Counts

endoom0
graphics0
lumps793
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "0862e9f2-3d34-42c4-9845-d2833a040194",
    "sha1": "2e1f0db75565d91401a528c09322f7100284be0c",
    "sha256": "9a5c6359ad0ace37a5192c123db651557f89efd01a5d681e1f4bfd162c03f84f",
    "filenames": [
      "hideandseekb7.pk3",
      "HideAndSeekB7.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [
        "PLUTONIA"
      ],
      "filename": null,
      "added": "2013-04-19 00:45:35",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2013-04-19 00:45:35",
    "file": {
      "type": "PK3",
      "size": 1586335,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/2e1f0db75565d91401a528c09322f7100284be0c/2e1f0db75565d91401a528c09322f7100284be0c.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 793,
        "maps": 0,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ],
      "iwads_guess": [
        "PLUTONIA"
      ]
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "Classes/Blazer.TXT",
        "contents": "ACTOR BlazerClass : PlayerPawn\n{\n\tSpeed 1\n\tHealth 100\n\tRadius 16\n\tHeight 56\n\tMass 100\n\tPainChance 255\n\tPlayer.ColorRange 112, 127\n\tPlayer.DisplayName \"Blazer\"\n\tplayer.startitem \"megasphere\", 1\n\tplayer.startitem \"fists\", 1\n\tPlayer.CrouchSprite \"PLYC\"\n\tPlayer.ForwardMove 1.60, 1.60\n\tPlayer.SideMove 1.37, 1.37\n\tPlayer.jumpz 11\n\tlimitedtoteam 0\n\tStates\n\t{\n\tSpawn:\n\t\tPLA1 A 0\n\t\tPLA1 A 35\n\t\tPLA1 A 0 A_JumpIf (z-floorz>0, \"Spawn\")\n\t\tPLA1 A 0 A_JumpIf (health>=50, \"Spawn\")\n\t\tPLA1 A 0 ACS_Execute(115,0)\n    Loop\n\tSee:\n\t\tPLA1 ABCD 6\n\tLoop\n\tMissile:\n\t\tPLA1 E 12\n\tGoto Spawn\n\tMelee:\n\t\tPLA1 F 6 BRIGHT\n\tGoto Missile\n\tPain:\n\t\tPLA1 G 4\n\t\tPLA1 G 4 A_Pain\n\tGoto Spawn\n\tDeath:\n\t\tPLA1 H 10\n\t\tPLA1 I 10 A_PlayerScream\n\t\tPLA1 J 10 A_NoBlocking\n\t\tPLA1 KLM 10\n\t\tPLA1 N -1\n    Stop\n\tXDeath:\n\t\tPLA1 O 5 A_SpawnItemEx (\"HumanGibs\",0,0,0,0,0,0,0,128)\n\t\tPLA1 O 0 A_SkullPop(\"HeadGib\")\n\t\tPLA1 P 5 A_XScream\n\t\tPLA1 Q 5 A_NoBlocking\n\t\tPLA1 RSTUV 5\n\t\tPLA1 W -1\n    Stop\n\t}\n}\n\nActor Fists : Weapon\n{\n\tStates\n\t{\n\tReady:\n\t\tPUNG A 1 A_WeaponReady\n\tLoop\n\tDeselect:\n\t\tPUNG A 1 A_Lower\n\tLoop\n\tSelect:\n\t\tPUNG A 1 A_Raise\n\tLoop\n\tFire:\n\tGoto Ready\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Classes/Vanisher.TXT",
        "contents": "ACTOR VanisherClass : PlayerPawn\n{\n\tSpeed 1\n\tHealth 100\n\tRadius 16\n\tHeight 56\n\tMass 100\n\tPainChance 255\n\tPlayer.ColorRange 112, 127\n\tPlayer.DisplayName \"Vanisher\"\n\tPlayer.CrouchSprite \"PLYC\"\n\tplayer.startitem \"megasphere\", 1\n\tplayer.startitem \"fists\", 1\n\tPlayer.jumpz 11\n\tbloodcolor blue\n\tbloodtype \"BlueBloodSpatter\"\n\t+SHADOW\n\tlimitedtoteam 0\n\tStates\n\t{\n\tSpawn:\n\t\t1337 A 0 A_SetTranslucent(0.25, 1)\n\t\t1337 A 35\n\t\t1337 A 0 A_JumpIf (z-floorz>0, \"Spawn\")\n\t\t1337 A 0 A_JumpIf (health>=50, \"Spawn\")\n\t\t1337 A 0 ACS_Execute(115,0)\n    Loop\n\tSee:\n\t\t1337 ABCD 6 A_SetTranslucent(0.23, 1)\n\tLoop\n\tMissile:\n\t\t1337 E 12\n\tGoto Spawn\n\tMelee:\n\t\t1337 F 6 BRIGHT\n\tGoto Missile\n\tPain:\n\t\t1337 G 4\n\t\t1337 G 4 A_Pain\n\tGoto Spawn\n\tDeath:\n\t\t1337 H 10 A_SetTranslucent(1, 1)\n\t\t1337 I 10 A_PlayerScream\n\t\t1337 J 10 A_NoBlocking\n\t\t1337 KLM 10\n\t\t1337 N -1\n\tStop\n\tXDeath:\n\t\t1337 O 5 A_SpawnItemEx (\"BlueHumanGibs\",0,0,0,0,0,0,0,128)\n\t\t1337 O 0 A_SkullPop(\"BlueHeadGib\")\n\t\t1337 O 0 A_SetTranslucent(1, 1)\n\t\t1337 P 5 A_XScream\n\t\t1337 Q 5 A_NoBlocking\n\t\t1337 RSTUV 5\n\t\t1337 W -1\n    Stop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Classes/Rocketeer.TXT",
        "contents": "ACTOR RocketeerClass : PlayerPawn\n{\n\tSpeed 1\n\tHealth 100\n\tRadius 16\n\tHeight 56\n\tMass 100\n\tPainChance 255\n\tPlayer.ColorRange 112, 127\n\tPlayer.DisplayName \"Rocketeer\"\n\tPlayer.CrouchSprite \"PLYC\"\n\tplayer.startitem \"NoDamageRocketLauncher\", 1\n\tplayer.startitem \"RocketAmmo\", 50\n\tplayer.startitem \"megasphere\", 1\n\tPlayer.jumpz 11\n\tdamagefactor \"fire\", 0\n\tlimitedtoteam 0\n\tStates\n\t{\n\tSpawn:\n\t\tPLAY A 0\n\t\tPLAY A 35\n\t\tPLAY A 0 A_JumpIf (z-floorz>0, \"Spawn\")\n\t\tPLAY A 0 A_JumpIf (health>=50, 2)\n\t\tPLAY A 0 ACS_Execute(115,0)\n\t\tPLA4 A 0 A_JumpIfInventory(\"RocketAmmo\", 0, \"Spawn\")\n\t\tPLA4 A 0 ACS_Execute(114,0)\n\tLoop\n\tSee:\n\t\tPLAY ABCD 6\n\tLoop\n\tMissile:\n\t\tPLAY E 12\n\tGoto Spawn\n\tMelee:\n\t\tPLAY F 6 BRIGHT\n\tGoto Missile\n\tPain:\n\t\tPLAY G 4\n\t\tPLAY G 4 A_Pain\n\tGoto Spawn\n\tDeath:\n\t\tPLAY H 10\n\t\tPLAY I 10 A_PlayerScream\n\t\tPLAY J 10 A_NoBlocking\n\t\tPLAY KLM 10\n\t\tPLAY N -1\n\tStop\n\tXDeath:\n\t\tPLAY O 5 A_SpawnItemEx (\"HumanGibs\",0,0,0,0,0,0,0,128)\n\t\tPLAY O 0 A_SkullPop(\"HeadGib\")\n\t\tPLAY P 5 A_XScream\n\t\tPLAY Q 5 A_NoBlocking\n\t\tPLAY RSTUV 5\n\t\tPLAY W -1\n    Stop\n\t}\n}\n\nActor NoDamageRocketLauncher : RocketLauncher 3100\n{\n\tWeapon.AmmoUse 1\n\tStates\n\t{\n\tReady:\n\t\tMISG A 1 A_WeaponReady\n\tLoop\n\tDeselect:\n\t\tMISG A 1 A_Lower\n\tLoop\n\tSelect:\n\t\tMISG A 1 A_Raise\n\tLoop\n\tFire:\n\t\tMISG B 8 A_GunFlash\n\t\tMISG B 12 A_FireCustomMissile(\"NoDamageRocket\",0,1,0,0)\n\t\tMISG B 0 A_ReFire\n\tGoto Ready\n\tFlash:\n\t\tMISF A 3 Bright A_Light1\n\t\tMISF B 4 Bright\n\t\tMISF CD 4 Bright A_Light2\n    Goto LightDone\n\tSpawn:\n\t\tLAUN A -1\n    Stop\n\t}\n}\n\nACTOR NoDamageRocket : Rocket\n{\n\tRadius 11\n\tHeight 8\n\tSpeed 20\n\tDamage 0\n\tProjectile\n\t+RANDOMIZE\n\t+DEHEXPLOSION\n\t+ROCKETTRAIL\n\tProjectile\n\tDeathSound \"weapons/dmisexpl\"\n\tStates\n\t{\n\tSpawn:\n\t\tMISL A 1 bright\n\tloop\n\tDeath:\n\t\tMISL B 8 bright A_Explode\n\t\tMISL C 6 bright\n\t\tMISL D 4 bright\n\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Classes/Teleporter.TXT",
        "contents": "ACTOR TeleporterClass : PlayerPawn\n{\n  Speed 1\n  Health 100\n  Radius 16\n  Height 56\n  Mass 100\n  PainChance 255\n  Player.ColorRange 112, 127\n  Player.DisplayName \"Teleporter\"\n  Player.CrouchSprite \"PLYC\"\n  player.startitem \"TeleporterGun\", 1\n  player.startitem \"TeleporterAmmo\", 4\n  player.startitem \"megasphere\", 1\n  Player.jumpz 11\n  limitedtoteam 0\n  States\n  {\n  Spawn:\n    PLA8 A 0\n\tPLA8 A 35\n\tPLA8 A 0 A_JumpIf (z-floorz>0, \"Spawn\")\n\tPLAY A 0 A_JumpIf (health>=50, 2)\n\tPLAY A 0 ACS_Execute(115,0)\n\tPLA8 A 0 A_JumpIfInventory(\"TeleporterAmmo\", 0, \"Spawn\")\n\tPLA8 A 35\n\tPLA8 A 0 ACS_Execute(106,0)\n    Loop\n  See:\n    PLA8 ABCD 6\n    Loop\n  Missile:\n    PLA8 E 12\n    Goto Spawn\n  Melee:\n    PLA8 F 6 BRIGHT\n    Goto Missile\n  Pain:\n    PLA8 G 4\n    PLA8 G 4 A_Pain\n    Goto Spawn\n  Death:\n    PLA8 H 10\n    PLA8 I 10 A_PlayerScream\n    PLA8 J 10 A_NoBlocking\n    PLA8 KLM 10\n    PLA8 N -1\n    Stop\n  XDeath:\n    PLA8 O 5 A_SpawnItemEx (\"HumanGibs\",0,0,0,0,0,0,0,128)\n\tPLA8 O 0 A_SkullPop(\"HeadGib\")\n    PLA8 P 5 A_XScream\n    PLA8 Q 5 A_NoBlocking\n    PLA8 RSTUV 5\n    PLA8 W -1\n    Stop\n  }\n}\n\nACTOR TeleporterGun : Weapon\n{\n   Weapon.SelectionOrder 350\n   Inventory.PickupSound \"misc/w_pkup\"\n   Inventory.PickupMessage \"You got the Teleporter!