hdan-noweaponskins-cf-v09d.pk3

PK3 3.0 MiB 0 map(s)

Counts

endoom0
graphics0
lumps656
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
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    "id": "08ce9b81-562d-4b20-86ed-adcbe02b6a11",
    "sha1": "0af235c2581508f957919f838276a0763a2a33fd",
    "sha256": "b904a5711c020719b87c2118d76ec6cc7543437945cc47a73f6dfe4c42ee3139",
    "filenames": [
      "hdan-noweaponskins-cf-v09d.pk3"
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      "filename": null,
      "added": "2021/08/22 14:29:00",
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      "graphicOverrides": null,
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      "categories": null
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      "hidden": false
    },
    "added": "2021/08/22 14:29:00",
    "file": {
      "type": "PK3",
      "size": 3096565,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/0af235c2581508f957919f838276a0763a2a33fd/0af235c2581508f957919f838276a0763a2a33fd.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
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        "graphics": 0,
        "lumps": 656,
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    "text_files": [
      {
        "source": "pk3",
        "name": "CREDITS.txt",
        "contents": "===========================================================================================================================================================\nTitle                   : Hairless Dogs Are Nasty version 0.9 (Beta)\nFilename                : hdan-noweaponskins-cf-v09.pk3 (compatible with noweaponskins_cf-nexus1.93)\nAuthor                  : H. 'Harachnotron'\n\nOriginal Release date   : 21/06/05 (v0.1)\nVersion 0.4             : 21/06/20 (v0.4)\n                          -Added new attacks for Mini Archvile and damage increased\nVersion 0.6             : 21/06/29 (v0.6)\n                          -Fixed some tag name related on certain vile type monsters\n\t\t\t\t\t\t  -Some mini arch vile attacks were improved\n\t\t\t\t\t\t  -Balanced vile essence drop chance by vile type monsters\n\t\t\t\t\t\t  -Ammo usage by occultspellbook when using Vile companion increased depending fire level (the more you hold the more damage you do to enemies)\nVersion 0.8             : 21/07/21 (v0.8)\n                          -Fixed: nemesis vile, legendary, phase vile and velocirator not dropping leg items\n                          -Archvile spell now uses different fire colors.\n\t\t\t\t\t\t  -Fixed: demon tech railgun no longer pushes players\n\t\t\t\t\t\t  -Mini archvile floor fire damage decreased\n\t\t\t\t\t\t  -Fixed: blue, green and pink soul max amount now remains intact after finishing maps\n\t\t\t\t\t\t  -Sphere of power and shinki spheres are now dropable\n                          -Fixed: Sound looping forever after dropping devastator, legendary bfg10k and nemesis\n\t\t\t\t\t\t  -All weapons are now droppable\nVersion 0.9             : 21/08/12 (v0.9)\n                          -Fixed beacons sprite angle\n\t\t\t\t\t\t  -Random beacons now uses a different color\n\t\t\t\t\t\t  -Ammo beacons become brighter when ready to use\n\t\t\t\t\t\t  -Salva spheres are now visible from hud\n\t\t\t\t\t\t  -Removed some irrelevant items from inventory\n\t\t\t\t\t\t  -Ammo beacons now drop backpacks every 10 seconds\n\t\t\t\t\t\t  -Added new archvile type monster\n\t\t\t\t\t\t  -Mini vile is now a enemy monster\n\t\t\t\t\t\t  -Fixed: nemesis asault shotgun wasnt completely dropable\nVersion 0.9d            : 21/08/14 (v0.9)\n                          -Fixed ammo beacons\n\n===========================================================================================================================================================\n* What is included *\n                                            - Items -\n                          -Redeemer soul        : OccultSpellBook's new spell! (By Harachnotron#5428)\n\n                                            - Temporary edits -\n\t\t\t\t\t\t  -Railgun/Explosive railgun/Demon tech railgun push fix\n\t\t\t\t\t\t  -Legendary BFG10k projectile actor now passes through players\n                          -Undead Shinki respawn chance increased from 25% to 50%\n\t\t\t\t\t\t  -Halloween mode's special monsters respawn chance disabled\n\n                                            - Items (Edits) -\n\t\t\t\t\t\t  -Dropable Sphere of power\n\t\t\t\t\t\t  -Dropable Shinki and nemesis Shinki spheres\n\n                                            - Animals -\n\t\t\t\t\t\t  -Darkvile\n\t\t\t\t\t\t  -Mini Archvile        : Darkvile minion (by H., code by Harachnotron#5428)\n\n                                            - Weapons (Edits) -\n\t\t\t\t\t\t  -All weapons are now droppable\n\n===========================================================================================================================================================\n* Load order / Requirements *\n                                            - complex-doom.v26a2.wad\n                                            - lca-v1.5.9.6.pk3\n                                            - randomons-v1.2.5.1.pk3\n                                            - complex-dust-v1.7.2.pk3\n                                            - insanelca-custom-v1.3a.pk3\n                                            - hem-custom-cf-v4.1.pk3\n                                            - complex-dust-clusterfuck-v4.1.pk3\n                                            - hpbar-v22.1-cf.pk3\n                                            - txs-reborn-v1.1.pk3\n                                            - Nemesis_Hellsmith002-cf-fix.pk3\n                                            - KazumisComplexAddonPack-Alpha-Ver.0.6.pk3\n                                            - complex-cf-nexus-alpha_v1.93.pk3\n                                            - noweaponskins_cf-nexus1.93.pk3\n\t\t\t\t\t\t\t\t\t\t\t- hdan-noweaponskins-cf-v09.pk3\n\n===========================================================================================================================================================\n* Copyright / Permissions *\n                                            - About sprites -\n\t\t\t\t\t\t  - OccultSpellBook     : Slicer and Redeemer soul by Harachnotron#5428\n\n                                            - About hairless dogs -\n\t\t\t\t\t\t  - Sorry, no time for those fuckers\n\nYou MAY distribute this file, provided you include this text file, with\nno modifications. You may distribute this file in any electronic\nformat (BBS, Diskette, CD, etc) as long as you include this file\nintact."
      },
      {
        "source": "pk3",
        "name": "CVARINFO.txt",
        "contents": "//HPBar stuff\nserver noarchive string hpbar_name_LegendaryVile0 = \"\\c[z3]Legendary Archvile\\c-\";\nserver noarchive string hpbar_name_LegendaryRedeemer0 = \"\\c[z3]Legendary Redeemer\\c-\";\n\nserver noarchive int hpbar_track_LegendaryVile0 = 1;\nserver noarchive int hpbar_track_LegendaryRedeemer0 = 1;"
      },
      {
        "source": "pk3",
        "name": "Actors/TempEdits0.txt",
        "contents": "//Kazumicomplexaddonpack-alpha-ver.0.6\nACTOR Kazumi_MakaiSlutNEW0 : Kazumi_MakaiSlutNEW Replaces Kazumi_MakaiSlutNEW\n{\ntag \"\\cgThe Goddess of Makai, \\c[l3]Shinki\"\nStates\n    {\n  Death:\n    MYST M 70 A_PlaySound(\"uroboros/death\",6,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Explode(256,256,0)\n    MYST K 0 A_Scream\n\tTNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"Red2huBossDeathFlame\", Random(-8,8), Random(-8,8), Random(12,80), Random(8,38), 0, Random(3,43), Random(-180,180))\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"2huBossDeathFlame\", Random(-8,8), Random(-8,8), Random(12,80), Random(8,38), 0, Random(3,43), Random(-180,180))\n\tTNT1 A 175\n\tTNT1 A 1 A_Jump(128,\"Phase2\")\n    Stop\n    }\n}\n\n//Complex dust clusterfuck-v4.1\nACTOR SpookyDingy0 : SpookyDingy Replaces SpookyDingy\n{\n  States\n  {\n  Spawn:\n\tTNT1 A 20\n\t//TNT1 A 0 A_Jump(64,\"bloodeye\",\"corrupt\",\"singenjitsu\",\"Pathogen\")\n\t//TNT1 A 0 A_Jump(256,\"singenjitsu\",\"corrupt\",\"singenjitsu\")\n\tTNT1 A 20\n\tStop\n\t}\n}\n\nActor PlayerBlueLeg10kBall0 : PlayerBlueLeg10kBall Replaces PlayerBlueLeg10kBall\n{\n  +THRUSPECIES\n  Species \"Player\"\n}\n\n//This is just to prevent railgun/explosive railgun pushing players\nACTOR PlayerRailPuff : BulletPuff\n{\n+NODAMAGETHRUST\n+THRUSPECIES\n+MTHRUSPECIES\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 1 A_SpawnItem(\"RailgunImpactEffect\")\n\tStop\n\t}\n}\n\nACTOR PlayerRailPuffGreen : BulletPuff //lca-v1.5.9.6, prevents DemonTechRailgun pushing players\n{\n+NODAMAGETHRUST\n+THRUSPECIES\n+MTHRUSPECIES\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 1 A_SpawnItem(\"RailgunImpactEffectGreen\")\n\tStop\n\t}\n}\n\nACTOR PlayerRailPuffRed : BulletPuff  //complex-dust-clusterfuck-v4.1, prevents PoweredDemonTechRailgun pushing players\n{\n+NODAMAGETHRUST\n+THRUSPECIES\n+MTHRUSPECIES\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 1 A_SpawnItem(\"RailgunImpactEffectRed\")\n\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/OccultSpellbook0.txt",
        "contents": "ACTOR \"OccultSpellbookNoSkin0\" : Weapon Replaces OccultSpellbook\n{\n  Inventory.PickupSound \"HellStaff/Pickup\"\n  Weapon.AmmoGive1 50\n  Weapon.AmmoUse1 1\n  Weapon.AmmoType1 \"DustMana\"\n  Weapon.AmmoType2 \"DustMana\"\n  Damagetype \"RailG\"\n  Tag \"Occult Spellbook\"\n  Inventory.PickupMessage \"You found the Occult Spellbook! What chaotic sorcery does this thing hold?\"\n  +FLOATBOB\n  +WEAPON.NOALERT\n  -INVENTORY.UNDROPPABLE\n  States\n  {\n  Spawn:\n\tOBOK A -1\n\tLoop\n  Ready:\n\tTNT1 A 0 A_JumpIfInventory(\"OccultDarkMatterToken2\",1,\"Ready2\")\n\tTNT1 A 0 A_JumpIfInventory(\"OccultChaosLightningToken2\",1,\"Ready3\")\n\tTNT1 A 0 A_JumpIfInventory(\"SlicerToken2\",1,\"Ready4\")\n\t//TNT1 A 0 A_GiveInventory(\"OccultLaserToken\",1)\n  ReadyLoop:\n\tSPBK A 1 A_WeaponReady\n\tLoop\n  Ready2:\n\tSPBD A 1 A_WeaponReady\n\tLoop\n  Ready3:\n\tSPBC A 1 A_WeaponReady\n\tLoop\n  Ready4:\n    TNT1 A 0 A_TakeInventory(\"VileCache\",999)\n\tSBSS A 1 A_WeaponReady\n\tLoop\n  Deselect:\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_JumpIfInventory(\"OccultDarkMatterToken2\",1,\"Deselect2\")\n\tTNT1 A 0 A_JumpIfInventory(\"OccultChaosLightningToken2\",1,\"Deselect3\")\n\tTNT1 A 0 A_JumpIfInventory(\"SlicerToken2\",1,\"Deselect4\")\n\tSPBK A 1 A_Lower\n\tGoto Deselect+4\n  Deselect2:\n\tSPBD A 1 A_Lower\n\tLoop\n  Deselect3:\n\tSPBC A 1 A_Lower\n\tLoop\n  Deselect4:\n\tSBSS A 1 A_Lower\n\tLoop\n  Select:\n    TNT1 A 0 A_TakeInventory(\"VileCache\",999)\n\tTNT1 A 0 A_JumpIfInventory(\"OccultDarkMatterToken2\",1,\"Select2\")\n\tTNT1 A 0 A_JumpIfInventory(\"OccultChaosLightningToken2\",1,\"Select3\")\n\tTNT1 A 0 A_JumpIfInventory(\"SlicerToken2\",1,\"Select4\")\n\tSPBK A 1 A_Raise\n\tLoop\n  Select2:\n\tSPBD A 1 A_Raise\n\tLoop\n  Select3:\n\tSPBC A 1 A_Raise\n\tLoop\n  Select4:\n\tSBSS A 1 A_Raise\n\tLoop\n  Fire:\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_JumpIfInventory(\"OccultDarkMatterToken2\",1,\"Fire2\")\n\tTNT1 A 0 A_JumpIfInventory(\"OccultChaosLightningToken2\",1,\"Fire3\")\n\tTNT1 A 0 A_JumpIfInventory(\"SlicerToken2\",1,\"Fire4\")\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Ready\")\n\tSPBK A 10 A_Playsound(\"Spellbook/Charge\")\n\tSPBK BCDEF 4\n  FireContinue:\n\tSPBK A 0 A_JumpIfNoAmmo(\"Firestop\")\n\tTNT1 A 0 A_PlaySound(\"Spellbook/Fire1\")\n\tSPBK GH 2 Bright A_RailAttack(random(6,8)*2,5,1,\"none\",\"none\",RGF_SILENT,30,\"PlayerRailPuff\",0,0,0,0,12.0,0,\"OccultLaserTrail\",-2)\n\tTNT1 A 0 A_PlaySound(\"Spellbook/Fire1\")\n\tSPBK IJ 2 Bright A_RailAttack(random(6,8)*2,5,1,\"none\",\"none\",RGF_SILENT,30,\"PlayerRailPuff\",0,0,0,0,12.0,0,\"OccultLaserTrail\",-2)\n\tTNT1 A 0 A_Refire(\"FireContinue\")\n  FireStop:\n\tSPBK FEDCB 4\n\tGoto Ready\n  Fire2:\n\tTNT1 A 0 A_JumpIfInventory(\"DustMana\",30,\"Fire2Continue\")\n\tGoto Ready2\n  Fire2Continue:\n\tSPBD A 10 A_Playsound(\"Spellbook/Charge\")\n\tSPBD BCD 4\n\tTNT1 A 0 A_TakeInventory(\"DustMana\",30,TIF_NOTAKEINFINITE)\n\tSPBD E 10 A_FireCustomMissile(\"PlayerDarkMatterBall\",0,0)\n\tSPBD FGHIJKL 3\n\tGoto Ready2\n  Fire3:\n\tTNT1 A 0 A_JumpIfInventory(\"DustMana\",100,\"Fire3Continue\")\n\tGoto Ready3\n  Fire3Continue:\n\tSPBC A 5 A_Playsound(\"Spellbook/Charge2\")\n\tSPBC BCDEF 3\n\tTNT1 A 0 A_JumpIfInventory(\"LegDoubleFiringSpeed\",1,\"Fire3Rune\")\n\tTNT1 A 0 A_FireCustomMissile(\"OccultSpellbookChaosCharging\",0,0,0,30)\n\tGoto Fire3Continue2\n  Fire3Rune:\n\tTNT1 A 0 A_FireCustomMissile(\"OccultSpellbookChaosCharging2\",0,0,0,30)\n  Fire3Continue2:\n\tSPBC GHIJGHIJGH 5\n\tTNT1 A 0 A_TakeInventory(\"DustMana\",100,TIF_NOTAKEINFINITE)\n\tTNT1 A 0 A_PlaySound(\"comet/launch\",7)\n\tTNT1 A 0 A_PlaySound(\"legsoul/attack2\",6)\n\tSPBC K 6 A_FireCustomMissile(\"ChaosSuperLightningProjPlayer\",0,0)\n\tSPBC LM 5\n\tSPBC NOGFEDCB 3\n\tGoto Ready3\n\n  Fire4:\n\tTNT1 A 0 A_JumpIfInventory(\"DustMana\",50,\"Fire4Continue\")\n\tGoto Ready4\n  Fire4Continue:\n\tSBSS A 5 A_PlaySound (\"weapons/lightningstarter\")\n\tSBSS BCDEFG 5\n\tSBSS H 8\n\tSBSS I 2\n\tSBSS J 2 A_PlayWeaponSound (\"weapons/lightningstarter\")\n\tSBSS KLMNOPQR 2 A_PlaySound (\"weapons/waveidle\")\n  Fire4Hold:\n\tSBSS O 0 A_PlaySound (\"weapons/waveidle\")\n\tSBSS OPQR 2\n\tSBSS R 2 A_ReFire(\"Fire4Hold\")\n\tGoto Fire4Go\n  Fire4Go:\n    SBSS STU 4\n\tTNT1 A 0 A_TakeInventory(\"DustMana\",50,TIF_NOTAKEINFINITE)\n    TNT1 A 0 A_PlayWeaponSound (\"weapons/waveidle\")\n    SBSS V 1 A_PlayWeaponSound (\"weapons/wavelaunch\")\n    SBSS V 7 A_FireCustomMissile(\"Slicer\",0,0,0,0)\n\tSBSS WX 3\n\tGoto Ready4\n\n  AltFire:\n\tTNT1 A 0 A_JumpIfInventory(\"OccultCanUpgrade\",1,\"AltFireContinue\")\n\tTNT1 A 0 A_Print(\"You need souls in order to change spells!\")\n\tGoto Ready\n  AltFireContinue:\n  \tTNT1 A 0 A_JumpIfInventory(\"SlicerToken\",1,\"AltFireContinue1\")\n\tTNT1 A 0 A_JumpIfInventory(\"OccultChaosLightningToken\",1,\"AltFireContinue2\")\n\tTNT1 A 0 A_JumpIfInventory(\"OccultDarkMatterToken\",1,\"AltFireContinue3\")\n\tGoto Ready\n  AltFireContinue1:\n    TNT1 A 0 A_JumpIfInventory(\"OccultDarkMatterToken\",1,\"AltFireContinue4\")\n    TNT1 A 0 A_JumpIfInventory(\"OccultChaosLightningToken\",1,\"AltFireContinue5\")\n\tTNT1 A 0 A_JumpIfInventory(\"SlicerToken2\",1,\"SlicerToLasers\")\n\tGoto LasersToSlicer\n  AltFireContinue2:\n\tTNT1 A 0 A_JumpIfInventory(\"OccultDarkMatterToken\",1,\"AltFireContinue6\")\n\tTNT1 A 0 A_JumpIfInventory(\"OccultChaosLightningToken2\",1,\"ChaosToLasers\")\n\tGoto LasersToChaos\n  AltFireContinue3:\n\tTNT1 A 0 A_JumpIfInventory(\"OccultDarkMatterToken2\",1,\"DarkMatterToLasers\")\n\tGoto LasersToDarkMatter\n  AltFireContinue4:\n    TNT1 A 0 A_JumpIfInventory(\"OccultChaosLightningToken\",1,\"AltFireContinue7\")\n\tTNT1 A 0 A_JumpIfInventory(\"OccultDarkMatterToken2\",1,\"DarkMatterToSlicer\")\n\tTNT1 A 0 A_JumpIfInventory(\"SlicerToken2\",1,\"SlicerToLasers\")\n\tGoto LasersToDarkMatter\n  AltFireContinue5:\n    TNT1 A 0 A_JumpIfInventory(\"OccultChaosLightningToken2\",1,\"ChaosToVile\")\n\tTNT1 A 0 A_JumpIfInventory(\"SlicerToken2\",1,\"SlicerToLasers\")\n\tGoto LasersToChaos\n  AltFireContinue6:\n\tTNT1 A 0 A_JumpIfInventory(\"OccultDarkMatterToken2\",1,\"DarkMatterToChaos\")\n\tTNT1 A 0 A_JumpIfInventory(\"OccultChaosLightningToken2\",1,\"ChaosToLasers\")\n\tGoto LasersToDarkMatter\n  AltFireContinue7:\n    TNT1 A 0 A_JumpIfInventory(\"OccultDarkMatterToken2\",1,\"DarkMatterToChaos\")\n\tTNT1 A 0 A_JumpIfInventory(\"OccultChaosLightningToken2\",1,\"ChaosToVile\")\n\tTNT1 A 0 A_JumpIfInventory(\"SlicerToken2\",1,\"SlicerToLasers\")\n\tGoto LasersToDarkMatter\n\n  LasersToDarkMatter:\n\tTNT1 A 0 A_Print(\"Dark Matter\")\n\tSPBK A 12 A_GunFlash\n\tTNT1 A 0 A_GiveInventory(\"OccultDarkMatterToken2\")\n\tSPBD A 12\n\tGoto Ready\n\n  DarkMatterToLasers:\n\tTNT1 A 0 A_Print(\"Occult Lasers\")\n\tSPBD A 12 A_GunFlash\n\tTNT1 A 0 A_TakeInventory(\"OccultDarkMatterToken2\")\n\tSPBK A 12\n\tGoto Ready\n\n  DarkMatterToChaos:\n\tTNT1 A 0 A_Print(\"Chaos Lightning\")\n\tSPBD A 12 A_GunFlash\n\tTNT1 A 0 A_TakeInventory(\"OccultDarkMatterToken2\")\n\tTNT1 A 0 A_GiveInventory(\"OccultChaosLightningToken2\")\n\tSPBC A 12\n\tGoto Ready\n\n  ChaosToVile:\n\tTNT1 A 0 A_Print(\"Slicer\")\n\tSPBC A 12 A_GunFlash\n\tTNT1 A 0 A_TakeInventory(\"OccultChaosLightningToken2\")\n\tTNT1 A 0 A_GiveInventory(\"SlicerToken2\")\n\tSBSS A 12\n\tGoto Ready\n\n  SlicerToLasers:\n\tTNT1 A 0 A_Print(\"Occult Lasers\")\n\tSBSS A 12 A_GunFlash\n\tTNT1 A 0 A_TakeInventory(\"SlicerToken2\")\n\tSPBK A 12\n\tGoto Ready\n\n  LasersToChaos:\n\tTNT1 A 0 A_Print(\"Chaos Lightning\")\n\tSPBK A 12 A_GunFlash\n\tTNT1 A 0 A_GiveInventory(\"OccultChaosLightningToken2\")\n\tSPBC A 12\n\tGoto Ready\n\n  ChaosToLasers:\n\tTNT1 A 0 A_Print(\"Occult Lasers\")\n\tSPBC A 12 A_GunFlash\n\tTNT1 A 0 A_TakeInventory(\"OccultChaosLightningToken2\")\n\tSPBK A 12\n\tGoto Ready\n\n  LasersToSlicer:\n\tTNT1 A 0 A_Print(\"Slicer\")\n\tSPBK A 12 A_GunFlash\n\tTNT1 A 0 A_GiveInventory(\"SlicerToken2\")\n\tSBSS A 12\n\tGoto Ready\n  DarkMatterToSlicer:\n\tTNT1 A 0 A_Print(\"Slicer\")\n\tSPBD A 12 A_GunFlash\n\tTNT1 A 0 A_TakeInventory(\"OccultDarkMatterToken2\")\n\tTNT1 A 0 A_GiveInventory(\"SlicerToken2\")\n\tSBSS A 12\n\tGoto Ready\n  Flash:\n\tTNT1 A 0 A_Playsound(\"Soul/Fire\")\n\tSPBF A 2 Bright\n\tSPBF B 2 Bright\n\tSPBF C 2 Bright\n\tSPBF D 2 Bright\n\tSPBF E 8 Bright\n\tSPBF D 2 Bright\n\tSPBF C 2 Bright\n\tSPBF B 2 Bright\n\tSPBF A 2 Bright\n\tStop\n  }\n}\n\nactor Slicer\n{\n  obituary \"%o was sliced in two by %k 's Occult Spellbook Slicer.\"\n  radius 4\n  height 6\n  speed 25\n  damage 44\n  ReactionTime 150\n  renderstyle Add\n  alpha 0.75\n  attacksound \"weapon/disckill\"\n  Damagetype \"Normal\"\n  Species \"Player\"\n  PROJECTILE\n  +SEEKERMISSILE\n  +RIPPER\n  +EXTREMEDEATH\n  +LOOKALLAROUND\n  +FRIENDLY\n  +MTHRUSPECIES\n  +DONTHARMSPECIES\n  states\n  {\n  Spawn:\n    SLIC A 0 bright A_SeekerMissile (20,30)\n    SLIC A 2 bright A_SpawnItemEx(\"SlicerTrail\",0,0,0,0,0,0,0,128)\n    SLIC A 0 bright A_SeekerMissile (20,30)\n    SLIC B 2 bright A_SpawnItemEx(\"SlicerTrail\",0,0,0,0,0,0,0,128)\n    SLIC A 0 bright A_SeekerMissile (20,30)\n    SLIC C 2 bright A_SpawnItemEx(\"SlicerTrail\",0,0,0,0,0,0,0,128)\n    SLIC A 0 bright A_SeekerMissile (20,30)\n    SLIC D 2 bright A_SpawnItemEx(\"SlicerTrail\",0,0,0,0,0,0,0,128)\n    SLIC A 0 bright A_SeekerMissile (20,30)\n    SLIC E 2 bright A_SpawnItemEx(\"SlicerTrail\",0,0,0,0,0,0,0,128)\n    SLIC A 0 bright A_SeekerMissile (20,30)\n    SLIC F 2 bright A_SpawnItemEx(\"SlicerTrail\",0,0,0,0,0,0,0,128)\n    SLIC A 0 bright A_SeekerMissile (20,30)\n    SLIC G 2 bright A_SpawnItemEx(\"SlicerTrail\",0,0,0,0,0,0,0,128)\n    SLIC A 0 bright A_SeekerMissile (20,30)\n    SLIC H 2 bright A_SpawnItemEx(\"SlicerTrail\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Countdown\n    loop\n  Death:\n    SLIE A 0 A_PlaySound(\"weapons/wavedeath\")\n    SLIE A 8 Bright A_Explode\n    SLIE BC 8 bright  A_FadeOut(0.10)\n    stop\n  }\n}\n\nActor SlicerTrail\n{\n   \tPROJECTILE\n   \t+NOCLIP\n\t+CLIENTSIDEONLY\n    +NOTIMEFREEZE\n    Scale 1\n    Renderstyle ADD\n\tAlpha 0.6\n\tScale 0.8\n\tStates\n\t{\n\tSpawn:\n\t  TNT1 A 0\n      TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t  SLIC ABCDEFGH 1 Bright A_FadeOut(0.05)\n\t  Stop\n\tToaster:\n      TNT1 A 0\n\tStop\n\t}\n}\n\nActor SlicerToken : Inventory { Inventory.MaxAmount 1 }\nActor SlicerToken2 : Inventory { Inventory.MaxAmount 1 }"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Edits/SLOT01.txt",
        "contents": "ACTOR \"MeleeNoSkin\" : Weapon Replaces NewNewMelee // noweaponskins_cf-nexus1.93, this actos only used to fix sound looping after weapon drop\n{\n\t+WEAPON.NOALERT\n\tTag \"Melee\"\n    Obituary \"%o was brutally beaten by %k.\"\n\tStates\n\t{\n\tDeselect:\n\t\tPKFS A 1 A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tLoop\n\tSelect:\n\t    TNT1 A 0 A_StopSound(CHAN_BODY) // these \"stopSound\" lines are\n\t    TNT1 A 0 A_StopSound(5) // just to stop weapon sound looping after dropping weapons\n\t    TNT1 A 0 A_StopSound(6) // because once weapon is dropped it automatically selects fist\n\t\tTNT1 A 0 A_ZoomFactor(1) // dropped explosive railgun - restores zoom\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"StopWeaponMusic\",0) // dropped legendary plasmatic rifle - stops legendary music\n\t\tPKFS A 1 A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tLoop\n    Ready:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tPKFS A 1 A_WeaponReady\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"Berserked\")\n\t\tTNT1 A 0 A_Jump(256,\"NormalFist\",\"NormalKick\")\n\t\tGoto Ready\n\tNormalFist:\n\t\tPKFS LBCD 1\n\t\tPKFS E 2 A_CustomPunch(2*Random(1,10),TRUE,0,\"NewFistPuff\",64)\n\t\tPKFS FGHI 2\n\t\tPKFS JKL 1\n\t\tPKFS A 1 A_ReFire\n\t\tGoto Ready\n\tNormalKick:\n\t\tTNT1 A 0 A_GiveInventory(\"kickAnim\",1)\n\t\tKICK A 1 A_PlaySound(\"weapons/kick\")\n\t\tTNT1 A 0 A_Light0\n\t\tKICK BCDEF 1\n\t\tKICK G 5 A_CustomPunch(2*Random(11,20),TRUE,0,\"NewFootPuff\",96)\n\t\tKICK EDCBA 2\n\t\tPKFS A 1\n\t\tPKFS A 5 A_ReFire\n\t\tGoto Ready\n\tBerserked:\n\t    TNT1 A 0 A_Jump(256,\"BerserkFist\",\"BerserkKick\")\n\t\tGoto Ready\n\tBerserkFist:\n\t    PKFS L 1 A_PlaySound(\"weapons/fistwiff\")\n\t\tPKFS BCD 1\n\t\tPKFS E 2 A_CustomPunch(25*Random(1,10),TRUE,0,\"NewFistPuff\",64)\n\t\tPKFS FGHIJKL 1\n\t\tPKFS A 1 A_ReFire\n\t\tGoto Ready\n\tBerserkKick:\n\t\tTNT1 A 0 A_GiveInventory(\"kickAnim\",1)\n\t\tKICK A 1 A_PlaySound(\"weapons/berserkkick\")\n\t\tKICK BCDEF 1\n\t\tKICK G 5 A_CustomPunch(25*Random(11,20),TRUE,0,\"NewFootPuff\",96)\n\t\tKICK EDCBA 1\n\t\tPKFS A 1\n\t\tPKFS A 5 A_ReFire\n\t\tGoto Ready\n   GrenadeCheck:\n\t    TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t    Goto Ready\n   GrenadeToss:\n\t    PKFR CBA 1\n\t    TNT1 A 4\n\t    HGRN ABC 1\n\t    HGRN D 2\n\t    HGRN EFG 1\n\t\tHGRN HI 2\n\t    TNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t    TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t    TNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\t\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\t\tHGRN J 1\n\t\tHGRN KLM 2\n\t\tHGRN NO 1\n\t    TNT1 A 6\n\t    TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n        TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\t    TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t    TNT1 A 0\n\t    Goto Ready\n   MineCheck:\n\t    TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t    Goto Ready\n   MineToss:\n\t    PKFR CBA 1\n\t    TNT1 A 8\n\t    TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t    MINE ABCDEF 1\n\t    TNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\t    MINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\t    MINE HI 1\n\t    MINE JK 2\n\t    TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n        TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t    TNT1 A 0\n\t\tTNT1 A 5\n\t    Goto Ready\n\t    }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Edits/SLOT03.txt",
        "contents": "ACTOR \"Assault Shotgun \" : Weapon Replaces \"Assault Shotgun\"\n{\n  Scale 0.85\n  Weapon.SelectionOrder 4500\n  Weapon.KickBack 80\n  Weapon.AmmoUse 1\n  Weapon.AmmoGive 12\n  Weapon.AmmoGive2 8\n  Weapon.AmmoType \"ShotgunDrum2\"\n  Weapon.AmmoType2 \"NewShell\"\n  Inventory.PickupSound \"AShotgun/Cock\"\n  Inventory.PickupMessage \"Assault Shotgun\"\n  Obituary \"%o was blown away by %k's Assault Shotgun.\"\n  Decal BulletChip\n  +WEAPON.AMMO_OPTIONAL\n  +WEAPON.NOALERT\n  -INVENTORY.UNDROPPABLE\n  States\n  {\n  Ready:\n    TNT1 A 0 A_PlayWeaponSound(\"AShotgun/Cock\")\n\tASGW A 1\n\tASGR ABCDE 1\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n    SMAG A 1 A_WeaponReady\n    Goto Ready+7\n  Deselect:\n    TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n    SMAG A 1 A_Lower\n    Goto Deselect+1\n  Select:\n\tTNT1 A 0 A_Raise\n    Wait\n  Fire:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\tTNT1 A 0 A_PlaySound(\"AShotgun/Fire\")\n\tTNT1 A 0 A_AlertMonsters\n    TNT1 A 0 Radius_Quake(3,3,0,1,0)\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\",30,5,25,Random(2,4),Random(3,6),Random(3,6),0)\n\tTNT1 AAAA 0 A_FireCustomMissile(\"SGTracer\",Random(5,-5),0,0,Random(5,-5))\n    SMAF A 2 Bright A_FireBullets(5.0,3.0,7,Random(5,7),\"ModdedBulletPuff\")\n    SMAF B 2 Bright A_Light2\n\tTNT1 A 0 A_Light0\n    SMAG BCDE 1\n\tSMAG FA 2\n    Goto Ready+7\n  Empty:\n    SMAG A 10 A_PlayWeaponSound(\"weapons/click\")\n  AltFire:\n    TNT1 A 0 A_JumpIfInventory(\"ShotgunDrum2\",12,2)\n    TNT1 A 0 A_JumpIfInventory(\"NewShell\",1,2)\n\tTNT1 A 0\n\tGoto Ready+7\n\tSMAR ABCD 1\n\tSMAR EF 2\n\tSMAR G 6\n\tTNT1 A 0 A_JumpIfInventory(\"ShotgunDrum2\",1,\"Reload2\")\n  Reload:\n    SMAR HI 1\n\tSMAR J 1 A_PlaySound(\"Weapons/ASGShellLoad\")\n\tSMAR K 1\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",1)\n\tTNT1 A 0 A_GiveInventory(\"ShotgunDrum2\",1)\n\tSMAR L 1\n\tTNT1 A 0 A_JumpIfInventory(\"ShotgunDrum2\",11,\"FullCock\")\n\tSMAR MN 1\n\tSMAR O 2\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheckReloading\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheckReloading\")\n\tSMAR G 1 A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)\n\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",1,\"Reload\")\n  FullCock:\n    SMAR P 3\n    SMAR Q 2\n    SMAR CBA 1\n\tSMAK A 1\n\tSMAK B 2\n\tSMAK C 3 A_PlayWeaponSound(\"AShotgun/Cock\")\n\tSMAK D 5\n\tSMAK E 2\n\tGoto Ready+7\n  Reload2:\n    SMAR HI 1\n\tSMAR J 1 A_PlaySound(\"Weapons/ASGShellLoad\")\n\tSMAR K 1\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",1)\n\tTNT1 A 0 A_GiveInventory(\"ShotgunDrum2\",1)\n\tSMAR L 1\n\tTNT1 A 0 A_JumpIfInventory(\"ShotgunDrum2\",12,\"Full\")\n\tSMAR MN 1\n\tSMAR O 2\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheckReloading\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheckReloading\")\n\tSMAR G 1 A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)\n\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",1,\"Reload2\")\n  Full:\n    SMAR P 3\n    SMAR Q 2\n    SMAR CBA 1\n\tGoto Ready+7\n  GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready+7\n  GrenadeCheckReloading:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Reload\n  GrenadeToss:\n  \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tASGR EDCBA 1\n\tASGW A 1\n\tTNT1 A 4\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n    TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tGoto Ready+1\n  MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready+7\n  MineCheckReloading:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Reload\n  MineToss:\n  \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tASGR EDCBA 1\n\tASGW A 1\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n    TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tGoto Ready+1\n  Spawn:\n    SMAP A -1\n    Stop\n  }\n}\n\nACTOR \"HexaShotgunNoSkin\" : Weapon Replaces Hexa-Shotgun2\n{\n//$Category Weapons/LCA\n//$Sprite HSGPA0\n//$Title \"Hexa-Shotgun\"\n  Scale 0.9\n  Weapon.SelectionOrder 4445\n  Weapon.KickBack 500\n  Weapon.AmmoUse 0\n  Weapon.AmmoGive 0\n  Weapon.AmmoGive2 12\n  Weapon.AmmoType \"HexaShell\"\n  Weapon.AmmoType2 \"NewShell\"\n  Inventory.PickupMessage \"Hexa-Shotgun\"\n  Inventory.PickupSound \"weapons/pickuphsg\"\n  Tag \"Hexa Shotgun\"\n  Obituary \"%o's body wasn't able to be identified after being shot by k's Hexa-Shotgun.