aow_2.1_code_23.07.2014.pk3

PK3 371 KiB 0 map(s)

Counts

endoom0
graphics0
lumps176
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "0867eff3-7eca-46ee-81c2-63bab3d457d4",
    "sha1": "040a9d3a696cb7f87dba36914738eda14684a638",
    "sha256": "fa1db888961937df40f90a08c73db0ed12d04f31c116704a9f67fc14abc483c2",
    "filenames": [
      "aow_2.1_code_23.07.2014.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2014-07-25 12:06:22",
      "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": "2014-07-25 12:06:22",
    "file": {
      "type": "PK3",
      "size": 379565,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/040a9d3a696cb7f87dba36914738eda14684a638/040a9d3a696cb7f87dba36914738eda14684a638.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 176,
        "maps": 0,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "gldefs.txt",
        "contents": "//Karasawa\nPointLight KsawBolt\n{\nColor 1.0 0.0 0.0\nSize 56\n}\n\nPointLight BoltBlur\n{\nColor 1.0 0.0 0.0\nSize 24\n}\n\nFlickerLight KsawBolt_X1\n{\nColor 1.0 0.0 0.0\nSize 56\nSecondarySize 64\nChance 0.4\n}\n\nFlickerLight KsawBolt_X2\n{\nColor 1.0 0.0 0.0\nSize 64\nSecondarySize 72\nChance 0.4\n}\n\nFlickerLight KsawBolt_X3\n{\nColor 1.0 0.0 0.0\nSize 56\nSecondarySize 64\nChance 0.4\n}\n\nFlickerLight KsawBolt_X4\n{\nColor 1.0 0.0 0.0\nSize 32\nSecondarySize 48\nChance 0.4\n}\n\nFlickerLight KsawBolt_X5\n{\nColor 1.0 0.0 0.0\nSize 8\nSecondarySize 16\nChance 0.4\n}\n\nObject BoltBlur\n{\nFrame KSBR { Light BoltBlur }\n\n}\n\nPointLight KsawBoltBlue\n{\nColor 0.0 0.3 1.0\nSize 56\n}\n\nPointLight BoltBlurBlue\n{\nColor 0.0 0.3 1.0\nSize 24\n}\n\nFlickerLight KsawBoltBlue_X1\n{\nColor 0.0 0.3 1.0\nSize 56\nSecondarySize 64\nChance 0.4\n}\n\nFlickerLight KsawBoltBlue_X2\n{\nColor 0.0 0.15 0.8\nSize 64\nSecondarySize 72\nChance 0.4\n}\n\nFlickerLight KsawBoltBlue_X3\n{\nColor 0.0 0.1 0.5\nSize 56\nSecondarySize 64\nChance 0.4\n}\n\nFlickerLight KsawBoltBlue_X4\n{\nColor 0.0 0.0 0.5\nSize 32\nSecondarySize 48\nChance 0.4\n}\n\nFlickerLight KsawBoltBlue_X5\n{\nColor 0.0 0.0 0.3\nSize 8\nSecondarySize 16\nChance 0.4\n}\n\nObject KsawBolt\n{\nFrame KSPR { Light KsawBolt }\nFrame KSDRA { Light KsawBolt_X1 }\nFrame KSDRB { Light KsawBolt_X2 }\nFrame KSDRC { Light KsawBolt_X3 }\nFrame KSDRD { Light KsawBolt_X3 }\nFrame KSDRE { Light KsawBolt_X4 }\nFrame KSDRF { Light KsawBolt_X5 }\n}\n\nObject KsawBolt2\n{\nFrame KSPR { Light KsawBolt }\nFrame KSDRA { Light KsawBolt_X1 }\nFrame KSDRB { Light KsawBolt_X2 }\nFrame KSDRC { Light KsawBolt_X3 }\nFrame KSDRD { Light KsawBolt_X3 }\nFrame KSDRE { Light KsawBolt_X4 }\nFrame KSDRF { Light KsawBolt_X5 }\n}\n\nObject KsawBoltWeak\n{\nFrame KSPR { Light KsawBolt }\nFrame KSDRA { Light KsawBolt_X1 }\nFrame KSDRB { Light KsawBolt_X2 }\nFrame KSDRC { Light KsawBolt_X3 }\nFrame KSDRD { Light KsawBolt_X3 }\nFrame KSDRE { Light KsawBolt_X4 }\nFrame KSDRF { Light KsawBolt_X5 }\n}\n\nObject KsawBoltBlue\n{\nFrame KSPB { Light KsawBoltBlue }\nFrame KSDBA { Light KsawBoltBlue_X1 }\nFrame KSDBB { Light KsawBoltBlue_X2 }\nFrame KSDBC { Light KsawBoltBlue_X3 }\nFrame KSDBD { Light KsawBoltBlue_X3 }\nFrame KSDBE { Light KsawBoltBlue_X4 }\nFrame KSDBF { Light KsawBoltBlue_X5 }\n}\n\nObject KsawBoltBlue2\n{\nFrame KSPB { Light KsawBoltBlue }\nFrame KSDBA { Light KsawBoltBlue_X1 }\nFrame KSDBB { Light KsawBoltBlue_X2 }\nFrame KSDBC { Light KsawBoltBlue_X3 }\nFrame KSDBD { Light KsawBoltBlue_X3 }\nFrame KSDBE { Light KsawBoltBlue_X4 }\nFrame KSDBF { Light KsawBoltBlue_X5 }\n}\n\nObject KsawBoltBlueWeak\n{\nFrame KSPB { Light KsawBoltBlue }\nFrame KSDBA { Light KsawBoltBlue_X1 }\nFrame KSDBB { Light KsawBoltBlue_X2 }\nFrame KSDBC { Light KsawBoltBlue_X3 }\nFrame KSDBD { Light KsawBoltBlue_X3 }\nFrame KSDBE { Light KsawBoltBlue_X4 }\nFrame KSDBF { Light KsawBoltBlue_X5 }\n}\n\nObject BoltBlurBlue\n{\nFrame KSBB { Light BoltBlurBlue }\n\n}\n\n//***************************************\n\nPointlight FLASH1\n{\nColor 0.8 0.8 0.0\nSize 32\n}\n\nObject Flash\n{\n    frame TNT1 { light FLASH1 }\n}\n\nPointlight FLASH1\n{\nColor 0.8 0.8 0.0\nSize 32\n}\n\nObject Flash\n{\n    frame TNT1 { light FLASH1 }\n}\n\nFlickerlight FLASHBANG\n{\nColor 1.0 1.0 1.0\nSize 3024\nsecondarySize 2024\n\tchance 0.25\n}\n\nObject Flashbang-Flare\n{\n    frame PPCX { light FLASHBANG }\n}\n\nflickerlight VPUFF\n{\n\tcolor 0.3 0.3 1.0\n\tsize 10\n\tsecondarySize 16\n\tchance 0.25\n}\n\nObject TeslaShot\n{\n    frame MRS2 { light VPUFF }\n}\n\nObject TeslaShot2\n{\n    frame MRS2 { light VPUFF }\n}\n\nObject TeslaShot3\n{\n    frame MRS2 { light VPUFF }\n}\n\nObject VoltagePuff\n{\n    frame VOLX { light VPUFF }\n}\n\nObject VoltagePuff2\n{\n    frame VOLX { light VPUFF }\n}\n\nObject VoltagePuffBlue\n{\n    frame VOLX { light VPUFF }\n}\n\n//Object VoltageDecay\n//{\n//   frame VOLX { light VPUFF }\n//}\n\nflickerlight VSPARK\n{\n\tcolor 0.3 0.3 1.0\n\tsize 5\n\tsecondarySize 7\n\tchance 0.25\n}\n\n//Object VoltageSpark\n//{\n//    frame VOLX { light VSPARK }\n//}\n\nObject ParticleHit\n{\n    frame PHITA { light BPUFF1 }\n    frame PHITB { light BPUFF2 }\n    frame PHITC { light BPUFF1 }\n    frame PHITD { light BPUFF2 }\n    frame PHITE { light BPUFF1 }\n    frame PHITF { light BPUFF2 }\n    frame PHITG { light BPUFF1 }\n    frame PHITH { light BPUFF2 }\n}\n\nflickerlight LPUFF1\n{\n    color 1.0 0.0 0.0\n    size 6\n    secondarySize 8\n    chance 0.8\n}\n\nflickerlight LPUFF2\n{\n    color 1.0 0.0 0.0\n    size 3\n    secondarySize 4\n    chance 0.8\n}\n\nflickerlight LPUFF1B\n{\n    color 0.0 0.0 1.0\n    size 6\n    secondarySize 8\n    chance 0.8\n}\n\nflickerlight LPUFF2B\n{\n    color 0.0 0.0 1.0\n    size 3\n    secondarySize 4\n    chance 0.8\n}\n\nObject LaserPuff\n{\n    frame VOLX { light LPUFF1 }\n}\n\nObject LaserPuffBlue\n{\n    frame VOLX { light LPUFF1B }\n}\n\nflickerlight GPUFF1\n{\n    color 1.0 0.0 0.0\n    size 12\n    secondarySize 16\n    chance 0.8\n}\n\nObject GaussPuff\n{\n    frame VOLX { light GPUFF1 }\n}\n\nflickerlight GPUFF1B\n{\n    color 0.0 0.0 1.0\n    size 12\n    secondarySize 16\n    chance 0.8\n}\n\nObject GaussPuffBlue\n{\n    frame VOLX { light GPUFF1B }\n}\n\nFlickerlight ExplosivePuffS\n{\n\tColor 1.0 0.7 0.0\n\tSize 20\n\tSecondarySize 24\n\tChance 0.45\n}\n\nobject ExplosionSmaller\n{\n\tframe TNT1 { light ExplosivePuffS }\n}\n\nobject ExplosionSmaller2\n{\n\tframe DKSX { light ExplosivePuffS }\n}\n\nFlickerlight ExplosivePuff\n{\n\tColor 1.0 0.7 0.0\n\tSize 28\n\tSecondarySize 32\n\tChance 0.45\n}\n\nobject ExplosionSmall\n{\n\tframe TNT1 { light ExplosivePuff }\n}\n\nobject ExplosionSmall2\n{\n\tframe DKSX { light ExplosivePuff }\n}\n\nFlickerlight ExplosiveSpawn\n{\n\tColor 1.0 0.7 0.0\n\tSize 60\n\tSecondarySize 68\n\tChance 0.45\n}\n\nobject ExplosionMain\n{\n\tframe TNT1 { light ExplosiveSpawn }\n}\n\nobject ExplosionMain2\n{\n\tframe EXP3 { light ExplosiveSpawn }\n}\n\nobject ExtraExplosionMain2\n{\n\tframe EXP2 { light ExplosiveSpawn }\n}\n\nFlickerlight ExplosiveSpawnB\n{\n\tColor 1.0 0.7 0.0\n\tSize 104\n\tSecondarySize 112\n\tChance 0.45\n}\n\nobject ExplosionMainLarge\n{\n\tframe TNT1 { light ExplosiveSpawnB }\n}\n\n///////Chemical stuff\n/////////////////////\n\nflickerlight TiberiumShot\n{\n\tcolor 0.1 1.0 0.0\n\tsize 42\n\tsecondarySize 50\n\tchance 0.30\n}\n\nObject TiberiumDart\n{\n\tframe E21X { light TiberiumShot }\n\tframe TNT1 { light Chemical }\n}\n\nObject TiberiumDartWeak\n{\n\tframe E21X { light TiberiumShot }\n\tframe TNT1 { light Chemical }\n}\n\nflickerlight Tibcrystalnorm\n{\n\tcolor 0.4 1.0 0.0\n\tsize 39\n\tsecondarySize 34\n\tchance 0.04\n}\n\nObject TiberiumCrystal\n{\n\tframe TIBW { light Tibcrystalnorm }\n\tframe TIBE { light Tibcrystalnorm }\n}\n\nObject TiberiumCrystalGiver\n{\n\tframe TIBW { light Tibcrystalnorm }\n\tframe TIBE { light Tibcrystalnorm }\n}\n\nObject TiberiumCrystalThrown\n{\n\tframe TIBW { light Tibcrystalnorm }\n\tframe TIBE { light Tibcrystalnorm }\n}\n\nObject TiberiumCrystalSitting\n{\n\tframe TIBW { light Tibcrystalnorm }\n\tframe TIBE { light Tibcrystalnorm }\n}\n\nObject TiberiumCrystalThrownBlue\n{\n\tframe TIBW { light Tibcrystalnorm }\n\tframe TIBE { light Tibcrystalnorm }\n}\n\nObject TiberiumCrystalSittingBlue\n{\n\tframe TIBW { light Tibcrystalnorm }\n\tframe TIBE { light Tibcrystalnorm }\n}\n\nObject TiberiumCrystalDropped\n{\n\tframe TIBW { light Tibcrystalnorm }\n\tframe TIBE { light Tibcrystalnorm }\n}\n\n//////It's Anthrax D:\n\nflickerlight Anthrax\n{\n\tcolor 0.0 0.6 0.0\n\tsize 30\n\tsecondarySize 40\n\tchance 0.30\n}\n\nflickerlight Chemical\n{\n\tcolor 0.1 1.0 0.0\n\tsize 35\n\tsecondarySize 45\n\tchance 0.30\n}\n\nobject ChemicalCorpse\n{\n\tframe CDT1 { light Chemical }\n\tframe CURNA { light Chemical }\n\tframe CURNB { light Chemical }\n\tframe CURNC { light Chemical }\n\tframe CURND { light Chemical }\n\tframe CURNE { light Chemical }\n\tframe CURNF { light Chemical }\n\tframe CURNG { light Chemical }\n\tframe CURNH { light Chemical }\n\tframe CURNI { light Chemical }\n\tframe CURNJ { light Chemical }\n\tframe CURNK { light Chemical }\n\tframe CURNL { light Chemical }\n\tframe CURNM { light Chemical }\n\tframe CURNN { light Chemical }\n\tframe CURNO { light Chemical }\n\tframe CURNP { light Chemical }\n\tframe CURNQ { light Chemical }\n}\n\nobject ChemicalCorpseFemale\n{\n\tframe CDT1 { light Chemical }\n\tframe CURNA { light Chemical }\n\tframe CURNB { light Chemical }\n\tframe CURNC { light Chemical }\n\tframe CURND { light Chemical }\n\tframe CURNE { light Chemical }\n\tframe CURNF { light Chemical }\n\tframe CURNG { light Chemical }\n\tframe CURNH { light Chemical }\n\tframe CURNI { light Chemical }\n\tframe CURNJ { light Chemical }\n\tframe CURNK { light Chemical }\n\tframe CURNL { light Chemical }\n\tframe CURNM { light Chemical }\n\tframe CURNN { light Chemical }\n\tframe CURNO { light Chemical }\n\tframe CURNP { light Chemical }\n\tframe CURNQ { light Chemical }\n}\n\nobject ChemFireRemains\n{\n\tframe TIBX { light Chemical }\n}\n\nobject ChemicalShot\n{\n\tframe TIBX { light Chemical }\n}\n\nobject ChemicalShotBlue\n{\n\tframe TIBX { light Chemical }\n}\n\nobject AnthraxDecay\n{\n\tframe TNT1 { light Anthrax }\n}\n\nobject AnthraxDecayBlue\n{\n\tframe TNT1 { light Anthrax }\n}\n\nobject AnthraxDecaySpecial\n{\n\tframe TNT1 { light Anthrax }\n}\n\nobject ChemicalShotSmall\n{\n\tframe TIBX { light Anthrax }\n}\n\n///////Fire stuff\n/////////////////\n\nflickerlight CombustionShot\n{\n\tcolor 1.0 0.6 0.0\n\tsize 42\n\tsecondarySize 50\n\tchance 0.30\n}\n\nObject CombustionRound\n{\n\tframe E21Y { light CombustionShot }\n\tframe TNT1 { light Flame }\n}\n\nObject CombustionRoundWeak\n{\n\tframe E21Y { light CombustionShot }\n\tframe TNT1 { light Flame }\n}\n\nflickerlight Flame\n{\n\tcolor 1.0 0.6 0.0\n\tsize 35\n\tsecondarySize 45\n\tchance 0.30\n}\n\nobject FlameThrowerFire\n{\n\tframe FLMX { light Flame }\n}\n\nobject FlameThrowerFireBlue\n{\n\tframe FLMX { light Flame }\n}\n\nflickerlight Burn\n{\n\tcolor 1.0 0.6 0.0\n\tsize 45\n\tsecondarySize 55\n\tchance 0.30\n}\n\nobject BurningCorpse\n{\n\tframe BDT1 { light Burn }\n\tframe BURNA { light Burn }\n\tframe BURNB { light Burn }\n\tframe BURNC { light Burn }\n\tframe BURND { light Burn }\n\tframe BURNE { light Burn }\n\tframe BURNF { light Burn }\n\tframe BURNG { light Burn }\n\tframe BURNH { light Burn }\n\tframe BURNI { light Burn }\n\tframe BURNJ { light Burn }\n\tframe BURNK { light Burn }\n\tframe BURNL { light Burn }\n\tframe BURNM { light Burn }\n\tframe BURNN { light Burn }\n\tframe BURNO { light Burn }\n\tframe BURNP { light Burn }\n\tframe BURNQ { light Burn }\n}\n\nobject BurningCorpseFemale\n{\n\tframe BDT1 { light Burn }\n\tframe BURNA { light Burn }\n\tframe BURNB { light Burn }\n\tframe BURNC { light Burn }\n\tframe BURND { light Burn }\n\tframe BURNE { light Burn }\n\tframe BURNF { light Burn }\n\tframe BURNG { light Burn }\n\tframe BURNH { light Burn }\n\tframe BURNI { light Burn }\n\tframe BURNJ { light Burn }\n\tframe BURNK { light Burn }\n\tframe BURNL { light Burn }\n\tframe BURNM { light Burn }\n\tframe BURNN { light Burn }\n\tframe BURNO { light Burn }\n\tframe BURNP { light Burn }\n\tframe BURNQ { light Burn }\n}\n\nflickerlight FlameDecay\n{\n\tcolor 1.0 0.6 0.0\n\tsize 45\n\tsecondarySize 55\n\tchance 0.30\n}\n\nobject FlameDecay\n{\n\tframe TNT1 { light FlameDecay }\n}\n\nobject FlameDecayBlue\n{\n\tframe TNT1 { light FlameDecay }\n}\n\nobject FlameDecayStrong\n{\n\tframe TNT1 { light FlameDecay }\n}\n\nobject FlameDecayStrongBlue\n{\n\tframe TNT1 { light FlameDecay }\n}\n\nobject FlameWallDecay\n{\n\tframe TNT1 { light Burn }\n}\n\nobject FlameWallDecayBlue\n{\n\tframe TNT1 { light Burn }\n}\n//object FlameThrowerFireRemains\n//{\n//\tframe FLMB { light Burn }\n//}\n\n///////Awesome Explosions\n/////////////////////////\n\nobject HeavyMissile\n{\n    frame MISR { light ROCKET }\n}\n\nobject HeavyMissileBlue\n{\n    frame MISB { light ROCKET }\n}\n\nobject HeavyHomingMissile\n{\n    frame MISR { light ROCKET }\n}\n\nobject HeavyHomingMissileBlue\n{\n    frame MISB { light ROCKET }\n}\n\n///////Plasma Related stuff\n///////////////////////////\n\nflickerlight PlasmaReds\n{\n\tcolor 1.0 0.1 0.1\n\tsize 45\n\tsecondarySize 55\n\tchance 0.30\n}\n\nflickerlight Plasma\n{\n\tcolor 0.1 0.1 1.0\n\tsize 45\n\tsecondarySize 55\n\tchance 0.30\n}\n\nObject PlasmaFlame\n{\n    frame PLCX { light Plasma }\n}\n\npointlight PlasmaDebris1\n{\n    color 0.1 0.1 1.0\n    size 80\n}\n\npointlight PlasmaBall1\n{\n    color 0.0 0.0 1.0\n    size 90\n}\n\npointlight PlasmaBall2\n{\n    color 0.0 0.0 1.0\n    size 100\n}\n\npointlight PlasmaBall3\n{\n    color 0.0 0.0 1.0\n    size 110\n}\n\npointlight PlasmaBall4\n{\n    color 0.0 0.0 1.0\n    size 90\n}\n\npointlight PlasmaBall5\n{\n    color 0.0 0.0 1.0\n    size 75\n}\n\npointlight PlasmaBall1R\n{\n    color 1.0 0.0 0.0\n    size 90\n}\n\npointlight PlasmaBall2R\n{\n    color 1.0 0.0 0.0\n    size 100\n}\n\npointlight PlasmaBall3R\n{\n    color 1.0 0.0 0.0\n    size 110\n}\n\npointlight PlasmaBall4R\n{\n    color 1.0 0.0 0.0\n    size 90\n}\n\npointlight PlasmaBall5R\n{\n    color 1.0 0.0 0.0\n    size 75\n}\n\nObject PlasmaFlameDecay\n{\n    frame TNT1A { light PlasmaReds }\n}\n\nObject PlasmaFlameDecayBlue\n{\n    frame TNT1A { light Plasma }\n}\n\nObject PlasmaCannonBall\n{\n    frame PLSRA { light PlasmaBall1R }\n    frame PLSRB { light PlasmaBall2R }\n    frame PLSRC { light PlasmaBall3R }\n    frame PLSRD { light PlasmaBall2R }\n    frame PLSRE { light PlasmaBall4R }\n    frame PLSRF { light PlasmaBall5R }\n    frame PLSRG { light PlasmaBall4R }\n    frame PLSRH { light PlasmaBall5R }\n\tframe PLERA { light PlasmaBall1R }\n    frame PLERB { light PlasmaBall2R }\n    frame PLERC { light PlasmaBall3R }\n    frame PLERD { light PlasmaBall2R }\n    frame PLERE { light PlasmaBall4R }\n    frame PLERF { light PlasmaBall5R }\n}\n\nObject PlasmaCannonBallSmall\n{\n    frame PLSRA { light PlasmaBall1R }\n    frame PLSRB { light PlasmaBall2R }\n\tframe PLERA { light PlasmaBall1R }\n    frame PLERB { light PlasmaBall2R }\n    frame PLERC { light PlasmaBall3R }\n    frame PLERD { light PlasmaBall2R }\n    frame PLERE { light PlasmaBall4R }\n    frame PLERF { light PlasmaBall5R }\n}\n\nObject PlasmaCannonBallBlue\n{\n    frame PLSBA { light PlasmaBall1 }\n    frame PLSBB { light PlasmaBall2 }\n    frame PLSBC { light PlasmaBall3 }\n    frame PLSBD { light PlasmaBall2 }\n    frame PLSBE { light PlasmaBall4 }\n    frame PLSBF { light PlasmaBall5 }\n    frame PLSBG { light PlasmaBall4 }\n    frame PLSBH { light PlasmaBall5 }\n\tframe PLEBA { light PlasmaBall1 }\n    frame PLEBB { light PlasmaBall2 }\n    frame PLEBC { light PlasmaBall3 }\n    frame PLEBD { light PlasmaBall2 }\n    frame PLEBE { light PlasmaBall4 }\n    frame PLEBF { light PlasmaBall5 }\n}\n\nObject PlasmaCannonBallSmallBlue\n{\n    frame PLSBA { light PlasmaBall1 }\n    frame PLSBB { light PlasmaBall2 }\n\tframe PLEBA { light PlasmaBall1 }\n    frame PLEBB { light PlasmaBall2 }\n    frame PLEBC { light PlasmaBall3 }\n    frame PLEBD { light PlasmaBall2 }\n    frame PLEBE { light PlasmaBall4 }\n    frame PLEBF { light PlasmaBall5 }\n}\n\npointlight PLASMABALL\n{\n    color 0.0 0.0 1.0\n    size 56\n}\n\nflickerlight PLASMA_X1\n{\n    color 0.0 0.0 1.0\n    size 64\n    secondarySize 72\n    chance 0.5\n}\n\nflickerlight PLASMA_X2\n{\n    color 0.0 0.0 1.0\n    size 80\n    secondarySize 88\n    chance 0.5\n}\n\nflickerlight PLASMA_X3\n{\n    color 0.0 0.0 1.0\n    size 64\n    secondarySize 72\n    chance 0.5\n}\n\nflickerlight PLASMA_X4\n{\n    color 0.0 0.0 1.0\n    size 32\n    secondarySize 40\n    chance 0.5\n}\n\npointlight PLASMABALLR\n{\n    color 1.0 0.0 0.0\n    size 56\n}\n\nflickerlight PLASMA_X1R\n{\n    color 1.0 0.0 0.0\n    size 64\n    secondarySize 72\n    chance 0.5\n}\n\nflickerlight PLASMA_X2R\n{\n    color 1.0 0.0 0.0\n    size 80\n    secondarySize 88\n    chance 0.5\n}\n\nflickerlight PLASMA_X3R\n{\n    color 1.0 0.0 0.0\n    size 64\n    secondarySize 72\n    chance 0.5\n}\n\nflickerlight PLASMA_X4R\n{\n    color 1.0 0.0 0.0\n    size 32\n    secondarySize 40\n    chance 0.5\n}\n\nobject PlasmaShotBlue\n{\n    frame PRSBA { light PLASMABALL }\n    frame PRSBB { light PLASMABALL }\n\n    frame PREBA { light PLASMA_X1 }\n    frame PREBB { light PLASMA_X2 }\n    frame PREBC { light PLASMA_X2 }\n    frame PREBD { light PLASMA_X3 }\n    frame PREBE { light PLASMA_X4 }\n}\n\nobject PlasmaShotRed\n{\n    frame PRSRA { light PLASMABALLR }\n    frame PRSRB { light PLASMABALLR }\n\n    frame PRERA { light PLASMA_X1R }\n    frame PRERB { light PLASMA_X2R }\n    frame PRERC { light PLASMA_X2R }\n    frame PRERD { light PLASMA_X3R }\n    frame PRERE { light PLASMA_X4R }\n}\n\n///////Miscellaneous\n////////////////////\n\nflickerlight RepBlue\n{\n\tcolor 0.0 0.0 1.0\n\tsize 30\n\tsecondarySize 42\n\tchance 0.25\n}\n\nflickerlight RepBlueT\n{\n\tcolor 0.0 0.0 1.0\n\tsize 10\n\tsecondarySize 14\n\tchance 0.25\n}\n\nflickerlight RepPurple\n{\n\tcolor 0.75 0.0 0.75\n\tsize 30\n\tsecondarySize 42\n\tchance 0.25\n}\n\nflickerlight RepPurpleT\n{\n\tcolor 0.75 0.0 0.75\n\tsize 10\n\tsecondarySize 14\n\tchance 0.25\n}\n\nflickerlight RepRed\n{\n\tcolor 1.0 0.0 0.0\n\tsize 30\n\tsecondarySize 42\n\tchance 0.25\n}\n\nflickerlight RepRedT\n{\n\tcolor 1.0 0.0 0.0\n\tsize 10\n\tsecondarySize 14\n\tchance 0.25\n}\n\nflickerlight RepYellow\n{\n\tcolor 1.0 1.0 0.0\n\tsize 30\n\tsecondarySize 42\n\tchance 0.25\n}\n\nflickerlight RepYellowT\n{\n\tcolor 1.0 1.0 0.0\n\tsize 10\n\tsecondarySize 14\n\tchance 0.25\n}\n\nflickerlight RepGreen\n{\n\tcolor 0.1 1.0 0.0\n\tsize 30\n\tsecondarySize 42\n\tchance 0.25\n}\n\nflickerlight RepGreenT\n{\n\tcolor 0.1 1.0 0.0\n\tsize 10\n\tsecondarySize 14\n\tchance 0.25\n}\n\nobject RepairDisarmPuff\n{\n\tframe RPFF { light RepBlue }\n}\n\nobject RepairTrail\n{\n\tframe PLCX { light RepBlueT }\n}\n\nobject EnhancedRepairDisarmPuff\n{\n\tframe UPFF { light RepPurple }\n}\n\nobject UpgradedRepairTrail\n{\n\tframe UPFF { light RepPurpleT }\n}\n\nobject MedicPuff\n{\n\tframe HPFF { light RepRed }\n}\n\nobject HealTrail\n{\n\tframe HPFF { light RepRedT }\n}\n\nobject DisarmPuff\n{\n\tframe DPFF { light RepYellow }\n}\n\nobject DisarmTrail\n{\n\tframe DPFF { light RepYellowT }\n}\n\nobject DeconstructionPuff\n{\n\tframe DCPF { light RepGreen }\n}\n\nobject DeconstructionTrail\n{\n\tframe DCPF { light RepGreenT }\n}\n\npointlight GOLDBALL\n{\n    color 1.0 1.0 0.0\n    size 56\n}\n\nflickerlight GOLD_X1\n{\n    color 1.0 1.0 0.0\n    size 64\n    secondarySize 72\n    chance 