playerm12mm.pk3

PK3 94 KiB 0 map(s)

Counts

endoom0
graphics0
lumps8
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
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    "sha1": "5ca8fef3e23ca83e6025fc278a385e95b5fe6c7d",
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      "added": "2014-03-10 11:45:49",
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      "name": null,
      "description": null,
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    "added": "2014-03-10 11:45:49",
    "file": {
      "type": "PK3",
      "size": 96467,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/5ca8fef3e23ca83e6025fc278a385e95b5fe6c7d/5ca8fef3e23ca83e6025fc278a385e95b5fe6c7d.pk3.gz",
      "corrupt": false
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    "content": {
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      "engines_guess": [
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    "text_files": [
      {
        "source": "pk3",
        "name": "DECORATE.TXT",
        "contents": "#include \"actors/pinventory.txt\"//Load inventory items.\n#include \"actors/pother.txt\"//Load misc actors."
      },
      {
        "source": "pk3",
        "name": "LOADACS.TXT",
        "contents": "pglobal"
      },
      {
        "source": "pk3",
        "name": "keyconf.txt",
        "contents": "//If you havent read the HOW TO USE part in the readme.txt file yet, do that first.\n\n//NOTE: Weapon, Monster, Item and other ID's are listed far lower in this text file, and not with the commands here.\n\n//(The following commands can only be used properly via RCON or the server console. Or with cheats active.)\n//COMMANDS:\n//giveitem\t\t - [target1]                 [number2]                     [N/A]\n//                 Target1 is whom to give an item to. number2 is the item type.\n//                 Gives an item to the specified player or monster. Use 255 to give (nearly) ALL items!\n\n//setnewhealth\t - [target1]                 [number2]                     [N/A]\n//                 Target1 is whom's health to change. Number2 is to what number of health.\n//                 Only accepts values above 0. If you want to kill them use killplayer instead!\n\n//setnewspeed\t - [target1]                 [number2]                     [N/A]\n// \t\t\t\t   Target1 is whom's speed to change. Number2 is the speed, accepts ranges from -1 to -9 (slows down),\n//                 and ranges from 1 to 40 (speeds up).\n\n//giveweapon\t - [target1]                 [number2]                     [N/A]\n//                 Target1 is who to give the weapon. Number2 is what weapon. Set number2 to 255 to get ALL weapons.\n\n//killplayer\t - [target1]                 [N/A]                         [N/A]\n//                 Target1 will be killed, under most circumstances. Ussually even while invulnerable.\n\n//createbeacon\t - [target1]                 [number2]                     [number3]\n//                 Target1 is who to spawn the beacon on. Number2 is what TID the beacon will recieve.\n//                 Number3, if 1, will only spawn the beacon when target1 has died. Else it will spawn instantly.\n\n//teleportplayer - [target1]                 [number2]                     [number3]\n//                 Target1 is who to teleport. Number2 is what beacon to teleport to. Number 3 is at what\n//                 health target1 needs to be before he automatically gets teleported (optional).\n//                 If number3 is 0, the teleport will happen instantly.\n\n//newdefaulthealth-[Number1]\n//                 If number1 is set to an value over 0, everyone who (re)spawns will get that amount of health\n//                 while pma_setnewdefaulthealthbots or pma_setnewdefaulthealthall is set to true.\n\n//newdefaultspeed -[Number1]\n//                 When number1 is set to anything, players that (re)spawn will get this as their default speed,\n//                 while pma_setnewdefaultspeedbots or pma_setnewdefaultspeedall is active.\n//                 NOTE: These new speed and health values will reset to off when switching to a new map.\n\n//godmode        - [target1]                 [number2]                     [N/A]\n//                 Target1 is whom to god-mode. If number2 is 0, target1 loses god-mode, and if it is 1,\n//                 then target1 will recieve god-mode.\n\n//setflight      - [target1]                 [number2]                     [N/A]\n//                 Target1 is whom to let fly. Number2 can be set to 1 to enable, 0 to disable flight for target1.\n\n//setnotarget    - [target1]                 [number2]                     [N/A]\n//                 Target1 is whom to apply notarget to. Number2, if 1, enables notarget on target1.\n//                 If number2 is 0, target1 loses notarget. In effect of notarget, players cannot be seen by monsters,\n//                 and will not be attacked by them unless they shoot them, or they already have spotted them before notarget was on.\n\n//freezeplayer   - [target1]                 [number2]                     [N/A]\n//                 Target1 is whom to freeze in place. If number2 is 1, target1 freezes, if 0, target1 unfreezes.\n//                 Anyone affected with this cannot move, but still look around, use stuff, and shoot.\n\n//spawnmonster   - [target1]                 [number2]                     [number3]\n//                 Target1 should be an Beacon, or another empty spawn point. Number2 is what monster to spawn (1 to 17).\n//                 Number3 is the TID the spawned monsters will recieve, if it is 0, no TID is given.\n\n//deletemonsters - [target1]                 [N/A]                         [N/A]\n//                 Kills and deletes whatever is target1. Does not work on players, for obvious reasons.\n//                 Setting target1 to anything is optional, if it is left untouched, it will delete stuff with TID 445.\n\n//givepower      - [target1]                 [number2]                     [N/A]\n//                 Gives an power item to target1. Number2 is what power item (1 to 20). Use 255 to give (almost) all of them.\n\n//takepower      - [target1]                 [number2]                     [N/A]\n//                 Same as above, but TAKES powers. 255 takes all power items.\n\n//disappear      - [target1]                 [number2]                     [N/A]\n//                 Will make target1 disappear or reappear. Set number2 to 1 to disappear, 0 to reappear.\n\n//newalpha       - [target1]                 [number2]                     [N/A]\n//                 Set target1's transparancy. Number2 is what transparancy, ranges from 0 (invisible) to 10 (not transparant).\n\n//setgravity     - [target1]                 [number2]                     [N/A}\n//                 Sets target2's gravity. Number2 is what gravity level, takes values ranging from -1 to -10(negative),\n//                 0 (no gravity), and 1 to 40 (increased gravity). 10 is the default gravity level.\n\n//spawnitem      - [target1]                 [number2]                     [number3]\n//                 Target1 is where to spawn the item(works on players/monsters). Number2 is what item to spawn.\n//                 Number3 is what custom TID the items will recieve, this is optional.\n\n//deleteitems    - [target1]                 [N/A]                         [N/A]\n//                 Target1 is an custom TID to delete. You can delete beacons with this, or monsters, too.\n//                 If not using an custom TID it will delete things of TID 446.\n//playertids     - [N/A]                     [N/A]                         [N/A]\n//                 This command has no extra input. Once entered, it shows the TIDs of every player and marked monster\n//                 in the server log/console, so this is useless if you dont got acces to the server log.\n\n//callscript     - [target1]                 [number2]                     [number3]\n//                 Target1 is who to trigger the script on. Number2 is what script to trigger. Number3 is an\n//                 optional arg to run with the specified script. This makes target1 the activator of the specified script.\n\n//stopscript     - [script1]                 [number2]                     [N/A]\n//                 Script1 should be the number of the script you want to terminate. Number2 is on what map you want to\n//                 terminate it. Using 0, it will terminate on the current map, instead.\n\n//beaconrespawn  - [target1]                 [target2]                     [target3]\n//                 Target1, target2 and target3 should hold an TID for an beacon. If Any of these are left on 0,\n//                 it will disable (re)spawning on that target beacon. Run this script with all targets being 0 to disable\n//                 respawning on specified beacons entirely. If multiple beacons are selected, it will select one randomly.\n\n//healplayer     - [target1]                 [number2]                     [N/A]\n//                 Heals Target1 for the amount you've set number2 as. If number2 is 0, target1 heals completely.\n\n//setflag        - [target1]                 [number2]                     [number3]\n//                 Target1 is whom to set the flag on or off on. Number2 is what flag. Number3, if 1, enables that flag,\n//                 if 0, disables that flag instead. This can be used as an powerful cheat or debug tool with the right flags.\n\n//sethate        - [target1]                 [target2]                     [number3]\n//                 Target1 will hate and attack target2. Number3 specifies how target1 will attack target2, see the lists below\n//                 for more information on each hate type.\n\n//setpoint       - [team1]                   [number2]                     [number3]\n//                 Team1 is which team to give/take points to, use 0 for team 1 (blue),1 for team 2 (red), and so on, from\n//                 team 0(team 1) to 7(team 8). Number2 is how many points to give or take. Use negative values to take points.\n//                 Number3, if set to 1, will not announce this point change.\n\n//setspecial     - [target1]                 [number2]                     [number3]\n//                 Target1 is whom to give the special. Number2 is what special to give. Number3 is what TID will be affected by\n//                 the special, often using no TID (0) for number3 will make the special activator the target for the special.\n//                 Specials will be activated on target1's death, or on using/bumping into target1 if he has the USESPECIAL or BUMPSPECIAL flags.