\"\n   Weapon.AmmoType \"TeleporterAmmo\"\n   Weapon.AmmoGive 3\n   Weapon.AmmoUse 1\n   Weapon.Kickback 0\n   Weapon.YAdjust 0\n   +WEAPON.NOAUTOAIM\n   States\n   {\n   Spawn:\n      PLBT A -1\n      Loop\n   Ready:\n      PLBG A 1 A_WeaponReady\n      Loop\n   Deselect:\n      PLBG A 1 A_Lower\n      Loop\n   Select:\n      PLBG A 1 A_Raise\n      Goto Select\n   Fire:\n\t  PLBG A 0 bright A_PlaySound(\"weapons/bfgf\")\n\t  PLBG ACDC 6 bright\n      PLBG A 0 A_PlayWeaponSound(\"TeleporterShot\")\n\t  PLBG A 0 bright ACS_ExecuteAlways(109,0)\n\t  PLBG B 1 bright A_FireCustomMissile(\"TeleporterProjectile\", 0, 1, 8, 8, 0)\n      PLBG BCDC 5 bright\n      goto Ready\n   }\n}\n\nACTOR TeleporterAmmo : Ammo\n{\n\tInventory.PickupMessage \"Teleporter Ammo!\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 4\n\tAmmo.BackpackAmount 1\n\tAmmo.BackpackMaxAmount 4\n\tInventory.Icon \"CELLA0\"\n\tStates\n\t{\n\tSpawn:\n\t\tCELL A -1\n\t\tstop\n\t}\n}\n\nACTOR TeleporterProjectile\n{\n\tSpeed 200\n\tRadius 16\n\tHeight 8\n\tDamage 0\n\t+RIPPER\n\tPROJECTILE\n\tTranslation \"80:127=176:191\"\n\tStates\n\t{\n\tSpawn:\n\t\tAPLS A 0\n\t\tAPLS A 0 Thing_ChangeTID(0, 1999)\n\t\tAPLS A 0 ACS_ExecuteAlways(108, 0)\n\t\tAPLS AB 5 bright\n\t\tgoto spawn+3\n\tDeath:\n\t\tAPBX A 0\n\t\tAPBX A 0 A_PlaySound(\"TeleporterHit\")\n\t\tAPBX A 0 ACS_ExecuteAlways(104, 0)\n\t\tAPBX ABCDE 5 bright\n\t\tstop\n\t}\n}\n\nACTOR TeleporterDestination\n{\n\tRadius 16\n\tHeight 56\n\tSpeed 0\n\t-SOLID\n\t+NOBLOCKMAP\n\t+NOLIFTDROP\n\t+NOGRAVITY\n\tTranslation \"80:127=176:191\"\n\tStates\n\t{\n\tSpawn:\n\t\tTFOG A 0 ACS_ExecuteAlways(105, 0)\n\t\tTFOG ABCDCB 3 bright\n\tLoop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Classes/Hunter.TXT",
        "contents": "ACTOR HunterClass : PlayerPawn\n{\n  Speed 1\n  Health 100\n  Radius 16\n  Height 56\n  Mass 100\n  PainChance 255\n  Player.ColorRange 112, 127\n  Player.DisplayName \"Hunter\"\n  Player.CrouchSprite \"PLYC\"\n  player.startitem \"HunterShotgun\", 1\n  player.startitem \"HunterChaingun\", 1\n  player.startitem \"Shell\", 50\n  player.startitem \"Clip\", 200\n  player.startitem \"greenarmor\", 1\n  limitedtoteam 1\n  +NORADIUSDMG\n  States\n  {\n  Spawn:\n\tPLA4 A 0\n\tPLA4 A 35\n\tPLA4 A 0 A_JumpIf (z-floorz>0, \"Spawn\")\n\tPLA4 A 0 A_JumpIf (health>=50, 2)\n\tPLA4 A 0 ACS_Execute(115,0)\n\tPLA4 A 0 A_JumpIfInventory(\"Shell\", 0, 2)\n\tPLA4 A 0 ACS_Execute(111,0)\n\tPLA4 A 0 A_JumpIfInventory(\"Clip\", 0, \"Spawn\")\n\tPLA4 A 0 ACS_Execute(112,0)\n    Loop\n  See:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"Step\",1,4)\n\tPLA4 A 6 A_SpawnItemEx (\"FootStep\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\tPLA4 B 6\n\tTNT1 A 0 A_GiveInventory(\"Step\",1)\n\tGoto Spawn\n\tPLA4 C 6 A_SpawnItemEx (\"FootStep\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\tPLA4 D 6\n\tTNT1 A 0 A_TakeInventory(\"Step\",1)\n\tGoto Spawn\n  Missile:\n    PLA4 E 12\n    Goto Spawn\n  Melee:\n    PLA4 F 6 BRIGHT\n    Goto Missile\n  Pain:\n    PLA4 G 4\n    PLA4 G 4 A_Pain\n    Goto Spawn\n  Death:\n    PLA4 H 10\n    PLA4 I 10 A_PlayerScream\n    PLA4 J 10 A_NoBlocking\n    PLA4 KLM 10\n    PLA4 N -1\n    Stop\n  XDeath:\n    PLA4 O 5 A_SpawnItemEx (\"HumanGibs\",0,0,0,0,0,0,0,128)\n\tPLA4 O 0 A_SkullPop(\"HeadGib\")\n    PLA4 P 5 A_XScream\n    PLA4 Q 5 A_NoBlocking\n    PLA4 RSTUV 5\n    PLA4 W -1\n    Stop\n  }\n}\n\nACTOR HunterShotgun : Weapon\n{\n  Game Doom\n  Weapon.SelectionOrder 700\n  Weapon.AmmoUse 1\n  Weapon.AmmoGive 8\n  Weapon.AmmoType \"Shell\"\n  Inventory.PickupMessage \"Picked up a Hunter's Shotgun\"\n  Obituary \"%o was hunted down by %k's shotgun.\"\n  States\n  {\n  Ready:\n    SHTG A 1 A_WeaponReady\n    Loop\n  Deselect:\n    SHTG A 1 A_Lower\n    Loop\n  Select:\n    SHTG A 1 A_Raise\n    Loop\n  Fire:\n    SHTG A 3\n    SHTG A 0 A_FireBullets(6, 0.5, 12, 5, \"BulletPuff\")\n    SHTG A 0 A_PlaySoundEx(\"ShotgunFire\", \"Weapon\")\n    SHTG A 7 A_GunFlash\n\tSHTG A 0 A_PlaySoundEx(\"ShotgunCock\", \"SoundSlot5\")\n    SHTG BC 3\n    SHTG D 2\n    SHTG CB 3\n    SHTG A 3\n    SHTG A 7 A_ReFire\n    Goto Ready\n  Flash:\n    SHTF A 4 Bright A_Light1\n    SHTF B 3 Bright A_Light0\n    Stop\n  Spawn:\n    SHOT A -1\n    Stop\n  }\n}\n\nACTOR HunterChaingun : Weapon\n{\n  obituary \"%o was gunned down by %k's chaingun.\"\n  attacksound \"ChaingunFire\"\n  inventory.pickupmessage \"You got the hunter's chaingun!\"\n  weapon.selectionorder 1300\n  weapon.ammotype \"Clip\"\n  weapon.ammouse 1\n  weapon.ammogive 20\n  states\n  {\n  Ready:\n    CHGG A 1 A_WeaponReady\n    loop\n  Deselect:\n    CHGG A 1 A_Lower\n    loop\n  Select:\n    CHGG A 1 A_Raise\n    loop\n  Fire:\n    CHGG A 0 A_FireBullets(1, 1, 1, 3, \"BulletPuff\")\n    CHGG A 4 A_GunFlash\n    CHGG B 4 A_FireBullets(1, 1, 1, 3, \"BulletPuff\")\n    CHGG B 0 A_ReFire\n    goto Ready\n  Flash:\n    CHGF A 4 bright A_Light1\n    CHGF B 5 bright A_Light2\n    CHGF A 0 bright A_Light0\n    stop\n  Spawn:\n    MGUN A -1\n    stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Classes/Scouter.TXT",
        "contents": "ACTOR ScouterClass : PlayerPawn\n{\n  Speed 1\n  Health 100\n  Radius 16\n  Height 56\n  Mass 100\n  PainChance 255\n  Player.ColorRange 112, 127\n  Player.DisplayName \"Scouter\"\n  Player.CrouchSprite \"PLYC\"\n  player.startitem \"ScoutPistol\", 1\n  player.startitem \"ScoutKnife\", 1\n  player.startitem \"Clip\", 200\n  player.startitem \"greenarmor\", 1\n  player.startitem \"powerlightamp\", 1\n  Player.jumpz 22\n  limitedtoteam 1\n  +NORADIUSDMG\n  States\n  {\n  Spawn:\n    PLA2 A 0\n\tPLA2 A 35\n\tPLA2 A 0 A_JumpIf (z-floorz>0, \"Spawn\")\n\tPLA2 A 0 A_JumpIf (health>=50, 2)\n\tPLA2 A 0 ACS_Execute(115,0)\n\tPLA2 A 0 A_JumpIfInventory(\"Clip\", 200, \"Spawn\")\n\tPLA2 A 0 ACS_Execute(112,0)\n    Loop\n  See:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"Step\",1,4)\n\tPLA2 A 6 A_SpawnItemEx (\"FootStep\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\tPLA2 B 6\n\tTNT1 A 0 A_GiveInventory(\"Step\",1)\n\tGoto Spawn\n\tPLA2 C 6 A_SpawnItemEx (\"FootStep\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\tPLA2 D 6\n\tTNT1 A 0 A_TakeInventory(\"Step\",1)\n\tGoto Spawn\n  Missile:\n    PLA2 E 12\n    Goto Spawn\n  Melee:\n    PLA2 F 6 BRIGHT\n    Goto Missile\n  Pain:\n    PLA2 G 4\n    PLA2 G 4 A_Pain\n    Goto Spawn\n  Death:\n    PLA2 H 10\n    PLA2 I 10 A_PlayerScream\n    PLA2 J 10 A_NoBlocking\n    PLA2 KLM 10\n    PLA2 N -1\n    Stop\n  XDeath:\n    PLA2 O 5 A_SpawnItemEx (\"HumanGibs\",0,0,0,0,0,0,0,128)\n\tPLA2 O 0 A_SkullPop(\"HeadGib\")\n    PLA2 P 5 A_XScream\n    PLA2 Q 5 A_NoBlocking\n    PLA2 RSTUV 5\n    PLA2 W -1\n    Stop\n  }\n}\n\nactor ScoutPistol : Weapon\n{\n  Weapon.SelectionOrder 500\n  Weapon.AmmoUse 2\n  Weapon.AmmoGive 20\n  Weapon.AmmoType \"Clip\"\n  Obituary \"%o was blasted by %k's pistol.