Raw model (for completeness)
{
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"sha1": "c2a0b7f210824fe19871a8b527462bdb23fa98c5",
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"ubmp_v223.pk3"
],
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"iwad": [],
"filename": null,
"added": "2021/07/03 09:32:14",
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"name": null,
"description": null,
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"added": "2021/07/03 09:32:14",
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"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/c2a0b7f210824fe19871a8b527462bdb23fa98c5/c2a0b7f210824fe19871a8b527462bdb23fa98c5.pk3.gz",
"corrupt": false
},
"content": {
"maps": [
"BONUS04",
"BONUS05",
"MAP01",
"MAP03",
"MAP09",
"MAP07",
"MAP08",
"MAP06",
"MAP02",
"MAP04",
"MAP10",
"WINTER1",
"WINTER2",
"ad2-bonus04",
"ad2-bonus05",
"ad2_dow1",
"ad2_dow2"
],
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{
"source": "pk3",
"name": "CREDIT.txt",
"contents": "Urban Brawl Multiplayer - by sluggard\n______________________________________\nTested with Zandronum 3.0 and higher and GZDoom\n______________________________________\nIncludes Dead of Winter DLC maps and also numerous bugfixes to the original game\nmaps, as well as plenty of hardware renderer related bug fixes, supports both\nSingleplayer and Multiplayer, Deathmatch included.\n______________________________________\n\nCredits for the original game content go to their original creators\ncheck credits map from original game for those, Thanks to\nScuba Steve for providing a list of bugs to fix and an updated Menu\ngraphic for Zandronum."
},
{
"source": "pk3",
"name": "actors/dow_actors.txt",
"contents": "ACTOR WinterTrafficCone 13569\n{\n\tHealth\t\t1000\n\tRadius\t\t12\n\tHeight\t\t32\n\tMass\t\t100\n\tSpeed\t\t0\n\tPainchance\t0\n\tScale\t\t0.4\n\n\t+SOLID\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWCON A 8\n\t\t\tLoop\n\t}\n}\n\nACTOR WinterDoggyToilet 13570\n{\n\tHealth\t\t25\n\tRadius\t\t12\n\tHeight\t\t42\n\tDeathHeight\t1\n\tMass\t\t1000000\n\tSpeed\t\t0\n\tPainchance\t0\n\tScale\t\t0.4\n\n\t+SOLID\n\t+SHOOTABLE\n\t+FRIENDLY\n\t+NOBLOOD\n\n\tDeathSound\t\"world/water\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWHYD A 8\n\t\t\tLoop\n\t\tDeath:\n\t\t\tWHYD B 0 A_Look\n\t\t\tWHYD B 0 A_Fall\n\t\t\tWHYD B 0 A_Scream\n\t\t\tWHYD BCDEBCDEBCDE 4\n\t\t\tGoto Death + 2\n\t\tSee:\n\t\t\tWHYD B 0 A_CustomMissile (\"WinterHydrantCap\", 18, 0, 0, 0)\n\t\t\tWHYD B 0 A_Fall\n\t\t\tWHYD B 0 A_Scream\n\t\t\tWHYD BCDEBCDEBCDE 4\n\t\t\tWHYD B 0 A_Scream\n\t\t\tWHYD BCDEBCDEBCDE 4\n\t\t\tWHYD B 0 A_Scream\n\t\t\tWHYD BCDEBCDEBCDE 4\n\t\t\tWHYD B 0 A_Scream\n\t\t\tWHYD BCDEBCDEBCDE 4\n\t\t\tWHYD B 0 A_Scream\n\t\t\tWHYD BCDEBCDEBCDE 4\n\t\t\tWHYD B 0 A_Scream\n\t\t\tWHYD BCDEBCDEBCDE 4\n\t\t\tWHYD GHGHIHIJIJ 4\n\t\t\tWHYD F -1\n\t\t\tGoto See + 88\n\n }\n}\n\nACTOR WinterHydrantCap\n{\n\tHealth\t\t1000\n\tRadius\t\t4\n\tHeight\t\t8\n\tMass\t\t100\n\tSpeed\t\t22\n\tPainchance\t0\n\tDamage\t(90)\n\n\tScale\t\t0.4\n\n\tPROJECTILE\n\t+FRIENDLY\n\t+DONTSPLASH\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWHCP A 0\n\t\t\tWHCP A 1 A_CustomMissile (\"HydrantCapDrip\", 0, 0, 0, 0)\n\t\t\tLoop\n\t\tDeath:\n\t\t\tWHCP F 0 A_Fall\n\t\t\tWHCP F 0 A_CustomMissile (\"WinterHydrantCapDead\", 18, 0, 180, 0)\n\t\t\tStop\n\n\t}\n}\n\nACTOR WinterHydrantCapDead\n{\n\tHealth\t\t1000\n\tRadius\t\t2\n\tHeight\t\t4\n\tMass\t\t100\n\tSpeed\t\t12\n\tPainchance\t0\n\tScale\t\t0.4\n\n\t+MISSILE\n\t+DOOMBOUNCE\n\t+DONTSPLASH\n\n\tSeeSound\t\"chain/bounce\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWHCP F 8\n\t\t\tLoop\n\t\tDeath:\n\t\t\tWHCP F 8\n\t\t\tLoop\n\t}\n}\n\nACTOR WinterTire 13571\n{\n\tHealth\t\t1000\n\tRadius\t\t12\n\tHeight\t\t16\n\tMass\t\t100\n\tSpeed\t\t0\n\tPainchance\t0\n\tScale\t\t0.5\n\n\t+SOLID\n\t+DONTSPLASH\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWTIR D 8\n\t\t\tLoop\n\t}\n}\n\nACTOR WinterTire2\n{\n\tHealth\t\t1000\n\tRadius\t\t2\n\tHeight\t\t4\n\tMass\t\t100\n\tSpeed\t\t12\n\tPainchance\t0\n\tScale\t\t0.5\n\n\t+MISSILE\n\t+DOOMBOUNCE\n\t+DONTSPLASH\n\n\tSeeSound\t\"world/bounce\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWTIR A 8\n\t\t\tLoop\n\t\tDeath:\n\t\t\tWTIR A 8\n\t\t\tLoop\n\t}\n}\n\nACTOR WinterTireStack 13572\n{\n\tHealth\t\t20\n\tRadius\t\t12\n\tHeight\t\t56\n\tMass\t\t100\n\tSpeed\t\t0\n\tPainchance\t0\n\tScale\t\t0.5\n\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWTIR C 8\n\t\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 B 0 A_CustomMissile (\"WinterSnowball\", 30+random(-20,20), 0+random(-8,8), 0+random(-180,180), 0)\n\t\t\tTNT1 B 0 A_CustomMissile (\"WinterSnowball\", 30+random(-20,20), 0+random(-8,8), 0+random(-180,180), 0)\n\t\t\tTNT1 B 0 A_CustomMissile (\"WinterSnowball\", 30+random(-20,20), 0+random(-8,8), 0+random(-180,180), 0)\n\t\t\tTNT1 B 0 A_CustomMissile (\"WinterSnowball\", 30+random(-20,20), 0+random(-8,8), 0+random(-180,180), 0)\n\t\t\tTNT1 B 0 A_CustomMissile (\"WinterSnowball\", 30+random(-20,20), 0+random(-8,8), 0+random(-180,180), 0)\n\t\t\tTNT1 B 0 A_CustomMissile (\"WinterSnowball\", 30+random(-20,20), 0+random(-8,8), 0+random(-180,180), 0)\n\t\t\tTNT1 B 0 A_CustomMissile (\"WinterSnowball\", 30+random(-20,20), 0+random(-8,8), 0+random(-180,180), 0)\n\t\t\tTNT1 B 0 A_CustomMissile (\"WinterTire2\", 0, 0, 180, 0)\n\t\t\tTNT1 B 0 A_CustomMissile (\"WinterTire2\", 16, 0, 166, 0)\n\t\t\tTNT1 B 0 A_CustomMissile (\"WinterTire2\", 32, 0, 196, 0)\n\t\t\tTNT1 B 0 A_CustomMissile (\"WinterTire2\", 48, 0, 212, 0)\n\t\t\tTNT1 B 0 A_CustomMissile (\"WinterTire2\", 56, 0, 150, 0)\n\t\t\tTNT1 B 1 A_Fall\n\t\t\tStop\n\t}\n}\n\nACTOR WinterTrashCan 13573\n{\n\tHealth\t\t5\n\tRadius\t\t16\n\tHeight\t\t48\n\tMass\t\t10000\n\tSpeed\t\t12\n\tPainchance\t0\n\n\tMissileHeight\t32\n\tDeathHeight\t48\n\tDropItem\t\"BlueTrashCanLid\"\n\n\tScale\t\t0.4\n\n\tDeathSound\t\"world/break\"\n\n\tObituary \"%o is a retard who got killed by a trashcan.\"\n\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+FLOORCLIP\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWTRS A 8\n\t\t\tLoop\n\t\tDeath:\n\t\t\tTRAS K 0 A_Jump (128, 10)\n\t\t\tTRAS K 0 A_CustomMissile (\"BlueTrash\", 0, 0, 180, 0)\n\t\t\tTRAS K 0 A_CustomMissile (\"BlueTrash\", 16, 0, 166, 0)\n\t\t\tTRAS K 0 A_CustomMissile (\"BlueTrash\", 32, 0, 196, 0)\n\t\t\tTRAS K 0 A_CustomMissile (\"BlueTrash\", 48, 0, 212, 0)\n\t\t\tTRAS K 0 A_CustomMissile (\"BlueTrash\", 56, 0, 150, 0)\n\t\t\tWTRS A 1 A_Scream\n\t\t\tWTRS A 1 A_Fall\n\t\t\tTRAS K 4\n\t\t\tTRAS I -1\n\t\t\tStop\n\t\t\tTRAS K 0 A_CustomMissile (\"BlueTrash\", 0, 0, 180, 0)\n\t\t\tTRAS K 0 A_CustomMissile (\"BlueTrash\", 16, 0, 166, 0)\n\t\t\tTRAS K 0 A_CustomMissile (\"BlueTrash\", 32, 0, 196, 0)\n\t\t\tTRAS K 0 A_CustomMissile (\"BlueTrash\", 48, 0, 212, 0)\n\t\t\tTRAS K 0 A_CustomMissile (\"BlueTrash\", 56, 0, 150, 0)\n\t\t\tWTRS A 1 A_Scream\n\t\t\tWTRS A 1 A_Fall\n\t\t\tTRAS K 4\n\t\t\tTRAS M -1\n\t\t\tStop\n\t}\n}\n\nACTOR WinterLampLight 13574\n{\n\tHealth\t\t1000\n\tRadius\t\t4\n\tHeight\t\t4\n\tMass\t\t1000000\n\tSpeed\t\t0\n\tPainchance\t0\n\n\tAlpha\t\t0.6\n\tRenderStyle\tAdd\n\n\t+FLOORCLIP\n\t+NOGRAVITY\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWLT1 A 8\n\t\t\tLoop\n\t}\n}\n\nACTOR WinterSnowball\n{\n\tHealth\t\t1000\n\tRadius\t\t2\n\tHeight\t\t4\n\tMass\t\t100\n\tSpeed\t\t2\n\tPainchance\t0\n\tScale\t\t0.5\n\n\t+MISSILE\n\t+DONTSPLASH\n\t+LOWGRAVITY\n\n\tSeeSound\t\"\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWSNM C 1\n\t\t\tLoop\n\t\tDeath:\n\t\t\tWSNM C 128\n\t\t\tWSNM C 32 A_SetTranslucent(.9,0)\n\t\t\tWSNM C 32 A_SetTranslucent(.8,0)\n\t\t\tWSNM C 32 A_SetTranslucent(.7,0)\n\t\t\tWSNM C 32 A_SetTranslucent(.6,0)\n\t\t\tWSNM C 32 A_SetTranslucent(.5,0)\n\t\t\tWSNM C 32 A_SetTranslucent(.4,0)\n\t\t\tWSNM C 32 A_SetTranslucent(.3,0)\n\t\t\tWSNM C 32 A_SetTranslucent(.2,0)\n\t\t\tWSNM C 32 A_SetTranslucent(.1,0)\n\t\t\tStop\n\t}\n}\n\nACTOR WinterSnowman 13575\n{\n\tHealth\t\t20\n\tRadius\t\t12\n\tHeight\t\t56\n\tMass\t\t1000\n\tSpeed\t\t0\n\tPainchance\t0\n\tScale\t\t0.5\n\tDropItem\t\"WinterSnowmanHat\"\n\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\n\tDeathSound\t\"world/snowsplash\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWSNM A 8\n\t\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 B 0 A_CustomMissile (\"WinterSnowball\", 30+random(-20,20), 0+random(-8,8), 0+random(-180,180), 0)\n\t\t\tTNT1 B 0 A_CustomMissile (\"WinterSnowball\", 30+random(-20,20), 0+random(-8,8), 0+random(-180,180), 0)\n\t\t\tTNT1 B 0 A_CustomMissile (\"WinterSnowball\", 30+random(-20,20), 0+random(-8,8), 0+random(-180,180), 0)\n\t\t\tTNT1 B 0 A_CustomMissile (\"WinterSnowball\", 30+random(-20,20), 0+random(-8,8), 0+random(-180,180), 0)\n\t\t\tTNT1 B 0 A_CustomMissile (\"WinterSnowball\", 30+random(-20,20), 0+random(-8,8), 0+random(-180,180), 0)\n\t\t\tTNT1 B 0 A_CustomMissile (\"WinterSnowball\", 30+random(-20,20), 0+random(-8,8), 0+random(-180,180), 0)\n\t\t\tTNT1 B 0 A_CustomMissile (\"WinterSnowball\", 30+random(-20,20), 0+random(-8,8), 0+random(-180,180), 0)\n\t\t\tTNT1 B 0 A_CustomMissile (\"WinterSnowball\", 30+random(-20,20), 0+random(-8,8), 0+random(-180,180), 0)\n\t\t\tTNT1 B 0 A_CustomMissile (\"WinterSnowball\", 30+random(-20,20), 0+random(-8,8), 0+random(-180,180), 0)\n\t\t\tTNT1 B 0 A_CustomMissile (\"WinterSnowball\", 30+random(-20,20), 0+random(-8,8), 0+random(-180,180), 0)\n\t\t\tTNT1 B 0 A_CustomMissile (\"WinterSnowball\", 30+random(-20,20), 0+random(-8,8), 0+random(-180,180), 0)\n\t\t\tTNT1 B 0 A_CustomMissile (\"WinterSnowball\", 30+random(-20,20), 0+random(-8,8), 0+random(-180,180), 0)\n\t\t\tTNT1 B 0 A_CustomMissile (\"WinterSnowball\", 30+random(-20,20), 0+random(-8,8), 0+random(-180,180), 0)\n\t\t\tTNT1 B 0 A_CustomMissile (\"WinterSnowball\", 30+random(-20,20), 0+random(-8,8), 0+random(-180,180), 0)\n\t\t\tTNT1 B 0 A_CustomMissile (\"WinterSnowball\", 30+random(-20,20), 0+random(-8,8), 0+random(-180,180), 0)\n\t\t\tTNT1 B 0 A_CustomMissile (\"WinterSnowball\", 30+random(-20,20), 0+random(-8,8), 0+random(-180,180), 0)\n\t\t\tTNT1 B 0 A_CustomMissile (\"WinterSnowball\", 30+random(-20,20), 0+random(-8,8), 0+random(-180,180), 0)\n\t\t\tTNT1 B 0 A_CustomMissile (\"WinterSnowball\", 30+random(-20,20), 0+random(-8,8), 0+random(-180,180), 0)\n\t\t\tTNT1 B 0 A_CustomMissile (\"WinterSnowball\", 30+random(-20,20), 0+random(-8,8), 0+random(-180,180), 0)\n\t\t\tTNT1 B 1 A_Fall\n\t\t\tStop\n\t}\n}\n\nACTOR WinterSnowmanHat\n{\n\tHealth\t\t1000\n\tRadius\t\t0\n\tHeight\t\t0\n\tMass\t\t100\n\tSpeed\t\t4\n\tPainchance\t0\n\n\tScale\t\t0.5\n\n\t+DONTSPLASH\n\t+SOLID\n\t+FLOORCLIP\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWSNM B 8\n\t\t\tLoop\n\t}\n}\n\nACTOR WinterLampGlobe 13576\n{\n\tHealth\t\t1000\n\tRadius\t\t4\n\tHeight\t\t4\n\tMass\t\t1000000\n\tSpeed\t\t0\n\tPainchance\t0\n\n\t+FLOORCLIP\n\t+NOGRAVITY\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWLT2 A 8\n\t\t\tLoop\n\t}\n}\n\nACTOR Pucks : Ammo 13578\n{\n\tRadius\t\t8\n\tHeight\t\t16\n\tScale 0.1\n\n\tInventory.Amount 1\n\tInventory.MaxAmount 3\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 3\n\tInventory.Icon AMMOA0\n\tInventory.PickupMessage \"Picked up a Puck.\"\n\n\t+INVENTORY.ALWAYSPICKUP\n\t+DOOMBOUNCE\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPUCK A -1\n\t\t\tLoop\n\t}\n}\n\nACTOR HockeyStickPickup : CustomInventory 13577\n{\n\tInventory.PickupSound \"weapon/select\"\n\tInventory.PickupMessage \"Slapshot!\"\n\tRadius\t\t6\n\tHeight\t\t12\n\tScale 0.5\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tHOKY I -1\n\t\t\tstop\n\t\tPickup:\n\t\t ACIG L 0 A_JumpIfInventory(\"MeleeCheck\",1,\"Failure\")\n\t\t\tACIG L 0 ACS_ExecuteWithResult(210, 20)\n\t\t\tACIG L 0 A_GiveInventory(\"MeleeCheck\",1)\n\t\t\tstop\n\t\tFailure:\n\t\t ACIG L 0\n\t\t Fail\n\t}\n}\n\nACTOR HockeyStick : Weapon\n{\n\tWeapon.SelectionOrder 700\n\tInventory.PickupSound \"weapon/select\"\n\tInventory.PickupMessage \"Slapshot!\"\n\t+AMMO_OPTIONAL\n\t+MELEEWEAPON\n\t+ALT_AMMO_OPTIONAL\n\t+CHEATNOTWEAPON\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoUse2 1\n\tWeapon.AmmoGive 10\n\tWeapon.AmmoGive2 3\n\tWeapon.Kickback 400\n\tWeapon.AmmoType \"ActionAmmo_MP\"\n\tWeapon.Ammotype2 \"Pucks\"\n\n\tRadius\t\t6\n\tHeight\t\t12\n\tSpeed\t\t8\n\tMass\t\t500\n\n\tAttackSound \"apipe/hit\"\n\tScale 0.5\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tHOKY I -1\n\t\t\tLoop\n\t\tReady:\n\t\t\tHOKY A 0 A_JumpIfInventory(\"ActionAmmo_MP\", 1, 1)\n\t\t\tGoto Deselect + 2\n\t\t\tHOKY A 1 A_WeaponReady\n\t\t\tGoto Ready\n\t\tDeselect:\n\t\t\tHOKY A 0 A_JumpIfInventory(\"ActionAmmo_MP\", 1, 1)\n\t\t\tGoto Deselect + 2\n\t\t\tHOKY B 1 A_Lower\n\t\t\tGoto Deselect + 1\n\t\t\tSHVL I 0 A_FireCustomMissile (\"BrokenHockeyStick\")\n\t\t\tSHVL I 0 ACS_NamedExecuteAlways(\"AD2_Melee_Take\",0,0,0,0)\n\t\t\tSHVL I 1 A_Lower\n\t\t\tGoto Deselect + 4\n\t\tSelect:\n\t\t\tHOKY B 1 A_Raise\n\t\t\tLoop\n\t\tFire:\n\t\t\tHOKY B 9\n\t\t\tHOKY C 1 A_PlaySound(\"world/swing\")\n\t\t\tHOKY D 1\n\t\t\tHOKY E 1\n\t\t\tHOKY E 0 A_CustomPunch(7, 0, 1, \"BatPuff\", 80)\n\t\t\tHOKY E 0 A_CustomPunch(5, 0, 0, \"BatPuff\", 80)\n\t\t\tHOKY F 1 A_JumpIfNoAmmo(4)\n\t\t\tHOKY G 1\n\t\t\tHOKY H 1\n\t\t\tBORD G 8\n\t\t\tGoto Ready\n\t\t\tHOKY F 0\n\t\t\tGoto Ready// + 2\n\t\tAltFire:\n\t\t\tBORD G 0\n\t\t\tTNT1 A 0 A_JumpIfNoAmmo(12)\n\t\t\tBORD G 0 A_FireCustomMissile (\"SledgeHammerDummy\", 0, 0)\n\t\t\tBORD G 0 SetPlayerProperty(0,1,0)\n\t\t\tHOKY K 20\n\t\t\tHOKY L 1\n\t\t\tBORD G 4\n\t\t\tBORD G 3 A_PlaySound(\"world/swing\")\n\t\t\tBORD G 1 A_PlaySound(\"Weapons/slapshot\")\n\t\t\tBORD G 6 A_FireCustomMissile(\"HockeyPuck\", 0, 1, 0, 0)\n\t\t\tBORD G 10\n\t\t\tBORD G 0 SetPlayerProperty(0,0,0)\n\t\t\tHOKY B 4\n\t\t\tBORD G 0\n\t\t\tGoto Ready// + 1\n\t}\n}\n\nACTOR BrokenHockeyStick\n{\n\tHealth\t1000\n\tRadius\t2\n\tHeight\t4\n\tMass\t\t100\n\tSpeed\t\t12\n\tPainchance\t0\n\tScale\t\t0.4\n\n\t+MISSILE\n\t+DOOMBOUNCE\n\t+DONTSPLASH\n\n\tSeeSound\t\"apipe/hit\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tHOKY J 8\n\t\t\tLoop\n\t\tDeath:\n\t\t\tHOKY J 8\n\t\t\tLoop\n\t}\n}\n\nACTOR HockeyPuck\n{\n\tHealth\t1000\n\tRadius\t2\n\tHeight\t4\n\tSpeed\t\t48\n\tPainchance\t0\n\tDamage\t14\n\tScale\t\t0.1\n\t+NOEXTREMEDEATH\n\n\tPROJECTILE\n\t-NOGRAVITY\n\n\tSeeSound\t\"world/swing\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPUCK A 2\n\t\t\tLoop\n\t\tDeath:\n\t\t\tPUCK A 0 A_CustomMissile (\"PuckDead\", 48, 0, 180, 0)\n\t\t\tStop\n\t}\n}\n\nACTOR PuckDead\n{\n\tHealth\t\t1000\n\tRadius\t\t2\n\tHeight\t\t4\n\tMass\t\t100\n\tSpeed\t\t12\n\tPainchance\t0\n\tScale\t\t0.1\n\tDropItem\t\"Pucks\"\n\n\t+MISSILE\n\t+DOOMBOUNCE\n\t+DONTSPLASH\n\n\tSeeSound\t\"apipe/hit\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPUCK A 16\n\t\t\tGoto Death\n\t\tDeath:\n\t\t\tPUCK A 0 A_Fall\n\t\t\tStop\n\t}\n}\n\nACTOR WinterChainLink\n{\n\tHealth\t\t1000\n\tRadius\t\t2\n\tHeight\t\t4\n\tMass\t\t100\n\tSpeed\t\t12\n\tPainchance\t0\n\tScale\t\t0.4\n\n\t+MISSILE\n\t+DOOMBOUNCE\n\t+DONTSPLASH\n\n\tSeeSound\t\"chain/bounce\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWLNK A 8\n\t\t\tLoop\n\t\tDeath:\n\t\t\tWLNK A 8\n\t\t\tLoop\n\t}\n}\n\nACTOR SillyNinjaChick : NinjaChick 13579\n{\n\tHealth\t1\n\tDropItem\t\"\"\n}\n\nACTOR WinterFire 13580\n{\n\tHealth\t\t1000\n\tRadius\t\t0\n\tHeight\t\t4\n\tMass\t\t1000000\n\tSpeed\t\t0\n\tPainchance\t0\n\n\tAlpha\t\t0.9\n\tRenderStyle\tAdd\n\n\t+FLOORCLIP\n\t+DONTSPLASH\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWFIR A 4\n\t\t\tWFIR B 4\n\t\t\tWFIR C 4\n\t\t\tWFIR D 4\n\t\t\tWFIR E 4\n\t\t\tWFIR F 4\n\t\t\tWFIR G 4\n\t\t\tWFIR H 4\n\t\t\tWFIR I 4\n\t\t\tWFIR J 4\n\t\t\tWFIR K 4\n\t\t\tWFIR L 4\n\t\t\tWFIR M 4\n\t\t\tLoop\n\t}\n}\n\nACTOR WinterFirePain\n{\n\tHealth\t\t1000\n\tRadius\t\t0\n\tHeight\t\t4\n\tMass\t\t1000000\n\tSpeed\t\t0\n\tPainchance\t0\n\n\tAlpha\t\t0.9\n\tRenderStyle\tAdd\n\tDamageType\tFire\n\n\t+FLOORCLIP\n\t+DONTSPLASH\n\t+BRIGHT\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWFIR A 4 A_Explode(7, 32, 0, 0, 32)\n\t\t\tWFIR B 4\n\t\t\tWFIR C 4\n\t\t\tWFIR D 4\n\t\t\tWFIR E 4 A_Explode(7, 32, 0, 0, 32)\n\t\t\tWFIR F 4\n\t\t\tWFIR G 4\n\t\t\tWFIR H 4\n\t\t\tWFIR I 4 A_Explode(7, 32, 0, 0, 32)\n\t\t\tWFIR J 4\n\t\t\tWFIR K 4\n\t\t\tWFIR L 4\n\t\t\tWFIR M 4\n\t\t\tLoop\n\t}\n}\n\nactor WinterPunkSpawner 13592\n{\n\tHealth\t100\n\tRadius\t16\n\tHeight\t64\n\t-SOLID\n\t+NOGRAVITY\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 3 acs_executealways(216, 0, 2)\n\t\t\tstop\n\t}\n}\n\nACTOR WinterPunk 13581\n{\n\tHealth\t\t45\n\tRadius\t\t16\n\tHeight\t\t64\n\tBurnheight\t\t1\n\tSpeed\t\t10\n\tMass\t\t2000\n\tPainChance\t250\n\tScale\t\t0.24\n\tPainchance \"Uppercut\", 255\n\n\tMeleeDamage\t1\n\n\tMONSTER\n\t+FLOORCLIP\n\t+DONTSPLASH\n\n\tSeeSound\t\"\"\n\tMeleeSound\t\"afist/punch\"\n\tPainSound\t\"enemy1/pain\"\n\tDeathSound\t\"enemy1/death\"\n\n\tObituary\t\"%o got Punk'd.