\",1)\n MADC A 0 A_GiveInventory(\"IsMech\",1)\n MADC A 0 A_SpawnItemEx(\"MechStepSmokePuff\", 0, -42, 4, 0, 0, 0, 0, 128, 0)\n MADC A 8 A_SpawnItemEx(\"MechStepDamageStrong\", 0, -42, 4, 0, 0, 0, 0, 0, 0)\n MADC K 35\n MADC KKKK 35 A_PlaySoundEx(\"mech/idle\",\"SoundSlot5\",1,-1)\n MADC K 35 A_GiveInventory(\"MechAmmoStuff\",1)\n goto Spawn+6\n See:\n MADC A 0 SetPlayerProperty(0,0,3)\n MADC ABCD 4 A_JumpIfHealthLower(500,\"SeeDamaged\")\n MADC E 0 A_PlaySoundEx(\"mech/idle\",\"SoundSlot5\",1,-1)\n MADC E 0 A_SpawnItemEx(\"MechStepSmokePuff\", 0, -42, 4, 0, 0, 0, 0, 128, 0)\n MADC E 0 A_SpawnItemEx(\"MechStepDamageStrong\", 0, -42, 4, 0, 0, 0, 0, 0, 0)\n MADC E 4 //A_PlaySound(\"mech/step\")\n MADC FGHI 4\n MADC J 0 A_SpawnItemEx(\"MechStepSmokePuff\", 0, 42, 4, 0, 0, 0, 0, 128, 0)\n MADC J 0 A_SpawnItemEx(\"MechStepDamageStrong\", 0, 42, 4, 0, 0, 0, 0, 0, 0)\n MADC J 4 //A_PlaySound(\"mech/step\")\n MADC A 0 A_JumpIf(WaterLevel >= 1, \"InWater\")\n Goto Spawn\n SeeDamaged:\n MADC ABCD 4\n MADC E 0 A_PlaySoundEx(\"mech/idle\",\"SoundSlot5\",1,-1)\n MADC E 0 A_SpawnItemEx(\"MechStepSmokePuff\", 0, -42, 4, 0, 0, 0, 0, 128, 0)\n MADC E 0 A_SpawnItemEx(\"MechStepDamageStrong\", 0, -42, 4, 0, 0, 0, 0, 0, 0)\n MADC E 4 A_SpawnItemEx(\"EjectedMechSmokePuff\",random(-32,32),random(-32,32),random(96,128),0,0,3,0,0,0)\n MADC FGHI 4\n MADC J 0 A_SpawnItemEx(\"MechStepSmokePuff\", 0, 42, 4, 0, 0, 0, 0, 128, 0)\n MADC J 0 A_SpawnItemEx(\"MechStepDamageStrong\", 0, 42, 4, 0, 0, 0, 0, 0, 0)\n MADC J 4 A_SpawnItemEx(\"EjectedMechSmokePuff\",random(-32,32),random(-32,32),random(96,128),0,0,3,0,0,0)\n MADC A 0 A_JumpIf(WaterLevel >= 1, \"InWater\")\n Goto Spawn\n InWater:\n TNT1 A 0 Thing_Damage(0,400,12) //Drown\n goto Spawn\n Pain.Flash:\n PLAY G 0 ACS_ExecuteAlways(320,0,3,0,0)\n PLAY G 0 ACS_ExecuteAlways(320,0,3,0,0)\n PLAY G 0 ACS_ExecuteAlways(310,0,4,0,0)\n Goto Spawn\n Death:\n MADC K 0\n TNT1 A 0 ACS_ExecuteAlways(696, 0, 4)\n TNT1 A 0 A_JumpIfInventory(\"IsKamikaze\",1,\"Death.IonExplosion\")\n MADC K 0 A_TakeInventory(\"Ingame\",1)\n MADC LMNOPQRSTU 4 A_NoBlocking\n MADC U 0 A_StopSoundEx(\"SoundSlot5\")\n MADC U 0 A_StopSoundEx(\"Weapon\")\n MADC U 0 A_SpawnItemEx(\"ExplosionMainLarge\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n MADC U 0 A_CustomMissile(\"BombPackKamikaze\",48,0)\n MADC U 0 A_PlaySound(\"weapons/rocklx\")\n MADC U 8 A_PlayWeaponSound(\"weapons/rocklx\")\n MADC U 0 A_SpawnItemEx(\"ExplosionMainLarge\", 12, 16, 64, 0, 0, 0, 0, 128, 0)\n MADC U 0 A_PlaySound(\"weapons/rocklx\")\n MADC U 8 A_PlayWeaponSound(\"weapons/rocklx\")\n MADC UUUUUUUUUU 0 A_SpawnItemEx(\"MechDeathSmoke\", 0, 0, random(64,120), random(-5,5), random(-5,5), random(9,14), 0, 0, 64)\n MADC U 0 A_SpawnItemEx(\"ExplosionMainLarge\", 14, 32, 96, 0, 0, 0, 0, 128, 0)\n MADC U 0 A_PlaySound(\"weapons/rocklx\")\n MADC U 8 A_PlayWeaponSound(\"weapons/rocklx\")\n MADC U 0 A_SpawnItemEx(\"ExplosionMainLarge\", 26, 48, 128, 0, 0, 0, 0, 128, 0)\n MADC U 0 A_PlaySound(\"weapons/rocklx\")\n MADC U 8 A_PlayWeaponSound(\"weapons/rocklx\")\n MADC U 0 A_SpawnItemEx(\"ExplosionMainLarge\", 38, 72, 160, 0, 0, 0, 0, 128, 0)\n MADC U 0 A_PlaySound(\"weapons/rocklx\")\n MADC U 8 A_PlayWeaponSound(\"weapons/rocklx\")\n DISR Z -1 A_SetTranslucent(0,0.0)\n Stop\n Death.IonExplosion:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(336,0,0,0) == 0, \"Death.NukeExplosion\")\n TNT1 A 0 A_SpawnItemEx(\"BlueStrikeKamikaze\",0,0,32,0,0,0,0,0,0)\n goto Death+3\n Death.NukeExplosion:\n TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"NukeKamikaze\",0,0,32,0,0,0,0,0,0)\n goto Death+3\n }\n}\n\nActor MechPlayer_MadCatUsed : MechPlayer_MadCat\n{\n player.maxhealth 4000\n health 2000\n}\n\nACTOR MadCatSwitch : PowerupGiver\n{\n Powerup.Type \"MadCatMech\"\n Powerup.Duration 252000\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n Inventory.MaxAmount 1\n Translation \"112:127=[255,255,255]:[0,0,0]\"\n scale 0.75\n States\n {\n Spawn:\n MAD2 B -1\n loop\n }\n}\n\nACTOR PowerMadCatMech : PowerMorph\n{\n PowerMorph.PlayerClass \"MechPlayer_MadCat\"\n PowerMorph.MorphStyle (MRF_FULLHEALTH|MRF_ADDSTAMINA|MRF_NEWTIDBEHAVIOUR|MRF_WHENINVULNERABLE)\n}\n\nACTOR MadCatSwitch2 : PowerupGiver\n{\n Powerup.Type \"MadCatMech2\"\n Powerup.Duration 252000\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n Inventory.MaxAmount 1\n Translation \"112:127=[255,255,255]:[0,0,0]\"\n scale 0.75\n States\n {\n Spawn:\n MAD2 B -1\n loop\n }\n}\nactor MadCatSwitchPickup : CustomInventory\n{\n inventory.pickupsound \"mech/start\"\n Translation \"112:127=[255,255,255]:[0,0,0]\"\n +INVENTORY.AUTOACTIVATE\n scale 0.75\n States\n {\n Spawn:\n MAD2 B -1\n loop\n Pickup:\n RAVN I 0 ACS_ExecuteWithResult(353,0,0,0)\n stop\n Use:\n RAVN I 0 ACS_ExecuteAlways(699,0,1,0,0)\n RAVN I 0 A_GiveInventory(\"MadCatSwitch2\",1)\n stop\n }\n}\n\nACTOR PowerMadCatMech2 : PowerMorph\n{\n PowerMorph.PlayerClass \"MechPlayer_MadCatUsed\"\n PowerMorph.MorphStyle (MRF_FULLHEALTH|MRF_ADDSTAMINA|MRF_NEWTIDBEHAVIOUR|MRF_WHENINVULNERABLE)\n}\n\nactor MadCat-Weapons : AOWWeapon\n{\n Weapon.SelectionOrder 1\n Weapon.AmmoUse 0\n Weapon.AmmoGive 480\n Weapon.AmmoType \"Titan-RocketAmmo\"\n Obituary \"%o was destroyed by %k's MadCat.\"\n +WEAPON.CHEATNOTWEAPON\n +WEAPON.DONTBOB\n //weapon.preferredskin \"MadCatMech\"\n States\n {\n Ready:\n MHUD A 1 A_WeaponReady\n Loop\n Deselect:\n MHUD A 0 A_JumpIfHealthLower(1,1)\n goto Ready\n MHUD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Lower\n TNT1 A 1 A_Lower\n goto Deselect+29\n Select:\n MHUD C 0\n MHUD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Raise\n TNT1 A 1 A_Raise\n goto Select+31\n Fire:\n MHUD A 0 A_JumpIfInventory(\"IsBlue\",1,\"FireBlue\")\n MHUD A 0 A_JumpIfInventory(\"Wolverine-WhatWeapon\",2,\"FireMode3\")\n MHUD A 0 A_JumpIfInventory(\"Wolverine-WhatWeapon\",1,\"FireMode2\")\n //Continue firing PPCs\n MHUD A 0 A_JumpIfInventory(\"MadCat-PPCReload\",1,\"FireMode3\")\n //Goto AltFire\n MHUD C 0 A_PlayWeaponSound(\"ppc/fire\")\n MHUD A 0 ACS_ExecuteAlways(319,0,1,5,0)\n MHUD C 0 A_GunFlash\n MHUD A 0 A_FireCustomMissile(\"PPCBall\",0,0,64,0)\n MHUD A 0 A_FireCustomMissile(\"PPCBall\",0,0,-64,0)\n MHUD D 15 BRIGHT\n MHUD C 35\n MHUD C 2 A_Refire\n Goto Ready\n WaitReload:\n MHUD A 2\n MHUD A 2 A_Refire\n Goto Ready\n FireMode2:\n MHUD A 10 A_JumpIfInventory(\"Wolverine-MinigunAmmo\",4,2)\n MHUD A 0 A_PlaySoundEx(\"minigun/spin\",\"Weapon\",0)\n Goto AltFire\n MHUD B 0 Radius_Quake(2,8,0,1,0)\n MHUD A 0 A_PlaySoundEx(\"minigun/fire\",\"Weapon\",1)\n MHUD A 0 A_GunFlash\n MHUD A 0 A_TakeInventory(\"Wolverine-MinigunAmmo\",2)\n MHUD B 0 A_SpawnItemEx(\"RifleShellCasing\",-32,8,128,random(1,3),random(0,1),random(1,3),random(-60,-45),128)\n MHUD B 0 A_SpawnItemEx(\"RifleShellCasing\",32,8,128,random(-3,-1),random(0,1),random(1,3),random(-60,-45),128)\n MHUD B 2 BRIGHT A_FireBullets (6.2, 6.2, 2, 10, \"RiflePuff\")\n MHUD A 1\n MHUD B 0 A_GunFlash\n MHUD A 0 A_TakeInventory(\"Wolverine-MinigunAmmo\",2)\n MHUD B 0 A_SpawnItemEx(\"RifleShellCasing\",-32,8,128,random(1,3),random(0,1),random(1,3),random(-60,-45),128)\n MHUD B 0 A_SpawnItemEx(\"RifleShellCasing\",32,8,128,random(-3,-1),random(0,1),random(1,3),random(-60,-45),128)\n MHUD B 2 BRIGHT A_FireBullets (6.2, 6.2, 2, 10, \"RiflePuff\")\n MHUD A 1\n MHUD A 0 A_ReFire\n MHUD A 0 A_PlaySoundEx(\"minigun/spin\",\"Weapon\",0)\n MHUD A 4\n goto Ready\n FireMode3:\n //Continue firing Rockets\n MHUD A 0 A_JumpIfInventory(\"Wolverine-LRMReload\",1,\"FireMode2\")\n MHUD A 10 A_JumpIfInventory(\"Titan-RocketAmmo\",20,1)\n Goto AltFire\n MHUD A 2 A_PlayWeaponSound(\"lrm/fire\")\n MHUD B 0 Radius_Quake(2,70,0,1,0)\n MHUD A 0 ACS_ExecuteAlways(319,0,2,5,0)\n MHUD A 0 A_TakeInventory(\"Titan-RocketAmmo\",20)\n MHUD B 0 A_FireCustomMissile(\"Wolverine-LRM\",0,0,random(22,48),random(64,72))\n MHUD B 2 Bright A_GunFlash\n MHUD BBBBBBBBB 2 A_FireCustomMissile(\"Wolverine-LRM\",0,0,random(22,48),random(64,72))\n MHUD A 10\n MHUD A 2 A_PlayWeaponSound(\"lrm/fire\")\n MHUD B 0 A_FireCustomMissile(\"Wolverine-LRM\",0,0,random(-48,-22),random(64,72))\n MHUD B 2 Bright A_GunFlash\n MHUD BBBBBBBBB 2 A_FireCustomMissile(\"Wolverine-LRM\",0,0,random(-48,-22),random(64,72))\n MHUD C 20\n MHUD A 2 A_Refire\n Goto Ready\n FireBlue:\n MHUD A 0 A_JumpIfInventory(\"Wolverine-WhatWeapon\",2,\"FireMode3Blue\")\n MHUD A 0 A_JumpIfInventory(\"Wolverine-WhatWeapon\",1,\"FireMode2Blue\")\n //Continue firing PPCs\n MHUD A 0 A_JumpIfInventory(\"MadCat-PPCReload\",1,\"FireMode3Blue\")\n //Goto AltFire\n MHUD C 0 A_PlayWeaponSound(\"ppc/fire\")\n MHUD A 0 ACS_ExecuteAlways(319,0,1,5,0)\n MHUD C 0 A_GunFlash\n MHUD A 0 A_FireCustomMissile(\"PPCBallBlue\",0,0,64,0)\n MHUD A 0 A_FireCustomMissile(\"PPCBallBlue\",0,0,-64,0)\n MHUD D 15 BRIGHT\n MHUD C 35\n MHUD C 2 A_Refire\n Goto Ready\n FireMode2Blue:\n MHUD A 10 A_JumpIfInventory(\"Wolverine-MinigunAmmo\",4,2)\n MHUD A 0 A_PlaySoundEx(\"minigun/spin\",\"Weapon\",0)\n Goto AltFire\n MHUD B 0 Radius_Quake(2,8,0,1,0)\n MHUD A 0 A_PlaySoundEx(\"minigun/fire\",\"Weapon\",1)\n MHUD A 0 A_GunFlash\n MHUD A 0 A_TakeInventory(\"Wolverine-MinigunAmmo\",2)\n MHUD B 0 A_SpawnItemEx(\"RifleShellCasing\",-32,8,128,random(1,3),random(0,1),random(1,3),random(-60,-45),128)\n MHUD B 0 A_SpawnItemEx(\"RifleShellCasing\",32,8,128,random(-3,-1),random(0,1),random(1,3),random(-60,-45),128)\n MHUD B 2 BRIGHT A_FireBullets (6.2, 6.2, 2, 10, \"RiflePuffBlue\")\n MHUD A 1\n MHUD B 0 A_GunFlash\n MHUD A 0 A_TakeInventory(\"Wolverine-MinigunAmmo\",2)\n MHUD B 0 A_SpawnItemEx(\"RifleShellCasing\",-32,8,128,random(1,3),random(0,1),random(1,3),random(-60,-45),128)\n MHUD B 0 A_SpawnItemEx(\"RifleShellCasing\",32,8,128,random(-3,-1),random(0,1),random(1,3),random(-60,-45),128)\n MHUD B 2 BRIGHT A_FireBullets (6.2, 6.2, 2, 10, \"RiflePuffBlue\")\n MHUD A 1\n MHUD A 0 A_ReFire\n MHUD A 0 A_PlaySoundEx(\"minigun/spin\",\"Weapon\",0)\n MHUD A 4\n goto Ready\n FireMode3Blue:\n //Continue firing Rockets\n MHUD A 10 A_JumpIfInventory(\"Titan-RocketAmmo\",20,1)\n Goto AltFire\n MHUD A 2 A_PlayWeaponSound(\"lrm/fire\")\n MHUD B 0 Radius_Quake(2,70,0,1,0)\n MHUD A 0 ACS_ExecuteAlways(319,0,2,5,0)\n MHUD A 0 A_TakeInventory(\"Titan-RocketAmmo\",20)\n MHUD B 0 A_FireCustomMissile(\"Wolverine-LRMBlue\",0,0,random(22,48),random(64,72))\n MHUD B 2 Bright A_GunFlash\n MHUD BBBBBBBBB 2 A_FireCustomMissile(\"Wolverine-LRMBlue\",0,0,random(22,48),random(64,72))\n MHUD A 10\n MHUD A 2 A_PlayWeaponSound(\"lrm/fire\")\n MHUD B 0 A_FireCustomMissile(\"Wolverine-LRMBlue\",0,0,random(-48,-22),random(64,72))\n MHUD B 2 Bright A_GunFlash\n MHUD BBBBBBBBB 2 A_FireCustomMissile(\"Wolverine-LRMBlue\",0,0,random(-48,-22),random(64,72))\n MHUD C 20\n MHUD A 2 A_Refire\n Goto Ready\n Flash:\n TNT1 A 1 Bright A_Light2\n TNT1 A 2 Bright A_Light1\n Goto LightDone\n AltFire:\n MHUD A 0\n MHUD A 35 ACS_ExecuteAlways(314,0,3,0,0)\n MHUD C 35\n Goto Ready\n Spawn:\n TNT1 A 0\n stop\n }\n}\n\nactor MadCat-PPCReload : Inventory\n{\n inventory.amount 0\n inventory.maxamount 5\n}\n\nactor MadCat-PPCReloadDone : Inventory\n{\n inventory.amount 0\n inventory.maxamount 5\n}\n\nactor MadCat-PPCReloadNeed : Inventory\n{\n inventory.amount 0\n inventory.maxamount 1\n}\n\nactor PPCBall\n{\n radius 8\n height 8\n speed 50\n damage (250)\n renderstyle Add\n alpha 0.9\n deathsound \"ppc/explode\"\n PROJECTILE\n scale 1.00\n Reactiontime 7\n damageType \"ExplosionRed\"\n Obituary \"%o was vaporised by %k's PPC.\"\n states\n {\n Spawn:\n PPCX A 3 BRIGHT\n PPCX AAAA 0 BRIGHT A_SpawnItemEx(\"VoltageSpark\", random(-16,16), random(-16,16), random(-16,16), random(-8,8), random(-8,8), random(-8,8), 0, 128, 32)\n PPCX AAAA 0 BRIGHT A_SpawnItemEx(\"VoltageSpark\", random(-32,0), random(-16,16), random(-16,16), random(-8,8), random(-8,8), random(-8,8), 0, 128, 32)\n PPCX AAAA 0 BRIGHT A_SpawnItemEx(\"VoltageSpark\", random(-54,-32), random(-16,16), random(-16,16), random(-8,8), random(-8,8), random(-8,8), 0, 128, 32)\n PPCX AAAA 0 BRIGHT A_SpawnItemEx(\"VoltageSpark\", random(-92,-54), random(-16,16), random(-16,16), random(-8,8), random(-8,8), random(-8,8), 0, 128, 32)\n PPCX A 0 A_SpawnItemEx(\"VoltagePuff2\", random(-64,64), random(-64,64), random(-64,64), random(-8,8), random(-8,8), random(-8,8), 0, 128, 0)\n //PPCX A 0 BRIGHT A_SpawnItemEx(\"PPCTrail1\",0,0,0,0,0,0,0,128,128)\n PPCX A 0 BRIGHT A_SpawnItemEx(\"PPCExplosion3\",0,0,0,0,0,0,0,0,0)\n PPCX A 1 BRIGHT //A_SpawnItemEx(\"VoltageDecay\",random(-16,16),random(-16,16),random(-16,16),0,0,0,0,128,192)\n Goto Spawn+1\n Death:\n TNT1 A 0\n TNT1 A 2 A_CustomMissile(\"PPCBallImpact\",0,0,0,4)\n TNT1 AAAA 2 BRIGHT A_SpawnItemEx(\"PPCExplosion2\",0,0,0,0,0,0,0,0,0)\n TNT1 AA 2 BRIGHT A_SpawnItemEx(\"PPCExplosion\",0,0,0,0,0,0,0,0,0)\n stop\n }\n}\n\nactor PPCBallImpact\n{\n RenderStyle Add\n alpha 0.9\n -RANDOMIZE\n +NOCLIP\n +NOGRAVITY\n Scale 3.0\n states\n {\n Spawn:\n PPCX A 0\n PPCX AAAAAA 0 A_SpawnItemEx(\"PPCTrail1\",0,0,random(16,32),0,0,random(16,32),0,128,0)\n PPCX AAAAAAAA 0 A_SpawnItemEx(\"VoltageSpark\", random(-64,64), random(-64,64), random(-64,64), random(-8,8), random(-8,8), random(-8,8), 0, 128, 0)\n PPCX A 2 bright A_FadeOut(0.15)\n PPCX AAAAAAAA 0 A_SpawnItemEx(\"VoltageSpark\", random(-64,64), random(-64,64), random(-64,64), random(-8,8), random(-8,8), random(-8,8), 0, 128, 0)\n PPCX AAA 0 A_SpawnItemEx(\"VoltagePuff\", random(-64,64), random(-64,64), random(-64,64), random(-8,8), random(-8,8), random(-8,8), 0, 128, 0)\n PPCX A 2 bright A_FadeOut(0.15)\n PPCX AAAAAAAA 0 A_SpawnItemEx(\"VoltageSpark\", random(-64,64), random(-64,64), random(-64,64), random(-8,8), random(-8,8), random(-8,8), 0, 128, 0)\n PPCX AAA 0 A_SpawnItemEx(\"VoltagePuff\", random(-64,64), random(-64,64), random(-64,64), random(-8,8), random(-8,8), random(-8,8), 0, 128, 0)\n PPCX A 2 bright A_FadeOut(0.15)\n PPCX AAAAAAAA 0 A_SpawnItemEx(\"VoltageSpark\", random(-64,64), random(-64,64), random(-64,64), random(-8,8), random(-8,8), random(-8,8), 0, 128, 0)\n PPCX AAA 0 A_SpawnItemEx(\"VoltagePuff\", random(-64,64), random(-64,64), random(-64,64), random(-8,8), random(-8,8), random(-8,8), 0, 128, 0)\n PPCX A 2 bright A_FadeOut(0.15)\n PPCX AAAAAAAA 0 A_SpawnItemEx(\"VoltageSpark\", random(-64,64), random(-64,64), random(-64,64), random(-8,8), random(-8,8), random(-8,8), 0, 128, 0)\n PPCX AAA 0 A_SpawnItemEx(\"VoltagePuff\", random(-64,64), random(-64,64), random(-64,64), random(-8,8), random(-8,8), random(-8,8), 0, 128, 0)\n PPCX A 2 bright A_FadeOut(0.15)\n PPCX AAAAAAAA 0 A_SpawnItemEx(\"VoltageSpark\", random(-64,64), random(-64,64), random(-64,64), random(-8,8), random(-8,8), random(-8,8), 0, 128, 0)\n PPCX AAA 0 A_SpawnItemEx(\"VoltagePuff\", random(-64,64), random(-64,64), random(-64,64), random(-8,8), random(-8,8), random(-8,8), 0, 128, 0)\n PPCX A 2 bright A_FadeOut(0.15)\n PPCX AAAAAAAA 0 A_SpawnItemEx(\"VoltageSpark\", random(-64,64), random(-64,64), random(-64,64), random(-8,8), random(-8,8), random(-8,8), 0, 128, 0)\n PPCX AAA 0 A_SpawnItemEx(\"VoltagePuff\", random(-64,64), random(-64,64), random(-64,64), random(-8,8), random(-8,8), random(-8,8), 0, 128, 0)\n PPCX A 2 bright A_FadeOut(0.15)\n PPCX AAAAAAAA 0 A_SpawnItemEx(\"VoltageSpark\", random(-64,64), random(-64,64), random(-64,64), random(-8,8), random(-8,8), random(-8,8), 0, 128, 0)\n PPCX AAA 0 A_SpawnItemEx(\"VoltagePuff\", random(-64,64), random(-64,64), random(-64,64), random(-8,8), random(-8,8), random(-8,8), 0, 128, 0)\n PPCX AAAAAA 2 bright A_FadeOut(0.15)\n stop\n }\n}\n\nactor PPCExplosion\n{\n RenderStyle None\n -RANDOMIZE\n +NOCLIP\n PROJECTILE\n Speed 1\n Damage 0\n Scale 0.7\n Obituary \"%o was vaporised by %k's PPC.\"\n DamageType \"ExplosionRed\"\n states\n {\n Spawn:\n TNT1 A 0\n PPCX A 0 BRIGHT A_SpawnItemEx(\"PPCExploSound\",0,0,0,0,0,0,0,128,0)\n TNT1 A 5 bright A_Explode(10,512,0)\n stop\n }\n}\n\nactor PPCExplosion2 : PPCExplosion\n{\n DamageType \"LaserRed\"\n}\n\nactor PPCExplosion3 : PPCExplosion\n{\n DamageType \"LaserRed\"\n states\n {\n Spawn:\n TNT1 A 0\n TNT1 A 5 bright A_Explode(4,256,0)\n stop\n }\n}\n\nactor PPCBallBlue\n{\n radius 8\n height 8\n speed 50\n damage (250)\n renderstyle Add\n alpha 0.9\n deathsound \"ppc/explode\"\n PROJECTILE\n scale 1.00\n Reactiontime 7\n damageType \"ExplosionBlue\"\n Obituary \"%o was vaporised by %k's PPC.\"\n states\n {\n Spawn:\n PPCX A 3 BRIGHT\n PPCX AAAA 0 BRIGHT A_SpawnItemEx(\"VoltageSpark\", random(-16,16), random(-16,16), random(-16,16), random(-8,8), random(-8,8), random(-8,8), 0, 128, 32)\n PPCX AAAA 0 BRIGHT A_SpawnItemEx(\"VoltageSpark\", random(-32,0), random(-16,16), random(-16,16), random(-8,8), random(-8,8), random(-8,8), 0, 128, 32)\n PPCX AAAA 0 BRIGHT A_SpawnItemEx(\"VoltageSpark\", random(-54,-32), random(-16,16), random(-16,16), random(-8,8), random(-8,8), random(-8,8), 0, 128, 32)\n PPCX AAAA 0 BRIGHT A_SpawnItemEx(\"VoltageSpark\", random(-92,-54), random(-16,16), random(-16,16), random(-8,8), random(-8,8), random(-8,8), 0, 128, 32)\n PPCX A 0 A_SpawnItemEx(\"VoltagePuff2\", random(-64,64), random(-64,64), random(-64,64), random(-8,8), random(-8,8), random(-8,8), 0, 128, 0)\n //PPCX A 0 BRIGHT A_SpawnItemEx(\"PPCTrail1\",0,0,0,0,0,0,0,128,128)\n PPCX A 0 BRIGHT A_SpawnItemEx(\"PPCExplosion3Blue\",0,0,0,0,0,0,0,0,0)\n PPCX A 1 BRIGHT //A_SpawnItemEx(\"VoltageDecay\",random(-16,16),random(-16,16),random(-16,16),0,0,0,0,128,192)\n Goto Spawn+1\n Death:\n TNT1 A 0\n TNT1 A 2 A_CustomMissile(\"PPCBallImpact\",0,0,0,4)\n TNT1 AAAA 2 BRIGHT A_SpawnItemEx(\"PPCExplosion2Blue\",0,0,0,0,0,0,0,0,0)\n TNT1 AA 2 BRIGHT A_SpawnItemEx(\"PPCExplosionBlue\",0,0,0,0,0,0,0,0,0)\n stop\n }\n}\n\nactor PPCExplosionBlue\n{\n RenderStyle None\n -RANDOMIZE\n +NOCLIP\n PROJECTILE\n Speed 1\n Damage 0\n Scale 0.7\n Obituary \"%o was vaporised by %k's PPC.\"\n DamageType \"ExplosionBlue\"\n states\n {\n Spawn:\n TNT1 A 0\n PPCX A 0 BRIGHT A_SpawnItemEx(\"PPCExploSound\",0,0,0,0,0,0,0,128,0)\n TNT1 A 5 bright A_Explode(10,512,0)\n stop\n }\n}\n\nactor PPCExplosion2Blue : PPCExplosionBlue\n{\n DamageType \"LaserBlue\"\n}\n\nactor PPCExplosion3Blue : PPCExplosionBlue\n{\n DamageType \"LaserBlue\"\n states\n {\n Spawn:\n TNT1 A 0\n TNT1 A 5 bright A_Explode(4,256,0)\n stop\n }\n}\n\nactor PPCTrail1\n{\n radius 1\n height 1\n speed 2\n damage 0\n PROJECTILE\n -RANDOMIZE\n renderstyle Add\n alpha 0.5\n scale 0.75\n states\n {\n Spawn:\n //VOLX A 0 bright\n //VOLX A 0 bright A_CustomMissile(\"PPCTrail1\",random(-16,16),random(-16,16),random(-16,16),2,random(-16,16))\n //VOLX A 0 bright A_Stop\n VOLX AAAAAAAAA 2 bright A_FadeOut(0.07)\n stop\n Death:\n PPCX A 0 BRIGHT A_SpawnItemEx(\"VoltageDecay\",random(-16,16),random(-16,16),random(-16,16),0,0,0,0,128,128)\n stop\n }\n}\n\nactor PPCExploSound\n{\n radius 1\n height 1\n +noclip\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1 A_PlaySound(\"ppc/explode\")\n stop\n }\n}\n\nactor BMBMadcatEject : CustomInventory\n{\n inventory.pickupmessage \"\"\n inventory.pickupsound \"\"\n inventory.MaxAmount 1\n +INVENTORY.INVBAR\n Inventory.Icon \"ICO_EJCT\"\n states\n {\n Spawn:\n TNT1 A -1\n stop\n Use:\n TNT1 A 0 ACS_ExecuteAlways(697,0,2,0,0)\n stop\n }\n}\n\nACTOR MechBMB_MadCatEject\n{\n Health 300\n Radius 58\n Height 128\n Mass 2000\n -SOLID\n -NOBLOCKMAP\n -NOCLIP\n +SHOOTABLE\n PainChance 0\n scale 0.75\n bloodtype \"HHMetalHit\"\n bloodcolor \"White\"\n damagefactor \"Disarm\", 0.0\n obituary \"%o went boom.\"\n Translation \"112:127=[255,255,255]:[0,0,0]\"\n States\n {\n Spawn:\n MADC KKKK 35\n MADC K 35\n MADC KKKK 5 A_SpawnItemEx(\"EjectedMechSmokePuff\",random(-32,32),random(-32,32),random(96,128),0,0,3,0,128,0)\n MADC K 5 A_SpawnItemEx(\"EjectedMechSmokePuff\",random(-32,32),random(-32,32),random(96,128),0,0,3,0,128,0)\n goto Spawn+5\n Death:\n ROB1 A 0\n MADC LMNOPQRSTU 10 A_NoBlocking\n MADC U 0 A_StopSoundEx(\"SoundSlot5\")\n MADC U 0 A_StopSoundEx(\"Weapon\")\n MADC U 0 A_SpawnItemEx(\"ExplosionMainLarge\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n MADC U 0 A_CustomMissile(\"BombPackKamikaze\",48,0)\n MADC U 0 A_PlaySound(\"weapons/rocklx\")\n MADC U 8 A_PlayWeaponSound(\"weapons/rocklx\")\n MADC U 0 A_SpawnItemEx(\"ExplosionMainLarge\", 12, 16, 64, 0, 0, 0, 0, 128, 0)\n MADC U 0 A_PlaySound(\"weapons/rocklx\")\n MADC U 8 A_PlayWeaponSound(\"weapons/rocklx\")\n MADC UUUUUUUUUU 0 A_SpawnItemEx(\"MechDeathSmoke\", 0, 0, random(64,120), random(-5,5), random(-5,5), random(9,14), 0, 0, 64)\n MADC U 0 A_SpawnItemEx(\"ExplosionMainLarge\", 14, 32, 96, 0, 0, 0, 0, 128, 0)\n MADC U 0 A_PlaySound(\"weapons/rocklx\")\n MADC U 8 A_PlayWeaponSound(\"weapons/rocklx\")\n MADC U 0 A_SpawnItemEx(\"ExplosionMainLarge\", 26, 48, 128, 0, 0, 0, 0, 128, 0)\n MADC U 0 A_PlaySound(\"weapons/rocklx\")\n MADC U 8 A_PlayWeaponSound(\"weapons/rocklx\")\n MADC U 0 A_SpawnItemEx(\"ExplosionMainLarge\", 38, 72, 160, 0, 0, 0, 0, 128, 0)\n MADC U 0 A_PlaySound(\"weapons/rocklx\")\n MADC U 8 A_PlayWeaponSound(\"weapons/rocklx\")\n DISR K -1\n Stop\n }\n}\n\nACTOR MechBMB_MadCatEjectUsed\n{\n Health 300\n Radius 58\n Height 128\n Mass 2000\n -SOLID\n -NOBLOCKMAP\n -NOCLIP\n PainChance 0\n scale 0.75\n Translation \"112:127=[255,255,255]:[0,0,0]\"\n States\n {\n Spawn:\n MADC VWXYZ 7\n MAD2 AB 7\n MAD2 B 0 A_SpawnItemEx(\"MadCatSwitchPickup\",0,0,0,0,0,0,0,0,0)\n stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/mechs/raven.txt",
