Raw model (for completeness)
{
"meta": {
"id": "08ed036f-4e82-48d5-a532-1bda85c2c5b7",
"sha1": "8d6e0d59c0707c09f547439a1542dca49be30292",
"sha256": "007e2e18f6d1eb959db60b0b5c7afbfe331705c350db78cc5f31347965bd0768",
"filenames": [
"complex-doom-invasion_0.99.2a.pk3"
],
"additional": {
"engines": [
"ZDOOM"
],
"iwad": [],
"filename": null,
"added": "2018-03-28 00:12:40",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": null,
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2018-03-28 00:12:40",
"file": {
"type": "PK3",
"size": 87944875,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/8d6e0d59c0707c09f547439a1542dca49be30292/8d6e0d59c0707c09f547439a1542dca49be30292.pk3.gz",
"corrupt": false
},
"content": {
"maps": [
"CDM01",
"CDM02",
"CDM03",
"CDM04",
"CDM05",
"CDM06",
"CDM07",
"CDM08",
"CDM09",
"CDM10",
"CDM11",
"CDM12",
"CDM13",
"CDM14",
"CDM15",
"CDM16",
"CDM17",
"CDMBOSS",
"TEST01"
],
"counts": {
"endoom": 0,
"graphics": 2,
"lumps": 11100,
"maps": 19,
"palettes": 14
},
"engines_guess": [
"ZDOOM"
]
},
"text_files": [
{
"source": "pk3",
"name": "DECORATE.txt",
"contents": "#include \"decorate/player.txt\"\n#include \"decorate/allies.txt\"\n#include \"decorate/newweapons.txt\"\n#include \"decorate/weaponspot.txt\"\n#include \"decorate/basemech.txt\"\n#include \"decorate/tank.txt\"\n#include \"decorate/missiletank.txt\"\n#include \"decorate/plasmatank.txt\"\n#include \"decorate/prototype.txt\"\n#include \"decorate/grinder.txt\"\n#include \"decorate/assaulttank.txt\"\n#include \"decorate/maxsoldier.txt\"\n#include \"decorate/jettrooper.txt\"\n#include \"decorate/enforcer.txt\"\n#include \"decorate/necrosuit.txt\"\n#include \"decorate/demon_cydestroyer.txt\"\n#include \"decorate/demon_bombelemental.txt\"\n#include \"decorate/demon_belphegor.txt\"\n#include \"decorate/demon_babydarkdemolisher.txt\"\n#include \"decorate/demon_cardihilator.txt\"\n#include \"decorate/demon_infernodemon.txt\"\n#include \"decorate/newitems.txt\"\n#include \"decorate/itemspot.txt\"\n#include \"decorate/healthspot.txt\"\n#include \"decorate/powerupspot.txt\"\n#include \"decorate/newmonsters.txt\"\n#include \"decorate/oldmonsters.txt\"\n#include \"decorate/monsterspot.txt\"\n#include \"decorate/randomspot.txt\"\n#include \"decorate/wtfmonsters.txt\"\n#include \"decorate/minibosses/legendarysentient.txt\"\n#include \"decorate/minibosses/legendarycyberdemon.txt\"\n#include \"decorate/finalbosses/lordarchon.txt\"\n#include \"decorate/finalbosses/terminator.txt\"\n#include \"decorate/finalbosses/darkcyberlord.txt\"\n#include \"decorate/finalbosses/hitler.txt\"\n#include \"decorate/finalbosses/legendaryannihilator.txt\"\n#include \"decorate/finalbosses/sabaoth.txt\"\n#include \"decorate/finalbosses/daemonium.txt\"\n#include \"decorate/finalbosses/aracnorbqueen.txt\"\n#include \"decorate/finalbosses/azazel.txt\"\n#include \"decorate/finalbosses/corruption.txt\"\n#include \"decorate/finalbosses/cerebralcommander.txt\"\n#include \"decorate/finalbosses/arcradimus.txt\"\n#include \"decorate/finalbosses/toxicmaster.txt\"\n#include \"decorate/finalbosses/hellfirecyberdemon.txt\"\n#include \"decorate/finalbosses/maephisto.txt\"\n#include \"decorate/finalbosses/ministerofhell.txt\"\n#include \"decorate/finalbosses/naziwarmachine.txt\"\n#include \"decorate/finalbosses/legendarycardinal.txt\"\n#include \"decorate/finalbosses/truelegendarycardinal.txt\"\n#include \"decorate/stuff.txt\"\n#include \"decorate/sfx.txt\"\n#include \"decorate/replace.txt\""
},
{
"source": "pk3",
"name": "KEYCONF.txt",
"contents": "AddSlotDefault 0 \"UtilityGun\"\nAddSlotDefault 0 \"OpenDeck\"\nAddSlotDefault 3 \"PulseShotgun\"\nAddSlotDefault 4 \"TechVulcan\"\nAddSlotDefault 5 \"HomingRocketLauncher\"\nAddSlotDefault 5 \"DoubleGrenadeLauncher\"\nAddSlotDefault 5 \"M79GrenadeLauncher\"\nAddSlotDefault 5 \"EFG9000\"\nAddSlotDefault 6 \"PlasmaRepeater\"\nAddSlotDefault 6 \"TechErasus\"\nAddSlotDefault 7 \"BFG3500\"\nAddSlotDefault 7 \"D-BFG\"\nAddSlotDefault 8 \"SniperRifle\"\n\nADDKEYSECTION \"Complex Doom Invasion\" ComplexDoomInvasion\n\nADDMENUKEY \"Replace Rune\" ClearRune\nALIAS ClearRune \"Puke 15857\""
},
{
"source": "pk3",
"name": "SNDINFO.txt",
"contents": "world/jumpad JUMPPAD\n$playersound\tMech\tmale\t*pain100\tNONE\n$playersound\tMech\tmale\t*pain75\t\tNONE\n$playersound\tMech\tmale\t*pain50\t\tNONE\n$playersound\tMech\tmale\t*pain25\t\tNONE\n$playersound\tMech\tmale\t*land\t\tNONE\n$playersound\tMech\tmale\t*grunt\t\tNONE\n$playersound\tMech\tmale\t*jump\t\tNONE\n$playersound\tMech\tmale\t*usefail\tNONE\n$playersound\tMech\tmale\t*xdeath\t\tMECHEXIT\n$playersound\tMech\tmale\t*taunt\t\tMECHENTR\n$playersound Mech \tmale *death\t\tMECHEXIT\n$playersound\tMech\tmale\t*gibbed\t\tMECHEXIT\n\nBabyCaco/Sight CACOBSIT\nBabyCaco/Pain CACOBPAI\nBabyCaco/Death CACOBDTH\nBabyCaco/Active BABYACT\nBabyCaco/Melee\tBABYBITE\n\nPaladin/Sight\tHPALSIT\nPaladin/Active\tHPALACT\nPaladin/Pain\tHPALPAIN\nPaladin/Death\tHPALDTH\nPaladin/XDeath\tHPALXDTH\nPaladin/Swing\tHPALSWG\nPaladin/Melee\tHPALHIT\nPaladin/Shoot\tHPALATK\nPaladin/Hit\t\tHPALHIT2\nPaladin/Grenade\tHPALGREN\nPaladin/Bounce\tHPALBNC\nPaladin/Explode\tHPALEXPL\nPaladin/Step\tHPALSTEP\n\nmonster/termsit tsight\nmonster/termpin tpain1\nmonster/termdth tdeath\n$random Terminator/termact { termact1 termact2 }\ntermact1\t\tdsteract\ntermact2\t\tdsteact2\n$random Terminator/terstepA { terstep1 terstep2 }\nterstep1\t\t dststep1\nterstep2\t\t dststep2\nstar/fire starfir\nstar/load1 RSLOAD1\nstar/load2 RSLOAD2\nstar/load3 RSLOAD3\nstar/explode starexp\nplasmaminigun/fire PMGUN\nboss/teleport BTELEP\n\ndarkannih/see DANISEE\nBFG/charge BIGCHAR1\n\nnazisg/fire NZSHTFIR\nnazisg/pump NZSHTPMP\n\nsupersoldier/see BOS1ST01\nsupersoldier/pain BOS1PAIN\nsupersoldier/death BOS1DT01\nsupersoldier/idle BOS1SACT\n\nelitesoldier/see BOS2ST01\nelitesoldier/pain BOS2PAIN\nelitesoldier/death BOS2DT01\nelitesoldier/idle BOS2SACT\n\ntodesritter/sight TODSSEE\ntodesritter/death TODSDTH\n\nnazicommander/sight SSCOMSEE\nnazicommander/death SSCOMDIE\n\nhitler/lostmech NZHITMCH\n\nSteam/Loop\tSTEMLOOP\nSteam/Fire\tSTEMFIRE\n\nglass/break GLASSB\nglass/break2 GLASS2\n\nmap/airstrike AIRSTRIK\nmap/airnobomb AIRSTRI2\n\nztank/see DSZTANK1\nztank/attack DSZTGUN\nztank/pain DSZTANKP\nztank/death DSZTANKD\nztank/Run DSZTANK2\n\nmech/reload1 RELOAD1\nmech/reload2 RELOAD2\nmech/reload3 RELOAD3\nmech/reload4 RELOAD4\nmech/reload5 RELOAD5\nmech/enter MECHENTR\nmech/exit MECHEXIT\n\nmrl/fire MRLFIRE\nrpg/fly RPGFLY\nrpg/fire RPGFIRE\n$limit rpg/fire 0\n$rolloff rpg/fire 1200 3000\nthumper/explode THUMEXP\n$limit thumper/explode 0\n$rolloff thumper/explode 1200 3000\n\nplasmagun/fire PLASFIRE\nplasma/exp PLASEXP\n\nplasmacaster/fire PLCASFIR\nplasmacaster/fly PLCASFLY\nplasmacaster/explode PLCASEXP\n\nbonus/card RENCARD\n\nweapon/warn WEAPWARN\n\nworld/alarm1 ALARM1\nworld/alarm6 ALARM6\nworld/alarm9 ALARM9\n$limit world/alarm9 0\n$rolloff world/alarm9 500 2000\n$ambient 16 world/alarm9 point continuous 0.5\n\nworld/waiting WAITING\n$limit world/waiting 0\n$ambient 17 world/waiting point continuous 0.5\n\nfire/weak FIRELOP1\nfire/normal FIRELOP2\n\nFlare/Loop\tFLARLOOP\n\nwizard/sight dwizact\nwizard/death dwizdth\n\nPoe/Sight POESIGHT\nPoe/Death POEDIE\npoe/Active POEACTIV\n$Random Poe/Pain { Poe/Pain1 Poe/Pain2 }\nPoe/Pain1 POEPAIN\nPoe/Pain2 POEPAIN2\nFakePoe/Death FKPOEDIE\n\narchonlord/see PYLDSEE\nmega/explosion MEGAEXP\n\ninfo/airstrike AIRCOMS\n\nsoulgenerator/pickup GENEPIK\n\nm60/fire M60FIRE\n$limit m60/fire 0\n\nFountain/Loop DSWFOUNT\n\nsniper/clip SNIPCLIP\nsniper/fire SNIPFIRE\nsniper/fire2 SNIPFIR2\n$rolloff sniper/fire 1200 3000\n$limit sniper/fire 0\n$rolloff sniper/fire2 1200 3000\n$limit sniper/fire2 0\n\ncrate/pickup CRATEPIK\n\nsmoke/trap SMKTRAP\n$limit smoke/trap 0\n$rolloff smoke/trap 1200 3000\n\nmp45/fire MP45FIRE\n$limit mp45/fire 0\n\nmp46/fire MP46FIRE\n$limit mp46/fire 0\n\nbrifle/fire\tBRFIRE\n$limit brifle/fire 0\n$rolloff brifle/fire 500 2000\n\nweapons/arifle\tdscgun\n$limit weapons/arifle 0\n\nasg/fire DSASGFR1\n$limit asg/fire 0\n\n$random player/see\t\t{ player/see1 player/see2 player/see3 }\nplayer/see1\t\t\tALERT1\nplayer/see2\t\t\tALERT2\nplayer/see3 ALERT3\n$random player/active\t\t{ player/active1 player/active2 player/active3 player/active4 player/active5 player/active6 }\n$random player/acctive\t\t{ player/active1 player/active2 player/active3 player/active4 }\nplayer/active1\t\t\tIDLE1a\nplayer/active2\t\t\tIDLE2a\nplayer/active3\t\t\tIDLE3a\n$random player/death\t\t{ player/death1 player/death2 player/death3 }\nplayer/death1\t\t\tDSPLDETH\nplayer/death2\t\t\tDSPDIEHI\nplayer/death3\t\t\tDEATH3\n\nsentry/see SENTSEE\nsentry/beep SENTACT\nsentry/warn SENTWRN\nsentry/die SENTDIE\n\ntimebomb/start\tTBOBSTRT\ntimebomb/loop\tTBOBLOOP\ntimebomb/stop\tTBOBSTOP\n\nMiniRocketFire DSRLAUNC\nMiniRocketFly DSRFLITE\nMiniRocketExpl DSMISLHT\n\nutility/build BUILD\n$limit utility/build 0\n\nvulcan/altfire VULCFIR2\n\nplasmashotgun/fire PLSGFIRE\nplasmashotgun/load PLSGLOAD\n\nTPortalLoop tp_loop\nTPZap1\ttp_zap1\nTPZap2\ttp_zap2\n$random TPortalZap {TPZap1 TPZap2}\nTPortalFade tp_fade\nTPortalAppear tp_app\n\nskull1 \t\t\tskull1\nskull2 \t\t\tskull2\nskull3 \t\t\tskull3\nskull4 \t\t\tskull4\nskullattack \tskull5\nskulldie \t\tskull6\nskullchips\t\tdsrocks\njitpain1 \t\tjitpain1\njitpain2 \t\tjitpain2\njitpain3 \t\tjitpain3\njitpain4 \t\tjitpain4\nskultaunt \t\tskultau\n\n$random skullact {skull1 skull2 skull3 skull4}\n$random jitpain {jitpain1 jitpain2 jitpain3 jitpain4}\n\nTheOni/See Aosee\n\nOVLOSIT OVLOSIT\nOVLOATK OVLOATK\nOVLOPAIN OVLOPAIN\nOVLODEAT OVLODEAT\n\nLeech/Fire\tDSLEECH\n\njetpack/fly JETJUMP\nweapons/cyborgplasmafire DSBLSHT3\nweapons/cyborgplasmahit\t DSSONHIT\n\ncreeperact \t\tcreep1\ncreeperattack \tcreep2\ncreeperpain \tcreep3\ncreeperdie \t\tcreep4\nCreeperBall \tdscurse\ncreeptaunt \t\tcreeptau\n\nsabaoth/see SBTHSEE\nsabaoth/idle SBTHACT\nsabaoth/death SBTHDIE\n\ntrash/explode TRASHEXP\n\nsad/explain SADNESS\n\n$random thunder/hit {thunder/hit1 thunder/hit2}\nthunder/hit1 THNDS01\nthunder/hit2 THNDS02\n\nazazel/see AZASEE\nazazel/idle AZAIDL\n$rolloff azazel/idle 1200 3000\nazazel/attack AZAATK\n$rolloff azazel/attack 1200 3000\nweapons/devexp dsdevexp\nweapons/devzap dsdevzap\nweapons/devlit dsdevlit\nstrike/warm\tion_warm\nstrike/fire\tion_fire\n\naracnorb/sight\t\tdsaracst\naracnorb/death\t\tdsaracdt\naracnorb/attack\t\tdsaracfr\naracnorb/melee\t\tdsaracml\n\nqueen/sight quesit\nqueen/pain quepain\nqueen/death quedie\nqueen/active queact\nqueen/fire qbfgfire\nqueen/hit qbfghit\nelectricplasma/shoot PZAPSEE\nelectricplasma/hit PZAPHIT\n\ncybdemo/death CYBDEDIE\n\nstoneimp/hit SIMPMELE\nstone/bounce dspunch\nstone/death\t dsstndth\nstone/sight\t dsstnsit\nstone/melee DSSTNATK\n\nsuicide/run ZBMBGO\nsuicide/loop ZBMBLO\n\ncracko/see s_cracko\ncracko/pain p_cracko\ncrack/see cracksee\ncrack/death crackdth\n\nmonster/helsit dshelsit\nmonster/helac1 dshelac1\nmonster/helac2 dshelac2\n$random monster/helact \t { monster/helac1 monster/helac2 }\nmonster/helpai dshelpai\nmonster/heldth dsheldth\nmonster/heltel dsheltels\n\niceexplode\tSHARDS1B\n$limit iceexplode 9999\n$limit weapons/icehit 9999\n\nicespike frosty2\n\npyro/bomb DSRDSHOT\npyro/bombhit DSRDHIT\npyro/blast DP_ATTAC\npyro/flamepoof DSHITW\npyro/explosion DSPIPEX1\npyro/blastexplosion DSFRBXPL\ndarkinquisitor/darkmatterdie inqdrkxp\n\nMageShardFire SNOW5\nMageShardExplode \tSNOW6\n\npainlord/barrageball 64firsht\npainlord/barrageballblast 64firxpl\npainlord/ripper spit6\npainlord/ripperex impact3\n\nCorruption/See DSCORSIT\n\n$RANDOM Corruption/Pain { pai1 pai2 }\npai1 DIABLOH1\npai2 DIABLOH2\n\nCorruption/Act DSCORACT\n\nCorruption/dth DSCORRD\n\nCorruption/Talk DSTALK2\nCorruption/Talk2 DSTALK6\n\n$RANDOM CIMPSIT { CIMPSIT1 CIMPSIT2 }\nCIMPSIT1\tCIMPCIT1\nCIMPSIT2\tCIMPSIT2\n$RANDOM CIMPDTH { CIMPDTH1 CIMPDTH2 }\nCIMPDTH1\tCIMPDTH1\nCIMPDTH2\tCIMPDTH2\nCIMPPAIN\tCIMPPAIN\nCIMPACT\t\tCIMPACT\n\ncyberbaron/see CBAR2SIT\n\nMiniNuke/ex NUKEEX\n\nbagel/see BAGACT\nbagel/active BAGACT\nbagel/pain BAGPAI\nbagel/death BAGDIE\nbagel/melee1 BAGME1\nbagel/melee2 BAGME2\nbagel/melee3 BAGME3\n\npotato/pop POP\npotato/bounce PBOUNCE\nbagel/kill PDEATH\n\ndaemonium/see DAESEE\n\nPainLordOriginal/Sight PALOSEES\nPainLordOriginal/Active PALOACTS\nPainLordOriginal/Pain PALOPAIN\nPainLordOriginal/Death PALODIES\nki/hit01 K_hit1\nki/hit02 K_hit2\n$random ki/hit { ki/hit01 ki/hit02 }\n\nISIS/See DSALSEE\nISIS/Die DSALDIE\n$random ISIS/Taunt { allahuackbar2 allahuackbar3 allahuackbar4 allahuackbar5 allahuackbar6 allahuackbar7 allahuackbar8 allahuackbar9 allahuackbar10 }\nallahuackbar1\tDSALLAH1\nallahuackbar2\tDSALLAH2\nallahuackbar3\tDSALLAH3\nallahuackbar4\tDSALLAH4\nallahuackbar5\tDSALLAH5\nallahuackbar6\tDSALLAH6\nallahuackbar7\tDSALLAH7\nallahuackbar8\tDSALLAH8\nallahuackbar9\tDSALLAH9\nallahuackbar10\tDSALLAH0\n\n$rolloff ISIS/taunt 500 2000\n$rolloff ISIS/See 500 2000\n$rolloff ISIS/Die 500 2000\n\nCommander/See DSCOMSIT\nCommander/Die DSCOMDTH\nCommander/Attack DSCOMATK\nSeekerBFG10K/Start SKBFG10S\nSeekerBFG10K/Cool SKBFG10C\n\n$rolloff SeekerBFG10K/Start 500 2000\n$rolloff SeekerBFG10K/Cool 500 2000\n$rolloff Commander/Attack 500 2000\n\ntrapped/crate WTFBOOM\n\n$random SpecCommando/See {SpecOps/See1 SpecOps/See2}\n$random SpecOps/See {SpecOps/See3 SpecOps/See4}\nSpecOps/See1 SPECSEE1\nSpecOps/See2 SPECSEE2\nSpecOps/See3 SPECSEE3\nSpecOps/See4 SPECSEE4\n$random SpecCommando/Idle {SpecOps/Idle1 SpecOps/Idle2 SpecOps/Idle3}\n$random SpecOps/Idle {SpecOps/Idle4 SpecOps/Idle5 SpecOps/Idle6}\nSpecOps/Idle1 SPECIDL1\nSpecOps/Idle2 SPECIDL2\nSpecOps/Idle3 SPECIDL3\nSpecOps/Idle4 SPECIDL4\nSpecOps/Idle5 SPECIDL5\nSpecOps/Idle6 SPECIDL6\n$random SpecCommando/Pain {SpecOps/Pain1 SpecOps/Pain2 SpecOps/Pain3 SpecOps/Pain4}\n$random SpecOps/Pain {SpecOps/Pain5 SpecOps/Pain6 SpecOps/Pain7 SpecOps/Pain8}\nSpecOps/Pain1 SPECPAI1\nSpecOps/Pain2 SPECPAI2\nSpecOps/Pain3 SPECPAI3\nSpecOps/Pain4 SPECPAI4\nSpecOps/Pain5 SPECPAI5\nSpecOps/Pain6 SPECPAI6\nSpecOps/Pain7 SPECPAI7\nSpecOps/Pain8 SPECPAI8\n$random SpecCommando/Death {SpecOps/Death1 SpecOps/Death2 SpecOps/Death3 SpecOps/Death4}\n$random SpecOps/Death {SpecOps/Death5 SpecOps/Death6 SpecOps/Death7}\nSpecOps/Death1 SPECDIE1\nSpecOps/Death2 SPECDIE2\nSpecOps/Death3 SPECDIE3\nSpecOps/Death4 SPECDIE4\nSpecOps/Death5 SPECDIE5\nSpecOps/Death6 SPECDIE6\nSpecOps/Death7 SPECDIE7\n\ndrone/see DRONSEE\ndrone/act DRONACT\ndrone/die DRONDIE\ndrone/fire DRONATK\n\nb1battlebot/see BTB1SEE\n$random b1battlebot/idle {b1battlebot/idle1 b1battlebot/idle2 b1battlebot/idle3 b1battlebot/idle4}\nb1battlebot/idle1 BTB1IDL1\nb1battlebot/idle2 BTB1IDL2\nb1battlebot/idle3 BTB1IDL3\nb1battlebot/idle4 BTB1IDL4\n$random b1battlebot/death {b1battlebot/death1 b1battlebot/death2 b1battlebot/death3 b1battlebot/death4 b1battlebot/death5 b1battlebot/death6 b1battlebot/death7}\nb1battlebot/death1 BTB1DIE1\nb1battlebot/death2 BTB1DIE2\nb1battlebot/death3 BTB1DIE3\nb1battlebot/death4 BTB1DIE4\nb1battlebot/death5 BTB1DIE5\nb1battlebot/death6 BTB1DIE6\nb1battlebot/death7 BTB1DIE7\nb1battlebot/melee BTB1MELE\nb1battlebot/step BTB1STEP\n$limit b1battlebot/step 0\n\n$random b2battlebot/see {b2battlebot/see1 b2battlebot/see2}\nb2battlebot/see1 BTB2SEE1\nb2battlebot/see2 BTB2SEE2\n$random b2battlebot/idle {b2battlebot/idle1 b2battlebot/idle2}\nb2battlebot/idle1 BTB2IDL1\nb2battlebot/idle2 BTB2IDL2\n$random b2battlebot/death {b2battlebot/death1 b2battlebot/death2}\nb2battlebot/death1 BTB2DIE1\nb2battlebot/death2 BTB2DIE2\nb2battlebot/step BTB2STEP\n$limit b2battlebot/step 0\n\ntimefreeze/effect1 TIMEFRZ1\ntimefreeze/effect2 TIMEFRZ2\ntimefreeze/effect3 TIMEFRZ3\n\npowerups/protection PWRPROT\n\nmega/supply MSUPPLY\n\nfullpack/pickup FULLPACK\n\n$random ssenforcer/see {ssenforcer/see1 ssenforcer/see2 ssenforcer/see3 ssenforcer/see4 ssenforcer/see5}\nssenforcer/see1 SSENFSI1\nssenforcer/see2 SSENFSI2\nssenforcer/see3 SSENFSI3\nssenforcer/see4 SSENFSI4\nssenforcer/see5 SSENFSI5\n$random ssenforcer/idle {ssenforcer/idle1 ssenforcer/idle2 ssenforcer/idle3 ssenforcer/idle4}\nssenforcer/idle1 SSENFAC1\nssenforcer/idle2 SSENFAC2\nssenforcer/idle3 SSENFAC3\nssenforcer/idle4 SSENFAC4\n$random ssenforcer/death {ssenforcer/death1 ssenforcer/death2 ssenforcer/death3 ssenforcer/death4}\nssenforcer/death1 SSENFDI1\nssenforcer/death2 SSENFDI2\nssenforcer/death3 SSENFDI3\nssenforcer/death4 SSENFDI4\n\n$rolloff HFCyb/see\t 1000 3500\n$Volume HFCyb/see 5.0\n$rolloff HFCyb/Active\t 1000 3500\nHfCyber/see HFCYSIG\n$Random HFCyber/Active { HFCyber/active1 HFCyber/active2 HFCyber/active3 HFCyber/active4 }\nHFCyber/active1\t\t\tHFCYACT1\nHFCyber/active2\t\t\tHFCYACT2\nHFCyber/active3\t\t\tHFCYACT3\nHFCyber/active4\t\t\tHFCYACT4\n$Random HFCyber/Pain { HFCyber/Pain1 HFCyber/Pain2 }\nHFCyber/Pain1\t\t\t\tHFCYPAI1\nHFCyber/Pain2\t\t\t\tHFCYPAI2\n$rolloff HFCyb/Pain1\t 1000 3500\n$rolloff HFCyb/Pain2\t 1000 3500\n$Volume HFCyb/Pain1 5.0\n$Volume HFCyb/Pain2 5.0\nhfcyb/rocket dscanfir\nNewcyber/death\t\t\tdshcydth\n$rolloff HFCyb/laugh\t 1000 3500\nHFCyb/Laugh HFCYLAU\n$rolloff HFCyb/laugh2\t 1000 3500\nHFCyb/Laugh2 HFCYLAU2\nHFCyb/PyroShotF PCNNFI\n\nlessermutant/painr\t LMPAIN\nlessermutant/deathr\t LMDEATH\nlessermutant/activer LMIDLE\nlessermutant/seer\t LMSEE\nlessermutant/attackr LMATCK\n\nweapons/skulfi dsskulfi\nweapons/bloodx dsbloodx\n\nTImp/Sight DSTIMSIT\nTimp/Idle DSTIMACT\nTimp/Pain DSTIMPAI\nTimp/Death DSTIMDTH\n\nToxicKnight/See TKNGSEE\nToxicKnight/Pain TKNGPAI\nToxicKnight/Death TKNGDIE\n\n$random toxicdemon/pain { toxicdemon/hurt1 toxicdemon/hurt2 toxicdemon/hurt3 toxicdemon/hurt4 }\ntoxicdemon/hurt1 \tTOXDPN1\ntoxicdemon/hurt2 \tTOXDPN2\ntoxicdemon/hurt3 \tTOXDPN3\ntoxicdemon/hurt4 \tTOXDPN4\n$random toxicdemon/active { toxicdemon/groan1 toxicdemon/groan2 }\ntoxicdemon/groan1 \tTOXDGN1\ntoxicdemon/groan2 \tTOXDGN2\n$random toxicdemon/meleegrowl { toxicdemon/attack1 toxicdemon/attack2 }\ntoxicdemon/melee\t\tDSCLAW\ntoxicdemon/attack1 \tTOXDAK1\ntoxicdemon/attack2 \tTOXDAK2\ntoxicdemon/sight \t\tTOXDSEE\ntoxicdemon/stealth\t\tTOXDSTTH\ntoxicdemon/death \tTOXDDTH\ntoxicdemon/fire \tTOXDFIRE\ntoxicdemon/firehit \tTOXDFHIT\n\ntorturedsoul/sight dstrtsit\ntorturedsoul/pain dstrtpn\ntorturedsoul/death dstrtdth\ntorturedsoul/active dstrtact\n\nmechs/necrosuit/miniguns/fire NMINFIR\nmechs/necrosuit/miniguns/spin NMINSPI\nmechs/necrosuit/miniguns/down NMINDWN\nmechs/necrosuit/missiles/fire NMISFIR\nmechs/necrosuit/switch NWEPSWT\n\n$volume mechs/necrosuit/miniguns/fire 2.0\n$volume mechs/necrosuit/miniguns/spin 2.0\n$volume mechs/necrosuit/miniguns/down 2.0\n$volume mechs/necrosuit/missiles/fire 2.0\n$volume mechs/necrosuit/switch 2.0\n\n$playeralias PCydestroyer male *pain100 cydes/pain\n$playeralias PCydestroyer male *pain75 cydes/pain\n$playeralias PCydestroyer male *pain50 cydes/pain\n$playeralias PCydestroyer male *pain25 cydes/pain\n$playeralias PCydestroyer male *death cydes/death\n$playeralias PCydestroyer male *usefail cbaron/active\n$playeralias PCydestroyer male *grunt cbaron/active\n$playeralias PCydestroyer male *land cbaron/active\n$playeralias PCydestroyer male *jump cbaron/active\n$playeralias PCydestroyer male *taunt cydes/sight\n\n$playeralias PBombElemental male *pain100 bomb/pain\n$playeralias PBombElemental male *pain75 bomb/pain\n$playeralias PBombElemental male *pain50 bomb/pain\n$playeralias PBombElemental male *pain25 bomb/pain\n$playeralias PBombElemental male *death bomb/pain\n$playeralias PBombElemental male *usefail bomb/sight\n$playeralias PBombElemental male *grunt bomb/sight\n$playeralias PBombElemental male *land bomb/sight\n$playeralias PBombElemental male *jump bomb/sight\n$playeralias PBombElemental male *taunt bomb/sight\n\n$playeralias PBelphegor male *pain100 superbaron/pain\n$playeralias PBelphegor male *pain75 superbaron/pain\n$playeralias PBelphegor male *pain50 superbaron/pain\n$playeralias PBelphegor male *pain25 superbaron/pain\n$playeralias PBelphegor male *death superbaron/death\n$playeralias PBelphegor male *usefail superbaron/act\n$playeralias PBelphegor male *grunt superbaron/act\n$playeralias PBelphegor male *land superbaron/act\n$playeralias PBelphegor male *jump superbaron/act\n$playeralias PBelphegor male *taunt superbaron/scream\n\n$playeralias PBabyDarkDemolisher male *pain100 monsters/fusionitepain\n$playeralias PBabyDarkDemolisher male *pain75 monsters/fusionitepain\n$playeralias PBabyDarkDemolisher male *pain50 monsters/fusionitepain\n$playeralias PBabyDarkDemolisher male *pain25 monsters/fusionitepain\n$playeralias PBabyDarkDemolisher male *death minidemo/death\n$playeralias PBabyDarkDemolisher male *usefail minidemo/active\n$playeralias PBabyDarkDemolisher male *grunt minidemo/active\n$playeralias PBabyDarkDemolisher male *land minidemo/active\n$playeralias PBabyDarkDemolisher male *jump minidemo/active\n$playeralias PBabyDarkDemolisher male *taunt minidemo/sight\n\n$playeralias PCardihilator male *pain100 Cardihilator/Pain\n$playeralias PCardihilator male *pain75 Cardihilator/Pain\n$playeralias PCardihilator male *pain50 Cardihilator/Pain\n$playeralias PCardihilator male *pain25 Cardihilator/Pain\n$playeralias PCardihilator male *death Cardihilator/Death\n$playeralias PCardihilator male *usefail Cardinal/Active\n$playeralias PCardihilator male *grunt Cardinal/Active\n$playeralias PCardihilator male *land Cardinal/Active\n$playeralias PCardihilator male *jump Cardinal/Active\n$playeralias PCardihilator male *taunt Cardihilator/Sight\n\n$playeralias PInfernoDemon male *pain100 infernodemon/idle\n$playeralias PInfernoDemon male *pain75 infernodemon/idle\n$playeralias PInfernoDemon male *pain50 infernodemon/idle\n$playeralias PInfernoDemon male *pain25 infernodemon/idle\n$playeralias PInfernoDemon male *death infernodemon/death\n$playeralias PInfernoDemon male *usefail infernodemon/idle\n$playeralias PInfernoDemon male *grunt infernodemon/idle\n$playeralias PInfernoDemon male *land infernodemon/idle\n$playeralias PInfernoDemon male *jump infernodemon/idle\n$playeralias PInfernoDemon male *taunt infernodemon/see\n\nkamikaze/powerup KAMIKAZ\n\nboss/laught1 TBBCSPT1\nboss/laught2 TBBCSPT2\nboss/laught3 TBBCSPT3\nboss/laught4 TBBCSPT4\n\nweapons/pulseshotgun/pump PSGPUMP\nweapons/pulseshotgun/add PSGADD\n\nnothing/inside NOTHIN\n5extra/lives D5LIVES\n\n$random All { ALL1 ALL8 ALL3 ALL4 ALL6 ALL5 ALL2 BLA }\nALL3 ALL3\nALL4 ALL4\nALL6 ALL6\nALL5 ALL5\nALL2 ALL2\nBLA BLA\nALL1\tALL1\nALL8\tALL8\nSPEAK SPEAK\n$random All/DEATH { JIHAD }\nJIHAD JIHAD\n$playeralias\tMuhammad\tmale\t*taunt\t\tALL\n$playeralias\tMuhammad\tmale *death All/DEATH\n$playeralias\tMuhammad\tmale *usefail SPEAK\n\nWeapons/dbfgup DBFGUP\nWeapons/dbfgready DBFGRDY\nWeapons/dbfgcharge DBFGCHRG\nWeapons/dbfgcharge2 DBFGCH2\nWeapons/dbfgfire DBFGFIRE\nWeapons/dbfgfire2 DBFGFIR2\nWeapons/dbfgball DBFGBALL\nWeapons/dbfgwave DBFGWAVE\nWeapons/dbfgexplode DBFGEX\nWeapons/dbfgexplode2 DBFGEX2\nWeapons/dbfgcooldown DBFGCD\nWeapons/dbfgcooldown2 DBFGCD2\n$rolloff Weapons/dbfgball 256 1280\n$rolloff Weapons/dbfgwave 96 768\n$rolloff Weapons/dbfgcharge 400 2200\n$rolloff Weapons/dbfgcharge2 400 2200\n$rolloff Weapons/dbfgfire 600 2200\n$rolloff Weapons/dbfgfire2 600 2200\n$rolloff Weapons/dbfgexplode 1024 2560\n$rolloff Weapons/dbfgexplode2 800 1800\n$limit Weapons/dbfgexplode2 0\nmisc/w_pkup2\t\tdswpu\n\nsupporttank/see SPTTSEE\nsupporttank/death SPTTDIE\n\nerasus/load ERALOAD\nerasus/fire ERAFIRE\nerasus/fly ERAFLY\nerasus/explode ERAEXP\n\nefg/charge1 EFGCHRG1\nefg/charge2 EFGCHRG2\nefg/charge3 EFGCHRG3\nweapon/warn WEAPWARN\nweapon/off WEAPOFF\nweapon/cool WEAPCOOL\n\nfrostimp/see FROSTSEE\nfrostimp/death FROSTDTH\nfrostimp/boom FROSTBOO\nfrostimp/impact FROSTIMP\nfrostimp/missile FROSTMIS\nfrostimp/freeze FROSTFRE\nfrostimp/shatter FROSTSHA\n\n$random maephisto/see {maephisto/see1 maephisto/see2}\n$random maephisto/idle {maephisto/idle1 maephisto/idle2 maephisto/idle3 maephisto/idle4 maephisto/idle5}\nmaephisto/see1 MAESEE1\nmaephisto/see2 MAESEE2\nmaephisto/charge MAECHRG\nmaephisto/laser MAELAZR\nmaephisto/death MAEDETH\nmaephisto/idle1 MAEIDL1\nmaephisto/idle2 MAEIDL2\nmaephisto/idle3 MAEIDL3\nmaephisto/idle4 MAEIDL4\nmaephisto/idle5 MAEIDL5\n\ncharge\t\tcharge\nlaser\t\tlaser\n$random sight { sight1 sight2 }\nsight1\t\tsight1\nsight2\t\tsight2\ndeath\t\tdeath\n$random idl3 { idl31 idl32 idl33 idl34 idl35 }\nidl31\t\tidl31\nidl32\t\tidl32\nidl33\t\tidl33\nidl34\t\tidl34\nidl35\t\tidl35\n\nweapons/enforcer/fire EWPFIRE\nweapons/enforcer/add EWPADD\nweapons/enforcer/spin EWPSPIN\nweapons/enforcer/reload EWPREL\nweapons/enforcer/shield EWPSHLD\n\nDGL/fire DGLANCH\n\ninfernodemon/see INFDSEE\ninfernodemon/idle INFDIDL\ninfernodemon/death INFDDIE\ninfernodemon/step INFDSTP\nweapons/firex3 dsfirex3\n\nhellchampion/shieldmissile CHPBLSH\n\nMinisterOfHell/See MINHLSEE\nMinisterOfHell/Idle MINHLIDL\nMinisterOfHell/Death MINHLDIE\n\n$random tank/fire {tank/fire1 tank/fire2 tank/fire3 tank/fire4}\ntank/fire1 vTANKFIR1\ntank/fire2 TANKFIR2\ntank/fire3 TANKFIR3\ntank/fire4 TANKFIR4\ntank/active TANKIDLE\ntank/move TANKMOVE\n$rolloff tank/active 600 2200\n$rolloff tank/move 600 2200\n$rolloff warthog/move 600 2200\n$rolloff tank/fire 1500 4000\n\nartillery/fly ARTFLY\nartillery/explode ARTEXP\n$limit artillery/fly 0\n$rolloff artillery/explode 500 2000\n\nDWraith/See\t3WRTSIGH\n$Random DWraith/Idle {3WRTIDL1 3WRTIDL2 3WRTIDL3 3WRTIDL4}\n3WRTIDL1\t3WRTIDL1\n3WRTIDL2\t3WRTIDL2\n3WRTIDL3\t3WRTIDL3\n3WRTIDL4\t3WRTIDL4\n$Random DWraith/Active\t{3WRTACT1 3WRTACT2}\n3WRTACT1\t3WRTACT1\n3WRTACT2\t3WRTACT2\n$Random DWraith/Attack\t{3WRTATK1 3WRTATK2}\n3WRTATK1\t3WRTATK1\n3WRTATK2\t3WRTATK2\n$Random DWraith/Hit\t{3WRTHIT1 3WRTHIT2 3WRTHIT3}\n3WRTHIT1\t3WRTHIT1\n3WRTHIT2\t3WRTHIT2\n3WRTHIT3\t3WRTHIT3\n$Random DWraith/Pain\t{3WRTPAI1 3WRTPAI2 3WRTPAI3}\n3WRTPAI1\t3WRTPAI1\n3WRTPAI2\t3WRTPAI2\n3WRTPAI3\t3WRTPAI3\n$Random DWraith/Death\t{3WRTDEA1 3WRTDEA2 3WRTDEA3 3WRTDEA4}\n3WRTDEA1\t3WRTDEA1\n3WRTDEA2\t3WRTDEA2\n3WRTDEA3\t3WRTDEA3\n3WRTDEA4\t3WRTDEA4\n\n$random Fodder/See { FODDERSEE1 FODDERSEE2 }\nFODDERSEE1\tFODDSEE1\nFODDERSEE2\tFODDSEE2\n$random Fodder/Active { FODDERACT1 FODDERACT2 }\nFODDERACT1\tFODDACT1\nFODDERACT2\tFODDACT2\nFodder/Pain\tFODDPAIN\n$random Fodder/Death { FODDERDIE1 FODDERDIE2 }\nFODDERDIE1\tFODDDIE1\nFODDERDIE2\tFODDDIE2\nFodder/Melee FODDCLAW\nFodder/Attack FODDATK\n\nM79/Fire M79FIRE1\nM79/Close M79CLOSE\nM79/Open M79OPEN1\nM79/S-Out M79LOAD1\nM79/S-In M79LOAD2\n$rolloff M79/Fire 500 2000\n$limit M79/Fire 0\n\ncbaron/metal cmetal\n\n$random juggernaut/death\t\t { misc/dsjudth1 misc/dsjudth2 misc/dsjudth3 misc/dsjudth4 misc/dsjudth5 }\nmisc/dsjudth1 dsjudth1\nmisc/dsjudth2 dsjudth2\nmisc/dsjudth3 dsjudth3\nmisc/dsjudth4 dsjudth4\nmisc/dsjudth5 dsjudth5\n$random juggernaut/sight\t{ misc/dsjugsit misc/dsjugsi2 misc/dsjugsi3 misc/dsjugsi4}\nmisc/dsjugsit dsjugsit\nmisc/dsjugsi2 dsjugsi2\nmisc/dsjugsi3 dsjugsi3\nmisc/dsjugsi4 dsjugsi4\n$random juggernaut/pain\t\t { misc/dsjupai1 misc/dsjupai2 misc/dsjupai3 misc/dsjupai4 }\nmisc/dsjupai1 dsjupai1\nmisc/dsjupai2 dsjupai2\nmisc/dsjupai3 dsjupai3\nmisc/dsjupai4 dsjupai4\njuggernaut/explo\tdsjugexp\n\nwarmachine/see NZWRSEE\n$random warmachine/idle { warmachine/idle1 warmachine/idle2 warmachine/idle3 warmachine/idle4 }\nwarmachine/idle1 NZWRIDL1\nwarmachine/idle2 NZWRIDL2\nwarmachine/idle3 NZWRIDL3\nwarmachine/idle4 NZWRSEE\n$random warmachine/death { warmachine/death1 warmachine/death2 warmachine/death3 warmachine/death4 warmachine/death5 }\nwarmachine/death1 NZWRDIE1\nwarmachine/death2 NZWRDIE2\nwarmachine/death3 NZWRDIE3\nwarmachine/death4 NZWRDIE4\nwarmachine/death5 NZWRDIE5\n\nbfg3500/fire BFG35CH\nbfg3500/explode BFG35EX\n$rolloff bfg3500/explode 1200 3000\n$limit bfg3500/explode 0"
},
{
"source": "pk3",
"name": "SBARINFO.txt",
"contents": "//================\n// Fullscreen HUD\n//================\n\nHeight 32;\nMonoSpaceFonts True, \"0\";\n\nMugShot \"GodAnimated\", Health2\n{\n {GOD00, GOD01, GOD02} 17;\n}\n\nMugShot \"XDeath\"\n{\n XDTH0 3;\n XDTH1 1;\n XDTH2 2;\n XDTH3 2;\n XDTH4 -1;\n}\n\nStatusBar FullScreen, FullScreenOffsets\n{\n DrawMugshot 5, AnimatedGodMode, XDeathFace, 88, -38;\n\n InInventory PowerStrength\n {\n DrawImage \"ZERKA0\", 22, -4, CenterBottom;\n }\n InInventory Not PowerStrength\n {\n DrawImage \"MEDIA0\", 22, -4, CenterBottom;\n }\n\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Health, DrawShadow, 84, -22, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Health, WhenNotZero, DrawShadow, 84, -22, 0, Red, 25, Green, 51;\n\n DrawImage ArmorIcon, 22, -27, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, Green, Armor, WhenNotZero, DrawShadow, 84, -41, 0, Red, 25, Blue, 101;\n\n DrawImage AmmoIcon2, -16, -25, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo2, DrawShadow, -27, -41, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo2, WhenNotZero, DrawShadow, -27, -41, 0, Red, 10, Green, 21;\n\n IsSelected \"Hand Grenade\"\n {\n DrawImage AmmoIcon1, -16, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 2, Green, 5;\n }\n IsSelected \"Land Mine\"\n {\n DrawImage AmmoIcon1, -16, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 2, Green, 5;\n }\n IsSelected Handgun\n {\n DrawImage \"SEWPA0\", -72, -53;\n DrawImage AmmoIcon1, -16, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 4, Green, 9;\n }\n IsSelected \"Combat Shotgun\"\n {\n DrawImage \"SEWPA0\", -64, -53;\n DrawImage AmmoIcon1, -34, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 2, Green, 6;\n }\n IsSelected \"Assault Shotgun \"\n {\n DrawImage \"SEWPA0\", -64, -53;\n DrawImage AmmoIcon1, -32, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 2, Green, 6;\n }\n IsSelected \"Double Barrel Shotgun\"\n {\n DrawImage \"SEWPA0\", -64, -53;\n DrawImage AmmoIcon1, -31, -5, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 1, Green, 2;\n }\n IsSelected \"Quad Barrel Shotgun\"\n {\n DrawImage \"SEWPA0\", -64, -53;\n DrawImage AmmoIcon1, -31, -5, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 2, Green, 4;\n }\n IsSelected \"Hexa-Shotgun\"\n {\n DrawImage \"SEWPA0\", -64, -53;\n DrawImage AmmoIcon1, -31, -5, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 2, Green, 6;\n }\n IsSelected \"Legendary Assault Shotgun\"\n {\n DrawImage \"SEWPA0\", -56, -53;\n DrawImage AmmoIcon1, -32, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 2, Green, 6;\n }\n IsSelected \"Assault Rifle\"\n {\n DrawImage \"SEWPA0\", -56, -53;\n DrawImage AmmoIcon1, -30, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 10, Green, 21;\n }\n IsSelected \"Explosive Minigun\"\n {\n DrawImage \"SEWPA0\", -56, -53;\n DrawImage AmmoIcon1, -16, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 25, Green, 51;\n }\n IsSelected \"Minigun \"\n {\n DrawImage \"SEWPA0\", -56, -53;\n DrawImage AmmoIcon1, -16, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 25, Green, 51;\n }\n IsSelected \"Legendary Plasmatic Cannon\"\n {\n DrawImage \"SEWPA0\", -56, -53;\n DrawImage \"LEGWZ0\", -25, -6, CenterBottom;\n }\n\tIsSelected \"Freezer Rifle\"\n\t{\n\tDrawImage \"SEWPAO\", -56, -53;\n\tDrawImage \"RIPGA0\", -28, -6, CenterBottom;\n\t}\n\tIsSelected BehemothCannon\n\t{\n DrawImage \"SEWPA0\", -48, -53;\n\tDrawImage \"FHMRH0\", -25, -6, CenterBottom;\n\t}\n IsSelected \"Rocket Launcher\"\n {\n DrawImage \"SEWPA0\", -48, -53;\n DrawImage AmmoIcon1, -29, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 2, Green, 5;\n }\n IsSelected \"Grenade Launcher\"\n {\n DrawImage \"SEWPA0\", -48, -53;\n DrawImage AmmoIcon1, -25, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 2, Green, 5;\n }\n IsSelected \"Plasma Rifle\"\n {\n DrawImage \"SEWPA0\", -40, -53;\n DrawImage AmmoIcon1, -28, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 10, Green, 21;\n }\n IsSelected \"Demon Tech Rifle\"\n {\n DrawImage \"SEWPA0\", -40, -53;\n DrawImage AmmoIcon1, -32, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 10, Green, 21;\n }\n IsSelected \"Legendary Plasmatic Rifle\"\n {\n DrawImage \"SEWPA0\", -40, -53;\n DrawImage AmmoIcon1, -32, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 10, Green, 21;\n }\n IsSelected \"Railgun \"\n {\n DrawImage \"SEWPA0\", -40, -53;\n DrawImage AmmoIcon1, -27, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 10, Green, 21;\n }\n IsSelected BFG9500\n {\n DrawImage \"SEWPA0\", -32, -53;\n DrawImage AmmoIcon1, -16, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 40, Green, 81;\n }\n IsSelected \"BFG10K \"\n {\n DrawImage \"SEWPA0\", -32, -53;\n DrawImage AmmoIcon1, -16, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 30, Green, 61;\n }\n IsSelected \"Advanced Necronomicon\"\n {\n DrawImage \"SEWPA0\", -24, -53;\n DrawImage AmmoIcon1, -16, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 100, Green, 201;\n }\n IsSelected \"Demon Tech BFG10K\"\n {\n DrawImage \"SEWPA0\", -32, -53;\n DrawImage AmmoIcon1, -16, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 100, Green, 201;\n }\n IsSelected \"Demon Tech Devastator\"\n {\n DrawImage \"SEWPA0\", -32, -53;\n DrawImage AmmoIcon1, -16, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 100, Green, 201;\n }\n IsSelected \"Legendary BFG\"\n {\n DrawImage \"SEWPA0\", -32, -53;\n DrawImage AmmoIcon1, -16, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 100, Green, 201;\n }\n IsSelected MP40\n {\n DrawImage \"SEWPA0\", -24, -53;\n DrawImage AmmoIcon1, -24, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 10, Green, 21;\n }\n IsSelected \"LegendaryPistols\"\n {\n DrawImage \"LEGPA0\", -24, -5;\n DrawImage AmmoIcon1, -16, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, DrawShadow, -27, -22, 0;\n }\n IsSelected \"Legendary AK-47\"\n {\n DrawImage \"SEWPA0\", -56, -53;\n DrawImage AmmoIcon1, -30, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 8, Green, 18;\n }\n\tIsSelected \"HomingRocketLauncher\"\n\t{\n\tDrawImage \"SEWPA0\", -40, -53;\n\tDrawImage AmmoIcon1, -25, -6, CenterBottom;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGreen, Ammo1, DrawShadow, -27, -22, 0;\n\t}\n\tIsSelected \"DoubleGrenadeLauncher\"\n\t{\n\tDrawImage \"SEWPA0\", -40, -53;\n\tDrawImage AmmoIcon1, -25, -6, CenterBottom;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGreen, Ammo1, DrawShadow, -27, -22, 0;\n\t}\n\tIsSelected \"M79GrenadeLauncher\"\n\t{\n\tDrawImage \"SEWPA0\", -40, -53;\n\tDrawImage AmmoIcon1, -25, -6, CenterBottom;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGreen, Ammo1, DrawShadow, -27, -22, 0;\n\t}\n\tIsSelected \"PulseShotgun\"\n\t{\n\tDrawImage \"SEWPA0\", -24, -53;\n\tDrawImage AmmoIcon1, -16, -6, CenterBottom;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 30, Green, 61;\n\t}\n\tIsSelected \"PlasmaRepeater\"\n\t{\n\tDrawImage \"SEWPA0\", -24, -53;\n\tDrawImage AmmoIcon1, -16, -6, CenterBottom;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 30, Green, 61;\n\t}\n\tIsSelected \"BFG3500\"\n\t{\n\tDrawImage \"SEWPA0\", -24, -53;\n\tDrawImage AmmoIcon1, -16, -6, CenterBottom;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 30, Green, 61;\n\t}\n\tIsSelected \"TechVulcan\"\n\t{\n\tDrawImage \"SEWPA0\", -24, -53;\n\tDrawImage AmmoIcon1, -16, -6, CenterBottom;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 100, Green, 201;\n\t}\n\tIsSelected \"TechErasus\"\n\t{\n\tDrawImage \"SEWPA0\", -24, -53;\n\tDrawImage AmmoIcon1, -16, -6, CenterBottom;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 100, Green, 201;\n\t}\n\tIsSelected \"EFG9000\"\n\t{\n\tDrawImage \"SEWPA0\", -24, -53;\n\tDrawImage AmmoIcon1, -16, -6, CenterBottom;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 100, Green, 201;\n\t}\n\tIsSelected \"SniperRifle\"\n {\n DrawImage \"SEWPA0\", -56, -53;\n DrawImage AmmoIcon1, -16, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 25, Green, 51;\n }\n\tIsSelected \"UtilityGun\"\n\t{\n\tDrawImage \"SEWPA0\", -24, -53;\n\tDrawImage AmmoIcon1, -16, -6, CenterBottom;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 100, Green, 201;\n\t}\n\tIsSelected \"OpenDeck\"\n\t{\n\tDrawImage \"ITM2Z0\", -26, -32;\n\tDrawImage AmmoIcon1, -16, -6, CenterBottom;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 100, Green, 201;\n\t}\n\n DrawImage \"HDCPA0\", -14, -108;\n\tDrawNumber 3, INDEXFONT, White, Ammo BulletMag, -16, -108;\n\tDrawImage \"HDSLA0\", -16, -101;\n\tDrawNumber 3, INDEXFONT, White, Ammo NewShell, -16, -101;\n\tDrawImage \"HDRKA0\", -15, -94;\n\tDrawNumber 3, INDEXFONT, White, Ammo Missile, -16, -94;\n\tDrawImage \"HDCLA0\", -14, -87;\n\tDrawNumber 3, INDEXFONT, White, Ammo NewCell, -16, -87;\n\tDrawImage \"HDTKA0\", -14, -80;\n\tDrawNumber 3, INDEXFONT, White, Ammo DemonAmmo, -16, -80;\n\n DrawImage \"HDLCA0\", -14, -73;\n DrawNumber 3, INDEXFONT, White, Ammo LegendaryBulletMag, -16, -73;\n DrawImage \"LHELB0\", -14, -66;\n DrawNumber 3, INDEXFONT, White, Ammo LegendaryShell, -16, -66;\n DrawImage \"HDTKB0\", -14, -59;\n DrawNumber 3, INDEXFONT, White, Ammo LDemonAmmo, -16, -59;\n\n DrawImage \"IGRNA0\", -32, -54;\n DrawNumber 1, INDEXFONT, White, HandGrenadeAmmo, -37, -59;\n DrawImage \"HMINA0\", -49, -54;\n DrawNumber 1, INDEXFONT, White, MineAmmo, -59, -59;\n\n DrawSwitchableImage WeaponSlot 2, \"HUDNUM2\", \"HU2NUM2\", -69, -50;\n DrawSwitchableImage WeaponSlot 3, \"HUDNUM3\", \"HU2NUM3\", -61, -50;\n DrawSwitchableImage WeaponSlot 4, \"HUDNUM4\", \"HU2NUM4\", -53, -50;\n DrawSwitchableImage WeaponSlot 5, \"HUDNUM5\", \"HU2NUM5\", -45, -50;\n DrawSwitchableImage WeaponSlot 6, \"HUDNUM6\", \"HU2NUM6\", -37, -50;\n DrawSwitchableImage WeaponSlot 7, \"HUDNUM7\", \"HU2NUM7\", -29, -50;\n DrawSwitchableImage WeaponSlot 8, \"HUDNUM8\", \"HU2NUM8\", -21, -50;\n\n DrawSwitchableImage BlueCard && BlueSkull, \"\", \"STKEYS0\", \"STKEYS3\", \"STKEYS6\", -14, 4;\n DrawSwitchableImage YellowCard && YellowSkull, \"\", \"STKEYS1\", \"STKEYS4\", \"STKEYS7\", -14, 13;\n DrawSwitchableImage RedCard && RedSkull, \"\", \"STKEYS2\", \"STKEYS5\", \"STKEYS8\", -14, 22;\n\n DrawSelectedInventory INDEXFONT, -102, -32, -70, -12, White;\n\n\tInInventory LegendaryRuneItem, 1 {DrawImage \"LGRNA0\", 22, -57, CenterBottom;}\n\tInInventory LuckRune, 1 {DrawImage \"RUNEA0\", 22, -87, CenterBottom;}\n\tInInventory HasRegenerationRune, 1 {DrawImage \"RUNEB0\", 22, -57, CenterBottom;}\n\tInInventory HasStrenghtRune, 1 {DrawImage \"RUNEC0\", 22, -57, CenterBottom;}\n\tInInventory HasResistanceRune, 1 {DrawImage \"RUNED0\", 22, -57, CenterBottom;}\n\tInInventory HasRageRune, 1 {DrawImage \"RUNEE0\", 22, -57, CenterBottom;}\n\tInInventory HasHasteRune, 1 {DrawImage \"RUNEF0\", 22, -57, CenterBottom;}\n\tInInventory HasDrainRune, 1 {DrawImage \"RUNEG0\", 22, -57, CenterBottom;}\n\n\tInInventory IsKamikaze, 1 {DrawImage \"KAMIA0\", 54, -57, CenterBottom;}\n\n\tIsSelected \"Cydestroyer-Weapons\"{drawimage \"BR2SA1\", 70, -70, centerbottom;}\n\tIsSelected \"BombElemental-Weapons\"{drawimage \"INFPA1\", 70, -70, centerbottom;}\n\tIsSelected \"Belphegor-Weapons\"{drawimage \"NBRNA1\", 70, -70, centerbottom;}\n\tIsSelected \"BabyDarkDemolisher-Weapons\"{drawimage \"DMSPA1D1\", 70, -70, centerbottom;}\n\tIsSelected \"Cardihilator-Weapons\"{drawimage \"CARHA1\", 70, -70, centerbottom;}\n\tIsSelected \"InfernoDemon-Weapons\"{drawimage \"INFDA1\", 70, -70, centerbottom;}\n}\n\nStatusBar InventoryFullscreen, FullScreenOffsets\n{\n DrawInventoryBar Doom, NoArrows, Translucent, 6, INDEXFONT, -96 + Center, 0, -68 + Center, 2, White;\n}\n\n//=============\n// StatBar HUD\n//=============\n\nStatusBar Normal\n{\n DrawImage \"CSTBAR\", 0, 168;\n\n GameMode Cooperative, Deathmatch, Teamgame\n {\n DrawImage Translatable \"STFBANY\", 143, 169;\n }\n\n DrawImage \"STTPRCNT\", 90, 171;\n DrawImage \"STTPRCNT\", 221, 171;\n\n DrawMugshot 5, AnimatedGodMode, XDeathFace, 143, 168;\n\n InInventory Not PowerStrength\n {\n DrawImage \"STHELT\", 55, 191;\n }\n\n InInventory PowerStrength\n {\n DrawImage \"STHELT\", 50, 191;\n DrawImage \"HBERZK\", 92, 188;\n }\n\n DrawImage \"STARMR\", 195, 191;\n\n DrawSwitchableImage ArmorType StartingArmor, \"\", \"HARMSV\", 182, 188;\n DrawSwitchableImage ArmorType ModdedGreenArmor, \"\", \"HARMGR\", 182, 188;\n DrawSwitchableImage ArmorType ModdedBlueArmor, \"\", \"HARMBL\", 182, 188;\n DrawSwitchableImage ArmorType RedArmor, \"\", \"HARMRE\", 182, 188;\n\n DrawNumber 3, INDEXFONT, Gold, Ammo BulletMag, 319, 170;\n DrawNumber 3, INDEXFONT, Gold, Ammo NewShell, 319, 176;\n DrawNumber 3, INDEXFONT, Gold, Ammo Missile, 319, 182;\n DrawNumber 3, INDEXFONT, Gold, Ammo NewCell, 319, 188;\n DrawNumber 3, INDEXFONT, Gold, Ammo DemonAmmo, 319, 194;\n\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Health, 90, 171, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Health, WhenNotZero, 90, 171, 0, Red, 25, Green, 51;\n\n DrawNumber 3, HUDFONT_DOOM, Green, Armor, WhenNotZero, 221, 171, 0, Red, 25, Blue, 101;\n\n IsSelected \"Hand Grenade\"\n {\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 2, Green, 5;\n }\n IsSelected \"Land Mine\"\n {\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 2, Green, 5;\n }\n IsSelected Handgun\n {\n DrawImage \"SEWBA0\", 106, 169;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 4, Green, 9;\n }\n IsSelected \"Combat Shotgun\"\n {\n DrawImage \"SEWBA0\", 118, 169;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 2, Green, 6;\n }\n IsSelected \"Assault Shotgun \"\n {\n DrawImage \"SEWBA0\", 118, 169;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 2, Green, 6;\n }\n IsSelected \"Double Barrel Shotgun\"\n {\n DrawImage \"SEWBA0\", 118, 169;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 1, Green, 2;\n }\n IsSelected \"Quad Barrel Shotgun\"\n {\n DrawImage \"SEWBA0\", 118, 169;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 2, Green, 4;\n }\n IsSelected \"Hexa-Shotgun\"\n {\n DrawImage \"SEWBA0\", 118, 169;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 2, Green, 6;\n }\n IsSelected \"Legendary Assault Shotgun\"\n {\n DrawImage \"SEWBA0\", 118, 169;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 172, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 172, 0, Red, 2, Green, 6;\n DrawImage \"LGCSTBAR\", 0, 168;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LegendaryBulletMag, 319, 170;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LegendaryShell, 319, 176;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LDemonAmmo, 319, 182;\n }\n IsSelected \"Assault Rifle\"\n {\n DrawImage \"SEWBA0\", 130, 169;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 10, Green, 21;\n }\n IsSelected \"Explosive Minigun\"\n {\n DrawImage \"SEWPA0\", -48, -53;\n DrawImage \"SEWBA0\", 130, 169;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 25, Green, 51;\n }\n IsSelected \"Minigun \"\n {\n DrawImage \"SEWBA0\", 130, 169;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 25, Green, 51;\n }\n IsSelected \"Legendary Plasmatic Cannon\"\n {\n DrawImage \"SEWBA0\", 130, 169;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 25, Green, 51;\n DrawImage \"LGCSTBAR\", 0, 168;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LegendaryBulletMag, 319, 170;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LegendaryShell, 319, 176;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LDemonAmmo, 319, 182;\n }\n IsSelected \"Rocket Launcher\"\n {\n DrawImage \"SEWBA0\", 106, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 2, Green, 5;\n }\n IsSelected \"Grenade Launcher\"\n {\n DrawImage \"SEWBA0\", 106, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 2, Green, 5;\n }\n IsSelected \"Freezer Rifle\"\n {\n DrawImage \"SEWPA0\", -24, -53;\n DrawImage AmmoIcon1, -16, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 100, Green, 201;\n }\n IsSelected \"Plasma Rifle\"\n {\n DrawImage \"SEWBA0\", 118, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 10, Green, 21;\n }\n IsSelected \"Demon Tech Rifle\"\n {\n DrawImage \"SEWBA0\", 118, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 10, Green, 21;\n }\n IsSelected \"Legendary Plasmatic Rifle\"\n {\n DrawImage \"SEWBA0\", 118, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 10, Green, 21;\n DrawImage \"LGCSTBAR\", 0, 168;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LegendaryBulletMag, 319, 170;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LegendaryShell, 319, 176;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LDemonAmmo, 319, 182;\n }\n IsSelected \"Railgun \"\n {\n DrawImage \"SEWBA0\", 118, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 10, Green, 21;\n }\n IsSelected BFG9500\n {\n DrawImage \"SEWBA0\", 130, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 40, Green, 81;\n }\n IsSelected \"Freezer Rifle\"\n {\n DrawImage \"SEWBA0\", 130, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 40, Green, 81;\n }\n IsSelected \"BFG10K \"\n {\n DrawImage \"SEWBA0\", 130, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 30, Green, 61;\n }\n IsSelected \"Demon Tech BFG10K\"\n {\n DrawImage \"SEWBA0\", 130, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 100, Green, 201;\n }\n IsSelected BehemothCannon\n {\n DrawImage \"SEWBA0\", 106, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 100, Green, 201;\n }\n IsSelected \"Demon Tech Devastator\"\n {\n DrawImage \"SEWBA0\", 130, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 100, Green, 201;\n }\n IsSelected \"Legendary BFG\"\n {\n DrawImage \"SEWBA0\", 130, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 100, Green, 201;\n DrawImage \"LGCSTBAR\", 0, 168;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LegendaryBulletMag, 319, 170;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LegendaryShell, 319, 176;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LDemonAmmo, 319, 182;\n }\n IsSelected \"Advanced Necronomicon\"\n {\n DrawImage \"SEWBA0\", 130, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 100, Green, 201;\n }\n IsSelected MP40\n {\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 10, Green, 21;\n }\n IsSelected \"Legendary AK-47\"\n {\n DrawImage \"SEWBA0\", 130, 169;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 9, Green, 18;\n DrawImage \"LGCSTBAR\", 0, 168;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LegendaryBulletMag, 319, 170;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LegendaryShell, 319, 176;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LDemonAmmo, 319, 182;\n }\n\tIsSelected \"HomingRocketLauncher\"\n\t{\n\tDrawNumber 3, HUDFONT_DOOM, Green, Ammo1, 44, 171, 0;\n\t}\n\tIsSelected \"DoubleGrenadeLauncher\"\n\t{\n\tDrawNumber 3, HUDFONT_DOOM, Green, Ammo1, 44, 171, 0;\n\t}\n\tIsSelected \"M79GrenadeLauncher\"\n\t{\n\tDrawNumber 3, HUDFONT_DOOM, Green, Ammo1, 44, 171, 0;\n\t}\n\tIsSelected \"PlasmaRepeater\"\n\t{\n\tDrawImage \"SEWBA0\", 130, 179;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 30, Green, 61;\n\t}\n\tIsSelected \"BFG3500\"\n\t{\n\tDrawImage \"SEWBA0\", 130, 179;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 30, Green, 61;\n\t}\n IsSelected \"PulseShotgun\"\n\t{\n\tDrawImage \"SEWBA0\", 130, 179;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 30, Green, 61;\n\t}\n\tIsSelected \"TechVulcan\"\n\t{\n\tDrawImage \"SEWBA0\", 130, 179;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 100, Green, 201;\n\t}\n\tIsSelected \"TechErasus\"\n\t{\n\tDrawImage \"SEWBA0\", 130, 179;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 100, Green, 201;\n\t}\n\tIsSelected \"EFG9000\"\n\t{\n\tDrawImage \"SEWBA0\", 130, 179;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 100, Green, 201;\n\t}\n\tIsSelected \"SniperRifle\"\n {\n DrawImage \"SEWBA0\", 130, 169;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 25, Green, 51;\n }\n IsSelected \"UtilityGun\"\n\t{\n\tDrawImage \"SEWBA0\", 130, 179;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 100, Green, 201;\n\t}\n IsSelected \"OpenDeck\"\n\t{\n\tDrawImage \"SEWBA0\", 130, 179;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 100, Green, 201;\n\t}\n\n DrawNumber 1, INDEXFONT, Gold, HandGrenadeAmmo, 282, 194;\n DrawNumber 1, INDEXFONT, Gold, MineAmmo, 266, 194;\n\n DrawSwitchableImage WeaponSlot 2, \"STGNUM2\", \"STYSNUM2\", 111, 172;\n DrawSwitchableImage WeaponSlot 3, \"STGNUM3\", \"STYSNUM3\", 123, 172;\n DrawSwitchableImage WeaponSlot 4, \"STGNUM4\", \"STYSNUM4\", 135, 172;\n DrawSwitchableImage WeaponSlot 5, \"STGNUM5\", \"STYSNUM5\", 111, 182;\n DrawSwitchableImage WeaponSlot 6, \"STGNUM6\", \"STYSNUM6\", 123, 182;\n DrawSwitchableImage WeaponSlot 7, \"STGNUM7\", \"STYSNUM7\", 135, 182;\n\n DrawSwitchableImage BlueCard && BlueSkull, \"\", \"STKEYS0\", \"STKEYS3\", \"STKEYS6\", 236, 169;\n DrawSwitchableImage YellowCard && YellowSkull, \"\", \"STKEYS1\", \"STKEYS4\", \"STKEYS7\", 236, 179;\n DrawSwitchableImage RedCard && RedSkull, \"\", \"STKEYS2\", \"STKEYS5\", \"STKEYS8\", 236, 189;\n\n DrawSelectedInventory INDEXFONT, 250, 165, 278, 172, Gold;\n}\n\nStatusBar Inventory, FullScreenOffsets\n{\n DrawInventoryBar Doom, NoArrows, Translucent, 6, INDEXFONT, -96 + Center, 0, -68 + Center, 2, White;\n}"
},
{
"source": "pk3",
"name": "CVARINFO.txt",
"contents": "server int cdm_startlives = 1;\nserver int cdm_manyplayers = 8;\nserver int cdm_playerboost = 2;\nserver bool cdm_cheats = TRUE;\nserver bool cdm_hard = FALSE;\nserver bool cdm_bonuscrate = TRUE;\nserver bool cdm_invasiongate = TRUE;"
},
{
"source": "pk3",
"name": "MAPINFO.txt",
"contents": "//===================\n// Custom Levels\n//===================\n\nEpisode TEST01\n{\n\tName = \"Testing Map\"\n\tNoSkillMenu\n}\n\nEpisode CDM01\n{\n\tName = \"Complex Doom Maps\"\n}\n\nDefaultMap\n{\n\tKeepFullInventory\n\tActivateOwnDeathSpecials\n\tAllowRespawn\n\tNoInFighting\n\tAirSupply = 99999\n}\n\nMap TEST01 lookup \"Test Map\"\n{\n\tLevelNum = 100\n\tSky1 = \"STSKY8\"\n}\n\nMap CDM01 lookup \"Medieval Nation\"\n{\n\tLevelNum = 101\n\tSky1 = \"STSKY1\"\n\tMusic = \"D_CDM01\"\n\tNext = \"CDM02\"\n}\n\nMap CDM02 lookup \"Forbidden Area\"\n{\n\tLevelNum = 102\n\tSky1 = \"STSKY6\"\n\tMusic = \"D_CDM02\"\n\tNext = \"CDM03\"\n}\n\nMap CDM03 lookup \"Playground\"\n{\n\tLevelNum = 103\n\tSky1 = \"STSKY1\"\n\tMusic = \"D_CDM03\"\n\tNext = \"CDM04\"\n}\n\nMap CDM04 lookup \"Nazi & Demons Part-1\"\n{\n\tLevelNum = 104\n\tSky1 = \"STSKY7\"\n\tMusic = \"D_CDM04\"\n\tNext = \"CDM05\"\n}\n\nMap CDM05 lookup \"Infested Facility\"\n{\n\tLevelNum = 105\n\tSky1 = \"STSKY5\"\n\tMusic = \"D_CDM05\"\n\tNext = \"CDM06\"\n}\n\nMap CDM06 lookup \"Dark City\"\n{\n\tLevelNum = 106\n\tSky1 = \"STSKY8\"\n\tMusic = \"D_CDM06\"\n\tNext = \"CDM07\"\n}\n\nMap CDM07 \"Canyon Adventures\"\n{\n\tLevelNum = 107\n\tSky1 = \"SKY02\"\n\tMusic = \"D_CDM07\"\n\tNext = \"CDM08\"\n}\n\nMap CDM08 \"Underground Laboratory\"\n{\n\tLevelNum = 108\n\tSky1 = \"STSKY8\"\n\tMusic = \"D_CDM08a\"\n\tNext = \"CDM09\"\n}\n\nMap CDM09 \"Country Gardens\"\n{\n\tLevelNum = 109\n\tSky1 = \"SKY02\"\n\tMusic = \"D_CDM09\"\n\tNext = \"CDM10\"\n}\n\nMap CDM10 \"Castle Of Corruption\"\n{\n\tLevelNum = 110\n\tSky1 = \"STSKY9\"\n\tMusic = \"D_CDM10\"\n\tNext = \"CDM11\"\n}\n\nMap CDM11 \"Dark Side of the Moon\"\n{\n\tLevelNum = 111\n\tSky1 = \"STSKY8\"\n\tMusic = \"D_CDM11\"\n\tNext = \"CDM12\"\n}\n\nMap CDM12 lookup \"Hell\"\n{\n\tLevelNum = 112\n\tSky1 = \"STSKY7\"\n\tMusic = \"D_CDM12\"\n\tNext = \"CDM13\"\n}\n\nMap CDM13 lookup \"Toxic Entrepot\"\n{\n\tLevelNum = 113\n\tSky1 = \"STSKY8\"\n\tMusic = \"D_CDM13\"\n\tNext = \"CDM14\"\n}\n\nMap CDM14 lookup \"Between The 4 Gates\"\n{\n\tLevelNum = 114\n\tSky1 = \"STSKY6\"\n\tMusic = \"D_CDM14\"\n\tNext = \"CDM15\"\n}\n\nMap CDM15 lookup \"Nazi & Demons Part-2\"\n{\n\tLevelNum = 115\n\tSky1 = \"STSKY7\"\n\tMusic = \"D_CDM15\"\n\tNext = \"CDM16\"\n}\n\nMap CDM16 lookup \"Ancient Purgatory\"\n{\n\tLevelNum = 116\n\tSky1 = \"STSKY6\"\n\tMusic = \"D_CDM16\"\n\tNext = \"CDM17\"\n}\nMap CDM17 lookup \"Hitler's Secret Bunker\"\n{\n\tLevelNum = 117\n\tSky1 = \"STSKY8\"\n\tMusic = \"D_CDM17\"\n\tNext = \"CDMBOSS\"\n}\n\nMap CDMBOSS lookup \"The Tower of Sin\"\n{\n\tLevelNum = 199\n\tSky1 = \"STSKY1\"\n\tMusic = \"D_CDBOSS\"\n\tNext = \"CDM01\"\n}"
},
{
"source": "pk3",
"name": "CMPGNINF.txt",
"contents": "{\n mapname = cdm01\n gamemode = invasion\n wavelimit = 7\n dmflags = 1610629380\n dmflags2 = 2097920\n compatflags = 67108864\n}\n\n{\n mapname = cdm02\n gamemode = invasion\n wavelimit = 9\n dmflags = 1610629380\n dmflags2 = 2097920\n compatflags = 67108864\n}\n\n{\n mapname = cdm03\n gamemode = invasion\n wavelimit = 8\n dmflags = 1610629380\n dmflags2 = 2097920\n compatflags = 67108864\n}\n\n{\n mapname = cdm04\n gamemode = invasion\n wavelimit = 12\n dmflags = 1610629380\n dmflags2 = 2097920\n compatflags = 67108864\n}\n\n{\n mapname = cdm05\n gamemode = invasion\n wavelimit = 12\n dmflags = 1610629380\n dmflags2 = 2097920\n compatflags = 67108864\n}\n\n{\n mapname = cdm06\n gamemode = invasion\n wavelimit = 10\n dmflags = 1610629380\n dmflags2 = 2097920\n compatflags = 67108864\n}\n\n{\n mapname = cdm07\n gamemode = invasion\n wavelimit = 9\n dmflags = 1610629380\n dmflags2 = 2097920\n compatflags = 67108864\n}\n\n{\n mapname = cdm08\n gamemode = invasion\n wavelimit = 11\n dmflags = 1610629380\n dmflags2 = 2097920\n compatflags = 67108864\n}\n\n{\n mapname = cdm09\n gamemode = invasion\n wavelimit = 7\n dmflags = 1610629380\n dmflags2 = 2097920\n compatflags = 67108864\n}\n\n{\n mapname = cdm10\n gamemode = invasion\n wavelimit = 9\n dmflags = 1610629380\n dmflags2 = 2097920\n compatflags = 67108864\n}\n\n{\n mapname = cdm11\n gamemode = invasion\n wavelimit = 13\n dmflags = 1610629380\n dmflags2 = 2097920\n compatflags = 67108864\n}\n\n{\n mapname = cdm12\n gamemode = invasion\n wavelimit = 17\n dmflags = 1610629380\n dmflags2 = 2097920\n compatflags = 67108864\n}\n\n{\n mapname = cdm13\n gamemode = invasion\n wavelimit = 13\n dmflags = 1610629380\n dmflags2 = 2097920\n compatflags = 67108864\n}\n\n{\n mapname = cdm14\n gamemode = invasion\n wavelimit = 8\n dmflags = 1610629380\n dmflags2 = 2097920\n compatflags = 67108864\n}\n\n{\n mapname = cdm15\n gamemode = invasion\n wavelimit = 15\n dmflags = 1610629380\n dmflags2 = 2097920\n compatflags = 67108864\n}\n\n{\n mapname = cdm16\n gamemode = invasion\n wavelimit = 13\n dmflags = 1610629380\n dmflags2 = 2097920\n compatflags = 67108864\n}\n\n{\n mapname = cdm17\n gamemode = invasion\n wavelimit = 10\n dmflags = 1610629380\n dmflags2 = 2097920\n compatflags = 67108864\n}\n\n{\n mapname = cdmboss\n gamemode = invasion\n wavelimit = 4\n dmflags = 1610629380\n dmflags2 = 2097920\n compatflags = 67108864\n}"
},
{
"source": "pk3",
"name": "SKININFO.txt",
"contents": "{\nName = HRL-Marine\nClass = \"Doom Guy\"\nSprite = PHRL\nCrouchSprite = PHRC\nHidden = True\n}\n\n{\nName = Repeater-Marine\nClass = \"Doom Guy\"\nSprite = PSTN\nCrouchSprite = PSNC\nHidden = True\n}\n\n{\nName = Sniper-Marine\nClass = \"Doom Guy\"\nSprite = PSNP\nCrouchSprite = PSPC\nHidden = True\n}\n\n{\nName = DBFG-Marine\nClass = \"Doom Guy\"\nSprite = PBDB\nCrouchSprite = PDBC\nHidden = True\n}\n\n{\nName = EFG9K-Marine\nClass = \"Doom Guy\"\nSprite = PRDM\nCrouchSprite = PRDM\nHidden = True\n}\n\n{\nName = \"Muhammad\"\nDSTAUNT = ALL\nDSDEATH = All/DEATH\nFACE = STF\nHidden = True\n}"
},
{
"source": "pk3",
"name": "DECALDEF.txt",
"contents": "Decal Creeperballdecal\n{\n\tPic SRBAJ0\n\tFullbright\n\tRandomflipx\n\tX-Scale 0.5\n\tY-Scale 0.5\n\tAnimator Creeperanim\n}\n\ngenerator Enforcer-Weapons BulletChip"
},
{
"source": "pk3",
"name": "MODELDEF.txt",
"contents": "Model HitlerExplosiveTracer\n{\n Path \"Models/Tracers\"\n SKIN 0 \"tracer1.tga\"\n MODEL 0 \"Tracer.md3\"\n Scale 2.6 2.6 1.2\n PITCHFROMMOMENTUM\n FrameIndex TRAC A 0 0\n}\n\nModel MExplosiveTracer\n{\n Path \"Models/Tracers\"\n SKIN 0 \"tracer1.tga\"\n MODEL 0 \"Tracer.md3\"\n Scale 2.6 2.6 1.2\n PITCHFROMMOMENTUM\n FrameIndex TRAC A 0 0\n}\n\nModel M10KProjectile\n{\n Path \"Models/Tracers\"\n SKIN 0 \"tracer2.tga\"\n MODEL 0 \"Tracer.md3\"\n Scale 10.0 10.0 5.0\n PITCHFROMMOMENTUM\n FrameIndex TRA2 A 0 0\n}\n\nModel New10KProjectile\n{\n Path \"Models/Tracers\"\n SKIN 0 \"tracer2.tga\"\n MODEL 0 \"Tracer.md3\"\n Scale 10.0 10.0 5.0\n PITCHFROMMOMENTUM\n FrameIndex TRA2 A 0 0\n}\n\nModel CebCom10K\n{\n Path \"Models/Tracers\"\n SKIN 0 \"tracer3.tga\"\n MODEL 0 \"Tracer.md3\"\n Scale 10.0 10.0 5.0\n PITCHFROMMOMENTUM\n FrameIndex TRA3 A 0 0\n}\n\nModel PlayerT3DBFG10kShot\n{\n Path \"models/tracers\"\n SKIN 0 \"tracer5b.tga\"\n MODEL 0 \"Tracer.md3\"\n Scale 4.5 4.5 1.5\n PITCHFROMMOMENTUM\n FrameIndex TRC5 A 0 0\n}\n\nModel SupportTank10K\n{\n Path \"Models/Tracers\"\n SKIN 0 \"tracer3.tga\"\n MODEL 0 \"Tracer.md3\"\n Scale 10.0 10.0 5.0\n PITCHFROMMOMENTUM\n FrameIndex TRA3 A 0 0\n}\n\nModel PlayerCardinal10K\n{\n Path \"Models/Tracers\"\n SKIN 0 \"tracer3.tga\"\n MODEL 0 \"Tracer.md3\"\n Scale 10.0 10.0 5.0\n PITCHFROMMOMENTUM\n FrameIndex TRA3 A 0 0\n}"
},
{
"source": "pk3",
"name": "ANIMDEFS.txt",
"contents": "switch C2SWC01A on sound Switch1 pic C2SWC01B tics 0\nswitch C2SWC01B off sound Switch2 pic C2SWC01A tics 0\nswitch C2SWC02A on sound Switch1 pic C2SWC02B tics 0\nswitch C2SWC02B off sound Switch2 pic C2SWC02A tics 0\nswitch C2SWC03A on sound Switch1 pic C2SWC03B tics 0\nswitch C2SWC03B off sound Switch2 pic C2SWC03A tics 0\nswitch C2SWC04A on sound Switch1 pic C2SWC04B tics 0\nswitch C2SWC04B off sound Switch2 pic C2SWC04A tics 0\nswitch C2SWC05A on sound Switch1 pic C2SWC05B tics 0\nswitch C2SWC05B off sound Switch2 pic C2SWC05A tics 0\n\ncameratexture TCAMTEX1 112 112 fit 112 112\ncameratexture TCAMTEX2 112 112 fit 112 112\ncameratexture TCAMTEX3 112 112 fit 112 112\ncameratexture TCAMTEX4 112 112 fit 112 112\ncameratexture TCAMTEX5 112 112 fit 112 112\n\nTexture JPPD01\npic JPPD01 tics 2\npic JPPD02 tics 2\npic JPPD03 tics 2\npic JPPD04 tics 2\npic JPPD05 tics 2\npic JPPD06 tics 2\npic JPPD07 tics 2\npic JPPD06 tics 2\npic JPPD05 tics 2\npic JPPD04 tics 2\npic JPPD03 tics 2\npic JPPD02 tics 2\n\ntexture COMCYL01\nallowdecals\npic COMCYL01 tics 4\npic COMCYL02 tics 4\npic COMCYL03 tics 3\npic COMCYL04 tics 3\npic COMCYL05 tics 2\npic COMCYL06 tics 2\npic COMCYL07 tics 1\npic COMCYL08 tics 2\npic COMCYL09 tics 2\npic COMCYL10 tics 3\npic COMCYL11 tics 3\npic COMCYL12 tics 4\npic COMCYL13 tics 4\npic COMCYL12 tics 4\npic COMCYL11 tics 3\npic COMCYL10 tics 3\npic COMCYL09 tics 2\npic COMCYL08 tics 2\npic COMCYL07 tics 1\npic COMCYL06 tics 2\npic COMCYL05 tics 2\npic COMCYL04 tics 3\npic COMCYL03 tics 3\npic COMCYL02 tics 4\n\ntexture COMPV1\nallowdecals\npic COMPV1 tics 1.5\npic COMPV2 tics 1.5\npic COMPV3 tics 1.5\npic COMPV4 tics 1.5\npic COMPV5 tics 1.5\npic COMPV6 tics 1.5\npic COMPV7 tics 1.5\npic COMPV8 tics 1.5\n\ntexture COMPS1\nallowdecals\npic COMPS1 tics 4\npic COMPS2 tics 4\npic COMPS3 tics 4\npic COMPS4 tics 4\npic COMPS3 tics 4\npic COMPS2 tics 4"
},
{
"source": "pk3",
"name": "GLDEFS.txt",
"contents": "FLICKERLIGHT PaladinBall1\n{\nColor 0.8 0. 0\nSize 8\nSecondarySize 12\nChance 0.2\n}\n\nObject PaladinBall{Frame HPLB { Light PaladinBall1 }}\n\nFLICKERLIGHT Missile1a\n{\nColor 1 0.7 0\nSize 36\nSecondarySize 44\nChance 0.2\n}\n\nObject PlayerHomRocket{Frame HMIS { Light Missile1a }}\n\nFLICKERLIGHT BFG9500Ball1a\n{\nColor 0 0.8 0\nSize 46\nSecondarySize 62\nChance 0.2\n}\n\nObject DTBFG10KBall{Frame CGS1 { Light BFG9500Ball1a }}\n\nFLICKERLIGHT TerminatorRedStar1\n{\nColor 0.8 0. 0\nSize 46\nSecondarySize 62\nChance 0.2\n}\n\nObject TerminatorRedStar{Frame STAR { Light TerminatorRedStar1 }}\n\nFLICKERLIGHT TerminatorPlasmaPuff1\n{\nColor 0.8 0. 0\nSize 12\nSecondarySize 18\nChance 0.2\n}\n\nObject TerminatorPlasmaPuff{Frame RFOG { Light TerminatorPlasmaPuff1 }}\nObject VulcanPlasmaPuff{Frame RFOG { Light TerminatorPlasmaPuff1 }}\n\nFLICKERLIGHT DarkNobleFastBall1\n{\nColor 1.0 1.0 1.0\nOffSet 0 26 0\nSize 42\nSecondarySize 50\nChance 0.2\nSubtractive 1\n}\n\nObject DarkNobleFastBall{Frame HESK { Light DarkNobleFastBall1 }}\n\nFLICKERLIGHT DarkNobleSeekBall1\n{\nColor 1.0 1.0 1.0\nOffSet 0 26 0\nSize 64\nSecondarySize 70\nChance 0.2\nSubtractive 1\n}\n\nObject DarkNobleSeekBall{Frame HESK { Light DarkNobleSeekBall1 }}\nObject DarkNobleSeekBall2{Frame HESK { Light DarkNobleSeekBall1 }}\n\nFLICKERLIGHT DarkNobleBall1\n{\nColor 0.8 0. 0\nSize 8\nSecondarySize 12\nChance 0.2\n}\n\nObject DarkNobleBall{Frame DNB1 { Light DarkNobleBall1 }}\n\nFLICKERLIGHT DarkNobleSoul1\n{\nColor 1 0.6 0\nSize 32\nSecondarySize 42\nChance 0.2\n}\n\nObject DarkNobleSoul{Frame BAL1 { Light DarkNobleSoul1 }}\n\npointlight BigWhiteLight\n{\ncolor 1.0 1.0 1.0\nsize 150\n}\n\nObject LightPost{ frame PSTEA { light BigWhiteLight }}\n\npointlight MediumWhiteLight\n{\ncolor 1.0 1.0 1.0\nsize 60\n}\n\nObject CeilingLight{ frame CLIGA { light MediumWhiteLight }}\n\nFLICKERLIGHT FBall1\n{\nColor 0.4 0 0.8\nSize 32\nSecondarySize 38\nChance 0.2\n}\n\nPOINTLIGHT FBallExplode1a\n{\nColor 0.4 0 0.8\nOffSet 0 0 0\nSize 36\n}\n\nPOINTLIGHT FBallExplode2a\n{\nColor 0.4 0 0.8\nOffSet 0 0 0\nSize 32\n}\n\nPOINTLIGHT FBallExplode3a\n{\nColor 0.4 0 0.8\nOffSet 0 0 0\nSize 26\n}\n\nObject PlasmaReapShot\n{\nFrame FS03A { Light FBall1a }\nFrame FS03B { Light FBall1a }\nFrame FS03H { Light FBallExplode1a }\nFrame FS03I { Light FBallExplode2a }\nFrame FS03J { Light FBallExplode3a }\n}\n\npointlight SmallBlueLight\n{\ncolor 0.0 0.0 1.0\nsize 28\n}\n\nObject PlasmaProj{ frame PLST { light SmallBlueLight }}\nObject ZPlasmaProj{ frame PLST { light SmallBlueLight }}\nObject ShotgunPlasmaPuff{Frame BFOG { Light SmallBlueLight }}\n\npointlight MediumBlueLight\n{\ncolor 0.0 0.0 1.0\nsize 60\n}\n\nObject PlasmaCasterProj{ frame STR2 { light MediumBlueLight }}\nObject RailgunProj{ frame TNT1 { light MediumBlueLight }}\nObject ZPlasmaCasterProj{ frame STR2 { light MediumBlueLight }}\nObject ZRailgunProj{ frame TNT1 { light MediumBlueLight }}\n\npointlight SmallOrangeLight\n{\ncolor 1.0 0.25 0.0\nsize 28\n}\n\nObject MRLFastRocket{ frame MIS7 { light SmallOrangeLight }}\nObject MRLSeekRocket{ frame MIS8 { light SmallOrangeLight }}\nObject ZMRLFastRocket{ frame MIS7 { light SmallOrangeLight }}\nObject ZMRLSeekRocket{ frame MIS8 { light SmallOrangeLight }}\n\npointlight SmallOrangeLight\n{\ncolor 1.0 0.25 0.0\nsize 28\n}\n\npointlight MediumOrangeLight\n{\ncolor 1.0 0.25 0.0\nsize 60\n}\n\npointlight MediumGreenLight\n{\ncolor 0.0 1.0 0.0\nsize 60\n}\nObject ActiveFlare{ frame FLAF { light MediumGreenLight }}\n\npointlight SmallWhiteLight\n{\ncolor 1.0 1.0 1.0\nsize 28\n}\n\nObject MiniLight{ frame MLIGA { light SmallWhiteLight }}\n\npointlight MediumYellowLight\n{\ncolor 1.0 1.0 0.0\nsize 50\n}\n\nObject NewWallTorch{ frame WLTR { light MediumYellowLight }}\nObject ChandelierOn{ frame CHAN { light MediumYellowLight }}\n\npointlight SmallYellowLight\n{\ncolor 1.0 1.0 0.0\nsize 28\n}\n\nObject BonusCrate{ frame UCRT { light SmallYellowLight }}\n\npointlight SmallRedLight\n{\ncolor 1.0 0.0 0.0\nsize 28\n}\n\nObject MarineBeacon{ frame BEAC { light SmallRedLight }}\nObject TSMarineBeacon{ frame BEAC { light SmallRedLight }}\nObject TimedBomb\n{\nframe YERO { light SmallRedLight }\nframe YERB { light SmallRedLight }\n}\n\npointlight SmallGreenLight\n{\ncolor 0.0 1.0 0.0\nsize 28\n}\n\nObject AmmoPackMarker{ frame ASAT { light SmallGreenLight }}\nObject BackPackMarker{ frame BPAK { light SmallGreenLight }}\nObject PortableMedkitMarker{ frame PME3 { light SmallGreenLight }}\nObject ArmorPlateMarker{ frame ARMP { light SmallGreenLight }}\nObject ExtraArmorMarker{ frame ARME { light SmallGreenLight }}\nObject DemonAmmoBoxMarker{ frame DAMO { light SmallGreenLight }}\nObject BonusCrateMarker{ frame UCRT { light SmallGreenLight }}\nObject ReinforcementCardMarker{ frame SAMO { light SmallGreenLight }}\nObject DemonicChaliceMarker{ frame IMOT { light SmallGreenLight }}\nObject SkullOfPowerMarker{ frame SKUT { light SmallGreenLight }}\nObject FullRefilePackMarker{ frame BPK0 { light SmallGreenLight }}\nObject SentryGunMarker{ frame SENT { light SmallGreenLight }}\nObject RangeSentryGunMarker{ frame SET2 { light SmallGreenLight }}\nObject SniperSentryGunMarker{ frame SET3 { light SmallGreenLight }}\nObject ShotgunSentryGunMarker{ frame SET4 { light SmallGreenLight }}\nObject FlameSentryGunMarker{ frame SET5 { light SmallGreenLight }}\nObject PlasmaSentryGunMarker{ frame SET6 { light SmallGreenLight }}\nObject RocketSentryGunMarker{ frame SET7 { light SmallGreenLight }}\nObject RailgunSentryGunMarker{ frame SET8 { light SmallGreenLight }}\nObject MissileSentryGunMarker{ frame SET9 { light SmallGreenLight }}\nObject QuadBarrelShotgunMarker{ frame QSGP { light SmallGreenLight }}\nObject MinigunMarker{ frame MNGN { light SmallGreenLight }}\nObject GrenadeLauncher{ frame GRLN { light SmallGreenLight }}\nObject RailgunMarker{ frame SRCG { light SmallGreenLight }}\nObject DemonTechRifleMarker{ frame DTEP { light SmallGreenLight }}\nObject PulseShotgunMarker{ frame STBE { light SmallGreenLight }}\nObject Hexa-ShotgunMarker{ frame HSGP { light SmallGreenLight }}\nObject BFG9500Marker{ frame BF95 { light SmallGreenLight }}\nObject BFG10KMarker{ frame BFG2 { light SmallGreenLight }}\nObject DemonTechDevastatorMarker{ frame BFUG { light SmallGreenLight }}\nObject MaxSoldierMarker{ frame STBE { light SmallGreenLight }}\nObject JetTrooperMarker{ frame STBE { light SmallGreenLight }}\nObject EnforcerMarker{ frame AGRD { light SmallGreenLight }}\nObject NecroSuitMarker{ frame ARMO { light SmallGreenLight }}\nObject ScoutDroneMarker{ frame DRON { light SmallGreenLight }}\nObject BattleDroneD1Marker{ frame BDRO { light SmallGreenLight }}\nObject ScoutBotMarker{ frame SBOT { light SmallGreenLight }}\nObject BattleBotB1Marker{ frame BTB1 { light SmallGreenLight }}\nObject BattleBotB2Marker{ frame BTB2 { light SmallGreenLight }}\nObject BattleDroneD2Marker{ frame BDR2 { light SmallGreenLight }}\nObject BattleBotB3Marker{ frame BTB3 { light SmallGreenLight }}\nObject BattleBotB4Marker{ frame BTB4 { light SmallGreenLight }}\nObject MegaSupportTankMarker{ frame BTB4 { light SmallGreenLight }}\nObject UACCommandPostMarker{ frame UCMP { light SmallGreenLight }}\n\nflickerlight2 TPortNormal\n{\n color 0.5 0.5 0.7\n size 40\n secondarySize 56\n interval 0.01\n offset 0 32 0\n}\n\nflickerlight2 TPortZap\n{\n color 0.45 0.45 0.9\n size 88\n secondarySize 128\n interval 0.01\n offset 0 32 0\n}\n\nOBJECT DTechSpider\n{\nFrame DTSDG { Light BabyDemolisherLight1 }\nFrame DTSDH { Light BabyDemolisherLight2 }\n}\n\nOBJECT BabyDarkDemolisher\n{\nFrame DMSPG { Light BabyDemolisherLight1 }\nFrame DMSPH { Light BabyDemolisherLight2 }\nFrame DMSPQ { Light DDemolisherAttack1 }\nFrame DMSPR { Light ZOMBIEATK }\n}\n\npointlight Kiblast\n{\n color 0.0 0.0 1.0\n\t size 50\n}\n\nobject Kiblast\n{\n frame KLS1 { light Kiblast }\n}\n\npointlight KiblastBig\n{\n color 0.0 0.0 1.0\n\t size 80\n}\n\nobject KiblastBig\n{\n frame KLS1 { light KiblastBig }\n}\n\npointlight NKamehameha\n{\n color 0.0 0.0 1.0\n\t size 100\n}\n\nobject NKamehameha\n{\n frame KLS1 { light NKamehameha }\n}\n\npointlight MiniBluePlasmaBall\n{\n\t color 0.0 0.0 1.0\n\t size 30\n}\n\nobject MiniBluePlasmaBall\n{\n frame KLS1 { light MiniBluePlasmaBall }\n}\n\npointlight MiniBluePlasmaBall2\n{\n\t color 0.0 0.0 1.0\n\t size 30\n}\n\nobject MiniBluePlasmaBall2\n{\n frame KLS1 { light MiniBluePlasmaBall2 }\n}\n\npointlight Pbaronball\n{\n\t color 0.0 0.0 1.0\n\t size 50\n}\n\nobject Pbaronball\n{\n frame BAL7 { light Pbaronball }\n}\n\nOBJECT LACThrownMine1\n{\nFrame LLINB\t{ Light BlueMineLight1 }\n}\n\nOBJECT LACLiveMine1\n{\nFrame LLINB\t{ Light BlueMineLight1 }\n}\n\nOBJECT LegZombie1\n{\nFrame LPOSA { Light SmallLegLight }\nFrame LPOSB { Light SmallLegLight }\nFrame LPOSC { Light SmallLegLight }\nFrame LPOSD { Light SmallLegLight }\nFrame LPOSE { Light SmallLegLight }\nFrame LPOSF { Light SmallLegLight }\nFrame LPOSG { Light SmallLegLight }\nFrame LPOSQ { Light SmallLegLight }\n}\n\nOBJECT LegendaryAssaultCaptain1\n{\nFrame LASGA { Light SmallLegLight }\nFrame LASGB { Light SmallLegLight }\nFrame LASGC { Light SmallLegLight }\nFrame LASGD { Light SmallLegLight }\nFrame LASGE { Light SmallLegLight }\nFrame LASGF { Light SmallLegLight }\nFrame LASGG { Light SmallLegLight }\nFrame LASGZ { Light SmallLegLight }\n}\n\nOBJECT LegendaryCyberdemon1\n{\nFrame CYBRA { Light BigLegLight }\nFrame CYBRB { Light BigLegLight }\nFrame CYBRC { Light BigLegLight }\nFrame CYBRD { Light BigLegLight }\nFrame CYBRE { Light BigLegLight }\nFrame CYBRF { Light BigLegLight }\nFrame CYBRG { Light BigLegLight }\nFrame CYBRZ { Light BigLegLight }\nFrame LBE3A { Light BigLegLight }\nFrame LBE3B { Light BigLegLight }\nFrame LBE3C { Light BigLegLight }\nFrame LBE3D { Light BigLegLight }\nFrame LBE3E { Light BigLegLight }\nFrame LBE3F { Light BigLegLight }\nFrame LBE3G { Light BigLegLight }\n}\n\nOBJECT LegendaryCyberdemonWeak\n{\nFrame CYBRA { Light BigLegLight }\nFrame CYBRB { Light BigLegLight }\nFrame CYBRC { Light BigLegLight }\nFrame CYBRD { Light BigLegLight }\nFrame CYBRE { Light BigLegLight }\nFrame CYBRF { Light BigLegLight }\nFrame CYBRG { Light BigLegLight }\nFrame CYBRZ { Light BigLegLight }\nFrame LBE3A { Light BigLegLight }\nFrame LBE3B { Light BigLegLight }\nFrame LBE3C { Light BigLegLight }\nFrame LBE3D { Light BigLegLight }\nFrame LBE3E { Light BigLegLight }\nFrame LBE3F { Light BigLegLight }\nFrame LBE3G { Light BigLegLight }\n}\n\nOBJECT LegendaryCyberdemonVeryWeak\n{\nFrame CYBRA { Light BigLegLight }\nFrame CYBRB { Light BigLegLight }\nFrame CYBRC { Light BigLegLight }\nFrame CYBRD { Light BigLegLight }\nFrame CYBRE { Light BigLegLight }\nFrame CYBRF { Light BigLegLight }\nFrame CYBRG { Light BigLegLight }\nFrame CYBRZ { Light BigLegLight }\nFrame LBE3A { Light BigLegLight }\nFrame LBE3B { Light BigLegLight }\nFrame LBE3C { Light BigLegLight }\nFrame LBE3D { Light BigLegLight }\nFrame LBE3E { Light BigLegLight }\nFrame LBE3F { Light BigLegLight }\nFrame LBE3G { Light BigLegLight }\n}\n\nOBJECT LegendaryImp1\n{\nFrame LEGNA { Light SmallLegLight }\nFrame LEGNB { Light SmallLegLight }\nFrame LEGNC { Light SmallLegLight }\nFrame LEGND { Light SmallLegLight }\nFrame LEGNE { Light SmallLegLight }\nFrame LEGNF { Light SmallLegLight }\nFrame LEGNG { Light SmallLegLight }\nFrame LEGNH { Light SmallLegLight }\nFrame LEGMF { Light SmallLegLight }\n}\n\nOBJECT LegendaryHellKnight1\n{\nFrame LNBLA { Light MediumLegLight }\nFrame LNBLB { Light MediumLegLight }\nFrame LNBLC { Light MediumLegLight }\nFrame LNBLD { Light MediumLegLight }\nFrame LNBLE { Light MediumLegLight }\nFrame LNBLF { Light MediumLegLight }\nFrame LNBLG { Light MediumLegLight }\nFrame LNBLS { Light MediumLegLight }\nFrame LNBLT { Light MediumLegLight }\nFrame LNBLP { Light MediumLegLight }\nFrame LNBLQ { Light MediumLegLight }\nFrame LNBLR { Light MediumLegLight }\nFrame LNBLU { Light MediumLegLight }\n}\n\nOBJECT LegendaryRevenant1\n{\nFrame LREVA { Light MediumLegLight }\nFrame LREVB { Light MediumLegLight }\nFrame LREVC { Light MediumLegLight }\nFrame LREVD { Light MediumLegLight }\nFrame LREVE { Light MediumLegLight }\nFrame LREVF { Light MediumLegLight }\nFrame LREVG { Light MediumLegLight }\nFrame LREVH { Light MediumLegLight }\nFrame LREVI { Light MediumLegLight }\nFrame LREVJ { Light MediumLegLight }\nFrame LREVK { Light MediumLegLight }\nFrame LREVR { Light MediumLegLight }\nFrame LREVS { Light MediumLegLight }\nFrame LREVT { Light MediumLegLight }\nFrame LREVL { Light MediumLegLight }\n}\n\nOBJECT LegendaryAnnihilator1\n{\nFrame LANIA { Light BigLegLight }\nFrame LNIIA { Light BigLegLight }\nFrame LANIB { Light BigLegLight }\nFrame LANIC { Light BigLegLight }\nFrame LANID { Light BigLegLight }\nFrame LANIE { Light BigLegLight }\nFrame LANIF { Light BigLegLight }\nFrame LANIG { Light BigLegLight }\n}\n\nOBJECT Velocirator1\n{\nFrame HIABA { Light SmallGreenLight }\nFrame HIABB { Light SmallGreenLight }\nFrame HIABC { Light SmallGreenLight }\nFrame HIABD { Light SmallGreenLight }\nFrame HIABE { Light SmallGreenLight }\nFrame HIABF { Light SmallGreenLight }\nFrame HIABG { Light SmallGreenLight }\nFrame HIABH { Light SmallGreenLight }\nFrame HIABI { Light SmallGreenLight }\nFrame HIABJ { Light SmallGreenLight }\nFrame HIABK { Light SmallGreenLight }\nFrame HIABL { Light SmallGreenLight }\nFrame HIABM { Light SmallGreenLight }\nFrame HIABN { Light SmallGreenLight }\nFrame HIABO { Light SmallGreenLight }\nFrame HIABP { Light SmallGreenLight }\nFrame HIABQ { Light SmallGreenLight }\nFrame HIA2A { Light SmallGreenLight }\nFrame HIA2B { Light SmallGreenLight }\nFrame HIA2C { Light SmallGreenLight }\n}\n\nOBJECT LegendaryBehemoth1\n{\nFrame LEG2A { Light MediumLegLight }\nFrame LEG2B { Light MediumLegLight }\nFrame LEG2C { Light MediumLegLight }\nFrame LEGIC { Light MediumLegLight }\nFrame LEG2D { Light MediumLegLight }\nFrame LEG2E { Light MediumLegLight }\nFrame LEG2F { Light MediumLegLight }\nFrame LEG2G { Light MediumLegLight }\nFrame LEG2H { Light MediumLegLight }\nFrame LEG2I { Light MediumLegLight }\nFrame LEG2J { Light MediumLegLight }\n}\n\nOBJECT LegendaryFiend1\n{\nFrame LFNDA { Light SmallLegPinkyLight }\nFrame LFNDB { Light SmallLegPinkyLight }\nFrame LFNDC { Light SmallLegPinkyLight }\nFrame LFNDD { Light SmallLegPinkyLight }\nFrame LFNDE { Light SmallLegPinkyLight }\nFrame LFNDF { Light SmallLegPinkyLight }\nFrame LFNDG { Light SmallLegPinkyLight }\nFrame LFNDH { Light SmallLegPinkyLight }\nFrame LFNDP { Light SmallLegPinkyLight }\nFrame LFNDQ { Light SmallLegPinkyLight }\n}\n\nOBJECT LegendaryCyberNoble1\n{\nFrame LCBSA { Light MediumLegLight }\nFrame LCBSZ { Light MediumLegLight }\nFrame LCBSB { Light MediumLegLight }\nFrame LCBSC { Light MediumLegLight }\nFrame LCBSD { Light MediumLegLight }\nFrame LCBSE { Light MediumLegLight }\nFrame LCBSF { Light MediumLegLight }\nFrame LCBSG { Light MediumLegLight }\nFrame LCBSS { Light MediumLegLight }\nFrame LCBST { Light MediumLegLight }\nFrame LCBSP { Light MediumLegLight }\nFrame LCBSQ { Light MediumLegLight }\nFrame LCBSR { Light MediumLegLight }\n}\n\nOBJECT LegendaryRedeemer1\n{\nFrame LREDA { Light MediumLegLight }\nFrame LREDB { Light MediumLegLight }\nFrame LREDC { Light MediumLegLight }\nFrame LREDD { Light MediumLegLight }\nFrame LREDE { Light MediumLegLight }\nFrame LREDF { Light MediumLegLight }\nFrame LREDG { Light MediumLegLight }\nFrame LREDH { Light MediumLegLight }\nFrame LREDJ { Light MediumLegLight }\nFrame LREDK { Light MediumLegLight }\nFrame LREDL { Light MediumLegLight }\n}\n\nOBJECT ProtectionSphere{Frame LFS9 { Light HasteSphereL1 }}\n\nOBJECT DemonRune{Frame DRUN { Light HasteSphereL1 }}\n\nOBJECT DroneThrownMine\n{\nFrame LMINB\t{ Light MineLight1 }\n}\n\nOBJECT DroneLiveMine\n{\nFrame LMINB\t{ Light MineLight1 }\n}\n\nOBJECT LegendaryCardinal1\n{\nFrame LARDA { Light BigLegLight }\nFrame LARDB { Light BigLegLight }\nFrame LARDC { Light BigLegLight }\nFrame LARDD { Light BigLegLight }\nFrame LARDE { Light BigLegLight }\nFrame LARDF { Light BigLegLight }\nFrame LARDG { Light BigLegLight }\n}\n\nOBJECT SupportTank10K\n{\nFrame TRA3 { Light BFG95002Ball1 }\n}\n\nOBJECT SupportTank10KEx\n{\nFrame CFE1 { Light BFG9500EnergyBall1 }\n}\n\npointlight MediumRedLight\n{\ncolor 1.0 0.0 0.0\nsize 60\n}\n\nobject ErasusProj{frame TNT1 {light MediumRedLight}}\nobject DErasusProj{frame TNT1 {light MediumRedLight}}\n\npointlight BLUESTROBE{color 0.0 0.0 0.4 size 48}\nobject StrobeRayBlue{frame BAL1C {light BLUESTROBE }}\npointlight GREENSTROBE{color 0.0 0.4 0.0 size 48}\nobject StrobeRayGreen{frame BAL1C {light GREENSTROBE }}\npointlight REDSTROBE{color 0.4 0.0 0.0 size 48}\nobject StrobeRayRed{frame BAL1C {light REDSTROBE }}\npointlight YELLOWSTROBE{color 0.4 0.2 0.0 size 48}\nobject StrobeRayYellow{frame BAL1C {light YELLOWSTROBE }}\n\nOBJECT New10KProjectile\n{\nFrame TRA2 { Light BFG9500Ball1 }\n}\n\nPointLight BFG3500BallLight\n{\ncolor 0.4 0.4 1.0\nsize 75\n}\n\nObject BFG3500Ball\n{\nFrame BFS9 { Light BFG3500BallLight }\nFrame BFE9 { Light BFG3500BallLight }\n}\n\nPOINTLIGHT BFG3500SprayExplode1\n{\ncolor 0.4 0.4 1.0\nOffSet 0 0 0\nSize 32\n}\n\nPOINTLIGHT BFG3500SprayExplode2\n{\ncolor 0.4 0.4 1.0\nOffSet 0 0 0\nSize 34\n}\n\nPOINTLIGHT BFG3500SprayExplode3\n{\ncolor 0.4 0.4 1.0\nOffSet 0 0 0\nSize 36\n}\n\nPOINTLIGHT BFG3500SprayExplode4\n{\ncolor 0.4 0.4 1.0\nOffSet 0 0 0\nSize 32\n}\n\nOBJECT BFG3500Spray\n{\nFrame BSS9A { Light BFG3500SprayExplode1 }\nFrame BSS9B { Light BFG3500SprayExplode2 }\nFrame BSS9C { Light BFG3500SprayExplode3 }\nFrame BSS9D { Light BFG3500SprayExplode4 }\n}\n\nobject ProtonCannonProj{frame NPSB { light PETROVECPROJECTILE }}\nobject LegBehProtonCannonProj{frame NPSB { light PETROVECPROJECTILE }}"
},
{
"source": "pk3",
"name": "LOADACS.txt",
"contents": "CDM"
},
{
"source": "pk3",
"name": "TEXTURES.txt",
"contents": "Texture COMCYL01, 64, 64\n{\n\tPatch CYLONBK, 0, 0\n\tPatch CYLON01, 8, 49\n}\n\nTexture COMCYL02, 64, 64\n{\n\tPatch CYLONBK, 0, 0\n\tPatch CYLON02, 8, 49\n}\n\nTexture COMCYL03, 64, 64\n{\n\tPatch CYLONBK, 0, 0\n\tPatch CYLON03, 8, 49\n}\n\nTexture COMCYL04, 64, 64\n{\n\tPatch CYLONBK, 0, 0\n\tPatch CYLON04, 8, 49\n}\n\nTexture COMCYL05, 64, 64\n{\n\tPatch CYLONBK, 0, 0\n\tPatch CYLON05, 8, 49\n}\n\nTexture COMCYL06, 64, 64\n{\n\tPatch CYLONBK, 0, 0\n\tPatch CYLON06, 8, 49\n}\n\nTexture COMCYL07, 64, 64\n{\n\tPatch CYLONBK, 0, 0\n\tPatch CYLON07, 8, 49\n}\n\nTexture COMCYL08, 64, 64\n{\n\tPatch CYLONBK, 0, 0\n\tPatch CYLON06, 8, 49\n\t{\n\t\tFlipX\n\t}\n}\n\nTexture COMCYL09, 64, 64\n{\n\tPatch CYLONBK, 0, 0\n\tPatch CYLON05, 8, 49\n\t{\n\t\tFlipX\n\t}\n}\n\nTexture COMCYL10, 64, 64\n{\n\tPatch CYLONBK, 0, 0\n\tPatch CYLON04, 8, 49\n\t{\n\t\tFlipX\n\t}\n}\n\nTexture COMCYL11, 64, 64\n{\n\tPatch CYLONBK, 0, 0\n\tPatch CYLON03, 8, 49\n\t{\n\t\tFlipX\n\t}\n}\n\nTexture 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},
{
"source": "pk3",
"name": "README.txt",
