Raw model (for completeness)
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{
"source": "pk3",
"name": "GAMEINFO.txt",
"contents": "STARTUPTYPE = \"Hexen\"\nSTARTUPTITLE = \"Insanity Co-op & Survival\"\nSTARTUPCOLORS = \"FFEF00\",\"00AF00\""
},
{
"source": "pk3",
"name": "LANGUAGE.txt",
"contents": "[enu default]\nOB_DEFAULT = \"%o got %p own dumb ass self killed.\";\nOB_KILLEDSELF = \"%o killed %p own dumb self.\";\nOB_CRUSH = \"%o failed at life.\";\n\nPRESSKEY = \"Please press your entire keyboard with a hydraulic press.\";\nPRESSYN = \"Press Yeah! or Nope! If you can't find them, try slamming your fist on the keyboard.\";\nDOSY = \"\";\nMNU_CHOOSECLASS = \"CHOOSE WEAPON:\";\n\nTXT_YES = \"Yeah!\";\nTXT_NO = \"Nope!\";\n\n// Ammo\n\nGOTCLIP = \"Clip of bullets.\";\nGOTCLIPBOX = \"Box of bullets.\";\nGOTSHELLS = \"Shells.\";\nGOTSHELLBOX = \"Box of shells.\";\nGOTROCKET = \"Rocket.\";\nGOTROCKBOX = \"Box of rockets.\";\nGOTCELL = \"Cell.\";\nGOTCELLBOX = \"Cell pack.\";\n\n// Quitting messages\n\nQUITMSG = \"Are you sure you're sane enough\\nto escape the Insanity?\";\nQUITMSG1 = \"Admit you're a complete wuss and press Y.\\nOr show everyone you never give up and press N!\";\nQUITMSG2 = \"Well then! I strongly recommend\\nyou and your friends\\nget on outta here\\nbefore I'll have y'all SHOT!\";\nQUITMSG3 = \"Yeah, I dare you - rage quit!\\nC'mon, make us both happy!\";\nQUITMSG4 = \"Ooh, someone's gone mad!\\nYou gonna go play\\na baby's game now?\";\nQUITMSG5 = \"If you quit now,\\n\\nI will find you,\\n\\nand I will kill you!\";\nQUITMSG6 = \"For glorious gibs and enormous explosions, press N.\\nFor charring chores and ho-hum homework, press Y.\";\nQUITMSG7 = \"Don't say I didn't warn you about the Insanity!\";\nQUITMSG8 = \"You're about to quit?\\nYou shouldn't do that.\\nYou might as well first quit\\nbeing such a wussy instead!\";\nQUITMSG9 = \"Are you sure you want to fire an ICBM on target 'Home'?\";\nQUITMSG10 = \"Are you sure this WAD has gotten upon your nerves enough?\";\nQUITMSG11 = \"\\cDKaapeli\\cV47's\\n\\nabout to make\\n\\nyou his b*tch.\";\nQUITMSG12 = \"If you're a noobie, press Y!\\nIf you're a deathmatch veteran,\\nwell, don't let me tell you what to do!\";\nQUITMSG13 = \"There's different people\\nwho press Y in this screen:\\n\\nKids who play battle royales, zoomers who like graphics more than gameplay, Justin Bieber, and other wimps like you.\";\nQUITMSG14 = \"Are you sure you want to cower in the corner of your room and get as far away as possible \"\n\"from that 'hacker' who is in fact not one and instead just another Deathmatch veteran who \"\n\"just shows how bad you are as a player and how good you are as a mop for cleaning the arena of \"\n\"their enemies' gory red pieces and thin red paste including you as the mop?\\nInsane, isn't it?\";\nQUITMSG15 = \"Press Y for more hurtitude.\\nPress N for more gibbitude!\";\nQUITMSG16 = \"You can run back to Vanilla DM,\\nbut there's no escape from the Insanity!\";\nQUITMSG17 = \"Are you sure you want to detonate the 100 charges of C4 explosives underneath your house?\";\nQUITMSG18 = \"Are you sure you want to drown in sadness forever because of how much you suck in deathmatch?\";\nQUITMSG19 = \"Admit you're a baby and press Y.\\nOr prove you're more than just a target dummy and press N!\";\nQUITMSG20 = \"Press Y to pay respects.\\nPress N to rise from the dead!\";\nQUITMSG21 = \"Trust me. Going back to Vanilla DM\\ndoesn't help your odds much...\";\nQUITMSG22 = \"Are you sure you want to give orders to 50 Finnish K9 armored howitzers to fire at your current location?\";\nQUITMSG23 = \"Are you sure you turned the safety off?\";\nQUITMSG24 = \"Are you su-... oh well alright then!\";\nQUITMSG25 = \"Press Y for Reality.\\nPress N for INSANITY!\";\nQUITMSG26 = \"Before rage quitting, remember to punch a hole through your monitor and throw it out of the window!\";\nQUITMSG27 = \"Before you hit that Y key,\\njust remember:\\n\\nYou's a b*tch.\";\nQUITMSG28 = \"Listen up! I got a feva!\\nAnd the only perscription is moar' INSANITY!\";\nQUITMSG29 = \"Are you sure you want the president of the Republic of Finland to launch a nuclear missile on top of your house?\";\nQUITMSG30 = \"Are you sure you've been splattered across the arenas by veterans enough?\";\nQUITMSG31 = \"Are you sure you shot down the Heat Seeker Missiles?\\n\\nThey can be shot down, you know?\";\nQUITMSG32 = \"You know, hitting ALT+F4 is way faster than doing this...\";\nQUITMSG33 = \"This is the easy way out.\\nIt's also the wussy way out!\\n\\nYou don't wanna be wussy...\";\nQUITMSG34 = \"Are you sure YOU picked up the Big Weapons? Not the enemy?\";\n\nSTSTR_DQDON = \"Godmode enabled!\";\nSTSTR_DQDOFF = \"Godmode disabled!\";\nSTSTR_NCON = \"Noclip enabled!\";\nSTSTR_NCOFF = \"Noclip disabled!\";\nSTSTR_NC2ON = \"Noclip enabled!\";\nSTSTR_CLEV = \"Switching map...\";\nSTSTR_KFAADDED = \"Fully Loaded up to the keys!\";\nSTSTR_FAADDED = \"Fully Loaded!\";\nTXT_BUDDHAON = \"Demigodmode enabled!\";\nTXT_BUDDHAOFF = \"Demigodmode disabled!\";\n\nNETEND = \"You can't end the Insanity!\";\nLOADNET = \"You can't escape the Insanity by loading a game!\";\nQLOADNET = \"You can't escape the Insanity by quickloading a game!\";\nSAVENET = \"You can't save the Insanity!\";"
},
{
"source": "pk3",
"name": "STRINGS.txt",
"contents": "[STRINGS]\nOB_DEFAULT = \"%o got %p own dumb ass self killed.\";\nOB_MPDEFAULT = \"%o became a test subject for %k's BFG Prototype.\";\n// ^ This is a workaround for the BFG's tracer obituary in Zandronum.\nOB_KILLEDSELF = \"%o killed %p own dumb self.\";\nOB_CRUSH = \"%o failed at life.\";\nOB_REFLECTION = \"%o's tasted %p own medicine from %k's reflection.\";\nOB_BFG10K_SELF = \"%o blasted %p own dumb ass with %p BFG10K.\";\n\nPRESSKEY = \"Please press your entire keyboard with a hydraulic press.\";\nPRESSYN = \"Press Yeah! or Nope! If you can't find them, try slamming your fist on the keyboard.\";\nDOSY = \"\";\nMNU_CHOOSECLASS = \"CHOOSE WEAPON:\";\n\nTXT_YES = \"Yeah!\";\nTXT_NO = \"Nope!\";\n\n// Quitting messages\n\nQUITMSG = \"Are you sure you're sane enough\\nto escape the Insanity?\";\nQUITMSG1 = \"Admit you're a complete wuss and press Y.\\nOr show everyone you never give up and press N!\";\nQUITMSG2 = \"Well then! I strongly recommend\\nyou and your friends\\nget on outta here\\nbefore I'll have y'all SHOT!\";\nQUITMSG3 = \"Yeah, I dare you - rage quit!\\nC'mon, make us both happy!\";\nQUITMSG4 = \"Ooh, someone's gone mad!\\nYou gonna go play\\na baby's game now?\";\nQUITMSG5 = \"If you quit now,\\n\\nI will find you,\\n\\nand I will kill you!\";\nQUITMSG6 = \"For glorious gibs and enormous explosions, press N.\\nFor charring chores and ho-hum homework, press Y.\";\nQUITMSG7 = \"Don't say I didn't warn you about the Insanity!\";\nQUITMSG8 = \"You're about to quit?\\nYou shouldn't do that.\\nYou might as well first quit\\nbeing such a wussy instead!\";\nQUITMSG9 = \"Are you sure you want to fire an ICBM on target 'Home'?\";\nQUITMSG10 = \"Are you sure this WAD has gotten upon your nerves enough?\";\nQUITMSG11 = \"\\cDKaapeli\\cV47's\\n\\nabout to make\\n\\nyou his b*tch.\";\nQUITMSG12 = \"If you're a noobie, press Y!\\nIf you're a deathmatch veteran,\\nwell, don't let me tell you what to do!\";\nQUITMSG13 = \"There's different people\\nwho press Y in this screen:\\n\\nKids who play battle royales, zoomers who like graphics more than gameplay, Justin Bieber, and other wimps like you.\";\nQUITMSG14 = \"Are you sure you want to cower in the corner of your room and get as far away as possible \"\n\"from that 'hacker' who is in fact not one and instead just another Deathmatch veteran who \"\n\"just shows how bad you are as a player and how good you are as a mop for cleaning the arena of \"\n\"their enemies' gory red pieces and thin red paste including you as the mop?\\nInsane, isn't it?\";\nQUITMSG15 = \"Press Y for more hurtitude.\\nPress N for more gibbitude!\";\nQUITMSG16 = \"You can run back to Vanilla DM,\\nbut there's no escape from the Insanity!\";\nQUITMSG17 = \"Are you sure you want to detonate the 100 charges of C4 explosives underneath your house?\";\nQUITMSG18 = \"Are you sure you want to drown in sadness forever because of how much you suck in deathmatch?\";\nQUITMSG19 = \"Admit you're a baby and press Y.\\nOr prove you're more than just a target dummy and press N!\";\nQUITMSG20 = \"Press Y to pay respects.\\nPress N to rise from the dead!\";\nQUITMSG21 = \"Trust me. Going back to Vanilla DM\\ndoesn't help your odds much...\";\nQUITMSG22 = \"Are you sure you want to give orders to 50 Finnish K9 armored howitzers to fire at your current location?\";\nQUITMSG23 = \"Are you sure you turned the safety off?\";\nQUITMSG24 = \"Are you su-... oh well alright then!\";\nQUITMSG25 = \"Press Y for Reality.\\nPress N for INSANITY!\";\nQUITMSG26 = \"Before rage quitting, remember to punch a hole through your monitor and throw it out of the window!\";\nQUITMSG27 = \"Before you hit that Y key,\\njust remember:\\n\\nYou's a b*tch.\";\nQUITMSG28 = \"Listen up! I got a feva!\\nAnd the only perscription is moar' INSANITY!\";\nQUITMSG29 = \"Are you sure you want the president of the Republic of Finland to launch a nuclear missile on top of your house?\";\nQUITMSG30 = \"Are you sure you've been splattered across the arenas by veterans enough?\";\nQUITMSG31 = \"Are you sure you shot down the Heat Seeker Missiles?\\n\\nThey can be shot down, you know?\";\nQUITMSG32 = \"You know, hitting ALT+F4 is way faster than doing this...\";\nQUITMSG33 = \"This is the easy way out.\\nIt's also the wussy way out!\\n\\nYou don't wanna be wussy...\";\nQUITMSG34 = \"Are you sure YOU picked up the Big Weapons? Not the enemy?\";\n\nSTSTR_DQDON = \"Godmode enabled!\";\nSTSTR_DQDOFF = \"Godmode disabled!\";\nSTSTR_NCON = \"Noclip enabled!\";\nSTSTR_NCOFF = \"Noclip disabled!\";\nSTSTR_NC2ON = \"Noclip enabled!\";\nSTSTR_CLEV = \"Switching map...\";\nSTSTR_KFAADDED = \"Fully Loaded up to the keys!\";\nSTSTR_FAADDED = \"Fully Loaded!\";\nTXT_BUDDHAON = \"Demigodmode enabled!