"contents": "actor MechPlayer_Raven : MechPlayer_Base {\n\t+NOSKIN\n\thealth 2000\n\tradius 58\n\theight 144\n\tmass 4000\n\tpainchance 0\n\tpainchance \"Flash\", 255\n\tplayer.colorrange 112, 127\n\tplayer.displayname \"Raven\"\n\tplayer.forwardmove 0.7\n\tplayer.sidemove 0.25\n\tplayer.soundclass \"mech\"\n\tplayer.maxhealth 2000\n\tplayer.damagescreencolor \"00 00 00\"\n\tplayer.viewheight 132\n\tplayer.attackzoffset 36\n\tplayer.morphweapon \"Raven-Weapons\"\n\tplayer.jumpz 0\n\tscale 0.65\n\tbloodtype \"HHMetalHit\"\n\tbloodcolor \"White\"\n\tmaxstepheight 40\n\tdamagefactor \"Falling\", 12.0\n\tstates {\n\tSpawn2:\n\t\tRAV2 BB 6 SetPlayerProperty(0,1,0)\n\t\tRAV2 BA 6\n\t\tRAVN ZYXWVUI 6\n\t\tRAVN I 0 SetPlayerProperty(0,0,0)\n\t\tgoto Spawn+6\n\tSpawn:\n\t\tRAVN A 1\n\t\tRAVN A 0 SetPlayerProperty(0,0,3)\n\t\tRAVN A 0 ACS_ExecuteAlways (310, 0, 3)\n\t\tRAVN A 0 ACS_Execute(315,0,0,0,0)\n\t\tRAVN A 0 A_GiveInventory(\"BMBRavenEject\",1)\n\t\tRAVN A 0 A_GiveInventory(\"IsMech\",1)\n\t\tRAVN A 0 A_SpawnItemEx(\"MechStepSmokePuff\", 0, -30, 4, 0, 0, 0, 0, 128, 0)\n\t\tRAVN A 5 A_SpawnItemEx(\"MechStepDamageWeak\", 0, -30, 4, 0, 0, 0, 0, 0, 0)\n\t\tRAVN I 35\n\t\tRAVN IIII 35 A_PlaySoundEx(\"mech/idle\",\"SoundSlot5\",1,-1)\n\t\tRAVN I 35 A_GiveInventory(\"MechAmmoStuff\",1)\n\t\tgoto Spawn+6\n\tSee:\n\t\tRAVN A 0 SetPlayerProperty(0,0,3)\n\t\tRAVN ABC 3 A_JumpIfHealthLower(300,\"SeeDamaged\")\n\t\tRAVN D 0 A_PlaySoundEx(\"mech/idle\",\"SoundSlot5\",1,-1)\n\t\tRAVN D 0 A_SpawnItemEx(\"MechStepSmokePuff\", 0, -30, 4, 0, 0, 0, 0, 128, 0)\n\t\tRAVN D 3 A_SpawnItemEx(\"MechStepDamageWeak\", 0, -30, 4, 0, 0, 0, 0, 0, 0)\n\t\tRAVN EFG 3\n\t\tRAVN H 0 A_SpawnItemEx(\"MechStepSmokePuff\", 0, 30, 4, 0, 0, 0, 0, 128, 0)\n\t\tRAVN H 3 A_SpawnItemEx(\"MechStepDamageWeak\", 0, 30, 4, 0, 0, 0, 0, 0, 0)\n\t\tRAVN A 0 A_JumpIf(WaterLevel >= 1, \"InWater\")\n\t\tGoto Spawn\n\tSeeDamaged:\n\t\tRAVN ABC 3\n\t\tRAVN D 0 A_PlaySoundEx(\"mech/idle\",\"SoundSlot5\",1,-1)\n\t\tRAVN D 0 A_SpawnItemEx(\"MechStepSmokePuff\", 0, -30, 4, 0, 0, 0, 0, 128, 0)\n\t\tRAVN D 0 A_SpawnItemEx(\"MechStepDamageWeak\", 0, -30, 4, 0, 0, 0, 0, 0, 0)\n\t\tRAVN D 3 A_SpawnItemEx(\"EjectedMechSmokePuff\",random(-32,32),random(-32,32),random(96,128),0,0,3,0,0,0)\n\t\tRAVN EFG 3\n\t\tRAVN H 0 A_SpawnItemEx(\"MechStepSmokePuff\", 0, 30, 4, 0, 0, 0, 0, 128, 0)\n\t\tRAVN H 0 A_SpawnItemEx(\"MechStepDamageWeak\", 0, 30, 4, 0, 0, 0, 0, 0, 0)\n\t\tRAVN H 3 A_SpawnItemEx(\"EjectedMechSmokePuff\",random(-32,32),random(-32,32),random(96,128),0,0,3,0,0,0)\n\t\tRAVN A 0 A_JumpIf(WaterLevel >= 1, \"InWater\")\n\t\tGoto Spawn\n\tInWater:\n\t\tTNT1 A 0 Thing_Damage (0, 200, 12) //Drown\n\t\tgoto Spawn\n\tPain.Flash:\n\t\tRAVN I 0 ACS_ExecuteAlways(320,0,3,0,0)\n\t\tRAVN I 0 ACS_ExecuteAlways(320,0,3,0,0)\n\t\tRAVN I 0 ACS_ExecuteAlways(310,0,4,0,0)\n\t\tGoto Spawn\n\tDeath:\n\t\tRAVN A 0\n\t\tTNT1 A 0 ACS_ExecuteAlways(696, 0, 2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsKamikaze\",1,\"Death.IonExplosion\")\n\t\tRAVN A 0 A_TakeInventory(\"Ingame\",1)\n\t\tRAVN JKLMNOPQRS 4 A_NoBlocking\n\t\tRAVN T 0 A_StopSoundEx(\"SoundSlot5\")\n\t\tRAVN T 0 A_StopSoundEx(\"Weapon\")\n\t\tRAVN T 0 A_SpawnItemEx(\"ExplosionMainLarge\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n\t\tRAVN T 0 A_CustomMissile(\"BombPackKamikaze\",48,0)\n\t\tRAVN T 0 A_PlaySound(\"weapons/rocklx\")\n\t\tRAVN T 8 A_PlayWeaponSound(\"weapons/rocklx\")\n\t\tRAVN T 0 A_SpawnItemEx(\"ExplosionMainLarge\", 12, 16, 64, 0, 0, 0, 0, 128, 0)\n\t\tRAVN T 0 A_PlaySound(\"weapons/rocklx\")\n\t\tRAVN T 8 A_PlayWeaponSound(\"weapons/rocklx\")\n\t\tRAVN T 0 A_SpawnItemEx(\"ExplosionMainLarge\", 14, 32, 96, 0, 0, 0, 0, 128, 0)\n\t\tRAVN TTTTTTTTTT 0 A_SpawnItemEx(\"MechDeathSmoke\", 0, 0, random(64,120), random(-5,5), random(-5,5), random(9,14), 0, 0, 64)\n\t\tRAVN T 0 A_PlaySound(\"weapons/rocklx\")\n\t\tRAVN T 8 A_PlayWeaponSound(\"weapons/rocklx\")\n\t\tRAVN T 0 A_SpawnItemEx(\"ExplosionMainLarge\", 26, 48, 128, 0, 0, 0, 0, 128, 0)\n\t\tRAVN T 0 A_PlaySound(\"weapons/rocklx\")\n\t\tRAVN T 8 A_PlayWeaponSound(\"weapons/rocklx\")\n\t\tRAVN T 0 A_SpawnItemEx(\"ExplosionMainLarge\", 38, 72, 160, 0, 0, 0, 0, 128, 0)\n\t\tRAVN T 0 A_PlaySound(\"weapons/rocklx\")\n\t\tRAVN T 8 A_PlayWeaponSound(\"weapons/rocklx\")\n\t\tDISR Z -1 A_SetTranslucent(0,0.0)\n\t\tStop\n\tDeath.IonExplosion:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(336,0,0,0) == 0, \"Death.NukeExplosion\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueStrikeKamikaze\",0,0,32,0,0,0,0,0,0)\n\t\tgoto Death+3\n\tDeath.NukeExplosion:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"NukeKamikaze\",0,0,32,0,0,0,0,0,0)\n\t\tgoto Death+3\n\t}\n}\n\nactor MechPlayer_RavenUsed : MechPlayer_Raven\n{\n player.maxhealth 2000\n health 1000\n}\n\nactor RavenSwitch : PowerupGiver\n{\n Powerup.Type \"RavenMech\"\n Powerup.Duration 252000\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n Inventory.MaxAmount 1\n Translation \"112:127=[255,255,255]:[0,0,0]\"\n scale 0.65\n States\n {\n Spawn:\n RAV2 B -1\n loop\n }\n}\n\nACTOR PowerRavenMech : PowerMorph\n{\n PowerMorph.PlayerClass \"MechPlayer_Raven\"\n PowerMorph.MorphStyle (MRF_FULLHEALTH|MRF_ADDSTAMINA|MRF_NEWTIDBEHAVIOUR|MRF_WHENINVULNERABLE)\n}\n\nACTOR RavenSwitch2 : PowerupGiver\n{\n Powerup.Type \"RavenMech2\"\n Powerup.Duration 252000\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n Inventory.MaxAmount 1\n Translation \"112:127=[255,255,255]:[0,0,0]\"\n scale 0.65\n States\n {\n Spawn:\n RAV2 B -1\n loop\n }\n}\nactor RavenSwitchPickup : CustomInventory\n{\n inventory.pickupsound \"mech/start\"\n Translation \"112:127=[255,255,255]:[0,0,0]\"\n +INVENTORY.AUTOACTIVATE\n scale 0.65\n States\n {\n Spawn:\n RAV2 B -1\n loop\n Pickup:\n RAVN I 0 ACS_ExecuteWithResult(353,0,0,0)\n stop\n Use:\n RAVN I 0 ACS_ExecuteAlways(699,0,1,0,0)\n RAVN I 0 A_GiveInventory(\"RavenSwitch2\",1)\n stop\n }\n}\nACTOR PowerRavenMech2 : PowerMorph\n{\n PowerMorph.PlayerClass \"MechPlayer_RavenUsed\"\n PowerMorph.MorphStyle (MRF_FULLHEALTH|MRF_ADDSTAMINA|MRF_NEWTIDBEHAVIOUR|MRF_WHENINVULNERABLE)\n}\n\nactor Raven-Weapons : AOWWeapon\n{\n Weapon.SelectionOrder 1\n Weapon.AmmoType \"Raven-20mmAmmo\"\n Weapon.AmmoType2 \"Raven-RocketAmmo\"\n Weapon.AmmoUse 1\n Weapon.AmmoUse2 1\n Weapon.AmmoGive 120\n Weapon.AmmoGive2 120\n Obituary \"%o was pecked by %k's Raven.\"\n +WEAPON.CHEATNOTWEAPON\n +WEAPON.DONTBOB\n //weapon.preferredskin \"RavenMech\"\n States\n {\n Ready:\n MHUD A 1 A_WeaponReady\n loop\n Deselect:\n MHUD A 0 A_JumpIfHealthLower(1,1)\n goto Ready\n MHUD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Lower\n TNT1 A 1 A_Lower\n goto Deselect+29\n Select:\n MHUD C 0\n MHUD C 0 A_GiveInventory(\"Wolverine-MinigunAmmo\",600)\n MHUD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Raise\n TNT1 A 1 A_Raise\n goto Select+31\n WaitReload:\n MHUD A 2\n MHUD A 2 A_ReFire\n Goto Ready\n AltFire:\n MHUD A 0 A_JumpIfInventory(\"IsBlue\",1,\"AltFireBlue\")\n MHUD A 0 A_JumpIfInventory(\"Wolverine-LRMReload\", 1, \"Ready\")\n MHUD A 0 A_JumpIfInventory(\"Raven-RocketAmmo\",5,1)\n goto Ready\n MHUD A 2 A_PlayWeaponSound (\"lrm/fire\")\n MHUD B 0 Radius_Quake (2,20,0,1,0)\n MHUD B 0 A_FireCustomMissile (\"Wolverine-LRM\",0,1,random(42,48),14)\n MHUD A 0 ACS_ExecuteAlways (319, 0, 1, 3)\n MHUD B 2 Bright A_GunFlash\n MHUD BBBB 2 A_FireCustomMissile (\"Wolverine-LRM\",0,1,random(42,48),14)\n MHUD A 20\n MHUD A 2 A_Refire\n goto Ready\n Fire:\n MHUD A 0 A_JumpIfInventory(\"IsBlue\", 1, \"FireBlue\")\n MHUD A 0 A_JumpIfInventory(\"Raven-20mmReload\", 1, \"WaitReload\")\n MHUD A 0 A_JumpIfInventory(\"Raven-20mmAmmo\", 1, 1)\n Goto Ready\n MHUD A 0 Radius_Quake(1,4,0,1,0)\n MHUD D 0 A_FireCustomMissile(\"Raven-20mmSpawnEffect\", 0, 0, -48, 20)\n MHUD D 0 A_FireCustomMissile(\"Raven-20mm\", 0, 1, -48, 20)\n MHUD A 0 A_SpawnItemEx(\"MassDriverCasing\", 0, -48, 128, random(0,3), 0, random(1,3), random(45,60), 128)\n MHUD D 8 Bright A_GunFlash\n MHUD C 6\n MHUD C 0 A_Refire\n Goto Ready\n AltFireBlue:\n MHUD A 0 A_JumpIfInventory(\"Wolverine-LRMReload\",1,\"WaitReload\")\n MHUD A 2 A_PlayWeaponSound(\"lrm/fire\")\n MHUD B 0 Radius_Quake(2,20,0,1,0)\n MHUD B 0 A_FireCustomMissile(\"Wolverine-LRMBlue\", 0, 1, random(42,48), 14)\n MHUD A 0 ACS_ExecuteAlways(319, 0, 1, 3)\n MHUD B 2 Bright A_GunFlash\n MHUD BBBB 2 A_FireCustomMissile(\"Wolverine-LRMBlue\", 0, 1, random(42,48), 14)\n MHUD A 20\n MHUD A 2 A_Refire\n Goto Ready\n FireBlue:\n MHUD A 0 Radius_Quake(1,4,0,1,0)\n MHUD D 0 A_FireCustomMissile(\"Raven-20mmSpawnEffect\",0,0,-48,20)\n MHUD D 0 A_FireCustomMissile(\"Raven-20mmBlue\",0,1,-48,20)\n MHUD A 0 A_SpawnItemEx(\"MassDriverCasing\",0,-48,128,random(0,3),0,random(1,3),random(45,60),128)\n MHUD D 8 Bright A_GunFlash\n MHUD C 6\n MHUD C 0 A_Refire\n Goto Ready\n Flash:\n TNT1 A 1 Bright A_Light2\n TNT1 A 2 Bright A_Light1\n Goto LightDone\n Spawn:\n TNT1 A 0\n stop\n }\n}\n\nactor GreasedAC2 : Inventory\n{\n inventory.amount 0\n inventory.maxamount 1\n}\n\nactor Raven-20mmAmmo : Ammo\n{\n radius 20\n height 26\n inventory.amount 10\n inventory.maxamount 120\n ammo.backpackamount 10\n ammo.backpackmaxamount 120\n}\n\nactor Raven-20mmReload : Inventory\n{\n inventory.amount 0\n inventory.maxamount 1\n}\n\nactor Raven-20mmJam : Inventory\n{\n inventory.amount 0\n inventory.maxamount 20\n}\n\nactor Raven-20mm : FastProjectile\n{\n Radius 4\n Height 8\n Speed 200\n Damage (20)\n Projectile\n -RANDOMIZE\n Obituary \"%o got in %k's barrage of AC2.\"\n DamageType \"RifleRed\"\n seesound \"mech/ac2\"\n Scale 0.01\n MissileType \"PulseBallSmokePuff\"\n States\n {\n Spawn:\n G69X A 1 bright A_SpawnItemEx(\"PulseBallSmokePuff\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n loop\n Death:\n TNT1 B 0 bright A_NoGravity\n TNT1 A 0 A_Explode(20,128,0)\n TNT1 A 0 A_SpawnItemEx(\"Raven-20mmExplosion\", -1, 0, 0, 0, 0, 0, 0, 0, 0)\n TNT1 A 10 A_SpawnItemEx(\"ExplosionSmall\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n TNT1 A 0 A_PlaySoundEx(\"blanksnd\",\"Body\",0)\n stop\n }\n}\n\nactor Raven-20mmSpawnEffect\n{\n Radius 11\n Height 8\n Speed 20\n Damage (0)\n Projectile\n -RANDOMIZE\n Obituary \"%o got in %k's barrage of AC2.\"\n DamageType \"RifleRed\"\n Scale 0.01\n States\n {\n Spawn:\n G69X AAAAAAAAAAAAAAA 0 bright A_SpawnItemEx(\"PulseBallSmokePuff\", 0, 0, 0, random(-1,1), random(-1,1), random(1,2), 0, 128, 0)\n stop\n Death:\n TNT1 B 0 bright A_NoGravity\n TNT1 A 0 A_SpawnItemEx(\"ExplosionSmall\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n TNT1 A 10 A_SpawnItemEx(\"ExplosionSmall\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n TNT1 A 0 A_PlaySoundEx(\"blanksnd\",\"Body\",0)\n stop\n }\n}\n\nactor Raven-20mmExplosion\n{\n RenderStyle None\n -RANDOMIZE\n +NOCLIP\n PROJECTILE\n Speed 1\n Damage 0\n Scale 0.7\n Obituary \"%o got in %k's barrage of AC2.\"\n DamageType \"ExplosionRed\"\n states\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1 bright A_Explode(20,128,1)\n stop\n }\n}\n\nactor Raven-20mmBlue : FastProjectile\n{\n Radius 4\n Height 8\n Speed 200\n Damage (20)\n Projectile\n -RANDOMIZE\n Obituary \"%o got in %k's barrage of AC2.\"\n DamageType \"RifleBlue\"\n seesound \"mech/ac2\"\n Scale 0.01\n MissileType \"PulseBallSmokePuff\"\n States\n {\n Spawn:\n G69X A 1 bright A_SpawnItemEx(\"PulseBallSmokePuff\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n loop\n Death:\n TNT1 B 0 bright A_NoGravity\n TNT1 A 0 A_Explode(20,128,0)\n TNT1 A 0 A_SpawnItemEx(\"Raven-20mmExplosionBlue\", -1, 0, 0, 0, 0, 0, 0, 0, 0)\n TNT1 A 10 A_SpawnItemEx(\"ExplosionSmall\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n TNT1 A 0 A_PlaySoundEx(\"blanksnd\",\"Body\",0)\n stop\n }\n}\n\nactor Raven-20mmExplosionBlue\n{\n RenderStyle None\n -RANDOMIZE\n +NOCLIP\n PROJECTILE\n Speed 1\n Damage 0\n Scale 0.7\n Obituary \"%o got in %k's barrage of AC2.\"\n DamageType \"ExplosionBlue\"\n states\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1 bright A_Explode(20,128,1)\n stop\n }\n}\n\nactor Raven-RocketAmmo : Ammo\n{\n radius 20\n height 26\n inventory.pickupmessage \"Picked up some gauss slugs.\"\n inventory.icon \"CELLA0\"\n inventory.amount 5\n inventory.maxamount 120\n ammo.backpackamount 5\n ammo.backpackmaxamount 120\n states\n {\n Spawn:\n CELL A -1\n stop\n }\n}\n\nactor Raven-PulseBallSilent : PulseBall\n{\n Damage (random(5,10))\n seesound \"\"\n deathsound \"\"\n}\n\nactor Raven-PulseBall : PulseBall\n{\n Damage (random(10,15))\n}\n\nACTOR MechBMB_RavenEject\n{\n Health 200\n Radius 58\n Height 128\n Mass 2000\n -SOLID\n -NOBLOCKMAP\n -NOCLIP\n +SHOOTABLE\n PainChance 0\n scale 0.65\n bloodtype \"HHMetalHit\"\n bloodcolor \"White\"\n obituary \"%o went boom.\"\n damagefactor \"Disarm\", 0.0\n Translation \"112:127=[255,255,255]:[0,0,0]\"\n States\n {\n Spawn:\n RAVN IIII 35\n RAVN I 35\n RAVN IIII 5 A_SpawnItemEx(\"EjectedMechSmokePuff\",random(-32,32),random(-32,32),random(96,128),0,0,3,0,128,0)\n RAVN I 5 A_SpawnItemEx(\"EjectedMechSmokePuff\",random(-32,32),random(-32,32),random(96,128),0,0,3,0,128,0)\n goto Spawn+5\n Death:\n RAVN A 0\n RAVN A 0\n RAVN JKLMNOPQRS 4 A_NoBlocking\n RAVN T 0 A_StopSoundEx(\"SoundSlot5\")\n RAVN T 0 A_StopSoundEx(\"Weapon\")\n RAVN T 0 A_SpawnItemEx(\"ExplosionMainLarge\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n RAVN T 0 A_CustomMissile(\"BombPackKamikaze\",48,0)\n RAVN T 0 A_PlaySound(\"weapons/rocklx\")\n RAVN T 8 A_PlayWeaponSound(\"weapons/rocklx\")\n RAVN T 0 A_SpawnItemEx(\"ExplosionMainLarge\", 12, 16, 64, 0, 0, 0, 0, 128, 0)\n RAVN T 0 A_PlaySound(\"weapons/rocklx\")\n RAVN T 8 A_PlayWeaponSound(\"weapons/rocklx\")\n RAVN T 0 A_SpawnItemEx(\"ExplosionMainLarge\", 14, 32, 96, 0, 0, 0, 0, 128, 0)\n RAVN TTTTTTTTTT 0 A_SpawnItemEx(\"MechDeathSmoke\", 0, 0, random(64,120), random(-5,5), random(-5,5), random(9,14), 0, 0, 64)\n RAVN T 0 A_PlaySound(\"weapons/rocklx\")\n RAVN T 8 A_PlayWeaponSound(\"weapons/rocklx\")\n RAVN T 0 A_SpawnItemEx(\"ExplosionMainLarge\", 26, 48, 128, 0, 0, 0, 0, 128, 0)\n RAVN T 0 A_PlaySound(\"weapons/rocklx\")\n RAVN T 8 A_PlayWeaponSound(\"weapons/rocklx\")\n RAVN T 0 A_SpawnItemEx(\"ExplosionMainLarge\", 38, 72, 160, 0, 0, 0, 0, 128, 0)\n RAVN T 0 A_PlaySound(\"weapons/rocklx\")\n RAVN T 8 A_PlayWeaponSound(\"weapons/rocklx\")\n DISR Z -1 A_SetTranslucent(0,0.0)\n Stop\n }\n}\n\nactor BMBRavenEject : CustomInventory\n{\n inventory.pickupmessage \"\"\n inventory.pickupsound \"\"\n inventory.MaxAmount 1\n +INVENTORY.INVBAR\n Inventory.Icon \"ICO_EJCT\"\n states\n {\n Spawn:\n TNT1 A -1\n stop\n Use:\n TNT1 A 0 ACS_ExecuteAlways(697,0,1,0,0)\n stop\n }\n}\n\nACTOR MechBMB_RavenEjectUsed\n{\n Health 300\n Radius 58\n Height 128\n Mass 2000\n -SOLID\n -NOBLOCKMAP\n -NOCLIP\n PainChance 0\n scale 0.65\n Translation \"112:127=[255,255,255]:[0,0,0]\"\n States\n {\n Spawn:\n RAVN IUVWXYZ 6\n RAV2 AB 6\n RAV2 B 0 A_SpawnItemEx(\"RavenSwitchPickup\",0,0,0,0,0,0,0,0,0)\n stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/items/backpack.txt",
"contents": "actor NewBackpack : CustomInventory replaces Backpack\n{\n radius 20\n height 26\n inventory.pickupmessage \"Picked up an ammo pack with credits.\"\n inventory.respawntics 2100\n inventory.pickupsound \"misc/i_pkup\"\n inventory.maxamount 9999\n +ALWAYSPICKUP\n states\n {\n Spawn:\n BKPK A -1\n stop\n Pickup:\n TNT1 A 0 A_GiveInventory(\"NewClipAmmo\", 20)\n TNT1 A 0 A_GiveInventory(\"RifleAmmo\", 5)\n TNT1 A 0 A_GiveInventory(\"RifleGrenadeAmmo\", 1)\n TNT1 A 0 A_GiveInventory(\"MachineGunAmmo\", 20)\n TNT1 A 0 A_GiveInventory(\"LaserRifleAmmo\", 10)\n TNT1 A 0 A_GiveInventory(\"FlamerAmmo\", 25)\n TNT1 A 0 A_GiveInventory(\"GrenadeAmmo\", 4)\n TNT1 A 0 A_GiveInventory(\"BazookaAmmo\", 4)\n TNT1 A 0 A_GiveInventory(\"GaussRifleAmmo\", 4)\n TNT1 A 0 A_GiveInventory(\"ChemicalAmmo\", 25)\n TNT1 A 0 A_GiveInventory(\"LaserChaingunAmmo\", 25)\n TNT1 A 0 A_GiveInventory(\"PlasmaCannonAmmo\", 1)\n TNT1 A 0 A_GiveInventory(\"ShotgunAmmo\", 5)\n TNT1 A 0 A_GiveInventory(\"SniperAmmo\", 4)\n TNT1 A 0 A_GiveInventory(\"GeneporiumCharge\",25)\n TNT1 A 0 A_GiveInventory(\"TE21CalAmmo\", 20)\n TNT1 A 0 A_GiveInventory(\"MassDriverAmmo\", 2)\n TNT1 A 0 A_GiveInventory(\"Utility_Ammo\", 10)\n TNT1 A 0 A_GiveInventory(\"PlasmaRifleAmmo\", 20)\n TNT1 A 0 A_GiveInventory(\"TimeGunAmmo\", 2)\n TNT1 A 0 A_GiveInventory(\"StealthCharge\", 10)\n TNT1 A 0 ACS_ExecuteAlways(321,0,random(3,7),0,0)\n stop\n }\n}\n\nactor WeaponPack : CustomInventory\n{\n radius 20\n height 26\n inventory.respawntics 2100\n inventory.pickupsound \"misc/i_pkup\"\n inventory.maxamount 9999\n +ALWAYSPICKUP\n states\n {\n Spawn:\n BKPK A -1\n stop\n Pickup:\n TNT1 A 0 A_GiveInventory(\"Handgun\", 1)\n //Other stuff here in sub-classes\n stop\n }\n}\n\nactor HandgunPack : WeaponPack\n{\n inventory.pickupmessage \"Picked up an ammo pack with a Handgun.\"\n states\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"Handgun\", 1)\n TNT1 A 0 A_GiveInventory(\"NewClipAmmo\", 10)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}\n\nactor RiflePack : WeaponPack\n{\n inventory.pickupmessage \"Picked up an ammo pack with a Rifle.\"\n states\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"Rifle\", 1)\n TNT1 A 0 A_GiveInventory(\"RifleAmmo\", 10)\n TNT1 A 0 A_GiveInventory(\"RifleGrenadeAmmo\", 2)\n TNT1 A 0 A_GiveInventory(\"Refunds\", 20)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}\n\nactor SubbyPack : WeaponPack\n{\n inventory.pickupmessage \"Picked up an ammo pack with a Sub-Machine Gun.\"\n states\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"SubMachineGun\", 1)\n TNT1 A 0 A_GiveInventory(\"NewClipAmmo\", 15)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}\n\nactor MachineGunPack : WeaponPack\n{\n inventory.pickupmessage \"Picked up an ammo pack with a Machine Gun.\"\n states\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"MachineGun\", 1)\n TNT1 A 0 A_GiveInventory(\"MachineGunAmmo\", 15)\n TNT1 A 0 A_GiveInventory(\"Refunds\", 30)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}\n\nactor GatlingGunPack : WeaponPack\n{\n inventory.pickupmessage \"Picked up an ammo pack with a Gattling Gun.\"\n states\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"GatlingGun\", 1)\n TNT1 A 0 A_GiveInventory(\"MachineGunAmmo\", 25)\n TNT1 A 0 A_GiveInventory(\"Refunds\", 40)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}\n\nactor GrenadeLauncherPack : WeaponPack\n{\n inventory.pickupmessage \"Picked up an ammo pack with a Grenade Launcher.\"\n states\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"Grenade_Launcher\", 1)\n TNT1 A 0 A_GiveInventory(\"GrenadeAmmo\", 2)\n TNT1 A 0 A_GiveInventory(\"Refunds\", 45)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}\n\nactor FlamethrowerPack : WeaponPack\n{\n inventory.pickupmessage \"Picked up an ammo pack with a Flamethrower.\"\n states\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"Flamer\", 1)\n TNT1 A 0 A_GiveInventory(\"FlamerAmmo\", 50)\n TNT1 A 0 A_GiveInventory(\"Refunds\", 45)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}\n\nactor BazookaPack : WeaponPack\n{\n inventory.pickupmessage \"Picked up an ammo pack with a Bazooka.\"\n states\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"TimedC4Ammo\",1)\n TNT1 A 0 A_GiveInventory(\"Bazooka\", 1)\n TNT1 A 0 A_GiveInventory(\"BazookaAmmo\", 2)\n TNT1 A 0 A_GiveInventory(\"Refunds\", 50)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}\n\nactor GaussRiflePack : WeaponPack\n{\n inventory.pickupmessage \"Picked up an ammo pack with a Gauss Rifle.\"\n states\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"TimedC4Ammo\",1)\n TNT1 A 0 A_GiveInventory(\"GaussRifle\", 1)\n TNT1 A 0 A_GiveInventory(\"GaussRifleAmmo\", 4)\n TNT1 A 0 A_GiveInventory(\"Refunds\", 60)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}\n\nactor LaserRiflePack : WeaponPack\n{\n inventory.pickupmessage \"Picked up an ammo pack with a Laser Rifle.\"\n states\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"LaserRifle\", 1)\n TNT1 A 0 A_GiveInventory(\"LaserRifleAmmo\", 10)\n TNT1 A 0 A_GiveInventory(\"Refunds\", 30)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}\n\nactor ChemicalSprayPack : WeaponPack\n{\n inventory.pickupmessage \"Picked up an ammo pack with the Biological Chem-Sprayer.\"\n states\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"TimedC4Ammo\",1)\n TNT1 A 0 A_GiveInventory(\"ChemicalSprayer\", 1)\n TNT1 A 0 A_GiveInventory(\"ChemicalAmmo\", 25)\n TNT1 A 0 A_GiveInventory(\"Refunds\", 55)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}\n\nactor VoltRiflePack : WeaponPack\n{\n inventory.pickupmessage \"Picked up an ammo pack with the ShockRifle.\"\n states\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"TimedC4Ammo\",1)\n TNT1 A 0 A_GiveInventory(\"ShockRifle\", 1)\n TNT1 A 0 A_GiveInventory(\"GeneporiumCharge\", 25)\n TNT1 A 0 A_GiveInventory(\"Refunds\", 75)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}\n\nactor PlasmaCannonPack : WeaponPack 21069\n{\n inventory.pickupmessage \"Picked up an ammo pack with the Plasma Cannon!\"\n states\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"TimedC4Ammo\",1)\n TNT1 A 0 A_GiveInventory(\"PlasmaCannon\", 1)\n TNT1 A 0 A_GiveInventory(\"PlasmaCannonAmmo\", 1)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}\n\nactor ShotgunPack : WeaponPack\n{\n inventory.pickupmessage \"Picked up an ammo pack with the Shotgun.\"\n states\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"Boomstick\", 1)\n TNT1 A 0 A_GiveInventory(\"ShotgunAmmo\", 5)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}\n\nactor SniperPack : WeaponPack\n{\n inventory.pickupmessage \"Picked up an ammo pack with the Sniper Rifle!\"\n states\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"SniperRifleWeak\", 1)\n TNT1 A 0 A_GiveInventory(\"SniperAmmo\", 5)\n TNT1 A 0 A_GiveInventory(\"Refunds\", 50)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}\n\nactor MedicPack : WeaponPack 21082\n{\n inventory.pickupmessage \"Picked up a medical pack.\"\n states\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"Health\", 100)\n TNT1 A 0 A_GiveInventory(\"Refunds\", 50)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}\n\nactor LaserChaingunPack : WeaponPack\n{\n inventory.pickupmessage \"Picked up an ammo pack with the Laser Chaingun!\"\n states\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"LaserChaingun\", 1)\n TNT1 A 0 A_GiveInventory(\"LaserChaingunAmmo\", 25)\n TNT1 A 0 A_GiveInventory(\"Refunds\", 75)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}\n\nactor MechAmmoStuff : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \"Picked up something you're not meant to.\"\n inventory.respawntics 0\n inventory.pickupsound \"misc/i_pkup\"\n inventory.maxamount 9999\n +ALWAYSPICKUP\n states\n {\n Spawn:\n BKPK A -1\n stop\n Pickup:\n TNT1 A 0 A_GiveInventory(\"Wolverine-RocketAmmo\", 5)\n TNT1 A 0 A_GiveInventory(\"Wolverine-MinigunAmmo\", 10)\n TNT1 A 0 A_GiveInventory(\"Titan-RocketAmmo\", 10)\n TNT1 A 0 A_GiveInventory(\"Titan-80mmAmmo\", 1)\n TNT1 A 0 A_GiveInventory(\"Titan-FlamerAmmo\", 20)\n TNT1 A 0 A_GiveInventory(\"Raven-RocketAmmo\", 5)\n TNT1 A 0 A_GiveInventory(\"Raven-20mmAmmo\", 5)\n TNT1 A 0 A_GiveInventory(\"Orca-RocketAmmo\", 2)\n TNT1 A 0 A_GiveInventory(\"Orca-MinigunAmmo\", 10)\n TNT1 A 0 A_PlaySound(\"mech/reload\")\n stop\n }\n}\n\nactor MechAmmoStuffSmall : CustomInventory\n{\n radius 20\n height 26\n inventory.pickupmessage \"Picked up something you're not meant to.\"\n inventory.respawntics 0\n inventory.pickupsound \"misc/i_pkup\"\n inventory.maxamount 9999\n +ALWAYSPICKUP\n states\n {\n Spawn:\n BKPK A -1\n stop\n Pickup:\n TNT1 A 0 A_GiveInventory(\"Wolverine-RocketAmmo\", 2)\n TNT1 A 0 A_GiveInventory(\"Wolverine-MinigunAmmo\", 4)\n TNT1 A 0 A_GiveInventory(\"Titan-RocketAmmo\", 2)\n TNT1 A 0 A_GiveInventory(\"Titan-80mmAmmo\", 1)\n TNT1 A 0 A_GiveInventory(\"Titan-FlamerAmmo\", 4)\n TNT1 A 0 A_GiveInventory(\"Raven-RocketAmmo\", 2)\n TNT1 A 0 A_GiveInventory(\"Raven-20mmAmmo\", 5)\n TNT1 A 0 A_GiveInventory(\"Orca-RocketAmmo\", 1)\n TNT1 A 0 A_GiveInventory(\"Orca-MinigunAmmo\", 4)\n TNT1 A 0 A_GiveInventory(\"Juggernaut-FlamerAmmo\", 5)\n TNT1 A 0 A_GiveInventory(\"Juggernaut-PlasmaCannonAmmo\", 1)\n TNT1 A 0 A_GiveInventory(\"Juggernaut-50mmAmmo\", 3)\n TNT1 A 0 A_GiveInventory(\"Juggernaut-RocketAmmo\", 3)\n TNT1 A 0 A_GiveInventory(\"Juggernaut-GaussAmmo\", 1)\n TNT1 A 0 A_GiveInventory(\"Juggernaut-PPCAmmo\", 1)\n TNT1 A 0 A_GiveInventory(\"Juggernaut-ArtilleryAmmo\", 1)\n stop\n }\n}\n\nactor TE21CalPack : WeaponPack\n{\n inventory.pickupmessage \"Picked up an ammo pack with the Tiberium Autorifle!\"\n states\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"TiberiumAutorifleWeak\", 1)\n TNT1 A 0 A_GiveInventory(\"TE21CalAmmo\", 20)\n TNT1 A 0 A_GiveInventory(\"Refunds\", 30)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}\n\nactor MassDriverPack : WeaponPack\n{\n inventory.pickupmessage \"Picked up an ammo pack with the Mass Driver Mk2!\"\n states\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"MassDriver\", 1)\n TNT1 A 0 A_GiveInventory(\"MassDriverAmmo\", 5)\n TNT1 A 0 A_GiveInventory(\"Refunds\", 55)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}\n\nactor DoubleShotgunPack : WeaponPack 21086\n{\n inventory.pickupmessage \"Picked up an ammo pack with the Double Shotgun.\"\n states\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"DoubleShotgun\", 1)\n TNT1 A 0 A_GiveInventory(\"ShotgunAmmo\", 8)\n TNT1 A 0 A_GiveInventory(\"Refunds\", 20)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}\n\nactor PlasmaRiflePack : WeaponPack\n{\n inventory.pickupmessage \"Picked up an ammo pack with the Plasma Rifle.\"\n states\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"PlasmaGun\", 1)\n TNT1 A 0 A_GiveInventory(\"PlasmaRifleAmmo\", 25)\n TNT1 A 0 A_GiveInventory(\"Refunds\", 60)\n TNT1 A 0 A_PlaySound(\"none\")\n stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/weapons/chemsprayer.txt",
