reimagined-cf-sounds-v2.0.pk3

PK3 28 MiB 0 map(s)

Counts

endoom0
graphics0
lumps474
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
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      "reimagined-cf-sounds-v2.0.pk3"
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      "filename": null,
      "added": "2021-01-10 03:12:24",
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    "added": "2021-01-10 03:12:24",
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      "type": "PK3",
      "size": 29728185,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/59a60264d7e52579bd1d56f88a94c5536ddd500b/59a60264d7e52579bd1d56f88a94c5536ddd500b.pk3.gz",
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    "text_files": [
      {
        "source": "pk3",
        "name": "Actors/Weapons/MadASG.txt",
        "contents": "ACTOR EnragedLegendaryASG : \"Enraged Legendary Assault Shotgun\" replaces \"Enraged Legendary Assault Shotgun\"\n{\n  Tag \"Enraged Legendary Assault Shotgun\"\n  States\n  {\n  ChangeMode:\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\")\n\tTNT1 A 0 A_JumpIfInventory(\"EnragedASGMode1\",1,\"ChangeMode2\")\n\tTNT1 A 0 A_Print(\"Slug Rounds\")\n\tTNT1 A 0 A_PlaySound(\"LShotgun/Cock\")\n\tTNT1 A 0 A_GiveInventory(\"EnragedASGMode1\")\n\tEASG A 3 Offset(0,34)\n\tEASG A 2 Offset(0,37)\n\tEASG A 2 Offset(0,40)\n\tEAS2 A 2 Offset(0,37)\n\tEAS2 A 3 Offset(0,34)\n\tTNT1 A 0 Offset(0,32)\n\tGoto Ready2\n  ChangeMode2:\n\tTNT1 A 0 A_Print(\"Enraged Shells\")\n\tTNT1 A 0 A_PlaySound(\"LShotgun/Cock\")\n\tTNT1 A 0 A_TakeInventory(\"EnragedASGMode1\")\n\tEAS2 A 3 Offset(0,34)\n\tEAS2 A 2 Offset(0,37)\n\tEAS2 A 2 Offset(0,40)\n\tEASG A 2 Offset(0,37)\n\tEASG A 3 Offset(0,34)\n\tTNT1 A 0 Offset(0,32)\n\tGoto Ready+6\n  Ready:\n    TNT1 A 0 A_PlayWeaponSound(\"LShotgun/Cock\")\n\tEASG VWXYZ 1\n\tTNT1 A 0 A_JumpIfInventory(\"EnragedASGMode1\",1,\"Ready2\")\n\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"ChangeMode\")\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n    EASG A 1 A_WeaponReady\n    Goto Ready+6\n  Ready2:\n\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"ChangeMode\")\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tEAS2 A 1 A_WeaponReady\n\tLoop\n  Deselect:\n    TNT1 A 0 A_PlaySound(\"weapons/weapondown\")\n    EASG A 1 A_Lower\n    Goto Deselect+1\n  Select:\n\tTNT1 A 0 A_Raise\n    Wait\n  Fire:\n\tTNT1 A 0 A_JumpIfInventory(\"EnragedASGMode1\",1,\"Fire2\")\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\tTNT1 A 0 A_PlaySound(\"Weapons/ELegAutoShotgun\",1)\n\tTNT1 A 0 A_AlertMonsters\n    TNT1 A 0 Radius_Quake(3,3,0,1,0)\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 A_SpawnItemEx(\"RedShellCasing\",30,5,25,Random(2,4),Random(3,6),Random(3,6),0)\n\tTNT1 AAA 0 A_FireCustomMissile(\"RedSGTracer\",Random(5,-5),0,0,Random(5,-5))\n\tTNT1 AAA 0 A_FireCustomMissile(\"RedSGTracer\",Random(10,-10),0,0,Random(10,-10))\n    TNT1 A 0 A_FireBullets(3,1.5,3,Random(20,28),\"EnragedModdedBulletPuff\",0)\n    EASG B 1 Bright A_FireBullets(6.2,3.4,4,Random(20,28),\"EnragedModdedBulletPuff\")\n    EASG C 1 Bright A_Light2\n\tTNT1 A 0 A_Light0\n    EASG DEFG 1\n\tEASG HI 2\n    Goto Ready+6\n  Fire2:\n\tTNT1 A 0 A_JumpIfInventory(\"EnragedLegendaryShotgunDrum\",3,\"ActualFire2\")\n\tGoto Empty2\n  ActualFire2:\n\tTNT1 A 0 A_PlaySound(\"weapons/EASG\",1)\n\tTNT1 A 0 A_AlertMonsters\n    TNT1 A 0 Radius_Quake(3,3,0,1,0)\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\tTNT1 AAA 0 A_SpawnItemEx(\"RedShellCasing\",30,5,25,Random(2,4),Random(3,6),Random(3,6),0)\n\tTNT1 A 0 A_TakeInventory(\"EnragedLegendaryShotgunDrum\",3,TIF_NOTAKEINFINITE)\n    EAS2 B 2 Bright A_FireCustomMissile(\"EnragedASGRail\",0,0,0,0)\n    EAS2 CC 1 Bright A_Light2\n\tTNT1 A 0 A_Light0\n    EAS2 DEFG 3\n\tEAS2 HI 6\n    Goto Ready+6\n  Empty:\n    EASG A 10 A_PlaySound(\"weapons/click\")\n\tGoto Altfire\n  Empty2:\n\tEAS2 A 10 A_PlaySound(\"weapons/click\")\n  AltFire:\n  \tTNT1 A 0 A_JumpIfInventory(\"EnragedLegendaryShotgunDrum\",16,2)\n    TNT1 A 0 A_JumpIfInventory(\"EnragedLegendaryShell\",1,2)\n\tTNT1 A 0\n\tGoto Ready+6\n\tEASG JKLMN 1\n\tEASG O 2\n\tEASR A 2 A_PlaySound(\"lasgguy/asgout\")\n  \tEASR B 3\n\tEASG U 40 A_FireCustomMissile(\"EnragedLegendaryEmptyDrumSpawner\", 0, 0, 10, 1)\n\tEASG TSR 1\n\tEASG Q 2\n  Reload:\n\tTNT1 A 0 A_TakeInventory(\"EnragedLegendaryShell\",1)\n\tTNT1 A 0 A_GiveInventory(\"EnragedLegendaryShotgunDrum\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"EnragedLegendaryShotgunDrum\",16,2)\n\tTNT1 A 0 A_JumpIfInventory(\"EnragedLegendaryShell\",1,\"Reload\")\n\tTNT1 A 0\n\tGoto Reload2\n  Reload2:\n\tEASG P 3\n\tEASG O 6 A_PlaySound(\"lasgguy/asgin\")\n\tEASG NMLKJ 1\n\tGoto Ready+6\n  GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready+6\n  GrenadeToss:\n  \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tEASG ZYXWV 1\n\tTNT1 A 6\n\tHGRN ABC 1\n\tHGRN D 3\n\tHGRN EFGHI 2\n\tTNT1 A 14 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGRN J 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN KLM 2\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n    TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tEASG VWXYZ 1\n\tGoto Ready+6\n  MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready+6\n  MineToss:\n  \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tEASG ZYXWV 1\n\tTNT1 A 10\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n    TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tGoto Ready+1\n  Spawn:\n    IMAP A -1\n    Stop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/EnragedCannon.txt",
        "contents": "Actor EnragedLegendaryPlasmaticCannon : \"Enraged Legendary Plasmatic Cannon\" replaces \"Enraged Legendary Plasmatic Cannon\"\n{\nWeapon.KickBack 100\nWeapon.AmmoType \"ILDemonAmmo\"\nWeapon.AmmoGive 100\nWeapon.AmmoUse 8\nWeapon.AmmoType2 \"ILDemonAmmo\"\nWeapon.AmmoUse2 100\nWeapon.Upsound \"legendarycannon/up\"\nInventory.PickupMessage \"Enraged Legendary Plasmatic Cannon found, Unbeliveable Power!\"\nInventory.PickupSound \"legendarycannon/up\"\n-INVENTORY.UNDROPPABLE\nStates\n{\n  Spawn:\n    EEGW Z -1\n    Loop\n  Ready:\n    ECAN A 1 A_WeaponReady\n    Loop\n  Deselect:\n\tTNT1 A 0 A_PlaySound(\"weapons/weapondown\")\n    TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_Lower\n    ECAN A 1 A_Lower\n    Goto Deselect+1\n  Select:\n    TNT1 A 0 A_Raise\n    ECAN A 1 A_Raise\n    Loop\n  Fire:\n    TNT1 A 0 A_GunFlash\n\tECAN B 2 Bright\n\tTNT1 A 0 A_PlaySound(\"weapons/ELCANFire\",1)\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n    ECAN C 2 Bright A_FireCustomMissile(\"EnragedLegendaryCannonBallCF\",0,1,0,0)\n    ECAN DE 2 Bright\n\tECAN FFFGGGHHHAAA 1\n\tECAN A 3 A_Refire\n    Goto Ready\n  AltFire:\n\tECAN A 35 Bright A_PlaySound(\"legendarycannon/charge\",7)\n\tECAN BBB 1 Bright\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/ELCANFire\",6)\n\tTNT1 A 0 A_PlaySound(\"star/fire\",1)\n\tTNT1 A 0 A_FireCustomMissile(\"EnragedCannonBomb2\",0,1,0,0)\n    ECAN CCCDDDEEE 1 Bright\n\tTNT1 A 0 A_PlaySound (\"legendarycannon/steam\",7)\n    ECAN FFFFFFGGGGGGHHHHHHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FireCustomMissile(\"LegendaryCannonSmoke2\",0,0,1,6)\n\tECAN A 3 A_Refire\n    Goto Ready\n  Flash:\n    TNT1 A 1 A_Light1\n    TNT1 A 1 A_Light2\n    TNT1 A 1 A_Light1\n    TNT1 A 1 A_Light0\n    Stop\n\t}\n}\n\nActor EnragedLegendaryCannonBallCF : LegendaryCannonBallCF\n{\n  Speed 65\n  Damage 85\n  Decal BFG9500LightningRed\n  States\n  {\n  Spawn:\n\tRRBA A 1 Bright A_SpawnItemEx(\"ELegRevBall3Trail\")\n    Loop\n  Death:\n\tTNT1 A 0 A_SetScale(1.0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"LegendaryDebris\",0,0,Random(20,40),Random(4,-4),Random(4,-4),Random(4,8),0,128)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedBFGShockwave\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n    TNT1 AAA 0 A_CustomMissile(\"EKaboomLN\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n    TNT1 A 0 A_Explode(280,350,0,0,280)\n    EFE1 ABCDEF 5 Bright\n    Stop\n\t}\n}\n\nActor EnragedCannonBomb2 : EnragedLegendaryCannonBallCF\n{\n  Radius 6\n  Height 22\n  Speed 45\n  Damage 90\n  Scale 1.2\n  Alpha 1.0\n  DeathSound \"\"\n  RenderStyle Add\n  var int user_deathloop;\n  States\n  {\n  Spawn:\n    EFS3 AAAABBBB 1 Bright A_SpawnItemEx(\"EnragedCannonBombTrail\")\n    Loop\n  Death:\n\tTNT1 A 0 A_JumpIf(user_deathloop >= 6,\"DeathContinue\")\n\tTNT1 A 0 A_SetUserVar(user_deathloop,user_deathloop+1)\n    TNT1 A 0 A_Explode(128,128,0)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedBFGShockwave\", 0, 0, 0, 0, 0, 0, 0, 128)\n    EFS3 AAAAABBBBB 1 Bright A_SpawnItemEx(\"EnragedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tLoop\n  DeathContinue:\n    TNT1 A 0 A_SpawnItemEx(\"EnragedDTBFGEx\")\n\tTNT1 A 0 A_PlaySound(\"star/explode\",1,1.0,0,0.2)\n    TNT1 A 0 A_Explode(700,500,0,0,300)\n    TNT1 AAAAAAAA 0 A_SpawnItemEx(\"ELegendaryCannonProjBomb\",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(170,190),SXF_NOCHECKPOSITION)\n    TNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"ELegendaryCannonProjBomb\",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(-14,14),SXF_NOCHECKPOSITION)\n\tTNT1 A 1\n    Stop\n\t}\n}\n\nActor EnragedCannonBombTrail\n{\n  +NOTIMEFREEZE\n  +CLIENTSIDEONLY\n  +NOINTERACTION\n  States\n  {\n  Spawn:\n\tTNT1 A 0 NoDelay A_SpawnItemEx(\"EBFGParticle\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 1 A_SpawnItemEx(\"ELegRevBall3Trail\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/EnragedLegendaryRifle.txt",
        "contents": "ACTOR \"Enraged Legendary Plasmatic Rifle\" : Weapon\n{\n   Height 14\n   Weapon.PreferredSkin \"EnragedLegendaryRifle-Marine\"\n   Weapon.SelectionOrder 7120\n   Weapon.KickBack 60\n   Weapon.AmmoUse 2\n   Weapon.AmmoGive 200\n   Scale 0.95\n   Weapon.AmmoType \"ILDemonMagazine\"\n   Weapon.AmmoType2 \"ILDemonAmmo\"\n   Inventory.PickupMessage \"Enraged Legendary Plasmatic Rifle Obtained, MAD POWER!\"\n   Inventory.PickupSound \"weapons/ELRUp\"\n   +WEAPON.AMMO_OPTIONAL\n   +WEAPON.NOALERT\n   +INVENTORY.UNDROPPABLE\n   +NOTIMEFREEZE\n   States\n   {\n   Ready:\n     TNT1 A 0 A_PlaySound(\"weapons/ELRUp\")\n\t ITRS ABCDE 1\n   ReadyLoop:\n     TNT1 A 0 A_JumpIfInventory(\"LDemonMagazine\",1,2)\n\t TNT1 A 0\n\t Goto NoBuzzing\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_PlaySound(\"weapons/ELRIdle\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK BB 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK BB 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK CC 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK CC 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK DD 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK DD 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK EE 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK EE 1 A_WeaponReady\n     Goto ReadyLoop\n   NoBuzzing:\n     TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n     ITEK A 1 A_WeaponReady\n\t Loop\n   Deselect:\n\t ITEK A 1 A_Lower\n     Goto Deselect\n   Select:\n     TNT1 A 0\n\t TNT1 A 0 A_Raise\n\t Wait\n   Fire:\n\t TNT1 A 0 Bright A_JumpIfNoAmmo(\"Empty\")\n\t TNT1 A 0 Bright A_AlertMonsters\n     TNT1 A 0 Bright A_GunFlash\n\t TNT1 A 0 Bright Radius_Quake(4,2,0,1,0)\n     TNT1 A 0 Bright A_Light1\n\t TNT1 A 0 Bright A_PlayWeaponSound(\"weapons/ELRFire\")\n     ITKF A 1 Bright A_FireCustomMissile(\"RPlayerLegendaryProjectile\",Random(100,-100)/100.00,1,0,0,0,Random(100,-100)/100.00)\n\t ITKF B 1 Bright A_Light2\n     ITKF C 2 A_Light0\n     TNT1 A 0 A_ReFire\n     Goto ReadyLoop\n   Empty:\n     ITEK A 10 A_PlaySound(\"weapons/click2\")\n\t Goto AltFire\n   AltFire:\n  \t TNT1 A 0 A_JumpIfInventory(\"ILDemonMagazine\",100,2)\n     TNT1 A 0 A_JumpIfInventory(\"ILDemonAmmo\",1,2)\n\t TNT1 A 0\n\t Goto ReadyLoop\n     ITKR AB 2\n\t ITKR C 3\n\t ITKR D 4 A_PlaySound(\"weapons/demontecheject\")\n\t TNT1 A 0 Radius_Quake(2,2,0,1,0)\n\t ITKR E 2 A_PlaySound(\"weapons/ELRST\")\n\t ITKR F 2 Radius_Quake(2,2,0,1,0)\n\t ITKR GHI 2 Radius_Quake(2,2,0,1,0)\n\t ITKR J 3 A_FireCustomMissile(\"LDemonTechEmptyMag\", 0, 0, 0, 1)\n\t ITKR K 15\n\t ITKR LMN 2\n\t TNT1 A 0 A_JumpIfInventory(\"LDemonAmmo\",1,\"Reload\")\n     ITKR D 6 A_PlayWeaponSound(\"weapons/demontechload\")\n     ITKR D 4 A_PlayWeaponSound(\"weapons/demontechclick\")\n     ITKR DD 3\n\t ITKR A 2\n\t Goto ReadyLoop\n   Reload:\n\t TNT1 A 0 A_TakeInventory(\"ILDemonAmmo\",1)\n\t TNT1 A 0 A_GiveInventory(\"ILDemonMagazine\",1)\n\t TNT1 A 0 A_JumpIfInventory(\"ILDemonMagazine\",100,\"Full\")\n\t TNT1 A 0 A_JumpIfInventory(\"ILDemonAmmo\",1,\"Reload\")\n\t Goto AltFire+19\n   Full:\n     TNT1 A 0\n\t Goto AltFire+19\n   GrenadeCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t Goto Ready+6\n   GrenadeToss:\n  \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t ITRS EDCBA 1\n\t TNT1 A 6\n\t HGRN ABC 1\n\t HGRN D 3\n\t HGRN EFGHI 2\n\t TNT1 A 14 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\t HGRN J 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\t HGRN K 1\n\t HGRN LMNO 2\n\t TNT1 A 6\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n     TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t TNT1 A 0\n\t Goto Ready+1\n   MineCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t Goto Ready+6\n   MineToss:\n  \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t ITRS EDCBA 1\n\t TNT1 A 10\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t MINE ABCDEF 1\n\t TNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\t MINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\t MINE HI 1\n\t MINE JK 2\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n     TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t TNT1 A 0\n\t TNT1 A 5\n\t Goto Ready+1\n  Spawn:\n     ITEP A -1\n     Stop\n     }\n}\n\nACTOR ILDemonMagazine : Ammo\n{\nInventory.Amount 0\nInventory.MaxAmount 100\nAmmo.BackpackAmount 0\nAmmo.BackpackMaxAmount 100\nInventory.Icon \"ITEPA0\"\n+IGNORESKILL\n}\n\nACTOR ILDemonAmmo : Ammo\n{\nScale 0.65\nInventory.PickupMessage \"Enraged Cells Obtained.\"\nInventory.PickupSound \"items/enragedammo\"\nInventory.Amount 30\nInventory.MaxAmount 250\nAmmo.BackpackAmount 15\nAmmo.BackpackMaxAmount 500\nInventory.Icon \"IAMGA0\"\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n\tIAMG A -1\n    Stop\n    }\n}\n\nACTOR ILDemonAmmoBox : ILDemonAmmo\n{\nScale 0.65\nInventory.Amount 200\nInventory.PickupMessage \"Enraged Cell Box Found.\"\nInventory.PickupSound \"items/enragedammopack\"\nStates\n{\nSpawn:\n\tIAMO A -1\n\tStop\n\t}\n}\n\nACTOR ILDemonTechEmptyMag : BulletCasing\n{\n\tScale 0.4\n    SeeSound \"weapons/emptydrum\"\n    States\n    {\n\tSpawn:\n\t  IDTM ABCD 3\n\t  Loop\n    Death:\n\t  TNT1 A 0\n      TNT1 A 0 A_Jump(128,3)\n      IDTM A 100\n      IDTM A 5 A_FadeOut(0.10)\n      Goto Death+3\n      IDTM C 100\n\t  IDTM C 5 A_FadeOut(0.10)\n\t  Goto Death+5\n      }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/NewLegendaryBFG10K.txt",
        "contents": "Actor LegendaryBFG10K : Weapon 16607\n{\n  +WEAPON.BFG\n  +WEAPON.NOAUTOAIM\n  Weapon.PreferredSkin \"LegendaryBFG-Marine\"\n  Weapon.AmmoGive 200\n  Weapon.AmmoType1 \"LDemonAmmo\"\n  Weapon.AmmoType2 \"LDemonAmmo\"\n  Weapon.AmmoUse1 3\n  Weapon.AmmoUse2 15\n  weapon.KickBack 90\n  Weapon.SlotNumber 7\n  Weapon.UpSound \"Leg10k/Draw\"\n  Tag \"Legendary BFG 10,000\"\n  Inventory.PickupSound \"Leg10k/Draw\"\n  Inventory.PickupMessage \"You picked up the Legendary BFG 10K! Primitive, new technology is at your disposal.\"\n  States\n  {\n  Spawn:\n\tLB10 A -1\n\tLoop\n  Select:\n\tTNT1 A 0 A_Raise\n\tLG10 A 1 A_Raise\n\tLoop\n  Deselect:\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n  DeselectLoop:\n\tTNT1 A 0 A_StopSound(5)\n\tTNT1 A 0 A_StopSound(6)\n\tTNT1 A 0 A_Lower\n\tLG10 A 1 A_Lower\n\tLoop\n  Ready:\n\tTNT1 A 0 A_PlaySound(\"Leg10K/Idle\",5,1.0,1)\n\tLG10 A 1 A_WeaponReady\n\tLoop\n  Leg10kDone:\n\tTNT1 A 0 A_PlaySound(\"Leg10K/Cool\",5)\n\tLG12 ABCDEFGHIJKL 3\n\tGoto Ready\n  Fire:\n\tTNT1 A 0 A_PlaySound(\"Leg10K/PCharge\",1,5)\n\tTNT1 A 0 Radius_Quake(3,30,0,1,0)\n\tLG10 BCDEF 6 Bright\n  FireLoop:\n\tLG10 GH 1 Bright\n\tTNT1 A 0 A_PlaySound(\"Leg10K/PFire\",1)\n\tTNT1 A 0 A_FireCustomMissile(\"LegPlayer10KProjectile\",frandom(-1,1),1,0,0,0,frandom(-1,1))\n\tTNT1 A 0 A_GunFlash\n\tTNT1 A 0 Radius_Quake(6,3,0,1,0)\n\tLG10 IJ 1 Bright\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Leg10kDone\")\n\tTNT1 A 0 A_Refire(\"FireLoop\")\n\tGoto Leg10kDone\n  AltFire:\n\tTNT1 A 0 A_PlaySound(\"Leg10K/ACharge\",1,5)\n\tTNT1 A 0 Radius_Quake(3,30,0,1,0)\n\tLG10 BCDEF 8 Bright\n  AltFireLoop:\n\tLG10 KL 2 Bright\n\tTNT1 A 0 A_PlaySound(\"Leg10K/AFire\",1)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerBlueLeg10kBall\",0,1)\n\tTNT1 A 0 A_GunFlash\n\tTNT1 A 0 Radius_Quake(6,3,0,1,0)\n\tLG10 MN 3 Bright\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Leg10kDone\")\n\tTNT1 A 0 A_Refire(\"AltFireLoop\")\n\tGoto Leg10kDone\n  Flash:\n    TNT1 A 2 Bright A_Light1\n    TNT1 A 2 Bright A_Light2\n\tTNT1 A 2 Bright A_Light1\n    Goto LightDone\n\t}\n}\n\nACTOR LegPlayer10KProjectile : 10KProjectile\n{\n  +NOTIMEFREEZE\n  DECAL BFG9500LightningGold\n  States\n  {\n  Spawn:\n\tLRAC A 1 Bright\n\tLoop\n  Death:\n  XDeath:\n\tTNT1 A 0\n\tTNT1 A 1 A_SpawnItem(\"LegPlayer10KEx\")\n\tStop\n\t}\n}\n\nACTOR LegPlayer10KEx : Player10KEx\n{\n  //Damage 150\n  +NOTIMEFREEZE\n  Damagetype \"Legendary\"\n  States\n  {\n  Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"BFGShockwaveGold\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AA 0 A_SpawnItemEx(\"LegendaryGoldParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAAA 0 A_CustomMissile(\"KaboomGold2\", 0, 0, random(0,360), 2, random(0,360))\n\tLFE3 A 4 Bright A_Explode(400,150,0)\n\tLFE3 BCDEF 4 Bright\n    Stop\n\t}\n}\n\nActor PlayerBlueLeg10kBall : LegendaryImpBlueBall2\n{\n  Speed 25\n  FastSpeed 25\n  Scale 0.4\n  DamageType \"Legendary\"\n  +FORCERADIUSDMG\n  +FRIENDLY\n  Obituary \"%o got obliterated by %k's Legendary BFG 10k.\"\n  DeathSound \"\"\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_PlaySoundEx(\"LesserCardinal/BFGIdle\",\"Voice\",1)\n    LG1B A 1 Bright A_SpawnItemEx(\"BFGTrailParticleBlue\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n    TNT1 A 0 A_CustomMissile(\"PlayerLegBallAttack\",random(-1,1),random(-2,2),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n    LG1B B 1 Bright A_SpawnItemEx(\"BFGTrailParticleBlue\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n    TNT1 A 0 A_CustomMissile(\"PlayerLegBallAttack\",random(-1,1),random(-2,2),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n    LG1B C 1 Bright A_SpawnItemEx(\"BFGTrailParticleBlue\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n    TNT1 A 0 A_CustomMissile(\"PlayerLegBallAttack\",random(-1,1),random(-2,2),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n    LG1B D 1 Bright A_SpawnItemEx(\"BFGTrailParticleBlue\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n    TNT1 A 0 A_CustomMissile(\"PlayerLegBallAttack\",random(-1,1),random(-2,2),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n    Loop\n  Death:\n    TNT1 A 0\n\tTNT1 A 0 A_SetTranslucent(0.75,1)\n\tTNT1 A 0 Radius_Quake(5,60,0,10,0)\n\tTNT1 A 0 A_Explode(60,250)\n\tLG1B A 6 Bright A_SpawnItemEx(\"BFGShockwaveBlue\", 0, 0, 15, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_Explode(60,250)\n\tLG1B B 6 Bright A_SpawnItemEx(\"BFGShockwaveBlue\", 0, 0, 15, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_Explode(60,250)\n\tLG1B C 6 Bright A_SpawnItemEx(\"BFGShockwaveBlue\", 0, 0, 15, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_Explode(60,250)\n\tLG1B D 6 Bright A_SpawnItemEx(\"BFGShockwaveBlue\", 0, 0, 15, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_Explode(300,300)\n\tTNT1 A 0 A_StopSoundEx(\"Voice\")\n\tTNT1 A 0 Radius_Quake(20,12,0,12,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg95explode\")\n\tTNT1 A 0 A_SpawnItemEx(\"BFGShockwaveBlue\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryBlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"KaboomBlue2\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 A 0 A_SetScale(1.0)\n    QRE3 ABCDEF 4 Bright\n    Stop\n\t}\n}\n\nActor PlayerLegBallAttack : LegBallAttack2\n{\n+FRIENDLY\nDamageType \"Legendary\"\nObituary \"%o got obliterated by %k's Legendary BFG.\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\t//TNT1 A 0 A_RearrangePointers(AAPTR_NULL, AAPTR_TARGET, AAPTR_NULL)\n\t\tTNT1 AAAAA 1 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,1250,0,360,\"Attack\")\n\t\tGoto Death\n\tAttack:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\t//TNT1 A 0 A_RearrangePointers(AAPTR_MASTER, AAPTR_MASTER, AAPTR_NULL)\n\t\tTNT1 A 1 A_CustomRailgun(random(5,8)*4,0,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,1,12,\"PLegendaryImpPuff\",0,0,1500,0,10,0,\"Leg10kRailParticle\")\n\t\tGoto Death\n\t}\n}\n\nActor PLegendaryImpPuff : BulletPuff\n{\n+THRUSPECIES\n+MTHRUSPECIES\n+PUFFGETSOWNER\n+DONTHARMSPECIES\nSpecies \"Player\"\nDamageType \"Legendary\"\n}\n\nACTOR Leg10kRailParticle : BFG9500Trail\n{\nScale 0.05\nAlpha 0.95\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n\tSPKB A 2 Bright\n\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/EnragedLegendaryLMG.txt",
        "contents": "ACTOR \"Enraged Legendary Light Machine Gun\" : Weapon\n{\n\tWeapon.PreferredSkin \"EnragedLegendaryLMG-Marine\"\n\tWeapon.AmmoType \"ELLMGMagazine\"\n\tWeapon.AmmoType2 \"ELegendaryLMGBulletMag\"\n\tTag \"Enraged Legendary Light Machine Gun\"\n\tWeapon.SelectionOrder 381\n\tWeapon.KickBack 220\n\tWeapon.AmmoGive 92\n\tWeapon.AmmoGive2 20\n\tWeapon.AmmoUse 1\n\tScale 0.95\n\tInventory.PickupSound \"weapons/LMGReload3\"\n    Inventory.PickupMessage \"Enraged Legendary Light Machine Gun, with accuracy enhancements from a Railgun.\"\n\t+WEAPON.AMMO_OPTIONAL\n    +WEAPON.NOALERT\n\t+INVENTORY.UNDROPPABLE\n\t+NOTIMEFREEZE\n\tStates\n\t{\n    Deselect:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tEMGG A 1 A_Lower\n\t\tGoto Deselect+1\n\tSelect:\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tZoom:\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ELegLMGSight\",1,\"Off\")\n\t\tEMGG A 1 A_Print(\"Laser Sight Engaged\",1)\n\t\tGoto Ready.Laser\n\tOff:\n\t\tTNT1 A 0 A_TakeInventory(\"ELegLMGSight\",1)\n\t\tEMGG A 1 A_Print(\"Laser Sight Disengaged\",1)\n\t\tGoto Ready+8\n\tReady:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/LMGReload3\")\n\t\tEMGG BCDEFA 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"ELegLMGSight\",1,\"Ready.Laser\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tEMGG A 1 A_WeaponReady\n\t\tGoto Ready+8\n\tReady.Laser:\n\t\tTNT1 A 0 A_GiveInventory(\"ELegLMGSight\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tEMGG A 0 A_RailAttack(-1,0,False,NONE,NONE,RGF_SILENT|RGF_NOPIERCING|RGF_CENTERZ,0,\"RailTargetPuff\",0,0,0,0,0,0,\"EnragedLaserSight\")\n\t\tEMGG A 1 A_WeaponReady(WRF_NOBOB)\n\t\tLoop\n\tFire:\n\t    TNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ELegLMGSight\",1,\"Fire.Laser\")\n\t    TNT1 A 0 A_PlaySound(\"weapons/EMGFire\",5)\n\t    TNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 Radius_Quake(4,3,0,1,0)\n\t    TNT1 A 0 A_SpawnItemEx(\"ELegRifleCasing\",30,3,25,Random(2,4),Random(3,6),Random(3,6),0)\n\t\tTNT1 A 0 A_Light1\n\t\tEMGF A 2 Bright A_FireBullets(8.0,4.8,1,Random(98,100),\"ELLMGPuff\")\n\t\tTNT1 A 0 A_Light0\n\t\tEMGF B 1\n\t\tEMGF C 1\n\t    TNT1 A 0 A_JumpIfInventory(\"ELLMGMagazine\",1,1)\n\t\tGoto Ready+7\n\t    TNT1 A 0 A_PlaySound(\"weapons/EMGFire\",5)\n\t    TNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 Radius_Quake(4,3,0,1,0)\n\t    TNT1 A 0 A_SpawnItemEx(\"ELegRifleCasing\",30,3,25,Random(2,4),Random(3,6),Random(3,6),0)\n\t\tTNT1 A 0 A_Light2\n\t\tEMGF D 2 Bright A_FireBullets(8.0,4.8,1,Random(98,100),\"ELLMGPuff\")\n\t\tTNT1 A 0 A_Light0\n\t\tEMGF B 1\n\t\tEMGF C 1\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto Ready+7\n\tFire.Laser:\n\t    TNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\t    TNT1 A 0 A_PlaySound(\"weapons/EMGFire\",5)\n\t    TNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t    TNT1 A 0 A_SpawnItemEx(\"ELegRifleCasing\",30,3,25,Random(2,4),Random(3,6),Random(3,6),0)\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 Bright A_FireBullets(3,2,1,Random(98,100),\"ELLMGPuff\")\n\t\tEMGF A 1 A_RailAttack(-1,0,False,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,0,\"RailTargetPuff\",0,0,0,0,0,0,\"EnragedLaserSight\")\n\t\tEMGF BBBCCC 1 A_RailAttack(-1,0,False,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,0,\"RailTargetPuff\",0,0,0,0,0,0,\"EnragedLaserSight\")\n\t    TNT1 A 0 A_JumpIfInventory(\"ELLMGMagazine\",1,1)\n\t\tTNT1 A 0 A_Light0\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto Ready.Laser\n\t    TNT1 A 0 A_PlaySound(\"weapons/EMGFire\",5)\n\t    TNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t    TNT1 A 0 A_SpawnItemEx(\"ELegRifleCasing\",30,3,25,Random(2,4),Random(3,6),Random(3,6),0)\n\t\tTNT1 A 0 A_Light2\n\t\tEMGF D 2 Bright A_FireBullets(3,2,1,Random(98,100),\"ELLMGPuff\")\n\t\tTNT1 A 0 A_Light0\n\t\tEMGF BBBCCC 1 A_RailAttack(-1,0,False,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,0,\"RailTargetPuff\",0,0,0,0,0,0,\"EnragedLaserSight\")\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto Ready.Laser\n    Empty:\n        EMGG A 10 A_PlayWeaponSound(\"weapons/click\")\n    AltFire:\n  \t    TNT1 A 0 A_JumpIfInventory(\"ELLMGMagazine\",92,2)\n        TNT1 A 0 A_JumpIfInventory(\"ELegendaryLMGBulletMag\",1,3)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"ELegLMGSight\",1,\"Ready.Laser\")\n\t\tGoto Ready+8\n\t\tTNT1 A 0 A_JumpIfInventory(\"ELLMGMagazine\",1,\"MaxReload\")\n\t    EMGR A 1 A_PlayWeaponSound(\"weapons/LMGReload2\")\n \t    EMGR BCD 1\n\t    EMGR E 1 A_FireCustomMissile(\"LegendaryEmptyDrumSpawner\", 0, 0, 0, 1)\n\t    EMGR F 1\n\t\tEMGR GG 25\n\t\tEMGR HIJK 1 A_PlayWeaponSound(\"weapons/LMGReload1\")\n\t    EMGR L 8\n\t\tEMGR MN 2\n\t\tEMGR OP 1\n\t\tEMGR QRSTU 1\n\t\tEMGR V 2\n\t\tEMGR W 3 A_PlayWeaponSound(\"weapons/LMGReload3\")\n\t\tEMGR X 4\n\t\tEMGR Y 3\n\t\tEMGR Z 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"ELegendaryLMGBulletMag\",1,\"Reload\")\n    Reload:\n\t    TNT1 A 0 A_TakeInventory(\"ELegendaryLMGBulletMag\",1)\n\t    TNT1 A 0 A_GiveInventory(\"ELLMGMagazine\",1)\n\t    TNT1 A 0 A_JumpIfInventory(\"ELLMGMagazine\",92,2)\n\t    TNT1 A 0 A_JumpIfInventory(\"ELegendaryLMGBulletMag\",1,\"Reload\")\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"ELegLMGSight\",1,\"Ready.Laser\")\n\t\tGoto Ready+8\n\tMaxReload:\n\t    EMGR A 1 A_PlayWeaponSound(\"weapons/LMGReload2\")\n \t    EMGR BCD 1\n\t    EMGR E 1 A_FireCustomMissile(\"LegendaryEmptyDrumSpawner\", 0, 0, 0, 1)\n\t    EMGR F 1\n\t\tEMGR G 25\n\t\tEMGR HIJK 1 A_PlayWeaponSound(\"weapons/LMGReload1\")\n\t    TNT1 A 0 A_JumpIfInventory(\"ELegendaryLMGBulletMag\",1,\"Reload2\")\n    Reload2:\n\t    TNT1 A 0 A_TakeInventory(\"ELegendaryLMGBulletMag\",1)\n\t    TNT1 A 0 A_GiveInventory(\"ELLMGMagazine\",1)\n\t    TNT1 A 0 A_JumpIfInventory(\"ELLMGMagazine\",92,\"Full\")\n\t    TNT1 A 0 A_JumpIfInventory(\"ELegendaryLMGBulletMag\",1,\"Reload2\")\n    Full:\n\t    EMGR L 8\n\t\tEMGR MN 2\n\t\tEMGR OPQRS 1\n\t    EMGG A 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"ELegLMGSight\",1,\"Ready.Laser\")\n\t    Goto Ready+8\n    GrenadeCheck:\n\t    TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t    Goto Ready+8\n    GrenadeToss:\n  \t    TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t    EMGG GFEDCB 1\n\t    TNT1 A 4\n\t\tHGRN ABC 1\n\t\tHGRN D 2\n\t\tHGRN EFG 1\n\t\tHGRN HI 2\n\t\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\t\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\t\tHGRN J 1\n\t\tHGRN KLM 2\n\t\tHGRN NO 1\n\t\tTNT1 A 6\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\t\tTNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0\n\t\tGoto Ready+1\n    MineCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tGoto Ready+8\n    MineToss:\n  \t    TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t    EMGG GFEDCB 1\n\t\tTNT1 A 8\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tMINE ABCDEF 1\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\t\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\t\tMINE HI 1\n\t\tMINE JK 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\t\tTNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0\n\t\tTNT1 A 5\n\t\tGoto Ready+1\n\tSpawn:\n\t\tEMGL Z 30\n\t\tTNT1 A 0 A_SpawnItemEx(\"EnragedHellionSmoke\",Random(-12,12),Random(-12,12),Random(0,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_CLIENTSIDE,64)\n\t\tLoop\n\t\t}\n}\n\nACTOR ELegLMGSight : Inventory{Inventory.MaxAmount 1 }\n\nACTOR ELLMGMagazine : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 92\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 92\n\tInventory.Icon \"EMGLZ0\"\n\t+IGNORESKILL\n}\n\nACTOR EnragedLaserSight\n{\nRenderStyle Add\nScale 0.01\nAlpha 0.7\n+CLIENTSIDEONLY\n+NOBLOCKMAP\n+DONTSPLASH\n+NOCLIP\n+NOINTERACTION\n+THRUACTORS\n+NOTIMEFREEZE\nDECAL \"\"\nStates\n{\nSpawn:\nDRTR A 2 A_FadeOut(0.5)\n\tStop\n\t}\n}\n\nACTOR ELegendaryLMGBulletMag : Ammo\n{\n\tScale 0.3\n\tInventory.PickupMessage \"Enraged Legendary Bullets\"\n\tInventory.PickupSound \"items/clipbox\"\n\tInventory.Amount 15\n\tInventory.MaxAmount 150\n\tAmmo.BackpackAmount 11\n\tAmmo.BackpackMaxAmount 300\n\tInventory.Icon \"IBLPA0\"\n\t+NOTIMEFREEZE\n\tStates\n\t{\n\tSpawn:\n\t\tIBLP A -1\n\t\tStop\n    }\n}\n\nACTOR ELegendaryBulletBox : ELegendaryLMGBulletMag\n{\n\tScale 0.75\n\tInventory.Amount 40\n\tInventory.PickupMessage \"Enraged Legendary Bullet Crate\"\n\tInventory.PickupSound \"items/clipbox\"\n\tInventory.Icon \"ICBXA0\"\n\tStates\n\t{\n\tSpawn:\n\t\tICBX A -1\n\t\tStop\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/DemonTechPistol.txt",