\"\n  Inventory.Pickupmessage \"Picked up a Scout's pistol.\"\n  States\n  {\n  Ready:\n    PISG A 1 A_WeaponReady\n    Loop\n  Deselect:\n    PISG A 1 A_Lower\n    Loop\n  Select:\n    PISG A 1 A_Raise\n    Loop\n  Fire:\n    PISG A 4\n\tPISG B 0 A_PlayWeaponSound(\"PistolFire\")\n\tTNT1 A 0 A_GunFlash\n    PISG B 8 A_FireBullets(0, 0, 1, 12, \"BulletPuff\")\n    PISG C 20\n    PISG B 5 A_ReFire\n    Goto Ready\n  Flash:\n    PISF A 3 Bright A_Light1\n    PISF A 3 Bright A_Light0\n\tStop\n  Spawn:\n    PIST A -1\n    Stop\n  }\n}\n\nactor ScoutKnife : Weapon\n{\n  Weapon.SelectionOrder 600\n  Weapon.Kickback 100\n  +WEAPON.MELEEWEAPON\n  +NOEXTREMEDEATH\n  Obituary \"%o was cut up by %k's knife.\"\n  States\n  {\n  Ready:\n    KNFG A 1 A_WeaponReady\n    loop\n  Deselect:\n    KNFG A 1 A_Lower\n    loop\n  Select:\n    KNFG A 1 A_Raise\n    loop\n  Fire:\n    KNFG B 1\n    KNFG C 1 A_CustomPunch (12,0,0,\"KnifePuff\")\n    KNFG D 1\n    KNFG E 1\n    KNFG F 1\n    KNFG E 1\n    KNFG D 1\n    KNFG A 1 A_ReFire\n    goto Ready\n  Spawn:\n    KNFE A -1\n    stop\n  }\n}\n\nACTOR KnifePuff\n{\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +NOEXTREMEDEATH\n  RenderStyle Translucent\n  Alpha 0.6\n  SeeSound \"KnifeHitThing\"\n  AttackSound \"KnifeHitWall\"\n  ActiveSound \"KnifeMiss\"\n  VSpeed 1\n  States\n  {\n  Spawn:\n    PUFF ABCD 4\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Classes/Terminator.TXT",
        "contents": "ACTOR TerminatorClass : PlayerPawn\n{\n  Speed 1\n  Health 100\n  Radius 16\n  Height 56\n  Mass 100\n  PainChance 255\n  Player.ColorRange 112, 127\n  Player.DisplayName \"Terminator\"\n  Player.CrouchSprite \"PLYC\"\n  player.startitem \"TerminatorPlasmaRifle\", 1\n  player.startitem \"TerminatorGrenade\", 1\n  player.startitem \"HandGrenadeAmmo\", 30\n  player.startitem \"Cell\", 300\n  player.startitem \"greenarmor\", 1\n  Player.ForwardMove 0.90, 0.90\n  Player.SideMove 0.90, 0.90\n  limitedtoteam 1\n  +NORADIUSDMG\n  States\n  {\n  Spawn:\n    PLAC A 0\n\tPLAC A 35\n\tPLAC A 0 A_JumpIf (z-floorz>0, \"Spawn\")\n\tPLAC A 0 A_JumpIf (health>=50, 2)\n\tPLAC A 0 ACS_Execute(115,0)\n\tPLAC A 0 A_JumpIfInventory(\"Cell\", 0, \"Spawn\")\n\tPLAC A 0 ACS_Execute(110,0)\n    Loop\n  See:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"Step\",1,4)\n\tPLAC A 6 A_SpawnItemEx (\"FootStep\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\tPLAC B 6\n\tTNT1 A 0 A_GiveInventory(\"Step\",1)\n\tGoto Spawn\n\tPLAC C 6 A_SpawnItemEx (\"FootStep\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\tPLAC D 6\n\tTNT1 A 0 A_TakeInventory(\"Step\",1)\n\tGoto Spawn\n  Missile:\n    PLAC E 12\n    Goto Spawn\n  Melee:\n    PLAC F 6 BRIGHT\n    Goto Missile\n  Pain:\n    PLAC G 4\n    PLAC G 4 A_Pain\n    Goto Spawn\n  Death:\n    PLAC H 10\n    PLAC I 10 A_PlayerScream\n    PLAC J 10 A_NoBlocking\n    PLAC KLM 10\n    PLAC N -1\n    Stop\n  XDeath:\n    PLAC O 5 A_SpawnItemEx (\"HumanGibs\",0,0,0,0,0,0,0,128)\n\tPLAC O 0 A_SkullPop(\"HeadGib\")\n    PLAC P 5 A_XScream\n    PLAC Q 5 A_NoBlocking\n    PLAC RSTUV 5\n    PLAC W -1\n    Stop\n  }\n}\n\nACTOR TerminatorPlasmaRifle : Weapon\n{\n  Game Doom\n  Weapon.SelectionOrder 100\n  Weapon.AmmoUse 3\n  Weapon.AmmoGive 40\n  Weapon.AmmoType \"Cell\"\n  Inventory.PickupMessage \"Picked up a Terminator's plasma rifle!\"\n  States\n  {\n  Ready:\n    PLSG A 1 A_WeaponReady\n    Loop\n  Deselect:\n    PLSG A 1 A_Lower\n    Loop\n  Select:\n    PLSG A 1 A_Raise\n    Loop\n  Fire:\n\tPLSG A 3 A_GunFlash\n\tPLSG A 0 A_PlaySound(\"weapons/plasmaf\")\n    PLSG A 3 A_FireCustomMissile(\"TerminatorPlasmaBall\",0,1,0,0,0)\n\tPLSG A 0 A_FireCustomMissile(\"TerminatorPlasmaBall\",-4,0,0,0,0)\n//\tPLSG A 0 A_FireCustomMissile(\"TerminatorPlasmaBall\",-8,0,0,0,0)\n\tPLSG A 0 A_FireCustomMissile(\"TerminatorPlasmaBall\",4,0,0,0,0)\n//\tPLSG A 0 A_FireCustomMissile(\"TerminatorPlasmaBall\",8,0,0,0,0)\n    PLSG B 20 A_ReFire\n    Goto Ready\n  Flash:\n    PLSF A 3 Bright A_Light1\n    PLSF B 3 Bright A_Light0\n    Stop\n  Spawn:\n    PLAS A -1\n    Stop\n  }\n}\n\nactor TerminatorPlasmaBall\n{\n  Game Doom\n  Radius 13\n  Height 8\n  Speed 40\n  Damage 5\n  Projectile\n  +RANDOMIZE\n  RenderStyle Add\n  Alpha 0.75\n  DeathSound \"weapons/plasmax\"\n  Obituary \"%o was cooked up by %k's plasma rifle.\"\n  States\n  {\n  Spawn:\n    PLSS AB 6 bright\n    loop\n  Death:\n    PLSE ABCDE 4 bright\n    stop\n  }\n}\n\nactor TerminatorPlasmaBallRed : TerminatorPlasmaBall\n{\n  Translation \"192:207=176:191\"\n}\n\nactor TerminatorPlasmaBallArmy : TerminatorPlasmaBall\n{\n  Translation \"192:207=152:159\"\n}\n\nactor TerminatorPlasmaBallGreen : TerminatorPlasmaBall\n{\n  Translation \"192:207=112:127\"\n}\n\nACTOR TerminatorGrenade : Weapon\n{\n   Inventory.PickupMessage \"You got a hand grenade!\"\n   Weapon.AmmoType \"HandGrenadeAmmo\"\n   Weapon.AmmoGive 1\n   Weapon.AmmoUse 1\n   Weapon.AmmoType2 \"ThrowPower\"\n   Weapon.AmmoGive2 0\n   Weapon.AmmoUse2 0\n   +NOALERT\n   +WEAPON.NOAUTOAIM\n   States\n   {\n   Spawn:\n      PGRN D -1\n      Loop\n   Ready:\n      HNDG A 1 A_WeaponReady\n      Loop\n   Deselect:\n      NULL A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n      NULL A 1 A_Lower\n      Loop\n      HNDG A 1 A_Lower\n      Loop\n   Select:\n      HNDG A 0 A_TakeInventory(\"ThrowPower\",999)\n      HNDG A 1 A_Raise\n      Loop\n   Fire:\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",1,9)\n      HNDG BCD 2\n      HNDG E 2 A_PlaySound(\"weapons/grnpullpin\")\n      HNDG FGHH 2\n      NULL A 2 A_GiveInventory(\"ThrowPower\",1)\n      NULL A 0 A_Refire\n      HNDG I 2 A_PlaySound(\"weapons/grntoss\")\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",30,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",29,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",28,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",27,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",26,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",25,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",24,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",23,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",22,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",21,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",20,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",19,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",18,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",17,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",16,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",15,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",14,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",13,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",12,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",11,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",10,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",9,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",8,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",7,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",6,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",5,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",4,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",3,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",2,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",1,30)\n\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade30\",0,1,0,0)\n      