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        "name": "CREDITSNINFO.txt",
        "contents": "// ************************************************************** \\\\\n// *** Addon Classes were first made by Meepy!*Ivan!* in 2011 *** \\\\\n// ***       Helper's on ideas were Lotton, *<Kuesu>*         *** \\\\\n// ***           http://ivans-stuff.blogspot.com/             *** \\\\\n// ***              lisantivan95@hotmail.com                  *** \\\\\n// ***             Now edited by Erma/Hekmatyar               *** \\\\\n// ***        Renamed: Ghouls vs. Humans : Multiverse  \t\t  *** \\\\\n// *** \t\t\tFeel free to join our Discord server: \t\t  *** \\\\\n// ***\t\t\t\thttps://discord.gg/YXSQbdS\t\t\t  \t  *** \\\\\n// ************************************************************** \\\\\n\n// EDIT (posted on: 05/01/2017)\n-- Thanks to Abysswalker for the Doomslayer skin. Praise be to his awesome spriting skills! --\n1) Marine will get a new class sprite\n2) Inari's sentinels will get new projectile VFX\n3) Shosanna will get a new defensive altfire ability and a new passive\n4) Marine's pistol obituary fix\n5) Marine Shotgun rate of fire nerfed (accidentally buffed in latest patch during rework of the VFX)\n6) Inaris healing sprites will be replaced to make it more obvious that they're actually heals\n7) Vivienne will get a second function (for her primary fire on the Steampunker) so that it can also be used on Ghouls. Details later!\n8) The invulnerability bug with Uboa will be fixed!\n9) Yurei will get a rework! Her weapon sprite will be changed and will have a passive ability, telling humans (in a spoopy way) whether she's close or not.\n10) Fleshjudge's stun will have a longer range (just a teetsy bit) and will also be a tad faster to apply (FJ actually uses an invisible projectile that triggers the stun, so projectile speed will be increased).\n11) This may or may not be possible, but I'll try to make low health targets have red + sprites pop up to let the allies know they're low on health\n12) Valmet's shotgun ammo will be nerfed\n\n// EDIT (posted on: 10/12/2017)\n-- New voices (e.g.: Choke, Eleza, Female Caleb, Female Zaiden ... ) added from the games: Battlerite and Skullgirls. --\n\n1) Marine weapons will be visually reworked and dual pistols will be changed into a single pistol (I'd love to credit the author of these sprites, but I found them in a D4mod for D1 and 2: https://allfearthesentinel.net/zandronum/download.php?file=d4tv21.pk3)\n2) Hunter will be able to find/track players using the automap\n3) Cyborg gets a visual rework\n4) Knight's cape will be able to be colored in next patch\n5) Knight has a new attack using the activate item key\n6) Female Caleb has a new voice\n7) Female Zaiden has a new voice\n8) Eleza has a new voice\n9) Vivienne's pistol damage is increased by 1/ Steampunker has a longer range/ Knight cannot be buffed by Vivis buff\n10) Shosanna's God State beam explosion radius increased\n11) Blazespawn's Suicide kablooie attack radius has been increased\n12) Illucia's nuke direct damage increased to certainly one shot everything.. hopefully\n13) Stiglitz rifle bullets velocity increased\n\n//Edits below are quite outdated, but I'll just leave them here for reference - Erma/Hekmatyar\n\n* THE HD SPRITES ARE CREATED BY ARIADOS. THEY LOOK ABSOLUTELY AMAZING!\n* I NEVER CLAIMED THAT ARIADOS' WORK WAS MINE AND NEITHER ARE THE HD SPRITES!\n//I'm not capable to do any of the crazy awesome stuff he did. Just saying.. - Hekmatyar\n\n* This version was edited by IvanDobrovski, Etited, Tweaked, Ren, Jesh and Hekmatyar and not the previous author of these addons.\n* Therefore, for suggestions you come to me rather than that person.\n\n+ Fixed Taradino Cassatt's voices.\n+ Taradino's weapons behave much closely to the original game it was from.\n+ Duke moves 30% faster when he has the kick out.\n+ Made Duke's pistol and shotgun animations smoother.\n+ Caleb's primary and secondary fire modes for sawed off has changed. Primary fires one secondary fires two. (No more dynamite toss on it)\n+ Caleb's sawedoff animations have been made smoother. (Should be around same duration.)\n+ Remade the Magnum of Caleb. (Credits to DoomCommando mod)\n+ Removed Tommygun, it is replaced with the Dynamite weapon. (Seperated)\n+ Added Class: Ivy (Why? cause Meepy!*Ivan!* forgot to add her before he left skulltag, same as uboa).\n+ Added Class back: Ravager.\n+ Changed Clownys attack sprite to another less annoying.\n\n- Fixed a bug where all ghouls would be able to pick Caleb's item and become invisible.\n- Choke should properly heal when he hurts people.\n- Baby eyesore damage reduced to 6 from 8.\n- Eyesore no longer uses autoaim.\n- Fixed a bug where Mohoph could spam the morph effects indefinitely. (This was not a bug, Ivan Lisanti made him to morph as many times he want's)\n- Mohoph now deals 40 damage in the same radius as Sjas when it attacks, and at the end of it's attack it deals 160 damage in the same radius.\n- Soul Harvester no longer reflects incoming projectiles during it's attack.\n- Soul Harvester no longer continues walking while attacking when hurt.\n- Stabilized the mist damage of Misty to 4 from random(1,8).\n- Clowny's attack radius is increased by 28.\n- Clowny's attack damage is increased by 10.\n- Iodsa's skull projectile travel speed has been increased a lot.\n- Iodsa can now heal 100 hp for each heart he steals.\n\nKnown Bugs:\n\n- Mohop, for some reason, cant morph into ivy.\n\n/* Ignore this   -Jesh\n\nVersion Beta2b\n*Ok this version was made by Tettsian and here are the changes. (Derp updates)\n\n+ Caleb tnt was repaired, it doesnt explode anymore in contact.\n+ All humans were modified in order yurei could heal with her balls.\n+ Reduced size of Strifeguy Robot and plasmas.\n\n- Increased Clowny damage by very little.\n- Yurei was balanced in order she could be useful not just in small maps.\n- Yurei heal ball heals only 5 per ball.\n- Iodsa Claw is quicker by 10 tics.\n- Iodsa nuke was reduced to 1 at start but he still can recharge up to 3 when he has less than 100 hp\n- Resized  misty.\n- Resized Eyesore some people were saying he was too small.\n- Mohoph duke and caleb has now weapons.\n- Mohoph now only starts with 3 morph charge. He gains 1 charge per kill.\n\nThis patch was made by Tetssian i hope this changes are good specially with uboa and knight.\n\n+Marine got nerfed in order he became less spamer\n+Hunter electrical arrow modified by some reason he wasnt able to kill a creeper in 1 shoot\n+Taradino got nerfed veeeeeeeery little\n+Caleb bugs repaired, tnt and sawed off got nerfed a lil\n+Knight completely changed this is just a beta version im working in a second knight and in a future the ppl will decide wich knight will stay\n\n-Creeper resistance to railguns got nerfed\n-Jitterskull does more damage and is a little faster while attacking i hope with this the bouncing effect on humans get off\n-Choke ball does more damage since for some reason wasnt killing in 1 hit\n-Yurei was modified a lot, if she use item she become visible, her attacks are faster and resistances were modified\n-Mohoph... damn him he got completely a new morph system.\n-Iodsa revenge is down but hes faster now\n//-Saddly bad imitation of flying creeper got killed say hi to the ne ghoul uboa. (Screw ur Gayness)\n*/\n\n//Updated Ice sprites (Mage)\n//Decorate: Ghastly_dragon\n//Sprites: Eriance, Raven Software\n//GLDefs: Ghastly_dragon\n//Sounds: Blizzard Entertainment, CutmanMike (GvH), Ghastly_dragon\n\n// ************************************************ \\\\\n// ***   This Meepy! class was made by Meepy!   *** \\\\\n// ***  This is the skin Meepy turned into one  *** \\\\\n// ***  of GVH's human classes. He's so crazy!  *** \\\\\n// ************************************************ \\\\\n\nRelease Date: August 15th, 2011\nMade by: Meepy!\nE-mail: lisantivan95@hotmail.com\nNote: This must be player with GVHv3b2.pk3 alongside with GVHv3b2-AddOnClasses-Beta1.pk3\n\nI will not accept any feedbacks, nerfs or buffs about Meepy! because I say it.\nThe credits goes to me and Skulltag for making the Meepy skin, though they\nremoved him, together with the other fun skins. He has many fancy weapons!"
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        "source": "pk3",
        "name": "mapinfo.txt",
        "contents": "clearepisodes\n\nepisode MAP01\nname \"DooM 2: Hell on Earth\"\n\nepisode GVH11 //To play the Human Campaign load GVH up with Yurei Battle instead!\nname \"The Endless War\"\n\nclusterdef 68\nmusic HAPPYMUS\nflat VOID\nexittext \"The last human screams in pain and the\nbattlefield goes silent. The sky turns jet\nblack and fear populates the world.\n\nWith no one left to stop the Yurei, you have\ndoomed mankind. As she devours the last soul\nshe walks close to you and reaches out.\nDoing nothing to resist, she grabs you\nand holds you close for a moment.\n\n'Thank you'\n\nShe dissapears from reality forever. Nothing\nbut you and the lifeless planet remain.\n\nCongratulations!\nVisit Cutstuff.net for updates!\"\n\nmap GVH01 \"Forbidden Forest (Small)\" // Created by CutmanMike\nlevelnum 33\ncluster 66\nnext GVH02\nsky1 SKY1 0\ncluster 1\nmusic D_GHOULD\n\nmap GVH02 \"Megadeth Deathmatch\" // Created by MR.ROCKET\nlevelnum 34\ncluster 66\nnext GVH03\nsky1 SKY_F001 0\ncluster 1\nmusic REFUGE2\n\nmap GVH03 \"Wagi Caves\" // Created by Wagi\nlevelnum 35\ncluster 66\nnext GVH04\nsky1 SKY1 0\ncluster 1\nmusic WGICV\n\nmap GVH04 \"Claw Fist\" // Created by Mechadon\nlevelnum 36\ncluster 66\nnext GVH05\nsky1 GSKY1 0\ncluster 1\nmusic D_CLAWF\n\nmap GVH05 \"Winter Haunting\" // Created by Zippy\nlevelnum 37\ncluster 66\nnext GVH06\n//sky1 GSKY1 0\ncluster 1\nmusic D_HAUNT\n\nmap GVH06 \"Arcade Souls\" // Created by Sun Wukong\nlevelnum 38\ncluster 66\nnext GVH07\nsky1 ANSKY_03 0\ncluster 1\nmusic D_PACMAN\n\nmap GVH07 \"Dark Station\" // Created by Mik57\nlevelnum 39\ncluster 66\nmusic AREA4A\nnext GVH08\nsky1 1024SK08 0.1\ncluster 1\n\nmap GVH08 \"The Hunting Grounds\" // Created by Doomfield and Aerial\nlevelnum 40\ncluster 66\nnext GVH09\nsky1 Stsky8 0\nmusic 2DRAGONS\n\nmap GVH09 \"Castle Ghoulenstein\" // Created by MR.ROCKET\nlevelnum 41\ncluster 66\nnext GVH10\nsky1 REDFOG 0.0\nmusic d_crshrs\n\nmap GVH10 \"Spire of Fate\" // Created by Mik57\nlevelnum 42\ncluster 66\nnext GVH11\nsky1 GSKY1 0.3\nmusic SPIRERZA\n\nmap GVH11 \"Hollywood Holocaust\" // Created by Areial & Doomfiend\nsky1 RSKY9 0\nmusic D_HWHC\nclipmidtextures\nlevelnum 68\ncluster 68\nnext GVH12\n\nmap GVH12 \"Urban Decay\" // Created by Mik57\nsky1 RSKY1 0.1\nmusic OLDLTH2\nlevelnum 69\ncluster 68\nnext GVH13\n\nmap GVH13 \"Blud Factory\" // Created by CaptainBigHead\nSky1 SKY1 0\nlevelnum 70\ncluster 68\nnext GVH14\nmusic FACTORY\n\nmap GVH14 \"The Docks\" // Created by CaptainToenail\nnext GVH15\nlevelnum 71\ncluster 68\nclipmidtextures\nmusic D_DOCKS\nsky1 STSKY8 0.0\n\nmap GVH15 \"Post-War Technologies\" // Created by Th0r & CaptainBigHead // Edited by Voidant Reaper // Music changed by Erma\nsky1 \"SKYAUROR\" 0\nlevelnum 72\ncluster 68\nnext GVH16\nmusic PWT\n\nmap GVH16 \"Two Sided Techbase\" // Created by Xutowoo & Phucket\nsky1 STARRY 0\nlevelnum 73\ncluster 68\nnext GVH17\nmusic PRVKDRMS\n\nmap GVH17 \"Water Processing Plant\" // Created by Mik57\nmusic WATPROC\nnext GVH18\nlevelnum 74\ncluster 68\nsky1 1024SK20 0\n\nmap GVH18 \"Solanid\" // Created by Wills\nlevelnum 75\nnext GVH19\nmusic SOLAMUS\nsky1 TN_SKY 0.05\n\nmap GVH19 \"Aztec\" // Created by CaptainBigHead // Edited by Voidant Reaper // Music changed by Erma\nlevelnum 76\ncluster 68\nnext GVH20\nsky1 \"SKYAUROR\" 0\nmusic AZTECX\n\nmap GVH20 \"Silent Stalker\" // Created by RottKing\nnext GVH21\nlevelnum 77\ncluster 68\nsky1 STSKY14 0.1\nmusic PSXMUSIC\nclipmidtextures\n\nmap GVH21 \"The Other Side\" // Created by Gamer_Major\nlevelnum 78\ncluster 68\nnext GVH00\nsky1 RSKY1 0\nmusic OLDLTH\n\nmap GVH00 \"Continuum of Silence\" // Created by Xaser\nlevelnum 79\ncluster 69\nnext GVH22\nsky1 XEROXSKY 0.3\nmusic D_VOIDY\n\nmap GVH22 \"Graveyard Chill\" // Created by Damage/Hunter_Killer\nlevelnum 80\nnext GVH23\ncluster 70\nmusic D_GRAVE\nevenlighting\n\nmap gvh23 \"Rust\" // Created by Doomfiend\nsky1 stsky14 0.5\nmusic d_dock\ncluster 70\nlevelnum 81\nnext GVH24\n\nmap GVH24 \"Hell froze over\" // Created by Doomfiend\nlevelnum 82\nnext GVH25\nMusic Icee1m5\nevenlighting\ncluster 70\n\nmap GVH25 \"Raider's Den\" // Created by Damage\nlevelnum 83\nnext GVH26\ncluster 70\nmusic D_UNDYNE\nevenlighting\nclipmidtextures\nsky1 \"qsky2\" 0.0\n\nmap GVH26 \"Corrupted Arena\" //Created by DoomThroughDoom.\nmusic \"D_DTD\" // Music is at http://modarchive.org/module.php?59445\nsky1 VOID\ncluster 70\nnext GVH27\nclipmidtextures\nlevelnum 84\n\nmap GVH27 \"Perfect Storm\" // Created by r_rr\nsky1 DARK1 0.0\nsky2 DRKSKY 0.1\nmusic \"PRFST\"\n//lightning // I can't remember if the lightning lag bug was fixed\ncluster 70\nnext GVH28\nlevelnum 85\n\nmap GVH28 \"White Out\" // Created by Damage\nnext GVH29\nSKY1 rsky1 0.0\ncluster 70\nmusic D_CHILL\nevenlighting\nlevelnum 86\n\nmap gvh29 \"Project: Strikebeam\" // Created by Mik57\nmusic D_UCORE\nsky1 SKY1 0.0\nlevelnum 87\ncluster 70\nnext GVH30\n\nmap GVH30 \"Strange AEons\" // Creaded by DBThanatos & ds201\nsky1 SKY1 0\nmusic STAEON\nlevelnum 88\ncluster 70\nnext GVH31\n\nmap GVH31 \"Lava and Metal\" // Created by Carthief\nlevelnum 89\nmusic SPOON\nsky1 \"STSKY8\" 0.0\nnext GVH32\n\nmap GVH32 \"The Tomb\" // Created by CaptainToeNail\nlevelnum 90\nnext GVH33\ncluster 70\nmusic D_TOMBR2\n\nmap GVH33 \"Abandoned UAC Base\" // Created by CarThief\nlevelnum 91\ncluster 70\nmusic MILTARY\nsky1 \"STSKY8\" 0.0\nnext GVH34\n\nmap GVH34 \"MoonLight Glade\" // Created by Ivory\nmusic MOONYA\nlevelnum 92\ncluster 70\nsky1 \"STSKY8\" 0.0\nnext GVH35\n\nmap GVH35 \"Ghoul March\" // Created by Remmirath\nlevelnum 93\ncluster 70\nnext GVH36\nsky1 VOID 0\nmusic D_LTHING\nsmoothlighting\n\nmap GVH36 \"Insanatorium\" // Created by Grymmoire\nlevelnum 94\nnext GV37\ncluster 70\nmusic INSNNN\nevenlighting\n\nmap GVH37 \"Downtown Night\" // Created by CarThief\nlevelnum 95\nnext GVH38\ncluster 70\nmusic D_DOCKS\nsky1 STARRY 0.0\n\nmap GVH38 \"Ghostbuster HQ\" // Created by CarThief\nlevelnum 96\nnext GVH39\ncluster 70\nmusic OLDGERL\nsky1 \"STSKY8\" 0.0\n\nmap GVH39 \"Let's Bowl\" // Created by Kashtanka\nmusic LBWL\nsky1 RSKY1 0.1\nnext GVH40\nlevelnum 97\ncluster 70\n\nmap GVH40 \"Nostalgic Memories\" // Created by Doomfiend\nmusic SSAMBOSS\nnext GVH01\nlevelnum 98\ncluster 70\n\nmap GVHEND \"Ghoul Ending\"// Dont use this, this isnt an gameplay map. Its used to trigger the end game.\nmusic \"\"\nnext EndPic \"HAPPYEND\"\nlevelnum 55\ncluster 68"
      },
      {
        "source": "pk3",
        "name": "teaminfo.txt",
        "contents": "ClearTeams\n\nTeam \"Human Team\"\n{\n   PlayerColor \"DD DD DD\"\n   TextColor \"Green\"\n   RailColor \"FF FF FF\"\n   FlagItem \"BlueFlag\"\n   SkullItem \"BlueSkullST\"\n   PlayerStartThingNumber 0\n   SmallFlagHUDIcon \"STFLA1\"\n   SmallSkullHUDIcon \"STKEYS3\"\n   LargeFlagHUDIcon \"BFLASMAL\"\n   LargeSkullHUDIcon \"BSKUA0\"\n   WinnerTheme \"D_HWIN\"\n   LoserTheme \"D_HLOSE\"\n   WinnerPic \"HUMANWIN\"\n   LoserPic \"HUMANLOS\"\n   AllowCustomPlayerColor\n   PlayerStartThingNumber 5080\n}\n\nTeam \"Ghoul Team\"\n{\n\tPlayerColor \"BF 00 00\"\n\tTextColor \"Red\"\n\tFlagItem \"RedFlag\"\n\tSkullItem \"RedSkullST\"\n\tPlayerStartThingNumber 0\n\tSmallFlagHUDIcon \"STFLA2\"\n\tSmallSkullHUDIcon \"STKEYS5\"\n\tLargeFlagHUDIcon \"RFLASMAL\"\n\tLargeSkullHUDIcon \"RSKUA0\"\n    WinnerTheme \"D_GWIN\"\n    LoserTheme \"D_GLOSE\"\n\tWinnerPic \"GHOULWIN\"\n\tLoserPic \"GHOULLOS\"\n\tAllowCustomPlayerColor\n\tPlayerStartThingNumber 5081\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Achieve2.txt",
        "contents": "Actor KilledMe : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tLoop\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledCount\",1)\n\t\tTNT1 A 0 ACS_ExecuteAlways(800,0,0)\n\t\tStop\n\t}\n}\n\nActor KilledEyesore : KilledSjas\n{\n}\n\nActor KilledRavager : KilledSjas\n{\n}\n\nActor KilledJugulum : KilledSjas\n{\n}\n\nActor KilledHarvester : KilledSjas\n{\n}\n\nActor KilledYurei : KilledSjas\n{\n}\n\nActor KilledMisty : KilledSjas\n{\n}\n\nActor KilledClowny : KilledSjas\n{\n}\n\nActor KilledMohoph : KilledSjas\n{\n}\n\nActor KilledEmtalic : KilledSjas\n{\n}\n\nActor KilledIodsa : KilledSjas\n{\n}\n\nActor KilledSovereign : KilledSjas\n{\n}\n\nActor KilledImposter : KilledSjas\n{\n}\n\nActor KilledLamia : KilledSjas\n{\n}\n\nActor KilledAmorbis : KilledSjas\n{\n}\n\nActor KilledFleshJudge : KilledSjas\n{\n}\n\nActor KilledTerrorPuppet : KilledSjas\n{\n}\n\nActor KilledNarake : KilledSjas\n{\n}\n\nActor KilledBlazeSpawn : KilledSjas\n{\n}\n\nActor KilledSanta : KilledSjas\n{\n}\n\nActor KilledMage : KilledSjas\n{\n}\n\nActor KilledCorvus : KilledSjas\n{\n}\n\nActor KilledCassatt : KilledSjas\n{\n}\n\nActor KilledCroft : KilledSjas\n{\n}\n\nActor KilledCaleb : KilledSjas\n{\n}\n\nActor KilledDuke : KilledSjas\n{\n}\n\nActor KilledBlazkowicz : KilledSjas\n{\n}\n\nActor KilledKnight : KilledSjas\n{\n}\n\nActor KilledStrife : KilledSjas\n{\n}\n\nActor KilledTemplar : KilledSjas\n{\n}\n\nActor KilledIvy : KilledSjas\n{\n}\n\nActor KilledRevy : KilledSjas\n{\n}\n\nActor KilledPhazon : KilledSjas\n{\n}\n\nActor KilledIllucia : KilledSjas\n{\n}\n\nActor KilledCrash : KilledSjas\n{\n}\n\nActor KilledInari : KilledSjas\n{\n}\n\nActor KilledGeraldine : KilledSjas\n{\n}\n\nActor KilledDarkpriest : KilledSjas\n{\n}\n\nActor KilledSeriousSam : KilledSjas\n{\n}\n\nActor KilledDutch : KilledSjas\n{\n}\n\nActor KilledValmet : KilledSjas\n{\n}\n\nActor KilledMel : KilledSjas\n{\n}\n\nActor KilledLeonhart : KilledSjas\n{\n}\n\nActor KilledKaren : KilledSjas\n{\n}\n\nActor KilledLiberator : KilledSjas\n{\n}\n\nActor KilledTerminator : KilledSjas\n{\n}\n\nActor KilledLoWang : KilledSjas\n{\n}\n\nActor KilledZaiden : KilledSjas\n{\n}\n\nActor KilledMirabel : KilledSjas\n{\n}\n\nActor KilledStiglitz : KilledSjas\n{\n}\n\nActor KilledVivi : KilledSjas\n{\n}\n\nActor KilledDoomguy : KilledSjas\n{\n}\n\nActor KilledAria : KilledSjas\n{\n}\n\nActor KilledSkarlet : KilledSjas\n{\n}\n\nActor KilledAltFire2 : KilledCount\n{\n}\n\nActor KilledAltIce2 : KilledCount\n{\n}\n\nActor KilledAltG : KilledCount\n{\n}\n\nActor KilledFire3 : KilledCount\n{\n}\n\nActor KilledIce3 : KilledCount\n{\n}\n\nActor KilledG2 : KilledCount\n{\n}\n\nActor KilledR : KilledCount\n{\n}\n\nActor KilledY : KilledCount\n{\n}\n\nActor KilledC : KilledCount\n{\n}\n\nActor KilledM : KilledCount\n{\n}\n\nActor KilledI1 : KilledCount\n{\n}\n\nActor KilledI2 : KilledCount\n{\n}\n\nActor KilledI3 : KilledCount\n{\n}\n\nActor KilledI4 : KilledCount\n{\n}\n\nActor KilledI5 : KilledCount\n{\n}\n\nActor MorphCount : KilledCount\n{\n}\n\nActor TransMarine : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t    TNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDutch\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledValmet\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLeonhart\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKaren\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLiberator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTerminator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLoWang\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledZaiden\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMirabel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStiglitz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledVivi\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledAria\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDoomguy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSkarlet\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledMarine\",1)\n\t\tStop\n\t}\n}\n\nActor TransHunter : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDutch\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledValmet\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLeonhart\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKaren\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLiberator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTerminator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLoWang\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledZaiden\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMirabel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStiglitz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledVivi\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledAria\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDoomguy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSkarlet\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledHunter\",1)\n\t\tStop\n\t}\n}\n\nActor TransCyborg : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDutch\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledValmet\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLeonhart\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKaren\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLiberator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTerminator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLoWang\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledZaiden\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMirabel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStiglitz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledVivi\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledAria\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDoomguy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSkarlet\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledCyborg\",1)\n\t\tStop\n\t}\n}\n\nActor TransGhostBuster : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDutch\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledValmet\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLeonhart\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKaren\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLiberator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTerminator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLoWang\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledZaiden\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMirabel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStiglitz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledVivi\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledAria\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDoomguy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSkarlet\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledGBuster\",1)\n\t\tStop\n\t}\n}\n\nActor TransEngineer : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDutch\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledValmet\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLeonhart\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKaren\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLiberator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTerminator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLoWang\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledZaiden\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMirabel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStiglitz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledVivi\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledAria\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDoomguy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSkarlet\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledEngineer\",1)\n\t\tStop\n\t}\n}\n\nActor TransSanta : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDutch\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledValmet\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLeonhart\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKaren\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLiberator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTerminator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLoWang\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledZaiden\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMirabel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStiglitz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledVivi\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledAria\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDoomguy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSkarlet\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledSanta\",1)\n\t\tStop\n\t}\n}\n\nActor TransMage : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDutch\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledValmet\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLeonhart\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKaren\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLiberator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTerminator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLoWang\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledZaiden\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMirabel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStiglitz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledVivi\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledAria\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDoomguy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSkarlet\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledMage\",1)\n\t\tStop\n\t}\n}\n\nActor TransCorvus : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDutch\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledValmet\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLeonhart\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKaren\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLiberator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTerminator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLoWang\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledZaiden\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMirabel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStiglitz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledVivi\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledAria\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDoomguy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSkarlet\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledCorvus\",1)\n\t\tStop\n\t}\n}\n\nActor TransCassatt : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDutch\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledValmet\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLeonhart\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKaren\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLiberator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTerminator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLoWang\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledZaiden\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMirabel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStiglitz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledVivi\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledAria\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDoomguy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSkarlet\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledCassatt\",1)\n\t\tStop\n\t}\n}\n\nActor TransCroft : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDutch\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledValmet\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLeonhart\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKaren\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLiberator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTerminator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLoWang\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledZaiden\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMirabel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStiglitz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledVivi\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledAria\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDoomguy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSkarlet\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledCroft\",1)\n\t\tStop\n\t}\n}\n\nActor TransCaleb : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDutch\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledValmet\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLeonhart\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKaren\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLiberator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTerminator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLoWang\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledZaiden\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMirabel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStiglitz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledVivi\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledAria\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDoomguy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSkarlet\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledCaleb\",1)\n\t\tStop\n\t}\n}\n\nActor TransDuke : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDutch\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledValmet\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLeonhart\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKaren\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLiberator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTerminator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLoWang\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledZaiden\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMirabel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStiglitz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledVivi\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledAria\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDoomguy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSkarlet\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledDuke\",1)\n\t\tStop\n\t}\n}\n\nActor TransBlazkowicz : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDutch\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledValmet\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLeonhart\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKaren\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLiberator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTerminator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLoWang\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledZaiden\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMirabel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStiglitz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledVivi\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledAria\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDoomguy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSkarlet\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledBlazkowicz\",1)\n\t\tStop\n\t}\n}\n\nActor TransKnight : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDutch\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledValmet\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLeonhart\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKaren\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLiberator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTerminator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLoWang\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledZaiden\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMirabel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStiglitz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledVivi\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledAria\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDoomguy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSkarlet\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledKnight\",1)\n\t\tStop\n\t}\n}\n\nActor TransStrife : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDutch\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledValmet\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLeonhart\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKaren\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLiberator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTerminator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLoWang\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledZaiden\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMirabel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStiglitz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledVivi\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledAria\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDoomguy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSkarlet\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledStrife\",1)\n\t\tStop\n\t}\n}\n\nActor TransTemplar : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDutch\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledValmet\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLeonhart\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKaren\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLiberator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTerminator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLoWang\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledZaiden\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMirabel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStiglitz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledVivi\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledAria\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDoomguy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSkarlet\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledTemplar\",1)\n\t\tStop\n\t}\n}\n\nActor TransIvy : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDutch\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledValmet\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLeonhart\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKaren\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLiberator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTerminator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLoWang\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledZaiden\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMirabel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStiglitz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledVivi\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledAria\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDoomguy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSkarlet\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledIvy\",1)\n\t\tStop\n\t}\n}\n\nActor TransRevy : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDutch\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledValmet\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLeonhart\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKaren\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLiberator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTerminator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLoWang\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledZaiden\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMirabel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStiglitz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledVivi\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledAria\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDoomguy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSkarlet\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledRevy\",1)\n\t\tStop\n\t}\n}\n\nActor TransPhazon : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDutch\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledValmet\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLeonhart\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKaren\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLiberator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTerminator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLoWang\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledZaiden\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMirabel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStiglitz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledVivi\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledAria\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDoomguy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSkarlet\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledPhazon\",1)\n\t\tStop\n\t}\n}\n\nActor TransIllucia : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDutch\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledValmet\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLeonhart\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKaren\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLiberator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTerminator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLoWang\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledZaiden\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMirabel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStiglitz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledVivi\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledAria\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDoomguy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSkarlet\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledIllucia\",1)\n\t\tStop\n\t}\n}\n\nActor TransCrash : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDutch\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledValmet\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLeonhart\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKaren\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLiberator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTerminator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLoWang\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledZaiden\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMirabel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStiglitz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledVivi\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledAria\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDoomguy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSkarlet\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledCrash\",1)\n\t\tStop\n\t}\n}\n\nActor TransInari : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDutch\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledValmet\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLeonhart\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKaren\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLiberator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTerminator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLoWang\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledZaiden\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMirabel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStiglitz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledVivi\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledAria\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDoomguy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSkarlet\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledInari\",1)\n\t\tStop\n\t}\n}\n\nActor TransGeraldine : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDutch\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledValmet\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLeonhart\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKaren\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLiberator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTerminator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLoWang\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledZaiden\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMirabel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStiglitz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledVivi\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledAria\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDoomguy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSkarlet\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledGeraldine\",1)\n\t\tStop\n\t}\n}\n\nActor TransDarkpriest : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDutch\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledValmet\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLeonhart\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKaren\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLiberator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTerminator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLoWang\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledZaiden\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMirabel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStiglitz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledVivi\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledAria\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDoomguy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSkarlet\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledDarkpriest\",1)\n\t\tStop\n\t}\n}\n\nActor TransSeriousSam : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDutch\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledValmet\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLeonhart\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKaren\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLiberator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTerminator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLoWang\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledZaiden\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMirabel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStiglitz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledVivi\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledAria\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDoomguy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSkarlet\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledSeriousSam\",1)\n\t\tStop\n\t}\n}\n\nActor TransDutch : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDutch\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledValmet\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLeonhart\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKaren\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLiberator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTerminator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLoWang\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledZaiden\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMirabel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStiglitz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledVivi\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledAria\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDoomguy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSkarlet\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledDutch\",1)\n\t\tStop\n\t}\n}\n\nActor TransValmet : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledValmet\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDutch\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLeonhart\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKaren\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLiberator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTerminator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLoWang\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledZaiden\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMirabel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStiglitz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledVivi\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledAria\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDoomguy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSkarlet\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledValmet\",1)\n\t\tStop\n\t}\n}\n\nActor TransMel : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledValmet\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDutch\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLeonhart\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKaren\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLiberator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTerminator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLoWang\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledZaiden\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMirabel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStiglitz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledVivi\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledAria\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDoomguy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSkarlet\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledMel\",1)\n\t\tStop\n\t}\n}\n\nActor TransLeonhart : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledValmet\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDutch\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLeonhart\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKaren\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLiberator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTerminator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLoWang\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledZaiden\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMirabel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStiglitz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledVivi\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledAria\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDoomguy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSkarlet\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledLeonhart\",1)\n\t\tStop\n\t}\n}\n\nActor TransKaren : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledValmet\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDutch\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLeonhart\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKaren\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLiberator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTerminator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLoWang\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledZaiden\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMirabel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStiglitz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledVivi\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledAria\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDoomguy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSkarlet\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledKaren\",1)\n\t\tStop\n\t}\n}\n\nActor TransLiberator : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledValmet\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDutch\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLeonhart\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKaren\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLiberator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTerminator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLoWang\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledZaiden\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMirabel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStiglitz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledVivi\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledAria\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDoomguy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSkarlet\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledLiberator\",1)\n\t\tStop\n\t}\n}\n\nActor TransTerminator : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledValmet\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDutch\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLeonhart\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKaren\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLiberator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTerminator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLoWang\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledZaiden\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMirabel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStiglitz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledVivi\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledAria\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDoomguy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSkarlet\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledTerminator\",1)\n\t\tStop\n\t}\n}\n\nActor TransLoWang : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledValmet\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDutch\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLeonhart\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKaren\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLiberator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTerminator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLoWang\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledZaiden\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMirabel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStiglitz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledVivi\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledAria\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDoomguy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSkarlet\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledLoWang\",1)\n\t\tStop\n\t}\n}\n\nActor TransZaiden : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledValmet\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDutch\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLeonhart\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKaren\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLiberator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTerminator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLoWang\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledZaiden\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMirabel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStiglitz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledVivi\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledAria\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDoomguy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSkarlet\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledZaiden,\",1)\n\t\tStop\n\t}\n}\n\nActor TransMirabel : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledValmet\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDutch\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLeonhart\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKaren\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLiberator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTerminator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLoWang\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledZaiden\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMirabel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStiglitz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledVivi\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledAria\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDoomguy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSkarlet\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledMirabel,\",1)\n\t\tStop\n\t}\n}\n\nActor TransStiglitz : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledValmet\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDutch\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLeonhart\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKaren\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLiberator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTerminator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLoWang\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledZaiden\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMirabel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStiglitz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledVivi\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledAria\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDoomguy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSkarlet\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledStiglitz,\",1)\n\t\tStop\n\t}\n}\n\nActor TransVivi : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t    TNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDutch\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledValmet\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLeonhart\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKaren\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLiberator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTerminator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLoWang\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledZaiden\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMirabel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStiglitz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledVivi\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledAria\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDoomguy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSkarlet\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledVivi\",1)\n\t\tStop\n\t}\n}\n\nActor TransAria : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t    TNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDutch\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledValmet\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLeonhart\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKaren\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLiberator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTerminator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLoWang\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledZaiden\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMirabel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStiglitz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledVivi\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledAria\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDoomguy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSkarlet\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledAria\",1)\n\t\tStop\n\t}\n}\n\nActor TransDoomguy : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t    TNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDutch\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledValmet\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLeonhart\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKaren\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLiberator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTerminator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLoWang\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledZaiden\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMirabel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStiglitz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledVivi\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledAria\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDoomguy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSkarlet\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledDoomguy\",1)\n\t\tStop\n\t}\n}\n\nActor TransSkarlet : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t    TNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDutch\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledValmet\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLeonhart\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKaren\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLiberator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTerminator\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledLoWang\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledZaiden\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMirabel\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStiglitz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledVivi\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledAria\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDoomguy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSkarlet\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledSkarlet\",1)\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Gibs2.txt",