        "contents": "ACTOR DemonTechPistol : \"Handgun \"\n{\n  Scale 0.8\n  +NOAUTOFIRE\n  +WEAPON.NOALERT\n  +WEAPON.AMMO_OPTIONAL\n  +INVENTORY.UNDROPPABLE\n  Weapon.PreferredSkin \"Handgun-Marine\"\n  Weapon.SelectionOrder 5000\n  Weapon.KickBack 60\n  Inventory.PickupSound \"DTP/Draw\"\n  Weapon.AmmoGive 15\n  Weapon.AmmoUse 1\n  Weapon.AmmoType \"DTPistolMagazine\"\n  Weapon.AmmoType2 \"DemonAmmo\"\n  Inventory.Pickupmessage \"Demon Tech Pistol\"\n  Obituary \"%o isn't supposed to see %k's Demon Tech Pistol obituary.\"\n  Tag \"Demon Tech Pistol\"\n  Weapon.SisterWeapon \"PoweredDemonTechPistol\"\n  States\n  {\n  Spawn:\n\tDTPS Z -1\n\tLoop\n  Ready:\n\tTNT1 A 0 A_PlayWeaponSound(\"DTP/Draw\")\n\tDTP0 ABCD 1\n\tTNT1 A 0 A_JumpIfInventory(\"DTPistolMagazine\",1,\"Ready2\")\n\tGoto Ready3\n  Ready2:\n\tTNT1 A 0 A_JumpIfInventory(\"DTPistolMagazine\",1,1)\n\tGoto Ready3\n\tDTPS A 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tLoop\n  Ready3:\n\tTNT1 A 0 A_JumpIfInventory(\"DTPistolMagazine\",1,\"Ready2\")\n\tDTPS T 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tLoop\n  Deselect:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tDTPS A 1 A_Lower\n\tTNT1 A 0 A_Lower\n\tGoto Deselect+1\n  Select:\n\tTNT1 A 0 A_Raise\n\tWait\n  Fire:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\tTNT1 A 0 A_PlaySound(\"DTP/Fire\",1)\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 A 0 A_FireCustomMissile(\"DemonTechProjectile\",frandom(-1,1),1,0,0,0,frandom(-1,1))\n\tTNT1 A 0 A_Light1\n\tDTPS BC 2 Bright A_GunFlash\n\tTNT1 A 0 A_Light0\n\tDTPS DEFGH 1\n\tDTPS IIJJ 1 A_WeaponReady\n\tGoto Ready2\n  Empty:\n\tDTPS T 10 A_PlayWeaponSound(\"weapons/click\")\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,\"AltFire\")\n\tGoto Ready2\n  AltFire:\n\tTNT1 A 0 A_JumpIfInventory(\"DTPistolMagazine\",16,\"Ready2\")\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,2)\n\tTNT1 A 0\n\tGoto Ready2\n\tDTPS K 2 A_PlaySound(\"DTP/Magout\")\n\tDTPS LMNO 2\n\tDTPS O 16 A_FireCustomMissile(\"PistolEmptyMagSpawner\",0,0,0,1)\n  Reload:\n\tTNT1 A 0 A_TakeInventory(\"DemonAmmo\",1)\n\tTNT1 A 0 A_GiveInventory(\"DTPistolMagazine\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"DTPistolMagazine\",16,\"Full\")\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,\"Reload\")\n\tGoto Full\n  Full:\n\tDTPS P 4 A_PlayWeaponSound(\"DTP/Magin\")\n\tDTPS Q 2 A_PlayWeaponSound(\"DTP/Snap\")\n\tDTPS RST 2\n\tTNT1 A 0 A_PlaySound(\"weapons/demontechsteam\",1)\n\tDTPS UVWXYZ 2\n\tGoto Ready2\n  GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready+5\n  GrenadeToss:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tDTP0 DCBA 1\n\tTNT1 A 4\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1,TIF_NOTAKEINFINITE)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0,false)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN \"NO\" 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\tTNT1 A 0// A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tGoto Ready+1\n  MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready+5\n  MineToss:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tDTP0 DCBA 1\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0,false)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\tTNT1 A 0// A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tGoto Ready+1\n\t}\n}\n\nACTOR DTPistolMagazine : Ammo\n{\nInventory.Amount 0\nInventory.MaxAmount 16\nAmmo.BackpackAmount 0\nAmmo.BackpackMaxAmount 16\nInventory.Icon \"DTPIZ0\"\n+IGNORESKILL\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/FlameSword.txt",
        "contents": "ACTOR FlameSword : Weapon\n{\nSCALE 0.75\n+WEAPON.NOALERT\nWeapon.SelectionOrder 200\nWeapon.SlotNumber 1\nWeapon.AmmoUse1 3\nWeapon.AmmoUse2 3\nWeapon.AmmoGive1 50\nWeapon.AmmoType1 \"DemonAmmo\"\nWeapon.AmmoType2 \"DemonAmmo\"\nInventory.PickupSound \"FSword/Pickup\"\nInventory.PickupMessage \"You got the flame sword of Undead Knight!\"\nObituary \"%o was burned to a crisp by %k.\"\nTag \"Flame Sword\"\nStates\n\t{\n\tSpawn:\n\t\tFSWS AABBCC 2 Bright\n\t\tLoop\n\tReady:\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,\"Ready2\")\n\t\tTNT1 AAA 0 A_StopSound(CHAN_6)\n\t\tFSPU A 2 Bright A_Weaponready\n\t\tLoop\n\tReady2:\n\t\tTNT1 A 0 A_PlaySound(\"FSWLOOP\",CHAN_6,0.3,true)\n\t\tFSWD AABBCC 2 Bright A_Weaponready\n\t\tTNT1 A 0 A_JumpIfHealthLower(200,2)\n\t\tTNT1 A 0 A_Jump(256,4)\n\t\tTNT1 A 0 Healthing(2,200)\n\t\tTNT1 A 0 A_TakeInventory(\"DemonAmmo\",1)\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"Ready\")\n\t\tFSWD AABBCC 2 Bright A_Weaponready\n\t\tTNT1 A 0 A_JumpIfHealthLower(200,2)\n\t\tTNT1 A 0 A_Jump(256,4)\n\t\tTNT1 A 0 Healthing(2,200)\n\t\tTNT1 A 0 A_TakeInventory(\"DemonAmmo\",1)\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"Ready\")\n\t\tFSWD AABBCC 2 Bright A_Weaponready\n\t\tTNT1 A 0 A_JumpIfHealthLower(200,2)\n\t\tTNT1 A 0 A_Jump(256,4)\n\t\tTNT1 A 0 Healthing(2,200)\n\t\tTNT1 A 0 A_TakeInventory(\"DemonAmmo\",1)\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"Ready\")\n\t\tFSWD AABBCC 2 Bright A_Weaponready\n\t\tTNT1 A 0 A_JumpIfHealthLower(200,2)\n\t\tTNT1 A 0 A_Jump(256,4)\n\t\tTNT1 A 0 Healthing(2,200)\n\t\tTNT1 A 0 A_TakeInventory(\"DemonAmmo\",1)\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"Ready\")\n\t\tTNT1 A 0\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0 A_Lower\n\t\tTNT1 A 0 A_StopSound(CHAN_6)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tDeselectLoop:\n\t\tFSPU A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 0 A_Raise\n\t\tFSPU A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_PlaySound(\"FSWRD1\",CHAN_WEAPON)\n\t\tFSWD D 1 Bright\n\t\tFSWD F 1 bright\n\t\tTNT1 A 0 Bright A_FireCustomMissile(\"FlameSwordProjectile\",0,1,24,12,0)\n\t\tFSWD H 1 Bright\n\t\tTNT1 A 0 Bright A_FireCustomMissile(\"FlameSwordProjectile\",0,1,12,6,0)\n\t\tFSWD J 1 Bright\n\t\tTNT1 A 0 Bright A_FireCustomMissile(\"FlameSwordProjectile\",0,1,0,0,0)\n\t\tFSWD H 1 Bright\n\t\tFSWD L 1 Bright\n\t\tTNT1 A 0 Bright A_FireCustomMissile(\"FlameSwordProjectile\",0,1,-12,-6,0)\n\t\tFSWD M 1 Bright\n\t\tFSWD N 1 Bright\n\t\tTNT1 A 0 Bright A_FireCustomMissile(\"FlameSwordProjectile\",0,1,-24,-12,0)\n\t\tFSWD O 2 Bright\n\t\tFSWD P 2 Bright\n\t\tFSWD QRS 1 Bright\n\t\tTNT1 A 18\n\t\tTNT1 A 1\n\t\tGoto Ready\n\tAltFire:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_PlaySound(\"FSWRD1\",CHAN_WEAPON)\n\t\tFSWD D 1 Bright\n\t\tFSWD FGHIJ 1 Bright\n\t\tTNT1 A 0 Bright A_FireCustomMissile(\"FlameSwordProjectile2\",0,1,0,0,0)\n\t\tFSWD K 1 Bright\n\t\tTNT1 A 0 Bright A_FireCustomMissile(\"FlameSwordProjectile2\",0,1,0,0,0)\n\t\tFSWD L 1 Bright\n\t\tTNT1 A 0 Bright A_FireCustomMissile(\"FlameSwordProjectile2\",0,1,0,0,0)\n\t\tFSWD M 1 Bright\n\t\tTNT1 A 0 Bright A_FireCustomMissile(\"FlameSwordProjectile2\",0,1,0,0,0)\n\t\tFSWD L 1 Bright\n\t\tTNT1 A 0 Bright A_FireCustomMissile(\"FlameSwordProjectile2\",0,1,0,0,0)\n\t\tFSWD K 1 Bright\n\t\tTNT1 A 0 Bright A_FireCustomMissile(\"FlameSwordProjectile2\",0,1,0,0,0)\n\t\tFSWD LM 1 Bright\n\t\tTNT1 A 0 Bright A_FireCustomMissile(\"FlameSwordProjectile2\",0,1,0,0,0)\n\t\tFSWD N 2 Bright\n\t\tFSWD O 2 Bright\n\t\tFSWD PQRS 1 Bright\n\t\tTNT1 A 10\n\t\tTNT1 A 1\n\t\tGoto Ready\n\t}\n}\n\nACTOR DKSword\n{\n   Radius 8\n   Height 8\n   Speed 1\n   PROJECTILE\n   RENDERSTYLE Normal\n   -NOGRAVITY\n   +LOWGRAVITY\n   States\n   {\n   Spawn:\n      SWRD KLMNOPQ 3 BRIGHT\n      goto Death\n   Death:\n      SWRD RS 4 BRIGHT\n      SWRD T 4 BRIGHT\n      SWRD U 4\n      SWRD T 4 BRIGHT\n      SWRD U 8\n      SWRD T 4 BRIGHT\n      SWRD U 16\n      SWRD T 4 BRIGHT\n\t  SWRD U 8\n\t  TNT1 A 1 Bright A_SpawnItemEx(\"FlameSword\",0,0,0,0,0,0,0)\n\t  Stop\n   }\n}\n\nACTOR FlameSwordProjectile\n{\nProjectile\nHeight 12\nRadius 3\nSpeed 30\nDecal \"Scorch\"\nRenderStyle Add\nExplosionDamage 34\nExplosionRadius 64\nDamage 15\nSpecies \"Player\"\n+THRUSPECIES\nDamagetype \"PlayerFireSword\"\nSeesound \"monster/dkndrt\"\nDeathSound \"FSword/Impact\"\nObituary \"%o was burned to a crisp by %k.\"\nStates\n\t{\n\tSpawn:\n\t\tDKAT ABC 3 Bright\n\t\tLoop\n\tXDeath:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_GiveToTarget(\"DemonAmmo\",3)\n\tDeath:\n\t\tTNT1 A 0 Bright\n\t    TNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n\t\tDKAT D 4 Bright A_SetTranslucent(0.85,1)\n\t\tDKAT E 3 Bright A_Spawnitem(\"FlameSwordProjectileEffect\")\n\t\tDKAT F 4 Bright A_Explode(80,80,0,1)\n\t\tDKAT G 3 Bright\n\t\tDKAT H 4 Bright\n\t\tDKAT I 3 Bright\n\t\tDKAT J 4 Bright\n\t\tDKAT KLM 3 Bright\n\t\tStop\n\t}\n}\n\nACTOR FlameSwordProjectileEffect\n{\n+NOGRAVITY\n+NOBLOCKMAP\nRenderStyle Translucent\nAlpha 0.6\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tDKAT NOPQRSTUVW 3 Bright\n\t\tStop\n\t}\n}\n\nActor FlameSwordProjectile2 : FlameSwordProjectile\n{\nSpeed 60\nDamage 10\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/BarbatosCannon.txt",
        "contents": "Actor BarbatosCannon : Weapon\n{\n   Weapon.Kickback 300\n   Weapon.AmmoUse 5\n   Weapon.AmmoGive 100\n   Weapon.PreferredSkin \"BehemothCannon-Marine\"\n   Weapon.SelectionOrder 7980\n   Scale 0.95\n   Weapon.AmmoType \"DemonAmmo\"\n   Weapon.AmmoUse2 5\n   Weapon.AmmoType2 \"DemonAmmo\"\n   Inventory.PickupMessage \"You pickup a Barbatos Cannon, R.I.P Barbatos :c\"\n   Inventory.PickupSound \"Barb/Pickup\"\n   Obituary \"%o ate %k's Barbatos Cannon Poisonballs.\"\n   Tag \"Barbatos Cannon\"\n   Weapon.Upsound \"Barb/Raise\"\n   +INVENTORY.UNDROPPABLE\n   States\n   {\n\tSpawn:\n\t\tBRBC H -1\n\t\tStop\n\tReady:\n\t\tBRBC A 1 A_WeaponReady\n\t\tLoop\n\tSelect:\n\t\tBRBC A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tBRBC A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tBRBC D 3 Bright\n\t\tBRBC E 3 Bright A_PlaySound(\"Barb/Fire\", CHAN_WEAPON, 1.0, 0)\n\t\tBRBC F 3 Bright A_FireCustomMissile(\"BarbatosCometPlayer\")\n\t\tBRBC F 0 Bright A_FireCustomMissile(\"BarbatosCometPlayer\", -2)\n\t\tBRBC F 0 Bright A_FireCustomMissile(\"BarbatosCometPlayer\", 2)\n\t\tBRBC G 3 Bright\n\t\tBRBC C 5 Bright\n\t\tBRBC B 5 Bright\n\t\tBRBC A 5 Bright\n\t\tGoto Ready\n\tAltFire:\n\t\tBRBC D 3\n\t\tBRBC E 3 A_PlaySound(\"Barb/Altfire\", CHAN_WEAPON, 1.0, 0)\n\t\tBRBC F 0 A_FireCustomMissile(\"BarbatosSeekingCometPlayer\",-2)\n\t\tBRBC F 0 A_FireCustomMissile(\"BarbatosSeekingCometPlayer\",2)\n\t\tBRBC FG 3\n\t\tBRBC C 5\n\t\tBRBC B 5\n\t\tBRBC A 5\n\t\tGoto Ready\n\t}\n}\n\nACTOR BarbatosCometPlayer : Comet\n{\nDamage 40\nDamageType \"HellComet\"\n+Thruspecies\nSpecies \"Player\"\nMissileType \"\"\nDeathSound \"barbcomet/explosion\"\nStates\n{\nSpawn:\nBRTB AAABBB 1 Bright A_SpawnItemEx(\"BarbCometTail\", 0, 0, 0, 0, 0, 0, 0, 128)\nLoop\nDeath:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\nTNT1 AAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\nTNT1 AAA 0 A_CustomMissile(\"Kaboom13\", 0, 0, random(0,360), random(2,3), random(0,360))\nBRTB C 3 Bright A_Explode(70,100)\nBRTB D 3 Bright A_SetTranslucent(0.75,1)\nTNT1 AAAAA 0 A_SpawnItemEx(\"BarbatosPoisonPlayer\",0,0,10,Random(4,-4),Random(4,-4),Random(4,-2))\nBRTB EFG 3 Bright\nStop\n}\n}\n\nACTOR BarbatosSeekingCometPlayer : BarbatosCometPlayer\n{\n+SeekerMissile\n+ScreenSeeker\nStates\n{\nSpawn:\nTNT1 A 0 A_SeekerMissile(15,15,SMF_LOOK)\nBRTB AAAAA 1 Bright A_SpawnItemEx(\"BarbCometTail\", 0, 0, 0, 0, 0, 0, 0, 128)\nTNT1 A 0 A_SeekerMissile(15,15,SMF_LOOK)\nBRTB BBBBB 1 Bright A_SpawnItemEx(\"BarbCometTail\", 0, 0, 0, 0, 0, 0, 0, 128)\nLoop\n}\n}\n\nACTOR BarbatosPoisonPlayer : PoisonEleBreath\n{\n\tScale 0.7\n\tSpeed 10\n\tSpecies \"Player\"\n\tDamageType \"hellcomet\"\n    States\n    {\n    Spawn:\n        TRPS ABCDEFGDFEGDF 3 A_Explode(2,68)\n    Death:\n\t\tTRPS CCBBAA 1 A_FadeOut(0.15)\n        Stop\n\t\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/RuffianCannon.txt",
        "contents": "Actor RuffianCannon : BehemothCannon\n{\nWeapon.AmmoUse2 10\nInventory.PickupMessage \"Ruffian Cannon\"\nInventory.PickupSound \"Ruff/Pickup\"\nWeapon.Upsound \"Ruff/Raise\"\nObituary \"%o ate %k's Ruffian Cannon comets.\"\nTag \"Ruffian Cannon\"\nStates\n\t{\n\tSpawn:\n\t\tRFMR H -1\n\t\tLoop\n\tReady:\n\t\tRFMR A 1 A_WeaponReady\n\t\tLoop\n\tSelect:\n\t\tRFMR A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0\n\t    TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tDeselectLoop:\n\t\tRFMR A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tRFMR D 3 Bright\n\t\tRFMR E 3 Bright A_PlaySound(\"Ruff/Fire\", CHAN_WEAPON, 1.0, 0)\n\t\tRFMR F 3 Bright A_FireCustomMissile(\"PlayerRuffianComet\")\n\t\tTNT1 A 0 Bright A_FireCustomMissile(\"PlayerRuffianComet\",-2)\n\t\tTNT1 A 0 Bright A_FireCustomMissile(\"PlayerRuffianComet\",2)\n\t\tRFMR G 3 Bright\n\t\tRFMR C 5 Bright\n\t\tRFMR B 5 Bright\n\t\tRFMR A 5 Bright\n\t\tGoto Ready\n\tAltFire:\n\t\tRFMR D 3\n\t\tRFMR E 3 A_PlaySound(\"Ruff/Altfire\", CHAN_WEAPON, 1.0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlayerPaladinComet\",-1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlayerPaladinComet\",1)\n\t\tRFMR FG 3\n\t\tRFMR C 5\n\t\tRFMR B 5\n\t\tRFMR A 5\n\t\tGoto Ready\n\t}\n}\n\nACTOR PlayerRuffianComet : RuffianComet\n{\nDecal \"Scorch\"\nDamage 35\n+THRUSPECIES\n+NODAMAGETHRUST\nSpecies \"Player\"\nDamageType \"HellComet\"\nDeathsound \"Ruff/PExplode\"\nStates\n{\n\tTravel:\n\t\tTNT1 A 0 Bright A_SeekerMissile(6,9,SMF_LOOK)\n\t\tHPCM AA 1 Bright A_SpawnItemEx(\"BlueCometTail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(6,9,SMF_LOOK)\n\t\tHPCM AB 1 Bright A_SpawnItemEx(\"BlueCometTail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(6,9,SMF_LOOK)\n\t\tHPCM BB 1 Bright A_SpawnItemEx(\"BlueCometTail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(6,9,SMF_LOOK)\n\t\tHPCM BC 1 Bright A_SpawnItemEx(\"BlueCometTail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(6,9,SMF_LOOK)\n\t\tHPCM CC 1 Bright A_SpawnItemEx(\"BlueCometTail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(6,9,SMF_LOOK)\n\t\tHPCM DD 1 Bright A_SpawnItemEx(\"BlueCometTail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(6,9,SMF_LOOK)\n\t\tHPCM DA 1 Bright A_SpawnItemEx(\"BlueCometTail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(6,9,SMF_LOOK)\n\t\tHPCM AA 1 Bright A_SpawnItemEx(\"BlueCometTail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(6,9,SMF_LOOK)\n\t\tHPCM BB 1 Bright A_SpawnItemEx(\"BlueCometTail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_Countdown\n\t\tLoop\n\t}\n}\n\nACTOR PlayerPaladinComet : PaladinComet\n{\nDecal \"Scorch\"\nDamage 35\nDeathsound \"Ruff/AExplode\"\n+THRUSPECIES\n+NODAMAGETHRUST\nSpecies \"Player\"\nDamageType \"HellComet\"\nExplosionDamage 200\nExplosionRadius 200\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/SphereOfPowerWeapons/PoweredDemonTechPistol.txt",
        "contents": "ACTOR PoweredDemonTechPistol : DemonTechPistol\n{\n  +WEAPON.POWERED_UP\n   Weapon.AmmoUse 2\n  Weapon.SisterWeapon \"DemonTechPistol\"\n  States\n  {\n  Spawn:\n\tETPS Z -1\n\tLoop\n  Ready:\n\tTNT1 A 0 A_PlayWeaponSound(\"DTP/Draw\")\n\tETP0 ABCD 1\n\tTNT1 A 0 A_JumpIfInventory(\"DTPistolMagazine\",1,\"Ready2\")\n\tGoto Ready3\n  Ready2:\n\tTNT1 A 0 A_JumpIfInventory(\"DTPistolMagazine\",1,1)\n\tGoto Ready3\n\tETPS A 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tLoop\n  Ready3:\n\tTNT1 A 0 A_JumpIfInventory(\"DTPistolMagazine\",1,\"Ready2\")\n\tETPS T 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tLoop\n  Deselect:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tETPS A 1 A_Lower\n\tTNT1 A 0 A_Lower\n\tGoto Deselect+1\n  Select:\n\tTNT1 A 0 A_Raise\n\tWait\n  Fire:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\tTNT1 A 0 A_PlaySound(\"EDTP/Fire\",1)\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 A 0 A_FireCustomMissile(\"PoweredDemonTechProjectile\",frandom(-1,1),1,0,0,0,frandom(-1,1))\n\tTNT1 A 0 A_Light1\n\tETPS BC 2 Bright A_GunFlash\n\tTNT1 A 0 A_Light0\n\tETPS DEFGH 1\n\tETPS IIJJ 1 A_WeaponReady\n\tGoto Ready2\n  Empty:\n\tETPS T 10 A_PlayWeaponSound(\"weapons/click\")\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,\"AltFire\")\n\tGoto Ready2\n  AltFire:\n\tTNT1 A 0 A_JumpIfInventory(\"DTPistolMagazine\",16,\"Ready2\")\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,2)\n\tTNT1 A 0\n\tGoto Ready2\n\tETPS K 2 A_PlaySound(\"DTP/Magout\")\n\tETPS LMNO 2\n\tETPS O 16 A_FireCustomMissile(\"PistolEmptyMagSpawner\",0,0,0,1)\n  Reload:\n\tTNT1 A 0 A_TakeInventory(\"DemonAmmo\",1)\n\tTNT1 A 0 A_GiveInventory(\"DTPistolMagazine\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"DTPistolMagazine\",16,\"Full\")\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,\"Reload\")\n\tGoto Full\n  Full:\n\tETPS P 4 A_PlayWeaponSound(\"DTP/Magin\")\n\tETPS Q 2 A_PlayWeaponSound(\"DTP/Snap\")\n\tETPS RST 2\n\tTNT1 A 0 A_PlaySound(\"EDT/Steam\",1)\n\tETPS UVWXYZ 2\n\tGoto Ready2\n  GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready+5\n  GrenadeToss:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tETP0 DCBA 1\n\tTNT1 A 4\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1,TIF_NOTAKEINFINITE)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0,false)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN \"NO\" 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\tTNT1 A 0// A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tGoto Ready+1\n  MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready+5\n  MineToss:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tETP0 DCBA 1\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0,false)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\tTNT1 A 0// A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tGoto Ready+1\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/SphereOfPowerWeapons/PoweredDTR.txt",
        "contents": "ACTOR \" Demon Tech Rifle \" : \"Demon Tech Rifle \" replaces \"Demon Tech Rifle \"\n{\nWeapon.SisterWeapon \"Powered Demon Tech Rifle\"\n}\n\nACTOR \"Powered Demon Tech Rifle\" : \" Demon Tech Rifle \"\n{\n   Weapon.AmmoUse 2\n   Weapon.SisterWeapon \" Demon Tech Rifle \"\n   +WEAPON.POWERED_UP\n   States\n   {\n   Ready:\n     TNT1 A 0 A_PlayWeaponSound(\"weapons/demontechload\")\n\t STRS ABCDE 1\n   ReadyLoop:\n     TNT1 A 0 A_JumpIfInventory(\"DemonMagazine\",1,2)\n\t TNT1 A 0\n\t Goto NoBuzzing\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_PlaySound(\"EDTR/Idle\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK BB 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK BB 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK CC 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK CC 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK DD 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK DD 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK EE 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK EE 1 A_WeaponReady\n     Goto ReadyLoop\n   NoBuzzing:\n     TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n     STEK A 1 A_WeaponReady\n\t Loop\n   Deselect:\n     TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n     STEK A 1 A_Lower\n     Goto Deselect+1\n   Select:\n\t TNT1 A 0 A_Raise\n\t Wait\n   Fire:\n     TNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\t TNT1 A 0 A_AlertMonsters\n     TNT1 A 0 A_GunFlash\n\t TNT1 A 0 Radius_Quake(4,2,0,1,0)\n     TNT1 A 0 A_Light1\n\t TNT1 A 0 A_PlaySound(\"EDTR/Fire\")\n     STKF A 2 Bright A_FireCustomMissile(\"PoweredDemonTechProjectile\",Random(100,-100)/100.00,1,0,0,0,Random(100,-100)/100.00)\n\t STKF B 1 Bright A_Light2\n     STKF C 2 A_Light0\n     TNT1 A 0 A_ReFire\n     Goto ReadyLoop\n   Empty:\n     STEK A 10 A_PlayWeaponSound(\"weapons/click2\")\n   AltFire:\n  \t TNT1 A 0 A_JumpIfInventory(\"DemonMagazine\",60,2)\n     TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,2)\n\t TNT1 A 0\n\t Goto ReadyLoop\n     STKR AB 2\n\t STKR C 3\n\t STKR D 4 A_PlayWeaponSound(\"weapons/demontecheject\")\n\t TNT1 A 0 A_PlayWeaponSound(\"EDT/Steam\")\n\t STKR EFG 1 Radius_Quake(2,2,0,1,0)\n\t STKR H 2 Radius_Quake(2,2,0,1,0)\n\t STKR I 3 Radius_Quake(2,2,0,1,0)\n\t STKR J 4 A_FireCustomMissile(\"DemonTechEmptyMagSpawner\", 0, 0, 0, 1)\n\t STKR K 15\n\t STKR LM 2\n\t STKR N 2 A_PlayWeaponSound(\"weapons/demontechload\")\n\t TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,\"Reload\")\n\t STKR O 8\n\t STKR O 2 A_PlayWeaponSound(\"weapons/demontechclick\")\n     STKR CB 3\n\t STKR A 2\n\t Goto ReadyLoop\n   Reload:\n\t TNT1 A 0 A_TakeInventory(\"DemonAmmo\",1)\n\t TNT1 A 0 A_GiveInventory(\"DemonMagazine\",1)\n\t TNT1 A 0 A_JumpIfInventory(\"DemonMagazine\",60,\"Full\")\n\t TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,\"Reload\")\n\t Goto AltFire+19\n   Full:\n     TNT1 A 0\n\t Goto AltFire+19\n   GrenadeCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t Goto Ready+6\n   GrenadeToss:\n  \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t STRS EDCBA 1\n\t TNT1 A 4\n\t HGRN ABC 1\n\t HGRN D 2\n\t HGRN EFG 1\n\t HGRN HI 2\n\t TNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\t HGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\t HGRN J 1\n\t HGRN KLM 2\n\t HGRN NO 1\n\t TNT1 A 6\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n     TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t TNT1 A 0\n\t Goto Ready+1\n   MineCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t Goto Ready+6\n   MineToss:\n  \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t STRS EDCBA 1\n\t TNT1 A 8\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t MINE ABCDEF 1\n\t TNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\t MINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\t MINE HI 1\n\t MINE JK 2\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n     TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t TNT1 A 0\n\t TNT1 A 5\n\t Goto Ready+1\n   Spawn:\n     STEP A -1\n     Stop\n     }\n}\n\nACTOR PoweredDemonTechProjectile : DemonTechProjectile\n{\n   Speed 70\n   Damage 16\n   Scale 0.1\n   Decal Scorch\n   +NODAMAGETHRUST\n   States\n   {\n   Spawn:\n\t  TNT1 A 0\n\t  TNT1 A 0 A_Jump(128,\"Spawn2\")\n   Normal:\n   \t  TNT1 A 0 A_Jump(128,\"NormalFX\")\n      PDTS A 1 Bright A_SpawnItemEx(\"PoweredDemonTechTrail\",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)\n      Loop\n   NormalFX:\n\t  TNT1 A 0 A_SpawnItemEx(\"RDTechLightning\",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,0,128)\n      PDTS A 1 Bright A_SpawnItemEx(\"PoweredDemonTechTrail\",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)\n\t  TNT1 A 0 A_SpawnItemEx(\"RDTechLightning2\",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,0,128)\n      PDTS A 1 Bright A_SpawnItemEx(\"PoweredDemonTechTrail\",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)\n      Goto Normal\n   Spawn2:\n\t  TNT1 A 0 A_Jump(128,\"Spawn2FX\")\n      PDTS A 1 Bright A_SpawnItemEx(\"PoweredDemonTechTrail2\",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)\n      Loop\n   Spawn2FX:\n\t  TNT1 A 0 A_SpawnItemEx(\"RDTechLightning\",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,0,128)\n      PDTS A 1 Bright A_SpawnItemEx(\"PoweredDemonTechTrail\",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)\n\t  TNT1 A 0 A_SpawnItemEx(\"RDTechLightning2\",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,0,128)\n      PDTS A 1 Bright A_SpawnItemEx(\"PoweredDemonTechTrail\",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)\n      Goto Spawn2\n   Death:\n   \t  TNT1 A 0\n\t  TNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t  TNT1 A 0 A_SpawnItemEx(\"PoweredDemonTechEx\",0,0,0,0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"Kaboom10\", 0, 0, random(0,360), 2, random(0,360))\n\t  TNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n\t  TNT1 A 1 Bright A_Explode(80,60)\n      Stop\n\t  }\n}\n\nACTOR PoweredDemonTechEx : DemonTechEx\n{\nScale 0.8\nStates\n{\nSpawn:\nSRPG BCDEF 3 Bright A_FadeOut(0.1)\nStop\n}\n}\n\nACTOR PoweredDemonTechTrail : BFG9500Trail\n{\nScale 0.04\nAlpha 0.65\nStates\n{\nSpawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 2\n    PDTT AAAAAABBBBBB 1 Bright A_FadeOut(0.05)\n    Stop\n    }\n}\n\nACTOR PoweredDemonTechTrail2 : DemonTechTrail\n{\nStates\n{\nSpawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 2\n    PDTT AAAAAACCCCC 1 Bright A_FadeOut(0.05)\n    Stop\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/SphereOfPowerWeapons/PoweredDTRailgun.txt",