"contents": "actor ChemicalSprayer : AOWWeapon 21066 {\n\tobituary \"%o got poisoned by %k's chemical sprayer.\"\n\tinventory.pickupmessage \"You got the chemical sprayer!\"\n\tattacksound \"Chem/fire\"\n\tweapon.selectionorder 9\n\tweapon.kickback 1\n\tweapon.ammotype \"ChemicalAmmo\"\n\tweapon.ammouse 1\n\tweapon.ammogive 25\n\tweapon.ammotype2 \"ChemicalGrenadeAmmo\"\n\tweapon.ammouse2 1\n\tweapon.ammogive2 0\n\tdecal BulletChip\n\tWeapon.PreferredSkin \"MarinePlasma\"\n\tstates {\n\tReady:\n\t\tCHPA A 0 A_JumpIfInventory (\"ChemSprayReady\", 1, \"ReadyLoop\")\n\t\tCHPA ABC 2\n\t\tCHPA C 0 A_GiveInventory (\"ChemSprayReady\")\n\tReadyLoop:\n\t\tCHPA C 0 A_StopSoundEx(\"Weapon\")\n\t\tCHPA C 1 A_WeaponReady\n\t\tloop\n\tDeselect:\n\t\tCHPA C 0 A_TakeInventory (\"ChemSprayReady\")\n\t\tCHPA C 0 A_StopSoundEx(\"Weapon\")\n\t\tCHPA C 1 A_Lower\n\t\tgoto Deselect+1\n\tSelect:\n\t\tCHPA A 1 A_Raise\n\t\tloop\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tCHMG A 0 A_JumpIfInventory(\"IsBlue\",1,\"FireBlue\")\n\t\tCHMG A 0 A_GunFlash\n\t\tCHMG A 0 A_PlaySoundEx(\"chem/fire\",\"Weapon\",1)\n\t\tCHMG A 1 BRIGHT A_FireCustomMissile(\"ChemicalShot\",random(-2,2),0,8,random(-2,2))\n\t\tCHMG A 1 BRIGHT A_FireCustomMissile(\"ChemicalShotDummy\",random(-2,2),0,8,random(-2,2))\n\t\tCHMG B 1 BRIGHT A_FireCustomMissile(\"ChemicalShot\",random(-2,2),1,8,random(-2,2))\n\t\tCHMG B 1 BRIGHT A_FireCustomMissile(\"ChemicalShotDummy\",random(-2,2),0,8,random(-2,2))\n\t\tCHMG C 1 A_ReFire\n\t\tCHMG CD 3\n\t\tCHMG D 0 A_StopSoundEx(\"Weapon\")\n\t\tgoto Ready\n\tFireBlue:\n\t\tCHMG A 0 A_GunFlash\n\t\tCHMG A 0 A_PlaySoundEx (\"chem/fire\",\"Weapon\",1)\n\t\tCHMG A 1 BRIGHT A_FireCustomMissile(\"ChemicalShotBlue\",random(-2,2),0,8,random(-2,2))\n\t\tCHMG A 1 BRIGHT A_FireCustomMissile(\"ChemicalShotDummy\",random(-2,2),0,8,random(-2,2))\n\t\tCHMG B 1 BRIGHT A_FireCustomMissile(\"ChemicalShotBlue\",random(-2,2),1,8,random(-2,2))\n\t\tCHMG B 1 BRIGHT A_FireCustomMissile(\"ChemicalShotDummy\",random(-2,2),0,8,random(-2,2))\n\t\tCHMG C 1 A_ReFire\n\t\tCHMG CD 3\n\t\tCHMG D 0 A_StopSoundEx(\"Weapon\")\n\t\tgoto Ready\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tCHPA C 15\n\t\tCHGR B 6 A_PlaySound (\"rifle/altfire3\", 5)\n\t\tCHGR A 0 A_JumpIfInventory(\"IsBlue\",1,\"AltFireBlue\")\n\t\tCHGR A 8 BRIGHT A_FireCustomMissile (\"ChemicalGrenade\", 0, 1, 8, 0)\n\t\tCHGR BC 3\n\t\tCHGR C 0 A_ReFire\n\t\tgoto Ready\n\tAltFireBlue:\n\t\tCHGR A 8 BRIGHT A_FireCustomMissile (\"ChemicalGrenadeBlue\",0,1,8,0)\n\t\tCHGR BC 3\n\t\tCHGR C 0 A_ReFire\n\t\tgoto Ready\n\tFlash:\n\t\tTNT1 A 1 bright A_Light2\n\t\tTNT1 A 1 bright A_Light1\n\t\tTNT1 A 0 bright A_Light0\n\t\tstop\n\tSpawn:\n\t\tCHMG X -1\n\t\tstop\n\t}\n}\n\nactor ChemicalAmmo : Ammo {\n\tinventory.amount 50\n\tinventory.maxamount 200\n\tammo.backpackamount 50\n\tammo.backpackmaxamount 200\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor ChemicalGrenadeAmmo : Ammo {\n\tinventory.amount 0\n\tinventory.maxamount 4\n\tammo.backpackamount 0\n\tammo.backpackmaxamount 4\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor ChemSprayReady : Inventory {inventory.maxamount 1}\n\n// ===================================================\n// ---------------------------- MAIN PROJECTILE ACTORS\n// ===================================================\n\nactor ChemicalShot {\n\tPROJECTILE\n\tobituary \"%o was poisoned by %k's chemical sprayer.\"\n\trenderstyle Add\n\talpha 0.9\n\tRadius 8\n\tHeight 8\n\tSpeed 25\n\tDamage (random(3,4))\n\tDamageType \"ChemicalRed\"\n\tScale 0.5\n\tStates {\n\tSpawn:\n\t\tTNT1 A 4\n\t\tTIBX A 2 bright A_Explode(2,172,0)\n\t\tTIBX B 2 bright\n\t\tTIBX C 2 bright A_Explode(2,172,0)\n\t\tTIBX D 2 bright\n\t\tTIBX E 2 bright A_Explode(2,172,0)\n\t\tTIBX F 2 bright\n\t\tTIBX G 2 bright A_Explode(2,172,0)\n\t\tTIBX H 2 bright\n\t\tTIBX I 2 bright A_Explode(2,172,0)\n\t\tTIBX J 2 bright\n\t\tTIBX K 2 bright A_Explode(2,172,0)\n\tClear:\n\t\tTNT1 A 0 A_SpawnItemEx(\"AnthraxDecay\", random(-16,16), random(-16,16), 4, 0, 0, 0, 0, 0, 240)\n\t\tTIBX L 2 bright\n\t\tTIBX MMNNOOPPQQ 1 bright A_FadeOut(0.1)\n\t\tstop\n\tDeath:\n\t\tTNT1 A 1 A_Explode(2,172)\n\t\tTNT1 A 0 A_SpawnItemEx(\"AnthraxDecay\", random(-16,16), random(-16,16), 4, 0, 0, 0, 0, 0, 240)\n\t\tTIBX H 3 bright A_Stop\n\t\tTIBX IIJJKKLLMMOOPPQQ 1 bright A_FadeOut(0.07)\n\t\tstop\n\t}\n}\n\nactor ChemicalShotBlue : ChemicalShot {\n\tDamageType \"ChemicalBlue\"\n\tStates {\n\tClear:\n\t\tTNT1 A 0 A_SpawnItemEx(\"AnthraxDecayBlue\", random(-16,16), random(-16,16), 4, 0, 0, 0, 0, 0, 240)\n\t\tTIBX L 2 bright\n\t\tTIBX MMNNOOPPQQ 1 bright A_FadeOut(0.1)\n\t\tstop\n\tDeath:\n\t\tTNT1 A 1 A_Explode(2,172)\n\t\tTNT1 A 0 A_SpawnItemEx(\"AnthraxDecayBlue\", random(-16,16), random(-16,16), 4, 0, 0, 0, 0, 0, 240)\n\t\tTIBX H 3 bright A_Stop\n\t\tTIBX IIJJKKLLMMOOPPQQ 1 bright A_FadeOut(0.07)\n\t\tstop\n\t}\n}\n\nactor ChemicalShotDummy {\n\tProjectile\n\t+CLIENTSIDEONLY\n\t-ACTIVATEIMPACT -ACTIVATEPCROSS\n\trenderstyle Add\n\talpha 0.9\n\tRadius 8\n\tHeight 8\n\tSpeed 25\n\tDamage (0)\n\tScale 0.5\n\tStates {\n\tSpawn:\n\t\tTNT1 A 4\n\t\tTIBX ABCDEFGHIJKL 2 bright\n\t\tTIBX MMNNOOPPQQ 1 bright A_FadeOut(0.1)\n\t\tstop\n\tDeath:\n\t\tTIBX H 3 bright A_Stop\n\t\tTIBX IIJJKKLLMMOOPPQQ 1 bright A_FadeOut(0.07)\n\t\tstop\n\t}\n}\n\n// =========================================\n// ---------------------------- DECAY ACTORS\n// =========================================\n\nactor AnthraxDecay {\n\trenderstyle None\n\talpha 0.5\n\t+NOBLOCKMAP\n\t+LOWGRAVITY\n\t+NODAMAGETHRUST\n\tScale 2.0\n\tDamageType \"ChemicalRed\"\n\tobituary \"%o chokes in %k's chemicals.\"\n\tstates {\n\tSpawn:\n\t\tTNT1 AA 0 A_PlaySound(\"chem/chem\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"AnthraxDecayFX\")\n\t\tTNT1 AAAAAAAAAAA 15 BRIGHT A_Explode(4, 128)\n\t\tstop\n\t}\n}\n\nactor AnthraxDecayFX {\n\t+LOWGRAVITY +NOBLOCKMAP\n\t+CLIENTSIDEONLY\n\tstates {\n\tSpawn:\n\t\tTNT1 AAAAAAAAAAA 5 A_SpawnItemEx(\"ChemicalDeathShot\", random(-16,16), random(-16,16), random(8,16), 0, 0, random(1,3), 0, 128, 32)\n\t\tTNT1 AAAAAAAAAAA 5 A_SpawnItemEx(\"ChemicalDeathShot\", random(-16,16), random(-16,16), random(8,16), 0, 0, random(1,3), 0, 128, 32)\n\t\tTNT1 AAAAAAAAAAA 5 A_SpawnItemEx(\"ChemicalDeathShot\", random(-16,16), random(-16,16), random(8,16), 0, 0, random(1,3), 0, 128, 32)\n\t\tstop\n\t}\n}\n\nactor AnthraxDecayBlue : AnthraxDecay {damagetype \"ChemicalBlue\"}\n\n// CHEMICAL GRENADE\nactor ChemicalGrenade {\n\tPROJECTILE\n\t-RANDOMIZE\n\t-NOGRAVITY\n\t+LOWGRAVITY\n\tradius 11\n\theight 8\n\tspeed 35\n\tdamage (30)\n\tseesound \"\"\n\tdeathsound \"weapons/rocklx\"\n\tscale 0.06\n\tobituary \"%o got mutated by %k's chemical grenade.\"\n\tdamagetype \"ChemicalRed\"\n\ttranslation \"80:111=120:127\"\n\tstates {\n\tSpawn:\n\t\tG69X A 2 bright A_SpawnItemEx(\"PulseBallSmokePuff\")\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0 bright A_SpawnItem (\"ChemicalExplosion\")\n\t\tTNT1 A 0 bright A_Gravity\n\t\tTNT1 A 0 bright A_Explode (90, 128, 1)\n\t\tTNT1 AAAAAAAAA 70 A_SpawnItemEx(\"AnthraxDecay\", random(-64,64), random(-64,64), 4)\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor ChemicalGrenadeBlue : ChemicalGrenade {\n\tDamageType \"ChemicalBlue\"\n\tstates {\n\tDeath:\n\t\tTNT1 A 0 bright A_SpawnItem (\"ChemicalExplosion\")\n\t\tTNT1 A 0 bright A_Gravity\n\t\tTNT1 A 0 bright A_Explode (90, 128, 1)\n\t\tTNT1 AAAAAAAAA 70 A_SpawnItemEx(\"AnthraxDecayBlue\", random(-64,64), random(-64,64), 4)\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/weapons/fists.txt",
"contents": "actor Unarmed : AOWWeapon {\n\tobituary \"%k knocked %o out hard.\"\n\tinventory.pickupmessage \"You got a fist.\"\n\tweapon.kickback 165\n\tweapon.selectionorder 19\n\t+WEAPON.WIMPY_WEAPON\n\t+WEAPON.MELEEWEAPON\n\tWeapon.PreferredSkin \"MarineFist\"\n\tstates {\n\tReady:\n\t\tPUNG A 1 A_WeaponReady\n\t\tloop\n\tDeselect:\n\t\tPUNG A 0 A_Lower\n\t\tPUNG A 1 A_Lower\n\t\tloop\n\tSelect:\n\t\tPUNG A 0 A_JumpIfInventory (\"PowerBerserk\", 1, \"Remove\")\n\t\tPUNG A 0 A_JumpIfInventory (\"FistReplaced\", 1, \"ReplaceCleanup\")\n\t\tPUNG A 0 A_Raise\n\t\tPUNG A 1 A_Raise\n\t\tgoto Select+2\n\tFire:\n\t\tPUNG B 0 A_JumpIfInventory(\"IsBlue\",1,\"FireBlue\")\n\t\tPUNG B 2 A_JumpIfInventory(\"FistSwitch\",1,6)\n\t\tPUNG C 2\n\t\tPUNG B 0 A_GiveInventory(\"FistSwitch\",1)\n\t\tPUNG D 5 A_CustomPunch(random(30,40),1,1,\"FistPuff\",64)\n\t\tPUNG C 2\n\t\tPUNG B 5 A_ReFire\n\t\tgoto Ready\n\t\tPUNG E 2\n\t\tPUNG F 2\n\t\tPUNG B 0 A_TakeInventory(\"FistSwitch\",1)\n\t\tPUNG G 5 A_CustomPunch(random(30,40),1,1,\"FistPuff\",64)\n\t\tPUNG F 2\n\t\tPUNG E 5 A_ReFire\n\t\tgoto Ready\n\tFireBlue:\n\t\tPUNG B 2 A_JumpIfInventory(\"FistSwitch\",1,6)\n\t\tPUNG C 2\n\t\tPUNG B 0 A_GiveInventory(\"FistSwitch\",1)\n\t\tPUNG D 5 A_CustomPunch(random(30,40),1,1,\"FistPuffBlue\",64)\n\t\tPUNG C 2\n\t\tPUNG B 5 A_ReFire\n\t\tgoto Ready\n\t\tPUNG E 2\n\t\tPUNG F 2\n\t\tPUNG B 0 A_TakeInventory(\"FistSwitch\",1)\n\t\tPUNG G 5 A_CustomPunch(random(30,40),1,1,\"FistPuffBlue\",64)\n\t\tPUNG F 2\n\t\tPUNG E 5 A_ReFire\n\t\tgoto Ready\n\tRemove:\n\t\tPUNG A 1 offset (1,32)\n\t\tPUNG A 0 A_GiveInventory (\"BerserkFists\", 1)\n\t\tPUNG A 0 A_SelectWeapon (\"BerserkFists\")\n\t\tPUNG A 0 A_GiveInventory (\"FistReplaced\", 1)\n\t\tgoto Deselect\n\tReplaceCleanup:\n\t\tBEAC B 0 A_TakeInventory (\"BerserkFists\", 1)\n\t\tBEAC B 0 A_TakeInventory (\"FistReplaced\", 1)\n\t\tgoto Select\n\tSpawn:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor BerserkFists : Unarmed {\n\tobituary \"\\cG%o \\cGgot %p SHIT punched by %k.\"\n\tweapon.selectionorder 0\n\tstates {\n\tSelect:\n\t\tPUNG A 5\n\t\tPUNG A 0 A_JumpIfInventory (\"PowerBerserk\", 1, 1)\n\t\tgoto Remove\n\t\tPUNG A 0 A_JumpIfInventory (\"FistReplaced\", 1, \"ReplaceCleanup\")\n\t\tPUNG A 0 A_Raise\n\t\tPUNG A 1 A_Raise\n\t\tgoto Select+4\n\tReady:\n\t\tPUNG A 1 A_WeaponReady (WRF_NOSWITCH)\n\t\tloop\n\tFire:\n\t\tPUNG B 0 A_JumpIfInventory(\"IsBlue\",1,\"FireBlue\")\n\t\tPUNG B 2 A_JumpIfInventory(\"FistSwitch\",1, 6)\n\t\tPUNG C 2\n\t\tPUNG B 0 A_GiveInventory (\"FistSwitch\", 1)\n\t\tPUNG D 5 A_CustomPunch (random(300, 400), 1, 1, \"BerserkPuff\", 128)\n\t\tPUNG C 2\n\t\tPUNG B 5 A_ReFire\n\t\tgoto Ready\n\t\tPUNG E 2\n\t\tPUNG F 2\n\t\tPUNG B 0 A_TakeInventory (\"FistSwitch\", 1)\n\t\tPUNG G 5 A_CustomPunch (random(300, 400), 1, 1, \"BerserkPuff\", 128)\n\t\tPUNG F 2\n\t\tPUNG E 5 A_ReFire\n\t\tgoto Ready\n\tFireBlue:\n\t\tPUNG B 2 A_JumpIfInventory(\"FistSwitch\", 1, 6)\n\t\tPUNG C 2\n\t\tPUNG B 0 A_GiveInventory(\"FistSwitch\", 1)\n\t\tPUNG D 5 A_CustomPunch(random(300, 400), 1, 1, \"BerserkPuffBlue\", 64)\n\t\tPUNG C 2\n\t\tPUNG B 5 A_ReFire\n\t\tgoto Ready\n\t\tPUNG E 2\n\t\tPUNG F 2\n\t\tPUNG B 0 A_TakeInventory(\"FistSwitch\",1)\n\t\tPUNG G 5 A_CustomPunch(random(300, 400), 1, 1, \"BerserkPuffBlue\", 64)\n\t\tPUNG F 2\n\t\tPUNG E 5 A_ReFire\n\t\tgoto Ready\n\tRemove:\n\t\tPUNG A 1 offset (1,32)\n\t\tPUNG A 0 A_GiveInventory (\"Unarmed\", 1)\n\t\tPUNG A 0 A_SelectWeapon (\"Unarmed\")\n\t\tPUNG A 0 A_GiveInventory (\"FistReplaced\", 1)\n\t\tgoto Deselect\n\tReplaceCleanup:\n\t\tBEAC B 0 A_TakeInventory (\"Unarmed\", 1)\n\t\tBEAC B 0 A_TakeInventory (\"FistReplaced\", 1)\n\t\tgoto Select\n\t}\n}\n\nactor FistSwitch : Boolean {}\nactor FistReplaced : Boolean {}\n\nactor FistPuff : BulletPuff {\n\t+CLIENTSIDEONLY\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t-ALLOWPARTICLES\n\t+PUFFONACTORS\n\tDamageType \"FistRed\"\n\tstates {\n\tCrash:\n\t\tPUFF A 0 bright\n\t\tPUFF A 4 bright A_SpawnItem (\"FistWall\")\n\t\tPUFF B 4\n\t\tPUFF CD 4\n\t\tstop\n\tMelee:\n\t\tPUFF A 0 bright\n\t\tPUFF A 4 bright A_SpawnItem (\"FistHit\")\n\t\tstop\n\tSpawn:\n\t\tPUFF A 0 bright\n\t\tPUFF A 4 bright A_SpawnItem (\"FistHit\")\n\t\tstop\n\t}\n}\n\nactor FistPuffBlue : FistPuff {DamageType \"FistBlue\"}\nactor BerserkPuff : FistPuff {+EXTREMEDEATH}\nactor BerserkPuffBlue : FistPuff {\n\t+EXTREMEDEATH\n\tDamageType \"FistBlue\"\n}\n\nactor FistHit {\n\t+CLIENTSIDEONLY\n\t+NOCLIP\n\tradius 1\n\theight 1\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_PlaySound(\"fist/hit\")\n\t\tstop\n\t}\n}\n\nactor FistWall : FistHit {\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_PlaySound(\"fist/wall\")\n\t\tstop\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/weapons/flamer.txt",
"contents": "actor Flamer : AOWWeapon 21047 {\n\tobituary \"%o was fried by %k's flamethrower.\"\n\tinventory.pickupmessage \"You got the flamethrower!\"\n\tattacksound \"flamer2/fire\"\n\tweapon.selectionorder 10\n\tweapon.kickback 1\n\tweapon.ammotype \"FlamerAmmo\"\n\tweapon.ammouse 1\n\tweapon.ammogive 50\n\tweapon.ammotype2 \"PhosphorusGrenadeAmmo\"\n\tweapon.ammouse2 1\n\tweapon.ammogive2 0\n\tdecal BulletChip\n\tWeapon.PreferredSkin \"MarineFlamer\"\n\tstates\n\t{\n\tReady:\n\t\tFLMR BBCCDD 1 A_WeaponReady\n\t\tloop\n\tDeselect:\n\t\tFLMR A 0 A_StopSound (CHAN_WEAPON)\n\tDeselectLoop:\n\t\tFLMR A 1 A_Lower\n\t\tloop\n\tSelect:\n\t\tFLMR A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tFLMR A 2 A_PlaySound (\"flamer2/up\", CHAN_WEAPON)\n\t\tFLMR A 2\n\t\tFLMR A 0 A_GunFlash\n\t\tFLMR A 0 A_PlaySound (\"flamer2/fire\", CHAN_WEAPON, 1.0, true)\n\t\tFLMR A 0 A_JumpIfInventory(\"IsBlue\",1,\"FireBlue\")\n\t\tFLMR A 2 BRIGHT A_FireCustomMissile (\"FlamethrowerFire\", random(-2,2), 1, 5, random(2, 6))\n\t\tFLMR A 2 BRIGHT A_FireCustomMissile (\"FlamethrowerFire\", random(-2,2), 0, 5, random(2, 6))\n\t\tFLMR A 1 A_ReFire\n\t\tFLMR A 1\n\t\tFLMR A 0 A_StopSound (CHAN_WEAPON)\n\t\tFLMR A 2 A_PlaySound (\"flamer2/down\", 5)\n\t\tgoto Ready\n\tHold:\n\t\tTNT1 A 0 A_JumpIfInventory (\"IsInSpawnRoom\", 1, \"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"HasClass\", 1, 1)\n\t\tgoto Ready\n\t\tFLMR A 0 A_GunFlash\n\t\tFLMR A 0 A_JumpIfInventory(\"IsBlue\",1,\"HoldBlue\")\n\t\tFLMR A 2 BRIGHT A_FireCustomMissile (\"FlamethrowerFire\", random(-2,2), 1, 5, random(2, 6))\n\t\tFLMR A 2 BRIGHT A_FireCustomMissile (\"FlamethrowerFire\", random(-2,2), 0, 5, random(2, 6))\n\t\tFLMR A 1 A_ReFire\n\t\tFLMR A 1\n\t\tFLMR A 0 A_StopSound (CHAN_WEAPON)\n\t\tFLMR A 2 A_PlaySound (\"flamer2/down\", 5)\n\t\tgoto Ready\n\tFireBlue:\n\t\tFLMR A 2 BRIGHT OFFSET (1, 32) A_FireCustomMissile (\"FlamethrowerFireBlue\", random(-2,2), 1, 5, random(2, 6))\n\t\tFLMR A 2 BRIGHT OFFSET (3, 34) A_FireCustomMissile (\"FlamethrowerFireBlue\", random(-2,2), 0, 5, random(2, 6))\n\t\tFLMR A 1 A_ReFire\n\t\tFLMR A 1\n\t\tFLMR A 0 A_StopSound (CHAN_WEAPON)\n\t\tFLMR A 2 A_PlaySound (\"flamer2/down\", 5)\n\t\tgoto Ready\n\tHoldBlue:\n\t\tFLMR A 2 BRIGHT OFFSET (1, 32) A_FireCustomMissile (\"FlamethrowerFireBlue\", random(-2,2), 1, 5, random(2, 6))\n\t\tFLMR A 2 BRIGHT OFFSET (3, 34) A_FireCustomMissile (\"FlamethrowerFireBlue\", random(-2,2), 0, 5, random(2, 6))\n\t\tFLMR A 1 A_ReFire\n\t\tFLMR A 1\n\t\tFLMR A 0 A_StopSound (CHAN_WEAPON)\n\t\tFLMR A 2 A_PlaySound (\"flamer2/down\", 5)\n\t\tgoto Ready\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tFLMR A 15\n\t\tFLMR A 6 A_PlaySound (\"grenade/fire\", 6)\n\t\tFLMR A 0 A_JumpIfInventory(\"IsBlue\", 1, \"AltFireBlue\")\n\t\tFLMR A 1 OFFSET (0, 32) A_FireCustomMissile (\"PhosphorusGrenade\", 2, 1, 10, 0)\n\t\tgoto AltReload\n\tAltFireBlue:\n\t\tFLMR A 1 OFFSET (0, 32) A_FireCustomMissile (\"PhosphorusGrenadeBlue\", 2, 1, 10, 0)\n\t\tgoto AltReload\n\tAltReload:\n\t\tFLMR A 1 OFFSET (5, 35)\n\t\tFLMR A 1 OFFSET (10, 38)\n\t\tFLMR A 1 OFFSET (15, 41)\n\t\tFLMR A 1 OFFSET (20, 44)\n\t\tFLMR A 1 OFFSET (25, 47)\n\t\tFLMR A 2 OFFSET (30, 50)\n\t\tFLMR A 1 OFFSET (25, 47)\n\t\tFLMR A 1 OFFSET (20, 44)\n\t\tFLMR A 1 OFFSET (15, 41)\n\t\tFLMR A 1 OFFSET (10, 38)\n\t\tFLMR A 1 OFFSET (5, 35)\n\t\tFLMR A 1 OFFSET (0, 32)\n\t\tFLMR A 0 A_ReFire\n\t\tgoto Ready\n\tFlash:\n\t\tTNT1 A 1 bright A_Light2\n\t\tTNT1 A 1 bright A_Light1\n\t\tTNT1 A 0 bright A_Light0\n\t\tstop\n\tSpawn:\n\t\tFLMR X -1\n\t\tstop\n\t}\n}\n\nactor FlamerAmmo : Ammo {\n\tinventory.amount 100\n\tinventory.maxamount 400\n\tammo.backpackamount 100\n\tammo.backpackmaxamount 400\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor PhosphorusGrenadeAmmo : Ammo {\n\tinventory.amount 1\n\tinventory.maxamount 4\n\tammo.backpackamount 1\n\tammo.backpackmaxamount 4\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor FlameThrowerFire {\n\tobituary \"%o was fried by %k's flamethrower.\"\n\t+FORCEXYBILLBOARD\n\trenderstyle Add\n\talpha 0.9\n\tRadius 4\n\tHeight 4\n\tSpeed 25\n\tDamage (2)\n\tProjectile\n\tDamageType \"FireRed\"\n\tstates {\n\tSpawn:\n\t\tFLMX A 4\n\t\tFLMX ABCDEFGHIJK 2 bright A_Explode(2,128,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FlameDecay\", random(-16,16), random(-16,16), 4, 0, 0, 0, 0, 0, 240)\n\t\tFLMX LMNOPQ 2 bright A_FadeOut(0.15)\n\t\tstop\n\tDeath:\n\t\tTNT1 A 0 A_Explode(6,128)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FlameDecay\", random(-16,16), random(-16,16), 4, 0, 0, 0, 0, 0, 240)\n\t\tTNT1 AAA 1 A_SpawnItemEx(\"FlameThrowerFireRemains\", random(0,1), 0, random(0,8), random(0,1), 0, random(0,3), random(0,12)*30, 0, 32)\n\t\tstop\n\t}\n}\n\nactor FlameThrowerFireBlue : FlameThrowerFire {\n\tDamageType \"FireBlue\"\n\tstates {\n\tSpawn:\n\t\tFLMX A 4\n\t\tFLMX ABCDEFGHIJK 2 bright A_Explode(2,128,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FlameDecayBlue\", random(-16,16), random(-16,16), 4, 0, 0, 0, 0, 0, 240)\n\t\tFLMX LMNOPQ 2 bright A_FadeOut(0.15)\n\t\tstop\n\tDeath:\n\t\tTNT1 A 0 A_Explode(6,128)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FlameDecayBlue\", random(-16,16), random(-16,16), 4, 0, 0, 0, 0, 0, 240)\n\t\tTNT1 AAA 1 A_SpawnItemEx(\"FlameThrowerFireRemains\", random(0,1), 0, random(0,8), random(0,1), 0, random(0,3), random(0,12)*30, 0, 32)\n\t\tstop\n\t}\n}\n\nactor FlameThrowerFireRemains {\n\tPROJECTILE\n\t+RANDOMIZE\n\t+CLIENTSIDEONLY\n\t-ACTIVATEIMPACT -ACTIVATEPCROSS\n\tRenderStyle Add\n\tradius 2\n\theight 4\n\talpha 0.4\n\tSpeed 2\n\tDamage 0\n\tScale 0.8\n\tstates {\n\tSpawn:\n\t\tTNT1 A 4\n\t\tFLMB A 2 bright\n\t\tFLMB BCDEFGH 2 bright\n\t\tFLMB ABCDEFGH 2 bright A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\n// Phosphorus grenade\nactor PhosphorusGrenade {\n\tPROJECTILE\n\t-RANDOMIZE\n\t-NOGRAVITY\n\t+LOWGRAVITY\n\tobituary \"%o was set ablaze by %k's phosphorus grenade.\"\n\tradius 11\n\theight 8\n\tspeed 35\n\tdamage (30)\n\tdeathsound \"weapons/rocklx\"\n\tdamagetype \"FireRed\"\n\tscale 0.06\n\tTranslation \"80:111=163:167\"\n\tstates {\n\tSpawn:\n\t\tG69X A 2 bright A_SpawnItemEx(\"PulseBallSmokePuff\", 0, 0, 0, 0, 0, 1, 0, 128, 0)\n\t\tloop\n\tDeath:\n\t\tTNT1 AAA 0 A_SpawnItemEx (\"FlameExplosion\")\n\t\tTNT1 A 0 A_Gravity\n\t\tTNT1 A 0 A_Explode (120, 128, 1)\n\t\tTNT1 A 5 A_SpawnItem (\"ExplosionMain\")\n\t\tTNT1 A 0 A_SpawnItem (\"FlameDecay\")\n\t\tTNT1 AAAAAAAA 70 A_SpawnItem (\"FlameDecay\")\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor PhosphorusGrenadeBlue : PhosphorusGrenade {\n\tdamagetype \"FireBlue\"\n\tstates {\n\tSpawn:\n\t\tG69X A 2 bright A_SpawnItemEx(\"PulseBallSmokePuff\", 0, 0, 0, 0, 0, 1, 0, 128, 0)\n\t\tloop\n\tDeath:\n\t\tTNT1 AAA 0 A_SpawnItemEx (\"FlameExplosion\")\n\t\tTNT1 A 0 A_Gravity\n\t\tTNT1 A 0 A_Explode (120, 128, 1)\n\t\tTNT1 A 5 A_SpawnItem (\"ExplosionMain\")\n\t\tTNT1 A 0 A_SpawnItem (\"FlameDecayBlue\")\n\t\tTNT1 AAAAAAAA 70 A_SpawnItem (\"FlameDecayBlue\")\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/weapons/timegun.txt",