        "contents": "Actor Custom_SantaBloodySkull : Custom_BloodySkull\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSANT Z 0 ThrustThingZ (0, 45, 0, 1)\n\t\tGoto See\n\tSee:\n\t\tSANT Z 0 A_GiveInventory(\"RocketAmmo\",1)\n\t\tSANT Z 5 A_CustomMissile(\"Blood\", -5,0,0)\n\t\tSANT ZZZ 5\n\t\tSANT ZZZZ 5\n\t\tLoop\n\tDeath:\n\t\tSANT Z 0 A_Jump (16,4)\n\t\tSANT Z 0 A_Jump (32,4)\n\t\tSANT Z 0 A_Jump (64,4)\n\t\tSANT Z 0 A_Jump (128,4)\n\t\tSANT Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tSANT Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tSANT Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tSANT Z -1 A_CheckPlayerDone\n\t}\n}\n\nActor Custom_MageBloodySkull : Custom_BloodySkull\n{\n\tStates\n\t{\n\tSpawn:\n\t\tMAGE Z 0 ThrustThingZ (0, 45, 0, 1)\n\t\tGoto See\n\tSee:\n\t\tMAGE Z 5 A_Custommissile(\"Blood\", -5,0,0)\n\t\tMAGE ZZZ 5\n\t\tMAGE ZZZZ 5\n\t\tLoop\n\tDeath:\n\t\tMAGE Z 0 A_Jump (16,4)\n\t\tMAGE Z 0 A_Jump (32,4)\n\t\tMAGE Z 0 A_Jump (64,4)\n\t\tMAGE Z 0 A_Jump (128,4)\n\t\tMAGE Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tMAGE Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tMAGE Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tMAGE Z -1 A_CheckPlayerDone\n\t}\n}\n\nActor Custom_CorvusBloodySkull : Custom_BloodySkull\n{\n\tStates\n\t{\n\tSpawn:\n\t\tCORV Q 0 ThrustThingZ (0, 45, 0, 1)\n\t\tGoto See\n\tSee:\n\t\tCORV Q 5 A_Custommissile(\"Blood\", -5,0,0)\n\t\tCORV QQQ 5\n\t\tCORV QQQQ 5\n\t\tLoop\n\tDeath:\n\t\tCORV Q 0 A_Jump (16,4)\n\t\tCORV Q 0 A_Jump (32,4)\n\t\tCORV Q 0 A_Jump (64,4)\n\t\tCORV Q 0 A_Jump (128,4)\n\t\tCORV Q -1 A_CheckPlayerDone\n\t\tWait\n\t\tCORV Q -1 A_CheckPlayerDone\n\t\tWait\n\t\tCORV Q -1 A_CheckPlayerDone\n\t\tWait\n\t\tCORV Q -1 A_CheckPlayerDone\n\t}\n}\n\nActor Custom_CassattBloodySkull : Custom_BloodySkull\n{\n\tStates\n\t{\n\tSpawn:\n\t\tCASS Z 0 ThrustThingZ (0, 45, 0, 1)\n\t\tGoto See\n\tSee:\n\t\tCASS Z 5 A_Custommissile(\"Blood\", -5,0,0)\n\t\tCASS ZZZ 5\n\t\tCASS ZZZZ 5\n\t\tLoop\n\tDeath:\n\t\tCASS Z 0 A_Jump (16,4)\n\t\tCASS Z 0 A_Jump (32,4)\n\t\tCASS Z 0 A_Jump (64,4)\n\t\tCASS Z 0 A_Jump (128,4)\n\t\tCASS Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tCASS Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tCASS Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tCASS Z -1 A_CheckPlayerDone\n\t}\n}\n\nActor Custom_LaraBloodySkull : Custom_BloodySkull\n{\n\tScale 1.3\n\tStates\n\t{\n\tSpawn:\n\t\tLRHD A 0 ThrustThingZ(0,45,0,1)\n\t\tGoto See\n\tSee:\n\t\tLRHD A 5 A_Custommissile(\"Blood\", -5,0,0)\n\t\tLRHD AAA 5\n\t\tLRHD AAAA 5\n\t\tLoop\n\tDeath:\n\t\tLRHD A 0 A_Jump (16,4)\n\t\tLRHD A 0 A_Jump (32,4)\n\t\tLRHD A 0 A_Jump (64,4)\n\t\tLRHD A 0 A_Jump (128,4)\n\t\tLRHD A -1 A_CheckPlayerDone\n\t\tWait\n\t\tLRHD A -1 A_CheckPlayerDone\n\t\tWait\n\t\tLRHD A -1 A_CheckPlayerDone\n\t\tWait\n\t\tLRHD A -1 A_CheckPlayerDone\n\t}\n}\n\nActor Custom_CalebBloodySkull : Custom_BloodySkull\n{\n\tStates\n\t{\n\tSpawn:\n\t\tCALB Z 0 ThrustThingZ (0, 45, 0, 1)\n\t\tGoto See\n\tSee:\n\t\tCALB Z 5 A_Custommissile(\"Blood\", -5,0,0)\n\t\tCALB ZZZ 5\n\t\tCALB ZZZZ 5\n\t\tLoop\n\tDeath:\n\t\tCALB Z 0 A_Jump (16,4)\n\t\tCALB Z 0 A_Jump (32,4)\n\t\tCALB Z 0 A_Jump (64,4)\n\t\tCALB Z 0 A_Jump (128,4)\n\t\tCALB Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tCALB Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tCALB Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tCALB Z -1 A_CheckPlayerDone\n\t}\n}\n\nActor Custom_DukeBloodySkull : Custom_BloodySkull\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDUKE Z 0 ThrustThingZ (0, 45, 0, 1)\n\t\tGoto See\n\tSee:\n\t\tDUKE Z 5 A_Custommissile(\"Blood\", -5,0,0)\n\t\tDUKE ZZZ 5\n\t\tDUKE ZZZZ 5\n\t\tLoop\n\tDeath:\n\t\tDUKE Z 0 A_Jump (16,4)\n\t\tDUKE Z 0 A_Jump (32,4)\n\t\tDUKE Z 0 A_Jump (64,4)\n\t\tDUKE Z 0 A_Jump (128,4)\n\t\tDUKE Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tDUKE Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tDUKE Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tDUKE Z -1 A_CheckPlayerDone\n\t}\n}\n\nActor Custom_BlazkowiczBloodySkull : Custom_BloodySkull\n{\n\tStates\n\t{\n\tSpawn:\n\t\tBLAZ Z 0 ThrustThingZ (0, 45, 0, 1)\n\t\tGoto See\n\tSee:\n\t\tBLAZ Z 5 A_Custommissile(\"Blood\", -5,0,0)\n\t\tBLAZ ZZZ 5\n\t\tBLAZ ZZZZ 5\n\t\tLoop\n\tDeath:\n\t\tBLAZ Z 0 A_Jump (16,4)\n\t\tBLAZ Z 0 A_Jump (32,4)\n\t\tBLAZ Z 0 A_Jump (64,4)\n\t\tBLAZ Z 0 A_Jump (128,4)\n\t\tBLAZ Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tBLAZ Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tBLAZ Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tBLAZ Z -1 A_CheckPlayerDone\n\t}\n}\n\nActor Custom_KnightBloodySkull : Custom_BloodySkull\n{\n\tStates\n\t{\n\tSpawn:\n\t\tKNIG O 0 ThrustThingZ (0, 45, 0, 1)\n\t\tGoto See\n\tSee:\n\t\tKNIG O 5 A_Custommissile(\"Blood\", -5,0,0)\n\t\tKNIG OOO 5\n\t\tKNIG OOOO 5\n\t\tLoop\n\tDeath:\n\t\tKNIG O 0 A_Jump (16,4)\n\t\tKNIG O 0 A_Jump (32,4)\n\t\tKNIG O 0 A_Jump (64,4)\n\t\tKNIG O 0 A_Jump (128,4)\n\t\tKNIG O -1 A_CheckPlayerDone\n\t\tWait\n\t\tKNIG O -1 A_CheckPlayerDone\n\t\tWait\n\t\tKNIG O -1 A_CheckPlayerDone\n\t\tWait\n\t\tKNIG O -1 A_CheckPlayerDone\n\t}\n}\n\nActor Custom_StrifeBloodySkull : Custom_BloodySkull\n{\n\tStates\n\t{\n\tSpawn:\n\t\tGSOL Z 0 ThrustThingZ (0, 45, 0, 1)\n\t\tGoto See\n\tSee:\n\t\tGSOL Z 0 A_GiveInventory(\"RocketAmmo\",1)\n\t\tGSOL Z 5 A_Custommissile(\"Blood\", -5,0,0)\n\t\tGSOL ZZZ 5\n\t\tGSOL ZZZZ 5\n\t\tLoop\n\tDeath:\n\t\tGSOL Z 0 A_Jump (16,4)\n\t\tGSOL Z 0 A_Jump (32,4)\n\t\tGSOL Z 0 A_Jump (64,4)\n\t\tGSOL Z 0 A_Jump (128,4)\n\t\tGSOL Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tGSOL Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tGSOL Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tGSOL Z -1 A_CheckPlayerDone\n\t}\n}\n\nActor BloodDrip\n{\n\tRadius 1\n\tHeight 4\n\tGravity 0.125\n\t+MISSILE\n\t+NOICEDEATH\n\tStates\n\t{\n\tSpawn:\n\t\tBDRP A -1\n\t\tStop\n\tDeath:\n\t\tBDSH AB 3\n\t\tBDSH CD 2\n\t\tBDPL A 175\n\t\tStop\n\t}\n}\n\nActor PainSmoke : BulletPuff\n{\n\tStates\n\t{\n\tSpawn:\n\t\tISMK AB 4\n\tMelee:\n\t\tISMK CD 4\n\t\tStop\n\t}\n}\n\nActor PainSmoke2 : PainSmoke\n{\n\tVSpeed 5\n}\n\nActor Heart\n{\n\tScale 0.035\n\t+DROPOFF\n\tStates\n\t{\n\tSpawn:\n\t\tHART A 0\n\t\tHART A 0 A_PlaySoundEx(\"Gibbage/XSplat\",\"Body\")\n\t\tHART AAAAAAAA 5 A_CustomMissile(\"Blood\",0,0,random(0,360))\n\t\tHART A 0 A_SpawnItemEx(\"HeartHealth\")\n\t\tStop\n\t}\n}\n\nActor HeartHealth : CustomInventory\n{\n\tInventory.PickupMessage \"You've eaten a heart.\"\n\tInventory.PickupSound \"Gibbage/XSplat\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tScale 0.035\n\tStates\n\t{\n\tSpawn:\n\t\tHART A 525\n\t\tHART A 1 A_FadeOut(0.1)\n\t\tGoto Spawn+1\n\tPickup:\n\t\tTNT1 A 1 A_JumpIfInventory(\"RightHand\",1,\"Health\")\n\t\tGoto Spawn\n\tHealth:\n\t\tTNT1 A 0 A_GiveInventory(\"Health\",100)\n\t\tStop\n\t}\n}\n\nActor SkullGib\n{\n\tRadius 8\n\tHeight 8\n\tScale 0.8\n\t+DOOMBOUNCE\n\t+DROPOFF\n\t+MISSILE\n\tStates\n\t{\n\tSpawn:\n\t\tSKLB LKJIHGFEDCBA 1 A_SpawnItem(\"PainSmoke\")\n\t\tLoop\n\tDeath:\n\t\tSKLB HHHHH 22 A_SpawnItem(\"PainSmoke2\")\n\t\tSKLB H 4 A_SpawnItem(\"PainSmoke2\")\n\t\tSKLB HHHHHHHHHH 1 A_FadeOut(0.1)\n\t\tStop\n\t}\n}\n\nActor ChestGib : SkullGib\n{\n\tStates\n\t{\n\tSpawn:\n\t\tCHES LKJIHGFEDCBA 1 A_SpawnItem(\"PainSmoke\")\n\t\tLoop\n\tDeath:\n\t\tCHES BBBB 25 A_SpawnItem(\"PainSmoke2\")\n\t\tCHES BBBBBBBBBB 1 A_FadeOut(0.1)\n\t\tStop\n\t}\n}\n\nActor ArmGib : SkullGib\n{\n\tStates\n\t{\n\tSpawn:\n\t\tARMS ABCDEFGHIJKL 1 A_SpawnItem(\"PainSmoke\")\n\t\tLoop\n\tDeath:\n\t\tARMS EEEEE 21 A_SpawnItem(\"PainSmoke2\")\n\t\tARMS E 2 A_SpawnItem(\"PainSmoke2\")\n\t\tARMS EEEEEEEEEE 1 A_FadeOut(0.1)\n\t\tStop\n\t}\n}\n\nActor HandGib : SkullGib\n{\n\tStates\n\t{\n\tSpawn:\n\t\tHAND A 1 A_SpawnItem(\"PainSmoke\")\n\t\tLoop\n\tDeath:\n\t\tHAND AAAAAA 20 A_SpawnItem(\"PainSmoke2\")\n\t\tHAND AAAAAAAAAA 1 A_FadeOut(0.1)\n\t\tStop\n\t}\n}\n\nActor CoccyxGib : SkullGib\n{\n\tStates\n\t{\n\tSpawn:\n\t\tCOCC A 1 A_SpawnItem(\"PainSmoke\")\n\t\tLoop\n\tDeath:\n\t\tCOCC AAAAA 11 A_SpawnItem(\"PainSmoke2\")\n\t\tCOCC A 2 A_SpawnItem(\"PainSmoke2\")\n\t\tCOCC AAAAAAAAAA 1 A_FadeOut(0.1)\n\t\tStop\n\t}\n}\n\nActor LegGib : SkullGib\n{\n\tStates\n\t{\n\tSpawn:\n\t\tLEGS ABCDEFGHIJKL 1 A_SpawnItem(\"PainSmoke\")\n\t\tLoop\n\tDeath:\n\t\tLEGS MMMMM 20 A_SpawnItem(\"PainSmoke2\")\n\t\tLEGS MMMMMMMMMM 1 A_FadeOut(0.1)\n\t\tStop\n\t}\n}\n\nActor BoneGib : SkullGib\n{\n\tStates\n\t{\n\tSpawn:\n\t\tBONE ABCDEFGHIJKL 1 A_SpawnItem(\"PainSmoke\")\n\t\tLoop\n\tDeath:\n\t\tBONE MMMMM 15 A_SpawnItem(\"PainSmoke2\")\n\t\tBONE MMMMMMMMMM 1 A_FadeOut(0.1)\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Global2.txt",
        "contents": "Actor Screamer : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 9999\n}\n\nActor IsHuman : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor ClassID : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 255\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/NewMarine.txt",
        "contents": "Actor Marine : PlayerPawn\n{\n\tMass 400\n\tPlayer.SoundClass \"marine\"\n\tPlayer.DisplayName \"Doomslayer\"\n\tPlayer.StartItem \"SlayerDashAmmo\", 2\n\tPlayer.StartItem \"Clip\", 200\n\tPlayer.StartItem \"Shell\", 20\n\tPlayer.StartItem \"GrenadeAmmo\", 5\n\tPlayer.StartItem \"RiotgunX\", 1\n\tPlayer.StartItem \"MarineXPistol\", 1\n\tPlayer.StartItem \"MachinegunX\", 1\n\tPlayer.StartItem \"DukeJetpackItem\", 1\n\tPlayer.StartItem \"IsHuman\", 1\n\tPlayer.StartItem \"Screamer\", 0\n\tPlayer.ScoreIcon \"MARINEST\"\n\tPlayer.ColorRange 112, 127\n\tPlayer.Maxhealth 100\n\tDamageFactor \"Grenade\", 0.3\n\tDamageFactor \"GhostTrap\", 0.0\n\tDamagefactor \"normal\", 1.0\n\tDamagefactor \"Sentinel\", 0.0\n\tDamagefactor \"MechPewPews\", 0.0\n\tDamagefactor \"MacheteSlicerino\", 0.0\n\tSpawnID 150\n\tspeed 0.9\n\tLimitedToTeam 0\n\tPainChance 256\n\t+NOSKIN\n\t+NOICEDEATH\n\t+GHOST\n\t+QUICKTORETALIATE\n\tStates\n\t{\n\tSpawn:\n\t\tPLAY A 60 Setplayerproperty(0,0,0)\n\t\tLoop\n\tSee:\n\t\tPLAY A 0 A_JumpIfHealthLower(50,\"INeedHealingSee\")\n\t\tPLAY AB 5\n\t\tPLAY A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tPLAY CD 5\n\t\tPLAY A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tGoto Spawn\n\tINeedHealingSee:\n\t\tPLAY A 0 A_SpawnItemEx(\"INeedHealingTrail\",random(-20,20),random(-20,20),0,0,0,10)\n\t\tPLAY AB 5\n\t\tPLAY A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tPLAY CD 5\n\t\tPLAY A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tGoto Spawn\n\tMissile:\n\t\tPLAY E 12\n\tGoto Spawn\n\tMelee:\n\t\tPLAY F 6 bright\n\tGoto Missile\n\tPain.Justicar:\n\tTNT1 A 0 A_custommissile(\"Justicarattack\",14,0,random(0,360))\n\tTNT1 A 0 A_GiveToTarget(\"Health\",1)\n\tTNT1 A 0 A_GiveToTarget(\"JusticarSecondaryAmmo\",1)\n\tGoto pain\n\tPain.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",2)\n\tPain:\n\t\tTNT1 A 0 A_GiveInventory(\"SlayerDashAmmo\",1)\n\t\tPLAY G 4\n\t\tPLAY G 4 A_Pain\n\t\tPLAY G 0 A_Print(\"Dash available! (Max. 2 stocked)\")\n\t\tGoto Spawn\nPain.FleshBent2:\n\tTNT1 A 0 A_GiveToTarget(\"Health\",4)\n\tGoto Pain\n\tDeath.Fleshbent:\n\tTNT1 A 0 A_GiveToTarget(\"TentacleAmmo\",2)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",15)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",10)\n\tGoto Death.Jitter\n\tDeath.Fleshbent2:\n\tTNT1 A 0 A_GiveToTarget(\"TentacleAmmo\",2)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",15)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",10)\n\tGoto Death.Jitter\n\tPain.BastetClawing:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",4)\n\t\tGoto Pain\n\tPain.BastetClawingLightSFX:\n\t\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitLight\",CHAN_5)\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",3)\n\t\tGoto Pain\n\tPain.BastetClawingHeavySFX:\n\t\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitHeavy\",CHAN_5)\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",6)\n\t\tGoto Pain\n\tPain.Creepstun:\n    PLAY G 0 A_Pain\n\tPLAY G 0 A_GiveToTarget(\"health\",5)\n\tPLAY G 40 Setplayerproperty(0,1,0)\n\tPLAY G 2 Setplayerproperty(0,0,0)\n\t\tGoto Spawn\n\tPain.FleshBent:\n    PLAY G 0 A_Pain\n\tPLAY G 20 Setplayerproperty(0,1,0)\n\tPLAY G 2 Setplayerproperty(0,0,0)\n\tGoto Spawn\n\tDeath.Creeper:\n\t\tPLAY A 0 A_PlaySoundEx(\"creeperattack\", \"Body\")\n\t\tPLAY A 0 A_SpawnItemEx(\"CreeperPopUp\",0,0,10)\n\t\tPLAY A 0 A_GiveToTarget(\"Creeperheal\",1)\n\t\tPLAY A 0 ACS_ExecuteAlways(997,0,1)\n\t\tGoto DeathAnim\n\tDeath.Creepstun:\n\t\tPLAY A 0 A_GiveToTarget(\"Unlock13\",1)\n\t\tPLAY A 0 A_GiveToTarget(\"CreepGotya\",1)\n\t\tGoto DeathAnim\n\tDeath.SjasScream:\n\t\tPLAY A 0 A_GiveToTarget(\"KilledJ\",1)\n\t\tGoto DeathAnim\n\tDeath:\n\tDeathAnim:\n\t\tPLAY A 0 A_TakeInventory(\"KilledCount\",999)\n\t\tPLAY A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tPLAY A 0 A_GiveToTarget(\"KilledMarine\",1)\n\t\tPLAY H 10\n\t\tPLAY I 10 A_PlayerScream\n\t\tPLAY J 10 A_NoBlocking\n\t\tPLAY KLM 10\n\t\tPLAY N -1\n\t\tStop\n\tDeath.BastetClawing:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitHeavy\",CHAN_6)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",30)\n\tGoto Death.Jitter\n\tDeath.BastetClawingLightSFX:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitLight\",CHAN_6)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",30)\n\tGoto Death.Jitter\n\tDeath.BastetClawingHeavySFX:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitHeavy\",CHAN_6)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",30)\n\tGoto Death.Jitter\n\tDeath.GhoulChainSaw:\n\tTNT1 A 0 A_GiveToTarget(\"Health\",50)\n\tTNT1 A 0 A_GiveToTarget(\"BearTarpsAmmo\",1)\n\tTNT1 A 0 A_GiveToTarget(\"SawyerRageammo\",10)\n\tTNT1 A 0 A_GiveToTarget(\"DUMMY_SawyerBloodyChainsaw\", 1)\n\tGoto Death.Jitter\n\tDeath.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",15)\n\tGoto Death.Jitter\n\tDeath.Jitter:\n\t\tPLAY A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tPLAY A 0 A_GiveToTarget(\"KilledMarine\",1)\n\t\tPLAY A 0 A_GiveToTarget(\"Crunched\",1)\n\t\tPLAY G 1 A_PlaySound(\"gibbage/xsplat\")\n\t\tNULL A 0 A_SkullPop(\"Custom_BloodySkull\")\n\t\tNULL A 0 A_PlaySound(\"gibbage/playergib\")\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A -1\n\t\tStop\n\tDeath.Ravager:\n\t\tPLAY A 0 A_GiveToTarget(\"KilledR\",1)\n\t\tPLAY A 0 A_GiveToTarget(\"Health\",25)\n\t\tPLAY A 0 ACS_ExecuteAlways(997,0,2)\n\t\tPLAY A 0 A_PlaySoundEx(\"RavagerAttack\",\"Body\")\n\t\tPLAY A 0 A_SpawnItemEx(\"RavagerHit\",0,0,32)\n\t\tGoto DeathAnim\n\tDeath.RavagerBall:\n\t\tPLAY A 0 A_GiveToTarget(\"RavagerGotYa\",1)\n\t\tGoto Death.SjasScream\n\tDeath.Yurei:\n\t\tPLAY A 0 A_GiveToTarget(\"KilledY\",1)\n\t\tPLAY A 0 A_PlaySoundEx(\"YureiKill1\",\"Body\",0,1)\n\t\tPLAY A 0 ACS_ExecuteAlways(997,0,3)\n\t\tGoto DeathAnim\n\tDeath.YureiBall:\n\t\tPLAY A 0 A_GiveToTarget(\"Health\",10)\n\t\tPLAY A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Death.SjasScream\n\tDeath.Misty:\n\t\tPLAY A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tPLAY A 0 A_GiveToTarget(\"KilledM\",1)\n\t\tPLAY HHHHHHHHHH 1 A_FadeOut(0.05)\n\t\tPLAY A 0 A_PlayerScream\n\t\tPLAY IIIIIIIIII 2 A_FadeOut(0.05)\n\t\tPLAY A 0 A_NoBlocking\n\t\tNULL A -1\n\t\tStop\n\tDeath.Clowny:\n\t\tPLAY A 0 ACS_ExecuteAlways(997,0,4)\n\t\tPLAY A 0 A_GiveToTarget(\"KilledC\",1)\n\t\tGoto DeathAnim\n\tDeath.Mohoph:\n\t\tPLAY A 0 A_GiveToTarget(\"TransMarine\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"MorphAmmo\", 1)\n\t\tPLAY A 0 A_PlaySoundEx(\"MohophKill\",\"Body\")\n\t\tPLAY A 0 ACS_ExecuteAlways(997,0,5)\n\t\tGoto DeathAnim\n\tDeath.EmtalicWeak:\n\t\tPLAY A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto DeathAnim\n\tDeath.Emtalic:\n\t\tPLAY A 0  A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Death.Jitter\n\tDeath.I1:\n\t\tPLAY A 0 A_SpawnItemEx(\"Heart\",0,0,32,random(2,3),momy,random(8,12),random(-180,180))\n\t\tPLAY A 0 A_GiveToTarget(\"KilledI1\",1)\n\t\tGoto DeathAnim\n\tDeath.I2:\n\t\tPLAY A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tPLAY A 0 A_GiveToTarget(\"KilledI2\",1)\n\t\tPLAY A 0 A_GiveToTarget(\"Clip\",1)\n\t\tPLAY G 0 SetPlayerProperty(0,1,4)\n\t\tPLAY G 0 A_Stop\n\t\tPLAY GGGGGGGGGGGGGG 5 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tNULL A 0 A_PlayerScream\n\t\tNULL A 0 ACS_ExecuteAlways(997,0,6)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"SkullGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"ChestGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"ArmGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"HandGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"CoccyxGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"LegGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AAAAAA 1 A_SpawnItemEx(\"BoneGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A -1 A_NoBlocking\n\t\tStop\n\tDeath.I3:\n\t\tPLAY A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tPLAY A 0 A_GiveToTarget(\"KilledI3\",1)\n\t\tPLAY HHHHHHHHHH 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tPLAY I 0 A_PlayerScream\n\t\tPLAY IIIIIIIIII 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tPLAY J 0 A_NoBlocking\n\t\tPLAY JJJJJJJJJJKKKKKKKKKKLLLLLLLLLLMMMMMMMMMM 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tPLAY NNNNNNN 3 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tPLAY N -1\n\t\tStop\n\tDeath.I4:\n\t\tPLAY A 0 A_GiveToTarget(\"KilledI4\",1)\n\t\tGoto DeathAnim\n\tDeath.I5:\n\t\tPLAY A 0 A_GiveToTarget(\"KilledI5\",1)\n\t\tGoto DeathAnim\n\tPain.RavagerBall:\n\t\tPLAY A 0 ACS_ExecuteAlways(920,0)\n\t\tGoto Pain\n\tPain.YureiBall:\n\t\tPLAY A 0 A_GiveToTarget(\"Health\",10)\n\t\tPLAY A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Pain\n\tPain.Emtalic:\n\t\tPLAY A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\tPain.EmtalicWeak:\n\t\tPLAY A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\t}\n}\n\nACTOR SlayerDashAmmo : Ammo\n{\n+INVENTORY.IGNORESKILL\n  Inventory.PickupMessage \"Fuel charge!\"\n  Inventory.Amount 2\n  Inventory.MaxAmount 2\n  Ammo.BackpackAmount 2\n  Ammo.BackpackMaxAmount 2\n  Inventory.Icon \"TNT1A0\"\n  States\n  {\n  Spawn:\n    CELL A -1\n    Stop\n  }\n}\n\nACTOR MarineXPistol : Weapon 2102\n{\n   Weapon.SelectionOrder 1800\n   Inventory.PickupSound \"weapons/getweapon02\"\n   Inventory.PickupMessage \"You got an extra Pistol!\"\n   Obituary \"%o was shot by %k's Pistol.\"\n   Weapon.AmmoType1 \"Clip\"\n   Weapon.AmmoType2 \"GrenadeAmmo\"\n   Weapon.AmmoGive 0\n   Weapon.AmmoUse1 0\n   Weapon.AmmoUse2 1\n   decal \"BulletChip\"\n   inventory.icon \"TNT1A0\"\n   Damagetype \"SamDeagle\"\n   Weapon.SlotNumber 1\n   +WEAPON.NOAUTOAIM\n   +WIMPY_WEAPON\n   +weapon.noautofire\n   +INVENTORY.UNDROPPABLE\n   +AMMO_OPTIONAL\n   +WEAPON.ALT_AMMO_OPTIONAL\n   States\n   {\n   Spawn:\n      D4PI A 400\n      Stop\n   Ready:\n\t  D4PI A 0 A_JumpIfInventory(\"CyborgDashCheck\",1,\"DashCheck\")\n      D4PI A 1 A_WeaponReady\n      Loop\n   Deselect:\n      D4PI A 1 A_Lower\n      Loop\n   Select:\n      D4PI A 1 A_Raise\n      Loop\n   Fire:\n\t  D4PI A 0 A_SetPitch(pitch-0.8)\n\t  D4PI B 0 A_PlayWeaponSound(\"D4PIFIR\")\n\t  D4PI B 2\n\t  D4PI B 1 Bright A_FireBullets(0.45,0.45,1,8,\"MPPistol\",1)\n\t  D4PI C 1 Offset(3,30) A_SetPitch(pitch+0.8)\n\t  D4PI C 1 Offset(6,27)\n\t  D4PI C 1 Offset(8,30)\n\t  D4PI A 1 Offset(2,33) A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH|WRF_NOBOB)\n\t  D4PI A 1 Offset(1,32)\n\t  D4PI A 1\n\t  D4PI A 1\n      Goto Ready\n   Altfire:\n\t  D4PI A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMax\")\n\t  D4PI A 0 A_JumpIfInventory(\"GrenadePower\",1,\"Grenade\")\n\t  D4PI A 0 A_JumpIfNoAmmo (\"NoGrenades\")\n\tGoto Lower\n\tLower:\n\t  D4PI A 1 offset (0, 40)\n\t  D4PI A 1 offset (0, 50)\n\t  D4PI A 1 offset (0, 60)\n\t  D4PI A 1 offset (0, 70)\n\t  D4PI A 1 offset (0, 80)\n\t  D4PI A 1 offset (0, 90)\n\t  D4PI A 1 offset (0, 100)\n\t  D4PI A 1 offset (0, 110)\n\t  D4PI A 1 offset (0, 120)\n\t  TNT1 A 3 A_PlayWeaponSound(\"weapons/grenadepin\")\n\tgoto Grenade\n\tReturn:\n\t  D4PI A 1 offset (0, 120) ACS_ExecuteAlways(998,0)\n\t  D4PI A 1 offset (0, 110)\n\t  D4PI A 1 offset (0, 100)\n\t  D4PI A 1 offset (0, 90)\n\t  D4PI A 1 offset (0, 80)\n\t  D4PI A 1 offset (0, 70)\n\t  D4PI A 1 offset (0, 60)\n\t  D4PI A 1 offset (0, 50)\n\t  D4PI A 1 offset (0, 40)\n\t  Goto Ready\n\tNoGrenades:\n\t  D4PI A 28 A_PlaySound(\"weapons/grenadeno\")\n\t  Goto Ready\n\tGrenade:\n\t  TNT1 A 1 A_GiveInventory(\"GrenadePower\",1)\n\t  TNT1 A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMaxsound\")\n\t  TNT1 A 0 A_Refire\n\t  Goto Throw\n\tThrow:\n\t  TNT1 A 0 ACS_ExecuteAlways(998,0)\n\t  D4GR AA 0 offset (0, 40)\n\t  D4GR A 0 A_PlayWeaponSound(\"weapons/grenadethrow\")\n\t  D4GR A 0 A_JumpIfInventory(\"GrenadePower\",35,\"Throw7\")\n\t  D4GR A 0 A_JumpIfInventory(\"GrenadePower\",30,\"Throw6\")\n\t  D4GR A 0 A_JumpIfInventory(\"GrenadePower\",25,\"Throw5\")\n\t  D4GR A 0 A_JumpIfInventory(\"GrenadePower\",20,\"Throw4\")\n\t  D4GR A 0 A_JumpIfInventory(\"GrenadePower\",15,\"Throw3\")\n\t  D4GR A 0 A_JumpIfInventory(\"GrenadePower\",10,\"Throw2\")\n\t  D4GR A 1 A_JumpIfInventory(\"GrenadePower\",5,\"Throw1\")\n\t  D4GR A 2 A_FireCustomMissile(\"ThrowingGrenade\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow1:\n\t  D4GR A 2 A_FireCustomMissile(\"ThrowingGrenade1\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow2:\n\t  D4GR A 2 A_FireCustomMissile(\"ThrowingGrenade2\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow3:\n\t  D4GR A 2 A_FireCustomMissile(\"ThrowingGrenade3\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow4:\n\t  D4GR A 2 A_FireCustomMissile(\"ThrowingGrenade4\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow5:\n\t  D4GR A 2 A_FireCustomMissile(\"ThrowingGrenade5\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow6:\n\t  D4GR A 2 A_FireCustomMissile(\"ThrowingGrenade6\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow7:\n\t  D4GR A 2 A_FireCustomMissile(\"ThrowingGrenade7\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrowpt2:\n\t  D4GR BCDEF 2\n\t  TNT1 A 0 A_ClearRefire\n\t  TNT1 A 0 A_TakeInventory(\"GrenadePower\",500)\n\t  Goto Return\n\tGrenadeMaxsound:\n      TNT1 A 0 ACS_ExecuteAlways(999,0)\n\t  TNT1 A 0\n\t  Goto GrenadeMax\n\tGrenadeMax:\n\t  TNT1 A 1 A_GiveInventory(\"GrenadePower\",1)\n\t  TNT1 A 0 A_JumpIfInventory(\"GrenadePower\",140,\"GrenadeSloops\")\n\t  TNT1 A 0 A_Refire\n\t  TNT1 A 0\n\t  Goto Throw\n\tGrenadeSloops:\n\t  TNT1 A 0 ACS_ExecuteAlways(998,0)\n\t  TNT1 A 30 A_FireCustomMissile(\"ThrowingGrenadeOops\", 0, 1, 0, -10)\n\t  TNT1 A 0 A_ClearRefire\n\t  TNT1 A 0 A_TakeInventory(\"GrenadePower\",500)\n\t  Goto Return\n\tDashcheck:\n\t\tD4PI A 0 A_TakeInventory(\"CyborgDashcheck\",1)\n\t\tD4PI A 1 A_JumpIf(z-floorz>8,\"Ready\")\n\t\tD4PI A 0\n\t\tD4PI A 1 A_JumpIfInventory(\"SlayerDashAmmo\", 1, \"Dash\")\n\t\tGoto Ready\n\tDash:\n\t\tD4PI A 0 A_PlaySoundEx(\"NewMarine/DashSound\",\"Item\")\n\t\tD4PI A 0 SetPlayerProperty(0, 0, 3)\n\t\tD4PI A 0 A_Stop\n\t\tD4PI A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==1,\"Dashforward\")\n\t\tD4PI A 0 A_Stop\n\t\tD4PI A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==2,\"Dashback\")\n\t\tD4PI A 0 A_Stop\n\t\tD4PI A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==3,\"Dashleft\")\n\t\tD4PI A 0 A_Stop\n\t\tD4PI A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==4,\"Dashright\")\n\t\tGoto Dashupward\n\tDashupward:\n\t\tD4PI A 0 SetPlayerProperty(0, 1, 0)\n\t\tD4PI A 0 A_TakeInventory(\"SlayerDashAmmo\",1)\n\t\tD4PI A 0\n\t\tD4PI A 3\n\t\tD4PI A 0\n\t\tD4PI A 3\n\t\tD4PI A 0\n\t\tD4PI A 3\n\t\tD4PI A 0\n\t\tD4PI A 3\n\t\tD4PI A 0\n\t\tD4PI A 0 SetPlayerProperty(0, 0, 0)\n\t\tD4PI A 5\n\t\tD4PI A 0 A_TakeInventory(\"CyborgDashcheck\",1)\n\t\tGoto Ready\n\tDashforward:\n\t\tD4PI A 0 offset(5,32) SetPlayerProperty(0, 1, 0)\n\t\tD4PI A 0 A_TakeInventory(\"SlayerDashAmmo\",1)\n\t\tD4PI A 0\n\t\tD4PI A 1 offset(10,36)\n\t\tD4PI A 1 offset(15,40)\n\t\tD4PI A 1 offset(20,44)\n\t\tD4PI A 0\n\t\tD4PI A 1 offset(25,48)\n\t\tD4PI A 1 offset(30,52)\n\t\tD4PI A 1 offset(35,56)\n\t\tD4PI A 0\n\t\tD4PI A 1 offset(40,60)\n\t\tD4PI A 1 offset(45,64)\n\t\tD4PI A 1 offset(50,68)\n\t\tD4PI A 0\n\t\tD4PI A 1 offset(55,72)\n\t\tD4PI A 1 offset(60,76)\n\t\tD4PI A 1 offset(65,80)\n\t\tD4PI A 0\n\t\tD4PI A 0 SetPlayerProperty(0, 0, 0)\n\t\tD4PI A 14 offset(65,80)\n\t\tD4PI A 1 offset(60,76)\n\t\tD4PI A 1 offset(55,72)\n\t\tD4PI A 1 offset(50,68)\n\t\tD4PI A 1 offset(45,64)\n\t\tD4PI A 1 offset(40,60)\n\t\tD4PI A 1 offset(35,56)\n\t\tD4PI A 1 offset(30,52)\n\t\tD4PI A 1 offset(25,48)\n\t\tD4PI A 1 offset(20,44)\n\t\tD4PI A 1 offset(15,40)\n\t\tD4PI A 1 offset(10,36)\n\t\tD4PI A 1 offset(5,32)\n\t\tD4PI A 3 offset(0,32)\n\t\tD4PI A 0 A_TakeInventory(\"CyborgDashcheck\",1)\n\t\tGoto Ready\n\tDashback:\n\t\tD4PI A 0 offset(-2,32) SetPlayerProperty(0, 1, 0)\n\t\tD4PI A 0 A_TakeInventory(\"SlayerDashAmmo\",1)\n\t\tD4PI A 0\n\t\tD4PI A 1 offset(-4,36)\n\t\tD4PI A 1 offset(-6,40)\n\t\tD4PI A 1 offset(-8,44)\n\t\tD4PI A 0\n\t\tD4PI A 1 offset(-10,48)\n\t\tD4PI A 1 offset(-12,52)\n\t\tD4PI A 1 offset(-14,56)\n\t\tD4PI A 0\n\t\tD4PI A 1 offset(-16,60)\n\t\tD4PI A 1 offset(-18,64)\n\t\tD4PI A 1 offset(-20,68)\n\t\tD4PI A 0\n\t\tD4PI A 1 offset(-22,72)\n\t\tD4PI A 1 offset(-24,76)\n\t\tD4PI A 1 offset(-26,80)\n\t\tD4PI A 0\n\t\tD4PI A 0 SetPlayerProperty(0, 0, 0)\n\t\tD4PI A 14 offset(-26,80)\n\t\tD4PI A 1 offset(-24,76)\n\t\tD4PI A 1 offset(-22,72)\n\t\tD4PI A 1 offset(-20,68)\n\t\tD4PI A 1 offset(-18,64)\n\t\tD4PI A 1 offset(-16,60)\n\t\tD4PI A 1 offset(-14,56)\n\t\tD4PI A 1 offset(-12,52)\n\t\tD4PI A 1 offset(-10,48)\n\t\tD4PI A 1 offset(-8,44)\n\t\tD4PI A 1 offset(-6,40)\n\t\tD4PI A 1 offset(-4,36)\n\t\tD4PI A 1 offset(-2,32)\n\t\tD4PI A 3 offset(0,32)\n\t\tD4PI A 0 A_TakeInventory(\"CyborgDashcheck\",1)\n\t\tGoto Ready\n\tDashleft:\n\t\tD4PI A 0 offset(6,32) SetPlayerProperty(0, 1, 0)\n\t\tD4PI A 0 A_TakeInventory(\"SlayerDashAmmo\",1)\n\t\tD4PI A 0\n\t\tD4PI A 1 offset(12,36)\n\t\tD4PI A 1 offset(18,40)\n\t\tD4PI A 1 offset(24,44)\n\t\tD4PI A 0\n\t\tD4PI A 1 offset(30,48)\n\t\tD4PI A 1 offset(36,52)\n\t\tD4PI A 1 offset(42,56)\n\t\tD4PI A 0\n\t\tD4PI A 1 offset(48,60)\n\t\tD4PI A 1 offset(54,64)\n\t\tD4PI A 1 offset(60,68)\n\t\tD4PI A 0\n\t\tD4PI A 1 offset(66,72)\n\t\tD4PI A 1 offset(72,76)\n\t\tD4PI A 1 offset(78,80)\n\t\tD4PI A 0\n\t\tD4PI A 0 SetPlayerProperty(0, 0, 0)\n\t\tD4PI A 14 offset(78,80)\n\t\tD4PI A 1 offset(72,76)\n\t\tD4PI A 1 offset(66,72)\n\t\tD4PI A 1 offset(60,68)\n\t\tD4PI A 1 offset(54,64)\n\t\tD4PI A 1 offset(48,60)\n\t\tD4PI A 1 offset(42,56)\n\t\tD4PI A 1 offset(36,52)\n\t\tD4PI A 1 offset(30,48)\n\t\tD4PI A 1 offset(24,44)\n\t\tD4PI A 1 offset(18,40)\n\t\tD4PI A 1 offset(12,36)\n\t\tD4PI A 1 offset(6,32)\n\t\tD4PI A 3 offset(0,32)\n\t\tD4PI A 0 A_TakeInventory(\"CyborgDashcheck\",1)\n\t\tGoto Ready\n\tDashright:\n\t\tD4PI A 0 offset(-4,32) SetPlayerProperty(0, 1, 0)\n\t\tD4PI A 0 A_TakeInventory(\"SlayerDashAmmo\",1)\n\t\tD4PI A 0\n\t\tD4PI A 1 offset(-8,36)\n\t\tD4PI A 1 offset(-12,40)\n\t\tD4PI A 1 offset(-16,44)\n\t\tD4PI A 0\n\t\tD4PI A 1 offset(-20,48)\n\t\tD4PI A 1 offset(-24,52)\n\t\tD4PI A 1 offset(-28,56)\n\t\tD4PI A 0\n\t\tD4PI A 1 offset(-32,60)\n\t\tD4PI A 1 offset(-36,64)\n\t\tD4PI A 1 offset(-40,68)\n\t\tD4PI A 0\n\t\tD4PI A 1 offset(-44,72)\n\t\tD4PI A 1 offset(-48,76)\n\t\tD4PI A 1 offset(-52,80)\n\t\tD4PI A 0\n\t\tD4PI A 0 SetPlayerProperty(0, 0, 0)\n\t\tD4PI A 14 offset(-52,80)\n\t\tD4PI A 1 offset(-48,76)\n\t\tD4PI A 1 offset(-44,72)\n\t\tD4PI A 1 offset(-40,68)\n\t\tD4PI A 1 offset(-36,64)\n\t\tD4PI A 1 offset(-32,60)\n\t\tD4PI A 1 offset(-28,56)\n\t\tD4PI A 1 offset(-24,52)\n\t\tD4PI A 1 offset(-20,48)\n\t\tD4PI A 1 offset(-16,44)\n\t\tD4PI A 1 offset(-12,40)\n\t\tD4PI A 1 offset(-8,36)\n\t\tD4PI A 1 offset(-4,32)\n\t\tD4PI A 3 offset(0,32)\n\t\tD4PI A 0 A_TakeInventory(\"CyborgDashcheck\",1)\n\t\tGoto Ready\n\t}\n}\n\nactor RiotgunX : Shotgun replaces Shotgun\n{\n  obituary \"%o got pummeled by %k's shotgun.\"\n  radius 20\n  height 16\n  decal \"BulletChip\"\n  Weapon.SlotNumber 2\n  weapon.kickback 800\n  attacksound \"NewMarine/Shotgun\"\n  inventory.pickupmessage \"You got the shotgun!\"\n  weapon.selectionorder 1500\n  weapon.ammotype \"Shell\"\n  inventory.icon \"SHOTTY\"\n  weapon.ammouse 1\n  weapon.ammogive 8\n  +INVENTORY.UNDROPPABLE\n  Weapon.AmmoUse2 1\n  Weapon.AmmoType2 \"GrenadeAmmo\"\n  +WEAPON.ALT_AMMO_OPTIONAL\n  +WEAPON.NOAUTOAIM\n  states\n  {\n  Spawn:\n    D4SG A 400\n    stop\n  Ready:\n\tD4SG A 0 A_JumpIfInventory(\"CyborgDashCheck\",1,\"DashCheck\")\n    D4SG A 1 A_WeaponReady\n    loop\n  Deselect:\n    D4SG A 1 A_Lower\n    loop\n  Select:\n    D4SG A 1 A_Raise\n    loop\n  Fire:\n    D4SG A 0 A_GunFlash\n\tD4SG B 1 Bright Offset(15,40) A_FireBullets (8, 8, 6, 7, \"MPShotgun\")\n\tD4SG C 1 Bright Offset(30,55)\n\tD4SG AA 4\n\tD4SG A 1 Offset(24,50)\n\tD4SG A 1 Offset(18,46)\n\tD4SG A 1 Offset(13,42)\n\tD4SG A 1 Offset(8,38)\n\tD4SG A 2 Offset(3,35)\n\tD4SG A 1 Offset(1,32)\n\tD4SG D 1 Offset(3,34)\n\tD4SG F 1 Offset(6,36)\n\tD4SG H 1 Offset(9,38)\n\tD4SG I 1 Offset(12,41)\n\tD4SG H 0 Offset(12,41) \tA_FireCustomMissile(\"Shotguncasing\",-40,0, 3,1)\n\tD4SG H 2 Offset(12,41)\n\tD4SG H 2 Offset(12,41)\n\tD4SG H 1 Offset(9,39)\n\tD4SG G 1 Offset(7,37)\n\tD4SG F 1 Offset(5,36)\n\tD4SG E 1 Offset(3,34)\n\tD4SG D 1 Offset(1,32)\n\tD4SG D 5\n\tD4SG D 1 A_ReFire\n    goto Ready\n\tAltfire:\n\t  D4SG A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMax\")\n\t  D4SG A 0 A_JumpIfInventory(\"GrenadePower\",1,\"Grenade\")\n\t  D4SG A 0 A_JumpIfNoAmmo (\"NoGrenades\")\n\tGoto Lower\n\t  Lower:\n\t  D4SG A 1 offset (0, 40)\n\t  D4SG A 1 offset (0, 50)\n\t  D4SG A 1 offset (0, 60)\n\t  D4SG A 1 offset (0, 70)\n\t  D4SG A 1 offset (0, 80)\n\t  D4SG A 1 offset (0, 90)\n\t  D4SG A 1 offset (0, 100)\n\t  D4SG A 1 offset (0, 110)\n\t  D4SG A 1 offset (0, 120)\n\t  TNT1 A 3 A_PlayWeaponSound(\"weapons/grenadepin\")\n\t  Goto Grenade\n\tGrenade:\n\t  TNT1 A 1 A_GiveInventory(\"GrenadePower\",1)\n\t  TNT1 A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMaxsound\")\n\t  TNT1 A 0 A_Refire\n\t  Goto Throw\n\tThrow:\n\t  TNT1 A 0 ACS_ExecuteAlways(998,0)\n\t  D4GR IJ 0 offset (0, 40)\n\t  D4GR A 0 A_PlayWeaponSound(\"weapons/grenadethrow\")\n\t  D4GR A 0 A_JumpIfInventory(\"GrenadePower\",35,\"Throw7\")\n\t  D4GR A 0 A_JumpIfInventory(\"GrenadePower\",30,\"Throw6\")\n\t  D4GR A 0 A_JumpIfInventory(\"GrenadePower\",25,\"Throw5\")\n\t  D4GR A 0 A_JumpIfInventory(\"GrenadePower\",20,\"Throw4\")\n\t  D4GR A 0 A_JumpIfInventory(\"GrenadePower\",15,\"Throw3\")\n\t  D4GR A 0 A_JumpIfInventory(\"GrenadePower\",10,\"Throw2\")\n\t  D4GR A 1 A_JumpIfInventory(\"GrenadePower\",5,\"Throw1\")\n\t  D4GR A 2 A_FireCustomMissile(\"ThrowingGrenade\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow1:\n\t  D4GR A 2 A_FireCustomMissile(\"ThrowingGrenade1\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow2:\n\t  D4GR A 2 A_FireCustomMissile(\"ThrowingGrenade2\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow3:\n\t  D4GR A 2 A_FireCustomMissile(\"ThrowingGrenade3\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow4:\n\t  D4GR A 2 A_FireCustomMissile(\"ThrowingGrenade4\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow5:\n\t  D4GR A 2 A_FireCustomMissile(\"ThrowingGrenade5\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow6:\n\t  D4GR A 2 A_FireCustomMissile(\"ThrowingGrenade6\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow7:\n\t  D4GR A 2 A_FireCustomMissile(\"ThrowingGrenade7\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrowpt2:\n\t  D4GR BCDEF 2\n\t  TNT1 A 0 A_ClearRefire\n\t  TNT1 A 0 A_TakeInventory(\"GrenadePower\",500)\n\t  Goto Return\n\tGrenadeMaxsound:\n      TNT1 A 0 ACS_ExecuteAlways(999,0)\n\t  TNT1 A 0\n\t  Goto GrenadeMax\n\tGrenadeMax:\n\t  TNT1 A 1 A_GiveInventory(\"GrenadePower\",1)\n\t  TNT1 A 0 A_JumpIfInventory(\"GrenadePower\",140,\"GrenadeSloops\")\n\t  TNT1 A 0 A_Refire\n\t  TNT1 A 0\n\t  Goto Throw\n\tGrenadeSloops:\n\t  TNT1 A 0 ACS_ExecuteAlways(998,0)\n\t  TNT1 A 30 A_FireCustomMissile(\"ThrowingGrenadeOops\", 0, 1, 0, -10)\n\t  TNT1 A 0 A_ClearRefire\n\t  TNT1 A 0 A_TakeInventory(\"GrenadePower\",500)\n\t  Goto Return\n\tReturn:\n\t  D4SG A 1 offset (0, 120) ACS_ExecuteAlways(998,0)\n\t  D4SG A 1 offset (0, 110)\n\t  D4SG A 1 offset (0, 100)\n\t  D4SG A 1 offset (0, 90)\n\t  D4SG A 1 offset (0, 80)\n\t  D4SG A 1 offset (0, 70)\n\t  D4SG A 1 offset (0, 60)\n\t  D4SG A 1 offset (0, 50)\n\t  D4SG A 1 offset (0, 40)\n\t  Goto Ready\n  Flash:\n    NULL A 4 bright A_Light1\n    NULL A 3 bright A_Light2\n    NULL A 0 bright A_Light0\n    stop\n\tNoGrenades:\n\t  D4SG A 28 A_PlaySound(\"weapons/grenadeno\")\n\t  Goto Ready\n\tDashcheck:\n\t\tD4SG A 0 A_TakeInventory(\"CyborgDashcheck\",1)\n\t\tD4SG A 1 A_JumpIf(z-floorz>8,\"Ready\")\n\t\tD4SG A 0\n\t\tD4SG A 1 A_JumpIfInventory(\"SlayerDashAmmo\", 1, \"Dash\")\n\t\tGoto Ready\n\tDash:\n\t\tD4SG A 0 A_PlaySoundEx(\"NewMarine/DashSound\",\"Item\")\n\t\tD4SG A 0 SetPlayerProperty(0, 0, 3)\n\t\tD4SG A 0 A_Stop\n\t\tD4SG A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==1,\"Dashforward\")\n\t\tD4SG A 0 A_Stop\n\t\tD4SG A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==2,\"Dashback\")\n\t\tD4SG A 0 A_Stop\n\t\tD4SG A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==3,\"Dashleft\")\n\t\tD4SG A 0 A_Stop\n\t\tD4SG A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==4,\"Dashright\")\n\t\tGoto Dashupward\n\tDashupward:\n\t\tD4SG A 0 SetPlayerProperty(0, 1, 0)\n\t\tD4SG A 0 A_TakeInventory(\"SlayerDashAmmo\",1)\n\t\tD4SG A 0\n\t\tD4SG A 3\n\t\tD4SG A 0\n\t\tD4SG A 3\n\t\tD4SG A 0\n\t\tD4SG A 3\n\t\tD4SG A 0\n\t\tD4SG A 3\n\t\tD4SG A 0\n\t\tD4SG A 0 SetPlayerProperty(0, 0, 0)\n\t\tD4SG A 5\n\t\tD4SG A 0 A_TakeInventory(\"CyborgDashcheck\",1)\n\t\tGoto Ready\n\tDashforward:\n\t\tD4SG A 0 offset(5,32) SetPlayerProperty(0, 1, 0)\n\t\tD4SG A 0 A_TakeInventory(\"SlayerDashAmmo\",1)\n\t\tD4SG A 0\n\t\tD4SG A 1 offset(10,36)\n\t\tD4SG A 1 offset(15,40)\n\t\tD4SG A 1 offset(20,44)\n\t\tD4SG A 0\n\t\tD4SG A 1 offset(25,48)\n\t\tD4SG A 1 offset(30,52)\n\t\tD4SG A 1 offset(35,56)\n\t\tD4SG A 0\n\t\tD4SG A 1 offset(40,60)\n\t\tD4SG A 1 offset(45,64)\n\t\tD4SG A 1 offset(50,68)\n\t\tD4SG A 0\n\t\tD4SG A 1 offset(55,72)\n\t\tD4SG A 1 offset(60,76)\n\t\tD4SG A 1 offset(65,80)\n\t\tD4SG A 0\n\t\tD4SG A 0 SetPlayerProperty(0, 0, 0)\n\t\tD4SG A 14 offset(65,80)\n\t\tD4SG A 1 offset(60,76)\n\t\tD4SG A 1 offset(55,72)\n\t\tD4SG A 1 offset(50,68)\n\t\tD4SG A 1 offset(45,64)\n\t\tD4SG A 1 offset(40,60)\n\t\tD4SG A 1 offset(35,56)\n\t\tD4SG A 1 offset(30,52)\n\t\tD4SG A 1 offset(25,48)\n\t\tD4SG A 1 offset(20,44)\n\t\tD4SG A 1 offset(15,40)\n\t\tD4SG A 1 offset(10,36)\n\t\tD4SG A 1 offset(5,32)\n\t\tD4SG A 3 offset(0,32)\n\t\tD4SG A 0 A_TakeInventory(\"CyborgDashcheck\",1)\n\t\tGoto Ready\n\tDashback:\n\t\tD4SG A 0 offset(-2,32) SetPlayerProperty(0, 1, 0)\n\t\tD4SG A 0 A_TakeInventory(\"SlayerDashAmmo\",1)\n\t\tD4SG A 0\n\t\tD4SG A 1 offset(-4,36)\n\t\tD4SG A 1 offset(-6,40)\n\t\tD4SG A 1 offset(-8,44)\n\t\tD4SG A 0\n\t\tD4SG A 1 offset(-10,48)\n\t\tD4SG A 1 offset(-12,52)\n\t\tD4SG A 1 offset(-14,56)\n\t\tD4SG A 0\n\t\tD4SG A 1 offset(-16,60)\n\t\tD4SG A 1 offset(-18,64)\n\t\tD4SG A 1 offset(-20,68)\n\t\tD4SG A 0\n\t\tD4SG A 1 offset(-22,72)\n\t\tD4SG A 1 offset(-24,76)\n\t\tD4SG A 1 offset(-26,80)\n\t\tD4SG A 0\n\t\tD4SG A 0 SetPlayerProperty(0, 0, 0)\n\t\tD4SG A 14 offset(-26,80)\n\t\tD4SG A 1 offset(-24,76)\n\t\tD4SG A 1 offset(-22,72)\n\t\tD4SG A 1 offset(-20,68)\n\t\tD4SG A 1 offset(-18,64)\n\t\tD4SG A 1 offset(-16,60)\n\t\tD4SG A 1 offset(-14,56)\n\t\tD4SG A 1 offset(-12,52)\n\t\tD4SG A 1 offset(-10,48)\n\t\tD4SG A 1 offset(-8,44)\n\t\tD4SG A 1 offset(-6,40)\n\t\tD4SG A 1 offset(-4,36)\n\t\tD4SG A 1 offset(-2,32)\n\t\tD4SG A 3 offset(0,32)\n\t\tD4SG A 0 A_TakeInventory(\"CyborgDashcheck\",1)\n\t\tGoto Ready\n\tDashleft:\n\t\tD4SG A 0 offset(6,32) SetPlayerProperty(0, 1, 0)\n\t\tD4SG A 0 A_TakeInventory(\"SlayerDashAmmo\",1)\n\t\tD4SG A 0\n\t\tD4SG A 1 offset(12,36)\n\t\tD4SG A 1 offset(18,40)\n\t\tD4SG A 1 offset(24,44)\n\t\tD4SG A 0\n\t\tD4SG A 1 offset(30,48)\n\t\tD4SG A 1 offset(36,52)\n\t\tD4SG A 1 offset(42,56)\n\t\tD4SG A 0\n\t\tD4SG A 1 offset(48,60)\n\t\tD4SG A 1 offset(54,64)\n\t\tD4SG A 1 offset(60,68)\n\t\tD4SG A 0\n\t\tD4SG A 1 offset(66,72)\n\t\tD4SG A 1 offset(72,76)\n\t\tD4SG A 1 offset(78,80)\n\t\tD4SG A 0\n\t\tD4SG A 0 SetPlayerProperty(0, 0, 0)\n\t\tD4SG A 14 offset(78,80)\n\t\tD4SG A 1 offset(72,76)\n\t\tD4SG A 1 offset(66,72)\n\t\tD4SG A 1 offset(60,68)\n\t\tD4SG A 1 offset(54,64)\n\t\tD4SG A 1 offset(48,60)\n\t\tD4SG A 1 offset(42,56)\n\t\tD4SG A 1 offset(36,52)\n\t\tD4SG A 1 offset(30,48)\n\t\tD4SG A 1 offset(24,44)\n\t\tD4SG A 1 offset(18,40)\n\t\tD4SG A 1 offset(12,36)\n\t\tD4SG A 1 offset(6,32)\n\t\tD4SG A 3 offset(0,32)\n\t\tD4SG A 0 A_TakeInventory(\"CyborgDashcheck\",1)\n\t\tGoto Ready\n\tDashright:\n\t\tD4SG A 0 offset(-4,32) SetPlayerProperty(0, 1, 0)\n\t\tD4SG A 0 A_TakeInventory(\"SlayerDashAmmo\",1)\n\t\tD4SG A 0\n\t\tD4SG A 1 offset(-8,36)\n\t\tD4SG A 1 offset(-12,40)\n\t\tD4SG A 1 offset(-16,44)\n\t\tD4SG A 0\n\t\tD4SG A 1 offset(-20,48)\n\t\tD4SG A 1 offset(-24,52)\n\t\tD4SG A 1 offset(-28,56)\n\t\tD4SG A 0\n\t\tD4SG A 1 offset(-32,60)\n\t\tD4SG A 1 offset(-36,64)\n\t\tD4SG A 1 offset(-40,68)\n\t\tD4SG A 0\n\t\tD4SG A 1 offset(-44,72)\n\t\tD4SG A 1 offset(-48,76)\n\t\tD4SG A 1 offset(-52,80)\n\t\tD4SG A 0\n\t\tD4SG A 0 SetPlayerProperty(0, 0, 0)\n\t\tD4SG A 14 offset(-52,80)\n\t\tD4SG A 1 offset(-48,76)\n\t\tD4SG A 1 offset(-44,72)\n\t\tD4SG A 1 offset(-40,68)\n\t\tD4SG A 1 offset(-36,64)\n\t\tD4SG A 1 offset(-32,60)\n\t\tD4SG A 1 offset(-28,56)\n\t\tD4SG A 1 offset(-24,52)\n\t\tD4SG A 1 offset(-20,48)\n\t\tD4SG A 1 offset(-16,44)\n\t\tD4SG A 1 offset(-12,40)\n\t\tD4SG A 1 offset(-8,36)\n\t\tD4SG A 1 offset(-4,32)\n\t\tD4SG A 3 offset(0,32)\n\t\tD4SG A 0 A_TakeInventory(\"CyborgDashcheck\",1)\n\t\tGoto Ready\n\t}\n}\n\nactor GrenadePower : Inventory\n{\n   Inventory.Amount 1\n   Inventory.MaxAmount 210\n}\n\nACTOR DoublePistolChecker : Inventory\n{\n   Inventory.Amount 1\n   Inventory.MaxAmount 1\n}\n\nACTOR MachinegunX : Weapon 2109\n{\n   Weapon.SelectionOrder 680\n   Weapon.SlotNumber 3\n   Inventory.PickupSound \"weapons/getweapon04\"\n   Inventory.PickupMessage \"The Machine Gun!\"\n   Obituary \"%o was fully perforated by %k's machinegun.\"\n   Weapon.AmmoType1 \"Clip\"\n   Weapon.AmmoGive 20\n   decal \"BulletChip\"\n   Weapon.AmmoUse1 1\n   weapon.kickback 300\n   Scale 0.8\n   inventory.icon \"MGUN\"\n   Weapon.AmmoUse2 1\n   Weapon.AmmoType2 \"GrenadeAmmo\"\n   +WEAPON.ALT_AMMO_OPTIONAL\n   +WEAPON.NOAUTOAIM\n   States\n   {\n   Spawn:\n      D4HH A 400\n      Stop\n   Ready:\n\t  D4HH A 0 A_JumpIfInventory(\"CyborgDashCheck\",1,\"DashCheck\")\n      D4HH A 1 A_WeaponReady\n      Loop\n   Deselect:\n      D4HH A 1 A_Light0\n      D4HH A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      D4HH A 1 A_Raise\n      Loop\n   Fire:\n\t  D4HH STUVWXYZA 2\n\t  Goto hold\n\t  hold:\n\t  Chainloop1:\n      D4CH E 0 A_Light1\n      D4CH E 0 A_PlayWeaponSound(\"MRINMG\")\n      D4CH E 0 A_Recoil(0.2)\n      D4CH A 1 Bright A_FireBullets(10,10,1,7,\"MPMachinegun\",1)\n\t  D4CH B 1 A_SetPitch(pitch - 0.5)\n\t  D4CH C 1 A_SetPitch(pitch + 0.5)\n\t  D4CH D 0\n\t  TNT1 A 0 A_FireCustomMissile(\"LongRifleCaseSpawn\",5,0,7,-3)\n\t  D4CH C 0 A_ReFire(\"Chainloop2\")\n\t  Goto WindDown\n\t  Chainloop2:\n\t  D4CH E 0 A_Light1\n      D4CH E 0 A_PlayWeaponSound(\"MRINMG\")\n      D4CH E 0 A_Recoil(0.2)\n      D4CH E 1 Bright A_FireBullets(10,10,1,7,\"MPMachinegun\",1)\n\t  D4CH F 1 A_SetPitch(pitch - 0.5)\n\t  D4CH G 1 A_SetPitch(pitch + 0.5)\n\t  D4CH H 0\n\t  TNT1 A 0 A_FireCustomMissile(\"LongRifleCaseSpawn\",5,0,7,-3)\n\t  D4CH C 0 A_ReFire(\"Chainloop1\")\n\t  Goto WindDown\n\t  WindDown:\n\t  D4HH STUVWXYZASTUVWXYZA 1\n\t  D4HH STUVWXYZA 2\n\t  D4HH AAAA 3\n      Goto Ready\n   Altfire:\n\t  D4HH A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMax\")\n\t  D4HH A 0 A_JumpIfInventory(\"GrenadePower\",1,\"Grenade\")\n\t  D4HH A 0 A_JumpIfNoAmmo (\"NoGrenades\")\n\t  Goto Lower\n\t  Lower:\n\t  D4HH A 1 offset (0, 40)\n\t  D4HH A 1 offset (0, 50)\n\t  D4HH A 1 offset (0, 60)\n\t  D4HH A 1 offset (0, 70)\n\t  D4HH A 1 offset (0, 80)\n\t  D4HH A 1 offset (0, 90)\n\t  D4HH A 1 offset (0, 100)\n\t  D4HH A 1 offset (0, 110)\n\t  D4HH A 1 offset (0, 120)\n\t  TNT1 A 3 A_PlayWeaponSound(\"weapons/grenadepin\")\n\tgoto Grenade\n\t  Return:\n\t  D4HH A 1 offset (0, 120) ACS_ExecuteAlways(998,0)\n\t  D4HH A 1 offset (0, 110)\n\t  D4HH A 1 offset (0, 100)\n\t  D4HH A 1 offset (0, 90)\n\t  D4HH A 1 offset (0, 80)\n\t  D4HH A 1 offset (0, 70)\n\t  D4HH A 1 offset (0, 60)\n\t  D4HH A 1 offset (0, 50)\n\t  D4HH A 1 offset (0, 40)\n\t  Goto Ready\n\tNoGrenades:\n\t  D4HH A 28 A_PlaySound(\"weapons/grenadeno\")\n\t  Goto Ready\n\tGrenade:\n\t  TNT1 A 1 A_GiveInventory(\"GrenadePower\",1)\n\t  TNT1 A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMaxsound\")\n\t  TNT1 A 0 A_Refire\n\t  Goto Throw\n\tThrow:\n\t  TNT1 A 0 ACS_ExecuteAlways(998,0)\n\t  D4GR IJ 0 offset (0, 40)\n\t  D4GR A 0 A_PlayWeaponSound(\"weapons/grenadethrow\")\n\t  D4GR A 0 A_JumpIfInventory(\"GrenadePower\",35,\"Throw7\")\n\t  D4GR A 0 A_JumpIfInventory(\"GrenadePower\",30,\"Throw6\")\n\t  D4GR A 0 A_JumpIfInventory(\"GrenadePower\",25,\"Throw5\")\n\t  D4GR A 0 A_JumpIfInventory(\"GrenadePower\",20,\"Throw4\")\n\t  D4GR A 0 A_JumpIfInventory(\"GrenadePower\",15,\"Throw3\")\n\t  D4GR A 0 A_JumpIfInventory(\"GrenadePower\",10,\"Throw2\")\n\t  D4GR A 1 A_JumpIfInventory(\"GrenadePower\",5,\"Throw1\")\n\t  D4GR A 2 A_FireCustomMissile(\"ThrowingGrenade\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow1:\n\t  D4GR A 2 A_FireCustomMissile(\"ThrowingGrenade1\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow2:\n\t  D4GR A 2 A_FireCustomMissile(\"ThrowingGrenade2\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow3:\n\t  D4GR A 2 A_FireCustomMissile(\"ThrowingGrenade3\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow4:\n\t  D4GR A 2 A_FireCustomMissile(\"ThrowingGrenade4\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow5:\n\t  D4GR A 2 A_FireCustomMissile(\"ThrowingGrenade5\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow6:\n\t  D4GR A 2 A_FireCustomMissile(\"ThrowingGrenade6\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow7:\n\t  D4GR A 2 A_FireCustomMissile(\"ThrowingGrenade7\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrowpt2:\n\t  D4GR BCDEF 2\n\t  TNT1 A 0 A_ClearRefire\n\t  TNT1 A 0 A_TakeInventory(\"GrenadePower\",500)\n\t  Goto Return\n\tGrenadeMaxsound:\n      TNT1 A 0 ACS_ExecuteAlways(999,0)\n\t  TNT1 A 0\n\t  Goto GrenadeMax\n\tGrenadeMax:\n\t  TNT1 A 1 A_GiveInventory(\"GrenadePower\",1)\n\t  TNT1 A 0 A_JumpIfInventory(\"GrenadePower\",140,\"GrenadeSloops\")\n\t  TNT1 A 0 A_Refire\n\t  TNT1 A 0\n\t  Goto Throw\n\tGrenadeSloops:\n\t  TNT1 A 0 ACS_ExecuteAlways(998,0)\n\t  TNT1 A 30 A_FireCustomMissile(\"ThrowingGrenadeOops\", 0, 1, 0, -10)\n\t  TNT1 A 0 A_ClearRefire\n\t  TNT1 A 0 A_TakeInventory(\"GrenadePower\",500)\n\t  Goto Return\n\tDashcheck:\n\t\tD4HH A 0 A_TakeInventory(\"CyborgDashcheck\",1)\n\t\tD4HH A 1 A_JumpIf(z-floorz>8,\"Ready\")\n\t\tD4HH A 0\n\t\tD4HH A 1 A_JumpIfInventory(\"SlayerDashAmmo\", 1, \"Dash\")\n\t\tGoto Ready\n\tDash:\n\t\tD4HH A 0 A_PlaySoundEx(\"NewMarine/DashSound\",\"Item\")\n\t\tD4HH A 0 SetPlayerProperty(0, 0, 3)\n\t\tD4HH A 0 A_Stop\n\t\tD4HH A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==1,\"Dashforward\")\n\t\tD4HH A 0 A_Stop\n\t\tD4HH A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==2,\"Dashback\")\n\t\tD4HH A 0 A_Stop\n\t\tD4HH A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==3,\"Dashleft\")\n\t\tD4HH A 0 A_Stop\n\t\tD4HH A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==4,\"Dashright\")\n\t\tGoto Dashupward\n\tDashupward:\n\t\tD4HH A 0 SetPlayerProperty(0, 1, 0)\n\t\tD4HH A 0 A_TakeInventory(\"SlayerDashAmmo\",1)\n\t\tD4HH A 0\n\t\tD4HH A 3\n\t\tD4HH A 0\n\t\tD4HH A 3\n\t\tD4HH A 0\n\t\tD4HH A 3\n\t\tD4HH A 0\n\t\tD4HH A 3\n\t\tD4HH A 0\n\t\tD4HH A 0 SetPlayerProperty(0, 0, 0)\n\t\tD4HH A 5\n\t\tD4HH A 0 A_TakeInventory(\"CyborgDashcheck\",1)\n\t\tGoto Ready\n\tDashforward:\n\t\tD4HH A 0 offset(5,32) SetPlayerProperty(0, 1, 0)\n\t\tD4HH A 0 A_TakeInventory(\"SlayerDashAmmo\",1)\n\t\tD4HH A 0\n\t\tD4HH A 1 offset(10,36)\n\t\tD4HH A 1 offset(15,40)\n\t\tD4HH A 1 offset(20,44)\n\t\tD4HH A 0\n\t\tD4HH A 1 offset(25,48)\n\t\tD4HH A 1 offset(30,52)\n\t\tD4HH A 1 offset(35,56)\n\t\tD4HH A 0\n\t\tD4HH A 1 offset(40,60)\n\t\tD4HH A 1 offset(45,64)\n\t\tD4HH A 1 offset(50,68)\n\t\tD4HH A 0\n\t\tD4HH A 1 offset(55,72)\n\t\tD4HH A 1 offset(60,76)\n\t\tD4HH A 1 offset(65,80)\n\t\tD4HH A 0\n\t\tD4HH A 0 SetPlayerProperty(0, 0, 0)\n\t\tD4HH A 14 offset(65,80)\n\t\tD4HH A 1 offset(60,76)\n\t\tD4HH A 1 offset(55,72)\n\t\tD4HH A 1 offset(50,68)\n\t\tD4HH A 1 offset(45,64)\n\t\tD4HH A 1 offset(40,60)\n\t\tD4HH A 1 offset(35,56)\n\t\tD4HH A 1 offset(30,52)\n\t\tD4HH A 1 offset(25,48)\n\t\tD4HH A 1 offset(20,44)\n\t\tD4HH A 1 offset(15,40)\n\t\tD4HH A 1 offset(10,36)\n\t\tD4HH A 1 offset(5,32)\n\t\tD4HH A 3 offset(0,32)\n\t\tD4HH A 0 A_TakeInventory(\"CyborgDashcheck\",1)\n\t\tGoto Ready\n\tDashback:\n\t\tD4HH A 0 offset(-2,32) SetPlayerProperty(0, 1, 0)\n\t\tD4HH A 0 A_TakeInventory(\"SlayerDashAmmo\",1)\n\t\tD4HH A 0\n\t\tD4HH A 1 offset(-4,36)\n\t\tD4HH A 1 offset(-6,40)\n\t\tD4HH A 1 offset(-8,44)\n\t\tD4HH A 0\n\t\tD4HH A 1 offset(-10,48)\n\t\tD4HH A 1 offset(-12,52)\n\t\tD4HH A 1 offset(-14,56)\n\t\tD4HH A 0\n\t\tD4HH A 1 offset(-16,60)\n\t\tD4HH A 1 offset(-18,64)\n\t\tD4HH A 1 offset(-20,68)\n\t\tD4HH A 0\n\t\tD4HH A 1 offset(-22,72)\n\t\tD4HH A 1 offset(-24,76)\n\t\tD4HH A 1 offset(-26,80)\n\t\tD4HH A 0\n\t\tD4HH A 0 SetPlayerProperty(0, 0, 0)\n\t\tD4HH A 14 offset(-26,80)\n\t\tD4HH A 1 offset(-24,76)\n\t\tD4HH A 1 offset(-22,72)\n\t\tD4HH A 1 offset(-20,68)\n\t\tD4HH A 1 offset(-18,64)\n\t\tD4HH A 1 offset(-16,60)\n\t\tD4HH A 1 offset(-14,56)\n\t\tD4HH A 1 offset(-12,52)\n\t\tD4HH A 1 offset(-10,48)\n\t\tD4HH A 1 offset(-8,44)\n\t\tD4HH A 1 offset(-6,40)\n\t\tD4HH A 1 offset(-4,36)\n\t\tD4HH A 1 offset(-2,32)\n\t\tD4HH A 3 offset(0,32)\n\t\tD4HH A 0 A_TakeInventory(\"CyborgDashcheck\",1)\n\t\tGoto Ready\n\tDashleft:\n\t\tD4HH A 0 offset(6,32) SetPlayerProperty(0, 1, 0)\n\t\tD4HH A 0 A_TakeInventory(\"SlayerDashAmmo\",1)\n\t\tD4HH A 0\n\t\tD4HH A 1 offset(12,36)\n\t\tD4HH A 1 offset(18,40)\n\t\tD4HH A 1 offset(24,44)\n\t\tD4HH A 0\n\t\tD4HH A 1 offset(30,48)\n\t\tD4HH A 1 offset(36,52)\n\t\tD4HH A 1 offset(42,56)\n\t\tD4HH A 0\n\t\tD4HH A 1 offset(48,60)\n\t\tD4HH A 1 offset(54,64)\n\t\tD4HH A 1 offset(60,68)\n\t\tD4HH A 0\n\t\tD4HH A 1 offset(66,72)\n\t\tD4HH A 1 offset(72,76)\n\t\tD4HH A 1 offset(78,80)\n\t\tD4HH A 0\n\t\tD4HH A 0 SetPlayerProperty(0, 0, 0)\n\t\tD4HH A 14 offset(78,80)\n\t\tD4HH A 1 offset(72,76)\n\t\tD4HH A 1 offset(66,72)\n\t\tD4HH A 1 offset(60,68)\n\t\tD4HH A 1 offset(54,64)\n\t\tD4HH A 1 offset(48,60)\n\t\tD4HH A 1 offset(42,56)\n\t\tD4HH A 1 offset(36,52)\n\t\tD4HH A 1 offset(30,48)\n\t\tD4HH A 1 offset(24,44)\n\t\tD4HH A 1 offset(18,40)\n\t\tD4HH A 1 offset(12,36)\n\t\tD4HH A 1 offset(6,32)\n\t\tD4HH A 3 offset(0,32)\n\t\tD4HH A 0 A_TakeInventory(\"CyborgDashcheck\",1)\n\t\tGoto Ready\n\tDashright:\n\t\tD4HH A 0 offset(-4,32) SetPlayerProperty(0, 1, 0)\n\t\tD4HH A 0 A_TakeInventory(\"SlayerDashAmmo\",1)\n\t\tD4HH A 0\n\t\tD4HH A 1 offset(-8,36)\n\t\tD4HH A 1 offset(-12,40)\n\t\tD4HH A 1 offset(-16,44)\n\t\tD4HH A 0\n\t\tD4HH A 1 offset(-20,48)\n\t\tD4HH A 1 offset(-24,52)\n\t\tD4HH A 1 offset(-28,56)\n\t\tD4HH A 0\n\t\tD4HH A 1 offset(-32,60)\n\t\tD4HH A 1 offset(-36,64)\n\t\tD4HH A 1 offset(-40,68)\n\t\tD4HH A 0\n\t\tD4HH A 1 offset(-44,72)\n\t\tD4HH A 1 offset(-48,76)\n\t\tD4HH A 1 offset(-52,80)\n\t\tD4HH A 0\n\t\tD4HH A 0 SetPlayerProperty(0, 0, 0)\n\t\tD4HH A 14 offset(-52,80)\n\t\tD4HH A 1 offset(-48,76)\n\t\tD4HH A 1 offset(-44,72)\n\t\tD4HH A 1 offset(-40,68)\n\t\tD4HH A 1 offset(-36,64)\n\t\tD4HH A 1 offset(-32,60)\n\t\tD4HH A 1 offset(-28,56)\n\t\tD4HH A 1 offset(-24,52)\n\t\tD4HH A 1 offset(-20,48)\n\t\tD4HH A 1 offset(-16,44)\n\t\tD4HH A 1 offset(-12,40)\n\t\tD4HH A 1 offset(-8,36)\n\t\tD4HH A 1 offset(-4,32)\n\t\tD4HH A 3 offset(0,32)\n\t\tD4HH A 0 A_TakeInventory(\"CyborgDashcheck\",1)\n\t\tGoto Ready\n\t}\n}\n\nactor BulletPuff2 : BulletPuff\n{\nStates\n{\n  Spawn:\n    PUFF A 0\n    PUFF A 4 bright A_PlaySound(\"puff/TSRIC\")\n    PUFF B 4\n    // Intentional fall-through\n  Melee:\n    PUFF CD 4\n    stop\n\n}\n}\n\nactor GrenadeExplosion\n{\nrenderstyle translucent\nalpha 1.0\n+NOGRAVITY\n-SOLID\n+NOBLOCKMAP\nradius 1\nheight 1\nscale 1.5\nStates\n{\nSpawn:\nCOOM A 0\nCOOM A 0 A_PlaySound(\"weapons/grenadeexplode\")\nCOOM ABCDEFGHIJJKKLLMNNNOOOPPPQQRRSSTTTUUUVVVXXX 2 bright A_FadeOut(0.04)\nStop\n}\n}\n\nactor ThrowingGrenadeOops\n{\nradius 7\nheight 5\nPROJECTILE\n+DOOMBOUNCE\ndamagetype \"Grenade\"\n+BOUNCEONACTORS\n- NOGRAVITY\nObituary \"%o was blown to bits by %k.\"\nspeed 30\nscale 0.38\nbouncecount 2\nbouncefactor 0.5\nreactiontime 5\nStates\n{\nSpawn:\nCOOM A 0\nCOOM A 0 A_PlaySound(\"weapons/grenadeexplode\")\nGoto Death\nDeath:\nCOOM A 0 A_SpawnItemEx(\"GrenadeExplosion\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\nCOOM A 1 A_Explode(128,170,1)\nStop\n}\n}\n\nactor IsFemale : Inventory\n{\n    inventory.amount 1\n    inventory.maxamount 1\n}\n\nActor MPPistol : BulletPuff2\n{\n\tDamageType \"MarinePistol\"\n\tobituary \"%o got sniped by %k's pistol.\"\n}\n\nActor MPMachineGun : BulletPuff2\n{\n\tDamageType \"MarineMachineGun\"\n\tobituary \"%o was perforated by %k's machinegun.\"\n}\n\nActor MPShotgun : BulletPuff2\n{\n\tDamageType \"Marineshotgun\"\n\tobituary \"%o got pummeled by %k's shotgun.\"\n}\n\nActor CreeperPopUp : Inventory\n{\nInventory.MaxAmount 1\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/NewHunter.txt",
