Raw model (for completeness)
{
"meta": {
"id": "08d95033-5b90-41d5-bd3c-b7f381ab97ad",
"sha1": "13fe942fb90f8d803260c6e2bb94d75c5cc5e404",
"sha256": "4a757e22c80ff1c8723ed4da865de7efde3c999244c55f25432f2455a470fcab",
"filenames": [
"brutalv21expansion0.4.2.pk3"
],
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"engines": [],
"iwad": [],
"filename": null,
"added": "2021-01-10 03:04:21",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": null,
"palettes": null,
"categories": null
},
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"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2021-01-10 03:04:21",
"file": {
"type": "PK3",
"size": 7804601,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/13fe942fb90f8d803260c6e2bb94d75c5cc5e404/13fe942fb90f8d803260c6e2bb94d75c5cc5e404.pk3.gz",
"corrupt": false
},
"content": {
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"lumps": 914,
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},
"text_files": [
{
"source": "pk3",
"name": "Ammo.txt",
"contents": "ACTOR BasicAmmoPickup : Ammo\n{\n scale 1.0\n radius 8\n height 16\n +FORCEXYBILLBOARD\n -COUNTITEM\n -INVENTORY.ALWAYSPICKUP\n Inventory.Amount 0\n Inventory.MaxAmount 99999\n +Quiet\n}\n\n// Backpack ---------------------------------------------------------------\n\nACTOR AmmoSupply : BackpackItem Replaces Backpack\n{\n\tGame Doom\n\tSpawnID 144\n\tHeight 26\n\tInventory.PickupMessage \"$GOTBACKPACK\"\n\tInventory.PickupSound \"BACKPACK\"\n\t-INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tBPAK A -1\n\t\tStop\n\t}\n}\n\nACTOR Clip2 : Ammo\n{\n\tGame Doom\n\tSpawnID 11\n\tInventory.PickupMessage \"Picked up a Rifle Magazine.\"\n\tInventory.Amount 30\n\tInventory.MaxAmount 300\n\tAmmo.BackpackAmount 30\n\tAmmo.BackpackMaxAmount 600\n\tInventory.Icon \"CLIPA0\"\n\tInventory.PickupSound \"CLIPICK2\"\n\tScale 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\t}\n}\n\nACTOR FakeClip1Sprite: BasicAmmoPickup\n{\n Scale 0.9\n VisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer\n radius 24\n height 24\n +FORCEXYBILLBOARD\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n States\n {\n\t Spawn:\n\t\tCLIP C 0\n\t\tCLIP C 4\n\t\tStop\n }\n}\n\nACTOR FakeClip2Sprite: BasicAmmoPickup\n{\n Scale 0.9\n VisibleToPlayerClass Purist\n radius 24\n height 24\n +FORCEXYBILLBOARD\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n States\n {\n\t Spawn:\n\t\tCLIP A 0\n\t\tCLIP A 4\n\t\tStop\n }\n}\n\nACTOR Clip2Spawner: CustomInventory\n{\n radius 24\n height 24\n +FORCEXYBILLBOARD\n Inventory.PickupMessage \"Picked up a Rifle Magazine.\"\n Inventory.PickupSound \"CLIPICK2\"\n Mass 1\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tCLIP A 10\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tCLIP A -1\n\t\tStop\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_GiveInventory(\"Clip2\", 30)\n\t\tStop\n\tPurist:\n\t TNT1 A 0 A_GiveInventory(\"Clip2\", 10)\n\t\tStop\n }\n}\n\n\tACTOR Clip1 : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a Pistol Magazine.\"\n\tInventory.Amount 15\n\tInventory.MaxAmount 200\n\tAmmo.BackpackAmount 15\n\tAmmo.BackpackMaxAmount 400\n\tInventory.Icon \"CLIPC0\"\n\tInventory.PickupSound \"CLIPICK\"\n\tScale 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP C -1\n\t\tStop\n\t}\n}\n\nACTOR Clip1Spawner: CustomInventory\n{\n radius 24\n height 24\n +FORCEXYBILLBOARD\n Inventory.PickupMessage \"Picked up a Pistol Magazine.\"\n Inventory.PickupSound \"CLIPICK\"\n Mass 1\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\tStay:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"FakeClip1Sprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeClip2Sprite\")\n\t\tTNT1 A 2\n\t\tLoop\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_GiveInventory(\"Clip1\", 15)\n\t\tStop\n\tPurist:\n\t TNT1 A 0 A_GiveInventory(\"Clip2\", 10)\n\t\tStop\n }\n}\n\nACTOR Mauser9mm : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a Mauser 9mm Magazine for the MP40.\"\n\tInventory.Amount 32\n\tInventory.MaxAmount 200\n\tAmmo.BackpackAmount 32\n\tAmmo.BackpackMaxAmount 400\n\tInventory.Icon \"CLIPB0\"\n\tInventory.PickupSound \"CLIPICK\"\n\tScale 0.6\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP B -1\n\t\tStop\n\t}\n}\n\nActor ClipReplacer : BasicAmmoPickup Replaces Clip\n{\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDDisableNewGuns\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Jump(4, \"Spawn3\") // Mauser 9mm\n\t\tTNT1 A 0 A_Jump(16, \"Spawn2\") // Pistol Ammo\n\n\tVanilla:\n\tSpawn1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"Clip2Spawner\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"Clip1Spawner\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"Mauser9mm\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n }\n}\n\nACTOR Clip1Drop: CustomInventory\n{\n radius 24\n height 24\n +THRUACTORS +FORCEXYBILLBOARD\n Inventory.PickupMessage \"Picked up a Pistol Magazine\"\n Inventory.PickupSound \"CLIPIN\"\n Mass 1\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\tStay:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"FakeClip1Sprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeClip2Sprite\")\n\t\tTNT1 A 2\n\t\tLoop\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_GiveInventory(\"Clip1\", 15)\n\t\tStop\n\tPurist:\n\t TNT1 A 0 A_GiveInventory(\"Clip2\", 10)\n\t\tStop\n }\n}\n\nACTOR ClipBox2 : Clip2\n{\n\tGame Doom\n\tSpawnID 139\n\tInventory.PickupMessage \"Picked up a box of rifle ammunition.\"\n\tInventory.PickupSound \"CBOXPICK\"\n\tInventory.Amount 50\n\tScale 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tAMMO A -1\n\t\tStop\n\t}\n}\n\nACTOR FakeClipBoxSprite: BasicAmmoPickup\n{\n Scale 0.9\n VisibleToPlayerClass Purist\n radius 24\n height 24\n +FORCEXYBILLBOARD\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n States\n {\n\n\t Spawn:\n\t\tAMMO A 0\n\t\tAMMO A 4\n\t\tStop\n }\n}\n\nACTOR PistolAmmoBox: Clip1\n{\n Game Doom\n Scale 0.9\n Inventory.PickupMessage \"Picked up a box of pistol ammunition!\"\n Inventory.PickupSound \"CBOXPICK\"\n Inventory.Amount 50\n States\n {\n Spawn:\n 4M0K A -1\n Stop\n }\n}\n\nACTOR FakePABSprite: BasicAmmoPickup\n{\n Scale 0.9\n VisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer\n radius 24\n height 24\n +FORCEXYBILLBOARD\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n States\n {\n\n\t Spawn:\n\t\t4M0K A 0\n\t\t4M0K A 4\n\t\tStop\n }\n}\n\nACTOR PistolAmmoBoxSpawner: CustomInventory\n{\n radius 24\n height 24\n +FORCEXYBILLBOARD\n Inventory.PickupMessage \"Picked up a box of pistol ammunition!\"\n Inventory.PickupSound \"CBOXPICK\"\n Mass 1\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\tStay:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"FakePABSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeClipBoxSprite\")\n\t\tTNT1 A 2\n\t\tLoop\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_GiveInventory(\"Clip1\", 50)\n\t\tStop\n\tPurist:\n\t TNT1 A 0 A_GiveInventory(\"Clip2\", 50)\n\t\tStop\n }\n}\n\nACTOR BuzzSawAmmo : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a belt of MG42 ammo.\"\n\tInventory.PickupSound \"CBOXPICK\"\n\tInventory.Amount 50\n\tInventory.MaxAmount 300\n\tAmmo.BackpackAmount 50\n\tAmmo.BackpackMaxAmount 600\n\tInventory.Icon \"HBUSE0\"\n\tScale 0.6\n\tStates\n\t{\n\tSpawn:\n\t\tHBUS E -1\n\t\tStop\n\t}\n}\n\nActor ClipBoxReplacer : BasicAmmoPickup Replaces ClipBox\n{\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDDisableNewGuns\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Jump(4, \"Spawn3\") // Buzzsaw ammo\n\t\tTNT1 A 0 A_Jump(16, \"Spawn2\") // Pistol ammo box\n\t\tTNT1 A 2\n\n\tVanilla:\n\tSpawn1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"ClipBox2\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"PistolAmmoBoxSpawner\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"BuzzSawAmmo\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n }\n}\n\nACTOR AmmoRocket : Ammo\n{\n\tGame Doom\n\tSpawnID 140\n\tInventory.PickupMessage \"$GOTROCKET\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 50\n\tAmmo.BackpackAmount 1\n\tAmmo.BackpackMaxAmount 100\n\tInventory.Icon \"ROCKA0\"\n\tInventory.Pickupsound \"RCKCLIP\"\n\tScale 0.9\n\t+NOTAUTOAIMED\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NORADIUSDMG\n\t+FORCERADIUSDMG\n\n\tdamagefactor \"Shrapnel\", 0.0 damagefactor \"Trample\", 0.0\n\tdamagefactor \"Head\", 0.0\tdamagefactor \"FriendBullet\", 0.0 damagefactor \"Taunt\", 0.0 damagefactor \"KillMe\", 0.0\n\tdamagefactor \"CancelTeleportFog\", 0.0\tdamagefactor \"BHFTOnBarrel\", 0.0\tdamagefactor \"GibRemoving\", 0.0\n\tdamagefactor \"SpawnMarine\", 0.0\tdamagefactor \"TeleportRemover\", 0.0\tdamagefactor \"MinorHead\", 0.0\n\tdamagefactor \"Decaptate\", 0.0\tdamagefactor \"MonsterKnocked\", 0.0\n\tDamageFactor \"CauseSplash\", 0.0 DamageFactor \"CauseObjectsToSplashSlime\", 0.0 DamageFactor \"CauseObjectsToSplashNukage\", 0.0\n\tDamageFactor \"CauseObjectsToSplashBlood\", 0.0 DamageFactor \"CauseObjectsToSplashLava\", 0.0\n\tdamagefactor \"HelperMarineFatallity\", 0.0\tdamagefactor \"Leg\", 0.0\n\tDamageFactor \"KillMeBot\", 0.0\n\tHealth 20\n\tStates\n\t{\n\tSpawn:\n\t\tROCK A 1\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDShootableAmmo\")//Checks if shootable ammo is enabled\n\t\tROCK A 4\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip1\", 1, \"NoShootable\")\n\t\tROCK A -1\n\t\tStop\n\n\tNoShootable:\n\t\tROCK A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tROCK A -1\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionSplashSpawner\", 0, 0, -20)\n TNT1 A 0 A_SpawnItemEx (\"DetectFloorCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 A_SpawnItemEx (\"UnderwaterExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAA 0 A_CustomMissile (\"MediumExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n EXPL AAAA 0 A_CustomMissile (\"ExplosionSmokeFast22\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tEXPL A 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_SpawnItemEx (\"RocketExplosion\",0,0,13,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"RocketPenetrator\",cos(-pitch)*42,0,0+(sin(pitch)*42),cos(-pitch)*40,0,sin(pitch)*40,0,SXF_TRANSFERPITCH)\n\t\t//TNT1 AA 0 A_SpawnItem(\"SuperExpensiveParticleSpawner\")\n\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_SpawnItemEx (\"LiquidExplosionEffectSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\t\tTNT1 A 4\n\t\tTNT1 A 0 A_Explode(100, 100)\n\t\tTNT1 A 10\n\t\tTNT1 A 0 A_PlaySound(\"distantexp\", 5)\n\t\tTNT1 AAAAA 4 A_CustomMissile (\"HeavyExplosionSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tStop\n\t}\n}\n\nACTOR FakeRocketSprite: BasicAmmoPickup\n{\n\tScale 0.9\n\tVisibleToPlayerClass Purist\n\tradius 24\n\theight 24\n\t+FORCEXYBILLBOARD\n\t+NOGRAVITY\n\t+FLOAT +NOCLIP +NOINTERACTION\n\tStates\n {\n\t Spawn:\n\t\tROCK A 0\n\t\tROCK A 4\n\t\tStop\n }\n}\n\n// Rocket box --------------------------------------------------------------\n\nACTOR AmmoRocketBox : AmmoRocket Replaces RocketBox\n{\n\tGame Doom\n\tSpawnID 141\n\tInventory.PickupMessage \"$GOTROCKBOX\"\n\tInventory.Amount 3\n\tScale 0.9\n\tInventory.Pickupsound \"RCKCLIP2\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDShootableAmmo\")//Checks if shootable ammo is enabled\n\t\tBROK A 4\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip1\", 1, \"NoShootable\")\n\t\tBROK A -1\n\t\tStop\n\n\tNoShootable:\n\t\tBROK A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tBROK A -1\n\t\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionSplashSpawner\", 0, 0, -20)\n TNT1 A 0 A_SpawnItemEx (\"DetectFloorCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 A_SpawnItemEx (\"UnderwaterExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAA 0 A_CustomMissile (\"MediumExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n EXPL AAAA 0 A_CustomMissile (\"ExplosionSmokeFast22\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tEXPL A 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_SpawnItemEx (\"RocketExplosion\",0,0,13,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"RocketPenetrator\",cos(-pitch)*42,0,0+(sin(pitch)*42),cos(-pitch)*40,0,sin(pitch)*40,0,SXF_TRANSFERPITCH)\n\t\t//TNT1 AA 0 A_SpawnItem(\"SuperExpensiveParticleSpawner\")\n\t\tEXPL AAA 0 A_CustomMissile (\"BarrelKaboom\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_Explode(150, 300)\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_SpawnItemEx (\"LiquidExplosionEffectSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\t\tTNT1 A 15\n\t\tTNT1 A 0 A_PlaySound(\"distantexp\", 5)\n\t\tTNT1 AAAAA 4 A_CustomMissile (\"HeavyExplosionSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tStop\n\t}\n}\n\nACTOR AmmoRocketReplacer : BasicAmmoPickup Replaces RocketAmmo\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDDisableNewGuns\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Jump(4, \"Spawn2\") // Grenade Ammo\n\t\tTNT1 A 2\n\n\tVanilla:\n\tSpawn1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"AmmoRocket\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"GrenadeAmmo\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\n// Cell --------------------------------------------------------------------\n\nACTOR AmmoCell : Ammo Replaces Cell\n{\n\tGame Doom\n\tSpawnID 75\n\tInventory.PickupMessage \"$GOTCELL\"\n\tInventory.Amount 20\n\tInventory.MaxAmount 300\n\tAmmo.BackpackAmount 20\n\tAmmo.BackpackMaxAmount 600\n\tInventory.Icon \"CELLA0\"\n\tScale 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tCELL A -1\n\t\tStop\n\t}\n}\n\nACTOR FakeCellSprite: BasicAmmoPickup\n{\n\tScale 0.9\n\tVisibleToPlayerClass Purist\n\tradius 24\n\theight 24\n\t+FORCEXYBILLBOARD\n\t+NOGRAVITY\n\t+FLOAT +NOCLIP +NOINTERACTION\n\tStates\n {\n\t Spawn:\n\t\tCELL A 0\n\t\tCELL A 4\n\t\tStop\n }\n}\n\n// Cell pack ---------------------------------------------------------------\n\nACTOR AmmoCellPack : AmmoCell\n{\n\tGame Doom\n\tSpawnID 142\n\tInventory.PickupMessage \"$GOTCELLBOX\"\n\tInventory.Amount 100\n\tScale 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tCELP A -1\n\t\tStop\n\t}\n}\n\nACTOR FakeCellPackSprite: BasicAmmoPickup\n{\n\tScale 0.9\n\tVisibleToPlayerClass Purist\n\tradius 24\n\theight 24\n\t+FORCEXYBILLBOARD\n\t+NOGRAVITY\n\t+FLOAT +NOCLIP +NOINTERACTION\n\tStates\n {\n\t Spawn:\n\t\tCELP A 0\n\t\tCELP A 4\n\t\tStop\n }\n}\n//Gasoline\n\nACTOR Gas : Ammo\n{\n Inventory.Amount 50\n Inventory.MaxAmount 300\n Ammo.BackpackAmount 50\n Ammo.BackpackMaxAmount 600\n Inventory.Icon \"GSLNA0\"\n Inventory.PickupMessage \"Picked up a jug of Gasoline.\"\n Inventory.PickupSound \"BFGREADY\"\n Scale 0.9\n States\n {\n\tSpawn:\n\t\tGSLN A -1\n\t\tStop\n }\n}\n\nACTOR FakeGasSprite: BasicAmmoPickup\n{\n\tScale 0.9\n\tVisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer\n\tradius 24\n\theight 24\n\t+FORCEXYBILLBOARD\n\t+NOGRAVITY\n\t+FLOAT +NOCLIP +NOINTERACTION\n\tStates\n {\n\t Spawn:\n\t\tGSLN A 0\n\t\tGSLN A 4\n\t\tStop\n }\n}\n\nACTOR GasSpawner: CustomInventory\n{\n radius 24\n height 24\n +FORCEXYBILLBOARD\n Inventory.PickupMessage \"Picked up a jug of Gasoline.\"\n Inventory.PickupSound \"BFGREADY\"\n Mass 1\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\tStay:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"FakeGasSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeCellPackSprite\")\n\t\tTNT1 A 2\n\t\tLoop\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_GiveInventory(\"Gas\", 50)\n\t\tStop\n\tPurist:\n\t TNT1 A 0 A_GiveInventory(\"AmmoCell\", 100)\n\t\tStop\n }\n}\n\n//Nuclear Missile\n\nACTOR Nuke : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a nuclear missile.\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 2\n\tInventory.Icon \"NKLAA0\"\n\tInventory.PickupSound \"RCKCLIP2\"\n\tScale 0.6\n\tStates\n\t{\n\tSpawn:\n\t\tBNUK A -1\n\t\tStop\n\t}\n}\n\nACTOR FakeNukeSprite: BasicAmmoPickup\n{\n\tScale 0.9\n\tVisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer\n\tradius 24\n\theight 24\n\t+FORCEXYBILLBOARD\n\t+NOGRAVITY\n\t+FLOAT +NOCLIP +NOINTERACTION\n\tStates\n {\n\t Spawn:\n\t\tBNUK A 0\n\t\tBNUK A 4\n\t\tStop\n }\n}\n\nACTOR NukeSpawner: CustomInventory\n{\n radius 24\n height 24\n +FORCEXYBILLBOARD\n Inventory.PickupMessage \"Picked up a nuclear missile.\"\n Inventory.PickupSound \"RCKCLIP2\"\n Mass 1\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\tStay:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"FakeNukeSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeCellPackSprite\")\n\t\tTNT1 A 2\n\t\tLoop\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_GiveInventory(\"Nuke\", 1)\n\t\tStop\n\tPurist:\n\t TNT1 A 0 A_GiveInventory(\"AmmoCell\", 100)\n\t\tStop\n }\n}\n\nACTOR AmmoCellPackReplacer : BasicAmmoPickup Replaces CellPack\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDDisableNewGuns\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Jump(2, \"Spawn2\") // Nuclear Missile\n\t\tTNT1 A 0 A_Jump(4, \"Spawn2\") // Gas\n\t\tTNT1 A 2\n\n\tVanilla:\n\tSpawn1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"AmmoCellPack\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"GasSpawner\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"NukeSpawner\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\n// Shells ------------------------------------------------------------------\n\nACTOR AmmoShell : Ammo\n{\n\tGame Doom\n\tSpawnID 12\n\tInventory.PickupMessage \"$GOTSHELLS\"\n\tInventory.Amount 4\n\tInventory.MaxAmount 50\n\tAmmo.BackpackAmount 4\n\tAmmo.BackpackMaxAmount 100\n\tInventory.Icon \"SHELA0\"\n\tInventory.Pickupsound \"SHELPK1\"\n\tScale 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tSHEL A -1\n\t\tStop\n\t}\n}\n\nACTOR FakeAmmoShellSprite: BasicAmmoPickup\n{\n Scale 0.9\n VisibleToPlayerClass Purist\n radius 24\n height 24\n +FORCEXYBILLBOARD\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n States\n {\n\t Spawn:\n\t\tSHEL A 0\n\t\tSHEL A 4\n\t\tStop\n }\n}\n\n// Shell box ---------------------------------------------------------------\n\nACTOR AmmoShellBox : AmmoShell\n{\n\tGame Doom\n\tSpawnID 143\n\tInventory.PickupMessage \"$GOTSHELLBOX\"\n\tInventory.Amount 20\n\tInventory.Pickupsound \"SHELPK2\"\n\tScale 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tSBOX A -1\n\t\tStop\n\t}\n}\n\nACTOR FakeShellBoxSprite: BasicAmmoPickup\n{\n Scale 0.9\n VisibleToPlayerClass Purist\n radius 24\n height 24\n +FORCEXYBILLBOARD\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n States\n {\n\t Spawn:\n\t\tSBOX A 0\n\t\tSBOX A 4\n\t\tStop\n }\n}\n\nActor SlugMode : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SlugRoundsUpgrade : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SlugRounds: CustomInventory\n{\n Game Doom\n Scale 0.9\n +INVENTORY.ALWAYSPICKUP\n +COUNTITEM\n Inventory.PickupMessage \"Picked up a box of Slugs.\"\n Inventory.PickupSound \"weapons/sgpump\"\n VisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer\n Inventory.ForbiddenTo Purist\n States\n {\n Spawn:\n SLSU A -1\n Stop\n Pickup:\n TNT1 A 0 A_GiveInventory(\"SlugRoundsUpgrade\", 1)\n\tTNT1 A 0 A_GiveInventory(\"AmmoShell\", 20)\n Stop\n }\n}\n\nACTOR FakeSlugRoundsSprite: BasicAmmoPickup\n{\n Scale 0.9\n VisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer\n radius 24\n height 24\n +FORCEXYBILLBOARD\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n States\n {\n\t Spawn:\n\t\tSLSU A 0\n\t\tSLSU A 4\n\t\tStop\n }\n}\n\nACTOR SlugRoundsSpawner: CustomInventory\n{\n radius 24\n height 24\n +FORCEXYBILLBOARD\n +INVENTORY.ALWAYSPICKUP\n Inventory.PickupMessage \"Picked up a box of Slugs.\"\n Inventory.PickupSound \"weapons/sgpump\"\n Mass 1\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\tStay:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"FakeSlugRoundsSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeShellBoxSprite\")\n\t\tTNT1 A 2\n\t\tLoop\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_GiveInventory(\"SlugRoundsUpgrade\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoShell\", 20)\n\t\tStop\n\tPurist:\n\t TNT1 A 0 A_GiveInventory(\"AmmoShell\", 20)\n\t\tStop\n }\n}\n\n//Magnum Rounds\n\nACTOR AmmoMagnum : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up some magnum rounds.\"\n\tInventory.PickupSound \"CBOXPICK\"\n\tInventory.Amount 6\n\tInventory.MaxAmount 30\n\tAmmo.BackpackAmount 6\n\tAmmo.BackpackMaxAmount 60\n\tInventory.Icon \"MAGAA0\"\n\tScale 0.6\n\tStates\n\t{\n\tSpawn:\n\t\tMAGA A -1\n\t\tStop\n\t}\n}\n\nACTOR FakeAmmoMagnumSprite: BasicAmmoPickup\n{\n Scale 0.6\n VisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer\n radius 24\n height 24\n +FORCEXYBILLBOARD\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n States\n {\n\t Spawn:\n\t\tMAGA A 0\n\t\tMAGA A 4\n\t\tStop\n }\n}\n\nACTOR AmmoMagnumSpawner: CustomInventory\n{\n radius 24\n height 24\n +FORCEXYBILLBOARD\n Inventory.PickupMessage \"Picked up some magnum rounds.\"\n Inventory.PickupSound \"CBOXPICK\"\n Mass 1\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\tStay:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"FakeAmmoMagnumSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeAmmoShellSprite\")\n\t\tTNT1 A 2\n\t\tLoop\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoMagnum\", 6)\n\t\tStop\n\tPurist:\n\t TNT1 A 0 A_GiveInventory(\"AmmoShell\", 4)\n\t\tStop\n }\n}\n\nACTOR AmmoMagnumBox : AmmoMagnum\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a box of magnum rounds.\"\n\tInventory.Amount 20\n\tInventory.Pickupsound \"CBOXPICK\"\n\tScale 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tMBOX A -1\n\t\tStop\n\t}\n}\n\nACTOR FakeMagnumBoxSprite: BasicAmmoPickup\n{\n Scale 0.9\n VisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer\n radius 24\n height 24\n +FORCEXYBILLBOARD\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n States\n {\n\t Spawn:\n\t\tMBOX A 0\n\t\tMBOX A 4\n\t\tStop\n }\n}\n\nACTOR MagnumBoxSpawner: CustomInventory\n{\n radius 24\n height 24\n +FORCEXYBILLBOARD\n Inventory.PickupMessage \"Picked up a box of magnum rounds.\"\n Inventory.PickupSound \"CBOXPICK\"\n Mass 1\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\tStay:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"FakeMagnumBoxSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeShellBoxSprite\")\n\t\tTNT1 A 2\n\t\tLoop\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoMagnum\", 20)\n\t\tStop\n\tPurist:\n\t TNT1 A 0 A_GiveInventory(\"AmmoShell\", 20)\n\t\tStop\n }\n}\n\nACTOR AmmoShellReplacer : BasicAmmoPickup Replaces Shell\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDDisableNewGuns\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Jump(2, \"Spawn2\") // Magnum Ammo\n\t\tTNT1 A 2\n\n\tVanilla:\n\tSpawn1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"AmmoShell\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"AmmoMagnumSpawner\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nACTOR AmmoShellBoxReplacer : BasicAmmoPickup Replaces ShellBox\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDDisableNewGuns\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Jump(2, \"Spawn3\") // Magnum Ammo Box\n\t\tTNT1 A 0 A_Jump(4, \"Spawn2\") // Slug Rounds Upgrade\n\t\tTNT1 A 2\n\n\tVanilla:\n\tSpawn1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"AmmoShellBox\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"SlugRoundsSpawner\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"MagnumBoxSpawner\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nACTOR GrenadeAmmo : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a Grenade.\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 3\n\tAmmo.BackpackAmount 1\n\tAmmo.BackpackMaxAmount 6\n\tInventory.Icon \"GRNDA\"\n\tScale 0.3\n\tStates\n\t{\n\tSpawn:\n\t\tGRND H -1\n\t\tStop\n\t}\n}\n\nACTOR GrenadeBox : GrenadeAmmo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a box of grenades.\"\n\tInventory.Amount 3\n\tStates\n\t{\n\tSpawn:\n\t\tGRND H -1\n\t\tStop\n\t}\n}\n\nACTOR TankAmmo : Ammo\n{\n\tInventory.PickupMessage \"Picked up a Magazine.\"\n\tInventory.Amount 10\n\tInventory.MaxAmount 100\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 100\n\tInventory.Icon \"NULL\"\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\t}\n}\n\nACTOR MechAmmo : Ammo\n{\n\n\tInventory.PickupMessage \"Picked up a Magazine.\"\n\tInventory.Amount 10\n\tInventory.MaxAmount 100\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 100\n\tInventory.Icon \"NULL\"\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\t}\n}\n\nACTOR HeavyMachinegunAmmo : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a Magazine.\"\n\tInventory.Amount 200\n\tInventory.MaxAmount 2000\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 2000\n\tInventory.Icon \"NULL\"\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\t}\n}\n\nACTOR MechRocketAmmo : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a Magazine.\"\n\tInventory.Amount 6\n\tInventory.MaxAmount 60\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 60\n\tInventory.Icon \"NULL\"\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\t}\n}\n\nACTOR AutocannonAmmo : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a Magazine.\"\n\tInventory.Amount 100\n\tInventory.MaxAmount 1000\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1000\n\tInventory.Icon \"NULL\"\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\t}\n}\n\nACTOR MechMOrtarAmmo : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a Magazine.\"\n\tInventory.Amount 2\n\tInventory.MaxAmount 20\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 20\n\tInventory.Icon \"NULL\"\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\t}\n}\n\nACTOR HelicopterRocketAmmo : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a Magazine.\"\n\tInventory.Amount 10\n\tInventory.MaxAmount 100\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 100\n\tInventory.Icon \"NULL\"\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\t}\n}\n\nACTOR HelicopterMissileAmmo : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"Picked up a Magazine.\"\n\tInventory.Amount 5\n\tInventory.MaxAmount 50\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 50\n\tInventory.Icon \"NULL\"\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "AmmoDroper.txt",
"contents": "ACTOR AmmoDroper : BrutalWeapon\n{\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.DONTBOB\n\t+WEAPON.NOALERT\n\t+WEAPON.WIMPY_WEAPON\n\t+WEAPON.NO_AUTO_SWITCH\n\tWeapon.SelectionOrder 9999\n\n States\n\t{\n\n\tSelect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SetCrosshair(41)\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAAAAAA 0 A_Raise\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoDropSlot\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"FistsSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"MinigunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SSGSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RocketLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PlasmaGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevenantLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SubMachineGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFG10KSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FlameCannonSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawSelected\", 1)\n\t\tGoto Ready\n\n\tDeselect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SetCrosshair(0)\n\t\tTNT1 A 0 A_TakeInventory(\"StartDualWield\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Unloading\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"AmmoDropSlot\", 12)\n\t\tTNT1 A 0 A_TakeInventory(\"AmmoDroper\", 1)\n\t\tTNT1 AAAAAAAAA 0 A_Lower\n\t\tTNT1 AAAAAA 1 A_Lower\n\t\tWait\n\n\tReady3:\n\tSelectAnimation:\n\tReady:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 ACS_ExecuteAlways(396)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 12, \"ReadyArmor\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 11, \"ReadyHealth\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 10, \"ReadyGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 9, \"ReadyGas\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 8, \"ReadyCell\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 7, \"ReadyRocket\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 6, \"ReadyMG42\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 5, \"ReadyRifle\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 4, \"ReadyShell\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 3, \"ReadyMagnum\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 2, \"ReadyMauser\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 1, \"ReadyPistol\")\n\tReadyPistol:\n\t\tADRO A 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyMauser:\n\t\tADRO B 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyMagnum:\n\t\tADRO C 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyShell:\n\t\tADRO D 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyRifle:\n\t\tADRO E 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyMG42:\n\t\tADRO F 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyRocket:\n\t\tADRO G 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyCell:\n\t\tADRO H 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyGas:\n\t\tADRO I 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyGrenade:\n\t\tADRO J 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyHealth:\n\t\tADRO L 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyArmor:\n\t\tADRO K 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\n\tAltFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 10, 4)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoDropSlot\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"AmmoDropSlot\", 12)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoDropSlot\", 1)\n\t\tGoto Ready\n\n\tReload:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 12, 4)//Removed a slot if already at 12\n\t\tTTN1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 11, 4)//Increment slot to 12\n\t\tTNT1 A 0 A_TakeInventory(\"AmmoDropSlot\", 12)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoDropSlot\", 11)\n\t\tGoto Ready\n\t\tTNT1 A 0 A_TakeInventory(\"AmmoDropSlot\", 1)\n\t\tGoto Ready\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoDropSlot\", 1)\n\t\tGoto Ready\n\n\tFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_ExecuteAlways(396)\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 12, \"DropArmor\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 11, \"DropHealth\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 10, \"DropGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 9, \"DropGas\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 8, \"DropCell\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 7, \"DropRocket\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 6, \"DropMG42\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 5, \"DropRifle\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 4, \"DropShell\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 3, \"DropMagnum\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 2, \"DropMauser\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 1, \"DropPistol\")\n\n\tDropPistol:\n\t\tADRO A 1 BRIGHT\n\t\tADRO A 1 BRIGHT A_JumpIFInventory(\"Clip1\", 10, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough ammo to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"Clip1\", 10)\n\t\tADRO A 10 BRIGHT A_SpawnItemEx(\"CLIP1Drop\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropMauser:\n\t\tADRO B 1 BRIGHT\n\t\tADRO B 1 BRIGHT A_JumpIFInventory(\"Mauser9mm\", 32, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough ammo to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"Mauser9mm\", 32)\n\t\tADRO B 10 BRIGHT A_SpawnItemEx(\"Mauser9mm\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropMagnum:\n\t\tADRO C 1 BRIGHT\n\t\tADRO C 1 BRIGHT A_JumpIFInventory(\"AmmoMagnum\", 6, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough ammo to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"AmmoMagnum\", 6)\n\t\tADRO C 10 BRIGHT A_SpawnItemEx(\"AmmoMagnum\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropShell:\n\t\tADRO D 1 BRIGHT\n\t\tADRO D 1 BRIGHT A_JumpIFInventory(\"AmmoSHell\", 4, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough ammo to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"AmmoSHell\", 4)\n\t\tADRO D 10 BRIGHT A_SpawnItemEx(\"AmmoSHell\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropRifle:\n\t\tADRO E 1 BRIGHT\n\t\tADRO E 1 BRIGHT A_JumpIFInventory(\"Clip2\", 30, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough ammo to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"Clip2\", 30)\n\t\tADRO E 10 BRIGHT A_SpawnItemEx(\"Clip2\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropMG42:\n\t\tADRO F 1 BRIGHT\n\t\tADRO F 1 BRIGHT A_JumpIFInventory(\"BuzzSawAmmo\", 100, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough ammo to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"BuzzSawAmmo\", 100)\n\t\tADRO F 10 BRIGHT A_SpawnItemEx(\"BuzzSawAmmo\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropRocket:\n\t\tADRO G 1 BRIGHT\n\t\tADRO G 1 BRIGHT A_JumpIFInventory(\"AmmoRocket\", 1, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough ammo to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"AmmoRocket\", 1)\n\t\tADRO G 10 BRIGHT A_SpawnItemEx(\"AmmoRocket\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropCell:\n\t\tADRO H 1 BRIGHT\n\t\tADRO H 1 BRIGHT A_JumpIFInventory(\"AmmoCell\", 20, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough ammo to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"AmmoCell\", 20)\n\t\tADRO H 10 BRIGHT A_SpawnItemEx(\"AmmoCell\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropGas:\n\t\tADRO I 1 BRIGHT\n\t\tADRO I 1 BRIGHT A_JumpIFInventory(\"Gas\", 50, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough ammo to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"Gas\", 50)\n\t\tADRO I 10 BRIGHT A_SpawnItemEx(\"Gas\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropGrenade:\n\t\tADRO J 1 BRIGHT\n\t\tADRO J 1 BRIGHT A_JumpIFInventory(\"GrenadeAmmo\", 1, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough ammo to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t\tADRO J 10 BRIGHT A_SpawnItemEx(\"GrenadeAmmo\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropHealth:\n\t\tADRO L 1 BRIGHT\n\t\tADRO L 1 BRIGHT A_JumpIf(health >= 105, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough bonus health to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 ACS_ExecuteAlways(395)//Decrease health by 5\n\t\tADRO L 10 BRIGHT A_SpawnItemEx(\"HealthPlusDropped\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropArmor:\n\t\tADRO K 1 BRIGHT\n\t\tADRO K 1 BRIGHT A_JumpIFInventory(\"BasicArmor\", 5, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough armor to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"BasicArmor\", 5)\n\t\tADRO K 10 BRIGHT A_SpawnItemEx(\"ArmorShardDroped\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\t}\n}\n\nACTOR AmmoDropSlot : Inventory\n{\n Inventory.Amount 0\n Inventory.MaxAmount 12\n}"
},
{
"source": "pk3",
"name": "ArchVile.txt",
"contents": "ACTOR TehArchvile: Archvile Replaces Archvile\n{\n\tGame Doom\n\tSpawnID 111\n\tRadius 17\n\tHeight 55\n\tMass 500\n\tSpeed 15\n\tHealth 700\n\tGibHealth 30\n\tPainChance 10\n\n\tDamagefactor \"Avoid\", 0.0\tDamagefactor \"BHFTOnBarrel\", 0.0\tDamagefactor \"Blood\", 0.0\n\tDamagefactor \"CancelTeleportFog\", 0.0\tDamagefactor \"CauseWaterSplash\", 0.0\tDamagefactor \"Crush\", 10.0\n\tDamagefactor \"GibRemoving\", 0.0\tDamagefactor \"Glass\", 0.0\tDamagefactor \"HangingHook\", 0.0\n\tDamagefactor \"Head\", 1.5\tDamagefactor \"PussyGrab\", 0.0\tDamagefactor \"Repair\", 0.0\n\tDamagefactor \"RevenantHitStomach\", 0.0\tDamagefactor \"SpawnMarine\", 0.0\tDamagefactor \"Stealth\", 0.0\n\tDamagefactor \"TeleportRemover\", 0.0\tDamagefactor \"Use\", 0.0\tDamagefactor \"Extremepunches\", 1.0\n\tDamagefactor \"Fatality\", 2.5\tDamagefactor \"HeadKick\", 0.5\tDamagefactor \"HelperMarineFatallity\", 0.5\n\tDamagefactor \"Kick\", 0.5\tDamagefactor \"Leg\", 0.5\tDamagefactor \"LowKick\", 0.5\n\tDamagefactor \"Melee\", 0.5\tDamagefactor \"MonsterKnocked\", 0.5\tDamagefactor \"Stomp\", 0.5\n\tDamagefactor \"Trample\", 0.5\tDamagefactor \"Slide\", 0.5\n\tDamagefactor \"Burn\", 0.5\tDamagefactor \"Fire\", 0.5\tDamagefactor \"Flames\", 0.5\n\tDamagefactor \"GreenFire\", 0.5\tDamagefactor \"HumanBBQ\", 0.5\n\n\tPainChance \"Head\", 255\tPainChance \"Taunt\", 255\tPainChance \"Extremepunches\", 16\n\tPainChance \"Fatality\", 16\tPainChance \"HelperMarineFatallity\", 16\tPainChance \"Kick\", 16\n\tPainChance \"LowKick\", 16\tPainChance \"Melee\", 16\tPainChance \"MonsterKnocked\", 16\n\tPainChance \"Slide\", 16\tPainChance \"Trample\", 16\n\tPainChance \"Burn\", 16\tPainChance \"Fire\", 16\tPainChance \"Flames\", 16\n\tPainChance \"GreenFire\", 16\tPainChance \"HumanBBQ\", 16\n\n\tBloodType \"Brutal_Blood\", \"SawBlood\", \"SawBlood\"\n\tMonster\n\tMaxTargetRange 896\n\t+QUICKTORETALIATE\n\t+FLOORCLIP\n\t+NOTARGET\n DamageType Burn\n\tDropItem \"DemonStrengthRune\", 16\n\tSeeSound \"vile/sight\"\n\tPainSound \"vile/pain\"\n\tDeathSound \"vile/death\"\n\tActiveSound \"vile/active\"\n\tMeleeSound \"vile/stop\"\n\tObituary \"%o was exploded by an Arch-Vile.\"\n\tDeathHeight 4\n\tBurnHeight 0\n\tTag \"Archvile\"\n\tStates\n\t{\n\tReplaceVanilla:\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"VanillaArchvile\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tStop\n Spawn:\n\t\tDIAB B 0\n\t\tTNT1 A 0 A_GiveInventory(\"EnemyIsArchvile\")\n\t\tMARN A 0 ACS_ExecuteAlways(177, 0, 0, 0, 0)//Check if you are playing on an Wolfenstein level\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCHeckClassicMonsters\", 0, 0, 0, 0)//Check if Vanilla Mode is activated\n\n\tSpawn2:\n\t\tDIAB B 20 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget20\", 0, 52)\n\t\tLoop\n\tSee:\n\t\tDIAB AA 2 A_VileChase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 52)\n\t\tDIAB BB 2 A_VileChase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 52)\n\t\tDIAB CC 2 A_VileChase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 52)\n\t\tDIAB DD 2 A_VileChase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 52)\n\t\tTNT1 A 0 A_GiveInventory(\"EnemyIsArchvile\")\n\t\tLoop\n\tMissile:\n\t\tDIAB E 0 BRIGHT A_VileStart\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget20\", 0, 52)\n\t\tDIAB E 10 A_FaceTarget\n\t\tDIAB E 1 A_VileTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget20\", 0, 52)\n\t\tDIAB E 7 A_VileTarget\n\n\t\tDIAB E 1 A_VileTarget\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, 35, random (0, 40), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, -35, random (0, 40), 2, random (0, 160))\n DIAB E 3 A_FaceTarget\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, 35, random (0, 40), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, -35, random (0, 40), 2, random (0, 160))\n DIAB F 3 BRIGHT A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget20\", 0, 52)\n\t\tDIAB F 3 BRIGHT A_FaceTarget\n\t\tDIAB E 1 A_VileTarget\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, 35, random (0, 40), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, -35, random (0, 40), 2, random (0, 160))\n DIAB F 3 A_FaceTarget\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, 35, random (0, 40), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, -35, random (0, 40), 2, random (0, 160))\n DIAB F 3 BRIGHT A_FaceTarget\n\t\tDIAB E 1 A_VileTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget20\", 0, 52)\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, 35, random (0, 40), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, -35, random (0, 40), 2, random (0, 160))\n DIAB F 3 A_FaceTarget\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, 35, random (0, 40), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, -35, random (0, 40), 2, random (0, 160))\n DIAB F 3 BRIGHT A_FaceTarget\n\t\tDIAB E 1 A_VileTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget20\", 0, 52)\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, 35, random (0, 40), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, -35, random (0, 40), 2, random (0, 160))\n DIAB E 3 A_FaceTarget\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, 35, random (0, 40), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, -35, random (0, 40), 2, random (0, 160))\n DIAB F 3 BRIGHT A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget20\", 0, 52)\n\t\tDIAB JKLMN 3 BRIGHT A_FaceTarget\n\t\tDIAB O 3 BRIGHT A_VileAttack\n\t\tDIAB P 3 BRIGHT\n\t\tGoto See\n\n\tHeal:\n TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"PentagramSpawner\")\n\t\tDIBR X 10 BRIGHT\n\t\tGoto See\n\tPain:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 52)\n\t\tDIAB Q 5\n\t\tDIAB Q 5 A_Pain\n\t\tGoto See\n\n\tPain.Slide:\n\tPain.Kick:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 52)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil(8)\n\t\tDIAB Q 10 A_Pain\n\t\tDIAB Q 10\n\t\tGoto See\n\n\tDeath.Head:\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t TNT1 AAAAA 0 A_CustomMissile (\"BloodMistBig\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"SmallBrainPiece\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Teeth\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3b\", 40, 0, random (0, 360), 2, random (50, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3b\", 40, 0, random (0, 360), 2, random (50, 90))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tVID2 ABCDE 4\n\t\tTNT1 A 0 A_SpawnItem(\"DeadArchvileVID2G\")\n\t\tTNT1 A -1\n\t\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(64, \"Death.ARm\")\n\n\tDeath.Simple:\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tDIAB RSTUVWX 5 A_SpawnItem (\"MuchBlood\", 40)\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem(\"DeadArchvile\")\n\t\tTNT1 A -1\n\t\tStop\n\n\tDeath.Arm:\n\tDeath.Minigun:\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 52, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArchvileArm\", 52, 0, random (0, 360), 2, random (40, 120))\n\t\tTNT1 AAA 0 A_SpawnItem (\"MuchBlood\", 50)\n\t\tVID2 HHIJ 5\n\t\tTNT1 A 0 A_SpawnItem(\"DyingArchvileNoArm\")\n\t\tTNT1 A -1\n\t\tStop\n\n\tDeath.Shotgun:\n\tDeath.SSG:\n\tTNT1 A 0\n\n\tTNT1 A 0 A_Jump(96, \"Death.ARm\")\n\tTNT1 A 0 A_Jump(96, \"Death.Cut\")\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"SSGSelected\", 1, \"BrutalDeath\")\n\tTNT1 A 0 A_Jump(96, \"BrutalDeath\")\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Desintegrate:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_SpawnItem(\"BarrelExplosionSmokeColumn\")\n\t\tTNT1 AA 0 A_SpawnItemEx(\"TinyBurningPiece\", random (-15, 15), random (-15, 15))\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"TinyBurningPiece2\", random (-35, 35), random (-35, 35))\n\t\tGoto RippedOpen\n\n\tDeath.Cut:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArchvileArm\", 52, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArchvile\", 42, 0, random (0, 360), 2, random (60, 120))\n\t\tGoto RippedOpen\n\n\tDeath.Deletus:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tStop\n\n\tBrutalDeath:\n\tDeath.Saw:\n\tDeath.Blast:\n\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem(\"SplatteredLarge\")\n\tTNT1 A 0 A_Scream\n\tTNT1 AA 0 A_CustomMissile (\"XDeathArchvileArm\", 52, 0, random (0, 360), 2, random (60, 120))\n\tTNT1 A 0 A_CustomMissile (\"XDeathArchvileHead\", 52, 0, random (0, 360), 2, random (60, 120))\n\tRippedOpen:\n\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath2b\", 52, 0, random (0, 360), 2, random (60, 120))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath3b\", 52, 0, random (0, 360), 2, random (60, 120))\n\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 52, 0, random (0, 360), 2, random (30, 120))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 52, 0, random (0, 360), 2, random (30, 120))\n\tTNT1 A 0 A_CustomMissile (\"XDeathOrgan1\", 24, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeathOrgan2\", 24, 0, random (0, 360), 2, random (0, 160))\n\n TNT1 A 0 A_SpawnItem(\"MuchBlood2\", 0, 40)\n\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\tTNT1 AAAA 0 A_CustomMissile (\"BloodMistBig\", 40, 0, random (0, 360), 2, random (30, 90))\n\tTNT1 AAA 0 A_CustomMissile (\"Guts\", 32, 0, random (0, 360), 2, random (60, 120))\n\tTNT1 A 0 A_NoBlocking\n\tVID3 A 3\n\tVID3 AAAAAAAAAAAAAAAAAAAAA 2 A_CustomMissile (\"Brutal_LiquidBlood\", 46, 0, random (0, 360), 2, random (0, 45))\n\tVID3 BCDEFGHIJK 3\n\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\tTNT1 A 0 A_SpawnItem(\"DeadArchvileVID3L\")\n\tTNT1 A -1\n\tStop\n\n\tXDeath:\n Death.ExplosiveImpact:\n\tDeath.Explosives:\n\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"SplatteredLarge\")\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_Jump(96, \"Death.Saw\")\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArchvile\", 52, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArchvileArm\", 52, 0, random (0, 360), 2, random (40, 120))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathArchvileLeg\", 32, 0, random (0, 360), 2, random (40, 120))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2b\", 52, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3b\", 52, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 52, 0, random (0, 360), 2, random (30, 120))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 52, 0, random (0, 360), 2, random (30, 120))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathOrgan1\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathOrgan2\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"MuchBlood2\", 0, 40)\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BloodMistBig\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Guts\", 32, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tTNT1 A 0\n\t\tStop\n\n\tDeath.SuperPlasma:\n Death.Plasma: Death.Plasma2:\n TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"BarrelExplosionSmokeColumn\")\n\t\tTNT1 AA 0 A_SpawnItemEx(\"TinyBurningPiece\", random (-15, 15), random (-15, 15))\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"TinyBurningPiece2\", random (-35, 35), random (-35, 35))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 42, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectFloorCraterSmall\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 AA 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-45, 45), random (-45, 35))\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2b\", 52, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat\", 52, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathOrgan1\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathOrgan2\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"MuchBlood2\", 0, 40)\n\t\tTNT1 AAA 0 A_CustomMissile (\"Guts\", 32, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tXVIP ABCDEFGHIJKLMNOPQ 2\n\t\tXVIP Q -1\n\t\tStop\n\n\t Death.Fire:\n TNT1 A 0\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Playsound(\"props/redfire\")\n TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tCARB MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 2 A_CustomMissile (\"FlameTrails\", 15, 0, random (0, 360), 2, random (70, 130))\n CARB MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 10 A_CustomMissile (\"SmallSmoke\", 15, 0, random (0, 360), 2, random (70, 130))\n CARB M -1\n Stop\n\n Death.Fatality:\n\t TNT1 A 0 A_Pain\n\t TNT1 A 0 A_JumpIfIntargetInventory(\"FistsSelected\", 1, 1)\n\t\tGoto BrutalDeath\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 AA 0 A_SpawnItemEx(\"HealthCrueltyBonus2\", 0, 0, 28, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"ArmorCrueltyBonus2\", 0, 0, 28, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t TNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Jump(128, \"Death.Fatality2\")\n TNT1 A 0 A_GiveToTarget(\"ArchvileFatality\", 1)\n Stop\n\n\tDeath.Fatality2:\n TNT1 A 0 A_GiveToTarget(\"ArchvileFatality2\", 1)\n Stop\n\n Crush:\n\t\tTNT1 A 0\n\t\tTNT1 AAAA 0 A_SpawnItemEx (\"BodyRemovalThing\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1 A_XScream\n\t\tStop\n\n Pain.KillMe:\n Pain.Taunt:\n TNT1 A 0 HealThing(1)\n Goto Missile\n Death.KillMe:\n Death.Taunt:\n\t TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"ArchVile\")\n Stop\n\n\tDeath.Ice:\n\tDeath.Freeze:\n\tDeath.Frost:\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_SpawnItem(\"FrozenArchvile\")\n\tStop\n\t}\n}\n\nACTOR ArchvileFire2 Replaces ArchvileFire\n{\n\tGame Doom\n Scale 1.0\n\t+NOBLOCKMAP +NOGRAVITY\n\tRenderStyle Add\n\n\tAlpha 0.8\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 bright A_StartFire\n\t\tINFE ABCDEF 1 bright A_Fire\n\t\tINFE G 1 bright A_FireCrackle\n\t\tINFE HIJKLM 1 bright A_Fire\n\t\tINFE N 1 bright A_FireCrackle\n\t\tINFE OPQRS 1 bright A_Fire\n\t\tINFE T 1 bright A_FireCrackle\n\t\tTNT1 A 2\n\t\tStop\n\n\t}\n}\n\nactor DeadArchvile: CurbstompedMarine\n{\n States\n {\n Spawn:\nDIAB X -1\n Stop }}\n\nactor DeadArchvileVID2G: DeadArchvile\n{\n States\n {\n Spawn:\nVID2 G -1\n Stop }}\n\nactor DeadArchvileXVILQ: DeadArchvile\n{\n States\n {\n Spawn:\nXVIL Q -1\n Stop }}\n\n\t actor DeadArchvileVIGIJ: DeadArchvile\n{\n States\n {\n Spawn:\nVIGI J -1\n Stop }}\n\nactor FatalizedArchVile1: CurbstompedMarine\n{\n States\n {\n Spawn:\nAVF1 Z -1\n Stop }}\n\nactor ArchvileStabbedTheFuckOut: CurbstompedMarine\n{\n States\n {\n Spawn:\n\tAVF2 T 1 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\tAVF2 T -1\n Stop }}\n\nactor DeadArchvileVID3Q: DeadArchvile\n{\n States\n {\n Spawn:\nVID3 Q -1\n Stop }}\n\nactor DeadArchvileVID2O: DeadArchvile\n{\n States\n {\n Spawn:\nVID2 O -1\n Stop }}\n\nactor DeadArchvileVID3L: DeadArchvile\n{\n States\n {\n Spawn:\nVID3 L -1\n Stop }}\n\nACTOR DyingArchvileNoArm: TehArchvile\n{\n Radius 12\n Height 47\n Speed 9\n\tHealth 20\n\t-COUNTKILL\n\t+GHOST\n\t+THRUGHOST\n\t-SOLID\n\tMass 500\n\tDeathHeight 4\n\tBurnHeight 0\n States\n {\n\n\t\tSpawn:\n\t\tSee:\n\t\t TNT1 A 0\n\t\t TNT1 A 0 A_FaceTarget\n\t\t VID2 KKKLLL 2 A_CustomMissile (\"Brutal_LiquidBlood\", 24, 0, random (0, 360), 2, random (0, 45))\n\t\t TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 52)\n\t\t VID2 KKKLLL 2 A_CustomMissile (\"Brutal_LiquidBlood\", 24, 0, random (0, 360), 2, random (0, 45))\n\t\t TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 52)\n\t\t VID2 KKKLLL 2 A_CustomMissile (\"Brutal_LiquidBlood\", 24, 0, random (0, 360), 2, random (0, 45))\n\t\t TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 52)\n\t\t VID2 KKKLLL 2 A_CustomMissile (\"Brutal_LiquidBlood\", 24, 0, random (0, 360), 2, random (0, 45))\n\t\t TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 52)\n\t\t VID2 KKKLLL 2 A_CustomMissile (\"Brutal_LiquidBlood\", 24, 0, random (0, 360), 2, random (0, 45))\n\t\t TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 52)\n\t\tDeath:\n\t\t VID2 A 0 A_Scream\n\t\t TNT1 A 0 A_NoBlocking\n\t\t VID2 MN 6\n\t\t TNT1 A 0 A_SpawnItem(\"DeadArchvileVID2O\")\n\t\t Stop\n\n\tDeath.Desintegrate:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"BarrelExplosionSmokeColumn\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece\", random (-15, 15), random (-15, 15))\n\t\tTNT1 AA 0 A_SpawnItemEx(\"TinyBurningPiece2\", random (-35, 35), random (-35, 35))\n\n\tDeath.Head:\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t TNT1 AAAAA 0 A_CustomMissile (\"BloodMistBig\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"SmallBrainPiece\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Teeth\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3b\", 40, 0, random (0, 360), 2, random (50, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3b\", 40, 0, random (0, 360), 2, random (50, 90))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 AA 0 A_SpawnItemEx(\"HealthCrueltyBonus2\", 0, 0, 28, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"ArmorCrueltyBonus2\", 0, 0, 28, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tVID3 MNOP 4\n\t\tTNT1 A 0 A_SpawnItem(\"DeadArchvileVID3Q\")\n\t\tTNT1 A -1\n\t\tStop\n\n\tBrutalDeath:\n\tDeath.Saw:\n\tDeath.Minigun:\n\tDeath.Shotgun:\n\tDeath.SSG:\n\tDeath.Blast:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"SplatteredLarge\")\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArchvile\", 52, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2b\", 52, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3b\", 52, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 52, 0, random (0, 360), 2, random (30, 120))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 52, 0, random (0, 360), 2, random (30, 120))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathOrgan1\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathOrgan2\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"MuchBlood2\", 0, 40)\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BloodMistBig\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Guts\", 32, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 AA 0 A_SpawnItemEx(\"HealthCrueltyBonus2\", 0, 0, 28, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"ArmorCrueltyBonus2\", 0, 0, 28, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tVID3 A 3\n\t\tVID3 AAAAAAAAAAAAAAAAAAAAA 2 A_CustomMissile (\"Brutal_LiquidBlood\", 46, 0, random (0, 360), 2, random (0, 45))\n\t\tVID3 BCDEFGHIJK 3\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem(\"DeadArchvileVID3L\")\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Artifact.txt",
"contents": "// Invulnerability Sphere ---------------------------------------------------\n\nACTOR InvulnerabilitySphere_ : PowerupGiver Replaces InvulnerabilitySphere\n{\n\tGame Doom\n\tSpawnID 133\n\t+COUNTITEM\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.BIGPOWERUP\n\tInventory.MaxAmount 0\n\tPowerup.Type Invulnerable\n\t//Powerup.Color White //InverseMap\n\tPowerup.Colormap 0.0, 0.0, 0.0, 1.0,1.0,1.0\n\tInventory.PickupMessage \"$GOTINVUL\"\n\tInventory.PickupSound \"misc/p_pkup\"\n\tTag \"Invulnerability\"\n\tStates\n\t{\n\tSpawn:\n\t\tPINV AAABBBCCCDDD 2 Bright A_SpawnItem(\"GreenFlareMedium\",0,20)\n\t\tLoop\n\t}\n}\n\n// Soulsphere --------------------------------------------------------------\n\nACTOR LifeSphere : CustomInventory Replaces SoulSphere\n{\n\tSpawnID 25\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.PickupMessage \"Soulsphere\"\n\tInventory.PickupSound \"misc/p_pkup\"\n\tTag \"Soulsphere\"\n\tStates\n\t{\n\tSpawn:\n\t\tSOUL AAABBBCCCDDDCCCBBB 2 Bright A_SpawnItem(\"BlueFlareMedium2\",0,20)\n\t\tLoop\n\tPickup:\n TNT1 AAAAAAAAAAAAA 0 A_CustomMissile (\"ShinnySmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_GiveInventory(\"SoulSphereHealth\", 1)\n\t\tStop\n\t}\n}\n\nACTOR SoulSphereHealth : Health\n{\n\tInventory.Amount 100\n\tInventory.MaxAmount 200\n\t+INVENTORY.ALWAYSPICKUP\n}\n\nACTOR EnergySphere : CustomInventory Replaces Megasphere\n{\n\tSpawnID 132\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.PickupMessage \"Megasphere\"\n\tInventory.PickupSound \"misc/p_pkup\"\n\tTag \"Megasphere\"\n\tStates\n\t{\n\tSpawn:\n\t\tMEGA AABBCCDD 2 BRIGHT A_SpawnItem(\"WhiteFlareMedium2\",0,14)\n\t\tLoop\n\tPickup:\n TNT1 AAAAAAAAAAAAA 0 A_CustomMissile (\"ShinnySmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_GiveInventory(\"HeavyArmor\", 1)\n\t\tTNT1 AA 0 A_GiveInventory(\"SoulsphereHealth\", 1)\n\t\tStop\n\t}\n}\n\n// infrared -----------------------------------------------------------------\n\nACTOR NightVision : CustomInventory\n{\n\tGame Doom\n\tSpawnID 138\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.PickupMessage \"You got the Infrared Googles.\"\n\tInventory.PickupSound \"misc/p_pkup\"\n\tStates\n\t{\n\tSpawn:\n\t\tSVIS E 7\n\t\tSVIS D 3 Bright A_SpawnItem(\"WhiteFlareSmall\",0,0)\n\t\tSVIS C 2 Bright A_SpawnItem(\"WhiteFlareSmall\",0,0)\n\t\tSVIS BAB 1 Bright A_SpawnItem(\"WhiteFlareSmall\",0,0)\n\t\tSVIS C 2 Bright A_SpawnItem(\"WhiteFlareSmall\",0,0)\n\t\tSVIS D 3 Bright A_SpawnItem(\"WhiteFlareSmall\",0,0)\n\t\tLoop\n\n\tPickup:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_GiveInventory(\"HasInfrared\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"NightVisionGiver\", 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways(398, 0, 0, 0, 0)\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor FakeNightVisionSprite : CustomInventory\n{\n\t+FORCEXYBILLBOARD\n\t+NOCLIP +NOINTERACTION\n\t-COUNTITEM\n\t-INVENTORY.ALWAYSPICKUP\n\t+Quiet\n\tVisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSVIS EEDDCCBBAABBCCDD 2 Bright //A_SpawnItem(\"WhiteFlareSmall\",0,0)\n\t\t\tStop\n\t}\n}\n\nACTOR NightVisionGiver : PowerupGiver\n{\n\tGame Doom\n\t+COUNTITEM\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n\tPowerup.Type Torch\n\tPowerup.Color 99 99 99\n\tInventory.PickupMessage \"$GOTVISOR\"\n\t//Powerup.Colormap 0.0, 0.0, 0.0, 1.0,0.5,0.5\n\tPowerup.Duration -120\n\tStates\n\t{\n\tSpawn:\n\t\tSVIS E 7\n\t\tSVIS D 3 Bright A_SpawnItem(\"RedFlareVerySmall\",0,10)\n\t\tSVIS C 2 Bright A_SpawnItem(\"RedFlareVerySmall\",0,10)\n\t\tSVIS BAB 1 Bright A_SpawnItem(\"RedFlareVerySmall\",0,10)\n\t\tSVIS C 2 Bright A_SpawnItem(\"RedFlareVerySmall\",0,10)\n\t\tSVIS D 3 Bright A_SpawnItem(\"RedFlareVerySmall\",0,10)\n\t\tLoop\n\t}\n}\n\n// Berserk ------------------------------------------------------------------\n\nACTOR BerserkPack : CustomInventory Replaces Berserk\n{\n\tGame Doom\n Scale 1.2\n\tSpawnID 134\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.PickupMessage \"$GOTBERSERK\"\n Inventory.PickupSound \"BERSPKUP\"\n\tTag \"Berserk Pack\"\n\tStates\n\t{\n\tSpawn:\n\t\tMEDK C 0\n\t\tMEDK C 0 A_SpawnItemEx(\"EvidenceCheckerbERSERk\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tSpawn1:\n\t\tMEDK C 2 BRIGHT A_SpawnItem(\"RedFlareVerySmall\",0,10)\n\t\tLoop\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"PowerStrength\")\n\t\tTNT1 A 0 HealThing(100, 0)\n\t\t//TNT1 A 0 ACS_NamedExecuteAlways(\"GetBerserkEffect\")\n\t\t//TNT1 A 0 A_SelectWeapon(\"Melee_Attacks\")\n\t\tTNT1 A 20\n\t\tTNT1 A 0 A_Print (\"Press Reload (R) to alternate execution modes\")\n\t\tStop\n\t}\n}\n\nACTOR SuperBlurSphere : CustomInventory\n{\n +COUNTITEM\n +VISIBILITYPULSE\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.BIGPOWERUP\n RenderStyle Translucent\n Inventory.PickupMessage \"$GOTINVIS\" // \"Partial Invisibility\"\n States\n {\n Spawn:\n PINS AABBCCDDCCBB 2 Bright A_SpawnItem(\"RedFlare\", 0, 24)\n Loop\n Pickup:\n\t TNT1 A 1\n TNT1 A 0 A_GiveInventory(\"IsInvisible\", 1)\n\t TNT1 A 0 A_GiveInventory(\"Blursphere\", 1)\n\t TNT1 A 0 ACS_ExecuteAlways(397, 0, 0, 0, 0)\n\t TNT1 A 1\n\t Stop\n }\n}\n\nACTOR DemonStrengthRune : BerserkPack\n{\n\tGame Doom\n Scale 1.0\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.PickupMessage \"You got the Demon Strength Rune. RIP AND TEAR!\"\n\tInventory.PickupSound \"misc/p_pkup\"\n\tStates\n\t{\n\tSpawn:\n\t\tDPRF AABBCCBB 2 BRIGHT A_SpawnItem(\"RedFlareSmall\",0,25)\n\t\tLoop\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"PowerStrength\", 1)\n\t\tTNT1 A 0 HealThing(10, 0)\n\t\tTNT1 A 20\n\t\tTNT1 A 0 A_Print (\"You got the Demon Strength Rune. RIP AND TEAR!\")\n\t\tStop\n\t}\n}\n\nACTOR RadSuits : CustomInventory Replaces Radsuit\n{\n Height 46\n SpawnID 136\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n Inventory.MaxAmount 0\n Inventory.PickupMessage \"$GOTSUIT\" // \"Radiation Shielding Suit\"\n States\n {\n Spawn:\n SUIT A 10\n\tSUIT A 10 BRIGHT\n\tLoop\n Pickup:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"Radsuit3\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Radsuit2\", 1)\n\t\tStop\n }\n}\n\nACTOR RadSuit2 : PowerupGiver\n{\n Height 46\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n Inventory.MaxAmount 0\n Inventory.PickupMessage \"$GOTSUIT\" // \"Radiation Shielding Suit\"\n Powerup.Type \"Mask\"\n Powerup.Duration -60\n States\n {\n Spawn:\n SUIT A 10\n\tSUIT A 10 BRIGHT\n\tLoop\n }\n}\n\nACTOR RadSuit3 : PowerupGiver\n{\n Height 46\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n Inventory.MaxAmount 0\n\n Inventory.PickupMessage \"$GOTSUIT\" // \"Radiation Shielding Suit\"\n Powerup.Type \"IronFeet\"\n States\n {\n Spawn:\n SUIT A 10\n\tSUIT A 10 BRIGHT\n\tLoop\n }\n}\n\n//A randomizer for Demon Runes\nACTOR DemonRuneMix: CustomInventory\n{\n\tGame Doom\n\tscale 1.0\n\tradius 16\n\theight 16\n\t+INVENTORY.BIGPOWERUP\n\tdamage 0\n\tMass 1\n\tInventory.PickupMessage \"You got the Demon Sphere\"\n\tInventory.PickupSound \"misc/p_pkup\"\n States\n {\n\n\t Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DemonRuneCheck\")\n\t\tTNT1 A 4\n\tLive:\n\t\tDMRU AABBCCDD 2 BRIGHT A_SpawnItem(\"RedFlareMedium\",0,20)\n\t\tLoop\n\tPickup:\n\t TNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"PowerInvulnerable\", 1)\n\t\tTNT1 A 0 A_Jump(128, \"Pickup2\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BaronMorph\")\n\t\tStop\n\tPickup2:\n\t\tTNT1 A 1\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"RevenantMorph\")\n\t\tStop\n\tCancels:\n\t\tTNT1 A 1\n\t\tTNT1 A 0\n\t\tStop\n }\n}\n\nACTOR MorphToken : Inventory\n{\n\tInventory.MaxAmount 1\n}\n\nactor NightVisionReplacer : CustomInventory Replaces InfraRed\n{\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDDisableNewGuns\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Jump(16, \"Spawn2\", \"Spawn3\", \"Spawn4\")\n\t\tTNT1 A 2\n\n\tVanilla:\n\tSpawn1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"NightVision\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"64UnmakerUpgrade1Spawner\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"64UnmakerUpgrade2Spawner\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn4:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"64UnmakerUpgrade3Spawner\",0,0,0,0,0,0,0,0,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\n/* --- UNMAKER UPGRADES ----------------------------------------------------- */\n\nACTOR UnmakerUpgrades : Inventory\n{\n\tGame Doom\n\t+UNDROPPABLE\n\tInventory.MaxAmount 3\n}\n\nACTOR UnmakerUpgrade1Icon : Inventory\n{\n\tGame Doom\n\t+UNDROPPABLE\n\tInventory.MaxAmount 1\n}\n\nACTOR UnmakerUpgrade2Icon : Inventory\n{\n\tGame Doom\n\t+UNDROPPABLE\n\tInventory.MaxAmount 1\n}\n\nACTOR UnmakerUpgrade3Icon : Inventory\n{\n\tGame Doom\n\t+UNDROPPABLE\n\tInventory.MaxAmount 1\n}\n\nACTOR 64UnmakerUpgrade1 : CustomInventory 1042\n{\n\t// Orange Artifact (First Upgrade)\n\t//$Color 19\n\t//$NotAngled\n\t//$Category \"Doom 64 Retribution\"\n\tGame Doom\n\tSpawnID 162\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tInventory.InterHubAmount 1\n\tInventory.Icon \"ART1A0\"\n\t+DONTGIB\n\t+COUNTITEM\n\t-INTERHUBSTRIP\n\t+NOGRAVITY\n\t+FLOATBOB\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tART1 AABBCCDDEEDDCCBB 2 BRIGHT A_SpawnItem(\"YellowFlareMedium\",0,20)\n\t\t\tLoop\n\t\tPickup:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"UnmakerUpgrade1Icon\", 1, \"AlreadyTaken\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"UnmakerUpgrades\", 1)\n\t\t\tTNT1 A 0 A_GiveInventory(\"UnmakerUpgrade1Icon\", 1)\n\t\t\tStop\n\t\tAlreadyTaken:\n\t\t\tTNT1 A 0\n\t\t\tFail\n\t}\n}\n\nActor FakeUnmakerUpgrade1Sprite : CustomInventory\n{\n\t+FORCEXYBILLBOARD\n\t+NOGRAVITY\n\t+FLOAT +NOCLIP +NOINTERACTION\n\t-COUNTITEM\n\t-INVENTORY.ALWAYSPICKUP\n\t+Quiet\n\tVisibleToPlayerClass Purist\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tART1 AABBCCDDEEDDCCBB 2 BRIGHT //A_SpawnItem(\"YellowFlareMedium\",0,20)\n\t\t\tStop\n\t}\n}\n\nACTOR 64UnmakerUpgrade1Spawner : CustomInventory\n{\n\tradius 24\n\theight 24\n\t+FORCEXYBILLBOARD\n\tInventory.PickupMessage \"$GOTARTIFACT1\"\n\tInventory.PickupSound \"misc/p_pkup\"\n\tMass 1\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\tStay:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"FakeNightVisionSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeUnmakerUpgrade1Sprite\")\n\t\tTNT1 A 30\n\t\tLoop\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_GiveInventory(\"NightVision\", 1)\n\t\tStop\n\tPurist:\n\t TNT1 A 0 A_GiveInventory(\"64UnmakerUpgrade1\", 1)\n\t\tStop\n }\n}\n\nACTOR 64UnmakerUpgrade2 : CustomInventory 1043\n{\n\t// Purple Artifact (Second Upgrade)\n\t//$Color 5\n\t//$NotAngled\n\t//$Category \"Doom 64 Retribution\"\n\tGame Doom\n\tSpawnID 163\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tInventory.InterHubAmount 1\n\tInventory.Icon \"ART2A0\"\n\t+DONTGIB\n\t+COUNTITEM\n\t-INTERHUBSTRIP\n\t+FLOATBOB\n\t+NOGRAVITY\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tART2 AABBCCDDEEDDCCBB 2 BRIGHT A_SpawnItem(\"VioletFlareMedium\",0,20)\n\t\t\tLoop\n\t\tPickup:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"UnmakerUpgrade2Icon\", 1, \"AlreadyTaken\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"UnmakerUpgrades\", 1)\n\t\t\tTNT1 A 0 A_GiveInventory(\"UnmakerUpgrade2Icon\", 1)\n\t\t\tStop\n\t\tAlreadyTaken:\n\t\t\tTNT1 A 0\n\t\t\tFail\n\t}\n}\n\nActor FakeUnmakerUpgrade2Sprite : CustomInventory\n{\n\t+FORCEXYBILLBOARD\n\t+NOGRAVITY\n\t+FLOAT +NOCLIP +NOINTERACTION\n\t-COUNTITEM\n\t-INVENTORY.ALWAYSPICKUP\n\t+Quiet\n\tVisibleToPlayerClass Purist\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tART2 AABBCCDDEEDDCCBB 2 BRIGHT //A_SpawnItem(\"VioletFlareMedium\",0,20)\n\t\t\tStop\n\t}\n}\n\nACTOR 64UnmakerUpgrade2Spawner : CustomInventory\n{\n\tradius 24\n\theight 24\n\t+FORCEXYBILLBOARD\n\tInventory.PickupMessage \"$GOTARTIFACT2\"\n\tInventory.PickupSound \"misc/p_pkup\"\n\tMass 1\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\tStay:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"FakeNightVisionSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeUnmakerUpgrade2Sprite\")\n\t\tTNT1 A 30\n\t\tLoop\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_GiveInventory(\"NightVision\", 1)\n\t\tStop\n\tPurist:\n\t TNT1 A 0 A_GiveInventory(\"64UnmakerUpgrade2\", 1)\n\t\tStop\n }\n}\n\nACTOR 64UnmakerUpgrade3 : CustomInventory 1044\n{\n\t// Cyan Artifact (Third Upgrade)\n\t//$Color 3\n\t//$NotAngled\n\t//$Category \"Doom 64 Retribution\"\n\tGame Doom\n\tSpawnID 164\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tInventory.InterHubAmount 1\n\tInventory.Icon \"ART3A0\"\n\t+DONTGIB\n\t+COUNTITEM\n\t-INTERHUBSTRIP\n\t+FLOATBOB\n\t+NOGRAVITY\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tART3 AABBCCDDEEDDCCBB 2 BRIGHT A_SpawnItem(\"BlueFlareMedium2\",0,20)\n\t\t\tLoop\n\t\tPickup:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"UnmakerUpgrade3Icon\", 1, \"AlreadyTaken\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"UnmakerUpgrades\", 1)\n\t\t\tTNT1 A 0 A_GiveInventory(\"UnmakerUpgrade3Icon\", 1)\n\t\t\tStop\n\t\tAlreadyTaken:\n\t\t\tTNT1 A 0\n\t\t\tFail\n\t}\n}\n\nActor FakeUnmakerUpgrade3Sprite : CustomInventory\n{\n\t+FORCEXYBILLBOARD\n\t+NOGRAVITY\n\t+FLOAT +NOCLIP +NOINTERACTION\n\t-COUNTITEM\n\t-INVENTORY.ALWAYSPICKUP\n\t+Quiet\n\tVisibleToPlayerClass Purist\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tART3 AABBCCDDEEDDCCBB 2 BRIGHT //A_SpawnItem(\"BlueFlareMedium2\",0,20)\n\t\t\tStop\n\t}\n}\n\nACTOR 64UnmakerUpgrade3Spawner : CustomInventory\n{\n\tradius 24\n\theight 24\n\t+FORCEXYBILLBOARD\n\tInventory.PickupMessage \"$GOTARTIFACT3\"\n\tInventory.PickupSound \"misc/p_pkup\"\n\tMass 1\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\tStay:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"FakeNightVisionSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeUnmakerUpgrade3Sprite\")\n\t\tTNT1 A 30\n\t\tLoop\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_GiveInventory(\"NightVision\", 1)\n\t\tStop\n\tPurist:\n\t TNT1 A 0 A_GiveInventory(\"64UnmakerUpgrade3\", 1)\n\t\tStop\n }\n}"
