Raw model (for completeness)
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{
"source": "pk3",
"name": "actors/foes/CANI.txt",
"contents": "ACTOR Dog\n{\n\tHealth 50\n\tRadius 28\n\tHeight 38\n\tDeathHeight 0\n\tSpeed 5\n\tMass 50\n\tPainchance 255\n\tMONSTER\n\t+FLOORClip\n\t+JUSTHIT\n\t+FULLVOLACTIVE\n\t+FULLVOLDEATH\n\t+LOOKALLAROUND\n -CANUSEWALLS\n +NOINFIGHTING\n +DONTHARMSPECIES\n\t+NOTARGET\n\tSeeSound \"dog/sight\"\n\tAttackSound \"dog/attack\"\n\tDeathSound \"dog/death\"\n\tObituary \"%o was bitten by a Dog.\"\n\tMeleeDamage 2\n\tBloodColor \"FF 00 00\"\nBloodType \"NashGore_Blood\"\n\tPainChance \"blood\", 0\n DAMAGEFACTOR \"blood\", 0.0\n\tDamageFACTOR \"WolfNazi\", 0.0\n\tStates\n\t{\n\tSpawn:\n\t\tWDOG AA 1 A_Wander\n\t\tWDOG AB 1 A_Look\n\t\tWDOG BB 1 A_Wander\n\t\tWDOG BB 1 A_Look\n\t\tWDOG CC 1 A_Wander\n\t\tWDOG CC 1 A_Look\n\t\tWDOG DD 1 A_Wander\n\t\tWDOG DD 1 A_Look\n\t\tLoop\n\tSee:\n\t\tWDOG AAABBBBCCCCDDDD 1 A_Chase\n\t\tLoop\n\tMelee:\n\t\tWDOG EE 3 A_FaceTarget\n\t\tWDOG FF 3 A_MeleeAttack\n\t\tWDOG GG 3\n\t\tWDOG AA 4\n\t\tGoto See\n\tPain:\n\t\tWDOG E 6\n\t\tGoto See\n\tDeath:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\ttNT1 A 0 A_Jump(32, \"Death.Arm\", \"Death.Leg\")\n\t\tWDOG H 5 A_Scream\n\t\tWDOG I 5\n\t\tWDOG J 5 A_GiveToTarget(\"ScoreItem\", 100)\n TNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem(\"DOGDEATH\")\n\t\tStop\n\nDeath.Kick:\nDeath.melee:\n\t\tWDG1 I 5 A_Scream\n\t\tWDG1 J 5\n\t\tWDG1 K 5 A_GiveToTarget(\"ScoreItem\", 100)\n TNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem(\"DOGDEATH\")\n\t\tStop\nDeath.Arm:\nTNT1 A 0 A_CustomMissile (\"DOGArm\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tWDG1 I 5 A_Scream\n\t\tWDG1 J 5\n\t\tWDG1 K 5 A_GiveToTarget(\"ScoreItem\", 200)\n TNT1 A 0 A_SpawnItem(\"DOGARMana\")\n\t\tStop\nDeath.Leg:\n\t\tTNT1 A 0 A_CustomMissile (\"DOGLEG\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tWDG2 I 5 A_Scream\n\t\tWDG2 J 5\n\t\tWDG2 K 5 A_GiveToTarget(\"ScoreItem\", 200)\n TNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem(\"DOGLEGana\")\n\t\tStop\n\nXDeath.Plasma:\nDeath.Plasma:\nDeath.Plasma2:\nDeath.GreenFire:\nDeath.cutless:\nDeath.ExplosiveImpact:\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n \t TNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"ScoreItem\", 500)\n TNT1 A 0 A_CustomMissile (\"DesintegratedDOG\", 0, 0, random (0, 360), 2, random (0, 160))\n Stop\n\n Death.fire:\n\tDeath.Flames:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"ScoreItem\", 400)\n TNT1 A 0 A_SpawnItem(\"BurningDOG\")\n Stop\n\nDeath.LaserRifle:\nTNT1 a 0 a_spawnItem(\"MAANDATEACAGARELEZZI\")\nstop\n\t}\n}\nActor DOGDEATH: DEATHNAZI\n{Health 200 States{Spawn:\n WDOG K -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nActor DOGARMana: DEATHNAZI\n{Health 200 States{Spawn:\n WDG1 L -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nActor DOGlegana: DEATHNAZI\n{Health 200 States{Spawn:\n WDG2 L -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\n\nActor Dog_Idle_1: Dog\n{\nStates\n{\nSpawn:\nNDOI A 1 A_LOOK\n}\n}\n\nActor Dog_Idle_2: Dog\n{\nStates\n{\nSpawn:\nNDO2 A 1 A_LOOK\n}\n}"
},
{
"source": "pk3",
"name": "actors/foes/CUPA.txt",
"contents": "//CUPA?NO!This is original Pac-man's ghost!!!!!!!\n//Decorate by AfaDoomer\n\nACTOR P_GHOST Replaces LostSoul\n{\n\tRadius 20\n\tHeight 56\n\tSpeed 5\n\tMass 10000\n\tPainchance 0\n\tMONSTER\n\t+FLOAT\n\t+LOWGRAVITY\n\t+SPAWNFLOAT\n\t+INVULNERABLE\n\t+JUSTHIT\n\t+LOOKALLAROUND\n\t- COUNTKILL\n\t- CANPUSHWALLS\n\t- SOLID\n\tSeeSound \"none\"\n\tActiveSound \"none\"\n\tObituary \"%o was killed by a Pac-man Ghost!\"\n\tMeleedamage 1\n\tStates\n\t{\n\tSpawn:\n\t\tGHO0 BAB 2 A_Look\n\t\tLoop\n\tSee:\n\t\tGHO0 BAB 2 A_Chase\n\t\tLoop\n\tMelee:\n\t\tGHO0 A 0 A_FaceTarget\n\t\tGHO0 BBB 2 A_MeleeAttack\n\t\tGoto See\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/foes/DCSCHABSS.txt",
"contents": "////Doctor Schabbs\n////The doctor schabbs use a little modification of the sprites from Spear of Destiny:Lost mission of the Waffen SS\n////Doctor Schabbs use a Prototype Plasma Gun that drop at the death.\n\nACTOR DrSchabbs Replaces Revenant\n{\n\tHealth 11000\n\tRadius 26\n\tHeight 40\n\tDeathHeight 0\n\tSpeed 4\n\tMass 100\n\tPainchance 0\n\tMONSTER\n\t+FLOORCLIP\n\t+MISSILEMORE\n +NOINFIGHTING\n +DONTHARMSPECIES\n\t-FASTER\n+DONTHURTSPECIES\n\t+BOSS\n +BOSSDeath\n\tSeeSound \"bos3/active\"\n\tDeathSound \"bos3/death\"\n\tObituary \"%o was fuse by Doctor Schabss Plasma Gun!\"\n\tBloodColor \"FF 00 00\"\n BloodType \"Nashgore_Blood\"\nPainChance \"ExplosiveImpact\", 255\n\tDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n\tStates\n\t{\n\tSpawn:\n //TNT1 B 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tSCHA A 10 A_Look\n\t\tLoop\n\n See:\n\t\tSCHA AA 1 A_Chase\n\t\t//TNT1 A 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tSCHA AA 2 A_Chase\n\t\t//TNT1 A 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tSCHA BB 2 A_Chase\n\t\t//TNT1 B 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tSCHA BB 2 A_Chase\n\t\t//TNT1 B 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tSCHA CC 2 A_Chase\n\t\t//TNT1 C 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t SCHA CC 2 A_Chase\n\t\t//TNT1 C 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tSCHA BB 2 A_Chase\n\t\t//TNT1 B 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tSCHA BB 2 A_Chase\n\t\t//TNT1 B 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tGoto See\n\nMissile:\n\tSCHA D 20 A_FaceTarget\n TNT1 AAAAAAAA 0\n //TNT1 B 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n TNT1 A 0 A_PlaySound(\"LG1FIRE\")\n\tSCHA E 4 BRIGHT A_CustomMissile(\"EnemyPlasmaBall\",30,0,0,0)\n\tSCHA D 4 BRIGHT\n //TNT1 B 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\tSCHA D 1 BRIGHT A_SpidRefire\n\tGoto Missile+5\n\n\tDeath:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n SCHA F 5\n\t\tSCHA G 5 A_Scream\n\t\tSCHA H 5 A_NoBlocking\n\t\t//TNT1 A 0 A_SpawnItem(\"PLASMAMP40\")\n\t\tSCHA I 5 A_GiveToTarget(\"ScoreItem\", 10000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n SCHA L -1 A_BossDeath\n\t\tStop\n\n\tDeath.head:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\t//TNT1 A 0 A_SpawnItem(\"PLASMAMP40\")\n SCDH ABCDE 10 A_GiveToTarget(\"ScoreItem\", 800)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n SCDH E -1 A_BossDeath\n\t\tStop\n\nDeath.Plasma: Death.Plasma2:\n\tPBR1 A 6 A_Scream\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\tPBR1 B 6 A_NoBlocking\n\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 H -1 A_BossDeath\n\tStop\n\n\tXDeath.Plasma:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\t//TNT1 A 0 A_SpawnItem(\"PLASMAMP40\")\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_BossDeath\n Stop\n\nDeath.Desintegrate:\nDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 A_NoBlocking\n//TNT1 A 0 A_SpawnItem(\"PLASMAMP40\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathGRENADIERLeg1\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t SCVO AB 5 A_GiveToTarget(\"ScoreItem\", 800)\n\t\tSCVO CDEF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tSCVO FFFFFF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tSCVO G -1 A_BossDeath\n\t\tStop\n\nDead.ExplosiveImpact:\n\t\tSCVO G -1 A_BossDeath\n\t\tTNT1 A 0 A_SpawnItem (\"MuchBlood\")\n\t\tStop\n\n\t Death.Fire:\n\tDeath.Flames:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n //TNT1 A 0 A_SpawnItem(\"PLASMAMP40\")\n TNT1 A 0 A_SpawnItem(\"Burninggrenadier\")\n TNT1 A 0 A_BossDeath\n Stop\n\n\tXDeath:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"stg44\")\n TNT1 A 0 A_GiveToTarget(\"ScoreItem\", 100)\n TNT1 A 0 A_SpawnItem(\"DesintegratedPANZERGRENADIER\")\nTNT1 A 0 A_BossDeath\n Stop\n\n}}\n\nACTOR Plasma_Ball Replaces PlasmaBall\n{\n\tRadius 10\n\tHeight 10\n\tSpeed 60\n\tDamage 7\n DamageType Plasma\n\tDecal \"Scorch\"\n\tProjectile\n\t+RANDOMIZE\nrenderstyle ADD\nalpha 0.90\nScale 0.10\n\tDeathSound \"weapons/plasmax\"\n\t//SeeSound \"PLSM9\"\n SeeSound \"None\"\n\tObituary \"$OB_MPPLASMARIFLE\"\n\tStates\n\t{\n\tSpawn:\n PBAL C 1 BRIGHT A_SpawnItem(\"PlasmaFlare\",0,0)\n\t\tLoop\n\nXdeath:\n //TNT1 A 0 A_SpawnItem (\"PlasmaPuff\", 0)\n //TNT1 A 0 A_SpawnItem (\"RailPuff\", 0)\n\tTNT1 A 0 A_CustomMissile (\"BluePlasmaFire\", 0, 0, random (0, 360), 2, random (0, 360))\n\t//TNT1 A 0 A_SpawnItem(\"BluePlasmaRife\")\n\tTNT1 AAAAA 0 A_CustomMissile (\"BluePlasmaParticle\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 B 1 A_Explode(10,50,0)\n\tTNT1 B 4\n\tTNT2 AAA 4 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n\n\t\tStop\n\n\tDeath:\n //TNT1 A 0 A_SpawnItem (\"PlasmaPuff\", 0)\n //TNT1 A 0 A_SpawnItem (\"RailPuff\", 0)\n\tTNT1 B 1 A_Explode(10,50,1)\n\tTNT1 A 0 A_CustomMissile (\"BluePlasmaFire\", 0, 0, random (0, 360), 2, random (0, 360))\n\tTNT1 AAAAA 0 A_CustomMissile (\"BluePlasmaParticle\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 B 4\n TNT2 AAAAAAAAA 4 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\t}\n}\n\nActor EnemyPlasmaBall : Plasma_Ball\n{\nDamage (random(15,25))\nDamageType Plasma\nSpeed 40\n+DONTHURTSPECIES\n}"
},
{
"source": "pk3",
"name": "actors/foes/FEMALEGUARD.txt",
"contents": "ACTOR NAZIGIRL\n{\n\tGame Doom\n\tHealth 90\n GibHealth 35\n\tRadius 20\n\tHeight 40\n\tMass 100\n\tSpeed 12\n\tPainChance 170\n\tMonster\n\t+FLOORCLIP\n\t+MISSILEMORE\n\t-FASTER\n\t-DONTHURTSPECIES\n +NOINFIGHTING\n +DONTHARMSPECIES\n BloodType \"NashGore_Blood\"\n\tSeeSound \"female/sight\"\n\tAttackSound \"MP40\"\n\tPainSound \"female/pain\"\n\tDeathSound \"female/death\"\n\tPainChance \"blood\", 0\n DAMAGEFACTOR \"blood\", 0.0\n\tObituary \"%o was kill by a Female SS elite guard.\"\n\tDropItem \"\"\n\tDamageFACTOR \"Melee\", 2.0\nDamageFACTOR \"RifleNoExplode\", 2.0\n\tDamageFACTOR \"KillMe\", 0.0\n\tDamageFACTOR \"SSG\", 10.0\n\tPainChance \"Melee\", 255\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\nDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n\tStates\n\t{\n\tSpawn:\n TNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK A 10 A_Look\n\t\tLoop\n See:\n\t TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 30, 0, 0)\n\t\tFSZK AA 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK AA 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tGoto See\n\n\tSee2:\n\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 20, 0, 0)\n\t\tFSZK AABBCCBB 2 A_Chase\n\t\tGoto See\n\n\t\tMissile:\n\t\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tFSZK E 5 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tFSZK E 5 A_FACETARGET\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tFSZK F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tFSZK E 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tFSZK F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tFSZK E 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tFSZK F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tFSZK E 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tFSZK F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tFSZK E 2 A_FaceTarget\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tFSZK F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tFSZK E 2 A_FaceTarget\n\t\tGoto See\n\n\tPain:\n\t TNT1 A 0 A_ChangeFlag(GHOST, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tTNT1 A 0 A_PlaySOund(\"FEMALE/pain\")\n\t\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n\t\tFSZK G 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK G 3 A_Pain\n\t\t//TNT1 A 0 A_Jump(128, \"Respawned\")\n\t\tTNT1 A 0\n\t\tGoto See\n\n\tRespawned:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(FRIENDLY, 1)\n\t\tTNT1 A 0 A_SpawnItem(\"NaziChecker\")\n\t\tTNT1 A 0\n\t\tStop\n\n\tPain.Killme:\n TNT1 A 0\n\tWait\n\n\t\tPain.Melee:\n\t\tPain.Fatality:\n\t\tTNT1 A 0 A_ChangeFlag(GHOST, 0)\n\t\tFSZK G 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK G 3 A_Pain\n\t\tGoto See\n\n\tDeath:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Jump(32, \"Death.Arm\")\ntNT1 A 0 A_Jump(150, \"Death.WorldAtWarStyle\")\n FSZK H 5\n\t\tFSZK I 5 A_Scream\n\t\tFSZK J 5 A_NoBlocking\n\t\tFSZK A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n\t\tFSZK K 5 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DEATHFEMALE\")\n\t\tStop\n\nDeath.LaserRifle:\n\t\tTNT1 A 0 A_Jump(50, \"DEATH\")\n\t\tTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 1000)\n TNT1 A 0 A_NoBlocking\nTNT1 A 0 A_PLAYSOUND(\"HORRIBLE/DEATH\")\nTNT1 a 0 a_SpawnItem(\"SecretWeapon_mp40\")\n TNT1 A 0 A_SpawnItem(\"Fallout3Disintigration\")\n\t\tStop\n\n\tDeath.WorldAtWarStyle:\nFEWA A 4\nFEWA B 4 A_Scream\n TNT1 A 0 A_PlaySound(\"MP40\")\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\tTNT1 A 0 A_CustomMissile (\"MonsterTracer\", 12, 15, 20, 2, 40)\n\tFEWA B 2 BRIGHT A_GiveToTarget(\"ScoreItem\", 500)\nFEWA C 4\n TNT1 A 0 A_PlaySound(\"MP40\")\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\tTNT1 A 0 A_CustomMissile (\"MonsterTracer\", 12, 15, 20, 2, 40)\n\tFEWA C 2 BRIGHT\nFEWA D 4\n TNT1 A 0 A_PlaySound(\"MP40\")\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\tTNT1 A 0 A_CustomMissile (\"MonsterTracer\", 12, 15, 20, 2, 40)\n\tFEWA D 2 BRIGHT A_GiveToTarget(\"ScoreItem\", 800)\nFEWA EFG 4 A_GiveToTarget(\"ScoreItem\", 800)\nFEWA G 1 A_SpawnItem(\"SecretWeapon_MP40\")\nFEWA G 0 A_SpawnItem (\"MediumBloodSpot\")\nFEWA G -1\n\t\tStop\n\nDeath.melee:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n FSZK H 5\n\t\tFSZK I 5 A_Scream\n\t\tFSZK J 5 A_NoBlocking\n\t\tFSZK A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n\t\tFSZK K 5 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DEATHFEMALE\")\n\t\tStop\n\n Death.Arm:\n TNT1 A 0\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm2\", 35, 0, random (0, 360), 2, random (0, 160))\n FSZ5 A 9 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tFSZ5 A 1 A_GiveToTarget(\"ScoreItem\", 1200)\n TNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"TUVUOILEBOTTE_girlVERSION\", 2)\n Stop\n\nDeath.Coltello:\n TNT1 A 0 A_SpawnItem (\"PoorGIRL\")\n TNT1 a 0 A_GiveToTarget(\"ScoreItem\", 1200)\nStop\n\n\tDeath.head:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"secretweapon_mp40\")\n FSZH ABCDE 10\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"PURIGNA\")\n\t\tStop\n\n Death.cutless:\n TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n TNT1 A 0 A_Jump(25,\"Death.ExplosiveImpact\",\"Death.Arm\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"BrutalizedGIRL1\")\n\t\tSTOP\n\n\t\tDeath.GreenFire:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"secretweapon_mp40\")\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n Stop\n\nXDeath:\nDeath.Desintegrate:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"secretweapon_mp40\")\n TNT1 A 0 A_SpawnItem(\"DesintegratedPANZERGRENADIER\")\n Stop\n\n Death.Plasma: Death.Plasma2:\n\tPBR1 A 6 A_Scream\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\tPBR1 B 6 A_NoBlocking\n\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 H -1\n\tStop\nDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Jump(130,\"Death.LandMine\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathGRENADIERLeg1\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t FSZ2 AB 5\n\t\tFSZ2 CDEF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tFSZ2 FFFFFF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tTNT1 A 0 A_SpawnItem (\"FEMALEPORACCIa\")\n\t\tStop\n\nDead.ExplosiveImpact:\n\t\tTNT1 A 0 A_SpawnItem (\"FEMALEPORACCIa\")\n\t\tTNT1 A 0 A_SpawnItem (\"MuchBlood\")\n\t\tStop\n\n\tXDeath.Plasma:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"secretweapon_mp40\")\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n\t\tDeath.GreenFire:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"secretweapon_mp40\")\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n Stop\n\n\t Death.Fire:\n\tDeath.Flames:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n TNT1 A 0 A_SpawnItem(\"Burningfemale\")\n Stop\n\n\tRaise:\n\t\tNAZI L 5\n\t\tNAZI KJIH 5\n\t\tGoto See\n Crush:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS1 A 5\n CRS1 A -1\n Stop\n\n Pain.Taunt:\n TNT1 A 0\n Goto Missile\n Death.KillMe:\n Death.Taunt:\n\t TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"Nazi\")\n Stop\n Death.Eat:\n TNT1 A 0 A_GiveToTarget(\"EatMe\",1)\n\t\t Goto Death+3\n Stop\n\n\tDeath.Blast:\n\tDeath.SSG:\n\tDeath.SuperPunch:\n\t POSS Q 1 A_Pain\n\t\tPOSS Q 1 A_FaceTarget\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n POSS QRSTUVW 8\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n POSS X -1\n Stop\n\n\t}\n}\nActor FEMALEPORACCIa: DEATHNAZI\n{Health 200 States{Spawn:\n FSz2 G -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nActor PURIGNA: DEATHNAZI\n{Health 200 States{Spawn:\n FSzH e -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nACTOR TUVUOILEBOTTE_GIRLVERSION\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t\tPainSound \"FEMALE/PAIN\"\n\t\tPainChance 255\n\tDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n DAMAGEFACTOR \"Avoid\", 0.0\n DAMAGEFACTOR \"Kick\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tStates\n\t{\n\n\tSpawn:\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tFSZ5 A 10\n FSZ5 B 10\n\tGoto Suffer\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n \tTNT1 A 0 A_PlaySound (\"female/pain\")\n FSZ5 C 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"female/pain\")\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n FSZ5 D 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"female/pain\")\n FSZ5 E 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"female/pain\")\n FSZ5 F 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"female/pain\")\n FSZ5 G 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 2, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t fsz5 h 8\n\t\tTNT1 A 0 A_PlaySound (\"female/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"diognomo_girlVersion\")\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n fsZh L 10\n TNT1 A 0 A_SpawnItem (\"Deadgirl_NoHeadNoArm\", 1)\nStop\n\n\t\t Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n Xdeath:\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus10Armor\")\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n ZZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n Stop\n\nDEATH.FIRE:\nTNT1 A 0 A_NOblocking\nTNT1 A 0 A_SpawnItem(\"Burningfemale\")\nSTOP\n\n\t}\n}\nActor diognomo_girlVersion: DEATHNAZI\n{Health 200 States{Spawn:\n FSZ5 i -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nActor Deadgirl_NoHeadNoArm: DEATHNAZI\n{Health 200 States{Spawn:\n FSZH m -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nActor DEATHFEMALE: DEATHNAZI\n{Health 200 States{Spawn:\n FSZk l -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\n\t\tACTOR girl_PATROL : NAZIGIRL\n{\n\t+JUSTHIT\n\tStates\n\t{\n\tSpawn:\n\t\tfszk AAA 1 A_Wander\n\t\tfszk AAAA 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tfszk CCC 1 A_Wander\n\t\tfszk CCC 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tfszk bbb 1 A_Wander\n\t\tfszk bbb 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tLoop\n\t}\n}\n\nACTOR PoorGirl\n{\n\tGame Doom\n\tRadius 16\n\tHeight 30\n\tHealth 50\n\t\tPainSound \"NAZI/PAIN\"\n\t\tPainChance 255\n\tDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n DAMAGEFACTOR \"Avoid\", 0.0\n DAMAGEFACTOR \"Kick\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\nPainChance \"Taunt\", 255\n\tStates\n\t{\n\n\tDeath.fire:\n\tDeath.Flames:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"BurningSA\")\n TNT1 a 1 A_GiveToTarget(\"ScoreItem\", 600)\n Stop\n\n\tSpawn:\n TNT1 A 0\n\tFEKN A 10\n\tGoto SUFFER\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n TNT1 A 0 A_PlaySound(\"female/pain\")\n FEKN B 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n TNT1 A 0 A_PlaySound(\"female/pain\")\n FEKN C 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 10, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\t\t\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t FSZK J 2 A_GiveToTarget(\"ScoreItem\", 500)\n FSZK K 2\n\t\tTNT1 A 0 A_PlaySound (\"female/death\")\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"DEATHFEMALE\")\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n FSZH D 2\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\nFSZH E -1\nStop\n\nDeath.Shotgun:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 GH 15\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n TNT1 A 0 A_SpawnItem (\"DeadZombieman2\")\n\t\t Stop\n\n\t\t Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n Stop\n\n Xdeath:\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus10Armor\")\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n ZZD1 EFGH 6\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n Stop\n\n\t}\n}\n\n/////////Poor Fucking Nazi Girl!!!!\n\nACTOR BrutalizedGIRL1\n{\n\tGame Doom\n\tRadius 16\n\tHeight 50\n\tHealth 70\n\tbloodtype \"DeadBlood\"\n\t\tPainSound \"female/pain\"\n\t\tPainChance 255\n\t\tMass 999999\n\t-SOLID\n\t+SHOOTABLE\n\t+NORADIUSDMG\n\t+FLOORCLIP\n\tScale 1.0\n\tStates\n\t{\n\t\t\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasZManShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tPain:\n FUN3 A 15\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedGirlStop\")\n\tStop\n\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Recoil(2)\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedGIRL2\")\n\t\tStop\n\n\tDeath.SSG:\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n \t TNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_CustomMissile (\"SargeXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n Stop\n}}\n\nACTOR BrutalizedGirlStop: CurbstompedMarine\n{\n States\n {\n Spawn:\nfsz5 h 1 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nfsz5 i -1\n Stop }}\n\nACTOR BrutalizedGIRL2: BrutalizedGIRL1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n FUN3 B 15\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedgirlStop2\")\n\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedGIRL3\")\n\t\tStop\n}}\n\nACTOR BrutalizedgirlStop2: CurbstompedMarine\n{\n States\n {\n Spawn:\nFSZH L 1 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nFSZH M -1\n Stop }}\n\nACTOR BrutalizedGIRL3: BrutalizedGIRL1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n FUN3 C 15\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedgirlStop3\")\n\tStop\n\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\t\tTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tFUN3 EFGH 6\n\t\tFUN3 H -1\n\t\tStop\n}}\n\nACTOR BrutalizedgirlStop3: CurbstompedMarine\n{\n States\n {\n Spawn:\nFUN3 FGH 6 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nFUN3 H -1\n Stop }}"
},
{
"source": "pk3",
"name": "actors/foes/FLAMESOLDIER.txt",
"contents": "ACTOR FlameSoldier\n{\n\tGame Doom\n\tHealth 250\n GibHealth 35\n\tRadius 20\n\tHeight 40\n\tMass 100\n\tSpeed 4\n\tPainChance 170\n\tMonster\n\t+FLOORCLIP\n\t+MISSILEMORE\n\t-FASTER\n\t-DONTHURTSPECIES\n +NOINFIGHTING\n +DONTHARMSPECIES\n BloodType \"NashGore_Blood\"\n\tSeeSound \"flameSoldier/sight\"\n\tAttackSound \"Flamethrower/Fire\"\n\tPainSound \"nazi/pain\"\n\tDeathSound \"FLS/death\"\n\tObituary \"%o was burn by a Mann with Flametrowher.\"\n\tDropItem \"\"\nDamageFactor \"RifleNoExplode\", 2.0\n\tDamageFactor \"Melee\", 2.0\n\tDamageFactor \"KillMe\", 0.0\n\tDamageFactor \"SSG\", 10.0\n\tPainChance \"Melee\", 255\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0 A_GiveInventory(\"SKNazi\", 1)\n TNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tLAZI A 10 A_Look\n\t\tLoop\n See:\n\t TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 30, 0, 0)\n\t\tLAZI AA 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tLAZI AA 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tLAZI BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tLAZI BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tLAZI CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tLAZI CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tLAZI BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tLAZI BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tGoto See\n\n\tSee2:\n\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 20, 0, 0)\n\t\tLAZI AABBCCBB 2 A_Chase\n\t\tGoto See\n\n\tMissile:\n\tLAZI E 10 A_FaceTarget\nTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\tLAZI F 1 BRIGHT A_CustomMissile(\"FTFire\",32,12,0)\nLAZI E 10 A_FaceTarget\nTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\tLAZI F 1 BRIGHT A_CustomMissile(\"FTFire\",32,12,0)\nLAZI E 10 A_FaceTarget\nTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\tLAZI F 1 BRIGHT A_CustomMissile(\"FTFire\",32,12,0)\nLAZI E 10 A_FaceTarget\n\tLAZI F 1 BRIGHT A_CustomMissile(\"FTFire\",32,12,0)\nTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\tLAZI E 1 BRIGHT A_SpidRefire\n\tGoto See\n\n\tDeath.LaserRifle:\n\t\tTNT1 A 0 A_Jump(50, \"DEATH\")\n\t\tTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 1000)\n TNT1 A 0 A_NoBlocking\nTNT1 A 0 A_PLAYSOUND(\"HORRIBLE/DEATH\")\ntnt1 a 0 a_SpawnItem(\"Flamethrower\")\n TNT1 A 0 A_SpawnItem(\"Fallout3Disintigration\")\n\t\tStop\n\n\tRespawned:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(FRIENDLY, 1)\n\t\tTNT1 A 0 A_SpawnItem(\"NaziChecker\")\n\t\tTNT1 A 0\n\t\tStop\n\n\tDeath:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Jump(32, \"Death.Arm\",\"Death.Leg\",\"Death.Desintegrate\")\n LAZI H 5\n\t\tLAZI I 5 A_Scream\n\t\tLAZI J 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"Flamethrower_BW\")\n\t\tLAZI A 0\n\t\tLAZI K 5\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DEATHFlameS\")\n\t\tStop\n\nDeath.leg:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeathflamesoldierLeg1\", 5, 0, random (0, 360), 2, random (0, 160))\n LAZ4 A 5\n\t\tLAZ4 B 5 A_Scream\n\t\tLAZ4 C 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"Flamethrower_BW\")\n\t\tLAZ4 D 5\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"Deadfls_NoLeg\")\n\t\tStop\n\n Death.Arm:\n TNT1 A 0\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm2\", 35, 0, random (0, 360), 2, random (0, 160))\n FSZ5 A 9 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem(\"Flamethrower_BW\")\n\t\tTNT1 A 0 A_SpawnItem (\"TUVUOILEBOTTE_FLAMES\", 2)\n Stop\n\n\tDeath.head:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"Flamethrower_BW\")\n LAZH ABCDE 10\ntnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"PURIGNOFS\")\n\t\tStop\n\n\t\tDeath.GreenFire:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"secretweapon_mp40\")\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n Stop\n\nXDeath:\nDeath.Fire:\nDeath.Desintegrate:\nDeath.ExplosiveImpact:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"SCAPPACOGLIONE\")\n Stop\n\n Death.Plasma: Death.Plasma2:\n\tPBR1 A 6 A_Scream\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\tPBR1 B 6 A_NoBlocking\n\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 H -1\n\tStop\n\n\tXDeath.Plasma:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"secretweapon_mp40\")\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n\t\tDeath.GreenFire:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"secretweapon_mp40\")\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n Stop\n\n\tRaise:\n\t\tNAZI L 5\n\t\tNAZI KJIH 5\n\t\tGoto See\n Crush:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS1 A 5\n CRS1 A -1\n Stop\n\n Pain.Taunt:\n TNT1 A 0\n Goto Missile\n Death.KillMe:\n Death.Taunt:\n\t TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"FlameSoldier\")\n Stop\n Death.Eat:\n TNT1 A 0 A_GiveToTarget(\"EatMe\",1)\n\t\t Goto Death+3\n Stop\n\n\tDeath.Blast:\n\tDeath.SSG:\n\tDeath.SuperPunch:\n\t POSS Q 1 A_Pain\n\t\tPOSS Q 1 A_FaceTarget\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n POSS QRSTUVW 8\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n POSS X -1\n Stop\n\n\t\t\tStealthKill:\n\tTNT1 A 0\n\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n\tTNT1 A 0 A_GiveToTarget(\"SKNazi\", 1)\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Die(\"Stealthy\")\n\tTNT1 A 0 A_Fall\n\tTNT1 A 1\n\tStop\n\tDeath.Stealthy:\n\tTNT1 A 0\n\tStop\n\t}\n}\nActor PURIGNOFS: DEATHNAZI\n{Health 200 States{Spawn:\n lazh e -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nACTOR TUVUOILEBOTTE_FLAMES\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t\tPainSound \"NAZI/PAIN\"\n\t\tPainChance 255\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n damagefactor \"Avoid\", 0.0\n damagefactor \"Kick\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tStates\n\t{\n\n\tSpawn:\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tLAZ5 A 10\n LAZ5 B 10\n\tGoto Suffer\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n \tTNT1 A 0 A_PlaySound (\"NAZI/pain\")\n LAZ5 C 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"NAZI/pain\")\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n LAZ5 D 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"NAZI/pain\")\n LAZ5 E 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"NAZI/pain\")\n LAZ5 F 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"NAZI/pain\")\n LAZ5 G 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 2, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t LAZ5 h 8\n\t\tTNT1 A 0 A_PlaySound (\"FLS/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"diognomo_flsVersion\")\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n LAZ5 L 10\n TNT1 A 0 A_SpawnItem (\"DeadFLS_NoHeadNoArm\", 1)\nStop\n\n\t\t Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n Xdeath:\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus10Armor\")\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n ZZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n Stop\n\n\t}\n}\nActor diognomo_flsVersion: DEATHNAZI\n{Health 200 States{Spawn:\n LAZ5 i -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nActor Deadfls_NoHeadNoArm: DEATHNAZI\n{Health 200 States{Spawn:\n LAZ5 m -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nActor DEATHFlameS: DEATHNAZI\n{Health 200 States{Spawn:\n LAZi l -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\n\t\tACTOR FLS_PATROL : FlameSoldier\n{\n\t+JUSTHIT\n\tStates\n\t{\n\tSpawn:\n\t\tLAZI AAA 1 A_Wander\n\t\tLAZI AAAA 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tLAZI CCC 1 A_Wander\n\t\tLAZI CCC 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tLAZI bbb 1 A_Wander\n\t\tLAZI bbb 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tLoop\n\t}\n}\n\nActor Deadfls_NoLeg: DEATHNAZI\n{Health 200 States{Spawn:\n Laz1 A -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\n\nACTOR SCAPPACOGLIONE\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tStates\n\t{\nSpawn:\n lazi A 1 BRIGHT\nGoto Death\n\nDeath:\n SPOS OP 2 BRIGHT\n\n TNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 A 0 A_SpawnItemEx (\"BarrelExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BarrelKaboom\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t TNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathflamesoldierLeg1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"ExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 180), 2, random (0, 180))\n\t EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\n\t\tTNT1 AA 0 A_CustomMissile (\"MetalShard1\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"MetalShard2\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"MetalShard3\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 8 A_CustomMissile (\"ExplosionSmoke\", 1, 0, random (0, 360), 2, random (50, 130))\n\n\t\tStop\n}\n}\nActor FTFire\n{\n Radius 12\n Height 4\n Speed 16\n Damage 1\n Projectile\n RenderStyle Add\n DamageType Fire\n Alpha 0.67\n Scale 0.67\n SeeSound \"Flamethrower/Fire\"\n DeathSound \"Flamethrower/Hit\"\n States\n {\n Spawn:\n TNT1 A 2\n FRFX ABCD 2 bright A_Explode(5, 8, 0)\n TNT1 A 0 A_LowGravity\n FRFX EFG 2 bright A_Explode(5, 16, 0)\n FRFX HIJ 2 bright A_Explode(5, 32, 0)\n FRFX KLM 2 bright A_Explode(5, 64, 0)\n FRFX NO 2 bright\n Stop\n Death:\n FRFX HIJ 2 bright A_Explode(5, 32, 0)\n FRFX KLM 2 bright A_Explode(5, 64, 0)\n FRFX NO 2 bright\n TNT1 A 0 A_CustomMissile(\"PlasmaSmoke\", 0, 0, 0, 4)\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/foes/GRETEL.txt",
"contents": "///GRETEL GROSSE\n///Gretel grosse use a Scope Kar98 for the long fire and a mp40 for the near combat!\n\nACTOR GretelGrosse Replaces FatSo\n{\n\tHealth 4500\n\tRadius 26\n\tHeight 40\n\tDeathHeight 0\n\tSpeed 4\n\tMass 100\n\tPainchance 0\n\tMONSTER\n\t+FLOORCLIP\n\t+MISSILEMORE\n +NOINFIGHTING\n +DONTHARMSPECIES\n\t-FASTER\n\t-DONTHURTSPECIES\n\t+BOSS\n +BOSSDeath\n\tPainSound \"female/pain\"\n\tDeathSound \"female/death\"\n\tObituary \"%o was kill by Gretel Grosse\"\n\tBloodColor \"FF 00 00\"\n BloodType \"Nashgore_Blood\"\nPainChance \"ExplosiveImpact\", 255\n\tDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n\tStates\n\t{\n\tSpawn:\n //TNT1 B 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tWBO4 A 10 A_Look\n\t\tLoop\n\n See:\n\t\tWBO4 AA 1 A_Chase\n\t\t//TNT1 A 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tWBO4 AA 2 A_Chase\n\t\t//TNT1 A 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tWBO4 BB 2 A_Chase\n\t\t//TNT1 B 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tWBO4 BB 2 A_Chase\n\t\t//TNT1 B 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tGoto See\n\n\tMissile:\n TNT1 A 0 A_jumpifcloser(512,\"MP40\")\n GOTO KAR98\n\nKAR98:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tWBO4 E 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tWBO4 E 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n TNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\n TNT1 A 0 A_PlaySound(\"weapons/kar98\")\n TNT1 A 0 A_AlertMonsters\n\t\tWBO4 F 5 BRIGHT A_CustomMissile(\"GRETELTRACE\", 38, 0, random(-3, 3), 1)\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tWBO4 E 6 A_FaceTarget\nGOTO SEE\n\nMP40:\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tWB24 B 5 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tWB24 B 5 A_FaceTarget\n\n\t\tWB24 C 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tWB24 B 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tWB24 B 2 A_FaceTarget\n\n\t\tWB24 C 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tWB24 B 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tWB24 B 2 A_FaceTarget\n\n\t\tWB24 C 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tWB24 B 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tWB24 B 2 A_FaceTarget\n\n\t\tWB24 C 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tWB24 B 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tWB24 B 2 A_FaceTarget\n\n\t\tWB24 C 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tWB24 B 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tWB24 B 2 A_FaceTarget\nGOTO See\n\n\tDeath:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Jump(32, \"Death.Arm\")\n FSZK H 5\n\t\tFSZK I 5 A_Scream\n\t\tFSZK J 5 A_NoBlocking\n\t\tFSZK A 0 A_SpawnItem(\"YellowCard\")\n\t\tFSZK K 5 A_GiveToTarget(\"ScoreItem\", 5000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DEATHFEMALE\")\n\t\tStop\n\n\tDeath.head:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"YellowCard\")\n FSZH ABCDE 10\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"PURIGNA\")\n\t\tStop\n\nDeath.Plasma: Death.Plasma2:\n\tPBR1 A 6 A_Scream\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\tPBR1 B 6 A_NoBlocking\n\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 H -1 A_BossDeath\n\tStop\n\n\tXDeath.Plasma:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"YellowCard\")\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_BossDeath\n Stop\n\nDeath.Desintegrate:\nDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Jump(130,\"Death.LandMine\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathGRENADIERLeg1\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t FSZ2 AB 5 A_SpawnItem(\"YellowCard\")\n\t\tFSZ2 CDEF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tFSZ2 FFFFFF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tTNT1 A 0 A_SpawnItem (\"FEMALEPORACCIa\")\n\t\tStop\n\nDead.ExplosiveImpact:\n\t\tTNT1 A 0 A_SpawnItem (\"FEMALEPORACCIa\")\n\t\tTNT1 A 0 A_SpawnItem (\"MuchBlood\")\n\t\tStop\n\n\t Death.Fire:\n\tDeath.Flames:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"YellowCard\")\n TNT1 A 0 A_SpawnItem(\"Burningfemale\")\n Stop\n\n\tXDeath:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"YellowCard\")\n TNT1 A 0 A_GiveToTarget(\"ScoreItem\", 10000)\n TNT1 A 0 A_SpawnItem(\"DesintegratedPANZERGRENADIER\")\nTNT1 A 0 A_BossDeath\n Stop\n\n}}"
},
{
"source": "pk3",
"name": "actors/foes/HANSGROSSE.txt",
