Raw model (for completeness)
{
"meta": {
"id": "090f204e-3534-4c0d-b568-96acbd6661c8",
"sha1": "7b05a09952149344a36f7131d79060c5fb884f82",
"sha256": "5c7a382e33d08aad40f6f7b09f2cc2752369af11bc5b1861c44ada01878676f6",
"filenames": [
"hg_core_v0.7a.pk3"
],
"additional": {
"engines": [
"ZDOOM"
],
"iwad": [
"DOOM2"
],
"filename": null,
"added": "2014-10-29 19:56:55",
"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": "2014-10-29 19:56:55",
"file": {
"type": "PK3",
"size": 12582825,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/7b05a09952149344a36f7131d79060c5fb884f82/7b05a09952149344a36f7131d79060c5fb884f82.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 1,
"lumps": 634,
"maps": 0,
"palettes": 14
},
"engines_guess": [
"ZDOOM"
],
"iwads_guess": [
"DOOM2"
]
},
"text_files": [
{
"source": "pk3",
"name": "Acscore.txt",
"contents": "//acs hecho por Samuzero15tlh\n\n// NOTA: desde el script 1 en adelante puedes colocar tus scripts hasta el script 94\n// NOTE: from the script 1 and ahead you can add your own scripts untill the script 94\n// Agradecimientos a: GuardSoul(mano de magistrados) Numsel(Admin de doomdimension) por la base del acs\n// Thanks to : Lorddamager (advice and aclared idea of mod)\n#include \"zcommon.acs\"\n\nint frozen;\nint cdownfreezetime = 10;\nint healthpicker = 1;\nint armorpicker = 1;\nint ammopicker = 1;\nint weaponpicker1 = 1;\nint weaponpicker2 = 1;\nint weaponpicker3 = 1;\nint poweruppicker = 1;\n\nscript 95 open //se usaran el tag 12 para las esferas aleatorias // the tag 12 will be used for the random powerups\n{\n poweruppicker = random(1,5);\n if(poweruppicker == 1)\n {\n spawnspot(\"Soulsphere\",12,0,0);\n thing_remove (12);\n }\n if(poweruppicker == 2)\n {\n spawnspot(\"Doomsphere\",12,0,0);\n thing_remove (12);\n }\n if(poweruppicker == 3)\n {\n spawnspot(\"Guardsphere\",12,0,0);\n thing_remove (12);\n }\n if(poweruppicker == 4)\n {\n spawnspot(\"Turbosphere\",12,0,0);\n thing_remove (12);\n }\n if(poweruppicker == 5)\n {\n spawnspot(\"InvisibilitySphere\",12,0,0);\n thing_remove (12);\n }\n}\n\nscript 96 open //se usaran los tags 7,8,9 y 11 para municion el tamaño sera aleatorio // the tags 7,8,9 and 11 will be used for the ammo the amount will randomize\n{\n ammopicker = random(1,2);\n delay (35*3);\n if(ammopicker == 1)\n {\n Spawnspot(\"Clip\",7,0,0);\n thing_remove (7);\n Spawnspot(\"Shell\",8,0,0);\n thing_remove (8);\n Spawnspot(\"Rocketammo\",9,0,0);\n thing_remove (9);\n Spawnspot(\"Cell\",11,0,0);\n thing_remove (11);\n }\n if(ammopicker == 2)\n {\n Spawnspot(\"Clipbox\",7,0,0);\n thing_remove (7);\n Spawnspot(\"Shellbox\",8,0,0);\n thing_remove (8);\n Spawnspot(\"Rocketbox\",9,0,0);\n thing_remove (9);\n Spawnspot(\"Cellpack\",11,0,0);\n thing_remove (11);\n }\n}\nscript 97 open // se usara el tag 3,4 y 5 para spawn aleatorio de armas / the tag 3,4 and 5 will be used only for weapons//\n{\n\tweaponpicker1 = random(1,3);\n delay (35*3);\n\tif(weaponpicker1 == 1)\n\t\t{\n\t\tSpawnspot (\"Pistol\",3,0,0);\n\t\tthing_remove(3);\n\t\t}\n\tif(weaponpicker1 == 2)\n\t\t{\n\t\tSpawnspot (\"Shotgun\",3,0,0);\n\t\tthing_remove(3);\n\t\t}\n\tif(weaponpicker1 == 3)\n\t\t{\n\t\tSpawnspot (\"Chaingun\",3,0,0);\n\t\tthing_remove(3);\n\t\t}\n\n\tweaponpicker2 = random(1,3);\n delay (35*3);\n\tif(weaponpicker2 == 1)\n\t\t{\n\t\tSpawnspot (\"Supershotgun\",4,0,0);\n\t\tthing_remove(4);\n\t\t}\n\tif(weaponpicker2 == 2)\n\t\t{\n\t\tSpawnspot (\"Minigun\",4,0,0);\n\t\tthing_remove(4);\n\t\t}\n\tif(weaponpicker2 == 3)\n\t\t{\n\t\tSpawnspot (\"Plasmarifle\",4,0,0);\n\t\tthing_remove(4);\n\t\t}\n\n\tweaponpicker3 = random(1,3);\n delay (35*3);\n\tif(weaponpicker3 == 1)\n\t\t{\n\t\tSpawnspot (\"Grenadelauncher\",5,0,0);\n\t\tthing_remove(5);\n\t\t}\n\tif(weaponpicker3 == 2)\n\t\t{\n\t\tSpawnspot (\"Railgun\",5,0,0);\n\t\tthing_remove(5);\n\t\t}\n\tif(weaponpicker3 == 3)\n\t\t{\n\t\tSpawnspot (\"Rocketlauncher\",5,0,0);\n\t\tthing_remove(5);\n\t\t}\n}\n\nScript 99 open\n{\n healthpicker = random(1,4);\n delay (35*3);\n if(healthpicker == 1)\n {\n Spawnspot(\"Medikit\", 1, 0, 0);\n Thing_remove(1);\n }\n if(healthpicker == 2)\n {\n Spawnspot(\"Stimpack\", 1, 0, 0);\n Thing_remove(1);\n }\n if(healthpicker == 3)\n {\n Spawnspot(\"Healthbonus\", 1, 0, 0);\n Thing_remove(1);\n }\n if(healthpicker == 4)\n {\n Spawnspot(\"Maxhealthbonus\", 1, 0, 0);\n Thing_remove(1);\n }\n}\n\nscript 98 open// Se usara el tag 2 para spawn aleatorio de armadura/ The tag 2 will be use only for armor //\n{\n\tarmorpicker = random(1,3);\n delay (35*3);\n\t\tif(armorpicker == 1)\n\t\t{\n\t\t\tSpawnspot (\"Greenarmor\", 2, 0, 0);\n\t\t\tthing_remove (2);\n\t\t}\n\t\tif(armorpicker == 2)\n\t\t{\n\t\t\tSpawnspot (\"Armorbonus\", 2, 0, 0);\n\t\t\tthing_remove (2);\n\t\t}\n\t\tif(armorpicker == 3)\n\t\t{\n\t\t\tSpawnspot (\"Maxarmorbonus\", 2, 0, 0);\n\t\t\tthing_remove (2);\n\t\t}\n}\n\nScript 100 OPEN// el tiempo de congelacion\n{\n delay(0);\n until(cdownfreezetime == 0)\n {\n frozen = 1;\n SetPlayerProperty(10,1,PROP_FROZEN);\n HudMessageBold(s:\"\\ccGet ready! the match will start in \\cg\", d:cdownfreezetime, s:\" \\ccseconds!.\"; HUDMSG_PLAIN, 2, CR_WHITE, 0.03, 0.85, 3.5);\n delay(35);\n cdownfreezetime--;\n }\n if(cdownfreezetime == 0)\n {\n ACS_EXECUTEALWAYS (101,0);\n SetPlayerProperty(10,0,PROP_FROZEN);\n }\n}\n\nScript 101 (void)// tiempo de invurneabilidad: (1 invurnehabilidad = 30 segundos)\n{\n frozen = 0;\n HudMessageBold(s:\"\\cfHurry! \\cgfind resouces before the invurneability wears off!\"; HUDMSG_PLAIN, 2, CR_DARKred, 0.03, 0.85, 3.5);\n}\n\nscript 102 OPEN // un tiempo del juego (cuanto tiempo transcurrido durante la partida)\n{\n int t;\n while(TRUE)\n {\n t = Timer() / 35;\n HudMessage(s:\"Time Game:\", d:t/60, s:\":\", d:(t%60)/10, d:t%10;\n HUDMSG_PLAIN, 1, CR_RED, 0.95, 0.95, 2.0);\n Delay(35);\n }\n}\n\nscript 104 Enter // cree otro script solo para las personas que estan en la partida para que los espectadores no vieran la pantalla blanca del invuneability / i maede another script just for the players in the match to avoid the white screen of the invulneability sphere\n{\n delay(35*10);\n GiveInventory(\"InvulnerabilitySphere\",1);\n}"
},
{
"source": "pk3",
"name": "Actors/Decorative.txt",