},
{
"source": "pk3",
"name": "ArtilleryTank.txt",
"contents": "//Sergeant Mark IV's vehicles.\n//If you want to modify and reuse this on your wad, please ask me first.\n\nActor ArtilleryTankTurretNotReal: TankBaseNotReal\n{\nScale 1.0\nStates\n{\nSpawn:\nTNT1 A 0\nTN2M T 1\nStop\n}}\n\nActor ArtilleryTankTurretNotReal2: ArtilleryTankTurretNotReal\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTN2M T 2\nStop\n}}\n\nActor ArtilleryTankTurretNotReal4: ArtilleryTankTurretNotReal\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTN2M T 4\nStop\n}}\n\nActor ArtilleryTankTurretNotReal8: ArtilleryTankTurretNotReal\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTN2E T 8\nStop\n}}\n\nACTOR ArtilleryTank: Tank 7264\n{\n Radius 64\n\tHeight 88\n\thealth 2000\n\tScale 1.0\n\tMass 36300//40 tons\n States\n {\n Spawn:\n\t TNT1 A 1\n\t\tTNT1 A 0 Thing_ChangeTID(0, 261)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDSetNewTankDirection\", 0, 0, 0, 0)//Check vehicle initial angle.\n\t\tTNT1 A 0 A_SpawnItem(\"ArtilleryTankTurretNotReal8\")\n\t\tTNT1 A 1 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 5\n\t\tTNT1 A 0 Thing_ChangeTID(0, 0)\n\t\tTNK1 C 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 1)\n\t\tGoto StandingHere\n\n\t StandingHere:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDSetBaseAngle\", 0, 0, 0, 0)//SpawnVehicleBase\n\t\tTNT1 A 0 A_SpawnItem(\"ArtilleryTankTurretNotReal8\")\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_SpawnItem(\"StationedVehicleCheckRepairs\")\n\t\tLoop\n\n\tActive:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 1)\n\t\tTNT1 A 0 A_TakeFromTarget(\"PowerInvulnerable\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CeaseMorph\", 1)\n\t\tTNK1 C 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\t//TNT1 A 0 A_Look\n\t\tTNT1 A 0 Thing_ChangeTID(0, 261)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"GetVehiclePreviousHealth\", 0, 0, 0, 0)//Check Vehicle Health\n\t\t//TNT1 A 0 A_Chase(\"\",\"\",CHF_DONTMOVE )\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckingMorphingPlayerHealth\", 1)\n\t\tTNT1 A 0 A_SpawnItem(\"ArtilleryTankTurretNotReal8\")\n\t\tTNT1 A 3\n\t\tTNT1 A 0 A_GiveToTarget(\"ArtilleryTankMorpher\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HeavyMachinegunAmmo\", 1200)\n\t\tTNT1 A 0 A_GiveToTarget(\"HelicopterRocketAmmo\", 30)\n\t\tTNT1 A 0 Thing_ChangeTID(0, 261)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 10\n\t\tTNT1 A 0 Thing_ChangeTID(0, 0)\n\t\tTNT1 A 1\n\t\tStop\n\tDeath:\n\tTNT1 A 1\n\tTNT1 A 0 A_SpawnItem(\"BigExplosion1112\")\n\tTNT1 A 0 A_PlaySound(\"weapons/explode\")\n\tTNT1 A 0 A_PlaySound(\"EXPLOSIO\", 3)\n\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\tTNT1 A 0 A_NoBlocking\n\tNULL AAAAAA 0 A_CustomMissile (\"MetalShard1\", 96, 0, random (0, 360), 2, random (0, 180))\n\tNULL AAAAAA 0 A_CustomMissile (\"MetalShard2\", 96, 0, random (0, 360), 2, random (0, 180))\n\tNULL AAAAAAAAA 0 A_CustomMissile (\"BDGlassShard\", 96, 0, random (0, 360), 2, random (0, 360))\n\tTNT1 A 0 A_SpawnItem(\"DestroyedArmouredVehicleTemp\")\n\tELEC A 0 A_Explode(100, 250)\n\tTNT1 A 15\n\tTNT1 A 0\n\tStop\n\n\tPain.Repair:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 1)\n\t\tTNT1 A 0 HealThing(104)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HeavyMachinegunAmmo\", 1200, 2)\n\t\tTNT1 A 0 A_GiveInventory(\"HeavyMachinegunAmmo\", 80)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HelicopterRocketAmmo\", 30, 2)\n\t\tTNT1 A 0 A_GiveInventory(\"HelicopterRocketAmmo\", 2)\n\t\tTN2E T 1\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 0)\n\t\tGoto StandingHere\n\t}\n}\n\nACTOR ArtilleryTankRealism: ArtilleryTank\n{\nHealth 10000\n}\n\nACTOR ArtilleryTankUsed: ArtilleryTank\n{\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n\t TNT1 A 1\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDSetBaseAngle\", 0, 0, 0, 0)//SpawnVehicleBase\n\t\tTNT1 A 0 Thing_ChangeTID(0, 261)\n\t\tTNT1 A 1 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 5\n\t\tTNT1 A 0 Thing_ChangeTID(0, 0)\n\t\tTNK1 C 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCHeckOnline\")\n\t\tGoto StandingHere\n\n\tIsOnline:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TAkeInventory(\"TankBaseDirection\", 500)\n\t\tGoto StandingHere\n\nActive:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 1)\n\t\tTNT1 A 0 A_TakeFromTarget(\"PowerInvulnerable\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CeaseMorph\", 1)\n\t\tTTR1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 Thing_ChangeTID(0, 261)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"GetVehiclePreviousHealth\", 0, 0, 0, 0)//Check Vehicle Health\n\t\t//TNT1 A 0 A_Chase(\"\",\"\",CHF_DONTMOVE )\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckingMorphingPlayerHealth\", 1)\n\t\tTNT1 A 3\n\t\tTNT1 A 0 A_GiveToTarget(\"ArtilleryTankMorpher\", 1)\n\t\tTNT1 A 0 Thing_ChangeTID(0, 261)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 10\n\t\tTNT1 A 0 Thing_ChangeTID(0, 0)\n\t\tStop\n\t}\n}\n\nACTOR PowerArtilleryTankSwitch : PowerMorph {PowerMorph.PlayerClass \"PlayerArtilleryTank\"}\n\nACTOR ArtilleryTankMorpher : CustomInventory\n{\n States\n {\n PickUp:\n TNT1 A 1\n TNT1 A 0 ACS_NamedExecuteAlways(\"BDEnterTank\", 0, 0, 0, 0)//Get into ArtilleryTank\n TNT1 A 0 A_GiveInventory(\"ArtilleryTankMorphActivation\")\n TNT1 A 0 A_SpawnItem(\"CancelTeleportFog\")\n TNT1 A 1\n Stop\n }\n }\n\nACTOR ArtilleryTankMorphActivation : PowerupGiver\n{\n Powerup.Type \"PowerArtilleryTankSwitch\"\n Powerup.Duration 252000\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n Inventory.MaxAmount 1\n Health 100\n GibHealth 1\n Mass 5000\n Height 72\n Radius 32\n States\n {\n Spawn:\n TNT1 A 100\n Stop\n\n PickUp:\n TNT1 A 1\n TNT1 A 1\n Stop\n }\n }\n\nACTOR PlayerArtilleryTank : PlayerTank\n{\n\tHeight 88\n\thealth 2000\n\tplayer.viewheight 65\n player.attackzoffset 21\n\tPlayer.MorphWeapon \"ArtilleryTankGun\"\n\tMass 36300//40 tons\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\t\tTNT1 A 0 ThrustTHingZ(0, 100, -1, 1)\n\t\tTN2M T 1\n\tSpawn2:\n\t TNT1 A 0 A_GiveInventory(\"IsInATank\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Accelerate\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BackPedal\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0, 1, PROP_BUDDHA)\n\t\tTN2M T 1\n\t\tTN2M TTTT 1 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, -90, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTN2M TTTT 1 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, -90, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\t\tTNT1 A 0 A_Print (\"A\", 2, \"TUTO2\")\n\tGoto Stay\n\nExitVehicle:\n\tTNT1 A 1\n\tTNT1 A 0 A_ChangeFlag(NOPAIN, 1)\n\tTNT1 A 0 A_JumpIfHealthLower(2, \"EmergencyExit\")\n\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\n\tTNT1 A 0 A_SpawnItemEx (\"TransferPlayerOutOfVehicle\", 0, 0, 92)\n\n\tTN2M T 1\n\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\tTN2M T 1\n\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\tTN2M T 1\n\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\n\tTNT1 A 0 A_JumpIfInventory(\"CanLeaveVehicle\", 1, \"CanExit\")\n\tTNT1 A 0 A_ChangeFlag(NOPAIN, 0)\n\tTNT1 A 0 A_Print(\"Can't leave from this direction\", 1)\n\tGoto Stay\n\n\tCanExit:\n\tTNT1 A 0\n\tTNT1 A 2 A_TakeInventory(\"IsInATank\", 1)\n\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\tTNT1 A 0 A_TakeInventory(\"CanLeaveVehicle\", 1)\n\tTNT1 A 0 SetPlayerProperty(0, 0, PROP_BUDDHA)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDLeaveTank\")\n\tTNT1 A 0 A_SpawnItemEx (\"ArtilleryTankUsed\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tGoto FinishExit\n\n\tFinishExit:\n\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\tTNT1 AAA 10 A_TakeInventory(\"PressedUse\", 1)\n\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\tGoto Stay\n\n\tEmergencyExit:\n\tTNT1 A 0\n\n\tTNT1 A 2 A_TakeInventory(\"IsInATank\", 1)\n\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\tTNT1 A 0 A_TakeInventory(\"CanLeaveVehicle\", 1)\n\n\tTNT1 A 0 ThrustThingZ(0,120,0,1)\n\tTNT1 A 0 A_SpawnItem(\"TankExplode\")\n\tPLA1 J 2\n\tTNT1 A 0 A_StopSound(1)\n\tTNT1 A 0 SetPlayerProperty(0, 0, PROP_BUDDHA)\n\tTNT1 A 0 SetPlayerProperty(0, 0, PROP_FLIGHT)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDLeaveTank\")\n\tPLA1 J 100\n\tGoto Stay\n\nTurnLeft:\n\t\tTNT1 A 0\n\t\tTN2M T 2\n\t\tTNT1 A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Accelerate\", 1)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Stay\")\n\t\tTNT1 A 0 A_PlaySound(\"TANK1\", 5, 1, 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TnkTreadsDamage\" , 100, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TnkStep\", 0, 0, 8, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIf(user_tankbasedirection > 359, \"TurnLeft2\")\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", user_tankbasedirection+4)\n\n\t\tTN2M T 2\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving2\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIf(user_tankbasedirection > 359, \"TurnLeft2\")\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", user_tankbasedirection+4)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnLeft\", 1)\n\n\t\tTN2M T 2\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving3\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIf(user_tankbasedirection > 359, \"TurnLeft2\")\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", user_tankbasedirection+4)\n\t\tGoto CheckIfStillMoves\n\n\tTurnLeft2:\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Accelerate\", 1, \"TurnLeftAccel\")\n\t\tGoto TurnLeft\n\nTurnLeftAccel:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Accelerate\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIf(user_tankbasedirection > 359, \"TurnLeft2\")\n\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", user_tankbasedirection+3)\n\t\tTN2M T 2\n\t\tTNT1 A 0 ThrustThing(user_tankbasedirection*256/360, 3)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving3\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\n\t\tTNT1 A 0 A_PlaySound(\"TANK1\", 5, 1, 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TnkTreadsDamage\" , 100, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"TnkStep\", 0, 0, 8, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEANGLE)\n\t\tTN2M T 2\n\t\tTNT1 A 0 ThrustThing(user_tankbasedirection*256/360, 3)\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", user_tankbasedirection+3)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving2\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\n\t\tTN2M T 2\n\t\tTNT1 A 0 ThrustThing(user_tankbasedirection*256/360, 3)\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", user_tankbasedirection+3)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving2\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\n\t\tTNT1 A 0 A_JumpIF(velz < 0, \"Falling\")\n\t\tGoto CheckIfStillMoves\n\n\tTurnRight:\n\t\tTNT1 A 0\n\t\tTN2M T 2\n\t\tTNT1 A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Accelerate\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"TANK1\", 5, 1, 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TnkTreadsDamage\" , 100, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TnkStep\", 0, 0, 8, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIf(user_tankbasedirection == 0, \"TurnRIght2\")\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", user_tankbasedirection-4)\n\n\t\tTN2M T 2\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving2\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIf(user_tankbasedirection == 0, \"TurnRIght2\")\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", user_tankbasedirection-4)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnRight\", 1)\n\n\t\tTN2M T 2\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving3\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIf(user_tankbasedirection == 0, \"TurnRIght2\")\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", user_tankbasedirection-4)\n\t\tGoto CheckIfStillMoves\n\n\tTurnRight2:\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", 360)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Accelerate\", 1, \"TurnRightAccel\")\n\t\tGoto TurnRight\n\nTurnRightAccel:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Accelerate\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIf(user_tankbasedirection == 0, \"TurnRIght2\")\n\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", user_tankbasedirection-3)\n\n\t\tTNT1 A 0 A_PlaySound(\"TANK1\", 5, 1, 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TnkTreadsDamage\" , 100, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"TnkStep\", 0, 0, 8, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEANGLE)\n\t\tTN2M T 2\n\t\tTNT1 A 0 ThrustThing(user_tankbasedirection*256/360, 3)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving3\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", user_tankbasedirection-3)\n\t\tTN2M T 2\n\t\tTNT1 A 0 ThrustThing(user_tankbasedirection*256/360, 3)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving2\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\n\t\tTNT1 A 0 A_SetUserVar(\"user_tankbasedirection\", user_tankbasedirection-3)\n\t\tTN2M T 2\n\t\tTNT1 A 0 ThrustThing(user_tankbasedirection*256/360, 3)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIF(velz < 0, \"Falling\")\n\t\tGoto CheckIfStillMoves\n\n\tCheckIfStillMoves:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"ExitVehicle\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Accelerate\", 1, \"Accelerate\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BackPedal\", 1, \"BackPedal\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnLeft\", 1, \"TurnLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnRight\", 1, \"TurnRight\")\n\t\tTNT1 A 0 A_StopSound(2)\n\t\tTNT1 A 0 A_PlaySound(\"TANK2\", 5, 1, 1)\n\t\tTNT1 A 0 A_PlaySound(\"TANK3\", 2)\n\n\tStay:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"TANK2\", 5, 1, 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"ExitVehicle\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BackPedal\", 1, \"BackPedal\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Accelerate\", 1, \"Accelerate\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnLeft\", 1, \"TurnLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnRight\", 1, \"TurnRight\")\n\t\tTN2M T 1\n\t\tTNT1 A 0 A_JumpIF(velz < 0, \"Falling\")\n\t\tGoto Stay\n\nPain.TracksDamaged:\n\t TNT1 A 0\n\t\tTNT1 A 0\n\n\t\tTNT1 A 0 A_Jump(32, \"DestroyTracks\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"ExitVehicle\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BackPedal\", 1, \"BackPedal\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Accelerate\", 1, \"Accelerate\")\n\t\tTN2M T 1\n\t\tGoto Stay\n\n\tPain.Repair:\n\t\tTNT1 A 0\n\t\tTN2E T 1 A_PlaySound(\"vehicle/pain\")\n\t\tTNT1 A 0 HealThing(104)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HeavyMachinegunAmmo\", 1200, 2)\n\t\tTNT1 A 0 A_GiveInventory(\"HeavyMachinegunAmmo\", 80)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HelicopterRocketAmmo\", 30, 2)\n\t\tTNT1 A 0 A_GiveInventory(\"HelicopterRocketAmmo\", 2)\n\t\tTN2E T 1\n\t\tGoto Stay\n\n\tAccelerate:\n\n\t\tTNT1 A 0 A_PlaySound(\"TANK1\", 5, 1, 1)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Accelerate\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnLeft\", 1, \"TurnLeftAccel\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnRight\", 1, \"TurnRightAccel\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"TnkTreadsDamage\" , 100, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)\n\n\t\tTN2M T 2\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Stay\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"ExitVehicle\")\n\t\tTNT1 A 0 ThrustThing(user_tankbasedirection*256/360, 4, 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving3\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnLeft\", 1, \"TurnLeftAccel\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnRight\", 1, \"TurnRightAccel\")\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"TnkStep\", 0, 0, 8, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEANGLE)\n\t\tTN2M T 2\n\t\tTNT1 A 0 ThrustThing(user_tankbasedirection*256/360, 4, 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving2\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnLeft\", 1, \"TurnLeftAccel\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnRight\", 1, \"TurnRightAccel\")\n\n\t\tTN2M T 2\n\t\tTNT1 A 0 ThrustThing(user_tankbasedirection*256/360, 4, 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnLeft\", 1, \"TurnLeftAccel\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnRight\", 1, \"TurnRightAccel\")\n\n\t\tTNT1 A 0 A_JumpIF(velz < 0, \"Falling\")\n\t\tGoto CheckIfStillMoves\n\nBackpedal:\n\t\tTNT1 A 0 A_PlaySound(\"TANK1\", 5, 1, 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TnkStep\", 0, 0, 8, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TnkTreadsDamage\" , -100, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Accelerate\", 1)\n\n\t\tTN2M T 2\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Stay\")\n\t\tTNT1 A 0 ThrustThing(user_tankbasedirection*256/360+128, 4, 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving3\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnRight\", 1, \"TurnLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnLeft\", 1, \"TurnRight\")\n\n\t\tTN2M T 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"ExitVehicle\")\n\t\tTNT1 A 0 ThrustThing(user_tankbasedirection*256/360+128, 4, 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving2\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnRight\", 1, \"TurnLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnLeft\", 1, \"TurnRight\")\n\n\t\tTN2M T 2\n\t\tTNT1 A 0 ThrustThing(user_tankbasedirection*256/360+128, 4, 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnRight\", 1, \"TurnLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TurnLeft\", 1, \"TurnRight\")\n\n\t\tTNT1 A 0 A_JumpIF(velz < 0, \"Falling\")\n\t\tGoto CheckIfStillMoves\n\n\tFalling:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_CheckFloor(\"CheckIfStillMoves\")\n\n\tFallingForReal:\n\t\tTNT1 A 0\n\t\tTN2M T 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"ExitVehicle\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIF(velz == 0, \"CrashIntoGround\")\n\t\tTNT1 A 0 A_GiveInventory(\"VehicleFallingCount\", 1)\n\t\tLoop\n\n\tCrashIntoGround:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfinventory(\"VehicleFallingCount\", 6, \"CrashIntoGroundViolently\")\n\t\tTN2M T 1\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_SpawnItem(\"CrashTankIntotheGround1\")\n\t\tTNT1 A 0 A_SpawnItem(\"CrashTankIntotheGround2\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"LargeMassWaterImpact\", 0, 0, -10)\n\t\tTNT1 A 0 Radius_Quake(1, 6, 0, 4, 0)\n\t\tTNT1 A 0 A_PlaySound(\"EBIKEBNC\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"VehicleFallingCount\", 100)\n\t\tGoto Stay\n\n\tCrashIntoGroundViolently:\n\t\tTNT1 A 0\n\t\tTN2M T 1\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_SpawnItem(\"CrashTankIntotheGround1\")\n\t\tTNT1 A 0 A_SpawnItem(\"CrashTankIntotheGround2\")\n\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionSplashSpawner\", 0, 0, -10)\n\n\t\tTNT1 A 0 Radius_Quake(8, 24, 0, 4, 0)\n\t\tTNT1 A 0 A_PlaySound(\"BIKECLW\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"EBIKECLS\", 2)\n\t\tTNT1 AAAA 0 A_CustomMissile (\"PlasmaSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_TakeInventory(\"VehicleFallingCount\", 100)\n\t\tTNT1 A 0 A_SetPitch(-8.0 + pitch)\n\t\tTN2M T 1\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_SetPitch(4.0 + pitch)\n\t\tTN2M T 1\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankBaseNotRealMoving1\" , 0, 0, 0, momx, momy, momz, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_SetPitch(4.0 + pitch)\n\t\tGoto Stay\n\nDeath:\n\tXDeath:\n TNT1 A 1\n\tTNT1 A 0 A_SpawnItem(\"BigExplosion1112\")\n\tTNT1 A 0 A_PlaySound(\"weapons/explode\")\n\tTNT1 A 0 A_PlaySound(\"EXPLOSIO\", 3)\n\tTNT1 A 0 A_Scream\n\tTNT1 A 0 A_NoBlocking\n\tNULL AAAAAA 0 A_CustomMissile (\"MetalShard1\", 96, 0, random (0, 360), 2, random (0, 180))\n\tNULL AAAAAA 0 A_CustomMissile (\"MetalShard2\", 96, 0, random (0, 360), 2, random (0, 180))\n\tNULL AAAAAAAAA 0 A_CustomMissile (\"BDGlassShard\", 96, 0, random (0, 360), 2, random (0, 360))\n\tELEC A 0 A_Explode(100, 250)\n\tTNT1 A 0 A_SpawnItem(\"DestroyedArmouredVehicleTemp\")\n\t8762 A 5\n\tTNT1 A 0 A_TakeInventory(\"ArtilleryTankGun\", 1)\n\tTNT1 A 0 A_TakeInventory(\"IsInATank\", 1)\n\t8762 A 100\n\t8762 A 0\n\tStop\n\t}\n}\n\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n//Vehicle's weapons and misc\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\nACTOR ArtilleryTankGun : DoomWeapon\n{\n\tGame Doom\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoUse2 1\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoType1 \"HeavyMachinegunAmmo\"\n\tWeapon.AmmoType2 \"HelicopterRocketAmmo\"\n\tObituary \"%o was wasted by an artillery tank.\"\n\tWeapon.SelectionOrder 9999\n\t+WEAPON.AMMO_OPTIONAL\n\t+WEAPON.ALT_AMMO_OPTIONAL\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.EXPLOSIVE\n\t+WEAPON.CHEATNOTWEAPON\n\t+WEAPON.NO_AUTO_SWITCH\n\tInventory.Pickupmessage \"$PICKUP_PISTOL_DROPPED\"\n\tTag \"Artillery Tank\"\n\tStates\n\t{\n\tReady:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"TNKENGS\", 4)\n\t\tTNHD W 10\n\t\tTNT1 A 0 A_PlaySound(\"INFRARED\", 1)\n\t\tTNHD XYZXYZXYZXYZXYZXYZXYZ 1 BRIGHT\n\t\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\t\tTNHD Y 0 A_TakeInventory(\"PressedJump\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"TankZoom\", 1)\n\t\tTNHD X 1 A_Gunflash\n\t\tTNT1 A 0 A_SetCrosshair(34)\n\t\tGoto ReadyToFire\n\n\tReadyToFire:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfinventory(\"TankZoom\", 1, \"ReadyToFire2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SwitchFlashlight\",1,\"SwitchFlashlight\")\n\t\tTNLH G 1 A_WeaponReady(1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\", 1, \"ZoomMode\")\n\t\tLoop\n\n\tReadyToFire2:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_WeaponReady(1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SwitchFlashlight\",1,\"SwitchFlashlight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\", 1, \"ZoomMode\")\n\t\tLoop\n\n\tNoAmmo:\n\t\tTNLH G 2\n\t\tTNT1 A 0 A_Print(\"Ammunition Depleted\", 2)\n\t\tGoto ReadyToFire\n\n\tNoAmmoZoom:\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Print(\"Ammunition Depleted\", 2)\n\t\tGoto ReadyToFire2\n\n\tZoomMode:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_JumpIfinventory(\"TankZoom\", 1, \"StopZoom\")\n\t\tTNT1 A 0 A_ZoomFactor(5.0)\n\t\tTNT1 A 0 A_GiveInventory(\"TankZoom\")\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\", 1)\n\t\tGoto ReadyToFire2\n\n\tStopZoom:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"TankZoom\", 1)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\", 1)\n\t\tGoto ReadyToFire\n\n\tDeselect:\n\t\tTNHD Z 1 A_Lower\n\t\tTNT1 A 0 SetPlayerProperty(0,0,4)\n\t\tLoop\n\n\tSelect:\n\t\tTNT1 A 0\n\t\tTNHD z 1 A_Raise\n\t\tTNHD zzzzzzzzzzzzzzzzzzzzzz 0 A_Raise\n\t\tTNHD z 1 A_Raise\n\t\tGoto Ready\n\n\tEmergencyExit:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"CARSTE\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"PressedUse\")\n\t\tTNT1 A 5\n\t\tGoto LightEnd\n\n\tFire://zero-offset = 65 pixels high\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfinventory(\"TankZoom\", 1, \"FireZoom\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HeavyMachinegunAmmo\", 1, 1)\n\t\tGoto NoAmmo\n\n\t\tTNT1 A 0 A_FireCustomMissile(\"Alerter\",0,0)\n\t\tTNLH H 1 BRIGHT A_FireCustomMissile(\"AutocannonFlash\", 0, 0, -32, -16, 0, 0)\n\t\tTNLH I 1 BRIGHT A_FireCustomMissile(\"AutoCannonProjectile\", -0.2, 0, -32, -16, 0, 0.1)\n\t\tTNT1 A 0 A_TakeInventory(\"HeavyMachinegunAmmo\", 1)\n\t\tTNLH J 2 A_PlaySound(\"ACANO1\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"FARCAN1\", 4)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"HeavyMachinegunAmmo\", 1, 1)\n\t\tGoto NoAmmo\n\n\t\tTNT1 A 0 A_FireCustomMissile(\"Alerter\",0,0)\n\t\tTNLH K 1 BRIGHT A_FireCustomMissile(\"AutocannonFlash\", 0, 0, 32, -16, 0, 0)\n\t\tTNLH L 1 BRIGHT A_FireCustomMissile(\"AutoCannonProjectile\", 0.2, 0, 32, -16, 0, 0.1)\n\t\tTNT1 A 0 A_TakeInventory(\"HeavyMachinegunAmmo\", 1)\n\t\tTNLH M 2 A_PlaySound(\"ACANO1\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"FARCAN1\", 4)\n\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto ReadyToFire\n\n\tFireZoom:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"HeavyMachinegunAmmo\", 1, 1)\n\t\tGoto NoAmmoZoom\n\n\t\tTNT1 A 0 A_FireCustomMissile(\"Alerter\",0,0)\n\t\tTNT1 H 1 BRIGHT A_FireCustomMissile(\"AutocannonFlash\", 0, 0, -32, -16, 0, 0)\n\t\tTNT1 I 1 BRIGHT A_FireCustomMissile(\"AutoCannonProjectile\", -0.2, 0, -32, -16, 0, 0.1)\n\t\tTNT1 A 0 A_TakeInventory(\"HeavyMachinegunAmmo\", 1)\n\t\tTNT1 J 2 A_PlaySound(\"ACANO1\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"FARCAN1\", 4)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"HeavyMachinegunAmmo\", 1, 1)\n\t\tGoto NoAmmo\n\n\t\tTNT1 A 0 A_FireCustomMissile(\"Alerter\",0,0)\n\t\tTNT1 K 1 BRIGHT A_FireCustomMissile(\"AutocannonFlash\", 0, 0, 32, -16, 0, 0)\n\t\tTNT1 L 1 BRIGHT A_FireCustomMissile(\"AutoCannonProjectile\", 0.2, 0, 32, -16, 0, 0.1)\n\t\tTNT1 A 0 A_TakeInventory(\"HeavyMachinegunAmmo\", 1)\n\t\tTNT1 M 2 A_PlaySound(\"ACANO1\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"FARCAN1\", 4)\n\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto ReadyToFire2\n\n\tAltFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfinventory(\"TankZoom\", 1, \"AltFire2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HelicopterRocketAmmo\", 2, 1)\n\t\tGoto NoAmmo\n\t\tTNT1 A 0 A_JumpIfInventory(\"DMgame\",1,\"AltFireDM\")\n\n\t\tTNT1 A 0 A_FireCustomMissile(\"Alerter\",0,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"TankMissile\", 0.5, 0, random(56,72), random(56,72), 0, -0.5)\n\t\tTNLH G 15 BRIGHT\n\t\tTNT1 A 0 A_FireCustomMissile(\"TankMissile\", -0.5, 0, random(-72,-56), random(56,72), 0, -0.5)\n\t\tTNLH G 15 BRIGHT\n\t\tTNT1 A 0 A_TakeInventory(\"HelicopterRocketAmmo\", 2)\n\t\tGoto ReadyToFire\n\n\tAltFireDM:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FireCustomMissile(\"Alerter\",0,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"TankMissileDM\", 0.5, 0, random(56,72), random(56,72), 0, -0.5)\n\t\tTNLH G 15 BRIGHT\n\t\tTNT1 A 0 A_FireCustomMissile(\"TankMissileDM\", -0.5, 0, random(-72,-56), random(56,72), 0, -0.5)\n\t\tTNLH G 15 BRIGHT\n\t\tTNT1 A 0 A_TakeInventory(\"HelicopterRocketAmmo\", 2)\n\t\tGoto ReadyToFire\n\n\tAltFire2:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HelicopterRocketAmmo\", 2, 1)\n\t\tGoto NoAmmoZoom\n\t\tTNT1 A 0 A_JumpIfInventory(\"DMgame\",1,\"AltFire2DM\")\n\n\t\tTNT1 A 0 A_FireCustomMissile(\"Alerter\",0,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"TankMissile\", 0.5, 0, random(56,72), random(56,72), 0, -0.5)\n\t\tTNT1 A 15 BRIGHT\n\t\tTNT1 A 0 A_FireCustomMissile(\"TankMissile\", -0.5, 0, random(-72,-56), random(56,72), 0, -0.5)\n\t\tTNT1 A 15 BRIGHT\n\t\tTNT1 A 0 A_TakeInventory(\"HelicopterRocketAmmo\", 2)\n\t\tGoto ReadyToFire2\n\n\tAltFire2DM:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FireCustomMissile(\"Alerter\",0,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"TankMissileDM\", 0.5, 0, random(56,72), random(56,72), 0, -0.5)\n\t\tTNT1 A 15 BRIGHT\n\t\tTNT1 A 0 A_FireCustomMissile(\"TankMissileDM\", -0.5, 0, random(-72,-56), random(56,72), 0, -0.5)\n\t\tTNT1 A 15 BRIGHT\n\t\tTNT1 A 0 A_TakeInventory(\"HelicopterRocketAmmo\", 2)\n\t\tGoto ReadyToFire2\n\n\tFlash:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfHealthLower(2, \"EmergencyExit\")\n\t\tTNHD K 1 Bright\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDATHUD\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"LightEnd\")\n\t\tNULL A 0 A_JumpIf (pitch < -36, \"TooHighCheckGZD\")\n\t\tNULL A 0 A_JumpIf (pitch > 220, \"TooHighCheck\")\n\t\tNULL A 0 A_JumpIf (pitch > 16, \"TooLowCheck\")\n\t\tTNHD K 1 Bright\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDATHUD\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"LightEnd\")\n\t\tNULL A 0 A_JumpIf (pitch < -36, \"TooHighCheckGZD\")\n\t\tNULL A 0 A_JumpIf (pitch > 220, \"TooHighCheck\")\n\t\tNULL A 0 A_JumpIf (pitch > 16, \"TooLowCheck\")\n\t\tTNHD K 1 Bright\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDATHUD\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"LightEnd\")\n\t\tNULL A 0 A_JumpIf (pitch < -36, \"TooHighCheckGZD\")\n\t\tNULL A 0 A_JumpIf (pitch > 220, \"TooHighCheck\")\n\t\tNULL A 0 A_JumpIf (pitch > 16, \"TooLowCheck\")\n\t\tGoto Flash\n\n\tTooHigh:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SetPitch(325)\n\t\tGoto Flash\n\n\tTooLowCheck:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SetPitch(15)\n\t\tGoto Flash\n\n\tTooHighCheck:\n\t\tTNT1 A 0\n\t\tNULL A 0 A_JumpIf (pitch < 324, \"TooHigh\")\n\t\tGoto Flash\n\n\tTooHighCheckGZD:\n\t\tTNT1 A 0\n\t\tNULL A 0 A_SetPitch(-35)\n\t\tGoto Flash\n\n\tSwitchFlashlight:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"SwitchFlashlight\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FlashlightOn\",1,\"TurnFlashOff\")\n\t\tTNT1 A 0 A_Giveinventory(\"FlashlightOn\",1)\n\t\tTNT1 A 0 A_giveinventory(\"PowerLightAmp\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"INFRARED\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"FLASHON\", 2)\n Goto ReadyToFire\n\n\tTurnFlashOff:\n\t\tTNT1 A 0 A_Takeinventory(\"FlashlightOn\",1)\n\t\tTNT1 A 0 A_TakEinventory(\"PowerLightAmp\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"FLASHOFF\", 2)\n Goto ReadyToFire\n\n\tLightEnd:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"TankZoom\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"FlashlightOn\",1)\n\t\tTNT1 A 0 A_TakEinventory(\"PowerLightAmp\", 1)\n\t\tTNT1 A 10\n\t\tStop\n\n\tSpawn:\n\t\tLAUN A -1\n\t\tStop\n\n\t}\n}\n\nACTOR TankMissile: Rocket2\n{\n\tSpeed 50\n Damage (random (450, 450))\n\tDamageType Explosive\n\tScale 1.0\n\t+SEEKERMISSILE\n\t+SCREENSEEKER\n\t-NOGRAVITY\n\tGravity 0.2\n\tStates\n\t{\n\tSpawn:\n\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"DSMISLAU\", 1, 1, 1)\n\t\tTNT1 A 0 A_PlaySound(\"DSMISFIR\", 4)\n\n\t\t//TNT1 A 0 ThrustThingZ(0, 6, -1, 1)\n\t\tMISL A 0 A_CustomMissile(\"BackblastFlames1\", 0, 0, angle-170, CMF_ABSOLUTEANGLE)\n\t\tMISL A 1 Bright A_SeekerMissile (4,8, SMF_LOOK)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_SpawnItem (\"HighExplosiveFlamesSmall\")\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tMISL A 1 Bright A_SeekerMissile (4,8, SMF_LOOK)\n\t\tMISL A 0 A_CustomMissile(\"BackblastFlames2\", 0, 0, angle-190, CMF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_SpawnItem (\"HighExplosiveFlamesSmall\")\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tMISL A 1 Bright A_SeekerMissile (4,8, SMF_LOOK)\n\t\tMISL A 0 A_CustomMissile(\"BackblastFlames3\", 0, 0, angle-180, CMF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\n\t\tMISL A 1 Bright A_SeekerMissile (4,8, SMF_LOOK)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tMISL A 1 Bright A_SeekerMissile (4,8, SMF_LOOK)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\n\t\t//TNT1 A 0 ThrustThingZ(0, 6, -1, 1)\n\t\tMISL A 1 Bright A_SeekerMissile (4,8, SMF_LOOK)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tMISL A 1 Bright A_SeekerMissile (4,8, SMF_LOOK)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tMISL A 1 Bright A_SeekerMissile (4,8, SMF_LOOK)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tMISL A 1 Bright A_SeekerMissile (4,8, SMF_LOOK)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_SpawnItem (\"PlasmaSmoke\")\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tMISL A 1 Bright A_SeekerMissile (4,8, SMF_LOOK)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\n\t\t//TNT1 A 0 ThrustThingZ(0, 40, 1, 1)\n\n\t\tMISL A 1 Bright A_SeekerMissile (4,8, SMF_LOOK)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tMISL A 1 Bright A_SeekerMissile (4,8, SMF_LOOK)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tMISL A 1 Bright A_SeekerMissile (4,8, SMF_LOOK)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tMISL A 1 Bright A_SeekerMissile (4,8, SMF_LOOK)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_SpawnItem (\"PlasmaSmoke\")\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tMISL A 1 Bright A_SeekerMissile (4,8, SMF_LOOK)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\n\t\t//TNT1 A 0 ThrustThingZ(0, 40, 1, 1)\n\n\tLive:\n\t MISL A 1 Bright A_SeekerMissile (4,8, SMF_LOOK)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_SpawnItem (\"PlasmaSmoke\")\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tLoop\n\n\tSpawnUnderwater:\n\t TNT1 A 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t TNT1 A 0 A_CustomMissile (\"BUBULZ\", 0, 0, random (0, 360), 2, random (0, 180))\n\t Goto Live\n\n\tDeath:\n\tXDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_StopSound(1)\n EXPL A 0 Radius_Quake (3, 8, 0, 15, 0)//(intensity, duration, damrad, tremrad, tid)\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionSplashSpawner\")\n TNT1 A 0 A_SpawnItemEx (\"DetectFloorCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 A_SpawnItemEx (\"UnderwaterExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AAA 0 A_CustomMissile (\"BDExplosionparticles\", 0, 0, random (0, 360), 2, random (40, 90))\n\t\tTNT1 AA 0 A_CustomMissile (\"BDExplosionparticles2\", 0, 0, random (0, 360), 2, random (40, 90))\n\t\tTNT1 AA 0 A_CustomMissile (\"BDExplosionparticles3\", 10, 0, random (0, 360), 2, random (40, 90))\n EXPL A 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_SpawnItemEx (\"TankMissileExplosion\",0,0,13,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BarrelKaboom\",0,0,13,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 AAA 0 A_CustomMissile (\"HighExplosiveFlames\", random (10, 20), 0, random (0, 360), 2, random (10, 90))\n\t\t//TNT1 A 0 A_SpawnItemEx (\"RocketPenetrator\",cos(-pitch)*42,0,0+(sin(pitch)*42),cos(-pitch)*40,0,sin(pitch)*40,0,SXF_TRANSFERPITCH)\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_SpawnItemEx (\"LiquidExplosionEffectSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\t\tTNT1 A 15\n\t\tTNT1 A 0 A_PlaySound(\"distantexp\", 5)\n\t\tTNT1 AA 4 A_CustomMissile (\"ExplosionSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tStop\n\t}\n}\n\nACTOR TankMissileDM: TankMissile\n{\n\tSpecies \"none\"\n\t-THRUSPECIES\n\t-MTHRUSPECIES\n}\n\nACTOR TankMissile2: Rocket2\n{\n\tSpeed 50\n Damage (random (300, 300))\n\tDamageType Explosive\n\tScale 1.0\n\tSpecies \"EnemyTank\"\n\tStates\n\t{\n\tSpawn:\n\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"DSMISLAU\", 1, 1, 1)\n\t\tTNT1 A 0 A_PlaySound(\"DSMISFIR\", 4)\n\n\t\tMISL A 0 A_CustomMissile(\"BackblastFlames1\", 0, 0, angle-170, CMF_ABSOLUTEANGLE)\n\t\tMISL A 1 Bright\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_SpawnItem (\"HighExplosiveFlamesSmall\")\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tMISL A 1 Bright\n\t\tMISL A 0 A_CustomMissile(\"BackblastFlames2\", 0, 0, angle-190, CMF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_SpawnItem (\"HighExplosiveFlamesSmall\")\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tMISL A 1 Bright\n\t\tMISL A 0 A_CustomMissile(\"BackblastFlames3\", 0, 0, angle-180, CMF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\n\tLive:\n\t MISL A 1 Bright\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_SpawnItem (\"PlasmaSmoke\")\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tLoop\n\n\tSpawnUnderwater:\n\t TNT1 A 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t TNT1 A 0 A_CustomMissile (\"BUBULZ\", 0, 0, random (0, 360), 2, random (0, 180))\n\t Goto Live\n\n\tDeath:\n\tXDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_StopSound(1)\n EXPL A 0 Radius_Quake (3, 8, 0, 15, 0)//(intensity, duration, damrad, tremrad, tid)\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionSplashSpawner\")\n TNT1 A 0 A_SpawnItemEx (\"DetectFloorCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 A_SpawnItemEx (\"UnderwaterExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AAA 0 A_CustomMissile (\"BDExplosionparticles\", 0, 0, random (0, 360), 2, random (40, 90))\n\t\tTNT1 AA 0 A_CustomMissile (\"BDExplosionparticles2\", 0, 0, random (0, 360), 2, random (40, 90))\n\t\tTNT1 AA 0 A_CustomMissile (\"BDExplosionparticles3\", 10, 0, random (0, 360), 2, random (40, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"MediumExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n EXPL A 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_SpawnItemEx (\"BarrelExplosion\",0,0,13,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BarrelKaboom\",0,0,13,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"RocketPenetrator\",cos(-pitch)*42,0,0+(sin(pitch)*42),cos(-pitch)*40,0,sin(pitch)*40,0,SXF_TRANSFERPITCH)\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_SpawnItemEx (\"LiquidExplosionEffectSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\t\tTNT1 A 15\n\t\tTNT1 A 0 A_PlaySound(\"distantexp\", 5)\n\t\tTNT1 AA 4 A_CustomMissile (\"ExplosionSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "AssaultShotgun.txt",
"contents": "ACTOR AssaultShotgun : BrutalWeapon\n{\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.SelectionOrder 350\n\tWeapon.AmmoType1 \"AmmoShell\"\n\tWeapon.AmmoType2 \"AssaultShotgunAmmo\"\n\tObituary \"%o was shot down by %k's Assault Shotgun.\"\n AttackSound \"None\"\n Inventory.PickupSound \"CLIPIN\"\n\tInventory.Pickupmessage \"$GOTASG\"\n +WEAPON.NOAUTOAIM\n +WEAPON.NOAUTOFIRE\n\t+WEAPON.NOALERT\n\t+FORCEXYBILLBOARD\n Scale 0.8\n\tTag \"Assault Shotgun\"\n\tDropItem \"AssaultShotgunSpawner\"\n\tStates\n\t{\n\tSelectAnimation:\n TNT1 AA 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tA12G A 0 A_GunFlash\n\t\tA12G A 0 A_JumpIfInventory(\"AutoShotUnloaded\", 1, \"ReadyNoFuckingAmmo\")\n A12G A 0 A_PlaySound(\"CLIPIN\")\n A12S ABCD 1 BRIGHT\n\n\tReady:\n\tReady3:\n\t\tA12G A 0\n\t\tA12G A 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n A12G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n A12G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tA12G A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tA12G A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n A12G A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tA12G A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tA12G A 0 A_JumpIfInventory(\"StartDualWield\",1,\"ChangeShell\")\n\t\tA12G A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tA12G A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tA12G A 0 A_JumpIfInventory(\"Zoomed\",1,\"Ready2\")\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12G A 0 A_JumpIfInventory(\"AutoShotUnloaded\", 1, \"ReadyNoFuckingAmmo\")\n\t\tLoop\n\n\tReady2:\n\t\tA12G A 0\n\t\tA12A D 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n A12G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n A12G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tA12G A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tA12G A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n A12G A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tA12G A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tA12G A 0 A_JumpIfInventory(\"StartDualWield\",1,\"ChangeShell\")\n\t\tA12G A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tA12G A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint2\")\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tLoop\n\n\t ReadyNoFuckingAmmo:\n\t\tA12R Q 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tA12G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n A12G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tA12G A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tA12G A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n A12G A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tA12G A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tA12G A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tA12G A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tLoop\n\n\tChangeShell:\n\t\tTNT1 A 0 A_TakeInventory(\"StartDualWield\", 1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tRIFG A 0 A_SetCrosshair(0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoShell\", 1, 1)\n\t\tGoto Ready\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlugRoundsUpgrade\", 1, \"SlugMode\")\n\t\tGoto NoUpgrades\n\n\tNoUpgrades:\n\t\tTNT1 A 0 A_Print(\"You need the Slug Shells Upgrade for Alt-Fire mode.\", 2)\n\t\tA12G A 3 BRIGHT\n\t\tGoto Ready\n\n\tSlugMode:\n\t\tA12R A 1 BRIGHT Offset(-32, 42)\n\t\tA12R A 1 BRIGHT Offset(-24, 38)\n\t\tA12R A 1 BRIGHT Offset(-12, 34)\n\t\tA12R A 1 BRIGHT Offset(0, 32)\n\t\tA12R BCDEEE 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12G A 0 A_PlaySound(\"AACL\", 1)\n\t\tA12R FG 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12R G 1 BRIGHT Offset(3, 36)\n\t\tA12R GG 1 BRIGHT Offset(7, 38)\n\t\tA12R G 1 BRIGHT Offset(3, 36)\n\t\tA12R GGGG 1 BRIGHT Offset(0, 32)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlugMode\", 1, \"BuckShotMode\")\n\t\tA12R HIJKLLLLL 1 BRIGHT\n\t\tA12G A 0 A_PlaySound(\"Reload\", 1)\n\t\tA12R MNSR 1 BRIGHT\n\t\tA12G A 0 A_Giveinventory(\"HasUnloaded\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"SlugMode\", 1)\n\t\tTNT1 A 0 A_Print(\"Slug Shells Loaded\", 2)\n\n\t\tA12R QQQQ 5 BRIGHT A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12G A 0 A_Takeinventory(\"Reloading\",1)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tA12R VWTU 1 BRIGHT\n\t\tA12R LUUUU 1 BRIGHT\n\t\tA12R KJIHGGGG 1 BRIGHT\n\t\tA12G A 0 A_PlaySound(\"AACL\", 4)\n\t\tA12R FEEEEEEEEDCBA 1 BRIGHT\n\t\tA12G A 0 A_Takeinventory(\"AutoShotUnloaded\",1)\n\t\tA12G A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tGoto InsertBullets\n\n\tBuckShotMode:\n\t\tA12R HIJKLLLLL 1 BRIGHT\n\t\tA12G A 0 A_PlaySound(\"Reload\", 1)\n\t\tA12R MNWV 1 BRIGHT\n\t\tA12G A 0 A_Giveinventory(\"HasUnloaded\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"SlugMode\", 1)\n\t\tTNT1 A 0 A_Print(\"Buckshot Shells Loaded\", 2)\n\n\t\tA12R QQQQ 5 BRIGHT A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12G A 0 A_Takeinventory(\"Reloading\",1)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tA12R RSTU 1 BRIGHT\n\t\tA12R LUUUU 1 BRIGHT\n\t\tA12R KJIHGGGG 1 BRIGHT\n\t\tA12G A 0 A_PlaySound(\"AACL\", 4)\n\t\tA12R FEEEEEEEEDCBA 1 BRIGHT\n\t\tA12G A 0 A_Takeinventory(\"AutoShotUnloaded\",1)\n\t\tA12G A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tGoto InsertBullets\n\n\tDeselect:\n\t\tA12G A 0\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tA12G A 0 A_TakeInventory(\"SlugMode\",1)\n A12G A 0 A_ZoomFactor(1.0)\n\t\tA12G A 0 A_SetCrosshair(0)\n\t\tA12G A 0 A_JumpIfInventory(\"AutoShotUnloaded\", 1, \"DeSelectNoAmmo\")\n\t\tA12S DCBA 1 BRIGHT\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n\tDeSelectNoAmmo:\n\t\tA12R Q 1 BRIGHT A_Lower\n\t\tWait\n\n\tSelect:\n\t\tA12G A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FistsSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"MinigunSelected\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"SSGSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RocketLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PlasmaGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevenantLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SubMachineGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFG10KSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FlameCannonSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawSelected\", 1)\n\t\tA12G A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tA12G A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tA12G A 0 A_JumpIfInventory(\"AutoShotUnloaded\", 1, \"SelectsNoAmmo\")\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAAAAAA 0 A_Raise\n\t\tGoto SelectAnimation\n\n\tSelectsNoAmmo:\n\t\tA12R QQQQQQ 1 BRIGHT A_Raise\n\t\tGoto SelectAnimation\n\n Fire:\n\t\tTNT1 A 0\n A12G A 0 A_JumpIfInventory(\"AssaultShotgunAmmo\",1,1)\n Goto NoAmmo\n TNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlugMode\",1,\"SlugFire\")\n A12G A 0 A_PlaySound(\"A12FIR\", 1)\n\t\tRIFF A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tTNT1 AAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles2\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 A 0 A_FireCustomMissile(\"Alerter\",0,0)\n\t\tA12G A 0 A_JumpIfInventory(\"Zoomed\",1,\"Fire2\")\n\t\tA12F A 1 BRIGHT A_AlertMonsters\n\t\tTNT1 A 0 A_ZoomFactor(0.98)\n\t\tA12G A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tA12F A 0 BRIGHT A_FireBullets (2.9, 3.0, 9, 13, \"MachineGunBulletPuff\", FBF_NORANDOM)\n RIFF AAAAAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-2,2), 0, 0, 0, 0, random(-2,2))\n\t\tA12G A 0\n\t\tA12G A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 3)//Tactical Mode deals extra damage and recoil\n\t\tSHTN A 0 A_FireBullets (2.5, 2.6, 5, 13, \"ShotgunPuff2\", FBF_NORANDOM)\n\t\tA12G A 0 A_SetPitch(pitch-1.8)\n\t\tA12G A 0 A_SetPitch(pitch-1.8)\n\t\tA12G A 0\n\t\tA12G A 0 A_Takeinventory(\"AssaultShotgunAmmo\",1)\n\t\tA12F B 1 BRIGHT A_FireCustomMissile(\"ShotCaseSpawn\",5,0,6,-14)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n A12F C 1 BRIGHT\n\t\tA12F DEF 1 BRIGHT A_SetPitch(0.6 + pitch)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSHTZ A 0 A_Refire\n\t\tA12G A 5 BRIGHT A_WeaponReady(1)\n\t\tGoto Ready\n\n\tSlugFire:\n A12G A 0 A_PlaySound(\"SlugASG\", 1)\n\t\tRIFF A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tTNT1 AAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles2\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 A 0 A_FireCustomMissile(\"Alerter\",0,0)\n\t\tA12G A 0 A_JumpIfInventory(\"Zoomed\",1,\"Fire2\")\n\t\tA12F A 1 BRIGHT A_AlertMonsters\n\t\tTNT1 A 0 A_ZoomFactor(0.98)\n\t\tA12G A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tA12F A 0 BRIGHT A_FireBullets (1.4, 1.5, -1, 120, \"ShotgunPuff\", FBF_NORANDOM)\n RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-1,1), 0, 0, 0, 0, random(-1,1))\n\t\tA12G A 0\n\t\tA12G A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//Tactical Mode deals extra recoil\n\t\tA12G A 0 A_SetPitch(pitch-1.8)\n\t\tA12G A 0 A_SetPitch(pitch-1.8)\n\t\tA12G A 0\n\t\tA12G A 0 A_Takeinventory(\"AssaultShotgunAmmo\",1)\n\t\tA12F B 1 BRIGHT A_FireCustomMissile(\"SlugCaseSpawn\",5,0,6,-14)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n A12F C 1 BRIGHT\n\t\tA12F DEF 1 BRIGHT A_SetPitch(0.6 + pitch)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSHTZ A 0 A_Refire\n\t\tA12G A 5 BRIGHT A_WeaponReady(1)\n\t\tGoto Ready\n\n\t Fire2: //Aiming DOwn the Sights\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlugMode\",1,\"SlugFire2\")\n A12A E 1 BRIGHT A_AlertMonsters\n\t\tTNT1 A 0 A_ZoomFactor(1.29)\n\t\tA12G A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tA12F A 0 BRIGHT A_FireBullets (2.4, 2.5, 9, 13, \"MachineGunBulletPuff\", FBF_NORANDOM)\n RIFF AAAAAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-2,2), 0, 0, 0, 0, random(-2,2))\n\t\tA12G A 0\n\t\tA12G A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 3)//Tactical Mode deals extra damage and recoil\n\t\tSHTN A 0 A_FireBullets (2.0, 2.1, 5, 13, \"ShotgunPuff2\", FBF_NORANDOM)\n\t\tA12G A 0 A_SetPitch(pitch-0.9)\n\t\tA12G A 0 A_SetPitch(pitch-0.9)\n\t\tA12G A 0\n\t\tA12G A 0 A_Takeinventory(\"AssaultShotgunAmmo\",1)\n\t\tA12A F 1 BRIGHT A_FireCustomMissile(\"ShotCaseSpawn\",5,0,6,0)\n\t\tTNT1 A 0 A_ZoomFactor(1.3)\n A12A G 1 BRIGHT\n\t\tA12A DDD 1 BRIGHT A_SetPitch(0.3 + pitch)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12G A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")//If still pressing alt fire, it means its holding aim\n\t\tSHTZ A 0 A_Refire\n\t\tA12A D 5 BRIGHT A_WeaponReady(1)\n\t\tGoto Ready2\n\n\tSlugFire2: //Aiming Down the Sights\n\t\tA12A E 1 BRIGHT A_AlertMonsters\n\t\tTNT1 A 0 A_ZoomFactor(1.29)\n\t\tA12G A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tA12F A 0 BRIGHT A_FireBullets (0.9, 1.0, -1, 120, \"ShotgunPuff\", FBF_NORANDOM)\n RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-1,1), 0, 0, 0, 0, random(-1,1))\n\t\tA12G A 0\n\t\tA12G A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//Tactical Mode deals extra recoil\n\t\tA12G A 0 A_SetPitch(pitch-0.9)\n\t\tA12G A 0 A_SetPitch(pitch-0.9)\n\t\tA12G A 0\n\t\tA12G A 0 A_Takeinventory(\"AssaultShotgunAmmo\",1)\n\t\tA12A F 1 BRIGHT A_FireCustomMissile(\"SlugCaseSpawn\",5,0,6,0)\n\t\tTNT1 A 0 A_ZoomFactor(1.3)\n A12A G 1 BRIGHT\n\t\tA12A DDD 1 BRIGHT A_SetPitch(0.3 + pitch)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12G A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")//If still pressing alt fire, it means its holding aim\n\t\tSHTZ A 0 A_Refire\n\t\tA12A D 5 BRIGHT A_WeaponReady(1)\n\t\tGoto Ready2\n\n\tAltFire:\n A12G A 0\n\t\tA12G A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tA12G A 0 A_JumpIfInventory(\"Zoomed\",1,\"NoAim\")\n\t\tA12G A 0 A_Giveinventory(\"Zoomed\",1)\n A12G A 0 A_ZoomFactor(1.3)\n\t\tA12G A 0 A_Giveinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_SetCrosshair(41)\n A12A ABC 1 BRIGHT\n A12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12A D 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12A D 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12A D 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12G A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")\n Goto Ready2\n\n\t HoldAim:\n\t A12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12A D 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12A D 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12A D 1 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")\n\n\t NoAim:\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n A12G A 0 A_ZoomFactor(1.0)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_SetCrosshair(0)\n\t\tA12A CBA 1 BRIGHT\n Goto Ready3\n\n\tNoAmmo:\n\t\tRIFG A 0\n\t\tRIFG A 0 A_ZoomFactor(1.0)\n\t\tRIFG A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tRIFG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_SetCrosshair(0)\n\t\tRIFG A 0 A_JumpIfInventory(\"AutoShotUnloaded\",1,\"ReadyNoFuckingAmmo\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 4)\n\t\tNoAmmo2:\n\t\tRIFG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t RIFG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tRIFG A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12G A 5 BRIGHT A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOPRIMARY)\n\t\tRIFG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"InsertBullets\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, \"NoAmmo2\")\n\t\tRIFG A 0 A_JumpIfInventory(\"AmmoShell\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo2\")\n\t\tGoto Ready3\n\n Reload:\n\t\tSHTZ A 0\n\t\t//A12G A 1 BRIGHT A_WeaponReady\n\t\tA12G A 0 A_ZoomFactor(1.0)\n\t\tA12G A 0 A_Takeinventory(\"Reloading\",1)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tA12G A 0 A_SetCrosshair(0)\n\t\tA12G A 0 A_JumpIfInventory(\"AssaultShotgunAmmo\",20,\"Ready\")\n\n A12G A 0 A_JumpIfInventory(\"AmmoShell\",1,1)\n Goto Ready\n TNT1 AAA 0\n\t\tA12G A 0 A_JumpIfInventory(\"AutoShotUnloaded\", 1, \"PutMag\")\n\t\tA12G A 0 A_JumpIfInventory(\"TurboReload\", 1, \"InsertBullets\")\n\t\tA12G A 0\n A12R A 1 BRIGHT Offset(-32, 42)\n\t\tA12R A 1 BRIGHT Offset(-24, 38)\n\t\tA12R A 1 BRIGHT Offset(-12, 34)\n\t\tA12R A 1 BRIGHT Offset(0, 32)\n\t\tA12R BCDEEE 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12R A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12G A 0 A_PlaySound(\"AACL\", 1)\n\t\tA12R FG 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12R G 1 BRIGHT Offset(3, 36)\n\t\tA12R GG 1 BRIGHT Offset(7, 38)\n\t\tA12R G 1 BRIGHT Offset(3, 36)\n\t\tA12R GGGG 1 BRIGHT Offset(0, 32)\n\t\tA12R A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12R HIJKLLLLL 1 BRIGHT\n\t\tA12G A 0 A_PlaySound(\"Reload\", 1)\n\t\tA12R MNOP 1 BRIGHT\n\t\tA12G A 0 A_Giveinventory(\"HasUnloaded\",1)\n\t\tA12G A 0 A_GiveInventory(\"AutoShotUnloaded\",1)\n\t\tA12G A 0 A_FireCustomMissile(\"EmptyDrumSpawn\",0,0,0,-20)\n\n\tPutMag:\n\t\tTNT1 A 0 A_JumpIfInventory(\"SlugMode\", 1, \"SlugPutMag\")\n\t\tA12R Q 10 BRIGHT A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12G A 0 A_Takeinventory(\"Reloading\",1)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tA12G A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tA12G A 0 A_Takeinventory(\"AutoShotUnloaded\",1)\n\t\tA12R RSTU 1 BRIGHT\n\t\tA12R LUUUU 1 BRIGHT\n\t\tA12R KJIHGGGG 1 BRIGHT\n\t\tA12G A 0 A_PlaySound(\"AACL\", 4)\n\t\tA12R FEEEEEEEEDCBA 1 BRIGHT\n\t\tGoto InsertBullets\n\n\tSlugPutMag:\n\t\tA12R Q 10 BRIGHT A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12G A 0 A_Takeinventory(\"Reloading\",1)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tA12G A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tA12G A 0 A_Takeinventory(\"AutoShotUnloaded\",1)\n\t\tA12R VWTU 1 BRIGHT\n\t\tA12R LUUUU 1 BRIGHT\n\t\tA12R KJIHGGGG 1 BRIGHT\n\t\tA12G A 0 A_PlaySound(\"AACL\", 4)\n\t\tA12R FEEEEEEEEDCBA 1 BRIGHT\n\n\tInsertBullets:\n\t\tTNT1 AAAA 0\n\t\tA12G A 0 A_JumpIfInventory(\"AssaultShotgunAmmo\",20,15)\n\t\tA12G A 0 A_JumpIfInventory(\"AmmoShell\",1,1)\n\t\tGoto Ready\n TNT1 AAAAAA 0\n\t\tA12G A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tA12G A 0 A_Takeinventory(\"AutoShotUnloaded\",1)\n\t\tA12G A 0 A_Giveinventory(\"AssaultShotgunAmmo\",1)\n\t\tA12G A 0 A_Takeinventory(\"AmmoShell\",1)\n\t\tGoto InsertBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tA12G A 1 A_Takeinventory(\"Reloading\",1)\n\n\t\tA12G A 0 A_Refire\n Goto Ready\n\t\tTNT1 AAAA 0\n\t\tA12G A 1 A_Takeinventory(\"Reloading\",1)\n\n\t\tA12G A 0 A_Refire\n Goto Ready\n\n\tUnload:\n\t\tA12G A 1 A_WeaponReady\n\t\tA12G A 0 A_Takeinventory(\"Unloading\",1)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tA12G A 0 A_ZoomFactor(1.0)\n\t\tA12G A 0 A_SetCrosshair(0)\n A12G A 0 A_JumpIfInventory(\"AssaultShotgunAmmo\",1,1)\n Goto Ready\n TNT1 AAA 0\n\t\tA12G A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tA12G A 0\n A12R A 1 BRIGHT Offset(-32, 42)\n\t\tA12R A 1 BRIGHT Offset(-24, 38)\n\t\tA12R A 1 BRIGHT Offset(-12, 34)\n\t\tA12R A 1 BRIGHT Offset(0, 32)\n\t\tA12R BCDEEE 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12G A 0 A_PlaySound(\"AACL\", 1)\n\t\tA12R FG 1 BRIGHT A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12R G 1 BRIGHT Offset(3, 36)\n\t\tA12R GG 1 BRIGHT Offset(7, 38)\n\t\tA12R G 1 BRIGHT Offset(3, 36)\n\t\tA12R GGGG 1 BRIGHT Offset(0, 32)\n\t\tA12R HIJKLLLLL 1 BRIGHT\n\t\tA12G A 0 A_PlaySound(\"Reload\", 1)\n\t\tA12R MNOPQ 1 BRIGHT\n\t\tA12G A 0 A_TakeInventory (\"Pumping\", 1)\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tA12G A 0 A_JumpIfInventory(\"AssaultShotgunAmmo\",1,1)\n\t\tGoto FinishUnload\n TNT1 AAAA 0\n\t\tA12G A 0 A_Takeinventory(\"AssaultShotgunAmmo\",1)\n\t\tA12G A 0 A_Giveinventory(\"AmmoShell\",1)\n\t\tGoto RemoveBullets\n\n\tFInishUnload:\n\t\tA12G A 0\n\t\tA12G A 0 A_Giveinventory(\"HasUnloaded\",1)\n\t\tA12G A 0 A_Giveinventory(\"AutoShotUnloaded\",1)\n\t\tA12G A 0 A_Takeinventory(\"Unloading\",1)\n\t\tGoto ReadyNoFuckingAmmo\n\n\tCheckSprint:\n\t\tA12G A 1 BRIGHT A_WeaponReady(WRF_NOFIRE)\n\t\tA12G A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tA12G A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready3\n\n\tCheckSprint2:\n\t\tA12A D 1 BRIGHT A_WeaponReady(WRF_NOFIRE)\n\t\tA12G A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready2\")\n\t\tA12G A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready2\n\n\tStartSprint:\n\t\tA12G A 1 BRIGHT A_WeaponReady(WRF_NOFIRE)\n\t\tSHTN A 0 A_Takeinventory(\"Zoomed\",1)\n SHTN A 0 A_ZoomFactor(1.0)\n\t\tSHTN A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tRIFG A 0 A_SetCrosshair(0)\n\t\tSHTN A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tA12G A 0 A_JumpIfInventory(\"UsedStamina\", 50, \"StopSprintTired\")\n\n\tSprinting:\n\t\tA1SP A 0 offset(-9,32)\n\t\tA12G A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tA12G A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tA1SP A 1 BRIGHT offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tA1SP A 1 BRIGHT offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 2)\n\t\tA1SP A 1 BRIGHT offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tA1SP A 1 BRIGHT offset(0,38) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 2)\n\t\tA1SP A 1 BRIGHT offset(3,36) A_SetPitch(pitch -0.5)\n\t\tA1SP A 1 BRIGHT offset(6,34) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 2)\n\t\tA1SP A 1 BRIGHT offset(9,32) A_SetPitch(pitch -0.5)\n\t\tA12G A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tA12G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n A12G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n A12G A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tA12G A 0 offset(-9,32)\n\t\tA12G A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tA1SP A 1 BRIGHT offset(9,34) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 2)\n\t\tA1SP A 1 BRIGHT offset(6,36) A_SetPitch(pitch +0.5)\n\t\tA1SP A 1 BRIGHT offset(3,38) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 2)\n\t\tA1SP A 1 BRIGHT offset(0,38) A_SetPitch(pitch +0.5)\n\t\tA1SP A 1 BRIGHT offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 2)\n\t\tA1SP A 1 BRIGHT offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tA1SP A 1 BRIGHT offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 2)\n\t\tA12G A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tA12G A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\t\tGoto StopSprint\n\n\tStopSprintTired:\n\t\tA12G A 0\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tA12G A 0 A_PlaySound(\"Tired\", 2)\n\t\tA1SP A 4 BRIGHT A_WeaponReady\n\t\tA12G A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tA1SP A 4 BRIGHT A_WeaponReady\n\t\tA12G A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tA1SP A 4 BRIGHT A_WeaponReady\n\t\tA12G A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tA1SP A 4 BRIGHT A_WeaponReady\n\t\tA12G A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tA1SP A 4 BRIGHT A_WeaponReady\n\t\tA12G A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tA1SP A 4 BRIGHT A_WeaponReady\n\t\tA12G A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tGoto Ready3\n\tStopSprint:\n\t\tA1SP A 1 BRIGHT\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tA12G A 0 A_JumpIfInventory(\"UsedStamina\", 50, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready3\n\n \tSpawn:\n\t\tA12P A -1\n\t\tStop\n\t}\n}\n\nACTOR AssaultShotgunAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 20\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 20\n Inventory.Icon \"A12PA0\"\n}"