        "contents": "ACTOR Hunter : PlayerPawn\n{\n  +NOSKIN\n  +QUICKTORETALIATE\n  player.soundclass \"NHunter\"\n  limitedtoteam 0\n  Speed 1\n  +NOICEDEATH\n  +GHOST\n  Health 100\n  Player.Maxhealth 100\n  Radius 16\n  Height 56\n  player.forwardmove 1.18\n  player.sidemove 1.0\n  mass 400\n  PainChance 256\n  Player.DisplayName \"Hunter\"\n  player.startitem \"Bow\", 1\n  player.startitem \"FireBow\", 1\n  player.startitem \"IceBow\", 1\n  player.startitem \"LightningBow\", 1\n  player.startitem \"ArrowSingle\", 40\n  player.startitem \"Allmap\", 1\n  player.startitem \"huntertracking\", 1\n  player.startitem \"IsHuman\", 1\n  Player.StartItem \"Screamer\", 0\n  player.scoreicon \"HUNTERST\"\n  Player.ColorRange 112, 127\n  Damagefactor \"normal\", 0.9\n  DamageFactor \"fire2\", 0.8\n  DamageFactor \"GhostTrap\", 0.0\n  Damagefactor \"Sentinel\", 0.0\n  Damagefactor \"MechPewPews\", 0.0\n  Damagefactor \"MacheteSlicerino\", 0.0\n  States\n  {\n  Spawn:\n    PLAY A 0 Setplayerproperty(0,0,0)\n    Goto Steady\n\tSteady:\n\tHUNT A 1\n\tGoto Spawn\n  See:\n\tHUNT A 0 A_JumpIfHealthLower(50,\"INeedHealingSee\")\n    HUNT ABCD 4\n    Goto Spawn\n  INeedHealingSee:\n\tHUNT A 0 A_SpawnItemEx(\"INeedHealingTrail\",random(-20,20),random(-20,20),0,0,0,10)\n    HUNT ABCD 4\n    Goto Spawn\n  Missile:\n    HUNT E 12\n    Goto Spawn\n  Melee:\n    HUNT F 6\n    Goto Missile\n  Pain.Choke:\n    TNT1 A 0 A_GiveToTarget(\"Health\",2)\n  Pain:\n    HUNT G 4\n    HUNT G 4 A_Pain\n    Goto Spawn\nPain.FleshBent2:\n\tTNT1 A 0 A_GiveToTarget(\"Health\",4)\n\tGoto Pain\n\tDeath.Fleshbent:\n\tTNT1 A 0 A_GiveToTarget(\"TentacleAmmo\",2)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",15)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",10)\n\tGoto Death.Jitter\n\tDeath.Fleshbent2:\n\tTNT1 A 0 A_GiveToTarget(\"TentacleAmmo\",2)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",15)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",10)\n\tGoto Death.Jitter\n\tPain.BastetClawing:\n\tTNT1 A 0 A_GiveToTarget(\"Health\",4)\n\tGoto Pain\n\tPain.BastetClawingLightSFX:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitLight\",CHAN_5)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",3)\n\tGoto Pain\n\tPain.BastetClawingHeavySFX:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitHeavy\",CHAN_5)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",6)\n\tGoto Pain\n  Pain.Justicar:\n\tTNT1 A 0 A_custommissile(\"Justicarattack\",14,0,random(0,360))\n\tTNT1 A 0 A_GiveToTarget(\"Health\",1)\n\tTNT1 A 0 A_GiveToTarget(\"JusticarSecondaryAmmo\",1)\n\tGoto pain\n  Pain.Creepstun:\n    HUNT G 0 A_Pain\n\tHUNT G 0 A_GiveToTarget(\"health\",5)\n\tHUNT G 40 Setplayerproperty(0,1,0)\n\tHUNT G 2 Setplayerproperty(0,0,0)\n\tGoto Spawn\n\tPain.FleshBent:\n    HUNT G 0 A_Pain\n\tHUNT G 20 Setplayerproperty(0,1,0)\n\tHUNT G 2 Setplayerproperty(0,0,0)\n\tGoto Spawn\n  Death.Creeper:\n\tHUNT A 0 A_PlaySoundEx(\"creeperattack\", \"Body\")\n\tHUNT A 0 A_SpawnItemEx(\"CreeperPopUp\",0,0,10)\n\tHUNT A 0 A_GiveToTarget(\"Creeperheal\",1)\n    HUNT A 0 ACS_ExecuteAlways(997,0,1)\n\tgoto DeathAnim\n  Death.Creepstun:\n\tHUNT A 0 A_GiveToTarget(\"Unlock13\",1)\n\tHUNT A 0 A_GiveToTarget(\"CreepGotya\",1)\n\tgoto DeathAnim\n  Death.SjasScream:\n    HUNT A 0 A_GiveToTarget(\"KilledJ\",1)\n    Goto DeathAnim\n  Death:\n  DeathAnim:\n\tHUNT A 0 A_TakeInventory(\"KilledCount\",999)\n    HUNT A 0 A_GiveToTarget(\"KilledMe\",1)\n    HUNT A 0 A_GiveToTarget(\"KilledHunter\",1)\n    HUNT H 8\n    HUNT I 8 A_PlayerScream\n    HUNT J 8 A_NoBlocking\n    HUNT KLM 8\n    HUNT N -1\n    Stop\n\tDeath.GhoulChainSaw:\n\tTNT1 A 0 A_GiveToTarget(\"Health\",50)\n\tTNT1 A 0 A_GiveToTarget(\"BearTarpsAmmo\",1)\n\tTNT1 A 0 A_GiveToTarget(\"SawyerRageammo\",10)\n\tTNT1 A 0 A_GiveToTarget(\"DUMMY_SawyerBloodyChainsaw\", 1)\n\tGoto Death.Jitter\n\tDeath.BastetClawing:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitHeavy\",CHAN_6)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",30)\n\tGoto Death.Jitter\n\tDeath.BastetClawingLightSFX:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitLight\",CHAN_6)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",30)\n\tGoto Death.Jitter\n\tDeath.BastetClawingHeavySFX:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitHeavy\",CHAN_6)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",30)\n\tGoto Death.Jitter\n\tDeath.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",15)\n\tGoto Death.Jitter\n  Death.Jitter:\n    HUNT A 0 A_GiveToTarget(\"Crunched\",1)\n\tHUNT A 0 A_GiveToTarget(\"KilledMe\",1)\n\tHUNT A 0 A_GiveToTarget(\"KilledHunter\",1)\n\tHUNT G 1 A_PlaySound(\"gibbage/xsplat\")\n\tNULL A 0 A_SkullPop(\"Custom_BloodySkull2\")\n\tNULL A 0 A_PlaySound(\"gibbage/playergib\")\n\tNULL A 0 A_NoBlocking\n\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\tNULL A -1\n\tStop\n  Death.Ravager:\n\t\tHUNT A 0 A_GiveToTarget(\"KilledR\",1)\n\t\tHUNT A 0 A_GiveToTarget(\"Health\",25)\n\t\tHUNT A 0 ACS_ExecuteAlways(997,0,2)\n\t\tHUNT A 0 A_PlaySoundEx(\"RavagerAttack\",\"Body\")\n\t\tHUNT A 0 A_SpawnItemEx(\"RavagerHit\",0,0,32)\n\t\tGoto DeathAnim\n\tDeath.RavagerBall:\n\t\tHUNT A 0 A_GiveToTarget(\"RavagerGotYa\",1)\n\t\tGoto Death.SjasScream\n\tDeath.Yurei:\n\t\tHUNT A 0 A_GiveToTarget(\"KilledY\",1)\n\t\tHUNT A 0 A_PlaySoundEx(\"YureiKill1\",\"Body\",0,1)\n\t\tHUNT A 0 ACS_ExecuteAlways(997,0,3)\n\t\tGoto DeathAnim\n\tDeath.YureiBall:\n\t\tHUNT A 0 A_GiveToTarget(\"Health\",10)\n\t\tHUNT A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Death.SjasScream\n\tDeath.Misty:\n\t\tHUNT A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tHUNT A 0 A_GiveToTarget(\"KilledM\",1)\n\t\tHUNT HHHH 2 A_FadeOut(0.1)\n\t\tHUNT A 0 A_PlayerScream\n\t\tHUNT IIIIJJ 2 A_FadeOut(0.1)\n\t\tHUNT A 0 A_NoBlocking\n\t\tNULL A -1\n\t\tStop\n\tDeath.Clowny:\n\t\tHUNT A 0 ACS_ExecuteAlways(997,0,4)\n\t\tHUNT A 0 A_GiveToTarget(\"KilledC\",1)\n\t\tGoto DeathAnim\n\tDeath.Mohoph:\n\t\tHUNT A 0 A_GiveToTarget(\"TransHunter\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"MorphAmmo\", 1)\n\t\tHUNT A 0 A_PlaySoundEx(\"MohophKill\",\"Body\")\n\t\tHUNT A 0 ACS_ExecuteAlways(997,0,5)\n\t\tGoto DeathAnim\n\tDeath.EmtalicWeak:\n\t\tHUNT A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto DeathAnim\n\tDeath.Emtalic:\n\t\tHUNT A 0  A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Death.Jitter\n\tDeath.I1:\n\t\tHUNT A 0 A_SpawnItemEx(\"Heart\",0,0,32,random(2,3),momy,random(8,12),random(-180,180))\n\t\tHUNT A 0 A_GiveToTarget(\"KilledI1\",1)\n\t\tGoto DeathAnim\n\tDeath.I2:\n\t\tHUNT A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tHUNT A 0 A_GiveToTarget(\"KilledI2\",1)\n\t\tHUNT A 0 A_GiveToTarget(\"Clip\",1)\n\t\tHUNT G 0 SetPlayerProperty(0,1,4)\n\t\tHUNT G 0 A_Stop\n\t\tHUNT GGGGGGGGGGGGGG 5 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tNULL A 0 A_PlayerScream\n\t\tNULL A 0 ACS_ExecuteAlways(997,0,6)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"SkullGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"ChestGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"ArmGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"HandGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"CoccyxGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"LegGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AAAAAA 1 A_SpawnItemEx(\"BoneGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A -1 A_NoBlocking\n\t\tStop\n\tDeath.I3:\n\t\tHUNT A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tHUNT A 0 A_GiveToTarget(\"KilledI3\",1)\n\t\tHUNT HHHHHHHH 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tHUNT I 0 A_PlayerScream\n\t\tHUNT IIIIIIII 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tHUNT J 0 A_NoBlocking\n\t\tHUNT JJJJJJJJKKKKKKKKLLLLLLLLMMMMMMMM 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tHUNT NNNNNNN 3 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tHUNT N -1\n\t\tStop\n\tDeath.I4:\n\t\tHUNT A 0 A_GiveToTarget(\"KilledI4\",1)\n\t\tGoto DeathAnim\n\tDeath.I5:\n\t\tHUNT A 0 A_GiveToTarget(\"KilledI5\",1)\n\t\tGoto DeathAnim\n\tPain.RavagerBall:\n\t\tHUNT A 0 ACS_ExecuteAlways(920,0)\n\t\tGoto Pain\n\tPain.YureiBall:\n\t\tHUNT A 0 A_GiveToTarget(\"Health\",10)\n\t\tHUNT A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Pain\n\tPain.Emtalic:\n\t\tHUNT A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\tPain.EmtalicWeak:\n\t\tHUNT A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\t}\n}\n\nactor LightningBow : Bow\n{\n+WEAPON.NOAUTOAIM\nWeapon.SlotNumber 4\nObituary \"%o was electrocuted by %k's lightning arrows.\"\ndecal \"LightningDecal\"\ninventory.icon \"LBOW\"\nStates\n{\n    Spawn:\n       BOWP A 400\n       Stop\n    Ready:\n\t   BOWA A 0 A_PlaySoundEx(\"weapons/bowlswitch\", \"Weapon\")\n\t   BOWA H 1 A_WeaponReady\n       Goto Ready+1\n    Deselect:\n       BOWA H 1 A_Lower\n\t   Loop\n    Select:\n       BOWA H 1 A_Raise\n       Loop\n    Fire:\n\t   BOWA H 0 A_JumpIfNoAmmo(\"NoArrows\")\n\t   BOWA H 0 ACS_ExecuteAlways(999,0)\n       BOWA HIJKL 7\n\t   BOWA L 0 A_Playsound(\"BWFI6\",CHAN_ITEM)\n\t   BOWA L 2 A_PlaySoundEx (\"weapons/bowdraw\", \"SoundSlot7\")\n\t   BOWA A 0 A_GiveInventory(\"LightningCheck\",1)\n\t   BOWA A 0 A_GunFlash\n\tGoto Hold\n\t   Hold:\n\t   BOWA M 1 bright\n\t   BOWL A 0 A_Refire\n\t   BOWL A 0 A_GiveInventory(\"LightningCheck\",1)\n\t   BOWA O 0 A_StopSoundEx(\"SoundSlot7\")\n\t   BOWA H 0 A_Light0\n\t   BOWA O 0 A_FireCustomMissile(\"LightningArrow\", 0, 1, 8, 0)\n\t   BOWA O 0 A_RailAttack(50, 8, 0, \"none\", \"gold\", 0, 9999)\n\t   BOWA O 0 ACS_ExecuteAlways(998,0)\n       BOWA P 18//28//17 - Makes it less spammy and more dangerous to use on close range.\n\t   BOWA G 4 A_TakeInventory(\"LightningCheck\",2)\n\t   Goto Ready+1\n\tFlash:\n\t   YEL5 A 0 A_JumpIfInventory(\"LightningCheck\",1,\"SFlash\")\n\t   YEL5 ABC 1 bright\n\t   YEL5 D 2 bright\n\t   YEL5 A 0 A_PlaySoundEx(\"weapons/lightfall\",\"Weapon\")\n\t   YEL5 A 0 A_SpawnItemEx(\"LightningSpawner\",120,0,9999,0,0,0,0,SXF_NOCHECKPOSITION)\n\t   YEL5 A 0 A_SpawnItemEx(\"LightningSpawner\",-120,0,9999,0,0,0,0,SXF_NOCHECKPOSITION)\n\t   YEL5 A 0 A_SpawnItemEx(\"LightningSpawner\",0,120,9999,0,0,0,0,SXF_NOCHECKPOSITION)\n\t   YEL5 A 0 A_SpawnItemEx(\"LightningSpawner\",0,-120,9999,0,0,0,0,SXF_NOCHECKPOSITION)\n\t   YEL5 EF 2 bright\n\t   YEL5 EF 2 bright\n\t   YEL5 CBA 1 bright\n\t   Stop\n\tSFlash:\n\t   BOWL A 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL A 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL B 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL B 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL C 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL C 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   loop\n\tGoaway:\n\t   TNT1 A 0\n\t   stop\n\tNoArrows:\n\t   BOWA H 28 A_PlayWeaponSound(\"weapons/arrowno\")\n\t   Goto Ready+1\n\t   Altfire:\n\t   BOWA GFE 4\n\t   BOWA E 25 A_GunFlash\n\t   BOWA EFG 6\n\t   BOWA H 1 A_WeaponReady\n\t   Goto Ready+1\n}\n}\n\nactor LightningFall\n{\nPROJECTILE\ndamage 3\nObituary \"%o was electrocuted %k's lightning magic.\"\nradius 8\n+RANDOMIZE\nheight 8\nrenderstyle add\ntranslation \"192:207=229:231\"\nalpha 0.8\nStates\n{\nSpawn:\nZAP6 MNO 2 bright\nloop\nDeath:\nFX16 A 0 A_PlaySound(\"weapons/lighthit\")\nFX16 A 0 A_Explode(18,150,0)\nFX16 GHIJK 2\nstop\n}\n}\n\nactor HunterTracking : PowerUpGiver\n{\ninventory.pickupmessage \"Their blood is yours!\"\npowerup.type \"PowerScanner\"\npowerup.duration -99999\ninventory.maxamount 0\n+INVENTORY.AUTOACTIVATE\n+floatbob\n-COUNTITEM\n+INVENTORY.ALWAYSPICKUP\nstates\n{\nSpawn:\nTNT1 A -1\nstop\n}\n}\n\nActor Arrowdropped : CustomInventory\n{\n\tInventory.PickupMessage \"You picked an Arrow\"\n\tInventory.PickupSound \"Misc/A_Pkup\"\n\tScale 0.5\n\tRadius 8\n\tHeight 2\n\tStates\n\t{\n\tSpawn:\n\t\tARRW A 800\n\t\tStop\n\tPickup:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Bow\", 1,\"Give\")\n\t\tGoto Spawn\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"ArrowSingle\", 1)\n\t\tStop\n\t}\n}\n\nACTOR ArrowFire : FastProjectile\n{\n   Radius 4\n   Height 3\n   Speed 180\n   Scale .5\n   Damage (40)//7\n   PROJECTILE\n   +NOGRAVITY\n   +ROCKETTRAIL\n   DamageType \"NormalArrow\"\n   decal \"BulletChip\"\n   +NOEXTREMEDEATH\n   SeeSound \"weapons/bowfire\"\n   DeathSound \"weapons/bowhit\"\n   States\n   {\n   Spawn:\n      ARRW AAAAAA 2\n      ARRW A 0 A_Changeflag(\"NOGRAVITY\", 0)\n\t  ARRW A 0 A_Changeflag(\"LOWGRAVITY\", 1)\n\t  Loop\n   Death:\n      ARRW A 0\n\t  ARRW A 0 A_PlaySound(\"weapons/arrowhit\")\n      ARRW A 1 A_SpawnItemEx(\"Arrowdropped\",0,0,0,0,0,0,0,32,0)\n      Stop\n   }\n}\n\nACTOR ArrowFire2 : FastProjectile\n{\n   Radius 4\n   Height 3\n   Speed 160\n   Scale .5\n   Damage (45)\n   PROJECTILE\n   +NOGRAVITY\n   +ROCKETTRAIL\n   DamageType \"NormalArrow\"\n   decal \"BulletChip\"\n   +NOEXTREMEDEATH\n   SeeSound \"weapons/bowfire\"\n   DeathSound \"weapons/bowhit\"\n   States\n   {\n   Spawn:\n      ARRW AAAAAA 2\n      ARRW A 0 A_Changeflag(\"NOGRAVITY\", 0)\n\t  ARRW A 0 A_Changeflag(\"LOWGRAVITY\", 1)\n\t  Loop\n   Death:\n      ARRW A 0\n\t  ARRW A 0 A_PlaySound(\"weapons/arrowhit\")\n      ARRW A 1\n      Stop\n   }\n}\n\nActor CreeperPopUp : Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor HunterFreezeSlow : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\t+inventory.alwayspickup\n\t+inventory.quiet\n\t+inventory.ignoreskill\n\tinventory.pickupsound \"\"\n\tinventory.pickupmessage \"\"\n\tscale 0.25\n\tstates\n\t{\n\tSpawn:\n\t\tTNTA A 10\n\t\tstop\n\tPickup:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsHuman\",1,3)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ClownyAmmo\",1,2)\n\t\tTNT1 A 1 ACS_ExecuteAlways(319,0)\n\t\tstop\n\t\tTNT1 A 1 //A_Print(\"lel\")\n\t\tfail\n\t}\n}\n\nactor IceBow : Bow\n{\nWeapon.SlotNumber 3\nObituary \"%o was frozen by %k's ice arrows.\"\n+WEAPON.NOAUTOAIM\ninventory.icon \"IBOW\"\nStates\n{\n    Spawn:\n       BOWP A 400\n       Stop\n    Ready:\n\t   BOWA A 0 A_PlaySoundEx(\"weapons/bowiswitch\", \"Weapon\")\n\t   BOWA H 1 A_WeaponReady\n       Goto Ready+1\n    Deselect:\n       BOWA H 1 A_Lower\n\t   Loop\n    Select:\n       BOWA H 1 A_Raise\n       Loop\n    Fire:\n\t   BOWA H 0 A_JumpIfNoAmmo(\"NoArrows\")\n\t   BOWA H 0 ACS_ExecuteAlways(999,0)\n       BOWA HIJKL 3\n\t   BOWA A 0 A_GiveInventory(\"LightningCheck\",1)\n\t   BOWA H 0 ACS_ExecuteAlways(999,0)\n\t   BOWA A 0 A_GunFlash\n\t   BOWA L 2 A_PlaySoundEx (\"weapons/bowdraw\", \"SoundSlot7\")\n\tGoto Hold\n\tHold:\n\t   BOWA M 1 bright\n\t   BOWF E 0 A_Refire\n\t   BOWA H 0 A_Light0\n\t   BOWA H 0 A_GiveInventory(\"LightningCheck\",1)\n\t   BOWA O 0 A_StopSoundEx(\"SoundSlot7\")\n\t   BOWA O 0 A_FireCustomMissile(\"IceArrow\", 0, 1, 8, 0)\n\t   BOWA O 0 A_FireCustomMissile(\"IceArrow2\", random(-5,5), 0, 11, 0)\n\t   BOWA O 0 A_FireCustomMissile(\"IceArrow2\", random(-5,5), 0, 5, 0)\n\t   BOWA O 0 A_FireCustomMissile(\"IceArrow2\", random(-5,5), 0, 8, 4)\n\t   BOWA O 0 A_FireCustomMissile(\"IceArrow2\", random(-5,5), 0, 8, -4)\n\t   BOWA O 0 A_FireCustomMissile(\"IceArrow2\", random(-5,5), 0, random(5,11), random(-4,4))\n\t   BOWA O 0 A_FireCustomMissile(\"IceArrow2\", random(-5,5), 0, 11, 0)\n\t   BOWA O 0 A_FireCustomMissile(\"IceArrow2\", random(-5,5), 0, 5, 0)\n\t   BOWA O 0 A_FireCustomMissile(\"IceArrow2\", random(-5,5), 0, 8, 4)\n\t   BOWA O 0 A_FireCustomMissile(\"IceArrow2\", random(-5,5), 0, 8, -4)\n\t   BOWA O 0 A_FireCustomMissile(\"IceArrow2\", random(-5,5), 0, random(5,11), random(-4,4))\n\t   BOWA O 0 ACS_ExecuteAlways(998,0)\n       BOWA P 25\n\t   BOWA G 4 A_TakeInventory(\"LightningCheck\",2)\n\t   Goto Ready+1\n\tFlash:\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",1,\"SFlash\")\n\t   BLU5 ABC 2 bright\n\t   BLU5 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   BLU5 D 1 bright\n\t   BLU5 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   BLU5 E 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   BLU5 F 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   BLU5 E 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   BLU5 F 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   BLU5 E 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   BLU5 F 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   BLU5 E 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   BLU5 F 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   BLU5 E 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   BLU5 F 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t   BLU5 CBA 1 bright\n\t   Stop\n\tSFlash:\n\t   BOWL D 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL D 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL E 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL E 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL F 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL F 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   loop\n\tGoaway:\n\t   TNT1 A 0\n\t   stop\n\tNoArrows:\n\t   BOWA H 28 A_PlayWeaponSound(\"weapons/arrowno\")\n\t   Goto Ready+1\n\tAltfire:\n\t   BOWA GFE 4\n\t   BOWA E 45 A_GunFlash\n\t   BOWA EFG 6\n\t   BOWA H 1 A_WeaponReady\n\t   Goto Ready+1\n}\n}\n\nACTOR IceArrow\n{\n   Radius 3\n   Height 2\n   Speed 28\n   decal icehit\n   Scale .5\n   Damage 4\n   +DONTBLAST\n   PROJECTILE\n   damagetype \"AltIce2\"\n   renderstyle add\n   alpha 0.8\n   -NOGRAVITY\n   gravity 0.1\n   +NOEXTREMEDEATH\n   +SKYEXPLODE\n   renderstyle translucent\n   alpha 1.0\n   SeeSound \"weapons/icearrow\"\n   DeathSound \"weapons/arrowshatter\"\n   States\n   {\n   Spawn:\n      SHRD ABC 2 bright A_SpawnItemEx(\"Icearrowtrail\",-4,0,0,0,0,0,0,128)\n\t  Loop\n   Death:\n      ARRW A 0 A_SpawnItemEx(\"Arrowdropped\",0,0,0,0,0,0,0,32,0)\n\t  ARRW A 0 A_SpawnItemEx(\"HunterFreezeSlow\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n      SHEX ABCDEFGHIJ 2 bright A_FadeOut(0.05)\n      Stop\n   }\n}\n\nactor IceArrow2 : IceArrow\n{\n   Speed 28\n   Damage 4\n   States\n   {\n\tSpawn:\n      SHRD A 0\n\t  SHRD A 0 ThrustThingZ(0,random(0,5),random(0,1),1)\n      SHRD ABC 2 bright A_SpawnItemEx(\"Icearrowtrail\",-4,0,0,0,0,0,0,128)\n\t  Goto Spawn+2\n   Death:\n      SHEX A 0 A_SpawnItemEx(\"HunterFreezeSlow\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n      SHEX ABCDEFGHIJ 2 bright A_FadeOut(0.05)\n      Stop\n   }\n}\n\nactor miniicespike\n{\nPROJECTILE\n+FLOORHUGGER\n+THRUGHOST\nObituary \"%o tripped on %k's ice spikes.\"\nspeed 0\nDamage 5\nDamagetype \"AltIce2\"\nradius 3\nheight 5\ndeathsound \"weapons/arrowshatter\"\nStates\n{\nSpawn:\nICEP N 0\nICEP N 0 A_PlaySound(\"weapons/icespike\")\nICEP N 0 A_ChangeFlag(\"NOBLOCKMAP\", 0)\nICEP NMLKJIHGFEDCB 1\nICEP A 85 A_ChangeFlag(\"NOBLOCKMAP\", 1)\nICEP N 0 A_ChangeFlag(\"NOBLOCKMAP\", 0)\nICEP BCDEFGHIJKLMN 1\nstop\nDeath:\nSGEX A 0 A_SpawnItemEx(\"HunterFreezeSlow\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\nSHEX ABCDEFGHIJ 2 bright A_FadeOut(0.05)\nstop\n}\n}\n\nactor FireRadius\n{\n+NOBLOCKMAP\nObituary \"%o was burnt to death by %k's fire magic.\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Explode(9,150,0)\nTNT1 BCDE 1\nStop\n}\n}\n\nactor NormalRadius : FireRadius\n{\nObituary \"%o was killed by %k's magic.\"\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Explode(50,160,0)//60\nTNT1 BCDE 1\nStop\n}\n}\n\nACTOR Bow : Weapon 9901\n{\n    Inventory.PickupMessage \"You picked up the bow.\"\n    Obituary \"%o was pierced by %k's arrows.\"\n    AttackSound \"weapons/LightningArrow\"\n    Weapon.AmmoType1 \"ArrowSingle\"\n\t//Weapon.AmmoType2 \"ArrowSingle\"\n    Weapon.AmmoGive1 20\n    Weapon.AmmoUse1 1\n\tweapon.kickback 2000\n\tinventory.icon \"NBOW\"\n\t//Weapon.AmmoUse2 0\n    +NOALERT\n\t+DONTBOB\n\t+INVENTORY.UNDROPPABLE\n\tWeapon.SlotNumber 1\n\t+WEAPON.NOAUTOAIM\n\t+AMMO_OPTIONAL\n    Radius 30\n\tHeight 10\n    Scale .20\n    States\n    {\n    Spawn:\n       BOWP A 400\n       Stop\n    Ready:\n\t   BOWA A 0 A_PlaySoundEx(\"weapons/bowup\", \"Weapon\")\n\t   BOWA H 1 A_WeaponReady\n       Goto Ready+1\n    Deselect:\n       BOWA H 1 A_Lower\n\t   Loop\n    Select:\n       BOWA H 1 A_Raise\n       Loop\n    Fire:\n\t   BOWA H 0 A_JumpIfNoAmmo(\"FireSlow\")\n\t   BOWA H 0\n       BOWA HIJKL 2//3\n\t   BOWA L 1 A_PlaySoundEx (\"weapons/bowdraw\", \"SoundSlot7\")\n\tGoto Hold\n\tFireSlow:\n\t   BOWA H 0\n       BOWA HIJKL 5\n\t   BOWA L 2 A_PlaySoundEx (\"weapons/bowdraw\", \"SoundSlot7\")\n\t   Goto Hold\n    Altfire:\n\t   BOWA GFE 3\n\t   BOWA E 17 A_GunFlash\n\t   BOWA EFG 5\n\t   BOWA H 1 A_WeaponReady\n\t   Goto Ready+1\n\tHold:\n       BOWA M 1\n       BOWA M 0 A_Refire\n\t   BOWA O 0 A_StopSoundEx(\"SoundSlot7\")\n\t   BOWA H 0 A_JumpIfNoAmmo(\"ShootSlow\")\n\t   BOWA O 0 A_Playsound(\"Bow/FireThings\",CHAN_WEAPON)\n\t   BOWA O 0 A_FireCustomMissile(\"ArrowFire\", 0, 1, 8, 0)\n\t   BOWA H 0 ACS_ExecuteAlways(998,0)\n       BOWA P 3\n\t   BOWA G 4\n       Goto Ready+1\n\t   Flash:\n\t   TNT1 A 0 ACS_ExecuteAlways(993, 0, 0)\n\t   TNT1 A 19\n\t   Stop\n\tShootSlow:\n\t   BOWA O 0 A_Playsound(\"Bow/FireThings\",CHAN_WEAPON)\n\t   BOWA O 0 A_FireCustomMissile(\"ArrowFire\", 0, 1, 8, 0)\n\t   BOWA H 0 ACS_ExecuteAlways(998,0)\n       BOWA P 6\n\t   BOWA G 8\n       Goto Ready+1\n\tFlash:\n\t   WHIT ABC 2 bright\n\t   WHIT A 0 A_PlaySoundEx(\"weapons/bowpowerup\",\"Weapon\")\n\t   WHIT A 0 A_SpawnItem(\"NormalRadius\",0 ,0, 0)\n\t   WHIT DE 1 bright\n\t   WHIT EFEF 2 bright\n\t   WHIT CBA 1 bright\n\t   Stop\n\tNoArrows:\n\t   BOWA H 28 A_PlayWeaponSound(\"weapons/arrowno\")\n\t   Goto Ready+1\n    }\n}\n\nactor FireBow : Bow\n{\nObituary \"%o was scorched by %k's fire arrows.\"\n+WEAPON.NOAUTOAIM\nWeapon.SlotNumber 2\ninventory.icon \"FBOW\"\nStates\n{\n    Spawn:\n       BOWP A 400\n       Stop\n    Ready:\n\t   BOWA A 0 A_PlaySoundEx(\"weapons/bowfswitch\", \"Weapon\")\n\t   BOWA H 1 A_WeaponReady\n       Goto Ready+1\n    Deselect:\n       BOWA H 1 A_Lower\n\t   Loop\n    Select:\n       BOWA H 1 A_Raise\n       Loop\n    Fire:\n\t   BOWA H 0 A_JumpIfNoAmmo(\"NoArrows\")\n\t   BOWA H 0 ACS_ExecuteAlways(999,0)\n       BOWA HIJKL 4\n\t   BOWA A 0 A_GiveInventory(\"LightningCheck\",1)\n\t   BOWA H 0 ACS_ExecuteAlways(999,0)\n\t   BOWA A 0 A_GunFlash\n\t   BOWA L 2 A_PlaySoundEx (\"weapons/bowdraw\", \"SoundSlot7\")\n\tGoto Hold\n\t   Hold:\n\t   BOWA M 1 bright\n\t   BOWF E 0 A_Refire\n\t   BOWA A 0 A_GiveInventory(\"LightningCheck\",1)\n\t   BOWA H 0 A_Light0\n\t   BOWA O 0 A_StopSoundEx(\"SoundSlot7\")\n\t   BOWA O 0 A_Playsound(\"FireBow/FireThings\",CHAN_WEAPON)\n\t   BOWA O 0 A_FireCustomMissile(\"FlameArrow\", 0, 1, 8, 0)\n\t   BOWA O 0 ACS_ExecuteAlways(998,0)\n\t   BOWA A 0 A_GunFlash\n       BOWA P 18\n\t   BOWA G 4 A_TakeInventory(\"LightningCheck\",2)\n\t   Goto Ready+1\n\tFlash:\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",1,\"SFlash\")\n\t   RED5 ABC 2 bright\n\t   RED5 A 0 A_PlaySoundEx(\"weapons/firespin\",\"Weapon\")\n\t   RED5 D 1 bright\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 E 2 bright A_SpawnItemEx(\"FireSpinAttack\",40,0,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 F 2 bright A_SpawnItemEx(\"FireSpinAttack\",20,20,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 E 2 bright A_SpawnItemEx(\"FireSpinAttack\",0,40,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 F 2 bright A_SpawnItemEx(\"FireSpinAttack\",-20,20,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 E 2 bright A_SpawnItemEx(\"FireSpinAttack\",-40,0,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 F 2 bright A_SpawnItemEx(\"FireSpinAttack\",-20,-20,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 E 2 bright A_SpawnItemEx(\"FireSpinAttack\",0,-40,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 F 2 bright A_SpawnItemEx(\"FireSpinAttack\",20,-20,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 E 2 bright A_SpawnItemEx(\"FireSpinAttack\",40,0,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 F 2 bright A_SpawnItemEx(\"FireSpinAttack\",20,20,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 E 2 bright A_SpawnItemEx(\"FireSpinAttack\",0,40,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 F 2 bright A_SpawnItemEx(\"FireSpinAttack\",-20,20,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 E 2 bright A_SpawnItemEx(\"FireSpinAttack\",-40,0,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 F 2 bright A_SpawnItemEx(\"FireSpinAttack\",-20,-20,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 E 2 bright A_SpawnItemEx(\"FireSpinAttack\",0,-40,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 F 2 bright A_SpawnItemEx(\"FireSpinAttack\",20,-20,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 E 2 bright A_SpawnItemEx(\"FireSpinAttack\",40,0,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 F 2 bright A_SpawnItemEx(\"FireSpinAttack\",20,20,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 E 2 bright A_SpawnItemEx(\"FireSpinAttack\",0,40,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 F 2 bright A_SpawnItemEx(\"FireSpinAttack\",-20,20,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 E 2 bright A_SpawnItemEx(\"FireSpinAttack\",-40,0,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 F 2 bright A_SpawnItemEx(\"FireSpinAttack\",-20,-20,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 E 2 bright A_SpawnItemEx(\"FireSpinAttack\",0,-40,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 F 2 bright A_SpawnItemEx(\"FireSpinAttack\",20,-20,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 E 2 bright A_SpawnItemEx(\"FireSpinAttack\",40,0,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 F 2 bright A_SpawnItemEx(\"FireSpinAttack\",20,20,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 E 2 bright A_SpawnItemEx(\"FireSpinAttack\",0,40,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 F 2 bright A_SpawnItemEx(\"FireSpinAttack\",-20,20,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 E 2 bright A_SpawnItemEx(\"FireSpinAttack\",-40,0,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 F 2 bright A_SpawnItemEx(\"FireSpinAttack\",-20,-20,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 E 2 bright A_SpawnItemEx(\"FireSpinAttack\",0,-40,0,0,0,0,0,0)\n\t   BLU5 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t   BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t   RED5 F 2 bright A_SpawnItemEx(\"FireSpinAttack\",20,-20,0,0,0,0,0,0)\n\t   RED5 DCBA 1 bright\n\t   Stop\n\t\tSFlash:\n\t   BOWL G 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL G 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL G 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL H 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL H 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL H 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL I 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL I 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL I 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   loop\n\tGoaway:\n\t   TNT1 A 0\n\t   stop\n\tNoArrows:\n\t   BOWA H 28 A_PlayWeaponSound(\"weapons/arrowno\")\n\t   Goto Ready+1\n\tAltfire:\n\t   BOWA GFE 4\n\t   BOWA E 60 A_GunFlash\n\t   BOWA EFG 8\n\t   BOWA H 1 A_WeaponReady\n\t   Goto Ready+1\n}\n}\n\nACTOR FlameArrow\n{\n   Radius 3\n   Height 2\n   Speed 80\n   Decal \"Scorch\"\n   Scale .5\n   Damage 8\n   damagetype \"fire2\"\n   +DONTBLAST\n   Obituary \"%o was scorched by %k's fire arrows.\"\n   PROJECTILE\n   +NODAMAGETHRUST\n   +NOGRAVITY\n   +NOEXTREMEDEATH\n   +SKYEXPLODE\n   renderstyle translucent\n   alpha 1.0\n   SeeSound \"weapons/flamearrow\"\n   DeathSound \"weapons/arrowexplode\"\n   States\n   {\n   Spawn:\n      FARW A 2 bright A_SpawnItemEx(\"Flamearrowtrail\",0,0,0,0,0,0,0,128)\n\t  FARW A 0 A_Explode(12,80,0)\n\t  Loop\n   Death:\n      FARW A 0 A_Explode(45,100,1)\n\t  ARRW A 0 A_SpawnItemEx(\"Arrowdropped\",0,0,0,0,0,0,0,32,0)\n      HELX ABCDEFGHIJ 2 bright A_FadeOut(0.05)\n      Stop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/NewCyborg.txt",
        "contents": "Actor Cyborg : PlayerPawn\n{\n\tHealth 150\n\tPlayer.Maxhealth 150\n\tRadius 16\n\tHeight 56\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+GHOST\n\t+NOSKIN\n\t+QUICKTORETALIATE\n\tlimitedtoteam 0\n\tmass 500\n\tbloodtype \"BulletPuff\"\n\tscale 0.5\n\tPainChance 256\n\tplayer.forwardmove 0.9\n\tplayer.sidemove 0.9\n\tplayer.soundclass \"cyborg\"\n\tplayer.viewheight 48\n\tDamagefactor \"Jitter\", 0.6\n\tdamagefactor \"Creepstun\", 2.2\n\tdamagefactor \"RavagerBall\", 1.5\n\tdamagefactor \"YureiBall\", 1.6\n\tDamagefactor \"GraveStalkerLure\", 2.0\n\tDamagefactor \"normal\", 0.7\n\tDamageFactor \"GhostTrap\", 0.0\n\tDamagefactor \"MechPewPews\", 0.0\n\tDamagefactor \"MacheteSlicerino\", 0.0\n\tPlayer.DisplayName \"cyborg\"\n\tPlayer.StartItem \"CyborgPlasma\"\n\tPlayer.StartItem \"RingOfTheOwl\"\n\tPlayer.StartItem \"CyborgJetpackItem\"\n\tPlayer.StartItem \"CyborgCharge\", 100\n\tPlayer.StartItem \"CyborgFuel\", 150\n\tplayer.startitem \"IsHuman\", 1\n\tPlayer.StartItem \"Screamer\", 0\n\tplayer.scoreicon \"CYBORGST\"\n\tTranslation \"32:47=208:223, 48:63=208:223, 128:143=16:31\"\n\tDamagefactor \"Sentinel\", 0.0\n\tStates\n\t{\n\tSpawn:\n\t\tROB3 A 0 SetPlayerProperty(0, 0, 3)\n\t\tROB3 A 15 Setplayerproperty(0,0,0)\n\t\tROB3 A 0 A_JumpIf (momz!=0, \"Spawn\")\n\t\tROB3 A 0 A_JumpIfInventory(\"CyborgCharge\", 100, \"Spawn\")\n\t\tROB3 A 0 ACS_ExecuteAlways(996,0)\n\t\tROB3 A 0 A_GiveInventory(\"CyborgCharge\",5)\n\t\tLoop\n\tSee:\n\t\tROB3 A 0\n\t\tROB3 A 0 A_JumpIfHealthLower(50,\"INeedHealingSee\")\n\t\tROB3 A 0 SetPlayerProperty(0, 0, 3)\n\t\tROB3 CCBB 3\n\t\tROB3 B 0 A_SpawnItemEx (\"CyborgStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tROB3 DDEE 3\n\t\tROB3 B 0 A_SpawnItemEx (\"CyborgStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tLoop\n\tINeedHealingSee:\n\t\tROB3 A 0\n\t\tROB3 A 0 A_SpawnItemEx(\"INeedHealingTrail\",random(-20,20),random(-20,20),0,0,0,10)\n\t\tROB3 A 0 SetPlayerProperty(0, 0, 3)\n\t\tROB3 CCBB 3\n\t\tROB3 B 0 A_SpawnItemEx (\"CyborgStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tROB3 DDEE 3\n\t\tROB3 B 0 A_SpawnItemEx (\"CyborgStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tROB3 B 0\n\t\tGoto Spawn\n\tMissile:\n\t\tROB3 FG 5\n\t\tGoto Spawn\n\tPain.Justicar:\n\tTNT1 A 0 A_custommissile(\"Justicarattack\",14,0,random(0,360))\n\tTNT1 A 0 A_GiveToTarget(\"Health\",1)\n\tTNT1 A 0 A_GiveToTarget(\"JusticarSecondaryAmmo\",1)\n\tGoto pain\nPain.FleshBent2:\n\tTNT1 A 0 A_GiveToTarget(\"Health\",4)\n\tGoto Pain\n\tDeath.Fleshbent:\n\tTNT1 A 0 A_GiveToTarget(\"TentacleAmmo\",2)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",15)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",10)\n\tGoto Death.Jitter\n\tDeath.Fleshbent2:\n\tTNT1 A 0 A_GiveToTarget(\"TentacleAmmo\",2)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",15)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",10)\n\tGoto Death.Jitter\n\tPain.BastetClawing:\n\tTNT1 A 0 A_GiveToTarget(\"Health\",4)\n\tGoto Pain\n\tPain.BastetClawingLightSFX:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitLight\",CHAN_5)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",3)\n\tGoto Pain\n\tPain.BastetClawingHeavySFX:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitHeavy\",CHAN_5)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",6)\n\tGoto Pain\n\tPain.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",2)\n\tPain:\n\t\tROB3 G 4 A_Pain\n\t\tGoto Spawn\n\tPain.Creepstun:\n    ROB3 G 0 A_Pain\n\tROB3 G 0 A_GiveToTarget(\"health\",5)\n\tROB3 G 40 Setplayerproperty(0,1,0)\n\tROB3 G 2 Setplayerproperty(0,0,0)\n\t\tGoto Spawn\n\tDeath.Creepstun:\n\t\tROB3 A 0 A_GiveToTarget(\"CreepGotya\",1)\n\t\tGoto DeathAnim\n\tDeath.SjasScream:\n\t\tROB3 D 0 A_GiveToTarget(\"KilledJ\",1)\n\t\tGoto DeathAnim\n\tDeath:\n\tDeathAnim:\n\t\tROB3 A 0 A_TakeInventory(\"KilledCount\",999)\n\t\tROB3 A 0 A_ChangeFlag(\"LOWGRAVITY\",0)\n\t\tROB3 D 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tROB3 D 0 A_GiveToTarget(\"KilledCyborg\",1)\n\t\tROB3 A 0 SetPlayerProperty(0, 0, 3)\n\t\tROB3 M 3\n\t\tROB3 N 3 A_PlayerScream\n\t\tROB3 N 0 A_Playsound(\"XCyborg/ExtraDeathSplode\",CHAN_ITEM)\n\t\tROB3 O 3\n\t\tROB3 P 3 A_NoBlocking\n\t\tROB3 QRS 3\n\t\tROB3 T 3\n\t\tROB3 U 3\n\t\tROB3 V 3\n\t\tROB3 W 3\n\t\tROB3 X 3\n\t\tROB3 Y 3\n\t\tROB3 Z 3\n\t\tTNT1 A -1\n\t\tStop\n\tDeath.GhoulChainSaw:\n\tTNT1 A 0 A_GiveToTarget(\"Health\",50)\n\tTNT1 A 0 A_GiveToTarget(\"BearTarpsAmmo\",1)\n\tTNT1 A 0 A_GiveToTarget(\"SawyerRageammo\",10)\n\tTNT1 A 0 A_GiveToTarget(\"DUMMY_SawyerBloodyChainsaw\", 1)\n\tGoto Death.Jitter\n\tDeath.Creeper:\n\t\tROB3 A 0 A_PlaySoundEx(\"creeperattack\", \"Body\")\n\t\tROB3 A 0 A_SpawnItemEx(\"CreeperPopUp\",0,0,10)\n\t\tROB3 A 0 ACS_ExecuteAlways(997,0,1)\n\t\tROB3 A 0 A_GiveToTarget(\"Creeperheal\",1)\n\t\tGoto DeathAnim\n\tDeath.BastetClawing:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitHeavy\",CHAN_6)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",30)\n\tGoto Death.Jitter\n\tDeath.BastetClawingLightSFX:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitLight\",CHAN_6)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",30)\n\tGoto Death.Jitter\n\tDeath.BastetClawingHeavySFX:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitHeavy\",CHAN_6)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",30)\n\tGoto Death.Jitter\n\tDeath.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",15)\n\tGoto Death.Jitter\n\tDeath.Jitter:\n\t\tROB3 D 0 A_GiveToTarget(\"Crunched\",1)\n\t\tROB3 D 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tROB3 D 0 A_GiveToTarget(\"KilledCyborg\",1)\n\t\tROB3 H 1 A_PlaySound(\"weapons/grenadeexplode\")\n\t\tNULL A 0 A_SkullPop(\"Custom_BloodySkull3\")\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SpawnItemEx(\"CYBGIBBER\", 0, 0, 0, 0, 0, 0, 0, 161, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GrenadeExplosion\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A -1\n\t\tStop\n\tDeath.Ravager:\n\t\tROB3 A 0 A_GiveToTarget(\"KilledR\",1)\n\t\tROB3 A 0 A_GiveToTarget(\"Health\",25)\n\t\tROB3 A 0 ACS_ExecuteAlways(997,0,2)\n\t\tROB3 A 0 A_PlaySoundEx(\"RavagerAttack\",\"Body\")\n\t\tROB3 A 0 A_SpawnItemEx(\"RavagerHit\",0,0,32)\n\t\tGoto DeathAnim\n\tDeath.RavagerBall:\n\t\tROB3 A 0 A_GiveToTarget(\"RavagerGotYa\",1)\n\t\tGoto Death.SjasScream\n\tDeath.Yurei:\n\t\tROB3 A 0 A_GiveToTarget(\"KilledY\",1)\n\t\tROB3 A 0 A_PlaySoundEx(\"YureiKill1\",\"Body\",0,1)\n\t\tROB3 A 0 ACS_ExecuteAlways(997,0,3)\n\t\tGoto DeathAnim\n\tDeath.YureiBall:\n\t\tROB3 A 0 A_GiveToTarget(\"Health\",10)\n\t\tROB3 A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Death.SjasScream\n\tDeath.Misty:\n\t\tROB3 A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tROB3 A 0 A_GiveToTarget(\"KilledM\",1)\n\t\tROB3 JJJ 2 A_FadeOut(0.1)\n\t\tROB3 A 0 A_PlayerScream\n\t\tROB3 KKKKKKLLLLLMMM 1 A_FadeOut(0.05)\n\t\tROB3 A 0 A_NoBlocking\n\t\tNULL A -1\n\t\tStop\n\tDeath.Clowny:\n\t\tROB3 A 0 ACS_ExecuteAlways(997,0,4)\n\t\tROB3 A 0 A_GiveToTarget(\"KilledC\",1)\n\t\tGoto DeathAnim\n\tDeath.Mohoph:\n\t\tROB3 A 0 A_GiveToTarget(\"TransCyborg\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"MorphAmmo\", 1)\n\t\tROB3 A 0 A_PlaySoundEx(\"MohophKill\",\"Body\")\n\t\tROB3 A 0 ACS_ExecuteAlways(997,0,5)\n\t\tGoto DeathAnim\n\tDeath.EmtalicWeak:\n\t\tROB3 A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto DeathAnim\n\tDeath.Emtalic:\n\t\tROB3 A 0  A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Death.Jitter\n\tDeath.I1:\n\t\tROB3 A 0 A_SpawnItemEx(\"Heart\",0,0,32,random(2,3),momy,random(8,12),random(-180,180))\n\t\tROB3 A 0 A_GiveToTarget(\"KilledI1\",1)\n\t\tGoto DeathAnim\n\tDeath.I2:\n\t\tROB3 A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tROB3 A 0 A_GiveToTarget(\"KilledI2\",1)\n\t\tROB3 A 0 A_GiveToTarget(\"Clip\",1)\n\t\tROB3 A 0 SetPlayerProperty(0,1,4)\n\t\tROB3 G 0 A_Stop\n\t\tROB3 GGGGGGGGGGGGG 5 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tNULL A 0 A_PlayerScream\n\t\tNULL A 0 ACS_ExecuteAlways(997,0,6)\n\t\tNULL A 0 A_SpawnItemEx(\"CYBGIBBER\", 0, 0, 0, 0, 0, 0, 0, 161, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GrenadeExplosion\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"SkullGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"ChestGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"ArmGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"HandGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"CoccyxGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"LegGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AAAAAA 1 A_SpawnItemEx(\"BoneGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A -1 A_NoBlocking\n\t\tStop\n\tDeath.I3:\n\t\tROB3 A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tROB3 A 0 A_GiveToTarget(\"KilledI3\",1)\n\t\tROB3 MMNNOO 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tROB3 I 0 A_PlayerScream\n\t\tROB3 PPQQRR 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tROB3 J 0 A_NoBlocking\n\t\tROB3 SSSSTTTTUUUUVVVVWWWWXXXXYYYYZZZZ 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tROB3 ZZZZZZZZ 3 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tTNT1 A -1\n\t\tStop\n\tDeath.I4:\n\t\tROB3 A 0 A_GiveToTarget(\"KilledI4\",1)\n\t\tGoto DeathAnim\n\tDeath.I5:\n\t\tROB3 A 0 A_GiveToTarget(\"KilledI5\",1)\n\t\tGoto DeathAnim\n\tPain.RavagerBall:\n\t\tROB3 A 0 ACS_ExecuteAlways(920,0)\n\t\tGoto Pain\n\tPain.YureiBall:\n\t\tROB3 A 0 A_GiveToTarget(\"Health\",10)\n\t\tROB3 A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Pain\n\tPain.Emtalic:\n\t\tROB3 A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\tPain.EmtalicWeak:\n\t\tROB3 A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\t}\n}\n\nActor CyborgPlasma : Weapon\n{\n\tWeapon.SelectionOrder 100\n\tWeapon.AmmoUse 1\n\tWeapon.SlotNumber 1\n\tWeapon.AmmoUse2 1\n\tWeapon.AmmoGive 50\n\tWeapon.AmmoGive2 150\n\tWeapon.AmmoType \"CyborgCharge\"\n\tWeapon.AmmoType2 \"CyborgFuel\"\n\tInventory.Icon \"CYBWEP\"\n\tInventory.PickupMessage \"You got the cyborg's arm!.. somehow?\"\n\tObituary \"%o was devastated by %k's plasma.\"\n\tScale 0.6\n\t+INVENTORY.UNDROPPABLE\n\t+AMMO_OPTIONAL\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.ALT_AMMO_OPTIONAL\n\t+DONTBLAST\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tStop\n\tReady:\n\t\tZABS A 0 A_JumpIfInventory(\"CyborgDashcheck\",1,\"Dashcheck\")\n\t\tZABS A 0 A_GiveInventory(\"InfraRed\",1)\n\t\tZABS A 1 A_WeaponReady\n\t\tLoop\n\tSelect:\n\t\tZABS A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tZABS A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tZABS A 0 ACS_ExecuteAlways(999,0)\n\t\tZABS A 1 A_JumpIfInventory(\"CyborgCharge\", 1, \"Normalshot\")\n\tWeakshot:\n\t\tZABA A 1 SetPlayerProperty(0, 0, 3)\n\t\tZABA B 3 A_FireCustomMissile(\"CyborgPlasmaBallWeak\", -1, 0, -10 ,3 )\n\t\tZABA C 2\n\t\tZABA D 3\n\t\tZABS A 3 A_Refire\n\t\tGoto Ready\n\tNormalshot:\n\t\tZABA A 1 SetPlayerProperty(0, 0, 3)\n\t\tZABA B 1 A_FireCustomMissile(\"CyborgPlasmaPew\", -1, 1, -10 ,3 )\n\t\tZABA C 1\n\t\tZABA D 1\n\t\tZABS A 1 A_Refire\n\t\tGoto Ready\n\tAltFire:\n\t\tZABS A 0 A_JumpIfInventory(\"CyborgDashcheck\",1,\"Dashcheck\")\n\t\tZABS A 1 A_JumpIfInventory(\"CyborgFuel\", 1, \"Jetpack\")\n\t\tZABS A 0 ACS_ExecuteAlways(999,0)\n\t\tZABS A 0 SetPlayerProperty(0, 0, 3)\n\t\tZABS A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Item\")\n\t\tGoto Ready\n\tJetpack:\n\t\tZABS A 0 ACS_ExecuteAlways(998,0)\n\t\tZABS A 0 SetPlayerProperty(0, 1, 3)\n\t\tZABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tZABS A 0 A_SpawnItemEx(\"SmokeLarge\", -32, 0, 20, 0, 0, 0, 0, 128, 0)\n\t\tZABS A 3 A_TakeInventory(\"CyborgFuel\",1)\n\t\tZABS A 0 A_ReFire\n\t\tZABS A 0 ACS_ExecuteAlways(999,0)\n\t\tZABS AAAA 1 A_WeaponReady\n\t\tZABS A 0 SetPlayerProperty(0, 0, 3)\n\t\tGoto Ready\n\tDashcheck:\n\t\tZABS A 0 A_TakeInventory(\"CyborgDashcheck\",1)\n\t\tZABS A 1 A_JumpIf(z-floorz>8,\"Ready\")\n\t\tZABS A 0 A_JumpIfInventory(\"CreeperStunCheck\",1,\"Jetpack\")\n\t\tZABS A 1 A_JumpIfInventory(\"CyborgFuel\", 4, \"Dash\")\n\t\tGoto Ready\n\tDash:\n\t\tZABS A 0 A_PlaySoundEx(\"weapons/cyborgdash\",\"Item\")\n\t\tZABS A 0 SetPlayerProperty(0, 0, 3)\n\t\tZABS A 0 A_Stop\n\t\tZABS A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==1,\"Dashforward\")\n\t\tZABS A 0 A_Stop\n\t\tZABS A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==2,\"Dashback\")\n\t\tZABS A 0 A_Stop\n\t\tZABS A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==3,\"Dashleft\")\n\t\tZABS A 0 A_Stop\n\t\tZABS A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==4,\"Dashright\")\n\t\tGoto Dashupward\n\tDashupward:\n\t\tZABS A 0 SetPlayerProperty(0, 1, 0)\n\t\tZABS A 0 A_TakeInventory(\"CyborgFuel\",2)\n\t\tZABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tZABS A 3 A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tZABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tZABS A 3 A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tZABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tZABS A 3 A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tZABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tZABS A 3 A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tZABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tZABS A 0 SetPlayerProperty(0, 0, 0)\n\t\tZABS A 5 A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tZABS A 0 A_TakeInventory(\"CyborgDashcheck\",1)\n\t\tGoto Ready\n\tDashforward:\n\t\tZABS A 0 offset(5,32) SetPlayerProperty(0, 1, 0)\n\t\tZABS A 0 A_TakeInventory(\"CyborgFuel\",2)\n\t\tZABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tZABS A 1 offset(10,36)\n\t\tZABS A 1 offset(15,40)\n\t\tZABS A 1 offset(20,44) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tZABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tZABS A 1 offset(25,48)\n\t\tZABS A 1 offset(30,52)\n\t\tZABS A 1 offset(35,56) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tZABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tZABS A 1 offset(40,60)\n\t\tZABS A 1 offset(45,64)\n\t\tZABS A 1 offset(50,68) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tZABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tZABS A 1 offset(55,72)\n\t\tZABS A 1 offset(60,76)\n\t\tZABS A 1 offset(65,80) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tZABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tZABS A 0 SetPlayerProperty(0, 0, 0)\n\t\tZABS A 14 offset(65,80) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tZABS A 1 offset(60,76)\n\t\tZABS A 1 offset(55,72)\n\t\tZABS A 1 offset(50,68)\n\t\tZABS A 1 offset(45,64)\n\t\tZABS A 1 offset(40,60)\n\t\tZABS A 1 offset(35,56)\n\t\tZABS A 1 offset(30,52)\n\t\tZABS A 1 offset(25,48)\n\t\tZABS A 1 offset(20,44)\n\t\tZABS A 1 offset(15,40)\n\t\tZABS A 1 offset(10,36)\n\t\tZABS A 1 offset(5,32)\n\t\tZABS A 3 offset(0,32)\n\t\tZABS A 0 A_TakeInventory(\"CyborgDashcheck\",1)\n\t\tGoto Ready\n\tDashback:\n\t\tZABS A 0 offset(-2,32) SetPlayerProperty(0, 1, 0)\n\t\tZABS A 0 A_TakeInventory(\"CyborgFuel\",2)\n\t\tZABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tZABS A 1 offset(-4,36)\n\t\tZABS A 1 offset(-6,40)\n\t\tZABS A 1 offset(-8,44) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tZABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tZABS A 1 offset(-10,48)\n\t\tZABS A 1 offset(-12,52)\n\t\tZABS A 1 offset(-14,56) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tZABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tZABS A 1 offset(-16,60)\n\t\tZABS A 1 offset(-18,64)\n\t\tZABS A 1 offset(-20,68) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tZABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tZABS A 1 offset(-22,72)\n\t\tZABS A 1 offset(-24,76)\n\t\tZABS A 1 offset(-26,80) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tZABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tZABS A 0 SetPlayerProperty(0, 0, 0)\n\t\tZABS A 14 offset(-26,80) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tZABS A 1 offset(-24,76)\n\t\tZABS A 1 offset(-22,72)\n\t\tZABS A 1 offset(-20,68)\n\t\tZABS A 1 offset(-18,64)\n\t\tZABS A 1 offset(-16,60)\n\t\tZABS A 1 offset(-14,56)\n\t\tZABS A 1 offset(-12,52)\n\t\tZABS A 1 offset(-10,48)\n\t\tZABS A 1 offset(-8,44)\n\t\tZABS A 1 offset(-6,40)\n\t\tZABS A 1 offset(-4,36)\n\t\tZABS A 1 offset(-2,32)\n\t\tZABS A 3 offset(0,32)\n\t\tZABS A 0 A_TakeInventory(\"CyborgDashcheck\",1)\n\t\tGoto Ready\n\tDashleft:\n\t\tZABS A 0 offset(6,32) SetPlayerProperty(0, 1, 0)\n\t\tZABS A 0 A_TakeInventory(\"CyborgFuel\",2)\n\t\tZABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tZABS A 1 offset(12,36)\n\t\tZABS A 1 offset(18,40)\n\t\tZABS A 1 offset(24,44) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tZABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tZABS A 1 offset(30,48)\n\t\tZABS A 1 offset(36,52)\n\t\tZABS A 1 offset(42,56) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tZABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tZABS A 1 offset(48,60)\n\t\tZABS A 1 offset(54,64)\n\t\tZABS A 1 offset(60,68) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tZABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tZABS A 1 offset(66,72)\n\t\tZABS A 1 offset(72,76)\n\t\tZABS A 1 offset(78,80) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tZABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tZABS A 0 SetPlayerProperty(0, 0, 0)\n\t\tZABS A 14 offset(78,80) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tZABS A 1 offset(72,76)\n\t\tZABS A 1 offset(66,72)\n\t\tZABS A 1 offset(60,68)\n\t\tZABS A 1 offset(54,64)\n\t\tZABS A 1 offset(48,60)\n\t\tZABS A 1 offset(42,56)\n\t\tZABS A 1 offset(36,52)\n\t\tZABS A 1 offset(30,48)\n\t\tZABS A 1 offset(24,44)\n\t\tZABS A 1 offset(18,40)\n\t\tZABS A 1 offset(12,36)\n\t\tZABS A 1 offset(6,32)\n\t\tZABS A 3 offset(0,32)\n\t\tZABS A 0 A_TakeInventory(\"CyborgDashcheck\",1)\n\t\tGoto Ready\n\tDashright:\n\t\tZABS A 0 offset(-4,32) SetPlayerProperty(0, 1, 0)\n\t\tZABS A 0 A_TakeInventory(\"CyborgFuel\",2)\n\t\tZABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tZABS A 1 offset(-8,36)\n\t\tZABS A 1 offset(-12,40)\n\t\tZABS A 1 offset(-16,44) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tZABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tZABS A 1 offset(-20,48)\n\t\tZABS A 1 offset(-24,52)\n\t\tZABS A 1 offset(-28,56) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tZABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tZABS A 1 offset(-32,60)\n\t\tZABS A 1 offset(-36,64)\n\t\tZABS A 1 offset(-40,68) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tZABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tZABS A 1 offset(-44,72)\n\t\tZABS A 1 offset(-48,76)\n\t\tZABS A 1 offset(-52,80) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tZABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tZABS A 0 SetPlayerProperty(0, 0, 0)\n\t\tZABS A 14 offset(-52,80) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tZABS A 1 offset(-48,76)\n\t\tZABS A 1 offset(-44,72)\n\t\tZABS A 1 offset(-40,68)\n\t\tZABS A 1 offset(-36,64)\n\t\tZABS A 1 offset(-32,60)\n\t\tZABS A 1 offset(-28,56)\n\t\tZABS A 1 offset(-24,52)\n\t\tZABS A 1 offset(-20,48)\n\t\tZABS A 1 offset(-16,44)\n\t\tZABS A 1 offset(-12,40)\n\t\tZABS A 1 offset(-8,36)\n\t\tZABS A 1 offset(-4,32)\n\t\tZABS A 3 offset(0,32)\n\t\tZABS A 0 A_TakeInventory(\"CyborgDashcheck\",1)\n\t\tGoto Ready\n\t}\n}\n\nactor CyborgPlasmaPew\n{\nscale 0.8\nrenderstyle add\nalpha 0.95\nPROJECTILE\ndecal \"plasmadecal\"\ndamagetype \"Plasma\"\nspeed 40\nradius 12\nheight 6\nDamage (13)\nseesound \"weapons/cyborgplasmapewsound\"\ndeathsound \"weapons/cyborgplasmahit\"\nStates\n{\nSpawn:\nSBLL ABCDEFGHIJ 1 bright A_SpawnItemEx(\"CyborgPlasmaTrailPews\")\nLoop\nDeath:\nSBLL KLMNOPQRSTU 1 bright A_FadeOut(0.04)\nStop\n}\n}\n\nACTOR CyborgPlasmaTrailPews\n{\n  RenderStyle Translucent\n  Alpha 0.75\n  Scale 0.8\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +NOCLIP\n  +DONTSPLASH\n  +NOTELEPORT\n\n  States\n  {\n  Spawn:\n    SBLL A 0\n\tSBLL A 1 A_SetTranslucent(0.70, 1)\n\tSBLL B 1 A_SetTranslucent(0.65, 1)\n\tSBLL C 1 A_SetTranslucent(0.60, 1)\n\tSBLL D 1 A_SetTranslucent(0.55, 1)\n\tSBLL E 1 A_SetTranslucent(0.50, 1)\n\tSBLL F 1 A_SetTranslucent(0.45, 1)\n\tSBLL G 1 A_SetTranslucent(0.40, 1)\n\tSBLL H 1 A_SetTranslucent(0.35, 1)\n\tSBLL I 1 A_SetTranslucent(0.20, 1)\n\tSBLL J 1 A_SetTranslucent(0.15, 1)\n    Stop\n  }\n}\n\nactor CyborgPlasmaBallWeak : CyborgPlasmaBall\n{\ndecal \"plasmadecal3\"\ndamagetype \"CrapPlasma\"\nradius 5\nheight 3\nDamage 2\nSpeed 35\nscale 0.25\n}\n\nActor CreeperPopUp : Inventory\n{\nInventory.MaxAmount 1\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/NewGhostBuster.txt",