"contents": "////HANS GROSSE\n\nACTOR HansGrosse Replaces HellKnight\n{\n\tGame Doom\n\tHealth 8000\n\tSpawnID 1\n\tRadius 25\n\tHeight 60\n\tMass 10000\n +SOLID\n\tSpeed 6\n\tFastSpeed 10\n\tPainChance 20\n\tPainChance \"Kick\", 255\n\tPainChance \"Melee\", 255\n\tPainChance \"ExplosiveImpact\", 255\n\tPainChance \"Avoid\", 120\n\tPainChance \"Taunt\", 255\n\tMonster\n\t+FLOORCLIP\n +NOINFIGHTING\n +DONTHARMSPECIES\n +NOINFIGHTING\n BloodType \"NashGore_Blood\"\n\tDeathSound \"Hans/death\"\n\tSeeSound \"Hans/sight\"\n DropItem \"YellowCard\"\n\tObituary \"B.J. is dead and Hans avage her sister!\"\n DAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n DAMAGEFACTOR \"Shrapnel\", 0.3\n DAMAGEFACTOR \"Kick\", 0.4\n\tDAMAGEFACTOR \"MinorHead\", 2.0\n\tDAMAGEFACTOR \"Head\", 2.0\n\tDAMAGEFACTOR \"taunt\", 0.0\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\n\tPainChance \"blood\", 0\n DAMAGEFACTOR \"blood\", 0.0\n\tDAMAGEFACTOR \"Fatality\", 0.5\n\tDAMAGEFACTOR \"SuperPunch\", 0.5\n\tDAMAGEFACTOR \"Melee\", 0.5\n\tStates\n\t{\n\tSpawn:\n TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\n\t\tHANS A 10 A_Look\n\t\tLoop\n\n See:\n\t\tHANS AA 1 A_Chase\n\t\t TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\n\t\tHANS AA 2 A_Chase\n\t\t TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\n\t\tHANS BB 2 A_Chase\n\t\t TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\n\t\tHANS cc 2 A_Chase\n\t\t TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\n\t\tHANS DD 2 A_Chase\n\t\t TNT1 D 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\n\t\tGoto See\n\nMissile:\nTNT1 A 0 A_PlaySound(\"Shaiser\")\n\t TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\nHANS E 30 A_FACETARGET\n GOTO GUTENTAG\n\n GUTENTAG:\n\t TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\n\tHANS F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n HANS F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\n\tHANS F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\n\tHANS G 2 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\n\tHANS F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n HANS F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\n\tHANS F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\n\tHANS G 2 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\n\tHANS F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n HANS F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\n\tHANS F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\n\tHANS G 2 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\n\tHANS F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n HANS F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\n\tHANS F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\n\tHANS G 2 BRIGHT A_CposRefire\n goto GUTENTAG+1\n\nPain:\nHans H 1 a_Pain\nHans H 3\ngoto see\n\n\tDeath:\n TNT1 A 0 A_Jump(150, \"DeathFrankHorrigan\")\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n HANS I 3\n\t\tHANS J 3 A_Scream\n\t\tHANS K 3 A_NoBlocking\n\t\tTNT1 A 0\n\t\tHANS L 3 A_GiveToTarget(\"ScoreItem\", 10000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n HANS L -1 A_BossDeath\n\t\tStop\n\n\tDeath.head:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n HSTA A 3 A_SpawnItem (\"Blood\", 0, 60)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n HSTA A 3 A_SpawnItem (\"Blood\", 0, 60)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n HSTA A 3 A_SpawnItem (\"Blood\", 0, 60)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n HSTA A 3 A_SpawnItem (\"Blood\", 0, 60)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n HSTA A 3 A_SpawnItem (\"Blood\", 0, 60)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n HSTA A 3 A_SpawnItem (\"Blood\", 0, 60)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n HSTA A 3 A_SpawnItem (\"Blood\", 0, 60)\n HSTA BCDE 10 A_GiveToTarget(\"ScoreItem\", 800)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n HADH E -1 A_BossDeath\n\t\tStop\n\nDeathFrankHorrigan:\n\n\t\tTNT1 A 0 A_NoBlocking\n HDN2 A 70\nTNT1 A 0 A_CustomMissile (\"HansGrosseHalf\", 0, 0, 0)\n HDN2 B 2 A_SCREAM\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\n\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\n\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\n\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\n\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\n\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\n HDN2 DE 2\n HDN2 E -1\n\n}}\nACTOR HansGrosseHalf\n{\n\tGame Doom\n\tRadius 16\n\tHeight 56\n\tProjectilePassHeight -16\n -SOLID\n\t+INVULNERABLE\n\tStates\n\t{\n\tSpawn:\n\t\t HDN3 A 3\n\t\t HDN3 B 3\n\t\t HDN3 C 3\n\t\tTNT1 A 0\n\t\t HDN3 D 3\n\t\tTNT1 A 0 A_SpawnItem (\"HansGrosseHalf_2\")\n\t\tStop\n\t}\n}\n\nACTOR HansGrosseHalf_2\n{\n\tGame Doom\n\tRadius 16\n\tHeight 56\n\tProjectilePassHeight -16\n -SOLID\n\t+INVULNERABLE\n\tStates\n\t{\n\tSpawn:\n\n HDN3 D 1\n\t\t Loop\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/foes/HEAVYMUTANTS.txt",
"contents": "//Mutants\n\nACTOR SoldierMutant\n{\n\tGame Doom\n\tHealth 100\n\tRadius 20\n\tHeight 40\n\tMass 100\n\tSpeed 5\n\tPainChance 170\n\tMonster\n\t+FLOORCLIP\n\t+MISSILEMORE\n +NOINFIGHTING\n +DONTHARMSPECIES\n\t-FASTER\n\t-DONTHURTSPECIES\n BloodType \"NashGore_Blood\"\n SeeSound \"Zombie/sight\"\n\tPainSound \"PAIN\"\n\tDeathSound \"Zombie/death\"\nAttackSound \"weapons/minigunfire\"\n\tObituary \"%o encounter a Schabbs's Infernal Mutant.\"\nDamageFactor \"RifleNoExplode\", 2.0\n\tDamageFactor \"Melee\", 2.0\n\tDamageFactor \"KillMe\", 0.0\n\tDamageFactor \"SSG\", 10.0\n\tPainChance \"Melee\", 255\n PainChance \"ExplosiveImpact\", 255\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n\tStates\n{\nSpawn:\n\t\tMPOS B 1 A_Look\n TNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tLoop\n\n See:\n\t\tMPOS AA 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMPOS AA 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMPOS BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMPOS BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMPOS CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMPOS CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMPOS BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMPOS BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tGoto See\n\nMissile:\n\t\tMPOS D 10 A_FaceTarget\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n TNT1 A 0 A_PlaySound(\"MG42\")\nMPOS FD 5 BRIGHT A_CustomMissile(\"MonsterMinigunTracer\", 38, 0, random(-8, 8), 0)\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n TNT1 A 0 A_AlertMonsters\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tMPOS D 0 A_CPosRefire\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n Goto Missile+1\n\n Pain.Kick:\n TNT1 A 0 A_Pain\n\t\t TNT1 A 0 A_TakeInventory(\"SKChaingunGuy\", 1)\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,15,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (3)\n MPOS A 2\n\t\t MPBK ABC 2\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t MPBK C 8 A_Pain\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t MPBK D 8\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t MPBK C 8 A_Pain\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t MPBK D 8\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t MPBK C 8 A_Pain\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t MPBK D 8\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t MPBK C 8 A_Pain\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t MPBK D 8\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t MPBK BA 4\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t MPOS A 4\n Goto See\n\n\tDeath:\n\t\tTNT1 A 0 A_Jump(90,\"Death.Arm\",\"Death.LEG\")\n MUTA J 5\n\t\tMUTA K 5 A_Scream\n\t\tMUTA I 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"KARClip\")\n\t\tMUTA M 5 A_GiveToTarget(\"ScoreItem\", 500)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"DEATHMUTANT\")\n\t\tStop\n\nDeath.LaserRifle:\n\t\tTNT1 A 0 A_Jump(50, \"DEATH\")\n\t\tTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 1000)\n TNT1 A 0 A_NoBlocking\nTNT1 A 0 A_PLAYSOUND(\"HORRIBLE/DEATH\")\ntnt1 a 0 a_SpawnItem(\"KARClip\")\n TNT1 A 0 A_SpawnItem(\"Fallout3Disintigration\")\n\t\tStop\n\n Death.cutless:\n TNT1 A 0\n TNT1 A 0 A_Jump(100, \"Death.Arm\", \"Death.Leg\",\"Death.ExplosiveImpact\")\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeathArm2\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"RIPMUTANT\", 35, 0, random (0, 360), 2, random (0, 160))\n CUMU A 5 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tCUMU B 5 A_Scream\n\t\tCUMU C 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"KARClip\")\n\t\tCUMU D 5 A_GiveToTarget(\"ScoreItem\", 800)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n CUMU D -1\n\t\tStop\n\n Death.Arm:\nTNT1 A 0 A_NoBlocking\nTNT1 A 0 A_CustomMissile (\"XDeathArm2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"ADESOINCAZZATO_3\", 0, 0, 0)\nSTOP\n\n Death.Leg:\nTNT1 A 0 A_NoBlocking\nTNT1 A 0 A_CustomMissile (\"XDeathflamesoldierLeg1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"ADESOINCAZZATO_4\", 0, 0, 0)\n Stop\n\n\tDeath.head:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"KARClip\")\n MUTH ABCDE 10\ntnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n MUTH E -1\n\t\tStop\n\nDeath.GreenFire:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"KARClip\")\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n Stop\n\n Death.Plasma: Death.Plasma2:\n\tPBR1 A 6 A_Scream\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\tPBR1 B 6 A_NoBlocking\n\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 H -1\n\tStop\n\n\tXDeath.Plasma:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"KARClip\")\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\nDeath.Desintegrate:\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 A_NoBlocking\nTNT1 A 0 A_SpawnItem(\"KARClip\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeathArm2\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathflamesoldierLeg1\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t MUEX AB 5\n\t\tMUEX CDEF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tMUEX FFFFFF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tTNT1 A 0 A_SpawnItem (\"POORMUTANT\")\n\t\tStop\n\n\t\tDead.ExplosiveImpact:\n\t\tTNT1 A 0 A_SpawnItem (\"POORMUTANT\")\n\t\tTNT1 A 0 A_SpawnItem (\"MuchBlood\")\n\t\tStop\n\nXDEATH:\nTNT1 A 0 A_SpawnItem(\"KARClip\")\nTNT1 A 0 A_SPAWNITEM (\"DesintegratedMutant\")\nStop\n\n Pain.Taunt:\n TNT1 A 0\n Goto Missile\n Death.KillMe:\n Death.Taunt:\n\t TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"SoldierMutant\")\n Stop\n\n\t Death.Fire:\n\tDeath.Flames:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"KarClip\")\n TNT1 A 0 A_SpawnItem(\"BurningZombie\")\n Stop\n}\n}\n//OH MY GOD!MUTANT IS STILL ALIVE!!!!!!\n\nACTOR ADESOINCAZZATO_3 : MUTANT\n{\n\tGame Doom\n\tHealth 75\n\tRadius 20\n\tHeight 40\n\tMass 100\n\tSpeed 5\n\tPainChance 170\n\tMonster\n\t+FLOORCLIP\n\t+MISSILEMORE\n +NOINFIGHTING\n +DONTHARMSPECIES\n\t-FASTER\n\t-DONTHURTSPECIES\n BloodType \"NashGore_Blood\"\n\tAttackSound \"LUGER\"\n\tPainSound \"Zombie/pain\"\n\tDeathSound \"Zombie/death\"\n\tObituary \"%o encounter a Schabbs's Infernal Mutant without an arm.\"\n\tDamageFactor \"Melee\", 2.0\n\tDamageFactor \"KillMe\", 0.0\n\tDamageFactor \"SSG\", 10.0\n\tPainChance \"Melee\", 255\n PainChance \"ExplosiveImpact\", 255\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n\tStates\n{\nSpawn:\n\t\tMPO1 A 10 A_Look\n TNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tLoop\n\n See:\n\t\tMPO1 AA 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMPO1 AA 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMPO1 BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMPO1 BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMPO1 CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMPO1 CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMPO1 BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMPO1 BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tGoto See\n\nMissile:\n\t\tMPO1 A 10 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n TNT1 A 0 A_PlaySound(\"MG42\")\nMPO1 FA 5 BRIGHT A_CustomMissile(\"MonsterMinigunTracer\", 38, 0, random(-8, 8), 0)\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tMPO1 A 0 A_CPosRefire\n Goto Missile+1\n\n Pain.Taunt:\nPAIN.KICK:\n TNT1 A 0\n Goto Missile\n Death.KillMe:\n Death.Taunt:\n\t TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"ADESOINCAZZATO_3\")\n Stop\n\nDeath.cutless:\nDeath:\n MUT2 A 5\n\t\tMUT2 B 5 A_Scream\n\t\tMUT2 C 5 A_NoBlocking\n\tTNT1 A 0 A_SpawnItem(\"KARClip\")\n\t\tMUT2 D 5 A_GiveToTarget(\"ScoreItem\", 500)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"DEATHMUTANTNOARM\")\n\t\tStop\n\n\tDeath.head:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_SpawnItem(\"KARClip\")\n MUT3 ABCDE 10\ntnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n MUT3 E -1\n\t\tStop\n\n}}\n\n//MUTANTS ARE FUCKING STRONG!!!!!\n\nACTOR ADESOINCAZZATO_4 : MUTANT\n{\n\tGame Doom\n\tHealth 50\n\tRadius 20\n\tHeight 28\n\tMass 100\n\tSpeed 0\n\tPainChance 170\n\tMonster\n\t+FLOORCLIP\n\t+MISSILEMORE\n +NOINFIGHTING\n +DONTHARMSPECIES\n\t-FASTER\n\t-DONTHURTSPECIES\n BloodType \"NashGore_Blood\"\n\tAttackSound \"LUGER\"\n\tPainSound \"Zombie/pain\"\n\tDeathSound \"Zombie/death\"\n\tObituary \"%o encounter a Schabbs's Infernal Mutant without a leg.\"\n\tDamageFactor \"Melee\", 2.0\n\tDamageFactor \"KillMe\", 0.0\n\tDamageFactor \"SSG\", 10.0\n\tPainChance \"Melee\", 255\n PainChance \"ExplosiveImpact\", 255\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n\tStates\n{\nSpawn:\n\t\tMSNL A 10 A_Look\n TNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 28,0)\n\t\tLoop\n\n See:\n\t\tMSNL AA 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 28,0)\n\t\tGoto See\nMissile:\n\t\tMSNL A 10 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n TNT1 A 0 A_PlaySound(\"MG42\")\n MSNL BA 5 BRIGHT A_CustomMissile(\"MonsterMinigunTracer\", 38, 0, random(-8, 8), 0)\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tMSNL A 0 A_CPosRefire\n Goto Missile+1\n\n Pain.Taunt:\nPAIN.KICK:\n TNT1 A 0\n Goto Missile\n Death.KillMe:\n Death.Taunt:\n\t TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"ADESOINCAZZATO_4\")\n Stop\n\nDeath.cutless:\nDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"KARClip\")\n\t\tTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 500)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"DEATHMUTANTNOLEG\")\n\t\tStop\n\n\tDeath.head:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"KARClip\")\n MLDT B 10\ntnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n MLDT B -1\nStop\n\n}}"
},
{
"source": "pk3",
"name": "actors/foes/HITLER.txt",
"contents": "////Mecha Hitler\n\nACTOR MechaHitler Replaces Cyberdemon\n{\n\tGame Doom\n\tHealth 15000\n\tSpawnID 1\n\tRadius 25\n\tHeight 60\n\tMass 10000\n +SOLID\n\tSpeed 3\n\tFastSpeed 10\n\tPainChance 200\n\tPainChance \"Kick\", 0\n\tPainChance \"Melee\", 0\n\tPainChance \"ExplosiveImpact\",0\n\tPainChance \"Avoid\", 120\n\tPainChance \"Taunt\", 255\n\tMonster\n\t+FLOORCLIP\n +NOINFIGHTING\n +DONTHARMSPECIES\n +NOINFIGHTING\n BloodType \"MechaBlood\"\n SeeSound \"hitler1/sight\"\n\tObituary \"%o Heiled Hitler!\"\n DAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n DAMAGEFACTOR \"Shrapnel\", 0.3\n DAMAGEFACTOR \"Kick\", 0.4\n\tDAMAGEFACTOR \"MinorHead\", 2.0\n\tDAMAGEFACTOR \"Head\", 2.0\n\tDAMAGEFACTOR \"taunt\", 0.0\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\n\tPainChance \"blood\", 0\n DAMAGEFACTOR \"blood\", 0.0\n\tDAMAGEFACTOR \"Fatality\", 0.5\n\tDAMAGEFACTOR \"SuperPunch\", 0.5\n\tDAMAGEFACTOR \"Melee\", 0.5\n DAMAGEFACTOR \"Coltello\",0.0\n\tStates\n\t{\n\tSpawn:\n\t\tMHTL A 10 A_Look\n\t\tLoop\n\n See:\nTNT1 A 0 A_PLaySound(\"Hitler/step\")\n\t\tMHTL AAAAA 1 A_Chase\n\t\tMHTL BBBBB 2 A_Chase\nTNT1 A 0 A_PLaySound(\"Hitler/step\")\n\t\tMHTL CCCCC 2 A_Chase\n\t\tMHTL DDDDD 2 A_Chase\n\t\tGoto See\n\nPain:\n TNT0 A 0 A_SpawnItem (\"DIOCAN\", 30)\nTNT1 a 0 A_playSound(\"Metal/hit\")\nGoto See\n\nMissile:\nTNT1 A 0 A_PlaySound(\"Shaiser\")\nMHTL E 30 A_FACETARGET\n GOTO GUTENTAG\n\n GUTENTAG:\n\tMHTL F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n MHTL F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\n\tMHTL F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\n\tMHTL G 2 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\tMHTL F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n HANS F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\n\tMHTL F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\n\tMHTL G 2 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\tMHTL F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n MHTL F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\n\tMHTL F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\n\tMHTL G 2 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\tMHTL F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n MHTL F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\n\tMHTL F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\n\tMHTL G 2 BRIGHT A_CposRefire\n goto GUTENTAG+1\n\n\tDeath:\nTNT1 A 0 A_PLAYSOUND(\"METAL/FALL\")\n SLBT A 5\n\t\tSLBT B 6\n\t\tSLBT C 5 A_NoBlocking\nTNT1 A 0 A_CustomMissile (\"AdolfHitler\", 0, 0, 0)\n SLBT D -1\n\t\tStop\n\n}\n\n}\n\nACTOR MechaBlood\n{\n\tMass 5\n\t+NOBLOCKMAP\n\t+NOTELEPORT\n\t+ALLOWPARTICLES\n\tStates\n\t{\n\tSpawn:\nTNT1 A 0 A_SPAWNITEM(\"DIOCAN\")\nTNT1 a 0 A_playSound(\"Metal/hit\")\n\t\tStop\n\tSpray:\nTNT1 a 0\n\t\tStop\n\t}\n}\n\nActor DIOCAN\n{Game Doom\n\tRadius 16\n\tHeight 56\n\tProjectilePassHeight -16\n -SOLID\nsTATES\n{\nTNT1 a 0 A_playSound(\"Metal/hit\")\nIPF2 CCDD 1 bright A_SpawnItem (\"YellowFlareSmall\", 0)\n}\n}\n\nACTOR AdolfHitler\n{\n\tGame Doom\n\tHealth 5000\n\tSpawnID 1\n\tRadius 25\n\tHeight 60\n\tMass 10000\n +SOLID\n\tSpeed 8\n\tFastSpeed 10\n\tPainChance 20\n\tPainChance \"Kick\", 255\n\tPainChance \"Melee\", 255\n\tPainChance \"ExplosiveImpact\", 255\n\tPainChance \"Avoid\", 120\n\tPainChance \"Taunt\", 255\n\tMonster\n\t+FLOORCLIP\n +NOINFIGHTING\n +DONTHARMSPECIES\n +NOINFIGHTING\n BloodType \"NashGore_Blood\"\n\tDeathSound \"hitler2/death\"\n\tObituary \"%o Heiled Hitler!\"\n DAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n DAMAGEFACTOR \"Shrapnel\", 0.3\n DAMAGEFACTOR \"Kick\", 0.4\n\tDAMAGEFACTOR \"MinorHead\", 2.0\n\tDAMAGEFACTOR \"Head\", 2.0\n\tDAMAGEFACTOR \"taunt\", 0.0\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\n\tPainChance \"blood\", 0\n DAMAGEFACTOR \"blood\", 0.0\n\tDAMAGEFACTOR \"Fatality\", 0.5\n\tDAMAGEFACTOR \"SuperPunch\", 0.5\n\tDAMAGEFACTOR \"Melee\", 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tHTLR A 10 A_Look\n\t\tLoop\n\n See:\n\t\tHTLR AA 1 A_Chase\n\t\tHTLR AA 2 A_Chase\n\t\tHTLR BB 2 A_Chase\n\t\tHTLR cc 2 A_Chase\n\t\tHTLR DD 2 A_Chase\n\t\tGoto See\n\nMissile:\nTNT1 A 0 A_PlaySound(\"Shaiser\")\n\t TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\nHTLR E 30 A_FACETARGET\n GOTO GUTENTAG\n\n GUTENTAG:\n\t TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\n\tHTLR F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n HTLR F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\n\tHTLR F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\n\tHTLR G 2 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\n\tHTLR F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n HTLR F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\n\tHTLR F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\n\tHTLR G 2 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\n\tHTLR F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n HTLR F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\n\tHTLR F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\n\tHTLR G 2 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\n\tHANS F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n HTLR F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\n\tHTLR F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\n\tHTLR G 2 BRIGHT A_CposRefire\n goto GUTENTAG+1\n\nPain:\nHTLR H 1\nHTLR H 3\ngoto see\n\n\tDeath:\n TNT1 A 0 A_Jump(150, \"ADIEUEVA\")\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n HTLR H 3\n\t\tHTLR Q 3 A_Scream\n\t\tHTLR R 3 A_NoBlocking\n\t\tTNT1 A 0\n\t\tHTLR S 3 A_GiveToTarget(\"ScoreItem\", 100000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n HTLR S 250\n HTLR S -1 A_BossDeath\n\t\tStop\n\nADIEUEVA:\n HTLR H 3 A_SCREAM\n HTLR H 60\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t TNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t TNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t TNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\nTNT1 a 0 A_PlaySound(\"HITLER/GORE\")\nHTLR IIIJJJKKKLLLMMMNNNOOO 1\nHTLR P 250\nHTLR P -1 A_BOSSDEATH\n\nDeath.Fire:\n\nQBHB A 3 A_PlaySound(\"BURNZOM\")\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\nQBHB A 3 A_PlaySound(\"BURNZOM\")\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3 A_PlaySound(\"BURNZOM\")\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3 A_PlaySound(\"BURNZOM\")\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3 A_PlaySound(\"BURNZOM\")\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3 A_PlaySound(\"BURNZOM\")\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB C 3 A_NoBlocking\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nLD1A G 120\nLD1A G -1 A_BOSSDEATH\n}\n}"
},
{
"source": "pk3",
"name": "actors/foes/MP40OFFICERS.txt",
"contents": "ACTOR NAZIOFFICER\n{\n\tGame Doom\n\tHealth 120\n\tSpawnID 1\n\tRadius 16\n\tHeight 44\n\tHeight 44\n\tMass 100\n\tSpeed 9\n\tFastSpeed 10\n Scale 0.98\n\tPainChance \"blood\", 0\n DAMAGEFACTOR \"blood\", 0.0\n\tPainChance 200\n\tPainChance \"Kick\", 255\n\tPainChance \"Melee\", 255\n\tPainChance \"ExplosiveImpact\", 255\n\tPainChance \"Avoid\", 120\n\tPainChance \"Taunt\", 255\n\tMonster\n\t+FLOORCLIP\n +NOINFIGHTING\n +SOLID\n +DONTHARMSPECIES\n BloodType \"NashGore_Blood\"\n\tSeeSound \"SPION\"\n\tPainSound \"nazi/pain\"\n\tDeathSound \"OFDEATH\"\n\tActiveSound \"none\"\nDamageFACTOR \"RifleNoExplode\", 2.0\n DAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n DAMAGEFACTOR \"Shrapnel\", 0.3\n DAMAGEFACTOR \"Kick\", 0.4\n\tDAMAGEFACTOR \"MinorHead\", 2.0\n\tDAMAGEFACTOR \"Head\", 2.0\n\tDAMAGEFACTOR \"taunt\", 0.0\n\tObituary \"%o was stopped by a HauptsturmFuhrer.\"\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\n\tDAMAGEFACTOR \"Fatality\", 0.5\n\tDAMAGEFACTOR \"SuperPunch\", 0.5\n\tDAMAGEFACTOR \"Melee\", 0.5\n\tStates\n\t{\n\n\tPain.Avoid:\n\t TNT1 A 0\n\t TNT1 A 0 A_Jump(255, \"AvoidLeft\", \"AvoidRight\")\n\t Goto AvoidLeft\n\n\t AvoidLeft:\n\t SPOS A 1 A_FaceTarget\n\t TNT1 A 0 ThrustThing(angle*256/360+192, 15, 0, 0)\n RPOS ABCDABCD 2 A_FaceTarget\n Goto Missile\n\tAvoidRight:\n\t POSS A 1 A_FaceTarget\n\t TNT1 A 0 ThrustThing(angle*256/360+64, 15, 0, 0)\n RPOS ABCDABCD 2 A_FaceTarget\n Goto Missile\n\n\tSpawn:\n\n MOAL AAAAA 2 A_Look\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t Loop\n\n\tSee:\n\n RPOS AAAABBBBCCCCDDDD 1 A_Chase\n TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 20, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"SKShotgunGuy\", 1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS AA 2 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS AA 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS BB 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS BB 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS CC 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 30,0)\n\t\tRPOS CC 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS DD 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS DD 2 A_Chase\n\n\t\tLoop\n\n\tMissile:\n\t\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tRPOS G 5 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tRPOS F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n RPOS G 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS G 1\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tRPOS G 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\t\tRPOS F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n RPOS G 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS G 1\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tRPOS G 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\t\tRPOS F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n RPOS G 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS G 1\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tRPOS G 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\t\tRPOS F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n RPOS G 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS G 1\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tRPOS G 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tRPOS F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n RPOS G 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS G 1\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tRPOS G 2 A_FaceTarget\n\t\tGoto See\n\n\tPain:\n TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, 6)\n\t\tTNT1 A 0 A_TakeInventory(\"SKShotgunGuy\", 1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS G 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS G 3 A_Pain\n\t\tGoto See\n TNT1 AAAAA 0\n TNT1 A 0 A_Pain\n ID11 H 8\n\t\tID11 S 35\n TNT1 A 0 A_TakeInventory(\"IsDown\", 1)\n\t\tID11 T 10\n Goto See\n\n\tPain.Melee:\n\tTNT1 A 0\n TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, 6)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS G 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS G 3 A_Pain\n\t\tGoto See\n TNT1 AAAAA 0\n TNT1 A 0 A_Pain\n ID11 H 8\n\t\tID11 S 35\n TNT1 A 0 A_TakeInventory(\"IsDown\", 1)\n\t\tID11 T 10\n Goto See\n\n\tPain.ExplosiveImpact:\n\tPain.Explosive:\n\t TNT1 A 0\n\t TNT1 A 0 A_Pain\n\t\t TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Pain\")\n\t\t \t\t TNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n TNT1 A 0 A_GiveInventory(\"IsDown\", 1)\n TNT1 A 0 ThrustThingZ(0,40,0,1)\n ID11 GH 8\n\t\tGoto FallingAfterImpact\n\n Pain.Kick:\n TNT1 A 0\n ID11 G 1 A_Pain\n\t\t TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Pain\")\n\t\t TNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n TNT1 A 0 A_GiveInventory(\"IsDown\", 1)\n TNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\t//ID11 E 1 A_Chase (\"\",\"\")\n\t\tID11 G 1 A_facetarget\n ID11 G 6 ThrustThing(angle*256/360+128, 10, 0, 0)\n ID11 H 8\n\t\tGoto FallingAfterImpact\n\n\t\tFallingAfterImpact:\n\t\tID11 H 1 A_GiveInventory (\"FallingHeight\", 1)\n\t\tID11 H 1 A_CheckFloor (\"GetUp\")\n\t\tNULL A 0 A_JumpIf (momz == 0, \"GetUp\")\n\t\tLoop\n\n\t\tGetUp:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory (\"FallingHeight\", 20, \"Death.Stomp\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"FallingHeight\", 14, \"FallingSuperDeath\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"FallingHeight\", 7, \"FallingDeath\")\n\t\tID11 SSSSSSS 5 A_JumpIf(momz < 0, \"FallingAfterImpact\")\n\t\tTNT1 A 0 A_TakeInventory(\"FallingHeight\", 100)\n TNT1 A 0 A_TakeInventory(\"IsDown\", 1)\n\t\tID11 T 10\n Goto See\n\n\tFallingDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_Scream\n\tTNT1 A 0 A_NoBLocking\n\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (50, 130))\n\tID11 EF 2\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tTNT1 A 0 A_SpawnItem (\"DeadShotgunguy1\")\n\tStop\n\n\tFallingSuperDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_XScream\n\tTNT1 A 0 A_NoBLocking\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tGoto Death.ExplosiveImpact+1\n\n Pain.KillMe:\n TNT1 A 0\n Goto Missile\n Death.KillMe:\n Death.Taunt:\n\t TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"ShotgunGuy\")\n Stop\n\nDeath.Shotgun:\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Death.Shotgunontheface\")\n\n\t\tGoto Death\n\n\tDeath.Shotgunontheface:\n\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(56, \"Death.Arm\", \"Death.Leg\")\n\t TNT1 A 0 ThrustThingZ(0,40,0,1)\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tID18 A 10 A_GiveToTarget(\"ScoreItem\", 400)\n\t\tID11 GH 10\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy1\")\n\t\t Stop\n\n Death.Eat:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t TNT1 A 0 A_Scream\n TNT1 A 0 A_GiveToTarget(\"SergeantFatality\",1)\n Stop\n\n\tDeath.ShotgunonthefaceArm:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(32, \"Death.Arm\")\n\t TNT1 A 0 ThrustThingZ(0,40,0,1)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n ID11 OP 15 A_GiveToTarget(\"ScoreItem\", 600)\n TNT1 A 0 A_SpawnItem (\"DIOGNOMO\")\n\t\t Stop\n\nDeath.Kick:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 ThrustThingZ(0,30,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (8)\n ID11 GH 8 A_GiveToTarget(\"ScoreItem\", 400)\n TNT1 A 1 A_SpawnItem (\"DeadShotgunGuy1\", 5)\n Stop\n\nDeath.LaserRifle:\n\t\tTNT1 A 0 A_Jump(50, \"DEATH\")\n\t\tTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 1000)\n TNT1 A 0 A_NoBlocking\nTNT1 A 0 A_PLAYSOUND(\"HORRIBLE/DEATH\")\n TNT1 A 0 A_SpawnItem(\"Fallout3Disintigration\")\n\t\tStop\nDeath.Coltello:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 500)\nOUCE A 5 A_Scream\nOUCE B 5 A_NOBLOCKING\nOUCE C 5\nOUCE D 4\nOUCE E 4\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nOUCE E -1\nStop\n\nDeath.Melee:\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\nTNT1 A 1 A_GiveToTarget(\"ScoreItem\", 1000)\n GOTO Death.Fatality1\n\n\tDeath.Fatality1:\n TNT1 A 0 A_GiveToTarget(\"ImpFatality\", 1)\n Stop\n\n Death.Down:\n TNT1 A 0\n TNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy1\", 1)\n\t\tStop\n\n\tDeath:\n TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\n tnt1 a 0 a_Jump(100,\"Death.coltello\")\n TNT1 A 0 A_Jump(32, \"Death.Arm\", \"Death.Leg\")\n\t\tSPOS H 5 A_Scream\n\t\tSPOS I 5\n\t\tSPOS J 5 A_NoBlocking\n\t\tSPOS K 5 A_GiveToTarget(\"ScoreItem\", 400)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy1\", 1)\n\t\tStop\n\n\tDeath.WorldAtWarStyle:\nOFWA A 4\nOFWA B 4 A_Scream\n TNT1 A 0 A_PlaySound(\"MP40\")\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\tTNT1 A 0 A_CustomMissile (\"MonsterTracer\", 12, 15, 20, 2, 40)\n\tOFWA B 2 BRIGHT A_GiveToTarget(\"ScoreItem\", 500)\nOFWA C 4\n TNT1 A 0 A_PlaySound(\"MP40\")\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\tTNT1 A 0 A_CustomMissile (\"MonsterTracer\", 12, 15, 20, 2, 40)\n\tOFWA C 2 BRIGHT\nOFWA D 4 A_GiveToTarget(\"ScoreItem\", 600)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\tTNT1 A 0 A_CustomMissile (\"MonsterTracer\", 12, 15, 20, 2, 40)\n\tOFWA D 2 BRIGHT\nOFWA EFG 4\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\nOFWA G 0 A_SpawnItem (\"MediumBloodSpot\")\nTNT1 A 0 A_SpawnItem (\"DEATHOFWAW\")\n\t\tStop\n\n Death.leg:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeathSargeLeg1\", 35, 0, random (0, 360), 2, random (0, 160))\n SPO3 A 5\n\t\tSPO3 B 5 A_Scream\n\t\tSPO3 C 5 A_NoBlocking\n\t\tSPO3 D 5 A_GiveToTarget(\"ScoreItem\", 200)\n SPO3 E 5 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadOF_NoLeg\")\n\t\tStop\n\n Death.Arm:\nTNT1 A 0 A_JUMP(50,\"DEATH.ARM2\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm2\", 35, 0, random (0, 360), 2, random (0, 160))\n SPO5 A 9 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n spo5 a 1 A_GiveToTarget(\"ScoreItem\", 600)\n TNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"TUVUOILEBOTTE\", 2)\n Stop\n\nDeath.Arm2:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 500)\nAHIO A 5 A_Scream\nAHIO B 5 A_NOBLOCKING\nAHIO C 5\nAHIO D 5\nAHIO E 5\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nAHIO E -1\nStop\n\n\tDeath.MinorHead:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 A 0 A_Jump(32, \"Death.MinorHeadLong\")\n TNT1 AAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail8\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tMACH U 6 A_Scream\n\t\tSPOS V 6 A_NoBlocking\n\t\tSPOS XY 6 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoBrain\", 1)\n //\t\tSPOS Z -1\n\t\tStop\n\n\t\tDeath.MinorHeadLong:\n TNT1 AAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail8\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tSPOS U 6 A_Scream\n\t\tSPOS V 6 A_NoBlocking\n\t\tSPOS VWVWVW 18 A_Pain\n\t\tSPOS XY 6 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoBrain\", 1)\n //\t\tSPOS Z -1\n\t\tStop\n\n\tDeath.head:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n SPDH ABBC 10 A_CustomMissile (\"MuchBlood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tSPDH CDE 8 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoHead\", 1)\n // SPDH E -1\n\t\tStop\n\n\tDeath.decaptate:\n TNT1 AAAAAAA 0 A_CustomMissile (\"Blood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n TNT1 A 0 A_CustomMissile (\"XDeathSergeantHead\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n SPDH AABBBC 8 A_CustomMissile (\"MuchBlood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tSPDH CDE 8 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoHead\", 1)\n // SPDH E -1\n\t\tStop\n\n\t\tDeath.cut:\n TNT1 A 0\n TNT1 A 0 A_Jump(32, \"Death.Arm\", \"Death.Leg\")\n Goto Death.Tear\n\n\t Death.cutless:\n TNT1 A 0\n TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\n\t\tTNT1 A 0 A_Jump(32, \"Death.Cut\")\nTNT1 A 0 A_Jump(100, \"Death.LegMassacre\",\"HitlerDeathStyle\")\n tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n Goto Death.Massacre\n\nHitlerDeathStyle:\nSPOS G 3\n SPOS G 30\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t TNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\ntnt1 a 0 A_PlaySound(\"HITLER/GORE\")\nTNT1 A 0 A_NOBLOCKING\nFOFF AABB 2\nTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\nFOFF CCDD 2\n\t\ttnt1 a 0 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nFOFF D -1\nStop\n\n Death.Tear:\n TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 O 0 A_NoBlocking\n\t SP2X AA 8 A_GiveToTarget(\"ScoreItem\", 600)\n TNT1 A 0 A_CustomMissile (\"XDeath4\", 40, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"RipSergeant\", 0, 0, random (0, 360), 2, random (0, 160))\n SP2X BBCD 8\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_Half\", 1)\n\t\tStop\n\n Death.Massacre:\n TNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 O 0 A_NoBlocking\nTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 600)\n TNT1 A 0 A_SpawnItem (\"BrutalizedSergeant1\", 1)\n\t\tStop\n\n Death.LegMassacre:\n TNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 O 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"ScoreItem\", 600)\n TNT1 A 0 A_SpawnItem (\"BrutalizedSergeantLeg\", 1)\n\t\tStop\n\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tDeath.Railgun:\n\t SZD1 E 1 A_Pain\n\t\tSZD1 E 1 A_FaceTarget\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathSergeantHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n SZD1 EEFFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tSZD1 H -1\n Stop\n\n \tDeath.GreenFire:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n Stop\n\n Death.Plasma: Death.Plasma2:\n\tPBR1 A 6 A_Scream\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\tPBR1 B 6 A_NoBlocking\n\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 H -1\n\tStop\n\n\tDeath.SuperPlasma:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n\tDeath.BHFT:\n TNT1 A 0 A_GiveToTarget(\"SergeantFatality\", 1)\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 1\n\t\tStop\n\n Death.fire:\n Death.burn:\n Death.flames:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\nTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 800)\n TNT1 A 0 A_SpawnItem(\"BurningOFFICER\")\n Stop\n\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n \t TNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\nTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 1000)\n TNT1 A 0 A_CustomMissile (\"SargeXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n Stop\n\n\tDeath.Desintegrate:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"DesintegratedHuman\")\n Stop\n\n\t\t Death.Stomp:\n\tTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AAAAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AA 0 bright A_CustomMissile (\"XDeath2\", 55, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AA 0 bright A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 A 0 A_SpawnItem (\"CrushedRemains\")\n\tTNT1 A 1\n\tTNT1 A 1 A_XScream\n TNT1 A 1 A_NoBlocking\n\tStop\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Jump(130,\"Death.LandMine\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathSargeLeg2\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t ID14 AB 5 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tID14 CDEF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tID14 FFFFFF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedSergeantLeg\")\n\t\tStop\n\n\t\tDead.ExplosiveImpact:\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedSergeantLeg\")\n\t\tTNT1 A 0 A_SpawnItem (\"MuchBlood\")\n\t\tStop\n\n\tDeath.LandMine:\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathSargeLeg1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t//TNT1 A 0 A_CustomMissile (\"GibHand\", 42, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tID16 A 1 A_Scream\n\t ID16 A 9\n\t\tID16 BCD 9 A_CheckFloor (\"Dead.Landmine\")\n\t\tID16 DDDD 9 A_CheckFloor (\"Dead.Landmine\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\", 