Raw model (for completeness)
{
"meta": {
"id": "09088837-8ba3-47ff-9a57-0fc165c0f70e",
"sha1": "d124d99a4fc4039dfae0a2f29c9b02402e2d98b6",
"sha256": "acd2d7746a47508b6dff11ca097badaeac0e388b5d068680a4dcd33521994494",
"filenames": [
"samsarahold-core-plus2.pk3"
],
"additional": {
"engines": [
"ZDOOM"
],
"iwad": [],
"filename": null,
"added": "2016-02-23 21:33:26",
"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": "2016-02-23 21:33:26",
"file": {
"type": "PK3",
"size": 78028796,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/d124d99a4fc4039dfae0a2f29c9b02402e2d98b6/d124d99a4fc4039dfae0a2f29c9b02402e2d98b6.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 8278,
"maps": 0,
"palettes": 0
},
"engines_guess": [
"ZDOOM"
]
},
"text_files": [
{
"source": "pk3",
"name": "DEHACKED.txt",
"contents": "Patch File for DeHackEd v3.0\n# Created with WhackEd2 0.60 build 214\n\n# General version information\nDoom version = 21\nPatch format = 6\n\nAmmo 1 (Shells)\nMax ammo = 100\n#Per ammo = 10"
},
{
"source": "pk3",
"name": "GLDEFS.txt",
"contents": "#include \"gldefs/keys.txt\"\n\n#include \"gldefs/doom.txt\"\n#include \"gldefs/chex.txt\"\n#include \"gldefs/heretic.txt\"\n#include \"gldefs/hexen.txt\"\n#include \"gldefs/quake.txt\"\n#include \"gldefs/enemies.txt\""
},
{
"source": "pk3",
"name": "KEYCONF.txt",
"contents": "clearplayerclasses\naddplayerclass \"DoomguyPlayer\"\naddplayerclass \"ChexWarrior\"\naddplayerclass \"CorvusPlayer\"\naddplayerclass \"WolfenPlayer\"\naddplayerclass \"HexenPlayer\"\naddplayerclass \"DukePlayer\"\naddplayerclass \"MarathonPlayer\"\naddplayerclass \"QuakePlayer\"\n\naddkeysection \"Samsara: Characters\" samsarakeys\n\naddmenukey \"Doomguy: Animations\" samsara_cmd_vanilladoomanims\naddmenukey \"Doomguy: Stronghold\" samsarahold_cmd_strweapons\naddmenukey \"BJ: Retro Movement\" samsara_cmd_bjwalk\naddmenukey \"Duke: Ballgag\" samsara_cmd_dukestfu\naddmenukey \"Duke: Music\" samsarahold_cmd_dukemusic\naddmenukey \"Ranger: Recoil\" samsara_cmd_norecoil\n\naddkeysection \"Samsara: System\" samsarasyskeys\n\naddmenukey \"Weapon Bar\" samsara_cmd_wephud\naddmenukey \"Pickup Graphics\" samsara_cmd_weppickups\naddmenukey \"Pickup Msg. Mode\" samsara_cmd_msgmode\naddmenukey \"Tipbox: Show\" samsara_tipbox\naddmenukey \"Tipbox: Next char\" samsara_tipright\naddmenukey \"Tipbox: Next page\" samsara_tipdown\n//addmenukey \"Stronghold: Silent Alarm\" samsarahold_cmd_turnthatdamnalarmoff\naddmenukey \"Server Settings\" samsara_cmd_settings\n\nalias samsara_id_vanilladoom \"set samsara_cl_vanilladoom $samsara_cl_vanilladoom; archivecvar samsara_cl_vanilladoom\"\nalias samsara_id_wolfmove \"set samsara_cl_wolfmove $samsara_cl_wolfmove; archivecvar samsara_cl_wolfmove\"\nalias samsara_id_ballgag \"set samsara_cl_ballgag $samsara_cl_ballgag; archivecvar samsara_cl_ballgag\"\nalias samsara_id_weaponhud \"set samsara_cl_weaponhud $samsara_cl_weaponhud; archivecvar samsara_cl_weaponhud\"\nalias samsara_id_moremessages \"set samsara_cl_moremessages $samsara_cl_moremessages; archivecvar samsara_cl_moremessages\"\nalias samsara_id_printpickup \"set samsara_cl_printpickup $samsara_cl_printpickup; archivecvar samsara_cl_printpickup\"\nalias samsara_id_pickupmode \"set samsara_cl_pickupmode $samsara_cl_pickupmode; archivecvar samsara_cl_pickupmode\"\nalias samsara_id_norecoil \"set samsara_cl_norecoil $samsara_cl_norecoil; archivecvar samsara_cl_norecoil\"\nalias samsarahold_id_strweapons \"set samsarahold_cl_strweapons $samsarahold_cl_strweapons; archivecvar samsarahold_cl_strweapons\"\nalias samsarahold_id_dukemusic \"set samsarahold_cl_dukemusic $samsarahold_cl_dukemusic; archivecvar samsarahold_cl_dukemusic\"\n//alias samsarahold_id_turnthatdamnalarmoff \"set samsarahold_cl_turnthatdamnalarmoff $samsarahold_cl_turnthatdamnalarmoff; archivecvar samsarahold_cl_turnthatdamnalarmoff\"\n\nalias samsara_cmd_vanilladoomanims \"samsara_id_vanilladoom; eval != 1 $samsara_cl_vanilladoom samsara_cl_vanilladoom; showmode \\\"Vanilla animations\\\" $samsara_cl_vanilladoom\"\nalias samsara_cmd_bjwalk \"samsara_id_wolfmove; eval != 1 $samsara_cl_wolfmove samsara_cl_wolfmove; showmode \\\"Wolfenstein movement\\\" $samsara_cl_wolfmove\"\nalias samsara_cmd_dukestfu \"samsara_id_ballgag; eval != 1 $samsara_cl_ballgag samsara_cl_ballgag; showmode \\\"Ballgag mode\\\" $samsara_cl_ballgag\"\nalias samsara_cmd_norecoil \"samsara_id_norecoil; eval != 1 $samsara_cl_norecoil samsara_cl_norecoil; showmode \\\"No recoil\\\" $samsara_cl_norecoil\"\nalias samsara_cmd_wephud \"samsara_id_weaponhud; eval != 1 $samsara_cl_weaponhud samsara_cl_weaponhud; showmode \\\"Weapon bar\\\" $samsara_cl_weaponhud\"\nalias samsara_cmd_moremessages \"samsara_id_moremessages; eval != 1 $samsara_cl_moremessages samsara_cl_moremessages; showmode \\\"Alternate messages\\\" $samsara_cl_moremessages\"\nalias samsara_cmd_msgmode \"samsara_id_printpickup; eval != 1 $samsara_cl_printpickup samsara_cl_printpickup; showmode \\\"Print pickup messages\\\" $samsara_cl_printpickup\"\nalias samsara_cmd_weppickups \"samsara_id_pickupmode; eval % + $samsara_cl_pickupmode 1 3 samsara_cl_pickupmode; showpickupmode\"\nalias samsarahold_cmd_strweapons \"samsarahold_id_strweapons; eval != 1 $samsarahold_cl_strweapons samsarahold_cl_strweapons; showmode \\\"Doomguy Stronghold Weapon Graphics\\\" $samsarahold_cl_strweapons\"\nalias samsarahold_cmd_dukemusic \"samsarahold_id_dukemusic; eval != 1 $samsarahold_cl_dukemusic samsarahold_cl_dukemusic; showmode \\\"Duke Nukem Remix Music\\\" $samsarahold_cl_dukemusic\"\n//alias samsarahold_cmd_turnthatdamnalarmoff \"samsarahold_id_turnthatdamnalarmoff; eval != 1 $samsarahold_cl_turnthatdamnalarmoff samsarahold_cl_turnthatdamnalarmoff; showmode \\\"Stronghold Silent Alarm\\\" $samsarahold_cl_turnthatdamnalarmoff\"\n\nalias samsara_cmd_settings \"puke -676\"\nalias samsara_tipbox \"puke -300\"\nalias samsara_tipleft \"puke -227 0 -1\"\nalias samsara_tipright \"puke -227 0 1\"\nalias samsara_tipup \"puke -227 1 -1\"\nalias samsara_tipdown \"puke -227 1 1\"\nalias changelog \"puke -302 1\"\nalias cvarinfo \"puke -302 2\"\n//alias changelogoff \"puke -302 2\"\n\nalias showmode \"test != 0 %2 \\\"set truth True\\\" \\\"set truth False\\\"; echo %1 is\\\\cf $truth; unset truth\"\n\nalias showpickupmode \"test == $samsara_cl_pickupmode 2 \\\"echo \\\\\\\\cdClass-specific\\\\\\\\c- weapon mode set\\\" \\\"showpickup2\\\"\"\nalias showpickup2 \"test == $samsara_cl_pickupmode 1 \\\"echo \\\\\\\\cdHybrid\\\\\\\\c- weapon mode set\\\" \\\"echo \\\\\\\\cdOld-style\\\\\\\\c- weapon mode set\\\"\"\n\naddslotdefault 0 \" Fist \"\naddslotdefault 0 \" Staff \"\naddslotdefault 0 \"Mace of Contrition\"\naddslotdefault 0 \" Bootspoon \"\naddslotdefault 0 \"Knife\"\naddslotdefault 0 \"Mighty Boot\"\naddslotdefault 0 \"Steel Knuckles\"\naddslotdefault 0 \"Axe\"\n\naddslotdefault 1 \" Chainsaw \"\naddslotdefault 1 \"Gauntlets of the Necromancer\"\naddslotdefault 1 \"Super Bootspork\"\naddslotdefault 1 \"Pipebombs\"\naddslotdefault 1 \"KKV-7 SMG Flechette\"\n\naddslotdefault 1 \"Spiked Gauntlet\"\naddslotdefault 1 \"Spear of Longinus\"\naddslotdefault 1 \"Talon Ceramic Combat Blade\"\naddslotdefault 1 \"Tech.50 Pacifier\"\naddslotdefault 1 \"Gauntlet\"\naddslotdefault 1 \"Mjolnir\"\n\naddslotdefault 1 \" Pistol \"\naddslotdefault 1 \"Elven Wand\"\naddslotdefault 1 \"Sapphire Wand\"\naddslotdefault 1 \"Mini-Zorcher\"\naddslotdefault 1 \"Luger\"\naddslotdefault 1 \"Glock 17\"\naddslotdefault 1 \".44 Magnum Mega Class A1\"\naddslotdefault 1 \"Single Shotgun\"\n\naddslotdefault 2 \" Shotgun \"\naddslotdefault 2 \" Firemace \"\naddslotdefault 2 \"Frost Shards\"\naddslotdefault 2 \"Large Zorcher\"\naddslotdefault 2 \"Machine Gun\"\naddslotdefault 2 \" Shotgun \"\naddslotdefault 2 \"WSTE-M5 Combat Shotgun\"\naddslotdefault 2 \"Double Shotgun\"\n\naddslotdefault 3 \"Automatic Shotgun\"\naddslotdefault 3 \"Super Shotgun\"\naddslotdefault 3 \"Ethereal Crossbow\"\naddslotdefault 3 \"Timon's Axe\"\naddslotdefault 3 \"Super Large Zorcher\"\naddslotdefault 3 \"Explosive Shotgun\"\naddslotdefault 3 \"Fusion Pistol\"\naddslotdefault 3 \"Grenade Launcher\"\n\naddslotdefault 4 \" Flamer \"\naddslotdefault 4 \" Chaingun \"\naddslotdefault 4 \"Dragon Claw\"\naddslotdefault 4 \"Serpent Staff\"\naddslotdefault 4 \"Rapid Zorcher\"\naddslotdefault 4 \" Chaingun \"\naddslotdefault 4 \"Chaingun Cannon\"\naddslotdefault 4 \"MA-75B Assault Rifle\"\naddslotdefault 4 \"Nailgun\"\n\naddslotdefault 5 \"Land Mine Layer\"\naddslotdefault 5 \"Rocket Launcher\"\naddslotdefault 5 \"Phoenix Rod\"\naddslotdefault 5 \"Hammer of Retribution\"\naddslotdefault 5 \"Zorch Propulsor\"\naddslotdefault 5 \" Rocket Launcher \"\naddslotdefault 5 RPG\naddslotdefault 5 \"SPNKR-XP SSM Launcher\"\naddslotdefault 5 \" Rocket Launcher \"\n\naddslotdefault 6 \" Railgun \"\naddslotdefault 6 \"Plasma Rifle\"\naddslotdefault 6 \"Hellstaff\"\naddslotdefault 6 \"Firestorm\"\naddslotdefault 6 \"Phasing Zorcher\"\naddslotdefault 6 \" Flamethrower \"\naddslotdefault 6 \"Freezethrower\"\naddslotdefault 6 \"Super Nailgun\"\naddslotdefault 6 \"TOZT-7 Napalm Unit\"\n\naddslotdefault 7 \"Plasma Repeater\"\naddslotdefault 7 \"B.F.G. 9000\"\naddslotdefault 7 \"Wraithverge\"\naddslotdefault 7 \"LAZ Device\"\naddslotdefault 7 \"Spear of Destiny\"\naddslotdefault 7 \" Devastator \"\naddslotdefault 7 \"ONI-71 Wave Motion Cannon\"\naddslotdefault 7 \"Thunderbolt\"\n\naddslotdefault 8 \"Stunner Rifle\"\naddslotdefault 8 \"Alien Weapon\"\naddslotdefault 8 \" Alien Weapon \"\naddslotdefault 8 \"Laser Cannon\""
},
{
"source": "pk3",
"name": "LOADACS.txt",
"contents": "samsara"
},
{
"source": "pk3",
"name": "SBARINFO.txt",
"contents": "base Doom;\n//height 32;\nInterpolateHealth true, 8;\nInterpolateArmor true, 8;\n//CreatePopup status, 320, 100, fade, 0.1, 0.1;\nStatusBar Fullscreen\n{\n GameMode Teamplay, TeamGame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession\n {\n InInventory DoomguyClass, 1 { drawimage translatable \"HUDBARD\", 10, 176; }\n InInventory CorvusClass, 1 { drawimage translatable \"HUDBARD\", 10, 176; }\n InInventory DukeClass, 1 { drawimage translatable \"HUDBARD\", 10, 176; }\n InInventory WolfenClass, 1 { drawimage translatable \"HUDBARB\", 10, 176; }\n InInventory HexenClass, 1 { drawimage translatable \"HUDBARP\", 10, 176; }\n InInventory ChexClass, 1 { drawimage translatable \"HUDBARC\", 10, 176; }\n InInventory MarathonClass, 1 { drawimage translatable \"HUDBARD\", 10, 176; }\n }\n\n DrawImage \"HUDBAR\", 13, 185;\n //Armor\n DrawBar \"HARMOR\", \"HEMPTY\", Armor, Horizontal, /*Reverse, */ 14, 186;\n DrawImage \"ARMRICON\", 8, 191;\n DrawNumber 3, INDEXFON, White, Armor, FillZeros, 28, 191;\n InInventory BasicArmor, 101 { DrawBar \"HARMO2\", \"HEMPTY\", Armor, Horizontal, /*Reverse, */ 14, 186; }\n //Health\n DrawImage \"HUDBAR\", 18, 180;\n DrawBar \"HHEALTH\", \"HEMPTY\", Health, Horizontal, /*Reverse, */ 19, 181;\n DrawImage \"HLTHICON\", 40, 191;\n DrawNumber 3, INDEXFON, Gold, Health, 60, 191, Red, 25, White, 50;\n //Ammo\n InInventory PistolModeOn, 1 {\n IsSelected \" Pistol \" {\n DrawImage \"HUDBAR\", 250, 180;\n DrawBar \"HAMBAR\", \"HEMPTY\", Ammo Clip, Horizontal, Reverse, 251, 181;\n DrawNumber 3, INDEXFON, White, Ammo Clip, 298, 185;\n DrawImage \"AMSMA0\", 238, 185, Center; }\n IsSelected \"Mini-Zorcher\" {\n DrawImage \"HUDBAR\", 250, 180;\n DrawBar \"HAMBAR\", \"HEMPTY\", Ammo Clip, Horizontal, Reverse, 251, 181;\n DrawNumber 3, INDEXFON, White, Ammo Clip, 298, 185;\n DrawImage \"AMSMA0\", 238, 185, Center; }\n IsSelected \"Elven Wand\" {\n DrawImage \"HUDBAR\", 250, 180;\n DrawBar \"HAMBAR\", \"HEMPTY\", Ammo Clip, Horizontal, Reverse, 251, 181;\n DrawNumber 3, INDEXFON, White, Ammo Clip, 298, 185;\n DrawImage \"AMSMA0\", 238, 185, Center; }\n IsSelected \"Luger\" {\n DrawImage \"HUDBAR\", 250, 180;\n DrawBar \"HAMBAR\", \"HEMPTY\", Ammo Clip, Horizontal, Reverse, 251, 181;\n DrawNumber 3, INDEXFON, White, Ammo Clip, 298, 185;\n DrawImage \"AMSMA0\", 238, 185, Center; }\n IsSelected \"Single Shotgun\" {\n DrawImage \"HUDBAR\", 250, 180;\n DrawBar \"HAMBAR\", \"HEMPTY\", Ammo Shell, Horizontal, Reverse, 251, 181;\n DrawNumber 3, INDEXFON, White, Ammo Shell, 298, 185;\n DrawImage \"AMSMB0\", 238, 185, Center; }\n }\n UsesAmmo\n {\n DrawImage AmmoIcon1, 238, 185, Center;\n IsSelected not \".44 Magnum Mega Class A1\"\n {\n DrawImage \"HUDBAR\", 250, 180;\n DrawBar \"HAMBAR\", \"HEMPTY\", Ammo1, Horizontal, Reverse, 251, 181;\n DrawNumber 3, INDEXFON, White, Ammo1, 298, 185;\n }\n IsSelected \"Wraithverge\"\n {\n DrawImage \"HUDBAR\", 250, 192;\n DrawBar \"HAMBAR\", \"HEMPTY\", Ammo2, Horizontal, Reverse, 251, 193;\n DrawNumber 3, INDEXFON, White, Ammo2, 270, 186;\n }\n IsSelected \"Automatic Shotgun\"\n {\n DrawImage \"HUDBAR\", 250, 192;\n DrawBar \"HAMBAR\", \"HEMPTY\", Ammo2, Horizontal, Reverse, 251, 193;\n DrawNumber 3, INDEXFON, White, Ammo2, 270, 186;\n }\n IsSelected \"MA-75B Assault Rifle\"\n {\n DrawImage \"HUDBAR\", 250, 192;\n DrawBar \"HAMBAR\", \"HEMPTY\", Ammo2, Horizontal, Reverse, 251, 193;\n DrawNumber 3, INDEXFON, White, Ammo2, 270, 186;\n DrawImage \"AMSMC0\", 238, 195, Center;\n DrawImage \"AMSMA0\", 238, 185, Center;\n }\n IsSelected \"KKV-7 SMG Flechette\"\n {\n DrawImage \"HUDBAR\", 250, 192;\n DrawBar \"HAMBAR\", \"HEMPTY\", Clip, Horizontal, Reverse, 251, 193;\n DrawNumber 3, INDEXFON, White, Clip, 270, 186;\n DrawImage \"AMSMA0\", 238, 185, Center;\n }\n IsSelected \"Fusion Pistol\"\n {\n DrawImage \"HUDBAR\", 250, 192;\n DrawBar \"HAMBAR\", \"HEMPTY\", Cell, Horizontal, Reverse, 251, 193;\n DrawNumber 3, INDEXFON, White, Cell, 270, 186;\n DrawImage \"AMSMD0\", 238, 185, Center;\n }\n IsSelected \"SPNKR-XP SSM Launcher\"\n {\n DrawImage \"HUDBAR\", 250, 192;\n DrawBar \"HAMBAR\", \"HEMPTY\", RocketAmmo, Horizontal, Reverse, 251, 193;\n DrawNumber 3, INDEXFON, White, RocketAmmo, 270, 186;\n DrawImage \"AMSMC0\", 238, 185, Center;\n }\n IsSelected \"TOZT-7 Napalm Unit\"\n {\n DrawImage \"HUDBAR\", 250, 192;\n DrawBar \"HAMBAR\", \"HEMPTY\", Cell, Horizontal, Reverse, 251, 193;\n DrawNumber 3, INDEXFON, White, Cell, 270, 186;\n DrawImage \"AMSMD0\", 238, 185, Center;\n }\n IsSelected \"ONI-71 Wave Motion Cannon\"\n {\n DrawImage \"HUDBAR\", 250, 192;\n DrawBar \"HAMBAR\", \"HEMPTY\", Ammo2, Horizontal, Reverse, 251, 193;\n DrawNumber 3, INDEXFON, White, Ammo2, 270, 186;\n DrawImage \"AMSMC0\", 238, 195, Center;\n DrawImage \"AMSMD0\", 238, 185, Center;\n }\n\n IsSelected \"Nailgun\", \"Super Nailgun\"\n {\n DrawImage \"HUDBAR\", 250, 192;\n DrawBar \"HAMBAR\", \"HEMPTY\", LavaNails, Horizontal, Reverse, 251, 193;\n DrawNumber 3, INDEXFON, White, LavaNails, 270, 186;\n DrawImage AmmoIcon2, 228, 192, Center;\n }\n\n IsSelected \" Rocket Launcher \", \"Grenade Launcher\"\n {\n DrawImage \"HUDBAR\", 250, 192;\n DrawBar \"HAMBAR\", \"HEMPTY\", MultiRocketAmmo, Horizontal, Reverse, 251, 193;\n DrawNumber 3, INDEXFON, White, MultiRocketAmmo, 270, 186;\n DrawImage AmmoIcon2, 228, 192, Center;\n }\n\n IsSelected \".44 Magnum Mega Class A1\"\n {\n InInventory not SynthFireActive, 1\n {\n DrawImage \"HUDBAR\", 250, 180;\n DrawBar \"HAMBAR\", \"HEMPTY\", Ammo1, Horizontal, Reverse, 251, 181;\n DrawNumber 3, INDEXFON, White, Ammo1, 298, 185;\n }\n InInventory SynthFireActive, 1\n {\n DrawImage \"HUDBAR\", 250, 180;\n DrawBar \"HAMBAR\", \"HEMPTY\", MagnumBullet, Horizontal, Reverse, 251, 181;\n DrawNumber 3, INDEXFON, White, MagnumBullet, 298, 185;\n\n DrawImage \"HUDBAR\", 250, 192;\n DrawBar \"HAMBAR\", \"HEMPTY\", MagnumBulletRight, Horizontal, Reverse, 251, 193;\n DrawNumber 3, INDEXFON, White, MagnumBulletRight, 270, 186;\n }\n }\n }\n //Weapons\n InInventory ExpandedHud, 1\n {\n InInventory GotWeapon0, 1 { DrawImage \"STYSNUM1\", 126, 10; }\n IsSelected \" Chainsaw \" { drawimage \"STY2NUM1\", 126, 10; }\n IsSelected \"Gauntlets of the Necromancer\" { drawimage \"STY2NUM1\", 126, 10; }\n IsSelected \"Pipebombs\" { drawimage \"STY2NUM1\", 126, 10; }\n IsSelected \"Super Bootspork\" { drawimage \"STY2NUM1\", 126, 10; }\n IsSelected \"KKV-7 SMG Flechette\" { drawimage \"STY2NUM1\", 126, 10; }\n IsSelected \"Knife\"\n {\n InInventory GotWeapon0, 1 { drawimage \"STY2NUM1\", 126, 10; }\n }\n InInventory DiscOfRepulsionCooldown, 9 { drawimage \"STY2NUM1\", 126, 10; }\n IsSelected \"Mjolnir\" { drawimage \"STY2NUM1\", 126, 10; }\n\n DrawSwitchableImage WeaponSlot 2, \"\", \"STYSNUM2\", 136, 10;\n IsSelected \" Shotgun \" { drawimage \"STY2NUM2\", 136, 10; }\n IsSelected \" Firemace \" { drawimage \"STY2NUM2\", 136, 10; }\n IsSelected \"Large Zorcher\" { drawimage \"STY2NUM2\", 136, 10; }\n IsSelected \" Shotgun \" { drawimage \"STY2NUM2\", 136, 10; }\n IsSelected \"Machine Gun\" { drawimage \"STY2NUM2\", 136, 10; }\n IsSelected \"WSTE-M5 Combat Shotgun\" { drawimage \"STY2NUM2\", 136, 10; }\n IsSelected \"Frost Shards\" { drawimage \"STY2NUM2\", 136, 10; }\n IsSelected \"Double Shotgun\" { drawimage \"STY2NUM2\", 136, 10; } // Need to change\n\n DrawSwitchableImage WeaponSlot 3, \"\", \"STYSNUM3\", 146, 10;\n IsSelected \"Super Shotgun\" { drawimage \"STY2NUM3\", 146, 10; }\n IsSelected \"Ethereal Crossbow\" { drawimage \"STY2NUM3\", 146, 10; }\n IsSelected \"Super Large Zorcher\" { drawimage \"STY2NUM3\", 146, 10; }\n IsSelected \"Explosive Shotgun\" { drawimage \"STY2NUM3\", 146, 10; }\n IsSelected \"Timon's Axe\" { drawimage \"STY2NUM3\", 146, 10; }\n IsSelected \"Fusion Pistol\" { drawimage \"STY2NUM3\", 146, 10; }\n IsSelected \"Grenade Launcher\" { drawimage \"STY2NUM3\", 146, 10; } // Need to change\n\n DrawSwitchableImage WeaponSlot 4, \"\", \"STYSNUM4\", 156, 10;\n IsSelected \" Chaingun \" { drawimage \"STY2NUM4\", 156, 10; }\n IsSelected \"Dragon Claw\" { drawimage \"STY2NUM4\", 156, 10; }\n IsSelected \"Rapid Zorcher\" { drawimage \"STY2NUM4\", 156, 10; }\n IsSelected \" Chaingun \" { drawimage \"STY2NUM4\", 156, 10; }\n IsSelected \"Serpent Staff\" { drawimage \"STY2NUM4\", 156, 10; }\n IsSelected \"Chaingun Cannon\" { drawimage \"STY2NUM4\", 156, 10; }\n IsSelected \"MA-75B Assault Rifle\" { drawimage \"STY2NUM4\", 156, 10; }\n IsSelected \"Nailgun\" { drawimage \"STY2NUM4\", 156, 10; } // Need to change\n\n DrawSwitchableImage WeaponSlot 5, \"\", \"STYSNUM5\", 166, 10;\n IsSelected \"Rocket Launcher\" { drawimage \"STY2NUM5\", 166, 10; }\n IsSelected \"Phoenix Rod\" { drawimage \"STY2NUM5\", 166, 10; }\n IsSelected \"Zorch Propulsor\" { drawimage \"STY2NUM5\", 166, 10; }\n IsSelected \" Rocket Launcher \" { drawimage \"STY2NUM5\", 166, 10; }\n IsSelected \"Hammer of Retribution\" { drawimage \"STY2NUM5\", 166, 10; }\n IsSelected \"RPG\" { drawimage \"STY2NUM5\", 166, 10; }\n IsSelected \"SPNKR-XP SSM Launcher\" { drawimage \"STY2NUM5\", 166, 10; }\n IsSelected \" Rocket Launcher \" { drawimage \"STY2NUM5\", 166, 10; } // Need to change\n\n DrawSwitchableImage WeaponSlot 6, \"\", \"STYSNUM6\", 176, 10;\n IsSelected \"Plasma Rifle\" { drawimage \"STY2NUM6\", 176, 10; }\n IsSelected \"Hellstaff\" { drawimage \"STY2NUM6\", 176, 10; }\n IsSelected \"Phasing Zorcher\" { drawimage \"STY2NUM6\", 176, 10; }\n IsSelected \" Flamethrower \" { drawimage \"STY2NUM6\", 176, 10; }\n IsSelected \"Firestorm\" { drawimage \"STY2NUM6\", 176, 10; }\n IsSelected \"Freezethrower\" { drawimage \"STY2NUM6\", 176, 10; }\n IsSelected \"TOZT-7 Napalm Unit\" { drawimage \"STY2NUM6\", 176, 10; }\n IsSelected \"Super Nailgun\" { drawimage \"STY2NUM6\", 176, 10; }\n\n DrawSwitchableImage WeaponSlot 7, \"\", \"STYSNUM7\", 186, 10;\n InInventory PortTome, 1 { drawimage \"STYSNUM7\", 186, 10; }\n InInventory PortTomeCoOp, 1 { drawimage \"STYSNUM7\", 186, 10; }\n IsSelected \"B.F.G. 9000\" { drawimage \"STY2NUM7\", 186, 10; }\n InInventory PowerHereticTome, 1 { drawimage \"STY2NUM7\", 186, 10; }\n IsSelected \"LAZ Device\" { drawimage \"STY2NUM7\", 186, 10; }\n IsSelected \"Spear of Destiny\" { drawimage \"STY2NUM7\", 186, 10; }\n IsSelected \"Wraithverge\" { drawimage \"STY2NUM7\", 186, 10; }\n IsSelected \"Devastator\" { drawimage \"STY2NUM7\", 186, 10; }\n IsSelected \"Thunderbolt\" { drawimage \"STY2NUM7\", 186, 10; }\n\n IsSelected not \"MA-75B Assault Rifle\"\n {\n InInventory DiscOfrepulsionCooldown, 1 { drawnumber 3, INDEXFON, red, DiscOfRepulsionCooldown, 134, 16; }\n }\n InInventory TomeOfPowerCooldown, 1 { drawnumber 3, INDEXFON, red, TomeOfPowerCooldown, 195, 16; }\n }\n //RuneIcon\n DrawImage RuneIcon, 20, 163, Center;\n //Frags\n InInventory not ChickenModeOn, 1\n {\n GameMode Deathmatch, Possession, Teamplay, TeamGame { DrawNumber 3, INDEXFON, White, Frags, 70, 170; }\n GameMode OneFlagCTF, CTF, Skulltag, TeamPossession, TeamLMS\n {\n DrawNumber 3, INDEXFON, White, Frags, 70, 170;\n Drawnumber 2, INDEXFON, brick, teamscore \"Red\", 45, 170;\n Drawnumber 2, INDEXFON, lightblue, teamscore \"Blue\", 55, 170;\n }\n //Keys\n GameMode Cooperative, SinglePlayer\n {\n DrawNumber 4, INDEXFON, White, KillCountAmountTrue, 70, 170;\n DrawKeyBar 10, Horizontal, 10, 221, 169;\n InInventory KeyYellow, 1 { drawimage \"YKEYICON\", 240, 169; }\n InInventory KeyGreen, 1 { drawimage \"GKEYICON\", 255, 169; }\n InInventory KeyBlue, 1 { drawimage \"BKEYICON\", 270, 169; }\n }\n }\n InInventory ChickenModeOn, 1 { DrawNumber 3, INDEXFON, White, ChickenKillCount, 70, 170; }\n //MugShot\n //DrawMugShot \"STF\", 5, 73, 168;\n //DrawSelectedInventory alwaysshowcounter, HUDFONT_DOOM, 287, 153, 286, 163, untranslated;\n drawselectedinventory alwaysshowcounter, HUDFONT_DOOM, 290, 22, 293, 30, untranslated;\n InInventory DukeClass, 1\n {\n InInventory DukeFlying, 1 { drawnumber 3, INDEXFON, White, DukeJetpackFuel, 293, 48; }\n InInventory DukeVision, 1 { drawnumber 3, INDEXFON, White, DukeVisionFuel, 293, 48; }\n }\n}\n\nStatusBar normal, forcescaled\n{\n playerclass Doomguy\n {\n drawimage \"DOOMBAR\", 0, 168;\n //drawimage \"DOOMBART\", 0, 0;\n IsSelected \" Pistol \" { InInventory PistolModeOn, 1 { drawnumber 3, DOOMHUDF, gold, ammo Clip, 44, 171, 0, untranslated, 0, untranslated, 20; } }\n drawnumber 3, DOOMHUDF, gold, ammo1, 44, 171, 0, untranslated, 0, untranslated, 20;\n drawnumber 3, DOOMHUDF, gold, health, 94, 171, white, 25, untranslated, 50;\n drawnumber 3, DOOMHUDF, gold, armor, 219, 171, 0, untranslated, 0, untranslated, 50;\n\n //Doom keys\n InInventory BlueCard, 1 { drawimage \"STKEYS0\", 226, 175; }\n InInventory YellowCard, 1 { drawimage \"STKEYS1\", 238, 175; }\n InInventory RedCard, 1 { drawimage \"STKEYS2\", 250, 175; }\n InInventory BlueSkull, 1 { drawimage \"STKEYS3\", 226, 186; }\n InInventory YellowSkull, 1 { drawimage \"STKEYS4\", 238, 186; }\n InInventory RedSkull, 1 { drawimage \"STKEYS5\", 250, 186; }\n //Chex keys\n InInventory ChexBlueCard, 1 { drawimage \"STKEYS0\", 222, 175; }\n InInventory ChexYellowCard, 1 { drawimage \"STKEYS1\", 235, 175; }\n InInventory ChexRedCard, 1 { drawimage \"STKEYS2\", 248, 175; }\n InInventory BlueFlemKey, 1 { drawimage \"STKEYS3\", 222, 186; }\n InInventory YellowFlemKey, 1 { drawimage \"STKEYS4\", 235, 186; }\n InInventory RedFlemKey, 1 { drawimage \"STKEYS5\", 248, 186; }\n //Heretic keys\n InInventory KeyYellow, 1 { drawimage \"YKEYICON\", 224, 181; }\n InInventory KeyGreen, 1 { drawimage \"GKEYICON\", 238, 181; }\n InInventory KeyBlue, 1 { drawimage \"BKEYICON\", 251, 181; }\n //HeXen keys\n InInventory KeySteel, 1 { drawimage \"HEXKEY1\", 223, 171; }\n InInventory KeyCave, 1 { drawimage \"HEXKEY2\", 223, 181; }\n InInventory KeyAxe, 1 { drawimage \"HEXKEY3\", 223, 191; }\n InInventory KeyFire, 1 { drawimage \"HEXKEY4\", 233, 171; }\n InInventory KeyEmerald, 1 { drawimage \"HEXKEY5\", 233, 181; }\n InInventory KeyDungeon, 1 { drawimage \"HEXKEY6\", 233, 191; }\n InInventory KeySilver, 1 { drawimage \"HEXKEY7\", 243, 171; }\n InInventory KeyRusted, 1 { drawimage \"HEXKEY8\", 243, 181; }\n InInventory KeyHorn, 1 { drawimage \"HEXKEY9\", 243, 191; }\n InInventory KeySwamp, 1 { drawimage \"HEXKEYA\", 253, 171; }\n InInventory KeyCastle, 1 { drawimage \"HEXKEYB\", 253, 181; }\n //Strife keys\n InInventory BaseKey, 1 { drawimage \"STRIKEY1\", 223, 171; }\n InInventory GovsKey, 1 { drawimage \"STRIKEY2\", 229, 171; }\n InInventory PassCard, 1 { drawimage \"STRIKEY3\", 235, 171; }\n InInventory IDBadge, 1 { drawimage \"STRIKEY4\", 242, 171; }\n InInventory PrisonKey, 1 { drawimage \"STRIKEY5\", 248, 171; }\n InInventory SeveredHand, 1 { drawimage \"STRIKEY6\", 255, 171; }\n InInventory Power1Key, 1 { drawimage \"STRIKEY7\", 223, 178; }\n InInventory Power2Key, 1 { drawimage \"STRIKEY8\", 229, 178; }\n InInventory Power3Key, 1 { drawimage \"STRIKEY9\", 235, 178; }\n InInventory GoldKey, 1 { drawimage \"STRIKEYA\", 242, 178; }\n InInventory IDCard, 1 { drawimage \"STRIKEYB\", 248, 178; }\n InInventory SilverKey, 1 { drawimage \"STRIKEYC\", 255, 178; }\n InInventory OracleKey, 1 { drawimage \"STRIKEYD\", 223, 185; }\n InInventory MilitaryID, 1 { drawimage \"STRIKEYE\", 229, 185; }\n InInventory OrderKey, 1 { drawimage \"STRIKEYF\", 235, 185; }\n InInventory BrassKey, 1 { drawimage \"STRIKEYG\", 242, 185; }\n InInventory RedCrystalKey, 1 { drawimage \"STRIKEYH\", 248, 185; }\n InInventory BlueCrystalKey, 1 { drawimage \"STRIKEYI\", 255, 185; }\n InInventory ChapelKey, 1 { drawimage \"STRIKEYJ\", 223, 192; }\n InInventory CatacombKey, 1 { drawimage \"STRIKEYK\", 229, 192; }\n InInventory CoreKey, 1 { drawimage \"STRIKEYL\", 235, 192; }\n InInventory MaulerKey, 1 { drawimage \"STRIKEYM\", 242, 192; }\n InInventory FactoryKey, 1 { drawimage \"STRIKEYN\", 248, 192; }\n InInventory MineKey, 1 { drawimage \"STRIKEYO\", 255, 192; }\n\n drawnumber 3, INDEXFON, gold, ammo Clip, 289, 173;\n drawnumber 3, INDEXFON, gold, ammo Shell, 289, 179;\n drawnumber 3, INDEXFON, gold, ammo RocketAmmo, 289, 185;\n drawnumber 3, INDEXFON, gold, ammo Cell, 289, 191;\n\n drawnumber 3, INDEXFON, gold, ammocapacity Clip, 315, 173;\n drawnumber 3, INDEXFON, gold, ammocapacity Shell, 315, 179;\n drawnumber 3, INDEXFON, gold, ammocapacity RocketAmmo, 315, 185;\n drawnumber 3, INDEXFON, gold, ammocapacity Cell, 315, 191;\n InInventory not ChickenModeOn, 1 {\n gamemode deathmatch, teamplay, teamgame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawnumber 3, DOOMHUDF, untranslated, frags, 142, 171; }\n gamemode cooperative, singleplayer\n {\n drawnumber 3, DOOMHUDF, untranslated, KillCountAmount, 142, 171;\n InInventory KillCountNotch, 1 { drawimage \"DOMNOTCH\", 99, 167; }\n InInventory KillCountNotch, 2 { drawimage \"DOMNOTCH\", 104, 167; }\n InInventory KillCountNotch, 3 { drawimage \"DOMNOTCH\", 109, 167; }\n InInventory KillCountNotch, 4 { drawimage \"DOMNOTCH\", 114, 167; }\n InInventory KillCountNotch, 5 { drawimage \"DOMNOTCH\", 119, 167; }\n InInventory KillCountNotch, 6 { drawimage \"DOMNOTCH\", 124, 167; }\n InInventory KillCountNotch, 7 { drawimage \"DOMNOTCH\", 129, 167; }\n InInventory KillCountNotch, 8 { drawimage \"DOMNOTCH\", 134, 167; }\n InInventory KillCountNotch, 9 { drawimage \"DOMNOTCH\", 139, 167; }\n }}\n InInventory ChickenModeOn, 1 { drawnumber 3, DOOMHUDF, untranslated, ChickenKillCount, 142, 171; }\n DrawImage RuneIcon, 20, 40, Center;\n drawselectedinventory alwaysshowcounter, DOOMHUDF, 290, 22, 293, 30, untranslated;\n GameMode Teamplay, TeamGame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawimage translatable \"CLRDOOM\", 145, 169; }\n InInventory not PowerFakeInvulnerable, 1 {drawmugshot \"STF\", 5, 143, 168;}\n InInventory PowerFakeInvulnerable, 1 {drawimage \"DGYGOD0\", 143, 168;}\n InInventory ExpandedHud, 1\n {\n drawimage \"DOOMBART\", 0, 0;\n InInventory GotWeapon0, 1 { drawimage \"WEPSELN1\", 54, 0; }\n InInventory GotWeapon0, 1 { drawimage \"WPDOOM1N\", 49, 11; }\n IsSelected \" Chainsaw \" { drawimage \"WEPSELY1\", 54, 0; }\n IsSelected \" Chainsaw \" { drawimage \"WPDOOM1Y\", 49, 11; }\n\n InInventory GotWeapon2, 1 { drawimage \"WEPSELN2\", 87, 0; }\n InInventory GotWeapon2, 1 { drawimage \"WPDOOM2N\", 82, 11; }\n IsSelected \" Shotgun \" { drawimage \"WEPSELY2\", 87, 0; }\n IsSelected \" Shotgun \" { drawimage \"WPDOOM2Y\", 82, 11; }\n\n InInventory GotWeapon3, 1 { drawimage \"WEPSELN3\", 120, 0; }\n InInventory GotWeapon3, 1 { drawimage \"WPDOOM3N\", 115, 11; }\n IsSelected \"Super Shotgun\" { drawimage \"WEPSELY3\", 120, 0; }\n IsSelected \"Super Shotgun\" { drawimage \"WPDOOM3Y\", 115, 11; }\n\n InInventory GotWeapon4, 1 { drawimage \"WEPSELN4\", 154, 0; }\n InInventory GotWeapon4, 1 { drawimage \"WPDOOM4N\", 148, 11; }\n IsSelected \" Chaingun \" { drawimage \"WEPSELY4\", 154, 0; }\n IsSelected \" Chaingun \" { drawimage \"WPDOOM4Y\", 148, 11; }\n\n InInventory GotWeapon5, 1 { drawimage \"WEPSELN5\", 186, 0; }\n InInventory GotWeapon5, 1 { drawimage \"WPDOOM5N\", 181, 11; }\n IsSelected \"Rocket Launcher\" { drawimage \"WEPSELY5\", 186, 0; }\n IsSelected \"Rocket Launcher\" { drawimage \"WPDOOM5Y\", 181, 11; }\n\n InInventory GotWeapon6, 1 { drawimage \"WEPSELN6\", 219, 0; }\n InInventory GotWeapon6, 1 { drawimage \"WPDOOM6N\", 214, 11; }\n IsSelected \"Plasma Rifle\" { drawimage \"WEPSELY6\", 219, 0; }\n IsSelected \"Plasma Rifle\" { drawimage \"WPDOOM6Y\", 214, 11; }\n\n InInventory GotWeapon7, 1 { drawimage \"WEPSELN7\", 251, 0; }\n InInventory GotWeapon7, 1 { drawimage \"WPDOOM7N\", 247, 11; }\n IsSelected \"B.F.G. 9000\" { drawimage \"WEPSELY7\", 251, 0; }\n IsSelected \"B.F.G. 9000\" { drawimage \"WPDOOM7Y\", 247, 11; }\n }\n }\n\n Playerclass ChexWarrior\n {\n drawimage \"CHEXBAR\", 0, 168;\n IsSelected \"Mini-Zorcher\" { InInventory PistolModeOn, 1 { drawnumber 3, CHEXHUDF, yellow, ammo Clip, 45, 172, 0, untranslated, 0, untranslated, 20; } }\n drawnumber 3, CHEXHUDF, yellow, ammo1, 45, 172, 0, untranslated, 0, untranslated, 20;\n drawnumber 3, CHEXHUDF, yellow, health, 94, 172, white, 25, untranslated, 50;\n drawnumber 3, CHEXHUDF, yellow, armor, 220, 172, 0, untranslated, 0, untranslated, 50;\n\n //Doom keys\n InInventory BlueCard, 1 { drawimage \"STKEYS0\", 226, 175; }\n InInventory YellowCard, 1 { drawimage \"STKEYS1\", 238, 175; }\n InInventory RedCard, 1 { drawimage \"STKEYS2\", 250, 175; }\n InInventory BlueSkull, 1 { drawimage \"STKEYS3\", 226, 186; }\n InInventory YellowSkull, 1 { drawimage \"STKEYS4\", 238, 186; }\n InInventory RedSkull, 1 { drawimage \"STKEYS5\", 250, 186; }\n //Chex keys\n InInventory ChexBlueCard, 1 { drawimage \"STKEYS0\", 222, 175; }\n InInventory ChexYellowCard, 1 { drawimage \"STKEYS1\", 235, 175; }\n InInventory ChexRedCard, 1 { drawimage \"STKEYS2\", 248, 175; }\n InInventory BlueFlemKey, 1 { drawimage \"STKEYS3\", 222, 186; }\n InInventory YellowFlemKey, 1 { drawimage \"STKEYS4\", 235, 186; }\n InInventory RedFlemKey, 1 { drawimage \"STKEYS5\", 248, 186; }\n //Heretic keys\n InInventory KeyYellow, 1 { drawimage \"YKEYICON\", 224, 181; }\n InInventory KeyGreen, 1 { drawimage \"GKEYICON\", 238, 181; }\n InInventory KeyBlue, 1 { drawimage \"BKEYICON\", 251, 181; }\n //HeXen keys\n InInventory KeySteel, 1 { drawimage \"HEXKEY1\", 223, 171; }\n InInventory KeyCave, 1 { drawimage \"HEXKEY2\", 223, 181; }\n InInventory KeyAxe, 1 { drawimage \"HEXKEY3\", 223, 191; }\n InInventory KeyFire, 1 { drawimage \"HEXKEY4\", 233, 171; }\n InInventory KeyEmerald, 1 { drawimage \"HEXKEY5\", 233, 181; }\n InInventory KeyDungeon, 1 { drawimage \"HEXKEY6\", 233, 191; }\n InInventory KeySilver, 1 { drawimage \"HEXKEY7\", 243, 171; }\n InInventory KeyRusted, 1 { drawimage \"HEXKEY8\", 243, 181; }\n InInventory KeyHorn, 1 { drawimage \"HEXKEY9\", 243, 191; }\n InInventory KeySwamp, 1 { drawimage \"HEXKEYA\", 253, 171; }\n InInventory KeyCastle, 1 { drawimage \"HEXKEYB\", 253, 181; }\n //Strife keys\n InInventory BaseKey, 1 { drawimage \"STRIKEY1\", 224, 171; }\n InInventory GovsKey, 1 { drawimage \"STRIKEY2\", 230, 171; }\n InInventory PassCard, 1 { drawimage \"STRIKEY3\", 236, 171; }\n InInventory IDBadge, 1 { drawimage \"STRIKEY4\", 243, 171; }\n InInventory PrisonKey, 1 { drawimage \"STRIKEY5\", 249, 171; }\n InInventory SeveredHand, 1 { drawimage \"STRIKEY6\", 256, 171; }\n InInventory Power1Key, 1 { drawimage \"STRIKEY7\", 224, 178; }\n InInventory Power2Key, 1 { drawimage \"STRIKEY8\", 230, 178; }\n InInventory Power3Key, 1 { drawimage \"STRIKEY9\", 236, 178; }\n InInventory GoldKey, 1 { drawimage \"STRIKEYA\", 243, 178; }\n InInventory IDCard, 1 { drawimage \"STRIKEYB\", 249, 178; }\n InInventory SilverKey, 1 { drawimage \"STRIKEYC\", 256, 178; }\n InInventory OracleKey, 1 { drawimage \"STRIKEYD\", 224, 185; }\n InInventory MilitaryID, 1 { drawimage \"STRIKEYE\", 230, 185; }\n InInventory OrderKey, 1 { drawimage \"STRIKEYF\", 236, 185; }\n InInventory BrassKey, 1 { drawimage \"STRIKEYG\", 243, 185; }\n InInventory RedCrystalKey, 1 { drawimage \"STRIKEYH\", 249, 185; }\n InInventory BlueCrystalKey, 1 { drawimage \"STRIKEYI\", 256, 185; }\n InInventory ChapelKey, 1 { drawimage \"STRIKEYJ\", 224, 192; }\n InInventory CatacombKey, 1 { drawimage \"STRIKEYK\", 230, 192; }\n InInventory CoreKey, 1 { drawimage \"STRIKEYL\", 236, 192; }\n InInventory MaulerKey, 1 { drawimage \"STRIKEYM\", 243, 192; }\n InInventory FactoryKey, 1 { drawimage \"STRIKEYN\", 249, 192; }\n InInventory MineKey, 1 { drawimage \"STRIKEYO\", 256, 192; }\n\n drawnumber 3, INDEXFON, gold, ammo Clip, 289, 173;\n drawnumber 3, INDEXFON, gold, ammo Shell, 289, 179;\n drawnumber 3, INDEXFON, gold, ammo RocketAmmo, 289, 185;\n drawnumber 3, INDEXFON, gold, ammo Cell, 289, 191;\n\n drawnumber 3, INDEXFON, gold, ammocapacity Clip, 315, 173;\n drawnumber 3, INDEXFON, gold, ammocapacity Shell, 315, 179;\n drawnumber 3, INDEXFON, gold, ammocapacity RocketAmmo, 315, 185;\n drawnumber 3, INDEXFON, gold, ammocapacity Cell, 315, 191;\n InInventory not ChickenModeOn, 1 {\n gamemode deathmatch, teamplay, teamgame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawnumber 3, CHEXHUDF, untranslated, frags, 143, 172; }\n gamemode cooperative, singleplayer\n {\n drawnumber 3, CHEXHUDF, untranslated, KillCountAmount, 143, 172;\n InInventory KillCountNotch, 1 { drawimage \"CHXNOTCH\", 100, 167; }\n InInventory KillCountNotch, 2 { drawimage \"CHXNOTCH\", 105, 167; }\n InInventory KillCountNotch, 3 { drawimage \"CHXNOTCH\", 110, 167; }\n InInventory KillCountNotch, 4 { drawimage \"CHXNOTCH\", 115, 167; }\n InInventory KillCountNotch, 5 { drawimage \"CHXNOTCH\", 120, 167; }\n InInventory KillCountNotch, 6 { drawimage \"CHXNOTCH\", 125, 167; }\n InInventory KillCountNotch, 7 { drawimage \"CHXNOTCH\", 130, 167; }\n InInventory KillCountNotch, 8 { drawimage \"CHXNOTCH\", 135, 167; }\n InInventory KillCountNotch, 9 { drawimage \"CHXNOTCH\", 140, 167; }\n }\n }\n InInventory ChickenModeOn, 1 { drawnumber 3, CHEXHUDF, untranslated, ChickenKillCount, 143, 172; }\n DrawImage RuneIcon, 20, 40, Center;\n drawselectedinventory alwaysshowcounter, CHEXHUDF, 290, 22, 293, 30, untranslated;\n GameMode Teamplay, TeamGame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawimage translatable \"CLRCHEX\", 145, 169; }\n InInventory not PowerFakeInvulnerable, 1 {drawmugshot \"STF\", 5, 142, 168;}\n InInventory PowerFakeInvulnerable, 1 {drawimage \"CHXGOD0\", 142, 168;}\n InInventory ExpandedHud, 1\n {\n drawimage \"CHEXBART\", 0, 0;\n InInventory GotWeapon0, 1 { drawimage \"WEPSELC1\", 54, 0; }\n InInventory GotWeapon0, 1 { drawimage \"WPCHEX1N\", 49, 11; }\n IsSelected \"Super Bootspork\" { drawimage \"WEPSELY1\", 54, 0; }\n IsSelected \"Super Bootspork\" { drawimage \"WPCHEX1Y\", 49, 11; }\n\n InInventory GotWeapon2, 1 { drawimage \"WEPSELC2\", 87, 0; }\n InInventory GotWeapon2, 1 { drawimage \"WPCHEX2N\", 82, 11; }\n IsSelected \"Large Zorcher\" { drawimage \"WEPSELY2\", 87, 0; }\n IsSelected \"Large Zorcher\" { drawimage \"WPCHEX2Y\", 82, 11; }\n\n InInventory GotWeapon3, 1 { drawimage \"WEPSELC3\", 120, 0; }\n InInventory GotWeapon3, 1 { drawimage \"WPCHEX3N\", 115, 11; }\n IsSelected \"Super Large Zorcher\" { drawimage \"WEPSELY3\", 120, 0; }\n IsSelected \"Super Large Zorcher\" { drawimage \"WPCHEX3Y\", 115, 11; }\n\n InInventory GotWeapon4, 1 { drawimage \"WEPSELC4\", 154, 0; }\n InInventory GotWeapon4, 1 { drawimage \"WPCHEX4N\", 148, 11; }\n IsSelected \"Rapid Zorcher\" { drawimage \"WEPSELY4\", 154, 0; }\n IsSelected \"Rapid Zorcher\" { drawimage \"WPCHEX4Y\", 148, 11; }\n\n InInventory GotWeapon5, 1 { drawimage \"WEPSELC5\", 186, 0; }\n InInventory GotWeapon5, 1 { drawimage \"WPCHEX5N\", 181, 11; }\n IsSelected \"Zorch Propulsor\" { drawimage \"WEPSELY5\", 186, 0; }\n IsSelected \"Zorch Propulsor\" { drawimage \"WPCHEX5Y\", 181, 11; }\n\n InInventory GotWeapon6, 1 { drawimage \"WEPSELC6\", 219, 0; }\n InInventory GotWeapon6, 1 { drawimage \"WPCHEX6N\", 214, 11; }\n IsSelected \"Phasing Zorcher\" { drawimage \"WEPSELY6\", 219, 0; }\n IsSelected \"Phasing Zorcher\" { drawimage \"WPCHEX6Y\", 214, 11; }\n\n InInventory GotWeapon7, 1 { drawimage \"WEPSELC7\", 251, 0; }\n InInventory GotWeapon7, 1 { drawimage \"WPCHEX7N\", 247, 11; }\n IsSelected \"LAZ Device\" { drawimage \"WEPSELY7\", 251, 0; }\n IsSelected \"LAZ Device\" { drawimage \"WPCHEX7Y\", 247, 11; }\n }\n }\n\n Playerclass Corvus\n {\n drawimage \"HRTCBAR\", 0, 151;\n InInventory PowerFakeInvulnerable, 1 { drawimage \"HEREGOD1\", 6, 167; }\n InInventory PowerFakeInvulnerable, 1 { drawimage \"HEREGOD2\", 297, 167; }\n IsSelected \"Elven Wand\" { InInventory PistolModeOn, 1 {\n drawnumber 3, HEREHUDF, gold, ammo Clip, 58, 171, 0, untranslated, 0, untranslated, 20;\n drawimage \"AMSMA0\", 47, 189, center; }}\n drawnumber 3, HEREHUDF, gold, ammo1, 58, 171, 0, untranslated, 0, untranslated, 20;\n drawimage ammoicon1, 47, 189, center;\n drawnumber 3, HEREHUDF, gold, health, 96, 180, white, 25, untranslated, 50;\n drawnumber 3, HEREHUDF, gold, armor, 210, 180, 0, untranslated, 0, untranslated, 50;\n\n //Doom keys\n InInventory BlueCard, 1 { drawimage \"STKEYS0\", 226, 175; }\n InInventory YellowCard, 1 { drawimage \"STKEYS1\", 238, 175; }\n InInventory RedCard, 1 { drawimage \"STKEYS2\", 250, 175; }\n InInventory BlueSkull, 1 { drawimage \"STKEYS3\", 226, 186; }\n InInventory YellowSkull, 1 { drawimage \"STKEYS4\", 238, 186; }\n InInventory RedSkull, 1 { drawimage \"STKEYS5\", 250, 186; }\n //Chex keys\n InInventory ChexBlueCard, 1 { drawimage \"STKEYS0\", 222, 175; }\n InInventory ChexYellowCard, 1 { drawimage \"STKEYS1\", 235, 175; }\n InInventory ChexRedCard, 1 { drawimage \"STKEYS2\", 248, 175; }\n InInventory BlueFlemKey, 1 { drawimage \"STKEYS3\", 222, 186; }\n InInventory YellowFlemKey, 1 { drawimage \"STKEYS4\", 235, 186; }\n InInventory RedFlemKey, 1 { drawimage \"STKEYS5\", 248, 186; }\n //Heretic keys\n InInventory KeyYellow, 1 { drawimage \"YKEYICON\", 224, 181; }\n InInventory KeyGreen, 1 { drawimage \"GKEYICON\", 238, 181; }\n InInventory KeyBlue, 1 { drawimage \"BKEYICON\", 251, 181; }\n //HeXen keys\n InInventory KeySteel, 1 { drawimage \"HEXKEY1\", 223, 171; }\n InInventory KeyCave, 1 { drawimage \"HEXKEY2\", 223, 181; }\n InInventory KeyAxe, 1 { drawimage \"HEXKEY3\", 223, 191; }\n InInventory KeyFire, 1 { drawimage \"HEXKEY4\", 233, 171; }\n InInventory KeyEmerald, 1 { drawimage \"HEXKEY5\", 233, 181; }\n InInventory KeyDungeon, 1 { drawimage \"HEXKEY6\", 233, 191; }\n InInventory KeySilver, 1 { drawimage \"HEXKEY7\", 243, 171; }\n InInventory KeyRusted, 1 { drawimage \"HEXKEY8\", 243, 181; }\n InInventory KeyHorn, 1 { drawimage \"HEXKEY9\", 243, 191; }\n InInventory KeySwamp, 1 { drawimage \"HEXKEYA\", 253, 171; }\n InInventory KeyCastle, 1 { drawimage \"HEXKEYB\", 253, 181; }\n //Strife keys\n InInventory BaseKey, 1 { drawimage \"STRIKEY1\", 224, 171; }\n InInventory GovsKey, 1 { drawimage \"STRIKEY2\", 230, 171; }\n InInventory PassCard, 1 { drawimage \"STRIKEY3\", 236, 171; }\n InInventory IDBadge, 1 { drawimage \"STRIKEY4\", 243, 171; }\n InInventory PrisonKey, 1 { drawimage \"STRIKEY5\", 249, 171; }\n InInventory SeveredHand, 1 { drawimage \"STRIKEY6\", 256, 171; }\n InInventory Power1Key, 1 { drawimage \"STRIKEY7\", 224, 178; }\n InInventory Power2Key, 1 { drawimage \"STRIKEY8\", 230, 178; }\n InInventory Power3Key, 1 { drawimage \"STRIKEY9\", 236, 178; }\n InInventory GoldKey, 1 { drawimage \"STRIKEYA\", 243, 178; }\n InInventory IDCard, 1 { drawimage \"STRIKEYB\", 249, 178; }\n InInventory SilverKey, 1 { drawimage \"STRIKEYC\", 256, 178; }\n InInventory OracleKey, 1 { drawimage \"STRIKEYD\", 224, 185; }\n InInventory MilitaryID, 1 { drawimage \"STRIKEYE\", 230, 185; }\n InInventory OrderKey, 1 { drawimage \"STRIKEYF\", 236, 185; }\n InInventory BrassKey, 1 { drawimage \"STRIKEYG\", 243, 185; }\n InInventory RedCrystalKey, 1 { drawimage \"STRIKEYH\", 249, 185; }\n InInventory BlueCrystalKey, 1 { drawimage \"STRIKEYI\", 256, 185; }\n InInventory ChapelKey, 1 { drawimage \"STRIKEYJ\", 224, 192; }\n InInventory CatacombKey, 1 { drawimage \"STRIKEYK\", 230, 192; }\n InInventory CoreKey, 1 { drawimage \"STRIKEYL\", 236, 192; }\n InInventory MaulerKey, 1 { drawimage \"STRIKEYM\", 243, 192; }\n InInventory FactoryKey, 1 { drawimage \"STRIKEYN\", 249, 192; }\n InInventory MineKey, 1 { drawimage \"STRIKEYO\", 256, 192; }\n\n drawnumber 3, INDEXFON, yellow, ammo Clip, 285, 173;\n drawnumber 3, INDEXFON, yellow, ammo Shell, 285, 179;\n drawnumber 3, INDEXFON, yellow, ammo RocketAmmo, 285, 185;\n drawnumber 3, INDEXFON, yellow, ammo Cell, 285, 191;\n InInventory not ChickenModeOn, 1 {\n gamemode deathmatch, teamplay, teamgame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawnumber 3, HEREHUDF, untranslated, frags, 136, 180; }\n gamemode cooperative, singleplayer\n {\n drawnumber 3, HEREHUDF, untranslated, KillCountAmount, 136, 180;\n InInventory KillCountNotch, 1 { drawimage \"RVNNOTCH\", 108, 169; }\n InInventory KillCountNotch, 2 { drawimage \"RVNNOTCH\", 112, 169; }\n InInventory KillCountNotch, 3 { drawimage \"RVNNOTCH\", 116, 169; }\n InInventory KillCountNotch, 4 { drawimage \"RVNNOTCH\", 120, 169; }\n InInventory KillCountNotch, 5 { drawimage \"RVNNOTCH\", 124, 169; }\n InInventory KillCountNotch, 6 { drawimage \"RVNNOTCH\", 128, 169; }\n InInventory KillCountNotch, 7 { drawimage \"RVNNOTCH\", 132, 169; }\n InInventory KillCountNotch, 8 { drawimage \"RVNNOTCH\", 136, 169; }\n InInventory KillCountNotch, 9 { drawimage \"RVNNOTCH\", 140, 169; }\n }\n }\n InInventory ChickenModeOn, 1 { drawnumber 3, HEREHUDF, untranslated, KillCountAmount, 136, 180; }\n DrawImage RuneIcon, 20, 40, Center;\n drawselectedinventory alwaysshowcounter, HEREHUDF2, 290, 22, 293, 30, yellow;\n GameMode Teamplay, TeamGame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawimage translatable \"CLRHERTC\", 10, 168; }\n InInventory not PowerFakeInvulnerable, 1 {drawmugshot \"STF\", 5, 142, 168;}\n InInventory PowerFakeInvulnerable, 1 {drawimage \"CRVGOD0\", 142, 168;}\n InInventory ExpandedHud, 1\n {\n drawimage \"HRTCBART\", 0, 0;\n InInventory GotWeapon0, 1 { drawimage \"WEPSELR1\", 54, 0; }\n InInventory GotWeapon0, 1 { drawimage \"WPHERE1N\", 49, 11; }\n IsSelected \"Gauntlets of the Necromancer\" { drawimage \"WEPSELY1\", 54, 0; }\n IsSelected \"Gauntlets of the Necromancer\" { drawimage \"WPHERE1Y\", 49, 11; }\n\n InInventory GotWeapon2, 1 { drawimage \"WEPSELR2\", 87, 0; }\n InInventory GotWeapon2, 1 { drawimage \"WPHERE2N\", 82, 11; }\n IsSelected \" Firemace \" { drawimage \"WEPSELY2\", 87, 0; }\n IsSelected \" Firemace \" { drawimage \"WPHERE2Y\", 82, 11; }\n\n InInventory GotWeapon3, 1 { drawimage \"WEPSELR3\", 120, 0; }\n InInventory GotWeapon3, 1 { drawimage \"WPHERE3N\", 115, 11; }\n IsSelected \"Ethereal Crossbow\" { drawimage \"WEPSELY3\", 120, 0; }\n IsSelected \"Ethereal Crossbow\" { drawimage \"WPHERE3Y\", 115, 11; }\n\n InInventory GotWeapon4, 1 { drawimage \"WEPSELR4\", 154, 0; }\n InInventory GotWeapon4, 1 { drawimage \"WPHERE4N\", 148, 11; }\n IsSelected \"Dragon Claw\" { drawimage \"WEPSELY4\", 154, 0; }\n IsSelected \"Dragon Claw\" { drawimage \"WPHERE4Y\", 148, 11; }\n\n InInventory GotWeapon5, 1 { drawimage \"WEPSELR5\", 186, 0; }\n InInventory GotWeapon5, 1 { drawimage \"WPHERE5N\", 181, 11; }\n IsSelected \"Phoenix Rod\" { drawimage \"WEPSELY5\", 186, 0; }\n IsSelected \"Phoenix Rod\" { drawimage \"WPHERE5Y\", 181, 11; } // Heh.