},
{
"source": "pk3",
"name": "Axe.txt",
"contents": "ACTOR BrutalAxe : BrutalWeapon\n{\n\tObituary \"%o was chopped down by %k's axe.\"\n AttackSound \"None\"\n Inventory.PickupSound \"AXEDRAW\"\n\tInventory.Pickupmessage \"$GOTAXE\"\n +WEAPON.NOAUTOAIM\n\t+WEAPON.NOALERT\n\t+WEAPON.AXEBLOOD\n\t+WEAPON.MELEEWEAPON\n +FORCEXYBILLBOARD\n\tWeapon.SelectionOrder 2200\n\tScale 0.9\n\tTag \"Axe\"\n\tDropItem \"AxeSpawner\"\n\tStates\n\t{\n\tDualWield:\n\t\tAXEG ABCDE 1\n\t\tTNT1 A 0 A_TakeInventory(\"StartDualWield\", 1)\n\t\tAXEF AB 1\n\t AXEG A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"StrongThrow\")\n\t\tAXEG A 0 A_FireCustomMissile(\"ThrowedAxe\", 0, 0, 0, 0)\n\t\tGRTH JKLM 1\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 11)\n\t\tTNT1 A 0 A_TakeInventory(\"BrutalAxe\", 1)\n\t\tGoto Ready\n\n\tStrongThrow:\n\t\tTNT1 A 0\n\t\tAXEG A 0 A_FireCustomMissile(\"ThrowedAxeStrong\", 0, 0, 0, 0)\n\t\tGRTH JKLM 1\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 11)\n\t\tTNT1 A 0 A_TakeInventory(\"BrutalAxe\", 1)\n\t\tGoto Ready\n\n\tReady3:\n\t\tTNT1 A 0 A_SetCrosshair(41)\n\tReady:\n AXEG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tAXEG A 0 A_Giveinventory(\"HasCutingWeapon\",1)\n AXEG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tAXEG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tAXEG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tAXEG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tRIFG A 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"RedBloodReady\")\n AXEG A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"BlueBloodReady\")\n AXEG A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"GreenBloodReady\")\n\t\tAXEG A 1 A_WeaponReady\n\t\tAXEG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tLoop\n\n\tCheckSprint:\n\t\tAXEG A 0\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"RedBloodCheckSprint\")\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"BlueBloodCheckSprint\")\n AXEG A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"GreenBloodCheckSprint\")\n\t\tAXEG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tAXEG A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tAXEG A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tAXEG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tAXEG A 0 A_JumpIfInventory(\"UsedStamina\", 50, \"StopSprintTired\")\n\n\tSprinting:\n\t\tAXEP A 0 offset(-9,32)\n\t\tAXEG A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tAXEG A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tAXEP A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tAXEP A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXEP A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tAXEP A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXEP A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tAXEP A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXEP A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tAXEG A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tAXEG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n AXEG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tAXEG A 0 offset(-9,32)\n\t\tAXEG A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tAXEP A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXEP A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tAXEP A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXEP A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tAXEP A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXEP A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tAXEP A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXEG A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tAXEG A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\t\tGoto StopSprint\n\n\tStopSprintTired:\n\t\tAXEP A 0\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tAXEG A 0 A_PlaySound(\"Tired\", 2)\n\t\tAXEP A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tAXEP A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tAXEP A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tAXEP A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tAXEP A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tAXEP A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tGoto Ready\n\n\tStopSprint:\n\t\tAXEP A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tAXEG A 0 A_JumpIfInventory(\"UsedStamina\", 50, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready\n\n\tDeselect:\n AXES CBA 1\n\t\tAXEG A 0 A_Takeinventory(\"PowerBloodOnVisor\",1)\n\t\tAXEG A 0 A_Takeinventory(\"PowerBlueBloodOnVisor\",1)\n\t\tAXEG A 0 A_Takeinventory(\"PowerGreenBloodOnVisor\",1)\n\t\tAXEG A 0 A_Takeinventory(\"HasCutingWeapon\",1)\n\t\tAXEG A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Unloading\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n\t\tA12G A 0 A_SetCrosshair(0)\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n\tSelect:\n\t\tAXEG A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FistsSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"MinigunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SSGSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RocketLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PlasmaGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevenantLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SubMachineGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFG10KSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FlameCannonSelected\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"SawSelected\", 1)\n\t\tAXEG A 0 A_Giveinventory(\"HasCutingWeapon\",1)\n\t\tAXEG A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tA12G A 0 A_SetCrosshair(41)\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAAAAAAA 0 A_Raise\n\t\tGoto SelectAnimation\n\n\tSelectAnimation:\n\t\tTNT1 A 1\n\t AXEG A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n AXEG A 0 A_PlaySound(\"AXEDRAW\")\n AXES ABCD 1\n AXEG A 0 A_GunFlash\n\t\tGoto Ready\n\n Fire:\n\t\tAXEG A 0\n\t\tAXEG A 0 A_TakeInventory(\"AxeHit\", 1)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"RedBloodFire\")\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"BlueBloodFire\")\n AXEG A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"GreenBloodFire\")\n AXEG ABCDE 1\n\n\tHold:\n\t\tAXEG A 0\n\t\tAXEG A 0 A_TakeInventory(\"AxeHit\", 1)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Hold.RedBlood\")\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Hold.BlueBlood\")\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Hold.GreenBlood\")\n\t\tAXEG E 1\n\t\tAXEG A 0 A_Refire\n\t\tAXEG D 1\n\t\tAXEF AB 1\n\t AXEG A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"StrongAttack\")\n\t\t//AXEG A 0 A_Saw(\"\", \"\", 5, \"AxePuffs\", SF_NORANDOM, 48, 0,3)\n\t\tAXEG A 0 A_FireCustomMissile(\"AxeAttack\", 0, 0, 0, -8)\n\n\tEndSwing:\n\t\tAXEG A 0\n\t\tAXEF C 1 A_SetPitch(pitch+2)\n\t\tAXEF D 1 A_SetPitch(pitch+2)\n\t\tAXEF E 1 A_SetPitch(pitch+2)\n\t\tTNT1 AA 1 A_SetPitch(pitch+2)\n\t\tTNT1 A 2\n\t\tTNT1 AAAA 1 A_SetPitch(pitch-2)\n\t\tTNT1 A 1\n\t\tAXES A 1\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 13)\n\t\tAXES BCD 1 A_WeaponReady(WRF_NOBOB)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"RedBloodReady\")\n AXEG A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"BlueBloodReady\")\n AXEG A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"GreenBloodReady\")\n\t\tGoto Ready\n\n\tStrongAttack:\n\t\tAXEG A 0\n\t\t//AXEG A 0 A_Saw(\"\", \"\", 5, \"AxePuffs\", SF_NORANDOM, 48, 0,3)\n\t\tAXEG A 0 A_FireCustomMissile(\"AxeAttackStrong\", 0, 0, 0, -8)\n\t\tGoto EndSwing\n\n\tSteady:\n\t\tTNT1 A 1\n\t\tGoto Ready\n\tSpawn:\n\t\tAXE1 A -1\n\t\tStop\n\n\tRedBloodReady:\n\tRedBloodReady3:\n AXEG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n AXEG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tAXEG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\t\tAXEG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tAXEG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tAXEG A 0 A_TakeInventory(\"PowerGreenBloodOnVisor\", 1)\n\t\tAXEG A 0 A_TakeInventory(\"PowerBlueBloodOnVisor\", 1)\n\t\tAXRG A 1 A_WeaponReady\n\t\tAXEG A 0 A_JumpIfInventory(\"IsRunning\",1,\"RedBloodCheckSprint\")\n\t\tLoop\n\n\tRedBloodCheckSprint:\n\t\tAXRG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tAXEG A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"RedBloodReady3\")\n\t\tAXEG A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"RedBloodStartSprint\")\n\t\tGoto Ready\n\n\tRedBloodStartSprint:\n\t\tAXRG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tAXEG A 0 A_JumpIfInventory(\"UsedStamina\", 50, \"RedBloodStopSprintTired\")\n\n\tRedBloodSprinting:\n\t\tAXRP A 0 offset(-9,32)\n\t\tAXRG A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"RedBloodReady3\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tAXRG A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"RedBloodStopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tAXRP A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tAXRP A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXRP A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tAXRP A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXRP A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tAXRP A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXRP A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tAXRG A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tAXRG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n AXRG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tAXRG A 0 offset(-9,32)\n\t\tAXRG A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tAXRP A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXRP A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tAXRP A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXRP A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tAXRP A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXRP A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tAXRP A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXRG A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tAXRG A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"RedBloodSprinting\")\n\t\tGoto RedBloodStopSprint\n\n\tRedBloodStopSprintTired:\n\t\tAXRP A 0\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tAXEG A 0 A_PlaySound(\"Tired\", 2)\n\t\tAXRP A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tAXRP A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tAXRP A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tAXRP A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tAXRP A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tAXRP A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tGoto RedBloodReady\n\n\tRedBloodStopSprint:\n\t\tAXRP A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tAXEG A 0 A_JumpIfInventory(\"UsedStamina\", 50, \"RedBloodStopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto RedBloodReady\n\n RedBloodFire:\n AXRG ABCDE 1\n\tHold.RedBlood:\n\t\tAXRG E 1\n\t\tAXEG A 0 A_TakeInventory(\"AxeHit\", 1)\n\t\tAXEG A 0 A_Refire\n\t\tAXRG D 1\n\t\tAXRF AB 1\n\t AXEG A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"RedBloodStrongAttack\")\n\t\t//AXEG A 0 A_Saw(\"\", \"\", 5, \"AxePuffs\", SF_NORANDOM, 48, 0,3)\n\t\tAXEG A 0 A_FireCustomMissile(\"AxeAttack\", 0, 0, 0, -8)\n\n\tRedBloodEndSwing:\n\t\tAXRF CD 1\n\t\tAXRF E 1 A_SetPitch(pitch+3)\n\t\tTNT1 AA 1 A_SetPitch(pitch+2)\n\t\tTNT1 A 2\n\t\tTNT1 AAAA 1 A_SetPitch(pitch-2)\n\t\tTNT1 A 1\n\t\tAXRS A 1\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 13)\n\t\tAXRS BCD 1 A_WeaponReady(WRF_NOBOB)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"BlueBloodReady\")\n AXEG A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"GreenBloodReady\")\n\t\tGoto RedBloodReady\n\n\tRedBloodStrongAttack:\n\t\tAXEG A 0\n\t\t//AXEG A 0 A_Saw(\"\", \"\", 5, \"AxePuffs\", SF_NORANDOM, 48, 0,3)\n\t\tAXEG A 0 A_FireCustomMissile(\"AxeAttackStrong\", 0, 0, 0, -8)\n\t\tGoto RedBloodEndSwing\n\n\tBlueBloodReady:\n\tBlueBloodReady3:\n AXEG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n AXEG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tAXEG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\t\tAXEG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tAXEG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tAXEG A 0 A_TakeInventory(\"PowerGreenBloodOnVisor\", 1)\n\t\tAXEG A 0 A_TakeInventory(\"PowerBloodOnVisor\", 1)\n\t\tAXBG A 1 A_WeaponReady\n\t\tAXEG A 0 A_JumpIfInventory(\"IsRunning\",1,\"BlueBloodCheckSprint\")\n\t\tLoop\n\n\tBlueBloodCheckSprint:\n\t\tAXBG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tAXEG A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"BlueBloodReady3\")\n\t\tAXEG A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"BlueBloodStartSprint\")\n\t\tGoto Ready\n\n\tBlueBloodStartSprint:\n\t\tAXBG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tAXEG A 0 A_JumpIfInventory(\"UsedStamina\", 50, \"BlueBloodStopSprintTired\")\n\n\tBlueBloodSprinting:\n\t\tAXBP A 0 offset(-9,32)\n\t\tAXBG A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"BlueBloodReady3\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tAXBG A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"BlueBloodStopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tAXBP A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tAXBP A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXBP A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tAXBP A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXBP A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tAXBP A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXBP A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tAXBG A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tAXBG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n AXBG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tAXBG A 0 offset(-9,32)\n\t\tAXBG A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tAXBP A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXBP A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tAXBP A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXBP A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tAXBP A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXBP A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tAXBP A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXBG A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tAXBG A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"BlueBloodSprinting\")\n\t\tGoto BlueBloodStopSprint\n\n\tBlueBloodStopSprintTired:\n\t\tAXBP A 0\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tAXEG A 0 A_PlaySound(\"Tired\", 2)\n\t\tAXBP A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tAXBP A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tAXBP A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tAXBP A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tAXBP A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tAXBP A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tGoto BlueBloodReady\n\tBlueBloodStopSprint:\n\t\tAXBP A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tAXEG A 0 A_JumpIfInventory(\"UsedStamina\", 50, \"BlueBloodStopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto BlueBloodReady\n\n BlueBloodFire:\n AXBG ABCDE 1\n\tHold.BlueBlood:\n\t\tAXBG E 1\n\t\tAXEG A 0 A_TakeInventory(\"AxeHit\", 1)\n\t\tAXEG A 0 A_Refire\n\t\tAXBG D 1\n\t\tAXBF AB 1\n\t AXEG A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"BlueBloodStrongAttack\")\n\t\t//AXEG A 0 A_Saw(\"\", \"\", 5, \"AxePuffs\", SF_NORANDOM, 48, 0,3)\n\t\tAXEG A 0 A_FireCustomMissile(\"AxeAttack\", 0, 0, 0, -8)\n\n\tBlueBloodEndSwing:\n\t\tAXBF CD 1\n\t\tAXBF E 1 A_SetPitch(pitch+3)\n\t\tTNT1 AA 1 A_SetPitch(pitch+2)\n\t\tTNT1 A 2\n\t\tTNT1 AAAA 1 A_SetPitch(pitch-2)\n\t\tTNT1 A 1\n\t\tAXBS A 1\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 13)\n\t\tAXBS BCD 1 A_WeaponReady(WRF_NOBOB)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"RedBloodReady\")\n AXEG A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"GreenBloodReady\")\n\t\tGoto BlueBloodReady\n\n\tBlueBloodStrongAttack:\n\t\tAXEG A 0\n\t\t//AXEG A 0 A_Saw(\"\", \"\", 5, \"AxePuffs\", SF_NORANDOM, 48, 0,3)\n\t\tAXEG A 0 A_FireCustomMissile(\"AxeAttackStrong\", 0, 0, 0, -8)\n\t\tGoto BlueBloodEndSwing\n\n\tGreenBloodReady:\n\tGreenBloodReady3:\n AXEG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n AXEG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tAXEG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\t\tAXEG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tAXEG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tAXEG A 0 A_TakeInventory(\"PowerBlueBloodOnVisor\", 1)\n\t\tAXEG A 0 A_TakeInventory(\"PowerBloodOnVisor\", 1)\n\t\tAXGG A 1 A_WeaponReady\n\t\tAXEG A 0 A_JumpIfInventory(\"IsRunning\",1,\"GreenBloodCheckSprint\")\n\t\tLoop\n\n\tGreenBloodCheckSprint:\n\t\tAXGG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tAXEG A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"GreenBloodReady3\")\n\t\tAXEG A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"GreenBloodStartSprint\")\n\t\tGoto Ready\n\n\tGreenBloodStartSprint:\n\t\tAXGG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tAXEG A 0 A_JumpIfInventory(\"UsedStamina\", 50, \"GreenBloodStopSprintTired\")\n\n\tGreenBloodSprinting:\n\t\tAXGP A 0 offset(-9,32)\n\t\tAXGG A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"GreenBloodReady3\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tAXGG A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"GreenBloodStopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tAXGP A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tAXGP A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXGP A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tAXGP A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXGP A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tAXGP A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXGP A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tAXGG A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tAXGG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n AXGG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tAXGG A 0 offset(-9,32)\n\t\tAXGG A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tAXGP A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXGP A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tAXGP A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXGP A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tAXGP A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXGP A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tAXGP A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 1)\n\t\tAXGG A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tAXGG A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"GreenBloodSprinting\")\n\t\tGoto GreenBloodStopSprint\n\n\tGreenBloodStopSprintTired:\n\t\tAXGP A 0\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tAXEG A 0 A_PlaySound(\"Tired\", 2)\n\t\tAXGP A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tAXGP A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tAXGP A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tAXGP A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tAXGP A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tAXGP A 4 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tGoto GreenBloodReady\n\tGreenBloodStopSprint:\n\t\tAXGP A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tAXEG A 0 A_JumpIfInventory(\"UsedStamina\", 50, \"GreenBloodStopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto GreenBloodReady\n\n GreenBloodFire:\n AXGG ABCDE 1\n\tHold.GreenBlood:\n\t\tAXGG E 1\n\t\tAXEG A 0 A_Refire\n\t\tAXGG D 1\n\t\tAXGF AB 1\n\t AXEG A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"GreenBloodStrongAttack\")\n\t\t//AXEG A 0 A_Saw(\"\", \"\", 5, \"AxePuffs\", SF_NORANDOM, 48, 0,3)\n\t\tAXEG A 0 A_FireCustomMissile(\"AxeAttack\", 0, 0, 0, -8)\n\n\tGreenBloodEndSwing:\n\t\tAXGF CD 1\n\t\tAXGF E 1 A_SetPitch(pitch+3)\n\t\tTNT1 AA 1 A_SetPitch(pitch+2)\n\t\tTNT1 A 2\n\t\tTNT1 AAAA 1 A_SetPitch(pitch-2)\n\t\tTNT1 A 1\n\t\tAXGS A 1\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 13)\n\t\tAXGS BCD 1 A_WeaponReady(WRF_NOBOB)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"RedBloodReady\")\n AXEG A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"BlueBloodReady\")\n\t\tGoto GreenBloodReady\n\n\tGreenBloodStrongAttack:\n\t\tAXEG A 0\n\t\t//AXEG A 0 A_Saw(\"\", \"\", 5, \"AxePuffs\", SF_NORANDOM, 48, 0,3)\n\t\tAXEG A 0 A_FireCustomMissile(\"AxeAttackStrong\", 0, 0, 0, -8)\n\t\tGoto GreenBloodEndSwing\n\n\t//Alt Fire Mode\n AltFire:\n\t\tAXEG A 0\n\t\tAXEG A 0 A_TakeInventory(\"AxeHit\", 1)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"AltRedBloodFire\")\n\t\tAXEG A 0 A_JumpIfInventory(\"powerBlueBloodOnVisor\",1,\"AltBlueBloodFire\")\n AXEG A 0 A_JumpIfInventory(\"powerGreenBloodOnVisor\",1,\"AltGreenBloodFire\")\n AXEG ABCDE 1\n\tAltHold:\n\t\tAXEG A 0\n\t\tAXEG A 0 A_TakeInventory(\"AxeHit\", 1)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Hold.AltRedBlood\")\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Hold.AltBlueBlood\")\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Hold.AltGreenBlood\")\n\t\tAXEG E 1\n\t\tAXEG A 0 A_Refire\n\t\tAXEG DC 1\n\t AXEG A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"AltStrongAttack\")\n\t\t//AXEG A 0 A_Saw(\"\", \"\", 5, \"AltAxePuffs\", SF_NORANDOM, 48, 3, 0)\n\t\tAXEG A 0 A_FireCustomMissile(\"AltAxeAttack\", 0, 0, 0, 0)\n\n\tAltEndSwing:\n\t\tAXEG A 0\n\t\tAXEF I 1 A_SetAngle(angle+2)\n\t\tAXEF J 1 A_SetAngle(angle+2)\n\t\tAXEF K 1 A_SetAngle(angle+4)\n\t\tTNT1 AA 1 A_SetAngle(angle+4)\n\t\tTNT1 A 5\n\t\tTNT1 AAAAAAAAA 1 A_SetAngle(angle-2)\n\t\tTNT1 A 1\n\t\tAXES A 1\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 21)\n\t\tAXES BCD 1 A_WeaponReady(WRF_NOBOB)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"RedBloodReady\")\n AXEG A 0 A_JumpIfInventory(\"powerBlueBloodOnVisor\",1,\"BlueBloodReady\")\n AXEG A 0 A_JumpIfInventory(\"powerGreenBloodOnVisor\",1,\"GreenBloodReady\")\n\t\tGoto Ready\n\n\tAltStrongAttack:\n\t\tAXEG A 0\n\t\t//AXEG A 0 A_Saw(\"\", \"\", 5, \"AltAxePuffs\", SF_NORANDOM, 48, 3, 0)\n\t\tAXEG A 0 A_FireCustomMissile(\"AltAxeAttackStrong\", 0, 0, 0, 0)\n\t\tGoto AltEndSwing\n\n AltRedBloodFire:\n AXRG ABCDE 1\n\tHold.AltRedBlood:\n\t\tAXRG E 1\n\t\tAXEG A 0 A_TakeInventory(\"AxeHit\", 1)\n\t\tAXEG A 0 A_Refire\n\t\tAXRG DC 1\n\t AXEG A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"AltRedBloodStrongAttack\")\n\t\t//AXEG A 0 A_Saw(\"\", \"\", 5, \"AltAxePuffs\", SF_NORANDOM, 48, 3, 0)\n\t\tAXEG A 0 A_FireCustomMissile(\"AltAxeAttack\", 0, 0, 0, 0)\n\n\tAltRedBloodEndSwing:\n\t\tAXRF I 1 A_SetAngle(angle+2)\n\t\tAXRF J 1 A_SetAngle(angle+2)\n\t\tAXRF K 1 A_SetAngle(angle+4)\n\t\tTNT1 AA 1 A_SetAngle(angle+4)\n\t\tTNT1 A 5\n\t\tTNT1 AAAAAAAAA 1 A_SetAngle(angle-2)\n\t\tTNT1 A 1\n\t\tAXRS A 1\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 21)\n\t\tAXRS BCD 1 A_WeaponReady(WRF_NOBOB)\n\t\tAXEG A 0 A_JumpIfInventory(\"powerBlueBloodOnVisor\",1,\"BlueBloodReady\")\n AXEG A 0 A_JumpIfInventory(\"powerGreenBloodOnVisor\",1,\"GreenBloodReady\")\n\t\tGoto RedBloodReady\n\n\tAltRedBloodStrongAttack:\n\t\tAXEG A 0\n\t\t//AXEG A 0 A_Saw(\"\", \"\", 5, \"AltAxePuffs\", SF_NORANDOM, 48, 3, 0)\n\t\tAXEG A 0 A_FireCustomMissile(\"AltAxeAttackStrong\", 0, 0, 0, 0)\n\t\tGoto AltRedBloodEndSwing\n\n AltBlueBloodFire:\n AXBG ABCDE 1\n\tHold.AltBlueBlood:\n\t\tAXBG E 1\n\t\tAXEG A 0 A_TakeInventory(\"AxeHit\", 1)\n\t\tAXEG A 0 A_Refire\n\t\tAXBG DC 1\n\t AXEG A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"AltBlueBloodStrongAttack\")\n\t\t//AXEG A 0 A_Saw(\"\", \"\", 5, \"AltAxePuffs\", SF_NORANDOM, 48, 3, 0)\n\t\tAXEG A 0 A_FireCustomMissile(\"AltAxeAttack\", 0, 0, 0, 0)\n\n\tAltBlueBloodEndSwing:\n\t\tAXBF I 1 A_SetAngle(angle+2)\n\t\tAXBF J 1 A_SetAngle(angle+2)\n\t\tAXBF K 1 A_SetAngle(angle+4)\n\t\tTNT1 AA 1 A_SetAngle(angle+4)\n\t\tTNT1 A 5\n\t\tTNT1 AAAAAAAAA 1 A_SetAngle(angle-2)\n\t\tTNT1 A 1\n\t\tAXBS A 1\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 21)\n\t\tAXBS BCD 1 A_WeaponReady(WRF_NOBOB)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"RedBloodReady\")\n AXEG A 0 A_JumpIfInventory(\"powerGreenBloodOnVisor\",1,\"GreenBloodReady\")\n\t\tGoto BlueBloodReady\n\n\tAltBlueBloodStrongAttack:\n\t\tAXEG A 0\n\t\t//AXEG A 0 A_Saw(\"\", \"\", 5, \"AltAxePuffs\", SF_NORANDOM, 48, 3, 0)\n\t\tAXEG A 0 A_FireCustomMissile(\"AltAxeAttackStrong\", 0, 0, 0, 0)\n\t\tGoto AltBlueBloodEndSwing\n\n AltGreenBloodFire:\n AXGG ABCDE 1\n\tHold.AltGreenBlood:\n\t\tAXGG E 1\n\t\tAXEG A 0 A_Refire\n\t\tAXGG DC 1\n\t AXEG A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"AltGreenBloodStrongAttack\")\n\t\t//AXEG A 0 A_Saw(\"\", \"\", 5, \"AltAxePuffs\", SF_NORANDOM, 48, 3, 0)\n\t\tAXEG A 0 A_FireCustomMissile(\"AltAxeAttack\", 0, 0, 0, 0)\n\n\tAltGreenBloodEndSwing:\n\t\tAXGF I 1 A_SetAngle(angle+2)\n\t\tAXGF J 1 A_SetAngle(angle+2)\n\t\tAXGF K 1 A_SetAngle(angle+4)\n\t\tTNT1 AA 1 A_SetAngle(angle+4)\n\t\tTNT1 A 5\n\t\tTNT1 AAAAAAAAA 1 A_SetAngle(angle-2)\n\t\tTNT1 A 1\n\t\tAXGS A 1\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 21)\n\t\tAXGS BCD 1 A_WeaponReady(WRF_NOBOB)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"RedBloodReady\")\n AXEG A 0 A_JumpIfInventory(\"powerBlueBloodOnVisor\",1,\"BlueBloodReady\")\n\t\tGoto GreenBloodReady\n\n\tAltGreenBloodStrongAttack:\n\t\tAXEG A 0\n\t\t//AXEG A 0 A_Saw(\"\", \"\", 5, \"AltAxePuffs\", SF_NORANDOM, 48, 3, 0)\n\t\tAXEG A 0 A_FireCustomMissile(\"AltAxeAttackStrong\", 0, 0, 0, 0)\n\t\tGoto AltGreenBloodEndSwing\n\t}\n}\n\nACTOR AxeAttack: FastProjectile\n{\n\tRadius 8\n\tHeight 16\n\tDamageType Cut\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n\t+FORCERADIUSDMG\n\t+BLOODSPLATTER\n\t+FORCEPAIN\n\tRenderStyle Add\n\tAlpha 0.6\n\tScale 0.15\n Damage (random(100,100))\n Speed 48\n\tSeeSound \"none\"\n\tDeathSound \"none\"\n\tdecal \"SawVertical\"\n\tStates\n\t{\n\tSpawn:\n\t\tAXEG A 0\n\t\tTNT1 A 1 BRIGHT\n\t\tStop\n\tCrash:\n\tDeath:\n\t\tAXEG A 0\n\t\tAXEG A 0\n\t\tTNT1 AB 0 bright\n\t\tTNT1 A 0 A_giveToTarget(\"AxeHit\", 1)\n\t\tAXEG A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)\n\t\tAXEG A 0 A_CheckFloor(\"SpawnFloor\")\n\t\tAXEG A 0 A_SpawnItem (\"Sparks\", 0)\n\t\tAXEG A 0 A_PlaySound(\"AXECLN\", 6)\n\t\tAXEG A 0 A_ALertMonsters(128)\n\n\t\tTNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile (\"SparkX\", 2, 0, random (0, 360), 2, random (30, 170))\n\t\tStop\n\n\tSpawnFloor:\n\t\tAXEG A 0\n\t\tAXEG A 0 Acs_namedexecutealways(\"BDCheckFloorType\", 0, 0, 0, 0)//Check if is under a liquid\n\t\tTNT1 A 2\n\t\tAXEG A 0 A_ALertMonsters(128)\n\t\tAXEG A 0 A_JumpIfInventory(\"IsOverWater\", 1, \"SpawnWater\")\n\t\tAXEG A 0 A_JumpIfInventory(\"IsOverNukage\", 1, \"SpawnNukage\")\n\t\tAXEG A 0 A_JumpIfInventory(\"IsOverSlime\", 1, \"SpawnSlime\")\n\t\tAXEG A 0 A_JumpIfInventory(\"IsOverBlood\", 1, \"SpawnBlood\")\n\t\tAXEG A 0 A_JumpIfInventory(\"IsOverLava\", 1, \"SpawnLava\")\n\t\tAXEG A 0 A_JumpIfInventory(\"IsOverGrass\", 1, \"SpawnDirt\")\n\t\tAXEG A 0 A_JumpIfInventory(\"IsOverSand\", 1, \"SpawnSand\")\n\n\t\tAXEG A 0 A_PlaySound(\"AXECLN\", 6)\n\t\tPUFF A 0 bright A_PlaySound(\"ricochet/hit\")\n\t\tAXEG A 0 A_SpawnItem (\"YellowFlareSmall\", 0)\n\t\tAXEG A 0 A_SetScale(-0.6)\n\t\tAXEG A 0 A_Jump (132, 15)\n\t\tFX58 ABCD 1 BRIGHT\n\t\tAXEG A 0 A_CustomMissile(\"OldschoolRocketSmokeTrail2Bigger\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tFX58 EFGHIJ 1 bright\n\t\tStop\n\t\tTNT1 AAAAA 0\n\t\tFX57 ABCD 1 BRIGHT\n\t\tAXEG A 0 A_CustomMissile(\"OldschoolRocketSmokeTrail2Bigger\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tFX57 EFGHIJ 1 bright\n\t\tstop\n\n\tSpawnWater:\n\t\tAXEG A 0\n\t\tTNT1 A 0 A_PlaySound(\"bigspl1\", 1)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"WaterParticleXFAster\", 8, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"WaterParticleXSuperFast\", 24, 0, random (0, 360), 2, random (30, 160))\n\t\tAXEG A 0 A_SpawnItem(\"WaterSplashWaves\")\n\t\tAXEG A 0 A_SetScale(0.5, 0.5)\n\t\tSPHW ABCDE 3\n\t\tStop\n\n\tSpawnSlime:\n\t\tAXEG A 0\n\t\tTNT1 A 0 A_PlaySound(\"bigspl1\", 1)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"SLimeParticleXFAster\", 8, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"SlimeParticleXFAster\", 24, 0, random (0, 360), 2, random (30, 160))\n\t\tAXEG A 0 A_SpawnItem(\"SlimeSplashWaves\")\n\t\tAXEG A 0 A_SetScale(0.5, 0.5)\n\t\tSPHB ABCDE 3\n\t\tStop\n\n\tSpawnNukage:\n\t\tAXEG A 0\n\t\tTNT1 A 0 A_PlaySound(\"bigspl1\", 1)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"nukageParticleXFAster\", 8, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"nukageParticleXFAster\", 24, 0, random (0, 360), 2, random (30, 160))\n\t\tAXEG A 0 A_SpawnItem(\"NukageSplashWaves\")\n\t\tAXEG A 0 A_SetScale(0.5, 0.5)\n\t\tSPHG ABCDE 3\n\t\tStop\n\n\tSpawnBlood:\n\t\tAXEG A 0\n\t\tTNT1 A 0 A_PlaySound(\"bigspl1\", 1)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"BloodParticleXFAster\", 8, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"BloodParticleXFAster\", 24, 0, random (0, 360), 2, random (30, 160))\n\t\tAXEG A 0 A_SpawnItem(\"BloodSplashWaves\")\n\t\tAXEG A 0 A_SetScale(0.5, 0.5)\n\t\tSPHR ABCDE 3\n\t\tStop\n\n\tSpawnLava:\n\t\tAXEG A 0\n\t\tAXEG A 0 A_CustomMissile (\"OldschoolRocketSmokeTrailDarker\", 12, 0, random (160, 210), 2, random (10, 90))\n\t\tAXEG A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-5, 5), random (-5, 5))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 10, 0, random (0, 180), 2, random (10, 90))\n\t\tAXEG A 0 A_SetScale(0.5, 0.5)\n\t\tINFE ABCDEFGHIJKLMNOPQR 1 BRIGHT\n\t\tINFE ST 1 BRIGHT A_CustomMissile (\"OldschoolRocketSmokeTrailDarker\", 32, 0, random (160, 210), 2, random (10, 90))\n\t\tTNT1 AAA 4 A_CustomMissile (\"OldschoolRocketSmokeTrailDarker\", 14, 0, random (160, 210), 2, random (10, 90))\n\t\tStop\n\n\tSpawnDirt:\n\t\tAXEG A 0\n\t\tAXEG A 0 A_CustomMissile (\"BrownCloudSmallLong\", 0, 0, random (0, 360), 2, random (10, 150))\n\t\tTNT1 AA 0 A_CustomMissile (\"DirtChunk3\", 0, 0, random (0, 360), 2, random (30, 150))\n\t\tTNT1 AA 0 A_CustomMissile (\"DirtChunk4\", 0, 0, random (0, 360), 2, random (30, 150))\n\t\tAXEG A 0 A_CustomMissile (\"MudDustSmall\", 4, 0, random (0, 360), 2, random (30, 150))\n\t\tAXEG A 0 A_SpawnItem(\"DirtRicochet\")\n\t\tStop\n\n\tSpawnSand:\n\t\tAXEG A 0\n\t\tAXEG A 0 A_CustomMissile (\"SandCloudSmallLong\", 0, 0, random (0, 360), 2, random (10, 90))\n\t\tAXEG A 0 A_CustomMissile (\"SandCloudSmall\", 0, 0, random (0, 360), 2, random (10, 90))\n\t\tAXEG A 0 A_CustomMissile (\"SandDustSmall\", 4, 0, random (0, 360), 2, random (30, 150))\n\t\tStop\n\n\tXDeath:\n\t\tAXEG A 0\n\t\tTNT1 A 0 A_giveToTarget(\"AxeHit\", 1)\n\t\tPUFF A 0 A_PlaySound(\"player/cyborg/fist\", 3)\n\t\tAXEG A 0 A_PlaySound(\"AXEHIT\", 6)\n\t\tAXEG A 0 A_SpawnItemEx (\"PLOFT2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tAXEG A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)\n\t\tTNT1 A 10\n\t\tStop\n\t}\n}\n\nActor AltAxeAttack: AxeAttack\n{\n\tRadius 16\n\tHeight 8\n\tdecal \"SawHorizontal\"\n}\n\nActor AxeAttackStrong: AxeAttack\n{\n\tDamage (random(200, 200))\n}\n\nActor AltAxeAttackStrong: AxeAttack\n{\n\tRadius 16\n\tHeight 8\n\tDamage (random(200, 200))\n\tdecal \"SawHorizontal\"\n}\n\nACTOR AxePuffs: HitPuff\n{\n\trenderstyle Translucent\n\tscale 0.15\n\talpha 0.7\n\tRadius 16\n\tdamagetype Cut\n\tdecal \"SawVertical\"\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOEXTREMEDEATH\n\t+FORCEXYBILLBOARD\n\t+BLOODSPLATTER\n\tstates\n\t{\n\t\tSpawn:\n\t\tDeath:\n\t\tXDeath:\n\t\tMelee:\n\t\t\tTNT1 A 20\n\t\t\tStop\n\t}\n}\n\nACTOR AltAxePuffs: AxePuffs\n{\n\tdamagetype Cut\n\tdecal \"SawHorizontal\"\n}\n\nACTOR ThrowedAxe\n{\n\tRadius 8\n\tHeight 16\n\tSpeed 32\n\tDamageType Cut\n\tDamage (random(100, 100))\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n\t-NOGRAVITY\n\t+NOEXTREMEDEATH\n\t+SKYEXPLODE\n\t+THRUSPECIES\n\t+BLOODSPLATTER\n\tSpecies \"Marines\"\n\tGravity 1.0\n\tscale 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tAXET ABCDEFGH 2\n\t\tLoop\n\tDeath:\n\tXDeath:\n\tCrash:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveToTarget(\"AxeHit\", 1)\n\t\tTNT1 A 0 A_AlertMonsters(128)\n\t\tTNT1 A 0 A_spawnItem(\"BrutalAxe\")\n\t\tStop\n\t}\n}\n\nACTOR ThrowedAxeStrong: ThrowedAxe\n{\n\tDamage (random(200, 200))\n\tSpeed 48\n}\n\nACTOR BrutalAxeOnWall: CustomInventory\n{\n scale 0.5\n +NOGRAVITY\n +FLOAT\n States\n {\n\t Spawn:\n\t\tAXET A 1\n\t\tAXET A -1\n\t\tStop\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\tPickupNormal:\n\t\tTNT1 A 0 A_GiveInventory(\"BrutalAxe\", 1)\n\t\tStop\n\tPurist:\n\t TNT1 A 0 A_GiveInventory(\"Clip2\", 10)\n\t\tStop\n }\n}"
},
{
"source": "pk3",
"name": "Baron.txt",
"contents": "ACTOR BaronofHell2 : BaronofHell Replaces BaronofHell\n{\n Scale 1.1\n\tGame Doom\n GibHealth 25\n\tHealth 1200\n\t+QUICKTORETALIATE\n\tPainSound \"PSXDPN\"\n\n\tDamagefactor \"Avoid\", 0.0\tDamagefactor \"BHFTOnBarrel\", 0.0\tDamagefactor \"Blood\", 0.0\n\tDamagefactor \"CancelTeleportFog\", 0.0\tDamagefactor \"CauseWaterSplash\", 0.0\tDamagefactor \"Crush\", 10.0\n\tDamagefactor \"GibRemoving\", 0.0\tDamagefactor \"Glass\", 0.0\tDamagefactor \"HangingHook\", 0.0\n\tDamagefactor \"Head\", 1.5\tDamagefactor \"PussyGrab\", 0.0\tDamagefactor \"Repair\", 0.0\n\tDamagefactor \"RevenantHitStomach\", 0.0\tDamagefactor \"SpawnMarine\", 0.0\tDamagefactor \"Stealth\", 0.0\n\tDamagefactor \"TeleportRemover\", 0.0\tDamagefactor \"Use\", 0.0\tDamagefactor \"Extremepunches\", 1.0\n\tDamagefactor \"Fatality\", 2.5\tDamagefactor \"HeadKick\", 0.5\tDamagefactor \"HelperMarineFatallity\", 0.5\n\tDamagefactor \"Kick\", 0.5\tDamagefactor \"Leg\", 0.5\tDamagefactor \"LowKick\", 0.5\n\tDamagefactor \"Melee\", 0.5\tDamagefactor \"MonsterKnocked\", 0.5\tDamagefactor \"Stomp\", 0.5\n\tDamagefactor \"Trample\", 0.5\tDamagefactor \"Slide\", 0.5\n\tDamagefactor \"Burn\", 0.5\tDamagefactor \"Fire\", 0.5\tDamagefactor \"Flames\", 0.5\n\tDamagefactor \"GreenFire\", 0.5\tDamagefactor \"HumanBBQ\", 0.5\n\n\tPainChance \"Head\", 255\tPainChance \"Taunt\", 255\tPainChance \"Extremepunches\", 16\n\tPainChance \"Fatality\", 16\tPainChance \"HelperMarineFatallity\", 16\tPainChance \"Kick\", 255\n\tPainChance \"LowKick\", 16\tPainChance \"Melee\", 16\tPainChance \"MonsterKnocked\", 16\n\tPainChance \"Slide\", 16\tPainChance \"Trample\", 16\n\tPainChance \"Burn\", 16\tPainChance \"Fire\", 16\tPainChance \"Flames\", 16\n\tPainChance \"GreenFire\", 16\tPainChance \"HumanBBQ\", 16\n\tPainChance \"CallingTheBaronAFaggot\", 255\n\n BloodType \"Green_Blood\", \"GreenSawBlood\", \"GreenSawBlood\"\n\tBloodColor \"DarkGreen\"\n\tObituary \"%o was brutalized by a Baron of Hell.\"\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\n\t+DONTHARMSPECIES\n\tDeathHeight 0\n\tRadius 21\n\tHeight 60\n\tBurnHeight 0\n\tSpeed 6\n\tPainChance 25\n\tTag \"Baron of Hell\"\n\tDropItem \"DemonRuneMix\", 16\n\tStates\n\t{\n\n\tReplaceVanilla:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"VanillaBaronOfHell\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG | SXF_CLEARCALLERTID,tid)\n\t\tTNT1 A 10\n\t\tTNT1 A 1 A_BossDeath\n\t\tTNT1 A 0 A_Die(\"Vanish\")\n\t\tStop\n\n\tDeath.Vanish:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tStop\n\n\tReplaceForBoss1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BaronBoss1\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,tid)\n\t\tTNT1 A 10\n\t\tTNT1 A 1 A_BossDeath\n\t\tTNT1 A 0 A_Fall\n\t\tStop\n\n\tReplaceForBoss2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BaronBoss2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,tid)\n\t\tTNT1 A 10\n\t\tTNT1 A 1 A_BossDeath\n\t\tStop\n Spawn:\n\t\tBARO B 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ImpFatality3\", 1, \"FatalityImp\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonFatality\", 1, \"FatalityDemon\")\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsABaronOfHell\")\n\t\tTNT1 A 0 A_JumpIf(x == 304, \"ReplaceForBoss1\")\n\t\tTNT1 A 0 A_JumpIf(x == 528, \"ReplaceForBoss2\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCHeckClassicMonsters\", 0, 0, 0, 0)//Check if Vanilla Mode is activated\n\t\tTNT1 A 0 A_Jump(4, \"ReplaceBelphegor\")\n\t\tGoto Stand\n\n\tReplaceBelphegor:\n\t\tTNT1 A 0 A_JumpIf((CeilingZ - FloorZ) < 93,\"Stand\")\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Belphegor2\",0,0,0,0,0,0,0, SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS ,0, tid)\n\t\tStop\n\n\tStand:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_CheckSight(\"Stand2\")\n\t\tBTS3 A 0 A_SpawnItem(\"HeadshotTarget20b\", 0, 58)\n\t\tBARO BB 10 A_Look\n\t\tLoop\n\n\tStand2:\n\t\tBTS3 A 0 A_SpawnItem(\"HeadshotTarget10b\", 0, 58)\n\t\tBARO B 10 A_Look\n\t\tGoto Stand\n\tSee:\n\t\tBARO A 0\n\t\t//TNT1 A 0 A_CheckSight(\"SeeNeverSeen\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasExplosiveBarrel\", 1, \"MissileBarrel\")\n\t TNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO A 1\n BTS3 ABC 1\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBTS3 D 4\n\t\tBTS3 CBA 1\n\t\t//TNT1 A 0 HealThing(200)\n\t\tGoto See2\n\n\tSee2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonFatality\", 1, \"FatalityDemon\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ImpFatality3\", 1, \"FatalityImp\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasExplosiveBarrel\", 1, \"MissileBarrel\")\n\n\tSee4:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"EnemyMemory\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"EnemyMemory\", 20, \"ForgetTarget\")\n\t\tBARO A 0 A_CheckSight(\"SEE3\")\n\t\tBARO AA 2 A_Chase\n //TNT1 A 0 A_SpawnItemEx(\"FootSep\", 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO AAA 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO BBB 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO CCC 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\t\tBARO DDD 2 A_Chase\n\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsInvisible\", 1, \"ForgetTarget\")\n\t\tLoop\n\n\tSeeNeverSeen:\n\t\tTNT1 A 0\n\t\tBARO A 0 A_CheckSight(\"SEE3\")\n\t\tBARO AA 2 A_Chase\n //TNT1 A 0 A_SpawnItemEx(\"FootSep\", 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO AA 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO AA 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO B 4 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO BB 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\t//TNT1 A 0 A_SpawnItemEx(\"FootSep\", 0, 0)\n\t\tBARO CC 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO CC 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO DD 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO DD 2 A_Chase\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsInvisible\", 1, \"ForgetTarget\")\n\t\tLoop\n\tSee3:\n //TNT1 A 0 A_SpawnItemEx(\"FootSep\", 0, 0)\n\t\tBARO AABBCCDD 3 A_Chase\n\t\tGoto See4\n\n\tIdle:\n\tLookingForPlayer:\n\t TNT1 A 0 A_GiveInventory(\"SKImp\", 1)\n\t TNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 58)\n\t\tBARO B 10 A_Look\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 58)\n\t\tBARO B 10 A_Look\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 58)\n\t\tBARO B 10 A_Look\n\t\tTNT1 A 0 A_SetAngle(angle - 40)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 58)\n\t\tBARO B 10 A_Look\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 58)\n\t\tBARO B 10 A_Look\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 58)\n\t\tBARO B 10 A_Look\n\t\tTNT1 A 0 A_SetAngle(angle + 40)\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 58)\n\t\tBARO B 10 A_Look\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 58)\n\t\tBARO B 10 A_Look\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 58)\n\t\tBARO B 10 A_Look\n\n\t\tBARO A 0 A_Wander\n\t\tBARO AA 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\n\t\tBARO B 0 A_Wander\n\t\tBARO BB 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\n\t\tBARO C 0 A_Wander\n\t\tBARO CC 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\n\t\tBARO D 0 A_Wander\n\t\tBARO DD 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\n\t\tTNT1 A 0 A_jump(128, \"LookingForPlayer\")\n\n\t\tBARO A 0 A_Wander\n\t\tBARO AA 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\n\t\tBARO B 0 A_Wander\n\t\tBARO BB 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\n\t\tBARO C 0 A_Wander\n\t\tBARO CC 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\n\t\tBARO D 0 A_Wander\n\t\tBARO DD 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 58)\n\n\t\tGoto LookingForPlayer\n\n\tForgetTarget:\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_TakeInventory(\"EnemyMemory\", 25)\n\t\tTNT1 A 0 A_GiveInventory(\"LookingForPlayer\", 1)\n\t\tGoto LookingForPlayer\n\n\tRAGE:\n TNT1 A 0\n\t\tTNT1 A 0 A_CheckSight(\"See\")\n BTS3 ABC 2 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBTS3 DEDF 3 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBTS3 DEDF 3 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBTS3 CBA 2 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tTNT1 A 0 HealThing(200)\n\t\tTNT1 A 0 A_Jump(96, \"SpecialAttack\")\n\t\tGoto See2\n\n\tMelee:\n\t TNT1 A 0\n\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile(\"BaronAttackOnBarrel\",10,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO E 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasExplosiveBarrel\", 1, \"MissileBarrel\")\n\n BARO E 6\n TNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO F 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO G 6 A_CustomMissile(\"BaronAttack\",10,0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\n\t\tGoto See2\n\n\tMelee2:\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\n\t\tBARO E 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO F 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO G 6 A_CustomMissile(\"BaronAttack\",10,0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonFatality\", 1, \"FatalityDemon\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ImpFatality3\", 1, \"FatalityImp\")\n\t\tGoto See2\n\n Missile:\n\t\tBARO A 1\n\n\t\tTNT1 A 0 A_TakeInventory(\"EnemyMemory\", 30)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAnExplosiveBarrel\", 1, \"See2\")\n\t\tTNT1 A 0 A_TakeInventory(\"StopKickingMyBallsMotherFucker\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory (\"TypeZombieman\", 1, \"See2\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory (\"TypeSergeant\", 1, \"See2\")\n\n\t\t//TNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 0, 5)\n\t\t//TNT1 A 0 A_TakeInventory(\"CantFire\", 1)\n\t\t//TNT1 A 0 A_CustomMissile(\"MonsterTargetCheck\", 34, 0, 0, 0)\n\t\t//TNT1 A 0 A_CustomMissile(\"MonsterTargetCheckFaster\", 34, 0, 0, 0)\n\t\tBARO e 3 A_FaceTarget\n\t\t//TNT1 A 0 A_JumpIfInventory(\"CantFire\",1, \"See4\")\n\n\t\tTNT1 A 0 A_Jump (64, \"SpecialAttack\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO E 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tBARO E 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tBARO E 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tBARO E 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tBARO E 2 A_FaceTarget\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO F 3 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO G 8 A_CustomMissile(\"GreenPlasmaBall\", 36, 0, 0, 1)\n\t\t//BARO G 8 A_CustomMissile(\"ThrowedZombieMan2\", 36, 0, 0, 1)\n\t\tTNT1 A 0 A_TakeInventory(\"ComingToGetTheBarrel\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsInvisible\", 1, \"ForgetTarget\")\n\t\tGoto See2\n\n SpecialAttack:\n\t TNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\n\t\tBARO R 3 A_FaceTarget\n\t TNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO Q 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\n\t\tBARO P 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, -40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, -40, random (0, 140), 2, random (0, 160))\n\t\tBARO P 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, -40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, -40, random (0, 140), 2, random (0, 160))\n\t\tBARO P 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, -40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, -40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO P 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, -40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, -40, random (0, 140), 2, random (0, 160))\n\t\tBARO P 2 A_FaceTarget\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO Q 4 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 58, 30, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 58, -30, random (0, 360), 2, random (70, 110))\n\t\tBARO Q 4 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 48, 30, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 48, -30, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile(\"GreenPlasmaBall\", 36, 15, 9, 11)\n\t\tTNT1 A 0 A_CustomMissile(\"GreenPlasmaBall\", 36, 15, -9, 11)\n\t\tBARO R 8 A_CustomMissile(\"GreenPlasmaBall\", 36, 15, 0, 11)\n\t\tTNT1 A 0 A_TakeInventory(\"ComingToGetTheBarrel\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsInvisible\", 1, \"ForgetTarget\")\n\t\tGoto See2\n\n\tCheckRetreat:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(600, \"Retreat\")\n\t\tGoto Missile+5\n\n\tRetreat:\n\t\tTNT1 A 0\n //TNT1 A 0 A_SpawnItemEx(\"FootSep\", 0, 0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO DD 2 A_Recoil(2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO DD 2 A_Recoil(2)\n\t\tTNT1 A 0 A_FaceTarget\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO CC 2 A_Recoil(1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO CC 2 A_Recoil(1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO BB 2 A_Recoil(1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO BB 2 A_Recoil(1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO AA 2 A_Recoil(1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO AA 2 A_Recoil(1)\n\t\tGoto Missile+5\n\n\tPain.CallingTheBaronAFaggot:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 HealThing(1)\n\t\tTNT1 A 0 A_GiveInventory(\"ComingToGetTheBarrel\", 1)\n\t\tTNT1 A 0\n\t\tGoto See2\n\n\tMissileBarrel:\n\t\tBOBA A 0\n\t\tBOBA A 1 A_Chase(\"\",\"\")\n\t\tBOBA A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tBOBA ABC 4\n\t\tBOBA D 1\n\t\tTNT1 A 0 A_PlaySound(\"baron/sight\")\n\t\tTNT1 A 0 A_SpawnItem(\"BaronHoldingBarrel\", 0, 76,0)\n\t\tWaitingToThrow:\n\t\tBOBA D 8\n\t\tTNT1 A 0 A_CheckSight(\"WaitingToThrow\")\n\t\tBOBA E 16\n\t\tBOBA D 8\n\n\t ThrowBarrel:\n\t TNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t BARO P 2 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile(\"ThrowedBarrel\", 46, 15, 0, 11)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO Q 4 A_FaceTarget\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO R 8\n\t\tTNT1 A 0 A_TakeInventory(\"ComingToGetTheBarrel\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasExplosiveBarrel\", 1)\n\t\tBOBA A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\t\tGoto See2\n\n\tWithBarrelLookFOrTheplayer:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ClearTarget\n\t\tBARO P 2 A_Chase\n\t\tGoto See2\n\n\tPain:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO H 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO H 3 A_Pain\n\t\tGoto See2\n\n\tPain.Explosive:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"MuchBlood2Green\", 0, 0, 60)\n\t\tTNT1 A 0 ThrustThingZ(0,10,0,1)\n\t\tGoto Pain\n\n\tDeath:\n\t\tBXDE A 0\n\t\tBXDE B 0 A_Scream\n\t\tBXDE C 0 A_BossDeath\n\t\tBXDE D 0 A_NoBlocking\n\t\tTNT1 A 0 A_Jump(128, \"Death2\")\n\t\tKSA8 DEFG 6\n\t\tTNT1 A 0 A_SpawnItem(\"DeadBaronClassic\")\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tTNT1 VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 2 A_CustomMissile (\"Green_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 V -1\n\t\tStop\n\n\tDeath2:\n\t\tBADD ABCD 6\n\t\tTNT1 A 0 A_SpawnItem(\"DeadBaron\")\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tTNT1 VVVVVVVVVVVVVVVVVV 2 A_CustomMissile (\"Green_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 V -1\n\t\tStop\n\n\tXDeath:\n\t\tBXDE A 0\n\t\tBXDE B 0 A_Scream\n\t\tBXDE C 0 A_BossDeath\n\t\tBXDE D 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"BaronXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n \t TNT1 A 0 A_CustomMissile (\"XDeathBaronHead5\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tBXDE EFGH 0\n TNT1 A 0\n\t Stop\n\n\tRaise:\n BOSS O 8\n BOSS NMLKJI 8\n Goto See\n\n\tDeath.Desintegrate:\n\tDeath.Saw:\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_Stop\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"XDeath1Green\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"MuchBloodGreen\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"BaronOfHellHeadExplode\", 40, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAA 0 A_CustomMissile (\"Green_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2bGreen\", 65, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3bGreen\", 65, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"GreenGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"GenericBaronGib1b\", 45, 0, random (0, 360), 2, random (10, 80))\n\t\tTNT1 A 0 A_CustomMissile (\"GenericBaronGib2b\", 45, 0, random (0, 360), 2, random (10, 80))\n BDSS PQRSTU 6\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tTNT1 A 0 A_BossDeath\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeadBaronBDSSV\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tTNT1 VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 1 A_CustomMissile (\"Green_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 V -1\n\t\tStop\n\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 1)\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_Recoil(8)\n\t\tBARO H 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tBARO H 3 A_Pain\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 0)\n\t\tGoto See2\n\n\tPain.Kick:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n TNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopKickingMyBallsMotherFucker\", 1, \"Missile\")\n\t\tTNT1 A 0 A_GiveInventory(\"StopKickingMyBallsMotherFucker\", 1)\n\t\tTNT1 A 0 ThrustThingZ(0,15,0,1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tBNRJ ABCD 5 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_Pain\n\t\tBNRJ ABCD 5 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_Pain\n\t\tBNRJ ABCD 5 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tGoto Missile\n\n Death.ExplosiveImpact:\n TNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0,35,0,1)\n\t\tTNT1 A 0 A_BossDeath\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathHellKnightLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"XDeath1Green\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Muchblood2green\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Jump(255, \"Death.ExplosiveImpact1\", \"Death.ExplosiveImpact2\")\n\n\tDeath.ExplosiveImpact1:\n\t\tBOH3 A 8 A_Scream\n\t\tBOH3 B 8 A_NoBlocking\n\t\tBOH3 CCCCCC 8 A_CheckFloor(\"Land1\")\n\t\tGoto Land1\n\n\tLand1:\n\t\tBOH3 D 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeadBaronBOH3D\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tTNT1 A -1\n\t Stop\n\n\tDeath.ExplosiveImpact2:\n\t\tBOH3 E 8 A_Scream\n\t\tBOH3 F 8 A_NoBlocking\n\t\tTNT1 A 0 A_BossDeath\n\t\tBOH3 GGGGGG 8 A_CheckFloor(\"Land2\")\n\t\tGoto Land2\n\n\tLand2:\n\t\tBOH3 H 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeadBaronBOH3H\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tTNT1 A -1\n\t Stop\n\n\tDeath.Cut:\n TNT1 A 0\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_BossDeath\n\t\tTNT1 AA 0 A_CustomMissile (\"MuchBlood2Green\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"GreenGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathHalfBOH\", 32, 0, random (0, 360), 2, random (0, 160))\n BBO2 AABCD 10\n TNT1 A 0 A_SpawnItem (\"DeadBaronHalfDown\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tTNT1 VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 1 A_CustomMissile (\"Green_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A -1\n\t\tStop\n\n\tDeath.Minigun:\n\tDeath.SSG:\n\tDeath.Railgun:\n TNT1 A 0\n\t\tTNT1 A 0 A_CustomMissile (\"Xdeath3bGreen\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"MuchBloodGreen\", 40, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_Jump(128, \"Death.Desintegrate\")\n TNT1 A 0\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_BossDeath\n\t KSA8 A 8\n\t\tTNT1 A 0 A_SpawnItem(\"DyingBaron1\")\n\t\tStop\n\n\tDeath.Shotgun:\n\tDeath.SSG:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_BossDeath\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(300, \"Death.Minigun\")\n\t\tGoto Death\n\n\tDeath.head:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"HasPlasmaWeapon\", 1, \"Death.Plasma\")\n\t\tTNT1 AA 0 A_CustomMissile (\"muchblood2green\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"HasCutingWeapon\", 1, \"Death.decaptate\")\n\t\tTNT1 A 0 A_SpawnItem(\"BaronOfHellHeadExplode\", 0, 62)\n BADH A 9\n BADH B 9\n BADH C 9 A_BossDeath\n\t\tBADH D 9 A_NoBlocking\n TNT1 A 0 A_SpawnItem (\"DeadBaronNoHead\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t TNT1 VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 1 A_CustomMissile (\"Green_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A -1\n\t\tStop\n\n\tDeath.decaptate:\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Xdeath1Green\", 62, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_SpawnItem(\"MuchBlood2Green\", 0, 62)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBaronHead5\", 62, 0, random (0, 360), 2, random (50, 130))\n BADH A 9\n BADH B 9\n BADH C 9 A_BossDeath\n\t\tBADH D 9 A_NoBlocking\n TNT1 A 0 A_SpawnItem (\"DeadBaronNoHead\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t TNT1 VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 1 A_CustomMissile (\"Green_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A -1\n\t\tStop\n\n Death.Fatality:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_JumpIfIntargetInventory(\"FistsSelected\", 1, 1)\n\t\tGoto XDeath\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"HealthCrueltyBonus2\", 0, 0, 32, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"ArmorCrueltyBonus2\", 0, 0, 32, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n TNT1 A 0 A_GiveToTarget(\"BaronFatality\", 1)\n TNT1 A 1 A_NoBlocking\n TNT1 A 0 A_BossDeath\n\t\tStop\n\tDeath.SuperPlasma:\n Death.Plasma: Death.Plasma2:\n\t TNT1 A 0 A_Stop\n TNT1 A 0 A_BossDeath\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 42, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectFloorCraterSmall\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItem(\"BarrelExplosionSmokeColumn\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece\", random (-15, 15), random (-15, 15))\n\t\tTNT1 AA 0 A_SpawnItemEx(\"TinyBurningPiece2\", random (-35, 35), random (-35, 35))\n\t\tTNT1 AA 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-45, 45), random (-45, 35))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n BOSC ABC 7\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n\t\tBOSC DEF 7\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n BOSB E -1\n Stop\n\n\t Death.GreenFire:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_BossDeath\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n Stop\n\n\tDeath.Fire:\n TNT1 A 0\n\t\tTNT1 A 0 A_BossDeath\n\t\tTNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tBOSB AAAA 2 A_CustomMissile (\"FlameTrails\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tBOSB BBBB 2 A_CustomMissile (\"FlameTrails\", 30, 0, random (0, 360), 2, random (50, 130))\n\t\tBOSB CCCC 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tBOSB DDDD 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_Playsound(\"props/redfire\")\n\t\tBOSB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n BOSB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 10 A_CustomMissile (\"SmallSmoke\", 25, 0, random (0, 360), 2, random (70, 110))\n BOSB E -1\n Stop\n\n Pain.KillMe:\n Pain.Taunt:\n TNT1 A 0\n\t\tTNT1 A 0 HealThing(1)\n Goto Missile\n Death.KillMe:\n Death.Taunt:\n\t TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"BaronOfHell\")\n Stop\n\n\tDeath.Ice:\n\tDeath.Freeze:\n\tDeath.Frost:\n\tTNT1 A 0\n\tTNT1 A 0 A_BossDeath\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_SpawnItem(\"FrozenBaronOfHell\")\n\tStop\n\n\tDeath.Massacre:\n\tGoto Death\n\n\t Death.Stomp:\n\t TNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_BossDeath\n\t\tBARO JKL 2\n\t\tTNT1 AAA 0 bright A_CustomMissile (\"GreenSuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AAAA 0 bright A_CustomMissile (\"XDeath1Green\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath2bGreen\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath3bGreen\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_XScream\n\t\tGIBS Z 1\n\t\tGIBS Z -1\n\t\tStop\n\n\tCrush:\n\t\tTNT1 A 0\n\t\tTNT1 AAAA 0 A_SpawnItemEx (\"BodyRemovalThing\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1 A_XScream\n\t\tStop\n\n\t CurbstompMarine:\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tKNTF A 8\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath2b\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath3b\", 25, 0, random (0, 360), 2, random (0, 160))\n\n\t\tKNTF BC 8 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood2\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"mUCHbLOOD3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tKNTF DDDD 2 A_CustomMissile (\"Brutal_LiquidBlood3\", 25, 0, random (0, 360), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"RipGuts\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tKNTF EEEEFFFF 2 A_CustomMissile (\"XDeath1\", 38, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"RipGuts\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tKNTF GGGG 2 A_CustomMissile (\"Brutal_LiquidBlood3\", 25, 0, random (0, 360), 2, random (0, 40))\n TNT1 A 0 A_TakeInventory(\"Curbstomp_Marine\",1)\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\t\tTNT1 A 0 A_SpawnItem (\"RappedMarine\", 1)\n\t\tGoto See2\n\n FatalityZombieman:\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n 3HF1 A 8\n\t TNT1 A 0 A_PlaySound(\"grunt/death\")\n\t 3HF1 BC 8\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 55, 0, random (0, 360), 2, random (0, 160))\n\t\t3HF1 BCBC 8 A_CustomMissile (\"XDeath1\", 55, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"MuchBlood\", 55, 0, random (0, 360), 2, random (0, 160))\n\t\t3HF1 D 8\n\t\t3HF1 E 8\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 65, 0, random (0, 360), 2, random (70, 120))\n\t\t3HF1 F 8\n\t\t3HF1 G 8\n\n TNT1 A 0 A_TakeInventory(\"ZombieManFatality\",1)\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\t3HF1 H 8 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO E 4 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO F 4 A_CustomMissile(\"ThrowedZombieMan2\", 64, 0, 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO G 4\n\t\tGoto See2\n\n\tFatalitySergeant:\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n 3HF1 I 8\n\t TNT1 A 0 A_PlaySound(\"grunt/death\")\n\t 3HF1 I 8\n\n\t TNT1 AAAA 0 A_CustomMissile (\"Guts\", 30, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 45, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath2\", 45, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_SpawnItem(\"SergeantFatalizedByBaron\")\n\n\t 3HF1 J 8\n\n\t 3HF1 KLM 8\n\n TNT1 A 0 A_TakeInventory(\"SergeantFatality\",1)\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\t3HF1 M 8 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO E 4 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO F 4 A_CustomMissile(\"ThrowedSergeantPiece\", 64, 0, 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58)\n\t\tBARO G 4\n Goto See2\n\n FatalityDemon:\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"demon/pain\")\n 3HF1 N 8\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathStomach\", 60, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 45, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath2\", 45, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (0, 160))\n\n\t 3HF1 OPQ 8 A_CustomMissile (\"MuchBlood\", 25, 0, random (0, 360), 2, random (0, 160))\n\n TNT1 A 0 A_SpawnItem (\"DeadDemonHalf\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\n TNT1 A 0 A_TakeInventory(\"DemonFatality\",1)\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n Goto See2\n\n\tFatalityImp:\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"demon/pain\")\n 3HF2 ABABAB 4\n\n\t TNT1 AAAAAA 0 A_SpawnItem(\"MuchBlood\", 40)\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 45, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 45, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAA 0 A_CustomMissile (\"Guts\", 42, 0, random (0, 360), 2, random (0, 160))\n\t 3HF2 CDE 8\n\n\t 3HF2 F 8 A_Chase(\"\",\"\")\n\t 3HF2 GHIJ 8\n\t TNT1 A 0 A_SpawnItem(\"DeadImp_BaronFatality\")\n TNT1 A 0 A_TakeInventory(\"ImpFatality3\",1)\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n Goto See2\n\t}\n}\n\nActor DeadBaron: CurbstompedMarine\n{\n Radius 12\n Height 12\n Scale 1.1\n +SHOOTABLE\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CORPSE\n\t-SOLID\n\t+THRUACTORS\n\tdamagefactor \"Crusher\", 50.0\n Mass 1000\n Health 200\n damagefactor \"Blood\", 0.0\n damagefactor \"Trample\", 0.0\n\tBloodType \"Green_Blood\", \"GreenSawBlood\", \"GreenSawBlood\"\n\tBloodColor \"DarkGreen\"\nStates\n {\n Spawn:\n\t\tBADD F -1\n Stop\n\n Death.Plasma: Death.Plasma2:\n Death.Flames:\n Death.Burn:\n TNT1 A 0\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tEXPL AAAAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n BOSB ABCDE 9 A_CustomMissile (\"PlasmaSmoke\", 24, 0, random (0, 180), 2, random (0, 180))\n BOSB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 8 A_CustomMissile (\"PlasmaSmoke\", 16, 0, random (0, 180), 2, random (0, 180))\n BOSB E -1\n Stop\n\n\tDeath:\n\t\t TNT1 A 0\n\t TNT1 A 0 A_NoBlocking\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1Green\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2bGreen\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3bGreen\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_SpawnItem(\"MuchBlood2Green\", 0, 25)\n\t\t TNT1 A 0 A_SpawnItem(\"MuchBlood3Green\", 0, 25)\n\t\t TNT1 AAAAAA 0 A_CustomMissile (\"Xdeath1Green\", 40, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAA 0 A_CustomMissile (\"Green_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"GreenGuts\", 16, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathHalfBOH\", 16, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathHellKnightLeg\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan1Green\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan2Green\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t Stop\n\n\tDeath.CrushedBodies:\n\t\t TNT1 A 0 A_SetAngle(0)\n\t\t TNT1 A 0 bright A_CustomMissile (\"GreenSuperGoreSpawner\", 1, -40, random (0, 360), 2, random (25, 45))\n\t\t TNT1 A 0 bright A_CustomMissile (\"GreenSuperGoreSpawner\", 1, 40, random (0, 360), 2, random (25, 45))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1Green\", 1, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2bGreen\", 1, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3bGreen\", 1, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"GreenBloodMistBig\", 1, -40, random (0, 360), 2, random (30, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"GreenBloodMistBig\", 1, 40, random (0, 360), 2, random (30, 90))\n\t\t TNT1 A 0 A_SetAngle(90)\n\t\t TNT1 A 0 bright A_CustomMissile (\"GreenSuperGoreSpawner\", 1, -40, random (0, 360), 2, random (25, 45))\n\t\t TNT1 A 0 bright A_CustomMissile (\"GreenSuperGoreSpawner\", 1, 40, random (0, 360), 2, random (25, 45))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1Green\", 1, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2bGreen\", 1, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3bGreen\", 1, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"GreenBloodMistBig\", 1, -40, random (0, 360), 2, random (30, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"GreenBloodMistBig\", 1, 40, random (0, 360), 2, random (30, 90))\n\t\t TNT1 A 0 A_NoBlocking\n\t\t GIBS Y 1\n\t\t GIBS Y -1\n\t\tStop\t\t}}\n\nActor DeadBaronHalfDown: DeadBaron\n{States{Spawn: BBO2 D -1\n\t\tStop\n\n\tDeath:\n\t\t TNT1 A 0\n\t TNT1 A 0 A_NoBlocking\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1Green\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2bGreen\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3bGreen\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_SpawnItem(\"MuchBlood2Green\", 0, 25)\n\t\t TNT1 A 0 A_SpawnItem(\"MuchBlood3Green\", 0, 25)\n TNT1 AA 0 A_CustomMissile (\"XDeathHellKnightLeg\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t Stop\n\n}}\n\nActor DeadBaronHalfUp: DeadBaron\n{States{Spawn: BTO2 D -1\nStop\n\n\t\tDeath:\n\t\t TNT1 A 0\n\t TNT1 A 0 A_NoBlocking\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2bGreen\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3bGreen\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_SpawnItem(\"MuchBlood2Green\", 0, 25)\n\t\t TNT1 A 0 A_SpawnItem(\"MuchBlood3Green\", 0, 25)\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathBaronHead5\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathBaronOfHellTorso\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"Xdeath1Green\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\t Stop}}\n\nActor DeadBaronNoHead: DeadBaron\n{States{Spawn: BADH D -1\nStop\n\t\tDeath:\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathBaronOfHellTorso\", 2, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathHellKnightLeg\", 2, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan1Green\", 4, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan2Green\", 4, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1Green\", 12, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2Green\", 12, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"GreenGuts\", 16, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3Green\", 12, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4Green\", 12, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath2bGreen\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath3bGreen\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"GenericBaronGib1b\", 25, 0, random (0, 360), 2, random (10, 80))\n\t\t TNT1 A 0 A_CustomMissile (\"GenericBaronGib2b\", 25, 0, random (0, 360), 2, random (10, 80))\n\t\t Stop\t}}\n\nActor DeadBaronBOH3D : DeadBaron\n{States{Spawn: BOH3 D -1\nStop\n\n\tDeath:\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHellKnightLeg\", 2, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan1Green\", 4, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan2Green\", 4, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1Green\", 12, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2Green\", 12, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3Green\", 12, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4Green\", 12, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath2bGreen\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath3bGreen\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"GenericBaronGib1b\", 25, 0, random (0, 360), 2, random (10, 80))\n\t\t TNT1 A 0 A_CustomMissile (\"GenericBaronGib2b\", 25, 0, random (0, 360), 2, random (10, 80))\n\t\t TNT1 A 0 A_CustomMissile (\"GenericBaronGib1\", 25, 0, random (0, 360), 2, random (10, 80))\n\t\t TNT1 A 0 A_CustomMissile (\"GenericBaronGib2\", 25, 0, random (0, 360), 2, random (10, 80))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathBaronHead5\", 5, 0, random (0, 360), 2, random (10, 80))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"GreenGuts\", 16, 0, random (0, 360), 2, random (0, 160))\n\t\t Stop\t}}\n\nActor DeadBaronBOH3H : DeadBaronBOH3D\n{States{Spawn: BOH3 H -1\nStop}}\n\nActor DeadBaronBDSSV : DeadBaron\n{States{Spawn: BDSS V -1\nStop\n\tDeath:\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathHellKnightLeg\", 2, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan1Green\", 4, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan2Green\", 4, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1Green\", 12, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2Green\", 12, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3Green\", 12, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4Green\", 12, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath2bGreen\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath3bGreen\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"GenericBaronGib1b\", 25, 0, random (0, 360), 2, random (10, 80))\n\t\t TNT1 A 0 A_CustomMissile (\"GenericBaronGib2b\", 25, 0, random (0, 360), 2, random (10, 80))\n\t\t TNT1 A 0 A_CustomMissile (\"GenericBaronGib1\", 25, 0, random (0, 360), 2, random (10, 80))\n\t\t TNT1 A 0 A_CustomMissile (\"GenericBaronGib2\", 25, 0, random (0, 360), 2, random (10, 80))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"GreenGuts\", 16, 0, random (0, 360), 2, random (0, 160))\n\t\t Stop\n\n}}\n\nActor DeadBaronClassic: DeadBaron\n{States{Spawn: KSA8 G -1\nStop}}\n\nACTOR XDeathHalfBOH : DeadBaron\n{\n Radius 1\n Height 8\n Speed 10\n\tMass 8\n\tBounceFactor 0.3\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n\n DeathSound \"misc/xdeath1\"\n States\n {\n Spawn:\n Goto Death\n Death:\n BTO2 AABBCC 4 A_CustomMissile(\"Green_Blood\",0,0,180,2)\n HPLA A 0 A_SpawnItem(\"DeadBaronHalfUp\",0,0,0,1)\n Stop\n }\n}\n\nACTOR DyingBaron1\n{\n\tGame Doom\n\tRadius 16\n\tHeight 60\n\tScale 1.1\n\tHealth 100\n\tDamagefactor \"Avoid\", 0.0\tDamagefactor \"BHFTOnBarrel\", 0.0\tDamagefactor \"Blood\", 0.0\n\tDamagefactor \"CancelTeleportFog\", 0.0\tDamagefactor \"CauseWaterSplash\", 0.0\tDamagefactor \"Crush\", 10.0\n\tDamagefactor \"GibRemoving\", 0.0\tDamagefactor \"Glass\", 0.0\tDamagefactor \"HangingHook\", 0.0\n\tDamagefactor \"Head\", 1.5\tDamagefactor \"PussyGrab\", 0.0\tDamagefactor \"Repair\", 0.0\n\tDamagefactor \"RevenantHitStomach\", 0.0\tDamagefactor \"SpawnMarine\", 0.0\tDamagefactor \"Stealth\", 0.0\n\tDamagefactor \"TeleportRemover\", 0.0\tDamagefactor \"Use\", 0.0\tDamagefactor \"Extremepunches\", 0.5\n\tDamagefactor \"Fatality\", 0.5\tDamagefactor \"HeadKick\", 0.5\tDamagefactor \"HelperMarineFatallity\", 0.5\n\tDamagefactor \"Kick\", 0.5\tDamagefactor \"Leg\", 0.5\tDamagefactor \"LowKick\", 0.5\n\tDamagefactor \"Melee\", 0.5\tDamagefactor \"MonsterKnocked\", 0.5\tDamagefactor \"Stomp\", 0.5\n\tDamagefactor \"Trample\", 0.5\n\tDamagefactor \"Burn\", 0.5\tDamagefactor \"Fire\", 0.5\tDamagefactor \"Flames\", 0.5\n\tDamagefactor \"GreenFire\", 0.5\tDamagefactor \"HumanBBQ\", 0.5\n\n\tPainChance \"Head\", 255\tPainChance \"Taunt\", 255\tPainChance \"Extremepunches\", 16\n\tPainChance \"Fatality\", 16\tPainChance \"HelperMarineFatallity\", 16\tPainChance \"Kick\", 16//255\n\tPainChance \"LowKick\", 16\tPainChance \"Melee\", 16\tPainChance \"MonsterKnocked\", 16\n\tPainChance \"Slide\", 16\tPainChance \"Trample\", 16\n\tPainChance \"Burn\", 16\tPainChance \"Fire\", 16\tPainChance \"Flames\", 16\n\tPainChance \"GreenFire\", 16\tPainChance \"HumanBBQ\", 16\n\tBloodType \"Green_Blood\", \"GreenSawBlood\", \"GreenSawBlood\"\n\tBloodColor \"DarkGreen\"\n\tMass 999999\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\t+DONTSPLASH\n\t+NOPAIN\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\t\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\n\t\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\t\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\t\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\t\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\t\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\t\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\t\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 58)\n\t\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tGoto Death\n\n\tDeath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Fall\n\t\tTNT1 A 0 A_PlaySound(\"baron/death\")\n\t\tKSA8 DEFG 6\n\t\tTNT1 A 0 A_SpawnItem(\"DeadBaronClassic\")\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tStop\n\n\tDeath.head:\n\t TNT1 A 0 A_SpawnItem(\"BaronOfHellHeadExplode\", 0, 62)\n TNT1 AAA 0 A_SpawnItemEx(\"HealthCrueltyBonus2\", 0, 0, 30, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"ArmorCrueltyBonus2\", 0, 0, 30, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 AA 0 A_CustomMissile (\"BaronHeadPiece\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tBADH A 9\n BADH B 9\n BADH C 9 A_BossDeath\n\t\tBADH D 9 A_NoBlocking\n TNT1 A 0 A_SpawnItem (\"DeadBaronNoHead\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n TNT1 A 0 A_SpawnItem (\"DeadBaronHalfDown\", 1)\n\t Stop\n\n\tXDeath:\n\tDeath.ExplosiveImpact:\n\t TNT1 A 0 A_XScream\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"HealthCrueltyBonus2\", 0, 0, 30, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"ArmorCrueltyBonus2\", 0, 0, 30, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Muchblood2Green\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n\t TNT1 A 0 A_CustomMissile (\"BaronXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t Stop\n\n\tDeath.Shotgun:\n\tDeath.SSG:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfCloser(200, \"Death.Minigun\")\n\tGoto Death\n\tDeath.Minigun:\n\t TNT1 A 0 A_Scream\n\t\tTNT1 A 0\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"Xdeath1Green\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Xdeath2bGreen\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Xdeath3bGreen\", 40, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"Muchblood2Green\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"GreenGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathHalfBOH\", 24, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAA 0 A_SpawnItemEx(\"HealthCrueltyBonus2\", 0, 0, 30, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"ArmorCrueltyBonus2\", 0, 0, 30, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tBBO2 AABCD 10\n TNT1 A 0 A_SpawnItem (\"DeadBaronHalfDown\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tStop\n\t}\n}\n\nACTOR BaronAttack: BaronBall\n{\n\tRadius 24\n\tHeight 16\n\tDamageType BHFT\n\tProjectile\n\t+RANDOMIZE\n\t+FORCEXYBILLBOARD\n +THRUGHOST\n\tRenderStyle Add\n\tAlpha 0.6\n Damage 25\n Speed 28\n\tSeeSound \"none\"\n\tDeathSound \"none\"\n\tDecal \"none\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2 BRIGHT\n TNT1 A 2 //A_PlaySound(\"weapons/gswing\")\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 0 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR BaronAttackOnbarrel: BaronAttack\n{\n\tDamageType BHFTOnBarrel\n Damage 1\n}\n\nACTOR CallingTheBaronAFaggot: BaronBall\n{\n\tRadius 4\n\tHeight 4\n\tDamageType CallingTheBaronAFaggot\n\tProjectile\n\t+RANDOMIZE\n\t+FORCEXYBILLBOARD\n +THRUGHOST\n\tRenderStyle Add\n\tAlpha 0.6\n Damage (random (2, 3))\n Speed 32\n\tSeeSound \"none\"\n\tDeathSound \"none\"\n\tDecal \"none\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 6\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 0 BRIGHT\n\t\tStop\n\t}\n}\n\nActor BaronBoss1: BaronofHell2\n{\n\tScale 1.3\n\tHeight 72\n\tHealth 4000\n\tSpeed 12\n\tPainChance 10\n\tMaxStepHeight 48\n\tMaxDropOffHeight 48\n\tTranslation \"16:47=22:47\", \"48:79=62:79\"\n\tObituary \"%o was brutalized by the Bruiser Brothers.\"\n\tStates\n{\nSpawn:\n\t\tBARO A 1\n\t\tTNT1 A 0 A_CheckSight(\"WAITING\")\n\t\tTNT1 A 0 ACS_EXecuteAlways(1622)\n\t\tTNT1 A 0 ACS_EXecuteAlways(1623)\n\t\tTNT1 A 0 A_changeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ImpFatality3\", 1, \"FatalityImp\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonFatality\", 1, \"FatalityDemon\")\n\t\tGoto Stand\n\n\tWaiting:\n\t\t\tBARO A 1\n\t\t\tGoto Spawn\n\n\tStand:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_CheckSight(\"Stand2\")\n\t\tBTS3 A 0 A_SpawnItem(\"HeadshotTarget20b\", 0, 72)\n\t\tBARO BB 10 A_Look\n\t\tLoop\n\n\tStand2:\n\t\tBARO B 10 A_Look\n\t\tGoto Stand\n\tSee:\n\t\tBARO A 0\n\t\t//TNT1 A 0 A_CheckSight(\"SeeNeverSeen\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasExplosiveBarrel\", 1, \"MissileBarrel\")\n\t TNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO A 1\n BTS3 ABC 1\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBTS3 D 4\n\t\tBTS3 CBA 1\n\t\t//TNT1 A 0 HealThing(200)\n\t\tGoto See2\n\n\tSee2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonFatality\", 1, \"FatalityDemon\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ImpFatality3\", 1, \"FatalityImp\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasExplosiveBarrel\", 1, \"MissileBarrel\")\n\n\tSee4:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"EnemyMemory\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"EnemyMemory\", 20, \"ForgetTarget\")\n\t\tBARO A 0 A_CheckSight(\"SEE3\")\n\t\tBARO AA 2 A_Chase\n //TNT1 A 0 A_SpawnItemEx(\"FootSep\", 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO AAA 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO BBB 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO CCC 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\t\tBARO DDD 2 A_Chase\n\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsInvisible\", 1, \"ForgetTarget\")\n\t\tLoop\n\n\tSeeNeverSeen:\n\t\tTNT1 A 0\n\t\tBARO A 0 A_CheckSight(\"SEE3\")\n\t\tBARO AA 2 A_Chase\n //TNT1 A 0 A_SpawnItemEx(\"FootSep\", 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO AA 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO AA 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO B 4 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO BB 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\t//TNT1 A 0 A_SpawnItemEx(\"FootSep\", 0, 0)\n\t\tBARO CC 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO CC 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO DD 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO DD 2 A_Chase\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsInvisible\", 1, \"ForgetTarget\")\n\t\tLoop\n\tSee3:\n //TNT1 A 0 A_SpawnItemEx(\"FootSep\", 0, 0)\n\t\tBARO AABBCCDD 3 A_Chase\n\t\tGoto See4\n\n\tIdle:\n\tLookingForPlayer:\n\t TNT1 A 0 A_GiveInventory(\"SKImp\", 1)\n\t TNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 72)\n\t\tBARO B 10 A_Look\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 72)\n\t\tBARO B 10 A_Look\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 72)\n\t\tBARO B 10 A_Look\n\t\tTNT1 A 0 A_SetAngle(angle - 40)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 72)\n\t\tBARO B 10 A_Look\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 72)\n\t\tBARO B 10 A_Look\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 72)\n\t\tBARO B 10 A_Look\n\t\tTNT1 A 0 A_SetAngle(angle + 40)\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 72)\n\t\tBARO B 10 A_Look\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 72)\n\t\tBARO B 10 A_Look\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 0, 72)\n\t\tBARO B 10 A_Look\n\n\t\tBARO A 0 A_Wander\n\t\tBARO AA 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\n\t\tBARO B 0 A_Wander\n\t\tBARO BB 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\n\t\tBARO C 0 A_Wander\n\t\tBARO CC 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\n\t\tBARO D 0 A_Wander\n\t\tBARO DD 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\n\t\tTNT1 A 0 A_jump(128, \"LookingForPlayer\")\n\n\t\tBARO A 0 A_Wander\n\t\tBARO AA 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\n\t\tBARO B 0 A_Wander\n\t\tBARO BB 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\n\t\tBARO C 0 A_Wander\n\t\tBARO CC 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\n\t\tBARO D 0 A_Wander\n\t\tBARO DD 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 0, 72)\n\n\t\tGoto LookingForPlayer\n\n\tForgetTarget:\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_TakeInventory(\"EnemyMemory\", 25)\n\t\tTNT1 A 0 A_GiveInventory(\"LookingForPlayer\", 1)\n\t\tGoto LookingForPlayer\n\n\tRAGE:\n TNT1 A 0\n\t\tTNT1 A 0 A_CheckSight(\"See\")\n BTS3 ABC 2 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBTS3 DEDF 3 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBTS3 DEDF 3 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBTS3 CBA 2 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tTNT1 A 0 HealThing(200)\n\t\tTNT1 A 0 A_Jump(96, \"SpecialAttack\")\n\t\tGoto See2\n\n\tMelee:\n\t TNT1 A 0\n\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile(\"BaronAttackOnBarrel\",10,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO E 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasExplosiveBarrel\", 1, \"MissileBarrel\")\n\n BARO E 6\n TNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO F 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO G 6 A_CustomMissile(\"BaronAttack\",10,0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\n\t\tGoto See2\n\n\tMelee2:\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\n\t\tBARO E 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO F 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO G 6 A_CustomMissile(\"BaronAttack\",10,0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonFatality\", 1, \"FatalityDemon\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ImpFatality3\", 1, \"FatalityImp\")\n\t\tGoto See2\n\n Missile:\n\t\tBARO A 1\n\n\t\tTNT1 A 0 A_TakeInventory(\"EnemyMemory\", 30)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAnExplosiveBarrel\", 1, \"See2\")\n\t\tTNT1 A 0 A_TakeInventory(\"StopKickingMyBallsMotherFucker\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory (\"TypeZombieman\", 1, \"See2\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory (\"TypeSergeant\", 1, \"See2\")\n\n\t\t//TNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 0, 5)\n\t\t//TNT1 A 0 A_TakeInventory(\"CantFire\", 1)\n\t\t//TNT1 A 0 A_CustomMissile(\"MonsterTargetCheck\", 34, 0, 0, 0)\n\t\t//TNT1 A 0 A_CustomMissile(\"MonsterTargetCheckFaster\", 34, 0, 0, 0)\n\t\tBARO e 3 A_FaceTarget\n\t\t//TNT1 A 0 A_JumpIfInventory(\"CantFire\",1, \"See4\")\n\n\t\tTNT1 A 0 A_Jump (64, \"SpecialAttack\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO E 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tBARO E 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tBARO E 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tBARO E 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tBARO E 2 A_FaceTarget\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO F 3 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO G 8 A_CustomMissile(\"GreenPlasmaBall\", 36, 0, 0, 1)\n\t\t//BARO G 8 A_CustomMissile(\"ThrowedZombieMan2\", 36, 0, 0, 1)\n\t\tTNT1 A 0 A_TakeInventory(\"ComingToGetTheBarrel\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsInvisible\", 1, \"ForgetTarget\")\n\t\tGoto See2\n\n SpecialAttack:\n\t TNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\n\t\tBARO R 3 A_FaceTarget\n\t TNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO Q 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\n\t\tBARO P 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, -40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, -40, random (0, 140), 2, random (0, 160))\n\t\tBARO P 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, -40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, -40, random (0, 140), 2, random (0, 160))\n\t\tBARO P 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, -40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, -40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO P 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, -40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, -40, random (0, 140), 2, random (0, 160))\n\t\tBARO P 2 A_FaceTarget\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO Q 4 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 58, 30, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 58, -30, random (0, 360), 2, random (70, 110))\n\t\tBARO Q 4 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 48, 30, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 48, -30, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tTNT1 A 0 A_CustomMissile(\"GreenPlasmaBall\", 36, 15, 9, 11)\n\t\tTNT1 A 0 A_CustomMissile(\"GreenPlasmaBall\", 36, 15, -9, 11)\n\t\tBARO R 8 A_CustomMissile(\"GreenPlasmaBall\", 36, 15, 0, 11)\n\t\tTNT1 A 0 A_TakeInventory(\"ComingToGetTheBarrel\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsInvisible\", 1, \"ForgetTarget\")\n\t\tGoto See2\n\n\tCheckRetreat:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(600, \"Retreat\")\n\t\tGoto Missile+5\n\n\tRetreat:\n\t\tTNT1 A 0\n //TNT1 A 0 A_SpawnItemEx(\"FootSep\", 0, 0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO DD 2 A_Recoil(2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO DD 2 A_Recoil(2)\n\t\tTNT1 A 0 A_FaceTarget\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO CC 2 A_Recoil(1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO CC 2 A_Recoil(1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO BB 2 A_Recoil(1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO BB 2 A_Recoil(1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO AA 2 A_Recoil(1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO AA 2 A_Recoil(1)\n\t\tGoto Missile+5\n\n\tPain.CallingTheBaronAFaggot:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 HealThing(1)\n\t\tTNT1 A 0 A_GiveInventory(\"ComingToGetTheBarrel\", 1)\n\t\tTNT1 A 0\n\t\tGoto See2\n\n\tMissileBarrel:\n\t\tBOBA A 0\n\t\tBOBA A 1 A_Chase(\"\",\"\")\n\t\tBOBA A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tBOBA ABC 4\n\t\tBOBA D 1\n\t\tTNT1 A 0 A_PlaySound(\"baron/sight\")\n\t\tTNT1 A 0 A_SpawnItem(\"BaronHoldingBarrel\", 0, 76,0)\n\t\tWaitingToThrow:\n\t\tBOBA D 8\n\t\tTNT1 A 0 A_CheckSight(\"WaitingToThrow\")\n\t\tBOBA E 16\n\t\tBOBA D 8\n\n\t ThrowBarrel:\n\t TNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t BARO P 2 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile(\"ThrowedBarrel\", 46, 15, 0, 11)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO Q 4 A_FaceTarget\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO R 8\n\t\tTNT1 A 0 A_TakeInventory(\"ComingToGetTheBarrel\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasExplosiveBarrel\", 1)\n\t\tBOBA A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\t\tGoto See2\n\n\tWithBarrelLookFOrTheplayer:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ClearTarget\n\t\tBARO P 2 A_Chase\n\t\tGoto See2\n\n\tPain:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO H 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO H 3 A_Pain\n\t\tGoto See2\n\n\tPain.Explosive:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"MuchBlood2Green\", 0, 0, 60)\n\t\tTNT1 A 0 ThrustThingZ(0,10,0,1)\n\t\tGoto Pain\n\n\tDeath:\n\t\tBXDE A 0\n\t\tBXDE B 0 A_Scream\n\t\tBXDE C 0 A_BossDeath\n\t\tBXDE D 0 A_NoBlocking\n\t\tTNT1 A 0 A_Jump(128, \"Death2\")\n\t\tKSA8 DEFG 6\n\t\tTNT1 A 0 A_SpawnItem(\"DeadBaronClassic\")\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tTNT1 VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 2 A_CustomMissile (\"Green_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 V -1\n\t\tStop\n\n\tDeath2:\n\t\tBADD ABCD 6\n\t\tTNT1 A 0 A_SpawnItem(\"DeadBaron\")\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tTNT1 VVVVVVVVVVVVVVVVVV 2 A_CustomMissile (\"Green_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 V -1\n\t\tStop\n\n\tXDeath:\n\t\tBXDE A 0\n\t\tBXDE B 0 A_Scream\n\t\tBXDE C 0 A_BossDeath\n\t\tBXDE D 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"BaronXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n \t TNT1 A 0 A_CustomMissile (\"XDeathBaronHead5\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tBXDE EFGH 0\n TNT1 A 0\n\t Stop\n\n\tRaise:\n BOSS O 8\n BOSS NMLKJI 8\n Goto See\n\n\tDeath.Desintegrate:\n\tDeath.Saw:\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_Stop\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"XDeath1Green\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"MuchBloodGreen\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"BaronOfHellHeadExplode\", 40, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAA 0 A_CustomMissile (\"Green_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2bGreen\", 65, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3bGreen\", 65, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"GreenGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"GenericBaronGib1b\", 45, 0, random (0, 360), 2, random (10, 80))\n\t\tTNT1 A 0 A_CustomMissile (\"GenericBaronGib2b\", 45, 0, random (0, 360), 2, random (10, 80))\n BDSS PQRSTU 6\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tTNT1 A 0 A_BossDeath\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeadBaronBDSSV\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tTNT1 VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 1 A_CustomMissile (\"Green_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 V -1\n\t\tStop\n\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 1)\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_Recoil(8)\n\t\tBARO H 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tBARO H 3 A_Pain\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 0)\n\t\tGoto See2\n\n\tPain.Kick:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n TNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopKickingMyBallsMotherFucker\", 1, \"Missile\")\n\t\tTNT1 A 0 A_GiveInventory(\"StopKickingMyBallsMotherFucker\", 1)\n\t\tTNT1 A 0 ThrustThingZ(0,15,0,1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tBNRJ ABCD 5 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tTNT1 A 0 A_Pain\n\t\tBNRJ ABCD 5 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tTNT1 A 0 A_Pain\n\t\tBNRJ ABCD 5 A_SpawnItem(\"HeadshotTarget4b\", 0, 72)\n\t\tGoto Missile\n\n Death.ExplosiveImpact:\n TNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0,35,0,1)\n\t\tTNT1 A 0 A_BossDeath\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathHellKnightLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"XDeath1Green\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Muchblood2green\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Jump(255, \"Death.ExplosiveImpact1\", \"Death.ExplosiveImpact2\")\n\n\tDeath.ExplosiveImpact1:\n\t\tBOH3 A 8 A_Scream\n\t\tBOH3 B 8 A_NoBlocking\n\t\tBOH3 CCCCCC 8 A_CheckFloor(\"Land1\")\n\t\tGoto Land1\n\n\tLand1:\n\t\tBOH3 D 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeadBaronBOH3D\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tTNT1 A -1\n\t Stop\n\n\tDeath.ExplosiveImpact2:\n\t\tBOH3 E 8 A_Scream\n\t\tBOH3 F 8 A_NoBlocking\n\t\tTNT1 A 0 A_BossDeath\n\t\tBOH3 GGGGGG 8 A_CheckFloor(\"Land2\")\n\t\tGoto Land2\n\n\tLand2:\n\t\tBOH3 H 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeadBaronBOH3H\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tTNT1 A -1\n\t Stop\n\n\tDeath.Cut:\n TNT1 A 0\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_BossDeath\n\t\tTNT1 AA 0 A_CustomMissile (\"MuchBlood2Green\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"GreenGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathHalfBOH\", 32, 0, random (0, 360), 2, random (0, 160))\n BBO2 AABCD 10\n TNT1 A 0 A_SpawnItem (\"DeadBaronHalfDown\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tTNT1 VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 1 A_CustomMissile (\"Green_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A -1\n\t\tStop\n\n\tDeath.Minigun:\n\tDeath.SSG:\n\tDeath.Railgun:\n TNT1 A 0\n\t\tTNT1 A 0 A_CustomMissile (\"Xdeath3bGreen\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"MuchBloodGreen\", 40, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_Jump(128, \"Death.Desintegrate\")\n TNT1 A 0\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_BossDeath\n\t KSA8 A 8\n\t\tTNT1 A 0 A_SpawnItem(\"DyingBaron1\")\n\t\tStop\n\n\tDeath.Shotgun:\n\tDeath.SSG:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_BossDeath\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(300, \"Death.Minigun\")\n\t\tGoto Death\n\n\tDeath.head:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"HasPlasmaWeapon\", 1, \"Death.Plasma\")\n\t\tTNT1 AA 0 A_CustomMissile (\"muchblood2green\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"HasCutingWeapon\", 1, \"Death.decaptate\")\n\t\tTNT1 A 0 A_SpawnItem(\"BaronOfHellHeadExplode\", 0, 62)\n BADH A 9\n BADH B 9\n BADH C 9 A_BossDeath\n\t\tBADH D 9 A_NoBlocking\n TNT1 A 0 A_SpawnItem (\"DeadBaronNoHead\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t TNT1 VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 1 A_CustomMissile (\"Green_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A -1\n\t\tStop\n\n\tDeath.decaptate:\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Xdeath1Green\", 62, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_SpawnItem(\"MuchBlood2Green\", 0, 62)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBaronHead5\", 62, 0, random (0, 360), 2, random (50, 130))\n BADH A 9\n BADH B 9\n BADH C 9 A_BossDeath\n\t\tBADH D 9 A_NoBlocking\n TNT1 A 0 A_SpawnItem (\"DeadBaronNoHead\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t TNT1 VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 1 A_CustomMissile (\"Green_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A -1\n\t\tStop\n\n Death.Fatality:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_JumpIfIntargetInventory(\"FistsSelected\", 1, 1)\n\t\tGoto XDeath\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"HealthCrueltyBonus2\", 0, 0, 32, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"ArmorCrueltyBonus2\", 0, 0, 32, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n TNT1 A 0 A_GiveToTarget(\"BaronFatality\", 1)\n TNT1 A 1 A_NoBlocking\n TNT1 A 0 A_BossDeath\n\t\tStop\n\tDeath.SuperPlasma:\n Death.Plasma: Death.Plasma2:\n\t TNT1 A 0 A_Stop\n TNT1 A 0 A_BossDeath\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 42, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectFloorCraterSmall\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItem(\"BarrelExplosionSmokeColumn\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece\", random (-15, 15), random (-15, 15))\n\t\tTNT1 AA 0 A_SpawnItemEx(\"TinyBurningPiece2\", random (-35, 35), random (-35, 35))\n\t\tTNT1 AA 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-45, 45), random (-45, 35))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n BOSC ABC 7\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n\t\tBOSC DEF 7\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n BOSB E -1\n Stop\n\n\t Death.GreenFire:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_BossDeath\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n Stop\n\n\tDeath.Fire:\n TNT1 A 0\n\t\tTNT1 A 0 A_BossDeath\n\t\tTNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tBOSB AAAA 2 A_CustomMissile (\"FlameTrails\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tBOSB BBBB 2 A_CustomMissile (\"FlameTrails\", 30, 0, random (0, 360), 2, random (50, 130))\n\t\tBOSB CCCC 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tBOSB DDDD 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_Playsound(\"props/redfire\")\n\t\tBOSB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n BOSB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 10 A_CustomMissile (\"SmallSmoke\", 25, 0, random (0, 360), 2, random (70, 110))\n BOSB E -1\n Stop\n\n Pain.KillMe:\n Pain.Taunt:\n TNT1 A 0\n\t\tTNT1 A 0 HealThing(1)\n Goto Missile\n Death.KillMe:\n Death.Taunt:\n\t TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"BaronOfHell\")\n Stop\n\n\tDeath.Ice:\n\tDeath.Freeze:\n\tDeath.Frost:\n\tTNT1 A 0\n\tTNT1 A 0 A_BossDeath\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_SpawnItem(\"FrozenBaronOfHell\")\n\tStop\n\n\tDeath.Massacre:\n\tGoto Death\n\n\t Death.Stomp:\n\t TNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_BossDeath\n\t\tBARO JKL 2\n\t\tTNT1 AAA 0 bright A_CustomMissile (\"GreenSuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AAAA 0 bright A_CustomMissile (\"XDeath1Green\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath2bGreen\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath3bGreen\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_XScream\n\t\tGIBS Z 1\n\t\tGIBS Z -1\n\t\tStop\n\n\tCrush:\n\t\tTNT1 A 0\n\t\tTNT1 AAAA 0 A_SpawnItemEx (\"BodyRemovalThing\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1 A_XScream\n\t\tStop\n\n\t CurbstompMarine:\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tKNTF A 15\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath2b\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath3b\", 25, 0, random (0, 360), 2, random (0, 160))\n\n\t\tKNTF BCD 8 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood2\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"mUCHbLOOD3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tKNTF DDDDDDDDDDDDDDDDDDDDDD 3 A_CustomMissile (\"Brutal_LiquidBlood3\", 25, 0, random (0, 360), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"RipGuts\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tKNTF EEEFFFGGG 4 A_CustomMissile (\"XDeath1\", 38, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"RipGuts\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tKNTF GGGGGGGGGGGGGGGGGGGGGG 3 A_CustomMissile (\"Brutal_LiquidBlood3\", 25, 0, random (0, 360), 2, random (0, 40))\n TNT1 A 0 A_TakeInventory(\"Curbstomp_Marine\",1)\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\t\tTNT1 A 0 A_SpawnItem (\"RappedMarine\", 1)\n\t\tGoto See2\n\n FatalityZombieman:\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n 3HF1 A 20\n\t TNT1 A 0 A_PlaySound(\"grunt/death\")\n\t 3HF1 BC 5\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 55, 0, random (0, 360), 2, random (0, 160))\n\t\t3HF1 BCBC 5 A_CustomMissile (\"XDeath1\", 55, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"MuchBlood\", 55, 0, random (0, 360), 2, random (0, 160))\n\t\t3HF1 D 10\n\t\t3HF1 E 5\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 65, 0, random (0, 360), 2, random (70, 120))\n\t\t3HF1 F 30\n\t\t3HF1 G 10\n\n TNT1 A 0 A_TakeInventory(\"ZombieManFatality\",1)\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\t3HF1 H 8 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO E 8 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO F 8 A_CustomMissile(\"ThrowedZombieMan2\", 64, 0, 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO G 8\n\t\tGoto See2\n\n\tFatalitySergeant:\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n 3HF1 I 15\n\t TNT1 A 0 A_PlaySound(\"grunt/death\")\n\t 3HF1 I 5\n\n\t TNT1 AAAA 0 A_CustomMissile (\"GreenGuts\", 30, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 45, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath2\", 45, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_SpawnItem(\"SergeantFatalizedByBaron\")\n\n\t 3HF1 J 10\n\n\t 3HF1 KLM 15\n\n TNT1 A 0 A_TakeInventory(\"SergeantFatality\",1)\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\t3HF1 M 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO E 8 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO F 8 A_CustomMissile(\"ThrowedSergeantPiece\", 64, 0, 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 72)\n\t\tBARO G 8\n Goto See2\n\n FatalityDemon:\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"demon/pain\")\n 3HF1 N 20\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathStomach\", 60, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 45, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath2\", 45, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (0, 160))\n\n\t 3HF1 OPQQQ 10 A_CustomMissile (\"MuchBlood\", 25, 0, random (0, 360), 2, random (0, 160))\n\n TNT1 A 0 A_SpawnItem (\"DeadDemonHalf\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\n TNT1 A 0 A_TakeInventory(\"DemonFatality\",1)\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n Goto See2\n\n\tFatalityImp:\n TNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_PlaySound(\"demon/pain\")\n 3HF2 ABABAB 4\n\n\t TNT1 AAAAAA 0 A_SpawnItem(\"MuchBlood\", 40)\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 45, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 45, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAA 0 A_CustomMissile (\"GreenGuts\", 42, 0, random (0, 360), 2, random (0, 160))\n\t 3HF2 CDE 6\n\n\t 3HF2 F 1 A_Chase(\"\",\"\")\n\t 3HF2 FFF 15\n\t 3HF2 GGHHIJ 3\n\t TNT1 A 0 A_SpawnItem(\"DeadImp_BaronFatality\")\n TNT1 A 0 A_TakeInventory(\"ImpFatality3\",1)\n TNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n Goto See2\n\t\t}\n}\n\nActor BaronBoss2: BaronBoss1\n{\nStates\n{\nSpawn:\n\t\tTNT1 A 0\n\t\tBARO A 1\n\t\tTNT1 A 0 A_CheckSight(\"WAITING\")\n\t\tTNT1 A 0 ACS_EXecuteAlways(1624)\n\t\tTNT1 A 0 A_changeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ImpFatality3\", 1, \"FatalityImp\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonFatality\", 1, \"FatalityDemon\")\n\t\tGoto Stand\n\nWaiting:\n\t\t\tBARO A 1\n\t\t\tGoto Spawn\n\n\t\t}\n}"
},
{
"source": "pk3",
"name": "Belphegor.txt",
"contents": "ACTOR Belphegor2 : BaronofHell 2544\n{\n\t//$category \"BD Monsters\"\n Scale 1.2\n\tGame Doom\n GibHealth 25\n\t+NOICEDEATH\n Health 2500\n\tMass 2000\n\tObituary \"%o was no match for the Belphegor.\"\n\tBloodType \"Green_Blood\", \"GreenSawBlood\", \"GreenSawBlood\"\n\tBloodColor \"DarkGreen\"\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\n\t+DONTHARMSPECIES\n\t+MISSILEMORE\n\tDeathHeight 4\n\tBurnHeight 0\n Speed 8\n\tFastSpeed 12\n\tSpecies \"BaronofHell\"\n\tRadius 24//62SpriteW(120%=74)\n\tHeight 71//74SpriteH(120%=89)\n\tTag \"Belphegor\"\n\tPainchance \"Slide\", 16\n\tStates\n\t{\n\tSpawn:\n\n\t\tBOS3 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tBOS3 B 10 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tBOS3 D 10 A_Look\n\t\tLoop\n\tSee:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Token1\", 1, \"See2\")\n\t\tBOS3 AAAA 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tBOS3 BBBB 2 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tBOS3 CCCC 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tBOS3 BBBB 2 A_Chase\n\t\tLoop\n\n\tSee2:\n\t\tB0S3 PPP 1 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tB0S3 QQQ 1 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tB0S3 RRR 1 A_Chase\n\t\tLoop\n\n\tPain.Taunt:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_CHangeFlag(\"FASTER\", 1)\n\t\tTNT1 A 0 A_CHangeFlag(\"NOPAIN\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Token1\", 1)\n\t\tB0S3 IJKL 3\n\t\tTNT1 A 0 A_PlaySound(\"baron/see\")\n\t\tB0S3 MNONMNOMN 3\n\t\tB0S3 LKJ 3\n\t\tGoto See2\n\tMelee:\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n BOS3 F 8\n TNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tBOS3 G 8 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tTNT1 AAAA 0 A_CustomMissile(\"KnightAttack\",10,0,0,0)\n\t\tBOS3 H 8 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tGoto See\n\n\tMelee2:\n\t\tTNT1 AAAA 0 A_CustomMissile(\"KnightAttack\",10,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\tBOS3 H 8 A_FaceTarget\n TNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tGoto See\n\n Missile:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Token1\", 1, \"MissileAngry\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tBOS3 F 8 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tBOS3 G 8 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tTNT1 A 0 A_JumpIfCloser(150, \"Melee2\")\n\t\tBOS3 H 8 A_CustomMissile(\"BelphegorGreenPlasmaBall\", 47, 0, 0, 1)\n\t\tGoto See\n\n\t MissileAngry:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tBOS3 G 0 A_FaceTarget\n\t\tBOS3 FFFF 1 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tBOS3 G 0 A_FaceTarget\n\t\tBOS3 GGGG 1 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 71)\n\t\tTNT1 A 0 A_JumpIfCloser(150, \"Melee2\")\n\t\tBOS3 H 0 A_CustomMissile(\"BelphegorGreenPlasmaBall\", 47, 0, 0, 1)\n\t\tBOS3 G 0 A_FaceTarget\n\t\tBOS3 HHHH 1 A_Chase(\"\",\"\")\n\t\tGoto See2\n\n\tPain:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 71)\n\t\tTNT1 A 0 A_JumpIfHealthLower(1000, \"Pain.Taunt\")\n\t\tBOS3 E 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 71)\n\t\tBOS3 E 3 A_Pain\n\t\tTNT1 A 0 A_Jump(32, \"Pain.Taunt\")\n\t\tGoto See\n Death.SSG:\n\tXDeath:\n\tDeath.Railgun:\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2bGreen\", 55, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3bGreen\", 55, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2Green\", 55, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3Green\", 55, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath4Green\", 55, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath5Green\", 55, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath6Green\", 55, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_SpawnItem(\"MuchBlood2Green\", 0, 55)\n\t\t TNT1 AAAA 0 A_CustomMissile (\"GreenGuts\", 52, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathHellKnightArm\", 52, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan1Green\", 55, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan2Green\", 55, 0, random (0, 360), 2, random (0, 160))\n\t\tBXDE B 0 A_Scream\n\t\tBXDE C 0 A_bossdeath\n\t\tBXDE D 0 A_NoBlocking\n\t\tBO3G ABCD 8\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadBelphegorXDeath\")\n\t\tTNT1 A -1\n\t Stop\n\n\tDeath:\n\t BOS3 I 8 A_Scream\n\t\tBOS3 J 8 A_bossdeath\n\t\tBOS3 K 8 A_NoBlocking\n\t\tBOS3 L 8\n\t\tTNT1 A 0 A_SpawnItem(\"DeadBelphegor\")\n\t\tTNT1 A -1\n\t Stop\n\n\tDeath.head:\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"Xdeath1\", 82, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 82, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Brains2\", 82, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Brains3\", 82, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Brains6\", 82, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_bossdeath\n\t\tTNT1 A 0 A_NoBlocking\n\t\tBOS3 MNOPQR 8\n\t\tBOS3 R -1\n\t Stop\n\n\tRaise:\n\t\tBOS3 O 8\n\t\tBOS3 NMLKJI 8\n\t\tGoto See\n Crush:\n\t\tTNT1 A 0\n\t\tTNT1 AAAA 0 A_SpawnItemEx (\"BodyRemovalThing\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1 A_XScream\n\t\tStop\n\n Pain.Killme:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 HealThing(1)\n\t\tGoto Missile\n\n Death.Eat:\n TNT1 A 0 A_GiveToTarget(\"EatMe\",1)\n\t\t Goto Death+3\n Stop\n\n CurbstompMarine:\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n BS3F AB 8\n\t BS3F CDEF 8\n\t EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\t\tBS3F HI 8\n\t\tBS3F J 4\n\t\tBS3F K 4\n\t\tEXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\t\tTNT1 AAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", 5, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tBS3F L 4\n\t\tBS3F NM 4\n\t\tBS3F N 4\n\t TNT1 AAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tEXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BloodMistBig\", 10, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (30, 90))\n\t\tBS3F OP 4\n\n\t\tBS3F NM 4\n\t\tBS3F N 4\n\t TNT1 AAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tEXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BloodMistBig\", 10, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (30, 90))\n\t\tBS3F OP 4\n\n\t\tBS3F NM 4\n\t\tBS3F N 4\n\t TNT1 AAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tEXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BloodMistBig\", 10, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (30, 90))\n\t\tBS3F OP 4\n\n\t\tTNT1 A 0 A_TakeInventory(\"Curbstomp_Marine\")\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\tGoto See\n\t}\n}\n\nACTOR BelphegorGreenPlasmaBall: BaronBall\n{\n\tRadius 10\n\tHeight 16\n\tSpeed 30\n\tFastSpeed 30\n\tProjectile\n\t+RANDOMIZE\n\t+FORCEXYBILLBOARD\n +THRUGHOST\n Damage (random(60,60))\n\tRenderStyle Add\n\tAlpha 0.9\n\tScale 1.6\n\tSeeSound \"baron/attack\"\n\tDeathSound \"FAREXPL\"\n\tDecal \"Scorch\"\n\tDamageType \"ExplosiveImpact\"\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0 A_SpawnItem(\"GreenFlare22\",0,0)\n\t\tFRPG K 1 BRIGHT A_SpawnItemEx(\"GreenExplosionFlameTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tLoop\n\n\tDeath:\n\t\tBFE1 A 0 Bright\n\t\tEXPL A 0 Radius_Quake (2, 54, 0, 15, 0)\n\t\tBFE1 A 0 Bright A_Explode(32, 96, 1)\n TNT1 AAAA 0 A_CustomMissile (\"GreenExplosionFire\", 2, 0, random (0, 360), 2, random (0, 360))\n EXPL A 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tFRPG BCDEF 2 Bright\n\t\tTNT1 AAAA 2 A_CustomMissile (\"BigNeoSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tStop\n\t}\n}\n\nActor DeadBelphegor: CurbstompedMarine\n{\n Radius 12\n Height 18\n Scale 1.2\n Mass 8000\n Health 1000\n\tBloodType \"Green_Blood\", \"GreenSawBlood\", \"GreenSawBlood\"\n\tBloodColor \"DarkGreen\"\n\tStates\n {\n Spawn:\n\t\tBOS3 l 1\n\t\tBOS3 l -1\n Stop\n\tRaise:\n\t\tBOS3 O 8\n\t\tBOS3 NMLKJI 8\n TNT1 A 0 A_SpawnItem (\"Belphegor2\", 3)\n\t\tStop\n Death:\n\t\t TNT1 A 0\n\t TNT1 A 0 A_NoBlocking\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2bGreen\", 25, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3bGreen\", 25, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath4Green\", 25, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath5Green\", 25, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath6Green\", 25, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AAA 0 A_SpawnItem(\"MuchBlood2Green\", 0, 25)\n\t\t TNT1 A 0 A_SpawnItem(\"MuchBlood3Green\", 0, 25)\n\t\t TNT1 AAAA 0 A_CustomMissile (\"GreenGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathHellKnightArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan1Green\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan2Green\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_SpawnItem(\"DeadBelphegorXDeath\")\n\t\t Stop\n Death.Plasma: Death.Plasma2:\n Death.Flames:\n Death.Burn:\n TNT1 A 0\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tEXPL AAAAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n BOSB ABCDE 9 A_CustomMissile (\"PlasmaSmoke\", 24, 0, random (0, 180), 2, random (0, 180))\n BOSB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 8 A_CustomMissile (\"PlasmaSmoke\", 16, 0, random (0, 180), 2, random (0, 180))\n BOSB E -1\n Stop\n\n\tDeath.CrushedBodies:\n\t\t TNT1 A 0 A_SetAngle(0)\n\t\t TNT1 A 0 bright A_CustomMissile (\"GreenSuperGoreSpawner\", 1, -40, random (0, 360), 2, random (25, 45))\n\t\t TNT1 A 0 bright A_CustomMissile (\"GreenSuperGoreSpawner\", 1, 40, random (0, 360), 2, random (25, 45))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1Green\", 1, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2bGreen\", 1, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3bGreen\", 1, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"GreenBloodMistBig\", 1, -40, random (0, 360), 2, random (30, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"GreenBloodMistBig\", 1, 40, random (0, 360), 2, random (30, 90))\n\t\t TNT1 A 0 A_SetAngle(90)\n\t\t TNT1 A 0 bright A_CustomMissile (\"GreenSuperGoreSpawner\", 1, -40, random (0, 360), 2, random (25, 45))\n\t\t TNT1 A 0 bright A_CustomMissile (\"GreenSuperGoreSpawner\", 1, 40, random (0, 360), 2, random (25, 45))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1Green\", 1, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2bGreen\", 1, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3bGreen\", 1, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"GreenBloodMistBig\", 1, -40, random (0, 360), 2, random (30, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"GreenBloodMistBig\", 1, 40, random (0, 360), 2, random (30, 90))\n\t\t TNT1 A 0 A_NoBlocking\n\t\t GIBS Y 1\n\t\t GIBS Y -1\n\t\tStop\n\n\t\t}}\n\nActor DeadBelphegorXDeath: DeadBelphegor\n{\n\tHealth 5000\n\tStates\n {\n Spawn:\n\n\t\tBO3G E 1\n\t\tBO3G E -1\n Stop\n\tRaise:\n\t\tBOS3 O 8\n\t\tBOS3 NMLKJI 8\n TNT1 A 0 A_SpawnItem (\"Belphegor2\", 3)\n\t\tStop\n Death:\n\t\t TNT1 A 0\n\t TNT1 A 0 A_NoBlocking\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2bGreen\", 25, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3bGreen\", 25, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath4Green\", 25, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath5Green\", 25, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath6Green\", 25, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AAA 0 A_SpawnItem(\"MuchBlood2Green\", 0, 25)\n\t\t TNT1 A 0 A_SpawnItem(\"MuchBlood3Green\", 0, 25)\n\t\t Stop\n\t\t }\n}\n\nActor FatalizedBelphegor: DeadBelphegor\n{\nStates\n {\n Spawn:\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"GreenBloodMistBig\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tBS4F JK 7\n\t\tTNT1 AAAAAAAAAA 0 A_CustomMissile (\"MuchBloodGreen\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tBS4F L -1\n Stop\n }}"
},
{
"source": "pk3",
"name": "BFG.txt",
"contents": "ACTOR BIG_FUCKING_GUN : BrutalWeapon\n{\n\tGame Doom\n\tHeight 20\n\tSpawnID 31\n\tWeapon.SelectionOrder 2900\n\tWeapon.AmmoUse 0\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoType \"AmmoCell\"\n Inventory.PickupSound \"BFGREADY\"\n\t+FORCEXYBILLBOARD\n\t+WEAPON.BFG\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.EXPLOSIVE\n\tTag \"BFG 9000\"\n Inventory.PickupMessage \"$GOTBFG9000\"\n\tScale 0.8\n\tDropItem \"BFG9000Spawner\"\n\tStates\n\t{\n\n\tReady3:\n\tReady:\n\tReload:\n\t\tBFGN A 1 A_WeaponReady\n BFGN A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n BFGN A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tBFGN A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tBFGN A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tBFGN A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tBFGN A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tLoop\n\n\tNoAmmo:\n\t\tBFGN A 1\n\t\tBFGN A 2 A_PlaySound(\"weapons/empty\", 4)\n\t\tGoto Ready3\n\n\tCheckSprint:\n\t\tBFGN A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tBFGN A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tBFGN A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready3\n\n\tStartSprint:\n\t\tBFGN A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tBFGN A 0 A_JumpIfInventory(\"UsedStamina\", 50, \"StopSprintTired\")\n\n\tSprinting:\n\t\tBFSP A 0 offset(-9,32)\n\t\tBFGN A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tBFGN A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tBFSP A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tBFSP A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 3)\n\t\tBFSP A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tBFSP A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 3)\n\t\tBFSP A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tBFSP A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 3)\n\t\tBFSP A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tBFGN A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tBFGN A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n BFGN A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n BFGN A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tBFGN A 0 offset(-9,32)\n\t\tBFGN A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tBFSP A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 3)\n\t\tBFSP A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tBFSP A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 3)\n\t\tBFSP A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tBFSP A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 3)\n\t\tBFSP A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tBFSP A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 3)\n\t\tBFGN A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tBFGN A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\t\tGoto StopSprint\n\n\tStopSprintTired:\n\t\tBFGN A 0\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tBFGN A 0 A_PlaySound(\"Tired\", 2)\n\t\tBFSP A 4 A_WeaponReady\n\t\tBFGN A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tBFSP A 4 A_WeaponReady\n\t\tBFGN A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tBFSP A 4 A_WeaponReady\n\t\tBFGN A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tBFSP A 4 A_WeaponReady\n\t\tBFGN A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tBFSP A 4 A_WeaponReady\n\t\tBFGN A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tBFSP A 4 A_WeaponReady\n\t\tBFGN A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tGoto Ready\n\tStopSprint:\n\t\tBFSP A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tBFGN A 0 A_JumpIfInventory(\"UsedStamina\", 50, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready\n\n\tDeselect:\n\t\tBFGN A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Unloading\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"StartDualWield\",1)\n\t\tBFGS EDCBA 1 A_Lower\n\t\tWait\n\n\tSelect:\n\t\tBFGN A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FistsSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"MinigunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SSGSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RocketLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PlasmaGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevenantLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SubMachineGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFG10KSelected\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"BFGSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FlameCannonSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawSelected\", 1)\n\t\tBFGN A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tBFGN A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tBFGN A 0 A_GunFlash\n\t\tBFGS AAAAAAA 1 A_Raise\n BFGN A 0 A_PlaySound(\"BFGREADY\")\n\t\tSelectAnimation:\n\t\tBFGS ABCDE 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready\n\n\tFire:\n\t\tBFGN A 0\n\t\tBFGN A 0 A_JumpIfInventory(\"AmmoCell\",50,2)\n Goto NoAmmo\n\t\tBFGN A 0\n\t\tBFGN A 0 A_TakeInventory(\"AmmoCell\", 50)\n BFGN A 0 A_PlaySound(\"BFGCHARGE\")\n\t\tBFGC ABCDABCDABCDABCDABCDABCDABCD 1 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",32,0,28)\n BFGA A 2 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",32,0,28)\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n BFGN A 0 A_PlaySound(\"BFGFIRE\")\n BFGN A 0 A_Recoil(8)\n\n BFGN A 0 BRIGHT A_FireCustomMissile(\"Alerter\",0,0)\n\t\tBFGN A 0 A_JumpIfInventory(\"DMgame\", 1, 4)\n\t\tBFGN A 0 BRIGHT A_FireCustomMissile(\"BFGBall\")\n\t\tBFGN A 0\n\t\tGoto RecoilFire\n\t\tTNT1 AAA 0\n\t\tBFGN A 0 BRIGHT A_FireCustomMissile(\"BFGBallDM\")\n\n\tRecoilFire:\n\t\tBFGN A 0\n\t\tRIFG A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//tactical mode has muzzle climb\n\t\tRIFG A 0 A_SetPitch(-10 + pitch)\n\t\tRIFG A 0 A_SetPitch(-10 + pitch)\n\t\tBFGA B 2 BRIGHT A_SetPitch(pitch+2.0)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tBFGA CDCB 2 BRIGHT A_SetPitch(pitch+2.0)\n BFGN A 1\n\t\tBFGN A 8\n BFGN A 0 A_Refire\n\t\tGoto Ready3\n\n\tSpawn:\n\t\tBFUG A -1\n\t\tStop\n\t}\n}\n\nActor SuperBFGBall : BFGBall replaces BFGBall\n{\n +EXTREMEDEATH\n\tDamage (random(1500, 1500))\n Decal BFGLightning\n\tDeathSound \"BFGEXPLO\"\n DamageType Desintegrate\n\tScale 0.7\n\tSpecies \"Marines\"\n\tHeight 1\n\t+THRUSPECIES\n\t+MTHRUSPECIES\n States\n {\n Spawn:\n BFGN A 0 A_SpawnItemEx(\"BFGFOG\", 0, 0)\n BFS1 AB 1 BRIGHT A_SpawnItemEx(\"BFGTrailParticle\", Random(-13, 13), Random(-13, 13), Random(0, 18), Random(1, 3), 0, (0.1)*Random(-10, 10), Random(-20, 20), 128)\n Loop\n\n Death:\n BFGN A 0\n BFGN A 0 Radius_Quake(4,34,0,12,0)\n\tBFGN A 0 Radius_Quake(1,34,0,32,0)\n\tBFGN A 0 A_SpawnItemEx (\"ExplosionSplashSpawner\", 0, 0, -20)\n\tBFGN A 0 A_SpawnItemEx (\"UnderwaterExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AA 0 A_SpawnItemEx (\"DetectFloorCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tBFGN A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_PlaySOund(\"BFGEXPL2\", 1)\n\tBFGN A 0 Bright A_SpawnItem(\"GreenShockWave\",0,0,0)\n //BFE1 A 0 A_SpawnItemEx(\"BFGDeathParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n //BFE1 A 0 A_SpawnItemEx(\"BFGSuperParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tEXPL A 0 A_SpawnItemEx(\"BFGBigFlare\", 0, 0, 0)\n\tEXPL A 0 A_SpawnItemEx(\"BFGBigFlare\", 50, 0, 0)\n\tEXPL A 0 A_SpawnItemEx(\"BFGBigFlare\", -50, 0, 0)\n\tEXPL A 0 A_SpawnItemEx(\"BFGBigFlare\", 0, 50, 0)\n\tEXPL A 0 A_SpawnItemEx(\"BFGBigFlare\", 0, -50, 0)\n\tEXPL A 0 A_SpawnItemEx(\"BFGBigFlare\", 50, 50, 0)\n\tEXPL A 0 A_SpawnItemEx(\"BFGBigFlare\", 50, -50, 0)\n\tEXPL A 0 A_SpawnItemEx(\"BFGBigFlare\", -50, 50, 0)\n\tEXPL A 0 A_SpawnItemEx(\"BFGBigFlare\", -50, -50, 0)\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleSuperFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\n\tBFGN A 0 A_Explode(200,400,0)\n\tBFGB A 2 BRIGHT\n BFGB F 0 Bright A_BFGSpray(\"SuperBFGExtra\", 50)\n\tBFGB BCDEFG 2 Bright\n\tBFGN A 0 A_SPawnItem(\"SuperBFGExtraGiant\")\n TNT1 A 12\n Stop\n }\n}\n\nActor BFGBallDM : SuperBFGBall\n{\n\n\tSpecies \"NOne\"\n\t-THRUSPECIES\n\t-MTHRUSPECIES\n}\n\nActor AlphaBFGBAll : SuperBFGBall\n{\n\n\tScale 0.3\n\tSpecies \"Marines\"\n\t+THRUSPECIES\n\t+MTHRUSPECIES\n\tDeathSound \"Explosion\"\n\tDamage (random(100, 150))\n States\n {\n\tDM:\n\t\tBFGN A 0\n\t\tBFGN A 0 A_ChangeFLag(\"THRUSPECIES\", 0)\n\t\tBFGN A 0 A_ChangeFLag(\"MTHRUSPECIES\", 0)\n\t\tGoto Spawn1\n\n\tSpawn:\n\t\tBFGN A 0\n\t\tBFGN A 0 ACS_NamedExecuteAlways(\"CheckIfDM\", 0, 0, 0, 0)//Check if Coop\n\n\tSpawn1:\n BFS1 AB 1 BRIGHT A_SpawnItem(\"GreenFlareMedium\",0,0)\n Loop\n\n Death:\n BFGN A 0\n\tBFGN A 0 A_Explode(35,100,0)\n\tGoto Death2\n\n Death2:\n BFGN A 0 Radius_Quake(2,34,0,12,0)\n BFGN A 0 A_SpawnItemEx (\"DetectFloorCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t BFGN A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n //BFE1 A 0 A_SpawnItemEx(\"BFGDeathParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n //BFE1 A 0 A_SpawnItemEx(\"BFGSuperParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tEXPL AAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleSuperFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"GreenExplosionFire\", 2, 0, random (0, 360), 2, random (0, 360))\n\n\tBFGB ABCDE 1 Bright A_SpawnItem(\"GreenFlare\",0,0)\n BFGB GHIJK 1 Bright A_SpawnItem(\"GreenFlare\",0,0)\n Stop\n }\n}\n\nActor AlphaBFGBAll2 : AlphaBFGBAll\n{\n\n\tScale 0.15\n\tSpeed 50\n\tDamagetype \"Extreme\"\n\tDeathSound \"Explosion\"\n\tDamage (random(200, 250))\n\tStates\n\t{\n\t Death:\n BFGN A 0\n\tBFGN A 0 A_Explode(100,200,0)\n\tGoto Death2\n\t}\n}\n\nActor FriendlyBFGBAll : SuperBFGBall\n{\n Damagetype \"FriendBullet\"\n\t+EXTREMEDEATH\n States\n {\n Death:\n BFGN A 0\n //BFGN A 0 Radius_Quake(4,34,0,12,0)\n\n\tBFGN A 0 Bright A_SpawnItem(\"GreenShockWave\",0,0,0)\n\tBFGN A 0 A_SpawnItemEx (\"ExplosionSplashSpawner\", 0, 0, -20)\n BFGN A 0 A_SpawnItemEx (\"DetectFloorCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t BFGN A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n //BFE1 A 0 A_SpawnItemEx(\"BFGDeathParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n //BFE1 A 0 A_SpawnItemEx(\"BFGSuperParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGBIGFOG\", 0, 0, random (0, 360), 2, random (0, 360))\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleSuperFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\n\tBFGN A 0 A_Explode(120,350,0)\n\tBFGB ABCDE 1 Bright A_SpawnItem(\"GreenFlare\",0,0)\n\tBFGN A 0 A_SPawnItem(\"SuperBFGExtraGiant\")\n BFGB GHIJK 1 Bright A_SpawnItem(\"GreenFlare\",0,0)\n Stop\n }\n}\n\nActor BFGTrailParticle\n{\n Height 0\n Radius 0\n Mass 0\n Speed 3\n +Missile\n +NoBlockMap\n +NoGravity\n +DontSplash\n RenderStyle Add\n Scale 0.05\n States\n {\n Spawn:\n SPKG A 2 Bright A_FadeOut(0.02)\n Loop\n }\n}\n\nActor BFGDeathParticle\n{\n Height 0\n Radius 0\n Mass 0\n +Missile\n +NoBlockMap\n -NoGravity\n +LowGravity\n +DontSplash\n +DoomBounce\n BounceFactor 0.5\n RenderStyle Add\n Scale 0.04\n States\n {\n Spawn:\n Death:\n SPKG A 2 Bright A_FadeOut(0.02)\n Loop\n }\n}\n\nActor BFGDeathParticleFast: BFGDeathParticle\n{\n Speed 10\n Scale 0.1\n States\n {\n Spawn:\n Death:\n\tSPKG A 11 BRIGHT\n SPKG AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 Bright A_FadeOut(0.06)\n Stop\n }\n}\n\nActor BFGDeathParticleSuperFast: BFGDeathParticleFast\n{\n Speed 20\n}\n\nActor SuperBFGExtra : BFGExtra Replaces BFGExtra\n{\n +NoBlockMap\n +NoGravity\n RenderStyle Add\n +FORCERADIUSDMG\n +THRUGHOST\n Alpha 0.75\n Damage 2\n Scale 0.6\n Radius 1\n Height 1\n DamageType \"Desintegrate\"\n States\n {\n Spawn:\n BFE2 A 0\n TNT1 AAAAA 0 A_SpawnItemEx(\"BFGExtraParticle\", 0, 0, 14, (0.1)*Random(10, 40), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n TNT1 AAAAA 0 A_SpawnItemEx(\"BFGExtraParticle\", 0, 0, 14, (0.1)*Random(10, 40), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n TNT1 AAAAA 0 A_SpawnItemEx(\"BFGExtraParticle\", 0, 0, 14, (0.1)*Random(10, 40), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n\tBFGB ABCDEFGHIJK 2 Bright A_SpawnItem(\"GreenFlareMedium\",0,0)\n stop\n }\n}\n\nActor SuperBFGExtraGiant : SuperBFGExtra\n{\n Scale 2.9\n States\n {\n Spawn:\n BFE2 A 0\n BFGB ABCDEFGH 2 Bright\n\tStop\n}}\n\nActor BFGExtraParticle\n{\n Height 0\n Radius 0\n Mass 0\n +Missile\n +NoBlockMap\n +DontSplash\n +NoInteraction\n RenderStyle Add\n Scale 0.035\n States\n {\n Spawn:\n Death:\n SPKG A 2 Bright A_FadeOut(0.1)\n Loop\n }\n}\n\nACTOR GreenShockWave\n{\n Speed 0\n Height 64\n Radius 32\n Scale 2.25\n RenderStyle add\n Alpha 0.9\n +DROPOFF\n +NOBLOCKMAP\n +NOGRAVITY\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n SHOK A 1 BRIGHT\n Goto Death\n Death:\n SHOK BCDEFGHIJKLMNOPQR 1 BRIGHT A_FadeOut(0.05)\n Stop\n }\n}\n\nACTOR WhiteShockWave: GreenShockwave\n{\nScale 2.0\nAlpha 0.12\n States\n {\n Spawn:\n SHWK A 1\n SHWK CEGIKMOQ 1 A_FadeOut(0.01)\n Stop\n }\n}\n\nACTOR WhiteShockWaveBig: WhiteShockWave\n{\nScale 3.0\n}\n\nACTOR WhiteShockWaveSmall: WhiteShockWave\n{\nScale 1.0\n}\n\nACTOR BFGFOG\n{\n Radius 1\n Height 1\n\tAlpha 0.7\n\tRenderStyle Add\n\tScale 0.4\n\tSpeed 8\n\tGravity 0\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n\t\tTNT1 A 2\n BFOG ABCDEF 1 BRIGHT\n\t\tStop\n }\n}\n\nACTOR BFGBIGFOG: BFGFOG\n{\n\tScale 0.8\n}\n\nACTOR SmallGreenFog: BFGFOG\n{\n\tSpeed 3\n\tScale 0.5\n}\n\nActor BFGDeathParticleSpawner\n{\n +NoClip\n +NoBlockMap\n +NoGravity\n +Missile\n States\n {\n Spawn:\n BFGN A 0\n TNT1 AAAAA 0 A_SpawnItemEx(\"BFGDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n TNT1 AAAAA 0 A_SpawnItemEx(\"BFGDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n TNT1 AAAAA 0 A_SpawnItemEx(\"BFGDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n TNT1 AAAAA 0 A_SpawnItemEx(\"BFGDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n TNT1 A 1\n Stop\n }\n}\n\nActor BFGSuperParticleSpawner\n{\n +NoClip\n +NoBlockMap\n +NoGravity\n +Missile\n +FORCEXYBILLBOARD\n States\n {\n Spawn:\n BFGN A 0\n TNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"BFGSuperParticle\", 0, 0, 0, (0.1)*Random(10, 35), 0, (0.1)*Random(-20, 20), Random(0, 360), 128)\n TNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"BFGSuperParticle\", 0, 0, 0, (0.1)*Random(10, 35), 0, (0.1)*Random(-20, 20), Random(0, 360), 128)\n TNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"BFGSuperParticle\", 0, 0, 0, (0.1)*Random(10, 35), 0, (0.1)*Random(-20, 20), Random(0, 360), 128)\n TNT1 A 1\n Stop\n }\n}\n\nActor BFGSuperParticle\n{\n Height 0\n Radius 0\n Mass 0\n +Missile\n +NoBlockMap\n +NOGRAVITY\n +DontSplash\n +FORCEXYBILLBOARD\n RenderStyle Add\n Scale 0.04\n Speed 24\n States\n {\n Spawn:\n Death:\n SPKG A 2 Bright A_FadeOut(0.02)\n Loop\n }\n}"
