Raw model (for completeness)
{
"meta": {
"id": "08d9c1e7-8fc2-4074-9805-31c45797f60e",
"sha1": "b82e46f52047df1fc92d71f0d9a71a1237a993f3",
"sha256": "36b9de1e302425e401530f866b9b3f661cc34b7bcea096a6abdbb986558677c3",
"filenames": [
"light_codbw_beta05_vanilla.pk3"
],
"additional": {
"engines": [],
"iwad": [],
"filename": null,
"added": "2021-01-10 03:16:47",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": null,
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2021-01-10 03:16:47",
"file": {
"type": "PK3",
"size": 188984856,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/b82e46f52047df1fc92d71f0d9a71a1237a993f3/b82e46f52047df1fc92d71f0d9a71a1237a993f3.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 4946,
"maps": 0,
"palettes": 0
}
},
"text_files": [
{
"source": "pk3",
"name": "ACS/TXT/SCHASECAM.txt",
"contents": "#include \"zcommon.acs\"\n#library \"chasecam\"\n\n#define C_TID\t\t1000\t//Default camera tid\n#define MAX_R\t\t56\t//Maximum radius (or distance from the player)\n#define ADJUST_R\t8\t//Amount to adjust the camera by\n#define VIEW_HEIGHT\t61.0\t//The approximate hight of the player's view\n\nbool camera_mode[8];\t\t//Variable for turning the camera on or off.\n\nScript 477 (VOID)\n{\n\tcamera_mode[PlayerNumber ()] = ON;\n\tACS_ExecuteAlways (401, 0, PlayerNumber ());\n}\n\nScript 401 (int p_num)\n{\n\tint r = MAX_R;\n\n\twhile (camera_mode[p_num] == ON)\n\t{\n\t\tint a = GetActorAngle (0);\n\t\tint p = GetActorPitch (0);\n\t\tint x = GetActorX (0);\n\t\tint y = GetActorY (0);\n\t\tint z = GetActorZ (0) + VIEW_HEIGHT;\n\t\tint xyr = r * cos (p) >> 16;\n\n\t\tif (!ThingCountName (\"ChaseCam2\", C_TID+p_num))\n\t\t{\n\t\t\twhile (!Spawn (\"ChaseCam2\", x-cos(a)*xyr, y-sin(a)*xyr, z+sin(p)*r, C_TID+p_num, a >> 8) && r > 0)\n\t\t\t{\n\t\t\t\tr -= ADJUST_R;\n\t\t\t\txyr = cos (p) * r >> 16;\n\t\t\t}\n\n\t\t\tif (ThingCountName (\"ChaseCam2\", C_TID + p_num))\n\t\t\t\tChangeCamera (C_TID + p_num, 0, 0);\n\t\t\telse\n\t\t\t{\n\t\t\t\tcamera_mode[p_num] = OFF;\n\t\t\t\tprint (s:\"Camera script failed to initialize.\");\n\t\t\t}\n\t\t}\n\n\t else\n\t\t{\n\t\t\twhile (!SetActorPosition (C_TID+p_num, x-cos(a)*xyr, y-sin(a)*xyr, z+sin(p)*r, 0) && r > 0)\n\t\t\t{\n\t\t\t\tr -= ADJUST_R;\n\t\t\t\txyr = cos (p) * r >> 16;\n\t\t\t}\n\n\t\t\tSetActorAngle (C_TID + p_num, a);\n\t\t\tSetActorPitch (C_TID + p_num, p);\n\n\t\t\tif (r < MAX_R)\n r += ADJUST_R;\n\t\t}\n\n\t\tdelay (1);\n\t}\n}\n\nScript 171 (VOID)\n{\n\tcamera_mode[PlayerNumber ()] = OFF;\n\tThing_Remove (C_TID + PlayerNumber ());\n}\n\nScript 420 (int p_num) DISCONNECT\n{\n camera_mode[p_num] = OFF;\n Thing_Remove (C_TID + p_num);\n}\n\nScript 308 (VOID)\n{\n\tint r = MAX_R;\n\n\twhile (camera_mode[p_num] == ON)\n\t{\n\t\tint a = GetActorAngle (0);\n\t\tint p = GetActorPitch (0);\n\t\tint x = GetActorX (0);\n\t\tint y = GetActorY (0);\n\t\tint z = GetActorZ (0) + VIEW_HEIGHT;\n\t\tint xyr = r * cos (p) >> 16;\n\n\t\tif (!ThingCountName (\"ChaseCam2\", C_TID+p_num))\n\t\t{\n\t\t\twhile (!Spawn (\"ChaseCam2\", x-cos(a)*xyr, y-sin(a)*xyr, z+sin(p)*r, C_TID+p_num, a >> 8) && r > 0)\n\t\t\t{\n\t\t\t\tr -= ADJUST_R;\n\t\t\t\txyr = cos (p) * r >> 16;\n\t\t\t}\n\n\t\t\tif (ThingCountName (\"ChaseCam2\", C_TID + p_num))\n\t\t\t\tChangeCamera (C_TID + p_num, 0, 0);\n\t\t\telse\n\t\t\t{\n\t\t\t\tcamera_mode[p_num] = OFF;\n\t\t\t\tprint (s:\"Camera script failed to initialize.\");\n\t\t\t}\n\t\t}\n\n\t else\n\t\t{\n\t\t\twhile (!SetActorPosition (C_TID+p_num, x-cos(a)*xyr, y-sin(a)*xyr, z+sin(p)*r, 0) && r > 0)\n\t\t\t{\n\t\t\t\tr -= ADJUST_R;\n\t\t\t\txyr = cos (p) * r >> 16;\n\t\t\t}\n\n\t\t\tSetActorAngle (C_TID + p_num, a);\n\t\t\tSetActorPitch (C_TID + p_num, p);\n\n\t\t\tif (r < MAX_R)\n r += ADJUST_R;\n\t\t}\n\n\t\tdelay (300);\n\t\t\tcamera_mode[PlayerNumber ()] = OFF;\n\tThing_Remove (C_TID + PlayerNumber ());\n\n\t}\n}"
},
{
"source": "pk3",
"name": "ACS/TXT/SJCOMMANDS.txt",
"contents": "#library \"commands\"\n#include \"zcommon.acs\"\n\nScript 312 (void) NET\n{\n\tWhile(CheckInventory(\"PowerInvulnerable\") > 0)\n\t{\n\t\tDelay(1);\n\t}\n\tWhile(CheckInventory(\"GoFatality\") > 0)\n\t{\n\t\tDelay(1);\n\t\tif(GetActorProperty(0, APROP_INVULNERABLE) != 1)\n\t\t{\n\t\t\tSetActorProperty(0, APROP_INVULNERABLE, ON);\n\t\t}\n\t}\n\tSetActorProperty(0, APROP_INVULNERABLE, OFF);\n}\n\nScript 301 (VOID) NET\n{\n GiveInventory(\"Kicking\", 1);\n GiveInventory(\"GoSpecial\", 1);\n}\n\nScript 302 (VOID) NET\n{\n GiveInventory(\"Taunting\", 1);\n GiveInventory(\"GoSpecial\", 1);\n}\n\nScript 303 (VOID) NET\n{\n GiveInventory(\"Reloading\", 1);\n GiveInventory(\"GoSpecial\", 1);\n}\n\nScript 431 (VOID) NET\n{\n GiveInventory(\"Salute1\", 1);\n GiveInventory(\"GoSpecial\", 1);\n}\n\nScript 432 (VOID) NET\n{\n GiveInventory(\"Salute2\", 1);\n GiveInventory(\"GoSpecial\", 1);\n}\n\nScript 304 (VOID) NET\n{\n GiveInventory(\"AdvTaunting\", 1);\n GiveInventory(\"GoSpecial\", 1);\n}\n\nScript 305 (VOID) NET\n{\n GiveInventory(\"OneLiner\", 1);\n GiveInventory(\"GoSpecial\", 1);\n}\n\nScript 306 (VOID) NET\n{\n GiveInventory(\"RollLeft\", 1);\n GiveInventory(\"GoSpecial\", 1);\n}\n\nScript 307 (VOID) NET\n{\n GiveInventory(\"RollRight\", 1);\n GiveInventory(\"GoSpecial\", 1);\n}\n\nscript 391 ENTER\n{\n int buttons;\n\n while (TRUE)\n {\n buttons = GetPlayerInput(-1, INPUT_BUTTONS);\n\nif (buttons & BT_ALTATTACK)\n{\n GiveInventory(\"FiredSecondary\", 1);\n delay(2);\n}\n TakeInventory(\"FiredSecondary\", 1);\n delay(1);\n }\n}\n\nscript 392 ENTER\n{\n int buttons;\n\n while (TRUE)\n {\n buttons = GetPlayerInput(-1, INPUT_BUTTONS);\n\nif (buttons & BT_ATTACK)\n{\n GiveInventory(\"FiredPrimary\", 1);\n delay(2);\n}\n TakeInventory(\"FiredPrimary\", 1);\n delay(1);\n }\n}"
},
{
"source": "pk3",
"name": "ACS/TXT/SJOIN.txt",
"contents": "#include \"zcommon.acs\"\n#library \"join\"\n\nscript 725 ENTER\n\n{\nsetfont(\"Confont\");\n\thudmessage(s:\"Welcome to Brutal Doom. Press F1 to read instructions before playing.\"; HUDMSG_TYPEON | HUDMSG_LOG, 0, CR_WHITE, 0.44, 0.44, 0, 0.05, 3.5);\n}"
},
{
"source": "pk3",
"name": "ACS/TXT/SRecoil.txt",
"contents": "#include \"zcommon.acs\"\n#library \"recoil\"\n\nscript 278 (void) //Rifle Recoil\n{\nint angle;\n angle = GetActorPitch(0);\n\n SetActorPitch(0, (angle-0.002));\n delay (6);\n angle = GetActorPitch(0);\n SetActorPitch(0, (angle+0.001));\n}\n\nscript 279 (void) //Chaingun Recoil\n{\nint angle;\n angle = GetActorPitch(0);\n\n SetActorPitch(0, (angle-0.004));\n delay (4);\n angle = GetActorPitch(0);\n SetActorPitch(0, (angle+0.002));\n}\n\nscript 281 (void) //Shotgun Recoil\n{\nint angle;\n angle = GetActorPitch(0);\n\n SetActorPitch(0, (angle-0.008));\n delay (8);\n angle = GetActorPitch(0);\n SetActorPitch(0, (angle+0.004));\n}\n\nscript 280 (void) //SSG Recoil\n{\nint angle;\n angle = GetActorPitch(0);\n\n SetActorPitch(0, (angle-0.008));\n delay (4);\n angle = GetActorPitch(0);\n SetActorPitch(0, (angle+0.001));\n}\n\nScript 293 (void)\n{\n\t// Make sure on floor\n\tint zDiff = GetActorZ(0) - GetActorFloorZ(0);\n\tSetActorPosition(0, GetActorX(0), GetActorY(0), GetActorZ(0)-zDiff, 0);\n\n\t// Grow\n\tint scaleX = 0.0;\n\tSetActorProperty(0, APROP_ScaleX, scaleX);\n\tWhile (scaleX < 0.5)\n\t{\n\t\tscaleX = scaleX + 0.01;\n\t\tSetActorProperty(0, APROP_ScaleX, scaleX);\n\t\tDelay(1);\n\t}\n\tDelay(35 * 30);\n\tSetActorState(0, \"Fade\");\n}"
},
{
"source": "pk3",
"name": "ACS/TXT/BSPLASH.txt",
"contents": "// Blood dripping on screen by Sergeant_Mark_IV\n// Dripping blood graphics can be found inside Bleed.wad\n\n#include \"zcommon.acs\"\n#library \"bloodsplash\"\n\nscript 580 (void)\n{\nSetHudSize(400,250,1);\n\n\tdelay(1);\n\tsetfont(\"RBLD1\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 63.1, 61.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD2\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 63.1, 61.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD3\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 63.1, 61.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD4\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 63.1, 61.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD5\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 63.1, 61.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD6\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 63.1, 61.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD7\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 63.9, 61.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD8\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 63.9, 61.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD9\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 63.9, 61.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD10\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 63.9, 61.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD11\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 63.9, 61.9, 0.3);\n\tdelay(4);\n}\n\nscript 581 (void)\n{\nSetHudSize(400,250,1);\n\n\tdelay(2);\n\tsetfont(\"RBLD1\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD2\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD3\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD4\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD5\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD6\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD7\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD8\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD9\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD10\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD11\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n}\n\nscript 582 (void)\n{\nSetHudSize(400,250,1);\n\n\tdelay(3);\n\tsetfont(\"RBLD1\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.1, 81.1, 0.2);\n\tdelay(4);\n\tsetfont(\"RBLD2\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.1, 81.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD3\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.1, 81.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD4\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.1, 81.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD5\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.1, 81.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD6\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.1, 81.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD7\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.9, 81.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD8\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.9, 81.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD9\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.9, 81.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD10\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.9, 81.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD11\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.9, 81.9, 0.3);\n\tdelay(4);\n}\n\nscript 583 (void)\n{\nSetHudSize(400,250,1);\n\n\tdelay(4);\n\tsetfont(\"RBLD1\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.1, -11.1, 0.2);\n\tdelay(4);\n\tsetfont(\"RBLD2\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.1, -11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD3\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.1, -11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD4\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.1, -11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD5\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.1, -11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD6\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.1, -11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD7\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.9, -11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD8\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.9, -11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD9\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.9, -11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD10\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.9, -11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD11\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.9, -11.9, 0.3);\n\tdelay(4);\n}\n\nscript 584 (void)\n{\nSetHudSize(400,250,1);\n\n\tdelay(4);\n\tsetfont(\"RBLD1\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 101.1, 0.2);\n\tdelay(4);\n\tsetfont(\"RBLD2\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 101.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD3\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 101.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD4\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 101.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD5\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 101.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD6\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 101.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD7\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 101.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD8\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 101.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD9\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 101.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD10\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 101.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD11\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 101.9, 0.3);\n\tdelay(4);\n}\n\nscript 585 (void)\n{\nSetHudSize(400,250,1);\n\n\tdelay(4);\n\tsetfont(\"RBLD1\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 11.1, 0.2);\n\tdelay(4);\n\tsetfont(\"RBLD2\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD3\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD4\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD5\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD6\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD7\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD8\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD9\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD10\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD11\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 11.9, 0.3);\n\tdelay(4);\n}"