\n\n InInventory GotWeapon6, 1 { drawimage \"WEPSELR6\", 219, 0; }\n InInventory GotWeapon6, 1 { drawimage \"WPHERE6N\", 214, 11; }\n IsSelected \"Hellstaff\" { drawimage \"WEPSELY6\", 219, 0; }\n IsSelected \"Hellstaff\" { drawimage \"WPHERE6Y\", 214, 11; }\n\n InInventory PortTome, 1 { drawimage \"WEPSELR7\", 251, 0; }\n InInventory PortTome, 1 { drawimage \"WPHERE7N\", 247, 11; }\n InInventory PortTomeCoOp, 1 { drawimage \"WEPSELR7\", 251, 0; }\n InInventory PortTomeCoOp, 1 { drawimage \"WPHERE7Y\", 247, 11; }\n InInventory PowerHereticTome, 1 { drawimage \"WEPSELY7\", 251, 0; }\n InInventory PowerHereticTome, 1 { drawimage \"WPHERE7Y\", 247, 11; }\n InInventory PowerHereticTomeCoOp, 1 { drawimage \"WEPSELY7\", 251, 0; }\n InInventory PowerHereticTomeCoOp, 1 { drawimage \"WPHERE7Y\", 247, 11; }\n InInventory TomeOfPowerCooldown, 1 { drawimage \"WPHERE7N\", 247, 11; }\n InInventory TomeOfPowerCooldown, 1 { drawnumber 3, INDEXFON, yellow, TomeOfPowerCooldown, 265, 26; }\n }\n }\n\n Playerclass Blazkowicz\n {\n drawimage \"WOLFBAR\", 0, 168;\n IsSelected \"Luger\" { InInventory PistolModeOn, 1 { drawnumber 3, WOLFHUDF, gold, ammo Clip, 37, 181, 0, untranslated, 0, untranslated, 20; } }\n drawnumber 3, WOLFHUDF, gold, ammo1, 37, 181, 0, untranslated, 0, untranslated, 20;\n drawnumber 3, WOLFHUDF, gold, health, 90, 181, red, 25, untranslated, 50;\n drawnumber 3, WOLFHUDF, gold, armor, 212, 181, 0, untranslated, 0, untranslated, 50;\n\n //Doom keys\n InInventory BlueCard, 1 { drawimage \"STKEYS0\", 226, 175; }\n InInventory YellowCard, 1 { drawimage \"STKEYS1\", 238, 175; }\n InInventory RedCard, 1 { drawimage \"STKEYS2\", 250, 175; }\n InInventory BlueSkull, 1 { drawimage \"STKEYS3\", 226, 186; }\n InInventory YellowSkull, 1 { drawimage \"STKEYS4\", 238, 186; }\n InInventory RedSkull, 1 { drawimage \"STKEYS5\", 250, 186; }\n //Chex keys\n InInventory ChexBlueCard, 1 { drawimage \"STKEYS0\", 222, 175; }\n InInventory ChexYellowCard, 1 { drawimage \"STKEYS1\", 235, 175; }\n InInventory ChexRedCard, 1 { drawimage \"STKEYS2\", 248, 175; }\n InInventory BlueFlemKey, 1 { drawimage \"STKEYS3\", 222, 186; }\n InInventory YellowFlemKey, 1 { drawimage \"STKEYS4\", 235, 186; }\n InInventory RedFlemKey, 1 { drawimage \"STKEYS5\", 248, 186; }\n //Heretic keys\n InInventory KeyYellow, 1 { drawimage \"YKEYICON\", 224, 181; }\n InInventory KeyGreen, 1 { drawimage \"GKEYICON\", 238, 181; }\n InInventory KeyBlue, 1 { drawimage \"BKEYICON\", 251, 181; }\n //HeXen keys\n InInventory KeySteel, 1 { drawimage \"HEXKEY1\", 223, 171; }\n InInventory KeyCave, 1 { drawimage \"HEXKEY2\", 223, 181; }\n InInventory KeyAxe, 1 { drawimage \"HEXKEY3\", 223, 191; }\n InInventory KeyFire, 1 { drawimage \"HEXKEY4\", 233, 171; }\n InInventory KeyEmerald, 1 { drawimage \"HEXKEY5\", 233, 181; }\n InInventory KeyDungeon, 1 { drawimage \"HEXKEY6\", 233, 191; }\n InInventory KeySilver, 1 { drawimage \"HEXKEY7\", 243, 171; }\n InInventory KeyRusted, 1 { drawimage \"HEXKEY8\", 243, 181; }\n InInventory KeyHorn, 1 { drawimage \"HEXKEY9\", 243, 191; }\n InInventory KeySwamp, 1 { drawimage \"HEXKEYA\", 253, 171; }\n InInventory KeyCastle, 1 { drawimage \"HEXKEYB\", 253, 181; }\n //Strife keys\n InInventory BaseKey, 1 { drawimage \"STRIKEY1\", 224, 171; }\n InInventory GovsKey, 1 { drawimage \"STRIKEY2\", 230, 171; }\n InInventory PassCard, 1 { drawimage \"STRIKEY3\", 236, 171; }\n InInventory IDBadge, 1 { drawimage \"STRIKEY4\", 243, 171; }\n InInventory PrisonKey, 1 { drawimage \"STRIKEY5\", 249, 171; }\n InInventory SeveredHand, 1 { drawimage \"STRIKEY6\", 256, 171; }\n InInventory Power1Key, 1 { drawimage \"STRIKEY7\", 224, 178; }\n InInventory Power2Key, 1 { drawimage \"STRIKEY8\", 230, 178; }\n InInventory Power3Key, 1 { drawimage \"STRIKEY9\", 236, 178; }\n InInventory GoldKey, 1 { drawimage \"STRIKEYA\", 243, 178; }\n InInventory IDCard, 1 { drawimage \"STRIKEYB\", 249, 178; }\n InInventory SilverKey, 1 { drawimage \"STRIKEYC\", 256, 178; }\n InInventory OracleKey, 1 { drawimage \"STRIKEYD\", 224, 185; }\n InInventory MilitaryID, 1 { drawimage \"STRIKEYE\", 230, 185; }\n InInventory OrderKey, 1 { drawimage \"STRIKEYF\", 236, 185; }\n InInventory BrassKey, 1 { drawimage \"STRIKEYG\", 243, 185; }\n InInventory RedCrystalKey, 1 { drawimage \"STRIKEYH\", 249, 185; }\n InInventory BlueCrystalKey, 1 { drawimage \"STRIKEYI\", 256, 185; }\n InInventory ChapelKey, 1 { drawimage \"STRIKEYJ\", 224, 192; }\n InInventory CatacombKey, 1 { drawimage \"STRIKEYK\", 230, 192; }\n InInventory CoreKey, 1 { drawimage \"STRIKEYL\", 236, 192; }\n InInventory MaulerKey, 1 { drawimage \"STRIKEYM\", 243, 192; }\n InInventory FactoryKey, 1 { drawimage \"STRIKEYN\", 249, 192; }\n InInventory MineKey, 1 { drawimage \"STRIKEYO\", 256, 192; }\n\n drawnumber 3, INDEXFON, lightblue, ammo Clip, 289, 173;\n //drawnumber 3, INDEXFON, lightblue, ammo Shell, 289, 179;\n drawstring SMALLFONT, lightblue, \"x\", 289, 178;\n drawnumber 3, INDEXFON, lightblue, ammo RocketAmmo, 289, 185;\n drawnumber 3, INDEXFON, lightblue, ammo Cell, 289, 191;\n\n drawnumber 3, INDEXFON, lightblue, ammocapacity Clip, 315, 173;\n //drawnumber 3, INDEXFON, lightblue, ammocapacity Shell, 315, 179;\n drawstring SMALLFONT, lightblue, \"x\", 315, 178;\n drawnumber 3, INDEXFON, lightblue, ammocapacity RocketAmmo, 315, 185;\n drawnumber 3, INDEXFON, lightblue, ammocapacity Cell, 315, 191;\n InInventory not ChickenModeOn, 1 {\n gamemode deathmatch, teamplay, teamgame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawnumber 3, WOLFHUDF, untranslated, frags, 138, 181; }\n gamemode cooperative, singleplayer\n {\n drawnumber 3, WOLFHUDF, untranslated, KillCountAmount, 138, 181;\n InInventory KillCountNotch, 1 { drawimage \"WOLFNTCH\", 107, 167; }\n InInventory KillCountNotch, 2 { drawimage \"WOLFNTCH\", 111, 167; }\n InInventory KillCountNotch, 3 { drawimage \"WOLFNTCH\", 115, 167; }\n InInventory KillCountNotch, 4 { drawimage \"WOLFNTCH\", 119, 167; }\n InInventory KillCountNotch, 5 { drawimage \"WOLFNTCH\", 123, 167; }\n InInventory KillCountNotch, 6 { drawimage \"WOLFNTCH\", 127, 167; }\n InInventory KillCountNotch, 7 { drawimage \"WOLFNTCH\", 131, 167; }\n InInventory KillCountNotch, 8 { drawimage \"WOLFNTCH\", 135, 167; }\n InInventory KillCountNotch, 9 { drawimage \"WOLFNTCH\", 139, 167; }\n }}\n InInventory ChickenModeOn, 1 { drawnumber 3, WOLFHUDF, untranslated, ChickenKillCount, 138, 181; }\n DrawImage RuneIcon, 20, 40, Center;\n drawselectedinventory alwaysshowcounter, WOLFHUDF, 290, 22, 293, 30, untranslated;\n GameMode Teamplay, TeamGame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawimage translatable \"CLRWOLFN\", 145, 169; }\n InInventory not PowerFakeInvulnerable, 1 {drawmugshot \"STF\", 5, 143, 167;}\n InInventory PowerFakeInvulnerable, 1 {drawimage \"BJFGOD0\", 143, 167;}\n InInventory ExpandedHud, 1\n {\n drawimage \"WOLFBART\", 0, 0;\n InInventory GotWeapon0, 1 { drawimage \"WEPSELW1\", 54, 0; }\n InInventory GotWeapon0, 1 { drawimage \"WPWOLF1N\", 49, 11; }\n IsSelected \"Knife\"\n {\n InInventory GotWeapon0, 1 { drawimage \"WEPSELY1\", 54, 0; }\n }\n IsSelected \"Knife\"\n {\n InInventory GotWeapon0, 1 { drawimage \"WPWOLF1Y\", 49, 11; }\n }\n\n InInventory GotWeapon2, 1 { drawimage \"WEPSELW2\", 87, 0; }\n InInventory GotWeapon2, 1 { drawimage \"WPWOLF2N\", 82, 11; }\n InInventory GotWeapon3, 1 { drawimage \"WEPSELW2\", 87, 0; }\n InInventory GotWeapon3, 1 { drawimage \"WPWOLF2N\", 82, 11; }\n IsSelected \"Machine Gun\" { drawimage \"WEPSELY2\", 87, 0; }\n IsSelected \"Machine Gun\" { drawimage \"WPWOLF2Y\", 82, 11; }\n\n InInventory GotWeapon4, 1 { drawimage \"WEPSELW4\", 154, 0; }\n InInventory GotWeapon4, 1 { drawimage \"WPWOLF4N\", 148, 11; }\n IsSelected \" Chaingun \" { drawimage \"WEPSELY4\", 154, 0; }\n IsSelected \" Chaingun \" { drawimage \"WPWOLF4Y\", 148, 11; }\n\n InInventory GotWeapon5, 1 { drawimage \"WEPSELW5\", 186, 0; }\n InInventory GotWeapon5, 1 { drawimage \"WPWOLF5N\", 181, 11; }\n IsSelected \" Rocket Launcher \" { drawimage \"WEPSELY5\", 186, 0; }\n IsSelected \" Rocket Launcher \" { drawimage \"WPWOLF5Y\", 181, 11; }\n\n InInventory GotWeapon6, 1 { drawimage \"WEPSELW6\", 219, 0; }\n InInventory GotWeapon6, 1 { drawimage \"WPWOLF6N\", 214, 11; }\n IsSelected \" Flamethrower \" { drawimage \"WEPSELY6\", 219, 0; }\n IsSelected \" Flamethrower \" { drawimage \"WPWOLF6Y\", 214, 11; }\n\n InInventory GotWeapon7, 1 { drawimage \"WEPSELW7\", 251, 0; }\n InInventory GotWeapon7, 1 { drawimage \"WPWOLF7N\", 247, 11; }\n IsSelected \"Spear of Destiny\" { drawimage \"WEPSELY7\", 251, 0; }\n IsSelected \"Spear of Destiny\" { drawimage \"WPWOLF7Y\", 247, 11; }\n }\n }\n\n playerclass Parias\n {\n drawimage \"HEXNBAR\", 0, 142;\n drawnumber 3, HEREHUDF, gold, health, 91, 181, white, 25, untranslated, 50;\n drawnumber 3, HEREHUDF, gold, armor, 217, 181, 0, untranslated, 0, untranslated, 50;\n drawnumber 3, INDEXFONT_RAVEN, yellow, ammo Clip, 58, 174, 0, untranslated, 0, untranslated, 30;\n drawnumber 3, INDEXFONT_RAVEN, yellow, ammo Cell, 58, 188, 0, untranslated, 0, untranslated, 30;\n //usesammo Clip {drawnumber 3, INDEXFONT_RAVEN, gold, ammo Clip, 58, 174, 0, untranslated, 0, white, 30;}\n //usesammo Cell {drawnumber 3, INDEXFONT_RAVEN, gold, ammo Cell, 58, 188, 0, untranslated, 0, white, 30;}\n // Of course Zandronum wouldn't support usesammo that didn't involve \"not\"\n IsSelected \"Frost Shards\" { drawnumber 3, INDEXFONT_RAVEN, gold, ammo Clip, 58, 174, 0, untranslated, 0, white, 30; }\n IsSelected \"Timon's Axe\" { drawnumber 3, INDEXFONT_RAVEN, gold, ammo Clip, 58, 174, 0, untranslated, 0, white, 30; }\n IsSelected \"Serpent Staff\" { drawnumber 3, INDEXFONT_RAVEN, gold, ammo Clip, 58, 174, 0, untranslated, 0, white, 30; }\n IsSelected \" Super Crossbow \" { drawnumber 3, INDEXFONT_RAVEN, gold, ammo Clip, 58, 174, 0, untranslated, 0, white, 30; }\n IsSelected \"Hammer of Retribution\" { drawnumber 3, INDEXFONT_RAVEN, gold, ammo Cell, 58, 188, 0, untranslated, 0, white, 30; }\n IsSelected \"Firestorm\" { drawnumber 3, INDEXFONT_RAVEN, gold, ammo Cell, 58, 188, 0, untranslated, 0, white, 30; }\n IsSelected \"Wraithverge\"\n {\n drawnumber 3, INDEXFONT_RAVEN, gold, ammo Clip, 58, 174, 0, untranslated, 0, white, 30;\n drawnumber 3, INDEXFONT_RAVEN, gold, ammo Cell, 58, 188, 0, untranslated, 0, white, 30;\n }\n\n weaponammo Clip && Cell\n {\n weaponammo Clip { drawbar \"MANAVL1\", \"nullimage\", ammo Clip, vertical, 266, 171, 1; }\n weaponammo not Clip { drawbar \"MANAVL1D\", \"nullimage\", ammo Clip, vertical, 266, 171, 1; }\n weaponammo Cell { drawbar \"MANAVL2\", \"nullimage\", ammo Cell, vertical, 273, 171, 1; }\n weaponammo not Cell { drawbar \"MANAVL2D\", \"nullimage\", ammo Cell, vertical, 273, 171, 1; }\n }\n\n //Doom keys\n InInventory BlueCard, 1 { drawimage \"STKEYS0\", 226, 175; }\n InInventory YellowCard, 1 { drawimage \"STKEYS1\", 238, 175; }\n InInventory RedCard, 1 { drawimage \"STKEYS2\", 250, 175; }\n InInventory BlueSkull, 1 { drawimage \"STKEYS3\", 226, 186; }\n InInventory YellowSkull, 1 { drawimage \"STKEYS4\", 238, 186; }\n InInventory RedSkull, 1 { drawimage \"STKEYS5\", 250, 186; }\n //Chex keys\n InInventory ChexBlueCard, 1 { drawimage \"STKEYS0\", 222, 175; }\n InInventory ChexYellowCard, 1 { drawimage \"STKEYS1\", 235, 175; }\n InInventory ChexRedCard, 1 { drawimage \"STKEYS2\", 248, 175; }\n InInventory BlueFlemKey, 1 { drawimage \"STKEYS3\", 222, 186; }\n InInventory YellowFlemKey, 1 { drawimage \"STKEYS4\", 235, 186; }\n InInventory RedFlemKey, 1 { drawimage \"STKEYS5\", 248, 186; }\n //Heretic keys\n InInventory KeyYellow, 1 { drawimage \"YKEYICON\", 224, 181; }\n InInventory KeyGreen, 1 { drawimage \"GKEYICON\", 238, 181; }\n InInventory KeyBlue, 1 { drawimage \"BKEYICON\", 251, 181; }\n //HeXen keys\n InInventory KeySteel, 1 { drawimage \"HEXKEY1\", 223, 171; }\n InInventory KeyCave, 1 { drawimage \"HEXKEY2\", 223, 181; }\n InInventory KeyAxe, 1 { drawimage \"HEXKEY3\", 223, 191; }\n InInventory KeyFire, 1 { drawimage \"HEXKEY4\", 233, 171; }\n InInventory KeyEmerald, 1 { drawimage \"HEXKEY5\", 233, 181; }\n InInventory KeyDungeon, 1 { drawimage \"HEXKEY6\", 233, 191; }\n InInventory KeySilver, 1 { drawimage \"HEXKEY7\", 243, 171; }\n InInventory KeyRusted, 1 { drawimage \"HEXKEY8\", 243, 181; }\n InInventory KeyHorn, 1 { drawimage \"HEXKEY9\", 243, 191; }\n InInventory KeySwamp, 1 { drawimage \"HEXKEYA\", 253, 171; }\n InInventory KeyCastle, 1 { drawimage \"HEXKEYB\", 253, 181; }\n //Strife keys\n InInventory BaseKey, 1 { drawimage \"STRIKEY1\", 224, 171; }\n InInventory GovsKey, 1 { drawimage \"STRIKEY2\", 230, 171; }\n InInventory PassCard, 1 { drawimage \"STRIKEY3\", 236, 171; }\n InInventory IDBadge, 1 { drawimage \"STRIKEY4\", 243, 171; }\n InInventory PrisonKey, 1 { drawimage \"STRIKEY5\", 249, 171; }\n InInventory SeveredHand, 1 { drawimage \"STRIKEY6\", 256, 171; }\n InInventory Power1Key, 1 { drawimage \"STRIKEY7\", 224, 178; }\n InInventory Power2Key, 1 { drawimage \"STRIKEY8\", 230, 178; }\n InInventory Power3Key, 1 { drawimage \"STRIKEY9\", 236, 178; }\n InInventory GoldKey, 1 { drawimage \"STRIKEYA\", 243, 178; }\n InInventory IDCard, 1 { drawimage \"STRIKEYB\", 249, 178; }\n InInventory SilverKey, 1 { drawimage \"STRIKEYC\", 256, 178; }\n InInventory OracleKey, 1 { drawimage \"STRIKEYD\", 224, 185; }\n InInventory MilitaryID, 1 { drawimage \"STRIKEYE\", 230, 185; }\n InInventory OrderKey, 1 { drawimage \"STRIKEYF\", 236, 185; }\n InInventory BrassKey, 1 { drawimage \"STRIKEYG\", 243, 185; }\n InInventory RedCrystalKey, 1 { drawimage \"STRIKEYH\", 249, 185; }\n InInventory BlueCrystalKey, 1 { drawimage \"STRIKEYI\", 256, 185; }\n InInventory ChapelKey, 1 { drawimage \"STRIKEYJ\", 224, 192; }\n InInventory CatacombKey, 1 { drawimage \"STRIKEYK\", 230, 192; }\n InInventory CoreKey, 1 { drawimage \"STRIKEYL\", 236, 192; }\n InInventory MaulerKey, 1 { drawimage \"STRIKEYM\", 243, 192; }\n InInventory FactoryKey, 1 { drawimage \"STRIKEYN\", 249, 192; }\n InInventory MineKey, 1 { drawimage \"STRIKEYO\", 256, 192; }\n InInventory not ChickenModeOn, 1 {\n gamemode deathmatch, teamplay, teamgame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawnumber 3, HEREHUDF, untranslated, frags, 124, 181; }\n gamemode cooperative, singleplayer\n {\n drawnumber 3, HEREHUDF, untranslated, KillCountAmount, 124, 181;\n InInventory KillCountNotch, 1 { drawimage \"RVNNOTCH\", 97, 168; }\n InInventory KillCountNotch, 2 { drawimage \"RVNNOTCH\", 100, 168; }\n InInventory KillCountNotch, 3 { drawimage \"RVNNOTCH\", 103, 168; }\n InInventory KillCountNotch, 4 { drawimage \"RVNNOTCH\", 106, 168; }\n InInventory KillCountNotch, 5 { drawimage \"RVNNOTCH\", 109, 168; }\n InInventory KillCountNotch, 6 { drawimage \"RVNNOTCH\", 112, 168; }\n InInventory KillCountNotch, 7 { drawimage \"RVNNOTCH\", 115, 168; }\n InInventory KillCountNotch, 8 { drawimage \"RVNNOTCH\", 118, 168; }\n InInventory KillCountNotch, 9 { drawimage \"RVNNOTCH\", 121, 168; }\n }}\n InInventory ChickenModeOn, 1 { drawnumber 3, HEREHUDF, untranslated, ChickenKillCount, 124, 181; }\n DrawImage RuneIcon, 20, 40, Center;\n drawselectedinventory alwaysshowcounter, HEREHUDF2, 290, 22, 293, 30, red;\n GameMode Teamplay, TeamGame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawimage translatable \"CLRHEXEN\", 146, 163; }\n drawmugshot \"STF\", 5, 143, 168;\n InInventory ExpandedHud, 1\n {\n drawimage \"HEXNBART\", 0, 0;\n InInventory GotWeapon0, 1 { drawimage \"WEPSELR1\", 54, 0; }\n InInventory GotWeapon0, 1 { drawimage \"WPHEXN1Y\", 49, 11; }\n InInventory DiscOfRepulsionCooldown, 9 { drawimage \"WEPSELY1\", 54, 0; }\n InInventory DiscOfRepulsionCooldown, 1 { drawimage \"WPHEXN1N\", 49, 11; }\n InInventory DiscOfRepulsionCooldown, 1 { drawnumber 2, INDEXFON, yellow, DiscOfRepulsionCooldown, 66, 26; }\n\n InInventory GotWeapon2, 1 { drawimage \"WEPSELR2\", 87, 0; }\n InInventory GotWeapon2, 1 { drawimage \"WPHEXN2N\", 82, 11; }\n IsSelected \"Frost Shards\" { drawimage \"WEPSELY2\", 87, 0; }\n IsSelected \"Frost Shards\" { drawimage \"WPHEXN2Y\", 82, 11; }\n\n InInventory GotWeapon3, 1 { drawimage \"WEPSELR3\", 120, 0; }\n InInventory GotWeapon3, 1 { drawimage \"WPHEXN3N\", 115, 11; }\n IsSelected \"Timon's Axe\" { drawimage \"WEPSELY3\", 120, 0; }\n IsSelected \"Timon's Axe\" { drawimage \"WPHEXN3Y\", 115, 11; }\n\n InInventory GotWeapon4, 1 { drawimage \"WEPSELR4\", 154, 0; }\n InInventory GotWeapon4, 1 { drawimage \"WPHEXN4N\", 148, 11; }\n IsSelected \"Serpent Staff\" { drawimage \"WEPSELY4\", 154, 0; }\n IsSelected \"Serpent Staff\" { drawimage \"WPHEXN4Y\", 148, 11; }\n\n InInventory GotWeapon5, 1 { drawimage \"WEPSELR5\", 186, 0; }\n InInventory GotWeapon5, 1 { drawimage \"WPHEXN5N\", 181, 11; }\n IsSelected \"Hammer of Retribution\" { drawimage \"WEPSELY5\", 186, 0; }\n IsSelected \"Hammer of Retribution\" { drawimage \"WPHEXN5Y\", 181, 11; }\n\n InInventory GotWeapon6, 1 { drawimage \"WEPSELR6\", 219, 0; }\n InInventory GotWeapon6, 1 { drawimage \"WPHEXN6N\", 214, 11; }\n IsSelected \"Firestorm\" { drawimage \"WEPSELY6\", 219, 0; }\n IsSelected \"Firestorm\" { drawimage \"WPHEXN6Y\", 214, 11; }\n\n InInventory GotWeapon7, 1 { drawimage \"WEPSELR7\", 251, 0; }\n InInventory GotWeapon7, 1 { drawimage \"WPHEXN7N\", 247, 11; }\n IsSelected \"Wraithverge\" { drawimage \"WEPSELY7\", 251, 0; }\n IsSelected \"Wraithverge\" { drawimage \"WPHEXN7Y\", 247, 11; }\n }\n }\n\n playerclass Duke\n {\n drawimage \"DUKEBAR\", 0, 168;\n drawnumber 3, DUKEHUDF, gold, ammo1, 50, 183, 0, untranslated, 0, untranslated, 20;\n drawnumber 3, DUKEHUDF, gold, health, 85, 183, white, 25, untranslated, 50;\n drawnumber 3, DUKEHUDF, gold, armor, 205, 183, 0, untranslated, 0, untranslated, 50;\n\n //Doom keys\n InInventory BlueCard, 1 { drawimage \"STKEYS0\", 226, 175; }\n InInventory YellowCard, 1 { drawimage \"STKEYS1\", 238, 175; }\n InInventory RedCard, 1 { drawimage \"STKEYS2\", 250, 175; }\n InInventory BlueSkull, 1 { drawimage \"STKEYS3\", 226, 186; }\n InInventory YellowSkull, 1 { drawimage \"STKEYS4\", 238, 186; }\n InInventory RedSkull, 1 { drawimage \"STKEYS5\", 250, 186; }\n //Chex keys\n InInventory ChexBlueCard, 1 { drawimage \"STKEYS0\", 222, 175; }\n InInventory ChexYellowCard, 1 { drawimage \"STKEYS1\", 235, 175; }\n InInventory ChexRedCard, 1 { drawimage \"STKEYS2\", 248, 175; }\n InInventory BlueFlemKey, 1 { drawimage \"STKEYS3\", 222, 186; }\n InInventory YellowFlemKey, 1 { drawimage \"STKEYS4\", 235, 186; }\n InInventory RedFlemKey, 1 { drawimage \"STKEYS5\", 248, 186; }\n //Heretic keys\n InInventory KeyYellow, 1 { drawimage \"YKEYICON\", 224, 181; }\n InInventory KeyGreen, 1 { drawimage \"GKEYICON\", 238, 181; }\n InInventory KeyBlue, 1 { drawimage \"BKEYICON\", 251, 181; }\n //HeXen keys\n InInventory KeySteel, 1 { drawimage \"HEXKEY1\", 223, 171; }\n InInventory KeyCave, 1 { drawimage \"HEXKEY2\", 223, 181; }\n InInventory KeyAxe, 1 { drawimage \"HEXKEY3\", 223, 191; }\n InInventory KeyFire, 1 { drawimage \"HEXKEY4\", 233, 171; }\n InInventory KeyEmerald, 1 { drawimage \"HEXKEY5\", 233, 181; }\n InInventory KeyDungeon, 1 { drawimage \"HEXKEY6\", 233, 191; }\n InInventory KeySilver, 1 { drawimage \"HEXKEY7\", 243, 171; }\n InInventory KeyRusted, 1 { drawimage \"HEXKEY8\", 243, 181; }\n InInventory KeyHorn, 1 { drawimage \"HEXKEY9\", 243, 191; }\n InInventory KeySwamp, 1 { drawimage \"HEXKEYA\", 253, 171; }\n InInventory KeyCastle, 1 { drawimage \"HEXKEYB\", 253, 181; }\n //Strife keys\n InInventory BaseKey, 1 { drawimage \"STRIKEY1\", 224, 171; }\n InInventory GovsKey, 1 { drawimage \"STRIKEY2\", 230, 171; }\n InInventory PassCard, 1 { drawimage \"STRIKEY3\", 236, 171; }\n InInventory IDBadge, 1 { drawimage \"STRIKEY4\", 243, 171; }\n InInventory PrisonKey, 1 { drawimage \"STRIKEY5\", 249, 171; }\n InInventory SeveredHand, 1 { drawimage \"STRIKEY6\", 256, 171; }\n InInventory Power1Key, 1 { drawimage \"STRIKEY7\", 224, 178; }\n InInventory Power2Key, 1 { drawimage \"STRIKEY8\", 230, 178; }\n InInventory Power3Key, 1 { drawimage \"STRIKEY9\", 236, 178; }\n InInventory GoldKey, 1 { drawimage \"STRIKEYA\", 243, 178; }\n InInventory IDCard, 1 { drawimage \"STRIKEYB\", 249, 178; }\n InInventory SilverKey, 1 { drawimage \"STRIKEYC\", 256, 178; }\n InInventory OracleKey, 1 { drawimage \"STRIKEYD\", 224, 185; }\n InInventory MilitaryID, 1 { drawimage \"STRIKEYE\", 230, 185; }\n InInventory OrderKey, 1 { drawimage \"STRIKEYF\", 236, 185; }\n InInventory BrassKey, 1 { drawimage \"STRIKEYG\", 243, 185; }\n InInventory RedCrystalKey, 1 { drawimage \"STRIKEYH\", 249, 185; }\n InInventory BlueCrystalKey, 1 { drawimage \"STRIKEYI\", 256, 185; }\n InInventory ChapelKey, 1 { drawimage \"STRIKEYJ\", 224, 192; }\n InInventory CatacombKey, 1 { drawimage \"STRIKEYK\", 230, 192; }\n InInventory CoreKey, 1 { drawimage \"STRIKEYL\", 236, 192; }\n InInventory MaulerKey, 1 { drawimage \"STRIKEYM\", 243, 192; }\n InInventory FactoryKey, 1 { drawimage \"STRIKEYN\", 249, 192; }\n InInventory MineKey, 1 { drawimage \"STRIKEYO\", 256, 192; }\n\n drawnumber 3, INDEXFON, green, ammo Clip, 289, 174;\n drawnumber 3, INDEXFON, green, ammo Shell, 289, 180;\n drawnumber 3, INDEXFON, green, ammo RocketAmmo, 289, 186;\n drawnumber 3, INDEXFON, green, ammo Cell, 289, 192;\n\n drawnumber 3, INDEXFON, green, ammocapacity Clip, 315, 174;\n drawnumber 3, INDEXFON, green, ammocapacity Shell, 315, 180;\n drawnumber 3, INDEXFON, green, ammocapacity RocketAmmo, 315, 186;\n drawnumber 3, INDEXFON, green, ammocapacity Cell, 315, 192;\n InInventory not ChickenModeOn, 1 {\n gamemode deathmatch, teamplay, teamgame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawnumber 3, DUKEHUDF, untranslated, frags, 133, 183; }\n gamemode cooperative, singleplayer\n {\n drawnumber 3, DUKEHUDF, untranslated, KillCountAmount, 133, 183;\n InInventory KillCountNotch, 1 { drawimage \"DUKENTCH\", 107, 169; }\n InInventory KillCountNotch, 2 { drawimage \"DUKENTCH\", 111, 169; }\n InInventory KillCountNotch, 3 { drawimage \"DUKENTCH\", 115, 169; }\n InInventory KillCountNotch, 4 { drawimage \"DUKENTCH\", 119, 169; }\n InInventory KillCountNotch, 5 { drawimage \"DUKENTCH\", 123, 169; }\n InInventory KillCountNotch, 6 { drawimage \"DUKENTCH\", 127, 169; }\n InInventory KillCountNotch, 7 { drawimage \"DUKENTCH\", 131, 169; }\n InInventory KillCountNotch, 8 { drawimage \"DUKENTCH\", 135, 169; }\n InInventory KillCountNotch, 9 { drawimage \"DUKENTCH\", 139, 169; }\n }}\n InInventory ChickenModeOn, 1 { drawnumber 3, DUKEHUDF, untranslated, ChickenKillCount, 133, 183; }\n DrawImage RuneIcon, 20, 40, Center;\n drawselectedinventory alwaysshowcounter, DUKEHUDF, 290, 22, 293, 30, untranslated;\n InInventory DukeFlying, 1 { drawnumber 3, INDEXFON, yellow, DukeJetpackFuel, 293, 48; }\n InInventory DukeVision, 1 { drawnumber 3, INDEXFON, yellow, DukeVisionFuel, 293, 48; }\n GameMode Teamplay, TeamGame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawimage translatable \"CLRDUKE\", 145, 168; }\n InInventory not PowerFakeInvulnerable, 1 {drawmugshot \"STF\", 5, 143, 168;}\n InInventory PowerFakeInvulnerable, 1 {drawimage \"DKNGOD0\", 143, 168;}\n InInventory ExpandedHud, 1\n {\n drawimage \"DUKEBART\", 0, 0;\n InInventory GotWeapon0, 1 { drawimage \"WEPSELR1\", 54, 0; }\n InInventory GotWeapon0, 1 { drawimage \"WPDUKE1N\", 49, 11; }\n IsSelected \"Pipebombs\" { drawimage \"WEPSELY1\", 54, 0; }\n IsSelected \"Pipebombs\" { drawimage \"WPDUKE1Y\", 49, 11; }\n\n InInventory GotWeapon2, 1 { drawimage \"WEPSELR2\", 87, 0; }\n InInventory GotWeapon2, 1 { drawimage \"WPDUKE2N\", 82, 11; }\n IsSelected \" Shotgun \" { drawimage \"WEPSELY2\", 87, 0; }\n IsSelected \" Shotgun \" { drawimage \"WPDUKE2Y\", 82, 11; }\n\n InInventory GotWeapon3, 1 { drawimage \"WEPSELR3\", 120, 0; }\n InInventory GotWeapon3, 1 { drawimage \"WPDUKE3N\", 115, 11; }\n IsSelected \"Explosive Shotgun\" { drawimage \"WEPSELY3\", 120, 0; }\n IsSelected \"Explosive Shotgun\" { drawimage \"WPDUKE3Y\", 115, 11; }\n\n InInventory GotWeapon4, 1 { drawimage \"WEPSELR4\", 154, 0; }\n InInventory GotWeapon4, 1 { drawimage \"WPDUKE4N\", 148, 11; }\n IsSelected \"Chaingun Cannon\" { drawimage \"WEPSELY4\", 154, 0; }\n IsSelected \"Chaingun Cannon\" { drawimage \"WPDUKE4Y\", 148, 11; }\n\n InInventory GotWeapon5, 1 { drawimage \"WEPSELR5\", 186, 0; }\n InInventory GotWeapon5, 1 { drawimage \"WPDUKE5N\", 181, 11; }\n IsSelected \"RPG\" { drawimage \"WEPSELY5\", 186, 0; }\n IsSelected \"RPG\" { drawimage \"WPDUKE5Y\", 181, 11; }\n\n InInventory GotWeapon6, 1 { drawimage \"WEPSELR6\", 219, 0; }\n InInventory GotWeapon6, 1 { drawimage \"WPDUKE6N\", 214, 11; }\n IsSelected \"Freezethrower\" { drawimage \"WEPSELY6\", 219, 0; }\n IsSelected \"Freezethrower\" { drawimage \"WPDUKE6Y\", 214, 11; }\n\n InInventory GotWeapon7, 1 { drawimage \"WEPSELR7\", 251, 0; }\n InInventory GotWeapon7, 1 { drawimage \"WPDUKE7N\", 247, 11; }\n IsSelected \"Devastator\" { drawimage \"WEPSELY7\", 251, 0; }\n IsSelected \"Devastator\" { drawimage \"WPDUKE7Y\", 247, 11; }\n }\n }\n\n playerclass SecurityOfficer\n {\n drawimage \"MRTHBAR\", 0, 168;\n //drawnumber 3, DUKEHUDF, green, ammo1, 30, 174;//, 0, white, 0, white, 20;\n\n IsSelected \".44 Magnum Mega Class A1\"\n {\n InInventory not UsingDualPistols, 1\n {\n DrawImage \"MARPISEM\", 5, 178;\n DrawImage \"MARPISEM\", 10, 178;\n DrawImage \"MARPISEM\", 15, 178;\n DrawImage \"MARPISEM\", 20, 178;\n DrawImage \"MARPISEM\", 25, 178;\n DrawImage \"MARPISEM\", 30, 178;\n DrawImage \"MARPISEM\", 35, 178;\n DrawImage \"MARPISEM\", 40, 178;\n InInventory MagnumBullet, 1 { DrawImage \"MARPISAM\", 5, 178; }\n InInventory MagnumBullet, 2 { DrawImage \"MARPISAM\", 10, 178; }\n InInventory MagnumBullet, 3 { DrawImage \"MARPISAM\", 15, 178; }\n InInventory MagnumBullet, 4 { DrawImage \"MARPISAM\", 20, 178; }\n InInventory MagnumBullet, 5 { DrawImage \"MARPISAM\", 25, 178; }\n InInventory MagnumBullet, 6 { DrawImage \"MARPISAM\", 30, 178; }\n InInventory MagnumBullet, 7 { DrawImage \"MARPISAM\", 35, 178; }\n InInventory MagnumBullet, 8 { DrawImage \"MARPISAM\", 40, 178; }\n }\n InInventory SynthFireActive, 1\n {\n DrawImage \"MARPISEM\", 5, 173;\n DrawImage \"MARPISEM\", 10, 173;\n DrawImage \"MARPISEM\", 15, 173;\n DrawImage \"MARPISEM\", 20, 173;\n DrawImage \"MARPISEM\", 25, 173;\n DrawImage \"MARPISEM\", 30, 173;\n DrawImage \"MARPISEM\", 35, 173;\n DrawImage \"MARPISEM\", 40, 173;\n InInventory MagnumBullet, 1 { DrawImage \"MARPISAM\", 5, 173; }\n InInventory MagnumBullet, 2 { DrawImage \"MARPISAM\", 10, 173; }\n InInventory MagnumBullet, 3 { DrawImage \"MARPISAM\", 15, 173; }\n InInventory MagnumBullet, 4 { DrawImage \"MARPISAM\", 20, 173; }\n InInventory MagnumBullet, 5 { DrawImage \"MARPISAM\", 25, 173; }\n InInventory MagnumBullet, 6 { DrawImage \"MARPISAM\", 30, 173; }\n InInventory MagnumBullet, 7 { DrawImage \"MARPISAM\", 35, 173; }\n InInventory MagnumBullet, 8 { DrawImage \"MARPISAM\", 40, 173; }\n\n DrawImage \"MARPISEM\", 5, 185;\n DrawImage \"MARPISEM\", 10, 185;\n DrawImage \"MARPISEM\", 15, 185;\n DrawImage \"MARPISEM\", 20, 185;\n DrawImage \"MARPISEM\", 25, 185;\n DrawImage \"MARPISEM\", 30, 185;\n DrawImage \"MARPISEM\", 35, 185;\n DrawImage \"MARPISEM\", 40, 185;\n InInventory MagnumBulletRight, 1 { DrawImage \"MARPISAM\", 5, 185; }\n InInventory MagnumBulletRight, 2 { DrawImage \"MARPISAM\", 10, 185; }\n InInventory MagnumBulletRight, 3 { DrawImage \"MARPISAM\", 15, 185; }\n InInventory MagnumBulletRight, 4 { DrawImage \"MARPISAM\", 20, 185; }\n InInventory MagnumBulletRight, 5 { DrawImage \"MARPISAM\", 25, 185; }\n InInventory MagnumBulletRight, 6 { DrawImage \"MARPISAM\", 30, 185; }\n InInventory MagnumBulletRight, 7 { DrawImage \"MARPISAM\", 35, 185; }\n InInventory MagnumBulletRight, 8 { DrawImage \"MARPISAM\", 40, 185; }\n }\n } //, 0, white, 0, white, 20;}}\n\n IsSelected \"KKV-7 SMG Flechette\"\n {\n drawimage \"STY2NUM1\", 268, 173;\n\n DrawImage \"MARSMGEM\", 5, 170;\n DrawImage \"MARSMGEM\", 10, 170;\n DrawImage \"MARSMGEM\", 15, 170;\n DrawImage \"MARSMGEM\", 20, 170;\n DrawImage \"MARSMGEM\", 25, 170;\n DrawImage \"MARSMGEM\", 30, 170;\n DrawImage \"MARSMGEM\", 35, 170;\n DrawImage \"MARSMGEM\", 40, 170;\n DrawImage \"MARSMGEM\", 5, 176;\n DrawImage \"MARSMGEM\", 10, 176;\n DrawImage \"MARSMGEM\", 15, 176;\n DrawImage \"MARSMGEM\", 20, 176;\n DrawImage \"MARSMGEM\", 25, 176;\n DrawImage \"MARSMGEM\", 30, 176;\n DrawImage \"MARSMGEM\", 35, 176;\n DrawImage \"MARSMGEM\", 40, 176;\n DrawImage \"MARSMGEM\", 5, 182;\n DrawImage \"MARSMGEM\", 10, 182;\n DrawImage \"MARSMGEM\", 15, 182;\n DrawImage \"MARSMGEM\", 20, 182;\n DrawImage \"MARSMGEM\", 25, 182;\n DrawImage \"MARSMGEM\", 30, 182;\n DrawImage \"MARSMGEM\", 35, 182;\n DrawImage \"MARSMGEM\", 40, 182;\n DrawImage \"MARSMGEM\", 5, 188;\n DrawImage \"MARSMGEM\", 10, 188;\n DrawImage \"MARSMGEM\", 15, 188;\n DrawImage \"MARSMGEM\", 20, 188;\n DrawImage \"MARSMGEM\", 25, 188;\n DrawImage \"MARSMGEM\", 30, 188;\n DrawImage \"MARSMGEM\", 35, 188;\n DrawImage \"MARSMGEM\", 40, 188;\n InInventory SMGBullet, 1 { DrawImage \"MARSMGAM\", 5, 170; }\n InInventory SMGBullet, 2 { DrawImage \"MARSMGAM\", 10, 170; }\n InInventory SMGBullet, 3 { DrawImage \"MARSMGAM\", 15, 170; }\n InInventory SMGBullet, 4 { DrawImage \"MARSMGAM\", 20, 170; }\n InInventory SMGBullet, 5 { DrawImage \"MARSMGAM\", 25, 170; }\n InInventory SMGBullet, 6 { DrawImage \"MARSMGAM\", 30, 170; }\n InInventory SMGBullet, 7 { DrawImage \"MARSMGAM\", 35, 170; }\n InInventory SMGBullet, 8 { DrawImage \"MARSMGAM\", 40, 170; }\n InInventory SMGBullet, 9 { DrawImage \"MARSMGAM\", 5, 176; }\n InInventory SMGBullet, 10 { DrawImage \"MARSMGAM\", 10, 176; }\n InInventory SMGBullet, 11 { DrawImage \"MARSMGAM\", 15, 176; }\n InInventory SMGBullet, 12 { DrawImage \"MARSMGAM\", 20, 176; }\n InInventory SMGBullet, 13 { DrawImage \"MARSMGAM\", 25, 176; }\n InInventory SMGBullet, 14 { DrawImage \"MARSMGAM\", 30, 176; }\n InInventory SMGBullet, 15 { DrawImage \"MARSMGAM\", 35, 176; }\n InInventory SMGBullet, 16 { DrawImage \"MARSMGAM\", 40, 176; }\n InInventory SMGBullet, 17 { DrawImage \"MARSMGAM\", 5, 182; }\n InInventory SMGBullet, 18 { DrawImage \"MARSMGAM\", 10, 182; }\n InInventory SMGBullet, 19 { DrawImage \"MARSMGAM\", 15, 182; }\n InInventory SMGBullet, 20 { DrawImage \"MARSMGAM\", 20, 182; }\n InInventory SMGBullet, 21 { DrawImage \"MARSMGAM\", 25, 182; }\n InInventory SMGBullet, 22 { DrawImage \"MARSMGAM\", 30, 182; }\n InInventory SMGBullet, 23 { DrawImage \"MARSMGAM\", 35, 182; }\n InInventory SMGBullet, 24 { DrawImage \"MARSMGAM\", 40, 182; }\n InInventory SMGBullet, 25 { DrawImage \"MARSMGAM\", 5, 188; }\n InInventory SMGBullet, 26 { DrawImage \"MARSMGAM\", 10, 188; }\n InInventory SMGBullet, 27 { DrawImage \"MARSMGAM\", 15, 188; }\n InInventory SMGBullet, 28 { DrawImage \"MARSMGAM\", 20, 188; }\n InInventory SMGBullet, 29 { DrawImage \"MARSMGAM\", 25, 188; }\n InInventory SMGBullet, 30 { DrawImage \"MARSMGAM\", 30, 188; }\n InInventory SMGBullet, 31 { DrawImage \"MARSMGAM\", 35, 188; }\n InInventory SMGBullet, 32 { DrawImage \"MARSMGAM\", 40, 188; }\n }\n\n IsSelected \"Fusion Pistol\"\n {\n drawimage \"STY2NUM4\", 268, 191;\n DrawImage \"MARAMBAR\", 17, 173;\n drawbar \"MARAMBR2\", \"MARAMBR3\", ammo FusionBullet, vertical, 18, 174;\n } //, 0, white, 0, white, 20;}\n\n IsSelected \"WSTE-M5 Combat Shotgun\"\n {\n drawimage \"STY2NUM2\", 268, 179;\n InInventory not UsingDualShotguns, 1\n {\n DrawImage \"MARSHTAM\", 7, 179;\n DrawImage \"MARSHTAM\", 14, 179;\n\n InInventory WastemUnloaded, 1\n {\n DrawImage \"MARSHTEM\", 7, 179;\n DrawImage \"MARSHTEM\", 14, 179;\n }\n\n InInventory WastemEmpty, 1\n {\n DrawImage \"MARSHTEM\", 7, 179;\n DrawImage \"MARSHTEM\", 14, 179;\n }\n }\n InInventory UsingDualShotguns, 1\n {\n DrawImage \"MARSHTAM\", 7, 186;\n DrawImage \"MARSHTAM\", 14, 186;\n DrawImage \"MARSHTAM\", 7, 175;\n DrawImage \"MARSHTAM\", 14, 175;\n\n InInventory RWastemUnloaded, 1\n {\n DrawImage \"MARSHTEM\", 7, 186;\n DrawImage \"MARSHTEM\", 14, 186;\n }\n\n InInventory LWastemUnloaded, 1\n {\n DrawImage \"MARSHTEM\", 7, 175;\n DrawImage \"MARSHTEM\", 14, 175;\n }\n\n InInventory RWastemEmpty, 1\n {\n DrawImage \"MARSHTEM\", 7, 186;\n DrawImage \"MARSHTEM\", 14, 186;\n }\n\n InInventory LWastemEmpty, 1\n {\n DrawImage \"MARSHTEM\", 7, 175;\n DrawImage \"MARSHTEM\", 14, 175;\n }\n }\n drawnumber 3, MARAHUDF, untranslated, ammo1, 42, 180;\n }\n\n IsSelected \"MA-75B Assault Rifle\"\n {\n drawimage \"STY2NUM1\", 268, 173;\n drawimage \"STY2NUM3\", 268, 185;\n DrawImage \"MARARFEM\", 6, 173;\n DrawImage \"MARARFEM\", 8, 173;\n DrawImage \"MARARFEM\", 10, 173;\n DrawImage \"MARARFEM\", 12, 173;\n DrawImage \"MARARFEM\", 14, 173;\n DrawImage \"MARARFEM\", 16, 173;\n DrawImage \"MARARFEM\", 18, 173;\n DrawImage \"MARARFEM\", 20, 173;\n DrawImage \"MARARFEM\", 22, 173;\n DrawImage \"MARARFEM\", 24, 173;\n DrawImage \"MARARFEM\", 26, 173;\n DrawImage \"MARARFEM\", 28, 173;\n DrawImage \"MARARFEM\", 30, 173;\n DrawImage \"MARARFEM\", 32, 173;\n DrawImage \"MARARFEM\", 34, 173;\n DrawImage \"MARARFEM\", 36, 173;\n DrawImage \"MARARFEM\", 38, 173;\n DrawImage \"MARARFEM\", 40, 173;\n DrawImage \"MARARFEM\", 6, 177;\n DrawImage \"MARARFEM\", 8, 177;\n DrawImage \"MARARFEM\", 10, 177;\n DrawImage \"MARARFEM\", 12, 177;\n DrawImage \"MARARFEM\", 14, 177;\n DrawImage \"MARARFEM\", 16, 177;\n DrawImage \"MARARFEM\", 18, 177;\n DrawImage \"MARARFEM\", 20, 177;\n DrawImage \"MARARFEM\", 22, 177;\n DrawImage \"MARARFEM\", 24, 177;\n DrawImage \"MARARFEM\", 26, 177;\n DrawImage \"MARARFEM\", 28, 177;\n DrawImage \"MARARFEM\", 30, 177;\n DrawImage \"MARARFEM\", 32, 177;\n DrawImage \"MARARFEM\", 34, 177;\n DrawImage \"MARARFEM\", 36, 177;\n DrawImage \"MARARFEM\", 38, 177;\n DrawImage \"MARARFEM\", 40, 177;\n DrawImage \"MARARFEM\", 6, 181;\n DrawImage \"MARARFEM\", 8, 181;\n DrawImage \"MARARFEM\", 10, 181;\n DrawImage \"MARARFEM\", 12, 181;\n DrawImage \"MARARFEM\", 14, 181;\n DrawImage \"MARARFEM\", 16, 181;\n DrawImage \"MARARFEM\", 18, 181;\n DrawImage \"MARARFEM\", 20, 181;\n DrawImage \"MARARFEM\", 22, 181;\n DrawImage \"MARARFEM\", 24, 181;\n DrawImage \"MARARFEM\", 26, 181;\n DrawImage \"MARARFEM\", 28, 181;\n DrawImage \"MARARFEM\", 30, 181;\n DrawImage \"MARARFEM\", 32, 181;\n DrawImage \"MARARFEM\", 34, 181;\n DrawImage \"MARARFEM\", 36, 181;\n DrawImage \"MARGRNEM\", 7, 188;\n DrawImage \"MARGRNEM\", 12, 188;\n DrawImage \"MARGRNEM\", 17, 188;\n DrawImage \"MARGRNEM\", 22, 188;\n DrawImage \"MARGRNEM\", 27, 188;\n DrawImage \"MARGRNEM\", 32, 188;\n DrawImage \"MARGRNEM\", 37, 188;\n InInventory RifleBullet, 1 { DrawImage \"MARARFAM\", 6, 173; }\n InInventory RifleBullet, 2 { DrawImage \"MARARFAM\", 8, 173; }\n InInventory RifleBullet, 3 { DrawImage \"MARARFAM\", 10, 173; }\n InInventory RifleBullet, 4 { DrawImage \"MARARFAM\", 12, 173; }\n InInventory RifleBullet, 5 { DrawImage \"MARARFAM\", 14, 173; }\n InInventory RifleBullet, 6 { DrawImage \"MARARFAM\", 16, 173; }\n InInventory RifleBullet, 7 { DrawImage \"MARARFAM\", 18, 173; }\n InInventory RifleBullet, 8 { DrawImage \"MARARFAM\", 20, 173; }\n InInventory RifleBullet, 9 { DrawImage \"MARARFAM\", 22, 173; }\n InInventory RifleBullet, 10 { DrawImage \"MARARFAM\", 24, 173; }\n InInventory RifleBullet, 11 { DrawImage \"MARARFAM\", 26, 173; }\n InInventory RifleBullet, 12 { DrawImage \"MARARFAM\", 28, 173; }\n InInventory RifleBullet, 13 { DrawImage \"MARARFAM\", 30, 173; }\n InInventory RifleBullet, 14 { DrawImage \"MARARFAM\", 32, 173; }\n InInventory RifleBullet, 15 { DrawImage \"MARARFAM\", 34, 173; }\n InInventory RifleBullet, 16 { DrawImage \"MARARFAM\", 36, 173; }\n InInventory RifleBullet, 17 { DrawImage \"MARARFAM\", 38, 173; }\n InInventory RifleBullet, 18 { DrawImage \"MARARFAM\", 40, 173; }\n InInventory RifleBullet, 19 { DrawImage \"MARARFAM\", 6, 177; }\n InInventory RifleBullet, 20 { DrawImage \"MARARFAM\", 8, 177; }\n InInventory RifleBullet, 21 { DrawImage \"MARARFAM\", 10, 177; }\n InInventory RifleBullet, 22 { DrawImage \"MARARFAM\", 12, 177; }\n InInventory RifleBullet, 23 { DrawImage \"MARARFAM\", 14, 177; }\n InInventory RifleBullet, 24 { DrawImage \"MARARFAM\", 16, 177; }\n InInventory RifleBullet, 25 { DrawImage \"MARARFAM\", 18, 177; }\n InInventory RifleBullet, 26 { DrawImage \"MARARFAM\", 20, 177; }\n InInventory RifleBullet, 27 { DrawImage \"MARARFAM\", 22, 177; }\n InInventory RifleBullet, 28 { DrawImage \"MARARFAM\", 24, 177; }\n InInventory RifleBullet, 29 { DrawImage \"MARARFAM\", 26, 177; }\n InInventory RifleBullet, 30 { DrawImage \"MARARFAM\", 28, 177; }\n InInventory RifleBullet, 31 { DrawImage \"MARARFAM\", 30, 177; }\n InInventory RifleBullet, 32 { DrawImage \"MARARFAM\", 32, 177; }\n InInventory RifleBullet, 33 { DrawImage \"MARARFAM\", 34, 177; }\n InInventory RifleBullet, 34 { DrawImage \"MARARFAM\", 36, 177; }\n InInventory RifleBullet, 35 { DrawImage \"MARARFAM\", 38, 177; }\n InInventory RifleBullet, 36 { DrawImage \"MARARFAM\", 40, 177; }\n InInventory RifleBullet, 37 { DrawImage \"MARARFAM\", 6, 181; }\n InInventory RifleBullet, 38 { DrawImage \"MARARFAM\", 8, 181; }\n InInventory RifleBullet, 39 { DrawImage \"MARARFAM\", 10, 181; }\n InInventory RifleBullet, 40 { DrawImage \"MARARFAM\", 12, 181; }\n InInventory RifleBullet, 41 { DrawImage \"MARARFAM\", 14, 181; }\n InInventory RifleBullet, 42 { DrawImage \"MARARFAM\", 16, 181; }\n InInventory RifleBullet, 43 { DrawImage \"MARARFAM\", 18, 181; }\n InInventory RifleBullet, 44 { DrawImage \"MARARFAM\", 20, 181; }\n InInventory RifleBullet, 45 { DrawImage \"MARARFAM\", 22, 181; }\n InInventory RifleBullet, 46 { DrawImage \"MARARFAM\", 24, 181; }\n InInventory RifleBullet, 47 { DrawImage \"MARARFAM\", 26, 181; }\n InInventory RifleBullet, 48 { DrawImage \"MARARFAM\", 28, 181; }\n InInventory RifleBullet, 49 { DrawImage \"MARARFAM\", 30, 181; }\n InInventory RifleBullet, 50 { DrawImage \"MARARFAM\", 32, 181; }\n InInventory RifleBullet, 51 { DrawImage \"MARARFAM\", 34, 181; }\n InInventory RifleBullet, 52 { DrawImage \"MARARFAM\", 36, 181; }\n InInventory GrenadeInClip, 1 { DrawImage \"MARGRNAM\", 7, 188; }\n InInventory GrenadeInClip, 2 { DrawImage \"MARGRNAM\", 12, 188; }\n InInventory GrenadeInClip, 3 { DrawImage \"MARGRNAM\", 17, 188; }\n InInventory GrenadeInClip, 4 { DrawImage \"MARGRNAM\", 22, 188; }\n InInventory GrenadeInClip, 5 { DrawImage \"MARGRNAM\", 27, 188; }\n InInventory GrenadeInClip, 6 { DrawImage \"MARGRNAM\", 32, 188; }\n InInventory GrenadeInClip, 7 { DrawImage \"MARGRNAM\", 37, 188; }\n }\n\n IsSelected \"Talon Ceramic Combat Blade\"\n {\n DrawImage \"MARKNFEM\", 11, 176;\n DrawImage \"MARKNFEM\", 29, 176;\n InInventory KnifeAmmo, 1 { DrawImage \"MARKNFAM\", 11, 176; }\n InInventory KnifeAmmo, 2 { DrawImage \"MARKNFAM\", 29, 176; }\n }\n\n IsSelected \"SPNKR-XP SSM Launcher\"\n {\n DrawImage \"STY2NUM3\", 268, 185;\n DrawImage \"MARRCKEM\", 11, 176;\n DrawImage \"MARRCKEM\", 29, 176;\n InInventory SpankerAmmo, 1 { DrawImage \"MARRCKAM\", 11, 176; }\n InInventory SpankerAmmo, 2 { DrawImage \"MARRCKAM\", 29, 176; }\n }\n\n IsSelected \"TOZT-7 Napalm Unit\"\n {\n DrawImage \"STY2NUM4\", 268, 191;\n DrawImage \"MARAMBAR\", 17, 173;\n drawbar \"MARAMBR2\", \"MARAMBR3\", ammo NapalmInTank, vertical, 18, 174;\n }\n\n IsSelected \"ONI-71 Wave Motion Cannon\"\n {\n\n DrawImage \"STY2NUM3\", 268, 185;\n DrawImage \"STY2NUM4\", 268, 191;\n //drawnumber 3, MARAHUDF, green, ammo1, 40, 174;\n //drawnumber 3, MARAHUDF, green, RocketAmmo, 40, 186;\n DrawImage \"MARWMCEM\", 5, 173;\n DrawImage \"MARWMCEM\", 10, 173;\n DrawImage \"MARWMCEM\", 15, 173;\n DrawImage \"MARWMCEM\", 20, 173;\n DrawImage \"MARWMCEM\", 25, 173;\n DrawImage \"MARWMCEM\", 30, 173;\n DrawImage \"MARWMCEM\", 35, 173;\n DrawImage \"MARWMCEM\", 40, 173;\n\n DrawImage \"MARMRTEM\", 7, 187;\n DrawImage \"MARMRTEM\", 21, 187;\n DrawImage \"MARMRTEM\", 35, 187;\n\n InInventory WMCAmmo, 1 { DrawImage \"MARWMCAM\", 5, 173; }\n InInventory WMCAmmo, 2 { DrawImage \"MARWMCAM\", 10, 173; }\n InInventory WMCAmmo, 3 { DrawImage \"MARWMCAM\", 15, 173; }\n InInventory WMCAmmo, 4 { DrawImage \"MARWMCAM\", 20, 173; }\n InInventory WMCAmmo, 5 { DrawImage \"MARWMCAM\", 25, 173; }\n InInventory WMCAmmo, 6 { DrawImage \"MARWMCAM\", 30, 173; }\n InInventory WMCAmmo, 7 { DrawImage \"MARWMCAM\", 35, 173; }\n InInventory WMCAmmo, 8 { DrawImage \"MARWMCAM\", 40, 173; }\n\n InInventory MortarAmmo, 1 { DrawImage \"MARMRTAM\", 7, 187; }\n InInventory MortarAmmo, 2 { DrawImage \"MARMRTAM\", 21, 187; }\n InInventory MortarAmmo, 3 { DrawImage \"MARMRTAM\", 35, 187; }\n }\n\n IsSelected \"Alien Weapon\" { drawimage \"MARERROR\", 5, 173; }\n\n IsSelected \" Alien Weapon \" { drawimage \"MARERROR\", 5, 173; }\n\n IsSelected \"Spnkr-25 Auto Cannon\"\n {\n DrawImage \"MARAMBAR\", 17, 173;\n drawbar \"MARAMBR2\", \"MARAMBR3\", ammo Spanker2Ammo, vertical, 18, 174;\n }\n\nIsSelected not \"Spnkr-25 Auto Cannon\"\n{\n IsSelected not \"Talon Ceramic Combat Blade\"\n {\n IsSelected not \" Alien Weapon \"\n {\n IsSelected not \"Alien Weapon\"\n {\n IsSelected not \"ONI-71 Wave Motion Cannon\"\n {\n IsSelected not \"TOZT-7 Napalm Unit\"\n {\n IsSelected not \"SPNKR-XP SSM Launcher\"\n {\n IsSelected not \"MA-75B Assault Rifle\"\n {\n IsSelected not \"Fusion Pistol\"\n {\n IsSelected not \"WSTE-M5 Combat Shotgun\"\n {\n IsSelected not \"KKV-7 SMG Flechette\"\n {\n IsSelected not \".44 Magnum Mega Class A1\" { drawnumber 3, MARAHUDF, untranslated, ammo1, 35, 181; }\n }\n }\n }\n }\n }\n }\n }\n }\n }\n }\n}\n\n DrawBar \"MBARH100\", \"MBARMPTY\", Health, Horizontal, 51, 170;\n DrawBar \"MBARH200\", \"MBAREMP2\", Health OverMax, Horizontal, -36, 170;\n DrawBar \"MBARH300\", \"MBAREMP3\", Health OverOverMax, Horizontal, -123, 170;\n DrawBar \"MBARR100\", \"MBARMPTY\", Armor, Horizontal, 51, 180;\n DrawBar \"MBARR200\", \"MBAREMP2\", Armor OverMax, Horizontal, -36, 180;\n DrawBar \"MBARR300\", \"MBAREMP3\", Armor OverOverMax, Horizontal, -123, 180;\n //DrawBar \"MBAROXYG\",\"MBARMPTY\", AirTime, Horizontal, 46, 185;\n drawnumber 3, INDEXFON, green, health, 89, 191;\n drawnumber 3, INDEXFON, green, armor, 125, 191;\n\n //Doom keys\n InInventory BlueCard, 1 { drawimage \"STKEYS0\", 226, 175; }\n InInventory YellowCard, 1 { drawimage \"STKEYS1\", 238, 175; }\n InInventory RedCard, 1 { drawimage \"STKEYS2\", 250, 175; }\n InInventory BlueSkull, 1 { drawimage \"STKEYS3\", 226, 186; }\n InInventory YellowSkull, 1 { drawimage \"STKEYS4\", 238, 186; }\n InInventory RedSkull, 1 { drawimage \"STKEYS5\", 250, 186; }\n //Chex keys\n InInventory ChexBlueCard, 1 { drawimage \"STKEYS0\", 222, 175; }\n InInventory ChexYellowCard, 1 { drawimage \"STKEYS1\", 235, 175; }\n InInventory ChexRedCard, 1 { drawimage \"STKEYS2\", 248, 175; }\n InInventory BlueFlemKey, 1 { drawimage \"STKEYS3\", 222, 186; }\n InInventory YellowFlemKey, 1 { drawimage \"STKEYS4\", 235, 186; }\n InInventory RedFlemKey, 1 { drawimage \"STKEYS5\", 248, 186; }\n //Heretic keys\n InInventory KeyYellow, 1 { drawimage \"YKEYICON\", 224, 181; }\n InInventory KeyGreen, 1 { drawimage \"GKEYICON\", 238, 181; }\n InInventory KeyBlue, 1 { drawimage \"BKEYICON\", 251, 181; }\n //HeXen keys\n InInventory KeySteel, 1 { drawimage \"HEXKEY1\", 223, 171; }\n InInventory KeyCave, 1 { drawimage \"HEXKEY2\", 223, 181; }\n InInventory KeyAxe, 1 { drawimage \"HEXKEY3\", 223, 191; }\n InInventory KeyFire, 1 { drawimage \"HEXKEY4\", 233, 171; }\n InInventory KeyEmerald, 1 { drawimage \"HEXKEY5\", 233, 181; }\n InInventory KeyDungeon, 1 { drawimage \"HEXKEY6\", 233, 191; }\n InInventory KeySilver, 1 { drawimage \"HEXKEY7\", 243, 171; }\n InInventory KeyRusted, 1 { drawimage \"HEXKEY8\", 243, 181; }\n InInventory KeyHorn, 1 { drawimage \"HEXKEY9\", 243, 191; }\n InInventory KeySwamp, 1 { drawimage \"HEXKEYA\", 253, 171; }\n InInventory KeyCastle, 1 { drawimage \"HEXKEYB\", 253, 181; }\n //Strife keys\n InInventory BaseKey, 1 { drawimage \"STRIKEY1\", 224, 171; }\n InInventory GovsKey, 1 { drawimage \"STRIKEY2\", 230, 171; }\n InInventory PassCard, 1 { drawimage \"STRIKEY3\", 236, 171; }\n InInventory IDBadge, 1 { drawimage \"STRIKEY4\", 243, 171; }\n InInventory PrisonKey, 1 { drawimage \"STRIKEY5\", 249, 171; }\n InInventory SeveredHand, 1 { drawimage \"STRIKEY6\", 256, 171; }\n InInventory Power1Key, 1 { drawimage \"STRIKEY7\", 224, 178; }\n InInventory Power2Key, 1 { drawimage \"STRIKEY8\", 230, 178; }\n InInventory Power3Key, 1 { drawimage \"STRIKEY9\", 236, 178; }\n InInventory GoldKey, 1 { drawimage \"STRIKEYA\", 243, 178; }\n InInventory IDCard, 1 { drawimage \"STRIKEYB\", 249, 178; }\n InInventory SilverKey, 1 { drawimage \"STRIKEYC\", 256, 178; }\n InInventory OracleKey, 1 { drawimage \"STRIKEYD\", 224, 185; }\n InInventory MilitaryID, 1 { drawimage \"STRIKEYE\", 230, 185; }\n InInventory OrderKey, 1 { drawimage \"STRIKEYF\", 236, 185; }\n InInventory BrassKey, 1 { drawimage \"STRIKEYG\", 243, 185; }\n InInventory RedCrystalKey, 1 { drawimage \"STRIKEYH\", 249, 185; }\n InInventory BlueCrystalKey, 1 { drawimage \"STRIKEYI\", 256, 185; }\n InInventory ChapelKey, 1 { drawimage \"STRIKEYJ\", 224, 192; }\n InInventory CatacombKey, 1 { drawimage \"STRIKEYK\", 230, 192; }\n InInventory CoreKey, 1 { drawimage \"STRIKEYL\", 236, 192; }\n InInventory MaulerKey, 1 { drawimage \"STRIKEYM\", 243, 192; }\n InInventory FactoryKey, 1 { drawimage \"STRIKEYN\", 249, 192; }\n InInventory MineKey, 1 { drawimage \"STRIKEYO\", 256, 192; }\n\n drawnumber 3, INDEXFON, green, ammo Clip, 289, 173;\n drawnumber 3, INDEXFON, green, ammo Shell, 289, 179;\n drawnumber 3, INDEXFON, green, ammo RocketAmmo, 289, 185;\n drawnumber 3, INDEXFON, green, ammo Cell, 289, 191;\n\n drawnumber 3, INDEXFON, green, ammocapacity Clip, 315, 173;\n drawnumber 3, INDEXFON, green, ammocapacity Shell, 315, 179;\n drawnumber 3, INDEXFON, green, ammocapacity RocketAmmo, 315, 185;\n drawnumber 3, INDEXFON, green, ammocapacity Cell, 315, 191;\n InInventory not ChickenModeOn, 1 {\n gamemode deathmatch, teamplay, teamgame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawnumber 4, MARAHUDF, white, frags, 213, 179; }\n gamemode cooperative, singleplayer { drawnumber 4, MARAHUDF, white, KillCountAmountTrue, 213, 179; }}\n InInventory ChickenModeOn, 1 { drawnumber 4, MARAHUDF, white, ChickenKillCount, 213, 179; }\n DrawImage RuneIcon, 20, 40, Center;\n drawselectedinventory alwaysshowcounter, MARAHUDF, 290, 22, 293, 30, untranslated;\n GameMode Teamplay, TeamGame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawimage translatable \"CLRMARA\", 145, 169; }\n InInventory not PowerFakeInvulnerable, 1 {drawmugshot \"STF\", 5, 143, 168;}\n InInventory PowerFakeInvulnerable, 1 {drawimage \"MARGOD0\", 143, 168;}\n InInventory ExpandedHud, 1\n {\n drawimage \"MRTHBART\", 0, 0;\n InInventory GotWeapon0, 1 { drawimage \"WEPSELM1\", 54, 0; }\n InInventory GotWeapon0, 1 { drawimage \"WPMARA1N\", 49, 11; }\n IsSelected \"KKV-7 SMG Flechette\" { drawimage \"WEPSELY1\", 54, 0; }\n IsSelected \"KKV-7 SMG Flechette\" { drawimage \"WPMARA1Y\", 49, 11; }\n\n InInventory GotWeapon2, 1 { drawimage \"WEPSELM2\", 87, 0; }\n InInventory GotWeapon2, 1 { drawimage \"WPMARA2N\", 82, 11; }\n IsSelected \"WSTE-M5 Combat Shotgun\" { drawimage \"WEPSELY2\", 87, 0; }\n IsSelected \"WSTE-M5 Combat Shotgun\" { drawimage \"WPMARA2Y\", 82, 11; }\n\n InInventory GotWeapon3, 1 { drawimage \"WEPSELM3\", 120, 0; }\n InInventory GotWeapon3, 1 { drawimage \"WPMARA3N\", 115, 11; }\n IsSelected \"Fusion Pistol\" { drawimage \"WEPSELY3\", 120, 0; }\n IsSelected \"Fusion Pistol\" { drawimage \"WPMARA3Y\", 115, 11; }\n\n InInventory GotWeapon4, 1 { drawimage \"WEPSELM4\", 154, 0; }\n InInventory GotWeapon4, 1 { drawimage \"WPMARA4N\", 148, 11; }\n IsSelected \"MA-75B Assault Rifle\" { drawimage \"WEPSELY4\", 154, 0; }\n IsSelected \"MA-75B Assault Rifle\" { drawimage \"WPMARA4Y\", 148, 11; }\n\n InInventory GotWeapon5, 1 { drawimage \"WEPSELM5\", 186, 0; }\n InInventory GotWeapon5, 1 { drawimage \"WPMARA5N\", 181, 11; }\n IsSelected \"SPNKR-XP SSM Launcher\" { drawimage \"WEPSELY5\", 186, 0; }\n IsSelected \"SPNKR-XP SSM Launcher\" { drawimage \"WPMARA5Y\", 181, 11; }\n\n InInventory GotWeapon6, 1 { drawimage \"WEPSELM6\", 219, 0; }\n InInventory GotWeapon6, 1 { drawimage \"WPMARA6N\", 214, 11; }\n IsSelected \"TOZT-7 Napalm Unit\" { drawimage \"WEPSELY6\", 219, 0; }\n IsSelected \"TOZT-7 Napalm Unit\" { drawimage \"WPMARA6Y\", 214, 11; }\n\n InInventory GotWeapon7, 1 { drawimage \"WEPSELM7\", 251, 0; }\n InInventory GotWeapon7, 1 { drawimage \"WPMARA7N\", 247, 11; }\n IsSelected \"ONI-71 Wave Motion Cannon\" { drawimage \"WEPSELY7\", 251, 0; }\n IsSelected \"ONI-71 Wave Motion Cannon\" { drawimage \"WPMARA7Y\", 247, 11; }\n }\n }\n\n playerclass Ranger\n {\n drawimage \"QUAKBAR\", 0, 168;\n\n IsSelected \"Single Shotgun\" { InInventory PistolModeOn, 1 { drawnumber 3, QUAKHUDF, gold, ammo Shell, 42, 181, 0, untranslated, 0, untranslated, 20; } }\n\n InInventory not UsingDoEAmmo\n {\n drawnumber 3, QUAKHUDF, gold, ammo1, 42, 181, 0, untranslated, 0, untranslated, 20;\n\n drawnumber 3, INDEXFON, darkbrown, ammo Clip, 289, 173;\n drawnumber 3, INDEXFON, darkbrown, ammo RocketAmmo, 289, 185;\n\n drawnumber 3, INDEXFON, darkbrown, ammocapacity Clip, 315, 173;\n drawnumber 3, INDEXFON, darkbrown, ammocapacity RocketAmmo, 315, 185;\n }\n\n InInventory UsingDoEAmmo\n {\n drawnumber 3, QUAKHUDF, red, ammo2, 42, 181, 0, red, 0, red, 20;\n\n drawnumber 3, INDEXFON, red, ammo LavaNails, 289, 173;\n drawnumber 3, INDEXFON, red, ammo MultiRocketAmmo, 289, 185;\n\n drawnumber 3, INDEXFON, red, ammocapacity LavaNails, 315, 173;\n drawnumber 3, INDEXFON, red, ammocapacity MultiRocketAmmo, 315, 185;\n }\n\n InInventory not UsingDoEAmmo { drawnumber 3, QUAKHUDF, gold, ammo1, 42, 181, 0, untranslated, 0, untranslated, 20; }\n InInventory UsingDoEAmmo { drawnumber 3, QUAKHUDF, red, ammo2, 42, 181, 0, red, 0, red, 20; }\n\n drawnumber 3, INDEXFON, darkbrown, ammo Shell, 289, 179;\n drawnumber 3, INDEXFON, darkbrown, ammo Cell, 289, 191;\n\n drawnumber 3, INDEXFON, darkbrown, ammocapacity Shell, 315, 179;\n drawnumber 3, INDEXFON, darkbrown, ammocapacity Cell, 315, 191;\n\n drawnumber 3, QUAKHUDF, gold, health, 92, 181, white, 25, untranslated, 50;\n\n InInventory not QuakePentTimer { drawnumber 3, QUAKHUDF, gold, armor, 214, 181, 0, untranslated, 0, untranslated, 50; }\n InInventory QuakePentTimer, 1 { drawnumber 3, QUAKHUDF, red, 666, 214, 181; }\n\n //Doom keys\n InInventory BlueCard, 1 { drawimage \"STKEYS0\", 226, 175; }\n InInventory YellowCard, 1 { drawimage \"STKEYS1\", 238, 175; }\n InInventory RedCard, 1 { drawimage \"STKEYS2\", 250, 175; }\n InInventory BlueSkull, 1 { drawimage \"STKEYS3\", 226, 186; }\n InInventory YellowSkull, 1 { drawimage \"STKEYS4\", 238, 186; }\n InInventory RedSkull, 1 { drawimage \"STKEYS5\", 250, 186; }\n //Chex keys\n InInventory ChexBlueCard, 1 { drawimage \"STKEYS0\", 222, 175; }\n InInventory ChexYellowCard, 1 { drawimage \"STKEYS1\", 235, 175; }\n InInventory ChexRedCard, 1 { drawimage \"STKEYS2\", 248, 175; }\n InInventory BlueFlemKey, 1 { drawimage \"STKEYS3\", 222, 186; }\n InInventory YellowFlemKey, 1 { drawimage \"STKEYS4\", 235, 186; }\n InInventory RedFlemKey, 1 { drawimage \"STKEYS5\", 248, 186; }\n //Heretic keys\n InInventory KeyYellow, 1 { drawimage \"YKEYICON\", 224, 181; }\n InInventory KeyGreen, 1 { drawimage \"GKEYICON\", 238, 181; }\n InInventory KeyBlue, 1 { drawimage \"BKEYICON\", 251, 181; }\n //HeXen keys\n InInventory KeySteel, 1 { drawimage \"HEXKEY1\", 223, 171; }\n InInventory KeyCave, 1 { drawimage \"HEXKEY2\", 223, 181; }\n InInventory KeyAxe, 1 { drawimage \"HEXKEY3\", 223, 191; }\n InInventory KeyFire, 1 { drawimage \"HEXKEY4\", 233, 171; }\n InInventory KeyEmerald, 1 { drawimage \"HEXKEY5\", 233, 181; }\n InInventory KeyDungeon, 1 { drawimage \"HEXKEY6\", 233, 191; }\n InInventory KeySilver, 1 { drawimage \"HEXKEY7\", 243, 171; }\n InInventory KeyRusted, 1 { drawimage \"HEXKEY8\", 243, 181; }\n InInventory KeyHorn, 1 { drawimage \"HEXKEY9\", 243, 191; }\n InInventory KeySwamp, 1 { drawimage \"HEXKEYA\", 253, 171; }\n InInventory KeyCastle, 1 { drawimage \"HEXKEYB\", 253, 181; }\n //Strife keys\n InInventory BaseKey, 1 { drawimage \"STRIKEY1\", 224, 171; }\n InInventory GovsKey, 1 { drawimage \"STRIKEY2\", 230, 171; }\n InInventory PassCard, 1 { drawimage \"STRIKEY3\", 236, 171; }\n InInventory IDBadge, 1 { drawimage \"STRIKEY4\", 243, 171; }\n InInventory PrisonKey, 1 { drawimage \"STRIKEY5\", 249, 171; }\n InInventory SeveredHand, 1 { drawimage \"STRIKEY6\", 256, 171; }\n InInventory Power1Key, 1 { drawimage \"STRIKEY7\", 224, 178; }\n InInventory Power2Key, 1 { drawimage \"STRIKEY8\", 230, 178; }\n InInventory Power3Key, 1 { drawimage \"STRIKEY9\", 236, 178; }\n InInventory GoldKey, 1 { drawimage \"STRIKEYA\", 243, 178; }\n InInventory IDCard, 1 { drawimage \"STRIKEYB\", 249, 178; }\n InInventory SilverKey, 1 { drawimage \"STRIKEYC\", 256, 178; }\n InInventory OracleKey, 1 { drawimage \"STRIKEYD\", 224, 185; }\n InInventory MilitaryID, 1 { drawimage \"STRIKEYE\", 230, 185; }\n InInventory OrderKey, 1 { drawimage \"STRIKEYF\", 236, 185; }\n InInventory BrassKey, 1 { drawimage \"STRIKEYG\", 243, 185; }\n InInventory RedCrystalKey, 1 { drawimage \"STRIKEYH\", 249, 185; }\n InInventory BlueCrystalKey, 1 { drawimage \"STRIKEYI\", 256, 185; }\n InInventory ChapelKey, 1 { drawimage \"STRIKEYJ\", 224, 192; }\n InInventory CatacombKey, 1 { drawimage \"STRIKEYK\", 230, 192; }\n InInventory CoreKey, 1 { drawimage \"STRIKEYL\", 236, 192; }\n InInventory MaulerKey, 1 { drawimage \"STRIKEYM\", 243, 192; }\n InInventory FactoryKey, 1 { drawimage \"STRIKEYN\", 249, 192; }\n InInventory MineKey, 1 { drawimage \"STRIKEYO\", 256, 192; }\n InInventory not ChickenModeOn, 1 {\n gamemode deathmatch, teamplay, teamgame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawnumber 3, QUAKHUDF, untranslated, frags, 140, 181; }\n gamemode cooperative, singleplayer\n {\n drawnumber 3, QUAKHUDF, untranslated, KillCountAmount, 140, 181;\n InInventory KillCountNotch, 1 { drawimage \"DOMNOTCH\", 100, 176; }\n InInventory KillCountNotch, 2 { drawimage \"DOMNOTCH\", 105, 176; }\n InInventory KillCountNotch, 3 { drawimage \"DOMNOTCH\", 110, 176; }\n InInventory KillCountNotch, 4 { drawimage \"DOMNOTCH\", 115, 176; }\n InInventory KillCountNotch, 5 { drawimage \"DOMNOTCH\", 120, 176; }\n InInventory KillCountNotch, 6 { drawimage \"DOMNOTCH\", 125, 176; }\n InInventory KillCountNotch, 7 { drawimage \"DOMNOTCH\", 130, 176; }\n InInventory KillCountNotch, 8 { drawimage \"DOMNOTCH\", 135, 176; }\n InInventory KillCountNotch, 9 { drawimage \"DOMNOTCH\", 140, 176; }\n }}\n InInventory ChickenModeOn, 1 { drawnumber 3, QUAKHUDF, untranslated, ChickenKillCount, 140, 181; }\n DrawImage RuneIcon, 20, 40, Center;\n drawselectedinventory alwaysshowcounter, QUAKHUDF, 290, 22, 293, 30, untranslated;\n GameMode Teamplay, TeamGame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawimage translatable \"CLRDOOM\", 145, 169; }\n InInventory not QuakeInvisTimer\n {\n InInventory not QuadDamagePower\n {\n InInventory QuakePentTimer { drawimage \"RNGGOD0\", 143, 168; }\n InInventory not QuakePentTimer { drawmugshot \"STF\", 5, 143, 168; }\n }\n InInventory QuadDamagePower, 1 { drawimage \"RNGQUAD0\", 143, 168; }\n }\n InInventory QuakeInvisTimer, 1\n {\n drawimage \"RNGNVSB0\", 143, 168;\n InInventory QuakePentTimer, 1 { drawimage \"RNGNVSG0\", 143, 168; }\n InInventory QuadDamagePower, 1 { drawimage \"RNGNVSQ0\", 143, 168; }\n InInventory PowerQuadDamage, 1 { drawimage \"RNGNVSD0\", 143, 168; }\n }\n\n InInventory ExpandedHud, 1\n {\n drawimage \"QUAKBART\", 0, 0;\n InInventory GotWeapon0, 1 { drawimage \"WEPSELN1\", 54, 0; }\n InInventory GotWeapon0, 1 { drawimage \"WPQUAK1N\", 49, 11; }\n IsSelected \"Mjolnir\" { drawimage \"WEPSELY1\", 54, 0; }\n IsSelected \"Mjolnir\" { drawimage \"WPQUAK1Y\", 49, 11; }\n\n InInventory GotWeapon2, 1 { drawimage \"WEPSELN2\", 87, 0; }\n InInventory GotWeapon2, 1 { drawimage \"WPQUAK2N\", 82, 11; }\n IsSelected \"Double Shotgun\" { drawimage \"WEPSELY2\", 87, 0; }\n IsSelected \"Double Shotgun\" { drawimage \"WPQUAK2Y\", 82, 11; }\n\n InInventory GotWeapon3, 1 { drawimage \"WEPSELN3\", 120, 0; }\n InInventory GotWeapon3, 1 { drawimage \"WPQUAK3N\", 115, 11; }\n IsSelected \"Grenade Launcher\" { drawimage \"WEPSELY3\", 120, 0; }\n IsSelected \"Grenade Launcher\" { drawimage \"WPQUAK3Y\", 115, 11; }\n\n InInventory GotWeapon4, 1 { drawimage \"WEPSELN4\", 154, 0; }\n InInventory GotWeapon4, 1 { drawimage \"WPQUAK4N\", 148, 11; }\n IsSelected \"Nailgun\" { drawimage \"WEPSELY4\", 154, 0; }\n IsSelected \"Nailgun\" { drawimage \"WPQUAK4Y\", 148, 11; }\n\n InInventory GotWeapon5, 1 { drawimage \"WEPSELN5\", 186, 0; }\n InInventory GotWeapon5, 1 { drawimage \"WPQUAK5N\", 181, 11; }\n IsSelected \" Rocket Launcher \" { drawimage \"WEPSELY5\", 186, 0; }\n IsSelected \" Rocket Launcher \" { drawimage \"WPQUAK5Y\", 181, 11; }\n\n InInventory GotWeapon6, 1 { drawimage \"WEPSELN6\", 219, 0; }\n InInventory GotWeapon6, 1 { drawimage \"WPQUAK6N\", 214, 11; }\n IsSelected \"Super Nailgun\" { drawimage \"WEPSELY6\", 219, 0; }\n IsSelected \"Super Nailgun\" { drawimage \"WPQUAK6Y\", 214, 11; }\n\n InInventory GotWeapon7, 1 { drawimage \"WEPSELN7\", 251, 0; }\n InInventory GotWeapon7, 1 { drawimage \"WPQUAK7N\", 247, 11; }\n IsSelected \"Thunderbolt\" { drawimage \"WEPSELY7\", 251, 0; }\n IsSelected \"Thunderbolt\" { drawimage \"WPQUAK7Y\", 247, 11; }\n }\n }\n\n//Playerclass Chicken\n IsSelected \" Beak \"\n {\n drawimage \"CHKNBAR\", 0, 168;\n drawnumber 3, WOLFHUDF, gold, ammo1, 37, 177, 0, untranslated, 0, untranslated, 20;\n drawnumber 3, WOLFHUDF, gold, health, 90, 177, red, 25, black, 50;\n drawnumber 3, WOLFHUDF, gold, armor, 212, 177, 0, untranslated, 0, untranslated, 50;\n\n //Doom keys\n InInventory BlueCard, 1 { drawimage \"STKEYS0\", 226, 175; }\n InInventory YellowCard, 1 { drawimage \"STKEYS1\", 238, 175; }\n InInventory RedCard, 1 { drawimage \"STKEYS2\", 250, 175; }\n InInventory BlueSkull, 1 { drawimage \"STKEYS3\", 226, 186; }\n InInventory YellowSkull, 1 { drawimage \"STKEYS4\", 238, 186; }\n InInventory RedSkull, 1 { drawimage \"STKEYS5\", 250, 186; }\n //Chex keys\n InInventory ChexBlueCard, 1 { drawimage \"STKEYS0\", 222, 175; }\n InInventory ChexYellowCard, 1 { drawimage \"STKEYS1\", 235, 175; }\n InInventory ChexRedCard, 1 { drawimage \"STKEYS2\", 248, 175; }\n InInventory BlueFlemKey, 1 { drawimage \"STKEYS3\", 222, 186; }\n InInventory YellowFlemKey, 1 { drawimage \"STKEYS4\", 235, 186; }\n InInventory RedFlemKey, 1 { drawimage \"STKEYS5\", 248, 186; }\n //Heretic keys\n InInventory KeyYellow, 1 { drawimage \"YKEYICON\", 224, 181; }\n InInventory KeyGreen, 1 { drawimage \"GKEYICON\", 238, 181; }\n InInventory KeyBlue, 1 { drawimage \"BKEYICON\", 251, 181; }\n //HeXen keys\n InInventory KeySteel, 1 { drawimage \"HEXKEY1\", 223, 171; }\n InInventory KeyCave, 1 { drawimage \"HEXKEY2\", 223, 181; }\n InInventory KeyAxe, 1 { drawimage \"HEXKEY3\", 223, 191; }\n InInventory KeyFire, 1 { drawimage \"HEXKEY4\", 233, 171; }\n InInventory KeyEmerald, 1 { drawimage \"HEXKEY5\", 233, 181; }\n InInventory KeyDungeon, 1 { drawimage \"HEXKEY6\", 233, 191; }\n InInventory KeySilver, 1 { drawimage \"HEXKEY7\", 243, 171; }\n InInventory KeyRusted, 1 { drawimage \"HEXKEY8\", 243, 181; }\n InInventory KeyHorn, 1 { drawimage \"HEXKEY9\", 243, 191; }\n InInventory KeySwamp, 1 { drawimage \"HEXKEYA\", 253, 171; }\n InInventory KeyCastle, 1 { drawimage \"HEXKEYB\", 253, 181; }\n //Strife keys\n InInventory BaseKey, 1 { drawimage \"STRIKEY1\", 224, 171; }\n InInventory GovsKey, 1 { drawimage \"STRIKEY2\", 230, 171; }\n InInventory PassCard, 1 { drawimage \"STRIKEY3\", 236, 171; }\n InInventory IDBadge, 1 { drawimage \"STRIKEY4\", 243, 171; }\n InInventory PrisonKey, 1 { drawimage \"STRIKEY5\", 249, 171; }\n InInventory SeveredHand, 1 { drawimage \"STRIKEY6\", 256, 171; }\n InInventory Power1Key, 1 { drawimage \"STRIKEY7\", 224, 178; }\n InInventory Power2Key, 1 { drawimage \"STRIKEY8\", 230, 178; }\n InInventory Power3Key, 1 { drawimage \"STRIKEY9\", 236, 178; }\n InInventory GoldKey, 1 { drawimage \"STRIKEYA\", 243, 178; }\n InInventory IDCard, 1 { drawimage \"STRIKEYB\", 249, 178; }\n InInventory SilverKey, 1 { drawimage \"STRIKEYC\", 256, 178; }\n InInventory OracleKey, 1 { drawimage \"STRIKEYD\", 224, 185; }\n InInventory MilitaryID, 1 { drawimage \"STRIKEYE\", 230, 185; }\n InInventory OrderKey, 1 { drawimage \"STRIKEYF\", 236, 185; }\n InInventory BrassKey, 1 { drawimage \"STRIKEYG\", 243, 185; }\n InInventory RedCrystalKey, 1 { drawimage \"STRIKEYH\", 249, 185; }\n InInventory BlueCrystalKey, 1 { drawimage \"STRIKEYI\", 256, 185; }\n InInventory ChapelKey, 1 { drawimage \"STRIKEYJ\", 224, 192; }\n InInventory CatacombKey, 1 { drawimage \"STRIKEYK\", 230, 192; }\n InInventory CoreKey, 1 { drawimage \"STRIKEYL\", 236, 192; }\n InInventory MaulerKey, 1 { drawimage \"STRIKEYM\", 243, 192; }\n InInventory FactoryKey, 1 { drawimage \"STRIKEYN\", 249, 192; }\n InInventory MineKey, 1 { drawimage \"STRIKEYO\", 256, 192; }\n gamemode deathmatch, teamplay, teamgame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawnumber 3, WOLFHUDF, black, frags, 138, 177; }\n gamemode cooperative, singleplayer\n {\n drawnumber 3, WOLFHUDF, black, KillCountAmount, 138, 181;\n InInventory KillCountNotch, 1 { drawimage \"WOLFNTCH\", 107, 167; }\n InInventory KillCountNotch, 2 { drawimage \"WOLFNTCH\", 111, 167; }\n InInventory KillCountNotch, 3 { drawimage \"WOLFNTCH\", 115, 167; }\n InInventory KillCountNotch, 4 { drawimage \"WOLFNTCH\", 119, 167; }\n InInventory KillCountNotch, 5 { drawimage \"WOLFNTCH\", 123, 167; }\n InInventory KillCountNotch, 6 { drawimage \"WOLFNTCH\", 127, 167; }\n InInventory KillCountNotch, 7 { drawimage \"WOLFNTCH\", 131, 167; }\n InInventory KillCountNotch, 8 { drawimage \"WOLFNTCH\", 135, 167; }\n InInventory KillCountNotch, 9 { drawimage \"WOLFNTCH\", 139, 167; }\n }\n DrawImage RuneIcon, 20, 40, Center;\n drawselectedinventory alwaysshowcounter, WOLFHUDF, 290, 22, 293, 30, black;\n }\n\n}\n\nstatusbar inventory { drawinventorybar Doom, 7, INDEXFON, 50, 170, 76, 192, white; }\n\nstatusbar inventoryfullscreen { drawinventorybar Doom, 7, INDEXFON, 50, 170, 76, 192, white; }\n\nstatusbar Automap\n{\n playerclass Doomguy\n {\n drawimage \"DOOMBAR\", 0, 168;\n drawnumber 3, DOOMHUDF, gold, ammo1, 44, 171, 0, untranslated, 0, untranslated, 20;\n drawnumber 3, DOOMHUDF, gold, health, 94, 171, white, 25, untranslated, 50;\n drawnumber 3, DOOMHUDF, gold, armor, 219, 171, 0, untranslated, 0, untranslated, 50;\n\n //Doom keys\n InInventory BlueCard, 1 { drawimage \"STKEYS0\", 226, 175; }\n InInventory YellowCard, 1 { drawimage \"STKEYS1\", 238, 175; }\n InInventory RedCard, 1 { drawimage \"STKEYS2\", 250, 175; }\n InInventory BlueSkull, 1 { drawimage \"STKEYS3\", 226, 186; }\n InInventory YellowSkull, 1 { drawimage \"STKEYS4\", 238, 186; }\n InInventory RedSkull, 1 { drawimage \"STKEYS5\", 250, 186; }\n //Chex keys\n InInventory ChexBlueCard, 1 { drawimage \"STKEYS0\", 222, 175; }\n InInventory ChexYellowCard, 1 { drawimage \"STKEYS1\", 235, 175; }\n InInventory ChexRedCard, 1 { drawimage \"STKEYS2\", 248, 175; }\n InInventory BlueFlemKey, 1 { drawimage \"STKEYS3\", 222, 186; }\n InInventory YellowFlemKey, 1 { drawimage \"STKEYS4\", 235, 186; }\n InInventory RedFlemKey, 1 { drawimage \"STKEYS5\", 248, 186; }\n //Heretic keys\n InInventory KeyYellow, 1 { drawimage \"YKEYICON\", 224, 181; }\n InInventory KeyGreen, 1 { drawimage \"GKEYICON\", 238, 181; }\n InInventory KeyBlue, 1 { drawimage \"BKEYICON\", 251, 181; }\n //HeXen keys\n InInventory KeySteel, 1 { drawimage \"HEXKEY1\", 223, 171; }\n InInventory KeyCave, 1 { drawimage \"HEXKEY2\", 223, 181; }\n InInventory KeyAxe, 1 { drawimage \"HEXKEY3\", 223, 191; }\n InInventory KeyFire, 1 { drawimage \"HEXKEY4\", 233, 171; }\n InInventory KeyEmerald, 1 { drawimage \"HEXKEY5\", 233, 181; }\n InInventory KeyDungeon, 1 { drawimage \"HEXKEY6\", 233, 191; }\n InInventory KeySilver, 1 { drawimage \"HEXKEY7\", 243, 171; }\n InInventory KeyRusted, 1 { drawimage \"HEXKEY8\", 243, 181; }\n InInventory KeyHorn, 1 { drawimage \"HEXKEY9\", 243, 191; }\n InInventory KeySwamp, 1 { drawimage \"HEXKEYA\", 253, 171; }\n InInventory KeyCastle, 1 { drawimage \"HEXKEYB\", 253, 181; }\n //Strife keys\n InInventory BaseKey, 1 { drawimage \"STRIKEY1\", 223, 171; }\n InInventory GovsKey, 1 { drawimage \"STRIKEY2\", 229, 171; }\n InInventory PassCard, 1 { drawimage \"STRIKEY3\", 235, 171; }\n InInventory IDBadge, 1 { drawimage \"STRIKEY4\", 242, 171; }\n InInventory PrisonKey, 1 { drawimage \"STRIKEY5\", 248, 171; }\n InInventory SeveredHand, 1 { drawimage \"STRIKEY6\", 255, 171; }\n InInventory Power1Key, 1 { drawimage \"STRIKEY7\", 223, 178; }\n InInventory Power2Key, 1 { drawimage \"STRIKEY8\", 229, 178; }\n InInventory Power3Key, 1 { drawimage \"STRIKEY9\", 235, 178; }\n InInventory GoldKey, 1 { drawimage \"STRIKEYA\", 242, 178; }\n InInventory IDCard, 1 { drawimage \"STRIKEYB\", 248, 178; }\n InInventory SilverKey, 1 { drawimage \"STRIKEYC\", 255, 178; }\n InInventory OracleKey, 1 { drawimage \"STRIKEYD\", 223, 185; }\n InInventory MilitaryID, 1 { drawimage \"STRIKEYE\", 229, 185; }\n InInventory OrderKey, 1 { drawimage \"STRIKEYF\", 235, 185; }\n InInventory BrassKey, 1 { drawimage \"STRIKEYG\", 242, 185; }\n InInventory RedCrystalKey, 1 { drawimage \"STRIKEYH\", 248, 185; }\n InInventory BlueCrystalKey, 1 { drawimage \"STRIKEYI\", 255, 185; }\n InInventory ChapelKey, 1 { drawimage \"STRIKEYJ\", 223, 192; }\n InInventory CatacombKey, 1 { drawimage \"STRIKEYK\", 229, 192; }\n InInventory CoreKey, 1 { drawimage \"STRIKEYL\", 235, 192; }\n InInventory MaulerKey, 1 { drawimage \"STRIKEYM\", 242, 192; }\n InInventory FactoryKey, 1 { drawimage \"STRIKEYN\", 248, 192; }\n InInventory MineKey, 1 { drawimage \"STRIKEYO\", 255, 192; }\n\n drawnumber 3, INDEXFON, gold, ammo Clip, 289, 173;\n drawnumber 3, INDEXFON, gold, ammo Shell, 289, 179;\n drawnumber 3, INDEXFON, gold, ammo RocketAmmo, 289, 185;\n drawnumber 3, INDEXFON, gold, ammo Cell, 289, 191;\n\n drawnumber 3, INDEXFON, gold, ammocapacity Clip, 315, 173;\n drawnumber 3, INDEXFON, gold, ammocapacity Shell, 315, 179;\n drawnumber 3, INDEXFON, gold, ammocapacity RocketAmmo, 315, 185;\n drawnumber 3, INDEXFON, gold, ammocapacity Cell, 315, 191;\n gamemode deathmatch, teamplay, teamgame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawnumber 3, DOOMHUDF, untranslated, frags, 142, 171; }\n gamemode cooperative, singleplayer\n {\n drawnumber 3, DOOMHUDF, untranslated, KillCountAmount, 142, 171;\n InInventory KillCountNotch, 1 { drawimage \"DOMNOTCH\", 99, 167; }\n InInventory KillCountNotch, 2 { drawimage \"DOMNOTCH\", 104, 167; }\n InInventory KillCountNotch, 3 { drawimage \"DOMNOTCH\", 109, 167; }\n InInventory KillCountNotch, 4 { drawimage \"DOMNOTCH\", 114, 167; }\n InInventory KillCountNotch, 5 { drawimage \"DOMNOTCH\", 119, 167; }\n InInventory KillCountNotch, 6 { drawimage \"DOMNOTCH\", 124, 167; }\n InInventory KillCountNotch, 7 { drawimage \"DOMNOTCH\", 129, 167; }\n InInventory KillCountNotch, 8 { drawimage \"DOMNOTCH\", 134, 167; }\n InInventory KillCountNotch, 9 { drawimage \"DOMNOTCH\", 139, 167; }\n }\n GameMode Teamplay, TeamGame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawimage translatable \"CLRDOOM\", 145, 169; }\n InInventory not PowerFakeInvulnerable, 1 {drawmugshot \"STF\", 5, 143, 168;}\n InInventory PowerFakeInvulnerable, 1 {drawimage \"DGYGOD0\", 143, 168;}\n }\n\n Playerclass ChexWarrior\n {\n drawimage \"CHEXBAR\", 0, 168;\n drawnumber 3, CHEXHUDF, yellow, ammo1, 45, 172, 0, untranslated, 0, untranslated, 20;\n drawnumber 3, CHEXHUDF, yellow, health, 94, 172, white, 25, untranslated, 50;\n drawnumber 3, CHEXHUDF, yellow, armor, 220, 172, 0, untranslated, 0, untranslated, 50;\n\n //Doom keys\n InInventory BlueCard, 1 { drawimage \"STKEYS0\", 226, 175; }\n InInventory YellowCard, 1 { drawimage \"STKEYS1\", 238, 175; }\n InInventory RedCard, 1 { drawimage \"STKEYS2\", 250, 175; }\n InInventory BlueSkull, 1 { drawimage \"STKEYS3\", 226, 186; }\n InInventory YellowSkull, 1 { drawimage \"STKEYS4\", 238, 186; }\n InInventory RedSkull, 1 { drawimage \"STKEYS5\", 250, 186; }\n //Chex keys\n InInventory ChexBlueCard, 1 { drawimage \"STKEYS0\", 222, 175; }\n InInventory ChexYellowCard, 1 { drawimage \"STKEYS1\", 235, 175; }\n InInventory ChexRedCard, 1 { drawimage \"STKEYS2\", 248, 175; }\n InInventory BlueFlemKey, 1 { drawimage \"STKEYS3\", 222, 186; }\n InInventory YellowFlemKey, 1 { drawimage \"STKEYS4\", 235, 186; }\n InInventory RedFlemKey, 1 { drawimage \"STKEYS5\", 248, 186; }\n //Heretic keys\n InInventory KeyYellow, 1 { drawimage \"YKEYICON\", 224, 181; }\n InInventory KeyGreen, 1 { drawimage \"GKEYICON\", 238, 181; }\n InInventory KeyBlue, 1 { drawimage \"BKEYICON\", 251, 181; }\n //HeXen keys\n InInventory KeySteel, 1 { drawimage \"HEXKEY1\", 223, 171; }\n InInventory KeyCave, 1 { drawimage \"HEXKEY2\", 223, 181; }\n InInventory KeyAxe, 1 { drawimage \"HEXKEY3\", 223, 191; }\n InInventory KeyFire, 1 { drawimage \"HEXKEY4\", 233, 171; }\n InInventory KeyEmerald, 1 { drawimage \"HEXKEY5\", 233, 181; }\n InInventory KeyDungeon, 1 { drawimage \"HEXKEY6\", 233, 191; }\n InInventory KeySilver, 1 { drawimage \"HEXKEY7\", 243, 171; }\n InInventory KeyRusted, 1 { drawimage \"HEXKEY8\", 243, 181; }\n InInventory KeyHorn, 1 { drawimage \"HEXKEY9\", 243, 191; }\n InInventory KeySwamp, 1 { drawimage \"HEXKEYA\", 253, 171; }\n InInventory KeyCastle, 1 { drawimage \"HEXKEYB\", 253, 181; }\n //Strife keys\n InInventory BaseKey, 1 { drawimage \"STRIKEY1\", 224, 171; }\n InInventory GovsKey, 1 { drawimage \"STRIKEY2\", 230, 171; }\n InInventory PassCard, 1 { drawimage \"STRIKEY3\", 236, 171; }\n InInventory IDBadge, 1 { drawimage \"STRIKEY4\", 243, 171; }\n InInventory PrisonKey, 1 { drawimage \"STRIKEY5\", 249, 171; }\n InInventory SeveredHand, 1 { drawimage \"STRIKEY6\", 256, 171; }\n InInventory Power1Key, 1 { drawimage \"STRIKEY7\", 224, 178; }\n InInventory Power2Key, 1 { drawimage \"STRIKEY8\", 230, 178; }\n InInventory Power3Key, 1 { drawimage \"STRIKEY9\", 236, 178; }\n InInventory GoldKey, 1 { drawimage \"STRIKEYA\", 243, 178; }\n InInventory IDCard, 1 { drawimage \"STRIKEYB\", 249, 178; }\n InInventory SilverKey, 1 { drawimage \"STRIKEYC\", 256, 178; }\n InInventory OracleKey, 1 { drawimage \"STRIKEYD\", 224, 185; }\n InInventory MilitaryID, 1 { drawimage \"STRIKEYE\", 230, 185; }\n InInventory OrderKey, 1 { drawimage \"STRIKEYF\", 236, 185; }\n InInventory BrassKey, 1 { drawimage \"STRIKEYG\", 243, 185; }\n InInventory RedCrystalKey, 1 { drawimage \"STRIKEYH\", 249, 185; }\n InInventory BlueCrystalKey, 1 { drawimage \"STRIKEYI\", 256, 185; }\n InInventory ChapelKey, 1 { drawimage \"STRIKEYJ\", 224, 192; }\n InInventory CatacombKey, 1 { drawimage \"STRIKEYK\", 230, 192; }\n InInventory CoreKey, 1 { drawimage \"STRIKEYL\", 236, 192; }\n InInventory MaulerKey, 1 { drawimage \"STRIKEYM\", 243, 192; }\n InInventory FactoryKey, 1 { drawimage \"STRIKEYN\", 249, 192; }\n InInventory MineKey, 1 { drawimage \"STRIKEYO\", 256, 192; }\n\n drawnumber 3, INDEXFON, gold, ammo Clip, 289, 173;\n drawnumber 3, INDEXFON, gold, ammo Shell, 289, 179;\n drawnumber 3, INDEXFON, gold, ammo RocketAmmo, 289, 185;\n drawnumber 3, INDEXFON, gold, ammo Cell, 289, 191;\n\n drawnumber 3, INDEXFON, gold, ammocapacity Clip, 315, 173;\n drawnumber 3, INDEXFON, gold, ammocapacity Shell, 315, 179;\n drawnumber 3, INDEXFON, gold, ammocapacity RocketAmmo, 315, 185;\n drawnumber 3, INDEXFON, gold, ammocapacity Cell, 315, 191;\n gamemode deathmatch, teamplay, teamgame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawnumber 3, CHEXHUDF, untranslated, frags, 143, 172; }\n gamemode cooperative, singleplayer\n {\n drawnumber 3, CHEXHUDF, untranslated, KillCountAmount, 143, 172;\n InInventory KillCountNotch, 1 { drawimage \"CHXNOTCH\", 100, 167; }\n InInventory KillCountNotch, 2 { drawimage \"CHXNOTCH\", 105, 167; }\n InInventory KillCountNotch, 3 { drawimage \"CHXNOTCH\", 110, 167; }\n InInventory KillCountNotch, 4 { drawimage \"CHXNOTCH\", 115, 167; }\n InInventory KillCountNotch, 5 { drawimage \"CHXNOTCH\", 120, 167; }\n InInventory KillCountNotch, 6 { drawimage \"CHXNOTCH\", 125, 167; }\n InInventory KillCountNotch, 7 { drawimage \"CHXNOTCH\", 130, 167; }\n InInventory KillCountNotch, 8 { drawimage \"CHXNOTCH\", 135, 167; }\n InInventory KillCountNotch, 9 { drawimage \"CHXNOTCH\", 140, 167; }\n }\n\n GameMode Teamplay, TeamGame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawimage translatable \"CLRCHEX\", 145, 169; }\n InInventory not PowerFakeInvulnerable, 1 {drawmugshot \"STF\", 5, 142, 168;}\n InInventory PowerFakeInvulnerable, 1 {drawimage \"CHXGOD0\", 142, 168;}\n }\n\n Playerclass Corvus\n {\n drawimage \"HRTCBAR\", 0, 151;\n InInventory PowerFakeInvulnerable, 1 { drawimage \"HEREGOD1\", 6, 167; }\n InInventory PowerFakeInvulnerable, 1 { drawimage \"HEREGOD2\", 297, 167; }\n drawnumber 3, HEREHUDF, gold, ammo1, 58, 171, 0, untranslated, 0, untranslated, 20;\n drawimage ammoicon1, 47, 189, center;\n drawnumber 3, HEREHUDF, gold, health, 96, 180, white, 25, untranslated, 50;\n drawnumber 3, HEREHUDF, gold, armor, 210, 180, 0, untranslated, 0, untranslated, 50;\n\n //Doom keys\n InInventory BlueCard, 1 { drawimage \"STKEYS0\", 226, 175; }\n InInventory YellowCard, 1 { drawimage \"STKEYS1\", 238, 175; }\n InInventory RedCard, 1 { drawimage \"STKEYS2\", 250, 175; }\n InInventory BlueSkull, 1 { drawimage \"STKEYS3\", 226, 186; }\n InInventory YellowSkull, 1 { drawimage \"STKEYS4\", 238, 186; }\n InInventory RedSkull, 1 { drawimage \"STKEYS5\", 250, 186; }\n //Chex keys\n InInventory ChexBlueCard, 1 { drawimage \"STKEYS0\", 222, 175; }\n InInventory ChexYellowCard, 1 { drawimage \"STKEYS1\", 235, 175; }\n InInventory ChexRedCard, 1 { drawimage \"STKEYS2\", 248, 175; }\n InInventory BlueFlemKey, 1 { drawimage \"STKEYS3\", 222, 186; }\n InInventory YellowFlemKey, 1 { drawimage \"STKEYS4\", 235, 186; }\n InInventory RedFlemKey, 1 { drawimage \"STKEYS5\", 248, 186; }\n //Heretic keys\n InInventory KeyYellow, 1 { drawimage \"YKEYICON\", 224, 181; }\n InInventory KeyGreen, 1 { drawimage \"GKEYICON\", 238, 181; }\n InInventory KeyBlue, 1 { drawimage \"BKEYICON\", 251, 181; }\n //HeXen keys\n InInventory KeySteel, 1 { drawimage \"HEXKEY1\", 223, 171; }\n InInventory KeyCave, 1 { drawimage \"HEXKEY2\", 223, 181; }\n InInventory KeyAxe, 1 { drawimage \"HEXKEY3\", 223, 191; }\n InInventory KeyFire, 1 { drawimage \"HEXKEY4\", 233, 171; }\n InInventory KeyEmerald, 1 { drawimage \"HEXKEY5\", 233, 181; }\n InInventory KeyDungeon, 1 { drawimage \"HEXKEY6\", 233, 191; }\n InInventory KeySilver, 1 { drawimage \"HEXKEY7\", 243, 171; }\n InInventory KeyRusted, 1 { drawimage \"HEXKEY8\", 243, 181; }\n InInventory KeyHorn, 1 { drawimage \"HEXKEY9\", 243, 191; }\n InInventory KeySwamp, 1 { drawimage \"HEXKEYA\", 253, 171; }\n InInventory KeyCastle, 1 { drawimage \"HEXKEYB\", 253, 181; }\n //Strife keys\n InInventory BaseKey, 1 { drawimage \"STRIKEY1\", 224, 171; }\n InInventory GovsKey, 1 { drawimage \"STRIKEY2\", 230, 171; }\n InInventory PassCard, 1 { drawimage \"STRIKEY3\", 236, 171; }\n InInventory IDBadge, 1 { drawimage \"STRIKEY4\", 243, 171; }\n InInventory PrisonKey, 1 { drawimage \"STRIKEY5\", 249, 171; }\n InInventory SeveredHand, 1 { drawimage \"STRIKEY6\", 256, 171; }\n InInventory Power1Key, 1 { drawimage \"STRIKEY7\", 224, 178; }\n InInventory Power2Key, 1 { drawimage \"STRIKEY8\", 230, 178; }\n InInventory Power3Key, 1 { drawimage \"STRIKEY9\", 236, 178; }\n InInventory GoldKey, 1 { drawimage \"STRIKEYA\", 243, 178; }\n InInventory IDCard, 1 { drawimage \"STRIKEYB\", 249, 178; }\n InInventory SilverKey, 1 { drawimage \"STRIKEYC\", 256, 178; }\n InInventory OracleKey, 1 { drawimage \"STRIKEYD\", 224, 185; }\n InInventory MilitaryID, 1 { drawimage \"STRIKEYE\", 230, 185; }\n InInventory OrderKey, 1 { drawimage \"STRIKEYF\", 236, 185; }\n InInventory BrassKey, 1 { drawimage \"STRIKEYG\", 243, 185; }\n InInventory RedCrystalKey, 1 { drawimage \"STRIKEYH\", 249, 185; }\n InInventory BlueCrystalKey, 1 { drawimage \"STRIKEYI\", 256, 185; }\n InInventory ChapelKey, 1 { drawimage \"STRIKEYJ\", 224, 192; }\n InInventory CatacombKey, 1 { drawimage \"STRIKEYK\", 230, 192; }\n InInventory CoreKey, 1 { drawimage \"STRIKEYL\", 236, 192; }\n InInventory MaulerKey, 1 { drawimage \"STRIKEYM\", 243, 192; }\n InInventory FactoryKey, 1 { drawimage \"STRIKEYN\", 249, 192; }\n InInventory MineKey, 1 { drawimage \"STRIKEYO\", 256, 192; }\n\n drawnumber 3, INDEXFON, yellow, ammo Clip, 285, 173;\n drawnumber 3, INDEXFON, yellow, ammo Shell, 285, 179;\n drawnumber 3, INDEXFON, yellow, ammo RocketAmmo, 285, 185;\n drawnumber 3, INDEXFON, yellow, ammo Cell, 285, 191;\n gamemode deathmatch, teamplay, teamgame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawnumber 3, HEREHUDF, untranslated, frags, 136, 180; }\n gamemode cooperative, singleplayer\n {\n drawnumber 3, HEREHUDF, untranslated, KillCountAmount, 136, 180;\n InInventory KillCountNotch, 1 { drawimage \"RVNNOTCH\", 108, 169; }\n InInventory KillCountNotch, 2 { drawimage \"RVNNOTCH\", 112, 169; }\n InInventory KillCountNotch, 3 { drawimage \"RVNNOTCH\", 116, 169; }\n InInventory KillCountNotch, 4 { drawimage \"RVNNOTCH\", 120, 169; }\n InInventory KillCountNotch, 5 { drawimage \"RVNNOTCH\", 124, 169; }\n InInventory KillCountNotch, 6 { drawimage \"RVNNOTCH\", 128, 169; }\n InInventory KillCountNotch, 7 { drawimage \"RVNNOTCH\", 132, 169; }\n InInventory KillCountNotch, 8 { drawimage \"RVNNOTCH\", 136, 169; }\n InInventory KillCountNotch, 9 { drawimage \"RVNNOTCH\", 140, 169; }\n }\n\n GameMode Teamplay, TeamGame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawimage translatable \"CLRHERTC\", 10, 168; }\n InInventory not PowerFakeInvulnerable, 1 {drawmugshot \"STF\", 5, 142, 168;}\n InInventory PowerFakeInvulnerable, 1 {drawimage \"CRVGOD0\", 142, 168;}\n }\n\n Playerclass Blazkowicz\n {\n drawimage \"WOLFBAR\", 0, 168;\n drawnumber 3, WOLFHUDF, gold, ammo1, 37, 181, 0, untranslated, 0, untranslated, 20;\n drawnumber 3, WOLFHUDF, gold, health, 90, 181, red, 25, untranslated, 50;\n drawnumber 3, WOLFHUDF, gold, armor, 212, 181, 0, untranslated, 0, untranslated, 50;\n\n //Doom keys\n InInventory BlueCard, 1 { drawimage \"STKEYS0\", 226, 175; }\n InInventory YellowCard, 1 { drawimage \"STKEYS1\", 238, 175; }\n InInventory RedCard, 1 { drawimage \"STKEYS2\", 250, 175; }\n InInventory BlueSkull, 1 { drawimage \"STKEYS3\", 226, 186; }\n InInventory YellowSkull, 1 { drawimage \"STKEYS4\", 238, 186; }\n InInventory RedSkull, 1 { drawimage \"STKEYS5\", 250, 186; }\n //Chex keys\n InInventory ChexBlueCard, 1 { drawimage \"STKEYS0\", 222, 175; }\n InInventory ChexYellowCard, 1 { drawimage \"STKEYS1\", 235, 175; }\n InInventory ChexRedCard, 1 { drawimage \"STKEYS2\", 248, 175; }\n InInventory BlueFlemKey, 1 { drawimage \"STKEYS3\", 222, 186; }\n InInventory YellowFlemKey, 1 { drawimage \"STKEYS4\", 235, 186; }\n InInventory RedFlemKey, 1 { drawimage \"STKEYS5\", 248, 186; }\n //Heretic keys\n InInventory KeyYellow, 1 { drawimage \"YKEYICON\", 224, 181; }\n InInventory KeyGreen, 1 { drawimage \"GKEYICON\", 238, 181; }\n InInventory KeyBlue, 1 { drawimage \"BKEYICON\", 251, 181; }\n //HeXen keys\n InInventory KeySteel, 1 { drawimage \"HEXKEY1\", 223, 171; }\n InInventory KeyCave, 1 { drawimage \"HEXKEY2\", 223, 181; }\n InInventory KeyAxe, 1 { drawimage \"HEXKEY3\", 223, 191; }\n InInventory KeyFire, 1 { drawimage \"HEXKEY4\", 233, 171; }\n InInventory KeyEmerald, 1 { drawimage \"HEXKEY5\", 233, 181; }\n InInventory KeyDungeon, 1 { drawimage \"HEXKEY6\", 233, 191; }\n InInventory KeySilver, 1 { drawimage \"HEXKEY7\", 243, 171; }\n InInventory KeyRusted, 1 { drawimage \"HEXKEY8\", 243, 181; }\n InInventory KeyHorn, 1 { drawimage \"HEXKEY9\", 243, 191; }\n InInventory KeySwamp, 1 { drawimage \"HEXKEYA\", 253, 171; }\n InInventory KeyCastle, 1 { drawimage \"HEXKEYB\", 253, 181; }\n //Strife keys\n InInventory BaseKey, 1 { drawimage \"STRIKEY1\", 224, 171; }\n InInventory GovsKey, 1 { drawimage \"STRIKEY2\", 230, 171; }\n InInventory PassCard, 1 { drawimage \"STRIKEY3\", 236, 171; }\n InInventory IDBadge, 1 { drawimage \"STRIKEY4\", 243, 171; }\n InInventory PrisonKey, 1 { drawimage \"STRIKEY5\", 249, 171; }\n InInventory SeveredHand, 1 { drawimage \"STRIKEY6\", 256, 171; }\n InInventory Power1Key, 1 { drawimage \"STRIKEY7\", 224, 178; }\n InInventory Power2Key, 1 { drawimage \"STRIKEY8\", 230, 178; }\n InInventory Power3Key, 1 { drawimage \"STRIKEY9\", 236, 178; }\n InInventory GoldKey, 1 { drawimage \"STRIKEYA\", 243, 178; }\n InInventory IDCard, 1 { drawimage \"STRIKEYB\", 249, 178; }\n InInventory SilverKey, 1 { drawimage \"STRIKEYC\", 256, 178; }\n InInventory OracleKey, 1 { drawimage \"STRIKEYD\", 224, 185; }\n InInventory MilitaryID, 1 { drawimage \"STRIKEYE\", 230, 185; }\n InInventory OrderKey, 1 { drawimage \"STRIKEYF\", 236, 185; }\n InInventory BrassKey, 1 { drawimage \"STRIKEYG\", 243, 185; }\n InInventory RedCrystalKey, 1 { drawimage \"STRIKEYH\", 249, 185; }\n InInventory BlueCrystalKey, 1 { drawimage \"STRIKEYI\", 256, 185; }\n InInventory ChapelKey, 1 { drawimage \"STRIKEYJ\", 