0.4\n}\n\nflickerlight GOLD_X2\n{\n    color 1.0 1.0 0.0\n    size 80\n    secondarySize 88\n    chance 0.4\n}\n\nflickerlight GOLD_X3\n{\n    color 1.0 1.0 0.0\n    size 64\n    secondarySize 72\n    chance 0.4\n}\n\nflickerlight GOLD_X4\n{\n    color 1.0 1.0 0.0\n    size 8\n    secondarySize 16\n    chance 0.4\n}\n\nobject GoldenBall1\n{\n    frame PLSSA { light GOLDBALL }\n    frame PLSSB { light GOLDBALL }\n\n    frame PLSEA { light GOLD_X1 }\n    frame PLSEB { light GOLD_X2 }\n    frame PLSEC { light GOLD_X2 }\n    frame PLSED { light GOLD_X3 }\n    frame PLSEE { light GOLD_X4 }\n}\n\nobject GoldenBall1Blue\n{\n    frame PLSSA { light GOLDBALL }\n    frame PLSSB { light GOLDBALL }\n\n    frame PLSEA { light GOLD_X1 }\n    frame PLSEB { light GOLD_X2 }\n    frame PLSEC { light GOLD_X2 }\n    frame PLSED { light GOLD_X3 }\n    frame PLSEE { light GOLD_X4 }\n}\n\npointlight GOLDIMPBALL\n{\n    color 1.0 1.0 0.0\n    size 64\n}\n\nflickerlight GOLDIMPBALL_X1\n{\n    color 1.0 1.0 0.0\n    size 80\n    secondarySize 88\n    chance 0.25\n}\n\nflickerlight GOLDIMPBALL_X2\n{\n    color 1.0 1.0 0.0\n    size 96\n    secondarySize 104\n    chance 0.25\n}\n\nflickerlight GOLDIMPBALL_X3\n{\n    color 1.0 1.0 0.0\n    size 112\n    secondarySize 120\n    chance 0.25\n}\n\nflickerlight GOLDPUFF1\n{\n    color 1.0 1.0 0.4\n    size 12\n    secondarySize 16\n    chance 0.8\n}\n\nObject BoostPuffRed\n{\n    frame VOLX { light GOLDPUFF1 }\n}\n\nObject BoostPuffBlue\n{\n    frame VOLX { light GOLDPUFF1 }\n}\n\nObject FloatPuffRed\n{\n    frame VOLX { light GOLDPUFF1 }\n}\n\nObject FloatPuffBlue\n{\n    frame VOLX { light GOLDPUFF1 }\n}\n\nObject SlowPuffRed\n{\n    frame VOLX { light GOLDPUFF1 }\n}\n\nObject SlowPuffBlue\n{\n    frame VOLX { light GOLDPUFF1 }\n}\n\nObject WeakenPuffRed\n{\n    frame VOLX { light GOLDPUFF1 }\n}\n\nObject WeakenPuffBlue\n{\n    frame VOLX { light GOLDPUFF1 }\n}\n\nobject GoldenBall2\n{\n    frame BAL1A { light GOLDIMPBALL    }\n    frame BAL1B { light GOLDIMPBALL    }\n\n    frame BAL1C { light GOLDIMPBALL_X1 }\n    frame BAL1D { light GOLDIMPBALL_X2 }\n    frame BAL1E { light GOLDIMPBALL_X3 }\n}\n\nobject GoldenBall2Blue\n{\n    frame BAL1A { light GOLDIMPBALL    }\n    frame BAL1B { light GOLDIMPBALL    }\n\n    frame BAL1C { light GOLDIMPBALL_X1 }\n    frame BAL1D { light GOLDIMPBALL_X2 }\n    frame BAL1E { light GOLDIMPBALL_X3 }\n}\n\n//Mech Lights\nflickerlight PulseBall\n{\n\tcolor 0.6 1.0 0.0\n\tsize 30\n\tsecondarySize 40\n\tchance 0.30\n}\n\nobject PulseBall\n{\n\tFrame PLGX { light PulseBall }\n}\n\nobject PulseBallBlue\n{\n\tFrame PLGX { light PulseBall }\n}\n\nobject PulseBallImpact\n{\n\tFrame PLGX { light PulseBall }\n}\n\nPointlight PPCBALL\n{\nColor 1.0 1.0 1.0\nSize 100\n}\n\nPointlight PPCBALLBOOM\n{\nColor 1.0 1.0 1.0\nSize 150\n}\n\nobject ShockCannonBallRed\n{\n\tframe PPCX { light PPCBALL }\n}\n\nobject ShockCannonBallBlue\n{\n\tframe PPCX { light PPCBALL }\n}\n\nobject ShockCannonBallImpact\n{\n\tframe PPCX { light PPCBALL }\n}\n\nflickerlight GizmoBlue\n{\n    color 0.4 0.4 1.0\n    size 70\n\tSecondarySize 80\n\tChance 0.5\n}\n\nobject Utility_PortalBlue\n{\n\tFrame TNT1 { light GizmoBlue }\n}\n\nflickerlight GizmoRed\n{\n    color 1.0 0.0 0.0\n    size 70\n\tSecondarySize 80\n\tChance 0.5\n}\n\nobject Utility_PortalRed\n{\n\tFrame TNT1 { light GizmoRed }\n}\n\nflickerlight HealRadiusRed\n{\n    color 1.0 0.3 0.3\n    size 45\n\tSecondarySize 48\n\tChance 0.2\n}\n\nobject MedicationFieldBall\n{\n\tFrame GIZR { light HealRadiusRed }\n}\n\npointlight MarineBeaconBlinkRed\n{\n    color 1.0 0.3 0.3\n    size 45\n}\n\nobject MarineBeacon\n{\n\tFrame MBCNA { light MarineBeaconBlinkRed }\n}\n\npointlight MarineBeaconBlinkBlue\n{\n    color 0.3 0.8 1.0\n    size 45\n}\n\nobject MarineBeaconBlue\n{\n\tFrame MBCNA { light MarineBeaconBlinkBlue }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/effects/powerplantsmoke.txt",
        "contents": "// Smoke spanwers\nactor PowerPlantSmokeGenerator 21406 {\n\t//$Category Effects\n\ttag \"Research Centre smoke\"\n\t+NOGRAVITY\n\t+INVULNERABLE\n\t+SHOOTABLE\n\t+NOINTERACTION\n\tstates {\n\tSpawn:\n\t\tTNT1 A 2 A_SpawnItemEx (\"PowerPlantSmokePuff\", random(-32,32), random(-32,32), 0, 0, 0, 3)\n\t\twait\n\tDeath:\n\t\tTNT1 A -1\n\t\tstop\n\tRaise:\n\t\tTNT1 A 0\n\t\tgoto Spawn\n\t}\n}\n\nactor PowerPlantSmokeGeneratorSmall 24002 {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tstates {\n\tSpawn:\n\t\tTNT1 A 2 A_SpawnItemEx (\"PowerPlantSmokePuffSmall\", random(-32,32), random(-32,32), 0, 0, 0, 3)\n\t\twait\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/effects/nuke.txt",
        "contents": "//SUPERWEAPONS - Thank IcyTux and Keksdose for their resource WAD.\nActor NukeMissile : Rocket\n{\n States\n {\n  Death:\n   TNT1 A 0\n   TNT1 A 0 A_SpawnItem(\"Nuke\", 0, 2, 0)\n   Stop\n }\n}\n\nActor Nuke\n{\n Radius 8\n Height 10\n +NoBlockmap\n +NoGravity\n +ForceRadiusDmg\n +ForceYBillBoard\n DamageType \"Superweapon\"\n scale 3.0\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 A 0 A_SetTranslucent(0.75,1)\n   TNT1 A 0 A_PlaySoundEx(\"Nuke/Boom\", \"Voice\", 0, 2)\n// TNT1 A 0 A_PlaySound(\"Nuke/Boom\",CHAN_AUTO)\n   TNT1 A 1 //A_Explode(40000, 512, 1)\n   TNT1 A 0 Radius_Quake(7, 105, 0, 50, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeFloor\", 0, 0, 0,0,0,0,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeFlare\", 0, 0, 0,0,0,0,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeSmokePillar\", 0, 0, 0,0,0,4.8,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeMushroom2\", 0, 0, 0,1.5,0,5,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeMushroom2\", 0, 0, 0,1.5,0,5,90,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeMushroom2\", 0, 0, 0,1.5,0,5,180,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeMushroom2\", 0, 0, 0,1.5,0,5,270,128,0)\n   NKE1 ABCDEFGHIJKLMN 9 BRIGHT\n   TNT1 A 0 A_SpawnItemEx(\"NukeMushroom\", 0, 0, 500,0,0,0.5,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeSmokeMushroom\", 0, 0, 500,0,0,0.5,0,128,0)\n   NKE1 OPQRSTU 8 BRIGHT A_FadeOut(0.05)\n   Stop\n }\n}\n\nActor NukeFire : Nuke\n{\n RenderStyle Add\n +NoInteraction\n +ClientSideOnly\n -ForceYBillBoard\n +FORCEXYBILLBOARD\n Scale 0.75\n States\n {\n  Spawn:\n   TNT1 AA 0 A_Jump(196, \"Spawn2\", \"Spawn3\", \"Spawn4\")\n   FLA1 A 1 Bright A_FadeOut(0.015)\n   Wait\n  Spawn2:\n   FLA2 A 1 Bright A_FadeOut(0.015)\n   Wait\n  Spawn3:\n   FLA3 A 1 Bright A_FadeOut(0.015)\n   Wait\n  Spawn4:\n   FLA4 A 1 Bright A_FadeOut(0.015)\n   Wait\n }\n}\n\nActor NukeSmoke : Nuke\n{\n Scale 3.5\n +NoInteraction\n +ClientSideOnly\n -ForceYBillBoard\n +FORCEXYBILLBOARD\n Alpha 0.5\n States\n {\n  Spawn:\n   TNT1 AA 0 A_Jump(196, \"Spawn2\", \"Spawn3\", \"Spawn4\")\n   SMOK A 5 A_FadeOut(0.015)\n   Wait\n  Spawn2:\n   SMOK B 5 A_FadeOut(0.015)\n   Wait\n  Spawn3:\n   SMOK C 5 A_FadeOut(0.015)\n   Wait\n  Spawn4:\n   SMOK D 5 A_FadeOut(0.015)\n   Wait\n }\n}\n\nActor NukeFlare : NukeFire\n{\n Scale 16\n +NoInteraction\n States\n {\n  Spawn:\n   FLAR A 1 Bright A_FadeOut(0.01)\n   Wait\n }\n}\n\nActor NukeFloor : Nuke\n{\n +ClientSideOnly\n +NoNetID\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"NukeFire\", 0, 0, 0, 0.00001 * Random(0, 300000), 0.00001 * Random(0, 300000), 0, Random(0, 359), 128, 0)\n   Stop\n }\n}\n\nActor NukeSmokeFloor : Nuke\n{\n +ClientSideOnly\n +NoNetID\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 0.00001 * Random(0, 300000), 0.00001 * Random(0, 300000), 0, Random(0, 359), 128, 0)\n   Stop\n }\n}\n\nActor NukePillar : Nuke\n{\n +ClientSideOnly\n +NoNetID\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 AAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"NukeFire\", 0, 0, 0, 0.00001 * Random(0, 100000), 0.00001 * Random(0, 100000), Random(0, -3), Random(0, 359), 128, 0)\n   TNT1 A 1 A_SpawnItem(\"NukeSmokering\", 0, 0, 0)\n   TNT1 AAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"NukeFire\", 0, 0, 0, 0.00001 * Random(0, 100000), 0.00001 * Random(0, 100000), Random(0, -3), Random(0, 359), 128, 0)\n   Stop\n }\n}\n\nActor NukeSmokePillar : Nuke\n{\n +ClientSideOnly\n +NoNetID\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 0.00001 * Random(0, 100000), 0.00001 * Random(0, 100000), 0.00001 * Random(0, -400000), Random(0, 359), 128, 0)\n   Stop\n }\n}\n\nActor NukeMushroom : Nuke\n{\n +ClientSideOnly\n +NoNetID\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"NukeFire\", 0, 0, 0, 0.00001 * Random(0, 250000), 0.00001 * Random(0, 250000), 0.00001 * Random(-100000, 100000), Random(0, 359), 128, 0)\n   Stop\n }\n}\n\nActor NukeSmokeMushroom : Nuke\n{\n +ClientSideOnly\n +NoNetID\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 0.00001 * Random(0, 250000), 0.00001 * Random(0, 250000), 0.00001 * Random(-100000, 100000), Random(0, 359), 128, 0)\n   Stop\n }\n}\n\nActor NukeMushroom2 : Nuke\n{\n +ClientSideOnly\n +HexenBounce //or else it'll look weird\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"NukeFire\", Random(0, 16), 0, 0, 0.00001 * Random(100000, 400000), 0, 0.00001 * Random(0, 100000), Random(0, 359), 128, 128)\n   Stop\n }\n}\n\nActor NukeSmokering : Nuke\n{\n +ClientSideOnly\n +NoNetID\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 0, 0, 0)\n//   TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 20, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 40, 0, 0)\n//   TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 60, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 80, 0, 0)\n//   TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 100, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 120, 0, 0)\n//   TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 140, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 160, 0, 0)\n//   TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 180, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 200, 0, 0)\n//   TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 220, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 240, 0, 0)\n//   TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 260, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 280, 0, 0)\n//   TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 300, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 320, 0, 0)\n//   TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 340, 0, 0)\n   Stop\n }\n}\n\n//Hyper nuke=========================================================================================================\n\nActor HyperNukeMissile : Rocket\n{\n States\n {\n  Death:\n   TNT1 A 0\n   TNT1 A 0 A_SpawnItem(\"HyperNuke\", 0, 2, 0)\n   Stop\n }\n}\n\nActor HyperNuke : Nuke\n{\n PROJECTILE\n ReactionTime 1\n States\n {\n  Spawn:\n   TNT1 AAA 0 A_Countdown\n  Death:\n   TNT1 A 0\n   TNT1 A 0 A_PlaySoundEx(\"Nuke/Boom\", \"Voice\", 0, 2)\n   TNT1 A 1 //A_Explode(40000, 512, 1)\n   TNT1 A 0 Radius_Quake(7, 105, 0, 140, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperFlare\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n   TNT1 A 25 A_SpawnItemEx(\"NukeHyperFloor\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n   TNT1 AA 0 A_SpawnItemEx(\"NukeHyperSmokeFloor\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperPillar\", 0, 0, 0, 0, 0, 10, 0, 128, 0)\n   TNT1 A 105 A_SpawnItemEx(\"NukeHyperSmokePillar\", 0, 0, 0, 0, 0, 10, 0, 128, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperMushroom\", 0, 0, 1000, 0, 0, 0, 0, 128, 0)\n   TNT1 AA 0 A_SpawnItemEx(\"NukeHyperSmokeMushroom\", 0, 0, 1000, 0, 0, 0, 0, 128, 0)\n   Stop\n }\n}\n\nActor NukeHyperFire : Nuke\n{\n RenderStyle Add\n +NoInteraction\n +ClientSideOnly\n -ForceYBillBoard\n +FORCEXYBILLBOARD\n Scale 3\n States\n {\n  Spawn:\n   TNT1 AA 0 A_Jump(196, \"Spawn2\", \"Spawn3\", \"Spawn4\")\n   FLA1 A 1 Bright A_FadeOut(0.015)\n   Wait\n  Spawn2:\n   FLA2 A 1 Bright A_FadeOut(0.015)\n   Wait\n  Spawn3:\n   FLA3 A 1 Bright A_FadeOut(0.015)\n   Wait\n  Spawn4:\n   FLA4 A 1 Bright A_FadeOut(0.015)\n   Wait\n }\n}\n\nActor NukeHyperSmoke : Nuke\n{\n Scale 15\n +NoInteraction\n +ClientSideOnly\n -ForceYBillBoard\n +FORCEXYBILLBOARD\n Alpha 0.5\n States\n {\n  Spawn:\n   TNT1 AA 0 A_Jump(196, \"Spawn2\", \"Spawn3\", \"Spawn4\")\n   SMOK A 5 A_FadeOut(0.015)\n   Wait\n  Spawn2:\n   SMOK B 5 A_FadeOut(0.015)\n   Wait\n  Spawn3:\n   SMOK C 5 A_FadeOut(0.015)\n   Wait\n  Spawn4:\n   SMOK D 5 A_FadeOut(0.015)\n   Wait\n }\n}\n\nActor NukeHyperFlare : NukeFire\n{\n Scale 48\n +NoInteraction\n +ClientSideOnly\n States\n {\n  Spawn:\n   FLAR A 1 Bright A_FadeOut(0.05)\n   Wait\n }\n}\n\nActor NukeHyperFloor : Nuke\n{\n +ClientSideOnly\n +NoNetID\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"NukeHyperFire\", 0, 0, 0, 0.00001 * Random(0, 900000), 0.00001 * Random(0, 900000), 0, Random(0, 359), 128, 0)\n   Stop\n }\n}\n\nActor NukeHyperSmokeFloor : Nuke\n{\n +ClientSideOnly\n +NoNetID\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 0.00001 * Random(0, 900000), 0.00001 * Random(0, 900000), 0, Random(0, 359), 128, 0)\n   Stop\n }\n}\n\nActor NukeHyperPillar : Nuke\n{\n +ClientSideOnly\n +NoNetID\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 AAAAAAAAAAAAAAAAAAAAAA 2  A_SpawnItemEx(\"NukeHyperFire\", 0, 0, 0, 0.00001 * Random(0, 300000), 0.00001 * Random(0, 300000), 0.00001 * Random(0, -600000), Random(0, 359), 128, 0)\n   TNT1 A 0 A_SpawnItem(\"NukeHyperSmokering\", 0, 0, 0)\n   TNT1 AAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"NukeHyperFire\", 0, 0, 0, 0.00001 * Random(0, 300000), 0.00001 * Random(0, 300000), 0.00001 * Random(0, -600000), Random(0, 359), 128, 0)\n   Stop\n }\n}\n\nActor NukeHyperSmokePillar : Nuke\n{\n +ClientSideOnly\n +NoNetID\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 0.00001 * Random(0, 300000), 0.00001 * Random(0, 300000), 0.00001 * Random(0, -600000), Random(0, 359), 128, 0)\n   Stop\n }\n}\n\nActor NukeHyperMushroom : Nuke\n{\n +ClientSideOnly\n +NoNetID\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"NukeHyperFire\", 0, 0, 0, 0.00001 * Random(0, 600000), 0.00001 * Random(0, 900000), 0.00001 * Random(-400000, 400000), Random(0, 359), 128, 0)\n   Stop\n }\n}\n\nActor NukeHyperSmokeMushroom : Nuke\n{\n +ClientSideOnly\n +NoNetID\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 0.00001 * Random(0, 600000), 0.00001 * Random(0, 900000), 0.00001 * Random(-400000, 400000), Random(0, 359), 128, 0)\n   Stop\n }\n}\n\nActor NukeHyperSmokering : Nuke\n{\n +ClientSideOnly\n +NoNetID\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 0, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 20, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 40, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 60, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 80, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 100, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 120, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 140, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 160, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 180, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 200, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 220, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 240, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 260, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 280, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 300, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 320, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 340, 0, 0)\n/*   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 10, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 30, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 50, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 70, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 90, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 110, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 130, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 150, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 170, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 190, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 210, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 230, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 250, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 270, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 290, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 310, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 330, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 350, 0, 0)*/\n   Stop\n }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/effects/ion.txt",
        "contents": "// ION EFFECTS\nActor BlueBeam\n{\n +CLIENTSIDEONLY\n +NoClip\n +NoBlockmap\n +ForceYBillboard\n +NoInteraction\n RenderStyle Add\n XScale 0.5\n YScale 5.0\n Alpha 0.0\n States\n {\n  Spawn:\n   SBBL A 0\n   SBBL AAAAAAAAAA 1 BRIGHT A_FadeIn (0.05)\n   SBBL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 7 BRIGHT A_FadeIn(0.02)\n   SBBL A 66 BRIGHT\n   SBBL A 1 Bright A_FadeOut(0.05)\n   Wait\n }\n}\n\nActor BlueBeam2\n{\n +CLIENTSIDEONLY\n +NoClip\n +NoBlockmap\n +ForceYBillboard\n +NoInteraction\n RenderStyle Add\n XScale 5.0\n YScale 5.0\n Alpha 0.0\n States\n {\n  Spawn:\n   SBBL A 0\n   SBBL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 7 BRIGHT A_FadeIn(0.02)\n   SBBL A 69 BRIGHT\n   SBBL A 1 Bright A_FadeOut(0.05)\n   Wait\n }\n}\n\nActor BeamFire\n{\n +CLIENTSIDEONLY\n +NoInteraction\n +FORCEXYBILLBOARD\n RenderStyle Add\n Alpha 1\n Scale 0.2\n\n States\n {\n  Spawn:\n   TNT1 AA 0 A_Jump(196, \"Spawn2\", \"Spawn3\", \"Spawn4\")\n   TNT1 A 0 A_SpawnItemEx(\"BeamSmoke\", 0, 0, 0, momx, momy, momz, 0, 128, 0)\n   ION1 A 1 Bright A_FadeOut(0.02)\n   Wait\n  Spawn2:\n   ION1 B 1 Bright A_FadeOut(0.02)\n   Wait\n  Spawn3:\n   ION1 C 1 Bright A_FadeOut(0.02)\n   Wait\n  Spawn4:\n   ION1 D 1 Bright A_FadeOut(0.02)\n   Wait\n }\n}\n\nActor BeamSmoke\n{\n +CLIENTSIDEONLY\n +NoInteraction\n +FORCEXYBILLBOARD\n\n Scale 0.4\n\n States\n {\n  Spawn:\n   TNT1 AA 0 A_Jump(196, \"Spawn2\", \"Spawn3\", \"Spawn4\")\n   SMOK A 1 Bright A_FadeOut(0.015)\n   Wait\n  Spawn2:\n   SMOK B 1 Bright A_FadeOut(0.015)\n   Wait\n  Spawn3:\n   SMOK C 1 Bright A_FadeOut(0.015)\n   Wait\n  Spawn4:\n   SMOK D 1 Bright A_FadeOut(0.015)\n   Wait\n }\n}\n\nActor BlueStrike\n{\n +CLIENTSIDEONLY\n +NoGravity\n +ForceRadiusDmg\n +ForceYBillboard\n RenderStyle Add\n Scale 1.0\n YScale 4.0\n damagetype \"Superweapon\"\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 A 0 A_SpawnItemEx (\"BlueStrikeFX\")\n   BBLU A 1 Bright A_SetTranslucent(0.9, 1)\n   BBLU A 1 Bright A_SetTranslucent(1.0, 1)\n   BBLU A 1 Bright A_FadeOut(0.01)\n   Wait\n }\n}\n\nactor BlueStrikeFX {\n\t+CLIENTSIDEONLY\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound (\"ion/strike\", CHAN_BODY, 1.0, 0, ATTN_NONE)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BlueFlare\") // these two are same on both renderers\n\t\tTNT1 A 0 A_SpawnItemEx (\"IonPole\")\n\t\tTNT1 A 0 A_JumpIf (ACS_ExecuteWithResult (910, 0) == 0, \"Software\")\n\t\tTNT1 A 0 A_SpawnItemEx  (\"IonFloor\")\n\t\tTNT1 A 0 A_SpawnItemEx  (\"IonSphere\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"IonBlasphemy\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"IonSmokePole\")\n\t\tTNT1 A 2 A_SpawnItemEx (\"IonDebris\")\n\t\tstop\n\tSoftware:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"IonFloorSoftware\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"IonSphereSoftware\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"IonBlasphemySoftware\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"IonSmokePoleSoftware\")\n\t\tTNT1 