},
{
"source": "pk3",
"name": "BFG10k.txt",
"contents": "Actor BFG10k : BrutalWeapon\n{\n\tRadius 20\n\tHeight 20\n\tWeapon.AmmoUse 5\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoType \"AmmoCell\"\n\tWeapon.Kickback 100\n\tWeapon.SelectionOrder 3000\n\tInventory.Pickupmessage \"$GOTBFG10K\"\n\tInventory.PickupSound \"BFGREADY\"\n\tObituary \"%o was blasted by %k's BFG10K\"\n\tDecal BFGLightning\n\t+WEAPON.BFG\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.EXPLOSIVE\n\tYScale 0.7\n\tXScale 0.9\n\tDropItem \"BFG10KSpawner\"\n States\n {\n\tSpawn:\n\t\tBFG2 A -1\n\t\tStop\n\n\tReady:\n\tReady3:\n\tSteadY:\n\t\tBG2G A 0\n\t\tBG2G A 0 A_PlaySound (\"10KIDLE\", 1)\n\t\tBG2G A 3 BRIGHT A_WeaponReady\n\t\tBG2G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tBG2G A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tBG2G A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\n\t\tBG2G B 3 BRIGHT A_WeaponReady\n\t\tBG2G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tBG2G A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tBG2G A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\n\t\tBG2G C 3 BRIGHT A_WeaponReady\n\t\tBG2G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tBG2G A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tBG2G A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\n\t\tBG2G D 3 BRIGHT A_WeaponReady\n\t\tBG2G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tBG2G A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tBG2G A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tLoop\n\n\tDeselect:\n\t\tBG2G A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Unloading\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"StartDualWield\",1)\n\t\tBG2G EEEEEEE 1 BRIGHT A_Lower\n\t\tLoop\n\n Select:\n\tBG2G A 0 A_Giveinventory(\"GoSpecial\",1)\n\tTNT1 A 0 A_TakeInventory(\"FistsSelected\", 1)\n\tTNT1 A 0 A_TakeInventory(\"ShotgunSelected\", 1)\n\tTNT1 A 0 A_TakeInventory(\"MinigunSelected\", 1)\n\tTNT1 A 0 A_TakeInventory(\"SSGSelected\", 1)\n\tTNT1 A 0 A_TakeInventory(\"RocketLauncherSelected\", 1)\n\tTNT1 A 0 A_TakeInventory(\"GrenadeLauncherSelected\", 1)\n\tTNT1 A 0 A_TakeInventory(\"PlasmaGunSelected\", 1)\n\tTNT1 A 0 A_TakeInventory(\"RailGunSelected\", 1)\n\tTNT1 A 0 A_TakeInventory(\"RevenantLauncherSelected\", 1)\n\tTNT1 A 0 A_TakeInventory(\"SubMachineGunSelected\", 1)\n\tTNT1 A 0 A_GiveInventory(\"BFG10KSelected\", 1)\n\tTNT1 A 0 A_TakeInventory(\"BFGSelected\", 1)\n\tTNT1 A 0 A_TakeInventory(\"FlameCannonSelected\", 1)\n\tTNT1 A 0 A_TakeInventory(\"SawSelected\", 1)\n\tBG2G A 0 A_Takeinventory(\"HasBarrel\",1)\n\n SelectAnimation:\n BG2G EEEEEE 1 BRIGHT A_Raise\n\tBG2G A 0 A_GunFlash\n\tBG2G A 0 A_PlaySound(\"BFGREADY\", 3)\n\tBG2G E 1 BRIGHT\n Goto Ready\n\n Fire:\n\tBG2G A 0 A_JumpIfInventory(\"AmmoCell\",5,1)\n\tGoto Ready\n BG2G E 20 BRIGHT A_PlaySound(\"10KSTART\", 4)\n BG2G FGHIJ 2 BRIGHT\n Goto Hold\n\n Hold:\n\tBG2G A 0 A_JumpIfInventory(\"AmmoCell\",5,1)\n\tGoto Ready\n BG2G K 1 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",32,0,28)\n\tBG2G A 0 A_PlaySound(\"10KFIRE\", 1)\n\tTNT1 A 0 A_FireCustomMissile(\"Alerter\",0,0)\n\tBG2G A 0 A_JumpIfInventory(\"DMgame\", 1, 10)\n BG2G L 1 BRIGHT A_FireCustomMissile(\"BFG10K_Ball\",frandom(-1.2,1.2),1,0,0,0,frandom(-1.4,1.4))\n\tTNT1 A 0 A_Recoil(4)\n\tTNT1 A 0 A_ZoomFactor(0.97)\n BG2G M 1 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",32,0,28)\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tRIFG A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//tactical mode has muzzle climb\n\tRIFG A 0 A_SetPitch(pitch-6.0)\n\tRIFG A 0 A_SetPitch(pitch-6.0)\n\tBG2G FGHIJ 1 BRIGHT A_SetPitch(pitch+1.2)\n BG2G N 0 A_ReFire\n BG2G O 30 A_PlaySound(\"10KSTOP\", 4)\n Goto Ready\n\tBG2G L 1 BRIGHT A_FireCustomMissile(\"BFG10K_BallDM\",frandom(-1.2,1.2),1,0,0,0,frandom(-1.4,1.4))\n\tTNT1 A 0 A_Recoil(4)\n\tTNT1 A 0 A_ZoomFactor(0.97)\n BG2G M 1 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",32,0,28)\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tRIFG A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//tactical mode has muzzle climb\n\tRIFG A 0 A_SetPitch(pitch-6.0)\n\tRIFG A 0 A_SetPitch(pitch-6.0)\n\tBG2G FGHIJ 1 BRIGHT A_SetPitch(pitch+1.2)\n BG2G N 0 A_ReFire\n BG2G O 35 A_PlaySound(\"10KSTOP\", 4)\n Goto Ready\n\n CheckSprint:\n\t\tBG2G ABCD 3 BRIGHT A_WeaponReady(WRF_NOFIRE)\n\t\tBG2G A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tBG2G A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready3\n\n\tStartSprint:\n\t\tBG2G A 1 BRIGHT A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tBG2G A 0 A_JumpIfInventory(\"UsedStamina\", 50, \"StopSprintTired\")\n\n\tSprinting:\n\t\tBG2G A 0 offset(-9,32)\n\t\tBG2G A 0 A_PlaySound (\"10KIDLE\", 1)\n\t\tBG2G A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tBG2G A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tBG2G A 1 BRIGHT offset(-9,32) A_SetPitch(pitch -0.4)\n\t\tBG2G A 1 BRIGHT offset(-6,34) A_SetPitch(pitch -0.4)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 2)\n\t\tBG2G A 1 BRIGHT offset(-3,36) A_SetPitch(pitch -0.4)\n\t\tBG2G B 1 BRIGHT offset(0,38) A_SetPitch(pitch -0.4)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 2)\n\t\tBG2G B 1 BRIGHT offset(3,36) A_SetPitch(pitch -0.4)\n\t\tBG2G B 1 BRIGHT offset(6,34) A_SetPitch(pitch -0.4)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 2)\n\t\tBG2G C 1 BRIGHT offset(9,32) A_SetPitch(pitch +0.4)\n\t\tBG2G A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tBG2G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n BG2G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tBG2G A 0 offset(-9,32)\n\t\tBG2G A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tBG2G C 1 BRIGHT offset(6,34) A_SetPitch(pitch +0.4)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 2)\n\t\tBG2G C 1 BRIGHT offset(3,36) A_SetPitch(pitch +0.4)\n\t\tBG2G D 1 BRIGHT offset(0,38) A_SetPitch(pitch +0.4)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 2)\n\t\tBG2G D 1 BRIGHT offset(-3,36) A_SetPitch(pitch +0.4)\n\t\tBG2G D 1 BRIGHT offset(-6,34) A_SetPitch(pitch +0.4)\n\t\tTNT1 A 0 A_GiveInventory(\"UsedStamina\", 2)\n\t\tBG2G A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tBG2G A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\t\tGoto StopSprint\n\n\tStopSprintTired:\n\t\tBG2G A 0\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tBG2G A 0 A_PlaySound(\"Tired\", 2)\n\t\tBG2G A 0 A_PlaySound (\"10KIDLE\", 1)\n\t\tBG2G A 4 BRIGHT A_WeaponReady\n\t\tBG2G A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tBG2G B 4 BRIGHT A_WeaponReady\n\t\tBG2G A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tBG2G C 4 BRIGHT A_WeaponReady\n\t\tBG2G A 0 A_PlaySound (\"10KIDLE\", 1)\n\t\tBG2G A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tBG2G D 4 BRIGHT A_WeaponReady\n\t\tBG2G A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tBG2G A 4 BRIGHT A_WeaponReady\n\t\tBG2G A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tBG2G B 4 BRIGHT A_WeaponReady\n\t\tBG2G A 0 A_PlaySound (\"10KIDLE\", 1)\n\t\tBG2G A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tGoto Ready\n\n\tStopSprint:\n\t\tBG2G A 1 BRIGHT\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tBG2G A 0 A_JumpIfInventory(\"UsedStamina\", 50, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready\n }\n}\n\nACTOR BFG10K_Ball: FastProjectile\n{\n\tRadius 10\n\tHeight 2\n\tSpeed 200\n\tDamage (random(300, 300))\n DamageType Extreme\n\tDecal \"SmallerScorch\"\n\tProjectile\n\t+RANDOMIZE\n\t+SPECTRAL\n\t//+SHOOTABLE\n\t-NOBLOCKMAP\n\t+NOBLOOD\n\t+NORADIUSDMG\n\t+THRUSPECIES\n\t+MTHRUSPECIES\n\t+FORCEXYBILLBOARD\n\tSpecies \"Marines\"\n\tScale 1.0\n\trenderstyle ADD\n\talpha 0.99\n\tScale 0.4\n\tDeathSound \"weapons/plasmax\"\n SeeSound \"None\"\n\tObituary \"$OB_MPPLASMARIFLE\"\n\tStates\n\t{\n\n\tSpawn:\n BFS1 AB 1 BRIGHT A_CustomMissile (\"BFGDeathParticleFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\n\tDeath:\n\t\tBFE1 A 0 Bright\n\t\tBFE1 A 3 Bright\n\t\tBG2G A 0 A_SpawnItem(\"RocketExplosion\")\n\t\tBG2G A 0 Radius_Quake(3, 2, 0, 12, 0)\n\t\tBG2G A 0 Bright A_SpawnItem(\"GreenShockWave\",0,0,0)\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleSuperFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tEXPL AAAA 0 A_CustomMissile (\"BFGBIGFOG\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"GreenExplosionFire\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tEXPL AA 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tBFE1 BCDEF 2 Bright\n\t\tBG2G A 0 A_PlaySound(\"FAREXPL\")\n\t\tTNT1 AAAA 2 A_CustomMissile (\"BigNeoSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tStop\n\t}\n}\n\nActor BFG10K_BallDM : BFG10K_Ball\n{\n\n\tSpecies \"None\"\n\t-THRUSPECIES\n\t-MTHRUSPECIES\n}\n\nACTOR GreenExplosionFire\n{\n\tGame Doom\n\tRadius 1\n\tHeight 1\n\tSpeed 3\n\tDamage 0\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n +CLIENTSIDEONLY\n +NOINTERACTION\n\t+NOCLIP\n\tRenderStyle Add\n DamageType Flames\n Scale 2.0\n\tAlpha 1\n\tGravity 0\n\tStates\n\t{\n Spawn:\n TNT1 A 1\n EXPG ABCDEFG 3 BRIGHT\n Stop\n\t}\n}\n\nACTOR GreenExplosionFireSmall: GreenExplosionFire\n{\n Scale 0.6\n}"
},
{
"source": "pk3",
"name": "Bike.txt",
"contents": "//Sergeant Mark IV's bike.\n//Special thanks to Doomero.\n//If you want to modify and reuse this on your wad, please ask me first.\n\nActor LongFly : Inventory\n{\ninventory.maxamount 20\n}\n\nActor TurnCounter : Inventory\n{\ninventory.maxamount 6\n}\n\nActor AlreadyStoped : Inventory\n{\ninventory.maxamount 1\n}\n\nACTOR Speed : Ammo\n{\n\tGame Doom\n\tInventory.PickupMessage \"$GOTCLIP\"\n\tInventory.Amount 0\n\tInventory.MaxAmount 202\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 202\n\tInventory.Icon \"KMPHA0\"\n\tStates\n\t{\n\tSpawn:\n\t\tKMPH A -1\n\t\tStop\n\t}\n}\n\nACTOR PlayerBike : PlayerPawn\n{\n\tSpeed 0\n\tHealth 220\n\tRadius 16\n\tHeight 56\n\tMass 320\n\tPainChance 255\n\tScale 1.0\n\n\tDamagefactor \"Avoid\", 0.0\tDamagefactor \"BHFTOnBarrel\", 0.0\tDamagefactor \"Blood\", 0.0\n\tDamagefactor \"CancelTeleportFog\", 0.0\tDamagefactor \"CauseWaterSplash\", 0.0\tDamagefactor \"Crush\", 10.0\n\tDamagefactor \"FriendBullet\", 0.0\tDamagefactor \"GibRemoving\", 0.0\tDamagefactor \"Glass\", 0.0\n\tDamagefactor \"HangingHook\", 0.0\tDamagefactor \"Head\", 0.0\tDamagefactor \"HeadKick\", 0.0\n\tDamagefactor \"HelperMarineFatallity\", 0.0\tDamagefactor \"KillMe\", 0.0\tDamagefactor \"Leg\", 0.0\n\tDamagefactor \"MonsterKnocked\", 0.0\tDamagefactor \"PussyGrab\", 100.0\tDamagefactor \"Repair\", 0.0\n\tDamagefactor \"RevenantHitStomach\", 0.0\tDamagefactor \"SpawnMarine\", 0.0\tDamagefactor \"Stealth\", 0.0\n\tDamagefactor \"Taunt\", 0.0\tDamagefactor \"TeleportRemover\", 0.0\tDamagefactor \"Use\", 0.0\n\n\tDamageType \"BikeHealthCalculation\"\n\tPlayer.MorphWeapon \"BikeHUD\"\n\t+SOLID\n\t+MTHRUSPECIES\n\t+DONTHURTSPECIES\n\t+THRUGHOST\n\t+THRUSPECIES\n\t-NOSKIN\n\t-PICKUP\n\t+FORCERADIUSDMG\n\tGibHealth 10\n\tStates\n\t{\n\tSentback:\n\tTNT1 A 0\n\tTNT1 A 0 A_Recoil(10)\n\tTNT1 A 0 A_TakeInventory(\"Speed\", 200)\n\tBIKE A 15\n\tBIKE A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\tTNT1 A 0 A_TakeInventory(\"Accelerate\", 1)\n\tGoto Stay\n\n\tPain.CrashStrong:\n\tPain.Kick:\n\t\tBIKE A 0\n\t\tTNT1 A 0\n\t\t//TNT1 A 0 A_JumpIfInventory(\"Speed\", 60, \"CrashOut\")\n\t\tBIKE A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 64)\n\t\tBIKE A 0 A_PlaySOund(\"EBIKECLS\", 3)\n\t\tBIKE A 0 A_CustomMissile (\"TireSmoke\", 36, 0, random (0, 360), 2, random (30, 170))\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 10, 1)\n\t\tGoto SentBack\n\t\tTNT1 A 0 A_Recoil(20)\n\t\tBIKE A 15\n\t\tBIKE A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\t\tTNT1 A 0 A_TakeInventory(\"Accelerate\", 1)\n\t\tGoto Stay\n\n\tFullRepairs:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Print(\"Bike Repaired!\")\n\t\tTNT1 A 0 HealThing(100)\n\t\tBIKE A 1\n\t\tGOto Stay\n\n\tPain.CrashLeft:\n\t\tBIKE A 0\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 2)\n\t\tBIKE A 0 A_SetAngle(-5 + angle)\n\t\tBIKE A 1\n\t\tBIKE A 0 A_PlaySOund(\"BIKECLW\", 3)\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 1)\n\t\tTNT1 A 0 ThrustThing(angle*256/360+192, 5, 0, 0) // (angle, force, nolimit, tid)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 15, 2)\n\t\tGoto SentBack\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 0)\n\t\tBIKE A 0 A_JumpIfInventory(\"Speed\", 30, \"Accelerate\")\n\t\tGoto Stay\n\n\tPain.CrashRight:\n\t\tBIKE A 0\n\t\tTNT1 A 0 HealThing(1)\n\t\tBIKE A 1 A_SetAngle(5 + angle)\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 2)\n\t\tBIKE A 0 A_PlaySOund(\"BIKECLW\", 3)\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 1)\n\n\t\tTNT1 A 0 ThrustThing(angle*256/360+64, 5, 0, 0) // (angle, force, nolimit, tid)\n\n\t\tBIKE A 0 A_SetAngle(5 + angle)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 15, 1)\n\t\tGoto SentBack\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 0)\n\n\t\tBIKE A 0 A_JumpIfInventory(\"Speed\", 30, \"Accelerate\")\n\t\tGoto Stay\n\n\tSpawn:\n\tStartBike:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"IsAVehicle\", 1)\n\t TNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PressedJump\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Accelerate\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BackPedal\", 1)\n\t\tBIKE A 1\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_TakeInventory(\"Speed\", 200)\n\t\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Crashed\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,4)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"BIKESTRT\")\n\t\tBIKE A 20\n\t\tTNT1 A 0 A_TakeInventory(\"Speed\", 200)\n\t\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Crashed\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\tGoto Stay\n\n\tStay:\n\t BIKE A 0\n\t\tTNT1 A 0 A_SPawnItemEx(\"CheckPitchFront2\", 32, 0, 1, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_SPawnItemEx(\"CheckPitchBack2\", -32, 0, 1, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_SPawnItemEx(\"CheckPitchFront2b\", 32, 0, 15, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_SPawnItemEx(\"CheckPitchBack2b\", -32, 0, 15, 0, 0, 0, 0)\n\t\tBIKE A 0 A_JumpIfInventory(\"PressedUse\", 1, \"ExitVehicle\")\n\t\tBIKE A 0 A_JumpIfInventory(\"TurnLeft\", 1, \"TurnLeft\")\n\t\tBIKE A 0 A_JumpIfInventory(\"TurnRight\", 1, \"TurnRight\")\n\t\tBIKE A 0 A_TakeInventory(\"Accelerate\", 1)\n\t\tBIKE A 2\n\t\t//TNT1 A 0 A_GiveInventory(\"BikeHUD\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"TurnCounter\", 3)\n\t\tBIKE A 0 A_JumpIfInventory(\"BackPedal\", 1, \"BackPedal\")\n\t\tBIKE A 0 A_JumpIfInventory(\"Accelerate\", 1, \"Accelerate\")\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 3)\n\t\tBIKE A 0 A_JumpIfInventory(\"Speed\", 2, \"Accelerate\")\n\t\tBIKE A 0 A_PlaySound(\"BIKE1\", 2, 1, 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxLeft\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxRight\", 1)\n\t\tLoop\n\tBackPedal:\n\t BIKE A 2\n\t\tBIKE A 0 A_JumpIfInventory(\"PressedUse\", 1, \"ExitVehicle\")\n\t\tBIKE A 0 A_JumpIfInventory(\"Speed\", 1, \"Brake\")\n\t BIKE A 0 A_Recoil(1)\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 1)\n\t\tBIKE A 0 A_PlaySound(\"BIKE1\", 2, 1, 1)\n\t\tBIKE A 0 A_JumpIfInventory(\"TurnLeft\", 1, \"TurnLeftBackPedal\")\n\t\tBIKE A 0 A_JumpIfInventory(\"TurnRight\", 1, \"TurnRightBackPedal\")\n\t\tBIKE A 0 A_JumpIfInventory(\"Backpedal\", 1, \"BackPedal\")\n\t\tGoto Stay\n\n\tTurnRightBackPedal:\n\t BIKE A 0\n\t\tTNT1 A 0 A_SetAngle(1 + angle)\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 1)\n\t\tGoto Stay\n\n\tTurnLeftBackPedal:\n\t BIKE A 0\n\t\tTNT1 A 0 A_SetAngle(-1 + angle)\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 1)\n\t\tGoto Stay\n\n\tTurnRightPedal:\n\t\tBIKE A 2\n\t\tBIKE A 0 A_JumpIfInventory(\"PressedUse\", 1, \"ExitVehicle\")\n\t BIKE A 0 A_Recoil(-1)\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 1)\n\t\tBIKE A 0 A_PlaySound(\"BIKE1\", 2, 1, 1)\n\t\tTNT1 A 0 A_SetAngle(-1 + angle)\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 1)\n\t\tGoto Stay\n\n\tTurnLeftPedal:\n\t\tBIKE A 2\n\t\tBIKE A 0 A_JumpIfInventory(\"PressedUse\", 1, \"ExitVehicle\")\n\t BIKE A 0 A_Recoil(-1)\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 1)\n\t\tBIKE A 0 A_PlaySound(\"BIKE1\", 2, 1, 1)\n\t\tTNT1 A 0 A_SetAngle(1 + angle)\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 1)\n\t\tGoto Stay\n\n\tBrake:\n\t BIKE A 0\n\t\tBIKE A 0 A_JumpIfInventory(\"TurnRight\", 1, \"TurnRightBrake\")\n\t\tBIKE A 0 A_JumpIfInventory(\"TurnLeft\", 1, \"TurnRightBrake\")\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 20)\n\t\tBIKE A 0 A_PlaySound(\"BIKESK\", 2, 1, 1)\n\t\tBIKE A 3\n\t\tBIKE A 0 A_CustomMissile (\"TireSmoke\", 1, 0, random (0, 360), 2, random (30, 170))\n\t\tBIKE A 0 A_JumpIfInventory(\"Speed\", 1, 1)\n\t\tGoto StartBackpedal\n\t\tBIKE A 0\n\t\tGoto Accelerate\n\n\tStartBackpedal:\n\t\tBIKE A 0\n\t\tBIKE A 0 A_JumpIfInventory(\"AlreadyStoped\", 1, \"BackPedal\")\n\t\tBIKE A 12\n\t\tBIKE A 0 A_GiveInventory(\"AlreadyStoped\", 1)\n\t\tGoto Backpedal\n\n\tNoTurn:\n\t BIKE A 0\n\t BIKE A 0 A_TakeInventory(\"Speed\", 100)\n\t BIKE A 2\n\t BIKE A 0 A_JumpIfInventory(\"BackPedal\", 1, \"BackPedal\")\n\t BIKE A 0 A_JumpIfInventory(\"Accelerate\", 1, \"Accelerate\")\n\t Goto Stay\n\n\tTurnRight:\n\t BIKE A 0\n\n\t\tBIKE A 0 A_GiveInventory(\"TurnCounter\", 1)\n\t\t//BIKE A 0 A_TakeInventory(\"Speed\", 1)\n\t\t//BIKE A 0 A_jumpIfInventory(\"Speed\", 1,1)\n\t\t//BIKE A 0 A_JumpIfInventory(\"Backpedal\", 1, \"TurnRightBackPedal\")\n\t\tBIKE A 0 A_JumpIfInventory(\"Accelerate\", 1, 1)\n\t\tGoto TurnRightNoAcceleration\n\n\t\tBIKE A 0 A_JumpIFInventory(\"TurnCounter\", 8, 1)\n\t\tGoto EasyTurnRightSlow\n\t\tBIKE A 0 A_PlaySound(\"BIKESK3\", 3)\n\t\tTNT1 A 0 A_SetAngle(-2 + angle)\n\t\t//BIKE A 0 A_TakeInventory(\"Speed\", 1)\n\t\tBIKE A 0 A_CustomMissile (\"TireSmoke\", 1, 0, random (0, 360), 2, random (30, 170))\n\t\tEasyTurnRightSlow:\n\n\t\tBIKE A 0 A_JumpIfInventory(\"Backpedal\", 1, \"TurnRightBrake\")\n\t\tBIKE A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxLeft\", 1)\n\t\tBIKE A 0 A_JumpIfInventory(\"Speed\", 1, 1)\n\t\tGoto NoTurn\n\t TNT1 A 0 A_SetAngle(-2 + angle)\n\n\t\tBIKE C 1\n\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\t\tBIKE A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t TNT1 A 0 A_SetAngle(-2 + angle)\n\t\tBIKE C 1\n\t\tBIKE A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t TNT1 A 0 A_SetAngle(-2 + angle)\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 1)\n\t\tGoto Accelerate\n\tTurnLeft:\n\t BIKE A 0\n\t\tBIKE A 0 A_GiveInventory(\"TurnCounter\", 1)\n\t\t//BIKE A 0 A_jumpIfInventory(\"Speed\", 1,1)\n\t\t//BIKE A 0 A_JumpIfInventory(\"Backpedal\", 1, \"TurnLeftBackPedal\")\n\t\tBIKE A 0 A_JumpIfInventory(\"Accelerate\", 1, 1)\n\t\tGoto TurnLeftNoAcceleration\n\n\t\tBIKE A 0 A_JumpIFInventory(\"TurnCounter\", 8, 1)\n\t\tGoto EasyTurnLeftSlow\n\t\tBIKE A 0 A_PlaySound(\"BIKESK3\", 3)\n\t\tTNT1 A 0 A_SetAngle(2 + angle)\n\t\t//BIKE A 0 A_TakeInventory(\"Speed\", 1)\n\t\tBIKE A 0 A_CustomMissile (\"TireSmoke\", 1, 0, random (0, 360), 2, random (30, 170))\n\t\tEasyTurnLeftSlow:\n\n\t\tBIKE A 0 A_JumpIfInventory(\"Backpedal\", 1, \"TurnLeftBrake\")\n\t\tBIKE A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxRight\", 1)\n\t\tBIKE A 0 A_JumpIfInventory(\"Speed\", 1, 1)\n\t\tGoto NoTurn\n\n\t TNT1 A 0 A_SetAngle(2 + angle)\n\n\t\tBIKE B 1\n\t\tBIKE A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxRight\", 1)\n\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\t TNT1 A 0 A_SetAngle(2 + angle)\n\n\t\tBIKE B 1\n\t\tBIKE A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxRight\", 1)\n\t TNT1 A 0 A_SetAngle(2 + angle)\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 1)\n\t\tGoto Accelerate\n\n\tTurnRightNoAcceleration:\n\t BIKE A 0\n\t\tBIKE A 0 A_JumpIfInventory(\"Backpedal\", 1, \"TurnRightBrake\")\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 4)\n\t\tBIKE A 0 A_JumpIfInventory(\"Accelerate\", 1, \"TurnRight\")\n\t\tBIKE A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxLeft\", 1)\n\t\tBIKE A 0 A_JumpIfInventory(\"Speed\", 1, 1)\n\t\tGoto TurnRightPedal\n\t TNT1 A 0 A_SetAngle(-3 + angle)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\n\t\tBIKE A 0 A_JumpIFInventory(\"TurnCounter\", 8, 1)\n\t\tGoto EasyTurnRightNoAcceleration\n\t\tBIKE A 0 A_PlaySound(\"BIKESK3\", 3)\n\t\tTNT1 A 0 A_SetAngle(-3 + angle)\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 4)\n\t\tBIKE A 0 A_CustomMissile (\"TireSmoke\", 1, 0, random (0, 360), 2, random (30, 170))\n\n\t\tEasyTurnRightNoAcceleration:\n\t\tBIKE C 1\n\t\tBIKE A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t TNT1 A 0 A_SetAngle(-3 + angle)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\t\tBIKE C 1\n\t\tBIKE A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t BIKE A 0 A_SetAngle(-3 + angle)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\t\tGoto Accelerate\n\n\tTurnLeftNoAcceleration:\n\t BIKE A 0\n\t\tBIKE A 0 A_JumpIfInventory(\"Backpedal\", 1, \"TurnLeftBrake\")\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 4)\n\t\tBIKE A 0 A_JumpIfInventory(\"Accelerate\", 1, \"TurnLeft\")\n\t\tBIKE A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxRight\", 1)\n\t\tBIKE A 0 A_JumpIfInventory(\"Speed\", 1, 1)\n\t\tGoto TurnLeftPedal\n\t TNT1 A 0 A_SetAngle(3 + angle)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\n\t\tBIKE A 0 A_JumpIFInventory(\"TurnCounter\", 8, 1)\n\t\tGoto EasyTurnLeftNoAcceleration\n\t\tBIKE A 0 A_PlaySound(\"BIKESK3\", 3)\n\t\tTNT1 A 0 A_SetAngle(3 + angle)\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 4)\n\t\tBIKE A 0 A_CustomMissile (\"TireSmoke\", 1, 0, random (0, 360), 2, random (30, 170))\n\n\tEasyTurnLeftNoAcceleration:\n\t\tBIKE B 1\n\t\tBIKE A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxRight\", 1)\n\t TNT1 A 0 A_SetAngle(3 + angle)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\t\tBIKE B 1\n\t\tBIKE A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxRight\", 1)\n\t BIKE A 0 A_SetAngle(3 + angle)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\t\tGoto Accelerate\n\n\tTurnRightBrake:\n\t BIKE A 0\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 14)\n\t\tBIKE A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxLeft\", 1)\n\t\tBIKE A 0 A_JumpIfInventory(\"Speed\", 1, 1)\n\t\tGoto StartBackPedal\n\t TNT1 A 0 A_SetAngle(-4 + angle)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\n\t\tBIKE A 0 A_PlaySound(\"BIKESK1\", 3)\n\t\tBIKE A 0 A_CustomMissile (\"TireSmoke\", 1, 0, random (0, 360), 2, random (30, 170))\n\n\t\tBIKE C 1\n\t\tBIKE A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t TNT1 A 0 A_SetAngle(-4 + angle)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\t\tBIKE C 1\n\t\tBIKE A 0 A_CustomMissile (\"TireSmoke\", 1, 0, random (0, 360), 2, random (30, 170))\n\t\tBIKE A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t TNT1 A 0 A_SetAngle(-4 + angle)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\t\tBIKE C 1\n\t\tBIKE A 0 A_CustomMissile (\"TireSmoke\", 1, 0, random (0, 360), 2, random (30, 170))\n\t\tBIKE A 0 A_TakeInventory(\"TurnLeft\", 1)\n\t TNT1 A 0 A_SetAngle(-4 + angle)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\t\tGoto Accelerate\n\n\tTurnLeftBrake:\n\t BIKE A 0\n\t\tBIKE A 0 A_TakeInventory(\"Speed\", 14)\n\t\tBIKE A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxRight\", 1)\n\t\tBIKE A 0 A_JumpIfInventory(\"Speed\", 1, 1)\n\t\tGoto StartBackPedal\n\t TNT1 A 0 A_SetAngle(4 + angle)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\n\t\tBIKE A 0 A_PlaySound(\"BIKESK1\", 3)\n\t\tBIKE A 0 A_CustomMissile (\"TireSmoke\", 1, 0, random (0, 360), 2, random (30, 170))\n\n\t\tBIKE B 1\n\t\tBIKE A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxRight\", 1)\n\t TNT1 A 0 A_SetAngle(4 + angle)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\t\tBIKE B 1\n\t\tBIKE A 0 A_CustomMissile (\"TireSmoke\", 1, 0, random (0, 360), 2, random (30, 170))\n\t\tBIKE A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxRight\", 1)\n\t TNT1 A 0 A_SetAngle(4 + angle)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\t\tBIKE B 1\n\t\tBIKE A 0 A_CustomMissile (\"TireSmoke\", 1, 0, random (0, 360), 2, random (30, 170))\n\t\tBIKE A 0 A_TakeInventory(\"TurnRight\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"MaxRight\", 1)\n\t TNT1 A 0 A_SetAngle(4 + angle)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)/////\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)/////\n\t\tGoto Accelerate\n\n\tAccelerate:\n\t BIKE A 0\n\t\tTNT1 A 0 A_SPawnItemEx(\"CheckPitchFront2\", 32, 0, 1, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_SPawnItemEx(\"CheckPitchBack2\", -32, 0, 1, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_SPawnItemEx(\"CheckPitchFront2b\", 32, 0, 15, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_SPawnItemEx(\"CheckPitchBack2b\", -32, 0, 15, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tBIKE A 1\n\t\tBIKE A 0 A_JumpIfInventory(\"PressedUse\", 1, \"ExitVehicle\")\n\t\tBIKE A 0 A_TakeInventory(\"AlreadyStoped\")\n\t\tBIKE A 0 A_CheckFloor(\"StartAcceleration\")\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAA 0 A_SetPitch(-0.3 + pitch)\n\t\tBIKE A 0 A_JumpIfInventory(\"Speed\", 90, \"SendFlying3\")\n\t\tBIKE A 0 A_JumpIfInventory(\"Speed\", 60, \"SendFlying2\")\n\n\tSendFlying1:\n\t\tBIKE A 0 A_Recoil(-12)\n\t\tGoto Fly\n\tSendFlying2:\n\t\tBIKE A 0 A_Recoil(-16)\n\t\tGoto Fly\n\tSendFlying3:\n\t\tBIKE A 0 A_Recoil(-20)\n\t\tGoto Fly\n\n\tFly:\n\t TNT1 A 0\n\t\tBIKE A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"ExitVehicle\")\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 10, 2, 0)\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -10, 2, 0)\n\t\tBIKE A 0 A_CustomMissile (\"HitFront\", 30, 0, 0, 2, 0)\n\t\tBIKE A 0 A_GiveInventory(\"LongFly\", 1)\n\t\tBIKE A 0 A_PlaySound(\"BIKE1D\", 2, 1, 1)\n\t\tBIKE A 0 A_CheckFloor(\"Land\")\n\t\tLoop\n\n\tLand:\n\t BIKE A 0\n\n\t\tBOLE A 0 A_SetPitch(0)\n\t\tBIKE A 0 A_SpawnItem(\"BikeBounceSound\")\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\t\tBIKE A 0 A_JumpIfInventory(\"LongFly\", 7, 6)\n\t\tBIKE A 0 A_TakeInventory(\"LongFly\", 20)\n\t\tGoto StartAcceleration\n\t\tTNT1 AAAAA 0\n\t\tBIKE A 0 A_TakeInventory(\"LongFly\", 20)\n\t\tBIKE A 0 A_SpawnItem(\"QuakeCamera\")\n\t\tBIKE A 0 A_SpawnItem(\"BikeBounceSound2\")\n\n\t\tTNT1 AAAA 0 A_CustomMissile (\"TireSmoke\", 1, 0, random (0, 360), 2, random (30, 170))\n\t\tTNT1 AAAAAA 0 A_SetPitch(+1.5 + pitch)\n\t\tBIKE A 3\n\t\tTNT1 AAAAAA 0 A_SetPitch(-1.5 + pitch)\n\t\tBIKE A 1 A_SetPitch(0)\n\t\tGoto StartAcceleration\n\n\tStartAcceleration:\n\t BIKE A 0\n\t\tBIKE A 0 ThrustThingZ(0,-15,0,1)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tBIKE A 0 A_GiveInventory(\"Speed\", 2)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 20, 2, 0)\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -20, 2, 0)\n\t\tBIKE A 0 A_CustomMissile (\"HitLeft\", 30, 0, 30, 2, 0)\n\t\tBIKE A 0 A_CustomMissile (\"HitRight\", 30, 0, -30, 2, 0)\n\t\tTNT1 A 0 A_SPawnItemEx(\"CheckPitchFront2\", 32, 0, 1, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_SPawnItemEx(\"CheckPitchBack2\", -32, 0, 1, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_SPawnItemEx(\"CheckPitchFront2b\", 32, 0, 15, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_SPawnItemEx(\"CheckPitchBack2b\", -32, 0, 15, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 200, \"Speed20\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 190, \"Speed19\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 180, \"Speed18\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 170, \"Speed17\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 160, \"Speed16\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 150, \"Speed15\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 140, \"Speed14\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 130, \"Speed13\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 120, \"Speed12\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 110, \"Speed11\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 100, \"Speed10\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 90, \"Speed9\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 80, \"Speed8\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 70, \"Speed7\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 60, \"Speed6\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 50, \"Speed5\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 40, \"Speed4\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 30, \"Speed3\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 20, \"Speed2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Speed\", 10, \"Speed1\")\n\t\tBIKE A 0 A_CustomMissile (\"HitFrontWeak\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed1:\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tBIKE A 0 A_CustomMissile (\"HitFrontWeak\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed2:\n\t\tTNT1 A 0 A_Recoil(-3)\n\t\tBIKE A 0 A_CustomMissile (\"HitFront\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed3:\n\t\tTNT1 A 0 A_Recoil(-4)\n\t\tBIKE A 0 A_CustomMissile (\"HitFront\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed4:\n\t\tTNT1 A 0 A_Recoil(-5)\n\t\tBIKE A 0 A_CustomMissile (\"HitFrontStrong\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed5:\n\t\tTNT1 A 0 A_Recoil(-6)\n\t\tBIKE A 0 A_CustomMissile (\"HitFrontStrong\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed6:\n\t\tTNT1 A 0 A_Recoil(-8)\n\t\tBIKE A 0 A_CustomMissile (\"HitFrontStrong\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed7:\n\t\tTNT1 A 0 A_Recoil(-9)\n\t\tBIKE A 0 A_CustomMissile (\"HitFrontDevastative\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed8:\n\t\tTNT1 A 0 A_Recoil(-10)\n\t\tBIKE A 0 A_CustomMissile (\"HitFrontDevastative\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed9:\n\t\tTNT1 A 0 A_Recoil(-11)\n\t\tTNT1 AA 0 A_CustomMissile (\"HitFrontSuicidal\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed10:\n\t\tTNT1 A 0 A_Recoil(-13)\n\t\tTNT1 AA 0 A_CustomMissile (\"HitFrontSuicidal\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed11:\n\t\tTNT1 A 0 A_Recoil(-14)\n\t\tTNT1 AA 0 A_CustomMissile (\"HitFrontSuicidal\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed12:\n\t\tTNT1 A 0 A_Recoil(-15)\n\t\tTNT1 AA 0 A_CustomMissile (\"HitFrontSuicidal\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed13:\n\t\tTNT1 A 0 A_Recoil(-17)\n\t\tTNT1 AAA 0 A_CustomMissile (\"HitFrontTerminalSpeed\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed14:\n\t\tTNT1 A 0 A_Recoil(-18)\n\t\tTNT1 AAA 0 A_CustomMissile (\"HitFrontTerminalSpeed\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed15:\n\t\tTNT1 A 0 A_Recoil(-19)\n\t\tTNT1 AAA 0 A_CustomMissile (\"HitFrontTerminalSpeed\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed16:\n\t\tTNT1 A 0 A_Recoil(-20)\n\t\tTNT1 AAA 0 A_CustomMissile (\"HitFrontTerminalSpeed\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed17:\n\t\tTNT1 A 0 A_Recoil(-22)\n\t\tTNT1 AAA 0 A_CustomMissile (\"HitFrontTerminalSpeed\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed18:\n\t\tTNT1 A 0 A_Recoil(-23)\n\t\tTNT1 AAA 0 A_CustomMissile (\"HitFrontTerminalSpeed\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed19:\n\t\tTNT1 A 0 A_Recoil(-24)\n\t\tTNT1 AAA 0 A_CustomMissile (\"HitFrontTerminalSpeed\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tSpeed20:\n\t\tTNT1 A 0 A_Recoil(-25)\n\t\tTNT1 AAA 0 A_CustomMissile (\"HitFrontTerminalSpeed\", 30, 0, 0, 2, 0)\n\t\tGoto FinishSpeed\n\tFinishSpeed:\n\t\tBIKE A 0 A_JumpIfInventory(\"Accelerate\", 1, 2)\n\t\tBIKE A 0 A_PlaySound(\"BIKE1\", 2, 1, 1)\n\t\tGoto FinishSpeed+3\n\t\tBIKE A 0 A_PlaySound(\"BIKE1A\", 2, 1, 1)\n\t\tBIKE A 0 A_CustomMissile (\"HitFrontWeak\", 30, 0, 0, 2, 0)\n\t\tBIKE A 0 A_JumpIfInventory(\"TurnLeft\", 1, \"TurnLeft\")\n\t\tBIKE A 0 A_JumpIfInventory(\"TurnRight\", 1, \"TurnRight\")\n\t\tBIKE A 0 A_JumpIfInventory(\"BackPedal\", 1, \"BackPedal\")\n\t\tBIKE A 0\n\t\tGoto Stay\n\n\tPain.BikeHealthCalculation:\n\tBIKE A 1\n\tGoto StartBike\n\n\tPain:\n\t\tPLAY G 0\n\t\tBIKE A 1 A_Pain\n\t\tTNT1 A 0 A_JumpIfInventory(\"LongFly\", 1, \"Fly\")\n\t\tGoto Stay\n\tDeath:\n\t\tTNT1 A 0\n\t\tGoto XDeath\n\t\tTNT1 A 0 A_TakeInventory(\"BikeHUD\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"PressedUSE\", 1)\n\t\tTNT1 A 0 A_jumpIfInventory(\"Speed\", 10, \"DieFast\")\n\t\tTNT1 A 0 A_PlayerScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"KnockBike\")\n\t\tPLAY IJKLM 6\n\t\tPLAY N -1\n\t\tStop\n\n\tDieFast:\n\t\tTNT1 A 0 A_PlayerScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"KnockBike\")\n\t\tBIKE A 0 ThrustThingZ(0,15,0,1)\n\t\tBKX2 ABCDEFGHI 4 A_Recoil(-3)\n\t\tPLAY N -1\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"BikeHUD\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"PressedUSE\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Crashed\", 1, \"DieFast\")\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"CrashMetalShards\", 32, 0, random (0, 360), 2, random (20, 50))\n\t\tTNT1 A 0 A_CustomMissile (\"BikePieces1\", 32, 0, random (0, 360), 2, random (20, 50))\n\t\tTNT1 A 0 A_CustomMissile (\"BikePieces2\", 32, 0, random (0, 360), 2, random (20, 50))\n\t\tTNT1 A 0 A_CustomMissile (\"BikePieces3\", 32, 0, random (0, 360), 2, random (20, 50))\n\t\tTNT1 A 0 A_CustomMissile (\"BikePieces4\", 32, 0, random (0, 360), 2, random (20, 50))\n\t\tBKX1 A 2\n\t\tTNT1 A 0 A_TakeInventory(\"Speed\", 200)\n\t\tBIKE A 0 SetPlayerProperty(0,0,4)\n\t\tBIKE A 0 ThrustThingZ(0,100,0,1)\n\t\tBIKE A 0 A_PlaySound(\"DSXDTH2E\", 2)\n\t\tBKX1 ABCDEFGHIJKLMNOP 1\n\t\tGoto XDeathSentFlying\n\n\tXDeathSentFlying:\n\t BKX1 ABCDEFGHIJKLMNOP 2 A_CheckFloor(\"XDeathLand\")\n\t\tLoop\n\n\tXDeathLand:\n\t BIKE A 0 ThrustThingZ(0,40,0,1)\n\tXDeathLand1:\n\t BKX2 AB 2\n\t\tBIKE A 0 A_PlaySound(\"DSXDTH2E\", 2)\n\t\tBKX2 CEDFGHI 2 A_CheckFloor(\"XdeathLand2\")\n\t\tLoop\n\n\tXDeathLand2:\n\t\tBIKE A 0 ThrustThingZ(0,20,0,1)\n\t\tBIKE A 0 A_PlaySound(\"DSXDTH2E\", 2)\n\t\tBKX2 ABCDEF 4\n\t\tBIKE A 0 A_PlaySound(\"DSXDTH2E\", 2)\n\t\tPLAY N 25 A_NoBlocking\n\t\tPLAY N -1\n\t\tStop\n\n\tExitVehicle:\n\tBIKE A 1\n\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\tTNT1 A 0 A_SpawnItemEx (\"TransferPlayerOutOfVehicle\", -64, 0, 4)\n\tBIKE A 4\n\tTNT1 A 0 A_JumpIfInventory(\"CanLeaveVehicle\", 1, \"CanExit\")\n\tTNT1 A 0 A_Print(\"Can't leave from this direction\", 1)\n\tGoto Stay\n\n\tCanExit:\n\tTNT1 A 0\n\tTNT1 A 2 A_TakeInventory(\"IsAVehicle\", 1)\n\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\tTNT1 A 0 A_TakeInventory(\"CanLeaveVehicle\", 1)\n\tTNT1 A 0 SetPlayerProperty(0,0,4)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDLeaveTank\")\n\tTNT1 A 0 A_SpawnItemEx (\"Bike\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tGoto FinishExit\n\n\tFInishExit:\n\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\tTNT1 AAA 10 A_TakeInventory(\"PressedUse\", 1)\n\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\tGoto Stay\n\t}\n}\n\nACTOR BikeHUD : BrutalWeapon\n{\n\tWeapon.AmmoUse 0\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoType \"Speed\"\n\tWeapon.SelectionOrder 9999\n\t+WEAPON.ALT_AMMO_OPTIONAL\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.CHEATNOTWEAPON\n\t+WEAPON.NO_AUTO_SWITCH\n\tTag \"Bike\"\n\tStates\n\t{\n\tSelect:\n\t\tBKHU A 1 A_Raise\n\t\tTNT1 AAAAAAA 0 A_Raise\n\t\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\t\tGoto Ready\n\tReady:\n\t TNT1 A 0\n\t\tBIKE A 0 A_SetPitch(0)\n\t\tBIKE A 0 SetPlayerProperty(0,1,4)\n\t\tTNT1 A 0 A_GunFlash\n\t\tBKHU A 1\n\tReady2:\n\t\tBIKE A 0 A_JumpIfInventory(\"Crashed\",1, \"Crashed\")\n\t\tBIKE A 0 A_JumpIfInventory(\"MaxLeft\",1, \"MaxLeft\")\n\t\tBIKE A 0 A_JumpIfInventory(\"MaxRight\",1, \"MaxRight\")\n\t\tBIKE A 0 A_JumpIfInventory(\"TurnLeft\",1, \"TurnLeft\")\n\t\tBIKE A 0 A_JumpIfInventory(\"TurnRight\",1, \"TurnRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SwitchFlashlight\",1,\"SwitchFlashlight\")\n\t\tBKHU A 1 A_WeaponReady\n\t\tLoop\n\tTurnLeft:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BikeRollLeft\", 0, 0, 0, 0)\n\t\tBKHL AB 1\n\t\tBIKE A 0 A_GiveInventory(\"MaxLeft\", 1)\n\t\tBKHL C 1\n\t\tGoto MaxLeft\n\n\tMaxLeft:\n\t BIKE A 0\n\t\t//BIKE A 0 A_TakeInventory(\"MaxRight\", 1)\n\t\tBIKE A 0 A_JumpIfInventory(\"TurnLeft\", 1, 1)\n\t\tGoto StopTurningLeft\n\n\t\tBKHL C 1\n\t\tGoto Ready2\n\n\tStopTurningLeft:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BikeStopLeft\", 0, 0, 0, 0)\n\t\tBKHL BA 1\n\t\tBIKE A 0 A_TakeInventory(\"MaxLeft\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"TurnCounter\", 3)\n\t\tBKHU A 2\n\t\tGoto Ready2\n\n\tTurnRight:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BikeRollRight\", 0, 0, 0, 0)\n\t\tBKHR AB 1\n\t\tBIKE A 0 A_GiveInventory(\"MaxRight\", 1)\n\t\tBKHR C 1\n\t\tGoto MaxRight\n\n\tMaxRight:\n\t BIKE A 0\n\t\t//BIKE A 0 A_TakeInventory(\"MaxLeft\", 1)\n\t\tBIKE A 0 A_JumpIfInventory(\"TurnRight\", 1, 1)\n\t\tGoto StopTurningRight\n\t\tBKHR C 1\n\t\tGoto Ready2\n\n\tStopTurningRight:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BikeStopRight\", 0, 0, 0, 0)\n\t\tBKHR BA 1\n\t\tBIKE A 0 A_TakeInventory(\"MaxRight\", 1)\n\t\tBIKE A 0 A_TakeInventory(\"TurnCounter\", 3)\n\t\tBKHU A 2\n\t\tGoto Ready2\n\n\tStopTurning:\n\tBIKE A 0\n\tBIKE A 0 A_TakeInventory(\"MaxLeft\", 1)\n\tBIKE A 0 A_TakeInventory(\"MaxRight\", 1)\n\tBIKE A 0 A_TakeInventory(\"TurnLeft\", 1)\n\tBIKE A 0 A_TakeInventory(\"TurnRight\", 1)\n\tGoto Ready2\n\n\tDeselect:\n\t\tBKHL A 1 A_Lower\n\t\tBIKE A 0 SetPlayerProperty(0,0,4)\n\t\tTNT1 A 0 A_TakeInventory(\"Speed\", 200)\n\t\tLoop\n \tSpawn:\n\t\tPIST A -1\n\t\tStop\n\n\tCrashed:\n\t TNT1 A 1\n\t\tTNT1 A 0 A_GiveInventory(\"PressedUse\", 1)\n\t\tBIKE A 0 SetPlayerProperty(0,0,4)\n\t\tTNT1 A 4\n\t\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\t\tTNT1 A 100\n\t\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\t\tGoto Ready2\n\n\tFire:\n\t\tTNT1 A 1\n\t\tGoto Ready2\n\n\tFlash:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"SwitchFlashlight\",1,\"SwitchFlashlight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"FlashlightOn\", 1, \"FlashOn\")\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"LightEnd\")\n\t\tTNT1 A 1\n\t\tNULL A 0 A_JumpIfInventory(\"PitchFrontToken2\", 1, \"PitchFrontHard\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchFrontToken\", 1, \"PitChFront\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchBackToken2\", 1, \"PitchBackHard\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchBackToken\", 1, \"PitChBack\")\n\t\tTNT1 A 0 A_SetPitch(0)\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tGoto Flash\n\n\tPitChFront:\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_SetPitch(-6)\n\t\tTNT1 A 0 A_TakeInventory(\"PitchFrontToken\", 20)\n\t\tGoto Flash\n\n\tLampPitChFront:\n\t\tTNT1 A 1 BRIGHT\n\t\tTNT1 A 0 A_SetPitch(-6)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile3\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"PitchFrontToken\", 20)\n\t\tGoto Flash\n\n\tPitChFrontHard:\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_SetPitch(-12)\n\t\tTNT1 A 0 A_TakeInventory(\"PitchFrontToken2\", 20)\n\t\tGoto Flash\n\n\tLampPitChFrontHard:\n\t\tTNT1 A 1 BRIGHT\n\t\tTNT1 A 0 A_SetPitch(-12)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile3\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"PitchFrontToken2\", 20)\n\t\tGoto Flash\n\n\tPitChBack:\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_SetPitch(6)\n\t\tTNT1 A 0 A_TakeInventory(\"PitchBackToken\", 20)\n\t\tGoto Flash\n\n\tLampPitChBack:\n\t\tTNT1 A 1 BRIGHT\n\t\tTNT1 A 0 A_SetPitch(6)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile3\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"PitchBackToken\", 20)\n\t\tGoto Flash\n\n\tPitChBackHard:\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_SetPitch(12)\n\t\tTNT1 A 0 A_TakeInventory(\"PitchBackToken2\", 20)\n\t\tGoto Flash\n\n\tLampPitChBackHard:\n\t\tTNT1 A 1 BRIGHT\n\t\tTNT1 A 0 A_SetPitch(12)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile3\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"PitchBackToken2\", 20)\n\t\tGoto Flash\n\n\tFlashOn:\n\t TNT1 A 1 BRIGHT\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"LightEnd\")\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightAlerter\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile3\", 0, 0, 0, 0, 0, 0)\n\t\tNULL A 0 A_JumpIfInventory(\"PitchFrontToken2\", 1, \"LampPitchFrontHard\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchFrontToken\", 1, \"LampPitChFront\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchBackToken2\", 1, \"LampPitchBackHard\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchBackToken\", 1, \"LampPitChBack\")\n\t\tTNT1 A 0 A_SetPitch(0)\n\n\t\tTNT1 A 1 BRIGHT\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile3\", 0, 0, 0, 0, 0, 0)\n\t\tNULL A 0 A_JumpIfInventory(\"PitchFrontToken2\", 1, \"LampPitchFrontHard\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchFrontToken\", 1, \"LampPitChFront\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchBackToken2\", 1, \"LampPitchBackHard\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchBackToken\", 1, \"LampPitChBack\")\n\t\tTNT1 A 0 A_SetPitch(0)\n\n\t\tTNT1 A 1 BRIGHT\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile3\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"LightEnd\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchFrontToken2\", 1, \"LampPitchFrontHard\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchFrontToken\", 1, \"LampPitChFront\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchBackToken2\", 1, \"LampPitchBackHard\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchBackToken\", 1, \"LampPitChBack\")\n\t\tTNT1 A 0 A_SetPitch(0)\n\t\tTNT1 A 1 BRIGHT\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile3\", 0, 0, 0, 0, 0, 0)\n\t\tNULL A 0 A_JumpIfInventory(\"PitchFrontToken2\", 1, \"LampPitchFrontHard\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchFrontToken\", 1, \"LampPitChFront\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchBackToken2\", 1, \"LampPitchBackHard\")\n\t\tNULL A 0 A_JumpIfInventory(\"PitchBackToken\", 1, \"LampPitChBack\")\n\t\tTNT1 A 0 A_SetPitch(0)\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tGoto Flash\n\n\tSwitchFlashlight:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"SwitchFlashlight\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FlashlightOn\",1,\"TurnFlashOff\")\n\t\tTNT1 A 0 A_Giveinventory(\"FlashlightOn\",1)\n\t\tTNT1 A 0 A_PlaySound(\"FLASHON\", 5)\n Goto Ready\n\n\tTurnFlashOff:\n\t\tTNT1 A 0 A_Takeinventory(\"FlashlightOn\",1)\n\t\tTNT1 A 0 A_Light0\n\t\tTNT1 A 0 A_PlaySound(\"FLASHOFF\", 5)\n Goto Ready\n\n\tLightEnd:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"FlashlightOn\",1)\n\t\tTNT1 A 0 A_TakEinventory(\"PowerLightAmp\", 1)\n\t\tTNT1 A 10\n\t\tStop\n\t}\n}\n\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\n//Base vehicle Actor\n\nACTOR BikePowerup : PowerupGiver\n{\n Powerup.Type \"BikeSwitch\"\n Powerup.Duration 252000\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n Inventory.MaxAmount 1\n Health 100\n GibHealth 1\n Scale 0.7\n +SHOOTABLE\n +NOBLOOD\n +FIXMAPTHINGPOS\n +NORADIUSDMG\n Mass 999999999\n Height 96\n Radius 32\n damagefactor \"stomp\", 0\n damagefactor \"normal\", 0.5\n painchance 255\n GibHealth 10\n States\n {\n\n Spawn:\n BIKP A 10\n\tBIKE A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n NULL A 0 A_JumpIf (momZ == 0, \"Spawn2\")\n\tBIKE A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n TNT1 A 1\n\tBIKP A 1\n BIKP ABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABAB 1\n\tBIKP A 1 A_ChangeFlag(\"THRUACTORS\", 0)\n\tGoto Spawn2\n\n Spawn2:\n\tBIKP A 2\n\tBIKE A 0 A_jumpifhealthlower(20, 2)\n\tBIKE A 0 A_Jump(256, 6)\n\tTNT1 AA 0\n\tBIKE A 0 A_Jump(256, 10)\n\tTNT1 AAA 0\n\tBIKE A 0 A_jumpifhealthlower(50, 2)\n\tBIKE A 0 A_Jump(256, 6)\n\tTNT1 AA 0\n\tTNT1 AAAAAA 0\n\tLoop\n\tBIKE A 0\n\n Death:\n XDeath:\n TNT1 A 1\n\tBIKE A 0 A_SpawnItem(\"BigExplosion1112\")\n\tBIKE A 0 A_PlaySound(\"weapons/explode\")\n\tBIKE A 0 A_PlaySound(\"EXPLOSIO\", 3)\n\tBIKE A 0 A_Scream\n\tNULL AAAAAAAAA 0 A_CustomMissile (\"BDGlassShard\", 96, 0, random (0, 360), 2, random (0, 360))\n\tELEC A 0 A_Explode(100, 250)\n\tTNK1 B 500\n\tTNK1 B 2000\n\tTNT1 A -1\n\tStop\n\n}\n}\n\nACTOR Bike: Tank 7265\n{\n Health 220\n GibHealth 1\n Scale 0.5\n Height 32\n Radius 32\n Mass 220\n States\n {\n Spawn:\n\t TNT1 A 1\n\t\tTNT1 A 0 Thing_ChangeTID(0, 261)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDSetNewTankDirection\", 0, 0, 0, 0)//Check vehicle initial angle.\n\t\tTNT1 A 1 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 5\n\t\tTNT1 A 0 Thing_ChangeTID(0, 0)\n\t\tTNK1 C 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 1)\n\t\tGoto StandingHere\n\n\t StandingHere:\n\t\tBIKP A 1\n\t\tLoop\n\n\tActive:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeFromTarget(\"PowerInvulnerable\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CeaseMorph\", 1)\n\t\tTNK1 C 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 Thing_ChangeTID(0, 261)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"GetVehiclePreviousHealth\", 0, 0, 0, 0)//Check Vehicle Health\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckingMorphingPlayerHealth\", 1)\n\t\tBIKP A 3\n\t\tTNT1 A 0 A_GiveToTarget(\"BikePowerup\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"BikeMorpher\", 1)\n\t\tTNT1 A 0 Thing_ChangeTID(0, 261)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tBIKP A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tBIKP A 10\n\t\tTNT1 A 0 Thing_ChangeTID(0, 0)\n\t\tBIKP A 1\n\t\tStop\n\n\tDeath:\n\t\tTNT1 A 1\n\t\tBIKE A 0 A_NoBlocking\n\t\tNULL AAAAAAAAA 0 A_CustomMissile (\"BDGlassShard\", 96, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"CrashMetalShards\", 32, 0, random (0, 360), 2, random (20, 50))\n\t\tTNT1 A 0 A_CustomMissile (\"BikePieces1\", 32, 0, random (0, 360), 2, random (20, 50))\n\t\tTNT1 A 0 A_CustomMissile (\"BikePieces2\", 32, 0, random (0, 360), 2, random (20, 50))\n\t\tTNT1 A 0 A_CustomMissile (\"BikePieces3\", 32, 0, random (0, 360), 2, random (20, 50))\n\t\tTNT1 A 0 A_CustomMissile (\"BikePieces4\", 32, 0, random (0, 360), 2, random (20, 50))\n\t\tTNT1 A 0\n\t\tStop\n\n\t\tPain.Repair:\n\t\t TNT1 A 0\n\t\t TNT1 A 0 A_ChangeFLag(\"NOPAIN\", 1)\n\t\t TNT1 A 0 HealThing(7)\n\t\t TNK1 T 1\n\t\t TNT1 A 0 A_ChangeFLag(\"NOPAIN\", 0)\n\t\t Goto StandingHere\n\t}\n}\n\nACTOR PowerBikeSwitch : PowerMorph {PowerMorph.PlayerClass \"PlayerBike\"}\n\nACTOR BikeMorpher : CustomInventory\n{\n States\n {\n PickUp:\n TNT1 A 1\n TNT1 A 0 ACS_NamedExecuteAlways(\"BDEnterTank\", 0, 0, 0, 0)//Get into Bike\n TNT1 A 0 A_GiveInventory(\"TankMorphActivation\")\n TNT1 A 0 A_SpawnItem(\"CancelTeleportFog\")\n TNT1 A 1\n Stop\n }\n }"
},
{
"source": "pk3",
"name": "BURN.txt",
"contents": "actor GenericBurningGuy\n{\n\tRadius 1\n\tHeight 1\n\t+NOTELEPORT\n\t+MOVEWITHSECTOR\n\t+NOICEDEATH\n\tMass 1000\n\tHealth 100\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0 BRIGHT\n\t\tBUR2 A 1 BRIGHT\n\t\tBUR2 AABBCCDDEE 3 BRIGHT A_CustomMissile (\"BurnParticles\", 36, 0, random (0, 180), 2, random (0, 180))\n\t\tBURN FFGGHH 3 BRIGHT A_CustomMissile (\"BurnParticles\", 36, 0, random (0, 180), 2, random (0, 180))\n\t\tBURN IIJJKKLL 3 BRIGHT A_CustomMissile (\"BurnParticles\", 28, 0, random (0, 180), 2, random (0, 180))\n\t\tBURN MMN 3 BRIGHT A_CustomMissile (\"BurnParticles\", 32, 0, random (0, 180), 2, random (0, 180))\n\t\tBURN NOOPP 3 BRIGHT A_CustomMissile (\"BurnParticles\", 22, 0, random (0, 180), 2, random (0, 180))\n\t\tBURN QQ 3 BRIGHT A_CustomMissile (\"BurnParticles\", 18, 0, random (0, 180), 2, random (0, 180))\n\t\t//TNT1 A 0 A_PlaySound(\"DSFDTHE\")\n\t\tBURN RRSSTTSSRRSSTTSSRRSSTTRRSSTTSSRRSSTTSSRRSSTTSSTT 3 BRIGHT A_CustomMissile (\"SmallBurnParticles\", 12, 0, random (0, 180), 2, random (0, 180))\n\t\tBURN UU 3 BRIGHT A_CustomMissile (\"BurnParticles\", 12, 0, random (0, 180), 2, random (0, 180))\n\t\tTNT1 A 0 A_SpawnItem(\"100SmallFireFocusSpawnerz\")\n\t\tBURN VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 9 A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 360), 2, random (90, 110))\n\t\tBURN V -1\n\n\t\tSpawn2:\n\t\tTNT1 A 0 BRIGHT\n\t\t//TNT1 A 0 A_PlaySound(\"DSFDTHG\")\n\t\tTNT1 A 0 BRIGHT\n\t\tBUR2 A 1 BRIGHT\n\t\tBUR2 AABBCCDDEE 3 BRIGHT A_CustomMissile (\"BurnParticles\", 36, 0, random (0, 180), 2, random (0, 180))\n\t\tBURN FFGGHH 3 BRIGHT A_CustomMissile (\"BurnParticles\", 36, 0, random (0, 180), 2, random (0, 180))\n\t\tBURN IIJJKKLL 3 BRIGHT A_CustomMissile (\"BurnParticles\", 28, 0, random (0, 180), 2, random (0, 180))\n\t\tBURN MMN 3 BRIGHT A_CustomMissile (\"BurnParticles\", 32, 0, random (0, 180), 2, random (0, 180))\n\t\tBURN NOOPP 3 BRIGHT A_CustomMissile (\"BurnParticles\", 22, 0, random (0, 180), 2, random (0, 180))\n\t\tBURN QQ 3 BRIGHT A_CustomMissile (\"BurnParticles\", 18, 0, random (0, 180), 2, random (0, 180))\n\t\t//TNT1 A 0 A_PlaySound(\"DSFDTHG\")\n\t\tBURN RRSSTTSSRRSSTTSSRRSSTTRRSSTTSSRRSSTTSSRRSSTTSSTT 3 BRIGHT A_CustomMissile (\"SmallBurnParticles\", 12, 0, random (0, 180), 2, random (0, 180))\n\t\tBURN UU 3 BRIGHT A_CustomMissile (\"BurnParticles\", 12, 0, random (0, 180), 2, random (0, 180))\n\t\tTNT1 A 0 A_SpawnItem(\"100SmallFireFocusSpawnerz\")\n\t\tBURN VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 9 A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 360), 2, random (90, 110))\n\t\tBURN V -1\n\t\tStop\n\t}\n}\n\nACTOR BurnParticles\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n Speed 0\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n +NODAMAGETHRUST\n +NOCLIP\n DamageType Fire\n\t+NOBLOOD\n\t+NOBLOODDECALS\n\t+BLOODLESSIMPACT\n\t-BLOODSPLATTER\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n XDT3 A 0 A_Explode(3,30)\n\t\tTNT1 A 0 A_SpawnItem(\"RedFlare\", 0, 5)\n\t\tTTRB A 0 bright A_CustomMissile (\"PlasmaSmoke\", 20, 0, random (0, 360), 2, random (60, 130))\n\t\tTTRB A 0 bright A_CustomMissile (\"SmallFireTrail324\", 0, 0, random (0, 360), 2, random (0, 130))\n\t\tTNT1 A 3\n\t\tstop\n }\n}\n\nACTOR SmallBurnParticles: BurnParticles\n{\n\tDamageType Burn\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n XDT3 A 0 A_Explode(2,30)\n\t\tTNT1 A 0 A_SpawnItem(\"RedFlare\", 0, 5)\n\t\tTTRB A 0 bright A_CustomMissile (\"PlasmaSmoke\", 20, 0, random (0, 360), 2, random (60, 130))\n\t\tTTRB A 0 bright A_CustomMissile (\"SmallFlameTrails\", 0, 0, random (0, 360), 2, random (60, 130))\n\t\tstop\n }\n}\n\nACTOR BurnParticlesNoDamage: BurnParticles\n{\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"RedFlare\", 0, 5)\n\t\tTTRB A 0 bright A_CustomMissile (\"PlasmaSmoke\", 20, 0, random (0, 360), 2, random (60, 130))\n\t\tTTRB A 0 bright A_CustomMissile (\"FlameTrails\", 0, 0, random (0, 360), 2, random (60, 130))\n\t\tstop\n }\n}\n\nACTOR BurnDamageSmall: BurnParticles\n{\n+NODAMAGETHRUST\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tXDT3 A 0 A_Explode(5,60)\n\t\tstop\n }\n}\n\nACTOR BurnDamageLarge: BurnParticles\n{\n+NODAMAGETHRUST\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tXDT3 A 0 A_Explode(12,120)\n\t\tstop\n }\n}\n\nactor BurningZombieOld\n{\n\tRadius 1\n\tHeight 1\n\t+NOTELEPORT\n\t+MOVEWITHSECTOR\n\tMass 1000\n\tHealth 100\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0 BRIGHT\n\t\tTNT1 A 0 A_PlaySound(\"BURNZOM\")\n\t\tBUR2 A 1 BRIGHT\n\t\tBUR2 AABBCCDDEE 3 BRIGHT A_CustomMissile (\"BurnParticles\", 36, 0, random (0, 180), 2, random (0, 180))\n\t\tBURN FFGGHH 3 BRIGHT A_CustomMissile (\"BurnParticles\", 36, 0, random (0, 180), 2, random (0, 180))\n\t\tBURN IIJJKKLL 3 BRIGHT A_CustomMissile (\"BurnParticles\", 28, 0, random (0, 180), 2, random (0, 180))\n\t\tBURN MMN 3 BRIGHT A_CustomMissile (\"BurnParticles\", 32, 0, random (0, 180), 2, random (0, 180))\n\t\tBURN NOOPP 3 BRIGHT A_CustomMissile (\"BurnParticles\", 22, 0, random (0, 180), 2, random (0, 180))\n\t\tBURN QQ 3 BRIGHT A_CustomMissile (\"BurnParticles\", 18, 0, random (0, 180), 2, random (0, 180))\n\t\tTNT1 A 0 A_PlaySound(\"BURNZOM\")\n\t\tBURN RRSSTTSSRRSSTTSSRRSSTTRRSSTTSSRRSSTTSSRRSSTTSSTT 3 BRIGHT A_CustomMissile (\"SmallBurnParticles\", 12, 0, random (0, 180), 2, random (0, 180))\n\t\tBURN UU 3 BRIGHT A_CustomMissile (\"BurnParticles\", 12, 0, random (0, 180), 2, random (0, 180))\n\t\tBURN VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 9 A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 360), 2, random (90, 110))\n\t\tBURN V -1\n\t\tStop\n\t}\n}\n\nactor DesintegratedHuman\n{\n\tRadius 1\n Height 1\n +NOTELEPORT\n +MOVEWITHSECTOR\n Mass 1000\n Health 100\n\tScale 0.7\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Guts\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"SuperGoreSpawner\", 30, 0, random (0, 360), 2, random (30, 60))\n\t\tTNT1 A 0 A_CustomMissile (\"BloodSplinter\", 0, 0, random (0, 360), 2, random (0, 35))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2\", 0, 0, random (0, 360), 2, random (60, 90))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", 0, 0, random (0, 360), 2, random (60, 90))\n\t\tTNT1 A 0 A_SpawnItem(\"SplatteredLarge\")\n\t\tTNT1 A 0 A_SetAngle(random (0, 360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"SplatteredLarge\", 32, 32)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SplatteredLarge\", -32, -32)\n\t\tTNT1 A 0 A_SpawnItem(\"BarrelExplosionSmokeColumn\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece\", random (-15, 15), random (-15, 15))\n\t\tTNT1 AA 0 A_SpawnItemEx(\"TinyBurningPiece2\", random (-35, 35), random (-35, 35))\n\t\tTNT1 AA 0 A_CustomMissile (\"BloodmistBig\", 56, 0, random (0, 360), 2, random (60, 90))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"BloodmistExtraBig\", 56, 0, random (0, 360), 2, random (40, 90))\n\t\tID50 ABCDEF 7\n\t\tStop\n\t}\n}\n\nactor BurningImp\n{\n\tRadius 1\n\tHeight 1\n\t+NOTELEPORT\n\t+MOVEWITHSECTOR\n\tMass 1000\n\tHealth 100\n\tStates\n\t{\n\t\tSpawn:\n\t\tIZD4 CCC 2 A_CustomMissile (\"BurnParticles\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_PlaySound(\"imp/pain\")\n\t\tIZD4 DDD 2 A_CustomMissile (\"BurnParticles\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_PlaySound(\"imp/pain\")\n\t\tIZD4 CCC 3 A_CustomMissile (\"BurnParticles\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_PlaySound(\"imp/pain\")\n\t\tIZD4 DDD 2 A_CustomMissile (\"BurnParticles\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tTROO LLLL 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Playsound(\"props/redfire\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tBOSB FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 2 A_CustomMissile (\"FlameTrails\", 15, 0, random (0, 360), 2, random (50, 130))\n\t\tBOSB FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 20 A_CustomMissile (\"SmallSmoke\", 25, 0, random (0, 360), 2, random (70, 110))\n\t\tBOSB F -1\n\t\tStop\n\t}\n}\n\nactor BurningDemon2\n{\n\tRadius 22\n\tHeight 52\n\t+NOTELEPORT\n\t+SHOOTABLE\n\t+MOVEWITHSECTOR\n\t+SOLID\n\t+NOBLOCKMONST\n\tPainChance 0\n\tSpeed 15\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n\tdamagefactor \"Shrapnel\", 0.3\n\tdamagefactor \"Fire\", 0.0\n\tdamagefactor \"Flames\", 0.0\n\tdamagefactor \"Burn\", 0.0\n\tdamagefactor \"SSG\", 5.0\n\tdamagefactor \"Explosive\", 5.0\n\tdamagefactor \"ExplosiveImpact\", 2.0\n\tMass 1000\n\tHealth 100\n\tStates\n\t{\n\t\tSpawn:\n\t\tCRB7 M 3 A_Wander\n\t\tTNT1 A 0 A_CustomMissile (\"BurnParticles\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tCRB7 N 3 A_Wander\n\t\tTNT1 A 0 A_CustomMissile (\"BurnParticles\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tCRB7 O 3 A_Wander\n\t\tTNT1 A 0 A_CustomMissile (\"BurnParticles\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tCRB7 P 3 A_Wander\n\t\tTNT1 A 0 A_CustomMissile (\"BurnParticles\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_playsound (\"demon/pain\")\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 7, \"GotoDeath\")\n\t\tLoop\n\n\t\tGotoDeath:\n\t\tTNT1 A 0\n\t\tGoto Death\n\n\t\tDeath:\n\t\tTNT1 A 0 A_SpawnItem (\"BurnedDemon\")\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tStop\n\n\t\tXDeath:\n\t\tDeath.SSG:\n\t\tDeath.Explosive:\n\t\tTNT1 A 0 A_NOBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedDemonArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedDemonLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"MuchMeatDeath\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"BurningFlyingMeatPiece\", 64, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItemEx(\"HealthCrueltyBonus2\",0,0,26,frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tStop\n\t}\n}\n\nActor BurnedDemon\n{\n\tRadius 1\n\tHeight 1\n\tStates\n\t{\n\t\tSpawn:\n\t\tCRB7 Q 2\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_playsound (\"demon/death\")\n\t\tCRB7 QQQQ 2 A_CustomMissile (\"FlameTrails\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tCRB7 RRRR 2 A_CustomMissile (\"FlameTrails\", 30, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Playsound(\"props/redfire\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tCARB JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tCARB JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 20 A_CustomMissile (\"SmallSmoke\", 35, 0, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tCARB J -1\n\t\tStop\n\t}\n}\n\nACTOR DyingZombiemanInFlames\n{\n Radius 12\n Height 30\n Speed 5\n\tHealth 20\n\tPainSound \"grunt/pain\"\n\tDeathSound \"grunt/death\"\n\t+SHOOTABLE\n +FLOORCLIP\n\t//+NOBLOCKMAP\n\t+NOICEDEATH\n +LOOKALLAROUND\n\t+FRIGHTENED\n\t-SOLID\n\tdamagefactor \"Burn\", 0.0\n\tdamagefactor \"Fire\", 0.0\n\tdamagefactor \"Flames\", 0.0\n States\n {\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tZMAB A 1 A_Look\n\t\tLoop\n\n\t\tSee:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Playsound(\"BurnZom\")\n\t\tGoto See2\n\n\t\tSee2:\n\t\tZMAB A 5 A_Chase\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tZMAB A 5 A_Chase\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tZMAB B 5 A_Chase\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tZMAB B 5 A_Chase\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\")\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 5, \"GotoDeath\")\n\t\tLoop\n\n\t\tGotoDeath:\n\t\tTNT1 A 0\n\t\tGoto Death\n\n\t\tDeath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tBRZ3 HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 3 A_CustomMissile(\"BurnParticles\", 5, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_SpawnItem(\"100SmallFireFocusSpawnerz\")\n\t\tBRZ3 HHHHHHHHHHHHHHHHHHHHHHHH 10 A_CustomMissile(\"PlasmaSmoke\", 15, 0, random (0, 360), 2, random (50, 130))\n\t\tBRZ3 H -1\n\t\tStop\n\n\t\tCrush:\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tCRS2 A 5\n\t\tCRS2 A -1\n\t\tStop\n\n\t\tDeath.Stomp:\n\t\tDeath.SSG:\n\t\tXDeath:\n\t\tTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AAAAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath2\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 A 0 A_SpawnItem (\"CrushedRemains\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"HealthCrueltyBonus2\",0,0,15,frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 A 1 A_XScream\n\t\tTNT1 A 1 A_NoBlocking\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nACTOR DyingSergeantNoLegInFlames\n{\n Radius 12\n Height 30\n Speed 5\n\tHealth 20\n\tPainSound \"grunt/pain\"\n\tDeathSound \"grunt/death\"\n\t+SHOOTABLE\n +FLOORCLIP\n\t//+NOBLOCKMAP\n +LOOKALLAROUND\n\t+NOICEDEATH\n\t+FRIGHTENED\n\t-SOLID\n\tdamagefactor \"Burn\", 0.0\n\tdamagefactor \"Fire\", 0.0\n\tdamagefactor \"Flames\", 0.0\n States\n {\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Playsound(\"BurnZom\")\n\t\tZMAB A 1 A_Look\n\t\tLoop\n\n\t\tSee:\n\t\tSMBM A 5 A_Chase\n\t\tTNT1 A 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tSMBM A 5 A_Chase\n\t\tTNT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tSMBM B 5 A_Chase\n\t\tTNT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tSMBM B 5 A_Chase\n\t\tTNT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 10, \"GotoDeath\")\n\t\tLoop\n\n\t\tGotoDeath:\n\t\tTNT1 A 0\n\t\tGoto Death\n\n\t\tDeath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_Scream\n\t\tBRZ3 HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 3 A_CustomMissile(\"BurnParticles\", 5, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_SpawnItem(\"100SmallFireFocusSpawnerz\")\n\t\tBRZ3 HHHHHHHHHHHHHHHHHHHHHHHH 10 A_CustomMissile(\"PlasmaSmoke\", 15, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tBRZ3 H -1\n\t\tStop\n\n\t\tCrush:\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tCRS2 A 5\n\t\tCRS2 A -1\n\t\tStop\n\n\t\tDeath.Stomp:\n\t\tDeath.SSG:\n\t\tXDeath:\n\t\tTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AAAAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath2\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 A 0 A_SpawnItem (\"CrushedRemains\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"HealthCrueltyBonus2\",0,0,15,frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 A 1 A_XScream\n\t\tTNT1 A 1 A_NoBlocking\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nACTOR BurningZombie\n{\n Radius 12\n Height 56\n Speed 5\n Scale 0.85\n\tHealth 100\n\tGibHealth 25\n\tdamagefactor \"Burn\", 0.0\n\tdamagefactor \"Fire\", 0.0\n\tdamagefactor \"Flames\", 0.0\n\tdamagefactor \"Flame\", 0.0\n\tdamagefactor \"Head\", 0.0\n\tdamagefactor \"ExplosiveImpact\", 10.0\n\tMONSTER\n\t-COUNTKILL\n\t+NOICEDEATH\n\t+FRIENDLY\n +FLOORCLIP\n\t+SHOOTABLE\n\t+NOBLOCKMONST\n\t+DONTSPLASH\n\t+NOTARGET\n\tGravity 0.7\n\tbloodtype \"DeadBlood\"\n Obituary \"%o was near someone in flames.