wdi_doxreanimated_v22.1.pk3

PK3 32 MiB 0 map(s)

Counts

endoom0
graphics0
lumps2478
maps2
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
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    "added": "2022/05/30 15:55:54",
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        "WDIEX01",
        "WDI03"
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      {
        "source": "pk3",
        "name": "CHANGELOG.txt",
        "contents": "ideas:\n- skins that need to be done:\nplank\ncrossbow\n\nadd comments to weapons pickup messages\n\nBUGS:\n- taunt dances drop off ledges even tho the player doesnt\n\n----\nADD WALL ATTACK ANIMATIONS TO MELEE WEAPONS!\n... or not. doesnt work in multi too well.\nKaminsky is my hope now.\n-----\n\n================================\nCHANGELOG\n================================\n20.05.2022\n- fixed the M1 carbine\n- fixed dropped weapons dissapearing on the liquids\n- made carpet footsteps quieter\n\n8.05.2022\n- fixed revolver skin crouching offsets\n- red torches are no longer pushable (WDI14 possible abuse)\n- made some pushable stuff no longer shootable (via species n shit)\n- fixed dropped weapons acting weirdly\n- fixed dropped items pushing stuff hard\n- removed A_light1 from carbine\n\n2.05.2022\n- Reorganized weapons code (swapped state positions, added more stuff to base weapon)\n- made more objects pushable\n- touched up pistol casing\n\n1.05.2022\n- added some more floor terrains\n- made Crossbow replace rocket launcher and M1 Carbine replace Chaingun so it looks cool in the test map lol\n- added the damage amount a weapon deals per hit to its pickup messages\n- Added new weapons:\n* blade of agony (common melee weapon)\n* revolver\n- fixed pistol having conflicting hud icons\n\n30.04.2022\n- added comments to picked up weapons\n- tossed weapons can actually hurt people now\n- touched up bear trap and sound emitter pickup messages\n- made tnt explode even faster\n- spray can 1st person sprites now represent their color\n- (hopefully) fixed bullet puffs spawning on bleeding actors\n- (hopefully) fixed TNT staying in your inventory between maps\n\n29.04.2022\n- some classes have jump sounds now\n- tried implementing player start anims differently\n- fixed flare bind\n- TNT takes less to explode now\n- added active TNT as a possibility from random crate\n\n28.04.2022\n- dropped weapons now bounce a tiny bit\n- added an option to have different stimpack colors\n\n25.04.2022\n- adjusted one of taunt's scaling\n- remade spent M1 and pistol mags\n- added a knuckle crack anim\n- new pistol pickup sprite\n- added player spawn anims\n- rave boxes are rarer now\n\n24.04.2022\n- added some proper land sound effects for some classes\n- added new select anims for the pistol and crossbow\n- stripped fire effects off of flying particles\n-firearms now have different bob styles\n\n23.04.2022\n- slapping no longer causes the player to flash bright\n- fixed spray cans being unselectable when they're empty\n- added burn player death\n\n22.04.2022\n- removed epic fire decorations (lag)\n- decreased the player's mass to make him thrustable by some specific attacks (slap lol)\n- added a slap for your fists lol (press reload)\n- Added default weapon and puff actors, made existing puffs/weapons inherit from them\n- players now make their respective landing sounds instead of default doomguy unfs.\n\n21.04.2022\n- Included more decoration touch ups.\n- Included WDI03 and WDIEX01 from WDImax.\n\n20.04.2022\n- Touched up multiple actors to make them more interactive (pushable, destroyable, other stuff)\n- Pot tree\n- WDI barrel\n- multiple vanilla doom actors\n- glass bottles, cocktail glass\n* WDIbarrel now has a veeeeery rare chance of dropping something\n* PotTree has a small chance to drop a basic key\n\n19.04.2022\n- Remade big kit effects, inspired by Kaminsky's stuff\n- (almost) all raves in a box now heal slowly\n- you now get only 3 flares instead of 5 when you pick them up\n- touched up fist puffs\n- Added AAbatteries and drawer key for the hud\n- added more options in the WDI options menu\n\n18.04.2022\n- dead bodies falling on the ground now play a landing sound\n- updated melee and bullet puffs, also added tracers for gunz\n- ammo pickups and molotov now have graphical variations\n- Added a fake teamkill halo powerup for the murderer (he gets a halo around him for about a minute and restores 1/5th of sanity)\n- added water footstep splashes\n- Murderer's exclamation marks and random weapon kit stuff now float\n- Flare throw is now different, can reach further now\n\n17.04.2022\n- Remade fire effect (decoration, molotov)\n- touched up bullet casings\n- Loltrap updated, shotgun trap puffs updated\n- crouching now silences footsteps\n- Different footstep types have different audible ranges\n- Foosteps now spawn slightly to the side of the player, so you can hear two surface sounds when standing between them.\n- WDI18's key items now have colored messages and soundz\n- finished all terrains missing footsteps (at least i think thats all of them)\n- made spray cans occasionally not spawn via a spawner\n- dead player bodies no longer spawn blood decals\n\n16.04.2022\n- A lot of new surfaces have footstep sounds\n- new footstep sounds\n- adjusted water terrain and splashes (no longer do you sink into the ground on liquids unfortunately. You also move slower in liquids)\n- shadows under actors are more subtle now\n- made knife and shotgun trap quieter and audible from a lesser distance\n\n15.04.2022\n- brick now has a melee attack\n\n14.04.2022\n- adjusted hatchet attack anim offsets\n\n13.04.2022\n- new lead pipe sprites\n- added Duke Nukem sound class\n- added Doomguy sound class\n\n12.04.2022\n- added Brutal Doomguy sound class\n- New molly land sounds\n- New spray can drop sounds\n- New shotgun trap sounds\n- new footstep sounds\n\n11.04.2022\n- fists now have gloved hands.\n- made an addon that adds shadows under actors\n\n10.04.2022\n- added 4 flare colors\n- health number interpolation increased (hud)\n- fidget (inspect) animations are now more interactive and annoying (you can delay them by holding the alt fire button and spam them quickly)\n- reanimated pistol reload, minor changes to M1 reload\n- added crouched sprites for molotov player.\n- knife can be stained again, minor backstab anim changes\n\n9.04.2022\n- minor shotgun trap adjustments\n- more keys have custom pickup messages and sounds\n- bear trap now has delay before being \"active\"\n- a lot of hud changes\n- dropped weapons now make updated impact sounds\n- weapons and beartrap take longer to respawn now (5 minutes)\n- flashlight sound is slightly less audible\n- fixed quick use flare bind\n\n- some wrench and pipe sprites adjustments\n- FistWithLighter no longer uses ammo, also fire attacks dont cause bleeding\n- fixed sprays being unusable with no ammo\n- added some keys to the hud (only basic 3 ones)\n\n5.04.2022\n- made RandomWeaponKit, BearTrap and TNT spawn slightly more frequently in MeleeSpawner\n\n4.04.2022\n- minor edits to firearms' firing sprites.\n\n03.04.2022\n- some ff puff changes\n- some changes to soulcube\n- added bullet ricochet/body hit sounds\n- nerfed the molotovs to be balanced against the murderer (sorry murderer :( )\n- fixed some player skin sprites\n- added dynamic lights to shotgun trap\n- removed weapon tossing animation to fix dumb stuff\n- fixed crossbow not being selectable without ammo\n- Fixed chainsaw dissapearing after dropping it (THANK GOD)\n- hopefully fixed molotov giving off light after losing it\n\n02.04.2022\n- added +FORCEXYBILLBOARD to a lot more actors\n\n1.04.2022\n- added worms player class\n- added key pickup sounds\n- added dynamic light to ThrownMolly\n- added RandomLootBox, also made new sprites for it (+ lights)\n- made technokits start music slightly faster\n- added smoke spawners to firearms\n- firearms now have camera movements when firing (also vertical climb)\n- adjusted hatchet's position\n- fixed sound emitters\n\n31.03.2022\n- rave box and random item box now appear next to your health item icons\n- made shotgun trap immune to heal damagetype (so the rave in a box doesnt kill it lol)\n- pickup messages are now colored!\nX - Added first person death animations (doesnt work in multi)\n- made some sounds audible from slightly further away (mainly wall impact sounds and music from raves)\n\n30.03.2022\n- made some rave kit songs more audible from larger distances\n- new sounds:\nflares (use, live)\nammo pickup\nhealth pickup\n- slightly improved carbine and pistol fire animations\n- added inspect animations (try to reload with a full mag and it'll do a cool animation)\n- flares no longer \"explode\" and damage stuff around them constantly\n- replaced \"technokit\" with \"technokit2\" in medikit spawner in ITEMS.txt (so it spawns more variations)\n- some spray can damage adjustments\n\n29.03.2022\n- added new colored damage flashes for multiple damage types\n- you can now hold and pick up more flares\n- pistol is now jammable with quite a complicated system:\neach shot increases your \"meter\". If it reaches 3 (3 quick shots) and you try to shoot again, it's guaranteed to jam.\nYou can drastically decrease the chance of jamming by simply letting the gun's fire animation to finish playing (when your gun starts bobbing\nagain, it's good to go again without issues.\nIf you choose to shoot a 2 or 3 shot burst you'll have to wait longer for your \"meter\" to completely go down.\n\n- carbine and pistol now have immersive, manual unjams\n- new flashlight sounds\n\n28.03.2022\n- added brick player skin\n- flashlight weapon flashing light sprites (Thanks Craneo and Sechtera!)\n- added spray paint player skin\n- firearms' no ammo states are now way shorter, so you can spam the empty fire sound lol\n- added floor decals for spray paint\n\n27.03.2022\n- player no longer walks in place after attacking if he's standing still\n- some weapons which should cast light now actually cast light (weapons firing, lighter)\n- slightly improved knife attack animation\n\n26.03.2022\n- reanimated twig\n- reanimated axe\n- reanimated fireaxe\n- reanimated brick\n- Reanimated plank\n- reanimated flashlight\n- added weapon dropping animations\n- Spray actor's sprites now represent their color\n- some weapons still bob during holding alt fire (saw, flashlights)\n- crossbow no longer has ridiculous rng damage\n- removed autoaim from hitscan and projectile weapons\n- nerfed a bunch of melee weapons a tiiiiiny bit\n- low tier melee weapons spawn a liiiiittle less frequently now\n\n24.03.2022\n- Updated to work with with wdi_touchupv9.21hotfix (Thanks to DEA!)\n- Improved flashlight casting light\n- new shotgun trap fire sprites + brightmaps\n\n23.03.2022\n- reanimated baseball bat\n\n22.03.2022\nAdded pickable and placable TNT, its super deadly.\nRarely replaces the molotov\n\n20.03.2022\nRAVES\n- made the rave boxes actually provide extra healing\n- made rare parties more common, added mario party\n\n- added pool cue and molotov player skins\n\nADDED BRUTAL DOOM v20b's BASIC BLOOD STUFF\nNEW BOBBING STYLE FOR WEAPONS\nAdded multiple new decals\n\nBRICK\n- new sounds\nKNIFE\n- new backstab, new sounds\n\nPLAYERS2:\n19.03.2022\n- added Dance4\n- Buffed molotovs (faster select, throw, fire is a lot deadlier)\n\nCROSSBOW:\n- Reanimated completely\nCROSSBOW DARTS:\n- No longer a ripper projectile (consistent 25 damage)\n- slight drop off on range\n- Slower travel speed\n\nPISTOL:\n- buffed damage\n\nCARBINE:\n- buffed damage\n- hopefully will jam less now\n\nCHAINSAW:\n- reanimated\n\n///////////////////////////////////////\n\nHACKS.txt:\nAdded +FORCEXYBILLBOARD to multiple actors for better effect.\n\nEFFECTS.txt:\nAdded +FORCEXYBILLBOARD to multiple actors for better effect.\n\nOTHER CHANGES:\n- SPRAYS - made paint projectiles a lot faster.\n- DECORATE - new flares\n\nPLAYERS2:\n- changed up player states to support new dances\n- added Innocent3 (Mario)\n- added Innocent4 (Luigi)\n\nREANIMATED WEAPONS:\n- Wrench\n- Lead pipe\n- Shovel\n- Molotov\n- Fists\n\n- Pistol\n- Carbine\n- shotgun\n\nNOT FINISHED:\n- KNIFE (no backstab)\n- chainsaw\n- crossbow\n- brick\n- twig\n- wooden planks\n- fist with lighter\n- fist with flashlight\n- fireaxe\n- axe\n- flashlight\n- baseball bat"
      },
      {
        "source": "pk3",
        "name": "CREDITS.txt",
        "contents": "=======================\nCREDITS\nPlease notify me about missing credits!\n=======================\n----------\nSPRITES\n----------\nNew animations: Dox778\nCraneo - twerking Doomguy, flashlight \"firing\" sprite\nSechtera - flashlight \"firing\" sprite\n\nMinigunner, AKMDM (kaminsky) - lead pipe edits\n\n----------\nCODE\n----------\nPrepper (Prepper#2457) and his crew - wdi_touchup stuff (this addon is based off of it)\nSergeant_Mark_IV - code borrowed from brutal doom (some gore, chasecam, splashes, new puffs)\nDEA - Updating the code to work with latest wdi_touchup (+ minor improvements)\nBlade of Agony team - new explosion effect\nTormentor667, Ghastly_dragon - fire effects\n\n----------\nSOUNDS\n----------\nSound mixing: Dissy EX (ily <3)\n\nsources:\n////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////\n//WEAPONS\n\nGUN DROP:\nHalo: Reach\n\nMELEE:\nAction Doom 2: Urban Brawl (impacts)\n\nKNIFE:\nGlobal Offensive, Left 4 Dead 2, & Team Fortress 2\n\nPOOL CUE:\nTeam Fortress 2\n\nLEAD PIPE:\nDoom Eternal, Halo: Reach, & Team Fortress 2\n\nFLASHLIGHT:\nCry of Fear, Doom Eternal, and Team Fortress 2\n\nWRENCH PIPE:\nDoom Eternal, Half-Life: Opposing Force, & Team Fortress 2\n\nSHOVEL:\nKilling Floor 2 & Postal 2\n\nBASEBALL BAT:\nLeft 4 Dead 2\n\nMOLOTOV:\nCounter-Strike: Global Offensive, Picture to Sound, & Team Fortress 2 + Left 4 Dead 2\n\nBRICK:\nHalo: Reach, recorded by Dissy EX\n\nSPRAY CAN:\nrecoded by Dissy EX\n\nM1 GARAND:\nCry of Fear, Day of Defeat: Source, & Halo 4\n\nPISTOL:\nCounter-Strike: Global Offensive, Halo 4, Killing Floor 2, Call of Duty: Modern Warfare 2019, Cry of Fear and Left 4 Dead 2\n\nSHOTGUN:\nDoom Eternal, Counter-Strike: Global Offensive, Killing Floor 2, & Left 4 Dead 2\n\nCROSSBOW:\nTeam Fortress 2\n\nAXE:\nKilling Floor 2 and Left 4 Dead 2\n\nBASEBALL BAT:\nLeft 4 Dead 2\n\nPLANKS\nCry of Fear, Halo Reach, Left 4 Dead 2, & Team Fortress 2\n\nTWIG:\nrecoded by Dissy EX\n\n////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////\n//ITEMS\nAMMO PICKUP:\n\nKEY PICKUP:\nTeam Fortress 2\n\nHEALTH PICKUP\nCounter-Strike: Global Offensive\n\nAMMO PICKUP:\nLeft 4 Dead 2\n\nFLARE:\nCry of Fear\n\nSHOTGUN TRAP:\nBlack Mesa, Doom Eternal, Halo 4, and Team Fortress 2\n\nRANDOM CRATE OPEN:\nHalf-Life 2\n\nNEW RAVE BOX MUSIC:\nDave the Brave - Sirens\nVirgill - Interference Ending\nMario Forever: Plate Music (?)\nWorms Armageddon: Wormsong\nDance Dance Revolution: Mario Mix - Jump! Jump! Jump!\n\n////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////\n//FOOTSTEPS\nWATER/GRASS:\nHalf-Life 2\n\nSLIME/SLUDGE:\nDoom eternal\n\nLAVA:\nDoom eternal, Half Life 2\n\nGORE:\nDoom Eternal\n\nSAND:\nCounter-Strike: Global Offensive\n\nCLANKY METAL:\nHalf-Life 2\n\nOTHER FOOTSTEPS:\nBlack Mesa, Counter-Strike: Global Offensive, Cry of Fear, Half-Life 2, and Left 4 Dead 2"
      },
      {
        "source": "pk3",
        "name": "TERRAIN.txt",
        "contents": "//defaultterrain hard\n\nsplash sand\n{\n\tsmallclass\t\tNone\n\tsmallclip\t\t0\n\tsmallsound\t\tnjmt\n\n\tbaseclass\t\tNone//Footprint\n\tchunkclass\t\tNone\n\tchunkxvelshift\t0\n\tchunkyvelshift\t0\n\tchunkzvelshift\t0\n\tchunkbasezvel\t0\n\tsound\t\t\tfloor/sand\n\tNoAlert\n}\n\nsplash grass\n{\n\tsmallclass\t\tNone\n\tsmallclip\t\t0\n\tsmallsound\t\tnjmt\n\n\tbaseclass\t\tNone\n\tchunkclass\t\tNone\n\tchunkxvelshift\t0\n\tchunkyvelshift\t0\n\tchunkzvelshift\t0\n\tchunkbasezvel\t0\n\tsound\t\t\tfloor/grass\n\tNoAlert\n}\n\nsplash ice\n{\n\tsmallclass\t\tNone\n\tsmallclip\t\t0\n\tsmallsound\t\tnjmt\n\n\tbaseclass\t\tNone\n\tchunkclass\t\tNone\n\tchunkxvelshift\t0\n\tchunkyvelshift\t0\n\tchunkzvelshift\t0\n\tchunkbasezvel\t0\n\tsound\t\t\tfloor/ice\n\tNoAlert\n}\n\nterrain ice\n{\n\tsplash\t\t\tice\n\tfootclip\t\t0\n\tfriction 2.0\n}\nterrain sand\n{\n\tsplash\t\t\tsand\n\tfootclip\t\t0\n}\nterrain grass\n{\n\tsplash\t\t\tgrass\n\tfootclip\t\t0\n}\n//LIQUIDS\nsplash Water\n{\n\tsmallclass\t\tWaterSplashBase\n\tsmallclip\t\t12\n\tsmallsound\t\tworld/watersplashsmall\n\n\tbaseclass\t\tWaterSplashBase2\n\tchunkclass\t\tWaterSplash\n\tchunkxvelshift\t8\n\tchunkyvelshift\t8\n\tchunkzvelshift\t8\n\tchunkbasezvel\t2\n\tsound\t\t\tworld/watersplash\n\tNoAlert\n}\nsplash DarkWater\n{\n\tsmallclass\t\tWaterSplashBase\n\tsmallclip\t\t12\n\tsmallsound\t\tworld/watersplashsmall\n\n\tbaseclass\t\tDarkWaterSplashBase2\n\tchunkclass\t\tWaterSplash\n\tchunkxvelshift\t8\n\tchunkyvelshift\t8\n\tchunkzvelshift\t8\n\tchunkbasezvel\t2\n\tsound\t\t\tworld/watersplash\n\tNoAlert\n}\n\nsplash Blood\n{\n\tsmallclass\t\tBloodSplash\n\tsmallclip\t\t10\n\tsmallsound\t\tworld/sludgegloopsmall\n\n\tbaseclass\t\tbloodsplashbase3\n\tchunkclass\t\tBloodSplash\n\tchunkxvelshift\t0\n\tchunkyvelshift\t0\n\tchunkzvelshift\t0\n\tchunkbasezvel\t0\n\tsound\t\t\tworld/sludgegloop\n\tNoAlert\n}\n\nsplash Nuke\n{\n\tsmallclass\t\tSludgeSplash\n\tsmallclip\t\t6\n\tsmallsound\t\tworld/sludgegloopsmall//world/lavasizzlesmall\n\n\tbaseclass\t\tnukageSplashBase\n\tchunkclass\t\tLavaSmoke\n\tchunkxvelshift\t-1\n\tchunkyvelshift\t-1\n\tchunkzvelshift\t7\n\tchunkbasezvel\t1\n\tsound\t\t\tworld/sludgegloop//world/lavasizzle\n\tNoAlert\n}\n\nsplash Lava\n{\n\tsmallclass\t\tLavaSplash\n\tsmallclip\t\t12\n\tsmallsound\t\tworld/lavasizzlesmall\n\n\tbaseclass\t\tLavaSplash\n\tchunkclass\t\tLavaSmoke\n\tchunkxvelshift\t-1\n\tchunkyvelshift\t-1\n\tchunkzvelshift\t7\n\tchunkbasezvel\t1\n\tsound\t\t\tworld/lavasizzle\n\tNoAlert\n}\n\nsplash Lav2\n{\n\tsmallclass\t\tBloodSplash\n\tsmallclip\t\t12\n\tsmallsound\t\tworld/lavasizzlesmall\n\n\tbaseclass\t\tBloodSplash\n\tchunkclass\t\tLavaSmoke\n\tchunkxvelshift\t-1\n\tchunkyvelshift\t-1\n\tchunkzvelshift\t7\n\tchunkbasezvel\t1\n\tsound\t\t\tworld/lavasizzle\n\tNoAlert\n}\n\nsplash Lav3\n{\n\tsmallclass\t\tLavaSmoke\n\tsmallclip\t\t12\n\tsmallsound\t\tworld/lavsiz2\n\n\tbaseclass\t\tLavaSmoke\n\tchunkclass\t\tLavaSmoke\n\tchunkxvelshift\t-1\n\tchunkyvelshift\t-1\n\tchunkzvelshift\t7\n\tchunkbasezvel\t1\n\tsound\t\t\tworld/lavsiz2\n\tNoAlert\n}\n\nsplash Slime\n{\n\tsmallclass\t\tSlimeSplash\n\tsmallclip\t\t6\n\tsmallsound\t\tworld/sludgegloopsmall\n\n\tbaseclass\t\tSlimeSplashBase\n\tchunkclass\t\tSlimeChunk\n\tchunkxvelshift\t8\n\tchunkyvelshift\t8\n\tchunkzvelshift\t8\n\tchunkbasezvel\t1\n\tsound\t\t\tworld/sludgegloop\n\tNoAlert\n}\n\nsplash Grey\n{\n\tsmallclass\t\tBloodSplashBase\n\tsmallclip\t\t12\n\tsmallsound\t\tworld/watersplashsmall\n\n\tbaseclass\t\tBloodSplashBase\n\tchunkclass\t\tSludgeChunk\n\tchunkxvelshift\t8\n\tchunkyvelshift\t8\n\tchunkzvelshift\t8\n\tchunkbasezvel\t2\n\tsound\t\t\tworld/watersplash\n\tNoAlert\n}\n\nsplash Sludge\n{\n\tsmallclass\t\tSludgeSplash\n\tsmallclip\t\t8\n\tsmallsound\t\tworld/sludgegloopsmall\n\n\tbaseclass\t\tSlimeSplashBase\n\tchunkclass\t\tSlimeChunk\n\tchunkxvelshift\t6\n\tchunkyvelshift\t6\n\tchunkzvelshift\t6\n\tchunkbasezvel\t1\n\tsound\t\t\tworld/sludgegloop\n\tNoAlert\n}\n\nterrain Water\n{\n\tsplash\t\t\tWater\n\tfootclip\t\t1\n\tliquid\n\tfriction 0.92\n}\nterrain DarkWater\n{\n\tsplash\t\t\tDarkWater\n\tfootclip\t\t1\n\tliquid\n\tfriction 0.92\n}\nterrain Lava\n{\n\tsplash\t\t\tLava\n\tfootclip\t\t1\n\tliquid\n}\n\nterrain Lav2\n{\n\tsplash\t\t\tLav2\n\tfootclip\t\t1\n\tliquid\n}\n\nterrain Lav3\n{\n\tsplash\t\t\tLav3\n\tfootclip\t\t0\n\tliquid\n}\n\nterrain Blood\n{\n\tsplash\t\t\tBlood\n\tfootclip\t\t1\n\tliquid\n\tfriction 0.92\n}\n\nterrain Nuke\n{\n\tsplash\t\t\tNuke\n\tfootclip\t\t1\n\tliquid\n\tfriction 0.92\n}\n\nterrain Slime\n{\n\tsplash\t\t\tSlime\n\tfootclip\t\t1\n\tliquid\n\tfriction 0.92\n}\n\nterrain Grey\n{\n\tsplash\t\t\tGrey\n\tfootclip\t\t1\n\tliquid\n\tfriction 0.92\n}\n\nterrain Sludge\n{\n\tsplash\t\t\tSludge\n\tfootclip\t\t1\n\tliquid\n\tfriction 0.92\n}\n\n/////////////////////\n//FLOORS\nfloor -NOFLAT- hard\n//WDIEXSEC\nFloor BLEIT02 Wood\nFloor XCTX0072 Wood\nFloor XCTX0073 Tile\nFloor AZTXGN01 Grass\nFloor AZTXGN02 Grass\nFloor AZTXGN03 Grass\nFloor AZTX007 Tile\nFloor AZTX034 Tile\nFloor AZTX059 Tile\nFloor AZTX063 Tile\nFloor AZTX064 Tile\nFloor AZTX079 Tile\nFloor AZTX095 Dirt\nFloor AZTX101 Dirt\nFloor AZTX102 Dirt\nFloor AZTX103 Dirt\nFloor AZWATER1 Water\nFloor SH4RMFF2 Carpet\nFloor TS1WAT2 Water\nFloor TS1WAL1 Metal\nFloor TS1FLR2 Tile\nFloor TS1FLR3 Tile\nFloor TS1FLR4 Tile\nFloor TS1FLR6 Tile\nFloor TS1FLR7 Tile\nFloor TS1FLR8 Tile\nFloor TS1FLR9 Metal2\nFloor TS1FLR10 Tile\nFloor TS1FLR11 Tile\nFloor TS1FLR12 Tile\nFloor TS1FLR13 Tile\nFloor TS1FLR14 Tile\nFloor TS1FLR15 Tile\nFloor TS1FLR16 Metal2\nFloor TS1FLR17 Metal2\nFloor TS1FNC2 Metal2\nFloor TS1CRT5 Metal\nFloor TS1CRT6 Metal2\nFloor TS1CRAT3 Metal2\nFloor TS1CAR4 Metal\nFloor TS1CAR4B Metal\nFloor TS1CAR6 Metal\nFloor TS1CAR7 Metal\nFloor TS2FLR1 Tile\nFloor TS2FLR2 Tile\nFloor TS2FLR3 Tile\nFloor TS2FLR5 Tile\nFloor TS2FLR6 Tile\nFloor TS2FLR7 Tile\n//WDIEX03\nfloor VOINI29 gravel\nfloor RMETL89 metal2\nfloor XCTX209 metal2\nfloor XCTX0017 wood\nfloor ASTON65 rock\nfloor kurad15 wood\nfloor YZTX3150 metal2\nfloor XCTX198 metal2\nfloor YZTX1877 dirt\nfloor DIRWAT2 Slime\n//WDIEX02\nfloor XCTX0110 sand\nfloor XCTXCRT1 carpet\nfloor REDWALL carpet\nfloor KPTX0025 tile\nfloor ABRICK19 rock\nfloor XCTXCRN1 metal2\nfloor ERWNDW02 metal2\nfloor VOINI63 metal2\nfloor ASPHALT1 tile\nfloor UPT_PREC sand\nfloor XCTX162 grass\nfloor nfltwt02 metal2\nfloor DIRWAT3 DarkWater\nFloor XCTX0052 Metal2\nfloor XCTX0009 tile\nFloor SNEG15 Metal2\nFloor KURAD14 gravel\n//WDIEX01\nfloor LOS_F106 metal\nfloor METAL4 metal\nfloor YZTX3524 carpet\nfloor YZTX3449 carpet\nfloor BKISTE01 wood\nfloor YZTX4148 tile2\nfloor YZTX1101 tile2\nfloor YZTX424 tile2\nfloor YZTX4147 metal2\nfloor YZTX206 metal2\nfloor YZTX1986 metal2\nfloor YZTX1992 tile\nfloor DIRWAT Slime\nFloor YZTX3706 Tile\nFloor YZTX2943 Tile\nFloor YZTX2039 Metal\nFloor YZTX1180 Metal\nFloor YZTX4194 Metal\nFloor YZLOST06 Metal\n//WDI01\nfloor AROCK32 rock\nfloor GRASS1_2 grass\nfloor AGRASS02 grass\nfloor GRANUKE1 Sludge\nfloor BGRID01 metal2\nfloor BSTON45 rock\nfloor DM2 tile\nfloor JNWOOD02 wood\nfloor PSYPAD3 carpet\nfloor JNROCK01 rock\nfloor CFM51 hard\n//WDI02\nfloor WLQ5 dirt\nfloor AGRASS03 dirt\nfloor AGRN02 rock\nfloor AHAUS04 rock\nfloor AMARB00 rock\nfloor AMARB09 rock\nfloor ABRWNFL wood\nfloor AMETAL99 metal2\nfloor PANEL5 metal2\nfloor ATEPP45 carpet\nfloor BBRICK18 rock\nfloor METAL metal\nfloor AKACH86 tile\n//WDI03\nfloor MOEZ27 grass\nfloor MOEZ37 grass\nfloor MOEZ39 rock\nfloor BBRICK06 rock\nfloor AMARB19 rock\nfloor ASHWALL3 dirt\nFloor FGRASS1 Grass\nFloor AMARB10 Rock\nFloor AROCK33 Rock\n\n//WDI04\nfloor FN_BK2FT rock\nfloor CEMENT7 rock\nfloor FN_PTMT2 metal\nfloor FN_PTMT1 metal\n//WDI05\nfloor CFMF09 carpet\nfloor ABLOOD03 carpet //it's used as cushioning for chairs\nfloor AGRASS01 rock //used as parking floor outside\nfloor ASPHALT2 rock\nfloor BROCK01 dirt //replace from original sound choice\nfloor ABRWZ04 dirt\n//WDI06\nfloor ASHWALL4 dirt\nfloor CRATOP4 hard\nfloor AROCK74 wood\nfloor CFMF08 wood\n//WDI07\nfloor FLOOR1_8 carpet\nfloor ABRWNFL2 hard\nfloor BTEPPI07 carpet\nfloor AWOOD08 wood\nfloor ABLOOD09 carpet\nfloor WF25 tile\nfloor BTEPP03 tile\nfloor PRUG01 carpet\nfloor ERFLAT09 rock\nfloor BGRASS03 grass\n//wdi08\nfloor RWALL15 tile\n//wdi09\nfloor CRATE7 wood\nfloor GRATE metal2\nfloor ASLIM01 Sludge\nfloor BROCK41 rock\nfloor ERAROCK rock\nfloor JNWOOD01 wood\nfloor MPANEL5 metal2\nfloor WF26 tile\nFloor BMETALGR Metal2\n//wdi10\nFloor URDOOR07 Wood\nfloor COMPTALL metal\nfloor PLANKS2 wood\nfloor CRATINY metal\nfloor CRATINY2 metal\nfloor CRATE5 metal\nfloor CRATE10 metal\nfloor CRATOP3 metal\nfloor WOOD10 wood\nfloor CRATE6 metal\nfloor N_WOOD07 wood\nfloor SHAWN2 metal\nfloor FLAT27 metal\nfloor AKACH08 tile\n//wdi11\nFloor STONEG Rock\nfloor ROCK19_1 rock\nfloor NFMTSQ02 metal\nfloor COMPBLUE metal\nfloor DOORTRAK metal\nfloor N_MTSP3E metal\nfloor NFMBGY01 tile\nfloor COMPSPAN metal\nfloor METAL metal\nfloor TLITE6_4 metal\nfloor N_GRAY11 tile\nfloor ROCK19_1 rock\nfloor FLATNEW3 metal\nfloor FN_RCT metal2\nfloor FLRMET metal2\nfloor N_STNE15 rock\n//wdi12\nfloor ASTON14 rock\nfloor BSTON01 rock\nfloor BROOM69 rock\nfloor ASLMR05 carpet\n//wdi13\nfloor ICEF1 tile2\nfloor BSTON11 rock\nfloor JNTILE02 tile\nfloor URMACH02 metal\nfloor JNGRND16 rock\nfloor TILE rock\nfloor ATEP07 carpet\nfloor NATROCK2 rock\nfloor AWOOD03 wood\nfloor CABDOR01 wood\nfloor DM30 rock\nfloor BKAND01 metal1\n//wdi14\nfloor AGREYFL6 rock\nfloor AWOOD32 wood\nfloor BWOOD84 wood\nfloor PWWINDOW hard\nfloor URCLOSE2 carpet //pillow?\nfloor DF_MACH4 metal\nfloor CFMF03 carpet\n//wdi15\nfloor WOOD12 wood\nfloor BWOOD21 wood\nfloor BLACKTX hard\nfloor CFM01 dirt\nfloor ERFLAT07 gravel //idk what that is supposed to be\nfloor ABRICK62 rock\nfloor CFMF04 rock //bricks?\nfloor BBRICK20 rock\nfloor ASTON09 rock\nfloor AGREYFL4 tile\nfloor ERWOODN2 wood\nfloor BPANEL09 wood//wooden chair?\nfloor CFM30 wood\n//wdi16\nfloor MYSAND01 sand\nfloor GRASS grass\nfloor DIRT2F wood //it's used for the trees\nfloor ANOX0600 wood\nfloor ETEX40 wood\nfloor ROCK9 rock\nfloor ROCKWAL4 rock\nfloor ROCK7A rock\nfloor ROCK8C rock\nfloor ROCK1B rock\nfloor WRCKA2 rock\nfloor ROCK6B rock\nfloor ROCK1 rock\nfloor ROCK3 rock\nFloor DIRT_SU Dirt\n//wdi17\nfloor SAND1 sand\nfloor ASHWALL7 gravel\nfloor RTEX014 rock\nfloor ETEX12 rock\nfloor TMAYWL15 rock\nfloor BSTONE1 rock\nfloor ECEIL01 rock\nfloor N_SHRD01 metal\nfloor N_SHYL01 metal\nfloor N_SHBL01 metal\nfloor N_SHGN01 metal\nfloor GRAY1 rock\nfloor FLAT15 carpet\nfloor ZIMMER7 carpet\nfloor NGRYMTL1 rock\nfloor FNEW2 metal\nfloor WFWATER1 water\nfloor N_SILV04 metal\nfloor N_SILV05 metal\nfloor BOX1F metal\nfloor CRATOP8 wood\nfloor N_TKGR19 metal\nfloor N_STNE19 rock\nfloor FLAT14-Y carpet\nfloor FIREBLU1 lava\nfloor FNEW5 metal\nfloor N_BNGR05 rock\nfloor Q2GRATE1 metal2\nfloor N_MTSP3G metal\n\n//wdi18\nfloor ERFLAT04 rock\nfloor MOEZ5 tile2\nfloor MYWOOD wood\nfloor WOOD3 wood\nfloor ATEPP99 carpet\nfloor WF14 grass\nfloor AKACH05 tile\nfloor AGREYFL1 tile\nfloor WF12 rock\nfloor BLHEDGEB gravel\nfloor MUDFLR dirt\nfloor MUD dirt\nfloor DM64 tile\nfloor WOOD9 wood\nfloor RWOOD26 wood\nfloor TW_SHIP1 rock\nfloor RWALL11 carpet\nfloor 0_RUS02A metal2\nfloor DIRT2 dirt\nfloor DIRT_SU2 dirt\nfloor RROCK03 rock\nfloor GRASS1_3 grass\nfloor ALEAVES0 carpet//in one map its used as a carpet so idk\nfloor ABRWN78 carpet\nfloor ERWOODN1 wood\nfloor F_ROCK01 rock\n      //nether stuff\nfloor NETHCARP carpet\nfloor NETHFLOR wood\nfloor NETHROCK wood //drawer top\nfloor NETHCEIL wood //drawer top\nfloor NETHWOOD wood\n//wdi19\nfloor CFMF06 tile\nfloor CFM10 wood\nfloor CFM27 tile\nfloor WF27 tile2\nfloor AICE01 snow\nfloor AGREY50 tile2\nfloor CFMF06 tile\nfloor CFMF06 tile\n//wdi20\nfloor CONCFLT1 tile\nfloor URWALL15 metal2//metal surgeon type of table\nfloor STARGR1 metal\nfloor ASHWALL2 gravel\nFloor ERVENT Tile\nFloor BROCK42 Tile\nFloor DORMAT1 Carpet\nFloor GEN_DOOR wood\n//wdi21\nfloor WOOD8 wood\nfloor STONE6 rock\nfloor SAND sand\nfloor STONE4 rock\nfloor STONE7 rock\nfloor NFPP01VT metal\nfloor WBLOOD1 Blood\nfloor DF_MARB2 slimy//green food in dining areaa\nfloor HYNUKE Nuke\nfloor CRATOP6 wood\n//wdi22\nfloor MGRASS7 grass\nfloor CRATE2 metal\nfloor CRATE11 metal\nfloor CRATE9 wood\nfloor GRASSWLL carpet //used as a play table thing idk\nfloor ROCK6 rock\nfloor MSROCK2 rock\nfloor BMINE05 wood\nfloor ACOMP02 rock\nfloor BSIGN50 carpet\n//wdi23\nfloor F_NAT85 rock\nfloor MARBLE01 rock\nfloor CFLAT01 tile2\nfloor AWOOD02 wood\nfloor BLEIT01 wood\nfloor BOX01 wood\nfloor BOX02 wood\nfloor ABRICK2 rock\nfloor JNROCK13 wood //used as a table here...\n\n//wdi24\nfloor FN_CRCFR metal2\nfloor BMINE02 wood\nfloor WF30 carpet//i think\nfloor VOINI36 wood\nfloor MOEZ8 tile\nfloor DARKROCK rock\nfloor AMETA01 metal2\nfloor PLANKS wood\nfloor DFICE tile2\nfloor AKACH43 rock\nfloor KPTX0071 tile2\nfloor SNEG21 wood\nfloor SNEG02 wood\nfloor SNEG03 wood\nfloor KPTILE tile2\nfloor BZIMMR22 wood//even tho it looks like dirt...\nfloor ASCHACHT metal\nfloor SUPFLOR metal2\nfloor KPTX0493 metal\nFloor SNEG01 Wood\nFloor KPTile Tile\nFloor BSNOWY1 Tile\nFloor BZIMMR22 Wood\nFloor SUPFLOR Metal\nFloor ASCHACHT Metal2"
      },
      {
        "source": "pk3",
        "name": "SOUNDS/WEAPONS/pipe/README + CREDITS.txt",
        "contents": "These take a majority of the base sounds and add onto them. Some are changed entirely.\nSounds sourced/edited/mixed by Dissy EX\n\nSOUND INDEX\n\n--WEAPONS--\n\n-Metal Pipe\n--PIPESWI 1-3: Pipe swing (three variations)\n--PIPEWHI 1-3: Pipe hitting a wall (three variations)\n--PIPEOHI 1-3: Pipe hitting something fleshy/organic (three variations)\n(Sounds sourced and modified from Doom Eternal, Halo: Reach, & Team Fortress 2)"
      },
      {
        "source": "pk3",
        "name": "SOUNDS/WEAPONS/wrench/README + CREDITS.txt",
        "contents": "These take a majority of the base sounds and add onto them. Some are changed entirely.\nSounds sourced/edited/mixed by Dissy EX\n\nSOUND INDEX\n\n--WEAPONS--\n\n-Pipe Wrench\n--WRENSWI 1-2: Pipe Wrench swing (two variations)\n--WRENWHI 1-3: Pipe Wrench hitting a wall (three variations)\n--WRENOHI 1-3: Pipe Wrench hitting something fleshy/organic (three variations)\n(Sounds sourced and modified from Doom Eternal, Half-Life: Opposing Force, & Team Fortress 2)"
      },
      {
        "source": "pk3",
        "name": "SOUNDS/WEAPONS/molotov/README + CREDITS.txt",
        "contents": "These take a majority of the base sounds and add onto them. Some are changed entirely.\nSounds sourced/edited/mixed by Dissy EX\n\nSOUND INDEX\n\n--WEAPONS--\n\n-Molotov Cocktail  //Includes two different types of successful lighter ignites, pick one or the other.\n--MOTVLIO 1-3: Opening lighter (three variations)\n--MOTVLIC 1-3: Closing lighter (three variations)\n--MOTVLIS 1-3: Striking lighter (three variations)\n--MOTVIGNT: Lighter properly ignites (no flame burst version)\n--MOTVLIT 1-3: Lighter properly ignites (three variations, with small flame burst)\n--MOTVBRK 1-3: Molotov shatters on impact (three variations)\n(Sounds sourced and modified from Counter-Strike: Global Offensive, Picture to Sound, & Team Fortress 2)\n//Would've recorded the lighter myself but I don't have a recorder quite yet"
      },
      {
        "source": "pk3",
        "name": "SOUNDS/WEAPONS/poolcue/README + CREDITS.txt",
        "contents": "These take a majority of the base sounds and add onto them. Some are changed entirely.\nSounds sourced/edited/mixed by Dissy EX\n\nSOUND INDEX\n\n--WEAPONS--\n\n-Pool Cue  //not entirely sure if this is supposed to be strong or not but the new animations feel much heavier\n--PCUESWI 1-6: Swinging the cue (six variations)\n--PCUEWHI 1-2: Hitting a wall (two variations)\n--PCUEOHI 1-2: Hitting an organic/fleshy object (two variations)\n(Sounds sourced and modified from Team Fortress 2)"
      },
      {
        "source": "pk3",
        "name": "SOUNDS/WEAPONS/M1/README + CREDITS.txt",