A 2 A_SpawnItemEx (\"IonDebrisSoftware\")\n\t\tstop\n\t}\n}\n\nActor BlueFlare : BlueStrike\n{\n +FORCEXYBILLBOARD\n XScale 1.0\n YScale 1.0\n Scale 10.0\n Alpha 0.8\n States\n {\n  Spawn:\n   FBLU A 0 Bright\n   FBLU A 1 Bright A_FadeOut(0.01)\n   Wait\n }\n}\n\nActor IonBeaconFX\n{\n +CLIENTSIDEONLY\n +Missile\n +DoomBounce\n Speed 15\n Radius 8\n Height 16\n Translation \"Ice\"\n RenderStyle Add\n reactiontime 1\n scale 2.0\n damagetype \"Superweapon\"\n States\n {\n  Spawn:\n   BAL1 A 1 A_Countdown\n   Wait\n  Death:\n   BFLR A 0 A_PlaySound (\"ion/warmup\", CHAN_BODY, 1.0, 0, ATTN_NONE)\n   BFLR A 0 A_SpawnItemEx (\"BlueBeam\")\n   BFLR A 0 A_SpawnItemEx (\"BlueBeam2\")\n   BFLR A 1 A_SetTranslucent(0.8, 1)\n   BFLR A 1 A_SetTranslucent(0.5, 1)\n   BFLR A 1 A_SetTranslucent(0.2, 1)\n   BFLR A 1 A_SetTranslucent(0.1, 1)\n   BFLR A 1 A_SetTranslucent(0.0, 1)\n   BFLR A 1 Bright A_SetTranslucent(0.1, 1)\n   BFLR A 1 Bright A_SetTranslucent(0.3, 1)\n   BFLR A 1 Bright A_SetTranslucent(0.7, 1)\n   BFLR A 1 Bright A_SetTranslucent(1.0, 1)\n   BFLR AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"BeamFire\", 0, 0, 0, 0.1 * Random(-3, 3), 0.1 * Random(-3, 3), 0.01 * Random(20, 150), 0, 128, 0)\n   BFLR A 1 A_SpawnItemEx(\"IonRain\",0,0,0,0,0,0,0,128,0)\n   TNT1 AAAAAAAAA 35 //A_FadeOut(0.05)\n   // BFLR A 0 A_SpawnItemEx(\"BlueStrike\",0,0,0,0,0,0,0,0,0) moved to beacon actor\n   stop\n }\n}\n\nActor BeaconSpark\n{\n +CLIENTSIDEONLY\n +NoInteraction\n +FORCEXYBILLBOARD\n Gravity 1\n Height 3\n Radius 2\n RenderStyle Add\n Scale 0.1\n States\n {\n  Spawn:\n   ION1 A 20 Bright\n   ION1 A 1 Bright A_FadeOut(0.2)\n   Wait\n }\n}\n\nActor IonRain\n{\n +CLIENTSIDEONLY\n +NoInteraction\n Height 3\n Radius 2\n RenderStyle Add\n Scale 0.10\n reactiontime 11\n States\n {\n  Spawn:\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-900,900),random(-900,900),random(128,512),0,0,2,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-900,900),random(-900,900),random(128,512),0,0,2,0,128,0)\n   TNT1 A 3 A_SpawnItemEx(\"IonRainFlare\",random(-900,900),random(-900,900),random(128,512),0,0,2,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-900,900),random(-900,900),random(128,512),0,0,2,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-900,900),random(-900,900),random(128,512),0,0,2,0,128,0)\n   TNT1 A 3 A_SpawnItemEx(\"IonRainFlare\",random(-900,900),random(-900,900),random(128,512),0,0,2,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-900,900),random(-900,900),random(128,512),0,0,2,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-900,900),random(-900,900),random(128,512),0,0,2,0,128,0)\n   TNT1 A 3 A_SpawnItemEx(\"IonRainFlare\",random(-900,900),random(-900,900),random(128,512),0,0,2,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-900,900),random(-900,900),random(128,512),0,0,2,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-900,900),random(-900,900),random(128,512),0,0,2,0,128,0)\n   TNT1 A 3 A_SpawnItemEx(\"IonRainFlare\",random(-900,900),random(-900,900),random(128,512),0,0,2,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-900,900),random(-900,900),random(128,512),0,0,2,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-900,900),random(-900,900),random(128,512),0,0,2,0,128,0)\n   TNT1 A 3 A_SpawnItemEx(\"IonRainFlare\",random(-900,900),random(-900,900),random(128,512),0,0,2,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-900,900),random(-900,900),random(128,512),0,0,2,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-900,900),random(-900,900),random(128,512),0,0,2,0,128,0)\n   TNT1 A 3 A_SpawnItemEx(\"IonRainFlare\",random(-900,900),random(-900,900),random(128,512),0,0,2,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-900,900),random(-900,900),random(128,512),0,0,2,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-900,900),random(-900,900),random(128,512),0,0,2,0,128,0)\n   TNT1 A 3 A_SpawnItemEx(\"IonRainFlare\",random(-900,900),random(-900,900),random(128,512),0,0,2,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-900,900),random(-900,900),random(128,512),0,0,2,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-900,900),random(-900,900),random(128,512),0,0,2,0,128,0)\n   TNT1 A 3 A_SpawnItemEx(\"IonRainFlare\",random(-900,900),random(-900,900),random(128,512),0,0,2,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-900,900),random(-900,900),random(128,512),0,0,2,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-900,900),random(-900,900),random(128,512),0,0,2,0,128,0)\n   TNT1 A 3 A_SpawnItemEx(\"IonRainFlare\",random(-900,900),random(-900,900),random(128,512),0,0,2,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-900,900),random(-900,900),random(128,512),0,0,2,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-900,900),random(-900,900),random(128,512),0,0,2,0,128,0)\n   TNT1 A 3 A_SpawnItemEx(\"IonRainFlare\",random(-900,900),random(-900,900),random(128,512),0,0,2,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-900,900),random(-900,900),random(128,512),0,0,2,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-900,900),random(-900,900),random(128,512),0,0,2,0,128,0)\n   TNT1 A 3 A_SpawnItemEx(\"IonRainFlare\",random(-900,900),random(-900,900),random(128,512),0,0,2,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-900,900),random(-900,900),random(128,512),0,0,2,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-900,900),random(-900,900),random(128,512),0,0,2,0,128,0)\n   TNT1 A 2 A_SpawnItemEx(\"IonRainFlare\",random(-900,900),random(-900,900),random(128,512),0,0,2,0,128,0)\n   TNT1 A 0 A_Countdown\n   loop\n  Death:\n   TNT1 A 0\n   stop\n }\n}\n\nactor IonRainFlare\n{\n +CLIENTSIDEONLY\n +NoInteraction\n  RenderStyle Add\n  alpha 0.75\n  +RANDOMIZE\n  +NOCLIP\n  +NOGRAVITY\n  +FORCEXYBILLBOARD\n  Scale 0.10\n  states\n  {\n  Spawn:\n    PPCX A 35 bright\n    PPCX A 2 bright A_FadeOut(0.2)\n    Wait\n  }\n}\nActor IonRing\n{\n +CLIENTSIDEONLY\n+NOBLOCKMAP\n+NOCLIP\nStates\n{\nSpawn:\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"IonSmokefx\", 0, 0, 0 ,0.00001 * Random(0, 300000), 0.00001 * Random(0, 300000), 0, Random(0, 359), 128, 0)\nTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx(\"IonFx3\", 0, 0, 0, random(-6,6), random(-6,6), random(0,6), 0, (128|32), 0)\nTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx(\"IonFx3\", 0, 0, 0, random(-1,1), random(-1,1), 0.0001 * Random(10000, 20000), 0, (128|32), 0)\nTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx(\"IonSmoke2\", 0, 0, 0,0.0001 * Random(-80000, 80000), 0.0001 * Random(-80000, 80000), 0.0001 * Random(0, 80000), 0, (128|32), 0)\n//TNT1 AAAAA 0 A_SpawnitemEx(\"IonSmoke2\", 0.0001 * Random(-60000, 60000), 0.0001 * Random(-60000, 60000), 0.0001 * Random(-60000, 60000), 0, 0, 0.0001 * Random(0, 10000), 0, (128|32), 0)\nTNT1 AAAAA 0 A_SpawnitemEx(\"IonFire\", random(-1,1), random(-1,1), 0, 0.0001 * Random(0, 100), 0.0001 * Random(0, 100), 0.0001 * Random(0, 7000), 0, (128|32), 0)\n//TNT1 AAAAAAAAAA 0 A_SpawnitemEx(\"IonBigSmoke\", 0, 0, 16, 0.0001 * Random(0, 10000), 0.0001 * Random(0, 10000), 0.0001 * Random(0, 10000), 0, (128|32), 0)\nTNT1 A 0\nTNT1 A 1\nstop\n}}\n\nActor IonFloor : IonRing\n{\nStates\n{\nSpawn:\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"IonSmokefx\", 0, 0, 0 ,0.00001 * Random(-800000, 800000), 0.00001 * Random(-800000, 800000),0,0, 128, 0)\nstop\n}}\n\nActor IonSphere : IonRing\n{\nStates\n{\nSpawn:\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"IonSmokefx\", 0, 0, 0 ,0.00001 * Random(-500000, 500000), 0.00001 * Random(-500000, 50000),0.00001 * Random(0, 500000),0, 128, 0)\nstop\n}}\n\nActor IonBlasphemy : IonRing\n{\nStates\n{\nSpawn:\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"Ionfx2\", 0, 0, 0 ,0.00001 * Random(-500000, 500000), 0.00001 * Random(-500000, 500000),0.00001 * Random(0, 500000),0, 128, 0)\nstop\n}}\n\nActor IonPole : IonRing\n{\nStates\n{\nSpawn:\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"Ionfx2\", 0, 0, 0 ,0.00001 * Random(-10000, 10000), 0.00001 * Random(-10000, 10000),0.00001 * Random(0, 2000000),0, 128,0)\nstop\n}\n}\n\nActor IonSmokePole : IonRing\n{\nStates\n{\nSpawn:\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"Ionsmokefx\", 0, 0, 0 ,0.00001 * Random(-10000, 10000), 0.00001 * Random(-1000, 10000),0.00001 * Random(0, 2000000),0, 128,0)\nstop\n}\n}\n\n// [NF] toned this down a little bit\nActor IonDebris : IonRing\n{\nStates\n{\nSpawn:\nTNT1 AAAAAAAAAAAA 2 A_SpawnItemEx(\"Ionfx3\", 0, 0, 0 ,0.00001 * Random(-2000000, 2000000), 0.00001 * Random(-2000000, 2000000),0.00001 * Random(0, 2000000),0, 128,0)\nstop\n}\n}\n\nActor IonFx {\n\t+CLIENTSIDEONLY\n\t+NOBLOCKMAP\n\t+NOCLIP\n\t+NOINTERACTION\n\t+NOGRAVITY\n\t+FORCEXYBILLBOARD\n\tRenderstyle Add\n\talpha 0.2\n\tReactionTime 10\n\tSpeed 28\n\tScale 5.0\n\tPROJECTILE\n\tStates {\n\tSpawn:\n\t\tION1 ABCD 10 bright A_SpawnitemEx(\"IonFx2\", 0, 0, 0, 0, 0, 0, 0, (128|32), 0)\n\t\tION1 A 0 bright A_Countdown\n\t\tloop\n\tDeath:\n\t\tStop\n\t}\n}\n\nActor IonFx2 : IonFx\n{\nreactionTime 0\nSpeed 0\nscale 4.0\nStates\n{\nSpawn:\n   TNT1 AA 0 A_Jump(196, \"Spawn2\", \"Spawn3\", \"Spawn4\")\n   ION1 A 1 Bright A_FadeOut(0.001)\n   Wait\n  Spawn2:\n   ION1 B 1 Bright A_FadeOut(0.001)\n   Wait\n  Spawn3:\n   ION1 C 1 Bright A_FadeOut(0.001)\n   Wait\n  Spawn4:\n   ION1 D 1 Bright A_FadeOut(0.001)\n   Wait\n }\n}\n\nActor IonFx3 : IonFx\n{\nReactionTime 5\nScale 3.7\nrenderstyle Add\nAlpha 0.02\nStates\n{\nSpawn:\nION1 ABCD 4 bright A_SpawnitemEx(\"IonFx4\", 0, 0, 0, 0, 0, 0, 0, (128|32), 0)\nION1 A 0 bright A_Countdown\nloop\nDeath:\nStop\n}\n}\n\nActor IonFx4 : IonFx2\n{\nscale 3.0\nrenderstyle Add\nAlpha 0.05\n}\n\nActor IonSmoke1 : IonFx\n{\n+NOINTERACTION\n+ForceRadiusDmg\nSpeed 28\nReactionTime 70\nStates\n{\nSpawn:\nTNT1 A 2 A_SpawnitemEx(\"IonSmokeFx\", 0, 0, 0, 0, 0, 0.0001 * Random(80000, 100000), 0, (128|32), 0)\nTNT1 A 0 A_Explode(255, 256, 1)\nTNT1 A 0 A_Countdown\nloop\n}\n}\n\nActor IonSmokeFx : IonSmoke1\n{\n+NOGRAVITY\nRenderStyle Normal\nreactionTime 0\nSpeed 0\nAlpha 0.2\nscale 8.0\nStates\n{\n  Spawn:\n   TNT1 AA 0 A_Jump(196, \"Spawn2\", \"Spawn3\", \"Spawn4\")\n   SMOK A 1 Bright A_FadeOut(0.0005)\n   Wait\n  Spawn2:\n   SMOK B 1 Bright A_FadeOut(0.0005)\n   Wait\n  Spawn3:\n   SMOK C 1 Bright A_FadeOut(0.0005)\n   Wait\n  Spawn4:\n   SMOK D 1 Bright A_FadeOut(0.0005)\n   Wait\n }\n}\n\nActor IonSmoke2 : IonSmoke1\n{\n+NoInteraction\nRenderStyle Normal\nreactionTime 0\nSpeed 0\nscale 5.4\nStates\n{\n  Spawn:\n   TNT1 AA 0 A_Jump(196, \"Spawn2\", \"Spawn3\", \"Spawn4\")\n   SMOK A 1 Bright A_FadeOut(0.0002)\n   Wait\n  Spawn2:\n   SMOK B 1 Bright A_FadeOut(0.0002)\n   Wait\n  Spawn3:\n   SMOK C 1 Bright A_FadeOut(0.0002)\n   Wait\n  Spawn4:\n   SMOK D 1 Bright A_FadeOut(0.0002)\n   Wait\n }\n}\n\nActor IonBigSmoke : IonSmoke1\n{\n+NoInteraction\n-Noclip\n-Nogravity\n+LowGravity\n+Hexenbounce\n+Doombounce\n-ForceRadiusDmg\n}\n\nActor IonFire : IonSmokeFx\n{\nScale 1.0\nRenderstyle Add\nalpha 0.25\nStates\n{\n  Spawn:\n   IOF1 A 5 A_FadeOut(0.003)\n   Wait\n }\n}\n\n// ==========================================================================\n// [NF] more toned-down variants for ion bomb (aka Blue Juggernaut Mini-Nuke)\n// ==========================================================================\nactor IonFXSmall {\n\t+NOINTERACTION +NOBLOCKMAP\n\t+CLIENTSIDEONLY\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueFlareSmall\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"IonPoleSmall\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"IonSmokePoleSmall\")\n\t\tTNT1 A 2 A_SpawnItemEx(\"IonDebrisSmall\")\n\t\tstop\n\t}\n}\n\nActor IonSmokePoleSmall : IonRing\n{\nStates\n{\nSpawn:\nTNT1 AAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"IonSmokeFxSmall\", 0, 0, 0 ,0.00001 * Random(-10000, 10000), 0.00001 * Random(-1000, 10000),0.00001 * Random(0, 700000),0, 128,0)\nstop\n}\n}\n\nActor IonSmokeFxSmall : IonSmokeFx {\n\tscale 6.0\n\tStates {\n\tSpawn:\n\t\tTNT1 AA 0 A_Jump(196, \"Spawn2\", \"Spawn3\", \"Spawn4\")\n\t\tSMOK A 1 Bright A_FadeOut(0.001)\n\t\tWait\n\tSpawn2:\n\t\tSMOK B 1 Bright A_FadeOut(0.001)\n\t\tWait\n\tSpawn3:\n\t\tSMOK C 1 Bright A_FadeOut(0.001)\n\t\tWait\n\tSpawn4:\n\t\tSMOK D 1 Bright A_FadeOut(0.001)\n\t\tWait\n\t}\n}\n\nActor IonPoleSmall : IonRing\n{\nStates\n{\nSpawn:\nTNT1 AAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"Ionfx2Small\", 0, 0, 0 ,0.00001 * Random(-10000, 10000), 0.00001 * Random(-10000, 10000),0.00001 * Random(0, 700000),0, 128,0)\nstop\n}\n}\n\nActor IonFx2Small : IonFx2 {\n\tscale 3.0\n\tStates {\n\tSpawn:\n\t\tTNT1 AA 0 A_Jump(196, \"Spawn2\", \"Spawn3\", \"Spawn4\")\n\t\tION1 A 1 Bright A_FadeOut(0.001)\n\t\tWait\n\tSpawn2:\n\t\tION1 B 1 Bright A_FadeOut(0.001)\n\t\tWait\n\tSpawn3:\n\t\tION1 C 1 Bright A_FadeOut(0.001)\n\t\tWait\n\tSpawn4:\n\t\tION1 D 1 Bright A_FadeOut(0.001)\n\t\tWait\n\t}\n}\n\nActor IonDebrisSmall : IonRing\n{\nStates\n{\nSpawn:\nTNT1 AAAAAAA 2 A_SpawnItemEx(\"Ionfx3\", 0, 0, 0 ,0.00001 * Random(-1000000, 1000000), 0.00001 * Random(-1000000, 1000000),0.00001 * Random(0, 1000000),0, 128,0)\nstop\n}\n}\n\nActor IonFx3Small : IonFx3\n{\nReactionTime 3\nScale 2.0\nrenderstyle Add\nAlpha 0.02\nStates\n{\nSpawn:\nION1 ABCD 4 bright A_SpawnitemEx(\"IonFx4Small\", 0, 0, 0, 0, 0, 0, 0, (128|32), 0)\nION1 A 0 bright A_Countdown\nloop\nDeath:\nStop\n}\n}\n\nActor IonFx4Small : IonFx2Small\n{\nscale 1.7\nrenderstyle Add\nAlpha 0.05\n}\n\nActor BlueFlareSmall : BlueFlare {Scale 3.0}\n\n// software compat\nactor IonFloorSoftware : IonRing {\n\tstates {\n\tSpawn:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 4 A_SpawnItemEx(\"IonSmokeFXSoftware\", 0, 0, 0 ,0.00001 * Random(-800000, 800000), 0.00001 * Random(-800000, 800000),0,0, 128, 0)\n\t\tstop\n\t}\n}\n\nactor IonSphereSoftware : IonRing {\n\tstates {\n\tSpawn:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAA 4 A_SpawnItemEx(\"IonSmokeFXSoftware\", 0, 0, 0 ,0.00001 * Random(-500000, 500000), 0.00001 * Random(-500000, 50000),0.00001 * Random(0, 500000),0, 128, 0)\n\t\tstop\n\t}\n}\n\nactor IonBlasphemySoftware : IonRing {\n\tstates {\n\tSpawn:\n\t\tTNT1 AAAAAAAAAAAAAA 4 A_SpawnItemEx(\"IonFX2\", 0, 0, 0 ,0.00001 * Random(-500000, 500000), 0.00001 * Random(-500000, 500000),0.00001 * Random(0, 500000),0, 128, 0)\n\t\tstop\n\t}\n}\n\nactor IonSmokePoleSoftware : IonRing {\n\tstates {\n\tSpawn:\n\t\tTNT1 AAAAAAAAAAAAAAAAA 4 A_SpawnItemEx(\"IonSmokeFXSoftware\", 0, 0, 0 ,0.00001 * Random(-10000, 10000), 0.00001 * Random(-1000, 10000),0.00001 * Random(0, 2000000),0, 128,0)\n\t\tstop\n\t}\n}\n\nactor IonDebrisSoftware : IonRing {\n\tstates {\n\tSpawn:\n\t\tTNT1 AAAAA 4 A_SpawnItemEx(\"IonFX3Software\", 0, 0, 0 ,0.00001 * Random(-2000000, 2000000), 0.00001 * Random(-2000000, 2000000),0.00001 * Random(0, 2000000),0, 128,0)\n\t\tstop\n\t}\n}\n\nactor IonSmokeFXSoftware : IonSmokeFX {\n\tAlpha 0.6\n\tStates {\n\tSpawn:\n\t\tTNT1 AA 0 A_Jump(196, \"Spawn2\", \"Spawn3\", \"Spawn4\")\n\t\tSMOK A 1 Bright A_FadeOut(0.0067)\n\t\tWait\n\tSpawn2:\n\t\tSMOK B 1 Bright A_FadeOut(0.0067)\n\t\tWait\n\tSpawn3:\n\t\tSMOK C 1 Bright A_FadeOut(0.0067)\n\t\tWait\n\tSpawn4:\n\t\tSMOK D 1 Bright A_FadeOut(0.0067)\n\t\tWait\n\t}\n}\n\nactor IonFX3Software : IonFX3 {alpha 0.04}"
      },
      {
        "source": "pk3",
        "name": "actors/effects/puffsmoke.txt",
        "contents": "//White Smoke Code by dark-slayer\n\nactor PuffSmoke {\n\t+NOINTERACTION\n\t+FORCEXYBILLBOARD\n\t+CLIENTSIDEONLY\n\t+WINDTHRUST\n\tRenderstyle Add\n\talpha 0.5\n\tScale 0.5\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_JumpIf (ACS_ExecuteWithResult (909) < 0, \"LowFX\")\n\t\tTNT1 A 0 A_Jump(128,\"Spawn2\",\"Spawn3\",\"Spawn4\")\n\t\tSMK1 ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.025)\n\t\tstop\n\tSpawn2:\n\t\tSMK2 ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.025)\n\t\tstop\n\tSpawn3:\n\t\tSMK3 ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.025)\n\t\tstop\n\tSpawn4:\n\t\tSMK4 ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.025)\n\t\tstop\n\tLowFX:\n\t\tTNT1 A 0 A_Jump (128, \"Nope\")\n\t\t// [Dusk] There's half the actors, thus increase the alpha\n\t\tTNT1 A 0 A_SetTranslucent ((alpha*3)/2, 1)\n\t\tgoto Spawn+2\n\tNope:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nActor PuffWallSmoke\n{\n\t+NOINTERACTION\n\tRenderStyle Add\n\talpha 0.75\n\tScale 0.13\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tX116 ABCDE 1\n\t\tX116 FGHIJKLMNOPQRSTUVWXYZ 1 A_FadeOut(0.035)\n\t\tWait\n\t}\n}\n\nActor PuffFloorSmoke\n{\n\t+NOINTERACTION\n\tRenderStyle Add\n\talpha 0.5\n\tscale 0.25\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(256,\"Type1\",\"Type2\",\"Type3\")\n\tType1:\n\t\tX113 ABCDEFG 1\n\t\tX113 HIJKLMNOPQRSTUVWX 2 A_FadeOut(0.03)\n\t\tWait\n\tType2:\n\t\tX115 ABCDEFG 1\n\t\tX115 HIJKLMNOPQRSTUVWXYZ 2 A_FadeOut(0.03)\n\t\tWait\n\tType3:\n\t\tX117 ABCDEFG 1\n\t\tX117 HIJKLMNOPQRSTUVWXYZ 2 A_FadeOut(0.03)\n\t\tWait\n\t}\n}\n\nactor PulseBallSmokePuff : PuffSmoke {scale 1.0}\nactor PlayerStepSmokePuff : PuffSmoke\t{Alpha 0.25\tScale 1.0}\nactor FireSmokePuff : PuffSmoke\t\t{Scale 4.0}\nactor PowerPlantSmokePuff : PuffSmoke\t{Scale 8.0}\nactor PowerPlantSmokePuffSmall : PuffSmoke{Scale 4.0}\nactor BurnDeathSmokePuff : PuffSmoke\t{Scale 4.0}\nactor EjectedMechSmokePuff : PuffSmoke\t{Scale 8.0}\nactor MechStepSmokePuff : PuffSmoke\t\t{Scale 4.0}\nactor MechStepSmokePuffLarge : PuffSmoke\t{Scale 6.0}\nactor OrcaSmokePuff : PuffSmoke\t\t{Scale 2.0}\nactor RocketSmoke : PuffSmoke\t\t\t{Scale 1.0}\nactor GrenadeSmoke : PuffSmoke\t\t{Scale 1.0}\nactor LavaSmoke : PuffSmoke\t\t\t{Scale 1.0}"
      },
      {
        "source": "pk3",
        "name": "actors/effects/PuffSpark.txt",
        "contents": "Actor PuffSpark {\n  Radius 1\n  Height 1\n  +CLIENTSIDEONLY\n  +FORCEXYBILLBOARD\n  +NOBLOCKMAP\n  Alpha 1\n  Gravity 0\n  Scale 0.035\n  Renderstyle Add\n  States {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf (ACS_ExecuteWithResult (909) < 0, \"LowFX\")\n\t\tTNT1 A 0 A_JumpIf (ACS_ExecuteWithResult (910) == 0, \"SoftFX\")\n\t\tTNT1 A 0 A_SetTranslucent(1,1)\n\t\tTNT1 A 0 A_JumpIf(momz > 1,\"Up\")\n\t\tTNT1 A 0 A_ScaleVelocity(4/3)\n\t\tTNT1 A 0 A_SetGravity(1)\n\t\tPSPK A 2 A_FadeOut(0.14)\n\t\twait\n\tUp:\n\t\tPSPK A 2 A_FadeOut(0.14)\n\t\twait\n\tLowFX:\n\t\tTNT1 A 0 A_Jump(220,1)\n\t\tstop\n\tSoftFx:\n\t\tTNT1 A 0 A_JumpIf(momz > 1,\"LowUp\")\n\t\tTNT1 A 0 A_SetGravity(0.5)\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tPSPK A 3\n\t\tPSPK A 5\n\t\tstop\n\tLowUp:\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tPSPK A 3\n\t\tPSPK A 6\n\t\tstop\n\tDeath:\n\t\tPSPK A 1\n\t\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/effects/powerpad.txt",