Goto Fire +72\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade29\",0,1,0,0)\n      Goto Fire +72\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade28\",0,1,0,0)\n      Goto Fire +72\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade27\",0,1,0,0)\n      Goto Fire +72\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade26\",0,1,0,0)\n      Goto Fire +72\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade25\",0,1,0,0)\n      Goto Fire +72\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade24\",0,1,0,0)\n      Goto Fire +72\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade23\",0,1,0,0)\n      Goto Fire +72\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade22\",0,1,0,0)\n      Goto Fire +72\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade21\",0,1,0,0)\n      Goto Fire +72\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade20\",0,1,0,0)\n      Goto Fire +72\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade19\",0,1,0,0)\n      Goto Fire +72\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade18\",0,1,0,0)\n      Goto Fire +72\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade17\",0,1,0,0)\n      Goto Fire +72\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade16\",0,1,0,0)\n      Goto Fire +72\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade15\",0,1,0,0)\n      Goto Fire +72\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade14\",0,1,0,0)\n      Goto Fire +72\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade13\",0,1,0,0)\n      Goto Fire +72\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade12\",0,1,0,0)\n      Goto Fire +72\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade11\",0,1,0,0)\n      Goto Fire +72\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade10\",0,1,0,0)\n      Goto Fire +72\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade9\",0,1,0,0)\n      Goto Fire +72\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade8\",0,1,0,0)\n      Goto Fire +72\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade7\",0,1,0,0)\n      Goto Fire +72\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade6\",0,1,0,0)\n      Goto Fire +72\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade5\",0,1,0,0)\n      Goto Fire +72\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade4\",0,1,0,0)\n      Goto Fire +72\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade3\",0,1,0,0)\n      Goto Fire +72\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade2\",0,1,0,0)\n      Goto Fire +72\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade1\",0,1,0,0)\n      Goto Fire +72\n\n      HNDG J 0 A_PlaySound(\"weapons/grntoss\")\n      HNDG JKLMNOPQ 2\n      HNDG A 0 A_TakeInventory(\"ThrowPower\",999)\n      NULL A 12 A_CheckReload\n      HNDG XWVUTS 1\n\n      Goto Ready\n\n   }\n}\n\nACTOR HandGrenadeAmmo : Ammo\n{\n   Inventory.Amount 1\n   Inventory.MaxAmount 30\n   Ammo.BackpackAmount 1\n   Ammo.BackpackMaxAmount 30\n   Inventory.PickupMessage \"You should not see this message, the weapon is the ammo\"\n   Inventory.Icon PGRND0\n   Scale 0.5\n   States\n   {\n   Spawn:\n      NULL D -1\n      Loop\n   }\n}\n\nACTOR ThrowPower : Ammo\n{\n   Inventory.MaxAmount 30\n   Ammo.BackpackMaxAmount 30\n   Inventory.Icon THROW\n}\n\nACTOR ThrownGrenade1\n{\n   Radius 5\n   Height 5\n   Speed 2\n   ExplosionDamage 150\n   ExplosionRadius 172\n   Scale 0.6\n   SeeSound \"weapons/grnbounce\"\n   Obituary \"%o played hot potato with %k's grenade.\"\n   PROJECTILE\n   -NOGRAVITY\n   +HEXENBOUNCE\n   +EXTREMEDEATH\n   +EXPLODEONWATER\n   States\n   {\n   Spawn:\n      HGRN A 0\n      HGRN A 4 A_AlertMonsters\n      HGRN BCDEFABCDEFABCDEF 4\n      Goto Death\n   Death:\n\t  NKXP A 0 A_PlaySound(\"weapons/explode\")\n      NKXP A 0 A_Explode\n\t  NKXP A 0 A_NoGravity\n      NKXP BCDEFGHIJKLMNOPQRSTUV 1 BRIGHT\n      Stop\n   }\n}\n\nACTOR ThrownGrenade2 : ThrownGrenade1\n{\n   Speed 4\n}\n\nACTOR ThrownGrenade3 : ThrownGrenade1\n{\n   Speed 6\n}\n\nACTOR ThrownGrenade4 : ThrownGrenade1\n{\n   Speed 8\n}\n\nACTOR ThrownGrenade5 : ThrownGrenade1\n{\n   Speed 10\n}\n\nACTOR ThrownGrenade6 : ThrownGrenade1\n{\n   Speed 12\n}\n\nACTOR ThrownGrenade7 : ThrownGrenade1\n{\n   Speed 14\n}\n\nACTOR ThrownGrenade8 : ThrownGrenade1\n{\n   Speed 16\n}\n\nACTOR ThrownGrenade9 : ThrownGrenade1\n{\n   Speed 18\n}\n\nACTOR ThrownGrenade10 : ThrownGrenade1\n{\n   Speed 20\n}\n\nACTOR ThrownGrenade11 : ThrownGrenade1\n{\n   Speed 22\n}\n\nACTOR ThrownGrenade12 : ThrownGrenade1\n{\n   Speed 24\n}\n\nACTOR ThrownGrenade13 : ThrownGrenade1\n{\n   Speed 26\n}\n\nACTOR ThrownGrenade14 : ThrownGrenade1\n{\n   Speed 28\n}\n\nACTOR ThrownGrenade15 : ThrownGrenade1\n{\n   Speed 30\n}\n\nACTOR ThrownGrenade16 : ThrownGrenade1\n{\n   Speed 32\n}\n\nACTOR ThrownGrenade17 : ThrownGrenade1\n{\n   Speed 34\n}\n\nACTOR ThrownGrenade18 : ThrownGrenade1\n{\n   Speed 36\n}\n\nACTOR ThrownGrenade19 : ThrownGrenade1\n{\n   Speed 38\n}\n\nACTOR ThrownGrenade20 : ThrownGrenade1\n{\n   Speed 40\n}\n\nACTOR ThrownGrenade21 : ThrownGrenade1\n{\n   Speed 42\n}\n\nACTOR ThrownGrenade22 : ThrownGrenade1\n{\n   Speed 44\n}\n\nACTOR ThrownGrenade23 : ThrownGrenade1\n{\n   Speed 46\n}\n\nACTOR ThrownGrenade24 : ThrownGrenade1\n{\n   Speed 48\n}\n\nACTOR ThrownGrenade25 : ThrownGrenade1\n{\n   Speed 50\n}\n\nACTOR ThrownGrenade26 : ThrownGrenade1\n{\n   Speed 52\n}\n\nACTOR ThrownGrenade27 : ThrownGrenade1\n{\n   Speed 54\n}\n\nACTOR ThrownGrenade28 : ThrownGrenade1\n{\n   Speed 56\n}\n\nACTOR ThrownGrenade29 : ThrownGrenade1\n{\n   Speed 58\n}\n\nACTOR ThrownGrenade30 : ThrownGrenade1\n{\n   Speed 60\n}"
      },
      {
        "source": "pk3",
        "name": "Classes/Berserker.TXT",