\"\n  Weapon.SisterWeapon \"PoweredHexaShotgunNoSkin0\"\n  +WEAPON.AMMO_OPTIONAL\n  +WEAPON.NOALERT\n  -INVENTORY.UNDROPPABLE\n  States\n  {\n  Ready:\n    TNT1 A 0 A_PlayWeaponSound(\"weapons/pickuphsg\")\n\tHSRS ABCDEF 1\n\tHSRS GH 2\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n    HSGN A 1 A_WeaponReady\n    Goto Ready+9\n  Deselect:\n    TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n    HSGN A 1 A_Lower\n    Goto Deselect+1\n  Select:\n\tTNT1 A 0 A_Raise\n    Wait\n  Fire:\n\tTNT1 A 0 A_JumpIfInventory(\"HexaShell\",6,\"HexaFire\")\n\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",2,1)\n\tGoto Empty\n\tTNT1 A 0 A_JumpIfInventory(\"HexaShell\",4,\"ReloadTwoShells\")\n\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",4,1)\n\tGoto Empty\n\tTNT1 A 0 A_JumpIfInventory(\"HexaShell\",2,\"ReloadFourShells\")\n\tGoto Empty\n  HexaFire:\n\tTNT1 A 0 A_PlaySound(\"weapons/hsgfire\")\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_Recoil(4)\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n    TNT1 A 0 Radius_Quake(20,5,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"HexaShell\",6)\n\tTNT1 AAAAAAAAAAAA 0 A_FireCustomMissile(\"SGTracer\",Random(8,-8),0,0,Random(10,-10))\n    HS4F A 1 Bright A_FireBullets(11.8,7.3,52,5,\"ModdedBulletPuff\")\n    HS4F A 1 Bright A_FireBullets(13.8,7.3,26,5,\"ModdedBulletPuff\")\n    HS4F B 2 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tHSGN CFG 1\n\tHSGN H 2\n\tHSER A 3\n\tHSER B 6\n\tHSGN GFEDC 2\n  HexaReloadCheck:\n  \tTNT1 A 0 A_JumpIfInventory(\"NewShell\",6,2)\n\tHSGN S 2\n\tGoto Ready+9\n\tTNT1 A 0\n\tGoto ReloadSixShells+3\n  AltFire:\n    TNT1 A 0 A_JumpIfInventory(\"HexaShell\",6,\"FireUpper\")\n    TNT1 A 0 A_JumpIfInventory(\"HexaShell\",4,\"FireMiddle\")\n\tTNT1 A 0 A_JumpIfInventory(\"HexaShell\",2,1)\n\tGoto Reload\n    TNT1 A 0 A_PlaySound(\"weapons/qsgdoublefire\")\n    TNT1 A 0 A_AlertMonsters\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n    TNT1 A 0 Radius_Quake(3,3,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"HexaShell\",2)\n\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"SGTracer\",Random(8,-8),0,0,Random(8,-8))\n    HSGF E 2 Bright A_FireBullets(11.2,7.1,20,5,\"ModdedBulletPuff\")\n\tHSGF F 2 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tHSRC ABCDE 1\n\tHSGN A 1\n    Goto Ready+9\n  FireUpper:\n    TNT1 A 0 A_PlaySound(\"weapons/qsgdoublefire\")\n    TNT1 A 0 A_AlertMonsters\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n    TNT1 A 0 Radius_Quake(3,3,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"HexaShell\",2)\n\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"SGTracer\",Random(8,-8),0,0,Random(8,-8))\n    HSGF A 2 Bright A_FireBullets(11.2,7.1,20,5,\"ModdedBulletPuff\")\n\tHSGF B 2 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tHSRC ABCDE 1\n\tHSGN A 1\n    Goto Ready+9\n  FireMiddle:\n    TNT1 A 0 A_PlaySound(\"weapons/qsgdoublefire\")\n    TNT1 A 0 A_AlertMonsters\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n    TNT1 A 0 Radius_Quake(3,3,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"HexaShell\",2)\n\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"SGTracer\",Random(8,-8),0,0,Random(8,-8))\n    HSGF C 2 Bright A_FireBullets(11.2,7.1,20,5,\"ModdedBulletPuff\")\n\tHSGF D 2 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tHSRC ABCDE 1\n\tHSGN A 1\n    Goto Ready+9\n  Empty:\n    HSGN A 10 A_PlayWeaponSound(\"weapons/click\")\n\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",6,\"ReloadSixShells\")\n\tGoto Ready+9\n  Reload:\n\tTNT1 A 0 A_JumpIfInventory(\"HexaShell\",2,\"ReloadTwoShells\")\n\tTNT1 A 0 A_JumpIfInventory(\"HexaShell\",4,\"ReloadFourShells\")\n\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",6,\"ReloadSixShells\")\n\tGoto Empty\n  ReloadSixShells:\n\tHSGN SRQ 2\n\tHSGN PJ 1\n\tHSGN K 1\n\tTNT1 AAAAAA 0 A_SpawnItemEx(\"SSGShellCasing\",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n\tHSGN L 1\n\tHSGR A 12 A_PlayWeaponSound(\"weapons/qsgopen\")\n\tHSGR B 1\n\tHSGR CD 2\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",2)\n\tTNT1 A 0 A_GiveInventory(\"HexaShell\",2)\n\tHSGR E 3 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\tHSGR F 3\n\tHSGR G 2\n\tHSGR H 1\n\tHSGR I 8\n\tHSGR JK 1\n\tHSGR LM 2\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",2)\n\tTNT1 A 0 A_GiveInventory(\"HexaShell\",2)\n\tHSGR N 3 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\tHSGR O 3\n\tHSGR P 2\n\tHSGR Q 1\n\tHSGR R 8\n\tHSGR ST 1\n\tHSGR U 2\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",2)\n\tTNT1 A 0 A_GiveInventory(\"HexaShell\",2)\n\tHSGR V 3 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\tHSGR W 3\n\tHSGR X 2\n\tHSGR Y 1\n\tHSGN MNO 1\n\tHSGN P 1 A_PlayWeaponSound(\"weapons/qsgclose\")\n\tHSGN QRS 2\n\tHSGN A 2\n    Goto Ready+9\n  ReloadFourShells:\n    TNT1 A 0 A_JumpIfInventory(\"NewShell\",4,1)\n\tGoto Ready+9\n\tHSGN SRQ 2\n\tHSGN P 1\n\tHSEX A 1\n\tHSEX B 1\n\tTNT1 AAAA 0 A_SpawnItemEx(\"SSGShellCasing\",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n\tHSEX C 1\n\tHSGR I 12 A_PlayWeaponSound(\"weapons/qsgopen\")\n\tHSGR JK 1\n\tHSGR LM 2\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",2)\n\tTNT1 A 0 A_GiveInventory(\"HexaShell\",2)\n\tHSGR N 3 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\tHSGR O 3\n\tHSGR P 2\n\tHSGR Q 1\n\tHSGR RS 1\n\tHSGR TU 2\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",2)\n\tTNT1 A 0 A_GiveInventory(\"HexaShell\",2)\n\tHSGR V 3 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\tHSGR W 3\n\tHSGR X 2\n\tHSGR Y 1\n\tHSGN MNO 1\n\tHSGN P 1 A_PlayWeaponSound(\"weapons/qsgclose\")\n\tHSGN QRS 2\n\tHSGN A 2\n\tGoto Ready+9\n  ReloadTwoShells:\n    TNT1 A 0 A_JumpIfInventory(\"NewShell\",2,1)\n\tGoto Ready+9\n\tHSGN SRQ 2\n\tHSGN P 1\n\tHSEX A 1\n\tHSEX B 1\n\tTNT1 AA 0 A_SpawnItemEx(\"SSGShellCasing\",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n\tHSEX C 1\n\tHSGR Q 12 A_PlayWeaponSound(\"weapons/qsgopen\")\n\tHSGR RS 1\n\tHSGR TU 2\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",2)\n\tTNT1 A 0 A_GiveInventory(\"HexaShell\",2)\n\tHSGR V 3 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\tHSGR W 3\n\tHSGR X 2\n\tHSGR Y 1\n\tHSGN MNO 1\n\tHSGN P 1 A_PlayWeaponSound(\"weapons/qsgclose\")\n\tHSGN QRS 2\n\tHSGN A 2\n\tGoto Ready+9\n  GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready+9\n  GrenadeToss:\n  \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tHSHT EDCBA 1\n\tTNT1 A 4\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n    TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tHSHT ABCDE 1\n\tGoto Ready+9\n  MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready+9\n  MineToss:\n  \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tHSHT EDCBA 1\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n    TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tHSHT ABCDE 1\n\tGoto Ready+9\n  Spawn:\n    HSGP A -1\n    Stop\n    }\n}\n\nACTOR \"PoweredHexaShotgunNoSkin0\" : Weapon replaces \"PoweredHexaShotgunNoSkin\"\n{\n  Scale 0.9\n  Weapon.SelectionOrder 4445\n  Weapon.KickBack 500\n  Weapon.AmmoUse 0\n  Weapon.AmmoGive 0\n  Weapon.AmmoGive2 12\n  Weapon.AmmoType \"HexaShell\"\n  Weapon.AmmoType2 \"NewShell\"\n  Inventory.PickupMessage \"Hexa-Shotgun\"\n  Inventory.PickupSound \"weapons/pickuphsg\"\n  Tag \"Hexa Shotgun\"\n  Obituary \"%o's body wasn't able to be identified after being shot by k's Hexa-Shotgun.\"\n  Weapon.SisterWeapon \"HexaShotgunNoSkin\"\n  +WEAPON.AMMO_OPTIONAL\n  +WEAPON.NOALERT\n  +INVENTORY.UNDROPPABLE\n  +WEAPON.POWERED_UP\n  States\n  {\n  Ready:\n    TNT1 A 0 A_PlayWeaponSound(\"weapons/pickuphsg\")\n\tXSRS ABCDEF 1\n\tXSRS GH 2\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tXSGN A 1 A_WeaponReady\n    Goto Ready+9\n  Deselect:\n    TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tXSGN A 1 A_Lower\n    Goto Deselect+1\n  Select:\n\tTNT1 A 0 A_Raise\n    Wait\n  Fire:\n\tTNT1 A 0 A_JumpIfInventory(\"HexaShell\",6,\"HexaFire\")\n\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",2,1)\n\tGoto Empty\n\tTNT1 A 0 A_JumpIfInventory(\"HexaShell\",4,\"ReloadTwoShells\")\n\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",4,1)\n\tGoto Empty\n\tTNT1 A 0 A_JumpIfInventory(\"HexaShell\",2,\"ReloadFourShells\")\n\tGoto Empty\n  HexaFire:\n\tTNT1 A 0 A_PlaySound(\"weapons/hsgfire\")\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_Recoil(4)\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n    TNT1 A 0 Radius_Quake(20,5,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"HexaShell\",6)\n\tTNT1 AAAAAAAAAAAA 0 A_FireCustomMissile(\"SGTracer\",Random(8,-8),0,0,Random(10,-10))\n\tXS4F A 1 Bright A_FireBullets(11.8,7.3,52,5,\"ModdedBulletPuff\")\n\tXS4F A 1 Bright A_FireBullets(13.8,7.3,26,5,\"ModdedBulletPuff\")\n\tXS4F B 2 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tXSGN CFG 1\n\tXSGN H 2\n\tXSER A 3\n\tXSER B 6\n\tXSGN GFEDC 2\n  HexaReloadCheck:\n  \tTNT1 A 0 A_JumpIfInventory(\"NewShell\",6,2)\n\tXSGN S 2\n\tGoto Ready+9\n\tTNT1 A 0\n\tGoto ReloadSixShells+3\n  AltFire:\n    TNT1 A 0 A_JumpIfInventory(\"HexaShell\",6,\"FireUpper\")\n    TNT1 A 0 A_JumpIfInventory(\"HexaShell\",4,\"FireMiddle\")\n\tTNT1 A 0 A_JumpIfInventory(\"HexaShell\",2,1)\n\tGoto Reload\n    TNT1 A 0 A_PlaySound(\"weapons/qsgdoublefire\")\n    TNT1 A 0 A_AlertMonsters\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n    TNT1 A 0 Radius_Quake(3,3,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"HexaShell\",2)\n\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"SGTracer\",Random(8,-8),0,0,Random(8,-8))\n\tXSGF E 2 Bright A_FireBullets(11.2,7.1,20,5,\"ModdedBulletPuff\")\n\tXSGF F 2 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tXSRC ABCDE 1\n\tXSGN A 1\n    Goto Ready+9\n  FireUpper:\n    TNT1 A 0 A_PlaySound(\"weapons/qsgdoublefire\")\n    TNT1 A 0 A_AlertMonsters\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n    TNT1 A 0 Radius_Quake(3,3,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"HexaShell\",2)\n\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"SGTracer\",Random(8,-8),0,0,Random(8,-8))\n\tXSGF A 2 Bright A_FireBullets(11.2,7.1,20,5,\"ModdedBulletPuff\")\n\tXSGF B 2 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tXSRC ABCDE 1\n\tXSGN A 1\n    Goto Ready+9\n  FireMiddle:\n    TNT1 A 0 A_PlaySound(\"weapons/qsgdoublefire\")\n    TNT1 A 0 A_AlertMonsters\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n    TNT1 A 0 Radius_Quake(3,3,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"HexaShell\",2)\n\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"SGTracer\",Random(8,-8),0,0,Random(8,-8))\n\tXSGF C 2 Bright A_FireBullets(11.2,7.1,20,5,\"ModdedBulletPuff\")\n\tXSGF D 2 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tXSRC ABCDE 1\n\tXSGN A 1\n    Goto Ready+9\n  Empty:\n\tXSGN A 10 A_PlayWeaponSound(\"weapons/click\")\n\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",6,\"ReloadSixShells\")\n\tGoto Ready+9\n  Reload:\n\tTNT1 A 0 A_JumpIfInventory(\"HexaShell\",2,\"ReloadTwoShells\")\n\tTNT1 A 0 A_JumpIfInventory(\"HexaShell\",4,\"ReloadFourShells\")\n\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",6,\"ReloadSixShells\")\n\tGoto Empty\n  ReloadSixShells:\n\tXSGN SRQ 2\n\tXSGN PJ 1\n\tXSGN K 1\n\tTNT1 AAAAAA 0 A_SpawnItemEx(\"SSGShellCasing\",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n\tXSGN L 1\n\tXSGR A 12 A_PlayWeaponSound(\"weapons/qsgopen\")\n\tXSGR B 1\n\tXSGR CD 2\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",2)\n\tTNT1 A 0 A_GiveInventory(\"HexaShell\",2)\n\tXSGR E 3 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\tXSGR F 3\n\tXSGR G 2\n\tXSGR H 1\n\tXSGR I 8\n\tXSGR JK 1\n\tXSGR LM 2\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",2)\n\tTNT1 A 0 A_GiveInventory(\"HexaShell\",2)\n\tXSGR N 3 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\tXSGR O 3\n\tXSGR P 2\n\tXSGR Q 1\n\tXSGR R 8\n\tXSGR ST 1\n\tXSGR U 2\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",2)\n\tTNT1 A 0 A_GiveInventory(\"HexaShell\",2)\n\tXSGR V 3 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\tXSGR W 3\n\tXSGR X 2\n\tXSGR Y 1\n\tXSGN MNO 1\n\tXSGN P 1 A_PlayWeaponSound(\"weapons/qsgclose\")\n\tXSGN QRS 2\n\tXSGN A 2\n    Goto Ready+9\n  ReloadFourShells:\n    TNT1 A 0 A_JumpIfInventory(\"NewShell\",4,1)\n\tGoto Ready+9\n\tXSGN SRQ 2\n\tXSGN P 1\n\tXSEX A 1\n\tXSEX B 1\n\tTNT1 AAAA 0 A_SpawnItemEx(\"SSGShellCasing\",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n\tXSEX C 1\n\tXSGR I 12 A_PlayWeaponSound(\"weapons/qsgopen\")\n\tXSGR JK 1\n\tXSGR LM 2\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",2)\n\tTNT1 A 0 A_GiveInventory(\"HexaShell\",2)\n\tXSGR N 3 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\tXSGR O 3\n\tXSGR P 2\n\tXSGR Q 1\n\tXSGR RS 1\n\tXSGR TU 2\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",2)\n\tTNT1 A 0 A_GiveInventory(\"HexaShell\",2)\n\tXSGR V 3 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\tXSGR W 3\n\tXSGR X 2\n\tXSGR Y 1\n\tXSGN MNO 1\n\tXSGN P 1 A_PlayWeaponSound(\"weapons/qsgclose\")\n\tXSGN QRS 2\n\tXSGN A 2\n\tGoto Ready+9\n  ReloadTwoShells:\n    TNT1 A 0 A_JumpIfInventory(\"NewShell\",2,1)\n\tGoto Ready+9\n\tXSGN SRQ 2\n\tXSGN P 1\n\tXSEX A 1\n\tXSEX B 1\n\tTNT1 AA 0 A_SpawnItemEx(\"SSGShellCasing\",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n\tXSEX C 1\n\tXSGR Q 12 A_PlayWeaponSound(\"weapons/qsgopen\")\n\tXSGR RS 1\n\tXSGR TU 2\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",2)\n\tTNT1 A 0 A_GiveInventory(\"HexaShell\",2)\n\tXSGR V 3 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\tXSGR W 3\n\tXSGR X 2\n\tXSGR Y 1\n\tXSGN MNO 1\n\tXSGN P 1 A_PlayWeaponSound(\"weapons/qsgclose\")\n\tXSGN QRS 2\n\tXSGN A 2\n\tGoto Ready+9\n  GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready+9\n  GrenadeToss:\n  \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tXSHT EDCBA 1\n\tTNT1 A 4\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n    TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tXSHT ABCDE 1\n\tGoto Ready+9\n  MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready+9\n  MineToss:\n  \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tXSHT EDCBA 1\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n    TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tXSHT ABCDE 1\n\tGoto Ready+9\n  Spawn:\n\tXSGP A -1\n    Stop\n    }\n}\n\nACTOR \"ExplosiveShotgunNoSkin\" : Weapon Replaces \"Explosive Shotgun\"\n{\n//$Category Weapons/DUST\n//$Sprite HLSPA0\n//$Title \"Explosive Shotgun\"\n  Weapon.SlotNumber 3\n  Weapon.SelectionOrder 3000\n  Weapon.KickBack 160\n  Weapon.AmmoUse 1\n  Weapon.AmmoType \"ExplosiveShotgunMagazine\"\n  Weapon.AmmoType2 \"NewShell\"\n  Weapon.AmmoGive2 8\n  Obituary \"%o was made extra crispy by %k's Explosive Shotgun.\"\n  Inventory.PickupMessage \"Explosive Shotgun\"\n  Inventory.PickupSound \"weapons/ExplosiveSG/pump\"\n  Tag \"Explosive Shotgun\"\n  +WEAPON.AMMO_OPTIONAL\n  +WEAPON.NOALERT\n  -INVENTORY.UNDROPPABLE\n  States\n  {\n  Ready:\n\tTNT1 A 0 A_PlaySound(\"weapons/ExplosiveSG/pump\",1)\n\tHLSQ A 1\n\tHLSQ B 1\n\tHLSQ C 1\n\tHLSQ D 1\n\tHLSQ E 1\n\tHLSQ F 1\n\tHLSQ G 1\n\tHLSQ H 1\n  RealyReady:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tHLSA A 1 A_WeaponReady\n\tloop\n  Deselect:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tHLSA A 1 A_Lower\n\tGoto Deselect+1\n  Select:\n\tTNT1 A 0 A_Raise\n\tWait\n  Fire:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\tTNT1 A 0 A_PlaySound(\"weapons/ExplosiveSG/fire\",7)\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 Radius_Quake(4,4,0,1,0)\n\tTNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\t//TNT1 A 0 A_TakeInventory(\"ExplosiveShotgunMagazine\",1,TIF_NOTAKEINFINITE)\n\tTNT1 AAAAAAAA 0 A_FireCustomMissile(\"PlayerExplosiveTracer\",Random(-4,4),0,0,0,0,frandom(-3,3))\n\tTNT1 A 0 A_FireBullets(4.0,3.0,8,Random(5,7),\"ModdedBulletPuff\")\n\tHLSF A 1 Bright\n\tHLSF B 1 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tHLSF C 1\n\tHLSF D 1\n\tHLSF E 1\n\t//HLSF F 1\n\tHLSF G 1\n\t//HLSF H 1\n\tHLSF I 1\n\tHLSC A 1\n\tHLSC B 1\n\tHLSC C 1\n\tHLSC D 1\n\tHLSC E 1\n\tHLSC F 1\n\tHLSC G 1\n\tHLSC H 1\n\tHLSC I 1\n\tHLSC J 1\n\tHLSC K 1\n\tTNT1 A 0 A_PlaySound(\"weapons/ExplosiveSG/pump\",1)\n\tHLSC L 1\n\tHLSC M 1\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\",30,-1,25,Random(2,4),Random(3,6),Random(3,6),0)\n\tHLSC N 2\n\tHLSC M 1\n\tHLSC L 1\n\tHLSC K 1\n\tHLSC J 1\n\tHLSC I 1\n\tHLSC H 1\n\tHLSC G 1\n\tHLSC F 1\n\tHLSC E 1\n\tHLSC D 1\n\tHLSC C 1\n\tHLSC B 1\n\tHLSC A 1\n\tHLSA A 4\n\tgoto RealyReady\n  Empty:\n\tHLSA A 10 A_PlayWeaponSound(\"weapons/click\")\n  AltFire:\n    TNT1 A 0 A_JumpIfInventory(\"ExplosiveShotgunMagazine\",9,\"RealyReady\")\n    TNT1 A 0 A_JumpIfInventory(\"NewShell\",1,1)\n\tgoto RealyReady\n\tHLSC ABCDEFGH 1\n\tTNT1 A 0 A_JumpIfInventory(\"ExplosiveShotgunMagazine\",1,\"Reload\")\n    HLSR ABCDE 1\n\tHLSR F 1 A_PlaySound(\"Weapons/ShellLoad\")\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",1)\n\tTNT1 A 0 A_GiveInventory(\"ExplosiveShotgunMagazine\",1)\n\tHLSR GHIJ 1\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n    HLSR A 1 A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/ExplosiveSG/pump\")\n\tHLSC I 1\n\tHLSC J 1\n\tHLSC K 1\n    HLSC L 1\n    HLSC M 1\n\tHLSC N 2\n\tHLSC M 1\n\tHLSC L 1\n\tHLSC K 1\n    TNT1 A 0 A_JumpIfInventory(\"NewShell\",1,1)\n\tGoto Full\n  Reload:\n    HLSR ABCDE 1\n\tHLSR F 1 A_PlaySound(\"Weapons/ShellLoad\")\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",1)\n\tTNT1 A 0 A_GiveInventory(\"ExplosiveShotgunMagazine\",1)\n\tHLSR GHIJ 1\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n    HLSR A 1 A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)\n\tTNT1 A 0 A_JumpIfInventory(\"ExplosiveShotgunMagazine\",9,\"Full\")\n\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",1,\"Reload\")\n  Full:\n    HLSC H 1\n\tHLSC G 1\n\tHLSC F 1\n\tHLSC E 1\n\tHLSC D 1\n\tHLSC C 1\n\tHLSC B 1\n\tHLSC A 1\n\tHLSA A 4\n\tGoto RealyReady\n  GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto RealyReady\n  GrenadeToss:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tHLSQ H 1\n\tHLSQ G 1\n\tHLSQ F 1\n\tHLSQ E 1\n\tHLSQ D 1\n\tHLSQ C 1\n\tHLSQ B 1\n\tHLSQ A 1\n\tTNT1 A 4\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\tTNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tHLSQ A 1\n\tHLSQ B 1\n\tHLSQ C 1\n\tHLSQ D 1\n\tHLSQ E 1\n\tHLSQ F 1\n\tHLSQ G 1\n\tHLSQ H 1\n\tGoto RealyReady\n  MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto RealyReady\n  MineToss:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tHLSQ H 1\n\tHLSQ G 1\n\tHLSQ F 1\n\tHLSQ E 1\n\tHLSQ D 1\n\tHLSQ C 1\n\tHLSQ B 1\n\tHLSQ A 1\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\tTNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tHLSQ A 1\n\tHLSQ B 1\n\tHLSQ C 1\n\tHLSQ D 1\n\tHLSQ E 1\n\tHLSQ F 1\n\tHLSQ G 1\n\tHLSQ H 1\n\tGoto RealyReady\n  Spawn:\n\tEXSG A -1\n\tstop\n  }\n}\n\nACTOR \"LegendaryASGNoSkin\" : Weapon Replaces LegendaryASG\n{\n  Tag \"Legendary Assault Shotgun\"\n  Scale 0.85\n  Weapon.SelectionOrder 4500\n  Weapon.KickBack 160\n  Weapon.AmmoUse 1\n  Weapon.AmmoGive 16\n  Weapon.AmmoGive2 32\n  Weapon.AmmoType \"LegendaryShotgunDrum\"\n  Weapon.AmmoType2 \"LegendaryShell\"\n  Inventory.PickupSound \"LShotgun/Cock\"\n  Inventory.PickupMessage \"Legendary Assault Shotgun\"\n  Obituary \"%o ate several blue bullets from %k's Legendary Assault Shotgun.\"\n  Decal LegBulletChip\n  +WEAPON.AMMO_OPTIONAL\n  +WEAPON.NOALERT\n  -INVENTORY.UNDROPPABLE\n  States\n  {\n  Ready:\n    TNT1 A 0 A_PlayWeaponSound(\"LShotgun/Cock\")\n\tLGSG VWXYZ 1\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n    LGSG A 1 A_WeaponReady\n    Goto Ready+6\n  Deselect:\n    TNT1 A 0 A_PlaySound(\"weapons/weapondown\")\n    LGSG A 1 A_Lower\n    Goto Deselect+1\n  Select:\n\tTNT1 A 0 A_Raise\n    Wait\n  Fire:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\tTNT1 A 0 A_PlaySound(\"Weapons/LegAutoShotgun\", 1)\n\tTNT1 A 0 A_AlertMonsters\n    TNT1 A 0 Radius_Quake(3,3,0,1,0)\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 A_SpawnItemEx(\"BlueShellCasing\",30,5,25,Random(2,4),Random(3,6),Random(3,6),0)\n\tTNT1 AAAAAA 0 A_FireCustomMissile(\"BlueSGTracer\",Random(5,-5),0,0,Random(5,-5))\n    LGSG B 1 Bright A_FireBullets(6.2,3.4,7,Random(20,28),\"LegendaryASGBulletPuff\")\n    LGSG C 1 Bright A_Light2\n\tTNT1 A 0 A_Light0\n    LGSG DEFG 1\n\tLGSG HI 2\n    Goto Ready+6\n  Empty:\n    LGSG A 10 A_PlaySound(\"weapons/click\")\n  AltFire:\n  \tTNT1 A 0 A_JumpIfInventory(\"LegendaryShotgunDrum\",16,2)\n    TNT1 A 0 A_JumpIfInventory(\"LegendaryShell\",1,2)\n\tTNT1 A 0\n\tGoto Ready+6\n\tLGSG JKLMN 1\n\tLGSG O 2\n\tLGSR A 2 A_PlaySound(\"lasgguy/asgout\")\n  \tLGSR B 3\n\tLGSG U 40 A_FireCustomMissile(\"LegendaryEmptyDrumSpawner\", 0, 0, 10, 1)\n\tLGSG TSR 1\n\tLGSG Q 2\n  Reload:\n\tTNT1 A 0 A_TakeInventory(\"LegendaryShell\",1)\n\tTNT1 A 0 A_GiveInventory(\"LegendaryShotgunDrum\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryShotgunDrum\",16,2)\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryShell\",1,\"Reload\")\n\tTNT1 A 0\n\tGoto Reload2\n  Reload2:\n\tLGSG P 3\n\tLGSG O 6 A_PlaySound(\"lasgguy/asgin\")\n\tLGSG NMLKJ 1\n\tGoto Ready+6\n  GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready+6\n  GrenadeToss:\n  \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tLGSG ZYXWV 1\n\tTNT1 A 6\n\tHGRN ABC 1\n\tHGRN D 3\n\tHGRN EFGHI 2\n\tTNT1 A 14 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGRN J 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN KLM 2\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n    TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tLGSG VWXYZ 1\n\tGoto Ready+6\n  MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready+6\n  MineToss:\n  \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tLGSG ZYXWV 1\n\tTNT1 A 10\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n    TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tGoto Ready+1\n  Spawn:\n    LMAP A -1\n    Stop\n\t}\n}\n\nACTOR \"EnragedLegendaryASGNoSkin\" : Weapon replaces EnragedLegendaryASG\n{\n  Tag \"Enraged Legendary Assault Shotgun\"\n  Scale 0.85\n  Weapon.SelectionOrder 4500\n  Weapon.KickBack 160\n  Weapon.AmmoUse 1\n  Weapon.AmmoGive 0\n  Weapon.AmmoGive2 32\n  Weapon.AmmoType \"EnragedLegendaryShotgunDrum\"\n  Weapon.AmmoType2 \"EnragedLegendaryShell\"\n  Inventory.PickupSound \"LShotgun/Cock\"\n  Inventory.PickupMessage \"Enraged Legendary Assault Shotgun\"\n  Decal ELegBulletChip\n  +WEAPON.AMMO_OPTIONAL\n  +WEAPON.NOALERT\n  -INVENTORY.UNDROPPABLE\n  +NOTIMEFREEZE\n  States\n  {\n  ChangeMode:\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\")\n\tTNT1 A 0 A_JumpIfInventory(\"EnragedASGMode1\",1,\"ChangeMode2\")\n\tTNT1 A 0 A_Print(\"Slug Rounds\")\n\tTNT1 A 0 A_PlaySound(\"LShotgun/Cock\")\n\tTNT1 A 0 A_GiveInventory(\"EnragedASGMode1\")\n\tEASG A 3 Offset(0,34)\n\tEASG A 2 Offset(0,37)\n\tEASG A 2 Offset(0,40)\n\tEAS2 A 2 Offset(0,37)\n\tEAS2 A 3 Offset(0,34)\n\tTNT1 A 0 Offset(0,32)\n\tGoto Ready2\n  ChangeMode2:\n\tTNT1 A 0 A_Print(\"Enraged Shells\")\n\tTNT1 A 0 A_PlaySound(\"LShotgun/Cock\")\n\tTNT1 A 0 A_TakeInventory(\"EnragedASGMode1\")\n\tEAS2 A 3 Offset(0,34)\n\tEAS2 A 2 Offset(0,37)\n\tEAS2 A 2 Offset(0,40)\n\tEASG A 2 Offset(0,37)\n\tEASG A 3 Offset(0,34)\n\tTNT1 A 0 Offset(0,32)\n\tGoto Ready+6\n  Ready:\n    TNT1 A 0 A_PlayWeaponSound(\"LShotgun/Cock\")\n\tEASG VWXYZ 1\n\tTNT1 A 0 A_JumpIfInventory(\"EnragedASGMode1\",1,\"Ready2\")\n\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"ChangeMode\")\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n    EASG A 1 A_WeaponReady\n    Goto Ready+6\n  Ready2:\n\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"ChangeMode\")\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tEAS2 A 1 A_WeaponReady\n\tLoop\n  Deselect:\n    TNT1 A 0 A_PlaySound(\"weapons/weapondown\")\n    EASG A 1 A_Lower\n    Goto Deselect+1\n  Select:\n\tTNT1 A 0 A_Raise\n    Wait\n  Fire:\n\tTNT1 A 0 A_JumpIfInventory(\"EnragedASGMode1\",1,\"Fire2\")\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\tTNT1 A 0 A_PlaySound(\"Weapons/ELegAutoShotgun\",1)\n\tTNT1 A 0 A_AlertMonsters\n    TNT1 A 0 Radius_Quake(3,3,0,1,0)\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 A_SpawnItemEx(\"RedShellCasing\",30,5,25,Random(2,4),Random(3,6),Random(3,6),0)\n\tTNT1 AAA 0 A_FireCustomMissile(\"RedSGTracer\",Random(5,-5),0,0,Random(5,-5))\n\tTNT1 AAA 0 A_FireCustomMissile(\"RedSGTracer\",Random(10,-10),0,0,Random(10,-10))\n    TNT1 A 0 A_FireBullets(3,1.5,3,Random(20,28),\"EnragedModdedBulletPuff\",0)\n    EASG B 1 Bright A_FireBullets(6.2,3.4,4,Random(20,28),\"EnragedModdedBulletPuff\")\n    EASG C 1 Bright A_Light2\n\tTNT1 A 0 A_Light0\n    EASG DEFG 1\n\tEASG HI 2\n    Goto Ready+6\n  Fire2:\n\tTNT1 A 0 A_JumpIfInventory(\"EnragedLegendaryShotgunDrum\",3,\"ActualFire2\")\n\tGoto Empty2\n  ActualFire2:\n\tTNT1 A 0 A_PlaySound(\"weapons/EASG\",1)\n\tTNT1 A 0 A_AlertMonsters\n    TNT1 A 0 Radius_Quake(3,3,0,1,0)\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\tTNT1 AAA 0 A_SpawnItemEx(\"RedShellCasing\",30,5,25,Random(2,4),Random(3,6),Random(3,6),0)\n\tTNT1 A 0 A_TakeInventory(\"EnragedLegendaryShotgunDrum\",3,TIF_NOTAKEINFINITE)\n    EAS2 B 2 Bright A_FireCustomMissile(\"EnragedASGRail\",0,0,0,0)\n    EAS2 CC 1 Bright A_Light2\n\tTNT1 A 0 A_Light0\n    EAS2 DEFG 3\n\tEAS2 HI 6\n    Goto Ready+6\n  Empty:\n    EASG A 10 A_PlaySound(\"weapons/click\")\n\tGoto Altfire\n  Empty2:\n\tEAS2 A 10 A_PlaySound(\"weapons/click\")\n  AltFire:\n  \tTNT1 A 0 A_JumpIfInventory(\"EnragedLegendaryShotgunDrum\",16,2)\n    TNT1 A 0 A_JumpIfInventory(\"EnragedLegendaryShell\",1,2)\n\tTNT1 A 0\n\tGoto Ready+6\n\tEASG JKLMN 1\n\tEASG O 2\n\tEASR A 2 A_PlaySound(\"lasgguy/asgout\")\n  \tEASR B 3\n\tEASG U 40 A_FireCustomMissile(\"EnragedLegendaryEmptyDrumSpawner\", 0, 0, 10, 1)\n\tEASG TSR 1\n\tEASG Q 2\n  Reload:\n\tTNT1 A 0 A_TakeInventory(\"EnragedLegendaryShell\",1)\n\tTNT1 A 0 A_GiveInventory(\"EnragedLegendaryShotgunDrum\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"EnragedLegendaryShotgunDrum\",16,2)\n\tTNT1 A 0 A_JumpIfInventory(\"EnragedLegendaryShell\",1,\"Reload\")\n\tTNT1 A 0\n\tGoto Reload2\n  Reload2:\n\tEASG P 3\n\tEASG O 6 A_PlaySound(\"lasgguy/asgin\")\n\tEASG NMLKJ 1\n\tGoto Ready+6\n  GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready+6\n  GrenadeToss:\n  \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tEASG ZYXWV 1\n\tTNT1 A 6\n\tHGRN ABC 1\n\tHGRN D 3\n\tHGRN EFGHI 2\n\tTNT1 A 14 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGRN J 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN KLM 2\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n    TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tEASG VWXYZ 1\n\tGoto Ready+6\n  MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready+6\n  MineToss:\n  \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tEASG ZYXWV 1\n\tTNT1 A 10\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n    TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tGoto Ready+1\n  Spawn:\n    IMAP A -1\n    Stop\n\t}\n}\n\nACTOR \"NemesisAssaultShotgunNoSkin\" : \"LegendaryASGNoSkin\" Replaces \"Nemesis Assault Shotgun \"\n{\n  Decal \" \"\n  Tag \"Nemesis Assault Shotgun\"\n  Weapon.AmmoUse 1\n  Weapon.AmmoGive 16\n  Weapon.AmmoGive2 32\n  Weapon.AmmoType \"NemesisShotgunDrum\"\n  Weapon.AmmoType2 \"NemesisShell\"\n  Inventory.PickupSound \"LShotgun/Cock\"\n  Inventory.PickupMessage \"You got the Nemesis Assault Shotgun!\"\n  Obituary \"%o was blown apart by %k's Nemesis Assault Shotgun.\"\n  -INVENTORY.UNDROPPABLE\n  States\n  {\n  Ready:\n    TNT1 A 0 A_PlayWeaponSound(\"LShotgun/Cock\")\n\tNMSG VWXYZ 1\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n    NMSG A 1 A_WeaponReady\n    Goto Ready+6\n  Deselect:\n    TNT1 A 0 A_PlaySound(\"weapons/weapondown\")\n    NMSG A 1 A_Lower\n    Goto Deselect+1\n  Select:\n\tTNT1 A 0 A_Raise\n    Wait\n  Fire:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\tTNT1 A 0 A_JumpIfInventory(\"NemesisRuneToken\",1,\"FireExtreme\")\n\tTNT1 A 0 A_PlaySound(\"NemesisASG/Fire\", 1)\n\tTNT1 A 0 A_AlertMonsters\n    TNT1 A 0 Radius_Quake(3,3,0,1,0)\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisShellCasing\",30,5,25,Random(2,4),Random(3,6),Random(3,6),0)\n\tTNT1 AAAAAAA 0 A_FireCustomMissile(\"NemesisASGBallPlayer\",frandom(-6,6),0,0,-4,0,frandom(-4,4))\n\tNMSG B 1 Bright A_FireCustomMissile(\"NemesisASGBallPlayer\",frandom(-6,6),1,0,-4,0,frandom(-4,4))\n    NMSG C 1 Bright A_Light2\n\tTNT1 A 0 A_Light0\n    NMSG DEFG 1\n\tNMSG HI 2\n    Goto Ready+6\n  FireExtreme:\n    TNT1 A 0\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n    TNT1 A 0 A_PlaySound(\"NemesisASG/Fire\", 1)\n\tTNT1 A 0 A_AlertMonsters\n    TNT1 A 0 Radius_Quake(3,3,0,1,0)\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisShellCasing\",30,5,25,Random(2,4),Random(3,6),Random(3,6),0)\n\tTNT1 AAAAAAA 0 A_FireCustomMissile(\"NemesisASGBallPlayer\",frandom(-6,6),0,0,-4,0,frandom(-4,4))\n\tNMSG B 1 Bright A_FireCustomMissile(\"NemesisASGBallPlayer\",frandom(-6,6),1,0,-4,0,frandom(-4,4))\n    NMSG C 1 Bright A_Light2\n\tTNT1 A 0 A_Light0\n    NMSG DE 1\n\tTNT1 A 0 A_Refire(\"FireExtreme\")\n\tNMSG FG 1\n\tNMSG HI 2\n    Goto Ready+6\n  Empty:\n    NMSG A 10 A_PlaySound(\"weapons/click\")\n  AltFire:\n  \tTNT1 A 0 A_JumpIfInventory(\"NemesisShotgunDrum\",16,2)\n    TNT1 A 0 A_JumpIfInventory(\"NemesisShell\",1,2)\n\tTNT1 A 0\n\tGoto Ready+6\n\tNMSG JKLMN 1\n\tNMSG O 2\n\tNMSR A 2 A_PlaySound(\"lasgguy/asgout\")\n  \tNMSR B 3\n\tNMSG U 40 A_FireCustomMissile(\"EnragedLegendaryEmptyDrumSpawner\", 0, 0, 10, 1)\n\tNMSG TSR 1\n\tNMSG Q 2\n  Reload:\n\tTNT1 A 0 A_TakeInventory(\"NemesisShell\",1)\n\tTNT1 A 0 A_GiveInventory(\"NemesisShotgunDrum\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"NemesisShotgunDrum\",16,2)\n\tTNT1 A 0 A_JumpIfInventory(\"NemesisShell\",1,\"Reload\")\n\tTNT1 A 0\n\tGoto Reload2\n  Reload2:\n\tNMSG P 3\n\tNMSG O 6 A_PlaySound(\"lasgguy/asgin\")\n\tNMSG NMLKJ 1\n\tGoto Ready+6\n  GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready+6\n  GrenadeToss:\n  \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tNMSG ZYXWV 1\n\tTNT1 A 6\n\tHGRN ABC 1\n\tHGRN D 3\n\tHGRN EFGHI 2\n\tTNT1 A 14 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGRN J 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN KLM 2\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n    TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tNMSG VWXYZ 1\n\tGoto Ready+6\n  MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready+6\n  MineToss:\n  \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tNMSG ZYXWV 1\n\tTNT1 A 10\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n    TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tGoto Ready+1\n  Spawn:\n    NSAP A -1\n    Stop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Edits/SLOT04.txt",