\"\n\tMaxDropOffHeight 6000\n\tMass 999999\n States\n {\n\t\tSpawn:\n\t\tBDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_PlaySound(\"BURNZOM\")\n\t\tGoto Suffer\n\n\t\tSuffer:\n\t\tBDT1 AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tBDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tBDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 CCC 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tBDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 DDD 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tBDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_GiveInventory(\"PoorGuyBurningLife\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PoorGuyBurningLife\", 5, \"Death\")\n\t\t//TNT1 A 0 A_JumpIf(momz < 5, \"Falling\")\n\t\tLoop\n\n\t\tFalling:\n\t\tBDT2 AA 1 Bright\n\t\tBDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT2 BB 1 Bright\n\t\tBDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT2 CC 1 Bright\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"fallDeath\")\n\t\tBDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT2 DD 1 Bright\n\t\tBDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"fallDeath\")\n\t\tLoop\n\n\t\tDeath.ExplosiveImpact:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0,60,0,1)\n\t\tTNT1 A 0\n\t\tGoto Looping\n\n\t\tLooping:\n\t\tBDT3 AAAA 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n\t\tBDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT3 BBBB 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n\t\tBDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT3 CCCC 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n\t\tBDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT3 DDDD 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n\t\tBDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tLoop\n\n\t\tFallDeath:\n\t\tTNT1 AAAAAAAAAA 0 A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (20, 150))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"ExplosionParticleHeavy\", 10, 0, random (0, 360), 2, random (20, 150))\n\t\tTNT1 AAAA 0 A_CustomMissile(\"XDeath1\", 10, 0, random (0, 360), 2, random (20, 150))\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"HealthCrueltyBonus2\",0,0,28,frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 A 0 A_Explode(100, 128)\n\t\tGoto Death\n\n\t\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Fall\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_Jump(128, \"Death2\")\n\t\tBDT1 EEFFGGHHiijjkkLLmm 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tNJEX AAAAAAAAAAAAAAAAAA 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_SpawnItem(\"100SmallFireFocusSpawnerz\")\n\t\tNJEX AAAAAAAAAAAAAAAAAA 10 Bright A_CustomMissile(\"PlasmaSmoke\", 15, 0, random (0, 360), 2, random (50, 130))\n\t\tNJEX A -1\n\t\tStop\n\n\t\tDeath2:\n\t\tBDT1 EEFFGGHHiijjkkLLmm 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tNJEX BBBBBBBBBBBBBBBBBB 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_SpawnItem(\"100SmallFireFocusSpawnerz\")\n\t\tNJEX BBBBBBBBBBBBBBBBBB 10 Bright A_CustomMissile(\"PlasmaSmoke\", 15, 0, random (0, 360), 2, random (50, 130))\n\t\tNJEX B -1\n\t\tStop\n\n\t\tXDEATH:\n\t\tDEATH.SSG:\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath\")\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"MuchMeatDeath\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"BurningFlyingMeatPiece\", 64, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItemEx(\"HealthCrueltyBonus2\",0,0,28,frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tStop\n }\n}\n\nACTOR BurningCacodemon\n{\n Radius 12\n Height 56\n Speed 3\n Scale 0.85\n\tHealth 100\n\tGibHealth 25\n\t+NOICEDEATH\n\tdamagefactor \"Burn\", 0.5\n\tdamagefactor \"Fire\", 0.5\n\tdamagefactor \"Flames\", 0.5\n\tdamagefactor \"Flame\", 0.5\n\tdamagefactor \"ExplosiveImpact\", 10.0\n\tbloodtype \"Blue_Blood\"\n\tbloodcolor DarkBlue\n\tMONSTER\n\t-COUNTKILL\n\t+FLOAT\n\t+NOGRAVITY\n\t+FRIENDLY\n +FLOORCLIP\n\t+SHOOTABLE\n\t+NOBLOCKMONST\n\t+DONTSPLASH\n\tGravity 1.0\n\tbloodtype \"DeadBlood\"\n Obituary \"%o was near someone in flames.\"\n\tMass 100\n States\n {\n Spawn:\n TNT1 A 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHEAD NN 1 Bright A_Chase(\"\", \"\")\n\t\tGoto Suffer\n\n\tSuffer:\n HEAD EE 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"FireballExplosionFlamesBig\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHEAD EE 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHEAD B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_JumpIfInventory(\"PoorGuyBurningLife\", 7, \"Death\")\n\t\tTNT1 A 0 A_GiveInventory(\"PoorGuyBurningLife\", 1)\n\t\tLoop\n\n Death:\n\t TNT1 A 0 A_Fall\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tHEAD P 1 A_SpawnItem(\"100SmallFireFocusSpawnerz\")\n\t\tTNT1 A 0 A_Playsound(\"props/redfire\")\n\t\tHEAD PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 12 A_CustomMissile(\"FireballExplosionFlamesBig\", 15, 0, random (0, 360), 2, random (50, 130))\n\t\tHEAD P 1 A_SpawnItem(\"100SmallFireFocusSpawnerz\")\n\t\tHEAD PPPPPPPPPPPPPPPPPPPPPPPP 6 A_CustomMissile(\"PlasmaSmoke\", 15, 0, random (0, 360), 2, random (50, 130))\n\t\tHEAD P -1\n Stop\n }\n}\n\nACTOR BurningZombieMan\n{\n Radius 8\n Height 48\n Speed 3\n\tHealth 30\n\tGibHealth 25\n\tdamagefactor \"Burn\", 0.0\n\tdamagefactor \"Fire\", 0.0\n\tdamagefactor \"Flames\", 0.0\n\tdamagefactor \"Flame\", 0.0\n\tdamagefactor \"Head\", 0.0\n\tdamagefactor \"Ice\", 0.0\n\tdamagefactor \"ExplosiveImpact\", 10.0\n\tMONSTER\n\t-COUNTKILL\n\t+FRIENDLY\n +FLOORCLIP\n\t+SHOOTABLE\n\t+NOBLOCKMONST\n\t+NOTARGET\n\tGravity 0.7\n\tbloodtype \"DeadBlood\"\n Obituary \"%o was near someone in flames.\"\n\tMaxDropOffHeight 6000\n\tMass 999999\n States\n {\n Spawn:\n BRZ1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_PlaySound(\"BURNZOM\")\n\t\tGoto Suffer\n\n\tSuffer:\n BRZ3 AAA 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BRZ3 BBB 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBRZ3 CCC 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BRZ3 BBB 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_GiveInventory(\"PoorGuyBurningLife\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tTNT1 A 0 A_JumpIfInventory(\"PoorGuyBurningLife\", 4, \"Death\")\n\t\tLoop\n\n\tDeath.ExplosiveImpact:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0,60,0,1)\n\t\tTNT1 A 0\n\t\tGoto Looping\n\n\tLooping:\n\t BDT3 AAAA 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n BDT3 BBBB 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT3 CCCC 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n\t\tBDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n BDT3 DDDD 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tLoop\n\n\tFallDeath:\n\t TNT1 AAAAAAAAAA 0 A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (20, 150))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"ExplosionParticleHeavy\", 10, 0, random (0, 360), 2, random (20, 150))\n\t TNT1 AAAA 0 A_CustomMissile(\"XDeath1\", 10, 0, random (0, 360), 2, random (20, 150))\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"HealthCrueltyBonus2\",0,0,24,frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 A 0 A_Explode(100, 128)\n\t\tGoto Death\n\n Death:\n\t TNT1 A 0 A_Fall\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n\t\tTNT1 A 0 A_Jump(256, \"Death1\", \"Death2\", \"Death3\")\n\t\tGoto Death1\n\n\tDeath1:\n\t TNT1 A 0 A_PlaySound(\"BURNZOM\")\n\t\tBRZ3 DD 3 A_CustomMissile(\"BurnParticles\", 30, 0, random (0, 360), 2, random (50, 130))\n\t\tBRZ3 EE 3 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n BRZ3 HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 3 A_CustomMissile(\"BurnParticles\", 5, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_SpawnItem(\"100SmallFireFocusSpawnerz\")\n\t\tBRZ3 HHHHHHHHHHHHHHHHHHHHHHHH 10 A_CustomMissile(\"PlasmaSmoke\", 15, 0, random (0, 360), 2, random (50, 130))\n\t\tBRZ3 H -1\n Stop\n\n\tDeath2:\n\t TNT1 A 0 A_PlaySound(\"BURNZOM\")\n\t\tBRZ3 DD 3 A_CustomMissile(\"BurnParticles\", 30, 0, random (0, 360), 2, random (50, 130))\n\t\tBRZ3 EE 3 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n BRZ3 IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 3 A_CustomMissile(\"BurnParticles\", 5, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_SpawnItem(\"100SmallFireFocusSpawnerz\")\n\t\tBRZ3 IIIIIIIIIIIIIIIII 10 A_CustomMissile(\"PlasmaSmoke\", 15, 0, random (0, 360), 2, random (50, 130))\n\t\tBRZ3 I -1\n Stop\n\n\tDeath3:\n\t TNT1 A 0 A_PlaySound(\"BURNZOM\")\n\t\tBRZ3 DD 3 A_CustomMissile(\"BurnParticles\", 30, 0, random (0, 360), 2, random (50, 130))\n\t\tBRZ3 EE 3 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_SpawnItem(\"DyingZombiemanInFlames\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n Stop\n\n\tXDEATH:\n\tDEATH.SSG:\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath\")\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"MuchMeatDeath\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"BurningFlyingMeatPiece\", 64, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItemEx(\"HealthCrueltyBonus2\",0,0,24,frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tStop\n }\n}\n\nACTOR BurningShotgunguy: BurningZombieMan\n{\n States\n {\n\tSpawn:\n BRZ1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_PlaySound(\"BURNZOM\")\n\t\tGoto Suffer\n\n\tSuffer:\n BRZ3 AAA 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BRZ3 BBB 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBRZ3 CCC 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BRZ3 BBB 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_GiveInventory(\"PoorGuyBurningLife\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tTNT1 A 0 A_JumpIfInventory(\"PoorGuyBurningLife\", 4, \"Death\")\n\t\tLoop\n\n\tDeath:\n\t TNT1 A 0 A_Fall\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n\t\tTNT1 A 0 A_Jump(256, \"Death1\", \"Death2\", \"Death3\")\n\t\tGoto Death1\n\n\tDeath1:\n\t TNT1 A 0 A_PlaySound(\"BURNZOM\")\n\t\tBRZ3 DD 3 A_CustomMissile(\"BurnParticles\", 30, 0, random (0, 360), 2, random (50, 130))\n\t\tBRZ3 EE 3 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n BRZ3 HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 3 A_CustomMissile(\"BurnParticles\", 5, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_SpawnItem(\"100SmallFireFocusSpawnerz\")\n\t\tBRZ3 HHHHHHHHHHHHHHHHHHHHHHHH 10 A_CustomMissile(\"PlasmaSmoke\", 15, 0, random (0, 360), 2, random (50, 130))\n\t\tBRZ3 H -1\n Stop\n\n\tDeath2:\n\t TNT1 A 0 A_PlaySound(\"BURNZOM\")\n\t\tBRZ3 DD 3 A_CustomMissile(\"BurnParticles\", 30, 0, random (0, 360), 2, random (50, 130))\n\t\tBRZ3 EE 3 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n BRZ3 IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 3 A_CustomMissile(\"BurnParticles\", 5, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_SpawnItem(\"100SmallFireFocusSpawnerz\")\n\t\tBRZ3 IIIIIIIIIIIIIIIII 10 A_CustomMissile(\"PlasmaSmoke\", 15, 0, random (0, 360), 2, random (50, 130))\n\t\tBRZ3 I -1\n Stop\n\n\tDeath3:\n\t TNT1 A 0 A_PlaySound(\"BURNZOM\")\n\t\tBRZ3 DD 3 A_CustomMissile(\"BurnParticles\", 30, 0, random (0, 360), 2, random (50, 130))\n\t\tBRZ3 EE 3 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 FF 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Wander\n\t\tBRZ3 GG 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_SpawnItem(\"DyingSergeantNoLegInFlames\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n Stop\n }\n}\n\nACTOR BurningChaingunGuy: BurningZombieMan\n{\n States\n {\n\tSpawn:\n BRZ1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_PlaySound(\"BURNZOM\")\n\t\tGoto Suffer\n\n\tSuffer:\n CPBR AAA 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n CPBR BBB 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tCPBR CCC 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n CPBR BBB 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_GiveInventory(\"PoorGuyBurningLife\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tTNT1 A 0 A_JumpIfInventory(\"PoorGuyBurningLife\", 5, \"Death\")\n\t\tLoop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t BRZ3 HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 3 A_CustomMissile(\"BurnParticles\", 5, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_SpawnItem(\"100SmallFireFocusSpawnerz\")\n\t\tBRZ3 HHHHHHHHHHHHHHHHHHHHHHHH 10 A_CustomMissile(\"PlasmaSmoke\", 15, 0, random (0, 360), 2, random (50, 130))\n\t\tBRZ3 H -1\n Stop\n }\n}\n\nACTOR BurningImpRunning: BurningZombieMan\n{\n States\n {\n\tSpawn:\n TNT1 A 0 A_PlaySound(\"BURNZOM\")\n\t\tGoto Suffer\n\n\tSuffer:\n TRBR AAA 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_PlaySound(\"imp/pain\")\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TRBR BBB 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTRBR CCC 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TRBR DDD 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_GiveInventory(\"PoorGuyBurningLife\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tTNT1 A 0 A_JumpIfInventory(\"PoorGuyBurningLife\", 4, \"Death\")\n\t\tLoop\n\tDeath:\n\tDeath.ExplosiveImpact:\n\t TNT1 A 0 A_Fall\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n TNT1 A 0 A_SpawnItem(\"BurningImp\")\n\t\tStop\n }\n}\n\nACTOR BurningDemon: BurningZombieMan\n{\n States\n {\n\tSpawn:\n TNT1 A 0 A_PlaySound(\"BURNZOM\")\n\t\tGoto Suffer\n\n\tSuffer:\n SBRG AAA 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_playsound (\"demon/pain\")\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SBRG BBB 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSBRG CCC 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SBRG DDD 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_GiveInventory(\"PoorGuyBurningLife\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tTNT1 A 0 A_JumpIfInventory(\"PoorGuyBurningLife\", 7, \"Death\")\n\t\tLoop\n\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem (\"BurnedDemon\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tStop\n\n\tXDeath:\n\tDeath.SSG:\n\tDeath.Explosive:\n\tDeath.ExplosiveImpact:\n\t\tTNT1 A 0 A_NOBlocking\n\t\tTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedDemonArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedDemonLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"MuchMeatDeath\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"BurningFlyingMeatPiece\", 64, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItemEx(\"HealthCrueltyBonus2\",0,0,24,frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tStop\n }\n}\n\nACTOR BurningZombieManSimple: BurningZombieMan\n{\n Speed 1\n\tStates\n {\n Spawn:\n BRZ5 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_PlaySound(\"BURNZOM\")\n\t\tGoto Suffer\n\n\tSuffer:\n BRZ5 AAA 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BRZ5 BBB 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBRZ5 CCC 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BRZ5 DDD 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\t BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BRZ5 EEE 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\t BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BRZ5 FFF 1 BRIGHT A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_GiveInventory(\"PoorGuyBurningLife\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tTNT1 A 0 A_JumpIfInventory(\"PoorGuyBurningLife\", 4, \"Death\")\n\t\tLoop\n\t}\n}\n\nACTOR XDeathBurnedLeg\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CARB E 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CARB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 14 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n CARB E -1\n Stop\n }\n}\n\nACTOR XDeathBurnedImpLeg\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CARB F 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CARB FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 14 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n CARB F -1\n Stop\n }\n}\n\nACTOR XDeathBurnedSkull\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n BURN B 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n BURN B 1\n BURN B -1\n Stop\n }\n}\n\nACTOR XDeathBurnedArm\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CARB D 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CARB DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 14 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n CARB D -1\n Stop\n }\n}\n\nACTOR XDeathBurnedImpArm\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CARB G 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CARB GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 14 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n CARB G -1\n Stop\n }\n}\n\nACTOR XDeathBurnedDemonArm\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CARB H 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CARB HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 14 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n CARB H -1\n Stop\n }\n}\n\nACTOR XDeathBurnedDemonLeg\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CARB I 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CARB IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 14 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n CARB I -1\n Stop\n }\n}\n\nACTOR XDeathBurnedMeat\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CARB A 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CARB AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 14 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n CARB A -1\n Stop\n }\n}\n\nACTOR XDeathBurnedMeat2\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CARB B 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CARB BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 14 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n CARB B -1\n Stop\n }\n}\n\nACTOR XDeathBurnedMeat3\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CARB C 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CARB CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 14 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n CARB C -1\n Stop\n }\n}\n\nACTOR XDeathBurnedBlueMeat1\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CACB P 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CACB PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 15 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n BURN D -1\n Stop\n }\n}\n\nACTOR XDeathBurnedBlueMeat2\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CACB Q 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CACB QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ 15 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n BURN D -1\n Stop\n }\n}\n\nACTOR Ashes1: XDeath1\n{\n Speed 5\n\tGravity 0.2\n DeathSound \"none\"\n\tSeeSound \"none\"\n\t+DOOMBOUNCE\n\t+DONTSPLASH\n\tBounceFactor 0.01\n\tDecal none\n Scale 1.0\n States\n {\n Spawn:\n\t ASHZ ABCB 3\n Loop\n Death:\n ASHZ B 400\n Stop\n Splash:\n TNT1 A 0\n\t\tTNT1 A 0\n Stop\n }\n}\n\nACTOR Ashes2: XDeath1\n{\n Speed 5\n\tGravity 0.2\n\t+DONTSPLASH\n DeathSound \"none\"\n\tSeeSound \"none\"\n\tDecal none\n Scale 1.0\n States\n {\n Spawn:\n\t ASHY ABCB 3\n Loop\n Death:\n ASHY B 400\n Stop\n Splash:\n TNT1 A 0\n\t\tTNT1 A 0\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Cacodemo.txt",
"contents": "ACTOR Cacodemon_ : Cacodemon Replaces Cacodemon\n{\n\tGame Doom\n\tbloodtype \"Blue_Blood\", \"BlueSawBlood\", \"BlueSawBlood\"\n\tbloodcolor \"Blue\"\n\tSpawnID 19\n GibHealth 25\n\tRadius 28\n\tHeight 56\n\tMass 400\n\tSpeed 10\n\tHealth 400\n\tPainChance 128\n\n\tDamagefactor \"Avoid\", 1.0\tDamagefactor \"BHFTOnBarrel\", 0.0\tDamagefactor \"Blood\", 0.0\n\tDamagefactor \"CancelTeleportFog\", 0.0\tDamagefactor \"CauseWaterSplash\", 0.0\tDamagefactor \"Crush\", 10.0\n\tDamagefactor \"GibRemoving\", 0.0\tDamagefactor \"Glass\", 0.0\tDamagefactor \"HangingHook\", 0.0\n\tDamagefactor \"Head\", 1.5\tDamagefactor \"PussyGrab\", 0.0\tDamagefactor \"Repair\", 0.0\n\tDamagefactor \"RevenantHitStomach\", 0.0\tDamagefactor \"SpawnMarine\", 0.0\tDamagefactor \"Stealth\", 0.0\n\tDamagefactor \"TeleportRemover\", 0.0\tDamagefactor \"Use\", 0.0\tDamagefactor \"Burn\", 0.5\n\tDamagefactor \"Fire\", 0.5\tDamagefactor \"Flames\", 0.5\tDamagefactor \"GreenFire\", 0.5\n\tDamagefactor \"HumanBBQ\", 0.5\tDamagefactor \"ExtremePunches\", 2.0\tDamagefactor \"Fatality\", 5.0\n\n\tPainChance \"Avoid\", 128\tPainChance \"Head\", 255\n\tPainChance \"Taunt\", 255\n\tPainChance \"Burn\", 16\tPainChance \"Fire\", 16\tPainChance \"Flames\", 16\n\tPainChance \"GreenFire\", 16\tPainChance \"HumanBBQ\", 16\n\n\tMonster\n\tScale 0.9\n\t+FLOAT +NOGRAVITY +FORCEXYBILLBOARD\n\tSeeSound \"caco/sight\"\n\tPainSound \"caco/pain\"\n\tDeathSound \"caco/death\"\n\tActiveSound \"caco/active\"\n\tObituary \"$OB_CACO\"\n\tHitObituary \"$OB_CACOHIT\"\n\tDropItem \"HealthPlusNoCount\" 16\n\tDeathHeight 4\n\tBurnHeight 0\n\tTag \"Cacodemon\"\n\tStates\n\t{\n\n\tPain.Avoid:\n\t TNT1 A 0\n\t TNT1 A 0 A_Jump(255, \"AvoidLeft\", \"AvoidRight\")\n\t Goto AvoidLeft\n\n\t AvoidLeft:\n\t HEAD A 1 A_FaceTarget\n\t TNT1 A 0 ThrustThing(angle*256/360+192, 15, 0, 0)\n HEAD A 15 A_FaceTarget\n Goto Missile\n\tAvoidRight:\n\t HEAD A 1 A_FaceTarget\n\t TNT1 A 0 ThrustThing(angle*256/360+64, 15, 0, 0)\n HEAD A 15 A_FaceTarget\n Goto Missile\n\n\tReplaceVanilla:\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"VanillaCacoDemon\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tStop\n Spawn:\n\t\tHEAD A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCHeckClassicMonsters\", 0, 0, 0, 0)//Check if Vanilla Mode is activated\n\t\tHEAD A 1 A_Look\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"FatalityMarine\")\n\t\tGoto Stand\n\n\tStand:\n\t\tHEAD A 10 A_Look\n\t\tLoop\n\n\tSearchPlayer:\n\t TNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_TakeInventory(\"EnemyMemory\", 40)\n\t\tHEAD A 10 A_Look\n\t\tTNT1 A 0 A_SetAngle(angle - 30)\n\t\tHEAD A 10 A_Look\n\t\tTNT1 A 0 A_SetAngle(angle + 30)\n\t\tHEAD A 10 A_Look\n\t\tTNT1 A 0 A_SetAngle(angle + 30)\n\t\tHEAD A 10 A_Look\n\t\tTNT1 A 0 A_SetAngle(angle - 30)\n\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\n\t\tTNT1 A 0 A_Jump(128, \"SearchPlayer\")\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tGoto SearchPlayer\n\n\tSee:\n\t\tTNT1 A 0 A_CheckSight(\"See2\")\n\t\tHEAD A 2 A_Chase\n\t\tHEAD AA 2 A_Chase (\"\",\"\")\n\t\tTNT1 A 0 A_JumpIfCloser(99, \"Melee\")\n\t\tTNT1 A 0 A_TakeInventory(\"EnemyMemory\", 1)\n\t\tLoop\n\n\tSee2:\n\t\tHEAD AAAAAA 2 A_Chase\n\t\tTNT1 A 0 A_JumpIfInventory(\"EnemyMemory\", 25, \"SearchPlayer\")\n\t\tTNT1 A 0 A_GiveInventory(\"EnemyMemory\", 1)\n\t\tHEAD AAAAAA 2 A_Chase\n\t\tTNT1 A 0 A_JumpIfInventory(\"EnemyMemory\", 25, \"SearchPlayer\")\n\t\tTNT1 A 0 A_GiveInventory(\"EnemyMemory\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsInvisible\", 1, \"SearchPlayer\")\n\t\tGoto See\n\n\tMissile:\n\t\tTNT1 A 0\n\t TNT1 A 0 A_TakeInventory(\"EnemyMemory\", 30)\n\t TNT1 A 0 A_JumpIfCloser(140, \"Melee\")\n TNT1 A 0 A_Jump (198, 3)\n Goto Pain.Avoid\n TNT1 AAA 0\n\t\tTNT1 A 0 A_Stop\n\t\tHEAD B 4 A_FaceTarget\n\t\tHEAD C 4 A_FaceTarget\n\t\tHEAD D 4 BRIGHT A_CustomMissile(\"CacodemonBall\", 34, 0, 0, 0)\n\t\tGoto See\n\n\tMelee:\n\t\tHEAD B 4 A_Facetarget\n\t\tHEAD C 4 A_Recoil(-5)\n\t\tTNT1 A 0 A_CustomMissile(\"CacodemonBite\", 34, 0, 0, 0)\n\t\t//TNT1 A 0 A_JumpIfInventory(\"Fatality_Marine\", 1, \"FatalityMarine\")\n\t\tHEAD D 4\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"FatalityMarine\")\n\tGoto See\n\n\tPain.Kick:\n\tPain.HeavyImpact:\n TNT1 A 0 A_FaceTarget\n\t\tHEAD E 6 A_Recoil(5)\n\t\tHEAD E 6 A_Pain\n\t\tHEAD F 10\n\t\tGoto See\n\n\tPain:\n\t\tHEAD E 3\n\t\tHEAD E 3 A_Pain\n TNT1 A 0 A_Jump (128, 3)\n Goto Pain.Avoid\n TNT1 AAA 0\n\t\tHEAD F 6\n Goto See\n\n\tPain.Cut:\n\tPain.Saw:\n\t\tTNT1 A 0 A_Stop\n\t\tHEAD EF 6\n Goto See\n\n Death.Shotgun:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfCloser(500, \"Death.Brutal\")\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath:\n\t\tHEAD G 3 A_Scream\n\t\tHEAD H 3 A_NoBlocking\n\t\t//TNT1 A 0 A_CustomMissile(\"CacodemonEyeBall\", 50, 0, 0)\n TNT1 AAAA 0 A_CustomMissile (\"Blue_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n HEAD IJK 4\n\t\tTNT1 A 0 A_SpawnItem (\"BlueGrowingBloodPool\", 1)\n TNT1 A 0 A_SpawnItem (\"DeadCacoDemon1\", 1)\n\t\tTNT1 A -1\n Stop\n\n\tDeathlulz:\n\t\tH3D2 A 6 A_Scream\n\t\tH3D2 B 6 A_NoBlocking\n\t\tH3D2 CD 6\n TNT1 AAAA 0 A_CustomMissile (\"Blue_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n H3D2 E 6\n\t\tTNT1 A 0 A_SpawnItem (\"BlueGrowingBloodPool\", 1)\n TNT1 A 0 A_SpawnItem (\"DeadCacoDemon1\", 1)\n\t\tTNT1 A -1\n Stop\n\n\t Death.Fatality:\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_JumpIfIntargetInventory(\"FistsSelected\", 1, 1)\n\t\tGoto Death.SSG\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"HealthCrueltyBonus2\", 0, 0, 28, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArmorCrueltyBonus2\", 0, 0, 28, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n TNT1 A 0 A_Jump(128,5)\n TNT1 A 0 A_GiveToTarget(\"CacoDemonFatality\", 1)\n Stop\n TNT1 AAAAAAA 0\n TNT1 A 0 A_GiveToTarget(\"CacoDemonFatality2\", 1)\n TNT1 A 1\n TNT1 A 0\n\t\tStop\n\n\tDeath.saw:\n TNT1 A 0 A_SetFloorClip\n TNT1 A 0 A_SetFloorClip\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 O 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"Muchblood2Blue\", 0, 40)\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2Blue\", 25, 0, random (0, 360), 2, random (30, 150))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3Blue\", 25, 0, random (0, 360), 2, random (30, 150))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath4Blue\", 25, 0, random (0, 360), 2, random (30, 150))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Blue_FlyingBlood\", 47, 0, random (0, 360), 2, random (30, 150))\n\t\tTNT1 A 0 A_CustomMissile (\"CacoXDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"CacoXDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"CacoXDeath6\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"CacoXDeath7\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tHEDC AB 9\n\t\tTNT1 A 0 A_SpawnItem (\"BlueGrowingBloodPool\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"SawedCacodemon\", 1)\n\t\tTNT1 C -1\n Stop\n\n\tDeath.cut:\n\tDeath.ExplosiveImpact:\n TNT1 A 0 A_SetFloorClip\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 O 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"Muchblood2Blue\", 0, 40)\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2Blue\", 25, 0, random (0, 360), 2, random (30, 150))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3Blue\", 25, 0, random (0, 360), 2, random (30, 150))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath4Blue\", 25, 0, random (0, 360), 2, random (30, 150))\n\t\tTNT1 A 0 A_CustomMissile (\"RipCaco\", 0, 0, random (0, 360), 2, random (0, 160))\n CCD3 A 6\n\t\tTNT1 A 0 A_SpawnItem (\"BlueGrowingBloodPool\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"DeadHalfCacoDemon\", 1)\n\t\tTNT1 A -1\n Stop\n\tDeath.Minigun:\n\t\tTNT1 O 0 A_Jump(64, 2)\n\t\tGoto Death.Brutal\n TNT1 A 0 A_SetFloorClip\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 O 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"Muchblood2Blue\", 0, 40)\n\t\tTNT1 A 0 A_CustomMissile (\"RipCaco\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2Blue\", 25, 0, random (0, 360), 2, random (30, 150))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3Blue\", 25, 0, random (0, 360), 2, random (30, 150))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath4Blue\", 25, 0, random (0, 360), 2, random (30, 150))\n CCD3 A 6\n\t\tTNT1 A 0 A_SpawnItem (\"BlueGrowingBloodPool\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"DeadHalfCacoDemon\", 1)\n\t\tTNT1 A -1\n Stop\n\n\tDeath.Brutal:\n\tDeath.Blast:\n\tDeath.Railgun:\n\tTNT1 A 0 A_SetFloorClip\n TNT1 A 0 A_SetFloorClip\n\tTNT1 A 0 A_Scream\n\tTNT1 O 0 A_NoBlocking\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"Muchblood2Blue\", 0, 40)\n\tTNT1 A 0 A_CustomMissile (\"XDeath2bBlue\", 25, 0, random (0, 360), 2, random (30, 150))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3bBlue\", 25, 0, random (0, 360), 2, random (30, 150))\n\tTNT1 A 0 A_CustomMissile (\"XDeath2Blue\", 25, 0, random (160, 210), 2, random (30, 60))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3Blue\", 25, 0, random (160, 210), 2, random (30, 60))\n\tTNT1 A 0 A_CustomMissile (\"CacoXDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"CacoXDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"CacoXDeath6\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAA 0 A_CustomMissile (\"CacoXDeath7\", 50, 0, random (0, 360), 2, random (0, 160))\n\tCCD1 A 0\n\tTNT1 A 0 A_SpawnItem(\"BrutalizedCacodemon1\")\n\tTNT1 A 1\n\tTNT1 A -1\n\tStop\n\n\tDeath.SuperPlasma:\n Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Stop\n\t\tCACB AA 0 A_CustomMissile (\"XDeathBurnedBlueMeat1\", 0, 0, random (0, 360), 2, random (0, 160))\n CACB AA 0 A_CustomMissile (\"XDeathBurnedBlueMeat2\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tCACB B 3 A_CustomMissile (\"BurnParticles\", 16, 0, random (0, 180), 2, random (0, 180))\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"FallAndBurn\")\n\t\tCACB B 3 A_CustomMissile (\"BurnParticles\", 16, 0, random (0, 180), 2, random (0, 180))\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"FallAndBurn\")\n\t\tCACB B 3 A_CustomMissile (\"BurnParticles\", 16, 0, random (0, 180), 2, random (0, 180))\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"FallAndBurn\")\n\t\tCACB B 3 A_CustomMissile (\"BurnParticles\", 16, 0, random (0, 180), 2, random (0, 180))\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"FallAndBurn\")\n\t\tCACB B 3 A_CustomMissile (\"BurnParticles\", 16, 0, random (0, 180), 2, random (0, 180))\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"FallAndBurn\")\n\t\tCACB B 3 A_CustomMissile (\"BurnParticles\", 16, 0, random (0, 180), 2, random (0, 180))\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"FallAndBurn\")\n\t\tCACB B 3 A_CustomMissile (\"BurnParticles\", 16, 0, random (0, 180), 2, random (0, 180))\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"FallAndBurn\")\n\t\tCACB B 3 A_CustomMissile (\"BurnParticles\", 16, 0, random (0, 180), 2, random (0, 180))\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"FallAndBurn\")\n\n\tFallAndBurn:\n\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectFloorCraterSmall\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItem(\"BarrelExplosionSmokeColumn\")\n\t\tTNT1 AA 0 A_SpawnItemEx(\"TinyBurningPiece\", random (-15, 15), random (-15, 15))\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"TinyBurningPiece2\", random (-35, 35), random (-35, 35))\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-45, 45), random (-45, 35))\n CACB B 8 A_CustomMissile (\"BurnParticles\", 16, 0, random (0, 180), 2, random (0, 180))\n CACB B -1\n Stop\n\n Death.fire:\n TNT1 A 0\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Playsound(\"props/redfire\")\n TNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 24, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_SpawnItem(\"BurningCacoDemon\")\n Stop\n\n\tDeath.Explosives:\n\tXDeath:\n\tDeath.Desintegrate:\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_CustomMissile (\"CacoXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n Stop\n\n\tDeath.SSG:\n\tDeath.ExtremePunches:\n\tTNT1 A 0\n\tCCD3 A 1 A_Pain\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_Scream\n\tTNT1 AAAAAA 0 A_CustomMissile (\"BlueBloodMistBig\", 50, 0, random (0, 360), 2, random (0, 50))\n\tTNT1 AAAAAA 0 A_CustomMissile (\"BlueBloodMistBig\", 50, 0, random (160, 200), 2, random (20, 40))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath2Blue\", 25, 0, random (140, 230), 2, random (30, 60))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath3Blue\", 25, 0, random (140, 230), 2, random (30, 60))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath4Blue\", 25, 0, random (140, 230), 2, random (30, 60))\n\n\tTNT1 A 0 A_CustomMissile (\"CacoXDeath2\", 50, 0, random (160, 200), 2, random (20, 40))\n\tTNT1 A 0 A_CustomMissile (\"CacoXDeath1\", 50, 0, random (160, 200), 2, random (20, 40))\n\tTNT1 A 0 A_CustomMissile (\"CacoXDeath3\", 50, 0, random (160, 200), 2, random (20, 40))\n\tTNT1 A 0 A_CustomMissile (\"CacoXDeath4\", 50, 0, random (160, 200), 2, random (20, 40))\n\tTNT1 AA 0 A_CustomMissile (\"CacoXDeath5\", 50, 0, random (160, 200), 2, random (20, 40))\n\tTNT1 AAAA 0 A_CustomMissile (\"CacoXDeath6\", 50, 0, random (160, 200), 2, random (20, 40))\n\tTNT1 AAAAAA 0 A_CustomMissile (\"CacoXDeath7\", 50, 0, random (160, 200), 2, random (20, 40))\n\tCCD3 A 1 A_NoBlocking\n\tTNT1 A 0 A_SpawnItem (\"BlueGrowingBloodPool\", 1)\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 A_SpawnItem(\"DeadHalfCacoDemon\")\n\tTNT1 A -1\n\tStop\n\n\t Raise:\n HEAD L 8 A_UnSetFloorClip\n HEAD KJIHG 8\n Goto See\n\n\tCrush:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAA 0 A_SpawnItem(\"BodyRemovalThing\")\n\t\tTNT1 A 1 A_XScream\n\t\tStop\n\n Pain.KillMe:\n Pain.Taunt:\n\t\tTNT1 A 0 HealThing(1)\n Goto Missile\n Death.KillMe:\n Death.Taunt:\n\t TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"CacoDemon\")\n Stop\n\nFatalityMarine:\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\tCFPF A 8\n\tTNT1 A 0 A_PlaySound(\"DSFDTHE\")\n\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"BrainBlood\", 25, 0, random (0, 360), 2, random (0, 160))\n\n\tCFPF B 8\n\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"BrainBlood\", 25, 0, random (0, 360), 2, random (0, 160))\n\tCFPF C 8\n\n\tCFPF B 8\n\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"BrainBlood\", 25, 0, random (0, 360), 2, random (0, 160))\n\tCFPF C 9\n\n\tCFPF B 8\n\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"BrainBlood\", 25, 0, random (0, 360), 2, random (0, 160))\n\tCFPF C 8\n\n\tTNT1 A 0 A_TakeInventory(\"Curbstomp_Marine\",1)\n\tTNT1 A 0 A_SpawnItem(\"RipGuts\", 0, 40)\n\tTNT1 A 0 A_SpawnItem (\"PlayerJustGotCutInHalf\", 1)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\tGoto See\n\nDeath.Ice:\n\tDeath.Freeze:\n\tDeath.Frost:\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_SpawnItem(\"FrozenCacodemon\")\n\tStop\n\nDeath.Massacre:\n\tGoto Death\n\n\t}\n}\n\n//===========================================================================\n//\n// Cacodemon plasma ball\n//\n//===========================================================================\nACTOR CacodemonBall_ Replaces CacodemonBall\n{\n\tGame Doom\n\tSpawnID 126\n\tRadius 6\n\tHeight 6\n\tSpeed 14\n\tFastSpeed 18\n\tDamage (random(30,30))\n\tProjectile\n\t+RANDOMIZE\n\t+THRUGHOST\n\t+FORCEXYBILLBOARD\n\tRenderStyle Add\n\tAlpha 0.95\n damagetype Plasma\n\tSeeSound \"caco/attack\"\n\tDeathSound \"caco/shotx\"\n\tDecal \"Scorch\"\n\tScale 0.3\n\tStates\n\t{\n\tSpawn:\n\t\tPBAL DE 2 BRIGHT\n\t\tLoop\n\tDeath:\n TNT1 A 0 A_CustomMissile (\"ShoqueAzul\", 3, 0, random (0, 360), 2, random (0, 360))\n\t\tEXPL A 0 A_CustomMissile (\"FireBallExplosionFlames\", 1, 0, random (0, 360), 2, random (0, 360))\n\t\tEXPL A 0 A_CustomMissile (\"BluePlasmaFire\", 1, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_CustomMissile (\"BDExplosionparticlesSmall\", 10, 0, random (0, 180), 2, random (40, 90))\n\t\tTNT1 AAA 1 A_SpawnItem(\"RedFlare\")\n\t\tStop\n\t}\n}\n\nACTOR Shoque\n{\n\tGame Doom\n\tRadius 1\n\tHeight 1\n\tSpeed 2\n\tDamage 0\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n +CLIENTSIDEONLY\n\tRenderStyle Add\n Scale 0.7\n\tGravity 0\n\tAlpha 0.5\n\tStates\n\t{\n Spawn:\n TNT1 A 1\n SHOQ ABCDEFG 1 BRIGHT\n Stop\n\t}\n}\n\nACTOR ShoqueAzul\n{\n\tGame Doom\n\tRadius 1\n\tHeight 1\n\tSpeed 3\n\tDamage 0\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n +CLIENTSIDEONLY\n\tRenderStyle Add\n Scale 1.0\n\tGravity 0\n\tStates\n\t{\n Spawn:\n TNT1 A 1\n SH1K ABCDEFG 2 BRIGHT\n Stop\n\t}\n}\n\nACTOR CacoXdeath1\n{\ntranslation \"168:191=192:207\"\n Radius 8\n Height 8\n Speed 9\n Scale 1.1\n\tMass 1\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n +RIPPER\n +BLOODLESSIMPACT\nDecal BlueBloodSplat\ndamagetype Blood\n SeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath1\"\n\tDecal BlueBloodSplat\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n CCP1 A 8 A_CustomMissile(\"Blue_BloodTrails\",0,0,180,2)\n Loop\n Death:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_QueueCorpse\n TNT1 AAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 6, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_SpawnItem(\"Blue_BloodSpot\",0,0,0,1)\n CCP1 B 2002\n Stop\n Splash:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR CacoXdeath1b: CacoXdeath1 { Speed 6}\n\nACTOR CacoXdeath2: CacoXDeath1\n{\n SeeSound \"misc/xdeath3\"\n DeathSound \"misc/xdeath1\"\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n CCP1 A 8 A_CustomMissile(\"Blue_BloodTrails\",0,0,180,2)\n Loop\n Death:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_QueueCorpse\n TNT1 AAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 6, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_SpawnItem(\"Blue_BloodSpot\",0,0,0,1)\n CCP1 C 2002\n Stop\n TNT1 A 1\n }\n}\n\nACTOR CacoXdeath2b: CacoXdeath2 { Speed 7}\n\nACTOR CacoXdeath3: CacoXDeath1\n{\n SeeSound \"misc/xdeath3\"\n DeathSound \"misc/xdeath1\"\n\tScale 0.9\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n CCP2 A 8 A_CustomMissile(\"Blue_BloodTrails\",0,0,180,2)\n Loop\n Death:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_QueueCorpse\n TNT1 AAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 6, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_SpawnItem(\"Blue_BloodSpot\",0,0,0,1)\n CCP2 B 2002\n Stop\n TNT1 A 1\n }\n}\n\nACTOR CacoXdeath3b: CacoXdeath3 { Speed 7}\n\nACTOR CacoXdeath4: CacoXDeath1\n{\n SeeSound \"misc/xdeath3\"\n DeathSound \"misc/xdeath1\"\n\tScale 0.9\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n CCP2 A 8 A_CustomMissile(\"Blue_BloodTrails\",0,0,180,2)\n Loop\n Death:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_QueueCorpse\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_SpawnItem(\"Blue_BloodSpot\",0,0,0,1)\n CCP2 C 2002\n Stop\n TNT1 A 1\n }\n}\n\nACTOR CacoXdeath4b: CacoXdeath4 { Speed 7}\n\nACTOR CacoXdeath5: CacoXDeath1\n{\n SeeSound \"misc/xdeath3\"\n DeathSound \"misc/xdeath1\"\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n CCP3 A 8 A_CustomMissile(\"Blue_BloodTrails\",0,0,180,2)\n Loop\n Death:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_QueueCorpse\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_SpawnItem(\"Blue_BloodSpot\",0,0,0,1)\n CCP3 B 2002\n Stop\n TNT1 A 1\n }\n}\n\nACTOR CacoXdeath5b: CacoXdeath5 { Speed 7}\n\nACTOR CacoXdeath6: CacoXDeath1\n{\nScale 0.9\nGravity 0.6\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n CCP4 ABCDEFG 4 A_CustomMissile(\"Blue_BloodTrails\",0,0,180,2)\n Loop\n Death:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_QueueCorpse\n TNT1 AAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 6, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_SpawnItem(\"Blue_BloodSpot\",0,0,0,1)\n CCP4 H 2002\n Stop\n }\n}\n\nACTOR CacoXdeath6b: CacoXdeath6 { Speed 7}\n\nACTOR CacoXdeath7: CacoXDeath1\n{\n SeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath1\"\n\tDecal BlueBloodSplat\nScale 0.9\nSpeed 16\n States\n {\n Spawn:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Jump(128, \"Spawn2\")\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n CCP5 C 8 A_CustomMissile(\"Blue_BloodTrails\",0,0,180,2)\n Loop\n\tSpawn2:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n CCP5 D 8 A_CustomMissile(\"Blue_BloodTrails\",0,0,180,2)\n Loop\n Death:\n\tTNT1 A 0\n\t\tTNT1 A 0 A_QueueCorpse\n\t\tTNT1 A 0 A_Jump(128, \"Death2\")\n TNT1 A 0 A_SpawnItem(\"Blue_BloodSpot\",0,0,0,1)\n CCP5 A 2002\n Stop\n\t Death2:\n\tTNT1 A 0\n TNT1 A 0 A_SpawnItem(\"Blue_BloodSpot\",0,0,0,1)\n CCP5 B 2002\n Stop\n }\n}\n\nACTOR CacoXdeath7b: CacoXdeath7 { Speed 7}\n\nACTOR HalfCacodemon\n{\n Radius 8\n Height 8\n\tSpeed 12\n\tMass 1\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n\t+DOOMBOUNCE\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n\tSeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath3\"\n\tDecal BlueBloodSplat\n\tBounceFactor 0.5\n\tScale 0.9\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tCACX ABCDEFGH 2 A_CustomMissile(\"Blue_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_QueueCorpse\n\t CACX I -1\n\t\tStop\n }\n}\n\nActor DeadCacoDemon1: CurbstompedMarine Replaces DeadCacodemon\n{\n\tRadius 12\n\tHeight 24\n\tScale 0.9\n\t+SHOOTABLE\n\t-SOLID\n\t+NOTELEPORT\n\t+MOVEWITHSECTOR\n\t+CORPSE\n\tbloodtype \"Blue_Blood\", \"BlueSawBlood\", \"BlueSawBlood\"\n\tbloodcolor darkblue\n\tMass 10000\n\tHealth 300\n\tdamagefactor \"CrushedBodies\", 500.0\n\tStates\n {\n Spawn:\n\t\tHEAD L -1\n Stop\n Death:\n \t TNT1 AAA 0 A_CustomMissile (\"CacoXDeath7b\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AAA 0 A_CustomMissile (\"CacoXDeath1b\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 A 0 A_CustomMissile (\"CacoXDeath2b\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 A 0 A_CustomMissile (\"CacoXDeath3b\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 A 0 A_CustomMissile (\"CacoXDeath4b\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"CacoXDeath6b\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1Blue\",30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2bBlue\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3bBlue\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 A 0 A_CustomMissile (\"MuchBlood2Blue\", 30, 0, random (0, 360), 2, random (0, 50))\n\t\t TNT1 A 0 A_SpawnItem(\"DeadHalfCacoDemon\")\n Stop\n\tDeath.cut:\n\tDeath.ExplosiveImpact:\n TNT1 A 0 A_SetFloorClip\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 O 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"RipCaco\", 0, 0, random (0, 360), 2, random (0, 160))\n CACL A 1\n TNT1 A 0 A_SpawnItem (\"DeadHalfCacoDemon\", 3)\n Stop\n Death.Plasma: Death.Plasma2:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectFloorCraterSmall\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItem(\"BarrelExplosionSmokeColumn\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece\", random (-15, 15), random (-15, 15))\n\t\tTNT1 AA 0 A_SpawnItemEx(\"TinyBurningPiece2\", random (-35, 35), random (-35, 35))\n\t\tTNT1 AA 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-45, 45), random (-45, 35))\n CACB A 0 A_CustomMissile (\"XDeathBurnedBlueMeat1\", 0, 0, random (0, 360), 2, random (0, 160))\n CACB A 0 A_CustomMissile (\"XDeathBurnedBlueMeat2\", 0, 0, random (0, 360), 2, random (0, 160))\n CACB B -1\n Stop\n\n\tDeath.Fire: Death.Burn: Death.Flames:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectFloorCraterSmall\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItem(\"BarrelExplosionSmokeColumn\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece\", random (-15, 15), random (-15, 15))\n\t\tTNT1 AA 0 A_SpawnItemEx(\"TinyBurningPiece2\", random (-35, 35), random (-35, 35))\n\t\tTNT1 AA 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-45, 45), random (-45, 35))\n\t\tCACB BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 8 A_CustomMissile (\"PlasmaSmoke\", 16, 0, random (0, 180), 2, random (0, 180))\n CACB B -1\n Stop\n\n\tDeath.Desintegrate:\n\tDeath.CrushedBodies:\n\tCrush:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SetAngle(0)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1Blue\", 5, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2bBlue\", 5, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3bBlue\", 5, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAA 0 A_CustomMissile (\"BlueBloodMistBig\", 5, random (-40, 40), random (0, 360), 2, random (30, 90))\n\t\t TNT1 A 0 A_SetAngle(90)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1Blue\", 5, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2bBlue\", 5, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3bBlue\", 5, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAA 0 A_CustomMissile (\"BlueBloodMistBig\", 5, random (-40, 40), random (0, 360), 2, random (30, 90))\n\t\tTNT1 A 1 A_XScream\n\t\tCRS2 B -1\n\t\tStop\n\n\t\t}}\n\nActor DeadHalfCacoDemon: DeadCacoDemon1\n{Health 200 States{Spawn:\n CCD3 B -1\n Stop\n\n\t Death:\n\t Death.Cut:\n\t Death.Minigun:\n \t TNT1 AAA 0 A_CustomMissile (\"CacoXDeath1b\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"CacoXDeath2b\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"CacoXDeath3b\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"CacoXDeath4b\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"CacoXDeath5b\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1Blue\",30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2bBlue\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3bBlue\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 A 0 A_CustomMissile (\"MuchBlood2Blue\", 30, 0, random (0, 360), 2, random (0, 50))\n Stop\n\t }}\n\nActor DeadCacoDemon2: DeadCacoDemon1\n{Health 200 States{Spawn:\n CCD2 B -1\n Stop\n\t }}\n\nActor DeadCacoDemon3: DeadCacoDemon1\n{Health 200 States{Spawn:\n CCD1 C -1\n Stop\n\t }}\n\n\tActor SawedCacoDemon: DeadCacoDemon1\n{Health 400 States{Spawn:\n HEDC C -1\n Stop\n Death.Cut: Death.Minigun:\t Death:\n\t\t TNT1 AAA 0 A_CustomMissile (\"CacoXDeath7b\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AAA 0 A_CustomMissile (\"CacoXDeath1b\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"CacoXDeath2b\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"CacoXDeath3b\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"CacoXDeath4b\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"CacoXDeath6b\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1Blue\",30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2bBlue\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3bBlue\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t TNT1 AAAAAA 0 A_CustomMissile (\"BlueBloodMistBig\", 30, 0, random (0, 360), 2, random (0, 50))\n\t\t TNT1 A 0 A_CustomMissile (\"MuchBlood2Blue\", 30, 0, random (0, 360), 2, random (0, 50))\n\t\t Stop}}\n\nACTOR CacodemonBite: ImpAttack\n{\n +THRUGHOST\n\tDamageType HKFT\n Damage 5\n}\n\nACTOR BrutalizedCacodemon1: DeadCacodemon1\n{\n\tRadius 24\n\tHeight 65\n\tHealth 20\n\tScale 0.9\n\t-SOLID\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(96, \"NoSuffer\")\n\tTNT1 A 0 A_Jump(64, \"Fall\")\n\tCCD1 AAEEAAEEAAAAEEAAEEAA 5 A_CustomMissile (\"Blue_BloodTrails\", 40, 0, random (0, 360), 2, random (0, 160))\n\tFall:\n\tTNT1 AAAAA 0 A_NoBlocking\n\tTNT1 A 0 A_Fall\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tCCD1 ABC 6\n\tTNT1 A 0 A_SpawnItem(\"DeadCacodemon3\")\n\tStop\n\n\tDeath:\n\tTNT1 AAAAA 0 A_CustomMissile (\"Blue_FlyingBlood\", 47, 0, random (0, 360), 2, random (30, 150))\n\tTNT1 A 0 A_CustomMissile (\"CacoXDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"CacoXDeath4\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"CacoXDeath6\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAA 0 A_CustomMissile (\"CacoXDeath7\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAA 0 A_CustomMissile (\"BlueBloodMistBig\", 30, 0, random (0, 360), 2, random (0, 50))\n\tCCD2 A 10\n\tTNT1 A 0 A_SpawnItemEx(\"HealthCrueltyBonus2\", 0, 0, 24, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\tTNT1 A 0 A_SpawnItemEx(\"ArmorCrueltyBonus2\", 0, 0, 24, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\tTNT1 A 0 A_SpawnItem(\"BrutalizedCacodemon2\")\n\tStop\n\n\tNoSuffer:\n\tTNT1 AAAAA 0 A_CustomMissile (\"Blue_FlyingBlood\", 47, 0, random (0, 360), 2, random (30, 150))\n\tTNT1 A 0 A_CustomMissile (\"CacoXDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"CacoXDeath4\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"CacoXDeath6\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAA 0 A_CustomMissile (\"CacoXDeath7\", 40, 0, random (0, 360), 2, random (0, 160))\n\tCCD2 B 6\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_SpawnItem(\"DeadCacoDemon2\")\n\tStop\n}}\n\nACTOR BrutalizedCacodemon2: BrutalizedCacodemon1\n{\n\tHeight 50\n\tStates\n\t{\n\tSpawn:\n\tCCD2 AEAEAEAEAEAEAEAE 5 A_CustomMissile (\"Blue_BloodTrails\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Fall\n\tCCD2 B 6\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_SpawnItem(\"DeadCacodemon2\")\n\tStop\n\n\tDeath:\n\tTNT1 AAAAA 0 A_CustomMissile (\"Blue_FlyingBlood\", 47, 0, random (0, 360), 2, random (30, 150))\n\tTNT1 AAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 180))\n TNT1 AA 0 A_CustomMissile (\"CacoXDeath6\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAA 0 A_CustomMissile (\"CacoXDeath7\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAA 0 A_CustomMissile (\"BlueBloodMistBig\", 30, 0, random (0, 360), 2, random (0, 50))\n\tTNT1 A 0 A_SpawnItemEx(\"HealthCrueltyBonus2\", 0, 0, 24, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\tTNT1 A 0 A_SpawnItemEx(\"ArmorCrueltyBonus2\", 0, 0, 24, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\tCCD3 A 10\n\tTNT1 A 0 A_SpawnItem(\"DeadHalfCacoDemon\")\n\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "CapturedMarine.txt",
"contents": "Actor CapturedMarine Replaces Blursphere\n{\n\tRadius 24\n Height 48\n Speed 0\n\t+THRUACTORS\n States\n\t\t{\n\t\t\tSpawn:\n\t\t\tCAPT A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDDisableFriendlyMarines\")\n\t\t\tCAPT A 2\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EvidenceCheckerInvisibility\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\t\tTNT1 A 0 A_JumPIfInventory(\"Clip2\", 1, \"Invisibility\")\n\t\t\tTNT1 A 0 A_Jump(255, \"RifleMarine\", \"RifleMarine\", \"ShotgunMarine\", \"ShotgunMarine\", \"MinigunMarine\", \"PlasmaMarine\")\n\n\t\tRifleMarine:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SpawnItem(\"CapturedMarineBase\")\n\t\t\tStop\n\n\t\tShotgunMarine:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SpawnItem(\"CapturedMarineShotgun\")\n\t\t\tStop\n\n\t\tMinigunMarine:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SpawnItem(\"CapturedMarineMinigun\")\n\t\t\tStop\n\n\t\tPlasmaMarine:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SpawnItem(\"CapturedMarinePlasma\")\n\t\t\tStop\n\n\t\tInvisibility:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SuperBlursphere\")\n\t\t\tTNT1 A 1\n\t\t\tStop\n\n\t\t}\n}\n\nACTOR CapturedMarineBase\n{\n Radius 24\n Height 48\n Speed 0\n Health 100\n\tScale 1.0\n +SHOOTABLE\n\t+FLOORCLIP\n +SOLID\n\t+FRIENDLY\n\t-COUNTKILL\n\t+FLOORCLIP\n Painchance 255\n DamageType Taunt\n\n\tDamagefactor \"Avoid\", 0.0\tDamagefactor \"BHFTOnBarrel\", 0.0\tDamagefactor \"Blood\", 0.0\n\tDamagefactor \"CancelTeleportFog\", 0.0\tDamagefactor \"CauseWaterSplash\", 0.0\tDamagefactor \"Crush\", 10.0\n\tDamagefactor \"FriendBullet\", 0.0\tDamagefactor \"GibRemoving\", 0.0\tDamagefactor \"Glass\", 0.0\n\tDamagefactor \"HangingHook\", 0.0\tDamagefactor \"Head\", 0.0\tDamagefactor \"HeadKick\", 0.0\n\tDamagefactor \"HelperMarineFatallity\", 0.0\tDamagefactor \"KillMe\", 0.0\tDamagefactor \"Leg\", 0.0\n\tDamagefactor \"MonsterKnocked\", 0.0\tDamagefactor \"PussyGrab\", 100.0\tDamagefactor \"Repair\", 0.0\n\tDamagefactor \"RevenantHitStomach\", 0.0\tDamagefactor \"SpawnMarine\", 0.0\tDamagefactor \"Stealth\", 0.0\n\tDamagefactor \"Taunt\", 0.0\tDamagefactor \"TeleportRemover\", 0.0\tDamagefactor \"Use\", 100.0\n\n\tDeathSound \"*death\"\n\tPainSound \"*pain50\"\n BloodType \"Brutal_Blood\"\n\tDropItem \"PoleWithNothing\" 255\n\tMass 999999\n States\n {\n Spawn:\n\t TNT1 A 0 A_Stop\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"CheckIfDM\", 0, 0, 0, 0)//Check if Coop\n\t\tTNT1 A 1\n\t\tGoto Spawn1\n\tDM:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_SpawnItem(\"SuperBlursphere\")\n\t\tTNT1 A 5000\n\t\tLoop\n\n\tSpawn1:\n TNT1 A 0 A_CheckSight(\"Spawn2\")\n\t\tCAPT A 1 A_Stop\n CAPT ABCB 15 A_Stop\n\t\tTNT1 A 0 A_CustomMissile (\"OrderTitle3\", 50, 0, 0, 2, 90)\n TNT1 A 0 A_SpawnItem (\"KillMe\")\n Loop\n\n Spawn2:\n CAPT A 5\n Goto Spawn1\n\n\tDeath.Use:\n\t\tTNT1 A 0 A_Playsound (\"LETSROCK\")\n CAPT F 12\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"NumberOfAllies\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Marine_Rifle\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n CAPT N 1\n\t\tTNT1 A 0 A_ChangeFLag (\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFLag (\"SOLID\", 0)\n CAPT N 0\n Stop\n\n\tConversion:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx (\"WolfensteinSS\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItem(\"teleportfog\")\n TNT1 A 0 A_ChangeFLag (\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFLag (\"SOLID\", 0)\n CAPT N 0\n Stop\n\nPain:\nPain.Blast:\nPain.ExplosiveImpact:\nPain.Explosive:\nPain.Bullet:\nPain.SSG:\nPain.Minigun:\nPain.ImpFatalityMarine:\nPain.Rip:\n CAPT P 1\n\t\tTNT1 A 0 A_Stop\n CAPT P 5 A_Pain\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"EnemyIsArchvile\", 1, \"Conversion\")\n\t\tTNT1 A 0 A_Stop\n Goto AfterPain\n\n\t\tAfterPain:\n\t\tCAPT A 1 A_Stop\n CAPT ABCB 15 A_Stop\n\t\tTNT1 A 0 A_CustomMissile (\"OrderTitle3\", 50, 0, 0, 2, 90)\n TNT1 A 0 A_SpawnItem (\"KillMe\")\n Loop\n\n\tDeath:\n\tDeath.Bullet:\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tPLAY H 10 A_PlayerScream\n\n\t\tPLAY I 10 A_NoBlocking\n\t\tPLAY J 10\n\t\tPLAY KLM 10\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tPLAY N -1\n\t\tStop\n\n Death.Eat:\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n TNT1 A 0 A_GiveToTarget(\"EatMe\",1)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL1 A 10 A_XScream\n XPL1 B 20 A_NoBlocking\n XPL1 CDE 10\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL1 E -1\n Stop\n\n Death.Cut:\n\tDeath.Saw:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"RipGuts\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeathHalfMarine\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 A 10 A_XScream\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 B 20 A_NoBlocking\n\t\tTNT1 A 0 //A_SpawnItemEx(\"RemoveMarine\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 C 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 DE 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL2 E -1\n Stop\n\n Death.Slime:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 A 0 A_PlaySound(\"BIGSCREA\")\n\t\tTNT1 A 0 //A_SpawnItemEx(\"RemoveMarine\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n PMET AABBCCDDEEFFGGHHIIIII 10 A_CustomMissile (\"PlasmaSmoke\", 25, 0, random (0, 180), 2, random (0, 180))\n PMET IIIIIIIIIIJJJJJJJJJJJJJJJJJJJJJJKKKKKKKKKKKKKKKKKKKKKKKKKKLLLLLLLLLLLLLLL 3 A_CustomMissile (\"PlasmaSmoke\", 25, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_NoBlocking\n TNT1 A -1\n Stop\n\n Death.Minigun:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 A 0 A_Jump (128, 3)\n Goto Death\n TNT1 AAA 0\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"RipGuts\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeathHalfMarine\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 A 10 A_XScream\n\t\tTNT1 A 0 //A_SpawnItemEx(\"RemoveMarine\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 B 20 A_NoBlocking\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 C 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 DE 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL2 E -1\n Stop\n\n Death.Rip:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 A 10 A_XScream\n TNT1 AAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 B 20 A_NoBlocking\n\t\tTNT1 A 0 //A_SpawnItemEx(\"RemoveMarine\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 C 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 D 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 E 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 F 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 F 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL3 F -1\n Stop\n\tDeath.Massacre:\n\tDeath.Explosives:\n\tXDeath:\n\t\tTNT1 A 0 ThrustThingZ(0,60,0,1)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 A 0 A_CustomMissile (\"MarineXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib1\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib2\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib3\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib4\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n MHEA A 7 A_XScream\n MHEA B 7 A_NoBlocking\n\t\tTNT1 A 0 //A_SpawnItemEx(\"RemoveMarine\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n MHEA CD 7\n MHEA E -1\n\t\tStop\n\n\t Crush:\n\t Death.Stomp:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail8\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AAAAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath2\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem (\"CrushedRemains\")\n\t\tTNT1 A 0 //A_SpawnItemEx(\"RemoveMarine\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_XScream\n\t\tTNT1 A 1 A_NoBlocking\n\t\tStop\n\n\tDeath.Blast:\n\tDeath.SuperPunch:\n\tDeath.SSG:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t PLAY O 2 A_FaceTarget\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 //A_SpawnItemEx(\"RemoveMarine\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n PLAY OPQRSTU 8\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n PLAY U -1\n Stop\n\n Death.Rape:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tXPL4 A 20 A_XScream\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 B 20 A_NoBlocking\n\t\tTNT1 A 0 //A_SpawnItemEx(\"RemoveMarine\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 C 20\n TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 D 20\n TNT1 AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 E 20\n TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 F 20\n TNT1 AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL4 F -1\n Stop\n\n Death.plasma:\n TNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AAAAAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 1\n\t\tTNT1 A 0 //A_SpawnItemEx(\"RemoveMarine\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 A -1\n Stop\n\n\t\tDeath.GreenFire:\n TNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n\t\tTNT1 A 0 //A_SpawnItemEx(\"RemoveMarine\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n Stop\n\n Death.burn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"EnemyIsArchvile\", 1, \"Conversion\")\n\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t PBUR A 1\n PBUR A 1 A_Scream\n PBUR A 1 A_NoBlocking\n\t TNT1 A 0 //A_SpawnItemEx(\"RemoveMarine\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n PBUR AAAABBBBCCCC 2 A_CustomMissile (\"SmallFlameTrails\", 32, 0, random (0, 180), 2, random (0, 180))\n\t PBUR DDDDEEEE 2 A_CustomMissile (\"SmallFlameTrails\", 16, 0, random (0, 180), 2, random (0, 180))\n PBUR EEEEE 4 A_CustomMissile (\"SmallFlameTrails\", 8, 0, random (0, 180), 2, random (0, 180))\n\t\tPBUR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 6 A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n PBUR E -1\n Stop\n\n Death.Fire:\n\tDeath.Flames:\n\tDeath.Burn:\n\n\tTNT1 A 0\n\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 A 0 A_PlaySound(\"BIGSCREA\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"EnemyIsArchvile\", 1, \"Conversion\")\n BURN W 6 A_Scream\n BURN X 6 A_NoBlocking\n\t TNT1 A 0 //A_SpawnItemEx(\"RemoveMarine\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n BUR2 ABCD 6 BRIGHT A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n BURN FGHIJKL 6 BRIGHT A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n BURN MNOPQRSTUV 6 BRIGHT A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n BURN VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 6 A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n BURN V -1\n Stop\n\n\t Death.ExplosiveImpact:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tNULL A 0 ThrustThingZ(0,30,0,1)\n\t\tNULL AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n NULL AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t PPOD A 0 A_SpawnItemEx(\"BasicMarineGib1\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n NULL AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_XScream\n XPL6 A 5\n\t\tNULL A 0 A_NoBlocking\n XPL6 BCDE 5\n\t\tTNT1 A 0 //A_SpawnItemEx(\"RemoveMarine\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n XPL6 F -1\n Stop\n\n Death.HKFT:\n\tDeath.BHFT:\n\tDeath.RVFT:\n\t\tTNT1 A 1 A_Scream\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 1 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"Curbstomp_Marine\",1)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 5\n\t\tTNT1 A 0 //A_SpawnItemEx(\"RemoveMarine\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A -1\n Stop\n\n Death.FatalityMarine:\n\t\tTNT1 A 1 A_PlayerScream\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n\t\tTNT1 A 1 A_NoBlocking\n\t\tTNT1 A 0 //A_SpawnItemEx(\"RemoveMarine\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 A 0 A_GiveToTarget(\"Fatality_Marine\",1)\n\t\tTNT1 A -1\n Stop\n }\n}\n\nACTOR CapturedMarineShotgun: CapturedMarineBase\n{\n\tTranslation \"112:127=96:111\"\n\tStates\n\t{\n\tDeath.Use:\n\t\tTNT1 A 0 A_Playsound (\"LETSROCK\")\n\t\tTNT1 A 0 A_ChangeFLag (\"NOPAIN\", 1)\n CAPT F 12\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"NumberOfAlliesShotgun\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Marine_Shotgun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n CAPT N 1\n\t\tTNT1 A 0 A_ChangeFLag (\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFLag (\"SOLID\", 0)\n CAPT N 0\n Stop\n\n }\n}\n\nACTOR CapturedMarineMinigun: CapturedMarineBase\n{\n\tTranslation \"112:127=32:47\", \"48:79=64:79\"\n\tStates\n\t{\n\tDeath.Use:\n\t\tTNT1 A 0 A_Playsound (\"LETSROCK\")\n\t\tTNT1 A 0 A_ChangeFLag (\"NOPAIN\", 1)\n CAPT F 12\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"NumberOfAlliesMinigun\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Marine_Minigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n CAPT N 1\n\t\tTNT1 A 0 A_ChangeFLag (\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFLag (\"SOLID\", 0)\n CAPT N 0\n Stop\n\n }\n}\n\nACTOR CapturedMarinePlasma: CapturedMarineBase\n{\n\ttranslation \"112:127=[0,128,192]:[0,0,0]\"\n\tStates\n\t{\n\tDeath.Use:\n\t\tTNT1 A 0 A_Playsound (\"LETSROCK\")\n\t\tTNT1 A 0 A_ChangeFLag (\"NOPAIN\", 1)\n CAPT F 12\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"NumberOfAlliesPLasmagun\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Marine_Plasmagun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n CAPT N 1\n\t\tTNT1 A 0 A_ChangeFLag (\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFLag (\"SOLID\", 0)\n CAPT N 0\n Stop\n\n }\n}\n\nactor KillMe\n{\n\t+NOTARGET\nRadius 10\nHeight 10\nDamageType KillMe\n+NOGRAVITY +NOTELEPORT +NODAMAGETHRUST\n+THRUGHOST +NORADIUSDMG +NOEXTREMEDEATH\n+FORCERADIUSDMG -BLOODSPLATTER +BLOODLESSIMPACT\nPROJECTILE\t+DEHEXPLOSION\t+ACTIVATEMCROSS\nStates\n{\nSpawn:\nTNT1 A 0\n TNT1 A 0 A_Explode(3,500)\nStop\n }\n}\n\nactor BodyCrash1\n{\nRadius 16\nHeight 2\nDamageType Fall\n+NOTELEPORT\n+NODAMAGETHRUST\n+FORCERADIUSDMG\n-BLOODSPLATTER\n+BLOODLESSIMPACT\nPROJECTILE\n+MISSILE\n-NOGRAVITY\n-THRUACTORS\n+EXPLODEONWATER\nGravity 1.0\nSpeed 0\nDamage (random (90, 95))\nStates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 4\nStop\n\nDeath:\nXDeath:\nTNT1 A 0 A_Explode(100,10)\nStop\n }\n}\n\nactor KillMeSmall: KillMe\n{\nStates\n{\nSpawn:\nTNT1 A 0\n TNT1 A 0 A_Explode(3,400)\nStop\n }\n}\n\nactor KillMeBot: KillMe\n{\n-FORCERADIUSDMG\ndamagetype \"KillMeBot\"\nStates\n{\nSpawn:\nTNT1 A 0\n TNT1 A 0 A_Explode(3,800)\nStop\n }\n}\n\nACTOR MarineSurvivor2: Marine 8756\n{\nSpeed 5\nHealth 6\n\tStates\n\t{\n Spawn:\n PLAY A 0\n TNT1 A 0 A_CheckSight(\"Spawn2\")\n PLAY A 0\n //TNT1 A 0 A_SpawnItem (\"GiantKillMe\")\n PLAY A 1 A_Chase\n Goto See\n\n Spawn2:\n PLAY A 1\n Goto Spawn\n\t}\n}\n\nACTOR MarinePunch: BaronBall\n{\n\tRadius 10\n\tHeight 18\n\tDamageType HelperMarineFatallity\n\tProjectile\n\t+RANDOMIZE\n Damage 10\n\t+FORCEXYBILLBOARD\n +THRUGHOST\n +BLOODSPLATTER\n\tRenderStyle Add\n\tAlpha 0.6\n\tHitObituary \"$OB_IMPHIT\"\n Obituary \"$OB_IMPHIT\"\n\t+DONTHURTSPECIES\n\n\tSeeSound \"None\"\n\tDeathSound \"none\"\n\tDecal \"none\"\n Speed 20\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"skeleton/swing\")\n\t\tTNT1 A 4 BRIGHT\n\t\tStop\n\tDeath:\n TNT1 A 0 A_PlaySound(\"player/cyborg/fist\")\n\t\tTNT1 A 0 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR MarineGivingHealth\n{\nMONSTER\n-COUNTKILL\n+SOLID\n-SHOOTABLE\n+MISSILEMORE\n+MISSILEEVENMORE\nHealth 99999\nRadius 16\nHeight 52\nSpeed 0\nMeleeRange 28\n\tStates\n\t{\n\tSpawn:\n\tMR8S A 1 A_Look\n\tTNT1 A 0 A_CheckSight(\"GiveHealth\")\n\tTNT1 A 0 A_PlaySound(\"MRNGI2\")\n\tGoto See\n\n\tSee:\n\t\tMR8S AAAAABBBBB 5 A_Chase\n\t\tTNT1 A 0 A_CheckSight(\"GiveHealth\")\n\t\tLoop\n\n\tMissile:\n\tGiveHealth:\n\tMR8S A 1 A_FaceTarget\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_SpawnItemEx(\"Stimpack\", 30, 0)\n\tTNT1 A 0 A_SpawnItem(\"Marine_Rifle\")\n\tStop\n}\n}\n\nACTOR BlurSphere2: BlurSphere //Replaces BlurSphere\n{\n-COUNTITEM\n\tStates\n\t{\n\tSpawn:\n\t\tPINS A 2 Bright\n\t\tTNT1 A 0 A_SpawnItem(\"CapturedMarine\")\n\t\tStop\n\t}\n}\n\nActor PoleWithNothing\n{\n+NOBLOCKMAP\nMass 99999999\nStates\n{\nSpawn:\n TNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_SpawnItem(\"PoleWithNothing2\", 0, -40)\n Stop\n}}\n\nActor PoleWithNothing2\n{\n+NOBLOCKMAP\nMass 99999999\nStates\n{\nSpawn:\n CAPT N 1 A_Stop\n CAPT N -1\n Stop\n}}\n\nactor MonsterSightAlert\n{\nMONSTER\n+THRUACTORS\nHealth 1\nDamageType \"Alert\"\n+SHOOTABLE\n+NOPAIN\n+MISSILE\nRadius 1\nHeight 1\nStates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0\nTNT1 A 0 A_Explode(2,500, 0)\nTNT1 A 1\nStop\nDeath:\nTNT1 A 0\nStop\n }\n}\n\nActor OrderTitle1\n{\n Height 1\n Radius 1\n Mass 0\n +Missile\n +NoBlockMap\n +NoGravity\n +DontSplash\n +FORCEXYBILLBOARD\n +CLIENTSIDEONLY\n +THRUACTORS\n +GHOST\n +THRUGHOST\n RenderStyle Add\n Scale 0.2\n Speed 1\n States\n {\n Spawn:\n CMMN A 2 BRIGHT\n\tCMMN AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_FadeOut(0.04)\n Stop\n }\n}\n\nActor OrderTitle2: OrderTitle1\n{\n States\n {\n Spawn:\n CMMN B 2 BRIGHT\n\tCMMN BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 Bright A_FadeOut(0.04)\n Stop\n }\n}\n\nActor OrderTitle3: OrderTitle1\n{\n States\n {\n Spawn:\n CMMN C 2 BRIGHT\n\tCMMN CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 Bright A_FadeOut(0.04)\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Casing.txt",