"contents": "// TIME GUN\nACTOR TimeGun : AOWWeapon {\n\t+BLOODLESSIMPACT\n\tobituary \"%o flipped the !@#&$^%* out.\" // [NF] :P\n\tInventory.PickupMessage \"\\cGYOU HAS ACTIVATED THE TIMESPACE PARADOX D=\"\n\tInventory.PickupSound \"Weapons/Pickup\"\n\tWeapon.AmmoGive 100\n\tWeapon.AmmoType \"TimeGunAmmo\"\n\tWeapon.AmmoUse 0\n\tWeapon.Kickback 25\n\tWeapon.PreferredSkin \"MarinePlasma\"\n\tattacksound \"mech/gauss\"\n\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tstop\n\tReady:\n\t\tPSNG AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_WeaponReady\n\t\tPSNG A 0 A_JumpIfInventory (\"TimeGunCooldown\", 1, \"Cooldown\")\n\t\tPSNG A 0 A_GiveInventory(\"TimeGunAmmo\", 5)\n\t\tloop\n\tCooldown:\n\t\tPSNG A 0 A_TakeInventory (\"TimeGunCooldown\", 1)\n\t\tgoto Ready\n\tDeselect:\n\t\tPSNG A 1 A_Lower\n\t\tloop\n\tSelect:\n\t\tPSNG A 0\n\t\tPSNG A 0 ACS_ExecuteAlways (959, 0)\n\tSelectLoop:\n\t\tPSNG A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tPSNG A 0\n\t\tPSNG A 0 A_JumpIfInventory (\"TimeGunRotation\", 5, \"Fire.Burst\")\n\t\tPSNG A 0 A_JumpIfInventory (\"TimeGunRotation\", 4, \"Fire.Teleport\")\n\t\tPSNG A 0 A_JumpIfInventory (\"TimeGunRotation\", 3, \"Fire.Weaken\")\n\t\tPSNG A 0 A_JumpIfInventory (\"TimeGunRotation\", 2, \"Fire.Slow\")\n\t\tPSNG A 0 A_JumpIfInventory (\"TimeGunRotation\", 1, \"Fire.Float\")\n\t\tgoto Fire.Boost\n\tFire.Boost:\n\t\tPSNG A 0 A_JumpIfInventory (\"TimeGunAmmo\", 25, 1)\n\t\tgoto OutOfAmmo\n\t\tPSNG B 0 A_TakeInventory (\"TimeGunAmmo\", 25)\n\t\tPSNG B 0 A_PlayWeaponSound (\"mech/gauss\")\n\t\tPSNG B 0 bright A_JumpIfInventory (\"IsBlue\", 1, \"Fire.BoostBlue\")\n\t\tPSNG B 0 A_FireBullets (0, 0, 1, 0, \"BoostPuffRed\", 0)\n\t\tPSNG B 0 A_ChangeFlag (\"PICKUP\", 0)\n\t\tPSNG B 8 bright A_RailAttack (0, 0, 1, \"FF 96 00\",\"FF D4 00\", 0, 0, \"GoldenPuff\")\n\t\tPSNG B 0 A_ChangeFlag (\"PICKUP\", 1)\n\t\tPSNG A 35\n\t\tPSNG A 25 A_PlayWeaponSound(\"80mm/reload\")\n\t\tgoto Ready\n\tFire.BoostBlue:\n\t\tPSNG B 0 bright\n\t\tPSNG B 0 A_FireBullets(0, 0, 1, 0, \"BoostPuffBlue\", 0)\n\t\tPSNG B 0 A_ChangeFlag (\"PICKUP\", 0)\n\t\tPSNG B 8 bright A_RailAttack (0, 0, 1, \"FF 96 00\",\"FF D4 00\", 0, 0, \"GoldenPuff\")\n\t\tPSNG B 0 A_ChangeFlag (\"PICKUP\", 1)\n\t\tPSNG A 35\n\t\tPSNG A 25 A_PlayWeaponSound(\"80mm/reload\")\n\t\tgoto Ready\n\tFire.Float:\n\t\tPSNG C 0 A_JumpIfInventory (\"TimeGunAmmo\", 25, 1)\n\t\tgoto OutOfAmmo\n\t\tPSNG C 0 A_TakeInventory (\"TimeGunAmmo\", 25)\n\t\tPSNG B 0 A_PlayWeaponSound (\"mech/gauss\")\n\t\tPSNG B 0 A_JumpIfInventory (\"IsBlue\", 1, \"Fire.FloatBlue\")\n\t\tPSNG B 0 A_FireBullets(0, 0, 1, 0, \"FloatPuffRed\", 0)\n\t\tPSNG B 0 A_ChangeFlag (\"PICKUP\", 0)\n\t\tPSNG B 8 Bright A_RailAttack (0, 0, 1, \"FF 96 00\",\"FF D4 00\", 0, 0, \"GoldenPuff\")\n\t\tPSNG B 0 A_ChangeFlag (\"PICKUP\", 1)\n\t\tPSNG A 35\n\t\tPSNG A 25 A_PlaySound (\"80mm/reload\", CHAN_WEAPON)\n\t\tgoto Ready\n\tFire.FloatBlue:\n\t\tPSNG B 0 A_FireBullets (0, 0, 1, 0, \"FloatPuffBlue\", 0)\n\t\tPSNG B 0 A_ChangeFlag (\"PICKUP\", 0)\n\t\tPSNG B 8 Bright A_RailAttack (0, 0, 1, \"FF 96 00\",\"FF D4 00\", 0, 0, \"GoldenPuff\")\n\t\tPSNG B 0 A_ChangeFlag (\"PICKUP\", 1)\n\t\tPSNG A 35\n\t\tPSNG A 25 A_PlaySound (\"80mm/reload\", CHAN_WEAPON)\n\t\tgoto Ready\n\tFire.Slow:\n\t\tPSNG C 0 A_JumpIfInventory (\"TimeGunAmmo\", 25, 1)\n\t\tgoto OutOfAmmo\n\t\tPSNG C 0 A_TakeInventory (\"TimeGunAmmo\", 25)\n\t\tPSNG B 0 A_PlayWeaponSound (\"mech/gauss\")\n\t\tPSNG B 0 A_JumpIfInventory (\"IsBlue\", 1, \"Fire.SlowBlue\")\n\t\tPSNG B 0 A_FireBullets (0, 0, 1, 0, \"SlowPuffRed\", 0)\n\t\tPSNG B 0 A_ChangeFlag (\"PICKUP\", 0)\n\t\tPSNG B 8 Bright A_RailAttack (0, 0, 1, \"FF 96 00\",\"FF D4 00\", 0, 0, \"GoldenPuff\")\n\t\tPSNG B 0 A_ChangeFlag (\"PICKUP\", 1)\n\t\tPSNG A 35\n\t\tPSNG A 25 A_PlaySound (\"80mm/reload\", CHAN_WEAPON)\n\t\tgoto Ready\n\tFire.SlowBlue:\n\t\tPSNG B 0 A_FireBullets (0, 0, 1, 0, \"SlowPuffBlue\", 0)\n\t\tPSNG B 0 A_ChangeFlag (\"PICKUP\", 0)\n\t\tPSNG B 8 Bright A_RailAttack (0, 0, 1, \"FF 96 00\",\"FF D4 00\", 0, 0, \"GoldenPuff\")\n\t\tPSNG B 0 A_ChangeFlag (\"PICKUP\", 1)\n\t\tPSNG A 35\n\t\tPSNG A 25 A_PlaySound (\"80mm/reload\", CHAN_WEAPON)\n\t\tgoto Ready\n\tFire.Weaken:\n\t\tPSNG C 0 A_JumpIfInventory (\"TimeGunAmmo\", 25, 1)\n\t\tgoto OutOfAmmo\n\t\tPSNG C 0 A_TakeInventory (\"TimeGunAmmo\", 25)\n\t\tPSNG B 0 A_PlayWeaponSound (\"mech/gauss\")\n\t\tPSNG B 0 A_JumpIfInventory(\"IsBlue\",1,\"Fire.WeakenBlue\")\n\t\tPSNG B 0 A_FireBullets(0, 0, 1, 0, \"WeakenPuffRed\", 0)\n\t\tPSNG B 0 A_ChangeFlag (\"PICKUP\", 0)\n\t\tPSNG B 8 Bright A_RailAttack (0, 0, 1, \"FF 96 00\",\"FF D4 00\", 0, 0, \"GoldenPuff\")\n\t\tPSNG B 0 A_ChangeFlag (\"PICKUP\", 1)\n\t\tPSNG A 35\n\t\tPSNG A 25 A_PlaySound (\"80mm/reload\", CHAN_WEAPON)\n\t\tgoto Ready\n\tFire.WeakenBlue:\n\t\tPSNG B 0 A_FireBullets(0, 0, 1, 0, \"WeakenPuffBlue\", 0)\n\t\tPSNG B 0 A_ChangeFlag (\"PICKUP\", 0)\n\t\tPSNG B 8 Bright A_RailAttack (0, 0, 1, \"FF 96 00\",\"FF D4 00\", 0, 0, \"GoldenPuff\")\n\t\tPSNG B 0 A_ChangeFlag (\"PICKUP\", 1)\n\t\tPSNG A 35\n\t\tPSNG A 25 A_PlaySound (\"80mm/reload\", CHAN_WEAPON)\n\t\tgoto Ready\n\tFire.Teleport:\n\t\tPSNG C 27 BRIGHT A_PlayWeaponSound (\"plasma2/fire\")\n\t\tPSNG C 0 A_JumpIfInventory (\"HasClass\", 1, 1)\n\t\tgoto Nope\n\t\tPSNG C 0 A_JumpIfInventory (\"TimeGunAmmo\", 100, 1)\n\t\tgoto OutOfAmmo\n\t\tPSNG C 0 A_TakeInventory (\"TimeGunAmmo\", 100)\n\t\tPSNG C 0 A_PlaySound (\"misc/timewarp\", CHAN_WEAPON)\n\t\tPSNG C 0 A_Stop\n\t\tPSNG C 0 A_SetTranslucent (0.5, 1)\n\t\tPSNG C 0 SetPlayerProperty (0, 1, 0)\n\t\tPSNG C 0 A_Jump (3, \"Oops\")\n\t\tPSNG C 0 A_GiveInventory (\"GoldHue\", 1)\n\t\tPSNG C 0 A_SpawnItemEx (\"TimeGunFlareCluster\")\n\t\tPSNG C 0 A_GiveInventory (\"IsTeleporting\", 1)\n\t\tPSNG C 35 BRIGHT\n\t\tPSNG C 0 A_JumpIfInventory (\"HasClass\", 1, 1)\n\t\tgoto Nope\n\t\tPSNG C 0 A_TakeInventory (\"IsInSpawnRoom\", 1)\n\t\tPSNG A 3 BRIGHT ACS_ExecuteAlways (94, 0, random (0, 1))\n\t\tPSNG A 0 A_SetTranslucent (1.0, 0)\n\t\tPSNG A 0 A_SpawnItemEx (\"TimeGunFlareExplosion\")\n\t\tPSNG A 0 SetPlayerProperty (0, 0, 0)\n\t\tPSNG A 0 A_GiveInventory (\"TimeGunCooldown\", 10)\n\t\tPSNG C 0 A_TakeInventory (\"IsTeleporting\", 1)\n\t\tPSNG A 35 BRIGHT A_PlaySound (\"misc/timeunwarp\", CHAN_WEAPON)\n\t\tgoto Ready\n\tOops:\n\t\tPSNG C 0 A_GiveInventory (\"RedHue\", 1)\n\t\tPSNG C 0 A_SpawnItemEx (\"TimeGunFlareRedCluster\")\n\t\tPSNG C 18 BRIGHT A_PlaySound (\"misc/nope\")\n\t\tPSNG C 17 BRIGHT A_PlaySound (\"misc/nope\")\n\t\tPSNG A 0 SetPlayerProperty (0, 0, 0)\n\t\tPSNG A 0 A_PlaySound (\"misc/timeunwarp\", CHAN_WEAPON)\n\t\tPSNG A -1 ACS_ExecuteAlways (309, 0, 12) // RESIGN\n\t\tstop\n\tNope:\n\t\tPSNG A 35 SetPlayerProperty (0, 0, 0)\n\t\tgoto Ready\n\tFire.Burst:\n\t\tPSNG C 0 A_JumpIfInventory (\"TimeGunCharged\", 1, \"BurstLoop\")\n\t\tPSNG C 27 BRIGHT A_PlayWeaponSound (\"plasma2/fire\")\n\t\tPSNG C 0 A_GiveInventory (\"TimeGunCharged\", 1)\n\t\tPSNG C 0 A_StopSoundEx (\"Weapon\")\n\tBurstLoop:\n\t\tPSNG C 0 A_JumpIfInventory (\"IsBlue\", 1, \"BurstLoopBlue\")\n\t\tPSNG C 0 A_JumpIfInventory (\"TimeGunAmmo\", 5, 1)\n\t\tgoto OutOfAmmo\n\t\tPSNG C 0 A_TakeInventory (\"TimeGunAmmo\", 5)\n\t\tPSNG C 0 A_PlayWeaponSound (\"driver/fire\")\n\t\tPSNG B 1 BRIGHT A_FireCustomMissile (\"GoldenBall1\", random (-1.5, 1.5), 0, random (-2, 2), random (-2, 2))\n\t\tPSNG C 2\n\t\tPSNG C 0 A_PlayWeaponSound (\"driver/fire\")\n\t\tPSNG B 1 BRIGHT A_FireCustomMissile (\"GoldenBall2\", random (-1.5, 1.5), 0, random (-2, 2), random (-2, 2))\n\t\tPSNG C 2\n\t\tPSNG C 0 A_Refire\n\tBurstLoopBlue:\n\t\tPSNG C 0 A_JumpIfInventory (\"TimeGunAmmo\", 5, 1)\n\t\tgoto OutOfAmmo\n\t\tPSNG C 0 A_TakeInventory (\"TimeGunAmmo\", 5)\n\t\tPSNG C 0 A_PlayWeaponSound (\"driver/fire\")\n\t\tPSNG B 1 BRIGHT A_FireCustomMissile (\"GoldenBall1Blue\", random (-1.5, 1.5), 0, random (-2, 2), random (-2, 2))\n\t\tPSNG C 2\n\t\tPSNG C 0 A_PlayWeaponSound (\"driver/fire\")\n\t\tPSNG B 1 BRIGHT A_FireCustomMissile (\"GoldenBall2Blue\", random (-1.5, 1.5), 0, random (-2, 2), random (-2, 2))\n\t\tPSNG C 2\n\t\tPSNG C 0 A_Refire\n\tOutOfAmmo:\n\t\tPSNG A 2 A_PlaySoundEx(\"Plasma/FailFire\",\"SoundSlot6\",0)\n\t\tPSNG A 0 A_PlaySoundEx(\"Plasma/Vapour\",\"SoundSlot7\",0)\n\t\tPSNG A 0 A_TakeInventory (\"TimeGunCharged\", 1)\n\t\tPSNG AAAAAA 2 A_FireCustomMissile(\"OverheatSmokeSpawner\",0,0,6,-2)\n\t\tPSNG A 35\n\t\tgoto Ready\n\tAltFire:\n\t\tPSNG A 18 ACS_Execute (958, 0, 1)\n\t\tgoto Ready\n\t}\n}\n\nactor IsTeleporting : Boolean {}\n\nactor TimeGunAmmo : Ammo {\n\t+IGNORESKILL\n\tinventory.amount 100\n\tinventory.maxamount 100\n\tammo.backpackamount 0\n\tammo.backpackmaxamount 100\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor TimeGunRotation : Inventory {inventory.maxamount 5}\nactor TimeGunCharged : Inventory {inventory.maxamount 1}\nactor TimeGunCooldown : Inventory {inventory.maxamount 20}\n\nactor Nope {\n\t+CLIENTSIDEONLY\n\t+NOGRAVITY\n\trenderstyle translucent\n\talpha 1.0\n\tscale 0.1\n\tstates {\n\tSpawn:\n\t\tNOPE A 0\n\t\tNOPE A 0 A_PlaySound (\"misc/nope\")\n\t\tNOPE A 0 ThrustThingZ (0, 12, 0, 0)\n\t\tNOPE A 3 A_FadeOut (0.1)\n\t\twait\n\t}\n}\n\n// ===================================================\n// ----------------------------------- EFFECT POWERUPS\n// ===================================================\n\n// BOOST\nactor PowerTimeGunBoost : PowerSpeed {\n\tspeed 1.4\n\tpowerup.duration -15\n}\n\nactor TimeGunBoost : PowerupGiver {\n\t+AUTOACTIVATE\n\tinventory.maxamount 0\n\tpowerup.type \"TimeGunBoost\"\n\tinventory.pickupsound \"\"\n\tpowerup.duration -15\n\tpowerup.color GoldMap, 0.25\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor TimeGunBoostRed : CustomInventory {\n\tinventory.maxamount 0\n\tinventory.pickupmessage \"`\"\n\tinventory.pickupsound \"misc/p_pkup\"\n\tstates {\n\tSpawn:\n\t\tTNT1 A 5\n\t\tstop\n\tPickup:\n\t\tTNT1 A 0 A_JumpIfInventory (\"IsBlue\", 1, \"Failure\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"Knife\", 1, \"Failure\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"StealthLaserRifle\", 1, \"Failure\")\n\t\tTNT1 A 0 ACS_Execute (958, 0, 0, 0) // intel message\n\t\tTNT1 A 0 A_GiveInventory (\"TimeGunBoost\", 1)\n\t\tstop\n\tFailure:\n\t\tTNT1 A 0\n\t\tfail\n\t}\n}\n\nactor TimeGunBoostBlue : TimeGunBoostRed {\n\tstates {\n\tPickup:\n\t\tTNT1 A 0 A_JumpIfInventory (\"IsRed\", 1, \"Failure\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"Knife\", 1, \"Failure\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"StealthLaserRifle\", 1, \"Failure\")\n\t\tTNT1 A 0 ACS_Execute (958, 0, 0, 0) // intel message\n\t\tTNT1 A 0 A_GiveInventory (\"TimeGunBoost\", 1)\n\t\tstop\n\t}\n}\n\n// FLOAT\nactor TimeGunFloat : PowerupGiver {\n\t+AUTOACTIVATE\n\tinventory.maxamount 0\n\tinventory.pickupsound \"\"\n\tpowerup.type \"Flight\"\n\tpowerup.duration -20\n\tpowerup.color GoldMap, 0.25\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor TimeGunFloatRed : TimeGunBoostRed {\n\tstates {\n\tPickup:\n\t\tTNT1 A 0 A_JumpIfInventory (\"IsBlue\", 1, \"Failure\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"Knife\", 1, \"Failure\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"StealthLaserRifle\", 1, \"Failure\")\n\t\tTNT1 A 0 ACS_Execute (958, 0, 0, 1) // intel message\n\t\tTNT1 A 0 A_GiveInventory (\"TimeGunFloat\", 1)\n\t\tstop\n\t}\n}\n\nactor TimeGunFloatBlue : TimeGunBoostRed {\n\tstates {\n\tPickup:\n\t\tTNT1 A 0 A_JumpIfInventory (\"IsRed\", 1, \"Failure\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"Knife\", 1, \"Failure\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"StealthLaserRifle\", 1, \"Failure\")\n\t\tTNT1 A 0 ACS_Execute (958, 0, 0, 1) // intel message\n\t\tTNT1 A 0 A_GiveInventory (\"TimeGunFloat\", 1)\n\t\tstop\n\t}\n}\n\n// SLOW\nactor PowerTimeGunSlow : PowerSpeed {\n\tspeed 0.6\n}\n\nactor TimeGunSlow : PowerupGiver {\n\t+AUTOACTIVATE\n\tinventory.maxamount 0\n\tpowerup.type \"TimeGunSlow\"\n\tinventory.pickupsound \"\"\n\tpowerup.duration -20\n\tpowerup.color \"AA 00 00\", 0.25\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor TimeGunSlowRed : TimeGunBoostRed {\n\tinventory.pickupsound \"\"\n\tstates {\n\tPickup:\n\t\tTNT1 A 0 A_JumpIfInventory (\"IsRed\", 1, \"Failure\")\n\t\tTNT1 A 0 ACS_Execute (958, 0, 0, 2) // intel message\n\t\tTNT1 A 0 A_GiveInventory (\"TimeGunSlow\", 1)\n\t\tstop\n\t}\n}\n\nactor TimeGunSlowBlue : TimeGunBoostRed {\n\tinventory.pickupsound \"\"\n\tstates {\n\tPickup:\n\t\tTNT1 A 0 A_JumpIfInventory (\"IsBlue\", 1, \"Failure\")\n\t\tTNT1 A 0 ACS_Execute (958, 0, 0, 2) // intel message\n\t\tTNT1 A 0 A_GiveInventory (\"TimeGunSlow\", 1)\n\t\tstop\n\t}\n}\n\n// WEAKEN\nactor PowerTimeGunWeaken : PowerDamage {\n\tdamagefactor \"FistRed\", 0.7\n\tdamagefactor \"FistBlue\", 0.7\n\tdamagefactor \"BulletRed\", 0.7\n\tdamagefactor \"BulletBlue\", 0.7\n\tdamagefactor \"RifleRed\", 0.7\n\tdamagefactor \"RifleBlue\", 0.7\n\tdamagefactor \"ExplosionRed\", 0.7\n\tdamagefactor \"ExplosionBlue\", 0.7\n\tdamagefactor \"FireRed\", 0.7\n\tdamagefactor \"FireBlue\", 0.7\n\tdamagefactor \"ChemicalRed\", 0.7\n\tdamagefactor \"ChemicalBlue\", 0.7\n\tdamagefactor \"LaserRed\", 0.7\n\tdamagefactor \"LaserBlue\", 0.7\n\tdamagefactor \"RazorWireRed\", 0.7\n\tdamagefactor \"RazorWireBlue\", 0.7\n\tdamagefactor \"ExplosionMechRed\", 0.7\n\tdamagefactor \"ExplosionMechBlue\", 0.7\n\tdamagefactor \"TimeRed\", 0.7\n\tdamagefactor \"TimeBlue\", 0.7\n\tdamagefactor \"Disarm\", 0.7\n\tdamagefactor \"Flash\", 0.7\n\tdamagefactor \"Superweapon\", 1.0\n\tdamagefactor \"SuperweaponIon\", 1.0\n\tdamagefactor \"Slime\", 1.0 //Mines\n\tdamagefactor \"MassDriverRed\", 0.7\n\tdamagefactor \"MassDriverBlue\", 0.7\n\tdamagefactor \"Mechstomp\", 0.7\n\tdamagefactor \"Monster\", 0.7\n\tpowerup.duration -15\n}\n\nactor TimeGunWeaken : PowerupGiver {\n\t+AUTOACTIVATE\n\tinventory.maxamount 0\n\tpowerup.type \"TimeGunWeaken\"\n\tinventory.pickupsound \"\"\n\tpowerup.duration -20\n\tpowerup.color \"AA 00 00\", 0.25\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor TimeGunWeakenRed : TimeGunBoostRed {\n\tinventory.pickupsound \"\"\n\tstates {\n\tPickup:\n\t\tTNT1 A 0 A_JumpIfInventory (\"IsRed\", 1, \"Failure\")\n\t\tTNT1 A 0 ACS_Execute (958, 0, 0, 3) // intel message\n\t\tTNT1 A 0 A_GiveInventory (\"TimeGunWeaken\", 1)\n\t\tstop\n\t}\n}\n\nactor TimeGunWeakenBlue : TimeGunBoostRed {\n\tinventory.pickupsound \"\"\n\tstates {\n\tPickup:\n\t\tTNT1 A 0 A_JumpIfInventory (\"IsBlue\", 1, \"Failure\")\n\t\tTNT1 A 0 ACS_Execute (958, 0, 0, 3) // intel message\n\t\tTNT1 A 0 A_GiveInventory (\"TimeGunWeaken\", 1)\n\t\tstop\n\t}\n}\n\n// ===================================================\n// --------------------------------- BURST PROJECTILES\n// ===================================================\nactor GoldenBall1 : PlasmaShot {\n\t+FORCEXYBILLBOARD\n\t+SEEKERMISSILE\n\tobituary \"%o was blasted out of timestream by %k's time gun.\"\n\ttranslation \"192:207=160:167\", \"240:246=232:235\", \"80:111=160:167\"\n\tdamagetype \"TimeRed\"\n\tdamage (4*random(2,3)) // 8 or 12 per shot\n\tspeed 25\n\trenderstyle add\n\talpha 0.75\n\tstates {\n\tSpawn:\n\t\tPLSS AB 4 BRIGHT A_Tracer2\n\t\tloop\n\t}\n}\n\nactor GoldenBall2 : DoomImpBall {\n\t+FORCEXYBILLBOARD\n\t+SEEKERMISSILE\n\tobituary \"%o was blasted out of timestream by %k's time gun.\"\n\ttranslation \"176:191=160:167\", \"208:223=160:167\", \"16:47=160:167\"\n\tdamagetype \"TimeRed\"\n\tdamage (4*random(2,3)) // 8 or 12 per shot\n\tspeed 25\n\tfastspeed 25\n\trenderstyle add\n\talpha 0.75\n\tstates {\n\tSpawn:\n\t\tBAL1 AB 4 BRIGHT // A_Tracer2\n\t\tloop\n\t}\n}\n\nactor GoldenBall1Blue : GoldenBall1 {damagetype \"TimeBlue\"}\nactor GoldenBall2Blue : GoldenBall2 {damagetype \"TimeBlue\"}\n\n// ===================================================\n// -------------------------------------- EFFECT PUFFS\n// ===================================================\nactor GoldenPuff {\n\t+PUFFONACTORS\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+BLOODLESSIMPACT\n\t+PUFFGETSOWNER\n\trenderstyle Add\n\talpha 0.75\n\ttranslation \"192:207=160:167\", \"240:246=232:235\", \"80:111=160:167\"\n\n\tstates {\n\tSpawn:\n\tMelee:\n\tCrash:\n\t\tVOLX ABCDEFEDCBA 3 BRIGHT\n\t\tstop\n\t}\n}\n\nactor BoostPuffRed : GoldenPuff {\n\tdamagetype \"TimeRed\"\n\tstates {\n\tSpawn:\n\tMelee:\n\tCrash:\n\t\tVOLX AA 0 A_SpawnItem (\"TimeGunBoostRed\", -1)\n\t\tVOLX A 0 A_Explode (5, 16)\n\t\tVOLX ABCDEFEDCBA 3 BRIGHT\n\t\tstop\n\t}\n}\n\nactor BoostPuffBlue : GoldenPuff {\n\tdamagetype \"TimeBlue\"\n\tstates {\n\tSpawn:\n\tMelee:\n\tCrash:\n\t\tVOLX AA 0 A_SpawnItem (\"TimeGunBoostBlue\", -1)\n\t\tVOLX A 0 A_Explode (5, 16)\n\t\tVOLX ABCDEFEDCBA 3 BRIGHT\n\t\tstop\n\t}\n}\n\nactor FloatPuffRed : GoldenPuff {\n\tdamagetype \"TimeRed\"\n\tstates {\n\tSpawn:\n\tMelee:\n\tCrash:\n\t\tVOLX AA 0 A_SpawnItem (\"TimeGunFloatRed\", -1)\n\t\tVOLX A 0 A_Explode (5, 16)\n\t\tVOLX ABCDEFEDCBA 3 BRIGHT\n\t\tstop\n\t}\n}\n\nactor FloatPuffBlue : GoldenPuff {\n\tdamagetype \"TimeBlue\"\n\tstates {\n\tSpawn:\n\tMelee:\n\tCrash:\n\t\tVOLX AA 0 A_SpawnItem (\"TimeGunFloatBlue\", -1)\n\t\tVOLX A 0 A_Explode (5, 16)\n\t\tVOLX ABCDEFEDCBA 3 BRIGHT\n\t\tstop\n\t}\n}\n\nactor SlowPuffRed : GoldenPuff {\n\tdamagetype \"TimeRed\"\n\tstates {\n\tSpawn:\n\tMelee:\n\tCrash:\n\t\tVOLX AA 0 A_SpawnItem (\"TimeGunSlowRed\", -1)\n\t\tVOLX A 0 A_Explode (5, 16)\n\t\tVOLX ABCDEFEDCBA 3 BRIGHT\n\t\tstop\n\t}\n}\n\nactor SlowPuffBlue : GoldenPuff {\n\tdamagetype \"TimeBlue\"\n\tstates {\n\tSpawn:\n\tMelee:\n\tCrash:\n\t\tVOLX AA 0 A_SpawnItem (\"TimeGunSlowBlue\", -1)\n\t\tVOLX A 0 A_Explode (5, 16)\n\t\tVOLX ABCDEFEDCBA 3 BRIGHT\n\t\tstop\n\t}\n}\n\nactor WeakenPuffRed : GoldenPuff {\n\tdamagetype \"TimeRed\"\n\tstates {\n\tSpawn:\n\tMelee:\n\tCrash:\n\t\tVOLX AA 0 A_SpawnItem (\"TimeGunWeakenRed\", -1)\n\t\tVOLX A 0 A_Explode (5, 16)\n\t\tVOLX ABCDEFEDCBA 3 BRIGHT\n\t\tstop\n\t}\n}\n\nactor WeakenPuffBlue : GoldenPuff {\n\tdamagetype \"TimeBlue\"\n\tstates {\n\tSpawn:\n\tMelee:\n\tCrash:\n\t\tVOLX AA 0 A_SpawnItem (\"TimeGunWeakenBlue\", -1)\n\t\tVOLX A 0 A_Explode (5, 16)\n\t\tVOLX ABCDEFEDCBA 3 BRIGHT\n\t\tstop\n\t}\n}\n\n// ===================================================\n// ----------------------------------- SPECIAL EFFECTS\n// ===================================================\n\n// flare effects for teleportation\nactor TimeGunFlareCluster {\n\t+CLIENTSIDEONLY +NOINTERACTION\n\treactiontime 19\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAAAA 0 A_SpawnItemEx (\"TimeGunFlare\", random(-64,64), random(-64,64), random(0,128), 0, 0, 1)\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Countdown\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItemEx (\"TimeGunFlareExplosion\")\n\t\tstop\n\t}\n}\n\nactor TimeGunFlareExplosion {\n\t+CLIENTSIDEONLY +NOINTERACTION\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx (\"TimeGunFlareGravity\", 0, 0, 0, random (-12, 12), random (-12, 12), random (4, 9))\n\t\tTNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx (\"TimeGunFlareGravity\", 0, 0, 0, random (-12, 12), random (-12, 12), random (4, 9))\n\t\tTNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx (\"TimeGunFlareGravity\", 0, 0, 0, random (-12, 12), random (-12, 12), random (4, 9))\n\t\tTNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx (\"TimeGunFlareGravity\", 0, 0, 0, random (-12, 12), random (-12, 12), random (4, 9))\n\t\tTNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx (\"TimeGunFlareGravity\", 0, 0, 0, random (-12, 12), random (-12, 12), random (4, 9))\n\t\tTNT1 A 2 A_SpawnItemEx (\"GoldBeam\")\n\t\tstop\n\t}\n}\n\nactor TimeGunFlare : IonRainFlare {\n\t+FORCEXYBILLBOARD\n\tscale 0.04\n\ttranslation \"192:207=160:167\", \"240:246=232:235\", \"80:111=160:167\"\n}\n\nactor TimeGunFlareGravity : TimeGunFlare {-NOGRAVITY -NOINTERACTION}\n\nactor GoldBeam : BlueBeam {\n\txscale 1.0\n\tyscale 3.0\n\talpha 0.2\n\tStates {\n\tSpawn:\n\t\tSBGL A 0\n\t\tSBGL AAAA 1 A_FadeIn (0.2)\n\t\tSBGL A 1 Bright A_FadeOut(0.05)\n\t\tWait\n\t}\n}\n\n// red variant for failure\n\nactor TimeGunFlareRedCluster {\n\t+CLIENTSIDEONLY +NOINTERACTION\n\treactiontime 18\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAAAA 0 A_SpawnItemEx (\"TimeGunFlareRed\", random(-64,64), random(-64,64), random(0,128), 0, 0, 1)\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Countdown\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItemEx (\"TimeGunFlareRedExplosion\")\n\t\tstop\n\t}\n}\n\nactor TimeGunFlareRedExplosion {\n\t+CLIENTSIDEONLY +NOINTERACTION\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx (\"TimeGunFlareRedGravity\", 0, 0, 0, random (-12, 12), random (-12, 12), random (4, 9))\n\t\tTNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx (\"TimeGunFlareRedGravity\", 0, 0, 0, random (-12, 12), random (-12, 12), random (4, 9))\n\t\tTNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx (\"TimeGunFlareRedGravity\", 0, 0, 0, random (-12, 12), random (-12, 12), random (4, 9))\n\t\tTNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx (\"TimeGunFlareRedGravity\", 0, 0, 0, random (-12, 12), random (-12, 12), random (4, 9))\n\t\tTNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx (\"TimeGunFlareRedGravity\", 0, 0, 0, random (-12, 12), random (-12, 12), random (4, 9))\n\t\tTNT1 A 2 A_SpawnItemEx (\"RedBeam\")\n\t\tstop\n\t}\n}\n\nactor TimeGunFlareRed : IonRainFlare {\n\t+FORCEXYBILLBOARD\n\tscale 0.04\n\ttranslation \"192:207=176:191\", \"240:246=187:191\", \"80:111=176:191\"\n}\n\nactor TimeGunFlareRedGravity : TimeGunFlareRed {-NOGRAVITY -NOINTERACTION}\n\nactor RedBeam : BlueBeam {\n\txscale 1.0\n\tyscale 3.0\n\talpha 0.2\n\tStates {\n\tSpawn:\n\t\tSBRD A 0\n\t\tSBRD AAAA 1 A_FadeIn (0.2)\n\t\tSBRD A 1 Bright A_FadeOut(0.05)\n\t\tWait\n\t}\n}\n\n// hues\nactor GoldHue : PowerupGiver {\n\t+INVENTORY.AUTOACTIVATE\n\tinventory.pickupmessage \"wat are you doing\"\n\tinventory.maxamount 0\n\tpowerup.color GoldMap\n\tpowerup.duration -1\n\tpowerup.type \"Null\"\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor RedHue : PowerupGiver {\n\t+INVENTORY.AUTOACTIVATE\n\tinventory.pickupmessage \"wat are you doing\"\n\tinventory.maxamount 0\n\tpowerup.color RedMap\n\tpowerup.duration -1\n\tpowerup.type \"Null\"\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nACTOR PlayerSpeedTrail2 replaces PlayerSpeedTrail {\n\t+NOBLOCKMAP\n\trenderStyle None\n\talpha 0.0\n\tscale 0.0\n}"
},
{
"source": "pk3",
"name": "actors/weapons/gattlinggun.txt",