\";\nTXT_BUDDHAOFF = \"Demigodmode disabled!\";\n\nNETEND = \"You can't end the Insanity!\";\nLOADNET = \"You can't escape the Insanity by loading a game!\";\nQLOADNET = \"You can't escape the Insanity by quickloading a game!\";\nSAVENET = \"You can't save the Insanity!\";\n\n// Random tips\n\nTIP1 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFYou can choose your starting weapon\\n\\cFfrom \\cGPLAYER SETUP \\cFin the main menu!\";\nTIP2 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFThe \\cIHeat Seeker \\cFmissiles can be shot down midair!\";\nTIP3 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFThe \\cIRage \\cFpowerup gives Invulnerability and\\n\\cFrandom additional powerups for 10 seconds!\";\nTIP4 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFThe \\cDBullet Armor \\cFgives 80% resistance to\\n\\cFballistic & melee damage, and gives full Bullets & Shells!\";\nTIP5 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFThe \\cGFrag Armor \\cFgives 87.5% resistance to\\n\\cFexplosive damage, and gives full Rockets!\";\nTIP6 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFThe \\cCTech Armor \\cFgives 80% resistance to\\n\\cFplasma damage, and gives full Cells!\";\nTIP7 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFThe \\cKYellow Armor \\cFgives\\n\\cF50% resistance to all damage!\";\nTIP8 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFThe \\cNBlue Armor \\cFgives\\n\\cF80% resistance to ballistic & melee damage!\";\nTIP9 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFThe \\cGRed Armor \\cFgives\\n\\cF87.5% resistance to explosive damage!\";\nTIP10 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFThe \\cTPurple Armor \\cFgives\\n\\cF80% resistance to plasma damage!\";\nTIP11 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFWeapon, armor, powerup, and ammo\\n\\cFspawns are random for each match!\";\nTIP12 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFYou're always running in \\cGInsanity Deathmatch\\cF!\\n\\cFEven if you have 'Always Run' off!\";\nTIP13 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFTry to not go Insane!\\nNo, I'm serious, it's already happened to some players here.\\nThis is called \\cGInsanity Deathmatch \\cFafterall!\";\nTIP14 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFSome \\cLBig Weapons \\cFuse special ammo\\n\\cFthat can't be restocked with pickups!\";\nTIP15 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFThe \\cNRailgun \\cFis a slow sniping weapon\\n\\cFthat one-shots players on spawn!\";\nTIP16 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFThe \\cIExplosive weapons (Slot 5) \\cFfire slow explosive missiles\\n\\cFat a slow rate, mostly fragging players in one direct hit!\";\nTIP17 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFThe \\cBBullet weapons (Slot 4) \\cFare rapid fire weapons\\n\\cFwith great ability to deal continuous damage!\";\nTIP18 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFThe \\cAShotgun weapons (Slot 3) \\cFdeliver instant damage\\n\\cFon a wide spread and slow rate of fire!\";\nTIP19 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFThe \\cVPlasma weapons (Slot 6) \\cFare uncommon\\n\\cFbut extremely high damage weapons!\";\nTIP20 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFPress F1 for general information on\\n\\cFhow to play, and for map credits!\";\nTIP21 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFThe \\cIReflection \\cFpowerup's reflected damage\\n\\cFignores the attackers armor!\";\nTIP22 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFThe \\cLBig Weapons \\cFare a high risk but a high reward!\\n\\cFThey may potentially win you a match or two!\";\nTIP23 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFHealth pickups heal up to the Max 200 Health!\\n\\cFHealth Bonuses can raise your Max Health up to 300!\";\nTIP24 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFThe \\cUSuper Armor \\cFgives\\n\\cF75% resistance to all damage!\";\nTIP25 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFThe \\cBPistol \\cFis actually useful this time!\\n\\cFIt deals average damage with average accuracy!\";\nTIP26 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFThe \\cKChainsaw \\cFcan mow down people really quickly,\\n\\cFand hits way faster than your fist!\";\nTIP27 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFThe \\cBMachinegun \\cFhas a good balance in\\n\\cFconstant shots, damage and accuracy!\";\nTIP28 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFThe \\cKYellowboy \\cFis a strong sniper starting weapon,\\n\\cFfragging any player in usually two shots!\";\nTIP29 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFThe \\cKBlaster \\cFfires strong and fast plasma shots,\\n\\cFbut fires slower than the Pistol!\";\nTIP30 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFThe \\cABoomstick \\cFis a fast & accurate\\n\\cFstart shotgun with good damage!\";\nTIP31 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFThe \\cABuckshot \\cFis a deadly start weapon that's faster and almost\\n\\cFstronger than the Shotgun, but consumes 2 Shells!\";\nTIP32 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFThe \\cBChaingun \\cFstart weapon offers\\n\\cFa great output of suppressing shots!\";\nTIP33 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFThe \\cIGrenade Rifle \\cFdemands skill, but deals\\n\\cFthe most damage out of all start weapons!\";\nTIP34 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFIf the weapon switch order annoys you, use PWO \\n\\cFin \\cGPLAYER SETUP \\cF- \\cJWeapons Setup\\cF!\";\nTIP35 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFThe \\cKProsperity \\cFpowerup can give you\\n\\cDthe Bullet Armor\\cF, \\cGFrag Armor \\cFor \\cCTech Armor\\cF!\";\nTIP36 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFThe \\cEMegaSphere \\cFcan give you\\n\\cNthe Blue Armor\\cF, \\cGRed Armor\\cF, or \\cTPurple Armor\\cF!\";\nTIP37 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFThe \\cUVorpal Blade \\cFstart weapon blocks attacks upon each swing,\\nand shoots a piercing projectile when fully charged!\";\nTIP38 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFYou run faster with the \\cJKnife\\cF!\\n\\cFSeriously, that's a starting weapon!\";\nTIP39 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFYou can shoot projectiles through teleporters!\\n\\cF(Unless you're playing a UDMF-format map!)\";\nTIP40 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFWhen you pick up armor, taking\\n\\cFdamage plays a sharp DING sound!\";\nTIP41 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFWhen picking up most powerups,\\n\\cFyou become invulnerable for 1 second!\";\nTIP42 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFExplosive Barrels are now EXTREMELY explosive!\\n\\cFUtilize them well but with caution!\";\nTIP43 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFTimed powerups last for 20 or 30 seconds\\n\\cFand respawn every 90 seconds!\";\nTIP44 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFThe longer the \\cIHeat Seeker \\cFmissiles fly,\\n\\cFthe more aggressively they home into targets!\";\nTIP45 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFThe \\cDLight Armors \\cFspawn every 30 seconds.\\n\\cFThe \\cNHeavy Armors \\cFspawn every 60 seconds.\";\nTIP46 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFAll weapons have their powered up versions\\n\\cFwhen used with the \\cUStrength \\cFpowerup!\";\nTIP47 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cJRANDOM TIP\\n\\n\\cFUsing Death Camera when dying\\n\\cFis recommended when playing \\cGInsanity Deathmatch\\cF!\";\n\n// Gibbing \"tips\"\n\nXTIP1 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKIF YOU HAVE TROUBLE READING THESE TIPS,\\n\\cKADJUST YOUR TEXT SCALING IN THE HUD OPTIONS!\";\nXTIP2 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKJust use WASD to move, and left mouse button to shoot!\";\nXTIP3 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKPick up that gun and shoot it!\";\nXTIP4 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKProtip: To defeat the Cyberdemon, shoot it until it dies!\";\nXTIP5 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKMake sure to also AIM the gun\\n\\cKbefore shooting it!\";\nXTIP6 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKYou know, I can give you some useful\\n\\cKtips if you stop sucking this much!\";\nXTIP7 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKIf you don't get gibbed like this,\\n\\cKI might actually say something useful!\";\nXTIP8 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKWhoever let you play deathmatch\\n\\cKmade a bad, bad decision...\";\nXTIP9 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKGo follow \\cDKaapeli\\cV47 \\cKon \\cTTwitch\\n\\cKto win 100 matches in a row!\";\nXTIP10 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKTry pressing ALT+F4 for all weapons & powerups!\";\nXTIP11 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cK*INSERT TOTALLY USEFUL PROTIP HERE*\";\nXTIP12 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKError 404. Protip Not Found.\";\nXTIP13 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKI like you getting gibbed this much!\\n\\cKThat means I can just keep taunting you!\";\nXTIP14 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKTry getting splattered less!\";\nXTIP15 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKKABLOOIEEEEEEEEEEE!!!\";\nXTIP16 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKIt usually helps to just hold your\\n\\cKfire button and hope for the best!\";\nXTIP17 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKI should've warned that this is\\n\\cKnot really for the faint of heart...\\n\\n\\cK...or for kids!\";\nXTIP18 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKHow'd ya like yer ribs?\";\nXTIP19 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKParental Advisory: Explicit INSANITY!