        "contents": "ACTOR PoweredDemonTechRailgun : \"Demon Tech Railgun\"\n{\n  Decal Scorch\n  Weapon.SisterWeapon \"Demon Tech Railgun \"\n  AttackSound \"EDTRA/Fire\"\n  +WEAPON.POWERED_UP\n  States\n  {\n\tSpawn:\n\t\tPDRI A -1\n\t\tLoop\n\tReady:\n\t\tTNT1 A 0 A_PlaySound(\"EDTRA/Select\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"ChargeUp\")\n\t\tGoto EmptyUp\n\tEmptyUp:\n\t\tTNT1 AAA 0 A_StopSound(6)\n\t\tPDRS FGHIJ 1\n\t\tGoto ReadyEmpty\n\tChargeUp:\n\t\tPDRS ABCDE 1\n\t\tGoto ReadyCharge\n\tReadyEmptyStart:\n\t\tTNT1 AAA 0 A_StopSound(6)\n\t\tPDRG D 1 A_WeaponReady(WRF_NOFIRE)\n\tReadyEmpty:\n\t\tPDRG D 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"ReadyCharge\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tLoop\n\tReadyChargeStart:\n\t\tPDRG AABBCC 1 A_WeaponReady(WRF_NOFIRE)\n\tReadyCharge:\n\t\tTNT1 A 0 A_PlaySound(\"EDTRA/Idle\",6,1.0,1)\n\t\tPDRG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,2)\n\t\tPDRG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,2)\n\t\tPDRG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,2)\n\t\tPDRG B 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,2)\n\t\tPDRG B 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,2)\n\t\tPDRG B 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,2)\n\t\tPDRG C 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,2)\n\t\tPDRG C 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,2)\n\t\tPDRG C 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"ReadyCharge\")\n\t\tGoto ReadyEmptyStart\n\tSelect:\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tDeselect:\n\t\tTNT1 A 0\n\t\tTNT1 AAA 0 A_StopSound(6)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/weapondown\",CHAN_WEAPON)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"Deselect2\")\n\t\tPDRS JIHGF 1 A_Lower\n\t\tWait\n\tDeselect2:\n\t\tPDRS EDCBA 1 A_Lower\n\t\tWait\n\tFire:\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 Radius_Quake(12,4,0,1,0)\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlayerPoweredDTRail\",0,0,0,5)\n\t\tPDRF A 2 Bright A_RailAttack(750,0,1,\"00 FF 85\",None,0,0,\"PlayerRailPuffRed\",0,0,8192,35,0.5,0.5,\"PoweredDTRailCoreTrail\")\n\t\tPDRF B 2 Bright A_Light2\n\t\tTNT1 A 0 A_Light0\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"ChargedRecoil\")\n\t\tGoto EmptyRecoil\n\tEmptyRecoil:\n\t\tTNT1 AAA 0 A_StopSound(6)\n\t\tPDRF KLMN 2\n\t\tPDRF OPQ 1\n\t\tPDRG D 1\n\t\tPDRG DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1 A_WeaponReady(WRF_NOPRIMARY|WRF_NOBOB)\n\t\tGoto ReadyEmptyStart\n\tChargedRecoil:\n\t\tPDRF CDEF 2\n\t\tPDRF GHI 1\n\t\tPDRF J 1\n\t\tPDRF JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 1 A_WeaponReady(WRF_NOPRIMARY|WRF_NOBOB)\n\t\tGoto ReadyChargeStart\n\tEmpty:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/click2\")\n\t\tPDRG DDDDDDDDDDDDDDD 1 A_WeaponReady(WRF_NOFIRE)\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",60,\"ReadyChargeStart\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"ChargeReload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",10,\"EmptyReload\")\n\t\tGoto ReadyEmptyStart\n\tEmptyReload:\n\t\tPDRR WXYZ 2\n\t\tGoto ChargeReload2\n\tChargeReload:\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,1)\n\t\tGoto ReadyChargeStart\n\t\tPDRR ABCD 2\n\tChargeReload2:\n\t\tPDRR EF 2\n\t\tPDRR G 4 A_PlaySound(\"weapons/demontecheject\",6)\n\t\tTNT1 A 0 A_PlaySound(\"EDT/Steam\",1)\n\t\tPDRR HIJ 2\n\t\tPDRR K 3\n\t\tPDRR L 20 A_FireCustomMissile(\"DemonTechEmptyMagSpawner\",random(-13,-15),0,2,1)\n\t\tPDRR MNO 1\n\t\tPDRR PQ 2\n\t\tPDRR R 4\n\t\tPDRR R 6 A_PlayWeaponSound(\"weapons/demontechload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",10,\"Reload\")\n\tLow:\n\t\tPDRR S 4\n\t\tPDRR \"Y\" 3 A_PlayWeaponSound(\"weapons/demontechclick\")\n\t\tPDRR \"X\" 2\n\t\tPDRR W 4\n\t\tGoto ReadyEmptyStart\n\tFull:\n\t\tPDRR S 4\n\t\tPDRR T 3 A_PlayWeaponSound(\"weapons/demontechclick\")\n\t\tPDRR U 2\n\t\tPDRR V 4\n\t\tGoto ReadyChargeStart\n\tReload:\n\t\tTNT1 A 0 A_TakeInventory(\"DemonAmmo\",10,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_GiveInventory(\"DemonAmmoCharge\",10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",60,\"Full\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",10,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"Full\")\n\t\tGoto Low\n\tGrenadeCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"ReadyChargeStart\")\n\t\tGoto ReadyEmptyStart\n\tGrenadeToss:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"GrenadeToss1\")\n\t\tPDRS JIHGF 1\n\t\tGoto GrenadeToss2\n\tGrenadeToss1:\n\t\tPDRS EDCBA 1\n\tGrenadeToss2:\n\t\tTNT1 A 4\n\t\tHGRN ABC 1\n\t\tHGRN D 2\n\t\tHGRN EFG 1\n\t\tHGRN HI 2\n\t\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0,false)\n\t\tHGRN J 1\n\t\tHGRN KLM 2\n\t\tHGRN \"NO\" 1\n\t\tTNT1 A 6\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\t\tTNT1 A 0// A_TakeInventory(\"Hand Grenade\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0\n\t\tGoto Ready+1\n\tMineCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"ReadyChargeStart\")\n\t\tGoto ReadyEmptyStart\n\tMineToss:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"MineToss1\")\n\t\tPDRS JIHGF 1\n\t\tGoto MineToss2\n\tMineToss1:\n\t\tPDRS EDCBA 1\n\tMineToss2:\n\t\tTNT1 A 8\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tMINE ABCDEF 1\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0,false)\n\t\tMINE HI 1\n\t\tMINE JK 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\t\tTNT1 A 0// A_TakeInventory(\"Land Mine\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0\n\t\tTNT1 A 5\n\t\tGoto Ready+1\n    }\n}\n\nACTOR PlayerRailPuffRed : BulletPuff\n{\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 1 A_SpawnItem(\"RailgunImpactEffectRed\")\n\tStop\n\t}\n}\n\nACTOR PoweredDTRail : DTRail\n{\nDamage (Random(75,110))\nSeeSound \"weapons/dtrail\"\nMissileType \"PoweredDTRailTrail\"\nSpecies \"\"\nStates\n{\nSpawn:\n    TNT1 A 1 Bright\n    Loop\nDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"BFGShockwaveRed\", 0, 0, 0, 0, 0, 0, 0, 128)\n    TNT1 AAAA 0 A_CustomMissile(\"EKaboomLN2\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 A 1 A_SpawnItem(\"RailGunImpactEffectRed\")\n\tStop\n\t}\n}\n\nACTOR PoweredDTRailTrail : DTRailTrail\n{\nRadius 6\nHeight 12\nScale 0.1\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 1 bright A_SpawnItemEx(\"EBFGParticle\", random(4,-4), random(4,-4), random(2,-6), 0, 0, 0, 0, 128, 0)\n\tP401 ABC 2 Bright A_FadeOut(0.04)\n\tLoop\n}\n}\n\nACTOR PoweredDTRailCore : DTRail\n{\nDamage 0\nSpeed 500\nMissileType \"PoweredDTRailCoreTrail\"\nSeeSound \"\"\nDeathSound \"\"\nStates\n{\nDeath:\n\tTNT1 A 0\n\tStop\n}\n}\n\nACTOR PoweredDTRailCoreTrail : DTRailTrail\n{\n+NOGRAVITY\n+NOBLOCKMAP\n+NOCLIP\n+NOINTERACTION\n+CLIENTSIDEONLY\nRenderStyle Add\nAlpha 0.75\nScale 0.50\nStates\n{\nSpawn:\n\tTNT1 AA 0\nBurnOut:\n\tPDTP ABC 1 Bright A_FadeOut(0.01)\n\tPDTP BABC 1 Bright A_FadeOut(0.01)\n\tPDTP BABC 1 Bright A_FadeOut(0.01)\n\tPDTP BABC 1 Bright A_FadeOut(0.01)\n\tPDTP BABC 1 Bright A_FadeOut(0.01)\n\tPDTP BABC 1 Bright A_FadeOut(0.01)\n\tPDTP B 1 Bright A_FadeOut(0.01)\n\tPDTP D 2 Bright\n\tPDTP E 2 Bright\n\tPDTP F 2 Bright\n\tStop\n}\n}\n\nACTOR PlayerPoweredDTRail : PoweredDTRail\n{\n   DamageType \"PDTBFG\"\n   Species \"Player\"\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/SphereOfPowerWeapons/PoweredBFG9500.txt",
        "contents": "ACTOR PoweredBFG9500 : BFG9500\n{\n  Weapon.SisterWeapon \"BFG9500\"\n  +WEAPON.POWERED_UP\n  States\n\t{\n\tReady:\n\t\tPFGG A 1 A_WeaponReady\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"EBFG/Up\")\n\tSelectLoop:\n\t\tPFGG A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tDeselectLoop:\n\t\tPFGG A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"BfgUpgrade\",1,\"UpFire\")\n\t\tTNT1 A 0 A_Light1\n\t\tPFGG A 2 Bright A_PlaySound(\"EBFG/Fire\",CHAN_WEAPON)\n\t\tPFGC ABCDE 2 Bright Radius_Quake(2,2,0,1,0)\n\t\tPFGC FGHI 1 Bright Radius_Quake(3,2,0,1,0)\n\t\tPFGC FGHIF 1 Bright Radius_Quake(4,2,0,1,0)\n\t\tPFGC GH 1 Bright Radius_Quake(6,2,0,1,0)\n\t\tTNT1 A 0 A_Light2\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 Radius_Quake(12,4,0,1,0)\n\t\tPBFF A 4 Bright A_FireCustomMissile(\"PoweredBFG9500Ball\",0,1)\n\t\tPBFF B 3 Bright\n\t\tTNT1 A 0 A_Light0\n\t\tPFGR ABCD 1\n\t\tPFGR EFG 2\n\t\tPFGG A 20 A_ReFire\n\t\tGoto Ready\n\tUpFire:\n\t\tTNT1 A 0 A_Light1\n\t\tPFGG A 2 Bright A_PlaySound(\"EBFG/Fire\",CHAN_WEAPON)\n\t\tPFGC ABCDE 2 Bright Radius_Quake(2,2,0,1,0)\n\t\tPFGC FGHI 1 Bright Radius_Quake(3,2,0,1,0)\n\t\tPFGC FGHIF 1 Bright Radius_Quake(4,2,0,1,0)\n\t\tPFGC GH 1 Bright Radius_Quake(6,2,0,1,0)\n\t\tTNT1 A 0 A_Light2\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 Radius_Quake(12,4,0,1,0)\n\t\tPBFF A 4 Bright A_FireCustomMissile(\"UpPoweredBFG9500Ball\",0,1)\n\t\tPBFF B 3 Bright\n\t\tTNT1 A 0 A_Light0\n\t\tPFGR ABCD 1\n\t\tPFGR EFG 2\n\t\tPFGG A 20 A_ReFire(\"UpFire\")\n\t\tGoto Ready\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"BfgUpgrade\",1,2)\n\t\tPFGG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tGoto Ready\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewCell\",600,2)\n\t\tPFGG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tGoto Ready\n\t\tTNT1 A 0 A_Light1\n\t\tPFGG A 2 Bright A_PlaySound(\"EBFG/Fire\",CHAN_WEAPON)\n\t\tPFGC ABCDE 2 Bright Radius_Quake(2,2,0,1,0)\n\t\tPFGC FGHI 1 Bright Radius_Quake(3,2,0,1,0)\n\t\tPFGC FGHIF 1 Bright Radius_Quake(4,2,0,1,0)\n\t\tPFGC GH 1 Bright Radius_Quake(6,2,0,1,0)\n\t\tTNT1 A 0 A_Light2\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 Radius_Quake(12,4,0,1,0)\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",600)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UpPoweredBFG9500Ball\",-0.71,1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UpPoweredBFG9500Ball\",0.71,1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UpPoweredBFG9500Ball\",-2,1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UpPoweredBFG9500Ball\",2,1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UpPoweredBFG9500Ball\",-4,1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UpPoweredBFG9500Ball\",4,1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UpPoweredBFG9500Ball\",-6,1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UpPoweredBFG9500Ball\",6,1)\n\t\tPBFF A 4 Bright\n\t\tPBFF B 3 Bright\n\t\tTNT1 A 0 A_Light0\n\t\tPFGR ABCD 1\n\t\tPFGR EFG 2\n\t\tPFGG A 20 A_ReFire\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nACTOR PoweredBFG9500Ball : BFG9500Ball\n{\nSpeed 70\nDeathSound \"EBFG/Explode\"\n+SEEKERMISSILE\nStates\n\t{\n\tSpawn:\n\t\tPFS3 AAA 1 Bright A_SpawnItemEx(\"PoweredBFGTrailparticle\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 A_SeekerMissile(5,5)\n\t\tPFS3 BBB 1 Bright A_SpawnItemEx(\"PoweredBFGTrailparticle\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 A_SeekerMissile(5,5)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"PoweredBFGShockwave\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tTNT1 AAAAAA 0 A_CustomMissile(\"KaboomBlue\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tPFE3 AB 4 Bright A_SpawnItemEx(\"LegendaryBlueParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\t\tPFE3 CC 2 Bright A_BFGSpray(\"PoweredCustomSpray\")\n\t\tPFE3 DEF 4 Bright\n\t\tStop\n    }\n}\n\nACTOR UpPoweredBFG9500Ball : PoweredBFG9500Ball\n{\n+FORCERADIUSDMG\nDamageType \"\"\nDamageType \"UpBFG9500Ball\"\nDeathSound \"EBFG/Explode\"\nStates\n\t{\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Explode(damage*random(1,8),128,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PoweredBFGShockwave\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tTNT1 AAAAAA 0 A_CustomMissile(\"KaboomBlue\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tPFE3 AB 4 Bright A_SpawnItemEx(\"LegendaryBlueParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tPFE3 CC 2 Bright A_BFGSpray(\"UpPoweredCustomSpray\")\n\t\tPFE3 DEF 4 Bright\n\t\tStop\n\t}\n}\n\nACTOR PoweredCustomSpray : PCustomSpray\n{\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tPFE2 A 6 Bright A_SpawnItemEx(\"GreenParticleSpawnerDT\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tPFE2 BCD 6 Bright\n\t\tStop\n\t}\n}\n\nACTOR UpPoweredCustomSpray : PoweredCustomSpray\n{\nDamageType \"\"\nDamageType \"UpBFGSplash\"\n}\n\nACTOR PoweredBFGShockwave : DTech10KShockwave\n{\nScale 1.0\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nPORI ABCDEFGHIJKLMNOPQR 2 Bright A_FadeOut(0.04)\nStop\n}\n}\n\nACTOR PoweredBFGTrailparticle : BFGTrailParticleGreen\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nSPPO A 2 Bright A_FadeOut(0.015)\nLoop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/SphereOfPowerWeapons/PoweredDTBFG.txt",
        "contents": "ACTOR \"Demon Tech BFG10K \" : \"Demon Tech BFG10K\" replaces \"Demon Tech BFG10K\"\n{\n  Tag \"Demon Tech BFG10k\"\n  Weapon.SisterWeapon \"PoweredDemonTechBFG10k\"\n}\n\nACTOR PoweredDemonTechBFG10k : \"Demon Tech BFG10K \"\n{\n  Weapon.SisterWeapon \"Demon Tech BFG10K \"\n  +WEAPON.POWERED_UP\n  Weapon.AmmoUse 150\n  States\n  {\n  Select:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Select2\")\n    TNT1 A 0 A_PlayWeaponSound(\"EDTBFG/Up\")\n    SBFI A 1 A_Raise\n    Goto Select+2\n  Select2:\n    TNT1 A 0 A_PlayWeaponSound(\"EDTBFG/Up\")\n    SBFE A 1 A_Raise\n    Goto Select2+1\n  Deselect:\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Deselect2\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tSBFI A 1 A_Lower\n    Goto Deselect+5\n  Deselect2:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tSBFE A 1 A_Lower\n    Goto Deselect2+1\n  Ready:\n    TNT1 A 0 A_JumpIfNoAmmo(\"Ready2\")\n\tTNT1 A 0 A_PlayWeaponSound(\"EDTBFG/Idle\")\n    SBFI AAAABBBBCCCCBBBB 1 A_WeaponReady\n    Loop\n  Ready2:\n    TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",150,\"Ready\")\n\tSBFE A 1 A_WeaponReady\n\tLoop\n  Fire:\n\tTNT1 A 0 A_Light1\n    TNT1 A 0 A_PlayWeaponSound(\"EDTBFG/Fire\")\n\tSBFG C 2 Bright Radius_Quake(1,2,0,1,0)\n    SBFG DE 2 Bright Radius_Quake(2,2,0,1,0)\n    SBFG FGH 2 Bright Radius_Quake(4,2,0,1,0)\n\tSBFG IJK 1 Bright Radius_Quake(6,3,0,1,0)\n\tSBFG L 15 Bright Radius_Quake(8,3,0,1,0)\n\tTNT1 A 0 A_Light2\n    TNT1 A 0 A_GunFlash\n\tSBFG M 2 Bright Radius_Quake(10,4,0,1,0)\n\tTNT1 A 0 A_Recoil(10)\n\tTNT1 A 0 Radius_Quake(12,6,0,1,0)\n\tSBFG N 2 Bright A_FireCustomMissile(\"PoweredDTBFG10KBall\",0,1,0,0)\n\tSBFG OP 1 Bright\n\tTNT1 A 0 A_Light0\n\tSBFG QRST 2 Bright\n\tTNT1 A 0 Radius_Quake(3,10,0,1,0)\n\tTNT1 A 0 A_PlaySound(\"EDTBFG/Steam\")\n\tSBFE AAAAAAAAAAAA 1 A_FireCustomMissile(\"DTech10KSteam\",-58+Random(-4,4),0,0,0)\n\tSBFE A 20\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",150,1)\n\tGoto Ready2\n\tSBFE A 60 A_PlayWeaponSound(\"EDTBFG/Cool\")\n\tSBFE A 10 A_PlayWeaponSound(\"EDTBFG/Ready\")\n\tGoto Ready\n\t}\n}\n\nACTOR PoweredDTBFG10KBall : DTBFG10KBall\n{\nSpeed 10\n+STRIFEDAMAGE\nDecal \"Scorch\"\nStates\n{\nSpawn:\n    TNT1 A 0\n\tTNT1 A 0 A_Jump(128,\"DTBFGSFX\")\n    TNT1 A 0 A_AlertMonsters\n    TNT1 A 0 A_PlaySoundEx(\"EDTBFG/Ball\",\"Voice\",1)\n    TNT1 A 0 A_SpawnItemEx(\"ProjectileTrailParticleOrange2\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n    CRS1 A 1 Bright A_SpawnItemEx(\"PoweredPlayerDTBFGProjectileAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n    TNT1 A 0 A_SpawnItemEx(\"ProjectileTrailParticleOrange2\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n    CRS1 B 1 Bright A_SpawnItemEx(\"PoweredPlayerDTBFGProjectileAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n    TNT1 A 0 A_SpawnItemEx(\"ProjectileTrailParticleOrange2\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n    CRS1 C 1 Bright A_SpawnItemEx(\"PoweredPlayerDTBFGProjectileAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n    TNT1 A 0 A_SpawnItemEx(\"ProjectileTrailParticleOrange2\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n    CRS1 D 1 Bright A_SpawnItemEx(\"PoweredPlayerDTBFGProjectileAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n    Loop\nDTBFGSFX:\n    TNT1 A 0 A_AlertMonsters\n    TNT1 A 0 A_PlaySoundEx(\"EDTBFG/Ball\",\"Voice\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"DTBFGLightningRed\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n    TNT1 A 0 A_SpawnItemEx(\"ProjectileTrailParticleOrange2\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n    CRS1 A 1 Bright A_SpawnItemEx(\"PoweredPlayerDTBFGProjectileAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\tTNT1 A 0 A_SpawnItemEx(\"DTBFGLightningRed2\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n    TNT1 A 0 A_SpawnItemEx(\"ProjectileTrailParticleOrange2\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n    CRS1 B 1 Bright A_SpawnItemEx(\"PoweredPlayerDTBFGProjectileAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\tTNT1 A 0 A_SpawnItemEx(\"DTBFGLightningRed\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n    TNT1 A 0 A_SpawnItemEx(\"ProjectileTrailParticleOrange2\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n    CRS1 C 1 Bright A_SpawnItemEx(\"PoweredPlayerDTBFGProjectileAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\tTNT1 A 0 A_SpawnItemEx(\"DTBFGLightningRed2\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n    TNT1 A 0 A_SpawnItemEx(\"ProjectileTrailParticleOrange2\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n    CRS1 D 1 Bright A_SpawnItemEx(\"PoweredPlayerDTBFGProjectileAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n    Goto Spawn\nDeath:\n    TNT1 A 0\n\tTNT1 A 0 A_SetTranslucent(0.75,1)\n\tTNT1 A 0 Radius_Quake(5,60,0,10,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"PoweredDTBFG10KTracer\",0,0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"PoweredDTBFG10KTracer\",0,0,10,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"PoweredDTBFG10KTracer\",0,0,20,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"PoweredDTBFG10KTracer\",0,0,30,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"PoweredDTBFG10KTracer\",0,0,40,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"PoweredDTBFG10KTracer\",0,0,50,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"PoweredDTBFG10KTracer\",0,0,60,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"PoweredDTBFG10KTracer\",0,0,70,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"PoweredDTBFG10KTracer\",0,0,80,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"PoweredDTBFG10KTracer\",0,0,90,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"PoweredDTBFG10KTracer\",0,0,100,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"PoweredDTBFG10KTracer\",0,0,110,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"PoweredDTBFG10KTracer\",0,0,120,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"PoweredDTBFG10KTracer\",0,0,130,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"PoweredDTBFG10KTracer\",0,0,140,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"PoweredDTBFG10KTracer\",0,0,150,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"PoweredDTBFG10KTracer\",0,0,160,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"PoweredDTBFG10KTracer\",0,0,170,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"PoweredDTBFG10KTracer\",0,0,180,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"PoweredDTBFG10KTracer\",0,0,190,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"PoweredDTBFG10KTracer\",0,0,200,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"PoweredDTBFG10KTracer\",0,0,210,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"PoweredDTBFG10KTracer\",0,0,220,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"PoweredDTBFG10KTracer\",0,0,230,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"PoweredDTBFG10KTracer\",0,0,240,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"PoweredDTBFG10KTracer\",0,0,250,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"PoweredDTBFG10KTracer\",0,0,260,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"PoweredDTBFG10KTracer\",0,0,270,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"PoweredDTBFG10KTracer\",0,0,280,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"PoweredDTBFG10KTracer\",0,0,290,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"PoweredDTBFG10KTracer\",0,0,300,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"PoweredDTBFG10KTracer\",0,0,310,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"PoweredDTBFG10KTracer\",0,0,320,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"PoweredDTBFG10KTracer\",0,0,330,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"PoweredDTBFG10KTracer\",0,0,340,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"PoweredDTBFG10KTracer\",0,0,350,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"DTBFGLightningRedSpawner\", 0, 0, 15, 0, 0, 0, 0, 128)\n\tCRS1 ABCD 6 Bright A_SpawnItemEx(\"DTech10KShockwave\", 0, 0, 15, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_Explode(480,240)\n\tTNT1 A 0 A_StopSoundEx(\"Voice\")\n\tTNT1 A 0 Radius_Quake(15,20,0,20,0)\n\tTNT1 A 0 A_PlaySound(\"EDTBFG/Explode\")\n\tTNT1 A 0 A_SpawnItemEx(\"DTech10KShockwave2\", 0, 0, 15, 0, 0, 0, 0, 128)\n    TNT1 A 20 Bright A_SpawnItem(\"RedDTBFGEx\",0,-10)\n    Stop\n    }\n}\n\nACTOR PoweredPlayerDTBFGProjectileAttack : PlayerDTBFGProjectileAttack\n{\nMissileType \"PoweredPlayerDTBFGRailgunSlug\"\nStates\n{\nSpawn:\n    TNT1 A 0\n\tTNT1 AAAAA 1 A_Look\n\tStop\nSee:\n    TNT1 A 0\n\tTNT1 A 1 A_JumpIfCloser(1250,\"Attack\")\n\tStop\nAttack:\n    TNT1 A 0\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_MissileAttack\n\tTNT1 A 1 A_CustomRailgun(-1,0,NONE,\"Red\",1,1,2)\n\tGoto Death\nDeath:\n\tTNT1 A 1\n\tStop\n\t}\n}\n\nACTOR PoweredPlayerDTBFGRailgunSlug : PlayerDTBFGRailgunSlug\n{\n   DamageType \"Player2hu\"\n   Damage 4\n}\n\nACTOR PoweredDTBFG10KTracer : DTBFG10KTracer\n{\n   DamageType \"Player2hu\"\n   Damage 20\n   States\n   {\n   Spawn:\n      TNT1 A 15\n\t  Stop\n   Death:\n      TNT1 A 1\n      Stop\n   XDeath:\n\t  TNT1 A 0\n      TNT1 A 1 A_SpawnItem(\"CustomSpray2\")\n      Stop\n\t  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/SphereOfPowerWeapons/PoweredRapidShotgun.txt",
        "contents": "Actor EmpoweredRapidShotgun : RapidShotgun\n{\n+WEAPON.POWERED_UP\nWeapon.SisterWeapon \"RapidShotgun\"\nAttackSound \"weapons/ExplosiveSG/fire\"\n  States\n  {\n  Spawn:\n    HCNG A -1\n    Stop\n  Flash:\n    TNT1 A 1 A_Light1\n    TNT1 A 1 A_Light2\n    TNT1 A 0 A_Light0\n    Goto LightDone\n  Ready:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/minigunpickup\")\n\tMGRE ABCDE 1\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n    ECHG A 1 A_WeaponReady\n\tGoto Ready+6\n  Deselect:\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n    TNT1 A 0 A_TakeInventory(\"RapidShotgunSpin\",2)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tECHG A 1 A_Lower\n\tGoto Deselect+5\n  Select:\n\tTNT1 A 0 A_Raise\n\tWait\n  Fire:\n    TNT1 A 0 A_JumpIfInventory(\"AgilityRuneRage\",1,\"FastSpin\")\n    TNT1 A 0 A_JumpIfInventory(\"RapidShotgunSpin\",1,\"Hold\")\n    TNT1 A 0 A_Playsound(\"EMPRS/Start\",6)\n    ECHG A 1\n    ECHG BCDABCDABCDABCD 1 //ABCDABC 1\n    TNT1 A 0 A_Refire\n    TNT1 A 0 A_Playsound(\"EMPRS/End\",6)\n    Goto SpinStop\n  Hold:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"JustSpin\")\n    TNT1 A 0 A_GiveInventory(\"RapidShotgunSpin\",1)\n    TNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_PlaySound(\"EMPRS/Loop\",6,1.0,1)\n    TNT1 A 0 A_JumpIfInventory(\"AgilityRuneRage\",1,\"FastHold\")\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"PlayerExplosiveTracer\",Random(-10,10),0,0,0,0,frandom(-6,6))\n\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_FireBullets(15,12.2,4,Random(1,5)*random(3,6),\"ModdedBulletPuff\",FBF_USEAMMO|FBF_NORANDOM)\n    ECHG E 2 Bright A_FireBullets(11.8,7.3,3,random(1,5)*random(6,9),\"ModdedBulletPuff\",FBF_NORANDOM)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"JustSpin\")\n    ECHG BC 1\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"PlayerExplosiveTracer\",Random(-10,10),0,0,0,0,frandom(-6,6))\n\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_FireBullets(15,12.2,4,Random(1,5)*random(3,6),\"ModdedBulletPuff\",FBF_USEAMMO|FBF_NORANDOM)\n    ECHG F 2 Bright A_FireBullets(11.8,7.3,3,random(1,5)*random(6,9),\"ModdedBulletPuff\",FBF_NORANDOM)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"JustSpin\")\n    ECHG BC 1\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"PlayerExplosiveTracer\",Random(-10,10),0,0,0,0,frandom(-6,6))\n\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_FireBullets(15,12.2,4,Random(1,5)*random(3,6),\"ModdedBulletPuff\",FBF_USEAMMO|FBF_NORANDOM)\n    ECHG H 2 Bright A_FireBullets(11.8,7.3,3,random(1,5)*random(6,9),\"ModdedBulletPuff\",FBF_NORANDOM)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"JustSpin\")\n    ECHG BC 1\n    TNT1 A 0 A_Refire\n    TNT1 A 0 A_JumpIfInventory(\"AgilityRuneRage\",1,\"FastHoldSpinStop\")\n    TNT1 A 0 A_Playsound(\"EMPRS/End\",6)\n    ECHG CDABCDABCDA 1 A_WeaponReady(WRF_NOSECONDARY)\n    ECHG BCD 2 A_WeaponReady(WRF_NOSECONDARY)\n    TNT1 A 0 A_TakeInventory(\"RapidShotgunSpin\",2)\n    ECHG AB 2\n    ECHG CD 3\n    Goto Ready+6\n  JustSpin:\n    TNT1 A 0 A_JumpIfInventory(\"AgilityRuneRage\",1,\"FastJustSpin\")\n    TNT1 A 0 A_GiveInventory(\"RapidShotgunSpin\",1)\n\tTNT1 A 0 A_PlaySound(\"EMPRS/Loop\",6,1.0,1)\n    ECHG DABCDABCDAB 1 A_JumpIfInventory(\"NewShell\",1,\"Hold\")\n    TNT1 A 0 A_Refire(\"JustSpin\")\n    TNT1 A 0 A_JumpIfInventory(\"AgilityRuneRage\",1,\"FastHoldSpinStop\")\n    TNT1 A 0 A_Playsound(\"EMPRS/End\",6)\n    ECHG CDABCDABCDA 1 A_WeaponReady(WRF_NOSECONDARY)\n    ECHG BCD 2 A_WeaponReady(WRF_NOSECONDARY)\n    TNT1 A 0 A_TakeInventory(\"RapidShotgunSpin\",2)\n    ECHG AB 2\n    ECHG CD 3\n    Goto Ready+6\n  FastJustSpin:\n    TNT1 A 0 A_GiveInventory(\"RapidShotgunSpin\",1)\n\tTNT1 A 0 A_PlaySound(\"EMPRS/Loop\",6,1.0,1)\n    ECHG DBDBDB 1 A_JumpIfInventory(\"NewShell\",1,\"Hold\")\n    TNT1 A 0 A_Refire(\"JustSpin\")\n    TNT1 A 0 A_JumpIfInventory(\"AgilityRuneRage\",1,\"FastHoldSpinStop\")\n    TNT1 A 0 A_Playsound(\"EMPRS/End\",6)\n    ECHG CDABCDABCDA 1 A_WeaponReady(WRF_NOSECONDARY)\n    ECHG BCD 2 A_WeaponReady(WRF_NOSECONDARY)\n    TNT1 A 0 A_TakeInventory(\"RapidShotgunSpin\",2)\n    ECHG AB 2\n    ECHG CD 3\n    Goto Ready+6\n  SpinStop:\n    TNT1 A 0 A_JumpIfInventory(\"AgilityRuneRage\",1,\"FastHoldSpinStop\")\n    ECHG A 0 A_GiveInventory(\"RapidShotgunSpin\",1)\n    ECHG B 0 A_Playsound(\"EMPRS/End\",6)\n    ECHG ABCDABCDABCDA 1 A_WeaponReady(WRF_NOSECONDARY)\n    ECHG BCD 2 A_WeaponReady(WRF_NOSECONDARY)\n    TNT1 A 0 A_TakeInventory(\"RapidShotgunSpin\",2)\n    ECHG AB 2\n    ECHG CD 3\n    Goto Ready+6\n  FastHold:\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"PlayerExplosiveTracer\",Random(-10,10),0,0,0,0,frandom(-6,6))\n\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_FireBullets(15,12.2,4,Random(1,5)*random(3,6),\"ModdedBulletPuff\",FBF_USEAMMO|FBF_NORANDOM)\n    ECHG E 4 Bright A_FireBullets(11.8,7.3,3,random(1,5)*random(6,9),\"ModdedBulletPuff\",FBF_NORANDOM)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"JustSpin\")\n    ECHG BC 2\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"PlayerExplosiveTracer\",Random(-10,10),0,0,0,0,frandom(-6,6))\n\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_FireBullets(15,12.2,4,Random(1,5)*random(3,6),\"ModdedBulletPuff\",FBF_USEAMMO|FBF_NORANDOM)\n    ECHG F 4 Bright A_FireBullets(11.8,7.3,3,random(1,5)*random(6,9),\"ModdedBulletPuff\",FBF_NORANDOM)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"JustSpin\")\n    ECHG BC 2\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"PlayerExplosiveTracer\",Random(-10,10),0,0,0,0,frandom(-6,6))\n\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\",12,-6,36,Random(2,6),0,Random(1,3),Random(-80,-90),SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_FireBullets(15,12.2,4,Random(1,5)*random(3,6),\"ModdedBulletPuff\",FBF_USEAMMO|FBF_NORANDOM)\n    ECHG H 4 Bright A_FireBullets(11.8,7.3,3,random(1,5)*random(6,9),\"ModdedBulletPuff\",FBF_NORANDOM)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"JustSpin\")\n    ECHG BC 2\n    TNT1 A 0 A_Refire(\"Hold\")\n    TNT1 A 0 A_JumpIfInventory(\"AgilityRuneRage\",1,\"FastHoldSpinStop\")\n    TNT1 A 0 A_Playsound(\"HeavyChaingun/Down\",6)\n    ECHG CDABCDABCDA 1 A_WeaponReady(WRF_NOSECONDARY)\n    ECHG BCD 2 A_WeaponReady(WRF_NOSECONDARY)\n    ECHG AB 2\n    ECHG CD 3\n    Goto Ready+6\n  FastSpin:\n    TNT1 A 0 A_JumpIfInventory(\"RapidShotgunSpin\",1,\"Hold\")\n    TNT1 A 0 A_Playsound(\"HeavyChaingun/Sart\",6)\n    ECHG A 1\n    ECHG BDBDBDB 1 //DBDB 1\n    TNT1 A 0 A_Refire\n    Goto SpinStop\n  FastHoldSpinStop:\n    ECHG A 0 A_GiveInventory(\"RapidShotgunSpin\",1)\n    TNT1 A 0 A_Playsound(\"HeavyChaingun/Down\",6)\n    ECHG ACACACA 1 A_WeaponReady(WRF_NOSECONDARY)\n    ECHG BD 2 A_WeaponReady(WRF_NOSECONDARY)\n    TNT1 A 0 A_TakeInventory(\"RapidShotgunSpin\",2)\n    ECHG A 2\n    ECHG C 3\n    Goto Ready+6\nMineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready+7\nMineToss:\n  \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tMGRE EDCBA 1\n\tMGRE A 1\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n    TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tGoto Ready+1\nGrenadeCheck:\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tGoto Ready+6\nGrenadeToss:\n  \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tMGRE EDCBA 1\n\tTNT1 A 6\n\tHGRN ABC 1\n\tHGRN D 1\n\tHGRN EFGHI 1\n\tTNT1 A 14 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGRN J 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN K 1\n\tHGRN LMNO 2\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n    TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0\n\tGoto Ready+1\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/SphereOfPowerWeapons/Powered10k.txt",