\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWPK1 A 10 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tWPK1 AABBCCDD 4 A_Chase\n\t\t\tLoop\n\t\tMelee:\n\t\t\tWPK1 E 7\n\t\t\tWPK1 E 1 A_FaceTarget\n\t\t\tWPK1 E 0 A_PlaySound(\"world/swing\")\n\t\t\tWPK1 F 8 A_MeleeAttack\n\t\t\tWPK1 F 8\n\t\t\tGoto See\n\t\tPain:\n\t\t\tWPK1 H 20 A_Pain\n\t\t\tGoto See\n\t\tDeath:\n\t\t\tWPK1 A 0 A_Jump(248,2)\n\t\t\tWPK1 A 0 A_PlaySound(\"punk/wilhelm\")\n\t\t\tWPK1 A 4 A_Fall\n\t\t\tTNT1 A 0 A_CustomMissile (\"DeadWinterPunk\", 24, 0, 180, 0)\n\t\t\tStop\n\t\tXDeath:\n\t \t\tPOSS M 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t \t\tPOSS M 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t \t\tPOSS M 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n \t \t\tPOSS M 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t \t\tPOSS M 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n \t\t\tGIBJ A 5\n\t \t\tPOSS N 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n \t\t\tGIBJ A 5 A_XScream\n\t \t\tPOSS O 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n \t\t\tGIBJ A 5 A_NoBlocking\n\t \t\tPOSS P 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n \t\t\tGIBJ A 5\n \t\t\tGIBJ A -1\n \t\t\tstop\n\t\tPain.Electricity:\n\t\t\tTAZR H 0 A_Pain\n\t\t\tTAZR H 1 BRIGHT A_Playsound(\"world/taser2\")\n\t\t\tTAZR HIHIHIHIHIHI 1 BRIGHT\n\t\t\tWPK1 H 8 A_Pain\n\t\t\tGoto See\n\t\tDeath.Electricity:\n\t\t\tTAZR H 1 BRIGHT A_Playsound(\"world/taser2\")\n\t\t\tTAZR IHIHIHIHIHIHIHI 1 BRIGHT\n\t\t\tTAZR H 1 BRIGHT A_Playsound(\"world/taser2\")\n\t\t\tTAZR IHIHIHIHIHIHIHI 1 BRIGHT\n\t\t\tWPK1 G -1 A_Fall\n\t\t\tstop\n\t}\n}\n\nACTOR DeadWinterPunk\n{\n\tHealth\t\t1000\n\tRadius\t\t16\n\tHeight\t\t32\n\tSpeed\t\t6\n\tMass\t\t1000\n\tPainChance\t0\n\tScale\t\t0.24\n\tDamage\t\t0\n\n\t+MISSILE\n\t+DOOMBOUNCE\n\t+DONTSPLASH\n\n\tSeeSound\t\"enemy1/bounce\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWPK1 G 8\n\t\t\tLoop\n\t\tDeath:\n\t\t\tWPK1 G 8\n\t\t\tLoop\n\t}\n}\n\nACTOR WinterPunkWithPipe 13582\n{\n\tHealth\t\t45\n\tRadius\t\t16\n\tHeight\t\t64\n\tBurnheight\t\t1\n\tSpeed\t\t10\n\tMass\t\t2000\n\tPainChance\t250\n\tScale\t\t0.24\n\n\tMeleeDamage\t2\n\tDropItem\t\"PipePickup\"\n\n\tMONSTER\n\t+FLOORCLIP\n\t+DONTSPLASH\n\n\tSeeSound\t\"\"\n\tMeleeSound\t\"apipe/hit\"\n\tPainSound\t\"enemy1/pain\"\n\tDeathSound\t\"enemy1/death\"\n\n\tObituary\t\"%o got Pipe'd.\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWPK2 A 10 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tWPK2 AABBCCDD 4 A_Chase\n\t\t\tLoop\n\t\tMelee:\n\t\t\tWPK2 E 7\n\t\t\tWPK2 E 1 A_FaceTarget\n\t\t\tWPK2 E 0 A_PlaySound(\"world/swing\")\n\t\t\tWPK2 I 1\n\t\t\tWPK2 F 7 A_MeleeAttack\n\t\t\tWPK2 F 8\n\t\t\tGoto See\n\t\tPain:\n\t\t\tWPK2 H 20 A_Pain\n\t\t\tGoto See\n\t\tDeath:\n\t\t\tWPK2 A 0 A_Jump(248,2)\n\t\t\tWPK2 A 0 A_PlaySound(\"punk/wilhelm\")\n\t\t\tWPK2 A 4 A_Fall\n\t\t\tTNT1 A 0 A_CustomMissile (\"DeadWinterPunkWithPipe\", 24, 0, 180, 0)\n\t\t\tStop\n\t\tXDeath:\n\t \t\tPOSS M 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t \t\tPOSS M 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t \t\tPOSS M 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n \t \t\tPOSS M 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t \t\tPOSS M 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n \t\t\tGIBJ A 5\n\t \t\tPOSS N 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n \t\t\tGIBJ A 5 A_XScream\n\t \t\tPOSS O 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n \t\t\tGIBJ A 5 A_NoBlocking\n\t \t\tPOSS P 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n \t\t\tGIBJ A 5\n \t\t\tGIBJ A -1\n \t\t\tstop\n\t\tPain.Electricity:\n\t\t\tTAZR H 0 A_Pain\n\t\t\tTAZR H 1 BRIGHT A_Playsound(\"world/taser2\")\n\t\t\tTAZR HIHIHIHIHIHI 1 BRIGHT\n\t\t\tWPK2 H 8 A_Pain\n\t\t\tGoto See\n\t\tDeath.Electricity:\n\t\t\tTAZR H 1 BRIGHT A_Playsound(\"world/taser2\")\n\t\t\tTAZR IHIHIHIHIHIHIHI 1 BRIGHT\n\t\t\tTAZR H 1 BRIGHT A_Playsound(\"world/taser2\")\n\t\t\tTAZR IHIHIHIHIHIHIHI 1 BRIGHT\n\t\t\tWPK2 J -1 A_Fall\n\t\t\tstop\n\t}\n}\n\nACTOR DeadWinterPunkWithPipe\n{\n\tHealth\t\t1000\n\tRadius\t\t16\n\tHeight\t\t32\n\tSpeed\t\t6\n\tMass\t\t1000\n\tPainChance\t0\n\tScale\t\t0.24\n\tDamage\t\t0\n\n\t+MISSILE\n\t+DOOMBOUNCE\n\t+DONTSPLASH\n\n\tSeeSound\t\"enemy1/bounce\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWPK2 J 8\n\t\t\tLoop\n\t\tDeath:\n\t\t\tWPK2 J 8\n\t\t\tLoop\n\t}\n}\n\nACTOR WinterPunkWithBoard 13583\n{\n\tHealth\t\t45\n\tRadius\t\t16\n\tHeight\t\t64\n\tBurnheight\t\t1\n\tSpeed\t\t10\n\tMass\t\t2000\n\tPainChance\t250\n\tScale\t\t0.24\n\n\tMeleeDamage\t2\n\tDropItem\t\"BoardPickup\"\n\n\tMONSTER\n\t+FLOORCLIP\n\t+DONTSPLASH\n\n\tSeeSound\t\"\"\n\tMeleeSound\t\"aboard/hit\"\n\tPainSound\t\"enemy1/pain\"\n\tDeathSound\t\"enemy1/death\"\n\n\tObituary\t\"%o got Board with life.\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWPK3 A 10 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tWPK3 AABBCCDD 4 A_Chase\n\t\t\tLoop\n\t\tMelee:\n\t\t\tWPK3 E 7\n\t\t\tWPK3 E 1 A_FaceTarget\n\t\t\tWPK3 E 0 A_PlaySound(\"world/swing\")\n\t\t\tWPK3 I 1\n\t\t\tWPK3 F 7 A_MeleeAttack\n\t\t\tWPK3 F 8\n\t\t\tGoto See\n\t\tPain:\n\t\t\tWPK3 H 20 A_Pain\n\t\t\tGoto See\n\t\tDeath:\n\t\t\tWPK3 A 0 A_Jump(248,2)\n\t\t\tWPK3 A 0 A_PlaySound(\"punk/wilhelm\")\n\t\t\tWPK3 A 4 A_Fall\n\t\t\tTNT1 A 0 A_CustomMissile (\"DeadWinterPunkWithBoard\", 24, 0, 180, 0)\n\t\t\tStop\n\t\tXDeath:\n\t \t\tPOSS M 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t \t\tPOSS M 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t \t\tPOSS M 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n \t \t\tPOSS M 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t \t\tPOSS M 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n \t\t\tGIBJ A 5\n\t \t\tPOSS N 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n \t\t\tGIBJ A 5 A_XScream\n\t \t\tPOSS O 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n \t\t\tGIBJ A 5 A_NoBlocking\n\t \t\tPOSS P 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n \t\t\tGIBJ A 5\n \t\t\tGIBJ A -1\n \t\t\tstop\n\t\tPain.Electricity:\n\t\t\tTAZR H 0 A_Pain\n\t\t\tTAZR H 1 BRIGHT A_Playsound(\"world/taser2\")\n\t\t\tTAZR HIHIHIHIHIHI 1 BRIGHT\n\t\t\tWPK3 H 8 A_Pain\n\t\t\tGoto See\n\t\tDeath.Electricity:\n\t\t\tTAZR H 1 BRIGHT A_Playsound(\"world/taser2\")\n\t\t\tTAZR IHIHIHIHIHIHIHI 1 BRIGHT\n\t\t\tTAZR H 1 BRIGHT A_Playsound(\"world/taser2\")\n\t\t\tTAZR IHIHIHIHIHIHIHI 1 BRIGHT\n\t\t\tWPK3 J -1 A_Fall\n\t\t\tstop\n\t}\n}\n\nACTOR DeadWinterPunkWithBoard\n{\n\tHealth\t\t1000\n\tRadius\t\t16\n\tHeight\t\t32\n\tSpeed\t\t6\n\tMass\t\t1000\n\tPainChance\t0\n\tScale\t\t0.24\n\tDamage\t\t0\n\n\t+MISSILE\n\t+DOOMBOUNCE\n\t+DONTSPLASH\n\n\tSeeSound\t\"enemy1/bounce\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWPK3 J 8\n\t\t\tLoop\n\t\tDeath:\n\t\t\tWPK3 J 8\n\t\t\tLoop\n\t}\n}\n\nACTOR JollyOldStNickBaker 13586\n{\n\tHealth\t\t120\n\tRadius\t\t16\n\tHeight\t\t64\n\tSpeed\t\t8\n\tMass\t\t8000\n\tPainChance\t70\n\tScale\t\t0.27\n\tPainchance \"Uppercut\", 255\n\tmaxtargetrange 128\n\n\tMeleeDamage\t2\n\n\tMONSTER\n\t+FLOORCLIP\n\t+DONTSPLASH\n\t+NOTARGET\n\n\tSeeSound\t\"\"\n\tMeleeSound\t\"afist/punch\"\n\tPainSound\t\"enemy2/pain\"\n\tDeathSound\t\"\"\n\n\tObituary\t\"%o Ho Ho Ho.\"\n\tMissileType\t\"AlcoholFlame\"\n\tMissileHeight\t56\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSNTA L 10 A_Look\n\t\t\tSNTA M 10 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tSNTA AABBCCDD 4 A_Chase\n\t\t\tLoop\n\n\t\tMelee:\n\t\t\tSNTA H 7\n\t\t\tSNTA H 1 A_FaceTarget\n\t\t\tSNTA E 0 A_PlaySound(\"world/swing\")\n\t\t\tSNTA I 8 A_MeleeAttack\n\t\t\tSNTA I 8\n\t\t\tGoto See\n\n\t\tPain:\n\t\t\tSNTA K 15 A_Pain\n\t\t\tGoto See\n\n\t\tMissile:\n\t\t\tSNTA E 35\n\t\t\tSNTA E 1 A_FaceTarget\n\t\t\tSNTA FFFFF 1 A_MissileAttack\n\t\t\tSNTA F 0 A_FaceTarget\n\t\t\tSNTA FFFFF 1 A_MissileAttack\n\t\t\tSNTA F 0 A_FaceTarget\n\t\t\tSNTA FFFFF 1 A_MissileAttack\n\t\t\tGoto See\n\t\tDeath:\n\t\t\tREDN G 0 A_Fall\n\t\t\tREDN A 0 A_CustomMissile (\"JollyOldStNickBakerDead\", 12, 0, 180, 0)\n\t\t\tStop\n\t\tPain.Electricity:\n\t\t\tSNTA K 0 A_Pain\n\t\t\tTAZR N 1 BRIGHT A_Playsound(\"world/taser2\")\n\t\t\tTAZR ONONONONONON 1 BRIGHT\n\t\t\tSNTA K 8 A_Pain\n\t\t\tGoto See\n\t\tDeath.Electricity:\n\t\t\tTAZR N 1 BRIGHT A_Playsound(\"world/taser2\")\n\t\t\tTAZR ONONONONONONONO 1 BRIGHT\n\t\t\tTAZR N 1 BRIGHT A_Playsound(\"world/taser2\")\n\t\t\tTAZR ONONONONONONONO 1 BRIGHT\n\t\t\tSNTA G -1 A_Fall\n\t\t\tstop\n\t}\n}\n\nACTOR JollyOldStNickBakerDead\n{\n\tHealth\t\t1000\n\tRadius\t\t16\n\tHeight\t\t32\n\tSpeed\t\t6\n\tMass\t\t1000\n\tPainChance\t0\n\tScale\t\t0.32\n\tDamage\t\t0\n\n\t+MISSILE\n\t+DOOMBOUNCE\n\t+DONTSPLASH\n\n\tSeeSound\t\"trucker/bounce\"\n\tDeathSound\t\"\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSNTA G 8\n\t\t\tLoop\n\t\tDeath:\n\t\t\tSNTA G 8\n\t\t\tLoop\n\t}\n}\nACTOR WinterKylieMinogue 13584\n{\n\tHealth\t\t70\n\tRadius\t\t16\n\tHeight\t\t64\n\tSpeed\t\t12\n\tMass\t\t1200\n\tPainChance\t250\n\tScale\t\t0.205\n\tPainchance \"Uppercut\", 255\n\n\tMeleeDamage\t1\n\n\tMONSTER\n\t+FLOORCLIP\n\t+DONTSPLASH\n\n\tSeeSound\t\"\"\n\tMeleeSound\t\"world/swing\"\n\tPainSound\t\"woman/pain\"\n\tDeathSound\t\"\"\n\n\tObituary\t\"%o is doing a brand new dance now.\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWCHX A 10 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tWCHX ABCD 6 A_Chase\n\t\t\tLoop\n\t\tMelee:\n\t\t\tWCHX E 7\n\t\t\tWCHX E 1 A_FaceTarget\n\t\t\tWCHX E 0 A_PlaySound(\"world/swing\")\n\t\t\tWCHX F 3\n\t\t\tWCHX G 2 A_MeleeAttack\n\t\t\tWCHX H 2 A_MeleeAttack\n\t\t\tWCHX I 3\n\t\t\tWCHX J 9\n\t\t\tGoto See\n\t\tPain:\n\t\t\tWCHX E 12 A_Pain\n\t\t\tGoto See\n\t\tDeath:\n\t\t\tWCHX A 4 A_Fall\n\t\t\tTNT1 A 0 A_CustomMissile (\"WinterDeadKylie\", 26, 0, 180, 0)\n\t\t\tStop\n\t\tXDeath:\n\t \t\tPOSS M 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t \t\tPOSS M 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t \t\tPOSS M 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n \t \t\tPOSS M 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t \t\tPOSS M 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n \t\t\tGIBJ A 5\n\t \t\tPOSS N 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n \t\t\tGIBJ A 5 A_XScream\n\t \t\tPOSS O 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n \t\t\tGIBJ A 5 A_NoBlocking\n\t \t\tPOSS P 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n \t\t\tGIBJ A 5\n \t\t\tGIBJ A -1\n \t\t\tstop\n\t\tPain.Electricity:\n\t\t\tWCHX A 0 A_Pain\n\t\t\tTAZR F 1 BRIGHT A_Playsound(\"world/taser2\")\n\t\t\tTAZR FGFGFGFGFGFG 1 BRIGHT\n\t\t\tWCHX A 8 A_Pain\n\t\t\tGoto See\n\t\tDeath.Electricity:\n\t\t\tTAZR F 1 BRIGHT A_Playsound(\"world/taser2\")\n\t\t\tTAZR GFGFGFGFGFGFGFG 1 BRIGHT\n\t\t\tTAZR F 1 BRIGHT A_Playsound(\"world/taser2\")\n\t\t\tTAZR GFGFGFGFGFGFGFG 1 BRIGHT\n\t\t\tWCHX K -1 A_Fall\n\t\t\tstop\n\t}\n}\n\nACTOR WinterDeadKylie\n{\n\tHealth\t\t1000\n\tRadius\t\t16\n\tHeight\t\t32\n\tSpeed\t\t6\n\tMass\t\t1200\n\tPainChance\t0\n\tScale\t\t0.205\n\tDamage\t\t0\n\n\t+MISSILE\n\t+DOOMBOUNCE\n\t+DONTSPLASH\n\n\tSeeSound\t\"enemy1/bounce\"\n\tDeathSound\t\"\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWCHX K 8\n\t\t\tLoop\n\t\tDeath:\n\t\t\tWCHX K 8\n\t\t\tLoop\n\t}\n}\n\nACTOR WinterKnifeThrowingThug : KnifeThug 13585\n{\n\tHealth\t\t105\n\tPainChance\t95\n\n\tMeleeDamage\t2\n\n\tObituary\t\"%o knows it cuts like a knife.\"\n\tMissileType\t\"ThrownKnife\"\n\tMissileHeight\t48\n\t+NOTARGET\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWTHG A 10 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tWTHG AABBCCDD 4 A_Chase\n\t\t\tLoop\n\t\tMelee:\n\t\t\tWTHG E 9\n\t\t\tWTHG E 1 A_FaceTarget\n\t\t\tWTHG E 0 A_PlaySound(\"world/swing\")\n\t\t\tWTHG G 1 A_MeleeAttack\n\t\t\tWTHG H 3\n\t\t\tWTHG H 13\n\t\t\tGoto See\n\t\tMissile:\n\t\t\tWTHG E 20 A_FaceTarget\n\t\t\tWTHG E 0 A_PlaySound(\"world/swing\")\n\t\t\tWTHG F 1 A_MissileAttack\n\t\t\tWTHG F 15\n\t\t\tGoto See\n\t\tPain:\n\t\t\tWTHG A 20 A_Pain\n\t\t\tGoto See\n\t\tDeath:\n\t\t\tWTHG I 4 A_Fall\n\t\t\tTNT1 A 0 A_CustomMissile (\"DeadWinterKnifeThrowingThug\", 18, 0, 180, 0)\n\t\t\tStop\n\t\tXDeath:\n\t \t\tPOSS M 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t \t\tPOSS M 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t \t\tPOSS M 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n \t \t\tPOSS M 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t \t\tPOSS M 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n \t\t\tGIBJ A 5\n\t \t\tPOSS N 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n \t\t\tGIBJ A 5 A_XScream\n\t \t\tPOSS O 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n \t\t\tGIBJ A 5 A_NoBlocking\n\t \t\tPOSS P 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n \t\t\tGIBJ A 5\n \t\t\tGIBJ A -1\n \t\t\tstop\n\t\tPain.Electricity:\n\t\t\tWTHG A 0 A_Pain\n\t\t\tTAZR F 1 BRIGHT A_Playsound(\"world/taser2\")\n\t\t\tTAZR FGFGFGFGFGFG 1 BRIGHT\n\t\t\tWTHG A 8 A_Pain\n\t\t\tGoto See\n\t\tDeath.Electricity:\n\t\t\tTAZR F 1 BRIGHT A_Playsound(\"world/taser2\")\n\t\t\tTAZR GFGFGFGFGFGFGFGFGF 1 BRIGHT\n\t\t\tTAZR F 1 BRIGHT A_Playsound(\"world/taser2\")\n\t\t\tTAZR GFGFGFGFGFGFGFGFGF 1 BRIGHT\n\t\t\tWTHG I -1 A_Fall\n\t\t\tstop\n\t}\n}\n\nACTOR DeadWinterKnifeThrowingThug\n{\n\tHealth\t\t1000\n\tRadius\t\t16\n\tHeight\t\t32\n\tSpeed\t\t6\n\tMass\t\t1000\n\tPainChance\t0\n\tScale\t\t0.21\n\tDamage\t\t0\n\n\t+MISSILE\n\t+DOOMBOUNCE\n\t+DONTSPLASH\n\n\tSeeSound\t\"enemy1/bounce\"\n\tDeathSound\t\"\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWTHG I 8\n\t\t\tLoop\n\t\tDeath:\n\t\t\tWTHG I 8\n\t\t\tLoop\n\t}\n}\n\nACTOR ActionCigarettePickup : CustomInventory\n{\n\tInventory.PickupSound \"weapon/select\"\n\tInventory.PickupMessage \"Slapshot!\"\n\tRadius\t\t6\n\tHeight\t\t12\n\tScale 0.5\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tACIG L -1\n\t\t\tstop\n\t\tPickup:\n\t\t\tACIG L 0 ACS_ExecuteWithResult(210, 20)\n\t\t\tstop\n\t}\n}\n\nACTOR ActionCigarette : Weapon 13587\n{\n\tWeapon.SelectionOrder 700\n\tInventory.PickupSound \"weapon/select\"\n\tInventory.PickupMessage \"Smoke up, Johnny!