Raw model (for completeness)
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"source": "pk3",
"name": "animdefs.txt",
"contents": "texture Optional HUDNV1\npic HUDNV1A tics 3\npic HUDNV1B tics 3\npic HUDNV1C tics 3\npic HUDNV1 tics 3"
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"source": "pk3",
"name": "BJCHAT.txt",
"contents": "[IntroStrings]\n\"Agent Blazkowicz here. Beginning the operation.\"\n\"Once more into the breach. Let's go.\"\n\"Another group of fresh recruits. Let me show you how it's done.\"\n\"The things I do for my country.\"\n\"Obviously this mission calls for a professional.\"\n\"Time to raise some hell, men.\"\n\n[FragStrings]\n\"I only regret that you have but one life to give.\"\n\"Didn't sign up for wetwork, but I'm not complaining.\"\n\"Clean shot, clean kill.\"\n\"Shame your fancy gun doesn't fire worth a damn.\"\n\"One less hostile to account for.\"\n\"I can't tell if you were trying to fight back or not.\"\n\"They sure don't make solders here like they do back home.\"\n\"No time for your excuses, I've got more work to do.\"\n\"I don't know what game you're playing, but this is war.\"\n\"You're not the biggest coward I've killed, but you're skirting the line.\"\n\n[KilledStrings]\n\"You've officially done what the Reich couldn't.\"\n\"Congratulations, you shoot better than a Nazi.\"\n\"Reporting casualties. Ow.\"\n\"Give a boy a weapon and he thinks he's a soldier.\"\n\"You call that a kill? I've been tortured worse!\"\n\"You realize of course that this means war.\"\n\"I've got a surplus GI beating put aside just for you.\"\n\"Next time it'll be my foot versus your throat.\"\n\"You should feel honored, getting to kill a real American hero.\"\n\n[RoamingStrings]\n\"Unfamiliar territory. Better fan out and explore.\"\n\"Nothing like pounding pavement. Now, where are those hostiles...\"\n\"Don't worry, I'm coming to get you. I just have to find you first.\"\n\"Ugh, here comes the boring part. C'mon, show yourselves already.\"\n\"I think I hear footsteps...who's that I spy?\"\n\"Figures, you can't fight worth a damn but you sure can hide.\"\n\"You're lucky I can't stab you in the back right now.\"\n\"I hate it when they run. Come on and fight like a soldier.\"\n\"I've got a history of hunting and killing. You don't have the advantage.\"\n\"Guerilla warfare? You're fighting the wrong man, pal.\"\n\"Nothing like a little cardio to pump me up before a fight.\"\n\"I can go for miles, buddy. I've got time to find you.\"\n\"That's right, keep running. I want to see if I can hit you across the room.\"\n\"I don't expect insults to draw you out. I'd rather do that to your face. C'mere.\"\n\"That gun of yours better be ready to fire. I'm gonna shoot first.\"\n\"Going AWOL ain't any way to win a fight, soldier. Take your punishment.\"\n\"You know all this effort to catch you means I'm gonna drop the hammer harder.\"\n\"I like the thrill of the chase. It's just icing on the cake, you know?\"\n\"I spy with my little eye...nothing. Yet. Show yourself.\"\n\"Stop dragging out the war, buddy. Let's get this over with.\"\n\"You think you know the battlefield better than me? We'll see about that.\"\n\"You'd better not be huddling in a corner, hiding. That's what the Nazis did.\"\n\"Running for reinforcements isn't going to help. I'll take them on, too.\"\n\"Time for a little in-field recon. Ready and loaded.\"\n\"Not sure if you're neutralized or not...let's take a look around.\"\n\"Anyone still breathing? C'mere, I can fix that.\"\n\"I'll go over every foot with a fine-toothed comb until I found you.\"\n\n[RareRoamingStrings]\n\"You're damned lucky I can't read my map and shoot you at the same time.\"\n\"It'd be nice if the Wheel would turn back. I want to shoot Hitler again.\"\n\"Why the hell does everything have to be a maze around here?\"\n\n//[LosingRoamingStrings]\n\n[WinStrings]\n\"Agent Blazkowicz reporting in. Mission accomplished.\"\n\"Nothing more than another completed mission. Time for the next one.\"\n\"There are two elements to a good victory: Careful planning and solid execution.\"\n\"Time to reap the spoils of war.\"\n\"Don't worry, I don't shoot POWs. Your cell is gonna be tiny though.\"\n\"The only thing that would make this better is a Dutch cigar.\"\n\n[LoseStrings]\n\"This is not an acceptable outcome.\"\n\"You may have won the battle, but I can still win the war.\"\n\"Damn it to hell. Retreat! Fall back!\"\n\"Should've bought more war bonds.\"\n\"Where's that lousy cyanide pill...\"\n\"If you think we're done here, you're dead wrong.\"\n\n[FrustratedStrings] // Spammer!\n\"Enough already, air strikes aren't fair!\"\n\"You missin' a leg, relying so hard on that crutch?!\"\n\"Overkill? Real original, let's see you use a real weapon.\"\n\"Yeah, laugh now, wait until it's my turn.\"\n\"Why the hell are you wasting this on me? There's other jerks to kill!\"\n\n[EnragedStrings] // You fail it!\n\"That's it! The gloves are off! Time for a war crime.\"\n\"I hope you're prepared for a slow death, scumbag.\"\n\"You're gonna get a taste of what I gave der Fuhrer!\"\n\"Hope you're still feeling cocky after I snap your neck.\"\n\"I am gonna whup your ass like it's Eva Braun's!\"\n\n[DemoralizedStrings] // Your skill is not enough!\n\"Jesus, I feel like a French beach.\"\n\"Ugh...did anyone get that tank's serial number?\"\n\"Okay, I give up, you've got what it takes to serve with me.\"\n\"Come on, at least the Nazis would take breaks while beating me!\"\n\"I haven't been beaten this bad since boot camp.\"\n\n[PissedStrings] // Llama!\n\"Figures that the only language you understand is violence. Let's chat.\"\n\"Now that's just disrespectful, interrupting a superior officer like that.\""
},
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"source": "pk3",
"name": "BOTINFO.txt",
"contents": "clearbots\n\n{\nname = \"\\cdDoomguy\"\nscript = DFULTBOT\nchatlump = DOOMCHAT\ngender = male\nrevealed = true\nclass = \"Doomguy\"\ncolor = \"00 F0 00\"\naccuracy = 3\nintellect = 3\nevade = 2\nanticipation = 4\nreactiontime = 1\nperception = 4\nchatfrequency = 10\nfavoriteweapon = \"Super Shotgun\"\n}\n\n{\nname = \"\\cdDoom 64 Guy\"\nscript = DFULTBOT\nchatlump = DOOMCHAT\ngender = male\nrevealed = true\nclass = \"DoomGuy\"\ncolor = \"00 F0 00\"\naccuracy = 3\nintellect = 3\nevade = 2\nanticipation = 4\nreactiontime = 1\nperception = 4\nchatfrequency = 10\nfavoriteweapon = \"Super Shotgun\"\n}\n\n{\nname = \"\\chFred Chexter\"\nscript = DFULTBOT\nchatlump = CHEXCHAT\ngender = male\nrevealed = true\nclass = \"ChexWarrior\"\ncolor = \"0000FF\"\naccuracy = 2\nintellect = 3\nevade = 2\nanticipation = 3\nreactiontime = 4\nperception = 2\nchatfrequency = 25\nfavoriteweapon = \"Zorch Propulsor\"\n}\n\n{\nname = \"\\cqCorvus\"\nscript = DFULTBOT\nchatlump = CORVCHAT\ngender = male\nrevealed = true\nclass = \"Corvus\"\ncolor = \"771100\"\naccuracy = 2\nintellect = 4\nevade = 2\nanticipation = 1\nreactiontime = 1\nperception = 4\nchatfrequency = 30\nfavoriteweapon = \"Dragon Claw\"\n}\n\n{\nname = \"\\cjB.J. Blazkowicz\"\nscript = DFULTBOT\nchatlump = BJCHAT\ngender = male\nrevealed = true\nclass = \"Blazkowicz\"\ncolor = \"e0e0e0\"\naccuracy = 3\nintellect = 1\nevade = 4\nanticipation = 2\nreactiontime = 3\nperception = 3\nchatfrequency = 30\nfavoriteweapon = \" Chaingun \"\n}\n\n{\nname = \"\\cjB.J. Blazkowicz (Lost)\"\nscript = DFULTBOT\nchatlump = BJCHAT\ngender = male\nrevealed = true\nclass = \"Blazkowicz\"\ncolor = \"00 FF 00\"\naccuracy = 3\nintellect = 1\nevade = 4\nanticipation = 2\nreactiontime = 3\nperception = 3\nchatfrequency = 30\nfavoriteweapon = \" Chaingun \"\n}\n\n{\nname = \"\\cjB.J. Blazkowicz (Totenkopf)\"\nscript = DFULTBOT\nchatlump = BJCHAT\ngender = male\nrevealed = true\nclass = \"Blazkowicz\"\ncolor = \"e0e0e0\"\naccuracy = 3\nintellect = 1\nevade = 4\nanticipation = 2\nreactiontime = 3\nperception = 3\nchatfrequency = 30\nfavoriteweapon = \"Totenkopf_STG44\"\n}\n\n{\nname = \"\\ckParias\"\nscript = DFULTBOT\nchatlump = PARSCHAT\ngender = male\nrevealed = true\nclass = \"Parias\"\ncolor = \"FF0000\"\naccuracy = 2\nintellect = 4\nevade = 3\nanticipation = 2\nreactiontime = 2\nperception = 3\nchatfrequency = 25\nfavoriteweapon = \"Firestorm\"\n}\n\n{\nname = \"\\ckDaedolon\"\nscript = DFULTBOT\nchatlump = DAEDCHAT\ngender = male\nrevealed = true\nclass = \"Parias\"\ncolor = \"c00000\"\naccuracy = 2\nintellect = 4\nevade = 1\nanticipation = 3\nreactiontime = 1\nperception = 4\nchatfrequency = 25\nfavoriteweapon = \"Firestorm\"\n}\n\n{\nname = \"\\ckBaratus\"\nscript = DFULTBOT\nchatlump = BARACHAT\ngender = male\nrevealed = true\nclass = \"Parias\"\ncolor = \"b88d00\"\naccuracy = 0\nintellect = 1\nevade = 4\nanticipation = 2\nreactiontime = 4\nperception = 1\nchatfrequency = 25\nfavoriteweapon = \"Hammer of Retribution\"\n}\n\n{\nname = \"\\c[m1]Duke Nukem\"\nscript = DFULTBOT\nchatlump = DUKECHAT\ngender = male\nrevealed = true\nclass = \"Duke\"\ncolor = \"2737e6\"\naccuracy = 3\nintellect = 0\nevade = 3\nanticipation = 3\nreactiontime = 2\nperception = 4\nchatfrequency = 50\nfavoriteweapon = \" Shotgun \"\n}\n\n{\nname = \"\\c[m1]Duke Nukem (Beach)\"\nscript = DFULTBOT\nchatlump = DUKECHAT\ngender = male\nrevealed = true\nclass = \"Duke\"\ncolor = \"2737e6\"\naccuracy = 3\nintellect = 0\nevade = 3\nanticipation = 3\nreactiontime = 2\nperception = 4\nchatfrequency = 50\nfavoriteweapon = \" Shotgun \"\n}\n\n{\nname = \"\\cnSecurity Officer\"\nscript = DFULTBOT\nchatlump = SOCHAT\ngender = male\nrevealed = true\nclass = \"SecurityOfficer\"\ncolor = \"007FFF\"\naccuracy = 4\nintellect = 0\nevade = 4\nanticipation = 1\nreactiontime = 2\nperception = 2\nchatfrequency = 30\nfavoriteweapon = \"MA-75B Assault Rifle\"\n}\n\n{\nname = \"\\csRanger\"\nscript = DFULTBOT\nchatlump = RANGCHAT\ngender = male\nrevealed = true\nclass = \"Ranger\"\ncolor = \"CC 99 00\"\naccuracy = 2\nintellect = 1\nevade = 3\nanticipation = 4\nreactiontime = 4\nperception = 3\nchatfrequency = 20\nfavoriteweapon = \" Rocket Launcher \" // We'll need to decide what to do with these weapon names later.\n}\n\n{\nname = \"\\c[Rott1]Ian Paul Freely\"\nscript = DFULTBOT\nchatlump = ROTTCHAT\ngender = male\nrevealed = true\nclass = \"IPFreeley\"\ncolor = \"1a00e0\"\naccuracy = 3\nintellect = 4\nevade = 3\nanticipation = 4\nreactiontime = 2\nperception = 3\nchatfrequency = 30\nfavoriteweapon = \"HeatSeeker\"\n}\n\n{\nname = \"\\c[Rott1]Taradino Cassatt\"\nscript = DFULTBOT\nchatlump = TCASCHAT\ngender = male\nrevealed = true\nclass = \"IPFreeley\"\ncolor = \"1a00e0\"\naccuracy = 3\nintellect = 4\nevade = 3\nanticipation = 4\nreactiontime = 2\nperception = 3\nchatfrequency = 30\nfavoriteweapon = \"MP40\"\n}\n\n{\nname = \"\\c[Rott1]Thi Barrett\"\nscript = DFULTBOT\nchatlump = THIBCHAT\ngender = female\nrevealed = true\nclass = \"IPFreeley\"\ncolor = \"1a00e0\"\naccuracy = 3\nintellect = 4\nevade = 3\nanticipation = 4\nreactiontime = 2\nperception = 3\nchatfrequency = 30\nfavoriteweapon = \"Double Pistols\"\n}\n\n{\nname = \"\\c[Rott1]Lorelei Ni\"\nscript = DFULTBOT\nchatlump = LLNICHAT\ngender = female\nrevealed = true\nclass = \"IPFreeley\"\ncolor = \"1a00e0\"\naccuracy = 3\nintellect = 4\nevade = 3\nanticipation = 4\nreactiontime = 2\nperception = 3\nchatfrequency = 30\nfavoriteweapon = \" Firebomb \"\n}\n\n{\nname = \"\\c[Rott1]Doug Wendt\"\nscript = DFULTBOT\nchatlump = DOUGCHAT\ngender = male\nrevealed = true\nclass = \"IPFreeley\"\ncolor = \"1a00e0\"\naccuracy = 3\nintellect = 4\nevade = 3\nanticipation = 4\nreactiontime = 2\nperception = 3\nchatfrequency = 30\nfavoriteweapon = \"DrunkMissiles\"\n}\n\n{\nname = \"\\cvBlake Stone (Planet Strike)\"\nscript = DFULTBOT\nchatlump = BLAKECHAT\ngender = male\nrevealed = true\nclass = \"BlakeStone\"\ncolor = \"ff8800\"\naccuracy = 3\nintellect = 4\nevade = 3\nanticipation = 4\nreactiontime = 3\nperception = 4\nchatfrequency = 5\nfavoriteweapon = \" Slow-Fire Protector \"\n}\n\n{\nname = \"\\cvBlake Stone (Aliens of Gold)\"\nscript = DFULTBOT\nchatlump = BLAKECHAT\ngender = male\nrevealed = true\nclass = \"BlakeStone\"\ncolor = \"ff8800\"\naccuracy = 3\nintellect = 4\nevade = 3\nanticipation = 4\nreactiontime = 3\nperception = 4\nchatfrequency = 5\nfavoriteweapon = \" Slow-Fire Protector \"\n}\n\n{\nname = \"\\crCaleb\"\nscript = DFULTBOT\nchatlump = CALEBCHAT\ngender = male\nrevealed = true\nclass = \"Caleb\"\ncolor = \"ad6934\"\naccuracy = 3\nintellect = 3\nevade = 2\nanticipation = 5\nreactiontime = 4\nperception = 5\nchatfrequency = 45\nfavoriteweapon = \" Sawed-Off \"\n}\n\n{\nname = \"\\cbStrife Guy\"\nscript = DFULTBOT\nchatlump = DM64CHAT\ngender = male\nrevealed = true\nclass = \"Strifeguy\"\ncolor = \"695b42\"\naccuracy = 3\nintellect = 5\nevade = 4\nanticipation = 3\nreactiontime = 2\nperception = 4\nchatfrequency = 5\nfavoriteweapon = \" Mauler \"\n}\n\n{\nname = \"\\cgEleena\"\nscript = DFULTBOT\nchatlump = KYLECHAT\ngender = female\nrevealed = true\nclass = \"Eleena\"\ncolor = \"e33500\"\naccuracy = 3\nintellect = 3\nevade = 3\nanticipation = 4\nreactiontime = 3\nperception = 4\nchatfrequency = 40\nfavoriteweapon = \"Napalm Charge\"\n}\n\n{\nname = \"\\cySpace Seal\"\nscript = DFULTBOT\nchatlump = KYLECHAT\ngender = male\nrevealed = true\nclass = \"SpaceSeal\"\ncolor = \"c8c8c8\"\naccuracy = 2\nintellect = 2\nevade = 1\nanticipation = 3\nreactiontime = 4\nperception = 5\nchatfrequency = 5\nfavoriteweapon = \"Napalm Charge\"\n}\n\n{\nname = \"\\cvLDF Commando\"\nscript = DFULTBOT\nchatlump = KYLECHAT\ngender = male\nrevealed = true\nclass = \"LDFCommando\"\ncolor = \"ff9914\"\naccuracy = 3\nintellect = 3\nevade = 2\nanticipation = 1\nreactiontime = 2\nperception = 4\nchatfrequency = 5\nfavoriteweapon = \"Cyclops Particle Accelerator\"\n}\n\n{\nname = \"\\cjKyle Katarn\"\nscript = DFULTBOT\nchatlump = KYLECHAT\ngender = male\nrevealed = true\nclass = \"KyleKatarn\"\ncolor = \"f5a43b\"\naccuracy = 2\nintellect = 3\nevade = 2\nanticipation = 2\nreactiontime = 3\nperception = 4\nchatfrequency = 15\nfavoriteweapon = \"Stormtrooper Rifle\"\n}\n\n{\nname = \"\\cuAldus Kaden\"\nscript = DFULTBOT\nchatlump = KYLECHAT\ngender = male\nrevealed = true\nclass = \"Mooman\"\ncolor = \"d48037\"\naccuracy = 3\nintellect = 2\nevade = 2\nanticipation = 3\nreactiontime = 4\nperception = 3\nchatfrequency = 15\nfavoriteweapon = \" Aldus Flamethrower \"\n}\n\n{\nname = \"\\cuTobias Locke\"\nscript = DFULTBOT\nchatlump = KYLECHAT\ngender = male\nrevealed = true\nclass = \"Mooman\"\ncolor = \"e30b00\"\naccuracy = 3\nintellect = 2\nevade = 2\nanticipation = 3\nreactiontime = 4\nperception = 3\nchatfrequency = 15\nfavoriteweapon = \" Fast Chaingun \"\n}\n\n{\nname = \"\\cuXith\"\nscript = DFULTBOT\nchatlump = KYLECHAT\ngender = male\nrevealed = true\nclass = \"Mooman\"\ncolor = \"d48037\"\naccuracy = 3\nintellect = 2\nevade = 2\nanticipation = 3\nreactiontime = 4\nperception = 3\nchatfrequency = 15\nfavoriteweapon = \" Fast Rocket Launcher \"\n}\n\n{\nname = \"\\cuSpecimen 7\"\nscript = DFULTBOT\nchatlump = KYLECHAT\ngender = male\nrevealed = true\nclass = \"Mooman\"\ncolor = \"13eb28\"\naccuracy = 3\nintellect = 2\nevade = 2\nanticipation = 3\nreactiontime = 4\nperception = 3\nchatfrequency = 15\nfavoriteweapon = \" Plasma Shotgun \"\n}\n\n{\nname = \"\\cuTheola Nom\"\nscript = DFULTBOT\nchatlump = KYLECHAT\ngender = male\nrevealed = true\nclass = \"Mooman\"\ncolor = \"ffd500\"\naccuracy = 3\nintellect = 2\nevade = 2\nanticipation = 3\nreactiontime = 4\nperception = 3\nchatfrequency = 15\nfavoriteweapon = \" Plasma Shotgun \"\n}\n\n{\nname = \"\\ccJack\"\nscript = DFULTBOT\nchatlump = KYLECHAT\ngender = male\nrevealed = true\nclass = \"Jack\"\ncolor = \"969696\"\naccuracy = 3\nintellect = 2\nevade = 2\nanticipation = 3\nreactiontime = 3\nperception = 3\nchatfrequency = 15\nfavoriteweapon = \"Phase Repeater\"\n}\n\n{\nname = \"\\caGrondoval\"\nscript = DFULTBOT\nchatlump = KYLECHAT\ngender = male\nrevealed = true\nclass = \"Grondoval\"\ncolor = \"e00000\"\naccuracy = 3\nintellect = 3\nevade = 4\nanticipation = 3\nreactiontime = 2\nperception = 3\nchatfrequency = 20\nfavoriteweapon = \"Fire Mace\"\n}\n\n{\nname = \"\\ciFreeman\"\nscript = DFULTBOT\nchatlump = KYLECHAT\ngender = male\nrevealed = true\nclass = \"Freeman\"\ncolor = \"ff8800\"\naccuracy = 3\nintellect = 4\nevade = 2\nanticipation = 4\nreactiontime = 2\nperception = 4\nchatfrequency = 5\nfavoriteweapon = \"MP5\"\n}\n\n{\nname = \"\\cqShephard\"\nscript = DFULTBOT\nchatlump = KYLECHAT\ngender = male\nrevealed = true\nclass = \"Freeman\"\ncolor = \"f0 f0 f0\"\naccuracy = 4\nintellect = 2\nevade = 3\nanticipation = 3\nreactiontime = 3\nperception = 2\nchatfrequency = 5\nfavoriteweapon = \"MP5\"\n}\n\n{\nname = \"\\cyLo Wang\"\nscript = DFULTBOT\nchatlump = KYLECHAT\ngender = male\nrevealed = true\nclass = \"LoWang\"\ncolor = \"4974de\"\naccuracy = 2\nintellect = 1\nevade = 4\nanticipation = 3\nreactiontime = 4\nperception = 3\nchatfrequency = 50\nfavoriteweapon = \"SWUzi\"\n}\n\n{\nname = \"\\cwCybermage\"\nscript = DFULTBOT\nchatlump = KYLECHAT\ngender = male\nrevealed = true\nclass = \"Cybermage\"\ncolor = \"8092bd\"\naccuracy = 3\nintellect = 4\nevade = 2\nanticipation = 4\nreactiontime = 4\nperception = 4\nchatfrequency = 10\nfavoriteweapon = \"CMBlastRifle\"\n}\n\n{\nname = \"\\ceJon\"\nscript = DFULTBOT\nchatlump = KYLECHAT\ngender = male\nrevealed = true\nclass = \"Jon\"\ncolor = \"ad6934\"\naccuracy = 2\nintellect = 3\nevade = 3\nanticipation = 3\nreactiontime = 1\nperception = 4\nchatfrequency = 25\nfavoriteweapon = \"PSFlamethrower\"\n}\n\n{\nname = \"\\csLeonard\"\nscript = DFULTBOT\nchatlump = KYLECHAT\ngender = male\nrevealed = true\nclass = \"Leonard\"\ncolor = \"4354f4\"\naccuracy = 3\nintellect = 0\nevade = 3\nanticipation = 4\nreactiontime = 1\nperception = 3\nchatfrequency = 45\nfavoriteweapon = \"Scatter Gun\"\n}\n\n{\nname = \"\\cpBitterman\"\nscript = DFULTBOT\nchatlump = KYLECHAT\ngender = male\nrevealed = true\nclass = \"Bitterman\"\ncolor = \"b8c969\"\naccuracy = 3\nintellect = 2\nevade = 1\nanticipation = 2\nreactiontime = 1\nperception = 4\nchatfrequency = 45\nfavoriteweapon = \"Q2SuperShotgun\"\n}\n\n{\nname = \"\\caDemoness\"\nscript = DFULTBOT\nchatlump = KYLECHAT\ngender = female\nrevealed = true\nclass = \"Demoness\"\ncolor = \"00 00 00\"\naccuracy = 3\nintellect = 4\nevade = 1\nanticipation = 3\nreactiontime = 2\nperception = 2\nchatfrequency = 25\nfavoriteweapon = \"Hexen2FireRune\"\n}\n\n{\nname = \"\\cfJames Bond\"\nscript = DFULTBOT\nchatlump = BONDCHAT\ngender = male\nrevealed = true\nclass = \"JamesBond\"\ncolor = \"00 00 00\"\naccuracy = 2\nintellect = 3\nevade = 3\nanticipation = 3\nreactiontime = 2\nperception = 4\nchatfrequency = 30\nfavoriteweapon = \"Goldeneye_KF7Soviet\"\n}\n\n{\nname = \"\\cdPetton Everhail\"\nscript = DFULTBOT\nchatlump = PTEVCHAT\ngender = male\nrevealed = true\nclass = \"PettonEverhail\"\ncolor = \"00 FF FF\"\naccuracy = 1\nintellect = 4\nevade = 2\nanticipation = 3\nreactiontime = 1\nperception = 3\nchatfrequency = 25\nfavoriteweapon = \"Catacomb_ZappersQuickSpell\"\n}"
},
{
"source": "pk3",
"name": "Changelog.txt",
"contents": "Current Modders of Samsara Addons aka. Extra Heroes: Zandrewnum (S_Andrew_S, El Oscuro), Hiragamer, ShadowLink, Magglus\n\nInactive: Jesh, Dynamo, IvanDobrovski\n\n----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------\nSamsara_ex-hc2.pk3\n\nGeneral:\n- Fully Merged Samsara V0.3666 with EXH and resolved CVARINFO conflicts for Zandronum players\n- Added strafe functionality to Wolf3d movement, Wolf3d movement now works online as well\n- Modifed the kill counters to include a bar counter item so a bar can be added for heroes that have ally cell phones\n- Optimized kills script to function for the \"killcountbar\" inventory\n- Added killcount ACS script to replace killcount tokens in order to add better compatibility with some TCs\n- Fixed bug with duplicate hotkeys, this is patch related because I should've known that keyconf only needs what I added\n- Changed misc characters label and set to slider to make it more intuitive\n- Fixed miscellaneous characters from respawning, and allowing the bonus items to respawn\n- Ally health now regenerates; it allows allies to be more sustainable for 250 kills.\n- Removed Crash Debugger scripts\n- Potentially fixed level exit crash that can happen randonmly\n- Removed other pointless content from the Hero soundtrack ACS\n- Modified Y-Offsets of Small Shell pickups so they're not clipping through the floor\n- Added Custom Weapon Bobs to all heroes who didn't have it originally\n\nIWAD Support:\n- Fixed Quake 1, 2, and Half Life weapon slot models for Heretic, Hexen, Strife, Chex, and the Automap replacers\n- Removed Spectral Content and replaced it with a Sigil Inventory weapon for non-strife classes, so strife is no longer blocked\n- Deprecated Strife Beacon Items for other classes. They are now a Strifeguy-exclusive mechanic.\n- Buying a beacon in Strife gives a Slot 1\n- Replaced the Hexen Beacon with a Slot 1 spawn\n- Moved spawns of some Hexen weapons\n- Restored Heretic's Ammo pickup Sprites\n- Renamed Chex Quest actors as a work-around to fix Mixer issues in GZDoom when running CQ\n- Removed duplicate Flemkeys so they appear on the HUD and open doors as they should\n- Added support for Leonard, Duke, Lo Wang, Grondoval, Bitterman, Strifeguy and Ranger's unique ammo pickup states to Hexen Ammo pickups\n- Fixed Hexen ammo 1 and 2 pickups failing when full on clips but not on shells\n- Restored Chex, Heretic, Hexen, and Strife keys for the Extra Heroes, and aligned them on the Legacy HUD\n- Added Chex, Heretic, Hexen, and Strife keys for Adrian\n\nCorvus:\n- Corrected ammo type for staff of Dsparil\n\nBlaskowicz:\n- Added Lost Missions weapons skins\n\nDuke:\n- Added in Strippers for miscellaneous characters\n- Fixed Jetpack loop continuing to play when turned off online\n- Implemented remaining monster functions to misc characters\n- Modified top bar to include uniques from Samsara regen\n- Added Samsara Renegeration Life's a Beach widescreen weapons\n- Added Weapon Bar graphics for Life's a Beach mode\n- Life's a beach hotkey now toggles the correct cvar\n\nParias:\n- Added a progress bar for ally cell phone\n- Added support for Ranger's Plasma Cell Altfire for LG\n- Increased Ammo capacity for PlasmaCell\n- Added some extra polish to LG weapon so it functions as it should\n\nRanger:\n- Fixed nailgun projectiles going through walls\n- Added Plasma Cells to Ammo 4 pickups\n\nSecOff:\n- Fixed SecOff getting full ammo from SUBSEQUENT Rifle, SPNKR, Fusion Pistol, and WMC pickups (initial pickup still gives full ammo)\n\nIPFreeley:\n- Fixed excalibat primary\n- Updated RoTT Hud elements to function on any screen size under 12\n- RoTT upper bar now disappears when using fullscreen HUD (screensize 11)\n- Added Powerup duration indicator for God Mode and Dog Mode\n- Fixed Gas mask bugs when another radiation suit is picked up\n- Added a progress bar for ally cell phone\n- Removed RoTT bar toggle option, this is no longer needed as the bar will not appear with fullmap\n\nCaleb:\n- Implemented remaining monster functions to misc characters\n- Sorta remove the bug where using give ammo and throwing TNT would blow you up, it's a lot harder to do that now\n- Added Aerosol can\n- Nerfed fire damage from burning corpses\n- Altered the speed of burning enemies to be dependent on the speed of the enemy that is burnt\n- Voodoo doll no longer takes ammo when infinite ammo is enabled\n- Added missing sprites from Caleb's Aerosol can\n- Fixed Caleb getting infinite Rocket Ammo from Ammo 3 pickups\n- Added Custom Weapon bobbing\n\nStrifeguy:\n- Implemented remaining monster functions to misc characters\n- Moved upgrades to unique spawn\n- Added a script that checks for upgrade proximity, so you can get more than one per map, but you cannot farm upgrades from respawing uniques\n- New Slot 1: Teleport Beacon. Summons up to 6 Rebel allies of three different types to assist Strifeguy in combat. 120 sec cooldown\n- Added Secondary ammo types for Poison Bolts and White Phosphorus Grenades\n- Buffed damage of Electric Bolts\n- Picking up Slot 3-7 weapons now gives pieces of the Sigil directly, which you can use without the need for a Slot 7\n- Updated Legacy HUD to include new ammos and weapon\n- Re-added RebelMissile nullifier to Strifeguy (???)\n- Fixed StrifeGuy getting nothing from super health pickups\n\nEleena:\n- Added a progress bar for ally cell phone\n\nMooman:\n- Added a progress bar for ally cell phone\n\nDoom64:\n- Modified sprite scales\n\nKatarn:\n- Made Slot 2 3x more ammo efficient, slightly reduced damage\n- Slot 3: Slightly raised damage cap\n\nFreeman:\n- Added custom fullscreen HUD, along with damagetype and weapon pickup indicators\n- Made all weapons more smooth\n- Replaced footstep spawns with a velocity-based script. Now it matches the player's speed more smoothly\n- Slot 2 now uses Shell ammo instead of bullets\n- Freeman can now loot ammo from weapon spawns, MP5 has a 1 in 3 chance of giving a single rocket\n- Freeman no longer loses his Snark weapon when ammunition is depleted\n- Added recoil to all weapons\n- RPG lasers now appear along floors\n- Fixed and updated H.E.V suit talk, removed legthy log-in sequence\n- Fixed flashlight in GZDoom\n- Implemented remaining monster functions to misc characters\n- Added Weapon Bar slots for Crossbow and Snarks\n- Replaced Weapon Bar graphics with ones based on HL1's weapon menu\n- Introduced Opposing Force Mode: Take on enemies as Adrian Shephard with his own variations of Freeman's arsenal!\n- Made it so Freeman cannot unload weapons when he is full on the corresponding ammo type(s) (except snarks)\n- Moved Flashlight HUD graphic diagonally up closer to the upper left corner, and made it disappear when screensize is 12 (no hud)\n- Replaced some player model textures for Freeman\n\nLo Wang:\n- Fixed ammo not being deducted from some weapon in GZDoom\n- Lo Wang can now get a second Uzi from Slot 4 spawns, instead of requiring Slot 4 drops\n- Smoothed Riot gun animations slightly\n\nLeonard:\n- Added alcohol and gut system\n- 2 cvars added to client menu, 1 for allowing alcohol and gut system, the other for controlling whether health items are pickup exclusive or a mix of pickups and inventory (pickups are technically pork rinds and goo goo cluster)\n- Optimized motorcycle script in order to make it easier\n- Modified the HUD drastically so gut and alcohol is visible along with \"yer stuff\"\n- Added Dyn 'O' Mites and Huntin' Rifle With Scope to Weapon Bar\n- Added a progress bar for ally cell phone\n- Added Redneck GDX sprites from Samsara Regeneration\n- Implemented remaining monster functions to misc characters\n\nCybermage:\n-Slot 7 now consumes 40 cells instead of 62\n-Slot 2 and 3 no longer give 40 shells(!?) on pickup\n\nLDF:\n-Fixed Lasers spawning the wrong color of puffs\n\nBitterman:\n- Implemented remaining monster functions to misc characters\n\n----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------\nSamsara_Ex-hc.pk3\n\nGeneral:\n- Merged base samsara version to 0.3666\n- Merged latest sm-exfix changes\n- Included new visuals for samsara bloody hell brutal mode\n- Created the Samsara OST\n- Merged the ballgag cvars into one that can be toggled with a button\n- Fixed issues that 0.3666 Samsara had when running Zandronum multiplayer, such as cvars crashing out clients (although a crude solution was implemented)\n- Converted old 0.31 based cvars into cvarinfo\n- Added a menu option for Duke expander mode (Vanilla will function as vanilla Duke, Microwave Pop will create a chain of explosion)\n- The bloodyhell gore effects are now handled in a single actor, instead of writting massive lines of code on each enemy (unless needed)\n\nChexwarrior:\n- Improved Zorch effects to show the last frame of zorched enemies\n\nCorvus:\n- Added staff of D'Sparil (planned in final build)\n- Removed morph ovum (it should have never been in the first place as it will break scripted maps), and put the tome of power in it's place.\n\nParias:\n- Added Baratus and Daedalon allies\n\nDuke:\n- Added Life's a Beach mode\n- Added Duke Nukem babes\n- Added the shrinker and expander which will work on most base and mixer enemies\n- Improved Jetpack functionality\n- Updates on player third person visuals, including crouching, swimming, jumping, and jetpack\n- Added Duke Nukem blood sprites and puddles\n- Improved freeze effects to show the last frame of zorched enemies\n\nRanger:\n- Converted the entire class to 3D\n- Added gib system to base enemies and mixer enemies\n\nIan Paul Freeley:\n- Added the heatseeker\n- Rearranged heatseeker to slot 1, double pistols to slot 2, bazooka to slot 3, and mp40 to slot 4\n- Added dog mode\n- Made the split missile a third unique, included the ability to control when the projectile splits\n- Added Taradino Cassat, Thi Barret, Doug Wendt, and Lorelei Ni allies\n- Made gib system more portable and moved to base enemies (and mixer enemies as well)\n- Added RoTT god mode disintegrate improvements to all base and mixer enemies\n\nBlake Stone:\n- Added new player sprites (thanks BFG!)\n\nCaleb:\n- Added flame aerosol can (planned in final build)\n- Improved recoil on super shotgun\n- Included 3D blood spots\n- Created a more portable gib system which is compatible with base and mixer enemies\n- Added flame deaths and shock pain to humanoid enemies\n- Updates on player third person visuals, including crouching, swimming, and jumping\n- Included Blood innocents and mimes\n- Added blood style wall decals for Blood actors\n- Improved Caleb flare gun alt fire to actually use the player's pitch when bursting\n- Also managed to make flares from his flaregun stick to enemies where they hit\n\nStrifeguy:\n- Implemented the sigil phases. Players must pick up weapon slots 3-7 in order to obtain the full sigil. Players will get the sigil itself when picking up a slot 7\n- Implemented beggar and peasant miscellaneous characters\n- Improved Disintegrate effects to show the last frame of zorched enemies\n\nEleena:\n- Added Kamchak, Dan Blaze, the marine allies\n\nKatarn:\n- Added new player sprites (from \"Kyle Katarn Ultimate Pack 1.1\" loaded here by GPChannel: https://jkhub.org/files/file/3470-kyle-katarn-ultimate-pack/)\n\nMooman:\n- Added Mutant, Lizard, Dominatrix, and Cyborg allies\n\nGrondoval:\n- Added nuke effects from nuke spell to all base and mixer enemies\n\nFreeman:\n- Improved the bullet effects\n- Inverted UVs of .357 model as they look the same but the chrome less funky (it's not real, it's baked in Half Life's engine in reality)\n- Made the rocket launcher have a toggle-able laser guidance system\n- Made the gauss beam bounce once\n- Changed vfx of gluon gun (until we're working with better tech we don't have a lot of options)\n- Added the crossbow\n- Converted squeak to an actual weapon\n- Added scientist and security guard miscellaneous characters who can follow players and provide fire support and health\n- Added a universal gib spawner using half life gibs on humanoid enemies\n- Added the HEV system, including a flashlight and voice which can be toggled in menu\n- Drastically updated the player.txt, Freeman is in 3d, shows what weapons he's holding, each animated completely\n- Added improved Half Life blood visuals and wall decals\n\nLo Wang:\n- Made sticky bombs stick where they landed on enemies\n- Improved pickup code to allow nukes to no longer be picked up only once per game\n- Also made improvements on his pickups to actually give rocket ammo from slot 2 crates correctly\n- Added a universal gib system which has been implemented to base and mixer enemies when applicable\n- Updates on player third person visuals, including crouching, swimming, and jumping\n\nJon:\n- Added a universal gib system which has been implemented to base and mixer enemies when applicable\n\nLeonard:\n- Added the motorcycle which can be found without cheats by Frank Doyle bikers from the mixer\n- Added the Dyn'o'mites\n- Improved redneck bullet puff visuals\n- Added Bubba and Bubba Elvis allies\n- Matched ranch rifle and scattergun to match vanilla redneck more closely\n- Buffed .454 Revolver damage per shot to 20\n- Added Pig, Chicken, and Cow miscellaneous characters\n- Added an universal gib system which has been implemented to base and mixer enemies when applicable\n- Updates on player third person visuals, including crouching, swimming, and jumping\n- Added Redneck Rampage blood visuals and decals\n\nBitterman:\n- Brand spankin' new (based off of TheCamaleonMaligno's base mod, all changes below have been added to the base code by us)\n- Added the Ion Ripper and ETF Rifle\n- Added the Quake 2 prisoner miscellaneous characters\n- Added Dual Fire damage and Quad Damage\n- Fixed some small bugs with Bitterman's player actor including a frame flicker on spawn\n- Added a universal gib spawner for all base and mixer enemies where appropriate\n- Added a size 11 HuD for Bitterman\n\n----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------\nSamsara_Ex-hb4.pk3\n\nGeneral:\n- Added sm-exfix20.pk3 changes\n\nFreeman:\n- New HUD\n- Pickups now are models\n- Slot 2: faster reload\n- Slot 4: faster reload\n- Slot 6: fires faster\n\nGrondoval:\n- New HUD\n\nCaleb:\n- New HUD\n\nStrifeguy:\n- Added missing bullet sparks\n\nLeonard:\n- Unique has been moved to slot 8\n\nFreely:\n- Better HUD\n- Fixed missing bullet reflections\n\nJack:\n- Slot 7: Sightly nerfed\n\nJon:\n- Slot 1: Now you can increase the throw distance by holding the fire button\n\nBJ:\n- Slot 7: Impact damage sightly nerfed (It could 1-hit OHKO almost anything at close range)\n\n----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------\nSamsara_EX-Hb1.pk3\n\nGeneral:\n\n- Addressed a ton of syntax errors in the main ACS core\n- Addressed some scripts that were using the same numbers\n- Added latest smaddonsfix changes\n\n-!-\n\n- Reworked defense (buffs/nerfs) for the next list of classes:\n\n\tCaleb\t :\t\trebalanced his defense system, recived more buffs than nerfs\n\tJon \t : \tgenerally reworked a bit more, recived the same amount of buff & nerfs\n\tLDF \t : \tbuffed resistance against hazardous elements and radiation\n\tJack \t : \tbuffed his defense against arachnotrons and archviles\n\tCybermage : \trecived buffs against bullet-based guns and melee based attacks\n\tMooman\t : \tsome defense buffs against melee based attacks\n\tLeonard\t : \tdefense base overally nerfed, more on melee and explosive related damage\n\tBlake\t : \toverally buffed and nerfed by the same amount\n\tC7\t\t : \tbuffed by a bit\n\tGrondoval : \toverally buffed and nerfed by the same amount by a bit\n\n-ÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂá-\n\nSpace Seal:\n- Fixed size and scale values for all weapons\n\nFreeman:\n- Added Christ (Int0x) buff patch for Freeman\n- RPG - radius on explosions increased\n\nParias:\n- Better aesthetic for Parias pistol\n- Wide-screen sprites for Parias fist\n\nGrondoval:\n- Nuke spell - now deals half damage, with an increased radius as compensation\n\nCaleb:\n- Sawed off - Constant damage value changed to a randomized one, toning down its maximun power output\n- Sawed off - small aesthetic and alt fire animation improvements\n- Dynamite - faster throwing animation\n\nEleena:\n- Napalm Charge - range sightly decreased, PAINLESS & FORCERADIUSDMG flags are activated and deactivated by some frames randomly to tone down its power\n- Sonic Shock - maximun damage output increased by a whole 1\n- Sonic Shock - tried to polish its animations?\n- Better firing animations for Pellet Bomb\n\nLo Wang:\n- Grenade Launcher - explosion radius decreased by half amount\n- Guardian Head - ammo consumption increased on: Fire ball > 3 ammo\n\t\t\t\t\t\t\t\t\t\t\t\t Circle Ring > 15 ammo\n\t\t\t\t\t\t\t\t\t\t\t\t Pillar Wave > 30 ammo\n- Missile Launcher - damage on missiles reduced\n- Railgun - base damage increased, added +FORCERADIUSDAMAGE $ FULLRADIUSDAMAGE to one of its explosions, making it usefull against bosses now\n- Nuke missile - removed FULLRADIUSDAMAGE and now makes a quake effect\n\nLDF Commando:\n- Railgun - damage reduced, now has a wider spread\n\nJack:\n- Lock-on Cannon - impact damage increased, now self damage is less deadly for players\n\nCybermage:\n- Plasma Obliterator self damage removed\n- Each fist spell now consumes more ammo per shot : Electroschism > 5 clip ammo\n\t\t\t\t\t\t\t\t\t\t\t\t\t Magna \tRip > 3 shell ammo\n\t\t\t\t\t\t\t\t\t\t\t\t\t Painwave\t > 4 rocket ammo\n\t\t\t\t\t\t\t\t\t\t\t\t\t Nova\t > 96 cell ammo\nLeonard:\n- Alien Arm Cannon - damage increased\n- Ranch Rifle - bullet spread decreased by a small bit\n- Teat Gun - bullet spread increased, minimun damage output reduced by a whole 1\n- .454 Casull Pistol - damage and accuracy increased\n\nStrife:\n- Mauler - normal fire has been buffed by a bit\n- Strife now slow downs & walks at 10% hp or less, instead of 15% or 20%\n\nJon:\n- Sacred Manacle - range increased\n- Magnum - damage and accuracy increased\n\nBJ:\n- Spear of Destiny - projectiles should not harm allies anymore (and does not rape ur fps in small rooms with people and bloodyhell effects on anymore)\n\nDuke:\n- Devastator/Pipe Bomb/RPG - ear rape spam of explosive sounds removed (it was annoying af)\n\n---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------\nSamsara_EX-Ha1.pk3\n\n* As a special note, addons are supposed to be played in coop modes, they will not (and probably never) work on DM and competitive stuff,\n unless you want a spaghetti rage-inducing match, use it at your own risk.\n\n* Due to a zandy bug, Leonard's teat gun shake has been temporary disabled.*\n\nGeneral:\n\n- 2 New heores joined the pack:\n + Leonard (Redneck Rampage) {Class made by Jesh}\n + Jon (Powerslave/Exhumed) {Class made by Dynamo and Jesh}\n\n//-//\n\n- Unique fix has been applied\n- Each class has their own separated sndinfo text file\n- Lo Wang has a new HUD\n- Blake has a new HUD\n- Strife beacon item should not give uniques to other classes anymore\n- Fixed angle calculation on some hitscan (coop) weapons to similate a better spread effect (Thanks for the tips Jes!)\n- Fixed size and scale values for weapon pickup frames\n- Added GLDefs for classes that were missing em'\n- Jack has a new taunt\n- Strifeguy has a new taunt\n\nBJ:\n- Unique: he cant hold more than 1 extra life anymore (due to obvious reasons)\n\nParias:\n- Slot 7: holy missile should go through players now\n\nCaleb:\n- Slot 4: buffed accuracy with a tighter spread\n- Slot 1: faster throwing animation\n- Slot 7: now eats 2 ammo per shoot\n- Voodoo doll has been moved to slot 8\n\nFreeley:\n- Now you can enjoy bloody gore effects with him! (also, theres a small change with ludicrous gibs!)\n- Slot 5: improved its behavior\n- Slot 7: should be able to climb taller steps\n- Due to popular request, dark staff has been added as a second unique\n\nGrondoval:\n- Faster raising animation for some weapons\n- Now you can switch weapons between raising animations\n- Improved some distance range calculation on some weapons (melee and magic modes)\n- Slot 7: Nuke magic now deals full radius damage (OPPLSBAN)\n- Slot 5: Due to popular request, homing ability is back but in a way nerfed method\n\nLDF:\n- Jetpack: duration time reduced to 70 seconds\n- Slot 6: added a bit of spread, nerfed its damage\n- Slot 2, 3 and 7 are able to kill ghosts now.\n- Slot 4: sightly buffed its damage\n\nFreeman:\n- Smoother speed and tics for some weapons.\n- Now you can switch weapons between raising animations\n- Slot 1: raising animation improved\n- Pistol: Smoother tics and faster reload\n- Slot 3: faster reload, smoother tics? (needs review)\n- Slot 4: faster reload\n- Slot 5: smoother tics, faster reload, raising animation & cooldown\n- Slot 6: faster and smoother cooldown animation and sightly buffed its damage\n- Slot 2: faster (and smoother?) firing animation, damage increased by a bit\n- Unique: squeaks should last longer\n\nEleena:\n- Slot 6: has been nerfed (again)\n- Slot 3: better fire animation?\n- Unique: useless boomerangs had been replaced by enhancement chip item (allows you to use special alt fires for 200 seconds)\n- New enhancement chip only works for pistol, slot 2, 3, 4 and 5.