1)\n\t\tStop\n\n\t\t\tDead.Landmine:\n\t\tTNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"MuchBlood\")\n\t\tStop\n\n\tRaise:\n\t\tSPOS L 5\n\t\tSPOS KJIH 5\n\t\tGoto See\n Crush:\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail8\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n POSC B 5\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n POSC B -1\n Stop\n\n\tStealthKill:\n\tTNT1 A 0\n\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n\tTNT1 A 0 A_GiveToTarget(\"SKShotgunGuy\", 1)\n\tTNT1 A 0 A_Die(\"Stealthy\")\n\tTNT1 A 0 A_Fall\n\tTNT1 A 1\n\tStop\n\tDeath.Stealthy:\n\tTNT1 A 0\n\tStop\n\t}\n}\n\nActor DeadShotgunGuyR Replaces DeadShotgunguy\n{\n Radius 12\n Height 12\n +SHOOTABLE\n -SOLID\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CORPSE\n\t+FLOORCLIP\n Mass 1000\n Health 100\n DAMAGEFACTOR \"Blood\", 0.0\n PainChance \"Melee\", 255\n DAMAGEFACTOR \"Melee\", 20.0\n DAMAGEFACTOR \"Kick\", 20.0\n DAMAGEFACTOR \"Fatality\", 20.0\n DAMAGEFACTOR \"Trample\", 0.0\n\tDAMAGEFACTOR \"ExplosiveImpact\", 10.0\nStates\n {\n Death.Fatality:\n Death.Melee:\n Death.Kick:\n\tDeath.ExplosiveImpact:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,15,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (2)\n ID11 GH 8\n TNT1 A 1 A_SpawnItem (\"DeadShotgunGuy1\", 5)\n Stop\n Spawn:\n SPOS L -1\n Stop\n\tRaise:\n\t\tSPOS K 1\n\t\tSPOS JIH 1\n TNT1 A 0 A_SpawnItem (\"ShotgunGuy1\", 3)\n\t\tStop\n Death:\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathSargeLeg1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tSPOS A 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 1 A_SpawnItem (\"DeadShotgunGuy_NoLeg\", 5)\n Stop\n\n Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n TNT1 AAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n }\n}\n//check inside SERGEANTS.txt\n/*\nActor DeadShotgunGuy_NoArm: DeadShotgunGuy1\n{Health 200 States{Spawn:\n SPO5 I -1\n Stop\n Death.CutLess:\n Death.Cut:\n\tDeath:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 6, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoHeadNoArm\", 1)\n\t\tStop\n Death.Fatality:\n Death.Melee:\n Death.Kick:\n\tDeath.ExplosiveImpact:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,15,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (2)\n ID11 OP 8\n TNT1 A 1 A_SpawnItem (\"DeadShotgunGuy_NoArm\", 5)\n Stop}}\n\nActor DeadShotgunGuy_NoLeg: DeadShotgunGuy_NoArm\n{Health 200 States{Spawn:\n SPO3 F -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n Death.Fatality:\n Death.Melee:\n Death.Kick:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,15,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (2)\n ID11 MN 8\n TNT1 A 1 A_SpawnItem (\"DeadShotgunGuy_NoLeg\", 5)\n Stop}}\n\nActor DeadShotgunGuy_NoBrain: DeadShotgunGuy1\n{Health 200 States{Spawn:\n SPOS Z -1\n Stop\tDeath:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 6, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoHead\", 1)\n\t\tStop\n Death.Fatality:\n Death.Melee:\n Death.Kick:\n\tDeath.ExplosiveImpact:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,15,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (2)\n ID11 GH 8\n TNT1 A 1 A_SpawnItem (\"DeadShotgunGuy_NoBrain\", 5)\n Stop}}\n\nActor DeadShotgunGuy_NoHead: DeadShotgunGuy1\n{Health 200 States{Spawn:\n SPDH E -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tPOS3 A 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 1 A_SpawnItem (\"DeadShotgunGuy_NoHeadNoArm\", 5)\n Stop\n Death.Fatality:\n Death.Melee:\n Death.Kick:\n\tDeath.ExplosiveImpact:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,15,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (2)\n ID11 GH 8\n TNT1 A 1 A_SpawnItem (\"DeadShotgunGuy_NoHead\", 5)\n Stop}}\n\nActor DeadShotgunGuy_NoHeadNoArm: DeadShotgunGuy1\n{Health 200 States{Spawn:\n SPXS B -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n\tTNT1 A 0 A_SpawnItem(\"GibsZ\")\n \t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n Death.Fatality:\n Death.Melee:\n Death.Kick:\n\tDeath.ExplosiveImpact:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,15,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (2)\n ID11 OP 8\n TNT1 A 1 A_SpawnItem (\"DeadShotgunGuy_NoHeadNoArm\", 5)\n Stop}}\n\nActor DeadShotgunGuy_Half: DeadShotgunGuy1\n{Health 200 States{Spawn:\n SP2X E -1\n Stop\n Death:\n\t\tDeath.Cut:\n Death.Cutless:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n Stop}}\n*/\nActor DEATHOFWAW: DeadShotgunGuy1\n{Health 200 States{Spawn:\n OFWA G -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\n/*\nActor DIOGNOMO: DeadShotgunGuy1\n{Health 200 States{Spawn:\n SPO5 I -1\n Stop\n Death.CutLess:\n Death.Cut:\n\tDeath:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 6, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoHeadNoArm\", 1)\n\t\tStop\n Death.Fatality:\n Death.Melee:\n Death.Kick:\n\tDeath.ExplosiveImpact:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,15,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (2)\n ID11 OP 8\n TNT1 A 1 A_SpawnItem (\"DIOGNOMO\", 5)\n Stop}}\n\nACTOR BeheadedSergeantZombie: DeadShotgunGuy_NoHead\n{\n\tMass 6\n}\n\nACTOR TUVUOILEBOTTE\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t\tPainSound \"NAZI/PAIN\"\n\t\tPainChance 255\n\tDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n DAMAGEFACTOR \"Avoid\", 0.0\n DAMAGEFACTOR \"Kick\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tStates\n\t{\n\n\tDeath.fire:\n\tDeath.Flames:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"BurningZombie\")\n Stop\n\n\tSpawn:\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tSPO5 A 10\n SPO5 B 10\n\tGoto Suffer\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n \tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n SPO5 C 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n SPO5 D 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n SPO5 E 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n SPO5 F 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n SPO5 k 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 2, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t SPO5 G 8\n\t\tTNT1 A 0 A_PlaySound (\"OFDEATH\")\n\t\tTNT1 A 0 A_SpawnItem (\"DIOGNOMO\")\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n SZD4 A 10\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoHeadNoArm\", 1)\nStop\n\nDeath.Shotgun:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 GH 15\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoArm\")\n\t\t Stop\n\n\t\t Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n Xdeath:\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus10Armor\")\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n ZZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n Stop\n\n\t}\n}\n\nACTOR DyingSergeant\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t\tPainSound \"NAZI/PAIN\"\n\t\tPainChance 255\n\tDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n DAMAGEFACTOR \"Avoid\", 0.0\n DAMAGEFACTOR \"Kick\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tStates\n\t{\n\n\tDeath.fire:\n\tDeath.Flames:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"BurningZombie\")\n Stop\n\n\tSpawn:\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tSPO5 A 10\n SPO5 B 10\n\tGoto Suffer\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n \tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n SPO5 C 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n SPO5 D 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n SPO5 E 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n SPO5 F 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n SPO5 k 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 10, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t SPO5 G 8\n\t\tTNT1 A 0 A_PlaySound (\"OFDEATH\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadShotgunGuy_NoArm\")\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n SZD4 A 10\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoHeadNoArm\", 1)\nStop\n\nDeath.Shotgun:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 GH 15\n TNT1 A 0 A_SpawnItem (\"DIOGNOMO\")\n\t\t Stop\n\n\t\t Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n Xdeath:\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus10Armor\")\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n ZZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n Stop\n\n\t}\n}\n\nACTOR DyingSergeantNoLeg\n{\n Radius 12\n Height 16\n Speed 9\n\tHealth 50\n\tPainSound \"grunt/pain\"\n\tDeathSound \"grunt/death\"\n\t+SHOOTABLE\n +FLOORCLIP\n\t//+NOBLOCKMAP\n +LOOKALLAROUND\n\t+FRIGHTENED\n\t+SOLID\n\t+FLOORCLIP\n\tDAMAGEFACTOR \"Kick\", 0.1\n\tDAMAGEFACTOR \"trample\", 2.0\n\tPainChance \"Kick\", 255\n States\n {\n\n\tPain.Kick:\n\tTNT1 A 0 A_CustomMissile (\"Teeth\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"TeethNoBounce\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem(\"CrueltyBonus1health\")\n\tTNT1 A 0 A_Pain\n\tTNT1 A 0 A_FaceTarget\n\tSMAK ABA 6\n\tSMAM A 15\n\tGoto See\n\n\t\t\tDeath.Kick:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n TNT1 A 0 A_GiveToTarget(\"IsCurbstompingSergeant\", 1)\n Stop\n\n\t\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasSguyShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n Spawn:\n\tSMAM A 1 A_Look\n\tLoop\n See:\n\t\tSMAM ABAB 10 A_Wander\n SMAM A 9 A_Pain\n\t\tTNT1 A 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, 0, 10, 0, 0)\n\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 15, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tGoto Death\n\t\tDeath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"DeadShotgunGuy_NoLeg\")\n\t\tStop\n Crush:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS2 A 5\n CRS2 A -1\n Stop\n\n\tDeath.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n\tDeath.Fire:\n\tDeath.Flames:\n\tDeath.Burn:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t//TNT1 A 0 A_SpawnItem (\"DyingSergeantNoLegInFlames\")\n\tStop\n\n\tDeath.Trample:\n\t TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"StompedSergeant\")\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tStop\n\n\t}\n}\n\nACTOR DyingSergeantLegBlewedOff: DyingSergeant\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t\tPainSound \"grunt/pain\"\n\t\tPainChance 255\n\tDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n DAMAGEFACTOR \"Avoid\", 0.0\n DAMAGEFACTOR \"Kick\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\tStates\n\t{\n\t\t\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasSguyShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n\tSpawn:\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tSPO5 C 1\n\tGoto Suffer\n\n\tSuffer:\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n SPO3 D 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n SPO3 E 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 12, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t SPO3 GH 6\n\t\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadShotgunGuy_NoLeg\")\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n SPO3 IJ 6\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\", 1)\nStop\n\nDeath.Shotgun:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 GH 15\n TNT1 A 0 A_SpawnItem (\"DIOGNOMO\")\n\t\t Stop\n\n Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n Xdeath:\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n ZZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n Stop\n\n\t}\n}\n\nACTOR BrutalizedSergeant1\n{\n\tGame Doom\n\tRadius 16\n\tHeight 50\n\tHealth 75\n\t\tPainSound \"grunt/pain\"\n\t\tPainChance 255\n\t\tMass 999999\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tScale 1.0\n\tStates\n\t{\n\t\t\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasSguyShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tPain:\n SZD1 A 25\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedSergeantStop\")\n\tStop\n\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Recoil(2)\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedSergeant2\")\n\t\tStop\n\n\tDeath.SSG:\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n \t TNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_CustomMissile (\"SargeXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n Stop\n\n\tDeath.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n}}\n\nACTOR BrutalizedSergeantStop: CurbstompedMarine\n{\n States\n {\n Spawn:\nSZD2 ABCD 5 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nSZD3 D -1\n Stop }}\n\nACTOR BrutalizedSergeant2: BrutalizedSergeant1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n SZD1 B 25\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedSergeantStop2\")\n\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedSergeant3\")\n\t\tStop\n}}\n\nACTOR BrutalizedSergeantStop2: CurbstompedMarine\n{\n States\n {\n Spawn:\nSZD4 AB 6 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nSZD4 B -1\n Stop }}\n\nACTOR BrutalizedSergeant3: BrutalizedSergeant1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n SZD1 C 25\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedSergeantStop3\")\n\tStop\n\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\t\tTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tSZD1 EFGH 6\n\t\tSZD1 H -1\n\t\tStop\n}}\n\nACTOR BrutalizedSergeantStop3: CurbstompedMarine\n{\n States\n {\n Spawn:\nSZD3 ABC 6 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nSZD3 C -1\n Stop }}\n\nACTOR StompedSergeant: CurbstompedMarine\n{Health 200 States{Spawn:\n 02CB F -1\n Stop\tDeath:\nTNT1 AAAA 0 A_CustomMissile (\"BloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 5, 0, random (0, 360), 2, random (0, 160))\n Stop}}\n\n\tACTOR VeryFuckedUpBrutalizedSergeantLeg: CurbstompedMarine\n{Health 200 States{Spawn:\n ID14 G -1\n Stop\tDeath:\nTNT1 AAAA 0 A_CustomMissile (\"BloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 5, 0, random (0, 360), 2, random (0, 160))\n Stop}}\n\nACTOR BrutalizedSergeantLeg: BrutalizedSergeant1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n SPO3 A 15\n\tGoto DieNow\n\n DieNow:\n\tSPO3 BCD 5\n\tTNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\")\n\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(4)\n\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n //TNT1 AAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t ID14 ABCDEF 5\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedSergeantLeg\")\n\t\tStop\n}}\n\nACTOR DyingZombiemanNoArm: DyingSergeant\n{\n+FLOORCLIP\n\tStates\n\t{\n\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasZmanShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n\t Death.fire:\n\tDeath.Flames:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"BurningZombie\")\n Stop\n\n\tSpawn:\n ZZD2 B 1\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tGoto Suffer\n\tSuffer:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 E 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 B 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 E 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 B 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 E 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 B 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 E 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 B 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 E 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 B 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 E 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 B 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 E 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 B 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t ZZD2 C 8\n\t\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadZombieman_NoArmFront\")\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n ZZD3 G 10\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoHeadNoArm\", 1)\nStop\n\nDeath.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\nDeath.Shotgun:\nDeath.Kick:\nDeath.Melee:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 EF 15\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoArm\")\n\t\t Stop\n\n\t\t Death.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n\n TNT1 A 0 A_GiveToTarget(\"HasZmanShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n Xdeath:\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombiemanHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_PlaySound (\"misc/xdeath\")\n\t\tTNT1 A 0 A_NoBlocking\n SZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tSZD1 H -1\n Stop\n\n\t}\n}\n\nACTOR ZombieManDyingAfterFatality: DyingZombiemanNoArm\n{\n\tStates\n\t{\n\t Death.fire:\n\tDeath.Flames:\n\tTNT1 AA 0 A_SpawnItem (\"CrueltyBonus5Health\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"BurningZombie\")\n Stop\n\n\tSpawn:\n ZZD5 E 1\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tGoto Suffer\n\tSuffer:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\t\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t ZZD5 G 8 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"DeadZombieManFacingFront\")\n\t\tStop\n\n Death.Head:\n\tDeath.Minorhead:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n ZZD5 HI 10\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoHeadFront\", 1)\nStop\n\nDeath.Shotgun:\nDeath.Kick:\nDeath.Melee:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 EF 15\n TNT1 A 0 A_SpawnItem (\"DeadZombieman1\")\n\t\t Stop\n\n\t\t Death.Fatality:\n\t\tGoto XDeath\n\n\t}\n}\n\nACTOR ZombiemanGotHisLegBlowed: DyingZombiemanNoArm\n{\n\tStates\n\t{\n\n\tSpawn:\n POS7 E 1\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tGoto Suffer\n\tSuffer:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n POS7 E 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t POS7 F 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_Jump(32, \"LeaveCrawling\")\n\n\t TNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 12, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t TNT1 A 0\n\t TNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\")\n\t\tStop\n\n\tLEaveCrawling:\n\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\tTNT1 A 0 A_SpawnItem (\"DyingZombieMan\")\n\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\", 1)\n\t\tStop\n\n\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasZmanShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\nDeath.Shotgun:\nDeath.Kick:\nDeath.Melee:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 KL 15\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\")\n\t\t Stop\n\n\t}\n}\n\nACTOR DeadZombieman_NoHeadNoArm: DeadZombieman_NoHead\n{Health 200 States{Spawn:\n ZZD3 H -1\n\t\tStop}}\n\n\tACTOR SergeantFatalizedByBaron: TeleportFog\n{\nRenderstyle Translucent\nAlpha 1.0\n\tStates\n\t{\n\tSpawn:\n\tSP2X BCD 8\n\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_Half\", 1)\n\tStop\n}\n}\n\nACTOR SergeantGotHisLegBlowed: DyingZombiemanNoArm\n{\n\tStates\n\t{\n\tSpawn:\n SPO3 D 1\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tGoto Suffer\n\tSuffer:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n SPO3 D 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t SPO3 E 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_Jump(32, \"LeaveCrawling\")\n\n\t TNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 12, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t TNT1 A 0\n\t\tSPO3 GH 5\n\t TNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\")\n\t\tStop\n\n\tLEaveCrawling:\n\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\tTNT1 A 0 A_SpawnItem (\"DyingSergeantNoLeg\")\n\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tSPO3 IJ 5\n\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\", 1)\nStop\n\nDeath.Shotgun:\nDeath.Kick:\nDeath.Melee:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 GH 10\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\")\n\t\t Stop\n\n\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasSguyShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n\t}\n}\n\nACTOR FlyingImpaledSergeant\n{\n Radius 8\n Height 8\n Speed 10\n Scale 1.2\n\tMass 1\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n +RIPPER\n +BLOODLESSIMPACT\n\t-DONTSPLASH\n\t+THRUGHOST\ndamagetype Blood\n SeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath1\"\n\tDecal BrutalBloodSplat\n\tMass 1\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n ID18 AA 3 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tID11 GG 3 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n Goto Fall\n\tFall:\n\t ID11 H 3 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n Death:\n TNT1 A 0 A_SpawnItem(\"BigBloodSpot\",0,0,0,1)\n TNT1 A 0 A_SpawnItem(\"DeadShotgunguy\")\n\t\tTNT1 A 1\n Stop\n TNT1 A 1\n Splash:\n TNT1 A 0\n Stop\n }\n}\n\n ACTOR Grenade2\n{\n\n Radius 8\n Height 6\n Speed 20\n Damage 4\n SCALE 0.50\n PROJECTILE\n +EXTREMEDEATH\n damagetype flame\n +DoomBounce\n DeathSound \"god/bang\"\n States\n {\n Spawn:\n \tGRND ABCDEF 2 A_gravity\n Loop\n Death:\n EXPL A 0 Radius_Quake (2, 54, 0, 15, 0)\n\t\tTNT1 A 1 A_PlaySound(\"grn/explode\",3)\n TNT1 A 0 A_AlertMonsters\n\n TNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BarrelExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BarrelKaboom\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"ExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 AAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\n TNT1 AAAAAAA 0 A_CustomMissile (\"MediumExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n EXPL AAA 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAA 1 A_CustomMissile (\"ExplosionSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAAAA 2 A_CustomMissile (\"BigNeoSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n Stop}}*/\n\n\t\tACTOR NAZMP40_PATROL : NAZIOFFICER\n{\n\t+JUSTHIT\n\tStates\n\t{\n\tSpawn:\n\t\tRPOS AAA 1 A_Wander\n\t\tRPOS AAAA 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tRPOS BBB 1 A_Wander\n\t\tRPOS BBB 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tRPOS CCC 1 A_Wander\n\t\tRPOS CCC 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tRPOS DDD 1 A_Wander\n\t\tRPOS DDD 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tLoop\n\t}\n}\n\n//GESU CRISTO,NO NESSUNO!\nACTOR NAZMP40_PATROLL_ManDropsClip: NAZMP40_PATROL Replaces NAZMP40_PATROL\n{\nDropItem \"Secretweapon_mp40\"\n}\n\n/*\nActor DeadOF_NoLeg\n{\n Radius 12\n Height 12\n +SHOOTABLE\n -SOLID\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CORPSE\n\t+FLOORCLIP\n Mass 1000\n Health 100\n DAMAGEFACTOR \"Blood\", 0.0\n PainChance \"Melee\", 255\n DAMAGEFACTOR \"Melee\", 20.0\n DAMAGEFACTOR \"Kick\", 20.0\n DAMAGEFACTOR \"Fatality\", 20.0\n DAMAGEFACTOR \"Trample\", 0.0\n\tDAMAGEFACTOR \"ExplosiveImpact\", 10.0\nStates\n{Spawn:\n SPO3 F -1\n Stop\nDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}*/\n\nACTOR Poormp40OFFICER\n{\n\tGame Doom\n\tRadius 16\n\tHeight 30\n\tHealth 50\n\t\tPainSound \"NAZI/PAIN\"\n\t\tPainChance 255\n\tDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n DAMAGEFACTOR \"Avoid\", 0.0\n DAMAGEFACTOR \"Kick\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\nPainChance \"Taunt\", 255\n\tStates\n\t{\n\n\tDeath.fire:\n\tDeath.Flames:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"BurningOFFICER\")\n TNT1 a 1 A_GiveToTarget(\"ScoreItem\", 600)\n Stop\n\n\tSpawn:\n TNT1 A 0\n\tOFKN A 10\n\tGoto SUFFER\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n TNT1 A 0 A_PlaySound(\"NAZI/PAIN\")\n OFKN B 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n TNT1 A 0 A_PlaySound(\"NAZI/PAIN\")\n OFKN C 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 10, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\t\t\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t SPOS J 2 A_GiveToTarget(\"ScoreItem\", 500)\n SPOS K 2\n\t\tTNT1 A 0 A_PlaySound (\"OFDEATH\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadShotgunguy1\")\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n SPDH D 2\nTNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoHead\", 1)\nStop\n\nDeath.Shotgun:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 GH 15\n TNT1 A 0 A_SpawnItem (\"DeadZombieman2\")\n\t\t Stop\n\n\t\t Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n Xdeath:\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus10Armor\")\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n ZZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n Stop\n\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/foes/MUTANTS.txt",
"contents": "//Mutants\n\nACTOR MUTANT\n{\n\tGame Doom\n\tHealth 100\n\tRadius 20\n\tHeight 40\n\tMass 100\n\tSpeed 5\n\tPainChance 170\n\tMonster\n\t+FLOORCLIP\n\t+MISSILEMORE\n +NOINFIGHTING\n +DONTHARMSPECIES\n\t-FASTER\n\t-DONTHURTSPECIES\n BloodType \"NashGore_Blood\"\n SeeSound \"Zombie/sight\"\n\tPainSound \"PAIN\"\n\tDeathSound \"Zombie/death\"\n\tObituary \"%o encounter a Schabbs's Infernal Mutant.\"\nDamageFactor \"RifleNoExplode\", 2.0\n\tDamageFactor \"Melee\", 2.0\n\tDamageFactor \"KillMe\", 0.0\n\tDamageFactor \"SSG\", 10.0\n\tPainChance \"Melee\", 255\n PainChance \"ExplosiveImpact\", 255\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n\tStates\n{\nSpawn:\n\t\tWMUT Z 10 A_Look\n TNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tLoop\n\n See:\n\t\tMUTA AA 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMUTA AA 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMUTA BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMUTA BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMUTA CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMUTA CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMUTA BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMUTA BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tGoto See\n\n\tMissile:\n WMUT G 0 A_FaceTarget\n WMUT G 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tWMUT G 10\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n WMUT G 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n TNT1 A 0 A_PlaySound(\"weapons/luger\")\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n TNT1 A 0 A_AlertMonsters\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n WMUT H 5 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tWMUT I 0 A_FaceTarget\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tWMUT I 10 Bright A_CustomMissile(\"ZombieManTracer\", 32, 0, random(-8, 8), 0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n WMUT G 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\n TNT1 A 0 A_AlertMonsters\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/luger\")\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n WMUT H 5 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tWMUT AAAAAABBBBBB 1 A_Chase\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tGOTO See\n\n Pain.Kick:\n TNT1 A 0 A_Pain\n\t\t TNT1 A 0 A_TakeInventory(\"SKChaingunGuy\", 1)\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,15,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (3)\n MUTA A 2\n\t\t CPBK ABC 2\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t CPBK C 8 A_Pain\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t CPBK D 8\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t CPBK C 8 A_Pain\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t CPBK D 8\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t CPBK C 8 A_Pain\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t CPBK D 8\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t CPBK C 8 A_Pain\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t CPBK D 8\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t CPBK BA 4\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t MUTA A 4\nGOTO Missile\n\n\tDeath:\n\t\tTNT1 A 0 A_Jump(90,\"Death.Arm\",\"Death.LEG\")\n MUTA J 5\n\t\tMUTA K 5 A_Scream\n\t\tMUTA I 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"LUGER\")\n\t\tMUTA M 5 A_GiveToTarget(\"ScoreItem\", 500)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"DEATHMUTANT\")\n\t\tStop\nDeath.LaserRifle:\n\t\tTNT1 A 0 A_Jump(50, \"DEATH\")\n\t\tTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 1000)\n TNT1 A 0 A_NoBlocking\nTNT1 A 0 A_PLAYSOUND(\"HORRIBLE/DEATH\")\ntnt1 a 0 a_SpawnItem(\"LUGER\")\n TNT1 A 0 A_SpawnItem(\"Fallout3Disintigration\")\n\t\tStop\n\n Death.cutless:\n TNT1 A 0\n TNT1 A 0 A_Jump(100, \"Death.Arm\", \"Death.Leg\",\"Death.ExplosiveImpact\")\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeathArm2\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"RIPMUTANT\", 35, 0, random (0, 360), 2, random (0, 160))\n CUMU A 5 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tCUMU B 5 A_Scream\n\t\tCUMU C 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"LUGER\")\n\t\tCUMU D 5 A_GiveToTarget(\"ScoreItem\", 800)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n CUMU D -1\n\t\tStop\n\n Death.Arm:\nTNT1 A 0 A_NoBlocking\nTNT1 A 0 A_CustomMissile (\"XDeathArm2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"ADESOINCAZZATO\", 0, 0, 0)\nSTOP\n\n Death.Leg:\nTNT1 A 0 A_NoBlocking\nTNT1 A 0 A_CustomMissile (\"XDeathflamesoldierLeg1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"ADESOINCAZZATO_2\", 0, 0, 0)\n Stop\n\n\tDeath.head:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"LUGER\")\n MUTH ABCDE 10\ntnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n MUTH E -1\n\t\tStop\n\nDeath.GreenFire:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"LUGER\")\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n Stop\n\n Death.Plasma: Death.Plasma2:\n\tPBR1 A 6 A_Scream\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\tPBR1 B 6 A_NoBlocking\n\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 H -1\n\tStop\n\n\tXDeath.Plasma:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"LUGER\")\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\nDeath.Desintegrate:\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 A_NoBlocking\nTNT1 A 0 A_SpawnItem(\"LUGER\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeathArm2\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathflamesoldierLeg1\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t MUEX AB 5\n\t\tMUEX CDEF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tMUEX FFFFFF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tTNT1 A 0 A_SpawnItem (\"POORMUTANT\")\n\t\tStop\n\n\t\tDead.ExplosiveImpact:\n\t\tTNT1 A 0 A_SpawnItem (\"POORMUTANT\")\n\t\tTNT1 A 0 A_SpawnItem (\"MuchBlood\")\n\t\tStop\n\nXDEATH:\nTNT1 A 0 A_SpawnItem(\"LUGER\")\nTNT1 A 0 A_SPAWNITEM (\"DesintegratedMutant\")\nStop\n\n Pain.Taunt:\n TNT1 A 0\n Goto Missile\n Death.KillMe:\n Death.Taunt:\n\t TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"Mutant\")\n Stop\n\n\t Death.Fire:\n\tDeath.Flames:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"LUGER\")\n TNT1 A 0 A_SpawnItem(\"BurningZombie\")\n Stop\n}\n}\n//OH MY GOD!MUTANT IS STILL ALIVE!!!!!!\n\nACTOR ADESOINCAZZATO : MUTANT\n{\n\tGame Doom\n\tHealth 75\n\tRadius 20\n\tHeight 40\n\tMass 100\n\tSpeed 5\n\tPainChance 170\n\tMonster\n\t+FLOORCLIP\n\t+MISSILEMORE\n +NOINFIGHTING\n +DONTHARMSPECIES\n\t-FASTER\n\t-DONTHURTSPECIES\n BloodType \"NashGore_Blood\"\n\tAttackSound \"LUGER\"\n\tPainSound \"Zombie/pain\"\n\tDeathSound \"Zombie/death\"\n\tObituary \"%o encounter a Schabbs's Infernal Mutant without an arm.\"\n\tDamageFactor \"Melee\", 2.0\n\tDamageFactor \"KillMe\", 0.0\n\tDamageFactor \"SSG\", 10.0\n\tPainChance \"Melee\", 255\n PainChance \"ExplosiveImpact\", 255\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n\tStates\n{\nSpawn:\n\t\tMUNA A 10 A_Look\n TNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tLoop\n\n See:\n\t\tMUNA AA 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMUNA AA 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMUNA BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMUNA BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMUNA CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMUNA CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMUNA BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMUNA BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tGoto See\n\n\tMissile:\n WMU1 G 0 A_FaceTarget\n WMU1 G 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tWMU1 G 10\n TNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\n TNT1 A 0 A_PlaySound(\"weapons/luger\")\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n WMU1 H 5 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tWMU1 I 0 A_FaceTarget\n\t\tWMU1 I 10 BRIGHT A_CustomMissile(\"ZombieManTracer\", 32, 0, random(-8, 8), 0)\n TNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/luger\")\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n WMU1 H 5 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMUNA AAAAAABBBBBB 1 A_Chase\n\t\tGOTO See\n\n Pain.Taunt:\nPAIN.KICK:\n TNT1 A 0\n Goto Missile\n Death.KillMe:\n Death.Taunt:\n\t TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"ADESOINCAZZATO\")\n Stop\n\nDeath.cutless:\nDeath:\n MUT2 A 5\n\t\tMUT2 B 5 A_Scream\n\t\tMUT2 C 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"LUGER\")\n\t\tMUT2 D 5 A_GiveToTarget(\"ScoreItem\", 500)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"DEATHMUTANTNOARM\")\n\t\tStop\n\n\tDeath.head:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"LUGER\")\n MUT3 ABCDE 10\ntnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n MUT3 E -1\n\t\tStop\n\n}}\n\nActor DEATHMUTANT\n{\n Radius 12\n Height 12\n +SHOOTABLE\n -SOLID\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CORPSE\n\t+FLOORCLIP\n Mass 1000\n Health 100\n damagefactor \"Blood\", 0.0\n PainChance \"Melee\", 255\n damagefactor \"Melee\", 20.0\n damagefactor \"Kick\", 20.0\n damagefactor \"Fatality\", 20.0\n damagefactor \"Trample\", 0.0\n\tdamagefactor \"ExplosiveImpact\", 10.0\nStates\n {\n\n Spawn:\n MUTA N -1\n Stop\n Death:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\n Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n TNT1 AAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n }\n}\n\nActor POORMUTANT\n{\n Radius 12\n Height 12\n +SHOOTABLE\n -SOLID\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CORPSE\n\t+FLOORCLIP\n Mass 1000\n Health 100\n damagefactor \"Blood\", 0.0\n PainChance \"Melee\", 255\n damagefactor \"Melee\", 20.0\n damagefactor \"Kick\", 20.0\n damagefactor \"Fatality\", 20.0\n damagefactor \"Trample\", 0.0\n\tdamagefactor \"ExplosiveImpact\", 10.0\nStates\n {\n\n Spawn:\n MUEX G -1\n Stop\n Death:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\n Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n TNT1 AAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n }\n}\n\nActor DEATHMUTANTNOARM\n{\n Radius 12\n Height 12\n +SHOOTABLE\n -SOLID\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CORPSE\n\t+FLOORCLIP\n Mass 1000\n Health 100\n damagefactor \"Blood\", 0.0\n PainChance \"Melee\", 255\n damagefactor \"Melee\", 20.0\n damagefactor \"Kick\", 20.0\n damagefactor \"Fatality\", 20.0\n damagefactor \"Trample\", 0.0\n\tdamagefactor \"ExplosiveImpact\", 10.0\nStates\n {\n\n Spawn:\n MUT2 E -1\n Stop\n Death:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\n Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n TNT1 AAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n }\n}\n\nActor DEATHMUTANTNOLEG\n{\n Radius 12\n Height 12\n +SHOOTABLE\n -SOLID\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CORPSE\n\t+FLOORCLIP\n Mass 1000\n Health 100\n damagefactor \"Blood\", 0.0\n PainChance \"Melee\", 255\n damagefactor \"Melee\", 20.0\n damagefactor \"Kick\", 20.0\n damagefactor \"Fatality\", 20.0\n damagefactor \"Trample\", 0.0\n\tdamagefactor \"ExplosiveImpact\", 10.0\nStates\n {\n\n Spawn:\n MLDT A -1\n Stop\n Death:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\n Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n TNT1 AAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n }\n}\n\nActor RIPMUTANT\n{\n Radius 12\n Height 12\n +SHOOTABLE\n -SOLID\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CORPSE\n\t+FLOORCLIP\n Mass 1000\n Health 100\n damagefactor \"Blood\", 0.0\n PainChance \"Melee\", 255\n damagefactor \"Melee\", 20.0\n damagefactor \"Kick\", 20.0\n damagefactor \"Fatality\", 20.0\n damagefactor \"Trample\", 0.0\n\tdamagefactor \"ExplosiveImpact\", 10.0\nStates\n {\n\n Spawn:\n MCCA A -1\n Stop\n Death:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\n Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n TNT1 AAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n }\n}\n\n//MUTANTS ARE FUCKING STRONG!!!!!\n\nACTOR ADESOINCAZZATO_2 : MUTANT\n{\n\tGame Doom\n\tHealth 50\n\tRadius 20\n\tHeight 28\n\tMass 100\n\tSpeed 0\n\tPainChance 170\n\tMonster\n\t+FLOORCLIP\n\t+MISSILEMORE\n +NOINFIGHTING\n +DONTHARMSPECIES\n\t-FASTER\n\t-DONTHURTSPECIES\n BloodType \"NashGore_Blood\"\n\tAttackSound \"LUGER\"\n\tPainSound \"Zombie/pain\"\n\tDeathSound \"Zombie/death\"\n\tObituary \"%o encounter a Schabbs's Infernal Mutant without a leg.\"\n\tDamageFactor \"Melee\", 2.0\n\tDamageFactor \"KillMe\", 0.0\n\tDamageFactor \"SSG\", 10.0\n\tPainChance \"Melee\", 255\n PainChance \"ExplosiveImpact\", 255\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n\tStates\n{\nSpawn:\n\t\tMUNL A 10 A_Look\n TNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 28,0)\n\t\tLoop\n\n See:\n\t\tMUNL AA 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 28,0)\n\t\tGoto See\n\n\tMissile:\n MUNL A 0 A_FaceTarget\n MUNL A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n TNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\n\t\tMUN1 A 10 BRIGHT A_CustomMissile(\"ZombieManTracer\", 32, 0, random(-8, 8), 0)\n TNT1 A 0 A_PlaySound(\"weapons/luger\")\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n MUNL A 5 A_SpawnItem(\"HeadshotTarget4\", 0, 28,0)\n\t\tMUNL A 0 A_FaceTarget\n\t\tGOTO See\n\n Pain.Taunt:\nPAIN.KICK:\n TNT1 A 0\n Goto Missile\n Death.KillMe:\n Death.Taunt:\n\t TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"ADESOINCAZZATO_2\")\n Stop\n\nDeath.cutless:\nDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"LUGER\")\n\t\tTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 500)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"DEATHMUTANTNOLEG\")\n\t\tStop\n\n\tDeath.head:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"LUGER\")\n MLDT B 10\ntnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n MLDT B -1\nStop\n\n}}"