        "contents": "These take a majority of the base sounds and add onto them. Some are changed entirely.\nSounds sourced/edited/mixed by Dissy EX\n\nSOUND INDEX\n\n--WEAPONS--\n\n-M1 Garand  //I recommend making use of sound channels so the post shot echo doesn't get cut off by reloading or whatever else\n--M1BOBCK: Bolt back\n--M1BOFWR: Bolt forward\n--M1MAGOU: Magazine out\n--M1MAGIN: Magazine insert\n--M1JDRYFI: M1 Garand doesn't have any ammo loaded you doofus reload\n--M1FIRE 1-3: Fire sounds (three variations)\n(Sounds sourced and modified from Cry of Fear, Day of Defeat: Source, & Halo 4)"
      },
      {
        "source": "pk3",
        "name": "SOUNDS/WEAPONS/Pistol/README + CREDITS.txt",
        "contents": "These take a majority of the base sounds and add onto them. Some are changed entirely.\nSounds sourced/edited/mixed by Dissy EX\n\nSOUND INDEX\n\n--WEAPONS--\n\n-Pistol\n--PISTMOUT: Magazine ejected\n--PISTMINS: Magazine inserted\n--PISTSLID: Slide releases\n--PISTDRYF: The pistol has no ammunition!\n--PISTFIR 1-3: Fire sounds (three variations)\n(Sounds sourced and modified from Counter-Strike: Global Offensive, Day of Defeat: Source, Halo 4, & Killing Floor 2)"
      },
      {
        "source": "pk3",
        "name": "SOUNDS/WEAPONS/Shovel/README + CREDITS.txt",
        "contents": "These take a majority of the base sounds and add onto them. Some are changed entirely.\nSounds sourced/edited/mixed by Dissy EX\n\nSOUND INDEX\n\n--WEAPONS--\n\n-Shovel\n--SHOVSWI 1-3: Swinging the shovel (three variations)\n--SHOVWHI 1-3: Hitting a wall (three varations)\n--SHOVOHI 1-3: Hitting an organic/fleshy dumbass (three variations)\n(Sounds sourced and modified from Killing Floor 2 & Postal 2)"
      },
      {
        "source": "pk3",
        "name": "Code/BUNKER.txt",
        "contents": "ACTOR flaskblueA 10418\n{\n\t//$Category WDI Props\n\t//$Sprite FLKSA0\n\t//$Title \"Flask Blue A\"\n  mass 1500\n  Health 1\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n  Radius 7\n  Height 17\n  -SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +ACTIVATEMCROSS\n  +DONTGIB\n  +NOICEDEATH\n  RenderStyle Translucent\n  DeathSound \"tubes/break\"\n  +PUSHABLE\n  +TOUCHY +CANNOTPUSH\n  States\n  {\n   Spawn:\n    FLKS A -1\n    loop\n   Death:\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_Scream\n    Stop\n  }\n}\n\nACTOR flaskblueB 10419\n{\n\t//$Category WDI Props\n\t//$Sprite FLKSG0\n\t//$Title \"Flask Blue B\"\n  mass 1500\n  Health 1\n  Radius 6\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n  Height 17\n  -SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +ACTIVATEMCROSS\n  +DONTGIB\n  +NOICEDEATH\n  RenderStyle Translucent\n  DeathSound \"tubes/break\"\n  +PUSHABLE\n  +TOUCHY +CANNOTPUSH\n  States\n  {\n   Spawn:\n    FLKS G -1\n    loop\n   Death:\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_Scream\n    Stop\n  }\n}\n\nACTOR flaskpurpleA 10420\n{\n\t//$Category WDI Props\n\t//$Sprite FLKSB0\n\t//$Title \"Flask Purple A\"\n  mass 1500\n  Health 1\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n  Radius 7\n  Height 17\n  -SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +ACTIVATEMCROSS\n  +DONTGIB\n  +NOICEDEATH\n  RenderStyle Translucent\n  DeathSound \"tubes/break\"\n  +PUSHABLE\n  +TOUCHY +CANNOTPUSH\n  States\n  {\n   Spawn:\n    FLKS B -1\n    loop\n   Death:\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_Scream\n    Stop\n  }\n}\n\nACTOR flaskpurpleB 10421\n{\n\t//$Category WDI Props\n\t//$Sprite FLKSH0\n\t//$Title \"Flask Purple B\"\n  mass 1500\n  Health 1\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n  Radius 6\n  Height 17\n  -SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +ACTIVATEMCROSS\n  +DONTGIB\n  +NOICEDEATH\n  RenderStyle Translucent\n  DeathSound \"tubes/break\"\n  +PUSHABLE\n  +TOUCHY +CANNOTPUSH\n  States\n  {\n   Spawn:\n    FLKS H -1\n    loop\n   Death:\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_Scream\n    Stop\n  }\n}\n\nACTOR flaskredA 10422\n{\n\t//$Category WDI Props\n\t//$Sprite FLKSC0\n\t//$Title \"Flask Red A\"\n  mass 1500\n  Health 1\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n  Radius 7\n  Height 17\n  -SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +ACTIVATEMCROSS\n  +DONTGIB\n  +NOICEDEATH\n  RenderStyle Translucent\n  DeathSound \"tubes/break\"\n  +PUSHABLE\n  +TOUCHY +CANNOTPUSH\n  States\n  {\n   Spawn:\n    FLKS C -1\n    loop\n   Death:\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_Scream\n    Stop\n  }\n}\n\nACTOR flaskredB 10423\n{\n\t//$Category WDI Props\n\t//$Sprite FLKSI0\n\t//$Title \"Flask Red B\"\n  mass 1500\n  Health 1\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n  Radius 6\n  Height 17\n  -SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +ACTIVATEMCROSS\n  +DONTGIB\n  +NOICEDEATH\n  +PUSHABLE\n  +TOUCHY +CANNOTPUSH\n  RenderStyle Translucent\n  DeathSound \"tubes/break\"\n  States\n  {\n   Spawn:\n    FLKS I -1\n    loop\n   Death:\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_Scream\n    Stop\n  }\n}\n\nACTOR flaskgreenA 10424\n{\n\t//$Category WDI Props\n\t//$Sprite FLKSD0\n\t//$Title \"Flask Green A\"\n  mass 1500\n  Health 1\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n  Radius 7\n  Height 17\n  -SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +ACTIVATEMCROSS\n  +DONTGIB\n  +NOICEDEATH\n  +PUSHABLE\n  +TOUCHY +CANNOTPUSH\n  RenderStyle Translucent\n  DeathSound \"tubes/break\"\n  States\n  {\n   Spawn:\n    FLKS D -1\n    loop\n   Death:\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_Scream\n    Stop\n  }\n}\n\nACTOR flaskgreenB 10425\n{\n\t//$Category WDI Props\n\t//$Sprite FLKSJ0\n\t//$Title \"Flask Green B\"\n  mass 1500\n  Health 1\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n  Radius 6\n  Height 17\n  -SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +ACTIVATEMCROSS\n  +DONTGIB\n  +NOICEDEATH\n  RenderStyle Translucent\n  DeathSound \"tubes/break\"\n  +PUSHABLE\n  +TOUCHY +CANNOTPUSH\n  States\n  {\n   Spawn:\n    FLKS J -1\n    loop\n   Death:\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_Scream\n    Stop\n  }\n}\n\nACTOR flaskyellowA 10426\n{\n\t//$Category WDI Props\n\t//$Sprite FLKSE0\n\t//$Title \"Flask Yellow A\"\n  mass 1500\n  Health 1\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n  Radius 7\n  Height 17\n  -SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +ACTIVATEMCROSS\n  +DONTGIB\n  +NOICEDEATH\n  RenderStyle Translucent\n  DeathSound \"tubes/break\"\n  +PUSHABLE\n  +TOUCHY +CANNOTPUSH\n  States\n  {\n   Spawn:\n    FLKS E -1\n    loop\n   Death:\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_Scream\n    Stop\n  }\n}\n\nACTOR flaskyellowB 10427\n{\n\t//$Category WDI Props\n\t//$Sprite FLKSK0\n\t//$Title \"Flask Yellow B\"\n  mass 1500\n  Health 1\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n  Radius 6\n  Height 17\n  -SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +ACTIVATEMCROSS\n  +DONTGIB\n  +NOICEDEATH\n  +PUSHABLE\n  +TOUCHY +CANNOTPUSH\n  RenderStyle Translucent\n  DeathSound \"tubes/break\"\n  States\n  {\n   Spawn:\n    FLKS K -1\n    loop\n   Death:\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_Scream\n    Stop\n  }\n}\n\nACTOR flaskgreyA 10428\n{\n\t//$Category WDI Props\n\t//$Sprite FLKSF0\n\t//$Title \"Flask Grey A\"\n  mass 1500\n  Health 1\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n  Radius 7\n  Height 17\n  -SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +ACTIVATEMCROSS\n  +DONTGIB\n  +NOICEDEATH\n  RenderStyle Translucent\n  DeathSound \"tubes/break\"\n  +PUSHABLE\n  +TOUCHY +CANNOTPUSH\n  States\n  {\n   Spawn:\n    FLKS F -1\n    loop\n   Death:\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_Scream\n    Stop\n  }\n}\n\nACTOR flaskgreyB 10429\n{\n\t//$Category WDI Props\n\t//$Sprite FLKSL0\n\t//$Title \"Flask Grey B\"\n  mass 1500\n  Health 1\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n  Radius 6\n  Height 17\n  -SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +ACTIVATEMCROSS\n  +DONTGIB\n  +NOICEDEATH\n  RenderStyle Translucent\n  DeathSound \"tubes/break\"\n  +PUSHABLE\n  +TOUCHY +CANNOTPUSH\n  States\n  {\n   Spawn:\n    FLKS L -1\n    loop\n   Death:\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_Scream\n    Stop\n  }\n}\n\nACTOR glassblue 10430\n{\n\t//$Category WDI Props\n\t//$Sprite BEAKA0\n\t//$Title \"Beaker Blue\"\n  mass 1500\n  Health 1\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n  Radius 3\n  Height 8\n  -SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +ACTIVATEMCROSS\n  +DONTGIB\n  +NOICEDEATH\n  RenderStyle Translucent\n  DeathSound \"tubes/break\"\n  +PUSHABLE\n  +TOUCHY +CANNOTPUSH\n  States\n  {\n   Spawn:\n    BEAK A -1\n    loop\n   Death:\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_Scream\n    Stop\n    Stop\n  }\n}\n\nACTOR glasspurple 10431\n{\n\t//$Category WDI Props\n\t//$Sprite BEAKB0\n\t//$Title \"Beaker Purple\"\n  mass 1500\n  Health 1\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n  Radius 3\n  Height 8\n  -SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +ACTIVATEMCROSS\n  +DONTGIB\n  +NOICEDEATH\n  RenderStyle Translucent\n  DeathSound \"tubes/break\"\n  +PUSHABLE\n  +TOUCHY +CANNOTPUSH\n  States\n  {\n   Spawn:\n    BEAK B -1\n    loop\n   Death:\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_Scream\n    Stop\n  }\n}\n\nACTOR glassred 10432\n{\n\t//$Category WDI Props\n\t//$Sprite BEAKC0\n\t//$Title \"Beaker Red\"\n  mass 1500\n  Health 1\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n  Radius 3\n  Height 8\n  -SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +ACTIVATEMCROSS\n  +DONTGIB\n  +NOICEDEATH\n  RenderStyle Translucent\n  DeathSound \"tubes/break\"\n  +PUSHABLE\n  +TOUCHY +CANNOTPUSH\n  States\n  {\n   Spawn:\n    BEAK C -1\n    loop\n   Death:\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_Scream\n    Stop\n  }\n}\n\nACTOR glassgreen 10433\n{\n\t//$Category WDI Props\n\t//$Sprite BEAKD0\n\t//$Title \"Beaker Green\"\n  mass 1500\n  Health 1\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n  Radius 3\n  Height 8\n  -SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +ACTIVATEMCROSS\n  +DONTGIB\n  +NOICEDEATH\n  RenderStyle Translucent\n  DeathSound \"tubes/break\"\n  +PUSHABLE\n  +TOUCHY +CANNOTPUSH\n  States\n  {\n   Spawn:\n    BEAK D -1\n    loop\n   Death:\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_Scream\n    Stop\n  }\n}\n\nACTOR glassyellow 10434\n{\n\t//$Category WDI Props\n\t//$Sprite BEAKE0\n\t//$Title \"Beaker Yellow\"\n  mass 1500\n  Health 1\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n  Radius 3\n  Height 8\n  -SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +ACTIVATEMCROSS\n  +DONTGIB\n  +NOICEDEATH\n  RenderStyle Translucent\n  DeathSound \"tubes/break\"\n  +PUSHABLE\n  +TOUCHY +CANNOTPUSH\n  States\n  {\n   Spawn:\n    BEAK E -1\n    loop\n   Death:\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_Scream\n    Stop\n  }\n}\n\nACTOR glassgrey 10435\n{\n\t//$Category WDI Props\n\t//$Sprite BEAKF0\n\t//$Title \"Beaker Grey\"\n  mass 1500\n  Health 1\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n  Radius 3\n  Height 8\n  -SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +ACTIVATEMCROSS\n  +DONTGIB\n  +NOICEDEATH\n  RenderStyle Translucent\n  DeathSound \"tubes/break\"\n  +PUSHABLE\n  +TOUCHY +CANNOTPUSH\n  States\n  {\n   Spawn:\n    BEAK F -1\n    loop\n   Death:\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard1\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_SpawnItemEx (\"Flaskshard2\", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)\n    NULL A 0 A_Scream\n    Stop\n  }\n}\n\nACTOR flaskshard1 10436\n{\n\t//$Category WDI Props\n\t//$Sprite TSR1A0\n\t//$Title \"Flask Shard 1\"\n  Radius 2\n  Height 4\n  speed 2\n  mass 1\n  RenderStyle Translucent\n  Alpha 0.6\n  +NOBLOCKMAP\n  +MISSILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +NOICEDEATH\n  States\n  {\n  Spawn:\n    TSR1 ABC 4\n    TSR1 D 4\n    TSR1 ABC 4\n    TSR1 D 4 A_Jump (24, \"DeathA\")\n    TSR1 ABC 4\n    TSR1 D 4\n    TSR1 ABC 4\n    TSR1 D 4 A_Jump (24, \"DeatB\")\n    Loop\n  DeathA:\n    TSR1 C 5 A_Jump (80, \"DeathA2\")\n    NULL A 1\n    Stop\n  DeathB:\n    TSR1 D 5 A_Jump (80, \"DeathB2\")\n    NULL A 1\n    Stop\n  DeathA2:\n    TSR1 C 3 A_Jump (24, \"DeathA2\")\n    NULL A 1\n    Stop\n  DeathB2:\n    TSR1 D 5 A_Jump (24, \"DeathB2\")\n    NULL A 1\n    Stop\n  }\n}\n\nACTOR flaskshard2 10437\n{\n\t//$Category WDI Props\n\t//$Sprite TSR2A0\n\t//$Title \"Flask Shard 2\"\n  Radius 2\n  Height 4\n  speed 2\n  mass 1\n  RenderStyle Translucent\n  Alpha 0.6\n  +NOBLOCKMAP\n  +MISSILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +NOICEDEATH\n  States\n  {\n  Spawn:\n    TSR2 ADB 4\n    TSR2 C 4\n    TSR2 ADB 4\n    TSR2 C 4 A_Jump (24, \"DeathA\")\n    TSR2 ADB 4\n    TSR2 C 4\n    TSR2 ADB 4\n    TSR2 C 4 A_Jump (24, \"DeathB\")\n    Loop\n  DeathA:\n    TSR2 C 5 A_Jump (80, \"DeathA2\")\n    NULL A 1\n    Stop\n  DeathB:\n    TSR2 D 5 A_Jump (80, \"DeathB2\")\n    NULL A 1\n    Stop\n  DeathA2:\n    TSR2 C 3 A_Jump (24, \"DeathA2\")\n    NULL A 1\n    Stop\n  DeathB2:\n    TSR2 D 5 A_Jump (24, \"DeathB2\")\n    NULL A 1\n    Stop\n  }\n}\n\nACTOR burger1 : SwitchableDecoration 10438\n{\n\t//$Category WDI Props\n\t//$Sprite BRGRA0\n\t//$Title \"Burger\"\n  mass 1\n  Radius 4\n  Height 6\n  scale 0.6\n  -SOLID\n  +FORCEXYBILLBOARD\n  +USESPECIAL\n  +PUSHABLE +SHOOTABLE +CANNOTPUSH +GHOST PushFactor 0.1\n\tActivation THINGSPEC_Activate | THINGSPEC_ThingTargets | THINGSPEC_NoDeathSpecial\n  States\n  {\n   Spawn:\n    BRGR A -1\n    loop\n\tActive:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"EatMunch\")\n\t//TNT1 A 0 A_GiveToTarget(\"HealthBonus\", 1)\n\tTNT1 A 0 A_Jump(256,\"ok1\",\"ok2\",\"ok3\",\"ok4\",\"ok5\")\n\tok1:\n\tTNT1 A 0 A_Print(\"Will I get food poisoning from this...?\")\n\tstop\n\tok2:\n\tTNT1 A 0 A_Print(\"That tastes like wet paper!\")\n\tstop\n\tok3:\n\tTNT1 A 0 A_Print(\"Cold, spongy... bleugh...\")\n\tstop\n\tok4:\n\tTNT1 A 0 A_Print(\"That one tastes pretty good, actually...\")\n\tTNT1 A 0 A_GiveToTarget(\"HealthBonus\", 1)\n\tstop\n\tok5:\n\tTNT1 A 0 A_Print(\"A little dry, but other than that, it's good!\")\n\tTNT1 A 0 A_GiveToTarget(\"HealthBonus\", 1)\n\tstop\n  }\n}\n\nACTOR burger2: SwitchableDecoration 10439\n{\n\t//$Category WDI Props\n\t//$Sprite BRGRB0\n\t//$Title \"Burger Double\"\n  mass 1\n  Radius 4\n  Height 6\n  scale 0.6\n  -SOLID\n  +FORCEXYBILLBOARD\n  +USESPECIAL\n  +PUSHABLE +SHOOTABLE +CANNOTPUSH +GHOST PushFactor 0.1\n\tActivation THINGSPEC_Activate | THINGSPEC_ThingTargets | THINGSPEC_NoDeathSpecial\n  States\n  {\n   Spawn:\n    BRGR B -1\n    loop\n\tActive:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"EatMunch\")\n\t//TNT1 A 0 A_GiveToTarget(\"HealthBonus\", 1)\n\tTNT1 A 0 A_Jump(256,\"ok1\",\"ok2\",\"ok3\",\"ok4\",\"ok5\")\n\tok1:\n\tTNT1 A 0 A_Print(\"Will I get food poisoning from this...?\")\n\tstop\n\tok2:\n\tTNT1 A 0 A_Print(\"That tastes like wet paper!\")\n\tstop\n\tok3:\n\tTNT1 A 0 A_Print(\"Cold, spongy... bleugh...\")\n\tstop\n\tok4:\n\tTNT1 A 0 A_Print(\"That one tastes pretty good, actually...\")\n\tTNT1 A 0 A_GiveToTarget(\"HealthBonus\", 1)\n\tstop\n\tok5:\n\tTNT1 A 0 A_Print(\"A little dry, but other than that, it's good!\")\n\tTNT1 A 0 A_GiveToTarget(\"HealthBonus\", 1)\n\tstop\n  }\n}\n\nACTOR burger3: SwitchableDecoration 10440\n{\n\t//$Category WDI Props\n\t//$Sprite BRGRC0\n\t//$Title \"Burger Triple\"\n  mass 1\n  Radius 4\n  Height 8\n  scale 0.6\n  -SOLID\n  +FORCEXYBILLBOARD\n  +USESPECIAL\n  +PUSHABLE +SHOOTABLE +CANNOTPUSH +GHOST PushFactor 0.1\n\tActivation THINGSPEC_Activate | THINGSPEC_ThingTargets | THINGSPEC_NoDeathSpecial\n  States\n  {\n   Spawn:\n    BRGR C -1\n    loop\n\tActive:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"EatMunch\")\n\t//TNT1 A 0 A_GiveToTarget(\"HealthBonus\", 1)\n\tTNT1 A 0 A_Jump(256,\"ok1\",\"ok2\",\"ok3\",\"ok4\",\"ok5\")\n\tok1:\n\tTNT1 A 0 A_Print(\"Will I get food poisoning from this...?\")\n\tstop\n\tok2:\n\tTNT1 A 0 A_Print(\"That tastes like wet paper!\")\n\tstop\n\tok3:\n\tTNT1 A 0 A_Print(\"Cold, spongy... bleugh...\")\n\tstop\n\tok4:\n\tTNT1 A 0 A_Print(\"That one tastes pretty good, actually...\")\n\tTNT1 A 0 A_GiveToTarget(\"HealthBonus\", 1)\n\tstop\n\tok5:\n\tTNT1 A 0 A_Print(\"A little dry, but other than that, it's good!\")\n\tTNT1 A 0 A_GiveToTarget(\"HealthBonus\", 1)\n\tstop\n  }\n}\n\nACTOR burger4: SwitchableDecoration 10441\n{\n\t//$Category WDI Props\n\t//$Sprite BRGRD0\n\t//$Title \"Burger (Wrapped)\"\n  mass 1\n  Radius 4\n  Height 6\n  scale 0.6\n  -SOLID\n  +FORCEXYBILLBOARD\n  +USESPECIAL\n  +PUSHABLE +SHOOTABLE +CANNOTPUSH +GHOST PushFactor 0.1\n\tActivation THINGSPEC_Activate | THINGSPEC_ThingTargets | THINGSPEC_NoDeathSpecial\n  States\n  {\n   Spawn:\n    BRGR D -1\n    loop\n\tActive:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"EatMunch\")\n\t//TNT1 A 0 A_GiveToTarget(\"HealthBonus\", 1)\n\tTNT1 A 0 A_Jump(256,\"ok1\",\"ok2\",\"ok3\",\"ok4\",\"ok5\")\n\tok1:\n\tTNT1 A 0 A_Print(\"Will I get food poisoning from this...?\")\n\tstop\n\tok2:\n\tTNT1 A 0 A_Print(\"That tastes like wet paper!\")\n\tstop\n\tok3:\n\tTNT1 A 0 A_Print(\"Cold, spongy... bleugh...\")\n\tstop\n\tok4:\n\tTNT1 A 0 A_Print(\"That one tastes pretty good, actually...\")\n\tTNT1 A 0 A_GiveToTarget(\"HealthBonus\", 1)\n\tstop\n\tok5:\n\tTNT1 A 0 A_Print(\"A little dry, but other than that, it's good!\")\n\tTNT1 A 0 A_GiveToTarget(\"HealthBonus\", 1)\n\tstop\n  }\n}\n\nACTOR fries1: SwitchableDecoration 10442\n{\n\t//$Category WDI Props\n\t//$Sprite FRESA0\n\t//$Title \"Fries\"\n  mass 1\n  Radius 3\n  Height 7\n  scale 0.6\n  -SOLID\n  +FORCEXYBILLBOARD\n  +USESPECIAL\n  +PUSHABLE +SHOOTABLE +CANNOTPUSH +GHOST PushFactor 0.1\n\tActivation THINGSPEC_Activate | THINGSPEC_ThingTargets | THINGSPEC_NoDeathSpecial\n  States\n  {\n   Spawn:\n    FRES A -1\n    loop\n\tActive:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"EatMunch\")\n\t//TNT1 A 0 A_GiveToTarget(\"HealthBonus\", 1)\n\tTNT1 A 0 A_Jump(256,\"ok1\",\"ok2\",\"ok3\",\"ok4\",\"ok5\")\n\tok1:\n\tTNT1 A 0 A_Print(\"Will I get food poisoning from this...?\")\n\tstop\n\tok2:\n\tTNT1 A 0 A_Print(\"That tastes like wet paper!\")\n\tstop\n\tok3:\n\tTNT1 A 0 A_Print(\"Cold, spongy... bleugh...\")\n\tstop\n\tok4:\n\tTNT1 A 0 A_Print(\"That one tastes pretty good, actually...\")\n\tstop\n\tok5:\n\tTNT1 A 0 A_Print(\"A little dry, but other than that, it's good!\")\n\tstop\n  }\n}\n\nACTOR fries2: SwitchableDecoration 10443\n{\n\t//$Category WDI Props\n\t//$Sprite FRESB0\n\t//$Title \"Fries (Empty)\"\n  mass 1\n  Radius 3\n  Height 6\n  scale 0.6\n  -SOLID\n  +FORCEXYBILLBOARD\n  +USESPECIAL\n  +PUSHABLE +SHOOTABLE +CANNOTPUSH +GHOST PushFactor 0.1\n\tActivation THINGSPEC_Activate | THINGSPEC_ThingTargets | THINGSPEC_NoDeathSpecial\n  States\n  {\n   Spawn:\n    FRES B -1\n    loop\n\tActive:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"EatMunch\")\n\t//TNT1 A 0 A_GiveToTarget(\"HealthBonus\", 1)\n\tTNT1 A 0 A_Jump(256,\"ok1\",\"ok2\",\"ok3\",\"ok4\",\"ok5\")\n\tok1:\n\tTNT1 A 0 A_Print(\"Will I get food poisoning from this...?\")\n\tstop\n\tok2:\n\tTNT1 A 0 A_Print(\"That tastes like wet paper!\")\n\tstop\n\tok3:\n\tTNT1 A 0 A_Print(\"Cold, spongy... bleugh...\")\n\tstop\n\tok4:\n\tTNT1 A 0 A_Print(\"That one tastes pretty good, actually...\")\n\tTNT1 A 0 A_GiveToTarget(\"HealthBonus\", 1)\n\tstop\n\tok5:\n\tTNT1 A 0 A_Print(\"A little dry, but other than that, it's good!\")\n\tTNT1 A 0 A_GiveToTarget(\"HealthBonus\", 1)\n\tstop\n  }\n}\n\nACTOR drink: SwitchableDecoration 10444\n{\n\t//$Category WDI Props\n\t//$Sprite DRNKA0\n\t//$Title \"Drink\"\n  mass 1\n  Radius 2\n  Height 7\n  scale 0.6\n  -SOLID\n  +FORCEXYBILLBOARD\n  +USESPECIAL\n  +PUSHABLE +SHOOTABLE +CANNOTPUSH +GHOST PushFactor 0.1\n\tActivation THINGSPEC_Activate | THINGSPEC_ThingTargets | THINGSPEC_NoDeathSpecial\n  States\n  {\n   Spawn:\n    DRNK A -1\n    loop\n\tActive:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"EatMunch\")\n\t//TNT1 A 0 A_GiveToTarget(\"HealthBonus\", 1)\n\tTNT1 A 0 A_Jump(256,\"ok1\",\"ok2\",\"ok3\",\"ok4\",\"ok5\")\n\tok1:\n\tTNT1 A 0 A_Print(\"Will I get food poisoning from this...?\")\n\tstop\n\tok2:\n\tTNT1 A 0 A_Print(\"Cold coffee... ew...\")\n\tstop\n\tok3:\n\tTNT1 A 0 A_Print(\"Flat pepsi?! Disgusting!\")\n\tstop\n\tok4:\n\tTNT1 A 0 A_Print(\"That one tastes pretty good, actually...\")\n\tstop\n\tok5:\n\tTNT1 A 0 A_Print(\"Just regular water! Awesome!\")\n\tstop\n  }\n}\n\nACTOR donuts: SwitchableDecoration 10448\n{\n\t//$Category WDI Props\n\t//$Sprite DNTSA0\n\t//$Title \"Donuts\"\n  mass 1\n  Radius 5\n  Height 5\n  scale 0.3\n  -SOLID\n  +FORCEXYBILLBOARD\n  +USESPECIAL\n  +PUSHABLE +SHOOTABLE +CANNOTPUSH +GHOST PushFactor 0.1\n\tActivation THINGSPEC_Activate | THINGSPEC_ThingTargets | THINGSPEC_NoDeathSpecial\n  States\n  {\n   Spawn:\n    DNTS A -1\n    loop\n\tActive:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"EatMunch\")\n\t//TNT1 A 0 A_GiveToTarget(\"HealthBonus\", 1)\n\tTNT1 A 0 A_Jump(256,\"ok1\",\"ok2\",\"ok3\",\"ok4\",\"ok5\")\n\tok1:\n\tTNT1 A 0 A_Print(\"Will I get food poisoning from this...?\")\n\tstop\n\tok2:\n\tTNT1 A 0 A_Print(\"That tastes like wet paper!\")\n\tstop\n\tok3:\n\tTNT1 A 0 A_Print(\"Cold, spongy... bleugh...\")\n\tstop\n\tok4:\n\tTNT1 A 0 A_Print(\"That one tastes pretty good, actually...\")\n\tTNT1 A 0 A_GiveToTarget(\"HealthBonus\", 1)\n\tstop\n\tok5:\n\tTNT1 A 0 A_Print(\"A little dry, but other than that, it's good!\")\n\tTNT1 A 0 A_GiveToTarget(\"HealthBonus\", 1)\n\tstop\n  }\n}\n\nACTOR dbox 10449\n{\n\t//$Category WDI Props\n\t//$Sprite DBOXA0\n\t//$Title \"The DBOX\"\n  mass 1\n  Radius 6\n  Height 8\n  -SOLID\n  +PUSHABLE +SHOOTABLE +CANNOTPUSH +GHOST PushFactor 0.1\n  States\n  {\n   Spawn:\n    DBOX A -1\n    loop\n  }\n}\n\nACTOR deadguy1 10450\n{\n\t//$Category WDI Props\n\t//$Sprite DEADA0\n\t//$Title \"Dead Guy 1\"\n  mass 1\n  Radius 12\n  Height 8\n  -SOLID\n  +FORCEXYBILLBOARD\n  States\n  {\n   Spawn:\n    DEAD A -1\n    loop\n  }\n}\n\nACTOR deadguy2 10451\n{\n\t//$Category WDI Props\n\t//$Sprite DEADB0\n\t//$Title \"Dead Guy 2\"\n  mass 1\n  Radius 12\n  Height 8\n  -SOLID\n  +FORCEXYBILLBOARD\n  States\n  {\n   Spawn:\n    DEAD B -1\n    loop\n  }\n}\n\nACTOR deadguy3 10452\n{\n\t//$Category WDI Props\n\t//$Sprite DEADC0\n\t//$Title \"Dead Guy 3\"\n  mass 1\n  Radius 12\n  Height 8\n  -SOLID\n  +FORCEXYBILLBOARD\n  States\n  {\n   Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(256,\"Spawn1\",\"Spawn2\",\"Spawn3\",\"Spawn4\",\"Spawn5\",\"Spawn6\",\"Spawn7\",\"Spawn8\",\"Spawn9\",\"Spawn10\",\"Spawn11\",\"Spawn12\",\"Spawn13\")\n\tSpawn1: DPL1 L -1\n\tloop\n\tSpawn2: DPL2 N -1\n\tloop\n\tSpawn3: DPL2 Q -1\n\tloop\n\tSpawn4: DPL3 M -1\n\tloop\n\tSpawn5: DPL4 L -1\n\tloop\n\tSpawn6: DPL5 P -1\n\tloop\n\tSpawn7: DPL6 L -1\n\tloop\n\tSpawn8: DPL7 L -1\n\tloop\n\tSpawn9: DPL8 L -1\n\tloop\n\tSpawn10: DEAD C -1\n\tloop\n\tSpawn11: DEAD D -1\n\tloop\n\tSpawn12: DEAD E -1\n\tloop\n\tSpawn13: DEAD F -1\n\tloop\n  }\n}\n\nACTOR deadguy4 10453\n{\n\t//$Category WDI Props\n\t//$Sprite DEADD0\n\t//$Title \"Dead Guy 4\"\n  mass 1\n  Radius 12\n  Height 8\n  -SOLID\n  +FORCEXYBILLBOARD\n  Translation \"112:127=96:111\"\n  States\n  {\n   Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(256,\"Spawn1\",\"Spawn2\",\"Spawn3\",\"Spawn4\",\"Spawn5\",\"Spawn6\",\"Spawn7\",\"Spawn8\",\"Spawn9\",\"Spawn10\",\"Spawn11\",\"Spawn12\",\"Spawn13\")\n\tSpawn1: DPL1 L -1\n\tloop\n\tSpawn2: DPL2 N -1\n\tloop\n\tSpawn3: DPL2 Q -1\n\tloop\n\tSpawn4: DPL3 M -1\n\tloop\n\tSpawn5: DPL4 L -1\n\tloop\n\tSpawn6: DPL5 P -1\n\tloop\n\tSpawn7: DPL6 L -1\n\tloop\n\tSpawn8: DPL7 L -1\n\tloop\n\tSpawn9: DPL8 L -1\n\tloop\n\tSpawn10: DEAD C -1\n\tloop\n\tSpawn11: DEAD D -1\n\tloop\n\tSpawn12: DEAD E -1\n\tloop\n\tSpawn13: DEAD F -1\n\tloop\n  }\n}\n\nACTOR deadguy5 10454\n{\n\t//$Category WDI Props\n\t//$Sprite DEADE0\n\t//$Title \"Dead Guy 5\"\n  mass 1\n  Radius 12\n  Height 8\n  -SOLID\n  +FORCEXYBILLBOARD\n  Translation \"112:127=144:151\"\n  States\n  {\n   Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(256,\"Spawn1\",\"Spawn2\",\"Spawn3\",\"Spawn4\",\"Spawn5\",\"Spawn6\",\"Spawn7\",\"Spawn8\",\"Spawn9\",\"Spawn10\",\"Spawn11\",\"Spawn12\",\"Spawn13\")\n\tSpawn1: DPL1 L -1\n\tloop\n\tSpawn2: DPL2 N -1\n\tloop\n\tSpawn3: DPL2 Q -1\n\tloop\n\tSpawn4: DPL3 M -1\n\tloop\n\tSpawn5: DPL4 L -1\n\tloop\n\tSpawn6: DPL5 P -1\n\tloop\n\tSpawn7: DPL6 L -1\n\tloop\n\tSpawn8: DPL7 L -1\n\tloop\n\tSpawn9: DPL8 L -1\n\tloop\n\tSpawn10: DEAD C -1\n\tloop\n\tSpawn11: DEAD D -1\n\tloop\n\tSpawn12: DEAD E -1\n\tloop\n\tSpawn13: DEAD F -1\n\tloop\n  }\n}\n\nACTOR deadguy6 10455\n{\n\t//$Category WDI Props\n\t//$Sprite DEADF0\n\t//$Title \"Dead Guy 6\"\n  mass 1\n  Radius 12\n  Height 8\n  -SOLID\n  +FORCEXYBILLBOARD\n  Translation \"112:127=160:167\"\n  States\n  {\n   Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(256,\"Spawn1\",\"Spawn2\",\"Spawn3\",\"Spawn4\",\"Spawn5\",\"Spawn6\",\"Spawn7\",\"Spawn8\",\"Spawn9\",\"Spawn10\",\"Spawn11\",\"Spawn12\",\"Spawn13\")\n\tSpawn1: DPL1 L -1\n\tloop\n\tSpawn2: DPL2 N -1\n\tloop\n\tSpawn3: DPL2 Q -1\n\tloop\n\tSpawn4: DPL3 M -1\n\tloop\n\tSpawn5: DPL4 L -1\n\tloop\n\tSpawn6: DPL5 P -1\n\tloop\n\tSpawn7: DPL6 L -1\n\tloop\n\tSpawn8: DPL7 L -1\n\tloop\n\tSpawn9: DPL8 L -1\n\tloop\n\tSpawn10: DEAD C -1\n\tloop\n\tSpawn11: DEAD D -1\n\tloop\n\tSpawn12: DEAD E -1\n\tloop\n\tSpawn13: DEAD F -1\n\tloop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Code/HACKS.txt",
        "contents": "Actor PowerOff: Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor MurderDoorUnblocker : CustomInventory\n{\n  inventory.pickupmessage \"\"\n  inventory.pickupsound \"\"\n  Inventory.MaxAmount 1\n  +INVENTORY.UNDROPPABLE\n  states\n  {\n  Spawn:\n    AWI3 A -1\n    stop\n  Pickup:\n    TNT1 A 0\n    TNT1 A 0 A_ChangeFlag(\"NOBLOCKMONST\", 1)\n    stop\n  }\n}\n\nActor MurderDoorBlocker : CustomInventory\n{\n  inventory.pickupmessage \"\"\n  inventory.pickupsound \"\"\n  Inventory.MaxAmount 1\n  +INVENTORY.UNDROPPABLE\n  states\n  {\n  Spawn:\n    AWI3 A -1\n    stop\n  Pickup:\n    TNT1 A 0\n    TNT1 A 0 A_ChangeFlag(\"NOBLOCKMONST\", 0)\n    stop\n  }\n}\n\nActor HudCleaner: Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor HudAlive: Inventory\n{\nInventory.MaxAmount 1\n  -INVENTORY.INTERHUBSTRIP\n}\n\nActor ScriptDeath : Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor MarkMe : Inventory\n{\nInventory.MaxAmount 1\n  -INVENTORY.INTERHUBSTRIP\n}\n\nactor InoKill : Inventory\n{\n  inventory.pickupmessage \"\"\n  inventory.pickupsound \"\"\n  Inventory.MaxAmount 1\n}\n\nactor Hero: Inventory\n{\n  inventory.pickupmessage \"\"\n  inventory.pickupsound \"\"\n  Inventory.MaxAmount 1\n}\n\nactor KillMarker: Inventory\n{\n  inventory.pickupmessage \"\"\n  inventory.pickupsound \"\"\n  Inventory.MaxAmount 99\n}\n\nactor SlowCounter : Inventory\n{\n  inventory.pickupmessage \"\"\n  inventory.pickupsound \"\"\n  Inventory.MaxAmount 4\n}\n\nactor TKHero: CustomInventory\n{\n  inventory.pickupmessage \"\"\n  inventory.pickupsound \"\"\n  Inventory.MaxAmount 1\n  +INVENTORY.UNDROPPABLE\n  states\n  {\n  Spawn:\n    AWI3 A -1\n    stop\n  Pickup:\n    TNT1 A 0\n    TNT1 A 0 ACS_ExecuteAlways(651, 0, 0, 0)\n    stop\n  }\n}\n\nactor BackstabHero: CustomInventory\n{\n  inventory.pickupmessage \"\"\n  inventory.pickupsound \"\"\n  Inventory.MaxAmount 1\n  +INVENTORY.UNDROPPABLE\n  states\n  {\n  Spawn:\n    AWI3 A -1\n    stop\n  Pickup:\n    TNT1 A 0\n    TNT1 A 0 ACS_ExecuteAlways(652, 0, 0, 0)\n    stop\n  }\n}\n\nactor Warm : Inventory //When this isn't present, the player will emit fog.