        "contents": "ACTOR ProtonCharge : Ammo\n{\n+INVENTORY.IGNORESKILL\n  Inventory.PickupMessage \"Proton charge!\"\n  Inventory.Amount 200\n  Inventory.MaxAmount 200//200\n  Ammo.BackpackAmount 200\n  Ammo.BackpackMaxAmount 200\n  Inventory.Icon \"CELLA0\"\n  States\n  {\n  Spawn:\n    CELL A -1\n    Stop\n  }\n}\n\nActor GhostBuster : PlayerPawn\n{\n\tHealth 100\n\tPlayer.Maxhealth 100\n\tRadius 16\n\tHeight 56\n\tMass 400\n\t+GHOST\n\t+QUICKTORETALIATE\n\tlimitedtoteam 0\n\tplayer.sidemove 0.9\n\tPainChance 256\n\tplayer.soundclass \"peter\"\n\tPlayer.ColorRange 128, 151\n\t+NOSKIN\n\tplayer.scoreicon \"GHOSTBS\"\n\t+NOICEDEATH\n\tPlayer.DisplayName \"Ghostbuster\"\n\tPlayer.StartItem \"GhostBusterPlasma\"\n\tPlayer.StartItem \"GhostBusterTraps\"\n\tPlayer.StartItem \"ProtonCharge\", 200\n\tPlayer.StartItem \"TrapAmmo\", 10\n\tPlayer.StartItem \"GBCancelItem\"\n\tPlayer.StartItem \"IsHuman\", 1\n\tPlayer.StartItem \"Screamer\", 0\n\tDamagefactor \"MechPewPews\", 0.0\n\tDamageFactor \"GhostTrap\", 0.0\n\tDamagefactor \"normal\", 1.0\n\tDamagefactor \"Sentinel\", 0.0\n\tDamagefactor \"GraveStalkerLure\", 1.8\n\tDamagefactor \"MacheteSlicerino\", 0.0\n\tStates\n\t{\n\tSpawn:\n\t\tPETE A 15 Setplayerproperty(0,0,0)\n\t\tPETE A 0 A_JumpIfInventory(\"ProtonCharge\", 0, \"Spawn\")\n\t\tPETE A 0 ACS_ExecuteAlways(996, 0)\n\t\tPETE A 0\n\t\tPETE A 0 A_GiveInventory(\"ProtonCharge\", 10)\n\t\tloop\n\t\tPETE A 1\n\t\tLoop\n\tSee:\n\t\tPETE A 0 A_JumpIfHealthLower(50,\"INeedHealingSee\")\n\t\tPETE AB 4\n\t\tPETE A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tPETE CD 4\n\t\tPETE A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tGoto Spawn\n\tINeedHealingSee:\n\t\tPETE A 0 A_SpawnItemEx(\"INeedHealingTrail\",random(-20,20),random(-20,20),0,0,0,10)\n\t\tPETE AB 4\n\t\tPETE A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tPETE CD 4\n\t\tPETE A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tGoto Spawn\n\tPain.Creepstun:\n    PETE G 0 A_Pain\n\tPETE G 0 A_GiveToTarget(\"health\",5)\n\tPETE G 40 Setplayerproperty(0,1,0)\n\tPETE G 2 Setplayerproperty(0,0,0)\n\t\tGoto Spawn\n\tPain.Justicar:\n\tTNT1 A 0 A_custommissile(\"Justicarattack\",14,0,random(0,360))\n\tTNT1 A 0 A_GiveToTarget(\"Health\",1)\n\tTNT1 A 0 A_GiveToTarget(\"JusticarSecondaryAmmo\",1)\n\tGoto pain\n\tPain.FleshBent:\n    PETE G 0 A_Pain\n\tPETE G 20 Setplayerproperty(0,1,0)\n\tPETE G 2 Setplayerproperty(0,0,0)\n\tGoto Spawn\n\tMissile:\n\t\tPETE E 12\n\t\tPETE E 6\n\t\tGoto Spawn\n\tPain.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",2)\n\tPain:\n\t\tPETE G 0 A_Pain\n\t\tPETE G 18\n\t\tGoto Spawn\nPain.FleshBent2:\n\tTNT1 A 0 A_GiveToTarget(\"Health\",4)\n\tGoto Pain\n\tDeath.Fleshbent:\n\tTNT1 A 0 A_GiveToTarget(\"TentacleAmmo\",2)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",15)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",10)\n\tGoto Death.Jitter\n\tDeath.Fleshbent2:\n\tTNT1 A 0 A_GiveToTarget(\"TentacleAmmo\",2)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",15)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",10)\n\tGoto Death.Jitter\n\tPain.BastetClawing:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",4)\n\t\tGoto Pain\n\tPain.BastetClawingLightSFX:\n\t\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitLight\",CHAN_5)\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",3)\n\t\tGoto Pain\n\tPain.BastetClawingHeavySFX:\n\t\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitHeavy\",CHAN_5)\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",6)\n\t\tGoto Pain\n\tDeath.Creeper:\n\t\tPETE A 0 A_PlaySoundEx(\"creeperattack\", \"Body\")\n\t\tPETE A 0 A_SpawnItemEx(\"CreeperPopUp\",0,0,10)\n\t\tPETE A 0 A_GiveToTarget(\"Creeperheal\",1)\n\t\tPETE A 0 ACS_ExecuteAlways(997,0,1)\n\t\tGoto DeathAnim\n\tDeath.Creepstun:\n\t\tPETE A 0 A_GiveToTarget(\"Unlock13\",1)\n\t\tPETE A 0 A_GiveToTarget(\"CreepGotya\",1)\n\t\tGoto DeathAnim\n\tDeath.SjasScream:\n\t\tPETE A 0 A_GiveToTarget(\"KilledJ\",1)\n\t\tGoto DeathAnim\n\tDeath:\n\tDeathAnim:\n\t\tPETE A 0 A_TakeInventory(\"KilledCount\",999)\n\t\tPETE A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tPETE A 0 A_GiveToTarget(\"KilledGBuster\",1)\n\t\tPETE H 7 A_GiveInventory(\"RocketAmmo\",1)\n\t\tPETE I 7 A_PlayerScream\n\t\tPETE J 5 A_NoBlocking\n\t\tPETE KLM 5\n\t\tPETE N -1\n\t\tStop\n\tDeath.GhoulChainSaw:\n\tTNT1 A 0 A_GiveToTarget(\"Health\",50)\n\tTNT1 A 0 A_GiveToTarget(\"BearTarpsAmmo\",1)\n\tTNT1 A 0 A_GiveToTarget(\"SawyerRageammo\",10)\n\tTNT1 A 0 A_GiveToTarget(\"DUMMY_SawyerBloodyChainsaw\", 1)\n\tGoto Death.Jitter\n\tDeath.BastetClawing:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitHeavy\",CHAN_6)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",30)\n\tGoto Death.Jitter\n\tDeath.BastetClawingLightSFX:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitLight\",CHAN_6)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",30)\n\tGoto Death.Jitter\n\tDeath.BastetClawingHeavySFX:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitHeavy\",CHAN_6)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",30)\n\tGoto Death.Jitter\n\tDeath.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",15)\n\tGoto Death.Jitter\n\tDeath.Jitter:\n\t\tPETE A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tPETE A 0 A_GiveToTarget(\"KilledGBuster\",1)\n\t\tPETE A 0 A_GiveToTarget(\"Crunched\",1)\n\t\tPETE G 0 A_GiveInventory(\"RocketAmmo\",1)\n\t\tPETE G 1 A_PlaySound(\"Gibbage/XSplat\")\n\t\tNULL A 0 A_PlaySound(\"Gibbage/PlayerGib\")\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 0 A_SkullPop(\"Custom_GBBloodySkull\")\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A -1\n\t\tStop\n\tDeath.Ravager:\n\t\tPETE A 0 A_GiveToTarget(\"KilledR\",1)\n\t\tPETE A 0 A_GiveToTarget(\"Health\",25)\n\t\tPETE A 0 ACS_ExecuteAlways(997,0,2)\n\t\tPETE A 0 A_PlaySoundEx(\"RavagerAttack\",\"Body\")\n\t\tPETE A 0 A_SpawnItemEx(\"RavagerHit\",0,0,32)\n\t\tGoto DeathAnim\n\tDeath.RavagerBall:\n\t\tPETE A 0 A_GiveToTarget(\"RavagerGotYa\",1)\n\t\tGoto Death.SjasScream\n\tDeath.Yurei:\n\t\tPETE A 0 A_GiveToTarget(\"KilledY\",1)\n\t\tPETE A 0 A_PlaySoundEx(\"YureiKill1\",\"Body\",0,1)\n\t\tPETE A 0 ACS_ExecuteAlways(997,0,3)\n\t\tGoto DeathAnim\n\tDeath.YureiBall:\n\t\tPETE A 0 A_GiveToTarget(\"Health\",10)\n\t\tPETE A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Death.SjasScream\n\tDeath.Misty:\n\t\tPETE A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tPETE A 0 A_GiveToTarget(\"KilledM\",1)\n\t\tPETE HHHHHHH 1 A_FadeOut(0.05)\n\t\tPETE A 0 A_PlayerScream\n\t\tPETE IIIIIIIJJJJJK 1 A_FadeOut(0.05)\n\t\tPETE A 0 A_NoBlocking\n\t\tNULL A -1\n\t\tStop\n\tDeath.Clowny:\n\t\tPETE A 0 ACS_ExecuteAlways(997,0,4)\n\t\tPETE A 0 A_GiveToTarget(\"KilledC\",1)\n\t\tGoto DeathAnim\n\tDeath.Mohoph:\n\t\tPETE A 0 A_GiveToTarget(\"TransGhostBuster\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"MorphAmmo\", 1)\n\t\tPETE A 0 A_PlaySoundEx(\"MohophKill\",\"Body\")\n\t\tPETE A 0 ACS_ExecuteAlways(997,0,5)\n\t\tGoto DeathAnim\n\tDeath.EmtalicWeak:\n\t\tPETE A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto DeathAnim\n\tDeath.Emtalic:\n\t\tPETE A 0  A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Death.Jitter\n\tDeath.I1:\n\t\tPETE A 0 A_SpawnItemEx(\"Heart\",0,0,32,random(2,3),momy,random(8,12),random(-180,180))\n\t\tPETE A 0 A_GiveToTarget(\"KilledI1\",1)\n\t\tGoto DeathAnim\n\tDeath.I2:\n\t\tPETE A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tPETE A 0 A_GiveToTarget(\"KilledI2\",1)\n\t\tPETE A 0 A_GiveToTarget(\"Clip\",1)\n\t\tPETE G 0 SetPlayerProperty(0,1,4)\n\t\tPETE G 0 A_Stop\n\t\tPETE GGGGGGGGGGGGGG 5 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tNULL A 0 A_PlayerScream\n\t\tNULL A 0 ACS_ExecuteAlways(997,0,6)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"SkullGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"ChestGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"ArmGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"HandGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"CoccyxGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"LegGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AAAAAA 1 A_SpawnItemEx(\"BoneGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A -1 A_NoBlocking\n\t\tStop\n\tDeath.I3:\n\t\tPETE A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tPETE A 0 A_GiveToTarget(\"KilledI3\",1)\n\t\tPETE HHHHHHH 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tPETE I 0 A_PlayerScream\n\t\tPETE IIIIIII 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tPETE J 0 A_NoBlocking\n\t\tPETE JJJJJKKKKKLLLLLMMMMM 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tPETE NNNNNNN 3 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tPETE N -1\n\t\tStop\n\tDeath.I4:\n\t\tPETE A 0 A_GiveToTarget(\"KilledI4\",1)\n\t\tGoto DeathAnim\n\tDeath.I5:\n\t\tPETE A 0 A_GiveToTarget(\"KilledI5\",1)\n\t\tGoto DeathAnim\n\tPain.RavagerBall:\n\t\tPETE A 0 ACS_ExecuteAlways(920,0)\n\t\tGoto Pain\n\tPain.YureiBall:\n\t\tPETE A 0 A_GiveToTarget(\"Health\",10)\n\t\tPETE A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Pain\n\tPain.Emtalic:\n\t\tPETE A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\tPain.EmtalicWeak:\n\t\tPETE A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\t}\n}\n\nactor GBCancelItem : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVBAR\n+INVENTORY.UNDROPPABLE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nUse:\nTNT1 A 0 A_GiveInventory(\"GBCancel\",1)\nfail\n}\n}\n\nactor GBCancel : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nstop\n}\n}\n\nactor UpgradeSound : CustomInventory\n{\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nTNT1 A 0 A_PlaySoundEx(\"gbupgrade\",\"Voice\")\nstop\n}\n}\n\nactor KilledGBuster : KilledSjas\n{\n}\n\nACTOR Custom_GBBloodySkull : Custom_BloodySkull\n{\n\tStates\n\t{\n    Spawn:\n        PETE O 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n       See:\n\t    PETE O 0 A_GiveInventory(\"RocketAmmo\",1)\n        PETE O 5 A_Custommissile(\"Blood\", -5,0,0)\n        PETE OOO 5\n        PETE OOOO 5\n        loop\n       Death:\n\tPETE Z 0 A_Jump (16,4)\n        PETE O 0 A_Jump (32,4)\n        PETE O 0 A_Jump (64,4)\n        PETE O 0 A_Jump (128,4)\n        PETE O -1 A_CheckPlayerDone\n        Wait\n        PETE O -1 A_CheckPlayerDone\n        Wait\n        PETE O -1 A_CheckPlayerDone\n        Wait\n        PETE O -1 A_CheckPlayerDone\n\t}\n}\n\nactor GhostBusterTraps : Weapon\n{\nWeapon.SlotNumber 2\nWeapon.SelectionOrder 100\ninventory.icon \"GBTRAPZ\"\nWeapon.AmmoUse2 1\nWeapon.AmmoGive 10\nWeapon.AmmoType2 \"TrapAmmo\"\nobituary \"%o was caught in one of %k's ghost traps.\"\n+WEAPON.NOAUTOAIM\n//Weapon.AmmoGive2 0\n//Weapon.AmmoType2 \"TrapAmmo\"\nInventory.PickupMessage \"You got the Ghost Traps!\"\n+INVENTORY.UNDROPPABLE\n+AMMO_OPTIONAL\n+ALT_AMMO_OPTIONAL\nStates\n{\nSpawn:\nBPAK A 400\nloop\nSelect:\nTRAP C 0 A_Raise\nTRAP C 1 A_Raise\nLoop\nDeselect:\nTRAP C 0 A_Lower\nTRAP C 1 A_Lower\nLoop\nReady:\nTRAP C 1 A_WeaponReady\nloop\nFire:\nTRAP C 0 A_JumpIfInventory(\"GhostTrapCheck\",1,\"RaiseDet\")\nTRAP C 0 A_PlaySoundEx(\"weapons/trapdetonate\",\"Voice\")\nTRAP D 5 A_GiveInventory(\"DetonateCheck\",1)\nTRAP C 10 A_TakeInventory(\"DetonateCheck\",999)\nGoto Ready\nAltfire:\nTRAP C 0 A_JumpIfInventory(\"GhostTrapCheck\",1,\"NewTrap\")\nTRAP C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nTRAP C 0 A_GiveInventory(\"GhostTrapCheck\",1)\nTRAP C 1 offset (0, 40)\nTRAP C 0 offset (0, 50)\nTRAP C 1 offset (0, 60)\nTRAP C 0 offset (0, 70)\nTRAP C 1 offset (0, 80)\nTRAP C 1 offset (0, 90)\nGoto NewTrap\nNewTrap:\nTRAP A 1 offset (0, 60) A_JumpIfNoAmmo(\"RaiseDet\")\nTRAP A 0 offset (0, 50)\nTRAP A 1 offset (0, 40)\nTRAP A 0 offset (0, 0) A_TakeInventory(\"TrapAmmo\",1)\nTRAP B 1 offset (0, 0) A_SpawnItemEx(\"GhostTrap\", 16, 4, 32, 0, 0, 0, 0, 16, 0)\nTRAP B 1 offset (0, 20)\nTRAP B 0 offset (0, 30)\nTRAP B 1 offset (0, 40)\nTRAP B 0 offset (0, 50)\nTRAP B 1 offset (0, 60)\nTRAP B 0 offset (0, 70)\nTRAP B 1 offset (0, 80)\nTRAP B 0 offset (0, 90)\nTRAP B 1 offset (0, 100)\nTNT1 AAA 1 offset (0, 100) A_WeaponReady\nGoto RaiseDet\nRaiseDet:\nTRAP C 0 offset (0, 110) A_TakeInventory(\"GhostTrapCheck\",999)\nTRAP C 1 offset (0, 100)\nTRAP C 0 offset (0, 90)\nTRAP C 1 offset (0, 80)\nTRAP C 0 offset (0, 70)\nTRAP C 1 offset (0, 60)\nTRAP C 0 offset (0, 50)\nTRAP C 1 offset (0, 40)\nGoto Ready\nNoAmmo:\nTRAP C 15 A_PlaySoundEx(\"weapons/grenadeno\",\"Voice\")\nGoto Ready\n}\n}\n\nactor GhostBusterPlasma : weapon\n{\nWeapon.SlotNumber 1\nWeapon.SelectionOrder 100\ninventory.icon \"GBGUN1\"\nWeapon.AmmoUse 1\nWeapon.AmmoGive 200\nWeapon.AmmoType \"ProtonCharge\"\nobituary \"%o was zapped by %k's proton pack.\"\n+WEAPON.NOAUTOAIM\n//Weapon.AmmoGive2 0\n//Weapon.AmmoType2 \"TrapAmmo\"\nInventory.PickupMessage \"You got the Proton Pack!\"\n+INVENTORY.UNDROPPABLE\n+AMMO_OPTIONAL\nStates\n{\nSpawn:\nBPAK A 400\nLoop\nReady:\nPACK J 1\nPACK I 1\nPACK H 1\nPACK G 1\nPACK F 1\nPACK E 1\nPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\nPACK C 1\nPACK B 1\nPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\nPACK A 1 A_WeaponReady\nGoto Ready + 9\nSelect:\nTNT1 A 1 A_Raise\nLoop\nDeselect:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nTNT1 A 1 A_Lower\nGoto Deselect+9\nFire:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\nPACK B 1\nPACK C 1\nPACK D 1\nGoto Hold\nHold:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail2\")\nPACK D 2 A_FireCustomMissile(\"GhostbusterBall\", 0, 1, 8, 3)\nPACK D 2 A_FireCustomMissile(\"GhostbusterBall\", 0, 0, 8, 3)\nPACK D 1 A_Refire\nPACK D 3 A_ClearReFire\nPACK CBA 1\nGoto Ready+9\nFirefail:\nPACK D 0 A_ClearReFire\nPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Voice\")\nGoto Ready+9\nFirefail2:\nPACK D 0 A_ClearReFire\nPACK D 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Voice\")\nPACK CBA 1\ngoto Ready+9\nAltfire:\nPACK A 0 A_JumpIfInventory(\"TransformAmmo\",1,\"Transform\")\nPACK A 20 A_PlaySoundEx(\"gbupgradefail\",\"Voice\")\nGoto Ready+9\nTransform:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1 A_GiveInventory(\"AbsorbCount\",1)\nPACK J 20 ACS_ExecuteAlways(981,0)\nGoto Ready\nDowngrade:\nPACK A 0 A_TakeInventory(\"GBCancel\")\nGoto Ready+9\n}\n}\n\nactor AbsorbCount : Inventory\n{\ninventory.amount 1\ninventory.maxamount 999\n}\n\nactor KilledMeGB : KilledMe replaces KilledMe\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nTNT1 A 0 A_GiveInventory(\"KilledCount\",1)\nTNT1 A 0 ACS_ExecuteAlways(978,0,0)\nTNT1 A 0 ACS_ExecuteAlways(981,0,0)\nstop\n}\n}\n\nactor GhostBusterEcho : GhostBusterPlasma\n{\nWeapon.AmmoUse 4//6\ninventory.icon \"GBGUN3\"\nstates\n{\nSpawn:\nBPAK A 400\nLoop\nReady:\nPACK J 1\nPACK I 1\nPACK H 1\nPACK G 1\nPACK F 1\nPACK E 1\nPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\nPACK C 1\nPACK B 1\nPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\nPACK A 15 A_WeaponReady\nGoto Ready+9\nSelect:\nTNT1 A 1 A_Raise\nLoop\nDeselect:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nTNT1 A 1 A_Lower\nGoto Deselect+9\nFire:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\nPACK B 1\nPACK C 1\nPACK D 1\nPACK L 3\nPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK T 3\nPACK U 2\nGoto Hold\nHold:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail2\")\nPACK O 0 A_PlaySoundEx(\"echoshot\",\"Weapon\")\nPACK U 1 A_FireCustomMissile(\"EchoShot\", 0, 1, 0, 3)\nPACK U 1 offset (0, 37)\nPACK U 1 offset (5, 42)\nPACK U 1 offset (10, 47)\nPACK U 1 offset (15, 75)\nPACK U 1 offset (20, 52)\nPACK U 1 offset (25, 57)\nPACK U 1 offset (30, 62)\nPACK U 1 offset (25, 57)\nPACK U 1 offset (20, 52)\nPACK U 1 offset (15, 75)\nPACK U 1 offset (10, 47)\nPACK U 1 offset (5, 42)\nPACK U 1 offset (0, 37)\nPACK U 1 offset (0, 32)\nPACK D 0 //A_JumpIfNoAmmo(\"Firefail4\")\nPACK U 1 A_Refire\nPACK T 1 A_ClearReFire\nPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK CBA 1\nGoto Ready+9\nFirefail:\nPACK U 0 A_ClearReFire\nPACK A 18 A_PlaySound(\"weapons/cyborgfail\")\nGoto Ready+9\nFirefail2:\nPACK D 0 A_ClearReFire\nPACK U 18 A_PlaySound(\"weapons/cyborgfail\")\nPACK T 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK M 3\nPACK L 2\nPACK CBA 1\ngoto Ready+9\nDowngrade:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nPACK J 20 ACS_ExecuteAlways(981,0)\nGoto Ready\n}\n}\n\nactor GhostBusterBone : GhostBusterPlasma\n{\nWeapon.AmmoUse 34//36//30//40\ninventory.icon \"GBGUN4\"\nstates\n{\nSpawn:\nBPAK A 400\nLoop\nReady:\nPACK J 1\nPACK I 1\nPACK H 1\nPACK G 1\nPACK F 1\nPACK E 1\nPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\nPACK C 1\nPACK B 1\nPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\nPACK A 1 A_WeaponReady\nGoto Ready + 9\nSelect:\nTNT1 A 1 A_Raise\nLoop\nDeselect:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nTNT1 A 1 A_Lower\nGoto Deselect+9\nFire:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\nPACK A 0 A_GiveInventory(\"UsingBoneCannon\",1)\nPACK A 1\nPACK B 1\nPACK C 1\nPACK D 1\nPACK L 1\nPACK M 1\nPACK Q 1\nPACK P 0 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK P 2\nGoto Hold\nHold:\nPACK P 1\nPACK P 0 A_ReFire\nPACK P 4 offset (30, 62)\nPACK P 0 A_PlaySound (\"boneshot\", 7, 1.0, 0, ATTN_NORM)\nPACK P 0 offset (30, 62) A_RailAttack(80, 8, 1, \"white\", \"none\", 1)\nPACK P 3 offset (20, 52)\nPACK P 3 offset (10, 47)\nPACK P 3 offset (0, 37)\nPACK P 14//12\nPACK P 3\nPACK Q 3\nPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK CBA 1\nPACK A 0 A_TakeInventory(\"UsingBoneCannon\",999)\nGoto Ready+9\nFirefail:\nPACK P 0 A_ClearReFire\nPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\nGoto Ready+9\nFirefail2:\nPACK D 0 A_ClearReFire\nPACK P 18 A_PlaySound(\"weapons/cyborgfail\")\nPACK Q 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK M 3\nPACK L 2\nPACK CBA 1\ngoto Ready+9\nDowngrade:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nPACK J 20 ACS_ExecuteAlways(981,0)\nGoto Ready\n}\n}\n\nactor UsingBoneCannon : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n\nactor GhostBusterBlood : GhostBusterPlasma\n{\nWeapon.AmmoUse 2\ninventory.icon \"GBGUN5\"\nstates\n{\nSpawn:\nBPAK A 400\nLoop\nReady:\nPACK J 1\nPACK I 1\nPACK H 1\nPACK G 1\nPACK F 1\nPACK E 1\nPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\nPACK C 1\nPACK B 1\nPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\nPACK A 1 A_WeaponReady\nGoto Ready + 9\nSelect:\nTNT1 A 1 A_Raise\nLoop\nFire:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\nPACK B 1\nPACK C 1\nPACK D 1\nPACK L 3\nPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK N 3\nPACK O 2\nGoto Hold\nDeselect:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nTNT1 A 1 A_Lower\nGoto Deselect+9\nHold:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail2\")\nPACK R 2 A_FireCustomMissile(\"BloodSlimeX\", random(-3,3), 1, 0, 3)\nPACK S 2 A_FireCustomMissile(\"BloodSlimeX\", random(-3,3), 0, 0, 3)\nPACK O 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\nPACK O 1 A_Refire\nPACK N 3 A_ClearReFire\nPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK CBA 1\nGoto Ready+9\nFirefail:\nPACK A 0 A_ClearReFire\nPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\nGoto Ready+9\nFirefail2:\nPACK D 0 A_ClearReFire\nPACK O 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\nPACK N 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK M 3\nPACK L 2\nPACK CBA 1\ngoto Ready+9\nDowngrade:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nPACK J 20 ACS_ExecuteAlways(981,0)\nGoto Ready\n}\n}\n\nactor GhostBusterIce : GhostBusterPlasma\n{\nWeapon.AmmoUse 6//8\ninventory.icon \"GBGUN6\"\nstates\n{\nSpawn:\nBPAK A 400\nLoop\nReady:\nPACK J 1\nPACK I 1\nPACK H 1\nPACK G 1\nPACK F 1\nPACK E 1\nPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\nPACK C 1\nPACK B 1\nPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\nPACK A 1 A_WeaponReady\nGoto Ready + 9\nSelect:\nTNT1 A 1 A_Raise\nLoop\nDeselect:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nTNT1 A 1 A_Lower\nGoto Deselect+9\nFire:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\nPACK B 1\nPACK C 1\nPACK D 1\nPACK L 3\nPAC2 E 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nGoto Hold\nHold:\nPAC2 E 0 A_JumpIfNoAmmo(\"Firefail2\")\nPAC2 E 0 A_TakeInventory(\"ProtonCharge\",8)\nTNT1 A 0 A_PlayWeaponSound(\"icerain\")\nPAC2 ABCDCBA 2 A_SpawnItemEx(\"IceFallSpawner\", random(-200,200), random(-200,200), 9999,0,0,0,0,SXF_NOCHECKPOSITION)\nPAC2 E 3 A_Refire\nPAC2 E 3 A_ClearReFire\nPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK CBA 1\nGoto Ready+9\nFirefail:\nPACK U 0 A_ClearReFire\nPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\nGoto Ready+9\nFirefail2:\nPAC2 E 0 A_ClearReFire\nPAC2 E 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\nPAC2 E 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK M 3\nPACK L 2\nPACK CBA 1\ngoto Ready+9\nDowngrade:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nPACK J 20 ACS_ExecuteAlways(981,0)\nGoto Ready\n}\n}\n\nactor IceFallSpawner\n{\n+SKYEXPLODE\nPROJECTILE\n-SOLID\n+NOGRAVITY\n+CEILINGHUGGER\nradius 1\nheight 8\nspeed 0\nStates\n{\nSpawn:\nDeath:\nTNT1 A 0\nTNT1 AA 1 A_SpawnItemEx(\"IceFall\",1,0,-1,0,0,-22)\nstop\n}\n}\n\nactor IceFall\n{\nHeight 5\nRadius 5\nscale 0.4\nBounceFactor 0.3\nBounceCount 4\nPROJECTILE\nDamage 6\n-NOGRAVITY\nSpeed 46\nreactiontime 30\nStates\n{\nSpawn:\nBNT2 G 1 bright A_SpawnItemEx(\"IceFallTrail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\nBNT2 H 1 bright A_SpawnItemEx(\"IceFallTrail2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\nloop\nDeath:\nBNT2 A 0 A_PlaySound(\"imp/shotx\")\nBNT2 A 0 A_Explode(22, 90, 0)\nBNT2 ABCDEF 3 bright\nstop\n}\n}\n\nactor IceFallTrail\n{\n\n-SOLID\nscale 0.4\n+NOGRAVITY\n+BRIGHT\nHeight 0\nRadius 0\nrenderstyle add\nalpha 0.8\nStates\n{\nSpawn:\nBNT2 G 1 A_FadeOut(0.15)\nloop\n}\n}\n\nactor IceFallTrail2 : IceFallTrail\n{\nStates\n{\nSpawn:\nBNT2 H 1 A_FadeOut(0.1)\nstop\n}\n}\n\nactor GhostBusterSoul : GhostBusterPlasma\n{\nWeapon.AmmoUse 7//10\ninventory.icon \"GBGUN2\"\nstates\n{\nSpawn:\nBPAK A 400\nLoop\nReady:\nPACK J 1\nPACK I 1\nPACK H 1\nPACK G 1\nPACK F 1\nPACK E 1\nPACK D 1 A_PlaySound(\"pack/heatup\")\nPACK C 1\nPACK B 1\nPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\nPACK A 1 A_WeaponReady\nSelect:\nTNT1 A 1 A_Raise\nLoop\nDeselect:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nTNT1 A 1 A_Lower\nGoto Deselect+9\nFire:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\nPACK B 1\nPACK C 1\nPACK D 1\nPACK L 3\nPACK M 3 A_PlaySound(\"pack/change1\")\nPACK V 3\nPACK W 2\nGoto Hold\nHold:\nPACK W 0 A_JumpIfNoAmmo(\"Firefail2\")\nPACK W 0 A_TakeInventory(\"ProtonCharge\",5)\nPACK W 2 A_FireCustomMissile(\"SoulBlast\", 0, 0, 6, 3)\nPACK W 1 offset (0, 32)\nPACK W 1 offset (8, 37)\nPACK W 1 offset (11, 42)\nPACK W 1 offset (8, 37)\nPACK W 1 offset (0, 32)\nPACK W 1 A_Refire\nPACK V 3 A_ClearReFire\nPACK M 3 A_PlaySound(\"pack/change1\")\nPACK CBA 1\nGoto Ready+9\nFirefail:\nPACK A 0 A_ClearReFire\nPACK A 18 A_PlaySound(\"weapons/cyborgfail\")\nGoto Ready+9\nFirefail2:\nPACK W 0 A_ClearReFire\nPACK W 18 A_PlaySound(\"weapons/cyborgfail\")\nPACK V 3 A_PlaySound(\"pack/change1\")\nPACK M 3\nPACK L 2\nPACK CBA 1\ngoto Ready+9\nDowngrade:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nPACK J 20 ACS_ExecuteAlways(981,0)\nGoto Ready\n}\n}\n\nactor SoulBlast\n{\nPROJECTILE\nscale 0.6\nSpeed 35\n+SEEKERMISSILE\nHeight\t7\nRadius\t6\nrenderstyle add\ndeathsound \"weapons/arrowexplode\"\nseesound \"gbsoul\"\nalpha 0.8\ntranslation \"112:127=80:111\"\ndamage 6\nstates\n{\nSpawn:\nSPIR P 0\nSPIR P 1 A_Jump(256,0,5,10,15,20,25)\nSPIR PPPPP 0 A_BishopMissileWeave\nSPIR PPPPP 0 A_BishopMissileWeave\nSPIR PPPPP 0 A_BishopMissileWeave\nSPIR PPPPP 0 A_BishopMissileWeave\nSPIR PPPPP 0 A_BishopMissileWeave\nSPIR P 0\ngoto Flying\nFlying:\nSPIR P 0 A_SpawnItem(\"SoulFadefx\")\nSPIR P 0 A_SeekerMissile (5, 15)\nSPIR P 1 A_BishopMissileWeave\nloop\nDeath:\nOXPL ABCDEFGHIJKLM 1 A_FadeOut(0.01)\nstop\n}\n}\n\nactor SoulFadefx\n{\n\n- SOLID\n+NOGRAVITY\nheight 1\nradius 1\nscale 0.18\nrenderstyle translucent\nalpha 1.0\ntranslation \"112:127=80:111\"\nStates\n{\nSpawn:\nOXPL ACEGIKM 1 A_FadeOut(0.2)\nstop\n}\n}\n\nactor EchoShot\n{\nRadius\t\t10\nSpeed\t\t32//25\nHeight\t\t10\ndamage (30)\nPROJECTILE\nrenderstyle none\nseesound \"echobounce\"\n+DOOMBOUNCE\nbouncecount 3\nbouncefactor 1.0\nreactiontime 80\nwallbouncefactor 1.0\nstates\n{\nSpawn:\nTNT1 A 0 A_CountDown\nTNT1 A 1 A_SpawnItem(\"EchoWave\")\nloop\n}\n}\n\nactor EchoWave\n{\n\n- SOLID\n+NOGRAVITY\nheight 1\nradius 1\nscale 0.2\nrenderstyle translucent\nalpha 1.0\ntranslation \"112:127=224:231\"\nstates\n{\nSpawn:\nPR2E OMKIGECA 1 bright A_FadeOut(0.04)\nstop\n}\n}\n\nACTOR BloodslimeX\n{\nRadius\t\t6\nHeight\t\t12\nSpeed\t\t60\nDamage\t(15)//9//20\nPROJECTILE\n-NOGRAVITY\nalpha 1.0\nSeeSound \"\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 2 ThrustThingZ (0, random(0,8), random(0,1), 1)\nXLIM BC 3 A_SpawnItem(\"NashGore_FlyingBloodTrail\",0,0,0,1)\nXLIM C 0 A_FadeOut(0.05)\nGoto Spawn+3\nDeath:\nTNT1 A 3 A_PlaySound(\"Slime1\")\nStop\n}\n}\n\n/*actor GhostTrapCheck : Inventory\n{\nInventory.PickupMessage \"GO GO JESUS RANGERS!\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 1\n  Inventory.Icon \"CELLA0\"\n    States\n  {\n  Spawn:\n    CELL A -1\n    Stop\n  }\n}\n\nactor DetonateCheck : Inventory\n{\nInventory.PickupMessage \"GO GO JESUS RANGERS!\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 1\n  Inventory.Icon \"CELLA0\"\n    States\n  {\n  Spawn:\n    CELL A -1\n    Stop\n  }\n}*/\n\nACTOR TransformAmmo : Ammo\n{\n+INVENTORY.IGNORESKILL\n  Inventory.PickupMessage \"Proton charge!\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 100\n  States\n  {\n  Spawn:\n    CELL A -1\n    Stop\n  }\n}\n\nactor GhostBusterBall\n{\ndecal \"ProtonDecal\"\nscale 0.8\nrenderstyle add\nalpha 0.95\nPROJECTILE\n+seekermissile\ndamagetype \"Proton\"\nspeed 38\nradius 4\nheight 4\nDamage (3)\nseesound \"weapons/protonpackfire\"\ndeathsound \"weapons/plasmax\"\nStates\n{\nSpawn:\nPROT A 1 bright A_SpawnItemEx(\"GhostBusterBallTrail\")\nPROT B 1 Bright A_SeekerMissile(45, 45,SMF_PRECISE|SMF_LOOK,220,3)\nPROT A 1 bright A_SpawnItemEx(\"GhostBusterBallTrail\")\nPROT B 1 bright A_SeekerMissile(45, 45,SMF_PRECISE|SMF_LOOK,220,3)\nPROT A 1 bright A_SpawnItemEx(\"GhostBusterBallTrail\")\nPROT B 1 Bright A_SeekerMissile(45, 45,SMF_PRECISE|SMF_LOOK,220,3)\nPROT A 1 bright A_SpawnItemEx(\"GhostBusterBallTrail\")\nPROT B 1 bright A_SeekerMissile(45, 45,SMF_PRECISE|SMF_LOOK,220,3)\nPROT A 1 bright A_SpawnItemEx(\"GhostBusterBallTrail\")\nPROT B 1 Bright A_SeekerMissile(45, 45,SMF_PRECISE|SMF_LOOK,220,3)\nStop\nDeath:\nPROT AB 2 bright A_Fadeout(0.1)\nStop\n}\n}\n\nActor GhostBusterBallTrail\n{\n  Radius 2\n  Height 2\n  Damage 0\n  Scale 0.8\n  Projectile\n  -BloodSplatter\n  +BloodlessImpact\n  RenderStyle Add\n  Alpha 0.9\n  States\n  {\n  Spawn:\n    PROT AB 1 Bright A_fadeout (0.1)\n    loop\n  }\n}\n\nactor GhostTrap\n{\nradius 5\nscale 0.8\nheight 16\nrenderstyle translucent\nalpha 1.0\nPROJECTILE\n-CANBLAST\ndamagetype \"Ghosttrap\"//Grenade\n- NOLIFTDROP\n- NOGRAVITY\nObituary \"%o was caught in one of %k's ghost traps.\"\nStates\n{\nSpawn:\nGTRP E 1 A_JumpIfInTargetInventory(\"DetonateCheck\", 1, \"Death2\")\nGTRP E 0 A_GiveInventory(\"Trapcount\",1)\nGTRP E 0 A_JumpIfInventory(\"Trapcount\",2100,\"Spawn2\")\nGTRP E 0 A_JumpIf(waterlevel == 2, \"FadeOut\")\nGTRP E 0 A_JumpIfInTargetInventory(\"RocketAmmo\", 1, \"Fadeout\")\nLoop\nSpawn2:\nGTRP E 0 A_SpawnItem(\"BulletPuff\",0,6)\nGTRP E 0 A_PlaySoundEx(\"weapons/trapzip\", \"Voice\")\nGTRP E 1 A_JumpIfInTargetInventory(\"DetonateCheck\", 1, \"Death2\")\nGTRP E 0 A_GiveInventory(\"Trapcount\",1)\nGTRP E 0 A_JumpIfInventory(\"Trapcount\",2275,\"Smoke\")\nGTRP E 0 A_JumpIf(waterlevel == 2, \"FadeOut\")\nGTRP E 0 A_JumpIfInTargetInventory(\"RocketAmmo\", 1, \"Fadeout\")\nGoto Spawn2+2\nSmoke:\nGTRP H 0 A_PlaySoundEx(\"weapons/arrowexplode\", \"Voice\")\nGTRP H 0 A_SpawnItemEx(\"GBExplosion\", 0, 0, 8, 0, 0, 0, 0, 128, 0)\nGTRP H 0 A_SpawnItemEx(\"GBFirey\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\nGTRP H 4 A_SpawnItemEx(\"GBSmokeLarge\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\nGTRP H 0 A_SpawnItemEx(\"GBFirey\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\nGTRP H 4 A_SpawnItemEx(\"GBSmokeLarge\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\nGTRP H 0 A_SpawnItemEx(\"GBFirey\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\nGTRP H 4 A_SpawnItemEx(\"GBSmokeLarge\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\nGTRP H 0 A_SpawnItemEx(\"GBFirey\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\nGTRP H 4 A_SpawnItemEx(\"GBSmokeLarge\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\nGTRP H 60\nGoto Fadeout\nDeath:\nGRTP E 0 A_PlaySound(\"weapons/traphit\")\nGTRP E 0 A_JumpIf(waterlevel == 2, \"FadeOut\")\nGTRP E 0 A_ChangeFlag(\"MISSILE\",0)\nGTRP E 1 A_ChangeFlag(\"NOBLOCKMAP\",0)\nGoto Spawn\nDeath2:\nGTRP A 0 A_PlaySound(\"weapons/trapcharge\")\nGTRP A 5\nGTRP A 0 A_PlaySound(\"weapons/trap\")\nGTRP A 5 A_SpawnItemEx(\"GhostTrapFX\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION, 0)\nGTRP AAAAAAAAAAAAA 8 A_Explode(26, 128, 0)\nGTRP A 8\nGTRP H 20\nGoto Fadeout\nFadeout:\nGTRP H 1 A_FadeOut(0.05)\nLoop\n}\n}\n\nactor GBExplosion\n{\nrenderstyle translucent\nalpha 1.0\nscale 0.2\n+NOGRAVITY\n-SOLID\n+NOBLOCKMAP\nradius 1\nheight 1\nStates\n{\nSpawn:\nNKXP BCDEFGHIJKLMNOPQRSTUV 2 bright A_FadeOut(0.04)\nStop\n}\n}\nACTOR GBSmokeLarge : BulletPuff\n{\n\n\tHealth\t\t1\n\tRenderStyle Translucent\n\tAlpha\t\t0\n\tScale\t\t.3\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0\n\t\tGoto See\n\tSee:\n\t\tNULL A 0 A_Jump(192,1)\n\t\tGoto See+7\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(128,1)\n\t\tGoto See+11\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(64,1)\n\t\tGoto See+15\n\t\tNULL A 0\n\t\tNULL A 0\n\t\tGoto See+19\n\t\t//-----------------------\n\t\tSMOK A 12 A_SetTranslucent(.15,0)\n\t\tSMOK A 12 A_SetTranslucent(.35,0)\n\t\tSMOK A 12 A_SetTranslucent(.5,0)\n\t\tSMOK A 1 A_Fadeout(.02)\n\t\tWait\n\t\tSMOK B 12 A_SetTranslucent(.15,0)\n\t\tSMOK B 12 A_SetTranslucent(.35,0)\n\t\tSMOK B 12 A_SetTranslucent(.5,0)\n\t\tSMOK B 1 A_Fadeout(.025)\n\t\tWait\n\t\tSMOK C 12 A_SetTranslucent(.15,0)\n\t\tSMOK C 12 A_SetTranslucent(.35,0)\n\t\tSMOK C 12 A_SetTranslucent(.5,0)\n\t\tSMOK C 1 A_Fadeout(.03)\n\t\tWait\n\t\tSMOK D 12 A_SetTranslucent(.15,0)\n\t\tSMOK D 12 A_SetTranslucent(.35,0)\n\t\tSMOK D 12 A_SetTranslucent(.5,0)\n\t\tSMOK D 1 A_Fadeout(.035)\n\t\tWait\n\t}\n}\n\nACTOR GBFirey : BulletPuff\n{\n\n\tHealth\t\t1\n\tRenderStyle Add\n\tAlpha\t\t0\n\tScale\t\t.17\n\tObituary \"%o burned to death\"\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0\n\t\tNULL A 0\n\t\tGoto See\n\tSee:\n\t\tNULL A 0 A_Jump(170,1)\n\t\tGoto See+7\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(85,1)\n\t\tGoto See+11\n\t\tNULL A 0\n\t\tNULL A 0\n\t\tGoto See+15\n\t\t//-----------------------\n\t\tBFIR B 5 Bright //A_PlaySound(\"Barrel/Fire\")\n\t\tBFIR A 5 Bright A_SetTranslucent(.4,1)\n\t\tBFIR A 5 Bright A_SetTranslucent(.8,1)\n\t\tBFIR A 1 Bright A_Fadeout(.06)\n\t\tWait\n\t\tBFIR B 5 Bright //A_PlaySound(\"Barrel/Fire\")\n\t\tBFIR B 5 Bright A_SetTranslucent(.4,1)\n\t\tBFIR B 5 Bright A_SetTranslucent(.8,1)\n\t\tBFIR B 1 Bright A_Fadeout(.08)\n\t\tWait\n\t\tBFIR B 5 Bright //A_PlaySound(\"Barrel/Fire\")\n\t\tBFIR C 5 Bright A_SetTranslucent(.4,1)\n\t\tBFIR C 5 Bright A_SetTranslucent(.8,1)\n\t\tBFIR C 1 Bright A_Fadeout(.10)\n\t\tWait\n\t}\n}\n\nactor GhostTrapFX\n{\n\tscale 0.8\n\trenderstyle translucent\n\talpha 0.5\n\theight 5\n\tradius 7\n\tStates\n\t{\n\tSpawn:\n\t\tGTRP BCDCDCDCDCDCDCDCDCDCDB 5 bright\n\t\tStop\n\t}\n}\n\n    actor GhostBusterPlasma : weapon\n    {\n    Weapon.SlotNumber 1\n    Weapon.SelectionOrder 100\n    inventory.icon \"GBGUN1\"\n    Weapon.AmmoUse 1\n    Weapon.AmmoGive 200\n    Weapon.AmmoType \"ProtonCharge\"\n    obituary \"%o was zapped by %k's proton pack.\"\n    +WEAPON.NOAUTOAIM\n    //Weapon.AmmoGive2 0\n    //Weapon.AmmoType2 \"TrapAmmo\"\n    Inventory.PickupMessage \"You got the Proton Pack!\"\n    +INVENTORY.UNDROPPABLE\n    +AMMO_OPTIONAL\n    States\n    {\n    Spawn:\n    BPAK A 400\n    Loop\n    Ready:\n    PACK J 1\n    PACK I 1\n    PACK H 1\n    PACK G 1\n    PACK F 1\n    PACK E 1\n    PACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n    PACK C 1\n    PACK B 1\n    PACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n    PACK A 1 A_WeaponReady\n    Goto Ready + 9\n    Select:\n    TNT1 A 1 A_Raise\n    Loop\n    Deselect:\n    PACK B 1\n    PACK C 1\n    PACK D 1\n    PACK E 1\n    PACK F 1\n    PACK G 1\n    PACK H 1\n    PACK I 1\n    PACK J 1\n    TNT1 A 1 A_Lower\n    Goto Deselect+9\n    Fire:\n    PACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n    PACK B 1\n    PACK C 1\n    PACK D 1\n    Goto Hold\n    Hold:\n    PACK D 0 A_JumpIfNoAmmo(\"Firefail2\")\n    PACK D 2 A_FireCustomMissile(\"GhostbusterBall\", 0, 1, 8, 3)\n    PACK D 1 A_Refire\n    PACK D 3 A_ClearReFire\n    PACK CBA 1\n    Goto Ready+9\n    Firefail:\n    PACK D 0 A_ClearReFire\n    PACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Voice\")\n    Goto Ready+9\n    Firefail2:\n    PACK D 0 A_ClearReFire\n    PACK D 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Voice\")\n    PACK CBA 1\n    goto Ready+9\n    Altfire:\n    PACK A 0 A_JumpIfInventory(\"TransformAmmo\",1,\"Transform\")\n    PACK A 20 A_PlaySoundEx(\"gbupgradefail\",\"Voice\")\n    Goto Ready+9\n    Transform:\n    PACK B 1\n    PACK C 1\n    PACK D 1\n    PACK E 1\n    PACK F 1\n    PACK G 1\n    PACK H 1\n    PACK I 1\n    PACK J 1 A_GiveInventory(\"AbsorbCount\",1)\n    PACK J 20 ACS_ExecuteAlways(981,0)\n    Goto Ready\n    Downgrade:\n    PACK A 0 A_TakeInventory(\"GBCancel\")\n    Goto Ready+9\n    }\n    }\n\nActor GhostBusterSoul : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 7\n\tInventory.Icon \"GBGUN2\"\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySound(\"pack/heatup\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready+9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3\n\t\tPACK M 3 A_PlaySound(\"pack/change1\")\n\t\tPACK V 3\n\t\tPACK W 2\n\t\tGoto Hold\n\tHold:\n\t\tPACK W 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tPACK W 0 A_TakeInventory(\"ProtonCharge\",7)\n\t\tPACK W 2 A_FireCustomMissile(\"SoulBlast\", 0, 0, 6, 3)\n\t\tPACK W 1 offset (0, 32)\n\t\tPACK W 1 offset (8, 37)\n\t\tPACK W 1 offset (11, 42)\n\t\tPACK W 1 offset (8, 37)\n\t\tPACK W 1 offset (0, 32)\n\t\tPACK W 1 A_Refire\n\t\tPACK V 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySound(\"pack/change1\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK A 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPACK W 0 A_ClearReFire\n\t\tPACK W 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tPACK V 3 A_PlaySound(\"pack/change1\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tDownGrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(981,0)\n\t\tGoto Ready\n\t}\n}\n\nActor SoulBlast\n{\n\tSpeed 35\n\tHeight\t7\n\tRadius\t6\n\tScale 0.6\n\tDamage 7\n\tAlpha 0.8\n\tRenderStyle Add\n\tTranslation \"112:127=80:111\"\n\tSeeSound \"GBSoul\"\n\tDeathSound \"Weapons/ArrowExplode\"\n\tPROJECTILE\n\t-SEEKERMISSILE\n\tStates\n\t{\n\tSpawn:\n\t\tSPIR P 0\n\t\tSPIR P 1 A_Jump(256,0,5,10,15,20,25)\n\t\tSPIR PPPPP 0 A_BishopMissileWeave\n\t\tSPIR PPPPP 0 A_BishopMissileWeave\n\t\tSPIR PPPPP 0 A_BishopMissileWeave\n\t\tSPIR PPPPP 0 A_BishopMissileWeave\n\t\tSPIR PPPPP 0 A_BishopMissileWeave\n\t\tSPIR P 0\n\t\tGoto Flying\n\tFlying:\n\t\tSPIR P 0 A_SpawnItem(\"SoulFadefx\")\n\t\tSPIR P 0 A_SeekerMissile (5, 15)\n\t\tSPIR P 1 A_BishopMissileWeave\n\t\tLoop\n\tDeath:\n\t\tOXPL ABCDEFGHIJKLM 1 A_FadeOut(0.01)\n\t\tStop\n\t}\n}\n\nActor GhostBusterBlood2 : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 6\n\tInventory.Icon \"GBGUN7\"\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3\n\t\tPAC2 E 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tGoto Hold\n\tHold:\n\t\tPAC2 E 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tPAC2 E 0 A_TakeInventory(\"ProtonCharge\",6)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"Slime1\")\n\t\tPAC2 ABCDCBA 2 A_SpawnItemEx(\"BloodFallSpawner\", random(-150,150), random(-150,150), 9999,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tPAC2 E 3 A_Refire\n\t\tPAC2 E 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK U 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPAC2 E 0 A_ClearReFire\n\t\tPAC2 E 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tPAC2 E 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(981,0)\n\t\tGoto Ready\n\t}\n}\n\nActor BloodFallSpawner\n{\n\tSpeed 0\n\tRadius 1\n\tHeight 8\n\tPROJECTILE\n\t-SOLID\n\t+NOGRAVITY\n\t+SKYEXPLODE\n\t+CEILINGHUGGER\n\tStates\n\t{\n\tSpawn:\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 AA 1 A_SpawnItemEx(\"BloodFall\",1,0,-1,0,0,-22)\n\t\tStop\n\t}\n}\n\nActor BloodFall\n{\n\tSpeed 46\n\tHeight 5\n\tRadius 5\n\tDamage 6\n\tBounceFactor 0.3\n\tBounceCount 4\n\tReactionTime 30\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tXLIM C 1 A_SpawnItemEx(\"BloodFallTrail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tXLIM B 1 A_SpawnItemEx(\"BloodFallTrail2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tXLIM C 1 A_SpawnItemEx(\"BloodFallTrail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tXLIM B 1 A_SpawnItemEx(\"BloodFallTrail2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tXLIM C 1 A_SpawnItemEx(\"BloodFallTrail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tXLIM B 1 A_SpawnItemEx(\"BloodFallTrail2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tLoop\n\tDeath:\n\t\tXLIM A 0 A_PlaySound(\"Slime1\")\n\t\tXLIM A 0 A_Explode(20, 80, 0)\n\t\tXLIM DE 3\n\t\tStop\n\t}\n}\n\nActor BloodFallTrail\n{\n\tHeight 0\n\tRadius 0\n\tAlpha 0.8\n\n\t-SOLID\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tXLIM BC 1 A_FadeOut(0.15)\n\t\tLoop\n\t}\n}\n\nActor BloodFallTrail2 : BloodFallTrail\n{\n\tStates\n\t{\n\tSpawn:\n\t\tXLIM BC 1 A_FadeOut(0.1)\n\t\tStop\n\t}\n}\n\nActor GhostBusterSoul2 : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 6\n\tinventory.icon \"GBGUN8\"\n\tstates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySound(\"pack/heatup\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3\n\t\tPACK M 3 A_PlaySound(\"pack/change1\")\n\t\tPACK V 3\n\t\tPACK W 2\n\tHold:\n\t\tPACK W 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tPACK W 0 A_JumpIfInventory(\"DoublePistolChecker\",1,\"Double\")\n\tSingle:\n\t\tPACK W 0 A_FireCustomMissile(\"SoulBlast2\",0,1,3)\n\t\tPACK W 0 A_GiveInventory(\"DoublePistolChecker\",1)\n\t\tGoto End\n\tDouble:\n\t\tPACK W 0 A_FireCustomMissile(\"SoulBlast2\",15,1,3)\n\t\tPACK W 0 A_FireCustomMissile(\"SoulBlast2\",-15,0,3)\n\t\tPACK W 0 A_TakeInventory(\"DoublePistolChecker\",999)\n\t\tGoto End\n\tEnd:\n\t\tPACK W 2\n\t\tPACK W 1 offset (0, 32)\n\t\tPACK W 1 offset (8, 37)\n\t\tPACK W 1 offset (11, 42)\n\t\tPACK W 1 offset (8, 37)\n\t\tPACK W 1 offset (0, 32)\n\t\tPACK W 1 A_Refire\n\t\tPACK W 0 A_TakeInventory(\"DoublePistolChecker\",999)\n\t\tPACK V 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySound(\"pack/change1\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK A 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPACK W 0 A_ClearReFire\n\t\tPACK W 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tPACK V 3 A_PlaySound(\"pack/change1\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(981,0)\n\t\tGoto Ready\n\t}\n}\n\nActor SoulBlast2\n{\n\tSpeed 35\n\tDamage 5\n\tHeight\t7\n\tRadius\t6\n\tScale 0.6\n\tRenderStyle Add\n\tDeathSound \"Weapons/ArrowExplode\"\n\tSeeSound \"GBSoul\"\n\tAlpha 0.8\n\tTranslation \"112:127=80:111\"\n\tPROJECTILE\n\t+SEEKERMISSILE\n\tstates\n\t{\n\tSpawn:\n\t\tSPIR P 0 A_SpawnItem(\"SoulFadefx\")\n\t\tSPIR P 1 A_SeekerMissile(10,20)\n\t\tLoop\n\tDeath:\n\t\tOXPL ABCDEFGHIJKLM 1 A_FadeOut(0.01)\n\t\tStop\n\t}\n}\n\nActor GhostBusterFire : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 30\n\tInventory.Icon \"GBGUN9\"\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK N 3\n\t\tPACK O 2\n\t\tGoto Hold\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\tHold:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tPAC2 E 26 A_FireCustomMissile(\"GBFire\",random(-3,3),1,0,3)\n\t\tPACK O 1 A_Refire\n\t\tPACK N 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK A 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPACK D 0 A_ClearReFire\n\t\tPACK O 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tPACK N 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(981,0)\n\t\tGoto Ready\n\t}\n}\n\nActor GBFire\n{\n\tSpeed 40\n\tRadius 5\n\tHeight 5\n\tScale 0.2\n\tAlpha 0.8\n\tRenderStyle Add\n\tDamage 0\n\tDamageType \"Proton\"\n\tObituary \"%o was zapped by %k's proton pack.\"\n\tSeeSound \"CassattFlame\"\n\tDecal \"Scorch\"\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tFNUK AB 3 bright\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_CustomMissile(\"GBFire2\",0,0,0,2)\n\t\tTNT1 A 0 A_CustomMissile(\"GBFire2\",0,0,45,2)\n\t\tTNT1 A 0 A_CustomMissile(\"GBFire2\",0,0,90,2)\n\t\tTNT1 A 0 A_CustomMissile(\"GBFire2\",0,0,135,2)\n\t\tTNT1 A 0 A_CustomMissile(\"GBFire2\",0,0,180,2)\n\t\tTNT1 A 0 A_CustomMissile(\"GBFire2\",0,0,-135,2)\n\t\tTNT1 A 0 A_CustomMissile(\"GBFire2\",0,0,-90,2)\n\t\tTNT1 A 0 A_CustomMissile(\"GBFire2\",0,0,-45,2)\n\t\tGLO6 A 1 bright A_SpawnItemEx(\"GrenadeExplosion\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n\t\tStop\n\t}\n}\n\nActor GBFire2 : ArchvileFire\n{\n\tSpeed 5\n\tDamage 1\n\tObituary \"%o was zapped by %k's proton pack.\"\n\tPROJECTILE\n\t+MISSILE\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\tStates\n\t{\n\t\tFIRE A 2 bright A_StartFire\n\t\tFIRE B 2 bright A_Fire\n\t\tFIRE C 2 bright A_FireCrackle\n\t\tFIRE D 2 bright A_Fire\n\t\tFIRE E 2 bright A_FireCrackle\n\t\tFIRE FGH 2 bright A_Fire\n\t\tStop\n\t}\n}\n\nActor GhostBusterEcho2 : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 15\n\tinventory.icon \"GBGUN10\"\n\tstates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready+9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK T 3\n\t\tPACK U 2\n\t\tGoto Hold\n\tHold:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tPACK O 0 A_PlaySoundEx(\"EchoShot\",\"Weapon\")\n\t\tPACK U 1 A_FireCustomMissile(\"EchoShot2\",0,1,0,3)\n\t\tPACK U 1 offset (0, 37)\n\t\tPACK U 1 offset (5, 42)\n\t\tPACK U 1 offset (10, 47)\n\t\tPACK U 1 offset (15, 75)\n\t\tPACK U 1 offset (20, 52)\n\t\tPACK U 1 offset (25, 57)\n\t\tPACK U 1 offset (30, 62)\n\t\tPACK U 1 offset (25, 57)\n\t\tPACK U 1 offset (20, 52)\n\t\tPACK U 1 offset (15, 75)\n\t\tPACK U 1 offset (10, 47)\n\t\tPACK U 1 offset (5, 42)\n\t\tPACK U 1 offset (0, 37)\n\t\tPACK U 30 offset (0, 32)\n\t\tPACK U 1 A_Refire\n\t\tPACK T 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK U 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPACK D 0 A_ClearReFire\n\t\tPACK U 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tPACK T 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(981,0)\n\t\tGoto Ready\n\t}\n}\n\nActor EchoShot2\n{\n\tSpeed 20\n\tRadius 15\n\tHeight 15\n\tDamage 0\n\tBounceCount 3\n\tBounceFactor 1.0\n\tReactionTime 80\n\tRenderStyle None\n\tSeeSound \"EchoBounce\"\n\tWallBounceFactor 1.0\n\tPROJECTILE\n\t+DOOMBOUNCE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_CountDown\n\t\tTNT1 AAAAAAAAAAAAAAA 1 A_SpawnItem(\"EchoWave2\")\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_CustomMissile(\"EchoShot3\",0,0,0,2)\n\t\tTNT1 A 0 A_CustomMissile(\"EchoShot3\",0,0,45,2)\n\t\tTNT1 A 0 A_CustomMissile(\"EchoShot3\",0,0,90,2)\n\t\tTNT1 A 0 A_CustomMissile(\"EchoShot3\",0,0,135,2)\n\t\tTNT1 A 0 A_CustomMissile(\"EchoShot3\",0,0,180,2)\n\t\tTNT1 A 0 A_CustomMissile(\"EchoShot3\",0,0,-135,2)\n\t\tTNT1 A 0 A_CustomMissile(\"EchoShot3\",0,0,-90,2)\n\t\tTNT1 A 0 A_CustomMissile(\"EchoShot3\",0,0,-45,2)\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor EchoShot3 : EchoShot\n{\n\tDamage (20)\n}\n\nActor EchoWave2\n{\n\tHeight 1\n\tRadius 1\n\tScale 0.4\n\tAlpha 1.0\n\tRenderStyle Translucent\n\tTranslation \"112:127=224:231\"\n\n\t-SOLID\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tPR2E OMKIGECA 1 bright A_FadeOut(0.04)\n\t\tstop\n\t}\n}\n\nActor GhostBusterDrain : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 10\n\tinventory.icon \"GBGUN11\"\n\tstates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready+9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK T 3\n\t\tPACK U 2\n\t\tGoto Hold\n\tHold:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tPACK U 1 A_FireCustomMissile(\"HPDrainer\",0,1,0,3)\n\t\tPACK U 1 offset (0, 37)\n\t\tPACK U 1 offset (5, 42)\n\t\tPACK U 1 offset (10, 47)\n\t\tPACK U 1 offset (15, 75)\n\t\tPACK U 1 offset (20, 52)\n\t\tPACK U 1 offset (25, 57)\n\t\tPACK U 1 offset (30, 62)\n\t\tPACK U 1 offset (25, 57)\n\t\tPACK U 1 offset (20, 52)\n\t\tPACK U 1 offset (15, 75)\n\t\tPACK U 1 offset (10, 47)\n\t\tPACK U 1 offset (5, 42)\n\t\tPACK U 1 offset (0, 37)\n\t\tPACK U 3 offset (0, 32)\n\t\tPACK U 1 A_Refire\n\t\tPACK T 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK U 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPACK D 0 A_ClearReFire\n\t\tPACK U 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tPACK T 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(981,0)\n\t\tGoto Ready\n\t}\n}\n\nActor HPDrainer\n{\n\tSpeed 60\n\tRadius 4\n\tHeight 4\n\tScale 0.1\n\tAlpha 0.8\n\tDamage (15)\n\tDamageType \"Drainer\"\n\tRenderStyle Translucent\n\tSeeSound \"weapons/protonpackfire\"\n\tDeathSound \"weapons/plasmax\"\n\tPROJECTILE\n\t+RANDOMIZE\n\tStates\n\t{\n\tSpawn:\n\t\tHPDR A 1 bright\n\t\tLoop\n\tDeath:\n\t\tHPDR ZZZZZ 1 A_SpawnItemEx(\"BlizzardExplode\",random(20,-20),random(20,-20),random(20,-20))\n\t\tStop\n\t}\n}\n\nActor GhostBusterSmoke : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 3\n\tInventory.Icon \"GBGUN12\"\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK N 3\n\t\tPACK O 2\n\t\tGoto Hold\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\tHold:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tPAC2 E 0 A_PlaySoundEx(\"MistySpin\",\"Body\")\n\t\tPAC2 E 0 A_TakeInventory(\"Protoncharge\",3)\n\t\tPAC2 E 5 A_FireCustomMissile(\"GhostSmoke\",1,0,3)\n\t\tPACK O 1 A_Refire\n\t\tPACK N 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK A 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPACK D 0 A_ClearReFire\n\t\tPACK O 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tPACK N 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(981,0)\n\t\tGoto Ready\n\t}\n}\n\nActor GhostSmoke\n{\n\n\tDamage 2\n\tSpeed 10\n\tRadius 10\n\tRenderStyle Translucent\n\tDamageType \"Misty\"\n\tObituary \"%o was zapped by %k's proton pack.