},
{
"source": "pk3",
"name": "actors/foes/NAZIS.txt",
"contents": "ACTOR Nazi\n{\n\tGame Doom\n\tHealth 120\n\tRadius 20\n\tHeight 40\n\tMass 100\n\tSpeed 8\n\tPainChance \"blood\", 0\n damagefactor \"blood\", 0.0\n\tPainChance 170\n\tMonster\n\t+FLOORCLIP\n\t+MISSILEMORE\n +NOINFIGHTING\n +DONTHARMSPECIES\n\t-FASTER\n\t-DONTHURTSPECIES\n BloodType \"NashGore_Blood\"\n\tSeeSound \"nazi/sight\"\n\tAttackSound \"MP40\"\n\tPainSound \"nazi/pain\"\n\tDeathSound \"nazi/death\"\n\tObituary \"%o was killed by a damn Mann.\"\n\tDropItem \"\"\nDamageFactor \"RifleNoExplode\", 2.0\n\tDamageFactor \"Melee\", 2.0\n\tDamageFactor \"KillMe\", 0.0\n\tDamageFactor \"SSG\", 10.0\n\tPainChance \"Melee\", 255\n PainChance \"ExplosiveImpact\", 255\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n\tStates\n\t{\n\tSpawn:\n TNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tSSAL A 10 A_Look\n\t\tLoop\n See:\n\t\tNAZI AA 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI AA 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tGoto See\n\n\tSee2:\n\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 20, 0, 0)\n\t\tNAZI AABBCCBB 2 A_Chase\n\t\tGoto See\n\n\tMissile:\n\t\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tNAZI E 5 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tNAZI E 5 A_FACETARGET\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tNAZI F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tNAZI E 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tNAZI F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tNAZI E 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tNAZI F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tNAZI E 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tNAZI F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI E 1\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tNAZI E 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tNAZI F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI E 1\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tNAZI E 2 A_FaceTarget\n\t\tGoto See\n\n\tPain:\n\t TNT1 A 0 A_ChangeFlag(GHOST, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tTNT1 A 0 A_PlaySOund(\"nazi/pain\")\n\t\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n\t\tNAZI G 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI G 3 A_Pain\n\t\t//TNT1 A 0 A_Jump(128, \"Respawned\")\n\t\tTNT1 A 0\n\t\tGoto See\n\n Pain.Kick:\n TNT1 A 0 A_Pain\n\t\t TNT1 A 0 A_TakeInventory(\"SKChaingunGuy\", 1)\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,15,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (3)\n NAZI G 2\n\t\t NPBK ABC 2\n\t\t NPBK C 8 A_Pain\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t NPBK D 8\n\t\t NPBK C 8 A_Pain\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t NPBK D 8\n\t\t NPBK C 8 A_Pain\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t NPBK D 8\n\t\t NPBK C 8 A_Pain\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t NPBK D 8\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t NPBK BA 4\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t NAZI G 4\n Goto See\n\tPain.ExplosiveImpact:\n\tPain.Explosive:\n\t TNT1 A 0\n\t TNT1 A 0 A_Pain\n\t\t TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Pain\")\n\t\t \t\t TNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n TNT1 A 0 A_GiveInventory(\"IsDown\", 1)\n TNT1 A 0 ThrustThingZ(0,40,0,1)\n HEIL AB 8\n\t\tGoto FallingAfterImpact\n\n\t\tFallingAfterImpact:\n\t\tHEIL C 1 A_GiveInventory (\"FallingHeight\", 1)\n\t\tHEIL C 1 A_CheckFloor (\"GetUp\")\n\t\tNULL A 0 A_JumpIf (momz == 0, \"GetUp\")\n\t\tLoop\n\n\t\tGetUp:\n\t\tTNT1 A 0\n\n\t\tHEIL D 10\n Goto See\n\n\tRespawned:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(FRIENDLY, 1)\n\t\tTNT1 A 0 A_SpawnItem(\"NaziChecker\")\n\t\tTNT1 A 0\n\t\tStop\n\n\t\tPain.Melee:\n\t\tPain.Fatality:\n\t\tTNT1 A 0 A_ChangeFlag(GHOST, 0)\n\t\tNAZI G 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI G 3 A_Pain\n\t\tGoto See\n\tDeath:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\ttNT1 A 0 A_Jump(32, \"Death.Arm\", \"Death.Leg\")\n\t\ttNT1 A 0 A_Jump(100, \"Death.Number2\", \"Death.Number3\")\ntNT1 A 0 A_Jump(100, \"Death.WorldAtWarStyle\")\ntNT1 A 0 A_Jump(150, \"Death.BrutalDoomImpStyle\")\n NAZI H 5\n\t\tNAZI I 5 A_Scream\n\t\tNAZI J 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n\t\tNAZI K 5 A_GiveToTarget(\"ScoreItem\", 500)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"DEATHNAZI\")\n\t\tStop\n\nDeath.LaserRifle:\n\t\tTNT1 A 0 A_Jump(50, \"DEATH\")\n\t\tTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 1000)\n TNT1 A 0 A_NoBlocking\nTNT1 A 0 A_PLAYSOUND(\"HORRIBLE/DEATH\")\ntnt1 a 0 a_SpawnItem(\"SecretWeapon_MP40\")\n TNT1 A 0 A_SpawnItem(\"Fallout3Disintigration\")\n\t\tStop\n\nDeath.Coltello:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 500)\nKNSS AA 2 A_Scream\nKNSS BBCC 2\nKNSS DDEEFFGG 2 A_NOBLOCKING\nTNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nKNSS G -1\nStop\nDEATH.NUMBER2:\nTNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\nGOTO DEATH.NUMBER4\nDeath.Number4:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 500)\nSSD2 AA 3 A_Scream\nSSD2 BBCC 3\nSSD2 DDEE 3 A_NOBLOCKING\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nSSD2 E -1\nStop\nDeath.Number3:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 500)\nSSD3 A 3 A_Scream\nSSD3 B 3 A_SpawnItem(\"SecretWeapon_MP40\")\nSSD3 C 3 A_NOBLOCKING\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nSSD3 D -1\nStop\nDeath.BrutalDoomImpStyle:\n\n TNT1 A 0 A_SpawnItem (\"DyingSS\")\n tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 500)\nStop\n\n\tDeath.WorldAtWarStyle:\nSSDT A 4\nSSDT B 4 A_Scream\n TNT1 A 0 A_PlaySound(\"MP40\")\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\tTNT1 A 0 A_CustomMissile (\"MonsterTracer\", 12, 15, 20, 2, 40)\n\tSSDT B 2 BRIGHT A_GiveToTarget(\"ScoreItem\", 500)\nSSDT C 4\n TNT1 A 0 A_PlaySound(\"MP40\")\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\tTNT1 A 0 A_CustomMissile (\"MonsterTracer\", 12, 15, 20, 2, 40)\n\tSSDT C 2 BRIGHT\nSSDT D 4\n TNT1 A 0 A_PlaySound(\"MP40\")\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\tTNT1 A 0 A_CustomMissile (\"MonsterTracer\", 12, 15, 20, 2, 40)\n\tSSDT D 2 BRIGHT A_GiveToTarget(\"ScoreItem\", 800)\nSSDT EFG 4 A_GiveToTarget(\"ScoreItem\", 800)\nssdt G 1 A_SpawnItem(\"SecretWeapon_MP40\")\nSSDT G 0 A_SpawnItem (\"MediumBloodSpot\")\nssdt G 0 A_SpawnItem (\"DEATHNAZIWAW\")\n\t\tStop\n\nDeath.leg:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeathNAZILeg1\", 5, 0, random (0, 360), 2, random (0, 160))\n NAZ4 A 5\n\t\tNAZ4 B 5 A_Scream\n\t\tNAZ4 C 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n\t\tNAZ4 D 5 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadNazi_NoLeg\")\n\t\tStop\n Death.Arm:\n TNT1 A 0\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm2\", 35, 0, random (0, 360), 2, random (0, 160))\n NAZ5 A 9 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n NAZ5 A 1 A_GiveToTarget(\"ScoreItem\", 700)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"TUVUOILEBOTTE_NAZIVERSION\", 2)\n Stop\n\n Death.cutless:\n TNT1 A 0\n TNT1 A 0 A_Jump(25, \"Death.Arm\", \"Death.Leg\",\"Death.ExplosiveImpact\")\n TNT1 A 0 A_Jump(200, \"PoorFuckingNazi\",\"HitlerDeathStyle\")\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeathArm2\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"RIPNAZI\", 35, 0, random (0, 360), 2, random (0, 160))\n SSAS A 5 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tSSAS B 5 A_Scream\n\t\tSSAS C 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n\t\tSSAS D 5 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n SSAS D -1\n\t\tStop\n\nHitlerDeathStyle:\n NAZI H 3\n NAZI H 30\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t TNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\ntnt1 a 0 A_PlaySound(\"HITLER/GORE\")\nTNT1 A 0 A_NOBLOCKING\nFNZB AABB 2\nTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\nFNZB CCDD 2\n\t\ttnt1 a 0 A_GiveToTarget(\"ScoreItem\", 600)\n\tTNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nfnzb D -1\nStop\n\nPoorFuckingNazi:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n\t\tTNT1 A 0 A_SpawnItem(\"BrutalizedNAZI1\")\nSTOP\n\n Death.Melee:\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n TNT1 A 1 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tGoto Death.Fatality1\n\n\tDeath.Fatality1:\n\t\tTNT1 A 0 A_Scream\n TNT1 A 0 A_GiveToTarget(\"ZombieManFatality2\", 1)\n Stop\n\n\tDeath.head:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\ntnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n NAZH ABCDE 10\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n NAZH E -1\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n TNT1 A 0 A_CustomMissile (\"SargeXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"MuchBlood2\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n Stop\n\n\t\tDeath.GreenFire:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n Stop\n\n Death.Plasma: Death.Plasma2:\n\tPBR1 A 6 A_Scream\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\tPBR1 B 6 A_NoBlocking\n\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 H -1\n\tStop\n\n\tXDeath.Plasma:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\nDeath.Desintegrate:\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathNAZILeg1\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\ntnt1 a 0 A_SpawnItem(\"SecretWeapon_MP40\")\n\t NAZ2 AB 5\n\t\tNAZ2 CDEF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tNAZ2 FFFFFF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tTNT1 A 0 A_SpawnItem (\"SSPORACCIO\")\n\t\tStop\n\n\t\tDead.ExplosiveImpact:\n\t\tTNT1 A 0 A_SpawnItem (\"SSPORACCIO\")\n\t\tTNT1 A 0 A_SpawnItem (\"MuchBlood\")\n\t\tStop\n\n\t\tDeath.GreenFire:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n Stop\n\n\t Death.Fire:\n\tDeath.Flames:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n TNT1 A 0 A_SpawnItem(\"BurningSS\")\n Stop\n\n\tRaise:\n\t\tNAZI L 5\n\t\tNAZI KJIH 5\n\t\tGoto See\n Crush:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS1 A 5\n CRS1 A -1\n Stop\n\n Pain.Taunt:\n TNT1 A 0\n Goto Missile\n Death.KillMe:\n Death.Taunt:\n\t TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"Nazi\")\n Stop\n Death.Eat:\n TNT1 A 0 A_GiveToTarget(\"EatMe\",1)\n\t\t Goto Death+3\n Stop\n\n\tDeath.Blast:\n\tDeath.SSG:\n\tDeath.SuperPunch:\n\t POSS Q 1 A_Pain\n\t\tPOSS Q 1 A_FaceTarget\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n POSS QRSTUVW 8\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n POSS X -1\n Stop\n\n\t\t\tStealthKill:\n\tTNT1 A 0\n\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n\tTNT1 A 0 A_GiveToTarget(\"SKNazi\", 1)\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Die(\"Stealthy\")\n\tTNT1 A 0 A_Fall\n\tTNT1 A 1\n\tStop\n\tDeath.Stealthy:\n\tTNT1 A 0\n\tStop\n\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n \t TNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_CustomMissile (\"DesintegratedSS\", 0, 0, random (0, 360), 2, random (0, 160))\n Stop\n\n }\n}\n\nACTOR TUVUOILEBOTTE_NAZIVERSION\n{\n\tGame Doom\n\tRadius 16\n\tHeight 40\n\tHealth 50\n\t\tPainSound \"NAZI/PAIN\"\n\t\tPainChance 255\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n damagefactor \"Avoid\", 0.0\n damagefactor \"Kick\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tStates\n\t{\n\n\tSpawn:\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tNAZ5 A 10\n NAZ5 B 10\n\tGoto Suffer\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n \tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n NAZ5 C 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n NAZ5 D 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n NAZ5 E 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n NAZ5 F 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n NAZ5 G 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 2, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t naz5 h 8\n\t\tTNT1 A 0 A_PlaySound (\"nazi/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DIOGNOMO_NAZIVERSION\")\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n TNT1 A 1 A_GiveToTarget(\"ScoreItem\", 900)\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n NAZ5 I 10\n TNT1 A 0 A_SpawnItem (\"Deadnazi_NoHeadNoArm\", 1)\nStop\n\n\t\t Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n Xdeath:\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus10Armor\")\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n ZZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n Stop\n\n\t}\n}\nActor DEATHNAZI\n{\n Radius 12\n Height 12\n +SHOOTABLE\n -SOLID\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CORPSE\n\t+FLOORCLIP\n Mass 1000\n Health 100\n damagefactor \"Blood\", 0.0\n PainChance \"Melee\", 255\n damagefactor \"Melee\", 20.0\n damagefactor \"Kick\", 20.0\n damagefactor \"Fatality\", 20.0\n damagefactor \"Trample\", 0.0\n\tdamagefactor \"ExplosiveImpact\", 10.0\nStates\n {\n\n Spawn:\n NAZI L -1\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n Stop\n Death:\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathNAZILeg1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tSPOS A 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 1 A_SpawnItem (\"DeadNazi_NoLeg\", 5)\n Stop\n\n Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n TNT1 AAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n }\n}\n\nActor DEATHNAZIWAW: DEATHNAZI\n{Health 200 States{Spawn:\n SSDT G -1\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nActor DeadNazi_NoLeg: DEATHNAZI\n{Health 200 States{Spawn:\n naz1 A -1\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nActor SSPORACCIO: DEATHNAZI\n{Health 200 States{Spawn:\n naz2 G -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nActor diognomo_naziVersion: DEATHNAZI\n{Health 200 States{Spawn:\n naz5 i -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nActor Deadnazi_NoHeadNoArm: DEATHNAZI\n{Health 200 States{Spawn:\n naz5 m -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nACTOR NaziChecker: Nazi\n{\n Speed 0\n BloodType \"none\"\n\tSeeSound \"none\"\n\tAttackSound \"none\"\n\tPainSound \"none\"\n\tDeathSound \"none\"\n\tDropItem \"None\"\n\t+LOOKALLAROUND\n\t+FRIENDLY\n\tStates\n\t{\n\n\tSpawn:\n\tTNT1 A 1\n\tTNT1 A 0 A_checkSight(\"Spawn\")\n\tGoto See\n\n\tSee:\n TNT1 A 0\n\tNAZI A 1 A_Pain\n\tNAZI A 1 A_LookEx(LOF_NOSOUNDCHECK, 0, 12560, 0, 0, \"CheckIfAlliesNearby\")\n\tGoto Surrender\n\n\tCheckIfAlliesNearby:\n\tNAZI A 1\n\tTNT1 A 0 A_ChangeFlag(FRIENDLY, 0)\n\tNAZI A 1\n\tNAZI A 1 A_Pain\n\tNAZI A 1 A_LookEx(LOF_NOSOUNDCHECK, 0, 12560, 0, 0, \"SpawnMonster\")\n\tGoto Surrender\n\n\tPain.KillMe:\n\tSpawnMonster:\n\tTNT1 A 0 A_ChangeFlag(FRIENDLY, 0)\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_SpawnItem(\"Nazi\")\n\tTNT1 A 2\n\tStop\n\n\tSurrender:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(160, \"SpawnMonster\")\n\tTNT1 A 0 A_ChangeFlag(FRIENDLY, 0)\n\tNAZI A 1 A_Pain\n\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK, 0, 12560, 0, 0, \"SurrenderNow\")\n\tGoto SpawnMonster\n\n\tSurrenderNow:\n\tSAZI K 15\n\tSAZI LM 7\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n\tTNT1 A 0 A_SpawnItem(\"NaziSurrendered\")\n\tStop\n\t}\n}\n\nACTOR NaziSurrendered: Nazi\n{\n\tStates\n\t{\n\tSpawn:\n SAZI NO 10\n\tLoop\n\n\tDeath:\n\t TNT1 A 0\n\t TNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\")\n\t\tStop\n\n\tLEaveCrawling:\n\tTNT1 A 0 A_SpawnItem (\"DyingZombieMan\")\n\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\", 1)\n\t\tStop\n\n\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasZmanShield\", 1)\n Stop\n\nDeath.Shotgun:\nDeath.Kick:\nDeath.Melee:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 KL 15\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\")\n\t\t Stop\n\n\t}\n}\n\t\tACTOR NAZI_PATROL : NAZI\n{\n\t+JUSTHIT\n\tStates\n\t{\n\tSpawn:\n\t\tNAZI AAA 1 A_Wander\n\t\tNAZI AAAA 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tNAZI CCC 1 A_Wander\n\t\tNAZI CCC 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tNAZI BBB 1 A_Wander\n\t\tNAZI BBB 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tLoop\n\t}\n}\n\nACTOR Panzergrenadier\n{\n\tGame Doom\n\tHealth 100\n\tRadius 20\n\tHeight 40\n\tMass 100\n\tSpeed 8\n\tPainChance \"blood\", 0\n damagefactor \"blood\", 0.0\n\tPainChance 170\n\tMonster\n\t+FLOORCLIP\nscale 0.95\n\t+MISSILEMORE\n\t-FASTER\n\t-DONTHURTSPECIES\n +NOINFIGHTING\n +DONTHARMSPECIES\n BloodType \"NashGore_Blood\"\n\tSeeSound \"Elite/sight\"\n\tAttackSound \"STGG44\"\n\tPainSound \"nazi/pain\"\n\tDeathSound \"Elite/death\"\n\tObituary \"%o was kill by a TruppFuhrer.\"\n\tDropItem \"\"\nDamageFactor \"RifleNoExplode\", 2.0\n\tDamageFactor \"Melee\", 2.0\n\tDamageFactor \"KillMe\", 0.0\n\tDamageFactor \"SSG\", 10.0\n\tPainChance \"Melee\", 255\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0 A_GiveInventory(\"SKNazi\", 1)\n TNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tWAAF A 10 A_Look\n\t\tLoop\n See:\n\t TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 30, 0, 0)\n\t\tPAZI AA 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI AA 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tGoto See\n\n\tSee2:\n\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 20, 0, 0)\n\t\tPAZI AABBCCBB 2 A_Chase\n\t\tGoto See\n\n\t\tMissile:\n\t\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tPAZI E 5 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tPAZI E 5 A_FACETARGET\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tPAZI F 2 BRIGHT A_CustomMissile(\"STG44Tracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"STGG44\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPAZI E 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tPAZI F 2 BRIGHT A_CustomMissile(\"STG44Tracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"STGG44\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPAZI E 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tPAZI F 2 BRIGHT A_CustomMissile(\"STG44Tracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"STGG44\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPAZI E 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tPAZI F 2 BRIGHT A_CustomMissile(\"STG44Tracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"STGG44\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI E 1\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t PAZI E 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tPAZI F 2 BRIGHT A_CustomMissile(\"STG44Tracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"STGG44\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI E 1\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPAZI E 2 A_FaceTarget\n\t\tGoto See\n\n\tPain:\n\t TNT1 A 0 A_ChangeFlag(GHOST, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tTNT1 A 0 A_PlaySOund(\"nazi/pain\")\n\t\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n\t\tPAZI G 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI G 3 A_Pain\n\t\t//TNT1 A 0 A_Jump(128, \"Respawned\")\n\t\tTNT1 A 0\n\t\tGoto See\n\n\tRespawned:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(FRIENDLY, 1)\n\t\tTNT1 A 0 A_SpawnItem(\"NaziChecker\")\n\t\tTNT1 A 0\n\t\tStop\n\n\t\tPain.Melee:\n\t\tPain.Fatality:\n\t\tTNT1 A 0 A_ChangeFlag(GHOST, 0)\n\t\tPAZI G 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI G 3 A_Pain\n\t\tGoto See\n\n Pain.Kick:\n TNT1 A 0 A_Pain\n\t\t TNT1 A 0 A_TakeInventory(\"SKChaingunGuy\", 1)\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,15,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (3)\n PAZI G 2\n\t\t WAFB ABC 2\n\t\t WAFB C 8 A_Pain\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t WAFB D 8\n\t\t WAFB C 8 A_Pain\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t WAFB D 8\n\t\t WAFB C 8 A_Pain\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t WAFB D 8\n\t\t WAFB C 8 A_Pain\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t WAFB D 8\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t WAFB BA 4\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t PAZI G 4\n Goto See\n\n\tDeath:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Jump(32, \"Death.Arm\", \"Death.Leg\")\ntnt1 a 0 a_jump(150,\"death.number2\")\ntNT1 A 0 A_Jump(100, \"Death.WorldAtWarStyle\")\n PAZI H 5\n\t\tPAZI I 5 A_Scream\n\t\tPAZI J 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"STG44\")\n\t\tPAZI K 5 A_GiveToTarget(\"ScoreItem\", 500)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DEATHPANZERGRENADIER\")\n\t\tStop\n\nDEATH.NUMBER2:\n\tTNT1 A 0 A_SpawnItem(\"STG44\")\nGOTO DEATH.NUMBER4\nDeath.Number4:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 500)\nNEIN AA 3 A_Scream\nNEIN BBCC 3\nNEIN DDEE 3 A_NOBLOCKING\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nNEIN E -1\nStop\n\nDeath.Coltello:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 500)\nWADB AA 2 A_Scream\nWADB BBCC 2\nWADB DDEEFFGG 2 A_NOBLOCKING\ntnt1 a 0 a_SpawnItem(\"STG44\")\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nWADB G -1\nStop\n\nDeath.LaserRifle:\n\t\tTNT1 A 0 A_Jump(50, \"DEATH\")\n\t\tTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 1000)\n TNT1 A 0 A_NoBlocking\nTNT1 A 0 A_PLAYSOUND(\"HORRIBLE/DEATH\")\ntnt1 a 0 a_SpawnItem(\"STG44\")\n TNT1 A 0 A_SpawnItem(\"Fallout3Disintigration\")\n\t\tStop\n\n Death.leg:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeathGRENADIERLeg1\", 5, 0, random (0, 360), 2, random (0, 160))\n PAZ4 A 5\n\t\tPAZ4 B 5 A_Scream\n\t\tPAZ4 C 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"STG44\")\n\t\tPAZ4 D 5 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadGRENADIER_NoLeg\")\n\t\tStop\n\n Death.cutless:\n TNT1 A 0\n TNT1 A 0 A_Jump(25, \"Death.Arm\", \"Death.Leg\",\"Death.ExplosiveImpact\")\n TNT1 A 0 A_Jump(200, \"PoorFuckingWaffen\")\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeathArm2\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"RIPPANZER\", 35, 0, random (0, 360), 2, random (0, 160))\n PAAS A 5 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tPAAS B 5 A_Scream\n\t\tPAAS C 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"STG44\")\n\t\tPAAS D 5 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n PAAS E -1\n\t\tStop\n\nPoorFuckingWaffen:\nTNT1 A 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"STG44\")\n\t\tTNT1 A 0 A_SpawnItem(\"BrutalizedWAFFEN1\")\nStop\n\n\tDeath.WorldAtWarStyle:\nWAFW A 4\nWAFW B 4 A_Scream\n TNT1 A 0 A_PlaySound(\"STGG44\")\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\tTNT1 A 0 A_CustomMissile (\"STG44Tracer\", 12, 15, 20, 2, 40)\n\tWAFW B 2 BRIGHT A_GiveToTarget(\"ScoreItem\", 500)\nWAFW C 4\n TNT1 A 0 A_PlaySound(\"STGG44\")\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\tTNT1 A 0 A_CustomMissile (\"STG44Tracer\", 12, 15, 20, 2, 40)\n\tWAFW C 2 BRIGHT\nWAFW D 4\n TNT1 A 0 A_PlaySound(\"STGG44\")\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\tTNT1 A 0 A_CustomMissile (\"STG44Tracer\", 12, 15, 20, 2, 40)\n\tWAFW D 2 BRIGHT A_GiveToTarget(\"ScoreItem\", 800)\nWAFW EFG 4 A_GiveToTarget(\"ScoreItem\", 800)\nTNT1 A 0 A_SpawnItem(\"STG44\")\nWAFW G 0 A_SpawnItem (\"MediumBloodSpot\")\nWAFW G -1\n\t\tStop\n\n Death.Melee:\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n TNT1 A 1 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tGoto Death.Fatality1\n\n\tDeath.Fatality1:\n\t\tTNT1 A 0 A_Scream\n TNT1 A 0 A_GiveToTarget(\"ZombieManFatality4\", 1)\n Stop\n\n Death.Arm:\n TNT1 A 0\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm2\", 35, 0, random (0, 360), 2, random (0, 160))\n PAZ5 A 9 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_GiveToTarget(\"ScoreItem\", 600)\n TNT1 A 0 A_SpawnItem(\"STG44\")\n\t\tTNT1 A 0 A_SpawnItem (\"TUVUOILEBOTTE_GRENADIERVERSION\", 2)\n Stop\n\n\tXDeath:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"stg44\")\n TNT1 A 0 A_GiveToTarget(\"ScoreItem\", 100)\n TNT1 A 0 A_SpawnItem(\"DesintegratedPANZERGRENADIER\")\n Stop\n\n\tDeath.head:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"STG44\")\n PAZH ABCDE 10\ntnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"PURIGNO\")\n\t\tStop\n\n\t\tDeath.GreenFire:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"STG44\")\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n Stop\n\n Death.Plasma: Death.Plasma2:\n\tPBR1 A 6 A_Scream\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\tPBR1 B 6 A_NoBlocking\n\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 H -1\n\tStop\n\nDeath.Desintegrate:\nDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Jump(130,\"Death.LandMine\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathGRENADIERLeg1\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t PAZ2 AB 5 A_GiveToTarget(\"ScoreItem\", 800)\n PAZ2 B 1 A_SpawnItem(\"STG44\")\n\t\tPAZ2 CDEF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tPAZ2 FFFFFF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tTNT1 A 0 A_SpawnItem (\"GRENADIERPORACCIO\")\n\t\tStop\n\nDead.ExplosiveImpact:\n\t\tTNT1 A 0 A_SpawnItem (\"GRENADIERPORACCIO\")\n\t\tTNT1 A 0 A_SpawnItem (\"MuchBlood\")\n\t\tStop\n\n\tXDeath.Plasma:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"STG44\")\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n\t\tDeath.GreenFire:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"STG44\")\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n Stop\n\n\t Death.Fire:\n\tDeath.Flames:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"stg44\")\n TNT1 A 0 A_SpawnItem(\"Burninggrenadier\")\n Stop\n\n\tRaise:\n\t\tNAZI L 5\n\t\tNAZI KJIH 5\n\t\tGoto See\n Crush:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS1 A 5\n CRS1 A -1\n Stop\n\n Pain.Taunt:\n TNT1 A 0\n Goto Missile\n Death.KillMe:\n Death.Taunt:\n\t TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"Nazi\")\n Stop\n Death.Eat:\n TNT1 A 0 A_GiveToTarget(\"EatMe\",1)\n\t\t Goto Death+3\n Stop\n\n\tDeath.Blast:\n\tDeath.SSG:\n\tDeath.SuperPunch:\n\t POSS Q 1 A_Pain\n\t\tPOSS Q 1 A_FaceTarget\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n POSS QRSTUVW 8\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n POSS X -1\n Stop\n\n\t\t\tStealthKill:\n\tTNT1 A 0\n\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n\tTNT1 A 0 A_GiveToTarget(\"SKNazi\", 1)\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Die(\"Stealthy\")\n\tTNT1 A 0 A_Fall\n\tTNT1 A 1\n\tStop\n\tDeath.Stealthy:\n\tTNT1 A 0\n\tStop\n\t}\n}\nActor GRENADIERPORACCIO: DEATHNAZI\n{Health 200\nscale 0.95\nStates\n{Spawn:\n PAz2 G -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nActor PURIGNO: DEATHNAZI\n{Health 200\nscale 0.95\nStates{Spawn:\n PAzH E -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nACTOR TUVUOILEBOTTE_GRENADIERVERSION\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\nscale 0.95\n\t\tPainSound \"NAZI/PAIN\"\n\t\tPainChance 255\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n damagefactor \"Avoid\", 0.0\n damagefactor \"Kick\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tStates\n\t{\n\n\tSpawn:\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tPAZ5 A 10\n PAZ5 B 10\n\tGoto Suffer\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n \tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n PAZ5 C 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n PAZ5 D 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n PAZ5 E 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n PAZ5 F 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\nTNT1 A 0 A_PlaySound (\"nazi/pain\")\n PAZ5 G 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 2, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t paz5 h 8\n\t\tTNT1 A 0 A_PlaySound (\"Elite/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DIOGNOMO_PAZIVERSION\")\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n PAZ5 L 10\n TNT1 A 0 A_SpawnItem (\"DeadPazi_NoHeadNoArm\", 1)\nStop\n\n\t\t Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus10Armor\")\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n ZZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n Stop\n\nXDeath:\n\t\tTNT1 A 0 A_XScream\n \t TNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_CustomMissile (\"DesintegratedPANZERGRENADIER\", 0, 0, random (0, 360), 2, random (0, 160))\n Stop\n\nDeath.fire:\nTNT1 A 0 A_NOBLOCKING\nTNT1 A 0 A_SpawnItem(\"Burninggrenadier\")\nStop\n\n\t}\n}\nActor diognomo_paziVersion: DEATHNAZI\n{Health 200\nscale 0.95\nStates\n{Spawn:\n paz5 i -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nActor Deadpazi_NoHeadNoArm: DEATHNAZI\n{Health 200\nscale 0.95\n States{Spawn:\n Paz5 m -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nActor DEATHPANZERGRENADIER\n{\n Radius 12\n Height 12\n +SHOOTABLE\n -SOLID\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CORPSE\n\t+FLOORCLIP\n Mass 1000\n Health 100\nscale 0.95\n damagefactor \"Blood\", 0.0\n PainChance \"Melee\", 255\n damagefactor \"Melee\", 20.0\n damagefactor \"Kick\", 20.0\n damagefactor \"Fatality\", 20.0\n damagefactor \"Trample\", 0.0\n\tdamagefactor \"ExplosiveImpact\", 10.0\nStates\n {\n\n Spawn:\n PAZI L -1\n Stop\n Death:\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathGRENADIERLeg1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tSPOS A 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 1 A_SpawnItem (\"DeadGRENADIER_NoLeg\", 5)\n Stop\n\n Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n TNT1 AAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n }\n}\n\nActor DeadGRENADIER_NoLeg: DEATHNAZI\n{Health 200\nscale 0.95\nStates{Spawn:\n PAZI M -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\n\nActor DeadPanzerEye: DEATHNAZI\n{Health 200\nscale 0.95\nStates{Spawn:\n PANE A -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\n\nACTOR PaziChecker: Panzergrenadier\n{\n Speed 0\n BloodType \"none\"\n\tSeeSound \"none\"\n\tAttackSound \"none\"\n\tPainSound \"none\"\n\tDeathSound \"none\"\n\tDropItem \"None\"\n\t+LOOKALLAROUND\n\t+FRIENDLY\n\tStates\n\t{\n\n\tSpawn:\n\tTNT1 A 1\n\tTNT1 A 0 A_checkSight(\"Spawn\")\n\tGoto See\n\n\tSee:\n TNT1 A 0\n\tNAZI A 1 A_Pain\n\tNAZI A 1 A_LookEx(LOF_NOSOUNDCHECK, 0, 12560, 0, 0, \"CheckIfAlliesNearby\")\n\tGoto Surrender\n\n\tCheckIfAlliesNearby:\n\tNAZI A 1\n\tTNT1 A 0 A_ChangeFlag(FRIENDLY, 0)\n\tNAZI A 1\n\tNAZI A 1 A_Pain\n\tNAZI A 1 A_LookEx(LOF_NOSOUNDCHECK, 0, 12560, 0, 0, \"SpawnMonster\")\n\tGoto Surrender\n\n\tPain.KillMe:\n\tSpawnMonster:\n\tTNT1 A 0 A_ChangeFlag(FRIENDLY, 0)\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_SpawnItem(\"Nazi\")\n\tTNT1 A 2\n\tStop\n\n\tSurrender:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(160, \"SpawnMonster\")\n\tTNT1 A 0 A_ChangeFlag(FRIENDLY, 0)\n\tNAZI A 1 A_Pain\n\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK, 0, 12560, 0, 0, \"SurrenderNow\")\n\tGoto SpawnMonster\n\n\tSurrenderNow:\n\tSAZI K 15\n\tSAZI LM 7\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_SpawnItem(\"STG44\")\n\tTNT1 A 0 A_SpawnItem(\"NaziSurrendered\")\n\tStop\n\t}\n}\n\nACTOR PaziSurrendered: Panzergrenadier\n{\n\tStates\n\t{\n\tSpawn:\n SAZI NO 10\n\tLoop\n\n\tDeath:\n\t TNT1 A 0\n\t TNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\")\n\t\tStop\n\n\tLEaveCrawling:\n\tTNT1 A 0 A_SpawnItem (\"DyingZombieMan\")\n\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\", 1)\n\t\tStop\n\n\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasZmanShield\", 1)\n Stop\n\nDeath.Shotgun:\nDeath.Kick:\nDeath.Melee:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 KL 15\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\")\n\t\t Stop\n}}\n\t\tACTOR PAN_PATROL : Panzergrenadier\n{\n\t+JUSTHIT\n\tStates\n\t{\n\tSpawn:\n\t\tPAZI AAA 1 A_Wander\n\t\tPAZI AAAA 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tPAZI CCC 1 A_Wander\n\t\tPAZI CCC 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tPAZI bbb 1 A_Wander\n\t\tPAZI bbb 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tLoop\n\t}\n}\n\nACTOR PoorSS\n{\n\tGame Doom\n\tRadius 16\n\tHeight 30\n\tHealth 50\n\t\tPainSound \"NAZI/PAIN\"\n\t\tPainChance 255\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n damagefactor \"Avoid\", 0.0\n damagefactor \"Kick\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\nPainChance \"Taunt\", 255\n\tStates\n\t{\n\n\tDeath.fire:\n\tDeath.Flames:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"BurningSS\")\n tnt1 a 1 A_GiveToTarget(\"ScoreItem\", 600)\n Stop\n\n\tSpawn:\n TNT1 A 0\n\tSSKN A 10\n\tGoto SUFFER\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n TNT1 A 0 A_PlaySound(\"NAZI/PAIN\")\n SSKN B 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n TNT1 A 0 A_PlaySound(\"NAZI/PAIN\")\n SSKN C 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 10, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\t\t\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t NAZI J 2 A_GiveToTarget(\"ScoreItem\", 500)\n NAZI K 2\n\t\tTNT1 A 0 A_PlaySound (\"NAZI/DEATH\")\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"DEATHNAZI\")\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n NAZH D 2\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\nNAZH E -1\nStop\n\nDeath.Shotgun:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 GH 15\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n TNT1 A 0 A_SpawnItem (\"DeadZombieman2\")\n\t\t Stop\n\n\t\t Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n Stop\n\n Xdeath:\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus10Armor\")\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n ZZD1 EFGH 6\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n Stop\n\n\t}\n}\n\nACTOR PoorPanzer\n{\n\tGame Doom\n\tRadius 16\n\tHeight 30\n\tHealth 50\n\t\tPainSound \"PAZI/PAIN\"\n\t\tPainChance 255\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n damagefactor \"Avoid\", 0.0\n damagefactor \"Kick\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\nPainChance \"Taunt\", 255\n\tStates\n\t{\n\n\tDeath.fire:\n\tDeath.Flames:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"Burninggrenadier\")\n tnt1 a 1 A_GiveToTarget(\"ScoreItem\", 600)\n Stop\n\n\tSpawn:\n TNT1 A 0\n\tPAKN A 10\n\tGoto SUFFER\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n TNT1 A 0 A_PlaySound(\"PAZI/PAIN\")\n PAKN B 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n TNT1 A 0 A_PlaySound(\"PAZI/PAIN\")\n PAKN C 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 10, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\t\t\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t PAZI J 2 A_GiveToTarget(\"ScoreItem\", 500)\n PAZI K 2\n\t\tTNT1 A 0 A_PlaySound (\"PAZI/DEATH\")\nTNT1 A 0 A_SpawnItem (\"STG44\")\n\t\tTNT1 A 0 A_SpawnItem (\"DEATHPANZERGRENADIER\")\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n PAZH D 2\nTNT1 A 0 A_SpawnItem (\"STG44\")\nPAZH E -1\nStop\n\nDeath.Shotgun:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 GH 15\nTNT1 A 0 A_SpawnItem (\"STG44\")\n TNT1 A 0 A_SpawnItem (\"DeadZombieman2\")\n\t\t Stop\n\n\t\t Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\nTNT1 A 0 A_SpawnItem (\"STG44\")\n Stop\n\n Xdeath:\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus10Armor\")\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n ZZD1 EFGH 6\nTNT1 A 0 A_SpawnItem (\"STG44\")\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n Stop\n\n\t}\n}\n\nActor RIPNAZI: DEATHNAZI\n{Health 200 States{Spawn:\nTNT1 AAA 0 A_CustomMissile (\"NashGore_FlyingBlood\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"Instestin2\", 32, 0, random (0, 360), 2, random (0, 160))\n Ss2X G -1\n Stop\n Death:\n\t\tDeath.Cut:\n Death.Cutless:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n Stop}}\n\nActor RIPPANZER: DEATHNAZI\n{Health 200 States{Spawn:\nTNT1 AAA 0 A_CustomMissile (\"NashGore_FlyingBlood\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"Instestin2\", 32, 0, random (0, 360), 2, random (0, 160))\n PP2X G -1\n Stop\n Death:\n\t\tDeath.Cut:\n Death.Cutless:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n Stop}}\n\n//////////\n\nACTOR DyingSS\n{\n\tGame Doom\n\tRadius 16\n\tHeight 30\n\tHealth 100\n\t\tPainSound \"NAZI/PAIN\"\n\t\tPainChance 255\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n damagefactor \"Avoid\", 0.0\n damagefactor \"Kick\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\nPainChance \"Taunt\", 255\n\tStates\n\t{\n\n\tDeath.fire:\n\tDeath.Flames:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"BurningSS\")\n tnt1 a 1 A_GiveToTarget(\"ScoreItem\", 600)\n Stop\n\n\tSpawn:\n TNT1 A 0\nTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\tSSIM ABCD 5\n\tGoto SUFFER\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n TNT1 A 0 A_PlaySound(\"NAZI/PAIN\")\n SSIM E 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\nTNT1 A 0 A_SpawnItem (\"BloodDying\", -6, 18)\n TNT1 A 0 A_PlaySound(\"NAZI/PAIN\")\n SSIM F 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\nTNT1 A 0 A_SpawnItem (\"BloodDying\", -6, 18)\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 10, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\t\t\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\nSSIM G 0 A_PlaySound (\"NAZI/DEATH\")\n SSIM GHI 3\nTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\nSSIM I -1\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n SSIM LMN 3\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\nTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n SSIM N -1\nStop\n\nDeath.Shotgun:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 GH 15\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n TNT1 A 0 A_SpawnItem (\"DeadZombieman2\")\n\t\t Stop\n\n\t\t Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n Stop\n\n Xdeath:\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus10Armor\")\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n ZZD1 EFGH 6\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n Stop\n\n\t}\n}\n\n/////////Poor Fucking nazi!!!