\n- Slot 2: smoother animation and sightly buffed its damage\n- Slot 6: +range\n\nJack:\n- Slot 6: removed ice damage\n- Re-added self damage for Jack's slot 5 in coop (without it's a broken op weapon)\n- Slot 5: nerfed its radius, seeking ability and impact damage\n\nMooman:\n- Slot 7: improved scatter altfire behavior. Now its small projectiles can bounce up to 4 times b4 exploding\n- Some other improvements in programming (applied software engineering patterns where possible)\n- Slot 2: improved firing pattern\n- Slot 3: improved firing pattern\n- Items: proxymines, timebombs and grenades have improved explosion effects and\n damages. Clone derpiness fixed. Clone movement speed increased. Clone AI improved.\n- NOW explosives work properly (derp)\n- Slot 6: improved laser trail effect\n- Slot 7: rebalanced it, and fixed altfire bug. Splash altfire cant push actors anymore\n Ammo given changed to 50\n- Fist: increased its damage a bit, faster animation\n\nStrifeguy:\n- Pistol: due to popular request, old pistol sound is back\n- Slot 5: improved phosfire. Now it behaves quite similarly to Strife game\n- Fixed fire nades\n- Fixed damage range calculation\n- Sigil is now on slot 8\n\nCybermage:\n- Slot 5: increased impact damage, and reduced splash damage by the same amount\n- Unique: magic's now point their original names\n- Clip magic lasts longer\n\nLoWang:\n- Slot 5: slightly nerfed normal and seeker rockets damage (seriously it was WAY too powerful)\n- Slot 7: fixed a bug that prevent'd you from using circle magic again if you exit a level with its effect on\n- Nuke missile: first explosion deals full radius damage\n- Wang is now able to pick Nukes more than once\n- Fixed a bug that prevent'd wang from picking ammo 2 when ammo 3 was full and vice-versa\n- The chance of getting a seeker missile when picking Rocket Ammo has been lowered\n\nKatarn:\n- Slot 6: old behaviour is back\n- Slot 4: sightly buffed so slot 2 doesnt clash it\n\n----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------\nSamsara_ExtraHeroesv1.1ob3za\n\n- Better Dynamite system for caleb (some AEoD and ZBlood X/Addon stuff were used)\n- Caleb now can dual wield revolver.\n- Better Disruptor rips (by Jesh)\n- Fixed a bug with reflective stuff and lo wang katana and fists.\n- Lo wang clone should not kill allies anymore. (wang players may still getting harm!)\n- Lo wang sticky mines dont alert monsters until they explode and now should harm other wangs too (WHO PUT THIS HERE?!)\n- Fixed a bug with Cybermage, C7 and Mooman defense.\n- Strifguy's grenade launcher flames should not force radius damage anymore (it made it a broken op weapon)\n- Fixed a bug with reverso pill and armor modes. (by cyantusk)\n- Some small rebalance to mooman slot 3.\n- Grondoval's freeze spell now do full radius damage.\n- A small nerf to Lo Wang's slot 5 normal fire.\n- Sightly nerf on Eleena's slot 6.\n- Caleb's akimbo power now last for 1 minunte.\n- Caleb's tesla recived a small buff and normal projectiles spawn their proper tracer.\n- Caleb, Eleena, LoWang, Strifeguy, Doom64guy, Jack and Cybermage are able to use pistol ammo with samsara_pistolammo now.\n- Mooman's slot 1 now has a poison effect on monsters too.\n- Eleena's discs now should bounce in wall/roofs as how they did in Eradicator.\n\n----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------\nSamsara_ExtraHeroesv1.1ob3z3\n\n+ 1 New Class: Cybermage (made by Dynamo)\n\n* A new and fresh Lo Wang has joined the pack (made by IvanDobrovski, thank you man, this couldnt be done without you, ur the best!)\n\n* Eleena's Slot 7 +100/160+/200 dmg randomly for coop games, removed +FORCERADIUSDMG.\n* Eleena's boomerangs had been buffed.\n* Eleena now has a health bar.\n* Freeman's reloading bugs should be fixed, his reloading speed has been increased, some rebalance has been made too.\n* Mooman's Luck factor has been removed because it turned out to be bad at doom, now hes freed from bad luck. (By Cyantusk)\n* Mooman has new 5 types of Uniques, given randomly by an item generator. (By Cyantusk)\n* Mooman now can store medikits with \"Meditubes\".\n* Jack now has different player sprites! (Sprites provided by IvanDobrovski)\n* Jack's slot 5 homing ability has been reduced.\n* Jack's slot 2 has been buffed by a bit.\n* Jack's slot 1 flashes derping online had been addressed.\n* Grondoval's slot 5 homing ability has been removed.\n* Blake slot 6 sightly nerfed (damage -5)\n* Grondoval's slot 3 homing has been toned down, and damage was buffed by a bit.\n* Rebel moon commando now has a jetpack as one of his 2 uniques.\n* Rebel moon commando's slot 6 has been swapped with slot 4 and vice-versa.\n* Rebel moon commando's slot 7 has been buffed and does small explosions.\n* Rebel moon commando's slot 8 has been buffed, eats 20 ammo instead of 30, and now has a ripper ability (cant rip bosses).\n* Caleb's slot 7 > removed +FORCERADIUSDMG so it shouldnt be brokenly op anymore.\n* Caleb turrets point/score bug has been addressed.\n* Strifeguy's slot 5 (fire grenades) has been nerfed because it was brokenly op.\n* C7's slot 2 accuracy has been increased for coop games.\n* C7's slot 3 accuracy has been increased for coop games.\n* C7's slot 6 accuracy has been increased for coop games.\n* C7's mines are now shootable (DM modes only).\n\n----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------\n\nSamsara_ExtraHeroesv1.1ob3z22 (Credits and stuff Below)\n\n* Grondoval and Freeman joined the pack (classes made by Donald)\n* Lo Wang Class joined the pack (It contains Donald stuff/decorate, and Ivan's ZShadow stuff/decorate too! AEoD method for slot 7 was also used.)\n* EGON cannon was derping online, a band aid was needed for that.\n* Freeman has a new tipbox.\n* Better tipboxes for Mooman and Jack?\n\n----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------\n\nSamsara_ExtraHeroesv1.1ob3z21 (Credits and stuff Below)\n\n* A bug with freely and shotgun dropped from shotgunguy's has been addressed\n* A Katarn HUD detail has been addressed\n* A missing actor for mooman has been addressed\n\n- Thats it?\n\n----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------\n\nSamsara_ExtraHeroesv1.1ob3z2 (Credits and stuff Below)\n\n+ Wide-screen Weapon bars for Katarn and Mooman (made by Hiragamer)\n+ Better tipbox graphics for Katarn (made by Hiragamer)\n+ Using Zandronum guy player sprites for Jack temporary (made by PresidentPeople)\n+ Jack (Disruptor guy) joined the addons (made by Jesh, sounds ripped by Kaiser (and some recorded by me), HUD & Tipbox made by Hiragamer, credits for other ripped stuff goes to their respective authors { Special thanks to Dynamo })\n+ Kyle Katarn has joined the pack (Made by The_Riet) { Storm Trooper phase 1 sprites had been used as player sprites temporary [Sprites ripped by Crazy Ivan & recolored by Hiragamer] }\n+ A bunch of duplied actors and useless decorate stuff had been addressed/removed, other simple methods were used too.\n+ A temporay universal tipbox has been added to classes that lacks of one (made by Saltymancer Joel)\n+ Mooman (Aldus Kaden) has joined the pack (Made by Donald { I know that he said that he didnt want his addons to be added into a pack, BUT he allowed a friend and me to JUST add MOOMAN in the pack })\n+ Strifeguy tipbox! (Graphics made by The_Riet & Gardevoir and edited by Hiragamer, text by Saltymancer Joel)\n\n----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------\n\nSamsara_ExtraHeroesv1.1ob3z1\n\n+ A bunch of changes made by CakeDog (-Jes-) for Eleena, thanks dude!\n+ Eleena's Slot 7 now behaves as it should now.\n+ Added +BloodSplatter and removed +BloodlessImpact to Freely's slot 3, 4 and 6, so now he can enjoy the bloody gore effects.\n+ Some messed decorate stuff were adressed and fixed.\n+ Freely's Hand of God now behave as it should.\n+ LDF Commando has a new and accurate Tipbox (made by Gundere), and his slot 2, 7 and 8 were buffed.\n+ Eleena's Boomerangs should not (i hope) spam boomerang ammo indefinitely anymore.\n+ A \"Band Aid\" was needed to fix Caleb Turrets.\n+ +20 damage on Caleb's Dynamites (a long time request)\n+ Better BJ player sprites (Credits goes to Mason, the firing and knife rotations were made by Ivan Lisanti. Recolored by Hiragamer & Jesh)\n\n----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------\n\nSamsara_ExtraHeroesv1.1ob3z\n\n+ 1 New Hero: Rebel Moon Rising Commando (Made by Jesh & Hiragamer)\n * (His weapon tipbox will be added in the future, alongside with Eleena's weapon tipbox)\n\n- Caleb now gib death enemies with napalm, tesla alt, dynamites and sometimes with the life leech.\n- Space Seal now has a smaller HUD & new mugshots.\n- Blake now has a smaller HUD.\n- Freely now has a Weapon Bar.\n- Each Class now has a wide screen (856x480) weapon bar. (Everything made by Hiragamer)\n- Eleena's slot 7 behaviour cannot be replicated at the moment, so it will eat less ammo than it should temporary.\n- BJ now has new \"Ouch\" and \"Side Pain\" mugshot frames (Made by Hiragamer)\n\n----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------\n\nSamsara_ExtraHeroesv1.1ob3xy\n\n* Fixed the infinite ammo for space seal in single player.\n* Space Seal accuracy has been lowered.\n\n+ Freely now has a different HUD bar (Graphics made by Hiragamer).\n+ Eleena now has her proper slot 7 weapon (it do not work as it should, since zandronum doesnt handle the required features yet).\n+ Eleena now has a better weapon bar (Graphics made by Hiragamer).\n\n----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------\n\nSamsara_ExtraHeroesv1.1ob3x\n\n* Fixed a problem with Death states and Bloody effects\n* Some balance changes on Space seal and Freely's slot 4\n\n- Made this compatible with samsara 0.31-beta.\n- Freely now has a knife as fist to make him more strife-friendly.\n- Freely's Drunk Missile is now slot 6, and Split Missile is slot 4.\n- Some other minor changes.\n- Working Strife's HP & Armor bars (not at a 100%)\n----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------\n\nSamsara_ExtraHeroesv1.1ob2\n\n- *Some little annoying bug with caleb effect's were just fixed.\n- *Some other changes were made too.\n- +Caleb and Eleena now play their Enter sounds when spawning.\n- +Added some taunts to Caleb.\n- +Freely's slot 7 was buffed.\n\n----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------\n\nSamsara_ExtraHeroesv1.1o\n\nThis contains:\n\n- Better weapon bar for Blake, Caleb and Space Seal (everything was made by Hiragamer)\n- Better effect for Caleb's pistol?\n- Eleena now has a new slot 3, and her Flame Thrower has been replaced with the Napalm Charge.\n- Better Caleb graphic formats and some effects and stuff? (the effects were intended to similate the blood gameplay)\n- Eleena now has a fire death animation and some changes on her taunts were made too.\n- Some better fonts for Eleena's HP & Armor.\n- Blake can now Wolf-Retromovement.\n- Blake's bar doesnt look that taller anymore (at least) (graphics made by Hiragamer)\n- Strifeguy now recives randomly the Scanner or a Teleport Beacon when picking a berserk.\n\nStill missing and to-do list:\n\n- Keep waiting until zandro handle more features.\n- Punchdrunk weapons.\n- Tipboxes for Eleena and Strifeguy.\n\n----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------\n\nSamsara_ExtraHeroesv1.1 (Yeah, no more Samsara Addons).\n\nThis contains:\n\n- Better player & pickup sprites for Eleena.\n- C7 Class slot 4 speed work as in original game.\n- Tried to rebalance (duh) Caleb (Jezz, hes impossible to balance...)\n- Some other minor fixes.\n- *Added C7 class a HUD (HUD made by BouncTEM / the mugshot frames are from the Corridor 7 TC, all credit's goes to their respective authors)\n- *The C7 HUD was polished (I made some graphics, edited the statusbar, mugshots & weaponbar)\n- Added a HUD for Strifeguy (The graphics were made by The_Riet).\n- IPFreely now has a statusbar. (At least it doesnt have the ugly no-clipping messed look anymore, {Is this some kind-of-like coop bar from original Rott?})\n- Added friendly monster for IPFreely (Low Guard used from Return of the Triad (Credit's goes to ELZEE & Respective Authors, some extra attack, sight, death, etc.\n\t\t\t\t\t\t\t\t\t sounds were used from the Rott goddies pack (credit's goes to respective authors & Apooge; also, i made the full firing rotation frames.)))\n- Better weapon 3 sprites for Blake Stone (Sprites made by Dynamo).\n- Added friendly monster for Eleena (Monster frames & some projectiles ripped by Diodeus, i ripped the rest graphics and sounds (God, rip sprites from Eradicator is a REALLY BIG TORTURE)).\n- Added friendly monster for SpaceSeal. (i made the full firing rotation frames; Graphics & sight sound taken from the Corridor 7 TC, i recorded the firing & death sounds too (Thanks for the tip BouncyTEM))\n- Added friendly monster for Caleb (Sprites, code, etc. are from IvanDobrovski's ZBlood X Addon).\n- Added friendly monster for Blake Stone (i made the full firing rotation frames; Graphics & sounds taken from the Blake Stone Demo TC, all credit's goes to their respective authors).\n- The Blake Stone HUD was edited (it isnt that taller as before).\n- Added friendly monster for StrifeGuy. (Made by Gardevoir)\n- Eleena now has a HUD.\n- Caleb now has an upper bar (i made & edited some of the graphics).\n- Some weapon effects for Caleb were polished (Code used from the ZBlood X addon by IvanDobrovski).\n\n* Note 1: Punchdrunk isnt made yet because im out of time.\n\n* Note 2: Im trying to fill every missing thing, so i wish that this\n\t\t wont feel incomplete anymore. (Please, check Note 1*)\n\n* Note 3: I hope that this is compatible with Hexen & Strife (wew) now.\n\n* Note 4: The Eradicator addon could have a lot of better effects & visual things, but some of the required graphics\n\t\t were just impossible to rip.\n\n* Note 5: Tipboxes for Strifeguy and Eleena will be included in the next version of this.\n\n* Note 6: If something isnt working well, please let me know! (Any feedback will be appreciated too!)\n\n----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------"
},
{
"source": "pk3",
"name": "CHEXCHAT.txt",
"contents": "[IntroStrings]\n\"All right! Good luck, everyone.\"\n\"Hello, folks, how's it going?\"\n\"This'll be fun.\"\n\"Everyone ready for a fair and friendly match?\"\n\"May the best man, woman, or thing from beyond win.\"\n\"I'm from Chex Squadron, and I volunteer for battle!\"\n\n[FragStrings]\n\"Don't worry, just relax. You'll respawn shortly.\"\n\"Don't give up yet!\"\n\"I'm sure you can do better than that.\"\n\"Oh, don't take it personally. Not everyone wins.\"\n\"You'll be fine. I didn't even hurt you.\"\n\"Zorched!\"\n\"I wonder where you'll end up?\"\n\"Have a nice trip.\"\n\"Don't get lost wandering back, now.\"\n\n[KilledStrings]\n\"Hold the party mix! I'm not finished yet!\"\n\"Oh, wow, great shot.\"\n\"You would do well in the IFC.\"\n\"Nice. I'll have to do better next time.\"\n\"It's not over yet.\"\n\"I still have plenty of fight left in me!\"\n\"You'll go from cadet to sergeant in no time.\"\n\"Oof. I don't often feel that.\"\n\"Eeehhh, give me a bit. I'll be back soon.\"\n\n[RoamingStrings]\n\"This arena looks pretty nice. Some good architecture.\"\n\"Aah, one second. Gotta clean slime off my boot.\"\n\"Gonna have to try some of those other weapons sometime.\"\n\"From the Halls of Montezuma...hmm hmm hmm...\"\n\"Haven't seen environments this bloody in a long, long time.\"\n\"I wonder how Chex Squadron is doing.\"\n\"The mission continues...\"\n\"I wonder if I'll get called back into action again.\"\n\"Hah, if only General Mills could see me now.\"\n\"So, you guys ready for another round?\"\n\"Come on, hide and seek is over. Olly olly oxen free.\"\n\"Let's get out and get the guns blazing again.\"\n\"This is a great subsitute for target practice.\"\n\"Surrender is not an option. There's no exit before it's over!\"\n\"Gonna need to log this area down...\"\n\"This is going to go well. I can feel it.\"\n\"Most don't last this long. You're doing great so far.\"\n\"Hmm. I think I can turn up the heat now.\"\n\"I'm going to have to restock on supplies after this.\"\n\n[RareRoamingStrings]\n\"Hey, you guys wanna head to the Chex Diner after this? My treat.\"\n\"Aahhh, a Golden Reggie Award is nice, but here in the field is where I belong!\"\n\"It's been a long time since I last wielded any ballistic weapons. I've gotten fond of the zorchers.\"\n\"I wonder if the Wheel turns for the villains as well as for us?\"\n\n//[LosingRoamingStrings]\n\n[WinStrings]\n\"All right, good game, everybody.\"\n\"Everyone up for another match?\"\n\"The best man won.\"\n\"Maybe next time, guys. You can't win 'em all.\"\n\"All right, keep the language clean, guys. You can try next time.\"\n\n[LoseStrings]\n\"All right, good game, everybody.\"\n\"Everyone up for another match?\"\n\"The best man won.\"\n\"I don't mind losing. Sometimes the fun is just in fighting, not in winning.\"\n\"Not bad, not bad. A good trigger finger means a long life.\"\n\n//[FrustratedStrings] // Spammer!\n\n//[EnragedStrings] // You fail it!\n\n//[DemoralizedStrings] // Your skill is not enough!\n\n[PissedStrings] // Llama!\n\"Okay, not cool.\""
},
{
"source": "pk3",
"name": "CORVCHAT.txt",
"contents": "[IntroStrings]\n\"I have slain demons, zombies, and beasts. You will be next.\"\n\"Beg for a quick death. Maybe I shall oblige.\"\n\"The last thing you will hear will be my laughter.\"\n\"I will personally turn this arena into a graveyard.\"\n\"Tremble, humans. Tremble more if you survive.\"\n\"I will face you with honor.\"\n\n[FragStrings]\n\"I've paved the way to the Hells for you.\"\n\"Your body is but one of many.\"\n\"Struggle all you want. I will slay you anyway.\"\n\"You lived and died as a true coward.\"\n\"And the ground is stained yet again.\"\n\"Rise again. I haven't killed you enough yet.\"\n\"You fought with honor. It was a pleasure killing you.\"\n\"Only a child should cry like that.\"\n\n[KilledStrings]\n\"By the gods.\"\n\"I end in fire. As it should be.\"\n\"My enemies would honor you for this achievement.\"\n\"For a brief moment, you were a true fighter.\"\n\"For just a moment, I felt something like peace.\"\n\"I cannot rest. Not while there is more to slay.\"\n\"I fell with honor. I will rest satisfied in that.\"\n\"Do not rejoice. I am not downed forever.\"\n\"Forward, I march towards oblivion. ...No, not yet.\"\n\n[RoamingStrings]\n\"Make it challenging.\"\n\"I grow weary of waiting.\"\n\"If you had any honor, you would face me as a man.\"\n\"Any time not spent fighting is time I care little for.\"\n\"My people will not be avenged with wandering around hallways.\"\n\"I have just enough ammo remaining to kill the rest of you.\"\n\"There is no shame with retreating. Run and hide from me.\"\n\"I deliberately take my time, to give you time to cower.\"\n\"This is intoxicating, seeing people hide as I approach.\"\n\"Never give up, always continue to try. I will be there to stomp each attempt.\"\n\"There is no hole deep enough for you to hide in.\"\n\"My lust for battle has made me immortal. Come test me.\"\n\"Perhaps I should turn my weapons on the walls, so as to sate my boredom.\"\n\"Cry little about your fate. I will bring you to meet it.\"\n\"When will you learn to give up when I approach?\"\n\"Facing death, your retreat is understandable.\"\n\"I ache to fire at more things. My finger twitches.\"\n\"Is there enough room for gravestones here?\"\n\"This arena would be prettier bathed in red.\"\n\"I am eager to demonstrate my furor.\"\n\"Ten more seconds, and you will set a new survival record.\"\n\"Can anyone offer me a challenge?\"\n\"Come forth and meet your destiny.\"\n\"Worthy, unworthy, I slay whatever is in my path.\"\n\"There is no turning away from my path.\"\n\"Patience is what separates the good from the great. I can wait.\"\n\"In one encounter, or piece by piece...I can slay either way.\"\n\"I have no need for tracking or hunting. I simply find and fight.\"\n\"Ashes to ashes, dust to dust.\"\n\n[RareRoamingStrings]\n\"Beasts, undead, demons, enemies...they all bleed the same, in the end.\"\n\"My weapons are starting to wear and fray. Soon, I will need to kill with my hands alone.\"\n\"The Wheel must turn more. This lull in action bores me.\"\n\n//[LosingRoamingStrings]\n\n[WinStrings]\n\"It was best to call it now, rather than let the massacre continue.\"\n\"This is my one mercy to you.\"\n\"Weigh your worth carefully in my shadow.\"\n\"This is how a true warrior does battle.\"\n\"There are yet many more steps I must scale.\"\n\"Over so soon? How tragic.\"\n\"Call the chambermaid. I have left an unfortunate mess for her.\"\n\n[LoseStrings]\n\"What? No! The match is not over yet!\"\n\"I have wasted too much time sating the lessers' egos.\"\n\"Your deceptions of grandeur will not elevate you.\"\n\"Alas, if you only understood the truth: I fell asleep at the weapon.\"\n\"One victory does not make a hero.\"\n\"You are not a warrior. You are merely lucky, and luck does not hold.\"\n\"What have you truly won?\"\n\"If this battle was of life or death, then the outcome would be very different.\"\n\n//[FrustratedStrings] // Spammer!\n\n//[EnragedStrings] // You fail it!\n\n//[DemoralizedStrings] // Your skill is not enough!\n\n[PissedStrings] // Llama!\n\"I will teach you manners, even if I must do so over your cold body.\""
},
{
"source": "pk3",
"name": "Credits.txt",
"contents": "Main Developers: Shiny Metagross (S_Andrew_S), Shadowlink223, Magnolia, +Zircon (GamingMageEX)\nFormerly: IvanDobrovski, Jesh (EnsaladaDeTomate), Dynamo, Hiragamer\n\nCredits:\n\n- TerminusEst13 (for making this compatible with samsara v0.3, helping & beign very patient with me, and ofc, for creating samsara!)\n- Shiny Metagross (for Quake 2, Hexen 2, Goldeneye, and Castle Totenkopf SDL classes, Compendium system, RR alcohol and guts system, Lost Mission, DCLAB, and Opposing Force modes, a wide variety of balance and QoL changes, and leading development on Samsara for HC2 onwards)\n- Jesh (for Eradicator, Disruptor, PowerSlave, Redneck Rampage, and Rebel Moon Classes, leading development on Samara Extra Heroes for 7 years up until HC2, and merging with Samsara 0.3666, along with some other fixes)\n- Dynamo (for Cybermage class, and for helping me in a lot of stuff and for beign a good friend & support too :D)\n- Cyantusk (for his balance tweaks and In Pursuit of Greed class)\n- IvanDobrovski (for creating the first pack of those addons, his great job on his ZBlood X addon, and making an awesome Lo Wang, Caleb, BlakeStone, and IPFreeley)\n- Donald (for Witchaven and HL1 class)\n- Magnolia (for Catacomb class, HL1 and OpFor Size 11 huds, Hexen 2, Goldeneye, Totenkopf SDL status bars, and finishing OpFor Statusbar, Compendium mouse cursor graphics, a bunch of Strifeguy balance tweaks, a large number of balance and QoL tweaks for other classes, and co-leading development on Samsara for HC2 onwards)\n- Ijon Tichy (for making this compatible with samsarav0.3)\n- Kinsie (for Samsara 0.3666)\n- Cruduxy Pegg (for polishing ZBlood X addon)\n- BouncyTEM (for his Corridor 7 Addon & some tips)\n- tehvappy50 (for his Doom64Guy addon & some help at decorate stuff)\n- The_Riet (for letting me use his Strifeguy HUD graphics and adding Katarn)\n- Lex Safonov (for making Shadow Warrior TC)\n- PresidentPeople (for letting me use his zandronum guy player sprites temporary!)\n- MaxED (for creating re-hexumed)\n- Doorhenge (for making wide-screen friendly hexen's mace)\n- Knight_Kin (for making the Hexen Weapons Improvement Project)\n- Scotty (for making laser guided rocket code)\n- TheCamaleonMaligno (for letting me use his Q2Stuff as a base for Bitterman! This would've been a lot more difficult without him.)\n- LanHikariDS (for making the size 11 Bitterman HUD)\n- +Zircon (For ideas and help on Hexen II and Catacomb 3D, helping with Tipboxes, helping rebalance LDF Commando and Mooman, and adding Leonard's Hunting Rifle)\n- NorwegianLoki (For widescreen Witchaven sprites, Jack Curtis player sprites, and Hexen Fighter and Mage mugshots)\n\nSpecial Thanks:\n- Hiragamer : for his amazing work on HUDs and every art related stuff, and beign a great support too :D\n- Gardevoir : for his Strifeguy addon & helping me in some workaround {HI!}\n- Watermelon : for help & teach me Decorate & ACS stuff. Thanks for beign such a great person & friend man, this planet needs more people like you!\n- -Jes- : for tweaking Eleena and some tips!\n- Flynn : for helping me on ideas and beign a good artist who made a bunch of stuff for Doom 64 Guy\n- Jack Freeman: for helping me and addons team to do a lot of stuff, doing gldefs and recoloring player sprites, and the original Bond class\n- meleemario: for being a good friend, provided info on blood, help with keeping the mod alive and being good support\n- LtMajorDude: for helping convert the old tipboxes for Compendium\n\n- ID Software (For Doom, Doom II, Catacomb 3D, Wolfenstein 3D, Quake, and Quake II, as well as publishing Heretic, Hexen, and Hexen II. And the Doom engine, this project wouldn't be possible without it)\n- Team TNT for TNT Evilution\n- Raven Software (For Heretic, Hexen, Hexen II, Hexen II Portals of Praevus, CyClones, and ShadowCaster)\n- JAM Productions (For Blake Stone)\n- DIP (Developers of Incredible Power) (For Rise of the Triad)\n- Apogee Software (For publishing Blake Stone & Rise of the Triad)\n- Accolade Inc. (For Eradicator)\n- Monolith Productions (For Blood)\n- Midway Games LtD. (For Doom 64)\n- Capstone Software (For Corridor 7, Witchaven, and Operation Body Count)\n- Fenris Wolf (For Rebel Moon Rising)\n- Rogue Entertainment (For Strife and Quake Mission Pack 2: Dissolution of Eternity)\n- Mind Shear Software (For In Pursuit Of Greed/Assassinators)\n- Insomniac Games (For Disruptor)\n- Xatrix Entertainment (For Redneck Rampage and Quake 2 Ground Zeros)\n- LucasArts Entertainment Company LLC (For Star Wars Dark Forces and Jedi Knight Dark Forces II)\n- Valve Software (For Half Life and Half-Life 2)\n- Gearbox Software (For Half-Life Opposing Force and Blue Shift)\n- 3D Realms Entertainment Inc. (For Duke Nukem 3D and Shadow Warrior)\n- Origin Systems (For Cybermage)\n- Lobotomy Software (For Powerslave)\n- Hipnotic Software (For Quake Mission Pack 1: Scourge of Armagon)\n- RareWare LtD. (For Goldeneye 007)\n- Eon Productions (For the James Bond 007 film franchise and the Goldeneye Movie)\n- SoftDisk Inc. (For Catacomb Adventure series)\n- Wolf Skevos Jones (For the Castle Totenkopf SDL mod for Wolfenstein 3D)\n\n- And every other person that helped me on this and it's not in the list (sorry, i tend to forget names :P).\n\n* If any other person who worked on something in here is not in the upper list, check if your name is in the list below. (if ur name is not here, please let me know!).\n\n------------------------------------------------------------------------------------------------------------------\n/* All of the stuff below here is old. CW for some of the language used here\n------------------------------------------------------------------------------------------------------------------\n\nStuff in Samsara_EX-Ha1.pk3\n\n- Jon amun mines hand sprites, mummy staff wide screen sprites, HUD & other stuff were made by Hiragamer\n- Some stuff from MaxED's re-hexumed was used\n- Leonard HUD was made by Hiragamer\n- Some Leonard stuff (like chicken launcher pickup sprite and gibs) were used from AEoD\n- Ring of RA explosions recolored by Dynamo\n\n------------------------------------------------------------------------------------------------------------------\n\nSamsaraaddonsv2.5 - Cyantusk, TerminusEst13, Flynn and Jesh Edit\n\nAuthors:\n\nSamsara: TerminusEst13\nAddons: IvanDobrovski\n///Hotfix (to work with recent Samsara versions): Cyantusk and Jesh <<< UHHHHHH, let's swap this\n \"\" \"\" : TerminusEst13 <<< He did it (not ^)\n\n------------------------------------------------------------------------------------------------------------------\n\nSamsaraaddonsv3.0 (added strifeguy)\n\nStrifeguy Addon Author: Gardevoir\n\nMore Credits:\n\nDecorate edit: Gardevoir\nHybrid pickup and Upgrades sprites edit: Gardevoir\nDisintegrate Deaths Graphics and Decorate: PresidentPeople\nACS: Wirtualnosc\nTipboxes: Geonightman\nDecorate: Ghastly\nSounds: BouncyTEM\nSprites: Eriance\nSprite Edit: Gothic, Blox\n\n------------------------------------------------------------------------------------------------------------------\n\nsamsaraaddonvsv3.2\n\nBalancing and bug fixe's.\n\n------------------------------------------------------------------------------------------------------------------\n\nsamsaraaddonsv3.5 (added Doom64Guy)\n\nDoom64 Guy Addon Author: tehvappy50\n\nMore Credits:\n\n* The Doom 64 guy and Doom 64 is property of Midway Games and id Software.\n* Taunt sound from the Doom 64 Guy Skulltag skin (credits go to whoever made the skin and whoever did the voice acting).\n* Puzzfail sound from Samsara pre-0.28 (old Doomguy/Ranger puzzfail sound, credits go to TerminusEst13).\n* Resources and code were from a Doom 64 resource project, but I can't remember which one (most likely the Doom 64 Stuff mod from long ago, credits go to Footman and anyone else that contributed to said mod).\n* Tipboxes done by TerminusEst13 (thanks!).\n* New railgun stuff by the same person(s) behind Doom 64 Stuff.\n* Previous railgun (horrible pre-v6 version) modified out of plasma gun sprites by tehvappy50. Feel free to laugh at how much it sucked.\n* HUD graphics, hybrid sprites, and new burndeath sequence by Flynn_Taggart95 (huge thanks!).\n* TerminusEst13 did not make this addon class, all questions regarding this addon should go to tehvappy50.\n\n------------------------------------------------------------------------------------------------------------------\n\nsamsaraaddonsv3.7 (This is the last release coming from Jesh and Cyantusk)> Nope\n\n*Added pistol for Caleb (NOT COMPATIBLE WITH GUNS AKIMBO, STOP CRYING)\n*Added more taunts to caleb\n*Added Strifeguy's pistol back\n*ETC ETC ETC....\n\n-Pistol code, sprites and sound taken from ZBLUD, all credits goes to the respective authors.\n\n------------------------------------------------------------------------------------------------------------------------\nSamsaraaddonsv3.71 (As promised, i made a new Class, and shes Eleena -Jesh)\n\nEleena Addon Made By Jesh\n\nPlayer Sprites ripped by EnsaladaDeTomate\nWeapon Sprites ripped by Diodeus\nThe rest of Sprites ripped by Jesh\nSounds ripped by Jesh\nSome of Coding (MOST) and etc. made and re-worked by Jesh\n\nSpecial Thanks to:\n\nIjon for helping on coding the boomerang.\nIvanDobrovski for helping on coding the boomerang.\nTerminusEst13 for helping and providing the code for the Boomerang.\n\n------------------------------------------------------------------------------------------------------------------------\nSamsaraaddonsv3.72\n\n- A bunch of fixes for Eleena and other classes\n\n------------------------------------------------------------------------------------------------------------------------\nSamsaraaddonsv3.75\n\n- Ok, hope all things from Eleena are working as intended now....\n\n------------------------------------------------------------------------------------------------------------------\n\nsamsaraaddonsv4.0 (Im back, PROBLEM? -Jesh)\n\n- Added Corridor7 Addon (Made by BouncyTEM)\n- Punchdrunk or Instagib weapons for extra classes? Never < (:DURRR:)\n- Bugfixes? Some.\n- Moar coming? Maybe~\n\n------------------------------------------------------------------------------------------------------------------\n===================================================\n======== NOW COMPATIBLE WITH SAMSARA V0.28 ========\n===================================================\n\nKNOWN STUFF\n- DO NOT ASK TERMINUSEST13 ABOUT THIS CLASS IT'S NOT HIS IT'S IVANDOBROVSKI'S. SEND BUG REPORTS TO THIS FAG!\n- Credits mostly go to elZee for his code which I based most stuff on.\n- We don't have a samsara-like hud yet, I know. I can't generate art!\n- Thanks a lot to Interceptor Entertainment, especially Andrew Hulshult for his epic GDTFW remake!\n\tThe intro song will play everytime a round begins on LMS game mode, to turn it off type \"set notheme 1\" to your console.\n\t^^^ Due to some bugs this is cancelled, the music is still in there though.\n- The Slot I for Blake Stone is an ammo refill item. To get rid of the \"use then pick it up again for infinite refill\" bug, I used some \"band aids\", one thing\nthat I couldn't fix was the weapon state being shown as \"still pickable\" while in reality you can't pick it in the map if you picked it once.\n\nCONTAINS ADDITIONAL STUFF FROM SAMSARA 0.27b SO IF SOMETHING CHANGES WITH THOSE DO NOT USE THIS WITH IT WITHOUT ASKING IVAN! (Things may break!)\n*/"
},
{
"source": "pk3",
"name": "CVARINFO.txt",
"contents": "server int sams_cvarinfo = 0;\n\n// serverside\nserver int sams_banjetpack = 0;\nserver int sams_banwolfmove = 0;\nserver int sams_nocustomgravity = 0;\nserver int sams_jumpmod = 0;\nserver int sams_permault = 0;\nserver int sams_lmslife = 0;\nserver int sams_lmsult = 0;\nserver int sams_uniquestart = 0;\nserver int sams_chainsawstart = 0;\nserver int sams_peoplediewhentheyarekilled = 0;\nserver int sams_armormode = 0;\nserver int sams_nohealthcap = 0;\nserver int sams_noult = 0;\nserver int sams_nomonologues = 0;\nserver int sams_backpackstart = 0;\nserver int sams_classiclaz = 0;\nserver int sams_allcanrj = 0;\nserver int sams_nounique = 0;\nserver int sams_noinvuln = 0;\nserver int sams_dukesoundboard = 0;\nserver int sams_pistolammo = 0;\n//server int sams_hlnoreload = 0;\nserver int sams_strifeaccuracy = 5;\nserver int sams_strifestamina = 0;\n\nserver int sams_bandoomguy = 0;\nserver int sams_bancorvus = 0;\nserver int sams_banbj = 0;\nserver int sams_banparias = 0;\nserver int sams_banduke = 0;\nserver int sams_banso = 0;\nserver int sams_banranger = 0;\nserver int sams_banchex = 0;\n\nserver int sams_lmsrules = 0;\n\nserver int sams_doomguydamage = 0;\nserver int sams_corvusdamage = 0;\nserver int sams_bjdamage = 0;\nserver int sams_pariasdamage = 0;\nserver int sams_dukedamage = 0;\nserver int sams_sodamage = 0;\nserver int sams_rangerdamage = 0;\nserver int sams_chexdamage = 0;\n\nserver int sams_doomguydefence = 0;\nserver int sams_corvusdefence = 0;\nserver int sams_bjdefence = 0;\nserver int sams_pariasdefence = 0;\nserver int sams_dukedefence = 0;\nserver int sams_sodefence = 0;\nserver int sams_rangerdefence = 0;\nserver int sams_chexdefence = 0;\n\nserver int sams_permaquad = 0;\nserver int sams_permakimbo = 1;\nserver int sams_nohealth = 0;\n\nserver int sams_superturboturkeypuncher3000 = 0;\nserver int sams_superturboturkeylimit = 0;\nserver int sams_superturboturkeyfrequency = 35;\n\nserver int sams_pistolstart = 0;\nserver int sams_slotmode = 0;\n\n// clientside\nuser int sams_cl_printpickup = 0;\nuser int sams_cl_expparticles = 0;\nuser int sams_cl_norecoil = 0;\nuser int sams_cl_sinerecoil = 0;\nuser int sams_cl_weaponhud = 1;\nuser int sams_cl_vanilladoom = 0;\nuser int sams_cl_vanillaquake = 0;\nuser int sams_cl_wolfmove = 0;\nuser int sams_cl_ballgag = 0;\nuser int sams_cl_moremessages = 0;\n\n// for checking what stupid port you have\nserver int sams_runninginzandro = 0;\nserver int sams_runninginzdoom = 0;\n\n// supposed to be clientside, but apparently actually not. awesome. great.\nuser int sams_cl_pickupmode = 0;\nuser int sams_cl_bloodyhell = 0;\nuser int sams_cl_bloodypersistent = 0;\n\nserver int sams_zd_pickupmode = 0;\nserver int sams_zd_bloodyhell = 0;\nserver int sams_zd_bloodypersistent = 0;\n\n//Extra Heroes\nuser int sams_cl_heromusic = 0;\nuser int sams_cl_heromusicoverride = 0;\nuser int sams_cl_bloodcd = 0;\nuser int sams_cl_hex2cd = 0;\nuser bool sams_cl_hevtalk = false;\nuser bool sams_cl_dkclab = false;\nserver int sams_misccharacters = 5;\nserver bool sams_microwavepop = false;\nserver int sams_merrychristmas = 0;\nserver bool sams_notimefreeze = false;\nuser bool sams_cl_merrychristmassnow = false;\nuser bool sams_cl_xmasmusic = false;\nuser bool sams_cl_alcoholgut = true;\nuser bool sams_cl_inventoryhealth = true;\nuser bool sams_cl_shephardmode = false;\nuser int sams_cl_wolfmode = 0;\nuser bool sams_cl_doom64 = false;\nuser int sams_cl_hexclass = 0;\nuser int sams_cl_rottmode = 0;\nuser int sams_cl_ipogmode = 0;\nuser bool sams_cl_bsaog = false;\n\n// bans\n\nserver int sams_banfreely = 0;\nserver int sams_banblake = 0;\nserver int sams_bancaleb = 0;\nserver int sams_banstrifeguy = 0;\nserver int sams_banspaceseal = 0;\nserver int sams_baneleena = 0;\nserver int sams_banrebelmooncommando = 0;\nserver int sams_bankatarn = 0;\nserver int sams_banmooman = 0;\nserver int sams_bandisruptor = 0;\nserver int sams_bangrondoval = 0;\nserver int sams_banfreeman = 0;\nserver int sams_banwang = 0;\nserver int sams_bancm = 0;\nserver int sams_banjon = 0;\nserver int sams_banrr = 0;\nserver int sams_banq2 = 0;\nserver int sams_bandemoness = 0;\nserver int sams_banbond = 0;\nserver int sams_banpetton = 0;\n\n// damage\n\nserver int sams_freelydamage = 0;\nserver int sams_blakedamage = 0;\nserver int sams_calebdamage = 0;\nserver int sams_strifeguydamage = 0;\nserver int sams_spacesealdamage = 0;\nserver int sams_eleenadamage = 0;\nserver int sams_rebelmooncommandodamage = 0;\nserver int sams_katarndamage = 0;\nserver int sams_moomandamage = 0;\nserver int sams_disruptordamage = 0;\nserver int sams_grondovaldamage = 0;\nserver int sams_freemandamage = 0;\nserver int sams_wangdamage = 0;\nserver int sams_cmdamage = 0;\nserver int sams_jondamage = 0;\nserver int sams_rrdamage = 0;\nserver int sams_q2damage = 0;\nserver int sams_demonessdamage = 0;\nserver int sams_bonddamage = 0;\nserver int sams_pettondamage = 0;\n\n// triggered me enough to fix it\nserver int sams_doomguydefense = 0;\nserver int sams_corvusdefense = 0;\nserver int sams_bjdefense = 0;\nserver int sams_pariasdefense = 0;\nserver int sams_dukedefense = 0;\nserver int sams_sodefense = 0;\nserver int sams_rangerdefense = 0;\nserver int sams_chexdefense = 0;\nserver int sams_freelydefense = 0;\nserver int sams_blakedefense = 0;\nserver int sams_calebdefense = 0;\nserver int sams_strifeguydefense = 0;\nserver int sams_spacesealdefense = 0;\nserver int sams_eleenadefense = 0;\nserver int sams_rebelmooncommandodefense = 0;\nserver int sams_katarndefense = 0;\nserver int sams_moomandefense = 0;\nserver int sams_disruptordefense = 0;\nserver int sams_grondovaldefense = 0;\nserver int sams_freemandefense = 0;\nserver int sams_wangdefense = 0;\nserver int sams_cmdefense = 0;\nserver int sams_jondefense = 0;\nserver int sams_rrdefense = 0;\nserver int sams_q2defense = 0;\nserver int sams_demonessdefense = 0;\nserver int sams_bonddefense = 0;\nserver int sams_pettondefense = 0;"
},
{
"source": "pk3",
"name": "DECALDEF.txt",