\"\n\tAlpha 0.7\n\tScale 0.5\n\tHeight 10\n\tPROJECTILE\n\t+RIPPER\n\t+DOOMBOUNCE\n\t+BLOODLESSIMPACT\n\tStates\n\t{\n\tSpawn:\n\t\tSMIS AAAAAAAAAAAAAAA 5 A_FadeOut(0.05)\n\t\tStop\n\tDeath:\n\t\tSMIS X 0\n\t\tStop\n\t}\n}\n\nActor GhostBusterStrength : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 3\n\tInventory.Icon \"GBGUN13\"\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tGoto Hold\n\tHold:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tPACK D 3 A_FireCustomMissile(\"GhostBusterSuperBall\",0,1,8,3)\n\t\tPACK D 1 A_Refire\n\t\tPACK D 3 A_ClearReFire\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK D 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Voice\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPACK D 0 A_ClearReFire\n\t\tPACK D 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Voice\")\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(981,0)\n\t\tGoto Ready\n\t}\n}\n\nActor GhostBusterSuperBall : GhostBusterBall\n{\n\tScale 1.85\n\tDamage (15)\n}\n\nActor GhostBusterRandom : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 10\n\tInventory.Icon \"GBGUN14\"\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready+9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3\n\t\tPAC2 E 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tGoto Hold\n\tHold:\n\t\tPAC2 E 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tPACK B 0 ACS_ExecuteAlways(905,0,0)\n\t\tPAC2 E 0 A_TakeInventory(\"ProtonCharge\",10)\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",15,\"Iodsa\")\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",14,\"Emtalic\")\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",13,\"Clowny\")\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",12,\"Misty\")\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",11,\"Yurei\")\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",10,\"SoulHarvester\")\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",9,\"Jugulum\")\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",8,\"Ravager\")\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",7,\"Eyesore\")\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",6,\"FrostBite\")\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",5,\"Choke\")\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",4,\"Jitterskull\")\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",3,\"Creeper\")\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",2,\"Sjas\")\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",1,\"Normal\")\n\t\tGoto Normal\n\tNormal:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPACK DDDDDD 2 A_FireCustomMissile(\"GhostBusterBall\",0,0,8,3)\n\t\tPACK D 6\n\t\tPACK D 1 A_Refire\n\t\tPACK D 3 A_ClearReFire\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tSjas:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPACK O 0 A_PlaySoundEx(\"EchoShot\",\"Weapon\")\n\t\tPACK U 1 A_FireCustomMissile(\"EchoShot\",0,0,0,3)\n\t\tPACK U 1 offset (0, 37)\n\t\tPACK U 1 offset (5, 42)\n\t\tPACK U 1 offset (10, 47)\n\t\tPACK U 1 offset (15, 75)\n\t\tPACK U 1 offset (20, 52)\n\t\tPACK U 1 offset (25, 57)\n\t\tPACK U 1 offset (30, 62)\n\t\tPACK U 1 offset (25, 57)\n\t\tPACK U 1 offset (20, 52)\n\t\tPACK U 1 offset (15, 75)\n\t\tPACK U 1 offset (10, 47)\n\t\tPACK U 1 offset (5, 42)\n\t\tPACK U 1 offset (0, 37)\n\t\tPACK U 6 offset (0, 32)\n\t\tPACK U 1 A_Refire\n\t\tPACK T 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tCreeper:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPACK W 2 A_FireCustomMissile(\"SoulBlast\",0,0,6,3)\n\t\tPACK W 1 offset (0, 32)\n\t\tPACK W 1 offset (8, 37)\n\t\tPACK W 1 offset (11, 42)\n\t\tPACK W 1 offset (8, 37)\n\t\tPACK W 1 offset (0, 32)\n\t\tPACK W 2 A_FireCustomMissile(\"SoulBlast\",0,0,6,3)\n\t\tPACK W 1 offset (0, 32)\n\t\tPACK W 1 offset (8, 37)\n\t\tPACK W 1 offset (11, 42)\n\t\tPACK W 1 offset (8, 37)\n\t\tPACK W 1 offset (0, 32)\n\t\tPACK W 1 A_Refire\n\t\tPACK V 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySound(\"pack/change1\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tJitterskull:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPACK P 0 A_PlayWeaponSound(\"boneshot\")\n\t\tPACK P 3 offset (30, 62) A_RailAttack(80,8,0,\"white\",\"none\",1)\n\t\tPACK P 3 offset (20, 52)\n\t\tPACK P 3 offset (10, 47)\n\t\tPACK P 3 offset (0, 37)\n\t\tPACK P 6\n\t\tPACK P 3 A_Refire\n\t\tPACK Q 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tChoke:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPACK R 2 A_FireCustomMissile(\"BloodSlimeX\", random(-3,3), 0, 0, 3)\n\t\tPACK S 2 A_FireCustomMissile(\"BloodSlimeX\", random(-3,3), 0, 0, 3)\n\t\tPACK O 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tPACK R 2 A_FireCustomMissile(\"BloodSlimeX\", random(-3,3), 0, 0, 3)\n\t\tPACK S 2 A_FireCustomMissile(\"BloodSlimeX\", random(-3,3), 0, 0, 3)\n\t\tPACK O 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tPACK R 2 A_FireCustomMissile(\"BloodSlimeX\", random(-3,3), 0, 0, 3)\n\t\tPACK S 2 A_FireCustomMissile(\"BloodSlimeX\", random(-3,3), 0, 0, 3)\n\t\tPACK O 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tPACK O 1 A_Refire\n\t\tPACK N 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFrostBite:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"icerain\")\n\t\tPAC2 ABCDCBAABCDCBA 2 A_SpawnItemEx(\"IceFallSpawner\", random(-200,200), random(-200,200), 9999,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tPAC2 E 3 A_Refire\n\t\tPAC2 E 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tEyesore:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"Slime1\")\n\t\tPAC2 ABCDCBAABCDCBA 2 A_SpawnItemEx(\"BloodFallSpawner\", random(-150,150), random(-150,150), 9999,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tPAC2 E 3 A_Refire\n\t\tPAC2 E 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tRavager:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPACK W 0 A_FireCustomMissile(\"SoulBlast2\",0,0,3)\n\t\tPACK W 2\n\t\tPACK W 1 offset (0, 32)\n\t\tPACK W 1 offset (8, 37)\n\t\tPACK W 1 offset (11, 42)\n\t\tPACK W 1 offset (8, 37)\n\t\tPACK W 1 offset (0, 32)\n\t\tPACK W 0 A_FireCustomMissile(\"SoulBlast2\",15,0,3)\n\t\tPACK W 0 A_FireCustomMissile(\"SoulBlast2\",-15,0,3)\n\t\tPACK W 2\n\t\tPACK W 1 offset (0, 32)\n\t\tPACK W 1 offset (8, 37)\n\t\tPACK W 1 offset (11, 42)\n\t\tPACK W 1 offset (8, 37)\n\t\tPACK W 6 offset (0, 32)\n\t\tPACK W 1 A_Refire\n\t\tPACK W 0 A_TakeInventory(\"DoublePistolChecker\",999)\n\t\tPACK V 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySound(\"pack/change1\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tJugulum:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPAC2 E 18 A_FireCustomMissile(\"GBFire\",random(-3,3),0,0,3)\n\t\tPACK O 1 A_Refire\n\t\tPACK N 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tSoulHarvester:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPACK O 0 A_PlaySoundEx(\"EchoShot\",\"Weapon\")\n\t\tPACK U 1 A_FireCustomMissile(\"EchoShot2\",0,0,0,3)\n\t\tPACK U 1 offset (0, 37)\n\t\tPACK U 1 offset (5, 42)\n\t\tPACK U 1 offset (10, 47)\n\t\tPACK U 1 offset (15, 75)\n\t\tPACK U 1 offset (20, 52)\n\t\tPACK U 1 offset (25, 57)\n\t\tPACK U 1 offset (30, 62)\n\t\tPACK U 1 offset (25, 57)\n\t\tPACK U 1 offset (20, 52)\n\t\tPACK U 1 offset (15, 75)\n\t\tPACK U 1 offset (10, 47)\n\t\tPACK U 1 offset (5, 42)\n\t\tPACK U 1 offset (0, 37)\n\t\tPACK U 6 offset (0, 32)\n\t\tPACK U 1 A_Refire\n\t\tPACK T 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tYurei:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPACK U 1 A_FireCustomMissile(\"HPDrainer\",0,1,0,3)\n\t\tPACK U 1 offset (0, 37)\n\t\tPACK U 1 offset (5, 42)\n\t\tPACK U 1 offset (10, 47)\n\t\tPACK U 1 offset (15, 75)\n\t\tPACK U 1 offset (20, 52)\n\t\tPACK U 1 offset (25, 57)\n\t\tPACK U 1 offset (30, 62)\n\t\tPACK U 1 offset (25, 57)\n\t\tPACK U 1 offset (20, 52)\n\t\tPACK U 1 offset (15, 75)\n\t\tPACK U 1 offset (10, 47)\n\t\tPACK U 1 offset (5, 42)\n\t\tPACK U 1 offset (0, 37)\n\t\tPACK U 4 offset (0, 32)\n\t\tPACK U 1 A_Refire\n\t\tPACK T 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tMisty:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPAC2 E 0 A_PlaySoundEx(\"MistySpin\",\"Body\")\n\t\tPAC2 EE 3 A_FireCustomMissile(\"GhostSmoke\",random(-7,7),0,0,3)\n\t\tPAC2 E 0 A_PlaySoundEx(\"MistySpin\",\"Body\")\n\t\tPAC2 EE 3 A_FireCustomMissile(\"GhostSmoke\",random(-7,7),0,0,3)\n\t\tPACK O 1 A_Refire\n\t\tPACK N 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tClowny:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPACK DDDD 3 A_FireCustomMissile(\"GhostBusterSuperBall\",0,0,8,3)\n\t\tPACK D 6\n\t\tPACK D 1 A_Refire\n\t\tPACK D 3 A_ClearReFire\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tEmtalic:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPACK P 0 A_PlayWeaponSound(\"SawGearThrow\")\n\t\tPACK P 2 offset (30, 62) A_FireCustomMissile(\"SawMill\",random(2,-2),0,8,3)\n\t\tPACK P 2 offset (20, 52) A_FireCustomMissile(\"SawMill\",random(2,-2),0,8,3)\n\t\tPACK PPP 2 offset (10, 47) A_FireCustomMissile(\"SawMill\",random(2,-2),0,8,3)\n\t\tPACK P 3 A_Refire\n\t\tPACK Q 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tIodsa:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"GBSoul\")\n\t\tPAC2 A 3 A_FireCustomMissile(\"RaiseNuke\",0,0,8,3)\n\t\tPAC2 A 3 offset (30, 62)\n\t\tPAC2 A 3 offset (20, 52)\n\t\tPAC2 A 3 offset (10, 47)\n\t\tPAC2 A 6 offset (0, 37)\n\t\tPAC2 E 3 A_Refire\n\t\tPAC2 E 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPACK U 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPAC2 E 0 A_ClearReFire\n\t\tPAC2 E 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tPAC2 E 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tDowngrade:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(981,0)\n\t\tGoto Ready\n\t}\n}\n\nActor BusterAttack : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 999\n}\n\nActor GhostBusterSaw : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 1\n\tInventory.Icon \"GBGUN15\"\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK M 0 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tGoto Hold\n\tHold:\n\t\tPACK P 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tPACK P 0 A_PlayWeaponSound(\"SawGearThrow\")\n\t\tPACK P 2 offset (30, 62) A_FireCustomMissile(\"SawMill\",random(2,-2),1,8,3)\n\t\tPACK P 2 offset (20, 52) A_FireCustomMissile(\"SawMill\",random(2,-2),1,8,3)\n\t\tPACK P 2 offset (10, 47) A_FireCustomMissile(\"SawMill\",random(2,-2),1,8,3)\n\t\tPACK P 3 A_Refire\n\t\tPACK Q 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK P 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPACK D 0 A_ClearReFire\n\t\tPACK P 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tPACK Q 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(981,0)\n\t\tGoto Ready\n\t}\n}\n\nActor SawMill\n{\n\tRadius 5\n\tHeight 10\n\tSpeed 40\n\tScale 0.12\n\tDamage (10)\n\tBounceCount 0\n\tSeeSound \"SawGearThrow\"\n\tPROJECTILE\n\t-NOGRAVITY\n\t+RIPPER\n\tStates\n\t{\n\tSpawn:\n\t\tSWBD ABCD 2\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor GhostBusterNuke : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 45\n\tInventory.Icon \"GBGUN16\"\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3\n\t\tPAC2 E 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tGoto Hold\n\tHold:\n\t\tPAC2 E 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"GBSoul\")\n\t\tPAC2 A 3 A_FireCustomMissile(\"RaiseNuke\",0,1,8,3)\n\t\tPAC2 A 3 offset (30, 62)\n\t\tPAC2 A 3 offset (20, 52)\n\t\tPAC2 A 3 offset (10, 47)\n\t\tPAC2 A 35 offset (0, 37)\n\t\tPAC2 E 3 A_Refire\n\t\tPAC2 E 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK U 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPAC2 E 0 A_ClearReFire\n\t\tPAC2 E 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tPAC2 E 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(981,0)\n\t\tGoto Ready\n\t}\n}\n\nActor RaiseNuke\n{\n\tSpeed 30\n\tRadius 7\n\tHeight 5\n\tScale 0.3\n\tBounceCount 2\n\tBounceFactor 0.3\n\tReactionTime 5\n\tSeeSound \"GBSoul\"\n\tPROJECTILE\n\t+DOOMBOUNCE\n\t+BOUNCEONACTORS\n\t-NOGRAVITY\n\tScale 1.0\n\tStates\n\t{\n\tSpawn:\n\t\tGLO6 A 1 bright\n\t\tLoop\n\tDeath:\n        TNT1 A 0 A_PlaySound(\"BigExplosion\")\n\t\tRKEX AB 2 A_SpawnItemEx(\"RaiseBoom\",0,0,0)\n\t\tRKEX C 2 A_SpawnItemEx(\"RaiseBoom\",0,0,10)\n\t\tRKEX D 2 A_SpawnItemEx(\"RaiseBoom\",0,0,20)\n\t\tRKEX EF 2 A_SpawnItemEx(\"RaiseBoom\",0,0,30)\n\t\tRKEX GHI 2 A_SpawnItemEx(\"RaiseBoom\",0,0,40)\n\t\tRKEX JK 2 A_SpawnItemEx(\"RaiseBoom\",0,0,50)\n\t\tRKEX L 2 A_SpawnItemEx(\"RaiseBoom\",0,0,60)\n\t\tRKEX M 2 A_SpawnItemEx(\"RaiseBoom\",0,0,70)\n\t\tRKEX N 2 A_SpawnItemEx(\"RaiseBoom\",0,0,80)\n\t\tRKEX OPQ 2 A_SpawnItemEx(\"RaiseBoom\",0,0,90)\n\t\tRKEX RSTU 2 A_FadeOut\n\t\tStop\n\t}\n}\n\nActor RaiseBoom\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_Explode(120,90,1)\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nactor GhostBusterSovereign : GhostBusterPlasma\n{\nWeapon.AmmoUse 5//10\nstates\n{\nSpawn:\nBPAK A 400\nLoop\nReady:\nPACK J 1\nPACK I 1\nPACK H 1\nPACK G 1\nPACK F 1\nPACK E 1\nPACK D 1 A_PlaySound(\"pack/heatup\")\nPACK C 1\nPACK B 1\nPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\nPACK A 1 A_WeaponReady\nGoto Ready + 9\nSelect:\nTNT1 A 1 A_Raise\nLoop\nDeselect:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nTNT1 A 1 A_Lower\nGoto Deselect+9\nFire:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\nPACK B 1\nPACK C 1\nPACK D 1\nPACK L 3\nPACK M 3 A_PlaySound(\"pack/change1\")\nPACK V 3\nPACK W 2\nGoto Hold\nHold:\nPACK W 0 A_JumpIfNoAmmo(\"Firefail2\")\nTNT1 A 0 A_PlayWeaponSound(\"GBSoul\")\nPACK W 0 Bright A_FireCustomMissile(\"GBDiscipleShot1\",8,1,5,0)\nPACK W 0 Bright A_FireCustomMissile(\"GBDiscipleShot1\",4,0,5,0)\nPACK W 0 Bright A_FireCustomMissile(\"GBDiscipleShot1\",0,0,5,0)\nPACK W 0 Bright A_FireCustomMissile(\"GBDiscipleShot1\",-4,0,5,0)\nPACK W 0 Bright A_FireCustomMissile(\"GBDiscipleShot1\",-8,0,5,0)\nPACK W 2\nPACK W 1 offset (0, 32)\nPACK W 1 offset (8, 37)\nPACK W 1 offset (11, 42)\nPACK W 1 offset (8, 37)\nPACK W 1 offset (0, 32)\nPACK W 1 A_Refire\nPACK V 3 A_ClearReFire\nPACK M 3 A_PlaySound(\"pack/change1\")\nPACK CBA 1\nGoto Ready+9\nFirefail:\nPACK A 0 A_ClearReFire\nPACK A 18 A_PlaySound(\"weapons/cyborgfail\")\nGoto Ready+9\nFirefail2:\nPACK W 0 A_ClearReFire\nPACK W 18 A_PlaySound(\"weapons/cyborgfail\")\nPACK V 3 A_PlaySound(\"pack/change1\")\nPACK M 3\nPACK L 2\nPACK CBA 1\ngoto Ready+9\nDowngrade:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nPACK J 20 ACS_ExecuteAlways(981,0)\nGoto Ready\n}\n}\n\nACTOR GBDiscipleShot1\n{\n   Radius 8\n   Height 16\n   Speed 45\n   Damage (6)\n   Damagetype \"Proton\"\n   RENDERSTYLE ADD\n   ALPHA 0.67\n   PROJECTILE\n   DeathSound \"DSDISHT1\"\n   Obituary \"%o was zapped by %k's proton pack.\"\n   Decal \"WizardScorch\"\n   States\n   {\n   Spawn:\n      CFX2 ABCD 2 Bright A_CustomMissile(\"DSFX1\",0,0,0,0)\n      loop\n   Death:\n      CFX2 EFGHI 3 Bright\n      stop\n   }\n}\n\nActor GhostBusterImposter : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 30\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3\n\t\tPAC2 E 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tGoto Hold\n\tHold:\n\t\tPAC2 E 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"GBSoul\")\n\t\t\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",180,1)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",160,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",140,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",120,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",100,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",80,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",60,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",40,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",20,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",0,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",-20,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",-40,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",-60,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",-80,0,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",-100,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",-120,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",-140,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",-160,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",-180,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",-160,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",-140,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",-120,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",-100,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",-80,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",-60,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",-40,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",-20,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",0,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",20,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",40,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",60,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",80,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",100,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",120,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",140,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",160,0)\n\tPAC2 A 2 A_FireCustomMissile(\"GBImposterProj\",180,0)\n\t\tPAC2 E 3 A_Refire\n\t\tPAC2 E 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK U 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPAC2 E 0 A_ClearReFire\n\t\tPAC2 E 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tPAC2 E 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(981,0)\n\t\tGoto Ready\n\t}\n}\n\nACTOR GBImposterProj\n{\n  Health 9\n  Radius 12\n  Height 8\n  Speed 30\n  Damage 5\n  Damagetype \"Proton\"\n  Scale .75\n  Alpha .5\n  Projectile\n  RenderStyle Add\n  Obituary \"%o was zapped by %k's proton pack.\"\n  SeeSound \"weapons/skulprojshot\"\n  DeathSound \"weapons/skulprojdeath\"\n  States\n  {\n  Spawn:\n    SKPJ A 3 BRIGHT\n    SKPJ B 3 BRIGHT\n    SKPJ C 3 BRIGHT\n    SKPJ D 3 BRIGHT\n    Loop\n  Death:\n    SKPJ EFGHIJ 3 BRIGHT\n    SKPJ K -1\n    Stop\n  }\n}\n\nactor GhostBusterLamia : GhostBusterPlasma\n{\nWeapon.AmmoUse 5//6\nstates\n{\nSpawn:\nBPAK A 400\nLoop\nReady:\nPACK J 1\nPACK I 1\nPACK H 1\nPACK G 1\nPACK F 1\nPACK E 1\nPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\nPACK C 1\nPACK B 1\nPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\nPACK A 1 A_WeaponReady\nGoto Ready + 9\nSelect:\nTNT1 A 1 A_Raise\nLoop\nDeselect:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nTNT1 A 1 A_Lower\nGoto Deselect+9\nFire:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\nPACK B 1\nPACK C 1\nPACK D 1\nPACK L 3\nPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK T 3\nPACK U 2\nGoto Hold\nHold:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail2\")\nPACK O 0 A_PlayWeaponSound(\"Weapons/WandOfEmbers/Fire\")\nPACK U 0 A_FireCustomMissile(\"GBWandOfEmbersBall\", Random(-5, -3), 0, 0, 0, 0, Random(-2, 2))\nPACK U 0 A_FireCustomMissile(\"GBWandOfEmbersBall\", Random(5, 3), 0, 0, 0, 0, Random(-2, 2))\nPACK U 0 A_FireCustomMissile(\"GBWandOfEmbersBall\", Random(-3, 3), 0, 0, 0, 0, Random(3, 1))\nPACK U 0 A_FireCustomMissile(\"GBWandOfEmbersBall\", Random(-3, 3), 0, 0, 0, 0, Random(-3, -1))\nPACK U 0 A_FireCustomMissile(\"GBWandOfEmbersBall\", 0, 1, 0, 0, 0, 0)\nPACK U 1 offset (0, 37)\nPACK U 1 offset (5, 42)\nPACK U 1 offset (10, 47)\nPACK U 1 offset (15, 75)\nPACK U 1 offset (20, 52)\nPACK U 1 offset (25, 57)\nPACK U 1 offset (30, 62)\nPACK U 1 offset (25, 57)\nPACK U 1 offset (20, 52)\nPACK U 1 offset (15, 75)\nPACK U 1 offset (10, 47)\nPACK U 1 offset (5, 42)\nPACK U 1 offset (0, 37)\nPACK U 1 offset (0, 32)\nPACK D 0 //A_JumpIfNoAmmo(\"Firefail4\")\nPACK U 1 A_Refire\nPACK T 1 A_ClearReFire\nPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK CBA 1\nGoto Ready+9\nFirefail:\nPACK U 0 A_ClearReFire\nPACK A 18 A_PlaySound(\"weapons/cyborgfail\")\nGoto Ready+9\nFirefail2:\nPACK D 0 A_ClearReFire\nPACK U 18 A_PlaySound(\"weapons/cyborgfail\")\nPACK T 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK M 3\nPACK L 2\nPACK CBA 1\ngoto Ready+9\nDowngrade:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nPACK J 20 ACS_ExecuteAlways(981,0)\nGoto Ready\n}\n}\n\nActor GBWandOfEmbersBall\n{\n  Radius 4\n  Height 4\n  Speed 40\n  Damage (8)\n  DamageType \"Proton\"\n  RenderStyle Add\n  Alpha 0.75\n  Scale 0.75\n  Projectile\n  +SEEKERMISSILE\n  -BloodSplatter\n  +BloodlessImpact\n  Obituary \"%o was zapped by %k's proton pack.\"\n  DeathSound \"Weapons/WandOfEmbers/Hit1\"\n  Decal EmberWandScorch\n  States\n  {\n  Spawn:\n    PYTL A 1 bright A_SpawnItemEx(\"WandOfEmbersTrail\",0,0,0,0,0,0)\n\tPYTL A 1 bright A_Seekermissile(40,60,0,256,8)\n    loop\n  Death:\n    BRBA KLMNOPQRSTUVWX 1 bright\n    stop\n  }\n}\n\nactor GhostBusterAmorbis : GhostBusterPlasma\n{\nWeapon.AmmoUse 10\nstates\n{\nSpawn:\nBPAK A 400\nLoop\nReady:\nPACK J 1\nPACK I 1\nPACK H 1\nPACK G 1\nPACK F 1\nPACK E 1\nPACK D 1 A_PlaySound(\"pack/heatup\")\nPACK C 1\nPACK B 1\nPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\nPACK A 1 A_WeaponReady\nGoto Ready + 9\nSelect:\nTNT1 A 1 A_Raise\nLoop\nDeselect:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nTNT1 A 1 A_Lower\nGoto Deselect+9\nFire:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\nPACK B 1\nPACK C 1\nPACK D 1\nPACK L 3\nPACK M 3 A_PlaySound(\"pack/change1\")\nPACK V 3\nPACK W 2\nGoto Hold\nHold:\nPACK W 0 A_JumpIfNoAmmo(\"Firefail2\")\nTNT1 A 0 A_PlayWeaponSound(\"GBSoul\")\nPACK W 0 Bright A_FireCustomMissile(\"GBCobraStaffSnake\",0,1,5,0)\nPACK W 2\nPACK W 1 offset (0, 32)\nPACK W 1 offset (8, 37)\nPACK W 1 offset (11, 42)\nPACK W 1 offset (8, 37)\nPACK W 1 offset (0, 32)\nPACK W 1 A_Refire\nPACK V 3 A_ClearReFire\nPACK M 3 A_PlaySound(\"pack/change1\")\nPACK CBA 1\nGoto Ready+9\nFirefail:\nPACK A 0 A_ClearReFire\nPACK A 18 A_PlaySound(\"weapons/cyborgfail\")\nGoto Ready+9\nFirefail2:\nPACK W 0 A_ClearReFire\nPACK W 18 A_PlaySound(\"weapons/cyborgfail\")\nPACK V 3 A_PlaySound(\"pack/change1\")\nPACK M 3\nPACK L 2\nPACK CBA 1\ngoto Ready+9\nDowngrade:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nPACK J 20 ACS_ExecuteAlways(981,0)\nGoto Ready\n}\n}\n\nActor GBCobraStaffSnake\n{\nscale 0.5\nradius 5\nheight 10\nspeed 23\ndamage (15)\ndeathsound \"Amorbis/CobraDeath\"\nactivesound \"Amorbis/CobraTrail\"\nDamageType \"Proton\"\nPROJECTILE\n+SEEKERMISSILE\nstates\n  {\n  Spawn:\n  TNT1 A 0\n  TNT1 A 0 A_LoopActiveSound\n  C_H2 AAAAA 1 Bright A_SpawnItemEx(\"CobraStaffTail\",-12,0,0,0,0,0,0,SXF_CLIENTSIDE)\n  Goto SpawnLoop\n  SpawnLoop:\n  C_H2 A 0 A_SpawnItemEx(\"CobraStaffTail\",-12,0,0,0,0,0,0,SXF_CLIENTSIDE)\n  C_H2 A 0 A_SeekerMissile(2,3)\n  C_H2 A 1 Bright A_Weave(4.5,0,2.0,0.0)\n  loop\n  Death:\n  C_H2 A 1 bright A_Jump(128,\"Style2\")\n  C_H2 C 4 Bright A_Explode(5,90,0)\n  C_H2 D 4 Bright\n  C_H2 E 4 Bright\n  C_H2 F 4 Bright\n  stop\n  Style2:\n  C_H2 I 4 Bright A_Explode(5,90,0)\n  C_H2 J 4 Bright\n  C_H2 K 4 Bright\n  C_H2 L 4 Bright\n  C_H2 M 4 Bright A_FadeOut(1.5/30.0)\n  Stop\n  }\n}\n\nActor CobraStaffTail\n{\nscale 0.5\nspeed 0\nPROJECTILE\n+FORCEXYBILLBOARD\n\nstates\n  {\n  Spawn:\n  C_H2 B 2 Bright\n  C_H2 B 0 Bright A_SpawnItem(\"CobraStaffTail2\",0,0,0)\n  stop\n  }\n}\n\nActor CobraStaffTail2 : CobraStaffTail\n{\nscale 0.4\nstates\n  {\n  Spawn:\n  C_H2 B 2 Bright\n  C_H2 B 0 Bright A_SpawnItem(\"CobraStaffTail3\",0,0,0)\n  stop\n  }\n}\n\nActor CobraStaffTail3 : CobraStaffTail\n{\nscale 0.3\nstates\n  {\n  Spawn:\n  C_H2 B 2 Bright\n  C_H2 B 0 Bright A_SpawnItem(\"CobraStaffTail4\",0,0,0)\n  stop\n  }\n}\n\nActor CobraStaffTail4 : CobraStaffTail\n{\nscale 0.2\nstates\n  {\n  Spawn:\n  C_H2 B 2 Bright\n  C_H2 B 0 Bright A_SpawnItem(\"CobraStaffTail5\",0,0,0)\n  stop\n  }\n}\n\nActor CobraStaffTail5 : CobraStaffTail\n{\nscale 0.1\nstates\n  {\n  Spawn:\n  C_H2 B 2 Bright\n  stop\n  }\n}\n\nActor GhostBusterFleshJudge : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 5\n\tObituary \"%o was zapped by %k's proton pack.\"\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3\n\t\tPAC2 E 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tGoto Hold\n\tHold:\n\t\tPAC2 E 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"GBSoul\")\n\t\tTNT1 A 0 A_TakeInventory(\"ProtonCharge\",10)\n\t\tPAC2 E 4 Bright A_CustomPunch(6, 1, 0, \"GBSoulScepterPuff\", 400, 1)\n\t\tPAC2 E 4 Bright\n\t\tPAC2 E 4 Bright A_CustomPunch(6, 1, 0, \"GBSoulScepterPuff\", 400, 1)\n\t\tPAC2 E 4 Bright\n\t\tPAC2 E 4 Bright A_CustomPunch(6, 1, 0, \"GBSoulScepterPuff\", 400, 1)\n\t\tPAC2 E 3 A_Refire\n\t\tPAC2 E 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK U 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPAC2 E 0 A_ClearReFire\n\t\tPAC2 E 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tPAC2 E 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(981,0)\n\t\tGoto Ready\n\t}\n}\n\nActor GBSoulScepterPuff\n{\n  Radius 3\n  Height 3\n  +NoClip\n  +AlwaysPuff\n  +PuffOnActors\n  +NoGravity\n  +BloodlessImpact\n  -BloodSplatter\n  +DontSplash\n  Obituary \"%o was zapped by %k's proton pack.\"\n  Damagetype \"Proton\"\n  States\n  {\n  Spawn:\n  Melee:\n    SSPF ABCD 1 Bright A_SpawnItemEx(\"HunterFreezeSlow\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n    Stop\n  Death:\n    TNT1 A 0 A_SpawnItemEx(\"HunterFreezeSlow\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n    Stop\n  }\n}\n\nActor GhostBusterTerrorPuppet : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 1\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\tFire:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\nPACK B 1\nPACK C 1\nPACK D 1\nPACK L 3\nPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK Q 3\nPACK P 2\n\t\tGoto Hold\n\tHold:\n\t\tPACK P 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tPACK P 0 offset (30, 62) A_TakeInventory(\"ProtonCharge\",50)\n\t\tPACK P 0 offset (30, 62) A_FireCustomMissile(\"GBPuppetString\", 0, 0, 8)\n\t\tPACK P 6 offset (30, 62)\n\t\tPACK P 6 offset (20, 52)\n\t\tPACK P 6 offset (10, 47)\n\t\tPACK P 4 A_Refire\n\t\tPACK Q 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK P 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPACK D 0 A_ClearReFire\n\t\tPACK P 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tPACK Q 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(981,0)\n\t\tGoto Ready\n\t}\n}\n\nActor GBPuppetString\n{\n\tPROJECTILE\n\t+FLOORHUGGER\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\tSpeed 15\n\tDamage (0)\n\tRadius 6\n\tHeight 16\n\treactiontime 80\n\tObituary \"%o was zapped by %k's proton pack.\"\n\tSeeSound \"pupp/string1\"\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 A_SpawnItemEx(\"GBPuppetStringMissile\",0,0,0,momx,momy,32,0,SXF_ABSOLUTEMOMENTUM)//A_CustomMissile(\"PuppetStringMissile\",0,0,0,CMF_TRACKOWNER|CMF_AIMDIRECTION,90)\n\t\tTNT1 A 0 A_PlaySoundEx(\"pupp/stringloop\",\"body\",0,-1)\n\t\tTNT1 A 0 A_CountDown\n\t\tloop\n\tDeath:\n\t\tTNT1 A 1  A_PlaySoundEx(\"pupp/string2\",\"body\",0)\n\t\tstop\n\t}\n}\n\nActor GBPuppetStringMissile : FastProjectile\n{\n\tPROJECTILE\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\t+FORCEYBILLBOARD\n\tDamageType \"Proton\"\n\tspeed 75\n\tdamage (3)\n\tObituary \"%o was zapped by %k's proton pack.\"\n\tradius 6\n\theight 16\n\txscale 0.3\n\tstates\n\t{\n\tSpawn:\n\t\t//TNT1 A 1\n\t\tSTRI A 1 bright\n\t\tloop\n\t\t//goto Spawn+1\n\tDeath:\n\t\tTNT1 A 1\n\t\tstop\n\t}\n}\n\nActor GBWolfDog\n{\n\tPROJECTILE\n\t+FLOORCLIP\n\t-NOGRAVITY\n\t+FLOORHUGGER\n\t+BLOODSPLATTER\n\tDamage (20)\n\tSpeed 25\n\tSeeSound \"dog/spawn\"\n\tRadius 16\n\tHeight 18\n\tScale 0.6\n\tObituary \"%o was zapped by %k's proton pack.\"\n\trenderstyle translucent\n\talpha 0.9\n\tstates\n\t{\n\tSpawn:\n\t\tWDOG AA 1 A_SpawnItemEx(\"WolfDogShadow_A\")\n\t\tWDOG BB 1 A_SpawnItemEx(\"WolfDogShadow_B\")\n\t\tWDOG CC 1 A_SpawnItemEx(\"WolfDogShadow_C\")\n\t\tWDOG DD 1 A_SpawnItemEx(\"WolfDogShadow_D\")\n\t\tWDOG EE 1 A_SpawnItemEx(\"WolfDogShadow_E\")\n\t\tWDOG FF 1 A_SpawnItemEx(\"WolfDogShadow_F\")\n\t\tWDOG F 0 A_PlaySoundEx(\"dog/walk\",\"body\",0)\n\t\tWDOG AA 1 A_SpawnItemEx(\"WolfDogShadow_A\")\n\t\tWDOG BB 1 A_SpawnItemEx(\"WolfDogShadow_B\")\n\t\tWDOG CC 1 A_SpawnItemEx(\"WolfDogShadow_C\")\n\t\tWDOG DD 1 A_SpawnItemEx(\"WolfDogShadow_D\")\n\t\tWDOG EE 1 A_SpawnItemEx(\"WolfDogShadow_E\")\n\t\tWDOG FF 1 A_SpawnItemEx(\"WolfDogShadow_F\")\n\t\tWDOG F 0 A_PlaySoundEx(\"dog/walk\",\"body\",0)\n\t\tWDOG AA 1 A_SpawnItemEx(\"WolfDogShadow_A\")\n\t\tWDOG BB 1 A_SpawnItemEx(\"WolfDogShadow_B\")\n\t\tWDOG CC 1 A_SpawnItemEx(\"WolfDogShadow_C\")\n\t\tWDOG DD 1 A_SpawnItemEx(\"WolfDogShadow_D\")\n\t\tWDOG EE 1 A_SpawnItemEx(\"WolfDogShadow_E\")\n\t\tWDOG FF 1 A_SpawnItemEx(\"WolfDogShadow_F\")\n\t\tWDOG F 0 A_PlaySoundEx(\"dog/walk\",\"body\",0)\n\t\tWDOG AA 1 A_SpawnItemEx(\"WolfDogShadow_A\")\n\t\tWDOG BB 1 A_SpawnItemEx(\"WolfDogShadow_B\")\n\t\tWDOG CC 1 A_SpawnItemEx(\"WolfDogShadow_C\")\n\t\tWDOG DD 1 A_SpawnItemEx(\"WolfDogShadow_D\")\n\t\tWDOG EE 1 A_SpawnItemEx(\"WolfDogShadow_E\")\n\t\tWDOG FF 1 A_SpawnItemEx(\"WolfDogShadow_F\")\n\t\tWDOG F 0 A_Stop\n\t\tgoto Death\n\tDeath:\n\t\tWDSH C 0 A_PlaySoundEx(\"dog/vanish\",\"body\",0)\n\t\tWDSH C 1 A_Fadeout(0.03)\n\t\tgoto Death+1\n\tXDeath:\n\t\tWDSH C 0 A_PlaySoundEx(\"dog/hit\",\"body\",0)\n\t\tWDSH C 1 A_Fadeout(0.03)\n\t\tgoto XDeath+1\n\t}\n}\n\nActor GhostBusterNarake : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 6\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3\n\t\tPAC2 E 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tGoto Hold\n\tHold:\n\t\tPAC2 E 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tPAC2 E 0 A_TakeInventory(\"ProtonCharge\",30)\n\t\tPAC2 A 1 A_FireCustomMissile(\"GBWolfDog\", 0, 0, 8)\n\t\tPAC2 B 3\n\t\tPAC2 C 3\n\t\tPAC2 D 3\n\t\tPAC2 A 3\n\t\tPAC2 E 3 A_Refire\n\t\tPAC2 E 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK U 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPAC2 E 0 A_ClearReFire\n\t\tPAC2 E 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tPAC2 E 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(981,0)\n\t\tGoto Ready\n\t}\n}\n\nactor GhostBusterBlazeSpawn : GhostBusterPlasma\n{\nWeapon.AmmoUse 50//6\n+NOAUTOFIRE\nstates\n{\nSpawn:\nBPAK A 400\nLoop\nReady:\nPACK J 1\nPACK I 1\nPACK H 1\nPACK G 1\nPACK F 1\nPACK E 1\nPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\nPACK C 1\nPACK B 1\nPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\nPACK A 1 A_WeaponReady\nGoto Ready + 9\nSelect:\nTNT1 A 1 A_Raise\nLoop\nDeselect:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nTNT1 A 1 A_Lower\nGoto Deselect+9\nFire:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\nPACK B 1\nPACK C 1\nPACK D 1\nPACK L 3\nPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Body\")\nPACK T 3\nPACK U 2\nPACK D 0 A_JumpIfNoAmmo(\"Firefail2\")\nGoto Hold\nHold:\nPACK O 0 A_PlayWeaponSound(\"SPRKFM1\")\nPACK U 0 A_FireCustomMissile(\"GBCombustionPellet2\", 0, 0, 6, 0)\nPACK U 3 A_FireCustomMissile(\"GBCombustionPellet\", 0, 1, 6, 0)\nPACK U 1 offset (0, 37)\nPACK U 1 offset (5, 42)\nPACK U 1 offset (10, 47)\nPACK U 1 offset (15, 75)\nPACK U 1 offset (20, 52)\nPACK U 1 offset (25, 57)\nPACK U 1 offset (30, 62)\nPACK U 1 offset (25, 57)\nPACK U 1 offset (20, 52)\nPACK U 1 offset (15, 75)\nPACK U 1 offset (10, 47)\nPACK U 1 offset (5, 42)\nPACK U 1 offset (0, 37)\nPACK U 1 offset (0, 32)\nPACK U 25\nPACK U 1\nPACK T 1\nPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Body\")\nPACK CBA 1\nGoto Ready+9\nFirefail:\nPACK U 0 A_ClearReFire\nPACK A 18 A_PlaySound(\"weapons/cyborgfail\",1)\nGoto Ready+9\nFirefail2:\nPACK D 0 A_ClearReFire\nPACK U 18 A_PlaySound(\"weapons/cyborgfail\",1)\nPACK T 3 A_PlaySoundEx(\"pack/change1\",\"Body\")\nPACK M 3\nPACK L 2\nPACK CBA 1\ngoto Ready+9\nDowngrade:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nPACK J 20 ACS_ExecuteAlways(981,0)\nGoto Ready\n}\n}\n\nACTOR GBCombustionPellet\n{\n   Speed 70\n   Damage (30)\n   Height 20\n   Radius 20\n   DeathSound \"SPRKBM1\"\n   Obituary \"%o was zapped by %k's proton pack.\"\n   Projectile\n   States\n   {\n   Spawn:\n      SPPJ A 10 BRIGHT A_SpawnItemEx(\"CombustionAttackTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t  TNT1 A 0 A_Playsound(\"SPRKXM1\",3,1,0,ATTN_NONE)\n      loop\n   Death:\n        TNT1 A 0 A_Playsound(\"SPRKBM1\",3,1,0)\n        TNT1 AA 0 A_SpawnItemEx(\"SuperMissileExplosionLarge\",0,0,0,0,0,0,0,160)\n        TNT1 A 0 A_SpawnItemEx(\"MSuperMissileExplosionVeryLarge\",0,0,0,0,0,0,0,160)\n\t\tTNT1 A 1 A_Explode(40,148)\n      Stop\n   }\n}\n\nACTOR GBCombustionPellet2\n{\n   Speed 63\n   Damage (0)\n   Height 20\n   Radius 20\n   DeathSound \"SPRKBM1\"\n   DamageType \"Proton\"\n   Obituary \"%o was zapped by %k's proton pack.\"\n   Projectile\n   States\n   {\n   Spawn:\n      TNT1 A 1 Bright A_SpawnItemEx(\"BlazeSpawnFiringTrail\",0,0,1,0,0,0,0,160)\n\t  TNT1 A 0 A_SpawnItemEx(\"BlazeSpawnFiringTrail\",0,0,1,random(-50,50)/100.00,random(-50,50)/100.00,random(-50,50)/100.00,0,160)\n      loop\n   Death:\n      TNT1 A 0\n      Stop\n   }\n}\n\nActor CreeperPopUp : Inventory\n{\nInventory.MaxAmount 1\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/NewEngineer.txt",
        "contents": "Actor Engineer : PlayerPawn\n{\n\t+NOSKIN\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+GHOST\n\t+QUICKTORETALIATE\n\tscale 0.90\n\tlimitedtoteam 0\n\tPlayer.Maxhealth 100\n\tplayer.soundclass \"engineer\"\n\tplayer.displayname \"Engineer\"\n\tplayer.startitem \"NailGun\", 1\n\tplayer.startitem \"SteamCannon\", 1\n\tplayer.startitem \"SteamAmmo\", 5\n\tplayer.startitem \"SawAmmo\", 30\n\tplayer.startitem \"SawLauncher\", 1\n\tplayer.startitem \"MechConstructor\", 1\n\tplayer.startitem \"MechConstructAmmo\", 30\n\tplayer.startitem \"MechConstructAmmo2\", 10\n\tplayer.startitem \"IsHuman\", 1\n\tPlayer.StartItem \"Screamer\", 0\n\tPlayer.ColorRange 112, 127\n\tplayer.scoreicon \"ENGINST\"\n\tDamagefactor \"normal\", 0.8\n\tdamagefactor \"Grenade\", 0.3\n\tDamageFactor \"GhostTrap\", 0.0\n\tDamagefactor \"Sentinel\", 0.0\n\tDamagefactor \"MechPewPews\", 0.0\n\tDamagefactor \"MacheteSlicerino\", 0.0\n\tPainChance 256\n\tmass 400\n\tStates\n\t{\n\tSpawn:\n\t\tGO99 A 1 Setplayerproperty(0,0,0)\n\t\tLoop\n\tSee:\n\t\tGO99 A 0 A_JumpIfHealthLower(50,\"INeedHealingSee\")\n\t\tGO99 AB 5\n\t\tGO99 A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tGO99 CD 5\n\t\tGO99 A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tGoto Spawn\n\tINeedHealingSee:\n\t\tGO99 A 0 A_SpawnItemEx(\"INeedHealingTrail\",random(-20,20),random(-20,20),0,0,0,10)\n\t\tGO99 AB 5\n\t\tGO99 A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tGO99 CD 5\n\t\tGO99 A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tGoto Spawn\n\tMissile:\n\t\tGO99 E 12\n\t\tGoto Spawn\n\tMelee:\n\t\tGO99 F 6 BRIGHT\n\t\tGoto Missile\n\tPain.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",2)\n\tPain:\n\t\tGO99 G 4 A_Pain\n\t\tGO99 G 4\n\t\tGoto Spawn\nPain.FleshBent2:\n\tTNT1 A 0 A_GiveToTarget(\"Health\",4)\n\tGoto Pain\n\tDeath.Fleshbent:\n\tTNT1 A 0 A_GiveToTarget(\"TentacleAmmo\",2)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",15)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",10)\n\tGoto Death.Jitter\n\tDeath.Fleshbent2:\n\tTNT1 A 0 A_GiveToTarget(\"TentacleAmmo\",2)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",15)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",10)\n\tGoto Death.Jitter\n\tPain.BastetClawing:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",4)\n\t\tGoto Pain\n\tPain.BastetClawingLightSFX:\n\t\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitLight\",CHAN_5)\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",3)\n\t\tGoto Pain\n\tPain.BastetClawingHeavySFX:\n\t\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitHeavy\",CHAN_5)\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",6)\n\t\tGoto Pain\n\tPain.Creepstun:\n    GO99 G 0 A_Pain\n\tGO99 G 0 A_GiveToTarget(\"health\",5)\n\tGO99 G 40 Setplayerproperty(0,1,0)\n\tGO99 G 2 Setplayerproperty(0,0,0)\n\t\tGoto Spawn\n\tPain.Justicar:\n\tTNT1 A 0 A_custommissile(\"Justicarattack\",14,0,random(0,360))\n\tTNT1 A 0 A_GiveToTarget(\"Health\",1)\n\tTNT1 A 0 A_GiveToTarget(\"JusticarSecondaryAmmo\",1)\n\tGoto pain\n\tPain.FleshBent:\n    GO99 G 0 A_Pain\n\tGO99 G 20 Setplayerproperty(0,1,0)\n\tGO99 G 2 Setplayerproperty(0,0,0)\n\tGoto Spawn\n\tDeath.Creeper:\n\t\tGO99 A 0 A_PlaySoundEx(\"creeperattack\", \"Body\")\n\t\tGO99 A 0 A_SpawnItemEx(\"CreeperPopUp\",0,0,10)\n\t\tGO99 A 0 A_GiveToTarget(\"Creeperheal\",1)\n\t\tGO99 A 0 ACS_ExecuteAlways(997,0,1)\n\t\tGoto DeathAnim\n\tDeath.Creepstun:\n\t\tGO99 A 0 A_GiveToTarget(\"Unlock13\",1)\n\t\tGO99 A 0 A_GiveToTarget(\"CreepGotya\",1)\n\t\tGoto DeathAnim\n\tDeath.SjasScream:\n\t\tGO99 A 0 A_GiveToTarget(\"KilledJ\",1)\n\t\tGoto DeathAnim\n\tDeath:\n\tDeathAnim:\n\t\tGO99 A 0 A_TakeInventory(\"KilledCount\",999)\n\t\tGO99 A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tGO99 A 0 A_GiveToTarget(\"KilledEngineer\",1)\n\t\tGO99 A 0 A_GiveInventory(\"RocketAmmo\",1)\n\t\tGO99 H 5\n\t\tGO99 I 5 A_PlayerScream\n\t\tGO99 J 5 A_NoBlocking\n\t\tGO99 KLM 5\n\t\tGO99 N -1\n\t\tStop\n\tDeath.GhoulChainSaw:\n\tTNT1 A 0 A_GiveToTarget(\"Health\",50)\n\tTNT1 A 0 A_GiveToTarget(\"BearTarpsAmmo\",1)\n\tTNT1 A 0 A_GiveToTarget(\"SawyerRageammo\",10)\n\tTNT1 A 0 A_GiveToTarget(\"DUMMY_SawyerBloodyChainsaw\", 1)\n\tGoto Death.Jitter\n\tDeath.BastetClawing:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitHeavy\",CHAN_6)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",30)\n\tGoto Death.Jitter\n\tDeath.BastetClawingLightSFX:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitLight\",CHAN_6)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",30)\n\tGoto Death.Jitter\n\tDeath.BastetClawingHeavySFX:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitHeavy\",CHAN_6)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",30)\n\tGoto Death.Jitter\n\tDeath.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",15)\n\tGoto Death.Jitter\n\tDeath.Jitter:\n\t\tGO99 A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tGO99 A 0 A_GiveToTarget(\"KilledEngineer\",1)\n\t\tGO99 A 0 A_GiveToTarget(\"Crunched\",1)\n\t\tGO99 A 0 A_GiveInventory(\"RocketAmmo\",1)\n\t\tGO99 G 1 A_PlaySound(\"gibbage/xsplat\")\n\t\tNULL A 0 A_SkullPop(\"Custom_EngineerBloodySkull\")\n\t\tNULL A 0 A_PlaySound(\"gibbage/playergib\")\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A -1\n\t\tStop\n\tDeath.Ravager:\n\t\tGO99 A 0 A_GiveToTarget(\"KilledR\",1)\n\t\tGO99 A 0 A_GiveToTarget(\"Health\",25)\n\t\tGO99 A 0 ACS_ExecuteAlways(997,0,2)\n\t\tGO99 A 0 A_PlaySoundEx(\"RavagerAttack\",\"Body\")\n\t\tGO99 A 0 A_SpawnItemEx(\"RavagerHit\",0,0,32)\n\t\tGoto DeathAnim\n\tDeath.RavagerBall:\n\t\tGO99 A 0 A_GiveToTarget(\"RavagerGotYa\",1)\n\t\tGoto Death.SjasScream\n\tDeath.Yurei:\n\t\tGO99 A 0 A_GiveToTarget(\"KilledY\",1)\n\t\tGO99 A 0 A_PlaySoundEx(\"YureiKill1\",\"Body\",0,1)\n\t\tGO99 A 0 ACS_ExecuteAlways(997,0,3)\n\t\tGoto DeathAnim\n\tDeath.YureiBall:\n\t\tGO99 A 0 A_GiveToTarget(\"Health\",10)\n\t\tGO99 A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Death.SjasScream\n\tDeath.Misty:\n\t\tGO99 A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tGO99 A 0 A_GiveToTarget(\"KilledM\",1)\n\t\tGO99 HHHHH 1 A_FadeOut(0.05)\n\t\tGO99 A 0 A_PlayerScream\n\t\tGO99 IIIIIJJJJJKKKKK 1 A_FadeOut(0.05)\n\t\tGO99 A 0 A_NoBlocking\n\t\tNULL A -1\n\t\tStop\n\tDeath.Clowny:\n\t\tGO99 A 0 ACS_ExecuteAlways(997,0,4)\n\t\tGO99 A 0 A_GiveToTarget(\"KilledC\",1)\n\t\tGoto DeathAnim\n\tDeath.Mohoph:\n\t\tGO99 A 0 A_GiveToTarget(\"TransEngineer\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"MorphAmmo\", 1)\n\t\tGO99 A 0 A_PlaySoundEx(\"MohophKill\",\"Body\")\n\t\tGO99 A 0 ACS_ExecuteAlways(997,0,5)\n\t\tGoto DeathAnim\n\tDeath.EmtalicWeak:\n\t\tGO99 A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto DeathAnim\n\tDeath.Emtalic:\n\t\tGO99 A 0  A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Death.Jitter\n\tDeath.I1:\n\t\tGO99 A 0 A_SpawnItemEx(\"Heart\",0,0,32,random(2,3),momy,random(8,12),random(-180,180))\n\t\tGO99 A 0 A_GiveToTarget(\"KilledI1\",1)\n\t\tGoto DeathAnim\n\tDeath.I2:\n\t\tGO99 A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tGO99 A 0 A_GiveToTarget(\"KilledI2\",1)\n\t\tGO99 A 0 A_GiveToTarget(\"Clip\",1)\n\t\tGO99 G 0 SetPlayerProperty(0,1,4)\n\t\tGO99 G 0 A_Stop\n\t\tGO99 GGGGGGGGGGGGGG 5 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tNULL A 0 A_PlayerScream\n\t\tNULL A 0 ACS_ExecuteAlways(997,0,6)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"SkullGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"ChestGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"ArmGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"HandGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"CoccyxGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"LegGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AAAAAA 1 A_SpawnItemEx(\"BoneGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A -1 A_NoBlocking\n\t\tStop\n\tDeath.I3:\n\t\tGO99 A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tGO99 A 0 A_GiveToTarget(\"KilledI3\",1)\n\t\tGO99 HHHHH 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tGO99 I 0 A_PlayerScream\n\t\tGO99 IIIII 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tGO99 J 0 A_NoBlocking\n\t\tGO99 JJJJJKKKKKLLLLLMMMMM 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tGO99 NNNNNNN 3 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tGO99 N -1\n\t\tStop\n\tDeath.I4:\n\t\tGO99 A 0 A_GiveToTarget(\"KilledI4\",1)\n\t\tGoto DeathAnim\n\tDeath.I5:\n\t\tGO99 A 0 A_GiveToTarget(\"KilledI5\",1)\n\t\tGoto DeathAnim\n\tPain.RavagerBall:\n\t\tGO99 A 0 ACS_ExecuteAlways(920,0)\n\t\tGoto Pain\n\tPain.YureiBall:\n\t\tGO99 A 0 A_GiveToTarget(\"Health\",10)\n\t\tGO99 A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Pain\n\tPain.Emtalic:\n\t\tGO99 A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\tPain.EmtalicWeak:\n\t\tGO99 A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\t}\n}\n\nactor Nail : FastProjectile\n{\ntranslation \"168:191=80:95\"\nPROJECTILE\nSpeed 38\nscale 0.8\ndecal \"BulletChip\"\ndamagetype \"fire2\"\nRadius 8\nHeight 4\nDamage (10)//26\nStates\n{\nSpawn:\nTNT1 A 0\nNAIL A 1 A_SpawnItemEx(\"BlazeSpawnFiringTrail\")\nloop\nDeath:\nTNT1 A 1\nstop\n}\n}\n\nactor Nail2 : Nail\n{\nDamage (13)//26\nSpeed 65\n}\n\nactor Nail3 : Nail {Damage (16)}\nactor Nail4 : Nail {Damage (18)}\nactor Nail5 : Nail {Damage (20)}\nactor Nail6 : Nail {Damage (22)}\nactor Nail7 : Nail {Damage (25)}\n\nActor SawSpike\n{\n\tSpeed 0\n\tRadius 5\n\tHeight 5\n\tScale 0.5\n\tReactionTime 3600\n\tDamage 4\n\tDamageType \"Ice2\"\n\tDamageFactor \"Jitterskull\", 0.0\n\tDamageFactor \"SjasScream\", 0.0\n\tObituary \"%o fell over %k's Buzz Saw.\"\n\tPROJECTILE\n\t+NOCLIP\n\t+DONTBLAST\n\t+THRUGHOST\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tMETB H 20\n\t\tMETB H 0 A_ChangeFlag(\"NOCLIP\",0)\n\t\tMETB H 1 A_CountDown\n\t\tMETB H 0 A_JumpIfInTargetInventory(\"RocketAmmo\",1,\"FadeOut\")\n\t\tGoto Spawn+2\n\tDeath:\n\t\tMETB H 1\n\t\tStop\n\tFadeOut:\n\t\tMETB H 1 A_FadeOut(0.1)\n\t\tLoop\n\t}\n}\n\nactor BuzzSawThrown\n{\nPROJECTILE\nobituary \"%o was ripped to shreds by %k's Buzz Saws.\"\n+RIPPER\n+SKYEXPLODE\nDamage (30)//8\nHeight 5\nRadius 5\nSpeed 70\ndamagetype \"ice2\"\nscale 0.5\n+BLOODLESSIMPACT\n+RIPPER\n+PIERCEARMOR\nStates\n{\nSpawn:\nMETB E 0\n//METB E 0 A_PlaySoundEx(\"SawAir\",\"voice\")\nMETB E 0 A_PlaySound (\"SawAir\", 2, 1.0, 0, ATTN_NORM)\nMETB EFGHIJKL 2\nloop\nDeath:\nMETB L 0 A_SpawnItemEx(\"SawAmmo\",0,0,0,0,0,-1)//BuzzSaw\nstop\n}\n}\n\nACTOR MechConstructor : Weapon 25073\n{\n    Weapon.AmmoType \"MechConstructAmmo\"\n    Weapon.AmmoGive 10\n    Weapon.AmmoUse 1\n\tWeapon.AmmoType2 \"MechConstructAmmo2\"\n\tWeapon.Ammouse2 1\n\tWeapon.SlotNumber 7\n    States\n    {\n    Spawn:\n       POLW A -1\n       Loop\n    Ready:\n       POLF AAAAABBBBCCCCCCBB 1 A_WeaponReady\n       Loop\n    Deselect:\n       POLF A 1 A_Lower\n       Loop\n    Select:\n       POLF A 1 A_Raise\n       Loop\n    Fire:\n\t   POLF A 0 A_JumpIfInventory(\"MechSummonProgress\", 30, \"Ready\")\n\t   POLF A 0 A_JumpIfInventory(\"MechSummonProgress\", 29, \"ReachedMechLimit\")\n\t   POLF A 0 A_JumpIfInventory(\"MechSummonProgress\", 29, \"SummonTheMech\")\n       POLF A 0 A_PlayWeaponSound(\"weapons/polyshoot\")\n\t   POLF A 0 A_GunFlash\n\t   POLF A 1 A_GiveInventory(\"MechSummonProgress\",1)\n\t   POLF B 2\n\t   POLF C 2\n\t   POLF D 1 A_FireCustomMissile(\"MechsummonShot\",0,1,9,4)\n\t   POLF E 2\n\t   POLF F 2\n\t   POLF A 1\n\t   POLF A 64\n\t   Goto Ready\n\t   ReachedMechLimit:\n\t   POLF A 1 A_Print(\"Can't construct more than 1 Guardian!\")\n\t   SummonTheMech:\n\t   POLF A 0 A_PlayWeaponSound(\"weapons/polyshoot\")\n\t   POLF A 0 A_GunFlash\n       POLF A 0\n\t   POLF B 2\n\t   POLF C 2\n\t   POLF D 1 A_FireCustomMissile(\"MechsummonShot2\",0,1,9,4)\n\t   POLF E 2\n\t   POLF F 2\n\t   POLF A 2\n\t   POLF A 34\n\tGoto Ready\n\t   AltFire:\n\t   POLF A 0 A_JumpIfInventory(\"MechSummonProgress2\", 9, \"ReachedMechLimit2\")\n\t   POLF A 0 A_JumpIfInventory(\"MechSummonProgress2\", 9, \"SummonTheMech2\")\n       POLF A 0 A_PlayWeaponSound(\"weapons/polyshoot\")\n\t   POLF A 0 A_GunFlash\n\t   POLF A 1 A_GiveInventory(\"MechSummonProgress2\",1)\n\t   POLF B 2\n\t   POLF C 2\n\t   POLF D 1 A_FireCustomMissile(\"MechsummonShot\",0,1,9,4)\n\t   POLF E 2\n\t   POLF F 2\n\t   POLF A 2\n       POLF A 0\n\t   POLF A 54\n\t   Goto Ready\n\t   ReachedMechLimit2:\n\t   POLF A 1 A_Print(\"Can't construct more than 2 Defenders!\")\n\t   SummonTheMech2:\n\t   POLF A 0 A_PlayWeaponSound(\"weapons/polyshoot\")\n\t   POLF A 0 A_GunFlash\n       POLF A 0\n\t   POLF B 2\n\t   POLF C 2\n\t   POLF D 1 A_FireCustomMissile(\"MechsummonShotX\",30,0,9,4)\n\t   POLF D 0 A_FireCustomMissile(\"MechsummonShotX\",-30,1,9,4)\n\t   POLF E 2\n\t   POLF F 2\n\t   POLF A 2\n\t   POLF A 36\n\tGoto Ready\n    Flash:\n       TNT1 BCDBCD 3 A_Light(Random(0,2))\n       Stop\n    }\n}\n\nACTOR MechSummonShot\n{\n    Radius 10\n    Height 10\n    Speed 25\n    Damage 0\n    Scale 0.5\n\tDeathSound \"Weapons/PlasmaX\"\n    PROJECTILE\n    RENDERSTYLE ADD\n    ALPHA 0.67\n\n    States\n    {\n    Spawn:\n       POLP ABCD 2 Bright A_Gravity\n       Loop\n    Death:\n       POLM ABCDEF 4 Bright\n       Stop\n    }\n}\n\nACTOR MechSummonShot2\n{\n    Radius 10\n    Height 10\n    Speed 25\n    Damage 0\n    Scale 0.5\n\tDeathSound \"Weapons/PlasmaX\"\n    PROJECTILE\n    RENDERSTYLE ADD\n\n    ALPHA 0.67\n    States\n    {\n    Spawn:\n       POLP ABCD 2 Bright A_Gravity\n       Loop\n    Death:\n\t    POLI A 0 A_PlayWeaponSound(\"GuardianSummonedReady\")\n\t\tPOLI ABCD 1 A_SpawnItemEx(\"GuardianIsSummoned\",60,0,0,0,0,0,0,0)\n\t\tTNT1 A 20\n\t\tPOLI A 0 A_PlayWeaponSound(\"GuardianSummonedReady\")\n        POLI ABCD 1 A_SpawnItemEx(\"GuardianIsSummoned\",40,40,0,0,0,0,0,0)\n\t\tTNT1 A 20\n\t\tPOLI A 0 A_PlayWeaponSound(\"GuardianSummonedReady\")\n\t\tPOLI ABCD 1 A_SpawnItemEx(\"GuardianIsSummoned\",0,60,0,0,0,0,0,0)\n\t\tTNT1 A 20\n\t\tPOLI A 0 A_PlayWeaponSound(\"GuardianSummonedReady\")\n\t\tPOLI ABCD 1 A_SpawnItemEx(\"GuardianIsSummoned\",-40,40,0,0,0,0,0,0)\n\t\tTNT1 A 20\n\t\tPOLI A 0 A_PlayWeaponSound(\"GuardianSummonedReady\")\n\t\tPOLI ABCD 1 A_SpawnItemEx(\"GuardianIsSummoned\",-60,0,0,0,0,0,0,0)\n\t\tTNT1 A 20\n\t\tPOLI A 0 A_PlayWeaponSound(\"GuardianSummonedReady\")\n\t\tPOLI ABCD 1 A_SpawnItemEx(\"GuardianIsSummoned\",-40,-40,0,0,0,0,0,0)\n\t\tTNT1 A 20\n\t\tPOLI A 0 A_PlayWeaponSound(\"GuardianSummonedReady\")\n\t\tPOLI ABCD 1 A_SpawnItemEx(\"GuardianIsSummoned\",0,-60,0,0,0,0,0,0)\n\t\tTNT1 A 20\n\t\tPOLI A 0 A_PlayWeaponSound(\"GuardianSummonedReady\")\n\t\tPOLI ABCD 1 A_SpawnItemEx(\"GuardianIsSummoned\",40,-40,0,0,0,0,0,0)\n\t\tTNT1 A 20\n\t\tPOLI A 1 A_SpawnItemEx(\"EngineerGuardian\")\n\t\tPOLI A 0 A_Playsound(\"Engineer/RoboReady\",CHAN_ITEM,1,0,ATTN_NONE)\n\t\tPOLI A 0 A_PlayWeaponSound(\"GuardianSummonedReady\")\n\t\tPOLI ABCD 1 A_SpawnItemEx(\"GuardianIsSummoned2\",60,0,0,0,0,0,0,0)\n\t\tTNT1 A 5\n\t\tPOLI A 0 A_PlayWeaponSound(\"GuardianSummonedReady\")\n        POLI ABCD 1 A_SpawnItemEx(\"GuardianIsSummoned2\",40,40,0,0,0,0,0,0)\n\t\tTNT1 A 5\n\t\tPOLI A 0 A_PlayWeaponSound(\"GuardianSummonedReady\")\n\t\tPOLI ABCD 1 A_SpawnItemEx(\"GuardianIsSummoned2\",0,60,0,0,0,0,0,0)\n\t\tTNT1 A 5\n\t\tPOLI A 0 A_PlayWeaponSound(\"GuardianSummonedReady\")\n\t\tPOLI ABCD 1 A_SpawnItemEx(\"GuardianIsSummoned2\",-40,40,0,0,0,0,0,0)\n\t\tTNT1 A 5\n\t\tPOLI A 0 A_PlayWeaponSound(\"GuardianSummonedReady\")\n\t\tPOLI ABCD 1 A_SpawnItemEx(\"GuardianIsSummoned2\",-60,0,0,0,0,0,0,0)\n\t\tTNT1 A 5\n\t\tPOLI A 0 A_PlayWeaponSound(\"GuardianSummonedReady\")\n\t\tPOLI ABCD 1 A_SpawnItemEx(\"GuardianIsSummoned2\",-40,-40,0,0,0,0,0,0)\n\t\tTNT1 A 5\n\t\tPOLI A 0 A_PlayWeaponSound(\"GuardianSummonedReady\")\n\t\tPOLI ABCD 1 A_SpawnItemEx(\"GuardianIsSummoned2\",0,-60,0,0,0,0,0,0)\n\t\tTNT1 A 5\n\t\tPOLI A 0 A_PlayWeaponSound(\"GuardianSummonedReady\")\n\t\tPOLI ABCD 1 A_SpawnItemEx(\"GuardianIsSummoned2\",40,-40,0,0,0,0,0,0)\n\t\tTNT1 A 5\n\t\tPOLI A 0 A_Gravity\n\t\tStop\n\t}\n}\n\nACTOR MechSummonShotX\n{\n    Radius 10\n    Height 10\n    Speed 25\n    Damage 0\n    Scale 0.5\n\tDeathSound \"Weapons/PlasmaX\"\n    PROJECTILE\n    RENDERSTYLE ADD\n    ALPHA 0.67\n\n    States\n    {\n    Spawn:\n       POLP ABCD 2 Bright A_Gravity\n       Loop\n    Death:\n\t    POLI A 0 A_PlayWeaponSound(\"GuardianSummonedReady\")\n\t\tPOLI ABCD 1 A_SpawnItemEx(\"GuardianIsSummoned\",60,0,0,0,0,0,0,0)\n\t\tTNT1 A 20\n\t\tPOLI A 0 A_PlayWeaponSound(\"GuardianSummonedReady\")\n        POLI ABCD 1 A_SpawnItemEx(\"GuardianIsSummoned\",40,40,0,0,0,0,0,0)\n\t\tTNT1 A 20\n\t\tPOLI A 0 A_PlayWeaponSound(\"GuardianSummonedReady\")\n\t\tPOLI ABCD 1 A_SpawnItemEx(\"GuardianIsSummoned\",0,60,0,0,0,0,0,0)\n\t\tTNT1 A 20\n\t\tPOLI A 0 A_PlayWeaponSound(\"GuardianSummonedReady\")\n\t\tPOLI ABCD 1 A_SpawnItemEx(\"GuardianIsSummoned\",-40,40,0,0,0,0,0,0)\n\t\tTNT1 A 20\n\t\tPOLI A 0 A_PlayWeaponSound(\"GuardianSummonedReady\")\n\t\tPOLI ABCD 1 A_SpawnItemEx(\"GuardianIsSummoned\",-60,0,0,0,0,0,0,0)\n\t\tTNT1 A 20\n\t\tPOLI A 0 A_PlayWeaponSound(\"GuardianSummonedReady\")\n\t\tPOLI ABCD 1 A_SpawnItemEx(\"GuardianIsSummoned\",-40,-40,0,0,0,0,0,0)\n\t\tTNT1 A 20\n\t\tPOLI A 0 A_PlayWeaponSound(\"GuardianSummonedReady\")\n\t\tPOLI ABCD 1 A_SpawnItemEx(\"GuardianIsSummoned\",0,-60,0,0,0,0,0,0)\n\t\tTNT1 A 20\n\t\tPOLI A 0 A_PlayWeaponSound(\"GuardianSummonedReady\")\n\t\tPOLI ABCD 1 A_SpawnItemEx(\"GuardianIsSummoned\",40,-40,0,0,0,0,0,0)\n\t\tTNT1 A 20\n\t\tPOLI A 1 A_SpawnItemEx(\"Engibot\")\n\t\tPOLI A 0 A_Playsound(\"Engineer/RoboReady\",CHAN_ITEM,1,0,ATTN_NONE)\n\t\tPOLI A 0 A_PlayWeaponSound(\"GuardianSummonedReady\")\n\t\tPOLI ABCD 1 A_SpawnItemEx(\"GuardianIsSummoned2\",60,0,0,0,0,0,0,0)\n\t\tTNT1 A 5\n\t\tPOLI A 0 A_PlayWeaponSound(\"GuardianSummonedReady\")\n        POLI ABCD 1 A_SpawnItemEx(\"GuardianIsSummoned2\",40,40,0,0,0,0,0,0)\n\t\tTNT1 A 5\n\t\tPOLI A 0 A_PlayWeaponSound(\"GuardianSummonedReady\")\n\t\tPOLI ABCD 1 A_SpawnItemEx(\"GuardianIsSummoned2\",0,60,0,0,0,0,0,0)\n\t\tTNT1 A 5\n\t\tPOLI A 0 A_PlayWeaponSound(\"GuardianSummonedReady\")\n\t\tPOLI ABCD 1 A_SpawnItemEx(\"GuardianIsSummoned2\",-40,40,0,0,0,0,0,0)\n\t\tTNT1 A 5\n\t\tPOLI A 0 A_PlayWeaponSound(\"GuardianSummonedReady\")\n\t\tPOLI ABCD 1 A_SpawnItemEx(\"GuardianIsSummoned2\",-60,0,0,0,0,0,0,0)\n\t\tTNT1 A 5\n\t\tPOLI A 0 A_PlayWeaponSound(\"GuardianSummonedReady\")\n\t\tPOLI ABCD 1 A_SpawnItemEx(\"GuardianIsSummoned2\",-40,-40,0,0,0,0,0,0)\n\t\tTNT1 A 5\n\t\tPOLI A 0 A_PlayWeaponSound(\"GuardianSummonedReady\")\n\t\tPOLI ABCD 1 A_SpawnItemEx(\"GuardianIsSummoned2\",0,-60,0,0,0,0,0,0)\n\t\tTNT1 A 5\n\t\tPOLI A 0 A_PlayWeaponSound(\"GuardianSummonedReady\")\n\t\tPOLI ABCD 1 A_SpawnItemEx(\"GuardianIsSummoned2\",40,-40,0,0,0,0,0,0)\n\t\tTNT1 A 5\n\t\tPOLI A 0 A_Gravity\n\t\tStop\n\t}\n}\n\nactor EngiBot\n{\n  obituary \"%o's day didn't look good anyway.