\n\nACTOR BrutalizedNAZI1\n{\n\tGame Doom\n\tRadius 16\n\tHeight 50\n\tHealth 70\n\tbloodtype \"DeadBlood\"\n\t\tPainSound \"nazi/pain\"\n\t\tPainChance 255\n\t\tMass 999999\n\t-SOLID\n\t+SHOOTABLE\n\t+NORADIUSDMG\n\t+FLOORCLIP\n\tScale 1.0\n\tStates\n\t{\n\t\t\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasZManShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tPain:\n FUN1 A 15\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedNAZIStop\")\n\tStop\n\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Recoil(2)\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedNAZI2\")\n\t\tStop\n\n\tDeath.SSG:\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n \t TNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_CustomMissile (\"SargeXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n Stop\n}}\n\nactor BrutalizedNAZIStop: CurbstompedMarine\n{\n States\n {\n Spawn:\nnaz5 h 1 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nnaz5 i -1\n Stop }}\n\nACTOR BrutalizedNAZI2: BrutalizedNAZI1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n FUN1 B 15\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedNAZIStop2\")\n\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedNAZI3\")\n\t\tStop\n}}\n\nactor BrutalizedNAZIStop2: CurbstompedMarine\n{\n States\n {\n Spawn:\nnaz5 I 1 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nNAZ5 M -1\n Stop }}\n\nACTOR BrutalizedNAZI3: BrutalizedNAZI1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n FUN1 C 15\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedNAZIStop3\")\n\tStop\n\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\t\tTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tFUN1 EFGH 6\n\t\tFUN1 H -1\n\t\tStop\n}}\n\nactor BrutalizedNAZIStop3: CurbstompedMarine\n{\n States\n {\n Spawn:\nFUN1 FGH 6 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nFUN1 H -1\n Stop }}\n\n/////////Poor Fucking Waffen SS!!!\n\nACTOR BrutalizedWAFFEN1\n{\n\tGame Doom\n\tRadius 16\n\tHeight 50\n\tHealth 70\n\tbloodtype \"DeadBlood\"\n\t\tPainSound \"nazi/pain\"\n\t\tPainChance 255\n\t\tMass 999999\n\t-SOLID\n\t+SHOOTABLE\n\t+NORADIUSDMG\n\t+FLOORCLIP\n\tScale 1.0\n\tStates\n\t{\n\t\t\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasZManShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tPain:\n FUN2 A 15\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedWaffenStop\")\n\tStop\n\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Recoil(2)\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedWaffen2\")\n\t\tStop\n\n\tDeath.SSG:\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n \t TNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_CustomMissile (\"SargeXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n Stop\n}}\n\nactor BrutalizedWaffenStop: CurbstompedMarine\n{\n States\n {\n Spawn:\nPaz5 h 1 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nPaz5 i -1\n Stop }}\n\nACTOR BrutalizedWaffen2: BrutalizedWAFFEN1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n FUN2 B 15\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedwaffenStop2\")\n\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"Brutalizedwaffen3\")\n\t\tStop\n}}\n\nactor BrutalizedwaffenStop2: CurbstompedMarine\n{\n States\n {\n Spawn:\nPaz5 I 1 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nPAZ5 M -1\n Stop }}\n\nACTOR Brutalizedwaffen3: BrutalizedWAFFEN1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n FUN2 C 15\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizeDWAFFENStop3\")\n\tStop\n\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\t\tTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tFUN2 EFGH 6\n\t\tFUN2 H -1\n\t\tStop\n}}\n\nactor BrutalizeDWAFFENStop3: CurbstompedMarine\n{\n States\n {\n Spawn:\nFUN2 FGH 6 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nFUN2 H -1\n Stop }}"
},
{
"source": "pk3",
"name": "actors/foes/OBESO.txt",
"contents": "ACTOR FatFace Replaces Spidermastermind\n{\n\tHealth 7500\n\tRadius 26\n\tHeight 56\n\tDeathHeight 0\n\tSpeed 4\n\tMass 1000\n\tPainchance 0\n\tMONSTER\n\t+FLOORCLIP\n +NOINFIGHTING\n\t+BOSS\n +BOSSDEATH\n\t+NORADIUSDMG\n\t+LOOKALLAROUND\n\t+AMBUSH\n\t+JUSTHIT\n\tSeeSound \"bos5/sight\"\n\tAttackSound \"weapons/minigunfire\"\n\tDeathSound \"bos5/death\"\n\tObituary \"%o was killed by General Fettgesicht.\"\n\tBloodColor \"FF 00 00\"\n\tBloodType \"Nashgore_Blood\"\n DAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n\tDamage 4\n\tStates\n\t{\n\tSpawn:\n\t\tFETG A 5 A_Look\n\t\tLoop\n\tSee:\n\t\tFETG AAAAABBBBBCCCCCDDDDD 1 A_Chase\n\t\tLoop\n\tMissile:\n\n FETG E 10 A_FaceTarget\n FETG F 5 BRIGHT A_CustomMissile (\"Rocchetti\", 30, 18, 0)\n\t\tFETG E 5 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\tFETG F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n FETG GH 1 BRIGHT A_CustomMissile(\"HansTracer\", 38, 0, random(-8, 8), 0)\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nFETG E 1 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\tFETG F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n FETG GH 1 BRIGHT A_CustomMissile(\"HansTracer\", 38, 0, random(-8, 8), 0)\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nFETG E 1 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\tFETG F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n FETG GH 1 BRIGHT A_CustomMissile(\"HansTracer\", 38, 0, random(-8, 8), 0)\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nFETG E 5 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\tFETG F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\nFETG GH 1 BRIGHT A_CustomMissile(\"HansTracer\", 38, 0, random(-8, 8), 0)\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nFETG E 1 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\tFETG F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n FETG GH 1 BRIGHT A_CustomMissile(\"HansTracer\", 38, 0, random(-8, 8), 0)\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nFETG E 1 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\tFETG F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n FETG GH 1 BRIGHT A_CustomMissile(\"HansTracer\", 38, 0, random(-8, 8), 0)\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nFETG E 1 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\tFETG F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n FETG GH 1 BRIGHT A_CustomMissile(\"HansTracer\", 38, 0, random(-8, 8), 0)\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nFETG E 1 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\tFETG F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n FETG GH 1 BRIGHT A_CustomMissile(\"HansTracer\", 38, 0, random(-8, 8), 0)\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nFETG E 1 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\tFETG F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n FETG GH 1 BRIGHT A_CustomMissile(\"HansTracer\", 38, 0, random(-8, 8), 0)\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nFETG E 1 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\tFETG F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n FETG GH 1 BRIGHT A_CustomMissile(\"HansTracer\", 38, 0, random(-8, 8), 0)\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n GOTO SEE\n\n\tDeath:\n\t\tWBO5 J 1 A_Scream\n\t\tWBO5 JKLM 5 A_GiveToTarget(\"ScoreItem\", 5000)\n WBO5 M 60 A_SpawnItem (\"MediumBloodSpot\")\n\t\tWBO5 M -1 A_BossDeath\n\t\tStop\n\nDeath.ExplosiveImpact:\nXDEATH:\n TNT1 A 0 A_GiveToTarget(\"ScoreItem\", 15000)\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 a 0 A_CustomMissile(\"MuchBlood\", 0, 120)\nTNT1 a 0 A_CustomMissile(\"MuchBlood\", 0, 120)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t TNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"UltraGoreSPawner\", 90, 0, random (0, 360), 2, random (0, 180))\n TNT1 A 0 A_CustomMissile (\"XDeathFATARM\", 35, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeathFATARM\", 5, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDEATHFATBUSTO\", 10, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDEATHFATLEG\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDEATHFATLEG\", 46, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDEATHFATHEAD\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 200\nTNT1 A 1 A_BossDeath\n\t\tStop\n\nDeath.cutless:\n TNT1 A 0\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeathFATARM\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"RIPFAT\", 35, 0, random (0, 360), 2, random (0, 160))\n WBA5 A 5 A_GiveToTarget(\"ScoreItem\", 10000)\n\t\tWBA5 B 5 A_Scream\n\t\tWBA5 C 5 A_NoBlocking\n\t\tWBA5 D 5\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n WBA5 D 200\n WBA5 D -1 A_BossDeath\n\t\tStop\n\n }\n\n}\n\nACTOR Rocchetti\n{\n\tRadius 10\n\tHeight 8\n\tProjectile\n\tSpeed 15\n Damage 35\n\tDamageType Explosive\n MeleeDamage 0\n Gravity 0.00\n Decal \"Scorch\"\n -NOGRAVITY\n +EXTREMEDEATH\n +BLOODSPLATTER\n Health 5\n SeeSound \"weapons/RLL\"\n //SeeSound \"RLANSHOT\"\n\tDeathSound \"Explosion\"\n\tObituary \"$OB_MPROCKET\"\n\tStates\n\t{\n\tSpawn:\n\t MISL A 1 Bright\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_CustomMissile (\"RocketSmokeTrail52\", 2, 0, random (70, 110), 2, random (0, 360))\n\t\tTNT1 A 0 A_SpawnItem (\"RocketSmokeTrail52\")\n\t\tLoop\n\n\tDeath:\nEXPL A 0 Radius_Quake (2, 54, 0, 15, 0)\n\n TNT1 A 0 A_AlertMonsters\n\n\t\t//EXPL A 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n//TNT1 AA 0 A_CustomMissile (\"ExplosionSmoke\", 22, 0, random (0, 360), 2, random (0, 360))\n\n TNT1 A 0 A_CustomMissile (\"MetalShard1\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"MetalShard2\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"MetalShard3\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"RocketExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 0, 0, random (0, 360), 2, random (0, 360))\n//XXXX A 0 A_CustomMissile (\"ExplosionQuake\", 1, 0, random (0, 360), 2, random (0, 160))\n\n TNT1 AAAAAAA 0 A_CustomMissile (\"MediumExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\nEXPL AAA 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAA 1 A_CustomMissile (\"ExplosionSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 3\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\t\t\t\tTNT1 AAAAAAAAA 2 A_CustomMissile (\"BigNeoSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/foes/OTTO.txt",
"contents": "ACTOR Giftmacher Replaces Baronofhell\n{\n\tHealth 10000\n\tRadius 26\n\tHeight 56\n GibHealth 35\n\tDeathHeight 0\n\tSpeed 3\n\tMass 1000\n\tPainchance 0\n\tMONSTER\n\t+FLOORCLIP\n\t+DONTHURTSPECIES\n +NOINFIGHTING\n +DONTHARMSPECIES\n\t+NORADIUSDMG\n\t+BOSS\n +BOSSDEATH\n\t+JUSTHIT\n\t+AMBUSH\n\t+NOTARGET\n\t+LOOKALLAROUND\n\tSeeSound \"bos8/sight\"\n\tDeathSound \"bos8/death\"\n\tObituary \"%o ride Otto GiftMacher's Rocket!\"\n\tBloodColor \"FF 00 00\"\n BloodType \"Nashgore_Blood\"\n DAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n\tStates\n\t{\n\tSpawn:\n\t\tOTTO A 5 A_Look\n\t\tLoop\n\tSee:\n\t\tOTTO AAAAAAAABBBBBBBBCCCCCCCCDDDDDDDD 1 A_Chase\n\t\tLoop\n\tMissile:\n\t\tOTTO E 10 A_FaceTarget\n\t\tOTTO F 5 BRIGHT A_CustomMissile (\"Rockettaro\", 30, 13, 0)\n\t\tOTTO E 5 A_FaceTarget\n\t\tOTTO E 0 A_CposRefire\n\t\tOTTO E 0 A_Jump(192,3)\n\t\tOTTO E 5 A_FaceTarget\n\t\tOTTO F 5 BRIGHT A_CustomMissile (\"Rockettaro\", 30, 13, 0)\n\t\tOTTO E 5 A_FaceTarget\n\t\tOTTO AAAAAAAABBBBBBBBCCCCCCCCDDDDDDDD 1 A_Chase\n\t\tOTTO E 0 A_CposRefire\n\t\tLoop\n\tPain:\n\t\tWBO8 A 6 A_Pain\n\t\tGoto See\n\tDeath:\n\t\tWBO8 G 1 A_Scream\n\t\tWBO8 GHIJ 5 A_GiveToTarget(\"ScoreItem\", 5000)\n WBO8 J 60 A_SpawnItem (\"MediumBloodSpot\")\n\t\tWBO8 J -1 A_BossDeath\n\t\tStop\n\nDeath.ExplosiveImpact:\nXDEATH:\n TNT1 A 0 A_GiveToTarget(\"ScoreItem\", 15000)\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 a 0 A_CustomMissile(\"MuchBlood\", 0, 120)\nTNT1 a 0 A_CustomMissile(\"MuchBlood\", 0, 120)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t TNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"UltraGoreSPawner\", 90, 0, random (0, 360), 2, random (0, 180))\n TNT1 A 0 A_CustomMissile (\"XDeathOTTOARM\", 35, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeathOTTOARM\", 5, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDEATHOTTOBUSTO\", 10, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDEATHOTTOLEG\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDEATHOTTOLEG\", 46, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDEATHOTTOHEAD\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 200\nTNT1 A 1 A_BossDeath\n\t\tStop\n\nDeath.cutless:\n TNT1 A 0\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeathOTTOARM\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"RIPOTTO\", 35, 0, random (0, 360), 2, random (0, 160))\n WBA8 A 5 A_GiveToTarget(\"ScoreItem\", 10000)\n\t\tWBA8 B 5 A_Scream\n\t\tWBA8 C 5 A_NoBlocking\n\t\tWBA8 D 5\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n WBA8 D 200\n WBA8 D -1 A_BossDeath\n\t\tStop\n\n\t}\n}\n\n///This is the same rocket of brutal doom,but more slow of it.\n\nACTOR Rockettaro\n{\n\tRadius 10\n\tHeight 8\n\tProjectile\n\tSpeed 15\n Damage 35\n\tDamageType Explosive\n MeleeDamage 0\n Gravity 0.00\n Decal \"Scorch\"\n -NOGRAVITY\n +EXTREMEDEATH\n +BLOODSPLATTER\n Health 5\n SeeSound \"weapons/RLL\"\n //SeeSound \"RLANSHOT\"\n\tDeathSound \"Explosion\"\n\tObituary \"$OB_MPROCKET\"\n\tStates\n\t{\n\tSpawn:\n\t MISL A 1 Bright\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_CustomMissile (\"RocketSmokeTrail52\", 2, 0, random (70, 110), 2, random (0, 360))\n\t\tTNT1 A 0 A_SpawnItem (\"RocketSmokeTrail52\")\n\t\tLoop\n\n\tDeath:\nEXPL A 0 Radius_Quake (2, 54, 0, 15, 0)\n\n TNT1 A 0 A_AlertMonsters\n\n\t\t//EXPL A 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n//TNT1 AA 0 A_CustomMissile (\"ExplosionSmoke\", 22, 0, random (0, 360), 2, random (0, 360))\n\n TNT1 A 0 A_CustomMissile (\"MetalShard1\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"MetalShard2\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"MetalShard3\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"RocketExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 0, 0, random (0, 360), 2, random (0, 360))\n//XXXX A 0 A_CustomMissile (\"ExplosionQuake\", 1, 0, random (0, 360), 2, random (0, 160))\n\n TNT1 AAAAAAA 0 A_CustomMissile (\"MediumExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\nEXPL AAA 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAA 1 A_CustomMissile (\"ExplosionSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 3\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\t\t\t\tTNT1 AAAAAAAAA 2 A_CustomMissile (\"BigNeoSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/foes/RIFLEMAN.txt",
"contents": "ACTOR Rifle_man\n{\n\tGame Doom\n\tHealth 40\n\tRadius 16\n\tHeight 40\n Speed 2\n\tFastSpeed 10\n\tPainChance \"blood\", 0\n\tPainChance 200\n\tPainChance \"Avoid\", 100\n\tPainChance \"Kick\", 255\n\tPainChance \"Melee\", 255\n\tPainChance \"Taunt\", 255\nDamageFactor \"RifleNoExplode\", 2.0\n\tdamagefactor \"Fatality\", 0.5\n\tdamagefactor \"HelperMarineFatallity\", 3.0\n\tdamagefactor \"SuperPunch\", 0.5\n\tdamagefactor \"Melee\", 0.5\n damagefactor \"blood\", 0.0\n\tPainChance \"ExplosiveImpact\", 255\n\tMonster\n\t+FLOORCLIP\n +MISSILEMORE\n +NOINFIGHTING\n +DONTHARMSPECIES\n Scale 0.98\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\n BloodType \"NashGore_Blood\"\n\tSeeSound \"sa/sight\"\n\tPainSound \"sa/pain\"\n\tDeathSound \"sa/death\"\n\tActiveSound \"\"\n damagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n damagefactor \"Avoid\", 1.1\n damagefactor \"Kick\", 0.3\n damagefactor \"MinorHead\", 2.0\n\tdamagefactor \"Head\", 2.0\n\tdamagefactor \"Shrapnel\", 0.4\n\tdamagefactor \"ExplosiveImpact\", 0.6\n\tObituary \"%o was hit by a Rifleman.\"\n\tdamagefactor \"Taunt\", 1.0\n\tStates\n\t{\n Spawn:\n\n\tRIDL AAAAA 4 A_Look\n\tLoop\n\n\tSee:\n\n ROSS AAAAAABBBBBBCCCCC 1 A_Chase\n\t\tLoop\n\t\tTNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n\n TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 10, 0, 0)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 5, 40,0)\n\t\tROSS AA 2 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 5, 40,0)\n\t\tROSS AA 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 5, 40,0)\n\t\tROSS BB 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 5, 40,0)\n\t\tROSS BB 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 5, 40,0)\n\t\tROSS CC 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 5, 40,0)\n\t\tROSS CC 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 5, 40,0)\n\t\tROSS DD 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 5, 40,0)\n\t\tROSS DD 2 A_Chase\n\n\t\tLoop\n\n\tMissile:\n\t\tTNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n\n TNT1 A 0 A_GiveInventory(\"RIFLEManAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tROSS E 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tROSS E 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n TNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\n TNT1 A 0 A_PlaySound(\"weapons/kar98\")\n\tROSS F 5 BRIGHT A_CustomMissile(\"RIFLEMANTRACER\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tROSS E 6 A_FaceTarget\n TNT1 A 0 A_JumpIfInventory(\"RIFLEManAmmo\", 5, \"Reload\")\n Goto See\n\n Reload:\n TNT1 A 0 A_TakeInventory(\"RIFLEManAmmo\", 5)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 5, 40,0)\n ROSS A 3\n ROSS A 1 A_PlaySound(\"Weapons/KAR98/Reload\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 5, 40,0)\n RD12 A 20\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 5, 40,0)\n RD12 B 20\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 5, 40,0)\n RD12 B 20\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 5, 40,0)\n RD12 C 20\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 5, 40,0)\n RD12 D 20\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 5, 40,0)\n ROSS A 10\n Goto See\n\n Pain.Avoid:\n\n\t TNT1 A 0\n\t TNT1 A 0 A_Jump(255, \"AvoidLeft\", \"AvoidRight\")\n\t Goto AvoidLeft\n\n\t AvoidLeft:\n\t ROSS A 1 A_FaceTarget\n\t TNT1 A 0 ThrustThing(angle*256/360+192, 15, 0, 0)\n ROSS ABCDABCD 2 A_FaceTarget\n Goto Missile\n\tAvoidRight:\n\t ROSS A 1 A_FaceTarget\n\t TNT1 A 0 ThrustThing(angle*256/360+64, 15, 0, 0)\n ROSS ABCDABCD 2 A_FaceTarget\n Goto Missile\n\n Pain.KillMe:\n TNT1 A 0\n Goto Missile\n Death.KillMe:\n Death.Taunt:\n Death.Avoid:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"Zombie_Man\")\n\t\tTNT1 A 0\n Stop\n\n\tPain:\n\t\t\t TNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, 6)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tTNT1 A 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t ROSS G 3\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tROSS G 3 A_Pain\n\t\tGoto See\n TNT1 AAAA 0\n TNT1 A 0 A_Pain\n ID11 FRRRQ 10\n TNT1 A 0 A_TakeInventory(\"IsDown\", 1)\n Goto See\n\n Pain.Melee:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory (\"SKZombieMan\", 1, \"StealthKill\")\n TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, 6)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t ROSS G 3\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tROSS G 3 A_Pain\n\t\tGoto See\n TNT1 AAAA 0\n TNT1 A 0 A_Pain\n ID11 FRRRQ 10\n\t\tTNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n TNT1 A 0 A_TakeInventory(\"IsDown\", 1)\n Goto See\n\n\tPain.ExplosiveImpact:\n\tPain.Explosive:\n\t TNT1 A 0\n\t TNT1 A 0 A_Pain\n\t\t TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Pain\")\n\t\t \t\t TNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n TNT1 A 0 A_GiveInventory(\"IsDown\", 1)\n TNT1 A 0 ThrustThingZ(0,40,0,1)\n ID11 EF 8\n\t\tGoto FallingAfterImpact\n\n Pain.Kick:\n TNT1 A 0\n ID11 E 1 A_Pain\n\t\t TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Pain\")\n\t\t TNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n TNT1 A 0 A_GiveInventory(\"IsDown\", 1)\n TNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\t//ID11 E 1 A_Chase (\"\",\"\")\n\t\tID11 E 1 A_facetarget\n ID11 E 6 ThrustThing(angle*256/360+128, 10, 0, 0)\n ID11 F 8\n\t\tGoto FallingAfterImpact\n\n\t\tFallingAfterImpact:\n\t\tID11 F 1 A_GiveInventory (\"FallingHeight\", 1)\n\t\tID11 F 1 A_CheckFloor (\"GetUp\")\n\t\tNULL A 0 A_JumpIf (momz == 0, \"GetUp\")\n\t\tLoop\n\n\t\tGetUp:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory (\"FallingHeight\", 20, \"Death.Stomp\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"FallingHeight\", 14, \"FallingSuperDeath\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"FallingHeight\", 7, \"FallingDeath\")\n\t\tID11 RRRRRRR 5 A_JumpIf(momz < 0, \"FallingAfterImpact\")\n\t\tTNT1 A 0 A_TakeInventory(\"FallingHeight\", 100)\n TNT1 A 0 A_TakeInventory(\"IsDown\", 1)\n\t\tID11 Q 10\n Goto See\n\n\tFallingDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_Scream\n\tTNT1 A 0 A_NoBLocking\n\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (50, 130))\n\tID11 EF 2\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tTNT1 A 0 A_SpawnItem (\"DeadZombieman1\")\n\tStop\n\n\tFallingSuperDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_XScream\n\tTNT1 A 0 A_NoBLocking\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tGoto Death.ExplosiveImpact+1\n\n\t Death.Melee:\n TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"SKZombieMan\", 1, \"StealthKill\")\n Death.Kick:\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (8)\n ID11 EF 8\n\t\t TNT1 A 0 A_SpawnItem(\"DeadZombieman1\")\n\t\tStop\n\n\tStealthKill:\n\tTNT1 A 1\n\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n\tTNT1 A 0 A_GiveToTarget(\"SKZombieMan\", 1)\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Die(\"Stealthy\")\n\tTNT1 A 0 A_Fall\n\tTNT1 A 1\n\tStop\n\tDeath.Stealthy:\n\tTNT1 A 0\n\tStop\n\n Death.Down:\n\t\tPOSS I 0 A_Scream\n\t\tPOSS J 0 A_NoBlocking\n\t\tPOSS K 0\n TNT1 A 0 A_SpawnItem (\"DeadZombieman1\")\n Stop\n\nDeath.Arm2:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 500)\nGSUB A 4 A_Scream\nGSUB B 4 A_NOBLOCKING\nGSUB C 4\nGSUB D 4\nGSUB E 4\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nGSUB E -1\nStop\n\nDeath.Coltello:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 500)\nGUCC A 3 A_Scream\nGUCC B 3 A_NOBLOCKING\nGUCC C 3\nGUCC D 3\nGUCC E 3\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nGUCC E -1\nStop\n\nDeath.Shotgun:\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Death.Shotgunontheface\")\n\t\tGoto Death\n\n\tDeath.Shotgunontheface:\n\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(48, \"Death.Arm\", \"Death.Leg\")\n\t TNT1 A 0 ThrustThingZ(0,40,0,1)\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n ID11 EF 15\n TNT1 A 0 A_SpawnItem (\"DeadZombieMan1\")\n\t\t Stop\n\n\tDeath:\n TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\n TNT1 A 0\n\t\tTNT1 AA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 7, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_Jump(32, \"Death.Arm\", \"Death.Leg\")\n\t\tTNT1 A 0 A_Jump(128, \"DeathMirror\")\n TNT1 A 0 A_Jump(64, \"DONTSHOT\")\n\t\tPOSS H 5 A_GiveToTarget(\"ScoreItem\", 100)\n\t\tPOSS I 5 A_Scream\n\t\tPOSS J 5 A_NoBlocking\n\t\tPOSS K 5\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadZombieman1\")\n\t\tStop\n\n\tDeath.RifleNoExplode:\n TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\n TNT1 A 0\n\t\tTNT1 AA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 7, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_Jump(32, \"Death.Arm\", \"Death.Leg\")\n\t\tTNT1 A 0 A_Jump(128, \"DeathMirror\")\n\t\tPOSS H 5 A_GiveToTarget(\"ScoreItem\", 100)\n\t\tPOSS I 5 A_Scream\n\t\tPOSS J 5 A_NoBlocking\n\t\tPOSS K 5\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadZombieman1\")\n\t\tStop\n\nDeath.LaserRifle:\n\t\tTNT1 A 0 A_Jump(50, \"DEATH\")\n\t\tTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 1000)\n TNT1 A 0 A_NoBlocking\nTNT1 A 0 A_PLAYSOUND(\"HORRIBLE/DEATH\")\ntnt1 a 0\n TNT1 A 0 A_SpawnItem(\"Fallout3Disintigration\")\n\t\tStop\n\n\tDeathMirror:\n\t POSS M 5\n\t\tPOSS N 5 A_Scream\n\t\tPOSS O 5 A_NoBlocking\n\t\tPOSS P 5 A_GiveToTarget(\"ScoreItem\", 100)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadZombieman1f\")\n\t\tStop\nDONTSHOT:\n TNT1 A 0 A_SpawnItem (\"PREYRIFLEMAN\")\nStop\n\n Death.Arm:\nTNT1 A 0 A_JUMP(50,\"DEATH.ARM2\")\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tZZD2 A 10 A_Scream\nZZD2 A 1 A_GiveToTarget(\"ScoreItem\", 300)\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem (\"DyingSANoArm\")\n Stop\n\nDeath.leg:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"ZombieLegOnFoot\")\n SALE A 5\n\t\tSALE B 5 A_Scream\n\t\tSALE C 5 A_NoBlocking\n\t\tSALE D 5 A_GiveToTarget(\"ScoreItem\", 200)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadSA_NoLeg\")\n\t\tStop\n\n\tDeath.cut:\n TNT1 A 0\n TNT1 A 0 A_Jump(32, \"Death.Arm\", \"Death.Leg\")\n Goto Death.Tear\n\n\t\t Death.cutless:\n TNT1 A 0\n TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\n\t\tTNT1 A 0 A_Jump(32, \"Death.Cut\")\n\t\tTNT1 A 0 A_Jump(100, \"Death.LegMassacre\",\"HitlerDeathStyle\")\n tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n Goto Death.Massacre\n\nHitlerDeathStyle:\n POSS G 3\n POSS G 30\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t TNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\ntnt1 a 0 A_PlaySound(\"HITLER/GORE\")\nTNT1 A 0 A_NOBLOCKING\nFUCG AABB 2\nTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\nFUCG CCDD 2\n\t\ttnt1 a 0 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nfUCG D -1\nStop\n\n\t Death.Massacre:\n TNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 O 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem (\"BrutalizedZombieMan1\", 1)\n\t\tStop\n\n\t\tDeath.LegMassacre:\n\t\tTNT1 A 0\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"ZombieLegOnFoot\")\n\t\tPOS7 B 1 A_Scream\nPOS7 B 1 A_GiveToTarget(\"ScoreItem\", 100)\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem (\"BrutalizedZombieManLeg\")\n Stop\n\n Death.Tear:\n TNT1 AA 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n \t TNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 O 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"RipZombieMan\", 0, 0, random (0, 360), 2, random (0, 160))\n\t POSX AABCDE 9\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_Half\")\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\t//POSX E -1\n\t\tStop\n\n Death.Eat:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t TNT1 A 0 A_Scream\n TNT1 A 0 A_GiveToTarget(\"ZombieManFatality\",1)\n Stop\n\n Death.Melee:\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n TNT1 A 1 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tGoto Death.Fatality1\n\n\tDeath.Fatality1:\n\t\tTNT1 A 0 A_Scream\n TNT1 A 0 A_GiveToTarget(\"ZombieManFatality\", 1)\n Stop\n\tDeath.Fatality2:\n\t\tTNT1 A 0 A_Scream\n TNT1 A 0 A_GiveToTarget(\"ZombieManFatality2\", 1)\n Stop\n\tDeath.Fatality3:\n\t\tTNT1 A 0 A_Scream\n TNT1 A 0 A_GiveToTarget(\"ZombieManFatality3\", 1)\n Stop\n\tDeath.Fatality4:\n\t\tTNT1 A 0 A_Scream\n TNT1 A 0 A_GiveToTarget(\"ZombieManFatality4\", 1)\n Stop\n\n\tDeath.HelperMarineFatallity:\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"ZombieManFatality3\", 1)\n Stop\n\n Death.BHFT:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_Pain\n TNT1 A 0 A_GiveToTarget(\"ZombieManFatality\", 1)\n TNT1 A 0\n\t\tStop\n\n\tDeath.MinorHead:\n\t TNT1 A 0\n\t TNT1 A 0 A_Jump (128, \"DeathMinorhead2\")\n\t TNT1 A 0 A_Scream\n\t\tPOSH U 5 A_CustomMissile (\"MuchBlood2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tPOSH V 5\n\t\tTNT1 AA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tPOSH W 5 A_NoBlocking\n\t\tPOSH XY 5 A_GiveToTarget(\"ScoreItem\", 200)\n TNT1 A 0 A_SpawnItem (\"DeadZombiemanMinorHead\")\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\t//POSS L -1\n\t\tStop\n\n\t DeathMinorHead2:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Jump (96, \"DeathMinorhead3\")\n\t TNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_CustomMissile (\"Brains7\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Teeth\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"TeethNoBounce\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tZZD5 A 6 A_CustomMissile (\"MuchBlood2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tZZD5 CB 8 A_GiveToTarget(\"ScoreItem\", 200)\n\n\t\tTNT1 A 0 A_Scream\n\t\tZZD5 D 6 A_NoBlocking\n\n TNT1 A 0 A_SpawnItem (\"DeadZombieManFacingFront\")\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\t//POSS L -1\n\t\tStop\n\n\t DeathMinorHead3:\n\t TNT1 A 0\n\t TNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_CustomMissile (\"Brains7\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Teeth\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"TeethNoBounce\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tZZD5 A 6 A_CustomMissile (\"MuchBlood2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tZZD5 CB 8 A_GiveToTarget(\"ScoreItem\", 200)\n\n\t\tZZD5 CBCBCB 12 A_Pain\n\t\tTNT1 A 0 A_Scream\n\t\tZZD5 D 6 A_NoBlocking\n\n TNT1 A 0 A_SpawnItem (\"DeadZombieManFacingFront\")\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\t//POSS L -1\n\t\tStop\n\n\tDeath.head:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n \t TNT1 AA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tZMAD B 0 A_XScream\ntnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n ZMAD B 1\n\t\tZMAD C 0 A_NoBlocking\n\n\t\tTNT1 A 0 A_Jump(32, \"Deathchickenhead\")\n\n\t\tZMAD ABBC 10 A_CustomMissile (\"MuchBlood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tZMAD DE 6\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoHeadFront\")\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\t//POSH F -1\n\t\tStop\n\n\t\tDeathChickenHead:\n\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tZMAD FGH 4 A_SpawnItem (\"Blood\", 0, 56)\n\n\t\t\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tZMAD FGH 4 A_SpawnItem (\"Blood\", 0, 56)\n\n\t\t\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tZMAD FGH 4 A_SpawnItem (\"Blood\", 0, 56)\n\n\t\t\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tZMAD FGH 4 A_SpawnItem (\"Blood\", 0, 56)\n\n\t\t\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tZMAD FGH 4 A_SpawnItem (\"Blood\", 0, 56)\n\n\t\t\t\t\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tZMAD FGH 4 A_SpawnItem (\"Blood\", 0, 56)\n\n\t\t\t\t\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tZMAD FGH 4 A_SpawnItem (\"Blood\", 0, 56)\n\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tZMAD ABBC 10 A_CustomMissile (\"MuchBlood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tZMAD DE 6\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoHeadFront\")\ntnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\t//POSH F -1\n\t\tStop\n\n\tDeath.decaptate:\n TNT1 A 0\n TNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tPOSH AAA 15 A_CustomMissile (\"MuchBlood\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tPOSH B 9 A_XScream\n\t\tPOSH C 9 A_NoBlocking\n\t\tPOSH DE 5\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoHead\")\nTNT1 A 1 A_GiveToTarget(\"ScoreItem\", 400)\n\t\t//POSH F -1\n\t\tStop\n\n Death.fire:\n\tDeath.Flames:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\nTNT1 A 1 A_GiveToTarget(\"ScoreItem\", 600)\n TNT1 A 0 A_SpawnItem(\"BurningSA\")\n Stop\n\n\t Death.Desintegrate:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"DesintegratedHuman\")\n Stop\n\n Death.Plasma: Death.Plasma2:\n\tPBR1 A 6 A_Scream\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\tPBR1 B 6 A_NoBlocking\n\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 H -1\n\tStop\n\n\tDeath.SuperPlasma:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n\t\tDeath.GreenFire:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n Stop\n\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tDeath.Railgun:\n\t ZZD1 E 1 A_Pain\n\t\tZZD1 E 1 A_FaceTarget\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n ZZD1 EEFFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n Stop\n\n\tXDeath:\n \t TNT1 AAAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_CustomMissile (\"ZombieXDeath\", 2, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 1 A_GiveToTarget(\"ScoreItem\", 700)\nStop\n\t\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(4)\n\n\t Death.Stomp:\n\tTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AAAAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 A 0 bright A_CustomMissile (\"XDeath2\", 55, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 A 0 bright A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 A 0 A_SpawnItem (\"CrushedRemains\")\n\tTNT1 A 1\n\tTNT1 A 1 A_XScream\n TNT1 A 1 A_NoBlocking\n\tStop\n\n\tDeath.ExplosiveImpact:\n\t TNT1 A 0 A_NoBlocking\n\t TNT1 A 0 A_Jump(130,\"Death.LandMine\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathZombieLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n ID13 AB 5 A_GiveToTarget(\"ScoreItem\", 800)\n\t\tID13 CDEF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tID13 FFFFFFFFFF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedZombiemanLeg\")\n\t\tStop\n\n\t\tDeath.LandMine:\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathZombieLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"GibHand\", 42, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tID13 A 1 A_Scream\n\t ID15 A 9\n\t\tID15 BCD 9 A_CheckFloor(\"Dead.Landmine\")\n\t\tID15 DDDDD 9 A_CheckFloor(\"Dead.Landmine\")\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedZombiemanLeg2\")\n\t\tStop\n\n\t\tDead.ExplosiveImpact:\n\t\tTNT1 AAAA 0 A_SpawnItem (\"Blood\")\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedZombiemanLeg\")\n\t\tStop\n\n\t\tDead.Landmine:\n\t\tTNT1 AAAA 0 A_SpawnItem (\"Blood\")\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedZombiemanLeg2\")\n\t\tStop\n\n\tRaise:\n\t\tPOSS K 5\n\t\tPOSS JIH 5\n\t\tGoto See\n Crush:\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail8\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n POSC A 5\n POSC A -1\n Stop\n\t}\n}\n\nACTOR PREYRIFLEMAN\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t\tPainSound \"NAZI/PAIN\"\n\t\tPainChance 255\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n damagefactor \"Avoid\", 0.0\n damagefactor \"Kick\", 2.0\n\t\tMass 50\nPainChance \"Taunt\", 255\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tStates\n\t{\n\n\tDeath.fire:\n\tDeath.Flames:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"BurningSA\")\n Stop\n\n\tSpawn:\n TNT1 A 0\n\tNODO A 10\n NODO B 10\nTNT1 A 0 A_PlaySound (\"HALT\")\n\tGoto PRAY\n\tPRAY:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n NODO C 5\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n NODO D 5\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 40, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto TAKETHIS\n\nTAKETHIS:\nNODO L 1\nTNT1 A 0 A_SpawnItem (\"RIFLE_MAN\")\nStop\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t NODO E 2\n NODO F 2\n\t\tTNT1 A 0 A_PlaySound (\"GRUNT/DEATH\")\nTNT1 A 0 A_SpawnItem (\"KARABINE98\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadZombieman2\")\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n ZMAD B 10\nTNT1 A 0 A_SpawnItem (\"KARABINE98\")\n TNT1 A 0 A_SpawnItem (\"DeadZombieMan_NoHeadFront\", 1)\nStop\n\nDeath.Shotgun:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 GH 15\nTNT1 A 0 A_SpawnItem (\"KARABINE98\")\n TNT1 A 0 A_SpawnItem (\"DeadZombieman2\")\n\t\t Stop\n\n\t\t Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"KARABINE98\")\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n Xdeath:\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\nTNT1 A 0 A_SpawnItem (\"KARABINE98\")\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus10Armor\")\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n ZZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n Stop\n\n\t}\n}\n\n\t\t\t\tACTOR RIFLE_PATROL : Rifle_man\n{\n\t+JUSTHIT\n\tStates\n\t{\n\tSpawn:\n\t\tROSS AAA 1 A_Wander\n\t\tROSS AAAA 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tROSS BBB 1 A_Wander\n\t\tROSS BBB 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tROSS CCC 1 A_Wander\n\t\tROSS CCC 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tLoop\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/foes/SERGEANTS.txt",