},
{
"source": "pk3",
"name": "ACS/TXT/GBSPLASH.txt",
"contents": "// Blood dripping on screen by Sergeant_Mark_IV\n// Dripping blood graphics can be found inside Bleed.wad\n\n#include \"zcommon.acs\"\n#library \"bluebloodsplash\"\n\nscript 570 (void)\n{\nSetHudSize(400,250,1);\n\n\tdelay(1);\n\tsetfont(\"BBLD1\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 73.1, 71.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD2\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 73.1, 71.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD3\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 73.1, 71.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD4\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 73.1, 71.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD5\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 73.1, 71.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD6\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 73.1, 71.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD7\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 73.1, 71.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD8\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 73.1, 71.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD9\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 73.1, 71.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD10\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 73.1, 71.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD11\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 73.1, 71.1, 0.3);\n\tdelay(4);\n}\n\nscript 571 (void)\n{\nSetHudSize(400,250,1);\n\n\tdelay(2);\n\tsetfont(\"BBLD1\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD2\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD3\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD4\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD5\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD6\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD7\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD8\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD9\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD10\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD11\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n}\n\nscript 572 (void)\n{\nSetHudSize(400,250,1);\n\n\tdelay(3);\n\tsetfont(\"BBLD1\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.1, 81.1, 0.2);\n\tdelay(4);\n\tsetfont(\"BBLD2\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.1, 81.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD3\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.1, 81.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD4\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.1, 81.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD5\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.1, 81.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD6\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.1, 81.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD7\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.9, 81.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD8\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.9, 81.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD9\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.9, 81.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD10\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.9, 81.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD11\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.9, 81.9, 0.3);\n\tdelay(4);\n}\n\nscript 573 (void)\n{\nSetHudSize(400,250,1);\n\n\tdelay(4);\n\tsetfont(\"BBLD1\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.1, -11.1, 0.2);\n\tdelay(4);\n\tsetfont(\"BBLD2\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.1, -11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD3\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.1, -11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD4\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.1, -11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD5\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.1, -11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD6\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.1, -11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD7\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.9, -11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD8\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.9, -11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD9\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.9, -11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD10\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.9, -11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD11\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.9, -11.9, 0.3);\n\tdelay(4);\n}\n\nscript 574 (void)\n{\nSetHudSize(400,250,1);\n\n\tdelay(4);\n\tsetfont(\"BBLD1\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 101.1, 0.2);\n\tdelay(4);\n\tsetfont(\"BBLD2\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 101.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD3\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 101.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD4\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 101.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD5\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 101.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD6\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 101.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD7\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 101.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD8\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 101.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD9\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 101.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD10\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 101.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD11\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 101.9, 0.3);\n\tdelay(4);\n}\n\nscript 575 (void)\n{\nSetHudSize(400,250,1);\n\n\tdelay(4);\n\tsetfont(\"BBLD1\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 11.1, 0.2);\n\tdelay(4);\n\tsetfont(\"BBLD2\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD3\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD4\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD5\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD6\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD7\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD8\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD9\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD10\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD11\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 11.9, 0.3);\n\tdelay(4);\n}"
},
{
"source": "pk3",
"name": "ACS/TXT/BBSPLASH.txt",
"contents": "// Blood dripping on screen by Sergeant_Mark_IV\n// Dripping blood graphics can be found inside Bleed.wad\n\n#include \"zcommon.acs\"\n#library \"greenbloodsplash\"\n\nscript 560 (void)\n{\nSetHudSize(400,250,1);\n\n\tdelay(1);\n\tsetfont(\"GBLD1\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 73.1, 71.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD2\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 73.1, 71.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD3\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 73.1, 71.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD4\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 73.1, 71.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD5\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 73.1, 71.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD6\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 73.1, 71.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD7\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 73.1, 71.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD8\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 73.1, 71.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD9\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 73.1, 71.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD10\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 73.1, 71.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD11\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 73.1, 71.1, 0.3);\n\tdelay(4);\n}\n\nscript 561 (void)\n{\nSetHudSize(400,250,1);\n\n\tdelay(2);\n\tsetfont(\"GBLD1\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD2\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD3\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD4\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD5\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD6\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD7\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD8\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD9\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD10\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD11\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n}\n\nscript 562 (void)\n{\nSetHudSize(400,250,1);\n\n\tdelay(3);\n\tsetfont(\"GBLD1\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.1, 81.1, 0.2);\n\tdelay(4);\n\tsetfont(\"GBLD2\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.1, 81.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD3\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.1, 81.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD4\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.1, 81.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD5\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.1, 81.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD6\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.1, 81.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD7\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.9, 81.9, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD8\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.9, 81.9, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD9\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.9, 81.9, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD10\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.9, 81.9, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD11\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.9, 81.9, 0.3);\n\tdelay(4);\n}\n\nscript 563 (void)\n{\nSetHudSize(400,250,1);\n\n\tdelay(4);\n\tsetfont(\"GBLD1\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.1, -11.1, 0.2);\n\tdelay(4);\n\tsetfont(\"GBLD2\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.1, -11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD3\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.1, -11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD4\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.1, -11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD5\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.1, -11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD6\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.1, -11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD7\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.9, -11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD8\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.9, -11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD9\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.9, -11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD10\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.9, -11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD11\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.9, -11.9, 0.3);\n\tdelay(4);\n}\n\nscript 564 (void)\n{\nSetHudSize(400,250,1);\n\n\tdelay(4);\n\tsetfont(\"GBLD1\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 101.1, 0.2);\n\tdelay(4);\n\tsetfont(\"GBLD2\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 101.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD3\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 101.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD4\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 101.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD5\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 101.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD6\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 101.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD7\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 101.9, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD8\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 101.9, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD9\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 101.9, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD10\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 101.9, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD11\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 101.9, 0.3);\n\tdelay(4);\n}\n\nscript 565 (void)\n{\nSetHudSize(400,250,1);\n\n\tdelay(4);\n\tsetfont(\"GBLD1\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 11.1, 0.2);\n\tdelay(4);\n\tsetfont(\"GBLD2\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD3\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD4\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD5\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD6\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD7\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD8\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD9\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD10\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD11\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 11.9, 0.3);\n\tdelay(4);\n}"