\n{\n  inventory.pickupmessage \"\"\n  inventory.pickupsound \"\"\n  Inventory.MaxAmount 1\n}\n\nActor TIDGiver : CustomInventory\n{\n\n  inventory.pickupmessage \"\"\n  inventory.pickupsound \"\"\n  Inventory.MaxAmount 1\n  +INVENTORY.UNDROPPABLE\n  states\n  {\n  Spawn:\n    AWI3 A -1\n    stop\n  Pickup:\n    TNT1 A 0\n    TNT1 A 0 ACS_ExecuteAlways(102, 0, 0, 0)\n    stop\n  }\n}\n\nActor NoRegen : Inventory\n{\n  Inventory.PickupSound \"\"\n  Inventory.MaxAmount 1\n  +INVENTORY.UNDROPPABLE\n}\n\nActor TKToken : Inventory\n{\n  Inventory.PickupSound \"\"\n  Inventory.MaxAmount 3\n  +INVENTORY.UNDROPPABLE\n}\n\nACTOR PowerFriendlyCueDamage: PowerProtection\n{\n\tPowerup.Duration 3024000\n\tDamagefactor \"CueMelee\", 0.25\n}\n\nACTOR PowerFriendlyShovelDamage: PowerProtection\n{\n\tPowerup.Duration 3024000\n\tDamagefactor \"ShovelMelee\", 0.20\n}\n\nACTOR PowerFriendlyGunDamage: PowerProtection\n{\n\tPowerup.Duration 3024000\n\tDamagefactor \"friendlygun\", 0.25\n}\n\nACTOR PowerFriendlySawDamage: PowerProtection\n{\n\tPowerup.Duration 3024000\n\tDamagefactor \"SawMelee\", 0.25\n}\n\nACTOR PowerFriendlyMeleeDamage: PowerProtection\n{\n\tPowerup.Duration 3024000\n\tDamagefactor \"friendlymelee\", 0.25\n}\n\nACTOR PowerFriendlyThrownDamage : PowerProtection\n{\n\tPowerup.Duration 3024000\n\tDamagefactor \"friendlythrown\", 0.25\n}\n\nACTOR PowerFriendlyBurnDamage : PowerProtection\n{\n\tPowerup.Duration 3024000\n\tDamagefactor \"Burn\", 0.5\n}\n\nactor PowerMurderNerf : PowerDamage\n{\n\tPowerup.Duration 3024000\n\t//damagefactor \"friendlygun\", 1.25\n\tdamagefactor \"friendlygun\", 1.0\n}\n\nactor PowerMurderNerf2 : PowerDamage\n{\n\tPowerup.Duration 3024000\n\t//damagefactor \"friendlymelee\", 1.65\n\tdamagefactor \"friendlymelee\", 1.0\n}\n\nactor PowerMurderNerf3 : PowerDamage\n{\n\tPowerup.Duration 3024000\n\tdamagefactor \"SawMelee\", 2.0\n}\n\nactor PowerMurderNerf4 : PowerDamage\n{\n\tPowerup.Duration 3024000\n\t//damagefactor \"CueMelee\", 1.65\n\tdamagefactor \"CueMelee\", 1.0\n}\n\nactor PowerMurderNerf5 : PowerDamage\n{\n\tPowerup.Duration 3024000\n\t//damagefactor \"ShovelMelee\", 1.65\n\tdamagefactor \"ShovelMelee\", 1.0\n}\n\nACTOR FriendlyCueDamage : PowerupGiver\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tSpawnID 0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.UNDROPPABLE\n\tInventory.MaxAmount 0\n\tPowerup.Type FriendlyCueDamage\n\tStates\n\t{\n\tSpawn:\n\t\tGARD ABCD 6 Bright\n\t\tLoop\n\t}\n}\n\nACTOR FriendlyShovelDamage : PowerupGiver\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tSpawnID 0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.UNDROPPABLE\n\tInventory.MaxAmount 0\n\tPowerup.Type FriendlyShovelDamage\n\tStates\n\t{\n\tSpawn:\n\t\tGARD ABCD 6 Bright\n\t\tLoop\n\t}\n}\n\nACTOR FriendlyFire1 : PowerupGiver\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tSpawnID 0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.UNDROPPABLE\n\tInventory.MaxAmount 0\n\tPowerup.Type FriendlyGunDamage\n\tStates\n\t{\n\tSpawn:\n\t\tGARD ABCD 6 Bright\n\t\tLoop\n\t}\n}\n\nACTOR FriendlyFire2 : PowerupGiver\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tSpawnID 0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.UNDROPPABLE\n\tInventory.MaxAmount 0\n\tPowerup.Type FriendlyMeleeDamage\n\tStates\n\t{\n\tSpawn:\n\t\tGARD ABCD 6 Bright\n\t\tLoop\n\t}\n}\n\nACTOR FriendlyFire3 : PowerupGiver\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tSpawnID 0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.UNDROPPABLE\n\tInventory.MaxAmount 0\n\tPowerup.Type FriendlySawDamage\n\tStates\n\t{\n\tSpawn:\n\t\tGARD ABCD 6 Bright\n\t\tLoop\n\t}\n}\n\nACTOR FriendlyFire4 : PowerupGiver\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tSpawnID 0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.UNDROPPABLE\n\tInventory.MaxAmount 0\n\tPowerup.Type FriendlyThrownDamage\n\tStates\n\t{\n\tSpawn:\n\t\tGARD ABCD 6 Bright\n\t\tLoop\n\t}\n}\n\nACTOR FriendlyFire5 : PowerupGiver\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tSpawnID 0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.UNDROPPABLE\n\tInventory.MaxAmount 0\n\tPowerup.Type FriendlyBurnDamage\n\tStates\n\t{\n\tSpawn:\n\t\tGARD ABCD 6 Bright\n\t\tLoop\n\t}\n}\n\nACTOR MurderNerf1 : PowerupGiver //Nerf his guns\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tSpawnID 0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.UNDROPPABLE\n\tInventory.MaxAmount 0\n\tPowerup.Type MurderNerf\n\tStates\n\t{\n\tSpawn:\n\t\tGARD ABCD 6 Bright\n\t\tLoop\n\t}\n}\n\nACTOR MurderNerf2 : PowerupGiver //Nerf his melee (slightly)\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tSpawnID 0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.UNDROPPABLE\n\tInventory.MaxAmount 0\n\tPowerup.Type MurderNerf2\n\tStates\n\t{\n\tSpawn:\n\t\tGARD ABCD 6 Bright\n\t\tLoop\n\t}\n}\n\nACTOR MurderNerf3 : PowerupGiver //Buff his Saw (so it counter-acts their protection)\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tSpawnID 0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.UNDROPPABLE\n\tInventory.MaxAmount 0\n\tPowerup.Type MurderNerf3\n\tStates\n\t{\n\tSpawn:\n\t\tGARD ABCD 6 Bright\n\t\tLoop\n\t}\n}\n\nACTOR MurderNerf4 : PowerupGiver\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tSpawnID 0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.UNDROPPABLE\n\tInventory.MaxAmount 0\n\tPowerup.Type MurderNerf4\n\tStates\n\t{\n\tSpawn:\n\t\tGARD ABCD 6 Bright\n\t\tLoop\n\t}\n}\n\nACTOR MurderNerf5 : PowerupGiver\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tSpawnID 0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.UNDROPPABLE\n\tInventory.MaxAmount 0\n\tPowerup.Type MurderNerf5\n\tStates\n\t{\n\tSpawn:\n\t\tGARD ABCD 6 Bright\n\t\tLoop\n\t}\n}\n\nActor MurdererNerf : CustomInventory\n{\n  inventory.pickupmessage \"\"\n  inventory.pickupsound \"\"\n  Inventory.MaxAmount 1\n  +INVENTORY.UNDROPPABLE\n  states\n  {\n  Spawn:\n    AWI3 A -1\n    stop\n  Pickup:\n    TNT1 A 0 A_GiveInventory(\"MurderNerf1\", 1)\n    TNT1 A 0 A_GiveInventory(\"MurderNerf2\", 1)\n\tTNT1 A 0 A_GiveInventory(\"MurderNerf3\", 1)\n\tTNT1 A 0 A_GiveInventory(\"MurderNerf4\", 1)\n\tTNT1 A 0 A_GiveInventory(\"MurderNerf5\", 1)\n\t//TNT1 A 0 A_GiveInventory(\"MurdererMorph\", 1)\n    stop\n  }\n}\n\nActor InnocentBuff : CustomInventory\n{\n  inventory.pickupmessage \"\"\n  inventory.pickupsound \"\"\n  Inventory.MaxAmount 1\n  +INVENTORY.UNDROPPABLE\n  states\n  {\n  Spawn:\n    AWI3 A -1\n    stop\n  Pickup:\n    TNT1 A 0 A_GiveInventory(\"FriendlyFire1\", 1)\n    TNT1 A 0 A_GiveInventory(\"FriendlyFire2\", 1)\n\tTNT1 A 0 A_GiveInventory(\"FriendlyFire3\", 1)\n\tTNT1 A 0 A_GiveInventory(\"FriendlyCueDamage\", 1)\n\tTNT1 A 0 A_GiveInventory(\"FriendlyShovelDamage\", 1)\n\tTNT1 A 0 A_GiveInventory(\"FriendlyFire4\", 1)\n\tTNT1 A 0 A_GiveInventory(\"FriendlyFire5\", 1)\n    stop\n  }\n}\n\nACTOR ABigNothing replaces TeleportFog\n{\n RenderStyle None\n States\n {\n Spawn:\n  TNT1 A 1\n  Stop\n }\n}\n\nACTOR Column 2028\n{\n  Game Doom\n  Radius 16\n  Height 16\n  +SOLID\n  //$Category WDI Props\n  //$Sprite COLUA0\n  //$Title \"Column\"\n  States\n  {\n  Spawn:\n    COLU A -1 bright\n    Stop\n  }\n}\n\nActor DeathDropper : CustomInventory\n{\n Inventory.Amount 1\n Inventory.MaxAmount 0\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.UNDROPPABLE\n -INVENTORY.INVBAR\n +FORCEXYBILLBOARD\n States\n {\n   Spawn:\n\tTNT1 A 1\n\tWait\n\n   Use:\n\tTNT1 A 1\n\tStop\n }\n}\n\nActor DeathDropper_Shotgun : DeathDropper\n{\n States\n {\n   Spawn:\n\tTNT1 A 1\n\tWait\n\n   Use:\n\tTNT1 A 1 A_SpawnItemEx(\"FakeShotgun\", 0, 0, 24.0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tStop\n }\n}\n\nActor DeathDropper_PoolCue : DeathDropper\n{\n States\n {\n   Spawn:\n\tTNT1 A 1\n\tWait\n\n   Use:\n\tTNT1 A 1 A_SpawnItemEx(\"FakeCue\", 0, 0, 24.0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tStop\n }\n}\n\nActor DeathDropper_Wrench : DeathDropper\n{\n States\n {\n   Spawn:\n\tTNT1 A 1\n\tWait\n\n   Use:\n\tTNT1 A 1 A_SpawnItemEx(\"FakeWrench\", 0, 0, 24.0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tStop\n }\n}\n\nActor DeathDropper_Pipe : DeathDropper\n{\n States\n {\n   Spawn:\n\tTNT1 A 1\n\tWait\n\n   Use:\n\tTNT1 A 1 A_SpawnItemEx(\"FakePipe\", 0, 0, 24.0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tStop\n }\n}\n\nActor DeathDropper_Shovel : DeathDropper\n{\n States\n {\n   Spawn:\n\tTNT1 A 1\n\tWait\n\n   Use:\n\tTNT1 A 1 A_SpawnItemEx(\"FakeShovel\", 0, 0, 24.0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tStop\n }\n}\n\nActor DeathDropper_Chainsaw : DeathDropper\n{\n States\n {\n   Spawn:\n\tTNT1 A 1\n\tWait\n\n   Use:\n\tTNT1 A 1 A_SpawnItemEx(\"FakeChainsaw\", 0, 0, 24.0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tStop\n }\n}\n\nActor DeathDropper_Beretta : DeathDropper\n{\n States\n {\n   Spawn:\n\tTNT1 A 1\n\tWait\n\n   Use:\n\tTNT1 A 1 A_SpawnItemEx(\"FakeBeretta\", 0, 0, 24.0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tStop\n }\n}\n\nActor DeathDropper_Crossbow : DeathDropper\n{\n States\n {\n   Spawn:\n\tTNT1 A 1\n\tWait\n\n   Use:\n\tTNT1 A 1 A_SpawnItemEx(\"FakeCrossbow\", 0, 0, 24.0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tStop\n }\n}\n\nActor DeathDropper_M1 : DeathDropper\n{\n States\n {\n   Spawn:\n\tTNT1 A 1\n\tWait\n\n   Use:\n\tTNT1 A 1 A_SpawnItemEx(\"FakeM1\", 0, 0, 24.0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tStop\n }\n}\n\nActor DeathDropper_Brick : DeathDropper\n{\n States\n {\n   Spawn:\n\tTNT1 A 1\n\tWait\n\n   Use:\n\tTNT1 A 1 A_SpawnItemEx(\"FakeBrick\", 0, 0, 24.0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tStop\n }\n}\n\nActor DeathDropper_Molly : DeathDropper\n{\n States\n {\n   Spawn:\n\tTNT1 A 1\n\tWait\n\n   Use:\n\tTNT1 A 1 A_SpawnItemEx(\"ThrownMolly\", 0, 0, 24.0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tStop\n }\n}\n\nActor DeathDropper_NailedPlank : DeathDropper\n{\n States\n {\n   Spawn:\n\tTNT1 A 1\n\tWait\n\n   Use:\n\tTNT1 A 1 A_SpawnItemEx(\"FakeNailedPlank\", 0, 0, 24.0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tStop\n }\n}\n\nActor DeathDropper_Plank : DeathDropper\n{\n States\n {\n   Spawn:\n\tTNT1 A 1\n\tWait\n\n   Use:\n\tTNT1 A 1 A_SpawnItemEx(\"FakePlank\", 0, 0, 24.0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tStop\n }\n}\n\nActor DeathDropper_Twig : DeathDropper\n{\n States\n {\n   Spawn:\n\tTNT1 A 1\n\tWait\n\n   Use:\n\tTNT1 A 1 A_SpawnItemEx(\"FakeTwig\", 0, 0, 24.0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tStop\n }\n}"
      },
      {
        "source": "pk3",
        "name": "Code/EFFECTS.txt",
        "contents": "actor Footstep\n{\n- SOLID\n+NOBLOCKMAP\n//+CORPSE\nradius 6\nheight 6\nStates\n{\nSpawn:\nTNT1 A 8\nStop\n\n//Crash:\n//TNT1 A 1 A_PlaySound(\"generic/floor\")\n//Stop\n}\n}\n\nACTOR NoFlash\n{\n // SeeSound \"mysounds/myflashsound\"\n RenderStyle None\n States\n {\n Spawn:\n  TNT1 A 1\n  Stop\n }\n}\n\n//Lightning credit to Lazureus (from JRift)\nactor LightningStrike\n{\n\tobituary \"$OB_LIGHTNING\"\n\trenderstyle Add\n\tscale 2.0\n\theight 60\n\tradius 3\n\tspeed 0\n\tPROJECTILE\n\t+FLOORHUGGER\n\t+NOCLIP\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tLTNG A 1 bright\n\t\tDeath:\n\t\t\tLTNG A 2 bright\n\t\t\tLTNG B 2 bright\n\t\t\tLTNG C 2 bright\n\t\t\tIVVY A 3\n\t\t\tLTNG B 2 bright\n\t\t\tIVVY A 1\n\t\t\tLTNG C 1 bright\n\t\t\tstop\n\t}\n}\n\nactor LightningStrikeSmall : LightningStrike\n{\n\txscale 0.7\n\tyscale 2.0\n}\n\nActor FogFiller 26666\n{\nradius 8\nheight 8\n+NOGRAVITY\n  //$Category WDI Effects\n  //$Sprite XSMKA0\n  //$Title \"Fog Filler (Spawner)\"\nstates\n\t{\n\tSpawn:\n\t TNT1 A 0\n\t TNT1 AAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"SexyFog\", random(-Args[0], Args[0]), random(-Args[0], Args[0]), random(-Args[0], Args[0]), random(-Args[1], Args[1]), random(-Args[1], Args[1]), random(-Args[1], Args[1]), random(0, 360), SXF_CLIENTSIDE, 0)\n\t stop\n\t}\n}\n\nActor SexyFog : Smokecloud 26667\n{\n  //$Category WDI Effects\n  //$Sprite XSMKA0\n  //$Title \"Fog (Sexy)\"\nspeed 1\nscale 0.35\nstates\n\t{\n\tSpawn:\n\t XSMK A 1\n\t  loop\n\t}\n}\n\nactor BloodDrop\n{\nradius 4\nheight 2\n+MISSILE\n+DONTSPLASH\n+CLIENTSIDEONLY\n+MOVEWITHSECTOR\n-NOGRAVITY\n-SOLID\n+FORCEXYBILLBOARD\nStates\n\t{\n\tSpawn:\n\t BLDR A 0\n\t DBLD A 1 A_JumpIf(waterlevel == 3, \"WaterDeath\")\n\t  loop\n\n\tDeath:\n\t BLDR H 1 A_JumpIf(waterlevel == 3, \"WaterDeath\")\n\t TNT1 A 1 A_SpawnItemEx(\"BloodTrail\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE|SXF_NOCHECKPOSITION, 0)\n\t  stop\n\n\tWaterDeath:\n\t WBLD A 0 A_ChangeFlag(\"NOGRAVITY\", 1)\n\t WBLD A 0 A_ChangeFlag(\"FORCEXYBILLBOARD\", 1)\n\t WBLD A 8 A_JumpIf(waterlevel == 2, \"Vanish\")\n\t WBLD A 0 A_Stop\n\t WBLD A 26 A_JumpIf(waterlevel == 2, \"Vanish\")\n\t WBLD A 1 A_JumpIf(waterlevel == 2, \"Vanish\")\n\t WBLD A 1050 A_JumpIf(waterlevel == 2, \"Vanish\")\n\t  goto Vanish\n\n\tVanish:\n\t WBLD A 1 A_FadeOut(0.01)\n\t  loop\n\t}\n}\n\nactor BloodDropSmall : BloodDrop\n{\nscale 0.25\nStates\n\t{\n\n\tDeath:\n\t BLDR H 1 A_JumpIf(waterlevel == 3, \"WaterDeath\")\n\t TNT1 A 1 A_SpawnItemEx(\"BloodTrailSmall\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE|SXF_NOCHECKPOSITION, 0)\n\t  stop\n\n\tWaterDeath:\n\t WBLD A 0 A_ChangeFlag(\"NOGRAVITY\", 1)\n\t WBLD A 0 A_ChangeFlag(\"FORCEXYBILLBOARD\", 1)\n\t WBLD A 8\n\t WBLD A 0 A_Stop\n\t WBLD A 26\n\t WBLD A 1\n\t WBLD A 1050\n\t  goto Vanish\n\t}\n}\n\nactor ActionMarkerWhite 16070\n{\n- SOLID\n+NOBLOCKMAP\n+NOGRAVITY\n+CLIENTSIDEONLY\n+ALLOWCLIENTSPAWN\n+FLOATBOB\nRadius 2\nHeight 2\nRenderstyle Add\nAlpha 0.45\nVisibleToTeam 1\n  //$Category WDI Murderer Stuff\n  //$Sprite ACTIA0\n  //$Title \"Action Marker (White)\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 //Thing_ChangeTID(0,256)\nTNT1 A 0\nGoto On\n//Goto Off\n\nActive:\nACTI A 1 BRIGHT A_UnHideThing\nACTI A 1 BRIGHT\nWait\n\nInActive:\nTNT1 A 1 A_HideThing\nTNT1 A 1\nWait\n\nOff:\nTNT1 A 1\nWait\n\nOn:\nACTI A 1 BRIGHT\nWait\n}\n}\n\nactor ActionMarkerBlue : ActionMarkerWhite 16071\n{\n  //$Category WDI Murderer Stuff\n  //$Sprite ACTIB0\n  //$Title \"Action Marker (Blue)\"\nAlpha 0.45\nVisibleToTeam 1\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 //Thing_ChangeTID(0,257)\nTNT1 A 0\nGoto On\n//Goto Off\n\nActive:\nACTI A 1 BRIGHT A_UnHideThing\nACTI A 1 BRIGHT\nWait\n\nInActive:\nTNT1 A 1 A_HideThing\nTNT1 A 1\nWait\n\nOff:\nTNT1 A 1\nWait\n\nOn:\nACTI B 1 BRIGHT\nWait\n}\n}\n\nActor YellowHaloSpawner : CustomInventory\n{\n Inventory.Amount 1\n Inventory.MaxAmount 0\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.UNDROPPABLE\n -INVENTORY.INVBAR\n States\n {\n   Spawn:\n\tTNT1 A 1\n\tWait\n\n   Use:\n\tTNT1 A 1 A_SpawnItemEx(\"YellowHalo\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tStop\n }\n}\n\nActor RedHaloSpawner : CustomInventory\n{\n Inventory.Amount 1\n Inventory.MaxAmount 0\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.UNDROPPABLE\n -INVENTORY.INVBAR\n States\n {\n   Spawn:\n\tTNT1 A 1\n\tWait\n\n   Use:\n\tTNT1 A 1 A_SpawnItemEx(\"RedHalo\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tStop\n }\n}\n\nActor YellowHalo\n{\n\tRadius 4\n\tHeight 32\n\t+NOBLOCKMAP\n\t+NOCLIP\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\t-SOLID\n\t-SHOOTABLE\n\t+DROPOFF\n\t+NOTELEPORT\n\tStates\n\t{\n\tSpawn:\n\t\tWARN A 2 BRIGHT\n\t\tStop\n\t}\n}\n\nActor RedHalo : YellowHalo\n{\n\tStates\n\t{\n\tSpawn:\n\t\tWARN B 2 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR Breath\n{\n\tPROJECTILE\n\tscale 0.02\n\tDamage 0\n\tRadius 8\n\tHeight 8\n\tSpeed 0\n\t+THRUGHOST\n\tDeathSound \"\"\n\tRenderStyle Add\n\tAlpha 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tSMOK ABCDEFGHIJKLMNOPQ 1 A_FadeOut(0.03)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nACTOR BreathTest\n{\n\tscale 0.02\n\tDamage 0\n\tRadius 8\n\tHeight 8\n\tSpeed 0\n\tDeathSound \"\"\n\tRenderStyle NONE\n\tAlpha 1.0\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AAAAAAAAAAAAAAA 1 A_SpawnItemEx (\"Breath\", 1, 0, 48, random(0.5, 1.0), 0, random(-0.1, 0.1), random(-8.0, 8.0), 0, 0)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\n//Bullet cases\nACTOR ShotgunCasing\n{\n\tHeight 12\n\tRadius 9\n\tSpeed 4\n\tScale 0.20\n\tMass 0\n\tPROJECTILE\n//\t+DOOMBOUNCE\n\tBounceType Doom\n\t- NOGRAVITY\n\tBounceFactor 0.6\n\t//SeeSound \"weapons/casing2\"\n\tBounceSound \"weapons/casing3\"\n\t+SHOOTABLE +CANNOTPUSH +GHOST PushFactor 0.1\n\tStates\n\t{\n\tSpawn:\n\t//   D3S1 A 0 A_PlaySound(\"NULL\")\n\t   D3S1 ACBHEGFD 3\n\t   Goto Spawn+1\n\tDeath:\n\t   TNT1 A 0 A_ChangeFlag(\"PUSHABLE\",1)\n\t   D3S1 A 0 A_Jump(32,8)\n\t   D3S1 A 0 A_Jump(37,8)\n\t   D3S1 A 0 A_Jump(43,8)\n\t   D3S1 A 0 A_Jump(51,8)\n\t   D3S1 A 0 A_Jump(64,8)\n\t   D3S1 A 0 A_Jump(85,8)\n\t   D3S1 A 0 A_Jump(128,8)\n\t   D3S1 A 200 A_SpawnItem (\"Poof\")\n\t   Stop\n\t   D3S1 B 200 A_SpawnItem (\"Poof2\")\n\t   Stop\n\t   D3S1 C 200 A_SpawnItem (\"Poof\")\n\t   Stop\n\t   D3S1 D 200 A_SpawnItem (\"Poof2\")\n\t   Stop\n\t   D3S1 E 200 A_SpawnItem (\"Poof\")\n\t   Stop\n\t   D3S1 F 200 A_SpawnItem (\"Poof2\")\n\t   Stop\n\t   D3S1 G 200 A_SpawnItem (\"Poof\")\n\t   Stop\n\t   D3S1 H 200 A_SpawnItem (\"Poof2\")\n\t   Stop\n\t}\n}\n\nACTOR Poof\n{\nRenderStyle Normal\n+NOGRAVITY\nscale 0.5\nStates\n{\nSpawn:\nTNT1 A 0\nGoto death\nDeath:\nPOOF ABCDEFGHIJKLMNOP 1\nStop\n}\n}\nACTOR Poof2\n{\nRenderStyle Normal\n+NOGRAVITY\nscale 0.2\nStates\n{\nSpawn:\nTNT1 A 0\nGoto death\nDeath:\nPOOF ABCDEFGHIJKLMNOP 1\nStop\n}\n}\n\nActor FreezerFan 15061\n{\n+NOGRAVITY\n+NOBLOCKMAP\n  //$Category WDI Effects\n  //$Sprite SMOKQ0\n  //$Title \"Freezer Fan (Spawns Clouds)\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 A_SpawnItemEx (\"FanCloud\", 0, 0, 0, random(5, 15), 0, random(-2, 2), random(-8.0, 8.0), SXF_CLIENTSIDE, 0)\n\t\tloop\n\t}\n}\n\nACTOR FanCloud\n{\n\tPROJECTILE\n\t-NOGRAVITY\n\t+LOWGRAVITY\n\t+DONTSPLASH\n\t+LOOKALLAROUND\n\tscale 0.5\n\tDamage 0\n\tRadius 8\n\tHeight 8\n\tSpeed 0\n\tDamageType \"Ice\"\n\tDeathSound \"\"\n\tTranslation Ice\n\tRenderStyle Add\n\tAlpha 0.5\n\tStates\n\t{\n\tSpawn:\n\t    SMOK QPONMLKJIHGFEDBC 1 A_FadeOut(0.03)\n\t\tgoto Death\n\tDeath:\n\t\t//TNT1 A 1 A_Jump(235, 2)\n\t\tTNT1 A 1 //A_Explode(2, 32, 1)\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nACTOR ColdCloud 15060\n{\n  Translation Ice\n  Radius 20\n  Height 30\n  Mass 1\n  Speed 1\n  DamageType \"Ice\"\n  +DROPOFF\n  +NODAMAGETHRUST\n  +DONTSPLASH\n  +FOILINVUL\n  +BLOODLESSIMPACT\n  +SLIDESONWALLS\n  RenderStyle Add\n  Obituary \"%o went north.\"\n  HitObituary \"%o went north.\"\n  Alpha 0.25\n  DeathSound \"PoisonShroomDeath\"\n  //$Category WDI Effects\n  //$Sprite PSBGD0\n  //$Title \"Freezer Cloud\"\n  States\n  {\n  Spawn:\n    PSBG D 1\n    PSBG D 1 A_Scream\n    PSBG DEFH 4\n\tPSBG H 1\n \tGoto Float\n\n  Float:\n\tPSBG H 1 A_Wander\n\tPSBG H 8\n    PSBH H 1 A_Jump(255, \"Float\")\n\tgoto Explode\n\n\tExplode:\n\tPSBG H 350\n\tPSBG H 1 A_Explode(4,256)\n\tgoto Float\n\nDeath:\n    PSBG HG 7\n    PSBG FD 6 A_FadeOut(0.1)\n    goto Death + 1\n  }\n}\n\nACTOR BloodTrail\n{\n  Radius 20\n  Height 1\n  Scale 0.45\n  +NOBLOCKMAP\n  +DONTSPLASH\n  +NOCLIP\n  +MOVEWITHSECTOR\n  +CLIENTSIDEONLY\n  +FORCEXYBILLBOARD\n  States\n  {\n  Spawn:\n    POB2 A 0\n    POB2 A 1 A_JumpIf(waterlevel == 3, \"WaterDeath\")\n    POB2 A 6300\n    goto Death\n\n\tWaterDeath:\n\t WBLD A 0 A_ChangeFlag(\"NOGRAVITY\", 1)\n\t WBLD A 0 A_ChangeFlag(\"FORCEXYBILLBOARD\", 1)\n\t WBLD A 8 A_JumpIf(waterlevel == 2, \"Vanish\")\n\t WBLD A 0 A_Stop\n\t WBLD A 26 A_JumpIf(waterlevel == 2, \"Vanish\")\n\t WBLD A 1 A_JumpIf(waterlevel == 2, \"Vanish\")\n\t WBLD A 1050 A_JumpIf(waterlevel == 2, \"Vanish\")\n\t  goto Vanish\n\n\tVanish:\n\t WBLD A 1 A_FadeOut(0.01)\n\t  loop\n\n  Death:\n\tPOB2 A 1 A_FadeOut(0.01)\n\tloop\n  }\n}\n\nACTOR BloodTrailSmall\n{\n  Radius 20\n  Height 1\n  Scale 0.25\n  +NOBLOCKMAP\n  +DONTSPLASH\n  +NOCLIP\n  +MOVEWITHSECTOR\n  +CLIENTSIDEONLY\n  +FORCEXYBILLBOARD\n  States\n  {\nSpawn:\n    POB2 A 0\n    POB2 A 1 A_JumpIf(waterlevel == 3, \"WaterDeath\")\n    POB2 A 1050\n    goto Death\n\n\tWaterDeath:\n\t WBLD A 0 A_ChangeFlag(\"NOGRAVITY\", 1)\n\t WBLD A 0 A_ChangeFlag(\"FORCEXYBILLBOARD\", 1)\n\t WBLD A 8 A_JumpIf(waterlevel == 2, \"Vanish\")\n\t WBLD A 0 A_Stop\n\t WBLD A 26 A_JumpIf(waterlevel == 2, \"Vanish\")\n\t WBLD A 1 A_JumpIf(waterlevel == 2, \"Vanish\")\n\t WBLD A 1050 A_JumpIf(waterlevel == 2, \"Vanish\")\n\t  goto Vanish\n\n\tVanish:\n\t WBLD A 1 A_FadeOut(0.01)\n\t  loop\n\n  Death:\n\tPOB2 A 1 A_FadeOut(0.01)\n\tloop\n  }\n}\n\nActor HealSparkleSmall\n{\n+NOGRAVITY\n+CLIENTSIDEONLY\n+NOINTERACTION\nRadius 32\nHeight 32\nScale 0.65\nRenderstyle Add\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t HEAL A 0 BRIGHT\n\t\t HEAL A 0 BRIGHT A_SpawnItemEx(\"HealSparkleSmall2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t\t HEAL A 0 BRIGHT A_SpawnItemEx(\"HealSparkleSmall2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t\t HEAL A 0 BRIGHT ThrustThingZ (0, 32, 0, 0)\n\t\t  goto Death\n\n\t\tDeath:\n\t\t HEAL A 0 BRIGHT A_SpawnItemEx(\"HealSparkleTrail\", 0, 0, -24, 0, 0, 0, 0, 0, 0)\n\t\t HEAL A 1 BRIGHT A_Fadeout(0.1)\n\t\t loop\n\n\t}\n\n}\n\nActor HealSparkleSmall2 : HealSparkleSmall\n{\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t HEAL A 0 BRIGHT\n\t\t HEAL A 0 BRIGHT ThrustThingZ (0, 32, 0, 0)\n\t\t  goto Death\n\t}\n\n}\n\nActor BigKitHealSparkle : HealSparkleSmall\n{\nRenderstyle Normal\nScale 1.0\nStates\n\t{\n\t\tSpawn:\n\t\t KITS A 0 BRIGHT\n\t\t KITS A 1 BRIGHT ThrustThingZ (0, 32, 0, 0)\n\t\t  goto Death\n\n\t\tDeath:\n\t\t KITS A 1 BRIGHT A_Fadeout(0.1)\n\t\t loop\n\n\t}\n}\n\nActor BigKitHealSparkleThing\n{\nstates\n\t{\n\tSpawn:\n\tTNT1 A 5 A_SpawnItemEx (\"BigKitHealSparkle\", random(-24, 24), random(-24, 24), -16, 0, 0, 0, 0, 0, 0)\n\tTNT1 A 5 A_SpawnItemEx (\"BigKitHealSparkle\", random(-24, 24), random(-24, 24), -16, 0, 0, 0, 0, 0, 0)\n\tTNT1 A 5 A_SpawnItemEx (\"BigKitHealSparkle\", random(-24, 24), random(-24, 24), -16, 0, 0, 0, 0, 0, 0)\n\tTNT1 A 5 A_SpawnItemEx (\"BigKitHealSparkle\", random(-24, 24), random(-24, 24), -16, 0, 0, 0, 0, 0, 0)\n\tTNT1 A 5 A_SpawnItemEx (\"BigKitHealSparkle\", random(-24, 24), random(-24, 24), -16, 0, 0, 0, 0, 0, 0)\n\tstop\n\t}\n}\n\nActor HealSparkleTrail\n{\n+NOGRAVITY\n+CLIENTSIDEONLY\n+NOINTERACTION\nRadius 1\nHeight 1\nScale 0.25\nRenderstyle Add\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t HEAL A 1 BRIGHT\n\t\t  goto Death\n\n\t\tDeath:\n\t\t HEAL A 1 BRIGHT A_Fadeout(0.15)\n\t\t loop\n\n\t}\n\n}\n\nActor HealSparkleTrailRed\n{\n+NOGRAVITY\n+CLIENTSIDEONLY\nRadius 1\nHeight 1\nScale 0.85\nRenderstyle Add\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t HEAL B 0 BRIGHT\n\t\t HEAL B 1 BRIGHT A_Fadeout(0.08)\n\t\t  goto Spawn + 1\n\n\t\tDeath:\n\t\t TNT1 A 0\n\t\t stop\n\n\t}\n\n}\n\nActor BigKitOrbit\n{\n  Radius 6\n  Height 8\n  Speed 10\n  Damage 5\n  SpawnID 250\n  Scale 0.55\n  Projectile\n  SeeSound \"\"\n  +NOINTERACTION\n  +CLIENTSIDEONLY\n  +NOGRAVITY\n  +NOCLIP\n  Scale 0.85\n  RenderStyle Add\n  +FORCEXYBILLBOARD\n  States\n  {\n  Spawn:\n    HEAL B 0\n    HEAL B 0 Thing_ChangeTID(0, 2000)\n    HEAL B 0 Thing_Hate(0, 2001, 5)\n    HEAL BBBBBB 1 Bright //A_CustomRailgun (0, 0, none, red, RGF_NOPIERCING, 1, 0, 0) //The flags are 2.5.0? God dammit!\n    HEAL B 0 A_CustomMissile(\"BigKitOrbit\", 0, 0, 75)\n    //HEAL B 0 A_SpawnItemEx(\"HealSparkleTrailRed\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Stop\n  Death:\n    HEAL B 0 Bright //A_SpawnItemEx(\"Insertprettythinghere\", 0, 0, 0, 0, 0, 0, 0, 128)\n    stop\n  }\n}\n\nActor BigKitOrbit2 : BigKitOrbit\n{\nStates\n  {\n  Spawn:\n    HEAL B 0\n    HEAL B 0 Thing_ChangeTID(0, 2001)\n    HEAL BBBBBB 1 Bright //A_SpawnItemEx(\"HealSparkleTrailRed\", 0, 0, 0, 0, 0, 0, 0, 128)\n    HEAL B 0 A_CustomMissile(\"BigKitOrbit\", 0, 0, 75)\n    //HEAL B 0 A_SpawnItemEx(\"HealSparkleTrailRed\", 0, 0, 0, 0, 0, 0, 0, 128)\n    stop\n  }\n}\n\nActor BigKitLight\n{\nRadius 4\nHeight 4\nstates\n{\nSpawn:\nTNT1 A 360\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Code/ITEMS.txt",
        "contents": "//Health items\nACTOR SmallKit : CustomInventory Replaces Stimpack 2011\n{\n  //$Category WDI Items\n  //$Sprite STIMA0\n  //$Title \"Small Medkit\"\n  Health 35\n  +FLOORCLIP\n  +INVENTORY.INVBAR\n  +INVENTORY.KEEPDEPLETED\n  -INVENTORY.INTERHUBSTRIP\n  Inventory.MaxAmount 3\n  Inventory.Icon \"ARTISTIM\"\n  Inventory.RespawnTics 10500 //5 minutes\n  Inventory.PickupMessage \"Found a small medical kit.\"\n  Inventory.PickupSound \"Pickup/Health\"\n  +FORCEXYBILLBOARD\n  //HealthPickup.Autouse 3\n  States\n  {\n  Spawn:\n    STIM A -1\n    Wait\n  Use:\n    TNT1 A 1 ACS_ExecuteAlways(751,0,0,0,0)\n    Fail\n  }\n}\n\nActor SmallKitUsing : CustomInventory\n{\n  -INVENTORY.INVBAR\n  +AUTOACTIVATE\n  Inventory.MaxAmount 0\n   States\n   {\n  Spawn:\n    TNT1 A -1\n    Wait\n   Use:\n    TNT1 A 0 A_Giveinventory(\"Health\", 35)\n    TNT1 A 0 A_Giveinventory(\"StimUsed\", 1)\n    TNT1 A 0 A_PlaySound(\"Items/Healtiny\")\n    TNT1 A 0 A_SpawnItemEx (\"HealSparkleSmall\", 28, 0, -16, 0, 0, 0, 0, 0, 0)\n    TNT1 A 0 A_SpawnItemEx (\"HealSparkleSmall\", 20, 8, -16, 0, 0, 0, 0, 0, 0)\n    TNT1 A 0 A_SpawnItemEx (\"HealSparkleSmall\", 12, 16, -16, 0, 0, 0, 0, 0, 0)\n    TNT1 A 0 A_SpawnItemEx (\"HealSparkleSmall\", 20, -8, -16, 0, 0, 0, 0, 0, 0)\n    TNT1 A 0 A_SpawnItemEx (\"HealSparkleSmall\", 12, -16, -16, 0, 0, 0, 0, 0, 0)\n\n    TNT1 A 0 A_SpawnItemEx (\"HealSparkleSmall\", -28, 0, -16, 0, 0, 0, 0, 0, 0)\n    TNT1 A 0 A_SpawnItemEx (\"HealSparkleSmall\", -20, 8, -16, 0, 0, 0, 0, 0, 0)\n    TNT1 A 0 A_SpawnItemEx (\"HealSparkleSmall\", -12, 16, -16, 0, 0, 0, 0, 0, 0)\n    TNT1 A 0 A_SpawnItemEx (\"HealSparkleSmall\", -20, -8, -16, 0, 0, 0, 0, 0, 0)\n    TNT1 A 0 A_SpawnItemEx (\"HealSparkleSmall\", -12, -16, -16, 0, 0, 0, 0, 0, 0)\n    Stop\n  }\n}\n\nACTOR TKSmallKit : CustomInventory\n{\n  Inventory.PickupMessage \"Found a small medical kit.\"\n\n  States\n  {\n  Spawn:\n    STIM A -1\n\n  Pickup:\n    STIM A 1 A_JumpifInventory(\"TKToken\", 1, \"NoPickup\")\n    STIM A 0 A_GiveInventory(\"SmallKit\", 1)\n    stop\n\n  NoPickup:\n   STIM A 1\n    Fail\n\n  }\n}\n\nActor TKSmallKitDropper : CustomInventory\n{\n  -INVBAR\n  +FANCYPICKUPSOUND\n  +INVENTORY.UNDROPPABLE\n  Inventory.DefMaxAmount\n  Inventory.PickupFlash \"PickupFlash\"\n  Inventory.MaxAmount 1\n  Inventory.Icon \"ARTIBEAC\"\n  Inventory.PickupSound \"\"\n  Inventory.PickupMessage \"Picked up a Remote Camera\"\n  Inventory.RespawnTics 21000 //10 minutes\n  scale 0.1\n  States\n  {\n  Spawn:\n    CAM2 A -1\n    Stop\n  TossKit:\n  Pickup:\n    TNT1 A 0 A_FireCustomMissile(\"TKSmallKit\", Random(-100,100), 0, 0, 0)\n    TNT1 A 0 A_TakeInventory(\"SmallKit\",1)\n    TNT1 A 0 A_JumpIfInventory(\"SmallKit\",1,\"TossKit\")\n    TNT1 A 0 A_JumpIfInventory(\"BigKit\",1,2)\n    TNT1 A 1\n    stop\n    TNT1 A 0 A_FireCustomMissile(\"TKBigKit\", Random(-100,100), 0, 0, 0)\n    TNT1 A 0 A_TakeInventory(\"BigKit\",1)\n    TNT1 A 1\n    stop\n  }\n}\n\nActor BigKit : CustomInventory replaces Medikit 2012\n{\n  //$Category WDI Items\n  //$Sprite MEDIA0\n  //$Title \"Big Medkit\"\n  Health 50\n  DamageType Heal\n  -INVENTORY.INTERHUBSTRIP\n  +FLOORCLIP\n  +INVENTORY.INVBAR\n  Inventory.MaxAmount 1\n  Inventory.Icon \"ARTIKIT\"\n  Inventory.RespawnTics 21000 //10 minutes\n  Inventory.PickupSound \"Pickup/Health\"\n  Inventory.PickupMessage \"Found a large medical pack. Who leaves this shit lying around?\"\n  +FORCEXYBILLBOARD\n\n\tStates\n\t{\n\tSpawn:\n\t MEDI A -1\n\n\tUse:\n\t TNT1 A 0 A_SpawnItemEx(\"DroppedKit\", 32, 0, 42, 0, 0, 0, 0, 0, 0)\n    \t TNT1 A 0 A_Giveinventory(\"StimUsed\", 1)\n\t stop\n\n\t}\n}\n\nActor BigKitSparkle : CustomInventory\n{\n  -INVENTORY.INVBAR\n   States\n   {\n  Spawn:\n    TNT1 A -1\n    Wait\n   Pickup:\n    TNT1 A 0 A_PlaySound(\"Items/Healsparkle\")\n    TNT1 A 0 A_SpawnItemEx (\"BigKitHealSparkleThing\", 0, 0, -16, 0, 0, 0, 0, 0, 0)\n    Stop\n  }\n}\n\nActor DroppedKit\n{\n-NOGRAVITY\nMass 999999999\n  ReactionTime 11\n\n\tStates\n\t{\n\tSpawn:\n\t MEDI A 35\n\t MEDI A 0 A_PlaySound(\"Items/BigKitWarn\")\n\t MEDI A 35\n\t MEDI A 0 A_PlaySound(\"Items/BigKitWarn\")\n\t MEDI A 35\n\t MEDI A 0 A_PlaySound(\"Items/BigKitWarn\")\n\t MEDI A 35\n\t MEDI A 15\n\t MEDI A 0 A_PlaySound(\"Items/BigKitActivate\")\n\t MEDI A 35\n\t MEDI A 0 A_PlaySound(\"Items/BigKitOpen\")\n\t MEDI BCD 4\n\t MEDI E 1 A_SpawnItemEx (\"BigKitLight\", 0, 0, 0, 0, 0, 0, 0, SXF_SETMASTER, 0)\n\t MEDI E 3\n\t MEDI E 15\n\t MEDI E 0 A_SpawnItemEx (\"BigKitOrbit\", 0, -64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit\", 48, 0, 0, 2, 0)\n\t MEDI E 0 A_SpawnItemEx (\"BigKitOrbit\", 0, 64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit2\", 48, 0, 180, 2, 0)\n\t MEDI E 4\n\t MEDI E 0 A_SpawnItemEx (\"BigKitOrbit\", 0, -64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit\", 48, 0, 0, 2, 0)\n\t MEDI E 0 A_SpawnItemEx (\"BigKitOrbit\", 0, 64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit2\", 48, 0, 180, 2, 0)\n\t MEDI E 1\n\t  goto HealItUp\n\n\tHealItUp:\n\t MEDI E 0 A_PlaySound (\"Items/BigKitHum\", CHAN_VOICE, 3.0, 1)\n\t MEDI E 0 ACS_ExecuteAlways(752,0,0,0,0)\n\t MEDI E 35 A_CountDown\n\t Loop\n\n\tDeath:\n\t MEDI E 0 A_StopSound(CHAN_VOICE)\n\t MEDI E 0 A_RemoveChildren\n\t MEDI E 0 A_SpawnItemEx(\"BigKitFake\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t stop\n\t}\n}\n\nActor BigKitFake\n{\nstates\n\t{\n\t Spawn:\n\t MEDI EDCB 4\n\t MEDI A 35\n\t MEDI A 1 A_Fadeout(0.01)\n\t Wait\n\t}\n}\n\nACTOR TKBigKit : CustomInventory\n{\n  Inventory.PickupMessage \"Found a large medical pack. Who leaves this shit lying around?\"\n\n  States\n  {\n  Spawn:\n    MEDI A -1\n\n  Pickup:\n    MEDI A 1 A_JumpifInventory(\"TKToken\", 1, \"NoPickup\")\n    MEDI A 0 A_GiveInventory(\"BigKit\", 1)\n    stop\n\n  NoPickup:\n   MEDI A 1\n    Fail\n\n  }\n}\n\nactor HealthSpawner : RandomSpawner 32056\n{\n  //$Category WDI Items\n  //$Sprite STIMA0\n  //$Title \"Health Spawner\"\n    DropItem \"SmallKit\" 255, 75\n    DropItem \"BigKit\" 255, 23\n    DropItem \"TechnoKit2\" 255, 2\n//\tDropItem \"BlueTechnoKit\" 255, 3//2\n\t//DropItem \"ABigNothing\"  2\n}\n\n//===========================\n\n//Traps (Murderer Only!)\n\n//Bertholite (Chlorine Gas)\n\nACTOR ChlorineGas : CustomInventory 10492\n{\n  //$Category WDI Murderer Stuff\n  //$Sprite PSBGA0\n  //$Title \"Bertholite\"\n  +INVBAR\n  +FANCYPICKUPSOUND\n  +INVENTORY.UNDROPPABLE\n  Inventory.DefMaxAmount\n  Inventory.PickupFlash \"PickupFlash\"\n  Inventory.MaxAmount 1\n  Inventory.Icon \"ARTIPSBG\"\n  Inventory.PickupSound \"\"\n  Inventory.PickupMessage \"Found a Bertholite canister.\"\n  Inventory.RespawnTics 3150 // 1 minute 30 seconds\n  States\n  {\n  Spawn:\n    PSBG A -1\n    Stop\n\n  Use:\n    TNT1 A 0 A_FireCustomMissile(\"GasCanister\", 0, 0, 0, 0)\n\tTNT1 A 0 A_GiveInventory(\"GasUsed\", 1)\n\tstop\n\n  }\n}\n\nActor GasCanister\n{\n\tRadius 12\n\tHeight 12\n\tMass 10\n\tSpeed 25\n\tDamageType \"Gas\"\n\tPROJECTILE\n\t-NOGRAVITY\n        +NODAMAGETHRUST\n\t+NOBLOOD\n\t-BLOODSPLATTER\n    States\n{\n\tSpawn:\n\tPSBG A 1\n\tloop\n\n\tDeath:\n\tPSBG A 35\n\tPSBG A 0 A_PlaySound(\"weapons/Gasbreak\")\n\tPSBG BC 4 A_Explode(10,312)\n\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx (\"ChlorineCloud\", 0, 0, 0, random(-3.0,3.0), random(-3.0,3.0), random(-1.0, 1.0), random(0, 360), SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEANGLE|SXF_NOCHECKPOSITION, 0)\n\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx (\"ChlorineCloud\", 0, 0, 0, random(-5.0,5.0), random(-5.0,5.0), random(-2.5, 2.5), random(0, 360), SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEANGLE|SXF_NOCHECKPOSITION, 0)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx (\"ChlorineCloud\", 0, 0, 0, random(-15.0,15.0), random(-15.0,15.0), random(-5.0, 5.0), random(0, 360), SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEANGLE|SXF_NOCHECKPOSITION, 0)\n\tTNT1 A 1\n\tstop\n\n}\n\n}\n\nACTOR ChlorineCloud //Lol hexen cloud.\n{\n  Radius 10\n  Height 12\n  DamageType \"Gas\"\n  PoisonDamage 3\n  Mass 0x7fffffff\n  ReactionTime 120\n  //BounceType \"Doom\"\n  BounceFactor 0.15\n  MaxStepHeight 64\n  Gravity 0.0001\n  WallBounceFactor 0.15\n  +HEXENBOUNCE\n  +CANNOTPUSH\n  +NOEXPLODEFLOOR\n  //+FLOATBOB\n  +NOBLOCKMAP\n  //+NOGRAVITY\n  +DROPOFF\n  +NODAMAGETHRUST\n  +DONTSPLASH\n  //+FOILINVUL\n  +CANBLAST\n  +BLOODLESSIMPACT\n  +SLIDESONWALLS\n  +FORCEXYBILLBOARD\n  +NODAMAGETHRUST\n  RenderStyle Add\n  Alpha 0.1\n  DeathSound \"PoisonShroomDeath\"\n\n  States\n  {\n  Spawn:\n    PSBG D 1\n    PSBG D 1 A_Scream\n    PSBG DEFH 4\n\tPSBG H 1 A_Explode(4, 128)\n \tGoto Float\n\n  Float:\n    PSBG HH 18 A_Explode(4, 128)\n\tPSBG H 0 A_Countdown\n\tloop\n\n Death:\n    PSBG H 1 A_FadeOut(0.001)\n    loop\n  }\n}\n\n//==========================\n//Smoke Bomb (SPLINTER CELL VERSUS STYLE)\nACTOR SmokeBomb : CustomInventory 10498\n{\n  //$Category WDI Murderer Stuff\n  //$Sprite SSBGA0\n  //$Title \"Smoke Bomb\"\n  +INVBAR\n  +FANCYPICKUPSOUND\n  +INVENTORY.UNDROPPABLE\n  Inventory.DefMaxAmount\n  Inventory.PickupFlash \"PickupFlash\"\n  Inventory.MaxAmount 2\n  Inventory.Icon \"ARTISSBG\"\n  Inventory.PickupSound \"\"\n  Inventory.PickupMessage \"Found a Smoke Bomb.