\";\nXTIP20 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKIf you're playing this keyboard only,\\n\\cKwell... good luck with that!\";\nXTIP21 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKThe cake is a lie.\";\nXTIP22 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKy0u'v3 b33n pwnd by 4n 31337 h4x0r!!!1111\";\nXTIP23 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cK*INSERT TheMisterCat PLAYING HIS FLUTE HERE*\";\nXTIP24 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKYou've 'Sploded!\";\nXTIP25 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKBURN ALL THE BRIDGES!!!\";\nXTIP26 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKKids - Don't try this at ALL!\";\nXTIP27 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKThe Grenade Rifle was originally the Shannon Cannon!\\n\\cKThat's why it's \\cCMajorArlene's \\cKfavorite weapon now!\";\nXTIP28 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKIf this is your introduction to deathmatch,\\n\\cKthen I can see that now!\";\nXTIP29 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKHOOOOOOOOME RUUUUUUUN!!!\";\nXTIP30 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKJust git gud lmao!\";\nXTIP31 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKYou can't be anymore dead than that!\";\nXTIP32 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKLudicrous Gibs!\";\nXTIP33 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKLooks like you pissed off an already angry bull!\";\nXTIP34 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKI SPILL'D MAH BURGER!\";\nXTIP35 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKIf you really have NO IDEA what you're doing,\\n\\cFI suggest pressing F1 for a simple 'How to Play'!\";\nXTIP36 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKInsanity Deathmatch is just uhh... such a, uh...\\n\\cKbigger, badder, better version of Deathmatch!\";\nXTIP37 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKSOMBODY TOUCHA MA SPAGETT!!!\";\nXTIP38 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKNow I know what a TV dinner feels like!\";\nXTIP39 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKUAC Marines Tomato Sauce - may contain severed heads,\\n\\cKgory helmets, and bloody Super Shotguns!\";\nXTIP40 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKTurning on Death Camera is EXTREMELY recommended!\\n\\cKJust to see your head and giblets flying!\";\nXTIP41 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKIf deathmatch isn't your thing,\\n\\cKmaybe a career change is necessary...\";\nXTIP42 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKFly me to the moon and let me sing among the gore...\";\nXTIP43 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cK'Return to the Bone Zone'\\n\\cK- Rivi\";\nXTIP44 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cK'It slappes mein bratwurst'\\n\\cK- Jimmy\";\nXTIP45 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cK'Guys how can I make a door in slade\\n\\cK@everyone'\\n\\n\\cK- FUG\";\nXTIP46 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKYa know, reading these tips actually might help you\\n\\cKwhen you don't suck this much!\";\nXTIP47 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKSPHERE OF TOME!\\n\\cK- SystemofaDork\";\nXTIP48 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKYou can write off that death\\n\\cKon your tax forms.\";\nXTIP49 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cK'Here is where the jank happens'\\n\\cK- Remmirath\";\nXTIP50 = \"\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\cKYour fortune cookie says:\\n\\n\\cK\\\"You're shit outta luck!\\\"\";"
},
{
"source": "pk3",
"name": "DECORATE.txt",
"contents": "/// IDM.pk3 Decorate by Kaapeli47\n\n#include \"Decorate/world.txt\"\n#include \"Decorate/Weapons/Common.txt\"\n#include \"Decorate/Weapons/Slot 1/Fist.txt\"\n#include \"Decorate/Weapons/Slot 1/Chainsaw.txt\"\n#include \"Decorate/Weapons/Slot 1/Knife.txt\"\n#include \"Decorate/Weapons/Slot 1/VorpalBlade.txt\"\n#include \"Decorate/Weapons/Slot 2/Pistol.txt\"\n#include \"Decorate/Weapons/Slot 2/Machinegun.txt\"\n#include \"Decorate/Weapons/Slot 2/Yellowboy.txt\"\n#include \"Decorate/Weapons/Slot 2/Blaster.txt\"\n#include \"Decorate/Weapons/Slot 3/Boomstick.txt\"\n#include \"Decorate/Weapons/Slot 3/Buckshot.txt\"\n#include \"Decorate/Weapons/Slot 3/CombatShotgun.txt\"\n#include \"Decorate/Weapons/Slot 3/SuperShotgun.txt\"\n#include \"Decorate/Weapons/Slot 3/RiotShotgun.txt\"\n#include \"Decorate/Weapons/Slot 3/Screwgun.txt\"\n#include \"Decorate/Weapons/Slot 4/Chaingun.txt\"\n#include \"Decorate/Weapons/Slot 4/Nailgun.txt\"\n#include \"Decorate/Weapons/Slot 4/SuperChaingun.txt\"\n#include \"Decorate/Weapons/Slot 4/SuperNailgun.txt\"\n#include \"Decorate/Weapons/Slot 4/HeavyMachinegun.txt\"\n#include \"Decorate/Weapons/Slot 5/RocketLauncher.txt\"\n#include \"Decorate/Weapons/Slot 5/BarrageLauncher.txt\"\n#include \"Decorate/Weapons/Slot 5/GrenadeLauncher.txt\"\n#include \"Decorate/Weapons/Slot 5/HeatSeeker.txt\"\n#include \"Decorate/Weapons/Slot 5/Minibomber.txt\"\n#include \"Decorate/Weapons/Slot 5/GrenadeRifle.txt\"\n#include \"Decorate/Weapons/Slot 6/PlasmaGun.txt\"\n#include \"Decorate/Weapons/Slot 6/PlasmachineGun.txt\"\n#include \"Decorate/Weapons/Slot 6/PulseRifle.txt\"\n#include \"Decorate/Weapons/Slot 6/PlasmaBeam.txt\"\n#include \"Decorate/Weapons/Slot 6/Ionblaster.txt\"\n#include \"Decorate/Weapons/Slot 6/Railgun.txt\"\n#include \"Decorate/Weapons/Slot 7/QuadShotgun.txt\"\n#include \"Decorate/Weapons/Slot 7/HandCannon.txt\"\n#include \"Decorate/Weapons/Slot 7/Minigun.txt\"\n#include \"Decorate/Weapons/Slot 7/HellstormCannon.txt\"\n#include \"Decorate/Weapons/Slot 7/Devastators.txt\"\n#include \"Decorate/Weapons/Slot 7/BarrelGun.txt\"\n#include \"Decorate/Weapons/Slot 7/FreezeThrower.txt\"\n#include \"Decorate/Weapons/Slot 7/BFGPrototype.txt\"\n#include \"Decorate/Weapons/Slot 7/Unmaker.txt\"\n#include \"Decorate/Weapons/Slot 7/FireMace.txt\"\n#include \"Decorate/Weapons/Slot 7/Bloodscourge.txt\"\n#include \"Decorate/Weapons/Slot 7/Wraithverge.txt\"\n#include \"Decorate/Weapons/Slot 7/Meowitzer.txt\"\n#include \"Decorate/Weapons/Slot 7/FlameThrower.txt\"\n#include \"Decorate/Weapons/Slot 7/PyroCannon.txt\"\n#include \"Decorate/Weapons/WeaponSpawners.txt\"\n#include \"Decorate/Weapons/AmmoSpawners.txt\"\n#include \"Decorate/Health/HealthBonus.txt\"\n#include \"Decorate/Health/Medipack.txt\"\n#include \"Decorate/Health/Medikit.txt\"\n#include \"Decorate/Health/Stimpack.txt\"\n#include \"Decorate/Health/HealthSpawners.txt\"\n#include \"Decorate/Armor/Light Armor/YellowArmor.txt\"\n#include \"Decorate/Armor/Light Armor/BulletArmor.txt\"\n#include \"Decorate/Armor/Light Armor/FragArmor.txt\"\n#include \"Decorate/Armor/Light Armor/TechArmor.txt\"\n#include \"Decorate/Armor/Heavy Armor/BlueArmor.txt\"\n#include \"Decorate/Armor/Heavy Armor/RedArmor.txt\"\n#include \"Decorate/Armor/Heavy Armor/PurpleArmor.txt\"\n#include \"Decorate/Armor/Heavy Armor/SuperArmor.txt\"\n#include \"Decorate/Armor/Armorbonus.txt\"\n#include \"Decorate/Armor/OtherArmor.txt\"\n#include \"Decorate/Armor/ArmorSpawners.txt\"\n#include \"Decorate/Powerups/Common.txt\"\n#include \"Decorate/Powerups/Strength.txt\"\n#include \"Decorate/Powerups/Soulsphere.txt\"\n#include \"Decorate/Powerups/MegaSphere.txt\"\n#include \"Decorate/Powerups/Rage.txt\"\n#include \"Decorate/Powerups/TimeFreeze.txt\"\n#include \"Decorate/Powerups/DoomSphere.txt\"\n#include \"Decorate/Powerups/GuardSphere.txt\"\n#include \"Decorate/Powerups/Regeneration.txt\"\n#include \"Decorate/Powerups/Haste.txt\"\n#include \"Decorate/Powerups/Prosperity.txt\"\n#include \"Decorate/Powerups/Spread.txt\"\n#include \"Decorate/Powerups/Drain.txt\"\n#include \"Decorate/Powerups/TurboSphere.txt\"\n#include \"Decorate/Powerups/PowerupSpawners.txt\"\n#include \"Decorate/Monsters/Possessed.txt\"\n#include \"Decorate/Monsters/Doomimp.txt\"\n#include \"Decorate/Monsters/Demon.txt\"\n#include \"Decorate/Monsters/Lostsoul.txt\"\n#include \"Decorate/Monsters/Cacodemon.txt\"\n#include \"Decorate/Monsters/Revenant.txt\"\n#include \"Decorate/Monsters/Bruiser.txt\"\n#include \"Decorate/Monsters/Arachnotron.txt\"\n#include \"Decorate/Monsters/Fatso.txt\"\n#include \"Decorate/Monsters/Painelemental.txt\"\n#include \"Decorate/Monsters/Archvile.txt\"\n#include \"Decorate/Monsters/Cyberdemon.txt\"\n#include \"Decorate/Monsters/Spidermaster.txt\"\n#include \"Decorate/Player.txt\"\n#include \"Decorate/Monsters/GibbedSpawner.txt\"\n\nACTOR TargetDummy : IDMPlayer\n{\n Health 200\n +ISMONSTER\n}\n\nACTOR IDMIceChunkHead : IceChunkHead replaces IceChunkHead\n{\n\t+NOTDMATCH\n\tStates\n\t{\n\tSpawn:\n\t\tPLAY \"]\" -1\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "KEYCONF.txt",
"contents": "clearplayerclasses\naddplayerclass KnifePlayer\naddplayerclass BlasterPlayer\naddplayerclass BoomstickPlayer\naddplayerclass BuckshotPlayer\naddplayerclass YellowboyPlayer\naddplayerclass MachinegunPlayer\naddplayerclass ChaingunPlayer"
},
{
"source": "pk3",
"name": "MAPINFO.txt",
"contents": "include \"mapinfo/common.txt\"\n\nGameInfo\n{\n\tDimColor = \"FF 00 00\"\n\tDimamount = 0.175\n\tintermissionmusic = \"D_DM2INT\"\n\tadvisorytime = 6\n\tTitlepage = \"COOPTITL\"\n\tExitpic = \"INTERPIC\"\n\tstatusbar = \"sbarinfo/idmcoop.txt\"\n\tinfopage = \"INHLP2\", \"HELP\", \"TITLEPIC\", \"COOPCRED\", \"CREDIT\"\n\tquitmessages = \"$QUITMSG\", \"$QUITMSG1\", \"$QUITMSG2\", \"$QUITMSG3\",\n\t\"$QUITMSG4\", \"$QUITMSG5\", \"$QUITMSG6\", \"$QUITMSG7\", \"$QUITMSG8\",\n\t\"$QUITMSG9\", \"$QUITMSG10\", \"$QUITMSG11\", \"$QUITMSG12\", \"$QUITMSG13\",\n\t\"$QUITMSG14\", \"$QUITMSG15\", \"$QUITMSG16\", \"$QUITMSG17\", \"$QUITMSG18\",\n\t\"$QUITMSG19\", \"$QUITMSG20\", \"$QUITMSG21\", \"$QUITMSG22\", \"$QUITMSG23\",\n\t\"$QUITMSG24\", \"$QUITMSG25\", \"$QUITMSG26\", \"$QUITMSG27\", \"$QUITMSG28\",\n\t\"$QUITMSG29\", \"$QUITMSG30\", \"$QUITMSG31\", \"$QUITMSG32\", \"$QUITMSG33\",\n\t\"$QUITMSG34\"\n}\n\nGameDefaults\n{\n\tIntermission\n\tSpawnWithWeaponRaised\n\tAllowJump\n\tNoCrouch\n\tAllowFreelook\n}"
},
{
"source": "pk3",