\"\n\t+AMMO_OPTIONAL\n\t+MELEEWEAPON\n\t+ALT_AMMO_OPTIONAL\n\t+CHEATNOTWEAPON\n\tWeapon.AmmoUse 0\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive 1\n\tWeapon.AmmoGive2 1\n\tWeapon.Kickback 400\n\tWeapon.AmmoType \"ActionAmmo_MP\"\n\tWeapon.Ammotype2 \"ActionAmmo_MP\"\n\n\tRadius\t\t6\n\tHeight\t\t12\n\tSpeed\t\t8\n\tMass\t\t500\n\n\tAttackSound \"apipe/hit\"\n\tScale 0.5\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tACIG L -1\n\t\t\tLoop\n\t\tReady:\n\t\t\tACIG B 0 A_JumpIfInventory(\"CigaretteDummy\",1,2)\n\t\t\tACIG B 1 A_WeaponReady\n\t\t\tGoto Ready\n\t\t\tACIG I 1 A_WeaponReady\n\t\t\tACIG I 0 A_Jump(1,1)\n\t\t\tGoto Ready + 2\n\t\t\tACIG J 2 A_WeaponReady\n\t\t\tACIG K 38 A_WeaponReady\n\t\t\tACIG J 2 A_WeaponReady\n\t\t\tACIG IIIII 2 A_FireCustomMissile(\"SawSmoke\", 0, 56,0,2)\n\t\t\tGoto Ready + 2\n\t\tDeselect:\n\t\t\tACIG A 0 A_JumpIfInventory(\"CigaretteDummy\",1,2)\n\t\t\tACIG A 1 A_Lower\n\t\t\tGoto Deselect + 1\n\t\t\tKNIF M 0 A_TakeInventory (\"CigaretteDummy\", 1)\n\t\t\tACIG H 1 A_Lower\n\t\t\tGoto Deselect + 3\n\t\tSelect:\n\t\t\tACIG A 1 A_Raise\n\t\t\tLoop\n\t\tFire:\n\t\t\tACIG B 0 A_JumpIfInventory(\"CigaretteDummy\",1,8)\n\t\t\tACIG B 8\n\t\t\tKNIF L 0 A_PlaySound(\"world/swing\")\n\t\t\tKNIF L 2 A_FireCustomMissile(\"UnlitCigarette\", 0, 1, 0, 0)\n\t\t\tKNIF M 1\n\t\t\tBORD G 27\n\t\t\tACIG M 2\n\t\t\tACIG A 2\n\t\t\tGoto Ready\n\t\t\tACIG I 8\n\t\t\tKNIF L 0 A_PlaySound(\"world/swing\")\n\t\t\tKNIF L 2 A_FireCustomMissile(\"LitCigarette\", 0, 1, 0, 0)\n\t\t\tKNIF M 1\n\t\t\tKNIF M 0 A_TakeInventory (\"CigaretteDummy\", 1)\n\t\t\tBORD G 27\n\t\t\tACIG M 2\n\t\t\tACIG A 2\n\t\t\tGoto Ready\n\t\tAltFire:\n\t\t\tACIG C 0 A_JumpIfInventory(\"CigaretteDummy\",1,7)\n\t\t\tACIG B 20 A_PlaySound(\"weapons/zippo\")\n\t\t\tACIG C 2\n\t\t\tACIG D 3\n\t\t\tACIG E 42\n\t\t\tACIG F 3\n\t\t\tACIG G 2 A_GiveInventory (\"CigaretteDummy\", 1)\n\t\t\tGoto Ready\n\t\t\tACIG I 0\n\t\t\tGoto Ready + 2\n\t}\n}\n\nACTOR CigaretteDummy: Ammo\n{\n\tRadius\t\t8\n\tHeight\t\t16\n\tScale 0.25\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A -1\n\t\t\tLoop\n\t}\n\n +ALWAYSPICKUP\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1\n\tInventory.Icon AMMOA0\n\tInventory.PickupMessage \"\"\n}\n\nACTOR UnlitCigarette\n{\n\tHealth\t1000\n\tRadius\t2\n\tHeight\t4\n\tSpeed\t\t20\n\tPainchance\t0\n\tDamage\t(0)\n\tScale 0.5\n\t+NOEXTREMEDEATH\n\n\tPROJECTILE\n\t-NOGRAVITY\n\n\tSeeSound\t\"\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tCIGG B 1\n\t\t\tLoop\n\t\tDeath:\n\t\t\tCIGG B 32\n\t\t\tCIGG B 32 A_SetTranslucent(.9,0)\n\t\t\tCIGG B 32 A_SetTranslucent(.8,0)\n\t\t\tCIGG B 32 A_SetTranslucent(.7,0)\n\t\t\tCIGG B 32 A_SetTranslucent(.6,0)\n\t\t\tCIGG B 32 A_SetTranslucent(.5,0)\n\t\t\tCIGG B 32 A_SetTranslucent(.4,0)\n\t\t\tCIGG B 32 A_SetTranslucent(.3,0)\n\t\t\tCIGG B 32 A_SetTranslucent(.2,0)\n\t\t\tCIGG B 32 A_SetTranslucent(.1,0)\n\t\t\tStop\n\t}\n}\n\nACTOR LitCigarette\n{\n\tHealth\t1000\n\tRadius\t2\n\tHeight\t4\n\tSpeed\t\t20\n\tPainchance\t0\n\tDamage\t(2)\n\tScale 0.5\n\t+NOEXTREMEDEATH\n\n\tPROJECTILE\n\t-NOGRAVITY\n\n\tSeeSound\t\"\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tCIGG A 1\n\t\t\tLoop\n\t\tDeath:\n\t\t\tCIGG A 32\n\t\t\tCIGG A 32 A_SetTranslucent(.9,0)\n\t\t\tCIGG A 32 A_SetTranslucent(.8,0)\n\t\t\tCIGG A 32 A_SetTranslucent(.7,0)\n\t\t\tCIGG A 32 A_SetTranslucent(.6,0)\n\t\t\tCIGG A 32 A_SetTranslucent(.5,0)\n\t\t\tCIGG A 32 A_SetTranslucent(.4,0)\n\t\t\tCIGG A 32 A_SetTranslucent(.3,0)\n\t\t\tCIGG A 32 A_SetTranslucent(.2,0)\n\t\t\tCIGG A 32 A_SetTranslucent(.1,0)\n\t\t\tStop\n\t}\n}\n\nACTOR WinterHockeyThug 13588\n{\n\tHealth\t\t140\n\tRadius\t\t16\n\tHeight\t\t64\n\tSpeed\t\t10\n\tMass\t\t15000\n\tPainChance\t70\n\tScale\t\t0.195\n\tPainchance \"Uppercut\", 255\n\n\tMeleeDamage\t3\n\n\tMONSTER\n\t+FLOORCLIP\n\t+DONTSPLASH\n\n\tSeeSound\t\"\"\n\tMeleeSound\t\"apipe/hit\"\n\tPainSound\t\"enemy1/pain\"\n\tDeathSound\t\"enemy1/death\"\n\n\tObituary\t\"%o got Broken.\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWPK4 A 10 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tWPK4 AABBCCDD 4 A_Chase\n\t\t\tLoop\n\t\tMelee:\n\t\t\tWPK4 E 9\n\t\t\tWPK4 E 1 A_FaceTarget\n\t\t\tWPK4 E 0 A_PlaySound(\"world/swing\")\n\t\t\tWPK4 F 4 A_MeleeAttack\n\t\t\tWPK4 G 15\n\t\t\tGoto See\n\t\tPain:\n\t\t\tWPK4 B 16 A_Pain\n\t\t\tGoto See\n\t\tDeath:\n\t\t\tWPK4 A 4 A_Fall\n\t\t\tWPK4 A 0 A_Jump(62,2)\n\t\t\tTNT1 A 0 A_CustomMissile (\"DeadWinterHockeyThug\", 18, 0, 180, 0)\n\t\t\tStop\n\t\t\tWPK4 A 0 A_CustomMissile(\"HockeyStickPickup\", 5, -12, 90, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"DeadWinterHockeyThug2\", 18, 0, 180, 0)\n\t\t\tStop\n\t\tXDeath:\n\t \t\tPOSS M 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t \t\tPOSS M 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t \t\tPOSS M 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n \t \t\tPOSS M 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t \t\tPOSS M 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n \t\t\tGIBJ A 5\n\t \t\tPOSS N 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n \t\t\tGIBJ A 5 A_XScream\n\t \t\tPOSS O 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n \t\t\tGIBJ A 5 A_NoBlocking\n\t \t\tPOSS P 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n \t\t\tGIBJ A 5\n \t\t\tGIBJ A -1\n \t\t\tstop\n\t\tPain.Electricity:\n\t\t\tWPK4 L 0 A_Pain\n\t\t\tTAZR L 1 BRIGHT A_Playsound(\"world/taser2\")\n\t\t\tTAZR LMLMLMLMLMLM 1 BRIGHT\n\t\t\tWPK4 L 8 A_Pain\n\t\t\tGoto See\n\t\tDeath.Electricity:\n\t\t\tTAZR L 1 BRIGHT A_Playsound(\"world/taser2\")\n\t\t\tTAZR LMLMLMLMLMLMLML 1 BRIGHT\n\t\t\tTAZR L 1 BRIGHT A_Playsound(\"world/taser2\")\n\t\t\tTAZR LMLMLMLMLMLMLML 1 BRIGHT\n\t\t\tWPK4 A 4 A_Fall\n\t\t\tWPK4 A 0 A_Jump(62,2)\n\t\t\tWPK4 H -1 A_Fall\n\t\t\tStop\n\t\t\tWPK4 A 0 A_CustomMissile(\"HockeyStickPickup\", 5, -12, 90, 0)\n\t\t\tWPK4 I -1 A_Fall\n\t\t\tstop\n\t}\n}\n\nACTOR DeadWinterHockeyThug\n{\n\tHealth\t\t1000\n\tRadius\t\t16\n\tHeight\t\t32\n\tSpeed\t\t6\n\tMass\t\t1000\n\tPainChance\t0\n\tScale\t\t0.24\n\tDamage\t\t0\n\n\t+MISSILE\n\t+DOOMBOUNCE\n\t+DONTSPLASH\n\n\tSeeSound\t\"enemy1/bounce\"\n\tDeathSound\t\"\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWPK4 H 8\n\t\t\tLoop\n\t\tDeath:\n\t\t\tWPK4 H 8\n\t\t\tLoop\n\t}\n}\n\nACTOR DeadWinterHockeyThug2\n{\n\tHealth\t\t1000\n\tRadius\t\t16\n\tHeight\t\t32\n\tSpeed\t\t6\n\tMass\t\t1000\n\tPainChance\t0\n\tScale\t\t0.24\n\tDamage\t\t0\n\n\t+MISSILE\n\t+DOOMBOUNCE\n\t+DONTSPLASH\n\n\tSeeSound\t\"enemy1/bounce\"\n\tDeathSound\t\"\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWPK4 I 8\n\t\t\tLoop\n\t\tDeath:\n\t\t\tWPK4 I 8\n\t\t\tLoop\n\t}\n}\n\nACTOR IcePickPickup : CustomInventory 13590\n{\n\tInventory.PickupSound \"weapon/select\"\n\tInventory.PickupMessage \"You can pick your friends...\"\n\tScale 0.5\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWPCK H -1\n\t\t\tstop\n\t\tPickup:\n\t\t WPCK H 0 A_JumpIfInventory(\"MeleeCheck\",1,\"Failure\")\n\t\t\tWPCK H 0 ACS_ExecuteWithResult(210, 21)\n\t\t\tWPCK H 0 A_GiveInventory(\"MeleeCheck\",1)\n\t\t\tstop\n\t\tFailure:\n\t\t WPCK H 0\n\t\t\tFail\n\t}\n}\n\nACTOR IcePick : Weapon\n{\n\tWeapon.SelectionOrder 700\n\tInventory.PickupSound \"weapon/select\"\n\tInventory.PickupMessage \"You can pick your friends...\"\n\t+MELEEWEAPON\n\t+AMMO_OPTIONAL\n\t+CHEATNOTWEAPON\n\t+DONTSPLASH\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 10\n\tWeapon.Kickback 400\n\tWeapon.AmmoType \"ActionAmmo_MP\"\n\n\tRadius\t\t8\n\tHeight\t\t12\n\tSpeed\t\t8\n\tMass\t\t500\n\n\tAttackSound \"aboard/hit\"\n\tScale 0.5\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWPCK H -1\n\t\t\tLoop\n\t\tReady:\n\t\t\tWPCK A 0 A_JumpIfNoAmmo(2)\n\t\t\tWPCK E 1 A_WeaponReady\n\t\t\tGoto Ready\n\t\t\tWPCK E 1\n\t\t\tGoto Deselect + 2\n\t\tDeselect:\n\t\t\tWPCK E 0 A_JumpIfNoAmmo(2)\n\t\t\tWPCK E 1 A_Lower\n\t\t\tGoto Deselect + 1\n\t\t\tWPCK E 0 A_FireCustomMissile (\"KnifeBlade\")\n\t\t\tWPCK E 0 ACS_NamedExecuteAlways(\"AD2_Melee_Take\",0,0,0,0)\n\t\t\tWPCK E 1 A_Lower\n\t\t\tGoto Deselect + 4\n\t\tSelect:\n\t\t\tWPCK E 1 A_Raise\n\t\t\tLoop\n\t\tFire:\n\t\t\tWPCK E 2\n\t\t\tWPCK F 1 A_PlaySound(\"world/swing\")\n\t\t\tWPCK G 3 A_CustomPunch(random(65,75), 1, 1, PickPuff)\n\t\t\tWPCK F 3\n\t\t\tWPCK E 2 A_JumpIfNoAmmo(1)\n\t\t\tGoto Ready\n\t\t\tWPCK A 1\n\t\t\tGoto Ready + 2\n\t}\n}\n\nACTOR PickPuff\n{\n\tScale\t\t0.6\n \tRENDERSTYLE Translucent\n \tALPHA \t0.5\n\t+NOGRAVITY\n\t+DONTSPLASH\n\t+NOEXTREMEDEATH\n\n\tSeeSound\t\"\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPUF2 A 1\n\t\t\tPUF2 A 1 A_PlaySound(\"melee/metalhit2\")\n\t\t\tPUF2 BCD 2\n\t\t\tBORD G 8\n\t\t\tStop\n\t\tDeath:\n\t\t\tBORD G 1\n\t\t\tStop\n\t}\n}\n\nACTOR BusExplosion\n{\n\tPROJECTILE\n \tRENDERSTYLE Translucent\n \t+NOCLIP\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\tALPHA 0.92\n\tScale 0.7\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tEXPL A 0 BRIGHT A_PlaySound(\"world/explosion\")\n\t\t\tEXPL A 2 BRIGHT A_Explode(100,128)\n\t\t\tEXPL B 2 BRIGHT\n\t\t\tEXPL C 2 BRIGHT\n\t\t\tEXPL D 2 BRIGHT\n\t\t\tEXPL E 2 BRIGHT\n\t\t\tEXPL F 2 BRIGHT\n\t\t\tEXPL G 2 BRIGHT\n\t\t\tEXPL H 2 BRIGHT\n\t\t\tEXPL I 2 BRIGHT\n\t\t\tEXPL J 2 BRIGHT\n\t\t\tEXPL K 2 BRIGHT\n\t\t\tEXPL L 2 BRIGHT\n\t\t\tEXPL M 2 BRIGHT\n\t\t\tEXPL N 2 BRIGHT\n\t\t\tEXPL O 2 BRIGHT\n\t\t\tEXPL P 2 BRIGHT\n\t\t\tStop\n\t}\n}\n\nACTOR SalvationBucket1 13591\n{\n\tHealth\t\t1000\n\tRadius\t\t4\n\tHeight\t\t8\n\tMass\t\t1000000\n\tSpeed\t\t0\n\tPainchance\t0\n\tScale\t\t0.35\n\n\t+FLOORCLIP\n\t+NOGRAVITY\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWSAL A 8\n\t\t\tLoop\n\t}\n}\n\nACTOR SalvationBucket2 : FakeInventory 13593\n{\n\tHealth\t\t1000\n\tRadius\t\t4\n\tHeight\t\t8\n\tMass\t\t1000000\n\tSpeed\t\t0\n\tPainchance\t0\n\tScale\t\t0.35\n\tInventory.PickupMessage \"You stole from the Salvation Army!\"\n\n\t+FLOORCLIP\n\t+NOGRAVITY\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWSAL B 8\n\t\t\tLoop\n\t}\n}\n\nACTOR ActionSnowBlower : Weapon 3223\n{\n\tWeapon.SelectionOrder 700\n\tInventory.PickupSound \"weapon/select\"\n\tInventory.PickupMessage \"Let it Snow, Let it snow...!\"\n\t+MELEEWEAPON\n\t+CHEATNOTWEAPON\n\t+DONTBOB\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoUse2 1\n\tWeapon.AmmoGive 0\n\tWeapon.Kickback 300\n\tWeapon.AmmoType \"Gasoline\"\n\tWeapon.AmmoType2 \"Gasoline\"\n\n\tRadius\t\t16\n\tHeight\t\t32\n\tSpeed\t\t\t8\n\tMass\t\t\t500\n\n\tAttackSound \"weapon/sword2\"\n\tScale 0.2\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSNWB E -1\n\t\t\tLoop\n\t\tReady:\n\t\t\tSNWB A 2\n\t\t\tSNWB A 4 A_JumpIfNoAmmo(62)\n\t\t\tSNWB B 4\n\t\t\tSNWB C 5\n\t\t\tSNWB D 1 A_PlaySound(\"weapon/sawidle\")\n\t\t\tSNWB D 1\n\t\t\tSNWB D 8\n\t\t\tSNWB C 3\n\t\t\tSNWB C 3 A_Jump (128, 2)\n\t\t\tSNWB B 8\n\t\t\tGoto Ready + 3\n\t\t\tSNWB A 4 A_PlaySound(\"weapon/sawstart\")\n\t\t\tSNWB AAAA 1\n\t\t\tSNWB A 0 A_FireCustomMissile(\"SawSmoke\",-58,0,-6,6)\n\t\t\tSNWB AAAA 1\n\t\t\tSNWB A 0 A_FireCustomMissile(\"SawSmoke\",-58,0,-6,6)\n\t\t\tSNWB AAAA 1\n\t\t\tSNWB A 0 A_FireCustomMissile(\"SawSmoke\",-58,0,-6,6)\n\t\t\tSNWB AAAA 1\n\t\t\tSNWB A 0 A_FireCustomMissile(\"SawSmoke\",-58,0,-6,6)\n\t\t\tSNWB AAAA 1\n\t\t\tSNWB A 0 A_FireCustomMissile(\"SawSmoke\",-58,0,-6,6)\n\t\t\tSNWB AAAA 1\n\t\t\tSNWB A 0 A_FireCustomMissile(\"SawSmoke\",-58,0,-6,6)\n\t\t\tSNWB AAAA 1\n\t\t\tSNWB A 0 A_FireCustomMissile(\"SawSmoke\",-58,0,-6,6)\n\t\t\tSNWB AAAA 1\n\t\t\tSNWB A 0 A_FireCustomMissile(\"SawSmoke\",-58,0,-6,6)\n\t\t\tSNWB AAAA 1\n\t\t\tSNWB A 0 A_JumpIfNoAmmo(8)\n\t\t\tSNWB A 0 A_PlaySound(\"weapon/sawidle\")\n\t\t\tSNWB A 0 A_Jump(25, 5)\n\t\t\tSNWB A 3 A_WeaponReady\n\t\t\tSNWB A 0 A_FireCustomMissile (\"SawSmoke\",-58,0,-6,6)\n\t\t\tSNWB A 3 A_WeaponReady\n\t\t\tSNWB A 3 A_WeaponReady\n\t\t\tGoto Ready + 55\n\t\t\tSNWB A 0 A_TakeInventory (\"Gasoline\", 1)\n\t\t\tGoto Ready + 58\n\t\t\tSNWB A 1 A_WeaponReady\n\t\t\tGoto Ready + 1\n\t\tDeselect:\n\t\t\tSNWB A 0 acs_terminate(103, 0)\n\t\t\tBBAT I 0 A_spawnitem(\"GaslessSnowBlower\", 0, 0, 0)\n\t\t\tBBAT I 0 ACS_NamedExecuteAlways(\"Melee_Force_Switch\")\n\t\t\tSNWB A 1 A_Lower\n\t\t\t//BBAT I 0 A_TakeInventory (\"ActionSnowBlower\", 1)\n\t\t\tGoto Deselect + 4\n\t\tSelect:\n\t\t\tSNWB A 1 A_Raise\n\t\t\tLoop\n\t\tFire:\n\t\t\tSNWB A 3 A_JumpIfNoAmmo(\"Deselect\")\n\t\t\tSNWB A 5\n\t\t\tSNWB A 0 acs_executealways(103, 0)\n\t\t\tSNWB A 0 A_Refire\n\t\t\tSNWB A 0 acs_terminate(103, 0)\n\t\t\tSNWB A 5\n\t\t\tSNWB A 3\n\t\t\tGoto Ready + 55\n\t\t\tSNWB A 2\n\t\t\tGoto Ready + 1\n\t\tHold:\n\t\t\tSNWB A 0 A_JumpIfNoAmmo(23)\n\t\t\tSNWB A 0 A_TakeInventory (\"Gasoline\", 1)\n\t\t\tSNWB A 0 ThrustThing(angle*256/360, 10, 0, 0)\n\t\t\tSNWB A 1 A_CustomPunch(30, 0, 0, SnowBlowerPuff,75)\n\t\t\tSNWB A 1 A_CustomPunch(30, 0, 0, SnowBlowerPuff,75)\n\t\t\tSNWB A 0 A_FireCustomMissile(\"SnowSpawner\", -6, 0, 10+random(-2,2), 18+random(-2,2))\n\t\t\tSNWB A 1 A_CustomPunch(30, 0, 0, SnowBlowerPuff,75)\n\t\t\tSNWB A 1 A_CustomPunch(30, 0, 0, SnowBlowerPuff,75)\n\t\t\tSNWB A 0 A_FireCustomMissile(\"SnowSpawner\", -6, 0, 10+random(-2,2), 18+random(-2,2))\n\t\t\tSNWB A 0 A_PlaySound(\"weapon/sawhit1\")\n\t\t\tSNWB A 1 A_CustomPunch(30, 0, 0, SnowBlowerPuff,75)\n\t\t\tSNWB A 1 A_CustomPunch(30, 0, 0, SnowBlowerPuff,75)\n\t\t\tSNWB A 0 A_FireCustomMissile(\"SnowSpawner\", -6, 0, 10+random(-2,2), 18+random(-2,2))\n\t\t\tSNWB A 1 A_CustomPunch(30, 0, 0, SnowBlowerPuff,75)\n\t\t\tSNWB A 1 A_CustomPunch(30, 0, 0, SnowBlowerPuff,75)\n\t\t\tSNWB A 0 A_FireCustomMissile(\"SnowSpawner\", -6, 0, 10+random(-2,2), 18+random(-2,2))\n\t\t\tSNWB A 0 A_PlaySound(\"weapon/sawhit1\")\n\t\t\tSNWB A 1 A_CustomPunch(30, 0, 0, SnowBlowerPuff,75)\n\t\t\tSNWB A 1 A_CustomPunch(30, 0, 0, SnowBlowerPuff,75)\n\t\t\tSNWB A 0 A_FireCustomMissile(\"SnowSpawner\", -6, 0, 10+random(-2,2), 18+random(-2,2))\n\t\t\tSNWB A 1 A_CustomPunch(30, 0, 0, SnowBlowerPuff,75)\n\t\t\tSNWB A 1 A_CustomPunch(30, 0, 0, SnowBlowerPuff,75)\n\t\t\tSNWB A 0 A_FireCustomMissile(\"SnowSpawner\", -6, 0, 10+random(-2,2), 18+random(-2,2))\n\t\t\tSNWB A 0 A_PlaySound(\"weapon/sawhit1\")\n\t\t\tGoto Fire + 2\n\t\t\tSNWB A 0\n\t\t\tGoto Ready + 1\n\t}\n}\n\nACTOR SnowBlowerPuff\n{\n\tScale\t\t0.45\n \tRENDERSTYLE Translucent\n \tALPHA \t0.5\n\t+NOGRAVITY\n\t+DONTSPLASH\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPUF2 A 1\n\t\t\tPUF2 A 1 A_PlaySound(\"melee/metalhit\")\n\t\t\tPUF2 BCD 2\n\t\t\tStop\n\t\tDeath:\n\t\t\tPUF2 A 0\n\t\t\tStop\n\t}\n\n}\n\nACTOR SnowSpawner\n{\n Radius 1\n Height 1\n Speed 25\n PROJECTILE\n States\n {\n Spawn:\n TNT1 A 1\n TNT1 A 0 A_Die\n Goto Death\n Death:\n TNT1 A 0 A_CustomMissile(\"SnowThing\",-2,10,120)\n Stop\n }\n}\n\nACTOR SnowThing\n{\n Scale 0.5\n Radius 3\n Height 3\n Speed 6\n Mass 5\n +NOBLOCKMAP +DROPOFF +MISSILE +NOTELEPORT +FLOORCLIP\n +NOCLIP\n DeathSound \"\"\n DropItem SnowOnFloor\n States\n {\n Spawn:\n WSNM C 3\n WSNM CCCC 3 A_ChangeFlag(NOCLIP,0)\n Goto Spawn+1\n Death:\n WSNM C 10 A_Fall\n Stop\n }\n}\n\nACTOR SnowOnFloor\n{\n Scale 0.5\n Health 5000\n Radius 1\n Height 1\n Speed 0\n PainChance 0\n Mass 5\n +CANPASS +FLOORCLIP\n States\n {\n\tSpawn:\n\t\tWSNM C 128\n\t\tWSNM C 32 A_SetTranslucent(.9,0)\n\t\tWSNM C 32 A_SetTranslucent(.8,0)\n\t\tWSNM C 32 A_SetTranslucent(.7,0)\n\t\tWSNM C 32 A_SetTranslucent(.6,0)\n\t\tWSNM C 32 A_SetTranslucent(.5,0)\n\t\tWSNM C 32 A_SetTranslucent(.4,0)\n\t\tWSNM C 32 A_SetTranslucent(.3,0)\n\t\tWSNM C 32 A_SetTranslucent(.2,0)\n\t\tWSNM C 32 A_SetTranslucent(.1,0)\n\t\tStop\n\tDeath:\n\t\tWSNM C 128\n\t\tWSNM C 32 A_SetTranslucent(.9,0)\n\t\tWSNM C 32 A_SetTranslucent(.8,0)\n\t\tWSNM C 32 A_SetTranslucent(.7,0)\n\t\tWSNM C 32 A_SetTranslucent(.6,0)\n\t\tWSNM C 32 A_SetTranslucent(.5,0)\n\t\tWSNM C 32 A_SetTranslucent(.4,0)\n\t\tWSNM C 32 A_SetTranslucent(.3,0)\n\t\tWSNM C 32 A_SetTranslucent(.2,0)\n\t\tWSNM C 32 A_SetTranslucent(.1,0)\n\t\tStop\n }\n}\n\nACTOR GaslessSnowBlower : FakeInventory\n{\n\tScale 0.2\n\tInventory.PickupMessage \"Let it Snow, Let it snow...!\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSNWB E 1\n\t\t\tSNWB E 1 ACS_NamedExecuteAlways(\"Item_MP_Despawn\",0,0,0,0)\n\t\t\tSNWB E 35\n\t\t\tSNWB E 1 Thing_SetSpecial(0, acs_executewithresult, 105, 0, 0)\n\t\t\tGoto SpawnLoop\n\t\tSpawnLoop:\n\t\t\tSNWB E 35\n\t\t\tLoop\n\t}\n}\n\nActor ActionBeer : BasicArmorBonus 13595\n{\n Radius 4\n Height 8\n Scale 0.3\n Inventory.PickupMessage \"Action Beer, the beer that gets you drunk!