},
{
"source": "pk3",
"name": "ACS/TXT/PAIN.txt",
"contents": "// Pain effects by Sergeant_Mark_IV\n// Graphics can be found inside Bleed.wad\n\n#include \"zcommon.acs\"\n#library \"paineffect\"\n\nscript 530 (void)\n{\nSetHudSize(320,200,1);\n\n\tdelay(1);\n\tsetfont(\"PAIN1\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 150.0, 100.0, 0.5);\n\tdelay(4);\n}\n\nscript 531 (void)\n{\n\nSetHudSize(320,200,1);\n\n\tdelay(1);\n\tsetfont(\"BREAK1\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 150.0, 100.0, 0.6);\n\tdelay(8);\n\tsetfont(\"BREAK2\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 150.0, 100.0, 0.5);\n\tdelay(3);\n}\n\nscript 532 (void)\n{\n\nSetHudSize(320,200,1);\n\n\tdelay(1);\n\tsetfont(\"BREAKS\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 150.0, 100.0, 1.0);\n\tdelay(10);\n}\n\nscript 533 (void)\n{\n\nSetHudSize(320,200,1);\n\n\tdelay(1);\n\tsetfont(\"XBREAK\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 150.0, 100.0, 4.0);\n\tdelay(50);\n}\n\nscript 611 (void)\n{\n\nSetHudSize(480,300,1);\n\n\tdelay(1);\n\tsetfont(\"PBULA1\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 200.0, 100.0, 0.5);\n\tdelay(8);\n\tsetfont(\"PBULA2\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 200.0, 100.0, 0.5);\n\tdelay(8);\n\tsetfont(\"PBULA3\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 200.0, 100.0, 0.5);\n\tdelay(8);\n}\n\nscript 612 (void)\n{\n\nSetHudSize(480,300,1);\n\n\tdelay(1);\n\tsetfont(\"PBULB1\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 200.0, 100.0, 0.5);\n\tdelay(8);\n\tsetfont(\"PBULB2\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 200.0, 100.0, 0.5);\n\tdelay(8);\n\tsetfont(\"PBULB3\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 200.0, 100.0, 0.5);\n\tdelay(8);\n}\n\nscript 613 (void)\n{\n\nSetHudSize(480,300,1);\n\n\tdelay(1);\n\tsetfont(\"PBULC1\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 200.0, 100.0, 0.5);\n\tdelay(8);\n\tsetfont(\"PBULC2\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 200.0, 100.0, 0.5);\n\tdelay(8);\n\tsetfont(\"PBULC3\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 200.0, 100.0, 0.5);\n\tdelay(8);\n}\n\nscript 614 (void)\n{\n\nSetHudSize(480,300,1);\n\n\tdelay(1);\n\tsetfont(\"PBULD1\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 200.0, 100.0, 0.5);\n\tdelay(8);\n\tsetfont(\"PBULD2\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 200.0, 100.0, 0.5);\n\tdelay(8);\n\tsetfont(\"PBULD3\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 200.0, 100.0, 0.5);\n\tdelay(8);\n}\n\nscript 615 (void)\n{\n\nSetHudSize(480,300,1);\n\n\tdelay(1);\n\tsetfont(\"PBULE1\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 200.0, 100.0, 0.5);\n\tdelay(8);\n\tsetfont(\"PBULE2\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 200.0, 100.0, 0.5);\n\tdelay(8);\n\tsetfont(\"PBULE3\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 200.0, 100.0, 0.5);\n\tdelay(8);\n}\n\nscript 616 (void)\n{\n\nSetHudSize(480,300,1);\n\n\tdelay(1);\n\tsetfont(\"PBULF1\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 200.0, 100.0, 0.5);\n\tdelay(8);\n\tsetfont(\"PBULF2\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 200.0, 100.0, 0.5);\n\tdelay(8);\n\tsetfont(\"PBULF3\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 200.0, 100.0, 0.5);\n\tdelay(8);\n}\n\nscript 617 (void)\n{\nSetHudSize(400,250,1);\n\n\tdelay(4);\n\tsetfont(\"SCRATCH\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 113.1, 11.1, 0.2);\n\tdelay(4);\n}"
},
{
"source": "pk3",
"name": "ACS/TXT/SMOVEMENT.txt",
"contents": "// Movement detection by Sergeant_Mark_IV\n\n#include \"zcommon.acs\"\n#library \"movement\"\n\nscript 620 (void) //Jump\n{\n int buttons;\n\n while (TRUE)\n {\n buttons = GetPlayerInput(0, INPUT_BUTTONS);\n\n if (buttons == BT_JUMP)\n {\n GiveInventory(\"IsNowJumping\", 1);\n }\n\n delay(1);\n }\n }"
},
{
"source": "pk3",
"name": "ACS/TXT/SROLLING.txt",
"contents": "#library \"command\"\n#include \"zcommon.acs\"\n\nScript 306 (VOID) NET\n{\n GiveInventory(\"rollleft\", 1);\n}\n\nScript 307 (VOID) NET\n{\n GiveInventory(\"rollright\", 1);\n}"
},
{
"source": "pk3",
"name": "ACS/TXT/SPATHFINDER.txt",
"contents": "#include \"zcommon.acs\"\n#library \"PATHFINDER\"\n\nscript 634 (void)\n{\n\tThing_Hate(98, 0, 0);\n}"
},
{
"source": "pk3",
"name": "ACS/TXT/SSSCHECKFRIENDS.txt",
"contents": "#include \"zcommon.acs\"\n#library \"CHECKFRIENDS\"\n\nscript 647 enter\n{\n //ClearInventory();\n GiveInventory(\"CheckMarines\", 1);\n\tThing_ChangeTID (0, 568)\n}"
},
{
"source": "pk3",
"name": "ACS/TXT/SSCHECKFRIENDS.txt",
"contents": "#include \"zcommon.acs\"\n#library \"CHECKFRIENDS\"\n\nscript 647 enter\n{\n //ClearInventory();\n GiveInventory(\"CheckMarines\", 1);\n\tThing_ChangeTID (0, 264);\n}"
},
{
"source": "pk3",
"name": "ACS/TXT/SPLASHES.txt",
"contents": "#include \"zcommon.acs\"\n#library \"ssplash\"\n\nscript 373 (void) //Water Small Splash\n{\nif (CheckActorFloorTexture(0, \"FWATER1\"))\n GiveInventory(\"IsOverWater\", 1);\nelse\n ;\n\n\tif (CheckActorFloorTexture(0, \"FWATER2\"))\n GiveInventory(\"IsOverWater\", 1);\nelse\n ;\n\n\tif (CheckActorFloorTexture(0, \"FWATER3\"))\n GiveInventory(\"IsOverWater\", 1);\nelse\n ;\n\n if (CheckActorFloorTexture(0, \"FWATER4\"))\n GiveInventory(\"IsOverWater\", 1);\nelse\n ;\n\n if (CheckActorFloorTexture(0, \"NUKAGE1\"))\n GiveInventory(\"IsOverSlime\", 1);\nelse\n ;\n\n if (CheckActorFloorTexture(0, \"NUKAGE2\"))\n GiveInventory(\"IsOverSlime\", 1);\nelse\n ;\n\n if (CheckActorFloorTexture(0, \"NUKAGE3\"))\n GiveInventory(\"IsOverSlime\", 1);\nelse\n ;\n\n if (CheckActorFloorTexture(0, \"NUKAGE4\"))\n GiveInventory(\"IsOverSlime\", 1);\nelse\n ;\n\n if (CheckActorFloorTexture(0, \"BLOOD1\"))\n GiveInventory(\"IsOverBlood\", 1);\nelse\n ;\n\n if (CheckActorFloorTexture(0, \"BLOOD2\"))\n GiveInventory(\"IsOverBlood\", 1);\nelse\n ;\n\n if (CheckActorFloorTexture(0, \"BLOOD3\"))\n GiveInventory(\"IsOverBlood\", 1);\nelse\n ;\n\n if (CheckActorFloorTexture(0, \"BLOOD4\"))\n GiveInventory(\"IsOverBlood\", 1);\nelse\n ;\n\n if (CheckActorFloorTexture(0, \"GRASS1\"))\n GiveInventory(\"IsOverGrass\", 1);\nelse\n ;\n\n if (CheckActorFloorTexture(0, \"GRASS2\"))\n GiveInventory(\"IsOverGrass\", 1);\nelse\n ;\n\n if (CheckActorFloorTexture(0, \"RROCK19\"))\n GiveInventory(\"IsOverGrass\", 1);\nelse\n ;\n\n if (CheckActorFloorTexture(0, \"RROCK20\"))\n GiveInventory(\"IsOverGrass\", 1);\nelse\n ;\n\n if (CheckActorFloorTexture(0, \"FLAT10\"))\n GiveInventory(\"IsOverGrass\", 1);\nelse\n ;\n\n\tif (CheckActorFloorTexture(0, \"FLAT5\"))\n GiveInventory(\"IsOverGrass\", 1);\nelse\n ;\n\n\tif (CheckActorFloorTexture(0, \"FLOOR7_1\"))\n GiveInventory(\"IsOverGrass\", 1);\nelse\n ;\n\n\tif (CheckActorFloorTexture(0, \"MFLR8_2\"))\n GiveInventory(\"IsOverGrass\", 1);\nelse\n ;\n\n\tif (CheckActorFloorTexture(0, \"MFLR8_4\"))\n GiveInventory(\"IsOverGrass\", 1);\nelse\n ;\n\n\tif (CheckActorFloorTexture(0, \"RROCK03\"))\n GiveInventory(\"IsOverGrass\", 1);\nelse\n ;\n\n\tif (CheckActorFloorTexture(0, \"RROCK16\"))\n GiveInventory(\"IsOverGrass\", 1);\nelse\n ;\n\n\tif (CheckActorFloorTexture(0, \"RROCK17\"))\n GiveInventory(\"IsOverGrass\", 1);\nelse\n ;\n\n\tif (CheckActorFloorTexture(0, \"RROCK18\"))\n GiveInventory(\"IsOverGrass\", 1);\nelse\n ;\n\n\tif (CheckActorFloorTexture(0, \"DESERT01\"))\n GiveInventory(\"IsOverGrass\", 1);\nelse\n ;\n\n\tif (CheckActorFloorTexture(0, \"DESERT02\"))\n GiveInventory(\"IsOverGrass\", 1);\nelse\n ;\n\n\tif (CheckActorFloorTexture(0, \"DESERT03\"))\n GiveInventory(\"IsOverGrass\", 1);\nelse\n ;\n\n}"
},
{
"source": "pk3",
"name": "AMMO.txt",
"contents": "// Backpack ---------------------------------------------------------------\n\nACTOR AmmoSuply : BackpackItem // Backpack\n{\n\tGame Doom\n\tSpawnID 144\n\tHeight 26\n\tInventory.PickupMessage \"$GOTBACKPACK\"\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A -1\n\t\tStop\n Pickup:\n TNT1 A 0 A_GiveInventory(\"ShellBox\", 1)\n TNT1 A 0 A_GiveInventory(\"ClipBox\", 1)\n TNT1 A 0 A_GiveInventory(\"CellPack\", 1)\n TNT1 A 0 A_GiveInventory(\"RocketBox\", 1)\n Stop\n\t}\n}"
},
{
"source": "pk3",
"name": "ARTIFACT.txt",
"contents": "// Invulnerability Sphere ---------------------------------------------------\n\nACTOR InvulnerabilitySphere_ : PowerupGiver // InvulnerabilitySphere\n{\n\tGame Doom\n\tSpawnID 133\n\t+COUNTITEM\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.BIGPOWERUP\n\tInventory.MaxAmount 0\n\tPowerup.Type Invulnerable\n\tPowerup.Color White //InverseMap\n\tInventory.PickupMessage \"$GOTINVUL\"\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 // SoulSphere\n{\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.PickupMessage \"Soulsphere\"\n\tInventory.PickupSound \"misc/p_pkup\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_CheckSight(\"Spawn2\")\n\t\tSOUL AAABBBCCCDDDCCCBBB 2 Bright A_SpawnItem(\"BlueFlareMedium2\",0,20)\n\t\tLoop\n\tSpawn2:\n\t\tSOUL ABCDCB 2 BRIGHT\n\t\tGoto Spawn\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 // Megasphere\n{\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.PickupMessage \"Megasphere\"\n\tInventory.PickupSound \"misc/p_pkup\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_CheckSight(\"Spawn2\")\n\t\tMEGA AABBCCDD 2 BRIGHT A_SpawnItem(\"LensFlare\",0,35)\n\t\tLoop\n\tSpawn2:\n\t\tMEGA AABBCCDD 2 BRIGHT\n\t\tGoto Spawn\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(\"BlueArmorForMegasphere\", 1)\n\t\tTNT1 AA 0 A_GiveInventory(\"SoulsphereHealth\", 1)\n\t\tStop\n\t}\n}\n\n// infrared -----------------------------------------------------------------\n\nACTOR NightVision : CustomInventory // InfraRed\n{\n\tGame Doom\n\tSpawnID 138\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.PickupMessage \"You got the Infrared Vision Googles.\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_CheckSight(\"Spawn2\")\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\tSpawn2:\n\t\tSVIS E 4\n\t\tSVIS DCBACD 2 BRIGHT\n\t\tGoto Spawn\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 TNT1 A 0 A_GiveInventory(\"HasInfraRed\", 1)\n\t TNT1 A 0 ACS_ExecuteAlways(398, 0, 0, 0, 0)\n\t TNT1 A 1\n\t\tStop\n\n\t}\n}\n\nACTOR NightVisionGiver : PowerupGiver\n{\n\tGame Doom\n\tSpawnID 138\n\t+COUNTITEM\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n\tPowerup.Type LightAmp\n\tInventory.PickupMessage \"$GOTVISOR\"\n\t//Powerup.Colormap 0.0, 0.0, 0.0, 1.0,0.5,0.5\n\tPowerup.Duration 4200\n\tStates\n\t{\n\tSpawn:\n\t\tSVIS E 7\n\t\tSVIS D 3 Bright A_SpawnItem(\"RedFlareVerySmall\",0,10)\n\t\tSVIS C 2 Bright A_SpawnItem(\"RedFlareVerySmall\",0,10)\n\t\tSVIS BAB 1 Bright A_SpawnItem(\"RedFlareVerySmall\",0,10)\n\t\tSVIS C 2 Bright A_SpawnItem(\"RedFlareVerySmall\",0,10)\n\t\tSVIS D 3 Bright A_SpawnItem(\"RedFlareVerySmall\",0,10)\n\t\tLoop\n\n\t}\n}\n\nActor HasInfrared : Inventory\n{\ninventory.maxamount 1\n}\n\n// Berserk ------------------------------------------------------------------\n\nACTOR Berserl1 : CustomInventory // Berserk\n{\n\tGame Doom\n Scale 1.2\n\tSpawnID 134\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.PickupMessage \"$GOTBERSERK\"\n\tInventory.PickupSound \"misc/p_pkup\"\n Inventory.PickupSound \"BERSPKUP\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_CheckSight(\"Spawn2\")\n\t\tPSTR A 2 A_SpawnItem(\"RedFlareVerySmall\",0,10)\n\t\tLoop\n\tSpawn2:\n\t\tPSTR A 14\n\t\tGoto Spawn\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"PowerStrength\")\n\t\tTNT1 A 0 HealThing(100, 0)\n\t\tTNT1 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 //// BlurSphere\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 : Berserl1\n{\n\tGame Doom\n Scale 0.2\n\tSpawnID 134\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 A_SpawnItem(\"RedFlareSmall\",0,20)\n\t\tLoop\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"PowerStrength\")\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}"
},
{
"source": "pk3",
"name": "BLOOD.txt",