"contents": "ACTOR ShotgunGuy1\n{\n\tGame Doom\n\tHealth 70\n\tSpawnID 1\n\tRadius 16\n\tHeight 40\n\tHeight 40\n\tMass 100\n +SOLID\n\tSpeed 5\n\tFastSpeed 10\n Scale 0.98\n\tPainChance \"blood\", 0\n DAMAGEFACTOR \"blood\", 0.0\n\tPainChance 200\n\tPainChance \"Kick\", 255\n\tPainChance \"Melee\", 255\n\tPainChance \"ExplosiveImpact\", 255\n\tPainChance \"Avoid\", 120\n\tPainChance \"Taunt\", 255\n\tMonster\n\t+FLOORCLIP\n +NOINFIGHTING\n +DONTHARMSPECIES\n BloodType \"NashGore_Blood\"\n\tSeeSound \"SPION\"\n\tPainSound \"nazi/pain\"\n\tDeathSound \"OFDEATH\"\n\tActiveSound \"none\"\nDamageFACTOR \"RifleNoExplode\", 2.0\n DAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n DAMAGEFACTOR \"Shrapnel\", 0.3\n DAMAGEFACTOR \"Kick\", 0.4\n\tDAMAGEFACTOR \"MinorHead\", 2.0\n\tDAMAGEFACTOR \"Head\", 2.0\n\tDAMAGEFACTOR \"taunt\", 0.0\n\tObituary \"%o was stopped by a SturmBannFùhrer.\"\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\n\tDAMAGEFACTOR \"Fatality\", 0.5\n\tDAMAGEFACTOR \"SuperPunch\", 0.5\n\tDAMAGEFACTOR \"Melee\", 0.5\n\tStates\n\t{\n\n\tPain.Avoid:\n\t TNT1 A 0\n\t TNT1 A 0 A_Jump(255, \"AvoidLeft\", \"AvoidRight\")\n\t Goto AvoidLeft\n\n\t AvoidLeft:\n\t SPOS A 1 A_FaceTarget\n\t TNT1 A 0 ThrustThing(angle*256/360+192, 15, 0, 0)\n SPOS ABCDABCD 2 A_FaceTarget\n Goto Missile\n\tAvoidRight:\n\t POSS A 1 A_FaceTarget\n\t TNT1 A 0 ThrustThing(angle*256/360+64, 15, 0, 0)\n SPOS ABCDABCD 2 A_FaceTarget\n Goto Missile\n\n\tSpawn:\n\n WWHT ZZZZZZ 2 A_Look\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t Loop\n\n\tSee:\n\n WWHT AAAABBBBCCCCDDDD 1 A_Chase\n TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 20, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"SKShotgunGuy\", 1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tSPOS AA 2 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tSPOS AA 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tSPOS BB 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tSPOS BB 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tSPOS CC 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 30,0)\n\t\tSPOS CC 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tSPOS DD 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tSPOS DD 2 A_Chase\n\n\t\tLoop\n\n\tMissile:\n TNT1 A 0 A_jumpifcloser(512,\"SpecialAttack\")\n GOTO LUGER\n\nLUGER:\n WWHT EE 1 A_FaceTarget\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n WWHT FF 1 A_FaceTarget\n TNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\n TNT1 A 0 A_PlaySound(\"weapons/luger\")\n TNT1 A 0 A_AlertMonsters\ntnt1 a 0 A_CustomMissile(\"ZombieManTracer\", 32, 0, random(-8, 8), 0)\n\t\tWWHT GG 2 Bright\n WWHT G 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n WWHT FF 4 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tWWHT EE 1 A_FaceTarget\n\t\tGOTO SEE\n\n SpecialAttack:\n WWHT ZZZ 2 A_FaceTarget\n GRAN AAAAA 2 A_FaceTarget\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n TNT1 A 0 A_PlaySound(\"Achtung\")\n GRAN BBBBBB 3\n GRAN C 1 A_CustomMissile(\"Grenade2\",48,0,0,2,10)\n GRAN DD 2 A_FaceTarget\n Goto STAYSTUPID\n\n STAYSTUPID:\n WWHT FF 1 A_FaceTarget\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n TNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\n TNT1 A 0 A_PlaySound(\"weapons/luger\")\n TNT1 A 0 A_AlertMonsters\ntnt1 a 0 A_CustomMissile(\"ZombieManTracer\", 32, 0, random(-8, 8), 0)\n\t\tWWHT GG 2 Bright\n WWHT G 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n WWHT FF 4 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tWWHT EE 1 A_FaceTarget\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n WWHT FF 1 A_FaceTarget\n TNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\n TNT1 A 0 A_PlaySound(\"weapons/luger\")\n TNT1 A 0 A_AlertMonsters\ntnt1 a 0 A_CustomMissile(\"ZombieManTracer\", 32, 0, random(-8, 8), 0)\n\t\tWWHT GG 2 Bright\n WWHT G 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n WWHT FF 4 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tWWHT EE 1 A_FaceTarget\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n WWHT FF 1 A_FaceTarget\n TNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\n TNT1 A 0 A_PlaySound(\"weapons/luger\")\n TNT1 A 0 A_AlertMonsters\ntnt1 a 0 A_CustomMissile(\"ZombieManTracer\", 32, 0, random(-8, 8), 0)\n\t\tWWHT GG 2 Bright\n WWHT G 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n WWHT FF 4 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tWWHT EE 1 A_FaceTarget\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n WWHT FF 1 A_FaceTarget\n TNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\n TNT1 A 0 A_PlaySound(\"weapons/luger\")\n TNT1 A 0 A_AlertMonsters\ntnt1 a 0 A_CustomMissile(\"ZombieManTracer\", 32, 0, random(-8, 8), 0)\n\t\tWWHT GG 2 Bright\n WWHT G 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n WWHT FF 4 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tWWHT EE 1 A_FaceTarget\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n WWHT FF 1 A_FaceTarget\n TNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\n TNT1 A 0 A_PlaySound(\"weapons/luger\")\n TNT1 A 0 A_AlertMonsters\ntnt1 a 0 A_CustomMissile(\"ZombieManTracer\", 32, 0, random(-8, 8), 0)\n\t\tWWHT GG 2 Bright\n WWHT G 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n WWHT FF 4 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tWWHT EE 1 A_FaceTarget\n Goto See\n\n\tPain:\n TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, 6)\n\t\tTNT1 A 0 A_TakeInventory(\"SKShotgunGuy\", 1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tSPOS G 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tSPOS G 3 A_Pain\n\t\tGoto See\n TNT1 AAAAA 0\n TNT1 A 0 A_Pain\n ID11 H 8\n\t\tID11 S 35\n TNT1 A 0 A_TakeInventory(\"IsDown\", 1)\n\t\tID11 T 10\n Goto See\n\n\tPain.Melee:\n\tTNT1 A 0\n TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, 6)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tSPOS G 3\n\t\tTNT1 A 0 A_JumpIfInventory (\"SKShotgunGuy\", 1, \"StealthKill\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tSPOS G 3 A_Pain\n\t\tGoto See\n TNT1 AAAAA 0\n TNT1 A 0 A_Pain\n ID11 H 8\n\t\tID11 S 35\n TNT1 A 0 A_TakeInventory(\"IsDown\", 1)\n\t\tID11 T 10\n Goto See\n\n\tPain.ExplosiveImpact:\n\tPain.Explosive:\n\t TNT1 A 0\n\t TNT1 A 0 A_Pain\n\t\t TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Pain\")\n\t\t \t\t TNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n TNT1 A 0 A_GiveInventory(\"IsDown\", 1)\n TNT1 A 0 ThrustThingZ(0,40,0,1)\n ID11 GH 8\n\t\tGoto FallingAfterImpact\n\n Pain.Kick:\n TNT1 A 0\n ID11 G 1 A_Pain\n\t\t TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Pain\")\n\t\t TNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n TNT1 A 0 A_GiveInventory(\"IsDown\", 1)\n TNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\t//ID11 E 1 A_Chase (\"\",\"\")\n\t\tID11 G 1 A_facetarget\n ID11 G 6 ThrustThing(angle*256/360+128, 10, 0, 0)\n ID11 H 8\n\t\tGoto FallingAfterImpact\n\n\t\tFallingAfterImpact:\n\t\tID11 H 1 A_GiveInventory (\"FallingHeight\", 1)\n\t\tID11 H 1 A_CheckFloor (\"GetUp\")\n\t\tNULL A 0 A_JumpIf (momz == 0, \"GetUp\")\n\t\tLoop\n\n\t\tGetUp:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory (\"FallingHeight\", 20, \"Death.Stomp\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"FallingHeight\", 14, \"FallingSuperDeath\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"FallingHeight\", 7, \"FallingDeath\")\n\t\tID11 SSSSSSS 5 A_JumpIf(momz < 0, \"FallingAfterImpact\")\n\t\tTNT1 A 0 A_TakeInventory(\"FallingHeight\", 100)\n TNT1 A 0 A_TakeInventory(\"IsDown\", 1)\n\t\tID11 T 10\n Goto See\n\nDeath.Coltello:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 500)\nOUCE A 5 A_Scream\nOUCE B 5 A_NOBLOCKING\nOUCE C 5\nOUCE D 4\nOUCE E 4\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nOUCE E -1\nStop\n\nDeath.LaserRifle:\n\t\tTNT1 A 0 A_Jump(50, \"DEATH\")\n\t\tTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 1000)\n TNT1 A 0 A_NoBlocking\nTNT1 A 0 A_PLAYSOUND(\"HORRIBLE/DEATH\")\n TNT1 A 0 A_SpawnItem(\"Fallout3Disintigration\")\n\t\tStop\n\n\tFallingDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_Scream\n\tTNT1 A 0 A_NoBLocking\n\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (50, 130))\n\tID11 EF 2\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tTNT1 A 0 A_SpawnItem (\"DeadShotgunguy1\")\n\tStop\n\n\tFallingSuperDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_XScream\n\tTNT1 A 0 A_NoBLocking\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tGoto Death.ExplosiveImpact+1\n\n Pain.KillMe:\n TNT1 A 0\n Goto Missile\n Death.KillMe:\n Death.Taunt:\n\t TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"ShotgunGuy\")\n Stop\n\nDeath.Shotgun:\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Death.Shotgunontheface\")\n\n\t\tGoto Death\n\n\tDeath.Shotgunontheface:\n\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(56, \"Death.Arm\", \"Death.Leg\")\n\t TNT1 A 0 ThrustThingZ(0,40,0,1)\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tID18 A 10 A_GiveToTarget(\"ScoreItem\", 400)\n\t\tID11 GH 10\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy1\")\n\t\t Stop\n\n Death.Eat:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t TNT1 A 0 A_Scream\n TNT1 A 0 A_GiveToTarget(\"SergeantFatality\",1)\n Stop\n\n\tDeath.ShotgunonthefaceArm:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(32, \"Death.Arm\")\n\t TNT1 A 0 ThrustThingZ(0,40,0,1)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n ID11 OP 15 A_GiveToTarget(\"ScoreItem\", 600)\n TNT1 A 0 A_SpawnItem (\"DIOGNOMO\")\n\t\t Stop\n Death.Melee:\nTNT1 A 0 A_JumpIfInventory (\"SKShotgunGuy\", 1, \"StealthKill\")\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\nTNT1 A 1 A_GiveToTarget(\"ScoreItem\", 1000)\n GOTO Death.Fatality1\n\n Death.Fatality1:\n TNT1 A 0 A_GiveToTarget(\"ZombieManFatality3\", 1)\n Stop\n\n Death.Down:\n TNT1 A 0\n TNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy1\", 1)\n\t\tStop\n\n\tDeath:\n TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\n tnt1 a 0 a_Jump(100,\"Death.coltello\")\n TNT1 A 0 A_Jump(32, \"Death.Arm\", \"Death.Leg\")\n\t\tSPOS H 5 A_Scream\n\t\tSPOS I 5\n\t\tSPOS J 5 A_NoBlocking\n\t\tSPOS K 5 A_GiveToTarget(\"ScoreItem\", 400)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy1\", 1)\n\t\tStop\n\nDeath.leg:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeathSargeLeg1\", 35, 0, random (0, 360), 2, random (0, 160))\n SPO3 A 5\n\t\tSPO3 B 5 A_Scream\n\t\tSPO3 C 5 A_NoBlocking\n\t\tSPO3 D 5 A_GiveToTarget(\"ScoreItem\", 200)\n SPO3 E 5 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadOF_NoLeg\")\n\t\tStop\n\n Death.Arm:\nTNT1 A 0 A_JUMP(50,\"DEATH.ARM2\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm2\", 35, 0, random (0, 360), 2, random (0, 160))\n SPO5 A 9 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n spo5 a 1 A_GiveToTarget(\"ScoreItem\", 600)\n TNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"TUVUOILEBOTTE\", 2)\n Stop\n\nDeath.Arm2:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 500)\nAHIO A 5 A_Scream\nAHIO B 5 A_NOBLOCKING\nAHIO C 5\nAHIO D 5\nAHIO E 5\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nAHIO E -1\nStop\n\n\tDeath.MinorHead:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 A 0 A_Jump(32, \"Death.MinorHeadLong\")\n TNT1 AAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail8\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tMACH U 6 A_Scream\n\t\tSPOS V 6 A_NoBlocking\n\t\tSPOS XY 6 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoBrain\", 1)\n //\t\tSPOS Z -1\n\t\tStop\n\n\t\tDeath.MinorHeadLong:\n TNT1 AAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail8\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tSPOS U 6 A_Scream\n\t\tSPOS V 6 A_NoBlocking\n\t\tSPOS VWVWVW 18 A_Pain\n\t\tSPOS XY 6 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoBrain\", 1)\n //\t\tSPOS Z -1\n\t\tStop\n\n\tDeath.head:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n SPDH ABBC 10 A_CustomMissile (\"MuchBlood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tSPDH CDE 8 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoHead\", 1)\n // SPDH E -1\n\t\tStop\n\n\tDeath.decaptate:\n TNT1 AAAAAAA 0 A_CustomMissile (\"Blood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n TNT1 A 0 A_CustomMissile (\"XDeathSergeantHead\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n SPDH AABBBC 8 A_CustomMissile (\"MuchBlood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tSPDH CDE 8 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoHead\", 1)\n // SPDH E -1\n\t\tStop\n\n\t\tDeath.cut:\n TNT1 A 0\n TNT1 A 0 A_Jump(32, \"Death.Arm\", \"Death.Leg\")\n Goto Death.Tear\n\n\t Death.cutless:\n TNT1 A 0\n TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\n\t\tTNT1 A 0 A_Jump(32, \"Death.Cut\")\nTNT1 A 0 A_Jump(100, \"Death.LegMassacre\",\"HitlerDeathStyle\")\n tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n Goto Death.Massacre\n\nHitlerDeathStyle:\nSPOS G 3\n SPOS G 30\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t TNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\ntnt1 a 0 A_PlaySound(\"HITLER/GORE\")\nTNT1 A 0 A_NOBLOCKING\nFOFF AABB 2\nTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\nFOFF CCDD 2\n\t\ttnt1 a 0 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nFOFF D -1\nStop\n Death.Tear:\n TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 O 0 A_NoBlocking\n\t SP2X AA 8 A_GiveToTarget(\"ScoreItem\", 600)\n TNT1 A 0 A_CustomMissile (\"XDeath4\", 40, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"RipSergeant\", 0, 0, random (0, 360), 2, random (0, 160))\n SP2X BBCD 8\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_Half\", 1)\n\t\tStop\n\n Death.Massacre:\n TNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 O 0 A_NoBlocking\nTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 600)\n TNT1 A 0 A_SpawnItem (\"BrutalizedSergeant1\", 1)\n\t\tStop\n\n Death.LegMassacre:\n TNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 O 0 A_NoBlocking\nTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 600)\n TNT1 A 0 A_SpawnItem (\"BrutalizedSergeantLeg\", 1)\n\t\tStop\n\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tDeath.Railgun:\n\t SZD1 E 1 A_Pain\n\t\tSZD1 E 1 A_FaceTarget\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathSergeantHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n SZD1 EEFFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tSZD1 H -1\n Stop\n\n \tDeath.GreenFire:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n Stop\n\n Death.Plasma: Death.Plasma2:\n\tPBR1 A 6 A_Scream\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\tPBR1 B 6 A_NoBlocking\n\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 H -1\n\tStop\n\n\tDeath.SuperPlasma:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n Death.fire:\n Death.burn:\n Death.flames:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\nTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 800)\n TNT1 A 0 A_SpawnItem(\"BurningOFFICER\")\n Stop\n\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n \t TNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\nTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 1000)\n TNT1 A 0 A_CustomMissile (\"SargeXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n Stop\n\n\tDeath.Desintegrate:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"DesintegratedHuman\")\n Stop\n\n\t\t Death.Stomp:\n\tTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AAAAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AA 0 bright A_CustomMissile (\"XDeath2\", 55, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AA 0 bright A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 A 0 A_SpawnItem (\"CrushedRemains\")\n\tTNT1 A 1\n\tTNT1 A 1 A_XScream\n TNT1 A 1 A_NoBlocking\n\tStop\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Jump(130,\"Death.LandMine\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathSargeLeg2\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t ID14 AB 5 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tID14 CDEF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tID14 FFFFFF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedSergeantLeg\")\n\t\tStop\n\n\t\tDead.ExplosiveImpact:\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedSergeantLeg\")\n\t\tTNT1 A 0 A_SpawnItem (\"MuchBlood\")\n\t\tStop\n\n\tDeath.LandMine:\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathSargeLeg1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t//TNT1 A 0 A_CustomMissile (\"GibHand\", 42, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tID16 A 1 A_Scream\n\t ID16 A 9\n\t\tID16 BCD 9 A_CheckFloor (\"Dead.Landmine\")\n\t\tID16 DDDD 9 A_CheckFloor (\"Dead.Landmine\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\", 1)\n\t\tStop\n\n\t\t\tDead.Landmine:\n\t\tTNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"MuchBlood\")\n\t\tStop\n\n\tRaise:\n\t\tSPOS L 5\n\t\tSPOS KJIH 5\n\t\tGoto See\n Crush:\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail8\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n POSC B 5\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n POSC B -1\n Stop\n\n\tStealthKill:\n\tTNT1 A 0\n\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n\tTNT1 A 0 A_GiveToTarget(\"SKShotgunGuy\", 1)\n\tTNT1 A 0 A_Die(\"Stealthy\")\n\tTNT1 A 0 A_Fall\n\tTNT1 A 1\n\tStop\n\tDeath.Stealthy:\n\tTNT1 A 0\n\tStop\n\t}\n}\n\nActor DeadShotgunGuy1\n{\n Radius 12\n Height 12\n +SHOOTABLE\n -SOLID\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CORPSE\n\t+FLOORCLIP\n Mass 1000\n Health 100\n DAMAGEFACTOR \"Blood\", 0.0\n PainChance \"Melee\", 255\n DAMAGEFACTOR \"Melee\", 20.0\n DAMAGEFACTOR \"Kick\", 20.0\n DAMAGEFACTOR \"Fatality\", 20.0\n DAMAGEFACTOR \"Trample\", 0.0\n\tDAMAGEFACTOR \"ExplosiveImpact\", 10.0\nStates\n {\n Death.Fatality:\n Death.Melee:\n Death.Kick:\n\tDeath.ExplosiveImpact:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,15,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (2)\n ID11 GH 8\n TNT1 A 1 A_SpawnItem (\"DeadShotgunGuy1\", 5)\n Stop\n Spawn:\n SPOS L 1\n Loop\n\tRaise:\n\t\tSPOS K 1\n\t\tSPOS JIH 1\n TNT1 A 0 A_SpawnItem (\"ShotgunGuy1\", 3)\n\t\tStop\n Death:\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathSargeLeg1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tSPOS A 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 1 A_SpawnItem (\"DeadShotgunGuy_NoLeg\", 5)\n Stop\n\n Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n TNT1 AAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n }\n}\n\nActor DeadShotgunGuy_NoArm: DeadShotgunGuy1\n{Health 200 States{Spawn:\n SPO5 I 1\n//TNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n Loop\n Death.CutLess:\n Death.Cut:\n\tDeath:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 6, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoHeadNoArm\", 1)\n\t\tStop\n Death.Fatality:\n Death.Melee:\n Death.Kick:\n\tDeath.ExplosiveImpact:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,15,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (2)\n ID11 OP 8\n TNT1 A 1 A_SpawnItem (\"DeadShotgunGuy_NoArm\", 5)\n Stop}}\n\nActor DeadShotgunGuy_NoLeg: DeadShotgunGuy_NoArm\n{Health 200 States{Spawn:\n SPO3 F 1\n//TNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n Loop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n Death.Fatality:\n Death.Melee:\n Death.Kick:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,15,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (2)\n ID11 MN 8\n TNT1 A 1 A_SpawnItem (\"DeadShotgunGuy_NoLeg\", 5)\n Stop}}\n\nActor DeadShotgunGuy_NoBrain: DeadShotgunGuy1\n{Health 200 States{Spawn:\n SPOS Z -1\n Stop\tDeath:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 6, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoHead\", 1)\n\t\tStop\n Death.Fatality:\n Death.Melee:\n Death.Kick:\n\tDeath.ExplosiveImpact:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,15,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (2)\n ID11 GH 8\n TNT1 A 1 A_SpawnItem (\"DeadShotgunGuy_NoBrain\", 5)\n Stop}}\n\nActor DeadShotgunGuy_NoHead: DeadShotgunGuy1\n{Health 200 States{Spawn:\n SPDH E -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tPOS3 A 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 1 A_SpawnItem (\"DeadShotgunGuy_NoHeadNoArm\", 5)\n Stop\n Death.Fatality:\n Death.Melee:\n Death.Kick:\n\tDeath.ExplosiveImpact:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,15,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (2)\n ID11 GH 8\n TNT1 A 1 A_SpawnItem (\"DeadShotgunGuy_NoHead\", 5)\n Stop}}\n\nActor DeadShotgunGuy_NoHeadNoArm: DeadShotgunGuy1\n{Health 200 States{Spawn:\n SPXS B -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n\tTNT1 A 0 A_SpawnItem(\"GibsZ\")\n \t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n Death.Fatality:\n Death.Melee:\n Death.Kick:\n\tDeath.ExplosiveImpact:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,15,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (2)\n ID11 OP 8\n TNT1 A 1 A_SpawnItem (\"DeadShotgunGuy_NoHeadNoArm\", 5)\n Stop}}\n\nActor DeadShotgunGuy_Half: DeadShotgunGuy1\n{Health 200 States{Spawn:\n SP2X E -1\n Stop\n Death:\n\t\tDeath.Cut:\n Death.Cutless:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n Stop}}\n\nActor DIOGNOMO: DeadShotgunGuy1\n{Health 200 States{Spawn:\n SPO5 I -1\n Stop\n Death.CutLess:\n Death.Cut:\n\tDeath:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 6, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoHeadNoArm\", 1)\n\t\tStop\n Death.Fatality:\n Death.Melee:\n Death.Kick:\n\tDeath.ExplosiveImpact:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,15,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (2)\n ID11 OP 8\n TNT1 A 1 A_SpawnItem (\"DIOGNOMO\", 5)\n Stop}}\n\nACTOR BeheadedSergeantZombie: DeadShotgunGuy_NoHead\n{\n\tMass 6\n}\n\nACTOR TUVUOILEBOTTE\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t\tPainSound \"NAZI/PAIN\"\n\t\tPainChance 255\n\tDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n DAMAGEFACTOR \"Avoid\", 0.0\n DAMAGEFACTOR \"Kick\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tStates\n\t{\n\n\tDeath.fire:\n\tDeath.Flames:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"BurningZombie\")\n Stop\n\n\tSpawn:\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tSPO5 A 10\n SPO5 B 10\n\tGoto Suffer\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n \tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n SPO5 C 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n SPO5 D 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n SPO5 E 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n SPO5 F 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n SPO5 k 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 2, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t SPO5 G 8\n\t\tTNT1 A 0 A_PlaySound (\"OFDEATH\")\n\t\tTNT1 A 0 A_SpawnItem (\"DIOGNOMO\")\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n SZD4 A 10\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoHeadNoArm\", 1)\nStop\n\nDeath.Shotgun:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 GH 15\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoArm\")\n\t\t Stop\n\n\t\t Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n Xdeath:\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus10Armor\")\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n ZZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n Stop\n\n\t}\n}\n\nACTOR DyingSergeant\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t\tPainSound \"NAZI/PAIN\"\n\t\tPainChance 255\n\tDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n DAMAGEFACTOR \"Avoid\", 0.0\n DAMAGEFACTOR \"Kick\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tStates\n\t{\n\n\tDeath.fire:\n\tDeath.Flames:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"BurningZombie\")\n Stop\n\n\tSpawn:\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tSPO5 A 10\n SPO5 B 10\n\tGoto Suffer\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n \tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n SPO5 C 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n SPO5 D 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n SPO5 E 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n SPO5 F 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n SPO5 k 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 10, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t SPO5 G 8\n\t\tTNT1 A 0 A_PlaySound (\"OFDEATH\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadShotgunGuy_NoArm\")\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n SZD4 A 10\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoHeadNoArm\", 1)\nStop\n\nDeath.Shotgun:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 GH 15\n TNT1 A 0 A_SpawnItem (\"DIOGNOMO\")\n\t\t Stop\n\n\t\t Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n Xdeath:\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus10Armor\")\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n ZZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n Stop\n\n\t}\n}\n\nACTOR DyingSergeantNoLeg\n{\n Radius 12\n Height 16\n Speed 9\n\tHealth 50\n\tPainSound \"grunt/pain\"\n\tDeathSound \"grunt/death\"\n\t+SHOOTABLE\n +FLOORCLIP\n\t//+NOBLOCKMAP\n +LOOKALLAROUND\n\t+FRIGHTENED\n\t+SOLID\n\t+FLOORCLIP\n\tDAMAGEFACTOR \"Kick\", 0.1\n\tDAMAGEFACTOR \"trample\", 2.0\n\tPainChance \"Kick\", 255\n States\n {\n\n\tPain.Kick:\n\tTNT1 A 0 A_CustomMissile (\"Teeth\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"TeethNoBounce\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem(\"CrueltyBonus1health\")\n\tTNT1 A 0 A_Pain\n\tTNT1 A 0 A_FaceTarget\n\tSMAK ABA 6\n\tSMAM A 15\n\tGoto See\n\n\t\t\tDeath.Kick:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n TNT1 A 0 A_GiveToTarget(\"IsCurbstompingSergeant\", 1)\n Stop\n\n\t\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasSguyShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n Spawn:\n\tSMAM A 1 A_Look\n\tLoop\n See:\n\t\tSMAM ABAB 10 A_Wander\n SMAM A 9 A_Pain\n\t\tTNT1 A 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, 0, 10, 0, 0)\n\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 15, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tGoto Death\n\t\tDeath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"DeadShotgunGuy_NoLeg\")\n\t\tStop\n Crush:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS2 A 5\n CRS2 A -1\n Stop\n\n\tDeath.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n\tDeath.Fire:\n\tDeath.Flames:\n\tDeath.Burn:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t//TNT1 A 0 A_SpawnItem (\"DyingSergeantNoLegInFlames\")\n\tStop\n\n\tDeath.Trample:\n\t TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"StompedSergeant\")\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tStop\n\n\t}\n}\n\nACTOR DyingSergeantLegBlewedOff: DyingSergeant\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t\tPainSound \"grunt/pain\"\n\t\tPainChance 255\n\tDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n DAMAGEFACTOR \"Avoid\", 0.0\n DAMAGEFACTOR \"Kick\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\tStates\n\t{\n\t\t\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasSguyShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n\tSpawn:\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tSPO5 C 1\n\tGoto Suffer\n\n\tSuffer:\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n SPO3 D 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n SPO3 E 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 12, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t SPO3 GH 6\n\t\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadShotgunGuy_NoLeg\")\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n SPO3 IJ 6\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\", 1)\nStop\n\nDeath.Shotgun:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 GH 15\n TNT1 A 0 A_SpawnItem (\"DIOGNOMO\")\n\t\t Stop\n\n Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n Xdeath:\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n ZZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n Stop\n\n\t}\n}\n\nACTOR BrutalizedSergeant1\n{\n\tGame Doom\n\tRadius 16\n\tHeight 50\n\tHealth 75\n\t\tPainSound \"grunt/pain\"\n\t\tPainChance 255\n\t\tMass 999999\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tScale 1.0\n\tStates\n\t{\n\t\t\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasSguyShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tPain:\n SZD1 A 25\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedSergeantStop\")\n\tStop\n\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Recoil(2)\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedSergeant2\")\n\t\tStop\n\n\tDeath.SSG:\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n \t TNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_CustomMissile (\"SargeXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n Stop\n\n\tDeath.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n}}\n\nACTOR BrutalizedSergeantStop: CurbstompedMarine\n{\n States\n {\n Spawn:\nSZD2 ABCD 5 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nSZD3 D -1\n Stop }}\n\nACTOR BrutalizedSergeant2: BrutalizedSergeant1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n SZD1 B 25\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedSergeantStop2\")\n\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedSergeant3\")\n\t\tStop\n}}\n\nACTOR BrutalizedSergeantStop2: CurbstompedMarine\n{\n States\n {\n Spawn:\nSZD4 AB 6 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nSZD4 B -1\n Stop }}\n\nACTOR BrutalizedSergeant3: BrutalizedSergeant1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n SZD1 C 25\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedSergeantStop3\")\n\tStop\n\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\t\tTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tSZD1 EFGH 6\n\t\tSZD1 H -1\n\t\tStop\n}}\n\nACTOR BrutalizedSergeantStop3: CurbstompedMarine\n{\n States\n {\n Spawn:\nSZD3 ABC 6 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nSZD3 C -1\n Stop }}\n\nACTOR StompedSergeant: CurbstompedMarine\n{Health 200 States{Spawn:\n 02CB F -1\n Stop\tDeath:\nTNT1 AAAA 0 A_CustomMissile (\"BloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 5, 0, random (0, 360), 2, random (0, 160))\n Stop}}\n\n\tACTOR VeryFuckedUpBrutalizedSergeantLeg: CurbstompedMarine\n{Health 200 States{Spawn:\n ID14 G -1\n Stop\tDeath:\nTNT1 AAAA 0 A_CustomMissile (\"BloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 5, 0, random (0, 360), 2, random (0, 160))\n Stop}}\n\nACTOR BrutalizedSergeantLeg: BrutalizedSergeant1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n SPO3 A 15\n\tGoto DieNow\n\n DieNow:\n\tSPO3 BCD 5\n\tTNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\")\n\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(4)\n\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n //TNT1 AAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t ID14 ABCDEF 5\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedSergeantLeg\")\n\t\tStop\n}}\n\nACTOR DyingZombiemanNoArm: DyingSergeant\n{\n+FLOORCLIP\n\tStates\n\t{\n\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasZmanShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n\t Death.fire:\n\tDeath.Flames:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"BurningZombie\")\n Stop\n\n\tSpawn:\n ZZD2 B 1\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tGoto Suffer\n\tSuffer:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 E 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 B 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 E 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 B 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 E 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 B 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 E 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 B 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 E 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 B 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 E 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 B 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 E 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 B 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t ZZD2 C 8\n\t\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadZombieman_NoArmFront\")\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n ZZD3 G 10\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoHeadNoArm\", 1)\nStop\n\nDeath.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\nDeath.Shotgun:\nDeath.Kick:\nDeath.Melee:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 EF 15\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoArm\")\n\t\t Stop\n\n\t\t Death.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n\n TNT1 A 0 A_GiveToTarget(\"HasZmanShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n Xdeath:\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombiemanHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_PlaySound (\"misc/xdeath\")\n\t\tTNT1 A 0 A_NoBlocking\n SZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tSZD1 H -1\n Stop\n\n\t}\n}\n\nACTOR ZombieManDyingAfterFatality: DyingZombiemanNoArm\n{\n\tStates\n\t{\n\t Death.fire:\n\tDeath.Flames:\n\tTNT1 AA 0 A_SpawnItem (\"CrueltyBonus5Health\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"BurningZombie\")\n Stop\n\n\tSpawn:\n ZZD5 E 1\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tGoto Suffer\n\tSuffer:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\t\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t ZZD5 G 8 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"DeadZombieManFacingFront\")\n\t\tStop\n\n Death.Head:\n\tDeath.Minorhead:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n ZZD5 HI 10\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoHeadFront\", 1)\nStop\n\nDeath.Shotgun:\nDeath.Kick:\nDeath.Melee:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 EF 15\n TNT1 A 0 A_SpawnItem (\"DeadZombieman1\")\n\t\t Stop\n\n\t\t Death.Fatality:\n\t\tGoto XDeath\n\n\t}\n}\n\nACTOR ZombiemanGotHisLegBlowed: DyingZombiemanNoArm\n{\n\tStates\n\t{\n\n\tSpawn:\n POS7 E 1\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tGoto Suffer\n\tSuffer:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n POS7 E 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t POS7 F 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_Jump(32, \"LeaveCrawling\")\n\n\t TNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 12, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t TNT1 A 0\n\t TNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\")\n\t\tStop\n\n\tLEaveCrawling:\n\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\tTNT1 A 0 A_SpawnItem (\"DyingZombieMan\")\n\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\", 1)\n\t\tStop\n\n\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasZmanShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\nDeath.Shotgun:\nDeath.Kick:\nDeath.Melee:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 KL 15\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\")\n\t\t Stop\n\n\t}\n}\n\nACTOR DeadZombieman_NoHeadNoArm: DeadZombieman_NoHead\n{Health 200 States{Spawn:\n ZZD3 H -1\n\t\tStop}}\n\n\tACTOR SergeantFatalizedByBaron: TeleportFog\n{\nRenderstyle Translucent\nAlpha 1.0\n\tStates\n\t{\n\tSpawn:\n\tSP2X BCD 8\n\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_Half\", 1)\n\tStop\n}\n}\n\nACTOR SergeantGotHisLegBlowed: DyingZombiemanNoArm\n{\n\tStates\n\t{\n\tSpawn:\n SPO3 D 1\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tGoto Suffer\n\tSuffer:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n SPO3 D 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t SPO3 E 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_Jump(32, \"LeaveCrawling\")\n\n\t TNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 12, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t TNT1 A 0\n\t\tSPO3 GH 5\n\t TNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\")\n\t\tStop\n\n\tLEaveCrawling:\n\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\tTNT1 A 0 A_SpawnItem (\"DyingSergeantNoLeg\")\n\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tSPO3 IJ 5\n\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\", 1)\nStop\n\nDeath.Shotgun:\nDeath.Kick:\nDeath.Melee:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 GH 10\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\")\n\t\t Stop\n\n\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasSguyShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n\t}\n}\n\nACTOR FlyingImpaledSergeant\n{\n Radius 8\n Height 8\n Speed 10\n Scale 1.2\n\tMass 1\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n +RIPPER\n +BLOODLESSIMPACT\n\t-DONTSPLASH\n\t+THRUGHOST\ndamagetype Blood\n SeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath1\"\n\tDecal BrutalBloodSplat\n\tMass 1\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n ID18 AA 3 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tID11 GG 3 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n Goto Fall\n\tFall:\n\t ID11 H 3 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n Death:\n TNT1 A 0 A_SpawnItem(\"BigBloodSpot\",0,0,0,1)\n TNT1 A 0 A_SpawnItem(\"DeadShotgunguy\")\n\t\tTNT1 A 1\n Stop\n TNT1 A 1\n Splash:\n TNT1 A 0\n Stop\n }\n}\n\n ACTOR Grenade2\n{\n\n Radius 8\n Height 6\n Speed 20\n Damage 4\n PROJECTILE\n +EXTREMEDEATH\n damagetype flame\n +DoomBounce\n DeathSound \"god/bang\"\n States\n {\n Spawn:\n \tGRND ABCDEF 2 A_gravity\n Loop\n Death:\n EXPL A 0 Radius_Quake (2, 54, 0, 15, 0)\n\t\tTNT1 A 1 A_PlaySound(\"grn/explode\",3)\n TNT1 A 0 A_AlertMonsters\n\n TNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BarrelExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BarrelKaboom\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"ExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 AAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\n TNT1 AAAAAAA 0 A_CustomMissile (\"MediumExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n EXPL AAA 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAA 1 A_CustomMissile (\"ExplosionSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAAAA 2 A_CustomMissile (\"BigNeoSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n Stop}}\n\nACTOR OFF_PATROL: ShotgunGuy1\n{\n+JUSTHIT\nStates\n{\n\tSpawn:\n\t\tWWHT AAA 1 A_Wander\n\t\tWWHT AAAA 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tWWHT BBB 1 A_Wander\n\t\tWWHT BBB 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tWWHT CCC 1 A_Wander\n\t\tWWHT CCC 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tWWHT DDD 1 A_Wander\n\t\tWWHT DDD 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tLoop\n\t}\n}\n\nActor DeadOF_NoLeg\n{\n Radius 12\n Height 12\n +SHOOTABLE\n -SOLID\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CORPSE\n\t+FLOORCLIP\n Mass 1000\n Health 100\n DAMAGEFACTOR \"Blood\", 0.0\n PainChance \"Melee\", 255\n DAMAGEFACTOR \"Melee\", 20.0\n DAMAGEFACTOR \"Kick\", 20.0\n DAMAGEFACTOR \"Fatality\", 20.0\n DAMAGEFACTOR \"Trample\", 0.0\n\tDAMAGEFACTOR \"ExplosiveImpact\", 10.0\nStates\n{Spawn:\n SPO3 F -1\n Stop\nDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\n\nACTOR Ach\n{\n Radius 12\n Height 56\n Speed 5\n Scale 0.98\n\tHealth 100\n\tGibHealth 25\n\tDAMAGEFACTOR \"Burn\", 0.0\n\tDAMAGEFACTOR \"Fire\", 0.0\n\tDAMAGEFACTOR \"Flames\", 0.0\n\tDAMAGEFACTOR \"Flame\", 0.0\n\tDAMAGEFACTOR \"ExplosiveImpact\", 10.0\n\tMONSTER\n\t-COUNTKILL\n\t+FRIENDLY\n +FLOORCLIP\n\t+SHOOTABLE\n\t+NOBLOCKMONST\n\tGravity 0.7\n\tbloodtype \"DeadBlood\"\n Obituary \"%o was kill by a Kamikaze Officer.\"\n\tMaxDropOffHeight 6000\n\n\tMass 999999\n States\n {\n Spawn:\n spos A 0\n TNT1 A 0 A_PlaySound(\"BURNZOM\")\n\t\tGoto Suffer\n\tSuffer:\n SPOS AAA 1 Bright A_Wander\n SPOS B 0\n\t\tSSBU B 0\n SPOS CCC 1 Bright A_Wander\n SPOS C 0\n\t\tSSBU B 0\n SPOS DDD 0\n\t\tSpos D 0\n\nTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 20, \"Death\")\n\tLoop\n\n Death:\n SPOS OP 2 BRIGHT\n\n TNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 A 0 A_SpawnItemEx (\"BarrelExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BarrelKaboom\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t TNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathflamesoldierLeg1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"ExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 180), 2, random (0, 180))\n\t EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\n\t\tTNT1 AA 0 A_CustomMissile (\"MetalShard1\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"MetalShard2\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"MetalShard3\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 8 A_CustomMissile (\"ExplosionSmoke\", 1, 0, random (0, 360), 2, random (50, 130))\n\n\t\tStop\n\n }\n}"