\n\n//flashstep      - [target1]                 [number2]                     [number3]\n//                 Target1 is who should flash step. Number2 is how to flash step, 1 for teleport, 2 for phase out-phase in, 3 for instant.\n//                 Number3 determines the distance, if 0, it will go for the default distance. This the target to teleport into the direction\n//                 they're pressing, or forward if holding nothing. Monsters always teleport forward.\n\n//setblastradius - [target1]                 [number2]                     [N/A]\n//                 Target1 recieves an shield, blasting any players, monsters and projectiles away from them if they aren't blast-resistant.\n//                 Number2, if 1 (or 2), gives them a shield, if 0, disables that shield.\n\n//toggleactor    - [target1]                 [number2]                     [N/A]\n//                 Target1 is the actor to enable or disable (doesnt work on players). Number2, if 1, activates the actor, 0 deactivates it.\n\n//setmarineweapon- [target1]                 [number2]                     [N/A]\n//                 Gives spawned scripted marines an new weapon. Target1 should be an marine like MarineFist, or ScriptedMarine.\n//                 Number2 is the weapon to give them. Giving them no weapon is an option.\n\n//actorinfo      - [target1]                 [number2]                     [N/A]\n//                 Shows varied information about target1. If Number2 is 1, shows even MORE information.\n\n//actorstate     - [target1]                 [number2]                     [number3]\n//                 Target1 is whom's state to change. Number2 is what state to change into. Number3 sets ExactState to 1 or 0.\n\n//teleporttotarget - [target1]               [target2]                     [number3]\n//                   Teleports target2 to target1. There will be an delay before this happens, which can be set to custom\n//                   values by changing number3 to anything above 0. Beware risk of telefragging when using this!\n\n//spawnmonster2  - [target1]                 [number2]                     [number3]\n//                 Spawns an monster on target1's position after a moment. Number2 is what monster. Number3 is what TID they will recieve.\n\n//spawnitem2     - [target1]                 [number2]                     [number3]\n//                 Spawns an item on target1's position, also at an delay. Number2 is what item. Number3 is the new item's TID.\n\n//allowcheats    - [target1]                 [number2]                     [N/A]\n//                 Target1 is whom to allow to cheat. Number2, if set to 1, allows cheating, or if 0, disallows it.\n//                 Note; This is automatically enabled for everyone while sv_cheats is active.\n\n//tellhealth     - [target1]                 [number2]                     [N/A}\n//                 Target1 is whom's health to check. Number2, if 1, enables checking health, 0 disables it.\n//                 Every time target1 is hurt or healed, the server log tells his HP, until target1 is dead, or script is cancelled.\n\n//spawnfriend    - [target1]                 [number2]                     [number3]\n//                 Target1 is who to spawn the monster at. Number2 is what monster. Number3, if 1, deletes the spawned monster on death.\n//                 The spawned monster will be friendly to target1 and his team, if he is on any. Delete on death doesnt work if this is used with monsters as target1.\n//                 Note: 1 (MetSpawner), 14 (Kyorown) and 15 (GutsmanG) dont work with this spawn command.\n//                 DuoBoss and EvilRobotBoss dont seem to spawn as friendly, so maybe use notarget first.\n\n//Command example: \"giveweapon 2000 11\" would give player TID 2000 an BFG9000.\n\n//------------------------------------------------------------------------------------------------------------------------------------------\n\n//(The following commands are clientside only, so they need to be entered by an player on the console. These scripts are disabled unless\n//either sv_cheats is active, or they're specifically given acces to these commands via the 'allowcheats [target] [1/0]' command.)\n//CLIENTSIDE COMMANDS:\n//godmodeme      - [number1]                 [N/A]                         [N/A]\n//                 Enable or disable godmode by setting number1 to 1, or 0.\n\n//givemeweapon   - [number1]                 [number2]                     [N/A]\n//                 Number1 is the weapon type, number2 is to recieve ammo only (and how much depending on the number you used).\n//                 Use 255 for number1 to recieve all weapons.\n\n//setflightme    - [number1]                 [N/A}                         [N/A]\n//                 Enable or disable flight by setting number1 to 1 or 0.\n\n//setnotargetme  - [number1]                 [N/A]                         [N/A]\n//                 Same as the above. Notarget will stop monsters from seeing and attacking you, if they aren't already\n//                 going after you. Shooting them will still have them attack you.\n\n//setmyhealth    - [number1]                 [N/A]                         [N/A]\n//                 Set number1 to the amount of health you want to have. Numbers over 31000 may cause glitches.\n\n//setmyspeed     - [number1]                 [N/A]                         [N/A]\n//                 Pick between ranges of -1 to -9, or 1 to 40 for number1 to set your speed to higher/lower amounts.\n//                 1 Should be the default speed.\n\n//givemeitem     - [number1]                 [number2]                     [N/A]\n//                 Number1 is what item to give or take. Number2, if 1, will take that item, 0 gives items.\n//                 Use 255 for number1 to get (almost) all items.\n\n//givemepower    - [number1]                 [number2]                     [N/A]\n//                 Number1 is what power to give or take. Set number2 to 1 to take powers, set to 0 to give them.\n//                 Using 255 for number1 gives you (almost) all powers.\n\n//setmyflag      - [number1]                 [number2]                     [N/A]\n//                 Number1 is the flag to change. Number2 can be set to 1 to enable that flag, 0 to disable it.\n\n//healme         - [number1]                 [N/A]                         [N/A]\n//                 Heals you for as much you set number1 as. If the number was 0, it heals you completely.\n\n//flashstepme    - [number1]                 [number2]                     [N/A]\n//                 Number1 is what kind of flash step to perform 1 (teleport), 2 (phase in/out) or 3 (instant).\n//                 Number2 is the distance, if left at 0, it will do the default distance.\n\n//showmytid      - [N/A]                     [N/A]                         [N/A]\n//                 Displays your current TID. You can tell people yours so they could maybe teleport you, or something.\n//                 TIDS can also be obtained from the server console/log using the playertids command.\n\n//disappearme    - [number1]                 [N/A]                         [N/A]\n//                 Set number1 to 1 to disappear, 0 to reappear. You can still be shot while invisible, obviously.\n\n//setmyalpha     - [number1]                 [N/A]                         [N/A]\n//                 Set your transparancy to higher/lower levels, by setting number1 to numbers like 0 (invisible) to 10 (100% visible).\n\n//setmygravity   - [number1]                 [N/A]                         [N/A]\n//                 Set number1 to the gravity level you want, takes ranges of -1 to -10 (negative), 0 (no gravity),\n//                 and 1 to 40 (high gravity). 10 Is the default gravity level, ussually.\n\n//setmyblastradius - [number1]               [N/A]                         [N/A]\n//                   Set number1 to 1 or 2 to gain a player/monster/projectile-reflecting invisible shield. 0 to remove the shield.\n//                   Bosses, or projectiles/monsters/players with the CANTBLAST flag wont be deflected by this shield.\n\n//teleporttome   - [target1]                 [N/A]                         [N/A]\n//                 Teleports target1 to your location after a brief delay. Move away to not get telefragged by players.\n\n//teleportmetotarget - [target1]             [N/A]                         [N/A]\n//                     Teleports you to target1. Give em a heads up so you dont end up telefragging them, or just enable sv_unblockplayers in co-op.\n\n//setmystate     - [number1]                 [number2]                     [N/A]\n//                 Number1 is the state to set. Number2 handles if ExactState is true or false.\n\n//callscriptme   - [script1]                 [number2]                     [N/A]\n//                 Execute an script with you as the activator. Script1 is the script number. Number2 is the first script arg to be used with the script.\n\n//spawnfriendme  - [number1]                 [number2]                     [N/A]\n//                 Number1 is the monster type. Number2 means the monster you spawned will delete itself on death. (To prevent respawning.)\n\n//Command examples: \"godmodeme 1\" will enable god mode (IDDQD) for you. \"setmyhealth 1000\" sets your health to 1000.\n\n//------------------------------------------------------------------------------------------------------------------------------------------\n\n//(The following 'commands' only work via RCON or the server console. Or if cheats are enabled.)\n//CALLSCRIPT COMMANDS:\n//NOTE: If the target of these scripts is an player, they need to be putting their crosshair onto the target for this to work correctly.\n\n//[not a command]  Using \"callscript [player] 389 [team]\" you can set someone's team to something else.\n//                 Takes values between 0 and 7, or 255 for no team (only works on monsters, or it would crash).\n//[not a command]  Using \"callscript [yourtid] 381\" you can investigate what TID a monster has, without changing it.\n//[not a command]  Using \"callscript [yourtid] 383 0/9999(optional)] you can add a monster to the playertid list. If you've\n//                 set the 3rd optional arg as anything higher then 0, the monster will get that TID if it has no TID already.\n//[not a command]  Using \"callscript [yourtid] 394\" you can kill whatever you're looking at.\n//[not a command]  Using \"callscript [yourtid] 393\" you can delete any non-players you're looking at.\n//[not a command]  Using \"callscript [yourtid] 392 [amount]\" you can heal whatever you're looking at.