        "contents": "ACTOR BFG10K2 : \"BFG10K \" replaces \"BFG10K \"\n{\n  Weapon.SisterWeapon \"PoweredBFG10k\"\n  Tag \"BFG10k\"\n}\n\nACTOR PoweredBFG10k : BFG10K2\n{\n  Weapon.AmmoUse 8\n  Weapon.SisterWeapon \"BFG10K2\"\n  +WEAPON.POWERED_UP\n  States\n  {\n  Ready:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Ready2\")\n\tTNT1 A 0 A_PlayWeaponSound(\"EB10K/Idle\")\n\tEG2G AAABBBCCCDDD 1 A_WeaponReady\n\tLoop\n  Ready2:\n\tTNT1 A 0 A_JumpIfInventory(\"NewCell\",8,\"Ready\")\n\tEGE2 A 1 A_WeaponReady\n\tLoop\n  Select:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Select2\")\n\tTNT1 A 0 A_Playsound(\"EB10K/Up\")\n  SelectLoop:\n\tEG2G A 1 A_Raise\n\tLoop\n  Select2:\n\tTNT1 A 0 A_PlayWeaponSound(\"EB10K/Up\")\n  Select2Loop:\n\tEGE2 A 1 A_Raise\n\tLoop\n  Deselect:\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Deselect2\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n  DeselectLoop:\n\tEG2G A 1 A_Lower\n\tLoop\n  Deselect2:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n  Deselect2Loop:\n\tEGE2 A 1 A_Lower\n\tLoop\n  Fire:\n\tEG2G E 25 A_PlayWeaponSound(\"EB10K/Charge\")\n\tEG2G F 4\n\tEG2G GHIJ 1\n\tGoto Hold\n  Hold:\n\tTNT1 A 0 Bright\n\tEG2E A 1 Bright A_GunFlash\n\tEG2G K 1 Bright\n\tTNT1 A 0 A_PlaySound(\"EB10K/Fire\")\n\tTNT1 A 0 Radius_Quake(6,3,0,1,0)\n\tEG2E B 1 Bright A_FireCustomMissile(\"EmpoweredBFG15KBall\",Random(100,-100)/100.00,1,0,0,0,Random(100,-100)/100.00)\n\tEG2G LMNO 1\n\tTNT1 A 0 A_ReFire\n\tEG2G O 35 A_PlaySound(\"EB10K/Cool\")\n\tGoto Ready\n\t}\n}\n\nACTOR EmpoweredBFG15KBall : BFG15KBall\n{\n  Speed 50\n  DeathSound \"EB10K/Explode\"\n  +SEEKERMISSILE\n  States\n  {\n  Spawn:\n    EPS1 AB 2 Bright A_SpawnItemEx(\"PoweredBFGTrailparticle\",Random(-8,8),Random(-8,8),Random(-8,8),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)\n\tTNT1 A 0 A_SeekerMissile(3,3,SMF_LOOK)\n    Loop\n  Death:\n\tTNT1 A 0\n    TNT1 A 0 A_SpawnItemEx(\"PoweredBFGShockwave\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AA 0 A_CustomMissile(\"KaboomBlue\", 0, 0, random(0,360), 2, random(0,360))\n    EPE1 A 4 Bright A_Explode\n    EPE1 BCDEF 4 Bright\n    Stop\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/EnragedLegendaryAssaultCaptain.txt",
        "contents": "ACTOR EnragedLegendaryAssaultCaptain\n{\n    Health 1300\n    Radius 20\n    Height 56\n    Speed 20\n    PainChance 20\n    MONSTER\n    +NOTIMEFREEZE\n\t+NOFEAR\n\t+BOSS\n\t+BOSSDEATH\n\t+FLOORCLIP\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+QUICKTORETALIATE\n\t+NOICEDEATH\n\t+NODROPOFF\n\t+DONTGIB\n\t+NOTARGET\n\t+NORADIUSDMG\n\t+BRIGHT\n    SeeSound \"Elasgguy/sight\"\n    PainSound \"Elasgguy/pain\"\n    DeathSound \"Elasgguy/death\"\n    ActiveSound \"Elasgguy/active\"\n    Obituary \"%o was shot on sight by an Enraged Legendary Assault Captain\"\n\tTag \"\\c[m6]Enraged\\c- \\c[z3]Legendary Assault Captain\\c-\"\n\tBloodColor \"Red\"\n\tDropItem \"LegendaryBossLifeEssence\" 256\n\tDropItem \"LegendaryBossArmorBonusMax\" 256\n\tDropItem \"LegendaryBossLifeEssence\" 128\n\tDropItem \"LegendaryBossArmorBonusMax\" 128\n\tDropItem \"Enraged Legendary Assault Shotgun\" 256\n\tDropItem \"EnragedLegendaryShell\" 256 4\n\tDropItem \"EnragedLegendaryShellBox\" 128\n\tDropItem \"LegAmmoSphere\" 93 1\n\tDropItem \"EnragedLegendaryArmor\" 85\n\tDropItem \"HandGrenadeAmmo\" 235 2\n\tDropItem \"MineAmmo\" 240 2\n\tDropItem \"Backpack\" 200 1\n\tDropItem \"Armorplate\" 210 1\n\tDropItem \"Portablemedkit\" 215 1\n\tDropItem \"StimKit\" 220 3\n\tDropItem \"HealthFlask\" 225 5\n\tDropItem \"LegendaryRune\" 70 1\n\tDropItem \"LegendaryPowerShard\" 110 1\n    DropItem \"EnragedLegendaryPowerShard\" 15 1\n\tSpecies \"Zombie\"\n\tDamageFactor \"PDTBFG\", 0.20\n\tDamageFactor \"PDTBFGTracer\", 0.20\n\tDamageFactor \"PlayerDevBall\", 0.120\n\tDamageFactor \"PlayerDevBall2\", 0.120\n\tDamageFactor \"PlayerDTBFGRailgunSlug\", 0.75\n\tDamageFactor \"PlayerDevTracer\", 0.120\n\tDamageFactor \"DBFG10K2\", 0.1\n    DamageFactor \"PlayerDBFG10K2\", 0.1\n    DamageFactor \"DBFG2\", 0.1\n    DamageFactor \"PlayerDBFG2\", 0.1\n\tDamageFactor \"Legendary\", 0.0\n\tDamageFactor \"LegendaryPlayer\", 0.0\n\tDamageFactor \"LACGrenade\", 0.0\n\tDamageFactor 0.65\n\tvar int user_music;\n\tvar int user_protection;\n\tvar int user_protected;\n\tvar int user_ammo;\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n        IASG A 10 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\t\tIASG Z 10 A_Look\n        Loop\n    See:\n\t\tTNT1 A 0 A_JumpIf(user_music == 1,3)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,403)\n\t\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n\t    TNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n        IASG AA 4 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\t\tIASG BB 4 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"FootStep\")\n\t\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\t\tIASG CC 4 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\t\tIASG DD 4 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"FootStep\")\n\t\tTNT1 A 0 A_Jump(64,\"Mine\",\"Rush\",\"DodgeLeft\",\"DodgeRight\",\"Chase\")\n\t\tLoop\n    Chase:\n\t    TNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\t\tIASG AA 1 A_FastChase\n\t\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_Jump(1,\"Heal\")\n\t\tIASG A 0 A_JumpIfCloser(130,\"Dodge\")\n\t\tIASG AA 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\t\tIASG A 0 A_JumpIfCloser(130,\"Dodge\")\n\t\tIASG BB 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\t\tIASG A 0 A_JumpIfCloser(130,\"Dodge\")\n\t\tIASG BB 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\n\t\tIASG A 0 A_JumpIfCloser(150,\"Dodge\")\n\t\tIASG CC 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_Jump(10,\"Heal\")\n\t\tIASG A 0 A_JumpIfCloser(150,\"Dodge\")\n\t\tIASG CC 1 A_FastChase\n\t\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\t\tIASG A 0 A_JumpIfCloser(130,\"Dodge\")\n\t\tIASG DD 1 A_FastChase\n\t\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\t\tIASG A 0 A_JumpIfCloser(130,\"Dodge\")\n\t\tIASG DD 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\n\t\tTNT1 A 0 A_Jump(95,\"Mine\")\n\t\tIASG A 0 A_Jump(128,\"Dodge\")\n\t\tLoop\n\tRush:\n\t\tTNT1 A 0 A_SpawnItem(\"FootStep\")\n\t\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"ELegASGZombieGhostA\")\n\t\tIASG A 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"ELegASGZombieGhostA\")\n\t\tIASG A 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"ELegASGZombieGhostB\")\n\t\tIASG B 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"ELegASGZombieGhostB\")\n\t\tIASG B 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"FootStep\")\n\t\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"ELegASGZombieGhostC\")\n\t\tIASG C 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"ELegASGZombieGhostC\")\n\t\tIASG C 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"ELegASGZombieGhostD\")\n\t\tIASG D 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"ELegASGZombieGhostD\")\n\t\tIASG D 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"FootStep\")\n\t\tTNT1 A 0 A_Jump(85,\"See\")\n\t\tLoop\n   GrenadeAttack:\n        TNT1 A 0 A_PlaySound(\"weapons/hgrenadepin\",0,1.0,0)\n\t\tIASG CE 4 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/hgrenadethrow\",0,1.0,0)\n\t\tIASG CE 4 A_FaceTarget\n\t\tIASG E 1 A_CustomMissile(\"ELACGrenade\",32,0,0,2,4)\n\t\tIASG CE 4 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/hgrenadepin\",0,1.0,0)\n\t\tIASG CE 4 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/hgrenadethrow\",0,1.0,0)\n\t    IASG CE 4 A_FaceTarget\n\t\tIASG E 1 A_CustomMissile(\"ELACGrenade\",32,0,0,2,4)\n\t\tGoto Rail\n\tHeal:\n\t    TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\")\n\t    IASG A 5\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\")\n\t\tTNT1 A 0 HealThing(5)\n\t\tTNT1 A 0 A_PlaySound(\"pickups/flask\",0,1.0,0)\n\t\tGoTo See\n\tHeal2:\n\t    TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\")\n\t\tIASG A 5\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\")\n\t\tTNT1 A 0 HealThing(15)\n\t\tTNT1 A 0 A_PlaySound(\"pickups/pstimpack\",0,1.0,0)\n\t\tGoTo See\n\tHeal3:\n\t    TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\")\n\t\tIASG A 5\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\")\n\t\tTNT1 A 0 HealThing(25)\n\t\tTNT1 A 0 A_PlaySound(\"pickups/pmedkit\",0,1.0,0)\n\t\tGoTo See\n\tSeeNoDodge:\n\t    TNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\t\tIASG AABB 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\n\t\tIASG CCDD 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\n\t\tIASG AABB 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\n\t\tIASG CCDD 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\n\t\tIASG AABB 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\n\t\tIASG CCDD 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\")\n\t\tGoto Chase\n\tDodge:\n\t    TNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\t\tIASG A 1 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\t\tIASG E 0 ThrustThingZ(0,20,0,0)\n\t\tIASG A 0 A_Jump(256, \"DodgeRight\", \"DodgeLeft\")\n\tDodgeLeft:\n\t\tIASG E 0 ThrustThing(angle*256/360+192,15,0,0)\n\t\tTNT1 A 0 A_Jump(40,\"Heal\")\n\t\tTNT1 A 0 A_Jump(35,\"Heal2\")\n\t\tTNT1 A 0 A_Jump(30,\"Heal3\")\n\t\tGoto SeeNoDodge\n\tDodgeRight:\n\t\tIASG E 0 ThrustThing(angle*256/360+64,15,0,0)\n\t\tTNT1 A 0 A_Jump(40,\"Heal\")\n\t\tTNT1 A 0 A_Jump(35,\"Heal2\")\n\t\tTNT1 A 0 A_Jump(30,\"Heal3\")\n\t\tGoto SeeNoDodge\n   Missile:\n\t\tTNT1 A 0 A_JumpIfCloser(600,1)\n\t\tGoto Rail\n        TNT1 A 0 A_SetShootable\n        TNT1 A 0 A_UnsetInvulnerable\n        TNT1 A 0 A_SetTranslucent(1)\n\t\tIASG E 3 A_GiveInventory(\"LegZombieStrafingg\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"LegZombieStrafingg\",1)\n        TNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n        TNT1 A 0 A_JumpIf(user_ammo >= 16,\"Reload\")\n        IASG E 4 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SetUserVar(user_ammo,user_ammo+1)\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/ELegAutoShotgun\",5)\n\t\tTNT1 A 0 A_SpawnItemEx(\"RedShellCasing\",-8,7,30,4,0,FRandom(3.0,4.0),Random(-80, -90),128)\n\t\tTNT1 AAAA 0 A_CustomMissile(\"LegendaryRedTracer\",Random(28,34),0,Random(6,-6))\n\t\tIASG F 2 A_CustomBulletAttack(22.5,18.3,4,Random(5,15)*6,\"EnragedBulletPuff\")\n\t    IASG E 4 A_FaceTarget\n\t\tTNT1 A 0 A_CPosRefire\n\t\tTNT1 A 0 A_Jump(12,\"Rail\")\n        TNT1 A 0 A_Jump(6,\"Heal\")\n        TNT1 A 0 A_Jump(5,\"Heal2\")\n        TNT1 A 0 A_Jump(4,\"Heal3\")\n        Goto Missile+4\n\tRail:\n\t\tTNT1 A 0 A_JumpIf(user_ammo >= 13,\"Reload\")\n\t    IASG E 0 A_PlaySound(\"LShotgun/Cock\")\n\t\tTNT1 A 0 A_FaceTarget\n\t\tIASG E 4 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_FaceTarget\n\t\tIASG E 4 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_FaceTarget\n\t\tIASG E 4 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_FaceTarget\n\t\tIASG E 4 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\t    TNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/EASG\",5)\n\t\tTNT1 A 0 A_SetUserVar(user_ammo,user_ammo+4)\n\t\tIASG F 4 A_CustomMissile(\"ELegCaptainRail\",32)\n\t\tTNT1 A 0 A_JumpIf(user_ammo >= 16,\"Reload\")\n\t\tGoto See\n\tStrafing:\n\t\tTNT1 A 0 A_SpawnItem(\"FootStep\")\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tIASG AA 3 A_GiveInventory(\"LegZombieStrafingg\",1)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tIASG BB 3 A_GiveInventory(\"LegZombieStrafingg\",1)\n\t\tTNT1 A 0 A_SpawnItem(\"FootStep\")\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tIASG CC 3 A_GiveInventory(\"LegZombieStrafingg\",1)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tIASG DD 3 A_GiveInventory(\"LegZombieStrafingg\",1)\n\t\tGoto See\n\tMine:\n\t    IASG C 11\n\t\tTNT1 AA 0 A_CustomMissile(\"ELACThrownMine\",32,0,Random(-25,25),2,15)\n\t\tIASG CCCCEEEEC 3\n\t\tGoto See\n    Reload:\n    \tTNT1 A 0 A_ChangeFlag(\"NoPain\", 1)\n    \tTNT1 A 0 A_PlaySound(\"lasgguy/asgout\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"LegendaryEmptyDrumSpawner\", -8, 7, 30, 4, 0, (0.1)*Random(30, 40), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n    \tIASG E 48 A_SetUserVar(user_ammo,0)\n\t\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n    \tIASG E 8 A_PlaySound(\"lasgguy/asgin\")\n\t\tIASG E 20 A_PlaySound(\"LShotgun/Cock\")\n\t\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n    \tTNT1 A 0 A_ChangeFlag(\"NoPain\", 0)\n    \tGoto See\n    Pain:\n        IASG G 3 A_Jump(20,\"Protection\")\n        IASG G 3 A_Pain\n\t\tTNT1 A 0 A_Jump(192,\"Missile\")\n\t\tTNT1 A 0 A_Jump(40,\"Dodge\")\n        Goto See\n    PainMissile:\n        IASG G 3\n        IASG G 3 A_Pain\n        Goto Missile\n    Protection:\n\t\tTNT1 A 0 A_JumpIf(user_protection >= 3,\"Pain\")\n\t\tTNT1 A 0 A_JumpIf(user_protected == 1,\"Pain\")\n\t\tTNT1 A 0 A_PlaySound(\"legendary/defense\")\n\t\tTNT1 A 0 A_FaceTarget\n\t\tIASG E 2 ACS_NamedExecuteAlways(\"EnragedLegendaryProtection\")\n\t\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\t\tGoto See\n    Death:\n\t    TNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 0 A_ChangeFlag(\"BRIGHT\",0)\n\t\tTNT1 A 0 A_Jump(36,\"LegendarySoul\")\n        IASG H 5\n        IASG I 5 A_Scream\n        IASG J 5 A_Fall\n\t\tIASG J 5 A_SpawnItem(\"BodyCrash\")\n        IASG K 5\n        IASG L -1\n        Stop\n\tLegendarySoul:\n\t    TNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n        IASG H 5\n\t\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n        IASG I 5 A_Scream\n\t\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n        IASG J 5 A_Fall\n\t\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\t\tIASG J 5 A_SpawnItem(\"BodyCrash\")\n\t\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n        IASG K 5\n\t\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\t\tIASG L 140\n\t\tIASG L 0 A_PlaySoundEx(\"brain/spit\",\"Voice\",0,2)\n\t\tIASG LLLLLLLLLLLLLLLLL 2 Bright A_SpawnItem(\"ELegSoulEventSmokeSpawner\",1)\n\t\tIASG LLLLLLLLLLLLLLLLL 2 Bright A_SpawnItem(\"ELegSoulEventSmokeSpawner\",1)\n\t\tIASG LLLLLLLLLLLLLLLLL 2 Bright A_SpawnItem(\"ELegSoulEventSmokeSpawner\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"EnragedLegendarySoul\",0,0,16,0,0,0,0,32)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TeleportFog\",0,0,16,0,0,0,0,32)\n\t\tIASG L -1\n        Stop\n    XDeath:\n\t    TNT1 A 0 A_StopSound(6)\n        IASG O 5 A_SpawnItemEx(\"EnragedGibbedGenerator\")\n        IASG P 5 A_XScream\n        IASG Q 5 A_Fall\n        IASG RSTUV 5\n        IASG W -1\n        Stop\n    }\n}\n\nACTOR ELegASGZombieGhostA : LegASGZombieGhostA\n{\nStates\n{\nSpawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nFade:\n    TNT1 A 1\n    IASG A 2 A_FadeOut(0.10)\n    Goto Fade+1\n    }\n}\n\nACTOR ELegASGZombieGhostB : ELegASGZombieGhostA\n{\nStates\n{\nSpawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nFade:\n    TNT1 A 1\n    IASG B 2 A_FadeOut(0.10)\n    Goto Fade+1\n    }\n}\n\nACTOR ELegASGZombieGhostC : ELegASGZombieGhostA\n{\nStates\n{\nSpawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nFade:\n    TNT1 A 1\n    IASG C 2 A_FadeOut(0.10)\n    Goto Fade+1\n    }\n}\n\nACTOR ELegASGZombieGhostD : ELegASGZombieGhostA\n{\nStates\n{\nSpawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nFade:\n    TNT1 A 1\n    IASG D 2 A_FadeOut(0.10)\n    Goto Fade+1\n    }\n}\n\nActor ELACGrenade : LACGrenade\n{\n  Obituary \"%o tried to dodge a Grenade thrown by an Enraged Legendary Assault Captain\"\n  States\n  {\n  Spawn:\n\tTNT1 A 0\n\tHGN1 A 3 A_StopSound\n\tHGN1 BCDEFGHABCDEFGHABCDEFGH 3\n\tGoto Death\n   Death:\n\tTNT1 A 0\n\tTNT1 A 0 A_ChangeFlag(\"MISSILE\",0)\n\tTNT1 A 0 A_PlaySound(\"weapons/hgrenadeex\")\n\tTNT1 A 0 A_SpawnItemEx (\"ELegBarrelKaboom\")\n\tTNT1 A 0 A_Explode(280,350)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedParticleSpawner\")\n\tTNT1 AAA 0 A_CustomMissile(\"EKaboomLN2\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAA 0 A_SpawnItemEx(\"LegendaryDebris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n\tMISL B 4 Bright\n\tMISL CD 4 Bright A_SetTranslucent(0.75,1)\n\tStop\n   }\n}\n\nACTOR ELACThrownMine : LACThrownMine\n{\nObituary \"%o set off one of the Enraged Legendary Assualt Captain's Mines.\"\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_StopSound\n    Goto Thrown\nThrown:\n\tILIN A 30\n\tILIN B 10 Bright\n\tLoop\nDeath:\n\tILIN A 1\n\tILIN A 1 A_SpawnItem(\"ELACLiveMine\")\n\tStop\n\t}\n}\n\nACTOR ELACLiveMine : LACLiveMine\n{\nObituary \"%o set off one of the Enraged Legendary Assualt Captain's Mines.\"\nvar int user_missile;\nStates\n{\nSpawn:\n    TNT1 A 0 A_JumpIf(user_missile >= 20,\"Death\")\n\tILIN A 30 A_ChangeFlag(NOBLOCKMAP,0)\n\tILIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)\n    TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n\tLoop\nDeath:\n\tTNT1 A 0 A_Die\nExplode:\n\tILIN B 15 Bright A_PlaySound(\"weapons/minebeep\")\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_Explode(300,230)\n\tTNT1 A 0 A_PlaySound(\"weapons/mineexplode\")\n\tTNT1 A 0 A_SpawnItemEx (\"ELegBarrelKaboom\")\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedParticleSpawner\")\n    TNT1 AAAA 0 A_CustomMissile(\"EKaboomLN2\",0,0,random(0,360),2,random(20,160))\n\tTNT1 AAAA 0 A_CustomMissile(\"LegendarySmokeFX2\",0,0,random(0,360),2,random(20,160))\n\tTNT1 AAAA 0 A_SpawnItemEx(\"LegendaryDebris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n    Stop\n    }\n}\n\nActor ELegBarrelKaboom : BarrelKaboom\n{\n+NOTIMEFREEZE\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 1\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"ELegSpawnedExplosionSmall\",Random(-8,8),Random(-8,8),Random(0,12),Random(-8,8),Random(-8,8),Random(0,3))\n\tStop\n\t}\n}\n\nACTOR ELegSmallExplosionFlames : SmallExplosionFlames\n{\n+NOTIMEFREEZE\nScale 0.6\nSpeed 3\n\tStates\n\t{\n    Spawn:\n        EXPO AA 2 BRIGHT\n        EXPO BCDFGHII 1 BRIGHT\n        Stop\n\t}\n}\n\nActor ELegSpawnedExplosionSmall : SpawnedExplosionSmall\n{\n+NOTIMEFREEZE\nStates\n\t{\n\tSpawn:\n\tTNT1 A 2\n\tTNT1 A 2\n\tFXPO AA 0 A_CustomMissile (\"LegendarySmokeFX2\", 0, 0, random (0, 360), 2, random (0, 360))\n\tTNT1 AAAA 0 A_CustomMissile (\"ELegSmallExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n\tStop\n\t}\n}\n\nActor ELegCaptainRail : DarkCyberRail\n{\nDamage (Random(20,28))\nSpecies \"Zombies\"\nMissileType \"ELegRevRailgunTrail\"\nSeeSound \"weapons/EASG\"\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n    TNT1 A 1\n    Loop\nDeath:\n\tTNT1 A 1 A_SpawnItem(\"EnragedRailgunImpactEffect\")\n\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/EnragedLegendaryCybruiser.txt",
        "contents": "ACTOR EnragedLegendaryCybruiser\n{\n  Health 3700\n  Radius 24\n  Height 64\n  Mass 3500\n  Speed 14\n  PainChance 15\n  PainChance \"PlayerDTRG\", 256\n  Monster\n  +NORADIUSDMG\n  +BOSS\n  +BOSSDEATH\n  +FLOORCLIP\n  +MISSILEMORE\n  +QUICKTORETALIATE\n  +MISSILEMORE\n  +MISSILEEVENMORE\n  +NOICEDEATH\n  +DONTGIB\n  +FASTMELEE\n  +DONTHURTSPECIES\n  +DONTHARMSPECIES\n  +NOTARGET\n  +NOTIMEFREEZE\n  +NOFEAR\n  +BRIGHT\n  Scale 1.25\n  SeeSound \"EnragedCybruiser/Sight\"\n  PainSound \"EnragedCybruiser/Pain\"\n  DeathSound \"EnragedCybruiser/Death\"\n  ActiveSound \"EnragedCybruiser/Active\"\n  MeleeSound \"baron/melee\"\n  MeleeDamage 22\n  BloodColor \"Red\"\n  DamageType \"Legendary\"\n  DamageFactor \"PDTBFG\", 0.2\n  DamageFactor \"PDTBFGTracer\", 0.2\n  DamageFactor \"PlayerDevBall\", 0.1\n  DamageFactor \"PlayerDevBall2\", 0.1\n  DamageFactor \"PlayerDTBFGRailgunSlug\", 0.1\n  DamageFactor \"PlayerDTRG\", 0.3\n  DamageFactor \"PlayerDevTracer\", 0.12\n  DamageFactor \"DBFG10K2\", 0.1\n  DamageFactor \"PlayerDBFG10K2\", 0.1\n  DamageFactor \"DBFG2\", 0.1\n  DamageFactor \"PlayerDBFG2\", 0.1\n  DamageFactor \"LegendaryPlayer\", 0.3\n  DamageFactor \"LegendaryGuruPlayer\", 0.3\n  DamageFactor 0.55\n  DamageFactor \"NobleComet\", 0.0\n  DamageFactor \"Cyber10K\", 0.0\n  DamageFactor \"Legendary\", 0.0\n  DamageFactor \"Legendary1\", 0.0\n  DamageFactor \"LegendaryGuru\", 0.0\n  DamageFactor \"LegMind\", 0.0\n  DamageFactor \"PlayerDTRG\", 0.5\n  Species \"Nobles\"\n  Obituary \"An Enraged Legendary Cybruiser recreated its simulation of destroying %o.\"\n  HitObituary \"%o took a steel fist to the skull from an Enraged Legendary Cybruiser.\"\n  Tag \"\\c[m6]Enraged\\c- \\c[z3]Legendary Cybruiser\\c-\"\n  DropItem \"EnragedLegendarySphere\" 187 1\n  DropItem \"EnragedLegendaryUltraSphere\" 55 1\n  DropItem \"LegAmmoSphere\" 130 1\n  DropItem \"LegendaryRune\" 165 1\n  DropItem \"ILDemonAmmoBox\" 256\n  DropItem \"ILDemonAmmo\" 256\n  DropItem \"Enraged Legendary Plasmatic Cannon\" 128\n  DropItem \"Enraged Legendary Assault Shotgun\" 128\n  DropItem \"EnragedLegendaryShell\" 256 4\n  DropItem \"Demon Tech Railgun\" 256\n  DropItem \"EnragedLegendaryShellBox\" 128\n  var int user_missile;\n  var int user_10K2;\n  var int user_music;\n  var int user_painspam;\n  var int user_upgrade;\n  States\n  {\n  Spawn:\n    TNT1 A 0 A_JumpIf(user_upgrade == 2,\"SpawnMKIII\")\n\tTNT1 A 0 A_JumpIf(user_upgrade == 1,\"SpawnMKII\")\n    TNT1 AA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n    ERUS A 7 A_Look\n\tTNT1 AA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tERUS A 7 A_Look\n\tTNT1 AA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tERUS Z 7 A_Look\n\tTNT1 AA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tERUS Z 7 A_Look\n    Loop\n  SpawnMKII:\n    TNT1 AA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n    ERU2 A 7 A_Look\n\tTNT1 AA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tERU2 A 7 A_Look\n\tTNT1 AA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tERU2 Z 7 A_Look\n\tTNT1 AA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tERU2 Z 7 A_Look\n    Loop\n  SpawnMKIII:\n    TNT1 AA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n    ERU3 A 7 A_Look\n\tTNT1 AA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tERU3 A 7 A_Look\n\tTNT1 AA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tERU3 M 7 A_Look\n\tTNT1 AA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tERU3 M 7 A_Look\n    Loop\n  See:\n\tTNT1 A 0 A_JumpIf(user_music == 1,3)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,415)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n\tTNT1 A 0 A_ChangeFlag(NODAMAGE,0)\n\tTNT1 A 0 A_SetUserVar(user_missile,0)\n\tTNT1 A 0 A_JumpIf(user_upgrade == 2,\"SeeMKIII\")\n\tTNT1 A 0 A_JumpIf(user_upgrade == 1,\"SeeMKII\")\n\tTNT1 A 0 A_Jump(80,\"Rush\")\n\tERUS AA 3 A_Chase\n\tTNT1 AAA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tTNT1 A 0 A_Playsound(\"monster/bruwlk\")\n\tTNT1 A 0 A_SpawnItemEx(\"RedWalkFire\")\n\tERUS BB 3 A_Chase\n\tTNT1 AAA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tTNT1 A 0 A_Playsound(\"monster/bruwlk\")\n\tTNT1 A 0 A_SpawnItemEx(\"RedWalkFire\")\n\tERUS CC 3 A_Chase\n\tTNT1 AAA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tTNT1 A 0 A_Playsound(\"monster/bruwlk\")\n\tTNT1 A 0 A_SpawnItemEx(\"RedWalkFire\")\n\tERUS DD 3 A_Chase\n\tTNT1 AAA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tTNT1 A 0 A_Playsound(\"monster/bruwlk\")\n\tTNT1 A 0 A_SpawnItemEx(\"RedWalkFire\")\n\tTNT1 A 0 A_Jump(32,\"Teleport\")\n\tGoto See\n  SeeMKII:\n\tTNT1 A 0 A_ChangeFlag(NODAMAGE,0)\n\tTNT1 A 0 A_Jump(80,\"RushMKII\")\n\tERU2 AA 3 A_Chase\n\tTNT1 AAA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\")\n\tTNT1 A 0 A_SpawnItemEx(\"RedWalkFire\")\n\tERU2 BB 3 A_Chase\n\tTNT1 AAA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\")\n\tTNT1 A 0 A_SpawnItemEx(\"RedWalkFire\")\n\tERU2 CC 3 A_Chase\n\tTNT1 AAA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tTNT1 A 0 A_Playsound(\"monster/bruwlk\")\n\tTNT1 A 0 A_SpawnItemEx(\"RedWalkFire\")\n\tERU2 DD 3 A_Chase\n\tTNT1 AAA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tTNT1 A 0 A_Playsound(\"monster/bruwlk\")\n\tTNT1 A 0 A_SpawnItemEx(\"RedWalkFire\")\n\tTNT1 A 0 A_Jump(32,\"TeleportMKII\")\n\tLoop\n  SeeMKIII:\n\tTNT1 A 0 A_ChangeFlag(NODAMAGE,0)\n\tTNT1 A 0 A_Jump(80,\"RushMKIII\")\n\tERU3 AA 2 A_Chase\n\tTNT1 AAA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\")\n\tTNT1 A 0 A_SpawnItemEx(\"RedWalkFire\")\n\tERU3 BB 2 A_Chase\n\tTNT1 AAA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\")\n\tTNT1 A 0 A_SpawnItemEx(\"RedWalkFire\")\n\tERU3 CC 2 A_Chase\n\tTNT1 AAA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tTNT1 A 0 A_Playsound(\"monster/bruwlk\")\n\tTNT1 A 0 A_SpawnItemEx(\"RedWalkFire\")\n\tERU3 DD 2 A_Chase\n\tTNT1 AAA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tTNT1 A 0 A_Playsound(\"monster/bruwlk\")\n\tTNT1 A 0 A_SpawnItemEx(\"RedWalkFire\")\n\tTNT1 A 0 A_Jump(32,\"TeleportMKIII\")\n\tLoop\n  Rush:\n\tTNT1 A 0 A_ChangeFlag(NODAMAGE,0)\n\tERUS A 2 A_SpawnItemEx(\"ELCBGhost\")\n\tERUS AAAA 0 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\")\n\tERUS A 2 A_SpawnItemEx(\"ELCBGhost\")\n\tERUS AAAA 0 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\")\n\tERUS B 2 A_SpawnItemEx(\"ELCBGhost\")\n\tERUS AAAA 0 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\")\n\tERUS B 2 A_SpawnItemEx(\"ELCBGhost\")\n\tERUS AAAA 0 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\")\n\tTNT1 AAA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\")\n\tERUS C 2 A_SpawnItemEx(\"ELCBGhost\")\n\tERUS AAAA 0 A_Chase\n\tTNT1 A 0 A_Playsound(\"monster/bruwlk\")\n\tERUS C 2 A_SpawnItemEx(\"ELCBGhost\")\n\tERUS AAAA 0 A_Chase\n\tTNT1 A 0 A_Playsound(\"monster/bruwlk\")\n\tERUS D 2 A_SpawnItemEx(\"ELCBGhost\")\n\tERUS AAAA 0 A_Chase\n\tTNT1 A 0 A_Playsound(\"monster/bruwlk\")\n\tERUS D 2 A_SpawnItemEx(\"ELCBGhost\")\n\tERUS AAAA 0 A_Chase\n\tTNT1 A 0 A_Playsound(\"monster/bruwlk\")\n\tTNT1 AAA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\")\n\tTNT1 A 0 