        "contents": "////////////////////////////////////////\n// POWERUP POD STRING FOUNTAINS ////////\n// for STRONGHOLD \t\t////////\n// by Tormentor667 \t\t////////\n////////////////////////////////////////\n\nActor BaseLine\n{\n +Missile\n +NoGravity\n +NoBlockmap\n +NoInteraction\n +ClientSideOnly\n +ForceYBillboard\n -Solid\n Radius 0\n Height 0\n RenderStyle Add\n Alpha 0.01\n Scale 0.37\n States\n {\n  Spawn:\n   SPFX AAAAA 1 Bright A_FadeIn(0.2)\n   SPFX AAAAAAAAAAAAAAAA 1 Bright A_FadeOut(0.06)\n   Stop\n }\n}\n\nactor WhitePowerPad 191\n{\n//$Category Stronghold_PowerUpPads\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n        states\n        {\n        Spawn:\n           Active:\n        \tTNT1 A 0\n        \tTNT1 A 0 A_JumpIf(Args[1], \"Circle\")\n        \tTNT1 A 1 A_SpawnItemEx (\"BaseLine\", random(-Args[0], Args[0]), random(-Args[0], Args[0]), random(0, 8), 0, 0, random(1,3), 0, 129, 0)\n        \tLoop\n           Circle:\n        \tTNT1 A 0\n        \tTNT1 A 1 A_SpawnItemEx (\"BaseLine\", random(-Args[0], Args[0]), 0, random(0, 8), 0, 0, random(1,3), Random(0, 360), 129, 0)\n        \tLoop\n           Inactive:\n\t\tTNT1 A 1\n\t\tLoop\n        }\n\n}\n\nactor BluePowerPad : WhitePowerPad 192\n{\n//$Category Stronghold_PowerUpPads\n\ttranslation \"1:31=168:191\"\n}\n\nactor GreenPowerPad : WhitePowerPad 193\n{\n//$Category Stronghold_PowerUpPads\n\ttranslation \"1:31=236:255\"\n}\n\nactor RedPowerPad : WhitePowerPad 194\n{\n//$Category Stronghold_PowerUpPads\n\ttranslation \"1:31=192:213\"\n}\n\nactor OrangePowerPad: WhitePowerPad 195\n{\n//$Category Stronghold_PowerUpPads\n\ttranslation \"1:31=128:143\"\n}"
      },
      {
        "source": "pk3",
        "name": "actors/effects/explosions.txt",
        "contents": "//Explosion actors\nactor ChemicalExplosion {\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx (\"ChemicalFlameExplosion\", 0,0,0, random (-6, 6), random (-6, 6), random (-6, 6))\n\t\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx (\"ChemicalFlameExplosion\", 0,0,0, random (-6, 6), random (-6, 6), random (-6, 6))\n\t\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx (\"ChemicalFlameExplosion\", 0,0,0, random (-6, 6), random (-6, 6), random (-6, 6))\n\t\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx (\"ChemicalFlameExplosion\", 0,0,0, random (-6, 6), random (-6, 6), random (-6, 6))\n\t\tstop\n\t}\n}\n\nactor ChemicalExplosionSmall {\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 AAAAA 0 A_SpawnItemEx (\"ChemicalFlameExplosion\", 0,0,0, random (-3, 3), random (-3, 3), random (-3, 3))\n\t\tstop\n\t}\n}\n\nactor ChemicalExplosionLarge {\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx (\"ChemicalFlameExplosion\", 0,0,0, random (-16, 16), random (-16, 16), random (-16, 16))\n\t\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx (\"ChemicalFlameExplosion\", 0,0,0, random (-16, 16), random (-16, 16), random (-16, 16))\n\t\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx (\"ChemicalFlameExplosion\", 0,0,0, random (-16, 16), random (-16, 16), random (-16, 16))\n\t\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx (\"ChemicalFlameExplosion\", 0,0,0, random (-16, 16), random (-16, 16), random (-16, 16))\n\t\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx (\"ChemicalFlameExplosion\", 0,0,0, random (-16, 16), random (-16, 16), random (-16, 16))\n\t\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx (\"ChemicalFlameExplosion\", 0,0,0, random (-16, 16), random (-16, 16), random (-16, 16))\n\t\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx (\"ChemicalFlameExplosion\", 0,0,0, random (-16, 16), random (-16, 16), random (-16, 16))\n\t\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx (\"ChemicalFlameExplosion\", 0,0,0, random (-16, 16), random (-16, 16), random (-16, 16))\n\t\tstop\n\t}\n}\n\nactor ChemicalFlameExplosion {\n\t+CLIENTSIDEONLY +SOLID\n\t+NOINTERACTION +FORCEXYBILLBOARD\n\tradius 13\n\theight 8\n\trenderstyle Add\n\talpha 0.9\n\tscale 0.6\n\tstates {\n\tSpawn:\n\t\tTIBX ABCDEFGH 1\n\t\tTIBX IJKLMNOPQ 1 A_FadeOut (0.1)\n\t\tstop\n\t}\n}\n\n//New explosion code by dark-slayer\nactor ExplosionSprite\n{\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\t+FORCEXYBILLBOARD\n\tRenderstyle Add\n\tAlpha 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_JumpIf (ACS_ExecuteWithResult (910, 0) == 0, \"Software\")\n\t\tTNT1 A 0 A_JumpIf (ACS_ExecuteWithResult (801), \"CloseFilter\")\n\tFilterChecked:\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Water\")\n\t\tTNT1 A 0 A_Jump(255,\"Spawn1\",\"Spawn2\",\"Spawn3\",\"Spawn4\",\"Spawn5\")\n\t\tGoto Spawn1\n\tSpawn1:\n\t\tE1_A ABCDEFGH 3 bright\n\t\tstop\n\tSpawn2:\n\t\tE2_A ABCDEFGH 3 bright\n\t\tstop\n\tSpawn3:\n\t\tE3_A ABCDEFGH 3 bright\n\t\tstop\n\tSpawn4:\n\t\tE4_A ABCDEFGH 3 bright\n\t\tstop\n\tSpawn5:\n\t\tE5_A ABCDEFGH 3 bright\n\t\tstop\n\tWater:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(255,\"Water1\",\"Water2\",\"Water3\",\"Water4\",\"Water5\")\n\t\tGoto Water1\n\tWater1:\n\t\tE1_A AAABBBCCCDDDEEEFFFGGGHHH 1 bright A_Fadeout(0.1)\n\t\tstop\n\tWater2:\n\t\tE2_A AAABBBCCCDDDEEEFFFGGGHHH 1 bright A_Fadeout(0.1)\n\t\tstop\n\tWater3:\n\t\tE3_A AAABBBCCCDDDEEEFFFGGGHHH 1 bright A_Fadeout(0.1)\n\t\tstop\n\tWater4:\n\t\tE4_A AAABBBCCCDDDEEEFFFGGGHHH 1 bright A_Fadeout(0.1)\n\t\tstop\n\tWater5:\n\t\tE5_A AAABBBCCCDDDEEEFFFGGGHHH 1 bright A_Fadeout(0.1)\n\t\tstop\n\tSoftware:\n\t\tTNT1 A 0 A_SetTranslucent (0.75, 1)\n\t\tgoto Spawn+2\n\tCloseFilter:\n\t\tTNT1 A 0 A_Jump (80, \"FilterChecked\")\n\t\tstop\n\t}\n}\n\nactor ExplosionMain {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf (ACS_ExecuteWithResult (909) < 0, \"LowFX\")\n\t\tgoto Normal\n\tNormal:\n\t\tTNT1 A 0 A_SpawnItemEx (\"DebrisCluster\")\n\tDoExplode:\n\t\tTNT1 AA 1 A_SpawnItemEx(\"Explo1\",1.0*0.5*random(-32,32),1.0*0.5*random(-32,32),1.0*0.5*random(-32,32),0,0,0,0,32)\n\t\tTNT1 AA 1 A_SpawnItemEx(\"Explo2\",0,0,0,1.0*0.05*random(-30,30),1.0*0.05*random(-30,30),1.0*0.05*random(-30,30),random(0,359),32)\n\t\tTNT1 AA 1 A_SpawnItemEx(\"Explo3\",0,0,0,1.0*0.05*random(-15,15),1.0*0.05*random(-15,15),1.0*0.05*random(-15,15),random(0,359),32)\n\t\tTNT1 AA 1 A_SpawnItemEx(\"Explo4\",0,0,0,1.0*0.05*random(-7,7),1.0*0.05*random(-7,7),1.0*0.05*random(-7,7),random(0,359),32)\n\t\tStop\n\tLowFX:\n\t\tTNT1 A 0 A_SpawnItemEx (\"DebrisClusterSmall\")\n\tDoExplodeLowFX:\n\t\tTNT1 A 2 A_SpawnItemEx(\"Explo1\",1.0*0.5*random(-32,32),1.0*0.5*random(-32,32),1.0*0.5*random(-32,32),0,0,0,0,32)\n\t\tTNT1 A 2 A_SpawnItemEx(\"Explo2\",0,0,0,1.0*0.05*random(-30,30),1.0*0.05*random(-30,30),1.0*0.05*random(-30,30),random(0,359),32)\n\t\tTNT1 A 2 A_SpawnItemEx(\"Explo3\",0,0,0,1.0*0.05*random(-15,15),1.0*0.05*random(-15,15),1.0*0.05*random(-15,15),random(0,359),32)\n\t\tTNT1 A 2 A_SpawnItemEx(\"Explo4\",0,0,0,1.0*0.05*random(-7,7),1.0*0.05*random(-7,7),1.0*0.05*random(-7,7),random(0,359),32)\n\t\tTNT1 A 10\n\t\tStop\n\t}\n}\n\nactor ExplosionMain2 {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf (ACS_ExecuteWithResult (909) < 0, \"LowFX\")\n\t\tgoto Normal\n\tNormal:\n\t\tTNT1 A 0 A_SpawnItemEx (\"DebrisCluster\")\n\tDoExplode:\n\t\tEXP3 A 2 Bright\n\t\tNULL A 0 A_SpawnItem(\"ExtraExplosionMain2\")\n\t\tEXP3 BCDEFGHIJKLMNOPQRSTUVWXYZ 1 Bright\n\t\tStop\n\tLowFX:\n\t\tTNT1 A 0 A_SpawnItemEx (\"DebrisClusterSmall\")\n\tDoExplodeLowFX:\n\t\tEXP3 A 2 Bright\n\t\tEXP3 BCDEFGHIJKLMNOPQRSTUVWXYZ 1 Bright\n\t\tStop\n\t}\n}\n\nActor ExtraExplosionMain2\n{\n  PROJECTILE\n  +NOCLIP\n  +NOTIMEFREEZE\n  radius 6\n  height 8\n  mass 1\n  speed 35\n  States\n{\n  Spawn:\n  EXP2 A 2 Bright\n  EXP2 ABCDEFGHIJKLMN 2 Bright A_SetTranslucent(1,1.0)\n  stop\n}\n}\n\n// [Dusk] Debris-less explosion\nactor ExplosionNoDebris : ExplosionMain {\n\tStates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf (ACS_ExecuteWithResult (909) < 0, \"DoExplodeLowFX\")\n\t\tgoto DoExplode\n\t}\n}\n\nActor Explo1 : ExplosionSprite {Scale 4.0}\nActor Explo2 : ExplosionSprite {Scale 3.0}\nActor Explo3 : ExplosionSprite {Scale 2.0}\nActor Explo4 : ExplosionSprite {Scale 1.0}\n\nactor ExplosionMainLarge {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf (ACS_ExecuteWithResult (909) < 0, \"LowFX\")\n\t\tgoto Normal\n\tNormal:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"DebrisSpawner\",random(-8,8),random(-8,8),0,random(-10,10),random(-10,10),random(9,22),random(0,359),32,32)\n\tDoExplode:\n\t\tTNT1 AA 1 A_SpawnItemEx(\"ExploLarge1\",2.0*0.5*random(-32,32),2.0*0.5*random(-32,32),2.0*0.5*random(-32,32),0,0,0,0,32)\n\t\tTNT1 AA 1 A_SpawnItemEx(\"ExploLarge2\",0,0,0,2.0*0.05*random(-30,30),2.0*0.05*random(-30,30),2.0*0.05*random(-30,30),random(0,359),32)\n\t\tTNT1 AA 1 A_SpawnItemEx(\"ExploLarge3\",0,0,0,2.0*0.05*random(-15,15),2.0*0.05*random(-15,15),2.0*0.05*random(-15,15),random(0,359),32)\n\t\tTNT1 AA 1 A_SpawnItemEx(\"ExploLarge4\",0,0,0,2.0*0.05*random(-7,7),2.0*0.05*random(-7,7),2.0*0.05*random(-7,7),random(0,359),32)\n\t\tStop\n\tLowFX:\n\t\tTNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"DebrisSpawner\",random(-8,8),random(-8,8),0,random(-10,10),random(-10,10),random(9,22),random(0,359),32,32)\n\tDoExplodeLow:\n\t\tTNT1 A 2 A_SpawnItemEx(\"ExploLarge1\",2.0*0.5*random(-32,32),2.0*0.5*random(-32,32),2.0*0.5*random(-32,32),0,0,0,0,32)\n\t\tTNT1 A 2 A_SpawnItemEx(\"ExploLarge2\",0,0,0,2.0*0.05*random(-30,30),2.0*0.05*random(-30,30),2.0*0.05*random(-30,30),random(0,359),32)\n\t\tTNT1 A 2 A_SpawnItemEx(\"ExploLarge3\",0,0,0,2.0*0.05*random(-15,15),2.0*0.05*random(-15,15),2.0*0.05*random(-15,15),random(0,359),32)\n\t\tTNT1 A 2 A_SpawnItemEx(\"ExploLarge4\",0,0,0,2.0*0.05*random(-7,7),2.0*0.05*random(-7,7),2.0*0.05*random(-7,7),random(0,359),32)\n\t\tstop\n\t}\n}\n\nactor ExplosionLargeNoDebris : ExplosionMainLarge {\n\tStates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf (ACS_ExecuteWithResult (909) < 0, \"DoExplodeLow\")\n\t\tgoto DoExplode\n\t}\n}\n\nActor ExploLarge1 : ExplosionSprite {Scale 8.0}\nActor ExploLarge2 : ExplosionSprite {Scale 6.0}\nActor ExploLarge3 : ExplosionSprite {Scale 4.0}\nActor ExploLarge4 : ExplosionSprite {Scale 2.0}\n\nactor ExplosionSmall {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf (ACS_ExecuteWithResult (909) < 0, \"LowFX\")\n\t\tgoto Normal\n\tNormal:\n\t\tTNT1 AA 1 A_SpawnItemEx(\"ExploSmall1\",0.5*0.5*random(-32,32),0.5*0.5*random(-32,32),0.5*0.5*random(-32,32),0,0,0,0,32)\n\t\tTNT1 AA 1 A_SpawnItemEx(\"ExploSmall2\",0,0,0,0.5*0.05*random(-30,30),0.5*0.05*random(-30,30),0.5*0.05*random(-30,30),random(0,359),32)\n\t\tTNT1 AA 1 A_SpawnItemEx(\"ExploSmall3\",0,0,0,0.5*0.05*random(-15,15),0.5*0.05*random(-15,15),0.5*0.05*random(-15,15),random(0,359),32)\n\t\tTNT1 AA 1 A_SpawnItemEx(\"ExploSmall4\",0,0,0,0.5*0.05*random(-7,7),0.5*0.05*random(-7,7),0.5*0.05*random(-7,7),random(0,359),32)\n\t\tStop\n\tLowFX:\n\t\tTNT1 A 2 A_SpawnItemEx(\"ExploSmall1\",0.5*0.5*random(-32,32),0.5*0.5*random(-32,32),0.5*0.5*random(-32,32),0,0,0,0,32)\n\t\tTNT1 A 2 A_SpawnItemEx(\"ExploSmall2\",0,0,0,0.5*0.05*random(-30,30),0.5*0.05*random(-30,30),0.5*0.05*random(-30,30),random(0,359),32)\n\t\tTNT1 A 2 A_SpawnItemEx(\"ExploSmall3\",0,0,0,0.5*0.05*random(-15,15),0.5*0.05*random(-15,15),0.5*0.05*random(-15,15),random(0,359),32)\n\t\tTNT1 A 2 A_SpawnItemEx(\"ExploSmall4\",0,0,0,0.5*0.05*random(-7,7),0.5*0.05*random(-7,7),0.5*0.05*random(-7,7),random(0,359),32)\n\t\tStop\n\t}\n}\n\nactor ExplosionSmall2 {\n\t+CLIENTSIDEONLY\n\tRenderstyle Add\n\tAlpha 0.9\n    Scale 1.0\n\t+NOINTERACTION\n\tStates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf (ACS_ExecuteWithResult (909) < 0, \"LowFX\")\n\t\tgoto Normal\n\tNormal:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"ExplosiveFireSpark\",0,0,Random(-200,200),2,Random(-200,200))\n        DKSX ABCDEF 2\n\t    DKSX GHIJKL 1\n\t\tStop\n\tLowFX:\n        DKSX ABCDEF 2\n\t    DKSX GHIJKL 1\n\t\tStop\n\t}\n}\n\nActor ExploSmall1 : ExplosionSprite {Scale 2.0}\nActor ExploSmall2 : ExplosionSprite {Scale 1.5}\nActor ExploSmall3 : ExplosionSprite {Scale 1.0}\nActor ExploSmall4 : ExplosionSprite {Scale 0.5}\n\nactor ExplosionSmaller {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf (ACS_ExecuteWithResult (909) < 0, \"LowFX\")\n\t\tgoto Normal\n\tNormal:\n\t\tTNT1 AA 1 A_SpawnItemEx(\"ExploSmaller1\",0.25*0.5*random(-32,32),0.25*0.5*random(-32,32),0.25*0.5*random(-32,32),0,0,0,0,32)\n\t\tTNT1 AA 1 A_SpawnItemEx(\"ExploSmaller2\",0,0,0,0.25*0.05*random(-30,30),0.25*0.05*random(-30,30),0.25*0.05*random(-30,30),random(0,359),32)\n\t\tTNT1 AA 1 A_SpawnItemEx(\"ExploSmaller3\",0,0,0,0.25*0.05*random(-15,15),0.25*0.05*random(-15,15),0.25*0.05*random(-15,15),random(0,359),32)\n\t\tTNT1 AA 1 A_SpawnItemEx(\"ExploSmaller4\",0,0,0,0.25*0.05*random(-7,7),0.25*0.05*random(-7,7),0.25*0.05*random(-7,7),random(0,359),32)\n\t\tTNT1 A 10\n\t\tStop\n\tLowFX:\n\t\tTNT1 A 2 A_SpawnItemEx(\"ExploSmaller1\",0.25*0.5*random(-32,32),0.25*0.5*random(-32,32),0.25*0.5*random(-32,32),0,0,0,0,32)\n\t\tTNT1 A 2 A_SpawnItemEx(\"ExploSmaller2\",0,0,0,0.25*0.05*random(-30,30),0.25*0.05*random(-30,30),0.25*0.05*random(-30,30),random(0,359),32)\n\t\tTNT1 A 2 A_SpawnItemEx(\"ExploSmaller3\",0,0,0,0.25*0.05*random(-15,15),0.25*0.05*random(-15,15),0.25*0.05*random(-15,15),random(0,359),32)\n\t\tTNT1 A 2 A_SpawnItemEx(\"ExploSmaller4\",0,0,0,0.25*0.05*random(-7,7),0.25*0.05*random(-7,7),0.25*0.05*random(-7,7),random(0,359),32)\n\t\tTNT1 A 10\n\t\tstop\n\t}\n}\n\nactor ExplosionSmaller2 {\n\t+CLIENTSIDEONLY\n\tRenderstyle Add\n\tAlpha 0.9\n    Scale 0.5\n\t+NOINTERACTION\n\tStates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf (ACS_ExecuteWithResult (909) < 0, \"LowFX\")\n\t\tgoto Normal\n\tNormal:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"ExplosiveFireSpark\",0,0,Random(-200,200),2,Random(-200,200))\n        DKSX ABCDEF 2\n\t    DKSX GHIJKL 1\n\t\tStop\n\tLowFX:\n        DKSX ABCDEF 2\n\t    DKSX GHIJKL 1\n\t\tstop\n\t}\n}\n\nActor ExploSmaller1 : ExplosionSprite {Scale 1.0}\nActor ExploSmaller2 : ExplosionSprite {Scale 0.75}\nActor ExploSmaller3 : ExplosionSprite {Scale 0.5}\nActor ExploSmaller4 : ExplosionSprite {Scale 0.25}"
      },
      {
        "source": "pk3",
        "name": "actors/effects/casings.txt",
        "contents": "actor ShellCasing {\n\t+DOOMBOUNCE\n\t+MISSILE\n\t+NOBLOCKMAP\n\t+BOUNCEONACTORS\n\t+FLOORCLIP\n\t+CLIENTSIDEONLY\n\tScale 0.15\n\tRadius 4\n\tHeight 4\n\tSpeed 6\n\tbouncefactor 0.5\n\tmass 1000\n\tSeeSound \"weapons/casing\"\n\tStates {\n\tSpawn:\n\t\tCAS1 ABCDEFGH 1\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0,2,1,0)\n\t\tTNT1 A 0 A_Jump (128, \"death1\")\n\t\tTNT1 A 0 A_Jump (128, \"death2\")\n\t\tTNT1 A 0 A_Jump (128, \"death3\")\n\t\tTNT1 A 0 A_Jump (128, \"death4\")\n\t\tTNT1 A 0 A_Jump (128, \"death5\")\n\t\tgoto Death6\n\tDeath1:\n\t\tCAS1 I 512\n\t\tCAS1 I 1 A_Fadeout(0.01)\n\t\tWait\n\tDeath2:\n\t\tCAS1 J 512\n\t\tCAS1 J 1 A_Fadeout(0.01)\n\t\tWait\n\tDeath3:\n\t\tCAS1 K 512\n\t\tCAS1 K 1 A_Fadeout(0.01)\n\t\tWait\n\tDeath4:\n\t\tCAS1 L 512\n\t\tCAS1 L 1 A_Fadeout(0.01)\n\t\tWait\n\tDeath5:\n\t\tCAS1 M 512\n\t\tCAS1 M 1 A_Fadeout(0.01)\n\t\tWait\n\tDeath6:\n\t\tCAS1 N 512\n\t\tCAS1 N 1 A_Fadeout(0.01)\n\t\tWait\n\t}\n}\n\nactor ShotgunShellCasing : ShellCasing {\n\tSeeSound \"weapons/shotgunshells\"\n\tStates {\n\tSpawn:\n\t\tCAS2 ABCDEFGH 1\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tloop\n\tDeath1:\n\t\tCAS2 I 512\n\t\tCAS2 I 1 A_Fadeout(0.01)\n\t\tWait\n\tDeath2:\n\t\tCAS2 J 512\n\t\tCAS2 J 1 A_Fadeout(0.01)\n\t\tWait\n\tDeath3:\n\t\tCAS2 K 512\n\t\tCAS2 K 1 A_Fadeout(0.01)\n\t\tWait\n\tDeath4:\n\t\tCAS2 L 512\n\t\tCAS2 L 1 A_Fadeout(0.01)\n\t\tWait\n\tDeath5:\n\t\tCAS2 M 512\n\t\tCAS2 M 1 A_Fadeout(0.01)\n\t\tWait\n\tDeath6:\n\t\tCAS2 N 512\n\t\tCAS2 N 1 A_Fadeout(0.01)\n\t\tWait\n\t}\n}\n\nactor RifleShellCasing : ShellCasing {\n\tSeeSound \"weapons/ChainCasing\"\n\tstates {\n\tSpawn:\n\t\tCAS3 ABCDEFGH 1\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tloop\n\tDeath1:\n\t\tCAS3 I 512\n\t\tCAS3 I 1 A_Fadeout(0.01)\n\t\tWait\n\tDeath2:\n\t\tCAS3 J 512\n\t\tCAS3 J 1 A_Fadeout(0.01)\n\t\tWait\n\tDeath3:\n\t\tCAS3 K 512\n\t\tCAS3 K 1 A_Fadeout(0.01)\n\t\tWait\n\tDeath4:\n\t\tCAS3 L 512\n\t\tCAS3 L 1 A_Fadeout(0.01)\n\t\tWait\n\tDeath5:\n\t\tCAS3 M 512\n\t\tCAS3 M 1 A_Fadeout(0.01)\n\t\tWait\n\tDeath6:\n\t\tCAS3 N 512\n\t\tCAS3 N 1 A_Fadeout(0.01)\n\t\tWait\n\t}\n}\n\nactor ArtilleryCasing : ShellCasing {\n\tSeeSound \"weapons/ChainCasing\"\n\tScale 0.50\n}\n\nactor ArtilleryCasing80mm : ShellCasing {\n\tSeeSound \"weapons/ChainCasing\"\n\tScale 0.66\n}\n\nactor CellCasing : ShellCasing {\n\tseesound \"weapons/shotgunshells\"\n\tscale 0.4\n\tstates {\n\tSpawn:\n\t\tCELL A 3 A_JumpIf(waterlevel > 1, \"Death\")\n\t\twait\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ (0, 2, 1, 0)\n\t\tCELL A 512\n\t\tCELL A 1 A_FadeOut (0.01)\n\t\twait\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/effects/laserchaingunlights.txt",
        "contents": "actor LaserChaingunLight {\n  Radius 1\n  Height 1\n  Alpha 1\n  Scale 0.45\n  Renderstyle Add\n  +CLIENTSIDEONLY\n  -SOLID\n  +NOGRAVITY\n  +NOBLOCKMAP\n  +FORCEXYBILLBOARD\n  States\n{\n  Spawn:\n\tLR_E A 0\n\tLR_E A 0 A_Jump(64,\"SlowFade\")\n\tLR_E A 0 A_Jump(164,2)\n\tLR_E A 0 A_SpawnItemEx(\"LCGLightBig\",0,0,0,0,0,0)\n\tStop\n\tLR_E AAA 1 A_FadeOut(random(10,100)/1000)\n\tLR_E BB 1 A_FadeOut(random(10,100)/1000)\n\tLR_E CC 1 A_FadeOut(random(10,100)/1000)\n\tLR_E DDD 1 A_FadeOut(random(10,100)/1000)\n\tLR_E EEEEEEE 1 A_FadeOut(random(10,100)/1000)\n\tStop\n  SlowFade:\n\tLR_E AAAAA 1 A_FadeOut(random(5,50)/1000)\n\tLR_E BBBB 1 A_FadeOut(random(5,50)/1000)\n\tLR_E CCCC 1 A_FadeOut(random(5,50)/1000)\n\tLR_E DDDDDD 1 A_FadeOut(random(5,50)/1000)\n\tLR_E EEEEEEEEEE 1 A_FadeOut(random(5,50)/1000)\n  Fade:\n\tLR_E E 1 A_FadeOut(random(1,33)/1000)\n\tLoop\n}\n}\n\nactor LCGLightBig : LaserChainGunLight { Scale 0.58 }\n\nactor LaserChaingunLightBlue : LaserChainGunLight //Oof\n{\n  States\n{\n  Spawn:\n\tLC_E A 0\n\tLC_E A 0 A_Jump(64,\"SlowFade\")\n\tLC_E A 0 A_Jump(164,2)\n\tLC_E A 0 A_SpawnItemEx(\"LCGLightBigBlue\",0,0,0,0,0,0)\n\tStop\n\tLC_E AAA 1 A_FadeOut(random(10,100)/1000)\n\tLC_E BB 1 A_FadeOut(random(10,100)/1000)\n\tLC_E CC 1 A_FadeOut(random(10,100)/1000)\n\tLC_E DDD 1 A_FadeOut(random(10,100)/1000)\n\tLC_E EEEEEEE 1 A_FadeOut(random(10,100)/1000)\n\tStop\n  SlowFade:\n\tLC_E AAAAA 1 A_FadeOut(random(5,50)/1000)\n\tLC_E BBBB 1 A_FadeOut(random(5,50)/1000)\n\tLC_E CCCC 1 A_FadeOut(random(5,50)/1000)\n\tLC_E DDDDDD 1 A_FadeOut(random(5,50)/1000)\n\tLC_E EEEEEEEEEE 1 A_FadeOut(random(5,50)/1000)\n  Fade:\n\tLC_E E 1 A_FadeOut(random(1,33)/1000)\n\tLoop\n}\n}\n\nactor LCGLightBigBlue : LaserChainGunLightBlue { Scale 0.58 }\n\nactor LaserChaingunLight2 : LaserChaingunLight { Alpha 0.5 } //aow_fx 1 Stuff\nactor LaserChaingunLightBlue2 : LaserChaingunLightBlue { Alpha 0.5 }"
      },
      {
        "source": "pk3",
        "name": "actors/effects/steam.txt",