"contents": "===========================================================================\nArchive Maintainer : N/A\nUpdate to : N/A\nAdvanced engine needed : N/A\nPrimary purpose : Coop/Invasion\n===========================================================================\nTitle : Complex Doom Invasion\nFilename : complex-doom-invasion_0.99.1c.pk3\nRelease date : 17/07/17\nAuthor : William \"Blood\"\nEmail Address : williamhalo3@hotmail.fr\nOther Files By Author : The credits are in the file.\n\nMisc. Author Info : N/A\n\nDescription : Invasion maps for Complex Doom & LCA.\n\n===========================================================================\n* What is included *\n\nNew levels : Yes\nSounds : Yes\nMusic : Yes\nGraphics : Yes\nDehacked/BEX Patch : No\nDemos : No\nOther : No\nOther files required : complex doom, lca, the song pack\n\n* Play Information *\n\nGame : Doom2.wad\nMap # : CDM01 - CDMBOSS (17)\nSingle Player : Yes\nCooperative 2 Player : Yes\nDeathmatch 2-4 Player : No\nOther game styles : No\nDifficulty Settings : No\n\n* Construction *\n\nBase : N/A\nBuild Time : N/A\nEditor(s) used : Slade 3, GZDoombuilder & PhotoShop\nKnown Bugs : N/A\n\n* Copyright / Permissions *\n\nAuthors MAY use the contents of this file as a base for\nmodification or reuse. Permissions have been obtained from original\nauthors for any of their resources modified or included in this file.\n\nYou MAY distribute this file, provided you include this text file, with\nno modifications. You may distribute this file in any electronic\nformat (BBS, Diskette, CD, etc) as long as you include this file\nintact. I have received permission from the original authors of any\nmodified or included content in this file to allow further distribution.\n\n/!\\ DO NOT LAUNCH COMPLEX DOOM INVASION WITH ANY ADDON YOU COULD BREAK THE MAPS /!\\"
},
{
"source": "pk3",
"name": "CREDITS.txt",
"contents": "////////////////////////////////////////////////////*** Complex Doom Invasion CREDITS ***\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\n\n- 00_Zombie_00\n- Aenima\n- Afrit\n- Agaures\n- Arkore\n- Beetus\n- Daedalus\n- DunckelSchwamm\n- Echo\n- Evaine\n- Fused\n- Galactus\n- Graaicko\n- GuardSoul\n- GuiGui\n- Idedoom\n- Legendary\n- Madcat\n- Mr DarkLord\n- NourPrince\n- Overlord\n- Realm667\n- Scaliano\n- Seiat\n- Sergeant Mark IV\n- Skelegant\n- SmarineS\n- Stewboy\n- The Monstrosity\n- The Sky Bug\n- The Undead Soldier\n- Zirrion The Insect"
},
{
"source": "pk3",
"name": "CHANGELOG.txt",
"contents": "-------------------- Minor Update for v0.99.2a -------------------\n\n- Added a new weapon the BFG 3500, a variant of the BFG9000K focusing on bfg spray being very useful against group of monsters but weak agains bosses.\n- Updated CDM04, CDM06, CDM12 and CDM15 by giving them the new nazis monsters from v0.99.2.\n- Buffed the direct damages of the M79 Grenade Launcher.\n- Buffed the damages of the Inferno Demon, demon classe.\n- Buffed the Nazi Reviver by giving him more health and more speed.\n- Edited the Rune of Abomination by adding an ambient sound when a player activate it to announce what demon classe he picked.\n- Edited CDM17: replaced all the ceiling lamp with ones without the effect to reduce the lags.\n- Edited CDM17: made the map compatible with the Invasion Gate.\n- Edited CDM17: by adding a new secret which require the blue card.\n- Fixed the yellow seeking projectiles from Legedendary Behemoth and Sentient which could turn invisible and kill the players without warnings.\n- Fixed the Tech Vulcan and the M79 Grenade Launcher which will not push away the player or allow rocket jump thanks to NODAMAGETHRUST flag.\n- Fixed the Bonus Crate by adding a 3 seconds cooldown after getting certain items to avoid having it directly again, it applies to the UltraSphere, Mega Sphere and Full Refile Pack.\n- Fixed(not sure) the Back Pack from Bonus Crates making the Ammo Pack able to be used without limit.\n- Fixed the Nazi War Machine obiturary after killing a player.\n- Fixed the Cardihilator demon classe which allowed the player to fly after the end of the timer.\n- Fixed CDM06: the bonus crate secret was not accessible for players.\n- Fixed CDM07: by making the Max Soldiers secret limited to 3 instead of infinite.\n- Fixed CDM17: the texture at the full refile pack secret has been fixed.\n- Fixed CDM17: the skulltag bfg10 has been removed and replaced by the one of complex doom.\n- Fixed CDM17: the mechs in the box were unable to get out.\n- Fixed CDM17: the rune of abomination was not spawning.\n\n-------------------- Major Update for v0.99.2 --------------------\n\n- Added CDM17 \"Hitler's Secret Bunker\" and his content.\n- Added a new weapon the M79 Grenade Launcher.\n- Added a new demon class the Dark Baby Demolisher available in the Demon Rune.\n- Added a new item the Rune of Abomination(An advanced demonic rune transforming the player into very power abominations).\n- Added a new demon class the Cardihilator available in the Rune of Abomination.\n- Added a new demon class the Inferno Demon available in the Rune of Abomination.\n- Added a new monster the Salamander.\n- Buffed Custom BFG9000 Projectiles from AIs with a custom script dealing spray damage for ennemies near the radius of the explosion.\n- Edited every Hitscans Weapons allowing now player to shoot throught each other thanks to Zandronum 3.0.4\n- Edited the Tech Erasus which can now be hold before firing.\n- Edited Cyber Noble/Baron/Imp by giving them a cybernic sound when walking.\n- Removed the Access to C**** in the Waiting Room.\n- Nerfed the Bonus Crate by seriously reducing the chance of getting Slot Machine, Supply Box or Epic Crate inside.\n- Nerfed the D-BFG by removing the possibility to re-altfire directly without charing completly the weapon.\n- Lowered the chances for monsters to drop an Epic Crate.\n- Fixed the UAC Command Post which won't be able to spawn anymore Legendary Marines.\n- Fixed the 3D model of the BFG10K projectile not appearing for players.\n- Fixed the Turbo/Drain/Rage spheres which can't be activated anymore if the players has a rune of the same effect.\n- Fixed the Plasma Repeater and D-BFG skins.\n- Fixed the layer in CDM12 & CDMBOSS.\n\n-------------------- Minor Update for v0.99.1c -------------------\n\n- Worked on the compability for Zandronum 3.0.\n- Added a new monsters the Infestor, Fodder and Wraith.\n- Fixed the Legendary BFG Item which wasn't working at all.\n- Fixed the monster script health buff making some monsters invinsible.\n- Fixed some textures alignement on CDM06.\n\n-------------------- Minor Update for v0.99.1b -------------------\n\n- Added a new item the Armor Dispenser.\n- Added a new mech the Assault Tank.\n- Added a new monster the Zombie Assault Tank.\n- Removed the Drain Rune from the Bonus Crate, it can now only be obtained from the Open Deck.\n- Buffed the Dark Cyber Lord, Lord Archon, Nazi Baron, Nazi Shock Trooper, Railgun Arachnotron and the Invasion Gate.\n- Buffed all mini bosses and legendary monsters with more health and damage when there many players.\n- Buffed the Final Boss fight by giving them a 30 seconds protection when coming back after a demon wave.\n- Nerfed Marine Beacon and Task Force Beacon which aren't able to spawn Legendary Marines anymore.\n- Raised the max amount of Bonus Crates from 25 to 50.\n- Edited the Legendary BFG & Devastator from the Epic Crate which can now be activated when the player wants it.\n- Fixed the Random Weapon bonus which would sometimes give no weapons to the player.\n- Fixed some textures bug in CDM15.\n\n-------------------- Minor Update for v0.99.1a -------------------\n\n- Buffed the Hell Champion and the Inferno Demon.\n- Edited some scripts to make them use less CPU from the server.\n- Fixed the Maephisto final boss which was bugged.\n\n-------------------- Major Update for v0.99.1 --------------------\n\n- Converted the Project from .wad format to .pk3 format(hoping this will causes some major crash issues on servers online).\n- Added CDM16 \"Ancient Purgatory\" and his content.\n- Added a new monster the Inferno Demon.\n- Nerfed the amount of spheres given by the slot machine.\n- Nerfed the D-BFG which is not able anymore to be affected by the infinite ammo powerup.\n- Nerfed the max health amount of the regeneration rune from 750 to 500.\n- Edited the EFG9000 by adding an animation when using altfire and also making the nuke rocket a lot faster.\n- Edited CDM15 by making the D-BFG secret harder.\n- Edited the Mine Drone which won't be able to move anymore but will drop more mine in the area where the player deployed it.\n- Edited the sound of the Supply Boxes which will now be playing everywhere in the map so everyone know when one has been activated.\n- Buffed the some final bosses including: Maephisto, LordArchon, DarkCyberLord.\n- Lowered the chances from getting a BFG or a Legendary Weapon from the Bonus Crates.\n- Fixed the amount of necessary rockets for the primary fire of the EFG9000.\n- Fixed the death fire of the ghouls in the waiting room.\n- Fixed CDM13: some textures were badly placed & finaly fixed the red card exit secret online!!!\n- Fixed CDM15: by removing the secret effect of the computers in the final area.\n\n-------------------- Minor Update for v0.99c --------------------\n\n- Added a new weapon the Double Grenade Launcher.\n- Added a new item the Slot Machine.\n- Buffed the Grinder Battle Mech with a new attack.\n- Buffed the health regeneration of all mechs.\n- Buffed the Regeneration Rune which regen faster and can now heal the player up to 750(even with suits/mechs/demons rune).\n- Buffed the Erasus.\n- Edited the EFG9000's Primary Fire which is more like a rocket machinegun.\n- Edited the Utility Gun which will now need the tier 2 to build the Enforcer Suit.\n- Edited Bonus Crate which has now 0.33% of chances to give an Epic Crate.\n\n-------------------- Minor Update for v0.99b --------------------\n\n- Added a new suit the Enforcer.\n- Added a new mech the Grinder Battle Mech.\n- Added a new monster the Nazi Assault Soldier.\n- Improved the effects of the Tank.\n- Improved the reloading scripts of the mechs and suits.\n- Edited CDM15 by adding a way for the tanks to join the second part of the map.\n- Fixed some major bugs coming with the player dying with the ice effect so I gave him the NOICEDEATH flag.\n- Fixed the sprites of the Zombie Specops with Homing Rocket Launcher.\n- Fixed CDM04: Wave 04 was broken.\n\n-------------------- Minor Update for v0.99a --------------------\n\n- Added more units in the Zombie SpecOps.\n- Edited CDM15 by nerfing most of the waves happening with many players.\n- Edited CDM15 by removing the fog in the ice area.\n- Buffed the Missile and Plasma Tank which are now able to use all their attacks at the same time.\n- Buffed the Max Soldier which is now able to use all his attacks at the same time.\n- Buffed the radius range of the EFG9000.\n- Buffed the amount of Legendary Marines coming from the Legendary Beacon from 3 to 5.\n- Nerfed the health amoung of the Belphegor.\n- Fixed CDM11: Wave 03 was broken.\n- Fixed the position of the seconds spawners in CDM15.\n- Fixed a texture bug in CDM15.\n\n-------------------- Major Update for v0.99 --------------------\n\n- Added CDM15 \"Nazi & Demons Part-2\" and his content.\n- Added a new weapon the Tech Erasus.\n- Added a new weapon the EFG 9000.\n- Added a new item the Legendary Beacon.\n- Added a new item the Legendary Supply Box.\n- Added a new monster the Railgun Arachnotron.\n- Buffed the Daemonium Overlord.\n- Nerfed the Tier 4 Utilit Gun now unable to build Devastator but EFG9000 instead.\n- Nerfed the amount of Bonus Crate given from the Support Tank to his master.\n- Edited the HUD of all mechs.\n- Edited the clearing rune option by setting it back to the old way because prosperity rune is bugged.\n- Fixed the Utility Gun making Bonus Crate & Reinforcement Card without limit.\n- Fixed some the log message saying that you get legendary armory instead of bfg 9500.\n- Fixed some Legendary Monster spots in CDM02.\n- Fixed the red card secret in CDM13(I HOPE!).\n\n-------------------- Minor Update for v0.98h --------------------\n\n- Buffed the amount of monsters coming from Invasion get if there are many players.\n- Nerfed the damages of the Tech Vulcan's altfire.\n- Lowered the Utility Gun's MegaSupportTank delay from 5 mins to 2 mins.\n- Fixed the player spot in CDM12.\n\n-------------------- Minor Update for v0.98g --------------------\n\n- Added the Tier 4 Utility Gun.\n- Added a new weapon the D-BFG.\n- Added Friendly Marine AI with Sniper Rifle.\n- Added a new monster the Rocket Imp.\n- Added a new monster the Apprentice.\n- Added muhammad skin directly inside.\n- Buffed the Nazi Enforcer.\n- Buffed the Health & Resistance of most of the final bosses.\n- Fixed the alignement of both Utility Gun & Open Deck Menu.\n- Fixed the SBARINFO with the Sniper Rifle.\n- Fixed CDM14 which was broken with many players.\n- Fixed the clearing rune option it will now give you the Prosperity Rune instead(which has no interesting effects).\n- Fixed some of the Legendary Monsters which weren't up to date with the current LCA.\n\n-------------------- Minor Update for v0.98f --------------------\n\n- Added a constant script to change the coop_damage_factor when players join/leave the game.\n- Added Friendly Marine AI with Demon Tech Rifle/Exp Minigun/Homing Rocket Launcher/Hexa Shotgun.\n- Buffed the damages and radius of the kamikaze.\n- Buffed epic crate which will now give 5 extra lifes instead of 2.\n- Nerfed the amount of Sand Spirits in CDM07 because they have been seriously buffed in LCA.\n- Nerfed the amount of legendary monsters at the end of CDM11.\n- Edited CDM07 by lowering the amount of sand spirits inside.\n- Fixed the bug at the end of the Sabaoth boss fight.\n- Fixed some textures bug in CDM010 and CDM11.\n- Fixed the Legendary Cyberdemon spot in CDM08.\n- Fixed a ceiling in CDM11 where some monsters could be stuck and block the map.\n- Fixed the pain sprites of the Nazi Commando.\n\n-------------------- Minor Update for v0.98e --------------------\n\n- Buffed the bossfight each boss will now leave and spawn minions when losing 25% of health.\n- Edited Max Soldier Suit's walking sound.\n- Edited the hotkey that is supposed to remove the player's rune, it will now allow the rune to be replaced.\n- Edited players to make them unable to get into mechs/suits/demon runes if they got the Drain Rune.\n- Buffed Timed Bomb which will now explode after a small delay when monsters come close.\n- Buffed the damage factor of monsters depending on player amount.\n- Buffed most of the maps when many players are playing.\n- Nerfed monster pain chance if there are more than 7 players.\n- Nerfed Bomb Elemental Demon Class.\n- Nerfed the Sniper Rifle but each shot will use 3 ammunition instead of 5.\n- Fixed Demon Rune Item which can't be used anymore if the player is in a suit.\n- Fixed CDM02 by making chalices secret not takable trought the impassible line.\n- Fixed CDM10 which had some textures bugs.\n- Fixed CDM14 by replacing Skulltag's minigun by Complex Doom's minigun instead.\n- Fixed CDM13 by making the secret switches for red key activable with both shooting/pressing it.\n\n-------------------- Minor Update for v0.98d --------------------\n\n- Added a new hotkey that can clear the player's rune.\n- Buffed the Epic Crate which gives now 3 lives instead of 1.\n- Raised the chances of the Invasion Gate to be activated.\n- Lowered the chances of theCommand Post and Supply Box to give a bfg weapon.\n- Fixed the Invasion Gate bonus giver that could desync playercount in room.\n- Fixed Invasion Gate bonus giver's image position.\n- Fixed a blocking texture in CDM11.\n- Fixed the Command Post and Supply Box by adding the Sniper Rifle inside.\n- Fixed the test teleporter which can't be broken anymore when the activator spectate or disconnect.\n\n-------------------- Minor Update for v0.98c --------------------\n\n- Added a new cvar cdm_playerboost that will tell under how many players they will have a booster(35% damage and 40% resistance).\n- Added a new cvar cdm_invasiongate that will turns on or off the Invasion Gate.\n- Added new content in the Bonus Crate.\n- Buffed the Corruption final boss.\n- Nerfed the UAC Command Post will give less crates to his summoner.\n- Edited The Devastator and Legendary BFG which are now temporal weapons.\n- Edited Tier 3 Utility Gun which can now build only one BFG9500 and BFG10000.\n- Edited CDM10 to make it less laggy.\n- Edited some maps by giving them a protection for the boss fight area(so players don't fight like cowards).\n- Lowered the chances of getting a bfg weapon into the Bonus Crate.\n- Lowered the delay that the card dispenser take to load.\n- Fixed the Legendary Marine with the NOTIMEFREEZE flag.\n\n-------------------- Minor Update for v0.98b --------------------\n\n- Added new secrets in all maps.\n- Buffed all mini bosses with more health and less pain chance.\n- Buffed Cyberdemon/Minigun Cyberdemon/Spider Mastermind/Arachnophyte's damages.\n- Buffed Suicide Bomber's explosion damages and radius.\n- Buffed CDM14 by raising the amount of monsters inside.\n- Buffed all final bosses with more health.\n- Nerfed Health Regeneration for mechs and suits.\n- Nerfed the Plasma Repeater/Max Soldier/Jet Trooper's damages.\n- Changed cdm_manyplayers default value from 16 to 11.\n- Lowered the chances of getting an Epic Crate or a Bonus Crate.\n- Lowered the amoung of reinforcement that players get each wave.\n- Lowered the chances of getting a BFG in the Bonus Crate.\n- Fixed the SBARINFO for the Belphegor Demon Class.\n- Fixed the mines dropped by the drone that will now explode after 1 minute.\n- Fixed Daemonium Overlord by removing the +NODROPOFF flag.\n- Fixed CDM14 by removing some useless decoration.\n- Fixed CDM11 by removing the gravity effect in the Legendary Ultra Sphere secret room.\n\n-------------------- Minor Update for v0.98a --------------------\n\n- Added a new playable demon the Belphegor.\n- Edited the player who can't take mech/suit/demon rune anymore if invinsible(no more glitches).\n- Edited CDM02: changed the spot of the red card.\n- Edited CDMBOSS: raised the delay before crates can respawn and the elevator will take more time to leave.\n- Edited CDM14: raised the amount of demons\n- Edited CDM14 and CDMBOSS: removed the Devastator, that weapon shouldn't be available as a pickup.\n- Edited CDM10: made the Legendary Sphere secret more obivious.\n- Edited CDM05: changed the spots of the red card and made the mech Hangar bigger.\n- Edited CDM05: replaced the Legendary Sentient Boss by a normal Legendary Sentient.\n- Fixed CDM10: Prototype's was stuck in his secret room.\n- Fixed CDM05: Acces to Necrosuit was very difficult.\n- Fixed CDMBOSS: Skybox at the Waiting Room wasn't the right one.\n- Fixed CDM13: the card secrets are now available online.\n- Fixed the Necrosuit's miniguns which was the source of many lags.\n\n-------------------- Major Update for v0.98 --------------------\n\n- Added CDMBOSS \"The Tower of Sin\" and his content.\n- Buffed the loot of the Epic Crate.\n- Buffed the Daemonium Overlord.\n- Buffed the Aracnorb Queen.\n- Buffed CDM07 By adding more monsters in Wave 08.\n- Buffed CDM14 By adding more monsters in Wave 01, 02 & 03.\n- Nerfed the Supply Box by lowering the chances of spawning a BFG weapon.\n- Nerfed the Command Post by lowering the chances of spawning a BFG weapon.\n- Nerfed the Bonus Crate by lowering the chances of getting a BFG weapon.\n- Edited the Bonus Crate limit from 10 to 25 in inventory.\n- Edited the Epic Crate limit from 1 to 3 in inventory.\n- Edited the Toxic Master by lowering the chances of using Rain Poison Comets to avoid lags.\n- Edited the effects of the Kamikaze to avoid lags.\n- Edited the BFG Cacodemon so he can't kill allies anymore.\n- Edited the Epic Crate to let other players know when someone found one.\n- Edited the Pulse Shotgun by TheSkyBug.\n- Fixed CDM03: Necrosuit's secret room was blocked.\n- Fixed texture bug on CDM14.\n- Fixed the Friendly Marker with the NOTIMEFREEZE flag.\n- Fixed the Cydestroyer Demon Class so it can't kill allies with railgun anymore.\n- Fixed Epic Crate giver from boss monsters.\n- Fixed NecroSuit weapon's information message.\n- Fixed Precision Sentry Gun message in Utility Gun.\n- Fixed Jet Trooper, players can't no longer fly when exiting it.\n\n-------------------- Minor Update for v0.97b --------------------\n\n- Buffed CDM04: By adding more monsters in Wave 09.\n- Buffed Boss Hitler.\n- Buffed the loot of the Epic Crate.\n- Lowered the drop chance of the Epic Crate.\n- Edited support bots that will now be teleported near the player who summoned them when idling.\n- Removed the Devastator from Supply Box, Command Post and Bonus Crate(only in Epic Crate).\n- Removed the Legendary BFG from Bonus Crate(only in Epic Crate).\n- Fixed CDM03: Wave 04 was broken.\n- Fixed CDM05: there were no limit of NecroSuit.\n- Fixed the Mine Drone.\n\n-------------------- Minor Update for v0.97a --------------------\n\n- Buffed CDM14: By adding more monsters in Wave 07.\n- Buffed/Fixed the Hellfire Cyberdemon.\n- Edited the spots of the blue car on CDM03.\n- Fixed NecroSuit'weapon sounds.\n- Fixed the final boss spot on CDM01.\n- Fixed texture bug on CDM03.\n- Fixed texture bug on CDM14.\n- Fixed bugged door on CDM05.\n\n-------------------- Major Update for v0.97 --------------------\n\n- Added CDM13 \"Toxic Entrepot\" and his content.\n- Added CDM14 \"Between The 4 Gates\" and his content.\n- Added new contents in the Bonus Crate.\n- Added a new suit the Necro Suit.\n- Added the Epic Crate(improved Bonus Crate that gives only good stuff).\n- Buffed the Boss Health multiplier.\n- Buffed Mine Drone's amount of mines.\n- Buffed the Legendary Marine by giving him other legendary weapons.\n- Nerfed the Hard Mode that won't active additional monsters in maps.\n- Nerfed the Supply Box.\n- Lowered the chance of the Trapped Crate to spawn inside the room.\n- Edited friendly marines that will now be teleported near the player who summoned them when idling.\n- Edited Pulse Shotgun & Plasma Repeater by giving them mine & grenade toss.\n- Edited the reloading messages of the mechs and suits.\n- Edited the PoisonSoul by making it spawning less poison to avoid lags.\n- Edited the Secret of the Prototypy in CDM10.\n- Fixed the information messages alignment.\n- Fixed Poed's health.\n- Fixed some monsters that weren't giving crates after being killed.\n- Fixed the Mine Drone that can't kill itself anymore.\n- Fixed a glitch and some textures in CDM07.\n\n-------------------- Minor Update for v0.96b --------------------\n\n- Fixed CDM07: Wave 07 was broken.\n\n-------------------- Minor Update for v0.96a --------------------\n\n- Balanced the Supply Box.\n- Raised the amount of monsters coming on all maps with many players.\n- Edited more effects to be compatible with vanilla mode.\n- Edited the cvar cdm_manyplayers that can now be set at 0 for more challenge in single player.\n- Fixed Nazi Hunter's Obituary.\n- Fixed TechVulcan's altfire that can now pass thru allies mech.\n- Fixed the Legendary Plasmatic Cannon that was broken from Bonus Crate.\n- Fixed CDM04: Wave 07 was broken.\n- Fixed CDM07: Wave 04 was broken.\n\n-------------------- Major Update for v0.96 --------------------\n\n- Updated CDM04 with new contents.\n- Added new contents in the Bonus Crate.\n- Added new contents in the Utility Gun.\n- Added Runes icon in the HUD.\n- Added a description for the Luck Rune.\n- Added a new powerup the Protection Sphere(75% less damages and no radius damages for 30 secs).\n- Balanced Legendary Monsters health.\n- Buffed the JetTrooper who can fly for a longer delay.\n- Buffed the Luck Rune.\n- Edited the UAC Commnad Post's drops.\n- Edited more effects to be compatible with vanilla mode.\n- Fixed Legendary Annihilator's death.\n- Fixed some Zombie SpecOps sprites.\n- Fixed the sprites that the Legendary Marine is supposed to use.\n- Fixed the skin that the Custom Legendary Rifle was supposed to use.\n\n-------------------- Minor Update for v0.95g --------------------\n\n- Buffed the drop rate of the UAC Command Post.\n- Nerfed the monsters of the Waiting Room\n- Fixed CDM08: Wave 04 was broken.\n- Fixed CDM11: Wave 07 was broken.\n\n-------------------- Minor Update for v0.95f --------------------\n\n- Buffed the ScoutBot.\n- Fixed the cost message of the BattleDroneD1.\n- Fixed Support Units sounds when they find a target.\n- Fixed CDM02: Wave 05 was broken.\n\n-------------------- Minor Update for v0.95e --------------------\n\n- Edited the Support Units by giving the the Idle state.\n- Fixed the Utility Gun Tiers details that wasn't showed.\n- Fixed the Luck Rune that is now removed after death.\n- Fixed all the song scripts.\n- Fixed CDM10: By monster unable to in the Secrets.\n- Fixed more effects to be compatible with Time Freeze.\n\n-------------------- Minor Update for v0.95d --------------------\n\n- Added the Tier 3 Utility Gun.\n- Buffed the Luck Rune that will now raise the chance of getting a bonus crate.\n- Nerfed Waiting Room Monster health multiplier.\n- Lowered the chance of the Trapped Crate to be drop in the Waiting Room.\n- Edited Reinforcement Card that can now move by it's own if stuck.\n- Balanced the Legendary Time Freeze Sphere.\n- Fixed the Legendary Time Freeze message.\n- Fixed Legendary Monsters and Boss that weren't supposed to be affected by time freeze.\n- Fixed CDM11: By a texture in the 3rd Wave that was supposed to be solid.\n- Fixed CDM01: By keeping the door opens at the last wave.\n- Fixed Utility Gun that can't build sentry/mobs in the Waiting Room anymore.\n- Fixed Cyber Baron's sprites.\n\n-------------------- Major Update for v0.95c --------------------\n\n- Added a new cvar cdm_manyplayers that will tell after how many players more monster will spawn.\n- Added new contents in the Bonus Crate.\n- Added more units in the Zombie SpecOps.\n- Added an Armory in the Waiting Room.\n- Added a custom Health Bar for each boss.\n- Added the Nazi Commander.\n- Disabled Legendary Songs in all maps.\n- Raised the max ammo of the Open Deck to 9.\n- Replaced Prosperity Rune by Drain Rune(more effective and working with mechs).\n- Buffed the ISIS Terrorist with more health.\n- Buffed the Zombie SpecOps's health and speed.\n- Buffed Boss Hitler's Health.\n- Edited Bonus Crate chance that will raise if more players are in the game.\n- Edited all waiting room monsters so they can all drop the trapped crate.\n- Edited more effects to be compatible with vanilla mode.\n- Edited the Reinforcement Dispenser to make it drop card faster if there are more players.\n- Edited Waiting Room monsters who can now drop a Reinforcement Card.\n- Edited CDM05: by disabling legendary songs to avoid confusion in the final boss fight.\n- Edited CDM06: by removing the Legendary Sentient in Wave 08.\n- Edited CDM09: by replacing Hexa-Shotgun(this weapon is crate only) with the BFG10K.\n- Edited CDM11: by replacing BFG Zombie by Specops Commanders and making the map less laggy and adding a text about vanilla mode.\n- Fixed Daemonium Overlord's sprites offset.\n- Fixed Legendary Marin's brightness.\n- Fixed Jet Trooper's brightness.\n- Fixed Test Bagel's flags with -COUNTKILL(no need to kill him anymore to finish the wave.\n- Fixed TechVulcan's altfire projectile colors.\n- Fixed Reinforcement Limit Script that was badely limited with 20+ players.\n- Fixed Poison Trap and Hexa-Shotgun's logs.\n- Fixed some Zombie SpecOps sprites.\n- Fixed Trapped Crate's sounds.\n- Fixed Legendary Monster musics lag.\n- Fixed textures position in CDM11.\n- Fixed Legendary BFG's HUD.\n\n-------------------- Minor Update for v0.95b --------------------\n\n- Removed the Assault Shotgun from Legendary Cyberdemon.\n- Fixed the Sniper Zombie's invasion spot.\n\n-------------------- Minor Update for v0.95a --------------------\n\n- Fixed Legendary Cyberdemon's attacks.\n- Fixed the script that will now restart the map faster if players fail it.\n- Fixed the Dispenser Card script what was deactivated on a Mini Boss fight.\n- Fixed Cerebral Commander's bright.\n- Fixed CDM11: The amount of prototype at the end is now limited to 6.\n- Fixed CDM11: Tanks aren't stuck anymore in the place where they are placed.\n- Fixed CDM11: Changed the floor texture in the waiting room's horizon.\n- Fixed CDM11: Changed the floor texture in the waiting room horizon.\n- Fixed CDM11: Changed the amoung of monster coming at the end to avoid lags.\n\n-------------------- Major Update for v0.95 --------------------\n\n- Added CDM11 \"Dark Side of the Moon\" and his content.\n- Added a custom song for the Aracnorb Queen.\n- Added a new monster for the waiting room called the terrorist.\n- Removed the cameras in the waiting room to avoid more lags.\n- Changed the sprites of the Repeater Zombie.\n- Buffed the Corruption with the +DONTRIP flag.\n- Buffed the Daemonium Overlord with more health and resistance.\n- Nerfed CDM09: Wave 06 by remove the Legendary Sentient.\n- Nerfed seriously the Azazel(I mean that I worked seriously on him, he is no more stupidly op).\n- Renamed CDM07 as \"Canyon Adventures\" for now I'm planning on making another part.\n- Edited the Zombie Specops by adding new troppers and changing some skins and weapons.\n- Edited the Card Dispenser, the delay will be in hud and cards will come faster.\n- Edited CDM10 by replacing the BFG9K by a Legendary Ultra Sphere.\n- Edited CDM10 by replacing the vanilla recolored torches by the smoothed ones of complex doom.\n- Edited CDM12 by Arkore.\n- Fixed the Reinforcement script.\n- Fixed CDM10 by making Prototype reachable only with red card.\n- Fixed the Bagel that will now give a bonus crate when killed.\n- Fixed SpiderMastermind's walking speed.\n\n-------------------- Major Update for v0.9 --------------------\n\n- Added CDM09 \"Country Gardens\" and his content.\n- Added the Hard mode with the cvar \"cdm_hard\" to enable or disabe it.\n- Added a preview of CDMWTF in the waiting room.\n- Updated the corrupted monsters.\n- Buffed the Suicide Bomber by raising his damages.\n- Buffed the Max Soldier suit.\n- Edited CDM10 by removing all the remaining runes inside.\n- Edited CDM10 by making players unable to escape the boss fight area.\n- Edited CDM05: Wave 12 by replacing the Legendary Cyberdemon by some legendary monsters.\n- Edited the Legendary Cyberdemon to make him as a mini boss.\n- Edited the Legendary Sentient to make him as a mini boss.\n- Edited waiting room's monsters that will now give a bonus crate at 100% when killed.\n- Moved the Azazel to CDM09 and added a new boss for CDM07.\n- Fixed textures bug in CDM10.\n- Fixed Suits that could be damaged by allies.\n- Fixed the Azazel with the +DROPOFF flag.\n- Fixed the Zombies Specops by adding the +NODROPOFF flag.\n- Fixed the Legendary Rifle that can't kill allies anymore.\n- Fixed the HUD with the Legendary Ammo.\n\n-------------------- Minor Update for v0.8b --------------------\n\n- Added a cvar \"cdm_bonuscrate\" that will enable or not bonus crates.\n- Added Demon Tech Spider.\n- Edited the Cerbral Cardinal so he can no longer go thru blocking monsters line.\n- Edited Corruption's attack to make them less laggy.\n- Removed the custom sprites of the Legendary Hell Knight.\n- Removed the Strenght Rune on CDM10\n- Fixed the player class that wasn't able to use his fists anymore.\n- Fixed Freezer Rifle's HUD.\n- Fixed the Legendary Sentient that was always invincible.\n- Fixed Spider Masterind's attack.\n\n-------------------- Minor Update for v0.8a --------------------\n\n- Buffed the Cyber Demolisher.\n- Fixed CDM10 Wave08 where a Barbatos wasn't spawning online breaking the map.\n- Fixed the prototype secret that can now only be taken with red skull.\n\n-------------------- Major Update for v0.8 --------------------\n\n- Added CDM10 \"Castle Of Corruption\" and his content.\n- Added CDM07 \"Canyon Adventures Part-1\" and his content.\n- Added the Freezer Rifle in the bonus crate.\n- Changed \"Hell\"'s map number that is now CDM12.\n- Buffed CDM01: Wave 05 by adding a Spider Mastermind.\n- Buffed CDM03: Wave 05 by adding 2 Spiders Mastermind.\n- Buffed CDM08: Wave 06 by adding a Spider Mastermind.\n- Buffed CDM08: Wave 06 by adding 2 Spiders Mastermind.\n- Fixed the test teleporter that wasn't spawning the Legendary HellKnight anymore.\n- Fixed Flesh Wizard's minions spawner bug.\n- Fixed the bonus crate's Legendary BFG loot.\n\n-------------------- Minor Update for v0.7c --------------------\n\n- Buffed Pulse Shotgun.\n- Fixed CDM10 that was broken in wave 07.\n- Fixed CDM06 that wasn't teleporting the blue card.\n- Fixed Tech Vulcan's decal.\n- Fixed Flesh Wizard spawners.\n\n-------------------- Minor Update for v0.7b --------------------\n\n- Added a new item the Open Deck.\n- Added the Tier 2 Utility Gun.\n- Edited all the bosses by adding a resistance to the Devastator.\n- Edited CDM06 by making the Prototype harder to get.\n- Edited CDM10 by making the Prototype harder to get.\n- Edited CDM10 by spawning other tanks in later waves.\n- Edited CDM01 by adding a jumper for the monster in the arena\n- Edited CDM05 by adding a jumper for the monsters in the final area.\n- Edited Boss Arcradimus that will gives more lives to players.\n- Fixed Legendary Cyberdemon & Sentient.\n- Fixed CDM01 by making the big jumper at the end not working for monsters so they can't be stuck.\n\n-------------------- Major Update for v0.7a --------------------\n\n- Added Imp Flesh Wizard.\n- Added Fiend Flesh Wizard.\n- Added a new item the poison trap.\n- Updated CDM10 by arkore.\n- Edited all the BFG spots now a BFG weapon is more harder to get.\n- Buffed armored nazis with a radius damage resistance.\n- Buffed Aracnorb Queen.\n- Buffed Legendary Sentient to fits more as a mini boss.\n- Buffed Legendary Cyberdemon to fits more as a mini boss.\n- Buffed CDM03: Wave 07 by adding Devastator Zombies.\n- Buffed CDM04: Wave 05 & 06 by adding Devastator Zombies.\n- Buffed CDM08: Wave 08 by adding an army of nobles.\n- Nerfed CDM03: Wave 07 by removing the Legendary Cybermon.\n- Nerfed the Prototype by decrasing his regeneration.\n- Raised the health of Zombie Specops.\n- Lowered the chances of the bonus crate to gives a BFG weapon.\n- Fixed CDM01: items were too close to the flying boxes.\n- Fixed CDM05: texture bug.\n- Fixed CDM06: texture bug.\n- Fixed CDM08: monsters could be stuck in the hole and player could be stuck in a secret room.\n- Fixed Lord Acradimus's portal.\n- Fixed Flesh Wizard minion spawners.\n- Fixed Aracnorb Queen's Obiturary text.\n- Fixed Shotgun SentryGun's quadshot sprites.\n- Fixed Sand Spirit that was giving items instead of crate when dying.\n\n-------------------- Major Update for v0.7 --------------------\n\n- Added CDM10 \"Hell\" and his content.\n- Edited CDM08: fixed item balance in the whole map.\n- Edited CDM08: added bfg10k and a plasma repeater.\n- Edited CDM08: removed all the useless stuff in the scripts.\n- Edited CDM08: changed the spot of quad shotgun and plasmagun.\n- Edited CDM08: Wave 09 by making players able to get out.\n- Edited CDM08: replaced the hexa shotgun by the hrl because it's only suppose to be a secret weapon.\n- Edited the script that can now let players with lives exit the waiting room.\n- Buffed CDM06: Wave 07 by adding BFG zombies.\n- Buffed CDM08: Wave 06 by adding more zombies.\n- Buffed CDM08: Wave 05 by adding more zombies.\n- Nerfed CDM08: Wave 10 by removing the legendary sentient.\n- Fixed CDM08: life sphere secret.\n- Fixed CDM06: the 2 missile tanks that were supposed to spawn at wave 08 and 09.\n- Fixed Legendary Sentient's death.\n\n-------------------- Major Update for v0.65 --------------------\n\n- Added CDM08 \"Underground Laboratory\" and his content.\n- Added CDM07 final boss Azazel.\n- Buffed CDM03: Wave 03 by adding more SpecOps zombies.\n- Buffed CDM03: Wave 07 by adding more SpecOps zombies and more tanks.\n- Buffed CDM03: Wave 08 by adding more SpecOps zombies and more BFG zombies.\n- Buffed Legendary Cyberdemon's resistance.\n- Buffed Legendary Sentient's resistance.\n- Edited Inventory special items that can't be used in the waiting room.\n- Edited Paladin's Death state.\n- Fixed Sabaoth's obituary text.\n- Fixed Waiting Room: reduced monsters height so they can travel everywhere.\n- Fixed Waiting Room: spawned monster delay is now reset when player manage to kill him.\n- Fixed Tech Rifle's alt fire decal.\n- Fixed Prototype that can now resist to the DTBFG.\n- Fixed AI marine shooting BFG ball with his rocket launcher.\n- Fixed Jet Trooper Death animation.\n\n-------------------- Minor Update for v0.6a --------------------\n\n- Buffed CDM06: Wave 05 by adding one more Legendary Revenant.\n- Buffed CDM06: Wave 06 by adding more Nazis.\n- Buffed CDM06: Wave 07 by adding one more Spec Ops Zombies.\n- Edited Waiting Room: Removed BOSS flag of all monsters to avoid confusion.\n- Fixed CDM05: bugged Wave 05.\n- Fixed CDM06: texture bug.\n- Fixed CDM06: cameras(forgot to add them in v0.6).\n\n-------------------- Major Update for v0.6 --------------------\n\n- Added CDM06 \"Dark City\" and his content.\n- Added AI marine with plasmagun.\n- Added AI marine with rocket launcher.\n- Added AI marine with railgun.\n- Added a new monster the nazi rifle man.\n- Added a new monster the nazi flame soldier.\n- Added a new monster the nazi shock trooper.\n- Added a new monster for the waiting room called the sad face.\n- Added a new item the medical backpack.\n- Added new marine skins for the Plasma Repeater and Homing Rocket Launcher.\n- Edited all marines that can now start patroling in the map when they have no targets.\n- Edited the marine beacon that can now spawn any normal marines with the same chances.\n- Edited all mechs and stuis that are now able to pick items.\n- Edited Lord Archon's flames that can now move randomly to be harder to avoid.\n- Edited the price of some items buildable from the utility gun.\n- Edited a script that will now totally restart the map if players are defeated, to avoid bugs.\n- Edited that Legendary Cyberdemon that is now a regular monster instead of a final boss.\n- Edited Max Soldier's weapon sound(the old one was boring for people).\n- Edited the Bonus Crate limit from 6 to 10.\n- Edited CDM04: Secret mechs can no more be stolen when unlocked.\n- Edited CDM05: Secret mech can no more be stolen when unlocked.\n- Edited the Prototype mech that can now run over little monsters.\n- Replaced the Legendary Cyberdemon final boss by the Legendary Annihilator.\n- Buffed CDM03: Wave 07 by adding a Legendary Cyberdemon at the end.\n- Buffed CDM05: Wave 12 by adding a Legendary Cyberdemon.\n- Nerfed Terminator by removing PIERCEARMOR flag from his best attacks.\n- Fixed some textures in the waiting room.\n- Fixed the card dispenser text that was not leaving when boss fight started.\n- Fixed the text message of the teleporter that had some mistakes from me(sorry).\n- Fixed the battle lord that doesnt have the -COUNTKILL flag so he could block the map for a moment.\n- Fixed Max Soldier weapon projectiles that will no go thru players and allies."