\"\n  Inventory.RespawnTics 2100 // 1 minute\n  Scale 0.25\n  States\n  {\n  Spawn:\n    SSBG A -1\n    Stop\n\n  Use:\n    TNT1 A 0 A_FireCustomMissile(\"SmokeCanister\", 0, 0, 0, 0, 0, 0)\n\tTNT1 A 0 A_GiveInventory(\"SmokeUsed\", 1)\n\tstop\n  }\n}\n\nActor SmokeCanister\n{\n\tRadius 12\n\tHeight 12\n\tMass 10\n\tSpeed 25\n\tDamageType \"Cough\"\n\tPROJECTILE\n\t+NOGRAVITY\n\t+NOBLOOD\n\t-BLOODSPLATTER\n    States\n{\n\tSpawn:\n\tTNT1 A 6\n\tTNT1 A 1 A_Stop\n\tTNT1 A 1 ThrustThingZ (0, 128, 1, 0)\n\tGoto Death\n\n\tDeath:\n\tTNT1 A 1\n\tTNT1 A 0 A_PlaySound(\"Smokebomb/Bang\")\n\tSSBG BC 4\n\tTNT1 A 8\n\tTNT1 A 0 A_PlaySound(\"Smokebomb/Hiss\")\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx (\"SmokeCloud\", 0, 0, 0, random(-5.0,5.0), random(-5.0,5.0), random(-1.0, 1.0), random(0, 360), SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEANGLE|SXF_NOCHECKPOSITION, 0)\n\tTNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx (\"SmokeCloud\", 0, 0, 0, random(-8.0,8.0), random(-8.0, 8.0), random(-1.0, 1.0), random(0, 360), SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEANGLE|SXF_NOCHECKPOSITION, 0)\n\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx (\"SmokeCloud\", 0, 0, 0, random(-15.0, 15.0), random(-15.0, 15.0), random(-1.0, 1.0), random(0, 360), SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEANGLE|SXF_NOCHECKPOSITION, 0)\n\tTNT1 A 1\n\tstop\n\n}\n}\n\nACTOR SmokeCloud //Lol wut\n{\n  Radius 20\n  Height 30\n  scale 0.95\n  DamageType \"Cough\"\n  Mass 0x7fffffff\n  ReactionTime 1\n  BounceFactor 0.0\n  MaxStepHeight 64\n  Gravity 0.0001\n  WallBounceFactor 0.0\n  +HEXENBOUNCE\n  //+FLOATBOB\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +CANNOTPUSH\n  +DROPOFF\n  +DONTSPLASH\n  +FOILINVUL\n  +CANBLAST\n  +BLOODLESSIMPACT\n  +SLIDESONWALLS\n  +FORCEXYBILLBOARD\n  +CLIENTSIDEONLY\n  Renderstyle Translucent\n  Alpha 0.85\n  DeathSound \"PoisonShroomDeath\"\n\n  States\n  {\n  Spawn:\n    XSMK A 1\n    XSMK A 1 A_Scream\n    XSMK A 4\n\tXSMK H 1\n \tGoto Float\n\n  Float:\n    XSMK A 35\n\tXSMK A 0 A_Countdown\n\tloop\n\n Death:\n    XSMK A 1 A_FadeOut(0.001)\n    loop\n  }\n}\n\n//===========================\n//Shotgun trap (Totally not like Saw or anything)\nACTOR TripShotgun : CustomInventory 10493\n{\n  //$Category WDI Murderer Stuff\n  //$Sprite TURTA8A2\n  //$Title \"Trip Shotgun\"\n  +INVBAR\n  +FANCYPICKUPSOUND\n  +INVENTORY.UNDROPPABLE\n  Scale 0.5\n  Inventory.DefMaxAmount\n  Inventory.PickupFlash \"PickupFlash\"\n  Inventory.MaxAmount 2\n  Inventory.Icon \"ARTITURT\"\n  Inventory.PickupSound \"\"\n  Inventory.PickupMessage \"Found a Tripwire Shotgun\"\n  Inventory.RespawnTics 2625 // 1 minute 15 sec\n  States\n  {\n  Spawn:\n    TURT A -1\n    Stop\n\n  Use:\n    //TURT A 0 A_SpawnItemEx (\"ShotgunTrap\", 0, 0, 0, 32, 0, 0, 180, 0, 0)\n\tTURT A 0 A_FireCustomMissile(\"ThrownTripShotgun\", 0, 0, 0, 0)\n\tTURT A 0 A_GiveInventory(\"TripUsed\", 1)\n\tstop\n  }\n}\n\nACTOR ThrownTripShotgun\n{\n\tPROJECTILE\n\t-NOGRAVITY\n\t+NOBLOOD\n\t-BLOODSPLATTER\n\tscale 0.5\n\tDamage 0\n\tRadius 8\n\tHeight 8\n\tSpeed 10\n\tDeathSound \"weapons/gundrop\"\n\tStates\n\t{\n\tSpawn:\n\t\tTURT A 1\n\t\tLoop\n\tDeath:\n\t\tTURT A 0\n\t\tTURT A 1 A_SpawnItemEx(\"ShotgunTrap\", 0, 0, 0, 0, 0, 0, 180, 0, 0)\n\t\tStop\n\t}\n}\n\nActor ShotgunTrap\n{\n\tHealth 10\n\tRadius 8\n\tHeight 8\n\tMass 0x7fffffff\n\tScale 0.5\n\tDamageType \"ShotgunTrap\"\n\tDamageFactor \"Gas\", 0.0\n\tObituary \"\"\n\tSeeSound \"weapons/turretactive\"\n\t-SOLID\n\t-NOGRAVITY\n\t+SHOOTABLE\n\t+STRIFEDAMAGE\n\t+STANDSTILL\n\t+NOBLOOD\n\t+QUICKTORETALIATE\n\t+BUMPSPECIAL\n    States\n{\n\tSpawn:\n\tTURT A 10\n\tTURT A 0 A_PlaySound(\"weapons/Shotgunopen\")\n\tTURT A 16 A_KillMaster\n\tTURT A 1 A_PlaySound(\"weapons/Shotgunload\")\n\tTURT A 16\n\tTURT A 1 A_PlaySound(\"weapons/Shotgunload\")\n\tTURT A 25\n\tTURT A 1 A_PlaySound(\"weapons/Shotgunclose\")\n\tTURT A 25\n\tTURT A 1 A_PlaySound(\"weapons/turretready\")\n\tTURT A 25\n    goto Look\n\n\tLook:\n\tTURT A 1 A_LookEx(LOF_DONTCHASEGOAL|LOF_NOSOUNDCHECK, 1, 256, 1, 45, \"Shoot\")\n\tWait\n\n\tSee:\n\tShoot:\n\tTURT B 1 A_ClearTarget //Because of the wide FOV needed to set them off.\n\tTURT B 0 A_PlaySound(\"weapons/Shotgunfire\")\n\tTURT B 0 A_SpawnItemEx (\"ShotgunCasing\", 0, 1, 0, 0, random(2, 6), random(2, 15), 0, 0, 0)\n\tTURT BD 1 BRIGHT A_CustomBulletAttack(8, 8, 6, 3, \"TripShotgunPuff\", 10000, 1)\n\tTURT A 4\n\tTURT B 0 A_PlaySound(\"weapons/Shotgunfire\")\n\tTURT B 1 A_SpawnItemEx (\"ShotgunCasing\", 0, -1, 0, 0, random(-2, -6), random(2, 15), 0, 0, 0)\n\tTURT BD 1 BRIGHT A_CustomBulletAttack(8, 8, 6, 3, \"TripShotgunPuff\", 10000, 1)\n\tTURT A 35\n\tTURT A 1 A_Die\n    Goto Death\n\n\tDeath:\n\tTURT A 1 A_Playsound(\"weapons/turretfired\")\n\tTURT A 10\n\tTURT A 1 A_Playsound(\"weapons/turretfired\")\n\tTURT A 35\n\tTURT A 1 A_Playsound(\"weapons/turretdie\")\n\tTURT A 0 A_NoBlocking\n\tTURT C -1\n\tstop\n\n}\n}\n\nActor DefaultPuff : BulletPuff\n{\nDamageType \"Default\"\n}\n\nActor TripShotgunPuff : DefaultPuff\n{\nDamageType \"ShotgunTrap\"\nDecal \"BulletChip\"\nactivesound \"none\"\nattacksound \"Bullet/Ricochet\"\nseesound \"Bullet/Hit\"\nvspeed 0\n+FORCEXYBILLBOARD\n+PUFFONACTORS\n\trenderstyle Add\n\talpha 1.0\n\tScale 0.1\n\t+BRIGHT\n  states\n  {\nCrash:\n  Spawn:\n    TNT1 A 0\n\tBPUF A 1 A_SpawnItemEx (\"RicoChet\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tBPUF D 1 A_SetScale(0.16,0.16)\n  Melee:\n\tTNT1 A 1\n\tstop\n\txdeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"Bullet/Hit\")\n\t\tstop\n}\n}\nActor LolTrap\n{\n\tRadius 8\n\tHeight 8\n\tMass 10\n\tScale 0.5\n\tObituary \"%o got absolutely BLASTED by a loltrap! LMAO!\"\n\tSeeSound \"weapons/turretactive\"\n\tDamageType \"ShotgunTrap\"\n\t+SOLID\n\t+FORCEXYBILLBOARD\n    States\n{\n\tSpawn:\n\tTURT A 10\n\tTURT A 0 A_PlaySound(\"SHTRDEPL\")\n\tTURT A 24\n\tTURT A 1 A_PlaySound(\"SHTRLOAD\")\n\tTURT A 28\n\tTURT A 1 A_PlaySound(\"SHTRLOAD\")\n\t//TURT A 25\n\t//TURT A 1 A_PlaySound(\"weapons/Shotgunclose\")\n\tTURT A 30\n\tTURT A 1 A_PlaySound(\"SHTRLRDY\")\n\tTURT A 25\n\tTURT AAAAAAAAAAAAAAAAAAAAAAAAA 1 A_LookEx(LOF_DONTCHASEGOAL|LOF_NOSOUNDCHECK, 0, 256, 0, 2, \"Shoot\")\n    goto Spawn + 11\n\n\tShoot:\n\tTURT B 0 A_PlaySound(\"SHTRFIRE\")\n\tTURT B 0 A_SpawnItemEx (\"ShotgunCasing\", 0, 1, 0, 0, random(2, 6), random(2, 15), 0, 0, 0)\n\tTURT BD 1 BRIGHT A_CustomBulletAttack(7, 7, 6, 1, \"TripShotgunPuff\", 10000, 0)\n\tTURT A 2\n\tTURT B 0 A_PlaySound(\"SHTRFIRE\")\n\tTURT B 1 A_SpawnItemEx (\"ShotgunCasing\", 0, -1, 0, 0, random(-2, -6), random(2, 15), 0, 0, 0)\n\tTURT BD 1 BRIGHT A_CustomBulletAttack(7, 7, 6, 1, \"TripShotgunPuff\", 10000, 0)\n\tTURT A 2\n    loop\n\n\tDeath:\n\tTURT A 35\n\tTURT A 0 A_Playsound(\"weapons/turretdie\")\n\tTURT A 0 A_NoBlocking\n\tTURT C -1\n\tstop\n\n}\n}\n\n//Spy Camera\n\nACTOR RemoteCamera: CustomInventory\n{\n  +INVBAR\n  +FANCYPICKUPSOUND\n  +INVENTORY.UNDROPPABLE\n  Inventory.DefMaxAmount\n  Inventory.PickupFlash \"PickupFlash\"\n  Inventory.MaxAmount 1\n  Inventory.Icon \"ARTICAM\"\n  Inventory.PickupSound \"\"\n  Inventory.PickupMessage \"Picked up a Remote Camera\"\n  Inventory.RespawnTics 1575 // 45 Seconds\n  scale 0.1\n  States\n  {\n  Spawn:\n    CAM2 A -1\n    Stop\n\n  Use:\n    TNT1 A 1 ACS_Execute(711, 0, 0, 0, 0)\n    Fail\n  }\n}\n\nACTOR RemoteCameraLauncher : CustomInventory\n{\n  -INVBAR\n  +FANCYPICKUPSOUND\n  +INVENTORY.UNDROPPABLE\n  Inventory.DefMaxAmount\n  Inventory.PickupFlash \"PickupFlash\"\n  Inventory.MaxAmount 1\n  Inventory.Icon \"ARTIBEAC\"\n  Inventory.PickupSound \"\"\n  Inventory.PickupMessage \"Picked up a Remote Camera\"\n  Inventory.RespawnTics 21000 //10 minutes\n  scale 0.1\n  States\n  {\n  Spawn:\n    CAM2 A -1\n    Stop\n  Pickup:\n    TNT1 A 0 A_FireCustomMissile(\"DeployingCamera\", 0, 0, 0, 0)\n\tstop\n  }\n}\n\nACTOR DeployingCamera\n{\n\tPROJECTILE\n\t-NOGRAVITY\n\t+THRUGHOST\n\t+RIPPER\n\t+NOBLOOD\n\t-BLOODSPLATTER\n\tscale 0.1\n\tDamage 0\n\tRadius 4\n\tHeight 4\n\tSpeed 25\n\tDeathSound \"weapons/gundrop\"\n\tStates\n\t{\n\tSpawn:\n        CAM2 A 0\n\t\tCAM2 A 1 //Thing_ChangeTID(0, 1336)\n\t\tLoop\n\tDeath:\n\t\tCAM2 A 0\n\t\tCAM2 A 1 A_SpawnItemEx(\"DeployedCamera\", 0, 0, 0, 0, 0, 0, 180, 0, 0)\n\t\tStop\n\t}\n}\n\nActor DeployedCamera\n{\n\tHealth 10\n\tRadius 16\n\tHeight 16\n\tMass 10\n\tscale 0.1\n\tObituary \"\"\n\tSeeSound \"\"\n\tReactionTime 2500\n\tDamageFactor \"Gas\", 0.0\n\tCameraHeight 1\n\t-SOLID\n\t+SHOOTABLE\n\t+STRIFEDAMAGE\n\t+NOBLOOD\n\t+NOGRAVITY\n    States\n{\n\tSpawn:\n\tCAM2 A 0\n        CAM2 A 0 Thing_Destroy (1337)\n\tCAM2 A 72 Thing_ChangeTID(0, 1337)\n\tCAM2 A 1 //ACS_Execute(713, 0, 1, 0, 0)\n    \tCAM2 A 1 A_PlaySound(\"weapons/noiseready\")\n    \tgoto lolloop\n\n\tLolLoop:\n\tCAM2 A 1\n\tloop\n\n\tDeath:\n    CAM2 A 0 Acs_Execute(713, 0, 2, 0, 0)\n\tCAM2 A 0 A_NoBlocking\n\tCAM2 A 0 //A_Takefromtarget(\"CameraOn\", 1)\n\tCAM2 A 0 //A_Givetotarget(\"CameraCheck\", 1)\n\tTNT1 A 1\n\tstop\n\n}\n}\n\nActor CameraOn : Inventory\n{\n  Inventory.PickupSound \"\"\n  Inventory.MaxAmount 1\n  +INVENTORY.UNDROPPABLE\n}\n\nActor CameraCheck : Inventory\n{\n  Inventory.PickupSound \"\"\n  Inventory.MaxAmount 1\n  +INVENTORY.UNDROPPABLE\n}\n\n//Sound Emitter\nACTOR SoundEmitter : CustomInventory 10495\n{\n  //$Category WDI Murderer Stuff\n  //$Sprite BEACA0\n  //$Title \"Sound Emitter\"\n  +INVBAR\n  +FANCYPICKUPSOUND\n  +INVENTORY.UNDROPPABLE\n  Inventory.DefMaxAmount\n  Inventory.PickupFlash \"PickupFlash\"\n  Inventory.MaxAmount 4\n  Inventory.Icon \"ARTIBEAC\"\n  Inventory.PickupSound \"\"\n  Inventory.PickupMessage \"Got a sound emitter.\"\n  Inventory.RespawnTics 2100 // 1 minute\n  Scale 0.2\n  States\n  {\n  Spawn:\n    BEAC A -1\n    Stop\n\n  Use:\n    TNT1 A 0 A_FireCustomMissile(\"SoundThingy\", 0, 0, 0, 0)\n    TNT1 A 0 A_GiveInventory(\"NoiseMakerUsed\", 1)\n\tstop\n  }\n}\n\nACTOR SoundThingy\n{\n\tPROJECTILE\n\t-NOGRAVITY\n\t+RIPPER\n\t+NOBLOOD\n\t-BLOODSPLATTER\n\tscale 0.2\n\tDamage 0\n\tRadius 8\n\tHeight 8\n\tSpeed 10\n\t//DeathSound \"weapons/gundrop\"\n\tDeathSound \"\"\n\tStates\n\t{\n\tSpawn:\n\t\tBEAC A 1\n\t\tLoop\n\tDeath:\n\t\tBEAC A 0\n\t\tBEAC A 1 A_SpawnItemEx(\"SoundThingy2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t\tStop\n\t}\n}\n\nActor SoundThingy2\n{\n\tHealth 10\n\tRadius 8\n\tHeight 8\n\tMass 0x7fffffff\n\tScale 0.2\n\tObituary \"\"\n\tSeeSound \"\"\n\tReactionTime 2500\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n\t-SOLID\n\t+SHOOTABLE\n\t+STRIFEDAMAGE\n\t+NOBLOOD\n\t+LOOKALLAROUND\n    States\n{\n\tSpawn:\n\tBEAC A 72\n\tBEAC A 1 A_PlaySound(\"weapons/noiseready\")\n    goto SuperLoop\n\n\tSuperLoop:\n\tBEAC A 1 A_ClearTarget\n\tBEAC AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_LookEx(LOF_DONTCHASEGOAL|LOF_NOSOUNDCHECK, 1, 512, 0, 360, \"MakeNearSound\")\n\tBEAC A 1 A_JumpIf(Random(0,10) > 8, \"MakeSound\")\n\tloop\n\n\tMakeSoundPre:\n\tBEAC A 1\n\tMakeSound:\n\tBEAC AAAAAAAAAAA 1 A_LookEx(LOF_DONTCHASEGOAL|LOF_NOSOUNDCHECK, 1, 512, 0, 360, \"MakeNearSound\")\n\tBEAC A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 12, 0, 0, 0, 0, 0, 0)\n\tBEAC AAAAAAAAAAA 1 A_LookEx(LOF_DONTCHASEGOAL|LOF_NOSOUNDCHECK, 1, 512, 0, 360, \"MakeNearSound\")\n\tBEAC A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 12, 0, 0, 0, 0, 0, 0)\n\tBEAC A 1 A_CountDown\n\tBEAC A 0 A_JumpIf(Random(0,10) > 8, \"MakeSoundPre\")\n\tBEAC A 0 A_JumpIf(Random(0,10) > 8, \"SuperLoop\")\n\tBEAC A 1 A_PlaySound(\"weapons/KnifeReady\")\n\tBEAC A 0 A_JumpIf(Random(0,10) > 9, \"SuperLoop\") //Have a small chance to make it sound like somebody is getting attack with that knife\n\tBEAC A 15\n\tBEAC A 1 A_PlaySound(\"weapons/Knifehit\")\n\tBEAC A 1 A_PlaySound(\"Ouchie\")\n\tgoto SuperLoop\n\n\tWaitingForSound:\n\tBEAC A 1\n\tMakeNearSound: //Loops if the object 'sees' a player. Has a chance of playing the knife draw when they break LOS (leave the room)\n\tBEAC A 35\n\tBEAC A 1 A_JumpIfTargetInLOS(\"WaitingForSound\", 360, 0)\n\tBEAC A 1 A_JumpIf(Random(0,10) > 5, \"SuperLoop\")\n\tBEAC A 1 A_PlaySound(\"weapons/KnifeReady\")\n\tBEAC A 0 A_JumpIf(Random(0,10) > 8, \"SuperLoop\") //Have a small chance to make it sound like somebody is getting attack with that knife\n\tBEAC A 15\n\tBEAC A 1 A_PlaySound(\"weapons/Knifehit\")\n\tBEAC A 1 A_PlaySound(\"Ouchie\")\n\tBEAC A 1 A_ClearTarget //Stop chasing that asshole\n    goto SuperLoop\n\n\tDeath:\n\tBEAC A 0 A_NoBlocking\n\tTNT1 A 1\n\tstop\n\n}\n}\n\n//Poisoned Stimpack\n\nactor FakeStim : CustomInventory 10500\n{\n  //$Category WDI Murderer Stuff\n  //$Sprite FTIMA0\n  //$Title \"Poison Stimpack\"\n  inventory.pickupmessage \"Picked up a Rigged Stimpack.\"\n  inventory.pickupsound \"\"\n  Inventory.Icon \"ARTIFTIM\"\n  Inventory.MaxAmount 3\n  Inventory.RespawnTics 2275 // 65 Seconds\n  +INVBAR\n  +INVENTORY.UNDROPPABLE\n  Radius 8\n  Height 8\n  states\n  {\n  Spawn:\n    FTIM A -1\n    stop\n\nUse:\n    TNT1 A 0 A_FireCustomMissile(\"DeployingStimGas\", 0, 0, 0, 0)\n    TNT1 A 0 A_GiveInventory(\"FakeStimUsed\", 1)\n    stop\n  }\n}\n\nactor FakeStimActive : CustomInventory\n{\n  inventory.pickupmessage \"WHOOPS!\"\n  inventory.pickupsound \"\"\n  +NODAMAGETHRUST\n  -solid\n  +shootable\n  +NOBLOOD\n  Mass 0x7fffffff\n  Radius 8\n  Height 8\n  Health 20\n  DamageFactor \"Gas\", 0.0\n  DamageFactor \"FlareEffect\", 0.0\n  states\n  {\n  Spawn:\n    FTIM A -1\n    stop\n\n  Pickup:\n    TNT1 A 0 A_GiveInventory(\"SlowCounter\", 4)\n    TNT1 A 0 A_SpawnItemEx (\"StimGas\", 0, 0, 0, 0, 0, 0, 0, SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEANGLE, 0)\n    //TNT1 A 0 A_SpawnItemEx(\"GayPoison\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n    stop\n\n  Death:\n    TNT1 A 0\n    stop\n  }\n}\n\n/*ACTOR GayPoison\n{\n\tPROJECTILE\n\t-NOGRAVITY\n\t//Damage 15\n\tPoisonDamage 15\n\tRadius 4\n\tHeight 4\n\tSpeed 10\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 A_Explode(15, 40)\n\t\tloop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}*/\n\nACTOR DeployingStimGas\n{\n\tPROJECTILE\n\t-NOGRAVITY\n\t-SOLID\n\t+RIPPER\n\t+NOBLOOD\n\t-BLOODSPLATTER\n\tDamage 0\n\tRadius 4\n\tHeight 4\n\tSpeed 10\n\t//DeathSound \"weapons/gundrop\"\n\tStates\n\t{\n\tSpawn:\n\t\tFTIM A 1\n\t\tLoop\n\tDeath:\n\t\tFTIM A 35\n\t\tFTIM A 1 A_SpawnItemEx(\"FakeStimActive\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t\tStop\n\t}\n}\n\nactor StimGas\n{\nPROJECTILE\n-NOGRAVITY\n+NODAMAGETHRUST\nObituary \"\"\nDamageType \"Gas\"\nstates\n{\nSpawn:\n\tFTIM A 0\n\t//lol fall through!\nDeath:\n\tFTIM A 0 A_PlaySound(\"Weapons/Aw_FFS\")\n\tFTIM A 1 A_Explode(20, 40)\n\tFTIM BCBCBCBCBCBCBCBC 2\n\tFTIM CCCCCCCCCCCCCCC 2 A_SpawnItemEx (\"ChlorineCloudMini\", 0, 0, 0, random(-5.0,5.0), random(-5.0,5.0), 0, random(0, 360), SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEANGLE, 0)\n\nDeathloop: //Because state offsets didn't work for whatever reason\n\tFTIM C 1 A_FadeOut(0.01)\n\tloop\n}\n}\n\nACTOR ChlorineCloudMini : ChlorineCloud\n{\nReactiontime 45\nDamageType \"Gas\"\n}\n\n//Dummy item dump\n//For scripts\n\nactor GasUsed : Inventory\n{\n  inventory.pickupmessage \"\"\n  inventory.pickupsound \"\"\n  Inventory.MaxAmount 999\n  +INVENTORY.UNDROPPABLE\n}\n\nactor SmokeUsed : Inventory\n{\n  inventory.pickupmessage \"\"\n  inventory.pickupsound \"\"\n  Inventory.MaxAmount 999\n  +INVENTORY.UNDROPPABLE\n}\n\nactor TripUsed : Inventory\n{\n  inventory.pickupmessage \"\"\n  inventory.pickupsound \"\"\n  Inventory.MaxAmount 999\n  +INVENTORY.UNDROPPABLE\n}\n\nactor StimUsed : Inventory\n{\n  inventory.pickupmessage \"\"\n  inventory.pickupsound \"\"\n  Inventory.MaxAmount 999\n  +INVENTORY.UNDROPPABLE\n}\n\nactor FakeStimUsed : Inventory\n{\n  inventory.pickupmessage \"\"\n  inventory.pickupsound \"\"\n  Inventory.MaxAmount 999\n  +INVENTORY.UNDROPPABLE\n}\n\nactor NoiseMakerUsed : Inventory\n{\n  inventory.pickupmessage \"\"\n  inventory.pickupsound \"\"\n  Inventory.MaxAmount 999\n  +INVENTORY.UNDROPPABLE\n}\n\nactor BackStabCount : Inventory\n{\n  inventory.pickupmessage \"\"\n  inventory.pickupsound \"\"\n  Inventory.MaxAmount 999\n  +INVENTORY.UNDROPPABLE\n}\n\n///////////////////////////////////TheMisterCat Flare actor\nactor FlareSpawner : RandomSpawner 14256\n{\n  //$Category WDI Items\n  //$Sprite FLARP0\n  //$Title \"Flare Spawner\"\n    DropItem \"Flare\" 128 1\n\n\t//DropItem \"ABigNothing\"  2\n}\n\nActor Flare : CustomInventory 14434\n{\n  //$Category WDI Items\n  //$Sprite FLARP0\n  //$Title \"Flare\"\nxscale 0.5\nyscale 0.3\nheight 4\nradius 10\n+FLOORCLIP\n+DONTSPLASH\n+INVENTORY.INVBAR\n  -INVENTORY.INTERHUBSTRIP\n+MOVEWITHSECTOR\nInventory.Amount 5\nInventory.Icon \"ARTIFLAR\"\nInventory.MaxAmount 15\nInventory.PickupMessage \"\\cjPicked up a \\c[O1]flare.\"\nInventory.RespawnTics 10500\n\nstates\n{\nSpawn:\nFLAR P -1\nstop\nuse:\nTNT1 A 15 A_PlaySound(\"MATCH\", CHAN_ITEM, 1.0, 0, 15.0)\nTNT1 D 0 A_SpawnItemEx(\"FlareUsed\", 0, 0, 37, 12, 0, 4, 0, 0, 0)\nstop\n}}\n\nActor FlareColor : Inventory {Inventory.MaxAmount 5}\n\nActor FlareUsed\n{\nxscale 0.5\nyscale 0.5\nheight 4\nradius 6\nspeed 6\nReactionTime 900\n+NOBLOCKMAP\n+DONTSPLASH\n+MOVEWITHSECTOR\n-SOLID\n+NODAMAGETHRUST\n+BLOODLESSIMPACT\nDamageType \"FlareEffect\"\n+FORCEXYBILLBOARD\nstates\n{\nSpawn:\nTNT1 A 0 NoDelay\nFLAR D 1 ThrustThingZ(0, 4, 0, 0)\nFLAR A 0 A_PlaySound(\"FIZZLE\", CHAN_BODY, 1.0, 1, 9.0)\nTNT1 A 0 A_GiveInventory(\"FlareColor\",random(0,5))\nTNT1 A 0 A_JumpIfInventory(\"FlareColor\",5,\"LooperPink\")\nTNT1 A 0 A_JumpIfInventory(\"FlareColor\",4,\"LooperBlue\")\nTNT1 A 0 A_JumpIfInventory(\"FlareColor\",3,\"LooperGreen\")\nTNT1 A 0 A_JumpIfInventory(\"FlareColor\",2,\"LooperYellow\")\nTNT1 A 0 A_JumpIfInventory(\"FlareColor\",1,\"LooperOrange\")\nTNT1 A 0 A_Jump(256,\"LooperOrange\",\"LooperYellow\",\"LooperGreen\",\"LooperBlue\",\"LooperPink\")\nLooperOrange:\n//FLAR B 0 A_Explode(400, 96, 0)\nFLAR EFGEFG 1 bright\nFLAR EFG 1 bright A_Countdown\nloop\nLooperYellow:\n//FLAR B 0 A_Explode(400, 96, 0)\nFLAR HIJHIJ 1 bright\nFLAR HIJ 1 bright A_Countdown\nloop\nLooperGreen:\n//FLAR B 0 A_Explode(400, 96, 0)\nFLAR KLMKLM 1 bright\nFLAR KLMKLM 1 bright A_Countdown\nloop\nLooperBlue:\n//FLAR B 0 A_Explode(400, 96, 0)\nFLAR NOQNOQ 1 bright\nFLAR NOQNOQ 1 bright A_Countdown\nloop\nLooperPink:\n//FLAR B 0 A_Explode(400, 96, 0)\nFLAR RSTRST 1 bright\nFLAR RST 1 bright A_Countdown\nloop\nDeath:\nTNT1 A 0 A_JumpIfInventory(\"FlareColor\",5,\"Death.Pink\")\nTNT1 A 0 A_JumpIfInventory(\"FlareColor\",4,\"Death.Blue\")\nTNT1 A 0 A_JumpIfInventory(\"FlareColor\",3,\"Death.Green\")\nTNT1 A 0 A_JumpIfInventory(\"FlareColor\",2,\"Death.Yellow\")\nTNT1 A 0 A_JumpIfInventory(\"FlareColor\",1,\"Death.Orange\")\nDeath.Orange:\n//FLAR B 0 A_Explode(400, 96, 0)\nFLAR E 1 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR F 1 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR G 1\n//FLAR B 0 A_Explode(400, 96, 0)\nFLAR E 1 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR F 1 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR G 1\n//FLAR B 0 A_Explode(400, 96, 0)\nFLAR E 1 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR F 1 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR G 1\n//FLAR B 0 A_Explode(400, 96, 0)\nFLAR E 1 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR F 1 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR G 1\nFLAR D 0 A_StopSound(CHAN_BODY)\nFLAR D 1 A_Fadeout(0.01)\nWait\nDeath.Yellow:\n//FLAR B 0 A_Explode(400, 96, 0)\nFLAR H 1 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR I 1 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR J 1\n//FLAR B 0 A_Explode(400, 96, 0)\nFLAR H 1 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR I 1 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR J 1\n//FLAR B 0 A_Explode(400, 96, 0)\nFLAR H 1 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR I 1 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR J 1\n//FLAR B 0 A_Explode(400, 96, 0)\nFLAR H 1 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR I 1 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR J 1\nFLAR D 0 A_StopSound(CHAN_BODY)\nFLAR D 1 A_Fadeout(0.01)\nWait\nDeath.Green:\n//FLAR B 0 A_Explode(400, 96, 0)\nFLAR K 1 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR L 1 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR M 1\n//FLAR B 0 A_Explode(400, 96, 0)\nFLAR K 1 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR L 1 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR M 1\n//FLAR B 0 A_Explode(400, 96, 0)\nFLAR K 1 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR L 1 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR M 1\n//FLAR B 0 A_Explode(400, 96, 0)\nFLAR K 1 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR L 1 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR M 1\nFLAR D 0 A_StopSound(CHAN_BODY)\nFLAR D 1 A_Fadeout(0.01)\nWait\nDeath.Blue:\n//FLAR B 0 A_Explode(400, 96, 0)\nFLAR N 1 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR O 1 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR Q 1\n//FLAR B 0 A_Explode(400, 96, 0)\nFLAR N 1 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR O 1 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR Q 1\n//FLAR B 0 A_Explode(400, 96, 0)\nFLAR N 1 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR O 1 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR Q 1\n//FLAR B 0 A_Explode(400, 96, 0)\nFLAR N 1 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR O 1 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR Q 1\nFLAR D 0 A_StopSound(CHAN_BODY)\nFLAR D 1 A_Fadeout(0.01)\nWait\nDeath.Pink:\n//FLAR B 0 A_Explode(400, 96, 0)\nFLAR R 1 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR S 1 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR T 1\n//FLAR B 0 A_Explode(400, 96, 0)\nFLAR R 1 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR S 1 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR T 1\n//FLAR B 0 A_Explode(400, 96, 0)\nFLAR R 1 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR S 1 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR T 1\n//FLAR B 0 A_Explode(400, 96, 0)\nFLAR R 1 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR S 1 bright A_SpawnItemEx(\"BulletPuff\", 3.0, 0, 4.0, 0, 0, 1.0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\nFLAR T 1\nFLAR D 0 A_StopSound(CHAN_BODY)\nFLAR D 1 A_Fadeout(0.01)\nWait\n}}\n\n//=================================================\n\n//Eastereggggggggggggggggggggggggggggggggg\nACTOR EasterEgg : CustomInventory 10400\n{\n  //$Category WDI Easter Eggs\n  //$Sprite EASTA0\n  //$Title \"THE EASTER EGG\"\n  +INVBAR\n  +FANCYPICKUPSOUND\n  -INVENTORY.INTERHUBSTRIP\n  +INVENTORY.UNDROPPABLE\n  Inventory.DefMaxAmount\n  Inventory.PickupFlash \"PickupFlash\"\n  Inventory.MaxAmount 1\n  Inventory.Icon \"ARTIEAST\"\n  Inventory.PickupSound \"\"\n  Inventory.PickupMessage \"???\"\n  Inventory.RespawnTics 9999999999999999 //Oh dear god.\n  States\n  {\n  Spawn:\n    EAST A -1\n    Stop\n  Use:\n    TNT1 A 0 A_PlaySound(\"EASTERTIME\", CHAN_VOICE)\n\tstop\n  }\n}\n\nActor TechnoKit : CustomInventory 32767\n{\n  //$Category WDI Easter Eggs\n  //$Sprite DKITA0\n  //$Title \"TECHNO KIT (RAVE IN A BOX!)\"\n  Health 50\n  DamageType Heal\n  +FLOORCLIP\n  +INVENTORY.INVBAR\n  -INVENTORY.INTERHUBSTRIP\n  Inventory.MaxAmount 1\n  Inventory.Icon \"ARTIRAVE\"\n  Inventory.RespawnTics 21000 //10 minutes\n  Inventory.PickupMessage \"RAVE IN A BOX!\"\n\n\tStates\n\t{\n\tSpawn:\n\t DKIT A -1\n\n\tUse:\n\t TNT1 A 0 A_SpawnItemEx(\"DroppedTechnoKit\", 32, 0, 42, 0, 0, 0, 0, 0, 0)\n\t stop\n\n\t}\n}\n\nActor DroppedTechnoKit\n{\n-NOGRAVITY\nMass 999999999\n  ReactionTime 107\n\n\tStates\n\t{\n\tSpawn:\n\t DKIT A 35\n\t DKIT A 0 A_PlaySound(\"Items/BigKitWarn\")\n\t DKIT A 35\n\t DKIT A 0 A_PlaySound(\"Items/BigKitWarn\")\n\t DKIT A 35\n\t DKIT A 0 A_PlaySound(\"Items/BigKitWarn\")\n\t DKIT A 35\n\t DKIT A 15\n\t DKIT A 0 A_PlaySound(\"Items/BigKitActivate\")\n\t DKIT A 35\n\t DKIT A 0 A_PlaySound(\"Items/BigKitOpen\")\n\t MEDI BCD 4\n\t MEDI E 4\n\t MEDI E 15\n\t MEDI E 0 A_SpawnItemEx (\"BigKitOrbit\", 0, -64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit\", 48, 0, 0, 2, 0)\n\t MEDI E 0 A_SpawnItemEx (\"BigKitOrbit\", 0, 64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit2\", 48, 0, 180, 2, 0)\n\t MEDI E 4\n\t MEDI E 0 A_SpawnItemEx (\"BigKitOrbit\", 0, -64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit\", 48, 0, 0, 2, 0)\n\t MEDI E 0 A_SpawnItemEx (\"BigKitOrbit\", 0, 64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit2\", 48, 0, 180, 2, 0)\n\t MEDI E 4\n\t MEDI E 0 A_SpawnItemEx (\"BigKitOrbit\", 0, -64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit\", 48, 0, 0, 2, 0)\n\t MEDI E 0 A_SpawnItemEx (\"BigKitOrbit\", 0, 64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit2\", 48, 0, 180, 2, 0)\n\t MEDI E 4\n\t MEDI E 0 A_SpawnItemEx (\"BigKitOrbit\", 0, -64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit\", 48, 0, 0, 2, 0)\n\t MEDI E 0 A_SpawnItemEx (\"BigKitOrbit\", 0, 64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit2\", 48, 0, 180, 2, 0)\n\t MEDI E 4\n\t MEDI E 0 A_SpawnItemEx (\"BigKitOrbit\", 0, -64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit\", 48, 0, 0, 2, 0)\n\t MEDI E 0 A_SpawnItemEx (\"BigKitOrbit\", 0, 64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit2\", 48, 0, 180, 2, 0)\n\t MEDI E 4\n\t MEDI E 0 A_SpawnItemEx (\"BigKitOrbit\", 0, -64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit\", 48, 0, 0, 2, 0)\n\t MEDI E 0 A_SpawnItemEx (\"BigKitOrbit\", 0, 64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit2\", 48, 0, 180, 2, 0)\n\t MEDI E 4\n\t MEDI E 0 A_SpawnItemEx (\"BigKitOrbit\", 0, -64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit\", 48, 0, 0, 2, 0)\n\t MEDI E 0 A_SpawnItemEx (\"BigKitOrbit\", 0, 64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit2\", 48, 0, 180, 2, 0)\n\t MEDI E 1 A_SpawnItemEx(\"ILoveYouMisterCat\", 0, 0, 32, 0, 0, 0, 0, 0, 0)\n\t MEDI E 1 A_SpawnItemEx(\"ILoveYouMisterCat\", 0, 1, 31, 0, 0, 0, 0, 0, 0)\n\t MEDI E 1 A_SpawnItemEx(\"ILoveYouMisterCat\", 0, 2, 30, 0, 0, 0, 0, 0, 0)\n\t MEDI E 0 A_SpawnItemEx(\"TechnoMusic\", 0, 0, 32, 0, 0, 0, 0, 0, 0)\n\t  goto HealItUp\n\n\tHealItUp:\n\t MEDI E 0 ACS_ExecuteAlways(752,0,0,0,0)\n\t MEDI E 0 A_SpawnItemEx(\"RedLight\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t MEDI E 15 A_CountDown\n\t MEDI E 0 A_SpawnItemEx(\"GreenLight\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t MEDI E 15 A_CountDown\n\t MEDI E 0 ACS_ExecuteAlways(752,0,0,0,0)\n\t MEDI E 0 A_SpawnItemEx(\"BlueLight\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t MEDI E 15 A_CountDown\n\t MEDI E 0 A_SpawnItemEx(\"YellowLight\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t MEDI E 15 A_CountDown\n\t MEDI E 0 A_SpawnItemEx(\"PurpleLight\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t MEDI E 15 A_CountDown\n\t Loop\n\n\tDeath:\n\t MEDI E 0 A_StopSound(CHAN_VOICE)\n\t MEDI E 0 A_RemoveChildren\n\t MEDI E 0 A_SpawnItemEx(\"BigKitFake\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t stop\n\t}\n}\n\nactor DiscoLight : RandomSpawner\n{\n    DropItem \"RedLight\" 255 1\n    DropItem \"GreenLight\" 255 1\n    DropItem \"BlueLight\" 255 1\n    DropItem \"YellowLight\" 255 1\n    DropItem \"PurpleLight\" 255 1\n}\n\nActor RedLight\n{\nstates\n{\nspawn:\nTNT1 A 15\nstop\n}\n}\n\nActor GreenLight\n{\nstates\n{\nspawn:\nTNT1 A 15\nstop\n}\n}\n\nActor BlueLight\n{\nstates\n{\nspawn:\nTNT1 A 15\nstop\n}\n}\n\nActor YellowLight\n{\nstates\n{\nspawn:\nTNT1 A 15\nstop\n}\n}\n\nActor PurpleLight\n{\nstates\n{\nspawn:\nTNT1 A 15\nstop\n}\n}\n\nActor ILoveYouMisterCat\n{\n+FLOORCLIP\n+NOGRAVITY\n+NOINTERACTION\nRenderStyle Add\nAlpha 0.75\nReactionTime 47\nstates\n{\nspawn:\nNEWZ A 0 BRIGHT\nNEWZ A 26 BRIGHT\nNEWZ B 3 BRIGHT\nNEWZ C 3 BRIGHT\nNEWZ D 3 BRIGHT\nNEWZ A 0 BRIGHT A_CountDown\nloop\n\nDeath:\nTNT1 A 1\nstop\n}\n}\n\nACtor TechnoMusic\n{\nreactiontime 47\nstates\n{\nspawn:\nTNT1 A 0\nTNT1 A 0 A_PlaySound (\"DISCO\", CHAN_VOICE, 3.0, 0)\ngoto buttloop\n\nbutloop:\nTNT1 A 35\nTNT1 A 0 A_CountDown\nloop\n\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor WilsonBall : CustomInventory\n{\n  inventory.pickupmessage \"Always wanna be with you... <3\"\n  inventory.pickupsound \"\"\n  Mass 0x7fffffff\n  Radius 8\n  Height 8\n  Scale 0.25\n  DamageFactor \"Gas\", 0.0\n  DamageFactor \"FlareEffect\", 0.0\n  states\n  {\n  Spawn:\n    WILS A -1\n    stop\n\n  Pickup:\n    TNT1 A 0 ACS_Execute(40,0,0,0,0)\n    stop\n\n  Death:\n    TNT1 A 0\n    stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Code/WEAPONS.txt",