"contents": "actor GatlingGun : AOWWeapon 21045 {\n\t+NOEXTREMEDEATH\n\tobituary \"%o was perforated by %k's gatling gun.\"\n\tinventory.pickupmessage \"You got the gatling gun!\"\n\tweapon.selectionorder 7\n\tweapon.ammotype \"MachineGunAmmo\"\n\tweapon.ammouse 1\n\tweapon.ammogive 25\n\tweapon.ammotype2 \"MachineGunAmmo\"\n\tweapon.ammouse2 2\n\tweapon.preferredskin \"MarineChaingun\"\n\tstates {\n\tReady:\n\t\tGATG A 0 A_StopSoundEx(\"Weapon\")\n\t\tGATG A 0 A_StopSoundEx(\"SoundSlot6\")\n\t\tGATG AAAAA 1 A_WeaponReady\n\t\tloop\n\tDeselect:\n\t\tGATG A 0 A_StopSoundEx(\"Weapon\")\n\t\tGATG A 0 A_StopSoundEx(\"SoundSlot6\")\n\t\tGATG AAA 1 A_Lower\n\t\tloop\n\tSelect:\n\t\tGATG A 1 A_Raise\n\t\tloop\n\tFire:\n\t\tGATG A 0 A_JumpIfInventory(\"IsBlue\",1,\"FireBlue\")\n\t\tGATG A 3\n\t\tGATG A 3 A_PlaySoundEx(\"minigun/loop\",\"Weapon\",1)\n\t\tGATF A 0 BRIGHT A_Light1\n\t\tGATG A 0 A_PlaySoundEx(\"minigun/fire2\",\"Body\",0)\n\t\tAK47 B 0 A_SpawnItemEx(\"RifleShellCasing\",2,8,32,random(1,3),random(0,1),random(1,3),random(45,60),128)\n\t\tGATF A 2 BRIGHT A_FireBullets (1.2, 1.2, -1, 7, \"RiflePuff\")\n\t\tGATG B 1\n\t\tGATF B 0 BRIGHT A_Light0\n\t\tGATG A 0 A_PlaySoundEx(\"minigun/fire2\",\"Body\",0)\n\t\tAK47 B 0 A_SpawnItemEx(\"RifleShellCasing\",2,8,32,random(1,3),random(0,1),random(1,3),random(45,60),128)\n\t\tGATF B 2 BRIGHT A_FireBullets (1.2, 1.2, -1, 6, \"RiflePuff\")\n\t\tGATG A 1\n\t\tGATG A 0 A_ReFire\n\t\tGATG A 0 A_PlaySoundEx(\"blanksnd\",\"Weapon\",0)\n\t\tGATG A 4 A_ReFire\n\t\tGATG A 0 A_StopSoundEx(\"Weapon\")\n\t\tGATG A 0 A_StopSoundEx(\"SoundSlot6\")\n\t\tgoto Ready\n\tHold:\n\t\tGATG A 0 A_JumpIfInventory(\"IsBlue\",1,\"HoldBlue\")\n\t\tGATG A 0 A_PlaySoundEx(\"minigun/loop\",\"Weapon\",1)\n\t\tGATF A 0 BRIGHT A_Light1\n\t\tGATG A 0 A_PlaySoundEx(\"minigun/fire2\",\"Body\",0)\n\t\tAK47 B 0 A_SpawnItemEx(\"RifleShellCasing\",2,8,32,random(1,3),random(0,1),random(1,3),random(45,60),128)\n\t\tGATF A 2 BRIGHT A_FireBullets (7.2, 7.2, -1, 7, \"RiflePuff\")\n\t\tGATG B 1\n\t\tGATF B 0 BRIGHT A_Light0\n\t\tGATG A 0 A_PlaySoundEx(\"minigun/fire2\",\"Body\",0)\n\t\tAK47 B 0 A_SpawnItemEx(\"RifleShellCasing\",2,8,32,random(1,3),random(0,1),random(1,3),random(45,60),128)\n\t\tGATF B 2 BRIGHT A_FireBullets (7.2, 7.2, -1, 6, \"RiflePuff\")\n\t\tGATG A 1\n\t\tGATG A 0 A_ReFire\n\t\tGATG A 0 A_PlaySoundEx(\"blanksnd\",\"Weapon\",0)\n\t\t//GATG A 0 A_PlaySoundEx(\"gattling/spin\",\"Weapon\",0)\n\t\t//GATG ABAB 2 A_ReFire\n\t\t//GATG AB 3 A_ReFire\n\t\t//GATG AB 4 A_ReFire\n\t\t//GATG AB 5 A_ReFire\n\t\tGATG A 4 A_ReFire\n\t\tGATG A 0 A_StopSoundEx(\"Weapon\")\n\t\tGATG A 0 A_StopSoundEx(\"SoundSlot6\")\n\t\tgoto Ready\n\tAltFire:\n\t\tGATG A 0 A_JumpIfInventory(\"IsBlue\",1,\"AltFireBlue\")\n\t\tGATG A 3\n\t\tGATG A 0 A_PlaySoundEx(\"gattling/alt\",\"Weapon\",1)\n\t\tGATF A 0 BRIGHT A_Light2\n\t\tAK47 B 0 A_SpawnItemEx(\"RifleShellCasing\",2,8,32,random(1,3),random(0,1),random(1,3),random(45,60),128)\n\t\tGATF A 2 BRIGHT A_FireBullets (1.6, 1.6, -1, 10, \"ExplosionPuff\",1,3072)\n\t\tGATG B 3\n\t\tGATF B 0 BRIGHT A_Light0\n\t\tAK47 B 0 A_SpawnItemEx(\"RifleShellCasing\",2,8,32,random(1,3),random(0,1),random(1,3),random(45,60),128)\n\t\tGATF B 2 BRIGHT A_FireBullets (1.6, 1.6, -1, 10, \"ExplosionPuff\",1,3072)\n\t\tGATG A 3\n\t\tGATG A 0 A_ReFire\n\t\tGATG A 0 A_PlaySoundEx(\"gattling/spin\",\"Weapon\",0)\n\t\tGATG AB 4 A_ReFire\n\t\tGATG AB 5 A_ReFire\n\t\tGATG A 4\n\t\tGATG A 0 A_StopSoundEx(\"Weapon\")\n\t\tGATG A 0 A_StopSoundEx(\"SoundSlot6\")\n\t\tgoto Ready\n\tAltHold:\n\t\tGATG A 0 A_JumpIfInventory(\"IsBlue\",1,\"AltHoldBlue\")\n\t\tGATG A 0 A_PlaySoundEx(\"gattling/alt\",\"Weapon\",1)\n\t\tGATF A 0 BRIGHT A_Light2\n\t\tAK47 B 0 A_SpawnItemEx(\"RifleShellCasing\",2,8,32,random(1,3),random(0,1),random(1,3),random(45,60),128)\n\t\tGATF A 2 BRIGHT A_FireBullets (2.6, 1.6, -1, 10, \"ExplosionPuff\",1,3072)\n\t\tGATG B 3\n\t\tGATF B 0 BRIGHT A_Light0\n\t\tAK47 B 0 A_SpawnItemEx(\"RifleShellCasing\",2,8,32,random(1,3),random(0,1),random(1,3),random(45,60),128)\n\t\tGATF B 2 BRIGHT A_FireBullets (2.6, 1.6, -1, 10, \"ExplosionPuff\",1,3072)\n\t\tGATG A 3\n\t\tGATG A 0 A_ReFire\n\t\tGATG A 0 A_PlaySoundEx(\"gattling/spin\",\"Weapon\",0)\n\t\tGATG AB 4 A_ReFire\n\t\tGATG AB 5 A_ReFire\n\t\tGATG A 4\n\t\tGATG A 0 A_StopSoundEx(\"Weapon\")\n\t\tGATG A 0 A_StopSoundEx(\"SoundSlot6\")\n\t\tgoto Ready\n\tFireBlue:\n\t\tGATG A 3\n\t\tGATG A 3 A_PlaySoundEx(\"minigun/loop\",\"Weapon\",1)\n\t\tGATF A 0 BRIGHT A_Light1\n\t\tGATG A 0 A_PlaySoundEx(\"minigun/fire2\",\"Body\",0)\n\t\tAK47 B 0 A_SpawnItemEx(\"RifleShellCasing\",2,8,32,random(1,3),random(0,1),random(1,3),random(45,60),128)\n\t\tGATF A 2 BRIGHT A_FireBullets (1.2, 1.2, -1, 7, \"RiflePuffBlue\")\n\t\tGATG B 1\n\t\tGATF B 0 BRIGHT A_Light0\n\t\tGATG A 0 A_PlaySoundEx(\"minigun/fire2\",\"Body\",0)\n\t\tAK47 B 0 A_SpawnItemEx(\"RifleShellCasing\",2,8,32,random(1,3),random(0,1),random(1,3),random(45,60),128)\n\t\tGATF B 2 BRIGHT A_FireBullets (1.2, 1.2, -1, 6, \"RiflePuffBlue\")\n\t\tGATG A 1\n\t\tGATG A 0 A_ReFire\n\t\tGATG A 0 A_PlaySoundEx(\"blanksnd\",\"Weapon\",0)\n\t\t//GATG A 0 A_PlaySoundEx(\"gattling/spin\",\"Weapon\",0)\n\t\t//GATG ABAB 2 A_ReFire\n\t\t//GATG AB 3 A_ReFire\n\t\t//GATG AB 4 A_ReFire\n\t\t//GATG AB 5 A_ReFire\n\t\tGATG A 4 A_ReFire\n\t\tGATG A 0 A_StopSoundEx(\"Weapon\")\n\t\tGATG A 0 A_StopSoundEx(\"SoundSlot6\")\n\t\tgoto Ready\n\tHoldBlue:\n\t\tGATG A 0 A_PlaySoundEx(\"minigun/loop\",\"Weapon\",1)\n\t\tGATF A 0 BRIGHT A_Light1\n\t\tGATG A 0 A_PlaySoundEx(\"minigun/fire2\",\"Body\",0)\n\t\tAK47 B 0 A_SpawnItemEx(\"RifleShellCasing\",2,8,32,random(1,3),random(0,1),random(1,3),random(45,60),128)\n\t\tGATF A 2 BRIGHT A_FireBullets (7.2, 7.2, -1, 7, \"RiflePuffBlue\")\n\t\tGATG B 1\n\t\tGATF B 0 BRIGHT A_Light0\n\t\tGATG A 0 A_PlaySoundEx(\"minigun/fire2\",\"Body\",0)\n\t\tAK47 B 0 A_SpawnItemEx(\"RifleShellCasing\",2,8,32,random(1,3),random(0,1),random(1,3),random(45,60),128)\n\t\tGATF B 2 BRIGHT A_FireBullets (7.2, 7.2, -1, 6, \"RiflePuffBlue\")\n\t\tGATG A 1\n\t\tGATG A 0 A_ReFire\n\t\tGATG A 0 A_PlaySoundEx(\"blanksnd\",\"Weapon\",0)\n\t\t//GATG A 0 A_PlaySoundEx(\"gattling/spin\",\"Weapon\",0)\n\t\t//GATG ABAB 2 A_ReFire\n\t\t//GATG AB 3 A_ReFire\n\t\t//GATG AB 4 A_ReFire\n\t\t//GATG AB 5 A_ReFire\n\t\tGATG A 4 A_ReFire\n\t\tGATG A 0 A_StopSoundEx(\"Weapon\")\n\t\tGATG A 0 A_StopSoundEx(\"SoundSlot6\")\n\t\tgoto Ready\n\tAltFireBlue:\n\t\tGATG A 3\n\t\tGATG A 0 A_PlaySoundEx(\"gattling/alt\",\"Weapon\",1)\n\t\tGATF A 0 BRIGHT A_Light2\n\t\tAK47 B 0 A_SpawnItemEx(\"RifleShellCasing\",2,8,32,random(1,3),random(0,1),random(1,3),random(45,60),128)\n\t\tGATF A 2 BRIGHT A_FireBullets (1.6, 1.6, -1, 10, \"ExplosionPuffBlue\",1,3072)\n\t\tGATG B 3\n\t\tGATF B 0 BRIGHT A_Light0\n\t\tAK47 B 0 A_SpawnItemEx(\"RifleShellCasing\",2,8,32,random(1,3),random(0,1),random(1,3),random(45,60),128)\n\t\tGATF B 2 BRIGHT A_FireBullets (1.6, 1.6, -1, 10, \"ExplosionPuffBlue\",1,3072)\n\t\tGATG A 3\n\t\tGATG A 0 A_ReFire\n\t\tGATG A 0 A_PlaySoundEx(\"gattling/spin\",\"Weapon\",0)\n\t\tGATG AB 4 A_ReFire\n\t\tGATG AB 5 A_ReFire\n\t\tGATG A 4\n\t\tGATG A 0 A_StopSoundEx(\"Weapon\")\n\t\tGATG A 0 A_StopSoundEx(\"SoundSlot6\")\n\t\tgoto Ready\n\tAltHoldBlue:\n\t\tGATG A 0 A_PlaySoundEx(\"gattling/alt\",\"Weapon\",1)\n\t\tGATF A 0 BRIGHT A_Light2\n\t\tAK47 B 0 A_SpawnItemEx(\"RifleShellCasing\",2,8,32,random(1,3),random(0,1),random(1,3),random(45,60),128)\n\t\tGATF A 2 BRIGHT A_FireBullets (2.6, 1.6, -1, 10, \"ExplosionPuffBlue\",1,3072)\n\t\tGATG B 3\n\t\tGATF B 0 BRIGHT A_Light0\n\t\tAK47 B 0 A_SpawnItemEx(\"RifleShellCasing\",2,8,32,random(1,3),random(0,1),random(1,3),random(45,60),128)\n\t\tGATF B 2 BRIGHT A_FireBullets (2.6, 1.6, -1, 10, \"ExplosionPuffBlue\",1,3072)\n\t\tGATG A 3\n\t\tGATG A 0 A_ReFire\n\t\tGATG A 0 A_PlaySoundEx(\"gattling/spin\",\"Weapon\",0)\n\t\tGATG AB 4 A_ReFire\n\t\tGATG AB 5 A_ReFire\n\t\tGATG A 4\n\t\tGATG A 0 A_StopSoundEx(\"Weapon\")\n\t\tGATG A 0 A_StopSoundEx(\"SoundSlot6\")\n\t\tgoto Ready\n\tSpawn:\n\t\tGATG X -1\n\t\tstop\n\t}\n}\n\nactor ExplosionPuff {\n\tPROJECTILE\n\t-RANDOMIZE\n\t-ALLOWPARTICLES\n\t+NOCLIP\n\t+PUFFONACTORS\n\t+CLIENTSIDEONLY\n\tRenderStyle Add\n\talpha 0.9\n\tSpeed 1\n\tDamage 0\n\tScale 0.4\n\tdamagetype \"ExplosionRed\"\n\tstates {\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(128,11)\n\t\tEXP1 ABCDEFGHIJ 3 bright\n\t\tstop\n\t\tTNT1 A 0 A_Jump(128,10)\n\t\tEXP2 ABCDEFGHI 3 bright\n\t\tstop\n\t\tTNT1 A 0 A_Jump(128,10)\n\t\tEXP3 ABCDEFGHI 3 bright\n\t\tstop\n\t\tTNT1 A 0 A_Jump(128,10)\n\t\tEXP4 ABCDEFGH 3 bright\n\t\tstop\n\t\tEXP5 ABCDEFGHIJK 3 bright\n\t\tstop\n\t}\n}\n\nactor ExplosionPuffBlue : ExplosionPuff {damagetype \"ExplosionBlue\"}"
},
{
"source": "pk3",
"name": "actors/weapons/handgun.txt",
"contents": "actor Handgun : AOWWeapon 21041 {\n\t+WIMPY_WEAPON\n\t+NOAUTOFIRE\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 10\n\tWeapon.AmmoType \"NewClipAmmo\"\n\tWeapon.SelectionOrder 17\n\tWeapon.PreferredSkin \"MarinePistol\"\n\tInventory.Pickupmessage \"You got the handgun!\"\n\tObituary \"%o was capped by %k's handgun.\"\n\tattacksound \"pistol/fire\"\n\tStates {\n\tReady:\n\t\tPISG A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tPISG A 0 A_Lower\n\t\tPISG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tPISG A 0 A_Raise\n\t\tPISG A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tPISG A 0 A_JumpIfInventory (\"IsBlue\", 1, \"FireBlue\")\n\t\tPISG B 0 A_SpawnItemEx(\"ShellCasing\",8,8,32,random(1,3),random(0,1),random(1,3),random(45,60),128)\n\t\tPISG B 0 A_FireBullets (2.0, 2.0, -1, 4, \"HandgunPuff\", 1, 1536)\n\t\tPISG B 4 A_GunFlash\n\t\tPISG CC 1 A_WeaponReady\n\t\tPISG BBB 1 A_WeaponReady\n\t\tPISG A 0 A_ReFire\n\t\tgoto Ready\n\tFireBlue:\n\t\tPISG B 0 A_SpawnItemEx(\"ShellCasing\",8,8,32,random(1,3),random(0,1),random(1,3),random(45,60),128)\n\t\tPISG B 0 A_FireBullets (2.0, 2.0, -1, 4, \"HandgunPuffBlue\", 1, 1536)\n\t\tPISG B 4 A_GunFlash\n\t\tPISG CC 1 A_WeaponReady\n\t\tPISG BBB 1 A_WeaponReady\n\t\tPISG A 0 A_ReFire\n\t\tgoto Ready\n\tFlash:\n\t\tPISF A 1 Bright A_Light2\n\t\tPISF A 1 Bright A_Light1\n \t\tGoto LightDone\n\tSpawn:\n\t\tPIST A -1\n\t\tstop\n\t}\n}\n\nactor HandgunPuff : HHBulletPuff {DamageType \"BulletRed\"}\nactor HandgunPuffBlue : HHBulletPuff {DamageType \"BulletBlue\"}\n\nactor NewClipAmmo : Ammo {\n\tinventory.amount 30\n\tinventory.maxamount 400\n\tammo.backpackamount 30\n\tammo.backpackmaxamount 400\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\n/////////////////What.\n\nactor ArmyCreator : AOWWeapon\n{\n attacksound \"pistol/fire\"\n Weapon.SelectionOrder 99\n Weapon.AmmoUse 1\n Weapon.AmmoGive 0\n Weapon.AmmoType \"NewClipAmmo\"\n Weapon.AmmoUse2 1\n Weapon.AmmoType2 \"NewClipAmmo\"\n Obituary \"%o was capped by %k's handgun.\"\n +WEAPON.WIMPY_WEAPON\n Inventory.Pickupmessage \"Got the handgun!\"\n States\n {\n Ready:\n PISG A 1 A_WeaponReady\n Loop\n Deselect:\n PISG A 1 A_Lower\n Loop\n Select:\n PISG A 1 A_Raise\n Loop\n Fire:\n PISG A 3\n PISG B 0 A_SpawnItemEx(\"ShellCasing\",8,8,32,random(1,3),random(0,1),random(1,3),random(45,60),128)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",36,0,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",36,36,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",36,72,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",36,108,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",36,-36,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",36,-72,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",36,-108,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",72,0,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",72,36,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",72,72,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",72,108,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",72,-36,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",72,-72,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",72,-108,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",108,0,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",108,36,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",108,72,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",108,108,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",108,-36,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",108,-72,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",108,-108,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",36*4,0,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",36*4,36,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",36*4,72,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",36*4,108,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",36*4,-36,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",36*4,-72,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",36*4,-108,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",36*5,0,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",36*5,36,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",36*5,72,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",36*5,108,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",36*5,-36,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",36*5,-72,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",36*5,-108,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",36*6,0,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",36*6,36,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",36*6,72,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",36*6,108,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",36*6,-36,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",36*6,-72,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",36*6,-108,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",36*7,0,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",36*7,36,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",36*7,72,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",36*7,108,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",36*7,-36,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",36*7,-72,0,0,0,0,0,0,0)\n PISG B 0 A_SpawnItemEx(\"DoomPlayer\",36*7,-108,0,0,0,0,0,0,0)\n PISG B 6 A_GunFlash\n PISG C 5\n PISG B 4 A_ReFire\n Goto Ready\n Flash:\n PISF A 2 Bright A_Light2\n PISF A 2 Bright A_Light1\n Goto LightDone\n AltFlash:\n PISF A 1 Bright A_Light2\n PISF A 1 Bright A_Light1\n Goto LightDone\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_SpawnItem(\"HandgunPack\")\n stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/weapons/jumpjet.txt",
"contents": "actor JumpJetGatlingGun : GatlingGun {\n\tobituary \"%o was perforated by a flying %k's gatling gun.\"\n\tweapon.ammotype2 \"JumpJetFuel\"\n\tweapon.ammouse2 1\n\t+NOEXTREMEDEATH\n\tWeapon.PreferredSkin \"MarineChaingun\"\n\tstates {\n\tReady:\n\t\tGATG A 1 A_WeaponReady\n\t\tGATG A 0 A_JumpIfInventory(\"JumpJetSwitch\",1,\"ReadyJumpJet\")\n\t\tGATG A 0 A_StopSound (6)\n\t\tGATG AA 35 A_WeaponReady\n\t\tGATG A 0 A_StopSound (6)\n\t\tgoto Ready2\n\tReady2:\n\t\tGATG A 1 A_WeaponReady\n\t\tGATG A 0 A_JumpIfInventory(\"JumpJetSwitch\",1,\"ReadyJumpJet\")\n\t\tGATG A 34 A_WeaponReady\n\t\tGATG A 0 SetPlayerProperty(0,0,3)\n\t\tGATG A 0 A_GiveInventory(\"JumpJetFuel\",1)\n\t\tloop\n\tReadyJumpJet:\n\t\tGATG A 0 A_JumpIfInventory(\"JumpJetFuel\",1,\"ReadyJumpJetGo\")\n\t\tGATG A 1 A_WeaponReady\n\t\tgoto AltFireOff\n\tReadyJumpJetGo:\n\t\tGATG A 5 A_WeaponReady\n\t\tGATG A 0 A_JumpIfInventory(\"JumpJetCount\",3,\"ReadyJumpJetGo2\")\n\t\tGATG A 0 A_PlaySoundEx(\"jumpjet/loop\",\"SoundSlot6\",1)\n\t\tGATG A 0 A_SpawnItemEx (\"OrcaFlame\", 0, -5, 0, 0, 0, random(-9,-12), 0, 128)\n\t\tGATG A 0 A_SpawnItemEx (\"OrcaFlame\", 0, 5, 0, 0, 0, random(-9,-12), 0, 128)\n\t\tGATG A 0 A_GiveInventory(\"JumpJetCount\",1)\n\t\tgoto ReadyJumpJet\n\tReadyJumpJetGo2:\n\t\tGATG A 5 A_WeaponReady\n\t\tGATG A 0 SetPlayerProperty(0,1,3)\n\t\tGATG A 0 A_TakeInventory(\"JumpJetFuel\",1)\n\t\tGATG A 0 A_PlaySoundEx(\"jumpjet/loop\",\"SoundSlot6\",1)\n\t\t// GATG A 0 A_SpawnItemEx(\"BurnDeathShot\", -16, 0, 28, 0, 0, -2, random(-1,1), 128, 0)\n\t\tGATG A 0 A_SpawnItemEx (\"OrcaFlame\", 0, -5, 0, 0, 0, random(-9,-12), 0, 128)\n\t\tGATG A 0 A_SpawnItemEx (\"OrcaFlame\", 0, 5, 0, 0, 0, random(-9,-12), 0, 128)\n\t\tGATG A 0 A_TakeInventory(\"JumpJetCount\",4)\n\t\tgoto ReadyJumpJet\n\tDeselect:\n\t\tGATG A 1 A_Lower\n\t\tGATG A 0 A_JumpIfInventory(\"JumpJetSwitch\",1,\"DeselectJumpJet\")\n\t\tGATG A 0 A_StopSound (CHAN_WEAPON)\n\t\tGATG A 0 A_StopSound (6)\n\t\tloop\n\tDeselectJumpJet:\n\t\tGATG A 0 A_PlaySoundEx(\"jumpjet/stop\",\"SoundSlot5\",0)\n\t\tGATG A 0 A_StopSoundEx(\"SoundSlot6\")\n\t\tGATG A 0 SetPlayerProperty(0,0,3)\n\t\tGATG A 0 A_ChangeFlag(\"PICKUP\",1)\n\t\tGATG A 0 A_TakeInventory(\"JumpJetSwitch\",1)\n\t\tgoto Deselect\n\tAltFire:\n\t\tGATG A 0 A_JumpIfInventory(\"JumpJetSwitch\",1,\"AltFireOff\")\n\t\tGATG A 0 A_JumpIfInventory(\"JumpJetFuel\",1,\"AltFireGo\")\n\t\tGATG A 35\n\t\tgoto Ready\n\tAltFireGo:\n\t\tGATG A 70 A_PlaySoundEx(\"jumpjet/start\",\"SoundSlot5\",0)\n\t\tGATG A 0 SetPlayerProperty(0,1,3)\n\t\tGATG A 0 A_ChangeFlag(\"PICKUP\",0)\n\t\tGATG A 0 A_GiveInventory(\"JumpJetSwitch\",1)\n\t\tgoto Ready\n\tAltFireOff:\n\t\tGATG A 0 A_PlaySoundEx(\"jumpjet/stop\",\"SoundSlot5\",0)\n\t\tGATG A 0 A_StopSoundEx(\"SoundSlot6\")\n\t\tGATG A 0 A_LowGravity\n\t\tGATG A 70 SetPlayerProperty(0,0,3)\n\t\tGATG A 0 A_ChangeFlag(\"PICKUP\",1)\n\t\tGATG A 0 A_TakeInventory(\"JumpJetSwitch\",1)\n\t\tGATG A 0 A_Gravity\n\t\tgoto Ready\n\tFire:\n\t\tGATG A 0 A_JumpIfInventory(\"IsBlue\",1,\"FireBlue\")\n\t\tGATG A 3\n\t\tGATG A 3 A_PlaySoundEx(\"minigun/loop\",\"Weapon\",1)\n\tHold:\n\t\tGATG A 0 A_JumpIfInventory (\"JumpJetSwitch\", 1, 2)\n\t\tGATG A 0 A_Jump (256, 3)\n\t\tGATG A 0 A_SpawnItemEx (\"OrcaFlame\", 0, -5, 0, 0, 0, random(-9,-12), 0, 128)\n\t\tGATG A 0 A_SpawnItemEx (\"OrcaFlame\", 0, 5, 0, 0, 0, random(-9,-12), 0, 128)\n\t\tGATF A 0 BRIGHT A_Light1\n\t\tGATG A 0 A_PlaySoundEx(\"minigun/fire2\",\"Body\",0)\n\t\tGATG A 0 A_SpawnItemEx(\"RifleShellCasing\",2,8,32,random(1,3),random(0,1),random(1,3),random(45,60),128)\n\t\tGATF A 2 BRIGHT A_FireBullets (7.7, 7.7, -1, 7, \"RiflePuff\")\n\t\tGATG B 1\n\t\tGATF B 0 BRIGHT A_Light0\n\t\tGATG A 0 A_PlaySoundEx(\"minigun/fire2\",\"Body\",0)\n\t\tGATG A 0 A_SpawnItemEx(\"RifleShellCasing\",2,8,32,random(1,3),random(0,1),random(1,3),random(45,60),128)\n\t\tGATF B 2 BRIGHT A_FireBullets (7.7, 7.7, -1, 6, \"RiflePuff\")\n\t\tGATG A 1\n\t\tGATG A 0 A_PlaySoundEx(\"blanksnd\",\"Weapon\",0)\n\t\tGATG A 4 A_ReFire\n\t\tGATG A 0 A_JumpIfInventory (\"JumpJetSwitch\", 1, 2)\n\t\tGATG A 0 A_Jump (256, 3)\n\t\tGATG A 0 A_SpawnItemEx (\"OrcaFlame\", 0, -5, 0, 0, 0, random(-9,-12), 0, 128)\n\t\tGATG A 0 A_SpawnItemEx (\"OrcaFlame\", 0, 5, 0, 0, 0, random(-9,-12), 0, 128)\n\t\tGATG A 0 A_StopSoundEx(\"Weapon\")\n\t\tgoto Ready\n\tFireBlue:\n\t\tGATG A 3\n\t\tGATG A 3 A_PlaySoundEx(\"minigun/loop\",\"Weapon\",1)\n\tHoldBlue:\n\t\tGATG A 0 A_PlaySoundEx(\"minigun/loop\",\"Weapon\",1)\n\t\tGATG A 0 A_JumpIfInventory (\"JumpJetSwitch\", 1, 2)\n\t\tGATG A 0 A_Jump (256, 3)\n\t\tGATG A 0 A_SpawnItemEx (\"OrcaFlame\", 0, -5, 0, 0, 0, random(-3,-6), 0, 128)\n\t\tGATG A 0 A_SpawnItemEx (\"OrcaFlame\", 0, 5, 0, 0, 0, random(-3,-6), 0, 128)\n\t\tGATF A 0 BRIGHT A_Light1\n\t\tGATG A 0 A_PlaySoundEx(\"minigun/fire2\",\"Body\",0)\n\t\tGATG A 0 A_SpawnItemEx(\"RifleShellCasing\",2,8,32,random(1,3),random(0,1),random(1,3),random(45,60),128)\n\t\tGATF A 2 BRIGHT A_FireBullets (7.7, 7.7, -1, 7, \"RiflePuffBlue\")\n\t\tGATG B 1\n\t\tGATF B 0 BRIGHT A_Light0\n\t\tGATG A 0 A_PlaySoundEx(\"minigun/fire2\",\"Body\",0)\n\t\tGATG A 0 A_SpawnItemEx(\"RifleShellCasing\",2,8,32,random(1,3),random(0,1),random(1,3),random(45,60),128)\n\t\tGATF B 2 BRIGHT A_FireBullets (7.7, 7.7, -1, 6, \"RiflePuffBlue\")\n\t\tGATG A 1\n\t\tGATG A 0 A_PlaySoundEx(\"blanksnd\",\"Weapon\",0)\n\t\tGATG A 4 A_ReFire\n\t\tGATG A 0 A_JumpIfInventory (\"JumpJetSwitch\", 1, 2)\n\t\tGATG A 0 A_Jump (256, 3)\n\t\tGATG A 0 A_SpawnItemEx (\"OrcaFlame\", 0, -5, 0, 0, 0, random(-3,-6), 0, 128)\n\t\tGATG A 0 A_SpawnItemEx (\"OrcaFlame\", 0, 5, 0, 0, 0, random(-3,-6), 0, 128)\n\t\tGATG A 0 A_StopSoundEx(\"Weapon\")\n\t\tgoto Ready\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"GatlingGun\")\n\t\tstop\n\t}\n}\n\nactor JumpJetSwitch : Inventory {\n inventory.amount 0\n inventory.maxamount 1\n}\n\nactor JumpJetCount : Inventory {\n inventory.amount 0\n inventory.maxamount 25\n}\n\nactor JumpJetFuel : Ammo {\n\tinventory.amount 1\n\tinventory.maxamount 100\n\tammo.backpackamount 100\n\tammo.backpackmaxamount 100\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\n// [NF] Deactivates jumpjet forcibly\nactor JumpjetDeactivate : CustomInventory {\n\t+ALWAYSPICKUP +AUTOACTIVATE\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tstop\n\tPickup:\n\t\tTNT1 A 0 A_Gravity\n\t\tTNT1 A 0 A_StopSound (6)\n\t\tTNT1 A 0 SetPlayerProperty (0, 0, 3)\n\t\tTNT1 A 0 A_ChangeFlag (\"PICKUP\", 1)\n\t\tTNT1 A 5 A_TakeInventory (\"JumpJetSwitch\", 1)\n\t\tstop\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/weapons/tiberiumautorifle.txt",