\"\n  health 300\n  radius 40\n  height 110\n  SpawnID 250\n  mass 3000\n  speed 20\n  scale 0.6\n  painchance 20\n  Attacksound \"Engibot/Fire\"\n  seesound \"uacbsee\"\n  activesound \"uacbact\"\n  deathsound \"uacbdth\"\n  MONSTER\n\t+FRIENDLY\n    +NOBLOOD\n\t+ALWAYSFAST\n+QUICKTORETALIATE\n+FRIENDLY\n+DONTHURTSPECIES\n+NOBLOOD\n+NOBLOCKMONST\n+INCOMBAT\n+MISSILEMORE\n+MISSILEEVENMORE\n+LOOKALLAROUND\n+NEVERRESPAWN\n\tDamagefactor \"Mirabelplasma\", 0.0\n\tDamagefactor \"MacheteSlicerino\", 0.0\n\tDamagefactor \"Shotgun\", 0.0\n\tDamagefactor \"Machinegun\", 0.0\n\tDamagefactor \"I5\", 1.2\n\tDamagefactor \"I1\", 0.2\n\tDamagefactor \"I2\", 0.9\n\tDamagefactor \"Divine\", 0.0\n\tDamagefactor \"BlueFire\", 1.8\n\tDamagefactor \"Hellzone\", 1.2\n\tDamagefactor \"Lamiafire\", 1.9\n\tDamagefactor \"ThrottlePews\", 0.0\n\tDamagefactor \"MacheteSlicerino\", 0.0\n\tDamagefactor \"MacheteRangAttackSlice\", 0.0\n\tdamagefactor \"Ghosttrap\", 0.0\n\tDamagefactor \"ZombieSlaps\", 0.2\n    Damagefactor \"ZombiePoison\", 1.0\n\tDamagefactor \"ZombieIce\", 1.0\n\tDamagefactor \"minion2\", 2.0\n\tDamagefactor \"minion\", 2.0\n\tDamagefactor \"Ice2\", 0.0\n\tDamagefactor \"Ice\", 0.0\n\tDamagefactor \"fire\", 0.0\n\tDamagefactor \"fire2\", 0.0\n\tDamagefactor \"Altice\", 0.0\n\tDamagefactor \"Altfire\", 0.0\n\tDamagefactor \"Altice2\", 0.0\n\tDamagefactor \"altfire2\", 0.0\n\tDamagefactor \"plasma\", 0.0\n\tdamagefactor \"CrapPlasma\", 0.0\n\tDamagefactor \"sentinel\", 0.0\n\tDamagefactor \"Inariplasma\", 0.0\n\tDamagefactor \"PistolBullets\", 0.0\n\tDamagefactor \"grenade\", 0.0\n\tDamagefactor \"grenade2\", 0.0\n\tDamagefactor \"proton\", 0.0\n\tDamagefactor \"arrow\", 0.0\n\tDamagefactor \"railgun\", 0.0\n\tDamagefactor \"SamDeagle\", 0.0\n\tDamagefactor \"Bulletpuff2\", 0.0\n\tDamagefactor \"KnightSword\", 0.0\n\tDamagefactor \"wind\", 0.0\n\tDamagefactor \"AxeFly\", 0.0\n\tDamagefactor \"CryoXBow\", 0.0\n\tDamagefactor \"ChaosExpl1\", 0.0\n\tDamagefactor \"ChaosExpl2\", 0.0\n\tDamagefactor \"ChaosExpl12\", 0.0\n\tDamagefactor \"RevyRifleBullet\", 0.0\n\tDamagefactor \"FlameProtect\", 0.0\n\tDamagefactor \"IlluPewPewRifle\", 0.0\n\tDamagefactor \"IlluNukeKABUUM\", 0.0\n\tDamagefactor \"BlackHoleDamages\", 0.0\n\tDamagefactor \"Melee\", 0.0\n\tDamagefactor \"Uppercut\", 0.0\n\tDamagefactor \"AntiAirBolt\", 0.0\n\tDamagefactor \"MechPewPews\", 0.0\n\tDamagefactor \"Creeper\", 0.1\n\tDamagefactor \"UboaRawrScream\", 0.1\n\tDamagefactor \"Creepstun\", 5.0\n\tDamagefactor \"SjasScream\", 2.0\n\tDamagefactor \"EyesoreballX\", 5.0\n\tDamagefactor \"Ravager\", 0.1\n\tDamagefactor \"Yurei\", 2.0\n\tDamagefactor \"YureiBall\", 2.0\n\tDamagefactor \"KarenExplo\", 0.0\n  states\n  {\n  Spawn:\n    UACB G 10 A_Look\n    Goto See\n  See:\n    UACB A 3 A_SpawnItemEx(\"TemplarStomp\",0,0,0,0,0,-20,0,0,0)\n    UACB A 3 A_Chase\n    UACB B 3\n    UACB BCC 3\n    UACB D 3 A_SpawnItemEx(\"TemplarStomp\",0,0,0,0,0,-20,0,0,0)\n    UACB D 3\n    UACB E 3 A_Chase\n    UACB EFF 3\n    loop\n  Missile:\n    UACB G 8 A_facetarget\n    UACB H 2 bright A_CustomBulletAttack(4,4,1,3,\"MechBullets\")\n    UACB G 1  A_facetarget\n\tUACB H 2 bright A_CustomBulletAttack(4,4,1,3,\"MechBullets\")\n    UACB G 1  A_facetarget\n\tUACB H 2 bright A_CustomBulletAttack(4,4,1,3,\"MechBullets\")\n    UACB G 2  A_facetarget\n    Goto See\n  Death:\n    UACD K 0 bright\n\tUACD K 4 bright A_Scream\n    UACD L 4 bright\n    UACD MN 4 bright\n    UACD O 4 A_NoBlocking\n    UACD PQR 4\n    UACD S 30\n\tUACD T 4 bright A_Scream\n\tUACD UVW 4 bright\n\tUACD XYZAB 2\n    UACD C -1\n  }\n}\n\nactor GuardianIsSummoned\n{\n-SOLID\n+NOGRAVITY\n+NOINTERACTION\n\nrenderstyle add\nalpha 0.8\nscale 1.5\nStates\n{\nSpawn:\nPOLI ABCD 1 bright\nstop\n}\n}\n\nactor GuardianIsSummoned2\n{\n-SOLID\n+NOGRAVITY\n+NOINTERACTION\n\nrenderstyle add\nalpha 0.8\nscale 1.5\nStates\n{\nSpawn:\nPOLI ABCD 1 bright\nstop\n}\n}\n\nACTOR EngineerGuardian 32070\n{\n    Health 2000\n    Radius 34 //42\n    Height 74 //42\n    Speed 10\n\tSpawnID 251\n    Mass 800\n\tscale 1.0\n    PainChance 0\n    MONSTER\n\t+FRIENDLY\n    +NOBLOOD\n\t+ALWAYSFAST\n+QUICKTORETALIATE\n+FRIENDLY\n+DONTHURTSPECIES\n+NOBLOOD\n+NOBLOCKMONST\n+INCOMBAT\n+MISSILEMORE\n+MISSILEEVENMORE\n+LOOKALLAROUND\n+NEVERRESPAWN\n    SeeSound \"reaper/sight\"\n    PainSound \"reaper/pain\"\n    DeathSound \"reaper/death\"\n    ActiveSound \"EngiGuardian/active\"\n    Attacksound \"reaper/gun\"\n    Obituary \"%o has been terminated.\"\n\tDamagefactor \"Mirabelplasma\", 0.0\n\tDamagefactor \"MacheteSlicerino\", 0.0\n\tDamagefactor \"Shotgun\", 0.0\n\tDamagefactor \"Machinegun\", 0.0\n\tDamagefactor \"I5\", 1.2\n\tDamagefactor \"I1\", 0.2\n\tDamagefactor \"I2\", 0.9\n\tDamagefactor \"Divine\", 0.0\n\tDamagefactor \"BlueFire\", 1.8\n\tDamagefactor \"Hellzone\", 1.2\n\tDamagefactor \"Lamiafire\", 1.9\n\tDamagefactor \"ThrottlePews\", 0.0\n\tDamagefactor \"MacheteSlicerino\", 0.0\n\tDamagefactor \"MacheteRangAttackSlice\", 0.0\n\tdamagefactor \"Ghosttrap\", 0.0\n\tDamagefactor \"ZombieSlaps\", 0.2\n    Damagefactor \"ZombiePoison\", 1.0\n\tDamagefactor \"ZombieIce\", 1.0\n\tDamagefactor \"minion2\", 2.0\n\tDamagefactor \"minion\", 2.0\n\tDamagefactor \"Ice2\", 0.0\n\tDamagefactor \"Ice\", 0.0\n\tDamagefactor \"fire\", 0.0\n\tDamagefactor \"fire2\", 0.0\n\tDamagefactor \"Altice\", 0.0\n\tDamagefactor \"Altfire\", 0.0\n\tDamagefactor \"Altice2\", 0.0\n\tDamagefactor \"altfire2\", 0.0\n\tDamagefactor \"plasma\", 0.0\n\tdamagefactor \"CrapPlasma\", 0.0\n\tDamagefactor \"sentinel\", 0.0\n\tDamagefactor \"Inariplasma\", 0.0\n\tDamagefactor \"PistolBullets\", 0.0\n\tDamagefactor \"grenade\", 0.0\n\tDamagefactor \"grenade2\", 0.0\n\tDamagefactor \"proton\", 0.0\n\tDamagefactor \"arrow\", 0.0\n\tDamagefactor \"railgun\", 0.0\n\tDamagefactor \"SamDeagle\", 0.0\n\tDamagefactor \"Bulletpuff2\", 0.0\n\tDamagefactor \"KnightSword\", 0.0\n\tDamagefactor \"wind\", 0.0\n\tDamagefactor \"AxeFly\", 0.0\n\tDamagefactor \"CryoXBow\", 0.0\n\tDamagefactor \"ChaosExpl1\", 0.0\n\tDamagefactor \"ChaosExpl2\", 0.0\n\tDamagefactor \"ChaosExpl12\", 0.0\n\tDamagefactor \"RevyRifleBullet\", 0.0\n\tDamagefactor \"FlameProtect\", 0.0\n\tDamagefactor \"IlluPewPewRifle\", 0.0\n\tDamagefactor \"IlluNukeKABUUM\", 0.0\n\tDamagefactor \"BlackHoleDamages\", 0.0\n\tDamagefactor \"Melee\", 0.0\n\tDamagefactor \"Uppercut\", 0.0\n\tDamagefactor \"AntiAirBolt\", 0.0\n\tDamagefactor \"MechPewPews\", 0.0\n\tDamagefactor \"Creeper\", 0.1\n\tDamagefactor \"UboaRawrScream\", 0.1\n\tDamagefactor \"Creepstun\", 5.0\n\tDamagefactor \"SjasScream\", 2.0\n\tDamagefactor \"EyesoreballX\", 5.0\n\tDamagefactor \"Ravager\", 0.1\n\tDamagefactor \"Yurei\", 2.0\n\tDamagefactor \"YureiBall\", 2.0\n\tDamagefactor \"KarenExplo\", 0.0\n    States\n    {\n    Spawn:\n        REAP A 10 A_Look\n        Goto See\n    See:\n        REAP A 0 A_playsound(\"reaper/walk\")\n\t\tREAP A 9\n        REAP AA 7\n        REAP BB 7 A_CHASE\n        REAP C 0 A_playsound(\"reaper/walk\")\n\t\tREAP C 9\n        REAP CC 7\n        REAP DD 7 A_CHASE\n        loop\n    Missile:\n\tREAP E 0 A_Playsound(\"EngiGuardian/active\",CHAN_ITEM)\n    \tREAP E 0 A_jump(72,\"MissilesAway\")\n        REAP E 10 A_facetarget\n\tREAP F 2 BRIGHT A_CustomBulletAttack(4,4,1,4,\"MechBullets\")\n\tREAP E 2 A_facetarget\n\tREAP F 2 BRIGHT A_CustomBulletAttack(4,4,1,3,\"MechBullets\")\n\tREAP E 2 A_facetarget\n\tREAP F 2 BRIGHT A_CustomBulletAttack(4,4,1,4,\"MechBullets\")\n\tREAP E 2 A_facetarget\n\tREAP F 2 BRIGHT A_CustomBulletAttack(4,4,1,3,\"MechBullets\")\n\tREAP E 2 A_facetarget\n\tREAP F 2 BRIGHT A_CustomBulletAttack(4,4,1,4,\"MechBullets\")\n\tREAP E 2 A_facetarget\n\tREAP F 2 BRIGHT A_CustomBulletAttack(4,4,1,3,\"MechBullets\")\n\tREAP E 2 A_facetarget\n\tREAP F 2 BRIGHT A_CustomBulletAttack(4,4,1,4,\"MechBullets\")\n\tREAP E 2 A_facetarget\n\tREAP F 2 BRIGHT A_CustomBulletAttack(4,4,1,3,\"MechBullets\")\n\tREAP E 2 A_facetarget\n\tREAP F 2 BRIGHT A_CustomBulletAttack(4,4,1,4,\"MechBullets\")\n\tREAP E 2 A_facetarget\n\tREAP F 2 BRIGHT A_CustomBulletAttack(4,4,1,3,\"MechBullets\")\n\tREAP E 2 A_facetarget\n\tREAP F 2 BRIGHT A_CustomBulletAttack(4,4,1,4,\"MechBullets\")\n\tREAP E 2 A_facetarget\n\tREAP F 2 BRIGHT A_CustomBulletAttack(4,4,1,3,\"MechBullets\")\n\tREAP E 2 A_facetarget\n\tREAP F 2 BRIGHT A_CustomBulletAttack(4,4,1,4,\"MechBullets\")\n\tREAP E 2 A_facetarget\n\tREAP F 2 BRIGHT A_CustomBulletAttack(4,4,1,3,\"MechBullets\")\n\tREAP E 2 A_facetarget\n\tREAP F 2 BRIGHT A_CustomBulletAttack(4,4,1,4,\"MechBullets\")\n\tREAP E 2 A_facetarget\n\tREAP F 2 BRIGHT A_CustomBulletAttack(4,4,1,3,\"MechBullets\")\n\tREAP E 2 A_facetarget\n\tREAP F 2 BRIGHT A_CustomBulletAttack(4,4,1,4,\"MechBullets\")\n\tREAP E 2 A_facetarget\n\tREAP F 2 BRIGHT A_CustomBulletAttack(4,4,1,3,\"MechBullets\")\n\tREAP E 2 A_facetarget\n\tREAP F 2 BRIGHT A_CustomBulletAttack(4,4,1,4,\"MechBullets\")\n\tREAP E 2 A_facetarget\n\tREAP F 2 BRIGHT A_CustomBulletAttack(4,4,1,3,\"MechBullets\")\n\tREAP E 2 A_facetarget\n\tGoto See\n\t    MissilesAway:\n        REAP G 20 A_facetarget\n        REAP H 0 A_playsound(\"reaper/missile\")\n        REAP H 0 A_playsound(\"reaper/missile\")\n        REAP H 0 A_custommissile(\"reapmissile\",74,14,0)\n        REAP H 1 A_custommissile(\"reapmissile2\",78,14,0)\n        REAP H 0 A_custommissile(\"reapmissile\",74,20,0)\n        REAP H 0 A_custommissile(\"reapmissile2\",78,20,0)\n        REAP H 0 A_custommissile(\"reapmissile2\",74,-14,0)\n        REAP H 1 A_custommissile(\"reapmissile\",78,-14,0)\n        REAP H 0 A_custommissile(\"reapmissile2\",74,-20,0)\n        REAP H 1 A_custommissile(\"reapmissile\",78,-20,0)\n        REAP H 20 bright A_facetarget\n        REAP G 20 A_facetarget\n\t  Goto See\n    Pain:\n        REAP I 3\n        REAP I 3 A_Pain\n        Goto See\n    Death:\n        REAP J 7 A_Scream\n        REAP KLM 6\n        REAP N 6 A_Fall\n        REAP O 7\n        REAP P 6\n\tREAP Q -1 A_BossDeath\n        Stop\n    }\n}\n\nActor Mechbullets : BulletPuff2\n{\n\tDamageType \"MechPewPews\"\n}\n\nactor reapmissile\n{\n  //spawnid 127\n  radius 11\n  height 8\n  speed 38\n  damage (10)\n  Damagetype \"MechPewPews\"\n  scale 0.35\n  deathsound \"reaper/explode\"\n  PROJECTILE\n  +ROCKETTRAIL\n  +DONTHURTSPECIES\n  DONTHURTSHOOTER\n  states\n  {\n  Spawn:\n    MIS2 A 1 bright A_BISHOPMISSILEWEAVE\n    loop\n  Death:\n    MIS2 B 3 bright A_explode(10,128)\n    MIS2 CDEFGHIJK 3 bright\n    stop\n  }\n}\n\nactor reapmissile2 : reapmissile\n{\n states\n {\n spawn:\n    MIS2 A 1 bright A_CStaffMissileSlither\n      loop\n      }\n}\n\nACTOR MechSummonProgress : Inventory\n{\n   Inventory.Amount 0\n   Inventory.MaxAmount 29\n   +INVBAR\n   +INVENTORY.UNDROPPABLE\n   +INVENTORY.IGNORESKILL\n   States\n   {\n   Spawn:\n   TNT1 A 0\n   Stop\n   }\n}\n\nACTOR MechSummonProgress2 : Inventory\n{\n   Inventory.Amount 0\n   Inventory.MaxAmount 9\n   +INVBAR\n   +INVENTORY.UNDROPPABLE\n   +INVENTORY.IGNORESKILL\n   States\n   {\n   Spawn:\n   TNT1 A 0\n   Stop\n   }\n}\n\nACTOR MechConstructAmmo : Ammo\n{\n   Inventory.Amount 30\n   Inventory.MaxAmount 30\n   +INVBAR\n   +INVENTORY.UNDROPPABLE\n   +INVENTORY.IGNORESKILL\n   States\n   {\n   Spawn:\n   TNT1 A 0\n   Stop\n   }\n}\n\nACTOR MechConstructAmmo2 : Ammo\n{\n   Inventory.Amount 10\n   Inventory.MaxAmount 10\n   +INVBAR\n   +INVENTORY.UNDROPPABLE\n   +INVENTORY.IGNORESKILL\n   States\n   {\n   Spawn:\n   TNT1 A 0\n   Stop\n   }\n}\n\nActor CreeperPopUp : Inventory\n{\nInventory.MaxAmount 1\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Santa.txt",
        "contents": "Actor Santa : PlayerPawn\n{\n\tMass 400\n\tPlayer.Maxhealth 100\n\tPlayer.SoundClass \"Santa\"\n\tPlayer.DisplayName \"Santa\"\n\tPlayer.StartItem \"SnowGun\", 1\n\tPlayer.StartItem \"SantaFiredSnowBall\",100\n\tPlayer.StartItem \"StarLauncher\", 1\n\tPlayer.StartItem \"StarAmmo\", 5\n\tPlayer.StartItem \"HollyAmmo\", 20\n\tPlayer.StartItem \"HollyTraps\", 1\n\tPlayer.StartItem \"IsHuman\", 1\n\tPlayer.StartItem \"Screamer\", 0\n\tPlayer.ColorRange 112, 127\n\tPlayer.ScoreIcon \"SANTAST\"\n\tDamageFactor \"Grenade\", 0.5\n\tDamagefactor \"normal\", 0.8\n\tDamageFactor \"GhostTrap\", 0.0\n\tDamagefactor \"Sentinel\", 0.0\n\tDamagefactor \"GraveStalkerLure\", 2.0\n\tDamagefactor \"MechPewPews\", 0.0\n\tDamagefactor \"MacheteSlicerino\", 0.0\n\tSpawnID 150\n\tLimitedToTeam 0\n\tPainChance 256\n\t+NOSKIN\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+GHOST\n\t+QUICKTORETALIATE\n\tStates\n\t{\n\tSpawn:\n\t\tSANT A 15 Setplayerproperty(0,0,0)\n\t\tSANT A 0 A_JumpIfInventory(\"SantaFiredSnowBall\", 100, \"Spawn\")\n\t\tSANT A 0 ACS_ExecuteAlways(996,0)\n\t\tSANT A 0 A_GiveInventory(\"SantaFiredSnowBall\",5)\n\t\tLoop\n\tSee:\n\t\tSANT A 0 A_JumpIfHealthLower(50,\"INeedHealingSee\")\n\t\tSANT AB 5\n\t\tSANT A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tSANT CD 5\n\t\tSANT A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tGoto Spawn\n\tINeedHealingSee:\n\t\tSANT A 0 A_SpawnItemEx(\"INeedHealingTrail\",random(-20,20),random(-20,20),0,0,0,10)\n\t\tSANT AB 5\n\t\tSANT A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tSANT CD 5\n\t\tSANT A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tGoto Spawn\n\tMissile:\n\t\tSANT E 12\n\t\tGoto Spawn\n\tMelee:\n\t\tSANT F 6 bright\n\t\tGoto Missile\n\tPain.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",2)\n\tPain:\n\t\tSANT G 4 A_Pain\n\t\tSANT G 4\n\t\tGoto Spawn\nPain.FleshBent2:\n\tTNT1 A 0 A_GiveToTarget(\"Health\",4)\n\tGoto Pain\n\tDeath.Fleshbent:\n\tTNT1 A 0 A_GiveToTarget(\"TentacleAmmo\",2)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",15)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",10)\n\tGoto Death.Jitter\n\tDeath.Fleshbent2:\n\tTNT1 A 0 A_GiveToTarget(\"TentacleAmmo\",2)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",15)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",10)\n\tGoto Death.Jitter\n\tPain.BastetClawing:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",4)\n\t\tGoto Pain\n\tPain.BastetClawingLightSFX:\n\t\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitLight\",CHAN_5)\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",3)\n\t\tGoto Pain\n\tPain.BastetClawingHeavySFX:\n\t\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitHeavy\",CHAN_5)\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",6)\n\t\tGoto Pain\n\t\tPain.Justicar:\n\tTNT1 A 0 A_custommissile(\"Justicarattack\",14,0,random(0,360))\n\tTNT1 A 0 A_GiveToTarget(\"Health\",1)\n\tTNT1 A 0 A_GiveToTarget(\"JusticarSecondaryAmmo\",1)\n\tGoto pain\n\tPain.CreepStun:\n    SANT G 0 A_Pain\n\tSANT G 0 A_GiveToTarget(\"health\",5)\n\tSANT G 40 Setplayerproperty(0,1,0)\n\tSANT G 2 Setplayerproperty(0,0,0)\n\t\tGoto Spawn\n\tPain.FleshBent:\n    SANT G 0 A_Pain\n\tSANT G 20 Setplayerproperty(0,1,0)\n\tSANT G 2 Setplayerproperty(0,0,0)\n\tGoto Spawn\n\tDeath.Creeper:\n\t\tSANT A 0 A_PlaySoundEx(\"CreeperAttack\", \"Body\")\n\t\tSANT A 0 A_SpawnItemEx(\"CreeperPopUp\",0,0,10)\n\t\tSANT A 0 A_GiveToTarget(\"CreeperHeal\",1)\n\t\tSANT A 0 ACS_ExecuteAlways(997,0,1)\n\t\tGoto DeathAnim\n\tDeath.CreepStun:\n\t\tSANT A 0 A_GiveToTarget(\"Unlock13\",1)\n\t\tSANT A 0 A_GiveToTarget(\"CreepGotya\",1)\n\t\tGoto DeathAnim\n\tDeath.SjasScream:\n\t\tSANT A 0 A_GiveToTarget(\"KilledJ\",1)\n\t\tGoto DeathAnim\n\tDeath:\n\tDeathAnim:\n\t\tSANT A 0 A_TakeInventory(\"KilledCount\",999)\n\t\tSANT A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tSANT A 0 A_GiveToTarget(\"KilledSanta\",1)\n\t\tSANT A 0 A_GiveInventory(\"RocketAmmo\",1)\n\t\tSANT H 5\n\t\tSANT I 5 A_PlayerScream\n\t\tSANT J 5 A_NoBlocking\n\t\tSANT KLM 5\n\t\tSANT N -1\n\t\tStop\n\tDeath.GhoulChainSaw:\n\tTNT1 A 0 A_GiveToTarget(\"Health\",50)\n\tTNT1 A 0 A_GiveToTarget(\"BearTarpsAmmo\",1)\n\tTNT1 A 0 A_GiveToTarget(\"SawyerRageammo\",10)\n\tTNT1 A 0 A_GiveToTarget(\"DUMMY_SawyerBloodyChainsaw\", 1)\n\tGoto Death.Jitter\n\tDeath.BastetClawing:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitHeavy\",CHAN_6)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",30)\n\tGoto Death.Jitter\n\tDeath.BastetClawingLightSFX:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitLight\",CHAN_6)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",30)\n\tGoto Death.Jitter\n\tDeath.BastetClawingHeavySFX:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitHeavy\",CHAN_6)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",30)\n\tGoto Death.Jitter\n\tDeath.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",15)\n\tGoto Death.Jitter\n\tDeath.Jitter:\n\t\tSANT A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tSANT A 0 A_GiveToTarget(\"KilledSanta\",1)\n\t\tSANT A 0 A_GiveToTarget(\"Crunched\",1)\n\t\tSANT Z 0 A_GiveInventory(\"RocketAmmo\",1)\n\t\tSANT G 1 A_PlaySound(\"gibbage/xsplat\")\n\t\tNULL A 0 A_SkullPop(\"Custom_SantaBloodySkull\")\n\t\tNULL A 0 A_PlaySound(\"gibbage/playergib\")\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A -1\n\t\tStop\n\tDeath.Ravager:\n\t\tSANT A 0 A_GiveToTarget(\"KilledR\",1)\n\t\tSANT A 0 A_GiveToTarget(\"Health\",25)\n\t\tSANT A 0 ACS_ExecuteAlways(997,0,2)\n\t\tSANT A 0 A_PlaySoundEx(\"RavagerAttack\",\"Body\")\n\t\tSANT A 0 A_SpawnItemEx(\"RavagerHit\",0,0,32)\n\t\tGoto DeathAnim\n\tDeath.RavagerBall:\n\t\tSANT A 0 A_GiveToTarget(\"RavagerGotYa\",1)\n\t\tGoto Death.SjasScream\n\tDeath.Yurei:\n\t\tSANT A 0 A_GiveToTarget(\"KilledY\",1)\n\t\tSANT A 0 A_PlaySoundEx(\"YureiKill1\",\"Body\",0,1)\n\t\tSANT A 0 ACS_ExecuteAlways(997,0,3)\n\t\tGoto DeathAnim\n\tDeath.YureiBall:\n\t\tSANT A 0 A_GiveToTarget(\"Health\",10)\n\t\tSANT A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Death.SjasScream\n\tDeath.Misty:\n\t\tSANT A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tSANT A 0 A_GiveToTarget(\"KilledM\",1)\n\t\tSANT HHHHH 1 A_FadeOut(0.05)\n\t\tSANT A 0 A_PlayerScream\n\t\tSANT IIIIIJJJJJKKKKK 1 A_FadeOut(0.05)\n\t\tSANT A 0 A_NoBlocking\n\t\tNULL A -1\n\t\tStop\n\tDeath.Clowny:\n\t\tSANT A 0 ACS_ExecuteAlways(997,0,4)\n\t\tSANT A 0 A_GiveToTarget(\"KilledC\",1)\n\t\tGoto DeathAnim\n\tDeath.Mohoph:\n\t\tSANT A 0 A_GiveToTarget(\"TransSanta\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"MorphAmmo\", 1)\n\t\tSANT A 0 A_PlaySoundEx(\"MohophKill\",\"Body\")\n\t\tSANT A 0 ACS_ExecuteAlways(997,0,5)\n\t\tGoto DeathAnim\n\tDeath.EmtalicWeak:\n\t\tSANT A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto DeathAnim\n\tDeath.Emtalic:\n\t\tSANT A 0  A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Death.Jitter\n\tDeath.I1:\n\t\tSANT A 0 A_SpawnItemEx(\"Heart\",0,0,32,random(2,3),momy,random(8,12),random(-180,180))\n\t\tSANT A 0 A_GiveToTarget(\"KilledI1\",1)\n\t\tGoto DeathAnim\n\tDeath.I2:\n\t\tSANT A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tSANT A 0 A_GiveToTarget(\"KilledI2\",1)\n\t\tSANT A 0 A_GiveToTarget(\"Clip\",1)\n\t\tSANT G 0 SetPlayerProperty(0,1,4)\n\t\tSANT G 0 A_Stop\n\t\tSANT GGGGGGGGGGGGGG 5 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tNULL A 0 A_PlayerScream\n\t\tNULL A 0 ACS_ExecuteAlways(997,0,6)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"SkullGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"ChestGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"ArmGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"HandGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"CoccyxGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"LegGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AAAAAA 1 A_SpawnItemEx(\"BoneGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A -1 A_NoBlocking\n\t\tStop\n\tDeath.I3:\n\t\tSANT A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tSANT A 0 A_GiveToTarget(\"KilledI3\",1)\n\t\tSANT HHHHH 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tSANT I 0 A_PlayerScream\n\t\tSANT IIIII 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tSANT J 0 A_NoBlocking\n\t\tSANT JJJJJKKKKKLLLLLMMMMM 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tSANT NNNNNNN 3 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tSANT N -1\n\t\tStop\n\tDeath.I4:\n\t\tSANT A 0 A_GiveToTarget(\"KilledI4\",1)\n\t\tGoto DeathAnim\n\tDeath.I5:\n\t\tSANT A 0 A_GiveToTarget(\"KilledI5\",1)\n\t\tGoto DeathAnim\n\tPain.RavagerBall:\n\t\tSANT A 0 ACS_ExecuteAlways(920,0)\n\t\tGoto Pain\n\tPain.YureiBall:\n\t\tSANT A 0 A_GiveToTarget(\"Health\",10)\n\t\tSANT A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Pain\n\tPain.Emtalic:\n\t\tSANT A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\tPain.EmtalicWeak:\n\t\tSANT A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\t}\n}\n\nActor SnowGun : Weapon\n{\n\tRadius 20\n\tHeight 16\n\tWeapon.SlotNumber 1\n\tWeapon.AmmoType \"SantaFiredSnowBall\"\n\tWeapon.AmmoType2 \"SantaFiredSnowBall\"\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoUse2 1\n\tWeapon.selectionorder 100\n\tWeapon.kickback 100\n\tObituary \"%o got snowed under by %k.\"\n\tInventory.icon \"SANTAWEP\"\n\tInventory.pickupmessage \"You got the Snow Gun!\"\n\t+INVENTORY.UNDROPPABLE\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.DONTBOB\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tReady:\n\t\tSNOB A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tSNOB A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tSNOB A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tSNOB A 0 A_TakeInventory(\"SantaFiredSnowball\",1)\n\t\tSNOB A 1 offset(2,32)\n\t\tSNOB A 1 offset(4,34)\n\t\tSNOB A 1 offset(6,36) A_FireCustomMissile(\"SnowBall\", random(-4,4), 0, 8, 2)\n\t\tSNOB A 1 offset(4,34)\n\t\tSNOB A 0 offset(2,32)\n\t\tSNOB A 0 A_ReFire\n\t\tGoto Ready\n\tAltFire:\n\t\tSNOB A 0 A_TakeInventory(\"SantaFiredSnowball\",20)\n\t\tSNOB A 1 offset(4,34)\n\t\tSNOB A 1 offset(8,38) A_FireCustomMissile(\"SnowBall2\", 0, 0, 8, 2)\n\t\tSNOB A 1 offset(4,34)\n\t\tSNOB A 1 offset(8,38) A_FireCustomMissile(\"SnowBall2\", 0, 0, 8, 2)\n\t\tSNOB A 1 offset(4,34)\n\t\tSNOB A 1 offset(8,38) A_FireCustomMissile(\"SnowBall2\", 0, 0, 8, 2)\n\t\tSNOB A 1 offset(4,34)\n\t\tSNOB A 1 offset(10,40) A_FireCustomMissile(\"SnowBall2\", 0, 0, 8, 2)\n\t\tSNOB A 1 offset(26,44)\n\t\tSNOB A 1 offset(42,48)\n\t\tSNOB A 30 offset(58,52)\n\t\tSNOB A 1 offset(50,50)\n\t\tSNOB A 1 offset(42,48)\n\t\tSNOB A 1 offset(34,46)\n\t\tSNOB A 1 offset(26,44)\n\t\tSNOB A 1 offset(18,42)\n\t\tSNOB A 1 offset(10,40)\n\t\tSNOB A 1 offset(8,38)\n\t\tSNOB A 1 offset(4,34)\n\t\tSNOB A 0 A_ReFire\n\t\tGoto Ready\n\t}\n}\n\nActor SantaFiredSnowball : Ammo\n{\n\tInventory.Amount 100\n\tInventory.MaxAmount 100\n}\n\nActor SnowBall : FastProjectile\n{\n\tSpeed 45\n\tRadius 8\n\tHeight 4\n\tScale 0.2\n\tDamage 3\n\tDamageType \"AltIce2\"\n\tDecal \"SnowHit\"\n\tSeeSound \"SantaSnowBall\"\n\tTranslation \"168:191=80:95\"\n\tPROJECTILE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tSNOB B 1\n\t\tGoto Spawn+1\n\tDeath:\n\t\tSNOB CDE 5\n\t\tStop\n\t}\n}\n\nactor SnowBall2 : SnowBall\n{\n\tSpeed 200\n\tDamage 2\n\tStates\n\t{\n\tDeath:\n\tTNT1 A 0 A_SpawnItemEx(\"HunterFreezeSlow\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 1\n\tStop\n\t}\n}\n\nActor HollyTraps : Weapon\n{\n\tRadius 20\n\tHeight 16\n\tWeapon.SelectiOnorder 1500\n\tWeapon.KickBack 100\n\tWeapon.AmmoType \"HollyAmmo\"\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoType2 \"HollyAmmo\"\n\tWeapon.AmmoUse2 1\n\tWeapon.AmmoGive 8\n\tWeapon.SlotNumber 2\n\tObituary \"%o was caught on %k's Holly.\"\n\tInventory.PickupMessage \"You got a Holy pack!\"\n\tInventory.Icon \"SANTAHOL\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.DONTBOB\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tReady:\n\t\tHOLL A 0 A_JumpIfInventory(\"HollyAmmo\",1,\"Ready2\")\n\t\tTNT1 A 1 A_WeaponReady\n\t\tGoto Ready+1\n\tReady2:\n\t\tHOLL A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tHOLL A 0 A_JumpIfInventory(\"HollyAmmo\",1,\"Deselect2\")\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+1\n\tDeselect2:\n\t\tHOLL A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tHOLL A 0 A_JumpIfInventory(\"HollyAmmo\",1,\"Select2\")\n\t\tTNT1 A 1 A_Raise\n\t\tGoto Select+1\n\tSelect2:\n\t\tHOLL A 1 offset(-1,0) A_Raise\n\t\tLoop\n\tAltFire:\n\t\tHOLL A 1 offset(-2,32)\n\t\tHOLL A 1 offset(-6,40)\n\t\tHOLL A 1 offset(-10,48)\n\t\tHOLL B 1 offset(-14,56) A_FireCustomMissile(\"Holly\", random(-3,3), 1, -6, 0)\n\t\tHOLL B 1 offset(-18,65)\n\t\tHOLL B 1 offset(-22,75)\n\t\tHOLL B 1 offset(-26,85)\n\t\tHOLL B 1 offset(-30,95)\n\t\tHOLL B 1 offset(-34,105)\n\t\tHOLL B 1 offset(-38,115)\n\t\tHOLL B 1 offset(0,120)\n\t\tHOLL B 0 A_JumpIfInventory(\"HollyAmmo\",1,\"Select\")\n\t\tHOLL B 0 A_SelectWeapon(\"SnowGun\")\n\t\tGoto Ready\n\tFire:\n\t\tHOLL A 1 offset(-1,0)\n\t\tHOLL EFGHIJ 2\n\t\tGoto Hold\n\tHold:\n\t\tHOLL J 1\n\t\tHOLL J 0 A_Refire\n\t\tHOLL IGE 1\n\t\tHOLL B 1 A_FireCustomMissile(\"HollyThrown\", 0, 1, -6, 0)\n\t\tHOLL KLM 1\n\t\tTNT1 A 5 offset(0,120)\n\t\tHOLL B 0 A_JumpIfInventory(\"HollyAmmo\",1,\"Select\")\n\t\tHOLL B 0 A_SelectWeapon(\"SnowGun\")\n\t\tGoto Ready\n\t}\n}\n\nActor HollyAmmo : Ammo\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 35\n}\n\nActor HollyThrown\n{\n\tDamage 9\n\tHeight 5\n\tRadius 5\n\tSpeed 50\n\tScale 0.5\n\tSeeSound \"HollyThrow\"\n\tDamageType \"Ice2\"\n\tObituary \"%o was cut by %k's holly.\"\n\tPROJECTILE\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\t+RIPPER\n\tStates\n\t{\n\tSpawn:\n\t\tHOLL OPOP 2\n\t\tHOLL O 2 A_ChangeFlag(\"NOGRAVITY\",0)\n\t\tLoop\n\tDeath:\n\t\tHOLL O 0 A_SpawnItemEx(\"Holly\",0,0,0,0,0,-1)\n\t\tStop\n\t}\n}\n\nActor Holly\n{\n\n\tSpeed 10\n\tHeight 5\n\tRadius 5\n\tScale 0.5\n\tDamage (30)\n\tDamageType \"Ice2\"\n\tObituary \"%o was cut by %k's holly.\"\n\tPROJECTILE\n\t-NOGRAVITY\n\t+BLOODLESSIMPACT\n\t+RIPPER\n\tStates\n\t{\n\tSpawn:\n\t\tHOLL C 1 A_JumpIf(WaterLevel == 2, \"Death2\")\n\t\tHOLL C 0 A_GiveInventory(\"Clip\",1)\n\t\tHOLL C 0 A_JumpIfInventory(\"Clip\", 100, \"Death2\")\n\t\tLoop\n\tDeath:\n\t\tHOLL C 0 A_PlaySound(\"HollyLand\")\n\t\tHOLL C 0 A_CustomMissile(\"HollySpike\", 0, 0, 0, 0)\n\t\tStop\n\tDeath2:\n\t\tHOLL C 1\n\t\tStop\n\t}\n}\n\nActor HollySpike\n{\n\tHeight 5\n\tRadius 5\n\tScale 0.5\n\tSpeed 0\n\tDamage 10\n\tReactionTime 3600\n\tDeathSound \"HollyHit\"\n\tDamageType \"Ice2\"\n\tDamageFactor \"Jitterskull\", 0.0\n\tDamageFactor \"SjasScream\", 0.0\n\tPROJECTILE\n\t+friendly\n\t+NOCLIP\n\t-NOGRAVITY\n\t+THRUGHOST\n\tStates\n\t{\n\tSpawn:\n\t\tHOLL C 20\n\t\tHOLL C 0 A_ChangeFlag(\"NOCLIP\",0)\n\t\tHOLL C 0 A_PlaySound(\"HollySpike\")\n\t\tHOLL D 1 A_CountDown\n\t\tHOLL C 0 A_JumpIfInTargetInventory(\"RocketAmmo\", 1, \"FadeOut\")\n\t\tGoto Spawn+3\n\tDeath:\n\t\tHOLL D 1\n\t\tStop\n\tFadeOut:\n\t\tHOLL D 1 A_FadeOut(0.1)\n\t\tLoop\n\t}\n}\n\nActor StarLauncher : Weapon\n{\n\tObituary \"%o wished upon %k's Star launcher.\"\n\tRadius 20\n\tHeight 16\n\tWeapon.SlotNumber 3\n\tWeapon.SelectionOrder 300\n\tWeapon.KickBack 100\n\tWeapon.AmmoType1 \"StarAmmo\"\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoType2 \"StarAmmo\"\n\tWeapon.AmmoUse2 1\n\tWeapon.AmmoGive 8\n\tInventory.PickupMessage \"You got the Star Launcher!\"\n\tInventory.Icon \"SANTASTA\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.DONTBOB\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tReady:\n\t\tSTAL A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tSTAL A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tSTAL A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tSTAL A 0 offset(0,33) A_PlayWeaponSound(\"StarLaunch\")\n\t\tSTAL A 0 offset(0,33) A_FireCustomMissile(\"StarProjectile\", 0, 1, 0, 2)\n\t\tSTAL A 1 offset(0,43)\n\t\tSTAL A 1 offset(0,53)\n\t\tSTAL A 1 offset(0,63)\n\t\tSTAL A 1 offset(0,73)\n\t\tSTAL A 8 offset(0,83)\n\t\tSTAL A 1 offset(0,80)\n\t\tSTAL A 1 offset(0,75)\n\t\tSTAL A 1 offset(0,70)\n\t\tSTAL A 1 offset(0,65)\n\t\tSTAL A 1 offset(0,60)\n\t\tSTAL A 1 offset(0,55)\n\t\tSTAL A 1 offset(0,50)\n\t\tSTAL A 1 offset(0,45)\n\t\tSTAL A 1 offset(0,40)\n\t\tSTAL A 1 offset(0,35)\n\t\tSTAL A 8 offset(0,33)\n\t\tSTAL A 0 A_ReFire\n\t\tGoto Ready\n\tAltFire:\n\t\tSTAL A 0 offset(0,33) A_PlayWeaponSound(\"StarLaunch\")\n\t\tSTAL A 0 offset(0,33) A_FireCustomMissile(\"StarProjectile2\", 0, 1, 0, 2)\n\t\tSTAL A 1 offset(0,43)\n\t\tSTAL A 1 offset(0,53)\n\t\tSTAL A 1 offset(0,63)\n\t\tSTAL A 1 offset(0,73)\n\t\tSTAL A 15 offset(0,83)\n\t\tSTAL A 1 offset(0,80)\n\t\tSTAL A 1 offset(0,75)\n\t\tSTAL A 1 offset(0,70)\n\t\tSTAL A 1 offset(0,65)\n\t\tSTAL A 1 offset(0,60)\n\t\tSTAL A 1 offset(0,55)\n\t\tSTAL A 1 offset(0,50)\n\t\tSTAL A 1 offset(0,45)\n\t\tSTAL A 1 offset(0,40)\n\t\tSTAL A 1 offset(0,35)\n\t\tSTAL A 8 offset(0,33)\n\t\tSTAL A 0 A_ReFire\n\t\tGoto Ready\n\t}\n}\n\nActor StarAmmo : Ammo\n{\n\tInventory.Amount 5\n\tInventory.MaxAmount 5\n}\n\nActor StarProjectile\n{\n\tSpeed 30\n\tHeight 5\n\tRadius 5\n\tScale 0.5\n\tAlpha 1.0\n\tDamage 3\n\tDamageType \"Grenade\"\n\tDeathSound \"StarHit\"\n\tRenderStyle Translucent\n\tPROJECTILE\n\t+SKYEXPLODE\n\t+SEEKERMISSILE\n\tStates\n\t{\n\tSpawn:\n\t\tSTAL B 2 bright ThrustThingZ(0,-18,0,0)\n\t\tSTAL B 0 bright ThrustThingZ(0,1,0,1)\n\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop1\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\tSTAL B 0 bright ThrustThingZ(0,1,0,1)\n\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop2\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\tSTAL B 0 bright ThrustThingZ(0,1,0,1)\n\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop1\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\tSTAL B 0 bright ThrustThingZ(0,1,0,1)\n\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop2\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\tSTAL B 0 bright ThrustThingZ(0,1,0,1)\n\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop1\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\tSTAL B 0 bright ThrustThingZ(0,1,0,1)\n\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop2\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\tSTAL B 0 bright ThrustThingZ(0,1,0,1)\n\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop1\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\tSTAL B 0 bright ThrustThingZ(0,1,0,1)\n\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop2\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\tSTAL B 0 bright ThrustThingZ(0,1,0,1)\n\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop1\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\tSTAL B 0 bright ThrustThingZ(0,1,0,1)\n\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop2\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop1\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop2\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\tGoto Spawn+32\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"StarExplode\")\n\t\tTNT1 A 0 A_PlaySound(\"StarHit\")\n\t\tTNT1 A 0 A_Explode(4,128,1)\n\t\tTNT1 A 1 A_SpawnItemEx(\"StarDrop3\", random(-3,3), random(-3,3), random(-3,3), random(5,15), random(5,15), random(-15,15), random(0,360))\n\t\tTNT1 A 1 A_SpawnItemEx(\"StarDrop4\", random(-3,3), random(-3,3), random(-3,3), random(5,15), random(5,15), random(-15,15), random(0,360))\n\t\tTNT1 A 0 A_FadeOut(0.1)\n\t\tGoto Death+1\n\t}\n}\n\nActor StarProjectile2 : StarProjectile\n{\n\tSpeed 5\n\tReactionTime 60\n\tStates\n\t{\n\tSpawn:\n\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop3\", 0, 0, 0, random(5,15), random(5,15), random(-15,15), random(0,360))\n\t\tSTAL B 0 bright A_SpawnItemEx(\"StarDrop4\", 0, 0, 0, random(5,15), random(5,15), random(-15,15), random(0,360))\n\t\tSTAL B 0 A_Explode(4,200,0)\n\t\tSTAL B 0 A_CountDown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"StarExplode\")\n\t\tTNT1 A 0 A_PlaySound(\"StarHit\")\n\t\tTNT1 A 0 A_Explode(8,128,1)\n\t\tTNT1 A 1 A_SpawnItemEx(\"StarDrop3\", random(-3,3), random(-3,3), random(-3,3), random(5,15), random(5,15), random(-15,15), random(0,360))\n\t\tTNT1 A 1 A_SpawnItemEx(\"StarDrop4\", random(-3,3), random(-3,3), random(-3,3), random(5,15), random(5,15), random(-15,15), random(0,360))\n\t\tTNT1 A 0 A_FadeOut(0.1)\n\t\tGoto Death+1\n\t}\n}\n\nActor StarExplode\n{\n\tRadius 1\n\tHeight 1\n\tAlpha 0.9\n\tTranslation \"176:191=160:167\"\n\tRenderStyle Translucent\n\tDamageType \"Grenade\"\n\n\t+NOINTERACTION\n\t+NOGRAVITY\n\t- SOLID\n\tStates\n\t{\n\tSpawn:\n\t\tMISL BCDE 10 bright\n\t\tStop\n\t}\n}\n\nActor StarDrop1\n{\n\tHeight 3\n\tRadius 3\n\tSpeed 8\n\tBounceCount 5\n\tBounceFactor 0.5\n\tScale 0.3\n\tAlpha 1.0\n\tDamage 2\n\tDamageType \"Grenade\"\n\tSeeSound \"StarTwinkle\"\n\tRenderStyle Translucent\n\tPROJECTILE\n\t-NOGRAVITY\n\t+DOOMBOUNCE\n\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tSTAL B 1 bright A_FadeOut(0.08)\n\t\tGoto Spawn+1\n\t}\n}\n\nActor StarDrop2 : StarDrop1\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tSTAL C 1 bright A_FadeOut(0.08)\n\t\tGoto Spawn+1\n\t}\n}\n\nActor StarDrop3 : StarDrop1\n{\n}\n\nActor StarDrop4 : StarDrop2\n{\n}\n\nActor FallingStarDamage\n{\n\tDamageType \"Grenade\"\n\tRadius 4\n\tHeight 4\n\tDamage 0\n\tPROJECTILE\n\t-NOBLOCKMAP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2 A_Explode(10,200,0)\n\t\tLoop\n\t}\n}\n\nActor CreeperPopUp : Inventory\n{\nInventory.MaxAmount 1\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Mage.txt",
        "contents": "Actor Mage : PlayerPawn\n{\n\tMass 400\n\tPlayer.ColorRange 112, 127\n\tPlayer.DisplayName \"Mage\"\n\tPlayer.SoundClass \"Mage\"\n\tPlayer.ForwardMove 1.1\n\tPlayer.SideMove 1.0\n\tscale 0.9\n\tPlayer.StartItem \"IceWand\", 1\n\tPlayer.StartItem \"MageAmmo1\", 50\n\tPlayer.StartItem \"MageAmmo2\", 10\n\tPlayer.StartItem \"IceHands\", 1\n\tPlayer.StartItem \"BlizzardWand\", 1\n\tPlayer.StartItem \"MageAmmo3\", 5\n\tPlayer.StartItem \"MageAmmo4\", 5\n\tPlayer.StartItem \"MageAmmo5\", 100\n\tPlayer.StartItem \"IsHuman\", 1\n\tPlayer.StartItem \"Screamer\", 0\n\tPlayer.ScoreIcon \"MAGEST\"\n\tDamageFactor \"Fire2\", 0.7\n\tDamageFactor \"Grenade\", 0.3\n\tDamageFactor \"Ice2\", 0.7\n\tDamageFactor \"AltIce2\", 0.7\n\tDamageFactor \"GhostTrap\", 0.0\n\tDamagefactor \"normal\", 0.75\n\tDamagefactor \"Sentinel\", 0.0\n\tDamagefactor \"MechPewPews\", 0.0\n\tDamagefactor \"MacheteSlicerino\", 0.0\n\tPlayer.Maxhealth 100\n\tPainChance 192\n\tLimitedToTeam 0\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+QUICKTORETALIATE\n\t+GHOST\n\t+NOSKIN\n\tStates\n\t{\n\tSpawn:\n\t\tMAGE A 1 Setplayerproperty(0,0,0)\n\t\tLoop\n\tSee:\n\t\tMAGE A 0 A_JumpIfHealthLower(50,\"INeedHealingSee\")\n\t\tMAGE ABCD 4\n\t\tGoto Spawn\n\tINeedHealingSee:\n\t\tMAGE A 0 A_SpawnItemEx(\"INeedHealingTrail\",random(-20,20),random(-20,20),0,0,0,10)\n\t\tMAGE ABCD 4\n\t\tGoto Spawn\n\tPain.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",2)\n\tPain:\n\t\tMAGE G 0 A_JumpIfHealthLower(56,\"PainGive\")\n\t\tMAGE G 0 A_CustomMissile(\"MageIceFallSpawner\", random(-200,200), random(-200,200), 9999)\n\t\tMAGE G 0 A_CustomMissile(\"MageIceFallSpawner\", random(-200,200), random(-200,200), 9999)\n\t\tMAGE G 0 A_CustomMissile(\"MageIceFallSpawner\", random(-200,200), random(-200,200), 9999)\n\t\tMAGE G 0 A_CustomMissile(\"MageIceFallSpawner\", random(-200,200), random(-200,200), 9999)\n\t\tMAGE G 4\n\t\tMAGE G 4 A_Pain\n\t\tGoto Spawn\nPain.FleshBent2:\n\tTNT1 A 0 A_GiveToTarget(\"Health\",4)\n\tGoto Pain\n\tDeath.Fleshbent:\n\tTNT1 A 0 A_GiveToTarget(\"TentacleAmmo\",2)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",15)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",10)\n\tGoto Death.Jitter\n\tDeath.Fleshbent2:\n\tTNT1 A 0 A_GiveToTarget(\"TentacleAmmo\",2)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",15)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",10)\n\tGoto Death.Jitter\n\tPain.BastetClawing:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",4)\n\t\tGoto Pain\n\tPain.BastetClawingLightSFX:\n\t\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitLight\",CHAN_5)\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",3)\n\t\tGoto Pain\n\tPain.BastetClawingHeavySFX:\n\t\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitHeavy\",CHAN_5)\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",6)\n\t\tGoto Pain\n\tPain.CreepStun:\n\t\tMAGE G 0 A_JumpIfHealthLower(56,\"PainGive.CreepStun\")\n        MAGE G 0 A_Pain\n\t\tMAGE G 0 A_CustomMissile(\"MageIceFallSpawner\", random(-200,200), random(-200,200), 9999)\n\t\tMAGE G 0 A_CustomMissile(\"MageIceFallSpawner\", random(-200,200), random(-200,200), 9999)\n\t\tMAGE G 0 A_CustomMissile(\"MageIceFallSpawner\", random(-200,200), random(-200,200), 9999)\n\t\tMAGE G 0 A_CustomMissile(\"MageIceFallSpawner\", random(-200,200), random(-200,200), 9999)\n\t\tMAGE G 0 A_GiveToTarget(\"health\",5)\n\t    MAGE G 40 Setplayerproperty(0,1,0)\n\t    MAGE G 2 Setplayerproperty(0,0,0)\n\t\tGoto Spawn\n\t\tPain.Justicar:\n\tTNT1 A 0 A_custommissile(\"Justicarattack\",14,0,random(0,360))\n\tTNT1 A 0 A_GiveToTarget(\"Health\",1)\n\tTNT1 A 0 A_GiveToTarget(\"JusticarSecondaryAmmo\",1)\n\tGoto pain\n\tPain.FleshBent:\n    MAGE G 0 A_Pain\n\tMAGE G 0 A_CustomMissile(\"MageIceFallSpawner\", random(-200,200), random(-200,200), 9999)\n\tMAGE G 0 A_CustomMissile(\"MageIceFallSpawner\", random(-200,200), random(-200,200), 9999)\n\tMAGE G 0 A_CustomMissile(\"MageIceFallSpawner\", random(-200,200), random(-200,200), 9999)\n\tMAGE G 0 A_CustomMissile(\"MageIceFallSpawner\", random(-200,200), random(-200,200), 9999)\n\tMAGE G 20 Setplayerproperty(0,1,0)\n\tMAGE G 2 Setplayerproperty(0,0,0)\n\tGoto Spawn\n\tPainGive:\n\t\tMAGE G 0 ACS_ExecuteAlways(987,0)\n\t\tMAGE G 0 A_CustomMissile(\"MageIceFallSpawner\", random(-200,200), random(-200,200), 9999)\n\t\tMAGE G 0 A_CustomMissile(\"MageIceFallSpawner\", random(-200,200), random(-200,200), 9999)\n\t\tMAGE G 0 A_CustomMissile(\"MageIceFallSpawner\", random(-200,200), random(-200,200), 9999)\n\t\tMAGE G 0 A_CustomMissile(\"MageIceFallSpawner\", random(-200,200), random(-200,200), 9999)\n\t\tMAGE G 4\n\t\tMAGE G 4 A_Pain\n\t\tGoto Spawn\n\tPainGive.CreepStun:\n\t\tMAGE G 0 ACS_ExecuteAlways(987,0)\n\t\tMAGE G 0 A_CustomMissile(\"MageIceFallSpawner\", random(-200,200), random(-200,200), 9999)\n\t\tMAGE G 0 A_CustomMissile(\"MageIceFallSpawner\", random(-200,200), random(-200,200), 9999)\n\t\tMAGE G 0 A_CustomMissile(\"MageIceFallSpawner\", random(-200,200), random(-200,200), 9999)\n\t\tMAGE G 0 A_CustomMissile(\"MageIceFallSpawner\", random(-200,200), random(-200,200), 9999)\n\t\tMAGE G 0 A_Pain\n\t\tMAGE G 18 ACS_ExecuteAlways(986,0)\n\t\tGoto Spawn\n\tMissile:\n\t\tMAGE E 8\n\t\tMAGE F 8 bright\n\t\tGoto Spawn\n\tDeath:\n\tDeathAnim:\n\t\tMAGE A 0 A_TakeInventory(\"KilledCount\",999)\n\t\tMAGE A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tMAGE A 0 A_GiveToTarget(\"KilledMage\",1)\n\t\tMAGE H 6\n\t\tMAGE I 6 A_PlayerScream\n\t\tMAGE JK 6\n\t\tMAGE L 6 A_NoBlocking\n\t\tMAGE M 6\n\t\tMAGE N -1\n\t\tStop\n\tDeath.GhoulChainSaw:\n\tTNT1 A 0 A_GiveToTarget(\"Health\",50)\n\tTNT1 A 0 A_GiveToTarget(\"BearTarpsAmmo\",1)\n\tTNT1 A 0 A_GiveToTarget(\"SawyerRageammo\",10)\n\tTNT1 A 0 A_GiveToTarget(\"DUMMY_SawyerBloodyChainsaw\", 1)\n\tGoto Death.Jitter\n\tDeath.SjasScream:\n\t\tMAGE A 0 A_GiveToTarget(\"KilledJ\",1)\n  \t\tGoto DeathAnim\n\tDeath.Creeper:\n\t\tMAGE A 0 A_PlaySoundEx(\"CreeperAttack\",\"Body\")\n\t\tMAGE A 0 A_SpawnItemEx(\"CreeperPopUp\",0,0,10)\n\t\tMAGE A 0 A_GiveToTarget(\"CreeperHeal\",1)\n\t\tMAGE A 0 ACS_ExecuteAlways(997,0,1)\n\t\tGoto DeathAnim\n\tDeath.CreepStun:\n\t\tMAGE A 0 A_GiveToTarget(\"Unlock13\",1)\n\t\tMAGE A 0 A_GiveToTarget(\"CreepGotya\",1)\n\t\tGoto DeathAnim\n\tDeath.BastetClawing:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitHeavy\",CHAN_6)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",30)\n\tGoto Death.Jitter\n\tDeath.BastetClawingLightSFX:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitLight\",CHAN_6)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",30)\n\tGoto Death.Jitter\n\tDeath.BastetClawingHeavySFX:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitHeavy\",CHAN_6)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",30)\n\tGoto Death.Jitter\n\tDeath.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",15)\n\tGoto Death.Jitter\n\tDeath.Jitter:\n\t\tMAGE A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tMAGE A 0 A_GiveToTarget(\"KilledMage\",1)\n\t\tMAGE A 0 A_GiveToTarget(\"Crunched\",1)\n\t\tMAGE G 1 A_PlaySound(\"Gibbage/XSplat\")\n\t\tNULL A 0 A_SkullPop(\"Custom_MageBloodySkull\")\n\t\tNULL A 0 A_PlaySound(\"Gibbage/PlayerGib\")\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A -1\n\t\tStop\n\tDeath.Ravager:\n\t\tMAGE A 0 A_GiveToTarget(\"KilledR\",1)\n\t\tMAGE A 0 A_GiveToTarget(\"Health\",25)\n\t\tMAGE A 0 ACS_ExecuteAlways(997,0,2)\n\t\tMAGE A 0 A_PlaySoundEx(\"RavagerAttack\",\"Body\")\n\t\tMAGE A 0 A_SpawnItemEx(\"RavagerHit\",0,0,32)\n\t\tGoto DeathAnim\n\tDeath.RavagerBall:\n\t\tMAGE A 0 A_GiveToTarget(\"RavagerGotYa\",1)\n\t\tGoto Death.SjasScream\n\tDeath.Yurei:\n\t\tMAGE A 0 A_GiveToTarget(\"KilledY\",1)\n\t\tMAGE A 0 A_PlaySoundEx(\"YureiKill1\",\"Body\",0,1)\n\t\tMAGE A 0 ACS_ExecuteAlways(997,0,3)\n\t\tGoto DeathAnim\n\tDeath.YureiBall:\n\t\tMAGE A 0 A_GiveToTarget(\"Health\",10)\n\t\tMAGE A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Death.SjasScream\n\tDeath.Misty:\n\t\tMAGE A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tMAGE A 0 A_GiveToTarget(\"KilledM\",1)\n\t\tMAGE HHHHHH 1 A_FadeOut(0.05)\n\t\tMAGE A 0 A_PlayerScream\n\t\tMAGE IIIIIIJJJJJJKK 1 A_FadeOut(0.05)\n\t\tMAGE A 0 A_NoBlocking\n\t\tNULL A -1\n\t\tStop\n\tDeath.Clowny:\n\t\tMAGE A 0 ACS_ExecuteAlways(997,0,4)\n\t\tMAGE A 0 A_GiveToTarget(\"KilledC\",1)\n\t\tGoto DeathAnim\n\tDeath.Mohoph:\n\t\tMAGE A 0 A_GiveToTarget(\"TransMage\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"MorphAmmo\", 1)\n\t\tMAGE A 0 A_PlaySoundEx(\"MohophKill\",\"Body\")\n\t\tMAGE A 0 ACS_ExecuteAlways(997,0,5)\n\t\tGoto DeathAnim\n\tDeath.EmtalicWeak:\n\t\tMAGE A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto DeathAnim\n\tDeath.Emtalic:\n\t\tMAGE A 0  A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Death.Jitter\n\tDeath.I1:\n\t\tMAGE A 0 A_SpawnItemEx(\"Heart\",0,0,32,random(2,3),momy,random(8,12),random(-180,180))\n\t\tMAGE A 0 A_GiveToTarget(\"KilledI1\",1)\n\t\tGoto DeathAnim\n\tDeath.I2:\n\t\tMAGE A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tMAGE A 0 A_GiveToTarget(\"KilledI2\",1)\n\t\tMAGE A 0 A_GiveToTarget(\"Clip\",1)\n\t\tMAGE G 0 SetPlayerProperty(0,1,4)\n\t\tMAGE G 0 A_Stop\n\t\tMAGE GGGGGGGGGGGGGG 5 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tNULL A 0 A_PlayerScream\n\t\tNULL A 0 ACS_ExecuteAlways(997,0,6)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"SkullGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"ChestGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"ArmGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"HandGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"CoccyxGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"LegGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AAAAAA 1 A_SpawnItemEx(\"BoneGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A -1 A_NoBlocking\n\t\tStop\n\tDeath.I3:\n\t\tMAGE A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tMAGE A 0 A_GiveToTarget(\"KilledI3\",1)\n\t\tMAGE HHHHHH 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tMAGE I 0 A_PlayerScream\n\t\tMAGE IIIIII 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tMAGE J 0 A_NoBlocking\n\t\tMAGE JJJJJJKKKKKKLLLLLLMMMMMM 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tMAGE NNNNNNN 3 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tMAGE N -1\n\t\tStop\n\tDeath.I4:\n\t\tMAGE A 0 A_GiveToTarget(\"KilledI4\",1)\n\t\tGoto DeathAnim\n\tDeath.I5:\n\t\tMAGE A 0 A_GiveToTarget(\"KilledI5\",1)\n\t\tGoto DeathAnim\n\tPain.RavagerBall:\n\t\tMAGE A 0 ACS_ExecuteAlways(920,0)\n\t\tGoto Pain\n\tPain.YureiBall:\n\t\tMAGE A 0 A_GiveToTarget(\"Health\",10)\n\t\tMAGE A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Pain\n\tPain.Emtalic:\n\t\tMAGE A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\tPain.EmtalicWeak:\n\t\tMAGE A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\t}\n}\n\nActor MageAmmo1 : Ammo\n{\n\tInventory.Icon \"ISHTB0\"\n\tInventory.Amount 50\n\tInventory.MaxAmount 50\n\tAmmo.BackPackAmount 50\n\tAmmo.BackPackMaxAmount 50\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor MageAmmo2 : Ammo\n{\n\tInventory.Amount 10\n\tInventory.MaxAmount 10\n\tInventory.Icon \"ELECBLIZ\"\n\tAmmo.BackPackAmount 10\n\tAmmo.BackPackMaxAmount 10\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor MageAmmo3 : Ammo\n{\n\tInventory.Icon \"BLIZZATT\"\n\tInventory.Amount 5\n\tInventory.MaxAmount 5\n\tAmmo.BackPackAmount 5\n\tAmmo.BackPackMaxAmount 5\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor MageAmmo4 : Ammo\n{\n\tInventory.Amount 5\n\tInventory.MaxAmount 5\n\tInventory.Icon \"ICEWIND\"\n\tAmmo.BackPackAmount 5\n\tAmmo.BackPackMaxAmount 5\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor MageAmmo5 : Ammo\n{\n\tInventory.Amount 5\n\tInventory.MaxAmount 100\n\tInventory.Icon \"ICEWIND\"\n\tAmmo.BackPackAmount 100\n\tAmmo.BackPackMaxAmount 100\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor IceMageFog2\n{\n  Radius 1\n  Height 1\n  +NoGravity\n  +NoClip\n  RenderStyle Add\n  Alpha 0.2\n  XScale 0.6\n  YScale 0.4\n  States\n  {\n  Spawn:\n    FFFG A 4 A_FadeOut(0.03)\n    Loop\n  }\n}\n\nActor IceHands : Weapon\n{\n\tWeapon.SelectionOrder 3\n\tWeapon.SlotNumber 1\n\tWeapon.Ammotype \"MageAmmo5\"\n\tWeapon.Ammotype2 \"MageAmmo5\"\n\tWeapon.Ammouse 1\n\tWeapon.Ammouse2 10\n\tInventory.Icon \"MAGEATTK\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.DONTBOB\n\t+INVENTORY.UNDROPPABLE\n\t+NOALERT\n\tStates\n\t{\n\tReady:\n\t\tICHN ABCD 5 bright A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tICHN A 1 bright A_Lower\n\t\tLoop\n\tSelect:\n\t\tICHN A 1 bright A_Raise\n\t\tLoop\n\tFire:\n\t\tICHN E 3 bright\n        ICHN E 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n        ICHN E 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n        ICHN E 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n        ICHN E 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n\t\tICHN FGHI 3 bright A_FireCustomMissile(\"MageIceBall\",0,1)\n\t\tTNT1 A 6\n\t\tICHN D 1 Offset(0,62) bright\n\t\tICHN D 1 Offset(0,52) bright\n\t\tICHN D 1 Offset(0,42) bright\n\t\tGoto Ready\n\tAltFire:\n\t    ICHN A 0 ACS_ExecuteAlways(977)\n\t\tICHN ABCDABCDABCD 3 bright A_SpawnItemEx(\"BlizzardExplode\",random(-20,20),random(-20,20),random(0,56))\n\t\tICHN E 3 bright\n\t    ICHN E 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n        ICHN E 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n        ICHN E 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n        ICHN E 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n\t\tICHN F 3 bright A_FireCustomMissile(\"MageBigIceBall\",0,1)\n\t\tICHN GHI 3 bright\n\t\tTNT1 A 15\n\t\tICHN D 1 Offset(0,62) bright\n\t\tICHN D 1 Offset(0,52) bright\n\t\tICHN D 1 Offset(0,42) bright\n\t\tGoto Ready\n\t}\n}\n\nActor MageIceBallParticle\n{\n  Radius 1\n  Height 1\n  +NoGravity\n  +NoClip\n\n  RenderStyle Add\n  Alpha 1.0\n  Scale 0.6\n  States\n  {\n  Spawn:\n    FFFG A 4 A_FadeOut(0.2)\n    Loop\n  }\n}\n\nActor MageIceBall\n{\n\tRadius 10\n\tHeight 10\n\tSpeed 40\n\tDamage (7)\n\tDamageType \"AltIce2\"\n\tRenderStyle Translucent\n\tAlpha 0.5\n\tScale 1.0\n\tSeeSound \"MageMissileF\"\n\tDeathSound \"FSTFHIT2\"\n\tObituary \"%k bombed %o to death.\"\n\tPROJECTILE\n\tStates\n\t{\n  Spawn:\n    TNT1 A 0 A_SpawnItemEx(\"Icemagefog2\", 0, 0, 0, Random(1, 2), 0, Random(-1, 1), Random(-30, 30), 128)\n    TNT1 A 1 A_SpawnItemEx(\"MageIceBallParticle\", 0, 0, 0, Random(3, 4), 0, Random(-0.5, 0.5), Random(-15, 15), 128)\n    Loop\n  Death:\n    FFBL C 0 A_SpawnItemEx(\"HunterFreezeSlow\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n    FFBL CDEFG 4 Bright\n    Stop\n  }\n}\n\nActor IceMageFog3\n{\n  Radius 1\n  Height 1\n  +NoGravity\n  +NoClip\n\n  RenderStyle Add\n  Alpha 0.2\n  XScale 0.6\n  YScale 0.4\n  States\n  {\n  Spawn:\n    FFFG A 2 A_FadeOut(0.1)\n    Loop\n  }\n}\n\nActor MageIceBallParticle2\n{\n  Radius 1\n  Height 1\n  +NoGravity\n  +NoClip\n\n  RenderStyle Add\n  Alpha 1.0\n  Scale 0.6\n  States\n  {\n  Spawn:\n    FFFG A 2 A_FadeOut(0.1)\n    Loop\n  }\n}\n\nActor MageBigIceBall : MageIceBall\n{\n\tRadius 20\n\tHeight 20\n\tSpeed 26\n\tScale 0.5\n\tDamage 20\n\tRenderStyle Translucent\n\tAlpha 0.75\n\tStates\n\t{\n\tSpawn:\n\t\tICBL A 0 A_PlaySound(\"FrostTwinkle\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"Icemagefog3\",random(-35,35),random(-35,35),random(-56,56))\n\t\tTNT1 A 0 A_SpawnItemEx(\"MageIceBallParticle2\",random(-35,35),random(-35,35),random(-56,56))\n\t\tICBL ABCD 1 bright A_SpawnItemEx(\"Icytrail\",random(-35,35),random(-35,35),random(-56,56))\n\t\tLoop\n\tDeath:\n\t\tICBL A 0 A_PlaySound(\"MageBlizzard\")\n\t\tICBL A 0 A_Explode(random(30,40),90,1)\n\t\tICBL ZZZZZZZZZZZZZ 1 A_SpawnItemEx(\"BlizzardExplode\",random(-35,35),random(-35,35),random(-56,56))\n\t\tStop\n\t}\n}\n\nActor IceWand : Weapon\n{\n\tWeapon.SelectionOrder 1\n\tWeapon.SlotNumber 2\n\tWeapon.AmmoType \"MageAmmo1\"\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoType2 \"MageAmmo2\"\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoUse2 1\n\tInventory.Icon \"MAGEWAND\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.ALT_AMMO_OPTIONAL\n\t+INVENTORY.UNDROPPABLE\n\t+NOALERT\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tReady:\n\t\tIWND A 20 A_WeaponReady\n\t\tIWND A 0 A_GiveInventory(\"MageAmmo1\", 1)\n\t\tGoto Ready\n\tDeselect:\n\t\tIWND A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tIWND A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tIWND E 0 A_Jump(256,\"icebarragenope\",\"icebarrageyup\",\"icebarragenope\",\"icebarragenope\",\"icebarragenope\",\"icebarragenope\",\"icebarragenope\")\n\t\tIcebarragenope:\n        IWND A 6\n\t\tIWND E 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n        IWND E 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n        IWND E 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n        IWND E 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n\t\tINWD E 0 A_Playweaponsound(\"XWNDFR\")\n        IWND B 6 Bright Offset (0, 48) A_FireCustomMissile(\"MageWandMissile2\",0,1)\n        IWND A 3 Offset (0, 40)\n        IWND A 3 Offset (0, 36) A_ReFire\n        Goto Ready\n\t\tIceBarrageYup:\n\t\tIWND E 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n        IWND E 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n        IWND E 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n        IWND E 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n\t\tIWND E 0 A_Playweaponsound(\"XWNDFR\")\n        IWND B 1 Bright Offset (0, 48) A_FireCustomMissile(\"MageWandMissile3\",0,1)\n        IWND A 1 Offset (0, 40)\n        IWND A 1 Offset (0, 36)\n\t\tGoto Ready\n\tAltFire:\n\t\tIWND A 1 Offset(0,42) A_JumpIfNoAmmo(\"Ready\")\n\t\tIWND A 0 offset(0,42) ACS_ExecuteAlways(955)\n\t\tIWND A 1 Offset(0,52)\n\t\tIWND A 1 Offset(0,62)\n\t\tTNT1 A 10\n\t\tCONE A 1 Offset(0,62)\n\t\tCONE A 1 Offset(0,52)\n\t\tCONE A 1 Offset(0,42)\n\t\tCONE A 1 Offset(0,32)\n\t\tCONE B 5\n\t\tCONE C 5 bright\n\t\tCONE D 5 bright A_FireCustomMissile(\"ElectricalStormSpawner\",0,1,9)\n\t\tCONE E 5 bright\n\t\tCONE FG 5\n\t\tCONE A 1 Offset(0,42)\n\t\tCONE A 1 Offset(0,52)\n\t\tCONE A 1 Offset(0,62)\n\t\tTNT1 A 10\n\t\tIWND A 1 Offset(0,62)\n\t\tIWND A 1 Offset(0,52)\n\t\tIWND A 1 Offset(0,42)\n\t\tGoto Ready\n\t}\n}\n\nactor MageWandMissile2 : fastprojectile\n{\n    Radius 3\n    Height 2\n    Obituary \"%k has put the icing on the %o cake.\"\n    Decal RailScorchLower\n    Damage (20)\n\tspeed 150\n\tDeathsound \"XWNDFR\"\n\t+RIPPER\n    +STRIFEDAMAGE\n    DamageType \"Ice\"\n\tStates\n\t{\n\tSpawn:\n\tLWND CD 1 A_SpawnItemEx(\"MageWandMissile2Trails\")\n\tloop\n\tDeath:\n\tLWND EFGHI 3\n\tStop\n\t}\n}\n\nActor MageWandMissile2Trails\n{\n\tRenderStyle Add\n\tAlpha 0.8\n    +NOGRAVITY\n\n\tStates\n\t{\n\tSpawn:\n\t\tLWND CD 4 bright A_FadeOut(0.1)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nACTOR MageWandMissile3\n{\n  Health 9\n  Radius 12\n  Height 8\n  Speed 150\n  Damage (10)\n  Damagetype \"Ice\"\n  Scale 1.2\n  Alpha .5\n  Projectile\n  RenderStyle Add\n  Obituary \"%k has put the icing on the %o cake.