\n//[not a command]  Using \"callscript [yourtid] 391 [new_TID]\" you can change whatever monster's TID you're looking at.\n//[not a command]  Using \"callscript [yourtid] 374 [script arg]\" you can execute a script on whatever you're looking at.\n//                 It's a tad unreliable though, and may also activate on the target actor, not just his target, sometimes.\n\n//Command example: \"callscript 2000 383 700\" adds whatever monster you're looking at to the TID list, and gives it the TID 700.\n\n//------------------------------------------------------------------------------------------------------------------------------------------\n\n//CVARS(Essentially server flags, they only take values of 1 or 0, for on or off respectively):\n//These only work on the server console or via RCON, sv_cheats will not help you with these.\n\n//pma_enabletids              - Allow this file to set player's TIDs, if no other wads are doing so.\n//pma_removebeacons           - Teleporter beacons will remove themselves if this is set to 1.\n//pma_preventbotdrown         - Gives PowerMask to bots, making them immune to drowning and lava/mutating.\n//                              Warning: Somehow also prevents them from being damaged by normal rockets!\n//pma_setnewdefaultspeedbots  - Enables proper use of the newdefaultspeed command, for bots only.\n//pma_setnewdefaultspeedall   - Enables proper use of the newdefaultspeed command, for everyone.\n//pma_setnewdefaulthealthbots - Enables proper use of the newdefaulthealth command, for bots.\n//pma_setnewdefaulthealthall  - Enables proper use of the newdefaulthealth command, for everyone.\n\n//Example of use: rcon pma_enabletids 1 will set that flag to 1, giving players TIDs between 2000 and 2031.\n\n//--------------------------------------------\n//More command examples:\n\n//Example of command usage: \"rcon givenewitem 6, 2001\"\n//The above will give the High-Jump rune to the player with ID 1.\n\n//Example 2: \"rcon setnewhealth 400, 2000\"\n//Sets Player ID 0's health at 400.\n\n//Example 3: \"rcon setnewspeed 4, 2004\"\n//Sets Player ID 4's speed to 2.5, which should be a little faster, sometimes.\n//Or vastly slower depending on the wads involved.\n\n//Example 4: \"rcon giveweapon 2 2003\"\n//Gives Player ID 3 a Pistol and sets it as his/her current weapon. (If this where Doom)\n\n//Example 5: \"rcon killplayer 2001\"\n//Kills the player with ID 1. His obituary will state he was crushed.\n\n//Example 6: \"rcon createbeacon 2000 300\"\n//This creates an invincible teleport beacon on player ID 0's position.\n\n//Example 7 \"rcon teleportplayer 2000 300\"\n//This will teleport player ID 0 to beacon number 300.\n\n//Example 8 \"rcon callscript 2001 3 0\" (Yes, that's THREE args/inputs).\n//Using this in Dodgeball, it would make player ID 1 teleport to a random\n//arena spot, and gain ammo. This is an improvement over 'rcon puke 3',\n//which will only teleport player ID 0 to a random spot.\n//Basically, it sets the target player as the target, instead of ID 0.\n\n//Example 9 \"rcon stopscript 1 0\"\n//Using this in map GVH11, on Ghouls vs Humans, will stop Duke's ship from\n//being called down after a while to blow up any roof campers.\n\n//--------------------------------------------\n\n//Available commands:\t\t\t\t      TID of target,     Other Input\nalias giveitem \"puke 420 %1 %2\"//         [playernumber],    [1/36 (or 255 for all)]\nalias setnewhealth \"puke 421 %1 %2\"//     [playernumber],    [health]\nalias setnewspeed \"puke 422 %1 %2\"//      [playernumber],    [-1/-9,1/40]\nalias giveweapon \"puke 423 %1 %2\"//       [playernumber],    [1/81] (or 255 for ALL weapons)\nalias killplayer \"puke 426 %1\"//\t      [playernumber],    [N/A]\nalias createbeacon \"puke 429 %1 %2 %3\"//  [playernumber],    [beaconnumber], [1=create on death]\nalias teleportplayer \"puke 430 %1 %2 %3\"//[playernumber],    [beaconnumber], [If 1 or higher; at X or less health]\nalias setnewdefaulthealth \"puke 435 %1\"// [amount],          [N/A]\nalias setnewdefaultspeed \"puke 436 %1\"//  [amount],          [N/A]\nalias godmode \"puke 437 %1 %2\"//\t\t  [playernumber],    [1/0]\nalias setflight \"puke 438 %1 %2\"//        [playernumber],    [1/0]\nalias setnotarget \"puke 440 %1 %2\"//      [playernumber],    [1/0]\nalias freezeplayer \"puke 441 %1 %2\"//     [playernumber],    [1/0]\nalias spawnmonster \"puke 444 %1 %2 %3\"//  [beaconnumber],    [1/17],         [New Monster's TID(optional)]\nalias deletemonsters \"puke 445 %1 %2\"//   [N/A],             [N/A]\nalias givepower \"puke 446 %1 %2\"//        [playernumber],    [1/20] (or 255 for all)\nalias takepower \"puke 447 %1 %2\"//        [playernumber],    [1/20] (or 255 for all)\nalias disappear \"puke 448 %1 %2\"//        [playernumber],    [1/0]\nalias newalpha \"puke 449 %1 %2\"//         [playernumber],    [0/10]\nalias setgravity \"puke 452 %1 %2\"//       [playernumber],    [-10/-1,0,1/40]\nalias spawnitem \"puke 408 %1 %2 %3\"//     [beaconnumber],    [0/92] (or 255 for most items), [New item TID(optional)]\nalias deleteitems \"puke 407 %1 %2\"//      [Item TID(optional)], [N/A]\nalias playertids \"puke 405\"//             [N/A],             [N/A]\nalias callscript \"puke 402 %1 %2 %3\"//    [playernumber],    [1/999(Script)], [1/9999(Script Arg)]\nalias stopscript \"puke 400 %1 %2\"//       [1/999],           [mapnumber(0=current map?)]\nalias beaconrespawn \"puke 398 %1 %2 %3\"// [beaconnumber_1],  [beaconnumber_2], [beaconnumber_3]\nalias healplayer \"puke 397 %1 %2\"//       [playernumber],    [amount] (0 to heal completely)\nalias setflag \"puke 395 %1 %2 %3\"//       [playernumber],    [1/76],          [1/0]\nalias sethate \"puke 390 %1 %2 %3\"//       [haters],          [hate_target],   [0/6] (hate type)\nalias setpoint \"puke 387 %1 %2 %3\"//      [team(0/7],        [point(s)],      [1/0] (1 = do not announce)\nalias setspecial \"puke 386 %1 %2 %3\"//    [target],          [1/13],          [arg3](health amount, damage, target, etc.)\nalias flashstep \"puke 385 %1 %2 %3\"//     [target],          [1/3]            [distance(optional)]\nalias setblastradius \"puke 380 %1 %2\"//   [target],          [0/2(off, or on)]\nalias toggleactor \"puke 378 %1 %2\"//      [target],          [1/0(on/off)]\nalias setmarineweapon \"puke 377 %1 %2\"//  [marine],          [0/10]\nalias actorinfo \"puke 375 %1 %2\"//        [target],          [1/0] (advanced info)\nalias actorstate \"puke 371 %1 %2 %3\"//    [target],          [1/48],          [1/0] (uses exact state name)\nalias teleporttotarget \"puke 369 %1 %2 %3\"//[target_spot],   [target],        [any_value] (the delay until teleport is triggered.\nalias spawnmonster2 \"puke 367 %1 %2 %3\"// [target_spot],     [monster type],  [monster TID]\nalias spawnitem2 \"puke 366 %1 %2 %3\"//    [target_spot],     [item type],     [item TID]\nalias allowcheats \"puke 365 %1 %2\"//      [target],          [1/0] (on or off)\nalias tellhealth \"puke 343 %1 %2\"//       [target],          [1/0] (on or off)\nalias spawnfriend \"puke 341 %1 %2 %3\"//   [target],          [1/17],          [1/0(delete on death?)]\n\n//Clientside commands (NET scripts):\nalias godmodeme \"puke 364 %1\"//           [1/0] (on or off)\nalias givemeweapon \"puke 362 %1 %2\"//     [1/81 or 255],     [any number] (for giving ammo only)\nalias setflightme \"puke 361 %1\"//         [1/0] (on or off)\nalias setnotargetme \"puke 360 %1\"//       [1/0] (on or off)\nalias setmyhealth \"puke 359 %1\"//         [any_value above 0]\nalias setmyspeed \"puke 358 %1\"//          [either -1 to -9 or 1 to 40.]\nalias givemeitem \"puke 357 %1 %2\"//       [1-36 or 255],     [1 = take items. 0 = give items]\nalias givemepower \"puke 356 %1 %2\"//      [1-20 or 255].     [1 = take away. 0 = give.]\nalias setmyflag \"puke 355 %1 %2\"//        [1/76],            [1 = true. 0 = false.]\nalias healme \"puke 354 %1\"//              [amount] (0 heals fully.)\nalias flashstepme \"puke 353 %1 %2\"//      [type (1-3)],      [distance(optional)]\nalias showmytid \"puke 352\"//              [N/A] (no further input required)\nalias disappearme \"puke 351 %1\"//         [1 = Disappear. 0 = Reappear.]\nalias setmyalpha \"puke 350 %1\"//          [0-10] (From 0(invisible) to 10 (100% visible).)\nalias setmygravity \"puke 349 %1\"//        [-1 to -10, 0, or 1 to 40]\nalias setmyblastradius \"puke 348 %1\"//    [1/0] (on or off)\nalias teleporttome \"puke 347 %1\"//        [target] (to teleport here)\nalias teleportmetotarget \"puke 346 %1\"//  [target] (to teleport towards)\nalias setmystate \"puke 345 %1 %2\"//       [1-48(state)],     [1/0] (exact state)\nalias callscriptme \"puke 344 %1 %2\"//     [script_number],   [script_arg]\nalias spawnfriendme \"puke 338 %1 %2\"//    [monster_type],    [1/0] (delete on death?)\n\n//Item numbers:\n//1 =  Soulsphere\n//2 =  Megasphere\n//3 =  Terminator\n//4 =  Hasterune\n//5 =  Spreadrune\n//6 =  High-JumpRune\n//7 =  Drain/VampirismRune\n//8 =  ReflectionRune\n//9 =  RageRune\n//10 = StrenghtRune\n//11 = ProsperityRune\n//12 = ResistanceRune\n//13 = InvisibilitySphere\n//14 = DoomSphere\n//15 = InvulnerabilitySphere\n//16 = Timefreezesphere\n//17 = Guardsphere\n//18 = Turbosphere\n//19 = Berserk(pack)\n//20 = Green Armor\n//21 = Blue Armor\n//22 = Red Armor\n//MM Items\n//25 = EddieSummon\n//26 = ETank\n//27 = WTank\n//28 = MTank\n//29 = TangoSummon\n//30 = TrebleSentry\n//31 = BeatSupport\n//32 = BeatCall\n//33 = RushCoil\n//34 = RushJet\n//35 = ExitUnit\n//36 = WireAdaptor\n\n//WEAPONS\n//Busters and such:\n//1 = MegaBuster\n//2 = BassBuster\n//3 = ProtoBuster\n//4 = SuperAdaptorWep\n//5 = LaserBuster\n//6 v ArrowBuster\n//7 = DuoFist\n//Special:\n//8 = BalladecrackerWep\n//9 = BalladecrackerWepBoss\n//11 = MirrorBusterWepBoss\n//12 = SakugarneWep\n//13 = ScrewCrusherWep\n//14 = ScrewCrusherWepBoss\n//MM1:\n//15 = RollingCutterWep\n//16 = SuperArmWep\n//17 = HyperBombWep\n//18 = FireStormWep\n//19 = IceSlasherWep\n//20 = ThunderBeamWep\n//21 = OilSliderWep\n//22 = TimeSlowWep\n//MM2:\n//23 = AirShooterWep\n//24 = AtomicFireWep\n//25 = BubbleLeadWep\n//26 = CrashbombWep\n//27 = LeafShieldWep\n//28 = MetalBladeWep\n//29 = QuickBoomerangWep\n//30 = TimestopperWep\n//MM3:\n//31 = GeminiLaserWep\n//32 = HardknuckleWep\n//33 = MagnetMissileWep\n//34 = NeedlecannonWep\n//35 = SearchSnakeWep\n//36 = ShadowbladeWep\n//37 = SparkShockWep\n//38 = TopSpinWep\n//MM4:\n//39 = DiveMissileWep\n//40 = DrillbombWep\n//41 = DustcrusherWep\n//42 = FlashStopperWep\n//43 = PharaohShotWep\n//44 = RainflushWep\n//45 = RingboomerangWep\n//46 = SkullbarrierWep\n//MM5:\n//47 = ChargekickWep\n//48 = CrystalEyeWep\n//49 = GravityHoldWep\n//50 = GyroattackWep\n//51 = NapalmbombWep\n//52 = PowerstoneWep\n//53 = StarcrashWep\n//54 = WaterwaveWep\n//MM6:\n//55 = BlizzardAttackWep\n//56 = CentaurFlashWep\n//57 = FlameblastWep\n//58 = KnightcrushWep\n//59 = PlantBarrierWep\n//60 = SilverTomahawkWep\n//61 = WindstormWep\n//62 = YamatospearWep\n//MM7:\n//63 = FreezecrackerWep\n//64 = DangerwrapWep\n//65 = JunkshieldWep\n//66 = NoisecrushWep\n//67 = ScorchwheelWep\n//68 = ThunderboltWep\n//69 = WildcoilWep\n//70 = SlashclawWep\n//MM8:\n//71 = MegaballWep\n//72 = AstrocrushWep\n//73 = FlameswordWep\n//74 = FlashbombWep\n//75 = HomingsniperWep\n//76 = IcewaveWep\n//77 = ThunderclawWep\n//78 = TornadoholdWep\n//79 = WaterballoonWep\n\n//80 = DuoFistBoss\n//81 = DarkManBuster\n\n//Monsters & Bosses:\n//1  = Random Metool Spawner from MetDaddy (Doesnt work?)