"name": "MENUDEF.txt",
"contents": "ListMenu \"MainMenu\"\n{\n\tStaticPatch 92, 2, \"M_DOOM\"\n\tPosition 75, 90\n\tTextItem \"Singleplayer\", \"s\", \"PlayerclassMenu\"\n\tTextItem \"Multiplayer\", \"m\", \"ZA_MultiplayerOptions\"\n\tTextItem \"Player Setup\", \"p\", \"PlayerMenu\"\n\tTextItem \"Options\", \"o\", \"OptionsMenu\"\n\tTextItem \"Quit\", \"q\", \"QuitMenu\"\n}\n\nListMenu \"PlayerMenu\"\n{\n\tStaticTextCentered 160, 0, \"$MNU_PLAYERSETUP\"\n\tFont \"SmallFont\"\n\tLinespacing 14\n\tPosition 30, 36\n\tPlayerNameBox \"Name\", 0, \"Playerbox\"\n\tSelector \"-\", -16, -1\n\tMouseWindow 0, 220\n\tPlayerDisplay 255, 76, \"20 00 00\", \"80 00 40\", 1, \"PlayerDisplay\"\n\tLinespacing 10\n\tSlider \"Red\", \"Red\", 0, 255, 16\n\tSlider \"Green\", \"Green\", 0, 255, 16\n\tLinespacing 20\n\tSlider \"Blue\", \"Blue\", 0, 255, 16\n\tLinespacing 14\n\tValueText \"Skin\", \"Skin\"\n\tValueText \"Starting Weapon\", \"Class\"\n\tValueText \"Gender\", \"Gender\", \"Gender\"\n\tValueText \"Autoaim\", \"Autoaim\", \"Autoaim\"\n\tSlider \"Handicap\", \"Handicap\", 0, 200, 5 // [TP]\n\t// [TP] This is moved to weapon setup\n\t// ValueText \"Switch on pickup\", \"Switch\", \"OffOn\"\n\tValueText \"Always Run\", \"AlwaysRun\", \"OnOff\"\n\tTextItem \"Weapon Setup\", \"w\", \"ZA_WeaponSetup\" // [TP]\n\tClass \"PlayerMenu\"\n}\n\n// Zandronum menus\n\nOptionMenu ZA_JoinMenu\n{\n\tTitle\t\t\"JOIN THE INSANITY!\"\n\n\tStaticText\t\"You are currently a spectating wussy!\"\n\tStaticText\t\" \"\n\tStaticText\t\"Become a badass by joining the Insanity!\"\n\tStaticText\t\" \"\n\tStaticText\t\" \"\n\tStaticText\t\" \"\n\tCommand\t\t\"Join!\",\t\t\t\"menu_joingame\"\n\tStaticText\t\" \"\n\tCommand\t\t\"Player Setup\",\t\t\"menu_player\"\n\tStaticText\t\" \"\n\tStaticText\t\" \"\n\tStaticText\t\" \"\n\tCommand\t\t\"HOW TO PLAY?\",\t\t\t\"menu_help\"\n}\n\nOptionMenu ZA_JoinTeamMenu\n{\n\tTitle\t\t\"JOIN A TEAM!\"\n\n\tStaticText\t\"Select a team.\"\n\tStaticText\t\" \"\n\tStaticText\t\" \"\n\tStaticText\t\" \"\n\tStaticText\t\" \"\n\tCommand\t\t\"Auto-select\",\t\t\"menu_autoselect\"\n\tStaticText\t\" \"\n\tJoinMenuTeamOption\n\tStaticText\t\" \"\n\tStaticText\t\" \"\n\tCommand\t\t\"Join!\",\t\t\t\"menu_joingame\"\n\tStaticText\t\" \"\n\tCommand\t\t\"Player Setup\",\t\t\"menu_player\"\n\tStaticText\t\" \"\n\tStaticText\t\" \"\n\tCommand\t\t\"HOW TO PLAY?\",\t\t\t\"menu_help\"\n\tStaticText\t\" \"\n}\n\nOptionMenu ZA_SelectClassMenu\n{\n\tTitle\t\t\"STARTING WEAPON SELECTION\"\n\n\tStaticText\t\" \"\n\tStaticText\t\" \"\n\tStaticText\t\" \"\n\tStaticText\t\"SELECT YOUR STARTING WEAPON!\"\n\tStaticText\t\" \"\n\tStaticText\t\" \"\n\tStaticText\t\" \"\n\tStaticText\t\" \"\n\tStaticText\t\"You can change your Starting Weapon\"\n\tStaticText\t\" \"\n\tStaticText \t\"from the PLAYER SETUP menu.\"\n\tStaticText\t\" \"\n\tStaticText\t\" \"\n\tStaticText\t\" \"\n\tStaticText\t\" \"\n\tJoinMenuPlayerClassOption\n\tStaticText\t\" \"\n\tCommand\t\t\"Join!\",\t\t\t\"menu_joingamewithclass\"\n\tStaticText\t\" \"\n\tCommand\t\t\"Player Setup\",\t\t\"menu_player\"\n}"
},
{
"source": "pk3",
"name": "SBARINFO.txt",
"contents": "mugshot \"Normal\", health2\n{\n\t{ST00, ST01, ST02} 10;\n}\n\nmugshot \"Pain\", healthspecial, directional\n{\n\t{TR00, KILL0, TL00} 17;\n}\n\nmugshot \"Ouch\", health\n{\n\tOUCH0 35;\n}\n\nmugshot \"Grin\", health\n{\n\tEVL0 35;\n}\n\nmugshot \"God\"\n{\n\tGOD0 -1;\n}\n\nmugshot \"Death\"\n{\n\tDEAD0 -1;\n}"
},
{
"source": "pk3",
"name": "TEXTURES.txt",
"contents": "// Rage Armor\n\ngraphic \"BLARA1\", 32, 32\n{\n\toffset 8,14\n\tpatch \"BLDSA0\", 0, 0\n}\n\ngraphic \"BLARA2\", 32, 32\n{\n\toffset 8,14\n\tpatch \"BLDSB0\", 0, 0\n}\n\ngraphic \"BLARA3\", 32, 32\n{\n\toffset 8,14\n\tpatch \"BLDSC0\", 0, 0\n}\n\ngraphic \"BLARA4\", 32, 32\n{\n\toffset 8,14\n\tpatch \"BLDSD0\", 0, 0\n}\n\n// Rage Sphere\n\ngraphic \"RAGESP1\", 32, 32\n{\n\toffset 8,14\n\tpatch \"BLDSA0\", 0, 0\n}\n\ngraphic \"RAGESP2\", 32, 32\n{\n\toffset 8,14\n\tpatch \"BLDSB0\", 0, 0\n}\n\ngraphic \"RAGESP3\", 32, 32\n{\n\toffset 8,14\n\tpatch \"BLDSC0\", 0, 0\n}\n\ngraphic \"RAGESP4\", 32, 32\n{\n\toffset 8,14\n\tpatch \"BLDSD0\", 0, 0\n}\n\ngraphic \"INVULN1\", 32, 32\n{\n\toffset 8,14\n\tpatch \"PINVA0\", 0, 0\n}\n\ngraphic \"INVULN2\", 32, 32\n{\n\toffset 8,14\n\tpatch \"PINVB0\", 0, 0\n}\n\ngraphic \"INVULN3\", 32, 32\n{\n\toffset 8,14\n\tpatch \"PINVC0\", 0, 0\n}\n\ngraphic \"INVULN4\", 32, 32\n{\n\toffset 8,14\n\tpatch \"PINVD0\", 0, 0\n}\n\n// Time Freeze\n\ngraphic \"TIMESP1\", 32, 32\n{\n\toffset 8,14\n\tpatch \"TIMEA0\", 0, 0\n}\n\ngraphic \"TIMESP2\", 32, 32\n{\n\toffset 8,14\n\tpatch \"TIMEb0\", 0, 0\n}\n\ngraphic \"TIMESP3\", 32, 32\n{\n\toffset 8,14\n\tpatch \"TIMEc0\", 0, 0\n}\n\ngraphic \"TIMESP4\", 32, 32\n{\n\toffset 8,14\n\tpatch \"TIMEd0\", 0, 0\n}\n\n// Doom Sphere\n\ngraphic \"DOOMSP1\", 32, 32\n{\n\toffset 8,14\n\tpatch \"DOOMa0\", 0, 0\n}\n\ngraphic \"DOOMSP2\", 32, 32\n{\n\toffset 8,14\n\tpatch \"DOOMb0\", 0, 0\n}\n\ngraphic \"DOOMSP3\", 32, 32\n{\n\toffset 8,14\n\tpatch \"DOOMc0\", 0, 0\n}\n\ngraphic \"DOOMSP4\", 32, 32\n{\n\toffset 8,14\n\tpatch \"DOOMd0\", 0, 0\n}\n\n// Guard Sphere\n\ngraphic \"GARDSP1\", 32, 32\n{\n\toffset 8,14\n\tpatch \"GARDa0\", 0, 0\n}\n\ngraphic \"GARDSP2\", 32, 32\n{\n\toffset 8,14\n\tpatch \"GARDb0\", 0, 0\n}\n\ngraphic \"GARDSP3\", 32, 32\n{\n\toffset 8,14\n\tpatch \"GARDc0\", 0, 0\n}\n\ngraphic \"GARDSP4\", 32, 32\n{\n\toffset 8,14\n\tpatch \"GARDd0\", 0, 0\n}\n\ngraphic \"STRENG1\", 32, 32\n{\n\toffset 8,14\n\tpatch \"BERSa0\", 0, 0\n}\n\ngraphic \"STRENG2\", 32, 32\n{\n\toffset 8,14\n\tpatch \"BERSb0\", 0, 0\n}\n\ngraphic \"STRENG3\", 32, 32\n{\n\toffset 8,14\n\tpatch \"BERSc0\", 0, 0\n}\n\ngraphic \"STRENG4\", 32, 32\n{\n\toffset 8,14\n\tpatch \"BERSd0\", 0, 0\n}\n\ngraphic \"STRENG5\", 32, 32\n{\n\toffset 8,14\n\tpatch \"BERSE0\", 0, 0\n}\n\ngraphic \"STRENG6\", 32, 32\n{\n\toffset 8,14\n\tpatch \"BERSF0\", 0, 0\n}\n\ngraphic \"STRENG7\", 32, 32\n{\n\toffset 8,14\n\tpatch \"BERSG0\", 0, 0\n}\n\ngraphic \"STRENG8\", 32, 32\n{\n\toffset 8,14\n\tpatch \"BERSH0\", 0, 0\n}\n\ngraphic \"STRENG9\", 32, 32\n{\n\toffset 8,14\n\tpatch \"BERSI0\", 0, 0\n}\n\n// Resistance\n\ngraphic \"GRESIS1\", 32, 32\n{\n\toffset 8,14\n\tpatch \"BIOSA0\", 0, 0\n}\n\ngraphic \"GRESIS2\", 32, 32\n{\n\toffset 8,14\n\tpatch \"BIOSB0\", 0, 0\n}\n\ngraphic \"RRESIS1\", 32, 32\n{\n\toffset 8,14\n\tpatch \"BIO2A0\", 0, 0\n}\n\ngraphic \"RRESIS2\", 32, 32\n{\n\toffset 8,14\n\tpatch \"BIO2B0\", 0, 0\n}\n\ngraphic \"BRESIS1\", 32, 32\n{\n\toffset 8,14\n\tpatch \"BIO3A0\", 0, 0\n}\n\ngraphic \"BRESIS2\", 32, 32\n{\n\toffset 8,14\n\tpatch \"BIO3B0\", 0, 0\n}\n\n// Regeneration\n\ngraphic \"REGNSP1\", 32, 32\n{\n\toffset 8,14\n\tpatch \"REGNa0\", 0, 0\n}\n\ngraphic \"REGNSP2\", 32, 32\n{\n\toffset 8,14\n\tpatch \"REGNb0\", 0, 0\n}\n\ngraphic \"REGNSP3\", 32, 32\n{\n\toffset 8,14\n\tpatch \"REGNc0\", 0, 0\n}\n\ngraphic \"REGNSP4\", 32, 32\n{\n\toffset 8,14\n\tpatch \"REGNd0\", 0, 0\n}\n\ngraphic \"HASTSP1\", 32, 32\n{\n\toffset 8,14\n\tpatch \"HASTa0\", 0, 0\n}\n\ngraphic \"HASTSP2\", 32, 32\n{\n\toffset 8,14\n\tpatch \"HASTb0\", 0, 0\n}\n\ngraphic \"HASTSP3\", 32, 32\n{\n\toffset 8,14\n\tpatch \"HASTc0\", 0, 0\n}\n\ngraphic \"REFLSP1\", 32, 32\n{\n\toffset 8,14\n\tpatch \"LFSSa0\", 0, 0\n}\n\ngraphic \"REFLSP2\", 32, 32\n{\n\toffset 8,14\n\tpatch \"LFSSb0\", 0, 0\n}\n\ngraphic \"REFLSP3\", 32, 32\n{\n\toffset 8,14\n\tpatch \"LFSSc0\", 0, 0\n}\n\ngraphic \"REFLSP4\", 32, 32\n{\n\toffset 8,14\n\tpatch \"LFSSd0\", 0, 0\n}\n\ngraphic \"PROSSP1\", 32, 32\n{\n\toffset 8,14\n\tpatch \"AMSPa0\", 0, 0\n}\n\ngraphic \"PROSSP2\", 32, 32\n{\n\toffset 8,14\n\tpatch \"AMSPb0\", 0, 0\n}\n\ngraphic \"PROSSP3\", 32, 32\n{\n\toffset 8,14\n\tpatch \"AMSPc0\", 0, 0\n}\n\ngraphic \"PROSSP4\", 32, 32\n{\n\toffset 8,14\n\tpatch \"AMSPd0\", 0, 0\n}\n\ngraphic \"SPRDSP1\", 32, 32\n{\n\toffset 8,14\n\tpatch \"SPRDa0\", 0, 0\n}\n\ngraphic \"SPRDSP2\", 32, 32\n{\n\toffset 8,14\n\tpatch \"SPRDb0\", 0, 0\n}\n\ngraphic \"SPRDSP3\", 32, 32\n{\n\toffset 8,14\n\tpatch \"SPRDc0\", 0, 0\n}\n\ngraphic \"SPRDSP4\", 32, 32\n{\n\toffset 8,14\n\tpatch \"SPRDd0\", 0, 0\n}\n\ngraphic \"DRANSP1\", 32, 32\n{\n\toffset 8,14\n\tpatch \"DRANa0\", 0, 0\n}\n\ngraphic \"DRANSP2\", 32, 32\n{\n\toffset 8,14\n\tpatch \"DRANb0\", 0, 0\n}\n\ngraphic \"DRANSP3\", 32, 32\n{\n\toffset 8,14\n\tpatch \"DRANc0\", 0, 0\n}\n\ngraphic \"DRANSP4\", 32, 32\n{\n\toffset 8,14\n\tpatch \"DRANd0\", 0, 0\n}\n\ngraphic \"TURBSP1\", 32, 32\n{\n\toffset 8, 14\n\tpatch \"turba0\", 0, 0\n}\n\ngraphic \"TURBSP2\", 32, 32\n{\n\toffset 8, 14\n\tpatch \"turbb0\", 0, 0\n}\ngraphic \"TURBSP3\", 32, 32\n\n{\n\toffset 8, 14\n\tpatch \"turbc0\", 0, 0\n}\n\ngraphic \"TURBSP4\", 32, 32\n{\n\toffset 8, 14\n\tpatch \"turbd0\", 0, 0\n}"
},
{
"source": "pk3",
"name": "Decorate/world.txt",