"contents": "ACTOR RifleCaseSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\t+NONETID\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"EmptyBrass\",1,0,random(-80,-100),2,random(45,80))\n\t\tStop\n\t}\n}\n\nACTOR PistolCaseSpawn : RifleCaseSpawn\n{\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"PistolCasing\",0,0,random(-80,-100),2,random(40,60))\n\t\tStop\n\t}\n}\n\nACTOR ShotCaseSpawn : RifleCaseSpawn\n{\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"ShotgunCasing\",0,0,random(-80,-100),2,random(40,60))\n\t\tStop\n\t}\n}\n\nActor SSGCaseSpawner : ShotcaseSpawn\n{\n\t\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 Thing_ChangeTID(0,390)\n\t\t\t\tTNT1 A 1\n\t\t\t\tGoto Death\n\t\tDeath:\n\t\t\t\tTNT1 A 0 A_CustomMissile(\"ShotgunCasing\",0,0,random(80,100),2,random(50,70))\n\t\t\t\tStop\n\t\t}\n}\n\nACTOR SlugCaseSpawn : RifleCaseSpawn\n{\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"SlugShellCasing\",0,0,random(-80,-100),2,random(40,60))\n\t\tStop\n\t}\n}\n\nACTOR SSGSlugCaseSpawner : SlugCaseSpawn\n{\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"SlugShellCasing\",0,0,random(80,100),2,random(50,70))\n\t\tStop\n\t}\n}\n\nACTOR SlugShellCasing\n{\n Height 2\n Radius 2\n Speed 6\n Scale 0.25\n +DOOMBOUNCE\n -CANBOUNCEWATER\n -NOGRAVITY\n +WINDTHRUST\n +CLIENTSIDEONLY\n +NONETID\n +MOVEWITHSECTOR\n +MISSILE\n +NOBLOCKMAP\n -DROPOFF\n +NOTELEPORT\n +FORCEXYBILLBOARD\n +NOTDMATCH\n +GHOST\n Mass 2\n BounceFactor 0.3\n DeathSound \"weapons/shell\"\n BounceSound \"weapons/shell\"\n States\n {\n Spawn:\n CAS4 AABBCCDDEEFFGGHHAABBCCDDEEFFGGHH 1 A_CustomMissile(\"CasingSmoke\", 0, 0, random(0, 360), 2, random(85, 90))\n Stop\n Death:\n\t TNT1 A 0\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor\")//Check Effects\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor2\")//Check Effects\n\t TNT1 A 0 A_SpawnItem(\"MicroSmokeColumn\")\n LCPJ A 0 A_Jump(256,\"Rest1\",\"Rest2\",\"Rest3\",\"Rest4\",\"Rest5\",\"Rest6\",\"Rest7\",\"Rest8\")\n Goto Rest1\n Rest1:\n CAS4 I 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest2:\n CAS4 J 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest3:\n CAS4 K 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest4:\n CAS4 L 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest5:\n CAS4 M 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest6:\n CAS4 I 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest7:\n CAS4 J 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest8:\n CAS4 K 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n\n\tStoping:\n\t\tTNT1 A 0\n\t\tStop\n }\n}\n\nACTOR EmptyDrumSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"EmptyDrum\",1,0,random(85,95),2,1)\n\t\tStop\n\t}\n}\n\nACTOR EmptyDrum\n{\n Height 12\n Radius 2\n Speed 4\n Scale 0.7\n +DOOMBOUNCE\n -NOGRAVITY\n +WINDTHRUST\n +CLIENTSIDEONLY\n +NONETID\n +MOVEWITHSECTOR\n +MISSILE\n +NOBLOCKMAP\n -DROPOFF\n +NOTELEPORT\n +FORCEXYBILLBOARD\n +NOTDMATCH\n +GHOST\n BounceFactor 0.3\n Mass 1\n DeathSound \"weapons/largemagdrop\"\n BounceSound \"weapons/largemagdrop\"\n States\n {\n Spawn:\n TNT1 A 0\n DRUM ABCDEFGHABCDEFGHABCDEFGHABCDEFGHABCDEFGH 4\n Stop\n Death:\n\t TNT1 A 0\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor\")//Check Effects\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor2\")//Check Effects\n DRUM A 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n\tStoping:\n\t\tTNT1 A 0\n\t\tStop\n }\n}\n\nACTOR EmptyPistolClipSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"EmptyPistolClip\",1,0,random(85,95),2,1)\n\t\tStop\n\t}\n}\n\nACTOR EmptyPistolClip\n{\n Height 2\n Radius 2\n Speed 4\n Scale 0.9\n +DOOMBOUNCE\n -NOGRAVITY\n +WINDTHRUST\n +CLIENTSIDEONLY\n +NONETID\n +MOVEWITHSECTOR\n +MISSILE\n +NOBLOCKMAP\n -DROPOFF\n +NOTELEPORT\n +FORCEXYBILLBOARD\n +NOTDMATCH\n +GHOST\n BounceFactor 0.3\n Mass 1\n DeathSound \"weapons/largemagdrop\"\n BounceSound \"weapons/largemagdrop\"\n States\n {\n Spawn:\n TNT1 A 0\n PCAS ABCDEFGHABCDEFGHABCDEFGHABCDEFGHABCDEFGH 4\n Stop\n Death:\n\t TNT1 A 0\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor\")//Check Effects\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor2\")//Check Effects\n PCAS G 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n\tStoping:\n\t\tTNT1 A 0\n\t\tStop\n }\n}\n\nACTOR 50CaseSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\t+NONETID\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n\n\t\tTNT1 A 1 A_CustomMissile(\"EmptyBrass\",-2,0,random(80,100),2,random(40,80))\n\t\tTNT1 A 1 A_CustomMissile(\"MGLinks\",-4,0,random(80,100),2,random(40,80))\n\t\tStop\n\t}\n}\n\nACTOR 50CaseSpawn2: 50CaseSpawn\n{\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"EmptyBrass\",-2,0,random(-80,-100),2,random(40,80))\n\t\tTNT1 A 1 A_CustomMissile(\"MGLinks\",-4,0,random(-80,-100),2,random(40,80))\n\t\tStop\n\t}\n}\n\nACTOR MastermindCaseSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\t+NONETID\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"20mmBrass\",-5,0,random(-80,-100),2,random(45,80))\n\t\tStop\n\t}\n}\n\nACTOR AutoCannonCaseSpawn: MastermindCaseSpawn\n{\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"40mmBrass\",-5,0,random(-80,-100),2,random(30,50))\n\t\tStop\n\t}\n}\n\nACTOR EmptyBrass\n{\n Height 2\n Radius 2\n Speed 6\n Scale 0.15\n +DOOMBOUNCE\n -CANBOUNCEWATER\n -NOGRAVITY\n +WINDTHRUST\n +CLIENTSIDEONLY\n\t+NONETID\n +MOVEWITHSECTOR\n +MISSILE\n +NOBLOCKMAP\n -DROPOFF\n +NOTELEPORT\n +FORCEXYBILLBOARD\n +NOTDMATCH\n +GHOST\n +FLOORCLIP\n +THRUACTORS\n Mass 0\n BounceFactor 0.3\n DeathSound \"weapons/casing\"\n BounceSound \"weapons/casing\"\n States\n {\n Spawn:\n //C4S3 FGHABCDEFGHABCDEFGH 3\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t C4S3 FFGGHHAABBCCDDEEFFGGHHAABBCCDDEEFFGGHH 1\n\t C4S3 FFGGHHAABBCCDDEEFFGGHHAABBCCDDEEFFGGHH 1\n STOP\n\n Death:\n C4S3 I 0\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor\")//Check Effects\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor2\")//Check Effects\n LCPJ A 0 A_Jump(256,\"Rest1\",\"Rest2\",\"Rest3\",\"Rest4\",\"Rest5\",\"Rest6\",\"Rest7\",\"Rest8\")\n Goto Rest1\n Rest1:\n C4S3 I 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n\t C4S3 I -1\n Loop\n Rest2:\n C4S3 J 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n\t C4S3 J -1\n Loop\n Rest3:\n C4S3 K 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n\t C4S3 K -1\n Loop\n Rest4:\n C4S3 L 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n\t C4S3 L -1\n Loop\n Rest5:\n C4S3 M 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n\t C4S3 M -1\n Loop\n Rest6:\n C4S3 I 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n\t C4S3 I -1\n Loop\n Rest7:\n C4S3 J 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n\t C4S3 J -1\n Loop\n Rest8:\n C4S3 K 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n\t C4S3 K -1\n Loop\n\n\tSplash:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem(\"UnderwaterEmptyBrass\")\n\tStop\n\n\tStoping:\n\tTNT1 A 0\n\tStop\n }\n}\n\nActor EnemyMinigunBrass: EmptyBrass\n{\n\tStates\n\t\t{\n\t\t\tDeath:\n\t\t\tTNT1 A 0\n\t\t\tStop\n\t\t}\n}\n\nACTOR PistolCasing: EMptyBrass\n{\n\n Scale 0.1\n States\n {\n Spawn:\n\t TNT1 A 0\n\n C4S1 FFGGHHAABBCCDDEEFFGGHHAABBCCDDEEFFGGHH 1\n STOP\n\n Death:\n C4S1 I 0\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor\")//Check Effects\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor2\")//Check Effects\n LCPJ A 0 A_Jump(256,\"Rest1\",\"Rest2\",\"Rest3\",\"Rest4\",\"Rest5\")\n Goto Rest1\n Rest1:\n C4S1 I 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest2:\n C4S1 J 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest3:\n C4S1 K 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest4:\n C4S1 L 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest5:\n C4S1 M 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n\n\tSplash:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem(\"UnderwaterEmptyBrass\")\n\tStop\n\n\tStoping:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR MGLinks: EMptyBrass\n{\n\n Scale 0.25\n States\n {\n Spawn:\n\t TNT1 A 0\n\n CLIN ABCDEFGHABCDEFGHABCDEFGHABCDEFGH 1\n STOP\n\n Death:\n CLIN A 0\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor\")//Check Effects\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor2\")//Check Effects\n LCPJ A 0 A_Jump(256,\"Rest1\",\"Rest2\",\"Rest3\",\"Rest4\",\"Rest5\")\n Goto Rest1\n Rest1:\n CLIN F 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest2:\n CLIN B 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest3:\n CLIN F 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest4:\n CLIN B 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest5:\n CLIN F 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n\n\tSplash:\n\tTNT1 A 0\n\tStop\n\n\tStoping:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR 20mmBrass: EmptyBrass\n{\nGravity 0.8\nSpeed 12\nScale 0.5\n}\n\nACTOR 40mmBrass: EmptyBrass\n{\nGravity 0.8\nSpeed 12\nScale 0.8\nDeathSound \"40mmcasing\"\nBounceSound \"None\"\n}\n\nACTOR underwaterEmptyBrass: EmptyBrass\n{\n Speed 0\n -BOUNCEONWALLS\n Mass 1\n DeathSound \"none\"\n BounceSound \"none\"\n States\n {\n Spawn:\n BLUD C 0 ThrustThingZ (0,7,1,0)\n C4S3 ABCD 3\n\t BLUD C 0 ThrustThingZ (0,7,1,0)\n\t C4S3 EFGH 3\n\t BLUD C 0 ThrustThingZ (0,7,1,0)\n C4S3 ABCD 3\n\t BLUD C 0 ThrustThingZ (0,7,1,0)\n\t C4S3 EFGH 3\n\t TNT1 A 0 A_SpawnItem(\"BUBULZ\")\n Loop\n }\n}\n\nACTOR ShotgunCasing\n{\n Height 2\n Radius 2\n Speed 6\n Scale 0.25\n +DOOMBOUNCE\n -CANBOUNCEWATER\n - NOGRAVITY\n +WINDTHRUST\n +CLIENTSIDEONLY\n\t+NONETID\n +MOVEWITHSECTOR\n +MISSILE\n +NOBLOCKMAP\n -DROPOFF\n +NOTELEPORT\n +FORCEXYBILLBOARD\n +NOTDMATCH\n +GHOST\n //+CANBOUNCEWATER\n //+DONTSPLASH\n Mass 2\n BounceFactor 0.3\n DeathSound \"weapons/shell\"\n BounceSound \"weapons/shell\"\n States\n {\n Spawn:\n C4S2 AABBCCDDEEFFGGHHAABBCCDDEEFFGGHH 1 A_CustomMissile(\"CasingSmoke\", 0, 0, random(0, 360), 2, random(85, 90))\n Stop\n Death:\n\t TNT1 A 0\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor\")//Check Effects\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor2\")//Check Effects\n\t TNT1 A 0 A_SpawnItem(\"MicroSmokeColumn\")\n LCPJ A 0 A_Jump(256,\"Rest1\",\"Rest2\",\"Rest3\",\"Rest4\",\"Rest5\",\"Rest6\",\"Rest7\",\"Rest8\")\n Goto Rest1\n Rest1:\n C4S2 I 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest2:\n C4S2 J 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest3:\n C4S2 K 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest4:\n C4S2 L 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest5:\n C4S2 M 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest6:\n C4S2 I 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest7:\n C4S2 J 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest8:\n C4S2 K 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n\n\tStoping:\n\t\tTNT1 A 0\n\t\tStop\n }\n}\n\nACTOR EmptyClip\n{\n Height 2\n Radius 2\n Speed 4\n Scale 0.9\n +DOOMBOUNCE\n - NOGRAVITY\n +WINDTHRUST\n +CLIENTSIDEONLY\n\t+NONETID\n +MOVEWITHSECTOR\n +MISSILE\n +NOBLOCKMAP\n -DROPOFF\n +NOTELEPORT\n +FORCEXYBILLBOARD\n +NOTDMATCH\n +GHOST\n BounceFactor 0.3\n Mass 1\n DeathSound \"weapons/largemagdrop\"\n BounceSound \"weapons/largemagdrop\"\n States\n {\n Spawn:\n TNT1 A 0\n ECLI ABCDEFGHABCDEFGHABCDEFGHABCDEFGHABCDEFGH 4\n Stop\n Death:\n\t TNT1 A 0\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor\")//Check Effects\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor2\")//Check Effects\n ECLI G 200\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n\tStoping:\n\t\tTNT1 A 0\n\t\tStop\n }\n}\n\nACTOR EmptyRocketChamber\n{\n Height 2\n Radius 2\n Speed 4\n Scale 0.9\n +DOOMBOUNCE\n - NOGRAVITY\n +WINDTHRUST\n +CLIENTSIDEONLY\n\t+NONETID\n +MOVEWITHSECTOR\n +MISSILE\n +NOBLOCKMAP\n -DROPOFF\n +NOTELEPORT\n +FORCEXYBILLBOARD\n +NOTDMATCH\n +GHOST\n Mass 1\n BounceFactor 0.3\n DeathSound \"weapons/barrelpain\"\n BounceSound \"weapons/barrelpain\"\n States\n {\n Spawn:\n TNT1 A 0\n RCSE ABCDEFGHABCDEFGHABCDEFGHABCDEFGHABCDEFGH 4\n Stop\n Death:\n RCSE G 600\n Loop\n }\n}\n\nACTOR EmptyCell\n{\n Height 2\n Radius 2\n Speed 4\n Scale 0.7\n +DOOMBOUNCE\n - NOGRAVITY\n +WINDTHRUST\n +CLIENTSIDEONLY\n\t+NONETID\n +MOVEWITHSECTOR\n +MISSILE\n +NOBLOCKMAP\n -DROPOFF\n +NOTELEPORT\n +FORCEXYBILLBOARD\n +NOTDMATCH\n BounceFactor 0.3\n +GHOST\n Mass 1\n DeathSound \"weapons/largemagdrop\"\n BounceSound \"weapons/largemagdrop\"\n States\n {\n Spawn:\n TNT1 A 0\n ECEL ABCDEFGHABCDEFGHABCDEFGHABCDEFGHABCDEFGH 4\n Stop\n Death:\n ECEL A 600\n Loop\n }\n}\n\nACTOR RocketCaseSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\t+NONETID\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"EmptyRocketChamber\",0,0,random(80,100),2,random(40,60))\n\t\tStop\n\t}\n}\n\nACTOR PlasmaCaseSpawn : RifleCaseSpawn\n{\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"EmptyCell\",0,0,random(80,100),2,random(40,60))\n\t\tStop\n\t}\n}\n\nACTOR EmptyClipSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\t+NONETID\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"EmptyClip\",1,0,random(85,95),2,1)\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "CguyShield.txt",
"contents": "ACTOR CguyShield : Rifle\n{\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"BDPistolAmmo\"\n\tWeapon.AmmoType2 \"MeatAmmo\"\n\tStates\n\t{\n\tReady:\n\t\tCSHG A 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeatAmmo\", 80, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"MeatShield\", 16, -11, 0, 8)\n Loop\n\t\tTNT1 AAA 0\n\t\tGoto Destroy\n\tDeselect:\n Goto AltFire\n\tSelect:\n\t\tTNT1 A 0 A_Giveinventory(\"GoSpecial\",1)\n\t TNT1 A 0 A_TakeInventory(\"MeatAmmo\", 100)\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\t\tCSHG A 1 offset(0,40)\n\t\tCSHG A 1 offset(0,48)\n\t\tGoto LoadBullets\n\n\tLoadBullets:\n\t\tTNT1 A 0 A_JumpIfInventory(\"BDPistolAmmo\",15,15)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip1\",1,3)\n\t\tGoto Ready\n TNT1 AAAAAA 0\n\t\tTNT1 A 0 A_Giveinventory(\"BDPistolAmmo\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"BDDualPistolAmmo\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Clip1\",1)\n\t\tGoto LoadBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\n Goto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\tFire:\n\t TNT1 A 0\n TNT1 A 0 A_JumpIfInventory(\"BDPistolAmmo\", 1, 1)\n\t\tGoto AltFire\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItemEx(\"MeatShield\", 16, -11, 0, 8)\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,16)\n\t\tTNT1 A 0 A_PlaySound(\"PFIRE\")\n TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,16)\n\t\tTNT1 A 0 A_FireCustomMissile(\"MeatShieldTracer\", random(1,-1), 0, 5, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"BDPistolAmmo\", 1)\n\t\tCSHF A 2 BRIGHT\n\t\tCSHF B 2\n\t\tTNT1 A 0 A_SpawnItemEx(\"MeatShield\", 16, -11, 0, 8)\n\t\tCSHF C 2\n\t\tCSHG A 1\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n AltFire:\n\t\tGRZ4 D 1 offset(-4, 32)\n\t\tGRZ4 D 1 offset(-9, 33)\n\t\tGRZ4 D 1 offset(-16, 34)\n\t\tGRZ4 D 2 offset(-24, 35)\n\t\tGRZ4 D 3 offset(-36, 48)\n\t\tGRZ4 D 1 offset(-24, 35)\n\t\tGRZ4 B 1 offset(-16, 34)\n\t\tGRZ4 B 1 offset(-9, 33)\n\t\tGRZ4 B 1 offset(-1, 32)\n TNT1 A 0 A_PlaySound(\"skeleton/swing\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"ThrowedChaingunguy\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GotMeatShield\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCguyShield\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n THEF B 4\n THEF C 4\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tTHEF D 4\n\t\tTNT1 A 0 A_TakeInventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GotMeatShield\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCguyShield\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"CguyShield\",1)\n\t\tGoto Ready\n \tSpawn:\n\t\t8876 A -1\n\t\tStop\n\tDestroy:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"ZombiemanHeadExplode\", 0, 50)\n\t\tTNT1 A 0 A_TakeInventory(\"GoSpecial\",1)\n\t\tCSHG DEFGHII 5\n\t\tTNT1 A 0 A_TakeInventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GotMeatShield\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasCguyShield\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tGoto Altfire+9\n\t}\n}\nACTOR ThrowedChaingunguy: ThrowedZman\n{\n\tDamage 10\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Playsound(\"BURNZOM\", 1)\n\tFlying:\n X724 H 3\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUGHOST\", 0)\n\t\tX724 GFEDCBA 3\n\t\tLoop\n\n Death:\n\tXDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_StopSound(1)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_CheckCeiling(\"HitCeil\")\n\t\tTNT1 A 0 A_JumpIfHealthLower(-40, \"Death.Gibs\")\n\t\tTNT1 A 0 A_JumpIfHealthLower(1, \"Death.Chaingun\")\n\t\tX724 H 2\n\t\tNULL AA 0 A_CustomMissile (\"XDeath1\", 0, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_SpawnItem(\"MuchBlood2\")\n\t\tNULL A 0 A_CustomMissile (\"ThrowedChaingunguyRicochet\", 0, 0, 0, 2, 38)\n\t\tStop\n\n\tHitCeil:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"MuchBlood2\")\n\t\tNULL A 0 A_CustomMissile (\"ThrowedChaingunguyRicochet\", 0, 0, 0, 2, -5)\n\t\tStop\n\n\tCrashing:\n\t\tTNT1 A 0 A_StopSound(1)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"MuchBlood2\")\n\t\tNULL AA 0 A_CustomMissile (\"XDeath1\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"DeadChaingunguy1\")\n\t\tTNT1 A 3\n\t\tStop\n\n\tDeath.Melee:\n\tDeath.Fatality:\n\tDeath.ExtremePunches:\n\tDeath.Kick:\n\t\tTNT1 A 0 A_StopSound(1)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tNULL A 0 A_CustomMissile (\"ThrowedChaingunguyRicochet\", 0, 0, 180, 2, 32)\n\t\tStop\n\n\tDeath.Gibs:\n\tDeath.Explosives:\n\tDeath.Chaingun:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"SargeXDeath\")\n\t\tStop\n\t}\n}\n\nACTOR ThrowedChaingunguyRicochet: ThrowedChaingunguy\n{\n +BOUNCEONWALLS\n\t+THRUGHOST\n\t+BOUNCEONACTORS\n\tRadius 12\n\tHeight 14\n\tWallBounceFactor 0.6\n\tSpeed 10\n\tStates\n\t{\n\tSpawn:\n X724 H 2\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUGHOST\", 0)\n\t\tX724 GFEDCBA 2\n\t\tLoop\n Death:\n\tXDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_StopSound(1)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_JumpIfHealthLower(-40, \"Death.Gibs\")\n\t\tTNT1 A 0 A_JumpIfHealthLower(1, \"Death.Chaingun\")\n\tGoto Crashing\n\t}\n}\n\nACTOR ExtremePunchedChaingunguy: ThrowedChaingunguy\n{\n\tRadius 10\n\tHeight 14\n\tSpeed 30\n\t+THRUGHOST\n\tStates\n\t{\n\tSpawn:\n CPDR EE 2 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 90))\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUGHOST\", 0)\n\t\tLoop\n Death:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_CheckFloor(\"Floor\")\n\t\tTNT1 A 0 A_CheckCeiling(\"Floor\")\n\t\tTNT1 A 0 A_SetAngle(angle-180)\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_SpawnItem(\"Muchblood2\", 0, 40)\n\n\t\tTNT1 A 0 A_ChangeFlag(\"LOWGRAVITY\", 1)\n\t TNT1 AAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 35, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Guts\", 32, 0, random (0, 360), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"BloodMistBig\", 40, 0, random (0, 360), 2, random (40, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BloodMist\", 40, 0, random (0, 360), 2, random (40, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathChainArm\", 42, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"ChaingunguyHeadExplode\", 42, 0, random (0, 360), 2, random (0, 160))\n MPSD AAAA 6 A_CustomMissile (\"Brutal_LiquidBlood2\", 64, 0, random (0, 360), 2, random (30, 60))\n\t\tTNT1 A 0 A_ChangeFlag(\"LOWGRAVITY\", 0)\n\t\tMPSD BBBBCCCC 1\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem(\"DeadChaingunguyMPSDD\")\n Stop\n\n\tFloor:\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Recoil(-30)\n\t\tCPDR IK 4\n\t\tTNT1 A 0 A_SpawnItem(\"DeadChaingunguyCPDRO\")\n\t\tStop\n\n\t}\n}"
},
{
"source": "pk3",
"name": "ChaingunMarine.txt",
"contents": "ACTOR PrePlacedMarineMinigun Replaces MarineChaingun\n{\nTranslation \"112:127=32:47\", \"48:79=64:79\"\nMONSTER\nHeight 56\nRadius 16\n-COUNTKILL\n States\n\t{\n\tSpawn:\n\tPL42 A 1\n\tTNT1 A 0 A_NoBlocking\n\tPL42 A 1\n\tTNT1 A 0 A_SpawnItemEx (\"Marine_MinigunSpawn\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tStop\n }\n}\n\nACTOR Marine_Minigun1PathfinderNew: Marine1Pathfinder\n{\n-FRIENDLY\n\tSpeed 4\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n\tGoto See\n\tPain:\n See:\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 Thing_ChangeTID(0,98)\n\t\tTNT1 AAAAAAAAAAAAAAAAA 1 A_Chase\n\t\t//TNT1 A 0 Thing_Hate(98, 264, 0)\n\t\tTNT1 A 0 A_Recoil(-5)\n\t\tTNT1 A 0 A_SpawnItem(\"MarineSpawnChecker\")\n\t\tTNT1 A 1 A_FaceTarget\n\t\tLoop\n\tDeath:\n\tMissile:\n\t\tTNT1 A 0\n\t TNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"Marine_Minigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t//TNT1 A 0 A_SpawnItemEx(\"MarineAdd\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItem(\"FriendlymarineTFog\")\n\t\tStop\n\t}\n}\n\nACTOR Marine_MinigunSpawn: RedTorch\n{\n Radius 10\n Height 48\n\tMONSTER\n\t-SHOOTABLE\n\t-COUNTKILL\n\t-FRIENDLY\n\tTranslation \"112:127=32:47\", \"48:79=64:79\"\n\tStates\n {\n Spawn:\n\t PL42 A 10\n\t\tPL42 A 1 A_CheckSight(\"DontSpawn\")\n\t\tTNT1 A 0 A_Chase\n\t\tTNT1 A 0 A_Look\n\tSee:\n\t\tTNT1 A 0 A_GiveToTarget(\"NumberOfAlliesMinigun\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Marine_Minigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n Stop\n\tDontSpawn:\n\t PL42 A 1\n\t\tGoto Spawn\n }\n}\n\nACTOR Marine_Minigun: Marine_Rifle\n{\n\t//Translation \"152:159=[64,64,64]:[0,0,0]\", \"128:143=[80,80,80]:[0,0,0]\", \"112:127=[174,0,0]:[49,0,0]\", \"48:79=64:79\"\n\tDropItem \"DropedChaingunSpawner\"\n\tTranslation \"112:127=32:47\", \"48:79=64:79\"\n\tStates\n\t{\n\tActive:\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"MarineGuard\", 2)\n\t\tTNT1 A 0 A_CustomMissile (\"OrderTitle2\", 50, 0, 0, 2, 90)\n\t\tPL42 A 30\n\t\tTNT1 A 0 A_ChangeFLag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"MinigunMarineGuarding\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tStop\n\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\")\n\t\tPL42 A 1 A_Look\n\t\tGoto See\n\n\tForgetTarget:\n\t\tTNT1 A 0 A_ClearTarget\n\t\tGoto See\n\n\tSee:\n\t\t//TNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality3\", 1, \"FatalityZombieman\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"ImpFatality3\", 1, \"FatalityImp\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"RevenantFatality\", 1, \"FatalityRevenant\")\n\t\t//NULL A 0 A_JumpIfInventory(\"ComandoFatality\", 1, \"FatalityComando\")\n\t\tTNT1 A 0 A_ChangeFlag(\"NODROPOFF\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tPL42 AA 1 A_Chase\n\t\tTNT1 A 0 A_ChangeFlag(\"FASTER\", 0)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tPL42 BB 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tPL42 BB 1 A_Chase\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tPL42 CC 1 A_Chase\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tPL42 CC 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tPL42 DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tPL42 DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_CheckSight(\"ForgetTarget\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tTNT1 A 0 A_CheckSight(\"FollowPLayer\")\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\n\t\tPL42 AA 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\n\t\tPL42 BB 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPlayer\")\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\n\t\tPL42 CC 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPlayer\")\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\n\t\tPL42 DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPlayer\")\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPlayer\")\n\t\tGoto See\n\tBecomeEnemy23:\n\t\tPL42 A 1\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tGoto FollowPlayer\n\n\tFollowPlayer:\n\t TNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"FASTER\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t TNT1 A 0 A_JumpIfCloser(150, \"Waits\")\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 0)\n\t\tPL42 A 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPL42 AA 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPL42 BB 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPL42 BB 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPL42 CC 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPL42 CC 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPL42 DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPL42 DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\n\t\tPL42 AA 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPL42 BB 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPL42 BB 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPL42 CC 1 A_Chase\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPL42 CC 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPL42 DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPL42 DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"See\")\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tLoop\n\n\tCheckRangeToWait:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(150, \"Waits\")\n\t\tGoto FollowPLayer\n\n\tCheckIfPlayerSee:\n\t\tTNT1 A 0\n\t\tPL42 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_FastChase\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\t////TNT1 A 0 Thing_Hate(94, 0, 0)\n\t\tTNT1 A 0 A_JumpIfCloser(800, 2)\n\t\tGoto Pathfind\n\t\tTNT1 AAA 0\n\t\tGoto FollowPlayer\n\n\tPathfind:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_JumpIFInTargetInventory(\"IsPLayer\", 1, 1)\n\t\tGoto FollowPLayer\n\t\t//TNT1 A 1 A_Chase(\"\", \"\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOCLIP\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_Noblocking\n\t\tTNT1 A 0 A_SpawnItemEx (\"Marine_MinigunPathfinder\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tStop\n\n\tWaits:\n\t\tPL42 H 1\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, 2)\n\t\tTNT1 A 0 A_ClearTarget\n\t\tGoto See\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"BecomeEnemy23\")\n\t\tTNT1 A 0 A_Jump(32, \"Waits2\")\n\t\tTNT1 A 0 A_Jump(32, \"Waits3\")\n\n\t\tPL42 H 8 A_Stop\n\t\tPL42 E 8 A_Stop\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_CheckSight(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_ClearTarget\n\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tMARN D 0 A_Look\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tPL42 E 1 A_LookEx(0, 0, 0, 0, 0, \"FollowPlayer\")\n\t\tTNT1 A 0 A_CheckSIght(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tGoto FollowPlayer\n\n\tWaits2:\n\t\tTNT1 A 0 A_SetAngle(random(90, -90) + angle)\n\t\tPL42 E 8 A_Stop\n\t\tTNT1 A 0 A_PlaySound(\"MRNWT\", 2)\n\t\tPL42 H 8 A_Stop\n\t\tTNT1 A 0 A_CheckSight(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_ClearTarget\n\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tMARN D 0 A_Look\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tPL42 E 1 A_LookEx(0, 0, 0, 0, 0, \"FollowPlayer\")\n\t\tTNT1 A 0 A_CheckSIght(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(300, \"Waits\")\n\t\tGoto FollowPLayer\n\n\tWaits3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Clip2\", 50, 3)\n\t\tGoto GiveAmmo\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SetAngle(random(90, -90) + angle)\n\t\tPL42 E 8 A_Stop\n\t\tTNT1 A 0 A_PlaySound(\"MRNWC\", 2)\n\t\tPL42 H 8 A_Stop\n\t\tTNT1 A 0 A_CheckSight(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_ClearTarget\n\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tMARN D 0 A_Look\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tPL42 E 1 A_LookEx(0, 0, 0, 0, 0, \"FollowPlayer\")\n\t\tTNT1 A 0 A_CheckSIght(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(300, \"Waits\")\n\t\tGoto FollowPLayer\n\n\tGiveAmmo:\n\t\tTNT1 A 0\n\t\tPL42 A 10 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"MRNGI1\")\n\t\tPL42 I 30\n\t\tTNT1 A 0 A_GiveToTarget(\"Clip2\", 100)\n\t\t//TNT1 A 0 A_SpawnItemEx(\"Stimpack\", 40, 0)\n\t\tGoto Waits\n\n\tMissile:\n //PL42 E 1\n\t\tTNT1 A 0 A_ChangeFlag(\"NODROPOFF\", 1)\n\t\tTNT1 A 0 A_SpawnItem(\"KillMeSmall\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsABaronOfHell\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMancubus\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"CheckRangeToWait\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\t//TNT1 A 0 A_ChangeFlag(\"SOLID\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(300, \"Retreat\")\n\t\tTNT1 A 0 A_PlaySound(\"MRNAT\", 2)\n\n\tMissile2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\t//TNT1 A 0 A_ChangeFlag(\"SOLID\", 1)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tGoto See\n\n\tStrafeLeft:\n\t\tPL42 A 3 A_FaceTarget\n\t\tPL42 B 3 ThrustThing(angle*256/360+192, 3, 0, 0)\n\t\tPL42 C 3 A_FaceTarget\n\t\tPL42 D 3 ThrustThing(angle*256/360+192, 3, 0, 0)\n Goto Missile2\n\n\tStrafeRight:\n\t\tPL42 A 3 A_FaceTarget\n\t\tPL42 B 3 ThrustThing(angle*256/360+64, 3, 0, 0)\n\t\tPL42 C 3 A_FaceTarget\n\t\tPL42 D 3 ThrustThing(angle*256/360+64, 3, 0, 0)\n Goto Missile2\n\n\tCheckRetreat:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(500, \"Retreat\")\n\tPain.Avoid:\n\t\tTNT1 A 0 A_Jump(256, \"StrafeLeft\", \"StrafeRight\")\n\t\tGoto StrafeLeft\n\n\tRetreat:\n TNT1 A 0\n\t\tPL42 A 3 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(5)\n\t\tPL42 B 3\n TNT1 A 0 A_Recoil(5)\n\t\tPL42 CD 3 A_FaceTarget\n\t\tGoto MIssile2\n\n\tMeleeAttack:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")\n\t\tPLAM A 4 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(-4)\n\t\tPLAM A 1 A_FaceTarget\n\t\tPLAM B 4 A_CustomMissile(\"MarinePunch\",40,0,0,0)\n\t\tPLAM B 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality3\", 1, \"FatalityZombieman\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ImpFatality3\", 1, \"FatalityImp\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RevenantFatality\", 1, \"FatalityRevenant\")\n\t\tGoto See\n\n\tPain:\n\t PL42 G 3\n\t\tTNT1 A 0 A_ChangeFlag(\"NODROPOFF\", 0)\n\t\tPL42 G 3 A_Pain\n\t\tGoto FollowPlayer\n\n\tDeath:\n\tDeath.Bullet:\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tPLAY H 10 A_PlayerScream\n\n\t\tPLAY I 10 A_NoBlocking\n\t\tPLAY J 10\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tPLAY KLM 10\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tPLAY N -1\n\t\tStop\n\n Death.Eat:\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 A 0 A_GiveToTarget(\"EatMe\",1)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n XPL1 A 10 A_XScream\n XPL1 B 20 A_NoBlocking\n XPL1 CDE 10\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL1 E -1\n Stop\n\n Death.Cut:\n\tDeath.Saw:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"RipGuts\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeathHalfMarine\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 A 10 A_XScream\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 B 20 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 C 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 DE 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL2 E -1\n Stop\n\n Death.Slime:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 A 0 A_PlaySound(\"BIGSCREA\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n PMET AABBCCDDEEFFGGHHIIIII 10 A_CustomMissile (\"PlasmaSmoke\", 25, 0, random (0, 180), 2, random (0, 180))\n PMET IIIIIIIIIIJJJJJJJJJJJJJJJJJJJJJJKKKKKKKKKKKKKKKKKKKKKKKKKKLLLLLLLLLLLLLLL 3 A_CustomMissile (\"PlasmaSmoke\", 25, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_NoBlocking\n TNT1 A -1\n Stop\n\n Death.Minigun:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 A 0 A_Jump (128, 3)\n Goto Death\n TNT1 AAA 0\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"RipGuts\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeathHalfMarine\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 A 10 A_XScream\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 B 20 A_NoBlocking\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 C 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 DE 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL2 E -1\n Stop\n\n Death.Rip:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 A 10 A_XScream\n TNT1 AAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 B 20 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 C 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 D 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 E 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 F 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 F 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL3 F -1\n Stop\n\tDeath.Massacre:\n\tDeath.Explosives:\n\tXDeath:\n\t\tTNT1 A 0 ThrustThingZ(0,60,0,1)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 A 0 A_CustomMissile (\"MarineXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib1\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib2\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib3\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib4\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n MHEA A 7 A_XScream\n MHEA B 7 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n MHEA CD 7\n MHEA E -1\n\t\tStop\n\n\t Crush:\n\t Death.Stomp:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail8\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AAAAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath2\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem (\"CrushedRemains\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_XScream\n\t\tTNT1 A 1 A_NoBlocking\n\t\tStop\n\n\tDeath.Blast:\n\tDeath.SuperPunch:\n\tDeath.SSG:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t PL42 O 2 A_FaceTarget\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n PL42 OPQRSTU 8\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n PL42 U -1\n Stop\n\n Death.Rape:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tXPL4 A 20 A_XScream\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 B 20 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 C 20\n TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 D 20\n TNT1 AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 E 20\n TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 F 20\n TNT1 AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL4 F -1\n Stop\n\n Death.plasma:\n TNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AAAAAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 1\n TNT1 A -1\n Stop\n\n\t\tDeath.GreenFire:\n TNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n Stop\n\n Death.burn:\n\tTNT1 A 0\n\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t PBUR A 1\n PBUR A 1 A_Scream\n PBUR A 1 A_NoBlocking\n\t TNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n PBUR AAAABBBBCCCC 2 A_CustomMissile (\"SmallFlameTrails\", 32, 0, random (0, 180), 2, random (0, 180))\n\t PBUR DDDDEEEE 2 A_CustomMissile (\"SmallFlameTrails\", 16, 0, random (0, 180), 2, random (0, 180))\n PBUR EEEEE 4 A_CustomMissile (\"SmallFlameTrails\", 8, 0, random (0, 180), 2, random (0, 180))\n\t\tPBUR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 6 A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n PBUR E -1\n Stop\n\n Death.Fire:\n\tDeath.Flames:\n\tDeath.Burn:\n\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 A 0 A_PlaySound(\"BIGSCREA\")\n BURN W 6 A_Scream\n BURN X 6 A_NoBlocking\n\t TNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n BUR2 ABCD 6 BRIGHT A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n BURN FGHIJKL 6 BRIGHT A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n BURN MNOPQRSTUV 6 BRIGHT A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n BURN VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 6 A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n BURN V -1\n Stop\n\n\t Death.ExplosiveImpact:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tNULL A 0 ThrustThingZ(0,30,0,1)\n\t\tNULL AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n NULL AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t PPOD A 0 A_SpawnItemEx(\"BasicMarineGib1\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n NULL AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tNULL A 0 A_XScream\n XPL6 A 5\n\t\tNULL A 0 A_NoBlocking\n XPL6 BCDE 5\n XPL6 F -1\n Stop\n\n Crush:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS1 A 5\n CRS1 A -1\n Stop\n\n Death.HKFT:\n\tDeath.BHFT:\n\tDeath.RVFT:\n\t\tTNT1 A 1 A_Scream\n\t\tTNT1 A 1 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"Curbstomp_Marine\",1)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A -1\n Stop\n\n Death.FatalityMarine:\n\t\tTNT1 A 1 A_PlayerScream\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n\t\tTNT1 A 1 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 A 0 A_GiveToTarget(\"Fatality_Marine\",1)\n\t\tTNT1 A -1\n Stop\n\t}\n}\n\nACTOR MinigunMarineGuarding: Marine_Minigun\n{\n\tFastSpeed 0\n\tMaxStepHeight 0\n\t+FRIENDLY\n\t+MISSILEMORE\n\t+NODROPOFF\n\t+MISSILEEVENMORE\n\t+SHOOTABLE\n\tSpeed 0\n\tStates\n\t{\n\tActive:\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"MarineFollow\", 2)\n\t\tTNT1 A 0 A_CustomMissile (\"OrderTitle1\", 50, 0, 0, 2, 90)\n\t\tPL42 A 30\n\t\tTNT1 A 0 A_ChangeFLag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Marine_Minigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tStop\n\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\")\n\t\tPL42 E 1 A_Look\n\t\tGoto See\n\n\tSee:\n\t\t//TNT1 A 0 A_SetAngle(random(90, -90) + angle)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tPL42 EEEEEEEEEEHHHHHHHHH 1 A_Chase\n\t\tTNT1 A 0 A_ClearTarget\n\t\tLoop\n\n\tMissile:\n //PL42 E 1\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_SpawnItem(\"KillMeSmall\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 1)\n\n\tMissile2:\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 1)\n\t\tPL42 E 2 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tTNT1 A 0 A_CPosRefire\n\t\tGoto See\n\n\tPain:\n\t PL42 G 3\n\t\tPL42 G 3 A_Pain\n\t\tTNT1 A 0 A_Jump(128, \"StrafeLeft\", \"StrafeRight\")\n\t\tGoto See\n\n\tStrafeLeft:\n\t\tPL42 A 3 A_FaceTarget\n\t\tPL42 B 3 ThrustThing(angle*256/360+192, 3, 0, 0)\n\t\tPL42 C 3 A_FaceTarget\n\t\tPL42 D 3 ThrustThing(angle*256/360+192, 3, 0, 0)\n Goto Missile2\n\n\tStrafeRight:\n\t\tPL42 A 3 A_FaceTarget\n\t\tPL42 B 3 ThrustThing(angle*256/360+64, 3, 0, 0)\n\t\tPL42 C 3 A_FaceTarget\n\t\tPL42 D 3 ThrustThing(angle*256/360+64, 3, 0, 0)\n Goto Missile2\n\t}\n}\n\nACTOR Marine_MinigunPathfinder\n{\n\tRadius 32\n\tHeight 56\n\tSpeed 20\n\tHealth 4000\n\tPainChance 255\n\tMaxTargetRange 150\n\tMonster\n\tdamagefactor \"SpawnMarine\", 8000.0\n\tMaxDropOffHeight 1200\n\tMaxStepHeight 1200\n\t-COUNTKILL\n\t+NOTARGET\n\t+THRUACTORS\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+FASTER\n +DONTSPLASH\n\t-SHOOTABLE\n\t-FRIENDLY\n\t+NOCLIP\n\t+LOOKALLAROUND\n\t+NOINFIGHTING\n\tStates\n\t{\n\tSpawn:\n\tPain:\n See:\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\t//TNT1 A 0 Thing_ChangeTID(0,98)\n\t\t//TNT1 A 0 Thing_Hate(98, 0, 0)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n\t\tTNT1 AAAAA 1 A_Chase\n\t\t//TNT1 A 0 Thing_Hate(98, 0, 0)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n\t\tTNT1 A 1 A_FaceTarget\n\t\tLoop\n\tMissile:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"NOCLIP\", 0)\n\t TNT1 A 0 A_Recoil(-4)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_JumpIf(momx == 0, \"CheckAgain\")\n\tSpawnMarine:\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"Marine_Minigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItem(\"FriendlymarineTFog\")\n\t\tStop\n\tCheckAgain:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIF(momy == 0, \"See\")\n\t\tGoto SpawnMarine\n\t}\n}\n\nACTOR Marine_MinigunAdd: Marine1Pathfinder\n{\n\tSpeed 4\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n\tGoto See\n\tPain:\n See:\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 Thing_ChangeTID(0,98)\n\t\tTNT1 AAAAAAAAAAAAAAAAA 1 A_Chase\n\t\t//TNT1 A 0 Thing_Hate(98, 264, 0)\n\t\tTNT1 A 0 A_Recoil(-5)\n\t\tTNT1 A 1 A_FaceTarget\n\t\tLoop\n\tDeath:\n\tMissile:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 200\n\t\tTNT1 A 0 A_GiveToTarget(\"NumberOfAlliesMinigun\", 1)\n\t\tStop\n\t}\n}\n\nACTOR RemoveMarineMinigun\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n See:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigunActivate\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR RemoveMarineMinigunActivate: Marine1Pathfinder\n{\n-FRIENDLY\n-SHOOTABLE\nScale 1.0\nSpeed 1\nMaxTargetRange 90000\n\tStates\n\t{\n\tSpawn:\n\tPain:\n See:\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 Thing_ChangeTID(0,98)\n\t\tTNT1 AAAAAAAAAAAAAAAAA 1 A_Chase\n\t\t//TNT1 A 0 Thing_Hate(98, 264, 0)\n\t\tTNT1 A 0 A_Recoil(-5)\n\t\tTNT1 A 1 A_FaceTarget\n\t\tLoop\n\tMissile:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeFromTarget(\"NumberOfAlliesMinigun\", 1)\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR Marine_MinigunSpawnChecker\n{\nMONSTER\n-COUNTKILL\n+FRIENDLY\n-SOLID\n-SHOOTABLE\nHealth 1\nRadius 16\nHeight 52\nDamagetype \"SpawnMarine\"\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0\n\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n\t TNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_Explode(25, 40)\n\t\tStop\n\tDeath:\n\tTNT1 A 1\n\tStop\n}\n}"
},
{
"source": "pk3",
"name": "ClassicWeapons.txt",
"contents": "ACTOR ClassicWeapon : Weapon\n{\n VisibleToPlayerClass Purist\n Inventory.ForbiddenTo BDoomer, Doomer2, TacticalDoomer\n\tStates\n\t{\n\tGoingToReady:\n\t\t TNT1 A 0 A_TakeInventory(\"BDWEaponACtion\", 1)\n\t\t TNT1 A 0 A_TakeInventory(\"ExecuteDownedEnemy\", 1)\n\t\t TNT1 A 0 A_TakeInventory(\"Kicking\",1)\n\t\t TNT1 A 0 A_TakeInventory(\"Salute1\", 1)\n\t\t TNT1 A 0 A_TakeInventory(\"Salute2\", 1)\n\t\t TNT1 A 0 A_TakeInventory(\"Taunting\",1)\n\t\t TNT1 A 0 A_TakeInventory(\"TossGrenade\",1)\n\t\t TNT1 A 0 A_TakeInventory(\"IsRunning\",1)\n\t\t TNT1 A 0 A_TakeInventory(\"Reloading\",1)\n\t\t TNT1 AAAA 1 A_Jump(256,\"Ready3\")\n\t\t Loop\n\n\tSteady:\n\t\tTNT1 A 0\n\t\tTNT1 A 2\n\t\tGoto GoingToReady\n\n\tReady3:\n\t\tTNT1 A 0\n\t\tTNT1 A 2\n\t\tLoop\n\n\tWEaponActions:\n\t\t TNT1 A 0\n\t\t TNT1 A 0 A_TakeInventory(\"BDWEaponACtion\", 1)\n\t\t TNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\t TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\t TNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\t TNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\t TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\t TNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\t TNT1 A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\t TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\t TNT1 A 2\n\t\t Goto GoingToReady\n\n\tTryuse:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 100)\n\t\tRIFF A 0 A_FireCustomMissile(\"UseAttack\", 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"StealthAttack\", 0, 0, 0, -28)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FlashlightOn\", 1, \"WaitFlashlightOn\")\n\t\tTNT1 A 1\n\t\tGoto Flash\n\n\tWaitFlashlightOn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"PRessedUse\", 1)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightAlerter\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile3\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 1 BRIGHT\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightAlerter\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile3\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 1 BRIGHT\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightAlerter\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile3\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 1 BRIGHT\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"WaitFlashlightOn\")\n\t\tGoto Flash\n\n\tFlash:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"SwitchFlashlight\",1,\"SwitchFlashlight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"FlashlightOn\", 1, \"FlashOn\")\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"TryUse\")\n\t\tTNT1 A 1\n\t\tGoto Flash\n\n\tFlashOn:\n\t TNT1 A 0\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightAlerter\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile3\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 1 BRIGHT\n\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile3\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 1 BRIGHT\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"TryUse\")\n\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile3\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 1 BRIGHT\n\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile3\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 1 BRIGHT\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"TryUse\")\n\t\tGoto Flash\n\n\tSwitchFlashlight:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"SwitchFlashlight\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FlashlightOn\",1,\"TurnFlashOff\")\n\t\tTNT1 A 0 A_Giveinventory(\"FlashlightOn\",1)\n\t\tTNT1 A 0 A_PlaySound(\"FLASHON\", 5)\n Goto Flash\n\n\tTurnFlashOff:\n\t\tTNT1 A 0 A_Takeinventory(\"FlashlightOn\",1)\n\t\tTNT1 A 0 A_Light0\n\t\tTNT1 A 0 A_PlaySound(\"FLASHOFF\", 5)\n Goto Flash\n\n\tDoKick:\n\t\tTNT1 AA 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_Takeinventory(\"HasPlasmaWeapon\",1)\n\t\tTNT1 A 0 A_TAkeinventory(\"HasCutingWeapon\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"PowerLightAmp\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, \"SlideAttack\")\n\n TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"RifleSelected\", 1, \"RifleBash\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -17)\n KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tRIBA A 0 A_Takeinventory(\"Kicking\",1)\n\t\tGoto GoingToReady\n\n BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n RIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -17)\n KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tRIBA A 0 A_Takeinventory(\"Kicking\",1)\n\t\tGoto GoingToReady\n\n\tAirKick:\n\t TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -17)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tRIBA A 0 A_Takeinventory(\"Kicking\",1)\n\t\tGoto GoingToReady\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -17)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tRIBA A 0 A_Takeinventory(\"Kicking\",1)\n\t\tGoto GoingToReady\n\n\tSlideAttack:\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKickStart\", 5)\n\t\tKICK LMN 1\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"BerserkSlide\")\n RIFF A 0 A_FireCustomMissile(\"SlideAttack\", 0, 0, 0, 10)\n KICK O 1\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\t\tKICK O 1 A_FireCustomMissile(\"SlideAttack\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"SlideAttack\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"SlideAttack\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"SlideAttack\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"SlideAttack\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"SlideAttack\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"SlideAttack\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"SlideAttack\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"SlideAttack\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"SlideAttack\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"SlideAttack\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"SlideAttack\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tTNT1 A 0 A_TAkeInventory(\"KickHasHit\", 1)\n\t\tGoto FinishSlide\n\n\tBerserkSlide:\n\t\tTNT1 A 0\n\t\tRIFF A 0 A_FireCustomMissile(\"BerserkSlide\", 0, 0, 0, 10)\n KICK O 1\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\t\tKICK O 1 A_FireCustomMissile(\"BerserkSlide\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"BerserkSlide\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"BerserkSlide\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"BerserkSlide\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"BerserkSlide\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"BerserkSlide\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"BerserkSlide\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"BerserkSlide\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"BerserkSlide\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"BerserkSlide\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"BerserkSlide\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"BerserkSlide\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tTNT1 A 0 A_TAkeInventory(\"KickHasHit\", 1)\n\t\tGoto FinishSlide\n\n\tFinishSlide:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"SlideKickStop\", 5)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tRIBA A 0 A_Takeinventory(\"Kicking\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto GoingToReady\n\n\tFinishSlideHitwall:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Stop\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_TAkeInventory(\"KickHasHit\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tRIBA A 0 A_Takeinventory(\"Kicking\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto GoingToReady\n\n Taunt:\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Taunting\",1)\n TNT1 A 10\n\t\tFVCK A 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n FVCK B 1 A_PlaySound(\"FUCK\", 2)\n FVCK CD 1 A_AlertMonsters\n\t\tFVCK E 15 A_Takeinventory(\"Taunting\",1)\n FVCK DCBA 1\n TNT1 A 10\n\t\tGoto GoingToReady\n\tSalute:\n\t TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tNULL A 0 ACS_NamedExecuteAlways(\"BDStartCamera\", 0, 0, 0, 0)//Start Camera\n\t\tTNT1 ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDStopCamera\", 0, 0, 0, 0)//Stop Camera\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto GoingToReady\n\tTossGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeAmmo\", 1, 2)\n\t\tTNT1 A 0 A_Print(\"No Grenades Left.\")\n\t\tGoto GoingToReady\n\t\tTNT1 AAAA 1\n\t\tPRTH ABCD 1\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_PLaySound (\"GRNPIN\")\n\t\tPRTH EEFG 1\n\t\tTNT1 A 0 A_PLaySound (\"GRNTOSS\")\n\t\tPRTH HI 1\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenade\", 0, 0, 0, 0, 0, 0)\n\t TNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tPRTH JKLM 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tGoto GoingToReady\n\n\tDoExecution:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 1)\n\t\tTNT1 A 0 A_ChangeFLag(\"PUSHABLE\", 0)\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 SetPlayerProperty(0,1,4)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"ExecuteDownedEnemy\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsFloating\", 1, \"ExecuteAirStomp\")\n\t\tTNT1 A 5 A_SetPitch(70)//up(-) | down(+)\n\t\tGoto Execution1\n\n\tExecuteAirStomp:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_GiveInventory(\"IsExecutingOnAir\", 1)\n\t\tTNT1 A 0 ThrustThingZ(0, 10, 0, 1)\n\t\tSTOM ABCCCCC 1 A_SetPitch(70)\n\t\tSTOM CCCCCCCCCCC 1 A_CheckFloor(\"DoAirStomp\")\n\tDoAirStomp:\n\t\tRIFF AAA 0 A_FireCustomMissile(\"ExecutionAttackKick\", 0, 0, 0, 0)\n STOM D 5\n\t\tTNT1 A 0 ThrustThingZ(0, 20, 1, 1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsExecutingOnAir\", 1)\n\t\tKICK A 0 A_Takeinventory(\"ExecuteStompWall\",1)\n\t\tKICK A 0 A_Takeinventory(\"ExecuteBashWall\",1)\n\t\tGoto FinishExecution\n\n\tExecution1:\n\t\tKICK BCD 1\n\t\tRIFF A 0 A_FireCustomMissile(\"ExecutionAttackKick\", 0, 0, 0, -17)\n KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 5\n\t\tGoto FinishExecution\n\n\tFinishExecution:\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAAA 1 A_SetPitch(Pitch-10)//+70 degree\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"PUSHABLE\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,4)\n\t\tKICK A 0 A_Takeinventory(\"ExecuteDownedEnemy\",1)\n\t\tTNT1 A 0 A_takeInventory(\"PressedUSe\", 1)\n\t\tGoto GoingToReady\n\t}\n}\n\nACTOR ClassicFist : ClassicWeapon\n{\n\tGame Doom\n\tWeapon.SelectionOrder 13\n\tWeapon.Kickback 100\n\tObituary \"$OB_MPFIST\"\n\tTag \"$TAG_FIST\"\n\t+WEAPON.WIMPY_WEAPON\n\t+WEAPON.MELEEWEAPON\n\t+WEAPON.NOALERT\n\tStates\n\t{\n\n\tReady:\n\tReady3:\n\t\tPKFS A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tLoop\n\tDeselect:\n\t\tPKFS A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tPKFS A 1 A_Raise\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_GiveInventory(\"FistsSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"MinigunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SSGSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RocketLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PlasmaGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevenantLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SubMachineGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFG10KSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FlameCannonSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawSelected\", 1)\n\t\tLoop\n\tFire:\n\t TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"Fire2\")\n\t\tPKFS B 2 A_Giveinventory(\"Punching\",1)\n\t\tTNT1 A 0 A_PlaySound(\"skeleton/swing\")\n\t\tPKFS C 2 A_FireCustomMissile(\"MeleeStrike2\", 0, 0, 0, 0)\n\t\tPKFS DEFGHIJ 2\n\t\tPKFS KL 2 A_Refire\n\t\tGoto Ready\n\tFire2:\n\t\tPKFS B 2 A_Giveinventory(\"Punching\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\tPKFS C 2 A_FireCustomMissile(\"MeleeStrike1Smash\", 0, 0, 0, 0)\n\t\tPKFS DEFGHIJ 2\n\t\tPKFS KL 2 A_Refire\n\t\tGoto Ready\n\t}\n}\n\nACTOR ClassicSaw : ClassicWeapon\n{\n\tGame Doom\n\tWeapon.Kickback 0\n\tWeapon.SelectionOrder 9\n\tWeapon.UpSound \"weapons/sawup\"\n\tWeapon.ReadySound \"none\"\n\tInventory.PickupMessage \"$GOTCHAINSAW\"\n\tObituary \"$OB_MPCHAINSAW\"\n\tTag \"$TAG_CHAINSAW\"\n\t+WEAPON.MELEEWEAPON\n\t+WEAPON.AXEBLOOD\n\tDropItem \"ChainsawSpawner\"\n\tScale 0.8\n\tStates\n\t{\n\tReady:\n\tReady3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"HasCutingWeapon\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sawidle\", 2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Ready.Blood\")\n TNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Ready.BlueBlood\")\n TNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Ready.GreenBlood\")\n\t\tVSAW AB 4 A_WeaponReady\n\t\tLoop\n\n\tReady.Blood:\n\t\tVSRW AB 4 A_WeaponReady\n\t\tGoto Ready\n\n\tReady.BlueBlood:\n\t\tVSBW AB 4 A_WeaponReady\n\t\tGoto Ready\n\n\tReady.GreenBlood:\n\t\tVSGW AB 4 A_WeaponReady\n\t\tGoto Ready\n\n\tDeselect:\n\t\tVSAW A 1 A_Lower\n\t\tAXEG A 0 A_TakeInventory(\"HasCutingWeapon\",1)\n\t\tKICK A 0 A_Takeinventory(\"PowerBloodOnVisor\",1)\n\t\tKICK A 0 A_Takeinventory(\"PowerBlueBloodOnVisor\",1)\n\t\tKICK A 0 A_Takeinventory(\"PowerGreenBloodOnVisor\",1)\n\t\tLoop\n\tSelect:\n\t\tVSAW A 1 A_Raise\n\t\tKICK A 0 A_Takeinventory(\"PowerBloodOnVisor\",1)\n\t\tKICK A 0 A_Takeinventory(\"PowerBlueBloodOnVisor\",1)\n\t\tKICK A 0 A_Takeinventory(\"PowerGreenBloodOnVisor\",1)\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_TakeInventory(\"FistsSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"MinigunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SSGSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RocketLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PlasmaGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevenantLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SubMachineGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFG10KSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FlameCannonSelected\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"SawSelected\", 1)\n\t\tAXEG A 0 A_Giveinventory(\"HasCutingWeapon\",1)\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Giveinventory(\"HasCutingWeapon\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Fire.Blood\")\n TNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Fire.BlueBlood\")\n TNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Fire.GreenBlood\")\n\t\tVSAW CD 4 A_Saw(\"DSSAWHIT\",\"CSAWCUT\",20,\"SSawPuff2\",SF_NORANDOM)\n\t\tSAWG B 0 A_ReFire\n\t\tGoto Ready\n\n\tFire.Blood:\n\t\tTNT1 A 0 A_TakeInventory(\"PowerBlueBloodOnVisor\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PowerGreenBloodOnVisor\", 1)\n\t\tVSRW CD 4 A_Saw(\"DSSAWHIT\",\"CSAWCUT\",20,\"SSawPuff2\",SF_NORANDOM)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Fire.BlueBlood\")\n TNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Fire.GreenBlood\")\n\t\tSAWG B 0 A_ReFire\n\t\tGoto Ready\n\n\tFire.BlueBlood:\n\t\tTNT1 A 0 A_TakeInventory(\"PowerBloodOnVisor\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PowerGreenBloodOnVisor\", 1)\n\t\tVSBW CD 4 A_Saw(\"DSSAWHIT\",\"CSAWCUT\",20,\"SSawPuff2\",SF_NORANDOM)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Fire.Blood\")\n TNT1 A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Fire.GreenBlood\")\n\t\tSAWG B 0 A_ReFire\n\t\tGoto Ready\n\n\tFire.GreenBlood:\n\t\tTNT1 A 0 A_TakeInventory(\"PowerBlueBloodOnVisor\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PowerBloodOnVisor\", 1)\n\t\tVSGW CD 4 A_Saw(\"DSSAWHIT\",\"CSAWCUT\",20,\"SSawPuff2\",SF_NORANDOM)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Fire.Blood\")\n TNT1 A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Fire.BlueBlood\")\n\t\tSAWG B 0 A_ReFire\n\t\tGoto Ready\n\n\tSpawn:\n\t\tCSAW A -1\n\t\tStop\n\t}\n}\n\nACTOR ClassicPistol : ClassicWeapon\n{\n\tGame Doom\n\tWeapon.SelectionOrder 8\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 10\n\tWeapon.AmmoType \"clip2\"\n\tObituary \"$OB_MPPISTOL\"\n\t+WEAPON.WIMPY_WEAPON\n\tInventory.Pickupmessage \"$GOTPISTOL\"\n\tTag \"$TAG_PISTOL\"\n\tDropitem \"PistolSpawner\"\n\tscale 0.9\n\tStates\n\t{\n\tReady:\n\tReady3:\n\t\tPKPI A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tLoop\n\n\tDeselect:\n\t\tPKPI A 1 A_Lower\n\t\tLoop\n\n\tSelect:\n\t\tPKPI A 1 A_Raise\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_TakeInventory(\"FistsSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"MinigunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SSGSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RocketLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PlasmaGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevenantLauncherSelected\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"SubMachineGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFG10KSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FlameCannonSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawSelected\", 1)\n\t\tLoop\n\n\tFire:\n\t\tPKPI A 4\n\t\tTNT1 A 0 A_PlaySound(\"pfire\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-2,2), 0, 0, 0, 0, random(2,2))\n\t\tA12G A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tTNT1 A 0 A_FireBullets (2.8, 2.8, 1, 15, \"WeakPuff\", FBF_NORANDOM | FBF_USEAMMO)\n\t\tPKPI F 1 BRIGHT A_ZoomFactor(0.99)\n\t\tPKPI F 5 BRIGHT A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,0,-9)\n\t\tPKPI D 4\n\t\tPKPI B 5 A_Refire\n\t\tGoto Ready\n\n \tSpawn:\n\t\tPIST G -1\n\t\tStop\n\t}\n}\n\nACTOR ClassicSMG : ClassicWeapon\n{\n\tGame Doom\n\tWeapon.SelectionOrder 7\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 20\n\tWeapon.AmmoType \"clip2\"\n\tObituary \"%o was shot down by %k's SMG.