        "contents": "ACTOR BerserkerClass : PlayerPawn\n{\n  Speed 1\n  Health 100\n  Radius 16\n  Height 56\n  Mass 100\n  PainChance 255\n  Player.ColorRange 112, 127\n  Player.DisplayName \"Berserker\"\n  Player.CrouchSprite \"PLYC\"\n  player.startitem \"BerserkerFist\", 1\n  player.startitem \"greenarmor\", 1\n  Player.ForwardMove 1.45, 1.45\n  Player.SideMove 1.25, 1.25\n  Player.jumpz 11\n  limitedtoteam 1\n  +NORADIUSDMG\n  States\n  {\n  Spawn:\n    PLA1 A 0\n\tPLA1 A 35\n\tPLA1 A 0 A_JumpIf (z-floorz>0, \"Spawn\")\n\tPLA1 A 0 A_JumpIf (health>=50, \"Spawn\")\n\tPLA1 A 0 ACS_Execute(115,0)\n    Loop\n  See:\n    PLA1 A 6 A_PlaySoundEx(\"Scream\", \"Body\")\n\tPLA1 B 6\n\tPLA1 C 6\n\tPLA1 D 6\n    Loop\n  Missile:\n    PLA1 E 12\n    Goto Spawn\n  Melee:\n    PLA1 F 6 BRIGHT\n    Goto Missile\n  Pain:\n    PLA1 G 4\n    PLA1 G 4 A_Pain\n    Goto Spawn\n  Death:\n    PLA1 H 10\n    PLA1 I 10 A_PlayerScream\n    PLA1 J 10 A_NoBlocking\n    PLA1 KLM 10\n    PLA1 N -1\n    Stop\n  XDeath:\n    PLA1 O 5 A_SpawnItemEx (\"HumanGibs\",0,0,0,0,0,0,0,128)\n\tPLA1 O 0 A_SkullPop(\"HeadGib\")\n    PLA1 P 5 A_XScream\n    PLA1 Q 5 A_NoBlocking\n    PLA1 RSTUV 5\n    PLA1 W -1\n    Stop\n  }\n}\n\nactor BerserkerFist : Weapon\n{\n  +WEAPON.WIMPY_WEAPON\n  +WEAPON.MELEEWEAPON\n  Obituary \"%o felt %k's berserker rage!!!!!!!!!!!!!!!!!!!!!\"\n  States\n  {\n  Ready:\n    PUNG A 1 A_WeaponReady\n    loop\n  Deselect:\n    PUNG A 1 A_Lower\n    loop\n  Select:\n    PUNG A 1 A_Raise\n    loop\n  Fire:\n    PUNG B 4\n    PUNG C 4 A_CustomPunch (255,0,0,0,0)\n    PUNG D 5\n    PUNG C 4\n    PUNG B 5 A_ReFire\n    goto Ready\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Classes/FunStuff.TXT",
        "contents": "Actor BloodSpatter replaces Blood\n{\n+NOGRAVITY\n+NOCLIP\n+CLIENTSIDEONLY\nradius 16\nheight 16\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_jump(120,\"Death1\")\n\t\tTNT1 A 0 A_jump(120,\"Death2\")\n\t\tTNT1 A 0 A_jump(120,\"Death3\")\n\t\tTNT1 A 0 A_jump(120,\"Death4\")\n\t\tTNT1 A 0 A_jump(120,\"Death5\")\n\t\tTNT1 A 0 A_jump(120,\"Death6\")\n\t\tTNT1 A 0 A_jump(120,\"Death7\")\n\t\tgoto death8\n\tDeath1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_customMissile(\"BloodDrop\",10,0,random(-20,20),2,random(15,40))\n\t\tTNT1 A 0 A_customMissile(\"BloodDrop\",10,0,random(-20,20),2,random(15,40))\n\t\tTNT1 A 1 A_customMissile(\"BloodDrop\",10,0,random(-20,20),2,random(15,40))\n\t\tstop\n\tDeath2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_customMissile(\"BloodDrop\",10,0,random(70,110),2,random(15,40))\n\t\tTNT1 A 0 A_customMissile(\"BloodDrop\",10,0,random(70,110),2,random(15,40))\n\t\tTNT1 A 1 A_customMissile(\"BloodDrop\",10,0,random(70,110),2,random(15,40))\n\t\tstop\n\tDeath3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_customMissile(\"BloodDrop\",10,0,random(160,200),2,random(15,40))\n\t\tTNT1 A 0 A_customMissile(\"BloodDrop\",10,0,random(160,200),2,random(15,40))\n\t\tTNT1 A 1 A_customMissile(\"BloodDrop\",10,0,random(160,200),2,random(15,40))\n\t\tstop\n\tDeath4:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_customMissile(\"BloodDrop\",10,0,random(250,290),2,random(15,40))\n\t\tTNT1 A 0 A_customMissile(\"BloodDrop\",10,0,random(250,290),2,random(15,40))\n\t\tTNT1 A 1 A_customMissile(\"BloodDrop\",10,0,random(250,290),2,random(15,40))\n\t\tstop\n\tDeath5:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_customMissile(\"BloodDrop\",10,0,random(30,60),2,random(15,40))\n\t\tTNT1 A 0 A_customMissile(\"BloodDrop\",10,0,random(30,60),2,random(15,40))\n\t\tTNT1 A 1 A_customMissile(\"BloodDrop\",10,0,random(30,60),2,random(15,40))\n\t\tstop\n\tDeath6:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_customMissile(\"BloodDrop\",10,0,random(120,150),2,random(15,40))\n\t\tTNT1 A 0 A_customMissile(\"BloodDrop\",10,0,random(120,150),2,random(15,40))\n\t\tTNT1 A 1 A_customMissile(\"BloodDrop\",10,0,random(120,150),2,random(15,40))\n\t\tstop\n\tDeath7:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_customMissile(\"BloodDrop\",10,0,random(210,240),2,random(15,40))\n\t\tTNT1 A 0 A_customMissile(\"BloodDrop\",10,0,random(210,240),2,random(15,40))\n\t\tTNT1 A 1 A_customMissile(\"BloodDrop\",10,0,random(210,240),2,random(15,40))\n\t\tstop\n\tDeath8:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_customMissile(\"BloodDrop\",10,0,random(300,330),2,random(15,40))\n\t\tTNT1 A 0 A_customMissile(\"BloodDrop\",10,0,random(300,330),2,random(15,40))\n\t\tTNT1 A 1 A_customMissile(\"BloodDrop\",10,0,random(300,330),2,random(15,40))\n\t\tstop\n\t}\n}\n\nActor BlueBloodSpatter : BloodSpatter\n{\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_jump(120,\"Death1\")\n\t\tTNT1 A 0 A_jump(120,\"Death2\")\n\t\tTNT1 A 0 A_jump(120,\"Death3\")\n\t\tTNT1 A 0 A_jump(120,\"Death4\")\n\t\tTNT1 A 0 A_jump(120,\"Death5\")\n\t\tTNT1 A 0 A_jump(120,\"Death6\")\n\t\tTNT1 A 0 A_jump(120,\"Death7\")\n\t\tgoto death8\n\tDeath1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_customMissile(\"BlueBloodDrop\",10,0,random(-20,20),2,random(15,40))\n\t\tTNT1 A 0 A_customMissile(\"BlueBloodDrop\",10,0,random(-20,20),2,random(15,40))\n\t\tTNT1 A 1 A_customMissile(\"BlueBloodDrop\",10,0,random(-20,20),2,random(15,40))\n\t\tstop\n\tDeath2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_customMissile(\"BlueBloodDrop\",10,0,random(70,110),2,random(15,40))\n\t\tTNT1 A 0 A_customMissile(\"BlueBloodDrop\",10,0,random(70,110),2,random(15,40))\n\t\tTNT1 A 1 A_customMissile(\"BlueBloodDrop\",10,0,random(70,110),2,random(15,40))\n\t\tstop\n\tDeath3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_customMissile(\"BlueBloodDrop\",10,0,random(160,200),2,random(15,40))\n\t\tTNT1 A 0 A_customMissile(\"BlueBloodDrop\",10,0,random(160,200),2,random(15,40))\n\t\tTNT1 A 1 A_customMissile(\"BlueBloodDrop\",10,0,random(160,200),2,random(15,40))\n\t\tstop\n\tDeath4:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_customMissile(\"BlueBloodDrop\",10,0,random(250,290),2,random(15,40))\n\t\tTNT1 A 0 A_customMissile(\"BlueBloodDrop\",10,0,random(250,290),2,random(15,40))\n\t\tTNT1 A 1 A_customMissile(\"BlueBloodDrop\",10,0,random(250,290),2,random(15,40))\n\t\tstop\n\tDeath5:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_customMissile(\"BlueBloodDrop\",10,0,random(30,60),2,random(15,40))\n\t\tTNT1 A 0 A_customMissile(\"BlueBloodDrop\",10,0,random(30,60),2,random(15,40))\n\t\tTNT1 A 1 A_customMissile(\"BlueBloodDrop\",10,0,random(30,60),2,random(15,40))\n\t\tstop\n\tDeath6:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_customMissile(\"BlueBloodDrop\",10,0,random(120,150),2,random(15,40))\n\t\tTNT1 A 0 A_customMissile(\"BlueBloodDrop\",10,0,random(120,150),2,random(15,40))\n\t\tTNT1 A 1 A_customMissile(\"BlueBloodDrop\",10,0,random(120,150),2,random(15,40))\n\t\tstop\n\tDeath7:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_customMissile(\"BlueBloodDrop\",10,0,random(210,240),2,random(15,40))\n\t\tTNT1 A 0 A_customMissile(\"BlueBloodDrop\",10,0,random(210,240),2,random(15,40))\n\t\tTNT1 A 1 A_customMissile(\"BlueBloodDrop\",10,0,random(210,240),2,random(15,40))\n\t\tstop\n\tDeath8:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_customMissile(\"BlueBloodDrop\",10,0,random(300,330),2,random(15,40))\n\t\tTNT1 A 0 A_customMissile(\"BlueBloodDrop\",10,0,random(300,330),2,random(15,40))\n\t\tTNT1 A 1 A_customMissile(\"BlueBloodDrop\",10,0,random(300,330),2,random(15,40))\n\t\tstop\n\t}\n}\n\nactor BloodDrop\n{\n-ACTIVATEPCROSS\n+FORCEXYBILLBOARD\n+NOTDMATCH\n+DONTSPLASH\n+THRUGHOST\n+CLIENTSIDEONLY\nprojectile\ndamage 0\n-NOGRAVITY\nmass 1\nscale 0.45\ngravity .7\nradius 1\nheight 1\nspeed 3\ntranslation \"0:255=184:191\"\nrenderstyle