"contents": "/// decorate/world.txt by Kaapeli47\n\n/// World ///\n\nDamageType Falling\n{\n\tFactor 1.0\n\tReplaceFactor\n}\n\nACTOR IDMExplosiveBarrel : ExplosiveBarrel replaces ExplosiveBarrel\n{\n Health 20\n Radius 10\n Height 42\n Mass 10\n +SOLID\n +SHOOTABLE\n +ACTIVATEMCROSS\n +DONTGIB\n -NOBLOOD\n +NOICEDEATH\n -OLDRADIUSDMG\n +EXTREMEDEATH\n DeathSound \"world/barrelx\"\n Obituary \"%o was blown up by %k.\"\n BloodColor \"Green\"\n Tag \"Explosive Barrel\"\n States\n {\n Spawn:\n BAR1 AB 6\n Loop\n Death:\n XDeath:\n BEXP A 5 Bright\n BEXP B 5 Bright A_Scream\n BEXP CCCCC 1 Bright A_Explode(random(50,150),128,1,0)\n BEXP DDDDD 1 Bright A_Explode(random(100,300),128,1,0)\n BEXP EEEEEEEE 1 Bright A_Explode(random(25,75),128,1,0)\n TNT1 A 1050 Bright A_BarrelDestroy\n TNT1 A 5 A_Respawn\n Wait\n }\n}\n\nACTOR IDMBulletPuff : BulletPuff\n{\n +NOBLOCKMAP\n +NOGRAVITY\n +ALLOWPARTICLES\n +RANDOMIZE\n +PUFFONACTORS\n +SKYEXPLODE\n +CLIENTSIDEONLY\n AttackSound \"misc/ricochet\"\n Seesound \"misc/bullethit\"\n RenderStyle Translucent\n DamageType \"Bullet\"\n Alpha 0.7\n VSpeed 0\n States\n {\n Spawn:\n See:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(256,\"See1\",\"See2\",\"See3\",\"See4\")\n See1:\n PUFF A 3 Bright\n PUFF BCD 2\n\tStop\n See2:\n BPUF A 3 Bright\n BPUF BCD 2\n\tStop\n See3:\n PUFY A 3 Bright\n PUFY BCD 2\n\tStop\n See4:\n FPUF A 3 Bright\n FPUF BCD 2\n\tStop\n XDeath:\n\tTNT1 A 1\n\tStop\n }\n}\n\nACTOR FistHitPuff : IDMBulletPuff\n{\n +PUFFONACTORS\n SeeSound \"weapons/punch\"\n ActiveSound \"silent\"\n AttackSound \"weapons/pwall\"\n DamageType \"Punch\"\n States\n {\n Spawn:\n\tPUFF CD 3\n Stop\n }\n}\n\nACTOR ExplosivePuff\n{\n +NOBLOCKMAP\n +NOGRAVITY\n +ALLOWPARTICLES\n +RANDOMIZE\n +PUFFONACTORS\n +SKYEXPLODE\n +EXTREMEDEATH\n DamageType \"Rocket\"\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Playsound(\"weapons/rocklx\",CHAN_VOICE,0.5)\n MISL B 6 Bright A_Explode(128,128,0)\n MISL C 5 Bright\n MISL D 4 Bright\n\tStop\n }\n}\n\nACTOR ExtremePuff : IDMBulletPuff\n{\n\tSeesound \"misc/crit\"\n\t+EXTREMEDEATH\n\tDamageType \"Extreme\"\n}\n\nACTOR QuadShotPuff : IDMBulletPuff\n{\n\t+EXTREMEDEATH\n\tDamageType \"Extreme\"\n}\n\nACTOR ChainsawPuff : IDMBulletPuff\n{\n\tSeesound \"weapons/chainsawhit\"\n\tDamagetype \"Saw\"\n}\n\nACTOR PiercePuff : IDMBulletPuff\n{\n\t+PIERCEARMOR\n}\n\nACTOR RailPuff : BulletPuff\n{\n +NOBLOCKMAP\n +NOGRAVITY\n +ALWAYSPUFF\n +ALLOWPARTICLES\n +RANDOMIZE\n +CLIENTSIDEONLY\n RenderStyle Translucent\n Alpha 1\n DamageType \"Railgun\"\n States\n {\n Spawn:\n See:\n\tRPUF A 0\n RPUF A 3 A_Playsound(\"weapons/railhit\",0.5)\n RPUF B 3\n Stop\n XDeath:\n\tRPUF A 0\n RPUF A 3 A_Playsound(\"weapons/railhit\",0.5)\n RPUF B 3\n Stop\n }\n}\n\n/// Teleport & spawn effects\n\nACTOR IDMTeleportFog : TeleportFog replaces TeleportFog\n{\n +NOBLOCKMAP\n +NOTELEPORT\n +NOGRAVITY\n +CLIENTSIDEONLY\n RenderStyle Add\n States\n {\n Spawn:\n TFOG ABCDEFGHIJ 4 Bright\n Stop\n }\n}\n\nACTOR IDMItemFog : ItemFog replaces ItemFog\n{\n +NOBLOCKMAP\n +NOGRAVITY\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n IFOG ABCDE 5 Bright\n Stop\n }\n}\n\nACTOR BloodSplatter2 : BloodSplatter\n{\n Mass 5\n States\n {\n Spawn:\n BLUD C 8 A_Jump(128,1)\n\tBLUD BA 8\n Stop\n Death:\n BLUD A 6\n Stop\n }\n}\n\nACTOR BloodSplatter3 : BloodSplatter\n{\n Mass 5\n States\n {\n Spawn:\n\tBLUD BA 6\n Stop\n Death:\n BLUD A 6\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Decorate/Player.txt",
"contents": "/// Player and playerclasses ///\n\nACTOR IDMPlayer : DoomPlayer\n{\n Speed 1\n Health 100\n GibHealth 75\n Radius 16\n Height 56\n Mass 100\n PainChance 255\n Player.MaxHealth 200\n Player.MugshotMaxHealth 125\n Player.FallingScreamSpeed 20.0,35.0\n Player.ForwardMove 1,1\n Player.SideMove 1,1\n Player.GruntSpeed 19.999999\n Player.CrouchSprite \"PLYC\"\n Player.Soundclass \"Player\"\n Player.DamageScreenColor \"Red\", 1.0\n Player.DamageScreenColor \"Cyan\", 1.0, \"Plasma\"\n Player.DamageScreenColor \"Green\", 1.0, \"HitPlasma\"\n Player.DamageScreenColor \"Green\", 1.0, \"Pulse\"\n Player.DamageScreenColor \"Green\", 1.0, \"BFG\"\n Player.DamageScreenColor \"Green\", 1.0, \"BFGSpray\"\n Player.DamageScreenColor \"Green\", 1.0, \"BFG10k\"\n Player.DamageScreenColor \"Orange\", 1.0, \"Reflection\"\n Player.DamageScreenColor \"Blue\", 1.0, \"Ice\"\n Player.StartItem \"IDMPistol\"\n Player.StartItem \"IDMFist\"\n Player.StartItem \"PlayerStartingArmor\"\n Player.ColorRange 112, 127\n Player.WeaponSlot 1, IDMFist, Knife, StartingChainsaw, Blade\n Player.WeaponSlot 2, IDMPistol, IDMBlaster\n Player.WeaponSlot 3, Boomstick, BuckShot, Yellowboy, IDMShotgun, RiotShotgun, Screwgun, IDMSuperShotgun, QuadShotgun, HandCannon\n Player.WeaponSlot 4, IDMChaingun, Machinegun, Nailgun, SuperChaingun, HeavyMachinegun, SuperNailgun, IDMMinigun\n Player.WeaponSlot 5, GrenadeRifle, IDMRocketLauncher, IDMGrenadeLauncher, Minibomber, BarrageLauncher, Devastator, HellstormCannon, BarrelGun\n Player.WeaponSlot 6, IDMPlasmagun, IDMRailgun, PlasMachineGun, PulseRifle, PlasmaBeam, IonBlaster, FreezeThrower\n Player.WeaponSlot 7, IDMBFG9000, Unmaker, IDMFlamethrower, IDMPyroCannon, Meowitzer, IDMMace, IDMWraithverge, IDMBloodscourge\n -RANDOMIZE\n States\n {\n Spawn:\n\tPLAY A -1\n Loop\n See:\n PLAY ABCD 5\n Loop\n Missile:\n PLAY E 8\n Goto Spawn\n Melee:\n PLAY F 5 BRIGHT\n Goto Missile\n Pain:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfArmorType(\"BulletArmorProtection\",\"ArmorPain\")\n\tTNT1 A 0 A_JumpIfArmorType(\"FragArmorProtection\",\"ArmorPain\")\n\tTNT1 A 0 A_JumpIfArmorType(\"TechArmorProtection\",\"ArmorPain\")\n\tTNT1 A 0 A_JumpIfArmorType(\"IDMYellowArmor\",\"ArmorPain\")\n\tTNT1 A 0 A_JumpIfArmorType(\"IDMBlueArmor\",\"ArmorPain\")\n\tTNT1 A 0 A_JumpIfArmorType(\"IDMRedArmor\",\"ArmorPain\")\n\tTNT1 A 0 A_JumpIfArmorType(\"PurpleArmor\",\"ArmorPain\")\n\tTNT1 A 0 A_JumpIfArmorType(\"SuperArmor\",\"ArmorPain\")\n PLAY G 8 BRIGHT A_Pain\n Goto Spawn\n ArmorPain:\n\tTNT1 A 0\n\tTNT1 A 0 A_Playsound(\"misc/armhit\",CHAN_ITEM)\n\tGoto Pain+9\n Death.Bullet:\n\tTNT1 A 0 A_Jump(36,\"XDeath\")\n Death:\n\tTNT1 A 0 A_Jump(64,\"Death.Fast\",\"Death.Faster\",\"Death.Slow\",\"Death.Slower\")\n PLAY H 6 Bright A_PlayerScream\n PLAY I 6 Bright\n PLAY J 6 Bright A_NoBlocking\n PLAY K 6 Bright\n\tPLAY LM 6 Bright\n PLAY N -1\n Stop\n Death.Fast:\n PLAY H 5 Bright A_PlayerScream\n PLAY I 5 Bright\n PLAY J 5 Bright A_NoBlocking\n PLAY K 5 Bright\n\tPLAY LM 5 Bright\n PLAY N -1\n Stop\n Death.Faster:\n PLAY H 4 Bright A_PlayerScream\n PLAY I 4 Bright\n PLAY J 4 Bright A_NoBlocking\n PLAY K 4 Bright\n\tPLAY LM 4\n PLAY N -1\n Stop\n Death.Slow:\n PLAY H 7 Bright A_PlayerScream\n PLAY I 7 Bright\n PLAY J 7 Bright A_NoBlocking\n PLAY K 7 Bright\n\tPLAY LM 7 Bright\n PLAY N -1\n Stop\n Death.Slower:\n PLAY H 8 Bright A_PlayerScream\n PLAY I 8 Bright\n PLAY J 8 Bright A_NoBlocking\n PLAY K 8 Bright\n\tPLAY LM 8 Bright\n PLAY N -1\n Stop\n XDeath:\n\tTNT1 A 0\n PLAY O 5 Bright\n PLAY P 5 Bright A_XScream\n\tTNT1 A 0 A_SpawnItemEx(\"XDeathMonsterSpawner\")\n PLAY Q 5 Bright A_NoBlocking\n PLAY RSTUV 5 Bright\n PLAY W -1\n Stop\n XDeath.Suicide:\n\tTNT1 A 0\n PLAY O 5 Bright\n PLAY P 5 Bright A_XScream\n PLAY Q 5 Bright A_NoBlocking\n PLAY RSTUV 5 Bright\n PLAY W -1\n Stop\n Ice:\n \"####\" \"#\" 5 A_GenericFreezeDeath\n \"####\" \"#\" 1 A_FreezeDeathChunks\n Wait\n }\n}\n\nACTOR KnifePlayer : IDMPlayer\n{\n Player.Portrait \"SWKNIF\"\n Player.DisplayName \"Knife\"\n Player.StartItem \"Knife\"\n Player.StartItem \"IDMPistol\"\n Player.StartItem \"IDMFist\"\n Player.StartItem \"Clip\", 50\n Player.StartItem \"PlayerStartingArmor\"\n}\n\nACTOR BlasterPlayer : IDMPlayer\n{\n Player.Portrait \"SWBLST\"\n Player.DisplayName \"Blaster\"\n Player.StartItem \"IDMBlaster\"\n Player.StartItem \"IDMPistol\"\n Player.StartItem \"IDMFist\"\n Player.StartItem \"Cell\", 100\n Player.StartItem \"Clip\", 40\n Player.StartItem \"PlayerStartingArmor\"\n}\n\nACTOR BoomstickPlayer : IDMPlayer\n{\n Player.Portrait \"SWBOOM\"\n Player.DisplayName \"Boomstick\"\n Player.StartItem \"Boomstick\"\n Player.StartItem \"IDMFist\"\n Player.StartItem \"Shell\", 16\n Player.StartItem \"Clip\", 40\n Player.StartItem \"PlayerStartingArmor\"\n}\n\nACTOR BuckShotPlayer : IDMPlayer\n{\n Player.Portrait \"SWBUCK\"\n Player.DisplayName \"Buckshot\"\n Player.StartItem \"Buckshot\"\n Player.StartItem \"IDMPistol\"\n Player.StartItem \"IDMFist\"\n Player.StartItem \"Shell\", 16\n Player.StartItem \"Clip\", 40\n Player.StartItem \"PlayerStartingArmor\"\n}\n\nACTOR MachinegunPlayer : IDMPlayer\n{\n Player.Portrait \"SWMGUN\"\n Player.DisplayName \"Machinegun\"\n Player.StartItem \"Machinegun\"\n Player.StartItem \"IDMPistol\"\n Player.StartItem \"IDMFist\"\n Player.StartItem \"Clip\", 100\n Player.StartItem \"PlayerStartingArmor\"\n}\n\nACTOR YellowboyPlayer : IDMPlayer\n{\n Player.Portrait \"SWYBOY\"\n Player.DisplayName \"Yellowboy\"\n Player.StartItem \"Yellowboy\"\n Player.StartItem \"IDMPistol\"\n Player.StartItem \"IDMFist\"\n Player.StartItem \"Shell\", 8\n Player.StartItem \"Clip\", 40\n Player.StartItem \"PlayerStartingArmor\"\n}\n\nACTOR ChaingunPlayer : IDMPlayer\n{\n Player.Portrait \"SWCGUN\"\n Player.DisplayName \"Chaingun\"\n Player.StartItem \"IDMChaingun\"\n Player.StartItem \"IDMPistol\"\n Player.StartItem \"IDMFist\"\n Player.StartItem \"Clip\", 100\n Player.StartItem \"PlayerStartingArmor\"\n}\n\nACTOR NailgunPlayer : IDMPlayer\n{\n Player.Portrait \"SWNAIL\"\n Player.DisplayName \"Nailgun\"\n Player.StartItem \"Nailgun\"\n Player.StartItem \"IDMPistol\"\n Player.StartItem \"IDMFist\"\n Player.StartItem \"Clip\", 100\n Player.StartItem \"PlayerStartingArmor\"\n}\n\nACTOR ChainsawPlayer : IDMPlayer\n{\n Player.DisplayName \"Chainsaw\"\n Player.StartItem \"StartingChainsaw\"\n Player.StartItem \"IDMFist\"\n Player.StartItem \"PlayerStartingArmor\"\n}\n\nACTOR BladePlayer : IDMPlayer\n{\n Player.DisplayName \"Vorpal Blade\"\n Player.StartItem \"Blade\"\n Player.StartItem \"PlayerStartingArmor\"\n}\n\nACTOR GrenadeRiflePlayer : IDMPlayer\n{\n Player.DisplayName \"Grenade Rifle\"\n Player.StartItem \"GrenadeRifle\"\n Player.StartItem \"IDMFist\"\n Player.StartItem \"RocketAmmo\", 15\n Player.StartItem \"PlayerStartingArmor\"\n}"
},
{
"source": "pk3",
"name": "Decorate/Weapons/Common.txt",