        "contents": "ACTOR \"ExplosiveMinigunNoSkin\" : Weapon Replaces \"Explosive Minigun\"\n{\n//$Category Weapons/LCA\n//$Sprite CHNGX0\n//$Title \"Explosive Minigun\"\n   Weapon.Selectionorder 690\n   Weapon.KickBack 50\n   Weapon.AmmoType \"BulletMag\"\n   Weapon.AmmoGive 20\n   Weapon.AmmoUse 1\n   Weapon.UpSound \"weapons/explosiveminigunpickup\"\n   Inventory.PickupSound \"weapons/explosiveminigunpickup\"\n   Inventory.PickupMessage \"Explosive Minigun\"\n   Obituary \"%o was ripped to bloody chunks by %k's Explosive Minigun.\"\n   AttackSound \"sentient/fire\"\n   Tag \"Explosive Minigun\"\n   -INVENTORY.UNDROPPABLE\n   +WEAPON.NOAUTOAIM\n   States\n   {\n   Spawn:\n      CHNG X -1\n      Stop\n   Ready:\n      CHNG A 1 A_WeaponReady\n      Loop\n   ReadySpin:\n      TNT1 A 0 A_PlaySound(\"weapons/expmgunspin\", 5)\n      CHNG ABCDABCDABCD 1 A_WeaponReady\n      Loop\n   Deselect:\n      TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t  TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t  TNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t  TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n      TNT1 A 0 A_TakeInventory(\"ExpMinigunActive2\",1)\n      TNT1 A 0 A_TakeInventory(\"ExpMinigunActive\",1)\n      TNT1 A 0 A_PlaySound(\"weapons/weapondown\", 5)\n   Deselecting:\n      CHNG A 1 A_Lower\n      TNT1 A 0 A_Lower\n      Loop\n   Select:\n      TNT1 A 0 A_TakeInventory(\"ExpMinigunActive2\",1)\n      TNT1 A 0 A_TakeInventory(\"ExpMinigunActive\",1)\n   Selecting:\n      CHNG A 1 A_Raise\n      TNT1 A 0 A_Raise\n      Loop\n   Fire:\n      TNT1 A 0 A_JumpIfNoAmmo(\"EmptySpinDown\")\n      TNT1 A 0 A_JumpIfInventory(\"ExpMinigunActive2\",1,\"Firing\")\n      TNT1 A 0 A_JumpIfInventory(\"ExpMinigunActive\",1,\"Firing\")\n      TNT1 A 0 A_PlaySound(\"weapons/expmgunspinstart\", 5)\n      CHNG ABC 2\n      CHNG DABCDABC 1\n   Firing:\n      TNT1 A 0 A_GiveInventory(\"ExpMinigunActive\",1)\n      TNT1 A 0 A_PlaySound(\"weapons/expmgunspin\", 5)\n      TNT1 A 0 Radius_Quake(2,2,0,1,0)\n      TNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n      TNT1 A 0 A_PlaySound(\"sentient/fire\", CHAN_WEAPON)\n      TNT1 A 0 A_FireCustomMissile(\"PlayerExplosiveTracer\",Random(4,-4),0,0,Random(4,-4))\n      CHNF A 1 Bright A_FireBullets(4.8,2.4,-1,Random(6,10),\"ModdedBulletPuff\")\n      TNT1 A 0 A_JumpIfNoAmmo(\"EmptySpinDown\")\n      CHNF BC 1 Bright\n      TNT1 A 0 Radius_Quake(2,2,0,1,0)\n      TNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n      TNT1 A 0 A_PlaySound(\"sentient/fire\", CHAN_WEAPON)\n      TNT1 A 0 A_FireCustomMissile(\"PlayerExplosiveTracer\",Random(4,-4),0,0,Random(4,-4))\n      CHNF D 1 Bright A_FireBullets(4.8,2.4,-1,Random(6,10),\"ModdedBulletPuff\")\n      CHNF E 1 Bright\n   Hold:\n      TNT1 A 0 A_GiveInventory(\"ExpMinigunActive\",1)\n      TNT1 A 0 A_PlaySound(\"weapons/expmgunspin\", 5)\n      TNT1 A 0 Radius_Quake(2,2,0,1,0)\n      TNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n      TNT1 A 0 A_PlaySound(\"sentient/fire\", CHAN_WEAPON)\n      TNT1 A 0 A_FireCustomMissile(\"PlayerExplosiveTracer\",Random(4,-4),0,0,Random(4,-4))\n      CHNF F 1 Bright A_FireBullets(4.8,2.4,-1,Random(6,10),\"ModdedBulletPuff\")\n      TNT1 A 0 A_JumpIfNoAmmo(\"EmptySpinDown\")\n      CHNF G 1 Bright\n      CHNF HI 1 Bright\n      TNT1 A 0 Radius_Quake(2,2,0,1,0)\n      TNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n      TNT1 A 0 A_PlaySound(\"sentient/fire\", CHAN_WEAPON)\n      TNT1 A 0 A_FireCustomMissile(\"PlayerExplosiveTracer\",Random(4,-4),0,0,Random(4,-4))\n      CHNF J 1 Bright A_FireBullets(4.8,2.4,-1,Random(6,10),\"ModdedBulletPuff\")\n      TNT1 A 0 A_JumpIfNoAmmo(\"EmptySpinDown\")\n      CHNF KL 1 Bright\n      TNT1 A 0 Radius_Quake(2,2,0,1,0)\n      TNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\",25,-8,25,Random(2,3),Random(-3,-5),Random(3,5),0)\n      TNT1 A 0 A_PlaySound(\"sentient/fire\", CHAN_WEAPON)\n      TNT1 A 0 A_FireCustomMissile(\"PlayerExplosiveTracer\",Random(4,-4),0,0,Random(4,-4))\n      CHNF M 1 Bright A_FireBullets(4.8,2.4,-1,Random(6,10),\"ModdedBulletPuff\")\n      TNT1 A 0 A_JumpIfNoAmmo(\"EmptySpinDown\")\n      TNT1 A 0 A_ReFire\n      TNT1 A 0 A_JumpIfInventory(\"ExpMinigunActive2\",1,\"ReadySpin\")\n      TNT1 A 0 A_PlaySound(\"weapons/expmgunspinstop\", 5)\n      TNT1 A 0 A_TakeInventory(\"ExpMinigunActive\",1)\n      CHNG ABCDABCD 1\n      CHNG ABCD 2\n      CHNG ABCD 3\n      Goto Ready\n   AltFire:\n      TNT1 A 0\n      TNT1 A 0 A_JumpIfInventory(\"ExpMinigunActive2\",1,\"EmptySpinDown\")\n      TNT1 A 0 A_PlaySound(\"weapons/expmgunspinstart\", 5)\n      CHNG ABC 2\n      CHNG DABCDABCD 1\n      TNT1 A 0 A_GiveInventory(\"ExpMinigunActive2\",1)\n      Goto ReadySpin\n   EmptySpinDown:\n      TNT1 A 0 A_TakeInventory(\"ExpMinigunActive\",1)\n      TNT1 A 0 A_TakeInventory(\"ExpMinigunActive2\",1)\n      TNT1 A 0 A_PlaySound(\"weapons/expmgunspinstop\", 5)\n      CHNG ABCDABCD 1\n      CHNG ABCD 2\n      CHNG ABCD 3\n      Goto Ready\n   }\n}\n\nACTOR \"LegendaryLightMachineGunNoSkin\" : Weapon Replaces \"Legendary Light Machine Gun\"\n{\n//$Category Weapons/LCA\n//$Sprite LMGLZ0\n//$Title \"Legendary Light Machine Gun\"\n\tWeapon.AmmoType \"LLMGMagazine\"\n\tWeapon.AmmoType2 \"LegendaryLMGBulletMag\"\n\tWeapon.SelectionOrder 380\n\tWeapon.KickBack 200\n\tWeapon.AmmoGive 76\n\tWeapon.AmmoGive2 20\n\tWeapon.AmmoUse 1\n\tScale 0.95\n\tTag \"Legendary Light Machine Gun\"\n\tInventory.PickupSound \"weapons/LMGReload3\"\n\tObituary \"%o was turned into swiss cheese by %k's Legendary Light Machine Gun.\"\n    Inventory.PickupMessage \"Legendary Light Machine Gun\"\n\tDecal LegBulletChip\n\t+WEAPON.AMMO_OPTIONAL\n    +WEAPON.NOALERT\n\t-INVENTORY.UNDROPPABLE\n\tStates\n\t{\n    Deselect:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tLMGG A 1 A_Lower\n\t\tGoto Deselect+1\n\tSelect:\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tReady:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/LMGReload3\")\n\t\tLMGG BCDEFA 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tLMGG A 1 A_WeaponReady\n\t\tGoto Ready+7\n\tFire:\n\t    TNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\t    TNT1 A 0 A_PlaySound(\"weapons/LMGFire\",5)\n\t    TNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 Radius_Quake(4,3,0,1,0)\n\t    TNT1 A 0 A_SpawnItemEx(\"LegRifleCasing\",30,3,25,Random(2,4),Random(3,6),Random(3,6),0)\n\t\tTNT1 A 0 A_Light1\n\t\tLMGF A 3 Bright A_FireBullets(8.0,4.8,1,Random(98,100),\"LegendaryASGBulletPuff\")\n\t\tTNT1 A 0 A_Light0\n\t\tLMGF B 1\n\t\tLMGF C 1\n\t\tLMGG A 1\n\t    TNT1 A 0 A_JumpIfInventory(\"LLMGMagazine\",1,1)\n\t\tGoto Ready+7\n\t    TNT1 A 0 A_PlaySound(\"weapons/LMGFire\",5)\n\t    TNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 Radius_Quake(4,3,0,1,0)\n\t    TNT1 A 0 A_SpawnItemEx(\"LegRifleCasing\",30,3,25,Random(2,4),Random(3,6),Random(3,6),0)\n\t\tTNT1 A 0 A_Light2\n\t\tLMGF D 3 Bright A_FireBullets(8.0,4.8,1,Random(98,100),\"LegendaryASGBulletPuff\")\n\t\tTNT1 A 0 A_Light0\n\t\tLMGF B 1\n\t\tLMGF C 1\n\t\tLMGG A 1\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto Ready+7\n\tFlash:\n\t\tTNT1 A 0\n\t\tGoto LightDone\n    Empty:\n        LMGG A 10 A_PlayWeaponSound(\"weapons/click\")\n    AltFire:\n  \t    TNT1 A 0 A_JumpIfInventory(\"LLMGMagazine\",76,2)\n        TNT1 A 0 A_JumpIfInventory(\"LegendaryLMGBulletMag\",1,2)\n\t\tTNT1 A 0\n\t\tGoto Ready+7\n\t\tTNT1 A 0 A_JumpIfInventory(\"LLMGMagazine\",1,\"MaxReload\")\n\t    LMGR A 1 A_PlayWeaponSound(\"weapons/LMGReload2\")\n \t    LMGR BCD 1\n\t    LMGR E 1 A_FireCustomMissile(\"LegendaryEmptyDrumSpawner\", 0, 0, 0, 1)\n\t    LMGR F 1\n\t\tLMGR GG 25\n\t\tLMGR HIJK 1 A_PlayWeaponSound(\"weapons/LMGReload1\")\n\t    LMGR L 8\n\t\tLMGR MN 2\n\t\tLMGR OP 1\n\t\tLMGR QRSTU 1\n\t\tLMGR V 2\n\t\tLMGR W 3 A_PlayWeaponSound(\"weapons/LMGReload3\")\n\t\tLMGR X 4\n\t\tLMGR Y 3\n\t\tLMGR Z 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"LegendaryLMGBulletMag\",1,\"Reload\")\n    Reload:\n\t    TNT1 A 0 A_TakeInventory(\"LegendaryLMGBulletMag\",1)\n\t    TNT1 A 0 A_GiveInventory(\"LLMGMagazine\",1)\n\t    TNT1 A 0 A_JumpIfInventory(\"LLMGMagazine\",75,2)\n\t    TNT1 A 0 A_JumpIfInventory(\"LegendaryLMGBulletMag\",1,\"Reload\")\n\t\tTNT1 A 0\n\t\tGoto Ready+7\n\tMaxReload:\n\t    LMGR A 1 A_PlayWeaponSound(\"weapons/LMGReload2\")\n \t    LMGR BCD 1\n\t    LMGR E 1 A_FireCustomMissile(\"LegendaryEmptyDrumSpawner\", 0, 0, 0, 1)\n\t    LMGR F 1\n\t\tLMGR GG 25\n\t\tLMGR HIJK 1 A_PlayWeaponSound(\"weapons/LMGReload1\")\n\t    TNT1 A 0 A_JumpIfInventory(\"LegendaryLMGBulletMag\",1,\"Reload2\")\n    Reload2:\n\t    TNT1 A 0 A_TakeInventory(\"LegendaryLMGBulletMag\",1)\n\t    TNT1 A 0 A_GiveInventory(\"LLMGMagazine\",1)\n\t    TNT1 A 0 A_JumpIfInventory(\"LLMGMagazine\",76,\"Full\")\n\t    TNT1 A 0 A_JumpIfInventory(\"LegendaryLMGBulletMag\",1,\"Reload2\")\n    Full:\n\t    LMGR L 8\n\t\tLMGR MN 2\n\t\tLMGR OPQRS 1\n\t    LMGG A 2\n\t    Goto Ready+7\n    GrenadeCheck:\n\t    TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t    Goto Ready+7\n    GrenadeToss:\n  \t    TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t    LMGR ABCDEFG 1\n\t    TNT1 A 4\n\t\tHGRN ABC 1\n\t\tHGRN D 2\n\t\tHGRN EFG 1\n\t\tHGRN HI 2\n\t\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\t\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\t\tHGRN J 1\n\t\tHGRN KLM 2\n\t\tHGRN NO 1\n\t\tTNT1 A 6\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\t\tTNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0\n\t\tGoto Ready+1\n    MineCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tGoto Ready+7\n    MineToss:\n  \t    TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t    LMGR ABCDEFG 1\n\t\tTNT1 A 8\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tMINE ABCDEF 1\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\t\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\t\tMINE HI 1\n\t\tMINE JK 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\t\tTNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0\n\t\tTNT1 A 5\n\t\tGoto Ready+1\n\tSpawn:\n\t\tLMGL Z -1\n\t\tStop\n\t\t}\n}\n\nACTOR \"EnragedLegendaryLightMachineGunNoSkin\" : Weapon Replaces \"Enraged Legendary Light Machine Gun\"\n{\n\tWeapon.AmmoType \"ELLMGMagazine\"\n\tWeapon.AmmoType2 \"ELegendaryLMGBulletMag\"\n\tTag \"Enraged Legendary Light Machine Gun\"\n\tWeapon.SelectionOrder 381\n\tWeapon.KickBack 220\n\tWeapon.AmmoGive 92\n\tWeapon.AmmoGive2 20\n\tWeapon.AmmoUse 1\n\tScale 0.95\n\tInventory.PickupSound \"weapons/LMGReload3\"\n    Inventory.PickupMessage \"Enraged Legendary Light Machine Gun, with accuracy enhancements from a Railgun.\"\n\t+WEAPON.AMMO_OPTIONAL\n    +WEAPON.NOALERT\n\t-INVENTORY.UNDROPPABLE\n\t+NOTIMEFREEZE\n\tStates\n\t{\n    Deselect:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tEMGG A 1 A_Lower\n\t\tGoto Deselect+1\n\tSelect:\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tZoom:\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ELegLMGSight\",1,\"Off\")\n\t\tEMGG A 1 A_Print(\"Laser Sight Engaged\",1)\n\t\tGoto Ready.Laser\n\tOff:\n\t\tTNT1 A 0 A_TakeInventory(\"ELegLMGSight\",1)\n\t\tEMGG A 1 A_Print(\"Laser Sight Disengaged\",1)\n\t\tGoto Ready+8\n\tReady:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/LMGReload3\")\n\t\tEMGG BCDEFA 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"ELegLMGSight\",1,\"Ready.Laser\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tEMGG A 1 A_WeaponReady\n\t\tGoto Ready+8\n\tReady.Laser:\n\t\tTNT1 A 0 A_GiveInventory(\"ELegLMGSight\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tEMGG A 0 A_RailAttack(-1,0,False,NONE,NONE,RGF_SILENT|RGF_NOPIERCING|RGF_CENTERZ,0,\"RailTargetPuff\",0,0,0,0,0,0,\"EnragedLaserSight\")\n\t\tEMGG A 1 A_WeaponReady(WRF_NOBOB)\n\t\tLoop\n\tFire:\n\t    TNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ELegLMGSight\",1,\"Fire.Laser\")\n\t    TNT1 A 0 A_PlaySound(\"weapons/EMGFire\",5)\n\t    TNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 Radius_Quake(4,3,0,1,0)\n\t    TNT1 A 0 A_SpawnItemEx(\"ELegRifleCasing\",30,3,25,Random(2,4),Random(3,6),Random(3,6),0)\n\t\tTNT1 A 0 A_Light1\n\t\tEMGF A 2 Bright A_FireBullets(8.0,4.8,1,Random(98,100),\"ELLMGPuff\")\n\t\tTNT1 A 0 A_Light0\n\t\tEMGF B 1\n\t\tEMGF C 1\n\t    TNT1 A 0 A_JumpIfInventory(\"ELLMGMagazine\",1,1)\n\t\tGoto Ready+7\n\t    TNT1 A 0 A_PlaySound(\"weapons/EMGFire\",5)\n\t    TNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 Radius_Quake(4,3,0,1,0)\n\t    TNT1 A 0 A_SpawnItemEx(\"ELegRifleCasing\",30,3,25,Random(2,4),Random(3,6),Random(3,6),0)\n\t\tTNT1 A 0 A_Light2\n\t\tEMGF D 2 Bright A_FireBullets(8.0,4.8,1,Random(98,100),\"ELLMGPuff\")\n\t\tTNT1 A 0 A_Light0\n\t\tEMGF B 1\n\t\tEMGF C 1\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto Ready+7\n\tFire.Laser:\n\t    TNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\t    TNT1 A 0 A_PlaySound(\"weapons/EMGFire\",5)\n\t    TNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t    TNT1 A 0 A_SpawnItemEx(\"ELegRifleCasing\",30,3,25,Random(2,4),Random(3,6),Random(3,6),0)\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 Bright A_FireBullets(3,2,1,Random(98,100),\"ELLMGPuff\")\n\t\tEMGF A 1 A_RailAttack(-1,0,False,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,0,\"RailTargetPuff\",0,0,0,0,0,0,\"EnragedLaserSight\")\n\t\tEMGF BBBCCC 1 A_RailAttack(-1,0,False,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,0,\"RailTargetPuff\",0,0,0,0,0,0,\"EnragedLaserSight\")\n\t    TNT1 A 0 A_JumpIfInventory(\"ELLMGMagazine\",1,1)\n\t\tTNT1 A 0 A_Light0\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto Ready.Laser\n\t    TNT1 A 0 A_PlaySound(\"weapons/EMGFire\",5)\n\t    TNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t    TNT1 A 0 A_SpawnItemEx(\"ELegRifleCasing\",30,3,25,Random(2,4),Random(3,6),Random(3,6),0)\n\t\tTNT1 A 0 A_Light2\n\t\tEMGF D 2 Bright A_FireBullets(3,2,1,Random(98,100),\"ELLMGPuff\")\n\t\tTNT1 A 0 A_Light0\n\t\tEMGF BBBCCC 1 A_RailAttack(-1,0,False,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,0,\"RailTargetPuff\",0,0,0,0,0,0,\"EnragedLaserSight\")\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto Ready.Laser\n    Empty:\n        EMGG A 10 A_PlayWeaponSound(\"weapons/click\")\n    AltFire:\n  \t    TNT1 A 0 A_JumpIfInventory(\"ELLMGMagazine\",92,2)\n        TNT1 A 0 A_JumpIfInventory(\"ELegendaryLMGBulletMag\",1,3)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"ELegLMGSight\",1,\"Ready.Laser\")\n\t\tGoto Ready+8\n\t\tTNT1 A 0 A_JumpIfInventory(\"ELLMGMagazine\",1,\"MaxReload\")\n\t    EMGR A 1 A_PlayWeaponSound(\"weapons/LMGReload2\")\n \t    EMGR BCD 1\n\t    EMGR E 1 A_FireCustomMissile(\"LegendaryEmptyDrumSpawner\", 0, 0, 0, 1)\n\t    EMGR F 1\n\t\tEMGR GG 25\n\t\tEMGR HIJK 1 A_PlayWeaponSound(\"weapons/LMGReload1\")\n\t    EMGR L 8\n\t\tEMGR MN 2\n\t\tEMGR OP 1\n\t\tEMGR QRSTU 1\n\t\tEMGR V 2\n\t\tEMGR W 3 A_PlayWeaponSound(\"weapons/LMGReload3\")\n\t\tEMGR X 4\n\t\tEMGR Y 3\n\t\tEMGR Z 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"ELegendaryLMGBulletMag\",1,\"Reload\")\n    Reload:\n\t    TNT1 A 0 A_TakeInventory(\"ELegendaryLMGBulletMag\",1)\n\t    TNT1 A 0 A_GiveInventory(\"ELLMGMagazine\",1)\n\t    TNT1 A 0 A_JumpIfInventory(\"ELLMGMagazine\",92,2)\n\t    TNT1 A 0 A_JumpIfInventory(\"ELegendaryLMGBulletMag\",1,\"Reload\")\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"ELegLMGSight\",1,\"Ready.Laser\")\n\t\tGoto Ready+8\n\tMaxReload:\n\t    EMGR A 1 A_PlayWeaponSound(\"weapons/LMGReload2\")\n \t    EMGR BCD 1\n\t    EMGR E 1 A_FireCustomMissile(\"LegendaryEmptyDrumSpawner\", 0, 0, 0, 1)\n\t    EMGR F 1\n\t\tEMGR G 25\n\t\tEMGR HIJK 1 A_PlayWeaponSound(\"weapons/LMGReload1\")\n\t    TNT1 A 0 A_JumpIfInventory(\"ELegendaryLMGBulletMag\",1,\"Reload2\")\n    Reload2:\n\t    TNT1 A 0 A_TakeInventory(\"ELegendaryLMGBulletMag\",1)\n\t    TNT1 A 0 A_GiveInventory(\"ELLMGMagazine\",1)\n\t    TNT1 A 0 A_JumpIfInventory(\"ELLMGMagazine\",92,\"Full\")\n\t    TNT1 A 0 A_JumpIfInventory(\"ELegendaryLMGBulletMag\",1,\"Reload2\")\n    Full:\n\t    EMGR L 8\n\t\tEMGR MN 2\n\t\tEMGR OPQRS 1\n\t    EMGG A 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"ELegLMGSight\",1,\"Ready.Laser\")\n\t    Goto Ready+8\n    GrenadeCheck:\n\t    TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t    Goto Ready+8\n    GrenadeToss:\n  \t    TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t    EMGG GFEDCB 1\n\t    TNT1 A 4\n\t\tHGRN ABC 1\n\t\tHGRN D 2\n\t\tHGRN EFG 1\n\t\tHGRN HI 2\n\t\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\t\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\t\tHGRN J 1\n\t\tHGRN KLM 2\n\t\tHGRN NO 1\n\t\tTNT1 A 6\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\t\tTNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0\n\t\tGoto Ready+1\n    MineCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tGoto Ready+8\n    MineToss:\n  \t    TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t    EMGG GFEDCB 1\n\t\tTNT1 A 8\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tMINE ABCDEF 1\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\t\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\t\tMINE HI 1\n\t\tMINE JK 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\t\tTNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0\n\t\tTNT1 A 5\n\t\tGoto Ready+1\n\tSpawn:\n\t\tEMGL Z 30\n\t\tTNT1 A 0 A_SpawnItemEx(\"EnragedHellionSmoke\",Random(-12,12),Random(-12,12),Random(0,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_CLIENTSIDE,64)\n\t\tLoop\n\t\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Edits/SLOT05.txt",
        "contents": "ACTOR \"RocketLauncherNoSkin\" : Weapon replaces \"Rocket Launcher\"\n{\nRadius 20\nHeight 16\nScale 0.8\nTag \"Rocket Launcher\"\nInventory.PickupMessage \"Rocket Launcher\"\nInventory.PickupSound \"weapons/pickupml\"\nWeapon.SelectionOrder 5100\nWeapon.Kickback 100\nWeapon.AmmoType \"RocketDrum\"\nWeapon.AmmoType2 \"Missile\"\nWeapon.AmmoUse 1\nWeapon.AmmoGive2 2\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.NOALERT\n-INVENTORY.UNDROPPABLE\nStates\n{\nReady:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/pickupml\")\n\tMISU ABCDE 1\n    MISG A 1 A_WeaponReady\n    Goto Ready+6\nDeselect:\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tMISG A 1 A_Lower\n    Goto Deselect+4\nSelect:\n\tTNT1 A 0 A_Raise\n    Wait\nFire:\n    TNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\tTNT1 A 0 A_AlertMonsters\n    TNT1 A 0 A_GunFlash\n    TNT1 A 0 A_Light1\n\tTNT1 A 0 Radius_Quake(4,3,0,1,0)\n    MISF AB 1 Bright\n\tMISF C 1 Bright A_Light2\n    MISF D 1 Bright A_FireCustomMissile(\"NewRocket\")\n\tMISF E 2 A_Light0\n\tMISF FGHI 1\n\tMISF J 3 A_PlaySound(\"rocket/drumspin\")\n\tMISF K 3\n\tMISG A 4\n\tTNT1 A 0 A_ReFire\n    Goto Ready+6\nEmpty:\n    MISG A 4 A_PlayWeaponSound(\"weapons/click4\")\n\tMISF JK 3\nAltFire:\n  \tTNT1 A 0 A_JumpIfInventory(\"RocketDrum\",7,2)\n    TNT1 A 0 A_JumpIfInventory(\"Missile\",1,2)\n\tTNT1 A 0\n\tGoto Ready+6\n\tTNT1 A 0 A_JumpIfInventory(\"RocketDrum\",1,\"MaxReload\")\n\tMISR A 2 A_PlaySound(\"weapons/rocketdrumin\")\n\tMISR B 2\n\tMISR C 2 A_FireCustomMissile(\"RocketEmptyDrumSpawner\", 0, 0, 0, 1)\n\tMISR DE 2\n\tMISR F 8\n\tMISR GH 2\n\tMISR I 3\n\tMISR J 5\n\tMISR KL 2\n\tMISR M 1\n\tMISF J 5 A_PlaySound(\"rocket/drumspin\")\n\tMISF K 3\n\tMISG A 2\n\tTNT1 A 0 A_JumpIfInventory(\"Missile\",1,\"Reload\")\nReload:\n\tTNT1 A 0 A_TakeInventory(\"Missile\",1)\n\tTNT1 A 0 A_GiveInventory(\"RocketDrum\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"RocketDrum\",6,2)\n\tTNT1 A 0 A_JumpIfInventory(\"Missile\",1,\"Reload\")\n\tTNT1 A 0\n\tGoto Ready+6\nMaxReload:\n\tMISR A 2 A_PlayWeaponSound(\"weapons/rocketdrumin\")\n\tMISR B 2\n\tMISR C 2 A_FireCustomMissile(\"RocketEmptyDrumSpawner\", 0, 0, 0, 1)\n\tMISR DE 2\n\tMISR F 8\n\tMISR GH 2\n\tMISR I 3\n\tTNT1 A 0 A_JumpIfInventory(\"RocketDrum\",1,\"Reload2\")\nReload2:\n\tTNT1 A 0 A_TakeInventory(\"Missile\",1)\n\tTNT1 A 0 A_GiveInventory(\"RocketDrum\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"RocketDrum\",7,\"Full\")\n\tTNT1 A 0 A_JumpIfInventory(\"Missile\",1,\"Reload2\")\nFull:\n\tMISR J 5\n\tMISR KL 2\n\tMISR M 1\n\tMISG A 2\n\tGoto Ready+6\nSpawn:\n    LAUN A -1\n    Stop\n    }\n}\n\nACTOR \"Grenade Launcher\" : Weapon\n{\n  Tag \"Grenade Launcher\"\n  Weapon.AmmoType \"GrenadeDrum\"\n  Weapon.AmmoType2 \"Missile\"\n  Weapon.AmmoGive2 2\n  Weapon.AmmoUse 1\n  Inventory.PickupMessage \"Grenade Launcher\"\n  Inventory.PickupSound \"Weapons/GrenadePickup\"\n  Weapon.SelectionOrder 5150\n  Weapon.Kickback 100\n  +WEAPON.NOAUTOAIM\n  +WEAPON.AMMO_OPTIONAL\n  +WEAPON.NOALERT\n  -INVENTORY.UNDROPPABLE\n  States\n  {\n  Spawn:\n    GRLN A -1\n    Stop\n  Deselect:\n  \tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tGREN A 1 A_Lower\n    Goto Deselect+4\n  Select:\n\tTNT1 A 0 A_Raise\n    Wait\n  Ready:\n    TNT1 A 0 A_PlayWeaponSound(\"Weapons/GrenadePickup\")\n\tGRUP ABCDE 1\n    GREN A 1 A_WeaponReady\n    Goto Ready+6\n  Fire:\n    TNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\tTNT1 A 0 A_AlertMonsters\n    TNT1 A 0 A_GunFlash\n    TNT1 A 0 A_Light1\n\tTNT1 A 0 Radius_Quake(4,3,0,1,0)\n\tTNT1 A 0 A_PlaySound(\"Weapons/GrenadeFire\")\n    GREF BC 1 Bright\n\tGREF D 1 Bright A_Light2\n    GREF E 1 Bright A_FireCustomMissile(\"RifleGrenade\",0,TRUE,0,0,0,6.328125)\n\tTNT1 A 0 A_Light0\n\tGREF FGH 3\n\tGRER PQR 2\n\tGREN A 1\n\tTNT1 A 0 A_ReFire\n    Goto Ready+6\n  Empty:\n    GREN A 4 A_PlayWeaponSound(\"weapons/click4\")\n\tGRER PQR 2\n  AltFire:\n  \tTNT1 A 0 A_JumpIfInventory(\"GrenadeDrum\",7,2)\n    TNT1 A 0 A_JumpIfInventory(\"Missile\",1,2)\n    TNT1 A 0\n    Goto Ready+6\n\tTNT1 A 0 A_JumpIfInventory(\"GrenadeDrum\",1,\"MaxReload\")\n\tGRER A 2 A_PlayWeaponSound(\"Weapons/GrenadeReload\")\n\tGRER B 2\n\tGRER C 2 A_FireCustomMissile(\"RocketEmptyDrumSpawner\", 0, 0, 0, 1)\n\tGRER DE 2\n\tGREE A 8\n\tGRER FG 1\n\tGRER HJK 2\n\tGRER L 5\n\tGRER MN 3\n\tGRER O 3 A_PlaySound(\"Weapons/GrenadeCycle\")\n\tGRER PQR 2\n\tGREN A 5\n\tTNT1 A 0 A_JumpIfInventory(\"Missile\",1,\"Reload\")\n  Reload:\n\tTNT1 A 0 A_TakeInventory(\"Missile\",1)\n\tTNT1 A 0 A_GiveInventory(\"GrenadeDrum\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"GrenadeDrum\",6,2)\n\tTNT1 A 0 A_JumpIfInventory(\"Missile\",1,\"Reload\")\n\tTNT1 A 0\n\tGoto Ready+6\n  MaxReload:\n\tGRER A 2 A_PlayWeaponSound(\"Weapons/GrenadeReload\")\n\tGRER B 2\n\tGRER C 2 A_FireCustomMissile(\"RocketEmptyDrumSpawner\", 0, 0, 0, 1)\n\tGRER DE 2\n\tGREE A 8\n\tGRER FG 1\n\tGRER HJK 2\n\tGRER L 5\n\tGRER MNO 3\n\tTNT1 A 0 A_JumpIfInventory(\"GrenadeDrum\",1,\"Reload2\")\n  Reload2:\n\tTNT1 A 0 A_TakeInventory(\"Missile\",1)\n\tTNT1 A 0 A_GiveInventory(\"GrenadeDrum\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"GrenadeDrum\",7,\"Full\")\n\tTNT1 A 0 A_JumpIfInventory(\"Missile\",1,\"Reload2\")\n  Full:\n\tGREN A 5\n\tGoto Ready+6\n\t}\n}\n\nActor \"BehemothCannonNoSkin\" : Weapon Replaces BehemothCannon\n{\n//$Category Weapons/LCA\n//$Sprite FHMRH0\n//$Title \"Behemoth Cannon\"\n   Weapon.Kickback 300\n   Weapon.AmmoUse 5\n   Weapon.AmmoGive 100\n   Weapon.SelectionOrder 7980\n   Scale 0.95\n   Weapon.AmmoType \"DemonAmmo\"\n   Weapon.AmmoUse2 5\n   Weapon.AmmoType2 \"DemonAmmo\"\n   Inventory.PickupMessage \"Behemoth Cannon\"\n   Inventory.PickupSound \"cannon/pickup\"\n   Obituary \"%o ate %k's Behemoth Cannon fireballs.\"\n   Tag \"Behemoth Cannon\"\n   Weapon.Upsound \"cannon/up\"\n   -INVENTORY.UNDROPPABLE\n   States\n   {\n\tSpawn:\n\t\tFHMR H -1\n\t\tStop\n\tReady:\n\t\tFHMR A 1 A_WeaponReady\n\t\tLoop\n\tSelect:\n\t\tFHMR A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t    TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tFHMR A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tFHMR D 3 Bright\n\t\tFHMR E 3 Bright A_PlaySound(\"cannon/fire\", CHAN_WEAPON, 1.0, 0)\n\t\tFHMR F 1 Bright A_FireCustomMissile(\"BehemothCometPlayer\")\n\t\tFHMR F 0 Bright A_FireCustomMissile(\"BehemothCometPlayer\", -2)\n\t\tFHMR F 0 Bright A_FireCustomMissile(\"BehemothCometPlayer\", 2)\n\t\tFHMR G 3 Bright\n\t\tFHMR C 5 Bright\n\t\tFHMR B 5 Bright\n\t\tFHMR A 5 Bright\n\t\tGoto Ready\n\tAltFire:\n\t\tFHMR D 3\n\t\tFHMR E 3 A_PlaySound(\"cannon/fire\", CHAN_WEAPON, 1.0, 0)\n\t\tFHMR F 0 A_FireCustomMissile(\"BehemothSeekingCometPlayer\",-2)\n\t\tFHMR F 0 A_FireCustomMissile(\"BehemothSeekingCometPlayer\",2)\n\t\tFHMR FG 3\n\t\tFHMR C 5\n\t\tFHMR B 5\n\t\tFHMR A 5\n\t\tGoto Ready\n\t}\n}\n\nActor \"BarbatosCannonNoSkin\" : Weapon Replaces BarbatosCannon\n{\n   Weapon.Kickback 300\n   Weapon.AmmoUse 5\n   Weapon.AmmoGive 100\n   Weapon.SelectionOrder 7980\n   Scale 0.95\n   Weapon.AmmoType \"DemonAmmo\"\n   Weapon.AmmoUse2 5\n   Weapon.AmmoType2 \"DemonAmmo\"\n   Inventory.PickupMessage \"You pickup a Barbatos Cannon, R.I.P Barbatos :c\"\n   Inventory.PickupSound \"Barb/Pickup\"\n   Obituary \"%o ate %k's Barbatos Cannon Poisonballs.\"\n   Tag \"Barbatos Cannon\"\n   Weapon.Upsound \"Barb/Raise\"\n   -INVENTORY.UNDROPPABLE\n   States\n   {\n\tSpawn:\n\t\tBRBC H -1\n\t\tStop\n\tReady:\n\t\tBRBC A 1 A_WeaponReady\n\t\tLoop\n\tSelect:\n\t\tBRBC A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tBRBC A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tBRBC D 3 Bright\n\t\tBRBC E 3 Bright A_PlaySound(\"Barb/Fire\", CHAN_WEAPON, 1.0, 0)\n\t\tBRBC F 3 Bright A_FireCustomMissile(\"BarbatosCometPlayer\")\n\t\tBRBC F 0 Bright A_FireCustomMissile(\"BarbatosCometPlayer\", -2)\n\t\tBRBC F 0 Bright A_FireCustomMissile(\"BarbatosCometPlayer\", 2)\n\t\tBRBC G 3 Bright\n\t\tBRBC C 5 Bright\n\t\tBRBC B 5 Bright\n\t\tBRBC A 5 Bright\n\t\tGoto Ready\n\tAltFire:\n\t\tBRBC D 3\n\t\tBRBC E 3 A_PlaySound(\"Barb/Altfire\", CHAN_WEAPON, 1.0, 0)\n\t\tBRBC F 0 A_FireCustomMissile(\"BarbatosSeekingCometPlayer\",-2)\n\t\tBRBC F 0 A_FireCustomMissile(\"BarbatosSeekingCometPlayer\",2)\n\t\tBRBC FG 3\n\t\tBRBC C 5\n\t\tBRBC B 5\n\t\tBRBC A 5\n\t\tGoto Ready\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Edits/SLOT06.txt",
        "contents": "ACTOR \"Plasma Rifle\" : Weapon\n{\nScale 0.85\nInventory.PickupMessage \"Plasma Rifle\"\nInventory.PickupSound \"weapons/pickuphr\"\nWeapon.Selectionorder 4050\nWeapon.KickBack 100\nWeapon.AmmoType \"PlasmaCell\"\nWeapon.AmmoType2 \"NewCell\"\nWeapon.AmmoUse 1\nWeapon.AmmoGive2 40\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.NOALERT\n-INVENTORY.UNDROPPABLE\nStates\n{\nReady:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/pickuphr\")\n\tPRAS ABCDEFG 1\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n    PKPL A 1 A_WeaponReady\n    Goto Ready+8\nDeselect:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tPKPL A 1 A_Lower\n    Goto Deselect+1\nSelect:\n\tTNT1 A 0 A_Raise\n    Wait\nFire:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 Radius_Quake(1,2,0,1,0)\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_PlaySound(\"weapons/hrfire\")\n\tPLSF B 2 A_FirePlasma\n\tPKPL A 1 Bright\n\tTNT1 A 0 A_JumpIfInventory(\"PlasmaCell\",1,1)\n\tGoto Recoil\n\tTNT1 A 0 A_ReFire\nRecoil:\n\tPKPL DEF 1\n\tPKPL G 10\n\tPKPL FEDCBA 1\n\tGoto Ready+8\nFlash:\n\tTNT1 A 2 Bright A_Light1\n\tPLSF A 2 Bright A_Light2\n\tGoto LightDone\nEmpty:\n    PKPL A 10 A_PlayWeaponSound(\"weapons/click3\")\nAltFire:\n  \tTNT1 A 0 A_JumpIfInventory(\"PlasmaCell\",50,2)\n    TNT1 A 0 A_JumpIfInventory(\"NewCell\",1,2)\n\tTNT1 A 0\n\tGoto Ready+8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/plasmacellout\")\n\tPLZR B 1 A_FireCustomMissile(\"PlasmaCellCasingSpawner\", 0, 0, 0, 1)\n\tPLZR CD 2\n\tPLZR E 10\n\tPLZR FGH 1\n\tTNT1 A 0 A_JumpIfInventory(\"NewCell\",1,\"Reload\")\n\tPLZR I 2\n\tPLZR J 8 A_PlayWeaponSound(\"weapons/plasmacellin\")\n\tPLZR KL 2\n\tPLZR M 1\n\tPKPL A 2\n\tGoto Ready+8\nReload:\n\tTNT1 A 0 A_TakeInventory(\"NewCell\",1)\n\tTNT1 A 0 A_GiveInventory(\"PlasmaCell\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"PlasmaCell\",50,\"Full\")\n\tTNT1 A 0 A_JumpIfInventory(\"NewCell\",1,\"Reload\")\n\tGoto AltFire+12\nFull:\n    TNT1 A 0\n    Goto AltFire+12\nGrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready+8\nGrenadeToss:\n  \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tPRAS GFEDCBA 1\n\tTNT1 A 4\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n    TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tGoto Ready+1\nMineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready+8\nMineToss:\n  \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tPRAS GFEDCBA 1\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n    TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tGoto Ready+1\nSpawn:\n    PLAS A -1\n    Stop\n    }\n}\n\nActor FreezerRifle : Weapon replaces \"Freezer Rifle\"\n{\n  SpawnID 30\n  Tag \"Freezer Rifle\"\n  Weapon.SelectionOrder 110\n  Weapon.AmmoUse 1\n  Weapon.AmmoUse2 1\n  Weapon.AmmoGive 40\n  Weapon.AmmoType \"NewCell\"\n  Weapon.AmmoType2 \"NewCell\"\n  Inventory.PickupMessage \"Freezer Rifle\"\n  Inventory.PickupSound \"freeze/pickup\"\n  Weapon.UpSound \"freeze/up\"\n  Obituary \"%o couldn't handle k's chilled weaponry.\"\n  -INVENTORY.UNDROPPABLE\n  Scale 0.8\n  States\n  {\n  Spawn:\n\tRIPG A -1\n\tStop\n  Ready:\n    RIPE A 0 A_StopSound(CHAN_WEAPON)\n    RIPR ABCD 4 A_WeaponReady\n    Loop\n  Deselect:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tRIPR A 1 A_Lower\n\tGoto Deselect+1\n  Select:\n    RIPR A 1 A_Raise\n\tLoop\n  Fire:\n\tTNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_PlaySound(\"weapons/iceshot\",1)\n\tTNT1 A 0 A_FireCustomMissile(\"NewFreezeBlast2\",0.0,0)\n\tRIPE A 2 A_FireCustomMissile(\"NewFreezeBlast\",0.0)\n\tRIPE B 2\n\tRIPE C 2\n\tTNT1 D 0 A_PlaySound(\"weapons/chill\",5,1.0)\n\tRIPE EFGHI 6 A_Refire\n\tGoto Ready\n  AltFire:\n    RIPE A 0 A_StopSound(CHAN_WEAPON)\n    RIPE A 0 A_PlaySound (\"freeze/altfire\",6)\n\tRIPE A 1 BRIGHT A_FireCustomMissile(\"FlameShot\",1,14,0,0,random(4.000,-4.000))\n    RIPE A 0 A_PlaySound(\"freeze/althold\",CHAN_WEAPON,1.0,True)\n\tGoto AltHold\n  AltHold:\n\tRIPE CDE 1 BRIGHT A_FireCustomMissile(\"FlameShot\",1,14,0,0,random(4.000,-4.000))\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\tRIPE A 0 A_Refire\n    RIPE A 0 A_StopSound(CHAN_WEAPON)\n\tRIPE A 0 A_PlaySound(\"freeze/altstop\",CHAN_WEAPON)\n\tRIPE EFGHI 5 A_WeaponReady\n\tGoto Ready\n  \"Empty\":\n    RIPE A 0 A_StopSound(CHAN_WEAPON)\n\tRIPE EFGHI 5 A_WeaponReady\n\tGoto Ready\n  Flash:\n    RIPE A 3 Bright A_Light1\n    Goto LightDone\n    RIPE B 3 Bright A_Light1\n    Goto LightDone\n  Spawn:\n    RIPG A -1\n    Stop\n  }\n}\n\nACTOR \"Railgun2\" : Weapon replaces \"Railgun \"\n{\nScale 0.8\nDecal \"RailScorch\"\n+WEAPON.NOALERT\n+WEAPON.NOAUTOAIM\n+WEAPON.AMMO_OPTIONAL\n-INVENTORY.UNDROPPABLE\nWeapon.Selectionorder 4000\nWeapon.KickBack 200\nWeapon.AmmoUse 10\nWeapon.AmmoGive 10\nWeapon.AmmoGive2 40\nWeapon.AmmoType \"CellCharge\"\nWeapon.AmmoType2 \"NewCell\"\nInventory.Icon \"SRCGA0\"\nInventory.PickupSound \"weapons/pickuprg\"\nInventory.Pickupmessage \"Railgun\"\nObituary \"%o sucked on %k's Railgun slug.