},
{
"source": "pk3",
"name": "decorate/player.txt",
"contents": "//=======\n// Player\n//=======\n\nACTOR Lives : Inventory{Inventory.MaxAmount 10}\nACTOR Waiter : Inventory{Inventory.MaxAmount 1}\nACTOR Haxor : Inventory{Inventory.MaxAmount 1}\nACTOR LuckRune : Inventory{Inventory.MaxAmount 1}\nACTOR HasRegenerationRune : Inventory{Inventory.MaxAmount 1}\nACTOR HasHasteRune : Inventory{Inventory.MaxAmount 1}\nACTOR HasRageRune : Inventory{Inventory.MaxAmount 1}\nACTOR HasDrainRune : Inventory{Inventory.MaxAmount 1}\nACTOR HasStrenghtRune : Inventory{Inventory.MaxAmount 1}\nACTOR HasResistanceRune : Inventory{Inventory.MaxAmount 1}\nACTOR IsRemoved : Inventory{Inventory.MaxAmount 1}\nACTOR CanHold : Inventory{Inventory.MaxAmount 1}\nACTOR CanHalfHold : Inventory{Inventory.MaxAmount 1}\nACTOR AttackCharge : Inventory{Inventory.MaxAmount 10}\nACTOR IsKamikaze : Inventory{Inventory.MaxAmount 1}\nACTOR InvasionGateUltraSphere : Inventory{Inventory.MaxAmount 1}\nACTOR InvasionGateLegendarySphere : Inventory{Inventory.MaxAmount 1}\nACTOR InvasionGateLegendaryArmor : Inventory{Inventory.MaxAmount 1}\nACTOR InvasionGateRandomWeaponGiver : Inventory{Inventory.MaxAmount 1}\nACTOR InvasionGateDamage : Inventory{Inventory.MaxAmount 1}\n\nACTOR ComplexDoomPlayer : DoomPlayer\n{\nSpeed 1\nHealth 100\nGibHealth 50\nRadius 16\nHeight 56\nMass 100\nPainChance 255\nSpecies \"Player\"\n+NOSKIN\n+THRUSPECIES\n+DONTHARMSPECIES\n+MTHRUSPECIES\n+NOICEDEATH\nDamageFactor \"Marine\", 0.0\nDamageFactor \"MechStep\", 0.0\nDamageFactor \"Mine\", 0.0\nPlayer.SoundClass \"Marine\"\nPlayer.ColorRange 112, 127\nPlayer.DisplayName \"Doom Guy\"\nPlayer.CrouchSprite \"PLYC\"\nPlayer.StartItem \"Handgun\"\nPlayer.StartItem \"HandGrenadeAmmo\" 2\nPlayer.StartItem \"MineAmmo\" 2\nPlayer.StartItem \"NewMelee\"\nPlayer.StartItem \"BulletMag\" 60\nPlayer.StartItem \"PistolMagazine\" 16\nPlayer.StartItem \"ShotgunMagazine\" 9\nPlayer.StartItem \"SSGShell\" 2\nPlayer.StartItem \"ShotgunDrum\" 16\nPlayer.StartItem \"QuadShell\" 4\nPlayer.StartItem \"ARMagazine\" 41\nPlayer.StartItem \"RocketDrum\" 7\nPlayer.StartItem \"GrenadeDrum\" 7\nPlayer.StartItem \"PlasmaCell\" 50\nPlayer.StartItem \"DemonMagazine\" 60\nPlayer.StartItem \"CellCharge\" 50\nPlayer.StartItem \"MP40Mag\" 33\nPlayer.StartItem \"StartingArmor\"\nStates\n{\n\t\tSpawn:\n\t\t\tPLAY A -1\n\t\t\tLoop\n\t\tSee:\n\t\t\tPLAY ABCD 5\n\t\t\tGoto Spawn\n\t\tMissile:\n\t\t\tPLAY E 12\n\t\t\tGoto Spawn\n\t\tMelee:\n\t\t\tPLAY F 6 Bright\n\t\t\tGoto Missile\n\t\tPain:\n\t\t\tPLAY G 4\n\t\t\tPLAY G 4 A_Pain\n\t\t\tGoto Spawn\n\t\tPain.Potato:\n\t\t TNT1 A 0\n\t\t TNT1 A 0 ThrustThingZ(0,80,0,0)\n TNT1 A 0 ThrustThing(Random(0,359),80)\n\t\t\tTNT1 A 0 A_PlaySound(\"potato/bounce\")\n PLAY G 4 A_Pain\n\t Goto Spawn\n\t\tDeath:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\t\tPLAY H 8\n\t\t\tPLAY I 8 A_PlayerScream\n\t\t\tPLAY J 8 A_NoBlocking\n\t\t\tPLAY K 8\n\t\t\tPLAY L 8 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\t\t\tPLAY M 8\n\t\t\tPLAY N -1\n\t\t\tStop\n\t\tXDeath:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\t\t\tPLAY P 3 A_PlayerScream\n\t\t\tPLAY Q 3 A_NoBlocking\n\t\t\tPLAY RSTUV 3\n\t\t\tPLAY W -1\n\t\t\tStop\n\t\tDeath.Potato:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\t\t TNT1 A 0 ThrustThingZ(0,80,0,0)\n TNT1 A 0 ThrustThing(Random(0,359),80)\n\t\t\tTNT1 A 0 A_PlaySound(\"bagel/kill\")\n\t\t\tPLAY P 3 A_XScream\n\t\t\tPLAY Q 3 A_NoBlocking\n\t\t\tPLAY RSTUV 3\n\t\t\tPLAY W -1\n\t\t\tStop\n\t\tDeath.Bagel:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\t\tPLAY H 8\n\t\t\tPLAY I 8 A_PlaySound(\"bagel/kill\")\n\t\t\tPLAY J 8 A_NoBlocking\n\t\t\tPLAY K 8\n\t\t\tPLAY L 8 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\t\t\tPLAY M 8\n\t\t\tPLAY N -1\n\t\t\tStop\n\t\tIncorp:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", FALSE)\n\t\t\tGoto Spawn\n\t\tCorp:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", TRUE)\n\t\t\tGoto Spawn\n}\n}\n\nActor ClientSideEffect\n{\n\t+CLIENTSIDEONLY\n\t+NOTIMEFREEZE\n\tStates\n {\n\t Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t\tTNT1 A 5 Bright\n\t\tStop\n\t Toaster:\n\t\tTNT1 A 0\n\t\tStop\n }\n}"
},
{
"source": "pk3",
"name": "decorate/allies.txt",
"contents": "//========\n// Allies\n//=======\n\nActor MarineBulletPuff : ModdedBulletPuff Replaces ModdedBulletPuff\n{\nDamageType \"Marine\"\n//Species \"Player\"\n+MTHRUSPECIES\n}\n\nActor LegMarineBulletPuff : LegendaryASGBulletPuff Replaces LegendaryASGBulletPuff\n{\nDamageType \"Marine\"\n//Species \"Player\"\n+MTHRUSPECIES\n}\n\nACTOR MarineRailPuff : PlayerRailPuff replaces PlayerRailPuff{DamageType \"Marine\"}\n\nActor SentryGun\n{\n Obituary \"%o was ventilated by an auto-sentry.\"\n Health 300\n Radius 16\n Height 56\n Mass 100000\n Speed 0\n Monster\n MaxTargetRange 1024\n AttackSound \"m60/fire\"\n DeathSound \"sentry/die\"\n Decal \"BulletChip\"\n +FLOORCLIP\n +FRIENDLY\n +MISSILEMORE\n +MISSILEEVENMORE\n +QUICKTORETALIATE\n +NOBLOOD\n +LOOKALLAROUND\n +NEVERRESPAWN\n +NOBLOCKMONST\n +DROPOFF\n +STANDSTILL\n -SOLID\n -COUNTKILL\n DamageFactor \"Marine\", 0\n DamageFactor \"Legendary\", 0\n DamageFactor \"MechStep\", 0\n DamageFactor \"Mine\", 0.0\n RadiusDamageFactor 0.5\n Species \"Player\"\n var int user_delay;\n var int user_script;\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(user_script == 1,3)\n TNT1 A 0 ACS_ExecuteAlways(3601,0,0,0,0)\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n SENT A 0 A_JumpIf(user_delay >= 65,\"Done\")\n SENT AAAAAAAAAAAAAAAA 4 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\tSENT A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n SENT A 0 A_PlaySound(\"sentry/beep\")\n Loop\n See:\n TNT1 A 0 A_JumpIf(user_script == 1,3)\n TNT1 A 0 ACS_ExecuteAlways(3601,0,0,0,0)\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n SENT A 0 A_JumpIf(user_delay >= 65,\"Done\")\n SENT AAAAAAAAAAAAAAAA 1 A_Chase\n\tSENT AAAAAAAAAAAAAAAA 1 A_Chase\n\tSENT AAAAAAAAAAAAAAAA 1 A_Chase\n\tSENT AAAAAAAAAAAAAAAA 1 A_Chase\n\tSENT A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n SENT A 0 A_PlaySound(\"sentry/beep\")\n\tSENT A 0 A_ClearTarget\n Loop\n Missile:\n SENT A 0 A_PlaySound(\"sentry/see\")\n SENT A 1 A_FaceTarget\n\tSENT B 0 A_CustomMissile(\"MonsterTracer\",Random(38,42),0,Random(5,-5),0)\n SENT B 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n SENT B 1 Bright A_CustomBulletAttack(3,3,1,random(1,5)*3,\"MarineBulletPuff\")\n\tSENT B 0 A_Jump(16,\"See\")\n SENT B 1 A_CPosRefire\n Goto Missile+1\n Done:\n SENT AAA 35 A_PlaySound(\"sentry/warn\")\n\tSENT A 1 A_Die\n Goto See\n Death:\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 AAA 0 A_CustomMissile(\"Kaboom3\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n TNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n TNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n TNT1 A 1 A_SpawnItem(\"RocketEx\",0,32)\n\tSENT C 0 A_NoBlocking\n\tSENT C 0 A_Scream\n SENT C 250\n Stop\n }\n}\n\nActor SentryGun2 : SentryGun\n{\n States\n {\n Spawn:\n SENT A 0 A_JumpIf(user_delay >= 65,\"Done\")\n SENT AAAAAAAAAAAAAAAA 4 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\tSENT A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n SENT A 0 A_PlaySound(\"sentry/beep\")\n Loop\n See:\n SENT A 0 A_JumpIf(user_delay >= 65,\"Done\")\n SENT AAAAAAAAAAAAAAAA 1 A_Chase\n\tSENT AAAAAAAAAAAAAAAA 1 A_Chase\n\tSENT AAAAAAAAAAAAAAAA 1 A_Chase\n\tSENT AAAAAAAAAAAAAAAA 1 A_Chase\n\tSENT A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n SENT A 0 A_PlaySound(\"sentry/beep\")\n\tSENT A 0 A_ClearTarget\n Loop\n }\n}\n\nActor RangeSentryGun : SentryGun\n{\n MaxTargetRange 2048\n Health 250\n AttackSound \"weapons/arifle\"\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(user_script == 1,3)\n TNT1 A 0 ACS_ExecuteAlways(3601,0,0,0,0)\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n SET2 A 0 A_JumpIf(user_delay >= 65,\"Done\")\n SET2 AAAAAAAAAAAAAAAA 4 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\tSET2 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n SET2 A 0 A_PlaySound(\"sentry/beep\")\n Loop\n See:\n TNT1 A 0 A_JumpIf(user_script == 1,3)\n TNT1 A 0 ACS_ExecuteAlways(3601,0,0,0,0)\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n SET2 A 0 A_JumpIf(user_delay >= 65,\"Done\")\n SET2 AAAAAAAAAAAAAAAA 1 A_Chase\n\tSET2 AAAAAAAAAAAAAAAA 1 A_Chase\n\tSET2 AAAAAAAAAAAAAAAA 1 A_Chase\n\tSET2 AAAAAAAAAAAAAAAA 1 A_Chase\n\tSET2 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n SET2 A 0 A_PlaySound(\"sentry/beep\")\n\tSET2 A 0 A_ClearTarget\n Loop\n Missile:\n SET2 A 0 A_PlaySound(\"sentry/see\")\n SET2 A 10 A_FaceTarget\n SET2 B 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n SET2 B 2 Bright A_CustomBulletAttack(1,1,1,random(1,5)*2,\"MarineBulletPuff\")\n\tSET2 C 2 A_FaceTarget\n SET2 B 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n SET2 B 2 Bright A_CustomBulletAttack(1,1,1,random(1,5)*2,\"MarineBulletPuff\")\n\tSET2 C 2 A_FaceTarget\n SET2 B 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n SET2 B 2 Bright A_CustomBulletAttack(1,1,1,random(1,5)*2,\"MarineBulletPuff\")\n\tSET2 C 2 A_FaceTarget\n\tSET2 A 0 A_Jump(16,\"See\")\n SET2 A 1 A_CPosRefire\n Goto Missile+1\n Done:\n SET2 AAA 35 A_PlaySound(\"sentry/warn\")\n\tSET2 A 1 A_Die\n Goto See\n }\n}\n\nActor SniperSentryGun : SentryGun\n{\n MaxTargetRange 3072\n AttackSound \"sniper/fire\"\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(user_script == 1,3)\n TNT1 A 0 ACS_ExecuteAlways(3601,0,0,0,0)\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n SET3 A 0 A_JumpIf(user_delay >= 65,\"Done\")\n SET3 AAAAAAAAAAAAAAA 4 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\tSET3 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n SET3 A 0 A_PlaySound(\"sentry/beep\")\n Loop\n See:\n TNT1 A 0 A_JumpIf(user_script == 1,3)\n TNT1 A 0 ACS_ExecuteAlways(3601,0,0,0,0)\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n SET3 A 0 A_JumpIf(user_delay >= 65,\"Done\")\n SET3 AAAAAAAAAAAAAAAA 1 A_Chase\n\tSET3 AAAAAAAAAAAAAAAA 1 A_Chase\n\tSET3 AAAAAAAAAAAAAAAA 1 A_Chase\n\tSET3 AAAAAAAAAAAAAAAA 1 A_Chase\n\tSET3 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n SET3 A 0 A_PlaySound(\"sentry/beep\")\n\tSET3 A 0 A_ClearTarget\n Loop\n Missile:\n SET3 A 0 A_PlaySound(\"sentry/see\")\n SET3 AAA 4 A_FaceTarget\n SET3 B 6 Bright A_CustomBulletAttack(1,1,1,random(1,5)*20,\"MarineBulletPuff\")\n\tSET3 CCAA 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n SET3 A 10 A_PlaySound(\"sniper/clip\")\n\tSET3 AAA 3 A_FaceTarget\n\tSET3 A 1 A_CPosRefire\n Goto Missile+1\n Done:\n SET3 AAA 35 A_PlaySound(\"sentry/warn\")\n\tSET3 A 1 A_Die\n Goto See\n }\n}\n\nActor ShotgunSentryGun : SentryGun\n{\n AttackSound \"\"\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(user_script == 1,3)\n TNT1 A 0 ACS_ExecuteAlways(3601,0,0,0,0)\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n SET4 A 0 A_JumpIf(user_delay >= 65,\"Done\")\n SET4 AAAAAAAAAAAAAAA 4 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\tSET4 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n SET4 A 0 A_PlaySound(\"sentry/beep\")\n Loop\n See:\n TNT1 A 0 A_JumpIf(user_script == 1,3)\n TNT1 A 0 ACS_ExecuteAlways(3601,0,0,0,0)\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n SET4 A 0 A_JumpIf(user_delay >= 65,\"Done\")\n SET4 AAAAAAAAAAAAAAAA 1 A_Chase\n\tSET4 AAAAAAAAAAAAAAAA 1 A_Chase\n\tSET4 AAAAAAAAAAAAAAAA 1 A_Chase\n\tSET4 AAAAAAAAAAAAAAAA 1 A_Chase\n\tSET4 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n SET4 A 0 A_PlaySound(\"sentry/beep\")\n\tSET4 A 0 A_ClearTarget\n Loop\n Missile:\n SET4 A 0 A_PlaySound(\"Turret/sight\")\n SET4 A 1 A_Jump(256,\"AssautShotgun\",\"DoubleShotgun\",\"QuadShotgun\")\n Goto See\n AssautShotgun:\n SET4 A 5 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"asg/fire\")\n\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\", -8, 7, 30, 4, 0, (0.1)*Random(30, 40), Random(-80, -90), 128)\n\tTNT1 AAAA 0 Bright A_CustomMissile(\"MonsterTracer2\",Random(28,34),0,Random(6,-6),0)\n SET4 E 13 Bright A_CustomBulletAttack(22.5,0,5,4,\"MarineBulletPuff\")\n\tTNT1 A 0 A_PlaySound(\"asg/fire\")\n\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\", -8, 7, 30, 4, 0, (0.1)*Random(30, 40), Random(-80, -90), 128)\n\tTNT1 AAAA 0 Bright A_CustomMissile(\"MonsterTracer2\",Random(28,34),0,Random(6,-6),0)\n SET4 F 13 Bright A_CustomBulletAttack(22.5,0,5,4,\"MarineBulletPuff\")\n\tTNT1 A 0 A_PlaySound(\"asg/fire\")\n\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\", -8, 7, 30, 4, 0, (0.1)*Random(30, 40), Random(-80, -90), 128)\n\tTNT1 AAAA 0 Bright A_CustomMissile(\"MonsterTracer2\",Random(28,34),0,Random(6,-6),0)\n SET4 G 13 Bright A_CustomBulletAttack(22.5,0,5,4,\"MarineBulletPuff\")\n\tTNT1 A 0 A_PlaySound(\"asg/fire\")\n\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\", -8, 7, 30, 4, 0, (0.1)*Random(30, 40), Random(-80, -90), 128)\n\tTNT1 AAAA 0 Bright A_CustomMissile(\"MonsterTracer2\",Random(28,34),0,Random(6,-6),0)\n SET4 H 13 Bright A_CustomBulletAttack(22.5,0,5,4,\"MarineBulletPuff\")\n SET4 A 6 A_CposRefire\n Goto Missile+1\n DoubleShotgun:\n SET4 A 5 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/sshotf\")\n\tTNT1 AAAAAAAA 0 Bright A_CustomMissile(\"MonsterTracer2\",Random(28,34),0,Random(6,-6),0)\n\tSET4 B 5 Bright A_CustomBulletAttack(13.8,9.6,10,Random(1,4)*3,\"MarineBulletPuff\")\n\tSET4 A 15 A_FaceTarget\n\tSET4 A 6 A_PlaySound(\"weapons/sawedopen\")\n\tSET4 A 0 A_SpawnItemEx(\"ShellCasing\", -10, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\tSET4 A 1 A_SpawnItemEx(\"ShellCasing\", -10, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\tSET4 A 6 A_PlaySound(\"weapons/shellslide\")\n\tSET4 A 6 A_PlaySound(\"weapons/sawedclose\")\n\tSET4 A 6 A_CposRefire\n\tGoto Missile+1\n QuadShotgun:\n SET4 A 5 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/qsgfire\")\n\tTNT1 AAAAAAAAAAAA 0 Bright A_CustomMissile(\"MonsterTracer2\",Random(28,34),0,Random(6,-6),0)\n\tSET4 C 5 Bright A_CustomBulletAttack(15.4,10.6,24,Random(1,4)*3,\"MarineBulletPuff\")\n\tSET4 A 25 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/qsgopen\")\n\tSET4 A 15 A_FaceTarget\n\tSET4 A 0 A_SpawnItemEx(\"ShellCasing\", -8, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\tSET4 A 1 A_SpawnItemEx(\"ShellCasing\", -8, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\tSET4 A 0 A_SpawnItemEx(\"ShellCasing\", -8, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\tSET4 A 2 A_SpawnItemEx(\"ShellCasing\", -8, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\tSET4 A 12 A_PlaySound(\"weapons/qsgshellslide\")\n\tSET4 A 8\n\tSET4 A 12 A_PlaySound(\"weapons/qsgshellslide\")\n\tSET4 A 8\n\tSET4 A 10 A_PlaySound(\"weapons/qsgclose\")\n\tSET4 A 2 A_CposRefire\n\tGoto Missile+1\n Done:\n SET4 AAA 35 A_PlaySound(\"sentry/warn\")\n\tSET4 A 1 A_Die\n Goto See\n }\n}\n\nActor FlameSentryGun : SentryGun\n{\n MaxTargetRange 354\n Health 400\n AttackSound \"\"\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(user_script == 1,3)\n TNT1 A 0 ACS_ExecuteAlways(3601,0,0,0,0)\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n SET5 A 0 A_JumpIf(user_delay >= 65,\"Done\")\n SET5 AAAAAAAAAAAAAAA 4 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\tSET5 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n SET5 A 0 A_PlaySound(\"sentry/beep\")\n Loop\n See:\n TNT1 A 0 A_JumpIf(user_script == 1,3)\n TNT1 A 0 ACS_ExecuteAlways(3601,0,0,0,0)\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n SET5 A 0 A_JumpIf(user_delay >= 65,\"Done\")\n SET5 AAAAAAAAAAAAAAAA 1 A_Chase\n\tSET5 AAAAAAAAAAAAAAAA 1 A_Chase\n\tSET5 AAAAAAAAAAAAAAAA 1 A_Chase\n\tSET5 AAAAAAAAAAAAAAAA 1 A_Chase\n\tSET5 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n SET5 A 0 A_PlaySound(\"sentry/beep\")\n\tSET5 A 0 A_ClearTarget\n Loop\n Missile:\n SET5 A 0 A_PlaySound(\"sentry/see\")\n\tSET5 A 1 A_JumpIfCloser(455,1)\n\tGoto See\n SET5 AA 2 A_FaceTarget\n\tSET5 A 3 A_PlayWeaponSound(\"hectebus/flameready\")\n\tSET5 AA 4 A_FaceTarget\n SET5 B 0 A_PlaySound(\"monsters/fatsofire\")\n\tSET5 B 3 Bright A_CustomMissile(\"SentryFlame\",46,0,random(-1,1))\n\tSET5 A 2 A_FaceTarget\n\tSET5 B 3 Bright A_CustomMissile(\"SentryFlame\",46,0,random(-1,1))\n\tSET5 A 2 A_FaceTarget\n\tSET5 B 3 Bright A_CustomMissile(\"SentryFlame\",46,0,random(-1,1))\n\tSET5 A 2 A_FaceTarget\n\tSET5 B 3 Bright A_CustomMissile(\"SentryFlame\",46,0,random(-1,1))\n\tSET5 A 2 A_FaceTarget\n\tSET5 B 3 Bright A_CustomMissile(\"SentryFlame\",46,0,random(-1,1))\n\tSET5 A 2 A_FaceTarget\n\tSET5 B 3 Bright A_CustomMissile(\"SentryFlame\",46,0,random(-1,1))\n\tSET5 A 2 A_FaceTarget\n\tSET5 B 3 Bright A_CustomMissile(\"SentryFlame\",46,0,random(-1,1))\n\tSET5 A 2 A_FaceTarget\n\tSET5 B 3 Bright A_CustomMissile(\"SentryFlame\",46,0,random(-1,1))\n\tSET5 A 2 A_FaceTarget\n\tSET5 B 3 Bright A_CustomMissile(\"SentryFlame\",46,0,random(-1,1))\n\tSET5 A 2 A_FaceTarget\n\tSET5 A 4 A_CPosRefire\n Goto Missile+1\n Done:\n SET5 AAA 35 A_PlaySound(\"sentry/warn\")\n\tSET5 A 1 A_Die\n Goto See\n }\n}\n\nACTOR SentryFlame : PoisonSoulCloud\n{\n Radius 10\n Height 10\n\tScale 0.55\n\tSpeed 14\n\tDamageType \"Marine\"\n\tSpecies \"Player\"\n\tPROJECTILE\n\t+THRUSPECIES\n\t-THRUACTORS\n\t-SKYEXPLODE\n\tDecal Scorch\n States\n {\n Spawn:\n FIR1 LKJIHGFEDCB 2 Bright A_Explode(5,68)\n\tDeath:\n\t\tFIR1 AA 2 Bright A_FadeOut(0.25)\n\t Stop\n\t\t}\n}\n\nActor PlasmaSentryGun : SentryGun\n{\n AttackSound \"\"\n MaxTargetRange 1536\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(user_script == 1,3)\n TNT1 A 0 ACS_ExecuteAlways(3601,0,0,0,0)\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n SET6 A 0 A_JumpIf(user_delay >= 65,\"Done\")\n SET6 AAAAAAAAAAAAAAAA 4 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\tSET6 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n SET6 A 0 A_PlaySound(\"sentry/beep\")\n Loop\n See:\n TNT1 A 0 A_JumpIf(user_script == 1,3)\n TNT1 A 0 ACS_ExecuteAlways(3601,0,0,0,0)\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n SET6 A 0 A_JumpIf(user_delay >= 65,\"Done\")\n SET6 AAAAAAAAAAAAAAAA 1 A_Chase\n\tSET6 AAAAAAAAAAAAAAAA 1 A_Chase\n\tSET6 AAAAAAAAAAAAAAAA 1 A_Chase\n\tSET6 AAAAAAAAAAAAAAAA 1 A_Chase\n\tSET6 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n SET6 A 0 A_PlaySound(\"sentry/beep\")\n\tSET6 A 0 A_ClearTarget\n Loop\n Missile:\n SET6 A 0 A_PlaySound(\"sentry/see\")\n SET6 A 1 A_FaceTarget\n\tSET6 B 0 A_PlayWeaponSound(\"weapons/hrfire\")\n SET6 B 2 Bright A_CustomMissile(\"NewPlasmaBall\",46,0,random(-3,3))\n\tSET6 B 0 A_Jump(32,\"See\")\n SET6 B 1 A_CPosRefire\n Goto Missile+2\n Done:\n SET6 AAA 35 A_PlaySound(\"sentry/warn\")\n\tSET6 A 1 A_Die\n Goto See\n }\n}\n\nActor RocketSentryGun : SentryGun\n{\n AttackSound \"\"\n Health 500\n MaxTargetRange 2048\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(user_script == 1,3)\n TNT1 A 0 ACS_ExecuteAlways(3601,0,0,0,0)\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n SET7 A 0 A_JumpIf(user_delay >= 65,\"Done\")\n SET7 AAAAAAAAAAAAAAAA 4 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\tSET7 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n SET7 A 0 A_PlaySound(\"sentry/beep\")\n Loop\n See:\n TNT1 A 0 A_JumpIf(user_script == 1,3)\n TNT1 A 0 ACS_ExecuteAlways(3601,0,0,0,0)\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n SET7 A 0 A_JumpIf(user_delay >= 65,\"Done\")\n SET7 AAAAAAAAAAAAAAAA 1 A_Chase\n\tSET7 AAAAAAAAAAAAAAAA 1 A_Chase\n\tSET7 AAAAAAAAAAAAAAAA 1 A_Chase\n\tSET7 AAAAAAAAAAAAAAAA 1 A_Chase\n\tSET7 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n SET7 A 0 A_PlaySound(\"sentry/beep\")\n\tSET7 A 0 A_ClearTarget\n Loop\n Missile:\n SET7 A 0 A_PlaySound(\"sentry/see\")\n\tSET7 A 5 A_FaceTarget\n SET7 B 4 Bright A_CustomMissile(\"MiniRocket\",random(24,34),0,random(-6,6))\n SET7 A 2 A_FaceTarget\n SET7 C 4 Bright A_CustomMissile(\"MiniRocket\",random(24,34),0,random(-6,6))\n SET7 A 2 A_FaceTarget\n SET7 D 4 Bright A_CustomMissile(\"MiniRocket\",random(24,34),0,random(-6,6))\n SET7 A 2 A_FaceTarget\n SET7 E 4 Bright A_CustomMissile(\"MiniRocket\",random(24,34),0,random(-6,6))\n SET7 A 2 A_FaceTarget\n SET7 F 4 Bright A_CustomMissile(\"MiniRocket\",random(24,34),0,random(-6,6))\n SET7 A 2 A_FaceTarget\n SET7 G 4 Bright A_CustomMissile(\"MiniRocket\",random(24,34),0,random(-6,6))\n SET7 A 2 A_FaceTarget\n SET7 H 4 Bright A_CustomMissile(\"MiniRocket\",random(24,34),0,random(-6,6))\n SET7 A 2 A_FaceTarget\n SET7 I 4 Bright A_CustomMissile(\"MiniRocket\",random(24,34),0,random(-6,6))\n SET7 A 6 A_CPosRefire\n Goto Missile+1\n Done:\n SET7 AAA 35 A_PlaySound(\"sentry/warn\")\n\tSET7 A 1 A_Die\n Goto See\n }\n}\n\nActor MiniRocket\n{\nProjectile\nDamage 5\nHeight 5\nRadius 6\nDamagetype \"Marine\"\nSpecies \"Player\"\n+THRUSPECIES\n+NOTIMEFREEZE\nSpeed 48\nSeeSound \"\"\nDeathSound \"MiniRocketExpl\"\nStates\n{\nSpawn:\n\tMICR A 1 Bright A_SpawnItemEx(\"MissileTrail\",0,0,0)\n\tTNT1 A 0 A_PlaySound(\"MiniRocketFly\",0,1.0,0)\n\tLoop\nDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 1, 0, 0, 0, 0, 128)\n\tTNT1 AAAA 0 A_CustomMissile(\"Kaboom9\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 A 0 A_Explode(10,30)\n\tTNT1 A 0 A_SetTranslucent(0.85,1)\n\tH2BL JKLMN 4 Bright\n\tStop\n}\n}\n\nActor RailgunSentryGun : SentryGun\n{\n Health 1000\n MaxTargetRange 3072\n DamageFactor 0.75\n RadiusDamageFactor 0.8\n AttackSound \"\"\n Scale 1.5\n var int user_slot;\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(user_script == 1,3)\n TNT1 A 0 ACS_ExecuteAlways(3601,0,0,0,0)\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n TNT1 A 0 A_JumpIf(user_slot == 1,4)\n TNT1 AA 0 A_SpawnItemEx(\"UtilityActorSlot\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n TNT1 A 0 A_SetUserVar(\"user_slot\",1)\n SET8 A 0 A_JumpIf(user_delay >= 135,\"Done\")\n SET8 AAAAAAAAAAAAAAA 4 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\tSET8 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n SET8 A 0 A_PlaySound(\"sentry/beep\")\n Loop\n See:\n TNT1 A 0 A_JumpIf(user_script == 1,3)\n TNT1 A 0 ACS_ExecuteAlways(3601,0,0,0,0)\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n\tTNT1 A 0 A_JumpIf(user_slot == 1,4)\n TNT1 AA 0 A_SpawnItemEx(\"UtilityActorSlot\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n TNT1 A 0 A_SetUserVar(\"user_slot\",1)\n SET8 A 0 A_JumpIf(user_delay >= 135,\"Done\")\n SET8 AAAAAAAAAAAAAAAA 1 A_Chase\n\tSET8 AAAAAAAAAAAAAAAA 1 A_Chase\n\tSET8 AAAAAAAAAAAAAAAA 1 A_Chase\n\tSET8 AAAAAAAAAAAAAAAA 1 A_Chase\n\tSET8 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n SET8 A 0 A_PlaySound(\"sentry/beep\")\n\tSET8 A 0 A_ClearTarget\n Loop\n Missile:\n SET8 A 0 A_PlaySound(\"sentry/see\")\n SET8 A 4 A_FaceTarget\n\tSET8 A 0 A_PlayWeaponSound(\"weapons/rgcharge\")\n\tSET8 AAAAAAAAAA 5 Bright A_FaceTarget\n\tSET8 B 0 A_PlayWeaponSound(\"monsters/darkcyberrail\")\n SET8 B 10 Bright A_CustomMissile(\"MRailgunProj\",60,0,random(-1,1))\n\tSET8 AA 3 A_FaceTarget\n\tSET8 A 1 A_CPosRefire\n Goto Missile+2\n Done:\n SET8 AAA 35 A_PlaySound(\"sentry/warn\")\n\tSET8 A 1 A_Die\n Goto See\n Death:\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 AAA 0 A_CustomMissile(\"Kaboom3\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n TNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n TNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n TNT1 A 1 A_SpawnItem(\"RocketEx\",0,32)\n\tSENT C 0 A_KillChildren\n\tSENT C 0 A_NoBlocking\n\tSENT C 0 A_Scream\n SENT C 250\n Stop\n }\n}\n\nACTOR MRailgunProj : FastProjectile\n{\nRadius 6\nHeight 6\nSpeed 300\nDamage (Random(120,150))\nDeathSound \"cyberrail/impact\"\nMissileType \"RailgunTrail\"\nDamagetype \"Marine\"\n+RIPPER\n+THRUSPECIES\n+EXTREMEDEATH\n+BLOODLESSIMPACT\nStates\n{\nSpawn:\n TNT1 A 1\n Loop\nDeath:\n\tTNT1 A 0\n\tTNT1 AA 0 A_CustomMissile(\"SmokeFX3\",0,0,random(0,360),2,random(0,360))\n TNT1 AAAA 0 A_CustomMissile(\"Kaboom24\",0,0,random(0,360),2,random(0,360))\n\tTNT1 A 0 A_Explode(32,256,0)\n\tTNT1 A 1 A_SpawnItem(\"RailgunImpact\")\n\tStop\n\t}\n}\n\nActor MissileSentryGun : SentryGun\n{\nHealth 2200\nScale 1.5\nMaxTargetRange 6144\nDamageFactor 0.75\nRadiusDamageFactor 0.25\nAttackSound \"\"\nvar int user_slot;\nStates\n{\n Spawn:\n TNT1 A 0 A_JumpIf(user_script == 1,3)\n TNT1 A 0 ACS_ExecuteAlways(3601,0,0,0,0)\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n TNT1 A 0 A_JumpIf(user_slot == 1,9)\n TNT1 AAAAAAA 0 A_SpawnItemEx(\"UtilityActorSlot\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n TNT1 A 0 A_SetUserVar(\"user_slot\",1)\n SET9 A 0 A_JumpIf(user_delay >= 270,\"Done\")\n SET9 AAAAAAAAAAAAAAA 4 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\tSET9 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n SET9 A 0 A_PlaySound(\"sentry/beep\")\n\tLoop\n See:\n TNT1 A 0 A_JumpIf(user_script == 1,3)\n TNT1 A 0 ACS_ExecuteAlways(3601,0,0,0,0)\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n TNT1 A 0 A_JumpIf(user_slot == 1,9)\n TNT1 AAAAAAA 0 A_SpawnItemEx(\"UtilityActorSlot\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n TNT1 A 0 A_SetUserVar(\"user_slot\",1)\n SET9 A 0 A_JumpIf(user_delay >= 270,\"Done\")\n SET9 AAAAAAAAAAAAAAAA 1 A_Chase\n\tSET9 AAAAAAAAAAAAAAAA 1 A_Chase\n\tSET9 AAAAAAAAAAAAAAAA 1 A_Chase\n\tSET9 AAAAAAAAAAAAAAAA 1 A_Chase\n\tSET9 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n SET9 A 0 A_PlaySound(\"sentry/beep\")\n\tSET9 A 0 A_ClearTarget\n Loop\n Missile:\n SET9 A 0 A_PlaySound(\"sentry/see\")\n SET9 AA 6 A_FaceTarget\n\tSET9 A 0 A_PlayWeaponSound(\"mrl/fire\")\n SET9 A 3 Bright A_CustomMissile(\"MissileSentryGunRocket\",random(60,100),random(-16,16),random(-4,4),random(-3,3))\n\tSET9 A 2 A_FaceTarget\n\tSET9 A 1 A_CPosRefire\n Goto Missile+3\n Done:\n SET9 AAA 35 A_PlaySound(\"sentry/warn\")\n\tSET9 A 1 A_Die\n Goto See\n Death:\n\tSET9 AAAAAA 2 Bright A_CustomMissile(\"Kaboom\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n SET9 AAAAAA 2 Bright A_CustomMissile(\"Kaboom\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n TNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n TNT1 AAA 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n\tTNT1 A 0 A_KillChildren\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Scream\n TNT1 A 1\n Stop\n }\n}\n\nACTOR MissileSentryGunRocket\n{\nRadius 11\nHeight 8\nProjectile\nSpeed 86\nDamage 10\nObituary \"%o ate %k's Rocket.\"\n+RANDOMIZE\n+DEHEXPLOSION\n+SKYEXPLODE\n+MTHRUSPECIES\n+NOTIMEFREEZE\nDeathSound \"weapons/rocklx\"\nDamagetype \"Marine\"\nStates\n{\nSpawn:\n MIS7 A 0 A_CustomMissile(\"RocketSmoke\",Random(4,6),Random(-2,2))\n\tMIS7 AAA 0 A_CustomMissile(\"NewRockeParticleTrail\",Random(4,6),Random(-2,2))\n\tMIS7 A 0 A_ChangeVelocity(1,0.5*random(-3,3),0.5*random(-2,2),CVF_RELATIVE)\n MIS7 A 1 Bright A_PlaySoundEx(\"rpg/fly\",\"SoundSlot7\",1)\n Loop\nDeath:\n MIS7 A 0 A_StopSoundEx(\"SoundSlot7\")\n\tTNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n TNT1 AAA 0 A_SpawnItemEx(\"OrangeParticleSpawner\",0,0,0,0,0,0,0,128)\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX3\",0,0,random(0,360),2,random(0,360))\n TNT1 AAAAAA 0 A_CustomMissile(\"Kaboom\",0,0,random(0,360),2,random(0,360))\n MISL B 4 Bright A_Explode(64,158,0)\n MISL CD 4 Bright A_SetTranslucent(0.75,1)\n Stop\n }\n}\n\nACTOR UACBaseMarine\n{\n Monster\n Health 150\n Radius 9\n Height 56\n Speed 13\n PainChance 127\n MaxDropOffHeight 32\n MaxStepHeight 32\n Species \"Player\"\n DamageFactor \"Marine\", 0\n DamageFactor \"Legendary\", 0\n DamageFactor \"MechStep\", 0\n DamageFactor \"Mine\", 0\n SEESOUND \"player/see\"\n PAINSOUND \"*pain50\"\n DEATHSOUND \"player/death\"\n ACTIVESOUND \"player/active\"\n Obituary \"%o was killed by a marine.\"\n MinMissileChance 2\n +NODROPOFF\n +FRIENDLY\n +QUICKTORETALIATE\n +DONTHURTSPECIES\n +MISSILEMORE\n +MISSILEEVENMORE\n +NOBLOCKMONST\n +FLOORCLIP\n States\n {\n Death:\n\tPLA1 I 10 A_Scream\n\tPLA1 J 10 A_NoBlocking\n\tPLA1 KLM 10\n\tPLA1 N 250\n\tStop\n XDeath:\n\tPLAY O 5\n\tPLAY P 5 A_XScream\n\tPLAY Q 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tPLAY Q 5 A_NoBlocking\n\tPLAY RSTUV 5\n\tPLAY W 250\n\tStop\n }\n}\n\nACTOR UACStrongMarine : UACBaseMarine\n{\n Health 300\n DamageFactor 0.6\n RadiusDamageFactor 0.8\n PainChance 40\n Translation \"112:127=0:0\"\n}\n\nActor MGrenade : ThrownGrenade\n{\n Damagetype \"Marine\"\n Damage (0)\n Obituary \"%o was exploded by a zombie specops.\"\n MissileType MGrenadeExplosion\n States\n {\n Spawn:\n\t TNT1 A 0\n HGN1 A 3 A_StopSound\n HGN1 BCDEFGHABCDEFGHABCDEFGH 3\n Goto Death\n Death:\n \t TNT1 A 0\n\t TNT1 A 0 Bright A_ChangeFlag(\"MISSILE\",0)\n\t TNT1 A 0 Bright A_AlertMonsters\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/hgrenadeex\")\n\t TNT1 A 0 Bright A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 AAA 0 Bright A_CustomMissile(\"Kaboom3\", 0, 0, random(0,360), 2, random(0,360))\n\t TNT1 AAA 0 Bright A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\t TNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n MISL B 4 Bright A_MissileAttack\n MISL CD 4 Bright A_SetTranslucent(0.75,1)\n Stop\n }\n}\n\nActor MGrenadeExplosion\n{\n Radius 1\n Height 1\n Speed 0\n Scale 2.4\n Projectile\n Damagetype \"Marine\"\n RenderStyle ADD\n Alpha 0.95\n +FLOORHUGGER\n +NOCLIP\n +NODAMAGETHRUST\n +FORCERADIUSDMG\n Obituary \"%o was grenaded down by a Marine Slayer.\"\n States\n {\n Spawn:\n\tTNT1 A 1\n\tTNT1 A 0 A_Explode(128,146)\n\tStop\n }\n}\n\nActor AIStrafing : CustomInventory\n{\n +INVENTORY.QUIET\n +INVENTORY.UNDROPPABLE\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.AUTOACTIVATE\n +COUNTITEM\n Inventory.Amount 1\n Inventory.MaxAmount 0\n States\n {\n Pickup:\n NULL A 1\n\tNULL A 1 A_GiveInventory(\"AIJumping\",1)\n\tNULL A 1 A_JumpIf(velx != 0 || vely != 0,2)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 A_Jump(235,5)\n\tNULL A 1 A_JumpIfInventory(\"StrafeSens\",1,3)\n\tNULL A 1 A_GiveInventory(\"StrafeSens\",1)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 A_TakeInventory(\"StrafeSens\",1)\n\tNULL A 1 A_JumpIfInventory(\"StrafeSens\",1,3)\n\tNULL A 1 ThrustThing(angle*256/360+38.7,5,0,0)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 ThrustThing(angle*256/360+38.7,-5,0,0)\n NULL A 1 A_FaceTarget\n\tNULL A 1 A_Jump(24,2)\n\tNULL A 1 A_JumpIfCloser(300,2)\n\tNULL A 1 A_Recoil(-1.5)\n Stop\n\tNULL A 1 A_Recoil(1.5)\n Stop\n }\n}\n\nActor AIJumping : AIStrafing\n{\n States\n {\n Pickup:\n NULL A 1\n NULL A 1 A_CheckFloor(1)\n Stop\n\tNULL A 1 A_Jump(242,2)\n\tNULL A 1 ThrustThingZ(0,25,0,1)\n Stop\n\tNULL A 1\n Stop\n }\n}\n\nActor AIPatroling : AIStrafing\n{\n States\n {\n Pickup:\n NULL A 1\n\tNULL A 1 A_JumpIf(velx != 0 || vely != 0,2)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 A_Jump(235,5)\n\tNULL A 1 A_JumpIfInventory(\"StrafeSens\",1,3)\n\tNULL A 1 A_GiveInventory(\"StrafeSens\",1)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 A_TakeInventory(\"StrafeSens\",1)\n\tNULL A 1 A_JumpIfInventory(\"StrafeSens\",1,3)\n\tNULL A 1 ThrustThing(angle*256/360+38.7,4,0,0)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 ThrustThing(angle*256/360+38.7,-4,0,0)\n\tNULL A 1 A_Jump(200,2)\n NULL A 1 A_SetAngle(random(0,359))\n\tNULL A 1 A_Jump(90,2)\n\tNULL A 1 A_Recoil(-1)\n Stop\n\tNULL A 1 A_Recoil(1)\n Stop\n }\n}\n\nACTOR StrafeSens : Inventory{Inventory.MaxAmount 1}\n\nACTOR UACGuyAR : UACBaseMarine\n{\n\tAttackSound \"weapons/arifle\"\n\tStates\n\t{\n\tSpawn:\n\t\tPLAY A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t PLAY A 0 A_JumpIfTargetInLOS(\"Strafing\")\n PLAY AABB 3 A_Chase\n\t TNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n PLAY CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n Loop\n\tStrafing:\n\t\tPLAY A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPLAY AABB 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPLAY C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PLAY CCDD 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t PLAY A 0 A_Jump(48,\"Find\")\n\t\tPLAY A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tPLAY AABB 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tPLAY C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n PLAY CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_ExecuteAlways(8883,0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n Missile:\n\t\tTNT1 A 0 A_Jump(45,\"FragGrenade\")\n\t\tTNT1 A 0 A_JumpIfCloser(750,\"Close\")\n Far:\n PLAY EE 5 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n PLAY F 2 Bright A_CustomBulletAttack(15.4,0,1,5,\"MarineBulletPuff\")\n PLAY E 2 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n PLAY F 2 Bright A_CustomBulletAttack(15.4,0,1,5,\"MarineBulletPuff\")\n PLAY E 2 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n PLAY F 2 Bright A_CustomBulletAttack(15.4,0,1,5,\"MarineBulletPuff\")\n\t\tTNT1 A 0 A_Jump(16,\"See\")\n TNT1 A 0 A_CPosRefire\n PLAY EE 5 A_GiveInventory(\"AIStrafing\",1)\n Goto Far+2\n Close:\n PLAY EE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n PLAY F 2 Bright A_CustomBulletAttack(22.5,0,1,random(1,5)*3,\"MarineBulletPuff\")\n\t\tTNT1 A 0 A_Jump(16,\"See\")\n TNT1 A 0 A_CPosRefire\n PLAY E 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto Close+2\n\t FragGrenade:\n PLA1 E 1 A_JumpIfCloser(1000,1)\n\t\tGoto Missile\n\t\tPLA1 E 0 A_JumpIfCloser(280,\"Missile\")\n PLA1 E 6 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MGrenade\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\t Pain:\n\t\tPLAY G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPLAY G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nACTOR UACGuyASG : UACBaseMarine\n{\n\tAttackSound \"asg/fire\"\n\tStates\n\t{\n\tSpawn:\n\t\tPASG A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t\tPASG A 0 A_JumpIfTargetInLOS(\"Strafing\")\n PASG AABB 3 A_Chase\n\t\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n PASG CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n Loop\n\tStrafing:\n\t\tPASG A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPASG AABB 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPASG C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PASG CCDD 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t\tPASG A 0 A_Jump(48,\"Find\")\n\t\tPASG A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tPASG AABB 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tPASG C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n PASG CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_ExecuteAlways(8883,0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n Missile:\n\t PASG E 0 A_Jump(45,\"FragGrenade\")\n PASG EE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t TNT1 A 0 A_SpawnItemEx(\"ShellCasing\", -8, 7, 30, 4, 0, (0.1)*Random(30, 40), Random(-80, -90), 128)\n\t TNT1 AAAA 0 A_CustomMissile(\"MonsterTracer2\",Random(28,34),0,Random(6,-6),0)\n PASG F 4 Bright A_CustomBulletAttack(22.5,0,5,Random(1,4)*3,\"MarineBulletPuff\")\n\t\tTNT1 A 0 A_Jump(40,\"Pause\")\n\t TNT1 A 0 A_CPosRefire\n PASG EE 4 A_GiveInventory(\"AIStrafing\",1)\n Goto Missile+3\n\tPause:\n PASG EEEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t Goto See\n\t FragGrenade:\n PLA1 E 1 A_JumpIfCloser(1000,1)\n\t\tGoto Missile\n\t\tPLA1 E 0 A_JumpIfCloser(280,\"Missile\")\n PLA1 E 6 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MGrenade\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tPain:\n\t\tPASG G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPASG G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nACTOR UACGuySSG : UACBaseMarine\n{\n\tAttackSound \"\"\n\tStates\n\t{\n\tSpawn:\n\t\tPLA9 A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t PLA9 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n PLA9 AABB 3 A_Chase\n\t\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n PLA9 CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n Loop\n\tStrafing:\n\t\tPLA9 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPLA9 AABB 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPLA9 C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PLA9 CCDD 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t\tPLA9 A 0 A_Jump(48,\"Find\")\n\t\tPLA9 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tPLA9 AABB 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tPLA9 C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n PLA9 CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_ExecuteAlways(8883,0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n\tMissile:\n\t TNT1 A 0 A_Jump(45,\"FragGrenade\")\n\t\tTNT1 A 0 A_JumpIfCloser(275,\"Double\")\n\tNormal:\n\t\tPLA9 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ssgsingleshot\")\n\t\tTNT1 AAAA 0 A_CustomMissile(\"MonsterTracer2\",Random(28,34),0,Random(6,-6),0)\n\t\tPLA9 F 4 Bright A_CustomBulletAttack(22.5,0,3,Random(1,5)*3,\"MarineBulletPuff\")\n\t\tPLA9 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ssgsingleshot\")\n\t\tTNT1 AAAA 0 A_CustomMissile(\"MonsterTracer2\",Random(28,34),0,Random(6,-6),0)\n\t\tPLA9 F 4 Bright A_CustomBulletAttack(22.5,0,3,Random(1,5)*3,\"MarineBulletPuff\")\n\t\tPLA9 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto Reload\n\tDouble:\n\t\tPLA9 EEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sshotf\")\n\t\tTNT1 AAAAAAAA 0 Bright A_CustomMissile(\"MonsterTracer2\",Random(28,34),0,Random(6,-6),0)\n\t\tPLA9 F 5 Bright A_CustomBulletAttack(13.8,9.6,10,Random(1,4)*3,\"MarineBulletPuff\")\n\t\tPLA9 EEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto Reload\n\tReload:\n\t\tPLA9 E 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tPLA9 E 6 A_PlaySound(\"weapons/sawedopen\")\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\", -8, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tPLA9 E 1 A_SpawnItemEx(\"ShellCasing\", -10, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tPLA9 E 6 A_PlaySound(\"weapons/shellslide\")\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tPLA9 E 6 A_PlaySound(\"weapons/sawedclose\")\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_Jump(40,\"See\")\n\t\tPLA9 E 6 A_CPosRefire\n\t\tGoto Missile\n\t FragGrenade:\n PLA1 E 1 A_JumpIfCloser(1000,1)\n\t\tGoto Missile\n\t\tPLA1 E 0 A_JumpIfCloser(280,\"Missile\")\n PLA1 E 6 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MGrenade\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tPain:\n\t\tPLA9 G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPLA9 G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nACTOR UACGuyQSG : UACBaseMarine\n{\n\tAttackSound \"\"\n\tStates\n\t{\n\tSpawn:\n\t\tPQST A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t\tPLAY A 0 A_JumpIfTargetInLOS(\"Strafing\")\n PQST AABB 3 A_Chase\n\t\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n PQST CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n Loop\n\tStrafing:\n\t\tPQST A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPQST AABB 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPQST C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PQST CCDD 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t\tPQST A 0 A_Jump(48,\"Find\")\n\t\tPQST A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tPQST AABB 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tPQST C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n PQST CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_ExecuteAlways(8883,0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n\tMissile:\n\t TNT1 A 0 A_Jump(45,\"FragGrenade\")\n\t\tTNT1 A 0 A_JumpIfCloser(325,\"Quad\")\n\tNormal:\n\t\tPQST EEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/qsgdoublefire\")\n\t\tTNT1 AAAAAA 0 Bright A_CustomMissile(\"MonsterTracer2\",Random(28,34),0,Random(6,-6),0)\n\t\tPQST F 5 Bright A_CustomBulletAttack(13.8,9.6,10,Random(1,4)*3,\"MarineBulletPuff\")\n\t\tPQST EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/qsgdoublefire\")\n\t\tTNT1 AAAAAA 0 Bright A_CustomMissile(\"MonsterTracer2\",Random(28,34),0,Random(6,-6),0)\n\t\tPQST F 5 Bright A_CustomBulletAttack(13.8,9.6,10,Random(1,4)*3,\"MarineBulletPuff\")\n\t\tPQST EEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto Reload\n\tQuad:\n\t\tPQST EEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/qsgfire\")\n\t\tTNT1 AAAAAAAAAAAA 0 Bright A_CustomMissile(\"MonsterTracer2\",Random(28,34),0,Random(6,-6),0)\n\t\tPQST F 5 Bright A_CustomBulletAttack(15.4,10.6,24,Random(1,4)*3,\"MarineBulletPuff\")\n\t\tPQST EEEEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto Reload\n\tReload:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/qsgopen\")\n\t\tPQST EEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\", -8, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tPQST E 1 A_SpawnItemEx(\"ShellCasing\", -10, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\", -8, 6, 38, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tPQST E 2 A_SpawnItemEx(\"ShellCasing\", -10, 6, 38, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tPQST E 0 A_PlaySound(\"weapons/qsgshellslide\")\n\t\tPQST EE 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPQST EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tPQST E 0 A_PlaySound(\"weapons/qsgshellslide\")\n\t\tPQST EE 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPQST EE 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPQST EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tPQST E 5 A_PlaySound(\"weapons/qsgclose\")\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_Jump(40,\"See\")\n\t\tPQST E 5 A_CPosRefire\n\t\tGoto Missile\n\t FragGrenade:\n PLA1 E 1 A_JumpIfCloser(1000,1)\n\t\tGoto Missile\n\t\tPLA1 E 0 A_JumpIfCloser(280,\"Missile\")\n PLA1 E 6 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MGrenade\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tPain:\n\t\tPQST G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPQST G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nACTOR UACGuyHSG : UACBaseMarine\n{\n\tAttackSound \"\"\n\tStates\n\t{\n\tSpawn:\n\t\tPHST A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t\tPLAY A 0 A_JumpIfTargetInLOS(\"Strafing\")\n PHST AABB 3 A_Chase\n\t\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n PHST CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n Loop\n\tStrafing:\n\t\tPHST A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPHST AABB 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPHST C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PHST CCDD 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t\tPHST A 0 A_Jump(48,\"Find\")\n\t\tPHST