"contents": "ACTOR GoldenEagle1 20000\n{\nRadius 16\nHeight 50\n+SOLID\nStates\n{\nSpawn:\n\tEAGL A -1\n\tStop\n}\n}\n\nACTOR GoldenEagle2 20001\n{\nRadius 16\nHeight 60\n+SOLID\nStates\n{\nSpawn:\n\tEAG2 A -1\n\tStop\n}\n}\n\nACTOR GoldenEagle3 20002\n{\nRadius 16\nHeight 50\n+SOLID\nStates\n{\nSpawn:\n\tEAG3 A -1\n\tStop\n}\n}\n\n// Blue torches with gold stand -------------------------\n\nACTOR D64ShortBlueTorchGoldStand 20003\n{\n Game Doom\n Radius 16\n Height 37\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n BTGS ABCD 4 Bright\n Loop\n }\n}\n\nACTOR D64TallBlueTorchGoldStand 20004\n{\n Game Doom\n Radius 16\n Height 68\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n BTGT ABCD 4 Bright\n Loop\n }\n}\n\n// Blue torches with silver stand -----------------------\n\nACTOR D64ShortBlueTorchSilverStand 20005\n{\n Game Doom\n Radius 16\n Height 37\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n BTSS ABCD 4 Bright\n Loop\n }\n}\n\nACTOR D64TallBlueTorchSilverStand 20006\n{\n Game Doom\n Radius 16\n Height 68\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n BTST ABCD 4 Bright\n Loop\n }\n}\n\n// Blue torches with bronze stand -----------------------\n\nACTOR D64ShortBlueTorchBronzeStand 20007\n{\n Game Doom\n Radius 16\n Height 37\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n BTBS ABCD 4 Bright\n Loop\n }\n}\n\nACTOR D64TallBlueTorchBronzeStand 20008\n{\n Game Doom\n Radius 16\n Height 68\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n BTBT ABCD 4 Bright\n Loop\n }\n}\n\n// Cyan torches with gold stand -------------------------\n\nACTOR D64ShortCyanTorchGoldStand 20009\n{\n Game Doom\n Radius 16\n Height 37\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n CTGS ABCD 4 Bright\n Loop\n }\n}\n\nACTOR D64TallCyanTorchGoldStand 20010\n{\n Game Doom\n Radius 16\n Height 68\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n CTGT ABCD 4 Bright\n Loop\n }\n}\n\n// Cyan torches with silver stand -----------------------\n\nACTOR D64ShortCyanTorchSilverStand 20011\n{\n Game Doom\n Radius 16\n Height 37\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n CTSS ABCD 4 Bright\n Loop\n }\n}\n\nACTOR D64TallCyanTorchSilverStand 20012\n{\n Game Doom\n Radius 16\n Height 68\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n CTST ABCD 4 Bright\n Loop\n }\n}\n\n// Cyan torches with bronze stand -----------------------\n\nACTOR D64ShortCyanTorchBronzeStand 20013\n{\n Game Doom\n Radius 16\n Height 37\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n CTBS ABCD 4 Bright\n Loop\n }\n}\n\nACTOR D64TallCyanTorchBronzeStand 20014\n{\n Game Doom\n Radius 16\n Height 68\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n CTBT ABCD 4 Bright\n Loop\n }\n}\n\n// Green torches with gold stand --------------------------\n\nACTOR D64ShortGreenTorchGoldStand 20015\n{\n Game Doom\n Radius 16\n Height 37\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n GTGS ABCD 4 Bright\n Loop\n }\n}\n\nACTOR D64TallGreenTorchGoldStand 20016\n{\n Game Doom\n Radius 16\n Height 68\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n GTGT ABCD 4 Bright\n Loop\n }\n}\n\n// Green torches with silver stand ------------------------\n\nACTOR D64ShortGreenTorchSilverStand 20017\n{\n Game Doom\n Radius 16\n Height 37\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n GTSS ABCD 4 Bright\n Loop\n }\n}\n\nACTOR D64TallGreenTorchSilverStand 20018\n{\n Game Doom\n Radius 16\n Height 68\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n GTST ABCD 4 Bright\n Loop\n }\n}\n\n// Green torches with bronze stand ------------------------\n\nACTOR D64ShortGreenTorchBronzeStand 20019\n{\n Game Doom\n Radius 16\n Height 37\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n GTBS ABCD 4 Bright\n Loop\n }\n}\n\nACTOR D64TallGreenTorchBronzeStand 20020\n{\n Game Doom\n Radius 16\n Height 68\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n GTBT ABCD 4 Bright\n Loop\n }\n}\n\n// Purple torches with gold stand --------------------------\n\nACTOR D64ShortPurpleTorchGoldStand 20021\n{\n Game Doom\n Radius 16\n Height 37\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n PTGS ABCD 4 Bright\n Loop\n }\n}\n\nACTOR D64TallPurpleTorchGoldStand 20022\n{\n Game Doom\n Radius 16\n Height 68\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n PTGT ABCD 4 Bright\n Loop\n }\n}\n\n// Purple torches with silver stand ------------------------\n\nACTOR D64ShortPurpleTorchSilverStand 20023\n{\n Game Doom\n Radius 16\n Height 37\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n PTSS ABCD 4 Bright\n Loop\n }\n}\n\nACTOR D64TallPurpleTorchSilverStand 20024\n{\n Game Doom\n Radius 16\n Height 68\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n PTST ABCD 4 Bright\n Loop\n }\n}\n\n// Purple torches with bronze stand ------------------------\n\nACTOR D64ShortPurpleTorchBronzeStand 20025\n{\n Game Doom\n Radius 16\n Height 37\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n PTBS ABCD 4 Bright\n Loop\n }\n}\n\nACTOR D64TallPurpleTorchBronzeStand 20026\n{\n Game Doom\n Radius 16\n Height 68\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n PTBT ABCD 4 Bright\n Loop\n }\n}\n\n// Red torches with gold stand --------------------------\n\nACTOR D64ShortRedTorchGoldStand 20027\n{\n Game Doom\n Radius 16\n Height 37\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n RTGS ABCD 4 Bright\n Loop\n }\n}\n\nACTOR D64TallRedTorchGoldStand 20028\n{\n Game Doom\n Radius 16\n Height 68\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n RTGT ABCD 4 Bright\n Loop\n }\n}\n\n// Red torches with silver stand ------------------------\n\nACTOR D64ShortRedTorchSilverStand 20029\n{\n Game Doom\n Radius 16\n Height 37\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n RTSS ABCD 4 Bright\n Loop\n }\n}\n\nACTOR D64TallRedTorchSilverStand 20030\n{\n Game Doom\n Radius 16\n Height 68\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n RTST ABCD 4 Bright\n Loop\n }\n}\n\n// Red torches with bronze stand ------------------------\n\nACTOR D64ShortRedTorchBronzeStand 20031\n{\n Game Doom\n Radius 16\n Height 37\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n RTBS ABCD 4 Bright\n Loop\n }\n}\n\nACTOR D64TallRedTorchBronzeStand 20032\n{\n Game Doom\n Radius 16\n Height 68\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n RTBT ABCD 4 Bright\n Loop\n }\n}\n\n// White torches with gold stand --------------------------\n\nACTOR D64ShortWhiteTorchGoldStand 20033\n{\n Game Doom\n Radius 16\n Height 37\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n WTGS ABCD 4 Bright\n Loop\n }\n}\n\nACTOR D64TallWhiteTorchGoldStand 20034\n{\n Game Doom\n Radius 16\n Height 68\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n WTGT ABCD 4 Bright\n Loop\n }\n}\n\n// White torches with silver stand ------------------------\n\nACTOR D64ShortWhiteTorchSilverStand 20035\n{\n Game Doom\n Radius 16\n Height 37\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n WTSS ABCD 4 Bright\n Loop\n }\n}\n\nACTOR D64TallWhiteTorchSilverStand 20036\n{\n Game Doom\n Radius 16\n Height 68\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n WTST ABCD 4 Bright\n Loop\n }\n}\n\n// White torches with bronze stand ------------------------\n\nACTOR D64ShortWhiteTorchBronzeStand 20037\n{\n Game Doom\n Radius 16\n Height 37\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n