"contents": "//All the liquid gore stuff goes here.\n\nActor BloodTesting\n{\nStates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0 //A_SpawnItem(\"Blood\")\nLoop\n}\n}\n\nactor GibRemoving\n{\nDamageType GibRemoving\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+NORADIUSDMG\n +DONTSPLASH\n+NOEXTREMEDEATH\n-BLOODSPLATTER\n+BLOODLESSIMPACT\n+PAINLESS\n+FORCERADIUSDMG\nPROJECTILE\nStates\n{\nSpawn:\nTNT1 A 0\n TNT1 A 0 A_Explode(5,280)\nStop\n }\n}\n\nactor MegaGibRemoving\n{\nDamageType GibRemoving\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+NORADIUSDMG\n+NOEXTREMEDEATH\n +DONTSPLASH\n-BLOODSPLATTER\n+BLOODLESSIMPACT\n+PAINLESS\nPROJECTILE\nStates\n{\nSpawn:\nTNT1 A 0\n TNT1 A 0 A_Explode(50,800)\nStop\n }\n}\n\nACTOR TinyBlood\n{\n game Doom\n scale 0.2\n speed 7\n health 1\n radius 8\n height 1\n Gravity 0.7\n\tDecal BrutalBloodSplat\n +MISSILE\n +CLIENTSIDEONLY\n +NOTELEPORT\n +NOBLOCKMAP\n +FORCEXYBILLBOARD\n +DONTSPLASH\n +EXPLODEONWATER\n+DOOMBOUNCE\nBounceFactor 0.01\n States\n {\n Spawn:\n\t TNT1 A 0\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BLUD Z 500\n\t\tStop\n\tNoSpawn:\n\tTNT1 A 0\n\tStop\n\tSplash:\n BLOD A 0\n\t\tTNT1 AAA 0 ////A_CustomMissile (\"Underblood1\", 7, 0, random (0, 360), 2, random (30, 150))\n stop\n Death:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"blooddrop3\")\n XDT1 EFGHIJKL 2\n stop\n }\n}\n\nactor Brutal_Blood // Blood\n{\nDecal BrutalBloodSplat\n game Doom\n+FORCEXYBILLBOARD\n+NOGRAVITY\n +DONTSPLASH\n +EXPLODEONWATER\n+THRUACTORS\n+CLIENTSIDEONLY\nScale 0.5\nSpeed 0\n states\n {\n Spawn:\n TNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\n\t\tTNT1 A 0 ACS_ExecuteAlways(799, 0, 0, 0, 0)//Check Blood density\n\t\tTNT1 A 2\n\t\tSpawn2:\n\t\t//TNT1 A 0 //A_CustomMissile (\"Brutal_LiquidBlood3\", 1, 0, random (0, 360), 2, random (0, 40))\n TNT1 AA 0 ////A_CustomMissile (\"Brutal_FlyingBloodFake\", 0, 0, random (0, 360), 2, random (0, 90))\n TNT1 A 0 ////A_CustomMissile (\"Brutal_FlyingBlood\", 7, 0, random (0, 360), 2, random (30, 60))\n\t\tTNT1 A 0 ////A_CustomMissile (\"BloodHit\", 0, 0, random (0, 360), 2, random (0, 90))\n\t\tTNT1 A 0 A_Stop\n\t\t//TNT1 A 0 A_Jump(128, \"Spawn2\")\n\tSplash:\n BLOD A 0\n\t\tTNT1 AAA 0 ////A_CustomMissile (\"Underblood1\", 7, 0, random (0, 360), 2, random (30, 150))\n stop\n\tLotsOfBlood:\n\t TNT1 AAAAAAAA 0 ////A_CustomMissile (\"Brutal_FlyingBloodFake\", 0, 0, random (0, 360), 2, random (0, 90))\n TNT1 A 0 ////A_CustomMissile (\"Brutal_FlyingBloodLevel3\", 7, 0, random (0, 360), 2, random (40, 60))\n\t TNT1 A 0 ////A_CustomMissile (\"Brutal_FlyingBlood\", 7, 0, random (0, 360), 2, random (20, 40))\n\t TNT1 A 0 ////A_CustomMissile (\"BloodmistSmall\", 0, 0, random (0, 360), 2, random (10, 40))\n\t //TNT1 AA 0 //A_CustomMissile (\"SuperGoreMistTiny\", 0, 0, random (0, 360), 2, random (60, 90))\n\t TNT1 A 0 ////A_CustomMissile (\"BloodHit\", 0, 0, random (0, 360), 2, random (0, 90))\n\t Stop\n\tAbsurdBlood:\n\t TNT1 A 2\n\t TNT1 A 0 A_JumpIfInventory(\"AnimuGore\", 1, \"AnimuGore\")\n\t TNT1 AAAAAAAA 0 ////A_CustomMissile (\"Brutal_FlyingBloodFake\", 0, 0, random (0, 360), 2, random (0, 90))\n TNT1 AAA 0 ////A_CustomMissile (\"Brutal_FlyingBloodLevel3\", 7, 0, random (0, 360), 2, random (10, 50))\n\t TNT1 A 0 ////A_CustomMissile (\"Brutal_FlyingBloodLevel3\", 7, 0, random (0, 360), 2, random (40, 60))\n\t TNT1 AAA 0 ////A_CustomMissile (\"BloodmistSmall\", 7, 0, random (0, 360), 2, random (30, 90))\n\t TNT1 AA 0 ////A_CustomMissile (\"SuperGoreMistSmall\", 0, 0, random (0, 360), 2, random (10, 90))\n\t TNT1 A 0 ////A_CustomMissile (\"BloodHit\", 0, 0, random (0, 360), 2, random (0, 90))\n\t Stop\n\t AnimuGore:\n\t TNT1 AAAAAAAA 0 ////A_CustomMissile (\"Brutal_FlyingBloodFake\", 0, 0, random (0, 360), 2, random (0, 90))\n TNT1 AAAA 0 ////A_CustomMissile (\"Brutal_FlyingBloodLevel3\", 7, 0, random (0, 360), 2, random (10, 50))\n\t TNT1 A 0 ////A_CustomMissile (\"Brutal_FlyingBloodLevel3\", 7, 0, random (0, 360), 2, random (40, 60))\n\t TNT1 AAA 0 ////A_CustomMissile (\"BloodmistSmall\", 7, 0, random (0, 360), 2, random (30, 90))\n\t TNT1 AA 0 ////A_CustomMissile (\"SuperGoreMistSmall\", 0, 0, random (0, 360), 2, random (10, 90))\n\t TNT1 AA 0 ////A_CustomMissile (\"XDeath1\", 0, 0, random (0, 360), 2, random (0, 360))\n\t TNT1 A 0 ////A_CustomMissile (\"SuperGoreSpawner2\", 0, 0, random (0, 360), 2, random (10, 90))\n\t TNT1 A 0 ////A_CustomMissile (\"BloodHit\", 0, 0, random (0, 360), 2, random (0, 90))\n\t Stop\n\t LowBlood:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ////A_CustomMissile (\"Brutal_FlyingBloodFake\", 0, 0, random (0, 360), 2, random (0, 90))\n\t\tTNT1 A 0 //A_SpawnItem(\"BloodHit\")\n\t\tStop\n }\n}\n\nactor BloodHit\n{\n height 8\n radius 4\n +NOBLOCKMAP\n +NOGRAVITY\n +DONTSPLASH\n +EXPLODEONWATER\n +NOCLIP\n +CLIENTSIDEONLY\n Scale 0.7\n states\n {\n Spawn:\n TNT1 A 0\n BLHT ABCDE 1\n Stop\n }\n}\n\nactor Big_Blood : Brutal_Blood\n{\n states\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 AAAAAA 0 ////A_CustomMissile (\"Brutal_FlyingBloodTrail\", 15, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 ////A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 180), 2, random (0, 180))\n BLOD BCD 0\n stop\n }\n}\n\nactor 12BloodTrail : Brutal_Blood\n{\n states\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 A 0 ////A_CustomMissile (\"Brutal_FlyingBloodTrail\", 15, 0, random (0, 360), 2, random (0, 180))\n stop\n }\n}\n\nactor BrainBlood : Brutal_Blood\n{\nDecal BrutalBloodSplat\n}\n\nACTOR Brutal_FlyingBlood\n{\n game Doom\n scale 0.5\n speed 4\n health 1\n radius 8\n height 1\n Gravity 0.8\n damage 0\n Renderstyle Translucent\n Alpha 0.95\n\tDamageType Blood\n\tDecal BrutalBloodSuper\n +MISSILE\n +CLIENTSIDEONLY\n +NOTELEPORT\n +NOBLOCKMAP\n +THRUACTORS\n +BLOODLESSIMPACT\n +FORCEXYBILLBOARD\n +NODAMAGETHRUST\n +MOVEWITHSECTOR\n +CORPSE\n +DONTSPLASH\n +EXPLODEONWATER\n Mass 1\n States\n {\n Spawn:\n\t //BLOD ABCD 2\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t BLOD AB 2\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t TNT1 A 0 A_Jump(255, \"Spawn1\", \"Spawn2\")\n\t Spawn1:\n\t\tBLOD C 1\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n loop\n\tSpawn2:\n\t\tBLOD E 1\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n loop\n\tSplash:\n BLOD A 0\n\t\tTNT1 A 0 //A_SpawnItem (\"Underblood2\")\n stop\n Death:\n \t //TNT1 A 0 //A_CustomMissile (\"SmallBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\tTNT1 A 0 A_PlaySound(\"blooddrop2\")\n\t\t\t\tTNT1 A 0\n\t\t\t\tTNT1 A 0 ////A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t\t\t\t//TNT1 A 0 //A_CustomMissile (\"CeilBloodChecker\", -15, 0, 90, 2, 90)\n\t\t\t\tTNT1 A 0 ////A_SpawnItemEx (\"DetectCeilBloodSimpler\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t\t\t//TNT1 AAAAA 0 //A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\t\tTNT1 A 1\n Stop\n }\n}\n\nACTOR BloodHeightDetector: TinyBlood //Doesnt spawns blood pools if it hits the ceiling or walls\n{\n +DONTSPLASH\n scale 1.0\n Gravity 1.0\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t BLUD C 0 ThrustThingZ (0,25,1,0)\n BLOD C 3\n Stop\n\tSplash:\n BLOD A 0\n stop\n Death:\n\t TNT1 A 0\n\t\tTNT1 A 0 ////A_SpawnItemEx (\"Brutal_Bloodspot\", 0, 0, 0, 0, 0, 0, random(0, 360))\n\t\t//TNT1 A 0 //A_SpawnItem(\"Brutal_Bloodspot\")\n\t\tTNT1 A 0 A_PlaySound(\"blooddrop2\")\n\t\t//XDT1 EFGHIJK 3\n\t\tTNT1 A 0 ////A_SpawnItemEx (\"MiniBloodDropEffect\")\n\t\tTNT1 A 0 ////A_SpawnItemEx (\"MiniBloodDropEffect\", 12, 12)\n\t\tTNT1 A 0 ////A_SpawnItemEx (\"MiniBloodDropEffect\", 12, -12)\n\t\tTNT1 A 0 ////A_SpawnItemEx (\"MiniBloodDropEffect\", -12, 12)\n TNT1 A 0 ////A_SpawnItemEx (\"MiniBloodDropEffect\", -12, -12)\n\t\tstop\n }\n}\n\nACTOR Brutal_FlyingBloodMuchFaster: Brutal_FlyingBlood\n{\n speed 18\n}\n\nACTOR Brutal_FlyingBloodLevel3: Brutal_FlyingBlood\n{\n Scale 1.0\n Speed 7\n}\n\nACTOR Brutal_BloodSpot\n{\n game Doom\n radius 2\n height 2\n mass 1\n Health 300\n+NOTELEPORT\n+CLIENTSIDEONLY\n+FORCEXYBILLBOARD\n+MOVEWITHSECTOR\n+FLOORCLIP\n+NOTARGET\n-SHOOTABLE\n+NOBLOOD\n +DONTSPLASH\n +EXPLODEONWATER\n-SOLID\n+THRUACTORS\nAlpha 0.9\nMass 99999999\nScale 0.5\nDecal BrutalBloodSplat\nDamageFactor \"TeleportRemover\", 100.0\n states\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\n TNT1 A 1\n TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n TNT1 A 0 A_CheckFloor(\"SpawnNormally\")\n Goto Splash\n\n SpawnNormally:\n //TNT1 A 0 //A_SpawnItem(\"GibRemoving\")\n TNT1 A 0 A_Jump(255, \"SpawnBFrameOnly\", \"SpawnCFrameOnly\", \"SpawnDFrameOnly\")\n SpawnAFrameOnly:\n BPDL A 800//duration\n TNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"FadeA\")\n Loop\n SpawnBFrameOnly:\n BPDL B 800//duration\n TNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"FadeB\")\n Loop\n\n FadeA:\n BPDL AAAA 1 A_FadeOut(0.05)\n Stop\n\n FadeB:\n BPDL BBBB 1 A_FadeOut(0.05)\n Stop\n\n SpawnCFrameOnly:\n BPDL C 800//duration\n TNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"FadeC\")\n Loop\n\n SpawnDFrameOnly:\n BPDL D 800//duration\n TNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"FadeD\")\n Loop\n\n FadeC:\n BPDL CCCC 1 A_FadeOut(0.05)\n Stop\n\n FadeD:\n BPDL DDDD 1 A_FadeOut(0.05)\n Stop\n\n\tSplash:\n BLOD A 0\n stop\n\tDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_NoBlocking\n\tStop\n }\n}\n\nactor GiantBloodSpot: Brutal_BloodSpot\n{\n Scale 1.1\n States\n {\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\tTNT1 A 0 ////A_SpawnItemEx (\"BootSmearerRed\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 2\n\tGoto SpawnAFrameOnly\n\t}\n}\n\nactor BigBloodSpot: GiantBloodSpot\n{\n Scale 0.7\n}\n\nactor MediumBloodSpot: GiantBloodSpot\n{\ngame Doom\nScale 0.4\n}\n\nactor MediumBloodSpot2: GiantBloodSpot\n{\ngame Doom\nScale 0.4\n}\n\nACTOR CeilBloodLauncher: Brutal_FLyingBlood\n{\n +THRUACTORS\n +BLOODLESSIMPACT\n\t-DOOMBOUNCE\ndamagetype Blood\n Speed 15\n Gravity 0.0\n\tDecal BrutalBloodSplat\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 A 3\n Stop\n\tSplash:\n BLOD A 0\n stop\n Death:\n \t //TNT1 A 0 //A_CustomMissile (\"SmallBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 //A_CustomMissile (\"CeilBloodChecker\", -15, 0, 90, 2, 90)\n TNT1 A 0\n stop\n\t Melee:\n Xdeath:\n\t TNT1 A 1\n Stop\n }\n}\n\nACTOR CeilBloodLauncherLong: CeilBloodLauncher\n{\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 A 12\n Stop\n }\n}\n\nACTOR DetectCeilBloodSimpler\n{\n game Doom\n scale 0.4\n speed 0\n health 1\n radius 1\n height 1\n Gravity 0.0\n damage 0\n Renderstyle Translucent\n Alpha 0.95\n\tDamageType Blood\n +MISSILE\n +CLIENTSIDEONLY\n +NOTELEPORT\n +NOBLOCKMAP\n +FORCEXYBILLBOARD\n +NODAMAGETHRUST\n +DONTSPLASH\n +EXPLODEONWATER\n +NOGRAVITY\n States\n {\n Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 ThrustThingZ(0,35,0,1)\n\t TNT1 A 2\n\t Stop\n\t Death:\n\t TNT1 A 0\n\t TNT1 A 0 //A_CustomMissile (\"CeilBloodChecker\", -15, 0, 90, 2, 90)\n Stop\n }\n}\n\nACTOR DetectCeilBloodSimplerLarge: DetectCeilBloodSimpler\n{\n States\n {\n\t Death:\n\t TNT1 A 0\n\t TNT1 A 0 //A_CustomMissile (\"CeilBloodCheckerLarge\", -15, 0, 90, 2, 90)\n Stop\n }\n}\n\n// Checks if there is a ceiling above, and isn't hitting a monster.\nACTOR CeilBloodChecker: Brutal_FLyingBlood\n{\n +THRUACTORS\n +BLOODLESSIMPACT\ndamagetype Blood\ndamage 0\nRadius 0\nHeight 0\nSpeed 400\n\n Gravity 0.0\n\tDecal BrutalBloodSuper\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 A 4\n Stop\n\tSplash:\n BLOD A 0\n stop\n Death:\n TNT1 A 1 ////A_SpawnItem(\"CeilBloodSpot\",0,0,0,1)\n TNT1 A 5\n stop\n Xdeath:\n\t TNT1 A 1\n Stop\n }\n}\n\nACTOR CeilBloodCheckerLarge: CeilBloodChecker\n{\nStates\n{\n Death:\n TNT1 A 1 ////A_SpawnItem(\"CeilBloodSpotLarge\",0,0,0,1)\n TNT1 A 5\n stop\n}}\n\n// The Ceil Blood Spot.\nactor CeilBloodSpot: Brutal_BloodSpot\n{\nProjectile\n+SPAWNCEILING\n+CEILINGHUGGER\n+MOVEWITHSECTOR\n-DOOMBOUNCE\n+NOGRAVITY\n+DontSplash\nstates\n{\nSpawn:\n BPDL A 1\n TNT1 A 0 ////A_SpawnItem (\"DripingBloodLeavesSmallPool\")\n TNT1 A 0 ////A_SpawnItem (\"CeilBloodTinyBloodSpawner\")\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAA 1 A_FadeOut(0.1)\n stop\n }\n}\nactor CeilBloodSpotLarge: CeilBloodSpot\n{\nstates\n{\nSpawn:\nGoto Crash\nDeath:\nCrash:\n BPDL A 1\n TNT1 A 0 ////A_SpawnItem (\"DripingBloodLeavesSmallPool\")\n TNT1 A 0 ////A_SpawnItem (\"CeilBloodLargeBloodSpawner\")\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAA 1 A_FadeOut(0.1)\n stop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nACTOR CeilBloodTinyBloodSpawner: TinyBlood\n{\n+NOGRAVITY\n+THRUACTORS\n+NOCLIP\n States\n {\n Spawn:\n TNT1 AAAAAAAAAAAAAA 5 ////A_SpawnItemEx (\"BloodDripingFromCeiling\", random (-5, 5), random (-5, 5))\n TNT1 AAAAAAAAAAAAAA 10 ////A_SpawnItemEx (\"BloodDripingFromCeiling\", random (-5, 5), random (-5, 5))\n TNT1 AAAAAAAAAAAAAA 16 ////A_SpawnItemEx (\"BloodDripingFromCeiling\", random (-5, 5), random (-5, 5))\n TNT1 AAAAAAAAAAAAAA 24 ////A_SpawnItem (\"BloodDripingFromCeiling\")\n stop\n }\n}\n\nACTOR CeilBloodLargeBloodSpawner: TinyBlood\n{\n+NOGRAVITY\n+THRUACTORS\n+NOCLIP\n States\n {\n Spawn:\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 3 ////A_SpawnItemEx (\"BloodDripingFromCeilingBig\", random (-5, 5), random (-5, 5))\n TNT1 AAAAAAAAAAAAAA 10 ////A_SpawnItemEx (\"BloodDripingFromCeilingBig\", random (-5, 5), random (-5, 5))\n TNT1 AAAAAAAAAAAAAA 15 ////A_SpawnItemEx (\"BloodDripingFromCeiling\", random (-5, 5), random (-5, 5))\n TNT1 AAAAAAAAAAAAAA 20 ////A_SpawnItemEx (\"BloodDripingFromCeiling\", random (-5, 5), random (-5, 5))\n stop\n }\n}\n\nACTOR BloodDripingFromCeiling: TinyBlood\n{\n+DOOMBOUNCE\n+THRUACTORS\n+CLIENTSIDEONLY\nBounceFactor 0.1\n States\n {\n Spawn:\n TNT1 A 0\n\t BPDL A 0 ThrustThingZ(0,300,0,1)\n\t TNT1 A 0 A_Jump(230, \"NoSpawn\")\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BLUD Z 500\n loop\n }\n}\n\nACTOR BloodDripingFromCeilingBig: TinyBlood\n{\n+DOOMBOUNCE\nBounceFactor 0.1\nXScale 0.4\nYScale 0.8\n States\n {\n Spawn:\n TNT1 A 0\n\t BPDL A 0 ThrustThingZ(0,300,0,1)\n\t TNT1 A 0 A_Jump(160, \"NoSpawn\")\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BLUD Z 500\n loop\n }\n}\n\nACTOR DripingBlood: TinyBlood\n{\n scale 0.3\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BLUD Z 4\n loop\n\tSplash:\n BLOD A 0\n stop\n Death:\n\t TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"blooddrop2\")\n XDT1 EFGHIJKL 2\n stop\n }\n}\n\nACTOR DripingBloodLeavesPool: TinyBlood\n{\n scale 0.3\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BLUD Z 4\n loop\n\tSplash:\n BLOD