        "contents": "Actor SteamSpawner : SwitchableDecoration 24001 //DoomEdNum Here\n{\n\t//$Category Effects\n\ttag \"Steam spawner\"\n  Height 2\n  Radius 1\n  Mass 0\n  +NoBlockMap\n  +NoGravity\n  +NoInteraction\n  +ClientSideOnly\n  +NONETID\n  States\n  {\n  Spawn:\n  Active:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(Args[0] == 1, \"Down\")\n    TNT1 A 0 A_JumpIf(Args[0] > 1, \"Forward\")\n    TNT1 A 0 A_JumpIf(Args[1] > 0, \"UpBurst\")\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    TNT1 A 0 A_PlaySoundEx(\"Steam/Loop\", \"SoundSlot7\", 1)\n    TNT1 A 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)\n    Loop\n  Down:\n    TNT1 A 0 A_JumpIf(Args[1] > 0, \"DownBurst\")\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    TNT1 A 0 A_PlaySoundEx(\"Steam/Loop\", \"SoundSlot7\", 1)\n    TNT1 A 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)\n    Loop\n  Forward:\n    TNT1 A 0 A_JumpIf(Args[1] > 0, \"ForwardBurst\")\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    TNT1 A 0 A_PlaySoundEx(\"Steam/Loop\", \"SoundSlot7\", 1)\n    TNT1 A 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)\n    Loop\n  UpBurst:\n    TNT1 A 1 A_Jump(Args[2]/16, 1)\n    Loop\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    TNT1 A 0 A_PlaySoundEx(\"Steam/Fire\", \"SoundSlot7\", 0)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 1, (0.1)*Random(0, 4), 0, (0.1)*Random(35, 40), Random(0, 360), 128)\n    Loop\n  DownBurst:\n    TNT1 A 1 A_Jump(Args[2]/16, 1)\n    Loop\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    TNT1 A 0 A_PlaySoundEx(\"Steam/Fire\", \"SoundSlot7\", 0)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(0, 4), 0, (-0.1)*Random(35, 40), Random(0, 360), 128)\n    Loop\n  ForwardBurst:\n    TNT1 A 1 A_Jump(Args[2]/16, 1)\n    Loop\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    TNT1 A 0 A_PlaySoundEx(\"Steam/Fire\", \"SoundSlot7\", 0)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*Random(35, 40), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)\n    Loop\n  Inactive:\n    TNT1 A 1 A_StopSoundEx(\"SoundSlot7\")\n    TNT1 A 1\n    Goto Inactive+1\n  }\n}\n\nActor SteamParticle\n{\n  Height 1\n  Radius 1\n  +Missile\n  +NoGravity\n  +NoBlockMap\n  +ClientSideOnly\n  +ForceXYBillboard\n  -ForceYBillboard\n  +NONETID\n  RenderStyle Add\n  Scale 0.4\n  Alpha 0.65\n  States\n  {\n  Spawn:\n    STEM A 2 A_SetTranslucent(0.6, 1)\n    STEM B 2 A_SetTranslucent(0.55, 1)\n    STEM C 2 A_SetTranslucent(0.5, 1)\n    STEM D 2 A_SetTranslucent(0.45, 1)\n    STEM E 2 A_SetTranslucent(0.4, 1)\n    STEM F 2 A_SetTranslucent(0.35, 1)\n    STEM G 2 A_SetTranslucent(0.3, 1)\n    STEM H 2 A_SetTranslucent(0.25, 1)\n    STEM I 2 A_SetTranslucent(0.2, 1)\n    STEM J 2 A_SetTranslucent(0.15, 1)\n    STEM K 2 A_SetTranslucent(0.1, 1)\n    STEM L 2 A_SetTranslucent(0.05, 1)\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/effects/Muzzles.txt",
        "contents": "actor WeaponSmokePuff\n{\n  RenderStyle None\n  +NOCLIP\n  PROJECTILE\n  Speed 28\n  Damage 0\n  states\n  {\n  Spawn:\n    TNT1 A 1\n    TNT1 A 0 A_AlertMonsters\n    TNT1 A 0 A_SpawnItemEx(\"WeaponSmokePuff_Spawned\", 1, 0, 0, 0, 0, 0, 0, 128, 0)\n    TNT1 A 0 A_SpawnItemEx(\"MuzzleFlash\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n    stop\n  }\n}\n\nactor WeaponSmokePuffLong\n{\n  RenderStyle None\n  +NOCLIP\n  PROJECTILE\n  Speed 28\n  Damage 0\n  states\n  {\n  Spawn:\n    TNT1 A 1\n    TNT1 A 0 A_AlertMonsters\n    TNT1 A 0 A_SpawnItemEx(\"WeaponSmokePuffLong_Spawned\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n    stop\n  }\n}\n\nactor WeaponSmokePuffShotgun\n{\n  RenderStyle None\n  +NOCLIP\n  PROJECTILE\n  Speed 28\n  Damage 0\n  states\n  {\n  Spawn:\n    TNT1 A 1\n    TNT1 A 0 A_AlertMonsters\n    TNT1 A 0 A_SpawnItemEx(\"WeaponSmokePuffShotgun_Spawned\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n    stop\n  }\n}\n\nactor WeaponSmokePuff_Spawned\n{\n  RenderStyle Add\n  alpha 0.3\n  +NOCLIP\n  PROJECTILE\n  Speed 0\n  Damage 0\n  Scale 1.5\n  +CLIENTSIDEONLY\n  +FORCEXYBILLBOARD\n  states\n  {\n  Spawn:\n    TNT1 A 1\n    TNT1 AAA 0 A_SpawnItemEx(\"ImpactSpark\", 0, 0, 0, random(3,3), random(-3,3), random(-3,3), 0, 128, 128)\n    TNT1 A 0 A_Jump(256,\"Spawn1\",\"Spawn2\",\"Spawn3\",\"Spawn4\",\"Spawn5\",\"Spawn6\")\n  Spawn1:\n    SMK1 ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.05)\n    stop\n  Spawn2:\n    SMK2 ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.05)\n    stop\n  Spawn3:\n    SMK3 ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.05)\n    stop\n  Spawn4:\n    SMK4 ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.05)\n    stop\n  Spawn5:\n    SMK5 ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.05)\n    stop\n  Spawn6:\n    SMK6 ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.05)\n    stop\n  }\n}\n\nactor WeaponSmokePuffLong_Spawned\n{\n  RenderStyle Add\n  alpha 0.4\n  +NOCLIP\n  PROJECTILE\n  Speed 0\n  Damage 0\n  Scale 2.0\n  +CLIENTSIDEONLY\n  +FORCEXYBILLBOARD\n  states\n  {\n  Spawn:\n    TNT1 A 1\n    TNT1 A 0 A_Jump(256,\"Spawn1\",\"Spawn2\",\"Spawn3\",\"Spawn4\",\"Spawn5\",\"Spawn6\")\n  Spawn1:\n    SMK1 ABCDEFGHIJKLMNOP 4 bright A_FadeOut(0.05)\n    stop\n  Spawn2:\n    SMK2 ABCDEFGHIJKLMNOP 4 bright A_FadeOut(0.05)\n    stop\n  Spawn3:\n    SMK3 ABCDEFGHIJKLMNOP 4 bright A_FadeOut(0.05)\n    stop\n  Spawn4:\n    SMK4 ABCDEFGHIJKLMNOP 4 bright A_FadeOut(0.05)\n    stop\n  Spawn5:\n    SMK5 ABCDEFGHIJKLMNOP 4 bright A_FadeOut(0.05)\n    stop\n  Spawn6:\n    SMK6 ABCDEFGHIJKLMNOP 4 bright A_FadeOut(0.05)\n    stop\n  }\n}\n\nactor WeaponSmokePuffShotgun_Spawned\n{\n  RenderStyle Add\n  alpha 0.4\n  +NOCLIP\n  PROJECTILE\n  Speed 0\n  Damage 0\n  Scale 2.0\n  +CLIENTSIDEONLY\n  +FORCEXYBILLBOARD\n  states\n  {\n  Spawn:\n    TNT1 A 1\n    TNT1 AAA 0 A_SpawnItemEx(\"ImpactSpark\", 0, 0, 0, random(3,3), random(-3,3), random(-3,3), 0, 128, 0)\n    TNT1 A 0 A_Jump(256,\"Spawn1\",\"Spawn2\",\"Spawn3\",\"Spawn4\",\"Spawn5\",\"Spawn6\")\n  Spawn1:\n    SMK1 ABCDEFGHIJKLMNOP 3 bright A_FadeOut(0.05)\n    stop\n  Spawn2:\n    SMK2 ABCDEFGHIJKLMNOP 3 bright A_FadeOut(0.05)\n    stop\n  Spawn3:\n    SMK3 ABCDEFGHIJKLMNOP 3 bright A_FadeOut(0.05)\n    stop\n  Spawn4:\n    SMK4 ABCDEFGHIJKLMNOP 3 bright A_FadeOut(0.05)\n    stop\n  Spawn5:\n    SMK5 ABCDEFGHIJKLMNOP 3 bright A_FadeOut(0.05)\n    stop\n  Spawn6:\n    SMK6 ABCDEFGHIJKLMNOP 3 bright A_FadeOut(0.05)\n    stop\n  }\n}\n\nactor FlightSmokePuff\n{\n  RenderStyle Add\n  alpha 0.95\n  +NOCLIP\n  PROJECTILE\n  Speed 0\n  Damage 0\n  Scale 0.5\n  +CLIENTSIDEONLY\n  +NOINTERACTION\n  +FORCEXYBILLBOARD\n  states\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_Jump(256,\"Spawn1\",\"Spawn2\",\"Spawn3\",\"Spawn4\",\"Spawn5\",\"Spawn6\")\n  Spawn1:\n    SMK1 ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.05)\n    stop\n  Spawn2:\n    SMK2 ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.05)\n    stop\n  Spawn3:\n    SMK3 ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.05)\n    stop\n  Spawn4:\n    SMK4 ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.05)\n    stop\n  Spawn5:\n    SMK5 ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.05)\n    stop\n  Spawn6:\n    SMK6 ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.05)\n    stop\n  }\n}\n\nactor WeaponSmokePuff_LMGMuzzle\n{\n  RenderStyle None\n  +NOCLIP\n  PROJECTILE\n  Speed 28\n  Damage 0\n  states\n  {\n  Spawn:\n    TNT1 A 1\n    TNT1 A 0 A_AlertMonsters\n    TNT1 A 0 A_SpawnItemEx(\"WeaponSmokePuff_Spawned\", 1, 0, 0, 0, 0, 0, 0, 128, 0)\n    TNT1 A 0 A_SpawnItemEx(\"MuzzleFlash2\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n    stop\n  }\n}\n\nactor WeaponSmokePuff_BigMuzzle\n{\n  RenderStyle None\n  +NOCLIP\n  PROJECTILE\n  Speed 28\n  Damage 0\n  states\n  {\n  Spawn:\n    TNT1 A 1\n    TNT1 A 0 A_AlertMonsters\n    TNT1 A 0 A_SpawnItemEx(\"WeaponSmokePuff_Spawned\", 1, 0, 0, 0, 0, 0, 0, 128, 0)\n    TNT1 A 0 A_SpawnItemEx(\"MuzzleFlash3\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n    stop\n  }\n}\n\nactor WeaponSmokePuff_ShotMuzzle\n{\n  RenderStyle None\n  +NOCLIP\n  PROJECTILE\n  Speed 28\n  Damage 0\n  states\n  {\n  Spawn:\n    TNT1 A 1\n    TNT1 A 0 A_AlertMonsters\n    TNT1 A 0 A_SpawnItemEx(\"WeaponSmokePuff_Spawned\", 1, 0, 0, 0, 0, 0, 0, 128, 0)\n    TNT1 A 0 A_SpawnItemEx(\"MuzzleFlash4\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n    stop\n  }\n}\n\nactor MuzzleFlash\n{\n  RenderStyle Add\n  alpha 0.6\n  +NOCLIP\n  PROJECTILE\n  Speed 2\n  Damage 0\n  Scale 0.53\n  +FORCEXYBILLBOARD\n  +CLIENTSIDEONLY\n  +NOINTERACTION\n  states\n  {\n  Spawn:\n    E1_A B 0\n    E1_A B 0 bright A_Jump(256,\"Spawn1\",\"Spawn2\",\"Spawn3\",\"Spawn4\",\"Spawn5\")\n  Spawn1:\n\tE1_A B 1 bright\n\tE1_A CDEFGH 1 bright A_Fadeout(0.1)\n    stop\n  Spawn2:\n    E2_A B 1 bright\n    E2_A CDEFGH 1 bright A_Fadeout(0.1)\n    stop\n  Spawn3:\n    E3_A B 1 bright\n    E3_A CDEFGH 1 bright A_Fadeout(0.1)\n    stop\n  Spawn4:\n    E4_A B 1 bright\n    E4_A CDEFGH 1 bright A_Fadeout(0.1)\n    stop\n  Spawn5:\n    E5_A B 1 bright\n    E5_A CDEFGH 1 bright A_Fadeout(0.1)\n    stop\n  }\n}\n\nactor MuzzleFlash2 : MuzzleFlash\n{\n  Scale 0.6\n}\n\nactor MuzzleFlash3 : MuzzleFlash\n{\n  Scale 0.64\n}\n\nactor MuzzleFlash4 : MuzzleFlash3\n{\n  alpha 0.7\n  states\n  {\n  Spawn:\n    E1_A B 0\n    E1_A B 0 bright A_Jump(256,\"Spawn1\",\"Spawn2\",\"Spawn3\",\"Spawn4\",\"Spawn5\")\n  Spawn1:\n\tE1_A B 2 bright\n\tE1_A CDEFGH 2 bright A_Fadeout(0.1)\n    stop\n  Spawn2:\n    E2_A B 2 bright\n    E2_A CDEFGH 2 bright A_Fadeout(0.1)\n    stop\n  Spawn3:\n    E3_A B 2 bright\n    E3_A CDEFGH 2 bright A_Fadeout(0.1)\n    stop\n  Spawn4:\n    E4_A B 2 bright\n    E4_A CDEFGH 2 bright A_Fadeout(0.1)\n    stop\n  Spawn5:\n    E5_A B 2 bright\n    E5_A CDEFGH 2 bright A_Fadeout(0.1)\n    stop\n  }\n}\n\nactor ImpactSpark\n{\n  RenderStyle Add\n  alpha 0.95\n  +NOCLIP\n  PROJECTILE\n  Speed 2\n  Damage 0\n  Scale 0.05\n  +FORCEXYBILLBOARD\n  +CLIENTSIDEONLY\n  +NOINTERACTION\n  -NOGRAVITY\n  Gravity 1.2\n  states\n  {\n  Spawn:\n    SPRK A 0\n    SPRK A 1 bright A_FadeOut(0.075)\n    loop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/effects/particles.txt",
        "contents": "//Plasma Particles\nActor DeathParticleSpawner\n{\n  +NoClip\n  +NoBlockMap\n  +NoGravity\n  +Missile\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 AAAAA 0 A_SpawnItemEx(\"DeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n    TNT1 AAAAA 0 A_SpawnItemEx(\"DeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n    TNT1 AAAAA 0 A_SpawnItemEx(\"DeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n    TNT1 AAAAA 0 A_SpawnItemEx(\"DeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n    TNT1 A 1\n    Stop\n  }\n}\n\nActor SuperParticleSpawner\n{\n  +NoClip\n  +NoBlockMap\n  +NoGravity\n  +Missile\n  +FORCEXYBILLBOARD\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"SuperParticle\", 0, 0, 0, (0.1)*Random(10, 35), 0, (0.1)*Random(-20, 20), Random(0, 360), 128)\n    TNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"SuperParticle\", 0, 0, 0, (0.1)*Random(10, 35), 0, (0.1)*Random(-20, 20), Random(0, 360), 128)\n    TNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"SuperParticle\", 0, 0, 0, (0.1)*Random(10, 35), 0, (0.1)*Random(-20, 20), Random(0, 360), 128)\n    TNT1 A 1\n    Stop\n  }\n}\n\nActor DeathParticle\n{\n  Height 0\n  Radius 0\n  Mass 0\n  +Missile\n  +NoBlockMap\n  -NoGravity\n  +LowGravity\n  +DontSplash\n  +DoomBounce\n  BounceFactor 0.5\n  RenderStyle Add\n  Scale 0.04\n  States\n  {\n  Spawn:\n  Death:\n    SPKR A 2 Bright A_FadeOut(0.02)\n    Loop\n  }\n}\n\nActor SuperParticle\n{\n  Height 0\n  Radius 0\n  Mass 0\n  +Missile\n  +NoBlockMap\n  +NOGRAVITY\n  +DontSplash\n  +FORCEXYBILLBOARD\n  RenderStyle Add\n  Scale 0.04\n  Speed 24\n  States\n  {\n  Spawn:\n  Death:\n    SPKR A 2 Bright A_FadeOut(0.02)\n    Loop\n  }\n}\n\nActor DeathParticleSpawnerBlue\n{\n  +NoClip\n  +NoBlockMap\n  +NoGravity\n  +Missile\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 AAAAA 0 A_SpawnItemEx(\"DeathParticleBlue\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n    TNT1 AAAAA 0 A_SpawnItemEx(\"DeathParticleBlue\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n    TNT1 AAAAA 0 A_SpawnItemEx(\"DeathParticleBlue\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n    TNT1 AAAAA 0 A_SpawnItemEx(\"DeathParticleBlue\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n    TNT1 A 1\n    Stop\n  }\n}\n\nActor SuperParticleSpawnerBlue\n{\n  +NoClip\n  +NoBlockMap\n  +NoGravity\n  +Missile\n  +FORCEXYBILLBOARD\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"SuperParticleBlue\", 0, 0, 0, (0.1)*Random(10, 35), 0, (0.1)*Random(-20, 20), Random(0, 360), 128)\n    TNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"SuperParticleBlue\", 0, 0, 0, (0.1)*Random(10, 35), 0, (0.1)*Random(-20, 20), Random(0, 360), 128)\n    TNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"SuperParticleBlue\", 0, 0, 0, (0.1)*Random(10, 35), 0, (0.1)*Random(-20, 20), Random(0, 360), 128)\n    TNT1 A 1\n    Stop\n  }\n}\n\nActor DeathParticleBlue\n{\n  Height 0\n  Radius 0\n  Mass 0\n  +Missile\n  +NoBlockMap\n  -NoGravity\n  +LowGravity\n  +DontSplash\n  +DoomBounce\n  BounceFactor 0.5\n  RenderStyle Add\n  Scale 0.04\n  States\n  {\n  Spawn:\n  Death:\n    SPKB A 2 Bright A_FadeOut(0.02)\n    Loop\n  }\n}\n\nActor SuperParticleBlue\n{\n  Height 0\n  Radius 0\n  Mass 0\n  +Missile\n  +NoBlockMap\n  +NOGRAVITY\n  +DontSplash\n  +FORCEXYBILLBOARD\n  RenderStyle Add\n  Scale 0.04\n  Speed 24\n  States\n  {\n  Spawn:\n  Death:\n    SPKB A 2 Bright A_FadeOut(0.02)\n    Loop\n  }\n}\n\nActor PlasmaParticle\n{\n  Height 0\n  Radius 0\n  Mass 0\n  +Missile\n  +NoBlockMap\n  -NoGravity\n  //+LowGravity\n  +DontSplash\n  +DoomBounce\n  +FORCEXYBILLBOARD\n  BounceFactor 0.2\n  Gravity 0.8\n  RenderStyle Add\n  Scale 0.035\n  //Speed 2\n  Speed 12\n  States\n  {\n  Spawn:\n  Death:\n    SPKR A 2 Bright A_FadeOut(0.04)\n    Loop\n  }\n}\n\nActor PlasmaParticleBlue\n{\n  Height 0\n  Radius 0\n  Mass 0\n  +Missile\n  +NoBlockMap\n  -NoGravity\n  //+LowGravity\n  +DontSplash\n  +DoomBounce\n  +FORCEXYBILLBOARD\n  BounceFactor 0.2\n  Gravity 0.8\n  RenderStyle Add\n  Scale 0.035\n  //Speed 2\n  Speed 12\n  States\n  {\n  Spawn:\n  Death:\n    SPKB A 2 Bright A_FadeOut(0.04)\n    Loop\n  }\n}\n\n//Explosion particle\nACTOR ExplosiveFireSpark\n{\n  height 1\n  radius 2\n  mass 0\n  speed 10\n  +CLIENTSIDEONLY\n  +MISSILE\n  +NOBLOCKMAP\n  +DOOMBOUNCE\n  +FORCEXYBILLBOARD\n  bouncefactor 0.3\n  renderstyle Add\n  scale 0.025\n  Gravity 0.7\n  states\n  {\n  Spawn:\n\tSPRK A 1 BRIGHT A_FadeOut(0.1)\n\tloop\n  }\n}\n\n//Effect particle\nactor SpawnInvulnerabilityFX {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 AA 0 A_SpawnItemEx (\"SpawnInvulnerabilityFX2\",\n\t\t\trandom (-16, 16), random (-16, 16), random (20, 30), 0, 0, random (2, 6))\n\t\tstop\n\t}\n}\n\nactor SpawnInvulnerabilityFX2 : SpawnInvulnerabilityFX {\n\tRenderStyle Add\n\tAlpha 0.1\n\tScale 0.2\n\tStates {\n\tSpawn:\n\t\tPTCL ABCABC 1 A_FadeIn (0.1)\n\t\tgoto Idle\n\tIdle:\n\t\tPTCL ABC 1 bright A_FadeOut (0.1)\n\t\tloop\n\t}\n}\n\n// =============================================================================\nactor TimeGunBoostFX : SpawnInvulnerabilityFX {\n\tStates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 AA 0 A_SpawnItemEx (\"TimeGunBoostFX2\",\n\t\t\trandom (-16, 16), random (-16, 16), random (20, 30), 0, 0, random (2, 6))\n\t\tstop\n\t}\n}\n\nactor TimeGunBoostFX2 : SpawnInvulnerabilityFX2 {\n\tTranslation \"1:31=146:159\"\n}\n\n// =============================================================================\nactor TimeGunSlowFX : SpawnInvulnerabilityFX {\n\tStates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 AA 0 A_SpawnItemEx (\"TimeGunSlowFX2\",\n\t\t\trandom (-16, 16), random (-16, 16), random (20, 30), 0, 0, random (2, 6))\n\t\tstop\n\t}\n}\n\nactor TimeGunSlowFX2 : SpawnInvulnerabilityFX2 {\n\tTranslation \"1:31=203:213\"\n}"
      },
      {
        "source": "pk3",
        "name": "actors/effects/gore.txt",
        "contents": "// Various gore actors\nactor HHBlood : Blood Replaces Blood {\n\tMass 5\n\t+NOBLOCKMAP\n\t+NOTELEPORT\n\t+CLIENTSIDEONLY\n\t+FORCEXYBILLBOARD\n\tStates {\n\tSpawn:\n\t\tBLUD C 0\n\t\tBLUD C 8 A_SpawnItemEx(\"ActorHit\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n\t\tBLUD BA 8\n\t\tStop\n\tSpray:\n\t\tSPRY ABCDEF 3\n\t\tSPRY G 2\n\t\tStop\n\t}\n}\n\nactor HHBlood2 : Blood  {\n\tMass 5\n\t+NOBLOCKMAP\n\t+NOTELEPORT\n\t+CLIENTSIDEONLY\n\t+FORCEXYBILLBOARD\n\tStates {\n\tSpawn:\n\t\tBLUD CCCC 0 A_SpawnItemEx(\"HHBlood3\",random(-5,5),random(-5,5),random(-8,8),random(-1,1),random(-1,1),random(-1,1),0,128,50)\n\t\tBLUD C 8\n\t\tBLUD BA 8\n\t\tStop\n\tSpray:\n\t\tSPRY ABCDEF 3\n\t\tSPRY G 2\n\t\tStop\n\t}\n}\n\nactor HHBlood3 : Blood  {\n\tMass 5\n\t+NOBLOCKMAP\n\t+NOTELEPORT\n\t+CLIENTSIDEONLY\n\t+FORCEXYBILLBOARD\n\tscale 0.75\n\tStates {\n\tSpawn:\n\t\tBLUD C 8\n\t\tBLUD BA 8\n\t\tStop\n\tSpray:\n\t\tSPRY ABCDEF 3\n\t\tSPRY G 2\n\t\tStop\n\t}\n}\n\nactor ActorHit {\n\tradius 1\n\theight 1\n\t+noclip\n\tStates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_PlaySound(\"bullet/flesh\")\n\t\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/effects/misceffects.txt",
        "contents": "// Dynamic light flash\nactor Flash {\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tstates {\n\tSpawn:\n\t\tTNT1 A 5 BRIGHT\n\t\tStop\n\t}\n}\n\nactor PermanentFlameDecay 21499 {\n\t//$Category Effects\n\ttag \"Permanent fire (safe)\"\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound (\"fire/fire\", 6, 1.0, 1)\n\t\tTNT1 A 4 A_SpawnItemEx (\"BurnDeathShot\", random(-12,12)*2, random(-12,12)*2, random(0,8)*2, 0, 0, random(1,3))\n\t\twait\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/effects/boiling.txt",
        "contents": "// The Boiling[color name] actors and the Boiling[Color Name]dropper actors are done by hnsolo77\n// The Spawners are modified from the EmperSpawner made by Tormentor667.\n// The Sprites are actually taken from Super Mario Bros. 3, specifically they were lava tiles and not sprites...\n// yeah that did not stop me from finding parts i liked and modifing them somewhat to 'heavily', in quotes due\n// to the fact that all the sprites are small so the 'heavy' is in fact, rather simplistic. like very.\n// the sounds are from ZPack, AMB04 and 06 respectively since i cant remember who the credit goes too ATM...\n\n// [Dusk] ... My god, this is messy!\n\nactor BoilingOrangeSpawner 10770 // Lava Boiling without the bright sprites, for normal Non GLdefs Glowing flats.