"contents": "/// Common Weapon Class\n\nACTOR IDMWeapon : Weapon\n{\n\t-WEAPON.ALLOW_WITH_RESPAWN_INVUL\n}\n\n/// Ammo ///\n\n// Backpack\n\nACTOR IDMBackpack : Backpack replaces Backpack\n{\n Height 26\n Inventory.PickupMessage \"Ammo Pack!\"\n Inventory.PickupSound \"misc/ammo_pkup\"\n Inventory.RespawnTics 2100\n Tag \"Back Pack\"\n}\n\n// Big Weapon Ammo\n\nACTOR IDMMana : CustomInventory 10090\n{\n //$Category Ammunition\n Tag \"Mana pickup\"\n Inventory.Icon \"MANAJ0\"\n Inventory.PickupMessage \"Mana.\"\n Inventory.PickupSound \"misc/ammo_pkup\"\n +FLOATBOB\n States\n {\n Spawn:\n MANA ABCDEFGHIJKLMNOP 4 Bright\n Loop\n Pickup:\n TNT1 A 0 A_GiveInventory(\"Mana1\", 25)\n TNT1 A 0 A_GiveInventory(\"Mana2\", 25)\n Stop\n }\n}\n\nACTOR IDMHellEnergy : Ammo 10091\n{\n //$Category Ammunition\n Tag \"Hell energy\"\n Inventory.Amount 4\n Inventory.MaxAmount 12\n Ammo.BackpackAmount 4\n Ammo.BackpackMaxAmount 24\n Inventory.Icon \"PLS2A0\"\n Inventory.PickupMessage \"Hell energy.\"\n Inventory.PickupSound \"misc/ammo_pkup\"\n +FLOATBOB\n States\n {\n Spawn:\n\tHLEN AB 6 Bright\n\tLoop\n }\n}\n\nACTOR IDMMaceAmmo : Ammo 10092\n{\n //$Category Ammunition\n Tag \"Mace spheres\"\n Inventory.Amount 30\n Inventory.MaxAmount 150\n Ammo.BackPackAmount 30\n Ammo.BackPackMaxAmount 300\n Inventory.Icon \"FX02C0\"\n Inventory.PickupMessage \"Mace spheres.\"\n Inventory.PickupSound \"misc/ammo_pkup\"\n States\n {\n Spawn:\n AMM1 A -1 Bright\n Stop\n }\n}\n\nACTOR IDMCatAmmo : Ammo 10093\n{\n //$Category Ammunition\n Tag \"Cat-mag\"\n Inventory.Amount 10\n Inventory.MaxAmount 40\n Ammo.BackPackAmount 10\n Ammo.BackPackMaxAmount 80\n Inventory.Icon \"CLYAA0\"\n Inventory.PickupMessage \"Cat-mag.\"\n States\n {\n Spawn:\n CLYA ABCDCB 4 Bright\n\tLoop\n }\n}\n\nActor IDMGas : Ammo 10094\n{\n //$Category Ammunition\n Tag \"Gas canister\"\n Inventory.PickupSound \"misc/pickup\"\n Inventory.PickupMessage \"Gas canister.\"\n Inventory.Amount 20\n Inventory.MaxAmount 100\n Ammo.BackpackAmount 20\n Ammo.BackpackMaxAmount 200\n Inventory.Icon \"AGASA0\"\n States\n {\n Spawn:\n AGAS A -1\n\tStop\n }\n}"
},
{
"source": "pk3",
"name": "Decorate/Weapons/WeaponSpawners.txt",
"contents": "// Weapon Spawners\n\nACTOR WeaponSpawner1 : RandomSpawner\n{\n\tDropItem \"IDMSuperShotgun\", 256, 850\n\tDropItem \"RiotShotgun\", 256, 200\n\tDropItem \"SuperNailgun\", 256, 150\n\tDropItem \"SuperChaingun\", 256, 200\n\tDropItem \"IDMRocketlauncher\", 256, 150\n\tDropItem \"IDMGrenadeLauncher\", 256, 150\n\tDropItem \"IDMRailgun\", 256, 150\n\tDropItem \"IDMPlasmagun\", 256, 150\n}\n\nACTOR WeaponSpawner2 : RandomSpawner\n{\n\tDropItem \"IDMShotgun\", 256, 150\n\tDropItem \"RiotShotgun\", 256, 50\n\tDropItem \"Nailgun\", 256, 150\n\tDropItem \"Screwgun\", 256, 150\n\tDropItem \"GrenadeRifle\", 256, 150\n}\n\nACTOR WeaponSpawner3 : RandomSpawner\n{\n\tDropItem \"SuperNailgun\"\n\tDropItem \"SuperChaingun\"\n\tDropItem \"HeavyMachinegun\"\n}\n\nACTOR WeaponSpawner4 : RandomSpawner\n{\n\tDropItem \"BarrageLauncher\"\n\tDropItem \"MiniBomber\"\n}\n\nACTOR WeaponSpawner5 : RandomSpawner\n{\n\tDropItem \"IDMRailgun\"\n\tDropItem \"PlasMachineGun\"\n\tDropItem \"PulseRifle\"\n\tDropItem \"PlasmaBeam\"\n\tDropItem \"IonBlaster\"\n}\n\nACTOR WeaponSpawner6 : RandomSpawner\n{\n\tDropItem \"IDMBFG9000\"\n\tDropItem \"QuadShotgun\"\n\tDropItem \"HandCannon\"\n\tDropItem \"IDMMinigun\"\n\tDropItem \"IDMBloodScourge\"\n\tDropItem \"IDMWraithVerge\"\n\tDropItem \"FreezeThrower\"\n\tDropItem \"Unmaker\"\n\tDropItem \"Devastator\"\n\tDropItem \"BarrelGun\"\n\tDropItem \"IDMMace\"\n\tDropItem \"Meowitzer\"\n\tDropItem \"IDMFlamethrower\"\n\tDropItem \"IDMPyroCannon\"\n}\n\nACTOR WeaponSpawner7 : RandomSpawner\n{\n\tDropItem \"StartingChainsaw\", 256\n\tDropItem \"Blade\", 256\n}\n\nACTOR WeaponSpawnActor1 : CustomInventory replaces SuperShotgun\n{\n\tTag \"Common Weapon Spawner 1\"\n\t//$Category Weapons\n\t//$Sprite SGN2A0\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0\n\t TNT1 A 1 A_SpawnItemEx(\"WeaponSpawner1\")\n\tNothing:\n\t TNT1 A 1\n\t TNT1 A -1\n\t Stop\n\t}\n}\n\nACTOR WeaponSpawnActor2 : CustomInventory replaces Shotgun\n{\n\tTag \"Common Weapon Spawner 2\"\n\t//$Category Weapons\n\t//$Sprite SHOTA0\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0\n\t TNT1 A 1 A_SpawnItemEx(\"WeaponSpawner2\")\n\tNothing:\n\t TNT1 A 1\n\t TNT1 A -1\n\t Stop\n\t}\n}\n\nACTOR WeaponSpawnActor3 : CustomInventory replaces Chaingun\n{\n\tTag \"Bullet Weapon Spawner\"\n\t//$Category Weapons\n\t//$Sprite MGUNA0\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0\n\t TNT1 A 1 A_SpawnItemEx(\"WeaponSpawner3\")\n\tNothing:\n\t TNT1 A 1\n\t TNT1 A -1\n\t Stop\n\t}\n}\n\nACTOR WeaponSpawnActor4 : CustomInventory replaces RocketLauncher\n{\n\tTag \"Explosive Weapon Spawner\"\n\t//$Category Weapons\n\t//$Sprite LAUNA0\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0\n\t TNT1 A 1 A_SpawnItemEx(\"WeaponSpawner4\")\n\tNothing:\n\t TNT1 A 1\n\t TNT1 A -1\n\t Stop\n\t}\n}\n\nACTOR WeaponSpawnActor5 : CustomInventory replaces PlasmaRifle\n{\n\tTag \"Plasma Weapon Spawner\"\n\t//$Category Weapons\n\t//$Sprite PLASA0\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0\n\t TNT1 A 1 A_SpawnItemEx(\"WeaponSpawner5\")\n\tNothing:\n\t TNT1 A 1\n\t TNT1 A -1\n\t Stop\n\t}\n}\n\nACTOR WeaponSpawnActor6 : CustomInventory replaces BFG9000\n{\n\tTag \"Big Weapon Spawner\"\n\t//$Category Weapons\n\t//$Sprite BFUGA0\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"RandomBigWeaponAmmoSpawner\")\n\t TNT1 A 1 A_SpawnItemEx(\"WeaponSpawner6\")\n\tNothing:\n\t TNT1 A 1\n\t TNT1 A -1\n\t Stop\n\t}\n}\n\nACTOR WeaponSpawnActor7 : CustomInventory replaces Chainsaw\n{\n\tTag \"Big Weapon Spawner\"\n\t//$Category Weapons\n\t//$Sprite BFUGA0\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0\n\t TNT1 A 1 A_SpawnItemEx(\"WeaponSpawner7\")\n\tNothing:\n\t TNT1 A 1\n\t TNT1 A -1\n\t Stop\n\t}\n}"
},
{
"source": "pk3",
"name": "Decorate/Weapons/AmmoSpawners.txt",
"contents": "ACTOR SmallAmmoSpawner1 : RandomSpawner 2007\n{\n\tDropItem \"Clip\"\n\tDropItem \"Shell\"\n\tDropItem \"RocketAmmo\"\n\tDropItem \"Cell\"\n}\n\nACTOR SmallAmmoSpawner2 : RandomSpawner 2008\n{\n\tDropItem \"Clip\"\n\tDropItem \"Shell\"\n\tDropItem \"RocketAmmo\"\n\tDropItem \"Cell\"\n}\n\nACTOR SmallAmmoSpawner3 : RandomSpawner 2010\n{\n\tDropItem \"Clip\"\n\tDropItem \"Shell\"\n\tDropItem \"RocketAmmo\"\n\tDropItem \"Cell\"\n}\n\nACTOR SmallAmmoSpawner4 : RandomSpawner 2047\n{\n\tDropItem \"RocketAmmo\", 20\n\tDropItem \"Cell\", 80\n}\n\nACTOR BigAmmoSpawner1 : RandomSpawner 2048\n{\n\tDropItem \"ClipBox\"\n\tDropItem \"ShellBox\"\n\tDropItem \"RocketBox\"\n\tDropItem \"Cellpack\"\n}\n\nACTOR BigAmmoSpawner2 : RandomSpawner 2049\n{\n\tDropItem \"ClipBox\"\n\tDropItem \"ShellBox\"\n\tDropItem \"RocketBox\"\n\tDropItem \"Cellpack\"\n}\n\nACTOR BigAmmoSpawner3 : RandomSpawner 2046\n{\n\tDropItem \"ClipBox\"\n\tDropItem \"ShellBox\"\n\tDropItem \"RocketBox\"\n\tDropItem \"Cellpack\"\n}\n\nACTOR BigAmmoSpawner4 : RandomSpawner 17\n{\n\tDropItem \"Cellpack\", 900\n\tDropItem \"IDMMana\", 20\n\tDropItem \"IDMHellEnergy\", 20\n\tDropItem \"IDMMaceAmmo\", 20\n\tDropItem \"IDMCatAmmo\", 20\n\tDropItem \"IDMGas\", 20\n}\n\nACTOR RandomBigWeaponAmmoSpawner : RandomSpawner\n{\n\tDropItem \"IDMMana\"\n\tDropItem \"IDMHellEnergy\"\n\tDropItem \"IDMMaceAmmo\"\n\tDropItem \"IDMCatAmmo\"\n\tDropItem \"IDMGas\"\n}"
},
{
"source": "pk3",
"name": "Decorate/Weapons/Slot 1/Fist.txt",
"contents": "// Fist (Doom)\n\nACTOR IDMFist : IDMWeapon\n{\n\tWeapon.SelectionOrder 2000\n\tWeapon.Kickback 50\n\tObituary \"%o was W I D E L Y F I S T E D by %k.\"\n\tTag \"F i s t\"\n\tDecal BulletChip\n\tDamagetype \"Punch\"\n\t+WEAPON.MELEEWEAPON\n\t+WEAPON.ALLOW_WITH_RESPAWN_INVUL\n\tStates\n\t{\n\tReady:\n\t PUNG A 1 A_WeaponReady\n\t Loop\n\tDeselect:\n\t TNT1 A 0 A_Lower\n\t TNT1 A 0 A_Lower\n PUNG A 1 A_Lower\n\t Loop\n\tSelect:\n\t TNT1 A 0 A_PlaySound(\"weapons/wswitch\",CHAN_WEAPON)\n\tSloop:\n\t TNT1 A 0 A_Raise\n\t TNT1 A 0 A_Raise\n\t PUNG A 1 A_Raise\n Loop\n\tFire:\n PUNG B 1\n TNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"Berserked\")\n TNT1 A 0 A_JumpIfInventory(\"PowerIDMWeaponLevel2\", 1, \"Berserked\")\n\t TNT1 A 0 A_JumpIfInventory(\"PowerQuadDamage\",1,\"Quad\")\n\tNormal:\n PUNG C 1 A_CustomPunch(random(100,150), TRUE,0,\"FistHitPuff\",96)\n PUNG D 6\n\t Goto FireEnd\n\tQuad:\n\t TNT1 A 0 A_Playsound(\"misc/qdmg\",CHAN_AUTO,1)\n PUNG C 1 A_CustomPunch(random(100,150), TRUE,0,\"FistHitPuff\",96)\n PUNG D 6\n\t Goto FireEnd\n\tBerserked:\n\t TNT1 A 0 A_JumpIfInventory(\"PowerQuadDamage\",1,\"QuadBerserked\")\n PUNG E 1 Bright A_CustomPunch(random(100,150) * 10, TRUE,0,\"FistHitPuff\",96,1)\n\t PUNG F 6 Bright\n\t Goto FireEnd\n QuadBerserked:\n\t TNT1 A 0 A_Playsound(\"misc/qdmg\",CHAN_AUTO,1)\n PUNG E 1 Bright A_CustomPunch(random(100,150) * 10, TRUE,0,\"FistHitPuff\",96,1)\n\t PUNG F 6 Bright\n\tFireEnd:\n PUNG C 2\n\t PUNG B 1\n\t PUNG B 2 Offset(0,40) A_WeaponReady(WRF_NOFIRE)\n\t PUNG B 2 Offset(0,36) A_WeaponReady(WRF_NOFIRE)\n\t PUNG B 2 Offset(0,33) A_WeaponReady(WRF_NOFIRE)\n TNT1 A 0 A_ReFire\n Goto Ready\n\t}\n}"
},
{
"source": "pk3",
"name": "Decorate/Weapons/Slot 1/Chainsaw.txt",
"contents": "// Chainsaw (Doom)\n\nACTOR StartingChainsaw : IDMWeapon 10000\n{\n\tWeapon.Kickback 0\n\tWeapon.SelectionOrder 1200\n\tWeapon.ReadySound \"weapons/sawidle\"\n\tInventory.PickupMessage \"Chainsaw!\"\n\tObituary \"%o was minced by %k's Chainsaw.\"\n\tDamagetype \"Saw\"\n\tTag \"Chainsaw\"\n\t//$Category Weapons\n\tDecal BulletChip\n\t+WEAPON.MELEEWEAPON\n\t+WEAPON.ALLOW_WITH_RESPAWN_INVUL\n\t+WEAPON.NOLMS\n\tStates\n\t{\n\tReady:\n SAWG C 3 A_WeaponReady\n\t SAWG D 3 A_WeaponReady\n Loop\n\tDeselect:\n TNT1 A 0 A_Lower\n TNT1 A 0 A_Lower\n SAWG C 1 A_Lower\n Loop\n\tSelect:\n\t TNT1 A 0 A_PlaySound(\"weapons/wswitch\",CHAN_WEAPON)\n\tSloop:\n TNT1 A 0 A_Raise\n TNT1 A 0 A_Raise\n SAWG C 1 A_Raise\n\t Loop\n\tFire:\n\t TNT1 A 0 A_JumpIfInventory(\"PowerQuadDamage\",1,\"Quad\")\n\t SAWG AB 2 A_Saw(\"weapons/sawfull\",\"weapons/sawhit\",random(1,3) * random(1,3),\"ChainsawPuff\",0,96)\n\t TNT1 A 0 A_Refire\n Goto Ready\n\tQuad:\n\t TNT1 A 0 A_Playsound(\"misc/qdmg2\",CHAN_5)\n\t SAWG AB 2 A_Saw(\"weapons/sawfull\",\"weapons/sawhit\",random(1,3) * random(1,3),\"ExtremePuff\",0,96)\n\t TNT1 A 0 A_Refire\n Goto Ready\n\tSpawn:\n CSAW A -1 Bright\n Stop\n\t}\n}\n\nACTOR DualChainsaw : StartingChainsaw\n{\n\t+POWERED_UP\n\t+WEAPON.CHEATNOTWEAPON\n\tWeapon.SisterWeapon \"StartingChainsaw\"\n\tDecal BulletChip\n\tStates\n\t{\n\tReady:\n SAW2 C 3 A_WeaponReady\n\t SAW2 D 3 A_WeaponReady\n Loop\n\tDeselect:\n SAW2 C 0 A_Lower\n SAW2 C 0 A_Lower\n SAW2 C 1 A_Lower\n Loop\n\tSelect:\n\t TNT1 A 0 A_PlaySound(\"weapons/wswitch\",CHAN_WEAPON)\n\tSloop:\n SAW2 C 0 A_Raise\n SAW2 C 0 A_Raise\n SAW2 C 1 A_Raise\n Loop\n\tFire:\n\t TNT1 A 0 A_JumpIfInventory(\"PowerQuadDamage\",1,\"Quad\")\n\tNormal:\n\t TNT1 A 0 A_Saw(\"weapons/sawfull\",\"weapons/sawhit\",random(2,6) * random(1,3),\"ChainsawPuff\",0,96)\n\t SAW2 A 2 A_Saw(\"weapons/sawfull\",\"weapons/sawhit\",random(2,6) * random(1,3),\"ChainsawPuff\",0,96)\n\t TNT1 B 0 A_Saw(\"weapons/sawfull\",\"weapons/sawhit\",random(2,6) * random(1,3),\"ChainsawPuff\",0,96)\n\t SAW2 B 2 A_Saw(\"weapons/sawfull\",\"weapons/sawhit\",random(2,6) * random(1,3),\"ChainsawPuff\",0,96)\n SAWG B 0 A_ReFire\n\t Goto Ready\n\tQuad:\n\t TNT1 A 0 A_Playsound(\"misc/qdmg2\",CHAN_5)\n\t SAW2 A 0 A_Saw(\"weapons/sawfull\",\"weapons/sawhit\",random(2,6) * random(1,3),\"ExtremePuff\",0,96)\n\t SAW2 A 2 A_Saw(\"weapons/sawfull\",\"weapons/sawhit\",random(2,6) * random(1,3),\"ExtremePuff\",0,96)\n\t SAW2 B 0 A_Saw(\"weapons/sawfull\",\"weapons/sawhit\",random(2,6) * random(1,3),\"ExtremePuff\",0,96)\n\t SAW2 B 2 A_Saw(\"weapons/sawfull\",\"weapons/sawhit\",random(2,6) * random(1,3),\"ExtremePuff\",0,96)\n SAWG B 0 A_ReFire\n Goto Ready\n\tSpawn:\n CSAW A -1 Bright\n Stop\n\t}\n}"