\"\n Armor.Savepercent 33.335\n Armor.Saveamount 1\n Armor.Maxsaveamount 100\n +INVENTORY.ALWAYSPICKUP\n States\n {\n Spawn:\n BEER A 1\n loop\n }\n}\n\nActor ActionBeerSixPack : BasicArmorBonus 13596\n{\n Radius 8\n Height 8\n Scale 0.3\n Inventory.PickupMessage \"Action Beer: Six Pack edition!\"\n Armor.Savepercent 33.335\n Armor.Saveamount 25\n Armor.Maxsaveamount 100\n +INVENTORY.ALWAYSPICKUP\n States\n {\n Spawn:\n BEER B 1\n loop\n }\n}\n\npickup DoomBox\n{\n\tDoomEdNum\t\t13597\n\tSprite\t\tDMBX\n\tFrames\t\tA\n\tPickupMessage\t\"A copy of Doom... from Santa. He is real! 100,000 points!\"\n\tPickupSound\t\"items/hohoho\"\n\tScale\t\t\t.35\n}\n\nactor sprayer\n{\n Speed 20\n Damage 0\n Projectile\n States\n {\n Spawn:\n TNT1 A 1\n loop\n Death:\n TNT1 A 1\n stop\n }\n}\n\nACTOR BigExplosion : CannonballExplosion\n{\n scale 6.0\n}\n\nACTOR ActionShotgun : Weapon 13598\n{\n\tWeapon.SelectionOrder 800\n\tInventory.PickupSound \"misc/w_pkup\"\n\tInventory.PickupMessage \"I call Shotgun!\"\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive 6\n\tWeapon.Kickback 400\n\tWeapon.AmmoType \"ActionShotgunShells\"\n\tWeapon.AmmoType2 \"ActionShotgunShells\"\n\t+CHEATNOTWEAPON\n\t+AMMO_OPTIONAL\n\n\tAttackSound \"apipe/hit\"\n\n\tRadius\t\t8\n\tHeight\t\t16\n\tScale 0.25\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tASHT M -1\n\t\t\tLoop\n\t\tReady:\n\t\t\tASHT D 3\n\t\t\tASHT E 4 A_PlaySound(\"weapons/shotgun2\")\n\t\t\tASHT D 7\n\t\t\tASHT F 4\n\t\t\tASHT A 1 A_WeaponReady\n\t\t\tGoto Ready + 4\n\t\t\tASHT U 4\n\t\t\tASHT P 4\n\t\t\tASHT QR 2\n\t\t\tASHT S 4 A_PlaySound(\"weapons/shell3\")\n\t\t\tASHT T 2\n\t\t\tASHT P 4\n\t\t\tASHT QR 2\n\t\t\tASHT S 4 A_PlaySound(\"weapons/shell3\")\n\t\t\tASHT T 2\n\t\t\tASHT P 4\n\t\t\tASHT QR 2\n\t\t\tASHT S 4 A_PlaySound(\"weapons/shell3\")\n\t\t\tASHT T 2\n\t\t\tASHT P 4\n\t\t\tASHT QR 2\n\t\t\tASHT S 4 A_PlaySound(\"weapons/shell3\")\n\t\t\tASHT T 2\n\t\t\tASHT P 4\n\t\t\tASHT QR 2\n\t\t\tASHT S 4 A_PlaySound(\"weapons/shell3\")\n\t\t\tASHT T 2\n\t\t\tASHT P 4\n\t\t\tASHT QR 2\n\t\t\tASHT S 4 A_PlaySound(\"weapons/shell3\")\n\t\t\tASHT T 2\n\t\t\tASHT U 2\n\t\t\tGoto Ready\n\t\tDeselect:\n\t\t\tASHT A 1 A_Lower\n\t\t\tLoop\n\t\tSelect:\n\t\t\tASHT D 1 A_Raise\n\t\t\tGoto Select\n\t\tFire:\n\t\t\tASHT O 0 A_JumpIfNoAmmo(17)\n\t\t\tASHT C 0 BRIGHT\n\t\t\tASHT B 0 A_PlaySound(\"weapons/shotgun1\")\n\t\t\tASHT C 0 A_FireCustomMissile(\"ActionShotgunBlast\", 0, 1, 1, -1)\n\t\t\tASHT K 1 BRIGHT\n\t\t\tASHT L 1 BRIGHT\n\t\t\tASHT C 4\n\t\t\tASHT D 8\n\t\t\tASHT E 4\n\t\t\tASHT E 0 A_FireCustomMissile(\"ShellSpawner\", -6, 0, 8, 4)\n\t\t\tASHT D 7\n\t\t\tASHT A 0 A_JumpIfInventory(\"ActionShotgunShells\",13,4)\n\t\t\tASHT A 0 A_JumpIfInventory(\"ActionShotgunShells\",12,7)\n\t\t\tASHT A 0 A_JumpIfInventory(\"ActionShotgunShells\",7,2)\n\t\t\tASHT A 0 A_JumpIfInventory(\"ActionShotgunShells\",6,5)\n\t\t\tASHT F 4\n\t\t\tASHT A 8\n\t\t\tGoto Ready + 4\n\t\t\tASHT A 4 A_PlaySound(\"apistol/dryfire\")\n\t\t\tASHT A 8\n\t\t\tGoto Ready + 4\n\t\t\tASHT A 0\n\t\t\tGoto Ready + 5\n\t\tAltFire:\n\t\t\tASHT N 3 A_PlaySound(\"world/swing\")\n\t\t\tASHT W 2\n\t\t\tASHT O 2 A_CustomPunch(2, 0, 0, \"MeleePuff\")\n\t\t\tASHT X 1\n\t\t\tASHT Y 1\n\t\t\tASHT Z 2\n\t\t\tPIPE F 14\n\t\t\tGoto Ready + 4\n\t}\n}\n\nACTOR ShellSpawner\n{\n Radius 1\n Height 1\n Speed 25\n PROJECTILE\n States\n {\n Spawn:\n TNT1 A 1\n TNT1 A 0 A_Die\n Goto Death\n Death:\n TNT1 A 0 A_CustomMissile(\"ShellCasing\",-2,10,120)\n Stop\n }\n}\n\nACTOR ShellCasing\n{\n Scale 0.15\n Radius 3\n Height 3\n Speed 6\n Mass 5\n +NOBLOCKMAP +DROPOFF +MISSILE +NOTELEPORT +FLOORCLIP\n +NOCLIP\n DeathSound \"weapons/shell2\"\n DropItem ActionShell2\n States\n {\n Spawn:\n ASHT G 3\n ASHT GHIJ 3 A_ChangeFlag(NOCLIP,0)\n Goto Spawn+1\n Death:\n TNT1 A 10 A_Fall\n Stop\n }\n}\n\nACTOR ActionShell2\n{\n\tHealth\t\t1000\n\tRadius\t\t1\n\tHeight\t\t2\n\tMass\t\t100\n\tSpeed\t\t3\n\tPainchance\t0\n\tDamage\t\t0\n\n\tScale 0.15\n\n\t+MISSILE\n\t+DOOMBOUNCE\n\t+DONTSPLASH\n\n\tSeeSound \"weapons/shell2\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tASHT GHIJ 4\n\t\t\tLoop\n\t\tDeath:\n\t\t\tASHT G 0 A_Jump(128,2)\n\t\t\tASHT G -1\n\t\t\tGoto Death + 1\n\t\t\tASHT H -1\n\t\t\tGoto Death + 2\n\t}\n}\n\nACTOR ActionShotgunBlast\n{\n\tHealth\t1000\n\tRadius\t8\n\tHeight\t16\n\tMass\t\t100\n\tSpeed\t\t45\n\tPainchance\t0\n\tDamage\t(80)\n\tMissileType ShotgunTrail\n\n\tScale 1.0\n\tAlpha\t\t0.80\n\tRenderStyle\tTranslucent\n\n\tPROJECTILE\n\t+RIPPER\n\n\tSeeSound \"trucker/flame\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 2\n\t\t\tXPL4 A 1 BRIGHT\n\t\t\tXPL4 A 0 A_SpawnItem(\"ShotgunTrail\", -1)\n\t\t\tXPL4 B 1 BRIGHT\n\t\t\tXPL4 A 0 A_SpawnItem(\"ShotgunTrail\", -1)\n\t\t\tXPL4 A 2 BRIGHT\n\t\t\tXPL4 A 0 A_SpawnItem(\"ShotgunTrail\", -1)\n\t\t\tXPL4 B 2 BRIGHT\n\t\t\tXPL4 A 0 A_SpawnItem(\"ShotgunTrail\", -1)\n\t\t\tXPL4 A 2 BRIGHT A_SetTranslucent(.6,0)\n\t\t\tXPL4 B 2 BRIGHT A_SetTranslucent(.4,0)\n\t\t\tXPL4 A 2 BRIGHT A_SetTranslucent(.2,0)\n\t\t\tXPL4 B 2 BRIGHT A_SetTranslucent(.06,0)\n\t\t\tStop\n\t\tDeath:\n\t\t\tHADO C 1 BRIGHT\n\t\t\tStop\n\t}\n}\n\nACTOR ShotgunTrail\n{\n\tPROJECTILE\n\t+NOCLIP\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\tAlpha\t\t0.4\n\tRenderStyle\tTranslucent\n\tScale\t\t0.75\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tXPL3 KLMNO 2\n\t\t\tXPL3 P 2 A_SetTranslucent(.3,0)\n\t\t\tXPL3 Q 2 A_SetTranslucent(.2,0)\n\t\t\tXPL3 R 2 A_SetTranslucent(.1,0)\n\t\t\tStop\n\t}\n}\n\nACTOR ActionShotgunShells : Ammo 13599\n{\n\tRadius\t\t8\n\tHeight\t\t16\n\tScale 0.25\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWSHL A -1\n\t\t\tLoop\n\t}\n\n +ALWAYSPICKUP\n\tInventory.Amount 6\n\tInventory.MaxAmount 18\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 18\n\tInventory.Icon AMMOA0\n\tInventory.PickupMessage \"Picked up a Box of 6 shotgun shells.\"\n}\n\nACTOR HoboWithoutAShotgun 13602\n{\n\tHealth\t\t1000\n\tRadius\t\t12\n\tHeight\t\t32\n\tMass\t\t100\n\tSpeed\t\t0\n\tPainchance\t0\n\tScale\t\t0.23\n\n\t+SOLID\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWBUM A 8\n\t\t\tLoop\n\t}\n}\n\nACTOR TrashCan2withKey : TrashCan2 13603\n{\n\tDropItem\t\"MordKey\"\n}\n\nACTOR GasolineDummy 13604\n{\n\tHealth\t\t1\n\tRadius\t\t12\n\tHeight\t\t32\n\tMass\t\t300\n\tSpeed\t\t0\n\tPainchance\t0\n\tScale\t\t0.4\n\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tGASC A 1\n\t\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Explode\n\t\t\tTNT1 A 0 A_SpawnItem(\"CannonballExplosion\", -1)\n\t\t\tStop\n\t}\n}\n\npickup Rosebud\n{\n\tDoomEdNum\t\t13605\n\tSprite\t\tROSE\n\tFrames\t\tA\n\tPickupMessage\t\"Rosebud! 100,000 points!\"\n\tPickupSound\t\"misc/i_pkup\"\n\tScale\t\t\t.65\n}\n\npickup SnowGlobe\n{\n\tDoomEdNum\t\t13606\n\tSprite\t\tWSNO\n\tFrames\t\tA\n\tPickupMessage\t\"A Snowglobe? Umm... 100 points?\"\n\tPickupSound\t\"misc/i_pkup\"\n\tScale\t\t\t.4\n}"
},
{
"source": "pk3",
"name": "actors/bonus_actors.txt",
"contents": "ACTOR PillowChick1 20001\n{\n\tHealth\t\t9999999999999\n\tRadius\t\t16\n\tHeight\t\t64\n\tSpeed\t\t20\n\tMass\t\t1200\n\tPainChance\t255\n\tScale\t\t0.205\n\n\tMeleeDamage\t0\n\n\tMONSTER\n\t+FLOORCLIP\n\t+DONTSPLASH\n\t+FRIENDLY\n\t+NOBLOOD\n\n\tSeeSound\t\"\"\n\tMeleeSound\t\"world/swing\"\n\tPainSound\t\"apillow/giggle\"\n\tDeathSound\t\"\"\n\n\tObituary\t\"%o is doing a brand new dance now.\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tGAL1 A 10 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tGAL1 ABCD 4 A_Chase\n\t\t\tLoop\n\t\tPain:\n\t\t\tGAL1 A 1 A_Pain\n\t\t\tGoto See\n\t}\n}\n\nACTOR PillowChick2 20002\n{\n\tHealth\t\t9999999999999\n\tRadius\t\t16\n\tHeight\t\t64\n\tSpeed\t\t20\n\tMass\t\t1200\n\tPainChance\t255\n\tScale\t\t0.205\n\n\tMeleeDamage\t0\n\n\tMONSTER\n\t+FLOORCLIP\n\t+DONTSPLASH\n\t+FRIENDLY\n\t+NOBLOOD\n\n\tSeeSound\t\"\"\n\tMeleeSound\t\"world/swing\"\n\tPainSound\t\"apillow/giggle\"\n\tDeathSound\t\"\"\n\n\tObituary\t\"%o is doing a brand new dance now.\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tGAL2 A 10 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tGAL2 ABCD 4 A_Chase\n\t\t\tLoop\n\t\tPain:\n\t\t\tGAL2 A 1 A_Pain\n\t\t\tGoto See\n\t}\n}\n\nACTOR Pillow : Weapon 20003\n{\n\tInventory.PickupSound \"\"\n\tWeapon.SelectionOrder 700\n\tWeapon.AmmoUse 0\n\tWeapon.Kickback 400\n\t+CHEATNOTWEAPON\n\tScale\t\t0.5\n\n\tAttackSound \"apillow/hit\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPILO F -1\n\t\t\tLoop\n\t\tReady:\n\t\t\tPILO A 0 A_TakeInventory(\"ActionFists\")\n\t\t\tPILO A 1 A_WeaponReady\n\t\t\tGoto Ready + 1\n\t\tDeselect:\n\t\t\tPILO A 1 A_Lower\n\t\t\tLoop\n\t\tSelect:\n\t\t\tPILO A 1 A_Raise\n\t\t\tLoop\n\t\tFire:\n\t\t\tPILO A 3\n\t\t\tPILO B 3 A_PlaySound(\"world/swing\")\n\t\t\tPILO C 2 A_CustomPunch(1, 0, 1, \"PillowPuff\")\n\t\t\tPILO CCCC 0 A_FireCustomMissile (\"PillowFeather\", 0+random(-45,45), 0, 0, 10+random(-5,5))\n\t\t\tPILO D 2\n\t\t\tPILO E 2\n\t\t\tTNT2 A 10\n\t\t\tGoto Ready + 1\n\t}\n}\n\nACTOR PillowFeather\n{\n\tHealth\t\t1000\n\tRadius\t\t2\n\tHeight\t\t4\n\tMass\t\t100\n\tSpeed\t\t1\n\tPainchance\t0\n\tScale\t\t0.20\n\n\t+MISSILE\n\t+DONTSPLASH\n\t+LOWGRAVITY\n\n\tSeeSound\t\"\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPILO G 8\n\t\t\tPILO H 8\n\t\t\tLoop\n\t\tDeath:\n\t\t\tPILO G 500 A_Jump(128,1)\n\t\t\tPILO H 500\n\t\t\tStop\n\t}\n}\n\nACTOR PillowPuff\n{\n\tScale\t\t0.6\n \tRENDERSTYLE Translucent\n \tALPHA \t0.5\n\t+NOGRAVITY\n\t+DONTSPLASH\n\n\tSeeSound\t\"\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPUF3 A 1\n\t\t\tPUF3 A 1 A_PlaySound(\"apillow/hit\")\n\t\t\tPUF3 BCD 2\n\t\t\tBORD G 8\n\t\t\tStop\n\t\tDeath:\n\t\t\tBORD G 1\n\t\t\tStop\n\t}\n}\n\nACTOR DarknationZombie 13485\n{\n\tHealth\t50\n\tRadius\t16\n\tHeight\t64\n\tSpeed\t\t4\n\tMass\t\t15000\n\tPainChance\t300\n\tScale\t\t0.24\n\tBurnheight 64\n\n\tMeleeDamage\t2\n\n\tMONSTER\n\t+FLOORCLIP\n\t+DONTSPLASH\n\t+CANPUSHWALLS\n\t+DROPOFF\n\n\tSeeSound\t\"zombie/roaming\"\n\tActiveSound \"zombie/roaming\"\n\tMeleeSound\t\"zombie/attack\"\n\tPainSound\t\"zombie/pain\"\n\tDeathSound\t\"\"\n\n\tObituary\t\"%o is now a Zombie Feast.\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDNZ1 A 10 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tDNZ1 AABBCCDD 4 A_Chase\n\t\t\tLoop\n\t\tMelee:\n\t\t\tDNZ1 R 7\n\t\t\tDNZ1 R 1 A_FaceTarget\n\t\t\tDNZ1 R 0 A_PlaySound(\"world/swing\")\n\t\t\tDNZ1 S 4 A_MeleeAttack\n\t\t\tDNZ1 T 13\n\t\t\tGoto See\n\t\tPain:\n\t\t\tDNZ1 U 22 A_Pain\n\t\t\tGoto See\n\t\tDeath:\n\t\t\tDNZ1 A 4 A_Fall\n\t\t\tTNT1 A 0 A_CustomMissile (\"DeadDarknationZombie\", 18, 0, 180, 0)\n\t\t\tStop\n\t\tIce:\n\t\t\tDNZ1 Z 5 A_FreezeDeath\n\t\t\tDNZ1 Z 1 A_FreezeDeathChunks\n\t\t\tWait\n\t\tBurn:\n\t\t\tTNT1 A 0 A_Jump (180, 2)\n\t\t\tTNT1 A 0 A_CustomMissile(\"DarknationZombieArm\", 36, 0, 200, 0)\n\t\t\tDNZ1 EEEEEEEEEEEEEEEEEEEEEEE 2 A_CustomMissile(\"BloodSpurt\", 42+random(-4,4), 0, 270+random(-7,7), 0)\n\t\t\tTNT1 A 0 A_Fall\n\t\t\tDNZ1 E 0 A_CustomMissile(\"ArmlessDarknationZombie\", 0, 0, 0, 0)\n\t\t\tStop\n\t}\n}\n\nACTOR DeadDarknationZombie\n{\n\tHealth\t1000\n\tRadius\t16\n\tHeight\t16\n\tSpeed\t\t6\n\tMass\t\t1000\n\tPainChance\t0\n\tScale\t\t0.24\n\tDamage\t\t0\n\n\t+MISSILE\n\t+DOOMBOUNCE\n\t+FLOORCLIP\n\t+SOLID\n\t+DONTSPLASH\n\n\tSeeSound\t\"world/blood1\"\n\tDeathSound\t\"\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDNZ1 I 8\n\t\t\tLoop\n\t\tDeath:\n\t\t\tDNZ1 I 320 A_Fall\n\t\t\tDNZ1 J 5\n\t\t\tDNZ1 K 5\n\t\t\tDNZ1 L 5 A_Look\n\t\t\tDNZ1 L 0 A_CustomMissile(\"DarknationZombie\", 0, 0, 0, 0)\n\t\t\tStop\n\t\tSee:\n\t\t\tDNZ1 L 0 A_CustomMissile(\"DarknationZombie\", 0, 0, 0, 0)\n\t\t\tStop\n\n\t}\n}\n\nACTOR DarknationZombieArm\n{\n\tHealth\t1000\n\tRadius\t16\n\tHeight\t32\n\tSpeed\t\t4\n\tMass\t\t1000\n\tPainChance\t0\n\tScale\t\t0.24\n\tDamage\t0\n\n\t+MISSILE\n\t+DOOMBOUNCE\n\t+DONTSPLASH\n\n\tSeeSound\t\"world/blood1\"\n\tDeathSound\t\"\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDNZ1 M 8\n\t\t\tLoop\n\t\tDeath:\n\t\t\tDNZ1 M 2100\n\t\tCorpseCheckSight:\n\t\t\tDNZ1 M 1 A_CheckSight(\"CorpseClear\")\n\t\t\tloop\n\t\tCorpseClear:\n\t\t\tTNT1 A 0\n\t\t\tstop\n\t}\n}\n\nACTOR ArmlessDarknationZombie 13486\n{\n\tHealth\t50\n\tRadius\t16\n\tHeight\t64\n\tSpeed\t\t3\n\tMass\t\t15000\n\tPainChance\t300\n\tScale\t\t0.24\n\n\tMeleeDamage\t1\n\n\tMONSTER\n\t+FLOORCLIP\n\t+DONTSPLASH\n\t+CANPUSHWALLS\n\t+DROPOFF\n\n\tSeeSound\t\"zombie/roaming\"\n\tActiveSound \"zombie/roaming\"\n\tMeleeSound\t\"zombie/attack\"\n\tPainSound\t\"zombie/pain\"\n\tDeathSound\t\"\"\n\n\tObituary\t\"%o had his brains devouered.\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDNZ1 E 10 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tDNZ1 E 8 A_Chase\n\t\t\tDNZ1 F 8 A_Chase\n\t\t\tDNZ1 G 8 A_Chase\n\t\t\tDNZ1 H 8 A_Chase\n\t\t\tDNZ1 H 0 A_CustomMissile(\"BloodSpurt\", 42, 0, 277, 0)\n\t\t\tLoop\n\t\tMelee:\n\t\t\tDNZ1 V 7\n\t\t\tDNZ1 V 1 A_FaceTarget\n\t\t\tDNZ1 V 0 A_PlaySound(\"world/swing\")\n\t\t\tDNZ1 W 4 A_MeleeAttack\n\t\t\tDNZ1 X 13\n\t\t\tGoto See\n\t\tPain:\n\t\t\tDNZ1 Y 22 A_Pain\n\t\t\tGoto See\n\t\tDeath:\n\t\t\tDNZ1 E 4 A_Fall\n\t\t\tTNT1 N 0 A_CustomMissile (\"DeadArmlessDarknationZombie\", 18, 0, 180, 0)\n\t\t\tStop\n\t\tIce:\n\t\t\tDNZ1 [ 5 A_FreezeDeath\n\t\t\tDNZ1 [ 1 A_FreezeDeathChunks\n\t\t\tWait\n\t\tBurn:\n\t\t\tTNT1 A 0 A_CustomMissile(\"DarknationZombieHead\", 36, 0, 200, 0)\n\t\t\tDNZ1 O 2 A_CustomMissile(\"BloodSpurt\", 42, 0, 15, 0)\n\t\t\tDNZ1 O 2 A_CustomMissile(\"BloodSpurt\", 46, 0, 180, 0)\n\t\t\tDNZ1 O 2 A_CustomMissile(\"BloodSpurt\", 38, 0, 0, 0)\n\t\t\tDNZ1 O 2 A_CustomMissile(\"BloodSpurt\", 42, 0, 10, 0)\n\t\t\tDNZ1 O 2 A_CustomMissile(\"BloodSpurt\", 38, 0, 175, 0)\n\t\t\tDNZ1 O 2 A_CustomMissile(\"BloodSpurt\", 42, 0, 3, 0)\n\t\t\tDNZ1 O 2 A_CustomMissile(\"BloodSpurt\", 46, 0, 185, 0)\n\t\t\tDNZ1 O 2 A_CustomMissile(\"BloodSpurt\", 38, 0, 12, 0)\n\t\t\tDNZ1 O 2 A_CustomMissile(\"BloodSpurt\", 38, 0, 180, 0)\n\t\t\tDNZ1 O 2 A_CustomMissile(\"BloodSpurt\", 42, 0, 6, 0)\n\t\t\tDNZ1 O 2 A_CustomMissile(\"BloodSpurt\", 46, 0, 175, 0)\n\t\t\tDNZ1 O 2 A_CustomMissile(\"BloodSpurt\", 46, 0, 350, 0)\n\t\t\tDNZ1 O 2 A_CustomMissile(\"BloodSpurt\", 42, 0, 185, 0)\n\t\t\tDNZ1 O 2 A_CustomMissile(\"BloodSpurt\", 46, 0, 348, 0)\n\t\t\tDNZ1 O 2 A_CustomMissile(\"BloodSpurt\", 38, 0, 180, 0)\n\t\t\tDNZ1 O 2 A_CustomMissile(\"BloodSpurt\", 42, 0, 15, 0)\n\t\t\tDNZ1 O 2 A_CustomMissile(\"BloodSpurt\", 46, 0, 175, 0)\n\t\t\tDNZ1 O 2 A_CustomMissile(\"BloodSpurt\", 38, 0, 0, 0)\n\t\t\tDNZ1 O 2 A_CustomMissile(\"BloodSpurt\", 42, 0, 15, 0)\n\t\t\tDNZ1 O 2 A_CustomMissile(\"BloodSpurt\", 46, 0, 180, 0)\n\t\t\tDNZ1 O 2 A_CustomMissile(\"BloodSpurt\", 38, 0, 0, 0)\n\t\t\tDNZ1 O 2 A_CustomMissile(\"BloodSpurt\", 42, 0, 10, 0)\n\t\t\tTNT1 A 0 A_Fall\n\t\t\tDNZ1 Q 2100\n\t\tCorpseCheckSight:\n\t\t\tDNZ1 Q 1 A_CheckSight(\"CorpseClear\")\n\t\t\tloop\n\t\tCorpseClear:\n\t\t\tTNT1 A 0\n\t\t\tstop\n\t}\n}\n\nACTOR DeadArmlessDarknationZombie\n{\n\tHealth\t1000\n\tRadius\t16\n\tHeight\t32\n\tSpeed\t\t4\n\tMass\t\t1000\n\tPainChance\t0\n\tScale\t\t0.24\n\tDamage\t0\n\n\t+MISSILE\n\t+DOOMBOUNCE\n\t+DONTSPLASH\n\n\tSeeSound\t\"world/blood1\"\n\tDeathSound\t\"\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDNZ1 N 8\n\t\t\tLoop\n\t\tDeath:\n\t\t\tDNZ1 N 2100\n\t\tCorpseCheckSight:\n\t\t\tDNZ1 N 1 A_CheckSight(\"CorpseClear\")\n\t\t\tloop\n\t\tCorpseClear:\n\t\t\tTNT1 A 0\n\t\t\tstop\n\t}\n}\n\nACTOR DarknationZombieHead\n{\n\tHealth\t1000\n\tRadius\t16\n\tHeight\t32\n\tSpeed\t\t4\n\tMass\t\t1000\n\tPainChance\t0\n\tScale\t\t0.22\n\tDamage\t0\n\n\t+MISSILE\n\t+DOOMBOUNCE\n\t+DONTSPLASH\n\n\tSeeSound\t\"world/blood1\"\n\tDeathSound\t\"\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDNZ1 P 8\n\t\t\tLoop\n\t\tDeath:\n\t\t\tDNZ1 P 2100\n\t\tCorpseCheckSight:\n\t\t\tDNZ1 P 1 A_CheckSight(\"CorpseClear\")\n\t\t\tloop\n\t\tCorpseClear:\n\t\t\tTNT1 A 0\n\t\t\tstop\n\t}\n}\n\nACTOR Zombie1 20004\n{\n\tHealth\t\t45\n\tRadius\t\t16\n\tHeight\t\t64\n\tBurnheight\t1\n\tSpeed\t\t3\n\tMass\t\t2000\n\tPainChance\t250\n\tScale\t\t0.24\n\n\tMeleeDamage\t1\n\n\tMONSTER\n\t+FLOORCLIP\n\t+DONTSPLASH\n\n\tSeeSound\t\"zombie/roaming\"\n\tActiveSound \"zombie/roaming\"\n\tMeleeSound\t\"zombie/attack\"\n\tPainSound\t\"zombie/pain\"\n\tDeathSound\t\"\"\n\n\tObituary\t\"%o had his brains eaten.