\n{\n\t//$Category Effects\n\ttag \"Bubble spawner (orange)\"\n+NoBlockMap +NOBLOCKMAP +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\nstates\n{\nSpawn:\nActive:\nTNT1 A 0\nTNT1 A 0 A_Jumpif(args[4], \"NonTransparent\")\nTNT1 A 0 A_Jumpif(args[3], \"NoSound\")\nTNT1 A 0 A_PlaySoundEx(\"SND_LAVA\", \"SoundSlot7\", 1)\nTNT1 A 0 A_JumpIf(Args[1], \"Circle\")\nTNT1 A 2 A_SpawnItemEx (\"TransparentBoilingOrangeDropper\", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2])\nLoop\nCircle:\nTNT1 A 0\nTNT1 A 2 A_SpawnItemEx (\"TransparentBoilingOrangeDropper\", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2])\nLoop\nNoSound:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(Args[1], \"NoSoundCircle\")\nTNT1 A 2 A_SpawnItemEx (\"TransparentBoilingOrangeDropper\", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2])\nLoop\nNoSoundCircle:\nTNT1 A 0\nTNT1 A 2 A_SpawnItemEx (\"TransparentBoilingOrangeDropper\", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2])\nLoop\nNonTransparent:\nTNT1 A 0\nTNT1 A 0 A_Jumpif(args[3], \"NonTransparentNoSound\")\nTNT1 A 0 A_PlaySoundEx(\"SND_LAVA\", \"SoundSlot7\", 1)\nTNT1 A 0 A_JumpIf(Args[1], \"NonTransparentCircle\")\nTNT1 A 2 A_SpawnItemEx (\"BoilingOrangeDropper\", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2])\nLoop\nNonTransparentCircle:\nTNT1 A 0\nTNT1 A 2 A_SpawnItemEx (\"BoilingOrangeDropper\", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2])\nLoop\nNonTransparentNoSound:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(Args[1], \"NonTransparentNoSoundCircle\")\nTNT1 A 2 A_SpawnItemEx (\"BoilingOrangeDropper\", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2])\nLoop\nNonTransparentNoSoundCircle:\nTNT1 A 0\nTNT1 A 2 A_SpawnItemEx (\"BoilingOrangeDropper\", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2])\nLoop\nInactive:\nTNT1 A 1\nLoop\n}\n}\nactor BoilingOrangeDropper\n{\n+NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NoBlockMap +NOCLIP\nstates\n{\nSpawn:\nTNT1 A 0 A_Jump(256,\"Drop1\", \"Drop2\", \"Drop3\", \"Drop4\", \"Drop5\", \"Drop6\", \"Drop7\", \"Drop8\", \"Drop9\")\nDrop1:\nTNT1 A 0 A_SpawnItemEx(\"BoilingOrange1\")\nGoto onlikedonkeykong\nDrop2:\nTNT1 A 0 A_SpawnItemEx(\"BoilingOrange2\")\nGoto onlikedonkeykong\nDrop3:\nTNT1 A 0 A_SpawnItemEx(\"BoilingOrange3\")\nGoto onlikedonkeykong\nDrop4:\nTNT1 A 0 A_SpawnItemEx(\"BoilingOrange4\")\nGoto onlikedonkeykong\nDrop5:\nTNT1 A 0 A_SpawnItemEx(\"BoilingOrange5\")\nGoto onlikedonkeykong\nDrop6:\nTNT1 A 0 A_SpawnItemEx(\"BoilingOrange6\")\nGoto onlikedonkeykong\nDrop7:\nTNT1 A 0 A_SpawnItemEx(\"BoilingOrange7\")\nGoto onlikedonkeykong\nDrop8:\nTNT1 A 0 A_SpawnItemEx(\"BoilingOrange8\")\nGoto onlikedonkeykong\nDrop9:\nTNT1 A 0 A_SpawnItemEx(\"BoilingOrange9\")\nGoto onlikedonkeykong\nonlikedonkeykong:\nTNT1 A 1 A_FadeOut(1)\nstop\n}\n}\nactor BoilingOrange1\n{\n+NoBlockmap +NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NOCLIP\nstates\n{\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(Waterlevel == 0, \"Bubble\")\n    TNT1 A 0 A_JumpIf(Waterlevel > 0, \"LiftState\")\n    Loop\n  LiftState:\n    TNT1 A 1 ThrustThingZ(0, 4, 0, 0)\n    Goto Spawn\nBubble:\nBOIL A 4\nBOIL B 4\nBOIL C 4\nBOIL D 4\nBOIL E 4\nBOIL F 4\nTNT1 A 1 A_FadeOut(1)\nstop\n}\n}\nactor BoilingOrange2 : BoilingOrange1\n{\nScale 0.9\n}\nactor BoilingOrange3 : BoilingOrange1\n{\nScale 0.8\n}\nactor BoilingOrange4 : BoilingOrange1\n{\nScale 0.7\n}\nactor BoilingOrange5 : BoilingOrange1\n{\nScale 0.6\n}\nactor BoilingOrange6 : BoilingOrange1\n{\nScale 1.1\n}\nactor BoilingOrange7 : BoilingOrange1\n{\nScale 1.2\n}\nactor BoilingOrange8 : BoilingOrange1\n{\nScale 1.3\n}\nactor BoilingOrange9 : BoilingOrange1\n{\nScale 1.4\n}\nactor TransparentBoilingOrangeDropper\n{\n+NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NoBlockMap +NOCLIP\nstates\n{\nSpawn:\nTNT1 A 0 A_Jump(256,\"Drop1\", \"Drop2\", \"Drop3\", \"Drop4\", \"Drop5\", \"Drop6\", \"Drop7\", \"Drop8\", \"Drop9\")\nDrop1:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingOrange1\")\nGoto FUCKFUCKITYFUCKFUCKFUCK\nDrop2:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingOrange2\")\nGoto FUCKFUCKITYFUCKFUCKFUCK\nDrop3:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingOrange3\")\nGoto FUCKFUCKITYFUCKFUCKFUCK\nDrop4:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingOrange4\")\nGoto FUCKFUCKITYFUCKFUCKFUCK\nDrop5:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingOrange5\")\nGoto FUCKFUCKITYFUCKFUCKFUCK\nDrop6:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingOrange6\")\nGoto FUCKFUCKITYFUCKFUCKFUCK\nDrop7:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingOrange7\")\nGoto FUCKFUCKITYFUCKFUCKFUCK\nDrop8:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingOrange8\")\nGoto FUCKFUCKITYFUCKFUCKFUCK\nDrop9:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingOrange9\")\nGoto FUCKFUCKITYFUCKFUCKFUCK\nFUCKFUCKITYFUCKFUCKFUCK:\nTNT1 A 1 A_FadeOut(1)\nstop\n}\n}\nactor TransparentBoilingOrange1\n{\nRenderstyle Translucent\nalpha .5\n+NoBlockmap +NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NOCLIP\nstates\n{\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(Waterlevel == 0, \"Bubble\")\n    TNT1 A 0 A_JumpIf(Waterlevel > 0, \"LiftState\")\n    Loop\n  LiftState:\n    TNT1 A 1 ThrustThingZ(0, 4, 0, 0)\n    Goto Spawn\nBubble:\nBOIL A 4\nBOIL B 4\nBOIL C 4\nBOIL D 4\nBOIL E 4\nBOIL F 4\nTNT1 A 1 A_FadeOut(1)\nstop\n}\n}\nactor TransparentBoilingOrange2 : TransparentBoilingOrange1\n{\nScale 0.9\n}\nactor TransparentBoilingOrange3 : TransparentBoilingOrange1\n{\nScale 0.8\n}\nactor TransparentBoilingOrange4 : TransparentBoilingOrange1\n{\nScale 0.7\n}\nactor TransparentBoilingOrange5 : TransparentBoilingOrange1\n{\nScale 0.6\n}\nactor TransparentBoilingOrange6 : TransparentBoilingOrange1\n{\nScale 1.1\n}\nactor TransparentBoilingOrange7 : TransparentBoilingOrange1\n{\nScale 1.2\n}\nactor TransparentBoilingOrange8 : TransparentBoilingOrange1\n{\nScale 1.3\n}\nactor TransparentBoilingOrange9 : TransparentBoilingOrange1\n{\nScale 1.4\n}\nactor BoilingBlueSpawner 10771\n{\n\t//$Category Effects\n\ttag \"Bubble spawner (blue)\"\n+NoBlockMap +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY +NOGRAVITY\nstates\n{\nSpawn:\nActive:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(args[4], \"NonTransparent\")\nTNT1 A 0 A_Jumpif(args[3], \"NoSound\")\nTNT1 A 0 A_PlaySoundEx(\"SND_BOIL\", \"SoundSlot7\", 1)\nTNT1 A 0 A_JumpIf(Args[1], \"Circle\")\nTNT1 A 2 A_SpawnItemEx (\"TransparentBoilingBlueDropper\", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2])\nLoop\nCircle:\nTNT1 A 0\nTNT1 A 2 A_SpawnItemEx (\"TransparentBoilingBlueDropper\", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2])\nLoop\nNoSound:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(Args[1], \"NoSoundCircle\")\nTNT1 A 2 A_SpawnItemEx (\"TransparentBoilingBlueDropper\", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2])\nLoop\nNoSoundCircle:\nTNT1 A 0\nTNT1 A 2 A_SpawnItemEx (\"TransparentBoilingBlueDropper\", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2])\nLoop\nNonTransparent:\nTNT1 A 0\nTNT1 A 0 A_Jumpif(args[3], \"NonTransparentNoSound\")\nTNT1 A 0 A_PlaySoundEx(\"SND_BOIL\", \"SoundSlot7\", 1)\nTNT1 A 0 A_JumpIf(Args[1], \"NonTransparentCircle\")\nTNT1 A 2 A_SpawnItemEx (\"BoilingBlueDropper\", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2])\nLoop\nNonTransparentCircle:\nTNT1 A 0\nTNT1 A 2 A_SpawnItemEx (\"BoilingBlueDropper\", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2])\nLoop\nNonTransparentNoSound:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(Args[1], \"NonTransparentNoSoundCircle\")\nTNT1 A 2 A_SpawnItemEx (\"BoilingBlueDropper\", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2])\nLoop\nNonTransparentNoSoundCircle:\nTNT1 A 0\nTNT1 A 2 A_SpawnItemEx (\"BoilingBlueDropper\", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2])\nLoop\nInactive:\nTNT1 A 1\nLoop\n}\n}\nactor BoilingBlueDropper\n{\n+NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NoBlockMap +NOCLIP\nstates\n{\nSpawn:\nTNT1 A 0 A_Jump(256,\"Drop1\", \"Drop2\", \"Drop3\", \"Drop4\", \"Drop5\", \"Drop6\", \"Drop7\", \"Drop8\", \"Drop9\")\nDrop1:\nTNT1 A 0 A_SpawnItemEx(\"BoilingBlue1\")\nGoto SuperNintendo\nDrop2:\nTNT1 A 0 A_SpawnItemEx(\"BoilingBlue2\")\nGoto SuperNintendo\nDrop3:\nTNT1 A 0 A_SpawnItemEx(\"BoilingBlue3\")\nGoto SuperNintendo\nDrop4:\nTNT1 A 0 A_SpawnItemEx(\"BoilingBlue4\")\nGoto SuperNintendo\nDrop5:\nTNT1 A 0 A_SpawnItemEx(\"BoilingBlue5\")\nGoto SuperNintendo\nDrop6:\nTNT1 A 0 A_SpawnItemEx(\"BoilingBlue6\")\nGoto SuperNintendo\nDrop7:\nTNT1 A 0 A_SpawnItemEx(\"BoilingBlue7\")\nGoto SuperNintendo\nDrop8:\nTNT1 A 0 A_SpawnItemEx(\"BoilingBlue8\")\nGoto SuperNintendo\nDrop9:\nTNT1 A 0 A_SpawnItemEx(\"BoilingBlue9\")\nGoto SuperNintendo\nSuperNintendo:\nTNT1 A 1 A_FadeOut(1)\n}\n}\nActor BoilingBlue1\n{\n+NoBlockmap +NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NOCLIP\nstates\n{\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(Waterlevel == 0, \"Bubble\")\n    TNT1 A 0 A_JumpIf(Waterlevel > 0, \"LiftState\")\n    Loop\n  LiftState:\n    TNT1 A 1 ThrustThingZ(0, 4, 0, 0)\n    Goto Spawn\nBubble:\nBOI2 a 2\nBOI2 b 2\nBOI2 c 2\nBOI2 d 2\nBOI2 e 2\nBOI2 f 2\nTNT1 A 1 A_FadeOut(1)\nstop\n}\n}\nactor BoilingBlue2 : BoilingBlue1\n{\nScale 0.9\n}\nactor BoilingBlue3 : BoilingBlue1\n{\nScale 0.8\n}\nactor BoilingBlue4 : BoilingBlue1\n{\nScale 0.7\n}\nactor BoilingBlue5 : BoilingBlue1\n{\nScale 0.6\n}\nactor BoilingBlue6 : BoilingBlue1\n{\nScale 1.1\n}\nactor BoilingBlue7 : BoilingBlue1\n{\nScale 1.2\n}\nactor BoilingBlue8 : BoilingBlue1\n{\nScale 1.3\n}\nactor BoilingBlue9 : BoilingBlue1\n{\nScale 1.4\n}\nactor TransparentBoilingBlueDropper\n{\n+NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NoBlockMap +NOCLIP\nstates\n{\nSpawn:\nTNT1 A 0 A_Jump(256,\"Drop1\", \"Drop2\", \"Drop3\", \"Drop4\", \"Drop5\", \"Drop6\", \"Drop7\", \"Drop8\", \"Drop9\")\nDrop1:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingBlue1\")\nGoto SegaSucksAss\nDrop2:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingBlue2\")\nGoto SegaSucksAss\nDrop3:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingBlue3\")\nGoto SegaSucksAss\nDrop4:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingBlue4\")\nGoto SegaSucksAss\nDrop5:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingBlue5\")\nGoto SegaSucksAss\nDrop6:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingBlue6\")\nGoto SegaSucksAss\nDrop7:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingBlue7\")\nGoto SegaSucksAss\nDrop8:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingBlue8\")\nGoto SegaSucksAss\nDrop9:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingBlue9\")\nGoto SegaSucksAss\nSegaSucksAss:\nTNT1 A 1 A_FadeOut(1)\nstop\n}\n}\nActor TransparentBoilingBlue1\n{\n+NoBlockmap +NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NOCLIP\nRenderstyle Translucent\nalpha .5\nstates\n{\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(Waterlevel == 0, \"Bubble\")\n    TNT1 A 0 A_JumpIf(Waterlevel > 0, \"LiftState\")\n    Loop\n  LiftState:\n    TNT1 A 1 ThrustThingZ(0, 4, 0, 0)\n    Goto Spawn\nBubble:\nBOI2 a 2\nBOI2 b 2\nBOI2 c 2\nBOI2 d 2\nBOI2 e 2\nBOI2 f 2\nTNT1 A 1 A_FadeOut(1)\nstop\n}\n}\nactor TransparentBoilingBlue2 : TransparentBoilingBlue1\n{\nScale 0.9\n}\nactor TransparentBoilingBlue3 : TransparentBoilingBlue1\n{\nScale 0.8\n}\nactor TransparentBoilingBlue4 : TransparentBoilingBlue1\n{\nScale 0.7\n}\nactor TransparentBoilingBlue5 : TransparentBoilingBlue1\n{\nScale 0.6\n}\nactor TransparentBoilingBlue6 : TransparentBoilingBlue1\n{\nScale 1.1\n}\nactor TransparentBoilingBlue7 : TransparentBoilingBlue1\n{\nScale 1.2\n}\nactor TransparentBoilingBlue8 : TransparentBoilingBlue1\n{\nScale 1.3\n}\nactor TransparentBoilingBlue9 : TransparentBoilingBlue1\n{\nScale 1.4\n}\n\nactor BoilingGreySpawner 10772\n{\n\t//$Category Effects\n\ttag \"Bubble spawner (grey)\"\n+NoBlockMap +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY +NOGRAVITY\nstates\n{\nSpawn:\nActive:\nTNT1 A 0\nTNT1 A 0 A_Jumpif(args[4], \"NonTransparent\")\nTNT1 A 0 A_Jumpif(args[3], \"NoSound\")\nTNT1 A 0 A_PlaySoundEx(\"SND_BOIL\", \"SoundSlot7\", 1)\nTNT1 A 0 A_JumpIf(Args[1], \"Circle\")\nTNT1 A 2 A_SpawnItemEx (\"TransparentBoilingGreyDropper\", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2])\nLoop\nCircle:\nTNT1 A 0\nTNT1 A 2 A_SpawnItemEx (\"TransparentBoilingGreyDropper\", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2])\nLoop\nNoSound:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(Args[1], \"NoSoundCircle\")\nTNT1 A 2 A_SpawnItemEx (\"TransparentBoilingGreyDropper\", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2])\nLoop\nNoSoundCircle:\nTNT1 A 0\nTNT1 A 2 A_SpawnItemEx (\"TransparentBoilingGreyDropper\", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2])\nLoop\nNonTransparent:\nTNT1 A 0\nTNT1 A 0 A_Jumpif(args[3], \"NonTransparentNoSound\")\nTNT1 A 0 A_PlaySoundEx(\"SND_BOIL\", \"SoundSlot7\", 1)\nTNT1 A 0 A_JumpIf(Args[1], \"NonTransparentCircle\")\nTNT1 A 2 A_SpawnItemEx (\"BoilingGreyDropper\", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2])\nLoop\nNonTransparentCircle:\nTNT1 A 0\nTNT1 A 2 A_SpawnItemEx (\"BoilingGreyDropper\", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2])\nLoop\nNonTransparentNoSound:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(Args[1], \"NonTransparentNoSoundCircle\")\nTNT1 A 2 A_SpawnItemEx (\"BoilingGreyDropper\", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2])\nLoop\nNonTransparentNoSoundCircle:\nTNT1 A 0\nTNT1 A 2 A_SpawnItemEx (\"BoilingGreyDropper\", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2])\nLoop\nInactive:\nTNT1 A 1\nLoop\n}\n}\nactor BoilingGreyDropper\n{\n+NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NoBlockMap +NOCLIP\nstates\n{\nSpawn:\nTNT1 A 0 A_Jump(256,\"Drop1\", \"Drop2\", \"Drop3\", \"Drop4\", \"Drop5\", \"Drop6\", \"Drop7\", \"Drop8\", \"Drop9\")\nDrop1:\nTNT1 A 0 A_SpawnItemEx(\"BoilingGrey1\")\nGoto OMGTheyKilledKennyYouBastards\nDrop2:\nTNT1 A 0 A_SpawnItemEx(\"BoilingGrey2\")\nGoto OMGTheyKilledKennyYouBastards\nDrop3:\nTNT1 A 0 A_SpawnItemEx(\"BoilingGrey3\")\nGoto OMGTheyKilledKennyYouBastards\nDrop4:\nTNT1 A 0 A_SpawnItemEx(\"BoilingGrey4\")\nGoto OMGTheyKilledKennyYouBastards\nDrop5:\nTNT1 A 0 A_SpawnItemEx(\"BoilingGrey5\")\nGoto OMGTheyKilledKennyYouBastards\nDrop6:\nTNT1 A 0 A_SpawnItemEx(\"BoilingGrey6\")\nGoto OMGTheyKilledKennyYouBastards\nDrop7:\nTNT1 A 0 A_SpawnItemEx(\"BoilingGrey7\")\nGoto OMGTheyKilledKennyYouBastards\nDrop8:\nTNT1 A 0 A_SpawnItemEx(\"BoilingGrey8\")\nGoto OMGTheyKilledKennyYouBastards\nDrop9:\nTNT1 A 0 A_SpawnItemEx(\"BoilingGrey9\")\nGoto OMGTheyKilledKennyYouBastards\nOMGTheyKilledKennyYouBastards:\nTNT1 A 1 A_FadeOut(1)\nstop\n}\n}\nactor BoilingGrey1\n{\n+NoBlockmap +NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NOCLIP\nstates\n{\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(Waterlevel == 0, \"Bubble\")\n    TNT1 A 0 A_JumpIf(Waterlevel > 0, \"LiftState\")\n    Loop\n  LiftState:\n    TNT1 A 1 ThrustThingZ(0, 4, 0, 0)\n    Goto Spawn\nBubble:\nBOI3 A 2\nBOI3 B 2\nBOI3 C 2\nBOI3 D 2\nBOI3 E 2\nBOI3 F 2\nTNT1 A 1 A_FadeOut(1)\nstop\n}\n}\nactor BoilingGrey2 : BoilingGrey1\n{\nScale 0.9\n}\nactor BoilingGrey3 : BoilingGrey1\n{\nScale 0.8\n}\nactor BoilingGrey4 : BoilingGrey1\n{\nScale 0.7\n}\nactor BoilingGrey5 : BoilingGrey1\n{\nScale 0.6\n}\nactor BoilingGrey6 : BoilingGrey1\n{\nScale 1.1\n}\nactor BoilingGrey7 : BoilingGrey1\n{\nScale 1.2\n}\nactor BoilingGrey8 : BoilingGrey1\n{\nScale 1.3\n}\nactor BoilingGrey9 : BoilingGrey1\n{\nScale 1.4\n}\nactor TransparentBoilingGreyDropper\n{\n+NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NoBlockMap +NOCLIP\nstates\n{\nSpawn:\nTNT1 A 0 A_Jump(256,\"Drop1\", \"Drop2\", \"Drop3\", \"Drop4\", \"Drop5\", \"Drop6\", \"Drop7\", \"Drop8\", \"Drop9\")\nDrop1:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingGrey1\")\nGoto IAMONECANSHORTOFASIXPACKWAHAHAHAHAHA\nDrop2:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingGrey2\")\nGoto IAMONECANSHORTOFASIXPACKWAHAHAHAHAHA\nDrop3:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingGrey3\")\nGoto IAMONECANSHORTOFASIXPACKWAHAHAHAHAHA\nDrop4:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingGrey4\")\nGoto IAMONECANSHORTOFASIXPACKWAHAHAHAHAHA\nDrop5:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingGrey5\")\nGoto IAMONECANSHORTOFASIXPACKWAHAHAHAHAHA\nDrop6:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingGrey6\")\nGoto IAMONECANSHORTOFASIXPACKWAHAHAHAHAHA\nDrop7:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingGrey7\")\nGoto IAMONECANSHORTOFASIXPACKWAHAHAHAHAHA\nDrop8:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingGrey8\")\nGoto IAMONECANSHORTOFASIXPACKWAHAHAHAHAHA\nDrop9:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingGrey9\")\nGoto IAMONECANSHORTOFASIXPACKWAHAHAHAHAHA\nIAMONECANSHORTOFASIXPACKWAHAHAHAHAHA:\nTNT1 A 1 A_FadeOut(1)\nstop\n}\n}\nactor TransparentBoilingGrey1\n{\n+NoBlockmap +NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NOCLIP\nRenderstyle Translucent\nalpha .5\nstates\n{\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(Waterlevel == 0, \"Bubble\")\n    TNT1 A 0 A_JumpIf(Waterlevel > 0, \"LiftState\")\n    Loop\n  LiftState:\n    TNT1 A 1 ThrustThingZ(0, 4, 0, 0)\n    Goto Spawn\nBubble:\nBOI3 A 2\nBOI3 B 2\nBOI3 C 2\nBOI3 D 2\nBOI3 E 2\nBOI3 F 2\nTNT1 A 1 A_FadeOut(1)\nstop\n}\n}\nactor TransparentBoilingGrey2 : TransparentBoilingGrey1\n{\nScale 0.9\n}\nactor TransparentBoilingGrey3 : TransparentBoilingGrey1\n{\nScale 0.8\n}\nactor TransparentBoilingGrey4 : TransparentBoilingGrey1\n{\nScale 0.7\n}\nactor TransparentBoilingGrey5 : TransparentBoilingGrey1\n{\nScale 0.6\n}\nactor TransparentBoilingGrey6 : TransparentBoilingGrey1\n{\nScale 1.1\n}\nactor TransparentBoilingGrey7 : TransparentBoilingGrey1\n{\nScale 1.2\n}\nactor TransparentBoilingGrey8 : TransparentBoilingGrey1\n{\nScale 1.3\n}\nactor TransparentBoilingGrey9 : TransparentBoilingGrey1\n{\nScale 1.4\n}\n\nactor BoilingBrownSpawner 10773\n{\n\t//$Category Effects\n\ttag \"Bubble spawner (brown)\"\n+NoBlockMap +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY +NOGRAVITY\nstates\n{\nSpawn:\nActive:\nTNT1 A 0\nTNT1 A 0 A_Jumpif(args[4], \"NonTransparent\")\nTNT1 A 0 A_Jumpif(args[3], \"NoSound\")\nTNT1 A 0 A_PlaySoundEx(\"SND_BOIL\", \"SoundSlot7\", 1)\nTNT1 A 0 A_JumpIf(Args[1], \"Circle\")\nTNT1 A 2 A_SpawnItemEx (\"TransparentBoilingBrownDropper\", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2])\nLoop\nCircle:\nTNT1 A 0\nTNT1 A 2 A_SpawnItemEx (\"TransparentBoilingBrownDropper\", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2])\nLoop\nNoSound:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(Args[1], \"NoSoundCircle\")\nTNT1 A 2 A_SpawnItemEx (\"TransparentBoilingBrownDropper\", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2])\nLoop\nNoSoundCircle:\nTNT1 A 0\nTNT1 A 2 A_SpawnItemEx (\"TransparentBoilingBrownDropper\", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2])\nLoop\nNonTransparent:\nTNT1 A 0\nTNT1 A 0 A_Jumpif(args[3], \"NonTransparentNoSound\")\nTNT1 A 0 A_PlaySoundEx(\"SND_BOIL\", \"SoundSlot7\", 1)\nTNT1 A 0 A_JumpIf(Args[1], \"NonTransparentCircle\")\nTNT1 A 2 A_SpawnItemEx (\"BoilingBrownDropper\", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2])\nLoop\nNonTransparentCircle:\nTNT1 A 0\nTNT1 A 2 A_SpawnItemEx (\"BoilingBrownDropper\", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2])\nLoop\nNonTransparentNoSound:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(Args[1], \"NonTransparentNoSoundCircle\")\nTNT1 A 2 A_SpawnItemEx (\"BoilingBrownDropper\", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2])\nLoop\nNonTransparentNoSoundCircle:\nTNT1 A 0\nTNT1 A 2 A_SpawnItemEx (\"BoilingBrownDropper\", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2])\nLoop\nInactive:\nTNT1 A 1\nLoop\n}\n}\nactor BoilingBrownDropper\n{\n+NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NoBlockMap +NOCLIP\nstates\n{\nSpawn:\nTNT1 A 0 A_Jump(256,\"Drop1\", \"Drop2\", \"Drop3\", \"Drop4\", \"Drop5\", \"Drop6\", \"Drop7\", \"Drop8\", \"Drop9\")\nDrop1:\nTNT1 A 0 A_SpawnItemEx(\"BoilingBrown1\")\nGoto VanHalenRules\nDrop2:\nTNT1 A 0 A_SpawnItemEx(\"BoilingBrown2\")\nGoto VanHalenRules\nDrop3:\nTNT1 A 0 A_SpawnItemEx(\"BoilingBrown3\")\nGoto VanHalenRules\nDrop4:\nTNT1 A 0 A_SpawnItemEx(\"BoilingBrown4\")\nGoto VanHalenRules\nDrop5:\nTNT1 A 0 A_SpawnItemEx(\"BoilingBrown5\")\nGoto VanHalenRules\nDrop6:\nTNT1 A 0 A_SpawnItemEx(\"BoilingBrown6\")\nGoto VanHalenRules\nDrop7:\nTNT1 A 0 A_SpawnItemEx(\"BoilingBrown7\")\nGoto VanHalenRules\nDrop8:\nTNT1 A 0 A_SpawnItemEx(\"BoilingBrown8\")\nGoto VanHalenRules\nDrop9:\nTNT1 A 0 A_SpawnItemEx(\"BoilingBrown9\")\nGoto VanHalenRules\nVanHalenRules:\nTNT1 A 1 A_FadeOut(1)\nstop\n}\n}\nActor BoilingBrown1\n{\n+NoBlockmap +NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NOCLIP\nstates\n{\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(Waterlevel == 0, \"Bubble\")\n    TNT1 A 0 A_JumpIf(Waterlevel > 0, \"LiftState\")\n    Loop\n  LiftState:\n    TNT1 A 1 ThrustThingZ(0, 4, 0, 0)\n    Goto Spawn\nBubble:\nBOI4 a 2\nBOI4 b 2\nBOI4 c 2\nBOI4 d 2\nBOI4 e 2\nBOI4 f 2\nTNT1 A 1 A_FadeOut(1)\nstop\n}\n}\nactor BoilingBrown2 : BoilingBrown1\n{\nScale 0.9\n}\nactor BoilingBrown3 : BoilingBrown1\n{\nScale 0.8\n}\nactor BoilingBrown4 : BoilingBrown1\n{\nScale 0.7\n}\nactor BoilingBrown5 : BoilingBrown1\n{\nScale 0.6\n}\nactor BoilingBrown6 : BoilingBrown1\n{\nScale 1.1\n}\nactor BoilingBrown7 : BoilingBrown1\n{\nScale 1.2\n}\nactor BoilingBrown8 : BoilingBrown1\n{\nScale 1.3\n}\nactor BoilingBrown9 : BoilingBrown1\n{\nScale 1.4\n}\nactor