"contents": "// Doom plasma rifle\n\ndecal DoomPlasmaScorchLower1\n{\n\tpic PLASMA1\n\tshade \"00 00 00\"\n\tx-scale 0.3\n\ty-scale 0.3\n\trandomflipx\n\trandomflipy\n}\n\ndecal DoomPlasmaScorch1\n{\n\tpic DPLMA0\n\tadd 1.0\n\tfullbright\n\tanimator GoAway\n\tlowerdecal DoomPlasmaScorchLower1\n}\n\ndecal DoomPlasmaScorchLower2\n{\n\tpic PLASMA2\n\tshade \"00 00 00\"\n\tx-scale 0.3\n\ty-scale 0.3\n\trandomflipx\n\trandomflipy\n}\n\ndecal DoomPlasmaScorch2\n{\n\tpic DPLMB0\n\tadd 1.0\n\tfullbright\n\tanimator GoAway\n\tlowerdecal DoomPlasmaScorchLower2\n}\n\ndecalgroup DoomPlasmaScorchLower\n{\n\tDoomPlasmaScorchLower1\t1\n\tDoomPlasmaScorchLower2\t1\n}\n\ndecalgroup DoomPlasmaScorch\n{\n\tDoomPlasmaScorch1\t1\n\tDoomPlasmaScorch2\t1\n}\n\n// Chex plasma rifle\n\ndecal ChexPlasmaScorch1\n{\n\tpic CLSSA0\n\tadd 0.5\n\tfullbright\n\tanimator GoAway\n}\n\ndecal ChexPlasmaScorch2\n{\n\tpic CLSSB0\n\tadd 0.5\n\tfullbright\n\tanimator GoAway\n}\n\ndecalgroup ChexPlasmaScorch\n{\n\tChexPlasmaScorch1\t1\n\tChexPlasmaScorch2\t1\n}\n\n// Generators\n\ngenerator DoomImpBall2\t\t\tDoomImpScorch\ngenerator ArachnotronPlasma2\tArachnotronScorch\ngenerator CyberRocket\t\t\tScorch\ngenerator CacodemonBall2\t\tCacoScorch\ngenerator FatShot2\t\t\t\tScorch\ngenerator SpiderMastermind2\t\tBulletChip\n\ngenerator BeastBall2\t\t\tDoomImpScorch\ngenerator SnakeProjA2\t\t\tSnakeScorch1\ngenerator SnakeProjB2\t\t\tSnakeScorch2\ngenerator HeadFX12\t\t\t\tSnakeScorch2\ngenerator HeadFX32\t\t\t\tCacoScorch\ngenerator Sorcerer2FX3\t\t\tSorcererLightning\ngenerator HereticImpBall2\t\tHImpScorch\ngenerator MummyFX2\t\t\t\tMummyScorch\ngenerator WizardFX2\t\t\t\tWizardScorch\n\ngenerator SerpentFX2\t\t\tDoomImpScorch\ngenerator CentaurFX2\t\tCentaurScorch\ngenerator Demon1FX2\t\t\tRevenantScorch\ngenerator Demon2FX2\t\t\tDemon2Scorch\ngenerator BishopFX2\t\t\tBishopScorch\ngenerator WraithFX6\t\t\tDemon2Scorch\ngenerator SorcFX12\t\t\tRevenantScorch\ngenerator SorcFX42\t\t\tRevenantScorch\ngenerator FSwordMissile2\tSwordLightning\ngenerator MageStaffFX22\t\tScorch\n\ngenerator Acolyte2\t\t\tBulletChip\ngenerator AcolyteTan2\t\tBulletChip\ngenerator AcolyteRed2\t\tBulletChip\ngenerator AcolyteRust2\t\tBulletChip\ngenerator AcolyteGray2\t\tBulletChip\ngenerator AcolyteDGreen2\tBulletChip\ngenerator AcolyteGold2\t\tBulletChip\ngenerator AcolyteLGreen2\tBulletChip\ngenerator AcolyteBlue2\t\tBulletChip\ngenerator AcolyteShadow2\tBulletChip\ngenerator RebelB\t\t\tBulletChip\ngenerator Rebel1B\t\t\tBulletChip\ngenerator Rebel2B\t\t\tBulletChip\ngenerator Rebel3B\t\t\tBulletChip\ngenerator Rebel4B\t\t\tBulletChip\ngenerator Rebel5B\t\t\tBulletChip\ngenerator Macil2B\t\t\tBulletChip\ngenerator SentinelFX3\t\tPlasmaScorchLower\ngenerator Templar2\t\t\tRailScorchLower\ngenerator Reaver2\t\t\tBulletChip\ngenerator CeilingTurret2\tBulletChip\n\n// Duke Decals\nDecal DukeBulletChip\n{\n\tPic DUKECHIP\n\tY-scale 0.1\n\tX-scale 0.1\n\tRandomFlipX\n\tRandomFlipY\n}\n\nDecal DukeBeachSquirt\n{\n\tPic DUKESQRT\n\tY-scale 0.1\n\tX-scale 0.1\n\tRandomFlipX\n\tRandomFlipY\n}\n\ndecal ZBloodBulletChip1\n{\n\tpic ZBCHIP1\n\tx-scale 0.2\n\ty-scale 0.2\n\trandomflipx\n\trandomflipy\n}\n\nDecal RedneckRampageBulletChip\n{\n\tPic LE9_D0\n\tY-scale 0.1\n\tX-scale 0.1\n\tRandomFlipX\n\tRandomFlipY\n}\n\n// Leonard Blood\n\nSlider LeonardBloodSlide\n{\n\tDisty -14\n\tSlidetime 20\n\tSlidestart 0\n}\n\nStretcher LeonardBloodStretch\n{\n\tGoalY 0.66\n\tStretchtime 20\n\tStretchstart 0\n}\n\nCombiner LeonardBloodEffect\n{\n\tLeonardBloodSlide\n\tLeonardBloodStretch\n}\n\nDecal LeonardBlood1\n{\n\tPic LEOBLOD3\n\tX-scale 0.3\n\tY-scale 0.3\n\tAnimator LeonardBloodEffect\n}\n\nDecal LeonardBlood2\n{\n\tPic LEOBLOD4\n\tX-scale 0.3\n\tY-scale 0.3\n\tAnimator LeonardBloodEffect\n}\n\nDecal LeonardBlood3\n{\n\tPic LEOBLOD5\n\tX-scale 0.3\n\tY-scale 0.3\n\tAnimator LeonardBloodEffect\n}\n\ndecal LeonardBlood4\n{\n\tPic LEOBLOD6\n\tX-scale 0.3\n\tY-scale 0.3\n\tAnimator LeonardBloodEffect\n}\n\nDecalGroup LeonardBlood\n{\n\tLeonardBlood1 1\n\tLeonardBlood2 1\n\tLeonardBlood3 1\n\tLeonardBlood4 1\n}\n\nDecal LeonardBlood1_NoSlide\n{\n\tPic LEOBLOD3\n\tX-scale 0.3\n\tY-scale 0.3\n}\n\nDecal LeonardBlood2_NoSlide\n{\n\tPic LEOBLOD4\n\tX-scale 0.3\n\tY-scale 0.3\n}\n\nDecal LeonardBlood3_NoSlide\n{\n\tPic LEOBLOD5\n\tX-scale 0.3\n\tY-scale 0.3\n}\n\ndecal LeonardBlood4_NoSlide\n{\n\tPic LEOBLOD6\n\tX-scale 0.3\n\tY-scale 0.3\n}\n\nDecalGroup LeonardBlood_NoSlide\n{\n\tLeonardBlood1_NoSlide 1\n\tLeonardBlood2_NoSlide 1\n\tLeonardBlood3_NoSlide 1\n\tLeonardBlood4_NoSlide 1\n}\n\n// Half Life Blood\n\nDecal HLBlood1\n{\n\tPic HBLOOD1\n\tX-scale 0.5\n\tY-scale 0.5\n}\n\nDecal HLBlood2\n{\n\tPic HBLOOD2\n\tX-scale 0.5\n\tY-scale 0.5\n}\n\nDecal HLBlood3\n{\n\tPic HBLOOD3\n\tX-scale 0.5\n\tY-scale 0.5\n}\n\nDecal HLBlood4\n{\n\tPic HBLOOD4\n\tX-scale 0.5\n\tY-scale 0.5\n}\n\nDecal HLBlood5\n{\n\tPic HBLOOD5\n\tX-scale 0.5\n\tY-scale 0.5\n}\n\nDecal HLBlood6\n{\n\tPic HBLOOD6\n\tX-scale 0.5\n\tY-scale 0.5\n}\n\nDecal HLBlood7\n{\n\tPic HBLOOD7\n\tX-scale 0.5\n\tY-scale 0.5\n}\n\nDecal HLBlood8\n{\n\tPic HBLOOD8\n\tX-scale 0.5\n\tY-scale 0.5\n}\n\nDecalGroup HLBloodSplat\n{\n\tHLBlood1 1\n\tHLBlood2 1\n\tHLBlood3 1\n\tHLBlood4 1\n\tHLBlood5 1\n\tHLBlood6 1\n\tHLBlood7 1\n\tHLBlood8 1\n}\n\n// Doom 64 plasma rifle\n\ndecal Doom64PlasmaScorchLower1\n{\n pic CBALSCR1 //PLASMA1\n shade \"00 00 00\"\n x-scale 0.78125 //0.3\n y-scale 0.78125 //0.3\n randomflipx\n randomflipy\n}\n\ndecal Doom64PlasmaScorch1\n{\n pic 64PBA0\n fullbright\n animator GoAway\n lowerdecal Doom64PlasmaScorchLower1\n}\n\ndecal Doom64PlasmaScorchLower2\n{\n pic CBALSCR2 //PLASMA2\n shade \"00 00 00\"\n x-scale 0.78125 //0.3\n y-scale 0.78125 //0.3\n randomflipx\n randomflipy\n}\n\ndecal Doom64PlasmaScorch2\n{\n pic 64PBB0\n fullbright\n animator GoAway\n lowerdecal Doom64PlasmaScorchLower2\n}\n\ndecalgroup Doom64PlasmaScorchLower\n{\n Doom64PlasmaScorchLower1 1\n Doom64PlasmaScorchLower2 1\n}\n\ndecalgroup Doom64PlasmaScorch\n{\n Doom64PlasmaScorch1 1\n Doom64PlasmaScorch2 1\n}\n\nDecal HalfLifeBulletChip1\n{\n\tPic HW29N0\n\tadd 1.0\n\tshade \"0 0 0\"\n\tY-scale 0.75\n\tX-scale 0.75\n\tRandomFlipX\n\tRandomFlipY\n}\n\nDecal HalfLifeBulletChip2\n{\n\tPic HW29O0\n\tadd 1.0\n\tshade \"0 0 0\"\n\tY-scale 0.75\n\tX-scale 0.75\n\tRandomFlipX\n\tRandomFlipY\n}\n\nDecal HalfLifeBulletChip3\n{\n\tPic HW29P0\n\tadd 1.0\n\tshade \"0 0 0\"\n\tY-scale 0.75\n\tX-scale 0.75\n\tRandomFlipX\n\tRandomFlipY\n}\n\nDecal HalfLifeBulletChip4\n{\n\tPic HW29Q0\n\tadd 1.0\n\tshade \"0 0 0\"\n\tY-scale 0.75\n\tX-scale 0.75\n\tRandomFlipX\n\tRandomFlipY\n}\n\nDecal HalfLifeBulletChip5\n{\n\tPic HW29R0\n\tadd 1.0\n\tshade \"0 0 0\"\n\tY-scale 0.75\n\tX-scale 0.75\n\tRandomFlipX\n\tRandomFlipY\n}\n\ndecalgroup HalfLifeBulletChip\n{\n HalfLifeBulletChip1 1\n HalfLifeBulletChip2 1\n\t\tHalfLifeBulletChip3 1\n HalfLifeBulletChip4 1\n\t\tHalfLifeBulletChip5 1\n}\n\n// Caleb Blood\n\nSlider CalebBloodSlide1\n{\n\tDisty -9\n\tSlidetime 20\n\tSlidestart 0\n}\n\nStretcher CalebBloodStretch1\n{\n\tGoalY 0.5\n\tStretchtime 20\n\tStretchstart 0\n}\n\nCombiner CalebBloodEffect1\n{\n\tCalebBloodSlide1\n\tCalebBloodStretch1\n}\n\nSlider CalebBloodSlide2\n{\n\tDisty -9\n\tSlidetime 20\n\tSlidestart 0\n}\n\nStretcher CalebBloodStretch2\n{\n\tGoalY 0.33\n\tStretchtime 20\n\tStretchstart 0\n}\n\nCombiner CalebBloodEffect2\n{\n\tCalebBloodSlide2\n\tCalebBloodStretch2\n}\n\nDecal CalebBlood1\n{\n\tPic CLBBLOD1\n\tX-scale 0.33\n\tY-scale 0.33\n\tAnimator CalebBloodEffect1\n}\n\nDecal CalebBlood2\n{\n\tPic CLBBLOD2\n\tX-scale 0.165\n\tY-scale 0.165\n\tAnimator CalebBloodEffect2\n}\n\nDecalGroup CalebBlood\n{\n\tCalebBlood1 1\n\tCalebBlood2 1\n}\n\n// Lowang Blood\n\nSlider SWBloodSlide\n{\n\tDisty -14\n\tSlidetime 20\n\tSlidestart 0\n}\n\nStretcher SWBloodStretch\n{\n\tGoalY 0.66\n\tStretchtime 20\n\tStretchstart 0\n}\n\nCombiner SWBloodEffect\n{\n\tSWBloodSlide\n\tSWBloodStretch\n}\n\nDecal SWBlood1\n{\n\tPic SWBLOOD1\n\tX-scale 0.3\n\tY-scale 0.3\n\tAnimator SWBloodEffect\n}\n\nDecal SWBlood2\n{\n\tPic SWBLOOD2\n\tX-scale 0.3\n\tY-scale 0.3\n\tAnimator SWBloodEffect\n}\n\nDecal SWBlood3\n{\n\tPic SWBLOOD3\n\tX-scale 0.3\n\tY-scale 0.3\n\tAnimator SWBloodEffect\n}\n\ndecal SWBlood4\n{\n\tPic SWBLOOD4\n\tX-scale 0.3\n\tY-scale 0.3\n\tAnimator SWBloodEffect\n}\n\nDecalGroup SWBlood\n{\n\tSWBlood1 1\n\tSWBlood2 1\n\tSWBlood3 1\n\tSWBlood4 1\n}\n\nDecal SWBlood1_NoSlide\n{\n\tPic SWBLOOD1\n\tX-scale 0.3\n\tY-scale 0.3\n}\n\nDecal SWBlood2_NoSlide\n{\n\tPic SWBLOOD2\n\tX-scale 0.3\n\tY-scale 0.3\n}\n\nDecal SWBlood3_NoSlide\n{\n\tPic SWBLOOD3\n\tX-scale 0.3\n\tY-scale 0.3\n}\n\ndecal SWBlood4_NoSlide\n{\n\tPic SWBLOOD4\n\tX-scale 0.3\n\tY-scale 0.3\n}\n\nDecalGroup SWBlood_NoSlide\n{\n\tSWBlood1_NoSlide 1\n\tSWBlood2_NoSlide 1\n\tSWBlood3_NoSlide 1\n\tSWBlood4_NoSlide 1\n}\n\ndecal SporeSplat1\n{\n\trandomflipx\n\trandomflipy\n\tpic SprSPLT1\n\tshade \"CF AF 50\"\n\tx-scale 1\n\ty-scale 1\n}\ndecal SporeSplat2\n{\n\trandomflipx\n\trandomflipy\n\tpic SprSPLT2\n\tshade \"CF AF 50\"\n\tx-scale 1\n\ty-scale 1\n}\ndecal SporeSplat3\n{\n\trandomflipx\n\trandomflipy\n\tpic SprSPLT3\n\tshade \"CF AF 50\"\n\tx-scale 1\n\ty-scale 1\n}\ndecalgroup SporeSplat\n{\n\tSporeSplat1 1\n\tSporeSplat2 1\n\tSporeSplat3 1\n}\nDecal Goldeneye_BulletChip\n{\n\tPic GE07A0\n\tY-scale 0.075\n\tX-scale 0.075\n\tRandomFlipX\n\tRandomFlipY\n}"
},
{
"source": "pk3",
"name": "DECORATE.txt",
"contents": "const int ARMOR_GREEN = 0;\nconst int ARMOR_YELLOW = 1;\nconst int ARMOR_BLUE = 2;\nconst int ARMOR_BLUE_WITHYELLOW = 3;\nconst int ARMOR_RED = 4;\nconst int ARMOR_MEGASPHERE = 5;\n\nconst int SAMSARA_DECORATE = 215;\nconst int SAMSARA_CLIENT_DECORATE = 212;\n\n#include \"decorate/core.dec\"\n\n#include \"decorate/doomguy.dec\"\n#include \"decorate/chexguy.dec\"\n#include \"decorate/corvus.dec\"\n#include \"decorate/blazko.dec\"\n#include \"decorate/parias.dec\"\n#include \"decorate/duke.dec\"\n#include \"decorate/marathon.dec\"\n#include \"decorate/ranger.dec\"\n\n#include \"decorate/slots.dec\"\n#Include \"decorate/pdwtak.dec\"\n\n#include \"decorate/game_doom.dec\"\n#include \"decorate/game_chex.dec\"\n#include \"decorate/game_heretic.dec\"\n#include \"decorate/game_hexen.dec\"\n#include \"decorate/game_strife.dec\"\n\n#include \"decorate/stDummies.dec\"\n//#include \"decorate/dummies.dec\"\n\n#include \"decorate/keys.dec\"\n/*\n#include \"Decorate/Core/Ammo2.dec\"\n#include \"Decorate/Core/health2.dec\"\n#include \"Decorate/Core/powerups2.dec\"\n#include \"Decorate/Core/tokens2.dec\"\n#include \"Decorate/Core/armor2.dec\"\n#include \"Decorate/Core/superturboturkeypuncher30001.dec\"\n*/\n#include \"Decorate/Parias/Allies.dec\"\n\n#include \"Decorate/Freeley/Player.txt\"\n#include \"Decorate/Freeley/Fist.txt\"\n#include \"Decorate/Freeley/Pistol.txt\"\n#include \"Decorate/Freeley/Slot1.txt\"\n#include \"Decorate/Freeley/Slot2.txt\"\n#include \"Decorate/Freeley/Slot3.txt\"\n#include \"Decorate/Freeley/Slot4.txt\"\n#include \"Decorate/Freeley/Slot5.txt\"\n#include \"Decorate/Freeley/Slot6.txt\"\n#include \"Decorate/Freeley/Slot7.txt\"\n#include \"Decorate/Freeley/Unique.txt\"\n#include \"Decorate/Freeley/Effects.txt\"\n#include \"Decorate/Freeley/instagib.txt\"\n#include \"Decorate/Freeley/Allies.txt\"\n\n#include \"Decorate/Bstone/Unique.txt\"\n#include \"Decorate/Bstone/Pistol.txt\"\n#include \"Decorate/Bstone/Slot1.txt\"\n#include \"Decorate/Bstone/Slot2.txt\"\n#include \"Decorate/Bstone/Slot3.txt\"\n#include \"Decorate/Bstone/Slot4.txt\"\n#include \"Decorate/Bstone/Slot5.txt\"\n#include \"Decorate/Bstone/Slot6.txt\"\n#include \"Decorate/Bstone/Slot7.txt\"\n#include \"Decorate/Bstone/Player.txt\"\n#include \"Decorate/Bstone/instagib.txt\"\n\n#include \"Decorate/Caleb/Taunts.txt\"\n#include \"Decorate/Caleb/Effects.txt\"\n#include \"Decorate/Caleb/Unique.txt\"\n#include \"Decorate/Caleb/Fist.txt\"\n#include \"Decorate/Caleb/Pistol.txt\"\n#include \"Decorate/Caleb/Slot1.txt\"\n#include \"Decorate/Caleb/Slot2.txt\"\n#include \"Decorate/Caleb/Slot3.txt\"\n#include \"Decorate/Caleb/Slot4.txt\"\n#include \"Decorate/Caleb/Slot5.txt\"\n#include \"Decorate/Caleb/Slot6.txt\"\n#include \"Decorate/Caleb/Slot7.txt\"\n#include \"Decorate/Caleb/Player.txt\"\n#include \"Decorate/Caleb/instagib.txt\"\n\n#include \"Decorate/Eleena/Player.txt\"\n#include \"Decorate/Eleena/Effects.txt\"\n#include \"Decorate/Eleena/Fist.txt\"\n#include \"Decorate/Eleena/Pistol.txt\"\n#include \"Decorate/Eleena/Slot1.txt\"\n#include \"Decorate/Eleena/Slot2.txt\"\n#include \"Decorate/Eleena/Slot3.txt\"\n#include \"Decorate/Eleena/Slot4.txt\"\n#include \"Decorate/Eleena/Slot5.txt\"\n#include \"Decorate/Eleena/Slot6.txt\"\n#include \"Decorate/Eleena/Slot7.txt\"\n#include \"Decorate/Eleena/Unique.txt\"\n#include \"Decorate/Eleena/Taunts.txt\"\n#include \"Decorate/Eleena/instagib.txt\"\n#include \"Decorate/Eleena/Allies.txt\"\n\n#include \"decorate/strife/player.dec\"\n#include \"decorate/strife/upgrades.dec\"\n#include \"decorate/strife/fist.dec\"\n#include \"decorate/strife/pistol.dec\"\n#include \"decorate/strife/slot1.dec\"\n#include \"decorate/strife/slot2.dec\"\n#include \"decorate/strife/slot3.dec\"\n#include \"decorate/strife/slot4.dec\"\n#include \"decorate/strife/slot5.dec\"\n#include \"decorate/strife/slot6.dec\"\n#include \"decorate/strife/slot7.dec\"\n#include \"decorate/strife/sigil.dec\"\n#include \"decorate/strife/pdstrife.dec\"\n#include \"decorate/strife/pdwstrife.dec\"\n#include \"decorate/strife/instagib.dec\"\n#include \"decorate/strife/effects.dec\"\n#include \"decorate/strife/taunts.dec\"\n\n#include \"decorate/C7/PLAYER.dec\"\n#include \"decorate/C7/pistol.dec\"\n#include \"decorate/C7/slot1.dec\"\n#include \"decorate/C7/slot2.dec\"\n#include \"decorate/C7/slot3.dec\"\n#include \"decorate/C7/slot4.dec\"\n#include \"decorate/C7/slot5.dec\"\n#include \"decorate/C7/slot6.dec\"\n#include \"decorate/C7/slot7.dec\"\n#include \"decorate/C7/UNIQUE.dec\"\n#include \"decorate/C7/instagib.txt\"\n\n#include \"decorate/RMR/effects.txt\"\n#include \"decorate/RMR/pistol.txt\"\n#include \"decorate/RMR/slot1.txt\"\n#include \"decorate/RMR/slot2.txt\"\n#include \"decorate/RMR/slot3.txt\"\n#include \"decorate/RMR/slot4.txt\"\n#include \"decorate/RMR/slot5.txt\"\n#include \"decorate/RMR/slot6.txt\"\n#include \"decorate/RMR/slot7.txt\"\n#include \"decorate/RMR/slot8.txt\"\n#include \"decorate/RMR/Player.txt\"\n#include \"decorate/RMR/Unique.txt\"\n#include \"decorate/RMR/instagib.txt\"\n\n#include \"decorate/Katarn/player.dec\"\n#include \"decorate/Katarn/fist.dec\"\n#include \"decorate/Katarn/pistol.dec\"\n#include \"decorate/Katarn/slot1.dec\"\n#include \"decorate/Katarn/slot2.dec\"\n#include \"decorate/Katarn/slot3.dec\"\n#include \"decorate/Katarn/slot4.dec\"\n#include \"decorate/Katarn/slot5.dec\"\n#include \"decorate/Katarn/slot6.dec\"\n#include \"decorate/Katarn/slot7.dec\"\n#include \"decorate/Katarn/unique.dec\"\n#include \"decorate/Katarn/instagib.dec\"\n#include \"decorate/Katarn/pdwtak2.dec\"\n\n#include \"decorate/Mooman/PGCore.dec\"\n#include \"decorate/mooman/player.dec\"\n#include \"decorate/Mooman/Fist.dec\"\n#include \"decorate/Mooman/Pistol.dec\"\n#include \"decorate/Mooman/Slot1.dec\"\n#include \"decorate/Mooman/Slot2.dec\"\n#include \"decorate/Mooman/Slot3.dec\"\n#include \"decorate/Mooman/Slot4.dec\"\n#include \"decorate/Mooman/Slot5.dec\"\n#include \"decorate/Mooman/Slot6.dec\"\n#include \"decorate/Mooman/Slot7.dec\"\n#include \"decorate/Mooman/Instagib.dec\"\n#include \"decorate/Mooman/unique.dec\"\n#include \"decorate/Mooman/pdwtak2.dec\"\n#include \"decorate/Mooman/Allies.dec\"\n\n#include \"Decorate/Disruptor/pistol.txt\"\n#include \"Decorate/Disruptor/fist.txt\"\n#include \"Decorate/Disruptor/slot1.txt\"\n#include \"Decorate/Disruptor/slot2.txt\"\n#include \"Decorate/Disruptor/slot3.txt\"\n#include \"Decorate/Disruptor/slot4.txt\"\n#include \"Decorate/Disruptor/slot5.txt\"\n#include \"Decorate/Disruptor/slot6.txt\"\n#include \"Decorate/Disruptor/slot7.txt\"\n#include \"Decorate/Disruptor/Unique.txt\"\n#include \"Decorate/Disruptor/player.txt\"\n\n#include \"decorate/Grondoval/player.dec\"\n#include \"decorate/Grondoval/WTCore.dec\"\n#include \"decorate/Grondoval/unique.dec\"\n#include \"decorate/Grondoval/fist.dec\"\n#include \"decorate/Grondoval/pistol.dec\"\n#include \"decorate/Grondoval/slot1.dec\"\n#include \"decorate/Grondoval/slot2.dec\"\n#include \"decorate/Grondoval/slot3.dec\"\n#include \"decorate/Grondoval/slot4.dec\"\n#include \"decorate/Grondoval/slot5.dec\"\n#include \"decorate/Grondoval/slot6.dec\"\n#include \"decorate/Grondoval/slot7.dec\"\n#include \"decorate/Grondoval/instagib.dec\"\n#include \"decorate/Grondoval/pdwtak2.dec\"\n\n#include \"decorate/Freeman/HLCore.dec\"\n#include \"decorate/Freeman/HLGibs.dec\"\n#include \"decorate/Freeman/player.dec\"\n#include \"decorate/Freeman/fist.dec\"\n#include \"decorate/Freeman/pistol.dec\"\n#include \"decorate/Freeman/slot1.dec\"\n#include \"decorate/Freeman/slot2.dec\"\n#include \"decorate/Freeman/slot3.dec\"\n#include \"decorate/Freeman/slot4.dec\"\n#include \"decorate/Freeman/slot5.dec\"\n#include \"decorate/Freeman/slot6.dec\"\n#include \"decorate/Freeman/slot7.dec\"\n#include \"decorate/Freeman/unique.dec\"\n#include \"decorate/Freeman/instagib.dec\"\n#include \"decorate/Freeman/pdwtak2.dec\"\n#include \"decorate/Freeman/allies.dec\"\n\n#include \"Decorate/LoWang/PLAYER.dec\"\n#include \"decorate/LoWang/SWCore.dec\"\n#include \"decorate/LoWang/SWBloodGore.dec\"\n#include \"decorate/LoWang/FIST.dec\"\n#include \"decorate/LoWang/FIST2.dec\"\n#include \"decorate/LoWang/PISTOL.dec\"\n#include \"decorate/LoWang/SLOT1.dec\"\n#include \"decorate/LoWang/SLOT2.dec\"\n#include \"Decorate/LoWang/SLOT3.dec\"\n#include \"Decorate/LoWang/SLOT4.dec\"\n#include \"Decorate/LoWang/SLOT5.dec\"\n#include \"Decorate/LoWang/SLOT6.dec\"\n#include \"Decorate/LoWang/SLOT7.dec\"\n#include \"Decorate/LoWang/UNIQUE.dec\"\n#include \"Decorate/LoWang/TAUNTS.dec\"\n\n#include \"Decorate/Cybermage/fist.txt\"\n#include \"Decorate/Cybermage/Player.txt\"\n#include \"Decorate/Cybermage/pistol.txt\"\n#include \"Decorate/Cybermage/effects.txt\"\n#include \"Decorate/Cybermage/slot1.txt\"\n#include \"Decorate/Cybermage/slot2.txt\"\n#include \"Decorate/Cybermage/slot3.txt\"\n#include \"Decorate/Cybermage/slot4.txt\"\n#include \"Decorate/Cybermage/slot5.txt\"\n#include \"Decorate/Cybermage/slot6.txt\"\n#include \"Decorate/Cybermage/slot7.txt\"\n#include \"Decorate/Cybermage/unique.txt\"\n\n#include \"Decorate/Jon/fist.txt\"\n#include \"Decorate/Jon/Pistol.txt\"\n#include \"Decorate/Jon/effects.txt\"\n#include \"Decorate/Jon/slot1.txt\"\n#include \"Decorate/Jon/slot2.txt\"\n#include \"Decorate/Jon/slot3.txt\"\n#include \"Decorate/Jon/slot4.txt\"\n#include \"Decorate/Jon/slot5.txt\"\n#include \"Decorate/Jon/slot6.txt\"\n#include \"Decorate/Jon/slot7.txt\"\n#include \"Decorate/Jon/Unique.txt\"\n#include \"Decorate/Jon/Player.txt\"\n#include \"Decorate/Jon/Taunts.txt\"\n\n#Include \"Decorate/Leonard/Player.txt\"\n#Include \"Decorate/Leonard/Pistol.txt\"\n#Include \"Decorate/Leonard/Fist.txt\"\n#Include \"Decorate/Leonard/Slot1.txt\"\n#Include \"Decorate/Leonard/Slot2.txt\"\n#Include \"Decorate/Leonard/Slot3.txt\"\n#Include \"Decorate/Leonard/Slot4.txt\"\n#Include \"Decorate/Leonard/Slot5.txt\"\n#Include \"Decorate/Leonard/Slot6.txt\"\n#Include \"Decorate/Leonard/Slot7.txt\"\n#Include \"Decorate/Leonard/Unique.txt\"\n#Include \"Decorate/Leonard/Ally.txt\"\n#Include \"Decorate/Leonard/Effects.txt\"\n#Include \"Decorate/Leonard/Taunts.txt\"\n\n#include \"decorate/Bitterman/q2core.txt\"\n#include \"decorate/Bitterman/player.txt\"\n#include \"decorate/Bitterman/unique.txt\"\n#include \"decorate/Bitterman/pistol.txt\"\n#include \"decorate/Bitterman/slot1.txt\"\n#include \"decorate/Bitterman/slot2.txt\"\n#include \"decorate/Bitterman/slot3.txt\"\n#include \"decorate/Bitterman/slot4.txt\"\n#include \"decorate/Bitterman/slot5.txt\"\n#include \"decorate/Bitterman/slot6.txt\"\n#include \"decorate/Bitterman/slot7.txt\"\n\n#include \"decorate/Demoness/allies.dec\"\n#include \"decorate/Demoness/core.dec\"\n#include \"decorate/Demoness/player.dec\"\n#include \"decorate/Demoness/fist.dec\"\n#include \"decorate/Demoness/pistol.dec\"\n#include \"decorate/Demoness/slot1.dec\"\n#include \"decorate/Demoness/slot2.dec\"\n#include \"decorate/Demoness/slot3.dec\"\n#include \"decorate/Demoness/slot4.dec\"\n#include \"decorate/Demoness/slot5.dec\"\n#include \"decorate/Demoness/slot6.dec\"\n#include \"decorate/Demoness/slot7.dec\"\n#include \"decorate/Demoness/unique.dec\"\n\n#include \"decorate/Bond/core.dec\"\n#include \"decorate/Bond/player.dec\"\n#include \"decorate/Bond/fist.dec\"\n#include \"decorate/Bond/pistol.dec\"\n#include \"decorate/Bond/slot1.dec\"\n#include \"decorate/Bond/slot2.dec\"\n#include \"decorate/Bond/slot3.dec\"\n#include \"decorate/Bond/slot4.dec\"\n#include \"decorate/Bond/slot5.dec\"\n#include \"decorate/Bond/slot6.dec\"\n#include \"decorate/Bond/slot7.dec\"\n#include \"decorate/Bond/slot8.dec\"\n#include \"decorate/Bond/unique.dec\"\n#include \"decorate/Bond/unique2.dec\"\n#include \"decorate/Bond/gadgets.dec\"\n\n#include \"Decorate/Catacomb/Player.dec\"\n#include \"Decorate/Catacomb/Pistol.dec\"\n#include \"Decorate/Catacomb/Slot1.dec\"\n#include \"Decorate/Catacomb/Slot2.dec\"\n#include \"Decorate/Catacomb/Slot3.dec\"\n#include \"Decorate/Catacomb/Slot4.dec\"\n#include \"Decorate/Catacomb/Slot5.dec\"\n#include \"Decorate/Catacomb/Slot6.dec\"\n#include \"Decorate/Catacomb/Slot7.dec\"\n#include \"Decorate/Catacomb/Unique.dec\"\n\n#include \"Decorate/XMasProps.txt\""
},
{
"source": "pk3",
"name": "Decorate/Bitterman/pistol.txt",
"contents": "Actor Q2Blaster : Q2Weapon\n{\n\tWeapon.SelectionOrder 900\n\t+INVENTORY.UNDROPPABLE\n\tTag \"Blaster\"\n\tWeapon.SlotNumber 1\n\tInventory.PickupMessage \"Blaster\"\n\tInventory.RestrictedTo \"Bitterman\"\n\tStates\n\t{\n\tSpawn:\n\t\tQ2WP A -1\n\t\tStop\n\tSelect:\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tTNT1 A 0 A_TakeInventory(Q2WeaponIndex)\n\t\tBLS1 AB 5\n\t\tBLS1 CDE 4\n\t\tGoto Ready+1\n\tReady:\n\t\tTNT1 A 0\n\t\tBLS2 AAA 6 A_WeaponReady\n\t\tTNT1 A 0 A_Jump(64,1)\n\t\tLoop\n\t\tBLS2 ABCDEFGHIJKL 6 A_WeaponReady\n\t\tBLS2 LLL 6 A_WeaponReady\n\t\tTNT1 A 0 A_Jump(64,1)\n\t\tGoto Ready+17\n\t\tBLS2 MNOPQRSTUV 6 A_WeaponReady\n\t\tGoto Ready+1\n\tDeselect:\n\t\tBLS2 A 3\n\t\tBLS1 JKL 4\n\t\tGoto InstantDeselect\n\tInstantDeselect:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"DMModeOn\", 1, \"DMFire\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CoopModeOn\", 1, \"CoopFire\")\n\t\tTNT1 A 0 A_JumpIfInventory(PowerSilencer,1,\"SilentFire\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/BlasterFire\",CHAN_WEAPON)\n\t\tTNT1 A 0 A_FireCustomMissile(BlasterProjectile,0,0,8,4)\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_GunFlash\n\t\tBLS1 FGHI 4\n\t\tBLS2 A 2\n\t\tGoto Ready\n\tSilentFire:\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/BlasterFire\",CHAN_WEAPON,0.25,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(BlasterProjectile,0,0,8,4)\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_GunFlash\n\t\tBLS1 FGHI 4\n\t\tBLS2 A 2\n\t\tGoto Ready\n\tCoopFire:\n\t\tTNT1 A 0 A_JumpIfInventory(PowerSilencer,1,\"SilentCoopFire\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/BlasterFire\",CHAN_WEAPON)\n\t\tTNT1 A 0 A_FireCustomMissile(BlasterProjectile_Coop,0,0,8,4)\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_GunFlash\n\t\tBLS1 FGHI 4\n\t\tBLS2 A 2\n\t\tGoto Ready\n\tSilentCoopFire:\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/BlasterFire\",CHAN_WEAPON,0.25,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(BlasterProjectile_Coop,0,0,8,4)\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_GunFlash\n\t\tBLS1 FGHI 4\n\t\tBLS2 A 2\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 0 A_Light2\n\t\tTNT1 A 0 A_SetPitch(Pitch-3.0)\n\t\tTNT1 AAAAA 1 A_SetPitch(Pitch+0.2)\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 AAAAA 1 A_SetPitch(Pitch+0.2)\n\t\tTNT1 A 0 A_Light0\n\t\tTNT1 AAAAA 1 A_SetPitch(Pitch+0.2)\n\t\tStop\n\tDMFire:\n\t\tTNT1 A 0 A_JumpIfInventory(PowerSilencer,1,\"SilentDMFire\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/BlasterFire\",CHAN_WEAPON)\n\t\tTNT1 A 0 A_FireCustomMissile(BlasterProjectile_DM,0,0,8,4)\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_GunFlash\n\t\tBLS1 FGHI 4\n\t\tBLS2 A 2\n\t\tGoto Ready\n\tSilentDMFire:\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/BlasterFire\",CHAN_WEAPON,0.25,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(BlasterProjectile_DM,0,0,8,4)\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_GunFlash\n\t\tBLS1 FGHI 4\n\t\tBLS2 A 2\n\t\tGoto Ready\n\t}\n}\nActor BlasterProjectile : FastProjectile\n{\n\tRadius 3\n\tHeight 6\n\tSpeed 32\n\tDamage (20)\n\tMissileHeight 8\n\tMissileType BlasterTrailSpawner\n\tDeathSound \"Q2Weapons/LaserHit\"\n\tDamageType \"BittermanDamage\"\n\t+BLOODSPLATTER\n\tDecal BlasterScorch\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 1 Light(BlasterProjectile) Bright A_PlaySound(\"Q2Weapons/LaserFly\",CHAN_VOICE,0.5,1)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem(BlasterProjectileImpact)\n\t\tTNT1 A 3 Light(BlasterProjectile_X1)\n\t\tTNT1 A 3 Light(BlasterProjectile_X2)\n\t\tTNT1 A 3 Light(BlasterProjectile_X3)\n\t\tTNT1 A 3 Light(BlasterProjectile_X4)\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\nActor BlasterProjectile_Coop : BlasterProjectile { Species \"Player\" +THRUSPECIES +MTHRUSPECIES }\n\nActor BlasterProjectile_DM : BlasterProjectile { Damage (30) }\n\nActor BlasterProjectileImpact : Q2EffectBase\n{\n\tHeight 6\n\t+BRIGHT\n\tRenderStyle Normal\n\tTranslation \"80:111=208:223\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BlasterImpactParticle,0,0,0,FRandom(0,1),0,FRandom(-0.25,3),Random(1,360),1)\n\t\tTNT1 A 0 A_CheckFloor(\"Floor\")\n\t\tTNT1 A 0 A_CheckCeiling(1)\n\t\tGoto Air\n\t\tTNT1 A 0 A_SetScale(-1)\n\tFloor:\n\t\tNULL ABC 3\n\t\tNULL D 1 A_FadeOut(0.25)\n\t\tWait\n\tAir:\n\t\tNULL EFG 3\n\t\tNULL H 1 A_FadeOut(0.25)\n\t\tWait\n\t}\n}\nActor BlasterTrailSpawner : Q2EffectBase\n{\n\tScale 0.66\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AA 0 A_SpawnItemEx(BlasterTrail,FRandom(0,2),0,FRandom(-2,2),FRandom(0,0.15),0,FRandom(-0.15,0.15),Random(1,360),128|SXF_TRANSFERSCALE)\n\t\tStop\n\t}\n}\nActor BlasterTrail : Q2BulletPuffParticle { Translation \"80:111=208:223\" Scale 0.75 }\nActor BlasterImpactParticle : BlasterTrail\n{\n\tProjectile\n\t-NOINTERACTION -NOGRAVITY\n\tGravity 0.125\n\tStates\n\t{\n\tFade:\n\t\t\"----\" A 10\n\t\t\"----\" A 1 A_FadeOut\n\t\tWait\n\t}\n}"
},
{
"source": "pk3",
"name": "Decorate/Bitterman/player.txt",
"contents": "Actor BittermanClass : Inventory { -INVBAR +INVENTORY.UNDROPPABLE Inventory.MaxAmount 1 }\nActor IsCrouching : InvBoolean {}\nActor IsNOTCrouching : InvBoolean {}\nActor Bitterman : PlayerPawn\n{\n\tPlayer.DisplayName \"Bitterman\"\n\tPlayer.SoundClass \"Bitterman\"\n\tPlayer.StartItem \"Q2Blaster\"\n\tPlayer.StartItem \"Clip\", 50\n\tPlayer.StartItem \"BittermanClass\", 1\n Player.StartItem \"IsSamsaraClass\", 1\n\tPlayer.StartItem \"TauntButton\", 1\n\tPlayer.ForwardMove 1.098\n Player.SideMove 1.098\n Player.ColorRange 112, 127\n\tPlayer.JumpZ 9\n\tGravity 0.8125\n\tDamageFactor \"RebelMissile\", 0\n\tDamageFactor \"DynamiteCoop\", 0.0\n\tDamageFactor \"SWFlameCoop\", 0.0\n\tDamageFactor \"SWStickyCoop\", 0.0\n DamageFactor \"Mace\", 1.1\n\tDamageFactor \"PhosFireCoop\", 0.0\n DamageFactor \"Telefrag\", 2.0\n DamageFactor \"PoisonCloud\", 1.65\n DamageFactor \"Wraithverge\", 0.95\n DamageFactor \"CorvusCrossbow\", 0.920\n DamageFactor \"DragonClaw\", 0.9\n DamageFactor \"MarathonPistol\", 0.9\n DamageFactor \"Pistol\", 0.863\n DamageFactor \"DoomFist\", 0.978\n DamageFactor \"ZorchPistol\", 0.9\n DamageFactor \"BFG\", 0.9\n DamageFactor \"BFGSpray\", 0.9\n DamageFactor \"Normal\", 0.978\n DamageFactor \"Zorch\", 0.9\n DamageFactor \"PhasingZorch\", 0.9\n DamageFactor \"Ice\", 0.999\n DamageFactor \"Fire\", 0.999\n DamageFactor \"Slime\", 0.964\n DamageFactor \"Disintegrate\", 0.9\n DamageFactor \"Poison\", 0.921\n DamageFactor \"WolfenFlamethrower\", 0.9\n DamageFactor \"DukeDamage\", 0.9\n DamageFactor \"DukeExplosive\", 0.999\n DamageFactor \"DukeSpectral\", 0.9\n DamageFactor \"MightyBoot\", 1.2\n DamageFactor \"DukeIce\", 0.9\n DamageFactor \"DukePistol\", 0.9\n DamageFactor \"Explosive\", 0.999\n DamageFactor \"MarathonFusion\", 0.9\n DamageFactor \"DoomPlasma\", 0.9\n DamageFactor \"CorvusCrossbow\", 0.9\n DamageFactor \"CorvusHellstaff\", 0.9\n\tDamageFactor \"CorvusHellstaffTomed\", 0.9\n DamageFactor \"MarathonPlasma\", 0.9\n DamageFactor \"BJSpear\", 0.9\n DamageFactor \"DoomCacodemon\", 0.764\n DamageFactor \"DoomHellNoble\", 0.888\n DamageFactor \"DoomSpiderPlasma\", 0.899\n DamageFactor \"DoomTheseGuysAreTheBest\", 0.9\n DamageFactor \"HereNitrogolem\", 0.941\n DamageFactor \"HereAxeGreen\", 0.933\n DamageFactor \"HereAxeRed\", 0.956\n DamageFactor \"Wizard\", 0.978\n DamageFactor \"HereLichWind\", 0.900\n DamageFactor \"HereDsparil\", 0.912\n DamageFactor \"HexBishop\", 0.917\n DamageFactor \"HexSlaughtaur\", 0.981\n DamageFactor \"HexGreenFire\", 0.989\n DamageFactor \"HexStalkerShot\", 0.998\n DamageFactor \"HexHeresiarchPurple\", 0.990\n DamageFactor \"WMCBeam\", 0.65\n DamageFactor \"WMCNade\", 0.65\n DamageFactor \"QuakePistol\", 0.9\n DamageFactor \"NotQuadded\", 0.9\n DamageFactor \"SpectralNoQuad\", 0.9\n\tDamageFactor \"MarathonStun\", 1.0\n DamageFactor \"QuakeFire\", 0.9\n\tDamageFactor \"FireExplosive\", 0.9\n\tDamageFactor \"PunchDagger\", 0.8\n\tDamageFactor \"ElectricBolt\", 1.0\n\tDamageFactor \"PoisonBolt\", 0.9\n\tDamageFactor \"MiniExplosive\", 0.9\n\tDamageFactor \"StrifeExplosive\", 0.9\n\tDamageFactor \"StrifeRebelBullet\", 0.9\n DamageFactor \"Kamikaze\", 1.23333333333\n DamageFactor \"ZorchKamikaze\", 1.23333333333\n\tDamageFactor \"EnemyInfightDamage\", 0.0\n\tDamageFactor \"CMDMGSHIT\", 0.0\n\tDamagefactor \"RottExplosive\", 0.94\n\tDamageFactor \"RottFire\", 0.94\n\tDamageFactor \"RottBullet\", 0.99\n\tDamageFactor \"BlakePlasma\", 0.9\n\tDamageFactor \"BlakeBullet\", 0.9\n\tDamageFactor \"Dynamite\", 0.9\n\tDamageFactor \"LifeLeech\", 0.9\n\tDamageFactor \"Tesla\", 0.9\n\tDamageFactor \"CalebBullet\", 0.9\n\tDamageFactor \"CalebNapalm\", 0.9\n\tDamageFactor \"CalebFire\", 0.9\n DamageFactor \"C7MineBoom\", 0.0\n DamageFactor \"EradCoopGreenFire\", 0.0\n\tDamageFactor \"EradCoopExplosive2\", 0.0\n\tDamageFactor \"BCannonProj\", 0.75\n DamageFactor \"RMR-BigPlasma\", 0.85\n\tDamageFactor \"SWNukeCoop\", 0.0\n\tDamageFactor \"SWRailgunCoop\", 0.0\n\tDamageFactor \"SWFlame2Coop\", 0.0\n\tBloodType \"Q2Blood\"\n\tSpecies \"Player\"\n\t-DONTBLAST\n\t-THRUSPECIES\n\t+NOSKIN\n\tGibHealth 50\n\tvar int user_scalex;\n\tvar int user_scaley;\n\tStates\n\t{\n\t\tCoopModeOn:\n\t\t\tPA05 A 0\n\t\t\tPA05 A 0 A_ChangeFlag(\"THRUSPECIES\",1)\n\t\t\tPA05 A 0 A_ChangeFlag(\"DONTBLAST\",1)\n\t\t\tPA05 A 1\n\t\t\tGoto Spawn\n\t\tSpawn:\n\t\t\tPA01 T 0 A_JumpIf(velx != 0 || vely != 0, \"See\")\n\t\t\tPA01 T 0 A_JumpIfInventory(IsCrouching,1,2)\n\t\t\tPA01 T -1 A_Jump(256,315)//---\n\t\t\tPA01 T 0 A_JumpIfInventory(Q2WeaponIndex,1,5)\n\t\t\tPA05 ABCD 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPA05 E 0 A_JumpIfInventory(Q2WeaponIndex,1,5)\n\t\t\tPA05 EFGH 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPA05 I 0 A_JumpIfInventory(Q2WeaponIndex,1,5)\n\t\t\tPA05 IJKL 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPA05 L 0 A_JumpIfInventory(Q2WeaponIndex,1,6)\n\t\t\tPA05 MNOP 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPA05 A -1 A_Jump(256,\"Spawn\")\n\t\t\tPA01 T 0 A_JumpIfInventory(Q2WeaponIndex,2,5)\n\t\t\tPD05 ABCD 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPD05 E 0 A_JumpIfInventory(Q2WeaponIndex,1,2)\n\t\t\tPD05 E -1 A_Jump(256,\"Spawn\")\n\t\t\tPD05 E 0 A_JumpIfInventory(Q2WeaponIndex,2,5)\n\t\t\tPD05 EFGH 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPD05 I 0 A_JumpIfInventory(Q2WeaponIndex,1,2)\n\t\t\tPD05 I -1 A_Jump(256,\"Spawn\")\n\t\t\tPD05 I 0 A_JumpIfInventory(Q2WeaponIndex,2,5)\n\t\t\tPD05 IJKL 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPD05 M 0 A_JumpIfInventory(Q2WeaponIndex,1,2)\n\t\t\tPD05 M -1 A_Jump(256,\"Spawn\")\n\t\t\tPD05 M 0 A_JumpIfInventory(Q2WeaponIndex,2,6)\n\t\t\tPD05 MNOP 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPD05 A -1 A_Jump(256,\"Spawn\")\n\t\t\tPD01 T 0 A_JumpIfInventory(Q2WeaponIndex,3,5)\n\t\t\tPB05 ABCD 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPB05 E 0 A_JumpIfInventory(Q2WeaponIndex,2,2)\n\t\t\tPB05 E -1 A_Jump(256,\"Spawn\")\n\t\t\tPB05 E 0 A_JumpIfInventory(Q2WeaponIndex,3,5)\n\t\t\tPB05 EFGH 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPB05 I 0 A_JumpIfInventory(Q2WeaponIndex,2,2)\n\t\t\tPB05 I -1 A_Jump(256,\"Spawn\")\n\t\t\tPB05 I 0 A_JumpIfInventory(Q2WeaponIndex,3,5)\n\t\t\tPB05 IJKL 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPB05 M 0 A_JumpIfInventory(Q2WeaponIndex,2,2)\n\t\t\tPB05 M -1 A_Jump(256,\"Spawn\")\n\t\t\tPB05 M 0 A_JumpIfInventory(Q2WeaponIndex,3,6)\n\t\t\tPB05 MNOP 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPB05 A -1 A_Jump(256,\"Spawn\")\n\t\t\tPB01 T 0 A_JumpIfInventory(Q2WeaponIndex,4,5)\n\t\t\tPC05 ABCD 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPC05 E 0 A_JumpIfInventory(Q2WeaponIndex,3,2)\n\t\t\tPC05 E -1 A_Jump(256,\"Spawn\")\n\t\t\tPC05 E 0 A_JumpIfInventory(Q2WeaponIndex,4,5)\n\t\t\tPC05 EFGH 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPC05 I 0 A_JumpIfInventory(Q2WeaponIndex,3,2)\n\t\t\tPC05 I -1 A_Jump(256,\"Spawn\")\n\t\t\tPC05 I 0 A_JumpIfInventory(Q2WeaponIndex,4,5)\n\t\t\tPC05 IJKL 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPC05 M 0 A_JumpIfInventory(Q2WeaponIndex,3,2)\n\t\t\tPC05 M -1 A_Jump(256,\"Spawn\")\n\t\t\tPC05 M 0 A_JumpIfInventory(Q2WeaponIndex,4,6)\n\t\t\tPC05 MNOP 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPC05 A -1 A_Jump(256,\"Spawn\")\n\t\t\tPC01 T 0 A_JumpIfInventory(Q2WeaponIndex,5,5)\n\t\t\tPE05 ABCD 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPE05 E 0 A_JumpIfInventory(Q2WeaponIndex,4,2)\n\t\t\tPE05 E -1 A_Jump(256,\"Spawn\")\n\t\t\tPE05 E 0 A_JumpIfInventory(Q2WeaponIndex,5,5)\n\t\t\tPE05 EFGH 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPE05 I 0 A_JumpIfInventory(Q2WeaponIndex,4,2)\n\t\t\tPE05 I -1 A_Jump(256,\"Spawn\")\n\t\t\tPE05 I 0 A_JumpIfInventory(Q2WeaponIndex,5,5)\n\t\t\tPE05 IJKL 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPE05 M 0 A_JumpIfInventory(Q2WeaponIndex,4,2)\n\t\t\tPE05 M -1 A_Jump(256,\"Spawn\")\n\t\t\tPE05 M 0 A_JumpIfInventory(Q2WeaponIndex,5,6)\n\t\t\tPE05 MNOP 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPE05 A -1 A_Jump(256,\"Spawn\")\n\t\t\tPE01 T 0 A_JumpIfInventory(Q2WeaponIndex,6,5)\n\t\t\tPG05 ABCD 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPG05 E 0 A_JumpIfInventory(Q2WeaponIndex,5,2)\n\t\t\tPG05 E -1 A_Jump(256,\"Spawn\")\n\t\t\tPG05 E 0 A_JumpIfInventory(Q2WeaponIndex,6,5)\n\t\t\tPG05 EFGH 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPG05 I 0 A_JumpIfInventory(Q2WeaponIndex,5,2)\n\t\t\tPG05 I -1 A_Jump(256,\"Spawn\")\n\t\t\tPG05 I 0 A_JumpIfInventory(Q2WeaponIndex,6,5)\n\t\t\tPG05 IJKL 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPG05 M 0 A_JumpIfInventory(Q2WeaponIndex,5,2)\n\t\t\tPG05 M -1 A_Jump(256,\"Spawn\")\n\t\t\tPG05 M 0 A_JumpIfInventory(Q2WeaponIndex,6,6)\n\t\t\tPG05 MNOP 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPG05 A -1 A_Jump(256,\"Spawn\")\n\t\t\tPG01 T 0 A_JumpIfInventory(Q2WeaponIndex,7,5)\n\t\t\tPH05 ABCD 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPH05 E 0 A_JumpIfInventory(Q2WeaponIndex,6,2)\n\t\t\tPH05 E -1 A_Jump(256,\"Spawn\")\n\t\t\tPH05 E 0 A_JumpIfInventory(Q2WeaponIndex,7,5)\n\t\t\tPH05 EFGH 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPH05 I 0 A_JumpIfInventory(Q2WeaponIndex,6,2)\n\t\t\tPH05 I -1 A_Jump(256,\"Spawn\")\n\t\t\tPH05 I 0 A_JumpIfInventory(Q2WeaponIndex,7,5)\n\t\t\tPH05 IJKL 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPH05 M 0 A_JumpIfInventory(Q2WeaponIndex,6,2)\n\t\t\tPH05 M -1 A_Jump(256,\"Spawn\")\n\t\t\tPH05 M 0 A_JumpIfInventory(Q2WeaponIndex,7,6)\n\t\t\tPH05 MNOP 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPH05 A -1 A_Jump(256,\"Spawn\")\n\t\t\tPH01 T 0 A_JumpIfInventory(Q2WeaponIndex,8,5)\n\t\t\tPJ05 ABCD 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPJ05 E 0 A_JumpIfInventory(Q2WeaponIndex,7,2)\n\t\t\tPJ05 E -1 A_Jump(256,\"Spawn\")\n\t\t\tPJ05 E 0 A_JumpIfInventory(Q2WeaponIndex,8,5)\n\t\t\tPJ05 EFGH 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPJ05 I 0 A_JumpIfInventory(Q2WeaponIndex,7,2)\n\t\t\tPJ05 I -1 A_Jump(256,\"Spawn\")\n\t\t\tPJ05 I 0 A_JumpIfInventory(Q2WeaponIndex,8,5)\n\t\t\tPJ05 IJKL 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPJ05 M 0 A_JumpIfInventory(Q2WeaponIndex,7,2)\n\t\t\tPJ05 M -1 A_Jump(256,\"Spawn\")\n\t\t\tPJ05 M 0 A_JumpIfInventory(Q2WeaponIndex,8,6)\n\t\t\tPJ05 MNOP 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPJ05 A -1 A_Jump(256,\"Spawn\")\n\t\t\tPJ01 T 0 A_JumpIfInventory(Q2WeaponIndex,9,5)\n\t\t\tPI05 ABCD 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPI05 E 0 A_JumpIfInventory(Q2WeaponIndex,8,2)\n\t\t\tPI05 E -1 A_Jump(256,\"Spawn\")\n\t\t\tPI05 E 0 A_JumpIfInventory(Q2WeaponIndex,9,5)\n\t\t\tPI05 EFGH 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPI05 I 0 A_JumpIfInventory(Q2WeaponIndex,8,2)\n\t\t\tPI05 I -1 A_Jump(256,\"Spawn\")\n\t\t\tPI05 I 0 A_JumpIfInventory(Q2WeaponIndex,9,5)\n\t\t\tPI05 IJKL 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPI05 M 0 A_JumpIfInventory(Q2WeaponIndex,8,2)\n\t\t\tPI05 M -1 A_Jump(256,\"Spawn\")\n\t\t\tPI05 M 0 A_JumpIfInventory(Q2WeaponIndex,9,6)\n\t\t\tPI05 MNOP 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPI05 A -1 A_Jump(256,\"Spawn\")\n\t\t\tPI01 T 0 A_JumpIfInventory(Q2WeaponIndex,10,5)\n\t\t\tPF05 ABCD 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPF05 E 0 A_JumpIfInventory(Q2WeaponIndex,9,2)\n\t\t\tPF05 E -1 A_Jump(256,\"Spawn\")\n\t\t\tPF05 E 0 A_JumpIfInventory(Q2WeaponIndex,10,5)\n\t\t\tPF05 EFGH 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPF05 I 0 A_JumpIfInventory(Q2WeaponIndex,9,2)\n\t\t\tPF05 I -1 A_Jump(256,\"Spawn\")\n\t\t\tPF05 I 0 A_JumpIfInventory(Q2WeaponIndex,10,5)\n\t\t\tPF05 IJKL 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPF05 M 0 A_JumpIfInventory(Q2WeaponIndex,9,2)\n\t\t\tPF05 M -1 A_Jump(256,\"Spawn\")\n\t\t\tPF05 M 0 A_JumpIfInventory(Q2WeaponIndex,10,6)\n\t\t\tPF05 MNOP 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPF05 A -1 A_Jump(256,\"Spawn\")\n\t\t\tPF01 T 0 A_JumpIfInventory(Q2WeaponIndex,11,5)\n\t\t\tPS05 ABCD 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPS05 E 0 A_JumpIfInventory(Q2WeaponIndex,10,2)\n\t\t\tPS05 E -1 A_Jump(256,\"Spawn\")\n\t\t\tPS05 E 0 A_JumpIfInventory(Q2WeaponIndex,11,5)\n\t\t\tPS05 EFGH 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPS05 I 0 A_JumpIfInventory(Q2WeaponIndex,10,2)\n\t\t\tPS05 I -1 A_Jump(256,\"Spawn\")\n\t\t\tPS05 I 0 A_JumpIfInventory(Q2WeaponIndex,11,5)\n\t\t\tPS05 IJKL 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPS05 M 0 A_JumpIfInventory(Q2WeaponIndex,10,2)\n\t\t\tPS05 M -1 A_Jump(256,\"Spawn\")\n\t\t\tPS05 M 0 A_JumpIfInventory(Q2WeaponIndex,11,6)\n\t\t\tPS05 MNOP 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPS05 A -1 A_Jump(256,\"Spawn\")\n\t\t\tPT05 ABCD 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPT05 E 0 A_JumpIfInventory(Q2WeaponIndex,11,2)\n\t\t\tPT05 E -1 A_Jump(256,\"Spawn\")\n\t\t\tPT05 EFGH 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPT05 I 0 A_JumpIfInventory(Q2WeaponIndex,11,2)\n\t\t\tPT05 I -1 A_Jump(256,\"Spawn\")\n\t\t\tPT05 IJKL 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPT05 M 0 A_JumpIfInventory(Q2WeaponIndex,11,2)\n\t\t\tPT05 M -1 A_Jump(256,\"Spawn\")\n\t\t\tPT05 MNOP 6 A_JumpIfInventory(IsNOTCrouching,1,\"Spawn\")\n\t\t\tPT05 A -1 A_Jump(256,\"Spawn\")\n\n\t\t\tPA01 T 0 A_JumpIfInventory(Q2WeaponIndex,1,6)\n\t\t\tPA01 TSRQP 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")// Blaster\n\t\t\tPA01 O 0 A_JumpIfInventory(Q2WeaponIndex,1,6)\n\t\t\tPA01 ONMLK 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPA01 J 0 A_JumpIfInventory(Q2WeaponIndex,1,6)\n\t\t\tPA01 JIHGF 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPA01 E 0 A_JumpIfInventory(Q2WeaponIndex,1,6)\n\t\t\tPA01 EDCBA 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPA01 B 0 A_JumpIfInventory(Q2WeaponIndex,1,6)\n\t\t\tPA01 BCDEF 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPA01 G 0 A_JumpIfInventory(Q2WeaponIndex,1,6)\n\t\t\tPA01 GHIJK 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPA01 L 0 A_JumpIfInventory(Q2WeaponIndex,1,6)\n\t\t\tPA01 LMNOP 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPA01 Q 0 A_JumpIfInventory(Q2WeaponIndex,1,7)\n\t\t\tPA01 QRSTU 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPA01 T -1 A_Jump(256,\"Spawn\")\n\t\t\tPA01 T 0 A_JumpIfInventory(Q2WeaponIndex,2,6)\n\t\t\tPD01 TSRQP 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")// Machinegun\n\t\t\tPD01 O 0 A_JumpIfInventory(Q2WeaponIndex,1,2)\n\t\t\tPD01 O -1 A_Jump(256,\"Spawn\")\n\t\t\tPD01 O 0 A_JumpIfInventory(Q2WeaponIndex,2,6)\n\t\t\tPD01 ONMLK 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPD01 J 0 A_JumpIfInventory(Q2WeaponIndex,1,2)\n\t\t\tPD01 J -1 A_Jump(256,\"Spawn\")\n\t\t\tPD01 J 0 A_JumpIfInventory(Q2WeaponIndex,2,6)\n\t\t\tPD01 JIHGF 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPD01 E 0 A_JumpIfInventory(Q2WeaponIndex,1,2)\n\t\t\tPD01 E -1 A_Jump(256,\"Spawn\")\n\t\t\tPD01 E 0 A_JumpIfInventory(Q2WeaponIndex,2,6)\n\t\t\tPD01 EDCBA 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPD01 B 0 A_JumpIfInventory(Q2WeaponIndex,1,2)\n\t\t\tPD01 B -1 A_Jump(256,\"Spawn\")\n\t\t\tPD01 B 0 