TRANSLUCENT\nalpha 1.0\ndecal BloodSplat\nstates\n\t{\n\tspawn:\n\t\tTNT1 A 0\n\t\tBLOD ABCDEF 1\n\t\tBLOD F 1 A_FadeOut(0.02)\n\t\twait\n\tdeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 1 A_ChangeFlag(\"CORPSE\",1)\n\t\twait\n\tcrash:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\",0)\n\t\tTNT1 A 0 A_Jump(72,6)\n\t\tTNT1 A 0 A_Jump(72,4)\n\t\tTNT1 A 0 A_Jump(72,2)\n\t\tBSPT A 1 A_Fadeout(0.02)\n\t\twait\n\t\tBSPT B 1 A_Fadeout(0.02)\n\t\twait\n\t\tBSPT C 1 A_Fadeout(0.02)\n\t\twait\n\t\tBSPT D 1 A_Fadeout(0.02)\n\t\twait\n\t}\n}\n\nactor BlueBloodDrop : BloodDrop\n{\ntranslation \"0:255=203:207\"\ndecal BlueBloodSplat\n}\n\nactor BloodGibPool\n{\n  radius 10\n  height 5\n  speed 0\n  alpha 0\n  scale 0.9\n  +FLOORCLIP\n  +DONTSPLASH\n  +NOBLOCKMONST\n  +MISSILE\n  +SLIDESONWALLS\n  +CLIENTSIDEONLY\n  +CORPSE\n  -SOLID\n  states\n  {\n    Spawn:\n      TNT1 A -1\n      loop\n    Crash:\n\t  TNT1 A 0 A_SpawnItemEx (\"BloodSpatter\",random(8,-8),random(8,-8),random(0,56),0,0,0,0,128)\n      BPDL AAABB 3 A_FadeIn (0.2)\n      BPDL B 10\n      BPDL B 1 A_FadeOut (0.02)\n      goto Crash+7\n  }\n}\n\nactor BlueBloodGibPool : BloodGibPool\n{\ntranslation \"0:255=203:207\"\n  states\n  {\n    Spawn:\n      TNT1 A -1\n      loop\n    Crash:\n\t  TNT1 A 0 A_SpawnItemEx (\"BlueBloodSpatter\",random(8,-8),random(8,-8),random(0,56),0,0,0,0,128)\n      BPDL AAABB 3 A_FadeIn (0.2)\n      BPDL B 10\n      BPDL B 1 A_FadeOut (0.02)\n      goto Crash+7\n  }\n}\n\nactor HumanGibs\n{\n  radius 1\n  height 1\n  +NOBLOCKMONST\n  +CLIENTSIDEONLY\n  +NOGRAVITY\n  +CORPSE\n  -SOLID\n  states\n  {\n    Spawn:\n      TNT1 A 0\n      goto Death\n    Death:\n      TNT1 A 0 A_SpawnItemEx (\"MGibChunk1\",0,0,random(3,56),0,0,0,0,128)\n      TNT1 A 0 A_SpawnItemEx (\"MGibChunk2\",0,0,random(3,56),0,0,0,0,128)\n      TNT1 A 0 A_SpawnItemEx (\"MGibChunk3\",0,0,random(3,56),0,0,0,0,128)\n      TNT1 A 0 A_SpawnItemEx (\"MGibChunk4\",0,0,random(3,56),0,0,0,0,128)\n      TNT1 A 0 A_SpawnItemEx (\"SGibChunk1\",0,0,random(3,56),0,0,0,0,128)\n      TNT1 A 0 A_SpawnItemEx (\"SGibChunk2\",0,0,random(3,56),0,0,0,0,128)\n      TNT1 A 0 A_SpawnItemEx (\"BloodGibPool\",0,0,0,0,0,0,0,128)\n      stop\n  }\n}\n\nactor BlueHumanGibs : HumanGibs\n{\n  states\n  {\n    Spawn:\n      TNT1 A 0\n      goto Death\n    Death:\n      TNT1 A 0 A_SpawnItemEx (\"BlueMGibChunk1\",0,0,random(3,56),0,0,0,0,128)\n      TNT1 A 0 A_SpawnItemEx (\"BlueMGibChunk2\",0,0,random(3,56),0,0,0,0,128)\n      TNT1 A 0 A_SpawnItemEx (\"BlueMGibChunk3\",0,0,random(3,56),0,0,0,0,128)\n      TNT1 A 0 A_SpawnItemEx (\"BlueMGibChunk4\",0,0,random(3,56),0,0,0,0,128)\n      TNT1 A 0 A_SpawnItemEx (\"BlueSGibChunk1\",0,0,random(3,56),0,0,0,0,128)\n      TNT1 A 0 A_SpawnItemEx (\"BlueSGibChunk2\",0,0,random(3,56),0,0,0,0,128)\n      TNT1 A 0 A_SpawnItemEx (\"BlueBloodGibPool\",0,0,0,0,0,0,0,128)\n      stop\n  }\n}\n\nactor HeadGib : PlayerChunk\n{\n  radius 7\n  height 7\n  scale 1.25\n  speed 0\n  +FLOORCLIP\n  +NOBLOCKMONST\n  +CLIENTSIDEONLY\n  +SLIDESONWALLS\n  +NOSKIN\n  +THRUGHOST\n  +CORPSE\n  -SOLID\n  states\n  {\n    Spawn:\n      HDGB A 0\n      HDGB A 0 A_NoBlocking\n      HDGB A 0 ThrustThing (random(0,255),random(5,11))\n      HDGB A 0 ThrustThingZ (0,random(15,50),0,0)\n      HDGB A 5 A_SpawnItemEx (\"BloodSpatter\",0,0,0,0,0,0,0,128)\n      HDGB A 0 A_JumpIf (waterlevel == 3,\"Splash\")\n      HDGB A 0 A_JumpIf (waterlevel == 1,\"Float\")\n      goto Spawn+4\n    Crash:\n      HDGB B 0 A_PlaySoundEx (\"splash/gibs\",0)\n      HDGB B 0 A_SpawnItemEx (\"BloodGibPool\",0,0,0,0,0,0,0,128)\n\t  HDGB B 0 A_SpawnItemEx (\"HeadGibRemnant\",0,0,0,0,0,0,0,128)\n      TNT1 Z -1\n      stop\n    Splash:\n      HDGB A 0 A_Stop\n      HDGB A 2 ThrustThingZ (0,6,0,0)\n      HDGB A 0 A_JumpIf (waterlevel == 0,\"Float\")\n      goto Splash+1\n    Float:\n      HDGB B 0 A_Stop\n\t  HDGB B 0 A_SpawnItemEx (\"HeadGibRemnant\",0,0,0,0,0,0,0,128)\n      TNT1 Z 1 A_NoGravity\n      TNT1 Z -1 A_Stop\n      stop\n  }\n}\n\nactor BlueHeadGib : HeadGib\n{\ntranslation \"0:255=202:207\"\n  states\n  {\n    Spawn:\n      HDGB A 0\n      HDGB A 0 A_NoBlocking\n      HDGB A 0 ThrustThing (random(0,255),random(5,11))\n      HDGB A 0 ThrustThingZ (0,random(15,50),0,0)\n      HDGB A 5 A_SpawnItemEx (\"BlueBloodSpatter\",0,0,0,0,0,0,0,128)\n      HDGB A 0 A_JumpIf (waterlevel == 3,\"Splash\")\n      HDGB A 0 A_JumpIf (waterlevel == 1,\"Float\")\n      goto Spawn+4\n    Crash:\n      HDGB B 0 A_PlaySoundEx (\"splash/gibs\",0)\n      HDGB B 0 A_SpawnItemEx (\"BlueBloodGibPool\",0,0,0,0,0,0,0,128)\n\t  HDGB B 0 A_SpawnItemEx (\"BlueHeadGibRemnant\",0,0,0,0,0,0,0,128)\n      TNT1 Z -1\n      stop\n    Splash:\n      HDGB A 0 A_Stop\n      HDGB A 2 ThrustThingZ (0,6,0,0)\n      HDGB A 0 A_JumpIf (waterlevel == 0,\"Float\")\n      goto Splash+1\n    Float:\n      HDGB B 0 A_Stop\n\t  HDGB B 0 A_SpawnItemEx (\"BlueHeadGibRemnant\",0,0,0,0,0,0,0,128)\n      TNT1 Z 1 A_NoGravity\n      TNT1 Z -1 A_Stop\n      stop\n  }\n}\n\nactor HeadGibRemnant\n{\n  radius 7\n  height 7\n  scale 1.25\n  speed 0\n  +FLOORCLIP\n  +NOBLOCKMONST\n  +CLIENTSIDEONLY\n  +SLIDESONWALLS\n  +NOSKIN\n  +THRUGHOST\n  +CORPSE\n  -SOLID\n  states\n  {\n    Spawn:\n\t  HDGB A 0\n\t  HDGB A 0 A_JumpIf (waterlevel == 0,\"Float\")\n\t  HDGB B 30 A_Stop\n\t  goto Death\n\tDeath:\n\t  HDGB B 1 A_FadeOut (0.02)\n\t  goto Death+1\n\tFloat:\n      HDGB B 0 A_Stop\n      HDGB B 30\n      HDGB B 1 A_FadeOut (0.02)\n      goto Float+2\n  }\n}\n\nactor BlueHeadGibRemnant : HeadGibRemnant\n{\ntranslation \"0:255=202:207\"\n  states\n  {\n    Spawn:\n\t  HDGB A 0\n\t  HDGB A 0 A_JumpIf (waterlevel == 0,\"Float\")\n\t  HDGB B 30 A_Stop\n\t  goto Death\n\tDeath:\n\t  HDGB B 1 A_FadeOut (0.02)\n\t  goto Death+1\n\tFloat:\n      HDGB B 0 A_Stop\n      HDGB B 30\n      HDGB B 1 A_FadeOut (0.02)\n      goto Float+2\n  }\n}\n\nactor MGibChunk1\n{\n  radius 7\n  scale 1.25\n  height 7\n  speed 0\n  +FLOORCLIP\n  +NOBLOCKMONST\n  +CLIENTSIDEONLY\n  +SLIDESONWALLS\n  +CORPSE\n  -SOLID\n  states\n  {\n    Spawn:\n      GIB1 B 0\n      GIB1 B 0 A_NoBlocking\n      GIB1 B 0 ThrustThing (random(0,255),random(5,11))\n      GIB1 B 0 ThrustThingZ (0,random(15,50),0,0)\n      GIB1 B 7 A_SpawnItemEx (\"BloodSpatter\",0,0,0,0,0,0,0,128)\n      GIB1 B 0 A_JumpIf (waterlevel == 3,\"Splash\")\n      GIB1 B 0 A_JumpIf (waterlevel == 1,\"Float\")\n      goto Spawn+4\n    Crash:\n      GIB1 A 0 A_PlaySoundEx (\"splash/gibs\",0)\n      GIB1 A 0 A_SpawnItemEx (\"BloodGibPool\",0,0,0,0,0,0,0,128)\n      GIB1 A 30 A_Stop\n      GIB1 A 1 A_FadeOut (0.02)\n      goto Crash+3\n    Splash:\n      GIB1 B 0 A_Stop\n      GIB1 B 2 ThrustThingZ (0,6,0,0)\n      GIB1 B 0 A_JumpIf (waterlevel == 0,\"Float\")\n      goto Splash+1\n    Float:\n      GIB1 A 0 A_Stop\n      GIB1 A 30 A_NoGravity\n      GIB1 A 1 A_FadeOut (0.02)\n      goto Float+2\n  }\n}\n\nactor BlueMGibChunk1 : MGibChunk1\n{\ntranslation \"0:255=202:207\"\n  states\n  {\n    Spawn:\n      GIB1 