"contents": "// TIBERIUM AUTORIFLE\nactor TiberiumAutorifleWeak : AOWWeapon 21084 {\n\t+AMMO_OPTIONAL\n\tinventory.pickupmessage \"You got the Tiberium Autorifle!\"\n\tweapon.selectionorder 13\n\tweapon.kickback 100\n\tweapon.ammotype \"TE21Burst\"\n\tweapon.ammouse 1\n\tweapon.ammogive 3\n\tweapon.ammotype2 \"TE21CalAmmo\"\n\tweapon.ammouse2 1\n\tweapon.ammogive2 20\n\tobituary \"%o was skewered by %k's Tiberium Autorifle.\"\n\tWeapon.PreferredSkin \"MarineMachineGun\"\n\tstates\n\t{\n\tReady:\n\t\tE21C A 1 A_WeaponReady\n\t\tloop\n\tDeselect:\n\t\tE21C A 1 A_Lower\n\t\tloop\n\tSelect:\n\t\tE21C A 1 A_Raise\n\t\tloop\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tTNT1 A 0 A_JumpIfNoAmmo (\"AltFire\")\n\t\tE21C B 0 A_JumpIfInventory (\"IsBlue\",1,\"FireBlue\")\n\t\tE21C B 0 A_PlaySound(\"toxin/fire\")\n\t\tE21C B 2 bright A_FireCustomMissile (\"TE21CalShot\", 0, 1, 10)\n\t\tE21C C 2 bright\n\t\tE21C D 2 A_JumpIfNoAmmo (\"AltFire\")\n\t\tE21C A 2 A_ReFire\n\t\tgoto Ready\n\tFireBlue:\n\t\tE21C B 0 A_PlaySound(\"toxin/fire\")\n\t\tE21C B 2 bright A_FireCustomMissile (\"TE21CalShotBlue\", 0, 1, 10)\n\t\tE21C C 2 bright\n\t\tE21C D 2 A_JumpIfNoAmmo (\"AltFire\")\n\t\tE21C A 2 A_ReFire\n\t\tgoto Ready\n\tAltFire:\n\t\tE21C A 0 A_JumpIfInventory (\"TE21Burst\", 3, \"Enough\")\n\t\tE21C A 0 A_JumpIfInventory (\"TE21CalAmmo\", 3, 2)\n\t\tE21C A 5 A_CheckReload\n\t\tgoto Ready\n\t\tE21C A 15\n\t\tE21C A 0 A_TakeInventory (\"TE21CalAmmo\", 3)\n\t\tE21C A 0 A_GiveInventory (\"TE21Burst\", 3)\n\t\tgoto Ready\n\tEnough:\n\t\tE21C A 35 A_WeaponReady (WRF_NOSECONDARY)\n\t\tgoto Ready\n\tSpawn:\n\t\tE21C X -1\n\t\tstop\n\t}\n}\n\nactor TiberiumAutorifle : TiberiumAutorifleWeak {\n\tobituary \"%o was skewered and mutated by %k's Tiberium Autorifle.\"\n\tweapon.ammotype \"TE21Burst-SixShot\"\n\tweapon.ammouse 1\n\tweapon.ammogive 3\n\tstates {\n\tAltFire:\n\t\tE21C A 0 A_JumpIfInventory (\"TE21Burst-SixShot\", 6, \"Enough\")\n\t\tE21C A 0 A_JumpIfInventory (\"TE21CalAmmo\", 6, 2)\n\t\tE21C A 5 A_CheckReload\n\t\tgoto Ready\n\t\tE21C A 15\n\t\tE21C A 0 A_TakeInventory (\"TE21CalAmmo\", 6)\n\t\tE21C A 0 A_GiveInventory (\"TE21Burst-SixShot\", 6)\n\t\tgoto Ready\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"TiberiumAutorifleWeak\")\n\t\tstop\n\t}\n}\n\nactor TE21CalAmmo : Ammo {\n\tinventory.amount 20\n\tinventory.maxamount 120\n\tammo.backpackamount 20\n\tammo.backpackmaxamount 120\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor TE21Burst : Ammo {\n\tinventory.amount 3\n\tinventory.maxamount 3\n\tammo.backpackamount 3\n\tammo.backpackmaxamount 3\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor TE21Burst-SixShot : Ammo {\n\tinventory.amount 6\n\tinventory.maxamount 6\n\tammo.backpackamount 6\n\tammo.backpackmaxamount 6\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor TE21CalShot {\n\tradius 13\n\theight 8\n\tspeed 50\n\tdamage (13)\n\trenderstyle Translucent\n\talpha 0.75\n\tseesound \"\"\n\tdeathsound \"toxin/explode\"\n\tPROJECTILE\n\t-RANDOMIZE\n\tDamageType \"RifleRed\"\n\tscale 0.15\n\tstates\n\t{\n\tSpawn:\n\t\tE21X A -1 bright\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"TE21CalExplosion\", -1)\n\t\tTNT1 A 5 A_SpawnItemEx (\"ChemicalExplosionSmall\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"AnthraxDecay\", random(-16,16), random(-16,16), 4, 0, 0, 0, 0, 0, 160)\n\t\tstop\n\t}\n}\n\nactor TE21CalShotBlue : TE21CalShot {\n\tDamageType \"RifleBlue\"\n\tstates {\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"TE21CalExplosionBlue\", -1)\n\t\tTNT1 A 5 A_SpawnItemEx (\"ChemicalExplosionSmall\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"AnthraxDecayBlue\", random(-16,16), random(-16,16), 4, 0, 0, 0, 0, 0, 160)\n\t\tstop\n\t}\n}\n\nactor TE21CalExplosion\n{\n\tRenderStyle None\n\t+RANDOMIZE\n\t+NOCLIP\n\tPROJECTILE\n\tSpeed 1\n\tDamage 0\n\tScale 0.5\n\tDamageType \"ChemicalRed\"\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 5 bright A_Explode(6, 64)\n\t\tstop\n\t}\n}\n\nactor TE21CalExplosionBlue : TE21CalExplosion {DamageType \"ChemicalBlue\"}"
},
{
"source": "pk3",
"name": "actors/weapons/proxymine.txt",
"contents": "// Proxy mine\nactor ProxyMineLayer : AOWWeapon {\n\t+NOALERT\n\tinventory.pickupmessage \"You got the proxymine layer!\"\n\tobituary \"%o smelled at %k's proxy mine.\"\n\tweapon.ammotype \"ProxyMineAmmo\"\n\tweapon.ammouse 1\n\tweapon.preferredskin \"MarineFist\"\n\tstates {\n\tReady:\n\t\tPC4G A 0 A_JumpIfNoAmmo(\"ReadyNoAmmo\")\n\tReadyLoop:\n\t\tPC4G A 0 ACS_ExecuteAlways(349, 0, 2) // display limit\n\t\tPC4G A 35 A_WeaponReady\n\t\tloop\n\tReadyNoAmmo:\n\t\tTNT1 A 8 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"ReadyNoAmmo\")\n\t\tGoto Select\n\tSelect:\n\t\tPC4G A 0 A_JumpIfNoAmmo(\"SelectNoAmmo\")\n\t\tPC4G A 1 offset (130,154)\n\t\tPC4G A 1 offset (120,139)\n\t\tPC4G A 1 offset (110,125)\n\t\tPC4G A 1 offset (100,112)\n\t\tPC4G A 1 offset (90,100)\n\t\tPC4G A 1 offset (80,89)\n\t\tPC4G A 1 offset (70,79)\n\t\tPC4G A 1 offset (60,70)\n\t\tPC4G A 1 offset (50,62)\n\t\tPC4G A 1 offset (40,55)\n\t\tPC4G A 1 offset (30,49)\n\t\tPC4G A 1 offset (20,44)\n\t\tPC4G A 1 offset (15,40)\n\t\tPC4G A 1 offset (10,37)\n\t\tPC4G A 1 offset (5,34)\n\t\tPC4G A 1 offset (0,0)\n\t\tGoto Ready\n\tSelectNoAmmo:\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AA 0 A_Raise\n\t\tloop\n\tDeselect:\n\t\tPC4G A 0 A_JumpIfNoAmmo (8)\n\t\tPC4G A 1 offset (4,34)\n\t\tPC4G A 1 offset (8,40)\n\t\tPC4G A 1 offset (16,49)\n\t\tPC4G A 1 offset (24,62)\n\t\tPC4G A 1 offset (32,79)\n\t\tPC4G A 1 offset (40,100)\n\t\tPC4G A 1 offset (48,125)\n\t\tPC4G A 1 offset (56,154)\n\t\tTNT1 A 0 offset (1,32)\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tFire:\n\t\tPC4G A 0 A_JumpIfInventory(\"IsInSpawnRoom\", 1, \"Ready\")\n\t\tPC4G A 0 A_JumpIf (ACS_ExecuteWithResult(346, 2) == 0, \"Limit\")\n\t\tPC4G A 1 offset (-4,34)\n\t\tPC4G A 1 offset (-8,40)\n\t\tPC4G A 1 offset (-16,49)\n\t\tPC4G A 1 offset (-24,62)\n\t\tPC4G A 1 offset (-32,79)\n\t\tPC4G A 1 offset (-40,100)\n\t\tPC4G A 1 offset (-48,125)\n\t\tPC4G A 1 offset (-56,154)\n\t\tTNT1 A 0 offset (1,32)\n\t\tTNT1 A 0 A_PlayWeaponSound (\"c4/proxy\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"IsBlue\", 1, \"FireBlue\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"ProxyMine\", 32, 0, 1, 0, 0, 0, 0, SXF_SETMASTER)\n\t\tgoto FireEnd\n\tFireBlue:\n\t\tTNT1 A 0 A_SpawnItemEx (\"ProxyMineBlue\", 32, 0, 1, 0, 0, 0, 0, SXF_SETMASTER)\n\tFireEnd:\n\t\tTNT1 A 0 A_FireCustomMissile (\"DummyMissile\")\n\t\tTNT1 A 0 ACS_ExecuteAlways (349, 0, 2) // display limit\n\t\tTNT1 A 10 A_CheckReload\n\t\tgoto Select\n\tLimit:\n\t\tPC4G A 0\n\t\tPC4G A 0 ACS_ExecuteAlways (347, 0) // \"At limit!\"\n\t\tPC4G A 70 A_WeaponReady (WRF_NOFIRE)\n\t\tgoto Ready\n\tSpawn:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor ProxyMineAmmo : Ammo {\n\tinventory.amount 6\n\tinventory.maxamount 6\n\tammo.backpackamount 6\n\tammo.backpackmaxamount 6\n}\n\nactor ProxyMine {\n\tMONSTER\n\t-SOLID\n\t-FRIENDLY\n\t-COUNTKILL\n\t+FLOORCLIP\n\t+NOICEDEATH\n\t+NOTARGET\n\t+NEVERRESPAWN\n\t+NOBLOOD\n\t+NOCLIP\n\t+LOOKALLAROUND\n\t+AMBUSH\n\t+QUICKTORETALIATE\n\n\tobituary \"%o tripped over a proxy mine.\"\n\tradius 8\n\theight 14\n\thealth 200\n\tdamage 0\n\tspeed 0\n\tscale .2\n\tmass 0x7FFFFFFF\n\n\tdamagefactor \"FistRed\",\t\t0.0\tdamagefactor \"FistBlue\",\t0.0\n\tdamagefactor \"BulletRed\",\t0.0\tdamagefactor \"BulletBlue\",\t0.0\n\tdamagefactor \"RifleRed\",\t0.0\tdamagefactor \"RifleBlue\",\t0.0\n\tdamagefactor \"ExplosionRed\",\t0.0\tdamagefactor \"ExplosionBlue\",\t0.0\n\tdamagefactor \"FireRed\",\t\t0.0\tdamagefactor \"FireBlue\",\t0.0\n\tdamagefactor \"ChemicalRed\",\t0.0\tdamagefactor \"ChemicalBlue\",\t0.0\n\tdamagefactor \"LaserRed\",\t0.0\tdamagefactor \"LaserBlue\",\t0.0\n\tdamagefactor \"RazorWireRed\",\t0.0\tdamagefactor \"RazorWireBlue\",\t0.0\n\tdamagefactor \"TimeRed\",\t\t0.0\tdamagefactor \"TimeBlue\",\t0.0\n\tdamagefactor \"Superweapon\",\t0.0\tdamagefactor \"SuperweaponIon\",\t0.0\n\tdamagefactor \"MassDriverRed\",\t0.0\tdamagefactor \"MassDriverBlue\",\t0.0\n\tdamagefactor \"ExplosionMechRed\", 0.0\tdamagefactor \"ExplosionMechBlue\", 0.0\n\tdamagefactor \"FireSpecial\",\t0.0\n\tdamagefactor \"ChemicalSpecial\",\t0.0\n\tdamagefactor \"Repair\",\t\t0.0\n\tdamagefactor \"Disarm\",\t\t1.0\n\tdamagefactor \"Deconstruction\",\t1.0\n\tdamagefactor \"Mechstomp\",\t0.0\n\tdamagefactor \"Flash\",\t\t0.0\n\tdamagefactor \"Monster\",\t\t0.0\n\ttranslation \"112:127=175:190\"\n\n\tstates {\n\tSpawn:\n\t\tPC4T A 0 A_ChangeFlag(\"Friendly\", 0)\n\t\tPC4T A 6 A_LookEx (LOF_NOSOUNDCHECK, 0, 64)\n\t\tLoop\n\tSee:\n\t\tPC4T A 0 A_JumpIfCloser(64, \"Melee\") //Checks if they are close enough. If so goes to Melee.\n\t\tPC4T A 2 A_JumpIfTargetInLOS (\"Melee\") //Not sure what this is for....\n\t\tPC4T A 2 A_ClearTarget\n\t\tgoto Spawn\n\tClear:\n\t\tPC4T A 2 A_ClearTarget\n\t\tgoto Spawn\n\tMelee:\n\t\tPC4T A 0\n\t\tPC4T AA 1 A_JumpIfInTargetInventory (\"IsBlue\", 1, \"Death\") //If you are blue, you get blown up\n\t\tgoto Clear\n\tDeath:\n\t\tPC4T A 5\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionMain\")\n\t\tTNT1 A 0 A_PlaySound (\"weapons/rocklx\")\n\t\tTNT1 A 0 A_CustomMissile (\"ProxyMineExplosion\")\n\t\tTNT1 A 1\n\t\tstop\n\tDeath.Deconstruction:\n\tDeath.Disarm:\n\t\tPC4T A 18 A_PlaySound(\"c4/disarm\")\n\t\tPC4T A 1 A_Fadeout(0.1)\n\t\twait\n\t}\n}\n\nactor ProxyMineExplosion {\n\tPROJECTILE\n\t-RANDOMIZE\n\t+NOCLIP\n\tspeed 1\n\tdamage 0\n\tobituary \"%o tripped over a proxy mine.\"\n\tdamagetype \"RifleRed\"\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_Explode (50, 128, 1)\n\t\tstop\n\t}\n}\n\nactor ProxyMineBlue : ProxyMine\n{\n\ttranslation \"112:127=200:207\"\n\tstates\n\t{\n\tMelee:\n\t\tPC4T A 0\n\t\tPC4T AA 1 A_JumpIfInTargetInventory (\"IsRed\", 1, \"Death\")\n\t\tgoto Clear\n\tDeath:\n\t\tPC4T A 5\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionMain\")\n\t\tTNT1 A 0 A_PlaySound (\"weapons/rocklx\")\n\t\tTNT1 A 0 A_CustomMissile (\"ProxyMineExplosionBlue\")\n\t\tTNT1 A 1\n\t\tstop\n\t}\n}\n\nactor ProxyMineExplosionBlue : ProxyMineExplosion {damagetype \"RifleBlue\"}"
},
{
"source": "pk3",
"name": "actors/weapons/grenadelauncher.txt",
"contents": "// Grenade launcher\nactor Grenade_Launcher : AOWWeapon 21046 {\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.NOAUTOAIM\n\tobituary \"%o ate %k's grenade.\"\n\tinventory.pickupmessage \"You got the grenade launcher!\"\n\tweapon.selectionorder 12\n\tweapon.kickback 100\n\tweapon.ammotype \"GrenadeAmmo\"\n\tweapon.ammouse 1\n\tweapon.ammotype2 \"GrenadeAmmo\"\n\tweapon.ammouse2 1\n\tweapon.ammogive 2\n\tweapon.preferredskin \"MarineRevenant\"\n\tstates {\n\tSpawn:\n\t\tGREN X -1\n\t\tstop\n\tSelect:\n\t\tGREN A 1 A_Raise\n\t\twait\n\tDeselect:\n\t\tGREN A 1 A_Lower\n\t\twait\n\tReady:\n\t\tGREN A 1 A_WeaponReady\n\t\twait\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tGREN A 8\n\t\tGREN A 0 A_JumpIfInventory(\"IsBlue\",1,\"FireBlue\")\n\t\tGREN A 4 A_PlayWeaponSound (\"grenade/fire\")\n\t\tGREN GH 1\n\t\tGREN I 1 A_FireCustomMissile (\"GrenadeGrenade\", 0, 1, 12)\n\t\tGREN DEFED 2\n\t\tGREN ABC 1\n\t\tGREN A 0 A_ReFire\n\t\tgoto Ready\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory (\"IsInSpawnRoom\", 1, \"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"HasClass\", 1, 1)\n\t\tgoto Ready\n\t\tGREN A 11\n\t\tGREN A 0 A_JumpIfInventory (\"IsBlue\",1,\"AltFireBlue\")\n\t\tGREN A 4 A_PlayWeaponSound (\"grenade/fire\")\n\t\tGREN GH 1\n\t\tGREN I 1 A_FireCustomMissile (\"GrenadeBounce\", 0, 1, 12)\n\t\tGREN DEFED 2\n\t\tGREN ABC 1\n\t\tGREN A 0 A_ReFire\n\t\tgoto Ready\n\tFireBlue:\n\t\tGREN A 4 A_PlayWeaponSound (\"grenade/fire\")\n\t\tGREN GH 1\n\t\tGREN I 1 A_FireCustomMissile (\"GrenadeGrenadeBlue\", 0, 1, 12)\n\t\tGREN DEFED 2\n\t\tGREN ABC 1\n\t\tGREN A 0 A_ReFire\n\t\tgoto Ready\n\tAltFireBlue:\n\t\tGREN A 4 A_PlayWeaponSound (\"grenade/fire\")\n\t\tGREN GH 1\n\t\tGREN I 1 A_FireCustomMissile (\"GrenadeBounceBlue\", 0, 1, 12)\n\t\tGREN DEFED 2\n\t\tGREN ABC 1\n\t\tGREN A 0 A_ReFire\n\t\tgoto Ready\n\t}\n}\n\n// orca still uses this\nactor GrenadeSwitch : Boolean {}\n\nactor GrenadeAmmo : Ammo {\n\t Inventory.Amount 6\n\t Inventory.MaxAmount 40\n\t Ammo.BackpackAmount 5\n\t Ammo.BackpackMaxAmount 40\n\t states {\n\t Spawn:\n\t\tTNT1 A 0\n\t\tstop\n\t }\n}\n\nactor GrenadeGrenade {\n\tPROJECTILE\n\t-RANDOMIZE\n\t-NOGRAVITY\n\t+LOWGRAVITY\n\tobituary \"%o ate %k's grenade.\"\n\tradius 11\n\theight 8\n\tspeed 35\n\tdamage (25)\n\tdamagetype \"RifleRed\"\n\tscale 0.03\n\tseesound \"\"\n\tdeathsound \"weapons/rocklx\"\n\tstates {\n\tSpawn:\n\t\tG69X A 2 bright A_SpawnItemEx(\"PulseBallSmokePuff\", 0, 0, 0, 0, 0, 1, 0, 128, 0)\n\t\tloop\n\tDeath:\n\t\tTNT1 B 0 bright A_NoGravity\n\t\tTNT1 B 0 bright A_Explode(55,128,1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"FlameExplosion\")\n\t\tTNT1 A 5 A_SpawnItemEx(\"ExplosionMain\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n\t\tstop\n\t}\n}\n\nactor GrenadeBounce : GrenadeGrenade {\n\t+DOOMBOUNCE\n\t-LOWGRAVITY\n\tobituary \"%o played catch with %k's grenade.\"\n\tdamage (5)\n\tbouncecount 2\n\tstates {\n\tDeath:\n\t\tTNT1 A 0 bright A_NoGravity\n\t\tTNT1 A 0 bright A_Explode (40, 96, 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"FlameExplosion\")\n\t\tTNT1 A 5 A_SpawnItemEx (\"ExplosionMain\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n\t\tstop\n\t}\n}\n\nactor GrenadeGrenadeBlue : GrenadeGrenade {DamageType \"RifleBlue\"}\nactor GrenadeBounceBlue : GrenadeBounce {DamageType \"RifleBlue\"}\n\n// Select/Deselect offset-animations\n/*\n\tSelect:\n\t\tGREN A 1 offset (130,154)\n\t\tGREN A 1 offset (120,139)\n\t\tGREN A 0 A_PlaySoundEx(\"Bazooka/Select\",\"Body\")\n\t\tGREN A 1 offset (110,125)\n\t\tGREN A 1 offset (100,112)\n\t\tGREN A 1 offset (90,100)\n\t\tGREN A 1 offset (80,89)\n\t\tGREN A 1 offset (70,79)\n\t\tGREN A 1 offset (60,70)\n\t\tGREN A 1 offset (50,62)\n\t\tGREN A 1 offset (40,55)\n\t\tGREN A 1 offset (30,49)\n\t\tGREN A 1 offset (20,44)\n\t\tGREN A 1 offset (15,40)\n\t\tGREN A 1 offset (10,37)\n\t\tGREN A 1 offset (5,34)\n\t\tGREN A 1 offset (0,0)\n\t\tGoto Ready\n\tDeselect:\n\t\tGREN A 1 offset (4,34)\n\t\tGREN A 1 offset (8,40)\n\t\tGREN A 1 offset (16,49)\n\t\tGREN A 1 offset (24,62)\n\t\tGREN A 1 offset (32,79)\n\t\tGREN A 1 offset (40,100)\n\t\tGREN A 1 offset (48,125)\n\t\tGREN A 1 offset (56,154)\n\t\tTNT1 A 0 offset (1,32)\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n*/"
},
{
"source": "pk3",
"name": "sbarinfo.txt",
"contents": "// 269 179 for Bullet Icon\n// 264 182 for Primary Ammo\n// 297 182 for Secondary Ammo\n// 24 189 for health\n// 24 181 for armor\n// 95 180 for frags\n\nHeight 32;\nInterpolateHealth True, 20;\nInterpolateArmor True, 20;\n\n// Fullscreen HUD\n\nstatusbar fullscreen, forcescaled, fullscreenoffsets {\n\tInInventory Not IsRed {\n\t\tdrawimage \"INSPACE1\", -130, -28;\n\t\tdrawimage \"INSPACE2\", -130, -55;\n\t\tdrawimage \"INSPACE3\", 83, 4;\n\t}\n\tInInventory IsRed {\n\t\tdrawimage \"INSPAC1R\", -130, -28;\n\t\tdrawimage \"INSPAC2R\", -130, -55;\n\t\tdrawimage \"INSPAC3R\", 83, 4;\n\t}\n\tdrawnumber 4, INDEXFONT, Gold, health, -27, -23, 0, Red, 25, White, 50;\n\n\tIsSelected Not \"Juggernaut-Weapons\" { IsSelected Not \"Wolverine-Weapons\", \"Titan-Weapons\" {\n\tIsSelected Not \"MadCat-Weapons\" { IsSelected Not \"GatlingGun\", \"SubMachineGun\" {\n\tIsSelected Not \"Bazooka\", \"Handgun\" { IsSelected Not \"MachineGun\", \"GaussRifle\" {\n\tIsSelected Not \"PlasmaCannon\", \"Grenade_Launcher\" { IsSelected Not \"MassDriver\" {\n\t\tdrawnumber 3, INDEXFONT, White, ammo2, -51, -23, 0;\n\t}}}}}\n\t\tdrawnumber 3, INDEXFONT, White, ammo1, -75, -23, 0;\n\t\t// drawmugshot \"STF\", 5, 282, 55;\n\t}}}\n\n\tInInventory InUtilMenu {\n\t\tInInventory Not IsRed {\n\t\t\tdrawimage \"INSPACE4\", -110, 30;\n\t\t}\n\t\tInInventory IsRed {\n\t\t\tdrawimage \"INSPAC4R\", -110, 30;\n\t\t}\n\t}\n\n\t/*InInventory IsBerserk {\n\t\tdrawimage \"BERSICON\", -55, 10;\n\t\tdrawnumber 3, SMALLFONT, Red, PowerupTime BerserkSwitch, -10, 10;\n\t}*/\n\n\tInInventory IsHarvester {\n\t\tInInventory TiberiumCrystal {\n\t\t\tdrawimage \"TIBE-YES\", -26, -75;\n\t\t}\n\t\tInInventory Not TiberiumCrystal {\n\t\t\tdrawimage \"TIBE-NO\", -26, -75;\n\t\t}\n\t}\n\n\tdrawselectedinventory STATUSFONT, 140, -50;\n}\n\nstatusbar normal\n{\n\tdrawimage \"STBAR\", 0, 168;\n\tdrawimage \"STTPRCNT\", 90, 171;\n\tdrawimage \"STTPRCNT\", 221, 171;\n\tdrawnumber 3, STATUSFONT, untranslated, ammo1, 44, 171;\n\tdrawnumber 3, STATUSFONT, untranslated, health, 90, 171;\n\tdrawnumber 3, STATUSFONT, untranslated, ammo2, 221, 171;\n\n\t//keys\n\tdrawswitchableimage BlueCard && BlueSkull, \"nullimage\", \"STKEYS0\", \"STKEYS3\", \"STKEYS6\", 239, 171;\n\tdrawswitchableimage YellowCard && YellowSkull, \"nullimage\", \"STKEYS1\", \"STKEYS4\", \"STKEYS7\", 239, 181;\n\tdrawswitchableimage RedCard && RedSkull, \"nullimage\", \"STKEYS2\", \"STKEYS5\", \"STKEYS8\", 239, 191;\n\n\tdrawnumber 3, INDEXFONT, untranslated, ammo NewClipAmmo, 288, 173;\n\tdrawnumber 3, INDEXFONT, untranslated, ammo RifleAmmo, 288, 179;\n\tdrawnumber 3, INDEXFONT, untranslated, ammo BazookaAmmo, 288, 185;\n\tdrawnumber 3, INDEXFONT, untranslated, ammo LaserRifleAmmo, 288, 191;\n\n\tdrawnumber 3, INDEXFONT, untranslated, ammo MachineGunAmmo, 314, 173;\n\tdrawnumber 3, INDEXFONT, untranslated, ammo RifleGrenadeAmmo, 314, 179;\n\tdrawnumber 3, INDEXFONT, untranslated, ammo GrenadeAmmo, 314, 185;\n\tdrawnumber 3, INDEXFONT, untranslated, ammo GaussRifleAmmo, 314, 191;\n\tgamemode deathmatch, teamgame\n\t{\n\t\tdrawnumber 2, STATUSFONT, untranslated, frags, 138, 171;\n\t}\n\tgamemode cooperative, singleplayer\n\t{\n\t\tdrawimage \"STARMS\", 104, 168;\n\t\tdrawswitchableimage weaponslot 2, \"STGNUM2\", \"STYSNUM2\", 111, 172;\n\t\tdrawswitchableimage weaponslot 3, \"STGNUM3\", \"STYSNUM3\", 123, 172;\n\t\tdrawswitchableimage weaponslot 4, \"STGNUM4\", \"STYSNUM4\", 135, 172;\n\t\tdrawswitchableimage weaponslot 5, \"STGNUM5\", \"STYSNUM5\", 111, 182;\n\t\tdrawswitchableimage weaponslot 6, \"STGNUM6\", \"STYSNUM6\", 123, 182;\n\t\tdrawswitchableimage weaponslot 7, \"STGNUM7\", \"STYSNUM7\", 135, 182;\n\t}\n\tgamemode cooperative, deathmatch, teamgame\n\t{\n\t\tdrawimage translatable \"STFBANY\", 144, 169;\n\t}\n\tdrawselectedinventory INDEXFONT, 143, 168;\n}\n\nstatusbar inventory\n{\n\tdrawinventorybar Doom, 7, INDEXFONT, 50, 170;\n}"
},
{
"source": "pk3",
"name": "actors/weapons/utility/artilleryturret.txt",
"contents": "actor Utility_ArtilleryTurretRed : Utility_TurretBase {\n\tobituary \"%o was torn to shreds by a \\cGRed\\c- artillery turret.\"\n\thealth 400\n\tspeed 0\n\tpainchance 50\n\tattacksound \"rifle/fire\"\n\tactivesound \"turret/sight\"\n\tdeathsound \"weapons/rocklx\"\n\tstates {\n\tSpawn:\n\t\tCIGN FF 0 A_GiveInventory(\"MechReloading\",20)\n\t\tCIGN F 6 A_Look\n\t\tGoto Spawn+2\n\tSee:\n\t\tCIGN F 0 A_GiveInventory(\"IsRed\",1)\n\t\tCIGN F 2 A_ChangeFlag(\"FRIENDLY\",0)\n\t\tCIGN G 12 A_StopSoundEx(\"SoundSlot6\")\n\t\tCIGN F 2 A_JumpIfTargetInLOS(\"Missile\")\n\t\tCIGN F 0 A_TakeInventory(\"MechReloading\",20)\n\t\tCIGN F 2 A_ClearTarget\n\t\tgoto Spawn+2\n\tSee2:\n\t\tCIGN F 2 A_ClearTarget\n\t\tgoto See\n\tMissile:\n\t\tCIGN F 0\n\t\tCIGN F 1 A_JumpIfInTargetInventory(\"IsRed\",1,\"See2\")\n\t\tCIGN F 1 A_JumpIfInTargetInventory(\"IsMech\", 1, 1)\n\t\tgoto See2\n\t\tCIGN F 1 A_JumpIfCloser(6000,\"MissileGo\")\n\t\tCIGN F 0\n\t\tgoto See2\n\tMissileGo:\n\t\tCIGN F 10 A_FaceTarget\n\t\tCIGN A 0 A_PlaySound(\"misc/alarm\")\n\t\tCIGN F 0 A_CPosRefire\n\t\tCIGN G 2 A_CustomMissile (\"ArtilleryTurretShell\", random(39, 43), random(-2, 2))\n\t\tCIGN G 0 A_SpawnItemEx (\"Flash\")\n\t\tCIGN G 0 A_FaceTarget\n\t\tCIGN G 3 BRIGHT\n\t\tCIGN GG 3 BRIGHT A_ChangeFlag(\"FRIENDLY\",0)\n\t\tCIGN G 0 A_ClearTarget\n\t\tCIGN F 0 A_StopSound (6)\n\t\tCIGN F 0 A_ChangeFlag (\"NOPAIN\",1)\n\t\tCIGN G 35 A_PlayWeaponSound (\"80mm/reload\")\n\t\tCIGN F 0 A_ChangeFlag (\"NOPAIN\", 0)\n\t\tgoto See\n\tPain:\n\t\tCIGN G 0 A_StopSound (6)\n\t\tCIGN G 0 A_ClearTarget\n\t\tCIGN G 3\n\t\tgoto See\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_StopSoundEx(\"SoundSlot6\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"ExplosionMain\", 0, 0, 32)\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_SpawnItemEx(\"FlameWallDecay\")\n\t\tTNT1 A 4\n\t\tstop\n\t}\n}\n\nactor Utility_ArtilleryTurretBlue : Utility_TurretBase {\n\tobituary \"%o was torn to shreds by a \\cHBlue\\c- artillery turret.\"\n\thealth 400\n\tspeed 0\n\tpainchance 50\n\tattacksound \"rifle/fire\"\n\tactivesound \"turret/sight\"\n\tdeathsound \"weapons/rocklx\"\n\tstates {\n\tSpawn:\n\t\tCIGN FF 0 A_GiveInventory(\"MechReloading\",20)\n\t\tCIGN F 6 A_Look\n\t\tGoto Spawn+2\n\tSee:\n\t\tCIGN F 0 A_GiveInventory(\"IsBlue\",1)\n\t\tCIGN F 2 A_ChangeFlag(\"FRIENDLY\",0)\n\t\tCIGN G 12 A_StopSoundEx(\"SoundSlot6\")\n\t\tCIGN F 2 A_JumpIfTargetInLOS(\"Missile\")\n\t\tCIGN F 0 A_TakeInventory(\"MechReloading\",20)\n\t\tCIGN F 2 A_ClearTarget\n\t\tgoto Spawn+2\n\tSee2:\n\t\tCIGN F 2 A_ClearTarget\n\t\tgoto See\n\tMissile:\n\t\tCIGN F 0\n\t\tCIGN F 1 A_JumpIfInTargetInventory(\"IsBlue\",1,\"See2\")\n\t\tCIGN F 1 A_JumpIfInTargetInventory(\"IsMech\", 1, 1)\n\t\tgoto See2\n\t\tCIGN F 1 A_JumpIfCloser(6000,\"MissileGo\")\n\t\tCIGN F 0\n\t\tgoto See2\n\tMissileGo:\n\t\tCIGN F 10 A_FaceTarget\n\t\tCIGN A 0 A_PlaySound(\"misc/alarm\")\n\t\tCIGN F 0 A_CPosRefire\n\t\tCIGN G 2 A_CustomMissile (\"ArtilleryTurretShellBlue\", random(39, 43), random(-2, 2))\n\t\tCIGN G 0 A_SpawnItemEx(\"Flash\")\n\t\tCIGN G 0 A_FaceTarget\n\t\tCIGN G 3 BRIGHT\n\t\tCIGN GG 3 BRIGHT A_ChangeFlag(\"FRIENDLY\",0)\n\t\tCIGN G 0 A_ClearTarget\n\t\tCIGN F 0 A_StopSound (6)\n\t\tCIGN F 0 A_ChangeFlag (\"NOPAIN\",1)\n\t\tCIGN G 35 A_PlayWeaponSound (\"80mm/reload\")\n\t\tCIGN F 0 A_ChangeFlag (\"NOPAIN\", 0)\n\t\tgoto See\n\tPain:\n\t\tCIGN G 0 A_StopSound (6)\n\t\tCIGN G 0 A_ClearTarget\n\t\tCIGN G 3\n\t\tgoto See\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_StopSoundEx(\"SoundSlot6\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"ExplosionMain\", 0, 0, 32)\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_SpawnItemEx(\"FlameWallDecay\")\n\t\tTNT1 A 4\n\t\tstop\n\t}\n}\n\nactor ArtilleryTurretShell : MassDriver-50mm {\n\t+NOGRAVITY\n\tobituary \"%o was torn to shreds by a \\cGRed\\c- artillery turret.\"\n\tspeed 70\n\tdamage (150)\n\tdamagetype \"ExplosionMechRed\"\n\tscale 0.05\n\tstates {\n\tDeath:\n\t\tTNT1 A 0 A_NoGravity\n\t\tTNT1 A 0 A_PlaySoundEx (\"blanksnd\", \"Body\",0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"FlameDecay\", random(-32,32), random(-32,32), 4)\n\t\tTNT1 A 0 A_SpawnItemEx (\"FlameExplosion\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionMain\")\n\t\tTNT1 A 1 A_Explode (25, 96, 1)\n\t\tstop\n\t}\n}\n\nactor ArtilleryTurretShellBlue : MassDriver-50mm {\n\t+NOGRAVITY\n\tobituary \"%o was torn to shreds by a \\cHBlue\\c- artillery turret.\"\n\tspeed 70\n\tdamage (150)\n\tdamagetype \"ExplosionMechBlue\"\n\tscale 0.05\n\tstates {\n\tDeath:\n\t\tTNT1 A 0 A_NoGravity\n\t\tTNT1 A 0 A_PlaySoundEx (\"blanksnd\", \"Body\",0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"FlameDecayBlue\", random(-32,32), random(-32,32), 4)\n\t\tTNT1 A 0 A_SpawnItemEx (\"FlameExplosion\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionMain\")\n\t\tTNT1 A 1 A_Explode (25, 96, 1)\n\t\tstop\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/weapons/utility/utilitygun.txt",