WTBS ABCD 4 Bright\n Loop\n }\n}\n\nACTOR D64TallWhiteTorchBronzeStand 20038\n{\n Game Doom\n Radius 16\n Height 68\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n WTBT ABCD 4 Bright\n Loop\n }\n}\n\n// Yellow torches with gold stand --------------------------\n\nACTOR D64ShortYellowTorchGoldStand 20039\n{\n Game Doom\n Radius 16\n Height 37\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n YTGS ABCD 4 Bright\n Loop\n }\n}\n\nACTOR D64TallYellowTorchGoldStand 20040\n{\n Game Doom\n Radius 16\n Height 68\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n YTGT ABCD 4 Bright\n Loop\n }\n}\n\n// Yellow torches with silver stand ------------------------\n\nACTOR D64ShortYellowTorchSilverStand 20041\n{\n Game Doom\n Radius 16\n Height 37\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n YTSS ABCD 4 Bright\n Loop\n }\n}\n\nACTOR D64TallYellowTorchSilverStand 20042\n{\n Game Doom\n Radius 16\n Height 68\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n YTST ABCD 4 Bright\n Loop\n }\n}\n\n// Yellow torches with bronze stand ------------------------\n\nACTOR D64ShortYellowTorchBronzeStand 20043\n{\n Game Doom\n Radius 16\n Height 37\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n YTBS ABCD 4 Bright\n Loop\n }\n}\n\nACTOR D64TallYellowTorchBronzeStand 20044\n{\n Game Doom\n Radius 16\n Height 68\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n YTBT ABCD 4 Bright\n Loop\n }\n}\nActor Gardentree1 20045\n{\n Radius 20\n Height 90\n +Solid\n States\n {\n Spawn:\n PLAN A -1\n Stop\n }\n}\n\nActor Gardentree2 20046\n{\n Radius 20\n Height 90\n +Solid\n States\n {\n Spawn:\n PLAN B -1\n Stop\n }\n}\n\nActor Gardenbush1 20047\n{\n Radius 24\n Height 30\n +Solid\n States\n {\n Spawn:\n PLAN C -1\n Stop\n }\n}\n\nActor Gardenbush2 20048\n{\n Radius 16\n Height 30\n +Solid\n States\n {\n Spawn:\n PLAN D -1\n Stop\n }\n}\n\nActor Gardenbush3 20049\n{\n Radius 16\n Height 30\n +Solid\n States\n {\n Spawn:\n PLAN E -1\n Stop\n }\n}\nACTOR SkullTree1 6454\n{\n\tRadius 96\n\tHeight 157\n\tProjectilePassHeight -16\n\t+SOLID\n\tStates\n\t{\n\tSpawn:\n\t\tTRES A -1\n\t\tStop\n\t}\n}\n\nACTOR SkullTree2 6454\n{\n\tRadius 96\n\tHeight 157\n\tProjectilePassHeight -16\n\t+SOLID\n\tStates\n\t{\n\tSpawn:\n\t\tTRES B -1\n\t\tStop\n\t}\n}\nACTOR HCactus 356\n{\n Tag \"Cactus\"\n Radius 16\n Height 56\n Scale 0.7\n +SOLID\n\t+NOGRAVITY\n States\n {\n Spawn:\n TREE M -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/PlayerHG.txt",
"contents": "ACTOR PlayerHG : PlayerPawn\n{\n Speed 1\n Health 100\n Radius 16\n Height 56\n Mass 100\n +NOSKIN\n PainChance 255\n Player.DisplayName \"PlayerHG\"\n Player.CrouchSprite \"PLYC\"\n Player.StartItem \"Fist\"\n Player.WeaponSlot 1, Fist, Chainsaw, DoubleBladedChainsaw, Knife, Machete, Axe\n Player.WeaponSlot 2, Pistol, PlasmaPistol, Reaper, Rifle, Colt45, Mag60, ScatterPistol\n Player.WeaponSlot 3, Shotgun, SuperShotgun, PlasmaShotgun, PumpActionShotgun, SwatShotgun, Yellowboy\n Player.WeaponSlot 4, Chaingun, Minigun, Butchergun, StunnerRifle, NailgunSG\n Player.WeaponSlot 5, RocketLauncher, FlameThrower, GrenadeLaumcher\n Player.WeaponSlot 6, PlasmaRifle, Cyrobow, PlasmaBallista, HuntingRifle, SniperRifle, Railgun\n Player.ColorRange 112, 127\n\n States\n {\n Spawn:\n PLAY A -1\n Loop\n See:\n PLAY ABCD 4\n Loop\n Missile:\n PLAY E 12\n Goto Spawn\n Melee:\n PLAY F 6 BRIGHT\n Goto Missile\n Pain:\n PLAY G 4\n PLAY G 4 A_Pain\n Goto Spawn\n Death:\n PLAY H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n Death1:\n PLAY H 10\n PLAY I 10 A_PlayerScream\n PLAY J 10 A_NoBlocking\n PLAY KLM 10\n PLAY N -1\n Stop\n XDeath:\n PLAY O 0 A_PlayerSkinCheck(\"AltSkinXDeath\")\n XDeath1:\n PLAY O 5\n PLAY P 5 A_XScream\n PLAY Q 5 A_NoBlocking\n PLAY RSTUV 5\n PLAY W -1\n Stop\n AltSkinDeath:\n PLAY H 6\n PLAY I 6 A_PlayerScream\n PLAY JK 6\n PLAY L 6 A_NoBlocking\n PLAY MNO 6\n PLAY P -1\n Stop\n AltSkinXDeath:\n PLAY Q 5 A_PlayerScream\n PLAY R 0 A_NoBlocking\n PLAY R 5 A_SkullPop\n PLAY STUVWX 5\n PLAY Y -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons.txt",
"contents": "ACTOR CryoBow : Weapon\n{\n\tWeapon.AmmoType \"CryoBolts\"\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 5\n\tWeapon.SlotNumber 5\n\tInventory.PickupMessage \"$GOTCRYOBOW\"\n\tObituary \"$OB_MPCRYOBOW\"\n\tStates\n\t{\n\tSpawn:\n\t\tWBOW A -1\n\t\tStop\n\tDeselect:\n\t\tBOWG A 1 Bright A_Lower\n\t\tLoop\n\tSelect:\n\t\tBOWG A 1 Bright A_Raise\n\t\tLoop\n\tReady:\n\t\tBOWG AAABBBCCCDDDBBB 1 Bright A_WeaponReady\n \tLoop\n\tFire:\n\t\tBOWG A 0 Bright A_GunFlash\n\t\tBOWG A 0 Bright A_Recoil(4.0)\n\t\tBOWG A 0 Bright A_PlaySound(\"weapons/cryobowshot\")\n\t\tBOWG A 0 Bright A_PlaySound(\"weapons/cryobowfire\", CHAN_WEAPON)\n\t\tBOWF A 2 Bright A_FireCustomMissile(\"CryoShot\",0,1)\n\t\tBOWF BCD 2 Bright\n\t\tBOWF E 8\n\t\tBOWF E 2 A_PlaySound(\"weapons/cryobowreload\")\n\t\tBOWF E 2 Offset(0,31)\n\t\tBOWF F 2 Offset(0,32)\n\t\tBOWF F 2 Offset(0,30)\n\t\tBOWF G 2 Offset(0,31)\n\t\tBOWF HI 1 Offset(0,32)\n\t\tBOWG CDB 3 Bright Offset(0,32)\n\t\tBOWG A 0 A_ReFire\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 2 Bright A_Light1\n\t\tTNT1 A 2 Bright A_Light2\n\t\tTNT1 A 1 Bright A_Light1\n\t\tGoto LightDone\n\t}\n}\n\nACTOR CryoShot : FastProjectile\n{\n\tRadius 4\n\tHeight 8\n\tSpeed 100\n\tDamage 0\n\tProjectile\n\tRenderStyle Add\n\tAlpha 0.9\n\t+FORCERADIUSDMG\n\t+NODAMAGETHRUST\n\tDeathSound \"weapons/cryobowhit\"\n\tMissileType \"CryoTrail\"\n\tMissileHeight 8\n\tDecal \"PlasmaScorchLower\"\n\tStates\n\t{\n\tSpawn:\n\t\tBSHT A 0 Bright\n\t\tBSHT A 0 Bright A_PlaySound(\"weapons/cryobowflyby\", CHAN_BODY, 1.0, 1)\n\t\tBSHT A 1 Bright\n\t\tLoop\n\tDeath:\n\t\tBXPL A 0 Bright A_StopSound(CHAN_BODY)\n\t\tBXPL A 0 Bright A_Explode(1, 128, 0) // Break frozen things.\n\t\tBXPL A 0 Bright A_ChangeFlag(\"ICEDAMAGE\", 1)\n\t\tBXPL A 0 Bright A_ChangeFlag(\"NODAMAGETHRUST\", 0)\n\t\tBXPL A 0 Bright A_Explode(50*random(1,4), 16, 0) // Simulated impact damage\n\t\tBXPL A 0 Bright A_Explode(128, 128, 0) // Freezy radius damage.\n\t\tBXPL AAAAAAAA 0 Bright A_SpawnItemEx(\"CryoSmoke\", 0, 0, 0, random(10, 30)*0.1, 0, random(0, 10)*0.1, random(1,360), SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t\tBXPL AAAA 0 Bright A_SpawnItemEx(\"CryoSmoke2\", 0, 0, 0, random(10, 30)*0.04, 0, random(0, 10)*0.04, random(1,360), SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\t\tBXPL ABCDEFGH 1 Bright\n\t\tBXPL IJKLLM 1 Bright A_FadeOut(0.1)\n\t\tStop\n\t}\n}\n\nACTOR CryoTrail\n{\n\t+NOINTERACTION\n\tRadius 4\n\tHeight 8\n\tRenderstyle Add\n\tAlpha 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tBSHT AABBCDEFG 1 Bright\n\t\tStop\n\t}\n}\n\nACTOR CryoSmoke\n{\n Radius 2\n Height 2\n +NOINTERACTION\n +FORCEXYBILLBOARD\n RenderStyle Shaded\n StencilColor \"A0 A0 A0\"\n Alpha 1.0\n Scale 0.4\n States\n {\n Spawn:\n\t\tSMOK A 0\n SMOK A 2 A_FadeOut (0.05)\n Wait\n }\n}\n\nActor CryoSmoke2 : CryoSmoke { StencilColor \"DD DD DD\" Scale 0.7 Alpha 0.5 VSpeed 2.5\n\tStates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tSMOK A 6 A_FadeOut(0.04)\n\t\tWait\n\t}\n}\n\nACTOR CryoBolts : Ammo\n{\n\tInventory.PickupMessage \"$GOTCRYOBOLTS\"\n\tInventory.Amount 2\n\tInventory.MaxAmount 50\n\tAmmo.BackpackMaxAmount 100\n\tInventory.Icon \"ABOWC0\"\n\tStates\n\t{\n\tSpawn:\n\t\tABOW ABCD 5 BRIGHT\n\t\tLoop\n\t}\n}\n\nactor Butchergun : Weapon\n{\n obituary \"%o was slaughtered by %k's Butcher.