},
{
"source": "pk3",
"name": "Decorate/Weapons/Slot 1/Knife.txt",
"contents": "Actor Knife : IDMWeapon 10089\n{\n Weapon.SelectionOrder 1300\n Weapon.SisterWeapon \"Machete\"\n Weapon.Kickback 50\n +WEAPON.MELEEWEAPON\n Obituary \"%o brought a gun to %k's knifefight.\"\n DamageType \"Punch\"\n Tag \"Knife\"\n //$Category Weapons\n States\n {\n Spawn:\n KNFE A -1 Bright\n loop\n Ready:\n KNFG A 1 A_WeaponReady\n loop\n Deselect:\n KNFG A 0 A_Lower\n KNFG A 0 A_Lower\n KNFG A 0 A_Lower\n KNFG A 1 A_Lower\n\tTNT1 A 0 A_TakeInventory(\"PowerKnifeSpeed\")\n loop\n Select:\n\tTNT1 A 0 A_PlaySound(\"KnifeSelect\",CHAN_WEAPON)\n\tTNT1 A 0 A_GiveInventory(\"KnifeSpeed\")\n Sloop:\n KNFG A 0 A_Raise\n KNFG A 0 A_Raise\n KNFG A 0 A_Raise\n KNFG A 1 A_Raise\n loop\n Fire:\n KNFG B 2\n\tTNT1 A 0 A_Playsound(\"KnifeMiss\")\n\tTNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_JumpIfInventory(\"PowerQuadDamage\",1,\"Quad\")\n KNFG C 2 A_CustomPunch(random(100,175),1,0,\"KnifePuff\",96)\n KNFG D 2\n KNFG E 2\n KNFG F 2\n\tTNT1 A 3\n KNFG A 2 A_ReFire\n goto Ready\n Quad:\n\tTNT1 A 0 A_Playsound(\"misc/qdmg2\",CHAN_5)\n\tGoto Fire+4\n Flash:\n TNT1 A 1\n\tGoto LightDone\n }\n}\n\nActor Machete : Knife\n{\n Weapon.Kickback 100\n Weapon.SisterWeapon \"Knife\"\n +POWERED_UP\n +WEAPON.MELEEWEAPON\n States\n {\n Ready:\n MHTG G 1 A_WeaponReady\n loop\n Deselect:\n MHTG G 0 A_Lower\n MHTG G 0 A_Lower\n\tTNT1 A 0 A_TakeInventory(\"PowerKnifeSpeed\")\n MHTG G 1 A_Lower\n\tTNT1 A 0 A_TakeInventory(\"PowerKnifeSpeed\")\n loop\n Select:\n\tTNT1 A 0 A_PlaySound(\"KnifeSelect\",CHAN_WEAPON)\n\tTNT1 A 0 A_GiveInventory(\"KnifeSpeed\")\n Sloop:\n MHTG G 0 A_Raise\n MHTG G 0 A_Raise\n MHTG G 1 A_Raise\n loop\n Fire:\n TNT1 A 0 A_Jump(128,\"Fire4\")\n TNT1 A 0 A_Jump(128,\"Fire3\")\n TNT1 A 0 A_Jump(128,\"Fire2\")\n MHTG A 1 A_PlayWeaponSound(\"MacheteSwing\")\n MHTG B 2\n\tTNT1 A 0 A_JumpIfInventory(\"PowerQuadDamage\",1,\"Quad\")\n MHTG CCC 1 A_CustomPunch(random(125,200),0,0,\"KnifePuff\",96)\n MHTG D 1\n MHTG E 2\n MHTG F 1\n MHTG G 2\n MHTG H 1\n MHTG I 2\n goto Ready\n Quad:\n\tTNT1 A 0 A_Playsound(\"misc/qdmg2\",CHAN_5)\n\tGoto Fire+6\n Fire2:\n MHT2 A 2 A_PlayWeaponSound(\"MacheteSwing\")\n MHT2 B 1\n\tTNT1 A 0 A_JumpIfInventory(\"PowerQuadDamage\",1,\"Quad2\")\n MHT2 CCC 1 A_CustomPunch(random(100,150),0,0,\"KnifePuff\",96)\n MHT2 D 2\n MHT2 E 1\n MHT2 F 2\n MHT2 G 1\n MHT2 H 2\n goto Ready\n Quad2:\n\tTNT1 A 0 A_Playsound(\"misc/qdmg2\",CHAN_5)\n\tGoto Fire2+3\n Fire3:\n MHT3 A 1 A_PlayWeaponSound(\"MacheteSwing\")\n MHT3 B 2\n\tTNT1 A 0 A_JumpIfInventory(\"PowerQuadDamage\",1,\"Quad3\")\n MHT3 CCC 1 A_CustomPunch(random(75,100),0,0,\"KnifePuff\",96)\n MHT3 D 1\n MHT3 E 2\n MHT3 F 1\n MHT3 G 2\n TNT1 A 0 A_ReFire\n goto Ready\n Quad3:\n\tTNT1 A 0 A_Playsound(\"misc/qdmg2\",CHAN_5)\n\tGoto Fire3+3\n Fire4:\n MHT4 A 2 A_PlayWeaponSound(\"MacheteSwing\")\n MHT4 B 1\n\tTNT1 A 0 A_JumpIfInventory(\"PowerQuadDamage\",1,\"Quad3\")\n MHT4 CCC 1 A_CustomPunch(random(75,100),0,0,\"KnifePuff\",96)\n MHT4 D 2\n MHT4 E 1\n MHT4 F 2\n MHT4 G 1\n TNT1 A 0 A_ReFire\n goto Ready\n Quad3:\n\tTNT1 A 0 A_Playsound(\"misc/qdmg2\",CHAN_5)\n\tGoto Fire4+3\n }\n}\n\nACTOR KnifePuff\n{\n +NOBLOCKMAP\n +NOGRAVITY\n +PUFFONACTORS\n +CLIENTSIDEONLY\n RenderStyle Translucent\n Alpha 0.6\n SeeSound \"KnifeHitThing\"\n AttackSound \"KnifeHitWall\"\n VSpeed 0\n DamageType \"Punch\"\n States\n {\n Spawn:\n PUFF ABCD 4\n Stop\n }\n}\n\nACTOR PowerKnifeSpeed : PowerSpeed\n{\n\tSpeed 1.25\n\t+POWERSPEED.NOTRAIL\n}\n\nACTOR KnifeSpeed : PowerupGiver\n{\n\tInventory.maxamount 0\n\tPowerup.Type \"KnifeSpeed\"\n\tPowerup.Duration 0x7FFFFFFF\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\t-INVENTORY.INVBAR\n}"
},
{
"source": "pk3",
"name": "Decorate/Weapons/Slot 1/VorpalBlade.txt",
"contents": "// Vorpal Blade (Demon Eclipse)\n\nACTOR Blade : IDMWeapon 10001\n{\n Inventory.PickupMessage \"Vorpal Blade!\"\n Tag \"Vorpal Blade\"\n\t//$Category Weapons\n Inventory.PickupSound \"misc/w_pkup\"\n Obituary \"%o was sliced and diced by %k's Vorpal Blade.\"\n Weapon.AmmoType \"BladeCharge\"\n Weapon.SelectionOrder 1100\n Weapon.AmmoUse 100\n Weapon.AmmoGive 0\n Weapon.SisterWeapon \"Blade2\"\n Damagetype \"Saw\"\n +AMMO_OPTIONAL\n +WEAPON.AXEBLOOD\n AttackSound \"weapons/vblhit\"\n States\n {\n Spawn:\n WVBL A -1 Bright\n Loop\n Ready:\n VBLG A 0 A_JumpIfInventory(\"BladeCharge\",100,6)\n VBLG A 0 A_JumpIfInventory(\"BladeCharge\",50,2)\n\t VBLG A 6 A_WeaponReady\n\t Loop\n VB2G A 3 A_WeaponReady\n VB2G B 3 A_WeaponReady\n Loop\n VB3G ABC 3 A_WeaponReady\n Loop\n Deselect:\n\t TNT1 A 0 A_Lower\n\t TNT1 A 0 A_Lower\n VBLG A 1 A_Lower\n Loop\n Select:\n\t TNT1 A 0 A_PlaySound(\"weapons/wswitch\",CHAN_WEAPON)\n\tSloop:\n\t TNT1 A 0 A_Raise\n\t TNT1 A 0 A_Raise\n VBLG A 1 A_Raise\n Loop\n Fire:\n VBLG A 0 A_JumpIfInventory(\"BladeCharge\",100,\"Charge100\")\n VBLG A 0 A_JumpIfInventory(\"BladeCharge\",50,\"Charge50\")\n VBLG B 1\n TNT1 A 0 A_SetReflectiveInvulnerable\n VBLG C 1 A_PlayWeaponSound(\"monster/hamswg\")\n VBLG D 1\n\t TNT1 A 0 A_GunFlash\n\t TNT1 A 0 A_JumpIfInventory(\"PowerQuadDamage\",1,\"Quad\")\n VBLG E 1 A_CustomPunch(random(200,250),1,0,\"BladePuff1\",116)\n VBLG F 1\n VBLG G 1\n TNT1 A 0 A_UnSetReflectiveInvulnerable\n NULL A 11\n VBLG J 1\n VBLG IH 1\n Goto Ready\n Charge50:\n VB2G C 1\n VB2G F 0 A_SetReflectiveInvulnerable\n VB2G D 1 A_PlayWeaponSound(\"monster/hamswg\")\n VB2G E 1\n\t TNT1 A 0 A_GunFlash\n\t TNT1 A 0 A_JumpIfInventory(\"PowerQuadDamage\",1,\"Quad2\")\n VB2G F 1 A_CustomPunch(random(300,375),1,0,\"BladePuff2\",116)\n VB2G G 1\n VB2G H 1\n TNT1 A 0 A_UnSetReflectiveInvulnerable\n NULL A 11\n VBLG J 1\n VBLG IH 1\n Goto Ready\n Charge100:\n VB3G D 1\n VB3G G 0 A_SetReflectiveInvulnerable\n VB3G E 1 A_PlayWeaponSound(\"weapons/vblswg\")\n VB3G F 1\n\t TNT1 A 0 A_GunFlash\n\t TNT1 A 0 A_JumpIfInventory(\"PowerQuadDamage\",1,\"Quad3\")\n VB3G G 0 A_FireCustomMissile(\"BladeSlash\",0,1,0,0)\n VB3G G 1 A_CustomPunch(random(400,500),1,0,\"BladePuff3\",116)\n VB3G H 1\n VB3G I 1\n TNT1 A 0 A_UnSetReflectiveInvulnerable\n NULL A 11\n VBLG J 1\n VBLG IH 1\n Goto Ready\n\tQuad:\n\t TNT1 A 0 A_Playsound(\"misc/qdmg\",CHAN_AUTO)\n VBLG E 1 A_CustomPunch(random(200,250),1,0,\"ExtremeBladePuff1\",116)\n\t Goto Fire+10\n\tQuad2:\n\t TNT1 A 0 A_Playsound(\"misc/qdmg\",CHAN_AUTO)\n VB2G F 1 A_CustomPunch(random(300,375),1,0,\"ExtremeBladePuff2\",116)\n\t Goto Fire+24\n\tQuad3:\n\t TNT1 A 0 A_Playsound(\"misc/qdmg\",CHAN_AUTO)\n VB3G G 0 A_FireCustomMissile(\"BladeSlash\",0,1,0,0)\n VB3G G 1 A_CustomPunch(random(400,500),1,0,\"ExtremeBladePuff3\",116)\n\t Goto Fire+39\n\tFlash:\n\t TNT1 A 1\n\t Goto LightDone\n }\n}\n\nACTOR Blade2 : Blade\n{\n Weapon.SisterWeapon \"Blade\"\n Damagetype \"Saw\"\n +POWERED_UP\n States\n {\n Ready:\n VB3G ABC 3 A_WeaponReady\n Loop\n Fire:\n VB3G D 1\n VB3G G 0 A_SetReflectiveInvulnerable\n VB3G E 1 A_PlayWeaponSound(\"weapons/vblswg\")\n VB3G F 1\n\t TNT1 A 0 A_GunFlash\n\t TNT1 A 0 A_JumpIfInventory(\"PowerQuadDamage\",1,\"Quad\")\n VB3G G 0 A_FireCustomMissile(\"BladeSlash\",0,1,0,0)\n VB3G G 0 A_FireCustomMissile(\"BladeSlash\",0,1,0,0)\n VB3G GH 1 A_CustomPunch(random(400,500),0,0,\"BladePuff4\",116)\n VB3G I 1\n TNT1 A 0 A_UnSetReflectiveInvulnerable\n NULL A 11\n VBLG J 1\n VBLG IH 1\n Goto Ready\n\tQuad:\n\t TNT1 A 0 A_Playsound(\"misc/qdmg\",CHAN_AUTO)\n VB3G G 0 A_FireCustomMissile(\"BladeSlash\",0,1,0,0)\n VB3G G 0 A_FireCustomMissile(\"BladeSlash\",0,1,0,0)\n VB3G GH 1 A_CustomPunch(random(400,500),1,0,\"BladePuff4\",116)\n\t Goto Fire+9\n }\n}\n\nACTOR BladeSlash\n{\n Radius 8\n Height 16\n Speed 40\n Damage (100 + 50 * random(1,5))\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.75\n Damagetype \"RedPlasma\"\n +THRUGHOST\n +RIPPER\n +EXTREMEDEATH\n Obituary \"%o was sliced and diced by %k's Vorpal Blade.