\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tZOM1 A 10 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tZOM1 AABBCCDD 4 A_Chase\n\t\t\tLoop\n\t\tMelee:\n\t\t\tZOM1 H 7\n\t\t\tZOM1 H 1 A_FaceTarget\n\t\t\tZOM1 H 0 A_PlaySound(\"world/swing\")\n\t\t\tZOM1 G 8 A_MeleeAttack\n\t\t\tZOM1 G 8\n\t\t\tGoto See\n\t\tPain:\n\t\t\tZOM1 E 20 A_Pain\n\t\t\tGoto See\n\t\tDeath:\n\t\t\tZOM1 A 4 A_Fall\n\t\t\tTNT1 A 0 A_CustomMissile (\"DeadZombie1\", 24, 0, 180, 0)\n\t\t\tStop\n\t\tIce:\n\t\t\tZOM1 F 5 A_FreezeDeath\n\t\t\tZOM1 F 1 A_FreezeDeathChunks\n\t\t\tWait\n\t\tBurn:\n\t\t\tTNT1 A 0 A_CustomMissile(\"Zombie1Torso\", 36, 0, 200, 0)\n\t\t\tZOM1 JJJJJJJJJJJJJJJJJJJJ 2 A_CustomMissile(\"BloodSpurt\", 36+random(-4,4), 0, 90+random(-7,7), 0)\n\t\t\tTNT1 A 0 A_Fall\n\t\t\tZOM1 K 2100\n\t\tCorpseSightCheck:\n\t\t\tZOM1 K 1 A_CheckSight(\"CorpseClear\")\n\t\t\tloop\n\t\tCorpseClear:\n\t\t\tTNT1 A 0\n\t\t\tstop\n\t\tXDeath:\n\t \t\tPOSS M 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t \t\tPOSS M 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t \t\tPOSS M 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n \t \t\tPOSS M 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t \t\tPOSS M 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n \t\t\tGIBJ A 5\n\t \t\tPOSS N 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n \t\t\tGIBJ A 5 A_XScream\n\t \t\tPOSS O 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n \t\t\tGIBJ A 5 A_NoBlocking\n\t \t\tPOSS P 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n \t\t\tGIBJ A 5\n \t\t\tGIBJ A -1\n \t\t\tstop\n\t}\n}\n\nACTOR Zombie1Torso\n{\n\tHealth\t\t1000\n\tRadius\t\t16\n\tHeight\t\t1\n\tSpeed\t\t4\n\tMass\t\t1000\n\tPainChance\t0\n\tScale\t\t0.24\n\tDamage\t\t0\n\n\t+MISSILE\n\t+DOOMBOUNCE\n\t+DONTSPLASH\n\n\tSeeSound\t\"world/blood1\"\n\tDeathSound\t\"\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tZOM1 L 8\n\t\t\tLoop\n\t\tDeath:\n\t\t\tZOM1 L 2100\n\t\tCorpseSightCheck:\n\t\t\tZOM1 L 1 A_CheckSight(\"CorpseClear\")\n\t\t\tloop\n\t\tCorpseClear:\n\t\t\tTNT1 A 0\n\t\t\tstop\n\t}\n}\n\nACTOR DeadZombie1\n{\n\tHealth\t\t1000\n\tRadius\t\t16\n\tHeight\t\t32\n\tSpeed\t\t6\n\tMass\t\t1000\n\tPainChance\t0\n\tScale\t\t0.24\n\tDamage\t\t0\n\n\t+MISSILE\n\t+DOOMBOUNCE\n\t+DONTSPLASH\n\n\tSeeSound\t\"enemy1/bounce\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tZOM1 I 8\n\t\t\tLoop\n\t\tDeath:\n\t\t\tZOM1 I 2100\n\t\tCorpseSightCheck:\n\t\t\tZOM1 I 1 A_CheckSight(\"CorpseClear\")\n\t\t\tloop\n\t\tCorpseClear:\n\t\t\tTNT1 A 0\n\t\t\tstop\n\t}\n}\n\nACTOR Zombie2 20005\n{\n\tHealth\t90\n\tRadius\t16\n\tHeight\t64\n\tSpeed\t\t4\n\tMass\t\t3000\n\tPainChance\t140\n\tScale\t\t0.21\n\n\tMeleeDamage\t1\n\n\tMONSTER\n\t+FLOORCLIP\n\t+DONTSPLASH\n\n\tSeeSound\t\"zombie/roaming\"\n\tActiveSound \"zombie/roaming\"\n\tMeleeSound\t\"zombie/attack\"\n\tPainSound\t\"zombie/pain\"\n\tDeathSound\t\"\"\n\n\tObituary\t\"%o had his flesh devoured.\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tZOM2 A 10 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tZOM2 A 0 A_CustomMissile(\"BloodSpurt\", 42, 0, 15, 0)\n\t\t\tZOM2 ABBCCDD 4 A_Chase\n\t\t\tLoop\n\t\tMelee:\n\t\t\tZOM2 F 9\n\t\t\tZOM2 F 1 A_FaceTarget\n\t\t\tZOM2 F 0 A_PlaySound(\"world/swing\")\n\t\t\tZOM2 F 1 A_MeleeAttack\n\t\t\tZOM2 G 3\n\t\t\tZOM2 G 13\n\t\t\tGoto See + 1\n\t\tPain:\n\t\t\tZOM2 A 20 A_Pain\n\t\t\tGoto See + 1\n\t\tDeath:\n\t\t\tZOM2 H 4 A_Fall\n\t\t\tTNT1 A 0 A_CustomMissile (\"DeadZombie2\", 18, 0, 180, 0)\n\t\t\tStop\n\t\tIce:\n\t\t\tZOM2 E 5 A_FreezeDeath\n\t\t\tZOM2 E 1 A_FreezeDeathChunks\n\t\t\tWait\n\t\tBurn:\n\t\t\tTNT1 A 0 A_CustomMissile(\"Zombie2Torso\", 36, 0, 200, 0)\n\t\t\tZOM2 IIIIIIIIIIIIIIIIIIIIII 2 A_CustomMissile(\"BloodSpurt\", 36+random(-4,4), 0, 90+random(-7,7), 0)\n\t\t\tTNT1 A 0 A_Fall\n\t\t\tZOM2 K 2100\n\t\tCorpseSightCheck:\n\t\t\tZOM2 K 1 A_CheckSight(\"CorpseClear\")\n\t\t\tloop\n\t\tCorpseClear:\n\t\t\tTNT1 A 0\n\t\t\tstop\n\t\tXDeath:\n\t \t\tPOSS M 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t \t\tPOSS M 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t \t\tPOSS M 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n \t \t\tPOSS M 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t \t\tPOSS M 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n \t\t\tGIBJ A 5\n\t \t\tPOSS N 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n \t\t\tGIBJ A 5 A_XScream\n\t \t\tPOSS O 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n \t\t\tGIBJ A 5 A_NoBlocking\n\t \t\tPOSS P 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n \t\t\tGIBJ A 5\n \t\t\tGIBJ A -1\n \t\t\tstop\n\t}\n}\n\nACTOR DeadZombie2\n{\n\tHealth\t1000\n\tRadius\t16\n\tHeight\t32\n\tSpeed\t\t6\n\tMass\t\t1000\n\tPainChance\t0\n\tScale\t\t0.21\n\tDamage\t0\n\n\t+MISSILE\n\t+DOOMBOUNCE\n\t+DONTSPLASH\n\n\tSeeSound\t\"enemy1/bounce\"\n\tDeathSound\t\"\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tZOM2 H 8\n\t\t\tLoop\n\t\tDeath:\n\t\t\tZOM2 H 2100\n\t\tCorpseSightCheck:\n\t\t\tZOM2 H 1 A_CheckSight(\"CorpseClear\")\n\t\t\tloop\n\t\tCorpseClear:\n\t\t\tTNT1 A 0\n\t\t\tstop\n\t}\n}\n\nACTOR Zombie2Torso\n{\n\tHealth\t\t1000\n\tRadius\t\t16\n\tHeight\t\t1\n\tSpeed\t\t4\n\tMass\t\t1000\n\tPainChance\t0\n\tScale\t\t0.21\n\tDamage\t\t0\n\n\t+MISSILE\n\t+DOOMBOUNCE\n\t+DONTSPLASH\n\n\tSeeSound\t\"world/blood1\"\n\tDeathSound\t\"\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tZOM2 J 8\n\t\t\tLoop\n\t\tDeath:\n\t\t\tZOM2 J 2100\n\t\tCorpseSightCheck:\n\t\t\tZOM2 J 1 A_CheckSight(\"CorpseClear\")\n\t\t\tloop\n\t\tCorpseClear:\n\t\t\tTNT1 A 0\n\t\t\tstop\n\t}\n}\n\nACTOR Zombie3 20006\n{\n\tHealth\t\t70\n\tRadius\t\t16\n\tHeight\t\t64\n\tSpeed\t\t5\n\tMass\t\t1200\n\tPainChance\t250\n\tScale\t\t0.205\n\n\tMeleeDamage\t1\n\n\tMONSTER\n\t+FLOORCLIP\n\t+DONTSPLASH\n\n\tSeeSound\t\"zombie/roaming\"\n\tActiveSound \"zombie/roaming\"\n\tMeleeSound\t\"zombie/attack\"\n\tPainSound\t\"zombie/pain\"\n\tDeathSound\t\"\"\n\n\tObituary\t\"%o is doing a brand new dance now.\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tZOM3 A 10 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tZOM3 ABCD 6 A_Chase\n\t\t\tLoop\n\t\tMelee:\n\t\t\tZOM3 E 7\n\t\t\tZOM3 E 1 A_FaceTarget\n\t\t\tZOM3 E 0 A_PlaySound(\"world/swing\")\n\t\t\tZOM3 F 3\n\t\t\tZOM3 G 2 A_MeleeAttack\n\t\t\tZOM3 H 2 A_MeleeAttack\n\t\t\tZOM3 I 3\n\t\t\tZOM3 J 9\n\t\t\tGoto See\n\t\tPain:\n\t\t\tZOM3 E 12 A_Pain\n\t\t\tGoto See\n\t\tDeath:\n\t\t\tZOM3 A 4 A_Fall\n\t\t\tTNT1 A 0 A_CustomMissile (\"DeadZombie3\", 26, 0, 180, 0)\n\t\t\tStop\n\t\tIce:\n\t\t\tZOM3 N 5 A_FreezeDeath\n\t\t\tZOM3 N 1 A_FreezeDeathChunks\n\t\t\tWait\n\t\tBurn:\n\t\t\tTNT1 A 0 A_CustomMissile(\"Zombie3Torso\", 36, 0, 135, 0)\n\t\t\tZOM3 KKKKKKKKKKKKKKKKKKKKKKK 2 A_CustomMissile(\"BloodSpurt\", 40+random(-12,12), 0, 0+random(-128,128), 0)\n\t\t\tTNT1 A 0 A_Fall\n\t\t\tZOM3 L 2100\n\t\tCorpseSightCheck:\n\t\t\tZOM3 L 1 A_CheckSight(\"CorpseClear\")\n\t\t\tloop\n\t\tCorpseClear:\n\t\t\tTNT1 A 0\n\t\t\tstop\n\t\tXDeath:\n\t \t\tPOSS M 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t \t\tPOSS M 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t \t\tPOSS M 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n \t \t\tPOSS M 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t \t\tPOSS M 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n \t\t\tGIBJ A 5\n\t \t\tPOSS N 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n \t\t\tGIBJ A 5 A_XScream\n\t \t\tPOSS O 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n \t\t\tGIBJ A 5 A_NoBlocking\n\t \t\tPOSS P 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n \t\t\tGIBJ A 5\n \t\t\tGIBJ A -1\n \t\t\tstop\n\t}\n}\n\nACTOR DeadZombie3\n{\n\tHealth\t\t1000\n\tRadius\t\t16\n\tHeight\t\t32\n\tSpeed\t\t6\n\tMass\t\t1200\n\tPainChance\t0\n\tScale\t\t0.205\n\tDamage\t\t0\n\n\t+MISSILE\n\t+DOOMBOUNCE\n\t+DONTSPLASH\n\n\tSeeSound\t\"enemy1/bounce\"\n\tDeathSound\t\"\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tZOM3 O 8\n\t\t\tLoop\n\t\tDeath:\n\t\t\tZOM3 O 2100\n\t\tCorpseSightCheck:\n\t\t\tZOM3 O 1 A_CheckSight(\"CorpseClear\")\n\t\t\tloop\n\t\tCorpseClear:\n\t\t\tTNT1 A 0\n\t\t\tstop\n\t}\n}\n\nACTOR Zombie3Torso : GothArm\n{\n\tScale\t\t0.205\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tZOM3 M 8\n\t\t\tLoop\n\t\tDeath:\n\t\t\tZOM3 M 2100\n\t\tCorpseSightCheck:\n\t\t\tZOM3 M 1 A_CheckSight(\"CorpseClear\")\n\t\t\tloop\n\t\tCorpseClear:\n\t\t\tTNT1 A 0\n\t\t\tstop\n\t}\n}\n\nACTOR KnifeThug2 : KnifeThug 13561\n{\n\tDropItem\t\"\"\n}\n\nACTOR KnifeThrowingThug2 : KnifeThrowingThug 13562\n{\n\tDropItem\t\"\"\n}\n\nACTOR TommyLaCoata2 : TommyLaCoata 13563\n{\n\tDropItem\t\"\"\n}\n\nACTOR UziGuy2 : UziGuy 13564\n{\n\tStates\n\t{\n\t\tDeath:\n\t\t\tTUX4 S 0 A_Fall\n\t\t\tTNT1 A 0 A_CustomMissile (\"DeadUziGuy\", 18, 0, 180, 0)\n\t\t\tStop\n\t}\n}\n\nACTOR ScubaSteve2 : ScubaSteve 13565\n{\n\tDropItem\t\"\"\n}\n\nACTOR NinjaChick2 : NinjaChick 13566\n{\n\tDropItem\t\"\"\n}\n\nACTOR RalFist : Weapon\n{\n\tWeapon.SelectionOrder 1\n\tWeapon.AmmoUse 0\n\tWeapon.Kickback 400\n\tInventory.PickupSound \"weapon/select\"\n\tInventory.PickupMessage \"You learned the ancient art of the Ralphis!\"\n\t+CHEATNOTWEAPON\n\t+NOAUTOFIRE\n\n\tAttackSound \"afist/punch\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPIPE G -1\n\t\t\tLoop\n\t\tReady:\n\t\t\tAFST A 0 A_Jump(192, 9)\n\t\t\tAFST NO 3 A_WeaponReady\n\t\t\tAFST P 4 A_WeaponReady\n\t\t\tAFST P 0 A_PlaySound(\"weapon/knuckles\")\n\t\t\tAFST Q 5 A_WeaponReady\n\t\t\tAFST PON 3 A_WeaponReady\n\t\t\tAFST A 5 A_WeaponReady\n\t\t\tAFST B 5 A_WeaponReady\n\t\t\tAFST C 5 A_WeaponReady\n\t\t\tAFST D 5 A_WeaponReady\n\t\t\tAFST E 5 A_WeaponReady\n\t\t\tGoto Ready + 9\n\t\tDeselect:\n\t\t\tAFST A 1 A_Lower\n\t\t\tLoop\n\t\tSelect:\n\t\t\tAFST A 0 A_TakeInventory (\"ActionFists\", 1)\n\t\t\tAFST A 1 A_Raise\n\t\t\tLoop\n\t\t\tAFST A 0 A_GiveInventory (\"DragonFistsWithBrassKnuckles\", 1)\n\t\t\tAFST A 0 A_TakeInventory (\"BrassKnuckles\", 1)\n\t\t\tAFST A 0 A_TakeInventory (\"Dragonfists\", 1)\n\t\t\tGoto Deselect\n\t\tFire:\n\t\t\tAFST F 2 A_PlaySound(\"world/swing\")\n\t\t\tAFST G 1\n\t\t\tAFST H 3 A_CustomPunch(4, 0, 0, \"MeleePuff\")\n\t\t\tAFST G 2\n\t\t\tAFST A 2\n\t\t\tAFST A 0 A_ReFire\n\t\t\tGoto Ready + 9\n\t\tAltFire:\n\t\t\tAFST A 0 A_Jump(192, 2)\n\t\t\tAFST A 0 A_PlaySound(\"ralphis/hadouken\")\n\t\t\tAFST R 15\n\t\t\tAFST T 1\n\t\t\tAFST S 23 A_FireCustomMissile(\"Catdouken\", 0, 56,0,2)\n\t\t\tAFST A 0 A_ReFire\n\t\t\tGoto Ready + 9\n\t}\n}\n\nACTOR Catdouken\n{\n\tHealth\t1000\n\tRadius\t8\n\tHeight\t16\n\tMass\t\t100\n\tSpeed\t\t25\n\tPainchance\t0\n\tDamage\t(30)\n\n\tScale 0.25\n\n\tPROJECTILE\n\t+NOEXTREMEDEATH\n\n\tSeeSound \"ralphis/cat\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tCAT1 A 2 BRIGHT\n\t\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 2 BRIGHT\n\t\t\tStop\n\t}\n}\n\nACTOR MarcelMarceau 13675\n{\n\tHealth\t\t50\n\tRadius\t\t16\n\tHeight\t\t64\n\tMass\t\t1000000000\n\tSpeed\t\t0\n\tPainchance\t0\n\tScale\t\t0.2\n\n\tMONSTER\n\t+SOLID\n\t+FLOORCLIP\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tMIME A 8\n\t\t\tLoop\n\t\tDeath:\n\t \t\tPOSS M 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t \t\tPOSS M 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t \t\tPOSS M 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n \t \t\tPOSS M 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t \t\tPOSS M 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n \t\t\tGIBJ A 5\n\t \t\tPOSS N 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n \t\t\tGIBJ A 5 A_XScream\n\t \t\tPOSS O 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n \t\t\tGIBJ A 5 A_NoBlocking\n\t \t\tPOSS P 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n \t\t\tGIBJ A 5\n \t\t\tGIBJ A -1\n \t\t\tstop\n\t}\n}\n\nactor chiper : Weapon\n{\n weapon.selectionorder 3700\n weapon.kickback 0\n +WEAPON.MELEEWEAPON\n +WEAPON.NOALERT\n +WEAPON.CHEATNOTWEAPON\n states\n {\n Ready:\n TNT1 A 1 A_WeaponReady\n loop\n Deselect:\n TNT1 A 1 A_Lower\n loop\n Select:\n TNT1 A 1 A_Raise\n loop\n Fire:\n TNT1 D 1 ACS_EXECUTE(151, 0, 1, 0)\n TNT1 D 1 a_refire\n goto Ready\n AltFire:\n TNT1 D 1 ACS_EXECUTE(151, 0, -1, 0)\n TNT1 D 1 a_refire\n goto Ready\n Hold:\n TNT1 D 1\n TNT1 D 1 a_refire\n goto Ready\n AltHold:\n TNT1 D 1\n TNT1 D 1 a_refire\n goto Ready\n }\n}\n\nactor Rball\n{\n +NOCLIP\n scale 0.125\n states\n {\n Spawn:\n RBAL A -1\n stop\n }\n}\n\nactor Rmarker\n{\n +NOCLIP\n scale 0.15\n states\n {\n Spawn:\n RMRK A -1\n stop\n }\n}\n\nactor AD2_Titles\n{\n +NOGRAVITY\n +NOCLIP\n states\n {\n\tSpawn:\n\ttitle:\n\t\tMUS1 A -1\n\t\tstop\n\tcity:\n\t\tMUS2 A -1\n\t\tstop\n\tcityintro:\n\t\tMUSF A -1\n\t\tstop\n\tgaybar:\n\t\tMUS3 A -1\n\t\tstop\n\tbridge:\n\t\tMUS4 A -1\n\t\tstop\n\tsubway:\n\t\tMUS5 A -1\n\t\tstop\n\tsubway2:\n\t\tMUS6 A -1\n\t\tstop\n\tphylex:\n\t\tMUS7 A -1\n\t\tstop\n\televator:\n\t\tMUS8 A -1\n\t\tstop\n\tcasino:\n\t\tMUS9 A -1\n\t\tstop\n\ttop:\n\t\tMUSA A -1\n\t\tstop\n\tdojo:\n\t\tMUSB A -1\n\t\tstop\n\tforest:\n\t\tMUSC A -1\n\t\tstop\n\thouse:\n\t\tMUSD A -1\n\t\tstop\n\tfboss:\n\t\tMUSE A -1\n\t\tstop\n\tfbossintro:\n\t\tMUSG A -1\n\t\tstop\n\tcut:\n\t\tMUSH A -1\n\t\tstop\n\tboss:\n\t\tMUSI A -1\n\t\tstop\n\tbadend:\n\t\tMUSJ A -1\n\t\tstop\n\tgoodend:\n\t\tMUSK A -1\n\t\tstop\n\tcredits:\n\t\tMUSL A -1\n\t\tstop\n\tbridgeg:\n\t\tMUSM A -1\n\t\tstop\n }\n}\n\nactor SMpointer : pointer\n{\n scale 0.5\n}"
},
{
"source": "pk3",
"name": "actors/flags.txt",
"contents": "Actor MeleeCheck : Inventory\n{\n inventory.amount 1\n inventory.maxamount 1\n}"
},
{
"source": "pk3",
"name": "actors/props.txt",
"contents": "ACTOR RedArrow_Hint 7221\n{\n Radius 16\n Height 16\n +NOGRAVITY\n States\n {\n Spawn:\n HDB6 A 4 Bright\n Loop\n }\n}\n\nACTOR DiscoRope_Prop 7222\n{\n\tHealth\t\t10\n\tMass\t\t\t100000\n\tRadius\t\t16\n\tHeight\t\t70\n\n\tScale\t\t0.5\n\n\tDeathSound\t\"\"\n\t+NOGRAVITY\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tGLOB E 8\n\t\t\tLoop\n\t}\n}\n\nACTOR DeadGaryJohnson_MP : DeadGaryJohnson Replaces DeadGaryJohnson\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tGARD M 8\n\t\t\tLoop\n\t\tDeath:\n\t\t\tGARD M 8\n\t\t\tLoop\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/player.txt",
"contents": "Actor IsPlayer : Inventory\n{\n inventory.amount 1\n inventory.maxamount 1\n +INVENTORY.UNDROPPABLE\n}\n\nACTOR ActionPlayer_MP : ActionPlayer\n{\n\t//Game Doom\n\tPlayer.DisplayName \"Player\"\n\tplayer.startitem \"ActionFists_MP\"\n\tplayer.startitem \"MeleeSelect_MP\"\n\tplayer.startitem \"IsPlayer\"\n\tPlayer.ColorSet 0, \"Light Blue\", 0xC0, 0xCF, 0xC2\n Player.ColorSet 1, \"Gray\", 0x60, 0x6F, 0x62 // Called \"Indigo\" originally so as to have a unique initial\n\tPlayer.ColorSet 2, \"Brown\", 0x40, 0x4F, 0x42\n\tPlayer.ColorSet 3, \"Red\", 0x20, 0x2F, 0x22\n\t// Doom Legacy additions\n\tPlayer.ColorSet 4, \"Light Gray\", 0x58, 0x67, 0x5A\n\tPlayer.ColorSet 5, \"Light Brown\", 0x38, 0x47, 0x3A\n\tPlayer.ColorSet 6, \"Light Red\", 0xB0, 0xBF, 0xB2\n\tPlayer.ColorSet 7, \"Green\", 0x70, 0x7F, 0x72\n States\n {\n Spawn:\n PLAY A -1\n Loop\n See:\n PLAY ABCD 4\n Loop\n Missile:\n PLAY E 12\n Goto Spawn\n Melee:\n PLAY F 6 BRIGHT\n\tGoto Spawn\n Pain:\n PLAY D 4\n PLAY D 4 A_Pain\n Goto Spawn\n Death:\n PLAY M 10 A_PlayerScream\n PLAY M 10 A_NoBlocking\n PLAY M -1\n Stop\n XDeath:\n PLAY M -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/pickups.txt",