224, 192; }\n InInventory CatacombKey, 1 { drawimage \"STRIKEYK\", 230, 192; }\n InInventory CoreKey, 1 { drawimage \"STRIKEYL\", 236, 192; }\n InInventory MaulerKey, 1 { drawimage \"STRIKEYM\", 243, 192; }\n InInventory FactoryKey, 1 { drawimage \"STRIKEYN\", 249, 192; }\n InInventory MineKey, 1 { drawimage \"STRIKEYO\", 256, 192; }\n\n drawnumber 3, INDEXFON, lightblue, ammo Clip, 289, 173;\n drawstring SMALLFONT, lightblue, \"x\", 289, 178;\n drawnumber 3, INDEXFON, lightblue, ammo RocketAmmo, 289, 185;\n drawnumber 3, INDEXFON, lightblue, ammo Cell, 289, 191;\n\n drawnumber 3, INDEXFON, lightblue, ammocapacity Clip, 315, 173;\n drawstring SMALLFONT, lightblue, \"x\", 315, 178;\n drawnumber 3, INDEXFON, lightblue, ammocapacity RocketAmmo, 315, 185;\n drawnumber 3, INDEXFON, lightblue, ammocapacity Cell, 315, 191;\n gamemode deathmatch, teamplay, teamgame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawnumber 3, WOLFHUDF, untranslated, frags, 138, 181; }\n gamemode cooperative, singleplayer\n {\n drawnumber 3, WOLFHUDF, untranslated, KillCountAmount, 138, 181;\n InInventory KillCountNotch, 1 { drawimage \"WOLFNTCH\", 107, 167; }\n InInventory KillCountNotch, 2 { drawimage \"WOLFNTCH\", 111, 167; }\n InInventory KillCountNotch, 3 { drawimage \"WOLFNTCH\", 115, 167; }\n InInventory KillCountNotch, 4 { drawimage \"WOLFNTCH\", 119, 167; }\n InInventory KillCountNotch, 5 { drawimage \"WOLFNTCH\", 123, 167; }\n InInventory KillCountNotch, 6 { drawimage \"WOLFNTCH\", 127, 167; }\n InInventory KillCountNotch, 7 { drawimage \"WOLFNTCH\", 131, 167; }\n InInventory KillCountNotch, 8 { drawimage \"WOLFNTCH\", 135, 167; }\n InInventory KillCountNotch, 9 { drawimage \"WOLFNTCH\", 139, 167; }\n }\n\n GameMode Teamplay, TeamGame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawimage translatable \"CLRWOLFN\", 145, 169; }\n InInventory not PowerFakeInvulnerable, 1 {drawmugshot \"STF\", 5, 143, 167;}\n InInventory PowerFakeInvulnerable, 1 {drawimage \"BJFGOD0\", 143, 167;}\n }\n\n playerclass Parias\n {\n drawimage \"HEXNBAR2\", 0, 142;\n drawnumber 3, HEREHUDF, gold, health, 91, 181, white, 25, untranslated, 50;\n drawnumber 3, HEREHUDF, gold, armor, 217, 181, 0, untranslated, 0, untranslated, 50;\n drawnumber 3, INDEXFONT_RAVEN, yellow, ammo Clip, 58, 174, 0, untranslated, 0, untranslated, 30;\n drawnumber 3, INDEXFONT_RAVEN, yellow, ammo Cell, 58, 188, 0, untranslated, 0, untranslated, 30;\n IsSelected \"Frost Shards\" { drawnumber 3, INDEXFONT_RAVEN, gold, ammo Clip, 58, 174, 0, untranslated, 0, white, 30; }\n IsSelected \"Timon's Axe\" { drawnumber 3, INDEXFONT_RAVEN, gold, ammo Clip, 58, 174, 0, untranslated, 0, white, 30; }\n IsSelected \"Serpent Staff\" { drawnumber 3, INDEXFONT_RAVEN, gold, ammo Clip, 58, 174, 0, untranslated, 0, white, 30; }\n IsSelected \"Hammer of Retribution\" { drawnumber 3, INDEXFONT_RAVEN, gold, ammo Cell, 58, 188, 0, untranslated, 0, white, 30; }\n IsSelected \"Firestorm\" { drawnumber 3, INDEXFONT_RAVEN, gold, ammo Cell, 58, 188, 0, untranslated, 0, white, 30; }\n IsSelected \"Wraithverge\"\n {\n drawnumber 3, INDEXFONT_RAVEN, gold, ammo Clip, 58, 174, 0, untranslated, 0, white, 30;\n drawnumber 3, INDEXFONT_RAVEN, gold, ammo Cell, 58, 188, 0, untranslated, 0, white, 30;\n }\n\n weaponammo Clip && Cell\n {\n weaponammo Clip { drawbar \"MANAVL1\", \"nullimage\", ammo Clip, vertical, 266, 171, 1; }\n weaponammo not Clip { drawbar \"MANAVL1D\", \"nullimage\", ammo Clip, vertical, 266, 171, 1; }\n weaponammo Cell { drawbar \"MANAVL2\", \"nullimage\", ammo Cell, vertical, 273, 171, 1; }\n weaponammo not Cell { drawbar \"MANAVL2D\", \"nullimage\", ammo Cell, vertical, 273, 171, 1; }\n }\n\n //Doom keys\n InInventory BlueCard, 1 { drawimage \"STKEYS0\", 226, 175; }\n InInventory YellowCard, 1 { drawimage \"STKEYS1\", 238, 175; }\n InInventory RedCard, 1 { drawimage \"STKEYS2\", 250, 175; }\n InInventory BlueSkull, 1 { drawimage \"STKEYS3\", 226, 186; }\n InInventory YellowSkull, 1 { drawimage \"STKEYS4\", 238, 186; }\n InInventory RedSkull, 1 { drawimage \"STKEYS5\", 250, 186; }\n //Chex keys\n InInventory ChexBlueCard, 1 { drawimage \"STKEYS0\", 222, 175; }\n InInventory ChexYellowCard, 1 { drawimage \"STKEYS1\", 235, 175; }\n InInventory ChexRedCard, 1 { drawimage \"STKEYS2\", 248, 175; }\n InInventory BlueFlemKey, 1 { drawimage \"STKEYS3\", 222, 186; }\n InInventory YellowFlemKey, 1 { drawimage \"STKEYS4\", 235, 186; }\n InInventory RedFlemKey, 1 { drawimage \"STKEYS5\", 248, 186; }\n //Heretic keys\n InInventory KeyYellow, 1 { drawimage \"YKEYICON\", 224, 181; }\n InInventory KeyGreen, 1 { drawimage \"GKEYICON\", 238, 181; }\n InInventory KeyBlue, 1 { drawimage \"BKEYICON\", 251, 181; }\n //HeXen keys\n InInventory KeySteel, 1 { drawimage \"HEXKEY1\", 223, 171; }\n InInventory KeyCave, 1 { drawimage \"HEXKEY2\", 223, 181; }\n InInventory KeyAxe, 1 { drawimage \"HEXKEY3\", 223, 191; }\n InInventory KeyFire, 1 { drawimage \"HEXKEY4\", 233, 171; }\n InInventory KeyEmerald, 1 { drawimage \"HEXKEY5\", 233, 181; }\n InInventory KeyDungeon, 1 { drawimage \"HEXKEY6\", 233, 191; }\n InInventory KeySilver, 1 { drawimage \"HEXKEY7\", 243, 171; }\n InInventory KeyRusted, 1 { drawimage \"HEXKEY8\", 243, 181; }\n InInventory KeyHorn, 1 { drawimage \"HEXKEY9\", 243, 191; }\n InInventory KeySwamp, 1 { drawimage \"HEXKEYA\", 253, 171; }\n InInventory KeyCastle, 1 { drawimage \"HEXKEYB\", 253, 181; }\n //Strife keys\n InInventory BaseKey, 1 { drawimage \"STRIKEY1\", 224, 171; }\n InInventory GovsKey, 1 { drawimage \"STRIKEY2\", 230, 171; }\n InInventory PassCard, 1 { drawimage \"STRIKEY3\", 236, 171; }\n InInventory IDBadge, 1 { drawimage \"STRIKEY4\", 243, 171; }\n InInventory PrisonKey, 1 { drawimage \"STRIKEY5\", 249, 171; }\n InInventory SeveredHand, 1 { drawimage \"STRIKEY6\", 256, 171; }\n InInventory Power1Key, 1 { drawimage \"STRIKEY7\", 224, 178; }\n InInventory Power2Key, 1 { drawimage \"STRIKEY8\", 230, 178; }\n InInventory Power3Key, 1 { drawimage \"STRIKEY9\", 236, 178; }\n InInventory GoldKey, 1 { drawimage \"STRIKEYA\", 243, 178; }\n InInventory IDCard, 1 { drawimage \"STRIKEYB\", 249, 178; }\n InInventory SilverKey, 1 { drawimage \"STRIKEYC\", 256, 178; }\n InInventory OracleKey, 1 { drawimage \"STRIKEYD\", 224, 185; }\n InInventory MilitaryID, 1 { drawimage \"STRIKEYE\", 230, 185; }\n InInventory OrderKey, 1 { drawimage \"STRIKEYF\", 236, 185; }\n InInventory BrassKey, 1 { drawimage \"STRIKEYG\", 243, 185; }\n InInventory RedCrystalKey, 1 { drawimage \"STRIKEYH\", 249, 185; }\n InInventory BlueCrystalKey, 1 { drawimage \"STRIKEYI\", 256, 185; }\n InInventory ChapelKey, 1 { drawimage \"STRIKEYJ\", 224, 192; }\n InInventory CatacombKey, 1 { drawimage \"STRIKEYK\", 230, 192; }\n InInventory CoreKey, 1 { drawimage \"STRIKEYL\", 236, 192; }\n InInventory MaulerKey, 1 { drawimage \"STRIKEYM\", 243, 192; }\n InInventory FactoryKey, 1 { drawimage \"STRIKEYN\", 249, 192; }\n InInventory MineKey, 1 { drawimage \"STRIKEYO\", 256, 192; }\n\n gamemode deathmatch, teamplay, teamgame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawnumber 3, HEREHUDF, untranslated, frags, 124, 181; }\n gamemode cooperative, singleplayer\n {\n drawnumber 3, HEREHUDF, untranslated, KillCountAmount, 124, 181;\n InInventory KillCountNotch, 1 { drawimage \"RVNNOTCH\", 97, 168; }\n InInventory KillCountNotch, 2 { drawimage \"RVNNOTCH\", 100, 168; }\n InInventory KillCountNotch, 3 { drawimage \"RVNNOTCH\", 103, 168; }\n InInventory KillCountNotch, 4 { drawimage \"RVNNOTCH\", 106, 168; }\n InInventory KillCountNotch, 5 { drawimage \"RVNNOTCH\", 109, 168; }\n InInventory KillCountNotch, 6 { drawimage \"RVNNOTCH\", 112, 168; }\n InInventory KillCountNotch, 7 { drawimage \"RVNNOTCH\", 115, 168; }\n InInventory KillCountNotch, 8 { drawimage \"RVNNOTCH\", 118, 168; }\n InInventory KillCountNotch, 9 { drawimage \"RVNNOTCH\", 121, 168; }\n }\n GameMode Teamplay, TeamGame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawimage translatable \"CLRHEXN2\", 146, 163; }\n drawmugshot \"STF\", 5, 143, 168;\n }\n\n playerclass Duke\n {\n drawimage \"DUKEBAR\", 0, 168;\n drawnumber 3, DUKEHUDF, gold, ammo1, 50, 183, 0, untranslated, 0, untranslated, 20;\n drawnumber 3, DUKEHUDF, gold, health, 85, 183, white, 25, untranslated, 50;\n drawnumber 3, DUKEHUDF, gold, armor, 205, 183, 0, untranslated, 0, untranslated, 50;\n\n //Doom keys\n InInventory BlueCard, 1 { drawimage \"STKEYS0\", 226, 175; }\n InInventory YellowCard, 1 { drawimage \"STKEYS1\", 238, 175; }\n InInventory RedCard, 1 { drawimage \"STKEYS2\", 250, 175; }\n InInventory BlueSkull, 1 { drawimage \"STKEYS3\", 226, 186; }\n InInventory YellowSkull, 1 { drawimage \"STKEYS4\", 238, 186; }\n InInventory RedSkull, 1 { drawimage \"STKEYS5\", 250, 186; }\n //Chex keys\n InInventory ChexBlueCard, 1 { drawimage \"STKEYS0\", 222, 175; }\n InInventory ChexYellowCard, 1 { drawimage \"STKEYS1\", 235, 175; }\n InInventory ChexRedCard, 1 { drawimage \"STKEYS2\", 248, 175; }\n InInventory BlueFlemKey, 1 { drawimage \"STKEYS3\", 222, 186; }\n InInventory YellowFlemKey, 1 { drawimage \"STKEYS4\", 235, 186; }\n InInventory RedFlemKey, 1 { drawimage \"STKEYS5\", 248, 186; }\n //Heretic keys\n InInventory KeyYellow, 1 { drawimage \"YKEYICON\", 224, 181; }\n InInventory KeyGreen, 1 { drawimage \"GKEYICON\", 238, 181; }\n InInventory KeyBlue, 1 { drawimage \"BKEYICON\", 251, 181; }\n //HeXen keys\n InInventory KeySteel, 1 { drawimage \"HEXKEY1\", 223, 171; }\n InInventory KeyCave, 1 { drawimage \"HEXKEY2\", 223, 181; }\n InInventory KeyAxe, 1 { drawimage \"HEXKEY3\", 223, 191; }\n InInventory KeyFire, 1 { drawimage \"HEXKEY4\", 233, 171; }\n InInventory KeyEmerald, 1 { drawimage \"HEXKEY5\", 233, 181; }\n InInventory KeyDungeon, 1 { drawimage \"HEXKEY6\", 233, 191; }\n InInventory KeySilver, 1 { drawimage \"HEXKEY7\", 243, 171; }\n InInventory KeyRusted, 1 { drawimage \"HEXKEY8\", 243, 181; }\n InInventory KeyHorn, 1 { drawimage \"HEXKEY9\", 243, 191; }\n InInventory KeySwamp, 1 { drawimage \"HEXKEYA\", 253, 171; }\n InInventory KeyCastle, 1 { drawimage \"HEXKEYB\", 253, 181; }\n //Strife keys\n InInventory BaseKey, 1 { drawimage \"STRIKEY1\", 224, 171; }\n InInventory GovsKey, 1 { drawimage \"STRIKEY2\", 230, 171; }\n InInventory PassCard, 1 { drawimage \"STRIKEY3\", 236, 171; }\n InInventory IDBadge, 1 { drawimage \"STRIKEY4\", 243, 171; }\n InInventory PrisonKey, 1 { drawimage \"STRIKEY5\", 249, 171; }\n InInventory SeveredHand, 1 { drawimage \"STRIKEY6\", 256, 171; }\n InInventory Power1Key, 1 { drawimage \"STRIKEY7\", 224, 178; }\n InInventory Power2Key, 1 { drawimage \"STRIKEY8\", 230, 178; }\n InInventory Power3Key, 1 { drawimage \"STRIKEY9\", 236, 178; }\n InInventory GoldKey, 1 { drawimage \"STRIKEYA\", 243, 178; }\n InInventory IDCard, 1 { drawimage \"STRIKEYB\", 249, 178; }\n InInventory SilverKey, 1 { drawimage \"STRIKEYC\", 256, 178; }\n InInventory OracleKey, 1 { drawimage \"STRIKEYD\", 224, 185; }\n InInventory MilitaryID, 1 { drawimage \"STRIKEYE\", 230, 185; }\n InInventory OrderKey, 1 { drawimage \"STRIKEYF\", 236, 185; }\n InInventory BrassKey, 1 { drawimage \"STRIKEYG\", 243, 185; }\n InInventory RedCrystalKey, 1 { drawimage \"STRIKEYH\", 249, 185; }\n InInventory BlueCrystalKey, 1 { drawimage \"STRIKEYI\", 256, 185; }\n InInventory ChapelKey, 1 { drawimage \"STRIKEYJ\", 224, 192; }\n InInventory CatacombKey, 1 { drawimage \"STRIKEYK\", 230, 192; }\n InInventory CoreKey, 1 { drawimage \"STRIKEYL\", 236, 192; }\n InInventory MaulerKey, 1 { drawimage \"STRIKEYM\", 243, 192; }\n InInventory FactoryKey, 1 { drawimage \"STRIKEYN\", 249, 192; }\n InInventory MineKey, 1 { drawimage \"STRIKEYO\", 256, 192; }\n\n drawnumber 3, INDEXFON, green, ammo Clip, 289, 174;\n drawnumber 3, INDEXFON, green, ammo Shell, 289, 180;\n drawnumber 3, INDEXFON, green, ammo RocketAmmo, 289, 186;\n drawnumber 3, INDEXFON, green, ammo Cell, 289, 192;\n\n drawnumber 3, INDEXFON, green, ammocapacity Clip, 315, 174;\n drawnumber 3, INDEXFON, green, ammocapacity Shell, 315, 180;\n drawnumber 3, INDEXFON, green, ammocapacity RocketAmmo, 315, 186;\n drawnumber 3, INDEXFON, green, ammocapacity Cell, 315, 192;\n gamemode deathmatch, teamplay, teamgame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawnumber 3, DUKEHUDF, untranslated, frags, 133, 183; }\n gamemode cooperative, singleplayer\n {\n drawnumber 3, DUKEHUDF, untranslated, KillCountAmount, 133, 183;\n InInventory KillCountNotch, 1 { drawimage \"DUKENTCH\", 107, 169; }\n InInventory KillCountNotch, 2 { drawimage \"DUKENTCH\", 111, 169; }\n InInventory KillCountNotch, 3 { drawimage \"DUKENTCH\", 115, 169; }\n InInventory KillCountNotch, 4 { drawimage \"DUKENTCH\", 119, 169; }\n InInventory KillCountNotch, 5 { drawimage \"DUKENTCH\", 123, 169; }\n InInventory KillCountNotch, 6 { drawimage \"DUKENTCH\", 127, 169; }\n InInventory KillCountNotch, 7 { drawimage \"DUKENTCH\", 131, 169; }\n InInventory KillCountNotch, 8 { drawimage \"DUKENTCH\", 135, 169; }\n InInventory KillCountNotch, 9 { drawimage \"DUKENTCH\", 139, 169; }\n }\n\n GameMode Teamplay, TeamGame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawimage translatable \"CLRDUKE\", 145, 168; }\n InInventory not PowerFakeInvulnerable, 1 {drawmugshot \"STF\", 5, 143, 168;}\n InInventory PowerFakeInvulnerable, 1 {drawimage \"DKNGOD0\", 143, 168;}\n }\n\n playerclass SecurityOfficer\n {\n drawimage \"MRTHBAR2\", 0, 168;\n //drawnumber 3, DUKEHUDF, green, ammo1, 30, 174;//, 0, white, 0, white, 20;\n\n IsSelected \".44 Magnum Mega Class A1\"\n {\n InInventory not UsingDualPistols, 1\n {\n DrawImage \"MARPISEM\", 5, 178;\n DrawImage \"MARPISEM\", 10, 178;\n DrawImage \"MARPISEM\", 15, 178;\n DrawImage \"MARPISEM\", 20, 178;\n DrawImage \"MARPISEM\", 25, 178;\n DrawImage \"MARPISEM\", 30, 178;\n DrawImage \"MARPISEM\", 35, 178;\n DrawImage \"MARPISEM\", 40, 178;\n InInventory MagnumBullet, 1 { DrawImage \"MARPISAM\", 5, 178; }\n InInventory MagnumBullet, 2 { DrawImage \"MARPISAM\", 10, 178; }\n InInventory MagnumBullet, 3 { DrawImage \"MARPISAM\", 15, 178; }\n InInventory MagnumBullet, 4 { DrawImage \"MARPISAM\", 20, 178; }\n InInventory MagnumBullet, 5 { DrawImage \"MARPISAM\", 25, 178; }\n InInventory MagnumBullet, 6 { DrawImage \"MARPISAM\", 30, 178; }\n InInventory MagnumBullet, 7 { DrawImage \"MARPISAM\", 35, 178; }\n InInventory MagnumBullet, 8 { DrawImage \"MARPISAM\", 40, 178; }\n }\n InInventory SynthFireActive, 1\n {\n DrawImage \"MARPISEM\", 5, 173;\n DrawImage \"MARPISEM\", 10, 173;\n DrawImage \"MARPISEM\", 15, 173;\n DrawImage \"MARPISEM\", 20, 173;\n DrawImage \"MARPISEM\", 25, 173;\n DrawImage \"MARPISEM\", 30, 173;\n DrawImage \"MARPISEM\", 35, 173;\n DrawImage \"MARPISEM\", 40, 173;\n InInventory MagnumBullet, 1 { DrawImage \"MARPISAM\", 5, 173; }\n InInventory MagnumBullet, 2 { DrawImage \"MARPISAM\", 10, 173; }\n InInventory MagnumBullet, 3 { DrawImage \"MARPISAM\", 15, 173; }\n InInventory MagnumBullet, 4 { DrawImage \"MARPISAM\", 20, 173; }\n InInventory MagnumBullet, 5 { DrawImage \"MARPISAM\", 25, 173; }\n InInventory MagnumBullet, 6 { DrawImage \"MARPISAM\", 30, 173; }\n InInventory MagnumBullet, 7 { DrawImage \"MARPISAM\", 35, 173; }\n InInventory MagnumBullet, 8 { DrawImage \"MARPISAM\", 40, 173; }\n\n DrawImage \"MARPISEM\", 5, 185;\n DrawImage \"MARPISEM\", 10, 185;\n DrawImage \"MARPISEM\", 15, 185;\n DrawImage \"MARPISEM\", 20, 185;\n DrawImage \"MARPISEM\", 25, 185;\n DrawImage \"MARPISEM\", 30, 185;\n DrawImage \"MARPISEM\", 35, 185;\n DrawImage \"MARPISEM\", 40, 185;\n InInventory MagnumBulletRight, 1 { DrawImage \"MARPISAM\", 5, 185; }\n InInventory MagnumBulletRight, 2 { DrawImage \"MARPISAM\", 10, 185; }\n InInventory MagnumBulletRight, 3 { DrawImage \"MARPISAM\", 15, 185; }\n InInventory MagnumBulletRight, 4 { DrawImage \"MARPISAM\", 20, 185; }\n InInventory MagnumBulletRight, 5 { DrawImage \"MARPISAM\", 25, 185; }\n InInventory MagnumBulletRight, 6 { DrawImage \"MARPISAM\", 30, 185; }\n InInventory MagnumBulletRight, 7 { DrawImage \"MARPISAM\", 35, 185; }\n InInventory MagnumBulletRight, 8 { DrawImage \"MARPISAM\", 40, 185; }\n }\n } //, 0, white, 0, white, 20;}}\n\n IsSelected \"KKV-7 SMG Flechette\"\n {\n drawimage \"STY2NUM1\", 268, 173;\n\n DrawImage \"MARSMGEM\", 5, 170;\n DrawImage \"MARSMGEM\", 10, 170;\n DrawImage \"MARSMGEM\", 15, 170;\n DrawImage \"MARSMGEM\", 20, 170;\n DrawImage \"MARSMGEM\", 25, 170;\n DrawImage \"MARSMGEM\", 30, 170;\n DrawImage \"MARSMGEM\", 35, 170;\n DrawImage \"MARSMGEM\", 40, 170;\n DrawImage \"MARSMGEM\", 5, 176;\n DrawImage \"MARSMGEM\", 10, 176;\n DrawImage \"MARSMGEM\", 15, 176;\n DrawImage \"MARSMGEM\", 20, 176;\n DrawImage \"MARSMGEM\", 25, 176;\n DrawImage \"MARSMGEM\", 30, 176;\n DrawImage \"MARSMGEM\", 35, 176;\n DrawImage \"MARSMGEM\", 40, 176;\n DrawImage \"MARSMGEM\", 5, 182;\n DrawImage \"MARSMGEM\", 10, 182;\n DrawImage \"MARSMGEM\", 15, 182;\n DrawImage \"MARSMGEM\", 20, 182;\n DrawImage \"MARSMGEM\", 25, 182;\n DrawImage \"MARSMGEM\", 30, 182;\n DrawImage \"MARSMGEM\", 35, 182;\n DrawImage \"MARSMGEM\", 40, 182;\n DrawImage \"MARSMGEM\", 5, 188;\n DrawImage \"MARSMGEM\", 10, 188;\n DrawImage \"MARSMGEM\", 15, 188;\n DrawImage \"MARSMGEM\", 20, 188;\n DrawImage \"MARSMGEM\", 25, 188;\n DrawImage \"MARSMGEM\", 30, 188;\n DrawImage \"MARSMGEM\", 35, 188;\n DrawImage \"MARSMGEM\", 40, 188;\n InInventory SMGBullet, 1 { DrawImage \"MARSMGAM\", 5, 170; }\n InInventory SMGBullet, 2 { DrawImage \"MARSMGAM\", 10, 170; }\n InInventory SMGBullet, 3 { DrawImage \"MARSMGAM\", 15, 170; }\n InInventory SMGBullet, 4 { DrawImage \"MARSMGAM\", 20, 170; }\n InInventory SMGBullet, 5 { DrawImage \"MARSMGAM\", 25, 170; }\n InInventory SMGBullet, 6 { DrawImage \"MARSMGAM\", 30, 170; }\n InInventory SMGBullet, 7 { DrawImage \"MARSMGAM\", 35, 170; }\n InInventory SMGBullet, 8 { DrawImage \"MARSMGAM\", 40, 170; }\n InInventory SMGBullet, 9 { DrawImage \"MARSMGAM\", 5, 176; }\n InInventory SMGBullet, 10 { DrawImage \"MARSMGAM\", 10, 176; }\n InInventory SMGBullet, 11 { DrawImage \"MARSMGAM\", 15, 176; }\n InInventory SMGBullet, 12 { DrawImage \"MARSMGAM\", 20, 176; }\n InInventory SMGBullet, 13 { DrawImage \"MARSMGAM\", 25, 176; }\n InInventory SMGBullet, 14 { DrawImage \"MARSMGAM\", 30, 176; }\n InInventory SMGBullet, 15 { DrawImage \"MARSMGAM\", 35, 176; }\n InInventory SMGBullet, 16 { DrawImage \"MARSMGAM\", 40, 176; }\n InInventory SMGBullet, 17 { DrawImage \"MARSMGAM\", 5, 182; }\n InInventory SMGBullet, 18 { DrawImage \"MARSMGAM\", 10, 182; }\n InInventory SMGBullet, 19 { DrawImage \"MARSMGAM\", 15, 182; }\n InInventory SMGBullet, 20 { DrawImage \"MARSMGAM\", 20, 182; }\n InInventory SMGBullet, 21 { DrawImage \"MARSMGAM\", 25, 182; }\n InInventory SMGBullet, 22 { DrawImage \"MARSMGAM\", 30, 182; }\n InInventory SMGBullet, 23 { DrawImage \"MARSMGAM\", 35, 182; }\n InInventory SMGBullet, 24 { DrawImage \"MARSMGAM\", 40, 182; }\n InInventory SMGBullet, 25 { DrawImage \"MARSMGAM\", 5, 188; }\n InInventory SMGBullet, 26 { DrawImage \"MARSMGAM\", 10, 188; }\n InInventory SMGBullet, 27 { DrawImage \"MARSMGAM\", 15, 188; }\n InInventory SMGBullet, 28 { DrawImage \"MARSMGAM\", 20, 188; }\n InInventory SMGBullet, 29 { DrawImage \"MARSMGAM\", 25, 188; }\n InInventory SMGBullet, 30 { DrawImage \"MARSMGAM\", 30, 188; }\n InInventory SMGBullet, 31 { DrawImage \"MARSMGAM\", 35, 188; }\n InInventory SMGBullet, 32 { DrawImage \"MARSMGAM\", 40, 188; }\n }\n\n IsSelected \"Fusion Pistol\"\n {\n drawimage \"STY2NUM4\", 268, 191;\n DrawImage \"MARAMBAR\", 17, 173;\n drawbar \"MARAMBR2\", \"MARAMBR3\", ammo FusionBullet, vertical, 18, 174;\n } //, 0, white, 0, white, 20;}\n\n IsSelected \"WSTE-M5 Combat Shotgun\"\n {\n drawimage \"STY2NUM2\", 268, 179;\n InInventory not UsingDualShotguns, 1 {\n DrawImage \"MARSHTAM\", 7, 179;\n DrawImage \"MARSHTAM\", 14, 179;\n InInventory WastemUnloaded, 1 {\n DrawImage \"MARSHTEM\", 7, 179;\n DrawImage \"MARSHTEM\", 14, 179; }}\n InInventory UsingDualShotguns, 1 {\n DrawImage \"MARSHTAM\", 7, 186;\n DrawImage \"MARSHTAM\", 14, 186;\n DrawImage \"MARSHTAM\", 7, 175;\n DrawImage \"MARSHTAM\", 14, 175;\n\n InInventory RWastemUnloaded, 1 {\n DrawImage \"MARSHTEM\", 7, 186;\n DrawImage \"MARSHTEM\", 14, 186; }\n InInventory LWastemUnloaded, 1 {\n DrawImage \"MARSHTEM\", 7, 175;\n DrawImage \"MARSHTEM\", 14, 175; }}\n drawnumber 3, MARAHUDF, untranslated, ammo1, 42, 180;\n }\n\n IsSelected \"MA-75B Assault Rifle\"\n {\n drawimage \"STY2NUM1\", 268, 173;\n drawimage \"STY2NUM3\", 268, 185;\n DrawImage \"MARARFEM\", 6, 173;\n DrawImage \"MARARFEM\", 8, 173;\n DrawImage \"MARARFEM\", 10, 173;\n DrawImage \"MARARFEM\", 12, 173;\n DrawImage \"MARARFEM\", 14, 173;\n DrawImage \"MARARFEM\", 16, 173;\n DrawImage \"MARARFEM\", 18, 173;\n DrawImage \"MARARFEM\", 20, 173;\n DrawImage \"MARARFEM\", 22, 173;\n DrawImage \"MARARFEM\", 24, 173;\n DrawImage \"MARARFEM\", 26, 173;\n DrawImage \"MARARFEM\", 28, 173;\n DrawImage \"MARARFEM\", 30, 173;\n DrawImage \"MARARFEM\", 32, 173;\n DrawImage \"MARARFEM\", 34, 173;\n DrawImage \"MARARFEM\", 36, 173;\n DrawImage \"MARARFEM\", 38, 173;\n DrawImage \"MARARFEM\", 40, 173;\n DrawImage \"MARARFEM\", 6, 177;\n DrawImage \"MARARFEM\", 8, 177;\n DrawImage \"MARARFEM\", 10, 177;\n DrawImage \"MARARFEM\", 12, 177;\n DrawImage \"MARARFEM\", 14, 177;\n DrawImage \"MARARFEM\", 16, 177;\n DrawImage \"MARARFEM\", 18, 177;\n DrawImage \"MARARFEM\", 20, 177;\n DrawImage \"MARARFEM\", 22, 177;\n DrawImage \"MARARFEM\", 24, 177;\n DrawImage \"MARARFEM\", 26, 177;\n DrawImage \"MARARFEM\", 28, 177;\n DrawImage \"MARARFEM\", 30, 177;\n DrawImage \"MARARFEM\", 32, 177;\n DrawImage \"MARARFEM\", 34, 177;\n DrawImage \"MARARFEM\", 36, 177;\n DrawImage \"MARARFEM\", 38, 177;\n DrawImage \"MARARFEM\", 40, 177;\n DrawImage \"MARARFEM\", 6, 181;\n DrawImage \"MARARFEM\", 8, 181;\n DrawImage \"MARARFEM\", 10, 181;\n DrawImage \"MARARFEM\", 12, 181;\n DrawImage \"MARARFEM\", 14, 181;\n DrawImage \"MARARFEM\", 16, 181;\n DrawImage \"MARARFEM\", 18, 181;\n DrawImage \"MARARFEM\", 20, 181;\n DrawImage \"MARARFEM\", 22, 181;\n DrawImage \"MARARFEM\", 24, 181;\n DrawImage \"MARARFEM\", 26, 181;\n DrawImage \"MARARFEM\", 28, 181;\n DrawImage \"MARARFEM\", 30, 181;\n DrawImage \"MARARFEM\", 32, 181;\n DrawImage \"MARARFEM\", 34, 181;\n DrawImage \"MARARFEM\", 36, 181;\n DrawImage \"MARGRNEM\", 7, 188;\n DrawImage \"MARGRNEM\", 12, 188;\n DrawImage \"MARGRNEM\", 17, 188;\n DrawImage \"MARGRNEM\", 22, 188;\n DrawImage \"MARGRNEM\", 27, 188;\n DrawImage \"MARGRNEM\", 32, 188;\n DrawImage \"MARGRNEM\", 37, 188;\n InInventory RifleBullet, 1 { DrawImage \"MARARFAM\", 6, 173; }\n InInventory RifleBullet, 2 { DrawImage \"MARARFAM\", 8, 173; }\n InInventory RifleBullet, 3 { DrawImage \"MARARFAM\", 10, 173; }\n InInventory RifleBullet, 4 { DrawImage \"MARARFAM\", 12, 173; }\n InInventory RifleBullet, 5 { DrawImage \"MARARFAM\", 14, 173; }\n InInventory RifleBullet, 6 { DrawImage \"MARARFAM\", 16, 173; }\n InInventory RifleBullet, 7 { DrawImage \"MARARFAM\", 18, 173; }\n InInventory RifleBullet, 8 { DrawImage \"MARARFAM\", 20, 173; }\n InInventory RifleBullet, 9 { DrawImage \"MARARFAM\", 22, 173; }\n InInventory RifleBullet, 10 { DrawImage \"MARARFAM\", 24, 173; }\n InInventory RifleBullet, 11 { DrawImage \"MARARFAM\", 26, 173; }\n InInventory RifleBullet, 12 { DrawImage \"MARARFAM\", 28, 173; }\n InInventory RifleBullet, 13 { DrawImage \"MARARFAM\", 30, 173; }\n InInventory RifleBullet, 14 { DrawImage \"MARARFAM\", 32, 173; }\n InInventory RifleBullet, 15 { DrawImage \"MARARFAM\", 34, 173; }\n InInventory RifleBullet, 16 { DrawImage \"MARARFAM\", 36, 173; }\n InInventory RifleBullet, 17 { DrawImage \"MARARFAM\", 38, 173; }\n InInventory RifleBullet, 18 { DrawImage \"MARARFAM\", 40, 173; }\n InInventory RifleBullet, 19 { DrawImage \"MARARFAM\", 6, 177; }\n InInventory RifleBullet, 20 { DrawImage \"MARARFAM\", 8, 177; }\n InInventory RifleBullet, 21 { DrawImage \"MARARFAM\", 10, 177; }\n InInventory RifleBullet, 22 { DrawImage \"MARARFAM\", 12, 177; }\n InInventory RifleBullet, 23 { DrawImage \"MARARFAM\", 14, 177; }\n InInventory RifleBullet, 24 { DrawImage \"MARARFAM\", 16, 177; }\n InInventory RifleBullet, 25 { DrawImage \"MARARFAM\", 18, 177; }\n InInventory RifleBullet, 26 { DrawImage \"MARARFAM\", 20, 177; }\n InInventory RifleBullet, 27 { DrawImage \"MARARFAM\", 22, 177; }\n InInventory RifleBullet, 28 { DrawImage \"MARARFAM\", 24, 177; }\n InInventory RifleBullet, 29 { DrawImage \"MARARFAM\", 26, 177; }\n InInventory RifleBullet, 30 { DrawImage \"MARARFAM\", 28, 177; }\n InInventory RifleBullet, 31 { DrawImage \"MARARFAM\", 30, 177; }\n InInventory RifleBullet, 32 { DrawImage \"MARARFAM\", 32, 177; }\n InInventory RifleBullet, 33 { DrawImage \"MARARFAM\", 34, 177; }\n InInventory RifleBullet, 34 { DrawImage \"MARARFAM\", 36, 177; }\n InInventory RifleBullet, 35 { DrawImage \"MARARFAM\", 38, 177; }\n InInventory RifleBullet, 36 { DrawImage \"MARARFAM\", 40, 177; }\n InInventory RifleBullet, 37 { DrawImage \"MARARFAM\", 6, 181; }\n InInventory RifleBullet, 38 { DrawImage \"MARARFAM\", 8, 181; }\n InInventory RifleBullet, 39 { DrawImage \"MARARFAM\", 10, 181; }\n InInventory RifleBullet, 40 { DrawImage \"MARARFAM\", 12, 181; }\n InInventory RifleBullet, 41 { DrawImage \"MARARFAM\", 14, 181; }\n InInventory RifleBullet, 42 { DrawImage \"MARARFAM\", 16, 181; }\n InInventory RifleBullet, 43 { DrawImage \"MARARFAM\", 18, 181; }\n InInventory RifleBullet, 44 { DrawImage \"MARARFAM\", 20, 181; }\n InInventory RifleBullet, 45 { DrawImage \"MARARFAM\", 22, 181; }\n InInventory RifleBullet, 46 { DrawImage \"MARARFAM\", 24, 181; }\n InInventory RifleBullet, 47 { DrawImage \"MARARFAM\", 26, 181; }\n InInventory RifleBullet, 48 { DrawImage \"MARARFAM\", 28, 181; }\n InInventory RifleBullet, 49 { DrawImage \"MARARFAM\", 30, 181; }\n InInventory RifleBullet, 50 { DrawImage \"MARARFAM\", 32, 181; }\n InInventory RifleBullet, 51 { DrawImage \"MARARFAM\", 34, 181; }\n InInventory RifleBullet, 52 { DrawImage \"MARARFAM\", 36, 181; }\n InInventory GrenadeInClip, 1 { DrawImage \"MARGRNAM\", 7, 188; }\n InInventory GrenadeInClip, 2 { DrawImage \"MARGRNAM\", 12, 188; }\n InInventory GrenadeInClip, 3 { DrawImage \"MARGRNAM\", 17, 188; }\n InInventory GrenadeInClip, 4 { DrawImage \"MARGRNAM\", 22, 188; }\n InInventory GrenadeInClip, 5 { DrawImage \"MARGRNAM\", 27, 188; }\n InInventory GrenadeInClip, 6 { DrawImage \"MARGRNAM\", 32, 188; }\n InInventory GrenadeInClip, 7 { DrawImage \"MARGRNAM\", 37, 188; }\n }\n\n IsSelected \"Talon Ceramic Combat Blade\"\n {\n DrawImage \"MARKNFEM\", 11, 176;\n DrawImage \"MARKNFEM\", 29, 176;\n InInventory KnifeAmmo, 1 { DrawImage \"MARKNFAM\", 11, 176; }\n InInventory KnifeAmmo, 2 { DrawImage \"MARKNFAM\", 29, 176; }\n }\n\n IsSelected \"SPNKR-XP SSM Launcher\"\n {\n DrawImage \"STY2NUM3\", 268, 185;\n DrawImage \"MARRCKEM\", 11, 176;\n DrawImage \"MARRCKEM\", 29, 176;\n InInventory SpankerAmmo, 1 { DrawImage \"MARRCKAM\", 11, 176; }\n InInventory SpankerAmmo, 2 { DrawImage \"MARRCKAM\", 29, 176; }\n }\n\n IsSelected \"TOZT-7 Napalm Unit\"\n {\n DrawImage \"STY2NUM4\", 268, 191;\n DrawImage \"MARAMBAR\", 17, 173;\n drawbar \"MARAMBR2\", \"MARAMBR3\", ammo NapalmInTank, vertical, 18, 174;\n }\n\n IsSelected \"ONI-71 Wave Motion Cannon\"\n {\n\n DrawImage \"STY2NUM3\", 268, 185;\n DrawImage \"STY2NUM4\", 268, 191;\n //drawnumber 3, MARAHUDF, green, ammo1, 40, 174;\n //drawnumber 3, MARAHUDF, green, RocketAmmo, 40, 186;\n DrawImage \"MARWMCEM\", 5, 173;\n DrawImage \"MARWMCEM\", 10, 173;\n DrawImage \"MARWMCEM\", 15, 173;\n DrawImage \"MARWMCEM\", 20, 173;\n DrawImage \"MARWMCEM\", 25, 173;\n DrawImage \"MARWMCEM\", 30, 173;\n DrawImage \"MARWMCEM\", 35, 173;\n DrawImage \"MARWMCEM\", 40, 173;\n\n DrawImage \"MARMRTEM\", 7, 187;\n DrawImage \"MARMRTEM\", 21, 187;\n DrawImage \"MARMRTEM\", 35, 187;\n\n InInventory WMCAmmo, 1 { DrawImage \"MARWMCAM\", 5, 173; }\n InInventory WMCAmmo, 2 { DrawImage \"MARWMCAM\", 10, 173; }\n InInventory WMCAmmo, 3 { DrawImage \"MARWMCAM\", 15, 173; }\n InInventory WMCAmmo, 4 { DrawImage \"MARWMCAM\", 20, 173; }\n InInventory WMCAmmo, 5 { DrawImage \"MARWMCAM\", 25, 173; }\n InInventory WMCAmmo, 6 { DrawImage \"MARWMCAM\", 30, 173; }\n InInventory WMCAmmo, 7 { DrawImage \"MARWMCAM\", 35, 173; }\n InInventory WMCAmmo, 8 { DrawImage \"MARWMCAM\", 40, 173; }\n\n InInventory MortarAmmo, 1 { DrawImage \"MARMRTAM\", 7, 187; }\n InInventory MortarAmmo, 2 { DrawImage \"MARMRTAM\", 21, 187; }\n InInventory MortarAmmo, 3 { DrawImage \"MARMRTAM\", 35, 187; }\n }\n\n IsSelected \"Alien Weapon\" { drawimage \"MARERROR\", 5, 173; }\n\n IsSelected \" Alien Weapon \" { drawimage \"MARERROR\", 5, 173; }\n\n IsSelected \"Spnkr-25 Auto Cannon\"\n {\n DrawImage \"MARAMBAR\", 17, 173;\n drawbar \"MARAMBR2\", \"MARAMBR3\", ammo Spanker2Ammo, vertical, 18, 174;\n }\n\nIsSelected not \"Spnkr-25 Auto Cannon\"\n{\n\n IsSelected not \"Talon Ceramic Combat Blade\"\n {\n IsSelected not \" Alien Weapon \"\n {\n IsSelected not \"Alien Weapon\"\n {\n IsSelected not \"ONI-71 Wave Motion Cannon\"\n {\n IsSelected not \"TOZT-7 Napalm Unit\"\n {\n IsSelected not \"SPNKR-XP SSM Launcher\"\n {\n IsSelected not \"MA-75B Assault Rifle\"\n {\n IsSelected not \"Fusion Pistol\"\n {\n IsSelected not \"WSTE-M5 Combat Shotgun\"\n {\n IsSelected not \"KKV-7 SMG Flechette\"\n {\n IsSelected not \".44 Magnum Mega Class A1\" { drawnumber 3, MARAHUDF, untranslated, ammo1, 35, 181; }\n }\n }\n }\n }\n }\n }\n }\n }\n }\n }\n}\n\n DrawBar \"MBARH100\", \"MBARMPTY\", Health, Horizontal, 51, 170;\n DrawBar \"MBARH200\", \"MBAREMP2\", Health OverMax, Horizontal, -36, 170;\n DrawBar \"MBARH300\", \"MBAREMP3\", Health OverOverMax, Horizontal, -123, 170;\n DrawBar \"MBARR100\", \"MBARMPTY\", Armor, Horizontal, 51, 180;\n DrawBar \"MBARR200\", \"MBAREMP2\", Armor OverMax, Horizontal, -36, 180;\n DrawBar \"MBARR300\", \"MBAREMP3\", Armor OverOverMax, Horizontal, -123, 180;\n //DrawBar \"MBAROXYG\",\"MBARMPTY\", AirTime, Horizontal, 46, 185;\n drawnumber 3, INDEXFON, green, health, 89, 191;\n drawnumber 3, INDEXFON, green, armor, 125, 191;\n\n //Doom keys\n InInventory BlueCard, 1 { drawimage \"STKEYS0\", 226, 175; }\n InInventory YellowCard, 1 { drawimage \"STKEYS1\", 238, 175; }\n InInventory RedCard, 1 { drawimage \"STKEYS2\", 250, 175; }\n InInventory BlueSkull, 1 { drawimage \"STKEYS3\", 226, 186; }\n InInventory YellowSkull, 1 { drawimage \"STKEYS4\", 238, 186; }\n InInventory RedSkull, 1 { drawimage \"STKEYS5\", 250, 186; }\n //Chex keys\n InInventory ChexBlueCard, 1 { drawimage \"STKEYS0\", 222, 175; }\n InInventory ChexYellowCard, 1 { drawimage \"STKEYS1\", 235, 175; }\n InInventory ChexRedCard, 1 { drawimage \"STKEYS2\", 248, 175; }\n InInventory BlueFlemKey, 1 { drawimage \"STKEYS3\", 222, 186; }\n InInventory YellowFlemKey, 1 { drawimage \"STKEYS4\", 235, 186; }\n InInventory RedFlemKey, 1 { drawimage \"STKEYS5\", 248, 186; }\n //Heretic keys\n InInventory KeyYellow, 1 { drawimage \"YKEYICON\", 224, 181; }\n InInventory KeyGreen, 1 { drawimage \"GKEYICON\", 238, 181; }\n InInventory KeyBlue, 1 { drawimage \"BKEYICON\", 251, 181; }\n //HeXen keys\n InInventory KeySteel, 1 { drawimage \"HEXKEY1\", 223, 171; }\n InInventory KeyCave, 1 { drawimage \"HEXKEY2\", 223, 181; }\n InInventory KeyAxe, 1 { drawimage \"HEXKEY3\", 223, 191; }\n InInventory KeyFire, 1 { drawimage \"HEXKEY4\", 233, 171; }\n InInventory KeyEmerald, 1 { drawimage \"HEXKEY5\", 233, 181; }\n InInventory KeyDungeon, 1 { drawimage \"HEXKEY6\", 233, 191; }\n InInventory KeySilver, 1 { drawimage \"HEXKEY7\", 243, 171; }\n InInventory KeyRusted, 1 { drawimage \"HEXKEY8\", 243, 181; }\n InInventory KeyHorn, 1 { drawimage \"HEXKEY9\", 243, 191; }\n InInventory KeySwamp, 1 { drawimage \"HEXKEYA\", 253, 171; }\n InInventory KeyCastle, 1 { drawimage \"HEXKEYB\", 253, 181; }\n //Strife keys\n InInventory BaseKey, 1 { drawimage \"STRIKEY1\", 224, 171; }\n InInventory GovsKey, 1 { drawimage \"STRIKEY2\", 230, 171; }\n InInventory PassCard, 1 { drawimage \"STRIKEY3\", 236, 171; }\n InInventory IDBadge, 1 { drawimage \"STRIKEY4\", 243, 171; }\n InInventory PrisonKey, 1 { drawimage \"STRIKEY5\", 249, 171; }\n InInventory SeveredHand, 1 { drawimage \"STRIKEY6\", 256, 171; }\n InInventory Power1Key, 1 { drawimage \"STRIKEY7\", 224, 178; }\n InInventory Power2Key, 1 { drawimage \"STRIKEY8\", 230, 178; }\n InInventory Power3Key, 1 { drawimage \"STRIKEY9\", 236, 178; }\n InInventory GoldKey, 1 { drawimage \"STRIKEYA\", 243, 178; }\n InInventory IDCard, 1 { drawimage \"STRIKEYB\", 249, 178; }\n InInventory SilverKey, 1 { drawimage \"STRIKEYC\", 256, 178; }\n InInventory OracleKey, 1 { drawimage \"STRIKEYD\", 224, 185; }\n InInventory MilitaryID, 1 { drawimage \"STRIKEYE\", 230, 185; }\n InInventory OrderKey, 1 { drawimage \"STRIKEYF\", 236, 185; }\n InInventory BrassKey, 1 { drawimage \"STRIKEYG\", 243, 185; }\n InInventory RedCrystalKey, 1 { drawimage \"STRIKEYH\", 249, 185; }\n InInventory BlueCrystalKey, 1 { drawimage \"STRIKEYI\", 256, 185; }\n InInventory ChapelKey, 1 { drawimage \"STRIKEYJ\", 224, 192; }\n InInventory CatacombKey, 1 { drawimage \"STRIKEYK\", 230, 192; }\n InInventory CoreKey, 1 { drawimage \"STRIKEYL\", 236, 192; }\n InInventory MaulerKey, 1 { drawimage \"STRIKEYM\", 243, 192; }\n InInventory FactoryKey, 1 { drawimage \"STRIKEYN\", 249, 192; }\n InInventory MineKey, 1 { drawimage \"STRIKEYO\", 256, 192; }\n\n drawnumber 3, INDEXFON, green, ammo Clip, 289, 173;\n drawnumber 3, INDEXFON, green, ammo Shell, 289, 179;\n drawnumber 3, INDEXFON, green, ammo RocketAmmo, 289, 185;\n drawnumber 3, INDEXFON, green, ammo Cell, 289, 191;\n\n drawnumber 3, INDEXFON, green, ammocapacity Clip, 315, 173;\n drawnumber 3, INDEXFON, green, ammocapacity Shell, 315, 179;\n drawnumber 3, INDEXFON, green, ammocapacity RocketAmmo, 315, 185;\n drawnumber 3, INDEXFON, green, ammocapacity Cell, 315, 191;\n gamemode deathmatch, teamplay, teamgame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawnumber 4, MARAHUDF, white, frags, 213, 179; }\n gamemode cooperative, singleplayer { drawnumber 4, MARAHUDF, white, KillCountAmountTrue, 213, 179; }\n //DrawImage RuneIcon, 20, 40, Center;\n//drawselectedinventory alwaysshowcounter, MARAHUDF, 290, 22, 293, 30, untranslated;\n GameMode Teamplay, TeamGame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawimage translatable \"CLRMARA1\", 145, 169; }\n InInventory not PowerFakeInvulnerable, 1 {drawmugshot \"STF\", 5, 143, 168;}\n InInventory PowerFakeInvulnerable, 1 {drawimage \"MARGOD0\", 143, 168;}\n }\n\n playerclass Ranger\n {\n drawimage \"QUAKBAR\", 0, 168;\n\n InInventory not UsingDoEAmmo\n {\n drawnumber 3, QUAKHUDF, gold, ammo1, 42, 181, 0, untranslated, 0, untranslated, 20;\n\n drawnumber 3, INDEXFON, darkbrown, ammo Clip, 289, 173;\n drawnumber 3, INDEXFON, darkbrown, ammo RocketAmmo, 289, 185;\n\n drawnumber 3, INDEXFON, darkbrown, ammocapacity Clip, 315, 173;\n drawnumber 3, INDEXFON, darkbrown, ammocapacity RocketAmmo, 315, 185;\n }\n\n InInventory UsingDoEAmmo\n {\n drawnumber 3, QUAKHUDF, red, ammo2, 42, 181, 0, red, 0, red, 20;\n\n drawnumber 3, INDEXFON, red, ammo LavaNails, 289, 173;\n drawnumber 3, INDEXFON, red, ammo MultiRocketAmmo, 289, 185;\n\n drawnumber 3, INDEXFON, red, ammocapacity LavaNails, 315, 173;\n drawnumber 3, INDEXFON, red, ammocapacity MultiRocketAmmo, 315, 185;\n }\n\n drawnumber 3, INDEXFON, darkbrown, ammo Shell, 289, 179;\n drawnumber 3, INDEXFON, darkbrown, ammo Cell, 289, 191;\n\n drawnumber 3, INDEXFON, darkbrown, ammocapacity Shell, 315, 179;\n drawnumber 3, INDEXFON, darkbrown, ammocapacity Cell, 315, 191;\n\n InInventory not UsingDoEAmmo { drawnumber 3, QUAKHUDF, gold, ammo1, 42, 181, 0, untranslated, 0, untranslated, 20; }\n InInventory UsingDoEAmmo { drawnumber 3, QUAKHUDF, red, ammo2, 42, 181, 0, red, 0, red, 20; }\n\n drawnumber 3, QUAKHUDF, gold, health, 92, 181, white, 25, untranslated, 50;\n InInventory not QuakePentTimer { drawnumber 3, QUAKHUDF, gold, armor, 214, 181, 0, untranslated, 0, untranslated, 50; }\n InInventory QuakePentTimer, 1 { drawnumber 3, QUAKHUDF, red, 666, 214, 181; }\n\n //Doom keys\n InInventory BlueCard, 1 { drawimage \"STKEYS0\", 226, 175; }\n InInventory YellowCard, 1 { drawimage \"STKEYS1\", 238, 175; }\n InInventory RedCard, 1 { drawimage \"STKEYS2\", 250, 175; }\n InInventory BlueSkull, 1 { drawimage \"STKEYS3\", 226, 186; }\n InInventory YellowSkull, 1 { drawimage \"STKEYS4\", 238, 186; }\n InInventory RedSkull, 1 { drawimage \"STKEYS5\", 250, 186; }\n //Chex keys\n InInventory ChexBlueCard, 1 { drawimage \"STKEYS0\", 222, 175; }\n InInventory ChexYellowCard, 1 { drawimage \"STKEYS1\", 235, 175; }\n InInventory ChexRedCard, 1 { drawimage \"STKEYS2\", 248, 175; }\n InInventory BlueFlemKey, 1 { drawimage \"STKEYS3\", 222, 186; }\n InInventory YellowFlemKey, 1 { drawimage \"STKEYS4\", 235, 186; }\n InInventory RedFlemKey, 1 { drawimage \"STKEYS5\", 248, 186; }\n //Heretic keys\n InInventory KeyYellow, 1 { drawimage \"YKEYICON\", 224, 181; }\n InInventory KeyGreen, 1 { drawimage \"GKEYICON\", 238, 181; }\n InInventory KeyBlue, 1 { drawimage \"BKEYICON\", 251, 181; }\n //HeXen keys\n InInventory KeySteel, 1 { drawimage \"HEXKEY1\", 223, 171; }\n InInventory KeyCave, 1 { drawimage \"HEXKEY2\", 223, 181; }\n InInventory KeyAxe, 1 { drawimage \"HEXKEY3\", 223, 191; }\n InInventory KeyFire, 1 { drawimage \"HEXKEY4\", 233, 171; }\n InInventory KeyEmerald, 1 { drawimage \"HEXKEY5\", 233, 181; }\n InInventory KeyDungeon, 1 { drawimage \"HEXKEY6\", 233, 191; }\n InInventory KeySilver, 1 { drawimage \"HEXKEY7\", 243, 171; }\n InInventory KeyRusted, 1 { drawimage \"HEXKEY8\", 243, 181; }\n InInventory KeyHorn, 1 { drawimage \"HEXKEY9\", 243, 191; }\n InInventory KeySwamp, 1 { drawimage \"HEXKEYA\", 253, 171; }\n InInventory KeyCastle, 1 { drawimage \"HEXKEYB\", 253, 181; }\n //Strife keys\n InInventory BaseKey, 1 { drawimage \"STRIKEY1\", 224, 171; }\n InInventory GovsKey, 1 { drawimage \"STRIKEY2\", 230, 171; }\n InInventory PassCard, 1 { drawimage \"STRIKEY3\", 236, 171; }\n InInventory IDBadge, 1 { drawimage \"STRIKEY4\", 243, 171; }\n InInventory PrisonKey, 1 { drawimage \"STRIKEY5\", 249, 171; }\n InInventory SeveredHand, 1 { drawimage \"STRIKEY6\", 256, 171; }\n InInventory Power1Key, 1 { drawimage \"STRIKEY7\", 224, 178; }\n InInventory Power2Key, 1 { drawimage \"STRIKEY8\", 230, 178; }\n InInventory Power3Key, 1 { drawimage \"STRIKEY9\", 236, 178; }\n InInventory GoldKey, 1 { drawimage \"STRIKEYA\", 243, 178; }\n InInventory IDCard, 1 { drawimage \"STRIKEYB\", 249, 178; }\n InInventory SilverKey, 1 { drawimage \"STRIKEYC\", 256, 178; }\n InInventory OracleKey, 1 { drawimage \"STRIKEYD\", 224, 185; }\n InInventory MilitaryID, 1 { drawimage \"STRIKEYE\", 230, 185; }\n InInventory OrderKey, 1 { drawimage \"STRIKEYF\", 236, 185; }\n InInventory BrassKey, 1 { drawimage \"STRIKEYG\", 243, 185; }\n InInventory RedCrystalKey, 1 { drawimage \"STRIKEYH\", 249, 185; }\n InInventory BlueCrystalKey, 1 { drawimage \"STRIKEYI\", 256, 185; }\n InInventory ChapelKey, 1 { drawimage \"STRIKEYJ\", 224, 192; }\n InInventory CatacombKey, 1 { drawimage \"STRIKEYK\", 230, 192; }\n InInventory CoreKey, 1 { drawimage \"STRIKEYL\", 236, 192; }\n InInventory MaulerKey, 1 { drawimage \"STRIKEYM\", 243, 192; }\n InInventory FactoryKey, 1 { drawimage \"STRIKEYN\", 249, 192; }\n InInventory MineKey, 1 { drawimage \"STRIKEYO\", 256, 192; }\n\n gamemode deathmatch, teamplay, teamgame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawnumber 3, QUAKHUDF, untranslated, frags, 140, 181; }\n gamemode cooperative, singleplayer\n {\n drawnumber 3, QUAKHUDF, untranslated, KillCountAmount, 140, 181;\n InInventory KillCountNotch, 1 { drawimage \"DOMNOTCH\", 100, 176; }\n InInventory KillCountNotch, 2 { drawimage \"DOMNOTCH\", 105, 176; }\n InInventory KillCountNotch, 3 { drawimage \"DOMNOTCH\", 110, 176; }\n InInventory KillCountNotch, 4 { drawimage \"DOMNOTCH\", 115, 176; }\n InInventory KillCountNotch, 5 { drawimage \"DOMNOTCH\", 120, 176; }\n InInventory KillCountNotch, 6 { drawimage \"DOMNOTCH\", 125, 176; }\n InInventory KillCountNotch, 7 { drawimage \"DOMNOTCH\", 130, 176; }\n InInventory KillCountNotch, 8 { drawimage \"DOMNOTCH\", 135, 176; }\n InInventory KillCountNotch, 9 { drawimage \"DOMNOTCH\", 140, 176; }\n }\n //DrawImage RuneIcon, 20, 40, Center;\n //drawselectedinventory alwaysshowcounter, QUAKHUDF, 290, 22, 293, 30, untranslated;\n GameMode Teamplay, TeamGame, OneFlagCTF, CTF, Skulltag, TeamLMS, TeamPossession { drawimage translatable \"CLRDOOM\", 145, 169; }\n InInventory not QuakeInvisTimer\n {\n InInventory not QuadDamagePower\n {\n InInventory QuakePentTimer { drawimage \"RNGGOD0\", 143, 168; }\n InInventory not QuakePentTimer { drawmugshot \"STF\", 5, 143, 168; }\n }\n InInventory QuadDamagePower, 1 { drawimage \"RNGQUAD0\", 143, 168; }\n }\n InInventory QuakeInvisTimer, 1\n {\n drawimage \"RNGNVSB0\", 143, 168;\n InInventory QuakePentTimer, 1 { drawimage \"RNGNVSG0\", 143, 168; }\n InInventory QuadDamagePower, 1 { drawimage \"RNGNVSQ0\", 143, 168; }\n InInventory PowerQuadDamage, 1 { drawimage \"RNGNVSD0\", 143, 168; }\n }\n\n }\n}"
},
{
"source": "pk3",
"name": "SKININFO.txt",
"contents": "{\nname = SOPistolSkin\nclass = SecurityOfficer\nsprite = SOPS\n}\n{\nname = SOFistSkin\nclass = SecurityOfficer\nsprite = SOFS\n}\n{\nname = SOSMGSkin\nclass = SecurityOfficer\nsprite = SOMG\n}\n{\nname = SOShotgunSkin\nclass = SecurityOfficer\nsprite = SOSG\n}\n{\nname = SOFusionSkin\nclass = SecurityOfficer\nsprite = SOFP\n}\n{\nname = SOSpankerSkin\nclass = SecurityOfficer\nsprite = SOSP\n}\n{\nname = SOFlamerSkin // Heh.\nclass = SecurityOfficer\nsprite = SOFL\n}\n{\nname = SOM2AWSkin\nclass = SecurityOfficer\nsprite = SOAW\n}\n{\nname = SOM1AWSkin\nclass = SecurityOfficer\nsprite = SOA2\n}\n{\nname = SOSACannonSkin\nclass = SecurityOfficer\nsprite = SOAC\n}"