A_Jump(24,\"Teleport\")\n\tTNT1 A 0 A_Jump(75,\"See\")\n\tLoop\n  RushMKII:\n\tTNT1 A 0 A_ChangeFlag(NODAMAGE,0)\n\tERU2 A 2 A_SpawnItemEx(\"ELCBGhostMKII\")\n\tERUS AAAA 0 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\")\n\tERU2 A 2 A_SpawnItemEx(\"ELCBGhostMKII\")\n\tERUS AAAA 0 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\")\n\tERU2 B 2 A_SpawnItemEx(\"ELCBGhostMKII\")\n\tERUS AAAA 0 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\")\n\tERU2 B 2 A_SpawnItemEx(\"ELCBGhostMKII\")\n\tERUS AAAA 0 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\")\n\tTNT1 AAA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\")\n\tERU2 C 2 A_SpawnItemEx(\"ELCBGhostMKII\")\n\tERUS AAAA 0 A_Chase\n\tTNT1 A 0 A_Playsound(\"monster/bruwlk\")\n\tERU2 C 2 A_SpawnItemEx(\"ELCBGhostMKII\")\n\tERUS AAAA 0 A_Chase\n\tTNT1 A 0 A_Playsound(\"monster/bruwlk\")\n\tERU2 D 2 A_SpawnItemEx(\"ELCBGhostMKII\")\n\tERUS AAAA 0 A_Chase\n\tTNT1 A 0 A_Playsound(\"monster/bruwlk\")\n\tERU2 D 2 A_SpawnItemEx(\"ELCBGhostMKII\")\n\tERUS AAAA 0 A_Chase\n\tTNT1 A 0 A_Playsound(\"monster/bruwlk\")\n\tTNT1 AAA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\")\n\tTNT1 A 0 A_Jump(24,\"TeleportMKIII\")\n\tTNT1 A 0 A_Jump(75,\"See\")\n\tLoop\n  RushMKIII:\n    TNT1 A 0 A_ChangeFlag(NODAMAGE,0)\n\tERU3 A 2 A_SpawnItemEx(\"ELCBGhostMKIII\")\n\tERUS AAAA 0 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\")\n\tERU3 A 2 A_SpawnItemEx(\"ELCBGhostMKIII\")\n\tERUS AAAA 0 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\")\n\tERU3 B 2 A_SpawnItemEx(\"ELCBGhostMKIII\")\n\tERUS AAAA 0 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\")\n\tERU3 B 2 A_SpawnItemEx(\"ELCBGhostMKIII\")\n\tERUS AAAA 0 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\")\n\tTNT1 AAA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\")\n\tERU3 C 2 A_SpawnItemEx(\"ELCBGhostMKIII\")\n\tERUS AAAA 0 A_Chase\n\tTNT1 A 0 A_Playsound(\"monster/bruwlk\")\n\tERU3 C 2 A_SpawnItemEx(\"ELCBGhostMKIII\")\n\tERUS AAAA 0 A_Chase\n\tTNT1 A 0 A_Playsound(\"monster/bruwlk\")\n\tERU3 D 2 A_SpawnItemEx(\"ELCBGhostMKIII\")\n\tERUS AAAA 0 A_Chase\n\tTNT1 A 0 A_Playsound(\"monster/bruwlk\")\n\tERU3 D 2 A_SpawnItemEx(\"ELCBGhostMKIII\")\n\tERUS AAAA 0 A_Chase\n\tTNT1 A 0 A_Playsound(\"monster/bruwlk\")\n\tTNT1 AAA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\")\n\tTNT1 A 0 A_Jump(24,\"TeleportMKIII\")\n\tTNT1 A 0 A_Jump(75,\"See\")\n\tLoop\n  Teleport:\n    ERUS I 1 A_UnSetShootable\n\tERUS PPPP 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tERUS IIIII 1  A_FadeOut(0.2,0)\n\tERUS P 2\n\tERUS PEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n\tERUS PEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n    ERUS P 1 A_PlayWeaponSound(\"boss/teleport\")\n\tERUS PPPP 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tERUS IIIII 1 A_FadeIn(0.2)\n    ERUS I 1 A_SetShootable\n    Goto See\n  TeleportMKII:\n    ERU2 E 1 A_UnSetShootable\n\tERUS PPPP 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tERU2 EEEEE 1  A_FadeOut(0.2,0)\n\tERU2 P 2\n\tERUS PEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n\tERUS PEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n    ERU2 P 1 A_PlayWeaponSound(\"boss/teleport\")\n\tERUS PPPP 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tERU2 EEEEE 1 A_FadeIn(0.2)\n    ERU2 E 1 A_SetShootable\n    Goto SeeMKII\n  TeleportMKIII:\n    ERU3 I 1 A_UnSetShootable\n\tERU3 PPPP 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tERU3 EEEE 1  A_FadeOut(0.25,0)\n\tERU3 P 1\n\tERU3 PEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n\tERUS PEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n    ERUS P 1 A_PlayWeaponSound(\"boss/teleport\")\n\tERUS PPPP 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tERU3 EEEE 1 A_FadeIn(0.25)\n    ERU3 I 1 A_SetShootable\n    Goto SeeMKIII\n  Pause:\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryEmptyDrumSpawner\", -8, 7, 30, 4, 0, (0.1)*Random(30, 40), Random(-80, -90), 128)\n\tTNT1 AA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n    ERUS E 5 A_PlaySound(\"lasgguy/asgin\")\n\tERUS E 10 A_PlaySound(\"LShotgun/Cock\")\n\tGoto See\n  PauseMKII:\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryEmptyDrumSpawner\", -8, 7, 30, 4, 0, (0.1)*Random(30, 40), Random(-80, -90), 128)\n\tTNT1 AA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n    ERU2 EE 1 A_PlaySound(\"lasgguy/asgin\")\n\tERU2 E 3\n\tERU2 EE 1 A_PlaySound(\"LShotgun/Cock\")\n\tERU2 E 8\n\tGoto SeeMKII\n  PauseMKIII:\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryEmptyDrumSpawner\", -8, 7, 30, 4, 0, (0.1)*Random(30, 40), Random(-80, -90), 128)\n\tTNT1 AA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n    ERU3 FF 1 A_PlaySound(\"lasgguy/asgin\")\n\tERU3 E 3\n\tERU3 EE 1 A_PlaySound(\"LShotgun/Cock\")\n\tERU3 E 6\n\tGoto SeeMKIII\n  MissileMKIII:\n    TNT1 A 0\n    TNT1 A 0 A_Jump(56,\"Jericho\",\"FloorSpamSummon\",\"DTGrenades\")\n    TNT1 A 0 A_Jump(256,\"RocketRageMKIII\",\"BFG10KMKIII\",\"RailgunMKIII\",\"LegCannon1MKIII\",\"LegendaryAsgMKIII\")\n  MissileMKII:\n    TNT1 A 0 A_Jump(48,\"HarpoonFlak\")\n    TNT1 A 0 A_Jump(256,\"RocketsMKII\",\"SeekersLoopMKII\",\"BFG10KMKII\",\"RailgunMKII\",\"LegCannon1MKII\",\"LegCannon2MKII\",\"LegendaryAsgMKII\")\n Missile:\n    TNT1 A 0 A_SetShootable\n    TNT1 A 0 A_UnsetInvulnerable\n    TNT1 A 0 A_SetTranslucent(1)\n\tTNT1 A 0 A_JumpIf(user_upgrade == 2,\"MissileMKIII\")\n\tTNT1 A 0 A_Jump(20,\"Upgrade\")\n\tTNT1 A 0 A_JumpIf(user_upgrade == 1,\"MissileMKII\")\n\tTNT1 A 0 A_JumpIfCloser(400,\"ShoulderCharge\")\n  ChargeSkip:\n    TNT1 A 0 A_Jump(40,\"LegDT\")\n    TNT1 A 0 A_Jump(128,\"BestAttack\",\"Rain\",\"Rockets\",\"SeekersLoop\",\"BFG10K\",\"Railgun\",\"LegCannon1\",\"LegendaryAsg\")\n\tTNT1 A 0 A_Jump(100,\"Comet\",\"4Comets\")\n  Normal:\n    TNT1 A 0 A_JumpIf(user_missile >= 4,\"See\")\n    ERUS GH 3 A_FaceTarget\n\tERUS R 0 A_CustomMissile(\"ELegNobleBall\",40,0,-8)\n\tERUS R 0 A_CustomMissile(\"ELegNobleBall\",40,0,-4)\n\tERUS R 0 A_CustomMissile(\"ELegNobleBall\",40,0,4)\n\tERUS I 5 A_CustomMissile(\"ELegNobleBall\",40,0)\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n\tLoop\n  ShoulderCharge:\n    TNT1 A 0 A_Jump(32,\"LegendaryAsg\")\n\tTNT1 A 0 A_Jump(176,\"ChargeSkip\")\n\tTNT1 A 0 A_PlaySound(\"EnragedCybruiser/Active\",0,1,0,ATTN_NONE)\n\tTNT1 AAA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n    ERUS IIII 3 A_FaceTarget\n\tTNT1 A 0 ThrustThingZ(0,6,0,1)\n    ERUS I 2 A_Recoil(-50)\n  ChargeLoop:\n    TNT1 A 0 A_JumpIf(user_missile >= 5,\"ChargeEnd\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A  0 A_CustomMissile(\"ELCBLunge\",18,0,0,CMF_AIMDIRECTION)\n\tTNT1 AAA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tERUS I 2\n\tLoop\n  ChargeEnd:\n    TNT1 A 0 A_Stop\n\tGoto See\n  LegendaryAsg:\n    TNT1 A 0 A_JumpIf(user_upgrade == 2,\"LegendaryASGMKIII\")\n\tTNT1 A 0 A_JumpIf(user_upgrade == 1,\"LegendaryASGMKII\")\n    ERUS E 5 A_FaceTarget\n\tERUS E 4 A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"RedShellCasing\", 0, 32, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\tTNT1 AAAA 0 A_CustomMissile(\"LegendaryRedTracer\",44,24,Random(6,-6),0)\n\tTNT1 A 0 A_CustomBulletAttack(22.5,18.3,4,Random(3,12)*6,\"EnragedBulletPuff\")\n\tERUS F 2 A_PlaySoundEx(\"Weapons/ELegAutoShotgun\",\"Weapon\")\n    TNT1 A 0 A_Jump(45,\"Pause\")\n    TNT1 A 0 A_SpidRefire\n\tGoto LegendaryAsg+2\n  LegendaryAsgMKII:\n    ERU2 EE 4 A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"RedShellCasing\", 0, 32, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\tTNT1 A 0 A_SpawnItemEx(\"RedShellCasing\", 0, 32, 36, Random(-2, -6), 0, Random(1, 3), Random(-80, -90), 128)\n\tTNT1 AAAA 0 A_CustomMissile(\"LegendaryRedTracer\",44,24,Random(6,-6),0)\n\tTNT1 AAAA 0 A_CustomMissile(\"LegendaryRedTracer\",44,-24,Random(6,-6),0)\n\tTNT1 A 0 A_CustomBulletAttack(22.5,18.3,8,Random(3,12)*6,\"EnragedBulletPuff\")\n\tTNT1 AA 0 A_PlaySoundEx(\"Weapons/ELegAutoShotgun\",\"Weapon\")\n\tERU2 F 2 A_Jump(45,\"PauseMKII\")\n    TNT1 A 0 A_SpidRefire\n\tLoop\n  LegendaryAsgMKIII:\n    ERU3 EE 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"RedShellCasing\", 0, 32, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\tTNT1 A 0 A_SpawnItemEx(\"RedShellCasing\", 0, 32, 36, Random(-2, -6), 0, Random(1, 3), Random(-80, -90), 128)\n\tTNT1 A 0 A_CustomMissile(\"ECBShotgunRail\",70,-20,Random(-4,4))\n\tTNT1 A 0 A_CustomMissile(\"ECBShotgunRail\",70,20,Random(-4,4))\n\tTNT1 AAAA 0 A_CustomMissile(\"LegendaryRedTracer\",44,24,Random(6,-6))\n\tTNT1 AAAA 0 A_CustomMissile(\"LegendaryRedTracer\",44,-24,Random(6,-6))\n\tTNT1 A 0 A_CustomBulletAttack(22.5,18.3,8,Random(3,12)*6,\"EnragedBulletPuff\")\n\tTNT1 AA 0 A_PlaySoundEx(\"Weapons/ELegAutoShotgun\",\"Weapon\")\n\tTNT1 A 0\n\tTNT1 A 0\n\tERU3 F 2 A_Jump(45,\"PauseMKIII\")\n    TNT1 A 0 A_SpidRefire\n\tLoop\n  Comet:\n    ERUS GH 5 A_FaceTarget\n\tERUS I 2 A_CustomMissile(\"ELegNobleComet\", 38, 0, 0)\n\tERUS R 0 A_CustomMissile(\"ELegNobleComet\", 38, 0, 6)\n\tERUS R 0 A_CustomMissile(\"ELegNobleComet\", 38, 0, 18)\n\tERUS R 0 A_CustomMissile(\"ELegNobleComet\", 38, 0, -18)\n\tERUS I 4 A_CustomMissile(\"ELegNobleComet\", 38, 0, -6)\n    ERUS GH 5 A_FaceTarget\n\tERUS I 2 A_CustomMissile(\"ELegNobleComet\", 38, 0, 0)\n\tERUS R 0 A_CustomMissile(\"ELegNobleComet\", 38, 0, 6)\n\tERUS R 0 A_CustomMissile(\"ELegNobleComet\", 38, 0, 18)\n\tERUS R 0 A_CustomMissile(\"ELegNobleComet\", 38, 0, -18)\n\tERUS I 4 A_CustomMissile(\"ELegNobleComet\", 38, 0, -6)\n\tTNT1 A 0 A_Jump(80,\"4Comets\")\n    Goto See\n  4Comets:\n    ERUS GH 8 A_FaceTarget\n\tERUS R 0 A_CustomMissile(\"BigRedComet\", 38, 0, 0)\n\tERUS R 0 A_CustomMissile(\"BigRedComet\", 38, 0, -5)\n\tERUS R 0 A_CustomMissile(\"BigRedComet\", 38, 0, 5)\n\tERUS R 0 A_CustomMissile(\"BigRedComet\", 38, 0, -15)\n\tERUS R 0 A_CustomMissile(\"BigRedComet\", 38, 0, 15)\n\tERUS R 0 A_CustomMissile(\"BigRedComet\", 38, 0, -25)\n\tERUS I 7 A_CustomMissile(\"BigRedComet\", 38, 0, 25)\n\tGoto See\n  BestAttack:\n    ERUS H 1 A_PlaySound(\"lcnoble/see\")\n    ERUS G 2 A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tERUS GGGGGGGGGGGGGGGGG 2 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tERUS H 2 A_FaceTarget\n\tERUS HHHHHHHHHHHHHHHHH 2 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tERUS I 2 A_FaceTarget\n\tTNT1 A 0 A_UnSetInvulnerable\n\tERUS R 0 A_CustomMissile(\"FakeELegNobleBall4\",38,0,6)\n\tERUS R 0 A_CustomMissile(\"FakeELegNobleBall4\",38,0,-6)\n\tERUS R 0 A_CustomMissile(\"FakeELegNobleBall4\",38,0,35)\n\tERUS R 0 A_CustomMissile(\"FakeELegNobleBall4\",38,0,-35)\n    ERUS I 8 A_CustomMissile(\"ELegNobleBall4\",38)\n    Goto See\n  LegCannon1:\n    TNT1 A 0 A_JumpIf(user_upgrade == 2,\"LegCannon1MKIII\")\n\tTNT1 A 0 A_JumpIf(user_upgrade == 1,\"LegCannon1MKII\")\n    ERUS E 0 A_FaceTarget\n\tERUS E 20 A_PlaySound(\"legendarycannon/charge\")\n  LegCannonLoop:\n    ERUS Q 0 A_JumpIf(user_missile >= 11,\"LegCannonEnd\")\n\tTNT1 A 0 A_PlaySound(\"weapons/ELCANFire\")\n\tERUS F 2 A_CustomMissile(\"EnragedCYNCannonProj\",44,24)\n    ERUS EE 2 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n\tLoop\n  LegCannonEnd:\n    TNT1 A 0 A_SetUserVar(user_missile,0)\n\tTNT1 A 0 A_Jump(90,\"LegCannon2\")\n\tTNT1 A 0 A_Jump(87,\"BFG10K\",\"Railgun\")\n\tGoto See\n  LegCannon1MKII:\n    ERUS E 0 A_FaceTarget\n\tERU2 E 20 A_PlaySound(\"legendarycannon/charge\")\n  LegCannonLoopMKII:\n    ERUS Q 0 A_JumpIf(user_missile >= 11,\"LegCannonEndMKII\")\n\tTNT1 A 0 A_PlaySound(\"weapons/ELCANFire\")\n\tTNT1 A 0 A_CustomMissile(\"EnragedCYNCannonProj\",44,-24)\n\tERU2 F 2 A_CustomMissile(\"EnragedCYNCannonProj\",44,24)\n    ERU2 EE 2 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n\tLoop\n  LegCannonEndMKII:\n    TNT1 A 0 A_SetUserVar(user_missile,0)\n\tTNT1 A 0 A_Jump(90,\"LegCannon2MKII\")\n\tTNT1 A 0 A_Jump(87,\"SeekersLoopMKII\",\"BFG10KMKII\",\"RailgunMKII\")\n\tGoto SeeMKII\n  LegCannon2MKII:\n    TNT1 A 0 A_FaceTarget\n\tERU2 E 15 A_PlaySound(\"legendarycannon/charge\")\n  LegCannon2LoopMKII:\n    TNT1 A 0 A_JumpIf(user_missile >= 3,\"LegCannon2EndMKII\")\n\tTNT1 A 0 A_PlaySound(\"lrball3/shot\")\n\tTNT1 A 0 A_CustomMissile(\"ELegRevBall3\",44,-24)\n    ERU2 F 2 A_CustomMissile(\"ELegRevBall3\",44,24)\n    ERU2 EE 6 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n    Loop\n  LegCannon2EndMKII:\n    TNT1 A 0 A_SetUserVar(user_missile,0)\n\tTNT1 A 0 A_Jump(87,\"SeekersLoopMKII\",\"BFG10KMKII\",\"RailgunMKII\")\n\tGoto SeeMKII\n  LegCannon1MKIII:\n    ERUS E 0 A_FaceTarget\n\tERU3 E 20 A_PlaySound(\"legendarycannon/charge\")\n  LegCannonLoopMKIII:\n    ERUS Q 0 A_JumpIf(user_missile >= 18,\"LegCannonEndMKIII\")\n\tTNT1 A 0 A_Jump(56,\"LegCannon2MKIII\")\n\tTNT1 A 0 A_PlaySound(\"weapons/ELCANFire\")\n\tTNT1 A 0 A_CustomMissile(\"EnragedCYNCannonProj\",70,-20)\n\tER3S A 2 A_CustomMissile(\"EnragedCYNCannonProj\",70,20)\n    ERU3 EE 1 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n\tLoop\n  LegCannon2MKIII:\n    TNT1 A 0 A_PlaySound(\"lrball3/shot\")\n\tTNT1 A 0 A_CustomMissile(\"ELegRevBall3\",44,-24)\n    ER3S B 2 A_CustomMissile(\"ELegRevBall3\",44,24)\n\tER3S B 6 A_FaceTarget\n\tERU3 E 6 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+3)\n\tGoto LegCannonLoopMKIII\n  LegCannonEndMKIII:\n    TNT1 A 0 A_SetUserVar(user_missile,0)\n\tTNT1 A 0 A_Jump(87,\"SeekersLoopMKIII\",\"BFG10KMKIII\",\"RailgunMKIII\")\n\tGoto SeeMKIII\n  Rain:\n    ERUS I 2 A_FaceTarget\n    ERUS HHHHHHH 2 A_SpawnItem(\"LHellionSmokeSpawner\")\n    ERUS G 2 A_FaceTarget\n    ERUS GGGGGGG 2 A_SpawnItem(\"LHellionSmokeSpawner\")\n    ERUS G 2 A_FaceTarget\n    TNT1 A 0 A_CustomMissile(\"RedRainCometNull\",32,0,200)\n    TNT1 A 0 A_CustomMissile(\"RedRainCometNull\",32,0,90)\n    TNT1 A 0 A_CustomMissile(\"RedRainCometNull\",32,0,-90)\n    ERUS G 8 A_CustomMissile(\"RedRainCometNull\",32)\n    TNT1 A 0 A_SetInvulnerable\n    ERUS GGGGGGGGGG 2 A_SpawnItem(\"LHellionSmokeSpawner\")\n    ERUS HHHHIIIII 2 A_SpawnItem(\"LHellionSmokeSpawner\")\n\tTNT1 A 0 A_CustomMissile(\"RedRainCometNull\",32,0,135)\n    TNT1 A 0 A_CustomMissile(\"RedRainCometNull\",32,0,45)\n    TNT1 A 0 A_CustomMissile(\"RedRainCometNull\",32,0,-45)\n    ERUS I 8 A_CustomMissile(\"RedRainCometNull\",32,0,-135)\n    ERUS IIIIIIIIIIIIIIIIIIIIIIIIII 2 A_SpawnItem(\"LHellionSmokeSpawner\")\n    TNT1 A 0 A_UnSetInvulnerable\n    Goto See\n  Rockets:\n    TNT1 A 0 A_JumpIf(user_missile >= 8,\"Rockets2\")\n\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n    ERUS E 3 A_FaceTarget\n    ERUS F 3 A_CustomMissile(\"EnragedRocket\",44,26)\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n\tLoop\n  Rockets2:\n    TNT1 A 0 A_JumpIf(user_missile >= 20,\"Rockets3\")\n\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n    ERUS E 2 A_FaceTarget\n    ERUS F 2 A_CustomMissile(\"EnragedRocket\",44,26)\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n\tLoop\n  Rockets3:\n    ERUS EEEEE 4 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n  Rockets3Loop:\n    TNT1 A 0 A_JumpIf(user_missile >= 25,\"RocketsEnd\")\n    TNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"EnragedRocket\",44,26,-5)\n\tTNT1 A 0 A_CustomMissile(\"EnragedRocket\",44,26,5)\n    ERUS F 2 A_CustomMissile(\"EnragedRocket\",44,26)\n\tERUS E 4 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n    Loop\n  RocketsEnd:\n    TNT1 A 0 A_SetUserVar(user_missile,0)\n    ERUS FEEEE 2 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tTNT1 A 0 A_Jump(87,\"BFG10K\",\"Railgun\",\"RocketRage\")\n    Goto See\n  RocketsMKII:\n    TNT1 A 0 A_JumpIf(user_missile >= 5,\"Rockets2MKII\")\n\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n    ERU2 E 3 A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"EnragedRocket\",44,-26)\n    ERU2 F 3 A_CustomMissile(\"EnragedRocket\",44,26)\n\tERU2 E 3 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n\tLoop\n  Rockets2MKII:\n    TNT1 A 0 A_JumpIf(user_missile >= 13,\"Rockets3MKII\")\n\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n    ERU2 E 2 A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"EnragedRocket\",44,-26)\n    ERU2 F 2 A_CustomMissile(\"EnragedRocket\",44,26)\n\tERU2 E 2 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n\tLoop\n  Rockets3MKII:\n\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n    ERU2 E 2 A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"EnragedRocket\",44,-26,-20)\n    ERU2 F 2 A_CustomMissile(\"EnragedRocket\",44,26,20)\n\tERU2 E 2 A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"EnragedRocket\",44,-26,-10)\n    ERU2 F 2 A_CustomMissile(\"EnragedRocket\",44,26,10)\n\tERU2 E 2 A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"EnragedRocket\",44,-26)\n    ERU2 F 2 A_CustomMissile(\"EnragedRocket\",44,26)\n\tERU2 E 2 A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"EnragedRocket\",44,-26,10)\n    ERU2 F 2 A_CustomMissile(\"EnragedRocket\",44,26,-10)\n\tGoto SeeMKII\n  RocketsEndMKII:\n    TNT1 A 0 A_UnSetInvulnerable\n    TNT1 A 0 A_SetUserVar(user_missile,0)\n    ERU2 FEEEE 2 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tTNT1 A 0 A_Jump(87,\"BFG10KMKII\",\"RailgunMKII\",\"RocketRageMKII\")\n    Goto See\n  SeekersLoop:\n    TNT1 A 0 A_JumpIf(user_missile >= Random(9,11),\"RocketsEnd\")\n    ERUS E 4 A_FaceTarget\n    ERUS F 3 A_CustomMissile(\"EnragedHomingRocket\",44,26)\n    TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n    Loop\n  SeekersLoopMKII:\n    TNT1 A 0 A_JumpIf(user_missile >= Random(9,11),\"RocketsEndMKII\")\n    ERU2 E 3 A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"EnragedHomingRocket\",44,-26)\n    ERU2 F 3 A_CustomMissile(\"EnragedHomingRocket\",44,26)\n    TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n    Loop\n  SeekersLoopMKIII:\n    TNT1 A 0 A_JumpIf(user_missile >= Random(9,11),\"RocketsEndMKIII\")\n    ERU3 E 2 A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"EnragedRocket\",59,21,Random(-12,0))\n\tTNT1 A 0 A_CustomMissile(\"EnragedRocket\",59,-21,Random(0,12))\n\tTNT1 A 0 A_CustomMissile(\"EnragedHomingRocket\",44,-26)\n    ERU3 F 2 A_CustomMissile(\"EnragedHomingRocket\",44,26)\n    TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n    Loop\n  RocketRage:\n    TNT1 A 0 A_JumpIf(user_missile >= 7,\"RocketsEnd\")\n\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n    ERUS E 3 A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"EnragedHomingRocket\",44,26,-20)\n    ERUS F 4 A_CustomMissile(\"EnragedRocket\",44,26)\n\tERUS E 3 A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"EnragedHomingRocket\",44,26,20)\n    ERUS F 4 A_CustomMissile(\"EnragedRocket\",44,26)\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n\tLoop\n  RocketRageMKII:\n    TNT1 A 0 A_JumpIf(user_missile >= 7,\"RocketsEndMKII\")\n\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n    ERU2 E 3 A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"EnragedHomingRocket\",44,26,-20)\n\tTNT1 A 0 A_CustomMissile(\"EnragedHomingRocket\",44,-26,20)\n\tTNT1 A 0 A_CustomMissile(\"EnragedRocket\",44,-26)\n    ERU2 F 4 A_CustomMissile(\"EnragedRocket\",44,26)\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n\tLoop\n  RocketRageMKIII:\n    TNT1 A 0 A_JumpIf(user_missile >= 15,\"RocketsEndMKIII\")\n\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n    ERU3 E 2 A_SetAngle(angle+Random(45,180))\n\tTNT1 A 0 A_CustomMissile(\"EnragedHomingRocket\",70,20,Random(-25,-15),CMF_AIMDIRECTION)\n\tTNT1 A 0 A_CustomMissile(\"EnragedHomingRocket\",70,-20,Random(15,25),CMF_AIMDIRECTION)\n\tTNT1 A 0 A_CustomMissile(\"EnragedRocket\",44,-26,0,CMF_AIMDIRECTION)\n    ERU3 F 2 A_CustomMissile(\"EnragedRocket\",44,26,0,CMF_AIMDIRECTION)\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n\tLoop\n  RocketsEndMKIII:\n    TNT1 A 0 A_UnSetInvulnerable\n    TNT1 A 0 A_SetUserVar(user_missile,0)\n    ERU3 FEEEE 2 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tTNT1 A 0 A_Jump(87,\"BFG10KMKIII\",\"RailgunMKIII\")\n    Goto SeeMKIII\n  Railgun:\n    TNT1 A 0 A_PlaySound(\"weapons/rgcharge\")\n    ERUS E 20 A_FaceTarget\n  RailgunLoop:\n    TNT1 A 0 A_JumpIf(user_missile >= 4,\"RailgunLoop2\")\n\tTNT1 A 0 A_UnSetInvulnerable\n\tERUS E 8 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/dtrailf\")\n\tTNT1 A 0 A_CustomMissile(\"ELCBRailCore\",44,26,0)\n    ERUS F 5 A_CustomMissile(\"EnragedCybruiserRail\",44,26)\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n\tLoop\n  RailgunLoop2:\n    TNT1 A 0 A_JumpIf(user_missile >= 10,\"RocketsEnd\")\n\tERUS E 5 A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"ELCBRailCore\",44,26,0)\n    ERUS F 5 A_CustomMissile(\"EnragedCybruiserRail\",44,26)\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n\tLoop\n  RailgunMKII:\n    TNT1 A 0 A_PlaySound(\"weapons/rgcharge\")\n    ERU2 E 20 A_FaceTarget\n  RailgunLoopMKII:\n    TNT1 A 0 A_JumpIf(user_missile >= 4,\"RailgunLoop2MKII\")\n\tTNT1 A 0 A_UnSetInvulnerable\n\tERU2 E 6 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/dtrailf\")\n\tTNT1 A 0 A_CustomMissile(\"ELCBRailCore\",44,26)\n\tTNT1 A 0 A_CustomMissile(\"ELCBRailCore\",44,-26)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCybruiserRail\",44,-26)\n    ERU2 F 5 A_CustomMissile(\"EnragedCybruiserRail\",44,26)\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n\tLoop\n  RailgunLoop2MKII:\n    TNT1 A 0 A_JumpIf(user_missile >= 10,\"RocketsEndMKII\")\n\tERU2 E 5 A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"ELCBRailCore\",44,26)\n\tTNT1 A 0 A_CustomMissile(\"ELCBRailCore\",44,-26)\n\tTNT1 A 0 A_CustomMissile(\"EnragedCybruiserRail\",44,-26)\n    ERU2 F 5 A_CustomMissile(\"EnragedCybruiserRail\",44,26)\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n\tLoop\n  RailgunMKIII:\n    TNT1 A 0 A_PlaySound(\"weapons/rgcharge\")\n    ERU3 E 20 A_FaceTarget\n  RailgunLoopMKIII:\n    TNT1 A 0 A_JumpIf(user_missile >= 6,\"RocketsEndMKIII\")\n\tTNT1 A 0 A_UnSetInvulnerable\n\tERU3 E 3 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/dtrailf\")\n\tTNT1 A 0 A_CustomMissile(\"ELCBRailCore\",44,26)\n\tTNT1 A 0 A_CustomMissile(\"ELCBRailCore\",44,-26)\n\tTNT1 A 0 A_CustomMissile(\"ECBShotgunRail\",70,-20)\n    ERU3 F 3 A_CustomMissile(\"ECBShotgunRail\",70,20)\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n\tLoop\n  BFG10K:\n\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\tERUS EEEE 6 A_FaceTarget\n  BFG10KLoop:\n    TNT1 A 0 A_JumpIf(user_missile >= 12,\"BFG10KEnd\")\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tERUS F 3 A_CustomMissile(\"Enraged10KProjectile\",44,26,Random(-4, 4))\n\tERUS E 3 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n    Loop\n  BFG10KEnd:\n    TNT1 A 0 A_Jump(128,\"BFG10K2\",\"BFG10KPause\")\n\tTNT1 A 0 A_SetUserVar(user_missile,0)\n\tTNT1 A 0 A_SetUserVar(user_10K2,0)\n\tTNT1 A 0 A_SetUserVar(user_painspam,0)\n    ERUS E 20 A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\tGoto See\n  BFG10KPause:\n    TNT1 A 0 A_JumpIf(user_missile >= 117,\"BFG10KEnd\")\n\tTNT1 A 0 A_JumpIfTargetInLOS(\"BFG10K2\")\n\tERUS E 4 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n\tLoop\n  BFG10K2:\n    TNT1 A 0 A_JumpIf(user_10K2 >= 35,\"BFG10KEnd\")\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tERUS F 1 A_CustomMissile(\"Enraged10KProjectile\",44,26,Random(-2, 2))\n\tERUS E 1 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_10K2,user_10K2+1)\n    Loop\n  BFG10KMKII:\n\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\tERU2 EEEE 6 A_FaceTarget\n  BFG10KLoopMKII:\n    TNT1 A 0 A_JumpIf(user_missile >= 15,\"BFG10KEndMKII\")\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTNT1 A 0 A_CustomMissile(\"Enraged10KProjectile\",44,-26,Random(-6, 6))\n\tERU2 F 3 A_CustomMissile(\"Enraged10KProjectile\",44,26,Random(-6, 6))\n\tERU2 E 2 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n    Loop\n  BFG10KEndMKII:\n    TNT1 A 0 A_Jump(128,\"BFG10K2MKII\",\"BFG10KPauseMKII\")\n\tTNT1 A 0 A_SetUserVar(user_missile,0)\n\tTNT1 A 0 A_SetUserVar(user_10K2,0)\n\tTNT1 A 0 A_SetUserVar(user_painspam,0)\n    ERU2 E 20 A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\tGoto See\n  BFG10KPauseMKII:\n    TNT1 A 0 A_JumpIf(user_missile >= 117,\"BFG10KEndMKII\")\n\tTNT1 A 0 A_JumpIfTargetInLOS(\"BFG10K2MKII\")\n\tERU2 E 4 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n\tLoop\n  BFG10K2MKII:\n    TNT1 A 0 A_JumpIf(user_10K2 >= 35,\"BFG10KEndMKII\")\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTNT1 A 0 A_CustomMissile(\"Enraged10KProjectile\",44,-26,Random(-3, 3))\n\tERU2 F 1 A_CustomMissile(\"Enraged10KProjectile\",44,26,Random(-3, 3))\n\tERU2 E 1 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_10K2,user_10K2+1)\n    Loop\n  BFG10KMKIII:\n\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\tERU3 EEEE 6 A_FaceTarget\n  BFG10KLoopMKIII:\n    TNT1 A 0 A_JumpIf(user_missile >= 15,\"BFG10KEndMKIII\")\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTNT1 A 0 A_CustomMissile(\"Enraged10KProjectile\",70,-20,Random(-25, -10))\n\tTNT1 A 0 A_CustomMissile(\"Enraged10KProjectile\",70,20,Random(10, 25))\n\tTNT1 A 0 A_CustomMissile(\"Enraged10KProjectile\",44,-26,Random(-6, 6))\n\tERU3 F 3 A_CustomMissile(\"Enraged10KProjectile\",44,26,Random(-6, 6))\n\tERU3 E 2 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n    Loop\n  BFG10KEndMKIII:\n    TNT1 A 0 A_Jump(128,\"BFG10K2MKIII\",\"BFG10KPauseMKIII\")\n\tTNT1 A 0 A_SetUserVar(user_missile,0)\n\tTNT1 A 0 A_SetUserVar(user_10K2,0)\n\tTNT1 A 0 A_SetUserVar(user_painspam,0)\n    ERU3 E 20 A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\tGoto See\n  BFG10KPauseMKIII:\n    TNT1 A 0 A_JumpIf(user_missile >= 117,\"BFG10KEndMKIII\")\n\tTNT1 A 0 A_JumpIfTargetInLOS(\"BFG10K2MKIII\")\n\tERU3 E 4 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n\tLoop\n  BFG10K2MKIII:\n    TNT1 A 0 A_JumpIf(user_10K2 >= 35,\"BFG10KEndMKIII\")\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTNT1 A 0 A_CustomMissile(\"Enraged10KProjectile\",70,-20,Random(-25, -10))\n\tTNT1 A 0 A_CustomMissile(\"Enraged10KProjectile\",70,20,Random(10, 25))\n\tTNT1 A 0 A_CustomMissile(\"Enraged10KProjectile\",44,-26,Random(-3, 3))\n\tERU3 F 1 A_CustomMissile(\"Enraged10KProjectile\",44,26,Random(-3, 3))\n\tERU3 E 1 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_10K2,user_10K2+1)\n    Loop\n  LegDT:\n    TNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"EnragedDTech/Charge\",0,1,0,ATTN_NONE)\n  LegDTLoop:\n    TNT1 A 0 A_JumpIf(user_missile >= 11,\"LegDTFire\")\n\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tERUS E 3 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n    Loop\n  LegDTFire:\n    TNT1 A 0 A_SetUserVar(user_missile,0)\n    TNT1 A 0 A_PlaySound(\"EnragedDTech/Fire\",0,1,0,ATTN_NONE)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tERUS F 12 A_CustomMissile(\"LegDTBFG\")\n\tGoto See\n  HarpoonFlak:\n    TNT1 A 0 A_PlaySound(\"LShotgun/Cock\")\n  HarpoonFlakLoop:\n    TNT1 A 0 A_JumpIf(user_missile >= 5,\"HarpoonFlakFire\")\n\tTNT1 AAA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tERU2 E 5 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n\tLoop\n  HarpoonFlakFire:\n    TNT1 A 0 A_PlaySound(\"EnragedCybruiser/FlakFire\",5)\n    TNT1 AAAAAAAAA 0 A_CustomMissile(\"ELCBHarpoonExplosive\",44,-26,Random(-12,12),CMF_AIMDIRECTION,Random(-8,8))\n\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"ELCBHarpoonExplosive\",44,26,Random(-12,12),CMF_AIMDIRECTION,Random(-8,8))\n\tTNT1 AAA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tERU2 F 5\n\tTNT1 AAA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tERU2 