\"\nTag \"Railgun\"\nStates\n\t{\n\tReady:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CellCharge\",10,\"ReadyPulse\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/railselect\")\n\t\tRAEU ABCDE 1\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1)\n\t\tRAIR A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tGoto Ready+7\n\tReadyZoomed:\n\t\tRSCP A 1 A_WeaponReady\n\t\tGoto ReadyLoop+2\n\tReadyPulse:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/railselect\")\n\t\tRAIU ABCDE 1\n\t\tGoto ReadyLoop\n\tReadyLoop:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CellCharge\",10,2)\n\t\tTNT1 A 0\n\t\tGoto Ready+7\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/railgunhum\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL C 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL C 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL C 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL B 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL B 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL B 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL C 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL C 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL C 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL B 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL B 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL B 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL C 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL C 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL C 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL B 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL B 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL B 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL C 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL C 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL C 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL B 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL B 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL B 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL C 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRAIL C 1 A_WeaponReady\n\t\tGoto ReadyLoop+2\n\tReadyZoomed:\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"CellCharge\",10,2)\n\t\tTNT1 A 0 Bright\n\t\tGoto Ready+7\n\t\tTNT1 A 0 Bright A_PlayWeaponSound(\"weapons/railgunhum\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t\tRSCP A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tGoto ReadyZoomed+2\n\tSelect:\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tDeselect:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CellCharge\",10,\"Deselect2\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tDeselectLoop:\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1)\n\t\tRAIR A 1 A_Lower\n\t\tLoop\n\tDeselect2:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tDeselect2Loop:\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1)\n\t\tRAIL A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunZoomed\",1,\"FireZoomed\")\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 Radius_Quake(12,4,0,1,0)\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 A_FireCustomMissile(\"RailgunImpact\",0,0)\n\t\tRAIF A 2 Bright A_RailAttack(250,0,1,\"00 85 FF\",None,0,0,\"PlayerRailPuff\")\n\t\tRAIF B 2 Bright A_Light2\n\t\tTNT1 A 0 A_Light0\n\t\tTNT1 A 0 A_JumpIfInventory(\"CellCharge\",10,\"ChargedRecoil\")\n\t\tRAER ABCD 2\n\t\tRAER EFG 1\n\t\tRAIR A 40\n\t\tGoto Ready+7\n\tChargedRecoil:\n\t\tRAIF CDEF 2\n\t\tRAIF GHI 1\n\t\tRAIF J 40\n\t\tGoto ReadyLoop+2\n\tFireZoomed:\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 Radius_Quake(12,4,0,1,0)\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Light2\n\t\tTNT1 A 0 A_FireCustomMissile(\"RailgunImpact\",0,0)\n\t\tTNT1 A 0 A_FireBullets(0.0,0.0,-1,350,\"PlayerRailPuff\",FBF_NORANDOM,16384)\n\t\tRSCP A 4 Bright A_RailAttack(0,0,1,\"00 85 FF\",None,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"CellCharge\",10,4)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1)\n\t\tRAIR A 50 A_Light0\n\t\tGoto Ready+7\n\t\tTNT1 A 0 A_Light0\n\t\tRSCP A 10 Bright A_JumpIfInventory(\"RailgunAction\",1,\"FiredUnZoom\")\n\t\tRSCP A 10 Bright A_JumpIfInventory(\"RailgunAction\",1,\"FiredUnZoom2\")\n\t\tRSCP A 10 Bright A_JumpIfInventory(\"RailgunAction\",1,\"FiredUnZoom3\")\n\t\tRSCP A 10 Bright A_JumpIfInventory(\"RailgunAction\",1,\"FiredUnZoom4\")\n\t\tRSCP A 10 Bright A_JumpIfInventory(\"RailgunAction\",1,\"FiredUnZoom5\")\n\t\tGoto ReadyZoomed\n\tEmpty:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/click2\")\n\t\tRAIR AAAAAAAAAAAAAAA 1 A_WeaponReady(WRF_NOFIRE)\n\t\tGoto AltFire\n\tAltFire:\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"CellCharge\",50,2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewCell\",10,2)\n\t\tTNT1 A 0\n\t\tGoto ReadyLoop\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1)\n\t\tRAIR ABCDEFG 1\n\t\tRAIR H 4 A_PlayWeaponSound(\"weapons/cellreload\")\n\t\tRAIR IJKL 2\n\t\tRAIR M 1\n\t\tRAIR N 1 A_FireCustomMissile(\"CellCasingSpawner\",random(-13,-15),0,2,1)\n\t\tRAIR OPQR 1\n\t\tRAIR ST 2\n\t\tRAIR U 20\n\t\tRAIR VWX 1\n\t\tRAIR YZ 2\n\t\tRARL A 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewCell\",10,\"Reload\")\n\t\tRARL B 4\n\t\tRARL C 3\n\t\tRARL DE 2\n\t\tRAIR A 30\n\t\tRAIF J 10 A_PlayWeaponSound(\"weapons/plasmacellin\")\n\t\tGoto ReadyLoop+2\n\tReload:\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",10)\n\t\tTNT1 A 0 A_GiveInventory(\"CellCharge\",10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"CellCharge\",50,\"Full\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewCell\",1,\"Reload\")\n\t\tGoto AltFire+35\n\tFull:\n\t\tTNT1 A 0\n\t\tGoto AltFire+35\n\tZoom:\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunZoomed\",1,\"UnZoom\")\n\t\tTNT1 A 0 A_GiveInventory(\"RailgunZoomed\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tRAIL A 3 A_ZoomFactor(5)\n\t\tRAIL BC 3\n\t\tGoto ReadyZoomed\n\tFiredUnZoom:\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tRAIF J 50 A_ZoomFactor(1)\n\t\tGoto ReadyLoop+2\n\tFiredUnZoom2:\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tRAIF J 40 A_ZoomFactor(1)\n\t\tGoto ReadyLoop+2\n\tFiredUnZoom3:\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tRAIF J 30 A_ZoomFactor(1)\n\t\tGoto ReadyLoop+2\n\tFiredUnZoom4:\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tRAIF J 20 A_ZoomFactor(1)\n\t\tGoto ReadyLoop+2\n\tFiredUnZoom5:\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tRAIF J 10 A_ZoomFactor(1)\n\t\tGoto ReadyLoop+2\n\tUnZoom:\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tRAIL A 3 A_ZoomFactor(1)\n\t\tRAIL BC 3\n\t\tGoto ReadyLoop+2\n\tGrenadeCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunZoomed\",1,2)\n\t\tTNT1 A 0 A_ZoomFactor(1)\n\t\tGoto ReadyLoop\n\t\tTNT1 A 0\n\t\tGoto ReadyZoomed\n\tGrenadeToss:\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CellCharge\",10,\"GrenadeToss2\")\n\t\tRAEU EDCBA 1\n\t\tTNT1 A 4\n\t\tHGRN ABC 1\n\t\tHGRN D 2\n\t\tHGRN EFG 1\n\t\tHGRN HI 2\n\t\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0,false)\n\t\tHGRN J 1\n\t\tHGRN KLM 2\n\t\tHGRN \"NO\" 1\n\t\tTNT1 A 6\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\t\tTNT1 A 0 // A_TakeInventory(\"Hand Grenade\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0\n\t\tGoto Ready+2\n\tGrenadeToss2:\n\t\tRAIU EDCBA 1\n\t\tTNT1 A 6\n\t\tHGRN ABC 1\n\t\tHGRN D 3\n\t\tHGRN EFGHI 2\n\t\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0,false)\n\t\tHGRN J 1\n\t\tHGRN KLM 2\n\t\tHGRN \"NO\" 1\n\t\tTNT1 A 6\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\t\tTNT1 A 0 // A_TakeInventory(\"Hand Grenade\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0\n\t\tGoto ReadyPulse+1\n\tMineCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunZoomed\",1,2)\n\t\tTNT1 A 0 A_ZoomFactor(1)\n\t\tGoto ReadyLoop\n\t\tTNT1 A 0\n\t\tGoto ReadyZoomed\n\tMineToss:\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CellCharge\",10,\"MineToss2\")\n\t\tRAEU EDCBA 1\n\t\tTNT1 A 8\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tMINE ABCDEF 1\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0,false)\n\t\tMINE HI 1\n\t\tMINE JK 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\t\tTNT1 A 0 // A_TakeInventory(\"Land Mine\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0\n\t\tTNT1 A 5\n\t\tGoto Ready+2\n\tMineToss2:\n\t\tRAIU EDCBA 1\n\t\tTNT1 A 8\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tMINE ABCDEF 1\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0,false)\n\t\tMINE HI 1\n\t\tMINE JK 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\t\tTNT1 A 0 // A_TakeInventory(\"Land Mine\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0\n\t\tTNT1 A 5\n\t\tGoto ReadyPulse+1\n\tSpawn:\n\t\tSRCG A -1\n\t\tLoop\n\t}\n}\n\nACTOR \"ExplosiveRailgunNoSkin\" : Weapon Replaces ExplosiveRailgun\n{\n  Scale 0.8\n  Weapon.Selectionorder 4001\n  Weapon.KickBack 200\n  Weapon.AmmoUse 15\n  Weapon.AmmoGive 0\n  Weapon.AmmoGive2 45\n  Weapon.AmmoType \"EXPCellCharge\"\n  Weapon.AmmoType2 \"NewCell\"\n  Inventory.PickupSound \"weapons/pickuprg\"\n  Inventory.Pickupmessage \"Explosive Railgun\"\n  Weapon.UpSound \"weapons/railselect\"\n  Obituary \"%o sucked on %k's Railgun slug.\"\n  Tag \"Explosive Railgun\"\n  Decal Scorch\n  +WEAPON.AMMO_OPTIONAL\n  +WEAPON.NOALERT\n  +WEAPON.NOAUTOAIM\n  -INVENTORY.UNDROPPABLE\n  States\n  {\n  Ready:\n\tERGD ABCDEF 1\n  ReadyLoop:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\tTNT1 A 0 A_ZoomFactor(1)\n\tEXRG A 1 A_WeaponReady\n    Loop\n  ReadyZoomed:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n    XRGS A 1 Bright A_WeaponReady(WRF_NOBOB)\n    Loop\n  Deselect:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\tTNT1 A 0 A_ZoomFactor(1)\n\tEXRG A 1 A_Lower\n    Goto Deselect+1\n  Select:\n\tTNT1 A 0 A_Raise\n    Wait\n  Fire:\n    TNT1 A 0 A_JumpIfInventory(\"RailgunZoomed\",1,\"FireZoomed\")\n    TNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n    TNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 Radius_Quake(12,4,0,1,0)\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 A_FireCustomMissile(\"ExplosiveRailgunImpact\",0,0)\n\tTNT1 A 0 A_PlaySound(\"ExplosiveRailgun/Fire\",7)\n    EXRG B 3 Bright A_RailAttack(200,0,1,None,None,RGF_SILENT,0,\"PlayerRailPuff\",0,0,0,0,40,0,\"ExplosiveRailgunTrail\")\n\tEXRG C 3 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tEXRG DEFGHIJK 3\n\tEXRG A 30\n    Goto Ready+7\n  FireZoomed:\n    TNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 Radius_Quake(12,4,0,1,0)\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light2\n\tTNT1 A 0 A_FireCustomMissile(\"ExplosiveRailgunImpact\",0,0)\n\tTNT1 A 0 A_PlaySound(\"ExplosiveRailgun/Fire\",7)\n\tXRGS A 4 Bright A_RailAttack(200,0,1,None,None,RGF_SILENT,0,\"PlayerRailPuff\",0,0,0,0,40,0,\"ExplosiveRailgunTrail\")\n\tTNT1 A 0 A_JumpIfInventory(\"EXPCellCharge\",15,4)\n\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\tTNT1 A 0 A_ZoomFactor(1)\n\tXRGS A 50 A_Light0\n\tGoto Ready+7\n\tTNT1 A 0 A_Light0\n\tXRGS A 10 Bright A_JumpIfInventory(\"RailgunAction\",1,\"FiredUnZoom\")\n\tXRGS A 10 Bright A_JumpIfInventory(\"RailgunAction\",1,\"FiredUnZoom2\")\n\tXRGS A 10 Bright A_JumpIfInventory(\"RailgunAction\",1,\"FiredUnZoom3\")\n\tXRGS A 10 Bright A_JumpIfInventory(\"RailgunAction\",1,\"FiredUnZoom4\")\n\tXRGS A 10 Bright A_JumpIfInventory(\"RailgunAction\",1,\"FiredUnZoom5\")\n\tXRGS A 10 Bright A_JumpIfInventory(\"RailgunAction\",1,\"FiredUnZoom6\")\n\tGoto ReadyZoomed\n  Empty:\n    EXRG A 15 A_PlaySound(\"weapons/click2\")\n  AltFire:\n  \tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\tTNT1 A 0 A_ZoomFactor(1)\n    TNT1 A 0 A_JumpIfInventory(\"EXPCellCharge\",60,2)\n    TNT1 A 0 A_JumpIfInventory(\"NewCell\",15,2)\n\tTNT1 A 0\n\tGoto ReadyLoop\n\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\tTNT1 A 0 A_ZoomFactor(1)\n\tERGR AAABCDE 1\n\tERGR F 4 A_PlayWeaponSound(\"weapons/cellreload\")\n\tERGR GHI 2\n\tERGR JJKK 1\n\tERGR L 1 A_FireCustomMissile(\"CellCasingSpawner\", random(-13,-15), 0, 2, 1)\n\tERGR MNOP 1\n\tERGR Q 30\n\tERGR RSTU 1\n\tERGR VW 2\n\tTNT1 A 0 A_JumpIfInventory(\"NewCell\",15,\"Reload\")\n\tERGR X 4 A_PlayWeaponSound(\"weapons/plasmacellin\")\n\tEXRG A 10\n\tGoto ReadyLoop\n  Reload:\n    TNT1 A 0 A_TakeInventory(\"NewCell\",15)\n\tTNT1 A 0 A_GiveInventory(\"EXPCellCharge\",15)\n\tTNT1 A 0 A_JumpIfInventory(\"EXPCellCharge\",60,\"Full\")\n\tTNT1 A 0 A_JumpIfInventory(\"NewCell\",1,\"Reload\")\n\tGoto AltFire+35\n  Full:\n    TNT1 A 0\n\tGoto AltFire+35\n  Zoom:\n\tTNT1 A 0 A_JumpIfInventory(\"RailgunZoomed\",1,\"UnZoom\")\n    TNT1 A 0 A_GiveInventory(\"RailgunZoomed\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tEXRG A 9 A_ZoomFactor(5)\n\tGoto ReadyZoomed\n  FiredUnZoom:\n\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tEXRG K 60 A_ZoomFactor(1)\n\tGoto ReadyLoop\n  FiredUnZoom2:\n\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tEXRG K 50 A_ZoomFactor(1)\n\tGoto ReadyLoop\n  FiredUnZoom3:\n\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tEXRG K 40 A_ZoomFactor(1)\n\tGoto ReadyLoop\n  FiredUnZoom4:\n\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tEXRG K 30 A_ZoomFactor(1)\n\tGoto ReadyLoop\n  FiredUnZoom5:\n\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tEXRG K 20 A_ZoomFactor(1)\n\tGoto ReadyLoop\n  FiredUnZoom6:\n\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tEXRG K 10 A_ZoomFactor(1)\n\tGoto ReadyLoop\n  UnZoom:\n\tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tEXRG A 9 A_ZoomFactor(1)\n\tGoto ReadyLoop\n  GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"RailgunZoomed\",1,2)\n\tTNT1 A 0 A_ZoomFactor(1)\n\tGoto ReadyLoop\n    TNT1 A 0\n\tGoto ReadyZoomed\n  GrenadeToss:\n  \tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\tTNT1 A 0 A_ZoomFactor(1)\n  \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tERGD CBA 2\n\tTNT1 A 4\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n    TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tGoto Ready\n  MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"RailgunZoomed\",1,2)\n\tTNT1 A 0 A_ZoomFactor(1)\n\tGoto ReadyLoop\n    TNT1 A 0\n\tGoto ReadyZoomed\n  MineToss:\n  \tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\tTNT1 A 0 A_ZoomFactor(1)\n  \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tERGD CBA 2\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n    TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tGoto Ready\n  Spawn:\n    ERGP A -1\n    Stop\n    }\n}\n\nActor \"TechBlasterNoSkin\" : Weapon Replaces \"Tech Blaster\"\n{\n   Height 12\n   Weapon.SelectionOrder 7980\n   Weapon.KickBack 60\n   Weapon.AmmoUse 3\n   Weapon.AmmoGive 90\n   Weapon.AmmoGive2 180\n   Scale 1\n   Weapon.AmmoType \"TechBlasterMagazine\"\n   Weapon.AmmoType2 \"DemonAmmo\"\n   Inventory.PickupMessage \"Tech Blaster\"\n   Inventory.PickupSound \"TechBlaster/PickUp\"\n   Obituary \"%o was turned into maccarroni by %k's Tech Blaster\"\n   Tag \"Tech Blaster\"\n   +WEAPON.AMMO_OPTIONAL\n   +WEAPON.NOALERT\n   -INVENTORY.UNDROPPABLE\n   States\n   {\n\tReady:\n     TNT1 A 0 A_PlayWeaponSound(\"weapons/demontechload\")\n\t DTGL ONBHV 1\n\tReadyLoop:\n\t TNT1 A 0 A_JumpIfInventory(\"TechBlasterMagazine\",1,2)\n\t TNT1 A 0\n\t Goto NoBuzzing\n\t DTGA AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t DTGA AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t DTGA AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t DTGA AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t DTGA AAA 1 A_WeaponReady\n     TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t DTGA AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t DTGA AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t DTGA AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t DTGA AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t DTGA AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t DTGA AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t DTGA AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t DTGA AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t DTGA AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t DTGA AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_PlaySound(\"TechBlaster/Idle\")\n\t Goto ReadyLoop\n\tNoBuzzing:\n     TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n     DTGA A 1 A_WeaponReady\n\t Loop\n   Deselect:\n     TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t DTGA A 1 A_Lower\n     Goto Deselect\n   Select:\n\t DTGA A 0 A_Raise\n\t Wait\n   Fire:\n     TNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\t TNT1 A 0 A_AlertMonsters\n     TNT1 A 0 A_GunFlash\n\t TNT1 A 0 Radius_Quake(6,4,0,2,0)\n     TNT1 A 0 A_Light1\n\t TNT1 A 0 A_PlaySound(\"TechBlaster/Fire\")\n\t DTGA B 4 Bright A_FireCustomMissile(\"TBlasterProjectile\",0,0)\n\t TNT1 A 0 A_TakeInventory(\"TechBlasterMagazine\",3,TIF_NOTAKEINFINITE)\n     DTGA C 2 Bright\n\t DTGB N 1 Bright\n     TNT1 A 0 A_ReFire\n     Goto Ready+25\n   Empty:\n     DTGA A 10 A_PlayWeaponSound(\"weapons/click2\")\n   AltFire:\n  \t TNT1 A 0 A_JumpIfInventory(\"TechBlasterMagazine\",90,2)\n     TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,2)\n\t TNT1 A 0\n\t Goto Ready+25\n     DTGA D 4\n\t DTGA L 5\n\t DTGA I 5 A_PlayWeaponSound(\"weapons/demontecheject\")\n\t DTGA I 1 A_PlayWeaponSound(\"TechBlaster/Steam\")\n\t DTGA J 2 Radius_Quake(2,2,0,1,0)\n\t DTGA O 2 Radius_Quake(2,2,0,1,0)\n\t DTGA E 3 Radius_Quake(2,2,0,1,0)\n\t DTGA R 4 A_FireCustomMissile(\"RocketEmptyDrumSpawner\", 0, 0, 0, 1)\n\t DTGA M 3\n\t DTGA N 3\n\t DTGA P 25\n\t DTGA Z 3\n\t DTGA X 3 A_PlayWeaponSound(\"weapons/demontechload\")\n\t TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,\"Reload\")\n\t DTGA V 9\n\t DTGA T 3 A_PlayWeaponSound(\"weapons/demontechclick\")\n     DTGA F 4\n\t DTGA K 5\n\t DTGA U 5\n\t DTGA A 2\n\t Goto ReadyLoop\n   Reload:\n\t TNT1 A 0 A_TakeInventory(\"DemonAmmo\",1)\n\t TNT1 A 0 A_GiveInventory(\"TechBlasterMagazine\",1)\n\t TNT1 A 0 A_JumpIfInventory(\"TechBlasterMagazine\",90,\"Full\")\n\t TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,\"Reload\")\n\t Goto AltFire+19\n   Full:\n     TNT1 A 0\n\t Goto AltFire+19\n   GrenadeCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t Goto Ready+25\n   GrenadeToss:\n  \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t DTGL VHBNO 1\n\t TNT1 A 4\n\t HGRN ABC 1\n\t HGRN D 2\n\t HGRN EFG 1\n\t HGRN HI 2\n\t TNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\t HGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\t HGRN J 1\n\t HGRN KLM 2\n\t HGRN NO 1\n\t TNT1 A 6\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n     TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t TNT1 A 0\n\t DTGL ONBHV 1\n\t Goto Ready+25\n   MineCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t Goto Ready+25\n   MineToss:\n  \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t DTGL VHBNO 1\n\t TNT1 A 8\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t MINE ABCDEF 1\n\t TNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\t MINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\t MINE HI 1\n\t MINE JK 2\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n     TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t TNT1 A 0\n\t TNT1 A 5\n\t DTGL ONBHV 1\n\t Goto Ready+25\n   Spawn:\n     DTNG A -1\n     Stop\n     }\n}\n\nACTOR \"DemonTechRifleNoSkin\" : Weapon Replaces \" Demon Tech Rifle\"\n{\n   Height 14\n   Tag \"Demon tech Rifle\"\n   Weapon.SisterWeapon \"PoweredDemonTechRifleNoSkin0\"\n   Weapon.SelectionOrder 7980\n   Weapon.KickBack 60\n   Weapon.AmmoUse 1\n   Weapon.AmmoGive 60\n   Weapon.AmmoGive2 30\n   Scale 0.95\n   Weapon.AmmoType \"DemonMagazine\"\n   Weapon.AmmoType2 \"DemonAmmo\"\n   Inventory.PickupMessage \"Demon Tech Rifle\"\n   Inventory.PickupSound \"weapons/demontechload\"\n   Obituary \"%o was fried by %k's Demon Tech Rifle.\"\n   +WEAPON.AMMO_OPTIONAL\n   +WEAPON.NOALERT\n   -INVENTORY.UNDROPPABLE\n   States\n   {\n   Ready:\n     TNT1 A 0\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReady\")\n     TNT1 A 0 A_PlayWeaponSound(\"weapons/demontechload\")\n\t DTRS ABCDE 1\n   ReadyLoop:\n     TNT1 A 0 A_JumpIfInventory(\"DemonMagazine\",1,2)\n\t TNT1 A 0\n\t Goto NoBuzzing\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t DTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_PlaySound(\"weapons/demontechidle\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK BB 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK BB 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK CC 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK CC 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK DD 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK DD 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK EE 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK EE 1 A_WeaponReady\n     Goto ReadyLoop\n   NoBuzzing:\n     TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXNoBuzzing\")\n     DTEK A 1 A_WeaponReady\n\t Loop\n   EXReady:\n     TNT1 A 0 A_PlayWeaponSound(\"weapons/demontechload\")\n\t EDT1 ABCDE 1\n   EXReadyLoop:\n     TNT1 A 0 A_JumpIfInventory(\"DemonMagazine\",1,2)\n\t TNT1 A 0\n\t Goto EXNoBuzzing\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_PlaySound(\"explosivedtech/idle\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 BB 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 BB 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 CC 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 CC 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 DD 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 DD 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 EE 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 EE 1 A_WeaponReady\n     Goto EXReadyLoop\n   EXNoBuzzing:\n     TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n     EDT2 A 1 A_WeaponReady\n\t Loop\n   Deselect:\n     TNT1 A 0\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXDeselect\")\n     TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n     DTEK A 1 A_Lower\n     Goto Deselect+1\n   EXDeselect:\n     TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n     EDT2 A 1 A_Lower\n     Goto EXDeselect+1\n   Select:\n\t TNT1 A 0 A_Raise\n\t Wait\n   Fire:\n     TNT1 A 0\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXFire\")\n     TNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\t TNT1 A 0 A_AlertMonsters\n     TNT1 A 0 A_GunFlash\n\t TNT1 A 0 Radius_Quake(4,2,0,1,0)\n     TNT1 A 0 A_Light1\n\t TNT1 A 0 A_PlaySound(\"weapons/demontechfire\")\n     DTKF A 2 Bright A_FireCustomMissile(\"DemonTechProjectile\",Random(100,-100)/100.00,1,0,0,0,Random(100,-100)/100.00)\n\t DTKF B 1 Bright A_Light2\n     DTKF C 2 A_Light0\n     TNT1 A 0 A_ReFire\n     Goto ReadyLoop\n   Empty:\n     DTEK A 10 A_PlayWeaponSound(\"weapons/click2\")\n   AltFire:\n     TNT1 A 0\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXAltFire\")\n  \t TNT1 A 0 A_JumpIfInventory(\"DemonMagazine\",60,2)\n     TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,2)\n\t TNT1 A 0\n\t Goto ReadyLoop\n     DTKR AB 2\n\t DTKR C 3\n\t DTKR D 4 A_PlayWeaponSound(\"weapons/demontecheject\")\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/demontechsteam\")\n\t DTKR EFG 1 Radius_Quake(2,2,0,1,0)\n\t DTKR H 2 Radius_Quake(2,2,0,1,0)\n\t DTKR I 3 Radius_Quake(2,2,0,1,0)\n\t DTKR J 4 A_FireCustomMissile(\"DemonTechEmptyMagSpawner\", 0, 0, 0, 1)\n\t DTKR K 15\n\t DTKR LM 2\n\t DTKR N 2 A_PlayWeaponSound(\"weapons/demontechload\")\n\t TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,\"Reload\")\n\t DTKR O 8\n\t DTKR O 2 A_PlayWeaponSound(\"weapons/demontechclick\")\n     DTKR CB 3\n\t DTKR A 2\n\t Goto ReadyLoop\n   EXFire:\n     TNT1 A 0 A_JumpIfNoAmmo(\"EXEmpty\")\n\t TNT1 A 0 A_AlertMonsters\n     TNT1 A 0 A_GunFlash\n\t TNT1 A 0 Radius_Quake(4,2,0,1,0)\n     TNT1 A 0 A_Light1\n\t TNT1 A 0 A_PlaySound(\"explosivedtech/fire\")\n\t TNT1 A 0 A_TakeInventory(\"DemonMagazine\",2,TIF_NOTAKEINFINITE)\n     EDT3 A 2 Bright A_FireCustomMissile(\"PlayerExplosiveDemonTechProjectile\",Random(100,-100)/100.00,0,0,0,0,Random(100,-100)/100.00)\n\t EDT3 B 1 Bright A_Light2\n     EDT3 C 2 A_Light0\n     TNT1 A 0 A_ReFire\n     Goto EXReadyLoop\n   EXEmpty:\n     EDT2 A 10 A_PlayWeaponSound(\"weapons/click2\")\n   EXAltFire:\n  \t TNT1 A 0 A_JumpIfInventory(\"DemonMagazine\",60,2)\n     TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,2)\n\t TNT1 A 0\n\t Goto EXReadyLoop\n     EDT4 AB 2\n\t EDT4 C 3\n\t EDT4 D 4 A_PlayWeaponSound(\"weapons/demontecheject\")\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/demontechsteam\")\n\t EDT4 EFG 1 Radius_Quake(2,2,0,1,0)\n\t EDT4 H 2 Radius_Quake(2,2,0,1,0)\n\t EDT4 I 3 Radius_Quake(2,2,0,1,0)\n\t EDT4 J 4 A_FireCustomMissile(\"DemonTechEmptyMagSpawner\", 0, 0, 0, 1)\n\t EDT4 K 15\n\t EDT4 LM 2\n\t EDT4 N 2 A_PlayWeaponSound(\"weapons/demontechload\")\n\t TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,\"EXReload\")\n\t EDT4 O 8\n\t EDT4 O 2 A_PlayWeaponSound(\"weapons/demontechclick\")\n     EDT4 CB 3\n\t EDT4 A 2\n\t Goto EXReadyLoop\n   Reload:\n     TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReload\")\n\t TNT1 A 0 A_TakeInventory(\"DemonAmmo\",1)\n\t TNT1 A 0 A_GiveInventory(\"DemonMagazine\",1)\n\t TNT1 A 0 A_JumpIfInventory(\"DemonMagazine\",60,\"Full\")\n\t TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,\"Reload\")\n\t Goto AltFire+21\n   Full:\n     TNT1 A 0\n\t Goto AltFire+21\n   EXReload:\n\t TNT1 A 0 A_TakeInventory(\"DemonAmmo\",1)\n\t TNT1 A 0 A_GiveInventory(\"DemonMagazine\",1)\n\t TNT1 A 0 A_JumpIfInventory(\"DemonMagazine\",60,\"EXFull\")\n\t TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,\"EXReload\")\n\t Goto EXAltFire+19\n   EXFull:\n     TNT1 A 0\n\t Goto EXAltFire+19\n   GrenadeCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t Goto Ready+8\n   EXGrenadeCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"EXGrenadeToss\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t Goto EXReady+6\n   GrenadeToss:\n  \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t DTRS EDCBA 1\n\t TNT1 A 4\n\t HGRN ABC 1\n\t HGRN D 2\n\t HGRN EFG 1\n\t HGRN HI 2\n\t TNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\t HGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\t HGRN J 1\n\t HGRN KLM 2\n\t HGRN NO 1\n\t TNT1 A 6\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n     TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t TNT1 A 0\n\t Goto Ready+3\n   EXGrenadeToss:\n  \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t EDT1 EDCBA 1\n\t TNT1 A 4\n\t HGRN ABC 1\n\t HGRN D 2\n\t HGRN EFG 1\n\t HGRN HI 2\n\t TNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\t HGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\t HGRN J 1\n\t HGRN KLM 2\n\t HGRN NO 1\n\t TNT1 A 6\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n     TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t TNT1 A 0\n\t Goto EXReady+1\n   MineCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t Goto Ready+8\n   EXMineCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"EXMineToss\")\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t Goto EXReady+6\n   MineToss:\n  \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t DTRS EDCBA 1\n\t TNT1 A 8\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t MINE ABCDEF 1\n\t TNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\t MINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\t MINE HI 1\n\t MINE JK 2\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n     TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t TNT1 A 0\n\t TNT1 A 5\n\t Goto Ready+3\n   EXMineToss:\n  \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t EDT1 EDCBA 1\n\t TNT1 A 8\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t MINE ABCDEF 1\n\t TNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\t MINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\t MINE HI 1\n\t MINE JK 2\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n     TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t TNT1 A 0\n\t TNT1 A 5\n\t Goto EXReady+1\n   Zoom:\n     TNT1 A 0\n\t TNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechToken\",1,2)\n\t Goto MissingUpgrade\n   ChangeMode:\n     TNT1 A 0\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"ChangeMode2\")\n\t TNT1 A 0 A_Print(\"Upgrade enabled!\",1)\n\t TNT1 A 0 A_GiveInventory(\"ExpDTechUpgraded\",1)\n\t DTEK A 4 A_PlayWeaponSound(\"explosivedtech/enable\")\n\t DTEK A 2 Offset(0,34)\n\t DTEK A 2 Offset(0,37)\n\t DTEK A 2 Offset(0,40)\n     EDT2 A 2 Offset(0,37)\n\t EDT2 A 2 Offset(0,34)\n\t EDT2 A 1\n\t Goto EXReadyLoop\n   ChangeMode2:\n\t TNT1 A 0 A_Print(\"Upgrade disabled!\",1)\n\t TNT1 A 0 A_TakeInventory(\"ExpDTechUpgraded\",1)\n\t EDT2 A 4 A_PlayWeaponSound(\"explosivedtech/disable\")\n\t EDT2 A 2 Offset(0,34)\n\t EDT2 A 2 Offset(0,37)\n\t DTEK A 2 Offset(0,34)\n     DTEK A 1\n\t Goto ReadyLoop\n   MissingUpgrade:\n\t TNT1 A 0\n\t TNT1 A 0 A_Print(\"Missing explosive upgrade!\",2)\n\t DTEK A 10\n\t Goto ReadyLoop\n   Spawn:\n     DTEP A -1\n     Stop\n     }\n}\n\nACTOR \"PoweredDemonTechRifleNoSkin0\" : Weapon Replaces \" Powered Demon Tech Rifle\" // same method as dtechbfg\n{\n   Height 14\n   Tag \"Demon tech Rifle\"\n   Weapon.SisterWeapon \"DemonTechRifleNoSkin\"\n   Weapon.SelectionOrder 7980\n   Weapon.KickBack 60\n   Weapon.AmmoUse 2\n   Weapon.AmmoGive 60\n   Weapon.AmmoGive2 30\n   Scale 0.95\n   Weapon.AmmoType \"DemonMagazine\"\n   Weapon.AmmoType2 \"DemonAmmo\"\n   Inventory.PickupMessage \"Demon Tech Rifle\"\n   Inventory.PickupSound \"weapons/demontechload\"\n   Obituary \"%o was fried by %k's Demon Tech Rifle.\"\n   +WEAPON.AMMO_OPTIONAL\n   +WEAPON.NOALERT\n   +INVENTORY.UNDROPPABLE\n   +WEAPON.POWERED_UP\n   States\n   {\n   Ready:\n     TNT1 A 0 A_PlayWeaponSound(\"weapons/demontechload\")\n\t STRS ABCDE 1\n   ReadyLoop:\n     TNT1 A 0 A_JumpIfInventory(\"DemonMagazine\",1,2)\n\t TNT1 A 0\n\t Goto NoBuzzing\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_PlaySound(\"EDTR/Idle\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK BB 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK BB 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK CC 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK CC 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK DD 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK DD 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK EE 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK EE 1 A_WeaponReady\n     Goto ReadyLoop\n   NoBuzzing:\n     TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n     STEK A 1 A_WeaponReady\n\t Loop\n   Deselect:\n     TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n     STEK A 1 A_Lower\n     Goto Deselect+1\n   Select:\n\t TNT1 A 0 A_Raise\n\t Wait\n   Fire:\n     TNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\t TNT1 A 0 A_AlertMonsters\n     TNT1 A 0 A_GunFlash\n\t TNT1 A 0 Radius_Quake(4,2,0,1,0)\n     TNT1 A 0 A_Light1\n\t TNT1 A 0 A_PlaySound(\"EDTR/Fire\")\n     STKF A 2 Bright A_FireCustomMissile(\"PoweredDemonTechProjectile\",Random(100,-100)/100.00,1,0,0,0,Random(100,-100)/100.00)\n\t STKF B 1 Bright A_Light2\n     STKF C 2 A_Light0\n     TNT1 A 0 A_ReFire\n     Goto ReadyLoop\n   Empty:\n     STEK A 10 A_PlayWeaponSound(\"weapons/click2\")\n   AltFire:\n  \t TNT1 A 0 A_JumpIfInventory(\"DemonMagazine\",60,2)\n     TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,2)\n\t TNT1 A 0\n\t Goto ReadyLoop\n     STKR AB 2\n\t STKR C 3\n\t STKR D 4 A_PlayWeaponSound(\"weapons/demontecheject\")\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/demontechsteam\")\n\t STKR EFG 1 Radius_Quake(2,2,0,1,0)\n\t STKR H 2 Radius_Quake(2,2,0,1,0)\n\t STKR I 3 Radius_Quake(2,2,0,1,0)\n\t STKR J 4 A_FireCustomMissile(\"DemonTechEmptyMagSpawner\", 0, 0, 0, 1)\n\t STKR K 15\n\t STKR LM 2\n\t STKR N 2 A_PlayWeaponSound(\"weapons/demontechload\")\n\t TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,\"Reload\")\n\t STKR O 8\n\t STKR O 2 A_PlayWeaponSound(\"weapons/demontechclick\")\n     STKR CB 3\n\t STKR A 2\n\t Goto ReadyLoop\n   Reload:\n\t TNT1 A 0 A_TakeInventory(\"DemonAmmo\",1)\n\t TNT1 A 0 A_GiveInventory(\"DemonMagazine\",1)\n\t TNT1 A 0 A_JumpIfInventory(\"DemonMagazine\",60,\"Full\")\n\t TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,\"Reload\")\n\t Goto AltFire+19\n   Full:\n     TNT1 A 0\n\t Goto AltFire+19\n   GrenadeCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t Goto Ready+6\n   GrenadeToss:\n  \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t STRS EDCBA 1\n\t TNT1 A 4\n\t HGRN ABC 1\n\t HGRN D 2\n\t HGRN EFG 1\n\t HGRN HI 2\n\t TNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\t HGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\t HGRN J 1\n\t HGRN KLM 2\n\t HGRN NO 1\n\t TNT1 A 6\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n     TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t TNT1 A 0\n\t Goto Ready+1\n   MineCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t Goto Ready+6\n   MineToss:\n  \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t STRS EDCBA 1\n\t TNT1 A 8\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t MINE ABCDEF 1\n\t TNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\t MINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\t MINE HI 1\n\t MINE JK 2\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n     TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t TNT1 A 0\n\t TNT1 A 5\n\t Goto Ready+1\n   Spawn:\n     STEP A -1\n     Stop\n     }\n}\n\nACTOR \"LegendaryPlasmaticRifleNoSkin\" : Weapon Replaces \"Legendary Plasmatic Rifle\"\n{\n   Height 14\n   Tag \"Legendary Plasmatic Rifle\"\n   Weapon.SelectionOrder 7980\n   Weapon.KickBack 60\n   Weapon.AmmoUse 2\n   Weapon.AmmoGive 100\n   Scale 0.95\n   Weapon.AmmoType \"LDemonMagazine\"\n   Weapon.AmmoType2 \"LDemonAmmo\"\n   Inventory.PickupMessage \"Legendary's Rifle Obtained, you'll never need another gun again.\"\n   Inventory.PickupSound \"weapons/legup\"\n   Obituary \"%o was obliterated by a soldier trained by Legendary.