\"\n\tTag \"Sub-Machinegun\"\n\tInventory.Pickupmessage \"$GOTSMG\"\n\tDropItem \"SMGSpawner\"\n\tScale 0.8\n\tStates\n\t{\n\tReady:\n\tReady3:\n\t\tVSMG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tLoop\n\tDeselect:\n\t\tVSMG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tVSMG A 1 A_Raise\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_TakeInventory(\"FistsSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"MinigunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SSGSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RocketLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PlasmaGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevenantLauncherSelected\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"SubMachineGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFG10KSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FlameCannonSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawSelected\", 1)\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_FireBullets (2.8, 2.8, -1, 10, \"WeakPuff\", FBF_NORANDOM | FBF_USEAMMO)\n\t\tTNT1 A 0 A_PlaySound(\"pfire\", 1)\n\t\tRIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-2,2), 0, 0, 0, 0, random(-2,2))\n VSMG B 1 BRIGHT A_ZoomFactor(0.99)\n\t\tVSMG B 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,0,-9)\n\t\tVSMG E 2\n\n\t\tTNT1 A 0 A_FireBullets (2.8, 2.8, -1, 10, \"WeakPuff\", FBF_NORANDOM | FBF_USEAMMO)\n\t\tTNT1 A 0 A_PlaySound(\"pfire\", 1)\n\t\tRIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-2,2), 0, 0, 0, 0, random(-2,2))\n\t\tVSMG D 1 BRIGHT A_ZoomFactor(0.99)\n\t\tVSMG D 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,0,-9)\n\t\tVSMG E 2\n\n\t\tTNT1 A 0 A_FireBullets (2.8, 2.8, -1, 10, \"WeakPuff\", FBF_NORANDOM | FBF_USEAMMO)\n\t\tTNT1 A 0 A_PlaySound(\"pfire\", 1)\n\t\tRIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-2,2), 0, 0, 0, 0, random(-2,2))\n VSMG C 1 BRIGHT A_ZoomFactor(0.99)\n\t\tVSMG C 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,0,-9)\n\t\tVSMG E 2\n\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto Ready\n \tSpawn:\n\t\tSMGZ A -1\n\t\tStop\n\t}\n}\n\nACTOR ClassicMP40 : ClassicWeapon\n{\n\tGame Doom\n\tWeapon.SelectionOrder 6\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 32\n\tWeapon.AmmoType \"Mauser9mm\"\n\tObituary \"%o was shot down by %k's MP40.\"\n\tTag \"MP40\"\n\tInventory.Pickupmessage \"$GOTMP40\"\n\tDropItem \"MP40Spawner\"\n\tScale 0.9\n\t+WEAPON.CHEATNOTWEAPON\n\tStates\n\t{\n\tReady:\n\tReady3:\n\t\tPKMP A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tLoop\n\tDeselect:\n\t\tPKMP A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tPKMP A 1 A_Raise\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_TakeInventory(\"FistsSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"MinigunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SSGSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RocketLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PlasmaGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevenantLauncherSelected\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"SubMachineGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFG10KSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FlameCannonSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawSelected\", 1)\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-2,2), 0, 0, 0, 0, random(-2,2))\n\t\tTNT1 A 0 A_PlaySound(\"MP40\", 1)\n\t\tA12G A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tTNT1 A 0 A_FireBullets(2.8, 2.8, 1, 20, \"WeakPuff\", FBF_NORANDOM | FBF_USEAMMO)\n\t\tPKMP B 1 BRIGHT A_ZoomFactor(0.99)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PistolCaseSpawn\",-5,0,8,-4)\n\t\tPKMP CDE 1 A_ZoomFactor(1.0)\n\t\tPKCG G 0 A_ReFire\n\t\tGoto Ready\n \tSpawn:\n\t\tMP40 I -1\n\t\tStop\n\t}\n}\n\nACTOR ClassicShotgun : ClassicWeapon\n{\n\tGame Doom\n\tWeapon.SelectionOrder 5\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 4\n\tWeapon.AmmoType \"AmmoShell\"\n\tTag \"Shotgun\"\n\tInventory.PickupMessage \"$GOTSHOTGUN\"\n\tObituary \"$OB_MPSHOTGUN\"\n\tDropItem \"ShotgunSpawner\"\n\n\tStates\n\t{\n\tReady:\n\tReady3:\n\t\tPKSG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tLoop\n\tDeselect:\n\t\tPKSG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tPKSG A 1 A_Raise\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_TakeInventory(\"FistsSelected\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"ShotgunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"MinigunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SSGSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RocketLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PlasmaGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevenantLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SubMachineGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFG10KSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FlameCannonSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawSelected\", 1)\n\t\tLoop\n\tFire:\n\t\tPKSG A 3\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sg\", 1)\n\t\tTNT1 AAAAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-3,3),0,0,0,0,random(-3,3))\n\t\tA12G A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tTNT1 A 0 A_FireBullets (2.8, 2.8, 7, 15, \"ShotgunPuff\", FBF_NORANDOM | FBF_USEAMMO)\n\t\tPKSG B 1 BRIGHT A_ZoomFactor(0.98)\n\t\tPKSG B 6 BRIGHT A_ZoomFactor(1.0)\n\t\tPKSG CDEFGHI 1\n\t\tTNT1 A 0 A_FireCustomMissile (\"ShotCaseSpawn\", 0, 0, -4, -4)\n\t\tSHTG A 0 A_PlaySound(\"weapons/sgpump\", 3)\n\t\tPKSG JKLMLKJIHGF 1\n\t\tPKSG A 6\n\t\tPKSG A 7 A_ReFire\n\t\tGoto Ready\n\tSpawn:\n\t\tSHTC B -1\n\t\tStop\n\t}\n}\n\nACTOR ClassicSSG : ClassicWeapon\n{\n\tGame Doom\n\tWeapon.SelectionOrder 2\n\tWeapon.AmmoUse 2\n\tWeapon.AmmoGive 2\n\tWeapon.AmmoType \"AmmoShell\"\n\tInventory.PickupMessage \"$GOTSHOTGUN2\"\n\tObituary \"$OB_MPSSHOTGUN\"\n\tTag \"Super Shotgun\"\n\tDropItem \"SSGSpawner\"\n\tYScale 0.8\n\tXScale 1.0\n\tStates\n\t{\n\n\tReady:\n\tReady3:\n\t\tPKSS A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tLoop\n\tDeselect:\n\t\tPKSS A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tPKSS A 1 A_Raise\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_TakeInventory(\"FistsSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"MinigunSelected\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"SSGSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RocketLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PlasmaGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevenantLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SubMachineGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFG10KSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FlameCannonSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawSelected\", 1)\n\t\tLoop\n\tFire:\n\t PKSS A 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"Alerter\", 0, 0)\n\t\tTNT1 A 0 A_playsound(\"SSHFIRE\", 1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-5,5),0,0,0,0,random(-3,3))\n\t\tA12G A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tTNT1 A 0 A_FireBullets (5.6, 2.8, 20, 15, \"ShotPuff\", FBF_USEAMMO | FBF_NORANDOM)\n\t\tPKSS B 1 BRIGHT A_ZoomFactor(0.96)\n\t\tTNT1 A 0 A_Recoil(5)\n\t\tPKSS B 6 BRIGHT A_ZoomFactor(1.0)\n\t\tPKSS CDEFGHIJKL 1\n\t\tPKSS L 2 A_CheckReload\n\t\tPKSS MNOP 2\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sshoto\", 4)\n\t\tTNT1 AA 0 A_FireCustomMissile(\"SSGCaseSpawner\",0,0,-10,-20)\n\t\tPKSS QRSTUV 2\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sshotl\", 4)\n\t\tPKSS WXYZ 2\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sshotc\", 4)\n\t\tPKS2 ABCDEFG 1\n\t\tPKSS A 5 A_ReFire\n\t\tGoto Ready\n\tSpawn:\n\t\tSGN2 A -1\n\t\tStop\n\t}\n}\n\nACTOR ClassicChaingun : ClassicWeapon\n{\n\tGame Doom\n\tWeapon.SelectionOrder 4\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 50\n\tWeapon.AmmoType \"clip2\"\n\tInventory.PickupMessage \"$GOTCHAINGUN\"\n\tObituary \"$OB_MPCHAINGUN\"\n\tTag \"Chaingun\"\n\tDropItem \"ChaingunSpawner\"\n\tScale 0.9\n\tStates\n\t{\n\n\tReady:\n\tReady3:\n\t\tPKCG G 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tLoop\n\tDeselect:\n\t\tPKCG G 1 A_Lower\n\t\tTNT1 A 0 A_TakeInventory(\"HeavyAutomaticWeapon\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RandomHeadExploder\", 1)\n\t\tLoop\n\tSelect:\n\t\tPKCG G 1 A_Raise\n\t\tTNT1 A 0 A_GunFlash\n\t\tMGN1 A 0 A_Giveinventory(\"HeavyAutomaticWeapon\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FistsSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunSelected\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"MinigunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SSGSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RocketLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PlasmaGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevenantLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SubMachineGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFG10KSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FlameCannonSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawSelected\", 1)\n\t\tMGN1 A 0 A_GiveInventory(\"RandomHeadExploder\", 1)\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-2,2), 0, 0, 0, 0, random(-2,2))\n\t\tTNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tA12G A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tTNT1 A 0 A_FireBullets(2.8, 2.8, 1, 15, \"MachineGunBulletPuff\", FBF_NORANDOM | FBF_USEAMMO)\n\t\tPKCG E 1 BRIGHT A_ZoomFactor(0.99)\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",0,0,6,-18)\n\t\tPKCG GHD 1 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-2,2), 0, 0, 0, 0, random(-2,2))\n\t\tTNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tA12G A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tTNT1 A 0 A_FireBullets(2.8, 2.8, 1, 15, \"MachineGunBulletPuff\", FBF_NORANDOM | FBF_USEAMMO)\n\t\tPKCG F 1 BRIGHT A_ZoomFactor(0.99)\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",0,0,6,-18)\n\t\tPKCG GHD 1 A_ZoomFactor(1.0)\n\t\tPKCG G 0 A_ReFire\n\t\tGoto Ready\n\tSpawn:\n\t\tMGUN B -1\n\t\tStop\n\t}\n}\n\nACTOR ClassicBuzzsaw : ClassicWeapon\n{\n\tGame Doom\n\tWeapon.SelectionOrder 3\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 50\n\tWeapon.AmmoType \"BuzzsawAmmo\"\n\tInventory.PickupMessage \"$GOTMG42\"\n\tObituary \"%o was cut in half by %k's MG42\"\n\tTag \"Hitler's Buzzsaw\"\n\tDropItem \"BuzzsawSpawner\"\n\tScale 1.0\n\t+WEAPON.CHEATNOTWEAPON\n\tStates\n\t{\n\n\tReady:\n\tReady3:\n\t\tPKBZ A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tLoop\n\tDeselect:\n\t\tPKBZ A 1 A_Lower\n\t\tTNT1 A 0 A_TakeInventory(\"HeavyAutomaticWeapon\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RandomHeadExploder\", 1)\n\t\tLoop\n\tSelect:\n\t\tPKBZ A 1 A_Raise\n\t\tTNT1 A 0 A_GunFlash\n\t\tMGN1 A 0 A_Giveinventory(\"HeavyAutomaticWeapon\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FistsSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunSelected\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"MinigunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SSGSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RocketLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PlasmaGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevenantLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SubMachineGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFG10KSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FlameCannonSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawSelected\", 1)\n\t\tMGN1 A 0 A_GiveInventory(\"RandomHeadExploder\", 1)\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-2,2), 0, 0, 0, 0, random(-2,2))\n\t\tTNT1 A 0 A_PlaySound(\"MP40\", 1)\n\t\tA12G A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tTNT1 A 0 A_FireBullets(2.8, 2.8, 1, 15, \"ExtremeBulletPuff\", FBF_NORANDOM | FBF_USEAMMO)\n\t\tMP40 A 0 A_FireCustomMissile(\"ShakeYourAss\", 0, 0, 0, 0)\n\t\tPKBZ B 1 BRIGHT A_ZoomFactor(0.98)\n\t\tTNT1 A 0 A_FireCustomMissile(\"Alerter\",0,0)\n\t\tMP40 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tMP40 A 0 A_Firecustommissile(\"50CaseSpawn2\",0,0,9,-12)\n\t\tPKBZ A 1 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-2,2), 0, 0, 0, 0, random(-2,2))\n\t\tTNT1 A 0 A_PlaySound(\"MP40\", 1)\n\t\tA12G A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tTNT1 A 0 A_FireBullets(2.8, 2.8, 1, 15, \"ExtremeBulletPuff\", FBF_NORANDOM | FBF_USEAMMO)\n\t\tMP40 A 0 A_FireCustomMissile(\"ShakeYourAss\", 0, 0, 0, 0)\n\t\tPKBZ C 1 BRIGHT A_ZoomFactor(0.98)\n\t\tMP40 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tMP40 A 0 A_Firecustommissile(\"50CaseSpawn2\",0,0,9,-12)\n\t\tPKBZ A 1 A_ZoomFactor(1.0)\n\t\tPKCG G 0 A_ReFire\n\t\tGoto Ready\n\tSpawn:\n\t\tHBUS D -1\n\t\tStop\n\t}\n}\n\nACTOR ClassicRocketLauncher : ClassicWeapon\n{\n\tGame Doom\n\tWeapon.SelectionOrder 10\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 1\n\tWeapon.AmmoType \"AmmoRocket\"\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.EXPLOSIVE\n\tTag \"Rocket Launcher\"\n\tInventory.PickupMessage \"$GOTLAUNCHER\"\n\tDropItem \"RocketLauncherSpawner\"\n\tScale 0.8\n\tStates\n\t{\n\n\tReady:\n\tReady3:\n\t\tPKRL A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tLoop\n\tDeselect:\n\t\tPKRL A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tPKRL A 1 A_Raise\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_TakeInventory(\"FistsSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"MinigunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SSGSelected\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"RocketLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PlasmaGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevenantLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SubMachineGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFG10KSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FlameCannonSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawSelected\", 1)\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_PlaySound (\"DSRFIRE\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"Alerter\", 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"WeakRocket\", 0, 1, 0, 0)\n\t\tRLNG A 0 A_SpawnItemEx(\"PlayerMuzzle1\",32,0,28)\n\t\tPKRL B 2 BRIGHT A_ZoomFactor(0.98)\n\t\tPKRL CD 2 BRIGHT A_ZoomFactor(1.0)\n\t\tPKRL EFGHIJ 2\n\t\tPKRL A 2 A_Refire\n\t\tGoto Ready\n\tSpawn:\n\t\tRLAU B -1\n\t\tStop\n\t}\n}\n\nACTOR ClassicPlasmaRifle : ClassicWeapon\n{\n\tGame Doom\n\tWeapon.SelectionOrder 1\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 40\n\tWeapon.AmmoType \"AmmoCell\"\n\tTag \"Plasma Rifle\"\n\tInventory.PickupMessage \"$GOTPLASMA\"\n\tDropItem \"PLasmagunSpawner\"\n\tscale 0.9\n\tStates\n\t{\n\tReady:\n\tReady3:\n\t\t3LSG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tLoop\n\tDeselect:\n\t TNT1 A 0 A_Takeinventory(\"HasPlasmaWeapon\",1)\n\t\t3LSG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t DUPL A 0 A_Giveinventory(\"HasPlasmaWeapon\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FistsSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"MinigunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SSGSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RocketLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeLauncherSelected\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"PlasmaGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevenantLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SubMachineGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFG10KSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFGSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FlameCannonSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawSelected\", 1)\n\t\tTNT1 A 0 A_GunFlash\n\t\t3LSG A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\t3LSF C 1 BRIGHT A_ZoomFactor(0.99)\n\t\t3LSF EF 1 BRIGHT A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"Alerter\", 0, 0)\n\t\tPLSN A 0 A_SpawnItemEx(\"PlasmaFlareSpawn\",32,0,28)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ClassicPlasmaBall\", 0, 1, 0, 0)\n\t\t3KPL ABCDEFGFEDCBA 1 A_Refire\n\t\t3KPL A 7 A_Refire\n\t\tGoto Ready\n\tSpawn:\n\t\tPLAS A -1\n\t\tStop\n\t}\n}\n\nACTOR ClassicPlasmaBall\n{\n\tGame Doom\n\tRadius 13\n\tHeight 8\n\tSpeed 25\n\tDamage (random(40,40))\n\tProjectile\n\t+RANDOMIZE\n\tRenderStyle Add\n\tAlpha 0.75\n\tSeeSound \"weapons/plasmaf\"\n\tDeathSound \"weapons/plasmax\"\n\tdamagetype Plasma\n\tObituary \"$OB_MPPLASMARIFLE\"\n\tSpecies \"Marines\"\n\t+THRUSPECIES\n\t+MTHRUSPECIES\n\tStates\n\t{\n\tDM:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFLag(\"THRUSPECIES\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"MTHRUSPECIES\", 0)\n\t\tGoto Spawn1\n\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"CheckIfDM\", 0, 0, 0, 0)//Check if Coop\n\n\tSpawn1:\n\t TNT1 A 1\n\t\tGoto Spawn2\n\tSpawn2:\n\t\tPLSS ABAB 1 Bright A_SpawnItem(\"BlueFlareSmall\")\n\t\tLoop\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_CustomMissile (\"BluePlasmaFire\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"BluePlasmaParticle\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tPLSE ABC 2 BRIGHT A_SpawnItem(\"BlueFlare\")\n\t\tPLSE DE 2 Bright A_SpawnItem(\"BlueFlareSmall\")\n\t\tStop\n\t}\n}\n\nACTOR VanillaBFG9000 : ClassicWeapon\n{\n\tGame Doom\n\tHeight 20\n\tWeapon.SelectionOrder 11\n\tWeapon.AmmoUse 40\n\tWeapon.AmmoGive 40\n\tWeapon.AmmoType \"AmmoCell\"\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.BFG\n\t+WEAPON.EXPLOSIVE\n\tTag \"BFG 9000\"\n\tInventory.PickupMessage \"$GOTBFG9000\"\n\tDropItem \"BFG9000Spawner\"\n\tScale 0.8\n\tStates\n\t{\n\n\tReady3:\n\tReady:\n\t\tBFGN A 1 A_WeaponReady\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tLoop\n\n\tDeselect:\n\t\tBFGN A 1 A_Lower\n\t\tLoop\n\n\tSelect:\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_TakeInventory(\"FistsSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"MinigunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SSGSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RocketLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"PlasmaGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RevenantLauncherSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SubMachineGunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"BFG10KSelected\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"BFGSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FlameCannonSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SawSelected\", 1)\n\t\tBFGN A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_PlaySound(\"BFGCHARGE\")\n\t\tBFGC ABCDABCDABCDABCDABCD 1 BRIGHT\n\t\tBFGC ABCDABCDAB 1 BRIGHT\n\t\tTNT1 A 0 A_PlaySound(\"BFGFIRE\")\n\t\tBFGA ABCD 2 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",32,0,28)\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\t\tTNT1 A 0 A_Recoil(8)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Alerter\", 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DMgame\", 1, 2)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"BFGBall\")\n\t\tGoto RecoilFire\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"BFGBallDM\")\n\tRecoilFire:\n\t\tBFGA E 2 BRIGHT A_SpawnItemEx(\"GreenFlareSpawn\",32,0,28)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tBFGN A 20 A_ReFire\n\t\tGoto Ready\n\tSpawn:\n\t\tBFUG B -1\n\t\tStop\n\t}\n}\n\n/* --- UNMAKER -------------------------------------------------------------- */\n\nACTOR ClassicUnmaker : ClassicWeapon 9902\n{\n\t//$Color 14\n\t//$NotAngled\n\t//$Sprite LGUNA0\n\t//$Category \"Doom 64 Retribution\"\n\tGame Doom\n\tSpawnID 168\n\tRadius 20\n\tHeight 20\n\tWeapon.SelectionOrder 12\n\tWeapon.SlotNumber 8\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 50\n\tWeapon.AmmoType \"SoulAmmo\"\n\tInventory.PickupMessage \"$GOTLASER\"\n\tInventory.PickupSound \"BFGREADY\"\n\tAttackSound \"NULL\"\n\tInventory.Icon \"LGUNA0\"\n\tTag \"Unmaker\"\n\tDropItem \"UnmakerSpawner\"\n\t+WEAPON.BFG\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.EXPLOSIVE\n\t+WEAPON.CHEATNOTWEAPON\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tLGUN A -1\n\t\t\tStop\n\t\tReady3:\n\t\tReady:\n\t\t\tUNMA A 1 A_WeaponReady\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\t\tLoop\n\t\tDeselect:\n\t\t\tUNMA A 0 A_Lower\n\t\t\tUNMA A 1 A_Lower\n\t\t\tLoop\n\t\tSelect:\n\t\t\tUNMA A 0 A_Raise\n\t\t\tUNMA A 1 A_Raise\n\t\t\tTNT1 A 0 A_TakeInventory(\"FistsSelected\", 1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"ShotgunSelected\", 1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"MinigunSelected\", 1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"SSGSelected\", 1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"RocketLauncherSelected\", 1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"GrenadeLauncherSelected\", 1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"PlasmaGunSelected\", 1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"RailGunSelected\", 1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"RevenantLauncherSelected\", 1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"SubMachineGunSelected\", 1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"BFG10KSelected\", 1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"BFGSelected\", 1)\n\t\t\tTNT1 A 0 A_GiveInventory(\"FlameCannonSelected\", 1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"SawSelected\", 1)\n\t\t\tLoop\n\t\tFire:\n\n\t\t/* --- UPGRADES INFORMATION: -------------------------------------------\n\t\tNo upgrade level = standard single shot (10 tics)\n\t\t1st upgrade level = slightly faster single shot (7 tics)\n\t\t2nd upgrade level = two beams and much faster fire rate (5 tics)\n\t\t3rd upgrade level = beams fire outward from middle, 4 each side\n\t\t--------------------------------------------------------------------- */\n\n\t\t// This will be used if the player has no upgrades\n\t\t\tUNMA A 0 A_JumpIfInventory(\"UnmakerUpgrades\", 1, \"FireUpgradeOne\")\n\t\t\tUNMA A 0 A_GunFlash\n\t\t\tUNMA A 0 A_PlaySound(\"weapons/unmaker\", CHAN_AUTO, 0.8, 0, ATTN_NORM)\n\t\t\tTNT1 A 0 A_ZoomFactor(0.99)\n\t\t\tUNMA B 3 BRIGHT A_RailAttack((random(50,50)), 0, 1, \"none\", \"red\", RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_EXPLICITANGLE | RGF_FULLBRIGHT, 0, \"UnmakerLaserPuff\", 0, 0, 0, 1, 32.0, 0, \"UnmakerLaserTrail\")\n\t\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\t\tUNMA A 7\n\t\t\tUNMA A 0 A_ReFire\n\t\t\tGoto Ready\n\n\t\t// This will be used if the player has one upgrade\n\t\tFireUpgradeOne:\n\t\t\tUNMA A 0 A_JumpIfInventory(\"UnmakerUpgrades\", 2, \"FireUpgradeTwo\")\n\t\t\tUNMA A 0 A_GunFlash\n\t\t\tUNMA A 0 A_PlaySound(\"weapons/unmaker\", CHAN_AUTO, 0.8, 0, ATTN_NORM)\n\t\t\tTNT1 A 0 A_ZoomFactor(0.99)\n\t\t\tUNMA B 3 BRIGHT A_RailAttack((random(50,50)), 0, 1, \"none\", \"red\", RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_EXPLICITANGLE | RGF_FULLBRIGHT, 0, \"UnmakerLaserPuff\", 0, 0, 0, 1, 32.0, 0, \"UnmakerLaserTrail\")\n\t\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\t\tUNMA A 4\n\t\t\tUNMA A 0 A_ReFire\n\t\t\tGoto Ready\n\n\t\t// This will be used if the player has two upgrades\n\t\tFireUpgradeTwo:\n\t\t\tUNMA A 0 A_JumpIfInventory(\"UnmakerUpgrades\", 3, \"FireUpgradeThree\")\n\t\t\tUNMA A 0 A_GunFlash\n\t\t\tUNMA A 0 A_PlaySound(\"weapons/unmaker\", CHAN_AUTO, 0.8, 0, ATTN_NORM)\n\t\t\tUNMA A 0 A_RailAttack((random(50,50)), 0, 1, \"none\", \"red\", RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_EXPLICITANGLE | RGF_FULLBRIGHT, 0, \"UnmakerLaserPuff\", 1.0, 0, 0, 1, 32.0, 0, \"UnmakerLaserTrail\")\n\t\t\tUNMA A 0 A_JumpIfNoAmmo(3)\n\t\t\tUNMA A 0 A_RailAttack((random(50,50)), 0, 1, \"none\", \"red\", RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_EXPLICITANGLE | RGF_FULLBRIGHT, 0, \"UnmakerLaserPuff\", -1.0, 0, 0, 1, 32.0, 0, \"UnmakerLaserTrail\")\n\t\t\tTNT1 A 0 A_ZoomFactor(0.99)\n\t\t\tUNMA B 3 BRIGHT\n\t\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\t\tUNMA A 2\n\t\t\tUNMA A 0 A_ReFire\n\t\t\tGoto Ready\n\n\t\t// This will be used if the player has three upgrades\n\t\tFireUpgradeThree:\n\t\t\tUNMA A 0 A_GunFlash\n\t\t\tUNMA A 0 A_PlaySound(\"weapons/unmaker\", CHAN_AUTO, 0.8, 0, ATTN_NORM)\n\t\t\tUNMA A 0 A_RailAttack((random(50,50)), 0, 1, \"none\", \"red\", RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_EXPLICITANGLE | RGF_FULLBRIGHT, 0, \"UnmakerLaserPuff\", 0, 0, 0, 1, 32.0, 0, \"UnmakerLaserTrail\")\n\t\t\tUNMA A 0 A_JumpIfNoAmmo(5)\n\t\t\tUNMA A 0 A_RailAttack((random(50,50)), 0, 1, \"none\", \"red\", RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_EXPLICITANGLE | RGF_FULLBRIGHT, 0, \"UnmakerLaserPuff\", 3.0, 0, 0, 1, 32.0, 0, \"UnmakerLaserTrail\")\n\t\t\tUNMA A 0 A_JumpIfNoAmmo(3)\n\t\t\tUNMA A 0 A_RailAttack((random(50,50)), 0, 1, \"none\", \"red\", RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_EXPLICITANGLE | RGF_FULLBRIGHT, 0, \"UnmakerLaserPuff\", -3.0, 0, 0, 1, 32.0, 0, \"UnmakerLaserTrail\")\n\t\t\tTNT1 A 0 A_ZoomFactor(0.99)\n\t\t\tUNMA B 3 BRIGHT\n\t\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\t\tUNMA A 2\n\t\t\tUNMA A 0 A_ReFire(\"Hold1\")\n\t\t\tGoto Ready\n\t\tHold1:\n\t\t\tUNMA A 0 A_GunFlash\n\t\t\tUNMA A 0 A_PlaySound(\"weapons/unmaker\", CHAN_AUTO, 0.8, 0, ATTN_NORM)\n\t\t\tUNMA A 0 A_RailAttack((random(50,50)), 0, 1, \"none\", \"red\", RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_EXPLICITANGLE | RGF_FULLBRIGHT, 0, \"UnmakerLaserPuff\", 0, 0, 0, 1, 32.0, 0, \"UnmakerLaserTrail\")\n\t\t\tUNMA A 0 A_JumpIfNoAmmo(5)\n\t\t\tUNMA A 0 A_RailAttack((random(50,50)), 0, 1, \"none\", \"red\", RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_EXPLICITANGLE | RGF_FULLBRIGHT, 0, \"UnmakerLaserPuff\", 6.0, 0, 0, 1, 32.0, 0, \"UnmakerLaserTrail\")\n\t\t\tUNMA A 0 A_JumpIfNoAmmo(3)\n\t\t\tUNMA A 0 A_RailAttack((random(50,50)), 0, 1, \"none\", \"red\", RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_EXPLICITANGLE | RGF_FULLBRIGHT, 0, \"UnmakerLaserPuff\", -6.0, 0, 0, 1, 32.0, 0, \"UnmakerLaserTrail\")\n\t\t\tTNT1 A 0 A_ZoomFactor(0.99)\n\t\t\tUNMA B 3 BRIGHT\n\t\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\t\tUNMA A 2\n\t\t\tUNMA A 0 A_ReFire(\"Hold2\")\n\t\t\tGoto Ready\n\t\tHold2:\n\t\t\tUNMA A 0 A_GunFlash\n\t\t\tUNMA A 0 A_PlaySound(\"weapons/unmaker\", CHAN_AUTO, 0.8, 0, ATTN_NORM)\n\t\t\tUNMA A 0 A_RailAttack((random(50,50)), 0, 1, \"none\", \"red\", RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_EXPLICITANGLE | RGF_FULLBRIGHT, 0, \"UnmakerLaserPuff\", 0, 0, 0, 1, 32.0, 0, \"UnmakerLaserTrail\")\n\t\t\tUNMA A 0 A_JumpIfNoAmmo(5)\n\t\t\tUNMA A 0 A_RailAttack((random(50,50)), 0, 1, \"none\", \"red\", RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_EXPLICITANGLE | RGF_FULLBRIGHT, 0, \"UnmakerLaserPuff\", 9.0, 0, 0, 1, 32.0, 0, \"UnmakerLaserTrail\")\n\t\t\tUNMA A 0 A_JumpIfNoAmmo(3)\n\t\t\tUNMA A 0 A_RailAttack((random(50,50)), 0, 1, \"none\", \"red\", RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_EXPLICITANGLE | RGF_FULLBRIGHT, 0, \"UnmakerLaserPuff\", -9.0, 0, 0, 1, 32.0, 0, \"UnmakerLaserTrail\")\n\t\t\tTNT1 A 0 A_ZoomFactor(0.99)\n\t\t\tUNMA B 3 BRIGHT\n\t\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\t\tUNMA A 2\n\t\t\tUNMA A 0 A_ReFire(\"Hold3\")\n\t\t\tGoto Ready\n\t\tHold3:\n\t\t\tUNMA A 0 A_GunFlash\n\t\t\tUNMA A 0 A_PlaySound(\"weapons/unmaker\", CHAN_AUTO, 0.8, 0, ATTN_NORM)\n\t\t\tUNMA A 0 A_RailAttack((random(50,50)), 0, 1, \"none\", \"red\", RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_EXPLICITANGLE | RGF_FULLBRIGHT, 0, \"UnmakerLaserPuff\", 0, 0, 0, 1, 32.0, 0, \"UnmakerLaserTrail\")\n\t\t\tUNMA A 0 A_JumpIfNoAmmo(5)\n\t\t\tUNMA A 0 A_RailAttack((random(50,50)), 0, 1, \"none\", \"red\", RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_EXPLICITANGLE | RGF_FULLBRIGHT, 0, \"UnmakerLaserPuff\", 12.0, 0, 0, 1, 32.0, 0, \"UnmakerLaserTrail\")\n\t\t\tUNMA A 0 A_JumpIfNoAmmo(3)\n\t\t\tUNMA A 0 A_RailAttack((random(50,50)), 0, 1, \"none\", \"red\", RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_EXPLICITANGLE | RGF_FULLBRIGHT, 0, \"UnmakerLaserPuff\", -12.0, 0, 0, 1, 32.0, 0, \"UnmakerLaserTrail\")\n\t\t\tTNT1 A 0 A_ZoomFactor(0.99)\n\t\t\tUNMA B 3 BRIGHT\n\t\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\t\tUNMA A 2\n\t\t\tUNMA A 0 A_CheckReload\n\t\t\tGoto Ready\n\t}\n}"
},
{
"source": "pk3",
"name": "Comando.txt",
"contents": "ACTOR ChaingunGuy1: ChaingunGuy Replaces ChaingunGuy\n{\n\tHealth 80\n\tRadius 16\n\tHeight 49\n\tMass 100\n\tSpeed 5\n\tPainChance 255\n\n\tDamagefactor \"Avoid\", 0.0\tDamagefactor \"BHFTOnBarrel\", 0.0\tDamagefactor \"Blood\", 0.0\n\tDamagefactor \"CancelTeleportFog\", 0.0\tDamagefactor \"CauseWaterSplash\", 0.0\tDamagefactor \"Crush\", 10.0\n\tDamagefactor \"GibRemoving\", 0.0\tDamagefactor \"Glass\", 0.0\n\tDamagefactor \"HangingHook\", 0.0\tDamagefactor \"Head\", 1.5\tDamagefactor \"PussyGrab\", 100.0\n\tDamagefactor \"Repair\", 0.0\tDamagefactor \"RevenantHitStomach\", 0.0\tDamagefactor \"SpawnMarine\", 0.0\n\tDamagefactor \"TeleportRemover\", 0.0\tDamagefactor \"Use\", 0.0\n\tDamagefactor \"ExtremePunches\", 2.0\tDamagefactor \"Fatality\", 5.0\n\n\tPainChance \"Head\", 255\tPainChance \"PussyGrab\", 255\n\tPainChance \"Slide\", 255\tPainChance \"Stealth\", 255\tPainChance \"Taunt\", 255\n\n\tDamagetype \"Melee\"\n\tMonster\n\t//Translation \"192:207=176:191\"\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\n\t+FLOORCLIP\n +MISSILEMORE\n +MISSILEEVENMORE\n\t+RANDOMIZE\n\t+DOHARMSPECIES\n\tDeathHeight 4\n\tBurnHeight 0\n\tSpecies \"Zombies\"\n BloodType \"Brutal_Blood\", \"SawBlood\", \"SawBlood\"\n\tSeeSound \"grunt/sight\"\n\tPainSound \"grunt/pain\"\n\tDeathSound \"grunt/death\"\n\tActiveSound \"grunt/active\"\n\tAttackSound \"weapons/minigunfire\"\n\tDropItem \"DropedChaingunSpawner\"\n\tObituary \"%o has been mowed down by a Zombie Commando.\"\n\tTag \"Minigun Zombie\"\n\n\tStates\n\t{\n\tReplaceVanilla:\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"VanillaChaingunguy\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tStop\n Spawn:\n\t\tMPOS A 1\n\t\tMPOS A 0 ACS_NamedExecuteAlways(\"BDCHeckClassicMonsters\", 0, 0, 0, 0)//Check if Vanilla Mode is activated\n\t\tMPOS A 0 A_GiveInventory(\"SKChaingunGuy\", 1)\n\t\tMPOS A 0 A_JumpIfInTargetInventory(\"ChainguyguyContinue\", 1, \"MissileContinue\")\n\t\tGoto Stand\n\n\tSTAND:\n\t\tMPOS A 0\n\t\tMPOS A 0 A_CheckSight(\"Stand2\")\n MPOS A 0 A_SpawnItem (\"HeadshotTarget20\", 0, 41,0)\n\t\tMPOS BB 9 A_Look\n\t\tLoop\n\n\tStand2:\n\t\tMPOS B 15 A_Look\n\t\tTNT1 A 0 A_CheckSight(\"Stand2\")\n\t\tGoto Stand\n\n\tIdle:\n\tSearchForPlayer:\n\t\tTNT1 A 0 A_ClearTarget\n\t TNT1 A 0 A_TakeInventory(\"EnemyMemory\", 30)\n\t\tTNT1 A 0 A_GiveInventory(\"SKChaingunguy\", 1)\n\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 41,0)\n\t\tMPOS A 10 A_Look\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 41,0)\n\t\tMPOS A 10 A_Look\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 41,0)\n\t\tMPOS A 10 A_Look\n\n\t\tTNT1 A 0 A_SetAngle(angle - 40)\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 41,0)\n\t\tMPOS A 10 A_Look\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 41,0)\n\t\tTNT1 A 0 A_SetAngle(angle + 40)\n\t\tMPOS A 10 A_Look\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 41,0)\n\t\tMPOS A 10 A_Look\n\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 41,0)\n\t\tTNT1 A 0 A_Wander\n\n\t\tMPOS A 4 A_Look\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 41,0)\n\t\tTNT1 A 0 A_Wander\n\n\t\tMPOS B 4 A_Look\n\t\t//TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 30, 0, 0)\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 41,0)\n\t\tTNT1 A 0 A_Wander\n\n\t\tMPOS C 4 A_Look\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 41,0)\n\t\tTNT1 A 0 A_Wander\n\n\t\tMPOS D 4 A_Look\n\t\t//TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 30, 0, 0)\n\n\t\tTNT1 A 0 A_jump(128, \"SearchForPlayer\")\n\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 41,0)\n\t\tTNT1 A 0 A_Wander\n\n\t\tMPOS A 4 A_Look\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 41,0)\n\t\tTNT1 A 0 A_Wander\n\n\t\tMPOS B 4 A_Look\n\t\t//TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 30, 0, 0)\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 41,0)\n\t\tTNT1 A 0 A_Wander\n\n\t\tMPOS C 4 A_Look\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 41,0)\n\t\tTNT1 A 0 A_Wander\n\n\t\tMPOS D 4 A_Look\n\t\t//TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 30, 0, 0)\n\t\tGoto SearchForPlayer\n\n\tSee:\n\tTNT1 A 0 A_ChangeFLag(\"NODROPOFF\", 0)\n\tTNT1 A 0 A_TakeInventory(\"SKChaingunGuy\", 1)\n\tTNT1 A 0 A_TakeInventory(\"EnemyMemory\", 15)\n\tTNT1 A 0 A_CheckSight(\"SeeNeverSeen\")\n\tGoto SeeContinue\n\n\tSeeContinue:\n\t TNT1 A 0 A_CheckSight(\"SeeNeverSeen\")\n\n\tSeeContinuePart2:\n\t\tTNT1 A 0 A_GiveInventory(\"EverSeenTheplayer\", 1)\n //TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 30, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"EnemyMemory\", 12, \"SearchForPlayer\")\n\n\tSeeContinuePart36:\n\t\tTNT1 A 0 A_GiveInventory(\"EnemyMemory\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiring\", 1)\n\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget6\", 0, 41,0)\n\t\tMPOS AAA 2 A_Chase\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget6\", 0, 41,0)\n\t\tMPOS BBB 2 A_Chase\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget6\", 0, 41,0)\n\t\tMPOS CCC 2 A_Chase\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget6\", 0, 41,0)\n\t\tMPOS DDD 2 A_Chase\n\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsInvisible\", 1, \"Idle\")\n\t\tLoop\n\n\tSeeNeverSeen:\n\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"EverSeenThePlayer\", 1, \"SeeContinuePart2\")\n //TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 30, 0, 0)\n\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget6\", 0, 41,0)\n\t\tMPOS AAA 2 A_Chase\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget6\", 0, 41,0)\n\t\tMPOS BBB 2 A_Chase\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget6\", 0, 41,0)\n\t\tMPOS CCC 2 A_Chase\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget6\", 0, 41,0)\n\t\tMPOS DDD 2 A_Chase\n\n TNT1 A 0 A_CheckSight(\"SeeNeverSeen\")\n\t\tGoto SeeContinue\n\n\tMissile:\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 41,0)\n\t\tTNT1 A 0 A_TakeInventory(\"EnemyMemory\", 15)\n\n\t\t//TNT1 A 0 A_TakeInventory(\"CantFire\", 1)\n\t\t//TNT1 A 0 A_CustomMissile(\"MonsterTargetCheck\", 34, 0, 0, 0)\n\t\t//TNT1 A 0 A_CustomMissile(\"MonsterTargetCheckFaster\", 34, 0, 0, 0)\n\t\tMPOS E 6 A_FaceTarget\n\t\t//TNT1 A 0 A_JumpIfInventory(\"CantFire\",1, \"SeeContinuePart36\")\n\n\t\tTNT1 A 0 A_TakeInventory(\"SKChaingunGuy\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"CHAINSTA\")\n\t\tMPOS E 4 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 41,0)\n\t\tMPOS E 7 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 41,0)\n\t\tMPOS E 7 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 41,0)\n\t\tMPOS E 7 A_FaceTarget\n\t\tTNT1 A 0 A_GiveInventory(\"IsFiring\", 1)\n\t\tTNT1 A 0\n\t\tMPOS E 1 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 41,0)\n\n MissileContinue:\n\n MPOS F 1 BRIGHT A_CustomMissile(\"MonsterMinigunTracer\", 34, 0, random(-3, 3), 1, random(-2, 2))\n TNT1 A 0 A_CustomMissile(\"EnemyMinigunBrass\", 34, 0, -60, 2, random(20, 55))\n\n\t\tMPOS E 1 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 41,0)\n\t\tTNT1 A 0 A_PlaySound(\"FARMGN\", 6)\n\t\tTNT1 A 0 A_PlaySound(\"CHGNSHOT\", 5)\n\n MPOS H 1 BRIGHT A_CustomMissile(\"Tracer\", 34, 0, random(-3, 3), 1, random(-2, 2))\n TNT1 A 0 A_CustomMissile(\"EnemyMinigunBrass\", 34, 0, -60, 2, random(20, 55))\n\t\tMPOS E 1 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 41,0)\n\t\tTNT1 A 0 A_PlaySound(\"FARMGN\", 6)\n\t\tTNT1 A 0 A_PlaySound(\"CHGNSHOT\", 5)\n\n\t\tMPOS F 1 BRIGHT A_CustomMissile(\"MonsterMinigunTracer\", 34, 0, random(-3, 3), 1, random(-2, 2))\n TNT1 A 0 A_CustomMissile(\"EnemyMinigunBrass\", 34, 0, -60, 2, random(20, 55))\n\t\tMPOS E 1 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 41,0)\n\t\tTNT1 A 0 A_PlaySound(\"FARMGN\", 6)\n\t\tTNT1 A 0 A_PlaySound(\"CHGNSHOT\", 5)\n\n MPOS H 1 BRIGHT A_CustomMissile(\"Tracer\", 34, 0, random(-3, 3), 1, random(-2, 2))\n TNT1 A 0 A_CustomMissile(\"EnemyMinigunBrass\", 34, 0, -60, 2, random(20, 55))\n\t\tMPOS E 1 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 41,0)\n\t\tTNT1 A 0 A_PlaySound(\"FARMGN\", 6)\n\t\tTNT1 A 0 A_PlaySound(\"CHGNSHOT\", 5)\n\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"ChainguyguyContinue\", 1, \"MissileContinue\")\n\t\tTNT1 A 0 A_CposRefire\n\t\tGoto MissileContinue\n\n SpecialAttack:\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 41,0)\n\t\tMPOS E 10 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 41,0)\n TNT1 A 0 A_CustomMissile(\"FireFightFlare\", 34, 10, 15, 25)\n\t\tMPOS F 10 //A_CustomMissile(\"CommandoGrenade\",10,0,0,0)\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 41,0)\n\t\tMPOS E 10\n Goto SeeContinue\n\n\t Pain.Melee:\n\t\tMPOS G 4\n\t\tTNT1 A 0 A_JumpIfInventory (\"SKChaingunGuy\", 1, \"GotoStealthKill\")\n \t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 41,0)\n MPOS G 4 A_Pain\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiring\", 1)\n Goto See\n\n\t Pain.Stealth:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_JumpIfInventory (\"SKChaingunguy\", 1, \"GotoStealthKill\")\n //TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"GroundExecution\")\n\t\tGoto See\n\n\tGroundExecution:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"ExecuteDownedZombieman\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GoSpecial\", 1)\n\t\tStop\n\n Pain:\n\t Pain.Cut:\n\t Pain.Saw:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Stop\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsFiring\", 1, \"Pain.IsFiring\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 41,0)\n\t\tTNT1 A 0 A_TakeInventory(\"SKChaingunGuy\", 1)\n\t\tMPOS G 2\n \t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 41,0)\n MPOS G 2 A_Pain\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiring\", 1)\n Goto SeeContinue\n\n\tPain.IsFiring:\n\tCPDR A 3 A_SpawnItem(\"HeadshotTarget6\", 0, 41,0)\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\n\tTNT1 A 0 A_CustomMissile (\"MonsterMinigunTracer\", 32, 15, 0, 2, -20)\n\tCPDR B 3 BRIGHT\n\tGoto MissileContinue\n\n\tPain.Slide:\n\tPain.HeavyImpact:\n\t\tMPOS G 1 A_Pain\n\t\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\t\tMPOS G 6 ThrustThing(angle*256/360+128, 5, 0, 0)\n\t\tGoto Pain\n\n\tPain.Kick:\n\tPain.LowKick:\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMONST\", 1)\n\t\tTNT1 A 0 A_ChangeFLag(\"NODROPOFF\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"GHOST\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUGHOST\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiring\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SKChaingunGuy\", 1)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0,15,0,1)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tMPOS G 2 A_Recoil(5)\n\t\tCPBK ABC 2\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget8\", 0, 41,0)\n\t\tCPBK C 8 A_Pain\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget8\", 0, 41,0)\n\t\tCPBK D 8 A_SpawnItem(\"HeadshotTarget8\", 0, 41,0)\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget8\", 0, 41,0)\n\t\tCPBK C 8 A_Pain\n\t\tCPBK D 8 A_SpawnItem(\"HeadshotTarget8\", 0, 41,0)\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget8\", 0, 41,0)\n\t\tCPBK C 8 A_Pain\n\t\tCPBK D 8 A_SpawnItem(\"HeadshotTarget8\", 0, 41,0)\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget8\", 0, 41,0)\n\t\tCPBK C 8 A_Pain\n\t\tCPBK D 8 A_SpawnItem(\"HeadshotTarget8\", 0, 41,0)\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget8\", 0, 41,0)\n\t\tCPBK BA 4\n\t\tMPOS G 4\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMONST\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"NODROPOFF\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"GHOST\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUGHOST\", 0)\n\t\tGoto See\n\n\tDeath.MonsterShotgunBullet:\n\tDeath.Shotgun:\n\tDeath.HKFT:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"SuperWallRedBlood\", 42, 0, random (170, 190), 2, random (0, 20))\n\t\tTNT1 A 0 A_JumpIfCloser(50, \"Death.SSG\")\n\t\tTNT1 A 0 A_Jump(24,\"Death.Arm\")\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_Recoil(6)\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsFiring\", 1, \"Death.Rare\")\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n\t\tCPHM AB 4\n\t\tTNT1 A 0\n\t\tCPHM CD 4 A_JumpIf((MomY == 0), \"TakeASit\")\n\t\tCPHM EF 4\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadChaingunGuy_KilledByMinorHead\", 3)\n\n\t\tStop\n\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsFiring\", 1, \"Death.Rare\")\n\t\tTNT1 AAA 0 A_SpawnItem(\"Blood\", 0, 40)\n\t\tTNT1 A 0 A_Jump(96,\"Death.Rare\")\n\t\tTNT1 A 0 A_Jump(64,\"Death.Arm\")\n CPOD A 8 A_Scream\n CPOD B 6 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n CPOD CDEFG 6\n TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n TNT1 A 1 A_SpawnItem (\"DeadChaingunGuy1\", 3)\n Stop\n\n\tDeath.Rare:\n\tTNT1 A 0\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_Recoil(2)\n\tCPDR A 3 A_Scream\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\n\tTNT1 A 0 A_CustomMissile (\"MonsterMinigunTracer\", 32, 15, 0, 2, -20)\n\tCPDR B 3 BRIGHT\n\n\tCPDR A 3\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\n\tTNT1 A 0 A_CustomMissile (\"MonsterMinigunTracer\", 32, 15, 0, 2, -20)\n\tCPDR B 3 BRIGHT\n\n\tCPDR C 2\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\n\tTNT1 A 0 A_CustomMissile (\"MonsterMinigunTracer\", 24, 15, -20, 2, -20)\n\tCPDR D 2 BRIGHT\n\n\tCPDR C 2\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\n\tTNT1 A 0 A_CustomMissile (\"MonsterMinigunTracer\", 24, 15, -20, 2, -20)\n\tCPDR D 2 BRIGHT\n\n\tCPDR E 2\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\n\tTNT1 A 0 A_CustomMissile (\"MonsterMinigunTracer\", 24, 15, -20, 2, 20)\n\tCPDR F 2 BRIGHT\n\n\tCPDR G 2\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\n\tTNT1 A 0 A_CustomMissile (\"MonsterMinigunTracer\", 24, 15, -10, 2, 40)\n\tCPDR H 2 BRIGHT\n\n\tTNT1 A 0 A_Recoil(1)\n\tCPDR I 2\n\tTNT1 A 0 A_JumpIf((MomY == 0), \"TakeASit\")\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\n\tTNT1 A 0 A_CustomMissile (\"MonsterMinigunTracer\", 24, 15, -10, 2, 40)\n\tCPDR J 2 BRIGHT\n\tTNT1 A 0 A_JumpIf((MomY == 0), \"TakeASit\")\n\n\tCPDR K 2\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\n\tTNT1 A 0 A_CustomMissile (\"MonsterMinigunTracer\", 12, 15, -20, 2, 40)\n\tCPDR L 2 BRIGHT\n\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\tCPDR M 2\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\n\tTNT1 A 0 A_CustomMissile (\"MonsterMinigunTracer\", 12, 15, -20, 2, 20)\n\tCPDR N 2 BRIGHT\n\n\tCPDR M 2\n\n\tTNT1 A 0 A_CustomMissile (\"MonsterMinigunTracer\", 12, 15, -20, 2, 20)\n\tCPDR N 2 BRIGHT\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n\tTNT1 A 0 A_SpawnItem(\"DeadChaingunguyCPDRO\")\n\tTNT1 A -1\n\tStop\n\n\tTakeASit:\n\t TNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 6, 0, random (170, 190), 2, random (0, 40))\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItem(\"GrowingBloodPool\")\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeadChaingunguy_Slumped\", 10)\n\t\tStop\n\n\tDeath.OriginalGibz:\n\t TNT1 A 0\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathChainArm\", 35, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 35, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2\", 35, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 AAA 0 A_CustomMissile (\"SmallBrainPiece\", 35, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 O 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n\t CPSC ABCDEFGH 4\n CPSC H 1\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n TNT1 A 1 A_SpawnItem (\"DeadChaingunGuy_Half\", 3)\n\t\tStop\n\n\tDeath.DropedChaingunSpawner:\n\tDeath.Minigun:\n\tDeath.Arm:\n\t TNT1 A 0\n\t TNT1 AA 0 A_CustomMissile (\"BloodMist\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathChainArm\", 45, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1\", 45, 0, random (0, 360), 2, random (0, 160))\n\n\t CPOD H 10 A_Scream\n\t\t CPOD I 5\n\t\t CPOD I 1 A_NoBlocking\n\t\t TNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n\t\t TNT1 A 1 A_SpawnItem (\"BrutalizedCommando1\")\n\tStop\n\n XDeath:\n TNT1 A 0\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n\t\tTNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile (\"ChainXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\n\tHeadExploder:\n\t\tTNT1 A 0 A_Jump(72, \"Death.HeadExplode\")\n\t\tGoto Death.HeadMinor\n\n Death.Head:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"HasPlasmaWeapon\", 1, \"Death.Plasma\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"HasCutingWeapon\", 1, \"Death.decaptate\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"MinigunSelected\", 1, \"Death.headExplode\")\n\t\tTNT1 A 0 A_JumpIfHealthLower(-30, \"Death.HeadExplode\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"RandomHeadExploder\", 1, \"HeadExploder\")\n\tDeath.HeadMinor:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AA 0 A_CustomMissile (\"BloodMist\", 60, 0, random (0, 360), 2, random (30, 90))\n TNT1 AAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tCPHM I 6\n\t\tCPHM J 6 A_Scream\n\t\tCPHM C 6 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n\t\tCPHM DEF 6\n TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n TNT1 A 0 A_SpawnItem (\"DeadChaingunGuy_KilledByMinorHead\", 3)\n Stop\n\n\t\t Death.Melee:\n\n\t\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory (\"SKChaingunGuy\", 1, \"StealthKill\")\n\t\tDeath.Kick:\n\t\tDeath.HeavyImpact:\n\t\tCPHM A 9 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(5)\n\t\tCPHM B 9 A_Scream\n\t\tCPHM C 8 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n\t\tCPHM DEF 8\n TNT1 A 0\n TNT1 A 0 A_SpawnItem (\"DeadChaingunGuy_KilledByMinorHead\", 3)\n Stop\n\n\tDeath.headExplode:\n\n TNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem(\"ChaingunguyHeadExplode\", 0, 50)\n\t\tCPHS AAA 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 50, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_SpawnItem(\"BrutalizedCommandoLostHead\")\n\t\tTNT1 A -1\n\t\tStop\n\n\tDeath.decaptate:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood3\", 50, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n\t\tTNT1 A 0 A_XScream\n TNT1 A 0 A_SpawnItemEx (\"XDeathChaingunguyHeadBeheaded\", 50, 0, random (0, 360), 2, random (40, 90))\n\t\tCPHS AAA 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 50, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_SpawnItem(\"BrutalizedCommandoLostHead2\")\n\t\tTNT1 A -1\n\t\tStop\n\n\tDeath.cut:\n\tDeath.Saw:\n\t\tTNT1 O 0 A_Jump(220, 2)\n\t\tGoto Death\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathChainArm\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathChainLeg\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 O 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathGuts\", 0, 0, random (0, 360), 2, random (0, 160))\n\t CPSC ABCDEFGH 8\n CPSC H 1\n TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n TNT1 A 1 A_SpawnItem (\"DeadChaingunGuy_Half\", 3)\n\t\tStop\n\n\tDeath.Shrapnel:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfHealthLower(-50, 4)\n\t\tTNT1 A 0 A_SpawnItem(\"MuchBlood\", 0, 32)\n\t\tTNT1 A 0 ThrustThingZ(0, 30, 0, 0)\n\t\tTNT1 A 0 A_Jump(128, \"Death.Head\")\n\t\tGoto Death\n\t\tTNT1 AA 0\n\t\tTNT1 A 0 A_Jump(255, \"Death.ExplosiveImpact\", \"Death.Leg\")\n\t\tGoto Death\n\n\tDeath.ExplosiveImpact:\n\tDeath.Landmine:\n\tDeath.LandMine2:\n\tTNT1 A 0\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,40,0,1)\n\tTNT1 A 0 A_SpawnItemEx(\"MuchBlood2\", 0, 0, 40)\n\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\tTNT1 AAAAAA 0 A_CustomMissile (\"BloodMistLarge\", 40, 0, random (0, 360), 2, random (20, 90))\n\tTNT1 A 0 A_CustomMissile (\"XDeathChainArm\", 62, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathChainLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAA 0 A_CustomMissile (\"BloodMistLarge\", 40, 0, random (0, 360), 2, random (20, 90))\n\tTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\n\t CPDE A 1 A_Scream\n\t CPDE A 1 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n\t\tCPDE A 2 A_CheckFloor (\"Dead.Landmine\")\n\t\tCPDE BCDEFGH 2 A_CheckFloor (\"Dead.Landmine\")\n\t\tCPDE A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_Spawnitem(\"DeadChaingunguyCPDEI\")\n\t\tTNT1 A -1\n\t\tStop\n\n\tDead.Landmine:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"Ploft\")\n\t\tTNT1 AAAA 0 A_SpawnItem (\"Blood\")\n\t\tCPDE I 1\n\t\tTNT1 A 0 A_SpawnItem(\"DeadChaingunguyCPDEI\")\n\t\tTNT1 A -1\n\t\tStop\n\n Death.Plasma: Death.Plasma2:\n\tDeath.Plasma: Death.Plasma2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Stop\n\t\tPBR1 A 6 A_XScream\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 42, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Blood\", 32, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BloodMistSmall\", 32, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (0, 360), 2, random (0, 180))\n\t\tPBR1 B 6 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectFloorCraterSmall\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItem(\"BarrelExplosionSmokeColumn\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece\", random (-15, 15), random (-15, 15))\n\t\tTNT1 AA 0 A_SpawnItemEx(\"TinyBurningPiece2\", random (-35, 35), random (-35, 35))\n\t\tTNT1 AA 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-45, 45), random (-45, 35))\n\t\tPBR1 CCDD 3 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\t\tPBR1 EEFF 3 A_CustomMissile (\"BluePlasmaFireNonStatic\", 24, 0, random (0, 360), 2, random (0, 180))\n\t\tPBR1 GG 3 A_CustomMissile (\"BluePlasmaFireNonStatic\", 22, 0, random (0, 360), 2, random (0, 180))\n\t\tPBR1 H -1\n\t\tStop\n\n\tDeath.SuperPlasma:\n TNT1 A 0\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n\t\t\tDeath.GreenFire:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n Stop\n\n Death.fire:\n Death.burn:\n Death.flames:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n\t\tTNT1 A 0\n TNT1 A 0 A_SpawnItem(\"BurningcHAINGUNGUY\", 0, 10)\n Stop\n\n\tDeath.Throwable:\n\t\tGoto Death\n\n\tDeath.Desintegrate:\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n TNT1 A 0 A_SpawnItem(\"DesintegratedHuman\")\n\t\tTNT1 A 0 A_Stop\n\t\tTGIB ABCDEFGHIJKLMNOPQ 4\n\t\tTGIB Q -1\n Stop\n\n Death.Fatality:\n\t TNT1 A 0 A_Pain\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"HealthCrueltyBonus2\", 0, 0, 22, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)\n\t\tTNT1 A 0 A_JumpIfIntargetInventory(\"IsPlayer\", 1, 1)\n\t\tGoto Death.ExplosiveImpact\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n\t\tTNT1 A 0\n TNT1 A 0 A_Jump(130,5)\n TNT1 A 0 A_GiveToTarget(\"ComandoFatality\", 1)\n Stop\n TNT1 AAAAAAA 0\n TNT1 A 0 A_GiveToTarget(\"ComandoFatality2\", 1)\n TNT1 A 1\n TNT1 A 0\n\t\tStop\n\n\tDeath.HelperMarineFatallity:\n\t\tTNT1 A 0\n\t TNT1 A 1 A_Pain\n\t\tTNT1 A 0 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"ComandoFatality\", 1)\n\t\tStop\n\n\t Death.Eat:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t TNT1 A 0 A_Scream\n\t\tTNT1 A 0\n TNT1 A 0 A_GiveToTarget(\"ComandoFatality\",1)\n Stop\n\n\tRaise:\n\t\tCPOS N 5\n\t\tCPOS MLKJIH 5\n\t\tGoto See\n\n\t Death.Stomp:\n\t TNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n\t\tCPHM CDE 2\n\t TNT1 AA 0 A_SpawnItem(\"MeatDeathSmall\")\n\t\tTNT1 AAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath2b\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath3b\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem (\"CrushedRemains\")\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_XScream\n\t\tStop\n\n\tCrush:\n\t\tTNT1 A 0\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail8\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAA 0 A_SpawnItemEx (\"BodyRemovalThing\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1 A_XScream\n\t\tStop\n\n Pain.KillMe:\n Pain.Taunt:\n TNT1 A 0\n\t\tTNT1 A 0 HealThing(1)\n Goto Missile\n Death.KillMe:\n Death.Taunt:\n\t TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"ChaingunGuy\")\n Stop\n\n\t Death.ExtremePunches:\n\t\t TNT1 A 0\n\t\t //TNT1 A 0 A_JumpIfInTargetInventory(\"HeavyStrikeRight\", 1, \"HeavyPunchRight\")\n\t\t //TNT1 A 0 A_JumpIfInTargetInventory(\"HeavyStrikeLeft\", 1, \"HeavyPunchLeft\")\n\t\t //TNT1 A 0 A_JumpIfInTargetInventory(\"HeavyStrikeUpper\", 1, \"HeavyPunchUpper\")\n\t\t TNT1 A 0 A_XScream\n\t\t TNT1 A 0 A_NoBlocking\n\t\t TNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n\t\t TNT1 A 0 A_FaceTarget\n\t\t TNT1 A 0 A_CustomMissile (\"ExtremePunchedChaingunguy\", 8, 0, random (175, 185), 2, random (10, 20))\n\t\t Stop\n\n\tDeath.Blast:\n\tDeath.SSG:\n\tDeath.Railgun:\n\t MPSD A 1 A_Pain\n\t\tMPSD A 1 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"Muchblood2\", 0, 40)\n\n\t TNT1 AAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 35, 0, random (170, 190), 2, random (0, 40))\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t//TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t//TNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t//TNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t//TNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Guts\", 32, 0, random (0, 360), 2, random (0, 40))\n\t\t//TNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t//TNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"BloodMistBig\", 40, 0, random (0, 360), 2, random (40, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BloodMist\", 40, 0, random (0, 360), 2, random (40, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathChainArm\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathChaingunguyHeadOnXDeath\", 62, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n\t\tTNT1 A 0\n TNT1 A 0 A_SpawnItem(\"BrutalizedCommandoBlasted\")\n\t\tTNT1 A -1\n Stop\n\n\tGotoStealthKill:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Explode(100, 1, 1)\n\t\tTNT1 A 1\n\t\tGoto See\n\n\tStealthKill:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, 1)\n\tGoto Death\n\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n\tTNT1 A 0 A_GiveToTarget(\"GoSpecial\", 1)\n\tTNT1 A 0 A_GiveToTarget(\"SKChaingunGuy\", 1)\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n\tTNT1 A 0 A_Die(\"Stealthy\")\n\tTNT1 A 1\n\tStop\n\tDeath.Stealthy:\n\tTNT1 A 0\n\tStop\n\n\tDeath.Ice:\n\tDeath.Freeze:\n\tDeath.Frost:\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_SpawnItem(\"FrozenChaingunguy\")\n\tStop\n\n\tDeath.Massacre:\n\tGoto Death\n\n\tDeath.PussyGrab:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n\t\tTNT1 A 0 A_GiveToTarget(\"GrabbedAChaingunguy\", 1)\n Stop\n\t}\n}\n\nActor DeadChaingunGuy1: CurbstompedMarine\n{\n Radius 12\n Height 12\n +SHOOTABLE\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CORPSE\n\t+FLOORCLIP\n\t-SOLID\n\t+THRUACTORS\n\tdamagefactor \"Crush\", 50.0\n Mass 1000\n Health 100\n damagefactor \"Blood\", 0.0\n damagefactor \"Trample\", 0.0\nStates\n {\n Spawn:\n CPOD G -1\n Stop\n }}\n\nActor DeadChaingunGuy_NoHead: DeadChaingunGuy1\n{Health 200 States{Spawn:\n\t\tCPHD F -1\n Stop}}\n\n\t\tActor DeadChaingunGuy_NoHeadEXPLODED: DeadChaingunGuy1\n{Health 200 States{Spawn:\n\t\tCPHS F -1\n Stop}}\n\nActor DeadChaingunGuy_Half: DeadChaingunGuy1\n{Health 200 States{Spawn:\n CPSC H -1\n Stop}}\n\nActor DeadChaingunGuyCPDRO: DeadChaingunGuy1\n{Health 200 States{Spawn:\n CPDR O -1\n Stop}}\n\nActor BrutalizedDeadChaingunGuy: DeadChaingunGuy1\n{Health 200 States{Spawn:\n CFTB C -1\n Stop}}\n\nActor SuperBrutalizedDeadChaingunGuy: DeadChaingunGuy1\n{Health 200 States{Spawn:\n CFTB D -1\n Stop}}\n\nActor DeadChaingunGuy_KilledByMinorHead: DeadChaingunGuy1\n{Health 200 States{Spawn:\n CPHM F -1\n Stop}}\n\nactor BrutalizedDeadCommando1: DeadChaingunguy1\n{\n States\n {\n Spawn:\nCPOD L -1\n Stop }}\n\nactor BrutalizedCommandoLegs: DeadChaingunguy1\n{\n States\n {\n Spawn:\nCPOD S -1\nStop\nDeath:\nTNT1 AA 0 A_CustomMissile (\"XDeath1\", 45, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 45, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 45, 0, random (0, 360), 2, random (0, 160))\nTNT1 AA 0 A_CustomMissile (\"XDeathChainLeg\", 5, 0, random (0, 360), 2, random (0, 160))\n Stop }}\n\nActor DeadChaingunguy_Slumped: ZombiemanTorso\n{\n+NOPAIN\nHealth 200\nDamageFactor \"Head\", 15.0\n+NOBLOCKMONST\nHeight 22\nRadius 6\nScale 0.9\nStates{Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(6)\n\t\tBR95 A 6\n\t\tTNT1 A 0 A_JumpIf(momx < 0, \"LayDown\")\n\t\tTNT1 A 0 A_JumpIf(momy < 0, \"LayDown\")\n\t\tTNT1 A 0 A_JumpIf(momx > 0, \"LayDown\")\n\t\tTNT1 A 0 A_JumpIf(momy > 0, \"LayDown\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"HeadshotTarget20\", 0, 0, 22)\n\t\tBR95 A 16\n Loop\n\tLayDown:\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_SpawnItem(\"DeadChaingunguy1\")\n\tStop\n\tXDeath:\n\tDeath.Explosives:\n\tDeath.ExplosiveImpact:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"ChainXDeath\")\n\t\tStop\n\n\tDeath.Head:\n\t\tTNT1 A 0 A_NoBlocking\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"ChaingunguyHeadExplode\", 0, 0, 22)\n\t\tTNT1 A 0 A_SpawnItem(\"DeadChaingunguy_Slumped_NoHead\")\n\t\tStop\n\n\tDeath:\n\t TNT1 A 0 A_NoBlocking\n\t\tTNT1 AAA 0 A_CustomMissile (\"Guts\", 32, 0, random (150, 210), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (150, 210), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Xdeath3\", 16, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BloodMistBig\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathChainArm\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\t//TNT1 A 0 A_SpawnItem(\"DeadChaingunguyJustLegsAreLeft\")\n\t\tStop\n\t\t}}\n\nactor DeadChaingunguyMPSDD: DeadChaingunguy1\n{\n States\n {\n Spawn:\nMPSD D -1\n Stop }}\n\nactor DeadChaingunguyCPDEI: DeadChaingunguy1\n{\n States\n {\n Spawn:\nCPDE I -1\n Stop }}\n\nActor DeadChaingunguy_Slumped_NoHead: ZombiemanTorso\n{\n+NOPAIN\nHeight 22\nScale 0.9\nStates{Spawn:\n\t\tTNT1 A 0\n\t\tBR95 B 100\n Loop\n\tXDeath:\n\tDeath.Explosives:\n\tDeath.ExplosiveImpact:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"ChainXDeath\")\n\t\tStop\n\tDeath:\n\t TNT1 A 0 A_NoBlocking\n\t\tTNT1 AAA 0 A_CustomMissile (\"Guts\", 32, 0, random (150, 210), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (150, 210), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Xdeath3\", 16, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BloodMistBig\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathChainArm\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\t//TNT1 A 0 A_SpawnItem(\"DeadChaingunguyJustLegsAreLeft\")\n\t\tStop\n\t\t}}"
}
]
},
"maps": []
}