A_JumpIfInventory(Q2WeaponIndex,2,6)\n\t\t\tPD01 BCDEF 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPD01 G 0 A_JumpIfInventory(Q2WeaponIndex,1,2)\n\t\t\tPD01 G -1 A_Jump(256,\"Spawn\")\n\t\t\tPD01 G 0 A_JumpIfInventory(Q2WeaponIndex,2,6)\n\t\t\tPD01 GHIJK 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPD01 L 0 A_JumpIfInventory(Q2WeaponIndex,1,2)\n\t\t\tPD01 L -1 A_Jump(256,\"Spawn\")\n\t\t\tPD01 L 0 A_JumpIfInventory(Q2WeaponIndex,2,6)\n\t\t\tPD01 LMNOP 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPD01 Q 0 A_JumpIfInventory(Q2WeaponIndex,1,2)\n\t\t\tPD01 Q -1 A_Jump(256,\"Spawn\")\n\t\t\tPD01 Q 0 A_JumpIfInventory(Q2WeaponIndex,2,7)\n\t\t\tPD01 QRSTU 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPD01 T -1 A_Jump(256,\"Spawn\")\n\t\t\tPA01 T 0 A_JumpIfInventory(Q2WeaponIndex,3,6)\n\t\t\tPB01 TSRQP 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")// Shotgun\n\t\t\tPB01 O 0 A_JumpIfInventory(Q2WeaponIndex,2,2)\n\t\t\tPB01 O -1 A_Jump(256,\"Spawn\")\n\t\t\tPB01 O 0 A_JumpIfInventory(Q2WeaponIndex,3,6)\n\t\t\tPB01 ONMLK 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPB01 J 0 A_JumpIfInventory(Q2WeaponIndex,2,2)\n\t\t\tPB01 J -1 A_Jump(256,\"Spawn\")\n\t\t\tPB01 J 0 A_JumpIfInventory(Q2WeaponIndex,3,6)\n\t\t\tPB01 JIHGF 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPB01 E 0 A_JumpIfInventory(Q2WeaponIndex,2,2)\n\t\t\tPB01 E -1 A_Jump(256,\"Spawn\")\n\t\t\tPB01 E 0 A_JumpIfInventory(Q2WeaponIndex,3,6)\n\t\t\tPB01 EDCBA 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPB01 B 0 A_JumpIfInventory(Q2WeaponIndex,2,2)\n\t\t\tPB01 B -1 A_Jump(256,\"Spawn\")\n\t\t\tPB01 B 0 A_JumpIfInventory(Q2WeaponIndex,3,6)\n\t\t\tPB01 BCDEF 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPB01 G 0 A_JumpIfInventory(Q2WeaponIndex,2,2)\n\t\t\tPB01 G -1 A_Jump(256,\"Spawn\")\n\t\t\tPB01 G 0 A_JumpIfInventory(Q2WeaponIndex,3,6)\n\t\t\tPB01 GHIJK 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPB01 L 0 A_JumpIfInventory(Q2WeaponIndex,2,2)\n\t\t\tPB01 L -1 A_Jump(256,\"Spawn\")\n\t\t\tPB01 L 0 A_JumpIfInventory(Q2WeaponIndex,3,6)\n\t\t\tPB01 LMNOP 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPB01 Q 0 A_JumpIfInventory(Q2WeaponIndex,2,2)\n\t\t\tPB01 Q -1 A_Jump(256,\"Spawn\")\n\t\t\tPB01 Q 0 A_JumpIfInventory(Q2WeaponIndex,3,7)\n\t\t\tPB01 QRSTU 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPB01 T -1 A_Jump(256,\"Spawn\")\n\t\t\tPA01 T 0 A_JumpIfInventory(Q2WeaponIndex,4,6)\n\t\t\tPC01 TSRQP 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")// Super Shotgun\n\t\t\tPC01 O 0 A_JumpIfInventory(Q2WeaponIndex,3,2)\n\t\t\tPC01 O -1 A_Jump(256,\"Spawn\")\n\t\t\tPC01 O 0 A_JumpIfInventory(Q2WeaponIndex,4,6)\n\t\t\tPC01 ONMLK 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPC01 J 0 A_JumpIfInventory(Q2WeaponIndex,3,2)\n\t\t\tPC01 J -1 A_Jump(256,\"Spawn\")\n\t\t\tPC01 J 0 A_JumpIfInventory(Q2WeaponIndex,4,6)\n\t\t\tPC01 JIHGF 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPC01 E 0 A_JumpIfInventory(Q2WeaponIndex,3,2)\n\t\t\tPC01 E -1 A_Jump(256,\"Spawn\")\n\t\t\tPC01 E 0 A_JumpIfInventory(Q2WeaponIndex,4,6)\n\t\t\tPC01 EDCBA 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPC01 B 0 A_JumpIfInventory(Q2WeaponIndex,3,2)\n\t\t\tPC01 B -1 A_Jump(256,\"Spawn\")\n\t\t\tPC01 B 0 A_JumpIfInventory(Q2WeaponIndex,4,6)\n\t\t\tPC01 BCDEF 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPC01 G 0 A_JumpIfInventory(Q2WeaponIndex,3,2)\n\t\t\tPC01 G -1 A_Jump(256,\"Spawn\")\n\t\t\tPC01 G 0 A_JumpIfInventory(Q2WeaponIndex,4,6)\n\t\t\tPC01 GHIJK 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPC01 L 0 A_JumpIfInventory(Q2WeaponIndex,3,2)\n\t\t\tPC01 L -1 A_Jump(256,\"Spawn\")\n\t\t\tPC01 L 0 A_JumpIfInventory(Q2WeaponIndex,4,6)\n\t\t\tPC01 LMNOP 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPC01 Q 0 A_JumpIfInventory(Q2WeaponIndex,3,2)\n\t\t\tPC01 Q -1 A_Jump(256,\"Spawn\")\n\t\t\tPC01 Q 0 A_JumpIfInventory(Q2WeaponIndex,4,7)\n\t\t\tPC01 QRSTU 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPC01 T -1 A_Jump(256,\"Spawn\")\n\t\t\tPA01 T 0 A_JumpIfInventory(Q2WeaponIndex,5,6)\n\t\t\tPE01 TSRQP 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")// Chaingun\n\t\t\tPE01 O 0 A_JumpIfInventory(Q2WeaponIndex,4,2)\n\t\t\tPE01 O -1 A_Jump(256,\"Spawn\")\n\t\t\tPE01 O 0 A_JumpIfInventory(Q2WeaponIndex,5,6)\n\t\t\tPE01 ONMLK 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPE01 J 0 A_JumpIfInventory(Q2WeaponIndex,4,2)\n\t\t\tPE01 J -1 A_Jump(256,\"Spawn\")\n\t\t\tPE01 J 0 A_JumpIfInventory(Q2WeaponIndex,5,6)\n\t\t\tPE01 JIHGF 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPE01 E 0 A_JumpIfInventory(Q2WeaponIndex,4,2)\n\t\t\tPE01 E -1 A_Jump(256,\"Spawn\")\n\t\t\tPE01 E 0 A_JumpIfInventory(Q2WeaponIndex,5,6)\n\t\t\tPE01 EDCBA 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPE01 B 0 A_JumpIfInventory(Q2WeaponIndex,4,2)\n\t\t\tPE01 B -1 A_Jump(256,\"Spawn\")\n\t\t\tPE01 B 0 A_JumpIfInventory(Q2WeaponIndex,5,6)\n\t\t\tPE01 BCDEF 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPE01 G 0 A_JumpIfInventory(Q2WeaponIndex,4,2)\n\t\t\tPE01 G -1 A_Jump(256,\"Spawn\")\n\t\t\tPE01 G 0 A_JumpIfInventory(Q2WeaponIndex,5,6)\n\t\t\tPE01 GHIJK 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPE01 L 0 A_JumpIfInventory(Q2WeaponIndex,4,2)\n\t\t\tPE01 L -1 A_Jump(256,\"Spawn\")\n\t\t\tPE01 L 0 A_JumpIfInventory(Q2WeaponIndex,5,6)\n\t\t\tPE01 LMNOP 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPE01 Q 0 A_JumpIfInventory(Q2WeaponIndex,4,2)\n\t\t\tPE01 Q -1 A_Jump(256,\"Spawn\")\n\t\t\tPE01 Q 0 A_JumpIfInventory(Q2WeaponIndex,5,7)\n\t\t\tPE01 QRSTU 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPE01 T -1 A_Jump(256,\"Spawn\")\n\t\t\tPA01 T 0 A_JumpIfInventory(Q2WeaponIndex,6,6)\n\t\t\tPG01 TSRQP 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")// Rocket Launcher\n\t\t\tPG01 O 0 A_JumpIfInventory(Q2WeaponIndex,5,2)\n\t\t\tPG01 O -1 A_Jump(256,\"Spawn\")\n\t\t\tPG01 O 0 A_JumpIfInventory(Q2WeaponIndex,6,6)\n\t\t\tPG01 ONMLK 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPG01 J 0 A_JumpIfInventory(Q2WeaponIndex,5,2)\n\t\t\tPG01 J -1 A_Jump(256,\"Spawn\")\n\t\t\tPG01 J 0 A_JumpIfInventory(Q2WeaponIndex,6,6)\n\t\t\tPG01 JIHGF 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPG01 E 0 A_JumpIfInventory(Q2WeaponIndex,5,2)\n\t\t\tPG01 E -1 A_Jump(256,\"Spawn\")\n\t\t\tPG01 E 0 A_JumpIfInventory(Q2WeaponIndex,6,6)\n\t\t\tPG01 EDCBA 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPG01 B 0 A_JumpIfInventory(Q2WeaponIndex,5,2)\n\t\t\tPG01 B -1 A_Jump(256,\"Spawn\")\n\t\t\tPG01 B 0 A_JumpIfInventory(Q2WeaponIndex,6,6)\n\t\t\tPG01 BCDEF 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPG01 G 0 A_JumpIfInventory(Q2WeaponIndex,5,2)\n\t\t\tPG01 G -1 A_Jump(256,\"Spawn\")\n\t\t\tPG01 G 0 A_JumpIfInventory(Q2WeaponIndex,6,6)\n\t\t\tPG01 GHIJK 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPG01 L 0 A_JumpIfInventory(Q2WeaponIndex,5,2)\n\t\t\tPG01 L -1 A_Jump(256,\"Spawn\")\n\t\t\tPG01 L 0 A_JumpIfInventory(Q2WeaponIndex,6,6)\n\t\t\tPG01 LMNOP 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPG01 Q 0 A_JumpIfInventory(Q2WeaponIndex,5,2)\n\t\t\tPG01 Q -1 A_Jump(256,\"Spawn\")\n\t\t\tPG01 Q 0 A_JumpIfInventory(Q2WeaponIndex,6,7)\n\t\t\tPG01 QRSTU 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPG01 T -1 A_Jump(256,\"Spawn\")\n\t\t\tPA01 T 0 A_JumpIfInventory(Q2WeaponIndex,7,6)\n\t\t\tPH01 TSRQP 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")// Hyper Blaster\n\t\t\tPH01 O 0 A_JumpIfInventory(Q2WeaponIndex,6,2)\n\t\t\tPH01 O -1 A_Jump(256,\"Spawn\")\n\t\t\tPH01 O 0 A_JumpIfInventory(Q2WeaponIndex,7,6)\n\t\t\tPH01 ONMLK 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPH01 J 0 A_JumpIfInventory(Q2WeaponIndex,6,2)\n\t\t\tPH01 J -1 A_Jump(256,\"Spawn\")\n\t\t\tPH01 J 0 A_JumpIfInventory(Q2WeaponIndex,7,6)\n\t\t\tPH01 JIHGF 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPH01 E 0 A_JumpIfInventory(Q2WeaponIndex,6,2)\n\t\t\tPH01 E -1 A_Jump(256,\"Spawn\")\n\t\t\tPH01 E 0 A_JumpIfInventory(Q2WeaponIndex,7,6)\n\t\t\tPH01 EDCBA 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPH01 B 0 A_JumpIfInventory(Q2WeaponIndex,6,2)\n\t\t\tPH01 B -1 A_Jump(256,\"Spawn\")\n\t\t\tPH01 B 0 A_JumpIfInventory(Q2WeaponIndex,7,6)\n\t\t\tPH01 BCDEF 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPH01 G 0 A_JumpIfInventory(Q2WeaponIndex,6,2)\n\t\t\tPH01 G -1 A_Jump(256,\"Spawn\")\n\t\t\tPH01 G 0 A_JumpIfInventory(Q2WeaponIndex,7,6)\n\t\t\tPH01 GHIJK 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPH01 L 0 A_JumpIfInventory(Q2WeaponIndex,6,2)\n\t\t\tPH01 L -1 A_Jump(256,\"Spawn\")\n\t\t\tPH01 L 0 A_JumpIfInventory(Q2WeaponIndex,7,6)\n\t\t\tPH01 LMNOP 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPH01 Q 0 A_JumpIfInventory(Q2WeaponIndex,6,2)\n\t\t\tPH01 Q -1 A_Jump(256,\"Spawn\")\n\t\t\tPH01 Q 0 A_JumpIfInventory(Q2WeaponIndex,7,7)\n\t\t\tPH01 QRSTU 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPH01 T -1 A_Jump(256,\"Spawn\")\n\t\t\tPA01 T 0 A_JumpIfInventory(Q2WeaponIndex,8,6)\n\t\t\tPJ01 TSRQP 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")// BFG10K\n\t\t\tPJ01 O 0 A_JumpIfInventory(Q2WeaponIndex,7,2)\n\t\t\tPJ01 O -1 A_Jump(256,\"Spawn\")\n\t\t\tPJ01 O 0 A_JumpIfInventory(Q2WeaponIndex,8,6)\n\t\t\tPJ01 ONMLK 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPJ01 J 0 A_JumpIfInventory(Q2WeaponIndex,7,2)\n\t\t\tPJ01 J -1 A_Jump(256,\"Spawn\")\n\t\t\tPJ01 J 0 A_JumpIfInventory(Q2WeaponIndex,8,6)\n\t\t\tPJ01 JIHGF 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPJ01 E 0 A_JumpIfInventory(Q2WeaponIndex,7,2)\n\t\t\tPJ01 E -1 A_Jump(256,\"Spawn\")\n\t\t\tPJ01 E 0 A_JumpIfInventory(Q2WeaponIndex,8,6)\n\t\t\tPJ01 EDCBA 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPJ01 B 0 A_JumpIfInventory(Q2WeaponIndex,7,2)\n\t\t\tPJ01 B -1 A_Jump(256,\"Spawn\")\n\t\t\tPJ01 B 0 A_JumpIfInventory(Q2WeaponIndex,8,6)\n\t\t\tPJ01 BCDEF 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPJ01 G 0 A_JumpIfInventory(Q2WeaponIndex,7,2)\n\t\t\tPJ01 G -1 A_Jump(256,\"Spawn\")\n\t\t\tPJ01 G 0 A_JumpIfInventory(Q2WeaponIndex,8,6)\n\t\t\tPJ01 GHIJK 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPJ01 L 0 A_JumpIfInventory(Q2WeaponIndex,7,2)\n\t\t\tPJ01 L -1 A_Jump(256,\"Spawn\")\n\t\t\tPJ01 L 0 A_JumpIfInventory(Q2WeaponIndex,8,6)\n\t\t\tPJ01 LMNOP 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPJ01 Q 0 A_JumpIfInventory(Q2WeaponIndex,7,2)\n\t\t\tPJ01 Q -1 A_Jump(256,\"Spawn\")\n\t\t\tPJ01 Q 0 A_JumpIfInventory(Q2WeaponIndex,8,7)\n\t\t\tPJ01 QRSTU 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPJ01 T -1 A_Jump(256,\"Spawn\")\n\t\t\tPA01 T 0 A_JumpIfInventory(Q2WeaponIndex,9,6)\n\t\t\tPI01 TSRQP 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")// Railgun\n\t\t\tPI01 O 0 A_JumpIfInventory(Q2WeaponIndex,8,2)\n\t\t\tPI01 O -1 A_Jump(256,\"Spawn\")\n\t\t\tPI01 O 0 A_JumpIfInventory(Q2WeaponIndex,9,6)\n\t\t\tPI01 ONMLK 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPI01 J 0 A_JumpIfInventory(Q2WeaponIndex,8,2)\n\t\t\tPI01 J -1 A_Jump(256,\"Spawn\")\n\t\t\tPI01 J 0 A_JumpIfInventory(Q2WeaponIndex,9,6)\n\t\t\tPI01 JIHGF 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPI01 E 0 A_JumpIfInventory(Q2WeaponIndex,8,2)\n\t\t\tPI01 E -1 A_Jump(256,\"Spawn\")\n\t\t\tPI01 E 0 A_JumpIfInventory(Q2WeaponIndex,9,6)\n\t\t\tPI01 EDCBA 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPI01 B 0 A_JumpIfInventory(Q2WeaponIndex,8,2)\n\t\t\tPI01 B -1 A_Jump(256,\"Spawn\")\n\t\t\tPI01 B 0 A_JumpIfInventory(Q2WeaponIndex,9,6)\n\t\t\tPI01 BCDEF 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPI01 G 0 A_JumpIfInventory(Q2WeaponIndex,8,2)\n\t\t\tPI01 G -1 A_Jump(256,\"Spawn\")\n\t\t\tPI01 G 0 A_JumpIfInventory(Q2WeaponIndex,9,6)\n\t\t\tPI01 GHIJK 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPI01 L 0 A_JumpIfInventory(Q2WeaponIndex,8,2)\n\t\t\tPI01 L -1 A_Jump(256,\"Spawn\")\n\t\t\tPI01 L 0 A_JumpIfInventory(Q2WeaponIndex,9,6)\n\t\t\tPI01 LMNOP 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPI01 Q 0 A_JumpIfInventory(Q2WeaponIndex,8,2)\n\t\t\tPI01 Q -1 A_Jump(256,\"Spawn\")\n\t\t\tPI01 Q 0 A_JumpIfInventory(Q2WeaponIndex,9,7)\n\t\t\tPI01 QRSTU 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPI01 T -1 A_Jump(256,\"Spawn\")\n\t\t\tPA01 T 0 A_JumpIfInventory(Q2WeaponIndex,10,6)\n\t\t\tPF01 TSRQP 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")// Grenade Launcher\n\t\t\tPF01 O 0 A_JumpIfInventory(Q2WeaponIndex,9,2)\n\t\t\tPF01 O -1 A_Jump(256,\"Spawn\")\n\t\t\tPF01 O 0 A_JumpIfInventory(Q2WeaponIndex,10,6)\n\t\t\tPF01 ONMLK 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPF01 J 0 A_JumpIfInventory(Q2WeaponIndex,9,2)\n\t\t\tPF01 J -1 A_Jump(256,\"Spawn\")\n\t\t\tPF01 J 0 A_JumpIfInventory(Q2WeaponIndex,10,6)\n\t\t\tPF01 JIHGF 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPF01 E 0 A_JumpIfInventory(Q2WeaponIndex,9,2)\n\t\t\tPF01 E -1 A_Jump(256,\"Spawn\")\n\t\t\tPF01 E 0 A_JumpIfInventory(Q2WeaponIndex,10,6)\n\t\t\tPF01 EDCBA 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPF01 B 0 A_JumpIfInventory(Q2WeaponIndex,9,2)\n\t\t\tPF01 B -1 A_Jump(256,\"Spawn\")\n\t\t\tPF01 B 0 A_JumpIfInventory(Q2WeaponIndex,10,6)\n\t\t\tPF01 BCDEF 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPF01 G 0 A_JumpIfInventory(Q2WeaponIndex,9,2)\n\t\t\tPF01 G -1 A_Jump(256,\"Spawn\")\n\t\t\tPF01 G 0 A_JumpIfInventory(Q2WeaponIndex,10,6)\n\t\t\tPF01 GHIJK 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPF01 L 0 A_JumpIfInventory(Q2WeaponIndex,9,2)\n\t\t\tPF01 L -1 A_Jump(256,\"Spawn\")\n\t\t\tPF01 L 0 A_JumpIfInventory(Q2WeaponIndex,10,6)\n\t\t\tPF01 LMNOP 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPF01 Q 0 A_JumpIfInventory(Q2WeaponIndex,9,2)\n\t\t\tPF01 Q -1 A_Jump(256,\"Spawn\")\n\t\t\tPF01 Q 0 A_JumpIfInventory(Q2WeaponIndex,10,7)\n\t\t\tPF01 QRSTU 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPF01 T -1 A_Jump(256,\"Spawn\")\n\t\t\tPA01 T 0 A_JumpIfInventory(Q2WeaponIndex,11,6)\n\t\t\tPS01 TSRQP 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")// ETF Rifle\n\t\t\tPS01 O 0 A_JumpIfInventory(Q2WeaponIndex,10,2)\n\t\t\tPS01 O -1 A_Jump(256,\"Spawn\")\n\t\t\tPS01 O 0 A_JumpIfInventory(Q2WeaponIndex,11,6)\n\t\t\tPS01 ONMLK 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPS01 J 0 A_JumpIfInventory(Q2WeaponIndex,10,2)\n\t\t\tPS01 J -1 A_Jump(256,\"Spawn\")\n\t\t\tPS01 J 0 A_JumpIfInventory(Q2WeaponIndex,11,6)\n\t\t\tPS01 JIHGF 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPS01 E 0 A_JumpIfInventory(Q2WeaponIndex,10,2)\n\t\t\tPS01 E -1 A_Jump(256,\"Spawn\")\n\t\t\tPS01 E 0 A_JumpIfInventory(Q2WeaponIndex,11,6)\n\t\t\tPS01 EDCBA 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPS01 B 0 A_JumpIfInventory(Q2WeaponIndex,10,2)\n\t\t\tPS01 B -1 A_Jump(256,\"Spawn\")\n\t\t\tPS01 B 0 A_JumpIfInventory(Q2WeaponIndex,11,6)\n\t\t\tPS01 BCDEF 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPS01 G 0 A_JumpIfInventory(Q2WeaponIndex,10,2)\n\t\t\tPS01 G -1 A_Jump(256,\"Spawn\")\n\t\t\tPS01 G 0 A_JumpIfInventory(Q2WeaponIndex,11,6)\n\t\t\tPS01 GHIJK 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPS01 L 0 A_JumpIfInventory(Q2WeaponIndex,10,2)\n\t\t\tPS01 L -1 A_Jump(256,\"Spawn\")\n\t\t\tPS01 L 0 A_JumpIfInventory(Q2WeaponIndex,11,6)\n\t\t\tPS01 LMNOP 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPS01 Q 0 A_JumpIfInventory(Q2WeaponIndex,10,2)\n\t\t\tPS01 Q -1 A_Jump(256,\"Spawn\")\n\t\t\tPS01 Q 0 A_JumpIfInventory(Q2WeaponIndex,11,7)\n\t\t\tPS01 QRSTU 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPS01 T -1 A_Jump(256,\"Spawn\")\n\t\t\tPT01 TSRQP 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")// ETF Rifle\n\t\t\tPT01 O 0 A_JumpIfInventory(Q2WeaponIndex,11,2)\n\t\t\tPT01 O -1 A_Jump(256,\"Spawn\")\n\t\t\tPT01 ONMLK 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPT01 J 0 A_JumpIfInventory(Q2WeaponIndex,11,2)\n\t\t\tPT01 J -1 A_Jump(256,\"Spawn\")\n\t\t\tPT01 JIHGF 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPT01 E 0 A_JumpIfInventory(Q2WeaponIndex,11,2)\n\t\t\tPT01 E -1 A_Jump(256,\"Spawn\")\n\t\t\tPT01 EDCBA 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPT01 B 0 A_JumpIfInventory(Q2WeaponIndex,11,2)\n\t\t\tPT01 B -1 A_Jump(256,\"Spawn\")\n\t\t\tPT01 BCDEF 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPT01 G 0 A_JumpIfInventory(Q2WeaponIndex,11,2)\n\t\t\tPT01 G -1 A_Jump(256,\"Spawn\")\n\t\t\tPT01 GHIJK 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPT01 L 0 A_JumpIfInventory(Q2WeaponIndex,11,2)\n\t\t\tPT01 L -1 A_Jump(256,\"Spawn\")\n\t\t\tPT01 LMNOP 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPT01 Q 0 A_JumpIfInventory(Q2WeaponIndex,11,2)\n\t\t\tPT01 Q -1 A_Jump(256,\"Spawn\")\n\t\t\tPT01 QRSTU 4 A_JumpIfInventory(IsCrouching,1,\"Spawn\")\n\t\t\tPT01 T -1 A_Jump(256,\"Spawn\")\n\t\t\tLoop\n\t\tSee:\n\t\t\t\"----\" A 0\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,11,\"SeeIonRipper\")\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,10,\"SeeETFRifle\")\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,9,\"SeeGrenadeLauncher\")\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,8,\"SeeRailgun\")\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,7,\"SeeBFG\")\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,6,\"SeeHyperBlaster\")\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,5,\"SeeRocketLauncher\")\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,4,\"SeeChaingun\")\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,3,\"SeeSuperShotgun\")\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,2,\"SeeShotgun\")\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,1,\"SeeMachinegun\")\n\t\t\tGoto SeeBlaster\n\t\tMissile:\n\t\t\t\"----\" A 0 A_JumpIfInventory(PowerDoubleFiringSpeed,1,2)\n\t\t\t\"----\" A 0 A_Jump(256,2)\n\t\t\t\"----\" A 0 A_PlaySound(\"Q2Misc/DoubleFire/Attack\",CHAN_7,0.75)\n\t\t\t\"----\" A 0 A_JumpIfInventory(PowerQ2QuadDamage,1,2)\n\t\t\t\"----\" A 0 A_Jump(256,2)\n\t\t\t\"----\" A 0 A_PlaySound(\"Q2Misc/QuadDamage/Attack\",CHAN_7,0.75)\n\t\t\t\"----\" A 0 A_JumpIfInventory(PowerQ2DoubleDamage,1,2)\n\t\t\t\"----\" A 0 A_Jump(256,2)\n\t\t\t\"----\" A 0 A_PlaySound(\"Q2Misc/DoubleDamage/Attack\",CHAN_7,0.75)\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,11,\"MissileIonRipper\")\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,10,\"MissileETFRifle\")\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,9,\"MissileGrenadeLauncher\")\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,8,\"MissileRailgun\")\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,7,\"MissileBFG\")\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,6,\"MissileHyperBlaster\")\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,5,\"MissileRocketLauncher\")\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,4,\"MissileChaingun\")\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,3,\"MissileSuperShotgun\")\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,2,\"MissileShotgun\")\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,1,\"MissileMachinegun\")\n\t\t\tGoto MissileBlaster\n\t\tPain.Falling:\n\t\t\t\"----\" A 0 A_PlaySoundEx(\"*fallpain\",CHAN_VOICE,0)\n\t\t\tGoto Spawn\n\t\tPain:\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,11,\"PainIonRipper\")\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,10,\"PainETFRifle\")\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,9,\"PainGrenadeLauncher\")\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,8,\"PainRailgun\")\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,7,\"PainBFG\")\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,6,\"PainHyperBlaster\")\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,5,\"PainRocketLauncher\")\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,4,\"PainChaingun\")\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,3,\"PainSuperShotgun\")\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,2,\"PainShotgun\")\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,1,\"PainMachinegun\")\n\t\t\tGoto PainBlaster\n\t\tJump:\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,11,\"JumpIonRipper\")\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,10,\"JumpETFRifle\")\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,9,\"JumpGrenadeLauncher\")\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,8,\"JumpRailgun\")\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,7,\"JumpBFG\")\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,6,\"JumpHyperBlaster\")\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,5,\"JumpRocketLauncher\")\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,4,\"JumpChaingun\")\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,3,\"JumpSuperShotgun\")\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,2,\"JumpShotgun\")\n\t\t\t\"----\" A 0 A_JumpIfInventory(Q2WeaponIndex,1,\"JumpMachinegun\")\n\t\t\tGoto JumpBlaster\n\t\t//----------------- BLASTER -----------------\n\t\tSeeBlaster:\n\t\t\tPA02 ABC 4 A_JumpIfInventory(IsCrouching,1,\"CrouchSeeBlaster\")\n\t\t\tPA02 D 0 A_SpawnItemEx(Q2FootStep,0,0,1,0,0,-2,0,SXF_CLIENTSIDE)\n\t\t\tPA02 DEF 4 A_JumpIfInventory(IsCrouching,1,\"CrouchSeeBlaster\")\n\t\t\tPA02 A 0 A_SpawnItemEx(Q2FootStep,0,0,1,0,0,-2,0,SXF_CLIENTSIDE)\n\t\t\tGoto Spawn\n\t\tCrouchSeeBlaster:\n\t\t\tPA06 ABCDEF 3 A_JumpIfInventory(IsNOTCrouching,1,\"SeeBlaster\")\n\t\t\tPA06 A 0\n\t\t\tGoto Spawn\n\t\tMissileBlaster:\n\t\t\tTNT1 A 0 A_JumpIfInventory(IsCrouching,1,5)\n\t\t\tPA02 GHG 4\n\t\t\tPA01 T 8\n\t\t\tGoto Spawn\n\t\t\tPA07 ABA 4\n\t\t\tPA05 A 8\n\t\t\tGoto Spawn\n\t\tPainBlaster:\n\t\t\tTNT1 A 0 A_Pain\n\t\t\tTNT1 A 0 A_JumpIfInventory(IsCrouching,1,14)\n\t\t\tTNT1 A 0 A_Jump(256,1,5,9)\n\t\t\tGoto Spawn\n\t\t\tPA03 ABCD 3\n\t\t\tGoto Spawn\n\t\t\tPA03 EFGH 3\n\t\t\tGoto Spawn\n\t\t\tPA03 IJKL 3\n\t\t\tGoto Spawn\n\t\t\tPA08 ABCD 3\n\t\t\tGoto Spawn\n\t\tJumpBlaster:\n\t\t\tPA04 A 8\n\t\t\tPA04 B 1 A_CheckFloor(1)\n\t\t\tWait\n\t\t\tPA04 B 3\n\t\t\tPA04 CDEF 3\n\t\t\tGoto Spawn\n\n\t\t//----------------- SHOTGUN -----------------\n\t\tSeeShotgun:\n\t\t\tPB02 ABC 4 A_JumpIfInventory(IsCrouching,1,\"CrouchSeeShotgun\")\n\t\t\tPB02 D 0 A_SpawnItemEx(Q2FootStep,0,0,1,0,0,-2,0,SXF_CLIENTSIDE)\n\t\t\tPB02 DEF 4 A_JumpIfInventory(IsCrouching,1,\"CrouchSeeShotgun\")\n\t\t\tPB02 A 0 A_SpawnItemEx(Q2FootStep,0,0,1,0,0,-2,0,SXF_CLIENTSIDE)\n\t\t\tGoto Spawn\n\t\tCrouchSeeShotgun:\n\t\t\tPB06 ABCDEF 3 A_JumpIfInventory(IsNOTCrouching,1,\"SeeShotgun\")\n\t\t\tPB06 A 0\n\t\t\tGoto Spawn\n\t\tMissileShotgun:\n\t\t\tTNT1 A 0 A_JumpIfInventory(IsCrouching,1,9)\n\t\t\tPB02 GHIJKLMN 3\n\t\t\tGoto Spawn\n\t\t\tPB07 ABCDEFGHI 3\n\t\t\tGoto Spawn\n\t\tPainShotgun:\n\t\t\tTNT1 A 0 A_Pain\n\t\t\tTNT1 A 0 A_JumpIfInventory(IsCrouching,1,14)\n\t\t\tTNT1 A 0 A_Jump(256,1,5,9)\n\t\t\tGoto Spawn\n\t\t\tPB03 ABCD 3\n\t\t\tGoto Spawn\n\t\t\tPB03 EFGH 3\n\t\t\tGoto Spawn\n\t\t\tPB03 IJKL 3\n\t\t\tGoto Spawn\n\t\t\tPB08 ABCD 3\n\t\t\tGoto Spawn\n\t\tJumpShotgun:\n\t\t\tPB04 A 8\n\t\t\tPB04 B 1 A_CheckFloor(1)\n\t\t\tWait\n\t\t\tPB04 B 3\n\t\t\tPB04 CDEF 3\n\t\t\tGoto Spawn\n\t\t//----------------- SUPERSHOTGUN -----------------\n\t\tSeeSuperShotgun:\n\t\t\tPC02 ABC 4 A_JumpIfInventory(IsCrouching,1,\"CrouchSeeSuperShotgun\")\n\t\t\tPC02 D 0 A_SpawnItemEx(Q2FootStep,0,0,1,0,0,-2,0,SXF_CLIENTSIDE)\n\t\t\tPC02 DEF 4 A_JumpIfInventory(IsCrouching,1,\"CrouchSeeSuperShotgun\")\n\t\t\tPC02 A 0 A_SpawnItemEx(Q2FootStep,0,0,1,0,0,-2,0,SXF_CLIENTSIDE)\n\t\t\tGoto Spawn\n\t\tCrouchSeeSuperShotgun:\n\t\t\tPC06 ABCDEF 3 A_JumpIfInventory(IsNOTCrouching,1,\"SeeSuperShotgun\")\n\t\t\tPC06 A 0\n\t\t\tGoto Spawn\n\t\tMissileSuperShotgun:\n\t\t\tTNT1 A 0 A_JumpIfInventory(IsCrouching,1,9)\n\t\t\tPC02 GHIJKLMN 4\n\t\t\tGoto Spawn\n\t\t\tPC07 ABCDEFGHI 4\n\t\t\tGoto Spawn\n\t\tPainSuperShotgun:\n\t\t\tTNT1 A 0 A_Pain\n\t\t\tTNT1 A 0 A_JumpIfInventory(IsCrouching,1,14)\n\t\t\tTNT1 A 0 A_Jump(256,1,5,9)\n\t\t\tGoto Spawn\n\t\t\tPC03 ABCD 3\n\t\t\tGoto Spawn\n\t\t\tPC03 EFGH 3\n\t\t\tGoto Spawn\n\t\t\tPC03 IJKL 3\n\t\t\tGoto Spawn\n\t\t\tPC08 ABCD 3\n\t\t\tGoto Spawn\n\t\tJumpSuperShotgun:\n\t\t\tPC04 A 8\n\t\t\tPC04 B 1 A_CheckFloor(1)\n\t\t\tWait\n\t\t\tPC04 B 3\n\t\t\tPC04 CDEF 3\n\t\t\tGoto Spawn\n\n\t\t//----------------- MACHINEGUN -----------------\n\t\tSeeMachinegun:\n\t\t\tPD02 ABC 4 A_JumpIfInventory(IsCrouching,1,\"CrouchSeeMachinegun\")\n\t\t\tPD02 D 0 A_SpawnItemEx(Q2FootStep,0,0,1,0,0,-2,0,SXF_CLIENTSIDE)\n\t\t\tPD02 DEF 4 A_JumpIfInventory(IsCrouching,1,\"CrouchSeeMachinegun\")\n\t\t\tPD02 A 0 A_SpawnItemEx(Q2FootStep,0,0,1,0,0,-2,0,SXF_CLIENTSIDE)\n\t\t\tGoto Spawn\n\t\tCrouchSeeMachineGun:\n\t\t\tPD06 ABCDEF 3 A_JumpIfInventory(IsNOTCrouching,1,\"SeeMachinegun\")\n\t\t\tPD06 A 0\n\t\t\tGoto Spawn\n\t\tMissileMachinegun:\n\t\t\tTNT1 A 0 A_JumpIfInventory(IsCrouching,1,5)\n\t\t\tPD02 GHGH 4\n\t\t\tGoto Spawn\n\t\t\tPD07 AIAI 4\n\t\t\tGoto Spawn\n\t\tPainMachinegun:\n\t\t\tTNT1 A 0 A_Pain\n\t\t\tTNT1 A 0 A_JumpIfInventory(IsCrouching,1,14)\n\t\t\tTNT1 A 0 A_Jump(256,1,5,9)\n\t\t\tGoto Spawn\n\t\t\tPD03 ABCD 3\n\t\t\tGoto Spawn\n\t\t\tPD03 EFGH 3\n\t\t\tGoto Spawn\n\t\t\tPD03 IJKL 3\n\t\t\tGoto Spawn\n\t\t\tPD08 ABCD 3\n\t\t\tGoto Spawn\n\t\tJumpMachinegun:\n\t\t\tPD04 A 8\n\t\t\tPD04 B 1 A_CheckFloor(1)\n\t\t\tWait\n\t\t\tPD04 B 3\n\t\t\tPD04 CDEF 3\n\t\t\tGoto Spawn\n\t\t//----------------- CHAINGUN -----------------\n\t\tSeeChaingun:\n\t\t\tPE02 ABC 4 A_JumpIfInventory(IsCrouching,1,\"CrouchSeeChaingun\")\n\t\t\tPE02 D 0 A_SpawnItemEx(Q2FootStep,0,0,1,0,0,-2,0,SXF_CLIENTSIDE)\n\t\t\tPE02 DEF 4 A_JumpIfInventory(IsCrouching,1,\"CrouchSeeChaingun\")\n\t\t\tPE02 A 0 A_SpawnItemEx(Q2FootStep,0,0,1,0,0,-2,0,SXF_CLIENTSIDE)\n\t\t\tGoto Spawn\n\t\tCrouchSeeChaingun:\n\t\t\tPE06 ABCDEF 3 A_JumpIfInventory(IsNOTCrouching,1,\"SeeChaingun\")\n\t\t\tPE06 A 0\n\t\t\tGoto Spawn\n\t\tMissileChaingun:\n\t\t\tTNT1 A 0 A_JumpIfInventory(IsCrouching,1,13)\n\t\t\tPE02 GHGHGHGHGHGH 3\n\t\t\tGoto Spawn\n\t\t\tPE07 AIAIAIAIAIAI 3\n\t\t\tGoto Spawn\n\t\tPainChaingun:\n\t\t\tTNT1 A 0 A_Pain\n\t\t\tTNT1 A 0 A_JumpIfInventory(IsCrouching,1,14)\n\t\t\tTNT1 A 0 A_Jump(256,1,5,9)\n\t\t\tGoto Spawn\n\t\t\tPE03 ABCD 3\n\t\t\tGoto Spawn\n\t\t\tPE03 EFGH 3\n\t\t\tGoto Spawn\n\t\t\tPE03 IJKL 3\n\t\t\tGoto Spawn\n\t\t\tPE08 ABCD 3\n\t\t\tGoto Spawn\n\t\tJumpChaingun:\n\t\t\tPE04 A 8\n\t\t\tPE04 B 1 A_CheckFloor(1)\n\t\t\tWait\n\t\t\tPE04 B 3\n\t\t\tPE04 CDEF 3\n\t\t\tGoto Spawn\n\n\t\t//----------------- GLAUNCHER -----------------\n\t\tSeeGrenadeLauncher:\n\t\t\tPF02 ABC 4 A_JumpIfInventory(IsCrouching,1,\"CrouchSeeGrenadeLauncher\")\n\t\t\tPF02 D 0 A_SpawnItemEx(Q2FootStep,0,0,1,0,0,-2,0,SXF_CLIENTSIDE)\n\t\t\tPF02 DEF 4 A_JumpIfInventory(IsCrouching,1,\"CrouchSeeGrenadeLauncher\")\n\t\t\tPF02 A 0 A_SpawnItemEx(Q2FootStep,0,0,1,0,0,-2,0,SXF_CLIENTSIDE)\n\t\t\tGoto Spawn\n\t\tCrouchSeeGrenadeLauncher:\n\t\t\tPF06 ABCDEF 3 A_JumpIfInventory(IsNOTCrouching,1,\"SeeGrenadeLauncher\")\n\t\t\tPF06 A 0\n\t\t\tGoto Spawn\n\t\tMissileGrenadeLauncher:\n\t\t\tTNT1 A 0 A_JumpIfInventory(IsCrouching,1,10)\n\t\t\tPF02 GHIJKLMN 3\n\t\t\tPF01 T 5\n\t\t\tGoto Spawn\n\t\t\tPF07 ABCDEFGHI 3\n\t\t\tPF05 A 5\n\t\t\tGoto Spawn\n\t\tPainGrenadeLauncher:\n\t\t\tTNT1 A 0 A_Pain\n\t\t\tTNT1 A 0 A_JumpIfInventory(IsCrouching,1,14)\n\t\t\tTNT1 A 0 A_Jump(256,1,5,9)\n\t\t\tGoto Spawn\n\t\t\tPF03 ABCD 3\n\t\t\tGoto Spawn\n\t\t\tPF03 EFGH 3\n\t\t\tGoto Spawn\n\t\t\tPF03 IJKL 3\n\t\t\tGoto Spawn\n\t\t\tPF08 ABCD 3\n\t\t\tGoto Spawn\n\t\tJumpGrenadeLauncher:\n\t\t\tPF04 A 8\n\t\t\tPF04 B 1 A_CheckFloor(1)\n\t\t\tWait\n\t\t\tPF04 B 3\n\t\t\tPF04 CDEF 3\n\t\t\tGoto Spawn\n\n\t\t//----------------- RLAUNCHER -----------------\n\t\tSeeRocketLauncher:\n\t\t\tPG02 ABC 4 A_JumpIfInventory(IsCrouching,1,\"CrouchSeeRocketLauncher\")\n\t\t\tPG02 D 0 A_SpawnItemEx(Q2FootStep,0,0,1,0,0,-2,0,SXF_CLIENTSIDE)\n\t\t\tPG02 DEF 4 A_JumpIfInventory(IsCrouching,1,\"CrouchSeeRocketLauncher\")\n\t\t\tPG02 A 0 A_SpawnItemEx(Q2FootStep,0,0,1,0,0,-2,0,SXF_CLIENTSIDE)\n\t\t\tGoto Spawn\n\t\tCrouchSeeRocketLauncher:\n\t\t\tPG06 ABCDEF 3 A_JumpIfInventory(IsNOTCrouching,1,\"SeeRocketLauncher\")\n\t\t\tPG06 A 0\n\t\t\tGoto Spawn\n\t\tMissileRocketLauncher:\n\t\t\tTNT1 A 0 A_JumpIfInventory(IsCrouching,1,7)\n\t\t\tPG02 GHIHG 3\n\t\t\tPG01 T 5\n\t\t\tGoto Spawn\n\t\t\tPG07 ABCBA 3\n\t\t\tPG05 A 5\n\t\t\tGoto Spawn\n\t\tPainRocketLauncher:\n\t\t\tTNT1 A 0 A_Pain\n\t\t\tTNT1 A 0 A_JumpIfInventory(IsCrouching,1,14)\n\t\t\tTNT1 A 0 A_Jump(256,1,5,9)\n\t\t\tGoto Spawn\n\t\t\tPG03 ABCD 3\n\t\t\tGoto Spawn\n\t\t\tPG03 EFGH 3\n\t\t\tGoto Spawn\n\t\t\tPG03 IJKL 3\n\t\t\tGoto Spawn\n\t\t\tPG08 ABCD 3\n\t\t\tGoto Spawn\n\t\tJumpRocketLauncher:\n\t\t\tPG04 A 8\n\t\t\tPG04 B 1 A_CheckFloor(1)\n\t\t\tWait\n\t\t\tPG04 B 3\n\t\t\tPG04 CDEF 3\n\t\t\tGoto Spawn\n\n\t\t//----------------- HYPERBLASTER -----------------\n\t\tSeeHyperBlaster:\n\t\t\tPH02 ABC 4 A_JumpIfInventory(IsCrouching,1,\"CrouchSeeHyperBlaster\")\n\t\t\tPH02 D 0 A_SpawnItemEx(Q2FootStep,0,0,1,0,0,-2,0,SXF_CLIENTSIDE)\n\t\t\tPH02 DEF 4 A_JumpIfInventory(IsCrouching,1,\"CrouchSeeHyperBlaster\")\n\t\t\tPH02 A 0 A_SpawnItemEx(Q2FootStep,0,0,1,0,0,-2,0,SXF_CLIENTSIDE)\n\t\t\tGoto Spawn\n\t\tCrouchSeeHyperBlaster:\n\t\t\tPH06 ABCDEF 3 A_JumpIfInventory(IsNOTCrouching,1,\"SeeHyperBlaster\")\n\t\t\tPH06 A 0\n\t\t\tGoto Spawn\n\t\tMissileHyperBlaster:\n\t\t\tTNT1 A 0 A_JumpIfInventory(IsCrouching,1,3)\n\t\t\tPH02 G 5\n\t\t\tPH01 T 3\n\t\t\tGoto Spawn\n\t\t\tPH05 A 5\n\t\t\tPH07 A 4\n\t\t\tGoto Spawn\n\t\tPainHyperBlaster:\n\t\t\tTNT1 A 0 A_Pain\n\t\t\tTNT1 A 0 A_JumpIfInventory(IsCrouching,1,14)\n\t\t\tTNT1 A 0 A_Jump(256,1,5,9)\n\t\t\tGoto Spawn\n\t\t\tPH03 ABCD 3\n\t\t\tGoto Spawn\n\t\t\tPH03 EFGH 3\n\t\t\tGoto Spawn\n\t\t\tPH03 IJKL 3\n\t\t\tGoto Spawn\n\t\t\tPH08 ABCD 3\n\t\t\tGoto Spawn\n\t\tJumpHyperBlaster:\n\t\t\tPH04 A 8\n\t\t\tPH04 B 1 A_CheckFloor(1)\n\t\t\tWait\n\t\t\tPH04 B 3\n\t\t\tPH04 CDEF 3\n\t\t\tGoto Spawn\n\n\t\t//----------------- RAILGUN -----------------\n\t\tSeeRailgun:\n\t\t\tPI02 ABC 4 A_JumpIfInventory(IsCrouching,1,\"CrouchSeeRailgun\")\n\t\t\tPI02 D 0 A_SpawnItemEx(Q2FootStep,0,0,1,0,0,-2,0,SXF_CLIENTSIDE)\n\t\t\tPI02 DEF 4 A_JumpIfInventory(IsCrouching,1,\"CrouchSeeRailgun\")\n\t\t\tPI02 A 0 A_SpawnItemEx(Q2FootStep,0,0,1,0,0,-2,0,SXF_CLIENTSIDE)\n\t\t\tGoto Spawn\n\t\tCrouchSeeRailgun:\n\t\t\tPI06 ABCDEF 3 A_JumpIfInventory(IsNOTCrouching,1,\"SeeRailgun\")\n\t\t\tPI06 A 0\n\t\t\tGoto Spawn\n\t\tMissileRailgun:\n\t\t\tTNT1 A 0 A_JumpIfInventory(IsCrouching,1,9)\n\t\t\tPI02 GH 3\n\t\t\tPI02 IJKLMN 4\n\t\t\tGoto Spawn\n\t\t\tPI07 AB 3\n\t\t\tPI07 CDEFGHI 4\n\t\t\tGoto Spawn\n\t\tPainRailgun:\n\t\t\tTNT1 A 0 A_Pain\n\t\t\tTNT1 A 0 A_JumpIfInventory(IsCrouching,1,14)\n\t\t\tTNT1 A 0 A_Jump(256,1,5,9)\n\t\t\tGoto Spawn\n\t\t\tPI03 ABCD 3\n\t\t\tGoto Spawn\n\t\t\tPI03 EFGH 3\n\t\t\tGoto Spawn\n\t\t\tPI03 IJKL 3\n\t\t\tGoto Spawn\n\t\t\tPI08 ABCD 3\n\t\t\tGoto Spawn\n\t\tJumpRailgun:\n\t\t\tPI04 A 8\n\t\t\tPI04 B 1 A_CheckFloor(1)\n\t\t\tWait\n\t\t\tPI04 B 3\n\t\t\tPI04 CDEF 3\n\t\t\tGoto Spawn\n\n\t\t//----------------- BFG10K -----------------\n\t\tSeeBFG:\n\t\t\tPJ02 ABC 4 A_JumpIfInventory(IsCrouching,1,\"CrouchSeeBFG\")\n\t\t\tPJ02 D 0 A_SpawnItemEx(Q2FootStep,0,0,1,0,0,-2,0,SXF_CLIENTSIDE)\n\t\t\tPJ02 DEF 4 A_JumpIfInventory(IsCrouching,1,\"CrouchSeeBFG\")\n\t\t\tPJ02 A 0 A_SpawnItemEx(Q2FootStep,0,0,1,0,0,-2,0,SXF_CLIENTSIDE)\n\t\t\tGoto Spawn\n\t\tCrouchSeeBFG:\n\t\t\tPJ06 ABCDEF 3 A_JumpIfInventory(IsNOTCrouching,1,\"SeeBFG\")\n\t\t\tPJ06 A 0\n\t\t\tGoto Spawn\n\t\tMissileBFG:\n\t\t\tPJ02 G 20 A_JumpIfInventory(IsCrouching,1,13)\n\t\t\tPJ02 GHI 4\n\t\t\tPJ02 GG 10\n\t\t\tPJ02 HIJKLMN 3\n\t\t\tGoto Spawn\n\t\t\tPJ07 A 20\n\t\t\tPJ07 ABC 4\n\t\t\tPJ07 AA 10\n\t\t\tPJ07 CDEFGHI 3\n\t\t\tGoto Spawn\n\t\tPainBFG:\n\t\t\tTNT1 A 0 A_Pain\n\t\t\tTNT1 A 0 A_JumpIfInventory(IsCrouching,1,14)\n\t\t\tTNT1 A 0 A_Jump(256,1,5,9)\n\t\t\tGoto Spawn\n\t\t\tPJ03 ABCD 3\n\t\t\tGoto Spawn\n\t\t\tPJ03 EFGH 3\n\t\t\tGoto Spawn\n\t\t\tPJ03 IJKL 3\n\t\t\tGoto Spawn\n\t\t\tPJ08 ABCD 3\n\t\t\tGoto Spawn\n\t\tJumpBFG:\n\t\t\tPJ04 A 8\n\t\t\tPJ04 B 1 A_CheckFloor(1)\n\t\t\tWait\n\t\t\tPJ04 B 3\n\t\t\tPJ04 CDEF 3\n\t\t\tGoto Spawn\n\n\t\t//----------------- Ion Ripper -----------------\n\t\tSeeIonRipper:\n\t\t\tPT02 ABC 4 A_JumpIfInventory(IsCrouching,1,\"CrouchSeeIonRipper\")\n\t\t\tPT02 D 0 A_SpawnItemEx(Q2FootStep,0,0,1,0,0,-2,0,SXF_CLIENTSIDE)\n\t\t\tPT02 DEF 4 A_JumpIfInventory(IsCrouching,1,\"CrouchSeeIonRipper\")\n\t\t\tPT02 A 0 A_SpawnItemEx(Q2FootStep,0,0,1,0,0,-2,0,SXF_CLIENTSIDE)\n\t\t\tGoto Spawn\n\t\tCrouchSeeIonRipper:\n\t\t\tPT06 ABCDEF 3 A_JumpIfInventory(IsNOTCrouching,1,\"SeeIonRipper\")\n\t\t\tPT06 A 0\n\t\t\tGoto Spawn\n\t\tMissileIonRipper:\n\t\t\tTNT1 A 0 A_JumpIfInventory(IsCrouching,1,7)\n\t\t\tPT02 GHIHG 3\n\t\t\tPT01 T 5\n\t\t\tGoto Spawn\n\t\t\tPT07 ABCBA 3\n\t\t\tPT05 A 5\n\t\t\tGoto Spawn\n\t\tPainIonRipper:\n\t\t\tTNT1 A 0 A_Pain\n\t\t\tTNT1 A 0 A_JumpIfInventory(IsCrouching,1,14)\n\t\t\tTNT1 A 0 A_Jump(256,1,5,9)\n\t\t\tGoto Spawn\n\t\t\tPT03 ABCD 3\n\t\t\tGoto Spawn\n\t\t\tPT03 EFGH 3\n\t\t\tGoto Spawn\n\t\t\tPT03 IJKL 3\n\t\t\tGoto Spawn\n\t\t\tPT08 ABCD 3\n\t\t\tGoto Spawn\n\t\tJumpIonRipper:\n\t\t\tPT04 A 8\n\t\t\tPT04 B 1 A_CheckFloor(1)\n\t\t\tWait\n\t\t\tPT04 B 3\n\t\t\tPT04 CDEF 3\n\t\t\tGoto Spawn\n\n\t\t//----------------- ETF Rifle -----------------\n\t\tSeeETFRifle:\n\t\t\tPS02 ABC 4 A_JumpIfInventory(IsCrouching,1,\"CrouchSeeETFRifle\")\n\t\t\tPS02 D 0 A_SpawnItemEx(Q2FootStep,0,0,1,0,0,-2,0,SXF_CLIENTSIDE)\n\t\t\tPS02 DEF 4 A_JumpIfInventory(IsCrouching,1,\"CrouchSeeETFRifle\")\n\t\t\tPS02 A 0 A_SpawnItemEx(Q2FootStep,0,0,1,0,0,-2,0,SXF_CLIENTSIDE)\n\t\t\tGoto Spawn\n\t\tCrouchSeeETFRifle:\n\t\t\tPS06 ABCDEF 3 A_JumpIfInventory(IsNOTCrouching,1,\"SeeETFRifle\")\n\t\t\tPS06 A 0\n\t\t\tGoto Spawn\n\t\tMissileETFRifle:\n\t\t\tTNT1 A 0 A_JumpIfInventory(IsCrouching,1,3)\n\t\t\tPS02 G 5\n\t\t\tPS01 T 3\n\t\t\tGoto Spawn\n\t\t\tPS05 A 5\n\t\t\tPS07 A 4\n\t\t\tGoto Spawn\n\t\tPainETFRifle:\n\t\t\tTNT1 A 0 A_Pain\n\t\t\tTNT1 A 0 A_JumpIfInventory(IsCrouching,1,14)\n\t\t\tTNT1 A 0 A_Jump(256,1,5,9)\n\t\t\tGoto Spawn\n\t\t\tPS03 ABCD 3\n\t\t\tGoto Spawn\n\t\t\tPS03 EFGH 3\n\t\t\tGoto Spawn\n\t\t\tPS03 IJKL 3\n\t\t\tGoto Spawn\n\t\t\tPS08 ABCD 3\n\t\t\tGoto Spawn\n\t\tJumpETFRifle:\n\t\t\tPS04 A 8\n\t\t\tPS04 B 1 A_CheckFloor(1)\n\t\t\tWait\n\t\t\tPS04 B 3\n\t\t\tPS04 CDEF 3\n\t\t\tGoto Spawn\n\n\t\tTaunt.Flip:\n\t\t\tP002 ABCDEFGHIJKL 4\n\t\t\tGoto Spawn\n\t\tTaunt.Salute:\n\t\t\tP002 MNOPQRSTUVW 4\n\t\t\tGoto Spawn\n\t\tTaunt.Taunt:\n\t\t\tP003 ABCDEFGHIJKLMNOPQ 4\n\t\t\tGoto Spawn\n\t\tTaunt.Wave:\n\t\t\tP004 ABCDEFGHIJK 4\n\t\t\tGoto Spawn\n\t\tTaunt.Point:\n\t\t\tP003 \"RSTUVWXYZ\\[]\" 4\n\t\t\tGoto Spawn\n\t\tDeath:\n\t\t\t\"----\" A 0 A_PlayerScream\n\t\t\t\"----\" A 0 A_UnsetSolid\n\t\t\t\"----\" A 0 A_SpawnItem(\"UniversalBloodyHellGoreDeathEffect\")\n\t\t\t\"----\" A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Q2CrouchCheck\") == 1,\"CrouchDeath\")\n\t\t\t\"----\" A 0 A_Jump(256,\"Death1\",\"Death2\",\"Death3\")\n\t\tDeath1:\n\t\t\tP001 ABCDE 6\n\t\t\tP001 F -1\n\t\t\tStop\n\t\tDeath2:\n\t\t\tP001 GHIJK 6\n\t\t\tP001 L -1\n\t\t\tStop\n\t\tDeath3:\n\t\t\tP001 MNOPQR 5\n\t\t\tP001 S 20\n\t\t\tP001 T -1\n\t\t\tStop\n\t\tCrouchDeath:\n\t\t\tP005 ABCD 5\n\t\t\tP005 E -1\n\t\t\tStop\n\t\tXDeath:\n\t\t\tTNT1 A 0 A_SpawnItem(\"UniversalBloodyHellGoreXDeathEffect\")\n\t\t\tTNT1 A 5 A_SpawnItem(Q2GibSpawner)\n\t\t\tTNT1 A 1 A_CheckPlayerDone\n\t\t\tWait\n\t\tCrush:\n\t\t\tTNT1 AAAAAAA 0 A_SpawnItemEx(Q2Gib,Random2(40),0,5,Random(0,1),0,2,Random(1,360))\n\t\t\tTNT1 A 5 A_XScream\n\t\t\tStop\n\t\tMelee:\n\t\t\tGoto Missile\n\t\tDeath.ZorchPistol:\n\t\tDeath.Zorch:\n\t\tDeath.ZorchKamikaze:\n\t\tDeath.PhasingZorch:\n\t\tDeath.ZorchSpectral:\n\t\t\t\"####\" \"#\" 0 A_Stop\n\t\t\t\"####\" \"#\" 0 A_PlaySoundEx(\"chex/zorch\",\"soundslot5\",0,0)\n\t\t\t\"####\" \"#\" 3 A_SpawnItem(\"ZorchEffectSmall\")\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.9,0)\n\t\t\t\"####\" \"#\" 0 A_PlayerScream\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.8,0)\n\t\t\t\"####\" \"#\" 0 A_UnsetSolid\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.7,0)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.6,0)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.5,0)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.4,0)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.3,0)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.2,0)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.1,0)\n\t\t\tACLO E 1 A_SetTranslucent(1,0)\n\t\t\tTNT1 A -1 A_UnsetSolid\n\t\t\tStop\n\t\tDeath.PhosFireCoop:\n\t\tDeath.HexGreenFire:\n\t\tDeath.QuakeFire:\n\t\tDeath.FireExplosive:\n\t\tDeath.PGFire:\n\t\tDeath.WTRangedFire:\n\t\tDeath.WolfenFlamethrower:\n\t\tDeath.MarathonPlasma:\n\t\tBurn:\n\t\t\tGoto Death\n\t\tDeath.TotenkopfFire:\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"*falling\",CHAN_VOICE,0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"Totenkopf_BurningGuard\")\n\t\t\tTNT1 A -1 A_UnsetSolid\n\t\t\tStop\n\t\tPain.MightyBoot:\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"SamsaraRecoil\", 0, 25, 5, 24)\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n\t\t\tTNT1 A 0 A_Recoil(12)\n\t\t\tTNT1 A 0 A_Pain\n\t\t\tPA03 ABCDEFGH 3\n\t\t\tGoto See\n\t\tPain.MarathonStun:\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"SamsaraRecoil\", 0, 25, 5, 100)\n\t\t\tTNT1 A 0 A_GiveInventory(\"NothingSpeed\")\n\t\t\tTNT1 A 0 A_SetBlend(\"White\",0.9,105)\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"marathon/tech50/stun\",\"body\",0,0)\n\t\t\tTNT1 A 0 A_Pain\n\t\t\tPA03 ABCDEFGH 3\n\t\t\tGoto See\n\t\tDeath.DukeDamage:\n\t\tDeath.DukePistol:\n\t\t\t\"####\" A 0 A_Jump(218,\"Death\")\n\t\t\t\"####\" A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n\t\t\tgoto Death\n\t\tDeath.MightyBoot:\n\t\t\t\"####\" A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n\t\t\t\"####\" A 0 A_Jump(64,\"Death\")\n\t\t\t\"####\" A 0 A_GiveToTarget(\"DukeBootTaunt\",1)\n\t\t\tgoto Death\n\t\tDeath.DukeExplosive:\n\t\t\t\"####\" A 0 A_JumpIfHealthLower(-3,\"DukeGibStart\")\n\t\tDukeGibStart:\n\t\t\t\"####\" A 0 A_UnsetSolid\n\t\t\t\"####\" A 0 A_SpawnDebris(\"DukeGibs1\")\n\t\t\t\"####\" A 0 A_SpawnDebris(\"DukeGibs2\")\n\t\t\t\"####\" A 0 A_SpawnDebris(\"DukeGibs3\")\n\t\t\t\"####\" A 0 A_SpawnDebris(\"DukeGibs4\")\n\t\t\t\"####\" A 0 A_SpawnDebris(\"DukeGibs5\")\n\t\t\t\"####\" A 0 A_SpawnDebris(\"DukeGibs6\")\n\t\t\t\"####\" A 0 A_PlaySound(\"duke/enemygib\")\n\t\t\t\"####\" A 0 A_Jump(96,\"XDeath\")\n\t\t\t\"####\" A 0 A_GiveToTarget(\"DukeGibTaunt\",1)\n\t\t\tGoto XDeath\n\t\tDeath.DukeIce:\n\t\t\t\"####\" \"#\" 0 A_Jump(218,\"Ice\")\n\t\t\t\"####\" \"#\" 0 A_GiveToTarget(\"DukeDMTaunt1\",1)\n\t\t\tGoto Ice\n\t\tIce:\n\t\tDeath.HexenIce:\n\t\tDeath.Ice:\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Samsara_PlayerFreezeTranslation\")\n\t\t\t\"####\" \"#\" 0 A_PlayWeaponSound(\"misc/freeze\")\n\t\t\t\"####\" \"#\" 0 A_UnsetSolid\n\t\t\t\"####\" \"#\" 70\n\t\t\t\"####\" \"#\" 0 A_SetTranslucent(0,0)\n\t\t\t\"####\" \"######################################\" 0 A_SpawnItemEx(\"IceChunk2\",random(-1,1),random(-1,1),random(8,48),random(-2,2),random(-2,2),random(1,6))\n\t\t\tACLO E 1 A_PlayWeaponSound(\"misc/icebreak\")//A_FreezeDeathChunks\n\t\t\tTNT1 A -1 A_UnsetSolid\n\t\t\tStop\n\t\tDeath.ExpanderDMG:\n\t\tXDeath.ExpanderDMG:\n\t\t\t\"####\" \"#\" 0 A_SetUserVar(\"user_scalex\", scalex*65536.0)\n\t\t\t\"####\" \"#\" 0 A_SetUserVar(\"user_scaley\", scaley*65536.0)\n\t\t\t\"####\" \"#\" 0 A_PlaySound(\"duke/expand\")\n\t\t\tGoto ExpanderLoop\n\t\tExpanderLoop:\n\t\t\t\"####\" \"#\" 1 A_SetScale(1.1*(user_scalex/65536.0)+((0.01*(user_scalex/65536.0))*CallACS(\"Samsara_Expander\",1))+((0.01*(user_scalex/65536.0))*(CallACS(\"Samsara_Expander\",1)-CallACS(\"Samsara_Expander\",2)))*(CallACS(\"Samsara_Expander\",3)*2),1.1*(user_scaley/65536.0)+((0.01*(user_scaley/65536.0))*CallACS(\"Samsara_Expander\",2)))\n\t\t\t\"####\" \"#\" 0 A_GiveInventory(\"ExpanderGrowthX\", 1)\n\t\t\t\"####\" \"#\" 0 A_JumpIf(ceilingz - (z + height + CallACS(\"Samsara_Expander\",1) + 32) <= 0, 2)\n\t\t\t\"####\" \"#\" 0 A_GiveInventory(\"ExpanderGrowthY\", 1)\n\t\t\t\"####\" \"#\" 0 A_GiveInventory(\"ExpanderDoubleX\", 1)\n\t\t\t\"####\" \"#\" 0 A_JumpIfInventory(\"ExpanderGrowthX\", 40, \"ExpanderPop\")\n\t\t\tloop\n\t\tExpanderPop:\n\t\t\t\"####\" \"#\" 10\n\t\t\t\"####\" A 