\"\n   +WEAPON.AMMO_OPTIONAL\n   +WEAPON.NOALERT\n   -INVENTORY.UNDROPPABLE\n   States\n   {\n   Ready:\n     TNT1 A 0 A_PlaySound(\"weapons/legup\")\n\t BTRS ABCDE 1\n   ReadyLoop:\n     TNT1 A 0 A_JumpIfInventory(\"LDemonMagazine\",1,2)\n\t TNT1 A 0\n\t Goto NoBuzzing\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_PlaySound(\"weapons/legrifidle\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK BB 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK BB 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK CC 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK CC 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK DD 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK DD 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK EE 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK EE 1 A_WeaponReady\n     Goto ReadyLoop\n   NoBuzzing:\n     TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n     BTEK A 1 A_WeaponReady\n\t Loop\n   Deselect:\n     TNT1 A 0 A_PlaySound (\"D_LEGND\",5,5.0,1,ATTN_NONE)\n     TNT1 A 0 ACS_NamedExecuteAlways(\"StopWeaponMusic\",0)\n\t BTEK A 1 A_Lower\n     Goto Deselect+2\n   Select:\n     TNT1 A 0\n\t TNT1 A 0 A_Raise\n\t Wait\n   Fire:\n\t TNT1 A 0 Bright A_JumpIfNoAmmo(\"Empty\")\n     TNT1 A 0 ACS_NamedExecuteAlways(\"StartWeaponMusic\",0,0)\n\t TNT1 A 0 Bright A_AlertMonsters\n     TNT1 A 0 Bright A_GunFlash\n\t TNT1 A 0 Bright Radius_Quake(4,2,0,1,0)\n     TNT1 A 0 Bright A_Light1\n\t TNT1 A 0 Bright A_PlayWeaponSound(\"BlueDTRFire\")\n     BTKF A 1 Bright A_FireCustomMissile(\"PlayerLegendaryProjectile\",Random(100,-100)/100.00,1,0,0,0,Random(100,-100)/100.00)\n\t BTKF B 1 Bright A_Light2\n     BTKF C 2 A_Light0\n     TNT1 A 0 A_ReFire\n     Goto ReadyLoop\n   Empty:\n     BTEK A 10 A_PlaySound(\"weapons/click2\")\n   AltFire:\n  \t TNT1 A 0 A_JumpIfInventory(\"LDemonMagazine\",50,2)\n     TNT1 A 0 A_JumpIfInventory(\"LDemonAmmo\",1,2)\n\t TNT1 A 0\n\t Goto ReadyLoop\n     BTKR AB 2\n\t BTKR C 3\n\t BTKR D 4 A_PlaySound(\"weapons/demontecheject\")\n\t TNT1 A 0 Radius_Quake(2,2,0,1,0)\n\t BTKR E 2 A_PlaySound(\"weapons/demontechsteam\")\n\t BTKR F 2 Radius_Quake(2,2,0,1,0)\n\t BTKR GHI 2 Radius_Quake(2,2,0,1,0)\n\t BTKR J 3 A_FireCustomMissile(\"LDemonTechEmptyMag\", 0, 0, 0, 1)\n\t BTKR K 15\n\t BTKR LMN 2\n\t TNT1 A 0 A_JumpIfInventory(\"LDemonAmmo\",1,\"Reload\")\n     BTKR O 6 A_PlayWeaponSound(\"weapons/demontechload\")\n     BTKR O 4 A_PlayWeaponSound(\"weapons/demontechclick\")\n     BTKR CB 3\n\t BTKR A 2\n\t Goto ReadyLoop\n   Reload:\n\t TNT1 A 0 A_TakeInventory(\"LDemonAmmo\",1)\n\t TNT1 A 0 A_GiveInventory(\"LDemonMagazine\",1)\n\t TNT1 A 0 A_JumpIfInventory(\"LDemonMagazine\",50,\"Full\")\n\t TNT1 A 0 A_JumpIfInventory(\"LDemonAmmo\",1,\"Reload\")\n\t Goto AltFire+19\n   Full:\n     TNT1 A 0\n\t Goto AltFire+19\n   GrenadeCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t Goto Ready+6\n   GrenadeToss:\n  \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t BTRS EDCBA 1\n\t TNT1 A 6\n\t HGRN ABC 1\n\t HGRN D 3\n\t HGRN EFGHI 2\n\t TNT1 A 14 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\t HGRN J 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\t HGRN K 1\n\t HGRN LMNO 2\n\t TNT1 A 6\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n     TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t TNT1 A 0\n\t Goto Ready+1\n   MineCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t Goto Ready+6\n   MineToss:\n  \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t BTRS EDCBA 1\n\t TNT1 A 10\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t MINE ABCDEF 1\n\t TNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\t MINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\t MINE HI 1\n\t MINE JK 2\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n     TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t TNT1 A 0\n\t TNT1 A 5\n\t Goto Ready+1\n  Spawn:\n     BTEP A -1\n     Stop\n     }\n}\n\nACTOR \"EnragedLegendaryPlasmaticRifleNoSkin\" : Weapon Replaces \"Enraged Legendary Plasmatic Rifle\"\n{\n   Height 14\n   Tag \"Enraged Legendary Plasmatic Rifle\"\n   Weapon.SelectionOrder 7120\n   Weapon.KickBack 60\n   Weapon.AmmoUse 2\n   Weapon.AmmoGive 200\n   Scale 0.95\n   Weapon.AmmoType \"ILDemonMagazine\"\n   Weapon.AmmoType2 \"ILDemonAmmo\"\n   Inventory.PickupMessage \"Enraged Legendary Plasmatic Rifle Obtained, MAD POWER!\"\n   Inventory.PickupSound \"weapons/ELRUp\"\n   +WEAPON.AMMO_OPTIONAL\n   +WEAPON.NOALERT\n   -INVENTORY.UNDROPPABLE\n   +NOTIMEFREEZE\n   States\n   {\n   Ready:\n     TNT1 A 0 A_PlaySound(\"weapons/ELRUp\")\n\t ITRS ABCDE 1\n   ReadyLoop:\n     TNT1 A 0 A_JumpIfInventory(\"LDemonMagazine\",1,2)\n\t TNT1 A 0\n\t Goto NoBuzzing\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_PlaySound(\"weapons/ELRIdle\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK BB 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK BB 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK CC 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK CC 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK DD 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK DD 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK EE 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t ITEK EE 1 A_WeaponReady\n     Goto ReadyLoop\n   NoBuzzing:\n     TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n     ITEK A 1 A_WeaponReady\n\t Loop\n   Deselect:\n\t ITEK A 1 A_Lower\n     Goto Deselect\n   Select:\n     TNT1 A 0\n\t TNT1 A 0 A_Raise\n\t Wait\n   Fire:\n\t TNT1 A 0 Bright A_JumpIfNoAmmo(\"Empty\")\n\t TNT1 A 0 Bright A_AlertMonsters\n     TNT1 A 0 Bright A_GunFlash\n\t TNT1 A 0 Bright Radius_Quake(4,2,0,1,0)\n     TNT1 A 0 Bright A_Light1\n\t TNT1 A 0 Bright A_PlayWeaponSound(\"weapons/ELRFire\")\n     ITKF A 1 Bright A_FireCustomMissile(\"RPlayerLegendaryProjectile\",Random(100,-100)/100.00,1,0,0,0,Random(100,-100)/100.00)\n\t ITKF B 1 Bright A_Light2\n     ITKF C 2 A_Light0\n     TNT1 A 0 A_ReFire\n     Goto ReadyLoop\n   Empty:\n     ITEK A 10 A_PlaySound(\"weapons/click2\")\n\t Goto AltFire\n   AltFire:\n  \t TNT1 A 0 A_JumpIfInventory(\"ILDemonMagazine\",100,2)\n     TNT1 A 0 A_JumpIfInventory(\"ILDemonAmmo\",1,2)\n\t TNT1 A 0\n\t Goto ReadyLoop\n     ITKR AB 2\n\t ITKR C 3\n\t ITKR D 4 A_PlaySound(\"weapons/demontecheject\")\n\t TNT1 A 0 Radius_Quake(2,2,0,1,0)\n\t ITKR E 2 A_PlaySound(\"weapons/ELRST\")\n\t ITKR F 2 Radius_Quake(2,2,0,1,0)\n\t ITKR GHI 2 Radius_Quake(2,2,0,1,0)\n\t ITKR J 3 A_FireCustomMissile(\"LDemonTechEmptyMag\", 0, 0, 0, 1)\n\t ITKR K 15\n\t ITKR LMN 2\n\t TNT1 A 0 A_JumpIfInventory(\"LDemonAmmo\",1,\"Reload\")\n     ITKR D 6 A_PlayWeaponSound(\"weapons/demontechload\")\n     ITKR D 4 A_PlayWeaponSound(\"weapons/demontechclick\")\n     ITKR DD 3\n\t ITKR A 2\n\t Goto ReadyLoop\n   Reload:\n\t TNT1 A 0 A_TakeInventory(\"ILDemonAmmo\",1)\n\t TNT1 A 0 A_GiveInventory(\"ILDemonMagazine\",1)\n\t TNT1 A 0 A_JumpIfInventory(\"ILDemonMagazine\",100,\"Full\")\n\t TNT1 A 0 A_JumpIfInventory(\"ILDemonAmmo\",1,\"Reload\")\n\t Goto AltFire+19\n   Full:\n     TNT1 A 0\n\t Goto AltFire+19\n   GrenadeCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t Goto Ready+6\n   GrenadeToss:\n  \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t ITRS EDCBA 1\n\t TNT1 A 6\n\t HGRN ABC 1\n\t HGRN D 3\n\t HGRN EFGHI 2\n\t TNT1 A 14 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\t HGRN J 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\t HGRN K 1\n\t HGRN LMNO 2\n\t TNT1 A 6\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n     TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t TNT1 A 0\n\t Goto Ready+1\n   MineCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t Goto Ready+6\n   MineToss:\n  \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t ITRS EDCBA 1\n\t TNT1 A 10\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t MINE ABCDEF 1\n\t TNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\t MINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\t MINE HI 1\n\t MINE JK 2\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n     TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t TNT1 A 0\n\t TNT1 A 5\n\t Goto Ready+1\n  Spawn:\n     ITEP A -1\n     Stop\n     }\n}\n\nACTOR \"NemesisRifleNoSkin\" : \"LegendaryPlasmaticRifleNoSkin\" Replaces \"Nemesis Rifle \"\n{\n  Tag \"Nemesis Plasmatic Rifle\"\n  Weapon.AmmoType \"NLDemonMagazine\"\n  Weapon.AmmoType2 \"NLDemonAmmo\"\n  Inventory.PickupSound \"NemesisRifle/up\"\n  Inventory.PickupMessage \"You got the Nemesis Rifle! A surge of dark energy flows through you.\"\n  Obituary \"%o was obliterated by pure dark energy.\"\n  -INVENTORY.UNDROPPABLE\n  States\n  {\n  Spawn:\n\tNTEP A -1\n\tLoop\n  Ready:\n\tTNT1 A 0 A_PlaySound(\"NemesisRifle/up\",7)\n\tNTRS ABCDE 1\n  ReadyLoop:\n\tTNT1 A 0 A_JumpIfInventory(\"NLDemonMagazine\",1,2)\n\tTNT1 A 0\n\tGoto NoBuzzing\n\tNTEK AAA 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK AAA 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK AAA 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK AAA 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK AAA 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK AAA 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK AAA 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK AAA 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK AAA 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK AAA 1 A_WeaponReady\n\tTNT1 A 0 A_PlaySound(\"NemesisRifle/Idle\")\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK BB 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK BB 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK CC 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK CC 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK DD 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK DD 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK EE 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK EE 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK FF 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK FF 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK GG 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK GG 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tGoto ReadyLoop\n  NoBuzzing:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK A 1 A_WeaponReady\n\tLoop\n  Deselect:\n\tNTEK A 1 A_Lower\n\tWait\n  Select:\n\tTNT1 A 0\n\tTNT1 A 0 A_Raise\n\tWait\n  Fire:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\tTNT1 A 0 A_JumpIfInventory(\"NemesisRuneToken\",1,\"FireExtreme\")\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 Radius_Quake(4,2,0,1,0)\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 A_PlayWeaponSound(\"NemesisRifle/Fire\")\n\tTNT1 A 0 A_FireCustomMissile(\"NemesisRifleShotPlayer\",Random(100,-100)/100.00,1,0,0,0,Random(100,-100)/100.00)\n\tNTEK GH 1 Bright\n\tNTEK IJ 1 Bright A_Light2\n\tNTEK LMN 1 A_Light0\n\tTNT1 A 0 A_ReFire(\"Fire\")\n\tGoto ReadyLoop\n  FireExtreme:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n    TNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 Radius_Quake(4,2,0,1,0)\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 A_PlayWeaponSound(\"NemesisRifle/Fire\")\n\tTNT1 A 0 A_FireCustomMissile(\"NemesisRifleShotPlayerButFaster\",Random(100,-100)/100.00,1,0,0,0,Random(100,-100)/100.00)\n\tNTEK GH 1 Bright\n\tNTEK IJ 1 Bright A_Light2\n\tTNT1 A 0 A_Refire(\"FireExtreme\")\n\tNTEK LMN 1 A_Light0\n\t//TNT1 A 0 A_ReFire\n\tGoto ReadyLoop\n  Empty:\n\tTNT1 A 0 A_PlaySound(\"weapons/click2\")\n\tNTEK AAAAAAAAAA 1 A_WeaponReady(WRF_NOFIRE)\n  AltFire:\n\tTNT1 A 0 A_JumpIfInventory(\"NLDemonMagazine\",50,2)\n\tTNT1 A 0 A_JumpIfInventory(\"NLDemonAmmo\",1,2)\n\tTNT1 A 0\n\tGoto ReadyLoop\n\tNTKR ABC 2\n\tNTKR D 3\n\tNTKR E 4 A_PlaySound(\"weapons/demontecheject\")\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tNTKR F 2 A_PlaySound(\"weapons/demontechsteam\")\n\tNTKR G 2 Radius_Quake(2,2,0,1,0)\n\tNTKR HIJK 2 Radius_Quake(2,2,0,1,0)\n\tNTKR L 18 A_FireCustomMissile(\"LDemonTechEmptyMag\", 0, 0, 0, 1)\n\tNTKR MNO 2\n\tTNT1 A 0 A_JumpIfInventory(\"NLDemonAmmo\",1,\"Reload\")\n  ReloadContinue:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/demontechload\")\n\tNTKR PQ 2\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/demontechclick\")\n\tNTKR RST 3\n\tGoto ReadyLoop\n  Reload:\n\tTNT1 A 0 A_TakeInventory(\"NLDemonAmmo\",1)\n\tTNT1 A 0 A_GiveInventory(\"NLDemonMagazine\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"NLDemonMagazine\",50,\"ReloadContinue\")\n\tTNT1 A 0 A_JumpIfInventory(\"NLDemonAmmo\",1,\"Reload\")\n\tGoto ReloadContinue\n  GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready+6\n  GrenadeToss:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tNTRS EDCBA 1\n\tTNT1 A 6\n\tHGRN ABC 1\n\tHGRN D 3\n\tHGRN EFGHI 2\n\tTNT1 A 14 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1,TIF_NOTAKEINFINITE)\n\tHGRN J 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0,false)\n\tHGRN K 1\n\tHGRN LMNO 2\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\tTNT1 A 0// A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tGoto Ready+1\n  MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready+6\n  MineToss:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tNTRS EDCBA 1\n\tTNT1 A 10\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1,TIF_NOTAKEINFINITE)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0,false)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\tTNT1 A 0// A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tGoto Ready+1\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Edits/SLOT07.txt",
        "contents": "ACTOR BFG10K2 : Weapon replaces \"BFG10K \" // noweaponskins_cf-nexus1.93\n{\n  Scale 0.85\n  Height 20\n  Tag \"BFG10k\"\n  Weapon.SelectionOrder 2790\n  Weapon.AmmoType \"NewCell\"\n  Weapon.AmmoUse 5\n  Weapon.AmmoGive 40\n  Weapon.SisterWeapon \"PoweredBFG10kNoSkin0\" // This is the only change i made on this actor\n  Inventory.PickupMessage \"BFG10K\"\n  Inventory.PickupSound \"weapons/pickup15k\"\n  Obituary \"%o was blasted to a crisp by %k's BFG10K.\"\n  +WEAPON.NOAUTOFIRE\n  -INVENTORY.UNDROPPABLE\n  States\n  {\n  Spawn:\n    BFG2 A -1\n    Stop\n  Ready:\n    TNT1 A 0 A_JumpIfNoAmmo(\"Ready2\")\n    TNT1 A 0 A_PlayWeaponSound(\"weapons/bfg15kidle\")\n    BG2G AAA 1 A_WeaponReady\n    BG2G BBB 1 A_WeaponReady\n    BG2G CCC 1 A_WeaponReady\n    BG2G DDD 1 A_WeaponReady\n    Loop\n  Ready2:\n    TNT1 A 0 A_JumpIfInventory(\"NewCell\",5,\"Ready\")\n    BGE2 A 1 A_WeaponReady\n\tLoop\n  Deselect:\n  \tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n    TNT1 A 0 A_JumpIfNoAmmo(\"Deselect2\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tBG2G A 1 A_Lower\n    Goto Deselect+5\n  Deselect2:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tBGE2 A 1 A_Lower\n    Goto Deselect2+1\n  Select:\n    TNT1 A 0 A_JumpIfNoAmmo(\"Select2\")\n    TNT1 A 0 A_Playsound(\"weapons/pickup15k\")\n    BG2G A 1 A_Raise\n    Goto Select+2\n  Select2:\n    TNT1 A 0 A_PlayWeaponSound(\"weapons/pickup15k\")\n    BGE2 A 1 A_Raise\n    Goto Select2+1\n  Fire:\n    BG2G E 25 A_PlayWeaponSound(\"weapons/charge15k\")\n    BG2G F 4\n    BG2G GHIJ 1\n    Goto Hold\n  Hold:\n    BG2E A 1 Bright A_GunFlash\n    BG2G K 1 Bright\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTNT1 A 0 Radius_Quake(6,3,0,1,0)\n\tBG2E B 1 Bright A_FireCustomMissile(\"10KProjectile\",Random(100,-100)/100.00,1,0,0,0,Random(100,-100)/100.00)\n    BG2G LMNO 1\n    TNT1 A 0 A_ReFire\n    BG2G O 35 A_PlaySound(\"weapons/bfg15kcooldown\")\n    Goto Ready\n  Flash:\n    TNT1 A 2 Bright A_Light1\n    TNT1 A 2 Bright A_Light2\n\tTNT1 A 2 Bright A_Light1\n    Goto LightDone\n  }\n}\n\nACTOR \"PoweredBFG10kNoSkin0\" : Weapon replaces \"PoweredBFG10kNoSkin\" // noweaponskins_cf-nexus1.93, i just added \"replaces PoweredBFG10kNoSkin\", which fixes weapon getting stuck on selection after using power sphere.\n{\n  Scale 0.85\n  Height 20\n  Tag \"BFG10k\"\n  Weapon.SelectionOrder 2790\n  Weapon.AmmoType \"NewCell\"\n  Weapon.AmmoUse 8\n  Weapon.AmmoGive 40\n  Weapon.SisterWeapon \"BFG10K2\"\n  Inventory.PickupMessage \"BFG10K\"\n  Inventory.PickupSound \"EB10K/Up\"\n  Obituary \"%o was blasted to a crisp by %k's BFG10K.\"\n  +WEAPON.POWERED_UP\n  +WEAPON.NOAUTOFIRE\n  +INVENTORY.UNDROPPABLE\n  States\n  {\n  Ready:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Ready2\")\n\tTNT1 A 0 A_PlayWeaponSound(\"EB10K/Idle\")\n\tEG2G AAABBBCCCDDD 1 A_WeaponReady\n\tLoop\n  Ready2:\n\tTNT1 A 0 A_JumpIfInventory(\"NewCell\",8,\"Ready\")\n\tEGE2 A 1 A_WeaponReady\n\tLoop\n  Select:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Select2\")\n\tTNT1 A 0 A_Playsound(\"EB10K/Up\")\n  SelectLoop:\n\tEG2G A 1 A_Raise\n\tLoop\n  Select2:\n\tTNT1 A 0 A_PlayWeaponSound(\"EB10K/Up\")\n  Select2Loop:\n\tEGE2 A 1 A_Raise\n\tLoop\n  Deselect:\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Deselect2\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n  DeselectLoop:\n\tEG2G A 1 A_Lower\n\tLoop\n  Deselect2:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n  Deselect2Loop:\n\tEGE2 A 1 A_Lower\n\tLoop\n  Fire:\n\tEG2G E 25 A_PlayWeaponSound(\"EB10K/Charge\")\n\tEG2G F 4\n\tEG2G GHIJ 1\n\tGoto Hold\n  Hold:\n\tTNT1 A 0 Bright\n\tEG2E A 1 Bright A_GunFlash\n\tEG2G K 1 Bright\n\tTNT1 A 0 A_PlaySound(\"EB10K/Fire\")\n\tTNT1 A 0 Radius_Quake(6,3,0,1,0)\n\tEG2E B 1 Bright A_FireCustomMissile(\"EmpoweredBFG15KBall\",Random(100,-100)/100.00,1,0,0,0,Random(100,-100)/100.00)\n\tEG2G LMNO 1\n\tTNT1 A 0 A_ReFire\n\tEG2G O 35 A_PlaySound(\"EB10K/Cool\")\n\tGoto Ready\n\t}\n}\n\nACTOR \"HellStormBFGNoSkin\" : DoomWeapon Replaces \"HellStorm BFG\" // noweaponskins_cf-nexus1.93\n{\n  Scale 0.85\n  Height 20\n  Weapon.SelectionOrder 2880\n  Weapon.AmmoType \"NewCell\"\n  Weapon.AmmoUse 30\n  Weapon.AmmoGive 120\n  Inventory.PickupMessage \"You got the Hellstorm BFG!!\"\n  Inventory.PickupSound \"weapons/pickup15k\"\n  Obituary \"%o was trashed and scattered in a Hellstorm by %k's HellStorm BFG.\"\n  Tag \"HellStorm BFG\"\n  +WEAPON.NOAUTOFIRE\n  -INVENTORY.UNDROPPABLE\n  States\n  {\n  Spawn:\n    HFG2 A -1\n    Stop\n  Ready:\n    TNT1 A 0 A_JumpIfNoAmmo(\"Ready2\")\n    TNT1 A 0 A_PlayWeaponSound(\"weapons/Hbfg10kidle\")\n\tTNT1 A 0 A_JumpIfInventory(\"NexusSpread\",0,1)\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n    HG2G AAA 1 A_WeaponReady\n    HG2G BBB 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"NexusSpread\",0,1)\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n    HG2G CCC 1 A_WeaponReady\n    HG2G DDD 1 A_WeaponReady\n    Loop\n  Ready2:\n    TNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"NexusSpread\",0,1)\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n    TNT1 A 0 A_JumpIfInventory(\"NewCell\",30,\"Ready\")\n    HG2G A 1 A_WeaponReady\n\tLoop\n  Deselect:\n  \tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\tTNT1 A 0 A_TakeInventory(\"NoSpreadIndicator\",1)\n\tHG2G A 1 A_Lower\n    Goto Deselect+6\n  Select:\n    TNT1 A 0 A_Playsound(\"weapons/pickup15k\")\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n    HG2G A 1 A_Raise\n    Goto Select+2\n  Fire:\n    HG2G E 25 A_PlayWeaponSound(\"weapons/Hcharge10k\")\n    HG2G F 4\n    HG2G GHIJ 1\n    Goto Hold\n  Hold:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIfInventory(\"NoSpreadIndicator\",0,1)\n\tTNT1 A 0 A_TakeInventory(\"NexusSpread\",1)\n    HG2G J 1 A_GunFlash\n    HG2G K 1\n\tTNT1 A 0 A_PlaySound(\"weapons/Hbfg10kfire\",6)\n\tTNT1 A 0 Radius_Quake(12,3,0,1,0)\n\tHG2G K 1 A_FireCustomMissile (\"HSBFG10kShot\",0,1)\n    HG2G LMNA 1\n\tTNT1 A 0 A_JumpIfInventory(\"NoSpreadIndicator\",0,1)\n\tTNT1 A 0 A_GiveInventory(\"NexusSpread\",1)\n\tTNT1 A 0 A_Refire\n    HG2G A 35 A_PlaySound(\"weapons/Hbfg10kcooldown\")\n    Goto Ready\n  AltFire:\n    TNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"NewCell\",90,1)\n\tGoto Ready\n    HG2G E 25 A_PlayWeaponSound(\"weapons/Hcharge10k\")\n    HG2G F 4\n\tTNT1 A 0 A_JumpIfInventory(\"NoSpreadIndicator\",0,1)\n\tTNT1 A 0 A_TakeInventory(\"NexusSpread\",1)\n    HG2G GHIJ 1\n    HG2G J 4 A_GunFlash\n    HG2G K 4\n\tTNT1 A 0 A_PlaySound(\"weapons/Hbfg10kfire\")\n\tTNT1 A 0 Radius_Quake(48,3,0,1,0)\n\tHG2G K 4 A_FireCustomMissile (\"HSBFG10kShot\",random(2,4),0)\n\tTNT1 A 0 A_TakeInventory(\"NewCell\",90,TIF_NOTAKEINFINITE)\n    TNT1 A 0 A_FireCustomMissile (\"HSBFG10kShot\",random(-2,-4),0)\n    TNT1 A 0 A_FireCustomMissile (\"HSBFG10kShot\",0,0,0,0,0,random(2,4))\n    HG2G L 4\n    TNT1 A 0 A_JumpIfInventory(\"NoSpreadIndicator\",0,1)\n\tTNT1 A 0 A_GiveInventory(\"NexusSpread\",1)\n    HG2G M 4 A_PlaySound(\"weapons/Hbfg10kcooldown\")\n    HG2G N 4\n    HG2G E 4\n    HG2G C 35 A_ReFire\n    Goto Ready\n  Flash:\n    TNT1 A 2 Bright A_Light1\n    TNT1 A 2 Bright A_Light2\n\tTNT1 A 2 Bright A_Light1\n    Goto LightDone\n  }\n}\n\nACTOR \"Demon Tech BFG10K \" : Weapon replaces \"Demon Tech BFG10K\" // noweaponskins_cf-nexus1.93\n{\nHeight 20\nTag \"Demon Tech BFG10k\"\nWeapon.SelectionOrder 2780\nWeapon.AmmoUse 100\nWeapon.AmmoGive 100\nWeapon.AmmoType \"DemonAmmo\"\nWeapon.SisterWeapon \"PoweredDemonTechBFG10kNoSkin0\" // This is the only change i made on this actor\nScale 0.85\nInventory.PickupSound \"weapons/dtech10kpickup\"\nInventory.PickupMessage \"Demon Tech BFG10K\"\nObituary \"%o had no chance against %k's Demon Tech BFG10K.\"\n-INVENTORY.UNDROPPABLE\nStates\n{\nSelect:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Select2\")\n    TNT1 A 0 A_PlayWeaponSound(\"weapons/dtech10kpickup\")\n    DBFI A 1 A_Raise\n    Goto Select+2\nSelect2:\n    TNT1 A 0 A_PlayWeaponSound(\"weapons/dtech10kpickup\")\n    DBFE A 1 A_Raise\n    Goto Select2+1\nDeselect:\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Deselect2\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tDBFI A 1 A_Lower\n    Goto Deselect+5\nDeselect2:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tDBFE A 1 A_Lower\n    Goto Deselect2+1\nReady:\n    TNT1 A 0 A_JumpIfNoAmmo(\"Ready2\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/dtech10kidle\")\n    DBFI AAAABBBBCCCCBBBB 1 A_WeaponReady\n    Loop\nReady2:\n    TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",100,\"Ready\")\n\tDBFE A 1 A_WeaponReady\n\tLoop\nFire:\n\tTNT1 A 0 A_Light1\n    TNT1 A 0 A_PlayWeaponSound(\"Cardinal/9k\")\n\tDBFG C 2 Bright Radius_Quake(1,2,0,1,0)\n    DBFG DE 2 Bright Radius_Quake(2,2,0,1,0)\n    DBFG FGH 2 Bright Radius_Quake(4,2,0,1,0)\n\tDBFG IJK 1 Bright Radius_Quake(6,3,0,1,0)\n\tDBFG L 15 Bright Radius_Quake(8,3,0,1,0)\n\tTNT1 A 0 A_Light2\n    TNT1 A 0 A_GunFlash\n\tDBFG M 2 Bright Radius_Quake(10,4,0,1,0)\n\tTNT1 A 0 A_Recoil(10)\n\tTNT1 A 0 Radius_Quake(12,6,0,1,0)\n\tDBFG N 2 Bright A_FireCustomMissile(\"DTBFG10KBall\",0,1,0,0)\n\tDBFG OP 1 Bright\n\tTNT1 A 0 A_Light0\n\tDBFG QRST 2 Bright\n\tTNT1 A 0 Radius_Quake(3,10,0,1,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/dtech10ksteam\")\n\tDBFE AAAAAAAAAAAA 1 A_FireCustomMissile(\"DTech10KSteam\",-58+Random(-4,4),0,0,0)\n\tDBFE A 20\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",100,1)\n\tGoto Ready2\n\tDBFE A 60 A_PlayWeaponSound(\"weapons/dtech10kcharge\")\n\tDBFE A 10 A_PlayWeaponSound(\"weapons/plasmacellin\")\n\tGoto Ready\nSpawn:\n    BFUG A -1\n    Stop\n    }\n}\n\nACTOR \"PoweredDemonTechBFG10kNoSkin0\" : Weapon replaces \"PoweredDemonTechBFG10kNoSkin\" // noweaponskins_cf-nexus1.93, i just added \"replaces PoweredDemonTechBFG10kNoSkin\", which fixes weapon getting stuck on selection after using power sphere.\n{\nHeight 20\nTag \"Demon Tech BFG10k\"\nWeapon.SelectionOrder 2780\nWeapon.AmmoUse 150\nWeapon.AmmoGive 100\nWeapon.AmmoType \"DemonAmmo\"\nWeapon.SisterWeapon \"Demon Tech BFG10K \"\nScale 0.85\nInventory.PickupSound \"EDTBFG/Up\"\nInventory.PickupMessage \"Demon Tech BFG10K\"\nObituary \"%o had no chance against %k's Demon Tech BFG10K.\"\n+WEAPON.POWERED_UP\n+INVENTORY.UNDROPPABLE\n  States\n  {\n  Select:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Select2\")\n    TNT1 A 0 A_PlayWeaponSound(\"EDTBFG/Up\")\n    SBFI A 1 A_Raise\n    Goto Select+2\n  Select2:\n    TNT1 A 0 A_PlayWeaponSound(\"EDTBFG/Up\")\n    SBFE A 1 A_Raise\n    Goto Select2+1\n  Deselect:\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Deselect2\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tSBFI A 1 A_Lower\n    Goto Deselect+5\n  Deselect2:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tSBFE A 1 A_Lower\n    Goto Deselect2+1\n  Ready:\n    TNT1 A 0 A_JumpIfNoAmmo(\"Ready2\")\n\tTNT1 A 0 A_PlayWeaponSound(\"EDTBFG/Idle\")\n    SBFI AAAABBBBCCCCBBBB 1 A_WeaponReady\n    Loop\n  Ready2:\n    TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",150,\"Ready\")\n\tSBFE A 1 A_WeaponReady\n\tLoop\n  Fire:\n\tTNT1 A 0 A_Light1\n    TNT1 A 0 A_PlayWeaponSound(\"EDTBFG/Fire\")\n\tSBFG C 2 Bright Radius_Quake(1,2,0,1,0)\n    SBFG DE 2 Bright Radius_Quake(2,2,0,1,0)\n    SBFG FGH 2 Bright Radius_Quake(4,2,0,1,0)\n\tSBFG IJK 1 Bright Radius_Quake(6,3,0,1,0)\n\tSBFG L 15 Bright Radius_Quake(8,3,0,1,0)\n\tTNT1 A 0 A_Light2\n    TNT1 A 0 A_GunFlash\n\tSBFG M 2 Bright Radius_Quake(10,4,0,1,0)\n\tTNT1 A 0 A_Recoil(10)\n\tTNT1 A 0 Radius_Quake(12,6,0,1,0)\n\tSBFG N 2 Bright A_FireCustomMissile(\"PoweredDTBFG10KBall\",0,1,0,0)\n\tSBFG OP 1 Bright\n\tTNT1 A 0 A_Light0\n\tSBFG QRST 2 Bright\n\tTNT1 A 0 Radius_Quake(3,10,0,1,0)\n\tTNT1 A 0 A_PlaySound(\"EDTBFG/Steam\")\n\tSBFE AAAAAAAAAAAA 1 A_FireCustomMissile(\"DTech10KSteam\",-58+Random(-4,4),0,0,0)\n\tSBFE A 20\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",150,1)\n\tGoto Ready2\n\tSBFE A 60 A_PlayWeaponSound(\"EDTBFG/Cool\")\n\tSBFE A 10 A_PlayWeaponSound(\"EDTBFG/Ready\")\n\tGoto Ready\n\t}\n}\n\nACTOR \"DemonTechDevastatorNoSkin\" : Weapon Replaces \"Demon Tech Devastator\" // noweaponskins_cf-nexus1.93\n{\n   Tag \"Demon Tech Devastator\"\n   Inventory.PickupSound \"devastator/up\"\n   Inventory.PickupMessage \"Demon Tech Devastator\"\n   Obituary \"%o was desintergrated by %k's Devastator BFG.\"\n   Weapon.SelectionOrder 2790\n   Weapon.AmmoUse 150\n   Weapon.AmmoUse2 100\n   Weapon.AmmoGive 150\n   Weapon.AmmoType \"DemonAmmo\"\n   Weapon.AmmoType2 \"DemonAmmo\"\n   Weapon.Upsound \"devastator/up\"\n   Damagetype \"PlayerDevBall\"\n   -INVENTORY.UNDROPPABLE\n   States\n   {\n   Spawn:\n      WDEV A -1\n      Loop\n   Ready:\n      TNT1 A 0 a_jumpifinventory(\"CommanderDevUpgrade\", 1, \"CommanderReady\")\n      DEVG A 0 A_PlaySound(\"devastator/idle\",6,1.0,1)\n      DEVG A 2 A_WeaponReady\n      Loop\n   COmmanderReady:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"devastator/idle\",6,1.0,1)\n\tReadyLoop:\n\t\tCDEV B 2 A_WeaponReady\n\t\tTNT1 A 0 A_SpawnItemEx(\"RMPurpleParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tLoop\n   Deselect:\n      TNT1 A 0 a_jumpifinventory(\"CommanderDevUpgrade\", 1, \"CommanderDeselect\")\n      TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t  TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t  TNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t  TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n      DEVG A 0 A_StopSound(6)\n      DEVG A 1 A_Lower\n      Loop\n\tCommanderDeselect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tTNT1 AAA 0 A_StopSound(6)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/weapondown\",CHAN_WEAPON)\n\tDeselectLoop:\n\t\tCDEV B 1 A_Lower\n\t\tLoop\n   Select:\n      TNT1 A 0 A_JumpIfInventory(\"CommanderDevUpgrade\", 1, \"CommanderSelect\")\n      DEVG A 1 A_Raise\n      Goto Select+1\n    CommanderSelect:\n\t  CDEV B 1 A_Raise\n\t  Loop\n   Fire:\n      TNT1 A 0 a_jumpifinventory(\"CommanderDevUpgrade\", 1, \"CommanderFire\")\n      DEVG A 0 A_StopSound(6)\n      DEVG B 10 A_PlayWeaponSound(\"devastator/charge\")\n      DEVG CDEF 10 Bright\n      DEVG G 3 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n      DEVG H 4 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n      DEVG I 4 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n      DEVG G 4 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n      DEVG H 4 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n      DEVG I 4 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n      DEVG G 3 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n      DEVG H 4 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n      DEVG I 4 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n      DEVG G 4 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n      DEVG H 4 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n      DEVG I 4 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n      DEVG A 0 A_Refire\n      DEVG J 4 Bright A_GunFlash\n      TNT1 A 0 A_Recoil(20)\n      DEVG J 1 Bright A_Playsound(\"devastator/fire\")\n      DEVG K 10 Bright A_FireCustomMissile (\"PlayerDevastatorBall\",0,1,0,0)\n      DEVG L 7 Bright\n      Goto Ready\nAltFire:\n      TNT1 A 0\n      DEVG A 1 a_jumpifinventory(\"CommanderDevUpgrade\", 1, \"CommanderAltFire\")\n      Goto Ready\nHold:\n      TNT1 A 0 a_jumpifinventory(\"CommanderDevUpgrade\", 1, \"CommanderHold\")\n      DEVG A 0 A_StopSound(6)\n      DEVG G 1 A_PlayWeaponSound(\"weapons/devfch\")\n      DEVG G 3 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n      DEVG H 4 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n      DEVG I 4 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n      DEVG G 4 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n      DEVG H 4 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n      DEVG I 4 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n      DEVG I 0 A_Refire\n      DEVG J 4 Bright A_GunFlash\n      DEVG J 1 Bright A_Playsound(\"devastator/fire\")\n      DEVG K 10 Bright A_FireCustomMissile (\"PlayerDevastatorBall\",0,1,0,0)\n      DEVG L 7 Bright\n      Goto Ready\n\tCommanderFire:\n\t\tTNT1 A 0\n\t\tTNT1 AAA 0 A_StopSound(6)\n\t\tCDEV A 10 A_PlaySound(\"devastator/charge\",CHAN_WEAPON)\n\t\tCDEV CDEF 10 Bright\n\t\tCDEV G 3 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV H 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV I 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV G 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV H 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV I 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV G 3 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV H 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV I 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV G 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV H 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV I 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tTNT1 A 0 A_Refire\n\t\tCDEV J 4 Bright A_GunFlash\n\t\tTNT1 A 0 A_Recoil(20)\n\t\tCDEV J 1 Bright A_Playsound(\"devastator/fire\")\n\t\tCDEV K 10 Bright A_FireCustomMissile (\"PCommanderDevastatorBall\",0,1,0,0)\n\t\tCDEV L 7 Bright\n\t\tGoto CommanderReady\n\tCommanderHold:\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tCDEV G 1 A_PlayWeaponSound(\"weapons/devfch\")\n\t\tCDEV G 3 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV H 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV I 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV G 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV H 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV I 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tTNT1 A 0 A_Refire (\"CommanderHold\")\n\t\tCDEV J 4 Bright A_GunFlash\n\t\tCDEV J 1 Bright A_Playsound(\"devastator/fire\")\n\t\tCDEV K 10 Bright A_FireCustomMissile (\"PCommanderDevastatorBall\",0,1,0,0)\n\t\tCDEV L 7 Bright\n\t\tGoto CommanderReady\n\tCommanderAltFire:\n\t\tTNT1 AAA 0 A_StopSound(6)\n\t\tTNT1 A 0 A_PlaySound(\"Cardinal/9k\",CHAN_WEAPON)\n\t\tCDEV A 2 Bright Radius_Quake(1,2,0,1,0)\n\t\tCDEV CD 2 Bright Radius_Quake(2,2,0,1,0)\n\t\tCDEV EFG 2 Bright Radius_Quake(4,2,0,1,0)\n\t\tCDEV HIG 1 Bright Radius_Quake(6,3,0,1,0)\n\t\tTNT1 A 0 Bright Radius_Quake(8,3,0,1,0)\n\t\tCDEV HIGHIGHIGHIGHIL 1 Bright\n\t\tTNT1 A 0 Bright A_GunFlash\n\t\tTNT1 A 0 Bright Radius_Quake(10,4,0,1,0)\n\t\tCDEV J 2 Bright\n\t\tTNT1 A 0 Bright A_Recoil(10)\n\t\tTNT1 A 0 Bright Radius_Quake(12,6,0,1,0)\n\t\tCDEV K 10 Bright A_FireCustomMissile (\"PlayerPurpleDTBFG10KBall\",0,1,0,0)\n\t\tTNT1 A 0 Bright Radius_Quake(3,10,0,1,0)\n\t\tCDEV L 7 Bright\n\t\tCDEV B 20\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",100,1)\n\t\tGoto CommanderReady\n\t\tCDEV B 60 A_PlaySound(\"weapons/dtech10kcharge\",CHAN_WEAPON)\n\t\tCDEV B 10 A_PlaySound(\"weapons/plasmacellin\",CHAN_WEAPON)\n\t\tGoto CommanderReady\n   Flash:\n      TNT1 A 5 A_Light1\n      TNT1 A 10 A_Light2\n      TNT1 A 7 A_Light1\n      TNT1 A 5 A_Light0\n      stop\n   }\n}\n\nActor \"BFG3500NoSkin\" : Weapon Replaces BFG3500 // noweaponskins_cf-nexus1.93\n{\n  Weapon.AmmoUse 10\n  Weapon.AmmoGive 40\n  Weapon.AmmoType \"DCell\"\n  Weapon.AmmoType2 \"DCell\"\n  Weapon.UpSound \"freeze/up\"\n  Inventory.Icon \"BOG9H0\"\n  -INVENTORY.UNDROPPABLE\n  +WEAPON.NOAUTOFIRE\n  Inventory.PickupSound \"misc/w_pkup2\"\n  Inventory.PickupMessage \"the BFG 3500\"\n  Obituary \"%o was turned into a blue crisp thanks to %k's BFG 3500\"\n  Tag \"BFG 3500\"\n  States\n  {\n  Ready:\n\tBFG9 A 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Ready2\")\n    TNT1 A 0 A_PlayWeaponSound(\"weapons/bfg15kidle\")\n    BFC9 BBBBB 1 A_WeaponReady\n    BFC9 CCCCC 1 A_WeaponReady\n    BFC9 DDDDD 1 A_WeaponReady\n    BFC9 EEEEE 1 A_WeaponReady\n\tBFC9 FFFFF 1 A_WeaponReady\n\tBFC9 EEEEE 1 A_WeaponReady\n\tBFC9 DDDDD 1 A_WeaponReady\n\tBFC9 CCCCC 1 A_WeaponReady\n\tLoop\n  Ready2:\n    TNT1 A 0 A_JumpIfInventory(\"DCell\",10,\"Ready\")\n    BFG9 A 1 A_WeaponReady\n\tLoop\n  Deselect:\n\tBFG9 A 1 A_Lower\n\tLoop\n  Select:\n\tBFG9 A 1 A_Raise\n\tBFG9 A 1 Offset(-90,69)\n\tBFG9 A 1 Offset(-70,60)\n\tBFG9 A 1 Offset(-55,52)\n\tBFG9 A 1 Offset(-35,45)\n\tBFG9 A 1 Offset(-15,39)\n\tBFG9 A 1 Offset(-1,35)\nSelectRaise:\n\tBFG9 A 1 A_Raise\n\tLoop\n  Fire:\n\tBFG9 A 0 A_PlayWeaponSound(\"bfg3500/fire\")\n\tBFG9 A 0 A_GunFlash\n\tBFG9 B 1 Bright Radius_Quake(1,2,0,1,0)\n\tBFG9 BBBBBB 1 Bright\n\tBFG9 C 1 Bright Radius_Quake(2,2,0,1,0)\n\tBFG9 CCCCCC 1 Bright\n\tBFG9 D 1 Bright Radius_Quake(4,2,0,1,0)\n\tBFG9 DDDDDD 1 Bright\n\tBFG9 E 1 Bright Radius_Quake(6,2,0,1,0)\n\tBFG9 EEEEEE 1 Bright\n\tBFG9 F 1 Bright Radius_Quake(8,2,0,1,0)\n\tBFG9 FFFFFF 1 Bright\n\tBFG9 A 0 Radius_Quake(10,4,0,1,0)\n\tBFG9 A 0 A_Recoil(10)\n\tBFG9 A 0 Radius_Quake(10,6,0,1,0)\n\tTNT1 A 0 A_SetBlend(\"Blue\", 0.03, 4)\n\tBFG9 G 1 Bright A_FireCustomMissile(\"BFG3500Ball\")\n\tTNT1 A 1 A_PlaySound (\"Weapons/dbfgcooldown2\")\n\tBFG9 GGGHHHGG 1 Bright\n\tBFG9 FEDCB 2\n\tBFG9 A 0 A_Light0\n\tBFG9 A 0 Radius_Quake(3,10,0,1,0)\n\tBFG9 A 0 A_PlaySound(\"weapons/dtech10ksteam\")\n\tBFG9 AAAAAAAAAAAA 1 A_FireCustomMissile(\"DTech10KSteam\",-58+Random(-4,4),0,0,0)\n\tBFG9 A 20\n\tBFG9 A 3 A_Refire\n\tGoto Ready\n  Spawn:\n\tBOG9 H -1\n\tLoop\n\t}\n}\n\nActor \"LegendaryBFGNoSkin\" : Weapon Replaces \"Legendary BFG\"\n{\n  Tag \"Legendary BFG\"\n  Inventory.PickupSound \"misc/w_pkup\"\n  Inventory.PickupMessage \"You picked up the Legendary BFG!  