"contents": "// UTILITY GUN\nactor MenuSelection : Inventory {inventory.maxamount 3}\nactor MenuSelection2 : Inventory {inventory.maxamount 10}\nactor MenuHorPos : Inventory {inventory.maxamount 1}\nactor GotAdvTurrets : Inventory {inventory.maxamount 1}\nactor GotMoreTurrets : Inventory {inventory.maxamount 1}\nactor CannotBuild : Inventory {inventory.maxamount 1}\nactor InUtilMenu : Inventory {inventory.maxamount 1}\nactor NoMechs : Inventory {inventory.maxamount 1}\nactor PortalsEnabled : Inventory {inventory.maxamount 1}\n\nactor UtilityGun : AOWWeapon {\n\tobituary \"%o was indirectly killed by %k's Utility Gun.\"\n\tInventory.PickupSound \"misc/w_pkup\"\n\tInventory.PickupMessage \"MAH UTIL GUNS R STOLE - GET TO DA CHOPPA\"\n\n\tWeapon.AmmoType \"Utility_Ammo\"\n\tWeapon.AmmoUse 0\n\tWeapon.AmmoType2 \"Utility_Percent\"\n\tWeapon.AmmoUse2 0\n\tWeapon.Kickback 0\n\tWeapon.SlotNumber 9\n\tWeapon.PreferredSkin \"MarineBFG10k\"\n\n\tStates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"EngineerPack\")\n\t\tstop\n\tRejectedWait:\n\t\tUTIG A 20 A_StopSoundEx(\"Weapon\")\n\tReady:\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 0 ACS_ExecuteAlways(370,0)\n\t\tUTIG A 0 A_TakeInventory(\"Utility_Percent\",2)\n\t\tUTIG A 0 A_GiveInventory(\"Utility_Ammo\",2)\n\t\tUTIG A 0 A_JumpIfInventory(\"InUtilMenu\",1,\"ReadyX\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection\",3,\"Ready.Geometry\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection\",2,\"Ready.Defenses\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection\",1,\"Ready.Pickups\")\n\t\tgoto Ready.Caches\n\tReadyX:\n\t\tUTIG A 20 A_WeaponReady\n\t\tgoto Ready\n\tReady.Caches:\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",7,\"Ready07\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",6,\"Ready06\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",5,\"Ready05\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",4,\"Ready04\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",3,\"Ready03\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",2,\"Ready02\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",1,\"Ready01\")\n\t\tgoto Ready00\n\tReady.Pickups:\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",6,\"Ready16\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",5,\"Ready15\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",4,\"Ready14\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",3,\"Ready13\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",2,\"Ready12\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",1,\"Ready11\")\n\t\tgoto Ready10\n\tReady.Defenses:\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",7,\"Ready27\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",6,\"Ready26\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",5,\"Ready25\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",4,\"Ready24\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",3,\"Ready23\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",2,\"Ready22\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",1,\"Ready21\")\n\t\tgoto Ready20\n\tReady.Geometry:\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",9,\"Ready39\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",8,\"Ready38\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",7,\"Ready37\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",6,\"Ready36\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",5,\"Ready35\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",4,\"Ready34\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",3,\"Ready33\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",2,\"Ready32\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",1,\"Ready31\")\n\t\tgoto Ready30\n\tReady00:\n\t\tUTIH B 20 A_WeaponReady\n\t\tgoto Ready\n\tReady01:\n\t\tUTIH A 20 A_WeaponReady\n\t\tgoto Ready\n\tReady02:\n\t\tUTIH C 20 A_WeaponReady\n\t\tgoto Ready\n\tReady03:\n\t\tUTIH D 20 A_WeaponReady\n\t\tgoto Ready\n\tReady04:\n\t\tUTIH E 20 A_WeaponReady\n\t\tgoto Ready\n\tReady05:\n\t\tUTIH F 20 A_WeaponReady\n\t\tgoto Ready\n\tReady06:\n\t\tUTIH G 20 A_WeaponReady\n\t\tgoto Ready\n\tReady07:\n\t\tUTIG A 20 A_WeaponReady\n\t\tgoto Ready\n\tReady10:\n\t\tUTIG R 20 A_WeaponReady\n\t\tgoto Ready\n\tReady11:\n\t\tUTIG S 20 A_WeaponReady\n\t\tgoto Ready\n\tReady12:\n\t\tUTIG T 20 A_WeaponReady\n\t\tgoto Ready\n\tReady13:\n\t\tUTIG U 20 A_WeaponReady\n\t\tgoto Ready\n\tReady14:\n\t\tUTIG X 20 A_WeaponReady\n\t\tgoto Ready\n\tReady15:\n\t\tUTIG Y 20 A_WeaponReady\n\t\tgoto Ready\n\tReady16:\n\t\tUTIG Z 20 A_WeaponReady\n\t\tgoto Ready\n\tReady20:\n\t\tUTIG J 20 A_WeaponReady\n\t\tgoto Ready\n\tReady21:\n\t\tUTIG K 20 A_WeaponReady\n\t\tgoto Ready\n\tReady22:\n\t\tUTIG O 20 A_WeaponReady\n\t\tgoto Ready\n\tReady23:\n\t\tUTIG P 20 A_WeaponReady\n\t\tgoto Ready\n\tReady24:\n\t\tUTIG M 20 A_WeaponReady\n\t\tgoto Ready\n\tReady25:\n\t\tUTIG N 20 A_WeaponReady\n\t\tgoto Ready\n\tReady26:\n\t\tUTIG L 20 A_WeaponReady\n\t\tgoto Ready\n\tReady27:\n\t\tUTIG Q 20 A_WeaponReady\n\t\tgoto Ready\n\tReady30:\n\t\tUTIG B 20 A_WeaponReady\n\t\tgoto Ready\n\tReady31:\n\t\tUTIG C 20 A_WeaponReady\n\t\tgoto Ready\n\tReady32:\n\t\tUTIG A 20 A_WeaponReady\n\t\tgoto Ready\n\tReady33:\n\t\tUTIG A 20 A_WeaponReady\n\t\tgoto Ready\n\tReady34:\n\t\tUTIG D 20 A_WeaponReady\n\t\tgoto Ready\n\tReady35:\n\t\tUTIG F 20 A_WeaponReady\n\t\tgoto Ready\n\tReady36:\n\t\tUTIG H 20 A_WeaponReady\n\t\tgoto Ready\n\tReady37:\n\t\tUTIG E 20 A_WeaponReady\n\t\tgoto Ready\n\tReady38:\n\t\tUTIG G 20 A_WeaponReady\n\t\tgoto Ready\n\tReady39:\n\t\tUTIG I 20 A_WeaponReady\n\t\tgoto Ready\n\tDeselect:\n\t\tUTIG A 0 A_JumpIfHealthLower (1, \"DeselectLoop\")\n\t\tUTIG A 0 A_JumpIfInventory (\"InUtilMenu\", 1, \"Ready\")\n\tDeselectLoop:\n\t\tUTIG A 1 A_Lower\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tloop\n\tSelect:\n\t\tUTIG A 1 A_Raise\n\t\tloop\n\tFire:\n\t\tUTIG A 0 A_JumpIfInventory (\"CannotBuild\", 1, \"RejectedWait\")\n\t\tUTIG A 0 ACS_ExecuteAlways(370, 0)\n\t\tUTIG A 0 A_PlaySoundEx(\"utility/work\",\"Weapon\",1)\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection\",3,\"Fire.Geometry\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection\",2,\"Fire.Defenses\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection\",1,\"Fire.Pickups\")\n\t\tgoto Fire.Caches\n\tFire.Caches:\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",7,\"Create.PowerGenerator\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",6,\"Create.RegenAmmo\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",5,\"Create.Regen\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",4,\"Create.MiniRef\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",3,\"Create.PowerupCache\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",2,\"Create.SuperCache\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",1,\"Create.MedicalCache\")\n\t\tgoto Create.AmmoCache\n\tFire.Pickups:\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",6,\"Create.WolfMech\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",5,\"Create.RavenMech\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",4,\"Create.FireProof\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",3,\"Create.MachineGun\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",2,\"Create.Rifle\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",1,\"Create.FullRefill\")\n\t\tgoto Create.C4Box\n\tFire.Defenses:\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",7,\"Create.ArtilleryTurret\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",6,\"Create.RepairTurret\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",5,\"Create.PrecisionTurret\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",4,\"Create.KlaxonTurret\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",3,\"Create.MiniRaven\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",2,\"Create.Mines\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",1,\"Create.MechTurret\")\n\t\tgoto Create.GunTurret\n\tFire.Geometry:\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",9,\"Create.StepDown3\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",8,\"Create.StepStraight3\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",7,\"Create.Step3\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",6,\"Create.StepDown\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",5,\"Create.StepStraight\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",4,\"Create.Step\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",3,\"Create.Platform\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",2,\"Create.Portal\")\n\t\tUTIG A 0 A_JumpIfInventory(\"MenuSelection2\",1,\"Create.Sandbags\")\n\t\tgoto Create.RazorWire\n\tCreate.C4Box:\n\t\tUTIF A 0 A_JumpIfInventory (\"Utility_Percent\", 100, \"Done.C4Box\")\n\t\tUTIF A 0 Radius_Quake (1, 4, 0, 1, 0)\n\t\tUTIF A 0 A_JumpIfInventory (\"Utility_Ammo\",4,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory (\"Utility_Ammo\",4)\n\t\tUTIF A 0 A_SpawnItemEx (\"Utility_C4BoxMarker\", 64, 0, 32)\n\t\tUTIF A 10 BRIGHT A_GiveInventory (\"Utility_Percent\",6)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.C4Box:\n\t\tUTIF A 0 A_SpawnItemEx (\"Utility_C4BoxMarker\", 64, 0, 32)\n\t\tUTIF A 0 A_SpawnItemEx (\"C4Box\", 64, 0, 32)\n\t\tUTIG A 0 A_StopSoundEx (\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tCreate.FullRefill:\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.FullRefill\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",4,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",4)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_FullRefillMarker\",64,0,32)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",5)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.FullRefill:\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_FullRefillMarker\",64,0,32)\n\t\tUTIF A 0 A_SpawnItemEx(\"FullRefillPack\",64,0,32)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tCreate.Rifle:\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.Rifle\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",2,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",2)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_RifleMarker\",64,0,32,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",8)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.Rifle:\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_RifleMarker\",64,0,32,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Rifle\",64,0,32,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tCreate.MedicalCache:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.MedicalCache\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",4,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",4)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MedicalCacheMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",6)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.MedicalCache:\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MedicalCacheMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"MedicalCache\",96,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tCreate.AmmoCache:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.AmmoCache\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",4,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",4)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_AmmoCacheMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",6)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.AmmoCache:\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_AmmoCacheMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"AmmoCache\",96,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tCreate.MachineGun:\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.MachineGun\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",3,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",3)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MachineGunMarker\",64,0,32,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",6)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.MachineGun:\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MachineGunMarker\",64,0,32,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"MachineGun\",64,0,32,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tCreate.SuperCache:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.SuperCache\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",5,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",5)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_SuperCacheMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",5)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.SuperCache:\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_SuperCacheMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"SuperCache\", 96)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tCreate.RazorWire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.RazorWire\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",3,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",3)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_RazorWireMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",6)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.RazorWire:\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_RazorWireMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(336,0,0,0) == 1, \"Done.RazorWireBlue\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,1,0,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_RazorWire\",96,0,0,0,0,0,0,32,0)\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,1,0,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.RazorWireBlue:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,1,1,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_RazorWireBlue\",96,0,0,0,0,0,0,32,0)\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,1,0,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tCreate.Sandbags:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.Sandbags\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",3,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",3)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_SandbagsMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",7)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.Sandbags:\n\t\tUTIF A 0 A_SpawnItemEx (\"Utility_SandbagsMarker\", 96)\n\t\tUTIF A 0 A_SpawnItemEx (\"SandbagWall\", 96)\n\t\tUTIG A 0 A_StopSound (CHAN_WEAPON)\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tCreate.GunTurret:\n\t\tTNT1 A 0 A_JumpIfInventory(\"UtilityOutOfRange\",1,\"RejectedWait\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.GunTurret\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",3,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",3)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_TurretMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",10)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.GunTurret:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(336,0,0,0) == 1, \"Done.GunTurretBlue\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,0,0,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,0,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,0,0,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_TurretMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_GunTurretRed\",96,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.GunTurretBlue:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,0,1,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,0,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,0,0,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_TurretMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_GunTurretBlue\",96,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tCreate.MechTurret:\n\t\tTNT1 A 0 A_JumpIfInventory(\"UtilityOutOfRange\",1,\"RejectedWait\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.MechTurret\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",3,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",3)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_TurretMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",10)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.MechTurret:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(336,0,0,0) == 1, \"Done.MechTurretBlue\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,0,0,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,3,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,4,0,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_TurretMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MechTurretRed\",96,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.MechTurretBlue:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,0,1,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,3,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,4,0,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_TurretMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MechTurretBlue\",96,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tCreate.Step:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.Step\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",5,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",5)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",64,0,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",35)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.Step:\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",64,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_Step\",64,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tCreate.StepDown:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.StepDown\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",5,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",5)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",64,0,-28,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",35)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.StepDown:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",64,0,-28,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_Step\",64,0,-28,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tCreate.StepStraight:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.StepStraight\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",5,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",5)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",64,0,-12,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",35)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.StepStraight:\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",64,0,-12,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_Step\",64,0,-12,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tCreate.Step3:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.Step3\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",10,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",10)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",64,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",96,0,12,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",128,0,24,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",35)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.Step3:\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",64,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",96,0,12,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",128,0,24,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_Step\",64,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_Step\",96,0,12,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_Step\",128,0,24,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tCreate.StepDown3:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.StepDown3\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",10,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",10)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",64,0,-28,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",96,0,-40,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",128,0,-52,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",35)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.StepDown3:\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",64,0,-28,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",96,0,-40,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",128,0,-52,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_Step\",64,0,-28,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_Step\",96,0,-40,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_Step\",128,0,-52,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tCreate.StepStraight3:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.StepStraight3\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",10,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",10)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",64,0,-12,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",96,0,-12,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",128,0,-12,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",35)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.StepStraight3:\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",64,0,-12,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",96,0,-12,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_StepMarker\",128,0,-12,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_Step\",64,0,-12,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_Step\",96,0,-12,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_Step\",128,0,-12,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tCreate.PowerupCache:\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.PowerupCache\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",2,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",2)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_PowerupCacheMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",2)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.PowerupCache:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,1,0,0) == 0, \"EndFire2\")\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_PowerupCacheMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx (\"PowerupCache\", 