\n//2  = Chasing Metool (These metools are prone to spam server logs while alive)\n//3  = Lazy Metool\n//4  = Frantic Metool\n//5  = Dancing Metool\n//6  = Jumping Metool\n//7  = Devil Eye (Dont think it does anything but look creepy.)\n//8  = Dozer Metool\n//9  = Gamma (Might be disabled.)\n//10 = Duo Boss (Works, if you use an map that doesnt have a sky he can disappear into.)\n//11 = Evil Robot Boss (Works, mostly, but a bit weak/slow.)\n//12 = Metool Daddy (Doesnt do much until you give him a target via sethate or something.)\n//13 = Eddie (The one we all know and love for free weapons!)\n//14 = Kyorown (The purple bird)\n//15 = The dreaded Guts Man G!\n//16 = Tango\n//17 = Treble\n\n//Marine Weapons for setmarineweapon:\n//0  = Dummy (Nothing)\n//1  = Fist\n//2  = Chainsaw\n//3  = Pistol\n//4  = Berserk Fist\n//5  = Chaingun\n//6  = Shotgun\n//7  = Super Shotgun\n//8  = Rocket Launcher\n//9  = Plasma Rifle\n//10 = Railgun\n//11 = BFG9000\n\n//Hate Types for the sethate command:\n//0 = Wake up monster, retaliate to any attacks, attack single target, act like a normal monster on victory.\n//1 = Wait until seeing target, retaliate on any attacks , act like a normal monster on victory.\n//2 = Same as 1, but will chase and attack the target immediately.\n//3 = Wait until seeing target or player, retaliate on any attacks, act like a normal monster on victory.\n//4 = Same as 3, but will chase target immediately.\n//5 = Wait until seeing target only, dont retaliate, ignore players on victory except target.\n//6 = Same as 5, but will chase the target immediately.\n\n//Specials for setspecial:\n//0  = No special        (Will clear any currently set specials on the target.)\n//1  = ThrustThing       (Thrusts activator into a direction. You can set an direction.)\n//2  = DamageThing       (Set an damage amount. 0 will kill.)\n//3  = ACS_Execute       (Select an script for it to run. Bad usage may not end well...)\n//4  = ThrustThingZ      (Thrusts actors up/down. Set an direction, 0 is up, 1 is down.)\n//5  = Thing_Activate    (Activates any target deactivated actors.)\n//6  = Thing_Deactivate  (Deactivates target actors. Deactivated actors are immobile, invulnerable.)\n//7  = Thing_Destroy     (Kills the target or activator if the 3rd arg is 0.)\n//8  = Teleport_NoStop   (Teleports activator to the target/beacon, if possible.)\n//9  = NoiseAlert        (Activator will make a noise, target determines what will be attacked by any monster hearing it.)\n//-                      0 will target the activator instead.)\n//10 = ACS_ExecuteAlways (Same as 3, but will always trigger the script, even if its in use.)\n//11 = HealThing         (Heals the target. You can set an amount.)\n//12 = Team_Score        (Add/remove points for activator's team for gamemodes like CTF. Accepts negative values.)\n//13 = Thing_Hate        (Make all monsters of the desired TID hate the activator of this special.)\n//14 = Thing_ChangeTID   (Set the activator's TID to the specified value.)\n//15 = Change Tid cont.  (Same as above, but will also give the actor this TID-changing special as well. Doesnt trigger on players.)\n\n//Flags:\n//1 = Shootable        (For players: Its basically god mode + bullets go through you.)\n//2 = Solid            (Target goes through actors.)\n//3 = Noblockmap       (Doesnt work too well on players.)\n//4 = Pushable         (Makes target pushable by players.)\n//5 = Friendly         (Obviously, will have no effect on players. May sometimes work on monsters.)\n//6 = Reflective       (Reflects projectiles, but still hurts target.)\n//7 = Shieldreflect    (Should reflect projectiles coming from infront, may not work.)\n//8 = Deflect          (Should reflect them back to their owner, doesnt work?)\n//9 = NoradiusDMG      (Explosions wont affect this person anymore, even their own rockets!)\n//10 = Dontblast       (Dont be blasted by Disc of Repulsion, and such, except explosions.)\n//11 = Dontmorph       (Immune to morphing from most things.)\n//12 = Noteleother     (Immune to being banished.)\n//13 = Nodamage        (Invulnerable, but still goes into pain, ussually.)\n//14 = Notelefrag      (Doesnt seem to affect players.)\n//15 = Bright          (Doesnt work on players? Makes the target completely bright, unaffected by shadow/darkness.)\n//16 = Invisible       (Monsters wont be able to see you anymore and kinda glitch out trying to do so. (Players still will).)\n//17 = Stealth         (Doesnt work on players, makes monsters invisible unless in pain or attacking.)\n//18 = Visibilitypulse (Makes target pulse between 0 and 25 visibility. Doesnt work on players?)\n//19 = Nopain          (Target shows no pain, may not always work on players. Blood will still appear if possible.)\n//20 = Floorhugger     (Sticks target to the floor. Also lets them climb any heights instantly.)\n//21 = Ceilinghugger   (Sticks the target to the ceiling/sky. May work best with some flight.)\n//22 = Foilinvul       (Normally used ot make projectiles/attacks go through invincibility. No effect?)\n//23 = Piercearmor     (Used to make projectiles pierce armor. No effect on monsters?)\n//24 = IsMonster       (Game recognizes target as a monster(fun fact: this+target player+kill monsters = dead player).)\n//25 = Alwaysfast      (Makes the monster always act fast. Doesnt seem to speed them up mid-game though.)\n//26 = Neverfast       (Makes the monster never act fast, even in Nightmare.)\n//27 = Nointeraction   (The game's physics/geometry/AI/gravity? will ignore the target, use with flight for best results.)\n//28 = Noclip          (Target goes through geometry and actors. Doesnt work on players.)\n//29 = Notrigger       (Should stop target from activating lines. Not currently implemented?)\n//30 = Noteleport      (Prevents target from teleporting, or being teleported.)\n//31 = Telestomp       (If enabled allows target to telefrag players. Players have this enabled by default.)\n//32 = Noblockmonst    (Makes target unaffected by monster-blocking lines in the map.)\n//33 = Notimefreeze    (Makes the target immune to time freezing effects, such as TimeFreezeSphere.\n//34 = Noblood         (Target will no longer bleed when shot/ripped by projectiles.)\n//35 = Dontrip         (Ripping projectiles wont rip through anyone with this flag enabled.)\n//36 = Notautoaimed    (Should disallow target to be autoaimed at. Not currently implemented?)\n//37 = Cantseek        (Target cant be chased by projectiles such as a Revenant's missile anymore.)\n//38 = Cantleavefloorpic (Target cant leave the floor type/picture they're on, if true. Often used for water monsters.)\n//39 = Cannotpush      (Target cant push pushable actors if true.)\n//40 = Spectral        (Target can only be harmed by Strife's Sigil. Everything else passes through him/her.)\n//41 = Nonshootable    (Should make the target unable to be hit by stuff. Doesnt seem to work on players.)\n//42 = Pickup          (If false, the target wont be able to pick up items, ammo or weapons, etc.)\n//43 = Float           (Allows an monster to change their height at will when coupled with +NOGRAVITY.)\n//44 = Nogravity       (Gravity wont affect the target anymore. Best used with +FLOAT for proper flying.)\n//45 = Ambush          (Monsters not alerted to players yet with this flag will only attack on sight, not sound.)\n//46 = Jumpdown        (Monsters with this flag will often choose to jump down ledges to chase their foe, if it is nearby.)\n//47 = Lookallaround   (Monsters with this flag will be able to see everywhere, in every direction, at the same time.)\n//48 = Quicktoretaliate (Enables a monster to switch target instantly upon being hit by someone/something else.)\n//49 = Notargetswitch  (Disables the monster from switching targets over time or through retaliation, until target is dead.)\n//50 = Standstill      (Monsters with this flag will stop moving/wandering when there's nothing to attack.)\n//51 = Nogravity       (Why are the TWO of these? Meh cant be bothered to remove it.)\n//52 = Canblast        (Target can be blasted by Disc of Repulsion, and such. Enabled by default?)\n//53 = Staymorphed     (Target wont be able to unmorph to their original state. Doesnt work on players, though.)\n//54 = Avoidmelee      (Monsters with this flag will avoid melee if they can shoot properly. Bots may also take note of this flag on weapons?)\n//55 = Notarget        (Target cannot be targetted by other monsters, the Archvile has this enabled by default.)\n//56 = Noinfighting    (The monster will not retaliate against friendly fire from other monsters.)\n//57 = Nofear          (The cheat Anubis, or fear-inducing powerups wont make this monster run away.)\n//58 = Seeinvisible    (the monster will not have their aim degraded while attacking an invisible/fuzzy target.)\n//59 = Invulnerable    (Makes the target invulnerable, and thus immune to damage. Target also wont bleed, typically.)\n//60 = Ghost           (Makes target a ghost, making some projectiles go through him, mostly a Hexen thing.)\n//61 = Dontsquash      (Target cant be instantly killed by the powered up Mace from Hexen.)\n//62 = Doharmspecies   (Monster will be able to shoot at and hurt their own species, normally they cant, if using projectiles.)\n//63 = Dontharmspecies (Disables monster from harming their own species, may include hitscan attacks.)\n//64 = Dontharmclass   (Disables target from hurting itself or other monsters of the same class with explosives.)\n//65 = Floorclip       (Just a visual effect to have actors sink into water a bit. Automatically given to monsters, ussually.)\n//66 = Floatbob        (The target will float up and down slowly. Makes flying look nicer, really.)\n//67 = Noicedeath      (The target wont turn into an ice corpse upon being fatally hit by an ice-based attack.)