A 0\n stop\n Death:\n\t TNT1 A 0\n\t\tTNT1 A 0 ////A_SpawnItem(\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_PlaySound(\"blooddrop2\")\n XDT1 EFGHIJKL 2\n stop\n }\n}\n\nACTOR DripingBloodLeavesSmallPool: DripingBloodLeavesPool\n{\n+DONTSPLASH\nStates\n{\n Death:\n\t TNT1 A 0\n\t\tTNT1 A 0 //A_SpawnItem(\"MinuscleBloodSpot\")\n\t\tTNT1 A 0 A_PlaySound(\"blooddrop2\")\n XDT1 EFGHIJKL 2\n stop\n }\n}\n\n// Blood trails spawned by FlyingBlood\nactor Brutal_FlyingBloodTrail\n{\ngame Doom\n scale 0.70\n mass 1\n renderstyle Translucent\n alpha 0.7\nDecal BrutalBloodSplat\n +LOWGRAVITY\n +NOTELEPORT\n +NOBLOCKMAP\n+NOCLIP\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\n +DontSplash\n+MISSILE\n-NOGRAVITY\nSpeed 2\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //BTRL ABCD 4\nBLOD FFFFFFFFFF 4 A_JumpIf(waterlevel > 1, \"Splash\")\n stop\nDeath:\nTNT1 A 0\nStop\n\n\tSplash:\n BLOD A 0\n\t\tTNT1 A 0 ////A_SpawnItem (\"Underblood2\")\n stop\n\n }\n}\n\nactor Brutal_FlyingBloodTrail5 : Brutal_FlyingBloodTrail\n{\nDecal None\n}\n\nactor BloodTr: Brutal_FlyingBloodTrail\n{\nSpeed 4\n alpha 0.7\nscale 1.1\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BTRL ABCD 4\n stop\n }\n }\n\nactor BloodTr2: Brutal_FlyingBloodTrail\n{\nSpeed 4\n alpha 0.7\nscale 1.1\n-NOGRAVITY\nGravity 0.6\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BTRL ABCD 4\n stop\n Death:\n TNT1 A 0\n Stop\n }\n }\n\nactor BloodTr3: Brutal_FlyingBloodTrail\n{\nSpeed 6\n alpha 0.7\nscale 1.1\n-NOGRAVITY\nGravity 0.9\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BTRL ABCD 6\n stop\n }\n }\n\nactor BloodTr95: Brutal_FlyingBloodTrail\n{\nSpeed 4\n alpha 0.7\nscale 1.1\n-NOGRAVITY\nGravity 0.7\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BTRL ABCD 7\n stop\n Death:\n TNT1 A 0\n Stop\n }\n }\n\nactor BloodTr255: Brutal_FlyingBloodTrail\n{\nSpeed 2\n alpha 0.5\nscale 1.0\n-NOGRAVITY\n+THRUACTORS\nGravity 0.3\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BTRL ABCD 3\n stop\n Death:\n TNT1 A 2\n Stop\n }\n }\n\nactor BloodTr255G: Brutal_FlyingBloodTrail\n{\nSpeed 3\n alpha 0.6\nscale 0.7\n-NOGRAVITY\nGravity 0.8\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BTRL ABCD 3\n stop\n Death:\n TNT1 A 0\n Stop\n }\n }\n\nactor Brutal_FlyingBloodFaster: Brutal_FlyingBloodTrail\n{\nSpeed 4\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //BTRL ABCD 6\n BLOD ABCDEFFFFFF 3\n stop\n }\n}\n\nactor Brutal_FlyingBloodTrail16: Brutal_FlyingBloodTrail\n{\n renderstyle Translucent\n alpha 0.4\n}\n\nACTOR SmallBrainPiece\n{\n Radius 2\n Height 2\n\tSpeed 10\n\tMass 1\n\tScale 0.5\n\tDecal BrutalBloodSuper\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n\t+THRUGHOST\n\t+THRUACTORS\n\t+CLIENTSIDEONLY\n +DONTSPLASH\n +MOVEWITHSECTOR\n\t+DONTSPLASH\n\t+FORCEXYBILLBOARD\n\t+FLOORCLIP\n States\n {\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(32, \"DoNothing\")\n\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\tGoto See\n See:\n\t\tXDB5 ABCDEFGH 3\n\t\tLoop\n\tDeath:\n\tTNT1 A 0\n\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\tTNT1 A 0 A_CheckFloor(\"Rest\")\n\tTNT1 A 0 ////A_SpawnItem(\"DetectCeilBrain\")\n\tTNT1 A 2\n\tStop\n\n\tRest:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(255, \"Rest1\", \"Rest2\")\n\tRest1:\n XDT5 B 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\n\tRest2:\n\t\tXDT5 O 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR Brains1 //Random bloody piece\n{\n Radius 2\n Height 2\n\tSpeed 6\n\tMass 1\n\tBounceFactor 0.4\n\tScale 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n\t+CLIENTSIDEONLY\n +DONTSPLASH\n +MOVEWITHSECTOR\n\t+FLOORCLIP\n States\n {\n Spawn:\n\t\tTNT1 A 0\n\t\tStop\n\tDeath:\n\t XDT5 C 1\n\t\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(255, \"Rest1\", \"Rest2\")\n\tRest1:\n XDT5 C 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\n\tRest2:\n\t\tXDT5 C 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR Brains2 //Teeth\n{\n Radius 2\n Height 2\n\tSpeed 6\n\tMass 1\n Decal BrutalBloodSplat\n +CLIENTSIDEONLY\n\tBounceFactor 0.4\n\tScale 0.9\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n\t+FLOORCLIP\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBRIB ABCD 4 ////A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BRIB A 1\n\t\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(255, \"Rest1\", \"Rest2\")\n\tRest1:\n BRIB A 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\n\tRest2:\n\t\tBRIB C 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR Brains3 //Eyeballs\n{\n Radius 2\n Height 2\n\tSpeed 6\n\tMass 1\n Decal BrutalBloodSplat\n +CLIENTSIDEONLY\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n\t+FLOORCLIP\n\tScale 0.8\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBRIB EFGH 4 ////A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BRIB E 1\n\t\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(255, \"Rest1\", \"Rest2\", \"Rest3\", \"Rest4\")\n\tRest1:\n BRIB E 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\n\tRest2:\n\t\tBRIB F 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tRest3:\n BRIB G 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\n\tRest4:\n\t\tBRIB H 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR Brains4 //White skinned piece 1\n{\n Radius 2\n Height 2\n\tSpeed 6\n\tMass 1\n\tScale 0.9\n Decal BrutalBloodSplat\n +CLIENTSIDEONLY\n\tBounceFactor 0.4\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n +MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n\t+FLOORCLIP\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBRIB IJKL 4 //A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BRIN D 1\n TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n BRIN D 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR Brains5 //White skinned piece 2\n{\n Radius 2\n Height 2\n\tSpeed 6\n\tScale 0.9\n\tMass 1\n Decal BrutalBloodSplat\n +CLIENTSIDEONLY\n\tBounceFactor 0.4\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n +MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n\t+FLOORCLIP\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBRIB IJKL 4 //A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BRIN E 1\n\t\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n BRIN E 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR Brains6 //Brown skinned piece\n{\n Radius 2\n Height 2\n\tSpeed 6\n\tMass 1\n\tScale 0.9\n Decal BrutalBloodSplat\n +CLIENTSIDEONLY\n\tBounceFactor 0.4\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n +MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n\t+FLOORCLIP\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBRIB MNOP 4 //A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BRIN F 1\n TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n BRIN F 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR Brains6Big: Brains6 //White skinned piece 1\n{\nScale 1.8\n}\n\nACTOR Brains7 //Brown skinned teeth\n{\n Radius 2\n Height 2\n\tSpeed 6\n\tMass 1\n\tScale 0.9\n Decal BrutalBloodSplat\n +CLIENTSIDEONLY\n\tBounceFactor 0.4\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n +MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n\t+FLOORCLIP\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBRIB QRST 4 //A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BRIN G 1\n TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n BRIN G 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR Brains7Big: Brains7 //White skinned piece 1\n{\nScale 1.3\n}\n\nACTOR Brains4Green: Brains4 //White skinned piece 1\n{\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBR7B IJKL 4 //A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BR7N D 1\n TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n BR7N D 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR Brains4GreenBig: Brains4 //White skinned piece 1\n{\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBR7B ABCD 4 //A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BR7B A 1\n TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n BR7B A 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR Brains4Blonde: Brains4 //White skinned piece 1\n{\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBR8B IJKL 4 //A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BR8B I 1\n TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n BR8B I 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR Brains4BlondeBig: Brains4 //White skinned piece 1\n{\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBR8B ABCD 4 //A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BR8B A 1\n TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n BR8B A 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR BrainsSergeantHeadPiece: Brains4 //White skinned piece 1\n{\nSpeed 2\n-DOOMBOUNCE\nScale 1.0\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBR7B EFGH 4 //A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BR7B E 1\n TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n BR7B E 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR BrainsImpHeadPiece: Brains4 //White skinned piece 1\n{\nSpeed 2\n-DOOMBOUNCE\nScale 1.0\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBR7N E 4 //A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BR7N E 1\n TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n BR7N E 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR BaronHeadPiece\n{\n Radius 2\n Height 2\n\tSpeed 6\n\tMass 1\n Decal BrutalBloodSplat\n +CLIENTSIDEONLY\n\tBounceFactor 0.4\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n +MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n\t+FLOORCLIP\n\tScale 1.2\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tXHE5 IJKL 4 //A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t XHE5 I 1\n TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n XHE5 I 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR PinkyJaw: BaronHeadPiece\n{\n\tScale 1.2\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tPDG1 ABCDEFGH 4 //A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t PDG1 H 2\n\t TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n PDG1 i 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR HellKnightHeadPiece: BaronHeadPiece\n{\n\tScale 1.0\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tHKHE IJKL 4 //A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t HKHE I 2\n\t TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n HKHE I 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR HellKnightHeadPiece2: HellKnightHeadPiece\n{\n\tXScale -1.0\n}\n\nactor BonePieces : Blood\n{\nDecal BrutalBloodSplat\n game Doom\n+FORCEXYBILLBOARD\n states\n {\n Spawn:\n TNT1 AA 0 //A_CustomMissile (\"LSpart3\", 15, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 //A_CustomMissile (\"LSpart1\", 15, 0, random (0, 360), 2, random (0, 160))\n stop\n }\n}\n\nACTOR BloodJuice\n{\n Radius 1\n Height 1\n\tAlpha 0.5\n\tScale 4.4\n\tGravity 0.01\n\tSpeed 0.2\n\t+FORCEXYBILLBOARD\n\t+CLIENTSIDEONLY\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n\t+MISSILE\n States\n {\n Spawn:\n BLOD A 1\n Goto Death\n\tDeath:\n\t BLOD AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.01)\n\t\tStop\n }\n}\n\nactor FatalityBlood: Brutal_FlyingBlood\n{\n Speed 14\n}\n\nactor MuchBlood : Blood\n{\n states\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 //A_CustomMissile (\"BloodTr255\", 15, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAAAAAAAAA 0 //A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAAAAAAAAAA 0 //A_CustomMissile(\"Brutal_FlyingBloodTrail\", 0, 0, 180)\n\t\tTNT1 AAA 0 //A_CustomMissile(\"BloodMistSmall\", 0, 0, 180)\n \t TNT1 AAA 0 //A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\n BLOD BCD 0\n stop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nactor MuchBlood2 : Blood\n{\n states\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 //A_CustomMissile (\"BloodTr255\", 15, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAAAAAA 0 //A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAAAAAAA 0 //A_CustomMissile(\"Brutal_FlyingBloodTrail\", 0, 0, 180)\n \t TNT1 AAA 0 //A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tBLOD BCD 0\n stop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nactor MuchBlood3 : Blood\n{\n states\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 //A_CustomMissile (\"BloodTr255\", 15, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAAAAAA 0 //A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAAAAAAA 0 //A_CustomMissile(\"Brutal_FlyingBloodTrail\", 0, 0, 180)\n \t TNT1 AAA 0 //A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 //A_CustomMissile (\"BloodMistBig\", 20, 0, random (0, 360), 2, random (30, 90))\n BLOD BCD 0\n stop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nactor DeadBlood : Blood\n{\nDecal BrutalBloodSplat\n game Doom\n+FORCEXYBILLBOARD\n+GHOST\n+NOBLOCKMAP\n+NOGRAVITY\n+NOCLIP\n+DONTSPLASH\n states\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n Spawn:\n TNT1 A 0\n //TNT1 A 0 A_JumpIf (floorz > 10, \"SpawnLeg\")\n TNT1 AAAAAAAAAAAAAAAA 0 //A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n //TNT1 A 0 //A_CustomMissile (\"Brutal_FlyingBlood\", 7, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 //A_SpawnItem (\"BloodHit\")\n \t stop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nACTOR GoreBloodFly: Brutal_FlyingBlood\n{\n speed 10\n}\n\nACTOR WallRedBlood\n{\n game Doom\n scale 0.6\n speed 7\n health 1\n radius 8\n height 1\n Gravity 0.7\n damage 0\n\tDamageType Blood\n\tDecal BrutalBloodSuper\n +MISSILE\n +CLIENTSIDEONLY\n +NOTELEPORT\n +NOBLOCKMAP\n +THRUACTORS\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 ABCD 4\n loop\n\tSplash:\n BLOD A 0\n