},
{
"source": "pk3",
"name": "SNDINFO.txt",
"contents": "///////////////////////\n// Universal sounds\n//////////////////////\nsilence\t\t\t\tsilence\n\nhealpack0pickup\t\tHLTH0GET // Taken from Painkiller\nhealpack1pickup\t\tHLTH1GET // Taken from Quake III Arena\nhealpack2pickup\t\tHLTH2GET // Taken from Quake IV\nmegapackpickup\t\tMEGAGET // Taken from Unreal Tournament III\narmor0get\t\tARMR0GET // Taken from Fatal/Fake\narmor1get\t\tARMR1GET // Taken from Fatal/Fake\narmor2get\t\tARMR2GET // Taken from Fatal/Fake\narmor3get\t\tARMR3GET // Taken from Fatal/Fake\ninvisibilityget\t\tNVSIGET // Taken from Fatal/Fake\ninvulnget\t\tNVLNGET // Taken from Super Street Fighter IV\nhealpack3pickup\t\tSOULGET // Taken from Super Street Fighter IV\nantisterileget\t\tRADGET // Taken from...uh...I can't remember where...\nlettherebelight\t\tLITEVISR // Taken from Devil May Cry 3\ndsparil/rise\t\tsorrise // Taken from Heretic, of course.\n\nammo/bulletsmall\tAMMCLIPS // Taken from Devil May Cry 3\nammo/bulletbig\t\tAMMCLIPB // Taken from Unreal Tournament III\nammo/shellsmall\t\tAMMSHELS // Taken from Unreal Tournament III\nammo/shellbig\t\tAMMSHELB // Taken from Unreal Tournament III\nammo/rocketsmall\tAMMROCKS // Taken from Painkiller\nammo/rocketbig\t\tAMMROCKB // Taken from Painkiller\nammo/plasmasmall\tAMMPLASS // Taken from Painkiller\nammo/plasmabig\t\tAMMPLASB // Taken from Unreal Tournament III\nammo/backpack\t\tAMMBACKP // Taken from Unreal Tournament III\nammo/mana\t\tAMMOMANA // Taken from Painkiller\n\nammogem/bulletsmall\tGEMCLIPS\nammogem/bulletbig\tGEMCLIPB\nammogem/shellsmall\tGEMSHELS\nammogem/shellbig\tGEMSHELB\nammogem/rocketsmall\tGEMROCKS\nammogem/rocketbig\tGEMROCKB\nammogem/plasmasmall\tGEMPLASS\nammogem/plasmabig\tGEMPLASB\n\ntome/lesser\t\tLESRTOME // Taken from Unreal Tournament 2003\n\narchvile/resummon\tVILESMMN // Taken from Fatal/Fake\n\nblackbirdtrustnoone\t\t\tVOC14 // Haaaaack.\n\nsamsara/shieldhit sounds/samsara/shieldhit.wav\nmarathon/shieldhit sounds/samsara/shieldhit2.wav\n\n$random brutal/splatter { bsplatter1 bsplatter2 bsplatter3 bsplatter4 } // ORIGINAL SOUND PLZ DONUT STEELE\nbsplatter1 BRTSPLT1\nbsplatter2 BRTSPLT2\nbsplatter3 BRTSPLT3\nbsplatter4 BRTSPLT4\n\n$random brutal/bounce { bbounce1 bbounce2 bbounce3 bbounce4 bbounce5 } // Taken from Painkiller\nbbounce1 BRTBNCE1\nbbounce2 BRTBNCE2\nbbounce3 BRTBNCE3\nbbounce4 BRTBNCE4\nbbounce5 BRTBNCE5\n\n$random brutal/splash { bsplash1 bsplash2 bsplash3 bsplash4 bsplash5 }\nbsplash1 BRTSPLS1 // By Bloax\nbsplash2 BRTSPLS2 // From Painkiller\nbsplash3 BRTSPLS3 // From Painkiller\nbsplash4 BRTSPLS4 // From Unreal 2k4\nbsplash5 BRTSPLS5 // From Unreal 2k4\n\n$random brutal/thud { bthud1 bthud2 } // Taken from Painkiller\nbthud1 BRTTHUD1\nbthud2 BRTTHUD2\n\n$random brutal/death { bdeth1 bdeth2 bdeth3 bdeth4 } // Mixed from various Freesfx.co.uk bone-breaking sounds and Painkiller/Quake gib sounds.\nbdeth1 BRTDETH1\nbdeth2 BRTDETH2\nbdeth3 BRTDETH3\nbdeth4 BRTDETH4\n\n$random happy/sparkle { hspark2 hspark3 hspark4 hspark5 hspark6 hspark7 hspark8 } // Taken from Trickster\n//hspark1 HPPYSPRK\nhspark2 HPPYSPR2\nhspark3 HPPYSPR3\nhspark4 HPPYSPR4\nhspark5 HPPYSPR5\nhspark6 HPPYSPR6\nhspark7 HPPYSPR7\nhspark8 HPPYSPR8\n\n$random happy/gib { hgib1 hgib2 hgib3 hgib4 hgib5 hgib6 } // Taken from Trickster\nhgib1 HPPYGIB1\nhgib2 HPPYGIB2\nhgib3 HPPYGIB3\nhgib4 HPPYGIB4\nhgib5 HPPYGIB5\nhgib6 HPPYGIB6\n\n////////////////////\n// Ally sounds for Strife's beacons\n////////////////////\n\n// Imp\n$random friendlyimp/sight\t{ imp/sight1 imp/sight2 }\n$random friendlyimp/death\t{ imp/death1 imp/death2 }\nfriendlyimp/sight1\t\tsounds/allies/dimpsit1.wav\nfriendlyimp/sight2\t\tsounds/allies/dimpsit2.wav\nfriendlyimp/active\t\tsounds/allies/dimpact.wav\nfriendlyimp/pain\t\tsounds/allies/dimppain.wav\nfriendlyimp/melee\t\tsounds/allies/dimpclaw.wav\nfriendlyimp/death1\t\tsounds/allies/dimpdth1.wav\nfriendlyimp/death2\t\tsounds/allies/dimpdth2.wav\nfriendlyimp/attack\t\tsounds/allies/dimpshot.wav\nfriendlyimp/shotx\t\tsounds/allies/dimpxpl.wav\n$limit friendlyimp/active 6\n\n// Bipedal Flemoid\n$random friendlyflemoid/sight\t{ friendlyflemoid/sight1 friendlyflemoid/sight2 friendlyflemoid/sight3 }\nfriendlyflemoid/sight1\t\tsounds/allies/cflesit1.wav\nfriendlyflemoid/sight2\t\tsounds/allies/cflesit2.wav\nfriendlyflemoid/sight3\t\tsounds/allies/cflesit3.wav\n//friendlyflemoid/attack\nfriendlyflemoid/pain\t\tsounds/allies/cflepain.wav\n$random friendlyflemoid/death\t{ friendlyflemoid/zorch1 friendlyflemoid/zorch2 friendlyflemoid/zorch3 }\nfriendlyflemoid/zorch1\t\tsounds/allies/cfledth1.wav\nfriendlyflemoid/zorch2\t\tsounds/allies/cfledth2.wav\nfriendlyflemoid/zorch3\t\tsounds/allies/cfledth3.wav\n//friendlyflemoid/active\nfriendlyflemoid/flem\t\tsounds/allies/cflemsht.wav\n$random friendlyflemoid/shotx\t{ friendlyflemoid/splat1 friendlyflemoid/splat2 friendlyflemoid/splat3 friendlyflemoid/splat4 }\nfriendlyflemoid/splat1\t\tsounds/allies/cfsplat1.wav\nfriendlyflemoid/splat2\t\tsounds/allies/cfsplat2.wav\nfriendlyflemoid/splat3\t\tsounds/allies/cfsplat3.wav\nfriendlyflemoid/splat4\t\tsounds/allies/cfsplat4.wav\n\n// Nitrogolem\nmummy/sight\t\t\tsounds/allies/mumsit.wav\nmummy/attack1\t\t\tsounds/allies/mumat1.wav\nmummy/attack2\t\t\tsounds/allies/mumat2.wav\nmummy/pain\t\t\tsounds/allies/mumpai.wav\nmummy/death\t\t\tsounds/allies/mumdth.wav\nmummy/active\t\t\tsounds/allies/mumsit.wav\nmummy/head\t\t\tsounds/allies/mumhed.wav\n\nironlich/sight\t\t\tsounds/allies/hedsit.lmp\nironlich/active\t\t\tsounds/allies/hedact.lmp\nironlich/death\t\t\tsounds/allies/heddth.lmp\nironlich/pain\t\t\tsounds/allies/hedpai.lmp\nironlich/attack1\t\tsounds/allies/hedat1.lmp\nironlich/attack2\t\tsounds/allies/hedat2.lmp\nironlich/attack3\t\tsounds/allies/hedat3.lmp\n\n// Nazi\nfriendlynazi/sight\t\tsounds/allies/nazisit.ogg\nfriendlynazi/pain\t\tsounds/allies/nazipain.ogg\n$random friendlynazi/death\t{ nazi/die1 nazi/die2 nazi/die3 nazi/die4 nazi/die5 nazi/die6 nazi/die7 }\nfriendlynazi/active\t\tsilence\nfriendlynazi/attack\t\tsounds/allies/nazishot.ogg\nnazi/die1\t\t\tsounds/allies/nazidie1.ogg\nnazi/die2\t\t\tsounds/allies/nazidie2.ogg\nnazi/die3\t\t\tsounds/allies/nazidie3.ogg\nnazi/die4\t\t\tsounds/allies/nazidie4.ogg\nnazi/die5\t\t\tsounds/allies/nazidie5.ogg\nnazi/die6\t\t\tsounds/allies/nazidie6.ogg\nnazi/die7\t\t\tsounds/allies/nazidie7.ogg\n\nblue/sight\t\t\tsounds/allies/dsblusit.wav\nblue/death\t\t\tsounds/allies/dsbludth.wav\n\n// Afrit\nFireDemonActive \tsounds/allies/fired5.wav\nFireDemonPain \tsounds/allies/fired2.wav\nFireDemonAttack \tsounds/allies/spit6.wav\nFireDemonMissileHit \tsounds/allies/firedhit.wav\nFireDemonDeath \tsounds/allies/fired3.wav\n\nCentaurSight \tsounds/allies/taur1.lmp\nCentaurActive \tsounds/allies/taur2.lmp\nCentaurPain \tsounds/allies/taur4.lmp\nCentaurAttack \tsounds/allies/centhit2.lmp\nCentaurDeath \tsounds/allies/cntdth1.lmp\nCentaurLeaderAttack \tsounds/allies/cntshld4.lmp\nCentaurMissileExplode \tsounds/allies/impact3.lmp\n\n// Assault Trooper\ndukealien/active1\t\tsounds/allies/altract1.wav\ndukealien/active2\t\tsounds/allies/altract2.wav\ndukealien/sight\t\t\tsounds/allies/altrsit.wav\ndukealien/pain\t\t\tsounds/allies/altrpain.wav\ndukealien/attack\t\tsounds/allies/altrshot.wav\ndukealien/death\t\t\tsounds/allies/altrdie.wav\n$random\tdukealien/active\t{ dukealien/active1 dukealien/active2 }\n\n// Pfhor Trooper\npfhor/see\t\t\t\tsounds/allies/PHFITSIT.wav\npfhor/death\t\t\t\tsounds/allies/PHFITDIE.wav\npfhor/active\t\t\tsounds/allies/PHFITACT.wav\npfhor/burn\t\t\t\tsounds/allies/PHFITTOS.wav\n$Random pfhor/shoot {puff/hit1 puff/hit2 puff/hit3}\n\nhunter/shoot\tsounds/allies/DSHNTSHT.wav\nhunter/armor\tsounds/allies/DSHNTARM.wav\nhunter/death\tsounds/allies/DSHNTDIE.wav\nhunter/explode\tsounds/allies/DSHNTXPL.wav\nhunter/hit\t\tsounds/allies/DSHNTHIT.wav\n\n// Grunt\nfriendlygrunt/sight\t\tsounds/allies/GRNTSIT.wav\n$random friendlygrunt/pain\t{ grunt/pain1 grunt/pain2 }\nfriendlygrunt/death\t\tsounds/allies/GRNTDETH.wav\nfriendlygrunt/active\tsounds/allies/GRNTIDLE.wav\ngrunt/pain1\t\t\t\tsounds/allies/GRNTPN1.wav\ngrunt/pain2\t\t\t\tsounds/allies/GRNTPN2.wav\n\nVore/Sight\tsounds/allies/VORESIGH.ogg\nVore/Active\tsounds/allies/VOREACTI.ogg\nVore/Attack\tsounds/allies/VOREATTK.ogg\nVore/Throw\tsounds/allies/VORETHRW.ogg\nVore/Hit\tsounds/allies/dsbarexp.ogg\nVore/Pain\tsounds/allies/VOREPAIN.ogg\nVore/Death\tsounds/allies/VOREDEAT.ogg\n\nsatyr/sight\t\t\tDSSATSIT\nsatyr/death\t\t\tDSSATDTH"
},
{
"source": "pk3",
"name": "TEXTURES.txt",
"contents": "graphic samstip0, 800, 600\n{\n patch samsarf1, 0, 0\n}\n\ngraphic f1_1fctf, 800, 600\n{\n patch samsarf1, 0, 0\n}\n\ngraphic f1_coop, 800, 600\n{\n patch samsarf1, 0, 0\n}\n\ngraphic f1_ctf, 800, 600\n{\n patch samsarf1, 0, 0\n}\n\ngraphic f1_dm, 800, 600\n{\n patch samsarf1, 0, 0\n}\n\ngraphic f1_duel, 800, 600\n{\n patch samsarf1, 0, 0\n}\n\ngraphic f1_inv, 800, 600\n{\n patch samsarf1, 0, 0\n}\n\ngraphic f1_lms, 800, 600\n{\n patch samsarf1, 0, 0\n}\n\ngraphic f1_poss, 800, 600\n{\n patch samsarf1, 0, 0\n}\n\ngraphic f1_scp, 800, 600\n{\n patch samsarf1, 0, 0\n}\n\ngraphic f1_st, 800, 600\n{\n patch samsarf1, 0, 0\n}\n\ngraphic f1_tdm, 800, 600\n{\n patch samsarf1, 0, 0\n}\n\ngraphic f1_term, 800, 600\n{\n patch samsarf1, 0, 0\n}\n\ngraphic f1_tlms, 800, 600\n{\n patch samsarf1, 0, 0\n}\n\ngraphic f1_tposs, 800, 600\n{\n patch samsarf1, 0, 0\n}\n\nsprite RANGH1, 103, 261\n{\n offset 51, 257\n patch RANGH1, 0, 0\n}\n\nsprite RANGH2H8, 149, 261\n{\n offset 74, 257\n patch RANGH2H8, 0, 0\n}\n\nsprite RANGH3H7, 184, 261\n{\n offset 92, 257\n patch RANGH3H7, 0, 0\n}\n\nsprite RANGH4H6, 157, 261\n{\n offset 78, 257\n patch RANGH4H6, 0, 0\n}\n\nsprite RANGH5, 103, 261\n{\n offset 51, 257\n patch RANGH5, 0, 0\n}\n\nsprite RANGZ1, 103, 261\n{\n offset 51, 257\n patch RANGH1, 0, 0\n}\n\nsprite RANGZ2Z8, 149, 261\n{\n offset 74, 257\n patch RANGH2H8, 0, 0\n}\n\nsprite RANGZ3Z7, 184, 261\n{\n offset 92, 257\n patch RANGH3H7, 0, 0\n}\n\nsprite RANGZ4Z6, 157, 261\n{\n offset 78, 257\n patch RANGH4H6, 0, 0\n}\n\nsprite RANGZ5, 103, 261\n{\n offset 51, 257\n patch RANGH5, 0, 0\n}"
},
{
"source": "pk3",
"name": "gldefs/chex.txt",
"contents": "// Zorch teleport fog\npointlight ZORCH1\n{\n color 1.0 0.3 0.3\n size 34\n}\n\npointlight ZORCH2\n{\n color 1.0 0.3 0.3\n size 28\n}\n\npointlight ZORCH3\n{\n color 1.0 0.3 0.3\n size 22\n}\n\npointlight ZORCH4\n{\n color 1.0 0.3 0.3\n size 16\n}\n\nobject ZorchEffectSmall\n{\n frame ZFOGA { light ZORCH4 }\n frame ZFOGB { light ZORCH3 }\n frame ZFOGC { light ZORCH3 }\n frame ZFOGD { light ZORCH2 }\n frame ZFOGE { light ZORCH1 }\n frame ZFOGF { light ZORCH1 }\n frame ZFOGG { light ZORCH2 }\n frame ZFOGH { light ZORCH3 }\n frame ZFOGI { light ZORCH3 }\n frame ZFOGJ { light ZORCH4 }\n}\n\nobject ZorchEffectBossSmall\n{\n frame ZFOGA { light ZORCH4 }\n frame ZFOGB { light ZORCH3 }\n frame ZFOGC { light ZORCH3 }\n frame ZFOGD { light ZORCH2 }\n frame ZFOGE { light ZORCH1 }\n frame ZFOGF { light ZORCH1 }\n frame ZFOGG { light ZORCH2 }\n frame ZFOGH { light ZORCH3 }\n frame ZFOGI { light ZORCH3 }\n frame ZFOGJ { light ZORCH4 }\n}\n\npointlight ZORCH5\n{\n color 1.0 0.3 0.3\n size 24\n}\n\npointlight ZORCH6\n{\n color 1.0 0.3 0.3\n size 20\n}\n\npointlight ZORCH7\n{\n color 1.0 0.3 0.3\n size 16\n}\n\npointlight ZORCH8\n{\n color 1.0 0.3 0.3\n size 12\n}\n\nobject ZorchEffectTiny\n{\n frame ZFOGA { light ZORCH8 }\n frame ZFOGB { light ZORCH7 }\n frame ZFOGC { light ZORCH7 }\n frame ZFOGD { light ZORCH6 }\n frame ZFOGE { light ZORCH5 }\n frame ZFOGF { light ZORCH5 }\n frame ZFOGG { light ZORCH6 }\n frame ZFOGH { light ZORCH7 }\n frame ZFOGI { light ZORCH7 }\n frame ZFOGJ { light ZORCH8 }\n}\n\npointlight ZORCH10\n{\n color 1.0 0.3 0.3\n size 16\n}\n\npointlight ZORCH11\n{\n color 1.0 0.3 0.3\n size 14\n}\n\npointlight ZORCH12\n{\n color 1.0 0.3 0.3\n size 11\n}\n\npointlight ZORCH13\n{\n color 1.0 0.3 0.3\n size 8\n}\n\nobject ZorchEffectSuperTiny\n{\n frame ZFOGA { light ZORCH13 }\n frame ZFOGB { light ZORCH12 }\n frame ZFOGC { light ZORCH12 }\n frame ZFOGD { light ZORCH11 }\n frame ZFOGE { light ZORCH10 }\n frame ZFOGF { light ZORCH10 }\n frame ZFOGG { light ZORCH11 }\n frame ZFOGH { light ZORCH12 }\n frame ZFOGI { light ZORCH12 }\n frame ZFOGJ { light ZORCH13 }\n}\n\npointlight ZORCH14\n{\n color 1.0 0.3 0.3\n size 46\n}\n\npointlight ZORCH15\n{\n color 1.0 0.3 0.3\n size 38\n}\n\npointlight ZORCH16\n{\n color 1.0 0.3 0.3\n size 30\n}\n\npointlight ZORCH17\n{\n color 1.0 0.3 0.3\n size 22\n}\n\nobject ZorchEffectBig\n{\n frame ZFOGA { light ZORCH17 }\n frame ZFOGB { light ZORCH16 }\n frame ZFOGC { light ZORCH16 }\n frame ZFOGD { light ZORCH15 }\n frame ZFOGE { light ZORCH14 }\n frame ZFOGF { light ZORCH14 }\n frame ZFOGG { light ZORCH15 }\n frame ZFOGH { light ZORCH16 }\n frame ZFOGI { light ZORCH16 }\n frame ZFOGJ { light ZORCH17 }\n}\n\nobject ZorchEffectWide\n{\n frame ZFOGA { light ZORCH17 }\n frame ZFOGB { light ZORCH16 }\n frame ZFOGC { light ZORCH16 }\n frame ZFOGD { light ZORCH15 }\n frame ZFOGE { light ZORCH14 }\n frame ZFOGF { light ZORCH14 }\n frame ZFOGG { light ZORCH15 }\n frame ZFOGH { light ZORCH16 }\n frame ZFOGI { light ZORCH16 }\n frame ZFOGJ { light ZORCH17 }\n}\n\nobject ZorchEffectHuge2\n{\n frame ZFOGA { light ZORCH17 }\n frame ZFOGB { light ZORCH16 }\n frame ZFOGC { light ZORCH16 }\n frame ZFOGD { light ZORCH15 }\n frame ZFOGE { light ZORCH14 }\n frame ZFOGF { light ZORCH14 }\n frame ZFOGG { light ZORCH15 }\n frame ZFOGH { light ZORCH16 }\n frame ZFOGI { light ZORCH16 }\n frame ZFOGJ { light ZORCH17 }\n}\n\npointlight ZORCH20\n{\n color 1.0 0.3 0.3\n size 61\n}\n\npointlight ZORCH21\n{\n color 1.0 0.3 0.3\n size 50\n}\n\npointlight ZORCH22\n{\n color 1.0 0.3 0.3\n size 39\n}\n\npointlight ZORCH23\n{\n color 1.0 0.3 0.3\n size 28\n}\n\nobject ZorchEffectHuge\n{\n frame ZFOGA { light ZORCH23 }\n frame ZFOGB { light ZORCH22 }\n frame ZFOGC { light ZORCH22 }\n frame ZFOGD { light ZORCH21 }\n frame ZFOGE { light ZORCH20 }\n frame ZFOGF { light ZORCH20 }\n frame ZFOGG { light ZORCH21 }\n frame ZFOGH { light ZORCH22 }\n frame ZFOGI { light ZORCH22 }\n frame ZFOGJ { light ZORCH23 }\n}\n\n// Zorch puff\nflickerlight CPUFF1\n{\n color 0.5 0.0 0.0\n size 12\n secondarySize 16\n chance 0.8\n}\n\nflickerlight CPUFF2\n{\n color 0.5 0.0 0.0\n size 9\n secondarySize 12\n chance 0.8\n}\n\nobject ChexPuff\n{\n frame CMISD { light CPUFF1 }\n frame CMISC { light CPUFF2 }\n frame CMISB { light CPUFF2 }\n}\n\nobject ChexPuff2\n{\n frame CMISD { light CPUFF1 }\n frame CMISC { light CPUFF2 }\n frame CMISB { light CPUFF2 }\n}\n\nobject ChexSpoonPuff\n{\n frame CMISD { light CPUFF1 }\n frame CMISC { light CPUFF2 }\n frame CMISB { light CPUFF2 }\n}\n\n// Chex Rocket\npointlight CROCKET\n{\n color 1.0 0.0 0.0\n size 56\n}\n\nflickerlight CROCKET_X1\n{\n color 1.0 0.2 0.0\n size 64\n secondarySize 72\n chance 0.3\n}\n\nflickerlight CROCKET_X2\n{\n color 0.5 0.1 0.0\n size 80\n secondarySize 88\n chance 0.3\n}\n\nflickerlight CROCKET_X3\n{\n color 0.3 0.0 0.0\n size 96\n secondarySize 104\n chance 0.3\n}\n\nobject ChexRocket\n{\n frame CMISA { light CROCKET }\n\n frame CMISB { light CROCKET_X1 }\n frame CMISC { light CROCKET_X2 }\n frame CMISD { light CROCKET_X3 }\n}\n\nobject ChexRocket2\n{\n frame CMISA { light CROCKET }\n\n frame CMISB { light CROCKET_X1 }\n frame CMISC { light CROCKET_X2 }\n frame CMISD { light CROCKET_X3 }\n}\n\n// Phasing Zorch\npointlight PHASEBALL\n{\n color 0.8 0.0 0.0\n size 56\n}\n\nflickerlight PHASE_X1\n{\n color 1.0 0.2 0.2\n size 64\n secondarySize 72\n chance 0.4\n}\n\nflickerlight PHASE_X2\n{\n color 0.8 0.2 0.2\n size 80\n secondarySize 88\n chance 0.4\n}\n\nflickerlight PHASE_X3\n{\n color 0.5 0.1 0.1\n size 64\n secondarySize 72\n chance 0.4\n}\n\nflickerlight PHASE_X4\n{\n color 0.2 0.0 0.0\n size 8\n secondarySize 16\n chance 0.4\n}\n\nobject ChexPlasma\n{\n frame CLSSA { light PHASEBALL }\n frame CLSSB { light PHASEBALL }\n\n frame CLSEA { light PHASE_X1 }\n frame CLSEB { light PHASE_X2 }\n frame CLSEC { light PHASE_X2 }\n frame CLSED { light PHASE_X3 }\n frame CLSEE { light PHASE_X4 }\n}\n\nobject SLZorcherBolt\n{\n frame SLZRA { light PHASEBALL }\n frame SLZRB { light PHASEBALL }\n\n\tframe SLZDA { light PHASE_X1 }\n frame SLZDB { light PHASE_X2 }\n frame SLZDC { light PHASE_X2 }\n frame SLZDD { light PHASE_X3 }\n frame SLZDE { light PHASE_X3 }\n frame SLZDF { light PHASE_X4 }\n}\n\nobject SLZorcherBoltCoop\n{\n frame SLZRA { light PHASEBALL }\n frame SLZRB { light PHASEBALL }\n\n\tframe SLZDA { light PHASE_X1 }\n frame SLZDB { light PHASE_X2 }\n frame SLZDC { light PHASE_X2 }\n frame SLZDD { light PHASE_X3 }\n frame SLZDE { light PHASE_X3 }\n frame SLZDF { light PHASE_X4 }\n}\n\nobject ChexPlasma2\n{\n frame CLSSA { light PHASEBALL }\n frame CLSSB { light PHASEBALL }\n\n frame CLSEA { light PHASE_X1 }\n frame CLSEB { light PHASE_X2 }\n frame CLSEC { light PHASE_X2 }\n frame CLSED { light PHASE_X3 }\n frame CLSEE { light PHASE_X4 }\n}\n\n// LAZ Device\npointlight LAZBALL\n{\n color 1.0 0.0 0.0\n size 80\n}\n\nflickerlight LAZBALL_X1\n{\n color 1.0 0.2 0.2\n size 80\n secondarySize 88\n chance 0.3\n}\n\nflickerlight LAZBALL_X2\n{\n color 1.0 0.3 0.3\n size 104\n secondarySize 112\n chance 0.3\n}\n\nflickerlight LAZBALL_X3\n{\n color 1.0 0.4 0.4\n size 120\n secondarySize 128\n chance 0.3\n}\n\nflickerlight LAZBALL_X4\n{\n color 0.8 0.2 0.2\n size 56\n secondarySize 64\n chance 0.3\n}\n\nflickerlight LAZBALL_X5\n{\n color 0.4 0.1 0.1\n size 48\n secondarySize 56\n chance 0.3\n}\n\nobject ChexBFGBall\n{\n frame CFS1A { light LAZBALL }\n frame CFS1B { light LAZBALL }\n\n frame CFE1A { light LAZBALL_X1 }\n frame CFE1B { light LAZBALL_X2 }\n frame CFE1C { light LAZBALL_X3 }\n frame CFE1D { light LAZBALL_X1 }\n frame CFE1E { light LAZBALL_X4 }\n frame CFE1F { light LAZBALL_X5 }\n}\n\nobject ChexBFGBall2\n{\n frame CFS1A { light LAZBALL }\n frame CFS1B { light LAZBALL }\n\n frame CFE1A { light LAZBALL_X1 }\n frame CFE1B { light LAZBALL_X2 }\n frame CFE1C { light LAZBALL_X3 }\n frame CFE1D { light LAZBALL_X1 }\n frame CFE1E { light LAZBALL_X4 }\n frame CFE1F { light LAZBALL_X5 }\n}"
},
{
"source": "pk3",
"name": "gldefs/doom.txt",
"contents": "// Bullet puff\nflickerlight BPUFF1\n{\n color 0.5 0.5 0.0\n size 6\n secondarySize 8\n chance 0.8\n}\n\nflickerlight BPUFF2\n{\n color 0.5 0.5 0.0\n size 3\n secondarySize 4\n chance 0.8\n}\n\nobject DoomBulletPuff\n{\n frame DPFFA { light BPUFF1 }\n frame DPFFB { light BPUFF2 }\n}\n\nobject DoomBulletPuff2\n{\n frame DPFFA { light BPUFF1 }\n frame DPFFB { light BPUFF2 }\n}\n\n// Rocket\npointlight ROCKET\n{\n color 1.0 0.7 0.0\n size 56\n}\n\nflickerlight ROCKET_X1\n{\n color 1.0 0.7 0.0\n size 64\n secondarySize 72\n chance 0.3\n}\n\nflickerlight ROCKET_X2\n{\n color 0.5 0.1 0.0\n size 80\n secondarySize 88\n chance 0.3\n}\n\nflickerlight ROCKET_X3\n{\n color 0.3 0.0 0.0\n size 96\n secondarySize 104\n chance 0.3\n}\n\nobject DoomRocket\n{\n frame DMSLA { light ROCKET }\n\n frame DMSLB { light ROCKET_X1 }\n frame DMSLC { light ROCKET_X2 }\n frame DMSLD { light ROCKET_X3 }\n}\n\nobject DoomRocket2\n{\n frame DMSLA { light ROCKET }\n\n frame DMSLB { light ROCKET_X1 }\n frame DMSLC { light ROCKET_X2 }\n frame DMSLD { light ROCKET_X3 }\n}\n\n// Plasma\npointlight PLASMABALL\n{\n color 0.0 0.1 1.0\n size 56\n}\n\nflickerlight PLASMA_X1\n{\n color 0.2 0.2 1.0\n size 64\n secondarySize 72\n chance 0.4\n}\n\nflickerlight PLASMA_X2\n{\n color 0.2 0.2 0.8\n size 80\n secondarySize 88\n chance 0.4\n}\n\nflickerlight PLASMA_X3\n{\n color 0.1 0.1 0.5\n size 64\n secondarySize 72\n chance 0.4\n}\n\nflickerlight PLASMA_X4\n{\n color 0.0 0.0 0.2\n size 8\n secondarySize 16\n chance 0.4\n}\n\nobject DoomPlasmaBall\n{\n frame DPLMA { light PLASMABALL }\n frame DPLMB { light PLASMABALL }\n\n frame DPLEA { light PLASMA_X1 }\n frame DPLEB { light PLASMA_X2 }\n frame DPLEC { light PLASMA_X2 }\n frame DPLED { light PLASMA_X3 }\n frame DPLEE { light PLASMA_X4 }\n}\n\nobject DoomPlasmaBall2\n{\n frame DPLMA { light PLASMABALL }\n frame DPLMB { light PLASMABALL }\n\n frame DPLEA { light PLASMA_X1 }\n frame DPLEB { light PLASMA_X2 }\n frame DPLEC { light PLASMA_X2 }\n frame DPLED { light PLASMA_X3 }\n frame DPLEE { light PLASMA_X4 }\n}\n\n// BFG\npointlight BFGBALL\n{\n color 0.0 1.0 0.0\n size 80\n}\n\nflickerlight BFGBALL_X1\n{\n color 0.2 1.0 0.2\n size 80\n secondarySize 88\n chance 0.3\n}\n\nflickerlight BFGBALL_X2\n{\n color 0.3 1.0 0.3\n size 104\n secondarySize 112\n chance 0.3\n}\n\nflickerlight BFGBALL_X3\n{\n color 0.5 1.0 0.5\n size 120\n secondarySize 128\n chance 0.3\n}\n\nflickerlight BFGBALL_X4\n{\n color 0.2 0.7 0.2\n size 56\n secondarySize 64\n chance 0.3\n}\n\nflickerlight BFGBALL_X5\n{\n color 0.1 0.3 0.1\n size 48\n secondarySize 56\n chance 0.3\n}\n\nobject DoomBFGBall\n{\n frame DBFSA { light BFGBALL }\n frame DBFSB { light BFGBALL }\n\n frame DBFEA { light BFGBALL_X1 }\n frame DBFEB { light BFGBALL_X2 }\n frame DBFEC { light BFGBALL_X3 }\n frame DBFED { light BFGBALL_X1 }\n frame DBFEE { light BFGBALL_X4 }\n frame DBFEF { light BFGBALL_X5 }\n}\n\nobject DoomBFGBall2\n{\n frame DBFSA { light BFGBALL }\n frame DBFSB { light BFGBALL }\n\n frame DBFEA { light BFGBALL_X1 }\n frame DBFEB { light BFGBALL_X2 }\n frame DBFEC { light BFGBALL_X3 }\n frame DBFED { light BFGBALL_X1 }\n frame DBFEE { light BFGBALL_X4 }\n frame DBFEF { light BFGBALL_X5 }\n}\n\nobject DoomBFGSplash\n{\n frame DBFPA { light BFGBALL }\n frame DBFPB { light BFGBALL_X1 }\n frame DBFPC { light BFGBALL_X4 }\n frame DBFPD { light BFGBALL_X5 }\n}\n\n// Barrel\nobject DoomExplosiveBarrel\n{\n\tframe BAR1 { light BARREL }\n\n\tframe BEXPC { light ROCKET_X1 }\n\tframe BEXPD { light ROCKET_X2 }\n\tframe BEXPE { light ROCKET_X3 }\n}"
},
{
"source": "pk3",
"name": "gldefs/enemies.txt",
"contents": "///////////////////////////////////////\n// Dynamic Lights for Vanilla Actors //\n///////////////////////////////////////\n\n//////////\n// DOOM //\n//////////\n\n// Zombies\nobject ZombieMan2\n{\n\tframe POSSF { light ZOMBIEATK }\n}\n\nobject ShotgunGuy2\n{\n\tframe SPOSF { light ZOMBIEATK }\n}\n\nobject ChaingunGuy2\n{\n\tframe CPOSE { light ZOMBIEATK }\n\tframe CPOSF { light ZOMBIEATK }\n}\n\nobject DoomguyPlayer\n{\n\tframe DGUYF { light ZOMBIEATK }\n}\n\n// Doom Imp Fireball\nobject DoomImpBall2\n{\n\tframe BAL1A { light IMPBALL }\n\tframe BAL1B { light IMPBALL }\n\n\tframe BAL1C { light IMPBALL_X1 }\n\tframe BAL1D { light IMPBALL_X2 }\n\tframe BAL1E { light IMPBALL_X3 }\n}\n\n// Cacodemon fireball\nobject CacodemonBall2\n{\n\tframe BAL2A { light CACOBALL }\n\tframe BAL2B { light CACOBALL }\n\n\tframe BAL2C { light CACOBALL_X1 }\n\tframe BAL2D { light CACOBALL_X2 }\n\tframe BAL2E { light CACOBALL_X3 }\n}\n\n// Baron / Hell Knight fireball\nobject BaronBall2\n{\n\tframe BAL7A { light BARONBALL }\n\tframe BAL7B { light BARONBALL }\n\n\tframe BAL7C { light BARONBALL_X1 }\n\tframe BAL7D { light BARONBALL_X2 }\n\tframe BAL7E { light BARONBALL_X3 }\n}\n\nobject BaronBall3\n{\n\tframe BAL7A { light BARONBALL }\n\tframe BAL7B { light BARONBALL }\n\n\tframe BAL7C { light BARONBALL_X1 }\n\tframe BAL7D { light BARONBALL_X2 }\n\tframe BAL7E { light BARONBALL_X3 }\n}\n\n// Lost Soul\nobject LostSoul2\n{\n\tframe SKULA { light LOSTSOUL }\n\tframe SKULB { light LOSTSOUL }\n\tframe SKULC { light LOSTSOUL }\n\tframe SKULD { light LOSTSOUL }\n\tframe SKULE { light LOSTSOUL }\n\tframe SKULF { light LOSTSOUL }\n\tframe SKULG { light LOSTSOUL }\n\n\tframe SKULH { light LOSTSOUL_X1 }\n\tframe SKULI { light LOSTSOUL_X2 }\n\tframe SKULJ { light LOSTSOUL_X3 }\n\tframe SKULK { light LOSTSOUL_X4 }\n}\n\n// Mancubus Fireball\nobject FatShot2\n{\n\tframe MANFA { light IMPBALL }\n\tframe MANFB { light IMPBALL }\n\n\tframe MISLB { light ROCKET_X1 }\n\tframe MISLC { light ROCKET_X2 }\n\tframe MISLD { light ROCKET_X3 }\n}\n\n// Arachnotron Fireball\nobject ArachnotronPlasma2\n{\n\tframe APLSA { light ARACHPLAS }\n\tframe APLSB { light ARACHPLAS }\n\n\tframe APBXA { light ARACHPLAS_X1 }\n\tframe APBXB { light ARACHPLAS_X2 }\n\tframe APBXC { light ARACHPLAS_X2 }\n\tframe APBXD { light ARACHPLAS_X3 }\n\tframe APBXE { light ARACHPLAS_X4 }\n}\n\n// Revenant tracer\nobject RevenantTracerDumbfire\n{\n\tframe FATBA { light TRACER }\n\tframe FATBB { light TRACER }\n\n\tframe FBXPA { light TRACER_X1 }\n\tframe FBXPB { light TRACER_X2 }\n\tframe FBXPC { light TRACER_X3 }\n}\n\nobject RevenantTracerHoming\n{\n\tframe FATBA { light TRACER }\n\tframe FATBB { light TRACER }\n\n\tframe FBXPA { light TRACER_X1 }\n\tframe FBXPB { light TRACER_X2 }\n\tframe FBXPC { light TRACER_X3 }\n}\n\n// Arch-vile\nobject Archvile2\n{\n\tframe VILEH { light ARCHATK1 }\n\tframe VILEI { light ARCHATK2 }\n\tframe VILEJ { light ARCHATK3 }\n\tframe VILEK { light ARCHATK4 }\n\tframe VILEL { light ARCHATK4 }\n\tframe VILEM { light ARCHATK4 }\n\tframe VILEN { light ARCHATK5 }\n\tframe VILEO { light ARCHATK6 }\n\tframe VILEP { light ARCHATK7 }\n\n\tframe VILE[ { light ARCHRES }\n\tframe VILE\\ { light ARCHRES }\n\tframe VILE] { light ARCHRES }\n}\n\n// Cyber Rocket\nobject CyberRocket\n{\n\tframe MISLA { light ROCKET }\n\n\tframe MISLB { light ROCKET_X1 }\n\tframe MISLC { light ROCKET_X2 }\n\tframe MISLD { light ROCKET_X3 }\n}\n\n/////////////\n// HERETIC //\n/////////////\n\n// Heretic imp fireball\nobject HereticImpBall2\n{\n\tframe FX10A { light HIMPBALL }\n\tframe FX10B { light HIMPBALL }\n\tframe FX10C { light HIMPBALL }\n\n\tframe FX10D { light HIMPBALL }\n\tframe FX10E { light HIMPBALL_X1 }\n\tframe FX10F { light HIMPBALL_X2 }\n\tframe FX10G { light HIMPBALL_X3 }\n}\n\n// Mummy\nobject MummyLeader2\n{\n\tframe MUMMY { light MUMMYATK }\n}\n\nobject MummyLeaderGhost2\n{\n\tframe MUMMY { light MUMMYATK }\n}\n\n// Mummy fireball\nobject MummyFX2\n{\n\tframe FX15A { light MUMMYBALL }\n\tframe FX15B { light MUMMYBALL }\n\tframe FX15C { light MUMMYBALL }\n\n\tframe FX15D { light MUMMYBALL_X1 }\n\tframe FX15E { light MUMMYBALL_X2 }\n\tframe FX15F { light MUMMYBALL_X3 }\n}\n\n// Green flying axe\nobject KnightAxe2\n{\n\tframe SPAXA { light GREENAXE }\n\tframe SPAXB { light GREENAXE }\n\tframe SPAXC { light GREENAXE }\n\n\tframe SPAXD { light GREENAXE_X1 }\n\tframe SPAXE { light GREENAXE_X2 }\n\tframe SPAXF { light GREENAXE_X3 }\n}\n\n// Red flying axe\nobject RedAxe2\n{\n\tframe RAXEA { light REDAXE }\n\tframe RAXEB { light REDAXE }\n\n\tframe RAXEC { light REDAXE_X1 }\n\tframe RAXED { light REDAXE_X2 }\n\tframe RAXEE { light REDAXE_X3 }\n}\n\n// Disciple fireball\nobject WizardFX2\n{\n\tframe FX11A { light DISCIPLEBALL }\n\tframe FX11B { light DISCIPLEBALL }\n\tframe FX11C { light DISCIPLEBALL }\n\n\tframe FX11D { light DISCIPLEBALL }\n\tframe FX11E { light DISCIPLEBALL }\n\tframe FX11F { light DISCIPLEBALL_X1 }\n\tframe FX11G { light DISCIPLEBALL_X2 }\n}\n\n// Clinker death explosion\nobject Clink2\n{\n\tframe CLNKK { light CLINK_X1 }\n\tframe CLNKL { light CLINK_X2 }\n\tframe CLNKM { light CLINK_X3 }\n\tframe CLNKN { light CLINK_X4 }\n}\n\n// Weredragon\nobject Beast2\n{\n\tframe BEASI { light BEASTATK }\n}\n\n// Weredragon fireball\nobject BeastBall2\n{\n\tframe FRB1A { light BEASTBALL }\n\tframe FRB1B { light BEASTBALL }\n\tframe FRB1C { light BEASTBALL }\n\n\tframe FRB1D { light BEASTBALL_X1 }\n\tframe FRB1E { light BEASTBALL_X2 }\n\tframe FRB1F { light BEASTBALL_X3 }\n\tframe FRB1G { light BEASTBALL_X4 }\n}\n\n// Small ophidian shot\nobject SnakeProjA2\n{\n\tframe SNFXA { light SNAKESHOT1 }\n\tframe SNFXB { light SNAKESHOT1 }\n\tframe SNFXC { light SNAKESHOT1 }\n\tframe SNFXD { light SNAKESHOT1 }\n\n\tframe SNFXE { light SNAKESHOT1_X1 }\n\tframe SNFXF { light SNAKESHOT1_X2 }\n\tframe SNFXG { light SNAKESHOT1_X3 }\n\tframe SNFXH { light SNAKESHOT1_X4 }\n}\n\n// Large ophidian shot\nobject SnakeProjB2\n{\n\tframe SNFXJ { light SNAKESHOT2 }\n\tframe SNFXK { light SNAKESHOT2 }\n\n\tframe SNFXL { light SNAKESHOT2_X1 }\n\tframe SNFXM { light SNAKESHOT2_X2 }\n\tframe SNFXN { light SNAKESHOT2_X3 }\n}\n\n// Iron lich death explosion\nobject Ironlich2\n{\n\tframe LICHD { light IRONLICH1 }\n\tframe LICHE { light IRONLICH2 }\n\tframe LICHF { light IRONLICH3 }\n\tframe LICHG { light IRONLICH4 }\n}\n\n// IronLich frost ball\nobject HeadFX12\n{\n\tframe FX05A { light FROSTBALL }\n\tframe FX05B { light FROSTBALL }\n\tframe FX05C { light FROSTBALL }\n\n\tframe FX05D { light FROSTBALL_X1 }\n\tframe FX05E { light FROSTBALL_X2 }\n\tframe FX05F { light FROSTBALL_X3 }\n\tframe FX05G { light FROSTBALL_X4 }\n}\n\n// Frost shard (spawned by frost ball)\nobject HeadFX22\n{\n\tframe FX05H { light FROSTSHARD }\n\tframe FX05I { light FROSTSHARD }\n\tframe FX05J { light FROSTSHARD }\n}\n\n// Ironlich fire wall\nobject HeadFX32\n{\n\tframe FX06A { light LICHFIRE }\n\tframe FX06B { light LICHFIRE }\n\tframe FX06C { light LICHFIRE }\n\n\tframe FX06D { light LICHFIRE_X1 }\n\tframe FX06E { light LICHFIRE_X2 }\n\tframe FX06F { light LICHFIRE_X3 }\n\tframe FX06G { light LICHFIRE_X4 }\n}\n\n// D'Sparil blue bolt\nobject Sorcerer2FX3\n{\n\tframe FX16A { light DSPARILBALL }\n\tframe FX16B { light DSPARILBALL }\n\tframe FX16C { light DSPARILBALL }\n\n\tframe FX16G { light DSPARILBALL_X1 }\n\tframe FX16H { light DSPARILBALL_X2 }\n\tframe FX16I { light DSPARILBALL_X3 }\n\tframe FX16J { light DSPARILBALL_X4 }\n\tframe FX16K { light DSPARILBALL_X5 }\n\tframe FX16L { light DSPARILBALL_X5 }\n}\n\n// D'Sparil\nobject Sorcerer4\n{\n\tframe SOR2R { light DSPARILATK }\n\tframe SOR2S { light DSPARILATK }\n\tframe SOR2T { light DSPARILATK }\n}\n\n///////////\n// HEXEN //\n///////////\n\n// Fire gargoyle\nobject FireDemon2\n{\n\tframe FDMNA { light FGARG }\n\tframe FDMNB { light FGARG }\n\tframe FDMNC { light FGARG }\n\tframe FDMND { light FGARG }\n\tframe FDMNH { light FGARG }\n\tframe FDMNI { light FGARG }\n\tframe FDMNJ { light FGARG }\n\n\tframe FDMNK { light FGARGATK }\n}\n\n// Green Chaos Serpent fireball\nobject Demon1FX2\n{\n\tframe DMFXA { light SERPENTBALL }\n\tframe DMFXB { light SERPENTBALL }\n\tframe DMFXC { light SERPENTBALL }\n\n\tframe DMFXD { light SERPENTBALL_X1 }\n\tframe DMFXE { light SERPENTBALL_X2 }\n\tframe DMFXF { light SERPENTBALL_X3 }\n\tframe DMFXG { light SERPENTBALL_X4 }\n\tframe DMFXH { light SERPENTBALL_X4 }\n}\n\n// Brown Chaos Serpent gasball\nobject Demon2FX2\n{\n\tframe D2FXA { light CSGASBALL }\n\tframe D2FXB { light CSGASBALL }\n\tframe D2FXC { light CSGASBALL }\n\tframe D2FXD { light CSGASBALL }\n\tframe D2FXE { light CSGASBALL }\n\tframe D2FXF { light CSGASBALL }\n\n\tframe D2FXG { light CSGASBALL_X1 }\n\tframe D2FXH { light CSGASBALL_X2 }\n\tframe D2FXI { light CSGASBALL_X2 }\n\tframe D2FXJ { light CSGASBALL_X3 }\n\tframe D2FXK { light CSGASBALL_X4 }\n\tframe D2FXL { light CSGASBALL_X4 }\n}\n\n// Centaur fireball\nobject CentaurFX2\n{\n\tframe CTFXA { light TAURBALL }\n\n\tframe CTFXB { light TAURBALL_X1 }\n\tframe CTFXC { light TAURBALL_X2 }\n\tframe CTFXD { light TAURBALL_X3 }\n\tframe CTFXE { light TAURBALL_X4 }\n\tframe CTFXF { light TAURBALL_X4 }\n}\n\n// Wendigo\nobject IceGuy2\n{\n\tframe ICEYG { light ICEGUYATK }\n}\n\n// Stalker slimeball\nobject SerpentFX2\n{\n\tframe SSFXA { light STALKERSLIME }\n\tframe SSFXB { light STALKERSLIME }\n\n\tframe SSFXC { light STALKERSLIME_X1 }\n\tframe SSFXD { light STALKERSLIME_X2 }\n\tframe SSFXE { light STALKERSLIME_X3 }\n\tframe SSFXF { light STALKERSLIME_X3 }\n\tframe SSFXG { light STALKERSLIME_X4 }\n\tframe SSFXH { light STALKERSLIME_X4 }\n}\n\n// Bishop fireball\nobject BishopFX2\n{\n\tframe BPFXA { light BISHOPBALL }\n\tframe BPFXB { light BISHOPBALL }\n\n\tframe BPFXC { light BISHOPBALL_X1 }\n\tframe BPFXD { light BISHOPBALL_X2 }\n\tframe BPFXE { light BISHOPBALL_X2 }\n\tframe BPFXF { light BISHOPBALL_X3 }\n\tframe BPFXG { light BISHOPBALL_X3 }\n\tframe BPFXH { light BISHOPBALL_X4 }\n}\n\n// Reaver fireball\nobject WraithFX6\n{\n\tframe WRBLA { light REAVERBALL }\n\tframe WRBLB { light REAVERBALL }\n\tframe WRBLC { light REAVERBALL }\n\n\tframe WRBLD { light REAVERBALL_X1 }\n\tframe WRBLE { light REAVERBALL_X2 }\n\tframe WRBLF { light REAVERBALL_X3 }\n}\n\n// Zedek\nobject FSwordMissile2\n{\n\tframe FSFXA { light SWORDSHOT }\n\tframe FSFXB { light SWORDSHOT }\n\tframe FSFXC { light SWORDSHOT }\n\n\tframe FSFXD { light SWORDSHOT_X1 }\n\tframe FSFXE { light SWORDSHOT_X2 }\n\tframe FSFXF { light SWORDSHOT_X2 }\n\tframe FSFXG { light SWORDSHOT_X2 }\n\tframe FSFXH { light SWORDSHOT_X3 }\n\tframe FSFXI { light SWORDSHOT_X3 }\n\tframe FSFXJ { light SWORDSHOT_X4 }\n\tframe FSFXK { light SWORDSHOT_X5 }\n\tframe FSFXL { light SWORDSHOT_X5 }\n}\n\n// Menelkir\nobject MageStaffFX22\n{\n\tframe MSP2A { light BSBALL }\n\tframe MSP2B { light BSBALL }\n\tframe MSP2C { light BSBALL }\n\tframe MSP2D { light BSBALL }\n\n\tframe MSP2E { light BSBALL_X1 }\n\tframe MSP2F { light BSBALL_X2 }\n\tframe MSP2G { light BSBALL_X3 }\n\tframe MSP2H { light BSBALL_X4 }\n}\n\n// Heresiarch\nobject SorcFX12\n{\n\tframe SBS1 { light HARCHHEAD }\n}\n\nobject SorcFX42\n{\n\tframe SBS4A { light HARCHPURCUBE }\n\tframe SBS4B { light HARCHPURCUBE }\n\n\tframe SBS4C { light HARCHBALL_X1 }\n\tframe SBS4D { light HARCHBALL_X2 }\n\tframe SBS4E { light HARCHBALL_X3 }\n}\n\nobject Heresiarch2\n{\n\tframe SORCE { light HARCHATK }\n\tframe SORCF { light HARCHATK }\n}\n\n// Korax\nobject Korax2\n{\n\tframe KORXF { light HARCHATK }\n\tframe KORXG { light HARCHATK }\n}\n\n////////////\n// STRIFE //\n////////////\n\n// Acolytes\nobject Acolyte2\n{\n\tframe AGRDF { light HUMNDATK }\n}\n\nobject AcolyteTan2\n{\n\tframe AGRDF { light HUMNDATK }\n}\n\nobject AcolyteRed2\n{\n\tframe AGRDF { light HUMNDATK }\n}\n\nobject AcolyteRust2\n{\n\tframe AGRDF { light HUMNDATK }\n}\n\nobject AcolyteGray2\n{\n\tframe AGRDF { light HUMNDATK }\n}\n\nobject AcolyteDGreen2\n{\n\tframe AGRDF { light HUMNDATK }\n}\n\nobject AcolyteGold2\n{\n\tframe AGRDF { light HUMNDATK }\n}\n\nobject AcolyteLGreen2\n{\n\tframe AGRDF { light HUMNDATK }\n}\n\nobject AcolyteBlue2\n{\n\tframe AGRDF { light HUMNDATK }\n}\n\nobject AcolyteShadow2\n{\n\tframe AGRDF { light HUMNDATK }\n}\n\n// Rebels\nobject RebelB\n{\n\tframe HMN1F { light HUMNDATK }\n}\n\nobject Rebel1B\n{\n\tframe HMN1F { light HUMNDATK }\n}\n\nobject Rebel2B\n{\n\tframe HMN1F { light HUMNDATK }\n}\n\nobject Rebel3B\n{\n\tframe HMN1F { light HUMNDATK }\n}\n\nobject Rebel4B\n{\n\tframe HMN1F { light HUMNDATK }\n}\n\nobject Rebel5B\n{\n\tframe HMN1F { light HUMNDATK }\n}\n\nobject Rebel6B\n{\n\tframe HMN1F { light HUMNDATK }\n}\n\n// Macil\nobject Macil2B\n{\n\tframe LEADF { light HUMNDATK }\n}\n\n// Ceiling Turret\nobject CeilingTurret2\n{\n\tframe TURTB { light CTURRETATK1 }\n\tframe TURTD { light CTURRETATK2 }\n\n\tframe BALLA { light CTURRETDTH1 }\n\tframe BALLB { light CTURRETDTH2 }\n\tframe BALLC { light CTURRETDTH3 }\n\tframe BALLD { light CTURRETDTH4 }\n\tframe BALLE { light CTURRETDTH5 }\n}\n\n// Stalker\nobject Stalker2\n{\n\tframe STLKM { light STLKATK }\n\n\tframe STLKQ { light STLKDTH1 }\n\tframe STLKR { light STLKDTH1 }\n\tframe STLKS { light STLKDTH1 }\n\tframe STLKT { light STLKDTH2 }\n\tframe STLKU { light STLKDTH3 }\n\tframe STLKV { light STLKDTH4 }\n\tframe STLKW { light STLKDTH5 }\n\tframe STLKX { light STLKDTH6 }\n\tframe STLKY { light STLKDTH7 }\n\tframe STLKZ { light STLKDTH8 }\n\tframe STLK[ { light STLKDTH9 }\n}\n\n// Sentinel\nobject Sentinel2\n{\n\tframe SEWRG { light SNTNLDTH1 }\n\tframe SEWRH { light SNTNLDTH2 }\n}\n\nobject SentinelFX3\n{\n\tframe SHT1A { light SNTNL_FX1 }\n\tframe SHT1B { light SNTNL_FX2 }\n\n\tframe POW1F { light SNTNL_FX3 }\n\tframe POW1G { light SNTNL_FX4 }\n\tframe POW1H { light SNTNL_FX5 }\n\tframe POW1I { light SNTNL_FX6 }\n\tframe POW1J { light SNTNL_FX7 }\n}\n\n// Reaver\nobject Reaver2\n{\n\tframe ROB1F { light HUMNDATK }\n\n\tframe ROB1K { light REAV_X1 }\n\tframe ROB1L { light REAV_X2 }\n\tframe ROB1M { light REAV_X3 }\n\tframe ROB1N { light REAV_X4 }\n\tframe ROB1O { light REAV_X5 }\n\tframe ROB1P { light REAV_X6 }\n\tframe ROB1Q { light REAV_X7 }\n}\n\n// Crusader\nobject Crusader2\n{\n\tframe ROB2H { light CRSDRDTH1 }\n\tframe ROB2I { light CRSDRDTH2 }\n\tframe ROB2J { light CRSDRDTH3 }\n\tframe ROB2K { light CRSDRDTH4 }\n\tframe ROB2L { light CRSDRDTH5 }\n\tframe ROB2M { light CRSDRDTH4 }\n\tframe ROB2N { light CRSDRDTH3 }\n\tframe ROB2O { light CRSDRDTH2 }\n}\n\n// Templar\nobject Templar2\n{\n\tframe PGRDG { light TEMPATK }\n\n\tframe PGRDI { light TEMP_X1 }\n\tframe PGRDJ { light TEMP_X2 }\n\tframe PGRDK { light TEMP_X3 }\n\tframe PGRDL { light TEMP_X4 }\n\tframe PGRDM { light TEMP_X5 }\n\tframe PGRDN { light TEMP_X6 }\n}\n\n// Inquisitor\nobject Inquisitor2\n{\n\tframe ROB3F { light INQATK1 }\n\tframe ROB3J { light INQATK2 }\n\n\tframe ROB3H { light INQFLY1 }\n\tframe ROB3I { light INQFLY2 }\n\n\tframe ROB3M { light INQDTH1 }\n\tframe ROB3N { light INQDTH2 }\n\tframe ROB3O { light INQDTH3 }\n\tframe ROB3P { light INQDTH4 }\n\tframe ROB3Q { light INQDTH5 }\n\tframe ROB3R { light INQDTH6 }\n\tframe ROB3S { light INQDTH6 }\n\tframe ROB3T { light INQDTH6 }\n\tframe ROB3U { light INQDTH7 }\n\tframe ROB3V { light INQDTH8 }\n\tframe ROB3W { light INQDTH6 }\n\tframe ROB3X { light INQDTH6 }\n\tframe ROB3Y { light INQDTH9 }\n\tframe ROB3Z { light INQDTH10 }\n\tframe ROB3[ { light INQDTH11 }\n\tframe ROB3\\ { light INQDTH12 }\n\tframe RBB3] { light INQDTH13 }\n\tframe RBB3A { light INQDTH12 }\n\tframe RBB3B { light INQDTH13 }\n\tframe RBB3C { light INQDTH14 }\n}\n\n// Programmer\nobject Programmer2\n{\n\tframe PRGRH { light PROGATK1 }\n\tframe PRGRI { light PROGATK2 }\n\tframe PRGRJ { light PROGATK3 }\n\n\tframe PRGRN { light PROGDTH1 }\n\tframe PRGRO { light PROGDTH2 }\n}\n\n// Bishop\nobject StrifeBishop2\n{\n\tframe MLDRE { light BISHOP }\n}\n\n//////////////\n// SKULLTAG //\n//////////////\n\n// Dark Imp Fireball\npointlight DARKIMPBALL\n{\n\tcolor 0.1 0.1 1.0\n\tsize 64\n}\n\n// Dark imp fireball explosion\nflickerlight DARKIMPBALL_X1\n{\n\tcolor 0.07 0.07 0.7\n\tsize 80\n\tsecondarySize 88\n\tchance 0.25\n}\n\nflickerlight DARKIMPBALL_X2\n{\n\tcolor 0.0 0.0 0.4\n\tsize 96\n\tsecondarySize 104\n\tchance 0.25\n}\n\nflickerlight DARKIMPBALL_X3\n{\n\tcolor 0.0 0.0 0.2\n\tsize 112\n\tsecondarySize 120\n\tchance 0.25\n}\n\nobject DarkImpBall\n{\n\tframe BAL1A { light DARKIMPBALL }\n\tframe BAL1B { light DARKIMPBALL }\n\n\tframe BAL1C { light DARKIMPBALL_X1 }\n\tframe BAL1D { light DARKIMPBALL_X2 }\n\tframe BAL1E { light DARKIMPBALL_X3 }\n}\n\n// Zombies\nobject SuperShotgunGuy\n{\n\tframe CPOSF { light ZOMBIEATK }\n}\n\n// Hectebus Fireball\nobject HectShot\n{\n\tframe BAL7A { light BARONBALL }\n\tframe BAL7B { light BARONBALL }\n\n\tframe BAL7C { light BARONBALL_X1 }\n\tframe BAL7D { light BARONBALL_X2 }\n\tframe BAL7E { light BARONBALL_X3 }\n}\n\nPointLight PlasmaZombieAttack\n{\nColor 0.0 0.0 1.0\nSize 28\n}\n\nObject PlasmaZombie\n{\nFrame ZMAYF { Light PlasmaZombieAttack }\n}"
},
{
"source": "pk3",
"name": "gldefs/heretic.txt",