TransparentBoilingBrownDropper\n{\n+NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NoBlockMap +NOCLIP\nstates\n{\nSpawn:\nTNT1 A 0 A_Jump(256,\"Drop1\", \"Drop2\", \"Drop3\", \"Drop4\", \"Drop5\", \"Drop6\", \"Drop7\", \"Drop8\", \"Drop9\")\nDrop1:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingBrown1\")\nGoto TheOzzManRules\nDrop2:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingBrown2\")\nGoto TheOzzManRules\nDrop3:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingBrown3\")\nGoto TheOzzManRules\nDrop4:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingBrown4\")\nGoto TheOzzManRules\nDrop5:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingBrown5\")\nGoto TheOzzManRules\nDrop6:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingBrown6\")\nGoto TheOzzManRules\nDrop7:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingBrown7\")\nGoto TheOzzManRules\nDrop8:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingBrown8\")\nGoto TheOzzManRules\nDrop9:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingBrown9\")\nGoto TheOzzManRules\nTheOzzManRules:\nTNT1 A 1 A_FadeOut(1)\nStop\n}\n}\nActor TransparentBoilingBrown1\n{\n+NoBlockmap +NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NOCLIP\nRenderstyle Translucent\nalpha .5\nstates\n{\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(Waterlevel == 0, \"Bubble\")\n    TNT1 A 0 A_JumpIf(Waterlevel > 0, \"LiftState\")\n    Loop\n  LiftState:\n    TNT1 A 1 ThrustThingZ(0, 4, 0, 0)\n    Goto Spawn\nBubble:\nBOI4 a 2\nBOI4 b 2\nBOI4 c 2\nBOI4 d 2\nBOI4 e 2\nBOI4 f 2\nTNT1 A 1 A_FadeOut(1)\nstop\n}\n}\nactor TransparentBoilingBrown2 : TransparentBoilingBrown1\n{\nScale 0.9\n}\nactor TransparentBoilingBrown3 : TransparentBoilingBrown1\n{\nScale 0.8\n}\nactor TransparentBoilingBrown4 : TransparentBoilingBrown1\n{\nScale 0.7\n}\nactor TransparentBoilingBrown5 : TransparentBoilingBrown1\n{\nScale 0.6\n}\nactor TransparentBoilingBrown6 : TransparentBoilingBrown1\n{\nScale 1.1\n}\nactor TransparentBoilingBrown7 : TransparentBoilingBrown1\n{\nScale 1.2\n}\nactor TransparentBoilingBrown8 : TransparentBoilingBrown1\n{\nScale 1.3\n}\nactor TransparentBoilingBrown9 : TransparentBoilingBrown1\n{\nScale 1.4\n}\n\nactor BoilingBlackSpawner 10774\n{\n\t//$Category Effects\n\ttag \"Bubble spawner (black)\"\n+NoBlockMap +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY +NOGRAVITY\nstates\n{\nSpawn:\nActive:\nTNT1 A 0\nTMTT A 0 A_Jumpif(args[4], \"NonTransparent\")\nTNT1 A 0 A_Jumpif(args[3], \"NoSound\")\nTNT1 A 0 A_PlaySoundEx(\"SND_BOIL\", \"SoundSlot7\", 1)\nTNT1 A 0 A_JumpIf(Args[1], \"Circle\")\nTNT1 A 2 A_SpawnItemEx (\"TransparentBoilingBlackDropper\", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2])\nLoop\nCircle:\nTNT1 A 0\nTNT1 A 2 A_SpawnItemEx (\"TransparentBoilingBlackDropper\", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2])\nLoop\nNoSound:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(Args[1], \"NoSoundCircle\")\nTNT1 A 2 A_SpawnItemEx (\"TransparentBoilingBlackDropper\", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2])\nLoop\nNoSoundCircle:\nTNT1 A 0\nTNT1 A 2 A_SpawnItemEx (\"TransparentBoilingBlackDropper\", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2])\nLoop\nNonTransparent:\nTNT1 A 0\nTNT1 A 0 A_Jumpif(args[3], \"NonTransparentNoSound\")\nTNT1 A 0 A_PlaySoundEx(\"SND_BOIL\", \"SoundSlot7\", 1)\nTNT1 A 0 A_JumpIf(Args[1], \"NonTransparentCircle\")\nTNT1 A 2 A_SpawnItemEx (\"BoilingBlackDropper\", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2])\nLoop\nNonTransparentCircle:\nTNT1 A 0\nTNT1 A 2 A_SpawnItemEx (\"BoilingBlackDropper\", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2])\nLoop\nNonTransparentNoSound:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(Args[1], \"NonTransparentNoSoundCircle\")\nTNT1 A 2 A_SpawnItemEx (\"BoilingBlackDropper\", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2])\nLoop\nNonTransparentNoSoundCircle:\nTNT1 A 0\nTNT1 A 2 A_SpawnItemEx (\"BoilingBlackDropper\", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2])\nLoop\nInactive:\nTNT1 A 1\nLoop\n}\n}\nactor BoilingBlackDropper\n{\n+NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NoBlockMap +NOCLIP\nstates\n{\nSpawn:\nTNT1 A 0 A_Jump(256,\"Drop1\", \"Drop2\", \"Drop3\", \"Drop4\", \"Drop5\", \"Drop6\", \"Drop7\", \"Drop8\", \"Drop9\")\nDrop1:\nTNT1 A 0 A_SpawnItemEx(\"BoilingBlack1\")\nGoto SIRBELFINMAKEMEANOMMLETTE\nDrop2:\nTNT1 A 0 A_SpawnItemEx(\"BoilingBlack2\")\nGoto SIRBELFINMAKEMEANOMMLETTE\nDrop3:\nTNT1 A 0 A_SpawnItemEx(\"BoilingBlack3\")\nGoto SIRBELFINMAKEMEANOMMLETTE\nDrop4:\nTNT1 A 0 A_SpawnItemEx(\"BoilingBlack4\")\nGoto SIRBELFINMAKEMEANOMMLETTE\nDrop5:\nTNT1 A 0 A_SpawnItemEx(\"BoilingBlack5\")\nGoto SIRBELFINMAKEMEANOMMLETTE\nDrop6:\nTNT1 A 0 A_SpawnItemEx(\"BoilingBlack6\")\nGoto SIRBELFINMAKEMEANOMMLETTE\nDrop7:\nTNT1 A 0 A_SpawnItemEx(\"BoilingBlack7\")\nGoto SIRBELFINMAKEMEANOMMLETTE\nDrop8:\nTNT1 A 0 A_SpawnItemEx(\"BoilingBlack8\")\nGoto SIRBELFINMAKEMEANOMMLETTE\nDrop9:\nTNT1 A 0 A_SpawnItemEx(\"BoilingBlack9\")\nGoto SIRBELFINMAKEMEANOMMLETTE\nSIRBELFINMAKEMEANOMMLETTE:\nTNT1 A 1 A_FadeOut(1)\nstop\n}\n}\nactor BoilingBlack1\n{\n+NoBlockmap +NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NOCLIP\nstates\n{\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(Waterlevel == 0, \"Bubble\")\n    TNT1 A 0 A_JumpIf(Waterlevel > 0, \"LiftState\")\n    Loop\n  LiftState:\n    TNT1 A 1 ThrustThingZ(0, 4, 0, 0)\n    Goto Spawn\nBubble:\nBOI5 a 2\nBOI5 b 2\nBOI5 C 2\nBOI5 D 2\nBOI5 E 2\nBOI5 F 2\nTNT1 A 1 A_FadeOut(1)\nstop\n}\n}\nactor BoilingBlack2 : BoilingBlack1\n{\nScale 0.9\n}\nactor BoilingBlack3 : BoilingBlack1\n{\nScale 0.8\n}\nactor BoilingBlack4 : BoilingBlack1\n{\nScale 0.7\n}\nactor BoilingBlack5 : BoilingBlack1\n{\nScale 0.6\n}\nactor BoilingBlack6 : BoilingBlack1\n{\nScale 1.1\n}\nactor BoilingBlack7 : BoilingBlack1\n{\nScale 1.2\n}\nactor BoilingBlack8 : BoilingBlack1\n{\nScale 1.3\n}\nactor BoilingBlack9 : BoilingBlack1\n{\nScale 1.4\n}\nactor TransparentBoilingBlackDropper\n{\n+NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NoBlockMap +NOCLIP\nstates\n{\nSpawn:\nTNT1 A 0 A_Jump(256,\"Drop1\", \"Drop2\", \"Drop3\", \"Drop4\", \"Drop5\", \"Drop6\", \"Drop7\", \"Drop8\", \"Drop9\")\nDrop1:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingBlack1\")\nGoto OhNoThereGoesTokyoGoGoGodzilla\nDrop2:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingBlack2\")\nGoto OhNoThereGoesTokyoGoGoGodzilla\nDrop3:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingBlack3\")\nGoto OhNoThereGoesTokyoGoGoGodzilla\nDrop4:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingBlack4\")\nGoto OhNoThereGoesTokyoGoGoGodzilla\nDrop5:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingBlack5\")\nGoto OhNoThereGoesTokyoGoGoGodzilla\nDrop6:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingBlack6\")\nGoto OhNoThereGoesTokyoGoGoGodzilla\nDrop7:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingBlack7\")\nGoto OhNoThereGoesTokyoGoGoGodzilla\nDrop8:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingBlack8\")\nGoto OhNoThereGoesTokyoGoGoGodzilla\nDrop9:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingBlack9\")\nGoto OhNoThereGoesTokyoGoGoGodzilla\nOhNoThereGoesTokyoGoGoGodzilla:\nTNT1 A 1 A_FadeOut(1)\nstop\n}\n}\nactor TransparentBoilingBlack1\n{\n+NoBlockmap +NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NOCLIP\nRenderstyle Translucent\nalpha .5\nStates\n{\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(Waterlevel == 0, \"Bubble\")\n    TNT1 A 0 A_JumpIf(Waterlevel > 0, \"LiftState\")\n    Loop\n  LiftState:\n    TNT1 A 1 ThrustThingZ(0, 4, 0, 0)\n    Goto Spawn\nBubble:\nBOI5 a 2\nBOI5 b 2\nBOI5 C 2\nBOI5 D 2\nBOI5 E 2\nBOI5 F 2\nTNT1 A 1 A_FadeOut(1)\nstop\n}\n}\nactor TransparentBoilingBlack2 : TransparentBoilingBlack1\n{\nScale 0.9\n}\nactor TransparentBoilingBlack3 : TransparentBoilingBlack1\n{\nScale 0.8\n}\nactor TransparentBoilingBlack4 : TransparentBoilingBlack1\n{\nScale 0.7\n}\nactor TransparentBoilingBlack5 : TransparentBoilingBlack1\n{\nScale 0.6\n}\nactor TransparentBoilingBlack6 : TransparentBoilingBlack1\n{\nScale 1.1\n}\nactor TransparentBoilingBlack7 : TransparentBoilingBlack1\n{\nScale 1.2\n}\nactor TransparentBoilingBlack8 : TransparentBoilingBlack1\n{\nScale 1.3\n}\nactor TransparentBoilingBlack9 : TransparentBoilingBlack1\n{\nScale 1.4\n}\n\nactor BoilingRedSpawner 10775\n{\n\t//$Category Effects\n\ttag \"Bubble spawner (red)\"\n+NoBlockMap +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY +NOGRAVITY\nstates\n{\nSpawn:\nActive:\nTNT1 A 0\nTNT1 A 0 A_JUMPIF(args[4], \"NonTransparent\")\nTNT1 A 0 A_Jumpif(args[3], \"NoSound\")\nTNT1 A 0 A_PlaySoundEx(\"SND_BOIL\", \"SoundSlot7\", 1)\nTNT1 A 0 A_JumpIf(Args[1], \"Circle\")\nTNT1 A 2 A_SpawnItemEx (\"TransparentBoilingRedDropper\", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2])\nLoop\nCircle:\nTNT1 A 0\nTNT1 A 2 A_SpawnItemEx (\"TransparentBoilingRedDropper\", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2])\nLoop\nNoSound:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(Args[1], \"NoSoundCircle\")\nTNT1 A 2 A_SpawnItemEx (\"TransparentBoilingRedDropper\", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2])\nLoop\nNoSoundCircle:\nTNT1 A 0\nTNT1 A 2 A_SpawnItemEx (\"TransparentBoilingRedDropper\", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2])\nLoop\nNonTransparent:\nTNT1 A 0\nTNT1 A 0 A_Jumpif(args[3], \"NonTransparentNoSound\")\nTNT1 A 0 A_PlaySoundEx(\"SND_BOIL\", \"SoundSlot7\", 1)\nTNT1 A 0 A_JumpIf(Args[1], \"NonTransparentCircle\")\nTNT1 A 2 A_SpawnItemEx (\"BoilingRedDropper\", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2])\nLoop\nNonTransparentCircle:\nTNT1 A 0\nTNT1 A 2 A_SpawnItemEx (\"BoilingRedDropper\", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2])\nLoop\nNonTransparentNoSound:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(Args[1], \"NonTransparentNoSoundCircle\")\nTNT1 A 2 A_SpawnItemEx (\"BoilingRedDropper\", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2])\nLoop\nNonTransparentNoSoundCircle:\nTNT1 A 0\nTNT1 A 2 A_SpawnItemEx (\"BoilingRedDropper\", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2])\nLoop\nInactive:\nTNT1 A 1\nLoop\n}\n}\nactor BoilingRedDropper\n{\n+NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NoBlockMap +NOCLIP\nstates\n{\nSpawn:\nTNT1 A 0 A_Jump(256,\"Drop1\", \"Drop2\", \"Drop3\", \"Drop4\", \"Drop5\", \"Drop6\", \"Drop7\", \"Drop8\", \"Drop9\")\nDrop1:\nTNT1 A 0 A_SpawnItemEx(\"BoilingRed1\")\nGoto ouerthvgjhquhcghurehqiucvvbiuevbojhboia\nDrop2:\nTNT1 A 0 A_SpawnItemEx(\"BoilingRed2\")\nGoto ouerthvgjhquhcghurehqiucvvbiuevbojhboia\nDrop3:\nTNT1 A 0 A_SpawnItemEx(\"BoilingRed3\")\nGoto ouerthvgjhquhcghurehqiucvvbiuevbojhboia\nDrop4:\nTNT1 A 0 A_SpawnItemEx(\"BoilingRed4\")\nGoto ouerthvgjhquhcghurehqiucvvbiuevbojhboia\nDrop5:\nTNT1 A 0 A_SpawnItemEx(\"BoilingRed5\")\nGoto ouerthvgjhquhcghurehqiucvvbiuevbojhboia\nDrop6:\nTNT1 A 0 A_SpawnItemEx(\"BoilingRed6\")\nGoto ouerthvgjhquhcghurehqiucvvbiuevbojhboia\nDrop7:\nTNT1 A 0 A_SpawnItemEx(\"BoilingRed7\")\nGoto ouerthvgjhquhcghurehqiucvvbiuevbojhboia\nDrop8:\nTNT1 A 0 A_SpawnItemEx(\"BoilingRed8\")\nGoto ouerthvgjhquhcghurehqiucvvbiuevbojhboia\nDrop9:\nTNT1 A 0 A_SpawnItemEx(\"BoilingRed9\")\nGoto ouerthvgjhquhcghurehqiucvvbiuevbojhboia\nouerthvgjhquhcghurehqiucvvbiuevbojhboia:\nTNT1 A 1 A_FadeOut(1)\nstop\n}\n}\nActor BoilingRed1\n{\n+NoBlockmap +NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NOCLIP\nstates\n{\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(Waterlevel == 0, \"Bubble\")\n    TNT1 A 0 A_JumpIf(Waterlevel > 0, \"LiftState\")\n    Loop\n  LiftState:\n    TNT1 A 1 ThrustThingZ(0, 4, 0, 0)\n    Goto Spawn\nBubble:\nBOI6 a 2\nBOI6 b 2\nBOI6 c 2\nBOI6 d 2\nBOI6 e 2\nBOI6 f 2\nTNT1 A 1 A_FadeOut(1)\nstop\n}\n}\nactor BoilingRed2 : BoilingRed1\n{\nScale 0.9\n}\nactor BoilingRed3 : BoilingRed1\n{\nScale 0.8\n}\nactor BoilingRed4 : BoilingRed1\n{\nScale 0.7\n}\nactor BoilingRed5 : BoilingRed1\n{\nScale 0.6\n}\nactor BoilingRed6 : BoilingRed1\n{\nScale 1.1\n}\nactor BoilingRed7 : BoilingRed1\n{\nScale 1.2\n}\nactor BoilingRed8 : BoilingRed1\n{\nScale 1.3\n}\nactor BoilingRed9 : BoilingRed1\n{\nScale 1.4\n}\nactor TransparentBoilingRedDropper\n{\n+NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NoBlockMap +NOCLIP\nstates\n{\nSpawn:\nTNT1 A 0 A_Jump(256,\"Drop1\", \"Drop2\", \"Drop3\", \"Drop4\", \"Drop5\", \"Drop6\", \"Drop7\", \"Drop8\", \"Drop9\")\nDrop1:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingRed1\")\nGoto insertwittystatenamehere\nDrop2:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingRed2\")\nGoto insertwittystatenamehere\nDrop3:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingRed3\")\nGoto insertwittystatenamehere\nDrop4:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingRed4\")\nGoto insertwittystatenamehere\nDrop5:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingRed5\")\nGoto insertwittystatenamehere\nDrop6:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingRed6\")\nGoto insertwittystatenamehere\nDrop7:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingRed7\")\nGoto insertwittystatenamehere\nDrop8:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingRed8\")\nGoto insertwittystatenamehere\nDrop9:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingRed9\")\nGoto insertwittystatenamehere\ninsertwittystatenamehere:\nTNT1 A 1 A_FadeOut(1)\nstop\n}\n}\nActor TransparentBoilingRed1\n{\n+NoBlockmap +NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NOCLIP\nRenderstyle Translucent\nalpha .5\nstates\n{\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(Waterlevel == 0, \"Bubble\")\n    TNT1 A 0 A_JumpIf(Waterlevel > 0, \"LiftState\")\n    Loop\n  LiftState:\n    TNT1 A 1 ThrustThingZ(0, 4, 0, 0)\n    Goto Spawn\nBubble:\nBOI6 a 2\nBOI6 b 2\nBOI6 c 2\nBOI6 d 2\nBOI6 e 2\nBOI6 f 2\nTNT1 A 1 A_FadeOut(1)\nstop\n}\n}\nactor TransparentBoilingRed2 : TransparentBoilingRed1\n{\nScale 0.9\n}\nactor TransparentBoilingRed3 : TransparentBoilingRed1\n{\nScale 0.8\n}\nactor TransparentBoilingRed4 : TransparentBoilingRed1\n{\nScale 0.7\n}\nactor TransparentBoilingRed5 : TransparentBoilingRed1\n{\nScale 0.6\n}\nactor TransparentBoilingRed6 : TransparentBoilingRed1\n{\nScale 1.1\n}\nactor TransparentBoilingRed7 : TransparentBoilingRed1\n{\nScale 1.2\n}\nactor TransparentBoilingRed8 : TransparentBoilingRed1\n{\nScale 1.3\n}\nactor TransparentBoilingRed9 : TransparentBoilingRed1\n{\nScale 1.4\n}\n\nactor BoilingGreenSpawner 10776\n{\n\t//$Category Effects\n\ttag \"Bubble spawner (green)\"\n+NoBlockMap +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY +NOGRAVITY\nstates\n{\nSpawn:\nActive:\nTNT1 A 0\nTNT1 A 0 A_Jumpif(args[4], \"NonTransparent\")\nTNT1 A 0 A_Jumpif(args[3], \"NoSound\")\nTNT1 A 0 A_PlaySoundEx(\"SND_BOIL\", \"SoundSlot7\", 1)\nTNT1 A 0 A_JumpIf(Args[1], \"Circle\")\nTNT1 A 2 A_SpawnItemEx (\"TransparentBoilingGreenDropper\", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2])\nLoop\nCircle:\nTNT1 A 0\nTNT1 A 2 A_SpawnItemEx (\"TransparentBoilingGreenDropper\", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2])\nLoop\nNoSound:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(Args[1], \"NoSoundCircle\")\nTNT1 A 2 A_SpawnItemEx (\"TransparentBoilingGreenDropper\", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2])\nLoop\nNoSoundCircle:\nTNT1 A 0\nTNT1 A 2 A_SpawnItemEx (\"TransparentBoilingGreenDropper\", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2])\nLoop\nNonTransparent:\nTNT1 A 0\nTNT1 A 0 A_Jumpif(args[3], \"NonTransparentNoSound\")\nTNT1 A 0 A_PlaySoundEx(\"SND_BOIL\", \"SoundSlot7\", 1)\nTNT1 A 0 A_JumpIf(Args[1], \"NonTransparentCircle\")\nTNT1 A 2 A_SpawnItemEx (\"BoilingGreenDropper\", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2])\nLoop\nNonTransparentCircle:\nTNT1 A 0\nTNT1 A 2 A_SpawnItemEx (\"BoilingGreenDropper\", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2])\nLoop\nNonTransparentNoSound:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(Args[1], \"NonTransparentNoSoundCircle\")\nTNT1 A 2 A_SpawnItemEx (\"BoilingGreenDropper\", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2])\nLoop\nNonTransparentNoSoundCircle:\nTNT1 A 0\nTNT1 A 2 A_SpawnItemEx (\"BoilingGreenDropper\", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2])\nLoop\nInactive:\nTNT1 A 1\nLoop\n}\n}\nactor BoilingGreenDropper\n{\n+NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NoBlockMap +NOCLIP\nstates\n{\nSpawn:\nTNT1 A 0 A_Jump(256,\"Drop1\", \"Drop2\", \"Drop3\", \"Drop4\", \"Drop5\", \"Drop6\", \"Drop7\", \"Drop8\", \"Drop9\")\nDrop1:\nTNT1 A 0 A_SpawnItemEx(\"BoilingGreen1\")\nGoto andyetanotherpointlessstatename\nDrop2:\nTNT1 A 0 A_SpawnItemEx(\"BoilingGreen2\")\nGoto andyetanotherpointlessstatename\nDrop3:\nTNT1 A 0 A_SpawnItemEx(\"BoilingGreen3\")\nGoto andyetanotherpointlessstatename\nDrop4:\nTNT1 A 0 A_SpawnItemEx(\"BoilingGreen4\")\nGoto andyetanotherpointlessstatename\nDrop5:\nTNT1 A 0 A_SpawnItemEx(\"BoilingGreen5\")\nGoto andyetanotherpointlessstatename\nDrop6:\nTNT1 A 0 A_SpawnItemEx(\"BoilingGreen6\")\nGoto andyetanotherpointlessstatename\nDrop7:\nTNT1 A 0 A_SpawnItemEx(\"BoilingGreen7\")\nGoto andyetanotherpointlessstatename\nDrop8:\nTNT1 A 0 A_SpawnItemEx(\"BoilingGreen8\")\nGoto andyetanotherpointlessstatename\nDrop9:\nTNT1 A 0 A_SpawnItemEx(\"BoilingGreen9\")\nGoto andyetanotherpointlessstatename\nandyetanotherpointlessstatename:\nTNT1 A 1 A_FadeOut(1)\nstop\n}\n}\nactor BoilingGreen1\n{\n+NoBlockmap +NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NOCLIP\nstates\n{\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(Waterlevel == 0, \"Bubble\")\n    TNT1 A 0 A_JumpIf(Waterlevel > 0, \"LiftState\")\n    Loop\n  LiftState:\n    TNT1 A 1 ThrustThingZ(0, 4, 0, 0)\n    Goto Spawn\nBubble:\nBOI7 A 2\nBOI7 B 2\nBOI7 C 2\nBOI7 D 2\nBOI7 E 2\nBOI7 F 2\nTNT1 A 1 A_FadeOut(1)\nstop\n}\n}\nactor BoilingGreen2 : BoilingGreen1\n{\nScale 0.9\n}\nactor BoilingGreen3 : BoilingGreen1\n{\nScale 0.8\n}\nactor BoilingGreen4 : BoilingGreen1\n{\nScale 0.7\n}\nactor BoilingGreen5 : BoilingGreen1\n{\nScale 0.6\n}\nactor BoilingGreen6 : BoilingGreen1\n{\nScale 1.1\n}\nactor BoilingGreen7 : BoilingGreen1\n{\nScale 1.2\n}\nactor BoilingGreen8 : BoilingGreen1\n{\nScale 1.3\n}\nactor BoilingGreen9 : BoilingGreen1\n{\nScale 1.4\n}\nactor TransparentBoilingGreenDropper\n{\n+NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NoBlockMap +NOCLIP\nstates\n{\nSpawn:\nTNT1 A 0 A_Jump(256,\"Drop1\", \"Drop2\", \"Drop3\", \"Drop4\", \"Drop5\", \"Drop6\", \"Drop7\", \"Drop8\", \"Drop9\")\nDrop1:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingGreen1\")\nGoto RelaxitsCranTime\nDrop2:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingGreen2\")\nGoto RelaxitsCranTime\nDrop3:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingGreen3\")\nGoto RelaxitsCranTime\nDrop4:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingGreen4\")\nGoto RelaxitsCranTime\nDrop5:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingGreen5\")\nGoto RelaxitsCranTime\nDrop6:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingGreen6\")\nGoto RelaxitsCranTime\nDrop7:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingGreen7\")\nGoto RelaxitsCranTime\nDrop8:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingGreen8\")\nGoto RelaxitsCranTime\nDrop9:\nTNT1 A 0 A_SpawnItemEx(\"TransparentBoilingGreen9\")\nGoto RelaxitsCranTime\nRelaxitsCranTime:\nTNT1 A 1 A_FadeOut(1)\nStop\n}\n}\nactor TransparentBoilingGreen1\n{\n+NoBlockmap +NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NOCLIP\nRenderstyle Translucent\nalpha .5\nstates\n{\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(Waterlevel == 0, \"Bubble\")\n    TNT1 A 0 A_JumpIf(Waterlevel > 0, \"LiftState\")\n    Loop\n  LiftState:\n    TNT1 A 1 ThrustThingZ(0, 4, 0, 0)\n    Goto Spawn\nBubble:\nBOI7 A 2\nBOI7 B 2\nBOI7 C 2\nBOI7 D 2\nBOI7 E 2\nBOI7 F 2\nTNT1 A 1 A_FadeOut(1)\nstop\n}\n}\nactor TransparentBoilingGreen2 : TransparentBoilingGreen1\n{\nScale 0.9\n}\nactor TransparentBoilingGreen3 : TransparentBoilingGreen1\n{\nScale 0.8\n}\nactor TransparentBoilingGreen4 : TransparentBoilingGreen1\n{\nScale 0.7\n}\nactor TransparentBoilingGreen5 : TransparentBoilingGreen1\n{\nScale 0.6\n}\nactor TransparentBoilingGreen6 : TransparentBoilingGreen1\n{\nScale 1.1\n}\nactor TransparentBoilingGreen7 : TransparentBoilingGreen1\n{\nScale 1.2\n}\nactor TransparentBoilingGreen8 : TransparentBoilingGreen1\n{\nScale 1.3\n}\nactor TransparentBoilingGreen9 : TransparentBoilingGreen1\n{\nScale 1.4\n}\n\n// Bonus! Bright Spawner for orange lava! for use with orange lava textures set to Glow with GLDEFS.