},
{
"source": "pk3",
"name": "actors/foes/SYNERGO.txt",
"contents": "////Brutal Wolfenstein?Ma che gioco di merda!!!!\n\nACTOR Synergo Replaces Archvile\n{\n\tHealth 2000\n\tRadius 26\n\tHeight 40\n\tDeathHeight 0\n\tSpeed 10\n\tMass 100\n painchance 200\n PAINChance \"blood\",0\n\tDAMAGEFACTOR \"blood\", 0\n\tMONSTER\n\t+FLOORCLIP\n +FRIENDLY\n\t+MISSILEMORE\n +NOINFIGHTING\n +DONTHARMSPECIES\n+DONTHURTSPECIES\n\tSeeSound \"Synergo/See\"\n painsound \"synergo/pain\"\n activesound \"Synergo/active\"\n\tDeathSound \"Synergo/death\"\n\tObituary \"%o ha ascoltato una barzelletta di Synergo\"\n\tBloodColor \"FF 00 00\"\n BloodType \"Nashgore_Blood\"\nPainChance \"ExplosiveImpact\", 255\n\tDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n\tStates\n\t{\n\tSpawn:\n\t\tSINE A 10 A_Look\n\t\tLoop\n\n See:\n\t\tSINE BB 1 A_Chase\n\t\tSINE BB 2 A_Chase\n\t\tSINE CC 2 A_Chase\n\t\tSINE CC 2 A_Chase\n\t\tSINE DD 2 A_Chase\n\t SINE DD 2 A_Chase\n\t\tSINE EE 2 A_Chase\n\t\tSINE EE 2 A_Chase\n\t\tGoto See\n\n Missile:\nSINE F 0 A_PLAYSOUND(\"SYNERGO/ATTACK\")\n SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n goto See\n\n Pain:\n sipa A 3\n sipa A 3 A_Pain\n goto See\n\n\tDeath:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n SIDT A 5\n\t\tSIDT B 5 A_Scream\n\t\tSIDT C 5 A_NoBlocking\n\t\tSIDT D 2 A_SpawnItem (\"MediumBloodSpot\")\n SIDT E -1\n\t\tStop\n\nDeath.Plasma: Death.Plasma2:\n\tPBR1 A 6 A_Scream\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\tPBR1 B 6 A_NoBlocking\n\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 H -1\n\tStop\n\n\tXDeath.Plasma:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\nDeath.Desintegrate:\nDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathGRENADIERLeg1\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tSCVO CDEF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tSCVO FFFFFF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tSCVO G -1\n\t\tStop\n\nDead.ExplosiveImpact:\n\t\tSCVO G -1 A_BossDeath\n\t\tTNT1 A 0 A_SpawnItem (\"MuchBlood\")\n\t\tStop\n\n\t Death.Fire:\n\tDeath.Flames:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"Burninggrenadier\")\n TNT1 A 0\n Stop\n\n\tXDeath:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"DesintegratedPANZERGRENADIER\")\nTNT1 A 0\n Stop\n\n}}\n\n////Enclave Soldier\n///God bless America,God bless the Enclave\nActor EnclaveSoldat: Synergo Replaces Spectre\n{\n-Friendly\nSpeed 6\nHealth 500\n painchance 100\n PAINChance \"blood\",0\n\tDAMAGEFACTOR \"blood\", 0\n\tObituary \"%o was kill by an Enclave Soldier\"\n\tSeeSound \"Enclave/See\"\n painsound \"Enclave/pain\"\n activesound \"\"\n\tDeathSound \"Enclave/death\"\nStates\n{\nSpawn:\n SENC A 1 A_LOOK\n LOOP\n\n See:\n\t\tSENC BB 1 A_Chase\n\t\tSENC BB 2 A_Chase\n\t\tSENC CC 2 A_Chase\n\t\tSENC CC 2 A_Chase\n\t\tSENC DD 2 A_Chase\n\t SENC DD 2 A_Chase\n\t\tSENC EE 2 A_Chase\n\t\tSENC EE 2 A_Chase\n\t\tGoto See\n\n\tMissile:\n\t\tSENF A 5 A_FACETARGET\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tSENF B 2\n TNT1 A 0 A_PlaySound(\"LG1FIRE\")\n\t\tSENF B 1 A_AlertMonsters\n\t\tSENF B 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tSENF C 2 BRIGHT A_CustomMissile(\"EnclaveTracer\", 38, 0, random(-3, 3), 1)\nTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tSENF B 2\n TNT1 A 0 A_PlaySound(\"LG1FIRE\")\n\t\tSENF B 1 A_AlertMonsters\n\t\tSENF B 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tSENF C 2 BRIGHT A_CustomMissile(\"EnclaveTracer\", 38, 0, random(-3, 3), 1)\n SENF B 1\nTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tSENF B 2 BRIGHT\n TNT1 A 0 A_PlaySound(\"LG1FIRE\")\n\t\tSENF B 1 A_AlertMonsters\n\t\tSENF B 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tSENF C 2 BRIGHT A_CustomMissile(\"EnclaveTracer\", 38, 0, random(-3, 3), 1)\n Goto See\n\n Pain:\n SENF P 3\n SENF P 3 A_Pain\n goto See\n\n\tDeath:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n SEND A 5 A_SpawnItem(\"RifleLaser\")\n\t\tSEND B 5 A_Scream\n\t\tSEND C 5 A_NoBlocking\n\t\tSEND D 2 A_SpawnItem (\"MediumBloodSpot\")\n SEND E -1\n\t\tStop\n\nDeath.Plasma: Death.Plasma2:\n\tPBR1 A 6 A_Scream\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\tPBR1 B 6 A_NoBlocking\n\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem(\"RifleLaser\")\nPBR1 H -1\n\tStop\n\n\tXDeath.Plasma:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"RifleLaser\")\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\nDeath.Desintegrate:\nDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathGRENADIERLeg1\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tSCVO CDEF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tSCVO FFFFFF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\nTNT1 A 0 A_SpawnItem(\"RifleLaser\")\nSCVO G -1\n\t\tStop\n\n\t Death.Fire:\n\tDeath.Flames:\nTNT1 A 0 A_SpawnItem(\"RifleLaser\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"Burninggrenadier\")\n TNT1 A 0\n Stop\n\nDead.ExplosiveImpact:\n\tXDeath:\nTNT1 A 0 A_SpawnItem(\"RifleLaser\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"DesintegratedPANZERGRENADIER\")\nTNT1 A 0\n Stop\n\nDeath.LaserRifle:\n\t\tTNT1 A 0 A_Jump(50, \"DEATH\")\n\t\tTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 1000)\n TNT1 A 0 A_NoBlocking\nTNT1 A 0 A_PLAYSOUND(\"HORRIBLE/DEATH\")\nTNT1 a 0 A_SpawnItem(\"RifleLaser\")\n TNT1 A 0 A_SpawnItem(\"Fallout3Disintigration\")\n\t\tStop\n}\n}"
},
{
"source": "pk3",
"name": "actors/foes/TRIADGUARD.txt",
"contents": "///PLEASE!NO....DON'T SHOT!!!!\n///A little modification of the Light Guard's Return to the triad,a Mod who teleport the world\n///RISE OF THE TRIAD in Zdoom\n\nACTOR TRIADGUARD Replaces CommanderKeen\n{\n Health 50\n Radius 16\n Height 40\n Speed 8\n PainChance 135\n Mass 5000\n MONSTER\n +Dropoff\n +FLOORCLIP\n +NOTARGET\n SCALE 0.50\n SeeSound \"TRIADSEE\"\n PainSound \"TRIADPAIN\"\n DeathSound \"TRIADDEATH\"\n Obituary \"%o Encounter a old Homeless Lighting guard.\"\n States\n\n {\n Spawn:\nTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n LIGW A 10 A_Look\n Loop\n See:\nLIGW A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n LIGW BCDE 4 A_Chase\n Loop\n Missile:\n LIGW F 8 A_FaceTarget\n LIGW G 8 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n LIGW G 0 A_PlaySound(\"TRIADATTACK\")\n LIGW H 8 A_CustomMissile(\"ZombieManTracer\", 32, 0, random(-8, 8), 0)\n LIGW H 1 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n LIGW G 8 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n LIGW G 0 A_PlaySound(\"TRIADATTACK\")\n LIGW H 8 A_CustomMissile(\"ZombieManTracer\", 32, 0, random(-8, 8), 0)\n LIGW H 1 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\n Goto See\n Pain:\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n NULL A 0 A_JumpIfHealthLower(10,\"plead\")\n NULL A 0 a_jump(133,\"Pain2\")\n LIGW J 3 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n LIGW J 4 A_Pain\n Goto See\n Pain2:\n LIGW I 3 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n LIGW I 4 A_Pain\n Goto See\n Plead:\n LIGW I 1 A_Fall\n LIGW A 0 A_SpawnItem(\"NOOOO\")\n stop\n Death:\nTNT1 AA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 7, 0, random (0, 360), 2, random (0, 160))\n LIGW X 0 A_Fall\n LIGW K 5\n LIGW L 6 A_Scream\n LIGW M 7\n LIGW N 6 A_GiveToTarget(\"ScoreItem\", 100)\n\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n LIGW O -1\n Stop\n XDeath:\n TNT1 a 1 a_spawnitem(\"DesintegratedPANZERGRENADIER\",0,0,0,0)\n TNT1 A 1 A_GIVETOTARGET(\"SCOREITEM\",1000)\n Stop\n Raise:\n LWGS W 5\n Goto See\n\t Death.Fire:\n\tDeath.Flames:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\nTNT1 A 0 A_SpawnItem(\"Burninggrenadier\")\n TNT1 A 0 A_GiveToTarget(\"ScoreItem\", 600)\n Stop\n\n Death.head:\nTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\nLINH ABCDE 10\n\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nLINH E -1\n Stop\n\n }\n}\n\nACTOR NOOOO : TRIADGUARD\n{\n Health 15\n height 28\n states\n\t{\n Spawn:\n See:\n LIGW R 4\n LIGW S 5 A_SpawnItem(\"HeadshotTarget4\", 0, 28,0)\n LIGW T 5\n LIGW U 5 A_SpawnItem(\"HeadshotTarget4\", 0, 28,0)\n LIGW V 5\n LIGW W 5 A_PlaySound(\"LnGuardplea\")\n Pleading:\n LIGW V 5\n LIGW U 5 A_SpawnItem(\"HeadshotTarget4\", 0, 28,0)\n LIGW T 5\n LIGW U 5\n LIGW V 5 A_SpawnItem(\"HeadshotTarget4\", 0, 28,0)\n LIGW W 5\n LIGW V 5 A_PlaySound(\"LnGuardplea3\")\n LIGW U 5\n LIGW V 5\n LIGW W 5 A_SpawnItem(\"HeadshotTarget4\", 0, 28,0)\n LIGW T 5\n LIGW U 5\n LIGW V 5 A_SpawnItem(\"HeadshotTarget4\", 0, 28,0)\n LIGW W 5\n LIGW V 5\n LIGW U 5 A_SpawnItem(\"HeadshotTarget4\", 0, 28,0)\n LIGW V 5\n LIGW W 5\n LIGW T 5 A_PlaySound(\"LnGuardplea2\")\n LIGW U 5\n LIGW V 5\n LIGW W 5 A_SpawnItem(\"HeadshotTarget4\", 0, 28,0)\n RISE E 5\n RISE F 5 A_Scream\n RISE G 1 A_Fall\n goto faking\n\n Faking:\n RISE G 1\n RISE G 100\n RISE G 1\n Goto Rising\n\n Rising:\n RISE A 5 A_Fall\n RISE B 5\n RISE C 5\n RISE D 5\n RISE D 0 A_SpawnItem(\"COJO\")\n stop\n\n Pain:\n\tgoto Pleading\n stop\n\n Death:\nTNT1 AA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 7, 0, random (0, 360), 2, random (0, 160))\n LIGW X 0 A_Fall\n LIGW X 6\n LIGW Y 5 A_Scream\n LIGW Z 5\n LIGW [ 4\n\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n LIGW ] -1\n Stop\n\n\t}\n\n}\n\nACTOR COJO : TRIADGUARD\n{\n Health 25\n states\n\t{\n Pain:\n NULL A 0 a_jump(133,\"Pain2\")\n LIGW J 3\n LIGW J 4 A_Pain\n Goto See\n Pain2:\n LIGW I 3\n LIGW I 4 A_Pain\n Goto See\n Plead:\n\tgoto death\n Death:\nTNT1 AA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 7, 0, random (0, 360), 2, random (0, 160))\n LIGW X 0 A_Fall\n LIGW K 5\n LIGW L 6 A_Scream\n LIGW M 7\n LIGW N 6\n\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n LIGW O -1\n Stop\n\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/foes/ZOMBIEMEN.txt",
"contents": "///HI TERMINUS EST 13!!! :)\n\nACTOR Zombie_Man\n{\n\tGame Doom\n\tHealth 50\n\tRadius 16\n\tHeight 38\n Speed 3\n\tFastSpeed 10\n\tPainChance 200\n\tPainChance \"Avoid\", 100\n\tPainChance \"Kick\", 255\n\tPainChance \"Melee\", 255\n\tPainChance \"Taunt\", 255\n\tPainChance \"blood\", 0\n PainChance \"Nashgore_blood\",0\n DamageFactor \"Nashgore_blood\",0\n\tdamagefactor \"Fatality\", 0.5\n\tdamagefactor \"HelperMarineFatallity\", 3.0\n\tdamagefactor \"SuperPunch\", 0.5\n\tdamagefactor \"Melee\", 0.5\n\tPainChance \"ExplosiveImpact\", 255\n\tMonster\n\t+FLOORCLIP\n +MISSILEMORE\n +NOINFIGHTING\n +DONTHARMSPECIES\n Scale 0.98\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\n BloodType \"NashGore_Blood\"\n\tSeeSound \"sa/sight\"\n\tAttackSound \"weapons/luger\"\n\tPainSound \"sa/pain\"\n\tDeathSound \"sa/death\"\n\tActiveSound \"\"\n damagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n damagefactor \"Avoid\", 1.1\n damagefactor \"Kick\", 0.3\n damagefactor \"MinorHead\", 2.0\n\tdamagefactor \"Head\", 2.0\nDamageFactor \"RifleNoExplode\", 2.0\n\tdamagefactor \"Shrapnel\", 0.4\n\tdamagefactor \"ExplosiveImpact\", 0.6\n\tDropItem \"Rifle\"\n\tObituary \"%o was locate by a Guard.\"\n\tdamagefactor \"Taunt\", 1.0\n\tStates\n\t{\n Spawn:\n\n\tWBRN EEEEEE 4 A_Look\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\tLoop\n\n\tSee:\n\n WBRN AAAAAABBBBBBCCCCCDDDDDD 1 A_Chase\n\t\tLoop\n\t\tTNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n\n TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 10, 0, 0)\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tPOSS AA 2 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tPOSS AA 2 A_Chase\n\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tPOSS BB 2 A_Chase\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tPOSS BB 2 A_Chase\n\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tPOSS CC 2 A_Chase\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tPOSS CC 2 A_Chase\n\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tPOSS DD 2 A_Chase\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tPOSS DD 2 A_Chase\n\n\t\tLoop\n\n\t\tPain.Taunt:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Enraged\", 1, \"SpecialAttack\")\n\t\tPOSS B 0 A_Pain\n\t\tTNT1 A 0 A_ChangeFlag(\"FASTER\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"grunt/sight\")\n\t\tPOSS B 1 A_FaceTarget\n\t\tPOSS B 10\n\t\tTNT1 A 0 A_GiveInventory(\"Enraged\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"grunt/sight\", 1)\n\t\tGoto SpecialAttack\n\n\tMissile:\n\t\tTNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Enraged\", 1, \"SpecialAttack\")\n TNT1 A 0 A_Jump(48,\"SpecialAttack\")\n\n TNT1 A 0 A_GiveInventory(\"ZombieManAmmo\", 1)\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tPOSS E 6 A_FaceTarget\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tPOSS E 6 A_FaceTarget\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n TNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\n\t\t//POSS F 5 BRIGHT A_CustomBulletAttack(9, 4, 1, 4, \"HitPuff\")\n TNT1 A 0 A_PlaySound(\"weapons/luger\")\n TNT1 A 0 A_AlertMonsters\n\t\tPOSS F 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 32, 0, random(-8, 8), 0)\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tPOSS E 6 A_FaceTarget\n TNT1 A 0 A_JumpIfInventory(\"ZombieManAmmo\", 8, \"Reload\")\n Goto See\n\n SpecialAttack:\n\tTNT1 A 0 A_GiveInventory(\"ZombieManAmmo\", 5)\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tPOSS E 6 A_FaceTarget\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tPOSS E 6 A_FaceTarget\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n TNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n TNT1 A 0 A_PlaySound(\"weapons/luger\")\n TNT1 A 0 A_AlertMonsters\n\t\tPOSS F 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 38, 0, random(-8, 8), 0)\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tPOSS E 6 A_FaceTarget\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n TNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n TNT1 A 0 A_PlaySound(\"weapons/luger\")\n TNT1 A 0 A_AlertMonsters\n\t\tPOSS F 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 38, 0, random(-9, 9), 0)\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tPOSS E 6 A_FaceTarget\n TNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n TNT1 A 0 A_PlaySound(\"weapons/luger\")\n TNT1 A 0 A_AlertMonsters\n\t\tPOSS F 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 38, 0, random(-10, 10), 0)\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tPOSS E 6 A_FaceTarget\n TNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n TNT1 A 0 A_PlaySound(\"weapons/luger\")\n TNT1 A 0 A_AlertMonsters\n\t\tPOSS F 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 38, 0, random(-9, 9), 0)\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tPOSS E 6 A_FaceTarget\n TNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n TNT1 A 0 A_PlaySound(\"weapons/luger\")\n TNT1 A 0 A_AlertMonsters\n\t\tPOSS F 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 38, 0, random(-9, 9), 0)\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tPOSS E 6\n TNT1 A 0 A_JumpIfInventory(\"ZombieManAmmo\", 8, \"Reload\")\n Goto See\n Reload:\n TNT1 A 0 A_TakeInventory(\"ZombieManAmmo\", 8)\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n POSS E 3\n POSS E 1 A_CustomMissile(\"EmptyClipSpawn\", 38, 0, random(-11, 11), 0)\n TNT1 A 0 A_PlaySound(\"Reload\")\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n ID12 A 10\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n ID12 A 10\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n ID12 B 10\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n ID12 C 10\n TNT1 A 0 A_PlaySound(\"CLIPIN\")\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n ID12 D 10\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n POSS A 10\n Goto See\n\n Pain.KillMe:\n TNT1 A 0\n Goto Missile\n Death.KillMe:\n Death.Taunt:\n Death.Avoid:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"Zombie_Man\")\n\t\tTNT1 A 0\n Stop\n\n\tPain:\n\t\t\t TNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, 6)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tTNT1 A 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t POSS G 3\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tPOSS G 3 A_Pain\n\t\tGoto See\n TNT1 AAAA 0\n TNT1 A 0 A_Pain\n ID11 FRRRQ 10\n TNT1 A 0 A_TakeInventory(\"IsDown\", 1)\n Goto See\n\n Pain.Melee:\n\t\tTNT1 A 0\n TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, 6)\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t POSS G 3\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tPOSS G 3 A_Pain\n\t\tGoto See\n TNT1 AAAA 0\n TNT1 A 0 A_Pain\n ID11 FRRRQ 10\n\t\tTNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n TNT1 A 0 A_TakeInventory(\"IsDown\", 1)\n Goto See\n\n\tPain.ExplosiveImpact:\n\tPain.Explosive:\n\t TNT1 A 0\n\t TNT1 A 0 A_Pain\n\t\t TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Pain\")\n\t\t \t\t TNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n TNT1 A 0 A_GiveInventory(\"IsDown\", 1)\n TNT1 A 0 ThrustThingZ(0,40,0,1)\n ID11 EF 8\n\t\tGoto FallingAfterImpact\n\n Pain.Kick:\n TNT1 A 0\n ID11 E 1 A_Pain\n\t\t TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Pain\")\n\t\t TNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n TNT1 A 0 A_GiveInventory(\"IsDown\", 1)\n TNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\t//ID11 E 1 A_Chase (\"\",\"\")\n\t\tID11 E 1 A_facetarget\n ID11 E 6 ThrustThing(angle*256/360+128, 10, 0, 0)\n ID11 F 8\n\t\tGoto FallingAfterImpact\n\n\t\tFallingAfterImpact:\n\t\tID11 F 1 A_GiveInventory (\"FallingHeight\", 1)\n\t\tID11 F 1 A_CheckFloor (\"GetUp\")\n\t\tNULL A 0 A_JumpIf (momz == 0, \"GetUp\")\n\t\tLoop\n\n\t\tGetUp:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory (\"FallingHeight\", 20, \"Death.Stomp\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"FallingHeight\", 14, \"FallingSuperDeath\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"FallingHeight\", 7, \"FallingDeath\")\n\t\tID11 RRRRRRR 5 A_JumpIf(momz < 0, \"FallingAfterImpact\")\n\t\tTNT1 A 0\n TNT1 A 0 A_TakeInventory(\"IsDown\", 1)\n\t\tID11 Q 10\n Goto See\n\n\tFallingDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_Scream\n\tTNT1 A 0 A_NoBLocking\n\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (50, 130))\n\tID11 EF 2\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tTNT1 A 0 A_SpawnItem (\"DeadZombieman1\")\n\tStop\n\n\tFallingSuperDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_XScream\n\tTNT1 A 0 A_NoBLocking\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tGoto Death.ExplosiveImpact+1\n\n\t Death.Melee:\n TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\n Death.Kick:\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (8)\n ID11 EF 8\n\t\t TNT1 A 0 A_SpawnItem(\"DeadZombieman1\")\n\t\tStop\n Death.Down:\n\t\tPOSS I 0 A_Scream\n\t\tPOSS J 0 A_NoBlocking\n\t\tPOSS K 0\n TNT1 A 0 A_SpawnItem (\"DeadZombieman1\")\n Stop\n\nDeath.Shotgun:\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Death.Shotgunontheface\")\n\t\tGoto Death\n\n\tDeath.Shotgunontheface:\n\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(48, \"Death.Arm\", \"Death.Leg\")\n\t TNT1 A 0 ThrustThingZ(0,40,0,1)\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n ID11 EF 15\n TNT1 A 0 A_SpawnItem (\"DeadZombieMan1\")\n\t\t Stop\n\n\tDeath:\n TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\n TNT1 A 0\n\t\tTNT1 AA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 7, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_Jump(32, \"Death.Arm\", \"Death.Leg\")\n\t\tTNT1 A 0 A_Jump(128, \"DeathMirror\")\n TNT1 A 0 A_Jump(64, \"DONTSHOT\")\n\t\tPOSS H 5 A_GiveToTarget(\"ScoreItem\", 100)\n\t\tPOSS I 5 A_Scream\n\t\tPOSS J 5 A_NoBlocking\n\t\tPOSS K 5\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadZombieman1\")\n\t\tStop\n\n\tDeath.RifleNoExplode:\n TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\n TNT1 A 0\n\t\tTNT1 AA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 7, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_Jump(32, \"Death.Arm\", \"Death.Leg\")\n\t\tTNT1 A 0 A_Jump(128, \"DeathMirror\")\n\t\tPOSS H 5 A_GiveToTarget(\"ScoreItem\", 100)\n\t\tPOSS I 5 A_Scream\n\t\tPOSS J 5 A_NoBlocking\n\t\tPOSS K 5\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadZombieman1\")\n\t\tStop\n\n\tDeathMirror:\n\t POSS M 5\n\t\tPOSS N 5 A_Scream\n\t\tPOSS O 5 A_NoBlocking\n\t\tPOSS P 5 A_GiveToTarget(\"ScoreItem\", 100)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadZombieman1f\")\n\t\tStop\n\n Death.Arm:\nTNT1 A 0 A_JUMP(50,\"DEATH.ARM2\")\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tZZD2 A 10 A_Scream\n ZZD2 A 1 A_GiveToTarget(\"ScoreItem\", 300)\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem (\"DyingSANoArm\")\n Stop\nDONTSHOT:\n TNT1 A 0 A_SpawnItem (\"PREYSA\")\nStop\n\nDeath.Arm2:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 500)\nGSUB A 4 A_Scream\nGSUB B 4 A_NOBLOCKING\nGSUB C 4\nGSUB D 4\nGSUB E 4\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nGSUB E -1\nStop\n\nDeath.Coltello:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 500)\nGUCC A 3 A_Scream\nGUCC B 3 A_NOBLOCKING\nGUCC C 3\nGUCC D 3\nGUCC E 3\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nGUCC E -1\nStop\n\nDeath.leg:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"ZombieLegOnFoot\")\n SALE A 5\n\t\tSALE B 5 A_Scream\n\t\tSALE C 5 A_NoBlocking\n\t\tSALE D 5 A_GiveToTarget(\"ScoreItem\", 200)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadSA_NoLeg\")\n\t\tStop\n\n\tDeath.cut:\n TNT1 A 0\n TNT1 A 0 A_Jump(32, \"Death.Arm\", \"Death.Leg\")\n Goto Death.Tear\n\n\t Death.cutless:\n TNT1 A 0\n TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\n\t\tTNT1 A 0 A_Jump(32, \"Death.Cut\")\n\t\tTNT1 A 0 A_Jump(100, \"Death.LegMassacre\",\"HitlerDeathStyle\")\n tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n Goto Death.Massacre\n\nHitlerDeathStyle:\n POSS G 3\n POSS G 30\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t TNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\ntnt1 a 0 A_PlaySound(\"HITLER/GORE\")\nTNT1 A 0 A_NOBLOCKING\nFUCG AABB 2\nTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\nFUCG CCDD 2\n\t\ttnt1 a 0 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nfUCG D -1\nStop\n\n\t Death.Massacre:\n TNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 O 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem (\"BrutalizedZombieMan1\", 1)\n\t\tStop\n\n\t\tDeath.LegMassacre:\n\t\tTNT1 A 0\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"ZombieLegOnFoot\")\n\t\tPOS7 B 1 A_Scream\n POS7 B 1 A_GiveToTarget(\"ScoreItem\", 100)\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem (\"BrutalizedZombieManLeg\")\n Stop\n\n Death.Tear:\n TNT1 AA 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n \t TNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 O 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"RipZombieMan\", 0, 0, random (0, 360), 2, random (0, 160))\n\t POSX AABCDE 9 A_GiveToTarget(\"ScoreItem\", 100)\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_Half\")\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\t//POSX E -1\n\t\tStop\n\n Death.Eat:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t TNT1 A 0 A_Scream\n TNT1 A 0 A_GiveToTarget(\"ZombieManFatality\",1)\n Stop\n\n Death.Melee:\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n TNT1 A 1 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tGoto Death.Fatality1\n\n\tDeath.Fatality1:\n\t\tTNT1 A 0 A_Scream\n TNT1 A 0 A_GiveToTarget(\"ZombieManFatality\", 1)\n Stop\n\tDeath.Fatality2:\n\t\tTNT1 A 0 A_Scream\n TNT1 A 0 A_GiveToTarget(\"ZombieManFatality2\", 1)\n Stop\n\tDeath.Fatality3:\n\t\tTNT1 A 0 A_Scream\n TNT1 A 0 A_GiveToTarget(\"ZombieManFatality3\", 1)\n Stop\n\tDeath.Fatality4:\n\t\tTNT1 A 0 A_Scream\n TNT1 A 0 A_GiveToTarget(\"ZombieManFatality4\", 1)\n Stop\n\n\tDeath.HelperMarineFatallity:\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"ZombieManFatality3\", 1)\n Stop\n\n Death.BHFT:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_Pain\n TNT1 A 0 A_GiveToTarget(\"ZombieManFatality\", 1)\n TNT1 A 0\n\t\tStop\n\n\tDeath.MinorHead:\n\t TNT1 A 0\n\t TNT1 A 0 A_Jump (128, \"DeathMinorhead2\")\n\t TNT1 A 0 A_Scream\n\t\tPOSH U 5 A_CustomMissile (\"MuchBlood2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tPOSH V 5\n\t\tTNT1 AA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tPOSH W 5 A_NoBlocking\n\t\tPOSH XY 5 A_GiveToTarget(\"ScoreItem\", 200)\n TNT1 A 0 A_SpawnItem (\"DeadZombiemanMinorHead\")\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\t//POSS L -1\n\t\tStop\n\n\t DeathMinorHead2:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Jump (96, \"DeathMinorhead3\")\n\t TNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_CustomMissile (\"Brains7\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Teeth\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"TeethNoBounce\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tZZD5 A 6 A_CustomMissile (\"MuchBlood2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tZZD5 CB 8 A_GiveToTarget(\"ScoreItem\", 200)\n\n\t\tTNT1 A 0 A_Scream\n\t\tZZD5 D 6 A_NoBlocking\n\n TNT1 A 0 A_SpawnItem (\"DeadZombieManFacingFront\")\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\t//POSS L -1\n\t\tStop\n\n\t DeathMinorHead3:\n\t TNT1 A 0\n\t TNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_CustomMissile (\"Brains7\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Teeth\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"TeethNoBounce\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tZZD5 A 6 A_CustomMissile (\"MuchBlood2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tZZD5 CB 8 A_GiveToTarget(\"ScoreItem\", 200)\n\n\t\tZZD5 CBCBCB 12 A_Pain\n\t\tTNT1 A 0 A_Scream\n\t\tZZD5 D 6 A_NoBlocking\n\n TNT1 A 0 A_SpawnItem (\"DeadZombieManFacingFront\")\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\t//POSS L -1\n\t\tStop\n\n\tDeath.head:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n \t TNT1 AA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tZMAD B 0 A_XScream\ntnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n ZMAD B 1\n\t\tZMAD C 0 A_NoBlocking\n\n\t\tTNT1 A 0 A_Jump(32, \"Deathchickenhead\")\n\n\t\tZMAD ABBC 10 A_CustomMissile (\"MuchBlood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tZMAD DE 6\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoHeadFront\")\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\t//POSH F -1\n\t\tStop\n\n\t\tDeathChickenHead:\n\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tZMAD FGH 4 A_SpawnItem (\"Blood\", 0, 56)\n\n\t\t\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tZMAD FGH 4 A_SpawnItem (\"Blood\", 0, 56)\n\n\t\t\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tZMAD FGH 4 A_SpawnItem (\"Blood\", 0, 56)\n\n\t\t\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tZMAD FGH 4 A_SpawnItem (\"Blood\", 0, 56)\n\n\t\t\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tZMAD FGH 4 A_SpawnItem (\"Blood\", 0, 56)\n\n\t\t\t\t\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tZMAD FGH 4 A_SpawnItem (\"Blood\", 0, 56)\n\n\t\t\t\t\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tZMAD FGH 4 A_SpawnItem (\"Blood\", 0, 56)\n\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tZMAD ABBC 10 A_CustomMissile (\"MuchBlood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tZMAD DE 6\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoHeadFront\")\ntnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\t//POSH F -1\n\t\tStop\n\n\tDeath.decaptate:\n TNT1 A 0\n TNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tPOSH AAA 15 A_CustomMissile (\"MuchBlood\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tPOSH B 9 A_XScream\n\t\tPOSH C 9 A_NoBlocking\n\t\tPOSH DE 5 A_GiveToTarget(\"ScoreItem\", 400)\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoHead\")\nTNT1 A 1 A_GiveToTarget(\"ScoreItem\", 400)\n\t\t//POSH F -1\n\t\tStop\n\n Death.fire:\n\tDeath.Flames:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 1 A_GiveToTarget(\"ScoreItem\", 600)\n TNT1 A 0 A_SpawnItem(\"BurningSA\")\n Stop\n\n\t Death.Desintegrate:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"DesintegratedHuman\")\n Stop\n\n Death.Plasma: Death.Plasma2:\n\tPBR1 A 6 A_Scream\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\tPBR1 B 6 A_NoBlocking\n\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 H -1\n\tStop\n\n\tDeath.SuperPlasma:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n\t\tDeath.GreenFire:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n Stop\n\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tDeath.Railgun:\n\t ZZD1 E 1 A_Pain\n\t\tZZD1 E 1 A_FaceTarget\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n ZZD1 EEFFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n Stop\n\n\tXDeath:\n \t TNT1 AAAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_CustomMissile (\"ZombieXDeath\", 2, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 1 A_GiveToTarget(\"ScoreItem\", 700)\nStop\n\t\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(4)\n\n\t Death.Stomp:\n\tTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AAAAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 A 0 bright A_CustomMissile (\"XDeath2\", 55, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 A 0 bright A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 A 0 A_SpawnItem (\"CrushedRemains\")\n\tTNT1 A 1\n\tTNT1 A 1 A_XScream\n TNT1 A 1 A_NoBlocking\n\tStop\n\n\tDeath.ExplosiveImpact:\n\t TNT1 A 0 A_NoBlocking\n\t TNT1 A 0 A_Jump(130,\"Death.LandMine\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathZombieLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t ID13 AB 5 A_GiveToTarget(\"ScoreItem\", 800)\n\t\tID13 CDEF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tID13 FFFFFFFFFF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedZombiemanLeg\")\n\t\tStop\n\n\t\tDeath.LandMine:\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathZombieLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"GibHand\", 42, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tID13 A 1 A_Scream\n\t ID15 A 9\n\t\tID15 BCD 9 A_CheckFloor(\"Dead.Landmine\")\n\t\tID15 DDDDD 9 A_CheckFloor(\"Dead.Landmine\")\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedZombiemanLeg2\")\n\t\tStop\n\n\t\tDead.ExplosiveImpact:\n\t\tTNT1 AAAA 0 A_SpawnItem (\"Blood\")\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedZombiemanLeg\")\n\t\tStop\n\n\t\tDead.Landmine:\n\t\tTNT1 AAAA 0 A_SpawnItem (\"Blood\")\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedZombiemanLeg2\")\n\t\tStop\n\n\tRaise:\n\t\tPOSS K 5\n\t\tPOSS JIH 5\n\t\tGoto See\n Crush:\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail8\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n POSC A 5\n POSC A -1\n Stop\n\n\tDeath.LaserRifle:\n\t\tTNT1 A 0 A_Jump(50, \"DEATH\")\n\t\tPOSS H 5 A_GiveToTarget(\"ScoreItem\", 1000)\n TNT1 A 0 A_NoBlocking\nTNT1 A 0 A_PLAYSOUND(\"HORRIBLE/DEATH\")\n TNT1 A 0 A_SpawnItem(\"Fallout3Disintigration\")\n\t\tStop\n\t}\n}\n\nACTOR ZombiemanTorso\n{\n Radius 12\n Height 16\n Scale 0.98\n\tMass 20\n Health 30\n +SHOOTABLE\n -SOLID\n +NOTELEPORT\n +MOVEWITHSECTOR\n damagefactor \"Blood\", 0.0\n damagefactor \"Trample\", 0.0\n //+NORADIUSDMG\n States\n {\n Spawn:\n BLUD C 0 A_Recoil (3)\n BLUD C 0 ThrustThing (random(0,255),random(1,5))\n BLUD C 0 ThrustThingZ (0,random(0,50),random(0,1),0)\nTNT1 A 0 A_SetInvulnerable\nGORX A 10\nTNT1 A 0 A_UnSetInvulnerable\n Goto Dead\n\n Dead:\n\n GORX A 10\n Loop\n Death:\n TNT1 A 0 A_CustomMissile (\"XDeath1\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_CustomMissile (\"XDeath2\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0\n Stop\n Crush:\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail8\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n POSC A 5\n POSC A -1\n Stop\n Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n TNT1 AAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n }\n}\n\nActor DeadZombieman1: ZombiemanTorso\n{\n Radius 12\n Height 12\n +SHOOTABLE\n -SOLID\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CORPSE\n +USESPECIAL\n\t+FLOORCLIP\n\t-DONTGIB\n\t//+DROPPED\n Mass 2000\n Health 100\n damagefactor \"Blood\", 0.0\n damagefactor \"Trample\", 0.0\n damagefactor \"Melee\", 10.0\n damagefactor \"Fatality\", 10.0\n damagefactor \"Kick\", 10.0\n\tdamagefactor \"ExplosiveImpact\", 10.0\n\tdamagefactor \"Crush\", 10.0\nStates\n {\n Spawn:\n POSS L -1\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n Stop\n\tRaise:\n\t\tPOSS K 1\n\t\tPOSS JIH 1\n TNT1 A 0 A_SpawnItem (\"Zombie_Man\", 3)\n\t\tStop\n Death:\n TNT1 A 0 A_Jump (128, \"Death2\")\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tPOS3 A 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 1 A_SpawnItem (\"DeadZombieman_NoArm\", 5)\n Stop\n Death2:\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieLeg\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tPOS3 A 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 1 A_SpawnItem (\"DeadZombieman_NoLeg\", 5)\n Stop\n Death.Cut:\n TNT1 A 1 A_SpawnItem (\"DeadZombieman_Half\", 5)\n\t\tTNT1 A 0 A_CustomMissile (\"RipZombieMan\", 0, 0, random (0, 360), 2, random (0, 160))\n Stop\n\tXDeath:\n\tCrush:\n\t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n \t TNT1 AAAA 0 A_CustomMissile (\"BloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n Death.Fatality:\n Death.Melee:\n Death.Kick:\n\tDeath.ExplosiveImpact:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,15,0,1)\n TNT1 A 0 A_FaceTarget\n //TNT1 A 0 A_Recoil (1)\n ID11 EF 8\n TNT1 A 1 A_SpawnItem (\"DeadZombieMan1\", 5)\n Stop\n }\n}\n\nActor DeadZombieman1F: DeadZombieman1\n{\nStates\n {\n Spawn:\n POSS P -1\n Stop\n}\n}\n\nActor DeadZombieMan_NoArm: DeadZombieman1\n{Health 200 States{Spawn:\n ZZD3 I -1\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n Stop\n Death.Fatality:\n Death.Melee:\n Death.Kick:\n\tDeath.ExplosiveImpact:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,15,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (1)\n ID11 IJ 8\n TNT1 A 1 A_SpawnItem (\"DeadZombieMan_NoArm\", 5)\n Stop\n\tDeath:\n\t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n \t TNT1 AAAA 0 A_CustomMissile (\"BloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tStop}}\n\nACTOR DyingSANoArm\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t\tPainSound \"NAZI/PAIN\"\n\t\tPainChance 255\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n damagefactor \"Avoid\", 0.0\n damagefactor \"Kick\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tStates\n\t{\n\n\tDeath.fire:\n\tDeath.Flames:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"BurningZombie\")\n Stop\n\n\tSpawn:\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tZZD2 A 10\n ZZD2 B 10\n\tGoto Suffer\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tTNT1 A 0 A_PlaySound (\"grunt/pain\")\n ZZD2 C 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"grunt/pain\")\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 D 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"grunt/pain\")\n ZZD2 E 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"grunt/pain\")\n ZZD2 G 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"grunt/pain\")\n ZZD2 F 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 2, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t ZZD2 H 8\n\t\tTNT1 A 0 A_PlaySound (\"GRUNT/DEATH\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadZombieMan_NoArm\")\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n ZMAD B 10\n TNT1 A 0 A_SpawnItem (\"DeadZombieMan_NoHeadFront\", 1)\nStop\n\nDeath.Shotgun:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 GH 15\n TNT1 A 0 A_SpawnItem (\"DeadZombieMan_NoArm\")\n\t\t Stop\n\n\t\t Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n Xdeath:\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus10Armor\")\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n ZZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n Stop\n\n\t}\n}\n\nACTOR PREYSA\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t\tPainSound \"NAZI/PAIN\"\n\t\tPainChance 255\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n damagefactor \"Avoid\", 0.0\n damagefactor \"Kick\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\nPainChance \"Taunt\", 255\n\tStates\n\t{\n\n\tDeath.fire:\n\tDeath.Flames:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"BurningSA\")\n tnt1 a 1 A_GiveToTarget(\"ScoreItem\", 600)\n Stop\n\n\tSpawn:\n TNT1 A 0\n\tNODO A 10\n NODO B 10\nTNT1 A 0 A_PlaySound (\"HALT\")\n\tGoto PRAY\n\tPRAY:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n NODO C 5\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n NODO D 5\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 40, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto TAKETHIS\n\nTAKETHIS:\nNODO L 1\nTNT1 A 0 A_SpawnItem (\"Zombie_man\")\nStop\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t NODO E 2 A_GiveToTarget(\"ScoreItem\", 500)\n NODO F 2\n\t\tTNT1 A 0 A_PlaySound (\"GRUNT/DEATH\")\nTNT1 A 0 A_SpawnItem (\"LUGER\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadZombieman2\")\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n ZMAD B 10\nTNT1 A 0 A_SpawnItem (\"LUGER\")\n TNT1 A 0 A_SpawnItem (\"DeadZombieMan_NoHeadFront\", 1)\nStop\n\nDeath.Shotgun:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 GH 15\nTNT1 A 0 A_SpawnItem (\"LUGER\")\n TNT1 A 0 A_SpawnItem (\"DeadZombieman2\")\n\t\t Stop\n\n\t\t Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\nTNT1 A 0 A_SpawnItem (\"LUGER\")\n Stop\n\n Xdeath:\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus10Armor\")\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n ZZD1 EFGH 6\nTNT1 A 0 A_SpawnItem (\"LUGER\")\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n Stop\n\n\t}\n}\n\nActor DeadZombieManMinorHead: DeadZombieman1\n{Health 200 States{Spawn:\n POSH Z -1\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n Stop\n\tDeath:\n\tTNT1 A 0 A_SpawnItem(\"GibsZ\")\n \t TNT1 AAA 0 A_CustomMissile (\"BloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tStop}}\n\nActor DeadZombieMan_NoLeg: DeadZombieMan_NoArm\n{Health 200 States{Spawn:\n POS7 D -1\n\t\tStop\n Death.Fatality:\n Death.Melee:\n Death.Kick:\n\tDeath.ExplosiveImpact:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,15,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (1)\n ID11 KL 8\n TNT1 A 1 A_SpawnItem (\"DeadZombieMan_NoLeg\", 5)\n Stop}}\n\nActor DeadZombieMan_NoHead: DeadZombieMan_NoArm\n{Health 200 States{Spawn:\n POSH F -1\n Stop\n Death.Fatality:\n Death.Melee:\n Death.Kick:\n\tDeath.ExplosiveImpact:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,15,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (1)\n ID11 EF 8\n TNT1 A 1 A_SpawnItem (\"DeadZombieMan1\", 5)\n Stop}}\n\nActor DeadZombieMan_NoHeadFront: DeadZombieMan_NoArm\n{Health 200 States{Spawn:\n ZMAD E -1\n Stop\n Death.Fatality:\n Death.Melee:\n Death.Kick:\n\tDeath.ExplosiveImpact:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,15,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (1)\n ID11 EF 8\n TNT1 A 1 A_SpawnItem (\"DeadZombieMan1\", 5)\n Stop}}\n\nActor DeadZombieMan_Half: ZombieManTorso\n{Mass 300 Health 200 States{Spawn:\n POSX E -1\n Stop\n Death:\n\t\tTNT1 A 0 A_SpawnItem(\"GibsZ\")\n \t TNT1 AAAA 0 A_CustomMissile (\"BloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath4\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n Death.Cut:\n Death.Cutless:\n Goto Death}}\n\nACTOR DyingZombieman\n{\n Radius 12\n Height 16\n Speed 9\n\tHealth 50\n\tPainSound \"grunt/pain\"\n\tDeathSound \"grunt/death\"\n\tdamagefactor \"Kick\", 0.1\n\tPainChance \"Kick\", 255\n\tdamagefactor \"trample\", 2.0\n\t+SHOOTABLE\n +FLOORCLIP\n\t//+NOBLOCKMAP\n +LOOKALLAROUND\n\t+FRIGHTENED\n\t+SOLID\n States\n {\n\n\tPain.Kick:\n\tTNT1 A 0 A_CustomMissile (\"Teeth\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"TeethNoBounce\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem(\"CrueltyBonus1health\")\n\tTNT1 A 0 A_Pain\n\tTNT1 A 0 A_FaceTarget\n\tZMAK ABA 4\n\tZMAM A 20\n\tGoto See\n\n\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasZmanShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n\t\tDeath.Kick:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n TNT1 A 0 A_GiveToTarget(\"IsCurbstompingZombieman\", 1)\n Stop\n\n Spawn:\n\tZMAM A 1 A_Look\n\tLoop\n See:\n\t\tZMAM ABAB 10 A_Chase\n ZMAM A 9 A_Pain\n\t\tTNT1 A 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, 0, 10, 0, 0)\n\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 12, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\t\tDeath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_SpawnItem (\"DeadZombiemanMinorHead\")\n\t\tStop\n\tDeath.Fire:\n\tDeath.Flames:\n\tDeath.Burn:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\tTNT1 A 0 A_SpawnItem (\"BurningSA\")\n\tStop\n\tDeath.Trample:\n\t TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"StompedZombieman\")\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tStop\n Crush:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS2 A 5\n CRS2 A -1\n Stop\n\n\tDeath.Stomp:\n\tDeath.SSG:\n\tXDeath:\n\tTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AAAAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AA 0 bright A_CustomMissile (\"XDeath2\", 55, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AA 0 bright A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 A 0 A_SpawnItem (\"CrushedRemains\")\n\tTNT1 A 1\n\tTNT1 A 1 A_XScream\n TNT1 A 1 A_NoBlocking\n\tTNT1 A -1\n\tTNT1 A 0\n\tStop\n\n\tDeath.Shotgun:\n\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tZMAD B 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tZMAD C 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"DeadZombieman_Noheadfront\")\n\t\tStop\n\t}\n}\n\nACTOR BrutalizedZombieMan1\n{\n\tGame Doom\n\tRadius 16\n\tHeight 50\n\tHealth 70\n\tbloodtype \"DeadBlood\"\n\t\tPainSound \"grunt/pain\"\n\t\tPainChance 255\n\t\tMass 999999\n\t-SOLID\n\t+SHOOTABLE\n\t+NORADIUSDMG\n\t+FLOORCLIP\n\tScale 1.0\n\tStates\n\t{\n\t\t\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasZManShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tPain:\n ZZD1 A 15\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedZombieManStop\")\n\tStop\n\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Recoil(2)\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedZombieMan2\")\n\t\tStop\n\n\tDeath.SSG:\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n \t TNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_CustomMissile (\"SargeXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n Stop\n}}\n\nactor BrutalizedZombieManStop: CurbstompedMarine\n{\n States\n {\n Spawn:\nZZD2 ABCD 5 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nZZD3 D -1\n Stop }}\n\nACTOR BrutalizedZombieMan2: BrutalizedZombieMan1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n ZZD1 B 15\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedZombieManStop2\")\n\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedZombieMan3\")\n\t\tStop\n}}\n\nactor BrutalizedZombieManStop2: CurbstompedMarine\n{\n States\n {\n Spawn:\nZZD4 AB 6 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nZZD4 B -1\n Stop }}\n\nACTOR BrutalizedZombieMan3: BrutalizedZombieMan1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n ZZD1 C 15\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedZombieManStop3\")\n\tStop\n\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\t\tTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tZZD1 EFGH 6\n\t\tZZD1 H -1\n\t\tStop\n}}\n\nactor BrutalizedZombieManStop3: CurbstompedMarine\n{\n States\n {\n Spawn:\nZZD3 ABC 6 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nZZD3 C -1\n Stop }}\n\nactor ZombieLegOnFoot: CurbstompedMarine\n{\nScale 1.0\n-SHOOTABLE\n-SOLID\n States\n {\n Spawn:\nTNT1 A 0 A_PlaySound(\"misc/xdeath2\")\nLEG1 IJK 8\nTNT1 A 0 A_SpawnItem(\"Gib_ZombieLeg1\")\n Stop }}\n\nACTOR BrutalizedZombieManLeg: BrutalizedZombieMan1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n POS7 A 15\n\tGoto DieNow\n\n DieNow:\n\tPOS7 BCD 5\n\tTNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\")\n\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(4)\n\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n //TNT1 AAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t ID13 ABCDEF 5\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedZombiemanLeg\")\n\t\tStop\n}}\n\nACTOR VeryFuckedUpBrutalizedZombiemanLeg: CurbstompedMarine\n{Health 200\nDamageFactor \"ExplosiveImpact\", 10.0\nStates{Spawn:\n ID13 G -1\n Stop\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t ID13 ABCDEF 5\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedZombiemanLeg\")\n\t\tStop\n\n\t\t Stop}}\n\nACTOR VeryFuckedUpBrutalizedZombiemanLeg2: VeryFuckedUpBrutalizedZombiemanLeg\n{Health 200 States{Spawn:\n ID15 E -1\n Stop}}\n\nACTOR StompedZombieman: DeadZombieman_NoHead\n{Health 200 States{Spawn:\n 01CB F -1\n Stop\tDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"GibsZ\")\nTNT1 AAAA 0 A_CustomMissile (\"BloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 5, 0, random (0, 360), 2, random (0, 160))\n Stop}}\n\nActor DeadZombieMan_NoArmFront: DeadZombieMan_NoArm\n{States{Spawn:\n ZZD3 i -1\n Stop }}\n\nActor DeadZombieManFacingFront: DeadZombieMan1\n{States{Spawn:\n FPZ2 J -1\n Stop }}\n\nActor DeadZombieManFatality3: DeadZombieMan1\n{States{Spawn:\n FPZ3 S -1\n Stop }}\n\nActor DeadSA_NoLeg\n{\n Radius 12\n Height 12\n +SHOOTABLE\n -SOLID\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CORPSE\n\t+FLOORCLIP\n Mass 1000\n Health 100\n damagefactor \"Blood\", 0.0\n PainChance \"Melee\", 255\n damagefactor \"Melee\", 20.0\n damagefactor \"Kick\", 20.0\n damagefactor \"Fatality\", 20.0\n damagefactor \"Trample\", 0.0\n\tdamagefactor \"ExplosiveImpact\", 10.0\nStates\n{Spawn:\n SALE E -1\n Stop\nDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nActor DeadZombieman2\n{\n Radius 12\n Height 12\n +SHOOTABLE\n -SOLID\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CORPSE\n\t+FLOORCLIP\n Mass 1000\n Health 100\n damagefactor \"Blood\", 0.0\n PainChance \"Melee\", 255\n damagefactor \"Melee\", 20.0\n damagefactor \"Kick\", 20.0\n damagefactor \"Fatality\", 20.0\n damagefactor \"Trample\", 0.0\n\tdamagefactor \"ExplosiveImpact\", 10.0\nStates\n{Spawn:\n NODO G -1\n Stop\nDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\n\nACTOR PoorGuard\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t\tPainSound \"NAZI/PAIN\"\n\t\tPainChance 255\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n damagefactor \"Avoid\", 0.0\n damagefactor \"Kick\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\nPainChance \"Taunt\", 255\n\tStates\n\t{\n\n\tDeath.fire:\n\tDeath.Flames:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"BurningSA\")\n tnt1 a 1 A_GiveToTarget(\"ScoreItem\", 600)\n Stop\n\n\tSpawn:\n TNT1 A 0\n\tSAKN C 10\n\tGoto SUFFER\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n TNT1 A 0 A_PlaySound(\"SA/PAIN\")\n SAKN A 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n TNT1 A 0 A_PlaySound(\"SA/PAIN\")\n SAKN B 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 10, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\t\t\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t NODO E 2 A_GiveToTarget(\"ScoreItem\", 500)\n NODO F 2\n\t\tTNT1 A 0 A_PlaySound (\"SA/DEATH\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadZombieman2\")\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n ZMAD B 10\n TNT1 A 0 A_SpawnItem (\"DeadZombieMan_NoHeadFront\", 1)\nStop\n\nDeath.Shotgun:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 GH 15\n TNT1 A 0 A_SpawnItem (\"DeadZombieman2\")\n\t\t Stop\n\n\t\t Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n Xdeath:\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus10Armor\")\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n ZZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n Stop\n\n\t}\n}\n\n\t\tACTOR SA_PATROL : Zombie_Man\n{\n\t+JUSTHIT\n\tStates\n\t{\n\tSpawn:\n\t\tWBRN AAA 1 A_Wander\n\t\tWBRN AAAA 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tWBRN BBB 1 A_Wander\n\t\tWBRN BBB 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tWBRN CCC 1 A_Wander\n\t\tWBRN CCC 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tWBRN DDD 1 A_Wander\n\t\tWBRN DDD 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tLoop\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/gore/BLOOD.txt",
"contents": "ACTOR TinyBlood\n{\n game Doom\n scale 0.2\n speed 7\n health 1\n radius 8\n height 1\n +DontSplash\n Gravity 0.7\n\tDecal BrutalBloodSplat\n +MISSILE\n +CLIENTSIDEONLY\n +NOTELEPORT\n +NOBLOCKMAP\n +FORCEXYBILLBOARD\n -EXPLODEONWATER\n+DOOMBOUNCE\nBounceFACTOR 0.01\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BLUD Z 500\n\t\tStop\n\tSplash:\n BLOD A 0\n stop\n Death:\n XDT1 EFGHIJKL 2\n stop\n }\n}\n\nACTOR NashGore_Blood : Blood Replaces Blood\n{\nDecal BrutalBloodSplat\n game Doom\n+FORCEXYBILLBOARD\n+GHOST\n+NOBLOCKMAP\n+NOGRAVITY\n+NOCLIP\n-DONTSPLASH\n-ALLOWPARTICLES\nSpeed 0\n states\n {\n Spawn:\n TNT1 A 0\n //TNT1 A 0 A_JumpIf (floorz > 10, \"SpawnLeg\")\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 AA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 7, 0, random (0, 360), 2, random (30, 150))\n\t\tTNT1 A 0 A_CustomMissile (\"BloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"BloodHit\")\n BLOD BCD 0\n stop\n\tSpawnLeg:\n\tTNT1 A 0\n\tTNT1 A 0 A_Explode(500, 500)\n\tTNT1 A 0\n\tStop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nACTOR DetectCeilBloodSimpler\n{\n game Doom\n scale 0.4\n speed 0\n health 1\n radius 1\n height 1\n Gravity 0.0\n Renderstyle Translucent\n Alpha 0.95\n\tDamageType Blood\n +MISSILE\n +CLIENTSIDEONLY\n +NOTELEPORT\n +NOBLOCKMAP\n +FORCEXYBILLBOARD\n +NODAMAGETHRUST\n -DONTSPLASH\n +NOGRAVITY\n States\n {\n Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 ThrustThingZ(0,35,0,1)\n\t TNT1 A 2\n\t Stop\n\t Death:\n\t TNT1 A 0\n\t TNT1 A 0 A_CustomMissile (\"CeilBloodChecker\", -15, 0, 90, 2, 90)\n Stop\n }\n}\n\nACTOR BloodHit\n{\n height 8\n radius 4\n +NOBLOCKMAP\n +NOGRAVITY\n +NOCLIP\n +CLIENTSIDEONLY\n states\n {\n Spawn:\n TNT1 A 0\n BLOD BCD 4\n Stop\n }\n}\n\nACTOR Big_Blood : NashGore_Blood\n{\n states\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 AAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 15, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 180), 2, random (0, 180))\n BLOD BCD 0\n stop\n }\n}\n\nACTOR 12BloodTrail : NashGore_Blood\n{\n states\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 A 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 15, 0, random (0, 360), 2, random (0, 180))\n stop\n }\n}\n\nACTOR BrainBlood : Nashgore_Blood\n{\nDecal BrutalBloodSplat\n}\n\nACTOR Nashgore_FlyingBloodTrail5 : 12BloodTrail\n{\nDecal BrutalBloodSplat\n}\n\nACTOR NashGore_FlyingBlood\n{\n game Doom\n scale 0.9\n speed 7\n health 1\n radius 8\n height 1\n Gravity 0.9\n Renderstyle Translucent\n Alpha 0.95\n\tDamageType Blood\n\tDecal BrutalBloodSplat\n-SOLID\n +MISSILE\n +CLIENTSIDEONLY\n +NOTELEPORT\n +NOBLOCKMAP\n +RIPPER\n +BLOODLESSIMPACT\n +FORCEXYBILLBOARD\n +NODAMAGETHRUST\n +MOVEWITHSECTOR\n +CORPSE\n -DONTSPLASH\n Mass 1\n States\n {\n Spawn:\n\t //BLOD ABCD 2\n\t TNT1 A 0\n\t BLOD BC 2\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t TNT1 A 0 A_Jump(255, \"Spawn1\", \"Spawn2\")\n\t Spawn1:\n\t\tBLOD E 6\n loop\n\tSpawn2:\n\t\tBLOD E 6\n loop\n\tSplash:\n BLOD A 0\n stop\n Death:\n \t //TNT1 A 0 A_CustomMissile (\"SmallBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\tTNT1 A 0 A_PlaySound(\"blooddrop\")\n\t\t\t\tTNT1 A 0\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"BloodHeightDetector\")\n\t\t\t\tTNT1 A 0 A_SpawnItemEx (\"DetectCeilBloodSimpler\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t\t\tTNT1 AAAAA 0 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\t\tTNT1 A 1\n Stop\n }\n}\n\nACTOR BloodHeightDetector: TinyBlood //Doesnt spawns blood pools if it hits the ceiling or walls\n{\n -DONTSPLASH\n scale 1.0\n Gravity 1.0\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t BLUD C 0 ThrustThingZ (0,25,1,0)\n BLOD C 3\n Stop\n\tSplash:\n BLOD A 0\n stop\n Death:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"Nashgore_Bloodspot\")\n\t\tTNT1 A 0 A_PlaySound(\"blooddrop\")\n\t\tXDT1 EFGHIJK 3\n stop\n }\n}\n\nACTOR NashGore_FlyingBloodMuchFaster: NashGore_FlyingBlood\n{\n speed 18\n}\n\nACTOR NashGore_BloodSpot\n{\n game Doom\n radius 1\n height 1\n mass 1\n RenderStyle Translucent\n Alpha 0.93\n +NOTELEPORT\n +NOBLOCKMAP\n+CLIENTSIDEONLY\n+FORCEXYBILLBOARD\n+MOVEWITHSECTOR\n+FLOORCLIP\n+MISSILE\n-DONTSPLASH\nScale 0.5\nDecal BrutalBloodSplat\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //XDT1 ABCD 8\n //loop\n Death:\n Crash:\n //Check if the Blood is underwater. If yes, disappear\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //Check if blood is over water. If yes, disappear.\n //Randomize blood texture:\n TNT1 A 0\n TNT1 A 0 A_Jump(64,4)\n TNT1 A 0 A_Jump(128,4)\n TNT1 A 0 A_Jump(192,4)\n TNT1 A 0 A_Jump(255,4)\n // make the blood spots stay on the ground. 4500 is the default duration.\n BPDL A 4500\n stop\n BPDL B 4500\n stop\n BPDL B 4500\n stop\n BPDL B 4500\n stop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nACTOR GiantBloodSpot: NashGore_BloodSpot\n{\n game Doom\n +FLOORCLIP\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //XDT1 ABCD 8\n //loop\n Death:\n Crash:\n //Check if the Blood is underwater. If yes, disappear\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //Check if blood is over water. If yes, disappear.\n BPDL A 1\n BPDL A -1\n stop\n\tSplash:\n BLOD A 0\n stop\n}\n}\n\nACTOR BigBloodSpot: GiantBloodSpot\n{\n game Doom\n}\n\nACTOR MediumBloodSpot: GiantBloodSpot\n{\ngame Doom\n states\n {\n Death:\n Crash:\n //Check if the Blood is underwater. If yes, disappear\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BPDL A 8\n BPDL D -1\n stop\n}\n}\n\nACTOR CeilBloodLauncher: Nashgore_FLyingBlood\n{\n +RIPPER\n +BLOODLESSIMPACT\n\t-DOOMBOUNCE\ndamagetype Blood\n Speed 15\n Gravity 0.0\n\tDecal BrutalBloodSplat\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 A 3\n Stop\n\tSplash:\n BLOD A 0\n stop\n Death:\n \t //TNT1 A 0 A_CustomMissile (\"SmallBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"CeilBloodChecker\", -15, 0, 90, 2, 90)\n TNT1 A 0\n stop\n\t Melee:\n Xdeath:\n\t TNT1 A 1\n Stop\n }\n}\n\nACTOR CeilBloodLauncherLong: CeilBloodLauncher\n{\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 A 12\n Stop\n }\n}\n\n// Checks if there is a ceiling above, and isn't hitting a monster.\nACTOR CeilBloodChecker: Nashgore_FLyingBlood\n{\n +RIPPER\n +BLOODLESSIMPACT\ndamagetype Blood\nRadius 0\nHeight 0\nSpeed 400\n\n Gravity 0.0\n\tDecal BrutalBloodSuper\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 A 4\n Stop\n\tSplash:\n BLOD A 0\n stop\n Death:\n TNT1 A 1 A_SpawnItem(\"CeilBloodSpot\",0,0,0,1)\n TNT1 A 5\n stop\n Xdeath:\n\t TNT1 A 1\n Stop\n }\n}\n\n// The Ceil Blood Spot.\nACTOR CeilBloodSpot: Nashgore_BloodSpot\n{\n+SPAWNCEILING\n+MOVEWITHSECTOR\n-DOOMBOUNCE\n+NOGRAVITY\n +DontSplash\n +MISSILE\nstates\n{\nSpawn:\nGoto Crash\nDeath:\nCrash:\n\n BPDL BBBBBBBBBBBBBBB 2 ThrustThingZ(0,300,0,1)\n TNT1 A 0 A_SpawnItem (\"DripingBloodLeavesSmallPool\")\n BPDL BBBBBBBBBBBBBBBBBBBB 3 ThrustThingZ(0,300,0,1)\n TNT1 A 0 A_SpawnItem (\"TinyBlood\")\n BPDL BBBBBBBBBBBBBBBBBBBB 4 ThrustThingZ(0,300,0,1)\n TNT1 A 0 A_SpawnItem (\"TinyBlood\")\n BPDL AAAAAAAAAAAAAAAAAAAA 5 ThrustThingZ(0,300,0,1)\n TNT1 A 0 A_SpawnItem (\"TinyBlood\")\n BPDL AAAAAAAAAAAAAAAAAAAA 4 ThrustThingZ(0,300,0,1)\n TNT1 A 0 A_SpawnItem (\"TinyBlood\")\n BPDL AAAAAAAAAAAAAAAAAAAA 6 ThrustThingZ(0,300,0,1)\n TNT1 A 0 A_SpawnItem (\"TinyBlood\")\n BPDL AAAAAAAAAAAAAAAAAAAA 6 ThrustThingZ(0,300,0,1)\n TNT1 A 0 A_SpawnItem (\"TinyBlood\")\n BPDL AAAAAAAAAAAAAAAAAAAA 3 ThrustThingZ(0,300,0,1)\n TNT1 A 0 A_SpawnItem (\"TinyBlood\")\n BPDL AAAAAAAAAAAAAAAAAAAA 4 ThrustThingZ(0,300,0,1)\n TNT1 A 0 A_SpawnItem (\"TinyBlood\")\n stop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nACTOR DripingBlood: TinyBlood\n{\n scale 0.3\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BLUD Z 4\n loop\n\tSplash:\n BLOD A 0\n stop\n Death:\n\t TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"blooddrop\")\n XDT1 EFGHIJKL 2\n stop\n }\n}\n\nACTOR DripingBloodLeavesPool: TinyBlood\n{\n scale 0.3\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BLUD Z 4\n loop\n\tSplash:\n BLOD A 0\n stop\n Death:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_PlaySound(\"blooddrop\")\n XDT1 EFGHIJKL 2\n stop\n }\n}\n\nACTOR DripingBloodLeavesSmallPool: DripingBloodLeavesPool\n{\n-DONTSPLASH\nStates\n{\n Death:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"MinuscleBloodSpot\")\n\t\tTNT1 A 0 A_PlaySound(\"blooddrop\")\n XDT1 EFGHIJKL 2\n stop\n }\n}\n\n// Blood trails spawned by FlyingBlood\nACTOR NashGore_FlyingBloodTrail\n{\ngame Doom\n scale 0.70\n mass 1\n renderstyle Translucent\n alpha 0.7\nDecal BrutalBloodSplat\n +LOWGRAVITY\n +NOTELEPORT\n +NOBLOCKMAP\n+NOCLIP\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\n +DontSplash\n+MISSILE\n-NOGRAVITY\nSpeed 2\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //BTRL ABCD 4\nBLOD ABCDDEEFFF 4\n stop\nDeath:\nTNT1 A 0\nStop\n\n\tSplash:\n BLOD A 0\n stop\n\n }\n}\n\nACTOR BloodTr: NashGore_FlyingBloodTrail\n{\nSpeed 4\n alpha 0.7\nscale 1.1\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BTRL ABCD 4\n stop\n }\n }\n\nACTOR BloodTr2: NashGore_FlyingBloodTrail\n{\nSpeed 4\n alpha 0.7\nscale 1.1\n-NOGRAVITY\nGravity 0.6\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BTRL ABCD 4\n stop\n Death:\n TNT1 A 0\n Stop\n }\n }\n\nACTOR BloodTr3: NashGore_FlyingBloodTrail\n{\nSpeed 6\n alpha 0.7\nscale 1.1\n-NOGRAVITY\nGravity 0.9\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BTRL ABCD 6\n stop\n }\n }\n\nACTOR BloodTr95: NashGore_FlyingBloodTrail\n{\nSpeed 4\n alpha 0.7\nscale 1.1\n-NOGRAVITY\nGravity 0.7\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BTRL ABCD 7\n stop\n Death:\n TNT1 A 0\n Stop\n }\n }\n\nACTOR BloodTr255: NashGore_FlyingBloodTrail\n{\nSpeed 2\n alpha 0.5\nscale 1.0\n-NOGRAVITY\n+THRUACTORS\nGravity 0.3\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BTRL ABCD 3\n stop\n Death:\n TNT1 A 0\n Stop\n }\n }\n\nACTOR BloodTr255G: NashGore_FlyingBloodTrail\n{\nSpeed 3\n alpha 0.6\nscale 0.7\n-NOGRAVITY\nGravity 0.8\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BTRL ABCD 3\n stop\n Death:\n TNT1 A 0\n Stop\n }\n }\n\nACTOR NashGore_FlyingBloodFaster: NashGore_FlyingBloodTrail\n{\nSpeed 4\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //BTRL ABCD 6\n BLOD ABCDEFFFFFF 3\n stop\n }\n}\n\nACTOR NashGore_FlyingBloodTrail16: NashGore_FlyingBloodTrail\n{\n renderstyle Translucent\n alpha 0.4\n}\n\nACTOR SmallBrainPiece\n{\n Radius 2\n Height 2\n\tSpeed 8\n\tMass 1\n\tScale 0.5\n\tDecal BrutalBloodSplat\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n\t+THRUGHOST\n\t+CLIENTSIDEONLY\n +DONTSPLASH\n +MOVEWITHSECTOR\n\t-DONTSPLASH\n\t+FORCEXYBILLBOARD\n States\n {\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(128, \"DoNothing\")\n\tGoto See\n See:\n\t\tXDB5 ABCDEFGH 3\n\t\tLoop\n\tDeath:\n\t XDT5 B 15\n XDT5 B -1\n Stop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR Brains1\n{\n Radius 2\n Height 2\n\tSpeed 6\n\tMass 1\n\tBounceFACTOR 0.4\n\tScale 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n\t+CLIENTSIDEONLY\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tXDB5 EFGH 6\n\tLoop\n\tDeath:\n\t XDT5 C 1\n\t XDT5 C -1\n\t\tStop\n }\n}\n\nACTOR Brains2\n{\n Radius 2\n Height 2\n\tSpeed 6\n\tMass 1\n Decal BrutalBloodSplat\n +CLIENTSIDEONLY\n\tBounceFACTOR 0.4\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n\t\tBRIB ABCD 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BRIN B 2500\n BRIN B -1\n Stop\n }\n}\n\nACTOR Brains3\n{\n Radius 2\n Height 2\n\tSpeed 6\n\tMass 1\n Decal BrutalBloodSplat\n +CLIENTSIDEONLY\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n\t\tBRIB EFGH 4 //A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BRIN C 2500\n BRIN C -1\n Stop\n }\n}\n\nACTOR Brains4\n{\n Radius 2\n Height 2\n\tSpeed 6\n\tMass 1\n Decal BrutalBloodSplat\n +CLIENTSIDEONLY\n\tBounceFACTOR 0.4\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n +MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n\t\tBRIB IJKL 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BRIN D 2500\n BRIN D -1\n Stop\n }\n}\n\nACTOR Brains5\n{\n Radius 2\n Height 2\n\tSpeed 6\n\tMass 1\n Decal BrutalBloodSplat\n +CLIENTSIDEONLY\n\tBounceFACTOR 0.4\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n +MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n\t\tBRIB IJKL 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BRIN E 2500\n BRIN E -1\n Stop\n }\n}\n\nACTOR Brains6\n{\n Radius 2\n Height 2\n\tSpeed 6\n\tMass 1\n Decal BrutalBloodSplat\n +CLIENTSIDEONLY\n\tBounceFACTOR 0.4\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n +MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n\t\tBRIB MNOP 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BRIN F 2500\n BRIN F -1\n Stop\n }\n}\n\nACTOR Brains7\n{\n Radius 2\n Height 2\n\tSpeed 6\n\tMass 1\n Decal BrutalBloodSplat\n +CLIENTSIDEONLY\n\tBounceFACTOR 0.4\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n +MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n\t\tBRIB QRST 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BRIN G 2500\n BRIN G -1\n Stop\n }\n}\n\nACTOR BonePieces : Blood\n{\nDecal BrutalBloodSplat\n game Doom\n+FORCEXYBILLBOARD\n states\n {\n Spawn:\n TNT1 AA 0 A_CustomMissile (\"LSpart3\", 15, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"LSpart1\", 15, 0, random (0, 360), 2, random (0, 160))\n stop\n }\n}\n\nACTOR BloodJuice\n{\n Radius 1\n Height 1\n\tAlpha 0.5\n\tScale 4.4\n\tGravity 0.01\n\tSpeed 0.2\n\t+FORCEXYBILLBOARD\n\t+CLIENTSIDEONLY\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n\t+MISSILE\n States\n {\n Spawn:\n BLOD A 1\n Goto Death\n\tDeath:\n\t BLOD AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.01)\n\t\tStop\n }\n}\n\nACTOR FatalityBlood: Nashgore_FlyingBlood\n{\n Speed 14\n}\n\nACTOR MuchBlood : Blood\n{\n states\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr255\", 15, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAAAAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAAAAAAAAAA 0 A_CustomMissile(\"NashGore_FlyingBloodTrail\", 0, 0, 180)\n \t TNT1 AAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n BLOD BCD 0\n stop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nACTOR MuchBlood2 : Blood\n{\n states\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr255\", 15, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAAAAAAA 0 A_CustomMissile(\"NashGore_FlyingBloodTrail\", 0, 0, 180)\n \t TNT1 AAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n BLOD BCD 0\n stop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nACTOR DeadBlood : Blood\n{\nDecal BrutalBloodSplat\n game Doom\n+FORCEXYBILLBOARD\n+GHOST\n+NOBLOCKMAP\n+NOGRAVITY\n+NOCLIP\n-DONTSPLASH\n states\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n Spawn:\n TNT1 A 0\n //TNT1 A 0 A_JumpIf (floorz > 10, \"SpawnLeg\")\n TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 7, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"BloodHit\")\n \t TNT1 A 0 A_CustomMissile (\"TinyBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n stop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nACTOR GoreBloodFly: NashGore_FlyingBlood\n{\n speed 10\n}\n\nACTOR Blue_Blood : NashGore_Blood\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n states\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 AAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 15, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 180), 2, random (0, 180))\n \t TNT1 A 0 A_CustomMissile (\"Blue_FlyingBlood\", 32, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"BlueBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n stop\n }\n}\n\nACTOR Blue_FlyingBlood: Nashgore_FlyingBlood\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\nstates\n{\n Death:\n \t //TNT1 A 0 A_CustomMissile (\"SmallBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 1 A_SpawnItem(\"Blue_BloodSpot\",0,0,0,1)\n XDT1 EFGHIJKL 3\n Stop\n}\n}\n\nACTOR Blue_FlyingBloodTrail: Nashgore_FlyingBloodTrail\n{\nDecal BlueBloodSplat\ntranslation \"168:191=192:207\",\"16:47=240:247\"\n}\n\nACTOR Blue_BloodSpot: Nashgore_BloodSpot\n{\nDecal BlueBloodSplat\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n}\n\nACTOR WallRedBlood\n{\n game Doom\n scale 0.6\n speed 7\n health 1\n radius 8\n height 1\n Gravity 0.7\n damage 0\n\tDamageType Blood\n\tDecal BrutalBloodSuper\n +MISSILE\n +CLIENTSIDEONLY\n +NOTELEPORT\n +NOBLOCKMAP\n +BLOODLESSIMPACT\n\t+RIPPER\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 ABCD 4\n loop\n\tSplash:\n BLOD A 0\n stop\n Death:\n \t TNT1 A 3\n stop\n }\n}\n\nACTOR SuperWallRedBlood: WallRedBlood\n{\n speed 32\n Gravity 0.1\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 ABCD 1\n Stop\n}\n}\n\nACTOR MediumInfiniteBlood: NashGore_FlyingBlood\n{\n States\n {\n Death:\n \t //TNT1 A 0 A_CustomMissile (\"SmallBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\tTNT1 A 0 A_PlaySound(\"blooddrop\")\n TNT1 A 0 A_SpawnItem (\"MediumBloodSpot\", 1)\n TNT1 A 0\n }\n}\n\nACTOR BloodDying : NashGore_Blood\n{\n states\n {\n Spawn:\n //TNT1 AAAAA 0 A_CustomMissile (\"BloodTr2\", 7, 0, random (0, 360), 2, random (0, 180))\n //TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 0, 0, random (0, 180), 2, random (0, 180))\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //TNT1 A 0 A_CustomMissile (\"CeilBloodLauncher\", -1, 0, random (0, 360), 2, random (50, 130))\n\t\t//TNT1 AA 0 A_CustomMissile (\"WallRedBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n \t TNT1 A 0 A_CustomMissile (\"BloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"BloodHit\")\n\t\tTNT1 A 0 A_SpawnItem (\"Nashgore_FlyingBlood\")\n BLOD BCD 0\n stop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nACTOR MinuscleBloodSpot: NashGore_BloodSpot\n{\nScale 0.25\n}"
}
]
},
"maps": [
{
"map": "MAP01",
"title": "MAP01",
"format": "hexen",
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}
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},
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},
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},
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}
},
{
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}
},
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}
},
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},
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},
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},
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},
{
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}
},
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}
},
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},
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]
},
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},
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"title": null,
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}
},
{
"map": "MAP04",
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}
},
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},
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}
},
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},
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},
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]
},
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},
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},
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}
},
{
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}
},
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}
},
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]
},
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},
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},
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}
},
{
"map": "MAP06",
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}
},
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}
},
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},
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},
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}
},
{
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}
},
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},
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}
},
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},
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},
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},
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},
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},
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"metadata": {
"title": null,
"music": null,
"source": "marker"
}
},
{
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"title": "MAP08",
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}
},
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