"contents": "// Gauntlet puffs\nflickerlight GAUNTLET1\n{\n color 0.2 1.0 0.2\n size 6\n secondarySize 10\n chance 0.3\n}\n\nflickerlight GAUNTLET2\n{\n color 1.0 0.0 0.0\n size 6\n secondarySize 10\n chance 0.3\n}\n\nobject GauntletPuff1\n{\n frame PUF1A { light GAUNTLET1 }\n frame PUF1B { light GAUNTLET1 }\n frame PUF1C { light GAUNTLET1 }\n frame PUF1D { light GAUNTLET1 }\n}\n\nobject GauntletPuff2\n{\n frame PUF1E { light GAUNTLET2 }\n frame PUF1F { light GAUNTLET2 }\n frame PUF1G { light GAUNTLET2 }\n frame PUF1H { light GAUNTLET2 }\n}\n\n// Wand puffs\npointlight WANDPUFF1\n{\n color 1.0 1.0 0.0\n size 32\n}\n\npointlight WANDPUFF2\n{\n color 0.7 0.7 0.0\n size 24\n}\n\npointlight WANDPUFF3\n{\n color 0.4 0.4 0.0\n size 16\n}\n\npointlight WANDPUFF4\n{\n color 0.2 0.2 0.0\n size 8\n}\n\nobject GoldWandPuff3\n{\n frame PUF2A { light WANDPUFF1 }\n frame PUF2B { light WANDPUFF2 }\n frame PUF2C { light WANDPUFF3 }\n frame PUF2D { light WANDPUFF4 }\n}\n\nobject GoldWandPuff4\n{\n frame PUF2C { light WANDPUFF3 }\n frame PUF2D { light WANDPUFF4 }\n}\n\n// Tomed wand projectile\npointlight WANDBALL\n{\n color 1.0 1.0 0.0\n size 24\n}\n\npointlight WANDBALL_X1\n{\n color 0.8 0.8 0.0\n size 32\n}\n\npointlight WANDBALL_X2\n{\n color 0.6 0.6 0.0\n size 34\n}\n\npointlight WANDBALL_X3\n{\n color 0.4 0.4 0.0\n size 36\n}\n\npointlight WANDBALL_X4\n{\n color 0.2 0.2 0.0\n size 38\n}\n\nobject GoldWandFX3\n{\n frame FX01C { light WANDBALL }\n frame FX01D { light WANDBALL }\n\n frame FX01E { light WANDBALL_X1 }\n frame FX01F { light WANDBALL_X2 }\n frame FX01G { light WANDBALL_X3 }\n frame FX01H { light WANDBALL_X4 }\n}\n\nobject GoldWandFX32\n{\n frame FX01C { light WANDBALL }\n frame FX01D { light WANDBALL }\n\n frame FX01E { light WANDBALL_X1 }\n frame FX01F { light WANDBALL_X2 }\n frame FX01G { light WANDBALL_X3 }\n frame FX01H { light WANDBALL_X4 }\n}\n\n// Crossbow secondary projectile\npointlight SMALLBOWBOLT\n{\n color 0.0 1.0 0.0\n size 40\n}\n\nflickerlight SMALLBOWBOLT_X1\n{\n color 0.0 0.7 0.0\n size 48\n secondarySize 52\n chance 0.3\n}\n\nflickerlight SMALLBOWBOLT_X2\n{\n color 0.0 0.4 0.0\n size 40\n secondarySize 44\n chance 0.3\n}\n\nflickerlight SMALLBOWBOLT_X3\n{\n color 0.0 0.2 0.0\n size 32\n secondarySize 36\n chance 0.3\n}\n\nobject CrossbowFX3B\n{\n frame FX03A { light SMALLBOWBOLT }\n\n frame FX03C { light SMALLBOWBOLT_X1 }\n frame FX03D { light SMALLBOWBOLT_X2 }\n frame FX03E { light SMALLBOWBOLT_X3 }\n}\n\nobject CrossbowFX3Duke\n{\n frame FX03A { light SMALLBOWBOLT }\n\n frame FX03C { light SMALLBOWBOLT_X1 }\n frame FX03D { light SMALLBOWBOLT_X2 }\n frame FX03E { light SMALLBOWBOLT_X3 }\n}\n\nobject CrossbowFX32\n{\n frame FX03A { light SMALLBOWBOLT }\n\n frame FX03C { light SMALLBOWBOLT_X1 }\n frame FX03D { light SMALLBOWBOLT_X2 }\n frame FX03E { light SMALLBOWBOLT_X3 }\n}\n\n// Crossbow primary proectile\npointlight BIGBOWBOLT\n{\n color 0.7 1.0 0.0\n size 64\n}\n\nflickerlight BIGBOWBOLT_X1\n{\n color 0.4 0.8 0.0\n size 72\n secondarySize 74\n chance 0.3\n}\n\nflickerlight BIGBOWBOLT_X2\n{\n color 0.4 0.6 0.0\n size 56\n secondarySize 64\n chance 0.3\n}\n\nflickerlight BIGBOWBOLT_X3\n{\n color 0.2 0.4 0.0\n size 32\n secondarySize 40\n chance 0.3\n}\n\nobject CrossbowFX1B\n{\n frame FX03B { light BIGBOWBOLT }\n\n frame FX03H { light BIGBOWBOLT_X1 }\n frame FX03I { light BIGBOWBOLT_X2 }\n frame FX03J { light BIGBOWBOLT_X3 }\n}\n\nobject CrossbowFX1Duke\n{\n frame FX03B { light BIGBOWBOLT }\n\n frame FX03H { light BIGBOWBOLT_X1 }\n frame FX03I { light BIGBOWBOLT_X2 }\n frame FX03J { light BIGBOWBOLT_X3 }\n}\n\nobject CrossbowFX12\n{\n frame FX03B { light BIGBOWBOLT }\n\n frame FX03H { light BIGBOWBOLT_X1 }\n frame FX03I { light BIGBOWBOLT_X2 }\n frame FX03J { light BIGBOWBOLT_X3 }\n}\n\n// Tomed crossbow projectile\nobject CrossbowFX2B\n{\n frame FX03B { light BIGBOWBOLT }\n\n frame FX03H { light BIGBOWBOLT_X1 }\n frame FX03I { light BIGBOWBOLT_X2 }\n frame FX03J { light BIGBOWBOLT_X3 }\n}\n\nobject CrossbowFX22\n{\n frame FX03B { light BIGBOWBOLT }\n\n frame FX03H { light BIGBOWBOLT_X1 }\n frame FX03I { light BIGBOWBOLT_X2 }\n frame FX03J { light BIGBOWBOLT_X3 }\n}\n\n// Tomed crossbow trail (slows down too much :P)\npointlight BOWTRAIL1\n{\n color 0.0 1.0 0.0\n size 24\n}\n\npointlight BOWTRAIL2\n{\n color 0.0 0.7 0.0\n size 16\n}\n\n//object CrossbowFX4\n//{\n //frame FX03F { light BOWTRAIL1 }\n //frame FX03G { light BOWTRAIL2 }\n//}\n\n// Claw puff\npointlight CLAWPUFF1\n{\n color 0.4 0.4 1.0\n size 32\n}\n\npointlight CLAWPUFF2\n{\n color 0.3 0.3 0.8\n size 24\n}\n\npointlight CLAWPUFF3\n{\n color 0.2 0.2 0.6\n size 16\n}\n\npointlight CLAWPUFF4\n{\n color 0.1 0.1 0.4\n size 8\n}\n\nobject BlasterPuff2\n{\n frame FX17A { light CLAWPUFF1 }\n frame FX17B { light CLAWPUFF2 }\n frame FX17C { light CLAWPUFF3 }\n frame FX17D { light CLAWPUFF4 }\n frame FX17F { light CLAWPUFF1 }\n frame FX17G { light CLAWPUFF2 }\n frame FX17H { light CLAWPUFF3 }\n frame FX17I { light CLAWPUFF4 }\n}\n\n// Tomed claw puff\npointlight BIGCLAWPUFF1\n{\n color 0.4 0.4 1.0\n size 56\n}\n\npointlight BIGCLAWPUFF2\n{\n color 0.3 0.3 0.8\n size 48\n}\n\npointlight BIGCLAWPUFF3\n{\n color 0.2 0.2 0.6\n size 40\n}\n\npointlight BIGCLAWPUFF4\n{\n color 0.1 0.1 0.4\n size 32\n}\n\npointlight BIGCLAWPUFF5\n{\n color 0.0 0.0 0.2\n size 24\n}\n\nobject BlasterFX1B\n{\n frame FX18C { light BIGCLAWPUFF1 }\n frame FX18D { light BIGCLAWPUFF2 }\n frame FX18E { light BIGCLAWPUFF3 }\n frame FX18F { light BIGCLAWPUFF4 }\n frame FX18G { light BIGCLAWPUFF5 }\n}\n\nobject BlasterFX1C\n{\n frame FX18C { light BIGCLAWPUFF1 }\n frame FX18D { light BIGCLAWPUFF2 }\n frame FX18E { light BIGCLAWPUFF3 }\n frame FX18F { light BIGCLAWPUFF4 }\n frame FX18G { light BIGCLAWPUFF5 }\n}\n\nobject StaffPuff4\n{\n frame PUF4A { light BIGCLAWPUFF1 }\n frame PUF4B { light BIGCLAWPUFF1 }\n frame PUF4C { light BIGCLAWPUFF2 }\n frame PUF4D { light BIGCLAWPUFF3 }\n frame PUF4E { light BIGCLAWPUFF4 }\n frame PUF4F { light BIGCLAWPUFF5 }\n}\n\n// Hellstaff bolt\npointlight HELLSTAFFBALL\n{\n color 1.0 0.2 0.2\n size 56\n}\n\nflickerlight HELLSTAFFBALL_X1\n{\n color 1.0 0.4 0.4\n size 56\n secondarySize 64\n chance 0.3\n}\n\nflickerlight HELLSTAFFBALL_X2\n{\n color 0.8 0.3 0.3\n size 64\n secondarySize 72\n chance 0.3\n}\n\nflickerlight HELLSTAFFBALL_X3\n{\n color 0.6 0.2 0.2\n size 80\n secondarySize 88\n chance 0.3\n}\n\nflickerlight HELLSTAFFBALL_X4\n{\n color 0.4 0.1 0.1\n size 88\n secondarySize 96\n chance 0.3\n}\n\nflickerlight HELLSTAFFBALL_X5\n{\n color 0.2 0.0 0.0\n size 96\n secondarySize 104\n chance 0.3\n}\n\nobject HellstaffShot\n{\n frame FX00A { light HELLSTAFFBALL }\n frame FX00B { light HELLSTAFFBALL }\n\n frame FX00H { light HELLSTAFFBALL_X1 }\n frame FX00I { light HELLSTAFFBALL_X2 }\n frame FX00J { light HELLSTAFFBALL_X3 }\n frame FX00K { light HELLSTAFFBALL_X4 }\n frame FX00L { light HELLSTAFFBALL_X5 }\n}\n\nobject HornRodFX2\n{\n frame FX00C { light HELLSTAFFBALL }\n frame FX00D { light HELLSTAFFBALL }\n frame FX00E { light HELLSTAFFBALL }\n frame FX00F { light HELLSTAFFBALL }\n\n frame FX00H { light HELLSTAFFBALL_X1 }\n frame FX00I { light HELLSTAFFBALL_X2 }\n frame FX00J { light HELLSTAFFBALL_X3 }\n frame FX00K { light HELLSTAFFBALL_X4 }\n frame FX00L { light HELLSTAFFBALL_X5 }\n}\n\nobject HellstaffShot2\n{\n frame FX00A { light HELLSTAFFBALL }\n frame FX00B { light HELLSTAFFBALL }\n\n frame FX00H { light HELLSTAFFBALL_X1 }\n frame FX00I { light HELLSTAFFBALL_X2 }\n frame FX00J { light HELLSTAFFBALL_X3 }\n frame FX00K { light HELLSTAFFBALL_X4 }\n frame FX00L { light HELLSTAFFBALL_X5 }\n}\n\nobject HornRodFX2A\n{\n frame FX00C { light HELLSTAFFBALL }\n frame FX00D { light HELLSTAFFBALL }\n frame FX00E { light HELLSTAFFBALL }\n frame FX00F { light HELLSTAFFBALL }\n\n frame FX00H { light HELLSTAFFBALL_X1 }\n frame FX00I { light HELLSTAFFBALL_X2 }\n frame FX00J { light HELLSTAFFBALL_X3 }\n frame FX00K { light HELLSTAFFBALL_X4 }\n frame FX00L { light HELLSTAFFBALL_X5 }\n}\n\n// Tomed hellstaff rain\npointlight REDRAIN\n{\n color 1.0 0.0 0.0\n size 32\n}\n\npointlight REDRAIN_X1\n{\n color 1.0 0.4 0.4\n size 48\n}\n\npointlight REDRAIN_X2\n{\n color 0.8 0.3 0.3\n size 40\n}\n\npointlight REDRAIN_X3\n{\n color 0.5 0.1 0.1\n size 32\n}\n\npointlight REDRAIN_X4\n{\n color 0.3 0.0 0.0\n size 24\n}\n\nobject RainPillar\n{\n frame FX22A { light REDRAIN }\n frame FX22B { light REDRAIN }\n\n frame FX22C { light REDRAIN_X1 }\n frame FX22D { light REDRAIN_X2 }\n frame FX22E { light REDRAIN_X3 }\n frame FX22F { light REDRAIN_X4 }\n}\n\nobject HellstaffRain\n{\n frame FX22A { light REDRAIN }\n frame FX22B { light REDRAIN }\n\n frame FX22C { light REDRAIN_X1 }\n frame FX22D { light REDRAIN_X2 }\n frame FX22E { light REDRAIN_X3 }\n frame FX22F { light REDRAIN_X4 }\n}\n\n// Phoenix rod shot\npointlight PHOENIXSHOT\n{\n color 1.0 0.6 0.0\n size 64\n}\n\nflickerlight PHOENIX_X1\n{\n color 1.0 0.8 0.4\n size 104\n secondarySize 112\n chance 0.3\n}\n\nflickerlight PHOENIX_X2\n{\n color 1.0 0.6 0.0\n size 88\n secondarySize 96\n chance 0.3\n}\n\nflickerlight PHOENIX_X3\n{\n color 0.8 0.6 0.0\n size 72\n secondarySize 80\n chance 0.3\n}\n\nflickerlight PHOENIX_X4\n{\n color 0.6 0.4 0.0\n size 56\n secondarySize 64\n chance 0.3\n}\n\nflickerlight PHOENIX_X5\n{\n color 0.4 0.2 0.0\n size 40\n secondarySize 48\n chance 0.3\n}\n\nflickerlight PHOENIX_X6\n{\n color 0.2 0.0 0.0\n size 24\n secondarySize 32\n chance 0.3\n}\n\nobject PhoenixShot\n{\n frame FX04A { light PHOENIXSHOT }\n\n frame FX08A { light PHOENIX_X1 }\n frame FX08B { light PHOENIX_X2 }\n frame FX08C { light PHOENIX_X3 }\n frame FX08D { light PHOENIX_X4 }\n frame FX08E { light PHOENIX_X5 }\n frame FX08F { light PHOENIX_X6 }\n frame FX08G { light PHOENIX_X6 }\n frame FX08H { light PHOENIX_X6 }\n}\n\nobject PhoenixShot2\n{\n frame FX04A { light PHOENIXSHOT }\n\n frame FX08A { light PHOENIX_X1 }\n frame FX08B { light PHOENIX_X2 }\n frame FX08C { light PHOENIX_X3 }\n frame FX08D { light PHOENIX_X4 }\n frame FX08E { light PHOENIX_X5 }\n frame FX08F { light PHOENIX_X6 }\n frame FX08G { light PHOENIX_X6 }\n frame FX08H { light PHOENIX_X6 }\n}\n\n// Phoenix rod flamethrower\nflickerlight PHOENIXFLAME\n{\n color 0.7 0.4 0.0\n size 48\n secondarySize 56\n chance 0.5\n}\n\nflickerlight PHOENIXFLAME2\n{\n color 0.5 0.2 0.0\n size 24\n secondarySize 32\n chance 0.5\n}\n\nflickerlight PHOENIXFLAME3\n{\n color 0.3 0.1 0.0\n size 16\n secondarySize 24\n chance 0.5\n}\n\nobject PhoenixFX2\n{\n frame FX09A { light PHOENIXFLAME }\n frame FX09B { light PHOENIXFLAME }\n\n frame FX09C { light PHOENIXFLAME2 }\n frame FX09D { light PHOENIXFLAME3 }\n}\n\nobject PhoenixFX2A\n{\n frame FX09A { light PHOENIXFLAME }\n frame FX09B { light PHOENIXFLAME }\n\n frame FX09C { light PHOENIXFLAME2 }\n frame FX09D { light PHOENIXFLAME3 }\n}\n\n// Mace ball explosion\nflickerlight MACEBALL_X1\n{\n color 0.8 0.8 0.2\n size 64\n secondarySize 72\n chance 0.3\n}\n\nflickerlight MACEBALL_X2\n{\n color 0.6 0.6 0.1\n size 48\n secondarySize 56\n chance 0.3\n}\n\nflickerlight MACEBALL_X3\n{\n color 0.4 0.4 0.0\n size 32\n secondarySize 40\n chance 0.3\n}\n\nflickerlight MACEBALL_X4\n{\n color 0.2 0.2 0.0\n size 16\n secondarySize 24\n chance 0.3\n}\n\nobject MaceFX12\n{\n frame FX02G { light MACEBALL_X1 }\n frame FX02H { light MACEBALL_X2 }\n frame FX02I { light MACEBALL_X3 }\n frame FX02J { light MACEBALL_X4 }\n}\n\nobject MaceFX22\n{\n frame FX02G { light MACEBALL_X1 }\n frame FX02H { light MACEBALL_X2 }\n frame FX02I { light MACEBALL_X3 }\n frame FX02J { light MACEBALL_X4 }\n}\n\nobject MaceFX1Coop\n{\n frame FX02G { light MACEBALL_X1 }\n frame FX02H { light MACEBALL_X2 }\n frame FX02I { light MACEBALL_X3 }\n frame FX02J { light MACEBALL_X4 }\n}\n\nobject MaceFX2Coop\n{\n frame FX02G { light MACEBALL_X1 }\n frame FX02H { light MACEBALL_X2 }\n frame FX02I { light MACEBALL_X3 }\n frame FX02J { light MACEBALL_X4 }\n}\n\nobject MaceFX32\n{\n frame FX02G { light MACEBALL_X1 }\n frame FX02H { light MACEBALL_X2 }\n frame FX02I { light MACEBALL_X3 }\n frame FX02J { light MACEBALL_X4 }\n}\n\nobject MaceFX42\n{\n frame FX02G { light MACEBALL_X1 }\n frame FX02H { light MACEBALL_X2 }\n frame FX02I { light MACEBALL_X3 }\n frame FX02J { light MACEBALL_X4 }\n}\n\n// Pod\nobject Pod2\n{\n\tframe PPODC { light POD_X1 }\n\tframe PPODD { light POD_X2 }\n\tframe PPODE { light POD_X3 }\n\tframe PPODF { light POD_X4 }\n}\n\n// Dragon Claw Coop Puff\nobject DragonBullet\n{\n frame FX17A { light CLAWPUFF1 }\n frame FX17B { light CLAWPUFF2 }\n frame FX17C { light CLAWPUFF3 }\n frame FX17D { light CLAWPUFF4 }\n frame FX17F { light CLAWPUFF1 }\n frame FX17G { light CLAWPUFF2 }\n frame FX17H { light CLAWPUFF3 }\n frame FX17I { light CLAWPUFF4 }\n}"
},
{
"source": "pk3",
"name": "gldefs/hexen.txt",
"contents": "// Mage wand\npointlight MWAND_X1\n{\n color 0.3 0.3 1.0\n size 32\n}\n\npointlight MWAND_X2\n{\n color 0.2 0.2 0.8\n size 40\n}\n\npointlight MWAND_X3\n{\n color 0.1 0.1 0.6\n size 48\n}\n\npointlight MWAND_X4\n{\n color 0.0 0.0 0.4\n size 56\n}\n\nobject MageWandMissile2\n{\n frame MWNDE { light MWAND_X1 }\n frame MWNDF { light MWAND_X2 }\n frame MWNDG { light MWAND_X3 }\n frame MWNDH { light MWAND_X4 }\n}\n\n// Frost shards\nflickerlight MFROSTSHARD\n{\n color 0.3 0.3 1.0\n size 32\n secondarySize 40\n chance 0.3\n}\n\nflickerlight MFROSTSHARD_X1\n{\n color 0.3 0.3 1.0\n size 40\n secondarySize 48\n chance 0.3\n}\n\nflickerlight MFROSTSHARD_X2\n{\n color 0.2 0.2 0.8\n size 48\n secondarySize 56\n chance 0.3\n}\n\nflickerlight MFROSTSHARD_X3\n{\n color 0.1 0.1 0.5\n size 56\n secondarySize 64\n chance 0.3\n}\n\nflickerlight MFROSTSHARD_X4\n{\n color 0.0 0.0 0.2\n size 64\n secondarySize 68\n chance 0.3\n}\n\nobject FrostMissile2\n{\n frame SHRD { light MFROSTSHARD }\n\n frame SHEXA { light MFROSTSHARD_X1 }\n frame SHEXB { light MFROSTSHARD_X2 }\n frame SHEXC { light MFROSTSHARD_X3 }\n frame SHEXD { light MFROSTSHARD_X4 }\n}\n\nobject FrostMissileDM\n{\n frame SHRD { light MFROSTSHARD }\n\n frame SHEXA { light MFROSTSHARD_X1 }\n frame SHEXB { light MFROSTSHARD_X2 }\n frame SHEXC { light MFROSTSHARD_X3 }\n frame SHEXD { light MFROSTSHARD_X4 }\n}\n\nobject FrostMissileDM2\n{\n frame SHRD { light MFROSTSHARD }\n\n frame SHEXA { light MFROSTSHARD_X1 }\n frame SHEXB { light MFROSTSHARD_X2 }\n frame SHEXC { light MFROSTSHARD_X3 }\n frame SHEXD { light MFROSTSHARD_X4 }\n}\n\nobject FrostMissileDM3\n{\n frame SHRD { light MFROSTSHARD }\n\n frame SHEXA { light MFROSTSHARD_X1 }\n frame SHEXB { light MFROSTSHARD_X2 }\n frame SHEXC { light MFROSTSHARD_X3 }\n frame SHEXD { light MFROSTSHARD_X4 }\n}\n\nobject FrostMissileDM4\n{\n frame SHRD { light MFROSTSHARD }\n\n frame SHEXA { light MFROSTSHARD_X1 }\n frame SHEXB { light MFROSTSHARD_X2 }\n frame SHEXC { light MFROSTSHARD_X3 }\n frame SHEXD { light MFROSTSHARD_X4 }\n}\n\n// Charged Axe Puff\nflickerlight CAXEPUFF1\n{\n color 0.4 0.4 1.0\n size 40\n secondarySize 44\n chance 0.5\n}\n\nflickerlight CAXEPUFF2\n{\n color 0.2 0.2 0.8\n size 48\n secondarySize 52\n chance 0.5\n}\n\nflickerlight CAXEPUFF3\n{\n color 0.0 0.0 0.5\n size 44\n secondarySize 48\n chance 0.5\n}\n\nobject AxePuffGlow2\n{\n frame FAXER { light CAXEPUFF1 }\n frame FAXES { light CAXEPUFF1 }\n frame FAXET { light CAXEPUFF2 }\n frame FAXEU { light CAXEPUFF2 }\n frame FAXEV { light CAXEPUFF3 }\n frame FAXEW { light CAXEPUFF3 }\n frame FAXEX { light CAXEPUFF3 }\n}\n\n// Flying Hammer\nflickerlight THROWHAMMER\n{\n color 1.0 0.2 0.0\n size 48\n secondarySize 52\n chance 0.4\n}\n\nflickerlight THROWHAMMER_X1\n{\n color 1.0 0.7 0.0\n size 48\n secondarySize 56\n chance 0.4\n}\n\nflickerlight THROWHAMMER_X2\n{\n color 1.0 0.7 0.0\n size 64\n secondarySize 72\n chance 0.4\n}\n\nflickerlight THROWHAMMER_X3\n{\n color 1.0 0.7 0.0\n size 72\n secondarySize 80\n chance 0.4\n}\n\nflickerlight THROWHAMMER_X4\n{\n color 0.8 0.8 0.0\n size 80\n secondarySize 84\n chance 0.4\n}\n\nflickerlight THROWHAMMER_X5\n{\n color 0.5 0.5 0.0\n size 64\n secondarySize 72\n chance 0.4\n}\n\nflickerlight THROWHAMMER_X6\n{\n color 0.2 0.2 0.0\n size 40\n secondarySize 48\n chance 0.4\n}\n\nobject HammerMissile2\n{\n frame FHFXA { light THROWHAMMER }\n frame FHFXB { light THROWHAMMER }\n frame FHFXC { light THROWHAMMER }\n frame FHFXD { light THROWHAMMER }\n frame FHFXE { light THROWHAMMER }\n frame FHFXF { light THROWHAMMER }\n frame FHFXG { light THROWHAMMER }\n frame FHFXH { light THROWHAMMER }\n\n frame FHFXI { light THROWHAMMER_X1 }\n frame FHFXJ { light THROWHAMMER_X2 }\n frame FHFXK { light THROWHAMMER_X3 }\n frame FHFXL { light THROWHAMMER_X4 }\n frame FHFXM { light THROWHAMMER_X4 }\n frame FHFXN { light THROWHAMMER_X4 }\n frame FHFXO { light THROWHAMMER_X4 }\n frame FHFXP { light THROWHAMMER_X4 }\n frame FHFXQ { light THROWHAMMER_X5 }\n frame FHFXR { light THROWHAMMER_X6 }\n}\n\nobject HammerMissileDM\n{\n frame FHFXA { light THROWHAMMER }\n frame FHFXB { light THROWHAMMER }\n frame FHFXC { light THROWHAMMER }\n frame FHFXD { light THROWHAMMER }\n frame FHFXE { light THROWHAMMER }\n frame FHFXF { light THROWHAMMER }\n frame FHFXG { light THROWHAMMER }\n frame FHFXH { light THROWHAMMER }\n\n frame FHFXI { light THROWHAMMER_X1 }\n frame FHFXJ { light THROWHAMMER_X2 }\n frame FHFXK { light THROWHAMMER_X3 }\n frame FHFXL { light THROWHAMMER_X4 }\n frame FHFXM { light THROWHAMMER_X4 }\n frame FHFXN { light THROWHAMMER_X4 }\n frame FHFXO { light THROWHAMMER_X4 }\n frame FHFXP { light THROWHAMMER_X4 }\n frame FHFXQ { light THROWHAMMER_X5 }\n frame FHFXR { light THROWHAMMER_X6 }\n}\n\n// Cleric Serpent Staff ball\npointlight CSTAFFBALL\n{\n color 0.0 1.0 0.0\n size 40\n}\n\nflickerlight CSTAFFBALL_X1\n{\n color 0.0 1.0 0.0\n size 56\n secondarySize 64\n chance 0.3\n}\n\nflickerlight CSTAFFBALL_X2\n{\n color 0.0 0.7 0.0\n size 60\n secondarySize 68\n chance 0.3\n}\n\nflickerlight CSTAFFBALL_X3\n{\n color 0.0 0.5 0.0\n size 64\n secondarySize 72\n chance 0.3\n}\n\nflickerlight CSTAFFBALL_X4\n{\n color 0.0 0.3 0.0\n size 72\n secondarySize 80\n chance 0.3\n}\n\nobject CStaffMissile2\n{\n frame CSSFD { light CSTAFFBALL }\n frame CSSFE { light CSTAFFBALL }\n\n frame CSSFF { light CSTAFFBALL_X1 }\n frame CSSFG { light CSTAFFBALL_X2 }\n frame CSSFH { light CSTAFFBALL_X3 }\n frame CSSFI { light CSTAFFBALL_X4 }\n}\n\nobject CStaffMissileCoop\n{\n frame CSSFD { light CSTAFFBALL }\n frame CSSFE { light CSTAFFBALL }\n\n frame CSSFF { light CSTAFFBALL_X1 }\n frame CSSFG { light CSTAFFBALL_X2 }\n frame CSSFH { light CSTAFFBALL_X3 }\n frame CSSFI { light CSTAFFBALL_X4 }\n}\n\nobject CStaffMissileCoop2\n{\n frame CSSFD { light CSTAFFBALL }\n frame CSSFE { light CSTAFFBALL }\n\n frame CSSFF { light CSTAFFBALL_X1 }\n frame CSSFG { light CSTAFFBALL_X2 }\n frame CSSFH { light CSTAFFBALL_X3 }\n frame CSSFI { light CSTAFFBALL_X4 }\n}\n\n// Cleric fire hands\nflickerlight CFLAMETRAIL\n{\n color 1.0 0.8 0.0\n size 40\n secondarySize 44\n chance 0.5\n}\n\nflickerlight CFLAME1\n{\n color 1.0 0.8 0.0\n size 48\n secondarySize 56\n chance 0.4\n}\n\nflickerlight CFLAME2\n{\n color 1.0 0.8 0.0\n size 64\n secondarySize 72\n chance 0.4\n}\n\nflickerlight CFLAME3\n{\n color 0.7 0.4 0.0\n size 48\n secondarySize 56\n chance 0.4\n}\n\nflickerlight CFLAME4\n{\n color 0.5 0.2 0.0\n size 32\n secondarySize 40\n chance 0.4\n}\n\nflickerlight CFLAME5\n{\n color 0.2 0.2 0.0\n size 24\n secondarySize 32\n chance 0.4\n}\n\nobject CFlameMissile2\n{\n frame CFFXB { light CFLAME1 }\n frame CFFXC { light CFLAME2 }\n frame CFFXD { light CFLAME2 }\n frame CFFXE { light CFLAME2 }\n frame CFFXF { light CFLAME2 }\n frame CFFXG { light CFLAME2 }\n frame CFFXH { light CFLAME2 }\n frame CFFXI { light CFLAME2 }\n frame CFFXJ { light CFLAME3 }\n frame CFFXK { light CFLAME4 }\n frame CFFXL { light CFLAME5 }\n}\n\nobject CFlameMissileDM\n{\n frame CFFXB { light CFLAME1 }\n frame CFFXC { light CFLAME2 }\n frame CFFXD { light CFLAME2 }\n frame CFFXE { light CFLAME2 }\n frame CFFXF { light CFLAME2 }\n frame CFFXG { light CFLAME2 }\n frame CFFXH { light CFLAME2 }\n frame CFFXI { light CFLAME2 }\n frame CFFXJ { light CFLAME3 }\n frame CFFXK { light CFLAME4 }\n frame CFFXL { light CFLAME5 }\n}\n\nobject CFlameFloor\n{\n frame CFFX { light CFLAMETRAIL }\n}\n\n// Wraithverge\nflickerlight GHOST\n{\n color 1.0 1.0 1.0\n size 56\n secondarySize 52\n chance 0.7\n subtractive 1\n}\n\nobject HolyMissile\n{\n frame SPIRP { light GHOST }\n}\n\nobject HolySpirit2\n{\n frame SPIRA { light GHOST }\n frame SPIRB { light GHOST }\n}"
},
{
"source": "pk3",
"name": "gldefs/keys.txt",
"contents": "object RedCard2\n{\n frame RKEY { light REDKEY }\n}\n\nobject RedSkull2\n{\n frame RSKU { light REDKEY }\n}\n\nobject BlueCard2\n{\n frame BKEY { light HEALTHPOTION }\n}\n\nobject BlueSkull2\n{\n frame BSKU { light HEALTHPOTION }\n}\n\nobject YellowCard2\n{\n frame YKEY { light YELLOWKEY }\n}\n\nobject YellowSkull2\n{\n frame YSKU { light YELLOWKEY }\n}\n\nobject KeyYellow2\n{\n frame CKYY { light HYELLOWKEY }\n}\n\nobject KeyBlue2\n{\n frame BKYY { light HBLUEKEY }\n}\n\nobject KeyGreen2\n{\n frame AKYY { light HGREENKEY }\n}"
},
{
"source": "pk3",
"name": "gldefs/quake.txt",
"contents": "pointlight QuakeRocketLight\n{\n color 1.0 0.81 0.0\n size 48\n}\n\npointlight QuakeTinyRocketLight\n{\n color 1.0 0.81 0.0\n size 24\n}\n\npointlight QExplodeLight1\n{\n color 1.0 0.81 0.0\n size 128\n}\n\npointlight QExplodeLight2\n{\n color 1.0 0.81 0.0\n size 105\n}\n\npointlight QExplodeLight3\n{\n color 1.0 0.81 0.0\n size 82\n}\n\npointlight QExplodeLight4\n{\n color 1.0 0.81 0.0\n size 60\n}\n\npointlight QExplodeLight5\n{\n color 1.0 0.81 0.0\n size 38\n}\n\npointlight QExplodeLight6\n{\n color 1.0 0.81 0.0\n size 16\n}\n\npointlight QTExplodeLight1\n{\n color 1.0 0.81 0.0\n size 64\n}\n\npointlight QTExplodeLight2\n{\n color 1.0 0.81 0.0\n size 52\n}\n\npointlight QTExplodeLight3\n{\n color 1.0 0.81 0.0\n size 41\n}\n\npointlight QTExplodeLight4\n{\n color 1.0 0.81 0.0\n size 30\n}\n\npointlight QTExplodeLight5\n{\n color 1.0 0.81 0.0\n size 19\n}\n\npointlight QTExplodeLight6\n{\n color 1.0 0.81 0.0\n size 8\n}\n\nobject QuakeExplosion\n{\n frame QEXPA { light QExplodeLight1 }\n frame QEXPB { light QExplodeLight2 }\n frame QEXPC { light QExplodeLight3 }\n frame QEXPD { light QExplodeLight4 }\n frame QEXPE { light QExplodeLight5 }\n frame QEXPF { light QExplodeLight6 }\n}\n\nobject QuakeTinyExplosion\n{\n frame QEXPA { light QTExplodeLight1 }\n frame QEXPB { light QTExplodeLight2 }\n frame QEXPC { light QTExplodeLight3 }\n frame QEXPD { light QTExplodeLight4 }\n frame QEXPE { light QTExplodeLight5 }\n frame QEXPF { light QTExplodeLight6 }\n}\n\nobject QuakeRocket\n{\n frame QRKT { light QuakeRocketLight }\n}\n\nobject QuakeRocketCoop\n{\n frame QRKT { light QuakeRocketLight }\n}\n\nobject QuakeClusterRocket\n{\n frame QRKT { light QuakeTinyRocketLight }\n}\n\nobject QuakeClusterRkCoop\n{\n frame QRKT { light QuakeTinyRocketLight }\n}\n\nobject QuakeRocketQuad\n{\n frame QRKT { light QuakeRocketLight }\n}\n\nobject QuakeRocketCoopQuad\n{\n frame QRKT { light QuakeRocketLight }\n}\n\nobject QuadClusterRocket\n{\n frame QRKT { light QuakeTinyRocketLight }\n}\n\nobject QuadClusterRkCoop\n{\n frame QRKT { light QuakeTinyRocketLight }\n}\n\npointlight LightningLight\n{\n color 0.174 0.2 0.2\n size 32\n}\n\npointlight LightningLightSmall\n{\n color 0.174 0.2 0.2\n size 16\n}\n\npointlight LightningLight2\n{\n color 0.174 0.2 0.2\n size 24\n}\n\npointlight LightningLight3\n{\n color 0.174 0.2 0.2\n size 16\n}\n\npointlight LightningLight4\n{\n color 0.174 0.2 0.2\n size 12\n}\n\npointlight LightningLight5\n{\n color 0.174 0.2 0.2\n size 8\n}\n\n/*object LGBeam\n{\n frame DPLE { light LightningLightSmall }\n}*/\n\nobject LGPuff\n{\n frame DPLEA { light LightningLight }\n frame DPLEB { light LightningLight2 }\n frame DPLEC { light LightningLight3 }\n frame DPLED { light LightningLight4 }\n frame DPLEE { light LightningLight5 }\n}\n\npointlight LavaGlow\n{\n color 1.0 0.549 0.251\n size 24\n}\n\npointlight LavaGlow2\n{\n color 1.0 0.549 0.251\n size 32\n}\n\npointlight LavaGlow3\n{\n color 1.0 0.549 0.251\n size 16\n}\n\npointlight LavaGlow4\n{\n color 1.0 0.549 0.251\n size 8\n}\n\nflickerlight2 LavaGlowFlicker\n{\n color 1.0 0.549 0.251\n size 8\n secondarysize 24\n interval 0.0057\n}\n\nobject QuakeLavaNail\n{\n frame QKNL { light LavaGlow }\n}\n\nobject QuakeLavaNailCoop\n{\n frame QKNL { light LavaGlow }\n}\n\nobject QuakeSLNail\n{\n frame QKNL { light LavaGlow }\n}\n\nobject QuakeSLNailCoop\n{\n frame QKNL { light LavaGlow }\n}\n\nobject QuakeLavaTrail\n{\n frame CFFXN { light LavaGlow2 }\n frame CFFXO { light LavaGlow }\n frame CFFXP { light LavaGlow3 }\n}\n\nobject LavaNailBounce\n{\n frame CFCFA { light LavaGlowFlicker }\n frame CFCFC { light LavaGlowFlicker }\n frame CFCFE { light LavaGlowFlicker }\n frame CFCFG { light LavaGlowFlicker }\n frame CFCFI { light LavaGlowFlicker }\n frame CFCFK { light LavaGlowFlicker }\n frame CFCFN { light LavaGlow3 }\n frame CFCFO { light LavaGlow4 }\n}\n\npointlight RangerFireLight\n{\n color 1.0 0.945 0.847\n size 48\n}\n\nobject QuakePlayer\n{\n frame RANGZ { light RangerFireLight }\n}"
},
{
"source": "pk3",
"name": "decorate/game_strnghld/archonofhell.txt",
"contents": "ACTOR ArchonOfHell : BaronOfHell 30104\n{\n//$Category Stronghold_Monsters\nspawnid 220\npainchance \"Stunner\", 128\nDamageFactor \"CorvusCrossbow\", 1.15\nDamageFactor \"DragonClaw\", 1.6\nDamageFactor \"Kamikaze\", 0.5\ndamagefactor \"ZorchKamikaze\", 0.5\nDamageFactor \"CorvusHellStaffTomed\", 0.5\nDamageFactor \"Wraithverge\", 15.0\nHealth 2000\nRadius 24\nHeight 64\nMass 1000\nSpeed 8\nPainChance 20\nMONSTER\nMeleeDamage 10\nObituary \"%o was no match for an archon of hell.\"\nHitObituary \"%o was ripped apart by an archon of hell.\"\nBloodColor \"Green\"\n+NOTARGET\n+FLOORCLIP\n+MISSILEMORE\n+BOSS\n+DONTRIP\n+DONTHURTSPECIES\n+NORADIUSDMG\n+NOICEDEATH\nSeeSound \"monster/ar2sit\"\nPainSound \"baron/pain\"\nDeathSound \"monster/ar2dth\"\nMeleeSound \"baron/melee\"\nSpawnID 174\nStates\n {\n Spawn:\n BOS4 AB 10 A_Look\n Loop\n See:\n BOS4 AABBCCDD 3 A_Chase\n Loop\n Missile:\n BOS4 B 0 A_Jump(128,15)\n BOS4 EF 8 Bright A_FaceTarget\n BOS4 G 0 Bright A_CustomMissile (\"BaronBall3\",28,0,0,0)\n BOS4 G 0 Bright A_CustomMissile (\"BaronBall3\",28,0,-4,0)\n BOS4 G 3 Bright A_CustomMissile (\"BaronBall3\",28,0,4,0)\n BOS4 H 3 Bright\n BOS4 H 0 A_Jump(64,8)\n BOS4 IJ 8 Bright A_FaceTarget\n BOS4 K 0 Bright A_CustomMissile (\"BaronBall3\",28,0,0,0)\n BOS4 K 0 Bright A_CustomMissile (\"BaronBall3\",28,0,-4,0)\n BOS4 K 3 Bright A_CustomMissile (\"BaronBall3\",28,0,4,0)\n BOS4 L 3 Bright\n BOS4 L 0 A_Jump(64,1)\n Goto See\n BOS4 MN 8 Bright A_FaceTarget\n BOS4 O 0 Bright A_Jump(128,3)\n BOS4 O 4 Bright A_CustomMissile (\"ArchonComet\",28,0,0,0)\n BOS4 P 4 Bright\n Goto See\n BOS4 O 0 A_CustomMissile (\"BaronBall3\",28,0,-6,0)\n BOS4 O 0 A_CustomMissile (\"BaronBall3\",28,0,-4,0)\n BOS4 O 0 A_CustomMissile (\"BaronBall3\",28,0,-2,0)\n BOS4 O 0 A_CustomMissile (\"BaronBall3\",28,0,2,0)\n BOS4 O 0 A_CustomMissile (\"BaronBall3\",28,0,4,0)\n BOS4 O 3 Bright A_CustomMissile (\"BaronBall3\",28,0,6,0)\n BOS4 P 3 Bright\n Goto See\n Melee:\n BOS4 A 0 A_Jump(128,\"Melee2\")\n BOS4 A 0 A_Jump(64,\"Melee3\")\n BOS4 EF 8 Bright A_FaceTarget\n BOS4 G 3 Bright A_MeleeAttack\n BOS4 H 3 Bright\n Goto See\n Melee2:\n BOS4 A 0 A_Jump(64,\"Melee3\")\n BOS4 IJ 8 Bright A_FaceTarget\n BOS4 K 3 Bright A_MeleeAttack\n BOS4 L 3 Bright\n Goto See\n Melee3:\n BOS4 MN 8 Bright A_FaceTarget\n BOS4 O 0 Bright A_MeleeAttack\n BOS4 O 3 Bright A_MeleeAttack\n BOS4 P 3 Bright\n Goto See\n Pain:\n BOS4 Q 2\n BOS4 Q 2 A_Pain\n Goto See\n Pain.Stunner:\n BOS4 Q 2 A_ChangeFlag(\"NoPain\", 1)\n BOS4 Q 300 A_Pain\n BOS4 Q 0 A_ChangeFlag(\"NoPain\", 0)\n goto See\n Death.DukeIce:\n TNT1 A 0 A_PlaySound(\"duke/enemyfreeze\")\n TNT1 A 0 A_GiveInventory(\"FreezethrowerWeakness\")\n TNT1 A 0 A_Jump(218,\"Ice\")\n TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n\n Ice:\n Death.HexenIce:\n\n Death.Ice:\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 32)\n TNT1 A 0 A_NoBlocking\n BOS4 Q 0 A_GenericFreezeDeath\n BOS4 Q 70 A_UnsetSolid\n BOS4 Q 0 A_IceGuyDie\n BOS4 Q 1 A_IceGuyDie\n TNT1 A -1\n stop\n\n Death.ZorchPistol:\n Death.Zorch:\n Death.ZorchKamikaze:\n Death.PhasingZorch:\n Death.ZorchSpectral:\n\tTNT1 A 0 A_Stop\n TNT1 A 0 A_GiveToTarget(\"AwardItem\", 32)\n TNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n TNT1 A 0 A_ChangeFlag(\"DONTGIB\",1)\n TNT1 A 0 A_PlaySoundEx(\"chex/zorch\",\"soundslot5\",0,0)\n BOS4 Q 4 A_SpawnItem(\"ZorchEffectBig\")\n BOS4 QQQQQQQQQQQQ 4 Bright A_Fadeout(0.1)\n Stop\n Death.DukeDamage:\n Death.MightyBoot:\n Death.DukeExplosive:\n Death.DukePistol:\n TNT1 A 0 A_GiveToTarget(\"DukeBossKillTaunt\",1)\n Death:\n TNT1 A 0 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,11)\n TNT1 A 0 A_GiveToTarget(\"AwardItem\", 32)\n TNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n BOS4 R 6 Bright\n BOS4 S 6 Bright A_Scream\n BOS4 T 6 Bright\n BOS4 U 6 Bright A_NoBlocking\n BOS4 VW 6 Bright\n BOS4 X 6 Bright A_SpawnItemEx(\"ArchonSoul\",0,0,86,0,0,3,0,128)\n BOS4 YZ 6 Bright\n BOZ4 Z 6 Bright A_Fall\n Stop\n\n\tDeathBrutal:\n TNT1 A 0\n TNT1 AA 0 A_SpawnItemEx(\"GreenMistTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-200,200)/100.00,random(-200,200)/100.00,random(300,800)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTinier_Green\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTiny_Green\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"GreenMistIntenseTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-350,350)/100.00,random(-350,350)/100.00,random(300,700)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound2\",0,0,0,0,0,0,0,160) // Apparently A_PlaySound doesn't work, so I have to spawn the item. Weird!\n goto Death+1\n\n DeathHappyfun:\n TNT1 A 0\n TNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n TNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 A 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n goto Death+1\n }\n}\n\nACTOR ArchonComet\n{\n Radius 8\n Height 12\n Speed 25\n Damage 20\n Scale 1.0\n SpawnID 251\n PROJECTILE\n RENDERSTYLE Normal\n SeeSound \"weapons/firbfi\"\n DeathSound \"weapons/hellex\"\n DONTHURTSHOOTER\n +FIREDAMAGE\n DamageType \"Fire\"\n States\n {\n Spawn:\n ARCB AAAABBBBCCCC 1 Bright A_SpawnItemEx(\"ArchonCometTrail\",0,0,0,0,0,0,0,128)\n loop\n Death:\n ARCB J 0 Bright A_SetTranslucent (0.67,1)\n ARCB J 3 Bright\n ARCB K 3 Bright A_Explode(128,128,0)\n ARCB LMN 3 Bright\n stop\n }\n}\n\nACTOR ArchonSoul\n{\n Radius 1\n Height 1\n Speed 3\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.80\n States\n {\n Spawn:\n BFX1 ABCD 6 BRIGHT\n Stop\n }\n}\n\nACTOR ArchonCometTrail\n{\n Radius 3\n Height 3\n Scale 0.75\n Speed 0\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.67\n States\n {\n Spawn:\n TNT1 A 3 Bright\n ARCB DEFGHI 3 BRIGHT\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "decorate/game_strnghld/azazel.txt",
"contents": "actor Azazel\n{\n//$Category Stronghold_Monsters\nspawnid 216\npainchance \"Stunner\", 128\nDamageFactor \"CorvusCrossbow\", 1.15\nDamageFactor \"DragonClaw\", 1.6\nDamageFactor \"Kamikaze\", 0.5\ndamagefactor \"ZorchKamikaze\", 0.5\nDamageFactor \"CorvusHellStaffTomed\", 0.5\nDamageFactor \"Wraithverge\", 12.0\n Health 2400\n Radius 22\n Height 64\n Speed 12\n PainChance 20\n Mass 1500\n MONSTER\n +BOSS\n +FLOORCLIP\n +MISSILEEVENMORE\n +MISSILEMORE\n +NORADIUSDMG\n +DONTRIP\n +DONTMORPH\n +NOICEDEATH\n SeeSound \"diablo2/goatman/sight\"\n PainSound \"diablo2/goatman/pain\"\n DeathSound \"Goat/death\"\n ActiveSound \"diablo2/goatman/idle\"\n MeleeSound \"baron/melee\"\n Obituary \"\\c[S3]%o \\c[S3]was slaughtered by an Azazel.\"\n MinMissileChance 20\n MeleeDamage 16\n States\n {\n Spawn:\n AZEW A 5 A_Look\n Loop\n See:\n AZEW AABBCCDD 3 A_Chase\n Loop\n Missile:\n\t TNT1 A 0 A_Jump(64,\"MDoubleSerie\")\n\t TNT1 A 0 A_Jump(128,\"MRightHand\")\n MLeftHand:\n\t TNT1 A 0 A_PlaySound(\"Goat/Attack\")\n\t AZEA D 4 A_FaceTarget\n\t AZEA E 4 A_FaceTarget\n\t AZEA F 7 A_CustomMissile(\"SatyrLordMissile1\",32,-5,0)\n\t Goto see\n MRightHand:\n\t TNT1 A 0 A_PlaySound(\"Goat/Attack\")\n\t AZEA A 4 A_FaceTarget\n\t AZEA B 4 A_FaceTarget\n\t AZEA C 7 A_CustomMissile(\"SatyrLordMissile2\",32,5,0)\n\t Goto see\n MDoubleSerie:\n\t TNT1 A 0 A_PlaySoundEx(\"missile1charge\",\"SoundSlot5\")\n\t TNT1 A 0 A_FaceTarget\n\t AZEA D 5 A_SpawnItemEx(\"SatyrLordMissileDual1Fake\",10,-20,60,0,0,0,32)\n\t AZEA E 5 A_SpawnItemEx(\"SatyrLordMissileDual1Fake\",10,-9,46,0,0,0,32)\n\t AZEA F 6 A_SpawnItemEx(\"SatyrLordMissileDual1Fake\",10,4,28,0,0,0,32)\n\t TNT1 A 0 A_PlaySoundEx(\"missile2charge\",\"SoundSlot6\")\n\t TNT1 A 0 A_FaceTarget\n\t AZEA A 5 A_SpawnItemEx(\"SatyrLordMissileDual2Fake\",10,20,60,0,0,0,32)\n\t AZEA B 5 A_SpawnItemEx(\"SatyrLordMissileDual2Fake\",10,9,46,0,0,0,32)\n\t AZEA C 6 A_SpawnItemEx(\"SatyrLordMissileDual2Fake\",10,-4,28,0,0,0,32)\n\t TNT1 A 0 A_PlaySound(\"Goat/Attack\")\n\t TNT1 A 0 A_FaceTarget\n\t AZEA D 5 A_CustomMissile(\"SatyrLordMissileDual1Real\",60,-20,0)\n\t AZEA E 5 A_CustomMissile(\"SatyrLordMissileDual1Real\",46,-9,0)\n\t AZEA F 6 A_CustomMissile(\"SatyrLordMissileDual1Real\",28,4,0)\n\t TNT1 A 0 A_PlaySound(\"Goat/Attack\")\n\t TNT1 A 0 A_FaceTarget\n\t AZEA A 5 A_CustomMissile(\"SatyrLordMissileDual2Real\",60,20,0)\n\t AZEA B 5 A_CustomMissile(\"SatyrLordMissileDual2Real\",46,9,0)\n\t AZEA C 6 A_CustomMissile(\"SatyrLordMissileDual2Real\",28,-4,0)\n\t Goto see\n Melee:\n\t TNT1 A 0 A_Jump(128,\"Melee2\")\n\t TNT1 A 0 A_PlaySound(\"Goat/Attack\")\n\tAZEA AB 7 A_FaceTarget\n AZEA C 7 A_MeleeAttack\n\t Goto See\n Melee2:\n\t TNT1 A 0 A_PlaySound(\"Goat/Attack\")\n AZEA DE 7 A_FaceTarget\n AZEA F 7 A_MeleeAttack\n Goto See\n Pain:\n \tTNT1 A 0 A_Jump(64,\"Paincounteratk\")\n AZEP A 2\n AZEP A 6 A_Pain\n Goto See\n Paincounteratk:\n \tAZEP A 2\n AZEP A 2 A_Pain\n\t TNT1 A 0 HealThing(random(10,180))\n\t AZEP A 1 A_CustomMissile(\"SLGroundFire\",0,0,0)\n\t AZEP A 1 A_CustomMissile(\"SLGroundFire\",0,0,45)\n\t AZEP A 1 A_CustomMissile(\"SLGroundFire\",0,0,-45)\n\t AZEP A 1 A_CustomMissile(\"SLGroundFire\",0,0,90)\n\t AZEP A 1 A_CustomMissile(\"SLGroundFire\",0,0,-90)\n\t AZEP A 1 A_CustomMissile(\"SLGroundFire\",0,0,135)\n\t AZEP A 1 A_CustomMissile(\"SLGroundFire\",0,0,-135)\n\t AZEP A 1 A_CustomMissile(\"SLGroundFire\",0,0,180)\n\t AZEP A 4\n Goto See\n Pain.Stunner:\n AZEP A 2 A_ChangeFlag(\"NoPain\", 1)\n AZEP A 300 A_Pain\n AZEP A 0 A_ChangeFlag(\"NoPain\", 0)\n goto See\n Death.DukeIce:\n TNT1 A 0 A_PlaySound(\"duke/enemyfreeze\")\n TNT1 A 0 A_GiveInventory(\"FreezethrowerWeakness\")\n TNT1 A 0 A_Jump(218,\"Ice\")\n TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n\n Ice:\n Death.HexenIce:\n\n Death.Ice:\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 48)\n TNT1 A 0 A_NoBlocking\n AZEP A 0 A_GenericFreezeDeath\n AZEP A 70 A_UnsetSolid\n AZEP A 0 A_IceGuyDie\n AZEP A 1 A_IceGuyDie\n TNT1 A -1\n stop\n Death.ZorchPistol:\n Death.Zorch:\n Death.ZorchKamikaze:\n Death.PhasingZorch:\n Death.ZorchSpectral:\n\tTNT1 A 0 A_Stop\n TNT1 A 0 A_GiveToTarget(\"AwardItem\", 48)\n TNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n TNT1 A 0 A_ChangeFlag(\"DONTGIB\",1)\n TNT1 A 0 A_PlaySoundEx(\"chex/zorch\",\"soundslot5\",0,0)\n AZED A 4 A_SpawnItem(\"ZorchEffectBig\")\n AZED AAAAAAAAAAAA 4 Bright A_Fadeout(0.1)\n Stop\n Death.DukeDamage:\n Death.MightyBoot:\n Death.DukeExplosive:\n Death.DukePistol:\n TNT1 A 0 A_GiveToTarget(\"DukeBossKillTaunt\",1)\n Death:\n TNT1 A 0 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,11)\n TNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n TNT1 A 0 A_GiveToTarget(\"AwardItem\", 48)\n AZED A 5\n AZED B 5 A_Scream\n AZED C 5\n AZED D 4 A_Fall\n AZED E 4\n AZED F 3\n AZED G 3000\n AZED GGGGGGGGGGGG 2 A_FadeOut(0.1)\n Stop\n\n\tDeathBrutal:\n TNT1 A 0\n TNT1 AA 0 A_SpawnItemEx(\"RedMistTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-200,200)/100.00,random(-200,200)/100.00,random(300,800)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTinier\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTiny\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"RedMistIntenseTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-350,350)/100.00,random(-350,350)/100.00,random(300,700)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound2\",0,0,0,0,0,0,0,160) // Apparently A_PlaySound doesn't work, so I have to spawn the item. Weird!\n goto Death+1\n\n DeathHappyfun:\n TNT1 A 0\n TNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n TNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 A 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n goto Death+1\n }\n}\n\nactor SLGroundFire\n{\n\tProjectile\n\tSpeed 16\n\tDamage 3\n\t+RIPPER\n\tDamageType \"Normal\"\n\tScale 0.4\n\t+FLOORHUGGER\n\tSeeSound \"groundfirestart\"\n\tRenderStyle Add\n\tAlpha 0.9\n\tDecal Scorch\n\tStates\n\t{\n\tSpawn:\n\t\tFX03 B 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 C 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 D 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 E 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 F 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 G 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 H 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 I 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 J 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 K 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 L 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 M 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 N 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 O 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 P 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 Q 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 R 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 S 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 T 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 U 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 V 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 W 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 X 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 Y 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor SLGFXtraSpawner\n{\n\t+NOCLIP\n\tRenderStyle None\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tPLAY AAA 0 A_SpawnItemEx(\"SLGFXtra\",0,0,0,random(3,-3),random(3,-3),random(3,-3),0)\n\t\tStop\n\t}\n}\n\nActor SLGFXtra\n{\n\tProjectile\n\tDamage 0\n\t+NOCLIP\n\tSpeed 0\n\tRadius 1\n\t+DONTBLAST\n\tHeight 1\n\tScale 0.09\n\tRenderStyle Add\n\tStates\n\t{\n\tSpawn:\n\t\tSTAR P 3 Bright\n\t\tSTAR P 0 A_Jump(128,1)\n\t\tLoop\n\t\tSTAR P 3 Bright\n\t\tSTAR P 1 Bright A_FadeOut\n\t\tWait\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\n//*************************************************\n//*************************************************\nActor SatyrLordMissile1 : FastProjectile\n{\n\tProjectile\n\tRadius 8\n\tHeight 16\n\tSpeed 66\n\tDamage 19\n\tDamageType \"Normal\"\n\tScale 0.65\n\tRenderStyle Add\n\tSeeSound \"redballbsee\"\n\tDeathSound \"redballbdeth\"\n\tTranslation \"192:207=172:191\"\n\tDecal PlasmaScorchLower\n\tStates\n\t{\n\tSpawn:\n\t\tANFB A 1 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB A 0 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB A 1 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB A 0 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB A 1 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB A 0 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB B 1 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB B 0 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB B 1 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB B 0 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB B 1 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB B 0 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB C 1 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB C 0 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB C 1 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB C 0 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB C 1 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB C 0 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tLoop\n\tDeath:\n\t\tANFB DEFG 3 Bright\n\t\tStop\n\t}\n}\n\nActor SLM1Trail\n{\n\tProjectile\n\t-NOGRAVITY\n\tGravity 0.4\n\t+NOCLIP\n\tDamage 0\n\tRenderStyle Add\n\tAlpha 0.8\n\tScale 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 ThrustThingZ(0,random(-4,8),0,1)\n\t\tSHTR ABCDDE 3 Bright\n\t\tSHTR F 1 Bright A_FadeOut(0.1)\n\t\tWait\n\t}\n}\n\n//*************************************************\n//*************************************************\nActor SatyrLordMissile2\n{\n\tSpeed 12\n\tdamage 15\n\tDamageType \"Normal\"\n\tscale 0.35\n\tradius 6\n\theight 12\n\tRENDERSTYLE ADD\n\tAlpha 0.75\n\tPROJECTILE\n\t+SEEKERMISSILE\n\tseesound \"whiteballbsee\"\n\tdeathsound \"whiteballbdeth\"\n\tstates\n\t{\n\tSpawn:\n\t\tPSMM A 2 Bright A_SeekerMissile(10,25)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SLM2Trail\",0,0,0,0,0,0,0,128)\n\t\tPSMM A 2 Bright A_SeekerMissile(10,25)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SLM2Trail\",0,0,0,0,0,0,0,128)\n\t\tPSMM B 2 Bright A_SeekerMissile(10,25)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SLM2Trail\",0,0,0,0,0,0,0,128)\n\t\tPSMM B 2 Bright A_SeekerMissile(10,25)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SLM2Trail\",0,0,0,0,0,0,0,128)\n\t\tPSMM C 2 Bright A_SeekerMissile(10,25)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SLM2Trail\",0,0,0,0,0,0,0,128)\n\t\tPSMM C 2 Bright A_SeekerMissile(10,25)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SLM2Trail\",0,0,0,0,0,0,0,128)\n\t\tPSMM D 2 Bright A_SeekerMissile(10,25)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SLM2Trail\",0,0,0,0,0,0,0,128)\n\t\tPSMM E 2 Bright A_SeekerMissile(10,25)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SLM2Trail\",0,0,0,0,0,0,0,128)\n\t\tPSMM F 2 Bright A_SeekerMissile(10,25)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SLM2Trail\",0,0,0,0,0,0,0,128)\n\t\tgoto Spawn+12\n\tDeath:\n\t\tPSMM GGHHIIJJKKLLMM 2 Bright A_FadeOut(0.05)\n\t\tstop\n\t}\n}\n\nActor SLM2Trail\n{\n\tProjectile\n\t+NOCLIP\n\tDamage 0\n\tRenderStyle Add\n\tAlpha 0.45\n\tScale 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tPUF2 BDFHJLNPRTVXZ 1\n\t\tPUF3 B 1 A_FadeOut(0.2)\n\t\tWait\n\t}\n}\n\n//*************************************************\n//*************************************************\nActor SatyrLordMissileDual1Fake\n{\n\tProjectile\n\tSpeed 0\n\tScale 0.34\n\tRenderStyle Add\n\tSeeSound \"waitingballsspawn\"\n\tStates\n\t{\n\tSpawn:\n\t\tMSP2 ABCD 2\n\t\tMSP2 ABCD 2\n\t\tMSP2 ABCD 2\n\t\tMSP2 ABCD 2\n\t\tStop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\nActor SatyrLordMissileDual1Real : FastProjectile\n{\n\tProjectile\n\tSpeed 56\n\tScale 0.34\n\tRenderStyle Add\n\tDamage 16\n\tDamageType \"Normal\"\n\tRadius 6\n\theight 12\n\tSeeSound \"redballssee\"\n\tDeathSound \"redballsdeth\"\n\tDecal DoomImpScorch\n\tStates\n\t{\n\tSpawn:\n\t\tMSP2 A 1 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tMSP2 A 1 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tMSP2 B 1 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tMSP2 B 1 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tMSP2 C 1 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tMSP2 C 1 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tMSP2 D 1 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tMSP2 D 1 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tLoop\n\tDeath:\n\t\tMSP1 G 2 A_Explode(64,128,0)\n\t\tMSP1 HIJKLMNO 2\n\t\tStop\n\t}\n}\n\nActor SLMD1RTrail\n{\n\tProjectile\n\t-NOGRAVITY\n\tGravity 0.4\n\t+NOCLIP\n\tDamage 0\n\tRenderStyle Add\n\tAlpha 0.8\n\tScale 0.3\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 ThrustThingZ(0,random(-3,5),0,1)\n\t\tSHTR ABCDDE 3 Bright\n\t\tSHTR F 1 Bright A_FadeOut(0.1)\n\t\tWait\n\t}\n}\n\nActor SatyrLordMissileDual2Fake\n{\n\tProjectile\n\tSpeed 0\n\tScale 0.8\n\tRenderStyle Add\n\tAlpha 0.75\n\tSeeSound \"waitingballsspawn\"\n\tTranslation \"112:127=80:111\"\n\tStates\n\t{\n\tSpawn:\n\t\tCSSF DEDE 2 Bright\n\t\tCSSF DEDE 2 Bright\n\t\tCSSF DEDE 2 Bright\n\t\tCSSF DEDE 2 Bright\n\t\tStop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\nActor SatyrLordMissileDual2Real\n{\n\tProjectile\n\tSpeed 10\n\tRadius 6\n\tDamage 12\n\tDamageType \"Normal\"\n\tScale 0.8\n\tRenderStyle Add\n\tAlpha 0.75\n\t+SeekerMissile\n\tTranslation \"112:127=80:111\"\n\tSeeSound \"whiteballssee\"\n\tDeathSound \"whiteballsdeth\"\n\theight 12\n\tDecal PlasmaScorchLower\n\tStates\n\t{\n\tSpawn:\n\t\tCSSF D 1 Bright A_SeekerMissile(5,10)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"SLMD2RTrail\",random(5,-5),0,random(5,-5),0,0,0,0,128)\n\t\tCSSF D 1 Bright A_SeekerMissile(5,10)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"SLMD2RTrail\",random(5,-5),0,random(5,-5),0,0,0,0,128)\n\t\tCSSF E 1 Bright A_SeekerMissile(5,10)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"SLMD2RTrail\",random(5,-5),0,random(5,-5),0,0,0,0,128)\n\t\tCSSF E 1 Bright A_SeekerMissile(5,10)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"SLMD2RTrail\",random(5,-5),0,random(5,-5),0,0,0,0,128)\n\t\tLoop\n\tDeath:\n\t\tCSSF GHI 4 Bright\n\t\tCSSF I 1 Bright A_FadeOut\n\t\tWait\n\t}\n}\n\nActor SLMD2RTrail\n{\n\tProjectile\n\t+BOSS\n\tSpeed 0\n\tDamage 0\n\t+NOCLIP\n\tRenderStyle Add\n\tAlpha 0.5\n\tScale 0.25\n\tStates\n\t{\n\tSpawn:\n\t\tPUF2 BCDEFGHIJKL 1\n\t\tPUF2 L 1 A_FadeOut(0.2)\n\t\tWait\n\t}\n}\n\n//===========================================================================\n//\n// Satyr\n//\n// by: Nanami\n// New Sprites and additional scripting by: Vader\n//\n//===========================================================================\n\nactor Satyr 3109\n{\n PainChance \"Stunner\", 192\n PainChance \"MightyBoot\", 255\n DamageFactor \"DragonClaw\", 1.5\n DamageFactor \"CorvusCrossbow\", 1.1\n Health 400\n Radius 18\n Height 48\n Scale 0.75\n Speed 8\n PainChance 50\n Mass 350\n MONSTER\n +FLOORCLIP\n +NOICEDEATH\n SeeSound \"satyr/sight\"\n PainSound \"knight/pain\"\n DeathSound \"satyr/death\"\n ActiveSound \"knight/active\"\n MeleeSound \"baron/melee\"\n HitObituary \"%o was mauled by a satyr.\"\n MeleeDamage 8\n States\n {\n Spawn:\n STYR AB 10 A_Look\n Loop\n See:\n STYR AABBCCDD 3 A_Chase\n Loop\n Melee:\n STYR EF 5 A_FaceTarget\n STYR G 6 A_MeleeAttack\n STYR PQ 5 A_FaceTarget\n STYR R 6 A_MeleeAttack\n Goto See\n Pain:\n STYR H 2\n STYR H 2 A_Pain\n Goto See\n Raise:\n Stop\n Pain.Stunner:\n STYR H 2 A_ChangeFlag(\"NoPain\", 1)\n STYR H 300 A_Pain\n STYR H 0 A_ChangeFlag(\"NoPain\", 0)\n goto See\n Pain.MightyBoot:\n TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n STYR H 2 A_FaceTarget\n TNT1 A 0 A_Recoil(12)\n STYR H 16 A_Pain\n\tgoto See\n Death.DukeIce:\n TNT1 A 0 A_PlaySound(\"duke/enemyfreeze\")\n TNT1 A 0 A_GiveInventory(\"FreezethrowerWeakness\")\n TNT1 A 0 A_Jump(218,\"Ice\")\n TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n\n Ice:\n Death.HexenIce:\n\n Death.Ice:\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 10)\n TNT1 A 0 A_NoBlocking\n STYR A 0 A_GenericFreezeDeath\n STYR A 70 A_UnsetSolid\n STYR A 0 A_IceGuyDie\n STYR A 1 A_IceGuyDie\n TNT1 A -1\n stop\n Death.ZorchPistol:\n Death.Zorch:\n\tTNT1 A 0 A_Stop\n TNT1 A 0 A_GiveToTarget(\"AwardItem\", 10)\n TNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n TNT1 A 0 A_ChangeFlag(\"DONTGIB\",1)\n TNT1 A 0 A_PlaySoundEx(\"chex/zorch\",\"soundslot5\",0,0)\n STYR H 4 A_SpawnItem(\"ZorchEffectSmall\")\n STYR HHHHHHHHHHHH 4 Bright A_Fadeout(0.1)\n Stop\n Death.DukeExplosive:\n Death.DukeDamage:\n Death.DukePistol:\n TNT1 A 0 A_Jump(218,\"Death\")\n TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n goto Death\n Death.MightyBoot:\n TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n TNT1 A 0 A_Jump(64,\"Death\")\n TNT1 A 0 A_GiveToTarget(\"DukeBootTaunt\",1)\n goto Death\n Death:\n\tTNT1 A 0 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,11)\n STYR I 0 A_GiveToTarget(\"KillCount\",1)\n\tSTYR I 0 A_GiveToTarget(\"AwardItem\",10)\n STYR I 5\n STYR J 5 A_Scream\n STYR K 6\n STYR L 7 A_Fall\n STYR M 4\n STYR N 4\n STYR O 3000\n\tSTYR OOOOOOOOOOOO 4 A_FadeOut(0.1)\n Stop\n Raise:\n\tStop\n\n\tDeathBrutal:\n TNT1 A 0\n TNT1 AA 0 A_SpawnItemEx(\"RedMistTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-200,200)/100.00,random(-200,200)/100.00,random(300,800)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTinier\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTiny\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"RedMistIntenseTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-350,350)/100.00,random(-350,350)/100.00,random(300,700)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound2\",0,0,0,0,0,0,0,160) // Apparently A_PlaySound doesn't work, so I have to spawn the item. Weird!\n goto Death+1\n\n DeathHappyfun:\n TNT1 A 0\n TNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n TNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 A 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n goto Death+1\n }\n}"