        "contents": "//===========================================\n//Lol friendly fire hacks.\n//For guns.\nactor FFBulletPuff : BulletPuff\n{\nDamageType \"friendlygun\"\nDecal \"BulletChip\"\nactivesound \"none\"\nattacksound \"Bullet/Ricochet\"\nseesound \"Bullet/Hit\"\nvspeed 0\n+FORCEXYBILLBOARD\n//+PUFFONACTORS\nrenderstyle Add\n\talpha 1.0\n\tScale 0.1\n\t+BRIGHT\n//\t+THRUGHOST\nSpecies \"IgnoreDecorations\"\n  +THRUSPECIES\n  states\n  {\n  Spawn:\n    TNT1 A 0\n\tBPUF A 1 A_SpawnItemEx (\"RicoChet\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tBPUF D 1 A_SetScale(0.16,0.16)\n  Melee:\n\tTNT1 A 1\n\tstop\n\txdeath:\n\t\tTNT1 A 0\n\t//\tTNT1 A 0 A_PlaySound(\"Bullet/Hit\")\n\t\tstop\n  }\n}\n\n//For melee attacks.\nactor FMBulletPuff : BulletPuff\n{\nDamageType \"friendlymelee\"\n+THRUGHOST\n}\n\n//This fixes the fist damage\nactor FMBulletPuff2 : BulletPuff\n{\n+THRUGHOST\n}\n\nactor FMSawPuff : BulletPuff\n{\nDamageType \"SawMelee\"\n+THRUGHOST\n}\n\n//Weapon slot hacks (Wildweasel)\nACTOR IsDropping : Inventory\n{\n\tInventory.MaxAmount 1\n}\n\nACTOR Action_DropWeapon : CustomInventory\n{\n   Inventory.Amount 1\n   Inventory.MaxAmount 1\n   -INVBAR\n\n   States\n   {\n       Use:\n       TNT1 A 0 A_GiveInventory(\"IsDropping\",1)\n       Fail\n   }\n}\n\nACTOR Action_DropWeaponCancel : CustomInventory\n{\n   Inventory.Amount 1\n   Inventory.MaxAmount 1\n   -INVBAR\n\n   States\n   {\n       Use:\n       TNT1 A 0 A_TakeInventory(\"IsDropping\",1)\n       Fail\n   }\n}\n\nACTOR Slot1Filled : Inventory //Melee\n{\n\tInventory.MaxAmount 1\n}\n\nACTOR Slot2Filled : Inventory //Ranged\n{\n\tInventory.MaxAmount 1\n}\n\n//============================================\n// Weapon/Ammo spawners\nactor GunSpawner : RandomSpawner 32050\n{\n  //$Category WDI Weapons\n  //$Sprite TNT1A0\n  //$Title \"Gun Spawner\"\n    DropItem \"FakeBeretta\"\n\tDropItem \"FakeShotgun\"\n\tDropItem \"FakeRevolver\"\n\tDropItem \"ABigNothing\"\n}\n\nactor MeleeSpawner : RandomSpawner 32051\n{\n  //$Category WDI Weapons\n  //$Sprite TNT1A0\n  //$Title \"Melee Spawner\"\n    //DropItem \"LChainsaw\"\n\tDropItem \"FakeWrench\"\n\tDropItem \"FakePipe\"\n\tDropItem \"ABigNothing\"\n}\n\nactor AmmoSpawner : RandomSpawner 32060\n{\n  //$Category WDI Ammo\n  //$Sprite TNT1A0\n  //$Title \"Ammo Spawner\"\n    DropItem \"NewShell\"\n    DropItem \"NewShell\"\n    DropItem \"NewShell\"\n    DropItem \"PistolClip\"\n    DropItem \"PistolClip\"\n\t//DropItem \"ABigNothing\" 255 1\n}\n\n//============================================\n//Shotgun\n//Actor ShotgunSpawn : Shotgun2 {}\n\nACTOR ShotgunOnce : Inventory\n{\n\tInventory.MaxAmount 1\n\t-INVBAR\n}\n\nACTOR FakeShotgun : CustomInventory Replaces Shotgun 30050\n{\n  //$Category WDI Weapons\n  //$Sprite DHSPA0\n  //$Title \"Shotgun\"\n\tRadius 16\n\tHeight 8\n\tInventory.PickupMessage \"Found a Shotgun.\"\n\tInventory.RespawnTics 3024000 //1 hour\n\t//Scale 0.35\n\tStates\n\t{\n\tSpawn:\n\t\tDHSP A -1\n\t\tStop\n\tPickup:\n\t\tDHSP A 0\n\t\tPIST A 0 A_JumpIfInventory(\"MurderMarker\",1, 2)\n\t\tPIST A 0 A_JumpIfInventory(\"TKToken\",1,\"NotPickup\")\n\t\tPIST A 0\n\t\tDHSP A 0 A_JumpIfInventory(\"Shotgun2\",1,\"AmmoPickup\")\n\t\tDHSP A 0 A_JumpIfInventory(\"Slot1Filled\",1,\"NotPickup\")\n\t\tDHSP A 0 A_PlaySound(\"pickups/weapon\")\n\t\tDHSP A 0 A_GiveInventory(\"Shotgun2\",1)\n\t\tDHSP A 0 A_GiveInventory(\"Slot1Filled\",1)\n\t\tTNT1 A 0 //A_Print(\"Picked up a Shotgun.\")\n\t\tDHSP A 1 ACS_ExecuteAlways(670,0,21)\n\t\tDHSP A 0 A_JumpIfInventory(\"ShotgunOnce\",1,\"ForgetIt\")\n\t\tDHSP A 0 A_GiveInventory(\"SuperShells\", 1)\n\t\tDHSP A 0 A_GiveInventory(\"ShotgunOnce\",1)\n\t\tStop\n\tNotPickup:\n\t\tDHSP A 0\n\t\tDHSP A 1 ACS_ExecuteAlways(670,0,21)\n\t\tFail\n\tAmmoPickup:\n\t\tDHSP A 0\n\t\tDHSP A 0 //A_JumpIfInventory(\"NewShell\",5,\"ForgetIt\")\n\t\tDHSP A 0 A_PlaySound(\"pickups/ammo\")\n\t\tTNT1 A 0 //A_Print(\"Picked up some Shotgun ammo.\")\n\t\tDHSP A 1 A_GiveInventory(\"NewShell\", 1)\n\t\tStop\n\tForgetIt:\n\t\tDHSP A 1\n\t\tStop\n\t}\n}\n\nActor TKFakeShotgun : FakeShotgun\n{\nstates\n\t{\n\t\tPickup:\n\t\tDHSP A 0\n\t\tDHSP A 0 A_JumpIfInventory(\"TKToken\",1,\"NotPickup\")\n\t\tDHSP A 0 A_JumpIfInventory(\"Shotgun2\",1,\"AmmoPickup\")\n\t\tDHSP A 0 A_JumpIfInventory(\"Slot1Filled\",1,\"NotPickup\")\n\t\tDHSP A 0 A_PlaySound(\"pickups/weapon\")\n\t\tDHSP A 0 A_GiveInventory(\"Shotgun2\",1)\n\t\tDHSP A 0 A_GiveInventory(\"Slot1Filled\",1)\n\t\tTNT1 A 0 //A_Print(\"Picked up a Shotgun.\")\n\t\tDHSP A 1 ACS_ExecuteAlways(670,0,21)\n\t\tDHSP A 0 A_JumpIfInventory(\"ShotgunOnce\",1,\"ForgetIt\")\n\t\tDHSP A 0 A_GiveInventory(\"SuperShells\",1)\n\t\tDHSP A 0 A_GiveInventory(\"ShotgunOnce\",1)\n\t\tStop\n\tNotPickup:\n\t\tDHSP A 0\n\t\tDHSP A 1 ACS_ExecuteAlways(670,0,21)\n\t\tFail\n\n\t}\n}\n\nACTOR DroppedShotgun\n{\n\tPROJECTILE\n\t-NOGRAVITY\n\tDamage 0\n\tRadius 16\n\tHeight 8\n\tSpeed 9\n\tDeathSound \"weapons/gundrop\"\n\tBounceSound \"weapons/gundrop\"\n\tBouncetype Doom\n\tBounceFactor 0.3\n\tBounceCount 2\n\tStates\n\t{\n\tSpawn:\n\t\tDHSP A 1\n\t\tLoop\n\tDeath:\n\t\tDHSP A 35\n\t\tDHSP A 1 A_SpawnItemEx(\"FakeShotgun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tStop\n\t}\n}\n\nActor Shotgun2 : Weapon\n {\n\t+AMMO_OPTIONAL\n\t+ALT_AMMO_OPTIONAL\n    +INVENTORY.UNDROPPABLE\n   +NOAUTOAIM\n    Weapon.SelectionOrder 3000\n    Weapon.AmmoGive1 0\n    Weapon.AmmoGive2 0\n    Weapon.Ammouse 1\n    Weapon.Ammouse2 1\n    Weapon.Ammotype1 \"SuperShells\"\n    Weapon.Ammotype2 \"NewShell\"\n\tWeapon.preferredSkin \"ShotgunSkin\"\n    Obituary \"%o caught some buck.\"\n    Inventory.Pickupmessage \"Found a Shotgun.\"\n    AttackSound \"weapons/Shotgunfire\"\n\n    States\n    {\n\tSpawn:\n       DHSP A 1\n       goto Death\n    Ready:\n\t   DHSG A 0 A_JumpIfInventory(\"IsDropping\",1,\"WeaponDrop\")\n       DHSG A 1 A_WeaponReady\n\t\tLoop\n\t  WeaponDrop:\n\t\tTNT1 A 0\n\t\tDHSG A 1\n\t\tTNT1 A 0 A_TakeInventory(\"IsDropping\",1)\n\t\tTNT1 A 0 ACS_ExecuteAlways(418,0,0,0,0)\n       Goto Ready\n    Deselect:\n       DHSG A 0 A_Playsound (\"weapons/weapondown\")\n       DHSG A 0 A_Lower\n       DHSG A 1 A_Lower\n       goto deselect+1\n    Select:\n       DHSG A 0 A_Raise\n       DHSG A 1 A_Raise\n       DHSG A 0 A_Raise\n       DHSG A 1 A_Raise\n       DHSG A 0 A_Raise\n       DHSG A 1 A_Raise\n       DHSG A 0 A_Raise\n       DHSG A 1 A_Raise\n       DHSG A 0 A_Raise\n       DHSG A 1 A_Raise\n       DHSG A 0 A_Raise\n       DHSG A 1 A_Raise\n       DHSG A 0 A_Raise\n       DHSG C 6 A_Playsound (\"weapons/weaponup\")\n       DHSG D 3\n       DHSG E 8 A_Playsound (\"weapons/Shotguncock\")\n       DHSG C 3\n       DHSG B 3\n       Goto Ready\n    Fire:\n       DHSG A 0 A_JumpIfNoAmmo (\"EmptyFire\")\n       DHSF A 3 A_GunFlash\n       DHSF B 4\n       DHSG B 4\n       DHSG C 5\n       DHSG D 6\n       DHSG E 0 A_FireCustomMissile (\"ShotgunCasing\",-70+random(-8,8),0,1,1)\n       DHSG E 1 A_PlaySound (\"weapons/Shotguncock\", CHAN_WEAPON, 2.0)\n       DHSG E 10\n       DHSG D 4\n       DHSG C 4\n       DHSG B 3\n       DHSG A 2\n       DHSG A 0\n       Goto Ready\n    EmptyFire:\n       DHSG A 0 A_PlaySound (\"weapons/sgclick\")\n       DHSG A 20\n       DHSG A 0\n       Goto Ready\n    AltFire:\n       DHSG A 0 A_JumpIfNoAmmo (22)\n       DHSG A 0 A_JumpIfInventory (\"SuperShells\",4,21)\n       DHSG F 4\n       DHSG G 4\n       DHSR G 12\n       DHSR G 0\n       DHSR A 0 A_JumpIfNoAmmo (10)\n       DHSR A 0 A_JumpIfInventory (\"SuperShells\",4,9)\n       DHSR A 2\n       DHSR B 2\n       DHSR C 2 A_PlayWeaponSound (\"weapons/Shotgunload\")\n       DHSR C 0 A_TakeInventory (\"NewShell\",1)\n       DHSR C 0 A_GiveInventory (\"SuperShells\",1)\n       DHSR D 2\n       DHSR E 2\n       DHSR F 2\n       Goto Altfire+4\n       DHSR G 5\n       DHSR H 9 A_Playweaponsound (\"weapons/Shotguncock\")\n       DHSR G 5\n       DHSG G 4\n       DHSG F 4\n       DHSG A 4\n       DHSG A 0\n       Goto Ready\n    Flash:\n       DHSF A 3 BRIGHT A_FireBullets (5, 5, 8, 4, \"FFBulletPuff\")\n       DHSF A 0 A_Recoil(2)\n       DHSF B 4 BRIGHT\n       stop\n\tDeath:\n\t   DHSP A 0 A_SpawnItem(\"DroppedShotgun\",0,0,0,0)\n\t   TNT1 A 0 A_FadeOut(1.0)\n\t   goto death + 1\n\t}\n}\n\nACTOR SuperShells : Ammo\n{\nInventory.Amount 0\nInventory.MaxAmount 4\nInventory.Icon \"DHSPA0\"\n+INVENTORY.UNDROPPABLE\nStates\n{\nSpawn:\nTNT1 A -1\nLOOP\n}\n}\n\n//Actor ShellSpawn : NewShell {}\n\nACTOR NewShell : Ammo replaces Shell 30061\n{\n  //$Category WDI Ammo\n  //$Sprite D3S1E0\n  //$Title \"Shotgun Shell\"\n  Game Doom\n  SpawnID 12\n  Scale 0.2\n  Inventory.PickupMessage \"\\cjFound a \\c[I7]shotgun shell.\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 4\n  Inventory.RespawnTics 21000 //10 minutes\n  Ammo.BackpackAmount 1\n  Ammo.BackpackMaxAmount 4\n  +INVENTORY.INVBAR\n  -INVENTORY.INTERHUBSTRIP\n  Inventory.Icon \"ARTISHEL\"\n  Inventory.PickupSound \"Pickup/Ammo\"\n  +FORCEXYBILLBOARD\n  +CANNOTPUSH\n  States\n  {\n  Spawn:\n   // D3S1 E -1\n   D3S1 E 1\n   D3S1 E 0 A_Jump(128,\"Spawn2\",\"Spawn3\",\"Spawn4\")\n\tSpawn1:\n\tD3S1 E -1\n\tstop\n\tSpawn2:\n\tD3S1 C -1\n\tstop\n\tSpawn3:\n\tD3S1 A -1\n\tstop\n\tSpawn4:\n\tD3S1 G -1\n\tstop\n\n  }\n}\n//=========================================\n\n//Knife (Murderer only weapon!)\n\nactor MurderKnife : Weapon\n{\n  Weapon.SelectionOrder 100\n  Weapon.Kickback 100\n  Weapon.UpSound \"weapons/KnifeReady\"\n  Weapon.preferredSkin \"MurderSkin\"\n  +WEAPON.MELEEWEAPON\n  +WEAPON.BFG\n  +WEAPON.NO_AUTO_SWITCH\n  +WEAPON.NOAUTOFIRE\n  +INVENTORY.UNDROPPABLE\n   +NOAUTOAIM\n  Obituary \"\"\n  States\n  {\n  Ready:\n  \tKNIF A 0\n  \tKNIF A 1 A_WeaponReady\n    loop\n\n  Deselect:\n    KNIF A 0\n    KNIF A 1 A_Lower\n    loop\n  Select:\n  \tKNIF A 0 //A_PlaySound (\"weapons/KnifeReady\")\n\tKNIF A 1 A_Raise\n\tloop\n  Fire:\n    KNIF B 0 A_JumpIf (ACS_ExecuteWithResult(555), \"BackStab\")\n    KNIF B 1 A_CustomPunch (10, 1, 0, \"StabPuff2\", 54)\n    KNIF C 1 A_CustomPunch (10, 1, 0, \"StabPuff2\", 64)\n    KNIF C 0 A_Recoil(-2)\n    KNIF D 2 A_CustomPunch (5, 1, 0, \"StabPuff\", 72)\n    KNIF DDD 2 A_CustomPunch (5, 1, 0, \"StabPuff2\", 72)\n    KNIF C 4\n    KNIF B 4\n\tKNIF A 15\n\tKNIF A 1 A_ReFire\n    goto Ready\n\n  BackStab:\n    KNIF C 1 Offset(4, 32) A_CustomPunch (666, 1, 0, \"BackStabPuff\", 64)\n\tKNIF C 1 Offset(36, 32)\n\tKNIF C 1 Offset(72, 32)\n\tKNIF C 1 Offset(108, 32)\n\tKNIF C 1 Offset(144, 32)\n    KNIF E 1 Offset(178, 32) A_PlaySound (\"weapons/KnifeStab\")\n\tKNIF E 1 Offset(144, 32)\n\tKNIF E 1 Offset(108, 32)\n\tKNIF E 1 Offset(72, 32)\n\t//Stabbing\n\tKNIF E 1 Offset(36, 40) //A_CustomPunch (666, 1, 0, \"BackStabPuff\", 72)\n\tKNIF E 1 Offset(32, 48) //A_CustomPunch (666, 1, 0, \"BackStabPuff\", 72)\n\tKNIF E 1 Offset(28, 56) //A_CustomPunch (666, 1, 0, \"BackStabPuff\", 72)\n\tKNIF E 1 Offset(24, 74) //A_CustomPunch (666, 1, 0, \"BackStabPuff\", 72)\n\tKNIF E 1 Offset(20, 82) //A_CustomPunch (666, 1, 0, \"BackStabPuff\", 72)\n\t//Redraw\n\tKNIF E 1 Offset(16, 90)\n\tKNIF E 1 Offset(12, 100)\n\tKNIF E 1 Offset(8, 110)\n\tKNIF E 1 Offset(4, 120)\n\tKNIF E 1 Offset(0, 130)\n\tKNIF E 8 Offset(0, 152)\n\tKNIF A 2 Offset(0, 130)\n\tKNIF A 2 Offset(0, 100)\n\tKNIF A 2 Offset(0, 70)\n\tKNIF A 2 Offset(0, 40)\n\tKNIF A 2 Offset(0, 32)\n    goto Ready\n  }\n}\n\nactor StabPuff\n{\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +PUFFONACTORS\n  DamageType \"Default\"\n  activesound \"weapons/KnifeStab\"\n  attacksound \"\"\n  seesound \"weapons/KnifeHit\"\n  Obituary \"\"\n  states\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 1\n    stop\n  Crash:\n  \tTNT1 A 0\n  \tTNT1 A 1\n  \tstop\n  Melee:\n  \tTNT1 A 0\n  \tTNT1 A 1\n  \tstop\n  }\n}\n\nactor StabPuff2 : StabPuff //The Silent puff\n{\nSeeSound \"\"\nActiveSound \"\"\n}\n\nactor BackStabPuff\n{\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +PUFFONACTORS\n  DamageType \"Backstab\"\n  activesound \"weapons/KnifeStab\"\n  attacksound \"\"\n  seesound \"weapons/BackStab\"\n  Obituary \"\"\n  states\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 1\n    stop\n  Crash:\n  \tTNT1 A 0\n  \tTNT1 A 1\n  \tstop\n  Melee:\n  \tTNT1 A 0\n  \tTNT1 A 1\n  \tstop\n  }\n}\n\n//============================================\n//ChainSaw -------------------------------------------\n//Sprites from Zero Tolerance Weapons Mod ------------ Special thanks to LoganMtM for letting us use it.\n//Actor ChainsawSpawn : LChainsaw {}\n\nACTOR ChainsawOnce : Inventory\n{\n\tInventory.MaxAmount 1\n\t-INVBAR\n}\n\nACTOR FakeChainsaw : CustomInventory Replaces Chainsaw 2011\n{\n  //$Category WDI Weapons\n  //$Sprite CSAWA0\n  //$Title \"Chainsaw\"\n\tRadius 16\n\tHeight 8\n\tInventory.PickupMessage \"Found a chainsaw.\"\n\tInventory.RespawnTics 21000 //10 Minutes\n\t//Scale 0.35\n\tStates\n\t{\n\tSpawn:\n\t\tCSAW A -1\n\t\tStop\n\tPickup:\n\t\tCSAW A 0\n\t\tCSAW A 0 A_JumpIfInventory(\"LChainsaw\",1,\"AmmoPickup\")\n\t\tCSAW A 0 A_JumpIfInventory(\"Slot1Filled\",1,\"NotPickup\")\n\t\tCSAW A 0 A_PlaySound(\"pickups/weapon\")\n\t\tCSAW A 0 A_GiveInventory(\"LChainsaw\",1)\n\t\tCSAW A 0 A_GiveInventory(\"Slot1Filled\",1)\n\t\tTNT1 A 0 //A_Print(\"Picked up a Shotgun.\")\n\t\tCSAW A 1 ACS_ExecuteAlways(670,0,12)\n\t\tCSAW A 0 A_JumpIfInventory(\"ChainsawOnce\",1,\"ForgetIt\")\n\t\tCSAW A 0 A_GiveInventory(\"Gasoline\",random(150,500))\n\t\tCSAW A 0 A_GiveInventory(\"ChainsawOnce\",1)\n\t\tStop\n\tNotPickup:\n\t\tCSAW A 0\n\t\tCSAW A 1 ACS_ExecuteAlways(670,0,12)\n\t\tFail\n\tAmmoPickup:\n\t\tCSAW A 0\n\t\tCSAW A 0 A_JumpIfInventory(\"Gasoline\",500,\"ForgetIt\")\n\t\tCSAW A 0 A_PlaySound(\"pickups/ammo\")\n\t\tTNT1 A 0 //A_Print(\"Picked up some Shotgun ammo.\")\n\t\tCSAW A 1 A_GiveInventory(\"Gasoline\",random(150,500))\n\t\tStop\n\tForgetIt:\n\t\tCSAW A 1\n\t\tStop\n\t}\n}\n\nActor TKFakeChainsaw : FakeChainsaw\n{\nstates\n\t{\n\tPickup:\n\t\tCSAW A 0\n\t\tCSAW A 0 A_JumpIfInventory(\"TKToken\",1,\"NotPickup\")\n\t\tCSAW A 0 A_JumpIfInventory(\"LChainsaw\",1,\"AmmoPickup\")\n\t\tCSAW A 0 A_JumpIfInventory(\"Slot1Filled\",1,\"NotPickup\")\n\t\tCSAW A 0 A_PlaySound(\"pickups/weapon\")\n\t\tCSAW A 0 A_GiveInventory(\"LChainsaw\",1)\n\t\tCSAW A 0 A_GiveInventory(\"Slot1Filled\",1)\n\t\tTNT1 A 0 //A_Print(\"Picked up a Shotgun.\")\n\t\tCSAW A 1 ACS_ExecuteAlways(670,0,12)\n\t\tCSAW A 0 A_JumpIfInventory(\"ChainsawOnce\",1,\"ForgetIt\")\n\t\tCSAW A 0 A_GiveInventory(\"Gasoline\",random(150,500))\n\t\tCSAW A 0 A_GiveInventory(\"ChainsawOnce\",1)\n\t\tStop\n\tNotPickup:\n\t\tCSAW A 0\n\t\tCSAW A 1 ACS_ExecuteAlways(670,0,12)\n\t\tFail\n\t}\n}\n\nACTOR DroppedChainsaw\n{\n\tPROJECTILE\n\t-NOGRAVITY\n\tDamage 0\n\tRadius 16\n\tHeight 8\n\tSpeed 9\n\tDeathSound \"weapons/gundrop\"\n\tStates\n\t{\n\tSpawn:\n\t\tCSAW A 1\n\t\tLoop\n\tDeath:\n\t\tCSAW A 35\n\t\tCSAW A 1 A_SpawnItemEx(\"FakeChainsaw\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tStop\n\t}\n}\n\nACTOR LChainsaw : Weapon\n{\nObituary \"\"\nRadius 20\nHeight 16\nInventory.pickupmessage \"Found a Chainsaw.\"\nWeapon.selectionorder 998\nAttackSound \"weapons/sawhit\"\nWeapon.preferredSkin \"ChainsawSkin\"\nWeapon.AmmoType1 \"Gasoline\"\n//Weapon.AmmoType2 \"Gasoline\"\n//Weapon.AmmoGive1 1000\nWeapon.AmmoUse1 1\n//Weapon.AmmoUse2 1\n+WEAPON.MELEEWEAPON\n+INVENTORY.UNDROPPABLE\n   +NOAUTOAIM\n\nStates\n {\n Spawn:\n CSAW A 0\n goto Death\n\nWeaponDrop:\n\tTNT1 A 0\n\t\tSAWR A 1\n\tTNT1 A 0 A_TakeInventory(\"IsDropping\",1)\n\t\tTNT1 A 0 ACS_ExecuteAlways(418,0,0,0,0)\n       Goto SawReady\n\n NoAmmoReady:\n \tTNT1 A 0 A_JumpIfInventory(\"SawOn\", 1, \"TurnOff\")\n\tTNT1 A 0 ACS_ExecuteAlways(654, 0, 0, 0, 0)\n\tTNT1 A 0 A_JumpIfInventory(\"IsDropping\",1,\"WeaponDrop\")\n \tSAWF A 0 A_StopSoundEx(\"SoundSlot6\")\n\tSAWF A 0 A_StopSoundEx(\"SoundSlot7\")\n\tSAWF A 1 A_WeaponReady\n\tSAWF A 0 //A_JumpIfInventory(\"Gasoline\", 1, \"Ready\")\n\tGoto OffReady\n\n OffReady:\n\tTNT1 A 0 A_JumpIfInventory(\"IsDropping\", 1,\"WeaponDrop\")\n \tSAWF A 0 A_StopSoundEx(\"SoundSlot6\")\n\tSAWF A 0 A_StopSoundEx(\"SoundSlot7\")\n\tSAWF A 1 A_WeaponReady\n\tSAWF A 0 A_JumpIfInventory(\"SawOn\", 1, \"Ready\")\n\tloop\n\n Ready:\n TNT1 A 0 A_JumpIfInventory(\"Gasoline\", 1, 2)\n TNT1 A 0\n Goto OffReady\n TNT1 A 15 A_PlaySound(\"weapons/sawzip\")\n TNT1 A 15 A_PlayWeaponSound(\"weapons/sawpull\")\n TNT1 A 5 A_JumpIf(Random(0,10) > 8, 6)\n TNT1 A 15 A_PlaySound(\"weapons/sawzip\")\n TNT1 A 15 A_PlayWeaponSound(\"weapons/sawpull\")\n TNT1 A 5 A_JumpIf(Random(0,10) > 8, 3)\n TNT1 A 15 A_PlaySound(\"weapons/sawzip\")\n TNT1 A 15 A_PlayWeaponSound(\"weapons/sawpull\")\n TNT1 A 5\n SAWD E 1\n SAWD D 1\n SAWD C 1\n SAWD B 1\n SAWD A 1 A_JumpIfNoAmmo (\"NoAmmoReady\")\n\n SawReady:\n TNT1 A 0 A_JumpIfNoAmmo(\"TurnOff\")\n TNT1 A 0 A_JumpIfInventory(\"IsDropping\",1,\"WeaponDrop\")\n TNT1 A 0 A_PlaySoundEx(\"weapons/sawidle\",\"SoundSlot6\",0)\n SAWR ABCDEF 1 A_WeaponReady\n TNT1 A 0 A_TakeInventory(\"Gasoline\", 1)\n TNT1 A 0 A_JumpIfNoAmmo(\"TurnOff\")\n TNT1 A 0 A_PlaySoundEx(\"weapons/sawidle\",\"SoundSlot6\",0)\n SAWR ABCDEF 1 A_WeaponReady\n TNT1 A 0 //A_TakeInventory(\"Gasoline\", 1)\n TNT1 A 0 A_JumpIfNoAmmo(\"TurnOff\")\n TNT1 A 0 A_FireCustomMissile(\"LSawSmoke\",250,0,20,-5,0)\n TNT1 A 0 A_PlaySoundEx(\"weapons/sawidle\",\"SoundSlot6\",0)\n SAWR ABCDEF 1 A_WeaponReady\n TNT1 A 0 A_TakeInventory(\"Gasoline\", 1)\n TNT1 A 0 A_JumpIfNoAmmo(\"TurnOff\")\n TNT1 A 0 A_FireCustomMissile(\"LSawSmoke\",250,0,20,-5,0)\n TNT1 A 0 A_PlaySoundEx(\"weapons/sawidle\",\"SoundSlot6\",0)\n SAWR ABCDEF 1 A_WeaponReady\n TNT1 A 0 A_FireCustomMissile(\"LSawSmoke\",250,0,20,-5,0)\n Loop\n\n Select:\n TNT1 A 0 A_JumpIfInventory(\"SawOn\", 1, \"OnSelect\")\n SAWF A 1 A_Raise\n Wait\n\n OnSelect:\n TNT1 A 0\n TNT1 A 1 A_Raise\n Wait\n\n Deselect:\n TNT1 A 0 A_StopSoundEx(\"SoundSlot6\")\n TNT1 A 0 A_StopSoundEx(\"SoundSlot7\")\n SAWR A 0 A_JumpIfInventory(\"SawOn\", 1, \"OnLower\")\n SAWR A 0\n SAWD ABCDE 1\n TNT1 A 15\n TNT1 A 1 A_Lower\n Wait\n\n OnLower:\n SAWR A 1 A_PlaySoundEx(\"weapons/sawdown\",\"weapon\",0)\n SAWR BC 3 //A_TakeInventory(\"SawOff\",1)\n SAWR DE 4 //A_TakeInventory(\"SawOn\",1)\n SAWR F 6\n SAWD ABCDE 1\n TNT1 A 20\n TNT1 A 1 A_Lower\n Wait\n\n Fire:\n TNT1 A 0 A_JumpIfNoAmmo (\"NoAmmoReady\")\n //TNT1 A 0 A_JumpIfInventory (\"SawOff\", 1, \"AltFire\")\n SAWF ABCDEFG 1\n TNT1 A 0 A_ReFire\n SAWF GFEDCBA 1\n Goto SawReady\n\n Hold:\n SAWF F 0 A_StopSoundEx(\"SoundSlot6\")\n SAWF F 0 A_JumpIfNoAmmo (\"NoAmmoReady\")\n SAWF F 2 A_PlaySoundEx(\"weapons/sawfull\",\"SoundSlot7\",0)\n SAWF G 2\n TNT1 A 0 A_CustomPunch(0,0,0,\"FMSawPuff\", 52)\n TNT1 AAA 0 A_CustomPunch(4,1,0,\"FMSawPuff\", 52)\n SAWA D 0 A_TakeInventory(\"Gasoline\", 3)\n SAWF G 0 A_FireCustomMissile(\"LSawSmoke\",250,0,20,-5,0)\n SAWF F 2 A_Refire\n SAWF EDCB 1\n TNT1 A 0 A_FireCustomMissile(\"LSawSmoke\",250,0,20,-5,0)\n TNT1 A 0 A_StopSoundEx(\"SoundSlot7\")\n Goto SawReady\n\n AltFire:\n SAWF A 0 A_JumpIfInventory(\"SawOn\", 1, \"TurnOff\")\n SAWD A 0\n SAWD A 1 ACS_ExecuteAlways(654, 0, 0, 0, 0)\n SAWD ABCDE 1\n goto Ready\n\n TurnOff:\n SAWF F 0 A_StopSoundEx(\"SoundSlot6\")\n SAWF F 0 A_PlaySoundEx(\"weapons/sawdown\",\"weapon\",0)\n SAWR ABC 1\n SAWR DEF 2\n SAWR ABC 3\n SAWR DEF 4\n SAWR A 1\n SAWF A 1 ACS_ExecuteAlways(654, 0, 0, 0, 0)\n goto Ready\n\nDeath:\n\t   DHSP A 0 A_SpawnItem(\"DroppedChainsaw\",0,0,0,0)\n\t   TNT1 A 0 A_FadeOut(1.0)\n\t   goto death + 1\n }\n}\n\n//Actor GasolineSpawn : Gasoline {}\n\nACTOR Gasoline : Ammo\n{\n  Game Doom\n  SpawnID 12\n  Inventory.PickupMessage \"Found a can of gasoline.\"\n  Inventory.Amount 500\n  Inventory.MaxAmount 500\n  Inventory.RespawnTics 21000 //10 minutes\n  Ammo.BackpackAmount 0\n  Ammo.BackpackMaxAmount 500\n  Inventory.Icon \"SHELA0\"\n  +INVENTORY.UNDROPPABLE\n  States\n  {\n  Spawn:\n    SHEL A -1\n    Stop\n  }\n}\n\nActor SawOn : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n}\n\nActor SawOff : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n}\n\nACTOR SawCombo : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n}\n\nACTOR LSawSmoke\n{\nRadius 1\nHeight 1\nSpeed 1\nDamage 0\nRenderStyle Add\nAlpha 0.8\nScale 0.35\nPROJECTILE\n+NOGRAVITY\n\nStates\n {\n Spawn:\n SMOK QPONM 1\n SMOK LKJIH 2 A_SetTranslucent(0.2,1)\n SMOK GFEDEDCBA 3 A_FadeOut\n Goto Death\n\n Death:\n TNT1 A 1\n Stop\n }\n}\n\nACTOR SawAlt\n{\nRadius 2\nHeight 2\nSpeed 10\nDamage 30\nPROJECTILE\nDamageType SuperSaw\n\nStates\n {\n Spawn:\n TNT1 A 1\n Goto Death\n\n Death:\n TNT1 A 1\n Stop\n }\n}\n//==========================================\n//New Fist\nACTOR NewFist : Weapon\n{\nWeapon.SelectionOrder 1\nWeapon.preferredSkin \"FistSkin\"\nInventory.Pickupmessage \"\"\n+NOALERT\n+WEAPON.WIMPY_WEAPON\n+INVENTORY.UNDROPPABLE\n   +NOAUTOAIM\nStates\n{\nSpawn:\nTNT1 A -1\nLOOP\nReady:\nFIST A 1 A_WeaponReady\nLOOP\nDeselect:\n//FIST A 0 A_TakeInventory (\"Sequence\",99)\nFIST A 0 A_Lower\nFIST A 1 A_Lower\nLOOP\nSelect:\nFIST A 0 A_Raise\nFIST A 1 A_Raise\nLOOP\nFire:\nFIST D 2\nFIST E 0 A_PlaySound(\"Weapons/Fistswing\")\nFIST E 4 A_CustomPunch(3,1,0,\"FMBulletPuff2\")\nFIST D 2\nFIST A 6 //A_TakeInventory (\"Sequence\",1)\nGoto Ready\nAltFire:\nFIST A 1\nFIST B 2\nFIST C 0 A_PlaySound(\"Weapons/Fistswing\")\nFIST C 2 OffSet(0,32)\nFIST C 3 OffSet(16,32) A_CustomPunch(8,1,0,\"FMBulletPuff2\")\nFIST C 5 OffSet(32,32)\nFIST C 3 OffSet(16,32)\nFIST C 2 OffSet(0,32)\nFIST B 5\nFIST A 8 //A_GiveInventory (\"Sequence\",1)\nGoto Ready\n}\n}\n\nACTOR Sequence : Ammo\n{\nInventory.Amount 0\nInventory.MaxAmount 1\nInventory.Icon \"TNT1A0\"\nStates\n{\nSpawn:\nTNT1 A -1\nLoop\n}\n}\n//===========================================\n//Beretta\n\nActor Beretta : Weapon  //Rename this!!!\n{\n  Scale 0.7\n  Obituary \"\"\n  Radius 20\n  Height 16\n  AttackSound \"weapons/BerettaFire\"\n  Inventory.pickupmessage \"Picked up a Beretta\"\n  Weapon.preferredSkin \"PistolSkin\"\n  Weapon.SelectionOrder 400\n  Weapon.SlotNumber 1\n  Weapon.kickback 100\n  Weapon.ammotype \"PistolAmmo\"\n  Weapon.ammotype2 \"PistolClip\"\n  Weapon.ammouse 1\n\t+AMMO_OPTIONAL\n\t+ALT_AMMO_OPTIONAL\n  +INVENTORY.UNDROPPABLE\n   +NOAUTOAIM\n  States\n  {\n  Spawn:\n    PIST A -1\n    Loop\n\n  Ready:\n    2PIS A 0 A_JumpIfInventory(\"IsDropping\",1,\"WeaponDrop\")\n    2PIS A 0 A_JumpIfNoAmmo(\"EmptyReady\")\n    2PIS A 1 A_WeaponReady\n    goto Ready\n\n  EmptyReady:\n     2PIS A 0 A_JumpIfInventory(\"IsDropping\",1,\"WeaponDrop\")\n     2PIS C 3 A_WeaponReady\n     goto EmptyReady\n\n  EmptyLul:\n    2PIS C 1 A_PlaySound(\"weapons/lugerempty\")\n    2PIS C 11\n     goto EmptyReady\n\n  Deselect:\n    2PIS D 1 A_Lower\n    Loop\n\n  Select:\n    2PIS A 1 A_Raise\n    Loop\n\n  Fire:\n    2PIS A 0 A_JumpIfNoAmmo (\"EmptyLul\")\n    2PIS A 4\n    2PIS B 2 bright A_FireBullets(1.75, 1.75, -1, 12, \"FFBulletPuff\")\n    2PIS B 0 A_FireCustomMissile (\"PistolSmokeSpawner\", 0, 0, 8, 12, 0, 0)\n    2PIS B 0 A_FireCustomMissile (\"PisCaseSpawn\", 0, 0, 8, 10, 0, 0)\n    2PIS C 2 A_JumpIfNoAmmo (\"EmptyLul\")\n    2PIS D 2\n    2PIS A 2\n    2PIS F 0 A_ReFire\n    2PIS A 4 A_ReFire\n    Goto Ready\n\n  Reload:\n    2PIS C 0 A_JumpIfInventory(\"PistolAmmo\", 12, \"Ready\")\n    2PIS C 0 A_TakeInventory(\"PistolClip\", 1)\n    2PIS C 0 A_PlaySound(\"weapons/Lugerout\")\n    2PIS FGHIJK 2\n    2PIS K 0 A_FireCustomMissile (\"SpentClip5\", 0, 0, 8, 12, 0, 0)\n    2PIS K 24\n    2PIS K 0 A_PlaySound(\"weapons/Lugerin\")\n    2PIS LMNOPA 2\n    2PIS Q 0 A_GiveInventory(\"PistolAmmo\", 12)\n    goto Ready\n\n  AltFire:\n    goto AltFire2\n\n  AltFire2:\n    2PIS A 0 A_JumpIfInventory(\"PistolClip\", 1, \"Reload\")\n    2PIS A 0 A_JumpIfNoAmmo(1)\n    goto Ready\n    goto EmptyReady\n\n  WeaponDrop:\n    TNT1 A 0\n\t\t2PIS A 1\n    TNT1 A 0 A_TakeInventory(\"IsDropping\",1)\n\t\tTNT1 A 0 ACS_ExecuteAlways(418,0,0,0,0)\n       Goto Ready\n\n  }\n}\n\nACTOR PistolClip : Ammo replaces Clip 30062\n{\n  //$Category WDI Ammo\n  //$Sprite CLP4A0\n  //$Title \"Pistol Magazine\"\n   Scale 0.35\n   Inventory.MaxAmount 2\n   +INVENTORY.INVBAR\n   -INVENTORY.INTERHUBSTRIP\n   Inventory.Icon \"ARTICLIP\"\n   Inventory.Pickupmessage \"\\cjPicked up some \\c[R5]Pistol ammo.\"\n   Inventory.RespawnTics 21000 //10 minutes\n   Inventory.PickupSound \"Pickup/Ammo\"\n   +FORCEXYBILLBOARD\n   +CANNOTPUSH\n   States\n   {\n   Spawn:\n   CLP4\tA -1\n   stop\n   }\n}\n\nACTOR PistolOnce : Inventory\n{\n\tInventory.MaxAmount 1\n\t-INVBAR\n}\n\nACTOR FakeBeretta : CustomInventory Replaces Pistol 5010\n{\n  //$Category WDI Weapons\n  //$Sprite PISTA0\n  //$Title \"Beretta\"\n\tRadius 16\n\tHeight 8\n\tInventory.PickupMessage \"Found a Beretta.\"\n\tInventory.RespawnTics 3024000 //1 hour\n \tScale 0.7\n\tStates\n\t{\n\tSpawn:\n\t\tPIST A -1\n\t\tStop\n\tPickup:\n\t\tPIST A 0\n\t\tPIST A 0 A_JumpIfInventory(\"MurderMarker\",1, 2)\n\t\tPIST A 0 A_JumpIfInventory(\"TKToken\",1,\"NotPickup\")\n\t\tPIST A 0\n\t\tPIST A 0 A_JumpIfInventory(\"Beretta\",1,\"AmmoPickup\")\n\t\tPIST A 0 A_JumpIfInventory(\"Slot1Filled\",1,\"NotPickup\")\n\t\tPIST A 0 A_PlaySound(\"pickups/weapon\")\n\t\tPIST A 0 A_GiveInventory(\"Beretta\",1)\n\t\tPIST A 0 A_GiveInventory(\"Slot1Filled\",1)\n\t\tTNT1 A 0 //A_Print(\"Picked up a Beretta.\")\n\t\tPIST A 1 ACS_ExecuteAlways(670,0,20)\n\t\tPIST A 0 A_JumpIfInventory(\"PistolOnce\",1,\"ForgetIt\")\n\t\tPIST A 0 A_GiveInventory(\"PistolAmmo\",random(1,8))\n\t\tPIST A 0 A_GiveInventory(\"PistolOnce\",1)\n\t\tStop\n\tNotPickup:\n\t\tPIST A 0\n\t\tPIST A 1 ACS_ExecuteAlways(670,0,20)\n\t\tFail\n\tAmmoPickup:\n\t\tPIST A 0\n\t\tPIST A 0 A_JumpIfInventory(\"PistolAmmo\",7,\"ForgetIt\")\n\t\tPIST A 0 A_PlaySound(\"pickups/ammo\")\n\t\tTNT1 A 0 //A_Print(\"Picked up some Pistol ammo.\")\n\t\tPIST A 1 A_GiveInventory(\"PistolAmmo\",random(1,8))\n\t\tStop\n\tForgetIt:\n\t\tLUGP A 1\n\t\tStop\n\t}\n}\n\nActor TKFakeBeretta : FakeBeretta\n{\nstates\n\t{\n\tPickup:\n\t\tPIST A 0\n\t\tPIST A 0 A_JumpIfInventory(\"TKToken\",1,\"NotPickup\")\n\t\tPIST A 0 A_JumpIfInventory(\"Beretta\",1,\"AmmoPickup\")\n\t\tPIST A 0 A_JumpIfInventory(\"Slot1Filled\",1,\"NotPickup\")\n\t\tPIST A 0 A_PlaySound(\"pickups/weapon\")\n\t\tPIST A 0 A_GiveInventory(\"Beretta\",1)\n\t\tPIST A 0 A_GiveInventory(\"Slot1Filled\",1)\n\t\tTNT1 A 0 //A_Print(\"Picked up a Beretta.\")\n\t\tPIST A 1 ACS_ExecuteAlways(670,0,20)\n\t\tPIST A 0 A_JumpIfInventory(\"PistolOnce\",1,\"ForgetIt\")\n\t\tPIST A 0 A_GiveInventory(\"PistolAmmo\",random(1,8))\n\t\tPIST A 0 A_GiveInventory(\"PistolOnce\",1)\n\t\tStop\n\tNotPickup:\n\t\tPIST A 0\n\t\tPIST A 1 ACS_ExecuteAlways(670,0,20)\n\t\tFail\n\t}\n}\n\nACTOR DroppedBeretta\n{\n\tPROJECTILE\n\t-NOGRAVITY\n\tDamage 0\n\tRadius 16\n\tHeight 8\n\tSpeed 9\n  \tScale 0.7\n\tDeathSound \"weapons/gundrop\"\n\tBounceSound \"weapons/gundrop\"\n\tBouncetype Doom\n\tBounceFactor 0.3\n\tBounceCount 2\n\tStates\n\t{\n\tSpawn:\n\t\tPIST A 1\n\t\tLoop\n\tDeath:\n\t\tPIST A 35 A_playSound(\"weapons/gundrop\",CHAN_BODY,0.5)\n\t\tPIST A 1 A_SpawnItemEx(\"FakeBeretta\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tStop\n\t}\n}\n\nACTOR PistolAmmo : Ammo\n{\n\tInventory.MaxAmount 12\n\t+INVENTORY.UNDROPPABLE\n\tInventory.Icon \"PHUDA0\"\n}\n\nACTOR PisCaseSpawn     //Borrowed from the in-limbo ZNew mod (WildWeasel)\n{\n\tSpeed 15\n\tPROJECTILE\n\t+NOCLIP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AA 1 A_CustomMissile(\"PistolCasing\",0,0,random(-100,-80),2,random(-15,15))\n\t\tStop\n\t}\n}\n\nACTOR PistolSmokeSpawner\n{\n    Radius 1\n    Height 1\n    Speed 25\n    PROJECTILE\n    States\n    {\n    Spawn:\n        TNT1 A 1\n        TNT1 A 0 A_Die\n        Goto Death\n    Death:\n        TNT1 A 0 A_CustomMissile(\"PistolSmoke\",-2,0,0)\n        Stop\n    }\n}\n\nACTOR PistolSmoke\n{\n\tRadius\t\t1\n\tHeight\t\t1\n\tRenderStyle ADD\n\tAlpha\t\t.6\n\tScale\t\t.1\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\t+FLOORCLIP\n\tStates\n\t{\n\tSpawn:\n\t\tSMOK ABCDEFGHIJKLMNOPQ 1\n\t\tStop\n\t}\n}\n\nACTOR PistolCasing\n{\n\tHeight 2\n\tRadius 2\n\tSpeed 10\n\tScale 0.15\n\tBounceFactor 0.4\n\tMass 4\n\tPROJECTILE\n\tBounceType Doom\n\t- NOGRAVITY\n\t- NOBLOCKMAP\n\tSeesound \"weapons/casing1\"\n\tBouncesound \"weapons/casing1\"\n\t+SHOOTABLE +CANNOTPUSH +GHOST PushFactor 0.1\n\t+FORCEXYBILLBOARD\n\tStates\n\t{\n\tSpawn:\n\t   SCAC A 0 A_Playsound(\"NULL\")\n\t   SCAC ABCDE 2 A_CustomMissile(\"PisCaseSmoke\",0,0,0,2,0)\n\t   Goto Spawn+1\n\tDeath:\n\t\tTNT1 A 0\n\t   TNT1 A 0 A_ChangeFlag(\"PUSHABLE\",1)\n\t   SCAC A 0 A_Jump(64,4)\n\t   SCAC A 0 A_Jump(85,4)\n\t   SCAC A 0 A_Jump(128,4)\n\t   SCAC A 350\n\t   Stop\n\t   SCAC B 350\n\t   Stop\n\t   SCAC C 350\n\t   Stop\n\t   SCAC E 350\n\t   Stop\n\t}\n}\n\nACTOR PisCaseSmoke\n{\n   Radius 1\n   Height 1\n   PROJECTILE\n   +NOCLIP\n   Scale 0.125\n   Speed 0\n   RENDERSTYLE TRANSLUCENT\n   ALPHA 0.25\n   States\n   {\n   Spawn:\n      SMKE ABCDEFGH 1\n      Stop\n   }\n}\n\nACTOR SpentClip5 //pistol-type clip\n{\n    Scale 0.35\n    Radius 3\n    Height 3\n    Speed 0\n    Mass 5\n    +NOBLOCKMAP +DROPOFF +MISSILE +NOTELEPORT +FLOORCLIP\n    DeathSound \"weapons/smallclip\"\n    States\n    {\n    Spawn:\n      CLP4 ABCDEF 3\n      Loop\n    Death:\n      CLP4 A 1000\n      CLP4 AAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.05)\n      Stop\n    }\n}\n\n//==============================================\n//Lead Pipe (Wildweasel)\n//Actor PipeSpawn : LeadPipe {}\nACTOR FakePipe : CustomInventory 30071\n{\n  //$Category WDI Weapons\n  //$Sprite PIPPA0\n  //$Title \"Pipe\"\n\tRadius 16\n\tHeight 8\n\tInventory.PickupMessage \"Found a plumbing-grade pipe.\"\n\tInventory.RespawnTics 3150 //1 minute 30 seconds\n\tStates\n\t{\n\tSpawn:\n\t\tPIPP A 1\n\t\tLoop\n\tPickup:\n\t\tPIPP A 0\n\t\tPIPP A 0 A_JumpIfInventory(\"Slot1Filled\",1,\"NotPickup\")\n\t\tPIPP A 0 A_PlaySound(\"pickups/weapon\")\n\t\tPIPP A 0 A_GiveInventory(\"LeadPipe\",1)\n\t\tPIPP A 0 A_GiveInventory(\"Slot1Filled\",1)\n\t\tPIPP A 1 ACS_ExecuteAlways(670,0,10)\n\t\tStop\n\tNotPickup:\n\t\tPIPP A 0\n\t\tPIPP A 1 ACS_ExecuteAlways(670,0,10)\n\t\tFail\n\t}\n\n}\n\nACTOR DroppedPipe\n{\n\tPROJECTILE\n\t-NOGRAVITY\n\tDamage 0\n\tRadius 16\n\tHeight 8\n\tSpeed 9\n\tDeathSound \"pipe/wall\"\n\tStates\n\t{\n\tSpawn:\n\t\tPIPP A 1\n\t\tLoop\n\tDeath:\n\t\tPIPP A 35\n\t\tPIPP A 1 A_SpawnItemEx(\"FakePipe\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tStop\n\t}\n}\n\nACTOR PipePuff\n{\n   DamageType \"friendlymelee\"\n   ActiveSound \"\"\n   AttackSound \"pipe/wall\"\n   SeeSound \"pipe/hit\"\n   Scale 0.75\n   RenderStyle Add\n   Alpha 0.9\n   +NOGRAVITY\n   +NOEXTREMEDEATH\n   +PUFFONACTORS\n   States\n   {\n   Spawn:\n   \t POOF ABCDE 3\n      Stop\n\t  Melee:\n   \t POOF ABCDE 3\n      Stop\n\t  Crash:\n   \t POOF ABCDE 3\n      Stop\n   }\n}\n\nACTOR PipeSeq : Inventory\n{\n\tInventory.MaxAmount 2\n}\n\nACTOR LeadPipe : Weapon\n{\n   Weapon.SelectionOrder 999\n   Weapon.Kickback 20\n   Weapon.preferredSkin \"PipeSkin\"\n   +NOALERT\n   +NOAUTOFIRE\n   +NOAUTOAIM\n   +INVENTORY.UNDROPPABLE\n   States\n   {\n  Spawn:\n\tPIPP A 0\n\tGoto Death\n   Ready:\n   \tPIPE A 0 A_JumpIfInventory(\"IsDropping\",1,\"DropWeapon\")\n      PIPE A 1 A_WeaponReady\n      Loop\n\tDropWeapon:\n\t\tTNT1 A 0\n\t\tPIPE A 1\n\t\tTNT1 A 0 A_TakeInventory(\"IsDropping\",1)\n\t\tTNT1 A 0 ACS_ExecuteAlways(418,0,0,0,0)\n       Goto Ready\n   Deselect:\n      PIPE A 1 A_Lower\n      Loop\n   Select:\n      PIPE A 1 A_Raise\n      Loop\n   Fire:\n   \tPIPE A 0 A_JumpIfInventory(\"PipeSeq\",2,\"Fire3\")\n   \tPIPE A 0 A_JumpIfInventory(\"PipeSeq\",1,\"Fire2\")\n      PIPE BC 1\n      \tTNT1 A 1 A_ReFire\n      TNT1 A 3\n      PIPE D 1 A_PlaySound(\"pipe/swing\")\n      PIPE EF 1\n      PIPE G 1 A_CustomPunch(10,1,0,\"PipePuff\", 72)\n      PIPE HI 1\n\t  PIPE J 1 A_GiveInventory(\"PipeSeq\",1)\n\t  TNT1 A 1\n      TNT1 AAAAAAAAAAAA 1 A_WeaponReady\n\t  PIPE TUV 2\n\t  PIPE W 2 A_TakeInventory(\"PipeSeq\",999)\n\t  Goto Ready\n\n\tHold:\n\tTNT1 A 1\n      \tTNT1 A 1 A_ReFire\n      TNT1 A 2\n      PIPE D 1 A_PlaySound(\"pipe/swing\")\n      PIPE EF 1\n      PIPE G 1 A_CustomPunch(10,1,0,\"PipePuff\", 72)\n      PIPE HI 1\n\t  PIPE J 1 A_GiveInventory(\"PipeSeq\",1)\n\t  TNT1 A 2\n      TNT1 AAAAAAAAAAAA 1 A_WeaponReady\n\t  PIPE TUV 2\n\t  PIPE W 2 A_TakeInventory(\"PipeSeq\",999)\n\t  Goto Ready\n\n\tFire2:\n\t  TNT1 A 2\n      PIPE K 1 A_PlaySound(\"pipe/swing\")\n      PIPE LMN 1\n      PIPE O 1 A_CustomPunch(15,1,0,\"PipePuff\", 72)\n      PIPE PQR 1\n\t  PIPE S 1 A_GiveInventory(\"PipeSeq\",1)\n\t  TNT1 A 2\n      TNT1 AAAAAAAAAAAA 1 A_WeaponReady\n      PIPE CB 2\n\t  PIPE A 2 A_TakeInventory(\"PipeSeq\",999)\n      Goto Ready\n\tFire3:\n      TNT1 A 2\n      PIPE D 1 A_PlaySound(\"pipe/swing\")\n      PIPE EF 1\n      PIPE G 1 A_CustomPunch(20,1,0,\"PipePuff\", 72)\n      PIPE HI 1\n\t  PIPE J 1 A_TakeInventory(\"PipeSeq\",1)\n\t  TNT1 A 2\n      TNT1 AAAAAAAAAAAA 1 A_WeaponReady\n\t  PIPE TUV 2\n\t  PIPE W 2 A_TakeInventory(\"PipeSeq\",999)\n\t  Goto Ready\n\tDeath:\n\t   DHSP A 0 A_SpawnItem(\"DroppedPipe\",0,0,0,0)\n\t   TNT1 A 0 A_FadeOut(1.0)\n\t   goto death + 1\n   }\n}\n\n//Wrench (Wildweasel)\n//Actor WrenchSpawn : PipeWrench {}\nACTOR FakeWrench : CustomInventory 30072\n{\n  //$Category WDI Weapons\n  //$Sprite PIPPB0\n  //$Title \"Wrench\"\n\tRadius 16\n\tHeight 8\n\tScale 0.5\n\tInventory.PickupMessage \"Found a heavy wrench.\"\n\tInventory.RespawnTics 3150 //1 minute 30 seconds\n\tStates\n\t{\n\tSpawn:\n\t\tPIPP B 1\n\t\tLoop\n\tPickup:\n\t\tPIPP B 0\n\t\tPIPP B 0 A_JumpIfInventory(\"Slot1Filled\",1,\"NotPickup\")\n\t\tPIPP B 0 A_PlaySound(\"pickups/weapon\")\n\t\tPIPP B 0 A_GiveInventory(\"PipeWrench\",1)\n\t\tPIPP B 0 A_GiveInventory(\"Slot1Filled\",1)\n\t\tPIPP B 1 ACS_ExecuteAlways(670,0,11)\n\t\tStop\n\tNotPickup:\n\t\tPIPP B 0\n\t\tPIPP B 1 ACS_ExecuteAlways(670,0,11)\n\t\tFail\n\t}\n}\n\nACTOR DroppedWrench\n{\n\tPROJECTILE\n\t-NOGRAVITY\n\tDamage 0\n\tRadius 16\n\tHeight 8\n\tSpeed 9\n\tScale 0.5\n\tDeathSound \"wrench/hitwall\"\n\tStates\n\t{\n\tSpawn:\n\t\tPIPP B 1\n\t\tLoop\n\tDeath:\n\t\tPIPP B 35\n\t\tPIPP B 1 A_SpawnItemEx(\"FakeWrench\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tStop\n\t}\n}\n\nACTOR PipeWrench : Weapon\n{\n\tSpawnID 32\n\tRadius 20\n\tHeight 12\n\tInventory.PickupMessage \"Found a heavy wrench.\"\n\tWeapon.SelectionOrder 2200\n        Weapon.preferredSkin \"WrenchSkin\"\n\t+WEAPON.MeleeWeapon\n\t+WEAPON.NoAutoFire\n\t+INVENTORY.UNDROPPABLE\n   +NOAUTOAIM\n\tStates\n\t{\n\tSpawn:\n\t\tPIPP B 0\n\t\tgoto Death\n\tPickup:\n\tSelect:\n\t\tPIPW A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPIPW A 1 A_Lower\n\t\tLoop\n\tReady:\n\t\tPIPE A 0 A_JumpIfInventory(\"IsDropping\",1,\"DropWeapon\")\n\t\tPIPW A 1 A_WeaponReady\n\t\tLoop\n\tDropWeapon:\n\t\tTNT1 A 0\n\t\tPIPW A 1\n\t\tTNT1 A 0 A_TakeInventory(\"IsDropping\",1)\n\t\tTNT1 A 0 ACS_ExecuteAlways(418,0,0,0,0)\n       Goto Ready\n\tFire:\n\t\tPIPW A 0 A_JumpIfInventory(\"PipeSeq\",2,\"Fire3\")\n\t\tPIPW A 0 A_JumpIfInventory(\"PipeSeq\",1,\"Fire2\")\n\t\tPIPW ABC 1\n\t\tTNT1 A 1 A_ReFire\n\t\tTNT1 A 10 A_GiveInventory(\"PipeSeq\",1)\n\t\tPIPW DEF 1\n\t\tPIPW G 1 A_CustomPunch(25,1,0,\"WrenchPuff\", 72)\n\t\tPIPW HI 1\n\t\tTNT1 A 4\n\t\tTNT1 AAAAAAAAAAAA 1 A_WeaponReady\n\t\tPIPW C 1 A_TakeInventory(\"PipeSeq\",999)\n\t\tPIPW BA 1\n\t\tGoto Ready\n\tHold:\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_ReFire\n\t\tTNT1 A 10 A_GiveInventory(\"PipeSeq\",1)\n\t\tPIPW DEF 1\n\t\tPIPW G 1 A_CustomPunch(25,1,0,\"WrenchPuff\", 72)\n\t\tPIPW HI 1\n\t\tTNT1 A 4\n\t\tTNT1 AAAAAAAAAAAA 1 A_WeaponReady\n\t\tPIPW C 1 A_TakeInventory(\"PipeSeq\",999)\n\t\tPIPW BA 1\n\t\tGoto Ready\n\tFire2:\n\t\tTNT1 A 10 A_GiveInventory(\"PipeSeq\",1)\n\t\tPIPW JKL 1\n\t\tPIPW M 1 A_CustomPunch(25,1,0,\"WrenchPuff\", 72)\n\t\tPIPW NO 1\n\t\tTNT1 A 8\n\t\tTNT1 AAAAAAAAAAAA 1 A_WeaponReady\n\t\tPIPW C 1 A_TakeInventory(\"PipeSeq\",999)\n\t\tPIPW BA 1\n\t\tGoto Ready\n\tFire3:\n\t\tTNT1 A 10 A_TakeInventory(\"PipeSeq\",1)\n\t\tPIPW DEF 1\n\t\tPIPW G 1 A_CustomPunch(35,1,0,\"WrenchPuff\", 72)\n\t\tPIPW HI 1\n\t\tTNT1 A 12\n\t\tPIPW C 1 A_TakeInventory(\"PipeSeq\",999)\n\t\tPIPW BA 1\n\t\tGoto Ready\n\tDeath:\n\t   DHSP A 0 A_SpawnItem(\"DroppedWrench\",0,0,0,0)\n\t   TNT1 A 0 A_FadeOut(1.0)\n\t   goto death + 1\n\t}\n}\n\nactor WrenchPuff\n{\n  DamageType \"friendlymelee\"\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +PUFFONACTORS\n  activesound \"wrench/swing\"\n  attacksound \"wrench/hitwall\"\n  seesound \"wrench/hitbody\"\n  states\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 1\n    stop\n  Crash:\n  \tTNT1 A 0\n  \tTNT1 A 1\n  \tstop\n  Melee:\n  \tTNT1 A 0\n  \tTNT1 A 1\n  \tstop\n  }\n}\n\n//=================\n//Crossbow (Sprites by Mooseknuckle, Decorate by Firewolf)\n\nACTOR CrossbowOnce : Inventory\n{\n\tInventory.MaxAmount 1\n\t-INVBAR\n}\n\nACTOR FakeCrossbow : CustomInventory 30055\n{\n  //$Category WDI Weapons\n  //$Sprite XBPUA0\n  //$Title \"Crossbow\"\n\tRadius 16\n\tHeight 8\n\tInventory.PickupMessage \"Found a crossbow.