\"\n radius 20\n height 16\n inventory.pickupmessage \"You got the Butcher!\"\n weapon.selectionorder 640\n weapon.kickback 50\n weapon.ammotype \"Clip\"\n weapon.ammouse 1\n weapon.ammogive 40\n Damagetype \"Normal\"\n states\n {\n Ready:\n BUTC A 1 A_WeaponReady\n loop\n Deselect:\n BUTC A 0 A_Lower\n BUTC A 1 A_Lower\n loop\n Select:\n BUTC A 0 A_Raise\n BUTC A 1 A_Raise\n loop\n Fire:\n BUTC A 0 A_Jump(128,4)\n BUTC B 2\n BUTC A 0 A_PlaySoundEx(\"weapons/butcherfire\",Weapon,0)\n BUTC C 2 A_FireBullets(3,3,1,8,\"Bulletpuff\",1)\n goto Ready\n BUTC B 2\n BUTC A 0 A_PlaySoundEx(\"weapons/butcherfire\",Weapon,0)\n BUTC D 2 A_FireBullets(3,3,1,8,\"Bulletpuff\",1)\n goto Ready\n Hold:\n BUTC A 0 A_Jump(128,4)\n BUTC B 2\n BUTC A 0 A_PlaySoundEx(\"weapons/butcherfire\",Weapon,0)\n BUTC C 2 A_FireBullets(3,3,1,8,\"Bulletpuff\",1)\n goto Ready\n BUTC B 2\n BUTC A 0 A_PlaySoundEx(\"weapons/butcherfire\",Weapon,0)\n BUTC D 2 A_FireBullets(3,3,1,8,\"Bulletpuff\",1)\n goto Ready\n Spawn:\n BUTP A -1\n stop\n }\n}\n\nActor PlasmaBallista : Weapon\n{\n Weapon.AmmoType \"BallistaBolts\"\n Weapon.AmmoUse 1\n Weapon.AmmoGive 5\n Weapon.SlotNumber 5\n Inventory.PickupMessage \"Plasma Ballista\"\n Obituary \"%o was picked off by %k's plasma ballista\"\n States\n {\n Spawn:\n WBOW A -1\n Stop\n Deselect:\n BSTA A 1 A_Lower\n Wait\n Select:\n BSTA A 1 Bright A_Raise\n Wait\n Ready:\n BSTA AAABBBCCCDDDBBB 1 Bright A_WeaponReady\n Loop\n Fire:\n BSTA E 0 A_GunFlash\n BSTA E 0 A_Recoil(3.0)\n BSTA E 0 A_PlaySound(\"Weapons/BallistaShot\")\n BSTA E 0 A_PlaySound(\"Weapons/BallistaFire\", CHAN_WEAPON)\n BSTA E 2 Bright A_FireCustomMissile(\"BallistaShot\",0,1)\n BSTA FGH 2 Bright\n BSTA I 8\n BSTA I 2\n BSTA I 2 Offset(0,31)\n BSTA J 2 Offset(0,32)\n BSTA J 2 Offset(0,30)\n BSTA K 2 Offset(0,31)\n BSTA K 2 Offset(0,30)\n\tBSTA K 3 Offset(0,31) A_PlaySound(\"Weapons/BallistaReload\")\n\tBSTA K 6 Offset(0,32)\n BSTA L 1 Bright Offset(0,32)\n BSTA M 1 Bright\n\tBSTA A 3 Bright\n Goto Ready\n Flash:\n TNT1 A 2 Bright A_Light1\n TNT1 A 2 Bright A_Light2\n TNT1 A 1 Bright A_Light1\n Goto LightDone\n }\n}\n\nActor BallistaShot : FastProjectile\n{\n Radius 4\n Height 8\n Speed 160\n Damage 0\n Projectile\n RenderStyle Add\n Alpha 0.9\n Scale 0.8\n +ForceRadiusDmg\n +NoDamageThrust\n +ForceXYBillboard\n DeathSound \"Weapons/BallistaHit\"\n MissileType \"BallistaTrail\"\n MissileHeight 8\n Decal \"PlasmaScorchLower\"\n States\n {\n Spawn:\n BSHT A 0 Bright\n BSHT A 1 Bright A_PlaySound(\"Weapons/BallistaFlyby\", CHAN_BODY, 1.0, 1)\n Loop\n Death:\n BXPL A 0 Bright A_StopSound(CHAN_BODY)\n BXPL A 0 Bright A_ChangeFlag(\"NODAMAGETHRUST\", 0)\n BXPL A 0 Bright A_Explode(Random(150, 180), 36, 0)\n BXPL ABCDEFGH 1 Bright\n BXPL IJKLM 1 Bright A_FadeOut(0.1)\n Stop\n }\n}\n\nActor BallistaTrail\n{\n +ForceXYBillBoard\n +NoInteraction\n Radius 4\n Height 8\n Renderstyle Add\n Alpha 0.5\n States\n {\n Spawn:\n BSHT AABBCDEFG 1 Bright\n Stop\n }\n}\n\nActor BallistaBolts : Ammo\n{\n Inventory.PickupMessage \"Plasma Ballista Bolts\"\n Inventory.Amount 2\n Inventory.MaxAmount 50\n Ammo.BackpackMaxAmount 100\n Inventory.Icon \"ABOWC0\"\n States\n {\n Spawn:\n ABOW ABCD 5 BRIGHT\n Loop\n }\n}\n\nActor Flamethrower : Weapon\n{\n Inventory.PickupSound \"misc/w_pkup\"\n Inventory.PickupMessage \"You got the flamethrower! Time for a BBQ!\"\n Obituary \"%o was BBQed by %k's flamethrower.\"\n Weapon.AmmoType \"Gas\"\n Weapon.AmmoGive 48\n Weapon.AmmoUse 1\n Weapon.SlotNumber 6\n +Weapon.Explosive\n States\n {\n Spawn:\n WFLM A -1\n Loop\n Ready:\n FLMG BCD 3 A_WeaponReady\n Loop\n Deselect:\n FLMG A 1 A_Lower\n Loop\n Select:\n FLMG A 1 A_Raise\n Loop\n Fire:\n FLMG E 0 bright A_GunFlash\n FLMG E 1 bright A_FireCustomMissile(\"FTFire\", 0, 1, Random(-4, 4), 0)\n FLMG F 1 bright A_FireCustomMissile(\"FTFire\", 0, 0, Random(-4, 4), 0)\n FLMG G 1 bright A_FireCustomMissile(\"FTFire\", 0, 1, Random(-4, 4), 0)\n FLMG E 0 bright A_GunFlash\n FLMG E 1 bright A_FireCustomMissile(\"FTFire\", 0, 1, Random(-4, 4), 0)\n FLMG F 1 bright A_FireCustomMissile(\"FTFire\", 0, 0, Random(-4, 4), 0)\n FLMG G 1 bright A_FireCustomMissile(\"FTFire\", 0, 1, Random(-4, 4), 0)\n FLMG E 0 bright A_GunFlash\n FLMG E 1 bright A_FireCustomMissile(\"FTFire\", 0, 1, Random(-4, 4), 0)\n FLMG F 1 bright A_FireCustomMissile(\"FTFire\", 0, 0, Random(-4, 4), 0)\n FLMG G 1 bright A_FireCustomMissile(\"FTFire\", 0, 1, Random(-4, 4), 0)\n FLMG H 2 bright A_ReFire\n Goto Ready\n Flash:\n TNT1 A 2 A_Light1\n TNT1 A 2 A_Light2\n TNT1 A 1 A_Light1\n TNT1 A 1 A_Light0\n Stop\n }\n}\n\nActor FTFire\n{\n Radius 2\n Height 4\n Speed 16\n Damage 1\n Projectile\n RenderStyle Add\n DamageType Fire\n Alpha 0.67\n Scale 0.67\n SeeSound \"Flamethrower/Fire\"\n DeathSound \"Flamethrower/Hit\"\n States\n {\n Spawn:\n TNT1 A 2\n FRFX ABCD 2 bright A_Explode(5, 8, 0)\n TNT1 A 0 A_LowGravity\n FRFX EFG 2 bright A_Explode(5, 16, 0)\n FRFX HIJ 2 bright A_Explode(5, 32, 0)\n FRFX KLM 2 bright A_Explode(5, 64, 0)\n FRFX NO 2 bright\n Stop\n Death:\n FRFX HIJ 2 bright A_Explode(5, 32, 0)\n TNT1 A 0 A_CustomMissile(\"DropFire\", 0, 0, 0, 4)\n FRFX KLM 2 bright A_Explode(5, 64, 0)\n FRFX NO 2 bright\n Stop\n }\n}\n\nActor DropFire\n{\n Radius 8\n Height 40\n Projectile\n RenderStyle Add\n DamageType Fire\n Alpha 0.90\n -NoGravity\n +LowGravity\n +NoExplodeFloor\n +NoDamageThrust\n States\n {\n Spawn:\n TNT1 A 0 A_PlaySound(\"Flamethrower/Flame\")\n FLME A 2 bright A_Explode(5, 32, 0)\n FLME BCDEFGHIJKLMN 2 bright A_Explode(5, 16, 0)\n TNT1 A 0 A_PlaySound(\"Flamethrower/Flame\")\n FLME A 2 bright A_Explode(5, 32, 0)\n FLME BCDEFGHIJKLMN 2 bright A_Explode(5, 16, 0)\n TNT1 A 0 A_PlaySound(\"Flamethrower/Flame\")\n FLME A 2 bright A_Explode(5, 32, 0)\n FLME BCDEFGHIJKLMN 2 bright A_Explode(5, 16, 0)\n TNT1 A 0 A_PlaySound(\"Flamethrower/Flame\")\n FLME A 2 bright A_Explode(5, 32, 0)\n FLME BCDEFGHIJKLMN 2 bright A_Explode(5, 16, 0)\n TNT1 A 0 A_PlaySound(\"Flamethrower/Flame\")\n FLME A 2 bright A_Explode(5, 32, 0)\n FLME BCDEFGHIJKLMN 2 bright A_Explode(5, 16, 0)\n TNT1 A 0 A_Jump(192, \"Death\")\n Loop\n Death:\n TNT1 A 1\n Stop\n }\n}\n\nActor Gas : Ammo\n{\n Inventory.PickupSound \"misc/pickup\"\n Inventory.Amount 24\n Inventory.MaxAmount 240\n Ammo.BackpackAmount 24\n Ammo.BackpackMaxAmount 480\n Inventory.PickupMessage \"You picked up a gasoline cannister\"\n Inventory.Icon AGASA0\n States\n {\n Spawn:\n AGAS A -1\n Loop\n }\n}\n\nActor BigGas : Gas\n{\n Inventory.Amount 120\n Inventory.PickupMessage \"You picked up a gasoline pack\"\n Inventory.Icon AGASB0\n States\n {\n Spawn:\n AGAS B -1\n Loop\n }\n}\n\nActor PlasmaPistol : Weapon\n{\n Weapon.SlotNumber 2\n Weapon.AmmoUse 1\n Weapon.AmmoGive 10\n Weapon.AmmoType \"Cell\"\n Inventory.PickupMessage \"You got a Plasma Pistol!