},
{
"source": "pk3",
"name": "decorate/game_strnghld/bigboss.txt",
"contents": "ACTOR STBoss 32767\n{\n//$Category Stronghold_Monsters\n\tGame Doom\n\tHealth 100000\n\tRadius 48\n\tHeight 128\n\tScale 2.0\n\tMass 50000\n\tSpeed 6\n\tPainChance 1\n\tMinMissileChance 32\n\tMeleeRange 128\n\tMonster\n\tDamageFactor \"CorvusCrossbow\", 1.15\n\tDamageFactor \"DragonClaw\", 1.6\n\tDamageFactor \"STBoss\", 0.01\n\tDamageFactor \"STBossFactor\", 0.05\n\tDamageFactor \"Animate\", 0.05\n\tDamageFactor \"HexenIce\", 2.5\n\tDamageFactor \"DukeIce\", 2.5\n\tDamageFactor \"Wraithverge\", 12.0\n\tPainChance \"MightyBoot\", 256\n\t//DropItem \"SpiritBoss\"\n\t+FLOORCLIP\n\t//A couple boss flags\n\t+BOSSDEATH +NORADIUSDMG +BOSS +NOICEDEATH +DONTRIP +DONTMORPH //Nice try, Morph ovum users.\n\t//Extremely aggressive\n\t+MISSILEMORE +MISSILEEVENMORE +LOOKALLAROUND\n\t//Very Persistent\n\t+NOTIMEFREEZE +NOBLOCKMONST\n\t//Exempt from infighting\n\t+NOTARGET +NOINFIGHTING\n\t//Easily Distracted, to make him easier.\n\t+QUICKTORETALIATE\n\t//Cannot be hurt\n\t+NOPAIN +NODAMAGE\n\tSeeSound \"\"\n\tPainSound \"baron/pain\"\n\tDeathSound \"\"\n\tActiveSound \"baron/active\"\n\tTranslation \"16:47=32:47\", \"48:79=32:47\", \"112:127=160:167\"\n\tObituary \"\\c[E7]%o \\c[E7]couldn't evade the wrath of Mephistopheles.\"\n\tStates\n\t{\n\tSpawn:\n\t\tBOSS A 1 A_Look\n\t\tloop\n\n\tHeal:\n\t\tBOSS H 0\n\tSee:\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NODAMAGE\",0)\n\t\tBOSS A 0 A_JumpIfHealthLower(10000,\"CallingOfTheDamned\")\n\t\tBOSS A 0 A_JumpIfInventory(\"Clip\",50,\"LongTeleport\")\n\t\tBOSS A 0 NoiseAlert(0,0)\n\t\tBOSS A 0 A_Jump(5,\"Necromancy\")\n\t\tBOSS A 0 A_Jump(16, \"Teleport\")\n\t\tBOSS AAAAAABBBBBBCCCCCCDDDDDD 1 A_VileChase\n\t\tLoop\n\tNecromancy:\n\t\tBOSS A 1 A_JumpIfHealthLower(10000,\"CallingOfTheDamned\")\n\t\tBOSS A 0 A_JumpIfInventory(\"Clip\",50,\"LongTeleport\")\n\t\tBOSS A 0 A_Jump(15,\"RaiseArmy\")\n\t\tBOSS A 0 A_Jump(45,\"SpiritAttack\")\n\t\tBOSS A 0 A_Jump(5,\"Haunting\")\n\t\tBOSS A 0 A_VileChase\n\t\tLoop\n\tTeleport:\n\t\tBOSS A 0 A_JumpIfHealthLower(10000,\"CallingOfTheDamned\")\n\t\tBOSS A 0 A_JumpIfInventory(\"Clip\",50,\"LongTeleport\")\n\t\tBOSS A 1 A_FaceTarget\n \t\tBOSS A 3\n \t\tBOSS A 3 BRIGHT\n \t\tBOSS A 0 A_UnSetShootable\n \t\tBOSS A 1 A_PlaySound(\"pyro/tele\")\n \t\tBOSS A 1 A_SetTranslucent(0.90)\n \t\tBOSS A 1 A_SetTranslucent(0.80)\n \t\tBOSS A 1 A_SetTranslucent(0.70)\n \t\tBOSS A 1 A_SetTranslucent(0.60)\n \t\tBOSS A 1 A_SetTranslucent(0.50)\n \t\tBOSS A 1 A_SetTranslucent(0.40)\n \t\tBOSS A 1 A_SetTranslucent(0.30)\n \t\tBOSS A 1 A_SetTranslucent(0.20)\n \t\tBOSS A 1 A_SetTranslucent(0.10)\n\t\t//BOSS A 1 A_Changeflag(\"NOGRAVITY\", 1)\n\t\t//BOSS A 1 A_Changeflag(\"FLOAT\", 1)\n \t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n \t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_ExtChase(0,0,1,1)\n \t\tBOSS A 1 A_PlaySound(\"pyro/tele\")\n \t\tBOSS A 1 A_SetTranslucent(0.10)\n \t\tBOSS A 1 A_SetTranslucent(0.20)\n \t\tBOSS A 1 A_SetTranslucent(0.30)\n \t\tBOSS A 1 A_SetTranslucent(0.40)\n \t\tBOSS A 1 A_SetTranslucent(0.50)\n \t\tBOSS A 1 A_SetTranslucent(0.60)\n \t\tBOSS A 1 A_SetTranslucent(0.70)\n \t\tBOSS A 1 A_SetTranslucent(0.80)\n \t\tBOSS A 1 A_SetTranslucent(0.90)\n \t\tBOSS A 1 A_SetTranslucent(1.0)\n \t\tBOSS A 0 A_SetShootable\n\t\t//BOSS A 1 A_Changeflag(\"FLOAT\", 0)\n\t\t//BOSS A 1 A_Changeflag(\"NOGRAVITY\", 0)\n\t\tBOSS A 0 A_Jump(32, \"FireMissile\")\n\t\tBOSS A 0 A_JumpIfCloser(1024, \"See\")\n\t\tLoop\n\tLongTeleport:\n\t\tBOSS A 0 A_TakeInventory(\"Clip\",999)\n\t\tBOSS A 1 A_FaceTarget\n \t\tBOSS A 3\n \t\tBOSS A 3 BRIGHT\n \t\tBOSS A 0 A_UnSetShootable\n \t\tBOSS A 1 A_PlaySound(\"pyro/tele\")\n \t\tBOSS A 1 A_SetTranslucent(0.90)\n \t\tBOSS A 1 A_SetTranslucent(0.80)\n \t\tBOSS A 1 A_SetTranslucent(0.70)\n \t\tBOSS A 1 A_SetTranslucent(0.60)\n \t\tBOSS A 1 A_SetTranslucent(0.50)\n \t\tBOSS A 1 A_SetTranslucent(0.40)\n \t\tBOSS A 1 A_SetTranslucent(0.30)\n \t\tBOSS A 1 A_SetTranslucent(0.20)\n \t\tBOSS A 1 A_SetTranslucent(0.10)\n\t\t//BOSS A 1 A_Changeflag(\"NOGRAVITY\", 1)\n\t\t//BOSS A 1 A_Changeflag(\"FLOAT\", 1)\n\t\tBOSS A 1 A_Changeflag(\"SOLID\", 0)\n\t\tBOSS A 0 A_TakeInventory(\"Clip\",999)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Wander\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"STBossAttack5\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"STBossAttack5\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"STBossAttack5\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"STBossAttack5\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Wander\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"STBossAttack5B\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"STBossAttack5B\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"SpiritCaller\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"SpiritCaller\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Wander\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"STBossAttack5B\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"STBossAttack5B\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"SpiritCaller\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"SpiritCaller\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Wander\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"STBossAttack5B\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"STBossAttack5B\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"SpiritCaller\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"SpiritCaller\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Wander\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"STBossAttack5\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"STBossAttack5\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"STBossAttack5\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"STBossAttack5\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Wander\n\t\tBOSS A 0 A_TakeInventory(\"Clip\",999)\n\t\tBOSS A 1 A_Changeflag(\"SOLID\", 1)\n \t\tBOSS A 1 A_PlaySound(\"pyro/tele\")\n \t\tBOSS A 1 A_SetTranslucent(0.10)\n \t\tBOSS A 1 A_SetTranslucent(0.20)\n \t\tBOSS A 1 A_SetTranslucent(0.30)\n \t\tBOSS A 1 A_SetTranslucent(0.40)\n \t\tBOSS A 1 A_SetTranslucent(0.50)\n \t\tBOSS A 1 A_SetTranslucent(0.60)\n \t\tBOSS A 1 A_SetTranslucent(0.70)\n \t\tBOSS A 1 A_SetTranslucent(0.80)\n \t\tBOSS A 1 A_SetTranslucent(0.90)\n \t\tBOSS A 1 A_SetTranslucent(1.0)\n \t\tBOSS A 0 A_SetShootable\n\t\t//BOSS A 1 A_Changeflag(\"FLOAT\", 0)\n\t\t//BOSS A 1 A_Changeflag(\"NOGRAVITY\", 0)\n\t\tBOSS A 0 A_TakeInventory(\"Clip\",999)\n\t\tGoto FireMissile\n\tFireMissile:\n\t\tBOSS A 0 A_JumpIfHealthLower(10000,\"CallingOfTheDamned\")\n\t\tBOSS A 0 A_Jump(32,\"FireNova\")\n\t\tBOSS A 0 A_Jump(32,\"FireVolley\")\n\t\tBOSS A 0 A_Jump(32,\"FireBall\")\n\t\tBOSS A 0 A_Jump(32,\"ConvergeAttack\")\n\t\tBOSS A 0 A_Jump(32,\"FireSpark\")\n\t\tBOSS A 0 A_Jump(32,\"Eruption\")\n\t\tBOSS A 1 A_VileChase\n\t\tLoop\n\tCallingOfTheDamned:\n\t\tBOSS E 0 A_Changeflag(\"NOPAIN\",1)\n\t\tBOSS E 0 A_JumpIfHealthLower(7500,\"CallingOfTheDamned2\")\n\t\tBOSS E 0 A_AlertMonsters\n\t\tBOSS E 0 A_CustomMissile(\"STBossAttack5B\",64,0,Random(0,360))\n\t\tBOSS E 3 A_FaceTarget\n\t\tBOSS E 0 A_CustomMissile(\"STBossAttack5B\",64,0,Random(0,360))\n\t\tBOSS E 4 A_FaceTarget\n\t\tGoto CallingOfTheDamned+1\n\tCallingOfTheDamned2:\n\t\tBOSS F 0 A_JumpIfHealthLower(5000,\"CallingOfTheDamned3\")\n\t\tBOSS E 0 A_AlertMonsters\n\t\tBOSS F 0 A_CustomMissile(\"EruptionShot\",64,0,Random(0,360))\n\t\tBOSS E 0 A_CustomMissile(\"STBossAttack5B\",64,0,Random(0,360))\n\t\tBOSS E 3 A_FaceTarget\n\t\tBOSS F 0 A_CustomMissile(\"EruptionShot2\",64,0,Random(0,360))\n\t\tBOSS E 0 A_CustomMissile(\"STBossAttack5B\",64,0,Random(0,360))\n\t\tBOSS E 4 A_FaceTarget\n\t\tGoto CallingOfTheDamned2\n\tCallingOfTheDamned3:\n\t\tBOSS G 0 A_JumpIfHealthLower(2500,\"CallingOfTheDamned4\")\n\t\tBOSS G 0 A_AlertMonsters\n\t\tBOSS G 3 A_FaceTarget\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack5B\",64,0,Random(0,360))\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack5B\",64,0,Random(0,360))\n\t\tBOSS G 2 A_FaceTarget\n\t\tBOSS G 0 A_CustomMissile(\"EruptionShot\",64,0,Random(0,360))\n\t\tBOSS G 2 A_FaceTarget\n\t\tBOSS G 0 A_CustomMissile(\"EruptionShot2\",64,0,Random(0,360))\n\t\tBOSS G 3 A_FaceTarget\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack5B\",64,0,Random(0,360))\n\t\tBOSS G 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\t\tBOSS G 2 A_FaceTarget\n\t\tBOSS G 0 A_CustomMissile(\"EruptionShot\",64,0,Random(0,360))\n\t\tBOSS G 2 A_FaceTarget\n\t\tBOSS G 0 A_CustomMissile(\"EruptionShot2\",64,0,Random(0,360))\n\t\tGoto CallingOfTheDamned3\n\tCallingOfTheDamned4:\n\t\tBOSS G 0 A_AlertMonsters\n\t\tBOSS G 1 A_FaceTarget\n\t\tBOSS G 0 A_CustomMissile(\"STFireEffect\",64,0,Random(0,360))\n\t\tBOSS G 2 A_FaceTarget\n\t\tBOSS G 0 A_CustomMissile(\"EruptionShot\",64,0,Random(0,360))\n\t\tBOSS G 2 A_FaceTarget\n\t\tBOSS G 0 A_CustomMissile(\"EruptionShot2\",64,0,Random(0,360))\n\t\tBOSS G 2 A_FaceTarget\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack5B\",64,0,Random(0,360))\n\t\tBOSS G 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\t\tBOSS G 1 A_FaceTarget\n\t\tBOSS G 0 A_CustomMissile(\"RainCometNull\",64,0,Random(0,360))\n\t\tBOSS G 2 A_FaceTarget\n\t\tBOSS G 0 A_CustomMissile(\"EruptionShot\",64,0,Random(0,360))\n\t\tBOSS G 2 A_FaceTarget\n\t\tBOSS G 0 A_CustomMissile(\"EruptionShot2\",64,0,Random(0,360))\n\t\tBOSS G 2 A_FaceTarget\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack5B\",64,0,Random(0,360))\n\t\tBOSS G 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\t\tGoto CallingOfTheDamned4\n\tMelee:\n\t\tBOSS A 0 A_Jump(64,\"Missile\")\n\t\tBOSS A 0 A_JumpIfHealthLower(10000,\"CallingOfTheDamned\")\n\t\tBOSS E 17 A_FaceTarget\n\t\tBOSS F 18 A_FaceTarget\n\t\tBOSS GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 0 A_SpawnItemEx(\"STFireEffect2\", random(-160,160), random(-160,160), 0, 0, 0, 0, 0, 0)\n\t\tBOSS G 35\n\t\tGoto See\n\tMissile:\n\t\tBOSS A 0 A_JumpIfHealthLower(10000,\"CallingOfTheDamned\")\n\t\tBOSS A 0 A_JumpIfInventory(\"Clip\",50,\"LongTeleport\")\n\t\tBOSS A 0 A_Jump(40,\"FireNova\")\n\t\tBOSS A 0 A_Jump(36,\"FireVolley\")\n\t\tBOSS A 0 A_Jump(32,\"FireBall\")\n\t\tBOSS A 0 A_Jump(28,\"ConvergeAttack\")\n\t\tBOSS A 0 A_Jump(24,\"FireSpark\")\n\t\tBOSS A 0 A_Jump(20,\"Eruption\")\n\t\tBOSS A 0 A_Jump(16,\"RaiseArmy\")\n\t\tBOSS A 0 A_Jump(12,\"SpiritAttack\")\n\t\tBOSS A 0 A_Jump(8,\"Haunting\")\n\t\tBOSS A 0 A_Jump(4,\"Hadouken\")\n\t\tBOSS A 1 A_VileChase\n\t\tLoop\n\tFireNova:\n\t\tBOSS EF 3 A_FaceTarget\n//\t\tBOSS G 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack2\",0,0,36,2,4)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack2\",0,0,72,2,4)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack2\",0,0,108,2,4)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack2\",0,0,144,2,4)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack2\",0,0,180,2,4)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack2\",0,0,216,2,4)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack2\",0,0,252,2,4)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack2\",0,0,288,2,4)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack2\",0,0,324,2,4)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack2\",0,0,360,2,4)\n\t\tBOSS G 3 A_FaceTarget\n\t\tGoto Missile\n\tFireVolley:\n\t\tBOSS EF 8 A_FaceTarget\n//\t\tBOSS G 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS GGGGGGGG 2 A_CustomMissile(\"STBossAttack3\")\n\t\tGoto See\n\tFireBall:\n\t\tBOSS EF 4 A_FaceTarget\n//\t\tBOSS G 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack7\",64,0,10)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack7\",64,0,-10)\n\t\tBOSS G 4 A_CustomMissile(\"STBossAttack7\",64,0,0)\n\t\tGoto See\n\tConvergeAttack:\n\t\tBOSS EF 5 A_FaceTarget\n//\t\tBOSS G 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack1\",64,0,20)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack1\",64,0,-20)\n\t\tBOSS G 5 A_CustomMissile(\"STBossAttack1\",64,0,0)\n\t\tGoto See\n\tFireSpark:\n\t\tBOSS EF 8 A_FaceTarget\n\t\tBOSS G 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS G 8 A_CustomMissile(\"STBossAttack9\",0,0,0,2,4)\n\t\tGoto See\n\tEruption:\n\t\tBOSS EF 6 A_FaceTarget\n\t\tBOSS G 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS G 8 A_CustomBulletAttack(0,0,1,0,\"Eruption\")\n\t\tGoto See\n\tRaiseArmy:\n\t\tBOSS H 8 A_FaceTarget\n\t\tBOSS GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 0 A_CustomMissile(\"STBossAttack5\",0,0,random(0,360))\n\t\tGoto See\n\tSpiritAttack:\n\t\tBOSS H 8 A_FaceTarget\n\t\tBOSS AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"STBossAttack4\",0,0,random(0,360))\n\t\tBOSS A 0 A_AlertMonsters\n\t\tGoto See\n\tHaunting:\n\t\tBOSS H 8 A_FaceTarget\n\t\tBOSS AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"STBossAttack6\",0,0,random(0,360))\n\t\tBOSS A 0 A_AlertMonsters\n\t\tGoto See\n\tHadouken:\n\t\tBOSS A 8 A_FaceTarget\n\t\tBOSS A 1 A_Changeflag(\"NOGRAVITY\", 1)\n\t\tBOSS A 0 A_Changeflag(\"INVULNERABLE\", 1)\n\t\tBOSS A 1 ThrustThingZ(0,3,0,0)\n\t\tBOSS AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAEEEEEEEEEEEEEEEEEEEEFFFFFFFFFF 3 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS FFFFFFFFFF 2 A_FaceTarget\n\t\tBOSS AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"RainCometNull\",0,0,Random(0,360))\n\t\tBOSS G 70 A_CustomMissile(\"FinalFlash\",75,0,0)\n\t\tBOSS AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"STBossAttack4\",0,0,random(0,360))\n\t\tBOSS AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"STBossAttack5\",0,0,random(0,360))\n\t\tBOSS G 70 A_Changeflag(\"NOGRAVITY\", 0)\n\t\tBOSS AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"STBossAttack6\",0,0,random(0,360))\n\t\tBOSS AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"STBossAttack5B\",0,0,random(0,360))\n\t\tBOSS G 35 A_Changeflag(\"INVULNERABLE\", 0)\n\t\tGoto See\n\tPain:\n\t\tBOSS H 1 A_Changeflag(\"NOGRAVITY\", 0)\n\t\tBOSS H 1 A_Pain\n\t\tBOSS H 1 A_Changeflag(\"INVULNERABLE\", 0)\n\t\tBOSS A 0 A_JumpIfHealthLower(10000,\"CallingOfTheDamned\")\n\t\tGoto Missile\n\tDeath:\n\t\tBOSS GGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 0 A_CustomMissile(\"SpiritCaller\",0,0,random(0,360))\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS GGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 0 A_CustomMissile(\"SpiritCaller\",0,0,random(0,360))\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS GGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 0 A_CustomMissile(\"SpiritCaller\",0,0,random(0,360))\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS IIIIIIIIIIII 4 A_FadeOut(0.1)\n\t\tStop\n\t}\n}\n\nACTOR STBossAttack1 {\n\t+SEEKERMISSILE\n\tDamageType \"STBossFactor\"\n\tSpeed 20\n\tDamage 12\n\tRadius 12\n\tHeight 12\n\tFastSpeed 35\n\tProjectile\n\tRenderStyle Add\n\tAlpha 1\n\tScale 0.6\n\tTranslation \"112:127=160:167\"\n\t+RANDOMIZE\n\t+NOTIMEFREEZE\n\tSeeSound \"imp/attack\"\n\tDeathSound \"imp/shotx\"\n\tstates\n\t{\n\tSpawn:\n\t\tSTFR A 2 bright A_SpawnItemEx(\"KDBossFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tSTFR A 0 A_SeekerMissile(2,5)\n\t\tSTFR A 2 bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tSTFR A 0 A_SeekerMissile(2,5)\n\t\tloop\n\tDeath:\n\t\tBAL7 C 6 Bright\n\t\tTNT1 A 0 A_Explode(48,256)\n\t\tTNT1 A 0 A_CheckSight(\"NoGen\")\n\t\tTNT1 A 0 A_SpawnItem(\"KDBossSparkGen\", 0, 10, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"KDBossFlameGen\", 0, 10, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"KDBossSmokeGen\", 0, 10, 0)\n\t\tBAL7 DE 6 bright\n\t\tstop\n\tNoGen:\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\tBAL7 C 6 bright A_Explode(48,256,0)\n\t\tBAL7 DE 6 bright\n\t\tStop\n\t}\n}\n\nACTOR Eruption : BulletPuff\n{\n\t+FLOORHUGGER\n\t+NOTIMEFREEZE\n\tVSpeed 0\n\tStates\n {\n Spawn:\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 90), 0, 128 | 8, 0)\n TNT1 AAAAA 1 A_SpawnItemEx(\"STBossDropFire\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 90), 0, 128 | 8, 0)\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 90), 0, 128 | 8, 0)\n TNT1 AAAAA 1 A_SpawnItemEx(\"STBossDropFire\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 90), 0, 128 | 8, 0)\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n TNT1 A 1\n Stop\n }\n}\n\nACTOR EruptionShot\n{\n\t+NOTIMEFREEZE\n\tDamageType \"STBossFactor\"\n\tSpeed 20\n\tDamage 4\n\tRadius 24\n\tHeight 32\n\tFastSpeed 35\n\tProjectile\n\tRenderStyle Add\n\tAlpha 1\n\tScale 1\n\tTranslation \"112:127=160:167\"\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"imp/shotx\"\n\tstates\n\t{\n\tSpawn:\n\t\tSTFR A 1 bright //A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tloop\n\tDeath:\n\t\tBAL7 C 0\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\t//BAL7 C 0 A_SpawnItem(\"KDBossSmokeGen\", 0, 0, 0)\n\t\t//BAL7 C 0 A_SpawnItem(\"KDBossSparkGen\", 0, 0, 0)\n\t\tBAL7 C 6 bright A_Explode(16,256,0)\n\t\tBAL7 DE 6 bright\n\t\tstop\n\t}\n}\nACTOR EruptionShot2 : EruptionShot\n{\n\tstates\n\t{\n\tSpawn:\n\t\tSTFR B 1 bright //A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tloop\n\t}\n}\n/*\nACTOR EruptionA\n{\n\tDamageType \"STBossFactor\"\n\tSpeed 20\n\tDamage 16\n\tRadius 16\n\tHeight 16\n\tFastSpeed 35\n\tProjectile\n\tRenderStyle Add\n\tAlpha 1\n\tScale 1\n\tTranslation \"112:127=160:167\"\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"imp/shotx\"\n\tstates\n\t{\n\tSpawn:\n\t\tSTFR B 1 bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tloop\n\tDeath:\n\t\tBAL7 C 0\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossSmokeGen\", 0, 0, 0)\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossSparkGen\", 0, 0, 0)\n\t\tBAL7 C 6 bright A_Explode(64,256,0)\n \t\tBAL7 CCCCCCCCCCCC 0 Bright A_CustomMissile(\"EruptionB\",random(8,24),0,random(0,360),2,random(0,90))\n\t\tBAL7 DE 6 bright\n\t\tstop\n\t}\n}\n\nACTOR EruptionB\n{\n\tDamageType \"STBossFactor\"\n\tSpeed 20\n\tDamage 12\n\tRadius 16\n\tHeight 16\n\tFastSpeed 35\n\tProjectile\n\tRenderStyle Add\n\tAlpha 1\n\tScale 0.75\n\t-NOGRAVITY\n\tTranslation \"112:127=160:167\"\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"imp/shotx\"\n\tstates\n\t{\n\tSpawn:\n\t\tSTFR B 1 bright A_SpawnItemEx(\"KDBossFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tloop\n\tDeath:\n\t\tBAL7 C 0\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossSmokeGen\", 0, 0, 0)\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossSparkGen\", 0, 0, 0)\n\t\tBAL7 C 6 bright A_Explode(48,256,0)\n \t\tBAL7 CCCCCCCC 0 Bright A_CustomMissile(\"EruptionC\",random(8,24),0,random(0,360),2,random(0,60))\n\t\tBAL7 DE 6 bright\n\t\tstop\n\t}\n}\nACTOR EruptionC\n{\n\tDamageType \"STBossFactor\"\n\tSpeed 20\n\tDamage 8\n\tRadius 16\n\tHeight 16\n\tFastSpeed 35\n\tProjectile\n\tRenderStyle Add\n\tAlpha 1\n\tScale 0.5\n\t-NOGRAVITY\n\tTranslation \"112:127=160:167\"\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"imp/shotx\"\n\tstates\n\t{\n\tSpawn:\n\t\tSTFR A 1 bright A_SpawnItemEx(\"KDBossFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tloop\n\tDeath:\n\t\tBAL7 C 0\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossSmokeGen\", 0, 0, 0)\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossSparkGen\", 0, 0, 0)\n\t\tBAL7 C 6 bright A_Explode(32,256,0)\n\t\tBAL7 DE 6 bright\n\t\tstop\n\t}\n}\n*/\nACTOR STBossAttack2 {\n\tDamageType \"STBossFactor\"\n\tSpeed 20\n\tDamage 1\n\tRadius 24\n\tHeight 24\n\tFastSpeed 35\n\tProjectile\n\t+RIPPER\n\t+NOTIMEFREEZE\n\t+RANDOMIZE\n\tRenderStyle Add\n\tAlpha 1\n\tScale 4.0\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"vile/firecrkl\"\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-40, 40), Random(-40, 40), Random(0, 20), MomX, MomY, 0.1 * Random(-2, 80), 0, 128 | 8, 0)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_CheckSight(\"NoGen\")\n\t\tTNT1 A 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\t//TNT1 A 0 A_SpawnItem(\"KDBossSmokeGen\", 0, 0, 0)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"KDBossBiggerSmoke\", Random(-40, 40), Random(-40, 40), Random(0, 20), MomX, MomY, 0.1 * Random(-2, 80), 0, 128 | 8, 0)\n\t\tFIRE CCBBCCBBCCBDCCDDCCDDEEDDEEDDEEFFEEFFEEFFGGHHGGHHGGHH 1 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tstop\n\tNoGen:\n\t\tFIRE CCBBCCBBCCBDCCDDCCDDEEDDEEDDEEFFEEFFEEFFGGHHGGHHGGHH 1 bright //A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tstop\n\t}\n}\nACTOR STBossAttack3 {\n\tDamageType \"STBossFactor\"\n\tSpeed 20\n\tDamage 8\n\tRadius 18\n\tHeight 18\n\tFastSpeed 35\n\tProjectile\n\tRenderStyle Add\n\tAlpha 1\n\tScale 0.5\n\tTranslation \"112:127=160:167\"\n\t+RANDOMIZE\n\t+RIPPER\n\t+NOTIMEFREEZE\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"imp/shotx\"\n\tstates\n\t{\n\tSpawn:\n\t\tSTFR A 1 bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tloop\n\tDeath:\n\t\tBAL7 C 0\n\t\tTNT1 A 0 A_CheckSight(\"NoGen\")\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossSmokeGen\", 0, 0, 0)\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossSparkGen\", 0, 0, 0)\n\t\tBAL7 C 6 bright A_Explode(32,256,0)\n\t\tBAL7 DE 6 bright\n\t\tstop\n\tNoGen:\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\tBAL7 C 6 bright A_Explode(32,256,0)\n\t\tBAL7 DE 6 bright\n\t\tStop\n\t}\n}\n\nACTOR STBossAttack4 {\n\tTranslation Ice\n\tRenderStyle Add\n\tAlpha 1.0\n\t+NOTIMEFREEZE +SHOOTABLE +LOOKALLAROUND +NOPAIN -ISMONSTER -SOLID -FRIENDLY\n\tRadius 16\n\tHeight 16\n\tHealth 1\n\tSpeed 20\n\tReactionTime 2\n\tstates\n\t{\n\tSpawn:\n\t\tSKUL A 0 BRIGHT A_JumpIfInventory(\"Clip\",1,\"Looking\")\n\t\tSKUL A 0 BRIGHT A_GiveInventory(\"Clip\",15)\n\tLooking:\n\t\tSKUL A 0 BRIGHT A_TakeInventory(\"Clip\",1)\n\t\tSKUL A 0 BRIGHT A_JumpIfInventory(\"Clip\",1,1)\n\t\tGoto Death\n\t\tSKUL A 0 BRIGHT A_Wander\n\t\tSKUL A 1 BRIGHT A_Look\n\t\tSKUL A 0 BRIGHT A_Wander\n\t\tSKUL A 1 BRIGHT A_Look\n\t\tSKUL A 0 BRIGHT A_Wander\n\t\tSKUL A 1 BRIGHT A_Look\n\t\tSKUL A 0 BRIGHT A_Wander\n\t\tSKUL A 1 BRIGHT A_Look\n\t\tSKUL B 0 BRIGHT A_Wander\n\t\tSKUL B 1 BRIGHT A_Look\n\t\tSKUL B 0 BRIGHT A_Wander\n\t\tSKUL B 1 BRIGHT A_Look\n\t\tSKUL B 0 BRIGHT A_Wander\n\t\tSKUL B 1 BRIGHT A_Look\n\t\tSKUL B 0 BRIGHT A_Wander\n\t\tSKUL B 1 BRIGHT A_Look\n\t\tloop\n\tSee:\n\t\tSKUL A 0 BRIGHT A_TakeInventory(\"Clip\",1)\n\t\tSKUL A 0 BRIGHT A_JumpIfInventory(\"Clip\",1,1)\n\t\tGoto Death\n\t\tSKUL A 0 BRIGHT A_Wander\n\t\tSKUL A 1 BRIGHT A_Chase(\"Melee\",0, CHF_FASTCHASE | CHF_RESURRECT )\n\t\tSKUL A 0 BRIGHT A_Wander\n\t\tSKUL A 1 BRIGHT A_Chase(\"Melee\",0, CHF_FASTCHASE | CHF_RESURRECT )\n\t\tSKUL A 0 BRIGHT A_Wander\n\t\tSKUL A 1 BRIGHT A_Chase(\"Melee\",0, CHF_FASTCHASE | CHF_RESURRECT )\n\t\tSKUL A 0 BRIGHT A_Wander\n\t\tSKUL A 1 BRIGHT A_Chase(\"Melee\",0, CHF_FASTCHASE | CHF_RESURRECT )\n\t\tSKUL B 0 BRIGHT A_Wander\n\t\tSKUL B 1 BRIGHT A_Chase(\"Melee\",0, CHF_FASTCHASE | CHF_RESURRECT )\n\t\tSKUL B 0 BRIGHT A_Wander\n\t\tSKUL B 1 BRIGHT A_Chase(\"Melee\",0, CHF_FASTCHASE | CHF_RESURRECT )\n\t\tSKUL B 0 BRIGHT A_Wander\n\t\tSKUL B 1 BRIGHT A_Chase(\"Melee\",0, CHF_FASTCHASE | CHF_RESURRECT )\n\t\tSKUL B 0 BRIGHT A_Wander\n\t\tSKUL B 1 BRIGHT A_Chase(\"Melee\",0, CHF_FASTCHASE | CHF_RESURRECT )\n\t\tloop\n\tMelee:\n\t\tSKUL A 0 BRIGHT A_TakeInventory(\"Clip\",1)\n\t\tSKUL A 0 BRIGHT A_JumpIfInventory(\"Clip\",1,1)\n\t\tGoto Death\n\t\tSKUL CD 5 BRIGHT A_CustomMeleeAttack(Random(0,1)*2,\"none\",\"none\",\"CoreFriendly\",0)\n\t\tSKUL A 5 BRIGHT A_Recoil(-32)\n\t\tSKUL A 0 BRIGHT A_Stop\n\t\tgoto See\n\tHeal:\n\t\tgoto Death\n\tDeath:\n\t\tSKUL AABBAABBAA 3 BRIGHT A_FadeOut(0.1)\n\t\tstop\n\t}\n}\nACTOR STBossAttack5\n{\n\tProjectile\n\t+RIPPER -DROPOFF\n\t+BLOODLESSIMPACT\n\tDamage 0\n\tSpeed 20\n\tFastSpeed 15\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 4 A_SpawnItemEx(\"STBossSkeleton\",0,0,0,0,0,0,0,0,224)\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nACTOR STBossAttack5B: StBossAttack5\n{\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 4 A_SpawnItemEx(\"STBossSkeleton2\",0,0,0,0,0,0,0,0,240)\n\t\tTNT1 A 4 A_SpawnItemEx(\"STBossSkeleton\",0,0,0,0,0,0,0,0,240)\n\t\tTNT1 A 4 A_SpawnItemEx(\"STBossAttack4\",0,0,0,0,0,0,0,0,240)\n\t\tTNT1 A 4 A_SpawnItemEx(\"STBossAttack6\",0,0,0,0,0,0,0,0,240)\n\t\tloop\n\t}\n}\n\nACTOR STBossAttack6 : STBossAttack4\n{\n\tstates\n\t{\n\tSpawn:\n\t\tSKUL A 0 BRIGHT A_JumpIfInventory(\"Clip\",1,\"Looking\")\n\t\tSKUL A 0 BRIGHT A_GiveInventory(\"Clip\",75)\n\t\tgoto Looking\n\t}\n}\nACTOR STBossAttack7\n{\n\tDamageType \"STBossFactor\"\n\tSpeed 20\n\tDamage 16\n\tRadius 18\n\tHeight 18\n\tFastSpeed 35\n\tProjectile\n\tRenderStyle Add\n\tAlpha 1\n\tScale 0.75\n\t+RANDOMIZE\n\t+NOTIMEFREEZE\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"imp/shotx\"\n\tstates\n\t{\n\tSpawn:\n\t\tSTFR B 1 bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0 bright A_CheckSight(\"NoGen\")\n\t\tMISL B 6 bright A_Explode(64,256,0)\n\t\tMISL C 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\tMISL C 0 A_SpawnItem(\"KDBossSmokeGen\", 0, 0, 0)\n\t\tMISL C 0 A_SpawnItem(\"KDBossSparkGen\", 0, 0, 0)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,18,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,36,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,54,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,72,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,90,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,108,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,126,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,144,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,162,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,180,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,198,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,216,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,234,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,252,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,270,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,288,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,306,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,324,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,342,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,360,2,4)\n\t\tMISL CD 6 bright\n\t\tstop\n\tNoGen:\n\t\tMISL B 6 bright A_Explode(64,256,0)\n\t\tMISL C 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,18,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,36,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,54,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,72,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,90,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,108,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,126,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,144,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,162,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,180,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,198,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,216,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,234,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,252,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,270,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,288,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,306,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,324,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,342,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,360,2,4)\n\t\tMISL CD 6 bright\n\t\tStop\n\t}\n}\nACTOR STBossAttack8\n{\n\tDamageType \"STBossFactor\"\n\tSpeed 0\n\tDamage 1000\n\tRadius 24\n\tHeight 24\n\tFastSpeed 35\n\tProjectile\n\t+RANDOMIZE\n\tRenderStyle Add\n\tAlpha 1\n\tScale 4.0\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"vile/firecrkl\"\n\n\tReactionTime 10\n\n\t+NOTIMEFREEZE\n\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_Explode(random(0,random(0,1)),128,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"KDBossSmoke\", Random(-40, 40), Random(-40, 40), Random(0, 20), MomX, MomY, 0.1 * Random(-2, 80), 0, 128 | 8, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"KDBossFlame\", Random(-40, 40), Random(-40, 40), Random(0, 20), MomX, MomY, 0.1 * Random(-2, 80), 0, 128 | 8, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"KDBossBiggerSmoke\", Random(-40, 40), Random(-40, 40), Random(0, 20), MomX, MomY, 0.1 * Random(-2, 80), 0, 128 | 8, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-40, 40), Random(-40, 40), Random(0, 20), MomX, MomY, 0.1 * Random(-2, 80), 0, 128 | 8, 0)\n\t\tTNT1 A 0 A_CountDown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_CheckSight(\"NoGen\")\n\t\tTNT1 A 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"KDBossSparkGen\", 0, 0, 0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"KDBossBiggerSmoke\", Random(-40, 40), Random(-40, 40), Random(0, 20), MomX, MomY, 0.1 * Random(-2, 80), 0, 128 | 8, 0)\n\t\tFIRE A 0 A_PlaySound(\"vile/firecrkl\")\n\t\tFIRE CBCBCDCDCDEDEDEFEFEFGHGHGH 2 bright A_Explode(random(0,random(0,100)),128,0)\n\t\tstop\n\tNoGen:\n\t\tFIRE A 0 A_PlaySound(\"vile/firecrkl\")\n\t\tFIRE CBCBCDCDCDEDEDEFEFEFGHGHGH 2 bright A_Explode(random(0,random(0,100)),128,0)\n\t\tstop\n\t}\n}\nACTOR STBossSkeleton 32766\n{\n\tobituary \"\\c[G9]%o \\c[G9]got whalloped by a skeleton.\"\n\tDamageFactor \"Wraithverge\", 6\n\tDamageFactor \"CorvusCrossbow\", 1.1\n\tDamageFactor \"DragonClaw\", 1.6\n\thealth 100\n\tscale 0.75\n\tradius 15\n\theight 42\n\tmass 20\n\tspeed 8\n\tpainchance 256\n\tdropitem \"SoulSphere\" 1\n\tseesound \"\"\n\tpainsound \"\"\n\tdeathsound \"skeleton/death\"\n\tactivesound \"\"\n\tTranslation \"48:79=80:111\",\"16:47=80:111\",\"176:191=80:111\",\"160:167=80:103\",\n\t\t\"128:151=88:103\",\"232:235=104:105\",\"236:239=110:111\",\"13:15=107:111\"\n\tMONSTER\n\t+FLOORCLIP +NOBLOOD +NOBLOCKMONST +NOPAIN +DROPOFF\n\tstates\n\t{\n\tSpawn:\n\t\tSKEL Q 0 A_JumpIfInventory(\"Clip\",1,\"Beginning\")\n\t\tSKEL Q 0 A_GiveInventory(\"Clip\",1)\n\t\tGoto Raise\n\tBeginning:\n\t\tSKEL AB 10 A_Look\n\t\tloop\n\tSee:\n\t\tSKEL A 0 A_ChangeFlag(\"NOPAIN\",0)\n\t\tSKEL AAAABBBBCCCCDDDDEEEEFFFF 1 A_Chase\n\t\tloop\n\tMelee:\n\t\tSKEL G 0 A_FaceTarget\n\t\tSKEL G 6 A_SkelWhoosh\n\t\tSKEL H 6 A_FaceTarget\n\t\t//SKEL I 0 A_PlaySound(\"skeleton/melee\")\n\t\tSKEL I 6 A_CustomMeleeAttack(Random(1,Random(1,3)),\"skeleton/melee\",\"skeleton/melee\",\"CoreFriendly\",0)\n\t\tgoto See\n\tPain:\n\t\tSKEL L 5\n \t\tSKEL L 5 A_Pain\n \t\tgoto See\n\tPain.Animate:\n \t\tgoto Death.Animate\n\tDeath:\n\t\tSKEL LM 7\n\t\tSKEL N 7 A_Scream\n\t\tSKEL O 7 A_NoBlocking\n\t\t//SKEL PPPPPPP 1 A_SpawnItemEx(\"KDBossSmallerSmoke\", Random(-7, 7), Random(-7, 7), 0, 0, 0, 0.01 * Random(1, 125), 0, 128, 0)\n\t\tSKEL P 7 //What the lag, tormentor.\n\t\tSKEL Q 1 A_Jump(128,\"FadeOut\")\n\t\tSKEL Q -1\n\t\tstop\n FadeOut:\n\t\tSKEL QQQQQQQQQQQQ 2 A_FadeOut(0.1)\n\t\tstop\n\tDeath.Animate:\n\t\tSKEL L 1 A_SpawnItemEx(\"STFireEffectB\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tSKEL L 1 A_SpawnItemEx(\"STBossSkeleton2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tstop\n\tRaise:\n\t\tSKEL QPONML 5\n\t\tgoto See\n\t}\n}\n\nACTOR STBossSkeleton2 : STBossSkeleton\n{\n\tobituary \"\\c[Q8]%o \\c[Q8]got whalloped by a skeleton.\"\n\tPainChance 192\n\tdropitem \"MegaSphere\" 4\n\tPainChance \"Animate\", 0\n\tDamageFactor \"Animate\", 0\n\tDamageFactor \"Wraithverge\", 4\n\tDamageFactor \"CorvusCrossbow\", 1.15\n\tDamageFactor \"DragonClaw\", 1.5\n\tDamageFactor \"DukeIce\", 2.0\n\tDamageFactor \"HexenIce\", 2.0\n\tHealth 200\n\tScale 0.85\n\tTranslation \"48:79=168:191\",\"16:47=168:191\",\"176:191=168:191\",\"160:167=168:183\",\n\t\t\"128:151=172:183\",\"232:235=187:188\",\"236:239=190:191\",\"13:15=188:191\"\n\tstates\n\t{\n\tSpawn:\n\t\tSKEL AB 10 A_Look\n\t\tloop\n\tMelee:\n\t\tSKEL G 0 A_FaceTarget\n\t\tSKEL G 6 A_SkelWhoosh\n\t\tSKEL H 6 A_FaceTarget\n\t\t//SKEL I 0 A_PlaySound(\"skeleton/melee\")\n\t\tSKEL I 6 A_CustomMeleeAttack(20,\"skeleton/melee\",\"skeleton/melee\",\"CoreFriendly\",0)\n\t\tgoto See\n\tPain:\n\t\tSKEL L 5\n \t\tSKEL L 5 A_Pain\n \t\tgoto See\n\tDeath:\n\t\tSKEL LM 7\n\t\tSKEL N 7 A_Scream\n\t\tSKEL O 7 A_NoBlocking\n\t\tSKEL PPPPPPP 1 A_SpawnItemEx(\"KDBossSmallerSmoke\", Random(-7, 7), Random(-7, 7), 0, 0, 0, 0.01 * Random(1, 125), 0, 128, 0)\n\t\tSKEL Q 1 A_Jump(85,\"FadeOut\")\n\t\tSKEL Q -1\n\t\tstop\n FadeOut:\n\t\tSKEL QQQQQQQQQQQQ 2 A_FadeOut(0.1)\n\t\tstop\n\tRaise:\n\t\tSKEL QPONML 5\n\t\tgoto See\n\t}\n}\nACTOR STFireEffect {\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tScale 4.0\n\tRenderStyle Add\n\tstates {\n\tSpawn:\n\t\tFIRE ABABCDCDEFEFGHGH 2 bright A_SpawnItemEx(\"KDBossFlame\", Random(-7, 7), Random(-7, 7), 0, 0, 0, 0.01 * Random(1, 125), 0, 128, 0)\n\t\tstop\n\t}\n}\n\nACTOR STFireEffectB : STFireEffect\n{\nScale 1.25\n}\n\nACTOR STFireEffect2 {\n\tDamageType \"STBoss\"\n\tSpeed 20\n\tDamage 1\n\tRadius 24\n\tHeight 24\n\tFastSpeed 35\n\tProjectile\n\t+RIPPER\n\t+RANDOMIZE\n\t+NOTIMEFREEZE\n\tRenderStyle Add\n\tAlpha 1\n\tScale 4.0\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"vile/firecrkl\"\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\tDeath:\n\t\tTNT1 A 0 A_CheckSight(\"NoGen\")\n\t\tTNT1 A 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\t//TNT1 A 0 A_SpawnItem(\"KDBossSmokeGen\", 0, 0, 0)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"KDBossBiggerSmoke\", Random(-40, 40), Random(-40, 40), Random(0, 20), MomX, MomY, 0.1 * Random(-2, 80), 0, 128 | 8, 0)\n\t\tTNT1 A 0 A_Explode(128,128,0)\n\t\tFIRE ABABCDCDEFEFGHGH 2 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tstop\n\tNoGen:\n\t\tTNT1 A 0 A_Explode(128,128,0)\n\t\tFIRE ABABCDCDEFEFGHGH 2 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tstop\n\t}\n}\n\n// ============================== SFX Actors by KeksDose\n// =====================================================\n// By adjusting the reactiontime, you can adjust how\n// many particles are spawned in the generator actors.\n\nActor KDBossSparkGen\n{\n\t+NOTIMEFREEZE\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"KDBossSpark\", 0, 0, 0, 0.1 * Random(0, 125), 0.1 * Random(0, 125), 0.1 * Random(0, 140), Random(0, 359), 128, 96)\n\t\tTNT1 A 1 A_SpawnItemEx(\"KDBossSpark\", 0, 0, 0, 0.1 * Random(0, 125), 0.1 * Random(0, 125), 0.1 * Random(0, 140), Random(0, 359), 128, 96)\n\t\tStop\n\t}\n}\n\nActor KDBossSmokeGen : KDBossSparkGen\n{\n\t+NOTIMEFREEZE\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"KDBossSmoke\", 0, 0, 0, 0.1 * Random(0, 12), 0.1 * Random(0, 12), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"KDBossSmoke\", 0, 0, 0, 0.1 * Random(0, 12), 0.1 * Random(0, 12), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n\t\tStop\n\t}\n}\n\nActor KDBossFlameGen : KDBossSmokeGen\n{\n\t+NOTIMEFREEZE\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"KDBossFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"KDBossFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n\t\tStop\n\t}\n}\n\nActor KDBossSpark\n{\n\t+NOTIMEFREEZE\n\t+NoBlockmap\n\t+NoInteraction\n\t+ClientSideOnly\n\tRadius 4\n\tHeight 8\n\tGravity 0.4\n\tRenderStyle Add\n\tScale 0.15\n\tStates\n\t{\n\tSpawn:\n\t\tPAO1 A 35 Bright\n\t\tPAO1 AAA 1 Bright A_FadeOut(0.05)\n\t\tGoto Spawn+1\n\t}\n}\n\nActor KDBossSmoke\n{\n\t+NOTIMEFREEZE\n\t+NoInteraction\n\t+ClientSideOnly\n\tRenderStyle Translucent\n\tScale 0.8\n\tAlpha 0.15\n\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_Jump(256, \"IdleA\", \"IdleB\", \"IdleC\", \"IdleD\")\n\tIdleA:\n\t\tSMOK A 1 A_FadeOut(0.001)\n\t\tLoop\n\tIdleB:\n\t\tSMOK B 1 A_FadeOut(0.001)\n\t\tLoop\n\tIdleC:\n\t\tSMOK C 1 A_FadeOut(0.001)\n\t\tLoop\n\tIdleD:\n\t\tSMOK D 1 A_FadeOut(0.001)\n\t\tLoop\n\t}\n}\n\nActor KDBossBiggerSmoke : KDBossSmoke { Scale 1.5 }\nActor KDBossSmallerSmoke : KDBossSmoke { Scale 0.5 }\n\nActor KDBossFlame\n{\n\t+NOTIMEFREEZE\n\t+NoInteraction\n\t+ClientSideOnly\n\tRenderStyle Add\n\tScale 0.6\n\tAlpha 0.4\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_Jump(256, \"IdleA\", \"IdleB\", \"IdleC\", \"IdleD\")\n\tIdleA:\n\t\tFRED A 1 A_FadeOut(0.0125)\n\t\tLoop\n\tIdleB:\n\t\tFRED B 1 A_FadeOut(0.0125)\n\t\tLoop\n\tIdleC:\n\t\tFRED C 1 A_FadeOut(0.0125)\n\t\tLoop\n\tIdleD:\n\t\tFRED D 1 A_FadeOut(0.0125)\n\t\tLoop\n\t}\n}\n\nActor KDBossBiggerFlame : KDBossFlame { Scale 1.25 }\n\n/*ACTOR Hadouken //Not used anymore. The Old Hadouken Attack was spamming 15 of these.