\"\n\tInventory.RespawnTics 3024000 //1 hour\n\t//Scale 0.35\n\tStates\n\t{\n\tSpawn:\n\t\tXBPU A -1\n\t\tStop\n\tPickup:\n\t\tXBPU A 0\n\t\tPIST A 0 A_JumpIfInventory(\"MurderMarker\",1, 2)\n\t\tPIST A 0 A_JumpIfInventory(\"TKToken\",1,\"NotPickup\")\n\t\tPIST A 0\n\t\tXBPU A 0 A_JumpIfInventory(\"Crossbow\",1,\"AmmoPickup\")\n\t\tXBPU A 0 A_JumpIfInventory(\"Slot1Filled\",1,\"NotPickup\")\n\t\tXBPU A 0 A_PlaySound(\"pickups/weapon\")\n\t\tXBPU A 0 A_GiveInventory(\"Crossbow\",1)\n\t\tXBPU A 0 A_GiveInventory(\"Slot1Filled\",1)\n\t\tTNT1 A 0 //A_Print(\"Picked up a Crossbow.\")\n\t\tXBPU A 1 ACS_ExecuteAlways(670,0,22)\n\t\tXBPU A 0 A_JumpIfInventory(\"CrossbowOnce\",1,\"ForgetIt\")\n\t\tXBPU A 0 A_GiveInventory(\"LoadedBolts\",random(1,3))\n\t\tXBPU A 0 A_GiveInventory(\"CrossbowOnce\",1)\n\t\tStop\n\tNotPickup:\n\t\tXBPU A 0\n\t\tXBPU A 1 ACS_ExecuteAlways(670,0,22)\n\t\tFail\n\tAmmoPickup:\n\t\tXBPU A 0\n\t\tXBPU A 0 //A_JumpIfInventory(\"Bolts\",2,\"ForgetIt\")\n\t\tXBPU A 0 A_PlaySound(\"pickups/ammo\")\n\t\tTNT1 A 0 //A_Print(\"Picked up some Crossbow Bolts.\")\n\t\tXBPU A 1 A_GiveInventory(\"LoadedBolts\",random(1,3))\n\t\tStop\n\tForgetIt:\n\t\tXBPU A 1\n\t\tStop\n\t}\n}\n\nActor TKFakeCrossbow : FakeCrossbow\n{\nstates\n\t{\n\tPickup:\n\t\tXBPU A 0\n\t\tXBPU A 0 A_JumpIfInventory(\"TKToken\",1,\"NotPickup\")\n\t\tXBPU A 0 A_JumpIfInventory(\"Crossbow\",1,\"AmmoPickup\")\n\t\tXBPU A 0 A_JumpIfInventory(\"Slot1Filled\",1,\"NotPickup\")\n\t\tXBPU A 0 A_PlaySound(\"pickups/weapon\")\n\t\tXBPU A 0 A_GiveInventory(\"Crossbow\",1)\n\t\tXBPU A 0 A_GiveInventory(\"Slot1Filled\",1)\n\t\tTNT1 A 0 //A_Print(\"Picked up a Crossbow.\")\n\t\tXBPU A 1 ACS_ExecuteAlways(670,0,22)\n\t\tXBPU A 0 A_JumpIfInventory(\"CrossbowOnce\",1,\"ForgetIt\")\n\t\tXBPU A 0 A_GiveInventory(\"LoadedBolts\",random(1,3))\n\t\tXBPU A 0 A_GiveInventory(\"CrossbowOnce\",1)\n\t\tStop\n\tNotPickup:\n\t\tXBPU A 0\n\t\tXBPU A 1 ACS_ExecuteAlways(670,0,22)\n\t\tFail\n\t}\n}\n\nACTOR DroppedCrossbow\n{\n\tPROJECTILE\n\t-NOGRAVITY\n\tDamage 0\n\tRadius 16\n\tHeight 8\n\tSpeed 9\n\tDeathSound \"weapons/gundrop\"\n\tBounceSound \"weapons/gundrop\"\n\tBouncetype Doom\n\tBounceFactor 0.3\n\tBounceCount 2\n\tStates\n\t{\n\tSpawn:\n\t\tXBPU A 1\n\t\tLoop\n\tDeath:\n\t\tXBPU A 35 A_playSound(\"weapons/gundrop\",CHAN_BODY,0.7)\n\t\tXBPU A 1 A_SpawnItemEx(\"FakeCrossbow\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tStop\n\t}\n}\n\nActor Crossbow : Weapon\n {\n\tWeapon.SelectionOrder 3000\n    Weapon.AmmoGive1 0\n    Weapon.AmmoGive2 0\n    Weapon.Ammouse 1\n    Weapon.Ammouse2 1\n    Weapon.Ammotype1 \"LoadedBolts\"\n    //Weapon.Ammotype2 \"Bolt\"\n\t//Weapon.preferredSkin \"\"\n    Obituary \"%o got a new piercing.\"\n    Inventory.Pickupmessage \"Found a Repeating Crossbow\"\n    //AttackSound \"weapons/Shotgunfire\"\n\t+INVENTORY.UNDROPPABLE\n   +NOAUTOAIM\n\n    States\n    {\n\tSpawn:\n       XBPU A 0\n       goto Death\n\tNoAmmoReady:\n\t   CBOW B 0 A_JumpIfInventory(\"IsDropping\",1,\"WeaponDrop\")\n\t   CBOW B 0 A_JumpIfInventory(\"LoadedBolts\",1,\"Ready\")\n       CBOW B 1 A_WeaponReady\n\t\tLoop\n    Ready:\n\t   CBOW A 0 A_JumpIfInventory(\"IsDropping\",1,\"WeaponDrop\")\n\t   CBOW A 0 A_JumpIfNoAmmo(\"NoAmmoReady\")\n\t   CBOW CD 4\n\t   CBOW E 16\n\t   CBOW FG 4\n\t   CBOW A 0 A_JumpIfInventory(\"IsDropping\",1,\"WeaponDrop\")\n\t   CBOW A 0 A_JumpIfNoAmmo(\"NoAmmoReady\")\n       CBOW A 1 A_WeaponReady\n\t   goto Ready + 7\n\n\t  WeaponDrop:\n\t\tTNT1 A 0\n\t\tCBOW B 1\n\t\tTNT1 A 0 A_TakeInventory(\"IsDropping\",1)\n\t\tTNT1 A 0 ACS_ExecuteAlways(418,0,0,0,0)\n       Goto Ready\n\n    Deselect:\n       CBOW B 0 A_Playsound (\"weapons/weapondown\")\n       CBOW B 0 A_Lower\n       CBOW B 1 A_Lower\n       goto deselect+1\n    Select:\n\t\tCBOW B 1 A_Raise\n\t\tLoop\n    Fire:\n\t   CBOW A 0 A_JumpIfNoAmmo(\"NoAmmoReady\")\n\t   CBOW A 0 A_PlaySound (\"weapons/Crossbowfire\")\n       CBOW A 0 A_FireCustomMissile (\"FlyingBolt\",0,1,1,12)\n       CBOW B 8\n\t   CBOW A 0 A_JumpIfNoAmmo (\"NoAmmoReady\")\n       CBOW CD 4\n\t   CBOW E 16\n\t   CBOW FG 4\n       Goto Ready + 7\n    Death:\n\t   DHSP A 0 A_SpawnItem(\"DroppedCrossbow\",0,0,0,0)\n\t   TNT1 A 0 A_FadeOut(1.0)\n\t   goto death + 1\n  }\n}\n\nactor FlyingBolt : FastProjectile\n{\n  Radius 3\n  Height 4\n  Speed 180\n  Damage 4\n  DamageType \"friendlygun\"\n  Projectile\n  -NOGRAVITY\n  +STRIFEDAMAGE\n  +RIPPER\n  SeeSound \"\"\n  DeathSound \"\"\n  Obituary \"\"\n  States\n  {\n  Spawn:\n    ARWP A 1 A_LowGravity\n\tARWP A 2 A_NoGravity\n    loop\n  Death:\n    ARWP A 1 A_SpawnItemEx(\"LoadedBolts2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n    stop\n  }\n}\n\nACTOR LoadedBolts : Ammo 30065\n{\n  //$Category WDI Ammo\n  //$Sprite ARWPA7A3\n  //$Title \"Crossbow Bolt\"\n  Game Doom\n  SpawnID 12\n  +NOGRAVITY\n  +INVBAR\n  -INVENTORY.INTERHUBSTRIP\n  Inventory.PickupMessage \"\\cjPicked up a \\c[Q9]Crossbow bolt.\"\n  Inventory.RespawnTics 3024000 //1 hour\n  Inventory.Amount 1\n  Inventory.MaxAmount 3\n  Ammo.BackpackAmount 1\n  Ammo.BackpackMaxAmount 3\n  Inventory.Icon \"ARWHUD\"\n  Inventory.PickupSound \"Pickup/Ammo\"\n  +FORCEXYBILLBOARD\n  States\n  {\n  Spawn:\n    ARWP A -1\n    Stop\n  }\n}\n\nACTOR LoadedBolts2 : LoadedBolts\n{\n  +NOGRAVITY\n  States\n  {\n  Spawn:\n    ARWP A 350\n    ARWP AAAAAAAAAAAAA 1 A_Gravity\n    ARWP A -1\n    Wait\n  }\n}\n\n///Poolcue || Sprites by Punisher, code by Firewolf\n\nACTOR FakeCue : CustomInventory 30073\n{\n  //$Category WDI Weapons\n  //$Sprite POOLA0\n  //$Title \"Pool Cue\"\n\tRadius 16\n\tHeight 8\n\tScale 0.5\n\tInventory.PickupMessage \"Found a pool cue.\"\n\tInventory.RespawnTics 3150 //1 minute 30 seconds\n\tStates\n\t{\n\tSpawn:\n\t\tPOOL A 1\n\t\tLoop\n\tPickup:\n\t\tPOOL A 0\n\t\tPOOL A 0 A_JumpIfInventory(\"Slot1Filled\",1,\"NotPickup\")\n\t\tPOOL A 0 A_PlaySound(\"pickups/weapon\")\n\t\tPOOL A 0 A_GiveInventory(\"PoolCue\",1)\n\t\tPOOL A 0 A_GiveInventory(\"Slot1Filled\",1)\n\t\tPOOL A 1 ACS_ExecuteAlways(670,0,13)\n\t\tStop\n\tNotPickup:\n\t\tPOOL A 0\n\t\tPOOL A 1 ACS_ExecuteAlways(670,0,13)\n\t\tFail\n\t}\n}\n\nACTOR FakeCueY : CustomInventory 3258\n{\n  //$Category WDI Weapons\n  //$Sprite POOZA0\n  //$Title \"Pool Cue (Standing)\"\n\tRadius 16\n\tHeight 8\n\tScale 0.35\n\tInventory.PickupMessage \"Found a pool cue.\"\n\tInventory.RespawnTics 3150 //1 minute 30 seconds\n\tStates\n\t{\n\tSpawn:\n\t\tPOOZ A 1\n\t\tLoop\n\tPickup:\n\t\tPOOZ A 0\n\t\tPOOZ A 0 A_JumpIfInventory(\"Slot1Filled\",1,\"NotPickup\")\n\t\tPOOZ A 0 A_PlaySound(\"pickups/weapon\")\n\t\tPOOZ A 0 A_GiveInventory(\"PoolCue\",1)\n\t\tPOOZ A 0 A_GiveInventory(\"Slot1Filled\",1)\n\t\tPOOZ A 1 ACS_ExecuteAlways(670,0,13)\n\t\tStop\n\tNotPickup:\n\t\tPOOZ A 0\n\t\tPOOZ A 1 ACS_ExecuteAlways(670,0,13)\n\t\tFail\n\t}\n}\n\nACTOR DroppedCue\n{\n\tPROJECTILE\n\t-NOGRAVITY\n\tDamage 0\n\tRadius 16\n\tHeight 8\n\tSpeed 9\n\tScale 0.5\n\tDeathSound \"cue/wall\"\n\tStates\n\t{\n\tSpawn:\n\t\tPOOL A 1\n\t\tLoop\n\tDeath:\n\t\tPOOL A 35\n\t\tPOOL A 1 A_SpawnItemEx(\"FakeCue\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tStop\n\t}\n}\n\nActor PoolCue : Weapon\n{\n\tRadius 8\n\tHeight 32\n\tScale 0.5\n\tInventory.PickupMessage \"Found a pool cue.\"\n\tWeapon.SelectionOrder 2200\n\t+WEAPON.MeleeWeapon\n\t+WEAPON.NoAutoFire\n\t+INVENTORY.UNDROPPABLE\n   +NOAUTOAIM\n\n\tStates\n\t{\n\tSpawn:\n\t\tPOOL A 0\n\t\tgoto Death\n\tPickup:\n\n\tSelect:\n\t\tPOCU A 1 A_Raise\n\t\tLoop\n\n\tDeselect:\n\t\tPOCU A 1 A_Lower\n\t\tLoop\n\n\tReady:\n\t\tPOCU A 0 A_JumpIfInventory(\"IsDropping\",1,\"DropWeapon\")\n\t\tPOCU A 1 A_WeaponReady\n\t\tLoop\n\n\tDropWeapon:\n\t\tTNT1 A 0\n\t\tPOCU A 1\n\t\tTNT1 A 0 A_TakeInventory(\"IsDropping\",1)\n\t\tTNT1 A 0 ACS_ExecuteAlways(418,0,0,0,0)\n       Goto Ready\n\n\tFire:\n        POCU BCD 2\n\t\tTNT1 A 3\n\t\tTNT1 A 1 A_Refire\n\t\tPOCU DCBA 1\n\t\tPOCU E 1 A_CustomPunch(2, 1, 1, \"CuePuff\", 80)\n\t\tPOCU FGHI 1 A_CustomPunch(2, 1, 1, \"CuePuff2\", 80)\n\t\tPOCU JKL 1 A_CustomPunch(5, 1, 1, \"CuePuff2\", 88)\n\t\tPOCU M 2\n\t\tPOCU NOPQRSTA 2\n\t\tGoto Ready\n\n\tHold:\n\tTNT1 A 1\n\t\tTNT1 A 1 A_Refire\n\t\tPOCU DCBA 1\n\t\tPOCU E 1 A_CustomPunch(2, 1, 1, \"CuePuff\", 80)\n\t\tPOCU FGHI 1 A_CustomPunch(2, 1, 1, \"CuePuff2\", 80)\n\t\tPOCU JKL 1 A_CustomPunch(5, 1, 1, \"CuePuff2\", 88)\n\t\tPOCU M 2\n\t\tPOCU NOPQRSTA 2\n\t\tGoto Ready\n\n\tDeath:\n\t   POOL A 0 A_SpawnItem(\"DroppedCue\",0,0,0,0)\n\t   TNT1 A 0 A_FadeOut(1.0)\n\t   goto death + 1\n\t}\n}\n\nactor CuePuff\n{\n  DamageType \"CueMelee\"\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +PUFFONACTORS\n  activesound \"cue/swing\"\n  attacksound \"cue/swing\"\n  seesound \"cue/swing\"\n  states\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 1\n    stop\n  Crash:\n  \tTNT1 A 0\n  \tTNT1 A 1\n  \tstop\n  Melee:\n  \tTNT1 A 0\n  \tTNT1 A 1\n  \tstop\n  }\n}\n\nactor CuePuff2\n{\n  DamageType \"CueMelee\"\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +PUFFONACTORS\n  activesound \"\"\n  attacksound \"cue/wall\"\t// Hit wall\n  seesound \"cue/hit\"\t\t// Hit player\n  states\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 1\n    stop\n  Crash:\n  \tTNT1 A 0\n  \tTNT1 A 1\n  \tstop\n  Melee:\n  \tTNT1 A 0\n  \tTNT1 A 1\n  \tstop\n  }\n}\n\n///Shovel || Sprites and Sounds by Marty Kirra, code by Firewolf\nACTOR FakeShovel : CustomInventory 30074\n{\n  //$Category WDI Weapons\n  //$Sprite SHOVA0\n  //$Title \"Shovel\"\n\tRadius 16\n\tHeight 8\n\tScale 0.48\n\tInventory.PickupMessage \"Found a Shovel. Classy!\"\n\tInventory.RespawnTics 10500 //5 Minutes\n\tStates\n\t{\n\tSpawn:\n\t\tSHOV A 1\n\t\tLoop\n\tPickup:\n\t\tSHOV A 0\n\t\tSHOV A 0 A_JumpIfInventory(\"Slot1Filled\",1,\"NotPickup\")\n\t\tSHOV A 0 A_PlaySound(\"pickups/weapon\")\n\t\tSHOV A 0 A_GiveInventory(\"Shovel\",1)\n\t\tSHOV A 0 A_GiveInventory(\"Slot1Filled\",1)\n\t\tSHOV A 1 ACS_ExecuteAlways(670,0,14)\n\t\tStop\n\tNotPickup:\n\t\tSHOV A 0\n\t\tSHOV A 1 ACS_ExecuteAlways(670,0,14)\n\t\tFail\n\t}\n}\n\nACTOR DroppedShovel\n{\n\tPROJECTILE\n\t-NOGRAVITY\n\tDamage 0\n\tRadius 16\n\tHeight 8\n\tSpeed 9\n\tScale 0.48\n\tDeathSound \"shovel/wall\"\n\tStates\n\t{\n\tSpawn:\n\t\tSHOV A 1\n\t\tLoop\n\tDeath:\n\t\tSHOV A 35\n\t\tSHOV A 1 A_SpawnItemEx(\"FakeShovel\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tStop\n\t}\n}\n\nActor Shovel : Weapon\n{\n\tRadius 8\n\tHeight 32\n\tScale 0.48\n\tInventory.PickupMessage \"Found a Shovel. Classy!\"\n\tWeapon.SelectionOrder 2200\n\t+WEAPON.MeleeWeapon\n\t+WEAPON.NoAutoFire\n\t+INVENTORY.UNDROPPABLE\n   +NOAUTOAIM\n\n\tStates\n\t{\n\tSpawn:\n\t\tSHOV A 0\n\t\tgoto Death\n\tPickup:\n\n\tSelect:\n\t\tSHLR ABC 2\n\t\tgoto Ready\n\n\tDeselect:\n\t\tSHLG A 1 A_Lower\n\t\tloop\n\n\tReady:\n\t\tSHLG A 0 A_JumpIfInventory(\"IsDropping\",1,\"DropWeapon\")\n\t\tSHLG A 1 A_WeaponReady\n\t\tLoop\n\n\tDropWeapon:\n\t\tSHLG A 0\n\t\tSHLG A 1\n\t\tSHLG A 0 A_TakeInventory(\"IsDropping\",1)\n\t\tTNT1 A 0 ACS_ExecuteAlways(418,0,0,0,0)\n       Goto Ready\n\n\tFire:\n\t\tSHLR CBA 2\n\t\tTNT1 A 3\n\t\tTNT1 A 1 A_Refire\n        SHLR ABC 1\n\t\tSHLG ABC 1\n\t\tSHLG DE 1 A_CustomPunch(20, 1, 1, \"ShovelPuff\", 72)\n\t\tSHLG FGHI 1\n\t\tTNT1 A 16\n\t\tSHLR ABC 2\n\t\tGoto Ready\n\n        Hold:\n\tTNT1 A 1\n\t\tTNT1 A 1 A_Refire\n        SHLR ABC 1\n\t\tSHLG ABC 1\n\t\tSHLG DE 1 A_CustomPunch(20, 1, 1, \"ShovelPuff\", 72)\n\t\tSHLG FGHI 1\n\t\tTNT1 A 16\n\t\tSHLR ABC 2\n\t\tGoto Ready\n\n\tDeath:\n\t   POOL A 0 A_SpawnItem(\"DroppedShovel\",0,0,0,0)\n\t   TNT1 A 0 A_FadeOut(1.0)\n\t   goto death + 1\n\t}\n}\n\nactor ShovelPuff\n{\n  DamageType \"ShovelMelee\"\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +PUFFONACTORS\n  activesound \"shovel/swing\"\n  attacksound \"shovel/wall\"\n  seesound \"shovel/hit\"\n  states\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 1\n    stop\n  Crash:\n  \tTNT1 A 0\n  \tTNT1 A 1\n  \tstop\n  Melee:\n  \tTNT1 A 0\n  \tTNT1 A 1\n  \tstop\n  }\n}\n\n///Brick (Throwing weapon) || Sprites by Mooseknuckle, code by Theshooter7\nACTOR FakeBrick : CustomInventory 30075\n{\n  //$Category WDI Weapons\n  //$Sprite BRKPU0\n  //$Title \"Brick (Throwable)\"\n\tRadius 16\n\tHeight 8\n\tInventory.PickupMessage \"Picked up a dry brick. Stolen from Sicamore's house.\"\n\tInventory.RespawnTics 10500 //5 Minutes\n\tStates\n\t{\n\tSpawn:\n\t\tBRKP U 1\n\t\tLoop\n\tPickup:\n\t\tBRKP U 0\n\t\tBRKP U 0 A_JumpIfInventory(\"Slot1Filled\",1,\"NotPickup\")\n\t\tBRKP U 0 A_PlaySound(\"pickups/weapon\")\n\t\tBRKP U 0 A_GiveInventory(\"Brick\",1)\n\t\tBRKP U 0 A_GiveInventory(\"Slot1Filled\",1)\n\t\tBRKP U 1 ACS_ExecuteAlways(670,0,24)\n\t\tStop\n\tNotPickup:\n\t\tBRKP U 0\n\t\tBRKP U 1 ACS_ExecuteAlways(670,0,24)\n\t\tFail\n\t}\n}\n\nACTOR DroppedBrick\n{\n\tPROJECTILE\n\t-NOGRAVITY\n\tDamage 0\n\tRadius 16\n\tHeight 8\n\tSpeed 9\n\tDeathSound \"brick/land\"\n\tStates\n\t{\n\tSpawn:\n\t\tBRKP U 1\n\t\tLoop\n\tDeath:\n\t\tBRKP U 35\n\t\tBRKP U 1 A_SpawnItemEx(\"FakeBrick\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tStop\n\t}\n}\n\nActor Brick : Weapon\n{\n\tRadius 8\n\tHeight 32\n\tInventory.PickupMessage \"Picked up a dry brick. Good for throwing!\"\n\tWeapon.SelectionOrder 2200\n\t+WEAPON.NoAutoFire\n\t+INVENTORY.UNDROPPABLE\n\t+NOAUTOAIM\n\n\tStates\n\t{\n\tSpawn:\n\t\tBRKP U 0\n\t\tgoto Death\n\tPickup:\n\n\tSelect:\n\t\tBRIK A 0 A_Raise\n\t\tBRIK A 0 A_Raise\n\t\tBRIK A 1 A_Raise\n\t\tLoop\n\n\tDeselect:\n\t\tBRIK A 0 A_Lower\n\t\tBRIK A 0 A_Lower\n\t\tBRIK A 1 A_Lower\n\t\tLoop\n\n\tReady:\n\t\tBRIK A 0 A_JumpIfInventory(\"IsDropping\",1,\"DropWeapon\")\n\t\tBRIK A 1 A_WeaponReady\n\t\tLoop\n\n\tDropWeapon:\n\t\tBRIK A 0\n\t\tBRIK A 1\n\t\tBRIK A 0 A_TakeInventory(\"IsDropping\",1)\n\t\tTNT1 A 0 ACS_ExecuteAlways(418,0,0,0,0)\n       Goto Ready\n\n\tFire:\n\t\tBRIK BCDEF 1\n\t\tTNT1 A 2\n\t\tTNT1 A 1 A_Refire\n\t\tTHRW I 2 A_FireCustomMissile(\"ThrownBrick\", 0, 0, 6, 10, 0, 8)\n        \tTHRW JK 2\n\t\tTHRW LMNOPQ 2\n\t\tTNT1 A 4\n\t\t//TNT1 A 0 A_TakeInventory(\"Slot1Filled\",1)\n\t\t//TNT1 A 0 A_TakeInventory(\"Brick\",1)\n\t\tTNT1 A 0 ACS_ExecuteAlways(653, 0, 0, 0, 0)\n\t\tTNT1 A 2\n\t\tBRIK A 0\n\t\tGoto Ready\n\n        Hold:\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_Refire\n\t\tTHRW I 2 A_FireCustomMissile(\"ThrownBrick\", 0, 0, 6, 10, 0, 8)\n        \tTHRW JK 2\n\t\tTHRW LMNOPQ 2\n\t\tTNT1 A 4\n\t\t//TNT1 A 0 A_TakeInventory(\"Slot1Filled\",1)\n\t\t//TNT1 A 0 A_TakeInventory(\"Brick\",1)\n\t\tTNT1 A 0 ACS_ExecuteAlways(653, 0, 0, 0, 0)\n\t\tTNT1 A 2\n\t\tBRIK A 0\n\t\tStop\n\t}\n}\n\nactor ThrownBrick\n{\n  Radius 6\n  Height 4\n  Speed 30\n  Damage (27)\n  DamageType \"friendlythrown\"\n  Projectile\n  -NOGRAVITY\n  +DOOMBOUNCE\n  //+BOUNCEONACTORS\n  +BLOODSPLATTER\n  +EXPLODEONWATER\n  +SKYEXPLODE\n  Bouncecount 3\n  //SeeSound \"shovel/hit\"\n  SeeSound \"brick/land\"\n  AttackSound \"shovel/hit\"\n  DeathSound \"brick/land\"\n  //BounceSound \"brick/land\"\n  BounceFactor 0.2\n  Obituary \"\"\n  Gravity 0.8\n  States\n  {\n  Spawn:\n    BRKT IGFEDCBA 2\n    Loop\n\n  Death:\n    BRKP U 1 A_SpawnItem(\"FakeBrick\",0,0,0,0)\n    stop\n  }\n}\n\n///Molotov (Throwing weapon) || Sprites by Lightman and Mooseknuckle, code by Theshooter7\nACTOR FakeMolly : CustomInventory 30076\n{\n  //$Category WDI Weapons\n  //$Sprite MOLPA0\n  //$Title \"Molotov (Throwable)\"\n\tRadius 16\n\tHeight 8\n  Scale 0.45\n\tInventory.PickupMessage \"Picked up a Molotov.\"\n\tInventory.RespawnTics 21000 //10 Minutes\n\tStates\n\t{\n\tSpawn:\n\t\tMOLP A 1\n\t\tLoop\n\tPickup:\n\t\tMOLP A 0\n\t\tMOLP A 0 A_JumpIfInventory(\"Slot1Filled\",1,\"NotPickup\")\n\t\tMOLP A 0 A_PlaySound(\"pickups/weapon\")\n\t\tMOLP A 0 A_GiveInventory(\"Molotov\",1)\n\t\tMOLP A 0 A_GiveInventory(\"Slot1Filled\",1)\n\t\tMOLP A 1 ACS_ExecuteAlways(670,0,25)\n\t\tStop\n\tNotPickup:\n\t\tMOLP A 0\n\t\tMOLP A 1 ACS_ExecuteAlways(670,0,25)\n\t\tFail\n\t}\n}\n\nACTOR DroppedMolly\n{\n\tPROJECTILE\n\t-NOGRAVITY\n\tDamage 0\n\tRadius 16\n\tHeight 8\n  Scale 0.45\n\tSpeed 9\n\tDeathSound \"molly/land\"\n\tStates\n\t{\n\tSpawn:\n\t\tMOLP A 1\n\t\tLoop\n\tDeath:\n\t\tMOLP A 35\n\t\tMOLP A 1 A_SpawnItemEx(\"FakeMolly\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tStop\n\t}\n}\n\nActor Molotov : Weapon\n{\n\tRadius 8\n\tHeight 32\n  Scale 0.45\n\tInventory.PickupMessage \"Picked up a Molotov.\"\n\tWeapon.SelectionOrder 2200\n\t+WEAPON.NoAutoFire\n\t+INVENTORY.UNDROPPABLE\n\t+NOAUTOAIM\n\n\tStates\n\t{\n\tSpawn:\n\t\tMOLP A 1\n\t\tgoto Death\n\tPickup:\n\n\tDeselect:\n\t\tMOLO AAAA 1 Bright A_Lower\n\t\tMOLO BBBB 1 Bright A_Lower\n\t\tMOLO CCCC 1 Bright A_Lower\n\t\tLoop\n\n\tSelect:\n\t\tTNT1 A 3\n\t\tTNT1 A 15 A_PlaySound(\"weapons/lighteropen\")\n\t\tTNT1 A 20 A_PlayWeaponSound(\"weapons/lighter\")\n\t\tTNT1 A 5 A_JumpIf(Random(0,10) > 8, \"SelectPre\")\n\t\tTNT1 A 20 A_PlayWeaponSound(\"weapons/lighter\")\n\t\tTNT1 A 5 A_JumpIf(Random(0,10) > 6, \"SelectPre\")\n\t\tTNT1 A 20 A_PlayWeaponSound(\"weapons/lighter\")\n\t\tTNT1 A 5\n\tSelectPre:\n\t\tTNT1 A 5 A_PlaySound(\"weapons/lighterclose\")\n\tSelectLoop:\n\t\tMOLO AAAA 1 Bright A_Raise\n\t\tMOLO BBBB 1 Bright A_Raise\n\t\tMOLO CCCC 1 Bright A_Raise\n\t\tGoto SelectLoop\n\n\tReady:\n\t\tMOLO A 0 A_JumpIfInventory(\"IsDropping\",1,\"DropWeapon\")\n\t\tMOLO A 1 Bright A_WeaponReady\n\t\tMOLO A 0 A_JumpIfInventory(\"IsDropping\",1,\"DropWeapon\")\n\t\tMOLO A 1 Bright A_WeaponReady\n\t\tMOLO A 0 A_JumpIfInventory(\"IsDropping\",1,\"DropWeapon\")\n\t\tMOLO A 1 Bright A_WeaponReady\n\t\tMOLO A 0 A_JumpIfInventory(\"IsDropping\",1,\"DropWeapon\")\n\t\tMOLO A 1 Bright A_WeaponReady\n\n\t\tMOLO B 0 A_JumpIfInventory(\"IsDropping\",1,\"DropWeapon\")\n\t\tMOLO B 1 Bright A_WeaponReady\n\t\tMOLO B 0 A_JumpIfInventory(\"IsDropping\",1,\"DropWeapon\")\n\t\tMOLO B 1 Bright A_WeaponReady\n\t\tMOLO B 0 A_JumpIfInventory(\"IsDropping\",1,\"DropWeapon\")\n\t\tMOLO B 1 Bright A_WeaponReady\n\t\tMOLO B 0 A_JumpIfInventory(\"IsDropping\",1,\"DropWeapon\")\n\t\tMOLO B 1 Bright A_WeaponReady\n\n\t\tMOLO C 0 A_JumpIfInventory(\"IsDropping\",1,\"DropWeapon\")\n\t\tMOLO C 1 Bright A_WeaponReady\n\t\tMOLO C 0 A_JumpIfInventory(\"IsDropping\",1,\"DropWeapon\")\n\t\tMOLO C 1 Bright A_WeaponReady\n\t\tMOLO C 0 A_JumpIfInventory(\"IsDropping\",1,\"DropWeapon\")\n\t\tMOLO C 1 Bright A_WeaponReady\n\t\tMOLO C 0 A_JumpIfInventory(\"IsDropping\",1,\"DropWeapon\")\n\t\tMOLO C 1 Bright A_WeaponReady\n\t\tLoop\n\n\tDropWeapon:\n\t\tMOLO A 0\n\t\tMOLO A 1\n\t\tMOLO A 0 A_TakeInventory(\"IsDropping\",1)\n\t\tTNT1 A 0 ACS_ExecuteAlways(418,0,0,0,0)\n       Goto Ready\n\n\tFire:\n\t\tMOLO DEFGHIJ 1 Bright\n\t\tTNT1 A 2\n\t\tTNT1 A 1 A_Refire\n\t\tTHRW I 2 A_FireCustomMissile(\"ThrownMolly\", 0, 0, 6, 10, 0, 8)\n        \tTHRW JK 2\n\t\tTHRW LMNOPQ 2\n\t\tTNT1 A 4\n\t\t//TNT1 A 0 A_TakeInventory(\"Slot1Filled\",1)\n\t\t//TNT1 A 0 A_TakeInventory(\"Molotov\",1)\n\t\tTNT1 A 0 ACS_ExecuteAlways(653, 0, 0, 0, 0)\n\t\tTNT1 A 2\n\t\tMOLO A 0\n\t\tGoto Ready\n\n        Hold:\n\t\tTNT1 A 2\n\t\tTNT1 A 1 A_Refire\n\t\tTHRW I 2 A_FireCustomMissile(\"ThrownMolly\", 0, 0, 6, 10, 0, 8)\n        \tTHRW JK 2\n\t\tTHRW LMNOPQ 2\n\t\tTNT1 A 4\n\t\t//TNT1 A 0 A_TakeInventory(\"Slot1Filled\",1)\n\t\t//TNT1 A 0 A_TakeInventory(\"Molotov\",1)\n\t\tTNT1 A 0 ACS_ExecuteAlways(653, 0, 0, 0, 0)\n\t\tTNT1 A 2\n\t\tMOLO A 0\n\t\tStop\n\t}\n}\n\nactor ThrownMolly\n{\n  Radius 6\n  Height 4\n  Speed 20\n  Damage 0\n  Scale 0.45\n  DamageType \"friendlythrown\"\n  Projectile\n  -NOGRAVITY\n  -BOUNCEONACTORS\n  -BLOODSPLATTER\n  -EXPLODEONWATER\n  +NOBLOOD\n  +SKYEXPLODE\n  SeeSound \"molly/flame\"\n  DeathSound \"molly/burst\"\n  Obituary \"\"\n  Gravity 0.85\n  States\n  {\n  Spawn:\n    MOLT HGFEDCBA 2 Bright\n    Loop\n\n  Death:\n    TNT1 A 0 A_JumpIf(waterlevel >= 2, \"InWater\")\n    TNT1 A 0 A_Explode(10, 64, 1)\n    TNT1 AAAAAAAAAAAA 0 A_CustomMissile(\"MollyShard\",1,0,Random(0,360), 2, Random(5, 45))\n    TNT1 AAAAAAAAAAAAA 0 A_CustomMissile(\"MollyFireSpawn\",1,0,Random(0,360), 2, Random(5, 30))\n    TNT1 AAAA 0 A_CustomMissile(\"MollyFireSpawn3\",1,0,Random(0,360), 2, Random(5, 30))\n    TNT1 AAA 0 A_CustomMissile(\"MollyFireSpawn2\",1,0,Random(0,360), 2, Random(30, 70))\n    TNT1 A 1\n    stop\n\n  InWater:\n    TNT1 A 1\n    Stop\n  }\n}\n\nActor MollyFireSpawn\n{\n  Radius 3\n  Height 4\n  Speed 9\n  Projectile\n  Damage 0\n  Scale 0.8\n  Alpha 1.0\n  Gravity 0.9\n  Renderstyle Add\n  DamageType \"Burn\"\n  -NOGRAVITY\n  -BLOODSPLATTER\n  +RIPPER\n  +FLOORHUGGER\n  //+CEILINGHUGGER\n  +DONTSPLASH\n  +NOBLOOD\n  +NODAMAGETHRUST\n  States\n  {\n  Spawn:\n    TNT1 A 6\n    Goto Death\n\n  Death:\n    TNT1 A 0 A_Stop\n    TNT1 A 1 A_SpawnItemEx(\"MollyFire\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n    Stop\n  }\n}\n\nActor MollyFireSpawn2 : MollyFireSpawn\n{\n  Speed 25\n  Gravity 0.8\n  -FLOORHUGGER\n  States\n  {\n  Spawn:\n    CFFX CDEFGHI 2 Bright\n    Goto Death\n\n  Death:\n    TNT1 A 0 A_Stop\n    TNT1 A 1 A_SpawnItemEx(\"MollyFire\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n    Stop\n  }\n}\n\nActor MollyFireSpawn3 : MollyFireSpawn\n{\n  States\n  {\n  Spawn:\n    TNT1 A 3\n    Goto Death\n\n  Death:\n    TNT1 A 0 A_Stop\n    TNT1 A 1 A_SpawnItemEx(\"MollyFire\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n    Stop\n  }\n}\n\nActor MollyFire\n{\n  Radius 3\n  Height 4\n  Speed 8\n  Projectile\n  Damage 0\n  Scale 0.8\n  Alpha 0.0\n  Gravity 1.5\n  ReactionTime 60 // About 1 minute\n  Renderstyle Add\n  ActiveSound \"molly/burn\"\n  DamageType \"Burn\"\n  -NOGRAVITY\n  +DONTSPLASH\n  +SLIDESONWALLS\n  -BLOODSPLATTER\n  +FLOORHUGGER\n  //+CEILINGHUGGER\n  +RIPPER\n  +NOBLOOD\n  +NODAMAGETHRUST\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(waterlevel >= 2, \"InWater\")\n    TNT1 A 0 A_PlaySound(\"molly/burn\", CHAN_VOICE, 1.0, 1)\n    CFFX CDEFGHICDE 3 Bright A_FadeIn(0.1)\n    Goto Ignited\n\n  Ignited:\n    TNT1 A 0 A_JumpIf(waterlevel >= 2, \"InWater\")\n    TNT1 A 0 A_PlaySound(\"molly/burn\", CHAN_VOICE, 1.0, 1)\n    CFFX CDEFGHICDEF 3 Bright A_Explode(2, 64, 1)\n    TNT1 A 0 A_CountDown\n    Loop\n\n  Death:\n    TNT1 A 0 A_StopSound(CHAN_AUTO)\n    CFFX CDEFGHICDEF 3 Bright A_FadeOut(0.1)\n    Wait\n\n  InWater:\n    TNT1 A 1\n    Stop\n  }\n}\n\nActor MollyShard\n{\n  Radius 6\n  Height 4\n  Speed 20\n  Projectile\n  Damage 0\n  Bouncecount 2\n  Scale 0.5\n  Alpha 0.75\n  Gravity 0.95\n  Renderstyle Add\n  +DONTSPLASH\n  -NOGRAVITY\n  +DOOMBOUNCE\n  +RIPPER\n  -BLOODSPLATTER\n  +NOBLOOD\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_Jump(256, \"Shard1\", \"Shard2\", \"Shard3\", \"Shard4\")\n    TNT1 A 1\n    Stop\n\n  Shard1:\n    ICEC A 350\n    ICEC A 35 A_FadeOut(0.05)\n    Wait\n\n  Shard2:\n    ICEC B 350\n    ICEC B 35 A_FadeOut(0.05)\n    Wait\n\n  Shard3:\n    ICEC C 350\n    ICEC C 35 A_FadeOut(0.05)\n    Wait\n\n  Shard4:\n    ICEC D 350\n    ICEC D 35 A_FadeOut(0.05)\n    Wait\n\n  Death:\n    TNT1 A 0 A_Jump(256, \"Shard1\", \"Shard2\", \"Shard3\", \"Shard4\")\n    TNT1 A 1\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Code/HSP.txt",
        "contents": "// M1 Carbine || Original Sprites and code by Capt. J3, sprite edits by Mooseknuckle, code edits by Theshooter7\nActor M1Carbine : Weapon\n{\n   Decal BulletChip\n   Weapon.SelectionOrder 1900\n   Weapon.preferredSkin \"M1Skin\"\n   +INVENTORY.UNDROPPABLE\n   Inventory.PickupSound \"M1/cock\"\n   Weapon.AmmoType \"M1CarbineClipIn\"\n   Weapon.AmmoType2 \"M1Ammo\"\n   Weapon.AmmoGive 0\n   Weapon.AmmoGive2 0\n   Weapon.AmmoUse 1\n   Inventory.Pickupmessage \"You picked up A M1-Carbine!\"\n   Obituary \"%o was killed by %k's M1-Carbine.\"\n   AttackSound \"M1/Fire\"\n   //Scale 0.16\n   +AMMO_OPTIONAL\n   +ALT_AMMO_OPTIONAL\n   +NOAUTOAIM\n   States\n   {\n   Spawn:\n      M1GN Y -1\n      Loop\n   Ready:\n      2PIS A 0 A_JumpIfInventory(\"IsDropping\",1,\"WeaponDrop\")\n      2PIS A 0 A_JumpIfNoAmmo(\"EmptyReady\")\n      M1GN A 1 A_WeaponReady\n      Loop\n      Deselect:\n      M1GN A 1 A_Lower\n      Goto Deselect+1\n      Select:\n      M1GS A 1 A_Raise\n\t  M1GS A 0 A_Raise\n\t  M1GS A 1 A_Raise\n\t  M1GS A 0 A_Raise\n\t  M1GS A 1 A_Raise\n\t  M1GS A 0 A_Raise\n\t  M1GS A 1 A_Raise\n\t  M1GS A 0 A_Raise\n\t  M1GS A 1 A_Raise\n\t  M1GS A 0 A_Raise\n\t  M1GS A 6\n\t  M1GS BCDEFG 3\n\t  M1GC A 4\n\t  M1GC B 3\n      M1GC C 3\n\t  M1GC D 3\n      M1GC D 0  A_PlayWeaponSound (\"M1/cock\")\n\t  M1GC E 2\n      M1GC F 2\n      M1GC G 2\n\t  M1GC H 2\n\t  M1GC J 2\n\t  M1GC K 2 A_Raise\n\t  goto Ready\n\n\t  EmptyReady:\n     M1GN A 0 A_JumpIfInventory(\"IsDropping\",1,\"WeaponDrop\")\n     M1GN A 3 A_WeaponReady\n     Loop\n   Fire:\n      M1GN A 1 A_JumpIfInventory(\"M1CarbineClipIn\",1,3)\n\t  M1GN A 16 A_PlaySound (\"weapons/NOAMMO\")\n      M1GN A 0\n      Goto Ready\n\t  M1GN A 0\n\t  M1GN A 1 A_JumpIf(Random(0,100) > 85,\"Jam\")\n\t  M1GN A 1\n\t  M1GN B 0 Bright A_Light1\n\tM1GN B 0 A_JumpIfCloser(177, \"CloseShot\")\n      M1GN B 2 Bright A_FireBullets (0.5, 0.5, -1, 15, \"FFBulletPuff\")\n      M1GN C 0 Bright A_FireCustomMissile(\"CaseSpawn2\",0,0,10,5)\n      M1GN C 2 Bright\n      M1GN C 0 Bright\n\t  M1GN D 2 Bright\n\t  M1GN E 2 Bright A_Light0\n\t  M1GN F 1\n\t  M1GN G 2\n\t  M1GN H 2\n\t  M1GN I 1\n\t  M1GN J 1\n\t  M1GN A 1\n\t  M1GN A 1 A_ReFire\n      Goto Ready\n   CloseShot:\n      M1GN B 2 Bright A_FireBullets (0.5, 0.5, -1, 4, \"FFBulletPuff\")\n      M1GN C 0 Bright A_FireCustomMissile(\"CaseSpawn2\",0,0,10,5)\n      M1GN C 2 Bright\n      M1GN C 0 Bright\n\t  M1GN D 2 Bright\n\t  M1GN E 2 Bright A_Light0\n\t  M1GN F 1\n\t  M1GN G 2\n\t  M1GN H 2\n\t  M1GN I 1\n\t  M1GN J 1\n\t  M1GN A 1\n\t  M1GN A 1 A_ReFire\n      Goto Ready\n\tJam:\n\t  M1GN A 3  A_PlayWeaponSound (\"weapons/NOAMMO\")\n\t  M1GN A 15\n\t  M1GN A 6  A_PlayWeaponSound (\"weapons/NOAMMO\")\n\t  M1GC ABCDEF 3 A_Print(\"My M1-Carbine Is Jammed!\")\n\t  M1GC F 3 A_PlayWeaponSound (\"M1/cock\")\n\t  M1GN A 0 //A_TakeInventory(\"M1CarbineClipIn\",1)\n\t  M1GC GHJK 2\n\t  M1GC KJHG 2\n\t  M1GC GHJK 2 A_PlayWeaponSound (\"M1/cock\")\n\t  M1GC KJHG 2\n\t  M1GC F 4\n\t  M1GN A 0 //A_FireCustomMissile(\"CaseSpawn2\",0,0,10,5)\n\t  M1GC EDCA 2\n\t  M1GN A 2\n\t  Goto Ready\n   AltFire:\n      M1GN A 0 A_JumpIfInventory(\"M1CarbineClipIn\",8,2)\n      M1GN A 0 A_JumpIfInventory(\"M1Ammo\",1,2)\n      M1GN A 0\n      Goto Ready\n\t  M1GN AA 0\n\t  M1GN A 20\n\t  M1GN K 4\n\t  M1GN L 4\n\t  M1GN M 4 A_PlayWeaponSound (\"M1/CLIPOUT\")\n\t  M1GN N 30 A_FireCustomMissile(\"M1ClipCasing\",0+Random(-15,-10),0,0,0)\n\t  M1GN O 4\n      M1GN P 4\n      M1GN Q 6\n      M1GN R 4\n      M1GN S 0 A_TakeInventory(\"M1Ammo\",1)\n      M1GN S 0 A_GiveInventory(\"M1CarbineClipIn\",8)\n      M1GN S 0 A_JumpIfInventory(\"M1CarbineClipIn\",8,4)\n      M1GN S 0 A_JumpIfInventory(\"M1Ammo\",1,2)\n      M1GN S 0\n      Goto AltFire+20\n      M1GN A 0\n      Goto AltFire+14\n\t  M1GN S 4\n\t  M1GN T 30 A_PlayWeaponSound (\"M1/CLIPIN\")\n\t  M1GN U 5\n\t  M1GN V 5\n\t  M1GN W 5\n\t  M1GC A 4\n\t  M1GC B 3\n      M1GC C 3\n      M1GC D 3  A_PlayWeaponSound (\"M1/cock\")\n\t  M1GC E 2\n      M1GC F 2\n      M1GC G 2\n\t  M1GC H 2\n\t  M1GC J 2\n\t  M1GC K 2\n\t  M1GN A 6\n      Goto Ready\n\n\t   WeaponDrop:\n\t\tM1GN A 0\n\t\tM1GN A 1\n\t\tM1GN A 0 A_TakeInventory(\"IsDropping\",1)\n\t\tTNT1 A 0 ACS_ExecuteAlways(418,0,0,0,0)\n       Goto Ready\n     }\n}\n\nACTOR M1CarbineClipIn : Ammo\n{\n   Inventory.MaxAmount 8\n   Inventory.Icon \"M1HUDA0\"\n   States\n   {\n   Spawn:\n   CLP1 C 1\n   Loop\n   }\n}\n\nACTOR M1ClipCasing\n{\n+NOTELEPORT\n-NOBLOCKMAP\n   Height 12\n   Radius 8\n   Speed 4\n   Scale 0.8\n   PROJECTILE\n   - NOGRAVITY\n   - NOLIFTDROP\n   BounceType Doom\n   BounceFactor 0.4\n   BounceSound \"MagBounce\"\n   SeeSound \"\"\n   +FORCEXYBILLBOARD\n   +SHOOTABLE +CANNOTPUSH +GHOST PushFactor 0.1\n   States\n   {\n   Spawn:\n      CLIP DEFGHIJK 3\n      loop\n   Death:\n\t  CLIP \"#\" 0 A_ChangeFlag(\"PUSHABLE\",1)\n\t  CLIP \"#\" 0 A_ChangeFlag(\"NOBLOCKMAP\",0)\n\t  CLIP \"#\" 0 A_ChangeFlag(\"MISSILE\",0)\n      CLIP \"#\" 900\n      Stop\n   }\n}\n\nACTOR CaseSpawn2\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\tStates\n\t{\n\tSpawn:\n\t\tNULL AA 1 A_CustomMissile(\"BulletCasing2\",0,0,random(-85,-95),2,random(-10,30))\n\t\tStop\n\t}\n}\n\nACTOR BulletCasing2\n{\n\tHeight 8\n\tRadius 6\n\tSpeed 4\n    Scale 0.45\n\tPROJECTILE\n\tBouncetype doom\n\tBounceFactor 0.6\n\t- NOGRAVITY\n\t- NOBLOCKMAP\n\tBounceSound \"weapons/casing2\"\n\t+FORCEXYBILLBOARD\n\t+SHOOTABLE +CANNOTPUSH +GHOST PushFactor 0.1\n\tStates\n\t{\n\tSpawn:\n\t   CAS2 ABCD 2\n\t   loop\n\tDeath:\n\t\tTNT1 A 0 A_ChangeFlag(\"PUSHABLE\",1)\n\t   CAS2 A 0 A_Jump(32,7)\n\t   CAS2 A 0 A_Jump(37,7)\n\t   CAS2 A 0 A_Jump(43,7)\n\t   CAS2 A 0 A_Jump(51,7)\n\t   CAS2 A 0 A_Jump(64,7)\n\t   CAS2 A 0 A_Jump(85,7)\n\t   CAS2 A 900\n\t   Stop\n\t   CAS2 B 900\n\t   Stop\n\t   CAS2 C 900\n\t   Stop\n\t   CAS2 D 900\n\t   Stop\n\t   CAS2 C 900\n\t   Stop\n\t   CAS2 B 900\n\t   Stop\n\t   CAS2 A 900\n\t   Stop\n\t}\n}\n\nACTOR M1Once : Inventory\n{\n\tInventory.MaxAmount 1\n\t-INVBAR\n}\n\nACTOR M1Ammo : Ammo replaces Clipbox 31013\n{\n  //$Category WDI Ammo\n  //$Sprite CLP3A0\n  //$Title \"M1 Magazine\"\n   Inventory.MaxAmount 1\n  // Scale 0.08\n   +INVENTORY.INVBAR\n  -INVENTORY.INTERHUBSTRIP\n   Inventory.Icon \"M1CLIP2\"\n   Inventory.Pickupmessage \"\\cjPicked up some \\c[M8]M1 Carbine ammo.\"\n   Inventory.RespawnTics 21000 //10 minutes\n   Inventory.PickupSound \"Pickup/Ammo\"\n   +FORCEXYBILLBOARD\n   +CANNOTPUSH\n   States\n   {\n   Spawn:\n  // CLP3\tA -1\n  CLIP A 1\n  CLIP A 0 A_Jump(96,\"Spawn2\",\"Spawn3\")\n   Spawn1:\n\tCLIP A -1\n\tstop\n\t Spawn2:\n\tCLIP B -1\n\tstop\n\t Spawn3:\n\tCLIP C -1\n\tstop\n\n   }\n}\n\nACTOR FakeM1 : CustomInventory 31011\n{\n  //$Category WDI Weapons\n  //$Sprite M1GNY0\n  //$Title \"M1 Carbine\"\n\tRadius 16\n\tHeight 8\n\tInventory.PickupMessage \"Found an M1 Carbine\"\n\tInventory.RespawnTics 3024000 //1 hour\n\t  //Scale 0.16\n\tStates\n\t{\n\tSpawn:\n\t\tM1GN Y -1\n\t\tStop\n\tPickup:\n\t\tPIST A 0\n\t\tPIST A 0 A_JumpIfInventory(\"MurderMarker\",1, 2)\n\t\tPIST A 0 A_JumpIfInventory(\"TKToken\",1,\"NotPickup\")\n\t\tPIST A 0\n\t\tPIST A 0 A_JumpIfInventory(\"M1Carbine\",1,\"AmmoPickup\")\n\t\tPIST A 0 A_JumpIfInventory(\"Slot1Filled\",1,\"NotPickup\")\n\t\tPIST A 0 A_PlaySound(\"pickups/weapon\")\n\t\tPIST A 0 A_GiveInventory(\"M1Carbine\",1)\n\t\tPIST A 0 A_GiveInventory(\"Slot1Filled\",1)\n\t\tTNT1 A 0 //A_Print(\"Picked up a Beretta.