\"\n obituary \"%o was melted by %k's Plasma Pistol\"\n states\n {\n Spawn:\n PLSP A -1\n loop\n Ready:\n PLPI A 1 A_WeaponReady\n loop\n Deselect:\n PLPI A 1 A_Lower\n loop\n Select:\n PLPI A 1 A_Raise\n loop\n Fire:\n PLPI A 0\n PLPI B 3\n PLPI C 3 A_FireCustomMissile(\"PlasmaBall\")\n PLPI A 8\n BLAG B 0 A_ReFire\n goto Ready\n }\n}\nactor PlasmaShotgun : Weapon\n{\n Weapon.SelectionOrder 900\n Inventory.PickupMessage \"You got plasma shotgun.\"\n Inventory.PickupSound \"misc/w_pkup\"\n Weapon.AmmoType Cell\n Weapon.AmmoUse 1\n Weapon.AmmoGive 27\n +WEAPON.NOAUTOFIRE\n Obituary \"%o was melted by %k's plasma shotgun.\"\n States\n {\n Spawn:\n PSHG A -1\n Stop\n Select:\n PSHT A 1 A_Raise\n Loop\n Deselect:\n PSHT A 1 A_Lower\n Loop\n Ready:\n PSHT A 0 A_JumpIfInventory (\"PlasmaShotgunThingy\",1,2)\n PSHT A 1 A_WeaponReady\n Loop\n PSHT D 1 A_WeaponReady\n Loop\n Fire:\n PSHT A 0 A_JumpIfInventory (\"PlasmaShotgunThingy\",1,\"Pump\")\n PSHT A 0 A_GiveInventory (\"PlasmaShotgunThingy\",1)\n PSHT A 1 Bright A_Light1\n PSHT A 0 A_PlayWeaponSound (\"pshtgun/fire\")\n PSHT A 0 A_FireCustomMissile (\"PlasmaBurst\",0)\n PSHT A 0 A_FireCustomMissile (\"PlasmaBurst\",5)\n PSHT A 0 A_FireCustomMissile (\"PlasmaBurst\",-5)\n PSHT A 1 Bright A_Light0\n PSHT BCB 3\n Goto Ready\n Pump:\n PSHT D 0 A_PlayWeaponSound (\"pshtgun/cock\")\n PSHT DEFE 3\n PSHT A 5\n PSHT E 0 A_TakeInventory (\"PlasmaShotgunThingy\",1)\n Goto Ready\n }\n}\n\nactor PlasmaBurst\n{\n Radius 7\n Height 5\n Speed 20\n Damage 7\n Decal DoomImpScorch\n Alpha 0.8\n\n Projectile\n RenderStyle Translucent\n DeathSound \"pshtgun/shotx\"\n States\n {\n Spawn:\n APLS AB 2 Bright A_CustomMissile (\"PlasmaTrail\",0,0,0)\n Loop\n Death:\n APBX ABCDE 3 Bright\n Stop\n }\n}\n\nactor PlasmaTrail\n{\n Radius 1\n Height 1\n Alpha 0.4\n Scale 0.75\n\n Projectile\n -NOGRAVITY\n +LOWGRAVITY\n RenderStyle Translucent\n States\n {\n Spawn:\n PBRS A 5 Bright\n Stop\n }\n}\n\nactor PlasmaShotgunThingy : Inventory\n{\n Inventory.MaxAmount 1\n}\n\nactor PumpActionShotgun : Weapon\n{\n spawnid 27\n obituary \"%o was blown by %k's shotty.\"\n radius 20\n height 16\n attacksound \"weapons/Xshotgf\"\n inventory.pickupmessage \"You got the pump-action shotgun!\"\n weapon.selectionorder 1300\n weapon.kickback 100\n Weapon.AmmoType \"Shell\"\n Weapon.AmmoGive 8\n Weapon.AmmoUse 1\n Inventory.Icon \"XSOTA0\"\n Decal \"BulletChip\"\n states\n {\n Ready:\n XSTG A 1 A_WeaponReady\n loop\n Deselect:\n XSTG A 1 A_Lower\n loop\n Select:\n XSTG A 1 A_Raise\n loop\n Fire:\n XSTG A 3\n XSTG A 0 A_FireBullets (5.6, 5.6, 8, 5, \"BulletPuff\")\n NONE A 7 A_GunFlash\n XSTG B 4\n XSTG C 3 A_PlaySound(\"weapons/Xshotgr\")\n XSTG DE 4\n XSTG F 2\n XSTG A 6 A_ReFire\n Goto Ready\n Flash:\n XSTF A 4 bright A_Light1\n XSTF B 3 bright A_Light2\n XSTF B 0 bright A_Light0\n stop\n Spawn:\n XSOT A -1\n stop\n }\n}\n\nACTOR Reaper : Weapon 6021\n{\n Inventory.PickupMessage \"You got the Reaper\"\n Weapon.SelectionOrder 1900\n Inventory.Amount 8\n Inventory.MaxAmount 200\n Weapon.AmmoUse1 1\n Weapon.AmmoGive 50\n Weapon.Kickback 2\n weapon.ammotype \"Clip\"\n Weapon.SlotNumber 2\n +Weapon.NoAutoFire\n +Weapon.NoAlert\n obituary \"%o Didn't hear %k's Bullets coming.\"\n AttackSound \"SCOLTFIR\"\n States\n {\n Spawn:\n SOLT A -1\n Stop\n Ready:\n REAP A 1 A_WeaponReady\n LOOP\n Deselect:\n REAP A 1 A_Lower\n Loop\n Select:\n REAP A 1 A_Raise\n LOOP\n Fire:\n REAP A 2\n REAP B 2 A_FireBullets(2,2,1,7,\"BulletPuff\",1)\n REAP C 1\n REAP A 0\n REAP B 0 A_WeaponReady\n Goto Ready\n }\n}\nActor SniperRifle: Weapon 2395\n{\n Obituary \"%o was sniped by %k's sniper rifle\"\n Inventory.PickupMessage \"You got The Sniper Rifle!\"\n Inventory.PickupSound \"misc/pk_up\"\n Weapon.AmmoUse 1\n Weapon.AmmoGive 10\n Weapon.AmmoType \"SniperAmmo\"\n +NOALERT\n States\n {\n Spawn:\n SNIP A -1\n Loop\n Ready:\n SNIE JIHGFEDCBA 1\n SNIE A 1 A_WeaponReady\n Goto Ready+10\n Deselect:\n SNIE B 1 A_Lower\n Loop\n Select:\n SNIE A 0 A_Raise\n Loop\n Fire:\n SNIF A 0 A_AlertMonsters\n SNIF A 0 A_PlayWeaponSound(\"Weapon/SniperFire\")\n SNIF A 0 A_GunFlash\n SNIF A 8 A_FireCustomMissile(\"Projectile\",0,6,0)\n SNIR BCDEFGHIJ 2\n SNIR J 2 A_PlayWeaponSound(\"Weapon/SniperCharge\")\n SNIR IHGFEDCBA 2\n SNIR A 0 A_Refire\n Goto Ready+10\n AltFire:\n SNIR A 0 A_GiveInventory(\"SniperRifleZoomed\")\n SNIR A 0 A_SelectWeapon(\"SniperRifleZoomed\")\n Goto Deselect\n Flash:\n SNIF F 3 Bright A_Light2\n SNIF F 3 Bright A_Light1\n SNIF F 0 Bright A_Light0\n Goto LightDone\n }\n}\n\nActor SniperRifleZoomed : Weapon\n{\n Obituary \"%o was sniped by %k's sniper rifle\"\n Weapon.Ammouse 1\n Weapon.AmmoType \"SniperAmmo\"\n +CHEATNOTWEAPON\n +NOALERT\n +DONTBOB\n States\n {\n Spawn:\n RIFE A -1\n Loop\n Ready:\n RIFE A 0 Bright A_ZoomFactor(3.0)\n RIFE A 1 Bright A_WeaponReady\n Goto Ready+1\n Deselect:\n RIFE A 0 Bright A_ZoomFactor(1.0)\n TNT1 A 1 Bright A_Lower\n Goto Deselect+1\n Select:\n RIFE A 0 Bright A_Raise\n Loop\n Fire:\n RIFE A 0 Bright A_AlertMonsters\n RIFE A 0 Bright A_PlayWeaponSound(\"Weapon/SniperFire\")\n RIFE A 0 Bright A_GunFlash\n RIFE A 26 Bright A_FireCustomMissile(\"Projectile\",0,6,0)\n RIFE A 20 Bright A_PlayWeaponSound(\"Weapon/SniperCharge\")\n RIFE A 0 Bright A_Refire\n Goto Ready+1\n AltFire:\n RIFE A 0 Bright A_ZoomFactor(1.0)\n RIFE A 0 Bright A_SelectWeapon(\"SniperRifle\")\n Goto Deselect\n Flash:\n TNT1 A 3 Bright A_Light2\n TNT1 A 3 Bright A_Light1\n TNT1 A 0 Bright A_Light0\n Goto LightDone\n }\n}\n\nActor Projectile\n{\n Scale 0.50\n Height 5\n Radius 13\n Damage 30\n Speed 50\n Projectile\n +NOEXTREMEDEATH\n +MISSILE\n +DROPOFF\n Decal \"bulletchip\"\n States\n {\n Spawn:\n PROJ A 1\n Loop\n Death:\n TNT1 A 0 A_SetTranslucent(0.5,0)\n PUFF ABCD 4\n Stop\n }\n}\n\nActor SniperAmmo: Ammo\n{\n Inventory.MaxAmount 50\n Inventory.Amount 5\n Inventory.Icon \"SAMOA0\"\n Inventory.PickupSound \"misc/pk_up\"\n Inventory.PickupMessage \"You got Sniper Ammo\"\n States\n {\n Spawn:\n SAMO A -1\n Loop\n }\n}\nActor Rifle : Weapon\n{\n Weapon.AmmoType \"RifleAmmo\"\n Weapon.AmmoGive 10\n Weapon.AmmoUse 1\n Obituary \"%o was gunned down by %k's rifle\"\n Inventory.PickupMessage \"You got the Rifle\"\n Inventory.PickupSound \"misc/w_pkup\"\n Weapon.SelectionOrder 50\n Weapon.Kickback 150\n Decal BulletChip\n States\n {\n Spawn:\n RIFL A -1\n Loop\n Select:\n RIFG A 1 A_Raise\n Loop\n Deselect:\n RIFG A 1 A_Lower\n Loop\n Ready:\n RIFG A 1 A_WeaponReady\n Loop\n Fire:\n RIFG A 0 A_GunFlash\n RIFG A 0 A_PlayWeaponSound(\"Weapons/RifleFire\")\n RIFG A 0 A_FireBullets(0, 0, 9, 5, \"BlankPuff\", 0)\n RIFG A 4 A_FireBullets(0, 0, 1, 5, \"BulletPuff\", 1)\n RIFG BCDCB 2\n RIFG A 3\n Goto Ready\n Flash:\n RIFF A 2 Bright A_Light1\n RIFF B 2 Bright A_Light2\n TNT1 A 0 A_Light0\n Stop\n }\n}\n\nActor RifleAmmo : Ammo\n{\n Inventory.Amount 5\n Inventory.MaxAmount 75\n Ammo.BackpackAmount 5\n Ammo.BackpackMaxAmount 150\n Inventory.Icon RIFAB0\n Inventory.PickupMessage \"Picked up some rifle cartridges\"\n Inventory.PickupSound \"misc/i_pkup\"\n States\n {\n Spawn:\n RIFA A -1\n Loop\n }\n}\n\nActor RifleBox : RifleAmmo\n{\n Inventory.Amount 25\n Inventory.PickupMessage \"Picked up a box of rifle cartridges\"\n States\n {\n Spawn:\n RIFP A -1\n Loop\n }\n}\n\nActor BlankPuff\n{\n +NoClip\n States\n {\n Spawn:\n TNT1 A 1\n Stop\n }\n}\n\nActor StunnerRifle : PlasmaRifle\n{\n Weapon.AmmoUse 5\n Inventory.PickupMessage \"You got the Stunner Rifle!\"\n Obituary \"%o was stunned by %k\"\n States\n {\n Spawn:\n STPP A -1\n Loop\n Ready:\n STPO AAABBBCCC 1 Bright A_WeaponReady\n Loop\n Deselect:\n STPO E 1 A_Lower\n Loop\n Select:\n STPO E 1 A_Raise\n Loop\n Fire:\n STPO F 0 Bright A_GunFlash\n STPO F 3 Bright A_FireCustomMissile(\"StunnerBall\", 0, 1, 0, 0)\n STPO GH 3 Bright\n STPO E 4\n STPO D 6 A_ReFire\n Goto Ready\n Flash:\n TNT1 A 1 A_Light1\n TNT1 A 1 A_Light2\n TNT1 A 1 A_Light1\n TNT1 A 1 A_Light0\n Stop\n }\n}\n\nActor StunnerBall\n{\n Radius 6\n Height 8\n Speed 20\n Scale 0.45\n Damagetype Stunner\n Damage 1\n Decal StunnerScorch\n RenderStyle Add\n SeeSound \"Weapons/StunnerFire\"\n DeathSound \"Weapons/StunnerHit\"\n Translation \"192:207=250:254\"\n Projectile\n +Ripper\n states\n {\n Spawn:\n STPR A 1 Bright A_SpawnItemEx(\"StunnerBallFX\", 0, 0, 0, 0, 0, 0, 0, 128)\n Loop\n Death:\n PLSE ABCDE 4 Bright\n Stop\n }\n}\n\nActor StunnerBallFX\n{\n +NoBlockMap\n +NoGravity\n Scale 0.45\n RenderStyle Add\n Radius 1\n Height 2\n States\n {\n Spawn:\n STPR A 1 bright A_FadeOut(0.1)\n Loop\n }\n}\n\nActor DoomImpStun : DoomImp replaces DoomImp //Stunable imp\n{\n PainChance \"Stunner\", 255\n States\n {\n Pain.Stunner:\n TROO H 2 A_ChangeFlag(\"NoPain\", 1)\n TROO H 300 A_Pain\n TROO H 0 A_ChangeFlag(\"NoPain\", 0)\n Goto See\n }\n}\n\nACTOR SwatShotgun : Weapon\n{\n +FLOORCLIP\n Weapon.AmmoType \"Shell\"\n Weapon.AmmoGive 5\n Weapon.AmmoUse 1\n Weapon.KickBack 700\n Inventory.PickupSound \"Misc/w_pkup\"\n Inventory.PickupMessage \"Picked up a Swat Shotgun.\"\n States\n {\n Spawn:\n SPAC A -1\n Loop\n Ready:\n SPAS A 1 A_WeaponReady\n Loop\n Deselect:\n SPAS A 1 A_Lower\n NULL AA 0 A_Lower\n Loop\n Select:\n SPAS A 1 A_Raise\n NULL AA 0 A_Raise\n Loop\n Fire:\n\t\tNULL A 0 A_GunFlash\n SPAS B 0 A_PlayWeaponSound(\"SWATSHOT\")\n SPAF A 1 BRIGHT A_FireBullets(3, 5, 9, 6, \"BulletPuff\", 1)\n SPAF BCCB 2 BRIGHT\n\t\tSPAS A 8\n\t\tNULL A 0 A_PlaySound(\"SWATREL\")\n SPAS BCC 2\n\t\tSPAS CBA 2\n goto Ready\n}\n}\n\nactor Yellowboy : Weapon 22911\n{\n Weapon.SelectionOrder 1200\n Weapon.AmmoUse 1\n Weapon.AmmoGive 8\n Weapon.AmmoType \"Shell\"\n Inventory.PickupMessage \"You got the Winchester Yellowboy!\"\n Obituary \"%o chewed on %k's yellowboy.\"\n States\n {\n Ready:\n WINC A 1 A_WeaponReady\n Loop\n Deselect:\n WINC A 1 A_Lower\n Loop\n Select:\n WINC A 1 A_Raise\n Loop\n Fire:\n WINC A 3\n WINC B 0 A_FireBullets (4, 4, 4, 12, \"BulletPuff\")\n WINC B 0 A_PlayWeaponSound (\"WCHFIRE\")\n WINC B 7 A_GunFlash\n WINC CDEFGH 1\n WINC I 0 A_Playsound (\"LEVER\")\n WINC IJKJI 3\n WINC HGFEDC 1\n WINC A 3\n WINC A 7 A_ReFire\n Goto Ready\n Flash:\n LAMZ A 3 Bright A_Light1\n LAMZ B 4 Bright A_Light2\n Goto LightDone\n Spawn:\n WHCE A -1\n Stop\n }\n}\n\nactor Colt45 : Weapon 5757\n{\n Weapon.SelectionOrder 1900\n Weapon.AmmoUse 1\n Weapon.AmmoGive 20\n Weapon.AmmoType \"Clip\"\n AttackSound \"Weapon/COLTFIRE\"\n Weapon.SlotNumber 2\n Obituary \"%o was Killed by %k's Colt45.\"\n +WEAPON.WIMPY_WEAPON\n Inventory.Pickupmessage \"Picked up a Colt45.\"\n States\n {\n Ready:\n COLT A 1 A_WeaponReady\n Loop\n Deselect:\n COLT A 1 A_Lower\n Loop\n Select:\n COLT A 1 A_Raise\n Loop\n Fire:\n COLT A 0\n\tCOLF A 1 A_FireBullets(5.2,1,1,7.5)\n\tCOLF A 1 A_Light2\n\tCOLF A 1 A_Light1\n\tCOLT B 3 A_Light0\n COLT CDE 3\n COLT B 3 A_ReFire\n Goto Ready\n Flash:\n COLF A 3 Bright A_Light1\n COLF A 3 Bright A_Light0\n Goto LightDone\n Spawn:\n COLP A -1\n Stop\n }\n}\n\nActor DoubleBladedChainsaw : Weapon\n{\n Weapon.Kickback 0\n Weapon.SelectionOrder 2200\n Weapon.UpSound \"weapons/saw2up\"\n Weapon.ReadySound \"weapons/saw2idle\"\n Inventory.PickupMessage \"A double-bladed chainsaw! This was obviously made with killing in mind!\"\n Obituary \"%o was mowed twice-over by %k's chainsaw.\"\n Decal \"BulletChip\"\n +WEAPON.MELEEWEAPON\n States\n {\n Ready:\n SAW2 CD 4 A_WeaponReady\n Loop\n Deselect:\n SAW2 C 1 A_Lower\n Loop\n Select:\n SAW2 C 1 A_Raise\n Loop\n Fire:\n SAW2 AABB 2 A_Saw(\"weapons/saw2full\",\"weapons/saw2hit\")\n SAW2 B 0 A_ReFire\n Goto Ready\n Spawn:\n 2SAW A -1\n Stop\n }\n}\n\nactor Knife : Weapon\n{\n Game Doom\n Weapon.SelectionOrder 3700\n Weapon.Kickback 100\n +WEAPON.WIMPY_WEAPON\n +WEAPON.MELEEWEAPON\n +NOEXTREMEDEATH\n Obituary \"$OB_MPFIST\" // \"%o was cut up by %k's knife.\"\n States\n {\n Spawn:\n KNFE A -1\n loop\n Ready:\n KNFG A 1 A_WeaponReady\n loop\n Deselect:\n KNFG A 1 A_Lower\n loop\n Select:\n KNFG A 1 A_Raise\n loop\n Fire:\n KNFG B 2\n KNFG C 4 A_CustomPunch (5,0,0,\"KnifePuff\")\n KNFG D 2\n KNFG E 2\n KNFG F 2\n KNFG E 2\n KNFG D 2\n KNFG A 2 A_ReFire\n goto Ready\n }\n}\n\nACTOR KnifePuff\n{\n +NOBLOCKMAP\n +NOGRAVITY\n +NOEXTREMEDEATH\n +PUFFONACTORS\n RenderStyle Translucent\n Alpha 0.6\n SeeSound \"KnifeHitThing\"\n AttackSound \"KnifeHitWall\"\n ActiveSound \"KnifeMiss\"\n VSpeed 1\n States\n {\n Spawn:\n PUFF ABCD 4\n Stop\n }\n}\n\nactor Machete : Weapon\n{\n Weapon.SelectionOrder 3800\n Weapon.Kickback 100\n +WEAPON.WIMPY_WEAPON\n +WEAPON.MELEEWEAPON\n +NOEXTREMEDEATH\n Obituary \"%o was cut up by %k's machete.