\"\n  Deathsound \"XWNDFR\"\n  States\n  {\n  Spawn:\n\tLWND CD 4 Bright A_FadeOut(0.1)\n    loop\n  Death:\n\t  TNT1 A 0 A_Custommissile(\"MageWandMissile4\",20,0,180)\n\t  TNT1 A 0 A_Custommissile(\"MageWandMissile4\",40,0,180)\n\t  TNT1 A 0 A_Custommissile(\"MageWandMissile4\",20,0,160)\n\t  TNT1 A 0 A_Custommissile(\"MageWandMissile4\",40,0,160)\n\t  TNT1 A 0 A_Custommissile(\"MageWandMissile4\",20,0,140)\n\t  TNT1 A 0 A_Custommissile(\"MageWandMissile4\",40,0,140)\n\t  TNT1 A 0 A_Custommissile(\"MageWandMissile4\",20,0,120)\n\t  TNT1 A 0 A_Custommissile(\"MageWandMissile4\",40,0,120)\n\t  TNT1 A 0 A_Custommissile(\"MageWandMissile4\",20,0,100)\n\t  TNT1 A 0 A_Custommissile(\"MageWandMissile4\",40,0,100)\n\t  TNT1 A 0 A_Custommissile(\"MageWandMissile4\",20,0,80)\n\t  TNT1 A 0 A_Custommissile(\"MageWandMissile4\",40,0,80)\n\t  TNT1 A 0 A_Custommissile(\"MageWandMissile4\",20,0,60)\n\t  TNT1 A 0 A_Custommissile(\"MageWandMissile4\",40,0,60)\n\t  TNT1 A 0 A_Custommissile(\"MageWandMissile4\",20,0,40)\n\t  TNT1 A 0 A_Custommissile(\"MageWandMissile4\",40,0,40)\n\t  TNT1 A 0 A_Custommissile(\"MageWandMissile4\",20,0,20)\n\t  TNT1 A 0 A_Custommissile(\"MageWandMissile4\",40,0,20)\n\t  TNT1 A 0 A_Custommissile(\"MageWandMissile4\",20,0,0)\n\t  TNT1 A 0 A_Custommissile(\"MageWandMissile4\",40,0,0)\n\t  TNT1 A 0 A_Custommissile(\"MageWandMissile4\",20,0,-20)\n\t  TNT1 A 0 A_Custommissile(\"MageWandMissile4\",40,0,-20)\n\t  TNT1 A 0 A_Custommissile(\"MageWandMissile4\",20,0,-40)\n\t  TNT1 A 0 A_Custommissile(\"MageWandMissile4\",40,0,-40)\n\t  TNT1 A 0 A_Custommissile(\"MageWandMissile4\",20,0,-60)\n\t  TNT1 A 0 A_Custommissile(\"MageWandMissile4\",40,0,-60)\n\t  TNT1 A 0 A_Custommissile(\"MageWandMissile4\",20,0,-80)\n\t  TNT1 A 0 A_Custommissile(\"MageWandMissile4\",40,0,-80)\n\t  TNT1 A 0 A_Custommissile(\"MageWandMissile4\",20,0,-100)\n\t  TNT1 A 0 A_Custommissile(\"MageWandMissile4\",40,0,-100)\n\t  TNT1 A 0 A_Custommissile(\"MageWandMissile4\",20,0,-120)\n\t  TNT1 A 0 A_Custommissile(\"MageWandMissile4\",40,0,-120)\n\t  TNT1 A 0 A_Custommissile(\"MageWandMissile4\",20,0,-140)\n\t  TNT1 A 0 A_Custommissile(\"MageWandMissile4\",40,0,-140)\n\t  TNT1 A 0 A_Custommissile(\"MageWandMissile4\",20,0,-160)\n\t  TNT1 A 0 A_Custommissile(\"MageWandMissile4\",40,0,-160)\n\t  TNT1 A 0 A_Custommissile(\"MageWandMissile4\",20,0,-180)\n    Stop\n  }\n}\n\nactor MageWandMissile4 : fastprojectile\n{\n    Radius 3\n    Height 2\n    Obituary \"%k has put the icing on the %o cake.\"\n    Decal RailScorchLower\n    Damage (5)\n\tspeed 150\n\tDeathsound \"XWNDFR\"\n\t+RIPPER\n    +STRIFEDAMAGE\n    DamageType \"Ice\"\n\tStates\n\t{\n\tSpawn:\n\tLWND CD 1 A_SpawnItemEx(\"MageWandMissile2Trails\")\n\tloop\n\tDeath:\n\tLWND EFGHI 3\n\tStop\n\t}\n}\n\nActor ElectricalStormSpawner\n{\n\tSpeed 30\n\tHeight 0\n\tRadius 0\n\tAlpha 0.8\n\tDamage (6)\n\tDamageType \"ElecStorm\"\n\tSeeSound \"MageSeed\"\n\tDeathSound \"MageMissileX\"\n\tRenderStyle Translucent\n\tPROJECTILE\n\t+seekermissile\n\tStates\n\t{\n\tSpawn:\n\t\tMGSD A 1 bright A_SpawnItemEx(\"Icemagefog2\", 0, 0, 0, Random(1, 2), 0, Random(-1, 1), Random(-30, 30), 128)\n\t\tMGSD A 0 bright A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)\n\t\tMHSD B 1 bright A_SpawnItemEx(\"MageIceBallParticle\", 0, 0, 0, Random(3, 4), 0, Random(-0.5, 0.5), Random(-15, 15), 128)\n\t\tMHSD B 0 bright A_SeekerMissile(45, 45,SMF_LOOK|SMF_PRECISE,256,3)\n\t\tMGSD A 1 bright A_SpawnItemEx(\"Icemagefog2\", 0, 0, 0, Random(1, 2), 0, Random(-1, 1), Random(-30, 30), 128)\n\t\tMHSD B 1 bright A_SpawnItemEx(\"MageIceBallParticle\", 0, 0, 0, Random(3, 4), 0, Random(-0.5, 0.5), Random(-15, 15), 128)\n\t\tMGSD A 1 bright A_SpawnItemEx(\"Icemagefog2\", 0, 0, 0, Random(1, 2), 0, Random(-1, 1), Random(-30, 30), 128)\n\t\tLoop\n\tDeath:\n\t\tMGSD C 0 A_PlaySound(\"MageElectricalStorm\")\n\t\tMGSD CDEFG 1 bright A_SpawnItemEx(\"ElectricalStorm\",random(-75,75),random(-75,75),random(0,100),0,0,0,SXF_NOCHECKPOSITION)\n\t\tMGSD C 0 A_PlaySound(\"MageElectricalStorm\")\n\t\tMGSD ZZZZZ 1 bright A_SpawnItemEx(\"ElectricalStorm\",random(-75,75),random(-75,75),random(0,100),0,0,0,SXF_NOCHECKPOSITION)\n\t\tMGSD C 0 A_PlaySound(\"MageElectricalStorm\")\n\t\tMGSD ZZZZZ 1 bright A_SpawnItemEx(\"ElectricalStorm\",random(-75,75),random(-75,75),random(0,100),0,0,0,SXF_NOCHECKPOSITION)\n\t\tMGSD C 0 A_PlaySound(\"MageElectricalStorm\")\n\t\tMGSD ZZZZZ 1 bright A_SpawnItemEx(\"ElectricalStorm\",random(-75,75),random(-75,75),random(0,100),0,0,0,SXF_NOCHECKPOSITION)\n\t\tStop\n\t}\n}\n\nActor ElectricalStorm\n{\n\tHeight 0\n\tRadius 0\n\tBounceFactor 0.3\n\tBounceCount 4\n\tSpeed 46\n\tAlpha 0.85\n\tReactionTime 30\n\tDamage 0\n\tDamageType \"ElecStorm\"\n\tObituary \"%o stood in the middle of an electrical storm that %k has predicted.\"\n\tRenderStyle Add\n\tPROJECTILE\n\t+RIPPER\n\t+NOBLOCKMAP\n\tStates\n\t{\n\tSpawn:\n\t\tFX16 ABCDEF 2 bright A_Explode(7,75,1)\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor BlizzardWand : Weapon\n{\n\tWeapon.SelectionOrder 2\n\tWeapon.SlotNumber 3\n\tWeapon.AmmoType \"MageAmmo3\"\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoType2 \"MageAmmo4\"\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoUse2 0\n\tInventory.Icon \"MAGESTFF\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.DONTBOB\n\t+WEAPON.ALT_AMMO_OPTIONAL\n\t+INVENTORY.UNDROPPABLE\n\t+NOALERT\n\tStates\n\t{\n\tReady:\n\t\tBZWN A 0 A_TakeInventory(\"IcyChecker\",999)\n\t\tBZWN A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tBZWN A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tBZWN A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tBZWN B 0 ACS_ExecuteAlways(983)\n\t\tBZWN BCD 3 bright\n\t\tBZWN D 0 A_PlayWeaponSound(\"MageBlizzard\")\n\t\tBZWN E 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n        BZWN E 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n        BZWN E 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n        BZWN E 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n\t\tBZWN B 3 Offset(0,62) bright A_FireCustomMissile(\"BlizzardSpawner\")\n\t\tBZWN C 3 Offset(0,52) bright\n\t\tBZWN D 3 Offset(0,42) bright\n\t\tBZWN B 3 Offset(0,32) bright\n\t\tBZWN CD 3 bright\n\t\tBZWN BCDB 4\n\t\tGoto Ready\n\tAltFire:\n\t\tBZWN A 0 A_JumpIfInventory(\"MageAmmo4\",1,\"AltFireOk\")\n\t\tBZWN A 1\n\t\tGoto Ready\n\tAltFireOk:\n\t\tBZWN A 0 ACS_ExecuteAlways(984)\n\t\tBZWN BBBCCCDDD 1 bright A_SpawnItemEx(\"IcyTrail\",random(-20,20),random(-20,20),0,0,0,10)\n\t\tGoto AltHold\n\tAltHold:\n\t\tBZWN BBCCDD 1 bright A_SpawnItemEx(\"IcyTrail\",random(-20,20),random(-20,20),0,0,0,10)\n\t\tBZWN B 0 A_GiveInventory(\"IcyChecker\",1)\n\t\tBZWN B 0 A_ReFire\n\t\tBZWN B 0 A_TakeInventory(\"MageAmmo4\",1)\n\t\tBZWN B 0 A_JumpIfInventory(\"IcyChecker\",6,\"Attack6\")\n\t\tBZWN B 0 A_JumpIfInventory(\"IcyChecker\",5,\"Attack5\")\n\t\tBZWN B 0 A_JumpIfInventory(\"IcyChecker\",4,\"Attack4\")\n\t\tBZWN B 0 A_JumpIfInventory(\"IcyChecker\",3,\"Attack3\")\n\t\tBZWN B 0 A_JumpIfInventory(\"IcyChecker\",2,\"Attack2\")\n\tAttack1:\n\t\tBZWN D 0 A_PlayWeaponSound(\"FrostTwinkle\")\n\t\tBZWN D 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n        BZWN D 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n        BZWN D 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n        BZWN D 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n\t\tBZWN BCDBCD 1 bright A_FireCustomMissile(\"IcyWind\",0,0,random(-8,8),random(-8,8))\n\t\tGoto Ready\n\tAttack2:\n\t\tBZWN D 0 A_PlayWeaponSound(\"FrostTwinkle\")\n\t    BZWN D 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n        BZWN D 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n        BZWN D 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n        BZWN D 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n\t\tBZWN BCDBCDBCD 1 bright A_FireCustomMissile(\"IcyWind\",0,0,random(-12,12),random(-12,12))\n\t\tGoto Ready\n\tAttack3:\n\t\tBZWN D 0 A_PlayWeaponSound(\"FrostTwinkle\")\n\t    BZWN D 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n        BZWN D 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n        BZWN D 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n        BZWN D 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n\t\tBZWN BCDBCDBCDBCD 1 bright A_FireCustomMissile(\"IcyWind\",0,0,random(-16,16),random(-16,16))\n\t\tGoto Ready\n\tAttack4:\n\t\tBZWN D 0 A_PlayWeaponSound(\"FrostTwinkle\")\n\t    BZWN D 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n        BZWN D 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n        BZWN D 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n        BZWN D 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n\t\tBZWN BCDBCDBCDBCDBCD 1 bright A_FireCustomMissile(\"IcyWind\",0,0,random(-20,20),random(-20,20))\n\t\tGoto Ready\n\tAttack5:\n\t\tBZWN D 0 A_PlayWeaponSound(\"FrostTwinkle\")\n\t    BZWN D 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n        BZWN D 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n        BZWN D 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n        BZWN D 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n\t\tBZWN BCDBCDBCDBCDBCDBCD 1 bright A_FireCustomMissile(\"IcyWind\",0,0,random(-24,24),random(-24,24))\n\t\tGoto Ready\n\tAttack6:\n\t\tBZWN D 0 A_PlayWeaponSound(\"FrostTwinkle\")\n\t    BZWN D 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n        BZWN D 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n        BZWN D 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n        BZWN D 0 Bright A_SpawnItemEx(\"IceMageFog2\", 16, 0, 32, 0.5, 0, Random(-0.5, 0.5), Random(-50, 50), 128)\n\t\tBZWN BCDBCDBCDBCDBCDBCDBCDBCDBCDBCDBCDBCD 2 bright A_FireCustomMissile(\"IcyWind\",0,0,random(-28,28),random(-28,28))\n\t\tGoto Ready\n\t}\n}\n\nActor BlizzardSpawner\n{\n\tSpeed 4\n\tHeight 5\n\tRadius 5\n\tAlpha 0.5\n\tscale 2.0\n\tReactionTime 120\n\tDamage 1\n\tDamageType \"Ice\"\n\tDeathSound \"StarHit\"\n\tObituary \"%o felt a cold demise from %k's blizzard.\"\n\tRenderStyle Add\n\tPROJECTILE\n\t+RIPPER\n\t+SKYEXPLODE\n\tStates\n\t{\n\tSpawn:\n\t\tICSP A 0 A_PlaySound(\"MageWind\")\n\t\tICSP A 1 bright A_SpawnItemEx(\"IceDrop\",0,0,0,random(5,15),random(5,15),random(-15,15),random(0,360))\n\t\tICSP A 0 bright A_SpawnItemEx(\"IceDrop\",0,0,0,random(5,15),random(5,15),random(-15,15),random(0,360))\n\t\tICSP AA 0 bright A_SpawnItemEx(\"IceMist\",0,0,0,random(5,15),random(5,15),random(-15,15),random(0,360))\n\t\tICSP A 0 A_CountDown\n\t\tICSP B 1 bright A_SpawnItemEx(\"IceDrop\",0,0,0,random(5,15),random(5,15),random(-15,15),random(0,360))\n\t\tICSP B 0 bright A_SpawnItemEx(\"IceDrop\",0,0,0,random(5,15),random(5,15),random(-15,15),random(0,360))\n\t\tICSP BB 0 bright A_SpawnItemEx(\"IceMist\",0,0,0,random(5,15),random(5,15),random(-15,15),random(0,360))\n\t\tICSP B 0 A_CountDown\n\t\tICSP C 1 bright A_SpawnItemEx(\"IceDrop\",0,0,0,random(5,15),random(5,15),random(-15,15),random(0,360))\n\t\tICSP C 0 bright A_SpawnItemEx(\"IceDrop\",0,0,0,random(5,15),random(5,15),random(-15,15),random(0,360))\n\t\tICSP CC 0 bright A_SpawnItemEx(\"IceMist\",0,0,0,random(5,15),random(5,15),random(-15,15),random(0,360))\n\t\tICSP C 0 A_CountDown\n\t\tICSP D 1 bright A_SpawnItemEx(\"IceDrop\",0,0,0,random(5,15),random(5,15),random(-15,15),random(0,360))\n\t\tICSP D 0 bright A_SpawnItemEx(\"IceDrop\",0,0,0,random(5,15),random(5,15),random(-15,15),random(0,360))\n\t\tICSP DD 0 bright A_SpawnItemEx(\"IceMist\",0,0,0,random(5,15),random(5,15),random(-15,15),random(0,360))\n\t\tICSP D 0 A_CountDown\n\tRestart:\n\t\tICSP E 1 bright A_SpawnItemEx(\"IceDrop\",0,0,0,random(5,15),random(5,15),random(-15,15),random(0,360))\n\t\tICSP E 0 bright A_SpawnItemEx(\"IceDrop\",0,0,0,random(5,15),random(5,15),random(-15,15),random(0,360))\n\t\tICSP EE 0 bright A_SpawnItemEx(\"IceMist\",0,0,0,random(5,15),random(5,15),random(-15,15),random(0,360))\n\t\tICSP E 0 A_CountDown\n\t\tICSP F 1 bright A_SpawnItemEx(\"IceDrop\",0,0,0,random(5,15),random(5,15),random(-15,15),random(0,360))\n\t\tICSP F 0 bright A_SpawnItemEx(\"IceDrop\",0,0,0,random(5,15),random(5,15),random(-15,15),random(0,360))\n\t\tICSP FF 0 bright A_SpawnItemEx(\"IceMist\",0,0,0,random(5,15),random(5,15),random(-15,15),random(0,360))\n\t\tICSP F 0 A_CountDown\n\t\tGoto Restart\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"BlizzardExplode\")\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_Explode(5,100,1)\n\t\tTNT1 A 0 A_FadeOut(0.1)\n\t\tGoto Death+1\n\t}\n}\n\nActor BlizzardExplode\n{\n\tRadius 1\n\tHeight 1\n\tAlpha 0.5\n\tscale 2.0\n\tRenderStyle Add\n\tDamageType \"Ice\"\n\t+NOINTERACTION\n\t+NOGRAVITY\n\t-CLIENTSIDEONLY\n\t-SOLID\n\tStates\n\t{\n\tSpawn:\n\t\tICSP G 6 bright A_PlaySound(\"FrostTwinkle\")\n\t\tICSP H 6 bright A_PlaySound(\"FrostTwinkle\")\n\t\tICSP IJKL 6 bright A_PlaySound(\"FrostTwinkle\")\n\t\tStop\n\t}\n}\n\nActor IceDrop\n{\n\tHeight 3\n\tRadius 3\n\tSpeed 8\n\tscale 2.0\n\tBounceCount 5\n\tBounceFactor 0.5\n\tDamage 0\n\tDamageType \"Ice\"\n\tRenderStyle Add\n\tPROJECTILE\n\t+DOOMBOUNCE\n\t+NOINTERACTION\n\t+NOBLOCKMAP\n\t-CLIENTSIDEONLY\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tTGLT F 0 A_SpawnItemEx(\"FallingIceDamage\")\n\t\tTGLT FGHIFGHIFGHIFGHI 2 bright A_FadeOut(0.2)\n\t\tGoto Spawn+1\n\t}\n}\n\nActor FallingIceDamage\n{\n\tRadius 4\n\tHeight 4\n\tDamageType \"Ice\"\n\tDamage 0\n\tObituary \"%o felt a cold demise from %k's blizzard.\"\n\tPROJECTILE\n\t-NOBLOCKMAP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 2 A_Explode(5,158,0)\n\t\tStop\n\t}\n}\n\nActor IceMist : FrozenWind\n{\n\tDamage 0\n\tscale 2.0\n\tDamageType \"Ice\"\n\n\tStates\n\t{\n\tSpawn:\n\t\tPLSS A 0 A_PlaySoundEx(\"MageWind\",\"Body\")\n\t\tPLSS JKLMNOPQRSTUVWX 3 A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nActor IcyWind\n{\n\tSpeed 35\n\tRadius 5\n\tHeight 5\n\tScale 2.2\n\tDamage (6)\n\tDamageType \"Ice2\"\n\tObituary \"%k invoked an Icy Storm to stop %o.\"\n\tPROJECTILE\n\t+SEEKERMISSILE\n\tStates\n\t{\n\tSpawn:\n\t\tTGLT F 0 A_PlaySoundEx(\"FrostTwinkle\",\"Body\")\n\t\tTGLT F 0 A_SpawnItemEx(\"IcyTrail\")\n\t\tTGLT FGHI 2 bright A_SeekerMissile(10,20)\n\t\tTGLT F 0 A_PlaySoundEx(\"FrostTwinkle\",\"Body\")\n\t\tTGLT F 0 A_SpawnItemEx(\"IcyTrail\")\n\t\tTGLT FGHI 2 bright A_SeekerMissile(10,20)\n\t\tTGLT F 0 A_PlaySoundEx(\"FrostTwinkle\",\"Body\")\n\t\tTGLT F 0 A_SpawnItemEx(\"IcyTrail\")\n\t\tTGLT FGHI 2 bright A_SeekerMissile(10,20)\n\t\tTGLT F 0 A_PlaySoundEx(\"FrostTwinkle\",\"Body\")\n\t\tTGLT F 0 A_SpawnItemEx(\"IcyTrail\")\n\t\tTGLT FGHI 2 bright A_SeekerMissile(10,20)\n\t\tTGLT F 0 A_PlaySoundEx(\"FrostTwinkle\",\"Body\")\n\t\tTGLT F 0 A_SpawnItemEx(\"IcyTrail\")\n\t\tTGLT FGHI 2 bright A_SeekerMissile(10,20)\n\t\tTGLT F 0 A_PlaySoundEx(\"FrostTwinkle\",\"Body\")\n\t\tTGLT F 0 A_SpawnItemEx(\"IcyTrail\")\n\t\tTGLT FGHI 2 bright A_SeekerMissile(10,20)\n\t    TGLT F 0 A_PlaySoundEx(\"FrostTwinkle\",\"Body\")\n\t\tTGLT F 0 A_SpawnItemEx(\"IcyTrail\")\n\t\tTGLT FGHI 2 bright A_SeekerMissile(10,20)\n\t\tTGLT F 0 A_PlaySoundEx(\"FrostTwinkle\",\"Body\")\n\t\tTGLT F 0 A_SpawnItemEx(\"IcyTrail\")\n\t\tTGLT FGHI 2 bright A_SeekerMissile(10,20)\n\t\tTGLT F 0 A_PlaySoundEx(\"FrostTwinkle\",\"Body\")\n\t\tTGLT F 0 A_SpawnItemEx(\"IcyTrail\")\n\t\tTGLT FGHI 2 bright A_SeekerMissile(10,20)\n\t\tTGLT F 0 A_PlaySoundEx(\"FrostTwinkle\",\"Body\")\n\t\tTGLT F 0 A_SpawnItemEx(\"IcyTrail\")\n\t\tTGLT FGHI 2 bright A_SeekerMissile(10,20)\n\t\tTGLT F 0 A_PlaySoundEx(\"FrostTwinkle\",\"Body\")\n\t\tTGLT F 0 A_SpawnItemEx(\"IcyTrail\")\n\t\tTGLT FGHI 2 bright A_SeekerMissile(10,20)\n\t\tTGLT F 0 A_PlaySoundEx(\"FrostTwinkle\",\"Body\")\n\t\tTGLT F 0 A_SpawnItemEx(\"IcyTrail\")\n\t\tTGLT FGHI 2 bright A_SeekerMissile(10,20)\n\t\tTGLT F 0 A_PlaySoundEx(\"FrostTwinkle\",\"Body\")\n\t\tTGLT F 0 A_SpawnItemEx(\"IcyTrail\")\n\t\tTGLT FGHI 2 bright A_SeekerMissile(10,20)\n\t\tLoop\n\tDeath:\n\t\tTGLT F 0 A_PlaySound(\"FrostTwinkle\")\n\t\tTGLT FGHI 2 bright A_FadeOut(0.2)\n\t\tTGLT F 0 A_PlaySound(\"FrostTwinkle\")\n\t\tTGLT FGHI 2 bright A_FadeOut(0.2)\n\t\tTGLT F 0 A_PlaySound(\"FrostTwinkle\")\n\t\tTGLT FGHI 2 bright A_FadeOut(0.2)\n\t\tTGLT F 0 A_PlaySound(\"FrostTwinkle\")\n\t\tTGLT FGHI 2 bright A_FadeOut(0.2)\n\t\tTGLT F 0 A_PlaySound(\"FrostTwinkle\")\n\t\tStop\n\t}\n}\n\nActor IcyTrail\n{\n\tRadius 0\n\tHeight 0\n\tDamage 0\n\tAlpha 0.75\n\tRenderStyle Add\n\tPROJECTILE\n\t+RIPPER\n\t+NOBLOCKMAP\n\t-NOGRAVITY\n\t-SOLID\n\t-SHOOTABLE\n\n\tStates\n\t{\n\tSpawn:\n\t\tTGLT FFFFFFFFFFFFFFFF 3 bright A_FadeOut(0.2)\n\t}\n}\n\nActor IcyChecker : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 6\n}\n\nActor CreeperPopUp : Inventory\n{\nInventory.MaxAmount 1\n}\n\nactor MageIceFallSpawner\n{\n+SKYEXPLODE\nPROJECTILE\n-SOLID\n+NOGRAVITY\n+CEILINGHUGGER\nradius 1\nheight 8\nspeed 0\nStates\n{\nSpawn:\nDeath:\nTNT1 A 0\nTNT1 AA 1 A_SpawnItemEx(\"MageIceFall\",1,0,-1,0,0,-22)\nstop\n}\n}\n\nactor MageIceFall\n{\nHeight 5\nRadius 5\nscale 0.4\nBounceFactor 0.3\nBounceCount 4\nPROJECTILE\nDamage (5)\nDamagetype \"Ice\"\n-NOGRAVITY\nSpeed 46\nreactiontime 30\nStates\n{\nSpawn:\nBNT2 G 1 bright A_SpawnItemEx(\"MageIceFallTrail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\nBNT2 H 1 bright A_SpawnItemEx(\"MageIceFallTrail2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\nloop\nDeath:\nBNT2 A 0 A_PlaySound(\"imp/shotx\")\nBNT2 A 0 A_Explode(5, 90, 0)\nBNT2 ABCDEF 3 bright\nstop\n}\n}\n\nactor MageIceFallTrail\n{\n\n-SOLID\nscale 0.4\n+NOGRAVITY\n+BRIGHT\nHeight 0\nRadius 0\nrenderstyle add\nalpha 0.8\nStates\n{\nSpawn:\nBNT2 G 1 A_FadeOut(0.15)\nloop\n}\n}\n\nactor MageIceFallTrail2 : MageIceFallTrail\n{\nStates\n{\nSpawn:\nBNT2 H 1 A_FadeOut(0.1)\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Corvus.txt",
        "contents": "Actor Corvus : PlayerPawn\n{\n\tHealth 100\n\tPlayer.Maxhealth 100\n\tMass 400\n\tPlayer.ColorRange 112, 127\n\tPlayer.DisplayName \"Corvus\"\n\tPlayer.SoundClass \"Corvus\"\n\tPlayer.MaxHealth 100\n\tPlayer.ForwardMove 1.1\n\tPlayer.SideMove 1.1\n\tPlayer.ScoreIcon \"CORVUSST\"\n\tPlayer.StartItem \"FireWand\", 1\n\tPlayer.StartItem \"PhoenixWand\", 1\n\tPlayer.StartItem \"Dragon Claw\", 1\n\tPlayer.StartItem \"DragonAmmo\", 0\n\tPlayer.StartItem \"DukeJetpackItem\", 1\n\tPlayer.StartItem \"PhoenixSpawnAmmo\", 1\n\tPlayer.StartItem \"CorvusAmmo2\", 5\n\tPlayer.StartItem \"CorvusAmmo3\", 5\n\tPlayer.StartItem \"CorvusAmmo4\", 10\n\tPlayer.StartItem \"IsHuman\", 1\n\tPlayer.StartItem \"Screamer\", 0\n\tDamageFactor \"Grenade\", 0.2\n\tDamagefactor \"normal\", 0.9\n\tDamageFactor \"Fire2\", 0.6\n\tDamageFactor \"GhostTrap\", 0.0\n\tDamagefactor \"Sentinel\", 0.0\n\tDamagefactor \"MechPewPews\", 0.0\n\tDamagefactor \"MacheteSlicerino\", 0.0\n\tPainChance 256\n\tLimitedToTeam 0\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+QUICKTORETALIATE\n\t+GHOST\n\t+NOSKIN\n\tStates\n\t{\n\tSpawn:\n\t\tCORV A 1 Setplayerproperty(0,0,0)\n\t\tLoop\n\tSee:\n\t\tCORV A 0 A_JumpIfHealthLower(50,\"INeedHealingSee\")\n\t\tCORV AB 4\n\t\tCORV A 0 A_SpawnItemEx(\"MarineStomp\",0,0,0,0,0,-20,0,0,0)\n\t\tCORV CD 4\n\t\tCORV A 0 A_SpawnItemEx(\"MarineStomp\",0,0,0,0,0,-20,0,0,0)\n\t\tGoto Spawn\n\tINeedHealingSee:\n\t\tCORV A 0 A_SpawnItemEx(\"INeedHealingTrail\",random(-20,20),random(-20,20),0,0,0,10)\n\t\tCORV AB 4\n\t\tCORV A 0 A_SpawnItemEx(\"MarineStomp\",0,0,0,0,0,-20,0,0,0)\n\t\tCORV CD 4\n\t\tCORV A 0 A_SpawnItemEx(\"MarineStomp\",0,0,0,0,0,-20,0,0,0)\n\t\tGoto Spawn\n\tPain.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",2)\n\tPain:\n\t\tCORV G 0 A_JumpIfHealthLower(86,\"PainGive\")\n\t\tCORV G 4\n\t\tCORV G 4 A_Pain\n\t\tGoto Spawn\n\tPain.FleshBent2:\n\tTNT1 A 0 A_GiveToTarget(\"Health\",4)\n\tGoto Pain\n\tDeath.Fleshbent:\n\tTNT1 A 0 A_GiveToTarget(\"TentacleAmmo\",2)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",15)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",10)\n\tGoto Death.Jitter\n\tDeath.Fleshbent2:\n\tTNT1 A 0 A_GiveToTarget(\"TentacleAmmo\",2)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",15)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",10)\n\tGoto Death.Jitter\n\tPain.BastetClawing:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",4)\n\t\tGoto Pain\n\tPain.BastetClawingLightSFX:\n\t\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitLight\",CHAN_5)\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",3)\n\t\tGoto Pain\n\tPain.BastetClawingHeavySFX:\n\t\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitHeavy\",CHAN_5)\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",6)\n\t\tGoto Pain\n\tPain.CreepStun:\n\t\tCORV G 0 A_JumpIfHealthLower(86,\"PainGive.CreepStun\")\n        CORV G 0 A_Pain\n\t\tCORV G 0 A_GiveToTarget(\"health\",5)\n\t    CORV G 40 Setplayerproperty(0,1,0)\n\t    CORV G 2 Setplayerproperty(0,0,0)\n\t\tGoto Spawn\n\t\tPain.Justicar:\n\tTNT1 A 0 A_custommissile(\"Justicarattack\",14,0,random(0,360))\n\tTNT1 A 0 A_GiveToTarget(\"Health\",1)\n\tTNT1 A 0 A_GiveToTarget(\"JusticarSecondaryAmmo\",1)\n\tGoto pain\n\tPain.FleshBent:\n    CORV G 0 A_Pain\n\tCORV G 20 Setplayerproperty(0,1,0)\n\tCORV G 2 Setplayerproperty(0,0,0)\n\tGoto Spawn\n\tPainGive:\n\t\tCORV G 0\n\t\tCORV G 4\n\t\tCORV G 4 A_Pain\n\t\tGoto Spawn\n\tPainGive.CreepStun:\n\t\tCORV G 0\n\t\tCORV G 0 A_Pain\n\t\tCORV G 18 ACS_ExecuteAlways(986,0)\n\t\tGoto Spawn\n\tMissile:\n\t\tCORV E 6\n\t\tCORV F 6 bright\n\t\tGoto Spawn\n\tDeath:\n\tDeathAnim:\n\t\tCORV A 0 A_TakeInventory(\"KilledCount\",999)\n\t\tCORV A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tCORV A 0 A_GiveToTarget(\"KilledCorvus\",1)\n\t\tCORV H 4\n\t\tCORV I 4 A_PlayerScream\n\t\tCORV JK 4\n\t\tCORV L 4 A_NoBlocking\n\t\tCORV M 4\n\t\tCORV N -1\n\t\tStop\n\tDeath.GhoulChainSaw:\n\tTNT1 A 0 A_GiveToTarget(\"Health\",50)\n\tTNT1 A 0 A_GiveToTarget(\"BearTarpsAmmo\",1)\n\tTNT1 A 0 A_GiveToTarget(\"SawyerRageammo\",10)\n\tTNT1 A 0 A_GiveToTarget(\"DUMMY_SawyerBloodyChainsaw\", 1)\n\tGoto Death.Jitter\n\tDeath.BastetClawing:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitHeavy\",CHAN_6)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",30)\n\tGoto Death.Jitter\n\tDeath.BastetClawingLightSFX:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitLight\",CHAN_6)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",30)\n\tGoto Death.Jitter\n\tDeath.BastetClawingHeavySFX:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitHeavy\",CHAN_6)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",30)\n\tGoto Death.Jitter\n\tDeath.SjasScream:\n\t\tCORV A 0 A_GiveToTarget(\"KilledJ\",1)\n\t\tGoto DeathAnim\n\tDeath.Creeper:\n\t\tCORV A 0 A_PlaySoundEx(\"CreeperAttack\",\"Body\")\n\t\tCORV A 0 A_SpawnItemEx(\"CreeperPopUp\",0,0,10)\n\t\tCORV A 0 A_GiveToTarget(\"CreeperHeal\",1)\n\t\tCORV A 0 ACS_ExecuteAlways(997,0,1)\n\t\tGoto DeathAnim\n\tDeath.CreepStun:\n\t\tCORV A 0 A_GiveToTarget(\"Unlock13\",1)\n\t\tCORV A 0 A_GiveToTarget(\"CreepGotya\",1)\n\t\tGoto DeathAnim\n\tDeath.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",15)\n\tGoto Death.Jitter\n\tDeath.Jitter:\n\t\tCORV A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tCORV A 0 A_GiveToTarget(\"KilledCorvus\",1)\n\t\tCORV A 0 A_GiveToTarget(\"Crunched\",1)\n\t\tCORV G 1 A_PlaySound(\"Gibbage/XSplat\")\n\t\tNULL A 0 A_SkullPop(\"Custom_CorvusBloodySkull\")\n\t\tNULL A 0 A_PlaySound(\"Gibbage/PlayerGib\")\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A -1\n\t\tStop\n\tDeath.Ravager:\n\t\tCORV A 0 A_GiveToTarget(\"KilledR\",1)\n\t\tCORV A 0 A_GiveToTarget(\"Health\",25)\n\t\tCORV A 0 ACS_ExecuteAlways(997,0,2)\n\t\tCORV A 0 A_PlaySoundEx(\"RavagerAttack\",\"Body\")\n\t\tCORV A 0 A_SpawnItemEx(\"RavagerHit\",0,0,32)\n\t\tGoto DeathAnim\n\tDeath.RavagerBall:\n\t\tCORV A 0 A_GiveToTarget(\"RavagerGotYa\",1)\n\t\tGoto Death.SjasScream\n\tDeath.Yurei:\n\t\tCORV A 0 A_GiveToTarget(\"KilledY\",1)\n\t\tCORV A 0 A_PlaySoundEx(\"YureiKill1\",\"Body\",0,1)\n\t\tCORV A 0 ACS_ExecuteAlways(997,0,3)\n\t\tGoto DeathAnim\n\tDeath.YureiBall:\n\t\tCORV A 0 A_GiveToTarget(\"Health\",10)\n\t\tCORV A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Death.SjasScream\n\tDeath.Misty:\n\t\tCORV A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tCORV A 0 A_GiveToTarget(\"KilledM\",1)\n\t\tCORV HHHH 1 A_FadeOut(0.05)\n\t\tCORV A 0 A_PlayerScream\n\t\tCORV IIIIJJJJKKKKLLLL 1 A_FadeOut(0.05)\n\t\tCORV A 0 A_NoBlocking\n\t\tNULL A -1\n\t\tStop\n\tDeath.Clowny:\n\t\tCORV A 0 ACS_ExecuteAlways(997,0,4)\n\t\tCORV A 0 A_GiveToTarget(\"KilledC\",1)\n\t\tGoto DeathAnim\n\tDeath.Mohoph:\n\t\tCORV A 0 A_GiveToTarget(\"TransCorvus\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"MorphAmmo\", 1)\n\t\tCORV A 0 A_PlaySoundEx(\"MohophKill\",\"Body\")\n\t\tCORV A 0 ACS_ExecuteAlways(997,0,5)\n\t\tGoto DeathAnim\n\tDeath.EmtalicWeak:\n\t\tCORV A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto DeathAnim\n\tDeath.Emtalic:\n\t\tCORV A 0  A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Death.Jitter\n\tDeath.I1:\n\t\tCORV A 0 A_SpawnItemEx(\"Heart\",0,0,32,random(2,3),momy,random(8,12),random(-180,180))\n\t\tCORV A 0 A_GiveToTarget(\"KilledI1\",1)\n\t\tGoto DeathAnim\n\tDeath.I2:\n\t\tCORV A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tCORV A 0 A_GiveToTarget(\"KilledI2\",1)\n\t\tCORV A 0 A_GiveToTarget(\"Clip\",1)\n\t\tCORV G 0 SetPlayerProperty(0,1,4)\n\t\tCORV G 0 A_Stop\n\t\tCORV GGGGGGGGGGGGGG 5 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tNULL A 0 A_PlayerScream\n\t\tNULL A 0 ACS_ExecuteAlways(997,0,6)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"SkullGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"ChestGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"ArmGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"HandGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"CoccyxGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"LegGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AAAAAA 1 A_SpawnItemEx(\"BoneGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A -1 A_NoBlocking\n\t\tStop\n\tDeath.I3:\n\t\tCORV A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tCORV A 0 A_GiveToTarget(\"KilledI3\",1)\n\t\tCORV HHHH 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tCORV I 0 A_PlayerScream\n\t\tCORV IIII 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tCORV J 0 A_NoBlocking\n\t\tCORV JJJJKKKKLLLLMMMM 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tCORV NNNNNNN 3 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tCORV N -1\n\t\tStop\n\tDeath.I4:\n\t\tCORV A 0 A_GiveToTarget(\"KilledI4\",1)\n\t\tGoto DeathAnim\n\tDeath.I5:\n\t\tCORV A 0 A_GiveToTarget(\"KilledI5\",1)\n\t\tGoto DeathAnim\n\tPain.RavagerBall:\n\t\tCORV A 0 ACS_ExecuteAlways(920,0)\n\t\tGoto Pain\n\tPain.YureiBall:\n\t\tCORV A 0 A_GiveToTarget(\"Health\",10)\n\t\tCORV A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Pain\n\tPain.Emtalic:\n\t\tCORV A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\tPain.EmtalicWeak:\n\t\tCORV A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\t}\n}\n\nActor PhoenixSpawnAmmo : Ammo\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor CorvusAmmo2 : Ammo\n{\n\tInventory.Amount 5\n\tInventory.MaxAmount 5\n\tInventory.Icon \"WANDAMMO\"\n\tAmmo.BackPackAmount 5\n\tAmmo.BackPackMaxAmount 5\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor CorvusAmmo3 : Ammo\n{\n\tInventory.Icon \"PHNIXATT\"\n\tInventory.Amount 5\n\tInventory.MaxAmount 5\n\tAmmo.BackPackAmount 5\n\tAmmo.BackPackMaxAmount 5\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor CorvusAmmo4 : Ammo\n{\n\tInventory.Amount 10\n\tInventory.MaxAmount 10\n\tInventory.Icon \"SOULMAGE\"\n\tAmmo.BackPackAmount 10\n\tAmmo.BackPackMaxAmount 10\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor FireWand : Weapon\n{\n\tWeapon.SelectionOrder 1\n\tWeapon.SlotNumber 2\n\tInventory.Icon \"CORVWAND\"\n\tWeapon.AmmoUse 0\n\tWeapon.AmmoType2 \"CorvusAmmo2\"\n\tWeapon.AmmoUse2 1\n\tDamagetype \"Fire2\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.ALT_AMMO_OPTIONAL\n\t+INVENTORY.UNDROPPABLE\n\t+NOALERT\n\tStates\n\t{\n\tReady:\n\t\tCRVW A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tCRVW A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tCRVW A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tCRVW B 0 A_GiveInventory(\"DragonAmmo\",1)\n\t    CRVW B 0 A_PlayWeaponSound(\"Wandattack\")\n        CRVW B 0 A_FireBullets(6, 6, 1, 7, \"CorvusWandFX\")\n\t\tCRVW B 0 Offset(0,22) bright\n\t\tCRVW C 1 Offset(0,32)\n\t\tCRVW D 3\n\t\tCRVW A 8\n\t\tGoto Ready\n\tAltFire:\n\t\tCRVW A 1 Offset(0,42) A_JumpIfNoAmmo(\"Ready\")\n\t\tCRVW A 0 offset(0,42) ACS_ExecuteAlways(953)\n\t\tCRVW A 1 Offset(0,52)\n\t\tCRVW A 1 Offset(0,62)\n\t\tCRVW E 5 A_TakeInventory(\"CorvusAmmo2\",1)\n\t\tCRVW F 5 bright A_PlayWeaponSound(\"ThrowRain\")\n\t\tCRVW G 5 bright A_SpawnItemEx(\"FireRainBall\",10,2,20,0,0,20)\n\t\tCRVW G 0 A_GiveInventory(\"DragonAmmo\",2)\n\t\tCRVW H 5 bright\n\t\tCRVW E 5 bright\n\t\tCRVW A 1 Offset(0,62)\n\t\tCRVW A 1 Offset(0,52)\n\t\tCRVW A 1 Offset(0,42)\n\t\tCRVW A 12 Offset(0,32)\n\t\tGoto Ready\n\t}\n}\n\nActor TracerFireBall\n{\n\tSpeed 25\n\tHeight 4\n\tRadius 4\n\tDamage 4\n\tDamageType \"Fire2\"\n\tAlpha 0.8\n\tRenderStyle Translucent\n\tDeathSound \"FireTracer\"\n\tObituary \"%o got onto %k's fire path.\"\n\tPROJECTILE\n\t+RIPPER\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tCVFB ABC 5 bright\n\t\tLoop\n\tDeath:\n\t\tCVFB D 0 A_CustomMissile(\"FireTracer\",0,0,180)\n\t\tCVFB D 0 A_Explode(30,40,1)\n\t\tCVFB DEFG 2 bright\n\t\tStop\n\t}\n}\n\nActor FireTracer\n{\n\tRadius 3\n\tHeight 3\n\tSpeed 16\n\tAlpha 0.95\n\tDamage 2\n\tDamageType \"Fire2\"\n\tRenderStyle Add\n\tObituary \"%o got onto %k's fire path.\"\n\t+FLOORHUGGER\n\t+RIPPER\n\tPROJECTILE\n\tStates\n\t{\n\tSpawn:\n\t\tCVFB A 0 A_SpawnItem(\"FloorHuggerFire\",0,0,0)\n\t\tCVFB A 3 bright\n\t\tCVFB A 0 A_SpawnItem(\"FloorHuggerFire\",0,0,0)\n\t\tCVFB B 3 bright\n\t\tCVFB A 0 A_SpawnItem(\"FloorHuggerFire\",0,0,0)\n\t\tCVFB C 3 bright\n\t\tLoop\n\tDeath:\n\t\tCVFB A 1 bright\n\t\tStop\n\t}\n}\n\nActor FloorHuggerFire : FireTracer\n{\n\tSpeed 0\n\tDamage 0\n\tDamageType \"Fire2\"\n\tObituary \"%o got onto %k's fire path.\"\n\t+RIPPER\n\t+THRUGHOST\n\t+FORCERADIUSDMG\n\tPROJECTILE\n\tStates\n\t{\n\tSpawn:\n\tDeath:\n\t\tFRSK ABCDEFEDCBA 3 bright A_Explode(6,30,0)\n\t\tStop\n\t}\n}\n\nActor FireRainBall\n{\n\tMass 5\n\tRenderStyle Translucent\n\tPROJECTILE\n\t+RIPPER\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+SKYEXPLODE\n\n\tStates\n\t{\n\tSpawn:\n\t\tFRRN A 1 bright\n\t\tLoop\n\tDeath:\n\t\tCVFB DEFG 2 bright\n\t\tCVFB ZZZZZZ 5 A_SpawnItemEx(\"FireRainSpawner\", random(-150,150), random(-150,150), 9999,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tStop\n\t}\n}\n\nActor FireRainSpawner\n{\n\tPROJECTILE\n\t+SKYEXPLODE\n\t-SOLID\n\t+NOGRAVITY\n\t+CEILINGHUGGER\n\n\tRadius 1\n\tHeight 8\n\tSpeed 0\n\tStates\n\t{\n\tSpawn:\n\tDeath:\n\t\tCVFB DDDDDDDDDD 5 A_SpawnItemEx(\"FireRain\",0,10,0,0,0,-22)\n\t\tStop\n\t}\n}\n\nActor FireRain\n{\n\tHeight 5\n\tRadius 10\n\tBounceFactor 0.3\n\tBounceCount 4\n\tSpeed 46\n\tReactionTime 30\n\tDamage (5)\n\tDamageType \"Grenade\"\n\tScale 2\n\tDeathSound \"RainFall\"\n\tObituary \"%o stood in the middle of a fire storm that %k has predicted.\"\n\tPROJECTILE\n\t+RIPPER\n\t+NOBLOCKMAP\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tFRIN ABC 5 bright\n\t\tLoop\n\tDeath:\n\t\tFRIN D 5 bright A_Explode(14,80,0)\n\t\tFRIN EFGH 5 bright A_Explode(14,80,0)\n\t\tStop\n\t}\n}\n\nActor PhoenixWand : Weapon\n{\n\tWeapon.SelectionOrder 2\n\tWeapon.SlotNumber 3\n\tInventory.Icon \"CORVPHNX\"\n\tWeapon.AmmoType \"CorvusAmmo3\"\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoType2 \"CorvusAmmo4\"\n\tWeapon.AmmoUse2 1\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.ALT_AMMO_OPTIONAL\n\t+INVENTORY.UNDROPPABLE\n\t+NOALERT\n\tStates\n\t{\n\tReady:\n\t\tPHXW A 1 A_WeaponReady\n\t\tPHXW A 0 A_JumpIfInventory(\"CyborgDashCheck\",1,\"PhoenixSummonCheck\")\n\t\tLoop\n\tDeselect:\n\t\tPHXW A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tPHXW A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tPHXW B 0 ACS_ExecuteAlways(918)\n\t\tPHXW B 0 A_Jump(256,\"firebarragenope\",\"firebarrageyup\",\"firebarragenope\",\"firebarragenope\",\"firebarragenope\")\n\t\tfirebarragenope:\n\t\tPHXW B 3 A_PlayWeaponSound(\"ThowRain\")\n\t\tPHXW C 2 bright A_FireCustomMissile(\"FirePhoenix\")\n\t\tPHXW C 0 A_GiveInventory(\"DragonAmmo\",1)\n\t\tPHXW C 3 Offset(0,42) bright\n\t\tPHXW D 3\n\t\tPHXW A 40\n\t\tGoto Ready\n\t\tfirebarrageYup:\n\t\tPHXW B 0 A_PlaySound(\"EAGLE\",CHAN_ITEM,0.5,0,ATTN_NONE)\n\t\tPHXW B 3 A_PlayWeaponSound(\"ThowRain\")\n\t\tPHXW C 0 bright A_FireCustomMissile(\"FirePhoenix\",-135,1)\n\t\tPHXW C 0 bright A_FireCustomMissile(\"FirePhoenix\",-90,0)\n\t\tPHXW C 0 bright A_FireCustomMissile(\"FirePhoenix\",-45,0)\n\t\tPHXW C 0 bright A_FireCustomMissile(\"FirePhoenix\",0,0)\n\t\tPHXW C 0 bright A_FireCustomMissile(\"FirePhoenix\",45,0)\n\t\tPHXW C 0 bright A_FireCustomMissile(\"FirePhoenix\",90,0)\n\t\tPHXW C 0 bright A_FireCustomMissile(\"FirePhoenix\",135,0)\n\t\tPHXW C 0 bright A_FireCustomMissile(\"FirePhoenix\",180,0)\n\t\tPHXW C 0 A_GiveInventory(\"DragonAmmo\",1)\n\t\tPHXW C 3 Offset(0,42) bright\n\t\tPHXW D 3\n\t\tPHXW A 40\n\t\tGoto Ready\n\tAltFire:\n\t\tPHXW A 0 A_JumpIfNoAmmo(\"Ready\")\n\t\tPHXW B 0 ACS_ExecuteAlways(919)\n\t\tPHXW C 2 bright A_FireCustomMissile(\"FireSoul\")\n\t\tPHXW C 0 A_GiveInventory(\"DragonAmmo\",2)\n\t\tPHXW D 3 Offset(0,42) bright\n\t\tPHXW B 3\n\t\tPHXW A 30\n\t\tGoto Ready\n\tPhoenixSummonCheck:\n\t\tPHXW A 0 A_JumpIfInventory(\"CorvusAmmo2\",5,\"CorvusAmmoCheck2\")\n\t\tGoto Ready\n\tCorvusAmmoCheck2:\n\t\tPHXW A 0 A_JumpIfInventory(\"CorvusAmmo3\",5,\"CorvusAmmoCheck3\")\n\t\tGoto Ready\n\tCorvusAmmoCheck3:\n\t\tPHXW A 0 A_JumpIfInventory(\"CorvusAmmo4\",10,\"CorvusAmmoFinalCheck\")\n\t\tGoto Ready\n\tCorvusAmmoFinalCheck:\n\t\tPHXW A 0 A_JumpIfInventory(\"PhoenixSpawnAmmo\",1,\"PhoenixActualSummon\")\n\t\tGoto Ready\n\tPhoenixActualSummon:\n\t\tPHXW A 0 A_TakeInventory(\"CyborgDashCheck\",999)\n\t\tPHXW A 0 ACS_ExecuteAlways(918)\n\t\tPHXW A 80\n\t\tPHXW A 0 ACS_ExecuteAlways(919)\n\t\tPHXW A 80\n\t\tPHXW A 0 ACS_ExecuteAlways(953)\n\t\tPHXW A 80\n\t\tPHXW A 1 A_FireCustommissile(\"PhoenixboltSummon\")\n\t\tPHXW A 0 A_Playsound(\"SEEFALC\",CHAN_ITEM)\n\t\tPHXW B 1 Offset(0,32)\n\t\tPHXW B 0 Offset(0,34)\n\t\tPHXW B 1 Offset(0,36)\n\t\tPHXW B 0 Offset(0,38)\n\t\tPHXW B 1 Offset(0,40)\n\t\tPHXW B 0 Offset(0,42)\n\t\tPHXW B 1 Offset(0,40)\n\t\tPHXW B 0 Offset(0,38)\n\t\tPHXW B 1 Offset(0,36)\n\t\tPHXW B 0 Offset(0,34)\n\t\tPHXW B 1 Offset(0,32)\n\t\tPHXW A 0 Damagething(60)\n\t\tPHXW A 0 A_TakeInventory(\"CorvusAmmo2\",999)\n\t\tPHXW A 0 A_TakeInventory(\"CorvusAmmo3\",999)\n\t\tPHXW A 0 A_TakeInventory(\"CorvusAmmo4\",999)\n\t\tPHXW A 0 A_TakeInventory(\"PhoenixSpawnAmmo\",999)\n\t\tGoto Ready\n\t}\n}\n\nactor CorvusFamiliarPhoenix 32070\n{\n    Health 3000\n    Radius 34\n    Height 70\n    Speed 10\n\tPainchance 0\n    Scale 0.75\n\tmass 1000\n\tActiveSound \"Phoenix/active\"\n    MONSTER\n  +FRIENDLY\n  +FLOAT\n  +NOGRAVITY\n  +SPAWNFLOAT\n  +QUICKTORETALIATE\n  +MISSILEMORE\n  +MISSILEEVENMORE\n  +DONTHURTSPECIES\n    Obituary \"%o met a phoenix.\"\n\tDamagefactor \"Minion2\", 0.6\nDamagefactor \"Sentinel\", 0.0\nDamagefactor \"ChaosExpl12\", 0.0\nDamagefactor \"ChaosExpl1\", 0.0\nDamagefactor \"ChaosExpl2\", 0.0\nDamagefactor \"MechPewPews\", 0.0\nDamagefactor \"MacheteSlicerino\", 0.0\n    MeleeDamage 7\n    States\n    {\n    Spawn:\n        PHOX ABCDEFGH 3 Bright A_Look\n        Goto See\n    See:\n\t\tPHOX A 0 Bright A_Playsound(\"CorvusPhoenix/Wing\",CHAN_ITEM)\n        PHOX ABCD 3 Bright\n\t\tPHOX EFGH 3 Bright A_Chase\n        Loop\n    Melee:\n\t\tPHOX A 0 Bright A_Playsound(\"Phoenix/Attack\",0,1)\n        PHOX IJ 4 Bright A_FaceTarget\n\t\tPHOX K 0 Bright A_CustomMeleeAttack(30,\"RAVEN1\", \"RAVEN1\", \"Sentinel\")\n        PHOX K 4 Bright\n        PHOX LMNO 4 Bright\n        Goto See\n    Missile:\n\t\tPHOX A 0 Bright A_Playsound(\"Phoenix/Attack\",0,1)\n\t\tPHOX A 0 Bright A_jump(72,\"PhoenixFireBallFire\")\n        PHOX IJ 4 Bright A_FaceTarget\n\t\tPHOX J 0 Bright A_Custommissile(\"Phoenixbolt\",5,15)\n\t\tPHOX J 0 Bright A_Custommissile(\"Phoenixbolt\",5,-15)\n        PHOX K 4 Bright A_SkullAttack(30)\n        PHOX LMNO 4 Bright\n    \tGoto See\n\t\tPhoenixFireBallFire:\n\t\tPHOX IJ 4 Bright A_FaceTarget\n\t\tPHOX J 0 Bright A_Custommissile(\"PhoenixFireShot\",5,15)\n\t\tPHOX J 0 Bright A_Custommissile(\"PhoenixFireShot\",5,-15)\n        PHOX K 4 Bright A_SkullAttack(30)\n        PHOX LMNO 4 Bright\n\t\tGoto See\n    Pain:\n        PHOX P 2 Bright\n        PHOX Q 2 Bright A_Pain\n        PHOX RSTUV 2 Bright\n        Goto See\n    Death:\n\t\tPHOX A 0 A_Playsound(\"Phoenix/Death\",CHAN_ITEM,1,0,ATTN_NONE)\n        PHOX P 2 Bright\n        PHOX Q 2 Bright\n        PHOX RSTW 2 Bright\n        PHOX X 2 Bright A_Fall\n        PHOX Y 1 bright\n\t\tPHOX C 0 bright A_SpawnItemEx(\"GrenadeExplosion\",0,0,0,0,0,0,0,128,0)\n\t\tPHOX C 0 bright A_CustomMissile(\"FirePhoenixDeco\",5,0,-135)\n\t\tPHOX C 0 bright A_CustomMissile(\"FirePhoenixDeco\",5,0,-90)\n\t\tPHOX C 0 bright A_CustomMissile(\"FirePhoenixDeco\",5,0,-45)\n\t\tPHOX C 0 bright A_CustomMissile(\"FirePhoenixDeco\",5,0,0)\n\t\tPHOX C 0 bright A_CustomMissile(\"FirePhoenixDeco\",5,0,45)\n\t\tPHOX C 0 bright A_CustomMissile(\"FirePhoenixDeco\",5,0,90)\n\t\tPHOX C 0 bright A_CustomMissile(\"FirePhoenixDeco\",5,0,135)\n\t\tPHOX C 0 bright A_CustomMissile(\"FirePhoenixDeco\",5,0,180)\n\t\tTNT1 A -1\n        Stop\n    }\n}\n\nACTOR PhoenixboltSummon\n{\n   Radius 8\n   Height 8\n   Speed 15\n   Damage (0)\n   PROJECTILE\n   RENDERSTYLE ADD\n   ALPHA 0.80\n   DamageType Fire\n   +THRUGHOST\n   \t+bloodlessimpact\n\t+RANDOMIZE\n\t+RIPPER\n\t+SKYEXPLODE\n    +DONTREFLECT\n   SeeSound \"Weapons/boltfi\"\n   DeathSound \"weapons/firex4\"\n   States\n   {\n   Spawn:\n      LOLT A 1 Bright\n      LOLT A 0 A_SpawnItem(\"PhoenixRedPuff\",0,0)\n\t  LOLT A 1 Bright\n      LOLT A 0 A_SpawnItem(\"PhoenixRedPuff\",0,0)\n\t  LOLT A 1 Bright\n      LOLT A 0 A_SpawnItem(\"PhoenixRedPuff\",0,0)\n\t  LOLT A 1 Bright\n      LOLT A 0 A_SpawnItem(\"PhoenixRedPuff\",0,0)\n\t  LOLT A 1 Bright\n      LOLT A 0 A_SpawnItem(\"PhoenixRedPuff\",0,0)\n\t  LOLT A 1 Bright\n      LOLT A 0 A_SpawnItem(\"PhoenixRedPuff\",0,0)\n\t  LOLT A 1 Bright\n      LOLT A 0 A_SpawnItem(\"PhoenixRedPuff\",0,0)\n\t  LOLT A 1 Bright\n      LOLT A 0 A_SpawnItem(\"PhoenixRedPuff\",0,0)\n\t  LOLT A 1 Bright\n      LOLT A 0 A_SpawnItem(\"PhoenixRedPuff\",0,0)\n\t  LOLT A 1 Bright\n      LOLT A 0 A_SpawnItem(\"PhoenixRedPuff\",0,0)\n\t  LOLT A 1 Bright\n      LOLT A 0 A_SpawnItem(\"PhoenixRedPuff\",0,0)\n\t  LOLT A 1 Bright\n      LOLT A 0 A_SpawnItem(\"PhoenixRedPuff\",0,0)\n\t  LOLT A 1 Bright\n      LOLT A 0 A_SpawnItem(\"PhoenixRedPuff\",0,0)\n\t  LOLT A 1 Bright\n      LOLT A 0 A_SpawnItem(\"PhoenixRedPuff\",0,0)\n\t  LOLT A 1 Bright\n      LOLT A 0 A_SpawnItem(\"PhoenixRedPuff\",0,0)\n\t  LOLT A 1 Bright\n      LOLT A 0 A_SpawnItem(\"PhoenixRedPuff\",0,0)\n\t  LOLT A 1 Bright\n      LOLT A 0 A_SpawnItem(\"PhoenixRedPuff\",0,0)\n\t  LOLT A 1 Bright\n      LOLT A 0 A_SpawnItem(\"PhoenixRedPuff\",0,0)\n\t  LOLT A 1 Bright\n      LOLT A 0 A_SpawnItem(\"PhoenixRedPuff\",0,0)\n\t  LOLT A 1 Bright\n      LOLT A 0 A_SpawnItem(\"PhoenixRedPuff\",0,0)\n\t  LOLT A 1 Bright\n      LOLT A 0 A_SpawnItem(\"PhoenixRedPuff\",0,0)\n      Goto Death\n   Death:\n      HBAL EFHI 2 Bright\n\t  HBAL I 0 bright\n\t  HBAL I 0 bright A_SpawnItemEx(\"GrenadeExplosion\",0,0,0,0,0,0,0,128,0)\n\t  HBAL I 1 bright A_SpawnItemEx(\"CorvusFamiliarPhoenix\",0,0,0)\n\t  HBAL I 0 Bright A_Playsound(\"Phoenix/Awaken\",CHAN_VOICE,1,0,ATTN_NONE)\n\t  HBAL I 0 bright A_CustomMissile(\"FirePhoenixDeco\",5,0,-135)\n\t  HBAL I 0 bright A_CustomMissile(\"FirePhoenixDeco\",5,0,-90)\n\t  HBAL I 0 bright A_CustomMissile(\"FirePhoenixDeco\",5,0,-45)\n\t  HBAL I 0 bright A_CustomMissile(\"FirePhoenixDeco\",5,0,0)\n\t  HBAL I 0 bright A_CustomMissile(\"FirePhoenixDeco\",5,0,45)\n\t  HBAL I 0 bright A_CustomMissile(\"FirePhoenixDeco\",5,0,90)\n\t  HBAL I 0 bright A_CustomMissile(\"FirePhoenixDeco\",5,0,135)\n\t  HBAL I 0 bright A_CustomMissile(\"FirePhoenixDeco\",5,0,180)\n      stop\n   }\n}\n\nACTOR Phoenixbolt\n{\n   Radius 8\n   Height 8\n   Speed 15\n   Damage 10\n   PROJECTILE\n   RENDERSTYLE ADD\n   ALPHA 0.80\n   DamageType Fire\n   +THRUGHOST\n   SeeSound \"Weapons/boltfi\"\n   DeathSound \"weapons/firex4\"\n   States\n   {\n   Spawn:\n      LOLT A 1 Bright A_BishopMissileWeave\n      LOLT A 0 A_SpawnItem(\"PhoenixRedPuff\",0,0)\n      loop\n   Death:\n      HBAL EFHI 2 Bright\n      stop\n   }\n}\n\nACTOR PhoenixRedPuff\n{\n   Radius 0\n   Height 1\n   Speed 0\n   PROJECTILE\n   RENDERSTYLE ADD\n   ALPHA 0.85\n   States\n   {\n   Spawn:\n      NULL A 3 Bright\n      RPUF ABCDE 3 Bright\n      Stop\n   }\n}\n\nACTOR PhoenixFireShot\n{\n   Radius 12\n   Height 12\n   Speed 15\n   Damage 12\n   RENDERSTYLE ADD\n   ALPHA 1.00\n   PROJECTILE\n   DamageType Fire\n   +SEEKERMISSILE\n   +THRUGHOST\n   Seesound \"monster/dknmsl\"\n   DeathSound \"weapons/boom1\"\n   States\n   {\n   Spawn:\n      FHED ABCD 3 Bright A_SeekerMissile (5,15)\n      loop\n   Death:\n      RIP1 DEFGH 5 Bright\n      stop\n   }\n}\n\nActor FirePhoenixDeco\n{\n\tRadius 25\n\tHeight 10\n\tSpeed 10\n\tDamage 0\n\tscale 2.0\n\tseesound \"SEEFALC\"\n\tDamageType \"AltFire2\"\n\tRenderStyle Add\n\tDeathSound \"RainFall\"\n\tObituary \"%o felt the burning power of %k's fire phoenix.\"\n\tPROJECTILE\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\tStates\n\t{\n\tSpawn:\n\t\tPHNX ABCDEF 3 bright A_SpawnItemEx(\"PhoenixFireBallDeco\",0,random(-37,37),0,0,0,-20,0,SXF_NOCHECKPOSITION)\n\t\tGoto Spawn+5\n\tDeath:\n\t\tGLDF BCDE 3 bright\n\t\tStop\n\t}\n}\n\nActor PhoenixFireBallDeco\n{\n\tHeight 5\n\tRadius 10\n\tBounceFactor 0.3\n\tBounceCount 4\n\tSpeed 46\n\tReactionTime 30\n\tDamage 0\n\tDamageType \"AltFire2\"\n\tScale 2\n\tRenderStyle Add\n\tDeathSound \"RainFall\"\n\tObituary \"%o felt the burning power of %k's fire phoenix.\"\n\tPROJECTILE\n\t+NOBLOCKMAP\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tPXFB A 1 bright\n\t\tLoop\n\tDeath:\n\t\tPXFB BCDEFGHI 2 bright\n\t\tStop\n\t}\n}\n\nActor FirePhoenix\n{\n\tRadius 25\n\tHeight 10\n\tSpeed 10\n\tDamage 3\n\tscale 2.0\n\tseesound \"SEEFALC\"\n\tDamageType \"AltFire2\"\n\tRenderStyle Add\n\tDeathSound \"RainFall\"\n\tObituary \"%o felt the burning power of %k's fire phoenix.\"\n\tPROJECTILE\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\tStates\n\t{\n\tSpawn:\n\t\tPHNX ABCDEF 3 bright A_SpawnItemEx(\"PhoenixFireBall\",0,random(-37,37),0,0,0,-20,0,SXF_NOCHECKPOSITION)\n\t\tGoto Spawn+5\n\tDeath:\n\t\tGLDF BCDE 3 bright A_Explode(9,40,0)\n\t\tStop\n\t}\n}\n\nActor PhoenixFireBall\n{\n\tHeight 5\n\tRadius 10\n\tBounceFactor 0.3\n\tBounceCount 4\n\tSpeed 46\n\tReactionTime 30\n\tDamage 2\n\tDamageType \"AltFire2\"\n\tScale 2\n\tRenderStyle Add\n\tDeathSound \"RainFall\"\n\tObituary \"%o felt the burning power of %k's fire phoenix.\"\n\tPROJECTILE\n\t+NOBLOCKMAP\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tPXFB A 1 bright\n\t\tLoop\n\tDeath:\n\t\tPXFB BCDEFGHI 2 bright A_Explode(5,60,0)\n\t\tStop\n\t}\n}\n\nActor FireSoul\n{\n\tRadius 8\n\tHeight 8\n\tSpeed 28\n\tDamage (6)\n\tDamageType \"Fire2\"\n\tRenderStyle Add\n\tSeeSound \"FireSoulSee\"\n\tDeathSound \"FireSoulHit\"\n\tObituary \"%k invoked fire souls to carry %o to the place where %g belongs.\"\n\tPROJECTILE\n\t+SEEKERMISSILE\n\t+RANDOMIZE\n\tStates\n\t{\n\tSpawn:\n\t\tFSOL ABCABC 2 bright A_SeekerMissile(10,20)\n\t\tGoto Death\n\tDeath:\n\t\tFSOL D 0 A_Stop\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,0,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,23,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,45,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,78,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,90,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,113,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,135,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,157,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,180,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,-157,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,-135,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,-113,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,-90,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,-45,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,-78,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,-23,2)\n\t\tFSOL DEFG 3 bright\n\t\tStop\n\t}\n}\n\nActor FireSoul2 : FireSoul\n{\n\tDamage 1\n\tStates\n\t{\n\tSpawn:\n\t\tFSOL ABC 2 bright A_SeekerMissile(10,20)\n\t\tLoop\n\tDeath:\n\t\tFSOL DEFG 3 bright\n\t\tStop\n\t}\n}\n\nActor CreeperPopUp : Inventory\n{\nInventory.MaxAmount 1\n}\n\nactor CorvusWandFX : FastProjectile\n{\n    Damage (0)\n    Radius 2\n    Height 2\n    Projectile\n    Obituary \"%o couldn't resist the fiery poking of %k\"\n\tDamagetype \"fire2\"\n\t+NOBLOCKMAP\n\t+puffonactors\n    +bloodlessimpact\n    +THRUSPECIES\n    +NOTIMEFREEZE\n    States\n    {\n      Spawn:\n        PUF2 ABCDE 1 Bright\n        stop\n    }\n}\n\nactor \"Dragon Claw\" : Weapon\n{\n    Weapon.SelectionOrder 500\n    Weapon.AmmoUse 1\n    Weapon.AmmoGive 30\n    Weapon.YAdjust 16\n    Weapon.SlotNumber 4\n    Weapon.AmmoType \"DragonAmmo\"\n    Decal RailScorchLower\n    Obituary \"%o fell prey to %k's draconic visage\"\n    Inventory.PickupMessage \"You got the Dragon Claw!\"\n    States\n    {\n      Spawn:\n        WBLS A -1\n        Stop\n      Ready:\n        BLSR A 1 A_WeaponReady\n        Loop\n      Deselect:\n        BLSR A 1 A_Lower\n        Loop\n      Select:\n        BLSR A 1 A_Raise\n        Loop\n      Fire:\n        BLSR BC 3\n        BLSR D 0 A_PlayWeaponSound(\"Corvus/DragonClaw\")\n        BLSR D 0 A_FireBullets(4,4,1,10,\"DragonBullet\")\n        BLSR D 2\n        BLSR CB 2\n        BLSR A 0 A_ReFire\n        BLSR A 1 A_ClearRefire\n        Goto Ready\n      Hold:\n        BLSR D 0 A_PlayWeaponSound(\"Corvus/DragonClaw\")\n        BLSR D 0 A_FireBullets(4,4,1,10,\"DragonBullet\")\n        BLSR D 2\n        BLSR CB 2\n        BLSR A 0 A_ReFire\n        BLSR A 1 A_ClearRefire\n        Goto Ready\n    }\n}\n\nActor DragonAmmo : Ammo\n{\n\tInventory.Icon \"FX17C\"\n\tInventory.Amount 0\n\tInventory.MaxAmount 100\n\tAmmo.BackPackAmount 100\n\tAmmo.BackPackMaxAmount 100\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tFX17 C -1\n\t\tStop\n\t}\n}\n\nactor DragonBullet : FastProjectile\n{\n    Damage (0)\n    Radius 1\n    Height 1\n    Speed 1000\n    Projectile\n    Renderstyle Add\n    DamageType \"fire2\"\n\t+NOBLOCKMAP\n\t+puffonactors\n    +bloodlessimpact\n    +THRUSPECIES\n    +NOTIMEFREEZE\n    Decal RailScorchLower\n    Alpha 1.0\n    States\n    {\n      Spawn:\n        FX17 EFGHIJKL 1 BRIGHT\n        stop\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/TCassatt.txt",