stop\n Death:\n \t TNT1 A 3\n stop\n }\n}\n\nACTOR SuperWallRedBlood: WallRedBlood\n{\n speed 32\n Gravity 0.1\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 ABCD 1\n Stop\n\n}\n}\n\nACTOR ShortWallRedBlood: WallRedBlood\n{\n speed 2\n Gravity 1\n Radius 24\n Height 12\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 A 3\n Stop\n\tDeath:\n\t TNT1 AAAAAAAAAAAAAAAAAA 0 //A_CustomMissile (\"Brutal_FlyingBloodFakeNoDecal\", 0, 0, random (0, 360), 2, random (0, 90))\n\t\tTNT1 A 0 //A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tTNT1 A 0 A_PlaySound(\"HEDBON\")\n\t TNT1 A 20\n\t\tStop\n}\n}\n\nACTOR MediumInfiniteBlood: Brutal_FlyingBlood\n{\n States\n {\n Death:\n \t //TNT1 A 0 //A_CustomMissile (\"SmallBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\tTNT1 A 0 A_PlaySound(\"blooddrop\")\n TNT1 A 0 //A_SpawnItem (\"MediumBloodSpot\", 1)\n TNT1 A 0\n }\n}\n\nactor BloodDying : Brutal_Blood\n{\n states\n {\n Spawn:\n //TNT1 AAAAA 0 //A_CustomMissile (\"BloodTr2\", 7, 0, random (0, 360), 2, random (0, 180))\n //TNT1 AAAAAAAAAAA 0 //A_CustomMissile (\"BloodTr2\", 0, 0, random (0, 180), 2, random (0, 180))\n\t\tTNT1 AAAAAAA 0 //A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //TNT1 A 0 //A_CustomMissile (\"CeilBloodLauncher\", -1, 0, random (0, 360), 2, random (50, 130))\n\t\t//TNT1 AA 0 //A_CustomMissile (\"WallRedBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n \t TNT1 A 0 //A_SpawnItem (\"BloodHit\")\n\t\tTNT1 A 0 //A_SpawnItem (\"Brutal_FlyingBlood\")\n BLOD BCD 0\n stop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nactor MinuscleBloodSpot: Brutal_BloodSpot\n{\nScale 0.25\n}\n\nACTOR MiniBloodDropEffect\n{\n +CLIENTSIDEONLY\n\t+NOBLOCKMAP\n\t+FLOORCLIP\n\tScale 0.4\n States\n {\n Spawn:\n\t\tXDT1 EFGHIJK 2\n\t\tStop\n Stop\n }\n}\n\nactor SawBlood : Blood // AxeBlood\n{\nDecal BrutalBloodSplat\n game Doom\n+FORCEXYBILLBOARD\n+GHOST\n+NOBLOCKMAP\n+NOGRAVITY\n+NOCLIP\n+DONTSPLASH\n-ALLOWPARTICLES\nMONSTER\n-FRIENDLY\n+NOTARGET\n-COUNTKILL\nSpeed 0\n states\n {\n Spawn:\n TNT1 A 0\n\t\tTNT1 A 1 A_Look\n See:\n\t\tTNT1 A 0 Radius_Quake (4, 4, 0, 2, 0)\n\t\tTNT1 A 0 A_PlaySOund(\"misc/xdeath4\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"PowerBloodOnVisor\", 1)\n TNT1 A 0 //A_CustomMissile (\"BloodMist\", 0, 0, random (0, 360), 2, random (30, 90))\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //TNT1 A 0 //A_CustomMissile (\"BloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 1 A_Chase(\"Melee\",\"Melee\")\n\t\tStop\n\tMelee:\n\t\tTNT1 A 0 A_GiveToTarget(\"BloodSplasherz\", 1)\n\t\tTNT1 A 10\n stop\n\tSplash:\n BLOD A 0\n\t\tTNT1 AAA 0 //A_CustomMissile (\"Underblood1\", 7, 0, random (0, 360), 2, random (30, 150))\n stop\n }\n}\n\nactor BloodSPlatterReplacer : Brutal_Blood // BloodSplatter\n{\n}\n\nACTOR Brutal_FlyingBloodSaw: Brutal_FlyingBlood\n{\n Alpha 0.3\n Speed 0.5\n Gravity 0.3\n States\n {\n Spawn:\n\t //BLOD ABCD 2\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t BLOD BC 2\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t TNT1 A 0 A_Jump(255, \"Spawn1\", \"Spawn2\")\n\t Spawn1:\n\t\tBLOD EEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.03)\n\t\tStop\n\tXdeath:\n\tDeath:\n\tSplash:\n BLOD A 0\n\t\tTNT1 A 0 //A_SpawnItem (\"Underblood2\")\n\tTNT1 A 10\n Stop\n }\n}\n\nactor GrowingBloodPoolOld\n{\n game Doom\n radius 1\n height 1\n mass 1\n RenderStyle Shaded\n StencilColor \"52 00 00\"\n Alpha 0.9999\n +NOTELEPORT\n +NOBLOCKMAP\n+CLIENTSIDEONLY\n+FORCEXYBILLBOARD\n+MOVEWITHSECTOR\n+FLOORCLIP\n+MISSILE\n+DONTSPLASH\nScale 0.5\nDecal BrutalBloodSplat\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //XDT1 ABCD 8\n //loop\n Death:\n Crash:\n //Check if the Blood is underwater. If yes, disappear\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //Check if blood is over water. If yes, disappear.\n // make the blood spots stay on the ground. 9009 is the default duration.\n BPDL A 15\n BPDL ABCDEFGHIJKLMNOPQRSTUVWXYZ 5\n BPDL Z 9009\n stop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nactor GrowingBloodPool: Brutal_BloodSpot\n{\n game Doom\n radius 1\n height 1\n mass 1\n Health 600\n //RenderStyle Translucent\n //StencilColor \"49 00 00\"\n Alpha 0.99\n +NOTELEPORT\n+CLIENTSIDEONLY\n+FORCEXYBILLBOARD\n+MOVEWITHSECTOR\n+FLOORCLIP\n+MISSILE\n+DONTSPLASH\nScale 1.0\nDecal BrutalBloodSplat\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT5 A 1\n TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n TNT1 A 0 //A_SpawnItemEx (\"BootSmearerRed\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT5 A 30\n TNT5 BCD 5\n TNT5 EFGHIJKLMNOP 5\n TNT5 QRSTUVWXYZ 5\n Live:\n TNT5 Z 900//duration\n TNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"Splash\")\n loop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nACTOR GrowingBloodTrails\n{\n game Doom\n radius 1\n height 1\n mass 100\n RenderStyle Translucent\n //StencilColor \"52 00 00\"\n Alpha 0.9999\n +NOTELEPORT\n +NOBLOCKMAP\n+CLIENTSIDEONLY\n+FORCEXYBILLBOARD\n+MOVEWITHSECTOR\n+FLOORCLIP\n+MISSILE\n+DONTSPLASH\nScale 0.5\nDecal BrutalBloodSplat\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 A 0 //A_SpawnItem(\"GrowingSmallBloodSpot\")\n TNT1 A 0 A_SetAngle(random(16, -16) + angle)\n TNT1 A 2 A_Recoil(-1)\n TNT1 A 0 A_Stop\n TNT1 A 1\n TNT1 A 0 A_Jump(4, \"Death\")\n Loop\n Death:\n Crash:\n TNT1 A 0 //A_SpawnItem(\"GrowingSmallBloodSpot\")\n stop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nACTOR GrowingSmallBloodSpot\n{\n game Doom\n radius 1\n height 1\n mass 1\n RenderStyle Translucent\n //StencilColor \"52 00 00\"\n Alpha 0.9999\n +NOTELEPORT\n +NOBLOCKMAP\n+CLIENTSIDEONLY\n+FORCEXYBILLBOARD\n+MOVEWITHSECTOR\n+FLOORCLIP\n+MISSILE\n+DONTSPLASH\nXScale 0.05\nYScale 0.02\nDecal BrutalBloodSplat\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //XDT1 ABCD 8\n //loop\n Death:\n Crash:\n //Check if the Blood is underwater. If yes, disappear\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //Check if blood is over water. If yes, disappear.\n //Randomize blood texture:\n TNT1 A 0 ThrustThingZ(0,5,0,1)\n BLOD M 9009\n stop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nACTOR Brutal_LiquidBlood: Brutal_FlyingBlood\n{\n speed 3\n scale 0.2\n gravity 0.6\n\n States\n {\n Spawn:\n BLOD A 1 //A_SpawnItem(\"Brutal_LiquidBloodTrail\")\n Loop\n\t Death:\n \t TNT1 A 0 A_PlaySound(\"blooddrop\")\n\t XDT1 FGHIJKL 2\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR Brutal_LiquidBlood2: Brutal_FlyingBlood\n{\n speed 4\n scale 0.4\n gravity 0.6\n\n States\n {\n Spawn:\n BLOD A 1 //A_SpawnItem(\"Brutal_LiquidBloodTrail\")\n Loop\n\t Death:\n \t TNT1 A 0 A_PlaySound(\"blooddrop\")\n\t XDT1 FGHIJKL 2\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR Brutal_LiquidBlood3: Brutal_FlyingBlood\n{\nSpeed 3\n States\n {\n Spawn:\n BLOD A 1 //A_SpawnItem(\"Brutal_LiquidBloodTrail\")\n Loop\n\t Death:\n \t TNT1 A 0 A_PlaySound(\"blooddrop\")\n\t TNT1 A 0 A_CheckFloor(\"SpawnFloor\")\n\t TNT1 A 4\n\t Stop\n\n\t SpawnFloor:\n\t tnt1 a 0 //A_SpawnItem(\"Brutal_BloodSpot\")\n\t XDT1 FGHIJKL 2\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR Brutal_LiquidBloodFast: Brutal_LiquidBlood2\n{\n speed 8\n}\n\nACTOR Brutal_LiquidBloodTrail: Brutal_FlyingBlood\n{\n scale 0.4\n gravity 0.4\n States\n {\n Spawn:\n\t TNT1 A 0\n BL8D ABCDEEEEE 2\n\t Stop\n\t Death:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR XDeath1Trail: Brutal_FlyingBlood\n{\n scale 0.8\n gravity 1\n Speed 0\n States\n {\n Spawn:\n\t TNT1 A 0\n BLOD ABCDEF 2\n\t Stop\n\t Death:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR Brutal_FlyingBloodFake\n{\n game Doom\n scale 0.5\n speed 3\n health 1\n radius 8\n height 1\n Gravity 0.3\n damage 0\n Renderstyle Translucent\n Alpha 0.95\n\tDamageType Blood\n\tDecal BrutalBloodSplat\n +MISSILE\n +CLIENTSIDEONLY\n +NOTELEPORT\n +NOBLOCKMAP\n +BLOODLESSIMPACT\n +FORCEXYBILLBOARD\n +NODAMAGETHRUST\n +MOVEWITHSECTOR\n +CORPSE\n +DONTSPLASH\n +THRUACTORS\n Mass 1\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\tBLOD KKKKKKKKKKKK 1 A_FadeOut(0.05)\n Stop\n\tSplash:\n BLOD A 0\n\t\tTNT1 A 0 //A_SpawnItem (\"Underblood2\")\n stop\n\tDeath:\n\t TNT1 A 10\n\t\tStop\n }\n}\n\nACTOR Brutal_FlyingBloodFakeNoDecal: Brutal_FlyingBloodFake\n{\n decal \"none\"\n}\n\nACTOR RegularBloodHitEffect: Brutal_FlyingBloodFake\n{\n scale 0.8\n Speed 1\n States\n\t{\n\tSpawn:\n\t\tBLOD ABCDJ 2\n\t\tStop\n\t\t}\n}\n\nactor Cyberdemon_Blood : Blood\n{\nDecal BrutalBloodSplat\n game Doom\n+FORCEXYBILLBOARD\n+GHOST\n+NOBLOCKMAP\n+NOGRAVITY\n+NOCLIP\n+DONTSPLASH\n-ALLOWPARTICLES\nSpeed 0\n states\n {\n Spawn:\n TNT1 A 0\n TNT1 AAAAAAAAAA 0 //A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 AAAAAAAAAA 0 //A_CustomMissile (\"Brutal_FlyingBloodFake\", 7, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 //A_CustomMissile (\"Brutal_FlyingBlood\", 7, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 //A_CustomMissile (\"SmallSuperGore\", 10, 0, random (0, 360), 2, random (10, 170))\n\t\tTNT1 A 0 //A_SpawnItem (\"RicoChet\")\n\t\t//TNT1 A 0 //A_SpawnItem (\"BloodHit\")\n BLOD BCD 0\n stop\n\tSplash:\n BLOD A 0\n\t\tTNT1 AAA 0 //A_CustomMissile (\"Underblood1\", 7, 0, random (0, 360), 2, random (30, 150))\n stop\n }\n}\n\nactor Bloodmist : Brutal_FlyingBlood\n{\ndecal BrutalBloodSuper\n+MISSILE +NOTELEPORT +NOBLOCKMAP +NOBLOCKMONST +DONTSPLASH +CLIENTSIDEONLY +THRUACTORS\nscale 0.8\nradius 2\nheight 2\nspeed 8\nGravity 0.4\nRenderStyle Translucent\nalpha 0.9\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_ExecuteAlways(797, 0, 0, 0, 0)//Check if Blood is set to low\nMSBL ABCDEFGH 1\nMSBL HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 A_FadeOut(0.005)\nStop\n\nDeath:\nTNT1 A 0\nTNT1 A 0 A_CheckFloor(\"Disappear\")\nMSBL HHHHHHHH 1 A_FadeOut(0.1)\nStop\n\nVanish:\nDisappear:\nTNT1 A 2\nStop\n}\n}\n\nactor BloodmistBig : Bloodmist\n{\nscale 0.9\nspeed 4\nGRAVITY 0.4\n}\n\nactor BloodmistSmall : Bloodmist\n{\nscale 0.45\nGravity 0.8\n}\n\nactor BloodmistExtraBig : Bloodmist\n{\nscale 1.4\n}\n\nactor BloodmistLarge : Bloodmist\n{\nscale 0.95\n}\n\nactor BloodmistXXBig : Bloodmist\n{\nscale 2.2\nGRAVITY 0.2\n}\n\nACTOR SplatteredSmall: Brutal_BloodSpot\n{\n states\n {\n Spawn:\nTNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //TNT1 A 0 Acs_executealways(373, 0, 0, 0, 0)//Check if is under a liquid\n TNT1 A 0 A_FaceTarget\n\tTNT1 A 2\n TNT1 A 0 A_JumpIfInventory(\"IsOverWater\", 1, \"Splash\")\n\tTNT1 A 0 A_JumpIfInventory(\"IsOverSlime\", 1, \"Splash\")\n\tTNT1 A 0 A_JumpIfInventory(\"IsOverlava\", 1, \"Splash\")\n\tTNT1 A 0 //A_SpawnItemEx (\"BootSmearerRed\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tBPDL A -1\n\tStop\n }\n}\n\nACTOR SplatteredLarge: Brutal_BloodSpot\n{\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //TNT1 A 0 Acs_executealways(373, 0, 0, 0, 0)//Check if is under a liquid\n TNT1 A 0 A_FaceTarget\n\tTNT1 A 2\n\n TNT1 A 0 A_JumpIfInventory(\"IsOverWater\", 1, \"Splash\")\n\tTNT1 A 0 A_JumpIfInventory(\"IsOverSlime\", 1, \"Splash\")\n\tTNT1 A 0 A_JumpIfInventory(\"IsOverlava\", 1, \"Splash\")\n\tTNT1 A 0 //A_SpawnItemEx (\"BootSmearerRed\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tBPDL A -1\n\tStop\n }\n}\n\nACTOR RedBloodFootPrintLeft: GrowingBloodPool\n{\nScale 0.09\n+CLIENTSIDEONLY\n states\n {\n Spawn:\n Death:\n Crash:\nTNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 A 0 Acs_executealways(373, 0, 0, 0, 0)//Check if is under a liquid\n\tTNT1 A 2\n\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n TNT1 A 0 A_JumpIfInventory(\"IsOverWater\", 1, \"Splash\")\n\tTNT1 A 0 A_JumpIfInventory(\"IsOverSlime\", 1, \"Splash\")\n\tTNT1 A 0 A_JumpIfInventory(\"IsOverlava\", 1, \"Splash\")\n\tTNT1 A 0 A_CheckFloor(\"ShowUp\")\n\tGoto Splash\n\tShowUp:\n\tBPDL A 600\n\tTNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Splash\")\n\tLoop\nSplash:\nTNT1 A 0\nStop\n }\n}\n\nACTOR RedBloodFootPrintRight: GrowingBloodPool\n{\nScale 0.09\n+CLIENTSIDEONLY\n states\n {\n Spawn:\n Death:\n Crash:\nTNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 A 0 Acs_executealways(373, 0, 0, 0, 0)//Check if is under a liquid\n\tTNT1 A 2\n\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n TNT1 A 0 A_JumpIfInventory(\"IsOverWater\", 1, \"Splash\")\n\tTNT1 A 0 A_JumpIfInventory(\"IsOverSlime\", 1, \"Splash\")\n\tTNT1 A 0 A_JumpIfInventory(\"IsOverlava\", 1, \"Splash\")\n\tTNT1 A 0 A_CheckFloor(\"ShowUp\")\n\tGoto Splash\n\tShowUp:\n\tBPDL A 600\n\tTNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Splash\")\n\tLoop\nSplash:\nTNT1 A 0\nStop\n }\n}\n\nACTOR BootSmearerRed: GrowingBloodPool\n{\nMONSTER\n-SOLID\n+NOCLIP\n+THRUACTORS\n-COUNTKILL\n+LOOKALLAROUND\n-FRIENDLY\nRadius 0\nHeight 0\n states\n {\n Spawn:\n TNT1 A 0\n //TNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n TNT1 A 1 A_Look\n Goto See\n\n See:\n TNT1 A 1 A_Chase(\"\",\"\")\n\tTNT1 A 0 A_Die(\"LookForPlayer\")\n Death:\n Death.LookForPlayer:\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 8 A_JumpIfCloser(60, \"SmearBootsWithRedBlood\")\n\tStop\nSmearBootsWithRedBlood:\n\tTNT1 A 0 A_GiveToTarget(\"BootsSmearedWithRedBlood\", 8)\n\tBPDL A 0\n\tStop\n }\n}\n\nACTOR BootSmearerBlue: GrowingBloodPool\n{\nMONSTER\n-SOLID\n+NOCLIP\n+THRUACTORS\n-COUNTKILL\n+LOOKALLAROUND\n-FRIENDLY\nRadius 0\nHeight 0\n states\n {\n Spawn:\n TNT1 A 0\n //TNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n TNT1 A 1 A_Look\n Goto See\n\n See:\n TNT1 A 1 A_Chase(\"\",\"\")\n\tTNT1 A 0 A_Die(\"LookForPlayer\")\n Death:\n Death.LookForPlayer:\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 8 A_JumpIfCloser(60, \"SmearBootsWithRedBlood\")\n\tStop\nSmearBootsWithRedBlood:\n\tTNT1 A 0 A_GiveToTarget(\"BootsSmearedWithBlueBlood\", 8)\n\tBPDL A 0\n\tStop\n }\n}\n\nACTOR BootSmearerGreen: GrowingBloodPool\n{\nMONSTER\n-SOLID\n+NOCLIP\n+THRUACTORS\n-COUNTKILL\n+LOOKALLAROUND\n-FRIENDLY\nRadius 0\nHeight 0\n states\n {\n Spawn:\n TNT1 A 0\n //TNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n TNT1 A 1 A_Look\n Goto See\n\n See:\n TNT1 A 1 A_Chase(\"\",\"\")\n\tTNT1 A 0 A_Die(\"LookForPlayer\")\n Death:\n Death.LookForPlayer:\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 8 A_JumpIfCloser(60, \"SmearBootsWithRedBlood\")\n\tStop\nSmearBootsWithRedBlood:\n\tTNT1 A 0 A_GiveToTarget(\"BootsSmearedWithGreenBlood\", 8)\n\tBPDL A 0\n\tStop\n }\n}\n\nActor AnimuGore : Inventory//bloodammount_666 easter egg\n{\ninventory.maxamount 1\n}\n\nACTOR MancubusEyeballs //Eyeballs\n{\n Radius 2\n Height 2\n\tSpeed 6\n\tMass 1\n Decal BrutalBloodSplat\n +CLIENTSIDEONLY\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n\t+FLOORCLIP\n\tScale 1.2\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tMANE Y 4 ////A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t MANE Y 1\n\t\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n\t\tMANE Y 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}"