96)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\t// MINIREF\n\tCreate.MiniRef:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.MiniRef\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",2,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",2)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MiniRefCacheMarker\",128,0,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",1)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.MiniRef:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(336,0,0,0) == 1, \"Done.MiniRefBlue\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,3,0,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,2,0,0) == 0, \"EndFire2\")\n\t\tUTIF A 0 ACS_ExecuteAlways(344, 0, 3, 0, 0)\n\t\tUTIF A 0 A_SpawnItemEx (\"Utility_MiniRefCacheMarker\",128,0,0,0,0,0,0,32)\n\t\tUTIF A 0 A_SpawnItemEx (\"Utility_MiniRefCacheRed\",128)\n\t\tUTIG A 0 A_StopSoundEx (\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.MiniRefBlue:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,3,1,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,2,0,0) == 0, \"EndFire2\")\n\t\tUTIF A 0 ACS_ExecuteAlways(344, 0, 3, 0, 0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MiniRefCacheMarker\",128,0,0,0,0,0,0,32)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MiniRefCacheBlue\",128)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\t// HEALTH REGENERATOR\n\tCreate.Regen:\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.Regen\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",2,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",2)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_CacheMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",1)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.Regen:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(336,0,0,0) == 1, \"Done.RegenBlue\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,4,0,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,7,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,6,1,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_CacheMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_GlobalMedicCacheRed\",96,0,0,0,0,0,0,0,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.RegenBlue:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,4,1,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,7,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,6,1,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_CacheMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_GlobalMedicCacheBlue\",96,0,0,0,0,0,0,0,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\t// AMMO REGENERATOR\n\tCreate.RegenAmmo:\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.RegenAmmo\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",2,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",2)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_CacheMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",1)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.RegenAmmo:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(336,0,0,0) == 1, \"Done.RegenAmmoBlue\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,6,0,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,7,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,8,1,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_CacheMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_GlobalAmmoCacheRed\",96,0,0,0,0,0,0,0,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.RegenAmmoBlue:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,6,1,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,7,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,8,1,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_CacheMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_GlobalAmmoCacheBlue\",96,0,0,0,0,0,0,0,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\t// MINES\n\tCreate.Mines:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.Mines\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",3,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",3)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MinesMarker\",64,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MinesMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MinesMarker\",128,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MinesMarker\",96,-32,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MinesMarker\",96,32,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",10)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.Mines:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(336,0,0,0) == 1, \"Done.MinesBlue\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,2,0,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,4,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,5,0,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MinesMarker\",64,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MinesMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MinesMarker\",128,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MinesMarker\",96,-32,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MinesMarker\",96,32,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"ProxyMine\", 64,0,0, 0,0,0, 0, SXF_SETMASTER)\n\t\tUTIF A 0 A_SpawnItemEx(\"ProxyMine\", 96,0,0, 0,0,0, 0, SXF_SETMASTER)\n\t\tUTIF A 0 A_SpawnItemEx(\"ProxyMine\", 128,0,0, 0,0,0, 0, SXF_SETMASTER)\n\t\tUTIF A 0 A_SpawnItemEx(\"ProxyMine\", 96,-32,0, 0,0,0, 0, SXF_SETMASTER)\n\t\tUTIF A 0 A_SpawnItemEx(\"ProxyMine\", 96,32,0, 0,0,0, 0, SXF_SETMASTER)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.MinesBlue:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,2,1,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,4,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,5,0,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MinesMarker\",64,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MinesMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MinesMarker\",128,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MinesMarker\",96,-32,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MinesMarker\",96,32,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"ProxyMineBlue\", 64,0,0, 0,0,0, 0, SXF_SETMASTER)\n\t\tUTIF A 0 A_SpawnItemEx(\"ProxyMineBlue\", 96,0,0, 0,0,0, 0, SXF_SETMASTER)\n\t\tUTIF A 0 A_SpawnItemEx(\"ProxyMineBlue\", 128,0,0, 0,0,0, 0, SXF_SETMASTER)\n\t\tUTIF A 0 A_SpawnItemEx(\"ProxyMineBlue\", 96,-32,0, 0,0,0, 0, SXF_SETMASTER)\n\t\tUTIF A 0 A_SpawnItemEx(\"ProxyMineBlue\", 96,32,0, 0,0,0, 0, SXF_SETMASTER)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\t// REPAIR TURRET\n\tCreate.RepairTurret:\n\t\tTNT1 A 0 A_JumpIfInventory(\"UtilityOutOfRange\",1,\"RejectedWait\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIf (ACS_ExecuteWithResult (971, 0) == 1, \"RejectedWait\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.RepairTurret\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",3,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",3)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_TurretMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",10)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.RepairTurret:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(336,0,0,0) == 1, \"Done.RepairTurretBlue\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,0,0,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,5,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,4,0,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_TurretMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_RepairGunTurretRed\",96,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.RepairTurretBlue:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,0,1,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,5,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,4,0,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_TurretMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_RepairGunTurretBlue\",96,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\t// KLAXON TURRET\n\tCreate.KlaxonTurret:\n\t\tTNT1 A 0 A_JumpIfInventory(\"UtilityOutOfRange\",1,\"RejectedWait\")\n\t\tTNT1 A 0 A_JumpIf (ACS_ExecuteWithResult (971, 0) == 1, \"RejectedWait\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.KlaxonTurret\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",3,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",3)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_TurretMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",10)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.KlaxonTurret:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(336,0,0,0) == 1, \"Done.KlaxonTurretBlue\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,0,0,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,6,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,4,0,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_TurretMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_KlaxonRed\",96,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.KlaxonTurretBlue:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,0,1,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,6,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,4,0,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_TurretMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_KlaxonBlue\",96,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\t// FIREPROOF\n\tCreate.FireProof:\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.FireProof\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",3,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",3)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_ArmourMarker\",64,0,32,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",4)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.FireProof:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,6,0,0) == 0, \"EndFire2\")\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_ArmourMarker\",64,0,32,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"FireProofArmour\", 64,0,32)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\t// RAVEN\n\tCreate.RavenMech:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.RavenMech\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",3,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",3)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_RavenMarker\",128,0,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",2)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.RavenMech:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,8,0,0) == 0, \"EndFire2\")\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_RavenMarker\",128,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_Raven\",128,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\t// WOLVERINE\n\tCreate.WolfMech:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.WolfMech\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",3,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",3)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_WolfMarker\",128,0,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",2)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.WolfMech:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,11,0,0) == 0, \"EndFire2\")\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_WolfMarker\",128,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_Wolverine\",128,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\t// RIFLE/PRECISION TURRET\n\tCreate.PrecisionTurret:\n\t\tTNT1 A 0 A_JumpIfInventory(\"UtilityOutOfRange\",1,\"RejectedWait\")\n\t\tTNT1 A 0 A_JumpIf (ACS_ExecuteWithResult (971, 0) == 1, \"RejectedWait\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.PrecisionTurret\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",3,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",3)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_TurretMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",10)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.PrecisionTurret:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(336,0,0,0) == 1, \"Done.PrecisionTurretBlue\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,0,0,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,5,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,4,0,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_TurretMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_PrecisionTurretRed\",96,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.PrecisionTurretBlue:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,0,1,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,5,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,4,0,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_TurretMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_SpawnItemEx(\"Utility_PrecisionTurretBlue\",96,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\t// ANNOYING NOSY EVERYWHERE FOLLOWING BIRDIE\n\tCreate.MiniRaven:\n\t\tTNT1 A 0 A_JumpIfInventory(\"UtilityOutOfRange\",1,\"RejectedWait\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.MiniRaven\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",3,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",3)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MiniRavenMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",3)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.MiniRaven:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(336,0,0,0) == 1, \"Done.MiniRavenBlue\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,5,0,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,9,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,7,0,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MiniRavenMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MiniRavenRed\",96,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.MiniRavenBlue:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,5,1,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,9,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,7,0,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MiniRavenMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_MiniRavenBlue\",96,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tCreate.ArtilleryTurret:\n\t\tTNT1 A 0 A_JumpIfInventory(\"UtilityOutOfRange\",1,\"RejectedWait\")\n\t\tTNT1 A 0 A_JumpIf (ACS_ExecuteWithResult (971, 0) == 1, \"RejectedWait\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.ArtilleryTurret\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",3,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",3)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_ArtilleryTurretMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",10)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.ArtilleryTurret:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(336,0,0,0) == 1, \"Done.ArtilleryTurretBlue\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,0,0,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,10,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,9,0,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_ArtilleryTurretMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_ArtilleryTurretRed\",96,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.ArtilleryTurretBlue:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,0,1,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,10,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,9,0,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_ArtilleryTurretMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_ArtilleryTurretBlue\",96,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\t// POWER GENERATOR\n\tCreate.PowerGenerator:\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.PowerGenerator\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",2,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",2)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_CacheMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\",1)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.PowerGenerator:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(336,0,0,0) == 1, \"Done.PowerGeneratorBlue\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,20,0,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,7,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,20)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_CacheMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_PowerGeneratorRed\",96,0,0,0,0,0,0,0,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.PowerGeneratorBlue:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,20,1,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(695,7,0,0) == 0, \"EndFire2\")\n\t\tRPBL B 0 ACS_ExecuteAlways(344,0,20)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_CacheMarker\",96,0,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_PowerGeneratorBlue\",96,0,0,0,0,0,0,0,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\t// PLATFORM\n\tCreate.Platform:\n\t\tUTIF A 0 A_JumpIfInventory (\"Utility_Percent\", 100, \"Done.Platform\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",2,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",2)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_PlatformMarker\",128)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\", 3)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.Platform:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(694,150,0,0) == 0, \"EndFire2\")\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_PlatformMarker\",128)\n\t\tUTIF A 0 A_SpawnItemEx(\"FloatingPlatform\", 128)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\t// PORTAL\n\tCreate.Portal:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Percent\",100,\"Done.Portal\")\n\t\tUTIF A 0 Radius_Quake(1,4,0,1,0)\n\t\tUTIF A 0 A_JumpIfInventory(\"Utility_Ammo\",3,1)\n\t\tGoto EndFire\n\t\tUTIF A 0 A_TakeInventory(\"Utility_Ammo\",3)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_PortalGizmoStandMarker\",60,68,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_PortalGizmoStandMarker\",60,-68,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_PortalGizmoStandMarker\",196,68,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_PortalGizmoStandMarker\",196,-68,0,0,0,0,0,32,0)\n\t\tUTIF A 10 BRIGHT A_GiveInventory(\"Utility_Percent\", 3)\n\t\tUTIG A 15\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.Portal:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(336,0,0,0) == 1, \"Done.PortalBlue\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,21,0) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(694,250) == 0, \"EndFire2\")\n\t\tUTIF A 2 ACS_ExecuteAlways(344,0,21)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_PortalGizmoStandMarker\",60,68,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_PortalGizmoStandMarker\",60,-68,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_PortalGizmoStandMarker\",196,68,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_PortalGizmoStandMarker\",196,-68,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_PortalRed\",128,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tDone.PortalBlue:\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(346,21,1) == 0, \"Limit\")\n\t\tUTIF A 0 A_JumpIf(ACS_ExecuteWithResult(694,250) == 0, \"EndFire2\")\n\t\tUTIF A 2 ACS_ExecuteAlways(344,0,21)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_PortalGizmoStandMarker\",60,68,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_PortalGizmoStandMarker\",60,-68,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_PortalGizmoStandMarker\",196,68,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_PortalGizmoStandMarker\",196,-68,0,0,0,0,0,32,0)\n\t\tUTIF A 0 A_SpawnItemEx(\"Utility_PortalBlue\",128,0,0,0,0,0,0,32,0)\n\t\tUTIG A 0 A_StopSoundEx(\"Weapon\")\n\t\tUTIG A 35 BRIGHT Radius_Quake(1,4,0,1,0)\n\t\tUTIG A 35 A_TakeInventory(\"Utility_Percent\",100)\n\t\tUTIF A 0 A_Refire\n\t\tGoto EndFire\n\tEndFire:\n\t\tUTIG A 15 A_StopSoundEx(\"Weapon\")\n\t\tGoto Ready\n\tEndFire2:\n\t\tUTIG A 0 ACS_ExecuteAlways(347, 0, 1)\n\t\tUTIG A 35 A_StopSoundEx(\"Weapon\")\n\t\tGoto Ready\n\tLimit:\n\t\tUTIG A 35 ACS_ExecuteAlways(347, 0)\n\t\tgoto EndFire\n\tAltFire:\n\t\tUTIG A 0 A_JumpIfInventory (\"InUtilMenu\", 1, \"AltRejected\")\n\t\tUTIG A 4\n\t\tUTIG A 0 ACS_ExecuteAlways (970, 0)\n\t\tUTIG A 35\n\t\tgoto Ready\n\tAltRejected:\n\t\t// this should happen if the player is coming out of the util menu\n\t\t// therefore, longer delay to avoid altfire activating again to\n\t\t// throw the player back to the menu\n\t\tUTIG A 10\n\t\tUTIG AA 10 A_WeaponReady (WRF_NOSECONDARY)\n\t\tgoto Ready\n\t}\n}\n\nactor Utility_Percent : Ammo {\n\tinventory.amount 0\n\tinventory.maxamount 100\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 0\n}\n\nactor Utility_Ammo : Ammo {\n\tinventory.icon \"CELLA0\"\n\tinventory.amount 75\n\tinventory.maxamount 75\n\tammo.backpackamount 75\n\tammo.backpackmaxamount 75\n\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor Utility_TurretBase {\n\tdamagefactor \"Disarm\", 0.0\n\tdamagefactor \"Repair\", 0.0\n\tdamagefactor \"Flash\", 0.0\n\tdamagefactor \"RazorWireRed\", 0.0\n\tdamagefactor \"RazorWireBlue\", 0.0\n\tdamagefactor \"FistRed\", 0.5\n\tdamagefactor \"FistBlue\", 0.5\n\tdamagefactor \"Mechstomp\", 0.0\n\tdamagefactor \"ExplosionBlue\", 1.2\n\tdamagefactor \"ExplosionRed\", 1.2\n\tdamagefactor \"MechExplosionBlue\", 2.5\n\tdamagefactor \"MechExplosionRed\", 2.5\n\tdamagefactor \"FireBlue\", 0.6\n\tdamagefactor \"FireRed\", 0.6\n\tdamagefactor \"ChemicalBlue\", 0.6\n\tdamagefactor \"ChemicalRed\", 0.6\n\tradius 24\n\theight 56\n\tscale 0.75\n\tmass 0x7FFFFFFF\n\tspeed 0\n\n\tMONSTER\n\t+FLOORCLIP\n\t+NOBLOOD\n\t+NOICEDEATH\n\t-SOLID\n\t-FRIENDLY\n\t+NOTARGET\n\t+LOOKALLAROUND\n\t+NEVERRESPAWN\n\n\tstates {\n\tDeath.Deconstruction:\n\t\t\"----\" A 2 A_PlaySound (\"utility/deconstruct\")\n\t\t\"----\" AAAAAAAAAA 2 A_Fadeout(0.1)\n\t\tstop\n\t}\n}\n\n// [NF] This actor is used to clear places like War Factory hanger doors, teleport\n// destinations and the like from utility items\nactor AntiUtilityExplosion {\n\t+NOGRAVITY +NOBLOCKMAP\n\t+NOINTERACTION +NODAMAGETHRUST\n\t+BLOODLESSIMPACT\n\tdamagetype \"Deconstruction\"\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Explode (999999, 96)\n\t\tstop\n\t}\n}"
}
]
},
"maps": []
}