0 A_SpawnItemEx(\"ExpanderExplosion_Basic\",0,0,height*2,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\t\t\t\"####\" A 0 A_PlaySound(\"duke/explosion\", 6, 1.0)\n\t\t\t\"####\" A 1 ACS_NamedExecuteWithResult(\"SamsaraDecorate\",36,2)\n\t\t\t\"####\" A 0 A_Jump(96,2)\n\t\t\t\"####\" A 0 A_GiveToTarget(\"DukeGibTaunt\", 1)\n\t\t\t\"####\" A 0 A_SetScale (1.0, 1.0)\n\t\t\t\"####\" A 0 A_UnsetSolid\n\t\t\t\"####\" A 0 A_SpawnItemEx(\"UniversalBloodyHellGoreXDeathEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\t\t\t\"####\" A 0 A_SpawnItemEx(\"DukeGibPopSpawner\", 0, 0, height*2, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\t\t\t\"####\" A 0 A_GiveToTarget(\"DukeGibTaunt\",1)\n\t\t\tTNT1 A -1 A_UnsetSolid\n\t\t\tStop\n\t\tDeath.ExpanderDMGCoop:\n\t\tXDeath.ExpanderDMGCoop:\n\t\t\t\"####\" \"#\" 0 A_SetUserVar(\"user_scalex\", scalex*65536.0)\n\t\t\t\"####\" \"#\" 0 A_SetUserVar(\"user_scaley\", scaley*65536.0)\n\t\t\t\"####\" \"#\" 0 A_PlaySound(\"duke/expand\")\n\t\t\tGoto ExpanderLoopCoop\n\t\tExpanderLoopCoop:\n\t\t\t\"####\" \"#\" 1 A_SetScale(1.1*(user_scalex/65536.0)+((0.01*(user_scalex/65536.0))*CallACS(\"Samsara_Expander\",1))+((0.01*(user_scalex/65536.0))*(CallACS(\"Samsara_Expander\",1)-CallACS(\"Samsara_Expander\",2)))*(CallACS(\"Samsara_Expander\",3)*2),1.1*(user_scaley/65536.0)+((0.01*(user_scaley/65536.0))*CallACS(\"Samsara_Expander\",2)))\n\t\t\t\"####\" \"#\" 0 A_GiveInventory(\"ExpanderGrowthX\", 1)\n\t\t\t\"####\" \"#\" 0 A_JumpIf(ceilingz - (z + height + CallACS(\"Samsara_Expander\",1) + 32) <= 0, 2)\n\t\t\t\"####\" \"#\" 0 A_GiveInventory(\"ExpanderGrowthY\", 1)\n\t\t\t\"####\" \"#\" 0 A_GiveInventory(\"ExpanderDoubleX\", 1)\n\t\t\t\"####\" \"#\" 0 A_JumpIfInventory(\"ExpanderGrowthX\", 40, \"ExpanderPopCoop\")\n\t\t\tloop\n\t\tExpanderPopCoop:\n\t\t\t\"####\" \"#\" 10\n\t\t\t\"####\" A 0 A_SpawnItemEx(\"ExpanderExplosion_Coop\",0,0,height*2,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\t\t\t\"####\" A 0 A_PlaySound(\"duke/explosion\", 6, 1.0)\n\t\t\t\"####\" A 1 ACS_NamedExecuteWithResult(\"SamsaraDecorate\",36,2)\n\t\t\t\"####\" A 0 A_Jump(96,2)\n\t\t\t\"####\" A 0 A_GiveToTarget(\"DukeGibTaunt\", 1)\n\t\t\t\"####\" A 0 A_SetScale (1.0, 1.0)\n\t\t\t\"####\" A 0 A_UnsetSolid\n\t\t\t\"####\" A 0 A_SpawnItemEx(\"UniversalBloodyHellGoreXDeathEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\t\t\t\"####\" A 0 A_SpawnItemEx(\"DukeGibPopSpawner\", 0, 0, height*2, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\t\t\t\"####\" A 0 A_GiveToTarget(\"DukeGibTaunt\",1)\n\t\t\tTNT1 A -1 A_UnsetSolid\n\t\t\tStop\n\t\tPain.ShrinkerDMG:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",true)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NODAMAGE\",true)\n\t\t\tPB03 A 0 ACS_NamedExecuteAlways(\"Samsara_PlayerShrinker\")\n\t\t\t\"####\" \"#\" 0 A_SetUserVar(\"user_scalex\", scalex*65536.0)\n\t\t\t\"####\" \"#\" 0 A_SetUserVar(\"user_scaley\", scaley*65536.0)\n\t\t\t\"####\" \"#\" 0 A_NoBlocking\n\t\t\t\"####\" \"#\" 0 A_PlaySound(\"duke/shrink\")\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.95*(user_scalex/65536.0),0.95*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.9*(user_scalex/65536.0),0.9*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 0 A_SpawnItemEx(\"Bitterman_ShrinkEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.85*(user_scalex/65536.0),0.85*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.8*(user_scalex/65536.0),0.8*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 0 A_SpawnItemEx(\"Bitterman_ShrinkEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.75*(user_scalex/65536.0),0.75*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.7*(user_scalex/65536.0),0.7*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 0 A_SpawnItemEx(\"Bitterman_ShrinkEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.65*(user_scalex/65536.0),0.65*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.6*(user_scalex/65536.0),0.6*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 0 A_SpawnItemEx(\"Bitterman_ShrinkEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.55*(user_scalex/65536.0),0.55*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.5*(user_scalex/65536.0),0.5*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 0 A_SpawnItemEx(\"Bitterman_ShrinkEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.45*(user_scalex/65536.0),0.45*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.4*(user_scalex/65536.0),0.4*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 0 A_SpawnItemEx(\"Bitterman_ShrinkEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.35*(user_scalex/65536.0),0.35*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.3*(user_scalex/65536.0),0.3*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 0 A_SpawnItemEx(\"Bitterman_ShrinkEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.25*(user_scalex/65536.0),0.25*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 4 A_SetScale(0.2*(user_scalex/65536.0),0.2*(user_scaley/65536.0))\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NODAMAGE\",false)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",false)\n\t\t\tGoto Spawn\n\t\tPain.MightyBoot:\n\t\t\tPA03 A 1 ACS_NamedExecuteAlways(\"SamsaraRecoil\", 0, 25, 5, 24)\n\t\t\tPA03 A 1 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n\t\t\tTNT1 A 0 A_Recoil(12)\n\t\t\tPA03 A 6 A_Pain\n\t\t\tGoto See\n\t\tPain.MarathonStun:\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tPA03 A 1 ACS_NamedExecuteAlways(\"SamsaraRecoil\", 0, 25, 5, 100)\n\t\t\tTNT1 A 0 A_GiveInventory(\"NothingSpeed\")\n\t\t\tTNT1 A 0 A_SetBlend(\"White\",0.9,105)\n\t\t\tPA03 A 1 A_PlaySoundEx(\"marathon/tech50/stun\",\"body\",0,0)\n\t\t\tPA03 A 6 A_Pain\n\t\t\tGoto See\n\t\tDeath.QuakeElectric:\n\t\tDeath.NotQuadded:\n\t\tDeath.QuakeExplosive:\n\t\t\t\"####\" A 0 A_JumpIfHealthLower(-50, \"XDeathForRanger\")\n\t\t\tgoto Death\n\t\tXDeath.QuakeElectric:\n\t\tXDeath.NotQuadded:\n\t\tXDeath.QuakeExplosive:\n\t\tXDeathForRanger:\n\t\t\t\"####\" A 0 A_SpawnItemEx(\"QuakeGibSpawner\",0,0,0,0,0,0,0,SXF_USEBLOODCOLOR|SXF_NOCHECKPOSITION)\n\t\t\tTNT1 A 0 A_UnsetSolid\n\t\t\tTNT1 A -1\n\t\t\tStop\n\t\tDeath.RottExplosive:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RottGibbedMan\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\t\tTNT1 A 0 A_Jump(128,2)\n\t\t\tTNT1 A 0 A_GiveToTarget(\"LudicrousGibsItem\", 1)\n\t\t\tBLAN A 1 A_UnsetSolid\n\t\t\tTNT1 A -1\n\t\t\tStop\n\t\tDeath.RottFire:\n\t\t\tTNT1 A 0 A_UnsetSolid\n\t\t\tTNT1 A 0 A_SpawnItem(\"BurningSkeleton\")\n\t\t\tTNT1 A -1\n\t\t\tStop\n\t\tDeath.RottDisintegrate:\n\t\t\tTNT1 A 0 A_PlayerScream\n\t\t\tTNT1 A 0 A_UnsetSolid\n\t\t\tTNT1 A 5 A_SpawnItem(\"RGodModeDeath\")\n\t\t\tTNT1 A -1\n\t\t\tStop\n\t\tPain.Shock:\n\t\tPain.Tesla:\n\t\t\tCBGS A 4 A_Pain\n\t\t\tCBGS A 4\n\t\t\tGoto See\n\t\tPain.LifeLeech:\n\t\t\tTNT1 A 0 A_GiveToTarget(\"SerpentHealth\", random(1,2))\n\t\t\tTNT1 A 0 A_GiveToTarget(\"HealthBonus\",1)\n\t\t\tGoto Pain\n\t\tDeath.CalebFire:\n\t\tDeath.LifeLeech:\n\t\t\tTNT1 A 0 A_Jump(218, 2)\n\t\t\tTNT1 A 0 A_PlayerScream\n\t\t\tTNT1 A 0 A_GiveToTarget(\"CalebDMTaunt1\", 1)\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"*falling\",CHAN_VOICE,0,0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BloodBurningCorpse_Silent\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\t\t\tTNT1 A 0 A_UnsetSolid\n\t\t\tTNT1 A -1\n\t\t\tStop\n\t\tDeath.CalebNapalm:\n\t\tDeath.Vodoo:\n\t\tDeath.VoodooPuff:\n\t\tDeath.DynamiteCoop:\n\t\tDeath.Dynamite:\n\t\tDeath.Shock:\n\t\t\t\"####\" A 0 A_JumpIfHealthLower(-50, \"XDeathForCaleb\")\n\t\tDeath.Tesla:\n\t\tDeath.CalebBullet:\n\t\t\t\"####\" A 0 A_Jump(218, \"Death\")\n\t\t\t\"####\" A 0 A_GiveToTarget(\"CalebDMTaunt1\", 1)\n\t\t\tGoto Death\n\t\tXDeathForCaleb:\n\t\t\t\"####\" A 0 A_UnsetSolid\n\t\t\t\"####\" A 0 A_SpawnItemEx(\"CalebGibSpawner\")\n\t\t\t\"####\" A 0 A_Jump(96,\"XDeath\")\n\t\t\t\"####\" A 0 A_GiveToTarget(\"CalebDMTaunt1\",1)\n\t\t\tGoto XDeath\n\t\tDisintegrate:\n\t\t\t\"####\" \"#\" 0 A_UnsetSolid\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 0 A_PlayerScream\n\t\t\t\"####\" \"#\" 0 A_Stop\n\t\t\t\"####\" \"#\" 3 A_SpawnItem(\"DisintEffectSmall\",0,10)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.9,0)\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.8,0)\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.7,0)\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.6,0)\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.5,0)\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 2 A_SetTranslucent(0.4,0)\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 2 A_SetTranslucent(0.3,0)\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 2 A_SetTranslucent(0.2,0)\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 2 A_SetTranslucent(0.1,0)\n\t\t\tTNT1 A -1\n\t\t\tStop\n\t\tDeath.EradExplosive:\n\t\tDeath.EradNova:\n\t\tDeath.EradShock:\n\t\tDeath.EradExplosive2:\n\t\t\t\"####\" A 0 A_JumpIfHealthLower(-5,\"XDeathForCatBitch\")\n\t\tDeath.EradDisc:\n\t\tDeath.EradPiercingDart:\n\t\tDeath.EradGreenFire:\n\t\tDeath.EradCoopGreenFire:\n\t\t\t\"####\" A 0 A_Jump(218, \"Death\")\n\t\t\t\"####\" A 0 A_GiveToTarget(\"EleenaDMTaunt1\", 1)\n\t\t\tGoto Death\n\t\tXDeathForCatBitch:\n\t\t\t\"####\" A 0 A_UnsetSolid\n\t\t\t\"####\" A 0 A_Jump(96,\"XDeath\")\n\t\t\t\"####\" A 0 A_GiveToTarget(\"EleenaGibTaunt\",1)\n\t\t\tGoto XDeath\n\t\tDeath.Nuke:\n\t\t\t\"####\" \"#\" 0 A_ChangeFlag(\"SOLID\", 0)\n\t\t\t\"####\" \"#\" 0 A_PlayerScream\n\t\t\t\"####\" \"#\" 0 A_UnsetSolid\n\t\t\t\"####\" \"#\" 0 A_SpawnItem(\"WTNukeDeathSmall\")\n\t\t\t\"####\" \"#\" 0 A_Stop\n\t\t\t\"####\" \"#################\" 3 A_Fadeout(0.05)\n\t\t\tTNT1 A -1\n\t\t\tStop\n\t\tDeath.HLLaser:\n\t\tDeath.HLExplosive:\n\t\tDeath.HLRPGExplosive:\n\t\t\t\"####\" A 0 A_JumpIfHealthLower(-20,1)\n\t\t\tgoto Death\n\t\tDeath.HLEgon:\n\t\tDeath.FreemanGibs:\n\t\t\t\"####\" A 0 A_SpawnItemEx(\"UniversalBloodyHellGoreXDeathEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\t\t\t\"####\" A 0 A_SpawnItemEx(\"HLGenericGibSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\t\t\"####\" A 0 A_UnsetSolid\n\t\t\t\"####\" A 5 A_FadeOut\n\t\t\tTNT1 A -1\n\t\t\tStop\n\t\tDeath.SWFist:\n\t\t\t\"####\" A 0 A_GiveToTarget(\"SWLoWangBloody\", 1)\n\t\t\t\"####\" A 0 A_UnsetSolid\n\t\t\t\"####\" A 0 A_Jump(218, \"Death\")\n\t\t\t\"####\" A 0 A_SpawnItemEx(\"SWFisted\")\n\t\t\t\"####\" A 0 A_GiveToTarget(\"LoWangDMTaunt1\", 1)\n\t\t\tgoto Death\n\t\tDeath.SWKatana:\n\t\t\t\"####\" A 0 A_GiveToTarget(\"SWLoWangBloody\", 1)\n\t\t\t\"####\" A 0 A_UnsetSolid\n\t\t\t\"####\" A 0 A_Jump(218, \"Death\")\n\t\t\t\"####\" A 0 A_SpawnItemEx(\"SWKatanad\")\n\t\t\t\"####\" A 0 A_GiveToTarget(\"LoWangDMTaunt1\", 1)\n\t\t\tgoto Death\n\t\tDeath.SWShuriken:\n\t\t\t\"####\" A 0 A_UnsetSolid\n\t\t\t\"####\" A 0 A_Jump(218, \"Death\")\n\t\t\t\"####\" A 0 A_SpawnItemEx(\"SWShurikend\")\n\t\t\t\"####\" A 0 A_GiveToTarget(\"LoWangDMTaunt1\", 1)\n\t\t\tgoto Death\n\t\tDeath.SWSticky:\n\t\t\tDeath.SWStickyCoop:\n\t\tDeath.SWGrenade:\n\t\tDeath.SWNuke:\n\t\tDeath.SWRocket:\n\t\tDeath.SWRailgun:\n\t\tDeath.SWRailgunCoop:\n\t\tDeath.SWNukeCoop:\n\t\tDeath.SWFlame:\n\t\tDeath.SWFlame2:\n\t\tDeath.SWFlame2Coop:\n\t\tDeath.SWFlame3:\n\t\t\t\"####\" A 0 A_JumpIfHealthLower(-3,\"XDeathForWang\")\n\t\tDeath.SWBullet:\n\t\t\t\"####\" A 0 A_Jump(218, \"Death\")\n\t\t\t\"####\" A 0 A_GiveToTarget(\"LoWangDMTaunt1\", 1)\n\t\t\tgoto Death\n\t\tXDeathForWang:\n\t\t\t\"####\" A 0 A_UnsetSolid\n\t\t\t\"####\" A 0 A_SpawnItemEx(\"SWHumanGibSpawner\")\n\t\t\t\"####\" A 0 A_Jump(218, \"XDeath\")\n\t\t\t\"####\" A 0 A_GiveToTarget(\"LoWangDMTaunt2\",1)\n\t\t\tgoto XDeath\n\t\tDeath.PSRAPower:\n\t\tDeath.PSRAPowerCoop:\n\t\tDeath.PSExplosive:\n\t\tDeath.PSExplosiveCoop:\n\t\t\t\"####\" A 0 A_JumpIfHealthLower(-30, \"XDeathForJon\")\n\t\tDeath.PSBullet:\n\t\tDeath.PSFire:\n\t\t\t\"####\" A 0 A_Jump(218, \"Death\")\n\t\t\t\"####\" A 0 A_GiveToTarget(\"JonDMTaunt1\", 1)\n\t\t\tGoto Death\n\t\tDeath.PSFire:\n\t\t\t\"####\" A 0 A_GiveToTarget(\"JonDMTaunt1\", 1)\n\t\t\tGoto Burn\n\t\tXDeathForJon:\n\t\t\t\"####\" A 0 A_UnsetSolid\n\t\t\t\"####\" A 0 A_SpawnItemEx(\"PSGibSpawner\")\n\t\t\t\"####\" A 0 A_Jump(96,\"XDeath\")\n\t\t\t\"####\" A 0 A_GiveToTarget(\"JonDMTaunt1\",1)\n\t\t\tGoto XDeath\n\t\tDeath.LeonardDamage2:\n\t\tDeath.LeonardDamage3:\n\t\t\t\"####\" A 0 A_JumpIfHealthLower(-20, \"XDeathForLeonard\")\n\t\tDeath.LeonardDamage0:\n\t\tDeath.LeonardDamage1:\n\t\t\t\"####\" A 0 A_Jump(218, \"Death\")\n\t\t\t\"####\" A 0 A_GiveToTarget(\"LeonardDMTaunt1\", 1)\n\t\t\tGoto Death\n\t\tXDeathForLeonard:\n\t\t\t\"####\" A 0 A_UnsetSolid\n\t\t\t\"####\" A 0 A_SpawnItemEx(\"RRGibSpawner\")\n\t\t\t\"####\" A 0 A_Jump(96,\"XDeath\")\n\t\t\t\"####\" A 0 A_GiveToTarget(\"LeonardGibTaunt\",1)\n\t\t\tGoto XDeath\n\t\tDeath.BittermanDamage:\n\t\t\t\"####\" A 0 A_JumpIfHealthLower(-50, \"XdeathForBitterman\")\n\t\t\tgoto Death\n\t\tXdeathForBitterman:\n\t\t\tGoto XDeath\n\t\tPain.Hexen2RavenDamage:\n\t\t\t\"####\" A 0 A_Jump(192,\"Pain\")\n\t\t\t\"####\" A 0 A_SpawnItemEx(\"Hexen2GibSpawner\",0,0,0,0,0,0,0,SXF_USEBLOODCOLOR|SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\t\t\tGoto Pain\n\t\tDeath.Hexen2Damage:\n\t\tDeath.Hexen2Fire:\n\t\tDeath.Hexen2Electric:\n\t\t\t\"####\" A 0 A_JumpIfHealthLower(-50,\"XDeathForDemoness\")\n\t\t\tGoto Death\n\t\tDeath.Hexen2Extreme:\n\t\tDeath.Hexen2ElectricExtreme:\n\t\tXDeathForDemoness:\n\t\t\t\"####\" A 0 A_Playsound(\"Hexen2/Gib\", CHAN_5)\n\t\t\t\"####\" A 0 A_SpawnItemEx(\"Hexen2GibSpawner\",0,0,0,0,0,0,0,SXF_USEBLOODCOLOR|SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\t\t\t\"####\" A 0 A_UnsetSolid\n\t\t\tTNT1 A -1\n\t\t\tStop\n\t}\n}\n\nActor Bitterman_Shrink : Bitterman\n{\n\tPlayer.ForwardMove 0.25\n\tPlayer.SideMove 0.25\n\tPlayer.MorphWeapon \"ShrunkWeapon\"\n\tPlayer.ViewHeight 8\n\tDamageFactor \"ZorchPistol\", 0.0\n\tDamageFactor \"Zorch\", 0.0\n\tDamageFactor \"ZorchKamikaze\", 0.0\n\tDamageFactor \"PhasingZorch\", 0.0\n\tDamageFactor \"ZorchSpectral\", 0.0\n\tMaxStepHeight 2\n\tHeight 8\n\tRadius 4\n\t-SOLID\n\t+NOPAIN\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPD05 ABCDEFGHIJKLMNOP 6\n\t\t\tLoop\n\t\tSee:\n\t\t\tPA02 ABCDEF 4\n\t\t\tGoto Spawn\n\t\tDeath.PhosFireCoop:\n\t\tDeath.HexGreenFire:\n\t\tDeath.QuakeFire:\n\t\tDeath.FireExplosive:\n\t\tDeath.PGFire:\n\t\tDeath.WTRangedFire:\n\t\tDeath.WolfenFlamethrower:\n\t\tDeath.MarathonPlasma:\n\t\tBurn:\n\t\tDeath.TotenkopfFire:\n\t\tDeath.DukeDamage:\n\t\tDeath.DukePistol:\n\t\tDeath.MightyBoot:\n\t\tDeath.DukeExplosive:\n\t\tDeath.DukeIce:\n\t\tIce:\n\t\tDeath.HexenIce:\n\t\tDeath.Ice:\n\t\tDeath.ExpanderDMG:\n\t\tXDeath.ExpanderDMG:\n\t\tDeath.ExpanderDMGCoop:\n\t\tXDeath.ExpanderDMGCoop:\n\t\tDeath.QuakeElectric:\n\t\tDeath.NotQuadded:\n\t\tDeath.QuakeExplosive:\n\t\tXDeath.QuakeElectric:\n\t\tXDeath.NotQuadded:\n\t\tXDeath.QuakeExplosive:\n\t\tDeath.RottExplosive:\n\t\tDeath.RottFire:\n\t\tDeath.RottDisintegrate:\n\t\tDeath.CalebFire:\n\t\tDeath.LifeLeech:\n\t\tDeath.CalebNapalm:\n\t\tDeath.Vodoo:\n\t\tDeath.VoodooPuff:\n\t\tDeath.DynamiteCoop:\n\t\tDeath.Dynamite:\n\t\tDeath.Shock:\n\t\tDeath.Tesla:\n\t\tDeath.CalebBullet:\n\t\tDisintegrate:\n\t\tDeath.EradExplosive:\n\t\tDeath.EradNova:\n\t\tDeath.EradShock:\n\t\tDeath.EradExplosive2:\n\t\tDeath.EradDisc:\n\t\tDeath.EradPiercingDart:\n\t\tDeath.EradGreenFire:\n\t\tDeath.EradCoopGreenFire:\n\t\tDeath.Nuke:\n\t\tDeath.HLLaser:\n\t\tDeath.HLExplosive:\n\t\tDeath.HLRPGExplosive:\n\t\tDeath.HLEgon:\n\t\tDeath.FreemanGibs:\n\t\tDeath.SWFist:\n\t\tDeath.SWKatana:\n\t\tDeath.SWShuriken:\n\t\tDeath.SWSticky:\n\t\tDeath.SWStickyCoop:\n\t\tDeath.SWGrenade:\n\t\tDeath.SWNuke:\n\t\tDeath.SWRocket:\n\t\tDeath.SWRailgun:\n\t\tDeath.SWRailgunCoop:\n\t\tDeath.SWNukeCoop:\n\t\tDeath.SWFlame:\n\t\tDeath.SWFlame2:\n\t\tDeath.SWFlame2Coop:\n\t\tDeath.SWFlame3:\n\t\tDeath.SWBullet:\n\t\tDeath.PSRAPower:\n\t\tDeath.PSRAPowerCoop:\n\t\tDeath.PSExplosive:\n\t\tDeath.PSExplosiveCoop:\n\t\tDeath.PSBullet:\n\t\tDeath.PSFire:\n\t\tDeath.PSFire:\n\t\tDeath.LeonardDamage2:\n\t\tDeath.LeonardDamage3:\n\t\tDeath.LeonardDamage0:\n\t\tDeath.LeonardDamage1:\n\t\tDeath.BittermanDamage:\n\t\tDeath.Hexen2Damage:\n\t\tDeath.Hexen2Fire:\n\t\tDeath.Hexen2Electric:\n\t\tDeath.Hexen2Extreme:\n\t\tDeath.Hexen2ElectricExtreme:\n\t\tDeath:\n\t\tXDeath:\n\t\tDeath.Squish:\n\t\tXDeath.Squish:\n\t\t\tTNT1 A 0 A_PlaySound(\"duke/enemygib\", CHAN_BODY)\n\t\t\tTNT1 A 1 A_SpawnItemEx(\"DukeBloodPool\",0,0,0,0,0,0,0,SXF_USEBLOODCOLOR|SXF_NOCHECKPOSITION)\n\t\t\tTNT1 A -1\n\t\t\tstop\n\t\tDeath.DukeSquish:\n\t\tXDeath.DukeSquish:\n\t\t\tTNT1 A 0 A_GiveToTarget(\"DukeStomp\", 1)\n\t\t\tTNT1 A 0 SetPlayerProperty(0,1,PROP_TOTALLYFROZEN)\n\t\t\tPB03 A 15\n\t\t\tTNT1 A 0 A_Jump(64,2)\n\t\t\tTNT1 A 0 A_GiveToTarget(\"DukeBootTaunt\",1)\n\t\t\tTNT1 A 0 SetPlayerProperty(0,0,PROP_TOTALLYFROZEN)\n\t\t\tTNT1 A 0 A_PlaySound(\"duke/enemygib\", CHAN_BODY)\n\t\t\tTNT1 A 1 A_SpawnItemEx(\"DukeBloodPool\",0,0,0,0,0,0,0,SXF_USEBLOODCOLOR|SXF_NOCHECKPOSITION)\n\t\t\tTNT1 A -1\n\t\t\tstop\n\t}\n}\n\nactor Bitterman_ShrinkEffect : Bitterman\n{\n\t-ISMONSTER\n\t-COUNTKILL\n\t-SHOOTABLE\n\t-SOLID\n\t+NOINTERACTION\n\t-NOGRAVITY\n\t+CLIENTSIDEONLY\n\tRenderstyle Translucent\n\tAlpha 0.4\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPB03 A 0\n\t\t\tPB03 A 0 A_SetUserVar(\"user_scalex\", scalex*65536.0)\n\t\t\tPB03 A 0 A_SetUserVar(\"user_scaley\", scaley*65536.0)\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.95*(user_scalex/65536.0),0.95*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.9*(user_scalex/65536.0),0.9*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.85*(user_scalex/65536.0),0.85*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.8*(user_scalex/65536.0),0.8*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.75*(user_scalex/65536.0),0.75*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.7*(user_scalex/65536.0),0.7*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.65*(user_scalex/65536.0),0.65*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.6*(user_scalex/65536.0),0.6*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.55*(user_scalex/65536.0),0.55*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.5*(user_scalex/65536.0),0.5*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.45*(user_scalex/65536.0),0.45*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.4*(user_scalex/65536.0),0.4*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.35*(user_scalex/65536.0),0.35*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.3*(user_scalex/65536.0),0.3*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.25*(user_scalex/65536.0),0.25*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.2*(user_scalex/65536.0),0.2*(user_scaley/65536.0))\n\t\t\tStop\n\t}\n}\n\nActor Q2FootStep : Q2EffectBase\n{\n\t+THRUACTORS\n\t+MISSILE\n\t-NOINTERACTION\n\tRadius 1\n\tHeight 1\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tStop\n\tDeath:\n\t\tTNT1 A 5 A_PlaySound(\"Q2Misc/FootStep\")\n\t\tStop\n\t}\n}\n\nActor Q2Insane1\n{\n\tMonster\n\tHealth 100\n\tMass 300\n\t-COUNTKILL\n\t+FRIENDLY\n\tSpeed 1\n\tHeight 56\n\tRadius 20\n\tScale 1.1\n\tBloodType \"Q2Blood\"\n\tDeathSound \"Bitterman/Death\"\n\tPainchance 128\n\tTag \"Strogg Prisoner\"\n\tDropItem \"Q2PrisonerDrop\"\n\tvar int user_scalex;\n\tvar int user_scaley;\n\tStates\n\t{\n\t\tSpawn:\n\t\t\t//TNT1 A 0 A_Jump(128, \"StandNormal\")\n\t\t\tGoto StandInsane\n\t\tStandNormal:\n\t\t\tINS3 HIJKLM 4\n\t\t\tGoto CheckDown\n\t\tStandInsane:\n\t\t\tINS3 N 0 A_Jump(128, \"WalkInsane\")\n\t\t\tINS3 N 0 A_PlaySound(\"Quake2/Insane/Shake\", CHAN_VOICE)\n\t\t\tINS3 NOPQRSTUVWXYZ 4\n\t\t\tINS4 ABCDEFGHIJKLMOP 4\n\t\t\tGoto CheckDown\n\t\tCheckDown:\n\t\t\tTNT1 A 0 A_Jump(128, \"UpToDown\")\n\t\t\tGoto JumpDown\n\t\tJumpDown:\n\t\t\tINS4 RSTU 4\n\t\t\tGoto MoveDown\n\t\tMoveDown:\n\t\t\tINS4 V 0 A_Jump(128, \"Crawl\")\n\t\t\tINS4 VWXYZ 4\n\t\t\tINS5 ABCDEFGHIJK 4\n\t\t\tINS5 L 0 A_PlaySoundEx(\"Quake2/Insane/Fist\", CHAN_BODY)\n\t\t\tINS5 LMNOPQRSTUVWXYZ 4\n\t\t\tINS6 ABC 4\n\t\t\tINS6 D 0 A_PlaySoundEx(\"Quake2/Insane/Moan\", CHAN_BODY)\n\t\t\tINS6 DEFGHIJKLMNOPQRSTUVW 4\n\t\t\tINS6 X 0 A_PlaySoundEx(\"Quake2/Insane/Scream\", CHAN_BODY)\n\t\t\tINS6 XYZ 4\n\t\t\tINS7 ABCD 4\n\t\t\tGoto DownToUp\n\t\tDownToUp:\n\t\t\tINS2 OPQRSTUVWXYZ 4\n\t\t\tINS3 ABCDEFG 4\n\t\t\tINS3 G 0 A_TakeInventory(\"Q2InsaneCrawlToken\", 1)\n\t\t\tGoto Spawn\n\t\tUpToDown:\n\t\t\tINS1 ABCDEFG 4\n\t\t\tINS1 H 0 A_PlaySound(\"Quake2/Insane/Moan\", CHAN_BODY)\n\t\t\tINS1 HIJKLMNOPQRSTUVWXYZ 4\n\t\t\tINS2 A 4\n\t\t\tINS2 B 0 A_PlaySound(\"Quake2/Insane/Fist\", CHAN_BODY)\n\t\t\tINS2 BCDEFG 4\n\t\t\tINS2 H 0 A_PlaySound(\"Quake2/Insane/Fist\", CHAN_BODY)\n\t\t\tINS2 HIJKLMN 4\n\t\t\tINS2 N 0 A_GiveInventory(\"Q2InsaneCrawlToken\", 1)\n\t\t\tGoto MoveDown\n\t\tWalkInsane:\n\t\t\tINS7 Q 0 A_PlaySound(\"Quake2/Insane/Scream\", CHAN_BODY)\n\t\t\tINS7 QRSTUVWXYZ 4 A_Wander\n\t\t\tINS8 ABCDEFGHIJKLMNOP 4 A_Wander\n\t\t\tGoto StandInsane+1\n\t\tCrawl:\n\t\t\tINS9 R 0 A_PlaySound(\"Quake2/Insane/Scream\", CHAN_BODY)\n\t\t\tINS9 RSTUVWXYZ 4 A_Wander\n\t\t\tGoto MoveDown+1\n\t\tPain:\n\t\t\tINS8 Q 0 A_JumpIfHealthLower(25, \"PainSound25\")\n\t\t\tINS8 Q 0 A_JumpIfHealthLower(50, \"PainSound50\")\n\t\t\tINS8 Q 0 A_JumpIfHealthLower(75, \"PainSound75\")\n\t\t\tINS8 Q 0 A_JumpIfHealthLower(100, \"PainSound100\")\n\t\t\tGoto PainSound100\n\t\tPainSound100:\n\t\t\tINS8 Q 0 A_PlaySound(\"Bitterman/Pain100\", CHAN_VOICE)\n\t\t\tINS8 Q 0 A_JumpIfInventory(\"Q2InsaneCrawlToken\", 1, \"CrawlPain\")\n\t\t\tGoto StandPain\n\t\tPainSound75:\n\t\t\tINS8 Q 0 A_PlaySound(\"Bitterman/Pain75\", CHAN_VOICE)\n\t\t\tINS8 Q 0 A_JumpIfInventory(\"Q2InsaneCrawlToken\", 1, \"CrawlPain\")\n\t\t\tGoto StandPain\n\t\tPainSound50:\n\t\t\tINS8 Q 0 A_PlaySound(\"Bitterman/Pain50\", CHAN_VOICE)\n\t\t\tINS8 Q 0 A_JumpIfInventory(\"Q2InsaneCrawlToken\", 1, \"CrawlPain\")\n\t\t\tGoto StandPain\n\t\tPainSound25:\n\t\t\tINS8 Q 0 A_PlaySound(\"Bitterman/Pain25\", CHAN_VOICE)\n\t\t\tINS8 Q 0 A_JumpIfInventory(\"Q2InsaneCrawlToken\", 1, \"CrawlPain\")\n\t\t\tGoto StandPain\n\t\tStandPain:\n\t\t\tINS8 QRSTUVWXYZ 4\n\t\t\tGoto WalkInsane\n\t\tCrawlPain:\n\t\t\tINS0 ABCDEFGHI 4\n\t\t\tGoto MoveDown\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"UniversalBloodyHellGoreDeathEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\t\t\tINS9 A 0 A_JumpIfInventory(\"Q2InsaneCrawlToken\", 1, \"CrawlDeath\")\n\t\t\tINS9 A 0 A_Scream\n\t\t\tINS9 A 0 A_NoBlocking\n\t\t\tINS9 A 0 A_SpawnItemEx(\"Q2InsaneDeathAnimation\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER|SXF_TRANSFERSCALE)\n\t\t\tTNT1 A -1\n\t\t\tStop\n\t\tCrawlDeath:\n\t\t\tINS0 J 0 A_Scream\n\t\t\tINS0 J 0 A_NoBlocking\n\t\t\tINS0 J 0 A_SpawnItemEx(\"Q2InsaneDeathAnimationCrawl\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER|SXF_TRANSFERSCALE)\n\t\t\tTNT1 A -1\n\t\t\tStop\n\t\tXDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"UniversalBloodyHellGoreXDeathEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\t\t\tTNT1 A 0 A_UnsetSolid\n\t\t\tTNT1 A 5 A_SpawnItem(Q2GibSpawner)\n\t\t\tStop\n\t\tDeath.RottDisintegrate:\n\t\t\t\"####\" \"#\" 0 A_ChangeFlag(\"SOLID\", 0)\n\t\t\t\"####\" \"#\" 0 A_Scream\n\t\t\t\"####\" \"#\" 0 A_NoBlocking\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 0 A_Stop\n\t\t\t\"####\" \"#\" 0 A_ChangeFlag(\"SHOOTABLE\",FALSE)\n\t\t\t\"####\" \"#\" 0 A_ChangeFlag(\"NOGRAVITY\",TRUE)\n\t\t\t\"####\" \"#\" 0 A_ChangeFlag(\"FLOORCLIP\",TRUE)\n\t\t\t\"####\" \"#\" 0 A_SpawnItem(\"RGodModeDeathSmall\")\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.9,0)\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.8,0)\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.7,0)\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.6,0)\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.5,0)\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 2 A_SetTranslucent(0.4,0)\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 2 A_SetTranslucent(0.3,0)\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 2 A_SetTranslucent(0.2,0)\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 2 A_SetTranslucent(0.1,0)\n\t\t\tstop\n\t\tDisintegrate:\n\t\t\t\"####\" \"#\" 0 A_NoBlocking\n\t\t\t\"####\" \"#\" 0 A_ChangeFlag(\"DONTGIB\",1)\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 0 A_Scream\n\t\t\t\"####\" \"#\" 0 A_ChangeFlag(\"SOLID\",FALSE)\n\t\t\t\"####\" \"#\" 0 A_ChangeFlag(\"SHOOTABLE\",FALSE)\n\t\t\t\"####\" \"#\" 0 A_ChangeFlag(\"NOGRAVITY\",TRUE)\n\t\t\t\"####\" \"#\" 0 A_ChangeFlag(\"FLOORCLIP\",TRUE)\n\t\t\t\"####\" \"#\" 0 A_Stop\n\t\t\t\"####\" \"#\" 3 A_SpawnItem(\"DisintEffectSmall\",0,10)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.9,0)\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.8,0)\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.7,0)\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.6,0)\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.5,0)\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 2 A_SetTranslucent(0.4,0)\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 2 A_SetTranslucent(0.3,0)\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 2 A_SetTranslucent(0.2,0)\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 2 A_SetTranslucent(0.1,0)\n\t\t\tstop\n\t\tDeath.Nuke:\n\t\t\t\"####\" \"#\" 0 A_ChangeFlag(\"SOLID\", 0)\n\t\t\t\"####\" \"#\" 0 A_Scream\n\t\t\t\"####\" \"#\" 0 A_NoBlocking\n\t\t\t\"####\" \"#\" 0 A_SpawnItem(\"WTNukeDeathSmall\")\n\t\t\t\"####\" \"#################\" 3 A_Fadeout(0.05)\n\t\t\tstop\n\t\tPain.LifeLeech:\n\t\t\tTNT1 A 0 A_GiveToTarget(\"SerpentHealth\", random(1,2))\n\t\t\tTNT1 A 0 A_GiveToTarget(\"HealthBonus\",1)\n\t\t\tGoto Pain\n\t\tPain.Vodoo:\n\t\t\tTNT1 A 0 A_GiveToTarget(\"Voodoo\", 1)\n\t\t\tGoto Pain\n\t\tDeath.HLLaser:\n\t\tDeath.HLExplosive:\n\t\tDeath.HLRPGExplosive:\n\t\t\tTNT1 A 0 A_JumpIfHealthLower(-20,1)\n\t\t\tgoto Death\n\t\tDeath.HLEgon:\n\t\tDeath.FreemanGibs:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"UniversalBloodyHellGoreXDeathEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\t\t\tTNT1 A 0 A_SpawnItem(\"HLGenericGibSpawner\")\n\t\t\tTNT1 A 5 A_NoBlocking\n\t\t\tGoto XDeath\n\t\tDeath.Vodoo:\n\t\tDeath.VoodooPuff:\n\t\tDeath.DynamiteCoop:\n\t\tDeath.Dynamite:\n\t\tDeath.LifeLeech:\n\t\tDeath.CalebNapalm:\n\t\tDeath.Shock:\n\t\tDeath.Vodoo:\n\t\t\tTNT1 A 0 A_JumpIfHealthLower(-20,\"XDeathForCaleb\")\n\t\tDeath.Tesla:\n\t\tDeath.CalebFire:\n\t\tDeath.CalebBullet:\n\t\t\tTNT1 A 0 A_Jump(218, \"Death\")\n\t\t\tTNT1 A 0 A_GiveToTarget(\"CalebDMTaunt1\", 1)\n\t\t\tGoto Death\n\t\tXDeathForCaleb:\n\t\t\tTNT1 A 0 A_UnsetSolid\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"CalebGibSpawner\")\n\t\t\tTNT1 A 0 A_Jump(96,\"XDeath\")\n\t\t\tTNT1 A 0 A_GiveToTarget(\"CalebDMTaunt1\",1)\n\t\t\tGoto XDeath\n\t\tDeath.EradExplosive:\n\t\tDeath.EradNova:\n\t\tDeath.EradShock:\n\t\tDeath.EradExplosive2:\n\t\t\tTNT1 A 0 A_JumpIfHealthLower(-5,\"XDeathForCatBitch\")\n\t\tDeath.EradDisc:\n\t\tDeath.EradPiercingDart:\n\t\tDeath.EradGreenFire:\n\t\tDeath.EradCoopGreenFire:\n\t\t\tTNT1 A 0 A_Jump(218, \"Death\")\n\t\t\tTNT1 A 0 A_GiveToTarget(\"EleenaDMTaunt1\", 1)\n\t\t\tGoto Death\n\t\tXDeathForCatBitch:\n\t\t\tTNT1 A 0 A_UnsetSolid\n\t\t\tTNT1 A 0 A_Jump(96,\"XDeath\")\n\t\t\tTNT1 A 0 A_GiveToTarget(\"EleenaGibTaunt\",1)\n\t\t\tGoto XDeath\n\t\tDeath.DukeDamage:\n\t\tDeath.DukePistol:\n\t\t\tTNT1 A 0 A_Jump(218,\"Death\")\n\t\t\tTNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n\t\t\tgoto Death\n\t\tDeath.MightyBoot:\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n\t\t\tTNT1 A 0 A_Jump(64,\"Death\")\n\t\t\tTNT1 A 0 A_GiveToTarget(\"DukeBootTaunt\",1)\n\t\t\tgoto Death\n\t\tDeath.DukeExplosive:\n\t\t\tTNT1 A 0 A_JumpIfHealthLower(-3,\"DukeGibStart\")\n\t\tDukeGibStart:\n\t\t\tTNT1 A 0 A_UnsetSolid\n\t\t\tTNT1 A 0 A_SpawnDebris(\"DukeGibs1\")\n\t\t\tTNT1 A 0 A_SpawnDebris(\"DukeGibs2\")\n\t\t\tTNT1 A 0 A_SpawnDebris(\"DukeGibs3\")\n\t\t\tTNT1 A 0 A_SpawnDebris(\"DukeGibs4\")\n\t\t\tTNT1 A 0 A_SpawnDebris(\"DukeGibs5\")\n\t\t\tTNT1 A 0 A_SpawnDebris(\"DukeGibs6\")\n\t\t\tTNT1 A 0 A_PlaySound(\"duke/enemygib\")\n\t\t\tTNT1 A 0 A_Jump(96,\"XDeath\")\n\t\t\tTNT1 A 0 A_GiveToTarget(\"DukeGibTaunt\",1)\n\t\t\tGoto XDeath\n\t\tDeath.PSRAPower:\n\t\tDeath.PSRAPowerCoop:\n\t\tDeath.PSExplosive:\n\t\tDeath.PSExplosiveCoop:\n\t\t\tTNT1 A 0 A_JumpIfHealthLower(-30, \"XDeathForJon\")\n\t\tDeath.PSBullet:\n\t\tDeath.PSFire:\n\t\t\tTNT1 A 0 A_Jump(218, \"Death\")\n\t\t\tTNT1 A 0 A_GiveToTarget(\"JonDMTaunt1\", 1)\n\t\t\tGoto Death\n\t\tXDeathForJon:\n\t\t\tTNT1 A 0 A_UnsetSolid\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PSGibSpawner\")\n\t\t\tTNT1 A 0 A_Jump(96,\"XDeath\")\n\t\t\tTNT1 A 0 A_GiveToTarget(\"JonDMTaunt1\",1)\n\t\t\tGoto XDeath\n\t\tDeath.LeonardDamage2:\n\t\tDeath.LeonardDamage3:\n\t\t\tTNT1 A 0 A_JumpIfHealthLower(-20, \"XDeathForLeonard\")\n\t\tDeath.LeonardDamage0:\n\t\tDeath.LeonardDamage1:\n\t\t\tTNT1 A 0 A_Jump(218, \"Death\")\n\t\t\tTNT1 A 0 A_GiveToTarget(\"LeonardDMTaunt1\", 1)\n\t\t\tGoto Death\n\t\tXDeathForLeonard:\n\t\t\tTNT1 A 0 A_UnsetSolid\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RRGibSpawner\")\n\t\t\tTNT1 A 0 A_Jump(96,\"XDeath\")\n\t\t\tTNT1 A 0 A_GiveToTarget(\"LeonardGibTaunt\",1)\n\t\t\tGoto XDeath\n\t\tDeath.SWFist:\n\t\t\tTNT1 A 0 A_GiveToTarget(\"SWLoWangBloody\", 1)\n\t\t\tTNT1 A 0 A_UnsetSolid\n\t\t\tTNT1 A 0 A_Jump(218, \"Death\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"SWFisted\")\n\t\t\tTNT1 A 0 A_GiveToTarget(\"LoWangDMTaunt1\", 1)\n\t\t\tgoto Death\n\t\tDeath.SWKatana:\n\t\t\tTNT1 A 0 A_GiveToTarget(\"SWLoWangBloody\", 1)\n\t\t\tTNT1 A 0 A_UnsetSolid\n\t\t\tTNT1 A 0 A_Jump(218, \"Death\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"SWKatanad\")\n\t\t\tTNT1 A 0 A_GiveToTarget(\"LoWangDMTaunt1\", 1)\n\t\t\tgoto Death\n\t\tDeath.SWShuriken:\n\t\t\tTNT1 A 0 A_UnsetSolid\n\t\t\tTNT1 A 0 A_Jump(218, \"Death\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"SWShurikend\")\n\t\t\tTNT1 A 0 A_GiveToTarget(\"LoWangDMTaunt1\", 1)\n\t\t\tgoto Death\n\t\tDeath.SWSticky:\n\t\tDeath.SWStickyCoop:\n\t\tDeath.SWGrenade:\n\t\tDeath.SWNuke:\n\t\tDeath.SWRocket:\n\t\tDeath.SWRailgun:\n\t\tDeath.SWRailgunCoop:\n\t\tDeath.SWNukeCoop:\n\t\tDeath.SWFlame:\n\t\tDeath.SWFlame2:\n\t\tDeath.SWFlame2Coop:\n\t\tDeath.SWFlame3:\n\t\t\tTNT1 A 0 A_JumpIfHealthLower(-3,\"XDeathForWang\")\n\t\tDeath.SWBullet:\n\t\t\tTNT1 A 0 A_Jump(218, \"Death\")\n\t\t\tTNT1 A 0 A_GiveToTarget(\"LoWangDMTaunt1\", 1)\n\t\t\tgoto Death\n\t\tXDeathForWang:\n\t\t\tTNT1 A 0 A_UnsetSolid\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"SWHumanGibSpawner\")\n\t\t\tTNT1 A 0 A_Jump(218, \"XDeath\")\n\t\t\tTNT1 A 0 A_GiveToTarget(\"LoWangDMTaunt2\",1)\n\t\t\tgoto XDeath\n\t\tDeath.QuakeElectric:\n\t\tDeath.NotQuadded:\n\t\tDeath.QuakeExplosive:\n\t\t\tTNT1 A 0 A_JumpIfHealthLower(-50, \"XDeathForRanger\")\n\t\t\tgoto Death\n\t\tXDeath.QuakeElectric:\n\t\tXDeath.NotQuadded:\n\t\tXDeath.QuakeExplosive:\n\t\tXDeathForRanger:\n\t\t\tTNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"QuakeGibSpawner\",0,0,0,0,0,0,0,SXF_USEBLOODCOLOR|SXF_NOCHECKPOSITION)\n\t\t\tTNT1 A 0 A_UnsetSolid\n\t\t\tTNT1 A 5 A_FadeOut\n\t\t\tStop\n\t\tDeath.DukeIce:\n\t\t\t\"####\" \"#\" 0 A_PlaySound(\"duke/enemyfreeze\")\n\t\t\t\"####\" \"#\" 0 A_GiveInventory(\"FreezethrowerWeakness\")\n\t\t\t\"####\" \"#\" 0 A_Jump(218,\"Ice\")\n\t\t\t\"####\" \"#\" 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n\t\tIce:\n\t\tDeath.HexenIce:\n\t\tDeath.WTMeleeIce:\n\t\tDeath.WTRangedIce:\n\t\tDeath.Ice:\n\t\t\t\"####\" \"#\" 0 A_GiveToTarget(\"KillCount\",1)\n\t\t\t\"####\" \"#\" 0 A_NoBlocking\n\t\t\t\"####\" \"#\" 0 A_GenericFreezeDeath\n\t\t\t\"####\" \"#\" 70 A_UnsetSolid\n\t\t\t\"####\" \"#\" 0 A_IceGuyDie\n\t\t\t\"####\" \"#\" 1 A_IceGuyDie\n\t\t\tTNT1 A 0\n\t\t\tstop\n\t\tDeath.ZorchPistol:\n\t\tDeath.Zorch:\n\t\tDeath.ZorchKamikaze:\n\t\tDeath.PhasingZorch:\n\t\tDeath.ZorchSpectral:\n\t\t\t\"####\" \"#\" 0 A_GiveToTarget(\"KillCount\",1)\n\t\t\t\"####\" \"#\" 0 A_Stop\n\t\t\t\"####\" \"#\" 0 A_ChangeFlag(\"DONTGIB\",1)\n\t\t\t\"####\" \"#\" 0 A_PlaySoundEx(\"chex/zorch\",\"soundslot5\",0,0)\n\t\t\t\"####\" \"#\" 3 A_SpawnItem(\"ZorchEffectSmall\")\n\t\t\t\"####\" \"#\" 0 A_GiveInventory(\"EnemyZorched\",1)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.9,0)\n\t\t\t\"####\" \"#\" 0 A_Scream\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.8,0)\n\t\t\t\"####\" \"#\" 0 A_NoBlocking\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.7,0)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.6,0)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.5,0)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.4,0)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.3,0)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.2,0)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.1,0)\n\t\t\tTNT1 A 1 A_SetTranslucent(1,0)\n\t\t\tTNT1 A -1\n\t\t\tstop\n\t\tPain.ShrinkerDMG:\n\t\t\tINS8 Q 0\n\t\t\t\"####\" \"#\" 0 A_SetUserVar(\"user_scalex\", scalex*65536.0)\n\t\t\t\"####\" \"#\" 0 A_SetUserVar(\"user_scaley\", scaley*65536.0)\n\t\t\t\"####\" \"#\" 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\t\t\"####\" \"#\" 0 A_ChangeFlag(\"NODAMAGE\", 1)\n\t\t\t\"####\" \"#\" 0 A_NoBlocking\n\t\t\t\"####\" \"#\" 0 A_PlaySound(\"duke/shrink\")\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.95*(user_scalex/65536.0),0.95*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.9*(user_scalex/65536.0),0.9*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 0 A_SpawnItemEx(\"Q2Insane1_ShrinkEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.85*(user_scalex/65536.0),0.85*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.8*(user_scalex/65536.0),0.8*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 0 A_SpawnItemEx(\"Q2Insane1_ShrinkEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.75*(user_scalex/65536.0),0.75*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.7*(user_scalex/65536.0),0.7*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 0 A_SpawnItemEx(\"Q2Insane1_ShrinkEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.65*(user_scalex/65536.0),0.65*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.6*(user_scalex/65536.0),0.6*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 0 A_SpawnItemEx(\"Q2Insane1_ShrinkEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.55*(user_scalex/65536.0),0.55*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.5*(user_scalex/65536.0),0.5*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 0 A_SpawnItemEx(\"Q2Insane1_ShrinkEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.45*(user_scalex/65536.0),0.45*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.4*(user_scalex/65536.0),0.4*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 0 A_SpawnItemEx(\"Q2Insane1_ShrinkEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.35*(user_scalex/65536.0),0.35*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.3*(user_scalex/65536.0),0.3*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 0 A_SpawnItemEx(\"Q2Insane1_ShrinkEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.25*(user_scalex/65536.0),0.25*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 4 A_SetScale(0.2*(user_scalex/65536.0),0.2*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 0 A_SpawnItemEx(\"Q2Insane1_Shrink\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG|SXF_SETMASTER,0,tid)\n\t\t\tTNT1 A 2\n\t\t\tTNT1 A 0 Thing_Remove(0)\n\t\t\tstop\n\t\tDeath.ExpanderDMG:\n\t\tXDeath.ExpanderDMG:\n\t\t\tINS3 H 0\n\t\t\t\"####\" \"#\" 0 A_SetUserVar(\"user_scalex\", scalex*65536.0)\n\t\t\t\"####\" \"#\" 0 A_SetUserVar(\"user_scaley\", scaley*65536.0)\n\t\t\t\"####\" \"#\" 0 A_PlaySound(\"duke/expand\")\n\t\t\tGoto ExpanderLoop\n\t\tExpanderLoop:\n\t\t\t\"####\" \"#\" 1 A_SetScale(1.1*(user_scalex/65536.0)+((0.01*(user_scalex/65536.0))*CallACS(\"Samsara_Expander\",1))+((0.01*(user_scalex/65536.0))*(CallACS(\"Samsara_Expander\",1)-CallACS(\"Samsara_Expander\",2)))*(CallACS(\"Samsara_Expander\",3)*2),1.1*(user_scaley/65536.0)+((0.01*(user_scaley/65536.0))*CallACS(\"Samsara_Expander\",2)))\n\t\t\t\"####\" \"#\" 0 A_GiveInventory(\"ExpanderGrowthX\", 1)\n\t\t\t\"####\" \"#\" 0 A_JumpIf(ceilingz - (z + height + CallACS(\"Samsara_Expander\",1) + 32) <= 0, 2)\n\t\t\t\"####\" \"#\" 0 A_GiveInventory(\"ExpanderGrowthY\", 1)\n\t\t\t\"####\" \"#\" 0 A_GiveInventory(\"ExpanderDoubleX\", 1)\n\t\t\t\"####\" \"#\" 0 A_JumpIfInventory(\"ExpanderGrowthX\", 40, \"ExpanderPop\")\n\t\t\tloop\n\t\tExpanderPop:\n\t\t\t\"####\" \"#\" 10\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ExpanderExplosion_Basic\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\t\t\tTNT1 A 0 A_PlaySound(\"duke/explosion\", 6, 1.0)\n\t\t\tTNT1 A 1 ACS_NamedExecuteWithResult(\"SamsaraDecorate\",36,2)\n\t\t\tTNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n\t\t\tTNT1 A 0 A_Jump(96,2)\n\t\t\tTNT1 A 0 A_GiveToTarget(\"DukeGibTaunt\", 1)\n\t\t\tTNT1 A 0 A_SetScale (1.0, 1.0)\n\t\t\tTNT1 A 0 A_UnsetSolid\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"UniversalBloodyHellGoreXDeathEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DukeGibPopSpawner\", 0, 0, height*2, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\t\t\tTNT1 A 0 A_GiveToTarget(\"DukeGibTaunt\",1)\n\t\t\tTNT1 A 1\n\t\t\tStop\n\t\tDeath.ExpanderDMGCoop:\n\t\tXDeath.ExpanderDMGCoop:\n\t\t\tINS3 H 0\n\t\t\t\"####\" \"#\" 0 A_SetUserVar(\"user_scalex\", scalex*65536.0)\n\t\t\t\"####\" \"#\" 0 A_SetUserVar(\"user_scaley\", scaley*65536.0)\n\t\t\t\"####\" \"#\" 0 A_PlaySound(\"duke/expand\")\n\t\t\tGoto ExpanderLoopCoop\n\t\tExpanderLoopCoop:\n\t\t\t\"####\" \"#\" 1 A_SetScale(1.1*(user_scalex/65536.0)+((0.01*(user_scalex/65536.0))*CallACS(\"Samsara_Expander\",1))+((0.01*(user_scalex/65536.0))*(CallACS(\"Samsara_Expander\",1)-CallACS(\"Samsara_Expander\",2)))*(CallACS(\"Samsara_Expander\",3)*2),1.1*(user_scaley/65536.0)+((0.01*(user_scaley/65536.0))*CallACS(\"Samsara_Expander\",2)))\n\t\t\t\"####\" \"#\" 0 A_GiveInventory(\"ExpanderGrowthX\", 1)\n\t\t\t\"####\" \"#\" 0 A_JumpIf(ceilingz - (z + height + CallACS(\"Samsara_Expander\",1) + 32) <= 0, 2)\n\t\t\t\"####\" \"#\" 0 A_GiveInventory(\"ExpanderGrowthY\", 1)\n\t\t\t\"####\" \"#\" 0 A_GiveInventory(\"ExpanderDoubleX\", 1)\n\t\t\t\"####\" \"#\" 0 A_JumpIfInventory(\"ExpanderGrowthX\", 40, \"ExpanderPopCoop\")\n\t\t\tloop\n\t\tExpanderPopCoop:\n\t\t\t\"####\" \"#\" 10\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ExpanderExplosion_Coop\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\t\t\tTNT1 A 0 A_PlaySound(\"duke/explosion\", 6, 1.0)\n\t\t\tTNT1 A 1 ACS_NamedExecuteWithResult(\"SamsaraDecorate\",36,2)\n\t\t\tTNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n\t\t\tTNT1 A 0 A_Jump(96,2)\n\t\t\tTNT1 A 0 A_GiveToTarget(\"DukeGibTaunt\", 1)\n\t\t\tTNT1 A 0 A_SetScale (1.0, 1.0)\n\t\t\tTNT1 A 0 A_UnsetSolid\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"UniversalBloodyHellGoreXDeathEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DukeGibPopSpawner\", 0, 0, height*2, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\t\t\tTNT1 A 0 A_GiveToTarget(\"DukeGibTaunt\",1)\n\t\t\tTNT1 A 1\n\t\t\tStop\n\t}\n}\n\nactor Q2Insane1_Shrink : Q2Insane1\n{\n\t+FRIGHTENED\n\t+NOTRIGGER\n\t-SHOOTABLE\n\t+THRUACTORS\n\t+NORADIUSDMG\n\t+VULNERABLE\n\t+QUICKTORETALIATE\n\t+COUNTKILL\n\t-NOGRAVITY\n\t+NODAMAGE\n\t+NOPAIN\n\tMaxStepHeight 0\n\tMaxDropOffHeight 0\n\tMeleeRange 16\n\tHeight 16\n\tHealth 1\n\tSpeed 1\n\tPainChance \"ShrinkDMG\", 0\n\tDamageFactor \"ShrinkDMG\", 0.0\n\tPainChance \"ExpanderDMG\", 0\n\tDamageFactor \"ExpanderDMG\", 0.0\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"ShrunkToken\",1,\"SpawnLoop\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_scalex\", scalex*65536.0)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_scaley\", scaley*65536.0)\n\t\t\tTNT1 A 0 A_SetScale(scalex*0.2,scaley*0.2) // setting the scale in ACS does work, but the actor shows up at normal size for a split second\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Samsara_Shrinker\", 0, 1)\n\t\t\tINS8 Q 10\n\t\t\tGoto See\n\t\tSpawnLoop:\n\t\t\tINS3 HIJKLM 4 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS7 Q 