},
{
"source": "pk3",
"name": "BLOODSPLASH.txt",
"contents": "Actor BloodSplasherz : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SuperGoreSpawner\n{\n\tProjectile\n\t+RANDOMIZE\n\t+MISSILE\n+FORCEXYBILLBOARD\n +DONTSPLASH\n +EXPLODEONWATER\n // +BLOODSPLATTER\n +THRUACTORS\n Decal BloodSuper\ndamage 0\nradius 2\nheight 0\nspeed 10\nrenderstyle ADD\nalpha 0.9\nscale .15\ngravity 0.7\n-NOGRAVITY\nstates\n\t{\n\tSpawn:\n\t\t//TNT1 AAAAAAAA 3 //A_SpawnItem(\"SuperGore\")\n\t\tStop\nDeath:\n Stop\nXDeath:\nTNT1 A 0\nStop\n\t}\n}\n\nActor SuperGoreSpawner2: SuperGoreSpawner\n{\nstates\n\t{\n\tSpawn:\n\t\tTNT1 AAAAAAAAA 2 //A_SpawnItem(\"SuperGore\")\n\t\tStop\n\t}\n}\n\nActor UltraGoreSpawner: SuperGoreSpawner\n{\nspeed 60\nstates\n\t{\n\tSpawn:\n\t\tTNT1 AAAAAAAAAAAAAA 1 //A_SpawnItem(\"SuperGore\")\n\t\tStop\n\t}\n}\n\nactor SuperGore\n{\nDecal BloodSplat\n game Doom\n\tAlpha 0.6\n+FORCEXYBILLBOARD\n+GHOST\n+NOBLOCKMAP\nGravity 0.05\n +DONTSPLASH\n +EXPLODEONWATER\n-ALLOWPARTICLES\n+CLIENTSIDEONLY\n-NOGRAVITY\n+THRUACTORS\nScale 1.0\n states\n {\n Spawn:\n TNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n BLER GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 A_FadeOut(0.01)\n\t\tstop\n SpawnUnderwater:\n TNT1 A 0\n TNT1 AA 0 //A_CustomMissile (\"Underblood3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n Stop\n }\n}\n\nActor SuperGoreMist: SuperGore\n{\nScale 3.0\nSpeed 8\nGravity 0.3\n}\n\nActor SuperGoreMistSmall: SuperGore\n{\nScale 1.0\nSpeed 2\nGravity 0.1\n}\n\nActor SuperGoreMistTiny: SuperGore\n{\nScale 0.4\nSpeed 1\nGravity 0.1\n}\n\nactor BlueSuperGore: SuperGore\n{\n\tAlpha 0.4\ntranslation \"168:191=192:207\",\"16:47=240:247\"\n}\n\nactor BlueSuperGoreFast: SuperGore\n{\n\tAlpha 0.4\n\tSpeed 2\ntranslation \"168:191=192:207\",\"16:47=240:247\"\n}\n\nActor BlueSuperGoreSpawner: SuperGoreSpawner\n{\nspeed 20\nstates\n\t{\n\tSpawn:\n\t\tTNT1 AAAAAAAA 1 //A_SpawnItem(\"BlueSuperGore\")\n\t\tStop\n\t}\n}\n\nactor GreenSuperGore: SuperGore\n{\ntranslation \"168:191=112:127\",\"16:47=120:127\"\n}\n\nActor GreenSuperGoreSpawner: SuperGoreSpawner\n{\nstates\n\t{\n\tSpawn:\n\t\tTNT1 AAAA 1 //A_SpawnItem(\"GreenSuperGore\")\n\t\tStop\n\t}\n}\n\nACTOR StealthBloodLol\n{\n game Doom\n scale 1.1\n speed 6\n health 1\n radius 8\n height 1\n Gravity 0.8\n damage 0\n Renderstyle Translucent\n Alpha 0.7\n\tDamageType Blood\n\tDecal BloodSuper\n +MISSILE\n +CLIENTSIDEONLY\n +NOTELEPORT\n +NOBLOCKMAP\n +THRUACTORS\n +BLOODLESSIMPACT\n +FORCEXYBILLBOARD\n +NODAMAGETHRUST\n +MOVEWITHSECTOR\n +CORPSE\n +DONTSPLASH\n +EXPLODEONWATER\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //XDT1 ABCD 4// //A_SpawnItem (\"BloodTr\",0,0,0,1)\n\t\tTNT1 A 1\n loop\n\tSplash:\n BLOD A 0\n stop\n Death:\n \t //TNT1 A 0 //A_CustomMissile (\"SmallBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\tTNT1 A 0 A_PlaySound(\"blooddrop\")\n TNT1 A 0 //A_SpawnItem (\"Brutal_Bloodspot\", 5)\n XDT1 EFGHIJK 0\n Stop\n }\n}\n\nactor BloodCloud\n{\ngame Doom\n scale 1.4\n mass 1\n renderstyle Translucent\n alpha 0.9\nDecal BloodSplat\n +LOWGRAVITY\n +NOTELEPORT\n +NOBLOCKMAP\n+NOCLIP\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\n +DontSplash\n+MISSILE\n-NOGRAVITY\nSpeed 2\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //BTRL ABCD 4\nBLOD ABCDDEEFFF 4\n stop\nDeath:\nTNT1 A 0\nStop\n\n\tSplash:\n BLOD A 0\n stop\n\n }\n}\n\nACTOR BloodSplasher2\n{\n\tGame Doom\n damagefactor \"Trample\", 0.0\n\tDamageType Blood\n\tHealth 1\n\tRadius 1\n\tHeight 1\n Mass 1\n\t+NOCLIP\n\t+NOGRAVITY\n\t+ACTIVATEMCROSS\n +WINDTHRUST\n\t +DONTSPLASH\n +EXPLODEONWATER\n +NODAMAGETHRUST\n +PIERCEARMOR\n\t+BLOODLESSIMPACT\n\tDeathSound \"None\"\n\tStates\n\t{\n\tSpawn:\n BTRL A 1\n TNT1 A 0 A_Explode(3,200)\n Stop\n\t}\n}\n\nACTOR BloodSplasher3: BloodSplasher2\n{\n\tStates\n\t{\n\tSpawn:\n BTRL A 1\n TNT1 A 0 A_Explode(3,600)\n Stop\n\t}\n}\n\nactor SmallSuperGore\n{\nDecal BloodSplat\n game Doom\n\tAlpha 0.5\n+FORCEXYBILLBOARD\n+GHOST\n+NOBLOCKMAP\n +DONTSPLASH\n +EXPLODEONWATER\n-ALLOWPARTICLES\n+CLIENTSIDEONLY\n+THRUACTORS\n+MISSILE\n+NOGRAVITY\nSpeed 16\nScale 2\n states\n {\n Spawn:\n TNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n BLOD EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.03)\n\t\tstop\n SpawnUnderwater:\n TNT1 A 0\n TNT1 AA 0 //A_CustomMissile (\"Underblood3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n Stop\n }\n}\n\nactor SmallSuperGore2: SmallSuperGore\n{\nAlpha 0.3\nScale 0.6\nSpeed 1\n}\n\nactor MediumSuperGore: SmallSuperGore\n{\nScale 2.0\nSpeed 4\n}\n\nactor GiantSuperGore: SmallSuperGore\n{\nScale 4.0\nSpeed 8\n}"
},
{
"source": "pk3",
"name": "BURN.txt",
"contents": "actor GenericBurningGuy\n{ Radius 1\n Height 1\n +NOTELEPORT\n +MOVEWITHSECTOR\n\t+NOICEDEATH\n Mass 1000\n Health 100\nStates {\n Spawn:\n TNT1 A 0 BRIGHT\n TNT1 A 0 A_Jump(128, \"Spawn2\")\n TNT1 A 0 A_PlaySound(\"DSFDTHE\")\n BUR2 A 1 BRIGHT\n BUR2 AABBCCDDEE 3 BRIGHT A_CustomMissile (\"BurnParticles\", 36, 0, random (0, 180), 2, random (0, 180))\n BURN FFGGHH 3 BRIGHT A_CustomMissile (\"BurnParticles\", 36, 0, random (0, 180), 2, random (0, 180))\n BURN IIJJKKLL 3 BRIGHT A_CustomMissile (\"BurnParticles\", 28, 0, random (0, 180), 2, random (0, 180))\n BURN MMN 3 BRIGHT A_CustomMissile (\"BurnParticles\", 32, 0, random (0, 180), 2, random (0, 180))\n BURN NOOPP 3 BRIGHT A_CustomMissile (\"BurnParticles\", 22, 0, random (0, 180), 2, random (0, 180))\n BURN QQ 3 BRIGHT A_CustomMissile (\"BurnParticles\", 18, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_PlaySound(\"DSFDTHE\")\n BURN RRSSTTSSRRSSTTSSRRSSTTRRSSTTSSRRSSTTSSRRSSTTSSTT 3 BRIGHT A_CustomMissile (\"SmallBurnParticles\", 12, 0, random (0, 180), 2, random (0, 180))\n BURN UU 3 BRIGHT A_CustomMissile (\"BurnParticles\", 12, 0, random (0, 180), 2, random (0, 180))\n\t TNT1 A 0 A_SpawnItem(\"100SmallFireFocusSpawnerz\")\n BURN VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 9 A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 360), 2, random (90, 110))\n BURN V -1\n\n Spawn2:\n TNT1 A 0 BRIGHT\n TNT1 A 0 A_PlaySound(\"DSFDTHG\")\n TNT1 A 0 BRIGHT\n BUR2 A 1 BRIGHT\n BUR2 AABBCCDDEE 3 BRIGHT A_CustomMissile (\"BurnParticles\", 36, 0, random (0, 180), 2, random (0, 180))\n BURN FFGGHH 3 BRIGHT A_CustomMissile (\"BurnParticles\", 36, 0, random (0, 180), 2, random (0, 180))\n BURN IIJJKKLL 3 BRIGHT A_CustomMissile (\"BurnParticles\", 28, 0, random (0, 180), 2, random (0, 180))\n BURN MMN 3 BRIGHT A_CustomMissile (\"BurnParticles\", 32, 0, random (0, 180), 2, random (0, 180))\n BURN NOOPP 3 BRIGHT A_CustomMissile (\"BurnParticles\", 22, 0, random (0, 180), 2, random (0, 180))\n BURN QQ 3 BRIGHT A_CustomMissile (\"BurnParticles\", 18, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_PlaySound(\"DSFDTHG\")\n BURN RRSSTTSSRRSSTTSSRRSSTTRRSSTTSSRRSSTTSSRRSSTTSSTT 3 BRIGHT A_CustomMissile (\"SmallBurnParticles\", 12, 0, random (0, 180), 2, random (0, 180))\n BURN UU 3 BRIGHT A_CustomMissile (\"BurnParticles\", 12, 0, random (0, 180), 2, random (0, 180))\n\t TNT1 A 0 A_SpawnItem(\"100SmallFireFocusSpawnerz\")\n BURN VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 9 A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 360), 2, random (90, 110))\n BURN V -1\n Stop}}\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 BurningZombieOld\n{ Radius 1\n Height 1\n +NOTELEPORT\n +MOVEWITHSECTOR\n Mass 1000\n Health 100\nStates {\n Spawn:\n TNT1 A 0 BRIGHT\n TNT1 A 0 A_PlaySound(\"BURNZOM\")\n BUR2 A 1 BRIGHT\n BUR2 AABBCCDDEE 3 BRIGHT A_CustomMissile (\"BurnParticles\", 36, 0, random (0, 180), 2, random (0, 180))\n BURN FFGGHH 3 BRIGHT A_CustomMissile (\"BurnParticles\", 36, 0, random (0, 180), 2, random (0, 180))\n BURN IIJJKKLL 3 BRIGHT A_CustomMissile (\"BurnParticles\", 28, 0, random (0, 180), 2, random (0, 180))\n BURN MMN 3 BRIGHT A_CustomMissile (\"BurnParticles\", 32, 0, random (0, 180), 2, random (0, 180))\n BURN NOOPP 3 BRIGHT A_CustomMissile (\"BurnParticles\", 22, 0, random (0, 180), 2, random (0, 180))\n BURN QQ 3 BRIGHT A_CustomMissile (\"BurnParticles\", 18, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_PlaySound(\"BURNZOM\")\n BURN RRSSTTSSRRSSTTSSRRSSTTRRSSTTSSRRSSTTSSRRSSTTSSTT 3 BRIGHT A_CustomMissile (\"SmallBurnParticles\", 12, 0, random (0, 180), 2, random (0, 180))\n BURN UU 3 BRIGHT A_CustomMissile (\"BurnParticles\", 12, 0, random (0, 180), 2, random (0, 180))\n BURN VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 9 A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 360), 2, random (90, 110))\n BURN V -1\n Stop}}\n\nactor DesintegratedHuman\n{ Radius 1\n Height 1\n +NOTELEPORT\n +MOVEWITHSECTOR\n Mass 1000\n Health 100\n\tScale 0.7\nStates {\n Spawn:\n\t TNT1 AAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFake\", 30, 0, random (0, 360), 2, random (0, 90))\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodLevel3\", 37, 0, random (0, 360), 2, random (10, 50))\n\t TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBloodLevel3\", 37, 0, random (0, 360), 2, random (40, 60))\n\t TNT1 AAA 0 A_CustomMissile (\"BloodmistSmall\", 37, 0, random (0, 360), 2, random (30, 90))\n\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 30, 0, random (0, 360), 2, random (0, 90))\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath2\", 30, 0, random (0, 360), 2, random (0, 90))\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath3\", 30, 0, random (0, 360), 2, random (0, 90))\n\t TNT1 AAAAA 0 A_CustomMissile (\"Instestin\", 24, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_SpawnItem(\"SplatteredLarge\")\n\t TNT1 A 0 A_CustomMissile (\"SuperGoreSpawner2\", 30, 0, random (0, 360), 2, random (10, 90))\n ID50 ABCDEF 7\n ID50 GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 13 A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 360), 2, random (90, 110))\n ID50 G -1\n Stop\n\t }}\n\nactor BurningImp\n{ Radius 1\n Height 1\n +NOTELEPORT\n +MOVEWITHSECTOR\n Mass 1000\n Health 100\nStates {\n Spawn:\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\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\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 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 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 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 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 3 A_CustomMissile (\"BurnParticles\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_PlaySound(\"imp/pain\")\n\n\t\tTROO LLLL 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n\n\t\tTNT1 A 0 A_Playsound(\"props/redfire\")\n\t\tBOSB FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 2 A_CustomMissile (\"FlameTrails\", 15, 0, random (0, 360), 2, random (50, 130))\n BOSB FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 20 A_CustomMissile (\"SmallSmoke\", 25, 0, random (0, 360), 2, random (70, 110))\n BOSB F -1\n\n Stop\n\t}\n}\n\nactor BurningDemon2\n{ Radius 22\n Height 52\n +NOTELEPORT\n\t+SHOOTABLE\n +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 damagefactor \"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 Mass 1000\n Health 100\nStates {\n Spawn:\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\n\t\tTNT1 A 0 A_playsound (\"demon/pain\")\n\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 20, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\t\tDeath:\n\t\tTNT1 A 0 A_SpawnItem (\"BurnedDemon\")\n\t\tStop\n\tXDeath:\n\tDeath.SSG:\n\tDeath.Explosive:\n\tTNT1 A 0 A_NOBlocking\n\tTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedDemonArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedDemonLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"MuchMeatDeath\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAA 0 A_CustomMissile (\"BurningFlyingMeatPiece\", 64, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n Stop\n\t}\n}\n\nActor BurnedDemon\n{\nRadius 1\nHeight 1\nStates\n{\nSpawn:\n CRB7 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 CRB7 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 TNT1 A 0 A_Playsound(\"props/redfire\")\n\t\tCARB JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n CARB JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 20 A_CustomMissile (\"SmallSmoke\", 35, 0, random (0, 360), 2, random (70, 110))\n TNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tCARB J -1\n Stop\n}\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\n Spawn:\n\tTNT1 A 0\n\tZMAB A 1 A_Look\n\tLoop\n See:\n\tTNT1 A 0\n\tTNT1 A 0 A_Playsound(\"BurnZom\")\n\tGoto