F 5\n\tTNT1 AAA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tERU2 E 5\n\tGoto SeeMKII\n  FloorSpamSummon:\n\tTNT1 AAA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tERU3 GGG 3 A_SpawnItemEx(\"ECBFloorSpammer\",Random(-256,256),Random(-256,256))\n\tTNT1 AAA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tERU3 G 9\n\tTNT1 AAA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tERU3 G 9\n\tGoto SeeMKIII\n  DTGrenades:\n    TNT1 A 0 A_JumpIf(user_missile >= 5, \"DTGrenadesStop\")\n\tTNT1 A 0 A_PlaySound(\"Petrovec/Fire\",1)\n    TNT1 A 0 A_PlaySound(\"Petrovec/AddFire\",6)\n    TNT1 A 0 A_PlaySound(\"Petrovec/Ambient\",5)\n\tTNT1 A 0 A_CustomMissile(\"EnragedDTGrenade\",70,-20)\n\tTNT1 A 0 A_CustomMissile(\"EnragedDTGrenade\",70,20)\n\tER3S AAA 1 A_FaceTarget\n\tTNT1 AAA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tERU3 EEE 1 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n\tLoop\n  DTGrenadesStop:\n    TNT1 A 0 A_SetUserVar(user_missile,0)\n\tERU3 EEEEE 2 A_FaceTarget\n\tGoto SeeMKIII\n  Jericho:\n    TNT1 AAA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tERU3 EEE 3 A_FaceTarget\n  JerichoLoop:\n    TNT1 A 0 A_JumpIf(user_missile >= 20, \"JerichoEnd\")\n\tTNT1 A 0 A_PlaySound(\"EnragedBabySentient/TrapBeep\")\n\tERU3 E 1 A_CustomRailgun(-1,15,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,1,0,ECBJerichoMarker,12,4,0,0,2,0,\"EnragedLaserSight\")\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n\tLoop\n  JerichoEnd:\n\tERU3 E 7 A_SetUserVar(user_missile,0)\n    Goto SeeMKIII\n  Melee:\n    TNT1 A 0 A_JumpIf(user_upgrade == 2,\"MissileMKIII\")\n\tTNT1 A 0 A_JumpIf(user_upgrade == 1,\"MissileMKII\")\n    ERUS GH 2 A_FaceTarget\n    ERUS I 2 A_MeleeAttack\n    Goto See\n  Pain:\n    TNT1 A 0 A_JumpIf(user_upgrade == 2,\"PainMKIII\")\n\tTNT1 A 0 A_JumpIf(user_upgrade == 1,\"PainMKII\")\n    TNT1 A 0 ACS_NamedTerminate(\"EnragedCybruiserUpgrade\",0)\n    TNT1 A 0 A_SetUserVar(user_missile,0)\n\tTNT1 A 0 A_SetUserVar(user_10K2,0)\n  \tTNT1 A 0 A_Jump(42,\"Teleport\")\n    ERUS H 4 A_Pain\n\tTNT1 A 0 A_Jump(8,\"FloorSpam\")\n\tTNT1 A 0 A_Jump(128,\"Missile\")\n    Goto See\n  PainMKII:\n    TNT1 A 0 ACS_NamedTerminate(\"EnragedCybruiserUpgrade\",0)\n    TNT1 A 0 A_SetUserVar(user_missile,0)\n\tTNT1 A 0 A_SetUserVar(user_10K2,0)\n  \tTNT1 A 0 A_Jump(42,\"TeleportMKII\")\n    ERU2 G 4 A_Pain\n\tTNT1 A 0 A_Jump(128,\"MissileMKII\")\n    Goto SeeMKII\n  PainMKIII:\n    TNT1 A 0 A_SetUserVar(user_missile,0)\n\tTNT1 A 0 A_SetUserVar(user_10K2,0)\n  \tTNT1 A 0 A_Jump(42,\"TeleportMKIII\")\n    ERU3 G 4 A_Pain\n\tTNT1 A 0 A_Jump(128,\"MissileMKIII\")\n    Goto SeeMKIII\n  Pain.PlayerDTRG:\n    TNT1 A 0 A_JumpIf(user_upgrade == 2,\"Pain.PlayerDTRGMKIII\")\n    TNT1 A 0 A_JumpIf(user_upgrade == 1,\"Pain.PlayerDTRGMKII\")\n    TNT1 A 0 A_SetUserVar(user_missile,0)\n\tTNT1 A 0 A_SetUserVar(user_10K2,0)\n\tTNT1 A 0 A_Jump(128,\"BFG10K\")\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"weapons/rgcharge\")\n  DTRGPainLoop:\n    ERUS Q 0 A_JumpIf(user_missile >= 4,\"RailgunLoop2\")\n    ERUS Q 0 A_SetUserVar(\"user_missile\",user_missile+1)\n    ERUS E 4 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n    Loop\n  Pain.PlayerDTRGMKII:\n    TNT1 A 0 A_SetUserVar(user_missile,0)\n\tTNT1 A 0 A_SetUserVar(user_10K2,0)\n\tTNT1 A 0 A_Jump(128,\"BFG10KMKII\")\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"weapons/rgcharge\")\n  DTRGPainLoopMKII:\n    TNT1 Q 0 A_JumpIf(user_missile >= 4,\"RailgunLoop2MKII\")\n    TNT1 Q 0 A_SetUserVar(\"user_missile\",user_missile+1)\n    ERU2 E 4 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n    Loop\n  Pain.PlayerDTRGMKIII:\n    TNT1 A 0 A_SetUserVar(user_missile,0)\n\tTNT1 A 0 A_SetUserVar(user_10K2,0)\n\tTNT1 A 0 A_Jump(128,\"BFG10KMKIII\")\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"weapons/rgcharge\")\n  DTRGPainLoopMKIII:\n    TNT1 Q 0 A_JumpIf(user_missile >= 4,\"RailgunLoopMKIII\")\n    TNT1 Q 0 A_SetUserVar(\"user_missile\",user_missile+1)\n    ERU2 E 4 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n    Loop\n  Upgrade:\n\tTNT1 A 0 A_ChangeFlag(NOPAIN,1)\n\tTNT1 A 0 A_ChangeFlag(NODAMAGE,1)\n\tTNT1 A 0 A_SpawnItemEx(\"UpgradeLineSpawner\",0,0,32)\n\tTNT1 A 0 A_GiveInventory(\"EnragedCybruiserShieldGiver\",1)\n\tTNT1 A 0 A_PlaySound(\"EnragedCybruiser/Upgrade\",5,1.0,0,ATTN_NONE)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"EnragedCybruiserUpgrade\",0,user_upgrade)\n\tTNT1 A 0 A_JumpIf(user_upgrade == 1,\"UpgradeMKII\")\n\tERUS EEE 35\n\t\"####\" A 0 A_SpawnItemEx(\"AutomatonSummoner\",70,70,16,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\"####\" A 0 A_SpawnItemEx(\"AutomatonSummoner\",70,-70,16,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\"####\" A 0 A_SpawnItemEx(\"AutomatonSummoner\",-70,70,16,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\"####\" A 0 A_SpawnItemEx(\"AutomatonSummoner\",-70,-70,16,0,0,0,0,SXF_NOCHECKPOSITION)\n  UpgradeLoop:\n\t\"####\" AAAAAAA 0 A_SpawnItemEx(\"LegendaryRedPowerLine\",random(32,-32),random(32,-32),random(8,48),0,0,random(1,4),0,128,0)\n\t\"####\" E 4\n\tLoop\n  UpgradeMKII:\n    ERU2 EEE 35\n\tGoto Upgrade+9\n  UpgradeEnd:\n    TNT1 A 0 A_ChangeFlag(NOPAIN,0)\n    TNT1 A 0 A_SetUserVar(user_upgrade,user_upgrade+1)\n    TNT1 AAA 0 A_SpawnItemEx(\"EnragedDeathBallMedium\",Random(-86,86),Random(-86,86))\n\tGoto Spawn\n  Death:\n    TNT1 A 0 A_JumpIf(user_upgrade == 2,\"DeathMKIII\")\n    TNT1 A 0 A_JumpIf(user_upgrade == 1,\"DeathMKII\")\n    ERUS I 0 A_Scream\n\tERUD KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK 2 A_SpawnItemEx(\"EKaboomLN\",random(-32,32),random(-40,40),random(16,48),random(-4,4),random(-4,4),random(0,4),0,SXF_TRANSFERPOINTERS)\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_SpawnItem(\"EnragedDeathBallMedium\")\n\tERUD LLLMMM 2 A_CustomMissile (\"EKaboomLN\", Random(10,50), 0, random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",0,0,0,0,0,0,0,128)\n    TNT1 AAAA 0 A_CustomMissile(\"LegendarySmokeFX\", Random(30,60), 0, random(0,360), 2, random(0,360))\n    ERUS N 4 A_NoBlocking\n    ERUD QPQR 3\n\tERUS S 2 A_ChangeFlag(\"BRIGHT\",0)\n    ERUS T -1 A_KillMaster\n    Stop\n  DeathMKII:\n    ERU2 H 0 A_Scream\n\tERU2 HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHIIIIIIIIIIIIII 2 A_SpawnItemEx(\"EKaboomLN\",random(-32,32),random(-40,40),random(16,48),random(-4,4),random(-4,4),random(0,4),0,SXF_TRANSFERPOINTERS)\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_SpawnItem(\"EnragedDeathBallMedium\")\n\tERU2 JJJKKK 2 A_CustomMissile (\"EKaboomLN\", Random(10,50), 0, random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",0,0,0,0,0,0,0,128)\n    TNT1 AAAA 0 A_CustomMissile(\"LegendarySmokeFX\", Random(30,60), 0, random(0,360), 2, random(0,360))\n    ERU2 N 4 A_NoBlocking\n    ERUD QPQR 3\n\tERUS S 2 A_ChangeFlag(\"BRIGHT\",0)\n    ERUS T -1 A_KillMaster\n  DeathMKIII:\n    ERU2 H 0 A_Scream\n\tERU3 HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHIIIIIIIIIIIIII 2 A_SpawnItemEx(\"EKaboomLN\",random(-32,32),random(-40,40),random(16,48),random(-4,4),random(-4,4),random(0,4),0,SXF_TRANSFERPOINTERS)\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_SpawnItem(\"EnragedDeathBallMedium\")\n\tTNT1 A 0 A_PlaySound(\"weapons/dtech10kexplode\")\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedCommandoStarShock\",0,0,15)\n\tTNT1 A 0 A_SpawnItem(\"EnragedDTBFGEx\")\n\tERU3 JJJKKK 2 A_CustomMissile (\"EKaboomLN\", Random(10,50), 0, random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",0,0,0,0,0,0,0,128)\n    TNT1 AAAA 0 A_CustomMissile(\"LegendarySmokeFX\", Random(30,60), 0, random(0,360), 2, random(0,360))\n    ERU3 N 4 A_NoBlocking\n    ERUD QPQR 3\n\tERUS S 2 A_ChangeFlag(\"BRIGHT\",0)\n    ERUS T -1 A_KillMaster\n    Stop\n    }\n}\n\nACTOR EnragedRocket : LegendaryRocket\n{\n\tSpeed 42\n\tFastSpeed 64\n\tDecal EnragedRocketScorch\n\tStates\n\t{\n\tSpawn:\n        TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(4,6),Random(-2,2))\n\t\tEROC A 2 Bright A_CustomMissile(\"EnragedParticleSpawner\",Random(4,6),Random(-2,2))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(4,6),Random(-2,2))\n\t\tEROC B 2 Bright A_CustomMissile(\"EnragedParticleSpawner\",Random(4,6),Random(-2,2))\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"EnragedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tTNT1 AAA 0 A_CustomMissile(\"EKaboomLN\", 0, 0, random(0,360), 2, random(0,360))\n\t\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"LegendaryDebris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n\t\tEROC B 6 Bright A_Explode\n\t\tEROC CD 5 Bright A_SetTranslucent(0.75,1)\n\t\tStop\n\t}\n}\n\nACTOR EnragedHomingRocket : LegendaryHomingRocket\n{\nDamage 17\nSpeed 27\nFastSpeed 32\nDecal EnragedRocketScorch\nStates\n{\nSpawn:\n    TNT1 A 0\n    TNT1 A 0 A_Jump(128,\"Homing\")\nNormal:\n    TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n    ECKM A 2 Bright A_CustomMissile(\"EnragedMissileTrailParticle\",Random(0,2),Random(-2,2))\n    Loop\nHoming:\n    TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n    ECKM A 2 Bright A_CustomMissile(\"EnragedMissileTrailParticle\",Random(0,2),Random(-2,2))\n    TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n    ECKM A 2 Bright A_CustomMissile(\"EnragedMissileTrailParticle\",Random(0,2),Random(-2,2))\n    TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n    ECKM A 2 Bright A_CustomMissile(\"EnragedMissileTrailParticle\",Random(0,2),Random(-2,2))\n    TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n    ECKM A 2 Bright A_CustomMissile(\"EnragedMissileTrailParticle\",Random(0,2),Random(-2,2))\n    TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n    ECKM A 2 Bright A_CustomMissile(\"EnragedMissileTrailParticle\",Random(0,2),Random(-2,2))\n\tGoto StartSeek\nStartSeek:\n\tTNT1 A 0 Bright A_BishopMissileWeave\n\tTNT1 A 0 Bright A_Tracer2\n    TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n    ECKM A 1 Bright A_CustomMissile(\"EnragedMissileTrailParticle\",Random(0,2),Random(-2,2))\n\tTNT1 A 0 Bright A_BishopMissileWeave\n    TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n    ECKM A 1 Bright A_CustomMissile(\"EnragedMissileTrailParticle\",Random(0,2),Random(-2,2))\n\tTNT1 A 0 Bright A_BishopMissileWeave\n    TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n    ECKM A 1 Bright A_CustomMissile(\"EnragedMissileTrailParticle\",Random(0,2),Random(-2,2))\n\tTNT1 A 0 Bright A_BishopMissileWeave\n    TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n    ECKM A 1 Bright A_CustomMissile(\"EnragedMissileTrailParticle\",Random(0,2),Random(-2,2))\n\tTNT1 A 0 Bright A_BishopMissileWeave\n\tTNT1 A 0 Bright A_Tracer2\n    TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n    ECKM A 1 Bright A_CustomMissile(\"EnragedMissileTrailParticle\",Random(0,2),Random(-2,2))\n\tTNT1 A 0 Bright A_BishopMissileWeave\n    TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n    ECKM A 1 Bright A_CustomMissile(\"EnragedMissileTrailParticle\",Random(0,2),Random(-2,2))\n\tTNT1 A 0 Bright A_BishopMissileWeave\n    TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n    ECKM A 1 Bright A_CustomMissile(\"EnragedMissileTrailParticle\",Random(0,2),Random(-2,2))\n\tTNT1 A 0 Bright A_BishopMissileWeave\n    TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n    ECKM A 1 Bright A_CustomMissile(\"EnragedMissileTrailParticle\",Random(0,2),Random(-2,2))\n\tTNT1 A 0 Bright A_PlaySound(\"monster/homingrockbeep\")\n    Loop\nDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n    TNT1 AAA 0 A_CustomMissile(\"EKaboomLN\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n    TNT1 AAAA 0 A_SpawnItemEx(\"LegendaryDebris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n    TNT1 A 0 A_Explode\n    Stop\n    }\n}\n\nACTOR ELCBGhost\n{\nScale 1.3\nRENDERSTYLE Translucent\nAlpha 0.75\n+NOGRAVITY\n+CLIENTSIDEONLY\n+DONTSPLASH\n+NOINTERACTION\n+NOCLIP\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n    ERUS A 2 A_FadeOut(0.09)\n    Loop\n  Toaster:\n    TNT1 A 0\n\tStop\n    }\n}\n\nACTOR ELCBGhostMKII : ELCBGhost\n{\nStates\n{\nSpawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n    ERU2 A 2 A_FadeOut(0.09)\n    Loop\n    }\n}\n\nACTOR ELCBGhostMKIII : ELCBGhost\n{\nStates\n{\nSpawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n    ERU3 A 2 A_FadeOut(0.09)\n    Loop\n    }\n}\n\nActor FakeELegNobleBall4 : ELegNobleBall4\n{\n-SeekerMissile\n}\n\nActor AutomatonSummoner\n{\n Height 8\n Radius 25\n Speed 30\n +RippeR\n +BloodlessImpact\n +NOTIMEFREEZE\n  States\n   {\n    Spawn:\n\t TNT1 A 5\n\tDeath:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"EnragedTPFog\")\n\t TNT1 A 2\n\t TNT1 A 0 A_SpawnItemEx(\"EnragedLegendaryAutomaton\")\n\t Stop\n   }\n}\n\nActor EnragedLegendaryAutomaton\n{\nMonster\nHealth 1700\nHeight 64\nRadius 24\nMass 1000\nSpeed 8\nScale 1.1\nBloodColor \"Red\"\nPainChance 60\nMeleeDamage 8\n+NOFEAR\n-COUNTKILL\n-BOSSDEATH\n+FLOORCLIP\n+FASTMELEE\n+MISSILEMORE\n+NOTIMEFREEZE\n+DONTHURTSPECIES\n+LOOKALLAROUND\n+BRIGHT\nSpecies \"Nobles\"\nDamageFactor \"NobleComet\", 0.0\nDamageFactor \"LegendaryPlayer\", 0.3\nDamageFactor \"LegendaryGuruPlayer\", 0.3\nDamageFactor \"Legendary\", 0.0\nDamageFactor \"Legendary1\", 0.0\nDamageFactor \"LegendaryGuru\", 0.0\nDamageFactor \"LegMind\", 0.0\nDamageFactor \"Cyber10K\", 0.0\nDropItem \"\"\nSeeSound \"monster/brusit\"\nPainSound \"cbaron/pain\"\nDeathSound \"cbaron/death\"\nMeleeSound \"baron/melee\"\nActiveSound \"cbaron/active\"\nObituary \"An Enraged Legendary Automaton sufficed to destroy %o.\"\nHitObituary \"%o got in an Enraged Legendary Automaton's disection range.\"\nTag \"\\c[m6]Enraged\\c- \\c[z3]Legendary Automaton\\c-\"\nStates\n\t{\n\tSpawn:\n\t\tECBS AAZZ 7 A_Look\n\t\tLoop\n\tSee:\n\t\tECBS AABB 3 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\",0,0,0,0)\n\t\tECBS CCDD 3 A_Chase\n\t\tTNT1 A 0 A_Playsound(\"monster/bruwlk\")\n\t\tLoop\n\tPause:\n\t\tECBS E 10\n\t\tGoto See\n\tMissile:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,\"BurstBall\",\"LargeBall\",\"Rocket\")\n\tMelee:\n\tNormal:\n\t\tECBS E 8 A_FaceTarget\n\t\tECBS E 15 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"RedShellCasing\", 0, 32, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 AAAA 0 Bright A_CustomMissile(\"LegendaryRedTracer\",44,24,Random(6,-6),0)\n\t\tTNT1 A 0 Bright A_CustomBulletAttack(22.5,18.3,4,Random(2,8)*6,\"EnragedBulletPuff\")\n\t\tECBS F 2 Bright A_PlaySoundEx(\"Weapons/ELegAutoShotgun\",\"Weapon\")\n\t\tTNT1 A 0 A_Jump(64,\"Pause\")\n\t\tTNT1 A 0 A_SpidRefire\n\t\tGoto Normal+1\n\tBurstBall:\n\t\tECBS PQ 7 A_FaceTarget\n\t\tECBS R 1 Bright A_CustomMissile(\"CyNobleBall\",32,0,0)\n\t\tTNT1 A 0 A_CustomMissile(\"CyNobleBall\",32,0,6)\n\t\tECBS R 5 Bright A_CustomMissile(\"CyNobleBall\",32,0,-6)\n\t\tTNT1 A 0 A_Jump(87,\"LargeBall\",\"Rocket\")\n\t\tGoto See\n\tLargeBall:\n\t\tECBS PQ 7 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile(\"ELegNobleComet\",32,0,-30)\n\t\tTNT1 A 0 A_CustomMissile(\"ELegNobleComet\",32,0,30)\n\t\tECBS R 6 Bright A_CustomMissile(\"BigRedComet\",32,0,0)\n\tRocket:\n\t\tECBS E 10 A_FaceTarget\n\t\tECBS F 8 Bright A_CustomMissile(\"EnragedRocket\",32,0,0,0)\n\t\tECBS E 10\n\t\tGoto See\n\tPain:\n\t\tECBS H 4 A_Pain\n\t\tTNT1 A 0 A_Jump(87,\"Missile\")\n\t\tGoto See\n\tDeath:\n\t\tTNT1 A 0 A_ChangeFlag(BRIGHT,0)\n\t\tECBS I 20 A_Scream\n\t\tTNT1 AA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\t\tECBS JJJKKK 2 A_CustomMissile(\"EKaboomLN\",random(10,50),0,random(0,360),2,random(0,360))\n\t\tTNT1 AA 0 A_SpawnItemEx(\"EnragedGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\t\tTNT1 AAAA 0 A_CustomMissile(\"LegendarySmokeFX\",random(30,60),0,random(0,360),2,random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"EnragedDeathBallSmall\")\n\t\tECBS L 4 A_NoBlocking\n\t\tCBOD MN 3\n\t\tECBS O -1\n\t\tStop\n\t}\n}\n\nActor EnragedCYNCannonProj : ELegendaryCannonProj {DamageType \"NobleComet\"}\n\nActor ECBCannonBomb : ELegRevBall3\n{\n  DamageType \"NobleComet\"\n  States\n  {\n  Death:\n    TNT1 A 0 A_Explode\n    TNT1 A 0 A_SpawnItemEx(\"EnragedParticleSpawner\")\n\tTNT1 A 0 A_PlaySound(\"lrball3/exp\")\n    TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"ECBCannonBombBall\",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(-14,14),SXF_NOCHECKPOSITION)\n\tMMSD A 8 bright A_Explode(38,140)\n    Stop\n  }\n}\n\nActor ECBCannonBombBall : ELegRevSmallBall3 {DamageType \"NobleComet\"}\n\nACTOR ELCBLunge: BigELFLunge\n{\nDamage 16\nRadius 72\nHeight 54\n-EXTREMEDEATH\nStates\n{\nSpawn:\nTNT1 A 2\nTNT1 A 1 A_Explode(8,72)\nStop\nDeath:\nTNT1 A 2\nTNT1 A 1 A_Explode(8,72)\nTNT1 A 0 A_RadiusThrust(2000,82,0,128)\nStop\n}\n}\n\nACTOR EnragedCybruiserRail : DTRail\n{\nDamageType \"NobleComet\"\nDamage (Random(75,110))\nSeeSound \"weapons/dtrail\"\nMissileType \"ELCBRailTrail\"\nSpecies \"\"\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n    TNT1 A 1 Bright\n    Loop\nDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedBFGShockwave\", 0, 0, 0, 0, 0, 0, 0, 128)\n    TNT1 AAAA 0 A_CustomMissile(\"EKaboomLN2\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 A 1 A_SpawnItem(\"RailGunImpactEffectRed\")\n\tStop\n\t}\n}\n\nACTOR ELCBRailTrail : DTRailTrail\n{\nRadius 6\nHeight 12\nScale 0.1\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 1 bright A_SpawnItemEx(\"EBFGParticle\", random(4,-4), random(4,-4), random(4,-4), 0, 0, 0, 0, 128, 0)\n\tE401 ABC 2 Bright A_FadeOut(0.04)\n\tLoop\n}\n}\n\nACTOR ELCBRailCore : DTRail\n{\nDamage 0\nSpeed 500\nMissileType \"ETRailCoreTrail\"\nSeeSound \"\"\nDeathSound \"\"\nStates\n{\nDeath:\n\tTNT1 A 0\n\tStop\n}\n}\n\nACTOR ETRailCoreTrail : DTRailTrail\n{\n+NOGRAVITY\n+NOBLOCKMAP\n+NOCLIP\n+NOINTERACTION\n+CLIENTSIDEONLY\n+BRIGHT\nRenderStyle Add\nAlpha 0.75\nScale 0.50\nStates\n{\nSpawn:\n\tTNT1 AA 0\nBurnOut:\n\tX024 ABC 1 A_FadeOut(0.01)\n\tE020 BABC 1 A_FadeOut(0.01)\n\tX024 BABC 1 A_FadeOut(0.01)\n\tE020 BABC 1 A_FadeOut(0.01)\n\tX024 BABC 1 A_FadeOut(0.01)\n\tE020 BABC 1 A_FadeOut(0.01)\n\tX024 B 1 A_FadeOut(0.01)\n\tE020 D 2\n\tX024 E 2\n\tE020 F 2\n\tStop\n}\n}\n\nACTOR LegDTBFG : GuruBall\n{\n  Radius 6\n  Height 4\n  Speed 25\n  DamageType \"NobleComet\"\n  Damage 60\n  Projectile\n  Renderstyle Add\n  +FORCERADIUSDMG\n  +FOILINVUL\n  +BLOODLESSIMPACT\n  +DONTBLAST\n  +THRUSPECIES\n  +SKYEXPLODE\n  +NOTIMEFREEZE\n  +BRIGHT\n  Scale 0.08\n  States\n  {\n  Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(128,\"LEGBFGSFX\")\n\tTNT1 A 0 A_PlaySound(\"Weapons/GuruFly\",5,1.0,1)\n\tTNT1 A 0 A_SpawnItemEx(\"ELegDTBFGSpark\",random(14,-14),random(14,-14),random(14,-14))\n\tTNT1 A 0 A_SpawnItemEx(\"LegDTBFGTrail\",-3)\n\tEBAL A 1\n\tloop\n  LEGBFGSFX:\n    TNT1 A 0 A_SpawnItemEx(\"ELegDTBFGSpark\",random(14,-14),random(14,-14),random(14,-14))\n\tEBAL A 1 A_SpawnItemEx(\"LegDTBFGTrail\",-3)\n    Goto Spawn\n  Death:\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedDeathBallMedium\")\n\tStop\n  }\n}\n\nACTOR LegDTBFGTrail\n{\nScale 0.08\nRenderStyle Add\n+NOINTERACTION\n+NOTIMEFREEZE\nStates\n{\n  Spawn:\n    TNT1 A 0 A_SetScale(ScaleX-0.01,ScaleY-0.01)\n    EBAL A 1 A_FadeOut(0.2)\n\tLoop\n\t}\n}\n\nACTOR ELCBHarpoonExplosive\n{\n  Scale 0.4\n  Radius 5\n  Height 4\n  Speed 46\n  DamageType \"NobleComet\"\n  Damage (40)\n  +MISSILE\n  +RIPPER\n  +FORCERADIUSDMG\n  +NOGRAVITY\n  +NOTIMEFREEZE\n  Obituary \"An Enraged Legendary Cybruiser recreated its simulation of destroying %o.\"\n  States\n  {\n    Spawn:\n\t  TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t  TNT1 A 0 A_SpawnItem(\"ELCBHETrail\")\n\tToaster:\n\t  ECDT A 1\n\t  Goto Spawn\n\tDeath:\n\t  ECDT A 20\n\t  TNT1 A 0 A_Explode(86,64,XF_NOTMISSILE)\n\t  TNT1 AAA 0 A_SpawnItemEx(\"EKaboomLN2\",Random(-1,1),Random(-1,1),Random(-1,1))\n\t  TNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n\t  EROC B 6 Bright\n\t  EROC CD 5 Bright\n\t  Stop\n  }\n\n}\n\nACTOR ELCBHETrail\n{\n+NOINTERACTION\n+NOTIMEFREEZE\nAlpha 0.8\nStates\n{\n  Spawn:\n    ECDT A 1 A_FadeOut(0.25)\n\tLoop\n}\n}\n\nActor ECBShotgunRail : ELegCaptainRail\n{\nSpecies \"Nobles\"\nDamageType \"NobleComet\"\n}\n\nACTOR EnragedDTGrenade\n{\nSpeed 55\nRadius 5\nHeight 5\nScale 0.2\nGravity 0.4\nBounceType Hexen\nBounceCount 4\nWallBounceFactor 0.25\nBounceFactor 0.36\nRenderStyle Add\nPROJECTILE\n-NOGRAVITY\n+DONTSPLASH\nDamageType \"NobleComet\"\nBounceSound \"Petrovec/Bounce\"\nStates\n{\n  Spawn:\n    TNT1 A 0\n\tTNT1 A 0 A_StopSound\n  Why:\n\tERS1 ABCD 1 A_SpawnItemEx(\"EBFGParticle\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n    Loop\n  Death:\n    TNT1 A 0 A_Explode(128,128)\n\tTNT1 A 0 A_StopSoundEx(\"Voice\")\n\tTNT1 A 0 Radius_Quake(15,20,0,20,0)\n\tTNT1 AAAAAA 0 A_CustomMissile(\"EnragedDTGShrapnel\",0,0,Random(0,359),CMF_AIMDIRECTION,Random(0,45))\n\tTNT1 A 0 A_PlaySound(\"weapons/dtech10kexplode\")\n\tTNT1 A 0 A_SpawnItemEx(\"Enraged10KShockwave\", 0, 0, 15, 0, 0, 0, 0, 128)\n    TNT1 A 20 A_SpawnItem(\"EnragedDTGrenadeEx\",0,-10)\n    Stop\n}\n}\n\nACTOR EnragedDTGShrapnel : PlayerDevastatorBall2 {DamageType \"NobleComet\"}\n\nACTOR EnragedDTGrenadeEx : EnragedDTBFGEx\n{\nScale 0.25\n+BRIGHT\nStates\n{\nSpawn:\nCRE1 AAAAAABBBBBBCCCCCCDDDDDD 1 A_CustomMissile(\"EKaboomDTG\", 0, 0, random(0,360), 2, random(0,360))\nCRE1 EF 6\nStop\n}\n}\n\nACTOR EKaboomDTG : EKaboomLN4 {Scale 0.25}\n\nACTOR ECBFloorSpammer\n{\nHealth 200\nRadius 24\nHeight 64\nRenderStyle Add\nAlpha 0.0\nMonster\n+NOPAIN\n-COUNTKILL\nvar int user_loop;\nTag \"\\c[m6]Enraged\\c- \\c[z3]Legendary Cybruiser\\c-\"\nStates\n{\n  Spawn:\n    TNT1 AAA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n    ERUS IIH 3 A_FadeIn(0.1)\n\tTNT1 AAA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tERUS HGG 3 A_FadeIn(0.1)\n  SpawnLoop:\n    TNT1 A 0 A_JumpIf(user_loop >= 16,\"SpawnEnd\")\n\tTNT1 AAA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tERUS GGG 3 A_CustomMissile(\"ELegNobleBall3Small\",0,0,random(0,359))\n\tTNT1 A 0 A_SetUserVar(user_loop,user_loop+1)\n\tLoop\n  SpawnEnd:\n    ERUS I 3 A_FadeOut(Alpha - 0.1)\n\tLoop\n  Death:\n    ERUS J 2 A_FadeOut(Alpha - 0.1)\n\tLoop\n}\n}\n\nACTOR ECBJerichoMarker : BulletPuff\n{\n+NOINTERACTION\n+ALWAYSPUFF\n+BLOODLESSIMPACT\nScale 0.6\nStates\n{\n  Spawn:\n    TNT1 A 20\n\tTNT1 A 0 A_PlaySound(\"EnragedCybruiser/JerichoFire\",5)\n\tTNT1 A 0 A_Explode(120, 200)\n\tTNT1 AAA 0 A_SpawnItemEx(\"EKaboomLN2\",Random(-1,1),Random(-1,1),Random(-1,1))\n\tEV32 ABCDEFGHIJKLMNOP 1 Bright\n\tStop\n}\n}\n\nActor EnragedCybruiserShield : PowerProtection\n{\nDamageFactor 0.1\n}\n\nACTOR EnragedCybruiserShieldGiver : PowerupGiver\n{\n+NOTIMEFREEZE\n+INVENTORY.QUIET\n+INVENTORY.UNDROPPABLE\n+INVENTORY.ALWAYSPICKUP\n+INVENTORY.AUTOACTIVATE\nInventory.Amount 1\nInventory.MaxAmount 0\nPowerup.Type \"EnragedCybruiserShield\"\nPowerup.duration -14\nPowerup.Color \"40 80 FF\", 0.1\n}\n\nACTOR UpgradeLineSpawner\n{\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/EnragedLegendarySentient.txt",
        "contents": "Actor EnragedLegendarySentient\n{\n\tHealth 9000\n\tScale 1.2\n\tMass 0x7FFFFFFF\n\tPainChance 2\n\tSpeed 18\n\tRadius 65\n\tHeight 100\n\tFloatSpeed 40\n\tObituary \"%o had nowhere to run from the Enraged Legendary Sentient.\"\n\tBloodColor \"Red\"\n\tTag \"\\c[m6]Enraged\\c- \\c[z3]Legendary Sentient\\c-\"\n\t+FLOAT\n\t+NOGRAVITY\n\t+QUICKTORETALIATE\n\t+NOTIMEFREEZE\n\t+NORADIUSDMG\n\t+MISSILEEVENMORE\n\t+NOTARGET\n\t+BOSS\n\t+MISSILEMORE\n\t+DONTMORPH\n\t+BOSSDEATH\n\t+NOICEDEATH\n\t+LOOKALLAROUND\n\t+NOTELEFRAG\n\t+DONTRIP\n\t+DONTHURTSPECIES\n\t+DONTHARMSPECIES\n\t+DONTHARMCLASS\n\t+CANTSEEK\n\t+NOFEAR\n\t+FULLVOLACTIVE\n\t-FLOORCLIP\n\t+BRIGHT\n\tMonster\n\tDropItem \"LegendaryRune\" 256\n\tDropItem \"LegendaryRune\" 256\n\tDropItem \"LegendaryRune\" 256\n\tDropItem \"ILDemonAmmoBox\" 256\n\tDropItem \"ILDemonAmmo\" 256\n\tDropItem \"ILDemonAmmoBox\" 256\n\tDropItem \"ILDemonAmmo\" 256\n\tDropItem \"ILDemonAmmoBox\" 256\n\tDropItem \"ILDemonAmmo\" 256\n\tDropItem \"Legendary BFG\" 256 1\n\tDropItem \"SkullofPower\" 256\n\tDropItem \"Enraged Legendary Plasmatic Rifle\" 256 1\n\tDropItem \"LegAmmoSphere\" 256 1\n\tDropItem \"LegDemonRune\" 256 1\n\tDropItem \"Enraged Legendary Assault Shotgun\" 256 1\n\tDropItem \"EnragedLegendaryArmor\" 256 1\n\tDropItem \"Enraged Legendary Plasmatic Cannon\" 256 1\n\tDropItem \"LegTimeFreezeSphere\" 256\n\tDropItem \"Enraged Legendary Light Machine Gun\" 256 1\n\tDropItem \"TrueLegendaryBFGUpgrade\" 256 1\n\tDamageFactor 0.5\n\tDamageFactor \"PDTBFG\", 0.05\n\tDamageFactor \"BabySpiders\", 0.0\n\tDamageFactor \"PDTBFG\", 0.05\n\tDamageFactor \"PDTBFGTracer\", 0.05\n\tDamageFactor \"VileFires\", 0.0\n\tDamageFactor \"Cyber10K\", 0.0\n\tDamageFactor \"Legendary\", 0.0\n\tDamageFactor \"LegendaryPlayer\", 0.0\n\tDamageFactor \"LegendaryGuru\", 0.0\n\tDamageFactor \"LegendaryGuruPlayer\", 0.0\n\tDamageFactor \"BFGSplash\", 0.25\n\tDamageFactor \"PlayerBHole\", 0.0\n\tDamageFactor \"BFGSpray\", 0.25\n\tDamageFactor \"PlayerDevBall\", 0.015\n\tDamageFactor \"Railg\", 0.5\n\tDamageFactor \"PlayerDevBall2\", 0.015\n\tDamageFactor \"PlayerDTBFGRailgunSlug\", 0.015\n\tDamageFactor \"PlayerDevTracer\", 0.015\n\tDamageFactor \"PlayerDTRG\", 0.05\n\tDamageFactor \"DemolisherEx\", 0.0\n\tDamageFactor \"Term\", 0.0\n\tDamageFactor \"DarkDemoEx\", 0.0\n\tDamageFactor \"CerChainguns\", 0.0\n\tDamageFactor \"CerEnergyBall\", 0.0\n\tDamageFactor \"LegMind\", 0.0\n\tDamageFactor \"SuperWeapon\", 0.0\n\tDamageFactor \"Ice\", 0.0\n\tDamageFactor \"FreezerBurn\", 0.0\n\tDamageFactor \"Crush\", 0.1\n\tDamageFactor \"Player\", 0.015\n\tDamageFactor \"PlayerHellfire\", 0.3\n\tDamageFactor \"CDTBFG\", 0.0\n\tDamageFactor \"DBFG10K\", 0.015\n\tDamageFactor \"NobleComet\", 0.0\n\tDamageFactor \"ZombieDev\", 0.0\n\tDamageFactor \"BeheComet\", 0.0\n\tDamageFactor \"PlayerDBFG10K\", 0.0\n\tDamageFactor \"DBFG\", 0.0\n\tDamageFactor \"PlayerBHole\", 0.1\n\tDamageFactor \"PlayerDBFG2\", 0.0\n\tDamageFactor \"DBFG210K\", 0.0\n\tDamageFactor \"PlayerDBFG210K\", 0.0\n\tDamageFactor \"PlayerDBFG\", 0.0\n\tDamageFactor \"DBFG2Splash\", 0.0\n\tDamageFactor \"Baby15K\", 0.0\n\tDamageFactor \"Extreme\", 0.0\n\tDamageFactor \"UltimateLegendary\", 0.0\n\tDamageFactor \"BeheComet\", 0.0\n\tDamageFactor \"Terminator\", 0.0\n\tDamageFactor \"Hell\", 0.0\n\tDamageFactor \"HFCyber\", 0.0\n\tDamageFactor \"DementedTerminator\", 0.0\n\tDamageFactor \"CacoComet\", 0.0\n\tDamageFactor \"CadaverRocket\", 0.0\n\tDamageFactor \"NobleComet\", 0.0\n\tDamageFactor \"Commander\", 0.0\n\tDamageFactor \"DBFG10K2\", 0.0\n\tDamageFactor \"PlayerDBFG10K2\", 0.0\n\tDamageFactor \"DBFG2\", 0.0\n\tDamageFactor \"PlayerDBFG2\", 0.0\n\tDamageFactor \"PyroShot\", 0.0\n\tDamageFactor \"PlayerPyro\", 0.0\n\tDamageFactor \"PDTPuff\", 0.0\n\tPainChance \"PlayerDBFG2\", 256\n\tPainChance \"DBFG2\", 256\n\tPainChance \"PlayerDBFG10K2\", 256\n\tPainChance \"PlayerDevBall\", 50\n\tPainChance \"BFG10K\", 50\n\tPainChance \"PDTBFG\", 50\n\tPainChance \"DTBFG10KBall\", 50\n\tPainChance \"PDTBFGTracer\", 50\n\tPainChance \"PlayerDBFG10K2\", 256\n\tPainChance \"DBFG210K\", 256\n\tPainChance \"DBFG2Splash\", 256\n\tPainChance \"DBFG2\", 256\n\tPainChance \"DBFG\", 256\n\tPainChance \"PlayerDBFG\", 256\n\tPainChance \"DBFG10K2\", 256\n\tSeeSound \"EnragedSentient/Sight\"\n\tPainSound \"EnragedSentient/Pain\"\n\tDeathSound \"EnragedSentient/Death\"\n\tActiveSound \"EnragedSentient/Active\"\n\tvar int user_script;\n\tvar int user_music;\n\tvar int user_missile;\n\tvar int user_missileteleport;\n\tvar int user_LegendaryBalance;\n\tvar