Words can't describe how strong this thing is!\"\n  obituary \"%o was rekt off the planet with k's Legendary BFG.\"\n  Weapon.AmmoGive 200\n  Weapon.AmmoType \"LDemonAmmo\"\n  Weapon.AmmoUse 100\n  Weapon.AmmoUse2 \"20\"\n  Weapon.AmmoType2 \"LDemonAmmo\"\n  Weapon.KickBack 90\n  Weapon.SlotNumber 8\n  Weapon.UpSound \"Weapons/GuruUp\"\n  Inventory.PickupSound \"Weapons/GuruUp\"\n  +NOAUTOFIRE\n  -INVENTORY.UNDROPPABLE\n  states\n  {\n  Spawn:\n\tGRMG X -1\n\tLoop\n  Select:\n    TNT1 A 0 a_jumpifinventory(\"truelegendarybfgupgrade\", 1, \"trueselect\")\n    TNT1 A 0 a_playweaponsound(\"Weapons/GuruUp\")\n  \tGRMU A 0 A_Raise\n  \tGRMU A 1 A_Raise\n  \tgoto select+2\n  trueselect:\n    TNT1 A 0 a_playweaponsound(\"truelegbfg/equip\")\n  \tTBFU A 0 A_Raise\n  \tTBFU A 1 A_Raise\n  \tgoto trueselect+1\n  Deselect:\n    TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 a_jumpifinventory(\"truelegendarybfgupgrade\", 1, \"truedeselect\")\n  \tGRMU A 0 A_StopSound(5)\n    GRMU A 0 A_StopSound(6)\n\tGRMU A 0 A_ZoomFactor(1)\n  \tGRMU A 0 A_Lower\n  \tGRMU A 1 A_Lower\n  \tgoto deselect+5\n  truedeselect:\n    TBFU A 0 A_StopSound(5)\n    TBFU A 0 A_StopSound(6)\n\tTBFU A 0 A_ZoomFactor(1)\n  \tTBFU A 0 A_Lower\n  \tTBFU A 1 A_Lower\n  \tloop\n  Ready:\n    TNT1 A 0 a_jumpifinventory(\"truelegendarybfgupgrade\", 1, \"trueready\")\n  \tGRMG A 0 A_PlaySound(\"Weapons/GuruIdle\",5,1.0,1)\n  \tGRMG ABCDEFGHIJIHGFEDCB 1 A_WeaponReady\n  \tloop\n  trueready:\n    TBFG A 0 A_PlaySound(\"truelegbfg/idle\",5,1.0,1)\n  \tTBFG ABCDEFGHIJIHGFEDCB 1 A_WeaponReady\n\tloop\n  Fire:\n    TNT1 A 0 a_jumpifinventory(\"truelegendarybfgupgrade\", 1, \"truefire\")\n  \tGRMG A 0 A_PlaySound(\"Weapons/GuruTrigger\",1)\n  \tGRMG ABCDEFGHIJ 1\n  \tGRMG A 0 A_PlaySound(\"Weapons/GuruCharge\",6)\n  \tGRMG IHGFED 1\n\tGRMG A 0 A_GiveInventory(\"GuruCharge\",5)\n  Gurucharger:\n\tGRMG A 0 A_TakeInventory(\"GuruCharge\",1)\n\tGRMC ABCDEFGHIJKLMNOPQRST 1 Bright A_Quake (4, 2, 0, 2,\"none\")\n    GRMG A 0 A_JumpIfInventory(\"GuruCharge\",1,\"Gurucharger\")\n\tGRMC ABC 1 Bright A_Quake (4, 2, 0, 2,\"none\")\n    GRMG A 0 A_StopSound(5)\n    GRMG A 0 A_PlaySound(\"Weapons/GuruFire\",5)\n  \tGRMG A 0 A_PlaySound(\"Weapons/GuruAddFire\",6)\n  \tGRMG A 0 A_FireCustomMissile(\"PlayerGuruBall\", 0, 1, 12, 0)\n  \tGRMG A 0 A_Recoil(65)\n\tGRMG A 0 A_GunFlash\n\tGRMG A 0 A_SetBlend(\"Yellow\",0.5,60)\n\tGRMG A 0 A_SetBlend(\"White\",0.25,60)\n\tGRMF A 0 A_ZoomFactor(0.975)\n\tGRMF A 4 Bright //Offset(2,34)\n\tGRMF A 0 A_ZoomFactor(0.95)\n\tGRMF B 4 Bright //Offset(4,36)\n\tGRMF C 4 Bright A_ZoomFactor(0.955)\n\tGRMF D 4 Bright A_ZoomFactor(0.96)\n\tGRMF E 5 Bright A_ZoomFactor(0.965)\n\tGRMF F 5 Bright A_ZoomFactor(0.97)\n\tGRMF G 5 Bright A_ZoomFactor(0.975)\n\tGRMF H 6 Bright A_ZoomFactor(0.98)\n\tGRMF I 6 Bright A_ZoomFactor(0.99)\n\tGRMF J 6 Bright A_ZoomFactor(1)\n\tGoto Ready\n  truefire:\n    TBFG A 0 A_PlaySound(\"truelegbfg/trigger\",1)\n  \tTBFG ABCDEFGHIJ 1\n  \tTBFG A 0 A_PlaySound(\"truelegbfg/charge\",6)\n  \tTBFG IHGFED 1\n\tTBFG A 0 A_GiveInventory(\"GuruCharge\",5)\n  trueGurucharger:\n\tTBFG A 0 A_TakeInventory(\"GuruCharge\",1)\n\tTBFC ABCDEFGHIJKLMNOPQRST 1 Bright A_Quake (4, 2, 0, 2,\"none\")\n    TBFG A 0 A_JumpIfInventory(\"GuruCharge\",1,\"trueGurucharger\")\n\tTBFC ABC 1 Bright A_Quake (4, 2, 0, 2,\"none\")\n    TBFG A 0 A_StopSound(5)\n    TBFG A 0 A_PlaySound(\"truelegbfg/fire\",6)\n  \tTBFG A 0 A_PlaySound(\"truelegbfg/fire2\",7)\n  \tTBFG A 0 A_FireCustomMissile(\"PlayerTrueGuruBall\", 0, 1, 12, 0)\n  \tTBFG A 0 A_Recoil(45)\n\tTBFG A 0 A_GunFlash\n\tTBFG A 0 A_SetBlend(\"blue\",0.45,75)\n\tTBFG A 0 A_SetBlend(\"White\",0.225,75)\n\tTBFF A 0 A_ZoomFactor(0.95)\n\tTBFF A 4 Bright //Offset(2,34)\n\tTBFF A 0 A_ZoomFactor(0.9)\n\tTBFF B 4 Bright //Offset(4,36)\n\tTBFF C 4 Bright\n\tTBFF D 4 Bright A_ZoomFactor(0.915)\n\tTBFF E 5 Bright A_ZoomFactor(0.93)\n\tTBFF F 5 Bright A_ZoomFactor(0.945)\n\tTBFF G 5 Bright A_ZoomFactor(0.96)\n\tTBFF H 6 Bright A_ZoomFactor(0.975)\n\tTBFF I 6 Bright A_ZoomFactor(0.99)\n\tTBFF J 6 Bright A_ZoomFactor(1)\n\tGoto trueReady\n  altfire:\n    TNT1 A 0 a_jumpifinventory(\"truelegendarybfgupgrade\", 1, \"truealtfire\")\n  \tGRMG A 0 A_PlaySound(\"Weapons/GuruAddFire\",6)\n  \tGRMG A 0 A_FireCustomMissile(\"PlayerLaserBeam\")\n  \tGRMG A 0 A_Recoil(25)\n\tGRMG A 0 A_GunFlash\n\tGRMG A 0 A_SetBlend(\"Yellow\",0.25,35)\n\tGRMG A 0 A_SetBlend(\"White\",0.125,35)\n\tGRMF A 0 A_ZoomFactor(0.975)\n\tGRMF A 4 Bright //Offset(2,34)\n\tGRMF A 0 A_ZoomFactor(0.95)\n\tGRMF B 4 Bright //Offset(4,36)\n\tGRMF C 4 Bright A_ZoomFactor(0.955)\n\tGRMF D 4 Bright A_ZoomFactor(0.96)\n\tGRMF E 5 Bright A_ZoomFactor(0.965)\n\tGRMF F 5 Bright A_ZoomFactor(0.97)\n\tGRMF G 5 Bright A_ZoomFactor(0.975)\n\tGRMF H 6 Bright A_ZoomFactor(0.98)\n\tGRMF I 6 Bright A_ZoomFactor(0.99)\n\tGRMF J 6 Bright A_ZoomFactor(1)\n\tGoto Ready\n  truealtfire:\n    TBFG A 50 bright a_playsound(\"truelegbfg/load\", 6)\n  truealtfirehold:\n    TBFG A 0 a_giveinventory(\"gurucharge\", 7)\n  truealtfirecharge:\n  \tTBFG A 0 A_FireCustomMissile(\"PlayerTruelaserbeam\", 0, false)\n  \tTBFG A 0 A_Recoil(0.333)\n\tTBFG A 0 A_GunFlash\n\tTBFG A 0 A_SetBlend(\"blue\",0.15,20)\n\tTBFG A 0 A_SetBlend(\"White\",0.1,20)\n\tTBFF A 0 A_ZoomFactor(0.95)\n\tTBFF A 1 Bright //Offset(2,34)\n\tTBFF A 0 A_ZoomFactor(0.9)\n\tTBFF B 1 Bright //Offset(4,36)\n\tTBFF A 0 a_takeinventory(\"gurucharge\", 1)\n\tTBFF A 0 a_jumpifinventory(\"GuruCharge\", 1, \"truealtfirecharge\")\n\tTBFF A 0 a_firecustommissile(\"nothing\") //so ammo is used\n\tTBFF A 0 a_refire(\"truealtfirehold\")\n\tTBFF C 4 Bright\n\tTBFF D 4 Bright A_ZoomFactor(0.915)\n\tTBFF E 5 Bright A_ZoomFactor(0.93)\n\tTBFF F 5 Bright A_ZoomFactor(0.945)\n\tTBFF G 5 Bright A_ZoomFactor(0.96)\n\tTBFF H 6 Bright A_ZoomFactor(0.975)\n\tTBFF I 6 Bright A_ZoomFactor(0.99)\n\tTBFF J 6 Bright A_ZoomFactor(1)\n\tGoto trueReady\n  Flash:\n      TNT1 A 7 bright A_Light2\n      TNT1 A 4 bright A_Light1\n      TNT1 A 0 bright A_Light0\n      stop\n  }\n}\n\nACTOR \"LegendaryDemonTechDevastatorNoSkin\" : Weapon Replaces \"Legendary Demon Tech Devastator\"\n{\n   Tag \"Legendary Demon Tech Devastator\"\n   -INVENTORY.UNDROPPABLE\n   Inventory.PickupSound \"LegDevastator/Pickup\"\n   Inventory.PickupMessage \"The Legendary Devastator\"\n   Obituary \"%o was turned into a mere spec of dust by %k's Legendary Devastor.\"\n   Weapon.SelectionOrder 2792\n   Weapon.AmmoUse 75\n   Weapon.AmmoGive 150\n   Weapon.AmmoType \"LDemonAmmo\"\n   Weapon.AmmoType2 \"LDemonAmmo\"\n   Weapon.Upsound \"LegDevastator/Pickup\"\n   Damagetype \"PlayerDevBall\"\n   States\n   {\n   Spawn:\n      LDEV A -1\n      Loop\n   Ready:\n      LEVG A 0 A_PlaySound(\"devastator/idle\",6,1.0,1)\n      LEVG A 2 A_WeaponReady\n      Loop\n   Deselect:\n      TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t  TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t  TNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t  TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n      TNT1 AAA 0 A_StopSound(6)\n      LEVG A 1 A_Lower\n      Goto Deselect+7\n\t  Select:\n      LEVG A 1 A_Raise\n      Wait\n   Fire:\n      LEVG A 0 A_StopSound(6)\n      LEVG B 9 A_PlayWeaponSound(\"devastator/charge\")\n      LEVG CDEF 10 Bright\n      LEVG G 3 Bright A_FireBullets(4,4,2,20,\"SuperDevPuff\",0,64)\n      LEVG H 4 Bright A_FireBullets(4,4,2,20,\"SuperDevPuff\",0,64)\n      LEVG I 4 Bright A_FireBullets(4,4,2,20,\"SuperDevPuff\",0,64)\n      LEVG G 4 Bright A_FireBullets(4,4,2,20,\"SuperDevPuff\",0,64)\n      LEVG H 4 Bright A_FireBullets(4,4,2,20,\"SuperDevPuff\",0,64)\n      LEVG I 4 Bright A_FireBullets(4,4,2,20,\"SuperDevPuff\",0,64)\n      LEVG G 3 Bright A_FireBullets(4,4,2,20,\"SuperDevPuff\",0,64)\n      LEVG H 4 Bright A_FireBullets(4,4,2,20,\"SuperDevPuff\",0,64)\n      LEVG I 4 Bright A_FireBullets(4,4,2,20,\"SuperDevPuff\",0,64)\n      LEVG G 4 Bright A_FireBullets(4,4,2,20,\"SuperDevPuff\",0,64)\n      LEVG H 4 Bright A_FireBullets(4,4,2,20,\"SuperDevPuff\",0,64)\n      LEVG I 4 Bright A_FireBullets(4,4,2,20,\"SuperDevPuff\",0,64)\n      LEVG A 0 A_Refire\n      LEVG J 3 Bright A_GunFlash\n      TNT1 A 0 A_Recoil(20)\n      LEVG J 1 Bright A_Playsound(\"devastator/fire\")\n      LEVG K 9 Bright A_FireCustomMissile (\"LegendaryDevastatorBall\",0,1,0,0)\n      LEVG L 7 Bright\n      Goto Ready\nHold:\n      LEVG A 0 A_StopSound(6)\n      LEVG G 1 Bright A_PlayWeaponSound(\"weapons/devfch\")\n      LEVG G 3 Bright A_FireBullets(4,4,2,6,\"SuperDevPuff\",0,64)\n      LEVG H 4 Bright A_FireBullets(4,4,2,6,\"SuperDevPuff\",0,64)\n      LEVG I 4 Bright A_FireBullets(4,4,2,6,\"SuperDevPuff\",0,64)\n      LEVG G 4 Bright A_FireBullets(4,4,2,6,\"SuperDevPuff\",0,64)\n      LEVG H 4 Bright A_FireBullets(4,4,2,6,\"SuperDevPuff\",0,64)\n      LEVG I 4 Bright A_FireBullets(4,4,2,6,\"SuperDevPuff\",0,64)\n      LEVG I 0 A_Refire\n      LEVG J 4 Bright A_GunFlash\n      LEVG J 1 Bright A_Playsound(\"devastator/fire\")\n      LEVG K 10 Bright A_FireCustomMissile (\"LegendaryDevastatorBall\",0,1,0,0)\n      LEVG L 7 Bright\n      Goto Ready\n   Flash:\n      NULL A 5 A_Light1\n      NULL A 10 A_Light2\n      NULL A 7 A_Light1\n      NULL A 5 A_Light0\n      stop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Edits/SLOT08.txt",
        "contents": "ACTOR \"HellStaffNoSkin\" : Weapon Replaces HellStaff\n{\n  Weapon.KickBack 0\n  Weapon.YAdjust 0\n  Weapon.AmmoType1 \"DustMana\"\n  Weapon.AmmoType2 \"DustMana\"\n  Weapon.AmmoUse1 1\n  Weapon.AmmoUse2 4\n  Weapon.AmmoGive 20\n  Weapon.UpSound \"HellStaff/Pickup\"\n  Inventory.Pickupsound \"HellStaff/Pickup\"\n  Tag \"Hell Staff\"\n  -INVENTORY.UNDROPPABLE\n  Inventory.PickupMessage \"You have acquired the Hell Staff!\"\n  States\n  {\n  Spawn:\n    HLS2 F -1\n    Loop\n  Select:\n\tTNT1 A 0 A_Raise\n\tWait\n  Deselect:\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n    HLS2 A 1 A_Lower\n    Goto Deselect+4\n  Ready:\n\tHLS2 GHIJK 2\n  Ready2:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n    HLS2 AAAAA 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n    HLS2 AAAAA 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n    HLS2 AAAAA 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n    HLS2 AAAAA 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tHLS2 DDDCCCBBB 1 A_WeaponReady\n    Loop\n  Fire:\n    HLS2 D 1\n    HLS2 E 2 Bright Offset(0, 48) A_FireCustomMissile(\"HellStaffBall1\",0,1,0,-4)\n    HLS2 D 2 Offset(0, 40)\n    HLS2 D 2 Offset(0, 36) A_ReFire\n    Goto Ready2\n  AltFire:\n    HLS2 D 1\n    HLS2 E 4 Bright Offset(0, 48) A_FireCustomMissile(\"HellStaffBall2\",0,1,0,-4)\n    HLS2 D 3 Offset(0, 40)\n    HLS2 D 2 Offset(0, 36) A_ReFire\n    Goto Ready2\n  GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready2\n  GrenadeToss:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tHLS2 LMN 2\n\tTNT1 A 3\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\tTNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tHLS2 NML 2\n\tGoto Ready2\n  MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready2\n  MineToss:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tHLS2 LMN 2\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\tTNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tHLS2 NML 2\n\tGoto Ready2\n  }\n}\n\nActor \"PyroCannonNoSkin\" : Weapon Replaces PyroCannon\n{\n  Tag \"Pyro Cannon\"\n  Inventory.PickupMessage \"You got the Pyro Cannon!\"\n  Obituary \"%o was incinerated by %k's pyro cannon.\"\n  Weapon.SelectionOrder 3\n  Weapon.AmmoType \"Gas\"\n  Weapon.AmmoGive 50\n  Weapon.AmmoUse 150\n  Weapon.Kickback 50\n  -INVENTORY.UNDROPPABLE\n  States\n  {\n  Spawn:\n    WPYR A -1\n    Loop\n  Ready:\n\tPYRG A 1 A_WeaponReady\n    Loop\n  Deselect:\n    PYRG A 1 A_Lower\n    loop\n  Select:\n    TNT1 A 0 A_PlayWeaponSound(\"weapons/PCNNpickup\")\n    PYRG A 1 A_Raise\n    goto select+1\n  Fire:\n    PYRG A 5\n    PYRG B 8 Bright A_GunFlash\n\tTNT1 A 0 A_PlaySound(\"weapons/PCNNF\")\n\tTNT1 A 0 A_Recoil(38)\n    PYRG C 10 Bright A_FireCustomMissile(\"PlayerPyroShot\", 0, 1, 0, 0)\n    PYRG DEFG 2 Bright\n\tTNT1 A 0 A_ZoomFactor(0.975)\n\tPYRG A 1 Bright Offset(2,34)\n\tTNT1 A 0 A_ZoomFactor(0.95)\n\tPYRG A 1 Bright Offset(4,36)\n\tTNT1 A 0 A_ZoomFactor(1)\n\tTNT1 A 0 A_PlaySound(\"weapons/dtech10ksteam\")\n\tPYRG AAAAAAAAAAAAAAAAAA 1 A_FireCustomMissile(\"LegendaryCannonSmoke\",78+Random(-4,4),0,-1,0)\n    Goto Ready\n  Flash:\n    TNT1 A 8 A_Light1\n    TNT1 A 10 A_Light2\n    TNT1 A 15 A_Light1\n    TNT1 A 1 A_Light0\n    Stop\n  }\n}\n\nActor \"BlackholeGeneratorNoSkin\" : Weapon Replaces \"Blackhole Generator \"\n{\nTag \"Blackhole Generator\"\nWeapon.SelectionOrder 2900\nWeapon.AmmoUse1 150\nWeapon.AmmoGive1 200\nWeapon.AmmoType1 \"DemonAmmo\"\nWeapon.Upsound \"devastator/up\"\n+WEAPON.NOAUTOAIM\n-INVENTORY.UNDROPPABLE\nInventory.PickupMessage \"You got the Black Hole Generator!\"\nObituary \"%o got disintegrated by %k's Black Hole Generator.\"\nStates\n{\nSpawn:\n\tDCAN A -1\n\tStop\nSelect:\n    TNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\tDMAT A 1 A_Raise\n\tGoto Select+1\nDeselect:\n    TNT1 A 0\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"NoSpreadIndicator\",1)\n\tDMAT A 1 A_Lower\n\tGoto Deselect+2\nReady:\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\tDMAT A 4 A_WeaponReady\n\tLoop\nFire:\n\tDMAT A 30 A_PlayWeaponSound(\"BH/Charge\")\n\tTNT1 A 0 A_TakeInventory(\"NexusSpread\",1)\n\tDMAT A 10 Bright\n\tTNT1 A 0 A_PlayWeaponSound(\"BH/Fire\")\n\tTNT1 A 0 A_GunFlash\n\tDMAT B 4 Bright A_FireCustomMissile(\"PBlackHoleProjectile\",0,1,0,0)\n\tDMAT CD 4 Bright\n\tTNT1 A 0 A_GiveInventory(\"NexusSpread\",1)\n\tDMAT A 10\n\tGoto Ready\nGrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready\nGrenadeToss:\n  \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 4\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n    TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tGoto Ready\nMineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready\nMineToss:\n  \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n    TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tGoto Ready\nFlash:\n\tTNT1 A 4 A_Light2\n\tTNT1 A 3 A_Light1\n\tTNT1 A 0 A_Light0\n\tStop\n}\n}\n\nActor \"LegendaryFusionCannonNoSkin\" : Weapon Replaces \"Legendary Fusion Cannon\"\n{\n+NOAUTOFIRE\n+WEAPON.BFG\n+WEAPON.NOAUTOAIM\n-INVENTORY.UNDROPPABLE\nWeapon.AmmoGive 200\nWeapon.AmmoGive2 1\nWeapon.AmmoType \"LDemonAmmo\"\nWeapon.AmmoType2 \"LegendaryFusionCell\"\nWeapon.AmmoUse 0\nWeapon.AmmoUse2 1\nweapon.KickBack 90\nWeapon.SlotNumber 8\nWeapon.UpSound \"weapons/LFusionCannonUp\"\nInventory.pickupsound \"upgrade/pickup\"\nInventory.PickupMessage \"The Legendary Fusion Cannon\"\nObituary \"%o was oblirerated off the planet with k's Legendary Fusion Cannon.\"\nTag \"Legendary Fusion Cannon\"\nStates\n\t{\n\tSpawn:\n\t\tRLBG X -1\n\t\tLoop\n\tSelect:\n\t    TNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\t\tTNT1 A 0 A_ZoomFactor(1)\n\t\tRLBU A 0 A_Raise\n\t\tRLBU A 1 A_Raise\n\t\tgoto select+1\n\tDeselect:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tTNT1 A 0 A_TakeInventory(\"NoSpreadIndicator\",1)\n\tDeselectloop:\n\t\tTNT1 AAA 0 A_StopSound(5)\n\t\tTNT1 AAA 0 A_StopSound(6)\n\t\tTNT1 A 0 A_ZoomFactor(1)\n\t\tTNT1 A 0 A_Lower\n\t\tRLBU A 1 A_Lower\n\t\tLoop\n\tReady:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/LFusionCannonIdle\",5,1.0,1)\n\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\t\tRLBG ABC 1 A_WeaponReady\n\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\t\tRLBG DEF 1 A_WeaponReady\n\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\t\tRLBG GHI 1 A_WeaponReady\n\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\t\tRLBG JIH 1 A_WeaponReady\n\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\t\tRLBG GFE 1 A_WeaponReady\n\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\t\tRLBG DCB 1 A_WeaponReady\n\t\tLoop\n\tFire:\n\t    TNT1 A 0 A_JumpifInventory(\"LDemonAmmo\",125,1)\n\t    Goto Ready\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/GuruTrigger\",1)\n\t\tRLBG ABCDEFGHIJ 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/LFusionCannonFire\",5)\n\t\tRLBG IHGFED 1\n\t\tTNT1 A 0 A_GiveInventory(\"GuruCharge\",1)\n\tGurucharger:\n\t\tTNT1 A 0 A_TakeInventory(\"GuruCharge\",1)\n\t\tRLBC ABCDEFGHIJKLMNOPQRST 1 Bright A_Quake(4,2,0,2,\"none\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GuruCharge\",1,\"Gurucharger\")\n\t\tTNT1 A 0 A_TakeInventory(\"NexusSpread\",1)\n\t\tRLBC ABC 1 Bright A_Quake(4,2,0,2,\"none\")\n\t\tTNT1 A 0 A_StopSound(5)\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/GuruFire\",5)\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/GuruAddFire\",6)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlayerRTLBBall\",0,1,12,0)\n\t\tTNT1 A 0 A_TakeInventory(\"LDemonAmmo\",125)\n\t\tTNT1 A 0 A_Recoil(45)\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_SetBlend(\"Yellow\",0.5,60)\n\t\tTNT1 A 0 A_SetBlend(\"White\",0.25,60)\n\t\tTNT1 A 0 A_ZoomFactor(0.950)\n\t\tRLBF A 1 Bright Offset(2,34)\n\t\tTNT1 A 0 A_GiveInventory(\"NexusSpread\",1)\n\t\tTNT1 A 0 A_ZoomFactor(0.75)\n\t\tRLBF A 1 Bright Offset(4,36)\n\t\tTNT1 A 0 A_ZoomFactor(1)\n\t\tGoto Ready\n\tAltfire:\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"LegendaryFusionCell\",1,1)\n\t\tGoto Ready\n\t\tRLBG A 0 A_PlaySound(\"Weapons/GuruTrigger\",1)\n\t\tRLBG ABCDEFGHIJ 1\n\t\tRLBG A 0 A_PlaySound(\"weapons/LFusionCannonCharging\",5,2.0)\n\t\tRLBG IHGFED 1\n\t\tRLBG A 0 A_GiveInventory(\"GuruCharge\",3)\n\tGurudeathcharger:\n\t\tRLBG A 0 A_TakeInventory(\"GuruCharge\",1)\n\t\tRLBC ABCDEFGHIJKLMNOPQRST 1 Bright A_Quake (4, 2, 0, 2,\"none\")\n\t\tRLBC ABCDEFGHIJKLMNOPQRST 1 Bright A_Quake (4, 2, 0, 2,\"none\")\n\t\tRLBG A 0 A_JumpIfInventory(\"GuruCharge\",1,\"Gurudeathcharger\")\n\t\tTNT1 A 0 A_TakeInventory(\"NexusSpread\",1)\n\t\tRLBC ABC 1 Bright A_Quake (4, 2, 0, 2,\"none\")\n\t\tRLBG A 0 A_StopSound(5)\n\t\tRLBG A 0 A_PlaySound(\"Weapons/GuruFire\",5)\n\t\tRLBG A 0 A_PlaySound(\"Weapons/GuruAddFire\",6)\n\t\tRLBG A 0 A_FireCustomMissile(\"PRTLDeathball\", 0, 0, 12, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"LegendaryFusionCell\",1)\n\t\tRLBG A 0 A_Recoil(65)\n\t\tRLBG A 0 A_GunFlash\n\t\tRLBG A 0 A_SetBlend(\"Yellow\",0.5,60)\n\t\tRLBG A 0 A_SetBlend(\"White\",0.25,60)\n\t\tRLBF A 0 A_ZoomFactor(0.975)\n\t\tRLBF A 1 Bright Offset(2,34)\n\t\tRLBF A 0 A_ZoomFactor(0.95)\n\t\tRLBF A 1 Bright Offset(4,36)\n\t\tRLBF A 1 Bright Offset(8,40) A_ZoomFactor(0.85)\n\t\tRLBF A 1 Bright Offset(12,44) A_ZoomFactor(0.875)\n\t\tRLBG J 1 Bright Offset(15,47) A_ZoomFactor(0.8)\n\t\tRLBG I 1 Bright Offset(17,49) A_ZoomFactor(0.75)\n\t\tRLBG H 1 Bright Offset(18,50) A_ZoomFactor(0.74)\n\t\tRLBG G 1 Bright Offset(19,51) A_ZoomFactor(0.73)\n\t\tRLBG F 1 Bright Offset(20,52) A_ZoomFactor(0.72)\n\t\tRLBG E 1 Bright A_ZoomFactor(0.71)\n\t\tRLBG D 1 Bright Offset(19,51) A_ZoomFactor(0.7)\n\t\tRLBG C 1 Bright Offset(18,50) A_ZoomFactor(0.69)\n\t\tRLBG B 1 Bright Offset(17,49) A_ZoomFactor(0.68)\n\t\tRLBG A 1 Bright Offset(16,48) A_ZoomFactor(0.67)\n\t\tRLBU A 1 Offset(15,47) A_ZoomFactor(0.66)\n\t\tRLBU A 1 Offset(14,46) A_ZoomFactor(0.67)\n\t\tRLBU A 1 Offset(13,45) A_ZoomFactor(0.68)\n\t\tRLBU A 1 Offset(12,44) A_ZoomFactor(0.69)\n\t\tRLBU A 1 Offset(11,43) A_ZoomFactor(0.7)\n\t\tRLBU A 1 Offset(10,42) A_ZoomFactor(0.71)\n\t\tRLBU A 1 Offset(9,41) A_ZoomFactor(0.72)\n\t\tRLBU A 1 Offset(8,40) A_ZoomFactor(0.73)\n\t\tRLBU A 1 Offset(7,39) A_ZoomFactor(0.74)\n\t\tRLBU A 1 Offset(6,38) A_ZoomFactor(0.75)\n\t\tRLBU A 1 Offset(5,37) A_ZoomFactor(0.775)\n\t\tRLBU A 1 Offset(4,36) A_ZoomFactor(0.8)\n\t\tRLBU A 1 Offset(3,35) A_ZoomFactor(0.825)\n\t\tRLBU A 1 Offset(2,34) A_ZoomFactor(0.85)\n\t\tRLBU A 1 Offset(1,33) A_ZoomFactor(0.875)\n\t\tRLBU A 1 Offset(0,32) A_ZoomFactor(0.9)\n\t\tRLBU A 1 A_ZoomFactor(0.925)\n\t\tRLBU A 1 A_ZoomFactor(0.925)\n\t\tRLBU A 1 A_ZoomFactor(0.95)\n\t\tRLBU A 1 A_ZoomFactor(0.975)\n\t\tRLBU A 1 A_ZoomFactor(1)\n\t\tTNT1 A 0 A_GiveInventory(\"NexusSpread\",1)\n\t\tRLBU A 5 A_PlaySound(\"Weapons/GuruLoad\",1)\n\t\tPWRG A 0 A_PlaySound(\"Weapons/GuruIdle\",5,1,1)\n\t\tRLBG ABCDFEFGHIJIHGFEDCB 1\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 7 bright A_Light2\n\t\tTNT1 A 4 bright A_Light1\n\t\tTNT1 A 0 bright A_Light0\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Edits/SLOT00.txt",
        "contents": "ACTOR \"TrueLegendaryRailgunNoSkin\" : Weapon Replaces \"True Legendary Railgun\"\n{\n  Scale 0.8\n  Tag \"True Legendary Railgun\"\n  Weapon.Selectionorder 7\n  Weapon.KickBack 2000\n  Weapon.AmmoUse 0\n  Weapon.AmmoGive 75\n  Weapon.AmmoGive2 150\n  Weapon.AmmoType \"LEGRailgunMagazine\"\n  Weapon.AmmoType2 \"TrueLegendaryCell\"\n  Inventory.PickupSound \"weapons/PlanetCracker_Cling\"\n  Weapon.UpSound \"weapons/pickuprg\"\n  Inventory.Pickupmessage \"True Legendary Railgun! \"\n  Obituary \"%o was cut in half by %k's True Legendary Railgun super slug.\"\n  Decal RailScorch\n  +WEAPON.AMMO_OPTIONAL\n  +WEAPON.NOALERT\n  +WEAPON.NOAUTOAIM\n  -INVENTORY.UNDROPPABLE\n  States\n  {\n  Ready:\n    TNT1 A 0 A_PlayWeaponSound(\"weapons/railselect\")\n\tLRAL ABCDE 1\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tLRAL G 1 A_WeaponReady\n    Goto Ready+6\n  Deselect:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tLRAL G 1 A_Lower\n    Goto Deselect+1\n  Select:\n\tTNT1 A 0 A_Raise\n    Wait\n  Fire:\n    TNT1 A 0 A_JumpifInventory(\"LEGRailgunMagazine\",15,1)\n\tGoto Empty\n    TNT1 A 0 A_AlertMonsters\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 Radius_Quake(12,4,0,1,0)\n\tTNT1 A 0 A_FireCustomMissile(\"RailgunImpact\",0,0)\n\tTNT1 A 0 A_PlaySound(\"truelegrail/fire\")\n\tTNT1 A 0 A_TakeInventory(\"LEGRailgunMagazine\",15)\n    LRAL F 2 Bright A_RailAttack(Random(600,950), 0, 1, \"00 00 ff\", None, RGF_SILENT, 0, \"TrueLegendaryRailgunPROJ\", 0, 0, 8192, 35, 0.5, 0.5, \"TrueLegendaryRailgunTrail\")\n\tLRAL GHIJKJIHG 1 Bright A_Light2\n\t//TNT1 A 0 A_PlaySound(\"truelegrail/charge\")\n\tTNT1 A 0 A_Light0\n\tLRAL LMN 2\n\tLRAL N 8\n\tLRAL ML 2\n\tLRAL G 12\n    Goto Ready+6\n  Empty:\n   LRAL  H 15 A_PlaySound(\"weapons/click2\")\n  AltFire:\n    TNT1 A 0 A_JumpIfInventory(\"LEGRailgunMagazine\",60,2)\n    TNT1 A 0 A_JumpIfInventory(\"TrueLegendaryCell\",15,2)\n\tTNT1 A 0\n\tGoto Ready+6\n\tLRAL OPQ 2\n\tLRAL R 30\n\tLRAL S 3 A_FireCustomMissile(\"LegCellCasing\", random(-13,-15), 0, 2, 1)\n\tLRAL R 20 A_PlaySound(\"truelegrail/reload\")\n\tTNT1 A 0 A_JumpIfInventory(\"TrueLegendaryCell\",15,\"Reload\")\n\tLRAL QPO 2\n\tGoto Ready+6\n  Reload:\n    TNT1 A 0 A_TakeInventory(\"TrueLegendaryCell\",15)\n\tTNT1 A 0 A_GiveInventory(\"LEGRailgunMagazine\",15)\n\tTNT1 A 0 A_JumpIfInventory(\"LEGRailgunMagazine\",60,\"Full\")\n\tTNT1 A 0 A_JumpIfInventory(\"TrueLegendaryCell\",1,\"Reload\")\n\tGoto AltFire+6\n  Full:\n    LRAL QPO 2\n\tGoto Ready+6\n  GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready+6\n  GrenadeToss:\n  \tTNT1 A 0\n\tTNT1 A 0 A_ZoomFactor(1)\n  \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tLRAL EDCBA 1\n\tTNT1 A 4\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n    TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tGoto Ready\n  MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready+6\n  MineToss:\n  \tTNT1 A 0 A_TakeInventory(\"RailgunZoomed\",1)\n\tTNT1 A 0 A_ZoomFactor(1)\n  \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tLRAL EDCBA 1\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n    TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tGoto Ready\n  Spawn:\n    LRWP A -1\n    Stop\n    }\n}\n\nACTOR \"TrueLegendaryPlasmaticCannonNoSkin\" : Weapon Replaces \"True Legendary Plasmatic Cannon\"\n{\n  Scale 0.85\n  Height 20\n  Weapon.AmmoType \"TrueLegendaryCell\"\n  Weapon.AmmoType2 \"TrueLegendaryCell\"\n  Weapon.AmmoUse 0\n  Weapon.AmmoGive 225\n  Inventory.PickupMessage \"\\c[z3]True Legendary Plasmatic Cannon\\c-... From the depths of the U.A.C, you've finally recovered it...\"\n  Inventory.PickupSound \"upgrade/pickup\"\n  Obituary \"%k made a hole through %o's stomach with his... \\c[z3]True Legendary Plasmatic Cannon\\c-.\"\n  Tag \"True Legendary Plasmatic Cannon\"\n  Weapon.KickBack 67\n  Weapon.SlotNumber 0\n  -INVENTORY.UNDROPPABLE\n  +WEAPON.NOAUTOFIRE\n  States\n  {\n  Spawn:\n    15LW A -1\n    Stop\n  Ready:\n    TNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"TrueLegendaryCell\",7,1)\n\tGoto Ready2\n    TNT1 A 0 A_PlayWeaponSound(\"weapons/bfg15kidle\")\n    15LC BCD 2 A_Weaponready\n\t15LC EFG 2 A_Weaponready\n\t15LC HIJ 2 A_Weaponready\n\t15LC JIH 2 A_Weaponready\n\t15LC GFE 2 A_Weaponready\n\t15LC DCB 2 A_Weaponready\n\tLoop\n  Ready2:\n    TNT1 A 0 A_JumpIfInventory(\"TrueLegendaryCell\",7,\"Ready\")\n    15LD A 1 A_WeaponReady\n\tLoop\n  Deselect:\n  \tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n    TNT1 A 0 A_JumpIfNoAmmo(\"Deselect2\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t15LD A 1 A_Lower\n    Goto Deselect+5\n  Deselect2:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t15LD A 1 A_Lower\n    Goto Deselect2+1\n  Select:\n    TNT1 A 0 A_JumpIfNoAmmo(\"Select2\")\n    TNT1 A 0 A_Playsound(\"weapons/pickup15k\")\n    15LD A 1 A_Raise\n    Goto Select+2\n  Select2:\n    TNT1 A 0 A_PlayWeaponSound(\"weapons/pickup15k\")\n    15LD A 1 A_Raise\n    Goto Select2+1\n  Fire:\n    TNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"TrueLegendaryCell\",7,1)\n\tGoto Ready2\n    15LF H 2\n    Goto Hold\n  Hold:\n    TNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"TrueLegendaryCell\",7,1)\n\tGoto Ready2\n    15LF A 2 Bright A_GunFlash\n    15LF B 1\n\tTNT1 A 0 A_PlaySound(\"weapons/Hbfg10kfire\")\n\t15LF C 0 Radius_Quake(6,3,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"TrueLegendaryCell\",7)\n\t15LF D 1 Bright A_FireCustomMissile(\"PlayerTrueLegendaryBFG15KBall\",Random(100,-100)/100.00,1,0,0,0,Random(100,-100)/100.00)\n    15LF E 1 A_Recoil(6)\n    15LF F 1\n\t15LF G 1\n\t15LF H 1\n\tTNT1 A 0 A_ReFire\n    15LC J 1 A_PlaySound(\"weapons/bfg15kcooldown\")\n\t15LC IHGFEDCB 3\n    Goto Ready\n  Flash:\n    TNT1 A 2 Bright A_Light1\n    TNT1 A 2 Bright A_Light2\n\tTNT1 A 2 Bright A_Light1\n    Goto LightDone\n  }\n}\n\nACTOR \"TrueLegendaryIonStrikerNoSkin\" : Weapon Replaces \"True Legendary Ion Striker\"\n{\nTag \"True Legendary Ion Striker\"\ninventory.pickupsound \"weapons/PlanetCrackerPickup\"\ninventory.PickupMessage \"True Legendary Ion Striker! Use railgun zoom to change alt-fire mode!\"\nobituary \"%o was blasted off to another galaxy by %k's concentrated \\cnLegendary\\c- plasma.