See2\n\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 ZMAB 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\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 ZMAB 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 TNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-15, 15), random (-15, 15))\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\")\n\t TNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 15, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\t\tDeath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Scream\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 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 Crush:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS2 A 5\n CRS2 A -1\n Stop\n\n\tDeath.Stomp:\n\tDeath.SSG:\n\tXDeath:\n\tTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AAAAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AA 0 bright A_CustomMissile (\"XDeath2\", 55, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AA 0 bright A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 A 0 A_SpawnItem (\"CrushedRemains\")\n\tTNT1 A 1\n\tTNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\tTNT1 A 1 A_XScream\n TNT1 A 1 A_NoBlocking\n\tTNT1 A -1\n\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\n\tdamagefactor \"Burn\", 0.0\n\tdamagefactor \"Fire\", 0.0\n\tdamagefactor \"Flames\", 0.0\n States\n {\n\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Playsound(\"BurnZom\")\n\tZMAB A 1 A_Look\n\tLoop\n See:\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 SMBM A 5 A_Chase\n\t\tTNT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\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 SMBM B 5 A_Chase\n\t\tTNT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\n\t TNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 15, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\t\tDeath:\n\t\tTNT1 A 0 A_NoBlocking\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 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\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tBRZ3 H -1\n Crush:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS2 A 5\n CRS2 A -1\n Stop\n\n\tDeath.Stomp:\n\tDeath.SSG:\n\tXDeath:\n\tTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AAAAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AA 0 bright A_CustomMissile (\"XDeath2\", 55, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AA 0 bright A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 A 0 A_SpawnItem (\"CrushedRemains\")\n\tTNT1 A 1\n\tTNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\tTNT1 A 1 A_XScream\n TNT1 A 1 A_NoBlocking\n\tTNT1 A -1\n\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\n\tGravity 0.7\n\tbloodtype \"DeadBlood\"\n Obituary \"%o was near someone in flames.\"\n\tMaxDropOffHeight 6000\n\n\tMass 999999\n States\n {\n Spawn:\n BDT1 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\tSuffer:\n BDT1 AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-2)\n BDT1 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 BDT1 BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-2)\n BDT1 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 BDT1 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 BDT1 DDD 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-2)\n BDT1 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\", 12, \"Death\")\n\t\t//TNT1 A 0 A_JumpIf(momz < 5, \"Falling\")\n\t\tLoop\n\tFalling:\n\t BDT2 AA 1 Bright\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 BDT2 BB 1 Bright\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\tBDT2 CC 1 Bright\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"fallDeath\")\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 BDT2 DD 1 Bright\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_JumpIf(momz == 0, \"fallDeath\")\n\t\tLoop\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,60,0,1)\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\tTNT1 A 0\n\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_Explode(100, 128)\n\t\tGoto Death\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\n\t\tTNT1 A 0 A_Jump(128, \"Death2\")\n BDT1 EEFFGGHHiijjkkLLmm 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n NJEX AAAAAAAAAAAAAAAAAA 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n TNT1 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 Stop\n\tDeath2:\n\t BDT1 EEFFGGHHiijjkkLLmm 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n NJEX BBBBBBBBBBBBBBBBBB 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n TNT1 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 Stop\n\tXDEATH:\n\tDEATH.SSG:\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n\tTNT1 A 0 A_PlaySound(\"misc/xdeath\")\n\t TNT1 AA 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AA 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\tTNT1 A 0 A_CustomMissile (\"MuchMeatDeath\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAA 0 A_CustomMissile (\"BurningFlyingMeatPiece\", 64, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\tStop\n }\n}\n\nActor PoorGuyBurningLife : Inventory\n{\ninventory.maxamount 20\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 bloodcolor 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\tSuffer:\n HEAD EE 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n\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\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\", 15, \"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\tHEAD P 1 A_SpawnItem(\"100SmallFireFocusSpawnerz\")\n\t\tTNT1 A 0 A_Playsound(\"props/redfire\")\n\t\tHEAD PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 8 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 12\n Height 56\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\n\tGravity 0.7\n\tbloodtype \"DeadBlood\"\n Obituary \"%o was near someone in flames.\"\n\tMaxDropOffHeight 6000\n\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\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\", 9, \"Death\")\n\t\tLoop\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,60,0,1)\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\tTNT1 A 0\n\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_Explode(100, 128)\n\t\tGoto Death\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\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\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\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\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\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\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\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 Stop\n\n\tXDEATH:\n\tDEATH.SSG:\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n\tTNT1 A 0 A_PlaySound(\"misc/xdeath\")\n\t TNT1 AA 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AA 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\tTNT1 A 0 A_CustomMissile (\"MuchMeatDeath\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAA 0 A_CustomMissile (\"BurningFlyingMeatPiece\", 64, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\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\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\", 12, \"Death\")\n\t\tLoop\n\nDeath:\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\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\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\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\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\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\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\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 Stop\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\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\", 12, \"Death\")\n\t\tLoop\n\n\tDeath:\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\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\", 8, \"Death\")\n\t\tLoop\nDeath:\nDeath.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\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\", 15, \"Death\")\n\t\tLoop\nDeath:\n\t\tTNT1 A 0 A_SpawnItem (\"BurnedDemon\")\n\t\tStop\n\n\tXDeath:\n\tDeath.SSG:\n\tDeath.Explosive:\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0 A_NOBlocking\n\tTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedDemonArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedDemonLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"MuchMeatDeath\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAA 0 A_CustomMissile (\"BurningFlyingMeatPiece\", 64, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n Stop\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\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}"
},
{
"source": "pk3",
"name": "CASING.txt",
"contents": "ACTOR RifleCaseSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n +DONTSPLASH\n +EXPLODEONWATER\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 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 50CaseSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t +DONTSPLASH\n +EXPLODEONWATER\n\t+NOCLIP\n\t+CLIENTSIDEONLY\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\tStop\n\t}\n}\n\nACTOR MastermindCaseSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t +DONTSPLASH\n +EXPLODEONWATER\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"GiantEmptyBrass\",-5,0,random(-80,-100),2,random(45,80))\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 - NOGRAVITY\n +WINDTHRUST\n +CLIENTSIDEONLY\n +MOVEWITHSECTOR\n +MISSILE\n +NOBLOCKMAP\n -DROPOFF\n +NOTELEPORT\n +FORCEXYBILLBOARD\n +NOTDMATCH\n +GHOST\n +DONTSPLASH\n +EXPLODEONWATER\n //+CANBOUNCEWATER\n +FLOORCLIP\n +THRUACTORS\n Mass 4\n BounceFactor 0.3\n SeeSound \"weapons/casing\"\n States\n {\n Spawn:\n CAS3 FGHABCDEFGHABCDEFGH 3 A_JumpIf(waterlevel > 1, \"Splash\")\n STOP\n\n Death:\n CAS3 I 0\n\t TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n LCPJ A 0 A_Jump(256,\"Rest1\",\"Rest2\",\"Rest3\",\"Rest4\",\"Rest5\",\"Rest6\",\"Rest7\",\"Rest8\")\n Goto Rest1\n Rest1:\n CAS3 I 400\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest2:\n CAS3 J 400\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest3:\n CAS3 K 400\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest4:\n CAS3 L 400\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest5:\n CAS3 M 400\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest6:\n CAS3 I 400\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest7:\n CAS3 J 400\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest8:\n CAS3 K 400\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 GiantEmptyBrass: EmptyBrass\n{\nGravity 0.8\nSpeed 12\nScale 0.5\n}\n\nACTOR underwaterEmptyBrass: EmptyBrass\n{\n Speed 0\n -DOOMBOUNCE\n Mass 1\n SeeSound \"none\"\n States\n {\n Spawn:\n BLUD C 0 ThrustThingZ (0,7,1,0)\n CAS3 ABCD 3\n\t BLUD C 0 ThrustThingZ (0,7,1,0)\n\t CAS3 EFGH 3\n\t BLUD C 0 ThrustThingZ (0,7,1,0)\n CAS3 ABCD 3\n\t BLUD C 0 ThrustThingZ (0,7,1,0)\n\t CAS3 EFGH 3\n\t TNT1 A 0 A_SpawnItem(\"BUBULZ\")\n Loop\n }\n}\n\nACTOR ShotgunCasing\n{\n Height 12\n Radius 9\n Speed 6\n Scale 0.15\n +DOOMBOUNCE\n - NOGRAVITY\n +WINDTHRUST\n +CLIENTSIDEONLY\n +MOVEWITHSECTOR\n +MISSILE\n +NOBLOCKMAP\n -DROPOFF\n +NOTELEPORT\n +FORCEXYBILLBOARD\n +NOTDMATCH\n +GHOST\n //+CANBOUNCEWATER\n +DONTSPLASH\n +EXPLODEONWATER\n Mass 1\n BounceFactor 0.3\n SeeSound \"weapons/shell\"\n States\n {\n Spawn:\n CAS2 ABCDEFGHABCDEFGHABCDEFGH 3\n Stop\n Death:\n\t TNT1 A 0\n\t TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n LCPJ A 0 A_Jump(256,\"Rest1\",\"Rest2\",\"Rest3\",\"Rest4\",\"Rest5\",\"Rest6\",\"Rest7\",\"Rest8\")\n Goto Rest1\n Rest1:\n CAS2 I 400\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest2:\n CAS2 J 400\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest3:\n CAS2 K 400\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest4:\n CAS2 L 400\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest5:\n CAS2 M 400\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest6:\n CAS2 I 400\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest7:\n CAS2 J 400\n\t TNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Stoping\")\n Loop\n Rest8:\n CAS2 K 400\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 1.01\n +DOOMBOUNCE\n - NOGRAVITY\n +WINDTHRUST\n +CLIENTSIDEONLY\n +MOVEWITHSECTOR\n +MISSILE\n +NOBLOCKMAP\n -DROPOFF\n +NOTELEPORT\n +FORCEXYBILLBOARD\n +NOTDMATCH\n +GHOST\n +DONTSPLASH\n +EXPLODEONWATER\n Mass 1\n SeeSound \"weapons/largemagdrop\"\n States\n {\n Spawn:\n TNT1 A 7 A_PlaySound(\"NULL\")\n ECLI ABCDEFGHABCDEFGHABCDEFGHABCDEFGHABCDEFGH 4\n Stop\n Death:\n\t TNT1 A 0\n\t TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n ECLI G 400\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 1.3\n +DOOMBOUNCE\n - NOGRAVITY\n +WINDTHRUST\n +CLIENTSIDEONLY\n +MOVEWITHSECTOR\n +MISSILE\n +NOBLOCKMAP\n -DROPOFF\n +NOTELEPORT\n +FORCEXYBILLBOARD\n +NOTDMATCH\n +GHOST\n +DONTSPLASH\n +EXPLODEONWATER\n Mass 1\n SeeSound \"weapons/barrelpain\"\n States\n {\n Spawn:\n TNT1 A 7 A_PlaySound(\"NULL\")\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 0.9\n +DOOMBOUNCE\n - NOGRAVITY\n +WINDTHRUST\n +CLIENTSIDEONLY\n +MOVEWITHSECTOR\n +MISSILE\n +NOBLOCKMAP\n -DROPOFF\n +NOTELEPORT\n +FORCEXYBILLBOARD\n +NOTDMATCH\n +GHOST\n +DONTSPLASH\n +EXPLODEONWATER\n Mass 1\n SeeSound \"weapons/largemagdrop\"\n States\n {\n Spawn:\n TNT1 A 7 A_PlaySound(\"NULL\")\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\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\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}"
}
]
},
"maps": []
}