"contents": "ACTOR JackBottlePickup_MP : JackPickup Replaces JackPickup\n{\n//$Category MP_Pickups\n\tStates\n\t{\n\t\tPickup:\n\t\t JACK I 0 A_JumpIfInventory(\"MeleeCheck\",1,\"Failure\")\n\t\t\tJACK I 0 ACS_ExecuteWithResult(210, 18)\n\t\t\tJACK I 0 A_GiveInventory(\"MeleeCheck\",1)\n\t\t\tstop\n\t\tFailure:\n\t\t JACK I 0\n\t\t Fail\n\t}\n}\n\nACTOR BoardPickup_MP : BoardPickup Replaces BoardPickup\n{\n//$Category MP_Pickups\n\tStates\n\t{\n\t\tPickup:\n\t\t BORD F 0 A_JumpIfInventory(\"MeleeCheck\",1,\"Failure\")\n\t\t\tBORD F 0 ACS_ExecuteWithResult(210, 7)\n\t\t\tBORD F 0 A_GiveInventory(\"MeleeCheck\",1)\n\t\t\tstop\n\t\tFailure:\n\t\t BORD F 0\n\t\t Fail\n\t}\n}\n\nACTOR PipePickup_MP : PipePickup Replaces PipePickup\n{\n//$Category MP_Pickups\n\tStates\n\t{\n\t\tPickup:\n\t\t PIPE G 0 A_JumpIfInventory(\"MeleeCheck\",1,\"Failure\")\n\t\t\tPIPE G 0 ACS_ExecuteWithResult(210, 0)\n\t\t\tPIPE G 0 A_GiveInventory(\"MeleeCheck\",1)\n\t\t\tstop\n\t\tFailure:\n\t\t PIPE G 0\n\t\t Fail\n\t}\n}\n\nACTOR BrownBottlePickup_MP : BrownBottlePickup Replaces BrownBottlePickup\n{\n//$Category MP_Pickups\n\tStates\n\t{\n\t\tPickup:\n\t\t BBOT I 0 A_JumpIfInventory(\"MeleeCheck\",1,\"Failure\")\n\t\t\tBBOT I 0 ACS_ExecuteWithResult(210, 8)\n\t\t\tBBOT I 0 A_GiveInventory(\"MeleeCheck\",1)\n\t\t\tstop\n\t\tFailure:\n\t\t BBOT I 0\n\t\t Fail\n\t}\n}\n\nACTOR BrokenBrownBottlePickup_MP : BrokenBrownBottlePickup Replaces BrokenBrownBottlePickup\n{\n//$Category MP_Pickups\n\tStates\n\t{\n\t\tPickup:\n\t\t BBOT I 0 A_JumpIfInventory(\"MeleeCheck\",1,\"Failure\")\n\t\t\tBBOT J 0 ACS_ExecuteWithResult(210, 9)\n\t\t\tBBOT I 0 A_GiveInventory(\"MeleeCheck\",1)\n\t\t\tstop\n\t\tFailure:\n\t\t BBOT J 0\n\t\t\tFail\n\t}\n}\n\nACTOR BottlePickup_MP : BottlePickup Replaces BottlePickup\n{\n//$Category MP_Pickups\n\tStates\n\t{\n\t\tPickup:\n\t\t DNR1 A 0 A_JumpIfInventory(\"MeleeCheck\",1,\"Failure\")\n\t\t\tDNR1 A 0 ACS_ExecuteWithResult(210, 3)\n\t\t\tDNR1 A 0 A_GiveInventory(\"MeleeCheck\",1)\n\t\t\tstop\n\t\tFailure:\n\t\t DNR1 A 0\n\t\t\tFail\n\t}\n}\n\nACTOR BrokenBottlePickup_MP : BrokenBottlePickup Replaces BrokenBottlePickup\n{\n//$Category MP_Pickups\n\tStates\n\t{\n\t\tPickup:\n\t\t BOT1 I 0 A_JumpIfInventory(\"MeleeCheck\",1,\"Failure\")\n\t\t\tBOT1 I 0 ACS_ExecuteWithResult(210, 2)\n\t\t\tBOT1 I 0 A_GiveInventory(\"MeleeCheck\",1)\n\t\t\tstop\n\t\tFailure:\n\t\t BOT1 I 0\n\t\t\tFail\n\t}\n}\n\nACTOR ChainPickup_MP : ChainPickup Replaces ChainPickup\n{\n//$Category MP_Pickups\n\tStates\n\t{\n\t\tPickup:\n\t\t CHAN I 0 A_JumpIfInventory(\"MeleeCheck\",1,\"Failure\")\n\t\t\tCHAN I 0 ACS_ExecuteWithResult(210, 1)\n\t\t\tCHAN I 0 A_GiveInventory(\"MeleeCheck\",1)\n\t\t\tstop\n\t\tFailure:\n\t\t CHAN I 0\n\t\t\tFail\n\t}\n}\n\nACTOR KnifePickup_MP : KnifePickup Replaces KnifePickup\n{\n//$Category MP_Pickups\n\tStates\n\t{\n\t\tPickup:\n\t\t KNIF H 0 A_JumpIfInventory(\"MeleeCheck\",1,\"Failure\")\n\t\t\tKNIF H 0 ACS_ExecuteWithResult(210, 6)\n\t\t\tKNIF H 0 A_GiveInventory(\"MeleeCheck\",1)\n\t\t\tstop\n\t\tFailure:\n\t\t KNIF H 0\n\t\t\tFail\n\t}\n}\n\nACTOR BaseballBatPickup_MP : BaseballBatPickup Replaces BaseballBatPickup\n{\n//$Category MP_Pickups\n\tStates\n\t{\n\t\tPickup:\n\t\t BBAT H 0 A_JumpIfInventory(\"MeleeCheck\",1,\"Failure\")\n\t\t\tBBAT H 0 ACS_ExecuteWithResult(210, 5)\n\t\t\tBBAT H 0 A_GiveInventory(\"MeleeCheck\",1)\n\t\t\tstop\n\t\tFailure:\n\t\t BBAT H 0\n\t\t\tFail\n\t}\n}\n\nACTOR WrenchPickup_MP : WrenchPickup Replaces WrenchPickup\n{\n//$Category MP_Pickups\n\tStates\n\t{\n\t\tPickup:\n\t\t WRCH G 0 A_JumpIfInventory(\"MeleeCheck\",1,\"Failure\")\n\t\t\tWRCH G 0 ACS_ExecuteWithResult(210, 4)\n\t\t\tWRCH G 0 A_GiveInventory(\"MeleeCheck\",1)\n\t\t\tstop\n\t\tFailure:\n\t\t WRCH G 0\n\t\t\tFail\n\t}\n}\n\nACTOR FireExtinguisherPickup_MP : FireExtinguisherPickup Replaces FireExtinguisherPickup\n{\n//$Category MP_Pickups\n\tStates\n\t{\n\t\tPickup:\n\t\t FEXT A 0 A_JumpIfInventory(\"MeleeCheck\",1,\"Failure\")\n\t\t\tFEXT A 0 ACS_ExecuteWithResult(210, 10)\n\t\t\tFEXT A 0 A_GiveInventory(\"MeleeCheck\",1)\n\t\t\tstop\n\t\tFailure:\n\t\t FEXT A 0\n\t\t\tFail\n\t}\n}\n\nACTOR KatanaPickup_MP : KatanaPickup Replaces KatanaPickup\n{\nInventory.RespawnTics 1\n//$Category MP_Pickups\n\tStates\n\t{\n\t\tPickup:\n\t\t SWRD O 0 A_JumpIfInventory(\"MeleeCheck\",1,\"Failure\")\n\t\t\tSWRD O 0 ACS_ExecuteWithResult(210, 11)\n\t\t\tSWRD O 0 A_GiveInventory(\"MeleeCheck\",1)\n\t\t\tstop\n\t\tFailure:\n\t\t SWRD O 0\n\t\t\tFail\n\t}\n}\n\nACTOR ShovelBatPickup_MP : ShovelBatPickup Replaces ShovelBatPickup\n{\n//$Category MP_Pickups\n\tStates\n\t{\n\t\tPickup:\n\t\t SHVL H 0 A_JumpIfInventory(\"MeleeCheck\",1,\"Failure\")\n\t\t\tSHVL H 0 ACS_ExecuteWithResult(210, 12)\n\t\t\tSHVL H 0 A_GiveInventory(\"MeleeCheck\",1)\n\t\t\tstop\n\t\tFailure:\n\t\t SHVL H 0\n\t\t\tFail\n\t}\n}\n\nACTOR SledgeHammerPickup_MP : SledgeHammerPickup Replaces SledgeHammerPickup\n{\n//$Category MP_Pickups\n\tStates\n\t{\n\t\tPickup:\n\t\t GABE I 0 A_JumpIfInventory(\"MeleeCheck\",1,\"Failure\")\n\t\t\tGABE I 0 ACS_ExecuteWithResult(210, 13)\n\t\t\tGABE I 0 A_GiveInventory(\"MeleeCheck\",1)\n\t\t\tstop\n\t\tFailure:\n\t\t GABE I 0\n\t\t\tFail\n\t}\n}\n\nACTOR TubePickup_MP : TubePickup Replaces TubePickup\n{\n//$Category MP_Pickups\n\tStates\n\t{\n\t\tPickup:\n\t\t TUBE H 0 A_JumpIfInventory(\"MeleeCheck\",1,\"Failure\")\n\t\t\tTUBE H 0 ACS_ExecuteWithResult(210, 14)\n\t\t\tTUBE H 0 A_GiveInventory(\"MeleeCheck\",1)\n\t\t\tstop\n\t\tFailure:\n\t\t TUBE H 0\n\t\t\tFail\n\t}\n}\n\nACTOR JackPickup_MP : JackPickup Replaces JackPickup\n{\n//$Category MP_Pickups\n\tStates\n\t{\n\t\tPickup:\n\t\t JACK I 0 A_JumpIfInventory(\"MeleeCheck\",1,\"Failure\")\n\t\t\tJACK I 0 ACS_ExecuteWithResult(210, 18)\n\t\t\tJACK I 0 A_GiveInventory(\"MeleeCheck\",1)\n\t\t\tstop\n\t\tFailure:\n\t\t JACK I 0\n\t\t\tFail\n\t}\n}\n\nACTOR EtruscanStatuePickup_MP : EtruscanStatuePickup Replaces EtruscanStatuePickup\n{\n//$Category MP_Pickups\n\tStates\n\t{\n\t\tPickup:\n\t\t ROMN W 0 A_JumpIfInventory(\"MeleeCheck\",1,\"Failure\")\n\t\t\tROMN W 0 ACS_ExecuteWithResult(210, 15)\n\t\t\tROMN W 0 A_GiveInventory(\"MeleeCheck\",1)\n\t\t\tstop\n\t\tFailure:\n\t\t ROMN W 0\n\t\t\tFail\n\t}\n}\n\nACTOR ActionTaserPickup_MP : ActionTaserPickup Replaces ActionTaserPickup\n{\n//$Category MP_Pickups\n\tStates\n\t{\n\t\tPickup:\n\t\t TAZR E 0 A_JumpIfInventory(\"MeleeCheck\",1,\"Failure\")\n\t\t\tTAZR E 0 ACS_ExecuteWithResult(210, 16)\n\t\t\tTAZR E 0 A_GiveInventory(\"MeleeCheck\",1)\n\t\t\tstop\n\t\tFailure:\n\t\t TAZR E 0\n\t\t\tFail\n\t}\n}\n\nACTOR PoolCuePickup_MP : PoolCuePickup Replaces PoolCuePickup\n{\n//$Category MP_Pickups\n\tStates\n\t{\n\t\tPickup:\n\t\t PCUE I 0 A_JumpIfInventory(\"MeleeCheck\",1,\"Failure\")\n\t\t\tPCUE I 0 ACS_ExecuteWithResult(210, 17)\n\t\t\tPCUE I 0 A_GiveInventory(\"MeleeCheck\",1)\n\t\t\tstop\n\t\tFailure:\n\t\t PCUE I 0\n\t\t\tFail\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/ammo.txt",
"contents": "ACTOR ActionAmmo_MP : Ammo Replaces ActionAmmo\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A -1\n\t\t\tLoop\n\t}\n\n\tInventory.Amount 10\n\tInventory.MaxAmount 10\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 10\n\tInventory.Icon AMMOA0\n\n\t+INVENTORY.ALWAYSPICKUP\n}\n\nACTOR ExtinguisherAmmo_MP : Ammo Replaces ExtinguisherAmmo\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A -1\n\t\t\tLoop\n\t}\n\n\tInventory.Amount 100\n\tInventory.MaxAmount 100\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 100\n\tInventory.Icon AMMOA0\n\n\t+INVENTORY.ALWAYSPICKUP\n}\n\nACTOR KatanaAmmo_MP : Ammo Replaces KatanaAmmo\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A -1\n\t\t\tLoop\n\t}\n\n\tInventory.Amount 70\n\tInventory.MaxAmount 70\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 70\n\tInventory.Icon AMMOA0\n\n\t+INVENTORY.ALWAYSPICKUP\n}\n\nACTOR WrenchAmmo_MP : Ammo Replaces WrenchAmmo\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A -1\n\t\t\tLoop\n\t}\n\n\tInventory.Amount 20\n\tInventory.MaxAmount 20\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 20\n\tInventory.Icon AMMOA0\n\n\t+INVENTORY.ALWAYSPICKUP\n}"
},
{
"source": "pk3",
"name": "actors/weapons.txt",
"contents": "actor Meleeselect_MP : Meleeselect Replaces Meleeselect\n{\n +WEAPON.NO_AUTO_SWITCH\n states\n {\n Ready:\n TNT1 A 1 A_WeaponReady\n TNT1 A 0 acs_executealways(219, 0)\n loop\n Deselect:\n TNT1 A 1 A_Lower\n loop\n Select:\n TNT1 A 1 A_Raise\n TNT1 A 0 acs_executealways(219, 0)\n loop\n Fire:\n TNT1 A 1\n goto Ready\n }\n}\n\nACTOR ActionFists_MP : ActionFists Replaces ActionFists\n{\n Tag ActionFists\n\t+CHEATNOTWEAPON\n\t+NOAUTOFIRE\n\t+INVENTORY.UNDROPPABLE\n\t+INVENTORY.UNTOSSABLE\n}\n\nACTOR JackBottle_MP : Weapon\n{\n\tWeapon.SelectionOrder 700\n\tInventory.PickupSound \"weapon/select\"\n\tInventory.PickupMessage \"You grabbed a full Bottle of Whiskey!\"\n\t+MELEEWEAPON\n\t+AMMO_OPTIONAL\n\t+CHEATNOTWEAPON\n\tWeapon.AmmoUse 2\n\tWeapon.AmmoGive 12\n\tWeapon.Kickback 400\n\tWeapon.AmmoType \"Whiskey\"\n\n\tHealth\t\t2\n\tRadius\t\t8\n\tHeight\t\t20\n\tSpeed\t\t6\n\tMass\t\t25\n\tPainChance\t0\n\n\tAttackSound \"\"\n\tScale 0.5\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tJACK I -1\n\t\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_CustomMissile (\"BrokenJackBottle\", 8, 0, 180, 0)\n\t\t\tTNT1 A 0 A_CustomMissile (\"BrokenJackBottle2\", 4, 0, 180, 0)\n\t\t\tStop\n\t\tReady:\n\t\t\tJACK D 0 A_JumpIfInventory(\"Whiskey\",12,9) //full\n\t\t\tJACK D 0 A_JumpIfInventory(\"Whiskey\",10,3) //empty\n\n\t\t\tJACK A 1 A_WeaponReady\n\t\t\tJACK A 0 A_JumpIfNoAmmo(7)\n\t\t\tGoto Ready + 2\n\n\t\t\tJACK G 2\n\t\t\tJACK D 2\n\t\t\tJACK D 1 A_WeaponReady\n\t\t\tJACK A 0 A_JumpIfNoAmmo(3)\n\t\t\tGoto Ready + 6\n\n\t\t\tJACK L 1 A_WeaponReady\n\t\t\tJACK L 0 A_JumpIfNoAmmo(1)\n\t\t\tGoto Ready + 8\n\t\t\tJACK A 1\n\t\t\tGoto Deselect + 4\n\t\tDeselect:\n\t\t\tJACK D 0 A_JumpIfInventory(\"Whiskey\",12,12) //full\n\t\t\tJACK D 0 A_JumpIfInventory(\"Whiskey\",10,8) //empty\n\n\t\t\tJACK A 0 A_JumpIfNoAmmo(2)\n\t\t\tJACK A 1 A_Lower\n\t\t\tGoto Deselect + 3\n\t\t\tJACK B 0 A_FireCustomMissile (\"BrokenJackBottle3\")\n\t\t\tJACK B 0 A_FireCustomMissile (\"YellowBottleShards\", 0+random(-45,45))\n\t\t\tJACK B 0 A_FireCustomMissile (\"YellowBottleShards\", 0+random(-45,45))\n\t\t\tJACK A 0 ACS_NamedExecuteAlways(\"AD2_Melee_Take\",0,0,0,0)\n\t\t\tJACK A 1 A_Lower\n\t\t\tGoto Deselect + 8\n\n\t\t\tJACK A 0 A_JumpIfNoAmmo(5)\n\t\t\tJACK G 2\n\t\t\tJACK G 1 A_Lower\n\t\t\tGoto Deselect + 11\n\n\t\t\tJACK A 0 A_JumpIfNoAmmo(2)\n\t\t\tJACK L 1 A_Lower\n\t\t\tGoto Deselect + 13\n\t\t\tJACK A 1\n\t\t\tGoto Deselect + 4\n\t\tSelect:\n\t\t\tJACK D 0 A_JumpIfInventory(\"Whiskey\",12,4) //full\n\t\t\tJACK D 0 A_JumpIfInventory(\"Whiskey\",10,2) //empty\n\n\t\t\tJACK A 0 A_Raise\n\t\t\tGoto Select + 2\n\n\t\t\tJACK G 1 A_Raise\n\t\t\tGoto Select + 3\n\n\t\t\tJACK L 1 A_Raise\n\t\t\tGoto Select + 4\n\t\tFire:\n\t\t\tJACK D 0 A_JumpIfInventory(\"Whiskey\",12,17) //full\n\t\t\tJACK D 0 A_JumpIfInventory(\"Whiskey\",10,8) //empty\n\n\t\t\tJACK A 0\n\t\t\tJACK A 3 A_PlaySound(\"world/swing\")\n\t\t\tJACK B 2\n\t\t\tJACK B 0 A_PlayWeaponSound(\"aboard/hit\")\n\t\t\tJACK C 4 A_CustomPunch(6, 0, 1, GlassPuff)\n\t\t\tJACK B 4\n\t\t\tJACK A 3 A_JumpIfNoAmmo(24)\n\t\t\tGoto Ready\n\n\t\t\tJACK A 0\n\t\t\tJACK E 3 A_PlaySound(\"world/swing\")\n\t\t\tJACK F 1\n\t\t\tJACK G 1 A_CustomPunch(7, 0, 1, GlassPuff)\n\t\t\tJACK H 1\n\t\t\tJACK H 0 A_JumpIfInventory(\"Whiskey\",10,2)\n\t\t\tJACK G 0 A_FireCustomMissile (\"BrokenJackBottle2\", 0, 0)\n\t\t\tPIPE F 5 A_JumpIfNoAmmo(16)\n\t\t\tGoto Ready\n\n\t\t\tJACK L 3\n\t\t\tJACK M 3\n\t\t\tJACK N 36\n\t\t\tJACK O 4 A_PlaySound(\"world/gulp\")\n\t\t\tJACK N 36\n\t\t\tJACK O 4 A_PlaySound(\"world/gulp\")\n\t\t\tJACK N 36\n\t\t\tJACK O 4 A_PlaySound(\"world/gulp\")\n\t\t\tJACK N 36\n\t\t\tJACK O 4 A_PlaySound(\"world/gulp\")\n\t\t\tJACK N 12\n\t\t\tJACK M 3\n\t\t\tJACK L 3 A_GiveInventory(GreenArmor,1)\n\t\t\tJACK A 0 A_TakeInventory (\"Whiskey\", 2)\n\t\t\tPIPE F 8 A_Playsound(\"playspeak/16\")\n\t\t\tPIPE F 0 acs_execute(226, 0, 6, 105)\n\t\t\tGoto Ready\n\t\t\tJACK A 1\n\t\t\tGoto Ready + 10\n\t}\n}\n\nACTOR BrassKnuckles_MP : BrassKnuckles Replaces BrassKnuckles\n{\n\t+CHEATNOTWEAPON\n\t+NOAUTOFIRE\n\t+INVENTORY.UNDROPPABLE\n\t+INVENTORY.UNTOSSABLE\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBRAS R -1\n\t\t\tLoop\n\t\tReady:\n\t\t\tBRAS A 0 A_Jump(192, 9)\n\t\t\tBRAS NO 3 A_WeaponReady\n\t\t\tBRAS P 4 A_WeaponReady\n\t\t\tBRAS P 0 A_PlaySound(\"weapon/knuckles\")\n\t\t\tBRAS Q 5 A_WeaponReady\n\t\t\tBRAS PON 3 A_WeaponReady\n\t\t\tBRAS ABCDE 5 A_WeaponReady\n\t\t\tGoto Ready + 9\n\t\tDeselect:\n\t\t\tBRAS A 1 A_Lower\n\t\t\tLoop\n\t\tSelect:\n\t\t\tBRAS A 0 A_TakeInventory (\"ActionFists_MP\", 1)\n\t\t\tBRAS A 0 A_TakeInventory (\"ActionFists2\", 1)\n\t\t\tBRAS A 1 A_Raise\n\t\t\tLoop\n\t\tFire:\n\t\t\tBRAS F 3 A_PlaySound(\"world/swing\")\n\t\t\tBRAS G 2\n\t\t\tBRAS H 4 A_CustomPunch(4, 0, 0, \"MetalPuff\")\n\t\t\tBRAS G 4\n\t\t\tBRAS A 3\n\t\t\tBRAS A 0 A_ReFire\n\t\t\tGoto Ready + 9\n\t\tAltFire:\n\t\t\tAFST A 0 A_JumpIfInventory(\"DoubleTapCheck\",1,13)\n\t\t\tAFST A 0 A_GiveInventory(\"DoubleTapCheck\",1)\n\t\t\tBRAS I 8 A_WeaponReady\n\t\t\tAFST A 0 A_TakeInventory(\"DoubleTapCheck\",999)\n\t\t\tAFST I 0\n\t\t\tAFST J 2 A_PlaySound(\"world/swing\")\n\t\t\tAFST K 1\n\t\t\tAFST L 1\n\t\t\tAFST M 7 A_CustomPunch(4, 0, 0, \"MeleePuff\")\n\t\t\tAFST L 4\n\t\t\tAFST K 3\n\t\t\tAFST J 1\n\t\t\tAFST J 0 A_ReFire\n\t\t\tGoto Ready + 9\n\t\t\tBRAS A 2 A_FireCustomMissile (\"SledgeHammerDummy\", 0, 0)\n\t\t\tBRAS S 2 SetPlayerProperty(0,1,0)\n\t\t\tBRAS T 2\n\t\t\tUCUT C 2\n\t\t\tUCUT D 1\n\t\t\tBRAS U 1\n\t\t\tBRAS V 0 SetPlayerProperty(0,0,0)\n\t\t\tBRAS V 0 SetPlayerProperty(0,1,4)\n\t\t\tBRAS V 1 A_PlaySound(\"world/swing\")\n\t\t\tBRAS W 1\n\t\t\tBRAS X 1 A_CustomPunch(random(50,55), 1, 0, \"UppercutPuff2\")\n\t\t\tBRAS Y 2\n\t\t\tBRAS Z 12\n\t\t\tBRAS Y 5 SetPlayerProperty(0,0,4)\n\t\t\tBRAS X 3\n\t\t\tBRAS W 2\n\t\t\tBRAS J 2\n\t\t\tBRAS A 0 A_TakeInventory(\"DoubleTapCheck\",999)\n\t\t\tGoto Ready + 9\n\t}\n}\n\nACTOR Pipe_MP : Pipe Replaces Pipe\n{\n\tWeapon.AmmoType \"ActionAmmo_MP\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPIPE G -1\n\t\t\tLoop\n\t\tReady:\n\t\t\tPIPE D 2\n\t\t\tPIPE C 2\n\t\t\tPIPE A 1 A_WeaponReady\n\t\t\tPIPE A 0 A_JumpIfNoAmmo(1)\n\t\t\tGoto Ready + 2\n\t\t\tPIPE L 1\n\t\t\tGoto Deselect + 3\n\t\tDeselect:\n\t\t\tPIPE C 0 A_JumpIfNoAmmo(3)\n\t\t\tPIPE C 2\n\t\t\tPIPE D 1 A_Lower\n\t\t\tGoto Deselect + 2\n\t\t\tPIPE L 0 A_FireCustomMissile (\"PipeBent\")\n\t\t\tPIPE L 0 ACS_NamedExecuteAlways(\"AD2_Melee_Take\",0,0,0,0)\n\t\t\tPIPE L 1 A_Lower\n\t\t\tGoto Deselect + 2\n\t\tSelect:\n\t\t\tPIPE D 1 A_Raise\n\t\t\tLoop\n\t\tFire:\n\t\t\tPIPE B 0 A_Jump(100, 6)\n\t\t\tPIPE B 3 A_PlaySound(\"world/swing\")\n\t\t\tPIPE C 2\n\t\t\tPIPE D 2 A_CustomPunch(6, 0, 1, WrenchPuff)\n\t\t\tPIPE E 1\n\t\t\tPIPE F 5 A_JumpIfNoAmmo(7)\n\t\t\tGoto Ready\n\t\t\tPIPE H 3 A_PlaySound(\"world/swing\")\n\t\t\tPIPE I 2\n\t\t\tPIPE J 2 A_CustomPunch(6, 0, 1, WrenchPuff)\n\t\t\tPIPE K 1\n\t\t\tPIPE F 5 A_JumpIfNoAmmo(1)\n\t\t\tGoto Ready\n\t\t\tPIPE F 0\n\t\t\tPIPE L 7\n\t\t\tGoto Ready + 4\n\t}\n}\n\nACTOR Board_MP : Board Replaces Board\n{\n\tWeapon.AmmoType \"ActionAmmo_MP\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBORD F -1\n\t\t\tLoop\n\t\tReady:\n\t\t\tBORD D 2\n\t\t\tBORD C 2\n\t\t\tBORD A 1 A_WeaponReady\n\t\t\tBORD A 0 A_JumpIfNoAmmo(1)\n\t\t\tGoto Ready + 2\n\t\t\tBORD J 1\n\t\t\tGoto Deselect + 3\n\t\tDeselect:\n\t\t\tBORD C 3 A_JumpIfNoAmmo(3)\n\t\t\tBORD D 3\n\t\t\tBORD E 1 A_Lower\n\t\t\tGoto