\"\n States\n {\n Spawn:\n VFX4 A 1 Bright A_SpawnItem(\"SlashTrail\",0,0)\n VFX4 A 0 Bright A_Explode(200,64,0)\n VFX4 A 1 Bright A_SpawnItem(\"SlashTrail\",0,0)\n VFX4 A 0 Bright A_Explode(200,64,0)\n VFX4 A 1 Bright A_SpawnItem(\"SlashTrail\",0,0)\n VFX4 A 0 Bright A_Explode(200,64,0)\n VFX4 A 1 Bright A_SpawnItem(\"SlashTrail\",0,0)\n VFX4 A 0 Bright A_Explode(200,64,0)\n VFX4 A 1 Bright A_SpawnItem(\"SlashTrail\",0,0)\n VFX4 A 0 Bright A_Explode(200,64,0)\n VFX4 A 1 Bright A_SpawnItem(\"SlashTrail\",0,0)\n VFX4 A 0 Bright A_Explode(200,64,0)\n VFX4 A 1 Bright A_SpawnItem(\"SlashTrail\",0,0)\n VFX4 A 0 Bright A_Explode(200,64,0)\n VFX4 A 1 Bright A_SpawnItem(\"SlashTrail\",0,0)\n VFX4 A 0 Bright A_Explode(200,64,0)\n VFX4 A 1 Bright A_SpawnItem(\"SlashTrail\",0,0)\n VFX4 A 0 Bright A_Explode(200,64,0)\n VFX4 A 1 Bright A_SpawnItem(\"SlashTrail\",0,0)\n VFX4 A 0 Bright A_Explode(200,64,0)\n VFX4 A 1 Bright A_SpawnItem(\"SlashTrail\",0,0)\n VFX4 A 0 Bright A_Explode(200,64,0)\n VFX4 A 1 Bright A_SpawnItem(\"SlashTrail\",0,0)\n VFX4 A 0 Bright A_Explode(200,64,0)\n VFX4 A 1 Bright A_SpawnItem(\"SlashTrail\",0,0)\n VFX4 A 0 Bright A_Explode(200,64,0)\n VFX4 A 1 Bright A_SpawnItem(\"SlashTrail\",0,0)\n VFX4 A 0 Bright A_Explode(200,64,0)\n VFX4 A 1 Bright A_SpawnItem(\"SlashTrail\",0,0)\n VFX4 A 0 Bright A_Explode(200,64,0)\n Loop\n\tDeath:\n\t TNT1 A 1\n\t Stop\n }\n}\n\nACTOR SlashTrail\n{\n Radius 3\n Height 3\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.80\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n NULL A 1\n VFX4 A 2 Bright A_FadeOut(0.10)\n Goto Spawn+1\n }\n}\n\nACTOR BladePuff1\n{\n Radius 0\n Height 1\n Speed 0\n PROJECTILE\n RENDERSTYLE Translucent\n ALPHA 0.50\n +PUFFONACTORS\n +LOOKALLAROUND\n States\n {\n Spawn:\n VFX2 A 0\n VFX2 A 1 A_PlaySound(\"weapons/vblhit\")\n VFX2 A 2 A_SpawnItem(\"BladeChargeGiver\",0,0)\n VFX2 BCDE 3\n Stop\n Crash:\n VFX2 A 0\n VFX2 A 3 A_PlaySound(\"weapons/vblwal\")\n VFX2 BCDE 3\n Stop\n }\n}\n\nACTOR ExtremeBladePuff1 : BladePuff1\n{\n\tStates\n\t{\n\tXDeath:\n\t TNT1 A 0 A_playsound(\"misc/crit\",CHAN_AUTO)\n\t Goto Spawn\n\t}\n}\n\nACTOR BladePuff2\n{\n Radius 0\n Height 1\n Speed 0\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.85\n +PUFFONACTORS\n +LOOKALLAROUND\n States\n {\n Spawn:\n VFX3 A 0\n VFX3 A 1 Bright A_PlaySound(\"weapons/vblhi2\")\n VFX3 A 0 Bright A_SpawnItem(\"BladeHealthGiver\",0,0)\n VFX3 A 2 Bright A_SpawnItem(\"BladeChargeGiver\",0,0)\n VFX3 BCDEFGHIJ 3 Bright\n Stop\n Crash:\n VFX1 A 0\n VFX1 A 3 Bright A_PlaySound(\"weapons/vblwa2\")\n VFX1 BCDEFG 3 Bright\n Stop\n }\n}\n\nACTOR ExtremeBladePuff2 : BladePuff2\n{\n\tStates\n\t{\n\tXDeath:\n\t TNT1 A 0 A_playsound(\"misc/crit\",CHAN_AUTO)\n\t Goto Spawn\n\t}\n}\n\nACTOR BladePuff3 : BladePuff2\n{\n States\n {\n Spawn:\n VFX6 A 0\n VFX6 A 1 Bright A_PlaySound(\"weapons/vblhi3\")\n VFX6 A 0 Bright A_SpawnItem(\"BladeHealthGiver2\",0,0)\n VFX6 A 2 Bright A_SpawnItem(\"BladeChargeGiver\",0,0)\n VFX6 BCDE 3 Bright\n Stop\n Crash:\n VFX5 A 0\n VFX5 A 3 Bright A_PlaySound(\"weapons/vblwa2\")\n VFX5 BCDEFG 3 Bright\n Stop\n }\n}\n\nACTOR ExtremeBladePuff3 : BladePuff3\n{\n\tStates\n\t{\n\tXDeath:\n\t TNT1 A 0 A_playsound(\"misc/crit\",CHAN_AUTO)\n\t Goto Spawn\n\t}\n}\n\nACTOR BladePuff4 : BladePuff2\n{\n States\n {\n Spawn:\n VFX6 A 0\n VFX6 A 1 Bright A_PlaySound(\"weapons/vblhi3\")\n VFX6 A 0 Bright A_SpawnItem(\"BladeHealthGiver3\",0,0)\n VFX6 A 2 Bright A_SpawnItem(\"BladeChargeGiver\",0,0)\n VFX6 BCDE 3 Bright\n Stop\n Crash:\n VFX5 A 0\n VFX5 A 3 Bright A_PlaySound(\"weapons/vblwa2\")\n VFX5 BCDEFG 3 Bright\n Stop\n }\n}\n\nACTOR ExtremeBladePuff4 : BladePuff4\n{\n\tStates\n\t{\n\tXDeath:\n\t TNT1 A 0 A_playsound(\"misc/crit\",CHAN_AUTO)\n\t Goto Spawn\n\t}\n}\n\nACTOR BladeChargeGiver\n{\n Radius 0\n Height 1\n Speed 0\n PROJECTILE\n RENDERSTYLE NONE\n +LOOKALLAROUND\n +NOCLIP\n States\n {\n Spawn:\n NULL A 0\n NULL A 1 Bright A_Look\n loop\n See:\n\t TNT1 A 0\n NULL A 0 Bright A_FaceTarget\n NULL A 0 Bright A_FaceTarget\n NULL A 3 Bright A_GiveToTarget(\"BladeCharge\",5)\n NULL A 3 Bright\n stop\n }\n}\n\nACTOR BladeHealthGiver\n{\n Radius 0\n Height 1\n Speed 0\n PROJECTILE\n RENDERSTYLE NONE\n +LOOKALLAROUND\n +NOCLIP\n States\n {\n Spawn:\n NULL A 0\n NULL A 1 Bright A_Look\n loop\n See:\n\t TNT1 A 0\n NULL A 0 Bright A_FaceTarget\n NULL A 0 Bright A_FaceTarget\n NULL A 3 Bright A_GiveToTarget(\"Health\",25)\n NULL A 3 Bright\n stop\n }\n}\n\nACTOR BladeHealthGiver2 : BladeHealthGiver\n{\n States\n {\n Spawn:\n NULL A 0\n NULL A 1 Bright A_Look\n loop\n See:\n NULL A 0 Bright A_FaceTarget\n NULL A 0 Bright A_FaceTarget\n NULL A 3 Bright A_GiveToTarget(\"Health\",100)\n NULL A 3 Bright\n stop\n }\n}\n\nACTOR BladeHealthGiver3 : BladeHealthGiver\n{\n States\n {\n Spawn:\n NULL A 0\n NULL A 1 Bright A_Look\n loop\n See:\n\t TNT1 A 0\n NULL A 0 Bright A_FaceTarget\n NULL A 0 Bright A_FaceTarget\n NULL A 3 Bright A_GiveToTarget(\"Health\",200)\n NULL A 3 Bright\n stop\n }\n}\n\nACTOR BladeCharge : Ammo\n{\n RENDERSTYLE NONE\n Inventory.Amount 100\n Inventory.MaxAmount 100\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 100\n Inventory.PickupMessage \"Blade Charged.\"\n Inventory.Icon STTPRCNT\n +INVENTORY.IGNORESKILL\n}"
},
{
"source": "pk3",
"name": "Decorate/Weapons/Slot 2/Pistol.txt",
"contents": "// Pistol (Doom)\n\nACTOR IDMPistol : IDMWeapon 10002\n{\n\tWeapon.SelectionOrder 1000\n\tWeapon.Sisterweapon \"DualPistol\"\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 20\n\tWeapon.AmmoType \"Clip\"\n\tObituary \"%o was gunslinged by %k's Pistol.\"\n\tInventory.Pickupmessage \"Pistol!\"\n\tTag \"Pistol\"\n\t//$Category Weapons\n\tDecal BulletChip\n\tDamagetype \"Bullet\"\n\tAttackSound \"weapons/pistol\"\n\t+WEAPON.ALLOW_WITH_RESPAWN_INVUL\n +INVENTORY.IGNORESKILL\n\t+WEAPON.NOLMS\n\tStates\n\t{\n\tReady:\n PISG A 1 A_WeaponReady\n Loop\n\tDeselect:\n TNT1 A 0 A_Lower\n TNT1 A 0 A_Lower\n PISG A 1 A_Lower\n\t Loop\n\tSelect:\n\t TNT1 A 0 A_PlaySound(\"weapons/wswitch\",CHAN_WEAPON)\n\tSloop:\n TNT1 A 0 A_Raise\n TNT1 A 0 A_Raise\n PISG A 1 A_Raise\n\t Loop\n Fire:\n TNT1 A 0 A_JumpIfInventory(\"PowerQuadDamage\", 1, \"Quad\")\n\t TNT1 A 0 A_FireBullets(2.8, 1.775, 1, 15, \"IDMBulletPuff\")\n\t Goto FireEnd\n\tQuad:\n\t TNT1 A 0 A_Playsound(\"misc/qdmg2\",CHAN_5,1)\n\t TNT1 A 0 A_FireBullets(2.8, 1.775, 1, 15, \"ExtremePuff\")\n\tFireEnd:\n\t PISG B 4 A_GunFlash\n\t PISG C 3\n\t PISG A 2\n\t PISG A 3 A_Refire\n\t Goto Ready\n\tFlash:\n PISF A 4 Bright A_Light1\n Goto LightDone\n Spawn:\n PIST A -1 Bright\n Stop\n\t}\n}\n\nACTOR DualPistol : IDMPistol\n{\n\t+POWERED_UP\n\t+WEAPON.CHEATNOTWEAPON\n\tWeapon.Sisterweapon \"IDMPistol\"\n\tDamagetype \"Bullet\"\n\tStates\n\t{\n\tReady:\n DPIS A 1 A_WeaponReady\n Loop\n\tDeselect:\n TNT1 A 0 A_Lower\n TNT1 A 0 A_Lower\n DPIS A 1 A_Lower\n Loop\n\tSelect:\n\t TNT1 A 0 A_PlaySound(\"weapons/wswitch\",CHAN_WEAPON)\n\tSloop:\n TNT1 A 0 A_Raise\n TNT1 A 0 A_Raise\n DPIS A 1 A_Raise\n Loop\n\tFire:\n\t DPIS A 1\n TNT1 A 0 A_JumpIfInventory(\"PowerQuadDamage\", 1, \"Quad\")\n\t TNT1 A 0 A_FireBullets(4.2, 1.775, 1, 15, \"IDMBulletPuff\")\n\t TNT1 A 0 A_GunFlash\n DPIS B 3\n DPIS C 2\n\t Goto Normal2\n\tQuad:\n\t TNT1 A 0 A_Playsound(\"misc/qdmg2\",CHAN_5,1)\n\t TNT1 A 0 A_FireBullets(4.2, 1.775, 1, 15, \"ExtremePuff\")\n\t TNT1 A 0 A_GunFlash\n DPIS B 3\n DPIS C 2\n\tNormal2:\n TNT1 A 0 A_JumpIfInventory(\"PowerQuadDamage\", 1, \"Quad2\")\n\t DPIS A 1 A_CheckReload\n\t TNT1 A 0 A_FireBullets(4.2, 1.775, 1, 15, \"IDMBulletPuff\")\n\t TNT1 A 0 A_GunFlash(\"Flash2\")\n\t DPIS D 3\n DPIS E 2\n DPIS A 5 A_ReFire\n\t Goto Ready\n\tQuad2:\n\t TNT1 A 0 A_Playsound(\"misc/qdmg2\",CHAN_5,1)\n\t DPIS A 1 A_CheckReload\n\t TNT1 A 0 A_FireBullets(4.2, 1.775, 1, 15, \"ExtremePuff\")\n\t TNT1 A 0 A_GunFlash(\"Flash2\")\n DPIS D 3\n DPIS E 2\n\t TNT1 A 0 A_ReFire\n Goto Ready\n\tFlash:\n DPIS F 4 Bright A_Light1\n Goto LightDone\n\tFlash2:\n DPIS G 4 Bright A_Light1\n Goto LightDone\n\tSpawn:\n PIST A -1 Bright\n Stop\n\t}\n}"
},
{
"source": "pk3",
"name": "Decorate/Weapons/Slot 2/Machinegun.txt",
"contents": "// Machinegun\n\nACTOR Machinegun : IDMWeapon 10003\n{\n\tWeapon.SelectionOrder 800\n\tWeapon.AmmoType \"Clip\"\n\tWeapon.AmmoGive 40\n\tWeapon.AmmoUse 1\n\tInventory.PickupSound \"misc/w_pkup\"\n\tInventory.PickupMessage \"Machinegun!\"\n\tObituary \"%o was lit up by %k's Machinegun.\"\n\tAttackSound \"weapons/machinegun\"\n\tTag \"Machinegun\"\n\t//$Category Weapons\n \tDecal BulletChip\n\tDamagetype \"Bullet\"\n\t+WEAPON.ALLOW_WITH_RESPAWN_INVUL\n\t+WEAPON.NOLMS\n\tStates\n\t{\n\tReady:\n\t\tTNT1 A 0 A_WeaponReady\n\t\tTNT1 A 0 A_WeaponReady\n\t\tRGUN A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0 A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tRGUN A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/wswitch\",CHAN_WEAPON)\n\tSloop:\n\t\tTNT1 A 0 A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tRGUN A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerIDMWeaponLevel2\",1,\"Level2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerQuadDamage\", 1, \"Quad\")\n\tNormal:\n\t\tRGUN C 1 Bright A_FireBullets(4.2, 2.6625, -1, 15, \"IDMBulletPuff\")\n\t\tRGUN B 2 Bright A_GunFlash\n\t\tRGUN C 1 Bright A_FireBullets(4.2, 2.6625, -1, 15, \"IDMBulletPuff\")\n\t\tRGUN B 2 Bright A_GunFlash(\"Flash2\")\n\t\tRGUN C 1 Bright A_FireBullets(4.2, 2.6625, -1, 15, \"IDMBulletPuff\")\n\t\tRGUN B 2 Bright A_GunFlash\n\t\tRGUN A 4\n\t\tRGUN A 3 A_Refire\n\t\tGoto Ready\n\tLevel2:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerQuadDamage\", 1, \"QuadLevel2\")\n\t\tRGUN C 1 A_FireBullets(4.2, 2.6625, 2, 15, \"IDMBulletPuff\")\n\t\tRGUN B 1 A_GunFlash\n\t\tRGUN C 1 A_FireBullets(4.2, 2.6625, 2, 15, \"IDMBulletPuff\")\n\t\tRGUN B 1 A_GunFlash(\"Flash2\")\n\t\tRGUN C 1 A_FireBullets(4.2, 2.6625, 2, 15, \"IDMBulletPuff\")\n\t\tRGUN B 1 A_GunFlash\n\t\tRGUN C 1 A_FireBullets(4.2, 2.6625, 2, 15, \"IDMBulletPuff\")\n\t\tRGUN B 1 A_GunFlash(\"Flash2\")\n\t\tRGUN A 4\n\t\tRGUN A 3 A_Refire\n\t\tGoto Ready\n\tQuad:\n\t\tTNT1 A 0 A_Playsound(\"misc/qdmg2\",CHAN_5,1)\n\t\tRGUN C 1 A_FireBullets(2.8, 1.775, -1, 15, \"ExtremePuff\")\n\t\tRGUN B 2 A_GunFlash\n\t\tTNT1 A 0 A_Playsound(\"misc/qdmg2\",CHAN_5,1)\n\t\tRGUN C 1 A_FireBullets(2.8, 1.775, -1, 15, \"ExtremePuff\")\n\t\tRGUN B 2 A_GunFlash(\"Flash2\")\n\t\tTNT1 A 0 A_Playsound(\"misc/qdmg2\",CHAN_5,1)\n\t\tRGUN C 1 A_FireBullets(2.8, 1.775, -1, 15, \"ExtremePuff\")\n\t\tRGUN B 2 A_GunFlash\n\t\tRGUN A 4\n\t\tRGUN A 3 A_Refire\n\t\tGoto Ready\n\tQuadLevel2:\n\t\tTNT1 A 0 A_Playsound(\"misc/qdmg2\",CHAN_5,1)\n\t\tRGUN C 1 A_FireBullets(2.8, 1.775, 2, 15, \"ExtremePuff\")\n\t\tRGUN B 1 A_GunFlash\n\t\tTNT1 A 0 A_Playsound(\"misc/qdmg2\",CHAN_5,1)\n\t\tRGUN C 1 A_FireBullets(2.8, 1.775, 2, 15, \"ExtremePuff\")\n\t\tRGUN B 1 A_GunFlash(\"Flash2\")\n\t\tTNT1 A 0 A_Playsound(\"misc/qdmg2\",CHAN_5,1)\n\t\tRGUN C 1 A_FireBullets(2.8, 1.775, 2, 15, \"ExtremePuff\")\n\t\tRGUN B 1 A_GunFlash\n\t\tTNT1 A 0 A_Playsound(\"misc/qdmg2\",CHAN_5,1)\n\t\tRGUN C 1 A_FireBullets(2.8, 1.775, 2, 15, \"ExtremePuff\")\n\t\tRGUN B 1 A_GunFlash(\"Flash2\")\n\t\tRGUN A 4\n\t\tRGUN A 3 A_Refire\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 2 Bright A_Light1\n\t\tGoto LightDone\n\tFlash2:\n\t\tTNT1 AA 2 Bright A_Light1\n Goto LightDone\n\tSpawn:\n\t\tRGUP A -1 Bright\n\t\tStop\n\t}\n}"
}
]
},
"maps": []
}