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS7 R 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS7 S 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS7 T 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS7 U 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS7 V 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS7 W 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS7 X 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS7 Y 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS7 Z 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 A 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 B 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 C 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 D 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 E 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 F 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 G 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 H 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 I 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 J 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 K 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 L 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 M 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 N 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 O 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 P 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIf(CallACS(\"Samsara_Shrinker\", 3) == 0, \"Forget\")\n\t\t\tLoop\n\t\tForget:\n\t\t\t\"####\" \"#\" 0 A_ClearTarget\n\t\t\tGoto See\n\t\tGrow:\n\t\t\t\"####\" \"#\" 4 A_SetScale(0.25*(user_scalex/65536.0),0.25*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.3*(user_scalex/65536.0),0.3*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.35*(user_scalex/65536.0),0.35*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.4*(user_scalex/65536.0),0.4*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.45*(user_scalex/65536.0),0.45*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.5*(user_scalex/65536.0),0.5*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.55*(user_scalex/65536.0),0.55*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.6*(user_scalex/65536.0),0.6*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.65*(user_scalex/65536.0),0.65*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.7*(user_scalex/65536.0),0.7*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.75*(user_scalex/65536.0),0.75*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.8*(user_scalex/65536.0),0.8*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.85*(user_scalex/65536.0),0.85*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.9*(user_scalex/65536.0),0.9*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.95*(user_scalex/65536.0),0.95*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(1.0*(user_scalex/65536.0),1.0*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 0 A_SpawnItemEx(\"Q2Insane1\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERPOINTERS|SXF_TRANSFERAMBUSHFLAG|SXF_SETMASTER,0,tid)\n\t\t\tTNT1 A 0 A_DamageChildren(CallACS(\"Samsara_Shrinker\",2))\n\t\t\tTNT1 A 2 Thing_Remove(0)\n\t\t\tstop\n\t\tSquish:\n\t\t\t\"####\" \"#\" 0 A_GiveInventory(\"SquishToken\", 1)\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeStomp\", 1, 2)\n\t\t\t\"####\" \"#\" 0 A_Jump(256,3)\n\t\t\t\"####\" \"#\" 2\n\t\t\t\"####\" \"#\" 0 A_Jump(256,3)\n\t\t\t\"####\" \"#\" 0\n\t\t\t\"####\" \"#\" 2 A_Die(\"Squish\")\n\t\t\t\"####\" \"#\" 0\n\t\t\tloop\n\t\tDeath:\n\t\tXDeath:\n\t\tDeath.Squish:\n\t\tXDeath.Squish:\n\t\t\tTNT1 A 0 A_Jump(64,2)\n\t\t\tTNT1 A 0 A_GiveToTarget(\"DukeBootTaunt\",1)\n\t\t\tTNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n\t\t\tTNT1 A 0 A_PlaySound(\"duke/enemygib\", CHAN_BODY)\n\t\t\tTNT1 A 1 A_SpawnItemEx(\"DukeBloodPool\",0,0,0,0,0,0,0,SXF_USEBLOODCOLOR|SXF_NOCHECKPOSITION)\n\t\t\tstop\n\t\tDukeStomp:\n\t\t\t\"####\" \"#\" 0 A_GiveToTarget(\"DukeStomp\", 1)\n\t\t\tGoto Squish\n\t}\n}\n\nactor Q2Insane1_ShrinkEffect : Q2Insane1\n{\n\t-ISMONSTER\n\t-COUNTKILL\n\t-SHOOTABLE\n\t-SOLID\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\t-NOGRAVITY\n\tRenderstyle Translucent\n\tAlpha 0.4\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tINS8 Q 0\n\t\t\tINS8 Q 0 A_SetUserVar(\"user_scalex\", scalex*65536.0)\n\t\t\tINS8 Q 0 A_SetUserVar(\"user_scaley\", scaley*65536.0)\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.95*(user_scalex/65536.0),0.95*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.9*(user_scalex/65536.0),0.9*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.85*(user_scalex/65536.0),0.85*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.8*(user_scalex/65536.0),0.8*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.75*(user_scalex/65536.0),0.75*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.7*(user_scalex/65536.0),0.7*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.65*(user_scalex/65536.0),0.65*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.6*(user_scalex/65536.0),0.6*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.55*(user_scalex/65536.0),0.55*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.5*(user_scalex/65536.0),0.5*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.45*(user_scalex/65536.0),0.45*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.4*(user_scalex/65536.0),0.4*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.35*(user_scalex/65536.0),0.35*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.3*(user_scalex/65536.0),0.3*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.25*(user_scalex/65536.0),0.25*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.2*(user_scalex/65536.0),0.2*(user_scaley/65536.0))\n\t\t\tStop\n\t}\n}\n\nActor Q2InsaneDeathAnimation\n{\n\tHealth 50\n\tHeight 40\n\tRadius 20\n\tMass 5000\n\tBloodType \"Q2Blood\"\n\t+SHOOTABLE\n\t+VULNERABLE\n\t+ISMONSTER\n\t-COUNTKILL\n\t-SOLID\n\t+NOTARGET\n\t-FRIENDLY\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tINS9 ABCDEFGHIJKLMNOPQ 4 A_Warp(AAPTR_Master,0,0,0,0,WARPF_INTERPOLATE)\n\t\t\tINS9 Q 0 A_SpawnItemEx(\"Q2InsaneDeathCorpse\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION|SXF_TRANSFERSCALE)\n\t\t\tStop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_RemoveMaster\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"UniversalBloodyHellGoreXDeathEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\t\t\tTNT1 A 0 A_UnsetSolid\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 5 A_SpawnItem(Q2GibSpawner)\n\t\t\tStop\n\t\tDeath.RottDisintegrate:\n\t\t\t\"####\" \"#\" 0 A_RemoveMaster\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 0 A_Stop\n\t\t\t\"####\" \"#\" 0 A_ChangeFlag(\"SHOOTABLE\",FALSE)\n\t\t\t\"####\" \"#\" 0 A_SpawnItem(\"RGodModeDeathSmall\")\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.9,0)\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.8,0)\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.7,0)\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.6,0)\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.5,0)\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 2 A_SetTranslucent(0.4,0)\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 2 A_SetTranslucent(0.3,0)\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 2 A_SetTranslucent(0.2,0)\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 2 A_SetTranslucent(0.1,0)\n\t\t\tstop\n\t\tDisintegrate:\n\t\t\t\"####\" \"#\" 0 A_RemoveMaster\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 0 A_ChangeFlag(\"SHOOTABLE\",FALSE)\n\t\t\t\"####\" \"#\" 0 A_Stop\n\t\t\t\"####\" \"#\" 3 A_SpawnItem(\"DisintEffectSmall\",0,10)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.9,0)\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.8,0)\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.7,0)\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.6,0)\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.5,0)\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 2 A_SetTranslucent(0.4,0)\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 2 A_SetTranslucent(0.3,0)\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 2 A_SetTranslucent(0.2,0)\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"ExtraDeathFX\",0,1)\n\t\t\t\"####\" \"#\" 2 A_SetTranslucent(0.1,0)\n\t\t\tstop\n\t\tDeath.Nuke:\n\t\t\t\"####\" \"#\" 0 A_RemoveMaster\n\t\t\t\"####\" \"#\" 0 A_ChangeFlag(\"SHOOTABLE\",FALSE)\n\t\t\t\"####\" \"#\" 0 A_SpawnItem(\"WTNukeDeathSmall\")\n\t\t\t\"####\" \"#################\" 3 A_Fadeout(0.05)\n\t\t\tstop\n\t\tDeath.DukeIce:\n\t\t\t\"####\" \"#\" 0 A_PlaySound(\"duke/enemyfreeze\")\n\t\t\t\"####\" \"#\" 0 A_GiveInventory(\"FreezethrowerWeakness\")\n\t\tIce:\n\t\tDeath.HexenIce:\n\t\tDeath.WTMeleeIce:\n\t\tDeath.WTRangedIce:\n\t\tDeath.Ice:\n\t\t\t\"####\" \"#\" 0 A_RemoveMaster\n\t\t\t\"####\" \"#\" 0 A_NoBlocking\n\t\t\t\"####\" \"#\" 0 A_GenericFreezeDeath\n\t\t\t\"####\" \"#\" 70 A_UnsetSolid\n\t\t\t\"####\" \"#\" 0 A_IceGuyDie\n\t\t\t\"####\" \"#\" 1 A_IceGuyDie\n\t\t\tTNT1 A 0\n\t\t\tstop\n\t\tDeath.ZorchPistol:\n\t\tDeath.Zorch:\n\t\tDeath.ZorchKamikaze:\n\t\tDeath.PhasingZorch:\n\t\tDeath.ZorchSpectral:\n\t\t\t\"####\" \"#\" 0 A_Stop\n\t\t\t\"####\" \"#\" 0 A_ChangeFlag(\"DONTGIB\",1)\n\t\t\t\"####\" \"#\" 0 A_PlaySoundEx(\"chex/zorch\",\"soundslot5\",0,0)\n\t\t\t\"####\" \"#\" 3 A_SpawnItem(\"ZorchEffectSmall\")\n\t\t\t\"####\" \"#\" 0 A_GiveInventory(\"EnemyZorched\",1)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.9,0)\n\t\t\t\"####\" \"#\" 0 A_Scream\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.8,0)\n\t\t\t\"####\" \"#\" 0 A_NoBlocking\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.7,0)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.6,0)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.5,0)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.4,0)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.3,0)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.2,0)\n\t\t\t\"####\" \"#\" 3 A_SetTranslucent(0.1,0)\n\t\t\tTNT1 A 1 A_SetTranslucent(1,0)\n\t\t\tstop\n\t}\n}\n\nActor Q2InsaneDeathCorpse : Q2InsaneDeathAnimation\n{\n\tHealth 50\n\tHeight 8\n\tRadius 16\n\tMass 5000\n\tBloodType \"Q2Blood\"\n\t+SHOOTABLE\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tINS9 Q 4\n\t\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_RemoveMaster\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"UniversalBloodyHellGoreXDeathEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\t\t\tTNT1 A 0 A_UnsetSolid\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 5 A_SpawnItem(Q2GibSpawner)\n\t\t\tStop\n\t}\n}\n\nActor Q2InsaneDeathAnimationCrawl : Q2InsaneDeathAnimation\n{\n\tHealth 50\n\tHeight 40\n\tRadius 20\n\tMass 5000\n\tBloodType \"Q2Blood\"\n\t+SHOOTABLE\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tINS0 JKLMNOP 4\n\t\t\tINS0 P 0 A_SpawnItemEx(\"Q2InsaneDeathCorpseCrawl\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION|SXF_TRANSFERSCALE)\n\t\t\tStop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_RemoveMaster\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"UniversalBloodyHellGoreXDeathEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\t\t\tTNT1 A 0 A_UnsetSolid\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 5 A_SpawnItem(Q2GibSpawner)\n\t\t\tStop\n\t}\n}\n\nActor Q2InsaneDeathCorpseCrawl : Q2InsaneDeathAnimation\n{\n\tHealth 50\n\tHeight 8\n\tRadius 16\n\tMass 5000\n\tBloodType \"Q2Blood\"\n\t+SHOOTABLE\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tINS0 P 4\n\t\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_RemoveMaster\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"UniversalBloodyHellGoreXDeathEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\t\t\tTNT1 A 0 A_UnsetSolid\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 5 A_SpawnItem(Q2GibSpawner)\n\t\t\tStop\n\t}\n}\n\nActor Q2Insane2 : Q2Insane1\n{\n\tStates\n\t{\n\t\tDeath:\n\t\t\tINS9 A 0 A_JumpIfInventory(\"Q2InsaneCrawlToken\", 1, \"CrawlDeath\")\n\t\t\tINS9 A 0 A_Scream\n\t\t\tINS9 A 0 A_NoBlocking\n\t\t\tINS9 A 0 A_SpawnItemEx(\"Q2Insane2DeathAnimation\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER|SXF_TRANSFERSCALE)\n\t\t\tTNT1 A -1\n\t\t\tStop\n\t\tCrawlDeath:\n\t\t\tINS0 J 0 A_Scream\n\t\t\tINS0 J 0 A_NoBlocking\n\t\t\tINS0 J 0 A_SpawnItemEx(\"Q2Insane2DeathAnimationCrawl\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER|SXF_TRANSFERSCALE)\n\t\t\tTNT1 A -1\n\t\t\tStop\n\t\tPain.ShrinkerDMG:\n\t\t\tINS8 Q 0\n\t\t\t\"####\" \"#\" 0 A_SetUserVar(\"user_scalex\", scalex*65536.0)\n\t\t\t\"####\" \"#\" 0 A_SetUserVar(\"user_scaley\", scaley*65536.0)\n\t\t\t\"####\" \"#\" 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\t\t\"####\" \"#\" 0 A_ChangeFlag(\"NODAMAGE\", 1)\n\t\t\t\"####\" \"#\" 0 A_NoBlocking\n\t\t\t\"####\" \"#\" 0 A_PlaySound(\"duke/shrink\")\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.95*(user_scalex/65536.0),0.95*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.9*(user_scalex/65536.0),0.9*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 0 A_SpawnItemEx(\"Q2Insane2_ShrinkEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.85*(user_scalex/65536.0),0.85*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.8*(user_scalex/65536.0),0.8*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 0 A_SpawnItemEx(\"Q2Insane2_ShrinkEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.75*(user_scalex/65536.0),0.75*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.7*(user_scalex/65536.0),0.7*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 0 A_SpawnItemEx(\"Q2Insane2_ShrinkEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.65*(user_scalex/65536.0),0.65*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.6*(user_scalex/65536.0),0.6*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 0 A_SpawnItemEx(\"Q2Insane2_ShrinkEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.55*(user_scalex/65536.0),0.55*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.5*(user_scalex/65536.0),0.5*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 0 A_SpawnItemEx(\"Q2Insane2_ShrinkEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.45*(user_scalex/65536.0),0.45*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.4*(user_scalex/65536.0),0.4*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 0 A_SpawnItemEx(\"Q2Insane2_ShrinkEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.35*(user_scalex/65536.0),0.35*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.3*(user_scalex/65536.0),0.3*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 0 A_SpawnItemEx(\"Q2Insane2_ShrinkEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.25*(user_scalex/65536.0),0.25*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 4 A_SetScale(0.2*(user_scalex/65536.0),0.2*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 0 A_SpawnItemEx(\"Q2Insane2_Shrink\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG|SXF_SETMASTER,0,tid)\n\t\t\tTNT1 A 2\n\t\t\tTNT1 A 0 Thing_Remove(0)\n\t\t\tstop\n\t}\n}\n\nactor Q2Insane2_Shrink : Q2Insane2\n{\n\t+FRIGHTENED\n\t+NOTRIGGER\n\t-SHOOTABLE\n\t+THRUACTORS\n\t+NORADIUSDMG\n\t+VULNERABLE\n\t+QUICKTORETALIATE\n\t+COUNTKILL\n\t-NOGRAVITY\n\t+NODAMAGE\n\t+NOPAIN\n\tMaxStepHeight 0\n\tMaxDropOffHeight 0\n\tMeleeRange 16\n\tHeight 16\n\tHealth 1\n\tSpeed 1\n\tPainChance \"ShrinkDMG\", 0\n\tDamageFactor \"ShrinkDMG\", 0.0\n\tPainChance \"ExpanderDMG\", 0\n\tDamageFactor \"ExpanderDMG\", 0.0\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"ShrunkToken\",1,\"SpawnLoop\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_scalex\", scalex*65536.0)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_scaley\", scaley*65536.0)\n\t\t\tTNT1 A 0 A_SetScale(scalex*0.2,scaley*0.2) // setting the scale in ACS does work, but the actor shows up at normal size for a split second\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Samsara_Shrinker\", 0, 1)\n\t\t\tINS8 Q 10\n\t\t\tGoto See\n\t\tSpawnLoop:\n\t\t\tINS3 HIJKLM 4 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS7 Q 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS7 R 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS7 S 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS7 T 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS7 U 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS7 V 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS7 W 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS7 X 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS7 Y 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS7 Z 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 A 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 B 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 C 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 D 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 E 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 F 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 G 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 H 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 I 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 J 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 K 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 L 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 M 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 N 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 O 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 P 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIf(CallACS(\"Samsara_Shrinker\", 3) == 0, \"Forget\")\n\t\t\tLoop\n\t\tForget:\n\t\t\t\"####\" \"#\" 0 A_ClearTarget\n\t\t\tGoto See\n\t\tGrow:\n\t\t\t\"####\" \"#\" 4 A_SetScale(0.25*(user_scalex/65536.0),0.25*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.3*(user_scalex/65536.0),0.3*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.35*(user_scalex/65536.0),0.35*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.4*(user_scalex/65536.0),0.4*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.45*(user_scalex/65536.0),0.45*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.5*(user_scalex/65536.0),0.5*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.55*(user_scalex/65536.0),0.55*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.6*(user_scalex/65536.0),0.6*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.65*(user_scalex/65536.0),0.65*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.7*(user_scalex/65536.0),0.7*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.75*(user_scalex/65536.0),0.75*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.8*(user_scalex/65536.0),0.8*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.85*(user_scalex/65536.0),0.85*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.9*(user_scalex/65536.0),0.9*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.95*(user_scalex/65536.0),0.95*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(1.0*(user_scalex/65536.0),1.0*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 0 A_SpawnItemEx(\"Q2Insane2\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERPOINTERS|SXF_TRANSFERAMBUSHFLAG|SXF_SETMASTER,0,tid)\n\t\t\tTNT1 A 0 A_DamageChildren(CallACS(\"Samsara_Shrinker\",2))\n\t\t\tTNT1 A 2 Thing_Remove(0)\n\t\t\tstop\n\t\tSquish:\n\t\t\t\"####\" \"#\" 0 A_GiveInventory(\"SquishToken\", 1)\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeStomp\", 1, 2)\n\t\t\t\"####\" \"#\" 0 A_Jump(256,3)\n\t\t\t\"####\" \"#\" 2\n\t\t\t\"####\" \"#\" 0 A_Jump(256,3)\n\t\t\t\"####\" \"#\" 0\n\t\t\t\"####\" \"#\" 2 A_Die(\"Squish\")\n\t\t\t\"####\" \"#\" 0\n\t\t\tloop\n\t\tDeath:\n\t\tXDeath:\n\t\tDeath.Squish:\n\t\tXDeath.Squish:\n\t\t\tTNT1 A 0 A_Jump(64,2)\n\t\t\tTNT1 A 0 A_GiveToTarget(\"DukeBootTaunt\",1)\n\t\t\tTNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n\t\t\tTNT1 A 0 A_PlaySound(\"duke/enemygib\", CHAN_BODY)\n\t\t\tTNT1 A 1 A_SpawnItemEx(\"DukeBloodPool\",0,0,0,0,0,0,0,SXF_USEBLOODCOLOR|SXF_NOCHECKPOSITION)\n\t\t\tstop\n\t\tDukeStomp:\n\t\t\t\"####\" \"#\" 0 A_GiveToTarget(\"DukeStomp\", 1)\n\t\t\tGoto Squish\n\t}\n}\n\nactor Q2Insane2_ShrinkEffect : Q2Insane2\n{\n\t-ISMONSTER\n\t-COUNTKILL\n\t-SHOOTABLE\n\t-SOLID\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\t-NOGRAVITY\n\tRenderstyle Translucent\n\tAlpha 0.4\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tINS8 Q 0\n\t\t\tINS8 Q 0 A_SetUserVar(\"user_scalex\", scalex*65536.0)\n\t\t\tINS8 Q 0 A_SetUserVar(\"user_scaley\", scaley*65536.0)\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.95*(user_scalex/65536.0),0.95*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.9*(user_scalex/65536.0),0.9*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.85*(user_scalex/65536.0),0.85*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.8*(user_scalex/65536.0),0.8*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.75*(user_scalex/65536.0),0.75*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.7*(user_scalex/65536.0),0.7*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.65*(user_scalex/65536.0),0.65*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.6*(user_scalex/65536.0),0.6*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.55*(user_scalex/65536.0),0.55*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.5*(user_scalex/65536.0),0.5*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.45*(user_scalex/65536.0),0.45*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.4*(user_scalex/65536.0),0.4*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.35*(user_scalex/65536.0),0.35*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.3*(user_scalex/65536.0),0.3*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.25*(user_scalex/65536.0),0.25*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.2*(user_scalex/65536.0),0.2*(user_scaley/65536.0))\n\t\t\tStop\n\t}\n}\n\nActor Q2Insane2DeathAnimation : Q2InsaneDeathAnimation\n{\n\tHealth 50\n\tHeight 40\n\tRadius 20\n\tMass 5000\n\tBloodType \"Q2Blood\"\n\t+SHOOTABLE\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tINS9 ABCDEFGHIJKLMNOPQ 4\n\t\t\tINS9 Q 0 A_SpawnItemEx(\"Q2Insane2DeathCorpse\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION|SXF_TRANSFERSCALE)\n\t\t\tStop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_RemoveMaster\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"UniversalBloodyHellGoreXDeathEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\t\t\tTNT1 A 0 A_UnsetSolid\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 5 A_SpawnItem(Q2GibSpawner)\n\t\t\tStop\n\t}\n}\n\nActor Q2Insane2DeathCorpse : Q2InsaneDeathAnimation\n{\n\tHealth 50\n\tHeight 8\n\tRadius 16\n\tMass 5000\n\tBloodType \"Q2Blood\"\n\t+SHOOTABLE\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tINS9 Q 4\n\t\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_RemoveMaster\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"UniversalBloodyHellGoreXDeathEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\t\t\tTNT1 A 0 A_UnsetSolid\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 5 A_SpawnItem(Q2GibSpawner)\n\t\t\tStop\n\t}\n}\n\nActor Q2Insane2DeathAnimationCrawl : Q2InsaneDeathAnimation\n{\n\tHealth 50\n\tHeight 40\n\tRadius 20\n\tMass 5000\n\tBloodType \"Q2Blood\"\n\t+SHOOTABLE\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tINS0 JKLMNOP 4\n\t\t\tINS0 P 0 A_SpawnItemEx(\"Q2Insane2DeathCorpseCrawl\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION|SXF_TRANSFERSCALE)\n\t\t\tStop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_RemoveMaster\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"UniversalBloodyHellGoreXDeathEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\t\t\tTNT1 A 0 A_UnsetSolid\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 5 A_SpawnItem(Q2GibSpawner)\n\t\t\tStop\n\t}\n}\n\nActor Q2Insane2DeathCorpseCrawl : Q2InsaneDeathAnimation\n{\n\tHealth 50\n\tHeight 8\n\tRadius 16\n\tMass 5000\n\tBloodType \"Q2Blood\"\n\t+SHOOTABLE\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tINS0 P 4\n\t\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_RemoveMaster\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"UniversalBloodyHellGoreXDeathEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\t\t\tTNT1 A 0 A_UnsetSolid\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 5 A_SpawnItem(Q2GibSpawner)\n\t\t\tStop\n\t}\n}\n\nActor Q2Insane3 : Q2Insane1\n{\n\tStates\n\t{\n\t\tDeath:\n\t\t\tINS9 A 0 A_JumpIfInventory(\"Q2InsaneCrawlToken\", 1, \"CrawlDeath\")\n\t\t\tINS9 A 0 A_Scream\n\t\t\tINS9 A 0 A_NoBlocking\n\t\t\tINS9 A 0 A_SpawnItemEx(\"Q2Insane3DeathAnimation\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER|SXF_TRANSFERSCALE)\n\t\t\tTNT1 A -1\n\t\t\tStop\n\t\tCrawlDeath:\n\t\t\tINS0 J 0 A_Scream\n\t\t\tINS0 J 0 A_NoBlocking\n\t\t\tINS0 J 0 A_SpawnItemEx(\"Q2Insane3DeathAnimationCrawl\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_SETMASTER|SXF_TRANSFERSCALE)\n\t\t\tTNT1 A -1\n\t\t\tStop\n\t\tPain.ShrinkerDMG:\n\t\t\tINS8 Q 0\n\t\t\t\"####\" \"#\" 0 A_SetUserVar(\"user_scalex\", scalex*65536.0)\n\t\t\t\"####\" \"#\" 0 A_SetUserVar(\"user_scaley\", scaley*65536.0)\n\t\t\t\"####\" \"#\" 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\t\t\"####\" \"#\" 0 A_ChangeFlag(\"NODAMAGE\", 1)\n\t\t\t\"####\" \"#\" 0 A_NoBlocking\n\t\t\t\"####\" \"#\" 0 A_PlaySound(\"duke/shrink\")\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.95*(user_scalex/65536.0),0.95*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.9*(user_scalex/65536.0),0.9*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 0 A_SpawnItemEx(\"Q2Insane3_ShrinkEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.85*(user_scalex/65536.0),0.85*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.8*(user_scalex/65536.0),0.8*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 0 A_SpawnItemEx(\"Q2Insane3_ShrinkEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.75*(user_scalex/65536.0),0.75*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.7*(user_scalex/65536.0),0.7*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 0 A_SpawnItemEx(\"Q2Insane3_ShrinkEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.65*(user_scalex/65536.0),0.65*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.6*(user_scalex/65536.0),0.6*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 0 A_SpawnItemEx(\"Q2Insane3_ShrinkEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.55*(user_scalex/65536.0),0.55*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.5*(user_scalex/65536.0),0.5*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 0 A_SpawnItemEx(\"Q2Insane3_ShrinkEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.45*(user_scalex/65536.0),0.45*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.4*(user_scalex/65536.0),0.4*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 0 A_SpawnItemEx(\"Q2Insane3_ShrinkEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.35*(user_scalex/65536.0),0.35*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.3*(user_scalex/65536.0),0.3*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 0 A_SpawnItemEx(\"Q2Insane3_ShrinkEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.25*(user_scalex/65536.0),0.25*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 4 A_SetScale(0.2*(user_scalex/65536.0),0.2*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 0 A_SpawnItemEx(\"Q2Insane3_Shrink\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG|SXF_SETMASTER,0,tid)\n\t\t\tTNT1 A 2\n\t\t\tTNT1 A 0 Thing_Remove(0)\n\t\t\tstop\n\t}\n}\n\nactor Q2Insane3_Shrink : Q2Insane3\n{\n\t+FRIGHTENED\n\t+NOTRIGGER\n\t-SHOOTABLE\n\t+THRUACTORS\n\t+NORADIUSDMG\n\t+VULNERABLE\n\t+QUICKTORETALIATE\n\t+COUNTKILL\n\t-NOGRAVITY\n\t+NODAMAGE\n\t+NOPAIN\n\tMaxStepHeight 0\n\tMaxDropOffHeight 0\n\tMeleeRange 16\n\tHeight 16\n\tHealth 1\n\tSpeed 1\n\tPainChance \"ShrinkDMG\", 0\n\tDamageFactor \"ShrinkDMG\", 0.0\n\tPainChance \"ExpanderDMG\", 0\n\tDamageFactor \"ExpanderDMG\", 0.0\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"ShrunkToken\",1,\"SpawnLoop\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_scalex\", scalex*65536.0)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_scaley\", scaley*65536.0)\n\t\t\tTNT1 A 0 A_SetScale(scalex*0.2,scaley*0.2) // setting the scale in ACS does work, but the actor shows up at normal size for a split second\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Samsara_Shrinker\", 0, 1)\n\t\t\tINS8 Q 10\n\t\t\tGoto See\n\t\tSpawnLoop:\n\t\t\tINS3 HIJKLM 4 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS7 Q 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS7 R 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS7 S 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS7 T 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS7 U 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS7 V 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS7 W 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS7 X 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS7 Y 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS7 Z 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 A 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 B 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 C 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 D 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 E 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 F 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 G 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 H 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 I 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 J 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 K 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 L 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 M 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 N 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 O 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ChexClass\", 1, 5) // this is supposed to be child friendly\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeClass\", 1, 3)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"Squish\")\n\t\t\t\"####\" \"#\" 0 A_Jump(256, 2)\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInSideMeleeRange(\"DukeStomp\")\n\t\t\tINS8 P 4 A_Wander\n\t\t\t\"####\" \"#\" 0 A_JumpIf(CallACS(\"Samsara_Shrinker\", 3) == 0, \"Forget\")\n\t\t\tLoop\n\t\tForget:\n\t\t\t\"####\" \"#\" 0 A_ClearTarget\n\t\t\tGoto See\n\t\tGrow:\n\t\t\t\"####\" \"#\" 4 A_SetScale(0.25*(user_scalex/65536.0),0.25*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.3*(user_scalex/65536.0),0.3*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.35*(user_scalex/65536.0),0.35*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.4*(user_scalex/65536.0),0.4*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.45*(user_scalex/65536.0),0.45*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.5*(user_scalex/65536.0),0.5*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.55*(user_scalex/65536.0),0.55*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.6*(user_scalex/65536.0),0.6*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.65*(user_scalex/65536.0),0.65*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.7*(user_scalex/65536.0),0.7*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.75*(user_scalex/65536.0),0.75*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.8*(user_scalex/65536.0),0.8*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.85*(user_scalex/65536.0),0.85*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.9*(user_scalex/65536.0),0.9*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.95*(user_scalex/65536.0),0.95*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(1.0*(user_scalex/65536.0),1.0*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 0 A_SpawnItemEx(\"Q2Insane3\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERPOINTERS|SXF_TRANSFERAMBUSHFLAG|SXF_SETMASTER,0,tid)\n\t\t\tTNT1 A 0 A_DamageChildren(CallACS(\"Samsara_Shrinker\",2))\n\t\t\tTNT1 A 2 Thing_Remove(0)\n\t\t\tstop\n\t\tSquish:\n\t\t\t\"####\" \"#\" 0 A_GiveInventory(\"SquishToken\", 1)\n\t\t\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"DukeStomp\", 1, 2)\n\t\t\t\"####\" \"#\" 0 A_Jump(256,3)\n\t\t\t\"####\" \"#\" 2\n\t\t\t\"####\" \"#\" 0 A_Jump(256,3)\n\t\t\t\"####\" \"#\" 0\n\t\t\t\"####\" \"#\" 2 A_Die(\"Squish\")\n\t\t\t\"####\" \"#\" 0\n\t\t\tloop\n\t\tDeath:\n\t\tXDeath:\n\t\tDeath.Squish:\n\t\tXDeath.Squish:\n\t\t\tTNT1 A 0 A_Jump(64,2)\n\t\t\tTNT1 A 0 A_GiveToTarget(\"DukeBootTaunt\",1)\n\t\t\tTNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n\t\t\tTNT1 A 0 A_PlaySound(\"duke/enemygib\", CHAN_BODY)\n\t\t\tTNT1 A 1 A_SpawnItemEx(\"DukeBloodPool\",0,0,0,0,0,0,0,SXF_USEBLOODCOLOR|SXF_NOCHECKPOSITION)\n\t\t\tstop\n\t\tDukeStomp:\n\t\t\t\"####\" \"#\" 0 A_GiveToTarget(\"DukeStomp\", 1)\n\t\t\tGoto Squish\n\t}\n}\n\nactor Q2Insane3_ShrinkEffect : Q2Insane3\n{\n\t-ISMONSTER\n\t-COUNTKILL\n\t-SHOOTABLE\n\t-SOLID\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\t-NOGRAVITY\n\tRenderstyle Translucent\n\tAlpha 0.4\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tINS8 Q 0\n\t\t\tINS8 Q 0 A_SetUserVar(\"user_scalex\", scalex*65536.0)\n\t\t\tINS8 Q 0 A_SetUserVar(\"user_scaley\", scaley*65536.0)\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.95*(user_scalex/65536.0),0.95*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.9*(user_scalex/65536.0),0.9*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.85*(user_scalex/65536.0),0.85*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.8*(user_scalex/65536.0),0.8*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.75*(user_scalex/65536.0),0.75*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.7*(user_scalex/65536.0),0.7*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.65*(user_scalex/65536.0),0.65*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.6*(user_scalex/65536.0),0.6*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.55*(user_scalex/65536.0),0.55*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.5*(user_scalex/65536.0),0.5*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.45*(user_scalex/65536.0),0.45*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.4*(user_scalex/65536.0),0.4*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.35*(user_scalex/65536.0),0.35*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.3*(user_scalex/65536.0),0.3*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.25*(user_scalex/65536.0),0.25*(user_scaley/65536.0))\n\t\t\t\"####\" \"#\" 1 A_SetScale(0.2*(user_scalex/65536.0),0.2*(user_scaley/65536.0))\n\t\t\tStop\n\t}\n}\n\nActor Q2Insane3DeathAnimation : Q2InsaneDeathAnimation\n{\n\tHealth 50\n\tHeight 40\n\tRadius 20\n\tMass 5000\n\tBloodType \"Q2Blood\"\n\t+SHOOTABLE\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tINS9 ABCDEFGHIJKLMNOPQ 4\n\t\t\tINS9 Q 0 A_SpawnItemEx(\"Q2Insane3DeathCorpse\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION|SXF_TRANSFERSCALE)\n\t\t\tStop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_RemoveMaster\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"UniversalBloodyHellGoreXDeathEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\t\t\tTNT1 A 0 A_UnsetSolid\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 5 A_SpawnItem(Q2GibSpawner)\n\t\t\tStop\n\t}\n}\n\nActor Q2Insane3DeathCorpse : Q2InsaneDeathAnimation\n{\n\tHealth 50\n\tHeight 8\n\tRadius 16\n\tMass 5000\n\tBloodType \"Q2Blood\"\n\t+SHOOTABLE\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tINS9 Q 4\n\t\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_RemoveMaster\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"UniversalBloodyHellGoreXDeathEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\t\t\tTNT1 A 0 A_UnsetSolid\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 5 A_SpawnItem(Q2GibSpawner)\n\t\t\tStop\n\t}\n}\n\nActor Q2Insane3DeathAnimationCrawl : Q2InsaneDeathAnimation\n{\n\tHealth 50\n\tHeight 40\n\tRadius 20\n\tMass 5000\n\tBloodType \"Q2Blood\"\n\t+SHOOTABLE\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tINS0 JKLMNOP 4\n\t\t\tINS0 P 0 A_SpawnItemEx(\"Q2Insane3DeathCorpseCrawl\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION|SXF_TRANSFERSCALE)\n\t\t\tStop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_RemoveMaster\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"UniversalBloodyHellGoreXDeathEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\t\t\tTNT1 A 0 A_UnsetSolid\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 5 A_SpawnItem(Q2GibSpawner)\n\t\t\tStop\n\t}\n}\n\nActor Q2Insane3DeathCorpseCrawl : Q2InsaneDeathAnimation\n{\n\tHealth 50\n\tHeight 8\n\tRadius 16\n\tMass 5000\n\tBloodType \"Q2Blood\"\n\t+SHOOTABLE\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tINS0 P 4\n\t\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_RemoveMaster\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"UniversalBloodyHellGoreXDeathEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\t\t\tTNT1 A 0 A_UnsetSolid\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 5 A_SpawnItem(Q2GibSpawner)\n\t\t\tStop\n\t}\n}\n\nActor Q2Insane : RandomSpawner { DropItem \"Q2Insane1\" DropItem \"Q2Insane2\" DropItem \"Q2Insane3\"}\n\nActor Q2InsaneCrawlToken : Inventory { Inventory.MaxAmount 1 }\n\nActor Q2PrisonerDrop : RandomSpawner\n{\n\tDropItem \"Q2BulletsPickup\", 255, 10\n\tDropItem \"Q2ShellPickup\", 255, 10\n\tDropItem \"Q2RocketsPickup\", 255, 5\n\tDropItem \"Q2CellPickup\", 255, 5\n}"
},
{
"source": "pk3",
"name": "Decorate/Bitterman/q2core.txt",