\n//68 = Noskin          (Disables usage of skins on the target player. Probably has no effect on monsters.)\n//69 = Countkill       (Killing this actor will count as a monster kill.)\n//70 = Usespecial      (Pressing use at this monster triggers their special (if any is set).)\n//71 = Bumpspecial     (Bumping into this monster triggers their special (if any is set).)\n//72 = Bossdeath       (Makes some death commands call A_Bossdeath. Mostly useless though, i suppose.)\n//73 = Touchy          (Target will die from slightest touch, bump, damage, falling, etc. Doesnt work on monsters/players?)\n//74 = Seesdaggers     (Target can hear/see usage of the Strife dagger weapon. Normally a stealthy and quiet weapon in Strife.)\n//75 = Nosector        (Old, dodgy way of making things invisible, may mess with their psysics as well. May not work.)\n//76 = Special         (Tells the game the target can be picked up, SpectralMonster and inherited classes have a use for it. A Strife thing i guess?)\n\n//Actor states for actorstate:\n//1  = Spawn           (All actors start out in this state, its their starting state.)\n//2  = See             (The actor's chase state, or an player's moving state. Chases the enemy and fires/attacks when possible.)\n//3  = Idle            (Some actors may have this when they're active (out of spawn state) but not chasing anyone.)\n//4  = Missile         (An actor's firing state, where they ussually fire a projectile, or hitscan attack.)\n//5  = Melee           (An actor's melee attack state, used only at melee ranges.)\n//6  = Pain            (An actor's pain state for when they get hit by particularly painful attacks, or got a high painchance.)\n//7  = Death           (An actor's death state, for when they run out of HP and die. Projectiles use this for hitting something.)\n//8  = XDeath          (An actor's death state where they got gibbed by something really damaging. Special use for projectiles.)\n//9  = Raise           (Will ressurect an actor and allow it to be raised by Archviles. If used via script, often makes then unhittable by glitch!)\n//10 = Active          (Some actors may use this when they're active.)\n//11 = Inactive        (Some actors may use this when they're inactive.)\n//12 = Crash           (Used by projectiles when they hit a certain wall or obstacle.)\n//13 = Ice             (A frozen-solid death state. Used by Hexen and various mods, i think.)\n//14 = Death1          (Alternative death state for players in Doom.)\n//15 = XDeath1         (Same as above, but for gibbed death states.)\n//16 = Burn            (Will have the character run around while on fire. A Strife/Hexen or mod thing.)\n//17 = Desintergrate   (Death state where the actor desintergrates. A Strife thing.)\n//18 = Firehands       (A Strife thing of which i'm not quite sure what it does.)\n//19 = Firehandsslower (Same as above.)\n\n//MM8BDM Player-unique states:\n//20 = Pain.Misc       (Alternative pain state, may have less or no knockback.)\n//21 = Pain.FlashStopper (Blinds the target player as if they where hit by Flash Stopper.)\n//22 = Pain.TimeSlow   (Slows down the target player.)\n//23 = Pain.SparkShock (Briefly stops the player in their tracks.)\n//24 = Pain.GravityHold (Will make the player fall down as if they where hit by a Gravity Hold attack.)\n//25 = Pain.WilyFire   (The player will be damaged, slown down, and on fire (from their perspective, atleast).)\n//26 = Pain.WilyIce    (The player will be frozen on the spot for a while.)\n//27 = Pain.Falling    (Regular pain state that may trigger Beat, if you got him.)\n//28 = Death.Beam      (Instant disappearing death.)\n//29 = Death.Falling   (Same as above.)\n//30 = PunkSpin        (Punk's Spinning animation.)\n//31 = PunkStop        (Another animation for Punk.)\n//32 = EnkerRaise      (Animation for Enker skin.)\n//33 = EnkerAbsorb     (Another Enker animation, this one may glitch out somewhat.)\n//34 = EnkerAbsorb2    (Same as above.)\n//35 = EnkerAbsorn3    (Same as above.)\n//36 = DarkLeap        (Dark Man leap/jump animation.)\n//37 = BalladeJump     (Jump animation for Ballade.)\n//38 = TheEnd          (Firing position.)\n//39 = CreditWalk      (Self-explanatory, really. Its a endless walk loop.)\n//40 = BeatAssist      (Damage state + upwards thrusting. Handy for being dramatic?)\n//41 = Pain.Windstorm  (Same as above, but in random directions while going upwards.)\n//42 = Pain.Crashbomb  (Damaged and movement stops to a halt.)\n//43 = GravityForce1   (Nothing special, it seems?)\n//44 = GravityForce2   (Same as above.)\n//45 = GravityForce3   (Same as above.)\n//46 = GravityForce4   (Same as above.)\n//47 = Death.Telefrag  (Instant disappearing death.)\n\n//Team settings for script 389, or 387:\n//0 = Dr. Light team or first team.\n//1 = Dr. Wily team or second team.\n//2 = Dr. Cossack team or third team.\n//3 = Mr. X team or fourth team.\n//4 = Fifth team.\n//5 = Sixth team.\n//6 = Seventh team.\n//7 = Eight team.\n//255 = No team (monsters only, if it has any effect, at all).\n\n//Items for spawnitem.\n//0  = Random Weapon\n//1  = Small Health\n//2  = Big Health\n//3  = Small Weapon Energy\n//4  = Big Weapon Energy\n//5  = W-Tank\n//6  = E-Tank\n//7  = M-Tank\n//8  = Bass Upgrade\n//9  = Proto-Upgrade\n//10 = Adaptor Upgrade\n//11 = Laser Buster Upgrade\n//12 = Arrow Buster Upgrade\n//13 = Duo Fist Upgrade\n//14 = Eddie Summon\n//15 = Tango\n//16 = Treble Sentry\n//17 = Beat Support\n//18 = Beat Call\n//19 = Rush Coil\n//20 = RushJet\n//21 = Item-1\n//22 = ExitUnit\n//23 = Wire Adaptor\n//24 = Ballade Cracker\n//25 = Mirror Buster\n//26 = Sakugarne\n//27 = Screw Crusher\n//28 = Rolling Cutter\n//29 = Super Arm\n//30 = Hyper Bomb\n//31 = Fire Storm\n//32 = Ice Slasher\n//33 = Thunder Beam\n//34 = Oil Slider\n//35 = Time Slow\n//36 = Air Shooter\n//37 = Atomic Fire\n//38 = Bubble Lead\n//39 = Crash Bomb\n//40 = Leaf Shield\n//41 = Metal Blade\n//42 = Quick Boomerang\n//43 = Time Stopper\n//44 = Gemini Laser\n//45 = Hard Knuckle\n//46 = Magnet Missile\n//47 = Needle Cannon\n//48 = Search Snake\n//49 = Shadow Blade\n//50 = Spark Shock\n//51 = Top Spin\n//52 = Dive Missile\n//53 = Drill Bomb\n//54 = Dust Crusher\n//55 = Flash Stopper\n//56 = Pharaoh Shot\n//57 = Rain Flush\n//58 = Ring Boomerang\n//59 = Skull Barrier\n//60 = Charge Kick\n//61 = Crystal Eye\n//62 = Gravity Hold\n//63 = Gyro Attack\n//64 = Napalm Bomb\n//65 = Power Stone\n//66 = Star Crash\n//67 = Water Wave\n//68 = Blizzard Attack\n//69 = Centaur Flash\n//70 = Flame Blast\n//71 = Knight Crush\n//72 = Plant Barrier\n//73 = Silver Tomahawk\n//74 = Wind Storm\n//75 = Yamato Spear\n//76 = Freeze Cracker\n//77 = Danger Wrap\n//78 = Junk Shield\n//79 = Noise Crush\n//80 = Scorch WHeel\n//81 = Thunder Bolt\n//82 = Wild Coil\n//83 = Slash Claw\n//84 = Mega Ball\n//85 = Astro Crush\n//86 = Flame Sword\n//87 = Flash Bomb\n//88 = Homing Sniper\n//89 = Ice Wave\n//90 = Thunder Claw\n//91 = Tornado Hold\n//92 = Water Balloon"
      },
      {
        "source": "pk3",
        "name": "readme.txt",
        "contents": "Note: This is made to be compatible with MM8BDM. Get the global do-all version\ninstead called \"playerm12.pk3\" or later numbered versions if you're not playing\nthis alongside MM8BDM, as this is made specifically for MM8BDM and may crash otherwise.\n\nWhat the crap is this for?\nWell its basically a WAD that allows one to cheat through RCON even when sv_cheats is off.\nYou could also use it as an Co-op play aid, for teleporting to your buddy quickly, or teleporting\nhim to your location. It has plenty of commands to make debugging and testing things better too.\n\nOr if you plain want to give some people the ability to cheat for any reason, that's what it\ncan do as well. Or perhaps rig a match into someone's favour, whatever you can think of, really.\n\nWarning: Can be heavily abused if cheats are enabled. Use at own risk!\nAlso, this may not with with every mod you're playing this with, there is a risk with big mods\nthat this uses same scripts as the mod, and some commands will not work then.\nThis may occur with big mods like: All Out War, Whodunit, etc.\n\n-----------\n\nHOW TO USE:\nFirst, if you're the host and got the server log available, you can use the command\n'playertids' to display all in-game player (and manually added monster)'s TIDs in the server log.\nIf you dont have acces to the server log, you can use 'showmytid' in the console to see yours,\nyou'll have to ask others for theirs. TIP: If your TID is in the 2000-2031 range, you can\nuse playerinfo to find out an player's ID, do a little math of their ID + 2000 = their TID,\nand there you go, that's their TID. So ID 10 + 2000 is 2010, which is their TID.\n\nMM8BDM uses a TID system of 1000-1031 though, so mix player ID + 1000 instead to get the TID.\n\nNote: that trick only works if pma_enabletids is active and the wads you're playing with dont\ngive players unique tids of their own outside the 2000-2031 range.\nIf your TID is 0, please enable pma_enabletids, and (re)join/respawn to get an TID.\n\nOnce that is done you can start using these commands on players. See the\nkeyconf.txt file for more information on how to use the commands, and what\nvalues it accepts.\nIt also has lists of what each value means for commands,\n\n-Version 12, for MM8BDM. Made by CarThief.\n\nCurrently supported commands: giveitem, setnewhealth, setnewspeed, giveweapon, killplayer,\ncreatebeacon, teleportplayer, newdefaulthealth, newdefaultspeed, godmode, setnotarget,\nsetflight, freezeplayer, spawnmonster, deletemonsters, givepower, takepower, newalpha,\ndisappear, setgravity, spawnitem, deleteitems, callscript, stopscript, playertids, healplayer,\nbeaconrespawn, setflag, sethate, setspecial, flashstep, setblastradius, toggleactor, setmarineweapon,\nactorinfo, actorstate, spawnmonster2, spawnitem2, allowcheats, tellhealth, spawnfriend.\n\nClientside commands: godmodeme, giveweaponme, setflightme, setnotargetme, setmyhealth, setmyspeed,\ngivemeitem, givemepower, setmyflag, healme, flashstepme, showmytid, disappearme, setmyalpha,\nsetmygravity, setmyblastradius, teleporttome, teleportmetotarget, setmystate, callscriptme,\nspawnfriendme.\n\nSeperate scripts (due to technical issues), but still valid to use through callscript:\n394 (Kill what monster/player is looking at), 393 (Delete what monster/player is looking at),\n392 (Heal what monster/player is looking at), 391 (Give new TID to what monster/player is looking at),\n389 (Set the targets team to something new),  383 (Add target monster to TID list, optionally set a TID),\n381 (Will display the targets current TID),   373 (Calls the specified script on monster/players target)."