Deselect + 2\n\t\t\tBORD H 0 A_FireCustomMissile (\"BoardBroken\")\n\t\t\tBORD J 0 ACS_NamedExecuteAlways(\"AD2_Melee_Take\",0,0,0,0)\n\t\t\tBORD J 1 A_Lower\n\t\t\tGoto Deselect + 5\n\t\tSelect:\n\t\t\tBORD D 1 A_Raise\n\t\t\tLoop\n\t\tFire:\n\t\t\tBORD A 0\n\t\t\tBORD B 5 A_PlaySound(\"world/swing\")\n\t\t\tBORD C 3\n\t\t\tBORD D 2 A_CustomPunch(7, 0, 1, MeleePuff)\n\t\t\tBORD E 1\n\t\t\tBORD G 3 A_JumpIfNoAmmo(2)\n\t\t\tBORD E 2\n\t\t\tGoto Ready\n\t\t\tBORD J 1\n\t\t\tGoto Ready + 4\n\t}\n}\n\nACTOR BrownBottle_MP : BrownBottle Replaces BrownBottle\n{\n\tWeapon.AmmoType \"ActionAmmo_MP\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBBOT I -1\n\t\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_CustomMissile (\"BrokenBrownBottle\", 8, 0, 180, 0)\n\t\t\tTNT1 A 0 A_CustomMissile (\"BrokenBrownBottle2\", 4, 0, 180, 0)\n\t\t\tStop\n\t\tReady:\n\t\t\tBBOT A 0 A_JumpIfInventory(\"ActionAmmo_MP\",0,3)\n\t\t\tBBOT A 1 A_WeaponReady\n\t\t\tBBOT A 0 A_JumpIfNoAmmo(5)\n\t\t\tgoto ready + 1\n\t\t\tBBOT G 2\n\t\t\tBBOT D 2\n\t\t\tBBOT D 1 A_WeaponReady\n\t\t\tBBOT A 0 A_JumpIfNoAmmo(1)\n\t\t\tGoto Ready + 5\n\t\t\tBBOT A 1\n\t\t\tGoto Deselect + 3\n\t\tDeselect:\n\t\t\tBBOT A 0 A_JumpIfInventory(\"ActionAmmo_MP\",0,8)\n\t\t\tBBOT A 0 A_JumpIfNoAmmo(2)\n\t\t\tBBOT A 1 A_Lower\n\t\t\tGoto Deselect + 1\n\n\t\t\tBBOT B 0 A_FireCustomMissile (\"BrokenBrownBottle3\")\n\t\t\t//BBOT B 0 A_FireCustomMissile (\"BrownBottleShards\", 0+random(-45,45))\n\t\t\tBBOT B 0 A_FireCustomMissile (\"BrownBottleShards\", 0+random(-45,45))\n\t\t\tBBOT B 0 A_FireCustomMissile (\"BrownBottleShards\", 0+random(-45,45))\n\t\t\tBBOT A 0 ACS_NamedExecuteAlways(\"AD2_Melee_Take\",0,0,0,0)\n\t\t\tBBOT A 1 A_Lower\n\t\t\tGoto Deselect + 7\n\n\t\t\tBBOT A 0 A_JumpIfNoAmmo(3)\n\t\t\tBBOT G 2\n\t\t\tBBOT G 1 A_Lower\n\t\t\tGoto Deselect + 10\n\t\t\tBBOT G 0\n\t\t\tGoto Deselect + 3\n\t\tSelect:\n\t\t\tBBOT A 0 A_JumpIfInventory(\"ActionAmmo_MP\",0,2)\n\t\t\tBBOT A 0 A_Raise\n\t\t\tGoto Select + 1\n\t\t\tBBOT G 1 A_Raise\n\t\t\tGoto Select + 2\n\t\tFire:\n\t\t\tBBOT A 0 A_JumpIfInventory(\"ActionAmmo_MP\",0,9)\n\t\t\tBBOT A 0\n\t\t\tBBOT A 3 A_PlaySound(\"world/swing\")\n\t\t\tBBOT B 2\n\t\t\tBBOT B 0 A_PlayWeaponSound(\"aboard/hit\")\n\t\t\tBBOT C 4 A_CustomPunch(6, 0, 1, GlassPuff)\n\t\t\tBBOT B 4\n\t\t\tBBOT A 3 A_JumpIfNoAmmo(1)\n\t\t\tGoto Ready\n\t\t\tBBOT A 1\n\t\t\tGoto Deselect + 3\n\n\t\t\tBBOT A 0\n\t\t\tBBOT E 3 A_PlaySound(\"world/swing\")\n\t\t\tBBOT F 1\n\t\t\tBBOT G 1 A_CustomPunch(7, 0, 1, GlassPuff)\n\t\t\tBBOT H 1\n\t\t\tBBOT A 0 A_JumpIfInventory(\"ActionAmmo_MP\",0,2)\n\t\t\tBBOT G 0 A_FireCustomMissile (\"BrokenBrownBottle2\", 0, 0)\n\t\t\tPIPE F 5 A_JumpIfNoAmmo(1)\n\t\t\tGoto Ready\n\t\t\tBBOT A 1\n\t\t\tGoto Deselect + 3\n\t}\n}\n\nACTOR BrokenBrownBottle_MP : BrokenBrownBottle Replaces BrokenBrownBottle\n{\n\tWeapon.AmmoType \"ActionAmmo_MP\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBBOT J -1\n\t\t\tLoop\n\t\tReady:\n\t\t\tBBOT A 1 A_WeaponReady\n\t\t\tBBOT A 0 A_JumpIfNoAmmo(1)\n\t\t\tLoop\n\t\t\tBBOT A 1\n\t\t\tGoto Deselect + 2\n\t\tDeselect:\n\t\t\tBBOT A 0 A_JumpIfNoAmmo(2)\n\t\t\tBBOT A 1 A_Lower\n\t\t\tGoto Deselect + 1\n\t\t\tBBOT B 0 A_FireCustomMissile (\"BrownBottleShards\", 0+random(-45,45))\n\t\t\tBBOT B 0 A_FireCustomMissile (\"BrownBottleShards\", 0+random(-45,45))\n\t\t\tBBOT B 0 A_FireCustomMissile (\"BrownBottleShards\", 0+random(-45,45))\n\t\t\tBBOT A 0 A_TakeInventory (\"BrokenBrownBottle_MP\", 1)\n\t\t\tBBOT A 1 A_Lower\n\t\t\tGoto Deselect + 6\n\t\tSelect:\n\t\t\tBBOT G 0 ACS_NamedExecuteAlways(\"AD2_Melee_Take\",0,0,0,0)\n\t\t\tBBOT A 0 A_Raise\n\t\t\tGoto Ready\n\t\tFire:\n\t\t\tBBOT A 0\n\t\t\tBBOT A 3 A_PlaySound(\"world/swing\")\n\t\t\tBBOT B 2\n\t\t\tBBOT C 4 A_CustomPunch(6, 0, 1, GlassPuff)\n\t\t\tBBOT B 4\n\t\t\tBBOT A 3 A_JumpIfNoAmmo(1)\n\t\t\tGoto Ready\n\t\t\tBBOT A 1\n\t\t\tGoto Ready + 2\n\t}\n}\n\nACTOR Bottle_MP : Bottle Replaces Bottle\n{\n\tWeapon.AmmoType \"ActionAmmo_MP\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDNR1 A -1\n\t\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_CustomMissile (\"BrokenBottle\", 8, 0, 180, 0)\n\t\t\tTNT1 A 0 A_CustomMissile (\"BrokenBottle2\", 4, 0, 180, 0)\n\t\t\tStop\n\t\tReady:\n\t\t\tBOTT A 0 A_JumpIfInventory(\"ActionAmmo_MP\",0,3)\n\t\t\tBOTT A 1 A_WeaponReady\n\t\t\tBOTT A 0 A_JumpIfNoAmmo(5)\n\t\t\tgoto ready + 1\n\t\t\tBOTT G 2\n\t\t\tBOTT D 2\n\t\t\tBOTT D 1 A_WeaponReady\n\t\t\tBOTT A 0 A_JumpIfNoAmmo(1)\n\t\t\tGoto Ready + 5\n\t\t\tBOTT A 1\n\t\t\tGoto Deselect + 3\n\t\tDeselect:\n\t\t\tBOTT A 0 A_JumpIfInventory(\"ActionAmmo_MP\",0,8)\n\t\t\tBOTT A 0 A_JumpIfNoAmmo(2)\n\t\t\tBOTT A 1 A_Lower\n\t\t\tGoto Deselect + 1\n\n\t\t\tBOTT B 0 A_FireCustomMissile (\"BrokenBottle3\")\n\t\t\t//BOTT B 0 A_FireCustomMissile (\"BottleShards\", 0+random(-45,45))\n\t\t\tBOTT B 0 A_FireCustomMissile (\"BottleShards\", 0+random(-45,45))\n\t\t\tBOTT B 0 A_FireCustomMissile (\"BottleShards\", 0+random(-45,45))\n\t\t\tBOTT A 0 ACS_NamedExecuteAlways(\"AD2_Melee_Take\",0,0,0,0)\n\t\t\tBOTT A 1 A_Lower\n\t\t\tGoto Deselect + 7\n\n\t\t\tBOTT A 0 A_JumpIfNoAmmo(3)\n\t\t\tBOTT G 2\n\t\t\tBOTT G 1 A_Lower\n\t\t\tGoto Deselect + 10\n\t\t\tBOTT G 0\n\t\t\tGoto Deselect + 3\n\t\tSelect:\n\t\t\tBOTT A 0 A_JumpIfInventory(\"ActionAmmo_MP\",0,2)\n\t\t\tBOTT A 0 A_Raise\n\t\t\tGoto Select + 1\n\t\t\tBOTT G 1 A_Raise\n\t\t\tGoto Select + 2\n\t\tFire:\n\t\t\tBOTT A 0 A_JumpIfInventory(\"ActionAmmo_MP\",0,9)\n\t\t\tBOTT A 0\n\t\t\tBOTT A 3 A_PlaySound(\"world/swing\")\n\t\t\tBOTT B 2\n\t\t\tBOTT B 0 A_PlayWeaponSound(\"aboard/hit\")\n\t\t\tBOTT C 4 A_CustomPunch(6, 0, 1, GlassPuff)\n\t\t\tBOTT B 4\n\t\t\tBOTT A 3 A_JumpIfNoAmmo(1)\n\t\t\tGoto Ready\n\t\t\tBOTT A 1\n\t\t\tGoto Deselect + 3\n\n\t\t\tBOTT A 0\n\t\t\tBOTT E 3 A_PlaySound(\"world/swing\")\n\t\t\tBOTT F 1\n\t\t\tBOTT G 1 A_CustomPunch(7, 0, 1, GlassPuff)\n\t\t\tBOTT H 1\n\t\t\tBOTT A 0 A_JumpIfInventory(\"ActionAmmo_MP\",0,2)\n\t\t\tBOTT G 0 A_FireCustomMissile (\"BrokenBottle2\", 0, 0)\n\t\t\tPIPE F 5 A_JumpIfNoAmmo(1)\n\t\t\tGoto Ready\n\t\t\tBOTT A 1\n\t\t\tGoto Deselect + 3\n\t}\n}\n\nACTOR BrokenBottle_MP : BrokenBottle Replaces BrokenBottle\n{\n\tWeapon.AmmoType \"ActionAmmo_MP\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBOT1 A -1\n\t\t\tLoop\n\t\tReady:\n\t\t\tBOTT A 1 A_WeaponReady\n\t\t\tBOTT A 0 A_JumpIfNoAmmo(1)\n\t\t\tLoop\n\t\t\tBOTT A 1\n\t\t\tGoto Deselect + 2\n\t\tDeselect:\n\t\t\tBOTT A 0 A_JumpIfNoAmmo(2)\n\t\t\tBOTT A 1 A_Lower\n\t\t\tGoto Deselect + 1\n\t\t\tBOTT B 0 A_FireCustomMissile (\"BottleShards\", 0+random(-45,45))\n\t\t\tBOTT B 0 A_FireCustomMissile (\"BottleShards\", 0+random(-45,45))\n\t\t\tBOTT B 0 A_FireCustomMissile (\"BottleShards\", 0+random(-45,45))\n\t\t\tBOTT A 0 ACS_NamedExecuteAlways(\"AD2_Melee_Take\",0,0,0,0)\n\t\t\tBOTT A 1 A_Lower\n\t\t\tGoto Deselect + 6\n\t\tSelect:\n\t\t\tBOTT G 0 A_TakeInventory (\"Bottle_MP\", 1)\n\t\t\tBOTT A 0 A_Raise\n\t\t\tGoto Ready\n\t\tFire:\n\t\t\tBOTT A 0\n\t\t\tBOTT A 3 A_PlaySound(\"world/swing\")\n\t\t\tBOTT B 2\n\t\t\tBOTT C 4 A_CustomPunch(6, 0, 1, GlassPuff)\n\t\t\tBOTT B 4\n\t\t\tBOTT A 3 A_JumpIfNoAmmo(1)\n\t\t\tGoto Ready\n\t\t\tBOTT A 1\n\t\t\tGoto Ready + 2\n\t}\n}\n\nACTOR Chain_MP : Chain Replaces Chain\n{\n\tWeapon.AmmoType \"ActionAmmo_MP\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tCHAN I -1\n\t\t\tLoop\n\t\tReady:\n\t\t\tCHAN A 1 A_WeaponReady\n\t\t\tCHAN A 0 A_JumpIfNoAmmo(1)\n\t\t\tLoop\n\t\t\tCHAN A 1\n\t\t\tGoto Deselect + 3\n\t\tDeselect:\n\t\t\tCHAN A 0 A_JumpIfNoAmmo(3)\n\t\t\tCHAN A 0 A_PlaySound(\"weapon/chain\")\n\t\t\tCHAN A 1 A_Lower\n\t\t\tGoto Deselect + 2\n\t\t\tCHAN BBBBB 0 A_FireCustomMissile (\"ChainLink\", 0+random(-45,45))\n\t\t\tCHAN A 0 ACS_NamedExecuteAlways(\"AD2_Melee_Take\",0,0,0,0)\n\t\t\tCHAN A 1 A_Lower\n\t\t\tGoto Deselect + 9\n\t\tSelect:\n\t\t\tCHAN A 0 A_PlaySound(\"weapon/chain\")\n\t\t\tCHAN A 1 A_Raise\n\t\t\tGoto Select + 1\n\t\tFire:\n\t\t\tCHAN B 2 A_PlaySound(\"world/swing\")\n\t\t\tCHAN C 2\n\t\t\tCHAN D 2 A_CustomPunch(4, 0, 1, ChainPuff)\n\t\t\tCHAN E 1\n\t\t\tBORD G 7\n\t\t\tCHAN F 2 A_PlaySound(\"world/swing\")\n\t\t\tCHAN G 1 A_CustomPunch(4, 0, 0, ChainPuff)\n\t\t\tCHAN H 1\n\t\t\tCHAN J 2\n\t\t\tCHAN J 0 A_JumpIfNoAmmo(2)\n\t\t\tCHAN B 3\n\t\t\tGoto Ready\n\t\t\tCHAN A 1\n\t\t\tGoto Ready + 2\n\t}\n}\n\nACTOR Knife_MP : Knife Replaces Knife\n{\n\tWeapon.AmmoType \"ActionAmmo_MP\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tKNIF H -1\n\t\t\tLoop\n\t\tReady:\n\t\t\tKNIF A 3\n\t\t\tKNIF A 0 A_PlaySound(\"weapon/knife\")\n\t\t\tKNIF B 1\n\t\t\tKNIF C 1\n\t\t\tKNIF D 3\n\t\t\tKNIF E 1 A_WeaponReady\n\t\t\tKNIF A 0 A_JumpIfNoAmmo(1)\n\t\t\tGoto Ready + 5\n\t\t\tKNIF A 1\n\t\t\tGoto Deselect + 6\n\t\tDeselect:\n\t\t\tKNIF A 0 A_JumpIfNoAmmo(6)\n\t\t\tKNIF D 2\n\t\t\tKNIF D 0 A_PlaySound(\"weapon/knife\")\n\t\t\tKNIF C 1\n\t\t\tKNIF B 1\n\t\t\tKNIF A 1 A_Lower\n\t\t\tGoto Deselect + 5\n\t\t\tKNIF A 0 A_FireCustomMissile (\"KnifeBlade\")\n\t\t\tKNIF A 0 ACS_NamedExecuteAlways(\"AD2_Melee_Take\",0,0,0,0)\n\t\t\tKNIF A 1 A_Lower\n\t\t\tGoto Deselect + 8\n\t\tSelect:\n\t\t\tKNIF A 1 A_Raise\n\t\t\tLoop\n\t\tFire:\n\t\t\tKNIF E 2\n\t\t\tKNIF F 1 A_PlaySound(\"world/swing\")\n\t\t\tKNIF G 3 A_CustomPunch(7, 0, 1, MetalPuff)\n\t\t\tKNIF F 3\n\t\t\tKNIF E 2 A_JumpIfNoAmmo(1)\n\t\t\tGoto Ready + 5\n\t\t\tKNIF A 1\n\t\t\tGoto Ready + 7\n\t\tAltFire:\n\t\t\tKNIF J 5\n\t\t\tKNIF K 3\n\t\t\tKNIF L 2 A_FireCustomMissile(\"ThrownKnife2\", 0, 1, 0, 0)\n\t\t\tKNIF M 1\n\t\t\tKNif M 0 ACS_NamedExecuteAlways(\"AD2_Melee_Take\",0,0,0,0)\n\t}\n}\n\nACTOR BaseballBat_MP : BaseballBat Replaces BaseballBat\n{\n\tWeapon.AmmoType \"ActionAmmo_MP\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBBAT H -1\n\t\t\tLoop\n\t\tReady:\n\t\t\tBBAT B 4 A_JumpIfNoAmmo(3)\n\t\t\tBBAT A 1 A_WeaponReady\n\t\t\tBBAT A 0 A_JumpIfNoAmmo(1)\n\t\t\tGoto Ready + 1\n\t\t\tBBAT I 1\n\t\t\tGoto Deselect + 2\n\t\tDeselect:\n\t\t\tBBAT A 0 A_JumpIfNoAmmo(2)\n\t\t\tBBAT B 1 A_Lower\n\t\t\tGoto Deselect + 1\n\t\t\tBBAT I 0 A_FireCustomMissile (\"BrokenBat\")\n\t\t\tBBAT I 0 ACS_NamedExecuteAlways(\"AD2_Melee_Take\",0,0,0,0)\n\t\t\tBBAT I 1 A_Lower\n\t\t\tGoto Deselect + 4\n\t\tSelect:\n\t\t\tBBAT B 1 A_Raise\n\t\t\tLoop\n\t\tFire:\n\t\t\tBBAT B 4\n\t\t\tBBAT C 2 A_PlaySound(\"melee/swing3\")\n\t\t\tBBAT D 1 A_CustomPunch(9, 0, 1, \"BatPuff\", 80)\n\t\t\tBBAT E 1 A_CustomPunch(6, 0, 0, \"BatPuff\", 80)\n\t\t\tBBAT F 1\n\t\t\tBBAT G 1\n\t\t\tBORD G 14 A_JumpIfNoAmmo(1)\n\t\t\tGoto Ready\n\t\t\tBBAT I 3\n\t\t\tGoto Ready + 3\n\t}\n}\n\nACTOR Wrench_MP : Wrench Replaces Wrench\n{\n\tWeapon.AmmoType \"WrenchAmmo_MP\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWRCH G -1\n\t\t\tLoop\n\t\tReady:\n\t\t\tWRCH A 0 A_JumpIfInventory(\"WrenchAmmo_MP\",10,5)\n\t\t\tWRCH P 2\n\t\t\tWRCH O 2\n\t\t\tWRCH F 1 A_WeaponReady\n\t\t\tWRCH F 0 A_JumpIfNoAmmo(5)\n\t\t\tGoto Ready + 3\n\t\t\tWRCH D 2\n\t\t\tWRCH C 2\n\t\t\tWRCH A 1 A_WeaponReady\n\t\t\tWRCH A 0 A_JumpIfNoAmmo(1)\n\t\t\tGoto Ready + 7\n\t\t\tWRCH A 0\n\t\t\tGoto Deselect\n\t\tDeselect:\n\t\t\tWRCH A 0 A_JumpIfInventory(\"WrenchAmmo_MP\",11,4)\n\t\t\tWRCH O 0 A_JumpIfNoAmmo(6)\n\t\t\tWRCH O 2\n\t\t\tWRCH P 1 A_Lower\n\t\t\tGoto Deselect + 3\n\t\t\tWRCH C 0 A_JumpIfNoAmmo(3)\n\t\t\tWRCH C 2\n\t\t\tWRCH D 1 A_Lower\n\t\t\tGoto Deselect + 6\n\t\t\tWRCH F 0 A_FireCustomMissile (\"BrokenWrench2\")\n\t\t\tWRCH F 0 ACS_NamedExecuteAlways(\"AD2_Melee_Take\",0,0,0,0)\n\t\t\tWRCH F 1 A_Lower\n\t\t\tGoto Deselect + 2\n\t\tSelect:\n\t\t\tWRCH A 0 A_JumpIfInventory(\"WrenchAmmo_MP\",11,2)\n\t\t\tWRCH P 1 A_Raise\n\t\t\tGoto Select + 1\n\t\t\tWRCH D 1 A_Raise\n\t\t\tGoto Select + 2\n\t\tFire:\n\t\t\tBORD G 0 A_JumpIfNoAmmo(41)\n\t\t\tWRCH A 0 A_JumpIfInventory(\"WrenchAmmo_MP\",11,18)\n\t\t\tWRCH B 0 A_Jump(100, 9)\n\t\t\tWRCH N 6\n\t\t\tWRCH O 2 A_PlaySound(\"weapons/pipeswing\")\n\t\t\tWRCH P 1 A_CustomPunch(9, 0, 1, WrenchPuff)\n\t\t\tWRCH Q 1\n\t\t\tBORD G 7 A_JumpIfNoAmmo(34)\n\t\t\tWRCH Q 4\n\t\t\tWRCH P 3\n\t\t\tWRCH O 3\n\t\t\tGoto Ready + 3\n\t\t\tWRCH R 6\n\t\t\tWRCH S 2 A_PlaySound(\"weapons/pipeswing\")\n\t\t\tWRCH T 1 A_CustomPunch(9, 0, 1, WrenchPuff)\n\t\t\tWRCH U 1\n\t\t\tBORD G 11 A_JumpIfNoAmmo(26)\n\t\t\tWRCH Q 2\n\t\t\tWRCH P 2\n\t\t\tWRCH O 2\n\t\t\tGoto Ready + 3\n\t\t\tWRCH B 0 A_Jump(100, 10)\n\t\t\tWRCH B 6\n\t\t\tWRCH C 2 A_PlaySound(\"weapons/pipeswing\")\n\t\t\tWRCH D 1 A_CustomPunch(10, 0, 1, WrenchPuff, 70)\n\t\t\tWRCH E 1\n\t\t\tBORD G 7 A_JumpIfNoAmmo(17)\n\t\t\tWRCH A 0 A_JumpIfInventory(\"WrenchAmmo_MP\",11,13)\n\t\t\tWRCH F 0\n\t\t\tWRCH F 0 A_FireCustomMissile (\"BrokenWrench\")\n\t\t\tWRCH F 7\n\t\t\tGoto Ready + 3\n\t\t\tWRCH J 6\n\t\t\tWRCH K 2 A_PlaySound(\"weapons/pipeswing\")\n\t\t\tWRCH L 1 A_CustomPunch(10, 0, 1, WrenchPuff, 70)\n\t\t\tWRCH M 1\n\t\t\tBORD G 11 A_JumpIfNoAmmo(8)\n\t\t\tWRCH A 0 A_JumpIfInventory(\"WrenchAmmo_MP\",11,4)\n\t\t\tWRCH F 0\n\t\t\tWRCH F 0 A_FireCustomMissile (\"BrokenWrench\")\n\t\t\tWRCH F 7\n\t\t\tGoto Ready + 3\n\t\t\tWRCH E 4\n\t\t\tWRCH D 3\n\t\t\tWRCH C 3\n\t\t\tGoto Ready + 7\n\t\t\tWRCH F 0\n\t\t\tGoto Ready + 3\n\t}\n}\n\nACTOR Katana_MP : Katana Replaces Katana\n{\n\tWeapon.AmmoType \"KatanaAmmo_MP\"\n\tWeapon.AmmoType2 \"KatanaAmmo_MP\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSWRD O -1\n\t\t\tLoop\n\t\tReady:\n\t\t\tSWRD A 4 A_JumpIfNoAmmo(11)\n\t\t\tSWRD B 2 A_PlaySound(\"weapon/sword1\")\n\t\t\tSWRD C 1\n\t\t\tSWRD D 1\n\t\t\tSWRD E 1\n\t\t\tSWRD F 1\n\t\t\tSWRD G 2\n\t\t\tBORD G 10\n\t\t\tSWRD I 2\n\t\t\tSWRD H 1 A_WeaponReady\n\t\t\tBORD A 0 A_JumpIfNoAmmo(1)\n\t\t\tGoto Ready + 9\n\t\t\tSWRD P 1\n\t\t\tGoto Deselect\n\t\tDeselect:\n\t\t\tSWRD H 0 A_JumpIfNoAmmo(2)\n\t\t\tSWRD I 1 A_Lower\n\t\t\tGoto Deselect + 1\n\t\t\tBBAT I 0 A_FireCustomMissile (\"KatanaBlade\", 0, 0)\n\t\t\tBBAT I 0 ACS_NamedExecuteAlways(\"AD2_Melee_Take\",0,0,0,0)\n\t\t\tSWRD P 1 A_Lower\n\t\t\tGoto Deselect + 2\n\t\tSelect:\n\t\t\tSWRD A 1 A_Raise\n\t\t\tLoop\n\t\tFire:\n\t\t\tSWRD I 4 A_Jump(96, 8)\n\t\t\tSWRD J 2 A_PlaySound(\"melee/swing1\")\n\t\t\tSWRD K 1 A_CustomPunch(35, 0, 1, Katanapuff, 80)\n\t\t\tSWRD L 1\n\t\t\tSWRD M 1\n\t\t\tSWRD N 1\n\t\t\tBORD G 14 A_JumpIfNoAmmo(1)\n\t\t\tGoto Ready + 9\n\t\t\tSWRD P 3\n\t\t\tGoto Ready + 11\n\t\t\tSWRD Q 4\n\t\t\tSWRD U 2 A_PlaySound(\"melee/swing1\")\n\t\t\tSWRD V 1 A_CustomPunch(35, 0, 1, Katanapuff, 80)\n\t\t\tSWRD W 1\n\t\t\tSWRD X 1\n\t\t\tBORD G 15 A_JumpIfNoAmmo(1)\n\t\t\tGoto Ready + 9\n\t\t\tSWRD P 3\n\t\t\tGoto Ready + 11\n \t\tAltFire:\n \t\tSWRD SSSS 1 A_FireCustomMissile(\"Fakedeflect\", 0, 0)\n \t\tGoto Ready + 9\n\t}\n}\n\nACTOR Shovel_MP : Shovel Replaces Shovel\n{\n\tWeapon.AmmoType \"WrenchAmmo_MP\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSHVL H -1\n\t\t\tLoop\n\t\tReady:\n\t\t\tSHVL B 4 A_JumpIfNoAmmo(3)\n\t\t\tSHVL A 1 A_WeaponReady\n\t\t\tSHVL A 0 A_JumpIfNoAmmo(1)\n\t\t\tGoto Ready + 1\n\t\t\tSHVL I 1\n\t\t\tGoto Deselect + 2\n\t\tDeselect:\n\t\t\tSHVL A 0 A_JumpIfNoAmmo(2)\n\t\t\tSHVL B 1 A_Lower\n\t\t\tGoto Deselect + 1\n\t\t\tSHVL I 0 A_FireCustomMissile (\"BrokenShovel\")\n\t\t\tSHVL I 0 ACS_NamedExecuteAlways(\"AD2_Melee_Take\",0,0,0,0)\n\t\t\tSHVL I 1 A_Lower\n\t\t\tGoto Deselect + 4\n\t\tSelect:\n\t\t\tSHVL B 1 A_Raise\n\t\t\tLoop\n\t\tFire:\n\t\t\tSHVL B 8\n\t\t\tSHVL C 2 A_PlaySound(\"melee/swing3\")\n\t\t\tSHVL D 1\n\t\t\tSHVL E 1 A_CustomPunch(13, 0, 1, \"ShovelPuff\", 86)\n\t\t\tSHVL F 1\n\t\t\tSHVL G 1\n\t\t\tBORD G 16 A_JumpIfNoAmmo(1)\n\t\t\tGoto Ready\n\t\t\tSHVL I 3\n\t\t\tGoto Ready + 3\n\t}\n}\n\nACTOR SledgeHammer_MP : SledgeHammer Replaces SledgeHammer\n{\n\tWeapon.AmmoType \"WrenchAmmo_MP\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tGABE I -1\n\t\t\tLoop\n\t\tReady:\n\t\t\tGABE B 4 A_JumpIfNoAmmo(4)\n\t\t\tGABE A 1 A_WeaponReady\n\t\t\tGABE A 0 A_JumpIfNoAmmo(1)\n\t\t\tGoto Ready + 1\n\t\t\tSHVL I 1\n\t\t\tGoto Deselect + 