\"\n States\n {\n Spawn:\n MHTE A -1\n loop\n Ready:\n MHTG G 1 A_WeaponReady\n loop\n Deselect:\n MHTG G 1 A_Lower\n loop\n Select:\n MHTG G 1 A_Raise\n loop\n Fire:\n TNT1 A 0 A_Jump(128,\"Fire4\")\n TNT1 A 0 A_Jump(128,\"Fire3\")\n TNT1 A 0 A_Jump(128,\"Fire2\")\n MHTG A 2 A_PlayWeaponSound(\"MacheteSwing\")\n MHTG B 2\n MHTG C 4 A_CustomPunch (30,0,0,\"MachetePuff\")\n MHTG D 2\n MHTG E 2\n MHTG F 2\n MHTG G 2\n MHTG H 2\n MHTG I 2\n goto Ready\n Fire2:\n MHT2 A 2 A_PlayWeaponSound(\"MacheteSwing\")\n MHT2 B 2\n MHT2 C 4 A_CustomPunch (20,0,0,\"MachetePuff\")\n MHT2 D 2\n MHT2 E 2\n MHT2 F 2\n MHT2 G 2\n MHT2 H 2\n goto Ready\n Fire3:\n MHT3 A 2 A_PlayWeaponSound(\"MacheteSwing\")\n MHT3 B 2\n MHT3 C 4 A_CustomPunch (10,0,0,\"MachetePuff\")\n MHT3 D 2\n MHT3 E 2\n MHT3 F 2\n MHT3 G 2\n TNT1 A 0 A_ReFire\n goto Ready\n Fire4:\n MHT4 A 2 A_PlayWeaponSound(\"MacheteSwing\")\n MHT4 B 2\n MHT4 C 4 A_CustomPunch (10,0,0,\"MachetePuff\")\n MHT4 D 2\n MHT4 E 2\n MHT4 F 2\n MHT4 G 2\n TNT1 A 0 A_ReFire\n goto Ready\n }\n}\n\nACTOR MachetePuff\n{\n +NOBLOCKMAP\n +NOGRAVITY\n +NOEXTREMEDEATH\n +PUFFONACTORS\n RenderStyle Translucent\n Alpha 0.6\n SeeSound \"MacheteHitThing\"\n AttackSound \"MacheteHitWall\"\n ActiveSound \"MacheteSwing\"\n VSpeed 1\n States\n {\n Spawn:\n PUFF ABCD 4\n Stop\n }\n}\n\nactor Mag60 : Weapon 5509\n{\nInventory.PickupMessage \"You got the Mag .60 pistol!.\"\nweapon.ammogive1 18\nweapon.ammotype1 \"Clip\"\nweapon.ammouse1 1\nweapon.selectionorder 400\nObituary \"%o was gunned down by %k's Mag .60.\"\n+SPAWNSOUNDSOURCE\nstates\n{\nSelect:\nVUPG A 1 A_Raise\nloop\nDeselect:\nVUPG A 1 A_Lower\nloop\nFire:\n\t VUPG B 1 BRIGHT A_PlayWeaponSound(\"magsixty/fire\")\n VUPF A 1 BRIGHT A_FireBullets(4.5,5.5,1,7,\"BulletPuff\")\n VUPG CDC 1\n \t VUPG B 1 BRIGHT A_PlayWeaponSound(\"magsixty/fire\")\n\t VUPF A 1 BRIGHT A_FireBullets(4.5,5.5,1,7,\"BulletPuff\")\n\tVUPG CDC 1\n\t VUPG B 1 BRIGHT A_PlayWeaponSound(\"magsixty/fire\")\n\t VUPF A 1 BRIGHT A_FireBullets(4.5,5.5,1,7,\"BulletPuff\")\n\tVUPG C 0 A_PlaySoundEX(\"magsixty/slide\",\"soundslot6\")\n VUPG CDC 1\n \t VUPG A 10\n\t VUPG A 1 A_ReFire\nGoto Ready\nReady:\nVUPG A 1 A_WeaponReady\nLoop\nSpawn:\nVUPP A -1\nstop\n}\n}\n\nActor NailgunSG : Weapon\n{\n Weapon.AmmoUse 5\n Weapon.AmmoGive 25\n Weapon.KickBack 40\n Weapon.AmmoType \"Nails\"\n Inventory.PickUpSound \"misc/w_pkup\"\n Inventory.PickUpMessage \"You got the NailGun!\"\n Obituary \"%o was nailed by %k\"\n AttackSound \"Weapons/NailFire\"\n States\n {\n Spawn:\n NLSG D -1\n Loop\n Select:\n NLSG A 1 A_Raise\n Loop\n Deselect:\n NLSG A 1 A_Lower\n Loop\n Ready:\n NLSG A 1 A_WeaponReady\n Loop\n Fire:\n NLSG A 0 A_PlayWeaponSound(\"Weapons/NailSGFire\")\n NLSG B 0 A_FireCustomMissile(\"SGNail\", -2, 0, 0, 8)\n NLSG B 0 A_FireCustomMissile(\"SGNail\", 2, 0, 0, 8)\n NLSG B 0 A_FireCustomMissile(\"SGNail\", -2, 0, 0, -8)\n NLSG B 0 A_FireCustomMissile(\"SGNail\", 2, 0, 0, -8)\n NLSG B 2 Bright A_FireCustomMissile(\"CenterSGNail\", 0, 1, 0, 0)\n NLSG C 2 Bright A_Light2\n NLSG A 2 A_Light1\n NLSG A 12 A_Light0\n Goto Ready\n }\n}\n\nActor Nails : Ammo\n{\n Radius 16\n Height 8\n Inventory.PickupMessage \"Picked up a Box of Nails\"\n Inventory.Icon \"NLPJI0\"\n Inventory.Amount 25\n Inventory.MaxAmount 125\n Ammo.BackpackAmount 25\n Ammo.BackpackMaxAmount 250\n States\n {\n Spawn:\n NBOX A -1\n Stop\n }\n}\n\nActor SGNail\n{\n Projectile\n Radius 6\n Height 8\n Speed 44\n Damage 4\n +BloodSplatter\n SeeSound \"\"\n DeathSound \"\"\n Decal Bulletchip\n States\n {\n Spawn:\n NLPJ A 1 A_SpawnItemEx(\"NailBlur\", 0, 0, 0, 0.2, 0, 0, 180, 128)\n NLPJ A 0 A_PlaySound(\"Weapons/NailFlight\")\n NLPJ A 1 A_SpawnItemEx(\"NailBlur\", 0, 0, 0, 0.2, 0, 0, 180, 128)\n Loop\n Crash:\n NLPJ B 0 A_PlaySound(\"Weapons/NailHit\")\n NLPJ BCDEFG 2\n Stop\n XDeath:\n NLPJ B 0 A_PlaySound(\"Weapons/NailHitBleed\")\n NLPJ BCDEFG 2\n Stop\n Death:\n NLPJ B 0 A_PlaySound(\"Weapons/NailHit\")\n NLPJ BCDEFG 2\n Stop\n }\n}\n\nActor CenterSGNail : SGNail\n{\n Speed 40\n Damage 6\n}\n\nActor NailBlur\n{\n Height 8\n Radius 1\n Damage 0\n Speed 0.2\n RenderStyle Translucent\n Alpha 0.5\n +NoGravity\n +DropOff\n States\n {\n Spawn:\n DART A 1 A_FadeOut(0.1)\n Loop\n }\n}\n\nACTOR ScatterPistol : Weapon\n{\n Inventory.PickupSound \"misc/w_pkup\"\n Inventory.PickupMessage \"You got the Scatter Pistol!\"\n Weapon.AmmoType1 \"Clip\"\n Weapon.AmmoType2 \"Clip\"\n Weapon.AmmoGive 15\n Weapon.AmmoUse1 1\n Weapon.AmmoUse2 1\n States\n {\n Spawn:\n SPPP A -1\n Loop\n Ready:\n SPRP A 1 A_WeaponReady\n Loop\n Deselect:\n SPRP A 1 A_Lower\n Loop\n Select:\n SPRP A 1 A_Raise\n Loop\n Fire:\n TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"SPRPSHOT\")\n\t SPRP E 1 Bright\n TNT1 A 0 A_FireCustomMissile(\"ScatterPShot\", 0, 1, 0, 0, random(-3,3), 0)\n\t TNT1 A 0 A_GunFlash\n\t SPRP F 1 Bright\n\t SPRP G 1\n\t TNT1 A 0 A_CheckReload\n\t TNT1 A 0 A_PlaySound(\"SPRPSHOT\")\n\t SPRP E 1 Bright\n\t TNT1 A 0 A_FireCustomMissile(\"ScatterPShot\", random(-3,3), 1, 0, 0, random(-3,3), 0)\n\t TNT1 A 0 A_GunFlash\n\t SPRP F 1 Bright\n\t SPRP G 1\n\t TNT1 A 0 A_CheckReload\n\t TNT1 A 0 A_PlaySound(\"SPRPSHOT\")\n\t SPRP E 1 Bright\n\t TNT1 A 0 A_FireCustomMissile(\"ScatterPShot\", random(-2,4), 1, 0, 0, random(-3,3), 0)\n\t TNT1 A 0 A_GunFlash\n\t SPRP F 1 Bright\n\t SPRP G 1\n\t SPRP D 4\n\t SPRP G 3\n\t SPRP CBA 3\n\t SPRP A 6\n\t SPRP A 1 A_ReFire\n Goto Ready\n AltFire:\n\t TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"SPRPSHOT\")\n\t SPRP E 1 Bright\n\t TNT1 A 0 A_FireCustomMissile(\"ScatterPShot\", 0, 1, 0, 0, 0, 0)\n\t TNT1 A 0 A_GunFlash\n\t SPRP F 1 Bright\n\t SPRP G 1\n\t SPRP D 3\n\t SPRP G 2\n\t SPRP CBA 2\n\t SPRP A 2\n\t SPRP A 1 A_ReFire\n Goto Ready\n Flash:\n TNT1 A 1 Bright A_Light1\n\t TNT1 A 1 Bright A_Light0\n Stop\n }\n}\n\nACTOR ScatterPShot : FastProjectile\n{\n Speed 50\n Radius 4\n Height 4\n Damage (3*random(2,4))\n Scale 0.25\n PROJECTILE\n +BRIGHT\n RenderStyle Add\n MissileHeight 8\n MissileType \"ScatterPShotTrail\"\n SeeSound \"NDLSHOT\"\n States\n {\n Spawn:\n SPPJ A 1\n\t TNT1 A 0 A_SpawnItemEx(\"ScatterShotGlow\", 0, 0, 0, 0, 0, 0, 0, 32)\n Loop\n Death:\n TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"SPRPIMPT\")\n\t TNT1 AAAA 0 A_CustomMissile(\"ScatterSpark\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,12))\n SPRI ABCDE 1\n Stop\n }\n}\n\nACTOR ScatterSpark\n{\n Speed 15\n Radius 4\n Height 4\n Scale 0.15\n Gravity 0.3\n PROJECTILE\n +BRIGHT\n -NOGRAVITY\n +DROPOFF\n RenderStyle Add\n States\n {\n Spawn:\n SPPJ A 1\n\t TNT1 A 0 A_SpawnItemEx(\"ScatterShotGlowSmall\", 0, 0, 0, 0, 0, 0, 0, 32)\n\t TNT1 A 0 A_SpawnItemEx(\"ScatterShotXDMG\", 0, 0, 0, 0, 0, 0, 0, 32)\n Loop\n Death:\n TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"SPRPIMPT\",5,0.12,0)\n SPRI ABCDE 1\n Stop\n }\n}\n\nACTOR ScatterShotXDMG\n{\n Speed 2\n Radius 6\n Height 7\n Damage (1*random(1,2))\n PROJECTILE\n +NODAMAGETHRUST\n States\n {\n Spawn:\n TNT1 A 1\n Stop\n Death:\n TNT1 A 0\n Stop\n }\n}\n\n//AESTHETIC EFFECTS\n\nACTOR ScatterShotGlow\n{\n +NOINTERACTION\n RenderStyle Add\n Alpha 0.4\n Scale 0.25\n States\n {\n Spawn:\n TNT1 A 0\n\t SPGL A 1 Bright\n Stop\n }\n}\n\nACTOR ScatterShotGlowSmall : ScatterShotGlow\n{\n Scale 0.1\n}\n\nACTOR ScatterPShotTrail\n{\n Radius 6\n Height 8\n Scale 0.06\n RenderStyle Add\n Alpha 0.4\n\t+NOINTERACTION\n States\n {\n Spawn:\n\tNDTL A 1 A_FadeOut (0.1)\n\tLoop\n }\n}\n\nACTOR Axe : Weapon\n{\n\t+WEAPON.MELEEWEAPON\n\tWeapon.SelectionOrder 2000\n\tWeapon.SlotNumber 1\n\tWeapon.SlotPriority 5\n\tWeapon.KickBack 500000\n\tInventory.Icon \"AXEPA0\"\n\tInventory.PickupMessage \"You claimed yourself a powerful axe!