B 0\n      GIB1 B 0 A_NoBlocking\n      GIB1 B 0 ThrustThing (random(0,255),random(5,11))\n      GIB1 B 0 ThrustThingZ (0,random(15,50),0,0)\n      GIB1 B 7 A_SpawnItemEx (\"BlueBloodSpatter\",0,0,0,0,0,0,0,128)\n      GIB1 B 0 A_JumpIf (waterlevel == 3,\"Splash\")\n      GIB1 B 0 A_JumpIf (waterlevel == 1,\"Float\")\n      goto Spawn+4\n    Crash:\n      GIB1 A 0 A_PlaySoundEx (\"splash/gibs\",0)\n      GIB1 A 0 A_SpawnItemEx (\"BlueBloodGibPool\",0,0,0,0,0,0,0,128)\n      GIB1 A 30 A_Stop\n      GIB1 A 1 A_FadeOut (0.02)\n      goto Crash+3\n    Splash:\n      GIB1 B 0 A_Stop\n      GIB1 B 2 ThrustThingZ (0,6,0,0)\n      GIB1 B 0 A_JumpIf (waterlevel == 0,\"Float\")\n      goto Splash+1\n    Float:\n      GIB1 A 0 A_Stop\n      GIB1 A 30 A_NoGravity\n      GIB1 A 1 A_FadeOut (0.02)\n      goto Float+2\n  }\n}\n\nactor MGibChunk2\n{\n  radius 7\n  height 7\n  scale 1.25\n  speed 0\n  +FLOORCLIP\n  +NOBLOCKMONST\n  +CLIENTSIDEONLY\n  +SLIDESONWALLS\n  +CORPSE\n  -SOLID\n  states\n  {\n    Spawn:\n      GIB2 C 0\n      GIB2 C 0 A_NoBlocking\n      GIB2 C 0 ThrustThing (random(0,255),random(5,11))\n      GIB2 C 0 ThrustThingZ (0,random(15,50),0,0)\n      GIB2 C 5 A_SpawnItemEx (\"BloodSpatter\",0,0,0,0,0,0,0,128)\n      GIB2 C 0 A_JumpIf (waterlevel == 3,\"Splash\")\n      GIB2 C 0 A_JumpIf (waterlevel == 1,\"Float\")\n      goto Spawn+4\n    Crash:\n      GIB2 B 0 A_PlaySoundEx (\"splash/gibs\",0)\n      GIB2 B 0 A_SpawnItemEx (\"BloodGibPool\",0,0,0,0,0,0,0,128)\n      GIB2 B 30 A_Stop\n      GIB2 B 1 A_FadeOut (0.02)\n      goto Crash+3\n    Splash:\n      GIB2 C 0 A_Stop\n      GIB2 C 2 ThrustThingZ (0,6,0,0)\n      GIB2 C 0 A_JumpIf (waterlevel == 0,\"Float\")\n      goto Splash+1\n    Float:\n      GIB2 B 0 A_Stop\n      GIB2 B 30 A_NoGravity\n      GIB2 B 1 A_FadeOut (0.02)\n      goto Float+2\n  }\n}\n\nactor BlueMGibChunk2 : MGibChunk2\n{\ntranslation \"0:255=202:207\"\n  states\n  {\n    Spawn:\n      GIB2 C 0\n      GIB2 C 0 A_NoBlocking\n      GIB2 C 0 ThrustThing (random(0,255),random(5,11))\n      GIB2 C 0 ThrustThingZ (0,random(15,50),0,0)\n      GIB2 C 5 A_SpawnItemEx (\"BlueBloodSpatter\",0,0,0,0,0,0,0,128)\n      GIB2 C 0 A_JumpIf (waterlevel == 3,\"Splash\")\n      GIB2 C 0 A_JumpIf (waterlevel == 1,\"Float\")\n      goto Spawn+4\n    Crash:\n      GIB2 B 0 A_PlaySoundEx (\"splash/gibs\",0)\n      GIB2 B 0 A_SpawnItemEx (\"BlueBloodGibPool\",0,0,0,0,0,0,0,128)\n      GIB2 B 30 A_Stop\n      GIB2 B 1 A_FadeOut (0.02)\n      goto Crash+3\n    Splash:\n      GIB2 C 0 A_Stop\n      GIB2 C 2 ThrustThingZ (0,6,0,0)\n      GIB2 C 0 A_JumpIf (waterlevel == 0,\"Float\")\n      goto Splash+1\n    Float:\n      GIB2 B 0 A_Stop\n      GIB2 B 30 A_NoGravity\n      GIB2 B 1 A_FadeOut (0.02)\n      goto Float+2\n  }\n}\n\nactor MGibChunk3\n{\n  radius 7\n  height 7\n  scale 1.25\n  speed 0\n  +FLOORCLIP\n  +CLIENTSIDEONLY\n  +NOBLOCKMONST\n  +SLIDESONWALLS\n  +CORPSE\n  -SOLID\n  states\n  {\n    Spawn:\n      GIB3 C 0\n      GIB3 C 0 A_NoBlocking\n      GIB3 C 0 ThrustThing (random(0,255),random(5,11))\n      GIB3 C 0 ThrustThingZ (0,random(15,50),0,0)\n      GIB3 C 5 A_SpawnItemEx (\"BloodSpatter\",0,0,0,0,0,0,0,128)\n      GIB3 C 0 A_JumpIf (waterlevel == 3,\"Splash\")\n      GIB3 C 0 A_JumpIf (waterlevel == 1,\"Float\")\n      goto Spawn+4\n    Crash:\n      GIB3 B 0 A_PlaySoundEx (\"splash/gibs\",0)\n      GIB3 B 0 A_SpawnItemEx (\"BloodGibPool\",0,0,0,0,0,0,0,128)\n      GIB3 B 30 A_Stop\n      GIB3 B 1 A_FadeOut (0.02)\n      goto Crash+3\n    Splash:\n      GIB3 C 0 A_Stop\n      GIB3 C 2 ThrustThingZ (0,6,0,0)\n      GIB3 C 0 A_JumpIf (waterlevel == 0,\"Float\")\n      goto Splash+1\n    Float:\n      GIB3 B 0 A_Stop\n      GIB3 B 30 A_NoGravity\n      GIB3 B 1 A_FadeOut (0.02)\n      goto Float+2\n  }\n}\n\nactor BlueMGibChunk3 : MGibChunk3\n{\ntranslation \"0:255=202:207\"\n  states\n  {\n    Spawn:\n      GIB3 C 0\n      GIB3 C 0 A_NoBlocking\n      GIB3 C 0 ThrustThing (random(0,255),random(5,11))\n      GIB3 C 0 ThrustThingZ (0,random(15,50),0,0)\n      GIB3 C 5 A_SpawnItemEx (\"BlueBloodSpatter\",0,0,0,0,0,0,0,128)\n      GIB3 C 0 A_JumpIf (waterlevel == 3,\"Splash\")\n      GIB3 C 0 A_JumpIf (waterlevel == 1,\"Float\")\n      goto Spawn+4\n    Crash:\n      GIB3 B 0 A_PlaySoundEx (\"splash/gibs\",0)\n      GIB3 B 0 A_SpawnItemEx (\"BlueBloodGibPool\",0,0,0,0,0,0,0,128)\n      GIB3 B 30 A_Stop\n      GIB3 B 1 A_FadeOut (0.02)\n      goto Crash+3\n    Splash:\n      GIB3 C 0 A_Stop\n      GIB3 C 2 ThrustThingZ (0,6,0,0)\n      GIB3 C 0 A_JumpIf (waterlevel == 0,\"Float\")\n      goto Splash+1\n    Float:\n      GIB3 B 0 A_Stop\n      GIB3 B 30 A_NoGravity\n      GIB3 B 1 A_FadeOut (0.02)\n      goto Float+2\n  }\n}\n\nactor MGibChunk4\n{\n  radius 7\n  height 7\n  scale 1.25\n  speed 0\n  +FLOORCLIP\n  +CLIENTSIDEONLY\n  +NOBLOCKMONST\n  +SLIDESONWALLS\n  +CORPSE\n  -SOLID\n  states\n  {\n    Spawn:\n      GIB4 C 0\n      GIB4 C 0 A_NoBlocking\n      GIB4 C 0 ThrustThing (random(0,255),random(5,11))\n      GIB4 C 0 ThrustThingZ (0,random(15,50),0,0)\n      GIB4 C 5 A_SpawnItemEx (\"BloodSpatter\",0,0,0,0,0,0,0,128)\n      GIB4 C 0 A_JumpIf (waterlevel == 3,\"Splash\")\n      GIB4 C 0 A_JumpIf (waterlevel == 1,\"Float\")\n      goto Spawn+4\n    Crash:\n      GIB4 B 0 A_PlaySoundEx (\"splash/gibs\",0)\n      GIB4 B 0 A_SpawnItemEx (\"BloodGibPool\",0,0,0,0,0,0,0,128)\n      GIB4 B 30 A_Stop\n      GIB4 B 1 A_FadeOut (0.02)\n      goto Crash+3\n    Splash:\n      GIB4 C 0 A_Stop\n      GIB4 C 2 ThrustThingZ (0,6,0,0)\n      GIB4 C 0 A_JumpIf (waterlevel == 0,\"Float\")\n      goto Splash+1\n    Float:\n      GIB4 B 0 A_Stop\n      GIB4 B 30 A_NoGravity\n      GIB4 B 1 A_FadeOut (0.02)\n      goto Float+2\n  }\n}\n\nactor BlueMGibChunk4 : MGibChunk4\n{\ntranslation \"0:255=202:207\"\n  states\n  {\n    Spawn:\n      GIB4 C 0\n      GIB4 C 0 A_NoBlocking\n      GIB4 C 0 ThrustThing (random(0,255),random(5,11))\n      GIB4 C 0 ThrustThingZ (0,random(15,50),0,0)\n      GIB4 C 5 A_SpawnItemEx (\"BlueBloodSpatter\",0,0,0,0,0,0,0,128)\n      GIB4 C 0 A_JumpIf (waterlevel == 3,\"Splash\")\n      GIB4 C 0 A_JumpIf (waterlevel == 1,\"Float\")\n      goto Spawn+4\n    Crash:\n      GIB4 B 0 A_PlaySoundEx (\"splash/gibs\",0)\n      GIB4 B 0 A_SpawnItemEx (\"BlueBloodGibPool\",0,0,0,0,0,0,0,128)\n      GIB4 B 30 A_Stop\n      GIB4 B 1 A_FadeOut (0.02)\n      goto Crash+3\n    Splash:\n      GIB4 C 0 A_Stop\n      GIB4 C 2 ThrustThingZ (0,6,0,0)\n      GIB4 C 0 A_JumpIf (waterlevel == 0,\"Float\")\n      goto Splash+1\n    Float:\n      GIB4 B 0 A_Stop\n      GIB4 B 30 A_NoGravity\n      GIB4 B 1 A_FadeOut (0.02)\n      goto Float+2\n  }\n}\n\nactor SGibChunk1\n{\n  radius 5\n  height 5\n  scale 1.25\n  speed 0\n  +FLOORCLIP\n  +NOBLOCKMONST\n  +CLIENTSIDEONLY\n  +SLIDESONWALLS\n  +CORPSE\n  -SOLID\n  states\n  {\n    Spawn:\n      SGIB A 0\n      SGIB A 0 A_NoBlocking\n      SGIB A 0 ThrustThing (random(0,255),random(6,13))\n      SGIB A 0 ThrustThingZ (0,random(15,60),0,0)\n      