A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tPHST AABB 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tPHST C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n PHST CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_ExecuteAlways(8883,0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n\tMissile:\n\t TNT1 A 0 A_Jump(45,\"FragGrenade\")\n\t\tTNT1 A 0 A_JumpIfCloser(325,\"Hexa\")\n\tNormal:\n\t\tPHST EEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/qsgdoublefire\")\n\t\tTNT1 AAAAAA 0 Bright A_CustomMissile(\"MonsterTracer2\",Random(28,34),0,Random(6,-6),0)\n\t\tPHST F 5 Bright A_CustomBulletAttack(13.8,9.6,10,Random(1,4)*3,\"MarineBulletPuff\")\n\t\tPHST EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/qsgdoublefire\")\n\t\tTNT1 AAAAAA 0 Bright A_CustomMissile(\"MonsterTracer2\",Random(28,34),0,Random(6,-6),0)\n\t\tPHST F 5 Bright A_CustomBulletAttack(13.8,9.6,10,Random(1,4)*3,\"MarineBulletPuff\")\n\t\tPHST EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/qsgdoublefire\")\n\t\tTNT1 AAAAAA 0 Bright A_CustomMissile(\"MonsterTracer2\",Random(28,34),0,Random(6,-6),0)\n\t\tPHST F 5 Bright A_CustomBulletAttack(13.8,9.6,10,Random(1,4)*3,\"MarineBulletPuff\")\n\t\tPHST EEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto Reload\n\tHexa:\n\t\tPHST EEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/qsgfire\")\n\t\tTNT1 AAAAAAAAAAAA 0 Bright A_CustomMissile(\"MonsterTracer2\",Random(28,34),0,Random(6,-6),0)\n\t\tPHST F 5 Bright A_CustomBulletAttack(15.4,10.6,78,Random(1,4)*3,\"MarineBulletPuff\")\n\t\tPHST EEEEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto Reload\n\tReload:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/qsgopen\")\n\t\tPHST EEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\", -8, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tPHST E 1 A_SpawnItemEx(\"ShellCasing\", -10, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\", -8, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tPHST E 1 A_SpawnItemEx(\"ShellCasing\", -10, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\", -8, 6, 38, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tPHST E 1 A_SpawnItemEx(\"ShellCasing\", -10, 6, 38, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tPHST E 0 A_PlaySound(\"weapons/qsgshellslide\")\n\t\tPHST EE 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPHST EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tPHST E 0 A_PlaySound(\"weapons/qsgshellslide\")\n\t\tPHST EE 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPHST EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tPHST E 0 A_PlaySound(\"weapons/qsgshellslide\")\n\t\tPHST EE 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPHST EE 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPHST EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tPHST E 5 A_PlaySound(\"weapons/qsgclose\")\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_Jump(40,\"See\")\n\t\tPHST E 5 A_CPosRefire\n\t\tGoto Missile\n\t FragGrenade:\n PLA1 E 1 A_JumpIfCloser(1000,1)\n\t\tGoto Missile\n\t\tPLA1 E 0 A_JumpIfCloser(280,\"Missile\")\n PLA1 E 6 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MGrenade\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tPain:\n\t\tPHST G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPHST G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nACTOR UACGuyMinigun : UACBaseMarine\n{\n\tAttackSound \"weapons/minigunfire\"\n\tStates\n\t{\n\tSpawn:\n\t\tPL42 A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t\tPLAY A 0 A_JumpIfTargetInLOS(\"Strafing\")\n PL42 AABB 3 A_Chase\n\t\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n PL42 CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tLoop\n\tStrafing:\n\t\tPL42 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPL42 AABB 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPL42 C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PL42 CCDD 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t\tPL42 A 0 A_Jump(48,\"Find\")\n\t\tPL42 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tPL42 AABB 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tPL42 C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n PL42 CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_ExecuteAlways(8883,0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n Missile:\n\t\tTNT1 A 0 A_Jump(45,\"FragGrenade\")\n TNT1 A 0 A_PlaySound(\"weapons/mgunspinstart\")\n PL42 EE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t TNT1 A 0 Bright A_PlaySoundEx(\"weapons/mgunspin\",\"Voice\")\n\t TNT1 A 0 Bright A_CustomMissile(\"MonsterTracer\",Random(30,34),0,Random(5,-5),0)\n TNT1 A 0 Bright A_SpawnItemEx(\"RifleCasing\", 12, 6, 28, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n PL42 E 2 Bright A_CustomBulletAttack(22.5,0,1,random(1,5)*3,\"MarineBulletPuff\")\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t TNT1 A 0 Bright A_CustomMissile(\"MonsterTracer\",Random(30,34),0,Random(5,-5),0)\n TNT1 A 0 Bright A_SpawnItemEx(\"RifleCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n PL42 F 3 Bright A_CustomBulletAttack(22.5,0,1,random(1,5)*3,\"MarineBulletPuff\")\n\t\tTNT1 A 0 A_StopSoundEx(\"Voice\")\n\t\tTNT1 A 0 A_Jump(4,\"See\")\n TNT1 A 0 A_CPosRefire\n Goto Missile+4\n\t FragGrenade:\n PLA1 E 1 A_JumpIfCloser(1000,1)\n\t\tGoto Missile\n\t\tPLA1 E 0 A_JumpIfCloser(280,\"Missile\")\n PLA1 E 6 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MGrenade\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tPain:\n\t\tPL42 G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPL42 G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nACTOR UACGuyExpMinigun : UACBaseMarine\n{\n\tAttackSound \"\"\n\tStates\n\t{\n\tSpawn:\n\t\tXPMS A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t\tPLAY A 0 A_JumpIfTargetInLOS(\"Strafing\")\n XPMS AABB 3 A_Chase\n\t\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n XPMS CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tLoop\n\tStrafing:\n\t\tXPMS A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tXPMS AABB 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tXPMS C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n XPMS CCDD 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t\tXPMS A 0 A_Jump(48,\"Find\")\n\t\tXPMS A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tXPMS AABB 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tXPMS C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n XPMS CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_ExecuteAlways(8883,0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n\t Missile:\n\t TNT1 A 0 A_Jump(45,\"FragGrenade\")\n TNT1 A 0 A_PlaySound(\"weapons/expmgunspinstart\")\n XPMS EEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t TNT1 A 0 A_PlaySoundEx(\"weapons/expmgunspin\",\"Voice\")\n\t\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\t XPMS E 4 Bright A_CustomMissile(\"MExplosiveTracer\",Random(30,34),0,Random(5,-5),0)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", 12, 6, 28, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\t XPMS F 4 Bright A_CustomMissile(\"MExplosiveTracer\",Random(30,34),0,Random(5,-5),0)\n TNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_StopSoundEx(\"Weapon\")\n\t\tTNT1 A 0 A_Jump(4,\"See\")\n TNT1 A 0 A_CPosRefire\n Goto Missile+5\n\t FragGrenade:\n PLA1 E 1 A_JumpIfCloser(1000,1)\n\t\tGoto Missile\n\t\tPLA1 E 0 A_JumpIfCloser(280,\"Missile\")\n PLA1 E 6 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MGrenade\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tPain:\n\t\tXPMS G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tXPMS G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nACTOR MExplosiveTracer : PlayerExplosiveTracer\n{\n+MTHRUSPECIES\nDamageType \"Marine\"\n}\n\nACTOR UACGuySniper : UACBaseMarine\n{\n\tAttackSound \"sniper/fire2\"\n\tStates\n\t{\n\tSpawn:\n\t\tPSNP A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t PSNP A 0 A_JumpIfTargetInLOS(\"Strafing\")\n PSNP AABB 3 A_Chase\n\t\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n PSNP CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n Loop\n\tStrafing:\n\t\tPSNP A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPSNP AABB 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPSNP C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PSNP CCDD 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t\tPSNP A 0 A_Jump(48,\"Find\")\n\t\tPSNP A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tPSNP AABB 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tPSNP C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n PSNP CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_ExecuteAlways(8883,0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n\tMissile:\n\t TNT1 A 0 A_Jump(45,\"FragGrenade\")\n\t\tPSNP EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tPSNP F 0 A_SpawnItemEx(\"RifleCasing\",30,3,25,Random(2,4),Random(3,6),Random(3,6),0)\n\t\tPSNP F 3 Bright A_CustomBulletAttack(1,1,1,110,\"MarineBulletPuff\")\n\t\tPSNP EEEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_Jump(40,\"See\")\n\t\tPSNP E 6 A_CPosRefire\n\t\tGoto Missile+1\n\t FragGrenade:\n PLA1 E 1 A_JumpIfCloser(1000,1)\n\t\tGoto Missile\n\t\tPLA1 E 0 A_JumpIfCloser(280,\"Missile\")\n PLA1 E 6 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MGrenade\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tPain:\n\t\tPSNP G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPSNP G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nACTOR UACGuyRocket : UACBaseMarine\n{\n\tAttackSound \"\"\n\tStates\n\t{\n\tSpawn:\n\t\tPLA5 A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t\tPLAY A 0 A_JumpIfTargetInLOS(\"Strafing\")\n PLA5 AABB 3 A_Chase\n\t\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n PLA5 CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tLoop\n\tStrafing:\n\t\tPLA5 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPLA5 AABB 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPLA5 C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PLA5 CCDD 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t\tPLA5 A 0 A_Jump(48,\"Find\")\n\t\tPLA5 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tPLA5 AABB 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tPLA5 C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n PLA5 CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_ExecuteAlways(8883,0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n\tMissile:\n PLA5 EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA5 F 3 Bright A_CustomMissile(\"MRocket\",30,0,random(-2,2))\n\t\tPLA5 F 3 Bright A_GiveInventory(\"AIStrafing\",1)\n\t PLA5 E 0 A_PlaySound(\"rocket/drumspin\")\n\t\tPLA5 EEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_Jump(48,\"See\")\n TNT1 A 0 A_CPosRefire\n Goto Missile+4\n\tPain:\n\t\tPLA5 G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPLA5 G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nACTOR MRocket : NewRocket\n{\n+MTHRUSPECIES\nDamagetype \"Marine\"\n}\n\nACTOR UACGuyHRL : UACBaseMarine\n{\n\tAttackSound \"\"\n\tStates\n\t{\n\tSpawn:\n\t\tPHRL A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t\tPLAY A 0 A_JumpIfTargetInLOS(\"Strafing\")\n PHRL AABB 3 A_Chase\n\t\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n PHRL CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tLoop\n\tStrafing:\n\t\tPHRL A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPHRL AABB 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPLA5 C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PHRL CCDD 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t\tPHRL A 0 A_Jump(48,\"Find\")\n\t\tPHRL A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tPHRL AABB 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tPHRL C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n PHRL CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_ExecuteAlways(8883,0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n\tMissile:\n PHRL EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tPHRL F 0 A_CustomMissile(\"MHomRocket\",30,6,0)\n PHRL F 3 Bright A_CustomMissile(\"MHomRocket\",30,-6,0)\n\t\tPHRL F 3 Bright A_GiveInventory(\"AIStrafing\",1)\n\t\tPHRL EEEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_Jump(48,\"See\")\n TNT1 A 0 A_CPosRefire\n Goto Missile+4\n\tPain:\n\t\tPHRL G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPHRL G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nACTOR MHomRocket\n{\nRadius 9\nHeight 7\nScale 0.75\nSpeed 38\nDamage 10\nDamagetype \"Marine\"\n+SEEKERMISSILE\n+MTHRUSPECIES\nExplosionDamage 64\nExplosionRadius 128\nSeeSound \"monster/homingrockfire\"\nDeathSound \"weapons/rocklx\"\nPROJECTILE\nStates\n{\nSpawn:\n\tTNT1 A 0 Bright A_SeekerMissile(25,35)\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n HMIS A 2 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n\tTNT1 A 0 Bright A_SeekerMissile(25,35)\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n\tHMIS A 3 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n\tTNT1 A 0 Bright A_SeekerMissile(25,35)\n\tTNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n HMIS A 2 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n\tTNT1 A 0 Bright A_SeekerMissile(25,35)\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n\tHMIS A 3 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n\tTNT1 A 0 Bright A_SeekerMissile(25,35)\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n HMIS A 2 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n\tTNT1 A 0 Bright A_SeekerMissile(25,35)\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n\tHMIS A 3 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n\tTNT1 A 0 Bright A_SeekerMissile(25,35)\n\tTNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n HMIS A 2 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n\tTNT1 A 0 Bright A_SeekerMissile(25,35)\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n\tHMIS A 3 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n\tTNT1 A 0 Bright A_PlaySound(\"monster/homingrockbeep\")\n Loop\nDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 AAA 0 A_CustomMissile(\"Kaboom3\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n TNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n TNT1 A 0 A_Explode\n TNT1 A 1 A_SpawnItem(\"RocketEx\")\n Stop\n }\n}\n\nACTOR UACGuyPlasma : UACBaseMarine\n{\n\tAttackSound \"\"\n\tStates\n\t{\n\tSpawn:\n\t\tPLA6 A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t\tPLAY A 0 A_JumpIfTargetInLOS(\"Strafing\")\n PLA6 AABB 3 A_Chase\n\t\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n PLA6 CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tLoop\n\tStrafing:\n\t\tPLA6 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPLA6 AABB 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPLA6 C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PLA6 CCDD 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t\tPLA6 A 0 A_Jump(48,\"Find\")\n\t\tPLA6 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tPLA6 AABB 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tPLA6 C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n PLA6 CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_ExecuteAlways(8883,0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n Missile:\n\t\tTNT1 A 0 A_Jump(45,\"FragGrenade\")\n PLA6 EE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tPLA6 F 0 A_PlayWeaponSound(\"weapons/hrfire\")\n PLA6 E 2 Bright A_CustomMissile(\"NewPlasmaBall\",32,0,random(-3,3))\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tPLA6 F 0 A_PlayWeaponSound(\"weapons/hrfire\")\n PLA6 F 3 Bright A_CustomMissile(\"NewPlasmaBall\",32,0,random(-3,3))\n\t\tTNT1 A 0 A_StopSoundEx(\"Voice\")\n\t\tTNT1 A 0 A_Jump(16,\"See\")\n TNT1 A 0 A_CPosRefire\n Goto Missile+3\n\t FragGrenade:\n PLA1 E 1 A_JumpIfCloser(1000,1)\n\t\tGoto Missile\n\t\tPLA1 E 0 A_JumpIfCloser(280,\"Missile\")\n PLA1 E 6 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MGrenade\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tPain:\n\t\tPLA6 G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPLA6 G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nACTOR UACGuyRailgun : UACBaseMarine\n{\n\tAttackSound \"\"\n\tStates\n\t{\n\tSpawn:\n\t\tSRPL A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t\tPLAY A 0 A_JumpIfTargetInLOS(\"Strafing\")\n SRPL AABB 3 A_Chase\n\t\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n SRPL CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tLoop\n\tStrafing:\n\t\tSRPL A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tSRPL AABB 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tSRPL C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n SRPL CCDD 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t\tSRPL A 0 A_Jump(48,\"Find\")\n\t\tSRPL A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tSRPL AABB 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tSRPL C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n SRPL CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_ExecuteAlways(8883,0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n\tMissile:\n\t\tTNT1 A 0 A_Jump(45,\"FragGrenade\")\n\t\tSRPL EEE 6 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_PlaySound(\"railgunner/chargedshot\")\n\t\tTNT1 A 0 A_CustomMissile(\"RailgunImpact\",30)\n SRPL F 5 Bright A_CustomRailgun(250,0,\"00 85 FF\",None,1,1,0,\"MarineRailPuff\")\n SRPL EEEEEEEEEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_Jump(48,\"See\")\n TNT1 A 0 A_CPosRefire\n Goto Missile+4\n\t FragGrenade:\n PLA1 E 1 A_JumpIfCloser(1000,1)\n\t\tGoto Missile\n\t\tPLA1 E 0 A_JumpIfCloser(280,\"Missile\")\n PLA1 E 6 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MGrenade\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tPain:\n\t\tSRPL G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tSRPL G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nACTOR UACGuyDTRifle : UACBaseMarine\n{\n\tAttackSound \"\"\n\tStates\n\t{\n\tSpawn:\n\t\tPRAI A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t\tPLAY A 0 A_JumpIfTargetInLOS(\"Strafing\")\n PRAI AABB 3 A_Chase\n\t\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n PRAI CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tLoop\n\tStrafing:\n\t\tPRAI A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPRAI AABB 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPRAI C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PRAI CCDD 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t\tPRAI A 0 A_Jump(48,\"Find\")\n\t\tPRAI A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tPRAI AABB 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tPRAI C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n PRAI CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_ExecuteAlways(8883,0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n Missile:\n\t\tTNT1 A 0 A_Jump(45,\"FragGrenade\")\n PRAI EE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PRAI E 3 Bright A_FaceTarget\n\t\tPRAI F 0 A_PlayWeaponSound(\"weapons/demontechfire\")\n PRAI F 3 Bright A_CustomMissile(\"MDTProj\",32,0,random(-3,3))\n\t\tTNT1 A 0 A_StopSoundEx(\"Voice\")\n\t\tTNT1 A 0 A_Jump(6,\"See\")\n TNT1 A 0 A_CPosRefire\n Goto Missile+3\n\t FragGrenade:\n PLA1 E 1 A_JumpIfCloser(1000,1)\n\t\tGoto Missile\n\t\tPLA1 E 0 A_JumpIfCloser(280,\"Missile\")\n PLA1 E 6 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MGrenade\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tPain:\n\t\tPRAI G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPRAI G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nACTOR MDTProj : DemonTechProjectile\n{\n+MTHRUSPECIES\nDamagetype \"Marine\"\n}\n\nACTOR UACGuyBFG9K : UACStrongMarine\n{\n\tStates\n\t{\n\tSpawn:\n\t\tPLA7 A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t\tPLA7 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n PLA7 AABB 3 A_Chase\n\t\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n PLA7 CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n Loop\n\tStrafing:\n\t\tPLA7 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPLA7 AABB 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPLA7 C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PLA7 CCDD 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t\tPLA7 A 0 A_Jump(48,\"Find\")\n\t\tPLA7 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tPLA7 AABB 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tPLA7 C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n PLA7 CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_ExecuteAlways(8883,0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n\tMissile:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n\t\tPLA7 EEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tPLA7 F 5 Bright A_FaceTarget\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tPLA7 F 5 Bright A_FaceTarget\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tPLA7 F 5 Bright A_FaceTarget\n\t\tPLA7 F 5 Bright A_CustomMissile(\"MBFG9500Ball\",32,0,0)\n\t\tPLA7 EEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tPain:\n\t\tPLA7 G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPLA7 G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nACTOR MBFG9500Ball : BFGBall\n{\n+THRUSPECIES\nSpecies \"Player\"\nDeathSound \"BFG9K/Explode\"\nDamagetype \"Marine\"\nDamage 50\nStates\n{\nSpawn:\n BFS3 AAABBB 1 Bright A_SpawnItemEx(\"BFGTrailParticleGreen\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n Loop\nDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"BFGShockwave2\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 AAAAAA 0 A_CustomMissile(\"Kaboom11\", 0, 0, random(0,360), 2, random(0,360))\n BFE3 A 8 Bright A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tPLEB B 0 A_RadiusGive(\"MBFGBallEffect\",384,RGF_MONSTERS|RGF_PLAYERS,1)\n BFE3 B 8 Bright A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n BFE3 C 8 Bright A_Explode(128,256,0)\n BFE3 DEF 8 Bright\n Stop\n }\n}\n\nActor MBFGBallEffect : CustomInventory\n{\n +INVENTORY.QUIET\n +INVENTORY.UNDROPPABLE\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.AUTOACTIVATE\n Inventory.Amount 1\n Inventory.MaxAmount 0\n States\n {\n PickUp:\n NULL A 1\n\tNULL A 1 A_Jump(80,3)\n\tNULL A 1 ACS_NamedExecuteAlways(\"Spray Damage Amount\",0,0,random(32,64),0)\n NULL A 1 A_SpawnItemEx(\"CustomSpray\",0,0,36)\n\tNULL A 1\n Stop\n }\n}\n\nACTOR UACGuyBFG10K : UACStrongMarine\n{\n\tStates\n\t{\n\tSpawn:\n\t\tPB10 A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t\tPB10 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n PB10 AABB 3 A_Chase\n\t\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n PB10 CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n Loop\n\tStrafing:\n\t\tPB10 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPB10 AABB 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPB10 C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PB10 CCDD 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t\tPB10 A 0 A_Jump(48,\"Find\")\n\t\tPB10 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tPB10 AABB 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tPB10 C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n PB10 CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_ExecuteAlways(8883,0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n\tMissile:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/charge15k\")\n\t\tPB10 EEEEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tPB10 F 3 Bright A_CustomMissile(\"M10KProjectile\", 30,0,0, Random(-4, 4))\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tPB10 E 6 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tPB10 F 3 Bright A_CustomMissile(\"M10KProjectile\", 30,0,0, Random(-4, 4))\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tPB10 E 6 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tPB10 F 3 Bright A_CustomMissile(\"M10KProjectile\", 30,0,0, Random(-4, 4))\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tPB10 E 6 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tPB10 F 3 Bright A_CustomMissile(\"M10KProjectile\", 30,0,0, Random(-4, 4))\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tPB10 E 6 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tPB10 F 3 Bright A_CustomMissile(\"M10KProjectile\", 30,0,0, Random(-4, 4))\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tPB10 E 6 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tPB10 F 3 Bright A_CustomMissile(\"M10KProjectile\", 30,0,0, Random(-4, 4))\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tPB10 E 6 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tPB10 F 3 Bright A_CustomMissile(\"M10KProjectile\", 30,0,0, Random(-4, 4))\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tPB10 E 6 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tPB10 F 3 Bright A_CustomMissile(\"M10KProjectile\", 30,0,0, Random(-4, 4))\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tPB10 E 5 A_PlaySound(\"weapons/bfg15kcooldown\")\n\t\tPB10 EEEEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tPain:\n\t\tPB10 G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPB10 G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nACTOR M10KProjectile : 10KProjectile\n{\n +THRUSPECIES\n Species \"Player\"\n Damagetype \"Marine\"\n States\n {\n Death:\n XDeath:\n TNT1 A 0\n TNT1 A 1 A_SpawnItem(\"M10KEx\")\n Stop\n\t }\n}\n\nACTOR M10KEx : Player10KEx\n{\n DamageType \"Marine\"\n Species \"Player\"\n}\n\nACTOR UACGuyDTBFG : UACStrongMarine\n{\n\tStates\n\t{\n\tSpawn:\n\t\tPPYR A 10 A_Look\n\t\tLoop\n\tSee:\n\t\tPPYR A 0 A_JumpIfTargetInLOS(\"Strafing\")\n PPYR AABB 3 A_Chase\n\t\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n PPYR CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n Loop\n\tStrafing:\n\t\tPPYR A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPPYR AABB 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPPYR C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PPYR CCDD 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto Idle\n\tIdle:\n\t\tPPYR A 0 A_Jump(48,\"Find\")\n\t\tPPYR A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tPPYR AABB 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tPPYR C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n PPYR CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_ExecuteAlways(8883,0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n\tMissile:\n\t\tPPYR F 0 A_PlaySound(\"Cardinal/9k\")\n\t PPYR EEEE 5 A_GiveInventory(\"AIStrafing\",1)\n PPYR FFF 5 Bright A_GiveInventory(\"AIStrafing\",1)\n\t\tPPYR F 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tPPYR F 5 Bright A_CustomMissile(\"MDTBFG10KBall\")\n\t\tPPYR F 5 Bright A_GiveInventory(\"AIStrafing\",1)\n\t\tPPYR EEEEEEEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tPain:\n\t\tPPYR G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPPYR G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nACTOR MDTBFG10KBall : DTBFG10KBall\n{\n+THRUSPECIES\nSpecies \"Player\"\nDamagetype \"Marine\"\nStates\n{\nDeath:\n TNT1 A 0\n\tTNT1 A 0 A_SetTranslucent(0.75,1)\n\tTNT1 A 0 Radius_Quake(5,60,0,10,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"MDTBFG10KTracer\",0,0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"MDTBFG10KTracer\",0,0,10,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"MDTBFG10KTracer\",0,0,20,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"MDTBFG10KTracer\",0,0,30,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"MDTBFG10KTracer\",0,0,40,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"MDTBFG10KTracer\",0,0,50,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"MDTBFG10KTracer\",0,0,60,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"MDTBFG10KTracer\",0,0,70,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"MDTBFG10KTracer\",0,0,80,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"MDTBFG10KTracer\",0,0,90,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"MDTBFG10KTracer\",0,0,100,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"MDTBFG10KTracer\",0,0,110,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"MDTBFG10KTracer\",0,0,120,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"MDTBFG10KTracer\",0,0,130,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"MDTBFG10KTracer\",0,0,140,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"MDTBFG10KTracer\",0,0,150,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"MDTBFG10KTracer\",0,0,160,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"MDTBFG10KTracer\",0,0,170,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"MDTBFG10KTracer\",0,0,180,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"MDTBFG10KTracer\",0,0,190,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"MDTBFG10KTracer\",0,0,200,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"MDTBFG10KTracer\",0,0,210,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"MDTBFG10KTracer\",0,0,220,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"MDTBFG10KTracer\",0,0,230,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"MDTBFG10KTracer\",0,0,240,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"MDTBFG10KTracer\",0,0,250,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"MDTBFG10KTracer\",0,0,260,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"MDTBFG10KTracer\",0,0,270,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"MDTBFG10KTracer\",0,0,280,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"MDTBFG10KTracer\",0,0,290,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"MDTBFG10KTracer\",0,0,300,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"MDTBFG10KTracer\",0,0,310,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"MDTBFG10KTracer\",0,0,320,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"MDTBFG10KTracer\",0,0,330,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"MDTBFG10KTracer\",0,0,340,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"MDTBFG10KTracer\",0,0,350,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"DTBFGLightningGreenSpawner\", 0, 0, 15, 0, 0, 0, 0, 128)\n\tCGS1 ABCD 6 Bright A_SpawnItemEx(\"DTech10KShockwave3\", 0, 0, 15, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_Explode(480,240)\n\tTNT1 A 0 A_StopSoundEx(\"Voice\")\n\tTNT1 A 0 Radius_Quake(15,20,0,20,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/dtech10kexplode\")\n\tTNT1 A 0 A_SpawnItemEx(\"DTech10KShockwave4\", 0, 0, 15, 0, 0, 0, 0, 128)\n TNT1 A 20 Bright A_SpawnItem(\"PlayerDTBFGEx\",0,-10)\n Stop\n }\n}\n\nACTOR MDTBFG10KTracer : FastProjectile\n{\n Height 4\n Radius 16\n Speed 60\n Damage 50\n Decal None\n Damagetype \"Marine\"\n +THRUSPECIES\n Species \"Player\"\n States\n {\n Spawn:\n TNT1 A 15\n\t Stop\n Death:\n TNT1 A 1\n Stop\n XDeath:\n\t TNT1 A 0\n TNT1 A 1 A_SpawnItem(\"CustomSpray\")\n Stop\n\t }\n}\n\nACTOR LegendaryMarine : UACBaseMarine\n{\n\tHealth 999\n\tDamageFactor 0.55\n\tRadiusDamageFactor 0.15\n\tPainChance 5\n\tSpeed 15\n\tTranslation \"112:127=160:167\",\"176:191=192:207\",\"32:47=240:247\"\n\tBloodColor \"Blue\"\n\tAttackSound \"Weapons/LegAutoShotgun\"\n\t+BRIGHT\n\t+NOTIMEFREEZE\n\tvar int user_script;\n\tDecal LegBulletChip\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0 A_JumpIf(user_script == 1,3)\n TNT1 A 0 ACS_ExecuteAlways(3556,0,0,0,0)\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n\t\tPLEG AA 10 Bright A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tGoto Idle\n\tSee:\n\t PLEG A 0 A_JumpIfTargetInLOS(\"Strafing\")\n PLEG AABB 3 Bright A_Chase\n\t\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 AA 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n PLEG CCDD 3 Bright A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 AAA 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n Loop\n\tStrafing:\n\t\tPLEG A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 AAA 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPLEG AABB 3 Bright A_GiveInventory(\"AIStrafing\",1)\n\t\tPLEG C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 AAA 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PLEG CCDD 3 Bright A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t\tPLEG A 0 A_Jump(48,\"Find\")\n\t\tPLEG A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 AAA 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tPLEG AABB 3 Bright A_GiveInventory(\"AIPatroling\",1)\n\t\tPLEG C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 AAA 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n PLEG CCDD 3 Bright A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_ExecuteAlways(8883,0,0,0,0)\n Goto Idle\n GiveUp:\n\t TNT1 AA 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t PLA1 A 10 Bright A_ClearTarget\n\t Goto Idle\n\tPause:\n\t\tPLEG E 0 A_PlaySound(\"weapons/demontechsteam\")\n\t\tPLEG EEEE 5 Bright A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tMissile:\n\t TNT1 A 0 A_Jump(158,\"Shotgun\",\"Cannon1\",\"Cannon2\")\n\t\tPLEG E 4 Bright A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tPLEG E 4 Bright A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tPLEG E 4 Bright A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tPLEG E 3 Bright A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_CustomMissile(\"MLegendaryRifleShot\",32,0,Random(100,-100)/100.00,0)\n\t\tPLEG F 3 Bright A_PlaySoundEx(\"weapons/DemonTechRifle\",\"Weapon\")\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_Jump(24,\"Pause\",\"Shotgun\",\"Cannon1\",\"Cannon2\")\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpidRefire\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"BlueDTRFire\")\n\t\tGoto Missile+7\n\tShotgun:\n\t TNT1 A 0 A_JumpIfCloser(500,1)\n\t\tGoto Missile\n\t\tLGSA E 4 Bright A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tLGSA E 4 Bright A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tLGSA E 4 Bright A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueShellCasing\", -8, 7, 30, 4, 0, (0.1)*Random(30, 40), Random(-80, -90), 128)\n\t\tTNT1 AAAA 0 Bright A_CustomMissile(\"LegendaryBlueTracer\",Random(28,34),0,Random(6,-6),0)\n\t\tLGSA F 4 Bright A_CustomBulletAttack(22.5,18.3,4,Random(5,15)*6,\"MarineBulletPuff\")\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_Jump(24,\"See\",\"Missile\",\"Cannon1\",\"Cannon2\")\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpidRefire\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tGoto Shotgun+4\n\tCannon1:\n\t\tLCNN E 4 Bright A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tLCNN E 4 Bright A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tLCNN E 4 Bright A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tLCNN E 4 Bright A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_CustomMissile(\"MLegendaryCannonProj\",32,0,Random(100,-100)/100.00,0)\n\t\tLCNN F 4 Bright A_PlaySoundEx(\"legendarycannon/fire\",\"Weapon\")\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_Jump(24,\"See\",\"Missile\",\"Shotgun\",\"Cannon2\")\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpidRefire\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tGoto Cannon1+3\n\t Cannon2:\n\t\tTNT1 A 0 A_PlaySoundEx(\"legendarycannon/charge\",\"Weapon\")\n\t\tLCNN E 2 Bright A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tLCNN F 2 Bright A_CustomMissile(\"MLegendaryCannonBall\",32,0,Random(100,-100)/100.00,0)\n\t\tLCNN E 2 Bright A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tLCNN F 2 Bright A_CustomMissile(\"MLegendaryCannonBall\",32,0,Random(100,-100)/100.00,0)\n\t\tLCNN E 2 Bright A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tLCNN F 2 Bright A_CustomMissile(\"MLegendaryCannonBall\",32,0,Random(100,-100)/100.00,0)\n\t\tLCNN E 2 Bright A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tLCNN F 2 Bright A_CustomMissile(\"MLegendaryCannonBall\",32,0,Random(100,-100)/100.00,0)\n\t\tLCNN E 2 Bright A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tLCNN F 2 Bright A_CustomMissile(\"MLegendaryCannonBall\",32,0,Random(100,-100)/100.00,0)\n\t\tLCNN E 2 Bright A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tLCNN F 2 Bright A_CustomMissile(\"MLegendaryCannonBall\",32,0,Random(100,-100)/100.00,0)\n\t\tLCNN E 2 Bright A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tLCNN F 2 Bright A_CustomMissile(\"MLegendaryCannonBall\",32,0,Random(100,-100)/100.00,0)\n\t\tLCNN E 2 Bright A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tLCNN F 2 Bright A_CustomMissile(\"MLegendaryCannonBall\",32,0,Random(100,-100)/100.00,0)\n\t\tGoto Missile\n\tPain:\n\t\tPLEG G 6 Bright A_Pain\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tGoto See\n\tXDeath:\n\t\tPLAY O 5\n\t\tPLAY P 5 A_XScream\n\t\tPLAY Q 0 A_SpawnItemEx(\"BlueGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\t\tPLAY Q 5 A_NoBlocking\n\t\tPLAY RSTUV 5\n\t\tPLAY W 250\n\t\tStop\n\t}\n}\n\nACTOR MLegendaryRifleShot : LegendaryRifleShot{DamageType \"Marine\"}\nACTOR MLegendaryCannonProj : LegendaryCannonProj{DamageType \"Marine\"}\nACTOR MLegendaryCannonBall : LegendaryCannonBall{DamageType \"Marine\"}\n\nACTOR LegendaryMarineGhost\n{\nRENDERSTYLE Translucent\nTranslation \"112:127=160:167\",\"176:191=192:207\"\nAlpha 0.75\n+NOGRAVITY\n+CLIENTSIDEONLY\n+DONTSPLASH\n+NOINTERACTION\n+NOCLIP\nStates\n{\nSpawn:\n PLEG A 2 A_FadeOut(0.18)\n Loop\n }\n}\n\nACTOR ScoutDrone\n{\nObituary \"%o was betrayed.\"\nMonster\nHealth 50\nRadius 12\nHeight 28\nMass 100\nSpeed 15\n+FRIENDLY\n+QUICKTORETALIATE\n+LOOKALLAROUND\n+NEVERRESPAWN\n+MISSILEMORE\n+MISSILEEVENMORE\n+NOBLOCKMONST\n+FLOAT\n+NOGRAVITY\n+NOBLOOD\n+NOPAIN\n-COUNTKILL\nAttackSound \"\"\nDeathSound \"\"\nDecal \"BulletChip\"\nDamageFactor \"Marine\", 0\nDamageFactor \"Legendary\", 0\nDamageFactor \"MechStep\", 0\nDamageFactor \"Mine\", 0\nSpecies \"Player\"\nSeeSound \"drone/see\"\nDeathSound \"drone/die\"\nActiveSound \"drone/act\"\nvar int user_delay;\nvar int user_script;\nScale 0.6\nStates\n{\n Spawn:\n DRON A 4 A_Look\n Loop\n See:\n DRON A 0 A_JumpIf(user_delay >= 1700,\"Done\")\n DRON A 2 A_Chase\n\tDRON A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n Loop\n Missile:\n DRON A 0 A_JumpIf(user_delay >= 1700,\"Done\")\n DRON BBBB 2 A_FaceTarget\n DRON C 0 A_PlaySound(\"drone/fire\")\n DRON C 3 Bright A_CustomMissile(\"DroneProj\",15,0,random(-3,3))\n\tDRON C 0 A_PlaySound(\"drone/fire\")\n\tDRON C 3 Bright A_CustomMissile(\"DroneProj\",15,0,random(-3,3))\n\tDRON C 0 A_PlaySound(\"drone/fire\")\n\tDRON C 3 Bright A_CustomMissile(\"DroneProj\",15,0,random(-3,3))\n Goto See\n Done:\n DRON AAA 35 A_PlaySound(\"sentry/warn\")\n\tDRON A 1 A_Die\n Goto See\n Death:\n DRON D 7 A_NoBlocking\n DRON E 8 A_Scream\n DRON F 5 A_Gravity\n Wait\n Crash:\n DRON GHI 4\n\tDRON J 250\n Stop\n }\n}\n\nACTOR DroneProj : FastProjectile\n{\nSpeed 350\nRadius 6\nHeight 6\nDamage 2\nRenderstyle Add\nDeathSound \"weapons/demontechex\"\n//+MTHRUSPECIES\nMissileType \"DroneProjTrail\"\nDecal DoomImpScorch\nDamageType \"Marine\"\nStates\n{\n Spawn:\n TNT1 A 1\n Loop\n Death:\n TNT1 AA 0 A_SpawnItemEx(\"RedParticleSpawner\",0,0,0,0,0,0,0,128)\n TNT1 AAAA 0 A_CustomMissile(\"Kaboom10\",0,0,random(0,360),2,random(0,360))\n TNT1 A 1\n Stop\n }\n}\n\nACTOR DroneProjTrail\n{\n RenderStyle Add\n Scale 0.05\n Alpha 1\n +CLIENTSIDEONLY\n +NOINTERACTION\n +NOGRAVITY\n States\n {\n Spawn:\n //YAE4 AA 2 Bright\n Fly:\n YAE4 A 0\n YAE4 A 1 Bright A_FadeOut(0.295)\n Loop\n }\n}\n\nACTOR BattleDroneD1 : ScoutDrone\n{\nHealth 150\nSpeed 7\nMass 300\nScale 1.0\nAttackSound \"weapons/arifle\"\nStates\n{\n Spawn:\n TNT1 A 0 A_JumpIf(user_script == 1,3)\n TNT1 A 0 ACS_ExecuteAlways(3601,0,0,0,0)\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n\tBDRO A 10 A_Look\n\tGoto Idle\n See:\n TNT1 A 0 A_JumpIf(user_script == 1,3)\n TNT1 A 0 ACS_ExecuteAlways(3601,0,0,0,0)\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n\tTNT1 A 0 A_Jump(4,\"GiveUp\")\n\tBDRO A 2 A_Chase\n\tLoop\n GiveUp:\n\tBDRO A 35 A_ClearTarget\n\tGoto Idle\n Idle:\n TNT1 A 0 A_Jump(8,\"Find\")\n\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK)\n BDRO AAAA 2 A_Wander\n Loop\n Find:\n\tTNT1 A 0 ACS_ExecuteAlways(8883,0,0,0,0)\n Goto Idle\n Missile:\n\tBDRO A 4 A_FaceTarget\n\tBDRO BB 2 Bright A_CustomBulletAttack(16.4,0,1,4,\"MarineBulletPuff\")\n\tBDRO A 4 A_FaceTarget\n BDRO BB 2 Bright A_CustomBulletAttack(16.4,0,1,4,\"MarineBulletPuff\")\n\tBDRO A 4 A_FaceTarget\n BDRO BB 2 Bright A_CustomBulletAttack(16.4,0,1,4,\"MarineBulletPuff\")\n\tGoto See\n Death:\n\tBDRO A 1 A_Fall\n\tBDRO A 1 A_Scream\n\tBDRO A 1\n Wait\n Crash:\n \tBDRO C 7 Bright\n\tBDRO D 5 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AA 0 A_CustomMissile(\"Kaboom\", 0, 0, random(0,360), 2, random(0,360))\n\tBDRO E 5 Bright A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n\tBDRO F 5 Bright\n\tBDRO G 5 Bright A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n\tBDRO HI 5 Bright\n\tBDRO Z 250\n Stop\n}\n}\n\nActor BattleDroneD2 : ScoutDrone\n{\nHealth 900\nSpeed 5\nMass 1000\nScale 1.0\nAttackSound \"\"\nvar int user_slot;\nStates\n{\n Spawn:\n TNT1 A 0 A_JumpIf(user_script == 1,3)\n TNT1 A 0 ACS_ExecuteAlways(3601,0,0,0,0)\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n\t TNT1 A 0 A_JumpIf(user_slot == 1,3)\n TNT1 A 0 A_SpawnItemEx(\"UtilityActorSlot\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n TNT1 A 0 A_SetUserVar(\"user_slot\",1)\n BDR2 D 2 A_Look\n Goto Idle\n See:\n TNT1 A 0 A_JumpIf(user_script == 1,3)\n TNT1 A 0 ACS_ExecuteAlways(3601,0,0,0,0)\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n\t TNT1 A 0 A_JumpIf(user_slot == 1,3)\n TNT1 A 0 A_SpawnItemEx(\"UtilityActorSlot\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n TNT1 A 0 A_SetUserVar(\"user_slot\",1)\n\t TNT1 A 0 A_Jump(4,\"GiveUp\")\n BDR2 D 2 A_Chase\n\t TNT1 A 0 A_Jump(16,\"Evade\")\n Loop\n GiveUp:\n\t BDR2 D 35 A_ClearTarget\n\t Goto Idle\n Idle:\n TNT1 A 0 A_Jump(8,\"Find\")\n\t TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK)\n BDR2 DDDD 2 A_Wander\n Loop\n Find:\n\t TNT1 A 0 ACS_ExecuteAlways(8883,0,0,0,0)\n Goto Idle\n Evade:\n TNT1 A 0 A_Jump(128,7)\n\t TNT1 A 0 ThrustThing(Angle*256/360+64,14,0,0)\n\t BDR2 DDDD 3 A_Chase\n\t TNT1 A 0 A_Stop\n\t Goto See\n\t TNT1 A 0 ThrustThing(Angle*256/360+192,14,0,0)\n\t BDR2 DDDD 3 A_Chase\n\t TNT1 A 0 A_Stop\n\t Goto See\n Missile:\n BDR2 D 4 A_FaceTarget\n\t BDR2 E 0 A_PlaySound(\"drone/fire\")\n BDR2 E 4 Bright A_CustomMissile(\"DroneProj2\",8,4,0)\n\t BDR2 D 4 A_FaceTarget\n\t BDR2 F 0 A_PlaySound(\"drone/fire\")\n BDR2 F 4 Bright A_CustomMissile(\"DroneProj2\",8,-4,0)\n\t BDR2 D 4 A_FaceTarget\n\t BDR2 E 0 A_PlaySound(\"drone/fire\")\n BDR2 E 4 Bright A_CustomMissile(\"DroneProj2\",8,4,0)\n\t BDR2 D 4 A_FaceTarget\n\t BDR2 F 0 A_PlaySound(\"drone/fire\")\n BDR2 F 4 Bright A_CustomMissile(\"DroneProj2\",8,-4,0)\n Goto See\n Death:\n BDR2 H 0 A_PlaySound (\"weapons/rocklx\")\n\t TNT1 A 0 A_KillChildren\n BDR2 HHHHHHHHH 0 A_CustomMissile(\"Kaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n BDR2 H 7 A_NoBlocking\n BDR2 H 8 A_Scream\n BDR2 H 1 A_Gravity\n wait\n Crash:\n BDR2 DDDDDDD 0 A_CustomMissile(\"Kaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t TNT1 AA 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n BDR2 IJKLM 4\n Stop\n }\n}\n\nACTOR DroneProj2 : DroneProj{Damage 4}\n\nACTOR MineDrone : ScoutDrone\n{\nHealth 400\nRadius 28\nHeight 40\nTranslation \"112:127=192:207\"\nScale 1\nDamageFactor \"Marine\", 0\nDamageFactor \"Mine\", 0\nDamageFactor \"Legendary\", 0\nDamageFactor \"MechStep\", 0\nSpecies \"Player\"\n+THRUSPECIES\n+NORADIUSDMG\nvar int user_mine;\nStates\n{\n Spawn:\n DRAN ABCDEFEDCB 2 A_Look\n Goto See\n See:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(user_mine >= 40,\"Stopping\")\n\tTNT1 A 0 A_Jump(64,\"Mine\")\n\tDRAN ABCDEFEDCB 2 A_Stop\n\t/*TNT1 A 0 A_SetAngle(random(0,359))\n\tTNT1 A 0 A_Stop\n\tDRAN A 2 A_Recoil(-5)\n\tTNT1 A 0 A_SetAngle(random(0,359))\n\tTNT1 A 0 A_Stop\n\tDRAN B 2 A_Recoil(-5)\n\tTNT1 A 0 A_SetAngle(random(0,359))\n\tTNT1 A 0 A_Stop\n\tDRAN C 2 A_Recoil(-5)\n\tTNT1 A 0 A_SetAngle(random(0,359))\n\tTNT1 A 0 A_Stop\n\tDRAN D 2 A_Recoil(-5)\n\tTNT1 A 0 A_SetAngle(random(0,359))\n\tTNT1 A 0 A_Stop\n\tDRAN E 2 A_Recoil(-5)\n\tTNT1 A 0 A_SetAngle(random(0,359))\n\tTNT1 A 0 A_Stop\n\tDRAN F 2 A_Recoil(-5)\n\tTNT1 A 0 A_Jump(64,\"Mine\")\n\tTNT1 A 0 A_SetAngle(random(0,359))\n\tTNT1 A 0 A_Stop\n\tDRAN E 2 A_Recoil(-5)\n\tTNT1 A 0 A_SetAngle(random(0,359))\n\tTNT1 A 0 A_Stop\n\tDRAN D 2 A_Recoil(-5)\n\tTNT1 A 0 A_SetAngle(random(0,359))\n\tTNT1 A 0 A_Stop\n\tDRAN C 2 A_Recoil(-5)\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 A_SetAngle(random(0,359))\n\tDRAN B 2 A_Recoil(-5)*/\n Mine:\n\tTNT1 A 0 A_JumpIf(user_mine >= 30,\"Stopping\")\n\tTNT1 A 0 A_SetUserVar(\"user_mine\",user_mine+1)\n\tTNT1 A 0 A_SpawnItemEx(\"DroneThrownMine\",0,0,24,random(3,9),0,random(2,8),random(0,359))\n\tDRAN A 10 A_Stop\n Goto See\n Stopping:\n DRAN A 1 A_Die\n Goto See\n Death:\n DRAN A 7 A_NoBlocking\n\tDRAN AA 2 A_CustomMissile(\"Kaboom\",random(8,24), random(20,-20), random(0,16), 2, random(0,360))\n DRAN A 8 A_Scream\n DRAN A 5 A_Gravity\n wait\n Crash:\n DRAN A 0 A_NoBlocking\n\tDRAN A 0 A_NoGravity\n\tTNT1 A 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n DRAN AAAAAA 4 A_CustomMissile(\"Kaboom\", random(8,24), random(20,-20), random(0,16), 2, random(0,360))\n\tDRAN W 250\n Stop\n }\n}\n\nACTOR DroneThrownMine : ThrownMine\n{\nDamagetype \"Marine\"\nStates\n{\nDeath:\n\tLMIN A 1\n\tLMIN A 1 A_SpawnItem(\"DroneLiveMine\")\n\tStop\n\t}\n}\n\nACTOR DroneLiveMine : LiveMine\n{\nDamagetype \"Marine\"\nReactionTime 120\n-SHOOTABLE\nStates\n{\nSpawn:\n\tLMIN A 30 A_ChangeFlag(NOBLOCKMAP,0)\n\tLMIB B 0 A_CountDown\n\tLMIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)\n\tLoop\n }\n}\n\nACTOR ScoutBot\n{\nObituary \"%o was betrayed.