\"\n\tTag \"Axe\"\n\tObituary \"%k butchered %o with his axe!\"\n\t+SHOOTABLE\n //+CANPASS\n +WINDTHRUST\n\tHealth 10\n\n\tStates\n\t{\n\tSpawn:\n\t\tAXEP A -1\n\t\tStop\n\tSelect:\n\t\tAXEG AAAAAAAAAA 0 A_Raise //To get it to raise\n\t\tTNT1 A 6\n\t\tAXEG EDCBA 2\n\t\tGoto Ready\n\tDeselect:\n\t\tTNT1 A 0 A_TakeInventory(\"AxeCharge\", 0x7FFFFFFF)\n\t\tAXEG A 1 A_Lower\n\t\tloop\n\t\t//This old code causes a crash for some reason in Zandronum 1.2,\n\t\t//if you die with the axe out: -- Albert\n\t\t//AXEG ABCDE 2 A_Lower\n\t\t//TNT1 A 6\n\t\t//AXEG A 0 A_Lower\n\t\t//Wait\n\tReady:\n\t\tAXEG A 1 A_WeaponReady\n\t\tloop\n\tFire:\n\t\t//AXEG ABCDE 3 A_SetAngle(angle-5)\n\t\t//WIND UP!\n\t\tAXEG A 1 A_SetAngle(angle-2)\n\t\tAXEG A 1 A_SetAngle(angle-2)\n\t\tAXEG A 1 A_SetAngle(angle-2)\n\t\tAXEG B 1 A_SetAngle(angle-2)\n\t\tAXEG B 1 A_SetAngle(angle-2)\n\t\tAXEG B 1 A_SetAngle(angle-2)\n\t\tAXEG C 1 A_SetAngle(angle-2)\n\t\tAXEG C 1 A_SetAngle(angle-2)\n\t\tAXEG C 1 A_SetAngle(angle-2)\n\t\tAXEG D 1 A_SetAngle(angle-2)\n\t\tAXEG D 1 A_SetAngle(angle-2)\n\t\tAXEG D 1 A_SetAngle(angle-2)\n\t\tAXEG E 1 A_SetAngle(angle-2)\n\t\tAXEG E 1 A_SetAngle(angle-2)\n\t\tAXEG E 1 A_SetAngle(angle-2)\n\n\t\tTNT1 A 4\n\t\tAXEG I 2 A_PlaySound(\"weapons/axeswing\", CHAN_WEAPON)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"ToughFire\")\n\t\tAXEG A 0 A_SetAngle(angle+30)\n\t\tAXEG J 2 A_CustomPunch(20+random(4, 16), 1, 0, \"AxeHitPuff\")\n\t\t//Small screen shake :D\n\t\tAXEG K 1 A_SetPitch(pitch+2)\n\t\tAXEG K 1 A_SetPitch(pitch-2)\n\t\tTNT1 A 4\n\t\tAXEG EDCBA 2\n\t\tAXEG A 6\n\t\tGoto Ready\n\tToughFire:\n\t\tAXEG J 2 A_CustomPunch(60+random(4, 16), 1, 0, \"AxeHitPuff\")\n\t\tGoto Fire+9\n\t\t/*\n\tAltFire:\n\t\tAXEG ABCDE 3\n\t\tTNT1 A 8\n\t\tTNT1 A 0 A_GiveInventory(\"AxeCharge\", 9)\n\tAltHold:\n\t\tAXEG F 2 A_GiveInventory(\"AxeCharge\", 1)\n\t\tTNT1 A 0 A_Refire\n\t\tAXEG G 3\n\t\tAXEG H 3 A_PlaySound(\"weapons/axeswing\", CHAN_WEAPON)\n\t\tAXEG I 2\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"AltFireHitBerserk\")\n\t\tAXEG J 2 A_CustomPunch(56 * CallACS(\"Axe charge\") * 0.1 + random(4, 14), 1, 0, \"AxeHitPuff\")\n\t\tGoto AltFireEnd\n\tAltFireHitBerserk:\n\t\tAXEG J 2 A_CustomPunch(112 * CallACS(\"Axe charge\") * 0.1 + random(4, 20), 1, 0, \"AxeHitPuff\")\n\tAltFireEnd:\n\t\tAXEG K 2\n\t\tTNT1 A 8\n\t\tAXEG EDCBA 3\n\t\tGoto Ready\n\t*/\n\t}\n}\n\nACTOR AxeHitPuff : BulletPuff\n{\n +PUFFONACTORS\n //+NOEXTREMEDEATH --Uncomment and remove this message to prevent gibs\n SeeSound \"weapons/axecut\"\n AttackSound \"weapons/axebang\"\n ActiveSound \"silent\"\n DamageType \"Axe\"\n\n States\n {\n Spawn:\n PUFF ABCD 4\n Stop\n }\n}\n\nACTOR AxeCharge : Inventory\n{\n Inventory.MaxAmount 30 // [Blue Shadow] A maximum of 3x the damage when fully charged\n}\n\nactor HuntingRifle : Weapon\n{\n obituary \"%o was Prey For %k's Hunting Rifle.\"\n radius 20\n height 16\n attacksound \"HuntingRifle/Fire\"\n inventory.pickupmessage \"You got the Hunting Rifle!\"\n weapon.selectionorder 1\n weapon.slotnumber 5\n weapon.kickback 125\n weapon.ammotype \"Clip\"\n weapon.ammouse 1\n weapon.ammogive 40\n +NOALERT\n states\n {\n Ready:\n LDHR A 0 A_TakeInventory(\"HuntingRifleToken1\",1)\n LDHR A 2 A_WeaponReady\n LDHR A 0 A_TakeInventory(\"HuntingRifleToken2\",1)\n loop\n Deselect:\n LDHR A 1 A_Lower\n loop\n Select:\n LDHR A 0 A_JumpIfInventory(\"HuntingRifleToken1\",1,\"Ready\")\n LDHR A 1 A_Raise\n loop\n Fire:\n LDHR A 0 A_AlertMonsters\n LDHR A 0 A_FireBullets (0.5, 0.5, -1, 25, \"NoHuntingRifleGibPuff\")\n LDHR A 0 A_PlayWeaponSound(\"HuntingRifle/Fire\")\n LDHR A 0 A_SetPitch (pitch-0.5)\n LDHR BC 1\n LDHR D 2\n LDHR E 4\n LDHR FGH 2\n LDHR A 1 A_ReFire\n goto Ready\n Spawn:\n LDHR P -1\n stop\n AltFire:\n LDHR A 0 A_JumpIfInventory(\"HuntingRifleToken2\",1,\"Ready\")\n LDHR A 0 A_GiveInventory(\"HuntingRifleToken2\")\n LDHR A 0\n LDHR A 0 A_GiveInventory(\"HuntingRifleScope\")\n LDHR A 0 A_SelectWeapon(\"HuntingRifleScope\")\n LDHR A 0 A_Lower\n LDHR A 0 A_Lower\n LDHR A 0 A_Lower\n LDHR A 0 A_Lower\n LDHR A 0 A_Lower\n goto AltFire+3\n }\n}\n\nActor HuntingRifleScope: Weapon //NOT TO BE SPAWNED\n{\n obituary \"%o was Picked-Off By %k's Scoped Hunting Rifle.\"\n weapon.kickback 125\n weapon.ammotype \"Clip\"\n weapon.ammouse 1\n weapon.ammogive 0\n +DONTBOB\n +NOALERT\n States\n {\n Spawn:\n LDHR P -1\n Loop\n Ready:\n LDHR T 0\n LDHR T 2 A_WeaponReady\n LDHR T 0 A_TakeInventory(\"HuntingRifleToken2\",1)\n Loop\n Deselect:\n LDHR T 0\n LDHR T 0\n Goto AltFire+2\n Select:\n LDHR T 0 A_PlayWeaponSound(\"HuntingRifle/Scope\")\n LDHR T 0 A_ZoomFactor(4.0)\n LDHR T 0\n LDHR T 0 A_Raise\n Loop\n Fire:\n LDHR T 0 A_AlertMonsters\n LDHR T 0\n LDHR T 0 A_PlayWeaponSound(\"HuntingRifle/Fire\")\n LDHR T 0 A_FireBullets (0.1, 0.1, -1, 25, \"NoHuntingRifleGibPuff\")\n LDHR T 0 A_SetPitch (pitch-0.5)\n LDHR T 15\n LDHR T 0 A_Refire\n Goto Ready\n AltFire:\n LDHR T 0 A_JumpIfInventory(\"HuntingRifleToken2\",1,\"Ready\")\n LDHR T 0 A_PlayWeaponSound(\"HuntingRifle/Scope\")\n LDHR T 0 A_JumpIfInventory(\"HuntingRifleToken3\",2,\"AltFireDeselect\")\n LDHR T 0 A_ZoomFactor(12.0)\n LDHR T 0 A_GiveInventory(\"HuntingRifleToken2\")\n LDHR T 0 A_JumpIfInventory(\"HuntingRifleToken3\",1,\"AltFire2\")\n LDHR T 0 A_GiveInventory(\"HuntingRifleToken3\")\n Goto Ready\n AltFire2:\n LDHR T 0 A_ZoomFactor(24.0)\n LDHR T 0 A_GiveInventory(\"HuntingRifleToken3\")\n Goto Ready\n AltFireDeselect:\n LDHR T 0 A_TakeInventory(\"HuntingRifleToken3\")\n LDHR T 0 A_TakeInventory(\"HuntingRifleToken3\")\n LDHR T 0 A_GiveInventory(\"HuntingRifleToken1\")\n LDHR T 0 A_GiveInventory(\"HuntingRifleToken2\")\n LDHR T 0 A_PlayWeaponSound(\"HuntingRifle/Scope\")\n LDHR T 0 A_ZoomFactor(1.0)\n LDHR T 0 A_SelectWeapon(\"HuntingRifle\")\n LDHR T 0 A_Lower\n LDHR T 0 A_Lower\n LDHR T 0 A_Lower\n LDHR T 0 A_Lower\n LDHR T 0 A_Lower\n LDHR T 0\n goto AltfireDeselect+7\n }\n}\n\nACTOR HuntingRifleToken1 : Ammo\n{\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1\n}\n\nACTOR HuntingRifleToken2 : Ammo\n{\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1\n}\n\nACTOR HuntingRifleToken3 : Ammo\n{\n\tInventory.MaxAmount 2\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 2\n}\n\nACTOR NoHuntingRifleGibPuff : BulletPuff\n{\n +NOEXTREMEDEATH\n}"
}
]
},
"maps": []
}