SGIB A 6 A_SpawnItemEx (\"BloodSpatter\",0,0,0,0,0,0,0,128)\n      SGIB A 0 A_JumpIf (waterlevel == 3,\"Splash\")\n      SGIB A 0 A_JumpIf (waterlevel == 1,\"Float\")\n      goto Spawn+4\n    Crash:\n      SGIB B 0 A_PlaySoundEx (\"splash/gibs\",0)\n      SGIB B 0 A_SpawnItemEx (\"BloodGibPool\",0,0,0,0,0,0,0,128)\n      SGIB B 30 A_Stop\n      SGIB B 1 A_FadeOut (0.02)\n      goto Crash+3\n    Splash:\n      SGIB A 0 A_Stop\n      SGIB A 2 ThrustThingZ (0,6,0,0)\n      SGIB A 0 A_JumpIf (waterlevel == 0,\"Float\")\n      goto Splash+1\n    Float:\n      SGIB B 0 A_Stop\n      SGIB B 30 A_NoGravity\n      SGIB B 1 A_FadeOut (0.02)\n      goto Float+2\n  }\n}\n\nactor BlueSGibChunk1 : SGibChunk1\n{\ntranslation \"0:255=202:207\"\n  states\n  {\n    Spawn:\n      SGIB A 0\n      SGIB A 0 A_NoBlocking\n      SGIB A 0 ThrustThing (random(0,255),random(6,13))\n      SGIB A 0 ThrustThingZ (0,random(15,60),0,0)\n      SGIB A 6 A_SpawnItemEx (\"BlueBloodSpatter\",0,0,0,0,0,0,0,128)\n      SGIB A 0 A_JumpIf (waterlevel == 3,\"Splash\")\n      SGIB A 0 A_JumpIf (waterlevel == 1,\"Float\")\n      goto Spawn+4\n    Crash:\n      SGIB B 0 A_PlaySoundEx (\"splash/gibs\",0)\n      SGIB B 0 A_SpawnItemEx (\"BlueBloodGibPool\",0,0,0,0,0,0,0,128)\n      SGIB B 30 A_Stop\n      SGIB B 1 A_FadeOut (0.02)\n      goto Crash+3\n    Splash:\n      SGIB A 0 A_Stop\n      SGIB A 2 ThrustThingZ (0,6,0,0)\n      SGIB A 0 A_JumpIf (waterlevel == 0,\"Float\")\n      goto Splash+1\n    Float:\n      SGIB B 0 A_Stop\n      SGIB B 30 A_NoGravity\n      SGIB B 1 A_FadeOut (0.02)\n      goto Float+2\n  }\n}\n\nactor SGibChunk2\n{\n  radius 5\n  height 5\n  speed 0\n  scale 1.25\n  +FLOORCLIP\n  +NOBLOCKMONST\n  +SLIDESONWALLS\n  +CLIENTSIDEONLY\n  +CORPSE\n  -SOLID\n  states\n  {\n    Spawn:\n      SGIB C 0\n      SGIB C 0 A_NoBlocking\n      SGIB C 0 ThrustThing (random(0,255),random(6,13))\n      SGIB C 0 ThrustThingZ (0,random(15,60),0,0)\n      SGIB C 6 A_SpawnItemEx (\"BloodSpatter\",0,0,0,0,0,0,0,128)\n      SGIB C 0 A_JumpIf (waterlevel == 3,\"Splash\")\n      SGIB C 0 A_JumpIf (waterlevel == 1,\"Float\")\n      goto Spawn+4\n    Crash:\n      SGIB D 0 A_PlaySoundEx (\"splash/gibs\",0)\n      SGIB D 0 A_SpawnItemEx (\"BloodGibPool\",0,0,0,0,0,0,0,128)\n      SGIB D 30 A_Stop\n      SGIB D 1 A_FadeOut (0.02)\n      goto Crash+3\n    Splash:\n      SGIB C 0 A_Stop\n      SGIB C 2 ThrustThingZ (0,6,0,0)\n      SGIB C 0 A_JumpIf (waterlevel == 0,\"Float\")\n      goto Splash+1\n    Float:\n      SGIB D 0 A_Stop\n      SGIB D 30 A_NoGravity\n      SGIB D 1 A_FadeOut (0.02)\n      goto Float+2\n  }\n}\n\nactor BlueSGibChunk2 : SGibChunk2\n{\ntranslation \"0:255=202:207\"\n  states\n  {\n    Spawn:\n      SGIB C 0\n      SGIB C 0 A_NoBlocking\n      SGIB C 0 ThrustThing (random(0,255),random(6,13))\n      SGIB C 0 ThrustThingZ (0,random(15,60),0,0)\n      SGIB C 6 A_SpawnItemEx (\"BlueBloodSpatter\",0,0,0,0,0,0,0,128)\n      SGIB C 0 A_JumpIf (waterlevel == 3,\"Splash\")\n      SGIB C 0 A_JumpIf (waterlevel == 1,\"Float\")\n      goto Spawn+4\n    Crash:\n      SGIB D 0 A_PlaySoundEx (\"splash/gibs\",0)\n      SGIB D 0 A_SpawnItemEx (\"BlueBloodGibPool\",0,0,0,0,0,0,0,128)\n      SGIB D 30 A_Stop\n      SGIB D 1 A_FadeOut (0.02)\n      goto Crash+3\n    Splash:\n      SGIB C 0 A_Stop\n      SGIB C 2 ThrustThingZ (0,6,0,0)\n      SGIB C 0 A_JumpIf (waterlevel == 0,\"Float\")\n      goto Splash+1\n    Float:\n      SGIB D 0 A_Stop\n      SGIB D 30 A_NoGravity\n      SGIB D 1 A_FadeOut (0.02)\n      goto Float+2\n  }\n}\n\nActor Step : Inventory\n{\n\tinventory.maxamount 1\n}\n\nActor FootStep\n{\n\tPROJECTILE\n\t+NOBLOOD\n\tdamage 0\n\tradius 10\n\tSpeed 20\n\t+CLIENTSIDEONLY\n//\tdeathsound \"floor/step\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nactor WaterSplashBaseSmall\n{\n  Radius 1\n  Height 1\n  Mass 1\n  alpha .6\n  Scale 0.5\n  +DONTSPLASH\n  +NOGRAVITY\n  +NOCLIP\n  States\n  {\n  Spawn:\n    SPSH E 3\n    SPSH F 3 A_SpawnDebris(\"WaterSplashDrop\")\n    SPSH G 3\n    SPSH H 3\n    SPSH I 3\n    SPSH J 3\n    SPSH K 3\n    Stop\n  }\n}\n\nACTOR WaterSplashDrop\n{\n\trenderstyle add\n\tRadius 1\n    Height 1\n\talpha .5\n\tHealth 5\n\tMass 9\n\tScale\t.3\n\tprojectile\n\t- nogravity\n\t+DONTSPLASH\n\t+CORPSE\n        +EXPLODEONWATER\n\tStates\n\t{\n\t\tSPSH A 6\n\t\tSPSH B 7\n\t\tSPSH C 7\n\t\tSPSH D 6\n\t\tSPSH A 7\n\t\tStop\n\t}\n}\n\nactor BloodSplashBaseSmall\n{\n  Radius 1\n  Height 1\n  Mass 1\n  alpha .6\n  Scale 0.5\n  +NOCLIP\n  +DONTSPLASH\n  +NOGRAVITY\n  States\n  {\n  Spawn:\n    BSPH E 3\n    BSPH F 3 A_SpawnDebris(\"BloodSplashDrop\")\n    BSPH G 3\n    BSPH H 3\n    BSPH I 3\n    BSPH J 3\n    BSPH K 3\n    Stop\n  }\n}\n\nACTOR BloodSplashDrop\n{\n\trenderstyle add\n\tRadius 1\n\tHeight 1\n\talpha .5\n\tHealth 5\n\tMass 9\n\tScale\t.3\n\tprojectile\n\t- nogravity\n\t+DONTSPLASH\n\t+CORPSE\n        +EXPLODEONWATER\n\tStates\n\t{\n\t\tBSPH A 7\n\t\tBSPH B 7\n\t\tBSPH C 7\n\t\tBSPH D 7\n\t\tBSPH A 7\n\t\tStop\n\t}\n}\n\nactor GrayWaterSplash : WaterSplash\n{\n  alpha .4\n  States\n  {\n  Spawn:\n    GSPH A 8\n    GSPH B 8\n    GSPH C 8\n    GSPH D 8\n    Stop\n  Death:\n    GSPH D 1\n    Stop\n  }\n}\n\nactor GrayWaterSplashBase\n{\n  Radius 1\n  Height 1\n  Mass 1\n  alpha .6\n  +NOCLIP\n  States\n  {\n  Spawn:\n    GSPH E 3\n    GSPH F 3\n    GSPH G 3\n    GSPH H 3\n    GSPH I 3\n    GSPH J 3\n    GSPH K 3\n    Stop\n  }\n}\n\nactor GrayWaterSplashBaseSmall\n{\n  Radius 1\n  Height 1\n  Mass 1\n  alpha .6\n  Scale 0.5\n  +NOCLIP\n  +DONTSPLASH\n  +NOGRAVITY\n  States\n  {\n  Spawn:\n    GSPH E 3\n    GSPH F 3 A_SpawnDebris(\"GrayWaterSplashDrop\")\n    GSPH G 3\n    GSPH H 3\n    GSPH I 3\n    GSPH J 3\n    GSPH K 3\n    Stop\n  }\n}\n\nACTOR GrayWaterSplashDrop\n{\n\trenderstyle add\n\tRadius 1\n    Height 1\n\talpha .5\n\tHealth 5\n\tMass 9\n\tScale\t.3\n\tprojectile\n\t- nogravity\n\t+DONTSPLASH\n\t+CORPSE\n        +EXPLODEONWATER\n\tStates\n\t{\n\t\tGSPH A 7\n\t\tGSPH B 7\n\t\tGSPH C 7\n\t\tGSPH D 7\n\t\tGSPH A 7\n\t\tStop\n\t}\n}\n\nActor Ricochet: BulletPuff replaces BulletPuff\n{\nstates\n\t{\n\tSpawn:\n\t\tPUFF A 4 bright\n    \tPUFF B 0 A_Jump(15, 4)\n    \tPUFF B 4 bright\n    \tPUFF CD 4\n    stop\n    \tPUFF B 0 A_CustomMissile(\"RicochetBullet\",5,0,Random(-360,360), 2, random(-360, 360))\n    goto Spawn+3\n\tMelee:\n    \tPUFF CD 4\n    stop\n\t}\n}\n\nActor RicochetBullet\n{\nPROJECTILE\n-ACTIVATEPCROSS\n+CLIENTSIDEONLY\n+HEXENBOUNCE\nspeed 12\nradius 3\nheight 3\nmass 1\nseesound \"weapons/ricochet\"\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 Thing_ChangeTID(0,390)\n\t\tTNT1 AAAAAAAAAAAA 1 bright A_spawnitem(\"BulletTrail\")\n\t\tstop\n\t}\n}\n\nActor BulletTrail\n{\n+NOGRAVITY\n+NOINTERACTION\nrenderstyle translucent\nalpha 0.8\ntranslation \"0:255=160:163\"\nscale .25\nstates\n\t{\n\tSpawn:\n\t\tPUFF A 1 bright A_FadeOut(0.05)\n\t\tloop\n\t}\n}"
      }
    ]
  },
  "maps": []
}

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