2\n\t\tDeselect:\n\t\t\tGABE A 0 A_JumpIfNoAmmo(2)\n\t\t\tGABE B 1 A_Lower\n\t\t\tGoto Deselect + 1\n\t\t\tSHVL I 0 ACS_NamedExecuteAlways(\"AD2_Melee_Take\",0,0,0,0)\n\t\t\tSHVL I 1 A_Lower\n\t\t\tGoto Deselect + 4\n\t\tSelect:\n\t\t\tGABE B 1 A_Raise\n\t\t\tLoop\n\t\tFire:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"WrenchAmmo_MP\",2,2)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"WrenchAmmo_MP\",1,52)\n\t\t\tGABE B 0 A_FireCustomMissile (\"SledgeHammerDummy\", 0, 0)\n\t\t\tGABE B 9 SetPlayerProperty(0,1,0)\n\t\t\tGABE C 1 A_PlaySound(\"weapon/sledgeswing\")\n\t\t\tGABE D 1\n\t\t\tGABE E 1\n\t\t\tGABE F 0 A_CustomPunch(random(100,105), 1, 1, \"SledgePuff\", 86)\n\t\t\tGABE F 0\n\t\t\tGABE F 0\n\t\t\tGABE F 0\n\t\t\tGABE F 1\n\t\t\tGABE G 1\n\t\t\tGABE H 1\n\t\t\tBORD G 2\n\t\t\tBORD G 0 A_PlaySound(\"weapon/sledgehit\")\n\t\t\tBORD G 0 A_FireCustomMissile(\"Shockwave\", 0, 0)\n\t\t\tBORD G 0 A_FireCustomMissile(\"Shockwave\", 10, 0)\n\t\t\tBORD G 0 A_FireCustomMissile(\"Shockwave\", 20, 0)\n\t\t\tBORD G 0 A_FireCustomMissile(\"Shockwave\", 30, 0)\n\t\t\tBORD G 0 A_FireCustomMissile(\"Shockwave\", 40, 0)\n\t\t\tBORD G 0 A_FireCustomMissile(\"Shockwave\", 50, 0)\n\t\t\tBORD G 0 A_FireCustomMissile(\"Shockwave\", 60, 0)\n\t\t\tBORD G 0 A_FireCustomMissile(\"Shockwave\", 70, 0)\n\t\t\tBORD G 0 A_FireCustomMissile(\"Shockwave\", 80, 0)\n\t\t\tBORD G 0 A_FireCustomMissile(\"Shockwave\", 90, 0)\n\t\t\tBORD G 0 A_FireCustomMissile(\"Shockwave\", 100, 0)\n\t\t\tBORD G 0 A_FireCustomMissile(\"Shockwave\", 110, 0)\n\t\t\tBORD G 0 A_FireCustomMissile(\"Shockwave\", 120, 0)\n\t\t\tBORD G 0 A_FireCustomMissile(\"Shockwave\", 130, 0)\n\t\t\tBORD G 0 A_FireCustomMissile(\"Shockwave\", 140, 0)\n\t\t\tBORD G 0 A_FireCustomMissile(\"Shockwave\", 150, 0)\n\t\t\tBORD G 0 A_FireCustomMissile(\"Shockwave\", 160, 0)\n\t\t\tBORD G 0 A_FireCustomMissile(\"Shockwave\", 180, 0)\n\t\t\tBORD G 0 A_FireCustomMissile(\"Shockwave\", 190, 0)\n\t\t\tBORD G 0 A_FireCustomMissile(\"Shockwave\", 200, 0)\n\t\t\tBORD G 0 A_FireCustomMissile(\"Shockwave\", 210, 0)\n\t\t\tBORD G 0 A_FireCustomMissile(\"Shockwave\", 220, 0)\n\t\t\tBORD G 0 A_FireCustomMissile(\"Shockwave\", 230, 0)\n\t\t\tBORD G 0 A_FireCustomMissile(\"Shockwave\", 240, 0)\n\t\t\tBORD G 0 A_FireCustomMissile(\"Shockwave\", 250, 0)\n\t\t\tBORD G 0 A_FireCustomMissile(\"Shockwave\", 260, 0)\n\t\t\tBORD G 0 A_FireCustomMissile(\"Shockwave\", 270, 0)\n\t\t\tBORD G 0 A_FireCustomMissile(\"Shockwave\", 280, 0)\n\t\t\tBORD G 0 A_FireCustomMissile(\"Shockwave\", 290, 0)\n\t\t\tBORD G 0 A_FireCustomMissile(\"Shockwave\", 300, 0)\n\t\t\tBORD G 0 A_FireCustomMissile(\"Shockwave\", 310, 0)\n\t\t\tBORD G 0 A_FireCustomMissile(\"Shockwave\", 320, 0)\n\t\t\tBORD G 0 A_FireCustomMissile(\"Shockwave\", 330, 0)\n\t\t\tBORD G 0 A_FireCustomMissile(\"Shockwave\", 340, 0)\n\t\t\tBORD G 0 A_FireCustomMissile(\"Shockwave\", 350, 0)\n\t\t\tBORD G 16\n\t\t\tBORD G 0 SetPlayerProperty(0,0,0)\n\t\t\tGoto Ready\n\t\t\tGABE B 9\n\t\t\tGABE C 1 A_PlaySound(\"weapon/sledgeswing\")\n\t\t\tGABE D 1\n\t\t\tGABE E 1\n\t\t\tGABE J 1 A_FireCustomMissile (\"SledgeHead\", 0, 1, 0, 5)\n\t\t\tGABE K 1\n\t\t\tGABE L 1\n\t\t\tBORD G 2\n\t\t\tGoto Ready + 3\n\t}\n}\n\nACTOR Tube_MP : Tube Replaces Tube\n{\n\tWeapon.AmmoType \"KatanaAmmo_MP\"\n\tWeapon.AmmoType2 \"KatanaAmmo_MP\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTUBE H -1\n\t\t\tLoop\n\t\tReady:\n\t\t\tTUBE A 0 A_JumpIfNoAmmo(13)\n\t\t\tTUBE A 1 A_WeaponReady\n\t\t\tBORD A 0 A_JumpIfNoAmmo(1)\n\t\t\tGoto Ready + 9\n\t\t\tTUBE I 1\n\t\t\tGoto Deselect\n\t\tDeselect:\n\t\t\tTUBE A 0 A_JumpIfNoAmmo(2)\n\t\t\tTUBE B 1 A_Lower\n\t\t\tGoto Deselect + 1\n\t\t\tBBAT B 0 A_FireCustomMissile (\"TubeTop\", 0, 0)\n\t\t\tBBAT B 0 ACS_NamedExecuteAlways(\"AD2_Melee_Take\",0,0,0,0)\n\t\t\tTUBE I 1 A_Lower\n\t\t\tGoto Deselect + 2\n\t\tSelect:\n\t\t\tTUBE B 1 A_Raise\n\t\t\tLoop\n\t\tFire:\n\t\t\tTUBE B 3 A_Jump(96, 8)\n\t\t\tTUBE C 2 A_PlaySound(\"melee/swing1\")\n\t\t\tTUBE D 1 A_CustomPunch(35, 0, 0, Katanapuff, 80)\n\t\t\tTUBE E 1\n\t\t\tTUBE F 1\n\t\t\tTUBE G 1\n\t\t\tBORD G 12 A_JumpIfNoAmmo(1)\n\t\t\tGoto Ready + 1\n\t\t\tTUBE I 3\n\t\t\tGoto Ready + 3\n\t\t\tTUBE J 3\n\t\t\tTUBE N 2 A_PlaySound(\"melee/swing1\")\n\t\t\tTUBE O 1 A_CustomPunch(35, 0, 0, Katanapuff, 80)\n\t\t\tTUBE P 1\n\t\t\tTUBE Q 1\n\t\t\tBORD G 12 A_JumpIfNoAmmo(1)\n\t\t\tGoto Ready + 1\n\t\t\tTUBE I 3\n\t\t\tGoto Ready + 3\n \t\tAltFire:\n \t\tTUBE LLLL 1 A_FireCustomMissile(\"Fakedeflect\", 0, 0, 0, 0)\n \t\tGoto Ready + 1\n\t}\n}\n\nACTOR EtruscanStatue_MP : EtruscanStatue Replaces EtruscanStatue\n{\n\tWeapon.AmmoType \"WrenchAmmo_MP\"\n\tStates\n\t{\n\t\tReady:\n\t\t\tROMN A 0 A_JumpIfInventory(\"WrenchAmmo_MP\",10,5)\n\t\t\tROMN M 2\n\t\t\tROMN L 2\n\t\t\tROMN J 1 A_WeaponReady\n\t\t\tROMN J 0 A_JumpIfNoAmmo(5)\n\t\t\tGoto Ready + 3\n\t\t\tROMN D 2\n\t\t\tROMN C 2\n\t\t\tROMN A 1 A_WeaponReady\n\t\t\tROMN A 0 A_JumpIfNoAmmo(1)\n\t\t\tGoto Ready + 7\n\t\t\tROMN V 2\n\t\t\tGoto Deselect\n\t\tDeselect:\n\t\t\tROMN J 0 A_JumpIfInventory(\"WrenchAmmo_MP\",11,4)\n\t\t\tROMN L 0 A_JumpIfNoAmmo(6)\n\t\t\tROMN L 2\n\t\t\tROMN M 1 A_Lower\n\t\t\tGoto Deselect + 3\n\t\t\tROMN C 0 A_JumpIfNoAmmo(3)\n\t\t\tROMN C 2\n\t\t\tROMN D 1 A_Lower\n\t\t\tGoto Deselect + 6\n\t\t\tROMN J 0 A_FireCustomMissile (\"StatueBroken\")\n\t\t\tROMN J 0 A_FireCustomMissile (\"StatueBroken2\")\n\t\t\tROMN J 0 ACS_NamedExecuteAlways(\"AD2_Melee_Take\",0,0,0,0)\n\t\t\tROMN J 1 A_Lower\n\t\t\tGoto Deselect + 2\n\t\tSelect:\n\t\t\tROMN A 0 A_JumpIfInventory(\"WrenchAmmo_MP\",11,2)\n\t\t\tROMN M 1 A_Raise\n\t\t\tGoto Select + 1\n\t\t\tROMN D 1 A_Raise\n\t\t\tGoto Select + 2\n\t\tFire:\n\t\t\tBORD G 0 A_JumpIfNoAmmo(40)\n\t\t\tROMN A 0 A_JumpIfInventory(\"WrenchAmmo_MP\",11,20)\n\t\t\tBORD G 0 A_Jump(128,9)\n\t\t\tROMN K 5\n\t\t\tROMN L 2 A_PlaySound(\"world/swing\")\n\t\t\tROMN M 1 A_CustomPunch(6, 0, 1, MeleePuff)\n\t\t\tROMN N 1\n\t\t\tBORD G 7 A_JumpIfNoAmmo(33)\n\t\t\tROMN N 4\n\t\t\tROMN M 3\n\t\t\tROMN L 3\n\t\t\tGoto Ready + 3\n\t\t\tBORD G 0 A_JumpIfNoAmmo(29)\n\t\t\tROMN A 0 A_JumpIfInventory(\"WrenchAmmo_MP\",11,9)\n\t\t\tROMN O 5\n\t\t\tROMN P 2 A_PlaySound(\"world/swing\")\n\t\t\tROMN Q 1 A_CustomPunch(6, 0, 1, MeleePuff)\n\t\t\tROMN R 1\n\t\t\tBORD G 7 A_JumpIfNoAmmo(23)\n\t\t\tROMN N 4\n\t\t\tROMN M 3\n\t\t\tROMN L 3\n\t\t\tGoto Ready + 3\n\t\t\tBORD G 0 A_Jump(128,11)\n\t\t\tROMN A 0\n\t\t\tROMN B 5\n\t\t\tROMN C 2 A_PlaySound(\"world/swing\")\n\t\t\tROMN D 1 A_CustomPunch(6, 0, 1, MeleePuff)\n\t\t\tROMN E 1\n\t\t\tBORD G 7 A_JumpIfNoAmmo(13)\n\t\t\tBORD G 0\n\t\t\tROMN E 4\n\t\t\tROMN D 3\n\t\t\tROMN C 3\n\t\t\tGoto Ready + 7\n\t\t\tROMN F 5\n\t\t\tROMN G 2 A_PlaySound(\"world/swing\")\n\t\t\tROMN H 1 A_CustomPunch(6, 0, 1, MeleePuff)\n\t\t\tROMN I 1\n\t\t\tBORD G 7 A_JumpIfNoAmmo(4)\n\t\t\tROMN E 4\n\t\t\tROMN D 3\n\t\t\tROMN C 3\n\t\t\tGoto Ready + 7\n\t\t\tROMN F 0\n\t\t\tGoto Ready + 3\n\t}\n}\n\nACTOR PoolCue_MP : PoolCue Replaces PoolCue\n{\n\tWeapon.AmmoType \"WrenchAmmo_MP\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPCUE I -1\n\t\t\tLoop\n\t\tReady:\n\t\t\tPCUE B 4 A_JumpIfNoAmmo(3)\n\t\t\tPCUE A 1 A_WeaponReady\n\t\t\tPCUE A 0 A_JumpIfNoAmmo(1)\n\t\t\tGoto Ready + 1\n\t\t\tSHVL I 1\n\t\t\tGoto Deselect\n\t\tDeselect:\n\t\t\tPCUE A 0 A_JumpIfNoAmmo(2)\n\t\t\tPCUE B 1 A_Lower\n\t\t\tGoto Deselect + 1\n\t\t\tSHVL I 0\n\t\t\tSHVL I 0 ACS_NamedExecuteAlways(\"AD2_Melee_Take\",0,0,0,0)\n\t\t\tSHVL I 1 A_Lower\n\t\t\tGoto Deselect + 4\n\t\tSelect:\n\t\t\tPCUE B 1 A_Raise\n\t\t\tLoop\n\t\tFire:\n\t\t\tTNT1 A 0 A_JumpIfNoAmmo(10)\n\t\t\tPCUE B 9\n\t\t\tPCUE C 1 A_PlaySound(\"world/swing\")\n\t\t\tPCUE D 1\n\t\t\tPCUE E 1\n\t\t\tPCUE F 0 A_CustomPunch(random(45,50), 1, 1, \"BatPuff\", 86)\n\t\t\tPCUE F 1 A_JumpIfNoAmmo(4)\n\t\t\tPCUE G 1\n\t\t\tPCUE H 1\n\t\t\tBORD G 8\n\t\t\tGoto Ready\n\t\t\tPCUE F 1 A_FireCustomMissile (\"BrokenPoolCue\")\n\t\t\tPCUE G 1\n\t\t\tPCUE H 1\n\t\t\tBORD G 8\n\t\t\tGoto Ready + 3\n\t}\n}\n\nACTOR ActionTaser_MP : ActionTaser Replaces ActionTaser\n{\n\tWeapon.AmmoType \"ExtinguisherAmmo_MP\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTAZR E -1\n\t\t\tLoop\n\t\tReady:\n\t\t\tTAZR A 0 A_JumpIfNoAmmo(2)\n\t\t\tTAZR A 1 A_WeaponReady\n\t\t\tLoop\n\t\t\tTAZR A 1\n\t\t\tGoto Deselect\n\t\tDeselect:\n\t\t\tTAZR A 0 A_JumpIfNoAmmo(2)\n\t\t\tTAZR A 1 A_Lower\n\t\t\tLoop\n\t\t\tTAZR A 0 A_FireCustomMissile (\"DeadTaser\", 0, 0)\n\t\t\tTAZR A 1 ACS_NamedExecuteAlways(\"AD2_Melee_Take\",0,0,0,0)\n\t\t\tTAZR A 1 A_Lower\n\t\t\tGoto Deselect + 4\n\t\tSelect:\n\t\t\tTAZR A 1 A_Raise\n\t\t\tLoop\n\t\tFire:\n\t\t\tTAZR B 3\n\t\t\tTAZR B 0 A_Refire\n\t\t\tTAZR B 3\n\t\t\tGoto Ready\n\t\tHold:\n\t\t\tTAZR C 0 A_JumpIfNoAmmo(5)\n\t\t\tTAZR C 1 A_Jump(128, 1)\n\t\t\tTAZR C 1\n\t\t\tTAZR D 1 BRIGHT A_CustomPunch(8, 1, 1, Taserpuff)\n\t\t\tTAZR D 0 A_PlaySound(\"weapon/taser1\")\n\t\t\tGoto Fire + 1\n\t\t\tTAZR A 0\n\t\t\tGoto Ready\n\t}\n}\n\nACTOR FireExtinguisher_MP : FireExtinguisher Replaces FireExtinguisher\n{\n\tWeapon.AmmoType \"ExtinguisherAmmo_MP\"\n\tWeapon.AmmoType2 \"ExtinguisherAmmo_MP\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tFEXT A -1\n\t\t\tLoop\n\t\tReady:\n\t\t\tFEXT A 0 A_JumpIfNoAmmo(2)\n\t\t\tFEXT B 1 A_WeaponReady\n\t\t\tLoop\n\t\t\tFEXT A 1\n\t\t\tGoto Deselect + 2\n\t\tDeselect:\n\t\t\tFEXT B 0 A_JumpIfNoAmmo(2)\n\t\t\tFEXT B 1 A_Lower\n\t\t\tGoto Deselect + 1\n\t\t\tFEXT B 0 A_FireCustomMissile(\"EmptyFireExtinguisher\", 0, 0)\n\t\t\tFEXT B 0 ACS_NamedExecuteAlways(\"AD2_Melee_Take\",0,0,0,0)\n\t\t\tFEXT B 1 A_Lower\n\t\t\tGoto Deselect + 4\n\t\tSelect:\n\t\t\tFEXT B 1 A_Raise\n\t\t\tLoop\n\t\tFire:\n\t\t\tFEXT B 0 A_Jump(128, 2)\n\t\t\tFEXT B 3 A_FireCustomMissile(\"FireExtinguisherShot\", 0+random(-5,5), 1, 0, 0)\n\t\t\tGoto Ready\n\t\t\tFEXT C 3 A_FireCustomMissile(\"FireExtinguisherShot\", 0+random(-5,5), 1, 0, 0)\n\t\t\tGoto Ready\n\t\tAltFire:\n\t\t\tFEXT D 3\n\t\t\tFEXT E 1 A_PlaySound(\"world/swing\")\n\t\t\tFEXT F 2\n\t\t\tFEXT G 1 A_CustomPunch(2, 0, 0, \"WrenchPuff\")\n\t\t\tFEXT H 1\n\t\t\tFEXT I 1\n\t\t\tBORD G 12\n\t\t\tGoto Select\n\t}\n}\n\nACTOR ActionBlunderbuss_MP : ActionBlunderbuss Replaces ActionBlunderbuss\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBUSS M -1\n\t\t\tLoop\n\t\tSpawnInvis:\n\t\t TNT1 A -1\n\t\t\tLoop\n\t\tReady:\n\t\t\tBUSS A 0 A_JumpIfInventory(\"BlunderbussDummy\",1,2)\n\t\t\tBUSS H 1 A_WeaponReady\n\t\t\tGoto Ready\n\t\t\tBUSS A 1 A_WeaponReady\n\t\t\tGoto Ready + 2\n\t\tDeselect:\n\t\t\tBUSS H 0 A_JumpIfInventory(\"BlunderbussDummy\",1,2)\n\t\t\tBUSS H 1 A_Lower\n\t\t\tGoto Deselect + 1\n\t\t\tBUSS L 3\n\t\t\tBUSS K 3 A_PlaySound(\"buss/hammer\")\n\t\t\tBUSS J 3\n\t\t\tBUSS I 3 A_TakeInventory (\"BlunderbussDummy\",1)\n\t\t\tBUSS H 1 A_Lower\n\t\t\tGoto Deselect + 6\n\n\t\tSelect:\n\t\t\tBUSS A 0 A_JumpIfInventory(\"PistolDummy\",1,3)\n\t\t\tBUSS A 0 A_JumpIfInventory(\"UziDummy\",1,6)\n\t\t\tBUSS H 1 A_Raise\n\t\t\tGoto Select + 2\n\t\t\tBUSS A 0 A_FireCustomMissile(\"ActionPistolDiscard\", 0, 0, 0, 0)\n\t\t\tBUSS A 0 A_TakeInventory (\"ActionPistol\", 1)\n\t\t\tBUSS A 0 A_TakeInventory (\"PistolDummy\",1)\n\t\t\tBUSS H 1 A_Raise\n\t\t\tGoto Select + 6\n\t\t\tBUSS A 0 A_FireCustomMissile(\"ActionUziDiscard\", 0, 0, 0, 0)\n\t\t\tBUSS A 0 A_TakeInventory (\"Actionuzi\", 1)\n\t\t\tBUSS A 0 A_TakeInventory (\"UziDummy\",1)\n\t\t\tBUSS H 1 A_Raise\n\t\t\tGoto Select + 10\n\t\tFire:\n\t\t\tBUSS H 0 A_JumpIfInventory(\"BlunderbussDummy\",1,1)\n\t\t\tGoto Ready\n\t\t\tBUSS A 0 A_JumpIfNoAmmo(12)\n\t\t\tBUSS O 1 BRIGHT\n\t\t\tBUSS O 0 BRIGHT A_FireCustomMissile(\"BlunderbussSmokeSpawner\",0,0,1,2)\n\t\t\tBUSS P 1 BRIGHT A_FireCustomMissile(\"BlunderbussCannonball\", 0, 1, 0, 4)\n\t\t\tBUSS B 1\n\t\t\tBUSS B 0 A_PlaySound(\"buss/fire\")\n\t\t\tBUSS C 2\n\t\t\tBUSS F 4\n\t\t\tBUSS D 12\n\t\t\tBUSS E 4 A_TakeInventory (\"BlunderbussDummy\",1)\n\t\t\tBUSS N 3\n\t\t\tBUSS N 0 A_GiveInventory (\"BlunderbussDummy2\", 1)\n\t\t\tGoto Ready\n\t\t\tBUSS A 0 A_TakeInventory (\"BlunderbussDummy\",1)\n\t\t\tBUSS A 0 A_PlaySound(\"buss/hammer\")\n\t\t\tGoto Ready\n\t\tAltFire:\n\t\t\tBUSS A 0 A_JumpIfInventory(\"BlunderbussDummy2\",1,8)\n\t\t\tBUSS A 0 A_JumpIfInventory(\"BlunderbussDummy\",1,6)\n\t\t\tBUSS H 3\n\t\t\tBUSS I 3\n\t\t\tBUSS J 3\n\t\t\tBUSS K 3 A_PlaySound(\"buss/hammer\")\n\t\t\tBUSS L 3 A_GiveInventory (\"BlunderbussDummy\", 1)\n\t\t\tBUSS H 0\n\t\t\tGoto Ready\n\t\t\tBUSS C 0 A_JumpIfInventory(\"BlunderbussAmmo\",1,2)\n\t\t\tBUSS A 0\n\t\t\tGoto AltFire + 1\n\t\t\tBUSS C 6\n\t\t\tBUSS Q 5\n\t\t\tBUSS R 4\n\t\t\tBUSS S 4\n\t\t\tBUSS T 12 A_PlaySound(\"buss/reload\")\n\t\t\tBUSS U 8\n\t\t\tBUSS E 6\n\t\t\tBUSS N 4 A_TakeInventory (\"BlunderbussDummy2\",1)\n\t\t\tGoto Ready\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/casino.txt",
"contents": "actor ad2_SYMBOL\n{\n\t+NOGRAVITY\n\tstates\n\t{\n\tSpawn:\n\t\tSLOT A -1\n\t\tstop\n\tOrange:\n\t\tSLOT B -1\n\t\tstop\n\tPlum:\n\t\tSLOT C -1\n\t\tstop\n\tWatermellon:\n\t\tSLOT D -1\n\t\tstop\n\tBar:\n\t\tSLOT E -1\n\t\tstop\n\tTri:\n\t\tSLOT F -1\n\t\tstop\n \t}\n}\n\nactor ad2_pointer\n{\n +NOGRAVITY\n +NOCLIP\n states\n {\n Spawn:\n POIN A -1\n stop\n }\n}\n\nactor ad2_winnings\n{\n +NOGRAVITY\n +NOCLIP\n states\n {\n Spawn:\n TNT1 A -1\n stop\n Row:\n RED1 A -1\n stop\n Coin:\n BLUE A -1\n stop\n Win:\n YELL A -1\n stop\n }\n}\n\nactor ad2_card\n{\n +NOGRAVITY\n +NOCLIP\n states\n {\n\tSpawn:\n\t\tCARD A -1\n\t\tstop\n\tHEARTA:\n\t\tHRTA A -1\n\t\tstop\n\tHEART2:\n\t\tHRT2 A -1\n\t\tstop\n\tHEART3:\n\t\tHRT3 A -1\n\t\tstop\n\tHEART4:\n\t\tHRT4 A -1\n\t\tstop\n\tHEART5:\n\t\tHRT5 A -1\n\t\tstop\n\tHEART6:\n\t\tHRT6 A -1\n\t\tstop\n\tHEART7:\n\t\tHRT7 A -1\n\t\tstop\n\tHEART8:\n\t\tHRT8 A -1\n\t\tstop\n\tHEART9:\n\t\tHRT9 A -1\n\t\tstop\n\tHEART10:\n\t\tHRT0 A -1\n\t\tstop\n\tHEARTJ:\n\t\tHRTJ A -1\n\t\tstop\n\tHEARTQ:\n\t\tHRTQ A -1\n\t\tstop\n\tHEARTK:\n\t\tHRTK A -1\n\t\tstop\n\n\tDIMONDA:\n\t\tDIMA A -1\n\t\tstop\n\tDIMOND2:\n\t\tDIM2 A -1\n\t\tstop\n\tDIMOND3:\n\t\tDIM3 A -1\n\t\tstop\n\tDIMOND4:\n\t\tDIM4 A -1\n\t\tstop\n\tDIMOND5:\n\t\tDIM5 A -1\n\t\tstop\n\tDIMOND6:\n\t\tDIM6 A -1\n\t\tstop\n\tDIMOND7:\n\t\tDIM7 A -1\n\t\tstop\n\tDIMOND8:\n\t\tDIM8 A -1\n\t\tstop\n\tDIMOND9:\n\t\tDIM9 A -1\n\t\tstop\n\tDIMOND10:\n\t\tDIM0 A -1\n\t\tstop\n\tDIMONDJ:\n\t\tDIMJ A -1\n\t\tstop\n\tDIMONDQ:\n\t\tDIMQ A -1\n\t\tstop\n\tDIMONDK:\n\t\tDIMK A -1\n\t\tstop\n\n\tCLUBA:\n\t\tCLBA A -1\n\t\tstop\n\tCLUB2:\n\t\tCLB2 A -1\n\t\tstop\n\tCLUB3:\n\t\tCLB3 A -1\n\t\tstop\n\tCLUB4:\n\t\tCLB4 A -1\n\t\tstop\n\tCLUB5:\n\t\tCLB5 A -1\n\t\tstop\n\tCLUB6:\n\t\tCLB6 A -1\n\t\tstop\n\tCLUB7:\n\t\tCLB7 A -1\n\t\tstop\n\tCLUB8:\n\t\tCLB8 A -1\n\t\tstop\n\tCLUB9:\n\t\tCLB9 A -1\n\t\tstop\n\tCLUB10:\n\t\tCLB0 A -1\n\t\tstop\n\tCLUBJ:\n\t\tCLBJ A -1\n\t\tstop\n\tCLUBQ:\n\t\tCLBQ A -1\n\t\tstop\n\tCLUBK:\n\t\tCLBK A -1\n\t\tstop\n\n\tSPADEA:\n\t\tSPDA A -1\n\t\tstop\n\tSPADE2:\n\t\tSPD2 A -1\n\t\tstop\n\tSPADE3:\n\t\tSPD3 A -1\n\t\tstop\n\tSPADE4:\n\t\tSPD4 A -1\n\t\tstop\n\tSPADE5:\n\t\tSPD5 A -1\n\t\tstop\n\tSPADE6:\n\t\tSPD6 A -1\n\t\tstop\n\tSPADE7:\n\t\tSPD7 A -1\n\t\tstop\n\tSPADE8:\n\t\tSPD8 A -1\n\t\tstop\n\tSPADE9:\n\t\tSPD9 A -1\n\t\tstop\n\tSPADE10:\n\t\tSPD0 A -1\n\t\tstop\n\tSPADEJ:\n\t\tSPDJ A -1\n\t\tstop\n\tSPADEQ:\n\t\tSPDQ A -1\n\t\tstop\n\tSPADEK:\n\t\tSPDK A -1\n\t\tstop\n\n\tBLANK:\n\t\tTNT1 A -1\n\t\tstop\n }\n}\n\nactor ad2_held\n{\n +NOGRAVITY\n +NOCLIP\n states\n {\n\tSpawn:\n\t\tTNT1 A -1\n\t\tstop\n\theld:\n\t\tHELD A -1\n\t\tstop\n }\n}\n\nactor ad2_clicker : Weapon\n{\n weapon.selectionorder 3700\n weapon.kickback 0\n +WEAPON.MELEEWEAPON\n +WEAPON.NOALERT\n +WEAPON.CHEATNOTWEAPON\n states\n {\n Ready:\n TNT1 A 1 A_WeaponReady\n loop\n Deselect:\n TNT1 A 1 A_Lower\n loop\n Select:\n TNT1 A 1 A_Raise\n loop\n Fire:\n TNT1 D 1 ACS_EXECUTE(150, 0, 0, 0)\n goto Ready\n }\n}"
}
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