\"\nMonster\nHealth 75\nRadius 15\nHeight 40\nMass 100\nSpeed 9\n+FLOORCLIP\n+FRIENDLY\n+NOBLOOD\n+QUICKTORETALIATE\n+DONTHARMSPECIES\n+LOOKALLAROUND\n+NEVERRESPAWN\n+MISSILEMORE\n+MISSILEEVENMORE\n+NOBLOCKMONST\n+NODROPOFF\n+NOPAIN\n-COUNTKILL\nDecal \"BulletChip\"\nDamageFactor \"Marine\", 0\nDamageFactor \"Legendary\", 0\nDamageFactor \"MechStep\", 0\nDamageFactor \"Mine\", 0\nMaxDropOffHeight 32\nMaxStepHeight 32\nSpecies \"Player\"\nSeeSound \"drone/see\"\nDeathSound \"drone/die\"\nActiveSound \"drone/act\"\nScale 0.75\nvar int user_delay;\nStates\n{\n Spawn:\n\tSBOT A 10 A_Look\n\tLoop\n See:\n SBOT A 0 A_JumpIf(user_delay >= 100,\"Done\")\n\tSBOT AABBCCDDEEDDCCBB 3 A_Chase\n\tSBOT A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n\tLoop\n Missile:\n SBOT A 0 A_JumpIf(user_delay >= 100,\"Done\")\n\tSBOT FFFF 2 A_FaceTarget\n\tSBOT G 0 A_PlayWeaponSound(\"weapons/hrfire\")\n\tSBOT G 0 A_CustomMissile(\"NewPlasmaBall\",36,-8)\n\tSBOT G 4 Bright A_CustomMissile(\"NewPlasmaBall\",36,8)\n\tSBOT F 4 A_FaceTarget\n\tGoto See\n Done:\n SBOT AAA 35 A_PlaySound(\"sentry/warn\")\n\tSBOT A 1 A_Die\n Goto See\n Death:\n\tSBOT H 2 Bright A_Scream\n\tSBOT H 2 Bright A_Noblocking\n\tTNT1 A 0 A_SpawnItem(\"RocketEx\",0,32)\n TNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n\tSBOT HIHI 2 Bright A_CustomMissile(\"Kaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tSBOT J 250\n\tStop\n\t}\n}\n\nActor BattleBotB1\n{\nObituary \"%o was betrayed.\"\nMonster\nHealth 300\nRadius 15\nHeight 56\nMass 300\nSpeed 12\n+FLOORCLIP\n+FRIENDLY\n+NOBLOOD\n+QUICKTORETALIATE\n+DONTHARMSPECIES\n+LOOKALLAROUND\n+NEVERRESPAWN\n+MISSILEMORE\n+MISSILEEVENMORE\n+NOBLOCKMONST\n+NODROPOFF\n+NOPAIN\n-COUNTKILL\nDecal \"BulletChip\"\nDamageFactor \"Marine\", 0\nDamageFactor \"Legendary\", 0\nDamageFactor \"MechStep\", 0\nDamageFactor \"Mine\", 0\nRadiusDamageFactor 0.75\nMaxDropOffHeight 32\nMaxStepHeight 32\nSpecies \"Player\"\nvar int user_script;\nSeeSound \"b1battlebot/see\"\nActiveSound \"b1battlebot/idle\"\nDeathSound \"b1battlebot/death\"\nStates\n{\n Spawn:\n TNT1 A 0 A_JumpIf(user_script == 1,3)\n TNT1 A 0 ACS_ExecuteAlways(3601,0,0,0,0)\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n BTB1 A 5 A_Look\n Goto Idle\n See:\n TNT1 A 0 A_JumpIf(user_script == 1,3)\n TNT1 A 0 ACS_ExecuteAlways(3601,0,0,0,0)\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n BTB1 B 0 A_PlaySound(\"b1battlebot/step\")\n BTB1 BBCC 3 A_Chase\n BTB1 D 0 A_PlaySound(\"b1battlebot/step\")\n BTB1 DDEE 3 A_Chase\n Goto See\n GiveUp:\n\tBTB1 A 35 A_ClearTarget\n\tGoto Idle\n Idle:\n TNT1 A 0 A_Jump(48,\"Find\")\n\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK)\n\tBTB1 B 0 A_PlaySound(\"b1battlebot/step\")\n BTB1 BBCC 3 A_Wander\n\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK)\n BTB1 D 0 A_PlaySound(\"b1battlebot/step\")\n BTB1 DDEE 3 A_Wander\n\tLoop\n Find:\n\tTNT1 A 0 ACS_ExecuteAlways(8883,0,0,0,0)\n Goto Idle\n Melee:\n BTB1 H 6 A_FaceTarget\n BTB1 I 7 A_CustomMeleeAttack(random(22,33),\"b1battlebot/melee\",none,\"Marine\")\n BTB1 H 7\n Goto See\n Missile:\n BTB1 F 1 A_Jump(140,\"Missile2\",\"Missile3\",\"Missile4\")\n BTB1 G 6 A_FaceTarget\n\tTNT1 A 0 A_PlayWeaponSound(\"AShotgun/Fire\")\n\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\", -8, 7, 30, 4, 0, (0.1)*Random(30, 40), Random(-80, -90), 128)\n\tTNT1 AAAA 0 Bright A_CustomMissile(\"MonsterTracer2\",Random(28,34),0,Random(6,-6),0)\n BTB1 F 8 Bright A_CustomBulletAttack(22.5,0,5,4,\"MarineBulletPuff\")\n TNT1 A 0 A_Jump(50,\"See\")\n BTB1 F 1 Bright A_CPosRefire\n Goto Missile+1\n Missile2:\n BTB1 G 8 A_FaceTarget\n BTB1 F 0 A_CustomMissile(\"MiniRocket\",32,4,0)\n BTB1 F 7 Bright A_CustomMissile(\"MiniRocket\",32,-4,0)\n BTB1 F 1 Bright A_Jump(86,\"Missile3\")\n Goto See\n Missile3:\n BTB1 G 8 A_FaceTarget\n BTB1 G 0 A_FaceTarget\n BTB1 F 4 Bright A_CustomMissile(\"NewPlasmaBall\",32,0,random(-3, 3))\n BTB1 G 0 A_FaceTarget\n BTB1 F 4 Bright A_CustomMissile(\"NewPlasmaBall\",32,0,random(-3, 3))\n BTB1 G 0 A_FaceTarget\n BTB1 F 4 Bright A_CustomMissile(\"NewPlasmaBall\",32,0,random(-3, 3))\n BTB1 G 0 A_FaceTarget\n BTB1 F 4 Bright A_CustomMissile(\"NewPlasmaBall\",32,0,random(-3, 3))\n BTB1 G 0 A_FaceTarget\n BTB1 F 4 Bright A_CustomMissile(\"NewPlasmaBall\",32,0,random(-3, 3))\n BTB1 G 0 A_FaceTarget\n BTB1 F 3 Bright A_CustomMissile(\"NewPlasmaBall\",32,0,random(-3, 3))\n BTB1 F 1 Bright A_Jump(86,\"Missile4\")\n Goto See\n Missile4:\n BTB1 G 8 A_FaceTarget\n BTB1 G 0 A_FaceTarget\n BTB1 F 4 Bright A_CustomMissile(\"PlasmaReapShot\",32,0,random(-3,3))\n BTB1 G 0 A_FaceTarget\n BTB1 F 4 Bright A_CustomMissile(\"PlasmaReapShot\",32,0,random(-3,3))\n BTB1 G 0 A_FaceTarget\n BTB1 F 4 Bright A_CustomMissile(\"PlasmaReapShot\",32,0,random(-3,3))\n\tBTB1 G 0 A_FaceTarget\n BTB1 F 4 Bright A_CustomMissile(\"PlasmaReapShot\",32,0,random(-3,3))\n BTB1 G 0 A_FaceTarget\n BTB1 F 4 Bright A_CustomMissile(\"PlasmaReapShot\",32,0,random(-3,3))\n Goto See\n Death:\n BTB1 J 6 Bright\n BTB1 K 6 Bright A_Scream\n BTB1 L 5 Bright A_NoBlocking\n\tTNT1 A 0 A_SpawnItem(\"RocketEx\",0,32)\n TNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n BTB1 MNOPQ 5 Bright A_CustomMissile(\"Kaboom\", 0, 0, random(0,360), 2, random(0,360))\n BTB1 R 250\n Stop\n }\n}\n\nACTOR BattleBotB2 : BattleBotB1\n{\nSpeed 8\nRadius 26\nHeight 56\nMass 3000\nScale 1.2\nHealth 1000\nRadiusDamageFactor 0.5\nMinMissileChance 5\nSeeSound \"b2battlebot/see\"\nActiveSound \"b2battlebot/idle\"\nDeathSound \"b2battlebot/death\"\nAttackSound \"weapons/minigunfire\"\nvar int user_slot;\nStates\n{\n Spawn:\n TNT1 A 0 A_JumpIf(user_script == 1,3)\n TNT1 A 0 ACS_ExecuteAlways(3601,0,0,0,0)\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n TNT1 A 0 A_JumpIf(user_slot == 1,4)\n TNT1 AA 0 A_SpawnItemEx(\"UtilityActorSlot\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n TNT1 A 0 A_SetUserVar(\"user_slot\",1)\n BTB2 Q 10 A_Look\n Goto Idle\n See:\n TNT1 A 0 A_JumpIf(user_script == 1,3)\n TNT1 A 0 ACS_ExecuteAlways(3601,0,0,0,0)\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n TNT1 A 0 A_JumpIf(user_slot == 1,4)\n TNT1 AA 0 A_SpawnItemEx(\"UtilityActorSlot\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n TNT1 A 0 A_SetUserVar(\"user_slot\",1)\n\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n BTB2 A 0 A_PlaySound(\"b2battlebot/step\")\n BTB2 AB 4 A_Chase\n BTB2 C 0 A_PlaySound(\"b2battlebot/step\")\n BTB2 CD 4 A_Chase\n Loop\n GiveUp:\n\tBTB2 Q 35 A_ClearTarget\n\tGoto Idle\n Idle:\n TNT1 A 0 A_Jump(48,\"Find\")\n TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK)\n BTB2 A 0 A_PlaySound(\"b2battlebot/step\")\n BTB2 AB 4 A_Wander\n\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK)\n BTB2 C 0 A_PlaySound(\"b2battlebot/step\")\n BTB2 CD 4 A_Wander\n Loop\n Find:\n\tTNT1 A 0 ACS_ExecuteAlways(8883,0,0,0,0)\n Goto Idle\n Missile:\n BTB2 E 0 A_JumpIfCloser(300,\"Flamer\")\n BTB2 E 0 A_Jump(256,\"Missile1\",\"Missile2\",\"Missile3\",\"Missile4\")\n Goto See\n Missile1:\n BTB2 EEE 2 Bright A_FaceTarget\n BTB2 E 0 A_FaceTarget\n BTB2 F 6 Bright A_CustomMissile(\"BotRocket\",50,-35,0)\n BTB2 E 1 A_Jump(36,\"Missile1\",\"Missile2\",\"Missile4\",\"See\")\n TNT1 A 0 A_CPosRefire\n Goto Missile1\n Missile2:\n BTB2 EEE 3 A_FaceTarget\n\tBTB2 F 0 A_PlayWeaponSound(\"plasmacaster/fire\")\n BTB2 F 8 Bright A_CustomMissile(\"BotPlasmaCasterProj\", 50, -35, 0)\n BTB2 EEE 3 Bright A_FaceTarget\n\tBTB2 F 0 A_PlayWeaponSound(\"plasmacaster/fire\")\n BTB2 F 8 Bright A_CustomMissile(\"BotPlasmaCasterProj\", 50, -35, 0)\n BTB2 EEE 3 Bright A_FaceTarget\n\tBTB2 F 0 A_PlayWeaponSound(\"plasmacaster/fire\")\n\tBTB2 F 8 Bright A_CustomMissile(\"BotPlasmaCasterProj\", 50, -35, 0)\n BTB2 EEE 3 Bright A_FaceTarget\n BTB2 E 1 A_Jump(86,\"Missile1\",\"Missile2\",\"Missile4\")\n Goto See\n Missile3:\n TNT1 A 0 A_PlaySound(\"weapons/mgunspinstart\")\n BTB2 EE 5 A_FaceTarget\n\tTNT1 A 0 A_PlaySoundEx(\"weapons/mgunspin\",\"Voice\")\n\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\",50,-35, random(-6,6), 0, random(-5,5))\n TNT1 A 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 28, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n BTB2 F 2 Bright A_CustomBulletAttack(22.5,0,1,random(1,5)*3,\"MarineBulletPuff\")\n\tBTB2 E 1 A_FaceTarget\n\tTNT1 A 0 A_PlaySoundEx(\"weapons/mgunspin\",\"Voice\")\n\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\",50,-35, random(-6,6), 0, random(-5,5))\n TNT1 A 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 28, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n BTB2 F 2 Bright A_CustomBulletAttack(22.5,0,1,random(1,5)*3,\"MarineBulletPuff\")\n\tBTB2 E 1 A_FaceTarget\n\tTNT1 A 0 A_StopSoundEx(\"Voice\")\n\tTNT1 A 0 A_Jump(4,\"See\")\n TNT1 A 0 A_CPosRefire\n Goto Missile3+3\n Missile4:\n BTB2 E 10 A_FaceTarget\n BTB2 F 0 A_CustomMissile(\"MiniRocket\", 40, -45, 0)\n BTB2 F 0 A_CustomMissile(\"MiniRocket\", 40, -25, 0)\n BTB2 F 10 Bright A_CustomMissile(\"MiniRocket\", 50, -35, 0)\n BTB2 E 10 A_FaceTarget\n BTB2 F 0 A_CustomMissile(\"MiniRocket\", 40, -45, 0)\n BTB2 F 0 A_CustomMissile(\"MiniRocket\", 40, -25, 0)\n BTB2 F 10 Bright A_CustomMissile(\"MiniRocket\", 50, -35, 0)\n BTB2 E 10 A_FaceTarget\n BTB2 F 0 A_CustomMissile(\"MiniRocket\", 40, -45, 0)\n BTB2 F 0 A_CustomMissile(\"MiniRocket\", 40, -25, 0)\n BTB2 F 10 Bright A_CustomMissile(\"MiniRocket\", 50, -35, 0)\n BTB2 E 10 A_FaceTarget\n BTB2 F 0 A_CustomMissile(\"MiniRocket\", 40, -45, 0)\n BTB2 F 0 A_CustomMissile(\"MiniRocket\", 40, -25, 0)\n BTB2 F 10 Bright A_CustomMissile(\"MiniRocket\", 50, -35, 0)\n BTB2 E 10 A_FaceTarget\n BTB2 F 0 A_CustomMissile(\"MiniRocket\", 40, -45, 0)\n BTB2 F 0 A_CustomMissile(\"MiniRocket\", 40, -25, 0)\n BTB2 F 10 Bright A_CustomMissile(\"MiniRocket\", 50, -35, 0)\n BTB2 E 1 A_Jump(86,\"Missile1\",\"Missile2\",\"Missile4\")\n Goto See\n Flamer:\n BTB2 EE 2 Bright A_FaceTarget\n\tBTB2 E 3 Bright A_PlayWeaponSound(\"hectebus/flameready\")\n\tBTB2 EE 4 Bright A_FaceTarget\n BTB2 E 0 A_JumpIfCloser(200,1)\n Goto See\n BTB2 E 0 A_PlaySound(\"monsters/fatsofire\")\n BTB2 E 1 Bright A_FaceTarget\n BTB2 F 2 Bright A_CustomMissile(\"BotFlame\",50,-35,0)\n BTB2 F 0 A_CposRefire\n Goto Flamer+5\n Melee:\n BTB2 E 1\n Goto Flamer\n Death:\n BTB2 G 3 A_ScreamAndUnblock\n\tTNT1 A 0 A_KillChildren\n\tTNT1 A 0 A_SpawnItem(\"RocketEx\",0,32)\n TNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n BTB2 GGHHIIJJKKLLMM 3 Bright A_CustomMissile(\"Kaboom\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 A 0 A_SpawnItem(\"RocketEx\",0,32)\n TNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n BTB2 NNOO 3 Bright A_CustomMissile(\"Kaboom\", 0, 0, random(0,360), 2, random(0,360))\n BTB2 P 250\n Stop\n }\n}\n\nActor BotRocket : CadaverRocket\n{\nDamage 10\nSpeed 32\nFastSpeed 48\n-SEEKERMISSILE\nDamagetype \"Marine\"\nStates\n{\nSpawn:\n TNT1 A 0 A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n\tCBRK A 0 A_ChangeVelocity(1,0.5*random(-3,3),0.5*random(-2,2),CVF_RELATIVE)\n CBRK A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n Loop\nDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 AAA 0 A_CustomMissile(\"Kaboom3\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n TNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n TNT1 A 0 A_Explode(38,128)\n TNT1 A 1 A_SpawnItem(\"RocketEx\")\n Stop\n }\n}\n\nActor BotPlasmaCasterProj\n{\n Radius 12\n Height 12\n Speed 80\n Damage 10\n Scale 2\n PROJECTILE\n RENDERSTYLE ADD\n +SPAWNSOUNDSOURCE\n\t+MTHRUSPECIES\n\t+SKYEXPLODE\n ALPHA 0.8\n SeeSound \"plasmacaster/fly\"\n DeathSound \"plasmacaster/explode\"\n\tDamagetype \"Marine\"\n Decal CacoScorch\n States\n {\n Spawn:\n STR2 ABCD 2 A_CustomMissile(\"PlasmaCasterFX\",0,0,0,0)\n Loop\n Death:\n\t STR2 ABCD 4 A_SpawnItemEx(\"BlueParticleSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(8,512,0)\n\t TNT1 A 0 A_Explode(38,256,0)\n\t TNT1 A 0 A_Explode(128,164,0)\n TNT1 AAA 0 A_SpawnItemEx(\"BlueParticleSpawner\",0,0,0,0,0,0,0,128)\n\t TNT1 AAA 0 A_CustomMissile(\"SmokeFX3\",0,0,random(0,360),2,random(0,360))\n TNT1 AAAAAA 0 A_CustomMissile(\"Kaboom24\",0,0,random(0,360),2,random(0,360))\n STR2 EFGHIJKLMNO 3\n Stop\n }\n}\n\nACTOR BotFlame : SentryFlame\n{\nSpeed 18\nDamage 5\n-RIPPER\n}\n\nACTOR BattleBotB3 : BattleBotB2\n{\nHealth 2500\nStates\n{\n Spawn:\n TNT1 A 0 A_JumpIf(user_script == 1,3)\n TNT1 A 0 ACS_ExecuteAlways(3601,0,0,0,0)\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n TNT1 A 0 A_JumpIf(user_slot == 1,5)\n TNT1 AAA 0 A_SpawnItemEx(\"UtilityActorSlot\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n TNT1 A 0 A_SetUserVar(\"user_slot\",1)\n BTB3 J 10 A_Look\n Goto Idle\n See:\n TNT1 A 0 A_JumpIf(user_script == 1,3)\n TNT1 A 0 ACS_ExecuteAlways(3601,0,0,0,0)\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n TNT1 A 0 A_JumpIf(user_slot == 1,5)\n TNT1 AAA 0 A_SpawnItemEx(\"UtilityActorSlot\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n TNT1 A 0 A_SetUserVar(\"user_slot\",1)\n\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n BTB3 A 0 A_PlaySound(\"b2battlebot/step\")\n BTB3 AB 4 A_Chase\n BTB3 C 0 A_PlaySound(\"b2battlebot/step\")\n BTB3 CD 4 A_Chase\n Loop\n GiveUp:\n\tBTB3 J 35 A_ClearTarget\n\tGoto Idle\n Idle:\n TNT1 A 0 A_Jump(48,\"Find\")\n\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK)\n\tBTB3 A 0 A_PlaySound(\"b2battlebot/step\")\n BTB3 AB 4 A_Wander\n\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK)\n BTB3 C 0 A_PlaySound(\"b2battlebot/step\")\n BTB3 CD 4 A_Wander\n Loop\n Find:\n\tTNT1 A 0 ACS_ExecuteAlways(8883,0,0,0,0)\n Goto Idle\n Missile:\n BTB3 G 0 A_JumpIfCloser(300,\"Flamer\")\n BTB3 G 0 A_Jump(256,\"Missile1\",\"Missile2\",\"Missile3\",\"Missile4\")\n Goto See\n Missile1:\n BTB3 GGG 2 Bright A_FaceTarget\n BTB3 G 0 A_FaceTarget\n\tBTB3 H 0 A_CustomMissile(\"BotRocket\",50,35,0)\n BTB3 H 6 Bright A_CustomMissile(\"BotRocket\",50,-35,0)\n BTB3 G 1 A_Jump(36,\"Missile1\",\"Missile2\",\"Missile4\",\"See\")\n TNT1 A 0 A_CPosRefire\n Goto Missile1\n Missile2:\n BTB3 GGG 3 A_FaceTarget\n\tBTB3 H 0 A_PlayWeaponSound(\"plasmacaster/fire\")\n\tBTB3 H 0 A_CustomMissile(\"BotPlasmaCasterProj\", 50, 35, 0)\n BTB3 H 8 Bright A_CustomMissile(\"BotPlasmaCasterProj\", 50, -35, 0)\n BTB3 GGG 3 Bright A_FaceTarget\n\tBTB3 H 0 A_PlayWeaponSound(\"plasmacaster/fire\")\n\tBTB3 H 0 A_CustomMissile(\"BotPlasmaCasterProj\", 50, 35, 0)\n BTB3 H 8 Bright A_CustomMissile(\"BotPlasmaCasterProj\", 50, -35, 0)\n BTB3 GGG 3 Bright A_FaceTarget\n\tBTB3 H 0 A_PlayWeaponSound(\"plasmacaster/fire\")\n\tBTB3 H 0 A_CustomMissile(\"BotPlasmaCasterProj\", 50, 35, 0)\n\tBTB3 H 8 Bright A_CustomMissile(\"BotPlasmaCasterProj\", 50, -35, 0)\n BTB3 GGG 3 Bright A_FaceTarget\n BTB3 H 1 A_Jump(86,\"Missile1\",\"Missile2\",\"Missile4\")\n Goto See\n Missile3:\n TNT1 A 0 A_PlaySound(\"weapons/mgunspinstart\")\n BTB3 GG 5 A_FaceTarget\n\tTNT1 A 0 A_PlaySoundEx(\"weapons/mgunspin\",\"Voice\")\n\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\",50,35, random(-6,6), 0, random(-5,5))\n\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\",50,-35, random(-6,6), 0, random(-5,5))\n TNT1 A 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 28, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n BTB3 H 2 Bright A_CustomBulletAttack(22.5,0,2,random(1,5)*3,\"MarineBulletPuff\")\n\tBTB3 G 1 A_FaceTarget\n\tTNT1 A 0 A_PlaySoundEx(\"weapons/mgunspin\",\"Voice\")\n\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\",50,35, random(-6,6), 0, random(-5,5))\n\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\",50,-35, random(-6,6), 0, random(-5,5))\n TNT1 A 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 28, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n BTB3 H 2 Bright A_CustomBulletAttack(22.5,0,2,random(1,5)*3,\"MarineBulletPuff\")\n\tBTB3 G 1 A_FaceTarget\n\tTNT1 A 0 A_StopSoundEx(\"Voice\")\n\tTNT1 A 0 A_Jump(4,\"See\")\n TNT1 A 0 A_CPosRefire\n Goto Missile3+3\n Missile4:\n BTB3 G 10 A_FaceTarget\n\tBTB3 H 0 A_CustomMissile(\"MiniRocket\", 40, 45, 0)\n BTB3 H 0 A_CustomMissile(\"MiniRocket\", 40, 25, 0)\n BTB3 H 0 A_CustomMissile(\"MiniRocket\", 50, 35, 0)\n BTB3 H 0 A_CustomMissile(\"MiniRocket\", 40, -45, 0)\n BTB3 H 0 A_CustomMissile(\"MiniRocket\", 40, -25, 0)\n BTB3 H 10 Bright A_CustomMissile(\"MiniRocket\", 50, -35, 0)\n BTB3 G 10 A_FaceTarget\n\tBTB3 H 0 A_CustomMissile(\"MiniRocket\", 40, 45, 0)\n BTB3 H 0 A_CustomMissile(\"MiniRocket\", 40, 25, 0)\n BTB3 H 0 A_CustomMissile(\"MiniRocket\", 50, 35, 0)\n BTB3 H 0 A_CustomMissile(\"MiniRocket\", 40, -45, 0)\n BTB3 H 0 A_CustomMissile(\"MiniRocket\", 40, -25, 0)\n BTB3 H 10 Bright A_CustomMissile(\"MiniRocket\", 50, -35, 0)\n BTB3 G 10 A_FaceTarget\n\tBTB3 H 0 A_CustomMissile(\"MiniRocket\", 40, 45, 0)\n BTB3 H 0 A_CustomMissile(\"MiniRocket\", 40, 25, 0)\n BTB3 H 0 A_CustomMissile(\"MiniRocket\", 50, 35, 0)\n BTB3 H 0 A_CustomMissile(\"MiniRocket\", 40, -45, 0)\n BTB3 H 0 A_CustomMissile(\"MiniRocket\", 40, -25, 0)\n BTB3 H 10 Bright A_CustomMissile(\"MiniRocket\", 50, -35, 0)\n BTB3 G 10 A_FaceTarget\n\tBTB3 H 0 A_CustomMissile(\"MiniRocket\", 40, 45, 0)\n BTB3 H 0 A_CustomMissile(\"MiniRocket\", 40, 25, 0)\n BTB3 H 0 A_CustomMissile(\"MiniRocket\", 50, 35, 0)\n BTB3 H 0 A_CustomMissile(\"MiniRocket\", 40, -45, 0)\n BTB3 H 0 A_CustomMissile(\"MiniRocket\", 40, -25, 0)\n BTB3 H 10 Bright A_CustomMissile(\"MiniRocket\", 50, -35, 0)\n BTB3 G 10 A_FaceTarget\n\tBTB3 H 0 A_CustomMissile(\"MiniRocket\", 40, 45, 0)\n BTB3 H 0 A_CustomMissile(\"MiniRocket\", 40, 25, 0)\n BTB3 H 0 A_CustomMissile(\"MiniRocket\", 50, 35, 0)\n BTB3 H 0 A_CustomMissile(\"MiniRocket\", 40, -45, 0)\n BTB3 H 0 A_CustomMissile(\"MiniRocket\", 40, -25, 0)\n BTB3 H 10 Bright A_CustomMissile(\"MiniRocket\", 50, -35, 0)\n BTB3 G 1 A_Jump(86,\"Missile1\",\"Missile2\",\"Missile4\")\n Goto See\n Flamer:\n BTB3 GG 2 Bright A_FaceTarget\n\tBTB3 G 3 Bright A_PlayWeaponSound(\"hectebus/flameready\")\n\tBTB3 GG 4 Bright A_FaceTarget\n BTB3 G 0 A_JumpIfCloser(200,1)\n Goto See\n BTB3 G 0 A_PlaySound(\"monsters/fatsofire\")\n BTB3 G 1 Bright A_FaceTarget\n\tBTB3 H 0 A_CustomMissile(\"BotFlame\",50,35,0)\n BTB3 H 2 Bright A_CustomMissile(\"BotFlame\",50,-35,0)\n BTB3 H 0 A_CposRefire\n Goto Flamer+5\n Melee:\n BTB3 G 1\n Goto Flamer\n Death:\n BTB3 G 3 A_ScreamAndUnblock\n\tTNT1 A 0 A_KillChildren\n\tTNT1 A 0 A_SpawnItem(\"RocketEx\",0,32)\n TNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n BTB3 KKLLMMNNOOPPQQ 3 Bright A_CustomMissile(\"Kaboom\", 0, 0, random(0,360), 2, random(0,360))\n TNT1 A 0 A_SpawnItem(\"RocketEx\",0,32)\n TNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n BTB3 RRSS 3 Bright A_CustomMissile(\"Kaboom\", 0, 0, random(0,360), 2, random(0,360))\n BTB3 T 250\n Stop\n }\n}\n\n ACTOR UACBaseMech : UACBaseMarine\n{\n SEESOUND \"\"\n PAINSOUND \"\"\n DEATHSOUND \"\"\n ACTIVESOUND \"\"\n +NOBLOOD\n +NOPAIN\n\n DropItem \"BISmallRandomSphere\", 1\n \tStates\n\t{\n \tXDeath:\n\t\tGoto Death\n}\n}\n\nACTOR BattleBotB4\n{\nMonster\nHealth 3500\nRadius 24\nHeight 64\nMass 2500\nSpeed 8\nScale 1.2\n+FLOORCLIP\n+FRIENDLY\n+NOBLOOD\n+QUICKTORETALIATE\n+DONTHARMSPECIES\n+LOOKALLAROUND\n+NEVERRESPAWN\n+MISSILEMORE\n+MISSILEEVENMORE\n+NOBLOCKMONST\n+NODROPOFF\n+NOPAIN\n-COUNTKILL\nMinMissileChance 5\nRadiusDamageFactor 0.25\nDecal \"BulletChip\"\nDamageFactor \"Marine\", 0\nDamageFactor \"Legendary\", 0\nDamageFactor \"MechStep\", 0\nDamageFactor \"Mine\", 0\nRadiusDamageFactor 0.75\nMaxDropOffHeight 32\nMaxStepHeight 32\nSpecies \"Player\"\nSeeSound \"monster/termsit\"\nPainSound \"monster/termpin\"\nDeathSound \"monster/termdth\"\nAttackSound \"plasmashotgun/fire\"\nActiveSound \"Terminator/termact\"\nObituary \"%o was betrayed.\"\nvar int user_script;\nvar int user_slot;\nStates\n{\n Spawn:\n TNT1 A 0 A_JumpIf(user_script == 1,3)\n\tTNT1 A 0 ACS_ExecuteAlways(3601,0,0,0,0)\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n TNT1 A 0 A_JumpIf(user_slot == 1,8)\n TNT1 AAAAAA 0 A_SpawnItemEx(\"UtilityActorSlot\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n TNT1 A 0 A_SetUserVar(\"user_slot\",1)\n BTB4 A 10 A_Look\n Goto Idle\n See:\n TNT1 A 0 A_JumpIf(user_script == 1,3)\n\tTNT1 A 0 ACS_ExecuteAlways(3601,0,0,0,0)\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n TNT1 A 0 A_JumpIf(user_slot == 1,8)\n TNT1 AAAAAA 0 A_SpawnItemEx(\"UtilityActorSlot\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n TNT1 A 0 A_SetUserVar(\"user_slot\",1)\n\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n\tBTB4 A 0 A_PlaySound(\"Terminator/terstepA\")\n\tBTB4 AABB 3 A_Chase\n\tBTB4 C 0 A_PlaySound(\"Terminator/terstepA\")\n\tBTB4 CCDD 3 A_Chase\n Loop\n GiveUp:\n\tBTB4 A 35 A_ClearTarget\n\tGoto Idle\n Idle:\n TNT1 A 0 A_Jump(48,\"Find\")\n\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK)\n\tBTB3 A 0 A_PlaySound(\"b2battlebot/step\")\n BTB4 AABB 3 A_Wander\n\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK)\n BTB3 C 0 A_PlaySound(\"b2battlebot/step\")\n BTB4 CCDD 3 A_Wander\n Loop\n Find:\n\tTNT1 A 0 ACS_ExecuteAlways(8883,0,0,0,0)\n Goto Idle\n Missile:\n BTB4 G 0 A_JumpIfCloser(300,\"PulseShotgun\")\n\tBTB4 G 1 A_jump(256,\"PlasmaCaster\",\"Railgun\",\"BFG9K\",\"BFG10K\")\n\tGoto See\n PulseShotgun:\n\tBTB4 GG 2 A_FaceTarget\n\tBTB4 H 0 A_PlayWeaponSound(\"weapons/pulseshotgun/add\")\n\tBTB4 H 7 Bright A_CustomBulletAttack(22.5,0,9,24,\"ShotgunPlasmaPuff\")\n\tBTB4 GGGG 3 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/pulseshotgun/pump\")\n\tTNT1 A 0 A_SpawnItemEx(\"ShotgunCellCasing\",30,-6,48,Random(2,4),Random(3,6),Random(3,6),0)\n\tBTB4 GGGG 3 A_FaceTarget\n\tTNT1 A 0 A_CposRefire\n\tBTB4 G 0 A_Jump(64,\"See\")\n\tBTB4 G 0 A_JumpIfCloser(300,\"PulseShotgun\")\n\tGoto See\n PlasmaCaster:\n BTB4 GGG 3 A_FaceTarget\n\tBTB4 G 0 A_PlayWeaponSound(\"plasmacaster/fire\")\n BTB4 H 6 Bright A_CustomMissile(\"BotPlasmaCasterProj\",38,-15,0)\n BTB4 GG 3 Bright A_FaceTarget\n\tBTB4 G 0 A_PlayWeaponSound(\"plasmacaster/fire\")\n BTB4 I 6 Bright A_CustomMissile(\"BotPlasmaCasterProj\",38,-15,0)\n BTB4 GG 3 Bright A_FaceTarget\n\tBTB4 G 0 A_PlayWeaponSound(\"plasmacaster/fire\")\n BTB4 H 6 Bright A_CustomMissile(\"BotPlasmaCasterProj\",38,-15,0)\n BTB4 GG 3 Bright A_FaceTarget\n\tBTB4 G 0 A_PlayWeaponSound(\"plasmacaster/fire\")\n BTB4 I 6 Bright A_CustomMissile(\"BotPlasmaCasterProj\",38,-15,0)\n BTB4 GG 3 Bright A_FaceTarget\n\tBTB4 G 0 A_PlayWeaponSound(\"plasmacaster/fire\")\n BTB4 H 6 Bright A_CustomMissile(\"BotPlasmaCasterProj\",38,-15,0)\n BTB4 GG 3 Bright A_FaceTarget\n\tBTB4 G 0 A_PlayWeaponSound(\"plasmacaster/fire\")\n BTB4 I 6 Bright A_CustomMissile(\"BotPlasmaCasterProj\",38,-15,0)\n BTB4 GG 3 Bright A_FaceTarget\n\tBTB4 G 0 A_PlayWeaponSound(\"plasmacaster/fire\")\n BTB4 H 6 Bright A_CustomMissile(\"BotPlasmaCasterProj\",38,-15,0)\n BTB4 GG 3 Bright A_FaceTarget\n\tBTB4 G 0 A_PlayWeaponSound(\"plasmacaster/fire\")\n BTB4 I 6 Bright A_CustomMissile(\"BotPlasmaCasterProj\",38,-15,0)\n BTB4 GGGGGG 3 A_FaceTarget\n\tTNT1 A 0 A_Jump(127,\"Railgun\")\n\tGoto See\n Railgun:\n BTB4 G 4 A_FaceTarget\n\tBTB4 G 0 A_PlayWeaponSound(\"weapons/rgcharge\")\n\tBTB4 GGGGGGGGG 5 Bright A_FaceTarget\n\tBTB4 H 0 A_PlayWeaponSound(\"monsters/darkcyberrail\")\n BTB4 H 10 Bright A_CustomMissile(\"MRailgunProj\",38,-15,random(-2,2))\n\tBTB4 G 3 A_FaceTarget\n\tBTB4 I 0 A_PlayWeaponSound(\"monsters/darkcyberrail\")\n BTB4 I 10 Bright A_CustomMissile(\"MRailgunProj\",38,-15,random(-2,2))\n\tBTB4 G 3 A_FaceTarget\n\tBTB4 H 0 A_PlayWeaponSound(\"monsters/darkcyberrail\")\n BTB4 H 10 Bright A_CustomMissile(\"MRailgunProj\",38,-15,random(-2,2))\n\tBTB4 G 3 A_FaceTarget\n\tTNT1 A 0 A_Jump(127,\"BFG9K\")\n\tGoto See\n BFG9K:\n\tBTB4 E 0 A_PlaySound(\"weapons/bfgf\")\n\tBTB4 EEEFFF 5 Bright A_FaceTarget\n\tBTB4 F 5 Bright A_CustomMissile(\"MBFG9500Ball\",38,15,0)\n\tBTB4 E 0 A_PlaySound(\"weapons/bfgf\")\n\tBTB4 EEEFFF 5 Bright A_FaceTarget\n\tBTB4 F 5 Bright A_CustomMissile(\"MBFG9500Ball\",38,15,0)\n\tBTB4 EEE 5 A_FaceTarget\n\tTNT1 A 0 A_Jump(127,\"BFG10K\")\n\tGoto See\n BFG10K:\n\tBTB4 E 0 A_PlayWeaponSound(\"weapons/charge15k\")\n\tBTB4 EEEEE 5 Bright A_FaceTarget\n\tBTB4 F 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tBTB4 F 3 Bright A_CustomMissile(\"M10KProjectile\",38,15,Random(-4, 4))\n\tBTB4 EE 3 A_FaceTarget\n\tBTB4 F 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tBTB4 F 3 Bright A_CustomMissile(\"M10KProjectile\",38,15,Random(-4, 4))\n\tBTB4 EE 3 A_FaceTarget\n\tBTB4 F 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tBTB4 F 3 Bright A_CustomMissile(\"M10KProjectile\",38,15,Random(-4, 4))\n\tBTB4 EE 3 A_FaceTarget\n\tBTB4 F 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tBTB4 F 3 Bright A_CustomMissile(\"M10KProjectile\",38,15,Random(-4, 4))\n\tBTB4 EE 3 A_FaceTarget\n\tBTB4 F 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tBTB4 F 3 Bright A_CustomMissile(\"M10KProjectile\",38,15,Random(-4, 4))\n\tBTB4 EE 3 A_FaceTarget\n\tBTB4 F 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tBTB4 F 3 Bright A_CustomMissile(\"M10KProjectile\",38,15,Random(-4, 4))\n\tBTB4 EE 3 A_FaceTarget\n\tBTB4 F 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tBTB4 F 3 Bright A_CustomMissile(\"M10KProjectile\",38,15,Random(-4, 4))\n\tBTB4 EE 3 A_FaceTarget\n\tBTB4 F 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tBTB4 F 3 Bright A_CustomMissile(\"M10KProjectile\",38,15,Random(-4, 4))\n\tBTB4 EE 3 A_FaceTarget\n\tBTB4 E 5 A_PlaySound(\"weapons/bfg15kcooldown\")\n\tBTB4 EEEEE 5 A_FaceTarget\n\tGoto See\n Death:\n\tBTB4 M 6 A_Scream\n\tTNT1 A 0 A_KillChildren\n\tTNT1 AA 0 A_SpawnItemEx(\"GibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n\tBTB4 NNNOOO 2 Bright A_CustomMissile(\"Kaboom\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"GibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n\tBTB4 PPPQQQ 2 Bright A_CustomMissile(\"Kaboom\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"GibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n\tBTB4 RRRSSS 2 Bright A_CustomMissile(\"Kaboom\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"GibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n\tBTB4 TTTUUU 2 Bright A_CustomMissile(\"Kaboom\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n\tBTB4 V 4\n\tBTB4 W 6 A_Fall\n\tBTB4 X 6\n\tBTB4 Y 1 A_Playsound(\"Terminator/terstepA\")\n\tBTB4 Y 5\n\tBTB4 Y 250\n\tStop\n }\n}\n\nACTOR MegaSupportTank\n{\nMonster\nHealth 7500\nRadius 70\nHeight 96\nMass 10000\nSpeed 8\nScale 2.4\n+FLOORCLIP\n+FRIENDLY\n+NOBLOOD\n+QUICKTORETALIATE\n+DONTHARMSPECIES\n+LOOKALLAROUND\n+NEVERRESPAWN\n+MISSILEMORE\n+MISSILEEVENMORE\n+NOBLOCKMONST\n+NODROPOFF\n+NOPAIN\n+BOSS\n+NORADIUSDMG\n+THRUSPECIES\n-COUNTKILL\nMinMissileChance 5\nDecal \"BulletChip\"\nDamageFactor \"Marine\", 0\nDamageFactor \"Legendary\", 0\nDamageFactor \"MechStep\", 0\nDamageFactor \"Mine\", 0\nDamageFactor \"Cyber10K\", 0.25\nDamageFactor \"CerEnergyBall\", 0.25\nDamageFactor \"BFGSplash\", 0.25\nRadiusDamageFactor 0.75\nMaxDropOffHeight 32\nMaxStepHeight 32\nSpecies \"Player\"\nSeeSound \"supporttank/see\"\nDeathSound \"supporttank/death\"\nObituary \"%o was betrayed.\"\nvar int user_script;\nvar int user_slot;\nStates\n{\n Spawn:\n TNT1 A 0 A_JumpIf(user_script == 1,3)\n\tTNT1 A 0 ACS_ExecuteAlways(3601,0,0,0,0)\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n TNT1 A 0 A_JumpIf(user_slot == 1,16)\n TNT1 AAAAAAAAAAAAAA 0 A_SpawnItemEx(\"UtilityActorSlot\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n TNT1 A 0 A_SetUserVar(\"user_slot\",1)\n SPTT A 10 A_Look\n Goto Idle\n See:\n TNT1 A 0 A_JumpIf(user_script == 1,3)\n\tTNT1 A 0 ACS_ExecuteAlways(3601,0,0,0,0)\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n TNT1 A 0 A_JumpIf(user_slot == 1,16)\n TNT1 AAAAAAAAAAAAAA 0 A_SpawnItemEx(\"UtilityActorSlot\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n TNT1 A 0 A_SetUserVar(\"user_slot\",1)\n\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n\tSPTT B 0 HealThing(75)\n\tSPTT A 0 A_Jump(24,\"SpawnCrate\")\n\tSPTT A 0 A_Jump(8,\"PresentWeapon\",\"Bonus\")\n\tSPTT A 0 A_Jump(24,\"BuildDroneD1\",\"BattleBotB1\")\n\tSPTT A 0 A_Jump(8,\"BuildDroneD2\",\"BattleBotB2\")\n SPTT BCBCBC 3 A_Chase\n Loop\n BuildDroneD1:\n\tSPTT A 0 A_SpawnItemEx(\"BattleDroneD1Marker\",0,35,78)\n SPTT A 6 Bright A_SpawnItemEx(\"BattleDroneD1Marker\",0,-35,78)\n\tSPTT A 0 A_SpawnItemEx(\"BattleDroneD1Marker\",0,35,78)\n SPTT A 6 Bright A_SpawnItemEx(\"BattleDroneD1Marker\",0,-35,78)\n\tSPTT A 0 A_SpawnItemEx(\"BattleDroneD1Marker\",0,35,78)\n SPTT A 6 Bright A_SpawnItemEx(\"BattleDroneD1Marker\",0,-35,78)\n\tSPTT A 0 A_SpawnItemEx(\"BattleDroneD1v2\",0,35,78,0,0,0,0,32)\n SPTT A 6 Bright A_SpawnItemEx(\"BattleDroneD1v2\",0,-35,78,0,0,0,0,32)\n\tGoto See\n BuildDroneD2:\n SPTT AAAAAAA 6 Bright A_SpawnItemEx(\"BattleDroneD2Marker\",75,0,78)\n SPTT A 6 A_SpawnItemEx(\"BattleDroneD2v2\",75,0,78,0,0,0,0,32)\n\tGoto See\n BattleBotB1:\n SPTT AAAA 6 Bright A_SpawnItemEx(\"BattleBotB1Marker\",128,0,0)\n SPTT A 6 A_SpawnItemEx(\"BattleBotB1v2\",128,0,0,0,0,0,0,32)\n\tGoto See\n BattleBotB2:\n SPTT AAAA 6 Bright A_SpawnItemEx(\"BattleBotB2Marker\",128,0,0)\n SPTT A 6 A_SpawnItemEx(\"BattleBotB2v2\",128,0,0,0,0,0,0,32)\n\tGoto See\n Bonus:\n SPTT A 0\n SPTT A 1 ACS_ExecuteAlways(3601,0,3,0,0)\n Goto See\n SpawnCrate:\n SPTT A 0\n SPTT A 1 A_SpawnItemEx(\"BonusCratePickup\",0,0,0,0,0,0,0,32)\n Goto See\n PresentWeapon:\n SPTT A 0\n SPTT A 1 A_SpawnItemEx(\"PresentWeapon\",0,0,0,0,0,0,0,32)\n Goto See\n GiveUp:\n\tSPTT A 35 A_ClearTarget\n\tGoto Idle\n Idle:\n TNT1 A 0 A_Jump(48,\"Find\")\n\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK)\n SPTT BCBC 3 A_Wander\n\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK)\n SPTT BCBC 3 A_Wander\n\tSPTT A 0 A_Jump(24,\"Bonus\",\"SpawnCrate\")\n\tSPTT A 0 A_Jump(8,\"PresentWeapon\")\n\tSPTT A 0 A_Jump(24,\"BuildDroneD1\",\"BattleBotB1\")\n\tSPTT A 0 A_Jump(8,\"BuildDroneD2\",\"BattleBotB2\")\n Loop\n Find:\n\tTNT1 A 0 ACS_ExecuteAlways(8883,0,0,0,0)\n Goto Idle\n Missile:\n\tSPTT AAA 2 A_FaceTarget\n\tSPTT E 10 Bright A_PlaySound(\"weapons/charge15k\")\n\tSPTT EEE 8 Bright A_FaceTarget\n\tSPTT F 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tSPTT F 3 Bright A_CustomMissile(\"SupportTank10K\",95,0,Random(4,-4))\n\tSPTT E 4 Bright A_FaceTarget\n\tSPTT F 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tSPTT F 3 Bright A_CustomMissile(\"SupportTank10K\",95,0,Random(4,-4))\n\tSPTT E 4 Bright A_FaceTarget\n\tSPTT F 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tSPTT F 3 Bright A_CustomMissile(\"SupportTank10K\",95,0,Random(4,-4))\n\tSPTT E 4 Bright A_FaceTarget\n\tSPTT F 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tSPTT F 3 Bright A_CustomMissile(\"SupportTank10K\",95,0,Random(4,-4))\n\tSPTT E 4 Bright A_FaceTarget\n\tSPTT F 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tSPTT F 3 Bright A_CustomMissile(\"SupportTank10K\",95,0,Random(4,-4))\n\tSPTT E 4 Bright A_FaceTarget\n\tSPTT F 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tSPTT F 3 Bright A_CustomMissile(\"SupportTank10K\",95,0,Random(4,-4))\n\tSPTT E 4 Bright A_FaceTarget\n\tSPTT F 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tSPTT F 3 Bright A_CustomMissile(\"SupportTank10K\",95,0,Random(4,-4))\n\tSPTT E 4 Bright A_FaceTarget\n\tSPTT F 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tSPTT F 3 Bright A_CustomMissile(\"SupportTank10K\",95,0,Random(4,-4))\n\tSPTT E 4 Bright A_FaceTarget\n\tSPTT F 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tSPTT F 3 Bright A_CustomMissile(\"SupportTank10K\",95,0,Random(4,-4))\n\tSPTT E 4 Bright A_FaceTarget\n\tSPTT F 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tSPTT F 3 Bright A_CustomMissile(\"SupportTank10K\",95,0,Random(4,-4))\n\tSPTT E 4 Bright A_FaceTarget\n\tSPTT F 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tSPTT F 3 Bright A_CustomMissile(\"SupportTank10K\",95,0,Random(4,-4))\n\tSPTT E 4 Bright A_FaceTarget\n\tSPTT F 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tSPTT F 3 Bright A_CustomMissile(\"SupportTank10K\",95,0,Random(4,-4))\n\tSPTT E 4 Bright A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\tSPTT EEEE 4 Bright A_FaceTarget\n Goto See\n Death:\n\tSPTT G 4 A_NoBlocking\n\tSPTT G 4 A_Scream\n\tSPTT AAAAAAAAAAAAAAAAAAAAAAA 2 Bright A_CustomMissile(\"Kaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tSPTT IIIIIIIIIII 2 Bright A_CustomMissile(\"Kaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tSPTT JJJJJJJJJJJ 2 Bright A_CustomMissile(\"Kaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tSPTT KKKKKKKKKKK 2 Bright A_CustomMissile(\"Kaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tSPTT LLLLLLLLLLL 2 Bright A_CustomMissile(\"Kaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tSPTT MMMMMMMMMMM 2 Bright A_CustomMissile(\"Kaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tSPTT Z 1050\n\tStop\n }\n}\n\nACTOR SupportTank10K : Red10KProjectile\n{\nObituary \"%o was betrayed.\"\nDamageType \"Marine\"\nStates\n{\nDeath:\nXDeath:\n TNT1 A 0\n TNT1 A 1 A_SpawnItem(\"SupportTank10KEx\")\n Stop\n }\n}\n\nACTOR SupportTank10KEx : Red10KEx{DamageType \"Marine\"}\n\nACTOR BattleDroneD1v2 : BattleDroneD1\n{\nStates\n{\n Spawn:\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n\tBDRO A 10 A_Look\n\tGoto See\n See:\n\tBDRO A 2 A_Chase\n\tLoop\n}\n}\n\nActor BattleDroneD2v2 : BattleDroneD2\n{\nStates\n{\n Spawn:\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n TNT1 A 0 A_SetUserVar(\"user_slot\",1)\n BDR2 D 2 A_Look\n Goto See\n See:\n BDR2 D 2 A_Chase\n\t TNT1 A 0 A_Jump(16,\"Evade\")\n Loop\n }\n}\n\nActor BattleBotB1v2 : BattleBotB1\n{\nStates\n{\n Spawn:\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n BTB1 A 5 A_Look\n Goto See\n See:\n BTB1 B 0 A_PlaySound(\"b1battlebot/step\")\n BTB1 BBCC 3 A_Chase\n BTB1 D 0 A_PlaySound(\"b1battlebot/step\")\n BTB1 DDEE 3 A_Chase\n Loop\n }\n}\n\nACTOR BattleBotB2v2 : BattleBotB2\n{\nStates\n{\n Spawn:\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n TNT1 A 0 A_SetUserVar(\"user_slot\",1)\n BTB2 Q 10 A_Look\n Goto See\n See:\n BTB2 A 0 A_PlaySound(\"b2battlebot/step\")\n BTB2 AB 4 A_Chase\n BTB2 C 0 A_PlaySound(\"b2battlebot/step\")\n BTB2 CD 4 A_Chase\n Loop\n }\n}\n\nActor UACCommandPost\n{\nObituary \"%o was betrayed.\"\nMonster\nHealth 5000\nRadius 60\nHeight 102\nMass 999999\nSpeed 12\n+FLOORCLIP\n+FRIENDLY\n+NOBLOOD\n+QUICKTORETALIATE\n+DONTHARMSPECIES\n+LOOKALLAROUND\n+NEVERRESPAWN\n+MISSILEMORE\n+MISSILEEVENMORE\n+NOBLOCKMONST\n+NODROPOFF\n+NOPAIN\n-SOLID\n-COUNTKILL\nDecal \"BulletChip\"\nDamageFactor \"Marine\", 0\nDamageFactor \"Legendary\", 0\nDamageFactor \"MechStep\", 0\nDamageFactor \"Mine\", 0\nRadiusDamageFactor 0.5\nDeathSound \"ZTank/death\"\nSpecies \"Player\"\nvar int user_delay;\nvar int user_script;\nvar int user_slot;\nStates\n{\n Spawn:\n UCMP A 0\n TNT1 A 0 A_JumpIf(user_script == 1,3)\n TNT1 A 0 ACS_ExecuteAlways(3601,0,0,0,0)\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n\tTNT1 A 0 A_JumpIf(user_slot == 1,9)\n TNT1 AAAAAAA 0 A_SpawnItemEx(\"UtilityActorSlot\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n TNT1 A 0 A_SetUserVar(\"user_slot\",1)\n UCMP A 2 A_SpawnItemEx(\"UACCommandPostHolo\",0,0,128)\n\tUCMP A 0 A_Jump(3,\"SentryGun\")\n\tUCMP A 0 A_Jump(3,\"Scout\",\"Item\")\n\tUCMP A 0 A_Jump(128,2)\n\tUCMP A 0 A_Jump(1,\"Bonus\")\n\tUCMP A 0 A_Jump(1,\"UACMarine\")\n\tUCMP A 0\n Loop\n Item:\n UCMP A 0\n UCMP A 0 A_SpawnItemEx(\"ItemUACCommandPostSpawners\",0,0,0,0,0,0,0,32,85)\n Goto Spawn\n Scout:\n UCMP A 0\n UCMP A 0 A_SpawnItemEx(\"ScoutUACCommandPostSpawners\",0,0,0,0,0,0,0,32,85)\n Goto Spawn\n Bonus:\n UCMP A 0\n UCMP A 0 ACS_ExecuteAlways(3601,0,2,0,0)\n Goto Spawn\n UACMarine:\n UCMP A 0\n UCMP A 0 A_SpawnItemEx(\"MarineUACCommandPostSpawners\",0,0,0,0,0,0,0,32|SXF_SETMASTER,85)\n Goto Spawn\n SentryGun:\n UCMP A 0\n UCMP A 0 A_SpawnItemEx(\"SentryUACCommandPostSpawners\",0,0,0,0,0,0,0,32,85)\n Goto Spawn\n Death:\n UCMP A 1 A_ScreamAndUnblock\n\tUCMP A 1 A_KillChildren\n\tUCMP AD 0 A_SpawnItemEx(\"SmokeFX3\",Random(-48,48),Random(-48,48),Random(8,96))\n UCMP AAAAAAAA 2 A_SpawnItemEx(\"Kaboom\",Random(-48,48),Random(-48,48),Random(8,64))\n\tUCMP A 0 A_SpawnItemEx(\"ShockWave\",0,0,0,0,0,0,0,128)\n UCMP AAA 0 A_SpawnItemEx(\"OrangeParticleSpawner\",0,0,0,0,0,0,0,128)\n\tUCMP AAA 0 A_CustomMissile(\"SmokeFX3\",0,0,random(0,360),2,random(0,360))\n UCMP ADDDDD 0 A_CustomMissile(\"Kaboom\",0,0,random(0,360),2,random(0,360))\n UCMP ADDD 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n\tUCMP AD 0 A_SpawnItemEx(\"SmokeFX3\",Random(-48,48),Random(-48,48),Random(8,96))\n UCMP AAAAAAAA 2 A_SpawnItemEx(\"Kaboom\",Random(-48,48),Random(-48,48),Random(8,64))\n\tUCMP A 0 A_SpawnItemEx(\"ShockWave\",0,0,0,0,0,0,0,128)\n UCMP AAA 0 A_SpawnItemEx(\"OrangeParticleSpawner\",0,0,0,0,0,0,0,128)\n\tUCMP AAA 0 A_CustomMissile(\"SmokeFX3\",0,0,random(0,360),2,random(0,360))\n UCMP ADDDDD 0 A_CustomMissile(\"Kaboom\",0,0,random(0,360),2,random(0,360))\n UCMP ADDD 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n\tUCMP AD 0 A_SpawnItemEx(\"SmokeFX3\",Random(-48,48),Random(-48,48),Random(8,96))\n UCMP AAAAAAAA 2 A_SpawnItemEx(\"Kaboom\",Random(-48,48),Random(-48,48),Random(8,64))\n\tUCMP A 0 A_SpawnItemEx(\"ShockWave\",0,0,0,0,0,0,0,128)\n UCMP AAA 0 A_SpawnItemEx(\"OrangeParticleSpawner\",0,0,0,0,0,0,0,128)\n\tUCMP AAA 0 A_CustomMissile(\"SmokeFX3\",0,0,random(0,360),2,random(0,360))\n UCMP AAAAA 0 A_CustomMissile(\"Kaboom\",0,0,random(0,360),2,random(0,360))\n UCMP AAAA 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n\tUCMP AA 0 A_SpawnItemEx(\"SmokeFX3\",Random(-48,48),Random(-48,48),Random(8,96))\n UCMP A 1\n Stop\n }\n}\n\nACTOR ItemUACCommandPostSpawners\n{\nRadius 12\nHeight 8\nSpeed 8\nMonster\n+FRIENDLY\n-SHOOTABLE\n-COUNTKILL\n-SOLID\nvar int user_limit;\nStates\n{\n Spawn:\n TNT1 A 0\n\tTNT1 A 0 A_SetAngle(random(0,359))\n\tTNT1 A 1 A_Recoil(-25)\n\tTNT1 A 0 A_JumpIf(user_limit > 3,\"Stopping\")\n\tTNT1 A 0 A_SetUserVar(\"user_limit\",user_limit+1)\n\tTNT1 A 1 A_Recoil(-2)\n\tTNT1 A 2 A_Jump(48,\"Stopping\")\n Goto Spawn+3\n Stopping:\n TNT1 A 0\n\tTNT1 A 1 A_Jump(20,2)\n\t/*TNT1 A 1 A_Jump(76,4,5)\n\tTNT1 A 1 A_Jump(13,5)\n\tTNT1 A 1 A_Jump(3,5,6)\n\tTNT1 A 0 A_SpawnItemEx(\"BackPack\")\n\tGoto Death\n\tTNT1 A 0 A_SpawnItemEx(\"BlueArmor\")\n\tGoto Death\n\tTNT1 A 0 A_SpawnItemEx(\"SoulSphere\")\n\tGoto Death\n\tTNT1 A 0 A_SpawnItemEx(\"BonusCrate\")\n\tGoto Death\n\tTNT1 A 0 A_SpawnItemEx(\"JetTrooper\")\n\tGoto Death\n\tTNT1 A 0 A_SpawnItemEx(\"MaxSoldier\")\n\tGoto Death*/\n\tTNT1 A 0 A_SpawnItemEx(\"PostCrate\")\n\tGoto Death\n\tTNT1 A 0 A_SpawnItemEx(\"BonusCrate\")\n\tGoto Death\n Death:\n TNT1 A 5 A_SpawnItemEx(\"TeleportFog\")\n\tTNT1 A 1 A_Fall\n\tStop\n\t}\n}\n\nACTOR PostCrate\n{\n+USESPECIAL\nActivation THINGSPEC_ThingActs\nvar int user_script;\nStates\n{\n Spawn:\n PCRA A 0\n\tPCRA A 0 A_JumpIf(user_script == 1,3)\n\tPCRA A 0 Thing_SetSpecial(0,226,2997,0,0)\n\tPCRA A 0 A_SetUserVar(\"user_script\",1)\n PCRA AAABBBCCCDDD 1 Bright A_SpawnItemEx(\"BluePowerLine\",random(10,-10),random(10,-10),0,0,0,2,0,128,0)\n Loop\n Reloading:\n PCRA E 0 A_ChangeFlag(\"USESPECIAL\",0)\n PCRA E 1 A_SpawnItemEx(\"PostCrateGiver\",0,0,0,random(2,7),0,random(2,5),random(0,359),32)\n PCRA E 1\n Stop\n}\n}\n\nACTOR PostCrateGiver\n{\n-SOLID\nStates\n{\n Spawn:\n TNT1 A 0\n\tTNT1 A 0 A_Jump(8,6)\n\tTNT1 A 1 A_Jump(256,1,2,3,4)\n\tStop\n\tTNT1 A 1 A_SpawnItemEx(\"PresentAmmo\")\n\tStop\n\tTNT1 A 1 A_SpawnItemEx(\"PresentArmor\")\n\tStop\n\tTNT1 A 1 A_SpawnItemEx(\"PresentPowerup\")\n\tStop\n\tTNT1 A 1 A_SpawnItemEx(\"PresentWeapon\")\n\tStop\n\tTNT1 A 1 A_SpawnItemEx(\"PresentSuit\")\n\tStop\n\t}\n}\n\nACTOR MarineUACCommandPostSpawners\n{\nRadius 12\nHeight 8\nSpeed 17\nMonster\n+FRIENDLY\n-SHOOTABLE\n-COUNTKILL\n-SOLID\nvar int user_limit;\nStates\n{\n Spawn:\n TNT1 A 0\n\tTNT1 A 0 A_SetAngle(random(0,359))\n\tTNT1 A 1 A_Recoil(-40)\n\tTNT1 A 0 A_JumpIf(user_limit > 3,\"Death\")\n\tTNT1 A 0 A_SetUserVar(\"user_limit\",user_limit+1)\n\tTNT1 A 1 A_Recoil(-4)\n\tTNT1 A 2 A_Jump(48,\"Death\")\n Goto Spawn+3\n Death:\n TNT1 A 0 A_SpawnItemEx(\"TeleportFog\")\n\t//TNT1 A 0 A_Jump(2,14)\n\tTNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12)\n TNT1 A 5 A_SpawnItemEx(\"UACGuyAR\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)\n\tGoto End\n\tTNT1 A 5 A_SpawnItemEx(\"UACGuyASG\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)\n\tGoto End\n\tTNT1 A 5 A_SpawnItemEx(\"UACGuySSG\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)\n\tGoto End\n\tTNT1 A 5 A_SpawnItemEx(\"UACGuyQSG\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)\n\tGoto End\n\tTNT1 A 5 A_SpawnItemEx(\"UACGuyMinigun\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)\n\tGoto End\n\tTNT1 A 5 A_SpawnItemEx(\"UACGuyRailgun\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)\n\tGoto End\n\tTNT1 A 5 A_SpawnItemEx(\"UACGuyRocket\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)\n\tGoto End\n\tTNT1 A 5 A_SpawnItemEx(\"UACGuyDTRifle\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)\n\tGoto End\n\tTNT1 A 5 A_SpawnItemEx(\"UACGuyHRL\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)\n\tGoto End\n\tTNT1 A 5 A_SpawnItemEx(\"UACGuyHSG\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)\n\tGoto End\n\tTNT1 A 5 A_SpawnItemEx(\"UACGuyExpMinigun\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)\n\tGoto End\n\tTNT1 A 5 A_SpawnItemEx(\"UACGuySniper\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)\n\tGoto End\n\tTNT1 A 5 A_SpawnItemEx(\"LegendaryMarine\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)\n\tGoto End\n End:\n\tTNT1 A 1 A_Fall\n\tStop\n\t}\n}\n\nACTOR MarineUACCommandPostMinions : RandomSpawner\n{\n+FRIENDLY\nDropItem \"UACGuyAR\", 256, 1\nDropItem \"UACGuyASG\", 256, 1\nDropItem \"UACGuySSG\", 256, 1\nDropItem \"UACGuyQSG\", 256, 1\nDropItem \"UACGuyMinigun\", 256, 1\nDropItem \"UACGuyRailgun\", 256, 1\nDropItem \"UACGuyRocket\", 256, 1\nDropItem \"UACGuyRailgun\", 256, 1\n}\n\nACTOR SentryUACCommandPostSpawners\n{\nRadius 12\nHeight 8\nSpeed 8\nMonster\n+FRIENDLY\n-SHOOTABLE\n-COUNTKILL\n-SOLID\nvar int user_limit;\nStates\n{\n Spawn:\n TNT1 A 0\n\tTNT1 A 0 A_SetAngle(random(0,359))\n\tTNT1 A 1 A_Recoil(-25)\n\tTNT1 A 0 A_JumpIf(user_limit > 3,\"Death\")\n\tTNT1 A 0 A_SetUserVar(\"user_limit\",user_limit+1)\n\tTNT1 A 1 A_Recoil(-2)\n\tTNT1 A 2 A_Jump(48,\"Death\")\n Goto Spawn+3\n Death:\n TNT1 A 0 A_SpawnItemEx(\"TeleportFog\")\n TNT1 A 5 A_SpawnItemEx(\"SentryUACCommandPostMinions\")\n\tTNT1 A 1 A_Fall\n\tStop\n\t}\n}\n\nACTOR SentryUACCommandPostMinions : RandomSpawner\n{\n+FRIENDLY\nDropItem \"SentryGun2\", 256, 1\nDropItem \"RangeSentryGun\", 256, 1\nDropItem \"SniperSentryGun\", 256, 1\nDropItem \"ShotgunSentryGun\", 256, 1\nDropItem \"FlameSentryGun\", 256, 1\nDropItem \"PlasmaSentryGun\", 256, 1\nDropItem \"RocketSentryGun\", 256, 1\n}\n\nACTOR ScoutUACCommandPostSpawners\n{\nRadius 12\nHeight 8\nSpeed 8\nMonster\n+FRIENDLY\n-SHOOTABLE\n-COUNTKILL\n-SOLID\nvar int user_limit;\nStates\n{\n Spawn:\n TNT1 A 0\n\tTNT1 A 0 A_SetAngle(random(0,359))\n\tTNT1 A 1 A_Recoil(-25)\n\tTNT1 A 0 A_JumpIf(user_limit > 3,\"Death\")\n\tTNT1 A 0 A_SetUserVar(\"user_limit\",user_limit+1)\n\tTNT1 A 1 A_Recoil(-2)\n\tTNT1 A 2 A_Jump(48,\"Death\")\n Goto Spawn+3\n Death:\n TNT1 A 0 A_SpawnItemEx(\"TeleportFog\")\n TNT1 A 5 A_SpawnItemEx(\"ScoutUACCommandPostMinions\")\n\tTNT1 A 1 A_Fall\n\tStop\n\t}\n}\n\nACTOR ScoutUACCommandPostMinions : RandomSpawner\n{\n+FRIENDLY\nDropItem \"ScoutDrone\", 256, 5\nDropItem \"ScoutBot\", 256, 5\nDropItem \"MineDrone\", 256, 1\n}\n\nActor UACCommandPostHolo\n{\nHeight 16\nRadius 16\nScale 1.4\nRenderstyle Add\n+NOGRAVITY\n+CLIENTSIDEONLY\nStates\n{\nSpawn:\n\tUAC1 AAA 1 Bright A_SpawnItemEx(\"GreenPowerLineSpawner\",random(-64,64),random(-64,64),random(0,8),0,0,random(3,8),0,129,0)\n\tStop\n}\n}"