      },
      {
        "source": "pk3",
        "name": "actors/pinventory.txt",
        "contents": "//Global - Kills players.\nactor PlayerKiller : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.AUTOACTIVATE\nstates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nUse:\nTNT1 A 0 ACS_ExecuteAlways(427,0)\nstop\n}\n}\n\n//Monster-deleting stuff, for when they die. (So they dont respawn in DM, etc.)\nactor PSetMonsterDelete : PlayerKiller\n{\nstates\n{\nPickup:\nUse:\nTNT1 A 0 ACS_ExecuteAlways(340,0)\nstop\n}\n}\nactor PDeleteMeOnDeath : PlayerKiller\n{\nstates\n{\nPickup:\nUse:\nTNT1 A 0 ACS_ExecuteAlways(339,0)\nstop\n}\n}\nactor PDeleteMonsterCheck : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n\nactor PShowMyTID : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nUse:\nTNT1 A 0 ACS_ExecuteAlways(351,0)\nstop\n}\n}\n\n//Debug stuff. Tell an actor's health whenever it changes.\nactor PTellHealthOn : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.AUTOACTIVATE\nstates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nUse:\nTNT1 A 0 ACS_ExecuteAlways(342,0)\nstop\n}\n}\nactor PTellHealthOff : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\nactor PTellHealthBusy : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n\n//Script-calling items. (currently unused.)\nactor PCallAction : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nUse:\nTNT1 A 0 ACS_ExecuteAlways(363,0)\nfail\n}\n}\nactor PAction : Inventory\n{\ninventory.amount 1\ninventory.maxamount 9999\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\nactor PActionVar1 : Inventory\n{\ninventory.amount 1\ninventory.maxamount 9999\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\nactor PActionVar2 : Inventory\n{\ninventory.amount 1\ninventory.maxamount 9999\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\nactor PActionVar3 : Inventory\n{\ninventory.amount 1\ninventory.maxamount 9999\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n\n//Give this to players via ACS to allow them to use the cheat NET scripts this wad provides.\nactor PCanCheat : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n//Tells players they cant do cheats without the right item.\nactor PErrorMessage : PlayerKiller\n{\nstates\n{\nPickup:\nUse:\nTNT1 A 0 ACS_ExecuteAlways(363,0)\nstop\n}\n}\nactor PMessageType : Inventory\n{\ninventory.amount 1\ninventory.maxamount 9999\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n\nactor PBeaconSpawner : PlayerKiller\n{\nstates\n{\nPickup:\nUse:\nTNT1 A 0 ACS_ExecuteAlways(431,0)\nstop\n}\n}\nactor PTeleportMe : PlayerKiller\n{\nstates\n{\nPickup:\nUse:\nTNT1 A 0 ACS_ExecuteAlways(432,0)\nstop\n}\n}\n\nactor PBeaconNumber : Inventory\n{\ninventory.amount 1\ninventory.maxamount 9999\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n\nactor PGetClassName : PlayerKiller\n{\nstates\n{\nPickup:\nUse:\nTNT1 A 0 ACS_ExecuteAlways(374,0)\nstop\n}\n}\nactor PGetAdvancedInfo : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n\n//Enable or disable constant reflection of nearby actors/projectiles on someone.\nActor PRadiusReflectOn : PlayerKiller\n{\nstates\n{\nPickup:\nUse:\nTNT1 A 0 ACS_ExecuteAlways(379,0)\nstop\n}\n}\nActor PRadiusReflectLeaf : PlayerKiller\n{\nstates\n{\nPickup:\nUse:\nTNT1 A 0 ACS_ExecuteAlways(376,0)\nstop\n}\n}\nactor PRadiusReflectOff : PBeaconNumber\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\n}\n}\n\n//Stuff to set someone's team.\nactor PTeamNumber : PBeaconNumber\n{\ninventory.amount 255\ninventory.maxamount 255\n}\nactor PTeamChangeLimit : PBeaconNumber\n{\ninventory.amount 1\ninventory.maxamount 1\n}\nactor PSetTeam : PlayerKiller\n{\nstates\n{\nPickup:\nUse:\nTNT1 A 0 ACS_ExecuteAlways(388,0)\nstop\n}\n}\n\n//Stuff to more quickly teleport an player or monster to another one.\nactor PTeleportToTarget : PlayerKiller\n{\nstates\n{\nPickup:\nUse:\nTNT1 A 0 ACS_ExecuteAlways(368,0)\nstop\n}\n}\nactor PTeleportTarget : PBeaconNumber\n{\ninventory.amount 9999\ninventory.maxamount 9999\n}\nactor PTeleportDelay : PBeaconNumber\n{\ninventory.amount 9999\ninventory.maxamount 9999\n}\n\n//New teleport/beacon stuff for V8. //*\nactor PDeathBeaconNumber : PBeaconNumber {}\nactor PDeathBeaconHealth : PBeaconNumber {}\nactor PStartTelLoop : PBeaconNumber\n{\ninventory.amount 1\ninventory.maxamount 1\n}\nactor PDeathBeaconStarter : PlayerKiller\n{\nstates\n{\nPickup:\nUse:\nTNT1 A 0 ACS_ExecuteAlways(399,0)\nstop\n}\n}\nactor PBeaconReady : PBeaconNumber\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\n}\n}//*\n\n//Stuff for the flashstep command.\nactor PTeleportStep : PlayerKiller\n{\nstates\n{\nPickup:\nUse:\nTNT1 A 0 ACS_ExecuteAlways(384,0, 1)\nstop\n}\n}\nactor PPhaseStep : PlayerKiller\n{\nstates\n{\nPickup:\nUse:\nTNT1 A 0 ACS_ExecuteAlways(384,0, 2)\nstop\n}\n}\nactor PInstantStep : PlayerKiller\n{\nstates\n{\nPickup:\nUse:\nTNT1 A 0 ACS_ExecuteAlways(384,0, 3)\nstop\n}\n}\nactor PStepDistance : PBeaconNumber\n{\ninventory.amount 9999\ninventory.maxamount 9999\n}\n\nactor PIsPlayer : PBeaconNumber\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\n//ACS-trigger items, for Script 402/401.\nactor PACSNumber : PBeaconNumber\n{\ninventory.amount 999\ninventory.maxamount 999\n}\n\nactor PACSArgs : PBeaconNumber\n{\ninventory.amount 9999\ninventory.maxamount 9999\n}\n\nactor PIsPlayer : PBeaconNumber\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\n//ACS-trigger items, for Script 402/401.\nactor PACSNumber : PBeaconNumber\n{\ninventory.amount 999\ninventory.maxamount 999\n}\n\nactor PACSArgs : PBeaconNumber\n{\ninventory.amount 9999\ninventory.maxamount 9999\n}\n\nactor PACSTrigger : PlayerKiller\n{\nstates\n{\nPickup:\nUse:\nTNT1 A 0 ACS_ExecuteAlways(401,0)\nstop\n}\n}\n\nactor PGiveFlight : PlayerKiller\n{\nstates\n{\nPickup:\nUse:\nTNT1 A 0 ACS_ExecuteAlways(439,0, 1)\nstop\n}\n}\nactor PTakeFlight : PlayerKiller\n{\nstates\n{\nPickup:\nUse:\nTNT1 A 0 ACS_ExecuteAlways(439,0, 0)\nstop\n}\n}\n\nactor PGiveNoTarget : PlayerKiller\n{\nstates\n{\nPickup:\nUse:\nTNT1 A 0 ACS_ExecuteAlways(442,0, 1)\nstop\n}\n}\nactor PTakeNoTarget : PlayerKiller\n{\nstates\n{\nPickup:\nUse:\nTNT1 A 0 ACS_ExecuteAlways(442,0, 0)\nstop\n}\n}\n\nactor PFreezeTarget : PlayerKiller\n{\nstates\n{\nPickup:\nUse:\nTNT1 A 0 ACS_ExecuteAlways(443,0, 1)\nstop\n}\n}\nactor PUnFreezeTarget : PlayerKiller\n{\nstates\n{\nPickup:\nUse:\nTNT1 A 0 ACS_ExecuteAlways(443,0, 0)\nstop\n}\n}\n\nactor PGiveDisappear : PlayerKiller\n{\nstates\n{\nPickup:\nUse:\nTNT1 A 0 ACS_ExecuteAlways(450,0, 1)\nstop\n}\n}\nactor PTakeDisappear : PlayerKiller\n{\nstates\n{\nPickup:\nUse:\nTNT1 A 0 ACS_ExecuteAlways(450,0, 0)\nstop\n}\n}\n\nactor PSetAlpha0 : PlayerKiller\n{\nstates\n{\nPickup:\nUse:\nTNT1 A 0 ACS_ExecuteAlways(451,0, 0)\nstop\n}\n}\nactor PSetAlpha1 : PlayerKiller\n{\nstates\n{\nPickup:\nUse:\nTNT1 A 0 ACS_ExecuteAlways(451,0, 1)\nstop\n}\n}\nactor PSetAlpha2 : PlayerKiller\n{\nstates\n{\nPickup:\nUse:\nTNT1 A 0 ACS_ExecuteAlways(451,0, 2)\nstop\n}\n}\nactor PSetAlpha3 : PlayerKiller\n{\nstates\n{\nPickup:\nUse:\nTNT1 A 0 ACS_ExecuteAlways(451,0, 3)\nstop\n}\n}\nactor PSetAlpha4 : PlayerKiller\n{\nstates\n{\nPickup:\nUse:\nTNT1 A 0 ACS_ExecuteAlways(451,0, 4)\nstop\n}\n}\nactor PSetAlpha5 : PlayerKiller\n{\nstates\n{\nPickup:\nUse:\nTNT1 A 0 ACS_ExecuteAlways(451,0, 5)\nstop\n}\n}\nactor PSetAlpha6 : PlayerKiller\n{\nstates\n{\nPickup:\nUse:\nTNT1 A 0 ACS_ExecuteAlways(451,0, 6)\nstop\n}\n}\nactor PSetAlpha7 : PlayerKiller\n{\nstates\n{\nPickup:\nUse:\nTNT1 A 0 ACS_ExecuteAlways(451,0, 7)\nstop\n}\n}\nactor PSetAlpha8 : PlayerKiller\n{\nstates\n{\nPickup:\nUse:\nTNT1 A 0 ACS_ExecuteAlways(451,0, 8)\nstop\n}\n}\nactor PSetAlpha9 : PlayerKiller\n{\nstates\n{\nPickup:\nUse:\nTNT1 A 0 ACS_ExecuteAlways(451,0, 9)\nstop\n}\n}\nactor PSetAlpha10 : PlayerKiller\n{\nstates\n{\nPickup:\nUse:\nTNT1 A 0 ACS_ExecuteAlways(451,0, 10)\nstop\n}\n}\n\n//Handles healing.\nactor PHealMe : PlayerKiller\n{\nstates\n{\nPickup:\nUse:\nTNT1 A 0 ACS_ExecuteAlways(396,0)\nstop\n}\n}\nactor PHealAmount : PBeaconNumber\n{\ninventory.amount 9999\ninventory.maxamount 9999\n}\nactor PHealLimit : PBeaconNumber\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor PRemoveBeacon : PIsPlayer {}\n\n//Global ST weapon items.\nactor ChainsawSwitcher : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.AUTOACTIVATE\nstates\n{\nSpawn:\nTNT1 A -1\nstop\nPickup:\nUse:\nTNT1 A 0 ACS_ExecuteAlways(425,0, 1)//Trigger script to select new weapon.\nstop\n}\n}\n\nactor PistolSwitcher : ChainsawSwitcher\n{\nstates\n{\nUse:\nTNT1 A 0 ACS_ExecuteAlways(425,0, 2)\nstop\n}\n}\n\nactor ShotgunSwitcher : ChainsawSwitcher\n{\nstates\n{\nUse:\nTNT1 A 0 ACS_ExecuteAlways(425,0, 3)\nstop\n}\n}\n\nactor SuperShotgunSwitcher : ChainsawSwitcher\n{\nstates\n{\nUse:\nTNT1 A 0 ACS_ExecuteAlways(425,0, 4)\nstop\n}\n}\n\nactor ChaingunSwitcher : ChainsawSwitcher\n{\nstates\n{\nUse:\nTNT1 A 0 ACS_ExecuteAlways(425,0, 5)\nstop\n}\n}\n\nactor MinigunSwitcher : ChainsawSwitcher\n{\nstates\n{\nUse:\nTNT1 A 0 ACS_ExecuteAlways(425,0, 6)\nstop\n}\n}\n\nactor RocketLauncherSwitcher : ChainsawSwitcher\n{\nstates\n{\nUse:\nTNT1 A 0 ACS_ExecuteAlways(425,0, 7)\nstop\n}\n}\n\nactor GrenadeLauncherSwitcher : ChainsawSwitcher\n{\nstates\n{\nUse:\nTNT1 A 0 ACS_ExecuteAlways(425,0, 8)\nstop\n}\n}\n\nactor PlasmaRifleSwitcher : ChainsawSwitcher\n{\nstates\n{\nUse:\nTNT1 A 0 ACS_ExecuteAlways(425,0, 9)\nstop\n}\n}\n\nactor RailgunSwitcher : ChainsawSwitcher\n{\nstates\n{\nUse:\nTNT1 A 0 ACS_ExecuteAlways(425,0, 10)\nstop\n}\n}\n\nactor BFG9000Switcher : ChainsawSwitcher\n{\nstates\n{\nUse:\nTNT1 A 0 ACS_ExecuteAlways(425,0, 11)\nstop\n}\n}\n\nactor BFG10KSwitcher : ChainsawSwitcher\n{\nstates\n{\nUse:\nTNT1 A 0 ACS_ExecuteAlways(425,0, 12)\nstop\n}\n}\n\n//Monster spawning items.