int user_resurrectloop;\nStates\n{\n\tSpawn:\n\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"EnragedFlameJets\",0,2)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"SetEnragedSky\",0,2)\n\tIdle:\n\t    TNT1 A 0 A_SpawnItem(\"EnragedBossSmokeSpawner\")\n\t\tELSN AB 2 A_Look\n\t\tLoop\n\tSee:\n\t\tTNT1 A 0 A_JumpIf(user_music == 1,3)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,418)\n\t\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n\t\tTNT1 A 0 A_JumpIf(user_script == 1,3)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"EnragedFlameJets\",0,2)\n\t\tTNT1 A 0 A_SetUserVar(\"user_script\",1)\n\t\tELSN A 0 A_UnsetInvulnerable\n\t\tELSN A 0 A_SetTranslucent(1.0)\n\t\tTNT1 A 0 A_SpawnItem(\"EnragedBossSmokeSpawner\")\n\t\tELSN AB 2 A_Chase\n\t\tTNT1 A 0 A_Jump(60, \"Dodge\")\n\t\tTNT1 A 0 A_Jump(48, \"Teleport\")\n\t\tGoto See+5\n\tDodge:\n\t\tTNT1 A 0 A_Jump(256, \"DodgeLeft\", \"DodgeRight\")\n\tDodgeLeft:\n\t\tELSN A 5 ThrustThing(Angle*256/360+64, Random(35, 45), 0, 0)\n\t\tGoto See\n\tDodgeRight:\n\t\tELSN A 5 ThrustThing(Angle*256/360-64, Random(35, 45), 0, 0)\n\t\tGoto See\n\tTeleport:\n\t\tELSN A 0 A_UnSetShootable\n\t\tTNT1 A 0 A_PlaySound(\"EnragedSentient/Teleport\",7,1.0,0,ATTN_NONE)\n\t\tTNT1 A 0 A_SpawnItemEx(\"EnragedSentientTeleportFX\",0,0,60)\n\t\tELSN AA 1 A_FadeOut(0.5,0)\n\t\tELSN AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\t\tTNT1 A 0 A_PlaySound(\"EnragedSentient/Teleport\",7,1.0,0,ATTN_NONE)\n\t\tTNT1 A 0 A_SpawnItemEx(\"EnragedSentientTeleportFX\",0,0,60)\n\t\tELSN AA 1 A_FadeIn(0.5)\n\t\tELSN A 0 A_SetShootable\n\t\tGoto See\n\tMoreTeleports:\n\t\tELSN A 0 A_JumpIf(user_missile >= Random(8,10), \"Detox\")\n\t\tELSN A 0 A_UnSetShootable\n\t\tELSN AA 1 A_FadeOut(0.5, 0)\n\t\tELSN AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\t\tELSN A 1 A_PlayWeaponSound(\"boss/teleport\")\n\t\tELSN AA 1 A_FadeIn(0.5)\n\t\tELSN A 0 A_SetShootable\n\t\tELSN A 0 A_SetUserVar(user_missile, user_missile+1)\n\t\tLoop\n\tMissile:\n\t    TNT1 A 0 ACS_NamedExecuteWithResult(\"ELSInvulCheck\",AAPTR_TARGET)\n\t\tTNT1 A 0 A_Jump(20,\"ResurrectWave\",\"LegBFGCombo\")\n\t\tELSN A 0 A_Jump(164, \"BFG10K\",\"LegCannon\",\"LegPlasmaCannon\",\"BFGSpread\",\"DTBFG\",\"Commotion\")\n\tNormal:\n\t    TNT1 A 0 A_PlaySound(\"EnragedSentient/Attack1\",5,1.0,0,ATTN_NONE)\n\t\tELSN ABABABABAB 2  A_FaceTarget\n\t\tTNT1 A 0 A_Jump(116,\"10KChainguns\",\"LMGChainguns\",\"PlasmaChainguns\")\n\t\tTNT1 A 0 A_GiveInventory(\"EnragedSentientStrafe\", 1)\n\t\tTNT1 A 0 A_CustomMissile(\"EnragedSentientRail\",31,-20,FRandom(-8,8),0)\n\t\tTNT1 A 0 A_CustomMissile(\"EnragedSentientRail\",31,0,FRandom(-8,8),0)\n\t\tELSN D 2 A_CustomMissile(\"EnragedSentientRail\",31,20,FRandom(-8,8),0)\n\t\tELSN C 3 A_StopSoundEx(\"Weapon\")\n\t\tTNT1 A 0 A_Jump(3,\"See\",\"Missile\")\n\t\tTNT1 A 0 A_SpidRefire\n\t\tGoto Normal+12\n\t10KChainguns:\n\t\tTNT1 A 0 A_GiveInventory(\"EnragedSentientStrafe\", 1)\n\t\tELSN AA 0 A_PlaySound(\"weapons/bfg15kfire\")\n\t\tTNT1 A 0 A_CustomMissile(\"Enraged10KProjectile\",31,-20,FRandom(-8,8),0)\n\t\tTNT1 A 0 A_CustomMissile(\"Enraged10KProjectile\",31,0,FRandom(-8,8),0)\n\t\tELSN D 2 A_CustomMissile(\"Enraged10KProjectile\",31,20,FRandom(-8,8),0)\n\t\tELSN C 4 A_StopSoundEx(\"Weapon\")\n\t\tTNT1 A 0 A_Jump(3,\"See\")\n\t\tTNT1 A 0 A_SpidRefire\n\t\tLoop\n\tPlasmaChainguns:\n\t\tTNT1 A 0 A_GiveInventory(\"EnragedSentientStrafe\", 1)\n\t\tELSN AA 0 A_PlaySound(\"weapons/ELRFire\")\n\t\tTNT1 A 0 A_CustomMissile(\"RLegendaryProjectile\",31,-20,FRandom(-8,8),0)\n\t\tTNT1 A 0 A_CustomMissile(\"RLegendaryProjectile\",31,0,FRandom(-8,8),0)\n\t\tELSN D 2 A_CustomMissile(\"RLegendaryProjectile\",31,20,FRandom(-8,8),0)\n\t\tELSN C 4 A_StopSoundEx(\"Weapon\")\n\t\tTNT1 A 0 A_Jump(3,\"See\")\n\t\tTNT1 A 0 A_SpidRefire\n\t\tLoop\n\tLMGChainguns:\n\t\tTNT1 A 0 A_GiveInventory(\"EnragedSentientStrafe\", 1)\n\t\tTNT1 A 0 A_CustomMissile(\"LegendaryRedTracer\",31,0,Random(-12,12),0)\n\t\tTNT1 A 0 A_CustomMissile(\"LegendaryRedTracer\",31,-20,Random(-12,12),0)\n\t\tTNT1 A 0 A_CustomMissile(\"LegendaryRedTracer\",31,20,Random(-12,12),0)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"ELegRifleCasing\", Random(-25,25),0,36,Random(-6, 6),0,Random(-1, -3))\n\t\tTNT1 AAA 0 A_CustomBulletAttack(42.5,14,1,Random(10,20)*3,\"EnragedBulletPuff\")\n\t\tTNT1 AAA 0 A_PlaySoundEx(\"weapons/EMGFire\",\"Weapon\")\n\t\tELSN DCC 2\n\t\tTNT1 A 0 A_Jump(3,\"See\")\n\t\tTNT1 A 0 A_SpidRefire\n\t\tLoop\n\tBFG10K:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\t\tELSN EEEEEEEEEE 2  A_FaceTarget\n\tBFG10KLoop:\n\t\tELSN A 0 A_JumpIf(user_missile >= 50, \"10KStop\")\n\t\tTNT1 A 0 A_SetUserVar(user_missileteleport,0)\n\t\tELSN A 0 A_GiveInventory(\"EnragedSentientStrafe\", 1)\n\t\tELSN A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\t\tTNT1 A 0 A_FaceTarget\n\t\tELSN F 0 A_CustomMissile(\"Enraged10KProjectile\", 20, -20, Random(3, -3))\n\t\tELSN F 2 A_CustomMissile(\"Enraged10KProjectile\", 20, 20, Random(3, -3))\n\t\tELSN E 2 A_FaceTarget\n\t\tELSN A 0 A_SetUserVar(user_missile, user_missile+1)\n\t10KTeleport:\n\t\tTNT1 A 0 A_JumpIf(user_missileteleport >= Random(50,90),\"BFG10KLoop\")\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"EnragedSentientTeleportFXSpam\",0,0,60)\n\t\tTNT1 A 0 A_SetUserVar(user_missileteleport,user_missileteleport+1)\n\t\tLoop\n\t10KStop:\n\t\tELSN A 0 A_SetUserVar(user_missile, 0)\n\t\tELSN A 0 A_Jump(144,\"BFGSpread\")\n\t\tELSN A 0 A_Jump(96, \"Dodge\")\n\t\tGoto See\n\tDTBFG:\n\t    TNT1 A 0 A_Jump(128,2)\n\t    TNT1 A 0 A_PlaySound(\"EnragedSentient/Attack4\",5)\n\t\tTNT1 A 0 A_PlaySound(\"EnragedSentient/DTBFGCharge\",6)\n\tDTBFGCharge:\n\t\tTNT1 A 0 A_JumpIf(user_missile >= 5,\"DTBFGFire\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"EnragedBossSmokeSpawner\")\n\t\tTNT1 A 0 A_GiveInventory(\"EnragedSentientStrafe\", 1)\n\t\tELSN EEE 2 A_FaceTarget\n\t\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n\t\tLoop\n\tDTBFGFire:\n\t\tTNT1 A 0 A_JumpIf(user_missile >= 9,\"DTBFGStop\")\n\t\tTNT1 A 0 A_GiveInventory(\"EnragedSentientStrafe\", 1)\n\t\tELSN F 4 A_CustomMissile(\"EnragedSentientDTBFG10KBall\",50)\n\t\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n\t\tLoop\n\tDTBFGStop:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/dtech10ksteam\",6)\n\t\tELSN NNN 4 A_FaceTarget\n\t\tGoto Detox\n\tLegPlasmaCannon:\n\t    TNT1 A 0 A_PlaySound(\"EnragedSentient/Attack4\",5,1.0,0,ATTN_NONE)\n\t\tELSN NNNNNNNNNNNNNNNNNNEEE 2  A_GiveInventory(\"EnragedSentientStrafe\", 1)\n\t\tELSN A 0 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"Star/Fire\",6,1.0,0,ATTN_NONE)\n\t\tELSN A 0 A_CustomMissile(\"EnragedNukeShot\", 50, 0, 0)\n\t\tELSN FFFEEE 2 A_GiveInventory(\"EnragedSentientStrafe\", 1)\n\t\tELSN A 0 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"Star/Fire\",6,1.0,0,ATTN_NONE)\n\t\tELSN A 0 A_CustomMissile(\"EnragedNukeShot\", 50, 0, 0)\n\t\tELSN FFFEEE 2 A_GiveInventory(\"EnragedSentientStrafe\", 1)\n\t\tELSN A 0 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"Star/Fire\",6,1.0,0,ATTN_NONE)\n\t\tELSN A 0 A_CustomMissile(\"EnragedNukeShot\", 50, 0, 0)\n\t\tELSN FFFNNN 2 A_GiveInventory(\"EnragedSentientStrafe\", 1)\n\t\tELSN A 0 A_Jump(64, \"BFGSpread\", \"LegBFGCombo\")\n\t\tELSN A 0 A_Jump(128, \"Dodge\")\n\t\tGoto See\n\tBFGSpread:\n\t    TNT1 A 0 A_Jump(128,2)\n\t    TNT1 A 0 A_PlaySound(\"EnragedSentient/Attack2\",5,1.0,0,ATTN_NONE)\n\t\tELSN NNNNNNNNNNN 2 A_FaceTarget\n\t\tELSN A 0 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"Cardinal/9k\")\n\t\tELSN EEEEEEEEEEFFF 2  A_GiveInventory(\"EnragedSentientStrafe\", 1)\n\t\tELSN A 0 A_FaceTarget\n\t\tELSN AAAAAAA 0 A_CustomMissile(\"EnragedBFG9500\",50,Random(-2,2),Random(-35,35),CMF_AIMDIRECTION,Random(-35,0))\n\t\tELSN A 0 A_Jump(128, \"Dodge\")\n\t\tGoto See\n\tLegCannon:\n\t    TNT1 A 0 A_Jump(128,2)\n\t\tTNT1 A 0 A_PlaySound(\"EnragedSentient/Attack2\",5,1.0,0,ATTN_NONE)\n\t\tELSN NNNNNNNNNNNNNNNNNNN 2 A_GiveInventory(\"EnragedSentientStrafe\", 1)\n\t\tELSN A 0 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"lrball3/shot\")\n\t\tELSN A 0 A_FaceTarget\n\t\tTNT1 AAAAA 0 A_CustomMissile(\"EnragedCYNCannonProj\", 50, 0, Random(-20,20))\n\t\tELSN FFEEE 2 A_GiveInventory(\"EnragedSentientStrafe\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"lrball3/shot\")\n\t\tELSN A 0 A_FaceTarget\n\t\tTNT1 AAAAA 0 A_CustomMissile(\"EnragedCYNCannonProj\", 50, 0, Random(-20,20))\n\t\tELSN FFEEE 2 A_GiveInventory(\"EnragedSentientStrafe\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"lrball3/shot\")\n\t\tELSN A 0 A_FaceTarget\n\t\tTNT1 AAAAA 0 A_CustomMissile(\"EnragedCYNCannonProj\", 50, 0, Random(-20,20))\n\t\tELSN FFEEE 2 A_GiveInventory(\"EnragedSentientStrafe\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"lrball3/shot\")\n\t\tELSN A 0 A_FaceTarget\n\t\tTNT1 AAAAA 0 A_CustomMissile(\"EnragedCYNCannonProj\", 50, 0, Random(-20,20))\n\t\tELSN FFEEE 2 A_GiveInventory(\"EnragedSentientStrafe\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"lrball3/shot\")\n\t\tELSN A 0 A_FaceTarget\n\t\tTNT1 AAAAA 0 A_CustomMissile(\"EnragedCYNCannonProj\", 50, 0, Random(-20,20))\n\t\tELSN FFEEE 2 A_GiveInventory(\"EnragedSentientStrafe\", 1)\n\t\tELSN A 0 A_Jump(128, \"Dodge\")\n\t\tGoto See\n\tLegBFGCombo:\n\t\tTNT1 A 0 A_PlaySound(\"EnragedSentient/Attack5\",5,1.0,0,ATTN_NONE)\n\t\tELSN NNNNN 2 A_FaceTarget\n\t\tELSN A 0 A_SetInvulnerable\n\t\tELSN A 0 A_PlaySound(\"EnragedDTech/Charge\",0,1,0,ATTN_NONE)\n\t\tELSN NNNN 2 A_FaceTarget\n\tLegBfgComboCharging:\n\t\tELSN A 0 A_JumpIf(user_missile >= 17, \"LegBfgComboGo\")\n\t\tELSN N 2 A_GiveInventory(\"EnragedSentientStrafe\", 1)\n\t\tELSN A 0 A_SetUserVar(user_missile, user_missile+1)\n\t\tLoop\n\tLegBfgComboGo:\n\t\tELSN A 0 A_JumpIf(user_missile >= 22, \"Detox\")\n\t\tELSN A 0 A_FaceTarget\n\t\tELSN N 5 A_Recoil(-35)\n\t\tTNT1 A 0 A_PlaySound(\"EnragedDTech/Fire\")\n\t\tELSN O 5 A_CustomMissile(\"SentientGuruBall\", 50, 0, 0, 0)\n\t\tELSN A 0 A_UnSetShootable\n\t\tTNT1 A 0 A_PlaySound(\"EnragedSentient/Teleport\",7,1.0,0,ATTN_NONE)\n\t\tTNT1 A 0 A_SpawnItemEx(\"EnragedSentientTeleportFX\",0,0,60)\n\t\tELSN AA 1 A_FadeOut(0.5, 0)\n\t\tELSN AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\t\tTNT1 A 0 A_PlaySound(\"EnragedSentient/Teleport\",7,1.0,0,ATTN_NONE)\n\t\tTNT1 A 0 A_SpawnItemEx(\"EnragedSentientTeleportFX\",0,0,60)\n\t\tELSN AA 1 A_FadeIn(0.5)\n\t\tELSN A 0 A_SetShootable\n\t\tELSN A 0 A_UnsetInvulnerable\n\t\tELSN A 0 A_SetUserVar(user_missile, user_missile+1)\n\t\tGoto LegBfgComboGo\n\tEnragedD:\n\t\tTNT1 A 0 A_SetInvulnerable\n\t\tTNT1 A 0 A_PlaySound(\"EnragedSentient/DBFG\",5,1,0,ATTN_NONE)\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/dbfgcharge2\",6)\n\tEnragedDCharge:\n\t\tTNT1 A 0 A_JumpIf(user_missile >= 10,\"EnragedDLoop\")\n\t\tELSN NNN 3 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"EnragedBossSmokeSpawner\")\n\t\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n\t\tLoop\n\tEnragedDLoop:\n\t\tTNT1 A 0 A_JumpIf(user_missile >= 24,\"EnragedDStop\")\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\",6)\n\t\tELSN G 4 A_CustomMissile(\"EnragedD10K\",90,74,Random(-5,5))\n\t\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n\t\tLoop\n\tEnragedDStop:\n\t\tTNT1 A 0 A_SpawnItem(\"EnragedBossSmokeSpawner\")\n\t\tELSN EEE 5 A_FaceTarget\n\t\tGoto Detox\n\tCommotion:\n\t\tELSN A 0 A_PlaySound(\"Truelegsent/StrongAttack\")\n\t\tELSN NNNNNNNNNN 2 A_FaceTarget\n\t\tELSN A 0 A_SetInvulnerable\n\t\tELSN A 0 A_PlaySound(\"TrueLegSent/See\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"EnragedCommotionIllusion2\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"EnragedCommotionIllusion3\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"EnragedCommotionIllusion4\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"EnragedCommotionIllusion5\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"EnragedCommotionIllusion6\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"EnragedCommotionIllusion7\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"EnragedCommotionIllusion8\")\n\t\tELSN N 2 A_SpawnItemEx(\"EnragedCommotionIllusion\")\n\t\tELSN NNNNN 35\n\t\tGoto See\n\tPain:\n\t\tELSN H 3\n\t\tELSN H 3 A_Pain\n\t\tELSN A 0 A_Jump(38,\"ResurrectWave\")\n\t\tELSN A 0 A_Jump(188,\"Missile\")\n\t\tGoto See\n\tDetox:\n\t\tTNT1 A 0 A_UnSetInvulnerable\n\t\tTNT1 A 0 A_SetUserVar(user_missile,0)\n\t\tGoto See\n\tResurrectWave:\n\t\tELSN AAAAAA 3\n\t\tTNT1 A 0 A_SetInvulnerable\n\t\tTNT1 A 0 Radius_Quake(20,80,0,600,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"EnragedSphereLightningSpawner\",0,0,60)\n\t\tELSN N 3 A_PlaySound(\"EnragedSentient/Attack5\")\n\tResurrectLoop1:\n\t\tTNT1 A 0 A_JumpIf(user_missile >= 12,\"ResurrectLoop1End\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"EnragedSentientResurrector\",Random(-2048,2048),Random(-2048,2048))\n\t\tTNT1 A 0 A_SetUserVar(user_resurrectloop,user_resurrectloop+10)\n\t\tELSN N 1 A_SetUserVar(user_missile,user_missile+1)\n\t\tLoop\n\tResurrectLoop1End:\n\t\tELSN N 3 A_SetUserVar(user_resurrectloop,15)\n\t\tTNT1 A 0 A_SpawnItemEx(\"EnragedSphereLightningSpawner\",0,0,60)\n\t\tELSN N 3\n\tResurrectLoop2:\n\t\tTNT1 A 0 A_JumpIf(user_missile >= 74,\"ResurrectLoop2End\")\n\t\tTNT1 A 0 A_CustomMissile(\"TrueLegSentientMassResurrection\",10,0,user_resurrectloop,0)\n\t\tTNT1 A 0 A_SetUserVar(user_resurrectloop,user_resurrectloop+10)\n\t\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n\t\tLoop\n\tResurrectLoop2End:\n\t    TNT1 A 0 A_SpawnItemEx(\"ELBSSurveyor\",-50,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ELBSSurveyor\",-50,-25,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ELBSSurveyor\",-50,25,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ELBSSurveyor\",50,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ELBSSurveyor\",50,-25,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ELBSSurveyor\",50,25,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\t\tELSN NNNNNN 9 A_SpawnItemEx(\"EnragedSphereLightningSpawner\",0,0,60)\n\t\tELSN N 3 A_SetUserVar(user_missile, 0)\n\t\tTNT1 A 0 A_UnSetInvulnerable\n\t\tELSN A 3\n\t\tGoto See\n\tDeath:\n\t\tELSN A 0 A_SetUserVar(user_missile, 0)\n\t\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"EnragedSentientDeathBomb\",0,0,60,Random(-12,12),Random(-12,12),Random(2,15))\n\t\tTNT1 A 0 A_Scream\n\tDeathLoop:\n\t    TNT1 A 0 A_JumpIf(user_missile >= 45,\"Death2\")\n\t\tTNT1 AA 0 A_SpawnItemEx(\"EKaboomLN\",Random(0,70),Random(0,70),Random(0,70))\n\t\tTNT1 A 0 A_SpawnItemEx(\"EnragedSphereLightningSpawner\",0,0,60)\n\t\tELSN H 4 A_SetUserVar(user_missile,user_missile+1)\n\t\tLoop\n\tDeath2:\n\t\tELSN A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"ELegendaryStrikeN\")\n\t\tTNT1 A 0 A_SpawnItem(\"EnragedDeathBallMedium\")\n\t\tELSN HIJKLM 2 A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t\tELSN A 0 A_SetUserVar(user_missile, user_missile+1)\n\t\tTNT1 A 0 A_KillMaster\n\t\tStop\n}\n}\n\nActor EnragedSentientStrafe : LegSentientStrafe\n{\n+NOTIMEFREEZE\n  States\n  {\n  Pickup:\n    NULL A 1\n\tNULL A 1 A_ChangeVelocity(velx/2,vely/2,velz,CVF_REPLACE)\n\tNULL A 1 A_JumpIf(velx != 0 || vely != 0,2)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 A_Jump(235,5)\n\tNULL A 1 A_JumpIfInventory(\"LegSentientStrafeSens\",1,3)\n\tNULL A 1 A_GiveInventory(\"LegSentientStrafeSens\",1)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 A_TakeInventory(\"LegSentientStrafeSens\",1)\n\tNULL A 1 A_JumpIfInventory(\"LegSentientStrafeSens\",1,3)\n\tNULL A 1 ThrustThing(angle*256/360+38.7,10,0,0)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 ThrustThing(angle*256/360+38.7,-10,0,0)\n    NULL A 1 A_FaceTarget\n\tNULL A 1 A_Jump(24,2)\n\tNULL A 1 A_Recoil(-1)\n    Stop\n\tNULL A 1 A_Recoil(1)\n    Stop\n  }\n}\n\nACTOR EnragedSentientRail : ELBSRailBall2\n{\nSpeed 280\nDamage (100)\nSpecies \"Masterminds\"\nStates\n{\nDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlayWeaponSound(\"cyberrail/impact\")\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedParticleSpawner\")\n\tTNT1 AA 0 A_SpawnItemEx(\"EKaboomLN\",random(-32,32),random(-40,40),random(8,16),random(-4,4),random(-4,4),random(0,4),0,SXF_TRANSFERPOINTERS)\n\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 A 0 A_Explode(128,128,0)\n\tStop\n\t}\n}\n\nACTOR EnragedSentientHomingRail :  ELBSRailBall {}\n\nACTOR EnragedLegSentientFire\n{\n\t+MISSILE\n\t+DONTSPLASH\n\t+CLIENTSIDEONLY\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOTELEPORT\n\t+FORCEXYBILLBOARD\n\t+THRUACTORS\n\t+NOTIMEFREEZE\n\tRenderStyle Add\n\tScale 0.65\nStates\n{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t\tEMKE ABCDEFGHIJKL 1  A_FadeOut\n\t\tStop\n\tToaster:\n\t\tTNT1 A 0\n\t\tStop\n}\n}\n\nACTOR EnragedLegSentientFireSpawner : LegendaryRedParticleSpawner\n{\nStates\n{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"monster/ambientfire2\")\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t\tTNT1 AA 0 A_SpawnItemEx(\"EnragedLegSentientFire\",random(55,76),random(50,70),85,0,0,random(-4,-6),0,128,0)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"EnragedLegSentientFire\",random(-55,-76),random(-50,-70),85,0,0,random(-4,-6),0,128,0)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"EnragedLegSentientFire\",random(55,76),random(-50,-70),85,0,0,random(-4,-6),0,128,0)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"EnragedLegSentientFire\",random(-55,-76),random(50,70),85,0,0,random(-4,-6),0,128,0)\n\t\tTNT1 A 1\n\t\tStop\n}\n}\n\nACTOR EnragedSentientTeleportFX : LegImpLineSpawner\n{\nRenderstyle Add\nAlpha 0.8\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"RedPowerLine\",random(64,-64),random(64,-64),random(0,64),0,0,0,0,128,0)\n\tESTP ACEGIKMOQSUW 1 A_SpawnItemEx(\"RedPowerLine\",random(64,-64),random(64,-64),random(0,64),0,0,0,0,128,0)\n    Stop\n    }\n}\n\nACTOR EnragedSentientTeleportFXSpam : EnragedSentientTeleportFX\n{\nRenderstyle Add\nAlpha 0.4\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"RedPowerLine\",random(64,-64),random(64,-64),random(0,64),0,0,0,0,128,0)\n\tELSN E 1 A_SpawnItemEx(\"RedPowerLine\",random(64,-64),random(64,-64),random(0,64),0,0,0,0,128,0)\n    Stop\n    }\n}\n\nACTOR EnragedSentientDTBFG10KBall : EnragedBabySentientDTBFG10KBall\n{\nRadius 20\nHeight 30\nDamage 150\nSpeed 22\nAlpha 0.95\nScale 0.55\nRenderStyle Add\nPROJECTILE\n+FORCERADIUSDMG\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n    TNT1 A 0\n\tTNT1 A 0 A_Jump(128,\"DTBFGSFX\")\n    TNT1 A 0 A_PlaySoundEx(\"weapons/dtech10kball\",\"Voice\",1)\n    TNT1 A 0 A_SpawnItemEx(\"EBFGParticle\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n    ERS1 A 1 Bright A_CustomMissile(\"EnragedSentientDTBFGAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n    ERS1 B 1 Bright A_SpawnItemEx(\"EBFGParticle\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n    TNT1 A 0 A_SpawnItemEx(\"EBFGParticle\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n    ERS1 C 1 Bright A_CustomMissile(\"EnragedSentientDTBFGAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n    ERS1 D 1 Bright A_SpawnItemEx(\"EBFGParticle\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n    Loop\nDTBFGSFX:\n\tTNT1 A 0 A_PlaySoundEx(\"weapons/dtech10kball\",\"Voice\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"DTBFGLightningRed\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n    TNT1 A 0 A_SpawnItemEx(\"EBFGParticle\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n    ERS1 A 1 Bright A_CustomMissile(\"EnragedSentientDTBFGAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"DTBFGLightningRed2\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n    ERS1 B 1 Bright A_SpawnItemEx(\"EBFGParticle\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_SpawnItemEx(\"DTBFGLightningRed\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n    TNT1 A 0 A_SpawnItemEx(\"EBFGParticle\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n    ERS1 C 1 Bright A_CustomMissile(\"EnragedSentientDTBFGAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"DTBFGLightningRed2\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n    ERS1 D 1 Bright A_SpawnItemEx(\"EBFGParticle\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n    Goto Spawn\nDeath:\n    TNT1 A 0\n\tTNT1 A 0 A_SetTranslucent(0.75,1)\n\tTNT1 A 0 Radius_Quake(5,60,0,10,0)\n\tTNT1 A 0 A_CustomMissile(\"EnragedSentientDTBFG10KTracer\",0,0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedSentientDTBFG10KTracer\",0,0,10,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedSentientDTBFG10KTracer\",0,0,20,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedSentientDTBFG10KTracer\",0,0,30,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedSentientDTBFG10KTracer\",0,0,40,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedSentientDTBFG10KTracer\",0,0,50,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedSentientDTBFG10KTracer\",0,0,60,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedSentientDTBFG10KTracer\",0,0,70,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedSentientDTBFG10KTracer\",0,0,80,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedSentientDTBFG10KTracer\",0,0,90,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedSentientDTBFG10KTracer\",0,0,100,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedSentientDTBFG10KTracer\",0,0,110,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedSentientDTBFG10KTracer\",0,0,120,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedSentientDTBFG10KTracer\",0,0,130,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedSentientDTBFG10KTracer\",0,0,140,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedSentientDTBFG10KTracer\",0,0,150,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedSentientDTBFG10KTracer\",0,0,160,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedSentientDTBFG10KTracer\",0,0,170,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedSentientDTBFG10KTracer\",0,0,180,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedSentientDTBFG10KTracer\",0,0,190,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedSentientDTBFG10KTracer\",0,0,200,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedSentientDTBFG10KTracer\",0,0,210,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedSentientDTBFG10KTracer\",0,0,220,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedSentientDTBFG10KTracer\",0,0,230,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedSentientDTBFG10KTracer\",0,0,240,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedSentientDTBFG10KTracer\",0,0,250,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedSentientDTBFG10KTracer\",0,0,260,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedSentientDTBFG10KTracer\",0,0,270,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedSentientDTBFG10KTracer\",0,0,280,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedSentientDTBFG10KTracer\",0,0,290,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedSentientDTBFG10KTracer\",0,0,300,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedSentientDTBFG10KTracer\",0,0,310,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedSentientDTBFG10KTracer\",0,0,320,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedSentientDTBFG10KTracer\",0,0,330,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedSentientDTBFG10KTracer\",0,0,340,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"EnragedSentientDTBFG10KTracer\",0,0,350,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"DTBFGLightningRedSpawner\", 0, 0, 15, 0, 0, 0, 0, 128)\n\tERS1 ABCD 6 Bright A_SpawnItemEx(\"Enraged10KShockwave\", 0, 0, 15, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_Explode(560,340)\n\tTNT1 A 0 A_StopSoundEx(\"Voice\")\n\tTNT1 A 0 Radius_Quake(15,20,0,20,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/dtech10kexplode\")\n\tTNT1 A 0 A_SpawnItemEx(\"Enraged10KShockwave\", 0, 0, 15, 0, 0, 0, 0, 128)\n    TNT1 A 20 A_SpawnItem(\"EnragedDTBFGEx\",0,-10)\n    Stop\n    }\n}\n\nActor EnragedNukeShot : ELegendarySoulProj\n{\nDamage 200\nSpeed 30\nSeeSound \"\"\nDECAL BFG9500LightningRed\nStates\n{\n  Spawn:\n\tEBSB A 3  A_SpawnItem(\"ELRedFlameSpawner\",0,0,-30,0)\n\tLoop\n  Death:\n\tTNT1 A 0 A_PlaySoundEx(\"legendary/strike\",\"Voice\",0,2)\n    TNT1 A 0 A_Explode(6582,2056)\n    TNT1 A 0 A_SpawnItemEx(\"ELegendaryStrikeN\")\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"EnragedLightningSpark\",0,0,0,random(1,10),0,random(1,10),random(0,359),129)\n\tTNT1 AAAAAAA 0 A_CustomMissile(\"EKaboomLN\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 A 0\n    Stop\n  }\n}\n\nACTOR EnragedD10K : Enraged10KProjectile\n{\n+FOILINVUL\nStates\n   {\n   Death:\n   XDeath:\n      TNT1 A 0\n      TNT1 A 1 A_SpawnItem(\"ED10KEx\")\n      Stop\n\t  }\n}\n\nACTOR ED10KEx : ERed10KEx {+FOILINVUL}\n\nACTOR EnragedCommotion : ELegNobleBall4\n{\n    Damage 80\n   -DOOMBOUNCE\n    Speed 35\n    SeeSound \"TrueCommotionBall/Bounce\"\n    DeathSound \"TrueCommotionBall/Death\"\n   States\n   {\n   Spawn:\n      EBA4 A 2 BRIGHT A_SpawnItem(\"ELegNobleRings\")\n      Loop\n   Death:\n      TNT1 A 0\n\t  TNT1 AA 0 A_SpawnItemEx(\"EnragedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n      EBA2 CDE 3\n      Stop\n   }\n}\n\nActor EnragedCommotionIllusion\n{\n  Scale 1.2\n  RenderStyle Translucent\n  Alpha 0.6\n  Obituary \"%o had nowhere to run from the Enraged Legendary Sentient.