"contents": "Actor Q2EffectBase // This actor was made by TheCamaleonMaligno to be used as base for effects (actor taken from lo-mio)\n{\n\tRenderStyle Add\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\t+FORCEXYBILLBOARD\n\t+NOBLOCKMAP\n\t+DONTSPLASH\n\t+THRUACTORS\n\t+NOTRIGGER\n\t+NOBLOCKMONST\n//\t+NOTONAUTOMAP\n\tRadius 0.5\n\tHeight 1\n\tGravity 0.66\n\tSpecies \"VFX\"\n}\nActor InvBoolean : Inventory { +INVENTORY.UNDROPPABLE }\nActor Q2BulletPuff : BulletPuff\n{\n\t-ALLOWPARTICLES\n\tVSpeed 0\n\tDamageType \"BittermanDamage\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx(Q2BulletPuffParticle,FRandom(0,12),0,FRandom(-8,15),FRandom(0,0.5),0,FRandom(-1,-0.1),Random(1,360))\n\t\tTNT1 A 0 A_Jump(128,\"Null\")\n\t\tTNT1 A 0 A_PlaySound(\"Q2World/Ricochet\",1,0.5)\n\t\tTNT1 A 0 A_SpawnItem(Q2BulletPuffFlash)\n\t\tStop\n\t}\n}\nActor Q2BulletCoop : FastProjectile\n{\n Speed 300\n Damage 0\n Radius 1\n Height 1\n Species \"Player\"\n Projectile\n +BLOODSPLATTER\n +NOTIMEFREEZE\n +THRUSPECIES\n +DONTHARMCLASS\n DamageType \"BittermanDamage\"\n +DONTHARMSPECIES\n +MTHRUSPECIES\n -ALLOWPARTICLES\n States\n {\n Spawn:\n TNT1 A 1\n Loop\n Death:\n Crash:\n \tTNT1 A 1\n\tTNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx(Q2BulletPuffParticle,FRandom(0,12),0,FRandom(-8,15),FRandom(0,0.5),0,FRandom(-1,-0.1),Random(1,360))\n\tTNT1 A 0 A_Jump(128,\"Null\")\n\tTNT1 A 0 A_PlaySound(\"Q2World/Ricochet\",1,0.5)\n\tTNT1 A 0 A_SpawnItem(Q2BulletPuffFlash)\n\tStop\n XDeath:\n TNT1 A 1\n stop\n }\n}\n\nActor Q2BulletPuffParticle : Q2EffectBase\n{\n\t+BRIGHT\n\tRenderStyle Normal\n\tScale 1.5\n\tStates\n\t{\n\tSpawn:\n\t\tP001 ABCDEFGH 0 A_Jump(64,\"Fade\")\n\t\tLoop\n\tFade:\n\t\t\"----\" A 5\n\t\t\"----\" A 1 A_FadeOut\n\t\tWait\n\t}\n}\nActor Q2BulletPuffFlash : Q2EffectBase\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(Q2BulletPuffSmoke,0,0,0,0,0,FRandom(0,0.5))\n\t\tPUFF A 5 Bright\n\t\tPUFF B 1 Bright\n\t\tStop\n\t}\n}\nActor Q2BulletPuffSmoke : Q2EffectBase\n{\n\tRenderStyle Translucent\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tPUFF ABC 4 A_FadeOut(0.25)\n\t\tPUFF D 2\n\t\tStop\n\t}\n}\nActor Q2BloodParticle : Q2BulletPuffParticle\n{\n\tStates\n\t{\n\tSpawn:\n\t\tP002 DEFGH 0 A_Jump(64,\"Fade\")\n\t\tLoop\n\tFade:\n\t\t\"----\" D 5\n\t\t\"----\" D 1 A_FadeOut\n\t\tWait\n\t}\n}\nActor Q2Blood : Blood\n{\n\t-ALLOWPARTICLES\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",0,0,0,random(-350,350)/100.00,random(-350,350)/100.00,random(500,1000)/100.00,random(-180,180),33)\n\t\tTNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx(Q2BloodParticle,FRandom(0,12),0,FRandom(-8,15),FRandom(0,0.5),0,FRandom(-1,-0.1),Random(1,360),SXF_TRANSFERTRANSLATION)\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\nActor Q2BloodSplatter : Q2Blood {}\nActor Q2GibSpawner : Q2EffectBase\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 NoDelay A_PlaySound(\"Bitterman/Xdeath\")\n\t\tTNT1 A 0 A_SpawnItem(\"UniversalBloodyHellGoreXDeathEffect\")\n\t\tTNT1 AAAAAAAA 0 A_SpawnItemEx(Q2Gib,Random2(20),0,Random(0,50),Random(0,5),0,Random(0,10),Random(1,360))\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\nActor Q2MediumGibSpawner : Q2EffectBase\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 NoDelay A_PlaySound(\"Bitterman/Xdeath\")\n\t\tTNT1 A 0 A_SpawnItem(\"UniversalBloodyHellGoreXDeathEffect\")\n\t\tTNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx(Q2Gib,Random2(20),0,Random(0,50),Random(0,5),0,Random(0,10),Random(1,360))\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\nActor Q2LargeGibSpawner : Q2EffectBase\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 NoDelay A_PlaySound(\"Bitterman/Xdeath\")\n\t\tTNT1 A 0 A_SpawnItem(\"UniversalBloodyHellGoreXDeathEffect\")\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(Q2Gib,Random2(20),0,Random(0,50),Random(0,5),0,Random(0,10),Random(1,360))\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\nActor Q2HugeGibSpawner : Q2EffectBase\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 NoDelay A_PlaySound(\"Bitterman/Xdeath\")\n\t\tTNT1 A 0 A_SpawnItem(\"UniversalBloodyHellGoreXDeathEffect\")\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(Q2Gib,Random2(20),0,Random(0,50),Random(0,5),0,Random(0,10),Random(1,360))\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\nActor Q2ColorGibSpawner : Q2EffectBase\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 NoDelay A_PlaySound(\"Bitterman/Xdeath\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"UniversalBloodyHellGoreXDeathEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n\t\tTNT1 AAAAAAAA 0 A_SpawnItemEx(Q2GibColor,Random2(20),0,Random(0,50),Random(0,5),0,Random(0,10),Random(1,360),SXF_TRANSFERTRANSLATION)\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\nActor Q2MediumColorGibSpawner : Q2EffectBase\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 NoDelay A_PlaySound(\"Bitterman/Xdeath\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"UniversalBloodyHellGoreXDeathEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n\t\tTNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx(Q2GibColor,Random2(20),0,Random(0,50),Random(0,5),0,Random(0,10),Random(1,360),SXF_TRANSFERTRANSLATION)\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\nActor Q2LargeColorGibSpawner : Q2EffectBase\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 NoDelay A_PlaySound(\"Bitterman/Xdeath\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"UniversalBloodyHellGoreXDeathEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(Q2GibColor,Random2(20),0,Random(0,50),Random(0,5),0,Random(0,10),Random(1,360),SXF_TRANSFERTRANSLATION)\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\nActor Q2HugeColorGibSpawner : Q2EffectBase\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 NoDelay A_PlaySound(\"Bitterman/Xdeath\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"UniversalBloodyHellGoreXDeathEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(Q2GibColor,Random2(20),0,Random(0,50),Random(0,5),0,Random(0,10),Random(1,360),SXF_TRANSFERTRANSLATION)\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\nActor Q2Gib : Q2EffectBase\n{\n\tProjectile\n\tRenderStyle Normal\n\t-DONTSPLASH -NOINTERACTION -NOGRAVITY +DOOMBOUNCE +MOVEWITHSECTOR\n\tBounceFactor 0.5\n\tBounceCount 2\n\tSpeed 10\n\tScale 1.5\n\tVar Int User_Angle;\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tTNT1 A 0 A_SetUserVar(User_Angle,Random(6,20))\n\t\tGoto Decide\n\t\tTNT1 A 0 A_SetUserVar(User_Angle,Random(-20,-6))\n\t\tGoto Decide\n\tDecide:\n\t\tNULL ABC 0 A_Jump(64,\"Flying\")\n\t\tLoop\n\tFlying:\n\t\t\"----\" AAA 0 A_SpawnItemEx(Q2GibTrail,FRandom(0,8),0,FRandom(-8,8),FRandom(0,0.25),0,-0.33,Random(1,360), SXF_TRANSFERTRANSLATION)\n\t\t\"----\" A 0 A_SetPitch(Pitch+User_Angle)\n\t\t\"----\" A 1 A_SetAngle(Angle+User_Angle)\n\t\tLoop\n\tDeath:\n\t\t\"----\" A 700\n\t\t\"----\" A 35 A_CheckSight(\"Null\")\n\t\tWait\n\t}\n}\nActor Q2GibColor : Q2EffectBase\n{\n\tProjectile\n\tRenderStyle Normal\n\t-DONTSPLASH -NOINTERACTION -NOGRAVITY +DOOMBOUNCE +MOVEWITHSECTOR\n\tBounceFactor 0.5\n\tBounceCount 2\n\tSpeed 10\n\tScale 1.5\n\tVar Int User_Angle;\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tTNT1 A 0 A_SetUserVar(User_Angle,Random(6,20))\n\t\tGoto Decide\n\t\tTNT1 A 0 A_SetUserVar(User_Angle,Random(-20,-6))\n\t\tGoto Decide\n\tDecide:\n\t\tNULL ABC 0 A_Jump(64,\"Flying\")\n\t\tLoop\n\tFlying:\n\t\t\"----\" AAA 0 A_SpawnItemEx(Q2GibTrail,FRandom(0,8),0,FRandom(-8,8),FRandom(0,0.25),0,-0.33,Random(1,360),SXF_TRANSFERTRANSLATION)\n\t\t\"----\" A 0 A_SetPitch(Pitch+User_Angle)\n\t\t\"----\" A 1 A_SetAngle(Angle+User_Angle)\n\t\tLoop\n\tDeath:\n\t\t\"----\" A 700\n\t\t\"----\" A 35 A_CheckSight(\"Null\")\n\t\tWait\n\t}\n}\nActor Q2GibTrail : Q2BloodParticle\n{\n\t//Translation \"80:100=[255,128,0]:[255,0,0]\", \"101:111=[255,0,0]:[98,0,0]\"\n\tStates\n\t{\n\tFade:\n\t\t\"----\" D 5\n\t\t\"----\" D 1 A_FadeOut\n\t\tWait\n\t}\n}\nActor Q2Explosion : Q2EffectBase\n{\n\tRenderStyle Translucent\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 NoDelay A_SetAngle(Random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(Q2ExplosionParticle,0,0,Random(0,15),FRandom(-5,5),Random(-5,5),Random(-5,5))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(Q2ExplosionParticle,0,0,Random(0,15),FRandom(-5,5),Random(-5,5),Random(-5,5))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(Q2ExplosionParticle,0,0,Random(0,15),FRandom(-5,5),Random(-5,5),Random(-5,5))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(Q2ExplosionParticle,0,0,Random(0,15),FRandom(-5,5),Random(-5,5),Random(-5,5))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(Q2ExplosionParticle,0,0,Random(0,15),FRandom(-5,5),Random(-5,5),Random(-5,5))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(Q2ExplosionParticle,0,0,Random(0,15),FRandom(-5,5),Random(-5,5),Random(-5,5))\n\tDecide:\n\t\tTNT1 A 0 A_Jump(256,\"Spawn1\",\"Spawn2\",\"Spawn3\")\n\t\tStop\n\tSpawn1:\n\t\tXPL0 AB 3 Light(Explosion_X1)\n\t\tXPL0 CD 3 Light(Explosion_X2)\n\t\tXPL0 EF 3 Light(Explosion_X3)\n\t\tXPL0 GH 3 Light(Explosion_X4)\n\t\tXPL0 IJ 3 Light(Explosion_X5) A_FadeOut(0.16)\n\t\tXPL0 KL 3 Light(Explosion_X6) A_FadeOut(0.16)\n\t\tXPL0 MN 3 Light(Explosion_X7) A_FadeOut(0.16)\n\t\tStop\n\tSpawn2:\n\t\tXPL1 AB 3 Light(Explosion_X1)\n\t\tXPL1 CD 3 Light(Explosion_X2)\n\t\tXPL1 EF 3 Light(Explosion_X3)\n\t\tXPL1 GH 3 Light(Explosion_X4)\n\t\tXPL1 IJ 3 Light(Explosion_X5) A_FadeOut(0.16)\n\t\tXPL1 KL 3 Light(Explosion_X6) A_FadeOut(0.16)\n\t\tXPL1 MNO 3 Light(Explosion_X7) A_FadeOut(0.16)\n\t\tStop\n\tSpawn3:\n\t\tTNT1 A 0 A_CheckFloor(1)\n\t\tGoto Decide\n\t\tXPL2 ABC 2 Light(Explosion_X1)\n\t\tXPL2 DEF 3 Light(Explosion_X2)\n\t\tXPL2 GHI 2 Light(Explosion_X3)\n\t\tXPL2 JKL 3 Light(Explosion_X4)\n\t\tXPL2 MNO 2 Light(Explosion_X5) A_FadeOut(0.16)\n\t\tXPL2 OP 3 Light(Explosion_X6) A_FadeOut(0.16)\n\t\tXPL2 QRS 2 Light(Explosion_X7) A_FadeOut(0.16)\n\t\tStop\n\t}\n}\nActor Q2ExplosionParticle : Q2BulletPuffParticle\n{\n\tTranslation \"80:111=208:223\"\n\tScale 1\n\tStates\n\t{\n\tFade:\n\t\t\"----\" A 0 A_Jump(128,3,4,5)\n\t\t\"----\" AAAAA 4 Bright\n\t\tStop\n\t}\n}\nActor GreenPuff : Q2EffectBase\n{\n\tTranslation \"80:95=[255,255,0]:[0,255,0]\", \"96:111=[0,255,0]:[0,32,0]\"\n\tScale 1\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 NoDelay A_PlaySound(\"Q2Weapons/LaserHit\")\n\t\tTNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx(Q2BulletPuffParticleAdd,FRandom(0,5),0,FRandom(-5,5),FRandom(0,0.5),0,FRandom(-1,-0.1),Random(1,360),1|SXF_TRANSFERSCALE)\n\t\tStop\n\t}\n}\nActor Q2BulletPuffParticleAdd : Q2BulletPuffParticle { RenderStyle Add } // cuz SXF_TRANSFERRENDERSTYLE flag does not work in zandronum 3.0\nActor HUDLowHP : InvBoolean {}\nActor HUDHPDown : InvBoolean {}\nActor HUDArmorDown : InvBoolean {}\n/*Actor wea : Q2BulletPuffParticle\n{\n\t+NOTIMEFREEZE Scale 2\n\tVar Int User_Offset[3];\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 NoDelay A_Warp(AAPTR_TARGET,User_Offset[0],User_Offset[1],User_Offset[2],0,WARPF_NOCHECKPOSITION)\n\t\tGoto Super::Spawn\n\t}\n}*/\n\nActor Q2Weapon : DoomWeapon\n{\n\tTag \"[Insert Weapon Name Here]\"\n\tInventory.PickupMessage \"[Insert Weapon Message Here]\"\n\tInventory.PickupSound \"Q2Misc/W_Pkup\"\n\t+WEAPON.NOALERT\n\tWeapon.BobStyle InverseSmooth\n\tWeapon.BobSpeed 2\n\tWeapon.BobRangeX 0.66\n\tWeapon.BobRangeY 0.66\n\tStates\n\t{\n\tSelect:\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tTNT1 A 0 A_Jump(256,\"Raise\")\n\tDeselect:\n\tRaise:\n\tReady:\n\tFire:\n\t\tTNT1 A 0 A_TakeInventory(Q2Weapon)\n\t\tStop\n\tInstantDeselect:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\t}\n}\nActor Q2WeaponIndex : InvBoolean { Inventory.MaxAmount 11 }\nActor Q2WeaponFlash : Q2EffectBase\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tStop\n\t}\n}\nActor PowerSilencer : Powerup\n{\n\tPowerup.Duration -60\n}\nActor Q2Silencer : PowerupGiver\n{\n\t+INVENTORY.INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tInventory.Amount 1\n\tInventory.MaxAmount 2\n\tInventory.InterHubAmount 2\n\tPowerup.Type Silencer\n\tInventory.Icon \"Q2IHD0\"\n\tInventory.PickupMessage \"Silencer\"\n\tTag \"Silencer\"\n\tStates\n\t{\n\tSpawn:\n\t\tPOWR A -1\n\t\tStop\n\t}\n}\nActor Q2EnvironmentSuit : PowerupGiver\n{\n\t+INVENTORY.INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tInventory.Amount 1\n\tInventory.MaxAmount 2\n\tInventory.InterHubAmount 2\n\tPowerup.Color \"Green\", 0.1\n\tInventory.Icon \"Q2IHD4\"\n\tPowerup.Type IronFeet\n\tInventory.PickupMessage \"Environment Suit\"\n\tTag \"Environment Suit\"\n\tStates\n\t{\n\tSpawn:\n\t\tPOWR A -1\n\t\tStop\n\t}\n}\nActor Q2Invulnerability : PowerupGiver\n{\n\t+INVENTORY.INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tInventory.Amount 1\n\tInventory.MaxAmount 2\n\tInventory.InterHubAmount 2\n\tPowerup.Color \"Yellow\", 0.1\n\tInventory.Icon \"Q2IHD5\"\n\tPowerup.Type Invulnerable\n\tInventory.UseSound \"Q2Misc/Invulnerability/Use\"\n\tInventory.PickupMessage \"Invulnerability\"\n\tTag \"Invulnerability\"\n\tStates\n\t{\n\tSpawn:\n\t\tPOWR A -1\n\t\tStop\n\t}\n}\nActor Q2CellPickup : Ammo4Small\n{\n\tInventory.PickupMessage \"Cells\"\n\t+INVENTORY.NEVERRESPAWN\n\tStates\n\t{\n\tSpawn:\n\t\tQ2AM A -1\n\t\tStop\n\tPickup:\n \t\tTNT1 A 0 A_JumpIfInventory(\"RottClass\", 0, \"PickupRott\")\n TNT1 A 0 A_JumpIfInventory(\"Cell\", 0, \"PickupFail\")\n TNT1 A 0 A_JumpIfInventory(\"MarathonClass\", 0, \"PickupMarathon\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WitchavenClass\", 0, \"PickupWitchaven\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CatacombClass\", 0, \"PickupCatacomb\")\n TNT1 A 0 A_GiveInventory(\"Cell\", 50)\n stop\n\t PickupRott:\n\t\tTNT1 A 0 A_JumpIfInventory(\"DMissiles\", 0, \"Check1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"FWMissiles\", 0, \"Check2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SMissiles\", 0, \"Check3\")\n RottSafe:\n\t TNT1 A 0 A_GiveInventory(\"DMissiles\", 8)\n\t\tTNT1 A 0 A_GiveInventory(\"SMissiles\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"FWMissiles\", 2)\n\t Stop\n\t Check1:\n\t\tTNT1 A 0 A_JumpIfInventory(\"FWMissiles\", 0, \"PickupFail\")\n\t\tGoto RottSafe\n\t Check2:\n\t\tTNT1 A 0 A_JumpIfInventory(\"DMissiles\", 0, \"PickupFail\")\n\t Goto RottSafe\n\t Check3:\n\t\tTNT1 A 0 A_JumpIfInventory(\"SMissiles\", 0, \"PickupFail\")\n\t Goto RottSafe\n\t PickupWitchaven:\n TNT1 A 0 A_JumpIfInventory(\"Cell\", 0, \"PickupFail\")\n TNT1 A 0 A_GiveInventory(\"Cell\", 60)\n stop\n\t PickupCatacomb:\n\t\tTNT1 A 0 A_GiveInventory(\"Catacomb_Bolts\", Random(2,5))\n\t\tTNT1 A 0\n stop\n\t}\n}\nActor Q2SlugPickup : Ammo4Big\n{\n\tInventory.PickupMessage \"Cells\"\n\t+INVENTORY.NEVERRESPAWN\n\tStates\n\t{\n\tSpawn:\n\t\tQ2AM A -1\n\t\tStop\n\t}\n}\n\nActor Q2ShellPickup : Ammo2Small\n{\n\tInventory.PickupMessage \"Shells\"\n\t+INVENTORY.NEVERRESPAWN\n\tStates\n\t{\n\tSpawn:\n\t\tQ2AM A -1\n\t\tStop\n\tPickup:\n\t\tTNT1 A 0 A_JumpIfInventory(\"RottClass\", 0, \"PickupRott\")\n TNT1 A 0 A_JumpIfInventory(\"HexenClass\", 1, \"PickupHexen\")\n TNT1 A 0 A_JumpIfInventory(\"WolfenClass\", 1, \"PickupWolfen\")\n TNT1 A 0 A_JumpIfInventory(\"MarathonClass\", 0, \"PickupMarathon\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WitchavenClass\", 0, \"PickupWitchaven\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CatacombClass\", 0, \"PickupCatacomb\")\n //TNT1 A 0 A_JumpIfInventory(\"SWClass\", 0, \"PickupSW\")\n TNT1 A 0 A_JumpIfInventory(\"Shell\", 0, \"PickupFail\")\n TNT1 A 0 A_GiveInventory(\"Shell\", 10)\n stop\n PickupRott:\n\t TNT1 A 0 A_JumpIfInventory(\"HSMissiles\", 0, \"PickupFail\")\n\t\tTNT1 A 0 A_GiveInventory(\"HSMissiles\", 12)\n\t Stop\n PickupWitchaven:\n TNT1 A 0 A_JumpIfInventory(\"Shell\", 0, \"PickupFail\")\n TNT1 A 0 A_GiveInventory(\"Shell\", 15)\n stop\n\t PickupSW:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Shell\", 0, \"Check1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RocketAmmo\", 0, \"Check2\")\n SWSafe:\n\t TNT1 A 0 A_GiveInventory(\"Shell\", 10)\n\t\tTNT1 A 0 A_Jump(234,1)\n\t\tTNT1 A 0 A_GiveInventory(\"RocketAmmo\", 1)\n\t Stop\n\t PickupCatacomb:\n\t\tTNT1 A 0 A_GiveInventory(\"Catacomb_Xterminators\", 4)\n\t\tTNT1 A 0 A_GiveInventory(\"Catacomb_Bursts\", Random(0,2))\n\t\tTNT1 A 0\n stop\n\t Check1:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Shell\", 0, \"PickupFail\")\n\t\tGoto SWSafe\n\t Check2:\n\t\tTNT1 A 0 A_JumpIfInventory(\"RocketAmmo\", 0, \"PickupFail\")\n\t Goto SWSafe\n\t}\n}\nactor Q2BulletsPickup : Ammo1Small\n{\n Inventory.PickupMessage \"Bullets\"\n\t+INVENTORY.NEVERRESPAWN\n\tStates\n {\n Spawn:\n\t\tQ2AM A -1\n\t\tStop\n\t Pickup:\n TNT1 A 0 A_JumpIfInventory(\"MarathonClass\", 0, \"PickupMarathon\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WitchavenClass\", 0, \"PickupWitchaven\")\n \t\tTNT1 A 0 A_JumpIfInventory(\"RottClass\", 0, \"PickupRott\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RRClass\", 0, \"PickupLeonard\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BittermanClass\", 0, \"PickupBitterman\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CatacombClass\", 0, \"PickupCatacomb\")\n\t\tTNT1 A 0 A_GiveInventory(\"Clip\", 50)\n\t\tTNT1 A 0 A_JumpIfInventory(\"QuakeModeOn\",1,2)\n TNT1 A 0 A_JumpIfInventory(\"QuakeClass\", 0, \"PickupQuake\")\n\t\tTNT1 A 0\n stop\n\t PickupRott:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HSMissiles\", 0, \"PickupFail\")\n\t\tTNT1 A 0 A_GiveInventory(\"HSMissiles\", 25)\n\t\tStop\n\t PickupWitchaven:\n TNT1 A 0 A_JumpIfInventory(\"Clip\", 0, \"PickupFail\")\n TNT1 A 0 A_GiveInventory(\"Clip\", 60)\n stop\n\t PickupLeonard:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\", 0, \"PickupLeonard2\")\n\t\tTNT1 A 0 A_GiveInventory(\"Clip\", 50)\n\t\tTNT1 A 0 A_GiveInventory(\"MotoGunAmmo\", 50)\n\t\tStop\n\t PickupLeonard2:\n\t\tTNT1 A 0 A_JumpIfInventory(\"MotoGunAmmo\", 0, \"PickupFail\")\n\t\tTNT1 A 0 A_GiveInventory(\"MotoGunAmmo\", 50)\n\t\tstop\n\t PickupBitterman:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\", 0, \"PickupBitterman2\")\n\t\tTNT1 A 0 A_GiveInventory(\"Clip\", 50)\n\t\tTNT1 A 0 A_GiveInventory(\"Q2Flechettes\", 30)\n\t\tStop\n\t PickupBitterman2:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Q2Flechettes\", 0, \"PickupFail\")\n\t\tTNT1 A 0 A_GiveInventory(\"Q2Flechettes\", 30)\n\t\tstop\n\t PickupCatacomb:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Catacomb_Waves\", 0, 2)\n\t\tTNT1 A 0 A_GiveInventory(\"Catacomb_Waves\", Random(0,3))\n\t\tTNT1 A 0 A_JumpIfInventory(\"Catacomb_Zappers\", 0, \"PickupFail\")\n\t\tTNT1 A 0 A_GiveInventory(\"Catacomb_Zappers\", Random(4,5))\n\t\tTNT1 A 0\n stop\n }\n}\nActor Q2RocketsPickup : Ammo3Small\n{\n\tInventory.PickupMessage \"Rockets\"\n\t+INVENTORY.NEVERRESPAWN\n\tStates\n\t{\n\tSpawn:\n\t\tQ2AM A -1\n\t\tStop\n\tPickup:\n \t\tTNT1 A 0 A_JumpIfInventory(\"RottClass\", 0, \"PickupRott\")\n TNT1 A 0 A_JumpIfInventory(\"HexenClass\", 1, \"PickupHexen\")\n TNT1 A 0 A_JumpIfInventory(\"MarathonClass\", 1, \"PickupMarathon\")\n TNT1 A 0 A_JumpIfInventory(\"QuakeClass\", 1, \"PickupQuake\")\n TNT1 A 0 A_JumpIfInventory(\"SWClass\", 0, \"PickupSW\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WitchavenClass\", 0, \"PickupWitchaven\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CatacombClass\", 0, \"PickupCatacomb\")\n TNT1 A 0 A_GiveInventory(\"RocketAmmo\", 8)\n stop\n PickupRott:\n\t\tTNT1 A 0 A_JumpIfInventory(\"FBMissiles\", 0, \"Pickupfail\")\n\t\tTNT1 A 0 A_GiveInventory(\"FBMissiles\", 5)\n\t\tStop\n\t PickupWitchaven:\n TNT1 A 0 A_JumpIfInventory(\"RocketAmmo\", 0, \"PickupFail\")\n TNT1 A 0 A_GiveInventory(\"RocketAmmo\", 10)\n stop\n\t PickupSW:\n TNT1 A 0 A_JumpIfInventory(\"RocketAmmo\", 0, \"PickupFail\")\n TNT1 A 0 A_GiveInventory(\"RocketAmmo\", 7)\n\t\tTNT1 A 0 A_Jump(225,3)\n\t\tTNT1 A 0 A_Jump(82,2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HeatSeekerCharge\", 0, \"PickupFail\")\n TNT1 A 0 A_GiveInventory(\"HeatSeekerCharge\", 1)\n stop\n\t PickupCatacomb:\n\t\tTNT1 A 0 A_GiveInventory(\"Catacomb_Nukes\", Random(4,8))\n\t\tTNT1 A 0\n stop\n\t}\n}\n\nActor Q2QuadDamage : PowerupGiver\n{\n\t+INVENTORY.INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tInventory.Amount 1\n\tInventory.MaxAmount 2\n\tInventory.InterHubAmount 2\n\tPowerup.Type Q2QuadDamage\n\tPowerup.Color \"Blue\", 0.1\n\tPowerup.Duration -30\n\tInventory.Icon \"Q2IHD1\"\n\tInventory.UseSound \"Q2Misc/QuadDamage/Use\"\n\tInventory.PickupMessage \"Quad Damage\"\n\tTag \"Quad Damage\"\n\tStates\n\t{\n\tSpawn:\n\t\tPOWR A -1\n\t\tStop\n\t}\n}\nactor PowerQ2QuadDamage : PowerDamage\n{\n\tdamagefactor \"BittermanDamage\", 4\n}\n\nActor Q2DualFireDamage : PowerupGiver\n{\n\t+INVENTORY.INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tInventory.Amount 1\n\tInventory.MaxAmount 2\n\tInventory.InterHubAmount 2\n\tPowerup.Color \"Red\", 0.1\n\tPowerup.Type DoubleFiringSpeed\n\tPowerup.Duration -30\n\tInventory.Icon \"Q2IHD2\"\n\tInventory.UseSound \"Q2Misc/DoubleFire/Use\"\n\tInventory.PickupMessage \"Dual Fire Damage\"\n\tTag \"Dual Fire Damage\"\n\tStates\n\t{\n\tSpawn:\n\t\tPOWR A -1\n\t\tStop\n\t}\n}\n\nActor Q2DoubleDamage : PowerupGiver\n{\n\t+INVENTORY.INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tInventory.Amount 1\n\tInventory.MaxAmount 2\n\tInventory.InterHubAmount 2\n\tPowerup.Type Q2DoubleDamage\n\tPowerup.Color \"Orange\", 0.1\n\tPowerup.Duration -30\n\tInventory.Icon \"Q2IHD3\"\n\tInventory.UseSound \"Q2Misc/DoubleDamage/Use\"\n\tInventory.PickupMessage \"Double Damage\"\n\tTag \"Double Damage\"\n\tStates\n\t{\n\tSpawn:\n\t\tPOWR A -1\n\t\tStop\n\t}\n}\nactor PowerQ2DoubleDamage : PowerDamage\n{\n\tdamagefactor \"BittermanDamage\", 2\n}"
},
{
"source": "pk3",
"name": "Decorate/Bitterman/slot1.txt",
"contents": "Actor Q2Machinegun : Q2Weapon\n{\n\tTag \"Machinegun\"\n\tInventory.PickupMessage \"Machinegun\"\n\tWeapon.AmmoType Clip\n\tWeapon.AmmoUse 1\n\tWeapon.SlotNumber 1\n\tWeapon.AmmoGive 50\n\tInventory.RestrictedTo \"Bitterman\"\n\tStates\n\t{\n\tSpawn:\n\t\tQ2WP A -1\n\t\tStop\n\tSelect:\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tTNT1 A 0 A_TakeInventory(Q2WeaponIndex)\n\t\tTNT1 A 0 A_GiveInventory(Q2WeaponIndex,1)\n\t\tMGN0 ABCD 5\n\t\tGoto Ready+1\n\tDeselect:\n\t\tMGN0 H 3\n\t\tMGN1 STUV 3\n\t\tGoto InstantDeselect\n\tInstantDeselect:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tReady:\n\t\tTNT1 A 0 A_Jump(6,2)\n\t\tMGN0 H 1 A_WeaponReady\n\t\tLoop\n\t\tMGN0 \"IJKLMNOPQRSTUVWXYZ[^]\" 5 A_WeaponReady\n\t\tMGN1 ABCDEFGHIJKLMNOPQR 5 A_WeaponReady\n\t\tGoto Ready+1\n\tFire:\n\t\tMGN0 F 4 A_GunFlash\n\t\tMGN0 E 3 A_GunFlash\n\t\tMGN0 F 0 A_JumpIfInventory(\"Clip\",1,3)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"Q2Weapons/NoAmmo\")\n\t\tTNT1 A 0 A_CheckReload\n\t\tMGN0 F 0 A_ReFire\n\t\tTNT1 A 0 A_GunFlash(\"ClimbDown\",GFF_NOEXTCHANGE)\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CoopModeOn\", 1, \"CoopFlash\")\n\t\tTNT1 A 0 A_JumpIfInventory(PowerSilencer,1,\"SilentFlash\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/MachineGunFire\",CHAN_WEAPON)\n\t\tTNT1 A 0 A_FireBullets(5,2,1,16,\"Q2BulletPuff\",FBF_NORANDOM|FBF_USEAMMO)\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(MachinegunClimbToken,0,\"Null\")\n\t\tTNT1 A 0 A_GiveInventory(MachinegunClimbToken,1)\n\t\tTNT1 AAA 1 A_SetPitch(Pitch-0.33)\n\t\tStop\n\tSilentFlash:\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/MachineGunFire\",CHAN_WEAPON,0.25,0,3)\n\t\tTNT1 A 0 A_FireBullets(5,2,1,16,\"Q2BulletPuff\",FBF_NORANDOM|FBF_USEAMMO)\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(MachinegunClimbToken,0,\"Null\")\n\t\tTNT1 A 0 A_GiveInventory(MachinegunClimbToken,1)\n\t\tTNT1 AAA 1 A_SetPitch(Pitch-0.33)\n\t\tStop\n\tCoopFlash:\n\t\tTNT1 A 0 A_JumpIfInventory(PowerSilencer,1,\"SilentCoopFlash\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/MachineGunFire\",CHAN_WEAPON)\n\t\tTNT1 A 0 A_FireCustomMissile(\"Q2MachineGunBullet\", frandom(-5.00, 5.00), 1, 0, 0, 0, frandom(-2.00, 2.00))\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(MachinegunClimbToken,0,\"Null\")\n\t\tTNT1 A 0 A_GiveInventory(MachinegunClimbToken,1)\n\t\tTNT1 AAA 1 A_SetPitch(Pitch-0.33)\n\t\tStop\n\tSilentCoopFlash:\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/MachineGunFire\",CHAN_WEAPON,0.25,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"Q2MachineGunBullet\", frandom(-5.00, 5.00), 1, 0, 0, 0, frandom(-2.00, 2.00))\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(MachinegunClimbToken,0,\"Null\")\n\t\tTNT1 A 0 A_GiveInventory(MachinegunClimbToken,1)\n\t\tTNT1 AAA 1 A_SetPitch(Pitch-0.33)\n\t\tStop\n\tClimbDown:\n\t\tTNT1 A 0 A_JumpIfInventory(MachinegunClimbToken,1,1)\n\t\tStop\n\t\tTNT1 A 0 A_TakeInventory(MachinegunClimbToken,2)\n\t\tTNT1 A 1 A_SetPitch(Pitch+1.98)\n\t\tLoop\n\t}\n}\n\nActor Q2MachineGunBullet : Q2BulletCoop { Damage (16) }\nActor MachinegunClimbToken : InvBoolean { Inventory.MaxAmount 10 }"
},
{
"source": "pk3",
"name": "Decorate/Bitterman/slot2.txt",
"contents": "Actor Q2Shotgun : Q2Weapon\n{\n\tTag \"Shotgun\"\n\tInventory.PickupMessage \"$GOTSHOTGUN\"\n\tWeapon.AmmoType Shell\n\tWeapon.AmmoUse 1\n\tWeapon.SlotNumber 2\n\tWeapon.AmmoGive 8\n\tInventory.RestrictedTo \"Bitterman\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tQ2WP D -1\n\t\tStop\n\tSelect:\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tTNT1 A 0 A_TakeInventory(Q2WeaponIndex)\n\t\tTNT1 A 0 A_GiveInventory(Q2WeaponIndex,2)\n\t\tW001 A 4\n\t\tW001 B 3\n\t\tW001 C 4\n\t\tW001 D 3\n\t\tW001 E 4\n\t\tW001 F 3\n\t\tW001 G 4\n\t\tW001 HT 4 A_WeaponReady\n\t\tGoto Ready\n\tReady:\n\t\tTNT1 A 0 A_Jump(32,2)\n\t\tW001 T 5 A_WeaponReady\n\t\tLoop\n\t\tW001 TUVW 15 A_WeaponReady\n\t\tW001 XXX 5 A_WeaponReady\n\t\tTNT1 A 0 A_Jump(32,1)\n\t\tGoto Ready+6\n\t\tW001 \"YZ[\" 15 A_WeaponReady\n\t\tW001 \"^^^\" 5 A_WeaponReady\n\t\tTNT1 A 0 A_Jump(32,1)\n\t\tGoto Ready+14\n\t\tW001 \"]T\" 15 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tW001 T 2\n\t\tW002 ABC 4\n\t\tGoto InstantDeselect\n\tInstantDeselect:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CoopModeOn\", 1, \"CoopFire\")\n\t\tTNT1 A 0 A_JumpIfInventory(PowerSilencer,1,\"SilentFire\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/ShotgunFire\",CHAN_WEAPON)\n\t\tTNT1 A 0 A_FireBullets(6,3,12,6,\"Q2BulletPuff\",FBF_NORANDOM|FBF_USEAMMO)\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_GunFlash\n\t\tW001 IJ 3\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/ShotgunPump\",0)\n\t\tW001 KLMN 3\n\t\tW001 OPQRS 3\n\t\tW001 T 3 A_ReFire\n//\t\tW001 T 3\n\t\tGoto Ready\n\tSilentFire:\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/ShotgunFire\",CHAN_WEAPON,0.25,0,3)\n\t\tTNT1 A 0 A_FireBullets(6,3,12,6,\"Q2BulletPuff\",FBF_NORANDOM|FBF_USEAMMO)\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_GunFlash\n\t\tW001 IJ 3\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/ShotgunPump\",0,0.5)\n\t\tW001 KLMN 3\n\t\tW001 OPQRS 3\n\t\tW001 T 3 A_ReFire\n//\t\tW001 T 3\n\t\tGoto Ready\n\tCoopFire:\n\t\tTNT1 A 0 A_JumpIfInventory(PowerSilencer,1,\"SilentCoopFire\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/ShotgunFire\",CHAN_WEAPON)\n\t\tTNT1 AAAAAAAAAAAA 0 A_FireCustomMissile(\"Q2ShotGunBullet\", frandom(-6.00, 6.00), 0, 0, 0, 0, frandom(-3.00, 3.00))\n\t\tTNT1 A 0 A_TakeInventory(\"Shell\", 1, TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_GunFlash\n\t\tW001 IJ 3\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/ShotgunPump\",0)\n\t\tW001 KLMN 3\n\t\tW001 OPQRS 3\n\t\tW001 T 3 A_ReFire\n//\t\tW001 T 3\n\t\tGoto Ready\n\tSilentCoopFire:\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/ShotgunFire\",CHAN_WEAPON,0.25,0,3)\n\t\tTNT1 AAAAAAAAAA 0 A_FireCustomMissile(\"Q2ShotGunBullet\", frandom(-6.00, 6.00), 0, 0, 0, 0, frandom(-3.00, 3.00))\n\t\tTNT1 A 0 A_TakeInventory(\"Shell\", 1, TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_GunFlash\n\t\tW001 IJ 3\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/ShotgunPump\",0,0.5)\n\t\tW001 KLMN 3\n\t\tW001 OPQRS 3\n\t\tW001 T 3 A_ReFire\n//\t\tW001 T 3\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 1 A_Light2\n\t\tTNT1 A 0 A_SetPitch(Pitch-3.0)\n\t\tTNT1 AAAAA 1 A_SetPitch(Pitch+0.3)\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 AAAAA 1 A_SetPitch(Pitch+0.3)\n\t\tGoto LightDone\n\t}\n}\n\nActor Q2ShotGunBullet : Q2BulletCoop { Damage (6) }"
},
{
"source": "pk3",
"name": "Decorate/Bitterman/slot3.txt",
"contents": "Actor Q2SuperShotgun : Q2Weapon\n{\n\tTag \"Super Shotgun\"\n\tInventory.PickupMessage \"Super Shotgun\"\n\tWeapon.AmmoType Shell\n\tWeapon.SlotNumber 3\n\tWeapon.AmmoGive 12\n\tWeapon.AmmoUse 2\n\tInventory.RestrictedTo \"Bitterman\"\n\tStates\n\t{\n\tSpawn:\n\t\tQ2WP A -1\n\t\tStop\n\tSelect:\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tTNT1 A 0 A_TakeInventory(Q2WeaponIndex)\n\t\tTNT1 A 0 A_GiveInventory(Q2WeaponIndex,3)\n\t\tSSG0 ABCDEFG 4\n\t\tGoto Ready+1\n\tDeselect:\n\t\tSSG1 A 2\n\t\tSSG0 STUV 3\n\t\tGoto InstantDeselect\n\tInstantDeselect:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tReady:\n\t\tTNT1 A 0 A_Jump(6,2)\n\t\tSSG1 A 1 A_WeaponReady\n\t\tLoop\n\t\tSSG1 \"ABCDEFGHIJKLMNOPQRSTUVWXYZ[^]\" 5 A_WeaponReady\n\t\tSSG2 ABCDEFGHIJK 5 A_WeaponReady\n\t\tGoto Ready+1\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CoopModeOn\", 1, \"CoopFire\")\n\t\tTNT1 A 0 A_JumpIfInventory(PowerSilencer,1,\"SilentFire\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/SuperShotgunFire\",CHAN_WEAPON)\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_FireBullets(18,10,20,8,\"Q2BulletPuff\",FBF_NORANDOM|FBF_USEAMMO)\n\t\tTNT1 A 0 A_GunFlash\n\t\tSSG0 HIJKLMNO 3\n\t\tSSG0 PQR 4\n\t\tGoto Ready+1\n\tSilentFire:\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/SuperShotgunFire\",CHAN_WEAPON,0.25,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_FireBullets(18,10,20,8,\"Q2BulletPuff\",FBF_NORANDOM|FBF_USEAMMO)\n\t\tTNT1 A 0 A_GunFlash\n\t\tSSG0 HIJKLMNO 3\n\t\tSSG0 PQR 4\n\t\tGoto Ready+1\n\tCoopFire:\n\t\tTNT1 A 0 A_JumpIfInventory(PowerSilencer,1,\"SilentCoopFire\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/SuperShotgunFire\",CHAN_WEAPON)\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"Q2SuperShotGunBullet\", frandom(-18.00, 18.00), 1, 0, 0, 0, frandom(-10.00, 10.00))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_FireCustomMissile(\"Q2SuperShotGunBullet\", frandom(-18.00, 18.00), 0, 0, 0, 0, frandom(-10.00, 10.00))\n\t\tTNT1 A 0 A_GunFlash\n\t\tSSG0 HIJKLMNO 3\n\t\tSSG0 PQR 4\n\t\tGoto Ready+1\n\tSilentCoopFire:\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/SuperShotgunFire\",CHAN_WEAPON,0.25,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"Q2SuperShotGunBullet\", frandom(-18.00, 18.00), 1, 0, 0, 0, frandom(-10.00, 10.00))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_FireCustomMissile(\"Q2SuperShotGunBullet\", frandom(-18.00, 18.00), 0, 0, 0, 0, frandom(-10.00, 10.00))\n\t\tTNT1 A 0 A_GunFlash\n\t\tSSG0 HIJKLMNO 3\n\t\tSSG0 PQR 4\n\t\tGoto Ready+1\n\tFlash:\n\t\tTNT1 A 1 A_Light2\n\t\tTNT1 A 0 A_SetPitch(Pitch-5.0)\n\t\tTNT1 AAAAA 2 A_SetPitch(Pitch+0.5)\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 AAAAA 2 A_SetPitch(Pitch+0.5)\n\t\tGoto LightDone\n\t}\n}\n\nActor Q2SuperShotGunBullet : Q2BulletCoop { Damage (8) }"
},
{
"source": "pk3",
"name": "Decorate/Bitterman/slot4.txt",
"contents": "Actor Q2ChaingunAlternate : Inventory { Inventory.MaxAmount 2 +INVENTORY.UNDROPPABLE }\nActor Q2Chaingun : Q2Weapon\n{\n\tTag \"Chaingun\"\n\tInventory.PickupMessage \"Chaingun\"\n\tWeapon.AmmoType Clip\n\tWeapon.AmmoUse 1\n\tWeapon.SlotNumber 4\n\tWeapon.AmmoGive 20\n\tInventory.RestrictedTo \"Bitterman\"\n\tStates\n\t{\n\tSpawn:\n\t\tQ2WP A -1\n\t\tStop\n\tSelect:\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tTNT1 A 0 A_TakeInventory(Q2WeaponIndex)\n\t\tTNT1 A 0 A_GiveInventory(Q2WeaponIndex,4)\n\t\tCHG0 ABCDE 4\n\t\tGoto Ready+1\n\tDeselect:\n\t\tTNT1 A 0 A_StopSound(CHAN_5)\n\t\tCHG0 FGHI 4\n\t\tGoto InstantDeselect\n\tInstantDeselect:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tReady:\n\t\tTNT1 A 0 A_Jump(6,2)\n\t\tCHG0 F 1 A_WeaponReady\n\t\tLoop\n\t\tCHG2 \"ABCDEFGHIJKLMNOPQRSTUVWXYZ^[]\" 5 A_WeaponReady\n\t\tGoto Ready+1\n\tFire:\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/ChaingunSpinUp\",CHAN_5)\n\t\tCHG1 A 4 A_GunFlash\n\t\tCHG1 B 3 A_GunFlash\n\t\tCHG1 C 4 A_GunFlash\n\t\tCHG1 D 3 A_GunFlash\n\t\tCHG1 E 4 A_GunFlash\n\t\tCHG1 F 3 A_GunFlash\n\t\tCHG1 G 4 A_GunFlash\n\t\tCHG1 H 3 A_GunFlash\n\t\tCHG1 I 4 A_GunFlash\n\t\tCHG1 J 0 A_ReFire(1)\n\t\tGoto Ready+1\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/ChaingunSpinning\",CHAN_5,1,1)\n\t\tCHG1 JKLMNOPQ 2 A_GunFlash(\"Flash2\")\n\tHold:\n\t\tCHG1 \"RSTUVWXYZ^\" 1 A_GunFlash(\"Flash3\")\n\t\tCHG1 R 0 A_JumpIfInventory(\"Clip\",1,2)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"Q2Weapons/NoAmmo\")\n\t\tGoto SpinDown\n \t\tTNT1 A 0 A_ReFire\n\t\tCHG1 \"RSTUVWXYZ^RSTUVWXYZ^\" 1 A_GunFlash(\"Flash3\")\n\tSpinDown:\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/ChaingunSpinDown\",CHAN_5,0.75)\n\t\tCHG1 ABCDEFGHIJ 4 A_WeaponReady\n\t\tCHG0 F 0 A_CheckReload\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 0 A_JumpIfInventory(\"DMModeOn\", 1, \"FlashDM\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CoopModeOn\", 1, \"CoopFlash\")\n\t\tTNT1 A 0 A_JumpIfInventory(PowerSilencer,1,\"SilentFlash\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/MachineGunFire\",CHAN_WEAPON)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,2)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"Q2Weapons/NoAmmo\")\n\t\tGoto Flash+7\n\t\tTNT1 A 0 A_JumpIfInventory(\"Q2ChaingunAlternate\",2,\"FlashAmmo\")\n\t\tTNT1 A 0 A_GiveInventory(\"Q2ChaingunAlternate\",1)\n\t\tTNT1 A 0 A_FireBullets(5,2,-1,8,\"Q2BulletPuff\",FBF_NORANDOM)\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_SetAngle(Angle+FRandom(-1.25,1.25))\n\t\tTNT1 A 1 A_SetPitch(Pitch+FRandom(-1.25,1.25))\n\t\tStop\n\tFlashAmmo:\n\t\tTNT1 A 0 A_TakeInventory(\"Q2ChaingunAlternate\",2)\n\t\tTNT1 A 0 A_FireBullets(5,2,-1,8,\"Q2BulletPuff\",FBF_NORANDOM|FBF_USEAMMO)\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_SetAngle(Angle+FRandom(-1.25,1.25))\n\t\tTNT1 A 1 A_SetPitch(Pitch+FRandom(-1.25,1.25))\n\t\tStop\n\tSilentFlash:\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/MachineGunFire\",CHAN_WEAPON,0.25,0,3)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,2)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"Q2Weapons/NoAmmo\")\n\t\tGoto SilentFlash+4\n\t\tTNT1 A 0 A_JumpIfInventory(\"Q2ChaingunAlternate\",2,\"SilentFlashAmmo\")\n\t\tTNT1 A 0 A_GiveInventory(\"Q2ChaingunAlternate\",1)\n\t\tTNT1 A 0 A_FireBullets(5,2,-1,8,\"Q2BulletPuff\",FBF_NORANDOM)\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_SetAngle(Angle+FRandom(-1.25,1.25))\n\t\tTNT1 A 1 A_SetPitch(Pitch+FRandom(-1.25,1.25))\n\t\tStop\n\tSilentFlashAmmo:\n\t\tTNT1 A 0 A_TakeInventory(\"Q2ChaingunAlternate\",2)\n\t\tTNT1 A 0 A_FireBullets(5,2,-1,8,\"Q2BulletPuff\",FBF_NORANDOM|FBF_USEAMMO)\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_SetAngle(Angle+FRandom(-1.25,1.25))\n\t\tTNT1 A 1 A_SetPitch(Pitch+FRandom(-1.25,1.25))\n\t\tStop\n\tCoopFlash:\n\t\tTNT1 A 0 A_JumpIfInventory(PowerSilencer,1,\"SilentCoopFlash\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/MachineGunFire\",CHAN_WEAPON)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,2)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"Q2Weapons/NoAmmo\")\n\t\tGoto CoopFlash+6\n\t\tTNT1 A 0 A_JumpIfInventory(\"Q2ChaingunAlternate\",2,\"CoopFlashAmmo\")\n\t\tTNT1 A 0 A_GiveInventory(\"Q2ChaingunAlternate\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"Q2ChainGunBullet\", frandom(-5.00, 5.00), 0, 0, 0, 0, frandom(-2.00, 2.00))\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_SetAngle(Angle+FRandom(-1.25,1.25))\n\t\tTNT1 A 1 A_SetPitch(Pitch+FRandom(-1.25,1.25))\n\t\tStop\n\tCoopFlashAmmo:\n\t\tTNT1 A 0 A_TakeInventory(\"Q2ChaingunAlternate\",2)\n\t\tTNT1 A 0 A_FireCustomMissile(\"Q2ChainGunBullet\", frandom(-5.00, 5.00), 1, 0, 0, 0, frandom(-2.00, 2.00))\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_SetAngle(Angle+FRandom(-1.25,1.25))\n\t\tTNT1 A 1 A_SetPitch(Pitch+FRandom(-1.25,1.25))\n\t\tStop\n\tSilentCoopFlash:\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/MachineGunFire\",CHAN_WEAPON,0.25,0,3)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,2)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"Q2Weapons/NoAmmo\")\n\t\tGoto CoopFlash+4\n\t\tTNT1 A 0 A_JumpIfInventory(\"Q2ChaingunAlternate\",2,\"SilentCoopFlashAmmo\")\n\t\tTNT1 A 0 A_GiveInventory(\"Q2ChaingunAlternate\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"Q2ChainGunBullet\", frandom(-5.00, 5.00), 0, 0, 0, 0, frandom(-2.00, 2.00))\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_SetAngle(Angle+FRandom(-1.25,1.25))\n\t\tTNT1 A 1 A_SetPitch(Pitch+FRandom(-1.25,1.25))\n\t\tStop\n\tSilentCoopFlashAmmo:\n\t\tTNT1 A 0 A_TakeInventory(\"Q2ChaingunAlternate\",2)\n\t\tTNT1 A 0 A_FireCustomMissile(\"Q2ChainGunBullet\", frandom(-5.00, 5.00), 1, 0, 0, 0, frandom(-2.00, 2.00))\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_SetAngle(Angle+FRandom(-1.25,1.25))\n\t\tTNT1 A 1 A_SetPitch(Pitch+FRandom(-1.25,1.25))\n\t\tStop\n\tFlash2:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CoopModeOn\", 1, \"CoopFlash2\")\n\t\tTNT1 A 0 A_JumpIfInventory(PowerSilencer,1,\"SilentFlash2\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/MachineGunFire\",CHAN_WEAPON)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,2)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"Q2Weapons/NoAmmo\")\n\t\tGoto Flash2+7\n\t\tTNT1 A 0 A_JumpIfInventory(\"Q2ChaingunAlternate\",1,\"Flash2Ammo\")\n\t\tTNT1 A 0 A_GiveInventory(\"Q2ChaingunAlternate\",1)\n\t\tTNT1 A 0 A_FireBullets(5,5,-1,8,\"Q2BulletPuff\",FBF_NORANDOM)\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_SetAngle(Angle+FRandom(-0.75,0.75))\n\t\tTNT1 A 1 A_SetPitch(Pitch+FRandom(-0.75,0.75))\n\t\tStop\n\tFlash2Ammo:\n\t\tTNT1 A 0 A_TakeInventory(\"Q2ChaingunAlternate\",2)\n\t\tTNT1 A 0 A_FireBullets(5,5,-1,8,\"Q2BulletPuff\",FBF_NORANDOM|FBF_USEAMMO)\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_SetAngle(Angle+FRandom(-0.75,0.75))\n\t\tTNT1 A 1 A_SetPitch(Pitch+FRandom(-0.75,0.75))\n\t\tStop\n\tSilentFlash2:\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/MachineGunFire\",CHAN_WEAPON,0.25,0,3)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,2)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"Q2Weapons/NoAmmo\")\n\t\tGoto SilentFlash+4\n\t\tTNT1 A 0 A_JumpIfInventory(\"Q2ChaingunAlternate\",2,\"SilentFlash2Ammo\")\n\t\tTNT1 A 0 A_GiveInventory(\"Q2ChaingunAlternate\",1)\n\t\tTNT1 A 0 A_FireBullets(5,5,-1,8,\"Q2BulletPuff\",FBF_NORANDOM)\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_SetAngle(Angle+FRandom(-0.75,0.75))\n\t\tTNT1 A 1 A_SetPitch(Pitch+FRandom(-0.75,0.75))\n\t\tStop\n\tSilentFlash2Ammo:\n\t\tTNT1 A 0 A_TakeInventory(\"Q2ChaingunAlternate\",2)\n\t\tTNT1 A 0 A_FireBullets(5,5,-1,8,\"Q2BulletPuff\",FBF_NORANDOM|FBF_USEAMMO)\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_SetAngle(Angle+FRandom(-0.75,0.75))\n\t\tTNT1 A 1 A_SetPitch(Pitch+FRandom(-0.75,0.75))\n\t\tStop\n\tCoopFlash2:\n\t\tTNT1 A 0 A_JumpIfInventory(PowerSilencer,1,\"SilentCoopFlash2\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/MachineGunFire\",CHAN_WEAPON)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,2)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"Q2Weapons/NoAmmo\")\n\t\tGoto CoopFlash2+6\n\t\tTNT1 A 0 A_JumpIfInventory(\"Q2ChaingunAlternate\",2,\"CoopFlash2Ammo\")\n\t\tTNT1 A 0 A_GiveInventory(\"Q2ChaingunAlternate\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"Q2ChainGunBullet\", random(-5, 5), 0, -4, 0, 0, random(-5, 5))\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_SetAngle(Angle+FRandom(-0.75,0.75))\n\t\tTNT1 A 1 A_SetPitch(Pitch+FRandom(-0.75,0.75))\n\t\tStop\n\tCoopFlash2Ammo:\n\t\tTNT1 A 0 A_TakeInventory(\"Q2ChaingunAlternate\",2)\n\t\tTNT1 A 0 A_FireCustomMissile(\"Q2ChainGunBullet\", random(-5, 5), 1, -4, 0, 0, random(-5, 5))\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_SetAngle(Angle+FRandom(-0.75,0.75))\n\t\tTNT1 A 1 A_SetPitch(Pitch+FRandom(-0.75,0.75))\n\t\tStop\n\tSilentCoopFlash2:\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/MachineGunFire\",CHAN_WEAPON,0.25,0,3)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,2)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"Q2Weapons/NoAmmo\")\n\t\tGoto SilentCoopFlash2+4\n\t\tTNT1 A 0 A_JumpIfInventory(\"Q2ChaingunAlternate\",2,\"SilentCoopFlash2Ammo\")\n\t\tTNT1 A 0 A_GiveInventory(\"Q2ChaingunAlternate\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"Q2ChainGunBullet\", random(-5, 5), 0, -4, 0, 0, random(-5, 5))\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_SetAngle(Angle+FRandom(-0.75,0.75))\n\t\tTNT1 A 1 A_SetPitch(Pitch+FRandom(-0.75,0.75))\n\t\tStop\n\tSilentCoopFlash2Ammo:\n\t\tTNT1 A 0 A_TakeInventory(\"Q2ChaingunAlternate\",2)\n\t\tTNT1 A 0 A_FireCustomMissile(\"Q2ChainGunBullet\", random(-5, 5), 1, -4, 0, 0, random(-5, 5))\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_SetAngle(Angle+FRandom(-0.75,0.75))\n\t\tTNT1 A 1 A_SetPitch(Pitch+FRandom(-0.75,0.75))\n\t\tStop\n\tFlash3:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CoopModeOn\", 1, \"CoopFlash3\")\n\t\tTNT1 A 0 A_JumpIfInventory(PowerSilencer,1,\"SilentFlash3\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/MachineGunFire\",CHAN_WEAPON)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,2)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"Q2Weapons/NoAmmo\")\n\t\tGoto Flash3+7\n\t\tTNT1 A 0 A_JumpIfInventory(\"Q2ChaingunAlternate\",2,\"Flash3Ammo\")\n\t\tTNT1 A 0 A_GiveInventory(\"Q2ChaingunAlternate\",1)\n\t\tTNT1 A 0 A_FireBullets(5,5,-1,8,\"Q2BulletPuff\",FBF_NORANDOM)\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_SetAngle(Angle+FRandom(-0.5,0.5))\n\t\tTNT1 A 1 A_SetPitch(Pitch+FRandom(-0.5,0.5))\n\t\tStop\n\tFlash3Ammo:\n\t\tTNT1 A 0 A_TakeInventory(\"Q2ChaingunAlternate\",2)\n\t\tTNT1 A 0 A_FireBullets(5,5,-1,8,\"Q2BulletPuff\",FBF_NORANDOM|FBF_USEAMMO)\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_SetAngle(Angle+FRandom(-0.5,0.5))\n\t\tTNT1 A 1 A_SetPitch(Pitch+FRandom(-0.5,0.5))\n\t\tStop\n\tSilentFlash3:\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/MachineGunFire\",CHAN_WEAPON,0.25,0,3)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,2)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"Q2Weapons/NoAmmo\")\n\t\tGoto SilentFlash3+4\n\t\tTNT1 A 0 A_JumpIfInventory(\"Q2ChaingunAlternate\",2,\"SilentFlash3Ammo\")\n\t\tTNT1 A 0 A_GiveInventory(\"Q2ChaingunAlternate\",1)\n\t\tTNT1 A 0 A_FireBullets(5,5,-1,8,\"Q2BulletPuff\",FBF_NORANDOM)\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_SetAngle(Angle+FRandom(-0.5,0.5))\n\t\tTNT1 A 1 A_SetPitch(Pitch+FRandom(-0.5,0.5))\n\t\tStop\n\tSilentFlash3Ammo:\n\t\tTNT1 A 0 