\nactor BoilingLavaSpawner 10777\n{\n\t//$Category Effects\n\ttag \"Bubble spawner (lava)\"\n+NoBlockMap +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY +NOGRAVITY\nstates\n{\nSpawn:\nActive:\nTNT1 A 0 A_Jumpif(args[3], \"NoSound\")\nTNT1 A 0 A_PlaySoundEx(\"SND_LAVA\", \"SoundSlot7\", 1)\nTNT1 A 0 A_JumpIf(Args[1], \"Circle\")\nTNT1 A 2 A_SpawnItemEx (\"BoilingLavaDropper\", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2])\nLoop\nCircle:\nTNT1 A 0\nTNT1 A 2 A_SpawnItemEx (\"BoilingLavaDropper\", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2])\nLoop\nNoSound:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(Args[1], \"NoSoundCircle\")\nTNT1 A 2 A_SpawnItemEx (\"BoilingLavaDropper\", random(-Args[0], Args[0]), random(-Args[0], Args[0]), 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), random(0,360), 129, Args[2])\nLoop\nNoSoundCircle:\nTNT1 A 0\nTNT1 A 2 A_SpawnItemEx (\"BoilingLavaDropper\", random(-Args[0], Args[0]), 0, 0, (0.1)*Random(1, 3), 0, (0.1)*Random(1, 10), Random(0, 360), 129, Args[2])\nLoop\nInactive:\nTNT1 A 1\nLoop\n}\n}\nactor BoilingLavaDropper\n{\n+NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NoBlockMap +NOCLIP\nstates\n{\nSpawn:\nTNT1 A 0 A_Jump(256,\"Drop1\", \"Drop2\", \"Drop3\", \"Drop4\", \"Drop5\", \"Drop6\", \"Drop7\", \"Drop8\", \"Drop9\")\nDrop1:\nTNT1 A 0 A_SpawnItemEx(\"BoilingLava1\")\nGoto MeGrimlockBadass // if you have no idea who grimlock is, you fail.\nDrop2:\nTNT1 A 0 A_SpawnItemEx(\"BoilingLava2\")\nGoto MeGrimlockBadass\nDrop3:\nTNT1 A 0 A_SpawnItemEx(\"BoilingLava3\")\nGoto MeGrimlockBadass\nDrop4:\nTNT1 A 0 A_SpawnItemEx(\"BoilingLava4\")\nGoto MeGrimlockBadass\nDrop5:\nTNT1 A 0 A_SpawnItemEx(\"BoilingLava5\")\nGoto MeGrimlockBadass\nDrop6:\nTNT1 A 0 A_SpawnItemEx(\"BoilingLava6\")\nGoto MeGrimlockBadass\nDrop7:\nTNT1 A 0 A_SpawnItemEx(\"BoilingLava7\")\nGoto MeGrimlockBadass\nDrop8:\nTNT1 A 0 A_SpawnItemEx(\"BoilingLava8\")\nGoto MeGrimlockBadass\nDrop9:\nTNT1 A 0 A_SpawnItemEx(\"BoilingLava9\")\nGoto MeGrimlockBadass\nMeGrimlockBadass:\nTNT1 A 1 A_FadeOut(1)\nStop\n}\n}\nactor BoilingLava1\n{\n+NoBlockmap +NoInteraction -Solid +CLIENTSIDEONLY +NOGRAVITY +NOCLIP\nstates\n{\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(Waterlevel == 0, \"Bubble\")\n    TNT1 A 0 A_JumpIf(Waterlevel > 0, \"LiftState\")\n    Loop\n  LiftState:\n    TNT1 A 1 ThrustThingZ(0, 4, 0, 0)\n    Goto Spawn\nBubble:\nBOIL A 4 BRIGHT\nBOIL B 4 BRIGHT\nBOIL C 4 BRIGHT\nBOIL D 4 BRIGHT\nBOIL E 4 BRIGHT\nBOIL F 4 BRIGHT\nTNT1 A 1 A_FadeOut(1)\nstop\n}\n}\nactor BoilingLava2 : BoilingLava1\n{\nScale 0.9\n}\nactor BoilingLava3 : BoilingLava1\n{\nScale 0.8\n}\nactor BoilingLava4 : BoilingLava1\n{\nScale 0.7\n}\nactor BoilingLava5 : BoilingLava1\n{\nScale 0.6\n}\nactor BoilingLava6 : BoilingLava1\n{\nScale 1.1\n}\nactor BoilingLava7 : BoilingLava1\n{\nScale 1.2\n}\nactor BoilingLava8 : BoilingLava1\n{\nScale 1.3\n}\nactor BoilingLava9 : BoilingLava1\n{\nScale 1.4\n}"
      },
      {
        "source": "pk3",
        "name": "actors/effects/gibs.txt",
        "contents": "actor Giblet {\n\tradius 2\n\theight 2\n\tspeed 15\n\tdamage 0\n\tPROJECTILE\n\t-NOGRAVITY\n\t+RANDOMIZE\n\t+DOOMBOUNCE\n\t+BOUNCEONACTORS\n\tMass 50\n\tScale 0.7\n\tgravity 0.5\n\tbouncefactor 0.6\n\tbouncecount 6\n\tseesound \"gib/thump\"\n\tstates {\n\tDeath:\n\t\t\"----\" A 700\n\t\t\"----\" A 3 A_FadeOut (0.1)\n\t\twait\n\t}\n}\n\nactor Giblet1 : Giblet {\n\tstates {\n\tSpawn:\n\t\tGIP1 ABCDEF 3 A_SpawnItemEx(\"HHBlood2\",random(-5,5),random(-5,5),random(-8,8),random(-1,1),random(-1,1),random(-1,1),0,128,50)\n\t\tGIP1 ABCDEFABCDEF 3 A_SpawnItemEx(\"HHBlood2\",random(-5,5),random(-5,5),random(-8,8),random(-1,1),random(-1,1),random(-1,1),0,128,50)\n\t\tGIP1 ABCDEFABCDEFABCDEF 4\n\t\tstop\n\t}\n}\n\nactor Giblet2 : Giblet {\n\tstates {\n\tSpawn:\n\t\tGIP2 ABCD 3 A_SpawnItemEx(\"HHBlood2\",random(-5,5),random(-5,5),random(-8,8),random(-1,1),random(-1,1),random(-1,1),0,128,50)\n\t\tGIP2 ABCDABCD 3 A_SpawnItemEx(\"HHBlood2\",random(-5,5),random(-5,5),random(-8,8),random(-1,1),random(-1,1),random(-1,1),0,128,50)\n\t\tGIP2 ABCDABCDABCD 4\n\t\tstop\n\t}\n}\n\nactor Giblet3 : Giblet {\n\tstates {\n\tSpawn:\n\t\tGIP3 AAA 3 A_SpawnItemEx(\"HHBlood2\",random(-5,5),random(-5,5),random(-8,8),random(-1,1),random(-1,1),random(-1,1),0,128,50)\n\t\tGIP3 AAAAAA 3 A_SpawnItemEx(\"HHBlood2\",random(-5,5),random(-5,5),random(-8,8),random(-1,1),random(-1,1),random(-1,1),0,128,50)\n\t\tGIP3 AAAAAAAAA 4\n\t\tstop\n\t}\n}\n\nactor Giblet4 : Giblet {\n\tstates {\n\tSpawn:\n\t\tGIP4 ABCDEF 3 A_SpawnItemEx(\"HHBlood2\",random(-5,5),random(-5,5),random(-8,8),random(-1,1),random(-1,1),random(-1,1),0,128,50)\n\t\tGIP4 ABCDEFABCDEF 3 A_SpawnItemEx(\"HHBlood2\",random(-5,5),random(-5,5),random(-8,8),random(-1,1),random(-1,1),random(-1,1),0,128,50)\n\t\tGIP4 ABCDEFABCDEFABCDEF 4\n\t\tstop\n\t}\n}\n\nactor SkullGiblet4 : Giblet {\n\t-MISSILE\n\tstates {\n\tSpawn:\n\t\tGIP4 ABCDEF 3 A_SpawnItemEx(\"HHBlood2\",random(-5,5),random(-5,5),random(-8,8),random(-1,1),random(-1,1),random(-1,1),0,128,50)\n\t\tGIP4 ABCDEFABCDEF 3 A_SpawnItemEx(\"HHBlood2\",random(-5,5),random(-5,5),random(-8,8),random(-1,1),random(-1,1),random(-1,1),0,128,50)\n\t\tGIP4 ABCDEFABCDEFABCDEF 4\n\t\tstop\n\t}\n}\n\nactor Giblet5 : Giblet {\n\tstates {\n\tSpawn:\n\t\tGIP5 ABCDEF 3 A_SpawnItemEx(\"HHBlood2\",random(-5,5),random(-5,5),random(-8,8),random(-1,1),random(-1,1),random(-1,1),0,128,50)\n\t\tGIP5 ABCDEFABCDEF 3 A_SpawnItemEx(\"HHBlood2\",random(-5,5),random(-5,5),random(-8,8),random(-1,1),random(-1,1),random(-1,1),0,128,50)\n\t\tGIP5 ABCDEFABCDEFABCDEF 4\n\t\tstop\n\t}\n}\n\nactor Giblet6 : Giblet {\n\tstates {\n\tSpawn:\n\t\tGIP6 AABBCCDDEEFF 2 A_SpawnItemEx(\"HHBlood2\",random(-5,5),random(-5,5),random(-8,8),random(-1,1),random(-1,1),random(-1,1),0,128,50)\n\t\tGIP6 AABBCCDDEEFF 2\n\t\tGIP6 ABCDEFABCDEFABCDEF 4\n\t\tstop\n\t}\n}\n\nactor Giblet7 : Giblet {\n\tstates {\n\tSpawn:\n\t\tGIP7 ABCDEF 3 A_SpawnItemEx(\"HHBlood2\",random(-5,5),random(-5,5),random(-8,8),random(-1,1),random(-1,1),random(-1,1),0,128,50)\n\t\tGIP7 ABCDEFABCDEF 3 A_SpawnItemEx(\"HHBlood2\",random(-5,5),random(-5,5),random(-8,8),random(-1,1),random(-1,1),random(-1,1),0,128,50)\n\t\tGIP7 ABCDEFABCDEFABCDEF 4\n\t\tstop\n\t}\n}\n\nactor Giblet8 : Giblet {\n\tstates {\n\tSpawn:\n\t\tGIP8 AAAA 3 A_SpawnItemEx(\"HHBlood2\",random(-5,5),random(-5,5),random(-8,8),random(-1,1),random(-1,1),random(-1,1),0,128,50)\n\t\tGIP8 AAAA 3 A_SpawnItemEx(\"HHBlood2\",random(-5,5),random(-5,5),random(-8,8),random(-1,1),random(-1,1),random(-1,1),0,128,50)\n\t\tGIP8 AAAAAAAAA 4\n\t\tstop\n\t}\n}\n\nactor GibExplosion {\n\t+CLIENTSIDEONLY\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAAAA 0 A_CustomMissile(\"GibExplosionBlood\",0,0,random(-180,180),2,random(20,80))\n\t\tTNT1 AAAAAAAA 1 A_SpawnItemEx(\"GibExplosionBlood2\",random(-12,12),random(-12,12),-21,random(-2,2),random(-2,2),random(0,2),0,128,0)\n\t\tstop\n\t}\n}\n\nactor GibExplosionBlood : Blood  {\n\t+NOBLOCKMAP\n\t+NOTELEPORT\n\t+CLIENTSIDEONLY\n\tmass 5\n\tspeed 9\n\tgravity 0.8\n\tStates {\n\tSpawn:\n\t\tBLUD CCCC 0 A_SpawnItemEx(\"HHBlood3\",random(-5,5),random(-5,5),random(-8,8),random(-1,1),random(-1,1),random(-1,1))\n\t\tBLUD C 8\n\t\tBLUD BA 8\n\t\tstop\n\t}\n}\nactor GibExplosionBlood2 : GibExplosionBlood {\n\tspeed 2\n\tscale 1.2\n\tStates {\n\tSpawn:\n\t\tBLUD CCCC 0 A_SpawnItemEx(\"HHBlood3\",random(-5,5),random(-5,5),random(-8,8),random(-1,1),random(-1,1),random(-1,1))\n\t\tBLUD C 12\n\t\tBLUD BA 12\n\t\tstop\n\t}\n}\n\nactor AOWBrainStem : BrainStem {\n\t+CLIENTSIDEONLY\n\tstates {\n\tSpawn:\n\t\tBRS1 A 700\n\t\tBRS1 A 3 A_FadeOut (0.1)\n\t\twait\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/effects/explosiondebris.txt",
        "contents": "Actor DebrisSpawner : RandomSpawner {\n  DropItem \"DebrisBaseSpawn\" 255 7\n  DropItem \"Debris2Spawn\" 255 4\n  DropItem \"Debris3Spawn\" 255 4\n  DropItem \"Debris4Spawn\" 255 7\n  DropItem \"Debris5Spawn\" 255 5\n  DropItem \"Debris6Spawn\" 255 5\n  DropItem \"Debris7Spawn\" 255 1\n  DropItem \"Debris8Spawn\" 255 1\n  DropItem \"Debris9Spawn\" 255 1\n  DropItem \"Debris10Spawn\" 255 1\n  DropItem \"Debris11Spawn\" 255 5\n  DropItem \"Debris12Spawn\" 255 4\n  DropItem \"Debris13Spawn\" 255 5\n}\n\nActor DebrisBaseSpawn : RandomSpawner {\n  DropItem \"DebrisBase\" 255 8\n  DropItem \"DebrisBase2\" 255 2\n  DropItem \"DebrisBase3\" 255 1\n}\n\nActor Debris2Spawn : RandomSpawner {\n  DropItem \"Debris2\" 255 8\n  DropItem \"Debris2b\" 255 2\n  DropItem \"Debris2c\" 255 1\n}\n\nActor Debris3Spawn : RandomSpawner {\n  DropItem \"Debris3\" 255 8\n  DropItem \"Debris3b\" 255 2\n  DropItem \"Debris3c\" 255 1\n}\n\nActor Debris4Spawn : RandomSpawner {\n  DropItem \"Debris4\" 255 8\n  DropItem \"Debris4b\" 255 2\n  DropItem \"Debris4c\" 255 1\n}\n\nActor Debris5Spawn : RandomSpawner {\n  DropItem \"Debris5\" 255 8\n  DropItem \"Debris5b\" 255 2\n  DropItem \"Debris5c\" 255 1\n}\n\nActor Debris6Spawn : RandomSpawner {\n  DropItem \"Debris6\" 255 8\n  DropItem \"Debris6b\" 255 2\n  DropItem \"Debris6c\" 255 1\n}\n\nActor Debris7Spawn : RandomSpawner {\n  DropItem \"Debris7\" 255 8\n  DropItem \"Debris7b\" 255 2\n  DropItem \"Debris7c\" 255 1\n}\n\nActor Debris8Spawn : RandomSpawner {\n  DropItem \"Debris8\" 255 8\n  DropItem \"Debris8b\" 255 2\n  DropItem \"Debris8c\" 255 1\n}\n\nActor Debris9Spawn : RandomSpawner {\n  DropItem \"Debris9\" 255 8\n  DropItem \"Debris9b\" 255 2\n  DropItem \"Debris9c\" 255 1\n}\n\nActor Debris10Spawn : RandomSpawner {\n  DropItem \"Debris10\" 255 8\n  DropItem \"Debris10b\" 255 2\n  DropItem \"Debris10c\" 255 1\n}\n\nActor Debris11Spawn : RandomSpawner {\n  DropItem \"Debris11\" 255 8\n  DropItem \"Debris11b\" 255 2\n  DropItem \"Debris11c\" 255 1\n}\n\nActor Debris12Spawn : RandomSpawner {\n  DropItem \"Debris12\" 255 8\n  DropItem \"Debris12b\" 255 2\n  DropItem \"Debris12c\" 255 1\n}\n\nActor Debris13Spawn : RandomSpawner {\n  DropItem \"Debris13\" 255 8\n  DropItem \"Debris13b\" 255 2\n  DropItem \"Debris13c\" 255 1\n}"
      },
      {
        "source": "pk3",
        "name": "actors/effects/debris.txt",
        "contents": "Actor DebrisBase {\n  Radius 5\n  Height 5\n  +NOBLOCKMAP\n  +CLIENTSIDEONLY\n  +FORCEXYBILLBOARD\n  +DOOMBOUNCE //Bouncing doesn't work. o_O\n  +BOUNCEONACTORS\n  Renderstyle Normal\n  Alpha 1\n  Gravity 0.55\n  Scale 0.5\n  BounceFactor 0.75\n  States {\n\tSpawn:\n\tDEBR A 0\n\tDEBR A 0 A_Jump(256,\"Fast\",\"Slow\",\"Faster\",\"Slower\",\"Normal\")\n\tNormal:\n\tDEBR A 210\n\tgoto FadeOut\n\tFadeOut:\n\tDEBR A 1 A_FadeOut(0.04)\n\tWait\n\tFast:\n\tDEBR A 210 A_ScaleVelocity(1.18)\n\tgoto FadeOut\n\tFaster:\n\tDEBR A 210 A_ScaleVelocity(1.33)\n\tgoto FadeOut\n\tSlow:\n\tDEBR A 210 A_ScaleVelocity(0.8)\n\tgoto FadeOut\n\tSlower:\n\tDEBR A 210 A_ScaleVelocity(0.666)\n\tgoto FadeOut\n\t}\n}\n\nActor DebrisBase2 : DebrisBase { Scale 0.666 BounceFactor 0.666 }\nActor DebrisBase3 : DebrisBase { Scale 1 BounceFactor 0.4 }\n\n//Copypasta zone\n\nActor Debris2 : DebrisBase {\n  States {\n\tNormal:\n\tDEBR B 210\n\tgoto FadeOut\n\tFadeOut:\n\tDEBR B 1 A_FadeOut(0.04)\n\tWait\n\tFast:\n\tDEBR B 210 A_ScaleVelocity(1.18)\n\tgoto FadeOut\n\tFaster:\n\tDEBR B 210 A_ScaleVelocity(1.33)\n\tgoto FadeOut\n\tSlow:\n\tDEBR B 210 A_ScaleVelocity(0.8)\n\tgoto FadeOut\n\tSlower:\n\tDEBR B 210 A_ScaleVelocity(0.666)\n\tgoto FadeOut\n\t}\n}\n\nActor Debris2b : Debris2 { Scale 0.666 BounceFactor 0.666 }\nActor Debris2c : Debris2 { Scale 1 BounceFactor 0.4 }\n\nActor Debris3 : DebrisBase {\n  States {\n\tNormal:\n\tDEBR C 210\n\tgoto FadeOut\n\tFadeOut:\n\tDEBR C 1 A_FadeOut(0.04)\n\tWait\n\tFast:\n\tDEBR C 210 A_ScaleVelocity(1.18)\n\tgoto FadeOut\n\tFaster:\n\tDEBR C 210 A_ScaleVelocity(1.33)\n\tgoto FadeOut\n\tSlow:\n\tDEBR C 210 A_ScaleVelocity(0.8)\n\tgoto FadeOut\n\tSlower:\n\tDEBR C 210 A_ScaleVelocity(0.666)\n\tgoto FadeOut\n\t}\n}\n\nActor Debris3b : Debris3 { Scale 0.666 BounceFactor 0.666 }\nActor Debris3c : Debris3 { Scale 1 BounceFactor 0.4 }\n\nActor Debris4 : DebrisBase {\n  States {\n\tNormal:\n\tDEBR D 210\n\tgoto FadeOut\n\tFadeOut:\n\tDEBR D 1 A_FadeOut(0.04)\n\tWait\n\tFast:\n\tDEBR D 210 A_ScaleVelocity(1.18)\n\tgoto FadeOut\n\tFaster:\n\tDEBR D 210 A_ScaleVelocity(1.33)\n\tgoto FadeOut\n\tSlow:\n\tDEBR D 210 A_ScaleVelocity(0.8)\n\tgoto FadeOut\n\tSlower:\n\tDEBR D 210 A_ScaleVelocity(0.666)\n\tgoto FadeOut\n\t}\n}\n\nActor Debris4b : Debris4 { Scale 0.666 BounceFactor 0.666 }\nActor Debris4c : Debris4 { Scale 1 BounceFactor 0.4 }\n\nActor Debris5 : DebrisBase {\n  States {\n\tNormal:\n\tDEBR E 210\n\tgoto FadeOut\n\tFadeOut:\n\tDEBR E 1 A_FadeOut(0.04)\n\tWait\n\tFast:\n\tDEBR E 210 A_ScaleVelocity(1.18)\n\tgoto FadeOut\n\tFaster:\n\tDEBR E 210 A_ScaleVelocity(1.33)\n\tgoto FadeOut\n\tSlow:\n\tDEBR E 210 A_ScaleVelocity(0.8)\n\tgoto FadeOut\n\tSlower:\n\tDEBR E 210 A_ScaleVelocity(0.666)\n\tgoto FadeOut\n\t}\n}\n\nActor Debris5b : Debris5 { Scale 0.666 BounceFactor 0.666 }\nActor Debris5c : Debris5 { Scale 1 BounceFactor 0.4 }\n\nActor Debris6 : DebrisBase {\n  States {\n\tNormal:\n\tDEBR F 210\n\tgoto FadeOut\n\tFadeOut:\n\tDEBR F 1 A_FadeOut(0.04)\n\tWait\n\tFast:\n\tDEBR F 210 A_ScaleVelocity(1.18)\n\tgoto FadeOut\n\tFaster:\n\tDEBR F 210 A_ScaleVelocity(1.33)\n\tgoto FadeOut\n\tSlow:\n\tDEBR F 210 A_ScaleVelocity(0.8)\n\tgoto FadeOut\n\tSlower:\n\tDEBR F 210 A_ScaleVelocity(0.666)\n\tgoto FadeOut\n\t}\n}\n\nActor Debris6b : Debris6 { Scale 0.666 BounceFactor 0.666 }\nActor Debris6c : Debris6 { Scale 1 BounceFactor 0.4 }\n\nActor Debris7 : DebrisBase {\n  States {\n\tNormal:\n\tDEBR G 210\n\tgoto FadeOut\n\tFadeOut:\n\tDEBR G 1 A_FadeOut(0.04)\n\tWait\n\tFast:\n\tDEBR G 210 A_ScaleVelocity(1.18)\n\tgoto FadeOut\n\tFaster:\n\tDEBR G 210 A_ScaleVelocity(1.33)\n\tgoto FadeOut\n\tSlow:\n\tDEBR G 210 A_ScaleVelocity(0.8)\n\tgoto FadeOut\n\tSlower:\n\tDEBR G 210 A_ScaleVelocity(0.666)\n\tgoto FadeOut\n\t}\n}\n\nActor Debris7b : Debris7 { Scale 0.666 BounceFactor 0.666 }\nActor Debris7c : Debris7 { Scale 1 BounceFactor 0.4 }\n\nActor Debris8 : DebrisBase {\n  States {\n\tNormal:\n\tDEBR H 210\n\tgoto FadeOut\n\tFadeOut:\n\tDEBR H 1 A_FadeOut(0.04)\n\tWait\n\tFast:\n\tDEBR H 210 A_ScaleVelocity(1.18)\n\tgoto FadeOut\n\tFaster:\n\tDEBR H 210 A_ScaleVelocity(1.33)\n\tgoto FadeOut\n\tSlow:\n\tDEBR H 210 A_ScaleVelocity(0.8)\n\tgoto FadeOut\n\tSlower:\n\tDEBR H 210 A_ScaleVelocity(0.666)\n\tgoto FadeOut\n\t}\n}\n\nActor Debris8b : Debris8 { Scale 0.666 BounceFactor 0.666 }\nActor Debris8c : Debris8 { Scale 1 BounceFactor 0.4 }\n\nActor Debris9 : DebrisBase {\n  States {\n\tNormal:\n\tDEBR I 210\n\tgoto FadeOut\n\tFadeOut:\n\tDEBR I 1 A_FadeOut(0.04)\n\tWait\n\tFast:\n\tDEBR I 210 A_ScaleVelocity(1.18)\n\tgoto FadeOut\n\tFaster:\n\tDEBR I 210 A_ScaleVelocity(1.33)\n\tgoto FadeOut\n\tSlow:\n\tDEBR I 210 A_ScaleVelocity(0.8)\n\tgoto FadeOut\n\tSlower:\n\tDEBR I 210 A_ScaleVelocity(0.666)\n\tgoto FadeOut\n\t}\n}\n\nActor Debris9b : Debris9 { Scale 0.666 BounceFactor 0.666 }\nActor Debris9c : Debris9 { Scale 1 BounceFactor 0.4 }\n\nActor Debris10 : DebrisBase {\n  States {\n\tNormal:\n\tDEBR J 210\n\tgoto FadeOut\n\tFadeOut:\n\tDEBR J 1 A_FadeOut(0.04)\n\tWait\n\tFast:\n\tDEBR J 210 A_ScaleVelocity(1.18)\n\tgoto FadeOut\n\tFaster:\n\tDEBR J 210 A_ScaleVelocity(1.33)\n\tgoto FadeOut\n\tSlow:\n\tDEBR J 210 A_ScaleVelocity(0.8)\n\tgoto FadeOut\n\tSlower:\n\tDEBR J 210 A_ScaleVelocity(0.666)\n\tgoto FadeOut\n\t}\n}\n\nActor Debris10b : Debris10 { Scale 0.666 BounceFactor 0.666 }\nActor Debris10c : Debris10 { Scale 1 BounceFactor 0.4 }\n\nActor Debris11 : DebrisBase {\n  States {\n\tNormal:\n\tDEBR K 210\n\tgoto FadeOut\n\tFadeOut:\n\tDEBR K 1 A_FadeOut(0.04)\n\tWait\n\tFast:\n\tDEBR K 210 A_ScaleVelocity(1.18)\n\tgoto FadeOut\n\tFaster:\n\tDEBR K 210 A_ScaleVelocity(1.33)\n\tgoto FadeOut\n\tSlow:\n\tDEBR K 210 A_ScaleVelocity(0.8)\n\tgoto FadeOut\n\tSlower:\n\tDEBR K 210 A_ScaleVelocity(0.666)\n\tgoto FadeOut\n\t}\n}\n\nActor Debris11b : Debris11 { Scale 0.666 BounceFactor 0.6 }\nActor Debris11c : Debris11 { Scale 0.8 BounceFactor 0.4 }\n\nActor Debris12 : DebrisBase {\n  States {\n\tNormal:\n\tDEBR L 210\n\tgoto FadeOut\n\tFadeOut:\n\tDEBR L 1 A_FadeOut(0.04)\n\tWait\n\tFast:\n\tDEBR L 210 A_ScaleVelocity(1.18)\n\tgoto FadeOut\n\tFaster:\n\tDEBR L 210 A_ScaleVelocity(1.33)\n\tgoto FadeOut\n\tSlow:\n\tDEBR L 210 A_ScaleVelocity(0.8)\n\tgoto FadeOut\n\tSlower:\n\tDEBR L 210 A_ScaleVelocity(0.666)\n\tgoto FadeOut\n\t}\n}\n\nActor Debris12b : Debris12 { Scale 0.666 BounceFactor 0.6 }\nActor Debris12c : Debris12 { Scale 0.8 BounceFactor 0.4 }\n\nActor Debris13 : DebrisBase {\n  States {\n\tNormal:\n\tDEBR M 210\n\tgoto FadeOut\n\tFadeOut:\n\tDEBR M 1 A_FadeOut(0.04)\n\tWait\n\tFast:\n\tDEBR M 210 A_ScaleVelocity(1.18)\n\tgoto FadeOut\n\tFaster:\n\tDEBR M 210 A_ScaleVelocity(1.33)\n\tgoto FadeOut\n\tSlow:\n\tDEBR M 210 A_ScaleVelocity(0.8)\n\tgoto FadeOut\n\tSlower:\n\tDEBR M 210 A_ScaleVelocity(0.666)\n\tgoto FadeOut\n\t}\n}\n\nActor Debris13b : Debris13 { Scale 0.666 BounceFactor 0.6 }\nActor Debris13c : Debris13 { Scale 0.8 BounceFactor 0.4 }\n\n// [Dusk] Cluster actors\nActor DebrisCluster {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_CheckSight (\"Clear\")\n\t\tTNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"DebrisSpawner\",random(-8,8),random(-8,8),0,random(-7,7),random(-7,7),random(5,15),random(0,359),32,32)\n\t\tstop\n\tClear:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nActor DebrisClusterSmall : DebrisCluster {\n\tStates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_CheckSight (\"Clear\")\n\t\tTNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"DebrisSpawner\",random(-8,8),random(-8,8),0,random(-7,7),random(-7,7),random(5,15),random(0,359),32,40)\n\t\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/effects/flares.txt",
        "contents": "Actor FlareMain\n{\n+NOINTERACTION\n+NOGRAVITY\n+CLIENTSIDEONLY\nrenderstyle Add\nradius 1\nheight 1\nalpha 0.4\nscale 0.4\n}\n\nActor YellowFlare : FlareMain\n{\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tLENY A 2 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tLENY B 2 bright\n\t\tstop\n\t}\n}\n\nActor YellowFlareSmall : YellowFlare\n{\nscale 0.15\n}\n\nActor YellowFlareMedium : YellowFlare\n{\nscale 0.20\n}\n\nActor YellowFlareLarge1X : YellowFlare\n{\nscale 1.0\n}"
      }
    ]
  },
  "maps": []
}

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