\")\n\t\tPIST A 1 ACS_Execute(670,0,23)\n\t\tPIST A 0 A_JumpIfInventory(\"M1Once\",1,\"ForgetIt\")\n\t\tPIST A 0 A_GiveInventory(\"M1CarbineClipIn\",random(2,5))\n\t\tPIST A 0 A_GiveInventory(\"M1Once\",1)\n\t\tStop\n\tNotPickup:\n\t\tPIST A 0\n\t\tM1GN Y 1 ACS_Execute(670,0,23)\n\t\tFail\n\tAmmoPickup:\n\t\tPIST A 0\n\t\tPIST A 0 A_JumpIfInventory(\"M1Ammo\",1,\"NotPickup\")\n\t\tPIST A 0 A_PlaySound(\"pickups/ammo\")\n\t\tTNT1 A 0 //A_Print(\"Picked up some Pistol ammo.\")\n\t\tM1GN Y 1 A_GiveInventory(\"M1Ammo\",1)\n\t\tStop\n\tForgetIt:\n\t\tM1GN Y 1\n\t\tStop\n\t}\n}\n\nActor TKFakeM1 : FakeM1\n{\nstates\n\t{\n\tPickup:\n\t\tPIST A 0\n\t\tPIST A 0 A_JumpIfInventory(\"TKToken\",1,\"NotPickup\")\n\t\tPIST A 0 A_JumpIfInventory(\"M1Carbine\",1,\"AmmoPickup\")\n\t\tPIST A 0 A_JumpIfInventory(\"Slot1Filled\",1,\"NotPickup\")\n\t\tPIST A 0 A_PlaySound(\"pickups/weapon\")\n\t\tPIST A 0 A_GiveInventory(\"M1Carbine\",1)\n\t\tPIST A 0 A_GiveInventory(\"Slot1Filled\",1)\n\t\tTNT1 A 0 //A_Print(\"Picked up a Beretta.\")\n\t\tPIST A 1 ACS_Execute(670,0,23)\n\t\tPIST A 0 A_JumpIfInventory(\"M1Once\",1,\"ForgetIt\")\n\t\tPIST A 0 A_GiveInventory(\"M1CarbineClipIn\",random(1,8))\n\t\tPIST A 0 A_GiveInventory(\"M1Once\",1)\n\t\tStop\n\tNotPickup:\n\t\tPIST A 0\n\t\tM1GN Y 1 ACS_Execute(670,0,23)\n\t\tFail\n\t}\n}\n\nACTOR DroppedM1\n{\n\tPROJECTILE\n\t-NOGRAVITY\n\tDamage 0\n\tRadius 16\n\tHeight 8\n\tSpeed 9\n\t  //Scale 0.16\n\tDeathSound \"weapons/gundrop\"\n\tBounceSound \"weapons/gundrop\"\n\tBouncetype Doom\n\tBounceFactor 0.3\n\tBounceCount 2\n\tStates\n\t{\n\tSpawn:\n\t\tM1GN Y 1\n\t\tLoop\n\tDeath:\n\t\tM1GN Y 35 A_playSound(\"weapons/gundrop\",CHAN_BODY,0.7)\n\t\tM1GN Y 1 A_SpawnItem(\"FakeM1\",0,0,0,0)\n\t\tStop\n\t}\n}\n\nACTOR HPipe2 31016\n{\n  //$Category WDI Props\n  //$Sprite PIP2A0\n  //$Title \"Horizontal Pipe 1\"\n  Radius 16\n  Height 128\n  Tag \"Pipe 2\"\n  +SOLID\n  States\n  {\n  Spawn:\n    PIP2 A -1\n    Stop\n  }\n}\n\nACTOR HPipe3 31017\n{\n  //$Category WDI Props\n  //$Sprite PIP3A0\n  //$Title \"Horizontal Pipe 2\"\n  Radius 16\n  Height 128\n  Tag \"Pipe 3\"\n  +SOLID\n  States\n  {\n  Spawn:\n    PIP3 A -1\n    Stop\n  }\n}\n\nACTOR HPipe4 31018\n{\n  //$Category WDI Props\n  //$Sprite PIP4A0\n  //$Title \"Horizontal Pipe 3\"\n  Radius 16\n  Height 128\n  Tag \"Pipe 4\"\n  +SOLID\n  States\n  {\n  Spawn:\n    PIP4 A -1\n    Stop\n  }\n}\n\nACTOR HPipe5 31019\n{\n  //$Category WDI Props\n  //$Sprite PIP5A0\n  //$Title \"Horizontal Pipe 4\"\n  Radius 16\n  Height 128\n  Tag \"Pipe 5\"\n  +SOLID\n  States\n  {\n  Spawn:\n    PIP5 A -1\n    Stop\n  }\n}\n\nACTOR Box1 31020\n{\n  Game Doom\n  Radius 16\n  Height 20\n  -SOLID\n  //$Category WDI Props\n  //$Sprite BOX1A0\n  //$Title \"Box (Cardboard)\"\n  +PUSHABLE +SHOOTABLE +GHOST\n  PushFactor 0.1\n  +CANNOTPUSH\n  -NOBLOCKMAP\n  +NOBLOOD\n  States\n  {\n  Spawn:\n    BOX1 A -1\n    Stop\n  }\n}\n\nACTOR WasteBin 31021\n{\n  Game Doom\n  Radius 8\n  Height 24\n  Scale .5\n  +SOLID\n  //$Category WDI Props\n  //$Sprite WBINA0\n  //$Title \"Trash Can (White)\"\n  States\n  {\n  Spawn:\n    WBIN A -1\n    Stop\n  }\n}\n\nACTOR WasteBinFilthy 31022\n{\n  Game Doom\n  Radius 8\n  Height 24\n  Scale .5\n  +SOLID\n  //$Category WDI Props\n  //$Sprite WBINB0\n  //$Title \"Trash Can (Filthy)\"\n  States\n  {\n  Spawn:\n    WBIN B -1\n    Stop\n  }\n}\n\nACTOR HelmA 31023\n{\n  //$Category WDI Props\n  //$Sprite AHLMA0\n  //$Title \"Helmet 1\"\n  Radius 8\n  Height 10\n  -SOLID\n  +PUSHABLE +SHOOTABLE +GHOST\n  PushFactor 0.1\n  +CANNOTPUSH\n  +FORCEXYBILLBOARD\n  Species \"IgnoreDecorations\"\n  +NOBLOOD\n  States\n  {\n  Spawn:\n    AHLM A -1\n    Stop\n  }\n}\n\nACTOR HelmB 31024\n{\n  //$Category WDI Props\n  //$Sprite BHLMA0\n  //$Title \"Helmet 2\"\n  Radius 8\n  Height 10\n  -SOLID\n  +PUSHABLE +SHOOTABLE +GHOST\n  PushFactor 0.1\n  +CANNOTPUSH\n  +FORCEXYBILLBOARD\n  Species \"IgnoreDecorations\"\n  +NOBLOOD\n  States\n  {\n  Spawn:\n    BHLM A -1\n    Stop\n  }\n}\n\nACTOR HelmC 31025\n{\n  //$Category WDI Props\n  //$Sprite CHLMA0\n  //$Title \"Helmet 3\"\n  Radius 8\n  Height 10\n  -SOLID\n  +PUSHABLE +SHOOTABLE +GHOST\n  PushFactor 0.1\n  +CANNOTPUSH\n  +FORCEXYBILLBOARD\n  Species \"IgnoreDecorations\"\n  +NOBLOOD\n  States\n  {\n  Spawn:\n    CHLM A -1\n    Stop\n  }\n}\n\nACTOR HelmD 31026\n{\n  //$Category WDI Props\n  //$Sprite DHLMA0\n  //$Title \"Helmet 4\"\n  Radius 6\n  Height 10\n  -SOLID\n  +PUSHABLE +SHOOTABLE +GHOST\n  PushFactor 0.1\n  +CANNOTPUSH\n  +FORCEXYBILLBOARD\n  Species \"IgnoreDecorations\"\n  +NOBLOOD\n  States\n  {\n  Spawn:\n    DHLM A -1\n    Stop\n  }\n}\n\nACTOR Boots 31027\n{\n  //$Category WDI Props\n  //$Sprite BOOTA0\n  //$Title \"Boots\"\n  Radius 8\n  Height 11\n  -SOLID\n  +PUSHABLE +SHOOTABLE +GHOST\n  PushFactor 0.1\n  +CANNOTPUSH\n  +FORCEXYBILLBOARD\n  Species \"IgnoreDecorations\"\n  +NOBLOOD\n  States\n  {\n  Spawn:\n    BOOT A -1\n    Stop\n  }\n}\n\nACTOR UniformA 31028\n{\n  //$Category WDI Props\n  //$Sprite UNIFA0\n  //$Title \"Uniform A\"\n  Radius 10\n  Height 11\n  -SOLID\n  +PUSHABLE +SHOOTABLE +GHOST\n  PushFactor 0.1\n  +CANNOTPUSH\n  +FORCEXYBILLBOARD\n  Species \"IgnoreDecorations\"\n  +NOBLOOD\n  States\n  {\n  Spawn:\n    UNIF A -1\n    Stop\n  }\n}\n\nACTOR UniformB 31029\n{\n  //$Category WDI Props\n  //$Sprite UNIFB0\n  //$Title \"Uniform B\"\n  Radius 10\n  Height 11\n  -SOLID\n  +PUSHABLE +SHOOTABLE +GHOST\n  PushFactor 0.1\n  +CANNOTPUSH\n  +FORCEXYBILLBOARD\n  Species \"IgnoreDecorations\"\n  +NOBLOOD\n  States\n  {\n  Spawn:\n    UNIF B -1\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Code/KEYS.txt",
        "contents": "actor BarKeySpawner : RandomSpawner 32065\n{\n  //$Category WDI Keys\n  //$Sprite KEY1A0\n  //$Title \"Bar Key Spawner\"\n    DropItem \"BarKey\" 176 1\n\t//DropItem \"ABigNothing\"  2\n}\n\nactor SafeKeySpawner : RandomSpawner 14258\n{\n  //$Category WDI Keys\n  //$Sprite KEY5A0\n  //$Title \"Safe Key Spawner\"\n    DropItem \"SafeKey\" 176 1\n\n\t//DropItem \"ABigNothing\"  2\n}\n\nactor BasementKeySpawner : RandomSpawner 14259\n{\n  //$Category WDI Keys\n  //$Sprite BKEYA0\n  //$Title \"Basement Key Spawner\"\n    DropItem \"BasementKey\" 176 1\n\n\t//DropItem \"ABigNothing\"  2\n}\n\nactor SafeKey : Key 14257\n{\n  //$Category WDI Keys\n  //$Sprite KEY5A0\n  //$Title \"Safe Key\"\n  Scale 0.35\n  spawnid 86\n  inventory.pickupmessage \"\\cjPocketed the \\c[J7]Bar Safe key.\"\n  inventory.icon \"ARTISAF\"\n  +INVENTORY.UNDROPPABLE\n  +FORCEXYBILLBOARD\n  Inventory.PickupSound \"Pickup/Key\"\n  states\n  {\n  Spawn:\n    KEY5 A -1\n    stop\n  }\n}\n\nactor BarKey : Key replaces RedCard 13\n{\n  //$Category WDI Keys\n  //$Sprite KEY1A0\n  //$Title \"Bar Key\"\n  Scale 0.35\n  spawnid 86\n  inventory.pickupmessage \"\\cjPocketed the \\c[O6]bar key.\"\n  inventory.icon \"ARTIBAR\"\n  +INVENTORY.UNDROPPABLE\n  +FORCEXYBILLBOARD\n  Inventory.PickupSound \"Pickup/Key\"\n  states\n  {\n  Spawn:\n    KEY1 A -1\n    stop\n  }\n}\n\nActor BasementKey : Key 14444\n{\n  //$Category WDI Keys\n  //$Sprite BKEYA0\n  //$Title \"Basement Key\"\n-NOGRAVITY\n  +INVENTORY.UNDROPPABLE\nheight 8\nradius 4\ninventory.pickupmessage \"\\cjPocketed the \\c[D5]Basement Key\"\nInventory.PickupSound \"Pickup/Key\"\nstates\n{\nSpawn:\nBKEY A -1\nstop\n}}\n\nactor TrapKey : Key\n{\n  Scale 0.35\n  inventory.pickupmessage \"\\cjPocketed the \\c[O6]trap key.\"\n  inventory.icon \"KEY1A0\"\n  +INVENTORY.UNDROPPABLE\n  +FORCEXYBILLBOARD\n  Inventory.PickupSound \"Pickup/Key\"\n  states\n  {\n  Spawn:\n    KEY1 A -1\n    stop\n  }\n}\n\nActor MurdererKey : RedSkull replaces RedSkull\n{\n+INVENTORY.UNDROPPABLE\n}\n\nActor _RedCard : RedCard replaces RedCard { +INVENTORY.UNDROPPABLE }\nActor _BlueCard : BlueCard replaces BlueCard { +INVENTORY.UNDROPPABLE }\nActor _YellowCard : YellowCard replaces YellowCard { +INVENTORY.UNDROPPABLE }\n\nActor _RedSkull : RedSkull replaces RedSkull { +INVENTORY.UNDROPPABLE }\nActor _BlueSkull : BlueSkull replaces BlueSkull { +INVENTORY.UNDROPPABLE }\nActor _YellowSkull : YellowSkull replaces YellowSkull { +INVENTORY.UNDROPPABLE }"
      },
      {
        "source": "pk3",
        "name": "Code/DEC_ITEMS.TXT",
        "contents": "//=================================================================================================================\n// ITEMS STUFF\n//---------------------------------------------------------------------------------------------------\n//KEYS-----------------------------------------------------------------------------------------\nActor Masterkey: custominventory 3248 {\n//$Category WDI Keys\n//$Title \"Security MasterKey\"\nInventory.DefMaxAmount\nInventory.MaxAmount 1\nInventory.pickupmessage \"\\cjPocketed oval gate ring with \\c[J7]keys.\"\nInventory.PickupSound \"Pickup/Key\"\n +INVENTORY.UNDROPPABLE\n +NOGRAVITY\n  Scale 0.35\n  states\n  {\n  Spawn:\n    MKEY A -1\n    stop\n\n\tPickup:\n        TNT1 A 1\n\tTNT1 A 0 Acs_execute(128,0)//set your own custom group of keys\n\tStop\n  }\n}\n\n// Prepper: ColdNight---------------------------------------------\n\nactor CoinKey :key 1437\n{\n  //$Category WDI Keys\n  //$Sprite COINA0\n  //$Title \"Evil Coin\"\n SCALE 0.4\n +INVBAR\n +INVENTORY.UNDROPPABLE\n -INVENTORY.INTERHUBSTRIP\n  Inventory.DefMaxAmount\n  Inventory.MaxAmount 1\n  Inventory.PickupFlash \"PickupFlash\"\n  Inventory.icon \"COINE\"\n  Inventory.pickupmessage \"\\cjNow you have a \\c[M3]coin.\"\n  Inventory.RespawnTics 9999999999999999\n  states\n  {\n  Spawn:\n    MONE A -1\n    stop\n  }\n}\n\n//Riclo: wdi18\n//-------------------------------------\nACTOR NetherEgg : CustomInventory 30000 //Shameless code copy of orginal Easter Egg\n{\n  //$Category WDI Easter Eggs\n  //$Sprite NEGGA0\n  //$Title \"Nether Egg\"\n  +INVBAR\n  +FANCYPICKUPSOUND\n  -INVENTORY.INTERHUBSTRIP\n  +INVENTORY.UNDROPPABLE\n  Inventory.DefMaxAmount\n  Inventory.PickupFlash \"PickupFlash\"\n  Inventory.MaxAmount 1\n  Inventory.Icon \"NETHEREG\"\n  Inventory.PickupSound \"\"\n  Inventory.PickupMessage \"Something about this seems other-worldly.\"\n  Inventory.RespawnTics 9999999999999999\n  States\n  {\n  Spawn:\n    NEGG A -1\n    Stop\n  Use:\n    TNT1 A 0 A_PlaySound(\"CVOICES\")\n\tstop\n  }\n}\n\n//---------------------------------\nActor BlueTechnoKit : CustomInventory 30014\n{\n  //$Category WDI Easter Eggs\n  //$Sprite BKITA0\n  //$Title \"BLUE TECHNO KIT (ANOTHER RAVE IN A BOX!)\"\n  Health 50\n  DamageType Heal\n  +FLOORCLIP\n  +INVENTORY.INVBAR\n  -INVENTORY.INTERHUBSTRIP\n  Inventory.MaxAmount 1\n  Inventory.Icon \"BLUERAVE\"\n  Inventory.RespawnTics 21000 //10 minutes\n  Inventory.PickupMessage \"SUPER RAVE IN A BOX!\"\n\n\tStates\n\t{\n\tSpawn:\n\t BKIT A -1\n\n\tUse:\n\t TNT1 A 0 A_SpawnItemEx(\"DroppedBlueTechnoKit\", 32, 0, 42, 0, 0, 0, 0, 0, 0)\n\t stop\n\n\t}\n}\n\nActor BBlueFlag\n{\n+NOGRAVITY\n+NOINTERACTION\nRenderStyle Add\nAlpha 0.75\nScale 0.55\nReactionTime 205\nstates\n{\nspawn:\nBFLG A 26 BRIGHT A_CountDown\nloop\n\nDeath:\nTNT1 A 1\nstop\n}\n}\n\nActor DroppedBlueTechnoKit\n{\n-NOGRAVITY\nMass 999999999\n  ReactionTime 576\n\n\tStates\n\t{\n\tSpawn:\n\t BKIT A 35\n\t BKIT A 0 A_PlaySound(\"Items/BigKitWarn\")\n\t BKIT A 35\n\t BKIT A 0 A_PlaySound(\"Items/BigKitWarn\")\n\t BKIT A 35\n\t BKIT A 0 A_PlaySound(\"Items/BigKitWarn\")\n\t BKIT A 35\n\t BKIT A 15\n\t BKIT A 0 A_PlaySound(\"Items/BigKitActivate\")\n\t BKIT A 35\n\t BKIT A 0 A_PlaySound(\"Items/BigKitOpen\")\n\t BKIT BCD 4\n\t BKIT E 4\n\t BKIT E 15\n\t BKIT E 0 A_SpawnItemEx (\"BigBlueKitOrbit\", 0, -64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit\", 48, 0, 0, 2, 0)\n\t BKIT E 0 A_SpawnItemEx (\"BigBlueKitOrbit\", 0, 64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit2\", 48, 0, 180, 2, 0)\n\t BKIT E 4\n\t BKIT E 0 A_SpawnItemEx (\"BigBlueKitOrbit\", 0, -64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit\", 48, 0, 0, 2, 0)\n\t BKIT E 0 A_SpawnItemEx (\"BigBlueKitOrbit\", 0, 64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit2\", 48, 0, 180, 2, 0)\n\t BKIT E 4\n\t BKIT E 0 A_SpawnItemEx (\"BigBlueKitOrbit\", 0, -64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit\", 48, 0, 0, 2, 0)\n\t BKIT E 0 A_SpawnItemEx (\"BigBlueKitOrbit\", 0, 64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit2\", 48, 0, 180, 2, 0)\n\t BKIT E 4\n\t BKIT E 0 A_SpawnItemEx (\"BigBlueKitOrbit\", 0, -64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit\", 48, 0, 0, 2, 0)\n\t BKIT E 0 A_SpawnItemEx (\"BigBlueKitOrbit\", 0, 64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit2\", 48, 0, 180, 2, 0)\n\t BKIT E 4\n\t BKIT E 0 A_SpawnItemEx (\"BigBlueKitOrbit\", 0, -64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit\", 48, 0, 0, 2, 0)\n\t BKIT E 0 A_SpawnItemEx (\"BigBlueKitOrbit\", 0, 64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit2\", 48, 0, 180, 2, 0)\n\t BKIT E 4\n\t BKIT E 0 A_SpawnItemEx (\"BigBlueKitOrbit\", 0, -64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit\", 48, 0, 0, 2, 0)\n\t BKIT E 0 A_SpawnItemEx (\"BigBlueKitOrbit\", 0, 64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit2\", 48, 0, 180, 2, 0)\n\t BKIT E 4\n\t BKIT E 0 A_SpawnItemEx (\"BigBlueKitOrbit\", 0, -64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit\", 48, 0, 0, 2, 0)\n\t BKIT E 0 A_SpawnItemEx (\"BigBlueKitOrbit\", 0, 64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit2\", 48, 0, 180, 2, 0)\n\t BKIT E 1 A_SpawnItemEx(\"BBlueFlag\", 0, 0, 32, 0, 0, 0, 0, 0, 0)\n\t BKIT E 1 A_SpawnItemEx(\"BBlueFlag\", 0, 1, 31, 0, 0, 0, 0, 0, 0)\n\t BKIT E 0 A_SpawnItemEx(\"BlueKitTechnoMusic\", 0, 0, 32, 0, 0, 0, 0, 0, 0)\n\t  goto HealItUp\n\n\tHealItUp:\n\t BKIT E 8 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"PurpleLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 1 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"GreenLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"PurpleLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"YellowLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 10 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"PurpleLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"GreenLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"PurpleLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"YellowLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 10 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"PurpleLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"GreenLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"PurpleLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"YellowLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 10 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"PurpleLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"GreenLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"PurpleLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"YellowLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 10 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"PurpleLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"GreenLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"PurpleLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"YellowLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 10 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"PurpleLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"GreenLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"PurpleLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"YellowLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 10 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"PurpleLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"GreenLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"PurpleLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"YellowLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 10 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"PurpleLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"GreenLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"PurpleLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"YellowLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 10 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"PurpleLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"GreenLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"PurpleLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"YellowLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 10 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"PurpleLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"GreenLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"PurpleLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"YellowLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 10 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"PurpleLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"GreenLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"PurpleLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"YellowLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 10 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"PurpleLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"GreenLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"PurpleLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"YellowLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 10 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"PurpleLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"GreenLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"PurpleLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"YellowLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 10 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"PurpleLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"GreenLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"PurpleLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"YellowLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 10 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"PurpleLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"GreenLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"PurpleLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"YellowLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 10 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"PurpleLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"GreenLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"PurpleLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"BlueLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 10 A_CountDown\n\t  goto BringItDown\n\n   BringItDown:\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\tBKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\tBKIT E 4 A_CountDown\n\t goto DunDun\n\n\tDunDun:\n\t BKIT E 0 A_SpawnItemEx(\"Greenlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 12 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Greenlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 12 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Greenlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 12 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Greenlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 9 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Yellowlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 12 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Yellowlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 12 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Yellowlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 12 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Yellowlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 5 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Purplelight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 12 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Purplelight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 12 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Purplelight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 12 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Purplelight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 9 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Bluelight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 12 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Bluelight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 12 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Bluelight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 12 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 4 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 4 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 4 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 4 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 4 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 4 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 4 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 4 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 4 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 4 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 4 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 4 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 4 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 4 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 4 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 4 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 4 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 4 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 4 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 4 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 4 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 4 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 4 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 4 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 4 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 4 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 4 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 4 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 4 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 4 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 4 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 4 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 4 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 4 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 4 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 4 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 4 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 4 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 4 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"Redlight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 4 A_CountDown\n\t  goto Beats\n\n\tBeats:\n\t BKIT E 1 A_SpawnItemEx(\"BlueBeat2B\")\n\t  goto Jenkin\n\n\tJenkin:\n\t BKIT E 0 A_SpawnItemEx(\"PurpleLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"GreenLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"PurpleLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 11 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"YellowLight2\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 10 A_CountDown\n\t loop\n\n\tDeath:\n\t BKIT E 0 A_StopSound(CHAN_VOICE)\n\t BKIT E 0 A_RemoveChildren\n\t BKIT E 0 A_SpawnItemEx(\"BlueKitFake\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t stop\n\t}\n}\nActor BlueKitFake\n{\nstates\n\t{\n\t Spawn:\n\t BKIT EDCB 4\n\t BKIT A 35\n\t BKIT A 1 A_Fadeout(0.01)\n\t Wait\n\t}\n}\nActor BigBlueKitOrbit\n{\n  Radius 6\n  Height 8\n  Speed 10\n  Damage 5\n  SpawnID 250\n  Scale 0.55\n  Projectile\n  SeeSound \"\"\n  +NOINTERACTION\n  +CLIENTSIDEONLY\n  +NOGRAVITY\n  +NOCLIP\n  Scale 0.85\n  RenderStyle Add\n  States\n  {\n  Spawn:\n    BLSP B 0\n    BLSP B 0 Thing_ChangeTID(0, 2000)\n    BLSP B 0 Thing_Hate(0, 2001, 5)\n    BLSP BBBBBB 1 Bright //A_CustomRailgun (0, 0, none, red, RGF_NOPIERCING, 1, 0, 0) //The flags are 2.5.0? God dammit!\n    BLSP B 0 A_CustomMissile(\"BigBlueKitOrbit\", 0, 0, 75)\n    //HEAL B 0 A_SpawnItemEx(\"HealSparkleTrailRed\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Stop\n  Death:\n    BLSP B 0 Bright //A_SpawnItemEx(\"Insertprettythinghere\", 0, 0, 0, 0, 0, 0, 0, 128)\n    stop\n  }\n}\nActor BigKitOrbit2 : BigKitOrbit\n{\nStates\n  {\n  Spawn:\n    BLSP B 0\n    BLSP B 0 Thing_ChangeTID(0, 2001)\n    BLSP BBBBBB 1 Bright //A_SpawnItemEx(\"HealSparkleTrailRed\", 0, 0, 0, 0, 0, 0, 0, 128)\n    BLSP B 0 A_CustomMissile(\"BigBlueKitOrbit\", 0, 0, 75)\n    //HEAL B 0 A_SpawnItemEx(\"HealSparkleTrailRed\", 0, 0, 0, 0, 0, 0, 0, 128)\n    stop\n  }\n}\nActor BlueKitTechnoMusic\n{\nreactiontime 150\nstates\n{\nspawn:\nTNT1 A 0\nTNT1 A 0 A_PlaySound (\"D_BBLUE\", CHAN_VOICE, 9.0, 0)\ngoto buttloop\n\nbutloop:\nTNT1 A 35\nTNT1 A 0 A_CountDown\nloop\n\nDeath:\nTNT1 A 0\nstop\n}\n}\nActor RedLight2\n{\nstates\n{\nspawn:\nTNT1 A 3\nstop\n}\n}\n\nActor GreenLight2\n{\nstates\n{\nspawn:\nTNT1 A 12\nstop\n}\n}\n\nActor BlueLight2\n{\nstates\n{\nspawn:\nTNT1 A 12\nstop\n}\n}\n\nActor YellowLight2\n{\nstates\n{\nspawn:\nTNT1 A 10\nstop\n}\n}\n\nActor PurpleLight2\n{\nstates\n{\nspawn:\nTNT1 A 12\nstop\n}\n}\nActor BlueBeat2B\n{\nRenderstyle ADD\n    Alpha       0.9\n\t+CLIENTSIDEONLY\n\tReactionTime 180\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_SpawnItemEx(\"whiteSign\",0,128,0,0,0,20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"whiteSign\",0,-128,0,0,0,20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"whiteSign\",128,0,0,0,0,20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"whiteSign\",-128,0,0,0,0,20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"whiteSign\",100,100,0,0,0,20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"whiteSign\",100,-100,0,0,0,20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"whiteSign\",-100,100,0,0,0,20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"whiteSign\",-100,-100,0,0,0,20)\n\t\tTNT1 A 11\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowSign\",0,128,0,0,0,20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowSign\",0,-128,0,0,0,20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowSign\",128,0,0,0,0,20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowSign\",-128,0,0,0,0,20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowSign\",100,100,0,0,0,20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowSign\",100,-100,0,0,0,20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowSign\",-100,100,0,0,0,20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowSign\",-100,-100,0,0,0,20)\n\t\tTNT1 A 11 A_Countdown\n\t\tTNT1 A 0 A_SpawnItemEx(\"whiteSign\",0,128,0,0,0,20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"whiteSign\",0,-128,0,0,0,20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"whiteSign\",128,0,0,0,0,20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"whiteSign\",-128,0,0,0,0,20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"whiteSign\",100,100,0,0,0,20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"whiteSign\",100,-100,0,0,0,20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"whiteSign\",-100,100,0,0,0,20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"whiteSign\",-100,-100,0,0,0,20)\n\t\tTNT1 A 11\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueSign\",0,128,0,0,0,20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueSign\",0,-128,0,0,0,20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueSign\",128,0,0,0,0,20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueSign\",-128,0,0,0,0,20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueSign\",100,100,0,0,0,20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueSign\",100,-100,0,0,0,20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueSign\",-100,100,0,0,0,20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueSign\",-100,-100,0,0,0,20)\n\t\tTNT1 A 11 A_Countdown\n\t\tLoop\n\t}\n}\nActor DroppedBlueTechnoKit2 //This is only used on WDI18 For the easter egg at the pool\n{\n-NOGRAVITY\nMass 999999999\n  ReactionTime 250\n\n\tStates\n\t{\n\tSpawn:\n\t BKIT A 270\n\t BKIT A 0 A_PlaySound(\"Items/BigKitWarn\")\n\t BKIT A 35\n\t BKIT A 0 A_PlaySound(\"Items/BigKitWarn\")\n\t BKIT A 35\n\t BKIT A 0 A_PlaySound(\"Items/BigKitWarn\")\n\t BKIT A 35\n\t BKIT A 15\n\t BKIT A 0 A_PlaySound(\"Items/BigKitActivate\")\n\t BKIT A 35\n\t BKIT A 0 A_PlaySound(\"Items/BigKitOpen\")\n\t BKIT BCD 4\n\t BKIT E 4\n\t BKIT E 15\n\t BKIT E 0 A_SpawnItemEx (\"BigBlueKitOrbit\", 0, -64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit\", 48, 0, 0, 2, 0)\n\t BKIT E 0 A_SpawnItemEx (\"BigBlueKitOrbit\", 0, 64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit2\", 48, 0, 180, 2, 0)\n\t BKIT E 4\n\t BKIT E 0 A_SpawnItemEx (\"BigBlueKitOrbit\", 0, -64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit\", 48, 0, 0, 2, 0)\n\t BKIT E 0 A_SpawnItemEx (\"BigBlueKitOrbit\", 0, 64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit2\", 48, 0, 180, 2, 0)\n\t BKIT E 4\n\t BKIT E 0 A_SpawnItemEx (\"BigBlueKitOrbit\", 0, -64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit\", 48, 0, 0, 2, 0)\n\t BKIT E 0 A_SpawnItemEx (\"BigBlueKitOrbit\", 0, 64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit2\", 48, 0, 180, 2, 0)\n\t BKIT E 4\n\t BKIT E 0 A_SpawnItemEx (\"BigBlueKitOrbit\", 0, -64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit\", 48, 0, 0, 2, 0)\n\t BKIT E 0 A_SpawnItemEx (\"BigBlueKitOrbit\", 0, 64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit2\", 48, 0, 180, 2, 0)\n\t BKIT E 4\n\t BKIT E 0 A_SpawnItemEx (\"BigBlueKitOrbit\", 0, -64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit\", 48, 0, 0, 2, 0)\n\t BKIT E 0 A_SpawnItemEx (\"BigBlueKitOrbit\", 0, 64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit2\", 48, 0, 180, 2, 0)\n\t BKIT E 4\n\t BKIT E 0 A_SpawnItemEx (\"BigBlueKitOrbit\", 0, -64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit\", 48, 0, 0, 2, 0)\n\t BKIT E 0 A_SpawnItemEx (\"BigBlueKitOrbit\", 0, 64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit2\", 48, 0, 180, 2, 0)\n\t BKIT E 4\n\t BKIT E 0 A_SpawnItemEx (\"BigBlueKitOrbit\", 0, -64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit\", 48, 0, 0, 2, 0)\n\t BKIT E 0 A_SpawnItemEx (\"BigBlueKitOrbit\", 0, 64, 2, 0, 0, 0, 48, SXF_SETMASTER, 0)//A_CustomMissile(\"BigKitOrbit2\", 48, 0, 180, 2, 0)\n\t //BKIT E 1 A_SpawnItemEx(\"DChaseFlag\", 0, 0, 32, 0, 0, 0, 0, 0, 0)\n\t //BKIT E 1 A_SpawnItemEx(\"DChaseFlag\", 0, 1, 31, 0, 0, 0, 0, 0, 0)\n\t // BKIT E 0 A_SpawnItemEx(\"BlueKitTechnoMusic2\", 0, 0, 32, 0, 0, 0, 0, 0, 0)\n\t TNT1 A 0 ACS_ExecuteAlways(90,0,0,0,0)\n\t  goto HealItUp\n\n\t \tHealItUp:\n\t BKIT E 0 A_SpawnItemEx(\"RedLight\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 15 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"GreenLight\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 15 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"BlueLight\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 15 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"YellowLight\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 15 A_CountDown\n\t BKIT E 0 A_SpawnItemEx(\"PurpleLight\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 15 A_CountDown\n\t Loop\n\n\tDeath:\n\t TNT1 A 0 ACS_ExecuteAlways(91,0,0,0,0)\n\t BKIT E 0 A_StopSound(CHAN_VOICE)\n\t BKIT E 0 A_RemoveChildren\n\t BKIT E 0 A_SpawnItemEx(\"BlueKitFake\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t stop\n\t}\n}\nActor DroppedBlueTechnoKit3 //The kit that spawns during innocents dwindling\n{\n-NOGRAVITY\nMass 999999999\n  ReactionTime 999\n\n\tStates\n\t{\n\tSpawn:\n\t BKIT A 270\n\t BKIT A 0 A_PlaySound(\"Items/BigKitWarn\")\n\t BKIT A 35\n\t BKIT A 0 A_PlaySound(\"Items/BigKitWarn\")\n\t BKIT A 35\n\t BKIT A 0 A_PlaySound(\"Items/BigKitWarn\")\n\t BKIT A 35\n\t BKIT A 15\n\t BKIT A 0 A_PlaySound(\"Items/BigKitActivate\")\n\t BKIT A 35\n\t BKIT A 0 A_PlaySound(\"Items/BigKitOpen\")\n\t BKIT BCD 4\n\t BKIT E 4\n\t BKIT E 45\n\t BKIT E 0 A_SpawnItemEx(\"SparkSpawner\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t BKIT E 35\n\t TNT1 A 0 ACS_ExecuteAlways(88,0,0,0,0)\n\t  goto Dead\n\n\t    Dead:\n\t BKIT E 999\n\t BKIT E 999 A_CountDown\n\t Loop\n\n\tDeath:\n\t BKIT E 0 A_StopSound(CHAN_VOICE)\n\t BKIT E 0 A_RemoveChildren\n\t BKIT E 0 A_SpawnItemEx(\"BlueKitFake\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t stop\n\t}\n}\nActor BlueKitTechnoMusic2\n{\n-NOGRAVITY\nreactiontime 999\nstates\n{\nspawn:\nTNT1 A 0\nTNT1 A 0 A_PlaySoundex (\"D_DCHASE\", CHAN_VOICE, 11.0, 0)\ngoto butloop\n\nbutloop:\nTNT1 A 35\nTNT1 A 0 A_JumpIf (ACS_ExecuteWithResult(89), \"cutoff\")\nTNT1 A 0 A_CountDown\nloop\n\ncutoff:\nTNT1 AA 0 A_Stopsoundex(\"Voice\")\n\nDeath:\nTNT1 A 0\nstop\n}\n}\nActor DChaseFlag\n{\n+NOGRAVITY\n+NOINTERACTION\nRenderStyle Add\nAlpha 0.75\nScale 0.55\nReactionTime 143\nstates\n{\nspawn:\nBFL2 A 26 BRIGHT A_CountDown\nloop\n\nDeath:\nTNT1 A 1\nstop\n}\n}\nActor Yellowpoolbeat\n{\nRenderstyle ADD\n    Alpha       0.9\n\t+CLIENTSIDEONLY\n\tReactionTime 999\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowSign\",0,0,0,0,0,0)\n\t\tTNT1 A 7 A_CountDown\n\t\tLoop\n\t}\n}\nActor Bluepoolbeat\n{\nRenderstyle ADD\n    Alpha       0.9\n\t+CLIENTSIDEONLY\n\tReactionTime 999\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueSign\",0,0,0,0,0,0)\n\t\tTNT1 A 14 A_CountDown\n\t\tLoop\n\t}\n}\nactor Poweroutbeeps1\n{\n    +NOINTERACTION\n    +CLIENTSIDEONLY\n\n    States\n    {\n      Spawn:\n        TNT1 A 0\n        TNT1 A -1 A_PlaySound(\"BEEPP1\", CHAN_BODY, 11.0, 1)\n        stop\n    }\n}\nactor Poweroutbeeps2\n{\n    +NOINTERACTION\n    +CLIENTSIDEONLY\n\n    States\n    {\n      Spawn:\n        TNT1 A 0\n        TNT1 A -1 A_PlaySound(\"BEEPP2\", CHAN_BODY, 11.0, 1)\n        stop\n    }\n}\nactor Poweroutbeeps3\n{\n    +NOINTERACTION\n    +CLIENTSIDEONLY\n\n    States\n    {\n      Spawn:\n        TNT1 A 0\n        TNT1 A -1 A_PlaySound(\"BEEPP3\", CHAN_BODY, 11.0, 1)\n        stop\n    }\n}\nactor Poweroutbeeps4\n{\n    +NOINTERACTION\n    +CLIENTSIDEONLY\n\n    States\n    {\n      Spawn:\n        TNT1 A 0\n        TNT1 A -1 A_PlaySound(\"BEEPP4\", CHAN_BODY, 11.0, 1)\n        stop\n    }\n}\nActor Potatotune\n{\n-NOGRAVITY\nreactiontime 999\nstates\n{\nspawn:\nTNT1 A 0\nTNT1 A 0 A_PlaySoundex (\"GETHAP\", CHAN_VOICE, 11.0, 0)\ngoto butloop\n\nbutloop:\nTNT1 A 35\nTNT1 A 0 A_JumpIf (ACS_ExecuteWithResult(89), \"cutoff\")\nTNT1 A 0 A_CountDown\nloop\n\ncutoff:\nTNT1 AA 0 A_Stopsoundex(\"Voice\")\n\nDeath:\nTNT1 A 0\nstop\n}\n}\n\n//wdi21\n//Key sprites taken from Abbuw's Phobos Outpost map. I hope he won't mind if I borrow them. Thanks in advance!\nactor E1M1StorageKey : Key 14891\n{\n  //$Category WDI Keys\n  //$Sprite MDKYA0\n  //$Title \"Storage Keycard\"\n  inventory.pickupmessage \"\\cjFound the \\c[M5]storage room keycard.\"\n  inventory.icon \"MDKYA0\"\n  +INVENTORY.UNDROPPABLE\n  Inventory.PickupSound \"Pickup/Key\"\n  states\n  {\n  Spawn:\n    MDKY A -1\n    stop\n  }\n}\n\nactor E1M1SecurityKey : Key 14892\n{\n  //$Category WDI Keys\n  //$Sprite SCKYA0\n  //$Title \"Security Keycard\"\n  inventory.pickupmessage \"\\cjFound the \\c[M6]security room keycard.\"\n  inventory.icon \"SCKYA0\"\n  +INVENTORY.UNDROPPABLE\n  Inventory.PickupSound \"Pickup/Key\"\n  states\n  {\n  Spawn:\n    SCKY A -1\n    stop\n  }\n}\n\nactor E1M1StorKeySpawner : RandomSpawner 14893\n{\n  //$Category WDI Keys\n  //$Sprite MDKYA0\n  //$Title \"Storage Keycard Spawner\"\n  DropItem \"E1M1StorageKey\" 200 1\n}\n\nactor E1M1SecKeySpawner : RandomSpawner 14894\n{\n  //$Category WDI Keys\n  //$Sprite SCKYA0\n  //$Title \"Security Keycard Spawner\"\n  DropItem \"E1M1SecurityKey\" 200 1\n}"