A_TakeInventory(\"Q2ChaingunAlternate\",2)\n\t\tTNT1 A 0 A_FireBullets(5,5,-1,8,\"Q2BulletPuff\",FBF_NORANDOM|FBF_USEAMMO)\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_SetAngle(Angle+FRandom(-0.5,0.5))\n\t\tTNT1 A 1 A_SetPitch(Pitch+FRandom(-0.5,0.5))\n\t\tStop\n\tCoopFlash3:\n\t\tTNT1 A 0 A_JumpIfInventory(PowerSilencer,1,\"SilentCoopFlash3\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/MachineGunFire\",CHAN_WEAPON)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,2)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"Q2Weapons/NoAmmo\")\n\t\tGoto CoopFlash3+6\n\t\tTNT1 A 0 A_JumpIfInventory(\"Q2ChaingunAlternate\",2,\"CoopFlash3Ammo\")\n\t\tTNT1 A 0 A_GiveInventory(\"Q2ChaingunAlternate\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"Q2ChainGunBullet\", random(-5, 5), 0, -4, 0, 0, random(-5, 5))\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_SetAngle(Angle+FRandom(-0.5,0.5))\n\t\tTNT1 A 1 A_SetPitch(Pitch+FRandom(-0.5,0.5))\n\t\tStop\n\tCoopFlash3Ammo:\n\t\tTNT1 A 0 A_TakeInventory(\"Q2ChaingunAlternate\",2)\n\t\tTNT1 A 0 A_FireCustomMissile(\"Q2ChainGunBullet\", random(-5, 5), 1, -4, 0, 0, random(-5, 5))\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_SetAngle(Angle+FRandom(-0.5,0.5))\n\t\tTNT1 A 1 A_SetPitch(Pitch+FRandom(-0.5,0.5))\n\t\tStop\n\tSilentCoopFlash3:\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/MachineGunFire\",CHAN_WEAPON,0.25,0,3)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,2)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"Q2Weapons/NoAmmo\")\n\t\tGoto SilentCoopFlash3+4\n\t\tTNT1 A 0 A_JumpIfInventory(\"Q2ChaingunAlternate\",2,\"SilentCoopFlash3Ammo\")\n\t\tTNT1 A 0 A_GiveInventory(\"Q2ChaingunAlternate\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"Q2ChainGunBullet\", random(-5, 5), 0, -4, 0, 0, random(-5, 5))\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_SetAngle(Angle+FRandom(-0.5,0.5))\n\t\tTNT1 A 1 A_SetPitch(Pitch+FRandom(-0.5,0.5))\n\t\tStop\n\tSilentCoopFlash3Ammo:\n\t\tTNT1 A 0 A_TakeInventory(\"Q2ChaingunAlternate\",2)\n\t\tTNT1 A 0 A_FireCustomMissile(\"Q2ChainGunBullet\", random(-5, 5), 1, -4, 0, 0, random(-5, 5))\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_SetAngle(Angle+FRandom(-0.5,0.5))\n\t\tTNT1 A 1 A_SetPitch(Pitch+FRandom(-0.5,0.5))\n\t\tStop\n\tFlashDM:\n\t\tTNT1 A 0 A_JumpIfInventory(PowerSilencer,1,\"SilentFlashDM\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/MachineGunFire\",CHAN_WEAPON)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,2)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"Q2Weapons/NoAmmo\")\n\t\tGoto Flash+7\n\t\tTNT1 A 0 A_JumpIfInventory(\"Q2ChaingunAlternate\",2,\"FlashDMAmmo\")\n\t\tTNT1 A 0 A_GiveInventory(\"Q2ChaingunAlternate\",1)\n\t\tTNT1 A 0 A_FireBullets(5,2,-1,5,\"Q2BulletPuff\",FBF_NORANDOM)\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_SetAngle(Angle+FRandom(-1.25,1.25))\n\t\tTNT1 A 1 A_SetPitch(Pitch+FRandom(-1.25,1.25))\n\t\tStop\n\tFlashDMAmmo:\n\t\tTNT1 A 0 A_TakeInventory(\"Q2ChaingunAlternate\",2)\n\t\tTNT1 A 0 A_FireBullets(5,2,-1,5,\"Q2BulletPuff\",FBF_NORANDOM|FBF_USEAMMO)\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_SetAngle(Angle+FRandom(-1.25,1.25))\n\t\tTNT1 A 1 A_SetPitch(Pitch+FRandom(-1.25,1.25))\n\t\tStop\n\tSilentFlashDM:\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/MachineGunFire\",CHAN_WEAPON,0.25,0,3)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,2)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"Q2Weapons/NoAmmo\")\n\t\tGoto SilentFlash+4\n\t\tTNT1 A 0 A_JumpIfInventory(\"Q2ChaingunAlternate\",2,\"SilentFlashDMAmmo\")\n\t\tTNT1 A 0 A_GiveInventory(\"Q2ChaingunAlternate\",1)\n\t\tTNT1 A 0 A_FireBullets(5,2,-1,5,\"Q2BulletPuff\",FBF_NORANDOM)\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_SetAngle(Angle+FRandom(-1.25,1.25))\n\t\tTNT1 A 1 A_SetPitch(Pitch+FRandom(-1.25,1.25))\n\t\tStop\n\tSilentFlashDMAmmo:\n\t\tTNT1 A 0 A_TakeInventory(\"Q2ChaingunAlternate\",2)\n\t\tTNT1 A 0 A_FireBullets(5,2,-1,5,\"Q2BulletPuff\",FBF_NORANDOM|FBF_USEAMMO)\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_SetAngle(Angle+FRandom(-1.25,1.25))\n\t\tTNT1 A 1 A_SetPitch(Pitch+FRandom(-1.25,1.25))\n\t\tStop\n\tFlashDM2:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CoopModeOn\", 1, \"CoopFlash2\")\n\t\tTNT1 A 0 A_JumpIfInventory(PowerSilencer,1,\"SilentFlash2\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/MachineGunFire\",CHAN_WEAPON)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,2)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"Q2Weapons/NoAmmo\")\n\t\tGoto Flash2+7\n\t\tTNT1 A 0 A_JumpIfInventory(\"Q2ChaingunAlternate\",2,\"FlashDM2Ammo\")\n\t\tTNT1 A 0 A_GiveInventory(\"Q2ChaingunAlternate\",1)\n\t\tTNT1 A 0 A_FireBullets(5,5,-1,5,\"Q2BulletPuff\",FBF_NORANDOM)\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_SetAngle(Angle+FRandom(-0.75,0.75))\n\t\tTNT1 A 1 A_SetPitch(Pitch+FRandom(-0.75,0.75))\n\t\tStop\n\tFlashDM2Ammo:\n\t\tTNT1 A 0 A_TakeInventory(\"Q2ChaingunAlternate\",2)\n\t\tTNT1 A 0 A_FireBullets(5,5,-1,5,\"Q2BulletPuff\",FBF_NORANDOM|FBF_USEAMMO)\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_SetAngle(Angle+FRandom(-0.75,0.75))\n\t\tTNT1 A 1 A_SetPitch(Pitch+FRandom(-0.75,0.75))\n\t\tStop\n\tSilentFlashDM2:\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/MachineGunFire\",CHAN_WEAPON,0.25,0,3)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,2)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"Q2Weapons/NoAmmo\")\n\t\tGoto SilentFlash+4\n\t\tTNT1 A 0 A_JumpIfInventory(\"Q2ChaingunAlternate\",2,\"SilentFlashDM2Ammo\")\n\t\tTNT1 A 0 A_GiveInventory(\"Q2ChaingunAlternate\",1)\n\t\tTNT1 A 0 A_FireBullets(5,5,-1,5,\"Q2BulletPuff\",FBF_NORANDOM)\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_SetAngle(Angle+FRandom(-0.75,0.75))\n\t\tTNT1 A 1 A_SetPitch(Pitch+FRandom(-0.75,0.75))\n\t\tStop\n\tSilentFlashDM2Ammo:\n\t\tTNT1 A 0 A_TakeInventory(\"Q2ChaingunAlternate\",2)\n\t\tTNT1 A 0 A_FireBullets(5,5,-1,5,\"Q2BulletPuff\",FBF_NORANDOM|FBF_USEAMMO)\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_SetAngle(Angle+FRandom(-0.75,0.75))\n\t\tTNT1 A 1 A_SetPitch(Pitch+FRandom(-0.75,0.75))\n\t\tStop\n\tFlashDM3:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CoopModeOn\", 1, \"CoopFlash3\")\n\t\tTNT1 A 0 A_JumpIfInventory(PowerSilencer,1,\"SilentFlash3\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/MachineGunFire\",CHAN_WEAPON)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,2)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"Q2Weapons/NoAmmo\")\n\t\tGoto Flash3+7\n\t\tTNT1 A 0 A_JumpIfInventory(\"Q2ChaingunAlternate\",2,\"FlashDM3Ammo\")\n\t\tTNT1 A 0 A_GiveInventory(\"Q2ChaingunAlternate\",1)\n\t\tTNT1 A 0 A_FireBullets(5,5,-1,5,\"Q2BulletPuff\",FBF_NORANDOM)\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_SetAngle(Angle+FRandom(-0.5,0.5))\n\t\tTNT1 A 1 A_SetPitch(Pitch+FRandom(-0.5,0.5))\n\t\tStop\n\tFlashDM3Ammo:\n\t\tTNT1 A 0 A_TakeInventory(\"Q2ChaingunAlternate\",2)\n\t\tTNT1 A 0 A_FireBullets(5,5,-1,5,\"Q2BulletPuff\",FBF_NORANDOM|FBF_USEAMMO)\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_SetAngle(Angle+FRandom(-0.5,0.5))\n\t\tTNT1 A 1 A_SetPitch(Pitch+FRandom(-0.5,0.5))\n\t\tStop\n\tSilentFlashDM3:\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/MachineGunFire\",CHAN_WEAPON,0.25,0,3)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,2)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"Q2Weapons/NoAmmo\")\n\t\tGoto SilentFlash3+4\n\t\tTNT1 A 0 A_JumpIfInventory(\"Q2ChaingunAlternate\",2,\"SilentFlashDM3Ammo\")\n\t\tTNT1 A 0 A_GiveInventory(\"Q2ChaingunAlternate\",1)\n\t\tTNT1 A 0 A_FireBullets(5,5,-1,5,\"Q2BulletPuff\",FBF_NORANDOM)\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_SetAngle(Angle+FRandom(-0.5,0.5))\n\t\tTNT1 A 1 A_SetPitch(Pitch+FRandom(-0.5,0.5))\n\t\tStop\n\tSilentFlashDM3Ammo:\n\t\tTNT1 A 0 A_TakeInventory(\"Q2ChaingunAlternate\",2)\n\t\tTNT1 A 0 A_FireBullets(5,5,-1,5,\"Q2BulletPuff\",FBF_NORANDOM|FBF_USEAMMO)\n\t\tTNT1 A 0 A_FireCustomMissile(Q2WeaponFlash,0,0)\n\t\tTNT1 A 0 A_SetAngle(Angle+FRandom(-0.5,0.5))\n\t\tTNT1 A 1 A_SetPitch(Pitch+FRandom(-0.5,0.5))\n\t\tStop\n\t}\n}\n\nActor Q2ChainGunBullet : Q2BulletCoop { Damage (11) }"
},
{
"source": "pk3",
"name": "Decorate/Bitterman/slot5.txt",
"contents": "Actor Q2RocketLauncher : Q2Weapon\n{\n\tTag \"Rocket Launcher\"\n\tInventory.PickupMessage \"Rocket Launcher\"\n\tWeapon.AmmoGive 5\n\tWeapon.AmmoType RocketAmmo\n\tWeapon.AmmoUse 1\n\tWeapon.SlotNumber 5\n\tInventory.RestrictedTo \"Bitterman\"\n\tStates\n\t{\n\tSpawn:\n\t\tQ2WP A -1\n\t\tStop\n\tSelect:\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tTNT1 A 0 A_TakeInventory(Q2WeaponIndex)\n\t\tTNT1 A 0 A_GiveInventory(Q2WeaponIndex,5)\n\t\tRCK0 ABCDE 4\n\t\tGoto Ready+1\n\tDeselect:\n\t\tRCK0 N 2\n\t\tRCK1 WXYZ 3\n\t\tGoto InstantDeselect\n\tInstantDeselect:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tReady:\n\t\tTNT1 A 0 A_Jump(32,2)\n\t\tRCK0 N 1 A_WeaponReady\n\t\tLoop\n\t\tRCK0 \"OPQRSTUVWXYZ[^]\" 5 A_WeaponReady\n\t\tRCK1 ABCDEFGHIJKLMNOPQRSTUV 5 A_WeaponReady\n\t\tGoto Ready+1\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"DMModeOn\", 1, \"DMFire\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CoopModeOn\", 1, \"CoopFire\")\n\t\tTNT1 A 0 A_JumpIfInventory(PowerSilencer,1,\"SilentFire\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tRCK0 N 2 A_PlaySound(\"Q2Weapons/RocketLauncherFire\",CHAN_WEAPON)\n\t\tRCK0 F 0 A_FireCustomMissile(\"Q2Rocket\",0,1,4,3)\n\t\tRCK0 F 3 A_GunFlash\n\t\tRCK0 G 3\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/RocketLauncherLoad\",0)\n\t\tRCK0 HIJ 3\n\t\tRCK0 KLMN 5\n\t\tGoto Ready\n\tSilentFire:\n\t\tRCK0 N 2 A_PlaySound(\"Q2Weapons/RocketLauncherFire\",CHAN_WEAPON,0.25,0,3)\n\t\tRCK0 F 0 A_FireCustomMissile(\"Q2Rocket\",0,1,4,3)\n\t\tRCK0 F 3 A_GunFlash\n\t\tRCK0 G 3\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/RocketLauncherLoad\",0,0.25,0,3)\n\t\tRCK0 HIJ 3\n\t\tRCK0 KLMN 5\n\t\tGoto Ready\n\tCoopFire:\n\t\tTNT1 A 0 A_JumpIfInventory(PowerSilencer,1,\"SilentCoopFire\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tRCK0 N 2 A_PlaySound(\"Q2Weapons/RocketLauncherFire\",CHAN_WEAPON)\n\t\tRCK0 F 0 A_FireCustomMissile(\"Q2Rocket_Coop\",0,1,4,3)\n\t\tRCK0 F 3 A_GunFlash\n\t\tRCK0 G 3\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/RocketLauncherLoad\",0)\n\t\tRCK0 HIJ 3\n\t\tRCK0 KLMN 5\n\t\tGoto Ready\n\tSilentCoopFire:\n\t\tRCK0 N 2 A_PlaySound(\"Q2Weapons/RocketLauncherFire\",CHAN_WEAPON,0.25,0,3)\n\t\tRCK0 F 0 A_FireCustomMissile(\"Q2Rocket_Coop\",0,1,4,3)\n\t\tRCK0 F 3 A_GunFlash\n\t\tRCK0 G 3\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/RocketLauncherLoad\",0,0.25,0,3)\n\t\tRCK0 HIJ 3\n\t\tRCK0 KLMN 5\n\t\tGoto Ready\n\tDMFire:\n\t\tTNT1 A 0 A_JumpIfInventory(PowerSilencer,1,\"SilentDMFire\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tRCK0 N 2 A_PlaySound(\"Q2Weapons/RocketLauncherFire\",CHAN_WEAPON)\n\t\tRCK0 F 0 A_FireCustomMissile(\"Q2Rocket_DM\",0,1,4,3)\n\t\tRCK0 F 3 A_GunFlash\n\t\tRCK0 G 3\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/RocketLauncherLoad\",0)\n\t\tRCK0 HIJ 3\n\t\tRCK0 KLMN 5\n\t\tGoto Ready\n\tSilentDMFire:\n\t\tRCK0 N 2 A_PlaySound(\"Q2Weapons/RocketLauncherFire\",CHAN_WEAPON,0.25,0,3)\n\t\tRCK0 F 0 A_FireCustomMissile(\"Q2Rocket_DM\",0,1,4,3)\n\t\tRCK0 F 3 A_GunFlash\n\t\tRCK0 G 3\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/RocketLauncherLoad\",0,0.25,0,3)\n\t\tRCK0 HIJ 3\n\t\tRCK0 KLMN 5\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 0 A_SetPitch(Pitch-5.0)\n\t\tTNT1 A 1 A_Light2\n\t\tTNT1 AAAAA 1 A_SetPitch(Pitch+0.5)\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 AAAAA 1 A_SetPitch(Pitch+0.5)\n\t\tGoto LightDone\n\t}\n}\nActor Q2Rocket : Rocket\n{\n\tSpeed 20\n\tDamage (150)\n\t-ROCKETTRAIL +BRIGHT\n\tDeathSound \"Q2Weapons/RocketExplosion\"\n\tDamageType \"BittermanDamage\"\n\tDecal Scorch\n\tStates\n\t{\n\tSpawn:\n\t\tMIS1 AAAAA 0 A_SpawnItemEx(Q2GrenadeSmoke,Random2(5),0,Random2(5),0,0,FRandom(0.1,0.5),Random(1,360),0,128)\n\t\tMIS1 A 0 A_SpawnItemEx(Q2RocketTrail,0,0,0,FRandom(0,0.5),0,FRandom(-0.5,0),Random(1,360),128)\n\t\tMIS1 A 1 Light(Q2ROCKET) A_PlaySound(\"Q2Weapons/RocketFly\",CHAN_VOICE,0.66,1)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_Explode(150,120)\n\t\tTNT1 A 5 A_SpawnItem(Q2Explosion)\n\t\tStop\n\t}\n}\nActor Q2Rocket_DM : Q2Rocket { Speed 24 Damage (0) }\nActor Q2Rocket_Coop : Q2Rocket { Species \"Player\" +THRUSPECIES +DONTHARMSPECIES +MTHRUSPECIES +DONTHARMCLASS }\nActor Q2RocketTrail : Q2GrenadeSmoke { Translation \"80:111=160:167\" }"
},
{
"source": "pk3",
"name": "Decorate/Bitterman/slot6.txt",
"contents": "Actor Q2HyperBlaster : Q2Weapon\n{\n\tTag \"HyperBlaster\"\n\tInventory.PickupMessage \"Hyper Blaster\"\n\tWeapon.AmmoGive 20\n\tWeapon.AmmoType Cell\n\tWeapon.AmmoUse 1\n\tWeapon.SlotNumber 6\n\tInventory.RestrictedTo \"Bitterman\"\n\tStates\n\t{\n\tSpawn:\n\t\tQ2WP A -1\n\t\tStop\n\tSelect:\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tTNT1 A 0 A_TakeInventory(Q2WeaponIndex)\n\t\tTNT1 A 0 A_GiveInventory(Q2WeaponIndex,6)\n\t\tHYP0 ABCDEF 3\n\t\tGoto Ready+1\n\tDeselect:\n\t\tTNT1 A 0 A_StopSound(CHAN_5)\n\t\tHYP2 A 2\n\t\tHYP0 GHIJ 3\n\t\tGoto InstantDeselect\n\tInstantDeselect:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tReady:\n\t\tTNT1 A 0 A_Jump(32,2)\n\t\tHYP2 A 1 A_WeaponReady\n\t\tLoop\n\t\tHYP2 \"ABCDEFGHIJKLMNOPQRSTUVWXYZ[^]\" 5 A_WeaponReady\n\t\tGoto Ready+1\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"DMModeOn\", 1, \"DMFire\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CoopModeOn\", 1, \"CoopFire\")\n\t\tHYP1 A 0 A_JumpIfInventory(PowerSilencer,1,\"SilentFire\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/HyperBlasterLoop\",CHAN_5,0.75)\n\t\tTNT1 A 0 A_ReFire(1)\n\t\tGoto Fire+9\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(HyperBlasterProjectile,0,1,6,5)\n\t\tHYP1 A 4\n\t\tHYP1 B 0 A_ReFire(1)\n\t\tGoto Fire+13\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(HyperBlasterProjectile,0,1,6,2.5)\n\t\tHYP1 B 3\n\t\tHYP1 C 0 A_ReFire(1)\n\t\tGoto Fire+17\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(HyperBlasterProjectile,0,1,6,0)\n\t\tHYP1 C 4\n\t\tHYP1 D 0 A_ReFire(1)\n\t\tGoto Fire+21\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(HyperBlasterProjectile,0,1,6,-2.5)\n\t\tHYP1 D 3\n\t\tHYP1 E 0 A_ReFire(1)\n\t\tGoto Fire+25\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(HyperBlasterProjectile,0,1,6,0)\n\t\tHYP1 E 4\n\t\tHYP1 F 0 A_ReFire(1)\n\t\tGoto Fire+29\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(HyperBlasterProjectile,0,1,6,2.5)\n\t\tHYP1 F 3\n\t\tHYP1 A 0 A_ReFire\n//\t\tHYP1 ABCDEF 3 A_ReFire\n\t\tGoto FireStop\n\tSilentFire:\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/HyperBlasterLoop\",CHAN_5,0.33,0,3)\n\t\tTNT1 A 0 A_ReFire(1)\n\t\tGoto SilentFire+5\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(HyperBlasterProjectile,0,1,6,5)\n\t\tHYP1 A 4\n\t\tHYP1 B 0 A_ReFire(1)\n\t\tGoto SilentFire+9\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(HyperBlasterProjectile,0,1,6,2.5)\n\t\tHYP1 B 3\n\t\tHYP1 C 0 A_ReFire(1)\n\t\tGoto SilentFire+13\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(HyperBlasterProjectile,0,1,6,0)\n\t\tHYP1 C 4\n\t\tHYP1 D 0 A_ReFire(1)\n\t\tGoto SilentFire+17\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(HyperBlasterProjectile,0,1,6,-2.5)\n\t\tHYP1 D 3\n\t\tHYP1 E 0 A_ReFire(1)\n\t\tGoto SilentFire+21\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(HyperBlasterProjectile,0,1,6,0)\n\t\tHYP1 E 4\n\t\tHYP1 F 0 A_ReFire(1)\n\t\tGoto SilentFire+25\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(HyperBlasterProjectile,0,1,6,2.5)\n\t\tHYP1 F 3\n\t\tHYP1 A 0 A_ReFire\n//\t\tHYP1 ABCDEF 3 A_ReFire\n\t\tGoto SilentFireStop\n\tCoopFire:\n\t\tHYP1 A 0 A_JumpIfInventory(PowerSilencer,1,\"SilentCoopFire\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/HyperBlasterLoop\",CHAN_5,0.75)\n\t\tTNT1 A 0 A_ReFire(1)\n\t\tGoto CoopFire+6\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(HyperBlasterProjectile_Coop,0,1,6,5)\n\t\tHYP1 A 4\n\t\tHYP1 B 0 A_ReFire(1)\n\t\tGoto CoopFire+10\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(HyperBlasterProjectile_Coop,0,1,6,2.5)\n\t\tHYP1 B 3\n\t\tHYP1 C 0 A_ReFire(1)\n\t\tGoto CoopFire+14\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(HyperBlasterProjectile_Coop,0,1,6,0)\n\t\tHYP1 C 4\n\t\tHYP1 D 0 A_ReFire(1)\n\t\tGoto CoopFire+18\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(HyperBlasterProjectile_Coop,0,1,6,-2.5)\n\t\tHYP1 D 3\n\t\tHYP1 E 0 A_ReFire(1)\n\t\tGoto CoopFire+22\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(HyperBlasterProjectile_Coop,0,1,6,0)\n\t\tHYP1 E 4\n\t\tHYP1 F 0 A_ReFire(1)\n\t\tGoto CoopFire+26\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(HyperBlasterProjectile_Coop,0,1,6,2.5)\n\t\tHYP1 F 3\n\t\tHYP1 A 0 A_ReFire\n//\t\tHYP1 ABCDEF 3 A_ReFire\n\t\tGoto FireStop\n\tSilentCoopFire:\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/HyperBlasterLoop\",CHAN_5,0.33,0,3)\n\t\tTNT1 A 0 A_ReFire(1)\n\t\tGoto SilentCoopFire+5\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(HyperBlasterProjectile_Coop,0,1,6,5)\n\t\tHYP1 A 4\n\t\tHYP1 B 0 A_ReFire(1)\n\t\tGoto SilentCoopFire+9\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(HyperBlasterProjectile_Coop,0,1,6,2.5)\n\t\tHYP1 B 3\n\t\tHYP1 C 0 A_ReFire(1)\n\t\tGoto SilentCoopFire+13\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(HyperBlasterProjectile_Coop,0,1,6,0)\n\t\tHYP1 C 4\n\t\tHYP1 D 0 A_ReFire(1)\n\t\tGoto SilentCoopFire+17\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(HyperBlasterProjectile_Coop,0,1,6,-2.5)\n\t\tHYP1 D 3\n\t\tHYP1 E 0 A_ReFire(1)\n\t\tGoto SilentCoopFire+21\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(HyperBlasterProjectile_Coop,0,1,6,0)\n\t\tHYP1 E 4\n\t\tHYP1 F 0 A_ReFire(1)\n\t\tGoto SilentCoopFire+25\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(HyperBlasterProjectile_Coop,0,1,6,2.5)\n\t\tHYP1 F 3\n\t\tHYP1 A 0 A_ReFire\n//\t\tHYP1 ABCDEF 3 A_ReFire\n\t\tGoto SilentFireStop\n\tDMFire:\n\t\tHYP1 A 0 A_JumpIfInventory(PowerSilencer,1,\"SilentCoopFire\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/HyperBlasterLoop\",CHAN_5,0.75)\n\t\tTNT1 A 0 A_ReFire(1)\n\t\tGoto CoopFire+6\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(HyperBlasterProjectileDM,0,1,6,5)\n\t\tHYP1 A 4\n\t\tHYP1 B 0 A_ReFire(1)\n\t\tGoto CoopFire+10\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(HyperBlasterProjectileDM,0,1,6,2.5)\n\t\tHYP1 B 3\n\t\tHYP1 C 0 A_ReFire(1)\n\t\tGoto CoopFire+14\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(HyperBlasterProjectileDM,0,1,6,0)\n\t\tHYP1 C 4\n\t\tHYP1 D 0 A_ReFire(1)\n\t\tGoto CoopFire+18\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(HyperBlasterProjectileDM,0,1,6,-2.5)\n\t\tHYP1 D 3\n\t\tHYP1 E 0 A_ReFire(1)\n\t\tGoto CoopFire+22\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(HyperBlasterProjectileDM,0,1,6,0)\n\t\tHYP1 E 4\n\t\tHYP1 F 0 A_ReFire(1)\n\t\tGoto CoopFire+26\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(HyperBlasterProjectileDM,0,1,6,2.5)\n\t\tHYP1 F 3\n\t\tHYP1 A 0 A_ReFire\n//\t\tHYP1 ABCDEF 3 A_ReFire\n\t\tGoto FireStop\n\tSilentDMFire:\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/HyperBlasterLoop\",CHAN_5,0.33,0,3)\n\t\tTNT1 A 0 A_ReFire(1)\n\t\tGoto SilentCoopFire+5\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(HyperBlasterProjectileDM,0,1,6,5)\n\t\tHYP1 A 4\n\t\tHYP1 B 0 A_ReFire(1)\n\t\tGoto SilentCoopFire+9\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(HyperBlasterProjectileDM,0,1,6,2.5)\n\t\tHYP1 B 3\n\t\tHYP1 C 0 A_ReFire(1)\n\t\tGoto SilentCoopFire+13\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(HyperBlasterProjectileDM,0,1,6,0)\n\t\tHYP1 C 4\n\t\tHYP1 D 0 A_ReFire(1)\n\t\tGoto SilentCoopFire+17\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(HyperBlasterProjectileDM,0,1,6,-2.5)\n\t\tHYP1 D 3\n\t\tHYP1 E 0 A_ReFire(1)\n\t\tGoto SilentCoopFire+21\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(HyperBlasterProjectileDM,0,1,6,0)\n\t\tHYP1 E 4\n\t\tHYP1 F 0 A_ReFire(1)\n\t\tGoto SilentCoopFire+25\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(HyperBlasterProjectileDM,0,1,6,2.5)\n\t\tHYP1 F 3\n\t\tHYP1 A 0 A_ReFire\n//\t\tHYP1 ABCDEF 3 A_ReFire\n\t\tGoto SilentFireStop\n\tFireStop:\n\t\tHYP1 G 0 A_JumpIfInventory(PowerSilencer,1,\"SilentFireStop\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/HyperBlasterStop\",CHAN_5)\n\t\tHYP1 GHIJKLMNO 4\n\t\tGoto Ready\n\tSilentFireStop:\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/HyperBlasterStop\",CHAN_5,0.5,0,3)\n\t\tHYP1 GHIJKLMNO 4\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 0 A_JumpIfInventory(PowerSilencer,1,\"SilentFlash\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/HyperBlasterFire\",CHAN_WEAPON)\n\t\tStop\n\tSilentFlash:\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/HyperBlasterFire\",CHAN_WEAPON,0.25,0,3)\n\t\tStop\n\t}\n}\nActor HyperBlasterProjectile : BlasterProjectile\n{\n\tSpeed 40\n\tDamage (25)\n\tMissileType \"\"\n\tDamageType \"BittermanDamage\"\n}\nActor HyperBlasterProjectileDM : HyperBlasterProjectile { Damage (18) }\nActor HyperBlasterProjectile_Coop : HyperBlasterProjectile { Species \"Player\" +THRUSPECIES +MTHRUSPECIES }"
},
{
"source": "pk3",
"name": "Decorate/Bitterman/slot7.txt",
"contents": "ACTOR Q2BFG10K : Q2Weapon\n{\n\tTag \"BFG10K\"\n\tInventory.PickupMessage \"You got the BFG10K!\"\n\tWeapon.AmmoType Cell\n\tWeapon.AmmoGive 50\n\tWeapon.AmmoUse 50\n\t+WEAPON.BFG\n\tObituary \"%o was disintegrated by %k's BFG10K.\"\n\tWeapon.SlotNumber 7\n\tInventory.RestrictedTo \"Bitterman\"\n\tStates\n\t{\n\tSpawn:\n\t\tQ2WP A -1\n\t\tStop\n\tSelect:\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tTNT1 A 0 A_TakeInventory(Q2WeaponIndex)\n\t\tTNT1 A 0 A_GiveInventory(Q2WeaponIndex,7)\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/BFG10KLoop\",CHAN_5,1,1)\n\t\tQBFG A 3\n\t\tQBFG B 4\n\t\tQBFG C 3\n\t\tQBFG D 4\n\t\tQBFG E 3\n\t\tQBFG F 4\n\t\tGoto Ready+1\n\tReady:\n\t\tTNT1 A 0\n\t\tQBFG G 1 A_WeaponReady\n\t\tQBFG G 0 A_Jump(10,1)\n\t\tLoop\n\t\tQBF2 DEFGHIJKLMNOPQRSTUVWXYZ 4 A_WeaponReady\n\t\tGoto Ready+1\n\tDeselect:\n\t\tTNT1 A 0 A_StopSound(CHAN_5)\n\t\tQBF3 ABCD 3\n\t\tTNT1 A 5\n\t\tGoto InstantDeselect\n\tInstantDeselect:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"DMModeOn\", 1, \"DMFire\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CoopModeOn\", 1, \"CoopFire\")\n\t\t//TNT1 A 0 A_JumpIfInventory(PowerQ2QuadDamage,1,\"QuadFire\")\n\t\tTNT1 A 0 A_JumpIfInventory(PowerSilencer,1,\"SilentFire\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/BFG10kFire\",CHAN_WEAPON)\n\t\tQBFG HIJKLMNO 3\n\t\tQBFG P 0 A_FireCustomMissile(\"BFG10KBall\",0,1,10,8)\n\t\tQBFG P 0 A_GunFlash\n\t\tQBFG PQQRSTUVWXYZ 3\n\t\tQBF2 ABC 3\n\t\tGoto Ready+1\n\tSilentFire:\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/BFG10kFire\",CHAN_WEAPON,0.25,0,3)\n\t\tQBFG HIJKLMNO 3\n\t\tQBFG P 0 A_FireCustomMissile(\"BFG10KBall\",0,1,10,8)\n\t\tQBFG P 0 A_GunFlash\n\t\tQBFG PQQRSTUVWXYZ 3\n\t\tQBF2 ABC 3\n\t\tGoto Ready+1\n\tDMFire:\n\t\tTNT1 A 0 A_JumpIfInventory(PowerSilencer,1,\"SilentDMFire\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/BFG10kFire\",CHAN_WEAPON)\n\t\tQBFG HIJKLMNO 3\n\t\tQBFG P 0 A_FireCustomMissile(\"BFG10KBallDM\",0,1,10,8)\n\t\tQBFG P 0 A_GunFlash\n\t\tQBFG PQQRSTUVWXYZ 3\n\t\tQBF2 ABC 3\n\t\tGoto Ready+1\n\tSilentQuadFire:\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/BFG10kFire\",CHAN_WEAPON,0.25,0,3)\n\t\tQBFG HIJKLMNO 3\n\t\tQBFG P 0 A_FireCustomMissile(\"BFG10KBallDM\",0,1,10,8)\n\t\tQBFG P 0 A_GunFlash\n\t\tQBFG PQQRSTUVWXYZ 3\n\t\tQBF2 ABC 3\n\t\tGoto Ready+1\n\tCoopFire:\n\t\tTNT1 A 0 A_JumpIfInventory(PowerSilencer,1,\"SilentCoopFire\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/BFG10kFire\",CHAN_WEAPON)\n\t\tQBFG HIJKLMNO 3\n\t\tQBFG P 0 A_FireCustomMissile(\"BFG10KBall_Coop\",0,1,10,8)\n\t\tQBFG P 0 A_GunFlash\n\t\tQBFG PQQRSTUVWXYZ 3\n\t\tQBF2 ABC 3\n\t\tGoto Ready+1\n\tSilentCoopFire:\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/BFG10kFire\",CHAN_WEAPON,0.25,0,3)\n\t\tQBFG HIJKLMNO 3\n\t\tQBFG P 0 A_FireCustomMissile(\"BFG10KBall_Coop\",0,1,10,8)\n\t\tQBFG P 0 A_GunFlash\n\t\tQBFG PQQRSTUVWXYZ 3\n\t\tQBF2 ABC 3\n\t\tGoto Ready+1\n\tFlash:\n\t\tTNT1 A 1 A_Light2\n\t\tTNT1 A 1 A_SetPitch(Pitch-15)\n\t\tTNT1 AAAA 2 A_SetPitch(Pitch+1.5)\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 AAAAAA 2 A_SetPitch(Pitch+1.5)\n\t\tGoto LightDone\n\t}\n}\nActor BFG10KBall : BFGBall\n{\n\tDamage (200)\n\tSpeed 10\n\tDecal BFGLightning\n\t-MISSILE +FORCEXYBILLBOARD +NOBLOCKMONST\n\tDeathSound \"Q2Weapons/BFG10KExplode\"\n\tRenderstyle Translucent\n\tDamageType \"BittermanDamage\"\n\tAlpha 0.5\n\tvar int user_angle;\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 NoDelay A_SpawnItem(BFG10KOrbitParticleSpawner)\n\t\tTNT1 A 0 A_ChangeFlag(MISSILE,1)\n\t\tTNT1 A 0 A_JumpIf(VelX==0&&VelY==0,\"Death\")\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/BFG10KFly\",1,0.66,1)\n\t\tBGS1 ABAB 4 Bright\n\t\tBGS1 A 2 Bright A_SetUserVar(\"user_angle\",0)\n\t\tBGS1 A 0 A_JumpIf(user_angle == 360, 3)\n\t\tBGS1 A 0 A_SetUserVar(\"user_angle\",user_angle+45)\n\t\tBGS1 A 0 A_CustomMissile(\"BFG10KBeamSpawner\",0,0,user_angle,CMF_AIMDIRECTION)\n\t\tGoto Spawn+9\n\t\tBGS1 A 2 Bright A_SetUserVar(\"user_angle\",0)\n\t\tBGS1 A 0 A_JumpIf(user_angle == 360, 3)\n\t\tBGS1 A 0 A_SetUserVar(\"user_angle\",user_angle+45)\n\t\tBGS1 A 0 A_CustomMissile(\"BFG10KBeamSpawner\",0,0,user_angle,CMF_AIMDIRECTION)\n\t\tGoto Spawn+13\n\t\tBGS1 B 2 Bright A_SetUserVar(\"user_angle\",0)\n\t\tBGS1 B 0 A_JumpIf(user_angle == 360, 3)\n\t\tBGS1 B 0 A_SetUserVar(\"user_angle\",user_angle+45)\n\t\tBGS1 B 0 A_CustomMissile(\"BFG10KBeamSpawner\",0,0,user_angle,CMF_AIMDIRECTION)\n\t\tGoto Spawn+17\n\t\tBGS1 B 2 Bright A_SetUserVar(\"user_angle\",0)\n\t\tBGS1 B 0 A_JumpIf(user_angle == 360, 3)\n\t\tBGS1 B 0 A_SetUserVar(\"user_angle\",user_angle+45)\n\t\tBGS1 B 0 A_CustomMissile(\"BFG10KBeamSpawner\",0,0,user_angle,CMF_AIMDIRECTION)\n\t\tGoto Spawn+21\n\t\tBGS1 B 0\n\t\tGoto Spawn+9\n\tDeath:\n\t\tBFE1 A 5 Bright A_StopSound(1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tBGE1 B 5 Bright\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 A 0 A_Explode(500,1000, !XF_HURTSOURCE, false, 256)\n\t\tBGE1 C 5 Bright //A_BFGSpray(\"BFGExtra\",40,20)\n\t\tTNT1 A 0 A_GiveInventory(Clip,1)// this thing removes the orbiting particles\n\t\tBGE1 DEF 5 Bright\n\t\tStop\n\t}\n}\n\nActor BFG10KBallDM : BFG10KBall\n{\n\tDamage (200)\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 NoDelay A_SpawnItem(BFG10KOrbitParticleSpawner)\n\t\tTNT1 A 0 A_ChangeFlag(MISSILE,1)\n\t\tTNT1 A 0 A_JumpIf(VelX==0&&VelY==0,\"Death\")\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/BFG10KFly\",1,0.66,1)\n\t\tBGS1 ABAB 4 Bright\n\t\tBGS1 A 2 Bright A_SetUserVar(\"user_angle\",0)\n\t\tBGS1 A 0 A_JumpIf(user_angle == 360, 3)\n\t\tBGS1 A 0 A_SetUserVar(\"user_angle\",user_angle+45)\n\t\tBGS1 A 0 A_CustomMissile(\"BFG10KBeamSpawnerDM\",0,0,user_angle,CMF_AIMDIRECTION)\n\t\tGoto Spawn+9\n\t\tBGS1 A 2 Bright A_SetUserVar(\"user_angle\",0)\n\t\tBGS1 A 0 A_JumpIf(user_angle == 360, 3)\n\t\tBGS1 A 0 A_SetUserVar(\"user_angle\",user_angle+45)\n\t\tBGS1 A 0 A_CustomMissile(\"BFG10KBeamSpawnerDM\",0,0,user_angle,CMF_AIMDIRECTION)\n\t\tGoto Spawn+13\n\t\tBGS1 B 2 Bright A_SetUserVar(\"user_angle\",0)\n\t\tBGS1 B 0 A_JumpIf(user_angle == 360, 3)\n\t\tBGS1 B 0 A_SetUserVar(\"user_angle\",user_angle+45)\n\t\tBGS1 B 0 A_CustomMissile(\"BFG10KBeamSpawnerDM\",0,0,user_angle,CMF_AIMDIRECTION)\n\t\tGoto Spawn+17\n\t\tBGS1 B 2 Bright A_SetUserVar(\"user_angle\",0)\n\t\tBGS1 B 0 A_JumpIf(user_angle == 360, 3)\n\t\tBGS1 B 0 A_SetUserVar(\"user_angle\",user_angle+45)\n\t\tBGS1 B 0 A_CustomMissile(\"BFG10KBeamSpawnerDM\",0,0,user_angle,CMF_AIMDIRECTION)\n\t\tGoto Spawn+21\n\t\tBGS1 B 0\n\t\tGoto Spawn+9\n\tDeath:\n\t\tBFE1 A 5 Bright A_StopSound(1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tBGE1 B 5 Bright\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 A 0 A_Explode(200,1000, !XF_HURTSOURCE, false, 256)\n\t\tBGE1 C 5 Bright //A_BFGSpray(\"BFGExtra\",40,5)\n\t\tTNT1 A 0 A_GiveInventory(Clip,1)// this thing removes the orbiting particles\n\t\tBGE1 DEF 5 Bright\n\t\tStop\n\t}\n}\n\nActor BFG10KBall_Coop : BFG10KBall\n{\n\t+THRUSPECIES\n\t+DONTHARMSPECIES\n\t+DONTHARMCLASS\n\tSpecies \"Player\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 NoDelay A_SpawnItemEx(BFG10KOrbitParticleSpawner,0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tTNT1 A 0 A_ChangeFlag(MISSILE,1)\n\t\tTNT1 A 0 A_JumpIf(VelX==0&&VelY==0,\"Death\")\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/BFG10KFly\",1,0.66,1)\n\t\tBGS1 ABAB 4 Bright\n\t\tBGS1 A 2 Bright A_SetUserVar(\"user_angle\",0)\n\t\tBGS1 A 0 A_JumpIf(user_angle == 360, 3)\n\t\tBGS1 A 0 A_SetUserVar(\"user_angle\",user_angle+45)\n\t\tBGS1 A 0 A_CustomMissile(\"BFG10KBeamSpawner_Coop\",0,0,user_angle,CMF_AIMDIRECTION)\n\t\tGoto Spawn+9\n\t\tBGS1 A 2 Bright A_SetUserVar(\"user_angle\",0)\n\t\tBGS1 A 0 A_JumpIf(user_angle == 360, 3)\n\t\tBGS1 A 0 A_SetUserVar(\"user_angle\",user_angle+45)\n\t\tBGS1 A 0 A_CustomMissile(\"BFG10KBeamSpawner_Coop\",0,0,user_angle,CMF_AIMDIRECTION)\n\t\tGoto Spawn+13\n\t\tBGS1 B 2 Bright A_SetUserVar(\"user_angle\",0)\n\t\tBGS1 B 0 A_JumpIf(user_angle == 360, 3)\n\t\tBGS1 B 0 A_SetUserVar(\"user_angle\",user_angle+45)\n\t\tBGS1 B 0 A_CustomMissile(\"BFG10KBeamSpawner_Coop\",0,0,user_angle,CMF_AIMDIRECTION)\n\t\tGoto Spawn+17\n\t\tBGS1 B 2 Bright A_SetUserVar(\"user_angle\",0)\n\t\tBGS1 B 0 A_JumpIf(user_angle == 360, 3)\n\t\tBGS1 B 0 A_SetUserVar(\"user_angle\",user_angle+45)\n\t\tBGS1 B 0 A_CustomMissile(\"BFG10KBeamSpawner_Coop\",0,0,user_angle,CMF_AIMDIRECTION)\n\t\tGoto Spawn+21\n\t\tBGS1 B 0\n\t\tGoto Spawn+9\n\tDeath:\n\t\tBFE1 A 5 Bright A_StopSound(1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tBGE1 B 5 Bright\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 A 0 A_Explode(200,256, !XF_HURTSOURCE, false, 256)\n\t\tBGE1 C 5 Bright A_BFGSpray(\"DoomBFGSplash\",40,20)\n\t\tTNT1 A 0 A_GiveInventory(Clip,1)// this thing removes the orbiting particles\n\t\tBGE1 DEF 5 Bright\n\t\tStop\n\t}\n}\nActor BFG10KBall2 : BFG10KBall\n{\n\tDamage 100\n\tSpeed 25\n\tRenderstyle Translucent\n\tAlpha 0.75\n\tStates\n\t{\n\tDeath:\n\t\tBGE1 A 5 Bright A_StopSound(1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(BFG10KExplosionParticle,0,0,0,random(-4,4),random(-4,4),random(-4,4),random(1,360))\n\t\tBGE1 B 5 Bright\n\t\tBGE1 C 5 Bright A_BFGSpray\n\t\tTNT1 A 0 A_GiveInventory(Clip,1)\n\t\tBGE1 DEF 5 Bright\n\t\tStop\n\t}\n}\nActor BFG10KExplosionParticle : Q2ExplosionParticle\n{\n\tTranslation \"80:111=112:127\"\n\tRenderStyle Add\n\tScale 1.25\n\tStates\n\t{\n\tFade:\n\t\t\"----\" A 20 Bright\n\t\t\"----\" A 5 Bright\n\t\t\"----\" A 0 A_Jump(97,\"Null\")\n\t\tGoto Fade+1\n\t}\n}\nActor BFG10KOrbitParticleSpawner : Q2EffectBase\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItem(BFG10KOrbitParticle)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItem(BFG10KOrbitParticle)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItem(BFG10KOrbitParticle)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItem(BFG10KOrbitParticle)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItem(BFG10KOrbitParticle)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItem(BFG10KOrbitParticle)\n\tIdle:\n\t\tTNT1 A 1 A_JumpIfInTargetInventory(Clip,1,\"Null\")\n\t\tTNT1 A 0 A_Warp(AAPTR_TARGET,0,0,0,0,WARPF_NOCHECKPOSITION|WARPF_USECALLERANGLE,\"Idle\")\n\t\tStop\n\t}\n}\nActor BFG10KOrbitParticle : Q2EffectBase\n{\n\tVar Int User_Orbit[4];\n\tRadius 38\n\tTranslation \"80:111=112:127\"\n\tRenderStyle Translucent\n\tScale 1.15\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SetUserArray(User_Orbit,0,Random(20,Radius))\n\t\tTNT1 A 0 A_SetUserArray(User_Orbit,3,2)\n\t\tTNT1 A 0 A_SetUserArray(User_Orbit,1,FRandom(-User_Orbit[3]*65536,User_Orbit[3]*65536))\n\t\tTNT1 A 0 A_SetUserArray(User_Orbit,2,FRandom(-User_Orbit[3]*65536,User_Orbit[3]*65536))\n\t\tTNT1 A 0 A_SetTranslucent((Radius-(User_Orbit[0]-20))*0.1,1)\n\t\tTNT1 A 0 A_SetAngle(Random(1,360))\n\t\tTNT1 A 0 A_SetPitch(Random2(45))\n\tDecide:\n\t\tP001 ABCDEFGH 0 bright A_Jump(64,\"Idle\")\n\t\tLoop\n\tIdle:\n\t\t\"----\" A 0 A_SetPitch(Pitch+(User_Orbit[1]*0.0000153))\n\t\t\"----\" A 1 Bright A_SetAngle(Angle+(User_Orbit[2]*0.0000153))\n\t\t\"----\" A 0 A_Warp(AAPTR_TARGET,Cos(Pitch)*User_Orbit[0],Cos(Pitch)*User_Orbit[0],Sin(Pitch)*User_Orbit[0],0,WARPF_USECALLERANGLE|WARPF_NOCHECKPOSITION,\"Idle\")\n\t\tStop\n\t}\n}\nACTOR BFG10KBeamSpawner\n{\n\tProjectile\n\tRadius 1\n\tHeight 1\n\t//+SEEKERMISSILE\n\tMeleeRange 768\n\tMaxTargetRange 768\n\tDamageType \"BittermanDamage\"\n\tvar int user_pitch;\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AA 0 A_RearrangePointers(AAPTR_DEFAULT,AAPTR_Target)\n\t\tTNT1 A 0 A_SetUserVar(\"user_pitch\",90)\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_CopyFriendliness\n\t\tTNT1 A 0 A_JumpIf(user_pitch == 0, 4)\n\t\tTNT1 A 0 A_SetUserVar(\"user_pitch\",user_pitch-45)\n\t\tTNT1 A 0 A_SetPitch(user_pitch)\n\t\tTNT1 A 0 A_LookEx(0,0,768,768,45,\"See\")\n\t\tGoto Spawn+5\n\tSee:\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"Melee\",45,0,768,768)\n\t\tStop\n/*\tMissile:\n\t\tTNT1 A 0 A_CustomRailgun(Random(4,10),0,0,0,RGF_SILENT,1,0,\"Q2BulletPuff\",0,0,8129,0,4.5,0,\"BFG10KBeamTrail\",-4)\n\t\tStop*/\n\tMelee:\n\t\tTNT1 A 1 A_CustomRailgun(10,0,0,0,RGF_SILENT,1,0,\"Q2BulletPuff\",0,0,8129,0,4.5,0,\"BFG10KBeamTrail\",-4)\n\t\tStop\n\t}\n}\n\nActor BFG10KBeamSpawnerDM : BFG10KBeamSpawner\n{\n\tStates\n\t{\n\tMelee:\n\t\tTNT1 A 1 A_CustomRailgun(5,0,0,0,RGF_SILENT,1,0,\"Q2BulletPuff\",0,0,8129,0,4.5,0,\"BFG10KBeamTrail\",-4)\n\t\tStop\n\t}\n}\n\nACTOR BFG10KBeamSpawner_Coop : BFG10KBeamSpawner\n{\n\tSpecies \"Player\"\n\t+THRUSPECIES\n\t+DONTHARMCLASS\n\t+MTHRUSPECIES\n\t+DONTHARMCLASS\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AA 0 A_RearrangePointers(AAPTR_DEFAULT,AAPTR_Target)\n\t\tTNT1 A 0 A_SetUserVar(\"user_pitch\",90)\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_CopyFriendliness\n\t\tTNT1 A 0 A_JumpIf(user_pitch == 0, 4)\n\t\tTNT1 A 0 A_SetUserVar(\"user_pitch\",user_pitch-45)\n\t\tTNT1 A 0 A_SetPitch(user_pitch)\n\t\tTNT1 A 0 A_LookEx(0,0,768,768,45,\"See\")\n\t\tGoto Spawn+5\n\tSee:\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"Melee\",45,0,768,768)\n\t\tStop\n/*\tMissile:\n\t\tTNT1 A 0 A_CustomRailgun(Random(4,10),0,0,0,RGF_SILENT,1,0,\"BFG10KBeamPuff\",0,0,8129,0,4.5,0,\"BFG10KBeamTrail\",-4)\n\t\tStop*/\n\tMelee:\n\t\tTNT1 A 1 A_CustomRailgun(10,0,0,0,RGF_SILENT,1,0,\"BFG10KBeamPuff\",0,0,8129,0,4.5,0,\"BFG10KBeamTrail\",-4)\n\t\tStop\n\t}\n}\nACTOR BFG10KBeamPuff : Q2BulletPuff\n{\n\tHeight 2\n\tRadius 1\n\tSpecies \"Player\"\n\t+THRUSPECIES\n\t+ALWAYSPUFF\n\t+DONTHARMSPECIES\n\t+MTHRUSPECIES\n\t-ALLOWPARTICLES\n\t-RANDOMIZE\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tLoop\n\t\tDeath:\n\t\tXDeath:\n\t\tCrash:\n\t\t\tTNT1 A 1\n\t\t\tStop\n\t}\n}\nActor BFG10KBeamSpawnerWeak : BFG10KBeamSpawner\n{\n\tStates\n\t{\n\tMissile:\n\t\tTNT1 A 0 A_CustomRailgun(Random(3,8),0,0,0,RGF_SILENT,1,0,\"Q2BulletPuff\",0,0,8129,0,4.5,0,\"BFG10KBeamTrail\",-4)\n\t\tStop\n\t}\n}\nActor BFG10KBeamTrail : Q2EffectBase\n{\n\tTranslation \"80:111=112:127\"\n\tAlpha 0.33\n\tScale 5\n//\t+NOTIMEFREEZE\n\tAlpha 0.66\n\tStates\n\t{\n\tSpawn:\n\t\tP001 F 3 Bright\n\t\tStop\n\t}\n}\n\nActor Q2Railgun : Q2Weapon\n{\n\tTag \"Railgun\"\n\tInventory.PickupMessage \"Railgun\"\n\tWeapon.SelectionOrder 300\n\tWeapon.AmmoGive 50\n\tWeapon.AmmoType Cell\n\tWeapon.AmmoUse 10\n\tWeapon.SlotNumber 9\n\tDecal RailScorch\n\tInventory.RestrictedTo \"Bitterman\"\n\tStates\n\t{\n\tSpawn:\n\t\tQ2WP A -1\n\t\tStop\n\tSelect:\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tTNT1 A 0 A_TakeInventory(Q2WeaponIndex)\n\t\tTNT1 A 0 A_GiveInventory(Q2WeaponIndex,8)\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/RailGunLoop\",CHAN_5,0.5,1)\n\t\tRLG0 ABCD 4\n\t\tGoto Ready+1\n\tDeselect:\n\t\tTNT1 A 0 A_StopSound(CHAN_5)\n\t\tRLG0 TUVWX 3\n\t\tGoto InstantDeselect\n\tInstantDeselect:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tReady:\n\t\tTNT1 A 0 A_Jump(32,2)\n\t\tRLG1 A 1 A_WeaponReady\n\t\tLoop\n\t\tRLG1 \"ABCDEFGHIJKLMNOPQRSTUVWXYZ[^]\" 5 A_WeaponReady\n\t\tRLG2 ABCDEFGHI 5 A_WeaponReady\n\t\tGoto Ready+1\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"DMModeOn\", 1, \"DMFire\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CoopModeOn\", 1, \"CoopFire\")\n\t\tTNT1 A 0 A_JumpIfInventory(PowerSilencer,1,\"SilentFire\")\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"FireSpotted\", 72, JLOSF_TARGETLOS)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_RailAttack(300,5,1,\"2F 67 7F\",\"White\",RGF_FULLBRIGHT,1.0,\"Q2RailgunPuff\")\n\t\tRLG0 E 3 A_GunFlash\n\t\tRLG0 FG 4\n\t\tRLG0 H 4// A_PlaySound(\"Q2Weapons/RailGunCharge\",0,0.75)\n\t\tRLG0 IJKLMNOPQRS 4\n\t\tGoto Ready\n\tFireSpotted:\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_RailAttack(150,5,1,\"2F 67 7F\",\"White\",RGF_FULLBRIGHT,1.0,\"Q2RailgunPuff\")\n\t\tRLG0 E 3 A_GunFlash\n\t\tRLG0 FG 4\n\t\tRLG0 H 4// A_PlaySound(\"Q2Weapons/RailGunCharge\",0,0.75)\n\t\tRLG0 IJKLMNOPQRS 4\n\t\tGoto Ready\n\tSilentFire:\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/RailFire\",CHAN_WEAPON,0.25,0,3)\n\t\tTNT1 A 0 A_RailAttack(300,5,1,\"2F 67 7F\",\"White\",RGF_FULLBRIGHT|RGF_SILENT,1.0,\"Q2RailgunPuff\")\n\t\tRLG0 E 3 A_GunFlash\n\t\tRLG0 FG 4\n\t\tRLG0 H 4// A_PlaySound(\"Q2Weapons/RailGunCharge\",0,0.75)\n\t\tRLG0 IJKLMNOPQRS 4\n\t\tGoto Ready\n\tCoopFire:\n\t\tTNT1 A 0 A_JumpIfInventory(PowerSilencer,1,\"SilentCoopFire\")\n\t\tTNT1 A 0 A_JumpIfInTargetLOS(\"CoopFireSpotted\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_RailAttack(300,5,1,\"2F 67 7F\",\"White\",RGF_FULLBRIGHT,1.0,\"Q2RailgunPuff_Coop\")\n\t\tRLG0 E 3 A_GunFlash\n\t\tRLG0 FG 4\n\t\tRLG0 H 4// A_PlaySound(\"Q2Weapons/RailGunCharge\",0,0.75)\n\t\tRLG0 IJKLMNOPQRS 4\n\t\tGoto Ready\n\tCoopFireSpotted:\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_RailAttack(150,5,1,\"2F 67 7F\",\"White\",RGF_FULLBRIGHT,1.0,\"Q2RailgunPuff_Coop\")\n\t\tRLG0 E 3 A_GunFlash\n\t\tRLG0 FG 4\n\t\tRLG0 H 4// A_PlaySound(\"Q2Weapons/RailGunCharge\",0,0.75)\n\t\tRLG0 IJKLMNOPQRS 4\n\t\tGoto Ready\n\tSilentCoopFire:\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/RailFire\",CHAN_WEAPON,0.25,0,3)\n\t\tTNT1 A 0 A_RailAttack(300,5,1,\"2F 67 7F\",\"White\",RGF_FULLBRIGHT|RGF_SILENT,1.0,\"Q2RailgunPuff_Coop\")\n\t\tRLG0 E 3 A_GunFlash\n\t\tRLG0 FG 4\n\t\tRLG0 H 4// A_PlaySound(\"Q2Weapons/RailGunCharge\",0,0.75)\n\t\tRLG0 IJKLMNOPQRS 4\n\t\tGoto Ready\n\tDMFire:\n\t\tTNT1 A 0 A_JumpIfInventory(PowerSilencer,1,\"SilentFireDM\")\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"FireSpottedDM\", 72, JLOSF_TARGETLOS)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_RailAttack(200,5,1,\"2F 67 7F\",\"White\",RGF_FULLBRIGHT,1.0,\"Q2RailgunPuff\")\n\t\tRLG0 E 3 A_GunFlash\n\t\tRLG0 FG 4\n\t\tRLG0 H 4// A_PlaySound(\"Q2Weapons/RailGunCharge\",0,0.75)\n\t\tRLG0 IJKLMNOPQRS 4\n\t\tGoto Ready\n\tFireSpottedDM:\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_RailAttack(100,5,1,\"2F 67 7F\",\"White\",RGF_FULLBRIGHT,1.0,\"Q2RailgunPuff\")\n\t\tRLG0 E 3 A_GunFlash\n\t\tRLG0 FG 4\n\t\tRLG0 H 4// A_PlaySound(\"Q2Weapons/RailGunCharge\",0,0.75)\n\t\tRLG0 IJKLMNOPQRS 4\n\t\tGoto Ready\n\tSilentFireDM:\n\t\tTNT1 A 0 A_PlaySound(\"Q2Weapons/RailFire\",CHAN_WEAPON,0.25,0,3)\n\t\tTNT1 A 0 A_RailAttack(200,5,1,\"2F 67 7F\",\"White\",RGF_FULLBRIGHT|RGF_SILENT,1.0,\"Q2RailgunPuff\")\n\t\tRLG0 E 3 A_GunFlash\n\t\tRLG0 FG 4\n\t\tRLG0 H 4// A_PlaySound(\"Q2Weapons/RailGunCharge\",0,0.75)\n\t\tRLG0 IJKLMNOPQRS 4\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 0 A_SetPitch(Pitch-5.0)\n\t\tTNT1 A 1 A_Light2\n\t\tTNT1 AAAAA 1 A_SetPitch(Pitch+0.5)\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 AAAAA 1 A_SetPitch(Pitch+0.5)\n\t\tGoto LightDone\n\t}\n}\nActor Q2RailgunPuff : Q2BulletPuff { DamageType \"BittermanDamage\" }\n\nActor Q2RailgunPuff_Coop : Q2RailgunPuff { Species \"Player\" +MTHRUSPECIES +THRUSPECIES +DONTHARMSPECIES +DONTHARMCLASS }"
}
]
},
"maps": []
}