\"\nWeapon.UpSound \"weapons/PlanetCrackerUp\"\nWeapon.SelectionOrder 1\nWeapon.AmmoType \"TrueLegendaryCell\"\nWeapon.AmmoType2 \"LegendaryFusionCell\"\nWeapon.AmmoGive 250\nWeapon.AmmoGive2 1\nWeapon.AmmoUse 0\nWeapon.AmmoUse2 1\nWeapon.Kickback 105\nWeapon.SlotNumber 0\n-INVENTORY.UNDROPPABLE\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.ALT_AMMO_OPTIONAL\n+WEAPON.NOAUTOFIRE\nStates\n{\nSpawn:\n  IONG X -1\n  Loop\nReady:\n  TNT1 A 0\n  TNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n  TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n  IONG A 3 A_WeaponReady\n  TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n  TNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n  IONG A 3 A_WeaponReady\n  TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n  TNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n  IONG A 3 A_WeaponReady\n  TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n  TNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n  IONG A 3 A_WeaponReady\n  TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n  TNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n  IONG A 3 A_WeaponReady\n  TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n  TNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n  IONG A 3 A_WeaponReady\n  TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n  TNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n  IONG A 3 A_WeaponReady\n  TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n  TNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n  IONG A 3 A_WeaponReady\n  TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n  TNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n  IONG A 3 A_WeaponReady\n  TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n  TNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n  IONG A 3 A_WeaponReady\n  TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n  TNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n  IONG A 3 A_WeaponReady\n  TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n  TNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n  IONG A 3 A_WeaponReady\n  TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n  TNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n  IONG A 3 A_WeaponReady\n  TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n  TNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n  IONG A 3 A_WeaponReady\n  TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n  TNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n  IONG A 3 A_WeaponReady\n  TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n  TNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n  IONG BC 2 A_WeaponReady\n  IONG DE 2 A_WeaponReady\n  TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n  TNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n  IONG FG 2 A_WeaponReady\n  IONG HI 2 A_WeaponReady\n  TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n  TNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n  IONG JK 2 A_WeaponReady\n  IONG L 2 A_WeaponReady\n  Loop\nDeselect:\n  TNT1 A 0\n  TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n  TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n  TNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n  TNT1 A 0 A_TakeInventory(\"NoSpreadIndicator\",1)\n  IONR A 0 A_PlayWeaponSound(\"weapons/PlanetCrackerDown\")\n  IONG A 1 A_Lower\n  Goto Deselect+6\nSelect:\n  TNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n  IONG A 1 A_Raise\n  Goto Select+1\nFire:\n  TNT1 A 0\n  TNT1 A 0 A_JumpIfInventory(\"TrueLegendaryCell\",50,1)\n  Goto Empty\n  TNT1 A 0 A_JumpIfInventory(\"AgilityRuneRage\",1,\"NotSoFast\")\n  TNT1 A 0 A_TakeInventory(\"NexusSpread\",1)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Fire\",6)\n  IONZ A 0 A_FireCustomMissile(\"PlanetBeam\", 0, 1, 15, 10)\n  IONZ A 0 A_PlayWeaponSound(\"weapons/plasmacellin\")\n  IONZ A 0 A_Recoil(30)\n  TNT1 A 0 A_Quake(7,25,0,2,0)\n  IONG A 0 A_SetBlend(\"Blue\",0.1,40)\n  TNT1 A 0 A_TakeInventory(\"TrueLegendaryCell\",50)\n  IONF A 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF A 0 A_ZoomFactor(0.985)\n  IONF B 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF B 0 A_ZoomFactor(0.965)\n  IONF C 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF C 0 A_ZoomFactor(0.92)\n  IONF D 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF D 0 A_ZoomFactor(0.85)\n  IONF E 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF E 0 A_ZoomFactor(0.8)\n  IONF F 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF F 0 A_ZoomFactor(0.825)\n  IONF G 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF G 0 A_ZoomFactor(0.85)\n  IONF H 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF H 0 A_ZoomFactor(0.875)\n  IONF I 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF I 0 A_ZoomFactor(0.9)\n  IONF J 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF J 0 A_ZoomFactor(0.925)\n  IONF K 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF K 0 A_ZoomFactor(0.95)\n  IONF L 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF L 0 A_ZoomFactor(0.975)\n  IONF A 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF A 0 A_ZoomFactor(1)\n  IONG AAAAA 3 A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  TNT1 A 0 A_GiveInventory(\"NexusSpread\",1)\n  IONG A 0 A_PlaySoundEx(\"weapons/PlanetCrackerReload\",\"SoundSlot5\")\n  IONR ABC 2\n  IONR DEFDEFDEF 2\n  IONR CBG 2\n  IONG A 10\n  Goto Ready\nNotSoFast:\n  TNT1 A 0\n  TNT1 A 0 A_TakeInventory(\"NexusSpread\",1)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Fire\",6)\n  IONZ A 0 A_FireCustomMissile(\"PlanetBeam\", 0, 1, 15, 10)\n  IONZ A 0 A_PlayWeaponSound(\"weapons/plasmacellin\")\n  IONZ A 0 A_Recoil(30)\n  TNT1 A 0 A_Quake(7,25,0,2,0)\n  IONG A 0 A_SetBlend(\"Blue\",0.1,40)\n  TNT1 A 0 A_TakeInventory(\"TrueLegendaryCell\",50)\n  IONF A 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF A 0 A_ZoomFactor(0.985)\n  IONF B 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF B 0 A_ZoomFactor(0.965)\n  IONF C 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF C 0 A_ZoomFactor(0.92)\n  IONF D 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF D 0 A_ZoomFactor(0.85)\n  IONF E 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF E 0 A_ZoomFactor(0.8)\n  IONF F 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF F 0 A_ZoomFactor(0.825)\n  IONF G 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF G 0 A_ZoomFactor(0.85)\n  IONF H 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF H 0 A_ZoomFactor(0.875)\n  IONF I 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF I 0 A_ZoomFactor(0.9)\n  IONF J 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF J 0 A_ZoomFactor(0.925)\n  IONF K 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF K 0 A_ZoomFactor(0.95)\n  IONF L 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF L 0 A_ZoomFactor(0.975)\n  IONF A 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF A 0 A_ZoomFactor(1)\n  IONG AAAAA 6 A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  TNT1 A 0 A_GiveInventory(\"NexusSpread\",1)\n  IONG A 0 A_PlaySoundEx(\"weapons/PlanetCrackerReload\",\"SoundSlot5\")\n  IONR ABC 4\n  IONR DEFDEFDEF 4\n  IONR CBG 4\n  IONG A 10\n  Goto Ready\nAltfire:\n  TNT1 A 0\n  TNT1 A 0 A_JumpIfInventory(\"IonStrikerMode\",1,\"AltFire2\")\n  TNT1 A 0 A_JumpIfInventory(\"TrueLegendaryCell\",150,1)\n  Goto Empty\n  TNT1 A 0 A_JumpIfInventory(\"AgilityRuneRage\",1,\"NotSoFastAlt\")\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Charge\",5)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniBip1\",1)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniCharge1\",6)\n  TNT1 A 0 A_Quake(1,43,0,2,0)\n  IONC ABCDEFG 5 BRIGHT\n  IONC H 13 BRIGHT\n  TNT1 A 0 A_Quake(3,21,0,2,0)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniCharge2\",6)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniBip2\",1)\n  IONC IJKLMNNNNNNNNNNNNNNNN 1 BRIGHT\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniCharge3\",6)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniBip3\",1)\n  TNT1 A 0 A_Quake(5,52,0,2,0)\n  IONC OPQR 13 BRIGHT\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Ready\",6)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Cling\",1)\n  TNT1 A 0 A_Quake(7,13,0,2,0)\n  IONC STUVWWWWWWWWW 1 BRIGHT\n  TNT1 A 0 A_Quake(7,10,0,6,0)\n  IONC W 10 BRIGHT\n  TNT1 A 0 A_Quake(7,14,0,2,0)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Void\",6)\n  IONC WWWWWWW 2 BRIGHT\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Mechanism1\",0)\n  TNT1 A 0 A_Quake(8,8,0,2,0)\n  IONC WWWWWWWWWWW 2 BRIGHT\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Mechanism2\",0)\n  TNT1 A 0 A_Quake(9,90,0,2,0)\n  IOND BCDEFGHIJKLMNNN 5 BRIGHT\n  TNT1 A 0 A_TakeInventory(\"NexusSpread\",1)\n  IONZ A 0 A_Recoil(70)\n  IONG A 0 A_SetBlend(\"Blue\",0.4,180)\n  IONG A 0 A_SetBlend(\"Cyan\",0.8,180)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Hyper\",5)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Fire\",6)\n  IONZ A 0 A_FireCustomMissile(\"PlanetBeamSuper\", 0, 0, 15, 10)\n  TNT1 A 0 A_TakeInventory(\"TrueLegendaryCell\",150)\n  TNT1 A 0 A_Quake(9,35,0,2,0)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF A 0 A_ZoomFactor(0.95)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF B 0 A_ZoomFactor(0.85)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF C 0 A_ZoomFactor(0.8)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF D 0 A_ZoomFactor(0.7)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF E 0 A_ZoomFactor(0.55)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF F 0 A_ZoomFactor(0.5)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF G 0 A_ZoomFactor(0.515)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF F 0 A_ZoomFactor(0.525)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF E 0 A_ZoomFactor(0.55)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF D 0 A_ZoomFactor(0.575)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF C 0 A_ZoomFactor(0.6)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF B 0 A_ZoomFactor(0.75)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF A 0 A_ZoomFactor(0.85)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF A 0 A_ZoomFactor(0.9)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF A 0 A_ZoomFactor(0.925)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF A 0 A_ZoomFactor(0.95)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF A 0 A_ZoomFactor(0.975)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF A 0 A_ZoomFactor(0.985)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONO A 0 A_ZoomFactor(1)\n  IOND NNNNNNN 2 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  TNT1 A 0 A_GiveInventory(\"NexusSpread\",1)\n  IOND MLKJ 2 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IOND IHGFEDCBA 2 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniCharge1\",5)\n  IONC WVUTSRQPON 1 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONC MLKJ 4 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniBip4\",1)\n  IONC IHGFEDCBA 2 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONG AAAAAA 3 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONG AAAAA 4 A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONG A 5\n  Goto Ready\nNotSoFastAlt:\n  TNT1 A 0\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Charge\",5)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniBip1\",1)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniCharge1\",6)\n  TNT1 A 0 A_Quake(1,43,0,2,0)\n  IONC ABCDEFG 5 BRIGHT\n  IONC H 26 BRIGHT\n  TNT1 A 0 A_Quake(3,21,0,2,0)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniCharge2\",6)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniBip2\",1)\n  IONC IJKLMNNNNNNNNNNNNNNNN 1 BRIGHT\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniCharge3\",6)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniBip3\",1)\n  TNT1 A 0 A_Quake(5,52,0,2,0)\n  IONC OPQR 26 BRIGHT\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Ready\",6)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Cling\",1)\n  TNT1 A 0 A_Quake(7,13,0,2,0)\n  IONC STUVWWWWWWWWW 1 BRIGHT\n  TNT1 A 0 A_Quake(7,10,0,6,0)\n  IONC W 20 BRIGHT\n  TNT1 A 0 A_Quake(7,14,0,2,0)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Void\",6)\n  IONC WWWWWWW 4 BRIGHT\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Mechanism1\",0)\n  TNT1 A 0 A_Quake(8,8,0,2,0)\n  IONC WWWWWWWWWWW 4 BRIGHT\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Mechanism2\",0)\n  TNT1 A 0 A_Quake(9,90,0,2,0)\n  IOND BCDEFGHIJKLMNNN 10 BRIGHT\n  TNT1 A 0 A_TakeInventory(\"NexusSpread\",1)\n  IONZ A 0 A_Recoil(70)\n  IONG A 0 A_SetBlend(\"Blue\",0.4,180)\n  IONG A 0 A_SetBlend(\"Cyan\",0.8,180)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Hyper\",5)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Fire\",6)\n  IONZ A 0 A_FireCustomMissile(\"PlanetBeamSuper\", 0, 0, 15, 10)\n  TNT1 A 0 A_TakeInventory(\"TrueLegendaryCell\",150)\n  TNT1 A 0 A_Quake(9,35,0,2,0)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF A 0 A_ZoomFactor(0.95)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF B 0 A_ZoomFactor(0.85)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF C 0 A_ZoomFactor(0.8)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF D 0 A_ZoomFactor(0.7)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF E 0 A_ZoomFactor(0.55)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF F 0 A_ZoomFactor(0.5)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF G 0 A_ZoomFactor(0.515)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF F 0 A_ZoomFactor(0.525)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF E 0 A_ZoomFactor(0.55)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF D 0 A_ZoomFactor(0.575)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF C 0 A_ZoomFactor(0.6)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF B 0 A_ZoomFactor(0.75)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF A 0 A_ZoomFactor(0.85)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF A 0 A_ZoomFactor(0.9)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF A 0 A_ZoomFactor(0.925)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF A 0 A_ZoomFactor(0.95)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF A 0 A_ZoomFactor(0.975)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF A 0 A_ZoomFactor(0.985)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONO A 0 A_ZoomFactor(1)\n  IOND NNNNNNN 4 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  TNT1 A 0 A_GiveInventory(\"NexusSpread\",1)\n  IOND MLKJ 4 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IOND IHGFEDCBA 4 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniCharge1\",5)\n  IONC WVUTSRQPON 1 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONC MLKJ 8 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniBip4\",1)\n  IONC IHGFEDCBA 4 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONG AAAAAA 6 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONG AAAAA 8 A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONG A 5\n  Goto Ready\nAltfire2:\n  TNT1 A 0\n  TNT1 A 0 A_JumpIfInventory(\"LegendaryFusionCell\",1,1)\n  Goto Empty\n  TNT1 A 0 A_JumpIfInventory(\"AgilityRuneRage\",1,\"NotSoFastAlt2\")\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Charge\",5)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniBip1\",1)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniCharge1\",6)\n  TNT1 A 0 A_Quake(1,43,0,2,0)\n  IONC ABCDEFG 5 BRIGHT\n  IONC H 13 BRIGHT\n  TNT1 A 0 A_Quake(3,21,0,2,0)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniCharge2\",6)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniBip2\",1)\n  IONC IJKLMNNNNNNNNNNNNNNNN 1 BRIGHT\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniCharge3\",6)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniBip3\",1)\n  TNT1 A 0 A_Quake(5,52,0,2,0)\n  IONC OPQR 13 BRIGHT\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Ready\",6)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Cling\",1)\n  TNT1 A 0 A_Quake(7,13,0,2,0)\n  IONC STUVWWWWWWWWW 1 BRIGHT\n  TNT1 A 0 A_Quake(7,10,0,6,0)\n  IONC W 10 BRIGHT\n  TNT1 A 0 A_Quake(7,14,0,2,0)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Void\",6)\n  IONC WWWWWWW 2 BRIGHT\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Mechanism1\",0)\n  TNT1 A 0 A_Quake(8,8,0,2,0)\n  IONC WWWWWWWWWWW 2 BRIGHT\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Mechanism2\",0)\n  TNT1 A 0 A_Quake(9,90,0,2,0)\n  IOND BCDEFGHIJKLMNNN 5 BRIGHT\n  TNT1 A 0 A_TakeInventory(\"NexusSpread\",1)\n  IONZ A 0 A_Recoil(70)\n  IONG A 0 A_SetBlend(\"Blue\",0.4,180)\n  IONG A 0 A_SetBlend(\"Cyan\",0.8,180)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Hyper\",5)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Fire\",6)\n  IONZ A 0 A_FireCustomMissile(\"IonCannonShot\", 0, 0, 15, 10)\n  TNT1 A 0 A_TakeInventory(\"LegendaryFusionCell\",1)\n  TNT1 A 0 A_Quake(9,35,0,2,0)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF A 0 A_ZoomFactor(0.95)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF B 0 A_ZoomFactor(0.85)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF C 0 A_ZoomFactor(0.8)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF D 0 A_ZoomFactor(0.7)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF E 0 A_ZoomFactor(0.55)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF F 0 A_ZoomFactor(0.5)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF G 0 A_ZoomFactor(0.515)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF F 0 A_ZoomFactor(0.525)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF E 0 A_ZoomFactor(0.55)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF D 0 A_ZoomFactor(0.575)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF C 0 A_ZoomFactor(0.6)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF B 0 A_ZoomFactor(0.75)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF A 0 A_ZoomFactor(0.85)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF A 0 A_ZoomFactor(0.9)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF A 0 A_ZoomFactor(0.925)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF A 0 A_ZoomFactor(0.95)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF A 0 A_ZoomFactor(0.975)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF A 0 A_ZoomFactor(0.985)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONO A 0 A_ZoomFactor(1)\n  IOND NNNNNNN 2 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  TNT1 A 0 A_GiveInventory(\"NexusSpread\",1)\n  IOND MLKJ 2 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IOND IHGFEDCBA 2 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniCharge1\",5)\n  IONC WVUTSRQPON 1 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONC MLKJ 4 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniBip4\",1)\n  IONC IHGFEDCBA 2 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONG AAAAAA 3 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONG AAAAA 4 A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONG A 5\n  Goto Ready\nNotSoFastAlt2:\n  TNT1 A 0\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Charge\",5)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniBip1\",1)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniCharge1\",6)\n  TNT1 A 0 A_Quake(1,43,0,2,0)\n  IONC ABCDEFG 10 BRIGHT\n  IONC H 26 BRIGHT\n  TNT1 A 0 A_Quake(3,21,0,2,0)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniCharge2\",6)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniBip2\",1)\n  IONC IJKLMNNNNNNNNNNNNNNNN 1 BRIGHT\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniCharge3\",6)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniBip3\",1)\n  TNT1 A 0 A_Quake(5,52,0,2,0)\n  IONC OPQR 26 BRIGHT\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Ready\",6)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Cling\",1)\n  TNT1 A 0 A_Quake(7,13,0,2,0)\n  IONC STUVWWWWWWWWW 1 BRIGHT\n  TNT1 A 0 A_Quake(7,10,0,6,0)\n  IONC W 20 BRIGHT\n  TNT1 A 0 A_Quake(7,14,0,2,0)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Void\",6)\n  IONC WWWWWWW 4 BRIGHT\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Mechanism1\",0)\n  TNT1 A 0 A_Quake(8,8,0,2,0)\n  IONC WWWWWWWWWWW 4 BRIGHT\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Mechanism2\",0)\n  TNT1 A 0 A_Quake(9,90,0,2,0)\n  IOND BCDEFGHIJKLMNNN 10 BRIGHT\n  TNT1 A 0 A_TakeInventory(\"NexusSpread\",1)\n  IONZ A 0 A_Recoil(70)\n  IONG A 0 A_SetBlend(\"Blue\",0.4,180)\n  IONG A 0 A_SetBlend(\"Cyan\",0.8,180)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Hyper\",5)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Fire\",6)\n  IONZ A 0 A_FireCustomMissile(\"IonCannonShot\", 0, 0, 15, 10)\n  TNT1 A 0 A_TakeInventory(\"LegendaryFusionCell\",1)\n  TNT1 A 0 A_Quake(9,35,0,2,0)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF A 0 A_ZoomFactor(0.95)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF B 0 A_ZoomFactor(0.85)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF C 0 A_ZoomFactor(0.8)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF D 0 A_ZoomFactor(0.7)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF E 0 A_ZoomFactor(0.55)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF F 0 A_ZoomFactor(0.5)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF G 0 A_ZoomFactor(0.515)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF F 0 A_ZoomFactor(0.525)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF E 0 A_ZoomFactor(0.55)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF D 0 A_ZoomFactor(0.575)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF C 0 A_ZoomFactor(0.6)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF B 0 A_ZoomFactor(0.75)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF A 0 A_ZoomFactor(0.85)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF A 0 A_ZoomFactor(0.9)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF A 0 A_ZoomFactor(0.925)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF A 0 A_ZoomFactor(0.95)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF A 0 A_ZoomFactor(0.975)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONF A 0 A_ZoomFactor(0.985)\n  IOND N 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONO A 0 A_ZoomFactor(1)\n  IOND NNNNNNN 4 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  TNT1 A 0 A_GiveInventory(\"NexusSpread\",1)\n  IOND MLKJ 4 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IOND IHGFEDCBA 4 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniCharge1\",5)\n  IONC WVUTSRQPON 1 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONC MLKJ 8 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONG A 0 A_PlaySound(\"weapons/PlanetCracker_MiniBip4\",1)\n  IONC IHGFEDCBA 4 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONG AAAAAA 6 BRIGHT A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONG AAAAA 8 A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n  IONG A 5\n  Goto Ready\nZoom:\n  TNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\nChangeMode:\n  TNT1 A 0 A_JumpIfInventory(\"IonStrikerMode\",1,\"ChangeMode2\")\n  TNT1 A 0 A_Print(\"Ion Cannon Alt-fire\",1)\n  TNT1 A 0 A_GiveInventory(\"IonStrikerMode\")\n  IONG A 4 A_PlaySound(\"weapons/PlanetCracker_Mode\",7)\n  IONG A 2 Offset(0,34)\n  IONG A 2 Offset(0,37)\n  IONG A 2 Offset(0,40)\n  IONG A 2 Offset(0,37)\n  IONG A 2 Offset(0,34)\n  IONG A 1\n  Goto Ready\nChangeMode2:\n  TNT1 A 0 A_Print(\"Plasmatic Cannon Alt-fire\",1)\n  TNT1 A 0 A_TakeInventory(\"IonStrikerMode\")\n  IONG A 4 A_PlaySound(\"weapons/PlanetCracker_Mode\",7)\n  IONG A 2 Offset(0,34)\n  IONG A 2 Offset(0,37)\n  IONG A 2 Offset(0,34)\n  IONG A 1\n  Goto Ready\nEmpty:\n  IONG A 4 A_PlaySound(\"weapons/PlanetCracker_MiniBip3\",7)\n  IONG A 2 Offset(0,34)\n  IONG A 2 Offset(0,37)\n  IONG A 2 Offset(0,34)\n  Goto ready\n}\n}\n\nACTOR \"TrueLegendaryPulverizerNoSkin\" : Weapon Replaces \"True Legendary Pulverizer\"\n{\nHeight 20\nTag \"True Legendary Pulverizer\"\nWeapon.SelectionOrder 2780\nWeapon.AmmoUse 1\nWeapon.AmmoGive 1\nWeapon.AmmoType \"LegendaryFusionCell\"\nScale 1.2\nInventory.PickupSound \"weapons/PlanetCracker_Cling\"\nInventory.PickupMessage \"True Legendary Pulverizer\"\nObituary \"%o had absolutely no chance against %k's True Legendary Pulverizer.\"\n-INVENTORY.UNDROPPABLE\nStates\n{\nSpawn:\n\tTLVA A -1\n\tStop\nSelect:\n    TNT1 A 0\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Select2\")\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryFusionCell\",1,1)\n\tGoto Select2\n    TNT1 A 0 A_PlayWeaponSound(\"weapons/PlanetCracker_Mechanism3\")\n    BBFI A 1 A_Raise\n\tWait\nSelect2:\n    TNT1 A 0\n    BBFI M 1 A_Raise\n\twait\nDeselect:\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"NoSpreadIndicator\",1)\n\tTNT1 A 0 A_PlaySound(\"TrueLegPulverizer/Down\",\"voice\")\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Deselect2\")\n\tTNT1 A 0 A_StopSound(5)\n\tBBFI G 1 A_Lower\n\tGoto Deselect+6\nDeselect2:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tBBFI M 1 A_Lower\n\tGoto Deselect2+1\nReady:\n    TNT1 A 0 A_JumpIfNoAmmo(\"Ready2\")\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryFusionCell\",1,1)\n\tgoto Ready2\n\tTNT1 A 0\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\tTNT1 A 0 A_PlaySound(\"TrueLegPulverizer/Idle\",5,1.0,1)\n    BBFI AABB 1 A_WeaponReady\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\tBBFI CCDD 1 A_WeaponReady\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\tBBFI EEFF 1 A_WeaponReady\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\tBBFI GGHH 1 A_WeaponReady\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\tBBFI IIJJ 1 A_WeaponReady\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\tBBFI KKLL 1 A_WeaponReady\n    Loop\nReady2:\n    TNT1 A 0 A_JumpIfInventory(\"LegendaryFusionCell\",1,\"ReCharge\")\n\tTNT1 A 0 A_StopSound(5)\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckSpreadAbility\",0)\n\tBBFI M 1 A_WeaponReady\n\tLoop\nFire:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Ready2\")\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryFusionCell\",1,1)\n\tGoto Ready2\n\tTNT1 A 0 A_JumpIfInventory(\"AgilityRuneRage\",1,\"NotSoFast\")\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 A_StopSound(5)\n    TNT1 A 0 A_PlayWeaponSound(\"TrueLegPulverizer/Fire\")\n\t//TNT1 A 0 Bright A_SpawnItemEx(\"PTLegPulverizerCharging\",0,0,10)\n\tBBFG A 4 Bright Radius_Quake(2,2,0,1,0)\n    BBFG BC 4 Bright Radius_Quake(4,2,0,1,0)\n    BBFG DEF 4 Bright Radius_Quake(8,2,0,1,0)\n\tBBFG GHI 4 Bright Radius_Quake(12,3,0,1,0)\n\tBBFG J 15 Bright Radius_Quake(16,3,0,1,0)\n\tTNT1 A 0 A_Light2\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_TakeInventory(\"NexusSpread\",1)\n\tBBFG K 2 Bright Radius_Quake(20,4,0,1,0)\n\tTNT1 A 0 A_Recoil(50)\n\tTNT1 A 0 Radius_Quake(24,6,0,1,0)\n\tBBFG L 2 Bright A_FireCustomMissile(\"PlayerTruePulverizerBall\",0,0,0,5)\n\tTNT1 A 0 A_TakeInventory(\"LegendaryFusionCell\",1)\n\tBBFG M 2 Bright\n\tBBFG N 20 //Bright\n\tTNT1 A 0 A_GiveInventory(\"NexusSpread\",1)\n\tTNT1 A 0 A_Light0\n\tBBFG OPQRS 4 //Bright\n\tTNT1 A 0 Radius_Quake(6,10,0,1,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/dtech10ksteam\",7)\n\tBBFG SSSSSSSSSSSS 1 A_FireCustomMissile(\"DTech10KSteam\",-58+Random(-4,4),0,0,0)\n\tBBFG S 20\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryFusionCell\",1,1)\n\tGoto Ready2\nReCharge:\n\tBBFG SRQ 2\n\tBBFG Q 60 A_PlayWeaponSound(\"weapons/dtech10kcharge\")\n\t//BBFG O 10 A_PlayWeaponSound(\"weapons/plasmacellin\")\n\tBBFH A 2 A_PlayWeaponSound(\"weapons/plasmacellin\")\n\tBBFH BCD 2\n\tGoto Ready\nNotSoFast:\n    TNT1 A 0\n    TNT1 A 0 A_Light1\n\tTNT1 A 0 A_StopSound(5)\n    TNT1 A 0 A_PlayWeaponSound(\"TrueLegPulverizer/Fire\")\n\t//TNT1 A 0 Bright A_SpawnItemEx(\"PTLegPulverizerCharging\",0,0,10)\n\tBBFG A 8 Bright Radius_Quake(2,2,0,1,0)\n    BBFG BC 8 Bright Radius_Quake(4,2,0,1,0)\n    BBFG DEF 8 Bright Radius_Quake(8,2,0,1,0)\n\tBBFG GHI 8 Bright Radius_Quake(12,3,0,1,0)\n\tBBFG J 30 Bright Radius_Quake(16,3,0,1,0)\n\tTNT1 A 0 A_Light2\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_TakeInventory(\"NexusSpread\",1)\n\tBBFG K 4 Bright Radius_Quake(20,4,0,1,0)\n\tTNT1 A 0 A_Recoil(50)\n\tTNT1 A 0 Radius_Quake(24,6,0,1,0)\n\tBBFG L 4 Bright A_FireCustomMissile(\"PlayerTruePulverizerBall\",0,0,0,5)\n\tTNT1 A 0 A_TakeInventory(\"LegendaryFusionCell\",1)\n\tBBFG M 4 Bright\n\tBBFG N 40 //Bright\n\tTNT1 A 0 A_GiveInventory(\"NexusSpread\",1)\n\tTNT1 A 0 A_Light0\n\tBBFG OPQRS 8 //Bright\n\tTNT1 A 0 Radius_Quake(6,10,0,1,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/dtech10ksteam\",7)\n\tBBFG SSSSSSSSSSSS 1 A_FireCustomMissile(\"DTech10KSteam\",-58+Random(-4,4),0,0,0)\n\tBBFG S 40\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryFusionCell\",1,1)\n\tGoto Ready2\nReCharge2:\n\tBBFG SRQ 4\n\tBBFG Q 120 A_PlayWeaponSound(\"weapons/dtech10kcharge\")\n\t//BBFG O 10 A_PlayWeaponSound(\"weapons/plasmacellin\")\n\tBBFH A 4 A_PlayWeaponSound(\"weapons/plasmacellin\")\n\tBBFH BCD 4\n\tGoto Ready\nFlash:\n    TNT1 A 2 Bright A_Light1\n    TNT1 A 2 Bright A_Light2\n\tTNT1 A 2 Bright A_Light1\n    Goto LightDone\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Animals/NemesisExile0.txt",
        "contents": "Actor NemesisExile0 : NemesisExile Replaces NemesisExile // complex-dust-clusterfuck-v4.1 > Monsters > Nemesis\n{\n  DropItem \"NemesisHealthBonusMax\" 256 32\n  DropItem \"NemesisArmorBonus32\" 256\n  DropItem \"NemesisHealthBonusMax\" 256 32\n  DropItem \"NemesisArmorBonus32\" 256\n  DropItem \"NemesisSuperSphere\" 160\n  DropItem \"LegendarySalvationSphere\" 240\n  DropItem \"LegendaryRune\" 230\n  DropItem \"LDemonAmmoBox\" 256\n  DropItem \"LDemonAmmo\" 256\n  DropItem \"BossLifeEssence\" 256\n  DropItem \"BossArmorBonusMax\" 256\n  DropItem \"Nemesis Rifle\" 256\n  DropItem \"Nemesis Plasmatic Cannon\" 256\n  DropItem \"DarkvileEnergy\" 256\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Animals/LegendaryVile0.txt",
        "contents": "Actor LegendaryVile0 : LegendaryVile Replaces LegendaryVile // complex-dust-clusterfuck-v4.1 > Tweaks > DustTweaks\n{\n  DropItem \"LegendaryUltraSphere\" 160 1\n  DropItem \"LegendarySalvationSphere\" 240 1\n  DropItem \"LegendaryRune\" 180 1\n  DropItem \"LDemonAmmoBox\" 256\n  DropItem \"LDemonAmmo\" 256\n  DropItem \"LegendaryBossLifeEssence\" 256\n  DropItem \"LegendaryBossArmorBonusMax\" 256\n  DropItem \"Legendary Plasmatic Cannon\" 128\n  DropItem \"Legendary Plasmatic Rifle\" 128\n  DropItem \"DarkvileEnergy\" 256\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Animals/EnragedLegendaryRedeemer0.txt",
        "contents": "Actor EnragedLegendaryRedeemer0 : EnragedLegendaryRedeemer  replaces EnragedLegendaryRedeemer\n{\nDropItem \"LegendarBossLifeEssence\" 256\nDropItem \"LegendaryBossArmorBonusMax\" 256\nDropItem \"LegendarBossLifeEssence\" 144\nDropItem \"LegendaryBossArmorBonusMax\" 144\nDropItem \"ILDemonAmmo\" 250\nDropItem \"ILDemonAmmoBox\" 250\nDropItem \"LegendaryPowerSphere\" 105 1\nDropItem \"LegTimeFreezeSphere\" 100 1\nDropItem \"EnragedLegendarySphere\" 120 1\nDropItem \"Enraged Legendary Plasmatic Rifle\" 150 1\nDropItem \"EnragedLegendaryPowerShard\" 85 1\nDropItem \"LegendaryRune\" 55 1\nDropItem \"DarkvileEnergy\" 128\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Animals/LegendaryRedeemer0.txt",
        "contents": "Actor LegendaryRedeemer0 : LegendaryRedeemer replaces LegendaryRedeemer\n{\nDropItem \"BossLifeEssence\" 256\nDropItem \"BossArmorBonusMax\" 256\nDropItem \"LDemonAmmo\" 250\nDropItem \"LDemonAmmoBox\" 250\nDropItem \"LegendaryPowerSphere\" 65 1\nDropItem \"LegTimeFreezeSphere\" 70 1\nDropItem \"LegendarySphere\" 140 1\nDropItem \"Legendary Plasmatic Rifle\" 180 1\nDropItem \"LegendaryRune\" 45 1\nDropItem \"DarkvileEnergy\" 128\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Animals/DarkVile.txt",