      },
      {
        "source": "pk3",
        "name": "Code/riclo.txt",
        "contents": "actor RustedCross :key\n{\n  //$Sprite CROSA0\n  //$Title \"Rusted Cross\"\n +INVBAR\n +INVENTORY.UNDROPPABLE\n -INVENTORY.INTERHUBSTRIP\n  Inventory.DefMaxAmount\n  Inventory.MaxAmount 1\n  Inventory.PickupFlash \"PickupFlash\"\n  Inventory.icon \"CROSB0\"\n  Inventory.pickupmessage \"\\cjYou found a \\c[M8]rusted cross.\"\n  Inventory.PickupSound \"Pickup/Key\"\n  Inventory.RespawnTics 9999999999999999\n  states\n  {\n  Spawn:\n    CROS A -1\n    stop\n  }\n}\nActor TimedExplosives : CustomInventory 30025\n{\n  //scale 2.0\n  //$Title \"Pack of Timed Explosives\"\n  +COUNTITEM\n  +INVENTORY.INVBAR\n  Inventory.MaxAmount 1\n  Inventory.Icon \"TCLIA0\"\n  Inventory.PickupMessage \"You found a bunch of explosives!\"\n  Inventory.RespawnTics 9999999999999999\n  DamageFactor \"Gas\", 0.0\n  States\n  {\n  Spawn:\n    TALI A -1\n\tLoop\n  Use:\n\ttnt1 a 0 A_SPAWNITEMEX(\"WDI18bombdropped\")\n    Stop\n  }\n}\nactor AABatteries :key 30023\n{\n  //$Sprite AABTA0\n  //$Title \"AA Batteries\"\n +INVBAR\n +INVENTORY.UNDROPPABLE\n -INVENTORY.INTERHUBSTRIP\n  Inventory.DefMaxAmount\n  Inventory.MaxAmount 1\n  Inventory.PickupFlash \"PickupFlash\"\n  Inventory.icon \"AABTB0\"\n  Inventory.pickupmessage \"\\cjYou found two \\c[J1]AA batteries.\"\n  Inventory.PickupSound \"Pickup/Ammo\"\n  Inventory.RespawnTics 9999999999999999\n  Scale 0.35\n  +FORCEXYBILLBOARD\n  states\n  {\n  Spawn:\n    AABT A -1\n    stop\n  }\n}\nactor DrawerKey : Key 30024\n{\n  //$Category WDI Keys\n  //$Sprite DKEYA0\n  //$Title \"Drawer Key\"\n  Scale 0.25\n  inventory.pickupmessage \"\\cjPocketed a \\c[G9]drawer key.\"\n  inventory.icon \"DKEYA0\"\n  Inventory.PickupSound \"Pickup/Key\"\n  +INVENTORY.UNDROPPABLE\n  +FORCEXYBILLBOARD\n  states\n  {\n  Spawn:\n    DKEY A -1\n    stop\n  }\n}\nActor TVSOUND\n{\n-NOGRAVITY\nreactiontime 999\nstates\n{\nspawn:\nTNT1 A 0\nTNT1 A 0 A_PlaySoundex (\"TVON\", CHAN_VOICE, 11.0, 0)\ngoto butloop\n\nbutloop:\nTNT1 A 35\nTNT1 A 0 A_JumpIf (ACS_ExecuteWithResult(89), \"cutoff\")\nTNT1 A 0 A_CountDown\nloop\n\ncutoff:\nTNT1 AA 0 A_Stopsoundex(\"Voice\")\n\nDeath:\nTNT1 A 0\nstop\n}\n}\nActor GATEOPENING\n{\n-NOGRAVITY\nreactiontime 999\nstates\n{\nspawn:\nTNT1 A 0\nTNT1 A 0 A_PlaySoundex (\"GATEOPEN\", CHAN_VOICE, 11.0, 0)\ngoto butloop\n\nbutloop:\nTNT1 A 35\nTNT1 A 0 A_CountDown\nloop\n\ncutoff:\nTNT1 AA 0 A_Stopsoundex(\"Voice\")\n\nDeath:\nTNT1 A 0\nstop\n}\n}\nActor GATECLOSED\n{\n-NOGRAVITY\nreactiontime 999\nstates\n{\nspawn:\nTNT1 A 0\nTNT1 A 0 A_PlaySoundex (\"GATECLOS\", CHAN_VOICE, 11.0, 0)\ngoto butloop\n\nbutloop:\nTNT1 A 35\nTNT1 A 0 A_CountDown\nloop\n\ncutoff:\nTNT1 AA 0 A_Stopsoundex(\"Voice\")\n\nDeath:\nTNT1 A 0\nstop\n}\n}\nActor WDI18bombdropped\n{\n  //scale 2.0\n  States\n  {\n  Spawn:\n    TALI A 35\n    TALI A 1 A_PlaySound(\"Beepp5\")\n\tTALI A 35\n\tTALI A 1 A_PlaySound(\"Beepp5\")\n\tTALI A 30\n\tTALI A 1 A_PlaySound(\"Beepp5\")\n\tTALI A 25\n\tTALI A 1 A_PlaySound(\"Beepp5\")\n\tTALI A 20\n\tTALI A 1 A_PlaySound(\"Beepp5\")\n\tTALI A 15\n\tTALI A 1 A_PlaySound(\"Beepp5\")\n\tTALI A 10\n\tTALI A 1 A_PlaySound(\"Beepp5\")\n\tTALI A 5\n\tTALI A 1 A_PlaySound(\"Beepp5\")\n\tTALI A 5\n\tTALI A 1 A_PlaySound(\"Beepp5\")\n\tTALI A 5\n\tTALI A 1 A_PlaySound(\"Beepp5\")\n\tTALI A 3\n\tTALI A 1 A_PlaySound(\"Beepp5\")\n\tTALI A 3\n\tTALI A 1 A_PlaySound(\"Beepp5\")\n\tTALI A 3\n\tTALI A 1 A_PlaySound(\"Beepp5\")\n\tTALI A 3\n\tTALI A 1 A_PlaySound(\"Beepp5\")\n\tTALI A 3\n\tTALI A 1 A_PlaySound(\"Beepp5\")\n\tTALI A 3\n\tGoto death\n  Death:\n\ttnt1 a 0 A_Spawnitemex(\"WDI18bombexplosion\")\n\tTNT1 A 0 A_Recoil(32)\n\tTNT1 A 5\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_DIE\n    Stop\n  }\n}\n\nACTOR WDI18bombexplosion\n{\n  DamageType \"bombstuff\"\n  //Radius 256\n  //Height 256\n  Damage 999\n  Scale 4.0\n  Projectile\n  -NOGRAVITY\n  +RANDOMIZE\n  +DEHEXPLOSION\n  +GRENADETRAIL\n  States\n  {\n  Spawn:\n    goto death\n  Death:\n    EXP2 AB 3 Bright A_Playsound(\"Kaboom\")\n\tEXP2 CDEFGH 3 Bright A_Explode(135,350)\n\tEXP2 IJKLMN 3 Bright\n    Stop\n  }\n}\nactor Bombhitmarker1 30015\n{\n    Health 669\n    Radius 1\n    Height 2\n    Mass 90\n    -SOLID\n    +SHOOTABLE\n    +NOBLOOD\n\t+NOGRAVITY\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n\tDamageFactor \"Burn\", 0.0\n\tDamageFactor \"bombstuff\", 9.0\n  States\n  {\n  Spawn:\n    TNT1 A -1\n    Loop\n  Death:\n  TNT1 A 0 ACS_ExecuteAlways(77,0,0,0,0)\n\tstop\n  }\n}\nactor Bombhitmarker2 30016\n{\n    Health 669\n    Radius 1\n    Height 2\n    Mass 90\n    -SOLID\n    +SHOOTABLE\n    +NOBLOOD\n\t+NOGRAVITY\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n\tDamageFactor \"Burn\", 0.0\n\tDamageFactor \"bombstuff\", 9.0\n  States\n  {\n  Spawn:\n    TNT1 A -1\n    Loop\n  Death:\n  TNT1 A 0 ACS_ExecuteAlways(76,0,0,0,0)\n\tstop\n  }\n}\nactor Bombhitmarker3 30020\n{\n    Health 669\n    Radius 1\n    Height 2\n    Mass 90\n    -SOLID\n    +SHOOTABLE\n    +NOBLOOD\n\t+NOGRAVITY\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n\tDamageFactor \"Burn\", 0.0\n\tDamageFactor \"bombstuff\", 9.0\n  States\n  {\n  Spawn:\n    TNT1 A -1\n    Loop\n  Death:\n  TNT1 A 0 ACS_ExecuteAlways(110,0,0,0,0)\n\tstop\n  }\n}\nactor Bombhitmarker4 30021\n{\n    Health 669\n    Radius 1\n    Height 2\n    Mass 90\n    -SOLID\n    +SHOOTABLE\n    +NOBLOOD\n\t+NOGRAVITY\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n\tDamageFactor \"Burn\", 0.0\n\tDamageFactor \"bombstuff\", 9.0\n  States\n  {\n  Spawn:\n    TNT1 A -1\n    Loop\n  Death:\n  TNT1 A 0 ACS_ExecuteAlways(111,0,0,0,0)\n\tstop\n  }\n}\nactor Bombhitmarker5 30022\n{\n    Health 669\n    Radius 1\n    Height 2\n    Mass 90\n    -SOLID\n    +SHOOTABLE\n    +NOBLOOD\n\t+NOGRAVITY\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n\tDamageFactor \"Burn\", 0.0\n\tDamageFactor \"bombstuff\", 9.0\n  States\n  {\n  Spawn:\n    TNT1 A -1\n    Loop\n  Death:\n  TNT1 A 0 ACS_ExecuteAlways(112,0,0,0,0)\n\tstop\n  }\n}\nactor Shatteredglass : RandomSpawner 30017\n{\n  //$Category WDI Props\n  //$Title \"Shattered glass\"\n    DropItem \"Dormantshard1\"\n\tDropItem \"Dormantshard2\"\n\tDropItem \"Dormantshard3\"\n\tDropItem \"Dormantshard4\"\n\tDropItem \"ABigNothing\"\n}\nactor Dormantshard1\n{\n   Radius 4\n   Height 4\n   scale 0.95\n\n   States\n   {\n   Spawn:\n      ICEC A -1\n\t  stop\n\t}\n}\nactor Dormantshard2\n{\n   Radius 4\n   Height 4\n   scale 0.95\n\n   States\n   {\n   Spawn:\n      ICEC B -1\n\t  stop\n\t}\n}\nactor Dormantshard3\n{\n   Radius 4\n   Height 4\n   scale 0.95\n\n   States\n   {\n   Spawn:\n      ICEC C -1\n\t  stop\n\t}\n}\nactor Dormantshard4\n{\n   Radius 4\n   Height 4\n   scale 0.95\n\n   States\n   {\n   Spawn:\n      ICEC D -1\n\t  stop\n\t}\n}\nactor Lantern 30018\n{\n   Radius 12\n   Height 30\n   scale 0.95\n\n   States\n   {\n   Spawn:\n      LNTN A -1\n\t  stop\n\t}\n}\nactor DirtSpawner : RandomSpawner 30019\n{\n  //$Category WDI Environment\n    DropItem \"Dirted1\"\n\tDropItem \"Dirted2\"\n\tDropItem \"Dirted3\"\n\tDropItem \"Dirted4\"\n\tDropItem \"Dirted5\"\n\tDropItem \"ABigNothing\"\n}\nactor Dirted1\n{\n   Radius 4\n   Height 4\n   scale 0.89\n\n   States\n   {\n   Spawn:\n      DRT1 A -1\n\t  stop\n\t}\n}\nactor Dirted2\n{\n   Radius 4\n   Height 4\n   scale 0.89\n\n   States\n   {\n   Spawn:\n      DRT2 A -1\n\t  stop\n\t}\n}\nactor Dirted3\n{\n   Radius 4\n   Height 4\n   scale 0.89\n\n   States\n   {\n   Spawn:\n      DRT3 A -1\n\t  stop\n\t}\n}\nactor Dirted4\n{\n   Radius 4\n   Height 4\n   scale 0.89\n\n   States\n   {\n   Spawn:\n      DRT4 A -1\n\t  stop\n\t}\n}\nactor Dirted5\n{\n   Radius 4\n   Height 4\n   scale 0.89\n\n   States\n   {\n   Spawn:\n      DRT5 A -1\n\t  stop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Code/DECOR.txt",
        "contents": "Actor Rat 28674\n{\nMONSTER\n-ISMONSTER\n+ALWAYSRESPAWN\n-TELESTOMP\n-CANPASS\n+DONTFALL\n+PUSHABLE\n+NODROPOFF\n+DONTSPLASH\n-CANUSEWALLS\n-COUNTKILL\n-CANPUSHWALLS\nhealth 10\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\nmaxstepheight 4\nradius 4\nheight 6\nspeed 13\nactivesound \"rat/squeak\"\ndeathsound \"rat/die\"\n  //$Category WDI Creatures\n  //$Sprite RATTA2A8\n  //$Title \"Rat (Gives Sanity on death)\"\nstates\n{\nSpawn:\nRATT A 1 A_Chase\nRATT A 8 A_Jump(60, \"Walk\", \"TryAgain\")\nloop\nTryAgain:\nRATT B 8 A_Jump(60, \"Walk\", \"Spawn\")\nloop\nWalk:\nRATT ABABAB 4 A_Wander\nRATT A 0 A_JumpIfCloser(64, \"Scared\")\nRATT A 0 A_CheckSight(\"Spawn\")\nloop\nScared:\nRATT A 1 A_ChangeFlag(\"FRIGHTENED\", 1)\nRATT ABABABAB 3 A_Chase\nRATT A 0 A_CheckSight(\"Spawn\")\nloop\ndeath:\nRATT A 0 A_GiveToTarget(\"MadMeter\", 40)\nRATT A 1 A_PlaySound(\"rat/die\")\nMEAT R 4 A_Burst(\"RatMeat\")\nMEAT QP 4\nMEAT P -1\nstop\n}}\n\nActor RatMeat {\n+CLIENTSIDEONLY\n+HEXENBOUNCE\n+DONTSPLASH\nscale 0.3\ngravity 0.4\nbouncecount 5\nreactiontime 20\nstates {\nSpawn:\nMEAT S 1 A_Jump(150, \"Two\")\nOne:\nMEAT S 3 A_Countdown\nloop\nTwo:\nMEAT T 3 A_Countdown\nloop\nDeath:\nstop\n}}\n\nactor CompChair 3247\n{\n    Health 520\n    Radius 10\n    Height 36\n\tscale 0.8\n    Mass 2\n    +SOLID\n    +SHOOTABLE\n    +NOBLOOD\n\t+PUSHABLE\n\tPushFactor 1.0\n\t//+SLIDESONWALLS\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n  States\n  {\n  Spawn:\n    CHIR A -1 A_Print(\"uwu\")\n    Loop\n  Death:\n    CHIR A -1 A_NoBlocking\n    goto Spawn\n  }\n}\n\nActor FireDecorative 20900\n{\n+NOINTERACTION\n+NOCLIP\n+RANDOMIZE\n+FORCEYBILLBOARD\n+CLIENTSIDEONLY\n+DONTSPLASH\nRenderStyle Translucent\nAlpha 0.4\n  //$Category WDI Effects\n  //$Sprite FFLGF0\n  //$Title \"Fire Decoration\"\nStates\n{\nSpawn:\nFFLG F 1 NODELAY A_PlaySound(\"DSTORCH2\",0,1,1)\nLoopie:\nFFLG FGHIJKLMNOPQ 3\nFFLG F 0 A_Jump(20, \"Random\")\nloop\nRandom:\nFFLG F 3\ngoto Loopie\n}}\n\nActor FireDecorativeLarge : FireDecorative 20901 {\n  //$Category WDI Effects\n  //$Sprite FFLGF0\n  //$Title \"Fire Decoration (Large)\"\nscale 1.5\n}\n\nActor Bulb 32055 {\n+NOCLIP\n+NOGRAVITY\n+NOINTERACTION\nscale 0.05\n  //$Category WDI Light Sources\n  //$Sprite BULBA0\n  //$Title \"Light Bulb\"\nstates {\nSpawn:\nOn:\nBULB A -1\nloop\nOff:\nBULB B -1\nloop\n}}\n\nActor GlassShards {\n+HEXENBOUNCE\n+CLIENTSIDEONLY\nbouncecount 5\ngravity 0.4\nrenderstyle Translucent\nTranslation \"0:255=96:111\"\nalpha 0.1\nspeed 10\nreactiontime 10\n-SOLID\n+NOBLOCKMAP\nstates {\nSpawn:\nSHRD B 1 A_Jump(150, \"Next\")\nFirst:\nSHRD B 6 A_Countdown\nloop\nNext:\nSHRD A 6 A_Countdown\nloop\nDeath:\nstop\n}}\n\nActor GlassSpawn 32002 {\n+NOCLIP\n+INVISIBLE\n+NOINTERACTION\nradius 16\nheight 16\nstates {\nSpawn:\nTNT1 A -1\nloop\nCrack:\nTNT1 A 1 A_PlaySound(\"glass/break\")\nTNT1 A 1 A_SpawnItemEx(\"GlassShards\", 0, 0, 0, Random(-4, 4), Random(-4, 4), Random(6, -6), Random(0, 360), SXF_NOCHECKPOSITION, 20)\nTNT1 A 0 A_SpawnItemEx(\"GlassShards\", 0, 0, 0, Random(-4, 4), Random(-4, 4), Random(6, -6), Random(0, 360), SXF_NOCHECKPOSITION, 20)\nTNT1 A 0 A_SpawnItemEx(\"GlassShards\", 0, 0, 0, Random(-4, 4), Random(-4, 4), Random(6, -6), Random(0, 360), SXF_NOCHECKPOSITION, 20)\nTNT1 A 0 A_SpawnItemEx(\"GlassShards\", 0, 0, 0, Random(-4, 4), Random(-4, 4), Random(6, -6), Random(0, 360), SXF_NOCHECKPOSITION, 20)\nTNT1 A 0 A_SpawnItemEx(\"GlassShards\", 0, 0, 0, Random(-4, 4), Random(-4, 4), Random(6, -6), Random(0, 360), SXF_NOCHECKPOSITION, 20)\nTNT1 A 0 A_SpawnItemEx(\"GlassShards\", 0, 0, 0, Random(-4, 4), Random(-4, 4), Random(6, -6), Random(0, 360), SXF_NOCHECKPOSITION, 20)\nTNT1 A 0 A_SpawnItemEx(\"GlassShards\", 0, 0, 0, Random(-4, 4), Random(-4, 4), Random(6, -6), Random(0, 360), SXF_NOCHECKPOSITION, 20)\nTNT1 A 0 A_SpawnItemEx(\"GlassShards\", 0, 0, 0, Random(-4, 4), Random(-4, 4), Random(6, -6), Random(0, 360), SXF_NOCHECKPOSITION, 20)\nTNT1 A 0 A_SpawnItemEx(\"GlassShards\", 0, 0, 0, Random(-4, 4), Random(-4, 4), Random(6, -6), Random(0, 360), SXF_NOCHECKPOSITION, 20)\nTNT1 A 0 A_SpawnItemEx(\"GlassShards\", 0, 0, 0, Random(-4, 4), Random(-4, 4), Random(6, -6), Random(0, 360), SXF_NOCHECKPOSITION, 20)\nTNT1 A 0 A_SpawnItemEx(\"GlassShards\", 0, 0, 0, Random(-4, 4), Random(-4, 4), Random(6, -6), Random(0, 360), SXF_NOCHECKPOSITION, 20)\nTNT1 A 0 A_SpawnItemEx(\"GlassShards\", 0, 0, 0, Random(-4, 4), Random(-4, 4), Random(6, -6), Random(0, 360), SXF_NOCHECKPOSITION, 20)\nTNT1 A 0 A_SpawnItemEx(\"GlassShards\", 0, 0, 0, Random(-4, 4), Random(-4, 4), Random(6, -6), Random(0, 360), SXF_NOCHECKPOSITION, 20)\nTNT1 A 0 A_SpawnItemEx(\"GlassShards\", 0, 0, 0, Random(-4, 4), Random(-4, 4), Random(6, -6), Random(0, 360), SXF_NOCHECKPOSITION, 20)\nTNT1 A 0 A_SpawnItemEx(\"GlassShards\", 0, 0, 0, Random(-4, 4), Random(-4, 4), Random(6, -6), Random(0, 360), SXF_NOCHECKPOSITION, 20)\nTNT1 A 0 A_SpawnItemEx(\"GlassShards\", 0, 0, 0, Random(-4, 4), Random(-4, 4), Random(6, -6), Random(0, 360), SXF_NOCHECKPOSITION, 20)\nWaiting:\nTNT1 A -1\nloop\nDeath:\nstop\n}}\n\nActor ArmorSuit 32003 {\n+SOLID\nradius 24\nheight 56\n  //$Category WDI Props\n  //$Sprite SUITA0\n  //$Title \"Armor Suit\"\nstates {\nSpawn:\nSUIT A -1\nloop\n}}\n\nActor PushUseScript 31999 {\nheight 24\nradius 24\n+GHOST\n-SHOOTABLE\n+USESPECIAL\nStates {\nSpawn:\nTNT1 A 4\nloop\n}}\n\nActor PotA 31998 {\n+SOLID\n+SHOOTABLE\n+NOBLOOD\n+SLIDESONWALLS\n+PUSHABLE\n+NOICEDEATH\nhealth 10\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\nspeed 10\nradius 10\nheight 20\n  //$Category WDI Props\n  //$Sprite POT1A0\n  //$Title \"Pot 1 (Breakable)\"\nstates {\nSpawn:\nPOT1 A -1\nloop\nDeath:\nPOT1 A 1 A_PlaySound(\"pot/break\")\nPOT1 A 1 A_Burst(\"PotBits\")\nstop\n}}\n\nActor PotB : PotA 31997 {\n  //$Category WDI Props\n  //$Sprite POT2A0\n  //$Title \"Pot 2 (Breakable)\"\nstates {\nSpawn:\nPOT2 A -1\nloop\nDeath:\nPOT2 A 1 A_PlaySound(\"pot/break\")\nPOT2 A 1 A_Burst(\"PotBits\")\nstop\n}}\n\nActor PotC : PotA 31996 {\n  //$Category WDI Props\n  //$Sprite POT3A0\n  //$Title \"Pot 3 (Breakable)\"\nstates {\nSpawn:\nPOT3 A -1\nloop\nDeath:\nPOT3 A 1 A_PlaySound(\"pot/break\")\nPOT3 A 1 A_Burst(\"PotBits\")\nstop\n}}\n\nActor PotD : PotA 31979 {\n  //$Category WDI Props\n  //$Sprite POT4A0\n  //$Title \"Pot 4 (Breakable)\"\nstates {\nSpawn:\nPOT4 A -1\nloop\nDeath:\nPOT4 A 1 A_PlaySound(\"pot/break\")\nPOT4 A 1 A_Burst(\"PotBits\")\nstop\n}}\n\nActor PotE : PotA 31980 {\n  //$Category WDI Props\n  //$Sprite VASEA0\n  //$Title \"Pot 5 (Breakable)\"\nstates {\nSpawn:\nVASE A -1\nloop\nDeath:\nVASE A 1 A_PlaySound(\"pot/break\")\nVASE A 1 A_Burst(\"PotBits\")\nstop\n}}\n\nActor PotF : PotA 31981 {\n  //$Category WDI Props\n  //$Sprite VASEB0\n  //$Title \"Pot 6 (Breakable)\"\nstates {\nSpawn:\nVASE B -1\nloop\nDeath:\nVASE B 1 A_PlaySound(\"pot/break\")\nVASE B 1 A_Burst(\"PotBits\")\nstop\n}}\n\nActor PotBits {\n+DOOMBOUNCE\ngravity 2.0\nbouncecount 5\nreactiontime 30\nspeed 12\n+FORCEXYBILLBOARD\nstates {\nSpawn:\nROCK E 1 A_Jump(255, \"One\", \"Two\", \"Three\")\nOne:\nROCK E 4 A_Countdown\nloop\nTwo:\nROCK F 4 A_Countdown\nloop\nThree:\nROCK G 4 A_Countdown\nloop\nDeath:\nstop\n}}\n\nActor TreeA 31995 {\n+SOLID\n+NODAMAGE\n-NOGRAVITY\n//+FORCEYBILLBOARD\n  //$Category WDI Environment\n  //$Sprite TRDTA0\n  //$Title \"Tree 5\"\nradius 16\nheight 64\nstates {\nSpawn:\nTRDT A -1\nloop\n}}\n\nActor TreeB : TreeA 31994 {\n  //$Category WDI Environment\n  //$Sprite TRE1A0\n  //$Title \"Tree 6\"\nstates {\nSpawn:\nTRE1 A -1\nloop\n}}\n\nActor TreeC : TreeA 31993 {\n  //$Category WDI Environment\n  //$Sprite TRE4A0\n  //$Title \"Tree 7\"\nstates {\nSpawn:\nTRE4 A -1\nloop\n}}\n\nActor TreeD : TreeA 31992 {\n  //$Category WDI Environment\n  //$Sprite TRE5A0\n  //$Title \"Tree 8\"\nstates {\nSpawn:\nTRE5 A -1\nloop\n}}\n\nActor PotTree : TreeA 31982 {\n  //$Category WDI Props\n  //$Sprite TREEC0\n  //$Title \"Tree in a Pot\"\nheight 48\nradius 14\nMaxStepHeight 12\n+PUSHABLE\n+CANNOTPUSH\n+SHOOTABLE\n+NOBLOOD\n-NODAMAGE\nDamageFactor \"Gas\", 0.0\nDamageFactor \"FlareEffect\", 0.0\nHealth 50\nDropItem \"SafeKey\", 3, 1\nDropItem \"BarKey\", 3, 1\nDropItem \"BasementKey\", 3, 1\n\nstates {\nSpawn:\nTREE C -1\nloop\nDeath:\n\tTNT1 A 0 A_PlaySound(\"pot/break\")\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 AAA 0 A_SpawnItemEx(\"PotTreeLeaves\", random(-1, 1), 0, random(32, 46), random(-2, 2), random(-2, 2), random(0, 2), 0, SXF_NOCHECKPOSITION)\n\t//TNT1 A 0 A_SpawnItemEx(\"PotTreeLeaves2\", random(-1, 1), 0, random(32, 46), random(-2, 2), random(-2, 2), random(0, 2), 0, SXF_NOCHECKPOSITION)\n\tVASE B 0 A_Burst(\"PotBits\")\n\tstop\n}}\n\nActor PotTreeLeaves\n{\n-SOLID\nheight 8\nradius 6\nGravity 0.2\nScale 0.7\n+CLIENTSIDEONLY\n+DONTSPLASH\n+FORCEXYBILLBOARD\n\tStates\n\t{\n\tSpawn:\n\t\tPP11 A 1 A_Weave(1,0,2,0)\n\t\tTNT1 A 0 A_CHeckFloor(\"Death\")\n\t\tLoop\n\tDeath:\n\t\tPP11 A 125\n\t\tstop\n\t}\n}\nActor PotTreeLeaves2\n{\n-SOLID\nheight 8\nradius 6\nGravity 0.2\n+CLIENTSIDEONLY\n+DONTSPLASH\n+FORCEXYBILLBOARD\n\tStates\n\t{\n\tSpawn:\n\t\tPP11 B 1 A_Weave(1,0,2,0)\n\t\tTNT1 A 0 A_CHeckFloor(\"Death\")\n\t\tstop\n\tDeath:\n\t\tPP11 B 125\n\t\tstop\n\t}\n}\n\nActor Bottle 31981 {\n//+NOCLIP\n//+NOINTERACTION\n  //$Category WDI Props\n  //$Sprite WATRA0\n  //$Title \"Bottle\"\n  DeathSound \"GLASS_S\"\n  height 12\nradius 4\n  +PUSHABLE\n  +TOUCHY\n  +VULNERABLE\n  +CANNOTPUSH\n  +SHOOTABLE\n  +NOBLOOD\n  health 10\n  -SOLID\n  DamageFactor \"Gas\", 0.0\nDamageFactor \"FlareEffect\", 0.0\nStates {\nSpawn:\nWATR A -1\nloop\n\tDeath:\n\tTNT1 A 0 A_Scream\n\tTNT1 AAAAAAA 0 A_SpawnItemEx(\"NewGlassShard\", random(-2, 2), 0, random(0, 5), random(-32, 32) * 0.1, random(-32, 32) * 0.1, random(-8, 32) * 0.2, 0, SXF_NOCHECKPOSITION)\n\tstop\n}}\n\nActor TreeE: TreeA 31986\n{\n  //$Category WDI Environment\n  //$Sprite TRDTA0\n  //$Title \"Tree 1 (Small)\"\nscale 0.7\nheight 64\n}\n\nActor TreeF: TreeB 31985\n{\n  //$Category WDI Environment\n  //$Sprite TRE1A0\n  //$Title \"Tree 6 (Small)\"\nscale 0.7\nheight 64\n}\n\nActor TreeG: TreeC 31984\n{\n  //$Category WDI Environment\n  //$Sprite TRE4A0\n  //$Title \"Tree 7 (Small)\"\nscale 0.7\nheight 64\n}\n\nActor TreeH: TreeD 31983\n{\n  //$Category WDI Environment\n  //$Sprite TRE5A0\n  //$Title \"Tree 8 (Small)\"\nscale 0.7\nheight 64\n}\n\nActor TreeX : TreeA 31991\n{\n  //$Category WDI Environment\n  //$Sprite XMASA0\n  //$Title \"XMas Tree\"\nstates\n{\nSpawn:\nXMAS A -1\nloop\n}\n}\n\nActor RockA 31990 {\n  //$Category WDI Environment\n  //$Sprite RCK4A0\n  //$Title \"Rock 1\"\n+NOINTERACTION\nstates\n{\nSpawn:\nRCK4 A -1\nloop\n}}\n\nActor RockB 31989 {\n  //$Category WDI Environment\n  //$Sprite RCK3A0\n  //$Title \"Rock 2\"\n+NOINTERACTION\nstates\n{\nSpawn:\nRCK3 A -1\nloop\n}}\n\nActor Pedestal 31988 {\n  //$Category WDI Props\n  //$Sprite GMPDB0\n  //$Title \"Pedestal\"\n+SOLID\nradius 16\nheight 48\nstates {\nSpawn:\nGMPD B -1\nloop\n}}\n\nActor PedestalRuby : Pedestal 31987 {\n  //$Category WDI Props\n  //$Sprite GMPDA0\n  //$Title \"Pedestal (Ruby)\"\nstates {\nSpawn:\nGMPD A -1\nloop\n}}\n\nActor ChairColl1 {\nradius 22\nheight 14\n+SOLID\nstates\n{\nSpawn:\nTNT2 A -1\nstop\n}}\n\nActor ChairColl2 {\nradius 6\nheight 48\n+SOLID\nstates\n{\nSpawn:\nTNT2 A -1\nstop\n}}\n\nActor Chair 11111 {\n  //$Category WDI Models\n  //$Sprite TNT1A0\n  //$Title \"Red Chair\"\nStates\n{\nSpawn:\nCHAR A 1\nCHAR A 1 A_SpawnItemEx(\"ChairColl1\", -16, 4, 0, 0, 0, 0, 0, 0, 0)\nCHAR A 1 A_SpawnItemEx(\"ChairColl2\", -16, -4, 0, 0, 0, 0, 0, 0, 0)\nCHAR A -1\nstop\n}}\n\nActor Door 11112 {\n  //$Category WDI Models\n  //$Sprite TNT1A0\n  //$Title \"Elevator Doors\"\n+NOINTERACTION\n+ISMONSTER\nStates\n{\nSpawn:\nDOOR A 0\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, -20, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, -16, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, -12, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, -8, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, -4, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, 4, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, 8, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, 12, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, 16, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, 20, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\nDOOR A -1\nstop\nOpening:\nDOOR A 0 A_PlaySound(\"Lift/OpenDoor\", CHAN_BODY, 2.0, 0, 0.8)\nDOOR BCDEFGHIJ 2\nDOOR K 0 A_RemoveChildren(1)\nDOOR KLMNOPQRS 2\nOpen:\nDOOR T -1\nstop\nClosing:\nDOOR S 0 A_PlaySound(\"Lift/CloseDoor\", CHAN_BODY, 2.0, 0, 0.8)\nDOOR SRQPONMLKJIHGFEDCB 2\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, -20, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, -16, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, -12, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, -8, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, -4, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, 4, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, 8, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, 12, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, 16, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\nDOOR A 0 A_SpawnItemEx (\"DoorBlocker\", 0, 20, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0)\ngoto Spawn\n}}\n\nActor DoorMover 11113 {\n  //$Category WDI Models\n  //$Sprite TNT1A0\n  //$Title \"Elevator Door Mover\"\nRadius 2\nHeight 2\n-NOGRAVITY\nStates\n{\nSpawn:\nDOOR A -1\nstop\nOpening:\nDOOR A 0 A_PlaySound(\"Lift/OpenDoor\", CHAN_BODY, 2.0, 0, 0.8)\nDOOR BCDEFGHIJKLMNOPQRS 2\nOpen:\nDOOR T -1\nstop\nClosing:\nDOOR S 0 A_PlaySound(\"Lift/CloseDoor\", CHAN_BODY, 2.0, 0, 0.8)\nDOOR SRQPONMLKJIHGFEDCB 2\ngoto Spawn\n}}\n\nACtor DoorBlocker\n{\nRadius 4\nHeight 96\n+SOLID\n+NOGRAVITY\n+ISMONSTER\n+SHOOTABLE\n+NOBLOOD\n\nStates\n{\nSpawn:\nTNT1 A -1\nstop\n}\n}\n\nActor chandelier 11114\n{\n  //$Category WDI Light Sources\n  //$Sprite CHANA0\n  //$Title \"Chandelier (Off/Offset)\"\n+SPAWNCEILING\n+NOGRAVITY\nStates\n{\nSpawn:\nCHAN A -1 offset(25,0)\nstop\n}\n}\n\nactor GrassLarge 31008\n{  Radius 24\n   Height 40\n   scale 1.1\n   +FLOORCLIP\n   +NOINTERACTION\n  //$Category WDI Environment\n  //$Sprite GRASA0\n  //$Title \"Tall Grass\"\n   States\n   {\n   Spawn:\n      GRAS A -1\n\t  stop\n\t}\n}\n\nactor GrassMedium 31009\n{  Radius 24\n   Height 40\n   scale 0.75\n   +FLOORCLIP\n   +NOINTERACTION\n  //$Category WDI Environment\n  //$Sprite GRASA0\n  //$Title \"Medium Grass\"\n   States\n   {\n   Spawn:\n      GRAS A -1\n\t  stop\n\t}\n}\n\nactor GlowShroom 31010\n{  Radius 8\n   Height 8\n   scale 0.75\n   +FLOORCLIP\n   +NOINTERACTION\n  //$Category WDI Environment\n  //$Sprite SHRMA0\n  //$Title \"Glowing Mushroom\"\n   States\n   {\n   Spawn:\n      SHRM A -1 Bright\n\t  stop\n\t}\n}\n\nactor AFUCKINGGNOME 31015\n{\n  //$Category WDI Easter Eggs\n  //$Sprite GNOMA0\n  //$Title \"A FUCKING GNOME\"\nRadius 8\nHeight 32\nMass 32\nScale 0.25\nMaxStepHeight 512 //THE ROAMING GNOME KNOWS NO BOUNDS!\n\n-NODROPOFF\n-SOLID\n+NOBLOOD\n+NOTARGET\n+NOTIMEFREEZE\n+PUSHABLE\n+SLIDESONWALLS\n//+INVULNERABLE\n\n\tstates\n\t{\n\tSpawn:\n\t GNOM A -1\n\t  Wait\n\t}\n}\n\nActor RAPETHRESHHOLD : Inventory\n{\nInventory.MaxAmount 10\n}\n\nActor SICATREE1 3244 {\n+SOLID\n+NODAMAGE\n-NOGRAVITY\n\nradius 16\nheight 64\nstates {\nSpawn:\nSIC1 A -1\nloop\n}}\n\nActor SICALAMP 3255 {\n+SOLID\n+NOGRAVITY\n+SPAWNCEILING\nscale 0.2\nradius 2\nheight 2\nstates {\nSpawn:\nLAM1 A -1\nloop\n}}\n\nActor SICAMIC 3256 {\n+SOLID\n+NOGRAVITY\n\nscale 1\nradius 2\nheight 2\nstates {\nSpawn:\nMIC1 A -1\nloop\n}}\n\nActor SICALAMP2 3257 {\n+SOLID\n+NOGRAVITY\n\nscale 0.2\nradius 2\nheight 2\nstates {\nSpawn:\nLAM1 A -1\nloop\n}}\n\nActor SICATREE2 3358 {\n+SOLID\n+NODAMAGE\n-NOGRAVITY\n\nradius 16\nheight 64\nstates {\nSpawn:\nSIC2 A -1\nloop\n}}\n\nactor SnoTre1 17654\n{\nGame Doom\nSpawnID 3\nRadius 5\nMass 1000000\nheight 64\nscale 1.4\n+SOLID\n+SHOOTABLE\n+INVULNERABLE\n+NOBLOOD\nStates\n {\n   Spawn:\n   SNTR A -1\n   Stop\n }\n}\n\nactor SnoTre2 17655\n{\nGame Doom\nSpawnID 3\nRadius 5\nMass 1000000\nheight 64\nscale 1.4\n+SOLID\n+SHOOTABLE\n+INVULNERABLE\n+NOBLOOD\nStates\n {\n   Spawn:\n   SNTR B -1\n   Stop\n }\n}\nactor SnoTre3 17656\n{\nGame Doom\nSpawnID 3\nRadius 20\nscale 1.4\nMass 1000000\nheight 64\n+SOLID\n+INVULNERABLE\n+NOBLOOD\n+SHOOTABLE\nStates\n {\n   Spawn:\n   SNTR C -1\n   Stop\n }\n}\n\nactor SnoTre4 17657\n{\nGame Doom\nSpawnID 3\n+SOLID\n+SHOOTABLE\n+INVULNERABLE\n+NOBLOOD\nRadius 5\nMass 1000000\nheight 64\nscale 1.4\nStates\n {\n   Spawn:\n   SNTR D -1\n   Stop\n }\n}\n\nactor SnoGrass 17658\n{\n+ClientSideOnly\n+NOINTERACTION\nScale 0.7\nStates\n  {\n    Spawn:\n\tSNGR A -1\n\tStop\n  }\n}\n\nactor SnoTre1_Optimized : SnoTre1 17659 { +ClientSideOnly +NOINTERACTION }\nactor SnoTre2_Optimized : SnoTre2 17660 { +ClientSideOnly +NOINTERACTION }\nactor SnoTre3_Optimized : SnoTre3 17661 { +ClientSideOnly +NOINTERACTION }\nactor SnoTre4_Optimized : SnoTre4 17662 { +ClientSideOnly +NOINTERACTION }\n\nactor Room1Key : Key 16555\n{\n  Scale 0.35\n  spawnid 86\n  inventory.pickupmessage \"Pocketed the Room 1 key.\"\n  inventory.icon \"ARTISAF\"\n  +INVENTORY.UNDROPPABLE\n  states\n  {\n  Spawn:\n    KEY5 A -1\n    stop\n  }\n}\n\nactor Room8Key : Key 16556\n{\n  Scale 0.35\n  spawnid 86\n  inventory.pickupmessage \"Pocketed the Room 8 key.\"\n  inventory.icon \"ARTISAF\"\n  +INVENTORY.UNDROPPABLE\n  states\n  {\n  Spawn:\n    KEY5 A -1\n    stop\n  }\n}\n\nACTOR SnowFlake 20000\n{\n\tRadius 8\n\tHeight 1\n\tMass 5\n\tRenderStyle TRANSLUCENT\n\tAlpha 0.8\n\tScale 0.3\n\t+NOGRAVITY // Greater fall speed control\n\t+NOBLOCKMAP\n\t+CLIENTSIDEONLY\n\t+NOTELEPORT\n\t+INVULNERABLE\n\t+NONSHOOTABLE\n\t+DONTSPLASH\n\t+CORPSE\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSNOW A 1\n\t\tWaggleChance:\n\t\t\tSNOW A 8 A_Jump(164,\"Waggle\")\n\t\t\tLoop\n\t\tWaggle:\n\t\t\tSNOW A 8 A_CStaffMissileSlither\n\t\t\tGoto WaggleChance\n\t\tCrash:\n\t\t\tSNOW A 16\n\t\t\tStop\n\t}\n}\n\n// Snow dropper 128x128\nACTOR SquareSnow 20001\n{\n\tRadius 16\n\tHeight 6\n\tRenderStyle NONE\n\t+ALLOWCLIENTSPAWN\n\t+CLIENTSIDEONLY\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\t+NOLIFTDROP\n\t+NOTELEPORT\n\t+SPAWNCEILING\n\t+NOCLIP\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 10 A_SpawnItemEx(\"SnowFlake\",\n\t\t\t\t               random(0,128),\n\t\t\t\t               0,0,0,0,-0.7,random(0,360),\n\t\t\t\t\t       128) // client-side spawning flag\n\t\t\tLoop\n\t}\n}\n\nACTOR SquareSnowBig : SquareSnow 20002\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SnowFlake\",\n\t\t\t\t\t\trandom(0,256),\n\t\t\t\t\t\t0,0,0,0,-0.7,random(0,360),\n\t\t\t\t\t\t128)\n\t\t\tLoop\n\t}\n}\n\nACTOR SquareSnowVeryBig : SquareSnow 20003\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 6 A_SpawnItemEx(\"SnowFlake\",\n\t\t\t\t\t\trandom(0,324),\n\t\t\t\t\t\trandom(0,324),\n\t\t\t\t\t\t0,0,0,-0.7,random(0,360),\n\t\t\t\t\t\t128)\n\t\t\tLoop\n\t}\n}"
      }
    ]
  },
  "maps": []
}

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