},
{
"source": "pk3",
"name": "decorate/newweapons.txt",
"contents": "//========\n// Weapons\n//========\n\nACTOR HomingRocketLauncher : Weapon\n{\n Tag \"Homing Rocket Launcher\"\n Weapon.SelectionOrder 10\n Weapon.PreferredSkin \"HRL-Marine\"\n Weapon.AmmoType \"Missile\"\n Weapon.AmmoGive 8\n Weapon.AmmoUse 2\n Inventory.PickupSound \"weapons/pickupml\"\n Inventory.PickupMessage \"Homing Rocket Launcher\"\n Obituary \"%o couldn't dodge %k's homing rockets.\"\n States\n {\n Spawn:\n WHRL A -1\n Stop\n Ready:\n HRLG A 1 A_WeaponReady\n Loop\n Deselect:\n TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t TNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n HRLG A 0 A_Lower\n HRLG A 1 A_Lower\n Loop\n Select:\n HRLG A 0 A_Raise\n HRLG A 1 A_Raise\n Loop\n Fire:\n HRLG A 4\n HRLG C 0 Bright A_GunFlash\n HRLG D 0 A_FireCustomMissile(\"PlayerHomRocket\",0,0,-6,-8)\n HRLG D 0 A_FireCustomMissile(\"PlayerHomRocket\",0,1,6,-8)\n\t HRLG C 2 Bright Offset(0,32)\n\t HRLG D 2 Bright Offset(0,36)\n\t HRLG E 2 Bright Offset(0,40)\n\t HRLG F 2 Bright Offset(0,44)\n\t HRLG B 2 Bright Offset(0,40)\n\t HRLG A 2 Bright Offset(0,36)\n\t HRLG A 2 Bright Offset(0,32)\n HRLG A 7\n\t HRLG A 3 A_Refire\n Goto Ready\n Flash:\n TNT1 A 5 A_Light1\n TNT1 A 6 A_Light2\n TNT1 A 5 A_Light1\n TNT1 A 0 A_Light0\n stop\n }\n}\n\nACTOR PlayerHomRocket\n{\nRadius 9\nHeight 7\nScale 0.75\nSpeed 38\nDamage 10\nDamageType \"Explosion\"\n+SEEKERMISSILE\n+SCREENSEEKER\n+MTHRUSPECIES\nExplosionDamage 64\nExplosionRadius 128\nSeeSound \"monster/homingrockfire\"\nDeathSound \"weapons/rocklx\"\nPROJECTILE\nStates\n{\nSpawn:\n\tTNT1 A 0 Bright A_SeekerMissile(25,35,SMF_LOOK,45,2)\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n HMIS A 2 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n\tTNT1 A 0 Bright A_SeekerMissile(25,35,SMF_LOOK,45,2)\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n\tHMIS A 3 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n\tTNT1 A 0 Bright A_SeekerMissile(25,35,SMF_LOOK,45,2)\n\tTNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n HMIS A 2 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n\tTNT1 A 0 Bright A_SeekerMissile(25,35,SMF_LOOK,45,2)\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n\tHMIS A 3 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n\tTNT1 A 0 Bright A_SeekerMissile(25,35,SMF_LOOK,45,2)\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n HMIS A 2 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n\tTNT1 A 0 Bright A_SeekerMissile(25,35,SMF_LOOK,45,2)\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n\tHMIS A 3 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n\tTNT1 A 0 Bright A_SeekerMissile(25,35,SMF_LOOK,45,2)\n\tTNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n HMIS A 2 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n\tTNT1 A 0 Bright A_SeekerMissile(25,35,SMF_LOOK,45,2)\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n\tHMIS A 3 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n\tTNT1 A 0 Bright A_PlaySound(\"monster/homingrockbeep\")\n Loop\nDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 AAA 0 A_CustomMissile(\"Kaboom3\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n TNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n TNT1 A 0 A_Explode\n TNT1 A 1 A_SpawnItem(\"RocketEx\")\n Stop\n }\n}\n\nActor DoubleGrenadeLauncher : Weapon\n{\n Tag \"Double Grenade Launcher\"\n Weapon.SelectionOrder 100\n Weapon.AmmoUse 1\n Weapon.AmmoGive 20\n Weapon.AmmoType \"Missile\"\n Weapon.PreferredSkin \"GrenadeLauncher-Marine\"\n Inventory.PickupMessage \"You got the Double Grenade Launcher!\"\n Obituary \"%o ate a few of %k's grenades\"\n States\n {\n Spawn:\n DGLG A -1\n Stop\n Select:\n DGLG B 1 A_Raise\n Loop\n Deselect:\n DGLG B 1 A_Lower\n Loop\n Ready:\n DGLG B 1 A_WeaponReady\n Loop\n Fire:\n DGLG C 3 Bright Offset(0,32)\n DGLG D 0 Radius_Quake(4,3,0,1,0)\n\tDGLG D 0 A_PlayWeaponSound(\"DGL/fire\")\n DGLG D 0 A_FireCustomMissile(\"RifleGrenade\",0, 1,6)\n DGLG D 3 Bright Offset(0,36) A_FireCustomMissile(\"RifleGrenade\",0,1,-6)\n DGLG E 2 Bright Offset(0,40)\n\tDGLG E 2 Bright Offset(0,44)\n DGLG F 2 Offset(0,40)\n\tDGLG F 3 Offset(0,36)\n\tDGLG B 2 Offset(0,32)\n\tDGLG B 8\n Goto Ready\n }\n}\n\nactor M79GrenadeLauncher : DoomWeapon\n{\n Weapon.AmmoUse 10\n Weapon.AmmoGive 40\n Weapon.AmmoType \"Missile\"\n Weapon.PreferredSkin \"GrenadeLauncher-Marine\"\n Inventory.PickupMessage \"You got the M79 Grenade Launcher!\"\n Obituary \"%o was Thumped by %k's M79.\"\n Decal Scorch\n States\n {\n Ready:\n M79G A 1 A_WeaponReady\n Loop\n Deselect:\n M79G A 1 A_Lower\n Loop\n Select:\n M79G A 1 A_Raise\n Loop\n Fire:\n TNT1 A 0 A_PlayWeaponSound(\"M79/Fire\")\n TNT1 A 0 Bright A_FireCustomMissile(\"M79Grenade\",0,1,8,8,0)\n M79G BCD 4\n TNT1 A 0 Bright A_CheckReload\n M79G EFGHIJK 2\n TNT1 A 2 A_PlayWeaponSound(\"M79/Open\")\n TNT1 A 10\n TNT1 A 0 A_PlayWeaponSound(\"M79/S-Out\")\n TNT1 A 10\n TNT1 A 0 A_PlayWeaponSound(\"M79/S-In\")\n TNT1 A 10\n TNT1 A 0 A_PlayWeaponSound(\"M79/Close\")\n TNT1 A 10\n M79G KJIHGFE 2\n M79G A 2 A_ReFire\n Goto Ready\n Spawn:\n M79P A -1\n Stop\n }\n}\n\nACTOR M79Grenade\n{\nRadius 11\nHeight 8\nProjectile\nSpeed 72\nDamage 65\n+RANDOMIZE\n+DEHEXPLOSION\n+SKYEXPLODE\n+EXPLODEONWATER\n+FORCERADIUSDMG\n+MTHRUSPECIES\n+NODAMAGETHRUST\n-NOGRAVITY\nGravity 0.25\nSeeSound \"40mmgrenade/bounce\"\nDeathSound \"thumper/explode\"\n//DamageType \"Marine\"\nStates\n{\nSpawn:\n GRND A 0 A_CustomMissile(\"RocketSmoke\",Random(4,6),Random(-2,2))\n GRND A 1 Bright\n Loop\nDeath:\n MIS2 A 0 A_StopSoundEx(\"SoundSlot7\")\n\tTNT1 A 0 A_Explode(24,628,0)\n\tTNT1 A 0 A_Explode(96,400,0)\n\tTNT1 A 0 A_Explode(256,256,1)\n\tTNT1 AAAAAAAAAAAAA 0 A_CustomMissile(\"Explode\",random(20,80),random(20,-20),random(0,360),2,random(0,360))\n\tTNT1 A 1 A_CustomMissile(\"BigExplosion\",0,0,random(80,100),2,random(80,100))\n MISL B 4 Bright\n MISL CD 4 Bright A_SetTranslucent(0.75,1)\n Stop\n }\n}\n\nActor PlasmaRepeater : Weapon\n{\n Tag \"Plasma Repeater\"\n Weapon.Selectionorder 4050\n Weapon.KickBack 100\n Weapon.AmmoType \"NewCell\"\n Weapon.AmmoGive 60\n Weapon.AmmoUse 1\n Weapon.PreferredSkin \"Repeater-Marine\"\n Inventory.PickupMessage \"Plasma Repeater\"\n Inventory.PickupSound \"weapons/pickuprg\"\n Obituary \"%o was liquefied by %k\"\n States\n {\n Spawn:\n STPP A -1\n Loop\n Ready:\n \tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n STPO AAABBBCCC 1 Bright A_WeaponReady\n Loop\n Deselect:\n \tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tSTPO E 0 A_Lower\n STPO E 1 A_Lower\n Loop\n Select:\n STPO E 0 A_Raise\n STPO E 1 A_Raise\n Loop\n Fire:\n STPO F 0 Bright A_GunFlash\n STPO F 1 Bright A_FireCustomMissile(\"PlasmaReapShot\",random(-3,3),1,0,0,0,random(-3,3))\n STPO G 1 Bright\n\tSTPO H 1 Bright A_ReFire\n STPO E 4\n STPO D 6 A_ReFire\n Goto Ready\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready\n GrenadeToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tSTPO A 1 Offset(0,30)\n\tSTPO A 1 Offset(0,40)\n\tSTPO A 1 Offset(0,50)\n\tSTPO A 1 Offset(0,60)\n\tSTPO A 1 Offset(0,70)\n\tTNT1 A 4 Offset(0,10)\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tSTPO A 1 Offset(0,70)\n\tSTPO A 1 Offset(0,60)\n\tSTPO A 1 Offset(0,50)\n\tSTPO A 1 Offset(0,40)\n\tSTPO A 1 Offset(0,30)\n\tGoto Ready\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready\n MineToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tSTPO A 1 Offset(0,30)\n\tSTPO A 1 Offset(0,40)\n\tSTPO A 1 Offset(0,50)\n\tSTPO A 1 Offset(0,60)\n\tSTPO A 1 Offset(0,70)\n\tTNT1 A 8 Offset(0,10)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tSTPO A 1 Offset(0,70)\n\tSTPO A 1 Offset(0,60)\n\tSTPO A 1 Offset(0,50)\n\tSTPO A 1 Offset(0,40)\n\tSTPO A 1 Offset(0,30)\n\tGoto Ready\n Flash:\n TNT1 A 1 A_Light1\n TNT1 A 1 A_Light2\n TNT1 A 1 A_Light1\n TNT1 A 1 A_Light0\n Stop\n }\n}\n\nACTOR PlasmaReapShot\n{\n Radius 13\n Height 8\n Speed 29\n Damage 6\n Scale 0.75\n RENDERSTYLE ADD\n SeeSound \"monsters/fusionfire\"\n DeathSound \"weapons/hrballexplode\"\n +MTHRUSPECIES\n +NOTIMEFREEZE\n PROJECTILE\n States\n {\n Spawn:\n FS03 AB 1 Bright A_SpawnItemEx(\"FusionTrail\",0,0,0,0,0,0,0,128,0)\n Loop\n Death:\n\tTNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"PurpleParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"Kaboom8\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n FS03 HIJ 3 Bright\n Stop\n }\n}\n\nActor PulseShotgun : Weapon\n{\nTag \"Pulse Shotgun\"\nWeapon.AmmoType \"NewCell\"\nWeapon.AmmoUse 10\nWeapon.AmmoGive 80\nWeapon.PreferredSkin \"CombatSG-Marine\"\nInventory.PickupMessage \"Pulse Shotgun\"\nAttackSound \"plasmashotgun/fire\"\nInventory.PickupSound \"weapons/pulseshotgun/pump\"\nDecal DoomImpScorch\nStates\n{\n Spawn:\n\tSTBE X -1\n\tStop\n Ready:\n TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tPSGA A 1 A_WeaponReady\n\tLoop\n Select:\n PSGA A 0 A_Raise\n\tPSGA A 1 A_Raise\n\tLoop\n Deselect:\n TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n PSGA A 0 A_Lower\n\tPSGA A 1 A_Lower\n\tLoop\n Fire:\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_PlaySound(\"weapons/pulseshotgun/add\",7)\n\tTNT1 A 0 A_FireBullets(5,6,7,24,\"ShotgunPlasmaPuff\")\n\tTNT1 A 0 Radius_Quake(3,3,0,1,0)\n\tTNT1 A 0 A_Light1\n\tPSGF AB 1 Bright\n\tTNT1 A 0 A_Light0\n\tPSGF CDE 1\n\tPSGA A 3\n\tPSGR ABCDEFGHIJK 1\n\tTNT1 A 0 A_PlaySound(\"plasmashotgun/load\")\n\tTNT1 A 0 A_PlaySound(\"weapons/pulseshotgun/pump\",7)\n\tTNT1 A 0 A_SpawnItemEx(\"ShotgunCellCasing\",30,-6,25,Random(2,4),Random(3,6),Random(3,6),0)\n\tPSGR LM 1\n\tPSGR N 2\n\tPSGR MLKJIHGFEDCBA 1\n\tGoto Ready\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready\n GrenadeToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tPSGA A 1 Offset(0,30)\n\tPSGA A 1 Offset(0,40)\n\tPSGA A 1 Offset(0,50)\n\tPSGA A 1 Offset(0,60)\n\tPSGA A 1 Offset(0,70)\n\tTNT1 A 4 Offset(0,10)\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tPSGA A 1 Offset(0,70)\n\tPSGA A 1 Offset(0,60)\n\tPSGA A 1 Offset(0,50)\n\tPSGA A 1 Offset(0,40)\n\tPSGA A 1 Offset(0,30)\n\tGoto Ready\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready\n MineToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tPSGA A 1 Offset(0,30)\n\tPSGA A 1 Offset(0,40)\n\tPSGA A 1 Offset(0,50)\n\tPSGA A 1 Offset(0,60)\n\tPSGA A 1 Offset(0,70)\n\tTNT1 A 8 Offset(0,10)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tPSGA A 1 Offset(0,70)\n\tPSGA A 1 Offset(0,60)\n\tPSGA A 1 Offset(0,50)\n\tPSGA A 1 Offset(0,40)\n\tPSGA A 1 Offset(0,30)\n\tGoto Ready\n\t}\n}\n\nActor ShotgunPlasmaPuff\n{\n Radius 6\n Height 6\n +NOBLOCKMAP\n +NOGRAVITY\n +ACTIVATEIMPACT\n +ACTIVATEPCROSS\n +NOTELEPORT\n +PUFFONACTORS\n +BLOODLESSIMPACT\n +FORCERADIUSDMG\n +MTHRUSPECIES\n +ALWAYSPUFF\n Scale 0.5\n Renderstyle Add\n Alpha 0.75\n Decal Bulletchip\n DamageType \"Marine\"\n States\n {\n Spawn:\n\tTNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"BlueParticleSpawner\",0,0,0,0,0,0,0,128)\n\tTNT1 AAA 0 A_CustomMissile(\"Kaboom6\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n BFOG A 3 Bright A_Explode(4,64)\n BFOG BCDEF 3 Bright\n Stop\n }\n}\n\nActor TechVulcan : Weapon\n{\n Tag \"Tech Vulcan\"\n Weapon.Selectionorder 4050\n Weapon.KickBack 100\n Weapon.AmmoType \"DemonAmmo\"\n Weapon.AmmoGive 80\n Weapon.AmmoUse 1\n Weapon.AmmoType2 \"DemonAmmo\"\n Weapon.AmmoUse2 10\n Weapon.PreferredSkin \"Minigun-Marine\"\n Inventory.PickupMessage \"Tech Vulcan\"\n Inventory.PickupSound \"weapons/demontechload\"\n Obituary \"%o got plasmaficated rapidly by %k's tech vulcan\"\n Decal DoomImpScorch\n States\n {\n Spawn:\n VULC Z -1\n Loop\n Ready:\n VULC A 1 A_WeaponReady\n Loop\n Deselect:\n TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tVULC A 0 A_Lower\n VULC A 1 A_Lower\n Loop\n Select:\n VULC A 0 A_Raise\n VULC A 1 A_Raise\n Loop\n Fire:\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_PlayWeaponSound(\"plasmaminigun/fire\")\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 A 0 A_SpawnItemEx(\"RedCasing\",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n VULC A 0 A_FireBullets(4.3,2.6,-1,15,\"VulcanPlasmaPuff\")\n\tVULC B 1 Bright Offset(0,36)\n\tVULC A 1 Offset(0,40)\n\tVULC A 1 Offset(0,36)\n\tVULC A 1 Offset(0,32)\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_PlayWeaponSound(\"plasmaminigun/fire\")\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 A 0 A_SpawnItemEx(\"RedCasing\",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n VULC A 0 A_FireBullets(4.3,2.6,-1,15,\"VulcanPlasmaPuff\")\n\tVULC C 1 Bright Offset(0,36)\n\tVULC A 1 Offset(0,40)\n\tVULC A 1 Offset(0,36)\n\tVULC A 1 Offset(0,32)\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_PlayWeaponSound(\"plasmaminigun/fire\")\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 A 0 A_SpawnItemEx(\"RedCasing\",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n VULC A 0 Bright A_FireBullets(4.3,2.6,-1,15,\"VulcanPlasmaPuff\")\n\tVULC D 1 Bright Offset(0,36)\n\tVULC A 1 Offset(0,40)\n\tVULC A 1 Offset(0,36)\n\tVULC A 1 Offset(0,32)\n\tVULC A 1 Bright A_ReFire\n VULC A 4\n VULC A 6 A_ReFire\n Goto Ready\n AltFire:\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_PlayWeaponSound(\"vulcan/altfire\")\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 AAA 0 A_SpawnItemEx(\"RedCasing\",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n\tVULC E 0 A_FireCustomMissile(\"VulcanLazer\",0,0,-8,8)\n\tVULC E 0 A_FireCustomMissile(\"VulcanLazer\",0,0,8,8)\n VULC E 0 A_FireCustomMissile(\"VulcanLazer\",0,1,0,8)\n VULC E 2 Bright Offset(0,36)\n\tVULC A 1 Offset(0,40)\n\tVULC A 1 Offset(0,44)\n\tVULC A 1 Offset(0,48)\n\tVULC A 1 Offset(0,44)\n\tVULC A 1 Offset(0,40)\n\tVULC A 1 Offset(0,36)\n\tVULC A 1 Offset(0,32)\n\tVULC A 7 Bright\n VULC A 6 A_ReFire\n Goto Ready\n Flash:\n TNT1 A 1 A_Light1\n TNT1 A 1 A_Light2\n TNT1 A 1 A_Light1\n TNT1 A 1 A_Light0\n Stop\n }\n}\n\nActor VulcanPlasmaPuff\n{\n Radius 6\n Height 6\n +NOBLOCKMAP\n +NOGRAVITY\n +ACTIVATEIMPACT\n +ACTIVATEPCROSS\n +BLOODLESSIMPACT\n +NOTELEPORT\n +PUFFONACTORS\n +ALWAYSPUFF\n +MTHRUSPECIES\n +NODAMAGETHRUST\n scale 0.5\n Renderstyle Add\n Alpha 0.75\n Decal Bulletchip\n DamageType \"Marine\"\n States\n {\n Spawn:\n TNT1 A 0\n \tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"Kaboom10\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n RFOG A 3 Bright A_Explode(26,48)\n RFOG BCDEF 3 Bright\n Stop\n }\n}\n\nActor VulcanLazer : FastProjectile\n{\n Radius 6\n Height 8\n Speed 75\n Damage 1\n Scale 0.45\n DamageType \"Marine\"\n RenderStyle Add\n DeathSound \"monsters/newfireexplode\"\n Decal DoomImpScorch\n MissileType \"VulcanLazerEffect\"\n ReactionTime 35\n Projectile\n +RIPPER\n +BLOODLESSIMPACT\n +MTHRUSPECIES\n +NOTIMEFREEZE\n States\n {\n Spawn:\n TNT1 A 1 A_CountDown\n Loop\n Death:\n\tTNT1 A 0\n \tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"Kaboom10\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n TNT1 A 1\n Stop\n }\n}\n\nActor VulcanLazerEffect\n{\n +NOBLOCKMAP\n +NOGRAVITY\n +PAINLESS\n +NOTIMEFREEZE\n +FORCERADIUSDMG\n Scale 0.22\n RenderStyle Add\n DamageType \"Marine\"\n Radius 1\n Height 2\n States\n {\n Spawn:\n VUEL A 0 A_Explode(4,8)\n VUEL A 1 bright A_FadeOut(0.3)\n Loop\n }\n}\n\nActor SniperRifle : Weapon\n{\nTag \"Sniper Rifle\"\nWeapon.AmmoUse 3\nWeapon.AmmoType \"BulletMag\"\nWeapon.AmmoGive 50\nWeapon.PreferredSkin \"Sniper-Marine\"\nInventory.PickupMessage \"Sniper Rifle\"\nInventory.PickupSound \"items/assaultrifle\"\nObituary \"%o was sniped by %k.\"\nAttackSound \"sniper/fire2\"\nDecal \"BulletChip\"\n-WEAPON.AMMO_CHECKBOTH\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.ALT_AMMO_OPTIONAL\n+NOALERT\nScale 0.6\nStates\n{\n Ready:\n\t TNT1 A 0 A_JumpIfInventory(\"InZoom\",1,\"Ready2\")\n\t TNT1 A 0 A_ZoomFactor(1.0)\n SNP2 A 1 A_WeaponReady\n Loop\n Ready2:\n SNP2 X 0 A_ZoomFactor(3.5)\n SNP2 X 1 A_WeaponReady\n Loop\n Deselect:\n \t TNT1 A 0 A_TakeInventory(\"InZoom\",1)\n\t TNT1 A 0 A_ZoomFactor(1.0)\n SNP2 A 1 A_Lower\n Loop\n Select:\n SNP2 A 1 A_Raise\n Loop\n Fire:\n TNT1 A 0 A_JumpIfNoAmmo(\"DryFire\")\n TNT1 A 0 A_JumpIfInventory(\"BulletMag\",5,1)\n Goto DryFire\n\t TNT1 A 0 A_AlertMonsters\n\t TNT1 A 0 A_JumpIfInventory(\"InZoom\",1,\"Fire2\")\n\t SNP2 B 0 A_SpawnItemEx(\"RifleCasing\",30,3,25,Random(2,4),Random(3,6),Random(3,6),0)\n\t TNT1 A 0 A_Recoil(0.48)\n SNP2 B 3 Bright A_FireBullets(6,6,-1,75,\"SniperBulletPuff\")\n SNP2 B 0 A_GunFlash\n\t SNP2 CD 4 Bright\n SNP2 A 17\n Goto Ready\n Fire2:\n\t SNP2 X 0 A_SpawnItemEx(\"RifleCasing\",30,3,25,Random(2,4),Random(3,6),Random(3,6),0)\n\t TNT1 A 0 A_Recoil(0.48)\n\t SNP2 X 1 Bright A_FireBullets(1,1,1,110,\"SniperBulletPuff\")\n SNP2 X 0 A_GunFlash\n SNP2 X 25\n Goto Ready\n Flash:\n TNT1 A 1 Bright A_Light1\n Goto LightDone\n TNT1 A 1 Bright A_Light1\n Goto LightDone\n AltFire:\n SNP2 A 5\n SNP2 A 0 A_JumpIfInventory(\"InZoom\",1,2)\n SNP2 A 0 A_GiveInventory(\"InZoom\",1)\n Goto Ready\n SNP2 A 0 A_TakeInventory(\"InZoom\",1)\n Goto Ready\n DryFire:\n SNP2 A 10 A_PlaySound(\"weapons/click\")\n Goto Ready\n Spawn:\n SNP2 Z -1\n Stop\n }\n}\n\nActor SniperBulletPuff : MarineBulletPuff{+NOEXTREMEDEATH}\nACTOR InZoom : Inventory{Inventory.MaxAmount 1}\n\nActor \"D-BFG\" : Weapon\n{\n Weapon.Selectionorder 2820\n Weapon.AmmoUse 1\n Weapon.AmmoGive 20\n Weapon.AmmoType \"DCell\"\n Weapon.AmmoUse2 20\n Weapon.AmmoType2 \"DCell\"\n Weapon.Kickback 100\n Inventory.PickupSound \"misc/w_pkup2\"\n Inventory.Pickupmessage \"You found a D-BFG!\"\n Weapon.PreferredSkin \"DBFG-Marine\"\n Obituary \"%o was blasted by %k's D-BFG\"\n Tag \"D-BFG\"\n +Weapon.NoAutoFire\n Decal DBFGLightning\n AttackSound \"\"\n Weapon.UpSound \"Weapons/dbfgup\"\n Weapon.SlotNumber 7\n Weapon.SlotPriority 1\n States\n {\n Spawn:\n BFG3 A -1\n Stop\n Ready:\n TNT1 A 0\n TNT1 A 0 A_PlaySound(\"Weapons/dbfgready\",CHAN_AUTO,0.5)\n BG3G AAABBBCCCDDD 1 A_WeaponReady\n Loop\n Select:\n BG3G I 1 A_Raise\n BG3G I 0 A_Raise\n Loop\n Deselect:\n BG3G I 1 A_Lower\n BG3G I 0 A_Lower\n Loop\n Fire:\n BG3G A 0 Bright A_JumpIfInventory(\"DCell\",1,1)\n Goto DryFire\n TNT1 A 0 A_PlaySound(\"Weapons/dbfgcharge2\", CHAN_WEAPON)\n BG3G JKL 4 Bright\n\tBG3G JKL 3 Bright\n\tBG3G JKLMNM 2 Bright\n Goto Hold\n Hold:\n BG3G J 0 Bright A_JumpIfInventory(\"DCell\",1,1)\n Goto DryFire\n BG3G JKL 1 Bright A_GunFlash\n BG3G E 1 Bright A_GunFlash\n TNT1 A 0 A_SetBlend(\"Blue\", 0.02, 3)\n BG3G F 1 Bright A_FireCustomMissile(\"PlayerT3DBFG10kShot\",Random(100,-100)/100.00,0,0,0,0,Random(100,-100)/100.00)\n\tTNT1 A 0 A_TakeInventory(\"DCell\",1)\n TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\", CHAN_BODY)\n BG3G G 2 Bright A_Recoil(3)\n BG3G H 2 Bright A_ReFire\n BG3G I 30 A_PlaySound(\"Weapons/dbfgcooldown2\", CHAN_WEAPON)\n Goto Ready\n AltFire:\n BG3G A 0 Bright A_JumpIfInventory(\"DCell\",20,1)\n Goto DryAltFire\n TNT1 A 0 A_PlaySound(\"Weapons/dbfgcharge\", CHAN_WEAPON)\n BG3G JKLJKL 3 Bright\n BG3G MNMJKLJKLJKLJKLMNMJKLJKLJKLMNMJKLJKLJKL 2 Bright\n Goto AltHold\n AltHold:\n BG3G A 0 Bright A_JumpIfInventory(\"DCell\",20,1)\n Goto DryAltFire\n BG3G MNMJKLMNM 2 Bright\n BG3G JKLMNMJKLMNME 1 Bright\n TNT1 A 0 A_SetBlend(\"Blue\",0.02,3)\n TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\",CHAN_AUTO)\n\tTNT1 A 0 A_TakeInventory(\"DCell\",20)\n\tBG3G F 2 A_FireCustomMissile(\"PlayerT3DBFGBall\",0,FALSE)\n BG3G G 2 Bright A_Recoil(20)\n BG3G H 2 Bright //A_ReFire\n BG3G I 50 A_PlaySound(\"Weapons/dbfgcooldown\")\n Goto Ready\n DryFire:\n BG3G A 0 A_Print(\"No ammunition!\")\n BG3G A 10 A_PlaySound(\"weapon/off\")\n Goto Ready\n DryAltFire:\n BG3G A 0 A_Print(\"20 ammunition for secondary fire!\")\n BG3G A 10 A_PlaySound(\"weapon/off\")\n Goto Ready\n }\n}\n\nACTOR DCell : Ammo\n{\n\tInventory.Amount 10\n\tInventory.MaxAmount 50\n\tAmmo.BackpackAmount 2\n\tAmmo.BackpackMaxAmount 100\n\tInventory.PickupMessage \"Picked up an D-Cell.\"\n\tInventory.PickupSound \"items/cell\"\n\tInventory.Icon \"BG3CA0\"\n\tStates\n\t{\n Spawn:\n BG3C AB 3\n Loop\n }\n}\n\nACTOR DCellPack : DCell\n{\n\tInventory.PickupMessage \"Picked up an D-Cellpack.\"\n\tInventory.PickupSound \"items/cellpack\"\n\tInventory.Amount 50\n\tStates\n\t{\n\tSpawn:\n\tBG3B AB 3\n\tLoop\n\t}\n}\n\nActor PlayerT3DBFG10kShot : FastProjectile\n{\n Height 1\n Radius 1\n Speed 200\n Projectile\n Renderstyle Add\n Alpha 0.75\n DeathSound \"Weapons/dbfgexplode2\"\n Damage 75\n DamageType \"Marine\"\n +MTHRUSPECIES\n +NOEXTREMEDEATH\n +ActivatePCross\n +FORCEXYBILLBOARD\n +ForceRadiusDmg\n +FOILINVUL\n States\n {\n Spawn:\n TRC5 A 1 Bright\n Loop\n Death:\n XDeath:\n TNT1 A 0 A_SpawnItemEx(\"T3DBFG10kDeathParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 A 0 A_SpawnItemEx(\"T3DBFGShotShockwave\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_Detonate\n BG3X A 3 Bright A_SpawnItemEx(\"T3DBFGShotShockwaveDmg\", 16, 16)\n BG3X B 3 Bright A_SpawnItemEx(\"T3DBFGShotShockwaveDmg\", -16, 16)\n\tBG3X C 3 Bright A_SpawnItemEx(\"T3DBFGShotShockwaveDmg\", 16, -16)\n\tBG3X D 3 Bright A_SpawnItemEx(\"T3DBFGShotShockwaveDmg\", -16, -16)\n\tBG3X E 3 Bright A_SpawnItemEx(\"T3DBFGShotShockwaveDmg\", 0, 0, 16)\n\tBG3X F 3 Bright A_SpawnItemEx(\"T3DBFGShotShockwaveDmg\", 0, 0, -16)\n Stop\n }\n}\n\nACTOR PlayerT3DBFGBall : BFGBall\n{\nAlpha 0.75\nScale 1.5\nSpeed 26\nRadius 20\nHeight 40\nDamage 100\nDecal \"DBFGLightning\"\nDeathSound \"Weapons/bfg27ex\"\nDamageType \"DBFG2\"\nSeeSound \"\"\n+MTHRUSPECIES\n+FORCERADIUSDMG\n+NODAMAGETHRUST\n+FOILINVUL\n+RIPPER\nSpecies \"Player\"\nDamageType \"PlayerDBFG2\"\nStates\n{\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(128,\"SpawnSFX\")\n TNT1 A 0 A_AlertMonsters\n\t TNT1 A 0 A_PlaySound(\"Weapons/dbfgball\", CHAN_VOICE, 1.0, True)\n\t TNT1 A 0 A_Jump(128, 2)\n TNT1 A 0 A_SpawnItemEx(\"T3DBFGBoltSmlExpB\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t TNT1 A 0 A_Jump(256, 1)\n TNT1 A 0 A_SpawnItemEx(\"T3DBFGBoltSmlExpC\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t TNT1 A 0 A_Explode(128, 256, 0, false, 64)\n TNT1 A 0 A_SpawnItemEx(\"PlayerT3DBFGShockAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\t D3PP A 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n TNT1 A 0 A_SpawnItemEx(\"T3DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n TNT1 A 0 A_SpawnItemEx(\"T3DBFGBallParticleFloater\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n TNT1 A 0 A_SpawnItemEx(\"PlayerT3DBFGShockAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n D3PP A 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n TNT1 A 0 A_SpawnItemEx(\"T3DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n TNT1 A 0 A_SpawnItemEx(\"T3DBFGBallParticleFloater\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\t TNT1 A 0 A_Explode(128, 256, 0, false, 64)\n TNT1 A 0 A_SpawnItemEx(\"PlayerT3DBFGShockAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\t D3PP B 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n TNT1 A 0 A_SpawnItemEx(\"T3DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n TNT1 A 0 A_SpawnItemEx(\"T3DBFGBallParticleFloater\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n TNT1 A 0 A_SpawnItemEx(\"PlayerT3DBFGShockAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n D3PP B 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n TNT1 A 0 A_SpawnItemEx(\"T3DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n TNT1 A 0 A_SpawnItemEx(\"T3DBFGBallParticleFloater\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\t TNT1 A 0 A_Explode(128, 256, 0, false, 64)\n TNT1 A 0 A_SpawnItemEx(\"PlayerT3DBFGShockAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\t D3PP C 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n TNT1 A 0 A_SpawnItemEx(\"T3DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n TNT1 A 0 A_SpawnItemEx(\"T3DBFGBallParticleFloater\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n TNT1 A 0 A_SpawnItemEx(\"PlayerT3DBFGShockAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n D3PP C 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n TNT1 A 0 A_SpawnItemEx(\"T3DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n TNT1 A 0 A_SpawnItemEx(\"T3DBFGBallParticleFloater\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\t Loop\n \"SpawnSFX\":\n TNT1 A 0 A_AlertMonsters\n\t TNT1 A 0 A_PlaySound(\"Weapons/dbfgball\", CHAN_VOICE, 1.0, True)\n\t TNT1 A 0 A_Jump(128, 2)\n TNT1 A 0 A_SpawnItemEx(\"T3DBFGBoltSmlExpB\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t TNT1 A 0 A_Jump(256, 1)\n TNT1 A 0 A_SpawnItemEx(\"T3DBFGBoltSmlExpC\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t TNT1 A 0 A_Explode(128, 256, 0, false, 64)\n TNT1 A 0 A_SpawnItemEx(\"PlayerT3DBFGShockAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\t D3PP A 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n TNT1 A 0 A_SpawnItemEx(\"T3DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n TNT1 A 0 A_SpawnItemEx(\"T3DBFGBallParticleFloater\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n TNT1 A 0 A_SpawnItemEx(\"T3DBFGBallLightningBolt\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n TNT1 A 0 A_SpawnItemEx(\"PlayerT3DBFGShockAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n D3PP A 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n TNT1 A 0 A_SpawnItemEx(\"T3DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n TNT1 A 0 A_SpawnItemEx(\"T3DBFGBallParticleFloater\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n TNT1 A 0 A_SpawnItemEx(\"T3DBFGBallLightningBolt\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n\t TNT1 A 0 A_Explode(128, 256, 0, false, 64)\n TNT1 A 0 A_SpawnItemEx(\"PlayerT3DBFGShockAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\t D3PP B 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n TNT1 A 0 A_SpawnItemEx(\"T3DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n TNT1 A 0 A_SpawnItemEx(\"T3DBFGBallParticleFloater\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n TNT1 A 0 A_SpawnItemEx(\"T3DBFGBallLightningBolt\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n TNT1 A 0 A_SpawnItemEx(\"PlayerT3DBFGShockAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n D3PP B 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n TNT1 A 0 A_SpawnItemEx(\"T3DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n TNT1 A 0 A_SpawnItemEx(\"T3DBFGBallParticleFloater\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n TNT1 A 0 A_SpawnItemEx(\"T3DBFGBallLightningBolt\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n\t TNT1 A 0 A_Explode(128, 256, 0, false, 64)\n TNT1 A 0 A_SpawnItemEx(\"PlayerT3DBFGShockAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\t D3PP C 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n TNT1 A 0 A_SpawnItemEx(\"T3DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n TNT1 A 0 A_SpawnItemEx(\"T3DBFGBallParticleFloater\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n TNT1 A 0 A_SpawnItemEx(\"T3DBFGBallLightningBolt\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n TNT1 A 0 A_SpawnItemEx(\"PlayerT3DBFGShockAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n D3PP C 1 Bright A_SpawnItemEx(\"T3DBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n TNT1 A 0 A_SpawnItemEx(\"T3DBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n TNT1 A 0 A_SpawnItemEx(\"T3DBFGBallParticleFloater\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n TNT1 A 0 A_SpawnItemEx(\"T3DBFGBallLightningBolt\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n\t Loop\n Death:\n TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"PlayerT3DBFGBoltExp\")\n TNT1 A 0 A_Explode(256, 256, 0, false, 128)\n TNT1 A 0 Bright A_Quake(4, 35*2, 0, 4096, none)\n\t TNT1 A 8 Bright\n TNT1 A 0 A_Explode(256, 384, 0, false, 128)\n\t TNT1 A 8 Bright\n TNT1 A 0 A_Explode(256, 512, 0, false, 256)\n\t TNT1 A 8 Bright A_BFGSpray(\"PlayerT3DBFGExtra\", 40, 30)\n TNT1 A 0 A_Explode(256, 512, 0, false, 256)\n\t TNT1 A 8 Bright\n TNT1 A 0 A_Explode(256, 512, 0, false, 256)\n TNT1 A 8 Bright\n TNT1 A 0 A_Explode(256, 512, 0, false, 256)\n TNT1 A 8 Bright\n TNT1 A 0 A_Explode(256, 512, 0, false, 256)\n Stop\n }\n}\n\nACTOR TechErasus : Weapon\n{\n\tTag \"Tech Erasus\"\n\tWeapon.AmmoUse 10\n\tWeapon.AmmoType \"DemonAmmo\"\n\tWeapon.AmmoGive 100\n Weapon.PreferredSkin \"DemonTechRifle-Marine\"\n\tInventory.PickupMessage \"Erasus\"\n\tInventory.PickupSound \"weapons/demontechload\"\n\tDecal DoomImpScorch\n\tScale 0.9\n\tStates\n\t{\n\tReady:\n\t\tERGG A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tERGG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tERGG A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tERGL A 0 A_PlayWeaponSound(\"erasus/load\")\n\t\tERGL A 0 A_Quake(2,24,0,32,\"none\")\n\t\tERGL A 0 A_SetBlend(\"Red\",0.1,22)\n\tHold:\n\t\tERGL ABCDEFGHIJK 4\n\t\tERGG B 3 A_Refire\n\t\tERGL A 0 A_Quake(3,25,0,128,\"none\")\n\t\tERGL A 0 A_PlayWeaponSound(\"erasus/fire\")\n\t\tERGL A 0 A_AlertMonsters\n\t\tERGL A 0 A_Recoil(6)\n\t\tERGL A 0 A_GunFlash\n\t\tERGL A 0 A_FireCustomMissile(\"ErasusProj\",0,1,4,-5)\n\t\tERGF A 1 Bright Offset(4,36) A_ZoomFactor(0.995)\n\t\tERGF B 1 Bright Offset(8,40) A_ZoomFactor(0.98)\n\t\tERGF C 1 Offset(12,44) A_ZoomFactor(0.97)\n\t\tERGF D 1 Offset(15,47) A_ZoomFactor(0.965)\n\t\tERGF D 1 Offset(18,50) A_ZoomFactor(0.96)\n\t\tERGF E 1 Offset(20,51) A_ZoomFactor(0.97)\n\t\tERGF E 1 Offset(21,52) A_ZoomFactor(0.98)\n\t\tERGF F 1 Offset(22,53) A_ZoomFactor(0.985)\n\t\tERGF F 1 Offset(23,54) A_ZoomFactor(0.99)\n\t\tERGF G 1 A_ZoomFactor(0.995)\n\t\tERGF G 1 A_ZoomFactor(1)\n\t\tERGF H 6\n\t\tERGF I 4\n\t\tERGF I 1 Offset(22,53)\n\t\tERGF I 1 Offset(21,52)\n\t\tERGF J 1 Offset(20,51)\n\t\tERGF J 1 Offset(19,50)\n\t\tERGF K 1 Offset(17,48)\n\t\tERGF K 1 Offset(15,46)\n\t\tERGF L 1 Offset(13,44)\n\t\tERGF L 1 Offset(10,41)\n\t\tERGF M 1 Offset(8,39)\n\t\tERGF M 1 Offset(6,37)\n\t\tERGF N 1 Offset(4,35)\n\t\tERGF N 1 Offset(2,33)\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 3 A_Light2\n\t\tTNT1 A 3 A_Light1\n\t\tTNT1 A 1 A_Light0\n\t\tStop\n\tSpawn:\n\t\tERGG Z -1\n\t\tStop\n\t}\n}\n\nACTOR ErasusProj : FastProjectile\n{\nSpeed 350\nRadius 17\nHeight 10\nDamage 75\nRenderstyle Add\nPROJECTILE\n-CANNOTPUSH\n+NODAMAGETHRUST\n+EXTREMEDEATH\n+MTHRUSPECIES\nDamageType \"Marine\"\nDeathSound \"weapons/StachanovHit\"\nMissileType \"ErasusProjTrail\"\nDecal Scorch\nStates\n{\n Spawn:\n TNT1 A 0\n TNT1 A 1 A_PlaySound(\"erasus/fly\",5,1.0,1)\n Loop\n Death:\n TNT1 A 0 A_PlaySound(\"erasus/explode\",5)\n TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"ErasusProjTrailSparks\",random(19,-19),random(19,-19),random(19,-19),0,0,0,0,128,0)\n TNT1 A 0 A_SpawnItemEx(\"ErasusExplode\",0,0,0,0,0,0,0,128,0)\n\tTNT1 A 0 A_Explode(512,64,0)\n TNT1 A 0 A_Explode(288,156,0)\n TNT1 BCD 4\n stop\n }\n}\n\nACTOR ErasusProjTrail\n{\nRenderStyle Add\nScale 0.175\nAlpha 1\n+NOINTERACTION\n+NOGRAVITY\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 //A_SetScale(ScaleX,ScaleY-0.0875)\n YAE4 A 2 Bright A_SpawnItemEx(\"ErasusProjTrailSparks\",random(4,-4),random(4,-4),random(4,-4),0,0,0,0,128,0)\n YAE4 A 2 Bright\n Fly:\n YAE4 A 0 //A_SetScale(ScaleX-0.01,ScaleY-0.01)\n YAE4 A 1 Bright A_FadeOut(0.295)\n Loop\n }\n}\n\nACTOR ErasusProjTrailSparks : ClientSideEffect\n{\nRenderStyle Add\nScale 0.0125\nAlpha 0.95\n+NOINTERACTION\n+NOGRAVITY\n+CLIENTSIDEONLY\nStates\n{\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n YAE4 A 3 Bright A_ChangeVelocity(frandom(-0.8,0.8),frandom(-0.8,0.8),frandom(-0.8,0.8),0)\n YAE4 A 1 Bright A_FadeOut(0.05)\n Loop\n}\n}\n\nACTOR ErasusExplode\n{\nRadius 17\nHeight 10\nRenderstyle Add\nScale 0.5\n+CLIENTSIDEONLY\n+NOINTERACTION\n+NOGRAVITY\nStates\n {\n Spawn:\n YAE3 ABCDEFGHIJKLMNOPQRS 1 Bright A_FadeOut(0.05)\n Stop\n }\n}\n\nACTOR EFG9000 : Weapon\n{\n Tag \"EFG 9000\"\n Weapon.AmmoUse 1\n Weapon.AmmoGive 75\n Weapon.AmmoType \"Missile\"\n Weapon.AmmoUse2 40\n Weapon.AmmoType2 \"Missile\"\n Inventory.PickupMessage \"EFG 9000\"\n Inventory.PickupSound \"weapons/pickupml\"\n Weapon.PreferredSkin \"EFG9K-Marine\"\n Scale 0.5\n +WEAPON.NOAUTOFIRE\n States\n {\n Ready:\n EFGG A 1 A_WeaponReady\n Loop\n Deselect:\n EFGG A 1 A_Lower\n Loop\n Select:\n EFGG A 1 A_Raise\n Loop\n Fire:\n EFGG A 0 A_JumpIfInventory(\"Missile\",10,1)\n Goto DryFire\n EFGG A 17 A_PlayWeaponSound(\"efg/charge1\")\n\tEFGG A 17 A_PlayWeaponSound(\"efg/charge2\")\n\tEFGG A 17 A_PlayWeaponSound(\"efg/charge3\")\n\tEFGG A 2 Bright A_GunFlash\n\tEFGG B 0 A_PlayWeaponSound(\"mrl/fire\")\n EFGG B 0 A_FireCustomMissile(\"EFGRocket\",random(-1,1),1,7,-8)\n\tEFGG BC 1 Bright\n\tEFGG A 2 Bright A_GunFlash\n\tEFGG B 0 A_PlayWeaponSound(\"mrl/fire\")\n EFGG B 0 A_FireCustomMissile(\"EFGRocket\",random(-1,1),1,7,-8)\n\tEFGG BC 1 Bright\n Hold:\n\tEFGG A 2 Bright A_GunFlash\n\tEFGG B 0 A_PlayWeaponSound(\"mrl/fire\")\n EFGG B 0 A_FireCustomMissile(\"EFGRocket\",random(-1,1),1,7,-8)\n\tEFGG BC 1 Bright\n\tEFGG A 2 Bright A_GunFlash\n\tEFGG B 0 A_PlayWeaponSound(\"mrl/fire\")\n EFGG B 0 A_FireCustomMissile(\"EFGRocket\",random(-1,1),1,7,-8)\n\tEFGG A 2 Bright A_GunFlash\n\tEFGG B 0 A_PlayWeaponSound(\"mrl/fire\")\n EFGG B 0 A_FireCustomMissile(\"EFGSeekRocket\",random(-1,1),1,7,-8)\n\tEFGG BC 1 Bright\n\tEFGG A 2 Bright A_GunFlash\n\tEFGG B 0 A_PlayWeaponSound(\"mrl/fire\")\n EFGG B 0 A_FireCustomMissile(\"EFGSeekRocket\",random(-1,1),1,7,-8)\n\tEFGG BC 1 Bright\n\tEFGG A 2 Bright A_GunFlash\n\tEFGG A 1 Bright A_Refire\n\tEFGG A 20 A_PlayWeaponSound(\"weapon/warn\")\n\tEFGG A 50\n\tEFGG A 0 A_PlaySound(\"weapon/cool\")\n\tEFGG AAAAAAAAAAAA 1 A_FireCustomMissile(\"SmokeFX4\",random(-1,1),0,7,-8)\n EFGG A 5\n\tGoto Ready\n AltFire:\n EFGG A 0 A_JumpIfInventory(\"Missile\",40,1)\n Goto DryAltFire\n\tEFGG A 1 Bright\n EFGG A 1 Bright A_PlayWeaponSound(\"weapons/nuclearmissilecharge\")\n\tEFGG DEDEADEDEADEDEADEDEADEDEA 3 Bright\n\tEFGG A 2 Bright A_GunFlash\n\tEFGG B 0 A_PlaySoundEx(\"Cardihilator/NukeFire\",1,0,2)\n EFGG B 0 A_FireCustomMissile(\"EFGFusionNuke\",random(-1,1),1,7,-8)\n\tEFGG BC 2 Bright\n\tEFGG A 20 A_PlayWeaponSound(\"weapon/warn\")\n\tEFGG A 50\n\tEFGG A 0 A_PlaySound(\"weapon/cool\")\n\tEFGG AAAAAAAAAAAA 1 A_FireCustomMissile(\"SmokeFX4\",random(-1,1),0,7,-8)\n EFGG A 5 A_ReFire\n Goto Ready\n DryFire:\n EFGG A 0 A_Print(\"10 rockets for primary fire!\")\n EFGG A 10 A_PlaySound(\"weapon/off\")\n Goto Ready\n DryAltFire:\n EFGG A 0 A_Print(\"40 rockets for secondary fire!\")\n EFGG A 10 A_PlaySound(\"weapon/off\")\n Goto Ready\n Spawn:\n EFGG Z -1\n Stop\n }\n}\n\nACTOR EFGRocket\n{\nRadius 11\nHeight 8\nProjectile\nSpeed 86\nDamage 20\nObituary \"%o ate %k's Rocket.\"\n+RANDOMIZE\n+DEHEXPLOSION\n+SKYEXPLODE\n+MTHRUSPECIES\n+NOTIMEFREEZE\nDeathSound \"weapons/rocklx\"\nDamagetype \"Explosion\"\nStates\n{\nSpawn:\n MIS7 A 0 A_CustomMissile(\"RocketSmoke\",Random(4,6),Random(-2,2))\n\tMIS7 AAA 0 A_CustomMissile(\"NewRockeParticleTrail\",Random(4,6),Random(-2,2))\n\tMIS7 A 0 A_ChangeVelocity(1,0.5*random(-3,3),0.5*random(-2,2),CVF_RELATIVE)\n MIS7 A 1 Bright A_PlaySoundEx(\"rpg/fly\",\"SoundSlot7\",1)\n Loop\nDeath:\n MIS7 A 0 A_StopSoundEx(\"SoundSlot7\")\n\tTNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n TNT1 AAA 0 A_SpawnItemEx(\"OrangeParticleSpawner\",0,0,0,0,0,0,0,128)\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX3\",0,0,random(0,360),2,random(0,360))\n TNT1 AAAAAA 0 A_CustomMissile(\"Kaboom\",0,0,random(0,360),2,random(0,360))\n MISL B 4 Bright A_Explode(128,158)\n MISL CD 4 Bright A_SetTranslucent(0.75,1)\n Stop\n }\n}\n\nACTOR EFGSeekRocket : EFGRocket\n{\nSpeed 40\nDamage 15\n+SEEKERMISSILE\n+SCREENSEEKER\nStates\n{\nSpawn:\n MIS8 A 0 A_CustomMissile(\"RocketSmoke\",Random(4,6),Random(-2,2))\n\tMIS8 AAA 0 A_CustomMissile(\"NewRockeParticleTrail\",Random(4,6),Random(-2,2))\n MIS8 A 0 A_BishopMissileWeave\n\tMIS8 A 0 A_SeekerMissile(30,45,SMF_LOOK)\n MIS8 A 2 Bright A_PlaySoundEx(\"rpg/fly\",\"SoundSlot7\",1)\n\tMIS8 A 0 A_CustomMissile(\"RocketSmoke\",Random(4,6),Random(-2,2))\n\tMIS8 AAA 0 A_CustomMissile(\"NewRockeParticleTrail\",Random(4,6),Random(-2,2))\n MIS8 A 0 A_BishopMissileWeave\n\tMIS8 A 0 A_SeekerMissile(30,45,SMF_LOOK)\n MIS8 A 2 Bright A_PlaySoundEx(\"rpg/fly\",\"SoundSlot7\",1)\n MIS8 A 0 A_CustomMissile(\"RocketSmoke\",Random(4,6),Random(-2,2))\n\tMIS8 AAA 0 A_CustomMissile(\"NewRockeParticleTrail\",Random(4,6),Random(-2,2))\n MIS8 A 0 A_BishopMissileWeave\n\tMIS8 A 0 A_SeekerMissile(30,45,SMF_LOOK)\n MIS8 A 2 Bright A_PlaySoundEx(\"rpg/fly\",\"SoundSlot7\",1)\n\tMIS8 A 0 A_CustomMissile(\"RocketSmoke\",Random(4,6),Random(-2,2))\n\tMIS8 AAA 0 A_CustomMissile(\"NewRockeParticleTrail\",Random(4,6),Random(-2,2))\n MIS8 A 0 A_BishopMissileWeave\n\tMIS8 A 0 A_SeekerMissile(30,45,SMF_LOOK)\n MIS8 A 2 Bright A_PlaySoundEx(\"rpg/fly\",\"SoundSlot7\",1)\n\tMIS8 A 0 A_PlaySound(\"monster/homingrockbeep\")\n Loop\nDeath:\n MIS8 A 0 A_StopSoundEx(\"SoundSlot7\")\n\tTNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n TNT1 AAA 0 A_SpawnItemEx(\"OrangeParticleSpawner\",0,0,0,0,0,0,0,128)\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX3\",0,0,random(0,360),2,random(0,360))\n TNT1 AAAAAA 0 A_CustomMissile(\"Kaboom\",0,0,random(0,360),2,random(0,360))\n MISL B 4 Bright A_Explode(48,158)\n MISL CD 4 Bright A_SetTranslucent(0.75,1)\n Stop\n }\n}\n\nACTOR EFGFusionNuke\n{\nRadius 13\nHeight 8\nSpeed 75\nDamage 250\nDamagetype \"Explosion\"\nPROJECTILE\n+FULLVOLDEATH\n+FORCERADIUSDMG\n+MTHRUSPECIES\nDeathSound \"weapons/nuclearmissileexplode\"\nStates\n{\n Spawn:\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(4,6),Random(-2,2))\n TNT1 A 0 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(4,6),Random(-2,2))\n NKS1 A 2 Bright A_CustomMissile(\"NuclearMissileTrail\",0,0,0)\n Loop\n Death:\n TNT1 A 0\n\t TNT1 A 0 A_StopSound(5)\n\t TNT1 A 0 A_Explode(1024,256)\n\t TNT1 A 0 A_Explode(64,1024)\n\t TNT1 A 0 A_Explode(256,1024,0)\n\t TNT1 A 0 A_Explode(128,2048,0)\n\t TNT1 A 0 A_PlaySoundEx(\"MiniNuke/ex\", \"Voice\", 0, 2)\n\t TNT1 A 0 A_SpawnItemEx(\"miniNukeFlare\", 0, 0, 0,0,0,0,0,128,0)\n TNT1 A 25 A_SpawnItemEx(\"miniNukeFloor\", 0, 0, 0,0,0,0,0,128,0)\n TNT1 AA 0 A_SpawnItemEx(\"miniNukeSmokeFloor\", 0, 0, 0,0,0,0,0,128,0)\n TNT1 A 0 A_SpawnItemEx(\"miniNukePillar\", 0, 0, 0, 0, 0, 6, 0, 128, 0)\n TNT1 A 105 A_SpawnItemEx(\"miniNukeSmokePillar\", 0, 0, 0, 0, 0, 6, 0, 128, 0)\n TNT1 A 0 A_SpawnItemEx(\"miniNukeMushroom\", 0, 0, 500,0,0,0,0,128,0)\n TNT1 AA 0 A_SpawnItemEx(\"miniNukeSmokeMushroom\", 0, 0, 500,0,0,0,0,128,0)\n Stop\n }\n}\n\nActor BFG3500 : Weapon\n{\n Weapon.PreferredSkin \"BFG9500-Marine\"\n Weapon.SelectionOrder 2800\n Weapon.AmmoUse 100\n Weapon.AmmoGive 300\n Weapon.AmmoType \"NewCell\"\n Weapon.UpSound \"freeze/up\"\n +WEAPON.NOAUTOFIRE\n Inventory.PickupSound \"weapons/bfgpickup\"\n Inventory.PickupMessage \"You got the BFG 3500!!