\nactor PSummonTemplate : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 0\n+INVENTORY.AUTOACTIVATE\nstates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nUse:\n//TNT1 A 0 A_SpawnItemEx (\"DoomImp\", 89/*Xoff*/, 0/*Zoff*/, -1, 0, 0, 0, 0/*angle*/, SXF_SETMASTER|SXF_TELEFRAG|SXF_TRANSFERTRANSLATION/*Flags*/, 0)\nstop\n}\n}\nactor PSummonMetSpawner : PSummonTemplate\n{states{\nUse:\nTNT1 A 0 A_SpawnItemEx (\"MetSpawner\", 80, 0, -28, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION, 0)\nstop\n}}\nactor PSummonChaseMet : PSummonTemplate\n{states{\nUse:\nTNT1 A 0 A_SpawnItemEx (\"ChaseMet\", 80, 0, -28, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION, 0)\nstop\n}}\nactor PSummonLazyMet : PSummonTemplate\n{states{\nUse:\nTNT1 A 0 A_SpawnItemEx (\"LazyMet\", 80, 0, -28, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION, 0)\nstop\n}}\nactor PSummonFranticMet : PSummonTemplate\n{states{\nUse:\nTNT1 A 0 A_SpawnItemEx (\"FranticMet\", 80, 0, -28, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION, 0)\nstop\n}}\nactor PSummonMetDance : PSummonTemplate\n{states{\nUse:\nTNT1 A 0 A_SpawnItemEx (\"MetDance\", 80, 0, -28, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION, 0)\nstop\n}}\nactor PSummonJumpingMet : PSummonTemplate\n{states{\nUse:\nTNT1 A 0 A_SpawnItemEx (\"JumpingMet\", 80, 0, -28, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION, 0)\nstop\n}}\nactor PSummonDevilEye : PSummonTemplate\n{states{\nUse:\nTNT1 A 0 A_SpawnItemEx (\"DevilEye\", 89, 0, -48, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION, 0)\nstop\n}}\nactor PSummonDozerMetool : PSummonTemplate\n{states{\nUse:\nTNT1 A 0 A_SpawnItemEx (\"DozerMetool\", 80, 0, -28, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION, 0)\nstop\n}}\nactor PSummonGamma : PSummonTemplate\n{states{\nUse:\nTNT1 A 0 A_SpawnItemEx (\"Gamma\", 170, 0, -1, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION, 0)\nstop\n}}\nactor PSummonDuoBoss : PSummonTemplate\n{states{\nUse:\nTNT1 A 0 A_SpawnItemEx (\"DuoBoss\", 99, 0, -1, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION, 0)\nstop\n}}\nactor PSummonEvilRobotBoss : PSummonTemplate\n{states{\nUse:\nTNT1 A 0 A_SpawnItemEx (\"EvilRobotBoss\", 99, 0, -28, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION, 0)\nstop\n}}\nactor PSummonMetDaddy : PSummonTemplate\n{states{\nUse:\nTNT1 A 0 A_SpawnItemEx (\"MetDaddy\", 309, 0, -1, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION, 0)\nstop\n}}\nactor PSummonEddie : PSummonTemplate\n{states{\nUse:\nTNT1 A 0 A_SpawnItemEx (\"Eddie\", 89, 0, -1, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION, 0)\nstop\n}}\nactor PSummonKyorown : PSummonTemplate\n{states{\nUse:\nTNT1 A 0 A_SpawnItemEx (\"Kyorown\", 89, 0, -1, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION, 0)\nstop\n}}\nactor PSummonGutsmanG : PSummonTemplate\n{states{\nUse:\nTNT1 A 0 A_SpawnItemEx (\"GutsmanG\", 119, 0, -1, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION, 0)\nstop\n}}\nactor PSummonTango : PSummonTemplate\n{states{\nUse:\nTNT1 A 0 A_SpawnItemEx (\"Tango\", 89, 0, -1, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION, 0)\nstop\n}}\nactor PSummonTreble : PSummonTemplate\n{states{\nUse:\nTNT1 A 0 A_SpawnItemEx (\"Treble\", 89, 0, -1, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION, 0)\nstop\n}}\n\n//Triggers flags\n//Flags set to TRUE:\nactor PShootableTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"SHOOTABLE\",1)\nstop\n}\n}\nactor PSolidTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"SOLID\",1)\nstop\n}\n}\nactor PNoblockmapTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOBLOCKMAP\",1)\nstop\n}\n}\nactor PFriendlyTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"FRIENDLY\",1)\nstop\n}\n}\nactor PPushableTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"PUSHABLE\",1)\nstop\n}\n}\nactor PReflectiveTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"REFLECTIVE\",1)\nstop\n}\n}\nactor PShieldreflectTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"SHIELDREFLECT\",1)\nstop\n}\n}\nactor PDeflectTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"DEFLECT\",1)\nstop\n}\n}\nactor PNoradiusDMGTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NORADIUSDMG\",1)\nstop\n}\n}\nactor PDontblastTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"DONTBLAST\",1)\nstop\n}\n}\nactor PDontmorphTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"DONTMORPH\",1)\nstop\n}\n}\nactor PNoteleotherTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOTELEOTHER\",1)\nstop\n}\n}\nactor PNodamageTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NODAMAGE\",1)\nstop\n}\n}\nactor PNotelefragTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOTELEFRAG\",1)\nstop\n}\n}\nactor PBrightTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"BRIGHT\",1)\nstop\n}\n}\nactor PInvisibleTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"INVISIBLE\",1)\nstop\n}\n}\nactor PStealthTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"STEALTH\",1)\nstop\n}\n}\nactor PVisibilityPulseTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"VISIBILITYPULSE\",1)\nstop\n}\n}\nactor PNopainTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOPAIN\",1)\nstop\n}\n}\nactor PFloorhuggerTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"FLOORHUGGER\",1)\nstop\n}\n}\nactor PCeilinghuggerTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"CEILINGHUGGER\",1)\nstop\n}\n}\nactor PFoilinvulTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"FOILINVUL\",1)\nstop\n}\n}\nactor PPiercearmorTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"PIERCEARMOR\",1)\nstop\n}\n}\nactor PIsmonsterTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"ISMONSTER\",1)\nstop\n}\n}\nactor PAlwaysfastTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"ALWAYSFAST\",1)\nstop\n}\n}\nactor PNeverfastTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NEVERFAST\",1)\nstop\n}\n}\nactor PNointeractionTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOINTERACTION\",1)\nstop\n}\n}\nactor PNoclipTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOCLIP\",1)\nstop\n}\n}\nactor PNotriggerTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOTRIGGER\",1)\nstop\n}\n}\nactor PNoteleportTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOTELEPORT\",1)\nstop\n}\n}\nactor PTelestompTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"TELESTOMP\",1)\nstop\n}\n}\nactor PNoblockmonstTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOBLOCKMONST\",1)\nstop\n}\n}\nactor PNotimefreezeTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOTIMEFREEZE\",1)\nstop\n}\n}\nactor PNobloodTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOBLOOD\",1)\nstop\n}\n}\nactor PDontripTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"DONTRIP\",1)\nstop\n}\n}\nactor PNotautoaimedTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOTAUTOAIMED\",1)\nstop\n}\n}\nactor PCantseekTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"CANTSEEK\",1)\nstop\n}\n}\nactor PCantleavefloorpicTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"CANTLEAVEFLOORPIC\",1)\nstop\n}\n}\nactor PCannotpushTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"CANNOTPUSH\",1)\nstop\n}\n}\nactor PSpectralTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"SPECTRAL\",1)\nstop\n}\n}\nactor PNonshootableTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NONSHOOTABLE\",1)\nstop\n}\n}\nactor PPickupTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"PICKUP\",1)\nstop\n}\n}\nactor PFloatTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"FLOAT\",1)\nstop\n}\n}\nactor PNogravityTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOGRAVITY\",1)\nstop\n}\n}\nactor PAmbushTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"AMBUSH\",1)\nstop\n}\n}\nactor PJumpdownTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"JUMPDOWN\",1)\nstop\n}\n}\nactor PLookallaroundTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"LOOKALLAROUND\",1)\nstop\n}\n}\nactor PQuicktoretaliateTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"QUICKTORETALIATE\",1)\nstop\n}\n}\nactor PNotargetswitchTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOTARGETSWITCH\",1)\nstop\n}\n}\nactor PStandstillTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"STANDSTILL\",1)\nstop\n}\n}\nactor PCanblastTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"CANBLAST\",1)\nstop\n}\n}\nactor PStaymorphedTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"STAYMORPHED\",1)\nstop\n}\n}\nactor PAvoidmeleeTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"AVOIDMELEE\",1)\nstop\n}\n}\nactor PNotargetTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOTARGET\",1)\nstop\n}\n}\nactor PNoinfightingTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOINFIGHTING\",1)\nstop\n}\n}\nactor PNofearTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOFEAR\",1)\nstop\n}\n}\nactor PSeeinvisibleTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"SEEINVISIBLE\",1)\nstop\n}\n}\nactor PInvulnerableTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"INVULNERABLE\",1)\nstop\n}\n}\nactor PGhostTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"GHOST\",1)\nstop\n}\n}\nactor PDontsquashTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"Dontsquash\",1)\nstop\n}\n}\nactor PDoharmspeciesTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"DOHARMSPECIES\",1)\nstop\n}\n}\nactor PDontharmspeciesTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"DONTHARMSPECIES\",1)\nstop\n}\n}\nactor PDontharmclassTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"DONTHARMCLASS\",1)\nstop\n}\n}\nactor PFloorclipTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"FLOORCLIP\",1)\nstop\n}\n}\nactor PFloatbobTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"FLOATBOB\",1)\nstop\n}\n}\nactor PNoicedeathTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOICEDEATH\",1)\nstop\n}\n}\nactor PNoskinTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOSKIN\",1)\nstop\n}\n}\nactor PCountkillTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"COUNTKILL\",1)\nstop\n}\n}\nactor PUsespecialTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"USESPECIAL\",1)\nstop\n}\n}\nactor PBumpspecialTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"BUMPSPECIAL\",1)\nstop\n}\n}\nactor PBossdeathTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"BOSSDEATH\",1)\nstop\n}\n}\nactor PTouchyTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"TOUCHY\",1)\nstop\n}\n}\nactor PSeesdaggersTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"SEESDAGGERS\",1)\nstop\n}\n}\nactor PNosectorTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOSECTOR\",1)\nstop\n}\n}\nactor PSpecialTrue : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"SPECIAL\",1)\nstop\n}\n}\n\n//Flags set to FALSE:\nactor PShootableFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"SHOOTABLE\",0)\nstop\n}\n}\nactor PSolidFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"SOLID\",0)\nstop\n}\n}\nactor PNoblockmapFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOBLOCKMAP\",0)\nstop\n}\n}\nactor PFriendlyFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"FRIENDLY\",0)\nstop\n}\n}\nactor PPushableFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"PUSHABLE\",0)\nstop\n}\n}\nactor PReflectiveFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"REFLECTIVE\",0)\nstop\n}\n}\nactor PShieldreflectFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"SHIELDREFLECT\",0)\nstop\n}\n}\nactor PDeflectFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"DEFLECT\",0)\nstop\n}\n}\nactor PNoradiusDMGFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NORADIUSDMG\",0)\nstop\n}\n}\nactor PDontblastFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"DONTBLAST\",0)\nstop\n}\n}\nactor PDontmorphFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"DONTMORPH\",0)\nstop\n}\n}\nactor PNoteleotherFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOTELEOTHER\",0)\nstop\n}\n}\nactor PNodamageFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NODAMAGE\",0)\nstop\n}\n}\nactor PNotelefragFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOTELEFRAG\",0)\nstop\n}\n}\nactor PBrightFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"BRIGHT\",0)\nstop\n}\n}\nactor PInvisibleFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"INVISIBLE\",0)\nstop\n}\n}\nactor PStealthFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"STEALTH\",0)\nstop\n}\n}\nactor PVisibilityPulseFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"VISIBILITYPULSE\",0)\nstop\n}\n}\nactor PNopainFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOPAIN\",0)\nstop\n}\n}\nactor PFloorhuggerFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"FLOORHUGGER\",0)\nstop\n}\n}\nactor PCeilinghuggerFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"CEILINGHUGGER\",0)\nstop\n}\n}\nactor PFoilinvulFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"FOILINVUL\",0)\nstop\n}\n}\nactor PPiercearmorFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"PIERCEARMOR\",0)\nstop\n}\n}\nactor PIsmonsterFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"ISMONSTER\",0)\nstop\n}\n}\nactor PAlwaysfastFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"ALWAYSFAST\",0)\nstop\n}\n}\nactor PNeverfastFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NEVERFAST\",0)\nstop\n}\n}\nactor PNointeractionFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOINTERACTION\",0)\nstop\n}\n}\nactor PNoclipFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOCLIP\",0)\nstop\n}\n}\nactor PNotriggerFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOTRIGGER\",0)\nstop\n}\n}\nactor PNoteleportFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOTELEPORT\",0)\nstop\n}\n}\nactor PTelestompFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"TELESTOMP\",0)\nstop\n}\n}\nactor PNoblockmonstFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOBLOCKMONST\",0)\nstop\n}\n}\nactor PNotimefreezeFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOTIMEFREEZE\",0)\nstop\n}\n}\nactor PNobloodFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOBLOOD\",0)\nstop\n}\n}\nactor PDontripFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"DONTRIP\",0)\nstop\n}\n}\nactor PNotautoaimedFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOTAUTOAIMED\",0)\nstop\n}\n}\nactor PCantseekFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"CANTSEEK\",0)\nstop\n}\n}\nactor PCantleavefloorpicFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"CANTLEAVEFLOORPIC\",0)\nstop\n}\n}\nactor PCannotpushFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"CANNOTPUSH\",0)\nstop\n}\n}\nactor PSpectralFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"SPECTRAL\",0)\nstop\n}\n}\nactor PNonshootableFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NONSHOOTABLE\",0)\nstop\n}\n}\nactor PPickupFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"PICKUP\",0)\nstop\n}\n}\nactor PFloatFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"FLOAT\",0)\nstop\n}\n}\nactor PNogravityFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOGRAVITY\",0)\nstop\n}\n}\nactor PAmbushFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"AMBUSH\",0)\nstop\n}\n}\nactor PJumpdownFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"JUMPDOWN\",0)\nstop\n}\n}\nactor PLookallaroundFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"LOOKALLAROUND\",0)\nstop\n}\n}\nactor PQuicktoretaliateFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"QUICKTORETALIATE\",0)\nstop\n}\n}\nactor PNotargetswitchFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOTARGETSWITCH\",0)\nstop\n}\n}\nactor PStandstillFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"STANDSTILL\",0)\nstop\n}\n}\nactor PCanblastFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"CANBLAST\",0)\nstop\n}\n}\nactor PStaymorphedFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"STAYMORPHED\",0)\nstop\n}\n}\nactor PAvoidmeleeFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"AVOIDMELEE\",0)\nstop\n}\n}\nactor PNotargetFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOTARGET\",0)\nstop\n}\n}\nactor PNoinfightingFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOINFIGHTING\",0)\nstop\n}\n}\nactor PNofearFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOFEAR\",0)\nstop\n}\n}\nactor PSeeinvisibleFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"SEEINVISIBLE\",0)\nstop\n}\n}\nactor PInvulnerableFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"INVULNERABLE\",0)\nstop\n}\n}\nactor PGhostFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"GHOST\",0)\nstop\n}\n}\nactor PDontsquashFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"Dontsquash\",0)\nstop\n}\n}\nactor PDoharmspeciesFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"DOHARMSPECIES\",0)\nstop\n}\n}\nactor PDontharmspeciesFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"DONTHARMSPECIES\",0)\nstop\n}\n}\nactor PDontharmclassFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"DONTHARMCLASS\",0)\nstop\n}\n}\nactor PFloorclipFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"FLOORCLIP\",0)\nstop\n}\n}\nactor PFloatbobFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"FLOATBOB\",0)\nstop\n}\n}\nactor PNoicedeathFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOICEDEATH\",0)\nstop\n}\n}\nactor PNoskinFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOSKIN\",0)\nstop\n}\n}\nactor PCountkillFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"COUNTKILL\",0)\nstop\n}\n}\nactor PUsespecialFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"USESPECIAL\",0)\nstop\n}\n}\nactor PBumpspecialFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"BUMPSPECIAL\",0)\nstop\n}\n}\nactor PBossdeathFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"BOSSDEATH\",0)\nstop\n}\n}\nactor PTouchyFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"TOUCHY\",0)\nstop\n}\n}\nactor PSeesdaggersFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"SEESDAGGERS\",0)\nstop\n}\n}\nactor PNosectorFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOSECTOR\",0)\nstop\n}\n}\nactor PSpecialFalse : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"SPECIAL\",0)\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/pother.txt",
        "contents": "//Other types of actors.\n\nActor PTeleportBeaconFloat\n{\nHealth 1\nRadius 20\nHeight 56\nSpeed 0\nMass 999999999999999999\n+NOCLIP\n+NOBLOCKMAP\n+NORADIUSDMG\n+DONTBLAST\n//+INVULNERABLE\n+NOGRAVITY\n+NOTARGET\n+NOTIMEFREEZE\n+NOBLOOD\n-SOLID\n-SHOOTABLE\n-ISMONSTER\n-WINDTHRUST //Stop moving my beacons around!\nrenderstyle translucent\nalpha 0.5\nstates\n{\nSpawn:\nFLEX A 11 //TFOG\nFLEX B 11 //TFOG\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(434,0)==1,\"Death\")\n//TNT1 A 0 A_JumpIfInventory(\"PRemoveBeacon\", 1, \"Death\")\nLoop\nDeath:\nTNT1 A 0 Thing_ChangeTID(0,0)\nTNT1 A 0\nStop\n}\n}\n\nActor PTeleportBeacon : PTeleportBeaconFloat { -NOGRAVITY }\n\n//Its a bit more then just an Inventory item, so...\nACTOR CustomReflectRadius : ArtiBlastRadius\n{//Constantly emits an projectile-reflecting, actor-pushing 'shield' from the target.\n  +FLOATBOB\n  +NOGRAVITY\n  Inventory.DefMaxAmount\n  Inventory.PickupFlash \"\"\n  -INVBAR\n  -FANCYPICKUPSOUND\n  inventory.amount 1\n  inventory.maxamount 1\n  +INVENTORY.AUTOACTIVATE\n  +AUTOACTIVATE\n  Inventory.Icon \"\"\n  Inventory.PickupSound \"\"\n  Inventory.PickupMessage \"\"\n  Tag \"\"\n}//I had planned to make this in various sizes, but the engine was being an whiney piece of shit about A_Blast."
      }
    ]
  },
  "maps": []
}

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