\"\n  +NODAMAGE\n  +ThruActors\n  +MissileMore\n  +MissileEvenMore\n  +DontHurtSpecies\n  -CountKill\n  +NoGravity\n  +Float\n  +NOCLIP\n  +NOINFIGHTING\n  +NOTIMEFREEZE\n  +BRIGHT\n  Monster\n  var int user_rotate;\n  States\n  {\n  Spawn:\n    TNT1 A 0 A_LookEx(LOF_NOJUMP)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"EnragedFlameJets\",0,2)\n  ChargeLoop:\n    TNT1 A 0 A_JumpIf(user_rotate >= 120,\"Fire\")\n\tTNT1 A 0 A_Warp(AAPTR_TARGET,0,500,80,user_rotate,WARPF_WARPINTERPOLATION|WARPF_NOCHECKPOSITION|WARPF_ABSOLUTEANGLE)\n\tELSN E 1 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_rotate,user_rotate+4)\n\tLoop\n  Fire:\n    TNT1 A 0 A_CustomMissile(\"EnragedCommotion\",50)\n  ChargeLoop2:\n    TNT1 A 0 A_JumpIf(user_rotate >= 245,\"ChargeLoop3\")\n\tTNT1 A 0 A_Warp(AAPTR_TARGET,0,500,80,user_rotate,WARPF_WARPINTERPOLATION|WARPF_NOCHECKPOSITION|WARPF_ABSOLUTEANGLE)\n\tELSN F 1 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_rotate,user_rotate+4)\n\tLoop\n  ChargeLoop3:\n    TNT1 A 0 A_JumpIf(user_rotate >= 315,\"Fire2\")\n\tTNT1 A 0 A_Warp(AAPTR_TARGET,0,500,80,user_rotate,WARPF_WARPINTERPOLATION|WARPF_NOCHECKPOSITION|WARPF_ABSOLUTEANGLE)\n\tELSN E 1 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_rotate,user_rotate+4)\n\tLoop\n  Fire2:\n    TNT1 A 0 A_CustomMissile(\"EnragedCommotion\",50)\n\tTNT1 A 0 A_Die\n  Death:\n    ELSN FFFNNNNNNN 2 A_FadeOut\n\tStop\n  }\n}\n\nActor EnragedCommotionIllusion2 : EnragedCommotionIllusion\n{\n  States\n  {\n  Spawn:\n    TNT1 A 0 A_LookEx(LOF_NOJUMP)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"EnragedFlameJets\",0,2)\n  ChargeLoop:\n    TNT1 A 0 A_JumpIf(user_rotate >= 120,\"Fire\")\n\tTNT1 A 0 A_Warp(AAPTR_TARGET,0,500,80,user_rotate-90,WARPF_WARPINTERPOLATION|WARPF_NOCHECKPOSITION|WARPF_ABSOLUTEANGLE)\n\tELSN E 1 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_rotate,user_rotate+4)\n\tLoop\n  Fire:\n    TNT1 A 0 A_CustomMissile(\"EnragedCommotion\",50)\n  ChargeLoop2:\n    TNT1 A 0 A_JumpIf(user_rotate >= 245,\"ChargeLoop3\")\n\tTNT1 A 0 A_Warp(AAPTR_TARGET,0,500,80,user_rotate-90,WARPF_WARPINTERPOLATION|WARPF_NOCHECKPOSITION|WARPF_ABSOLUTEANGLE)\n\tELSN F 1 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_rotate,user_rotate+4)\n\tLoop\n  ChargeLoop3:\n    TNT1 A 0 A_JumpIf(user_rotate >= 315,\"Fire2\")\n\tTNT1 A 0 A_Warp(AAPTR_TARGET,0,500,80,user_rotate-90,WARPF_WARPINTERPOLATION|WARPF_NOCHECKPOSITION|WARPF_ABSOLUTEANGLE)\n\tELSN E 1 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_rotate,user_rotate+4)\n\tLoop\n  Fire2:\n    TNT1 A 0 A_CustomMissile(\"EnragedCommotion\",50)\n\tTNT1 A 0 A_Die\n  Death:\n    ELSN FFFNNNNNNN 2 A_FadeOut\n\tStop\n  }\n}\n\nActor EnragedCommotionIllusion3 : EnragedCommotionIllusion\n{\n  States\n  {\n  Spawn:\n    TNT1 A 0 A_LookEx(LOF_NOJUMP)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"EnragedFlameJets\",0,2)\n  ChargeLoop:\n    TNT1 A 0 A_JumpIf(user_rotate >= 120,\"Fire\")\n\tTNT1 A 0 A_Warp(AAPTR_TARGET,0,500,80,user_rotate-180,WARPF_WARPINTERPOLATION|WARPF_NOCHECKPOSITION|WARPF_ABSOLUTEANGLE)\n\tELSN E 1 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_rotate,user_rotate+4)\n\tLoop\n  Fire:\n    TNT1 A 0 A_CustomMissile(\"EnragedCommotion\",50)\n  ChargeLoop2:\n    TNT1 A 0 A_JumpIf(user_rotate >= 245,\"ChargeLoop3\")\n\tTNT1 A 0 A_Warp(AAPTR_TARGET,0,500,80,user_rotate-180,WARPF_WARPINTERPOLATION|WARPF_NOCHECKPOSITION|WARPF_ABSOLUTEANGLE)\n\tELSN F 1 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_rotate,user_rotate+4)\n\tLoop\n  ChargeLoop3:\n    TNT1 A 0 A_JumpIf(user_rotate >= 315,\"Fire2\")\n\tTNT1 A 0 A_Warp(AAPTR_TARGET,0,500,80,user_rotate-180,WARPF_WARPINTERPOLATION|WARPF_NOCHECKPOSITION|WARPF_ABSOLUTEANGLE)\n\tELSN E 1 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_rotate,user_rotate+4)\n\tLoop\n  Fire2:\n    TNT1 A 0 A_CustomMissile(\"EnragedCommotion\",50)\n\tTNT1 A 0 A_Die\n  Death:\n    ELSN FFFNNNNNNN 2 A_FadeOut\n\tStop\n  }\n}\n\nActor EnragedCommotionIllusion4 : EnragedCommotionIllusion\n{\n  States\n  {\n  Spawn:\n    TNT1 A 0 A_LookEx(LOF_NOJUMP)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"EnragedFlameJets\",0,2)\n  ChargeLoop:\n    TNT1 A 0 A_JumpIf(user_rotate >= 120,\"Fire\")\n\tTNT1 A 0 A_Warp(AAPTR_TARGET,0,500,80,user_rotate-270,WARPF_WARPINTERPOLATION|WARPF_NOCHECKPOSITION|WARPF_ABSOLUTEANGLE)\n\tELSN E 1 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_rotate,user_rotate+4)\n\tLoop\n  Fire:\n    TNT1 A 0 A_CustomMissile(\"EnragedCommotion\",50)\n  ChargeLoop2:\n    TNT1 A 0 A_JumpIf(user_rotate >= 245,\"ChargeLoop3\")\n\tTNT1 A 0 A_Warp(AAPTR_TARGET,0,500,80,user_rotate-270,WARPF_WARPINTERPOLATION|WARPF_NOCHECKPOSITION|WARPF_ABSOLUTEANGLE)\n\tELSN F 1 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_rotate,user_rotate+4)\n\tLoop\n  ChargeLoop3:\n    TNT1 A 0 A_JumpIf(user_rotate >= 315,\"Fire2\")\n\tTNT1 A 0 A_Warp(AAPTR_TARGET,0,500,80,user_rotate-270,WARPF_WARPINTERPOLATION|WARPF_NOCHECKPOSITION|WARPF_ABSOLUTEANGLE)\n\tELSN E 1 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_rotate,user_rotate+4)\n\tLoop\n  Fire2:\n    TNT1 A 0 A_CustomMissile(\"EnragedCommotion\",50)\n\tTNT1 A 0 A_Die\n  Death:\n    ELSN FFFNNNNNNN 2 A_FadeOut\n\tStop\n  }\n}\n\nActor EnragedCommotionIllusion5 : EnragedCommotionIllusion\n{\n  States\n  {\n  Spawn:\n    TNT1 A 0 A_LookEx(LOF_NOJUMP)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"EnragedFlameJets\",0,2)\n  ChargeLoop:\n    TNT1 A 0 A_JumpIf(user_rotate >= 120,\"Fire\")\n\tTNT1 A 0 A_Warp(AAPTR_TARGET,0,500,80,user_rotate-45,WARPF_WARPINTERPOLATION|WARPF_NOCHECKPOSITION|WARPF_ABSOLUTEANGLE)\n\tELSN E 1 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_rotate,user_rotate+4)\n\tLoop\n  Fire:\n    TNT1 A 0 A_CustomMissile(\"EnragedCommotion\",50)\n  ChargeLoop2:\n    TNT1 A 0 A_JumpIf(user_rotate >= 245,\"ChargeLoop3\")\n\tTNT1 A 0 A_Warp(AAPTR_TARGET,0,500,80,user_rotate-45,WARPF_WARPINTERPOLATION|WARPF_NOCHECKPOSITION|WARPF_ABSOLUTEANGLE)\n\tELSN F 1 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_rotate,user_rotate+4)\n\tLoop\n  ChargeLoop3:\n    TNT1 A 0 A_JumpIf(user_rotate >= 315,\"Fire2\")\n\tTNT1 A 0 A_Warp(AAPTR_TARGET,0,500,80,user_rotate-45,WARPF_WARPINTERPOLATION|WARPF_NOCHECKPOSITION|WARPF_ABSOLUTEANGLE)\n\tELSN E 1 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_rotate,user_rotate+4)\n\tLoop\n  Fire2:\n    TNT1 A 0 A_CustomMissile(\"EnragedCommotion\",50)\n\tTNT1 A 0 A_Die\n  Death:\n    ELSN FFFNNNNNNN 2 A_FadeOut\n\tStop\n  }\n}\n\nActor EnragedCommotionIllusion6 : EnragedCommotionIllusion\n{\n  States\n  {\n  Spawn:\n    TNT1 A 0 A_LookEx(LOF_NOJUMP)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"EnragedFlameJets\",0,2)\n  ChargeLoop:\n    TNT1 A 0 A_JumpIf(user_rotate >= 120,\"Fire\")\n\tTNT1 A 0 A_Warp(AAPTR_TARGET,0,500,80,user_rotate-135,WARPF_WARPINTERPOLATION|WARPF_NOCHECKPOSITION|WARPF_ABSOLUTEANGLE)\n\tELSN E 1 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_rotate,user_rotate+4)\n\tLoop\n  Fire:\n    TNT1 A 0 A_CustomMissile(\"EnragedCommotion\",50)\n  ChargeLoop2:\n    TNT1 A 0 A_JumpIf(user_rotate >= 245,\"ChargeLoop3\")\n\tTNT1 A 0 A_Warp(AAPTR_TARGET,0,500,80,user_rotate-135,WARPF_WARPINTERPOLATION|WARPF_NOCHECKPOSITION|WARPF_ABSOLUTEANGLE)\n\tELSN F 1 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_rotate,user_rotate+4)\n\tLoop\n  ChargeLoop3:\n    TNT1 A 0 A_JumpIf(user_rotate >= 315,\"Fire2\")\n\tTNT1 A 0 A_Warp(AAPTR_TARGET,0,500,80,user_rotate-135,WARPF_WARPINTERPOLATION|WARPF_NOCHECKPOSITION|WARPF_ABSOLUTEANGLE)\n\tELSN E 1 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_rotate,user_rotate+4)\n\tLoop\n  Fire2:\n    TNT1 A 0 A_CustomMissile(\"EnragedCommotion\",50)\n\tTNT1 A 0 A_Die\n  Death:\n    ELSN FFFNNNNNNN 2 A_FadeOut\n\tStop\n  }\n}\n\nActor EnragedCommotionIllusion7 : EnragedCommotionIllusion\n{\n  States\n  {\n  Spawn:\n    TNT1 A 0 A_LookEx(LOF_NOJUMP)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"EnragedFlameJets\",0,2)\n  ChargeLoop:\n    TNT1 A 0 A_JumpIf(user_rotate >= 120,\"Fire\")\n\tTNT1 A 0 A_Warp(AAPTR_TARGET,0,500,80,user_rotate-225,WARPF_WARPINTERPOLATION|WARPF_NOCHECKPOSITION|WARPF_ABSOLUTEANGLE)\n\tELSN E 1 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_rotate,user_rotate+4)\n\tLoop\n  Fire:\n    TNT1 A 0 A_CustomMissile(\"EnragedCommotion\",50)\n  ChargeLoop2:\n    TNT1 A 0 A_JumpIf(user_rotate >= 245,\"ChargeLoop3\")\n\tTNT1 A 0 A_Warp(AAPTR_TARGET,0,500,80,user_rotate-225,WARPF_WARPINTERPOLATION|WARPF_NOCHECKPOSITION|WARPF_ABSOLUTEANGLE)\n\tELSN F 1 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_rotate,user_rotate+4)\n\tLoop\n  ChargeLoop3:\n    TNT1 A 0 A_JumpIf(user_rotate >= 315,\"Fire2\")\n\tTNT1 A 0 A_Warp(AAPTR_TARGET,0,500,80,user_rotate-225,WARPF_WARPINTERPOLATION|WARPF_NOCHECKPOSITION|WARPF_ABSOLUTEANGLE)\n\tELSN E 1 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_rotate,user_rotate+4)\n\tLoop\n  Fire2:\n    TNT1 A 0 A_CustomMissile(\"EnragedCommotion\",50)\n\tTNT1 A 0 A_Die\n  Death:\n    ELSN FFFNNNNNNN 2 A_FadeOut\n\tStop\n  }\n}\n\nActor EnragedCommotionIllusion8 : EnragedCommotionIllusion\n{\n  States\n  {\n  Spawn:\n    TNT1 A 0 A_LookEx(LOF_NOJUMP)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"EnragedFlameJets\",0,2)\n  ChargeLoop:\n    TNT1 A 0 A_JumpIf(user_rotate >= 120,\"Fire\")\n\tTNT1 A 0 A_Warp(AAPTR_TARGET,0,500,80,user_rotate-315,WARPF_WARPINTERPOLATION|WARPF_NOCHECKPOSITION|WARPF_ABSOLUTEANGLE)\n\tELSN E 1 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_rotate,user_rotate+4)\n\tLoop\n  Fire:\n    TNT1 A 0 A_CustomMissile(\"EnragedCommotion\",50)\n  ChargeLoop2:\n    TNT1 A 0 A_JumpIf(user_rotate >= 245,\"ChargeLoop3\")\n\tTNT1 A 0 A_Warp(AAPTR_TARGET,0,500,80,user_rotate-315,WARPF_WARPINTERPOLATION|WARPF_NOCHECKPOSITION|WARPF_ABSOLUTEANGLE)\n\tELSN F 1 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_rotate,user_rotate+4)\n\tLoop\n  ChargeLoop3:\n    TNT1 A 0 A_JumpIf(user_rotate >= 315,\"Fire2\")\n\tTNT1 A 0 A_Warp(AAPTR_TARGET,0,500,80,user_rotate-315,WARPF_WARPINTERPOLATION|WARPF_NOCHECKPOSITION|WARPF_ABSOLUTEANGLE)\n\tELSN E 1 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_rotate,user_rotate+4)\n\tLoop\n  Fire2:\n    TNT1 A 0 A_CustomMissile(\"EnragedCommotion\",50)\n\tTNT1 A 0 A_Die\n  Death:\n    ELSN FFFNNNNNNN 2 A_FadeOut\n\tStop\n  }\n}\n\nACTOR EnragedSentientSurveyor : ELBSSurveyor\n{\nSpecies \"Masterminds\"\nObituary \"%o was blindsided by an Enraged Legendary Sentient's Surveyor.\"\n}\n\nACTOR EnragedSentientResurrector : EnragedCommotionIllusion\n{\n  Alpha 0.0\n  States\n  {\n    Spawn:\n\t  TNT1 A 0 ACS_NamedExecuteAlways(\"EnragedFlameJets\",0,2)\n\t  ELSN NNN 5 A_FadeIn(0.2)\n\tResurrectLoop:\n\t  TNT1 A 0 A_JumpIf(user_rotate >= 360,\"Death\")\n\t  TNT1 A 0 A_CustomMissile(\"TrueLegSentientMassResurrection\",10,0,user_rotate,0)\n\t  TNT1 A 0 A_CustomMissile(\"EnragedSentientMassResurrectionEffect\",10,0,user_rotate,0)\n\t  TNT1 A 0 A_SetUserVar(user_rotate,user_rotate+10)\n\t  Loop\n\tDeath:\n\t  TNT1 A 0 A_Die\n\t  TNT1 A 0 A_NoGravity\n\t  ELSN NNNNNNNNNN 3 A_SpawnItemEx(\"EnragedSphereLightningSpawner\",0,0,70)\n\t  ELSN NNNNNNNNNN 2 A_FadeOut\n\t  Stop\n  }\n}\n\nACTOR EnragedSentientMassResurrectionEffect : LegSentientMassResurrectionEffect\n{\nSpeed 15\nvar int user_loop;\n+BRIGHT\nStates\n{\n  Spawn:\n\tTNT1 A 10\n  SpawnLoop:\n    TNT1 A 0 A_JumpIf(user_loop >= 17,\"Death\")\n\tTNT1 A 0 A_CStaffMissileSlither\n\tEBA3 A 1 A_SpawnItemEx(\"ESRTTrail\")\n\tTNT1 A 0 A_CStaffMissileSlither\n\tEBA3 B 1 A_SpawnItemEx(\"ESRTTrail\")\n\tTNT1 A 0 A_CStaffMissileSlither\n\tEBA3 C 1 A_SpawnItemEx(\"ESRTTrail\")\n    TNT1 A 0 A_SetUservar(user_loop,user_loop+1)\n\tStop\n  Death:\n    EBA3 ABCABC 1 A_FadeOut\n\tStop\n\t}\n}\n\nACTOR ESRTTrail : LSRTTrail\n{\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tEBA3 ABCABC 1 Bright A_FadeOut(0.02)\n\tLoop\n\t}\n}\n\nACTOR EnragedSentientDeathBomb\n{\n  var int user_slow;\n  Mass 500\n  Radius 2\n  Height 2\n  +NOCLIP\n  +ISMONSTER\n  -COUNTKILL\n  +NOGRAVITY\n  +BRIGHT\n  RenderStyle Add\n  States\n  {\n    Spawn:\n\t  EPSB ABCDEFGHIJK 3 A_ScaleVelocity(0.95)\n\t  EPSB L 3 A_Stop\n\t  EPSB ABCDEFGHIJKLABCDEFGHIJKLABCDEFGHIJKLABCDEFGHIJKLABCDEF 3 A_SpawnItemEx(\"ESDBTrail\",0,0,0,Random(-3,3),Random(-3,3),Random(-2,2))\n\t  TNT1 A 0 A_SpawnItemEx(\"ELegendaryStrikeN\")\n\t  TNT1 A 0 A_Explode(1500,512)\n\t  TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"EnragedLightningSpark\",0,0,0,random(1,10),0,random(1,10),random(0,359),129)\n\t  TNT1 AAAAAAA 0 A_CustomMissile(\"EKaboomLN\", 0, 0, random(0,360), 2, random(0,360))\n\t  TNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX\", 0, 0, random(0,360), 2, random(0,360))\n\t  Stop\n  }\n}\n\nACTOR ESDBTrail\n{\n  RenderStyle Add\n  +NOINTERACTION\n  States\n  {\n    Spawn:\n\t  EPSS ABCDEFGHIJKLMNOP 1 A_FadeOut\n\t  Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/EnragedLegendaryCommando.txt",
        "contents": "ACTOR EnragedLegendaryCommando\n{\nMonster\nHealth 1400\nRadius 20\nHeight 56\nSpeed 14\nMass 200\nPainChance 15\n+NOTIMEFREEZE\n+BOSS\n+BOSSDEATH\n+FLOORCLIP\n+MISSILEMORE\n+MISSILEEVENMORE\n+QUICKTORETALIATE\n+NOICEDEATH\n+NODROPOFF\n+DONTGIB\n+NOTARGET\n+NORADIUSDMG\n+NOFEAR\n+BRIGHT\nBloodColor \"Red\"\nDropItem \"LegendaryBossLifeEssence\" 256\nDropItem \"LegendaryBossArmorBonusMax\" 256\nDropItem \"LegendaryBossLifeEssence\" 128\nDropItem \"LegendaryBossArmorBonusMax\" 128\nDropItem \"HandGrenadeAmmo\" 256 2\nDropItem \"MineAmmo\" 256 2\nDropItem \"Backpack\" 198 1\nDropItem \"ILDemonAmmo\" 250\nDropItem \"ILDemonAmmoBox\" 200\nDropItem \"LegAmmoSphere\" 108 1\nDropItem \"EnragedLegendaryArmor\" 90 1\nDropItem \"Enraged Legendary Plasmatic Cannon\" 140 1\nDropItem \"LegendaryRune\" 80 1\nDropItem \"LegendaryPowerShard\" 130 1\nDropItem \"EnragedLegendaryPowerShard\" 20 1\nDamageFactor 0.6\nDamageFactor \"PDTBFG\", 0.20\nDamageFactor \"PDTBFGTracer\", 0.20\nDamageFactor \"PlayerDevBall\", 0.120\nDamageFactor \"PlayerDevBall2\", 0.120\nDamageFactor \"PlayerDTBFGRailgunSlug\", 0.120\nDamageFactor \"PlayerDevTracer\", 0.120\nDamageFactor \"Legendary\", 0.0\nDamageFactor \"LegendaryPlayer\", 0.0\nDamageFactor \"LegendaryGuru\", 0.0\nDamageFactor \"LegendaryGuruPlayer\", 0.3\nDamageFactor \"LACGrenade\", 0.0\nDamageFactor \"LegendaryZombie\", 0.0\nDamageFactor \"GeneralTracer\", 0.0\nDamageFactor \"DBFG10K2\", 0.1\nDamageFactor \"PlayerDBFG10K2\", 0.1\nDamageFactor \"DBFG2\", 0.1\nDamageFactor \"PlayerDBFG2\", 0.1\nDamageFactor \"PlayerDTRG\", 0.5\nSeeSound \"ELEGCommando/See\"\nPainSound \"ELEGCommando/pain\"\nDeathSound \"ELEGCommando/death\"\nActiveSound \"ELEGCommando/active\"\nObituary \"%o was dishonorably discharged by an Enraged Legendary Commando.\"\nTag \"\\c[m6]Enraged\\c- \\c[z3]Legendary Commando\\c-\"\nvar int user_music;\nvar int user_protection;\nvar int user_protected;\nvar int user_ProxLoad;\nvar int user_missile;\nStates\n{\nSpawn:\n\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n    ECOS A 10 A_Look\n\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tECOI A 10 A_Look\n    Loop\nSee:\n    TNT1 A 0 A_JumpIf(user_music == 1,3)\n    TNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,406)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n    ECOS A 0 A_JumpIfTargetInLOS(\"Strafing\")\n\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n    ECOS AABB 3 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LegendaryFootStep\")\n\tECOS A 0 A_JumpIfTargetInLOS(\"Strafing\")\n\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tECOS CCDD 3 A_Chase\n\tECOS A 0 A_Jump(80,\"Rush\")\n\tTNT1 A 0 A_SpawnItem(\"LegendaryFootStep\")\n    Loop\nRush:\n    ECOS A 0 A_JumpIfTargetInLOS(\"Strafing\")\n\tTNT1 A 0 A_SpawnItem(\"LegendaryFootStep\")\n\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedLegCommandoGhost\")\n\tECOS A 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedLegCommandoGhost\")\n\tECOS A 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedLegCommandoGhost\")\n\tECOS B 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedLegCommandoGhost\")\n\tECOS B 1 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LegendaryFootStep\")\n    TNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedLegCommandoGhost\")\n\tECOS C 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedLegCommandoGhost\")\n\tECOS C 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedLegCommandoGhost\")\n\tECOS D 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedLegCommandoGhost\")\n\tECOS D 1 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LegendaryFootStep\")\n\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tTNT1 A 0 A_Jump(84,\"See\")\n\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tLoop\n  Strafing:\n\tTNT1 A 0 A_SpawnItem(\"LegendaryFootStep\")\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tECOS AA 3 A_GiveInventory(\"LegZombieStrafingg2\",1)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tECOS BB 3 A_GiveInventory(\"LegZombieStrafingg2\",1)\n\tTNT1 A 0 A_SpawnItem(\"LegendaryFootStep\")\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n    ECOS CC 3 A_GiveInventory(\"LegZombieStrafingg2\",1)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tECOS DD 3 A_GiveInventory(\"LegZombieStrafingg2\",1)\n\tGoto See\n  Pause:\n\tECOS EEEEE 3 A_GiveInventory(\"LegZombieStrafingg2\",1)\n\tGoto See\n  Missile:\n    TNT1 A 0 A_SetShootable\n    TNT1 A 0 A_UnsetInvulnerable\n    TNT1 A 0 A_SetTranslucent(1)\n    TNT1 A 0 A_Jump(88,\"Combo\",\"Grenades\",\"ProxMines\",\"LegendaryStar\",\"ClusterBomb\")\n  Normal:\n\tECOS EEEE 3 A_GiveInventory(\"LegZombieStrafingg2\",1)\n\tECOS E 3 A_GiveInventory(\"LegZombieStrafingg2\",1)\n\tTNT1 A 0 A_GiveInventory(\"LegZombieStrafingg2\",1)\n\tTNT1 A 0 A_CustomMissile(\"EnragedLegCommanderProj\",32)\n\tECOS F 3 A_PlaySoundEx(\"weapons/ELCANFire\",\"Weapon\")\n\tTNT1 A 0 A_Jump(24,\"Pause\")\n\tTNT1 A 0 A_SpidRefire\n\tGoto Normal+3\n  Combo:\n\tECOS E 0 A_SetInvulnerable\n\tECOS E 0 A_PlaySound(\"superzombie/sight\")\n\tECOS E 1 A_FaceTarget\n\tECOS EEEE 3 A_GiveInventory(\"LegZombieStrafingg3\",1)\n\tLEGW A 0 A_PlayWeaponSound(\"legendarycannon/charge\")\n\tECOS EEEEE 3 A_GiveInventory(\"LegZombieStrafingg3\",1)\n\tECOS E 0 A_UnSetInvulnerable\n  ComboLoop:\n    TNT1 A 0 A_JumpIf (user_missile >= 10,\"ComboEnd\")\n\tTNT1 A 0 A_CustomMissile(\"ELegRevBall\",32,0,random(-2,2))\n\tECOS FE 3 A_GiveInventory(\"LegZombieStrafingg2\",1)\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n\tLoop\n  ComboEnd:\n    TNT1 A 0 A_SetUserVar(user_missile,0)\n\tECOS EEEE 3 A_GiveInventory(\"LegZombieStrafingg2\",1)\n\tTNT1 A 0 A_Jump(80,\"Grenades\")\n\tGoto See\n  Grenades:\n\tECOS EEEEEEEE 3 A_GiveInventory(\"LegZombieStrafingg2\",1)\n  GrenadesLoop:\n    TNT1 A 0 A_JumpIf (user_missile >= 6,\"ComboEnd\")\n\tECOS EEE 3 A_GiveInventory(\"LegZombieStrafingg2\",1)\n\tTNT1 A 0 A_GiveInventory(\"LegZombieStrafingg2\",1)\n\tECOS F 3 A_CustomMissile(\"EnragedCommandoRocket\",32)\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n\tLoop\n  LegendaryStar:\n\tECOS E 0 A_SetInvulnerable\n\tECOS E 0 A_PlaySound(\"superzombie/sight\")\n\tECOS E 1 A_FaceTarget\n\tECOS EEEE 3 A_GiveInventory(\"LegZombieStrafingg3\",1)\n\tLEGW A 0 A_PlayWeaponSound(\"star/load3\")\n\tECOS EEEEE 3 A_GiveInventory(\"LegZombieStrafingg3\",1)\n\tECOS E 0 A_UnSetInvulnerable\n\tECOS F 0 A_PlayWeaponSound(\"star/fire\")\n\tECOS F 7 A_CustomMissile(\"LegCommandoRedStar\",32)\n\tECOS E 8 A_FaceTarget\n\tGoto See\n  Clusterbomb:\n    TNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tECOS E 0 A_PlaySound(\"ELegCommando/Star\",0,1,0,ATTN_NONE)\n\tECOS E 0 A_PlaySound(\"cydes/mischrg\",7,1,0,0.5)\n\tECOS E 1 A_FaceTarget\n\tECOS EEEEEEEEEEEEEE 3 A_GiveInventory(\"LegZombieStrafingg3\",1)\n\tTNT1 A 0 A_PlaySound(\"lrball3/shot\")\n\tECOS F 7 A_CustomMissile(\"ELegRevBall3\",32)\n\tECOS E 10 A_FaceTarget\n\tTNT1 A 0 A_Jump(196,\"See\")\n\tTNT1 A 0 A_PlaySound(\"lrball3/shot\")\n\tECOS F 7 A_CustomMissile(\"ELegRevBall3\",32)\n\tECOS E 10 A_FaceTarget\n\tGoto See\n  ProxMines:\n    TNT1 A 0 A_JumpIf(user_ProxLoad == 1,\"ProxDetonate\")\n\tTNT1 A 0 A_SetUserVar(user_ProxLoad,1)\n    ECOS E 0 A_PlaySound(\"ELegCommando/Star\",0,1,0,ATTN_NONE)\n\tECOS EEEEE 3 A_GiveInventory(\"LegZombieStrafingg3\",1)\n  ProxMineLoop:\n    TNT1 A 0 A_JumpIf (user_missile >= 8,\"ComboEnd\")\n\tECOS F 5 A_CustomMissile(\"ELegCommandoProxMine\",32)\n\tECOS EEEE 3 A_GiveInventory(\"LegZombieStrafingg2\",1)\n\tTNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n\tLoop\n  ProxDetonate:\n    ECOS E 0 A_PlaySound(\"ELegCommando/Star\",0,1,0,ATTN_NONE)\n\tECOS EEEEE 3 A_GiveInventory(\"LegZombieStrafingg3\",1)\n\tTNT1 AAAAAAAAAAAA 0 A_CustomMissile(\"MakeThoseEnragedMinesExplodeNicely\",32,0,random(0,360))\n\tECOS E 3 A_GiveInventory(\"LegZombieStrafingg3\",1)\n\tECOS E 3 A_GiveInventory(\"LegZombieStrafingg3\",1)\n\tTNT1 A 0 A_SetUserVar(user_ProxLoad,0)\n\tGoto Missile\n  Pain:\n\tTNT1 A 0 A_Jump(20,\"Protection\")\n\tECOS G 3\n\tECOS G 3 A_Pain\n\tTNT1 A 0 A_Jump(192,\"Missile\")\n\tGoto See\n  Protection:\n\tTNT1 A 0 A_JumpIf(user_protection >= 3,\"Pain\")\n\tTNT1 A 0 A_JumpIf(user_protected == 1,\"Pain\")\n\tTNT1 A 0 A_PlaySound(\"legendary/defense\")\n\tTNT1 A 0 A_FaceTarget\n\tECOS E 2 ACS_NamedExecuteAlways(\"EnragedLegendaryProtection\")\n\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tGoto See\nDeath:\n    TNT1 A 0 A_ChangeFlag(\"BRIGHT\",0)\n    TNT1 A 0 A_Jump(36,\"LegendarySoul\")\n    TNT1 A 0 A_StopSound(6)\n\tECOS H 5 A_Scream\n    ECOS I 5 A_Fall\n\tTNT1 AAAAAAAAAAAA 0 A_CustomMissile(\"MakeThoseEnragedMinesExplodeNicely\",32,0,random(0,360))\n    ECOS J 5 A_SpawnItem(\"BodyCrash\")\n    ECOS KLM 5\n    ECOS N -1\n\tStop\nLegendarySoul:\n    TNT1 A 0 A_StopSound(6)\n\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tECOS H 5 A_Scream\n\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n    ECOS I 5 A_Fall\n\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n    ECOS J 5 A_SpawnItem(\"BodyCrash\")\n\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n    ECOS K 5\n\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n    ECOS L 5\n\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n    ECOS M 5\n\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tECOS N 140\n\tECOS N 0 A_PlaySoundEx(\"brain/spit\",\"Voice\",0,2)\n\tECOS NNNNNNNNNNNNNNNNN 2 Bright A_SpawnItem(\"ELegSoulEventSmokeSpawner\",1)\n\tECOS NNNNNNNNNNNNNNNNN 2 Bright A_SpawnItem(\"ELegSoulEventSmokeSpawner\",1)\n\tECOS NNNNNNNNNNNNNNNNN 2 Bright A_SpawnItem(\"ELegSoulEventSmokeSpawner\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedLegendarySoul\",0,0,16,0,0,0,0,32)\n\tTNT1 A 0 A_SpawnItemEx(\"TeleportFog\",0,0,16,0,0,0,0,32)\n\tECOS N -1\n\tStop\nXDeath:\n    TNT1 A 0 A_StopSound(6)\n\tECOS O 3 A_SpawnItemEx(\"EnragedGibbedGenerator\")\n    ECOS P 3 A_XScream\n    ECOS R 3 A_Fall\n\tTNT1 AAAAAAAAAAAA 0 A_CustomMissile(\"MakeThoseEnragedMinesExplodeNicely\",32,0,random(0,360))\n    ECOS S 3\n    ECOS T -1\n    Stop\n    }\n}\n\nActor DetonateProx : Inventory{Inventory.MaxAmount 1}\n\nActor LegZombieStrafingg2 : LegZombieStrafing\n{\n  States\n  {\n  Pickup:\n    NULL A 1\n\tNULL A 1 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tNULL A 1 A_Jump(188,2)\n\tNULL A 1 A_GiveInventory(\"LegZombieJumping\",1)\n\tNULL A 1 A_JumpIf(velx != 0 || vely != 0,2)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 A_Jump(235,5)\n\tNULL A 1 A_JumpIfInventory(\"LegCommandoStrafeSens\",1,3)\n\tNULL A 1 A_GiveInventory(\"LegCommandoStrafeSens\",1)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 A_TakeInventory(\"LegCommandoStrafeSens\",1)\n\tNULL A 1 A_JumpIfInventory(\"LegCommandoStrafeSens\",1,3)\n\tNULL A 1 ThrustThing(angle*256/360+38.7,3,0,0)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 ThrustThing(angle*256/360+38.7,-3,0,0)\n    NULL A 1 A_FaceTarget\n\tNULL A 1 A_Jump(24,2)\n\tNULL A 1 A_JumpIfCloser(300,2)\n\tNULL A 1 A_Recoil(-1)\n    Stop\n\tNULL A 1 A_Recoil(1)\n    Stop\n  }\n}\n\nActor LegZombieStrafingg3 : LegZombieStrafing\n{\nStates\n{\n  Pickup:\n    NULL A 1\n\tNULL A 1 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tNULL A 1 A_Jump(188,2)\n\tNULL A 1 A_GiveInventory(\"LegZombieJumping\",1)\n\tNULL A 1 A_JumpIf(velx != 0 || vely != 0,2)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 A_Jump(235,5)\n\tNULL A 1 A_JumpIfInventory(\"LegCommandoStrafeSens\",1,3)\n\tNULL A 1 A_GiveInventory(\"LegCommandoStrafeSens\",1)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 A_TakeInventory(\"LegCommandoStrafeSens\",1)\n\tNULL A 1 A_JumpIfInventory(\"LegCommandoStrafeSens\",1,3)\n\tNULL A 1 ThrustThing(angle*256/360+38.7,5,0,0)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 ThrustThing(angle*256/360+38.7,-5,0,0)\n    NULL A 1 A_FaceTarget\n\tNULL A 1 A_Jump(24,2)\n\tNULL A 1 A_JumpIfCloser(300,2)\n\tNULL A 1 A_Recoil(-1)\n    Stop\n\tNULL A 1 A_Recoil(1)\n    Stop\n  }\n}\n\nActor EnragedLegCommanderProj : ELegRevSmallBall3\n{\nSpeed 70\nDamage 36\nBounceCount 3\nDeathSound \"lrball3/exp\"\nStates\n  {\n  Spawn:\n    RRB3 A 0\n\tRRB3 A 0 A_CountDown\n    RRB3 A 0 A_SeekerMissile(15,8,SMF_LOOK)\n\tRRB3 AA 1 bright A_SpawnItemEx(\"ELegRevBall3Trail2\")\n\tRRB3 A 0 A_SeekerMissile(1,8,SMF_LOOK)\n\tRRB3 BB 1 bright A_SpawnItemEx(\"ELegRevBall3Trail2\")\n\tRRB3 A 0 A_SeekerMissile(15,8,SMF_LOOK)\n\tRRB3 CC 1 bright A_SpawnItemEx(\"ELegRevBall3Trail2\")\n\tRRB3 A 0 A_SeekerMissile(15,8,SMF_LOOK)\n\tRRB3 DD 1 bright A_SpawnItemEx(\"ELegRevBall3Trail2\")\n    loop\n  Death:\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedParticleSpawner\")\n\tTNT1 A 0 A_SpawnItemEx(\"EKaboomLNMute\")\n    TNT1 I 8 bright A_Explode(8,80,0)\n    Stop\n  }\n}\n\nACTOR EnragedLegCommandoGhost\n{\nScale 1.1\nRadius 20\nHeight 56\nSpeed 0\nAlpha 0.7\nPROJECTILE\nRENDERSTYLE Translucent\n+CLIENTSIDEONLY\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nFade:\n    TNT1 A 1\n    ECOS A 2 A_FadeOut(0.10)\n    Goto Fade+1\nToaster:\n    TNT1 A 0\n    Stop\n    }\n}\n\nActor LegCommandoRedStar : LegCyberKnightBlueStar\n{\nDecal Scorch\nDamageType \"Legendary\"\nObituary \"%o was dishonorably discharged by an Enraged Legendary Commando.\"\nStates\n    {\n    Spawn:\n\t    TNT1 A 0 A_SeekerMissile(15,5)\n        ERB1 ABCD 2 Bright A_CustomMissile(\"ELegRevBallFX\",0)\n\t\tTNT1 A 0 A_SeekerMissile(15,5)\n        Loop\n    Death:\n\t    TNT1 A 0 A_PlaySound(\"Redstar/Explode\",0,1,0,ATTN_NONE)\n\t    TNT1 A 0 A_Explode(192,384,0)\n\t    TNT1 A 0 Radius_Quake(15,20,0,20,0)\n\t    TNT1 A 0 A_SpawnItemEx(\"EnragedCommandoStarShock\", 0, 0, 15, 0, 0, 0, 0, 128)\n        TNT1 A 20 A_SpawnItem(\"EnragedDTBFGEx\",0,-10)\n        ERB1 EFGHIJKLMNO 3 Bright\n        Stop\n    }\n}\n\nACTOR EnragedCommandoStarShock : DTech10KShockwave2 {+NOTIMEFREEZE}\n\nACTOR EnragedCommandoRocket : ELegRevRocket {DamageType \"\"}\n\nActor ELegCommandoProxMine\n{\nProjectile\nHeight 10\nRadius 15\nSpeed 20\nScale 0.9\nMass 100\nGravity 0.7\nWallBounceFactor 0.25\nBounceFactor 0.36\nReactiontime 525\nDamage 30\nSeeSound \"Weapons/ProxFire\"\n+DOOMBOUNCE\n-NoGravity\n-SlidesOnWalls\n+CanBounceWater\n-MOVEWITHSECTOR\n+NOEXPLODEFLOOR\n+NoTarget\n+ThruGhost\n+THRUSPECIES\n+DONTHURTSPECIES\n+DONTHARMSPECIES\n+DONTHARMCLASS\n+NOTIMEFREEZE\nDamagetype \"Legendary\"\nObituary \"%o got too close to an Enraged Legendary Commando's proximity mine.\"\nStates\n\t{\n\tSpawn:\n\tEROX A 1 A_CheckFloor(\"Death\")\n\tTNT1 A 0 A_Countdown\n\tLoop\n\tDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"Weapons/ProxHit\")\n    TNT1 A 0 A_SpawnItemEX(\"EnragedPlantedProx\")\n\tStop\n  Crash:\n  XDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 A_PlaySound(\"Weapons/RockLX\")\n\tTNT1 A 0 A_NoGravity\n\tTNT1 A 0 A_SetTranslucent(0.75,1)\n\tPRXD A 2 Bright A_Explode(80,96,1,1)\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedParticleSpawner\")\n    TNT1 AAAA 0 A_CustomMissile(\"EKaboomLN\", 0, 0, random(0,360), 2, random(20,160))\n\tTNT1 AAAA 0 A_CustomMissile(\"LegendarySmokeFX2\", 0, 0, random(0,360), 2, random(20,160))\n\tTNT1 AAAA 0 A_SpawnItemEx(\"LegendaryDebris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n    TNT1 A 1\n\t\tStop\n\t}\n}\n\nActor EnragedPlantedProx\n{\nRadius 10\nHeight 8\nDamage 1\nMass 0x7FFFFFFF\nSpecies \"Legendary\"\nDamageType \"LACGrenade\"\n+THRUSPECIES\n+FORCERADIUSDMG\n+MOVEWITHSECTOR\n+NOBLOOD\n+SHOOTABLE\n+NOTIMEFREEZE\nvar int user_explodedelay;\nStates\n{\nSpawn:\n\tEROX A 1 A_ChangeFlag(NOBLOCKMAP,0)\n\tTNT1 A 0 A_JumpIfInventory(\"DetonateProx\",1,\"Explode\")\n    EREV K 0 A_JumpIf(user_explodedelay >= 1500,\"Explode\")\n    EREV K 0 A_SetUserVar(\"user_explodedelay\",user_explodedelay+1)\n\tLoop\nExplode:\n\tEROX A 15 Bright A_PlaySound(\"weapons/minebeep\")\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_Explode(216,180)\n\tTNT1 A 0 A_PlaySound(\"weapons/mineexplode\")\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedParticleSpawner\")\n    TNT1 AAAA 0 A_CustomMissile(\"EKaboomLN\", 0, 0, random(0,360), 2, random(20,160))\n\tTNT1 AAAA 0 A_CustomMissile(\"LegendarySmokeFX2\", 0, 0, random(0,360), 2, random(20,160))\n\tTNT1 AAAA 0 A_SpawnItemEx(\"LegendaryDebris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n    TNT1 A 1\n    Stop\n    }\n}\n\nActor MakeThoseEnragedMinesExplodeNicely\n{\n  +NOCLIP\n  +NOTIMEFREEZE\n  Reactiontime 100\n  Speed 50\n  Projectile\n  States\n  {\n  Spawn:\n\tTNT1 A 0\n\tTNT1 A 1 A_RadiusGive(\"DetonateProx\",500,RGF_OBJECTS)\n\tTNT1 A 0 A_Countdown\n\tLoop\n  Death:\n\tTNT1 A 1\n\tStop\n  }\n}"
      }
    ]
  },
  "maps": []
}

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