        "contents": "ACTOR DarkVile : Archvile\n{\n  OBITUARY \"%o shit %hself when looking at the Darkvile.\"\n  Health 2666\n  Radius 20\n  Height 64\n  Mass 1000\n  Speed 11\n  RenderStyle Translucent\n  Alpha 0.57\n  Scale 1.1\n  PainChance 10\n  Bloodcolor \"00 50 00\"\n  SEESOUND \"darkvile/sight\"\n  PAINSOUND \"darkvile/pain\"\n  DEATHSOUND \"darkvile/death\"\n  ACTIVESOUND \"vile/active\"\n  Species \"Viles\"\n  DamageFactor 0.7\n  DamageFactor \"PDTBFG\", 0.5\n  DamageFactor \"PDTBFGTracer\", 0.5\n  DamageFactor \"PlayerDevBall\", 0.25\n  DamageFactor \"PlayerDevBall2\", 0.25\n  DamageFactor \"PlayerDevTracer\", 0.25\n  DamageFactor \"VileFires\", 0.0\n  DropItem \"BossLifeEssence\" 200\n  DropItem \"BossArmorBonusMax\" 200\n  DropItem \"BigDustMana\" 128 100\n  DropItem \"BigDustMana\" 128 100\n  DropItem \"DustMana\" 256 30\n  DropItem \"DustMana\" 256 30\n  DropItem \"UltraSphere\" 128\n  DropItem \"HellStaff\" 128\n  DropItem \"OccultSpellbook\" 96\n  DropItem \"DarkvileEnergy\" 256\n  MONSTER\n  +FloorClip\n  +NoTarget\n  +QuickToRetaliate\n  +ShortMissileRange\n  +DontHurtSpecies\n  +Boss\n  +MISSILEMORE\n  +MISSILEEVENMORE\n  Tag \"\\c[o7]DarkVile\\c-\"\n  States\n  {\n  Spawn:\n    DV00 AB 10 A_Look\n    Loop\n  See:\n    DV00 AABBCCDDEEFF 2 A_VileChase\n    Loop\n  Missile:\n    TNT1 A 0 BRIGHT A_Jump(128,\"Missile2\")\n    TNT1 A 0 BRIGHT A_Jump(64,\"Missile4\")\n    TNT1 A 0 BRIGHT A_PlaySound(\"darkvile/fire\")\n    DV00 G 10 A_PlaySound (\"weapons/lightningstarter\")\n    DV00 HIJKLMN 6 BRIGHT A_FaceTarget\n\tTNT1 A 0 A_PlayWeaponSound (\"weapons/wavelaunch\")\n    DV00 O 2 Bright A_CustomMissile(\"DarkSlicer\",32,0,15)\n    DV00 O 2 Bright A_CustomMissile(\"DarkSlicer\",32,0,-15)\n    DV00 O 2 Bright A_CustomMissile(\"DarkSlicer\",32,0,0)\n    DV00 P 12 BRIGHT A_FaceTarget\n    Goto See\n  Missile2:\n\tTNT1 A 0 BRIGHT A_Jump(128,\"Missile3\")\n    TNT1 A 0 BRIGHT A_Jump(64,\"Missile4\")\n    TNT1 A 0 BRIGHT A_PlaySound(\"darkvile/fire\")\n    DV00 G 10 BRIGHT A_FaceTarget\n    DV00 HIJKLM 8 BRIGHT A_FaceTarget\n    DV00 N 8 BRIGHT A_CustomMissile(\"MinivileSpawn\",32,0,0)\n    DV00 O 8 BRIGHT A_PlaySound(\"darkvile/sight\")\n    DV00 P 20 BRIGHT A_FaceTarget\n    Goto See\n  Missile3:\n    DV00 \"[\\]\" 4 BRIGHT A_FaceTarget\n    DV00 \"[\\]\" 1 BRIGHT A_CustomMissile(\"DarkIce0\",64,50,0,0,-25)\n    DV00 \"[\\]\" 1 BRIGHT A_CustomMissile(\"DarkIce0\",64,-50,0,0,-35)\n    DV00 \"[\\]\" 1 BRIGHT A_CustomMissile(\"DarkIce0\",64,50,0,0,-15)\n    DV00 \"[\\]\" 1 BRIGHT A_CustomMissile(\"DarkIce0\",64,-50,0,0,-25)\n    DV00 \"[\\]\" 1 BRIGHT A_CustomMissile(\"DarkIce0\",64,50,0,0,35)\n    DV00 \"[\\]\" 1 BRIGHT A_CustomMissile(\"DarkIce0\",64,-50,0,0,-15)\n    DV00 \"[\\]\" 1 BRIGHT A_CustomMissile(\"DarkIce0\",64,50,0,0,-25)\n    DV00 \"[\\]\" 1 BRIGHT A_CustomMissile(\"DarkIce0\",64,-50,0,0,-15)\n    DV00 \"[\\]\" 1 BRIGHT A_CustomMissile(\"DarkIce0\",64,50,0,0,-25)\n    DV00 \"[\\]\" 1 BRIGHT A_CustomMissile(\"DarkIce0\",64,-50,0,0,-30)\n    DV00 \"[\\]\" 1 BRIGHT A_CustomMissile(\"DarkIce0\",64,50,0,0,-15)\n    DV00 \"[\\]\" 1 BRIGHT A_CustomMissile(\"DarkIce0\",64,-50,0,0,-25)\n    DV00 \"[\\]\" 1 BRIGHT A_CustomMissile(\"DarkIce0\",64,50,0,0,-30)\n    DV00 \"[\\]\" 1 BRIGHT A_CustomMissile(\"DarkIce0\",64,-50,0,0,-25)\n    DV00 \"[\\]\" 1 BRIGHT A_CustomMissile(\"DarkIce0\",64,50,0,0,-15)\n    DV00 \"[\\]\" 1 BRIGHT A_CustomMissile(\"DarkIce0\",64,-50,0,0,-35)\n    DV00 \"[\\]\" 1 BRIGHT A_CustomMissile(\"DarkIce0\",64,50,0,0,-25)\n    DV00 \"[\\]\" 1 BRIGHT A_CustomMissile(\"DarkIce0\",64,-50,0,0,-15)\n    DV00 \"[\\]\" 1 BRIGHT A_CustomMissile(\"DarkIce0\",64,50,0,0,-30)\n    DV00 \"[\\]\" 1 BRIGHT A_CustomMissile(\"DarkIce0\",64,-50,0,0,-15)\n    Goto See\n  Missile4:\n    TNT1 A 0 A_SetInvulnerable\n    DV00 \"[\\]\" 0 BRIGHT A_FaceTarget\n    DV00 \"[\\]\" 40 BRIGHT A_PlaySound(\"darkthunder/charge\")\n    DV00 \"[\\]\" 4 BRIGHT A_FaceTarget\n    DV02 G 0 BRIGHT A_PlaySound(\"darkthunder/charge2\")\n    DV02 GHIJKLMNO 4 BRIGHT\n    DV02 P 4 BRIGHT A_CustomMissile(\"DarkThunderBolt0\",64,0,0,0,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n    Goto See\n  Heal:\n    DV00 \"[\\]\" 10 BRIGHT\n    Goto See\n  Pain:\n    DV00 Q 5\n    DV00 Q 5 A_Pain\n    Goto See\n  Death:\n    DV00 \"[\" 0 A_Scream\n    DV00 \"\\\" 5 A_CustomMissile(\"BlasterShot90\",random(25,50),random(15,-15),random(-135,-215),0,random(-25,50))\n    DV00 \"\\\" 5 A_CustomMissile(\"ThunderRunner0\",random(0,25),random(-15,15),random(135,215))\n    DV00 \"\\\" 5 A_CustomMissile(\"BlasterShot90\",random(25,50),random(15,-15),random(-135,-215),0,random(-25,50))\n    DV00 \"\\\" 5 A_CustomMissile(\"ThunderRunner0\",random(0,25),random(-15,15),random(135,215))\n    DV00 \"\\\" 5 A_CustomMissile(\"BlasterShot90\",random(25,50),random(15,-15),random(-135,-215),0,random(-25,50))\n    DV00 \"\\\" 5 A_CustomMissile(\"ThunderRunner0\",random(0,25),random(-15,15),random(135,215))\n    DV00 \"\\\" 5 A_CustomMissile(\"BlasterShot90\",random(25,50),random(15,-15),random(-135,-215),0,random(-25,50))\n    DV00 \"\\\" 5 A_CustomMissile(\"ThunderRunner0\",random(0,25),random(-15,15),random(135,215))\n    DV00 \"\\\" 5 A_CustomMissile(\"BlasterShot90\",random(25,50),random(15,-15),random(-135,-215),0,random(-25,50))\n    DV00 \"\\\" 5 A_CustomMissile(\"ThunderRunner0\",random(0,25),random(-15,15),random(135,215))\n    DV00 \"\\\" 5 A_CustomMissile(\"BlasterShot90\",random(25,50),random(15,-15),random(-135,-215),0,random(-25,50))\n    DV00 \"]\" 5 A_CustomMissile(\"ThunderRunner0\",random(0,25),random(-15,15),random(135,215))\n    DV00 \"\\\" 5 A_CustomMissile(\"BlasterShot90\",random(25,50),random(15,-15),random(-135,-215),0,random(-25,50))\n    DV00 \"\\\" 5 A_CustomMissile(\"ThunderRunner0\",random(0,25),random(-15,15),random(135,215))\n    DV00 \"\\\" 5 A_CustomMissile(\"BlasterShot90\",random(25,50),random(15,-15),random(-135,-215),0,random(-25,50))\n    DV00 \"[\" 5 A_CustomMissile(\"ThunderRunner0\",random(0,25),random(-15,15),random(135,215))\n    DV00 \"\\\" 5 A_CustomMissile(\"BlasterShot90\",random(25,50),random(15,-15),random(-135,-215),0,random(-25,50))\n    DV00 \"]\" 5 A_CustomMissile(\"ThunderRunner0\",random(0,25),random(-15,15),random(135,215))\n    DV00 \"\\\" 5 A_CustomMissile(\"BlasterShot90\",random(25,50),random(15,-15),random(-135,-215),0,random(-25,50))\n    DV00 \"\\\" 5 A_CustomMissile(\"ThunderRunner0\",random(0,25),random(-15,15),random(135,215))\n\tDV01 A 1 A_UnSetShootable\n    DV01 A 2 A_CustomMissile(\"DarkThunderStrike0\",0,0,0,0)\n    DV01 A 0 A_CustomMissile(\"ThunderRunnerNull0\",0,0,0,0)\n    DV01 A 0 A_CustomMissile(\"BlasterShot9Null0\",0,0,0,0)\n    DV01 BCDEFGHIJKLMNOPQRSTUVWXY 2\n    DV01 Z 2 A_NoBlocking\n    Stop\n  }\n}\n\nactor DarkSlicer\n{\n  obituary \"%o was sliced in two by the Darkvile 's god-like energy!\"\n  radius 4\n  height 6\n  speed 25\n  damage 12\n  renderstyle Add\n  alpha 0.75\n  attacksound \"weapon/disckill\"\n  Damagetype \"VileFires\"\n  PROJECTILE\n  +SEEKERMISSILE\n  +RIPPER\n  +EXTREMEDEATH\n  +LOOKALLAROUND\n  States\n  {\n  Spawn:\n    DV10 A 0 bright A_SeekerMissile (1,1)\n    DV10 A 2 bright A_SpawnItemEx(\"DarkSlicerTrail\",0,0,0,0,0,0,0,128)\n    DV10 A 0 bright A_SeekerMissile (1,1)\n    DV10 B 2 bright A_SpawnItemEx(\"DarkSlicerTrail\",0,0,0,0,0,0,0,128)\n    DV10 A 0 bright A_SeekerMissile (1,1)\n    DV10 C 2 bright A_SpawnItemEx(\"DarkSlicerTrail\",0,0,0,0,0,0,0,128)\n    DV10 A 0 bright A_SeekerMissile (1,1)\n    DV10 D 2 bright A_SpawnItemEx(\"DarkSlicerTrail\",0,0,0,0,0,0,0,128)\n    DV10 A 0 bright A_SeekerMissile (1,1)\n    DV10 E 2 bright A_SpawnItemEx(\"DarkSlicerTrail\",0,0,0,0,0,0,0,128)\n    DV10 A 0 bright A_SeekerMissile (1,1)\n    DV10 F 2 bright A_SpawnItemEx(\"DarkSlicerTrail\",0,0,0,0,0,0,0,128)\n    DV10 A 0 bright A_SeekerMissile (1,1)\n    DV10 G 2 bright A_SpawnItemEx(\"DarkSlicerTrail\",0,0,0,0,0,0,0,128)\n    DV10 A 0 bright A_SeekerMissile (1,1)\n    DV10 H 2 bright A_SpawnItemEx(\"DarkSlicerTrail\",0,0,0,0,0,0,0,128)\n    loop\n  Death:\n    BFE1 D 0 A_PlaySound(\"weapons/wavedeath\")\n    BFE1 D 8 Bright A_Explode(64, 64)\n    BFE1 EF 8 bright  A_FadeOut(0.10)\n    stop\n  }\n}\n\nActor DarkSlicerTrail\n{\n   \tPROJECTILE\n   \t+NOCLIP\n\t+CLIENTSIDEONLY\n    +NOTIMEFREEZE\n    Scale 1\n    Renderstyle ADD\n\tAlpha 0.6\n\tScale 0.8\n\tStates\n\t{\n\tSpawn:\n\t  TNT1 A 0\n      TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t  SLIC ABCDEFGH 1 Bright A_FadeOut(0.05)\n\t  Stop\n\tToaster:\n      TNT1 A 0\n\tStop\n\t}\n}\n\nACTOR DarkThunderBolt0\n{\n   Radius 4\n   Height 6\n   Speed 15\n   Damage 125\n   RENDERSTYLE ADD\n   Alpha 0.50\n   Scale 0.25\n   SeeSound \"darkthunder/fire\"\n   DeathSound \"darkthunder/fire\"\n   Damagetype \"VileFires\"\n   PROJECTILE\n   +SeekerMissile\n   states\n   {\n  Spawn:\n   DV06 C 0 bright A_BishopMissileWeave\n   DV06 C 0 bright A_PlaySound(\"darkthunder/fire\")\n   DV06 A 3 bright A_BishopMissileWeave\n   DV06 B 3 bright A_BishopMissileWeave\n   DV06 C 0 bright A_CustomMissile(\"ThunderRunner0\",random(0,25),random(-15,15),random(135,215))\n   DV06 C 3 bright A_BishopMissileWeave\n   DV06 C 0 bright A_BishopMissileWeave\n   DV06 D 3 bright A_BishopMissileWeave\n   DV06 E 3 bright A_BishopMissileWeave\n   DV06 F 0 bright A_CustomMissile(\"ThunderRunner0\",random(0,25),random(-15,15),random(110,240))\n   DV06 F 3 bright A_BishopMissileWeave\n   DV06 C 0 bright A_BishopMissileWeave\n   DV06 G 3 bright A_BishopMissileWeave\n   DV06 H 3 bright A_BishopMissileWeave\n   DV06 I 0 bright A_CustomMissile(\"ThunderRunner0\",random(0,25),random(-15,15),random(90,270))\n   DV06 I 3 bright A_BishopMissileWeave\n   loop\n Death:\n   DV06 K 3 bright A_CustomMissile(\"DarkThunderStrike0\",0,0,0,0)\n   DV06 JKLM 3 bright\n   stop\n   }\n}\n\nACTOR DarkThunderBolt1 : DarkThunderBolt0\n{\n   Alpha 0.75\n   Scale 1\n States\n   {\n Spawn:\n   TNT1 A 0 bright A_BishopMissileWeave\n   TNT1 A 0 bright A_PlaySound(\"darkthunder/fire\")\n   VCFT ABC 1 bright A_BishopMissileWeave\n   TNT1 A 0 bright A_CustomMissile(\"DarkThunderBoltTrail1\",0,0,0)\n   VCFT DEF 1 bright A_BishopMissileWeave\n   TNT1 A 0 bright A_CustomMissile(\"DarkThunderBoltTrail1\",0,0,0)\n   TNT1 A 0 bright A_CustomMissile(\"ThunderRunner1\",random(0,25),random(-15,15),random(135,215))\n   VCFT ABC 1 bright A_BishopMissileWeave\n   TNT1 A 0 bright A_CustomMissile(\"DarkThunderBoltTrail1\",0,0,0)\n   VCFT DEF 1 bright A_BishopMissileWeave\n   TNT1 A 0 bright A_CustomMissile(\"DarkThunderBoltTrail1\",0,0,0)\n   TNT1 A 0 bright A_CustomMissile(\"ThunderRunner1\",random(0,25),random(-15,15),random(110,240))\n   VCFT ABC 1 bright A_BishopMissileWeave\n   TNT1 A 0 bright A_CustomMissile(\"DarkThunderBoltTrail1\",0,0,0)\n   VCFT DEF 1 bright A_BishopMissileWeave\n   TNT1 A 0 bright A_CustomMissile(\"DarkThunderBoltTrail1\",0,0,0)\n   TNT1 A 0 bright A_CustomMissile(\"ThunderRunner1\",random(0,25),random(-15,15),random(90,270))\n   loop\n Death: // randomons-v1.2.5.1.1.pk3 > HellfireCyber\n   FRME A 3 BRIGHT\n   FRME B 3 bright A_Explode(500,250,1)\n   TNT1 AAAA 0 A_CustomMissile (\"OrangeParticleSpawner\", 0, 0, random (0, 360), 2, random (0, 180))\n   TNT1 A 0 Radius_Quake(15,20,0,20,0)\n   FRME CDEFGHIJKLMNOPQRS 3 BRIGHT\n   stop\n   }\n}\n\nACTOR DarkThunderBoltTrail1\n{\n  Renderstyle Add\n  Scale 1\n  PROJECTILE\n  +RIPPER\n  States\n  {\n  Spawn:\n  Death:\n    VCFT A 1 bright A_SetTranslucent(1.0,1)\n\tVCFT A 1 bright A_SetTranslucent(0.9,1)\n    VCFT B 1 bright A_SetTranslucent(0.8,1)\n    VCFT B 1 bright A_SetTranslucent(0.7,1)\n\tVCFT C 1 bright A_SetTranslucent(0.6,1)\n\tVCFT C 1 bright A_SetTranslucent(0.5,1)\n    VCFT D 1 bright A_SetTranslucent(0.4,1)\n    VCFT D 1 bright A_SetTranslucent(0.3,1)\n\tVCFT E 1 bright A_SetTranslucent(0.2,1)\n\tVCFT E 1 bright A_SetTranslucent(0.1,1)\n\tstop\n  }\n}\n\nACTOR ThunderRunnerTrail0\n{\n  Renderstyle Add\n  Scale 0.2\n  PROJECTILE\n  +FLOORHUGGER\n  +RIPPER\n  +NOEXPLODEFLOOR\n  -NOGRAVITY\n  States\n  {\n  Spawn:\n    DV07 ABCD 1\n  Death:\n    DV07 A 1 bright A_SetTranslucent(1.0,1)\n    DV07 B 1 bright A_SetTranslucent(0.9,1)\n\tDV07 C 1 bright A_SetTranslucent(0.8,1)\n\tDV07 D 1 bright A_SetTranslucent(0.7,1)\n    DV07 A 1 bright A_SetTranslucent(0.6,1)\n    DV07 B 1 bright A_SetTranslucent(0.5,1)\n\tDV07 C 1 bright A_SetTranslucent(0.4,1)\n\tDV07 D 1 bright A_SetTranslucent(0.3,1)\n    DV07 A 1 bright A_SetTranslucent(0.6,1)\n    DV07 B 1 bright A_SetTranslucent(0.5,1)\n\tDV07 C 1 bright A_SetTranslucent(0.4,1)\n\tDV07 D 1 bright A_SetTranslucent(0.3,1)\n\tDV07 A 1 bright A_SetTranslucent(0.2,1)\n\tDV07 B 1 bright A_SetTranslucent(0.1,1)\n\tDV07 C 1 bright A_SetTranslucent(0.0,1)\n\tstop\n  }\n}\n\nACTOR ThunderRunnerTrail1 : ThunderRunnerTrail0\n{\n  Scale 0.5\n  States\n  {\n  Spawn:\n    VCBA ABC 1\n  Death:\n    VCBA A 1 bright A_SetTranslucent(1.0,1)\n    VCBA B 1 bright A_SetTranslucent(0.9,1)\n\tVCBA C 1 bright A_SetTranslucent(0.8,1)\n\tVCBA A 1 bright A_SetTranslucent(0.7,1)\n    VCBA B 1 bright A_SetTranslucent(0.6,1)\n    VCBA C 1 bright A_SetTranslucent(0.5,1)\n\tVCBA A 1 bright A_SetTranslucent(0.4,1)\n\tVCBA B 1 bright A_SetTranslucent(0.3,1)\n    VCBA C 1 bright A_SetTranslucent(0.6,1)\n    VCBA A 1 bright A_SetTranslucent(0.5,1)\n\tVCBA B 1 bright A_SetTranslucent(0.4,1)\n\tVCBA C 1 bright A_SetTranslucent(0.3,1)\n\tVCBA A 1 bright A_SetTranslucent(0.2,1)\n\tVCBA B 1 bright A_SetTranslucent(0.1,1)\n\tVCBA C 1 bright A_SetTranslucent(0.0,1)\n\tstop\n  }\n}\n\nACTOR ThunderRunner0\n{\n  obituary \"%o was split-fried by the Darkvile 's god-like energy!\"\n  radius 5\n  height 5\n  renderstyle Add\n  scale 0.3\n  speed 30\n  damage 20\n  Damagetype \"VileFires\"\n  PROJECTILE\n  +BLOODSPLATTER\n  +FLOORHUGGER\n  +NOEXPLODEFLOOR\n  -NOGRAVITY\n  -COUNTKILL\n  States\n  {\n  Spawn:\n    DV07 A 1 bright A_BishopMissileWeave\n    DV07 A 0 bright A_CustomMissile(\"ThunderRunnerTrail0\",0,0,0)\n\tDV07 B 1 bright A_BishopMissileWeave\n\tDV07 B 0 bright A_CustomMissile(\"ThunderRunnerTrail0\",0,0,0)\n\tDV07 C 1 bright A_BishopMissileWeave\n    DV07 C 0 bright A_CustomMissile(\"ThunderRunnerTrail0\",0,0,0)\n\tDV07 D 1 bright A_BishopMissileWeave\n\tDV07 D 0 bright A_CustomMissile(\"ThunderRunnerTrail0\",0,0,0)\n\tloop\n  Death:\n    DV06 K 0 bright A_Explode(80,160,1)\n\tDV06 K 0 bright\n\tDV06 KLM 3 bright\n\tstop\n  }\n}\n\nACTOR ThunderRunner1 : ThunderRunner0\n{\n  obituary \"%o was roasted by an Archvile midget, a goddamn vicious little rim-rat!\"\n  States\n  {\n  Spawn:\n    VCBA A 1 bright A_BishopMissileWeave\n    VCBA A 0 bright A_CustomMissile(\"ThunderRunnerTrail1\",0,0,0)\n\tVCBA B 1 bright A_BishopMissileWeave\n\tVCBA B 0 bright A_CustomMissile(\"ThunderRunnerTrail1\",0,0,0)\n\tVCBA C 1 bright A_BishopMissileWeave\n    VCBA C 0 bright A_CustomMissile(\"ThunderRunnerTrail1\",0,0,0)\n\tloop\n  Death:\n    VCBA A 0 bright A_Explode(40,160,1)\n\tVCBA A 0 bright\n\tVCBA ABC 3 bright\n\tstop\n  }\n}\n\nACTOR ThunderRunnerNull0\n{\n  radius 5\n  height 5\n  Speed 1\n  renderstyle Add\n  scale 0.3\n  PROJECTILE\n  +BLOODSPLATTER\n  +NOEXPLODEFLOOR\n  -NOGRAVITY\n  states\n  {\n  Spawn:\n    NULL A 1 bright\n    NULL A 0 bright A_Mushroom(\"ThunderRunner0\",4)\n\tNULL B 1 bright A_BishopMissileWeave\n\tNULL B 0 bright\n\tNULL C 1 bright A_BishopMissileWeave\n    NULL C 0 bright\n\tNULL D 1 bright A_BishopMissileWeave\n\tNULL D 0 bright\n\tgoto death\n  Death:\n    NULL K 0 bright A_Mushroom(\"ThunderRunner0\",4)\n\tNULL K 0 bright\n\tNULL KLM 3 bright\n\tstop\n  }\n}\n\nACTOR BlasterShot90\n{\n    Radius 6\n    Height 7\n    Speed 45\n    Damage 2\n    SEESOUND \"weapons/blastershot\"\n    DEATHSOUND \"imp/shotx\"\n    PROJECTILE\n\t-COUNTKILL\n    Scale .5\n    +HexenBounce\n    +Ripper\n    ExplosionDamage 4\n    +RocketTrail\n    ExplosionRadius 72\n    RENDERSTYLE ADD\n    Alpha 0.67\n    states\n    {\n    Spawn:\n       DV09 A 4 BRIGHT\n       DV09 B 4 BRIGHT\n\t   DV09 A 4 BRIGHT\n       DV09 B 4 BRIGHT\n\t   DV09 A 4 BRIGHT\n       DV09 B 4 BRIGHT\n\t   DV09 A 4 BRIGHT\n       DV09 B 4 BRIGHT\n\t   DV09 A 4 BRIGHT\n       DV09 B 4 BRIGHT\n       Goto Death\n    Death:\n       DV09 A 3 BRIGHT A_Explode\n       DV09 B 3 BRIGHT A_SpawnDebris(\"BlasterSpark90\")\n       DV09 C 3 BRIGHT\n       DV09 D 3 BRIGHT\n       DV09 E 3 BRIGHT\n       Stop\n    }\n}\n\nACTOR BlasterShot9Null0\n{\n    Radius 6\n    Height 7\n\tSpeed 1\n    PROJECTILE\n\t-COUNTKILL\n    Scale .5\n    +HexenBounce\n    +Ripper\n    +RocketTrail\n    RENDERSTYLE ADD\n    Alpha 0.67\n    states\n    {\n    Spawn:\n       NULL A 4 BRIGHT\n       NULL B 4 BRIGHT A_Mushroom(\"BlasterShot90\",8)\n       Goto Death\n    Death:\n       NULL A 3 BRIGHT A_Mushroom(\"BlasterShot90\",8)\n       NULL B 3 BRIGHT\n       NULL C 3 BRIGHT\n       NULL D 3 BRIGHT\n       NULL E 3 BRIGHT\n       Stop\n    }\n}\n\nACTOR BlasterSpark90\n{\n    Health 4\n    Radius 3\n    Height 6\n    Speed .1\n    RenderStyle ADD\n    Alpha 1\n    Scale .1\n    Mass 0\n    +missile\n    +doombounce\n    +FLOORCLIP\n    +DONTSPLASH\n    States\n    {\n       DV09 A 1\n       DV09 ABABA 1  Bright A_SetTranslucent(.8,1)\n       DV09 ABABABA 1  Bright A_SetTranslucent(.6,1)\n       DV09 ABABABABA 1  Bright A_SetTranslucent(.4,1)\n       DV09 ABABABABABA 1 Bright A_SetTranslucent(.2,1)\n       Stop\n    }\n}\n\nACTOR DarkThunderStrike0\n{\n obituary \"%o got fried by Lightning of Darkness!\"\n renderstyle Add\n scale 2.0\n height 60\n radius 3\n speed 0\n PROJECTILE\n +FLOORHUGGER\n +NOCLIP\n states\n {\n Spawn:\n   DV08 A 1 bright\n Death:\n   DV08 A 2 bright A_Explode(500,250)\n   DV08 B 2 bright A_PlaySound(\"darkthunder/fire\")\n   DV08 C 2 bright\n   DV08 B 2 bright\n   DV08 C 1 bright\n   stop\n   }\n}\n\nACTOR MinivileSpawn\n{\n   Radius 5\n   Height 5\n   Speed 12\n   Damage 250\n   RENDERSTYLE Normal\n   Damagetype \"VileFires\"\n   PROJECTILE\n   +THRUGHOST\n   -NOGRAVITY\n   Gravity 0.25\n   SEESOUND \"darkthunder/death\"\n   DEATHSOUND \"vile/firecrkl\"\n   states\n   {\n   Spawn:\n      ARCB AAAABBBBCCCC 1 Bright A_SpawnItem(\"HellionSmokeSpawner\",0,0)\n      Loop\n   Death:\n      ARCB J 0 BRIGHT A_SetTranslucent (0.67,1)\n      ARCB J 3 BRIGHT A_SpawnItem(\"MiniArchvile\",0,0)\n      ARCB K 3 Bright A_Explode(250,128,0)\n      ARCB LMN 3 Bright\n      Stop\n   }\n}\n\nACTOR MiniArchvile : Archvile\n{\n  OBITUARY \"%o was roasted by an Archvile midget, a goddamn vicious little rim-rat!\"\n  Health 450\n  Radius 10\n  Height 28\n  Mass 250\n  Speed 28\n  Scale 0.5\n  PainChance 30\n  SEESOUND \"minivile/sight\"\n  ACTIVESOUND \"minivile/active\"\n  PAINSOUND \"minivile/pain\"\n  DEATHSOUND \"minivile/death\"\n  Species \"Viles\"\n  DamageFactor \"VileFires\", 0.0\n  DropItem \"LifeEssence\" 128\n  DropItem \"ArmorBonusMax\" 128\n  DropItem \"DustMana\" 128\n  +FloorClip\n  +QuickToRetaliate\n  +ShortMissileRange\n  +DONTHURTSPECIES\n  +LOOKALLAROUND\n  +MISSILEMORE\n  Tag \"\\c[g5]Mini Archvile\\c-\"\n  states\n  {\n  Spawn:\n    TNT1 A 0 A_SetInvulnerable\n    VCOZ CB 8\n\tVCOZ A 20\n\tTNT1 A 0 A_PlaySoundEx(\"brain/spit\",\"Voice\",0,2)\n  \tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n\tVCOZ A 4\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n\tVCOZ B 4\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n\tVCOZ C 4\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n\tVCOZ D 4\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n\tVCOZ E 4\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n\tVCOZ F 4\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n\tVCOZ G 4\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n\tVCOZ H 4\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n\tVCOZ I 4\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n\tVCOZ J 4\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n\tVCOZ K 4\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n\tVCOZ L 4\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n\tVCOZ M 4\n\tTNT1 A 0 A_PlaySoundEx(\"minivile/active\",7,0,0.4)\n\tTNT1 A 0 A_UnSetInvulnerable\n  SpawnLoop:\n    VILC AB 10 A_Look\n    Loop\n  Idle:\n    VILC AB 10 A_Look\n    Loop\n  See:\n    VILC AABBCCDDEEFF 2 A_VileChase\n    Loop\n  Missile:\n    TNT1 A 0 BRIGHT A_Jump(128,\"Missile2\")\n    TNT1 A 0 BRIGHT A_Jump(64,\"Missile3\")\n    TNT1 A 0 BRIGHT A_VileStart\n    VILC G 10 BRIGHT A_FaceTarget\n    VILC HIJKLMN 8 BRIGHT A_FaceTarget\n    VILC O 8 BRIGHT A_CustomMissile(\"Firewall\", 20, 0, 0)\n    VILC P 20 BRIGHT\n    Goto See\n  Missile2:\n\tTNT1 A 0 BRIGHT A_Jump(64,\"Missile3\")\n    TNT1 A 0 BRIGHT A_PlaySound(\"darkvile/fire\")\n    VIL2 AABB 5 BRIGHT A_FaceTarget\n\tVIL2 C 0 A_CustomMissile(\"MiniVileFloorFire\",20,0,30,0)\n\tVIL2 C 0 A_CustomMissile(\"MiniVileFloorFire\",20,0,60,0)\n\tVIL2 C 0 A_CustomMissile(\"MiniVileFloorFire\",20,0,90,0)\n\tVIL2 C 0 A_CustomMissile(\"MiniVileFloorFire\",20,0,120,0)\n\tVIL2 C 0 A_CustomMissile(\"MiniVileFloorFire\",20,0,150,0)\n\tVIL2 C 0 A_CustomMissile(\"MiniVileFloorFire\",20,0,180,0)\n\tVIL2 C 0 A_CustomMissile(\"MiniVileFloorFire\",20,0,210,0)\n\tVIL2 C 0 A_CustomMissile(\"MiniVileFloorFire\",20,0,240,0)\n\tVIL2 C 0 A_CustomMissile(\"MiniVileFloorFire\",20,0,270,0)\n\tVIL2 C 0 A_CustomMissile(\"MiniVileFloorFire\",20,0,300,0)\n\tVIL2 C 0 A_CustomMissile(\"MiniVileFloorFire\",20,0,330,0)\n\tVIL2 C 10 A_CustomMissile(\"MiniVileFloorFire\",20,0,0,0)\n    Goto See\n  Missile3:\n    VILC G 0 BRIGHT A_FaceTarget\n    VILC G 40 BRIGHT A_PlaySound(\"darkthunder/charge\")\n    VILC G 4 BRIGHT A_FaceTarget\n    VILC G 0 BRIGHT A_PlaySound(\"darkthunder/charge2\")\n    VILC GHIJKLMNO 4 BRIGHT\n    VILC P 4 BRIGHT A_CustomMissile(\"DarkThunderBolt1\",32,0,0,0,0)\n\tGoto See\n  Heal:\n    VILC \"[\\]\" 10 BRIGHT\n    Goto See\n  Pain:\n    VILC Q 5\n    VILC Q 5 A_Pain\n    Goto See\n  Death:\n    VILC Q 7\n    VILC R 7 A_Scream\n    VILC S 7 A_NoBlocking\n    VILC TUV 7\n    VILC W 7 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n    VILC XY 5\n    VILC Z -1\n    Stop\n  }\n}\n\nACTOR DarkIce0\n{\n   Radius 4\n   Height 6\n   Speed 20\n   Damage 1\n   SEESOUND \"darkice/shot\"\n   DEATHSOUND \"darkice/death\"\n   RENDERSTYLE ADD\n   Alpha 0.67\n   Damagetype \"VileFires\"\n   PROJECTILE\n   +IceDamage\n   +SeekerMissile\n   states\n   {\n   Spawn:\n      DV04 A 0 BRIGHT A_CStaffMissileSlither\n      DV04 B 2 BRIGHT A_SeekerMissile(20,20)\n      Loop\n   Death:\n      DV04 CDEF 3 BRIGHT\n      Stop\n   }\n}\n\nActor Firewall\n{\n  Radius 13\n  Height 8\n  Speed 20\n  Damage 6\n  Damagetype \"VileFires\"\n  Projectile\n  +SEEKERMISSILE\n  +FLOORHUGGER\n  -NOGRAVITY\n  +RIPPER\n  ReactionTime 100\n  Obituary \"%o was roasted by an Archvile midget, a goddamn vicious little rim-rat!\"\n  Seesound \"weapons/diasht\"\n  DeathSound \"weapons/firex3\"\n  States\n  {\n  Spawn:\n\tTNT1 A 0 A_PlaySoundEx(\"monster/ambientfire2\",7,1)\n    TNT1 A 1 A_CStaffMissileSlither\n\tTNT1 A 0 A_SeekerMissile(2,3)\n    TNT1 A 0 A_Countdown\n    TNT1 A 0 A_SpawnItemEx(\"FirewallTrail\")\n    Loop\n  Death:\n    TNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAAA 0 A_CustomMissile(\"Kaboom3\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n    TNT1 A 0 A_StopSound(7)\n    Stop\n  }\n}\n\nActor MiniVileFloorFire : Firewall\n{\n  Radius 5\n  Height 5\n  Damage 6\n  -RIPPER\n  ReactionTime 50\n  States\n  {\n  Spawn:\n\tTNT1 A 0 A_PlaySoundEx(\"monster/ambientfire2\",7,1)\n    TNT1 A 1 A_CStaffMissileSlither\n\tTNT1 A 0 A_SeekerMissile(1,2)\n    TNT1 A 0 A_Countdown\n    TNT1 A 0 A_SpawnItemEx(\"MiniVileFloorFireTrail\")\n    Loop\n  Death:\n    TNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAAA 0 A_CustomMissile(\"Kaboom3\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n    TNT1 A 0 A_StopSound(7)\n    FTR0 K 4 Bright\n    FTR0 L 4 Bright A_Explode(32, 64)\n    FTR0 MNO 3 Bright\n    Stop\n  }\n}\n\nActor FirewallTrail\n{\n  Radius 8\n  Height 13\n  Speed 0\n  Damagetype \"VileFires\"\n  RenderStyle Add\n  Alpha 0.85\n  Scale 0.75\n  Projectile\n  +FLOORHUGGER\n  -NOGRAVITY\n  +BLOODLESSIMPACT\n  States\n  {\n  Spawn:\n    FLMV A 2 Bright A_PlaySound(\"legendaryflame/crackle\")\n    FLMV B 2 Bright A_Explode(4,64,0)\n    FLMV C 2 Bright A_PlaySound(\"legendaryflame/crackle\")\n    FLMV D 2 Bright A_Explode(4,64,0)\n    FLMV E 2 Bright A_PlaySound(\"legendaryflame/crackle\")\n    FLMV F 2 Bright A_Explode(4,64,0)\n    FLMV G 2 Bright A_PlaySound(\"legendaryflame/crackle\")\n    FLMV H 2 Bright A_Explode(4,64,0)\n    FLMV I 2 Bright A_PlaySound(\"legendaryflame/crackle\")\n    FLMV J 2 Bright A_Explode(4,64,0)\n    FLMV K 2 Bright A_PlaySound(\"legendaryflame/crackle\")\n    FLMV L 2 Bright A_Explode(4,64,0)\n    FLMV M 2 Bright A_PlaySound(\"legendaryflame/crackle\")\n    FLMV N 2 Bright A_Explode(4,64,0)\n\tFLMV O 0 A_Jump(32,\"Spawn\")\n    FLMV OPQR 2 Bright\n    Stop\n  }\n}\n\nActor MiniVileFloorFireTrail : FirewallTrail\n{\n  Radius 5\n  Height 5\n  Alpha 0.8\n  Scale 1.3\n  States\n  {\n  Spawn:\n    FTR0 ABCDEFGHIJ 2 Bright A_Explode(4,50)\n    stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Items/Souls0.txt",
        "contents": "ACTOR PainLordSoul0 : PainLordSoul2 Replaces PainLordSoul2\n{\n   Inventory.InterHubAmount 2\n   States\n   {\n   Use:\n      TNT1 A 0 A_JumpIfInventory(\"OccultDarkMatterToken\",1,\"GiveItem\")\n      TNT1 A 0 A_JumpIfInventory(\"OccultSpellbookNoSkin0\",1,\"SpellbookUpgrade\")\n   GiveItem:\n\t  TNT1 A 0 A_Playsound(\"Soul/Hit\")\n\t  TNT1 A 0 A_GiveInventory(\"SoulSphere\")\n      Stop\n   }\n}\n\nACTOR ChaosEssence0 : ChaosEssence2 Replaces ChaosEssence2\n{\n   Inventory.InterHubAmount 2\n   States\n   {\n   Use:\n      TNT1 A 0 A_JumpIfInventory(\"OccultChaosLightningToken\",1,\"GiveItem\")\n      TNT1 A 0 A_JumpIfInventory(\"OccultSpellbookNoSkin0\",1,\"SpellbookUpgrade\")\n   GiveItem:\n\t  TNT1 A 0 A_Playsound(\"Soul/Hit\")\n\t  TNT1 A 0 A_GiveInventory(\"LifeSphere\")\n      Stop\n   }\n}\n\nACTOR DarkvileEnergy : PainLordSoul\n{\n   Inventory.InterHubAmount 2\n   Inventory.PickupMessage \"You have acquired the Darkvile's Energy!\"\n   Inventory.Icon SOITE0\n   Tag \"Darkvile Energy - Acts as a portable Life Sphere, or upgrades a certain weapon...\"\n   States\n   {\n   Spawn:\n      TNT1 A 1 A_SpawnItemEx(\"DarkvileEnergyItemFX\",0,0,18,frandom(-1,1),frandom(-1,1),frandom(-1,1))\n      Loop\n   Use:\n      TNT1 A 0 A_JumpIfInventory(\"SlicerToken\",1,\"GiveItem\")\n      TNT1 A 0 A_JumpIfInventory(\"OccultSpellbookNoSkin0\",1,\"SpellbookUpgrade\")\n   GiveItem:\n\t  TNT1 A 0 A_Playsound(\"Soul/Hit\")\n\t  TNT1 A 0 A_GiveInventory(\"LifeSphere\")\n      Stop\n   SpellbookUpgrade:\n\t  TNT1 A 0 A_Print(\"The Occult Spellbook now has the ability to use Slicer!\")\n\t  TNT1 A 0 A_Playsound(\"Soul2/Hit\")\n\t  TNT1 A 0 A_GiveInventory(\"OccultCanUpgrade\")\n\t  TNT1 A 0 A_GiveInventory(\"SlicerToken\")\n\t  Stop\n   }\n}\n\nActor DarkvileEnergyItemFX : PainLordSoulItemFX\n{\n\tStates\n\t{\n\tSpawn:\n\t   TNT1 A 2\n\t   RSL1 BDFHJLNPRTVXZ 1\n\t   RSL2 B 1 A_FadeOut(0.2)\n\t   Wait\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Items/Edits/SphereOfPower0.txt",
        "contents": "ACTOR SphereOfPower : CustomInventory\n{\n+INVENTORY.INVBAR\n-INVENTORY.UNDROPPABLE\n+INVENTORY.HUBPOWER\n+INVENTORY.PERSISTENTPOWER\n+FLOATBOB\nInventory.Amount 1\nInventory.MaxAmount 4\nInventory.InterHubAmount 4\nInventory.Icon \"MINSZ0\"\nInventory.UseSound \"regeneration/use\"\nInventory.PickupSound \"misc/p_pkup\"\nInventory.PickupMessage \"You got the Sphere of Power!\"\nTag \"Sphere of Power\"\nStates\n{\nSpawn:\n\tTNT1 A 0 A_CustomMissile (\"BlueSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tTNT1 A 0 A_CustomMissile (\"GreenSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tMINS AAAABBBBCCCC 1 Bright A_SpawnItem(\"BlueSphereFlare\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"BlueSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tTNT1 A 0 A_CustomMissile (\"GreenSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tMINS DDDDCCCCBBBB 1 Bright A_SpawnItem(\"BlueSphereFlare\",0,38)\n\tLoop\nUse:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"PowerWeaponLevel2Complex\", 1, \"Refuse\")\n\t//TNT1 A 0 A_JumpIfInventory(\"TrueLegendaryRuneItem2\", 1, \"InfiniteUse\")\n\tTNT1 A 1 A_GiveInventory(\"SphereOfPowerItem\")\n\tStop\nInfiniteUse:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"regeneration/use\")\n\tTNT1 A 1 A_GiveInventory(\"SphereOfPowerItem\")\n\tFail\nRefuse:\n\tTNT1 A 0\n\tFail\n}\n}\n\nACTOR SphereOfPowerItem : ArtiTomeOfPower\n{\n+INVENTORY.AUTOACTIVATE\n+INVENTORY.UNDROPPABLE\n-INVENTORY.INVBAR\nPowerup.Type WeaponLevel2Complex\nInventory.Amount 0\n}\n\nACTOR PowerWeaponLevel2Complex : PowerWeaponLevel2\n{\nInventory.Icon \"MINSY0\"\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Items/Edits/Shirosphere0.txt",
        "contents": "ACTOR Shirosphere : CustomInventory 17755\n{\n  Inventory.Amount 1\n  Inventory.MaxAmount 1\n  Renderstyle Add\n  +INVENTORY.BIGPOWERUP\n  -INVENTORY.UNDROPPABLE\n  +INVENTORY.INVBAR\n  +FLOATBOB\n  -FLOAT\n  Inventory.Icon SLVSL0\n  Inventory.PickupSound \"touhou/sight\"\n  Inventory.PickupMessage \"Shirosphere! Call forth the power of Shinki's daughter!\"\n  Tag \"Shirosphere - Summons the daughter of Shinki\"\n  States\n  {\n  Spawn:\n\tTNT1 A 0 A_CustomMissile (\"PurpleSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tTNT1 A 0 A_CustomMissile (\"WhiteSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n    SLVS HHHHHHIIIIII 1 Bright A_SpawnItem(\"PurpleSphereFlare\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"PurpleSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tTNT1 A 0 A_CustomMissile (\"WhiteSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n    SLVS JJJJJJKKKKKK 1 Bright A_SpawnItem(\"PurpleSphereFlare\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"PurpleSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tTNT1 A 0 A_CustomMissile (\"WhiteSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n    SLVS JJJJJJIIIIII 1 Bright A_SpawnItem(\"PurpleSphereFlare\",0,38)\n    loop\n  Use:\n    TNT1 A 0 A_SpawnItemEx (\"TeleportFog\", 56, 0, 8, 0, 0, 0, 0, 1)\n    TNT1 A 1 A_SpawnItemEx (\"ShirohimaYumikira\", 56, 0, 8, 0, 0, 0, 0, 1)\n    stop\n  }\n}\n\nACTOR NemesisShirosphere : CustomInventory 17755\n{\n  Inventory.Amount 1\n  Inventory.MaxAmount 1\n  Renderstyle Add\n  +INVENTORY.BIGPOWERUP\n  -INVENTORY.UNDROPPABLE\n  +INVENTORY.INVBAR\n  +FLOATBOB\n  -FLOAT\n  Inventory.Icon SLVSO0\n  Inventory.PickupSound \"touhou/sight\"\n  Inventory.PickupMessage \"NEMESIS Shirosphere! Call forth the power of Undead Shinki's daughter!\"\n  Tag \"Nemesis Shirosphere - Summons the daughter of Undead Shinki\"\n  States\n  {\n  Spawn:\n\tTNT1 A 0 A_CustomMissile (\"WhiteSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n    SLVS NNNNNNNNNNNN 1 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tTNT1 A 0 A_CustomMissile (\"WhiteSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n    SLVS NNNNNNNNNNNN 1 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tTNT1 A 0 A_CustomMissile (\"WhiteSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n    SLVS NNNNNNNNNNNN 1 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n    loop\n  Use:\n    TNT1 A 0 A_SpawnItemEx (\"TeleportFog\", 56, 0, 8, 0, 0, 0, 0, 1)\n    TNT1 A 1 A_SpawnItemEx (\"NemesisShirohima\", 56, 0, 8, 0, 0, 0, 0, 1)\n    stop\n  }\n}"
      }
    ]
  },
  "maps": []
}

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