\n{\n\tSpeed 32\n\tDamage 32\n\tMass 9001\n\tRadius 32\n\tHeight 32\n\tFastSpeed 36\n\tProjectile\n\tRenderStyle Add\n\tAlpha 1\n\tDONTHURTSHOOTER\n\t+RANDOMIZE\n\t+RIPPER\n\t+FORCERADIUSDMG\n\t+LOWGRAVITY\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"imp/shotx\"\n\tstates\n\t{\n\tSpawn:\n\t\tSTFR A 1 bright A_SpawnItemEx(\"KDBossFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tloop\n\tDeath:\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"StBossAttack2\", 0, 0, Random(0, 360)) //LAG ALL THE PROCESSORS\n\t\tTNT1 A 0 bright A_Explode(160,640,0) //BLOW UP ALL THE THINGS\n\t\tTNT1 C 0 A_SpawnItem(\"KDBossBiggerFlame\", 0, 0, 0)\n\t\tFIRE CBCBCDCDCDEDEDEFEFEFGHGHGH 2 BRIGHT\n\t\tstop\n\t}\n}*/\n\nACTOR FinalFlash : FastProjectile\n\t{\n\tSpeed 48 //So not actually that fast\n\tDamage 1000\n\tRadius 48\n\tHeight 64\n\tFastSpeed 64\n\tProjectile\n\tRenderStyle Add\n\tAlpha 1\n\tScale 3.0\n\t+RANDOMIZE\n +DONTREFLECT\n\t+NOTIMEFREEZE\n\t+FORCERADIUSDMG\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"imp/shotx\"\n\tDamageType \"STBoss\"\n\tstates\n\t{\n\tSpawn:\n\t\tWLXP B 1 bright A_SpawnItemEx(\"FinalFlashTrail\", Random(16,-16), Random(16,-16), Random(16,-16), Random(0,8) ,Random(0,8) ,Random(0,8) ,Random(0,360))\n\t\tWLXP B 0 bright A_Explode(Random(224,256),160,0)\n\t\tWLXP B 1 bright A_SpawnItemEx(\"FinalFlashTrail\", Random(16,-16), Random(16,-16), Random(16,-16), Random(0,8) ,Random(0,8) ,Random(0,8) ,Random(0,360))\n\t\tWLXP B 0 bright A_Explode(Random(336,384),96,0)\n\t\tLoop\n\tDeath:\n\t\tNULL A 0 A_Explode(512,512,0)\n\t\tNULL A 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\tNULL A 0 A_SpawnItem(\"KDBossSmokeGen\", 0, 0, 0)\n\t\tNULL A 0 A_SpawnItem(\"KDBossSparkGen\", 0, 0, 0)\n\t\tNULL A 0 A_SpawnItem(\"FinalFlashDeath\", 0, 0, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-256,256), random(-256,256), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-256,256), random(-256,256), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-256,256), random(-256,256), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-256,256), random(-256,256), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-272,272), random(-272,272), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-272,272), random(-272,272), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-272,272), random(-272,272), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-272,272), random(-272,272), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-288,288), random(-288,288), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-288,288), random(-288,288), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-288,288), random(-288,288), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-288,288), random(-288,288), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-304,304), random(-304,304), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-304,304), random(-304,304), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-304,304), random(-304,304), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-304,304), random(-304,304), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-320,320), random(-320,320), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-320,320), random(-320,320), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-320,320), random(-320,320), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-320,320), random(-320,320), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-336,336), random(-336,336), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-336,336), random(-336,336), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-336,336), random(-336,336), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-336,336), random(-336,336), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-352,352), random(-352,352), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-352,352), random(-352,352), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-352,352), random(-352,352), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-352,352), random(-352,352), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-368,368), random(-368,368), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-368,368), random(-368,368), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-368,368), random(-368,368), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-368,368), random(-368,368), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-384,384), random(-384,384), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-384,384), random(-384,384), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-384,384), random(-384,384), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-384,384), random(-384,384), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-400,400), random(-400,400), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-400,400), random(-400,400), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-400,400), random(-400,400), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-400,400), random(-400,400), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-416,416), random(-416,416), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-416,416), random(-416,416), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-416,416), random(-416,416), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-416,416), random(-416,416), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-432,432), random(-432,432), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-432,432), random(-432,432), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-432,432), random(-432,432), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-432,432), random(-432,432), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-448,448), random(-448,448), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-448,448), random(-448,448), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-448,448), random(-448,448), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-448,448), random(-448,448), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-464,464), random(-464,464), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-464,464), random(-464,464), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-464,464), random(-464,464), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-464,464), random(-464,464), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-480,480), random(-480,480), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-480,480), random(-480,480), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-480,480), random(-480,480), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-480,480), random(-480,480), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-496,496), random(-496,496), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-496,496), random(-496,496), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-496,496), random(-496,496), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-496,496), random(-496,496), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tstop //There's probably a better way to code that but I don't care enough to change it\n\t}\n}\n\nACTOR FinalFlashTrail\n{\n Radius 48\n Height 64\n Scale 2.5\n Speed 0\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.67\n +Nointeraction\n States\n {\n Spawn:\n WLXP BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_FadeOut(0.025)\n Stop\n }\n}\n\nACTOR FinalFlashDeath : FinalFlashTrail\n{\n\tStates\n\t{\n\tSpawn:\n\t\tWLXP AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.01)\n\t\tStop\n\t}\n}\n\nACTOR FlashFire\n\t{\n\tSpeed 0\n\tDamage 5\n\tRadius 64\n\tHeight 112\n\tProjectile\n\tAlpha 1\n\tScale 4.0\n\tRenderStyle Add\n\t+RANDOMIZE\n\t+FORCERADIUSDMG\n\t+FLOORHUGGER\n\t+RIPPER\n\tSeeSound \"vile/firestrt\"\n\tDamageType \"STBoss\"\n\tstates\n\t{\n\tSpawn:\n\t\tgoto Death\n\tDeath:\n\t\tFIRE H 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE H 1 bright A_Explode(80,256,0)\n\t\tFIRE H 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE H 1 bright A_Explode(80,256,0)\n\t\tFIRE G 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE G 1 bright A_Explode(80,256,0)\n\t\tFIRE G 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE G 1 bright A_Explode(80,256,0)\n\t\tFIRE F 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE F 1 bright A_Explode(80,256,0)\n\t\tFIRE F 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE F 1 bright A_Explode(80,256,0)\n\t\tFIRE E 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE E 1 bright A_Explode(80,256,0)\n\t\tFIRE E 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE E 1 bright A_Explode(80,256,0)\n\t\tFIRE D 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE D 1 bright A_Explode(80,256,0)\n\t\tFIRE D 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE D 1 bright A_Explode(80,256,0)\n\t\tFIRE C 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE C 1 bright A_Explode(80,256,0)\n\t\tFIRE C 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE C 1 bright A_Explode(80,256,0)\n\t\tFIRE B 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE B 1 bright A_Explode(80,256,0)\n\t\tFIRE B 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE B 1 bright A_Explode(80,256,0)\n\t\tFIRE A 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE A 1 bright A_Explode(80,256,0)\n\t\tFIRE A 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE A 1 bright A_Explode(80,256,0)\n\t\tFIRE B 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE B 1 bright A_Explode(128,256,0)\n\t\tFIRE B 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE B 1 bright A_Explode(128,256,0)\n\t\tFIRE A 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE A 1 bright A_Explode(128,256,0)\n\t\tFIRE A 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE A 1 bright A_Explode(128,256,0)\n\t\tFIRE B 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE B 1 bright A_Explode(128,256,0)\n\t\tFIRE B 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE B 1 bright A_Explode(128,256,0)\n\t\tFIRE A 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE A 1 bright A_Explode(128,256,0)\n\t\tFIRE A 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE A 1 bright A_Explode(128,256,0)\n\t\tFIRE B 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE B 1 bright A_Explode(128,256,0)\n\t\tFIRE B 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE B 1 bright A_Explode(128,256,0)\n\t\tFIRE C 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE C 1 bright A_Explode(96,256,0)\n\t\tFIRE C 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE C 1 bright A_Explode(96,256,0)\n\t\tFIRE B 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE B 1 bright A_Explode(96,256,0)\n\t\tFIRE B 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE B 1 bright A_Explode(96,256,0)\n\t\tFIRE C 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE C 1 bright A_Explode(96,256,0)\n\t\tFIRE C 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE C 1 bright A_Explode(96,256,0)\n\t\tFIRE B 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE B 1 bright A_Explode(96,256,0)\n\t\tFIRE B 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE B 1 bright A_Explode(96,256,0)\n\t\tFIRE C 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE C 1 bright A_Explode(96,256,0)\n\t\tFIRE C 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE C 1 bright A_Explode(96,256,0)\n\t\tFIRE B 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE B 1 bright A_Explode(96,256,0)\n\t\tFIRE D 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE D 1 bright A_Explode(64,256,0)\n\t\tFIRE C 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE C 1 bright A_Explode(64,256,0)\n\t\tFIRE C 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE C 1 bright A_Explode(64,256,0)\n\t\tFIRE D 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE D 1 bright A_Explode(64,256,0)\n\t\tFIRE D 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE D 1 bright A_Explode(64,256,0)\n\t\tFIRE C 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE C 1 bright A_Explode(64,256,0)\n\t\tFIRE C 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE C 1 bright A_Explode(64,256,0)\n\t\tFIRE D 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE D 1 bright A_Explode(64,256,0)\n\t\tFIRE D 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE D 1 bright A_Explode(48,256,0)\n\t\tFIRE E 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE E 1 bright A_Explode(48,256,0)\n\t\tFIRE E 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE E 1 bright A_Explode(48,256,0)\n\t\tFIRE D 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE D 1 bright A_Explode(48,256,0)\n\t\tFIRE D 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE D 1 bright A_Explode(48,256,0)\n\t\tFIRE E 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE E 1 bright A_Explode(48,256,0)\n\t\tFIRE E 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE E 1 bright A_Explode(48,256,0)\n\t\tFIRE D 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE D 1 bright A_Explode(48,256,0)\n\t\tFIRE D 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE D 1 bright A_Explode(48,256,0)\n\t\tFIRE E 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE E 1 bright A_Explode(48,256,0)\n\t\tFIRE E 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE E 1 bright A_Explode(32,256,0)\n\t\tFIRE F 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE F 1 bright A_Explode(32,256,0)\n\t\tFIRE F 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE F 1 bright A_Explode(32,256,0)\n\t\tFIRE E 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE E 1 bright A_Explode(32,256,0)\n\t\tFIRE E 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE E 1 bright A_Explode(32,256,0)\n\t\tFIRE F 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE F 1 bright A_Explode(32,256,0)\n\t\tFIRE F 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE F 1 bright A_Explode(32,256,0)\n\t\tFIRE E 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE E 1 bright A_Explode(32,256,0)\n\t\tFIRE E 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE E 1 bright A_Explode(32,256,0)\n\t\tFIRE F 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE F 1 bright A_Explode(32,256,0)\n\t\tFIRE F 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE F 1 bright A_Explode(32,256,0)\n\t\tFIRE G 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE G 1 bright A_Explode(16,256,0)\n\t\tFIRE G 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE G 1 bright A_Explode(16,256,0)\n\t\tFIRE H 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE H 1 bright A_Explode(16,256,0)\n\t\tFIRE H 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE H 1 bright A_Explode(16,256,0)\n\t\tFIRE G 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE G 1 bright A_Explode(16,256,0)\n\t\tFIRE G 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE G 1 bright A_Explode(16,256,0)\n\t\tFIRE H 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE H 1 bright A_Explode(16,256,0)\n\t\tFIRE H 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE H 1 bright A_Explode(16,256,0)\n\t\tFIRE G 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE G 1 bright A_Explode(16,256,0)\n\t\tFIRE G 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE G 1 bright A_Explode(16,256,0)\n\t\tFIRE H 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE H 1 bright A_Explode(16,256,0)\n\t\tFIRE H 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE H 1 bright A_Explode(16,256,0)\n\t\tstop\n\t}\n}\nActor STBossAttack9\n{\n\tDamageType \"Animate\"\n\tSpeed 12\n\tDamage 0\n\tRadius 20\n\tHeight 64\n\tFastSpeed 16\n\tProjectile\n\tRenderStyle Add\n\tAlpha 1\n\tScale 0.33\n\t+RANDOMIZE\n \t+NODAMAGETHRUST\n \t+DONTSPLASH\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"imp/shotx\"\n\tstates\n\t{\n\tSpawn:\n\t\tSTFR B 1 bright\n\t\tloop\n\tDeath:\n\t\tBAL7 C 6\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\t//BAL7 C 0 A_SpawnItem(\"KDBossSmokeGen\", 0, 0, 0)\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossSparkGen\", 0, 0, 0)\n\t\tBAL7 DE 6 bright\n\t\tTNT1 A 17 bright\n\t\tTNT1 A 17\n\t\tTNT1 A 18 A_SpawnItem(\"KDBossSparkGen\", 0, 0, 0)\n\t\tBAL7 E 0 A_Burst(\"STBossDropFire\")\n\t\tstop\n\t}\n}\n\nACTOR STBossDropFire\n{\n DamageType \"Animate\"\n Radius 16\n Height 8\n Damage 1\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.90\n DONTHURTSHOOTER\n -NOGRAVITY\n +LOWGRAVITY\n +FORCERADIUSDMG\n +NOEXPLODEFLOOR\n +NODAMAGETHRUST\n +DONTSPLASH\n +RIPPER\n States\n {\n Spawn:\n TNT1 A 1 Bright A_Playsound(\"weapons/onfire\")\n TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n TNT1 A 1 Bright A_Explode(2,32,0)\n TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n TNT1 A 1 Bright A_Explode(2,32,0)\n TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n TNT1 A 1 Bright A_Explode(2,32,0)\n TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n TNT1 A 1 Bright A_Explode(2,32,0)\n TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n TNT1 A 1 Bright A_Explode(2,32,0)\n TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n TNT1 A 1 Bright A_Explode(2,32,0)\n TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n TNT1 A 1 Bright A_Explode(2,32,0)\n TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n TNT1 A 1 Bright A_Explode(2,32,0)\n TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n TNT1 A 1 Bright A_Explode(2,32,0)\n TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n TNT1 A 1 Bright A_Explode(2,32,0)\n TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n TNT1 A 1 Bright A_Explode(2,32,0)\n TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n TNT1 A 1 Bright A_Explode(2,32,0)\n TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n TNT1 A 1 Bright A_Explode(2,32,0)\n TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n TNT1 A 1 Bright A_Explode(2,32,0)\n TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n TNT1 A 1 Bright A_Explode(2,32,0)\n TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n TNT1 A 1 Bright A_Explode(2,32,0)\n TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n TNT1 A 1 Bright A_Explode(2,32,0)\n TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n TNT1 A 1 Bright A_Explode(2,32,0)\n TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n TNT1 A 1 Bright A_Explode(2,32,0)\n TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n TNT1 A 1 Bright A_Explode(2,32,0)\n TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n TNT1 A 1 A_Jump(4,1)\n loop\n TNT1 A 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n goto death\n Death:\n TNT1 A 1 Bright A_SpawnItem(\"KDBossSmokeGen\", 0, 0, 0)\n stop\n }\n}\n\nACTOR SpiritKnight : BaronOfHell\n{\n +NOBLOCKMONST\n Health 400\n meleeDamage 5\n Translation ice\n Alpha 0.6\n RenderStyle Translucent\n\tMissileType SpiritBall\n\tObituary \"\\c[G1]%o\\c[G1]'s existence was ended.\"\n States\n {\n\tSpawn:\n\tBOS2 A 0 A_JumpIfInventory(\"Clip\",1,\"Beginning\")\n\tBOS2 A 0 A_GiveInventory(\"Clip\",1)\n\tGoto Raise\n\n\tBeginning:\n\tBOS2 AB 10 A_Look\n\tloop\n\n\tRaise:\n\tBOS2 ONMLKJI 6\n\tgoto See\n\n\tMissile:\n\tBOS2 EF 8 A_FaceTarget\n \tBOS2 G 8 A_ComboAttack\n \tgoto See\n\n\tDeath:\n\tBOS2 A 0 A_SpawnItem(\"KDBossIce\",0,0)\n\tBOS2 IJKLMNO 6 A_FadeOut(0.1)\n\tStop\n }\n}\n\nACTOR SpiritBall : BaronBall\n{\n damage 4\n translation ice\n DamageType \"STBossFactor\"\n}\n\nACTOR SpiritCaller\n{\n\tProjectile\n\t+RIPPER -DROPOFF\n\t+THRUACTORS\n\t+BLOODLESSIMPACT\n\tDamage 0\n\tSpeed 20\n\tFastSpeed 10\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 2 A_SpawnItemEx(\"SpiritKnight\",0,0,0,0,0,0,0,0,224)\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nACTOR SpiritBoss 32765\n{\n Health 50000\n Translation ice\n Mass 100000\n Radius 48\n Height 128\n Alpha 0.8\n Scale 2.0\n Speed 8\n FastSpeed 10\n PainChance 1\n Renderstyle translucent\n MeleeRange 144\n\tDamageFactor \"CorvusCrossbow\", 1.1\n\tDamageFactor \"DragonClaw\", 1.5\n\tDamageFactor \"WMCBeam\", 0.75\n\tDamageFactor \"WMCNade\", 0.5625\n\tDamageFactor \"BJSpear\", 0.75\n\tDamageFactor \"CorvusHellStaffTomed\", 0.1\n\tDamageFactor \"BFG\", 0.75\n\tDamageFactor \"BFGSplash\", 0.75\n\tDamageFactor \"DukeExplosive\", 0.75\n\tDamageFactor \"PhasingZorch\", 0.75\n\tDamageFactor \"STBoss\", 0\n\tDamageFactor \"STBossFactor\", 0\n\tDamageFactor \"Animate\", 0\n\tDamageFactor \"CorvusHellStaffTomed\", 0.1\n\tdamagefactor \"bossfactor\", 0.01\n\tdamagefactor \"corefriendly\", 0\n\tdamagefactor \"railgun\", 0\n\tdamagefactor \"Kamikaze\", 0\n\tdamagefactor \"ZorchKamikaze\", 0\n\tMonster\n\t+FLOORCLIP\n\t//A couple boss flags\n\t+BOSSDEATH +NORADIUSDMG +BOSS +DONTMORPH +DONTRIP\n\t//Aggressive\n\t+LOOKALLAROUND +MISSILEEVENMORE\n\t//Very Persistent\n\t+NOTIMEFREEZE +NOBLOCKMONST\n\t//Exempt from infighting\n\t+NOTARGET +NOINFIGHTING\n\t//Easily Distracted. Trust me, it's the only way you're going to win.\n\t+QUICKTORETALIATE\n\tObituary \"\\c[N0]%o's \\c[N0]existence was erased by the spirit of Mephistopheles.\"\n states\n {\n\tSpawn:\n\tBOSS ABCD 6 A_Look\n\tLoop\n\n\tSee:\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tLoop\n\n\tMissile:\n\tBOSS A 0 A_Jump(128,\"Summon1\",\"Summon1\",\"Summon1\",\"Summon1\",\"Summon2\",\"Summon2\",\"Summon2\",\"Summon3\",\"Summon3\",\"Summon4\")\n\tBOSS A 0 A_Jump(192,\"SpiritShot1\",\"SpiritShot2\")\n\tSpiritNuke:\n\tBOSS EF 11 A_FaceTarget\n\tBOSS G 0 A_SpawnItem(\"STIceEffect\", 0, 0, 0)\n\tBOSS G 13 A_CustomMissile(\"SpiritNuke\",64,0,0)\n\tGoto See\n\n\tSpiritShot1:\n\tBOSS EF 6 A_FaceTarget\n\tBOSS G 6 A_CustomMissile(\"SpiritShot1\",64,0,0)\n\tGoto See\n\n\tSpiritShot1:\n\tBOSS EF 8 A_FaceTarget\n\tBOSS GGGG 4 A_CustomMissile(\"SpiritShot2\",64,0,0)\n\tGoto See\n\n\tSummon1:\n\tBOSS H 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS H 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\tGoto See\n\n\tSummon2:\n\tBOSS H 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS H 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS H 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\tGoto See\n\n\tSummon3:\n\tBOSS H 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS H 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS H 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS H 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\tGoto See\n\n\tSummon4:\n\tBOSS H 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS H 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS H 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS H 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS H 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\tGoto See\n\n\tMelee:\n\tBOSS EF 16 A_FaceTarget\n\tBOSS G 1\n\tBOSS GGGGGGGGGGGG 0 A_SpawnItemEx(\"PowerFTFire2\", random(-192,192), random(-192,192), 32, random(0,9), random(0,6), random(0,3), 0, 0)\n\tBOSS G 1\n\tBOSS GGGGGGGGGGGG 0 A_SpawnItemEx(\"PowerFTFire2\", random(-192,192), random(-192,192), 32, random(0,12), random(0,6), random(0,3), 0, 0)\n\tBOSS G 1\n\tBOSS GGGGGGGGGGGG 0 A_SpawnItemEx(\"PowerFTFire2\", random(-192,192), random(-192,192), 32, random(0,9), random(0,6), random(0,3), 0, 0)\n\tBOSS G 1\n\tBOSS GGGGGGGGGGGG 0 A_SpawnItemEx(\"PowerFTFire2\", random(-192,192), random(-192,192), 32, random(0,12), random(0,6), random(0,3), 0, 0)\n\tBOSS G 1\n\tBOSS GGGGGGGGGGGG 0 A_SpawnItemEx(\"PowerFTFire2\", random(-224,224), random(-224,224), Random(24,48), random(0,9), random(0,6), random(0,3), 0, 0)\n\tBOSS G 1\n\tBOSS GGGGGGGGGGGG 0 A_SpawnItemEx(\"PowerFTFire2\", random(-224,224), random(-224,224), Random(24,48), random(0,12), random(0,6), random(0,3), 0, 0)\n\tBOSS G 1\n\tBOSS GGGGGGGGGGGG 0 A_SpawnItemEx(\"PowerFTFire2\", random(-224,224), random(-224,224), Random(24,48), random(0,9), random(0,6), random(0,3), 0, 0)\n\tBOSS G 1\n\tBOSS GGGGGGGGGGGG 0 A_SpawnItemEx(\"PowerFTFire2\", random(-224,224), random(-224,224), Random(24,48), random(0,12), random(0,6), random(0,3), 0, 0)\n\tBOSS G 1\n\tBOSS GGGGGGGGGGGG 0 A_SpawnItemEx(\"PowerFTFire2\", random(-256,256), random(-256,256), Random(16,64), random(0,9), random(0,6), random(0,3), 0, 0)\n\tBOSS G 1\n\tBOSS GGGGGGGGGGGG 0 A_SpawnItemEx(\"PowerFTFire2\", random(-256,256), random(-256,256), Random(16,64), random(0,12), random(0,6), random(0,3), 0, 0)\n\tBOSS G 1\n\tBOSS GGGGGGGGGGGG 0 A_SpawnItemEx(\"PowerFTFire2\", random(-256,256), random(-256,256), Random(16,64), random(0,9), random(0,6), random(0,3), 0, 0)\n\tBOSS G 1\n\tBOSS GGGGGGGGGGGG 0 A_SpawnItemEx(\"PowerFTFire2\", random(-256,256), random(-256,256), Random(16,64), random(0,12), random(0,6), random(0,3), 0, 0)\n\tBOSS G 4\n\tGoto See\n\n\tPain:\n\tGoto SpiritNuke\n\n\tDeath:\n\tBOSS IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 5 A_Mushroom(\"STBossIce\", Random(1,8))\n\tBOSS I 8 A_GiveToTarget(\"AwardItem\",9001)\n\tBOSS J 8 Thing_Destroy(0,1)\n\tBOSS K 8 ACS_Execute(910,0)\n\tBOSS LMNO 8 A_FadeOut(0.2)\n\tStop\n\n\tHeal:\n\tBOSS A 0\n\tGoto See\n\n }\n}\n\nACTOR SpiritShot1\n{\n DamageType \"STBoss\"\n\tSpeed 24\n\tFastSpeed 32\n\tDamage 3\n\tMass 5\n\tRadius 20\n\tHeight 20\n\tProjectile\n\tScale 3.0\n\tTranslation \"STBoss\"\n\tRenderstyle Add\n\tAlpha 1.0\n\t+RANDOMIZE\n\t+SEEKERMISSILE\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"imp/shotx\"\n\tstates\n\t{\n\tSpawn:\n\t\tSTEM A 0 A_SeekerMissile(2,5)\n\t\tSTEM A 0 A_SpawnItemEx(\"PowerFTFire2\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tSTEM A 0 A_SpawnItemEx(\"PowerFTFire2\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tSTEM A 1 A_SpawnItemEx(\"PowerFTFire2\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"STIceEffect\", 0, 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"KDBossBiggerIce\", 0, 0, 0)\n\t\tTNT1 A 0 A_Mushroom(\"PowerFTFire2\", 12)\n\t\tTNT1 AAAAAAAAAA 0 A_CustomMissile(\"PowerFTFire2\", 0, 0, Random(180,-180),2,Random(180,-180))\n\t\tTNT1 AAAAAAAA 1 A_CustomMissile(\"PowerFTFire2\", 0, 0, Random(180,-180),2,Random(180,-180))\n\t\tTNT1 AAAAAA 2 A_CustomMissile(\"PowerFTFire2\", 0, 0, Random(180,-180),2,Random(180,-180))\n\t\tTNT1 AAAA 3 A_CustomMissile(\"PowerFTFire2\", 0, 0, Random(180,-180),2,Random(180,-180))\n\t\tTNT1 AA 4 A_CustomMissile(\"PowerFTFire2\", 0, 0, Random(180,-180),2,Random(180,-180))\n\t\tstop\n\t}\n}\n\nACTOR SpiritShot2\n{\n DamageType \"STBoss\"\n\tSpeed 24\n\tFastSpeed 32\n\tDamage 4\n\tMass 5\n\tRadius 20\n\tHeight 20\n\tProjectile\n\tScale 3.0\n\tTranslation \"STBoss\"\n\tRenderstyle Add\n\tAlpha 1.0\n\t+RANDOMIZE\n\t+RIPPER\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"imp/shotx\"\n\tstates\n\t{\n\tSpawn:\n\t\tSTEM A 0 A_SpawnItemEx(\"PowerFTFire2\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tSTEM A 0 A_SpawnItemEx(\"PowerFTFire2\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tSTEM A 1 A_SpawnItemEx(\"PowerFTFire2\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"STIceEffect\", 0, 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"KDBossBiggerIce\", 0, 0, 0)\n\t\tTNT1 A 0 A_Mushroom(\"PowerFTFire2\", 6)\n\t\tTNT1 AAAAA 0 A_CustomMissile(\"PowerFTFire2\", 0, 0, Random(180,-180),2,Random(180,-180))\n\t\tTNT1 AAAA 1 A_CustomMissile(\"PowerFTFire2\", 0, 0, Random(180,-180),2,Random(180,-180))\n\t\tTNT1 AAA 2 A_CustomMissile(\"PowerFTFire2\", 0, 0, Random(180,-180),2,Random(180,-180))\n\t\tTNT1 AA 3 A_CustomMissile(\"PowerFTFire2\", 0, 0, Random(180,-180),2,Random(180,-180))\n\t\tTNT1 A 4 A_CustomMissile(\"PowerFTFire2\", 0, 0, Random(180,-180),2,Random(180,-180))\n\t\tstop\n\t}\n}\n\nACTOR SpiritNuke\n{\n DamageType \"STBoss\"\n\tSpeed 30\n\tFastSpeed 40\n\tDamage 32\n\tMass 5\n\tRadius 20\n\tHeight 20\n\tProjectile\n\tScale 4.0\n\tTranslation \"STBoss\"\n\tRenderstyle Add\n\tAlpha 1.0\n\t+RANDOMIZE\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"imp/shotx\"\n\tstates\n\t{\n\tSpawn:\n\t\tSTEM A 0 A_SpawnItemEx(\"PowerFTFire2\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tSTEM A 0 A_CustomMissile(\"PowerFTFire2NoDMG\", 0, 0, Random(0,360),2,Random(0,360))\n\t\tSTEM A 0 A_SpawnItemEx(\"PowerFTFire2\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tSTEM A 0 A_CustomMissile(\"PowerFTFire2NoDMG\", 0, 0, Random(0,360),2,Random(0,360))\n\t\tSTEM A 0 A_SpawnItemEx(\"PowerFTFire2\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tSTEM A 1 A_CustomMissile(\"PowerFTFire2NoDMG\", 0, 0, Random(0,360),2,Random(0,360))\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"STIceEffect\", 0, 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"KDBossBiggerIce\", 0, 0, 0)\n\t\tTNT1 A 0 A_Mushroom(\"PowerFTFire2\", 24)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"PowerFTFire2\", 0, 0, Random(180,-180),2,Random(180,-180))\n\t\tTNT1 AAAAAAAAAAAAAAAA 1 A_CustomMissile(\"PowerFTFire2\", 0, 0, Random(180,-180),2,Random(180,-180))\n\t\tTNT1 AAAAAAAAAAAA 2 A_CustomMissile(\"PowerFTFire2\", 0, 0, Random(180,-180),2,Random(180,-180))\n\t\tTNT1 AAAAAAAA 3 A_CustomMissile(\"PowerFTFire2\", 0, 0, Random(180,-180),2,Random(180,-180))\n\t\tTNT1 AAAA 4 A_CustomMissile(\"PowerFTFire2\", 0, 0, Random(180,-180),2,Random(180,-180))\n\t\tstop\n\t}\n}\n\nACTOR STBossIce : STBossAttack2\n{\n\tTranslation Ice\n}\n\nACTOR KDBossIce : KDBossFlame\n{\n\tTranslation Ice\n}\n\nACTOR KDBossBiggerIce : KDBossBiggerFlame\n{\n\tTranslation Ice\n}\n\nACTOR STIceEffect : STFireEffect\n{\n\tTranslation Ice\n\tScale 4.0\n}\n\nACTOR PowerFTFire2\n{\n Radius 2\n Height 4\n Speed 16\n Damage 1\n Translation Ice\n PROJECTILE\n RENDERSTYLE ADD\n DamageType \"STBoss\"\n ALPHA 0.67\n Scale 0.67\n SeeSound \"\"\n DeathSound \"\"\n DONTHURTSHOOTER\n +FORCERADIUSDMG\n States\n {\n Spawn:\n STEM A 2\n STEM BCD 2 A_Explode(Random(4,8),16,0)\n STEM EFG 2 A_Explode(Random(4,8),32,0)\n STEM HIJ 2 A_Explode(Random(4,8),48,0)\n STEM KJI 2 A_Explode(Random(4,8),64,0)\n STEM HGFEDCBA 1\n stop\n Death:\n STEM J 1 A_Explode(Random(8,12),96,0)\n STEM I 1 A_Explode(Random(8,12),72,0)\n STEM HGECA 1\n stop\n }\n}\n\nACTOR PowerFTFire2NoDMG : PowerFTFire2\n{\n Speed 8\n Damage 0\n +NOINTERACTION\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n STEM ABCDEFGHIJKJI 2\n STEM HGFEDCBA 1\n stop\n Death:\n STEM JIHGECA 1\n stop\n }\n}"
},
{
"source": "pk3",
"name": "decorate/game_strnghld/blooddemon.txt",
"contents": "ACTOR BloodDemon 3110\n{\n//$Category Stronghold_Monsters\n painchance \"Stunner\", 200\npainchance \"MightyBoot\", 255\nDamageFactor \"CorvusCrossbow\", 1.1\nDamageFactor \"DragonClaw\", 1.5\nDamageFactor \"MarathonFusion\", 2.0\nDamageFactor \"MarathonPlasma\", 0.85\n spawnid 252\n Health 300\n Speed 12\n Height 56\n Radius 30\n Mass 400\n PainChance 180\n Meleedamage 5\n REACTIONTIME 8\n MONSTER\n +FLOORCLIP\n +NOICEDEATH\n SeeSound \"blooddemon/sight\"\n PainSound \"blooddemon/pain\"\n DeathSound \"blooddemon/death\"\n ActiveSound \"blooddemon/active\"\n //MeleeSound \"blooddemon/melee\"\n HitObituary \"%o was chewed up and spat out by a blood demon.\"\n States\n {\n Spawn:\n SRG2 AB 10 A_Look\n Loop\n See:\n SRG2 A 0 A_PlaySound(\"blooddemon/walk\")\n SRG2 AABB 2 A_Chase\n SRG2 C 0 A_PlaySound(\"blooddemon/walk\")\n SRG2 CCDD 2 A_Chase\n Loop\n Melee:\n SRG2 E 0 A_PlaySound(\"blooddemon/melee\")\n SRG2 EF 8 A_FaceTarget\n SRG2 G 8 A_MeleeAttack\n Goto See\n Pain:\n SRG2 H 2\n SRG2 H 2 A_Pain\n Goto See\n Pain.Stunner:\n SRG2 H 2 A_ChangeFlag(\"NoPain\", 1)\n SRG2 H 300 A_Pain\n SRG2 H 0 A_ChangeFlag(\"NoPain\", 0)\n goto See\n Pain.MightyBoot:\n TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n SRG2 H 2 A_FaceTarget\n TNT1 A 0 A_Recoil(12)\n SRG2 H 16 A_Pain\n Goto See\n Death.DukeIce:\n TNT1 A 0 A_PlaySound(\"duke/enemyfreeze\")\n TNT1 A 0 A_GiveInventory(\"FreezethrowerWeakness\")\n TNT1 A 0 A_Jump(218,\"Ice\")\n TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n\n Ice:\n Death.HexenIce:\n\n Death.Ice:\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 8)\n TNT1 A 0 A_NoBlocking\n SRG2 H 0 A_GenericFreezeDeath\n SRG2 H 70 A_UnsetSolid\n SRG2 H 0 A_IceGuyDie\n SRG2 H 1 A_IceGuyDie\n TNT1 A -1\n stop\n Death.DukeExplosive:\n Death.DukeDamage:\n Death.DukePistol:\n TNT1 A 0 A_Jump(218,\"Death\")\n TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n goto Death\n Death.MightyBoot:\n TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n TNT1 A 0 A_Jump(64,\"Death\")\n TNT1 A 0 A_GiveToTarget(\"DukeBootTaunt\",1)\n goto Death\n Death.ZorchPistol:\n Death.Zorch:\n Death.ZorchKamikaze:\n Death.PhasingZorch:\n Death.ZorchSpectral:\n\tTNT1 A 0 A_Stop\n TNT1 A 0 A_GiveToTarget(\"AwardItem\", 8)\n TNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n TNT1 A 0 A_ChangeFlag(\"DONTGIB\",1)\n TNT1 A 0 A_GiveInventory(\"EnemyZorched\",1)\n TNT1 A 0 A_PlaySoundEx(\"chex/zorch\",\"soundslot5\",0,0)\n SRG2 H 4 A_SpawnItem(\"ZorchEffectSmall\")\n SRG2 HHHHHHHHHHHH 4 Bright A_Fadeout(0.1)\n\tStop\n Death:\n TNT1 A 0 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,11)\n TNT1 A 0 A_GiveToTarget(\"AwardItem\", 8)\n TNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n SRG2 I 8\n SRG2 I 0 A_FaceTarget\n SRG2 J 0 A_SpawnItemEx(\"BloodDemonArm\", 10, 0, 32, 0, 8, 0, 0, 128)\n SRG2 J 8 A_Scream\n SRG2 K 4\n SRG2 L 4 A_NoBlocking\n SRG2 M 4\n SRG2 N 3000\n SRG2 NNNNNNNNNNNN 2 A_FadeOut(0.1)\n Stop\n\n\tDeathBrutal:\n TNT1 A 0\n TNT1 AA 0 A_SpawnItemEx(\"RedMistTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-200,200)/100.00,random(-200,200)/100.00,random(300,800)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTinier\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTiny\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"RedMistIntenseTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-350,350)/100.00,random(-350,350)/100.00,random(300,700)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound2\",0,0,0,0,0,0,0,160) // Apparently A_PlaySound doesn't work, so I have to spawn the item. Weird!\n goto Death+1\n\n DeathHappyfun:\n TNT1 A 0\n TNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n TNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 A 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n goto Death+1\n\n Raise:\n\tStop\n }\n}\n\nACTOR BloodDemonArm\n{\n\tRadius 8\n\tHeight 8\n\tSpeed 8\n\t+DOOMBOUNCE\n\t+DROPOFF\n\t+Missile\n States\n\t{\n\tSpawn:\n SG2A ABCDEFGH 2\n Loop\n\tDeath:\n\t SG2A I 3000\n SG2A IIIIIIIIIIII 2 A_FadeOut(0.1)\n\t Loop\n\t}\n}"
},
{
"source": "pk3",
"name": "decorate/game_strnghld/bruiserdemon.txt",
"contents": "ACTOR BruiserDemon 3333\n{\n//$Category Stronghold_Monsters\n painchance \"Stunner\", 120\nDamageFactor \"CorvusHellStaffTomed\", 0.4\nDamageFactor \"CorvusCrossbow\", 1.15\nDamageFactor \"DragonClaw\", 1.6\nDamageFactor \"HexenIce\", 2.25\nDamageFactor \"DukeIce\", 2.25\nDamageFactor \"Kamikaze\", 0.5\ndamagefactor \"ZorchKamikaze\", 0.5\nDamageFactor \"Wraithverge\", 15.0\n\tSpawnID 234\n Health 1500\n\tRadius 24\n\tHeight 64\n\tMass 2000\n\tSpeed 8\n\tPainChance 15\n\tMonster\n\t+BOSS\n\t+FLOORCLIP\n\t+LOOKALLAROUND\n\t+MISSILEEVENMORE\n\t+NOICEDEATH\n\t+NORADIUSDMG\n\t+DONTRIP\n\tMissileType BruiserBall\n\tSeeSound \"superbaron/scream\"\n\tPainSound \"superbaron/pain\"\n\tDeathSound \"superbaron/death\"\n\tActiveSound \"superbaron/act\"\n\tMeleeSound \"baron/melee\"\n DamageFactor \"BruiserAttack\",0\n\tBloodColor \"#ff8d40\" // for decals\n\tBloodType \"BruiserFlameBlood\", \"BruiserFlameBlood2\" // Apparently fire demons bleed molten creamsicle\n\tObituary \"%o was slaughtered by a Bruiserdemon.\"\n\tHitObituary \"%o was cremated by a Bruiserdemon.\"\n\tMeleeDamage 20\n\tScale 1.25\n\tStates\n\t{\n\tSpawn:\n\t\tBRUS AB 10 Bright A_Look\n\t\tLoop\n\tSee:\n\t\tBRUS AABBCCDD 3 Bright A_Chase\n\t\tLoop\n\tMelee:\n\t\tBRUS E 6 Bright A_FaceTarget\n\t\tBRUS F 6 Bright A_FaceTarget\n\t\tBRUS G 6 Bright A_ComboAttack\n\t\tGoto See\n\tMissile:\n\t\tBRUS E 0 Bright A_Jump(144, 8)\n\t\tBRUS EF 6 Bright A_FaceTarget\n\t\tBRUS G 6 Bright A_MissileAttack\n\t\tBRUS G 0 Bright A_Jump(96, 1)\n\t\tGoto See\n\t\tBRUS HI 6 Bright A_FaceTarget\n\t\tBRUS J 6 Bright A_MissileAttack\n\t\tGoto See\n\t\tBRUS E 0 Bright A_Jump(96, 20)\n\t\tBRUS E 6 Bright A_FaceTarget\n\t\tBRUS F 4 Bright A_FaceTarget\n\t\tBRUS F 2 Bright A_Custommissile(\"BruiserBall2\",56,0,-40,0)\n\t\tBRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-30,0)\n\t\tBRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-20,0)\n\t\tBRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-10,0)\n\t\tBRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,0,0)\n\t\tBRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,10,0)\n\t\tBRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,20,0)\n\t\tBRUS G 0 Bright A_Jump(96, 1)\n\t\tGoto See\n\t\tBRUS H 6 Bright A_FaceTarget\n\t\tBRUS I 4 Bright A_FaceTarget\n\t\tBRUS I 2 Bright A_Custommissile(\"BruiserBall2\",56,0,40,0)\n\t\tBRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,30,0)\n\t\tBRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,20,0)\n\t\tBRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,10,0)\n\t\tBRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,0,0)\n\t\tBRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-10,0)\n\t\tBRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-20,0)\n\t\tGoto See\n\t\tBRUS KL 6 Bright A_FaceTarget\n\t\tBRUS M 2 Bright A_Custommissile(\"BruiserFireSpawner\",16,0,-15,0)\n\t\tBRUS M 2 Bright A_Custommissile(\"BruiserFireSpawner\",16,0,0,0)\n\t\tBRUS M 2 Bright A_Custommissile(\"BruiserFireSpawner\",16,0,15,0)\n\t\tGoto See\n\tPain:\n\t\tBRUS N 5 Bright A_Pain\n \t\tGoto See\n Pain.Stunner:\n BRUS N 2 A_ChangeFlag(\"NoPain\", 1)\n BRUS N 300 A_Pain\n BRUS N 0 A_ChangeFlag(\"NoPain\", 0)\n goto See\n Death.DukeIce:\n TNT1 A 0 A_PlaySound(\"duke/enemyfreeze\")\n TNT1 A 0 A_GiveInventory(\"FreezethrowerWeakness\")\n TNT1 A 0 A_Jump(218,\"Ice\")\n TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n\n Ice:\n Death.HexenIce:\n\n Death.Ice:\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 27)\n TNT1 A 0 A_NoBlocking\n BRUS N 0 A_GenericFreezeDeath\n BRUS N 70 A_UnsetSolid\n BRUS N 0 A_IceGuyDie\n BRUS N 1 A_IceGuyDie\n TNT1 A -1\n stop\n Death.ZorchPistol:\n Death.Zorch:\n Death.ZorchKamikaze:\n Death.PhasingZorch:\n Death.ZorchSpectral:\n\tTNT1 A 0 A_Stop\n TNT1 A 0 A_GiveToTarget(\"AwardItem\", 27)\n TNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n TNT1 A 0 A_ChangeFlag(\"DONTGIB\",1)\n TNT1 A 0 A_PlaySoundEx(\"chex/zorch\",\"soundslot5\",0,0)\n BRUS N 4 A_SpawnItem(\"ZorchEffectBig\")\n BRUS NNNNNNNNNNNN 4 Bright A_Fadeout(0.1)\n\tStop\n Death.DukeDamage:\n Death.MightyBoot:\n Death.DukeExplosive:\n Death.DukePistol:\n TNT1 A 0 A_GiveToTarget(\"DukeBossKillTaunt\",1)\n\tDeath:\n TNT1 A 0 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,11)\n \t\tTNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n TNT1 A 0 A_GiveToTarget(\"AwardItem\", 27)\n\t\tBRUD A 6 Bright A_Scream\n\t\tBRUD BCD 4 Bright\n\t\tBRUD EFG 4 Bright\n\t\tBRUD H 4 Bright A_Fall\n\t\tBRUD IJKLMNOP 4 Bright\n\t\tBRUD QRSTUV 4\n\t\tBRUD W 3000\n BRUD WWWWWWWWWWWW 2 A_FadeOut(0.1)\n\t\tStop\n\n\tDeathBrutal:\n TNT1 A 0\n TNT1 AAA 0 A_SpawnItemEx(\"OrangeMistTrail\",random(-13,13),random(-13,13),random(16,53),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-7,7),random(-7,7),random(16,53),random(-200,200)/100.00,random(-200,200)/100.00,random(300,800)/100.00,random(-180,180),160)\n TNT1 AAAA 0 A_SpawnItemEx(\"BrutalChunkTinier_Orange\",random(-13,13),random(-13,13),random(16,53),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAAA 0 A_SpawnItemEx(\"BrutalChunkTiny_Orange\",random(-13,13),random(-13,13),random(16,53),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AA 0 A_SpawnItemEx(\"OrangeMistIntenseTrail\",random(-13,13),random(-13,13),random(16,53),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAAA 0 A_SpawnItemEx(\"Switchable_FlyingBlood_Flaming\",random(-26,26),random(-26,26),random(16,64),random(-350,350)/100.00,random(-350,350)/100.00,random(300,700)/100.00,random(-180,180),160)\n TNT1 AAAAAAA 0 A_SpawnItemEx(\"FlamingMistTrail\",random(-13,13),random(-13,13),random(16,53),random(-300,300)/100.00,random(-300,300)/100.00,random(125,250)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound2\",0,0,0,0,0,0,0,160) // Apparently A_PlaySound doesn't work, so I have to spawn the item. Weird!\n goto Death+1\n\n DeathHappyfun:\n TNT1 A 0\n TNT1 AAAA 0 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n TNT1 AAAAAAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n TNT1 AAAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 A 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n goto Death+1\n\t}\n}\n\nACTOR BruiserBall\n{\n\tRadius 16\n\tHeight 16\n\tSpeed 18\n\tDamage 16\n\tProjectile\n\t+RANDOMIZE\n\tDamageType \"BruiserAttack\"\n\tRenderStyle \"ADD\"\n\tAlpha 0.9\n\tSeeSound \"imp/attack\"\n\tDeathSound \"imp/shotx\"\n\tStates\n\t{\n\tSpawn:\n\t\tBRBA AABB 2 BRIGHT A_SpawnItemEx(\"BruiserBallTrail\",0,0,0,0,0,0,0,128)\n\t\tLoop\n\tDeath:\n\t\tBRBA KLMNOPQRSTUVWX 3 Bright\n\t\tStop\n\t}\n}\n\nACTOR BruiserBall2\n{\n\tRadius 8\n\tHeight 8\n\tSpeed 10\n\tDamage 8\n\tProjectile\n\t+RANDOMIZE\n\tDamageType \"BruiserAttack\"\n\tRenderStyle \"ADD\"\n\tAlpha 0.9\n\tSeeSound \"imp/attack\"\n\tDeathSound \"imp/shotx\"\n\tStates\n\t{\n\tSpawn:\n\t\tBRB2 AB 6 BRIGHT\n\t\tLoop\n\tDeath:\n\t\tBRB2 CDEFGHI 3 Bright\n\t\tStop\n\t}\n}\n\nACTOR BruiserFireSpawner\n{\n\tRadius 8\n\tHeight 8\n\tSpeed 12\n\tDamage 0\n\t+RIPPER\n\t+FLOORHUGGER\n\t+BLOODLESSIMPACT\n\tDamageType \"BruiserAttack\"\n\tProjectile\n\t//MissileType BruiserFire\n\tMissileheight 0\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 3\n \t\tTNT1 A 3 Bright A_CustomMissile(\"BruiserFire\", 32, 0, 0, 4)\n \t\tTNT1 A 3\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 6\n\t\tStop\n\t}\n}\n\nactor BruiserBallTrail\n{\n Radius 1\n Height 1\n Speed 0\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.70\n +NOCLIP\n States\n {\n Spawn:\n \tBRBA CDEFGHIJ 4 Bright\n \tStop\n }\n}\n\nACTOR BruiserFire\n{\n\tRadius 1\n \tHeight 1\n \tSpeed 0\n \tDamage 20\n \tPROJECTILE\n \tRENDERSTYLE ADD\n \tALPHA 0.9\n \t+NOCLIP\n\t+FLOORHUGGER\n DamageType \"fireenemy\"\n\tSeeSound \"weapons/rocklx\"\n \tStates\n \t{\n \tSpawn:\n \t\tXXBF AB 3 Bright\n \t\tXXBF C 3 Bright A_Explode(30,100,1)\n\t\tXXBF DEFGHIJKLMNOPQRST 3 Bright\n \t\tStop\n \t}\n}"
}
]
},
"maps": []
}