\"\n States\n {\n Ready:\n\tBFG9 A 1 A_WeaponReady\n\tLoop\n Deselect:\n\tBFG9 A 1 A_Lower\n\tLoop\n Select:\n\tBFG9 A 1 A_Raise\n\tLoop\n Fire:\n\tBFG9 A 0 A_PlayWeaponSound(\"bfg3500/fire\")\n\tBFG9 A 0 A_GunFlash\n\tBFG9 B 1 Bright Radius_Quake(1,2,0,1,0)\n\tBFG9 BBBBBB 1 Bright\n\tBFG9 C 1 Bright Radius_Quake(2,2,0,1,0)\n\tBFG9 CCCCCC 1 Bright\n\tBFG9 D 1 Bright Radius_Quake(4,2,0,1,0)\n\tBFG9 DDDDDD 1 Bright\n\tBFG9 E 1 Bright Radius_Quake(6,2,0,1,0)\n\tBFG9 EEEEEE 1 Bright\n\tBFG9 F 1 Bright Radius_Quake(8,2,0,1,0)\n\tBFG9 FFFFFF 1 Bright\n\tBFG9 A 0 Radius_Quake(10,4,0,1,0)\n\tBFG9 A 0 A_Recoil(10)\n\tBFG9 A 0 Radius_Quake(10,6,0,1,0)\n\tBFG9 G 1 Bright A_FireCustomMissile(\"BFG3500Ball\")\n\tBFG9 GGGHHHGG 1 Bright\n\tBFG9 FEDCB 2\n\tBFG9 A 0 A_Light0\n\tBFG9 A 0 Radius_Quake(3,10,0,1,0)\n\tBFG9 A 0 A_PlaySound(\"weapons/dtech10ksteam\")\n\tBFG9 AAAAAAAAAAAA 1 A_FireCustomMissile(\"DTech10KSteam\",-58+Random(-4,4),0,0,0)\n\tBFG9 A 20\n\tBFG9 A 3 A_Refire\n\tGoto Ready\n /*Fire:\n\tBFG9 A 0 A_PlayWeaponSound(\"bfg3500/fire\")\n\tBFG9 A 0 A_GunFlash\n\tBFG9 A 1 Bright Radius_Quake(1,2,0,1,0)\n\tBFG9 AAAAAA 1 Bright\n\tBFG9 A 1 Bright Radius_Quake(2,2,0,1,0)\n\tBFG9 AAAAAA 1 Bright\n\tBFG9 A 1 Bright Radius_Quake(4,2,0,1,0)\n\tBFG9 AAAAAA 1 Bright\n\tBFG9 A 1 Bright Radius_Quake(6,2,0,1,0)\n\tBFG9 AAAAAA 1 Bright\n\tBFG9 A 1 Bright Radius_Quake(8,2,0,1,0)\n\tBFG9 AAAAAA 1 Bright\n\tBFG9 A 0 Radius_Quake(10,4,0,1,0)\n\tBFG9 A 0 A_Recoil(10)\n\tBFG9 A 0 Radius_Quake(10,6,0,1,0)\n\tBFG9 A 1 Bright A_FireCustomMissile(\"BFG3500Ball\")\n\tBFG9 AAAAAA 1 Bright\n\tBFG9 A 15\n\tBFG9 A 0 A_Light0\n\tBFG9 A 0 Radius_Quake(3,10,0,1,0)\n\tBFG9 A 0 A_PlaySound(\"weapons/dtech10ksteam\")\n\tBFG9 AAAAAAAAAAAA 1 A_FireCustomMissile(\"DTech10KSteam\",-58+Random(-4,4),0,0,0)\n\tBFG9 A 20\n\tBFG9 A 3 A_Refire\n\tGoto Ready\n Flash:\n\tB9GF BBBBBBB 1 A_Light1\n\tB9GF CCCCCCC 1 A_Light1\n\tB9GF DDDDDDD 1 A_Light1\n\tB9GF EEEEEEE 1 A_Light1\n\tB9GF FFFFFFF 1 A_Light1\n\tB9GF GGGGGGG 1 A_Light1\n\tGoto LightDone*/\n Spawn:\n\tB9IG AB 17\n\tLoop\n\t}\n}\n\nActor BFG3500Ball\n{\n Radius 13\n Height 8\n Speed 25\n PROJECTILE\n Damage 88\n +RANDOMIZE\n +FORCERADIUSDMG\n +NODAMAGETHRUST\n +FORCEPAIN\n +NOEXTREMEDEATH\n Renderstyle Add\n Alpha 0.8\n DeathSound \"\"\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_PlaySoundEx(\"weapons/dtech10kball\",\"Voice\",1)\n BFS9 ABCD 1 Bright A_SpawnItemEx(\"BFGTrailParticleBlue\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n Loop\n Death:\n TNT1 A 0\n\tTNT1 A 0 A_SetTranslucent(0.75,1)\n\tTNT1 A 0 A_RadiusGive(\"BFG3500BallEffect\",584,RGF_MONSTERS|RGF_PLAYERS,1)\n\tTNT1 A 0 A_Explode(random(32,128),584,0)\n\tTNT1 A 0 A_SpawnItemEx(\"BFG3500ShockWave\",0,0,24,0,0,0,0,128)\n\tBFS9 ABCDABCDABCDABCDABCDABCDABCDABCDABCD 1 Bright A_SpawnItemEx(\"BFGTrailParticleBlue\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\t//TNT1 A 0 A_Explode(8,512,0)\n\tTNT1 A 0 A_RadiusGive(\"BFG3500BallEffect\",584,RGF_MONSTERS|RGF_PLAYERS,1)\n\tTNT1 A 0 A_Explode(random(32,128),584,0)\n\tTNT1 A 0 A_SpawnItemEx(\"BFG3500ShockWave\",0,0,24,0,0,0,0,128)\n\tBFS9 ABCDABCDABCDABCDABCDABCDABCDABCDABCD 1 Bright A_SpawnItemEx(\"BFGTrailParticleBlue\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_RadiusGive(\"BFG3500BallEffect\",584,RGF_MONSTERS|RGF_PLAYERS,1)\n\tTNT1 A 0 A_Explode(random(32,128),584,0)\n\tTNT1 A 0 A_SpawnItemEx(\"BFG3500ShockWave\",0,0,24,0,0,0,0,128)\n\tBFS9 ABCDABCDABCDABCDABCDABCDABCDABCDABCD 1 Bright A_SpawnItemEx(\"BFGTrailParticleBlue\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_RadiusGive(\"BFG3500BallEffect\",584,RGF_MONSTERS|RGF_PLAYERS,1)\n\tTNT1 A 0 A_Explode(random(32,128),584,0)\n\tTNT1 A 0 A_SpawnItemEx(\"BFG3500ShockWave\",0,0,24,0,0,0,0,128)\n\tBFS9 ABCDABCDABCDABCDABCDABCDABCDABCDABCD 1 Bright A_SpawnItemEx(\"BFGTrailParticleBlue\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_RadiusGive(\"BFG3500BallEffect\",584,RGF_MONSTERS|RGF_PLAYERS,1)\n\tTNT1 A 0 A_Explode(random(32,128),584,0)\n\tTNT1 A 0 A_SpawnItemEx(\"BFG3500ShockWave\",0,0,24,0,0,0,0,128)\n\tBFS9 ABCDABCDABCDABCDABCDABCDABCDABCDABCD 1 Bright A_SpawnItemEx(\"BFGTrailParticleBlue\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_RadiusGive(\"BFG3500BallEffect\",584,RGF_MONSTERS|RGF_PLAYERS,1)\n\tTNT1 A 0 A_Explode(random(32,128),584,0)\n\tTNT1 A 0 A_SpawnItemEx(\"BFG3500ShockWave\",0,0,24,0,0,0,0,128)\n\tBFS9 ABCDABCDABCDABCDABCDABCDABCDABCDABCD 1 Bright A_SpawnItemEx(\"BFGTrailParticleBlue\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_RadiusGive(\"BFG3500BallEffect\",584,RGF_MONSTERS|RGF_PLAYERS,1)\n\tTNT1 A 0 A_Explode(random(32,128),584,0)\n\tTNT1 A 0 A_SpawnItemEx(\"BFG3500ShockWave\",0,0,24,0,0,0,0,128)\n\tBFS9 ABCDABCDABCDABCDABCDABCDABCDABCDABCD 1 Bright A_SpawnItemEx(\"BFGTrailParticleBlue\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_RadiusGive(\"BFG3500BallEffect\",584,RGF_MONSTERS|RGF_PLAYERS,1)\n\tTNT1 A 0 A_Explode(random(32,128),584,0)\n\tTNT1 A 0 A_SpawnItemEx(\"BFG3500ShockWave\",0,0,24,0,0,0,0,128)\n\tBFS9 ABCDABCDABCDABCDABCDABCDABCDABCDABCD 1 Bright A_SpawnItemEx(\"BFGTrailParticleBlue\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_Explode(random(64,388),584,0)\n\tTNT1 A 0 Radius_Quake(3,35,0,10,0)\n\tTNT1 A 0 A_RadiusGive(\"BFG3500BallEffect\",584,RGF_MONSTERS|RGF_PLAYERS,1)\n\tTNT1 A 0 A_SpawnItemEx(\"BFG3500ShockWave\",0,0,24,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(144,256)\n\tTNT1 A 0 A_StopSoundEx(\"Voice\")\n\tTNT1 A 0 Radius_Quake(20,12,0,12,0)\n\tTNT1 A 0 A_PlaySound(\"bfg3500/explode\")\n\tBFE9 A 8 Bright A_SpawnItem(\"BFG3500BallEx\",0,-10)\n\tBFE9 BCD 8 Bright\n Stop\n }\n}\n\nActor BFG3500BallEffect : CustomInventory\n{\n +INVENTORY.QUIET\n +INVENTORY.UNDROPPABLE\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.AUTOACTIVATE\n Inventory.Amount 1\n Inventory.MaxAmount 0\n States\n {\n PickUp:\n NULL A 1\n\tNULL A 1 //A_Jump(80,3)\n\t//NULL A 1 ACS_NamedExecuteAlways(\"Spray Damage Amount\",0,0,random(64,388),0)\n\tNULL A 1 ACS_NamedExecuteAlways(\"Spray Damage Amount\",0,0,0,0)\n NULL A 1 A_SpawnItemEx(\"BFG3500Spray\",0,0,36)\n\tNULL A 1\n Stop\n }\n}\n\n/*ACTOR Waiting : Melee\n{\n Weapon.PreferredSkin \"Fist-Marine\"\n\tStates\n\t{\n Ready:\n\t\tPKFS A 1 A_WeaponReady\n\t\tLoop\n\t }\n}*/\n\nActor UtilitySlot1 : Inventory{Inventory.MaxAmount 5}\nActor UtilitySlot2 : Inventory{Inventory.MaxAmount 10}\nActor UtilityMenu1 : Inventory{Inventory.MaxAmount 1}\nActor UtilityMenu2 : Inventory{Inventory.MaxAmount 1}\nActor UtilityTier2 : Inventory{Inventory.MaxAmount 1}\nActor UtilityTier3 : Inventory{Inventory.MaxAmount 1}\nActor UtilityTier4 : Inventory{Inventory.MaxAmount 1}\nActor CrateDelay : Inventory{Inventory.MaxAmount 150}\nActor ReinforcementCardDelay : Inventory{Inventory.MaxAmount 240}\nActor ChaliceDelay : Inventory{Inventory.MaxAmount 90}\nActor SkullDelay : Inventory{Inventory.MaxAmount 90}\nActor UtilityOverHeat : Inventory{Inventory.MaxAmount 300}\nActor UtilityMaxSoldier : Inventory{Inventory.MaxAmount 1}\nActor UtilityJetTrooper : Inventory{Inventory.MaxAmount 1}\nActor UtilityEnforcer : Inventory{Inventory.MaxAmount 1}\nActor UtilityNecroSuit : Inventory{Inventory.MaxAmount 1}\nActor UtilityBFG9500 : Inventory{Inventory.MaxAmount 1}\nActor UtilityBFG10000 : Inventory{Inventory.MaxAmount 1}\nActor UtilityDevastator : Inventory{Inventory.MaxAmount 1}\n\nACTOR UtilityGun : Weapon\n{\n Tag \"Utility Gun\"\n Weapon.SelectionOrder 10\n Weapon.AmmoType \"UtilityAmmo\"\n Weapon.AmmoGive 100\n Weapon.AmmoUse 1\n States\n {\n Spawn:\n TNT1 A 1\n Stop\n Ready:\n UTIL A 1 A_WeaponReady\n Loop\n Deselect:\n TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t TNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n UTIL A 0 A_Lower\n UTIL A 1 A_Lower\n Loop\n Select:\n UTIL A 0 A_Raise\n UTIL A 1 A_Raise\n Loop\n Fire:\n UTIL A 0 A_GunFlash\n\t UTIL A 0 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 2,\"AmmoPack\")\n\t UTIL A 0 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 3,\"BackPack\")\n\t UTIL A 0 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 4,\"PortableMedkit\")\n\t UTIL A 0 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 5,\"ArmorPlate\")\n\t UTIL A 0 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 6,\"ExtraArmor\")\n\t UTIL A 0 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 7,\"DemonAmmoBox\")\n\t UTIL A 0 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 8,\"BonusCrate\")\n\t UTIL A 0 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 9,\"ReinforcementCard\")\n\t UTIL A 0 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 99,\"DemonicChalice\")\n\t UTIL A 0 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 98,\"FullRefilePack\")\n\t UTIL A 0 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 97,\"SkullOfPower\")\n\t UTIL A 0 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 10,\"SentryGun\")\n\t UTIL A 0 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 11,\"RangeSentryGun\")\n\t UTIL A 0 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 12,\"SniperSentryGun\")\n\t UTIL A 0 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 13,\"ShotgunSentryGun\")\n\t UTIL A 0 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 14,\"FlameSentryGun\")\n\t UTIL A 0 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 15,\"PlasmaSentryGun\")\n\t UTIL A 0 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 16,\"RocketSentryGun\")\n\t UTIL A 0 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 17,\"RailgunSentryGun\")\n\t UTIL A 0 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 18,\"MissileSentryGun\")\n\t UTIL A 0 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 20,\"QuadShotgun\")\n\t UTIL A 0 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 21,\"Minigun\")\n\t UTIL A 0 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 22,\"GrenadeLauncher\")\n\t UTIL A 0 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 23,\"Railgun\")\n\t UTIL A 0 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 24,\"DemonTechRifle\")\n\t UTIL A 0 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 25,\"PulseShotgun\")\n\t UTIL A 0 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 26,\"HexaShotgun\")\n\t UTIL A 0 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 27,\"BFG9500\")\n\t UTIL A 0 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 28,\"BFG10K\")\n\t UTIL A 0 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 29,\"Devastator\")\n\t UTIL A 0 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 30,\"MaxSoldier\")\n\t UTIL A 0 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 31,\"JetTrooper\")\n\t UTIL A 0 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 32,\"Enforcer\")\n\t UTIL A 0 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 33,\"NecroSuit\")\n\t UTIL A 0 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 40,\"ScoutDrone\")\n\t UTIL A 0 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 41,\"BattleDroneD1\")\n\t UTIL A 0 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 42,\"ScoutBot\")\n\t UTIL A 0 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 43,\"BattleBotB1\")\n\t UTIL A 0 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 44,\"BattleBotB2\")\n\t UTIL A 0 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 45,\"BattleDroneD2\")\n\t UTIL A 0 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 46,\"BattleBotB3\")\n\t UTIL A 1 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 47,\"CommandPost\")\n\t UTIL A 1 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 48,\"BattleBotB4\")\n\t UTIL A 1 A_JumpIf(ACS_ExecuteWithResult(3600,0,0,0) == 49,\"MegaSupportTank\")\n\t Goto Nope\n Nope:\n UTIL C 15 Bright A_PlaySound(\"sentry/warn\")\n Goto Ready\n AmmoPack:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"AmmoPackMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"AmmoPackMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"AmmoPackMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"AmmoPackMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",10)\n UTIL B 3 Bright A_SpawnItemEx(\"AmmoPack\",78,0,16,0,0,0,0,32)\n Goto Ready\n Backpack:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BackPackMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BackPackMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BackPackMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BackPackMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",25)\n UTIL B 3 Bright A_SpawnItemEx(\"BackPack\",78,0,16,0,0,0,0,32)\n Goto Ready\n PortableMedkit:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"PortableMedkitMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"PortableMedkitMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"PortableMedkitMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"PortableMedkitMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",15)\n UTIL B 3 Bright A_SpawnItemEx(\"PortableMedkit\",78,0,16,0,0,0,0,32)\n Goto Ready\n ArmorPlate:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"ArmorPlateMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"ArmorPlateMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"ArmorPlateMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"ArmorPlateMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",15)\n UTIL B 3 Bright A_SpawnItemEx(\"ArmorPlate\",78,0,16,0,0,0,0,32)\n Goto Ready\n ExtraArmor:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"ExtraArmorMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"ExtraArmorMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"ExtraArmorMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"ExtraArmorMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",50)\n UTIL B 3 Bright A_SpawnItemEx(\"ExtraArmor\",78,0,16,0,0,0,0,32)\n Goto Ready\n DemonAmmoBox:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"DemonAmmoBoxMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"DemonAmmoBoxMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"DemonAmmoBoxMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"DemonAmmoBoxMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",60)\n UTIL B 3 Bright A_SpawnItemEx(\"DemonAmmoBox\",78,0,16,0,0,0,0,32)\n Goto Ready\n BonusCrate:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BonusCrateMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BonusCrateMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BonusCrateMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BonusCrateMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_JumpIfInventory(\"UtilityTier4\",1,\"BonusCrateTier4\")\n\t UTIL B 0 A_JumpIfInventory(\"UtilityTier3\",1,\"BonusCrateTier3\")\n\t UTIL B 0 A_JumpIfInventory(\"UtilityTier2\",1,\"BonusCrateTier2\")\n\t UTIL B 0\n BonusCrateTier1:\n UTIL B 0\n UTIL B 0 A_GiveInventory(\"CrateDelay\",150)\n Goto BonusCrateEnd\n BonusCrateTier2:\n UTIL B 0\n UTIL B 0 A_GiveInventory(\"CrateDelay\",120)\n Goto BonusCrateEnd\n BonusCrateTier3:\n UTIL B 0\n UTIL B 0 A_GiveInventory(\"CrateDelay\",90)\n Goto BonusCrateEnd\n BonusCrateTier4:\n UTIL B 0\n UTIL B 0 A_GiveInventory(\"CrateDelay\",60)\n Goto BonusCrateEnd\n BonusCrateEnd:\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",100)\n UTIL B 3 Bright A_SpawnItemEx(\"BonusCrate\",78,0,16,0,0,0,0,32)\n Goto Ready\n ReinforcementCard:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"ReinforcementCardMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"ReinforcementCardMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"ReinforcementCardMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"ReinforcementCardMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_JumpIfInventory(\"UtilityTier4\",1,\"ReinforcementCardTier4\")\n\t UTIL B 0 A_JumpIfInventory(\"UtilityTier3\",1,\"ReinforcementCardTier3\")\n\t UTIL B 0\n ReinforcementCardTier2:\n UTIL B 0\n UTIL B 0 A_GiveInventory(\"ReinforcementCardDelay\",240)\n Goto ReinforcementCardEnd\n ReinforcementCardTier3:\n UTIL B 0\n UTIL B 0 A_GiveInventory(\"ReinforcementCardDelay\",180)\n Goto ReinforcementCardEnd\n ReinforcementCardTier4:\n UTIL B 0\n UTIL B 0 A_GiveInventory(\"ReinforcementCardDelay\",150)\n Goto ReinforcementCardEnd\n ReinforcementCardEnd:\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",150)\n UTIL B 3 Bright A_SpawnItemEx(\"ReinforcementCard\",78,0,16,0,0,0,0,32)\n Goto Ready\n DemonicChalice:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"DemonicChaliceMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"DemonicChaliceMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"DemonicChaliceMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"DemonicChaliceMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_GiveInventory(\"ChaliceDelay\",90)\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",300)\n UTIL B 3 Bright A_SpawnItemEx(\"DemonicChalice\",78,0,16,0,0,0,0,32)\n Goto Ready\n FullRefilePack:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"FullRefilePackMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"FullRefilePackMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"FullRefilePackMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"FullRefilePackMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",280)\n UTIL B 3 Bright A_SpawnItemEx(\"FullRefilePack\",78,0,16,0,0,0,0,32)\n Goto Ready\n SkullOfPower:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"SkullOfPowerMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"SkullOfPowerMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"SkullOfPowerMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"SkullOfPowerMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_GiveInventory(\"SkullDelay\",90)\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",420)\n UTIL B 3 Bright A_SpawnItemEx(\"SkullOfPower\",78,0,16,0,0,0,0,32)\n Goto Ready\n SentryGun:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"SentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"SentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"SentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"SentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"SentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"SentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"SentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"SentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",50)\n UTIL B 3 Bright A_SpawnItemEx(\"SentryGun\",78,0,16,0,0,0,0,32)\n Goto Ready\n RangeSentryGun:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"RangeSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"RangeSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"RangeSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"RangeSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"RangeSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"RangeSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"RangeSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"RangeSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",35)\n UTIL B 3 Bright A_SpawnItemEx(\"RangeSentryGun\",78,0,16,0,0,0,0,32)\n Goto Ready\n SniperSentryGun:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"SniperSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"SniperSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"SniperSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"SniperSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"SniperSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"SniperSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"SniperSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"SniperSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",60)\n UTIL B 3 Bright A_SpawnItemEx(\"SniperSentryGun\",78,0,16,0,0,0,0,32)\n Goto Ready\n ShotgunSentryGun:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"ShotgunSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"ShotgunSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"ShotgunSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"ShotgunSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"ShotgunSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"ShotgunSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"ShotgunSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"ShotgunSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",50)\n UTIL B 3 Bright A_SpawnItemEx(\"ShotgunSentryGun\",78,0,16,0,0,0,0,32)\n Goto Ready\n FlameSentryGun:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"FlameSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"FlameSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"FlameSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"FlameSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"FlameSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"FlameSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"FlameSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"FlameSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",65)\n UTIL B 3 Bright A_SpawnItemEx(\"FlameSentryGun\",78,0,16,0,0,0,0,32)\n Goto Ready\n PlasmaSentryGun:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"PlasmaSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"PlasmaSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"PlasmaSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"PlasmaSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"PlasmaSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"PlasmaSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"PlasmaSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"PlasmaSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",60)\n UTIL B 3 Bright A_SpawnItemEx(\"PlasmaSentryGun\",78,0,16,0,0,0,0,32)\n Goto Ready\n RocketSentryGun:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"RocketSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"RocketSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"RocketSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"RocketSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"RocketSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"RocketSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"RocketSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"RocketSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",70)\n UTIL B 3 Bright A_SpawnItemEx(\"RocketSentryGun\",78,0,16,0,0,0,0,32)\n Goto Ready\n RailgunSentryGun:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"RailgunSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"RailgunSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"RailgunSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"RailgunSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"RailgunSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"RailgunSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"RailgunSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"RailgunSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",150)\n UTIL B 3 Bright A_SpawnItemEx(\"RailgunSentryGun\",78,0,16,0,0,0,0,32)\n Goto Ready\n MissileSentryGun:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"MissileSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"MissileSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"MissileSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"MissileSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"MissileSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"MissileSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"MissileSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"MissileSentryGunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",450)\n UTIL B 3 Bright A_SpawnItemEx(\"MissileSentryGun\",78,0,16,0,0,0,0,32)\n Goto Ready\n QuadShotgun:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"QuadBarrelShotgunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"QuadBarrelShotgunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"QuadBarrelShotgunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"QuadBarrelShotgunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",35)\n UTIL B 3 Bright A_SpawnItemEx(\"Quad Barrel Shotgun\",78,0,16,0,0,0,0,32)\n Goto Ready\n Minigun:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"MinigunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"MinigunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"MinigunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"MinigunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",20)\n UTIL B 3 Bright A_SpawnItemEx(\"Minigun \",78,0,16,0,0,0,0,32)\n Goto Ready\n GrenadeLauncher:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"GrenadeLauncherMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"GrenadeLauncherMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"GrenadeLauncherMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"GrenadeLauncherMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",50)\n UTIL B 3 Bright A_SpawnItemEx(\"Grenade Launcher\",78,0,16,0,0,0,0,32)\n Goto Ready\n Railgun:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"RailgunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"RailgunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"RailgunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"RailgunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",65)\n UTIL B 3 Bright A_SpawnItemEx(\"Railgun \",78,0,16,0,0,0,0,32)\n Goto Ready\n DemonTechRifle:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"DemonTechRifleMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"DemonTechRifleMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"DemonTechRifleMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"DemonTechRifleMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",50)\n UTIL B 3 Bright A_SpawnItemEx(\"Demon Tech Rifle\",78,0,16,0,0,0,0,32)\n Goto Ready\n PulseShotgun:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"PulseShotgunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"PulseShotgunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"PulseShotgunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"PulseShotgunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",65)\n UTIL B 3 Bright A_SpawnItemEx(\"PulseShotgun\",78,0,16,0,0,0,0,32)\n Goto Ready\n HexaShotgun:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"Hexa-ShotgunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"Hexa-ShotgunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"Hexa-ShotgunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"Hexa-ShotgunMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",180)\n UTIL B 3 Bright A_SpawnItemEx(\"Hexa-Shotgun\",78,0,16,0,0,0,0,32)\n Goto Ready\n BFG9500:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BFG9500Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BFG9500Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BFG9500Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BFG9500Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_GiveInventory(\"UtilityBFG9500\",1)\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",250)\n UTIL B 3 Bright A_SpawnItemEx(\"BFG9500\",78,0,16,0,0,0,0,32)\n Goto Ready\n BFG10K:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BFG10KMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BFG10KMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BFG10KMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BFG10KMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_GiveInventory(\"UtilityBFG10000\",1)\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",250)\n UTIL B 3 Bright A_SpawnItemEx(\"BFG10K \",78,0,16,0,0,0,0,32)\n Goto Ready\n Devastator:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"DemonTechDevastatorMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"DemonTechDevastatorMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"DemonTechDevastatorMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"DemonTechDevastatorMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_GiveInventory(\"UtilityDevastator\",1)\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",500)\n\t UTIL B 3 Bright A_SpawnItemEx(\"EFG9000\",78,0,16,0,0,0,0,32)\n //UTIL B 3 Bright A_SpawnItemEx(\"Demon Tech Devastator\",78,0,16,0,0,0,0,32)\n Goto Ready\n MaxSoldier:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"MaxSoldierMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"MaxSoldierMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"MaxSoldierMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"MaxSoldierMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"MaxSoldierMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"MaxSoldierMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"MaxSoldierMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"MaxSoldierMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_GiveInventory(\"UtilityMaxSoldier\",1)\n\t UTIL B 0 A_GiveInventory(\"UtilityOverHeat\",90)\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",100)\n UTIL B 3 Bright A_SpawnItemEx(\"MaxSoldier\",78,0,16,0,0,0,0,32)\n Goto Ready\n JetTrooper:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"JetTrooperMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"JetTrooperMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"JetTrooperMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"JetTrooperMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"JetTrooperMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"JetTrooperMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"JetTrooperMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"JetTrooperMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_GiveInventory(\"UtilityJetTrooper\",1)\n\t UTIL B 0 A_GiveInventory(\"UtilityOverHeat\",90)\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",100)\n UTIL B 3 Bright A_SpawnItemEx(\"JetTrooper\",78,0,16,0,0,0,0,32)\n Goto Ready\n Enforcer:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"EnforcerMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"EnforcerMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"EnforcerMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"EnforcerMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"EnforcerMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"EnforcerMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"EnforcerMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"EnforcerMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_GiveInventory(\"UtilityEnforcer\",1)\n\t UTIL B 0 A_GiveInventory(\"UtilityOverHeat\",90)\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",100)\n UTIL B 3 Bright A_SpawnItemEx(\"Enforcer\",78,0,16,0,0,0,0,32)\n Goto Ready\n NecroSuit:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"NecroSuitMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"NecroSuitMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"NecroSuitMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"NecroSuitMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"NecroSuitMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"NecroSuitMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"NecroSuitMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"NecroSuitMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_GiveInventory(\"UtilityNecroSuit\",1)\n\t UTIL B 0 A_GiveInventory(\"UtilityOverHeat\",120)\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",400)\n UTIL B 3 Bright A_SpawnItemEx(\"NecroSuit\",78,0,16,0,0,0,0,32)\n Goto Ready\n ScoutDrone:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"ScoutDroneMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"ScoutDroneMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"ScoutDroneMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"ScoutDroneMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"ScoutDroneMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"ScoutDroneMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"ScoutDroneMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"ScoutDroneMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",50)\n UTIL B 3 Bright A_SpawnItemEx(\"ScoutDrone\",78,0,16,0,0,0,0,32)\n Goto Ready\n BattleDroneD1:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleDroneD1Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleDroneD1Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleDroneD1Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleDroneD1Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleDroneD1Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleDroneD1Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleDroneD1Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleDroneD1Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",60)\n UTIL B 3 Bright A_SpawnItemEx(\"BattleDroneD1\",78,0,16,0,0,0,0,32)\n Goto Ready\n ScoutBot:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"ScoutBotMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"ScoutBotMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"ScoutBotMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"ScoutBotMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"ScoutBotMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"ScoutBotMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"ScoutBotMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"ScoutBotMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",50)\n UTIL B 3 Bright A_SpawnItemEx(\"ScoutBot\",78,0,16,0,0,0,0,32)\n Goto Ready\n BattleBotB1:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleBotB1Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleBotB1Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleBotB1Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleBotB1Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleBotB1Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleBotB1Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleBotB1Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleBotB1Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",75)\n UTIL B 3 Bright A_SpawnItemEx(\"BattleBotB1\",78,0,16,0,0,0,0,32)\n Goto Ready\n BattleBotB2:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleBotB2Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleBotB2Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleBotB2Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleBotB2Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleBotB2Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleBotB2Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleBotB2Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleBotB2Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",150)\n UTIL B 3 Bright A_SpawnItemEx(\"BattleBotB2\",78,0,16,0,0,0,0,32)\n Goto Ready\n BattleDroneD2:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleDroneD2Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleDroneD2Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleDroneD2Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleDroneD2Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleDroneD2Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleDroneD2Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleDroneD2Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleDroneD2Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",125)\n UTIL B 3 Bright A_SpawnItemEx(\"BattleDroneD2\",78,0,16,0,0,0,0,32)\n Goto Ready\n BattleBotB3:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleBotB3Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleBotB3Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleBotB3Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleBotB3Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleBotB3Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleBotB3Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleBotB3Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleBotB3Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",280)\n UTIL B 3 Bright A_SpawnItemEx(\"BattleBotB3\",78,0,16,0,0,0,0,32)\n Goto Ready\n BattleBotB4:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleBotB4Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleBotB4Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleBotB4Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleBotB4Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleBotB4Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleBotB4Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleBotB4Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"BattleBotB4Marker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",450)\n UTIL B 3 Bright A_SpawnItemEx(\"BattleBotB4\",78,0,16,0,0,0,0,32)\n Goto Ready\n CommandPost:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"UACCommandPostMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"UACCommandPostMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"UACCommandPostMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"UACCommandPostMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"UACCommandPostMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"UACCommandPostMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"UACCommandPostMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"UACCommandPostMarker\",78,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_GiveInventory(\"UtilityOverHeat\",300)\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",300)\n UTIL B 3 Bright A_SpawnItemEx(\"UACCommandPost\",78,0,16,0,0,0,0,32)\n Goto Ready\n MegaSupportTank:\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"MegaSupportTankMarker\",108,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"MegaSupportTankMarker\",108,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 3 Bright A_SpawnItemEx(\"MegaSupportTankMarker\",108,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"MegaSupportTankMarker\",108,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"MegaSupportTankMarker\",108,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"MegaSupportTankMarker\",108,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"MegaSupportTankMarker\",108,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"MegaSupportTankMarker\",108,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"MegaSupportTankMarker\",108,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"MegaSupportTankMarker\",108,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"MegaSupportTankMarker\",108,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"MegaSupportTankMarker\",108,0,16)\n UTIL A 3 A_GunFlash\n UTIL B 3 Bright A_SpawnItemEx(\"MegaSupportTankMarker\",108,0,16)\n UTIL A 3 A_GunFlash\n\t UTIL B 0 A_GiveInventory(\"UtilityOverHeat\",120)\n\t UTIL B 0 A_TakeInventory(\"UtilityAmmo\",500)\n\t UTIL B 0 A_PlaySound(\"supporttank/see\",CHAN_AUTO,1.0,FALSE)\n UTIL B 3 Bright A_SpawnItemEx(\"MegaSupportTank\",108,0,16,0,0,0,0,32)\n Goto Ready\n AltFire:\n UTIL A 0 A_GunFlash\n\t UTIL A 0 A_JumpIfInventory(\"UtilityMenu1\",1,\"Nope\")\n\t UTIL A 0 A_GiveInventory(\"UtilityMenu1\",1)\n \t UTIL A 1 ACS_ExecuteAlways(3602,0,0,0,0)\n\t Goto Ready\n Flash:\n TNT1 A 5 A_Light1\n TNT1 A 6 A_Light2\n TNT1 A 5 A_Light1\n TNT1 A 0 A_Light0\n Stop\n }\n}\n\nACTOR UtilityAmmo : Ammo\n{\nInventory.Icon \"UTIA0\"\nInventory.Amount 1\nInventory.MaxAmount 100\nAmmo.BackpackAmount 0\n}\n\nActor UtilityActorSlot\n{\nHealth 9999999999\nMonster\n+FRIENDLY\n+NOTARGET\n+NOCLIP\n-COUNTKILL\nStates\n{\n Spawn:\n\tTNT1 A 3\n\tTNT1 A 3 ACS_ExecuteAlways(3601,0,1,0,0)\n Fly:\n\tTNT1 A 1\n\tLoop\n Death:\n\tTNT1 A 1\n\tStop\n\t}\n}\n\nActor OpenDeckSlot1 : Inventory{Inventory.MaxAmount 2}\nActor OpenDeckSlot2 : Inventory{Inventory.MaxAmount 7}\nActor OpenDeckMenu1 : Inventory{Inventory.MaxAmount 1}\nActor OpenDeckMenu2 : Inventory{Inventory.MaxAmount 1}\n\nACTOR OpenDeck : Weapon\n{\n Tag \"Open Deck\"\n Weapon.SelectionOrder 10\n Weapon.AmmoType \"OpenDeckAmmo\"\n Weapon.AmmoGive 3\n Weapon.AmmoUse 1\n Weapon.PreferredSkin \"Fist-Marine\"\n States\n {\n Spawn:\n TNT1 A 1\n Stop\n Ready:\n ODEK A 1 A_WeaponReady\n Loop\n Deselect:\n ODEK A 0 A_Lower\n ODEK A 1 A_Lower\n Loop\n Select:\n ODEK A 0 A_Print(\"Press Altfire to open the menu\")\n ODEK A 0 A_Raise\n ODEK A 1 A_Raise\n Goto Select+1\n Fire:\n ODEK A 0 A_GunFlash\n\t ODEK A 15 ACS_ExecuteAlways(3698,0,0,0,0)\n\t Goto Ready\n AltFire:\n ODEK A 0 A_GunFlash\n\t ODEK A 0 A_JumpIfInventory(\"OpenDeckMenu1\",1,\"Nope\")\n\t ODEK A 0 A_GiveInventory(\"OpenDeckMenu1\",1)\n \t ODEK A 1 ACS_ExecuteAlways(3699,0,0,0,0)\n\t Goto Ready\n Nope:\n ODEK A 15 A_PlaySound(\"sentry/warn\")\n Goto Ready\n Flash:\n TNT1 A 5 A_Light1\n TNT1 A 6 A_Light2\n TNT1 A 5 A_Light1\n TNT1 A 0 A_Light0\n Stop\n }\n}\n\nACTOR OpenDeckAmmo : Ammo\n{\n//Inventory.Icon \"ITM2Z0\"\nInventory.Amount 1\nInventory.MaxAmount 9\nAmmo.BackpackAmount 0\n}\n\nActor KamikazeBoom : Nuke\n{\nPROJECTILE\nReactionTime 1\nDamageType \"Marine\"\n+FORCERADIUSDMG\nStates\n{\n Spawn:\n TNT1 AAA 0 A_Countdown\n Death:\n TNT1 A 0\n TNT1 A 1 A_Explode(4500,1650,0)\n TNT1 A 0 A_PlaySoundEx(\"MiniNuke/ex\", \"Voice\", 0, 2)\n TNT1 A 0 A_SpawnItemEx(\"miniNukeFlare\", 0, 0, 0,0,0,0,0,128,0)\n TNT1 A 25 A_SpawnItemEx(\"miniNukeFloor\", 0, 0, 0,0,0,0,0,128,0)\n TNT1 AA 0 A_SpawnItemEx(\"miniNukeSmokeFloor\", 0, 0, 0,0,0,0,0,128,0)\n TNT1 A 0 A_SpawnItemEx(\"miniNukePillar\", 0, 0, 0, 0, 0, 6, 0, 128, 0)\n TNT1 A 105 A_SpawnItemEx(\"miniNukeSmokePillar\", 0, 0, 0, 0, 0, 6, 0, 128, 0)\n TNT1 A 0 A_SpawnItemEx(\"miniNukeMushroom\", 0, 0, 500,0,0,0,0,128,0)\n TNT1 AA 0 A_SpawnItemEx(\"miniNukeSmokeMushroom\", 0, 0, 500,0,0,0,0,128,0)\n Stop\n }\n}"
}
]
},
"maps": []
}