        "contents": "Actor TCassatt : PlayerPawn\n{\n\tSpeed 1\n\tHealth 100\n\tPlayer.Maxhealth 100\n\tMass 400\n\tPainChance 256\n\tScale 0.65\n\tPlayer.ColorRange 112,127\n\tPlayer.DisplayName \"Taradino Cassatt\"\n\tPlayer.SoundClass \"TCassatt\"\n\tPlayer.ForwardMove 0.9\n\tPlayer.SideMove 0.8\n\tPlayer.StartItem \"Assault-Rifle\", 1\n\tPlayer.StartItem \"CassattAmmo\", 200\n\tPlayer.StartItem \"Double-Pistols\", 1\n\tPlayer.StartItem \"Flame-Thrower\", 1\n\tPlayer.StartItem \"CassattFuel\", 200\n\tPlayer.StartItem \"IsHuman\", 1\n\tPlayer.StartItem \"Screamer\", 0\n\tPlayer.ScoreIcon \"CASSATST\"\n\tDamageFactor \"Grenade\", 0.7\n\tDamagefactor \"normal\", 0.8\n\tDamageFactor \"GhostTrap\", 0.0\n\tDamagefactor \"Sentinel\", 0.0\n\tDamagefactor \"MechPewPews\", 0.0\n\tDamagefactor \"MacheteSlicerino\", 0.0\n\tLimitedToTeam 0\n\t+NOICEDEATH\n\t+QUICKTORETALIATE\n\t+GHOST\n\t+NOSKIN\n\tStates\n\t{\n\tSpawn:\n\t\tCASS A 1 Setplayerproperty(0,0,0)\n\t\tLoop\n\tSee:\n\t\tCASS A 0 A_JumpIfHealthLower(50,\"INeedHealingSee\")\n\t\tCASS A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tCASS BC 5\n\t\tCASS A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tCASS DE 5\n\t\tGoto Spawn\n\tINeedHealingSee:\n\t\tCASS A 0 A_SpawnItemEx(\"INeedHealingTrail\",random(-20,20),random(-20,20),0,0,0,10)\n\t\tCASS A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tCASS BC 5\n\t\tCASS A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tCASS DE 5\n\t\tGoto Spawn\n\tMissile:\n\t\tCASS F 12\n\t\tGoto Spawn\n\tMelee:\n\t\tCASS G 6 bright\n\t\tGoto Missile\n\tPain.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",2)\n\tPain:\n\t\tCASS H 4\n\t\tCASS H 4 A_Pain\n\t\tGoto See\n\tPain.FleshBent2:\n\tTNT1 A 0 A_GiveToTarget(\"Health\",4)\n\tGoto Pain\n\tDeath.Fleshbent:\n\tTNT1 A 0 A_GiveToTarget(\"TentacleAmmo\",2)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",15)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",10)\n\tGoto Death.Jitter\n\tDeath.Fleshbent2:\n\tTNT1 A 0 A_GiveToTarget(\"TentacleAmmo\",2)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",15)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",10)\n\tGoto Death.Jitter\n\tPain.BastetClawing:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",4)\n\t\tGoto Pain\n\tPain.BastetClawingLightSFX:\n\t\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitLight\",CHAN_5)\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",3)\n\t\tGoto Pain\n\tPain.BastetClawingHeavySFX:\n\t\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitHeavy\",CHAN_5)\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",6)\n\t\tGoto Pain\n\tPain.CreepStun:\n    CASS H 0 A_Pain\n\tCASS H 0 A_GiveToTarget(\"health\",5)\n\tCASS H 40 Setplayerproperty(0,1,0)\n\tCASS H 2 Setplayerproperty(0,0,0)\n\t\tGoto Spawn\n\t\tPain.Justicar:\n\tTNT1 A 0 A_custommissile(\"Justicarattack\",14,0,random(0,360))\n\tTNT1 A 0 A_GiveToTarget(\"Health\",1)\n\tTNT1 A 0 A_GiveToTarget(\"JusticarSecondaryAmmo\",1)\n\tGoto pain\n\tPain.FleshBent:\n    CASS H 0 A_Pain\n\tCASS H 20 Setplayerproperty(0,1,0)\n\tCASS H 2 Setplayerproperty(0,0,0)\n\tGoto Spawn\n\tDeath:\n\tDeathAnim:\n\t\tCASS A 0 A_TakeInventory(\"KilledCount\",999)\n\t\tCASS A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tCASS A 0 A_GiveToTarget(\"KilledCassatt\",1)\n\t\tCASS H 6\n\t\tCASS I 6 A_PlayerScream\n\t\tCASS J 6\n\t\tCASS K 6 A_NoBlocking\n\t\tCASS LM 6\n\t\tCASS N -1\n\t\tStop\n\tDeath.GhoulChainSaw:\n\tTNT1 A 0 A_GiveToTarget(\"Health\",50)\n\tTNT1 A 0 A_GiveToTarget(\"BearTarpsAmmo\",1)\n\tTNT1 A 0 A_GiveToTarget(\"SawyerRageammo\",10)\n\tTNT1 A 0 A_GiveToTarget(\"DUMMY_SawyerBloodyChainsaw\", 1)\n\tGoto Death.Jitter\n\tDeath.BastetClawing:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitHeavy\",CHAN_6)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",30)\n\tGoto Death.Jitter\n\tDeath.BastetClawingLightSFX:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitLight\",CHAN_6)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",30)\n\tGoto Death.Jitter\n\tDeath.BastetClawingHeavySFX:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitHeavy\",CHAN_6)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",30)\n\tGoto Death.Jitter\n\tDeath.SjasScream:\n\t\tCASS A 0 A_GiveToTarget(\"KilledJ\",1)\n  \t\tGoto DeathAnim\n\tDeath.Creeper:\n\t\tCASS A 0 A_PlaySoundEx(\"CreeperAttack\",\"Body\")\n\t\tCASS A 0 A_SpawnItemEx(\"CreeperPopUp\",0,0,10)\n\t\tCASS A 0 A_GiveToTarget(\"CreeperHeal\",1)\n\t\tCASS A 0 ACS_ExecuteAlways(997,0,1)\n\t\tGoto DeathAnim\n\tDeath.CreepStun:\n\t\tCASS A 0 A_GiveToTarget(\"Unlock13\",1)\n\t\tCASS A 0 A_GiveToTarget(\"CreepGotya\",1)\n\t\tGoto DeathAnim\n\tDeath.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",15)\n\tGoto Death.Jitter\n\tDeath.Jitter:\n\t\tCASS A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tCASS A 0 A_GiveToTarget(\"KilledCassatt\",1)\n\t\tCASS A 0 A_GiveToTarget(\"Crunched\",1)\n\t\tCASS G 1 A_PlaySound(\"Gibbage/XSplat\")\n\t\tNULL A 0 A_SkullPop(\"Custom_CassattBloodySkull\")\n\t\tNULL A 0 A_PlaySound(\"Gibbage/PlayerGib\")\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A -1\n\t\tStop\n\tDeath.Ravager:\n\t\tCASS A 0 A_GiveToTarget(\"KilledR\",1)\n\t\tCASS A 0 A_GiveToTarget(\"Health\",25)\n\t\tCASS A 0 ACS_ExecuteAlways(997,0,2)\n\t\tCASS A 0 A_PlaySoundEx(\"RavagerAttack\",\"Body\")\n\t\tCASS A 0 A_SpawnItemEx(\"RavagerHit\",0,0,32)\n\t\tGoto DeathAnim\n\tDeath.RavagerBall:\n\t\tCASS A 0 A_GiveToTarget(\"RavagerGotYa\",1)\n\t\tGoto Death.SjasScream\n\tDeath.Yurei:\n\t\tCASS A 0 A_GiveToTarget(\"KilledY\",1)\n\t\tCASS A 0 A_PlaySoundEx(\"YureiKill1\",\"Body\",0,1)\n\t\tCASS A 0 ACS_ExecuteAlways(997,0,3)\n\t\tGoto DeathAnim\n\tDeath.YureiBall:\n\t\tCASS A 0 A_GiveToTarget(\"Health\",10)\n\t\tCASS A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Death.SjasScream\n\tDeath.Misty:\n\t\tCASS A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tCASS A 0 A_GiveToTarget(\"KilledM\",1)\n\t\tCASS HHHHHH 1 A_FadeOut(0.05)\n\t\tCASS A 0 A_PlayerScream\n\t\tCASS IIIIIIJJJJJJKK 1 A_FadeOut(0.05)\n\t\tCASS A 0 A_NoBlocking\n\t\tNULL A -1\n\t\tStop\n\tDeath.Clowny:\n\t\tCASS A 0 ACS_ExecuteAlways(997,0,4)\n\t\tCASS A 0 A_GiveToTarget(\"KilledC\",1)\n\t\tGoto DeathAnim\n\tDeath.Mohoph:\n\t\tCASS A 0 A_GiveToTarget(\"TransCassatt\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"MorphAmmo\", 1)\n\t\tCASS A 0 A_PlaySoundEx(\"MohophKill\",\"Body\")\n\t\tCASS A 0 ACS_ExecuteAlways(997,0,5)\n\t\tGoto DeathAnim\n\tDeath.EmtalicWeak:\n\t\tCASS A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto DeathAnim\n\tDeath.Emtalic:\n\t\tCASS A 0  A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Death.Jitter\n\tDeath.I1:\n\t\tCASS A 0 A_SpawnItemEx(\"Heart\",0,0,32,random(2,3),momy,random(8,12),random(-180,180))\n\t\tCASS A 0 A_GiveToTarget(\"KilledI1\",1)\n\t\tGoto DeathAnim\n\tDeath.I2:\n\t\tCASS A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tCASS A 0 A_GiveToTarget(\"KilledI2\",1)\n\t\tCASS A 0 A_GiveToTarget(\"Clip\",1)\n\t\tCASS A 0 SetPlayerProperty(0,1,4)\n\t\tCASS A 0 A_Stop\n\t\tCASS HHHHHHHHHHHHHH 5 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tNULL A 0 A_PlayerScream\n\t\tNULL A 0 ACS_ExecuteAlways(997,0,6)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"SkullGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"ChestGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"ArmGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"HandGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"CoccyxGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"LegGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AAAAAA 1 A_SpawnItemEx(\"BoneGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A -1 A_NoBlocking\n\t\tStop\n\tDeath.I3:\n\t\tCASS A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tCASS A 0 A_GiveToTarget(\"KilledI3\",1)\n\t\tCASS HHHHHH 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tCASS I 0 A_PlayerScream\n\t\tCASS IIIIII 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tCASS J 0 A_NoBlocking\n\t\tCASS JJJJJJKKKKKKLLLLLLMMMMMM 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tCASS NNNNNNN 3 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tCASS N -1\n\t\tStop\n\tDeath.I4:\n\t\tCASS A 0 A_GiveToTarget(\"KilledI4\",1)\n\t\tGoto DeathAnim\n\tDeath.I5:\n\t\tCASS A 0 A_GiveToTarget(\"KilledI5\",1)\n\t\tGoto DeathAnim\n\tPain.RavagerBall:\n\t\tCASS A 0 ACS_ExecuteAlways(920,0)\n\t\tGoto Pain\n\tPain.YureiBall:\n\t\tCASS A 0 A_GiveToTarget(\"Health\",10)\n\t\tCASS A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Pain\n\tPain.Emtalic:\n\t\tCASS A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\tPain.EmtalicWeak:\n\t\tCASS A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\t}\n}\n\nActor Double-Pistols : Weapon\n{\n\tWeapon.SelectionOrder 1500\n\tWeapon.SlotNumber 1\n\tWeapon.AmmoType \"CassattAmmo\"\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoUse 0\n\tInventory.PickupSound \"\"\n\tInventory.PickupMessage \"\"\n\tInventory.Icon \"CASSPIST\"\n\tDamagetype \"SamDeagle\"\n\tObituary \"%o was busted by %k's pistols.\"\n\tDecal \"BulletChip\"\n\t+WEAPON.NOAUTOAIM\n\t+WIMPY_WEAPON\n\t+INVENTORY.UNDROPPABLE\n\t+AMMO_OPTIONAL\n\tStates\n\t{\n\tReady:\n\t\tCASP A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tCASP A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tCASP A 1 A_Raise\n\t\tLoop\n\tFire:\n\t    TNT1 A 0 A_JumpIfInventory(\"DoublePistolChecker\",1,\"Fire2\")\n\t\tCASP A 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tCASP B 0 A_Light1\n\t\tCASP B 0 A_PlayWeaponSound(\"CassattPistols\")\n\t\tTNT1 A 0 A_FireBullets(random(0,1),1,1,5,\"CassattPuff1\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,16,-3)\n\t\tCASP B 1 bright A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tCASP A 0 A_GiveInventory(\"DoublePistolChecker\",1)\n\t\tCASP A 0 A_Light0\n\t\tCASP C 2 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tTNT1 A 0 A_Refire\n\t\tCASP A 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tGoto Ready\n\t Fire2:\n\t\tCASP A 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tCASP D 0 A_Light1\n\t\tCASP D 0 A_PlayWeaponSound(\"CassattPistols\")\n\t\tTNT1 A 0 A_FireBullets(random(0,1),1,1,5,\"CassattPuff1\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"InvertedRifleCaseSpawn\",5,0,-16,-3)\n\t\tCASP D 3 bright A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tCASP A 0 A_TakeInventory(\"DoublePistolChecker\",1)\n\t\tCASP A 0 A_Light0\n\t\tCASP E 4 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tCASP A 1 A_ReFire\n\t\tGoto Ready\n\tAltFire:\n\t\tCASP A 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tCASP F 0 A_Light1\n\t\tCASP F 0 A_PlayWeaponSound(\"CassattPistols\")\n\t\tTNT1 A 0  A_FireBullets(3,3,2,7,\"CassattPuff1\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,16,-3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"InvertedRifleCaseSpawn\",5,0,-16,-3)\n\t\tCASP F 3 bright A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tCASP A 0 A_Light0\n\t\tCASP A 8 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tCASP G 12 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tCASP A 6 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tGoto Ready\n\t}\n}\n\nActor CassattPuff1 : BulletPuff2\n{\n\tDamageType \"SamDeagle\"\n}\n\nActor Assault-Rifle : Weapon\n{\n\tWeapon.SelectionOrder 100\n\tWeapon.SlotNumber 2\n\tWeapon.AmmoType \"CassattAmmo\"\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoType2 \"CassattAmmo\"\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoUse2 1\n\tInventory.PickupSound \"\"\n\tInventory.PickupMessage \"\"\n\tInventory.Icon \"CASSMGUN\"\n\tObituary \"%o was assaulted by %k's MP40.\"\n\tDecal \"BulletChip\"\n\tweapon.kickback 1000\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tReady:\n\t\tARFL A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tARFL A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tARFL A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tARFL A 2 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tARFL B 0 A_Light1\n\t\tARFL B 0 A_PlayWeaponSound(\"CassattRifle\")\n\t\tARFL B 0 A_Recoil(1)\n\t\tTNT1 A 0 A_FireBullets(0,0,1,6,\"CassattPuff2\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,0,-3)\n\t\tARFL B 2 bright A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tARFL A 0 A_Light0\n\t\tARFL C 2 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tARFL B 0 A_Light1\n\t\tARFL B 0 A_PlayWeaponSound(\"CassattRifle\")\n\t\tARFL B 0 A_Recoil(1)\n\t\tTNT1 A 0 A_FireBullets(0,0,1,6,\"CassattPuff2\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,0,-3)\n\t\tARFL B 2 bright A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tARFL A 0 A_Light0\n\t\tARFL C 2 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tARFL B 0 A_Light1\n\t\tARFL B 0 A_Recoil(1)\n\t\tTNT1 A 0 A_FireBullets(0,0,1,6,\"CassattPuff2\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,0,-3)\n\t\tARFL B 2 bright A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tARFL A 0 A_Light0\n\t\tARFL C 24 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tTNT1 A 0 A_Refire\n\t\tARFL A 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tGoto Ready\n\tAltFire:\n\t\tTNT1 A 0\n\t\tGoto AltHold\n\tAltHold:\n\t\tARFL B 0 A_PlayWeaponSound(\"CassattRifle\")\n\t\tTNT1 A 0 A_FireBullets(5,5,1,6,\"CassattPuff2\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,0,-3)\n\t\tARFL B 2 bright A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tARFL A 0 A_Light0\n\t\tARFL C 2 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tARFL B 0 A_Light1\n\t\tARFL B 0 A_PlayWeaponSound(\"CassattRifle\")\n\t\tTNT1 A 0 A_FireBullets(5,5,1,6,\"CassattPuff2\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,0,-3)\n\t\tARFL B 2 Bright A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tARFL A 0 A_Light0\n\t\tARFL C 2 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tARFL B 0 A_Light1\n\t\tTNT1 A 0 A_FireBullets(5,5,1,6,\"CassattPuff2\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,0,-3)\n\t\tARFL B 2 Bright A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tARFL A 0 A_Light0\n\t\tARFL C 2 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tARFL B 0 A_Light1\n\t\tARFL A 0 A_ReFire\n\t\tTNT1 A 0 A_Light0\n\t\tARFL C 18 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tGoto Ready\n\t}\n}\n\nActor CassattAmmo : Ammo\n{\n\tInventory.PickupMessage \"\"\n\tInventory.Icon \"CASSCLIP\"\n\tInventory.Amount 300\n\tInventory.MaxAmount 300\n\tAmmo.BackPackAmount 300\n\tAmmo.BackPackMaxAmount 300\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor CassattPuff2 : BulletPuff2\n{\n\tDamageType \"normal\"\n}\n\nActor Flame-Thrower : Weapon\n{\n\tWeapon.SelectionOrder 600\n\tWeapon.SlotNumber 3\n\tWeapon.AmmoType \"CassattFuel\"\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoType2 \"CassattFuel\"\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoUse2 50\n\tInventory.PickupSound \"\"\n\tInventory.PickupMessage \"\"\n\tInventory.Icon \"CASSFIRE\"\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tReady:\n\t\tFTHR A 1 A_WeaponReady\n\t\tLoop\n\tSelect:\n\t\tFTHR A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tFTHR A 1 A_Lower\n\t\tLoop\n\tFire:\n\t    TNT1 A 0 A_FireCustomMissile(\"FlameThrown\", random(-16,16))\n\t\tFTHR B 2 bright A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tTNT1 A 0 A_FireCustomMissile(\"FlameThrown\", random(-16,16))\n\t\tFTHR C 2 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tGoto Ready\n\tAltFire:\n\t\tFTHR A 5 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tFTHR A 0 A_Recoil(6)\n\t\tFTHR A 0 A_PlayWeaponSound(\"CassattBall\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"FlameBall\")\n\t\tFTHR B 2 Bright A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tFTHR C 3 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tFTHR A 50 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tGoto Ready\n\t}\n}\n\nActor CassattFuel : Ammo\n{\n\tInventory.PickupMessage \"\"\n\tInventory.Icon \"FUELA0\"\n\tInventory.Amount 200\n\tInventory.MaxAmount 200\n\tAmmo.BackPackAmount 200\n\tAmmo.BackPackMaxAmount 200\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tCELL A -1\n\t\tStop\n\t}\n}\n\nActor FlameThrown\n{\n\tDamage (2)\n\tSpeed 21\n\tRadius 12\n\tRenderStyle Add\n\tSeeSound \"CassattFlame\"\n\tDamageType \"Fire2\"\n\tDecal \"Scorch\"\n\tObituary \"%o was fried with %k's flame thrower.\"\n\tAlpha 0.8\n\tScale 0.5\n\tHeight 20\n\tPROJECTILE\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\tStates\n\t{\n\tSpawn:\n\t\tHELX ABCDEFGHIJ 3 bright A_FadeOut(0.05)\n\t\tStop\n\tDeath:\n\t\tHELX ABCDEFGHIJ 5 bright A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nActor FlameBall\n{\n\tDamage (10)\n\tSpeed 28\n\tRadius 8\n\tRenderStyle Add\n\tSeeSound \"CassattFlame\"\n\tDamageType \"AltGrenade\"\n\tDecal \"Scorch\"\n\tObituary \"%o caught %k's flame ball.\"\n\tAlpha 0.8\n\tScale 0.5\n\tHeight 10\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tGLO6 A 3 bright A_SpawnItemEx(\"FlameThrown\",0,0,0,0,0,2)\n\t\tLoop\n\tDeath:\n\t\tGLO6 A 0 A_Explode(80,120,1)\n\t\tGLO6 A 1 bright A_SpawnItemEx(\"GrenadeExplosion\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n\t\tStop\n\t}\n}\n\nActor CreeperPopUp : Inventory\n{\nInventory.MaxAmount 1\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/LCroft.txt",
        "contents": "Actor LCroft : PlayerPawn\n{\n\tMass 400\n\tPlayer.Maxhealth 100\n\tScale 1.1\n\tPlayer.SoundClass \"Lara\"\n    Player.WeaponSlot 1, \"Lara-Pistols\"\n    Player.WeaponSlot 2, \"Lara-Rifle\"\n\tPlayer.WeaponSlot 3, \"Lara-Bow\"\n\tPlayer.DisplayName \"Lara Croft\"\n\tPlayer.StartItem \"Lara-Pistols\", 1\n\tPlayer.StartItem \"Lara-Rifle\", 1\n\tPlayer.StartItem \"Lara-Bow\", 1\n\tPlayer.StartItem \"BowAmmo1\", 30\n\tPlayer.StartItem \"BowAmmo2\", 10\n\tPlayer.StartItem \"IsHuman\", 1\n    Player.StartItem \"Dual9mmPrimaryLara\", 30\n\tPlayer.StartItem \"Dual9mmSecondaryLara\", 120\n\tPlayer.StartItem \"LARPrimaryLara\", 10\n\tPlayer.StartItem \"LARSecondaryLara\", 10\n\tPlayer.StartItem \"clip\"\n\tPlayer.StartItem \"DukeJetpackItem\", 1\n\tPlayer.StartItem \"Screamer\", 0\n\tPlayer.ScoreIcon \"LCROFTST\"\n\tPlayer.ColorRange 112, 127\n\tPlayer.ForwardMove 1.1\n\tPlayer.SideMove 1.1\n\tPlayer.JumpZ 11\n\tDamageFactor \"Grenade\", 0.4\n\tDamagefactor \"normal\", 0.9\n\tDamageFactor \"GhostTrap\", 0.0\n\tDamagefactor \"Sentinel\", 0.0\n\tDamagefactor \"MechPewPews\", 0.0\n\tDamagefactor \"MacheteSlicerino\", 0.0\n\tPainChance 256\n\tLimitedToTeam 0\n\t+NOSKIN\n\t+NOICEDEATH\n\t+GHOST\n\t+QUICKTORETALIATE\n\tStates\n\t{\n\tSpawn:\n\t\tLARA Z 1 Setplayerproperty(0,0,0)\n\t\tLoop\n\tSee:\n\t\tLARA A 0 A_JumpIfHealthLower(50,\"INeedHealingSee\")\n\t\tLARA AB 6\n\t\tLARA A 0 A_SpawnItemEx(\"LaraStomp\",0,0,0,0,0,-20,0,0,0)\n\t\tLARA CD 6\n\t\tLARA A 0 A_SpawnItemEx(\"LaraStomp\",0,0,0,0,0,-20,0,0,0)\n\t\tGoto Spawn\n\tINeedHealingSee:\n\t\tLARA A 0 A_SpawnItemEx(\"INeedHealingTrail\",random(-20,20),random(-20,20),0,0,0,10)\n\t\tLARA AB 6\n\t\tLARA A 0 A_SpawnItemEx(\"LaraStomp\",0,0,0,0,0,-20,0,0,0)\n\t\tLARA CD 6\n\t\tLARA A 0 A_SpawnItemEx(\"LaraStomp\",0,0,0,0,0,-20,0,0,0)\n\t\tGoto Spawn\n\tMissile:\n\t\tLARA E 12\n\t\tGoto Spawn\n\tMelee:\n\t\tLARA F 6 bright\n\t\tGoto Missile\n\tPain.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",2)\n\tPain:\n\t\tLARA G 4\n\t\tLARA G 4 A_Pain\n\t\tGoto Spawn\n\tPain.FleshBent2:\n\tTNT1 A 0 A_GiveToTarget(\"Health\",4)\n\tGoto Pain\n\tDeath.Fleshbent:\n\tTNT1 A 0 A_GiveToTarget(\"TentacleAmmo\",2)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",15)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",10)\n\tGoto Death.Jitter\n\tDeath.Fleshbent2:\n\tTNT1 A 0 A_GiveToTarget(\"TentacleAmmo\",2)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",15)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",10)\n\tGoto Death.Jitter\n\tPain.BastetClawing:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",4)\n\t\tGoto Pain\n\tPain.BastetClawingLightSFX:\n\t\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitLight\",CHAN_5)\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",3)\n\t\tGoto Pain\n\tPain.BastetClawingHeavySFX:\n\t\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitHeavy\",CHAN_5)\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",6)\n\t\tGoto Pain\n\t\tPain.Justicar:\n\tTNT1 A 0 A_custommissile(\"Justicarattack\",14,0,random(0,360))\n\tTNT1 A 0 A_GiveToTarget(\"Health\",1)\n\tTNT1 A 0 A_GiveToTarget(\"JusticarSecondaryAmmo\",1)\n\tGoto pain\n\tPain.CreepStun:\n    LARA G 0 A_Pain\n\tLARA G 0 A_GiveToTarget(\"health\",5)\n\tLARA G 40 Setplayerproperty(0,1,0)\n\tLARA G 2 Setplayerproperty(0,0,0)\n\t\tGoto Spawn\n\t Pain.FleshBent:\n    LARA G 0 A_Pain\n\tLARA G 20 Setplayerproperty(0,1,0)\n\tLARA G 2 Setplayerproperty(0,0,0)\n\tGoto Spawn\n\tDeath.Creeper:\n\t\tLARA A 0 A_PlaySoundEx(\"CreeperAttack\",\"Body\")\n\t\tLARA A 0 A_SpawnItemEx(\"CreeperPopUp\",0,0,10)\n\t\tLARA A 0 A_GiveToTarget(\"CreeperHeal\",1)\n\t\tLARA A 0 ACS_ExecuteAlways(997,0,1)\n\t\tGoto DeathAnim\n\tDeath.CreepStun:\n\t\tLARA A 0 A_GiveToTarget(\"Unlock13\",1)\n\t\tLARA A 0 A_GiveToTarget(\"CreepGotya\",1)\n\t\tGoto DeathAnim\n\tDeath.SjasScream:\n\t\tLARA A 0 A_GiveToTarget(\"KilledJ\",1)\n\t\tGoto DeathAnim\n\tDeath:\n\tDeathAnim:\n\t\tLARA A 0 A_TakeInventory(\"KilledCount\",999)\n\t\tLARA A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tLARA A 0 A_GiveToTarget(\"KilledCroft\",1)\n\t\tLARA H 5\n\t\tLARA I 5 A_PlayerScream\n\t\tLARA J 5 A_NoBlocking\n\t\tLARA KLM 5\n\t\tLARA N -1\n\t\tStop\n\tDeath.GhoulChainSaw:\n\tTNT1 A 0 A_GiveToTarget(\"Health\",50)\n\tTNT1 A 0 A_GiveToTarget(\"BearTarpsAmmo\",1)\n\tTNT1 A 0 A_GiveToTarget(\"SawyerRageammo\",10)\n\tTNT1 A 0 A_GiveToTarget(\"DUMMY_SawyerBloodyChainsaw\", 1)\n\tGoto Death.Jitter\n\tDeath.BastetClawing:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitHeavy\",CHAN_6)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",30)\n\tGoto Death.Jitter\n\tDeath.BastetClawingLightSFX:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitLight\",CHAN_6)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",30)\n\tGoto Death.Jitter\n\tDeath.BastetClawingHeavySFX:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitHeavy\",CHAN_6)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",30)\n\tGoto Death.Jitter\n\tDeath.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",15)\n\tGoto Death.Jitter\n\tDeath.Jitter:\n\t\tLARA A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tLARA A 0 A_GiveToTarget(\"KilledCroft\",1)\n\t\tLARA A 0 A_GiveToTarget(\"Crunched\",1)\n\t\tLARA G 1 A_PlaySound(\"Gibbage/XSplat\")\n\t\tNULL A 0 A_SkullPop(\"Custom_LaraBloodySkull\")\n\t\tNULL A 0 A_PlaySound(\"Gibbage/PlayerGib\")\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A -1\n\t\tStop\n\tDeath.Ravager:\n\t\tLARA A 0 A_GiveToTarget(\"KilledR\",1)\n\t\tLARA A 0 A_GiveToTarget(\"Health\",25)\n\t\tLARA A 0 ACS_ExecuteAlways(997,0,2)\n\t\tLARA A 0 A_PlaySoundEx(\"RavagerAttack\",\"Body\")\n\t\tLARA A 0 A_SpawnItemEx(\"RavagerHit\",0,0,32)\n\t\tGoto DeathAnim\n\tDeath.RavagerBall:\n\t\tLARA A 0 A_GiveToTarget(\"RavagerGotYa\",1)\n\t\tGoto Death.SjasScream\n\tDeath.Yurei:\n\t\tLARA A 0 A_GiveToTarget(\"KilledY\",1)\n\t\tLARA A 0 A_PlaySoundEx(\"YureiKill1\",\"Body\",0,1)\n\t\tLARA A 0 ACS_ExecuteAlways(997,0,3)\n\t\tGoto DeathAnim\n\tDeath.YureiBall:\n\t\tLARA A 0 A_GiveToTarget(\"Health\",10)\n\t\tLARA A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Death.SjasScream\n\tDeath.Misty:\n\t\tLARA A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tLARA A 0 A_GiveToTarget(\"KilledM\",1)\n\t\tLARA HHHHH 1 A_FadeOut(0.05)\n\t\tLARA A 0 A_PlayerScream\n\t\tLARA IIIIIJJJJJKKKKK 1 A_FadeOut(0.05)\n\t\tLARA A 0 A_NoBlocking\n\t\tNULL A -1\n\t\tStop\n\tDeath.Clowny:\n\t\tLARA A 0 ACS_ExecuteAlways(997,0,4)\n\t\tLARA A 0 A_GiveToTarget(\"KilledC\",1)\n\t\tGoto DeathAnim\n\tDeath.Mohoph:\n\t\tLARA A 0 A_GiveToTarget(\"TransCroft\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"MorphAmmo\", 1)\n\t\tLARA A 0 A_PlaySoundEx(\"MohophKill\",\"Body\")\n\t\tLARA A 0 ACS_ExecuteAlways(997,0,5)\n\t\tGoto DeathAnim\n\tDeath.EmtalicWeak:\n\t\tLARA A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto DeathAnim\n\tDeath.Emtalic:\n\t\tLARA A 0  A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Death.Jitter\n\tDeath.I1:\n\t\tLARA A 0 A_SpawnItemEx(\"Heart\",0,0,32,random(2,3),momy,random(8,12),random(-180,180))\n\t\tLARA A 0 A_GiveToTarget(\"KilledI1\",1)\n\t\tGoto DeathAnim\n\tDeath.I2:\n\t\tLARA A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tLARA A 0 A_GiveToTarget(\"KilledI2\",1)\n\t\tLARA A 0 A_GiveToTarget(\"Clip\",1)\n\t\tLARA G 0 SetPlayerProperty(0,1,4)\n\t\tLARA G 0 A_Stop\n\t\tLARA GGGGGGGGGGGGGG 5 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tNULL A 0 A_PlayerScream\n\t\tNULL A 0 ACS_ExecuteAlways(997,0,6)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"SkullGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"ChestGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"ArmGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"HandGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"CoccyxGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"LegGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AAAAAA 1 A_SpawnItemEx(\"BoneGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A -1 A_NoBlocking\n\t\tStop\n\tDeath.I3:\n\t\tLARA A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tLARA A 0 A_GiveToTarget(\"KilledI3\",1)\n\t\tLARA HHHHH 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tLARA I 0 A_PlayerScream\n\t\tLARA IIIII 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tLARA J 0 A_NoBlocking\n\t\tLARA JJJJJKKKKKLLLLLMMMMM 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tLARA NNNNNNN 3 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tLARA N -1\n\t\tStop\n\tDeath.I4:\n\t\tLARA A 0 A_GiveToTarget(\"KilledI4\",1)\n\t\tGoto DeathAnim\n\tDeath.I5:\n\t\tLARA A 0 A_GiveToTarget(\"KilledI5\",1)\n\t\tGoto DeathAnim\n\tPain.RavagerBall:\n\t\tLARA A 0 ACS_ExecuteAlways(920,0)\n\t\tGoto Pain\n\tPain.YureiBall:\n\t\tLARA A 0 A_GiveToTarget(\"Health\",10)\n\t\tLARA A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Pain\n\tPain.Emtalic:\n\t\tLARA A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\tPain.EmtalicWeak:\n\t\tLARA A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\t}\n}\n\nActor LaraStomp : CyborgStomp\n{\n\tDeathSound \"LaraStep\"\n\n}\n\nACTOR Lara-Rifle : Weapon\n{\n  Weapon.AmmoUse 0\n  Scale 0.25\n  Weapon.AmmoGive2 20\n  Inventory.icon \"TNT1A0\"\n  Weapon.AmmoType \"LARPrimaryLara\"\n  Weapon.AmmoType2 \"LARSecondaryLara\"\n  Obituary \"%k taught %o some manners.\"\n  +WEAPON.NOAUTOFIRE\n  +WEAPON.NOALERT\n  Inventory.Pickupmessage \"You picked up the Lever-Action Rifle.\"\n  Inventory.PickupSound \"lvac/pickup\"\n  Tag \"Lever-Action Rifle\"\n  States\n  {\n  Ready:\n    LVID A 0 A_PlaySoundEx(\"lvac/select\",\"SoundSlot6\")\n\tLVSS ABCDEFGHIJK 2\n\tTNT1 A 0 A_JumpIfInventory(\"CyborgDashCheck\", 1, \"ReloadCheck\")\n\tLVID A 0 A_JumpIfInventory(\"IsReloading\",1,\"ToReload\")\n\tLVID A 0 A_JumpIfInventory(\"IronSights\",1,\"ReadyIS\")\n\tBPRI A 0\n\tBPRI A 0\n    LVID A 1 A_WeaponReady\n    Goto Ready+12\n  ReloadCheck:\n\tTNT1 A 0\n\tTNT1 A 0 A_TakeInventory(\"CyborgDashCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"CanReload\", 1, \"Reload\")\n\tGoto Ready+12\n  ReadyIS:\n\tBPRI A 0\n\t BPRI A 0\n    LVID B 1 A_WeaponReady(1)\n\tGoto Ready+12\n  ToReady:\n    TNT1 A 0 A_JumpIfInventory(\"IronSights\",1,\"ReadyIS\")\n\tGoto Ready+12\n\tTNT1 AAA 0\n\tTNT1 A 0 A_PlaySound(\"9mm/dryfire\")\n\tTNT1 A 0 A_Print(\"Out Of Ammo!\")\n\tTNT1 A 0 A_JumpIfInventory(\"IronSights\",1,\"ReadyIS\")\n\tGoto Ready+12\n  ToReload:\n    TNT1 A 0 A_TakeInventory(\"IsReloading\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"LARPrimaryLara\",10,\"ToReady\")\n    TNT1 A 0 A_JumpIfInventory(\"LARSecondaryLara\",1,\"Reload\")\n\tGoto ToReady+2\n  AltFire:\n\tTNT1 A 0 A_TakeInventory(\"CyborgDashCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"IronSights\",1,\"ZoomOut\")\n\tGoto ZoomIn\n  ZoomIn:\n\tTNT1 A 0 A_ZoomFactor(2.50)\n\tTNT1 A 0 A_GiveInventory(\"IronSights\",1)\n\tLVTR ABC 1\n\tGoto ReadyIS\n   ZoomOut:\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tTNT1 A 0 A_TakeInventory(\"IronSights\",1)\n\tLVTR CBA 1\n\tGoto Ready+12\n  Deselect:\n\tTNT1 A 0 A_TakeInventory(\"CyborgDashCheck\")\n\t KSGS A 0 A_TakeInventory(\"IronSights\",1)\n\t KSGS A 0 A_ZoomFactor(1.0)\n     LVPD ABCDEFG 1 A_Lower\n     TNT1 AAAAAAAAAA 0 A_Lower\n\t TNT1 A 1 A_Lower\n     Goto Deselect+9\n  Select:\n\tTNT1 A 0 A_TakeInventory(\"CyborgDashCheck\")\n     TNT1 A 0 A_Raise\n     Wait\n  Fire:\n\tTNT1 A 0 A_TakeInventory(\"CyborgDashCheck\")\n    PISG B 0 A_JumpIfInventory(\"LARPrimaryLara\",1,1)\n\tGoto ToReload\n\tTNT1 A 0 A_GiveInventory(\"CanReload\", 1)\n    PISG B 0 A_JumpIfInventory(\"IronSights\",1,\"FireIS\")\n\tPISG B 0 A_TakeInventory(\"LARPrimaryLara\",1)\n\tPISG B 0 A_PlaySoundEx(\"lvac/fire\",\"Weapon\")\n    PISG B 0 A_FireBullets (0.2, 0.2, 1, 12, \"RevyRifleBullet\")\n\tBPSS A 0\n\tBPSS A 0 A_AlertMonsters\n\tBPSS A 0\n\tTNT1 A 0\n\tLVFI A 2 bright\n\tBPSS A 0\n\tLVFI BCDEF 2\n\tLVFI G 0 A_PlaySoundEx(\"lvac/cockback\",\"SoundSlot6\")\n\tLVFI G 2\n\tBPSS A 0 A_FireCustomMissile(\"LongRifleCaseSpawn\",5,0,16,-3)\n\tLVFI HI 2\n\tLVFI J 0 A_PlaySoundEx(\"lvac/cockfwd\",\"SoundSlot6\")\n\tLVFI J 2\n\tLVFI KLMN 2 A_WeaponReady(1)\n    Goto Ready+12\n  Reload:\n\t TNT1 A 0\n\t TNT1 A 0 A_TakeInventory(\"CanReload\")\n     TNT1 A 0 A_JumpIfInventory(\"IronSights\",1,\"IronToReload\")\n\t Goto ReloadAnim\n   IronToReload:\n\t TNT1 A 0 A_ZoomFactor(1.0)\n\t TNT1 A 0 A_TakeInventory(\"IronSights\",1)\n\t LVTR CBA 1\n\t Goto ReloadAnim\n  ReloadAnim:\n     9MRL A 0\n\t LVRL ABCDEFGH 2\n\t Goto ReloadLoop\n\n  ReloadLoop:\n     SGRL F 0 A_JumpIfInventory(\"LARPrimaryLara\",10,\"ReloadEnd\")\n\t SGRL F 0 A_JumpIfInventory(\"LARSecondaryLara\",1,1)\n\t Goto ReloadEnd\n\t LVRL IJ 2\n\t SGRL G 0 A_PlaySoundEx(\"lvac/insert\",\"SoundSlot6\")\n\t LVRL KL 2\n\t SGRL H 0 A_TakeInventory(\"LARSecondaryLara\",1)\n\t SGRL H 0 A_GiveInventory(\"LARPrimaryLara\",1)\n\t SGRL H 0 A_GiveInventory(\"LARSecondaryLara\",1)\n\t LVRL MNOP 1 A_WeaponReady(1)\n\t LVRL Q 5 A_WeaponReady(1)\n\t Loop\n\n  ReloadEnd:\n     LVRL ST 2\n\t LVRL U 0 A_PlaySoundEx(\"lvac/bolt\",\"SoundSlot6\")\n\t LVRL UVWX 2\n\t LVRL YZ 2 A_WeaponReady(1)\n\t LVRM AB 2 A_WeaponReady(1)\n\t CHGG B 0 A_TakeInventory(\"IsReloading\",1)\n\t CHGG B 0 A_TakeInventory(\"ThrowingGrenade\",1)\n\t CHGG B 0 A_TakeInventory(\"DoAltFire\",1)\n\t Goto ToReady\n  FireIS:\n    PISG B 0 A_JumpIfInventory(\"LARPrimaryLara\",1,1)\n\tGoto ToReload\n\tPISG B 0 A_TakeInventory(\"LARPrimaryLara\",1)\n\tPISG B 0 A_PlaySoundEx(\"lvac/fire\",\"Weapon\")\n    PISG B 0 A_FireBullets (0, 0, 1, 24, \"RevyRifleBullet\")\n\tBPSS A 0\n\tBPSS A 0 A_AlertMonsters\n\tBPSS A 0\n\tTNT1 A 0\n\tLVFJ A 2 bright\n\tBPSS A 0\n\tLVFJ BC 2\n\tLVID B 2\n\tLVFJ D 0 A_TakeInventory(\"IronSights\",1)\n\tLVFJ D 0 A_ZoomFactor(1.0)\n\tLVTR CB 1\n\tLVFI G 0 A_PlaySoundEx(\"lvac/cockback\",\"SoundSlot6\")\n\tLVFI G 2\n\tBPSS A 0 A_FireCustomMissile(\"LongRifleCaseSpawn\",5,0,16,-3)\n\tLVFI HI 2\n\tLVFI J 0 A_PlaySoundEx(\"lvac/cockfwd\",\"SoundSlot6\")\n\tLVFI J 2\n\tLVFI KLMN 2 A_WeaponReady(1)\n    Goto Ready+12\n  Spawn:\n    LVID C -1\n    Stop\n  }\n}\n\nACTOR LARPrimaryLara : Ammo\n{\n  Inventory.PickupMessage \"You got Winchester ammo.\" // \"Picked up a clip.\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 10\n  Ammo.BackpackAmount 1\n  Ammo.BackpackMaxAmount 10\n  Inventory.Icon \"WPICA0\"\n}\n\nACTOR LARSecondaryLara : Ammo\n{\n  Inventory.PickupMessage \"You got Winchester ammo.\" // \"Picked up a clip.\"\n  Inventory.Amount 8\n  Inventory.MaxAmount 20\n  Ammo.BackpackAmount 8\n  Ammo.BackpackMaxAmount 70\n  Inventory.Icon \"CLIPA0\"\n  States\n  {\n  Spawn:\n    SBOX B -1\n    Stop\n  }\n}\n\nActor CanReload : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nACTOR Dual9mmPrimaryLara : Ammo\n{\n  Inventory.PickupMessage \"You got 9mm ammo.\" // \"Picked up a clip.\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 30\n  Ammo.BackpackAmount 1\n  Ammo.BackpackMaxAmount 30\n  Inventory.Icon \"WPICA0\"\n}\n\nACTOR Dual9mmSecondaryLara : Ammo\n{\n  Inventory.PickupMessage \"Picked up a mag of 9mm ammo.\" // \"Picked up a clip.\"\n  Inventory.PickupSound \"9mm/magtap\"\n  Inventory.Amount 15\n  Inventory.MaxAmount 210\n  Ammo.BackpackAmount 15\n  Ammo.BackpackMaxAmount 210\n  Inventory.Icon \"CLIPA0\"\n  States\n  {\n  Spawn:\n    PMAG A -1\n    Stop\n  }\n}\n\nActor Lara-Pistols : Weapon\n{\n  Weapon.AmmoUse 0\n  Weapon.AmmoUse2 0\n  Weapon.AmmoGive2 60\n  Inventory.icon \"TNT1A0\"\n  Weapon.AmmoType \"Dual9mmPrimaryLara\"\n  Weapon.AmmoType2 \"Dual9mmSecondaryLara\"\n  Obituary \"%k raided %o's tomb!\"\n  +WEAPON.WIMPY_WEAPON\n  +WEAPON.NOAUTOFIRE\n  +WEAPON.NOALERT\n  Inventory.Pickupmessage \"You picked up another 9mm pistol.\"\n  Inventory.PickupSound \"9mm/pickup\"\n  Scale 0.1\n  States\n  {\n  Ready:\n    D9IE A 0 A_PlaySoundEx(\"9mm/select\",\"SoundSlot6\")\n\tD9SS ABCDEFGHIJKLM 2\n\tTNT1 A 0 A_JumpIfInventory(\"CyborgDashCheck\", 1, \"ReloadCheck\")\n\tD9IE A 0 A_JumpIfInventory(\"IsReloading\",1,\"ToReload\")\n\tD9IE A 0 A_JumpIfInventory(\"IronSights\",1,\"ReadyIS\")\n\tD9IE A 0\n\tBPRI A 0\n\tBPRI A 0\n    D9IE A 1 A_WeaponReady\n    Goto Ready+14\n  ReloadCheck:\n\tTNT1 A 0\n\tTNT1 A 0 A_TakeInventory(\"CyborgDashCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"CanReload_Duals\", 1, \"Reload\")\n\tGoto Ready+14\n  ReadyIS:\n    D9IE A 0\n\tBPRI A 0\n\t BPRI A 0\n    D9IE B 1 A_WeaponReady(1)\n\tGoto Ready+14\n  ToReady:\n    TNT1 A 0 A_JumpIfInventory(\"IronSights\",1,\"ReadyIS\")\n\tGoto Ready+14\n\tTNT1 AAA 0\n\tTNT1 A 0 A_PlaySound(\"9mm/dryfire\")\n\tTNT1 A 0 A_Print(\"Out Of Ammo!\")\n\tTNT1 A 0 A_JumpIfInventory(\"IronSights\",1,\"ReadyIS\")\n\tGoto Ready+14\n  ToReload:\n    TNT1 A 0 A_TakeInventory(\"IsReloading\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"Dual9mmPrimaryLara\",30,\"ToReady\")\n    TNT1 A 0 A_JumpIfInventory(\"Dual9mmSecondaryLara\",1,\"Reload\")\n\tGoto ToReady+2\n  AltFire:\n    TNT1 A 0\n\tTNT1 A 0 A_TakeInventory(\"CyborgDashCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"IronSights\",1,\"ZoomOut\")\n\tGoto ZoomIn\n  ZoomIn:\n\tTNT1 A 0 A_ZoomFactor(1.25)\n\tTNT1 A 0 A_GiveInventory(\"IronSights\",1)\n\tD9TR ABCDEF 1\n\tGoto ReadyIS\n   ZoomOut:\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tTNT1 A 0 A_TakeInventory(\"IronSights\",1)\n\tD9TR FEDCBA 1\n\tGoto Ready+14\n  Deselect:\n\t TNT1 A 0\n\t TNT1 A 0 A_TakeInventory(\"CyborgDashCheck\")\n\t KSGS A 0 A_TakeInventory(\"IronSights\",1)\n\t KSGS A 0 A_ZoomFactor(1.0)\n\t KSGS A 0\n     D9SS MLKJIHGFEDCBA 1\n\t TNT1 A 0\n     TNT1 AAAAAAAAAA 0 A_Lower\n\t TNT1 A 1 A_Lower\n     Goto Deselect+16\n  Select:\n\t TNT1 A 0\n\t TNT1 A 0 A_TakeInventory(\"CyborgDashCheck\")\n     TNT1 A 0 A_Raise\n     Wait\n  Fire:\n    PISG B 0 A_JumpIfInventory(\"Dual9mmPrimaryLara\",1,1)\n\tGoto ToReload\n\tTNT1 A 0 A_TakeInventory(\"CyborgDashCheck\")\n\tTNT1 A 0 A_GiveInventory(\"CanReload_Duals\", 1)\n    PISG B 0 A_JumpIfInventory(\"IronSights\",1,\"FireIS\")\n\tPISG B 0 A_JumpIfInventory(\"FireLeft\",1,\"FireLeft\")\n\tPISG B 0 A_TakeInventory(\"Dual9mmPrimaryLara\",1)\n\tBPSS A 0 A_AlertMonsters\n\tBPSS A 0 A_GiveInventory(\"FireLeft\",1)\n\tPISG B 0 A_PlaySoundEx(\"LaraPistols\",\"Weapon\")\n    PISG B 0 A_FireBullets (1.6, 0.5, 1, 6, \"SeriousDeagle1\")\n\tBPSS A 0\n\tBPSS A 0\n\tBPSS A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,16,-3)\n\tTNT1 A 0\n\tD9FR A 2 bright\n\tBPSS A 0\n\tD9FR B 2\n    D9FR CDEF 2 A_WeaponReady(1)\n    Goto Ready+14\n  FireLeft:\n    PISG B 0 A_TakeInventory(\"Dual9mmPrimaryLara\",1)\n\tBPSS A 0 A_AlertMonsters\n\tBPSS A 0 A_TakeInventory(\"FireLeft\",1)\n\tPISG B 0 A_PlaySoundEx(\"LaraPistols\",\"Weapon\")\n    PISG B 0 A_FireBullets (1.6, 0.5, 1, 6, \"SeriousDeagle1\")\n\tBPSS A 0\n\tBPSS A 0\n\tBPSS A 0 A_FireCustomMissile(\"InvertedRifleCaseSpawn\",5,0,-16,-3)\n\tTNT1 A 0\n\tD9FL A 2 bright\n\tBPSS A 0\n\tD9FL B 2\n    D9FL CDEF 2 A_WeaponReady(1)\n    Goto Ready+14\n  Reload:\n\tTNT1 A 0\n\tTNT1 A 0 A_TakeInventory(\"CanReload_Duals\")\n     TNT1 A 0 A_JumpIfInventory(\"IronSights\",1,\"IronToReload\")\n\t Goto ReloadAnim\n   IronToReload:\n\t TNT1 A 0 A_ZoomFactor(1.0)\n\t TNT1 A 0 A_TakeInventory(\"IronSights\",1)\n\t D9TR FEDCBA 1\n\t Goto ReloadAnim\n  ReloadAnim:\n     D9RL A 2\n\t D9RL C 0 A_PlaySoundEx(\"9mm/dualreload1\",\"SoundSlot6\")\n\t D9RL BCDEFGHIJKLMNOPQRSTUV 2\n\t D9RL W 0 A_PlaySoundEx(\"9mm/dualreload2\",\"SoundSlot6\")\n\t D9RL WXYZ 2\n\t D9RM ABCDEFGHIJKLMNO 1\n\t D9RM P 0 A_PlaySoundEx(\"9mm/dualreload3\",\"SoundSlot6\")\n\t D9RM PQRST 2\n\t D9RM Y 0 A_PlaySoundEx(\"9mm/dualreload4\",\"SoundSlot6\")\n\t D9RM UVWXYZ 2\n\t D9RN ABC 1\n\t CHGG B 0 A_TakeInventory(\"IsReloading\",1)\n\t CHGG B 0\n\t CHGG B 0 A_TakeInventory(\"DoAltFire\",1)\n\t Goto CalcAmmo\n   CalcAmmo:\n     TNT1 A 0 A_JumpIfInventory(\"Dual9mmSecondaryLara\",1,2)\n\t Goto Ready+14\n\t TNT1 AAA 0\n\t TNT1 A 0 A_JumpIfInventory(\"Dual9mmPrimaryLara\",30,\"ToReady\")\n\t TNT1 A 0 A_TakeInventory(\"Dual9mmSecondaryLara\",1)\n\t TNT1 A 0 A_GiveInventory(\"Dual9mmPrimaryLara\",1)\n\t Loop\n  FireIS:\n    PISG B 0 A_JumpIfInventory(\"Dual9mmPrimaryLara\",1,1)\n\tGoto ToReload\n\tPISG B 0 A_JumpIfInventory(\"FireLeft\",1,\"FireLeftIS\")\n\tPISG B 0 A_TakeInventory(\"Dual9mmPrimaryLara\",1)\n\tPISG B 0 A_GiveInventory(\"FireLeft\",1)\n    // PISG B 0 A_StopSoundEx(\"Weapon\")\n\tBPSS A 0 A_AlertMonsters\n\tPISG B 0 A_PlaySoundEx(\"LaraPistols\",\"Weapon\")\n    PISG B 0 A_FireBullets (0.2, 0, 1, 7, \"SeriousDeagle1\")\n\tBPSS A 0\n\tBPSS A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,5,-3)\n\tTNT1 A 0\n\tD9FS A 2 bright\n\tBPSS A 0\n\tD9FS B 2\n    D9FS CDEF 2 A_WeaponReady(1)\n    Goto ReadyIS\n  FireLeftIS:\n    PISG B 0 A_TakeInventory(\"Dual9mmPrimaryLara\",1)\n    // PISG B 0 A_StopSoundEx(\"Weapon\")\n\tBPSS A 0 A_AlertMonsters\n\tBPSS A 0 A_TakeInventory(\"FireLeft\",1)\n\tPISG B 0 A_PlaySoundEx(\"LaraPistols\",\"Weapon\")\n    PISG B 0 A_FireBullets (0.2, 0, 1, 7, \"SeriousDeagle1\")\n\tBPSS A 0\n\tBPSS A 0 A_FireCustomMissile(\"InvertedRifleCaseSpawn\",5,0,-5,-3)\n\tTNT1 A 0\n\tD9FM A 2 bright\n\tBPSS A 0\n\tD9FM B 2\n    D9FM CDEF 2 A_WeaponReady(1)\n    Goto ReadyIS\n  Spawn:\n    D9IE C -1\n    Stop\n  }\n}\n\nActor LaraPuff1 : BulletPuff2\n{\n\tDamageType \"SamDeagle\"\n}\n\nActor RevyRifleBullet : BulletPuff2\n{\n\tDamageType \"RevyRifleBullet\"\n}\n\nActor DroppedBullet\n{\n\tSpeed 8\n\tScale 0.2\n\tDamage 0\n\tBounceCount 2\n\tBounceFactor 0.8\n\tReactionTime 5\n\tPROJECTILE\n\n\t+DOOMBOUNCE\n\t+RIPPER\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tBLLT ABCDEFGH 3\n\t\tLoop\n\tDeath:\n\t\tBLLT C 35\n\t\tStop\n\t}\n}\n\nActor IronSights : Inventory\n{\nInventory.MaxAmount 1\n}\n\n// Used for dual pistols\nActor FireLeft : Inventory\n{\nInventory.MaxAmount 1\n}\n\n// Used for fixing hold animations\nActor HoldFixer : Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor DoAltFire : Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor IsReloading : Inventory\n{\nInventory.MaxAmount 1\n}\n\nACTOR Action_Reloading : CustomInventory\n{\n   Inventory.Amount 1\n   Inventory.MaxAmount 1\n   -INVBAR\n+INVENTORY.UNDROPPABLE\n\n   States\n   {\n Spawn:\n  TNT1 A 1\n  Loop\n Use:\n  TNT1 A 0 A_GiveInventory(\"IsReloading\")\n  Fail\n   }\n}\n\nACTOR Action_DoAltFire : CustomInventory\n{\n   Inventory.Amount 1\n   Inventory.MaxAmount 1\n   -INVBAR\n+INVENTORY.UNDROPPABLE\n\n   States\n   {\n Spawn:\n  TNT1 A 1\n  Loop\n Use:\n  TNT1 A 0 A_GiveInventory(\"DoAltFire\")\n  Fail\n   }\n}\n\nActor Lara-Bow : Weapon\n{\n\tWeapon.AmmoType1 \"BowAmmo1\"\n\tWeapon.AmmoGive1 25\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoType2 \"BowAmmo2\"\n\tWeapon.AmmoGive2 8\n\tWeapon.AmmoUse2 1\n\tWeapon.SelectionOrder 1800\n\tWeapon.SlotNumber 3\n\tweapon.kickback 1000\n\tInventory.Icon \"LARACROS\"\n\tDecal \"BulletChip\"\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tCSBW A 1\n\t\tStop\n\tReady:\n\t\tCSBW A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tCSBW A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tCSBW A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tCSBW B 2\n\t\tCSBW B 0 A_PlayWeaponSound(\"LaraCrossBow\")\n\t\tCSBW B 0 A_FireCustomMissile(\"LaraArrow1\",0,1)\n\t\tCSBW BBBB 6\n\t\tCSBW CA 3\n\t\tGoto Ready\n\tAltFire:\n\t\tCSBW A 2\n\t\tCSBW B 0 A_PlayWeaponSound(\"LaraCrossBow\")\n\t\tCSBW B 0 A_FireCustomMissile(\"LaraArrow2\",0,1)\n\t\tCSBW BBBB 8\n\t\tCSBW CA 3\n\t\tGoto Ready\n\t}\n}\n\nActor BowAmmo1 : Ammo\n{\n\tInventory.Amount 30\n\tInventory.MaxAmount 30\n\tInventory.Icon \"CSBAMMO1\"\n}\n\nActor BowAmmo2 : Ammo\n{\n\tInventory.Amount 10\n\tInventory.MaxAmount 10\n\tInventory.Icon \"CSBAMMO2\"\n}\n\nActor LaraArrow1\n{\n\tRadius 5\n\tHeight 5\n\tSpeed 100\n\tDamage 6\n\tSeeSound \"LaraCrossBow\"\n\tObituary \"%k turned %o into a pin cushion.\"\n\tPROJECTILE\n\t+RANDOMIZE\n\t+RIPPER\n\t+NOEXTREMEDEATH\n\tStates\n\t{\n\tSpawn:\n\t\tBOLT A 1 A_SpawnItemEx(\"HunterFreezeSlow\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tLoop\n\tDeath:\n\t\tBOLT A 35\n\t\tStop\n\t}\n}\n\nActor LaraArrow2 : LaraArrow1\n{\n\tSpeed 280\n\tDamage 0\n\tDamageType \"Grenade\"\n\tObituary \"%o caught %k's explosive bolt with %p teeth.\"\n\t-RIPPER\n\tStates\n\t{\n\tSpawn:\n\t\tBOLE A 1\n\t\tLoop\n\tDeath:\n\t\tBOLE A 20\n\tXDeath:\n\t\tBOLE A 0 A_SpawnItemEx(\"GrenadeExplosion2\",0,0,0,0,0,0,0,128,0)\n\t\tBOLE A 1 A_Explode(70,150,1)\n\t\tStop\n\t}\n}\n\nactor GrenadeExplosion2\n{\nrenderstyle translucent\nalpha 1.0\n+NOGRAVITY\n-SOLID\n+NOBLOCKMAP\nradius 1\nheight 1\nscale 1.5\nStates\n{\nSpawn:\nCOOM A 0\nCOOM A 0 A_PlaySound(\"CBOWBOMB\")\nCOOM ABCDEFGHIJJKKLLMNNNOOOPPPQQRRSSTTTUUUVVVXXX 2 bright A_FadeOut(0.04)\nStop\n}\n}\n\nActor CreeperPopUp : Inventory\n{\nInventory.MaxAmount 1\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Caleb.txt",
        "contents": "Actor Caleb : PlayerPawn\n{\n\tSpeed 1\n\tHealth 100\n\tPlayer.Maxhealth 100\n\tMass 400\n\tscale 0.85\n\tPainChance 256\n\tPlayer.ColorRange 112,127\n\tPlayer.DisplayName \"Caleb\"\n\tPlayer.SoundClass \"Caleb\"\n\tPlayer.ForwardMove 1.0\n\tPlayer.SideMove 1.0\n\tPlayer.StartItem \"Sawed-Off\", 1\n\tPlayer.StartItem \"Dynamite\", 1\n\tPlayer.StartItem \"Revolver\", 1\n\tPlayer.StartItem \"SawedOffShells\", 60\n\tPlayer.StartItem \"PistolRound\", 6\n\tPlayer.StartItem \"DynamiteAmmo\", 5\n\tPlayer.StartItem \"IsHuman\", 1\n\tPlayer.StartItem \"Screamer\", 0\n\tPlayer.StartItem \"DukeJetpackItem\", 1\n\tPlayer.ScoreIcon \"CALEBST\"\n\tDamageFactor \"Grenade\", 0.3\n\tDamagefactor \"normal\", 0.8\n\tDamageFactor \"GhostTrap\", 0.0\n\tDamagefactor \"Sentinel\", 0.0\n\tDamagefactor \"MechPewPews\", 0.0\n\tDamagefactor \"MacheteSlicerino\", 0.0\n\tLimitedToTeam 0\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+QUICKTORETALIATE\n\t+GHOST\n\t+NOSKIN\n\tStates\n\t{\n\tSpawn:\n\t\tCALB E 1 Setplayerproperty(0,0,0)\n\t\tLoop\n\tSee:\n\t\tCALB A 0 A_JumpIfHealthLower(50,\"INeedHealingSee\")\n\t\tCALB AB 5\n\t\tCALB A 0 A_SpawnItemEx(\"MarineStomp\",0,0,0,0,0,-20,0,0,0)\n\t\tCALB CD 5\n\t\tCALB A 0 A_SpawnItemEx(\"MarineStomp\",0,0,0,0,0,-20,0,0,0)\n\t\tGoto Spawn\n\tINeedHealingSee:\n\t\tCALB A 0 A_SpawnItemEx(\"INeedHealingTrail\",random(-20,20),random(-20,20),0,0,0,10)\n\t\tCALB AB 5\n\t\tCALB A 0 A_SpawnItemEx(\"MarineStomp\",0,0,0,0,0,-20,0,0,0)\n\t\tCALB CD 5\n\t\tCALB A 0 A_SpawnItemEx(\"MarineStomp\",0,0,0,0,0,-20,0,0,0)\n\t\tGoto Spawn\n\tPain.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",2)\n\tPain:\n\t\tCALB G 4\n\t\tCALB G 4 A_Pain\n\t\tGoto See\n\tPain.FleshBent2:\n\tTNT1 A 0 A_GiveToTarget(\"Health\",4)\n\tGoto Pain\n\tDeath.Fleshbent:\n\tTNT1 A 0 A_GiveToTarget(\"TentacleAmmo\",2)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",15)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",10)\n\tGoto Death.Jitter\n\tDeath.Fleshbent2:\n\tTNT1 A 0 A_GiveToTarget(\"TentacleAmmo\",2)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",15)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",10)\n\tGoto Death.Jitter\n\tPain.BastetClawing:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",4)\n\t\tGoto Pain\n\tPain.BastetClawingLightSFX:\n\t\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitLight\",CHAN_5)\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",3)\n\t\tGoto Pain\n\tPain.BastetClawingHeavySFX:\n\t\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitHeavy\",CHAN_5)\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",6)\n\t\tGoto Pain\n\t\tPain.Justicar:\n\tTNT1 A 0 A_custommissile(\"Justicarattack\",14,0,random(0,360))\n\tTNT1 A 0 A_GiveToTarget(\"Health\",1)\n\tTNT1 A 0 A_GiveToTarget(\"JusticarSecondaryAmmo\",1)\n\tGoto pain\n\tPain.CreepStun:\n    CALB G 0 A_Pain\n\tCALB G 0 A_GiveToTarget(\"health\",5)\n\tCALB G 40 Setplayerproperty(0,1,0)\n\tCALB G 2 Setplayerproperty(0,0,0)\n\t\tGoto Spawn\n\tPain.FleshBent:\n    CALB G 0 A_Pain\n\tCALB G 20 Setplayerproperty(0,1,0)\n\tCALB G 2 Setplayerproperty(0,0,0)\n\tGoto Spawn\n\tMissile:\n\t\tCALB E 12\n\t\tGoto Spawn\n\tMelee:\n\t\tCALB F 6 bright\n\t\tGoto Missile\n\tDeath:\n\tDeathAnim:\n\t\tCALB A 0 A_TakeInventory(\"KilledCount\",999)\n\t\tCALB A 0 A_SpawnItemEx(\"DroppedAmmoBox\",0,0,32,random(2,3),momy,random(8,12),random(-180,180))\n\t\tCALB A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tCALB A 0 A_GiveToTarget(\"KilledCaleb\",1)\n\t\tCALB H 6\n\t\tCALB I 6 A_PlayerScream\n\t\tCALB JK 6\n\t\tCALB L 6 A_NoBlocking\n\t\tCALB M 6\n\t\tCALB N -1\n\t\tStop\n\tDeath.GhoulChainSaw:\n\tTNT1 A 0 A_GiveToTarget(\"Health\",50)\n\tTNT1 A 0 A_GiveToTarget(\"BearTarpsAmmo\",1)\n\tTNT1 A 0 A_GiveToTarget(\"SawyerRageammo\",10)\n\tTNT1 A 0 A_GiveToTarget(\"DUMMY_SawyerBloodyChainsaw\", 1)\n\tGoto Death.Jitter\n\tDeath.BastetClawing:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitHeavy\",CHAN_6)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",30)\n\tGoto Death.Jitter\n\tDeath.BastetClawingLightSFX:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitLight\",CHAN_6)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",30)\n\tGoto Death.Jitter\n\tDeath.BastetClawingHeavySFX:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitHeavy\",CHAN_6)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",30)\n\tGoto Death.Jitter\n\tDeath.SjasScream:\n\t\tCALB A 0 A_GiveToTarget(\"KilledJ\",1)\n  \t\tGoto DeathAnim\n\tDeath.Creeper:\n\t\tCALB A 0 A_PlaySoundEx(\"CreeperAttack\",\"Body\")\n\t\tCALB A 0 A_SpawnItemEx(\"CreeperPopUp\",0,0,10)\n\t\tCALB A 0 A_GiveToTarget(\"CreeperHeal\",1)\n\t\tCALB A 0 ACS_ExecuteAlways(997,0,1)\n\t\tGoto DeathAnim\n\tDeath.CreepStun:\n\t\tCALB A 0 A_GiveToTarget(\"Unlock13\",1)\n\t\tCALB A 0 A_GiveToTarget(\"CreepGotya\",1)\n\t\tGoto DeathAnim\n\tDeath.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",15)\n\tGoto Death.Jitter\n\tDeath.Jitter:\n\t\tCALB A 0 A_SpawnItemEx(\"DroppedAmmoBox\",0,0,32,random(2,3),momy,random(8,12),random(-180,180))\n\t\tCALB A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tCALB A 0 A_GiveToTarget(\"KilledCaleb\",1)\n\t\tCALB A 0 A_GiveToTarget(\"Crunched\",1)\n\t\tCALB G 1 A_PlaySound(\"Gibbage/XSplat\")\n\t\tNULL A 0 A_SkullPop(\"Custom_CalebBloodySkull\")\n\t\tNULL A 0 A_PlaySound(\"Gibbage/PlayerGib\")\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A -1\n\t\tStop\n\tDeath.Ravager:\n\t\tCALB A 0 A_GiveToTarget(\"KilledR\",1)\n\t\tCALB A 0 A_GiveToTarget(\"Health\",25)\n\t\tCALB A 0 ACS_ExecuteAlways(997,0,2)\n\t\tCALB A 0 A_PlaySoundEx(\"RavagerAttack\",\"Body\")\n\t\tCALB A 0 A_SpawnItemEx(\"RavagerHit\",0,0,32)\n\t\tGoto DeathAnim\n\tDeath.RavagerBall:\n\t\tCALB A 0 A_GiveToTarget(\"RavagerGotYa\",1)\n\t\tGoto Death.SjasScream\n\tDeath.Yurei:\n\t\tCALB A 0 A_GiveToTarget(\"KilledY\",1)\n\t\tCALB A 0 A_PlaySoundEx(\"YureiKill1\",\"Body\",0,1)\n\t\tCALB A 0 ACS_ExecuteAlways(997,0,3)\n\t\tGoto DeathAnim\n\tDeath.YureiBall:\n\t\tCALB A 0 A_GiveToTarget(\"Health\",10)\n\t\tCALB A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Death.SjasScream\n\tDeath.Misty:\n\t\tCALB A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tCALB A 0 A_GiveToTarget(\"KilledM\",1)\n\t\tCALB HHHHHH 1 A_FadeOut(0.05)\n\t\tCALB A 0 A_PlayerScream\n\t\tCALB IIIIIIJJJJJJKK 2 A_FadeOut(0.05)\n\t\tCALB A 0 A_NoBlocking\n\t\tNULL A -1\n\t\tStop\n\tDeath.Clowny:\n\t\tCALB A 0 ACS_ExecuteAlways(997,0,4)\n\t\tCALB A 0 A_GiveToTarget(\"KilledC\",1)\n\t\tGoto DeathAnim\n\tDeath.Mohoph:\n\t\tCALB A 0 A_GiveToTarget(\"TransCaleb\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"MorphAmmo\", 1)\n\t\tCALB A 0 A_PlaySoundEx(\"MohophKill\",\"Body\")\n\t\tCALB A 0 ACS_ExecuteAlways(997,0,5)\n\t\tGoto DeathAnim\n\tDeath.EmtalicWeak:\n\t\tCALB A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto DeathAnim\n\tDeath.Emtalic:\n\t\tCALB A 0  A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Death.Jitter\n\tDeath.I1:\n\t\tCALB A 0 A_SpawnItemEx(\"Heart\",0,0,32,random(2,3),momy,random(8,12),random(-180,180))\n\t\tCALB A 0 A_GiveToTarget(\"KilledI1\",1)\n\t\tGoto DeathAnim\n\tDeath.I2:\n\t\tCALB A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tCALB A 0 A_GiveToTarget(\"KilledI2\",1)\n\t\tCALB A 0 A_GiveToTarget(\"Clip\",1)\n\t\tCALB G 0 SetPlayerProperty(0,1,4)\n\t\tCALB G 0 A_Stop\n\t\tCALB GGGGGGGGGGGGGG 5 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tNULL A 0 A_PlayerScream\n\t\tNULL A 0 ACS_ExecuteAlways(997,0,6)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"SkullGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"ChestGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"ArmGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"HandGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"CoccyxGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"LegGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AAAAAA 1 A_SpawnItemEx(\"BoneGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A -1 A_NoBlocking\n\t\tStop\n\tDeath.I3:\n\t\tCALB A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tCALB A 0 A_GiveToTarget(\"KilledI3\",1)\n\t\tCALB HHHHHH 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tCALB I 0 A_PlayerScream\n\t\tCALB IIIIII 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tCALB J 0 A_NoBlocking\n\t\tCALB JJJJJJKKKKKKLLLLLLMMMMMM 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tCALB NNNNNNN 3 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tCALB N -1\n\t\tStop\n\tDeath.I4:\n\t\tCALB A 0 A_GiveToTarget(\"KilledI4\",1)\n\t\tGoto DeathAnim\n\tDeath.I5:\n\t\tCALB A 0 A_GiveToTarget(\"KilledI5\",1)\n\t\tGoto DeathAnim\n\tPain.RavagerBall:\n\t\tCALB A 0 ACS_ExecuteAlways(920,0)\n\t\tGoto Pain\n\tPain.YureiBall:\n\t\tCALB A 0 A_GiveToTarget(\"Health\",10)\n\t\tCALB A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Pain\n\tPain.Emtalic:\n\t\tCALB A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\tPain.EmtalicWeak:\n\t\tCALB A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\t}\n}\n\nActor DroppedAmmoBox\n{\n\tScale 0.3\n\t+DROPOFF\n\tStates\n\t{\n\tSpawn:\n\t\tBBOX A 40\n\t\tBBOX A 0 A_SpawnItemEx(\"AmmoBox\")\n\t\tStop\n\t}\n}\n\nActor AmmoBox : CustomInventory\n{\n\tInventory.PickupMessage \"Picked up an ammo box.\"\n\tInventory.PickupSound \"ChicagoRaise\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tScale 0.3\n\tStates\n\t{\n\tSpawn:\n\t\tBBOX A 525\n\t\tBBOX A 1 A_FadeOut(0.1)\n\t\tGoto Spawn+1\n\tPickup:\n\t\tTNT1 A 1 A_JumpIfInventory(\"IsHuman\",1,\"Refill\")\n\t\tFail\n\tRefill:\n\t\tTNT1 A 0 ACS_ExecuteAlways(378,0)\n\t\tStop\n\t}\n}\n\nActor Sawed-Off : Weapon\n{\n\tWeapon.SelectionOrder 100\n\tWeapon.SlotNumber 2\n\tWeapon.AmmoType \"SawedOffShells\"\n\tWeapon.AmmoType2 \"SawedOffShells\"\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoUse2 2\n\tInventory.Icon \"TNT1A0\"\n\tObituary \"%o was sawed off by %k.\"\n\tDecal \"BulletChip\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOALERT\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSelect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"CyborgDashCheck\")\n\t\tWP01 A 1 A_Raise\n\t\tLoop\n\tReady:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"SawedOffRaise\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CyborgDashCheck\",1,\"ReloadCheck\")\n\t\tWP01 A 1 A_WeaponReady\n\t\tGoto Ready+1\n\tReloadCheck:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"CyborgDashCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"sawedoffcheck\", 1, \"ActualReload\")\n\t\tGoto Ready+1\n\tActualReload:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"PositiveReload\", 1)\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 23\n\t\tGoto Ready+1\n\tReloadFlash:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"PositiveReload\")\n\t\tTNT1 A 0 A_TakeInventory(\"sawedoffcheck\")\n\t\tTNT1 A 0\n\t\tGoto Flash2+12\n\tDeselect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"CyborgDashCheck\")\n\t\tWP01 A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\t  TNT1 A 0\n\t\t  TNT1 A 0 A_TakeInventory(\"CyborgDashCheck\")\n\t\t  TNT1 A 0 A_JumpIfInventory(\"sawedoffcheck\",1,\"Fire2\")\n\t\t  TNT1 A 0 A_Gunflash\n\t\t  SWFL ABC 2 BRIGHT\n\t\t  TNT1 A 7\n\t\t  TNT1 A 0 A_GiveInventory(\"sawedoffcheck\",1)\n\t   Goto ready+1\n\t   Fire2:\n\t\t  TNT1 A 0 A_Gunflash\n\t\t  SWFL DEF 2 BRIGHT\n\t\t  TNT1 A 26\n\t\t  TNT1 A 0 A_TakeInventory(\"sawedoffcheck\",1)\n\t\t  TNT1 A 0 A_TakeInventory(\"PositiveReload\", 1)\n\t   Goto ready+1\n\t   AltFire:\n\t\t  TNT1 A 0\n\t\t  TNT1 A 0 A_TakeInventory(\"CyborgDashCheck\")\n\t\t  TNT1 A 0 A_JumpIfInventory(\"sawedoffcheck\",1,\"Fire2\")\n\t\t  SWF2 A 0 A_JumpIfInventory(\"SawedOffShells\", 2, 1)\n\t  Goto Fire\n\t\t  TNT1 A 0 A_Gunflash\n\t\t  SWF2 ABC 2 BRIGHT\n\t\t  TNT1 A 28\n\t  Goto ready+1\n\t  Flash:\n\t\t  TNT1 A 0\n\t\t  TNT1 A 0 A_JumpIfInventory(\"PositiveReload\", 1, \"ReloadFlash\")\n\t\t  TNT1 A 0 A_JumpIfInventory(\"sawedoffcheck\",1,\"Flash2\")\n\t\t  TNT1 A 0 A_PlayWeaponSound(\"SawedOffShoot\")\n\t\t  TNT1 A 0 A_FireBullets(7, 6, 8, 3, \"BulletPuff2\", 1)\n\t\t  ANIM DEEFFG 1 Bright\n\t\t  ANIM GFYXCBA 1\n\t  Stop\n\t  Flash2:\n\t\t  TNT1 A 0 A_PlayWeaponSound(\"Sawedoffshoot\")\n\t\t  TNT1 A 0 A_FireBullets(7, 6, 8, 3, \"BulletPuff2\", 1)\n\t\t  ANIM DEEFFG 1 Bright\n\t\t  ANIM GFY 1\n\t\t  TNT1 A 0 A_FireCustomMissile(\"Shotguncasing\",0,0,3,3)\n\t\t  TNT1 A 0 A_FireCustomMissile(\"Shotguncasing\",0,0,6,3)\n\t\t  ANIM XCBA 1\n\t\t  TNT1 A 0 A_PlaySound(\"sawedoffload\")\n\t\t  WP01 EFG 2\n\t\t  WP01 HIJKLMNOPQRST 1\n\t  Stop\n\t  Altflash:\n\t\t  TNT1 A 0 A_JumpIfInventory(\"sawedoffcheck\",1,\"Flash2\")\n\t\t  TNT1 A 0 A_JumpIfInventory(\"SawedOffShells\", 2, 1)\n\t  Goto Flash\n\t\t  TNT1 A 0 A_PlayWeaponSound(\"sawedoffshoot2\")\n\t\t  TNT1 A 0 A_FireBullets(12, 12, 18, 3, \"BulletPuff2\", 1)\n\t\t  ANIM DEEFFGHII 1 Bright\n\t\t  ANIM HGF 1\n\t\t  TNT1 A 0 A_FireCustomMissile(\"Shotguncasing\",0,0,3,3)\n\t\t  TNT1 A 0 A_FireCustomMissile(\"Shotguncasing\",0,0,6,3)\n\t\t  ANIM YXC 1\n\t\t  TNT1 A 0 A_PlaySound(\"sawedoffload\")\n\t\t  WP01 EFG 2\n\t\t  WP01 HIJKLMNOPQRST 1\n\t  Stop\n\t}\n}\n\nactor sawedoffcheck : inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nActor PositiveReload : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor SawedOffShells : Ammo\n{\n\tInventory.Icon \"SHELA0\"\n\tInventory.Amount 60\n\tInventory.MaxAmount 60\n\tAmmo.BackPackAmount 60\n\tAmmo.BackPackMaxAmount 60\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nACTOR Revolver : weapon\n{\n  Obituary \"%k made %o know that revolvers are the best guns.\"\n  weapon.ammotype \"pistolround\"\n  Weapon.SelectionOrder 1500\n  Weapon.SlotNumber 3\n  weapon.ammouse 1\n  Inventory.Icon \"TNT1A0\"\n  +WEAPON.NOAUTOAIM\n  +WEAPON.NOALERT\n  +WEAPON.AMMO_OPTIONAL\n  +INVENTORY.UNDROPPABLE\n  DamageType \"PistolBullets\"\n  Decal BulletChip\n  states\n  {\n  Ready:\n    TNT1 A 0 A_PlayWeaponSound(\"DSROUL1\")\n\tTNT1 A 0 A_JumpIfInventory(\"CyborgDashCheck\", 1, \"ReloadCheck\")\n    REVG A 1 A_WeaponReady\n    Goto Ready+1\n  ReloadCheck:\n\tTNT1 A 0\n\tTNT1 A 0 A_TakeInventory(\"CyborgDashCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"pistolround\", 6, \"DontReload\")\n\tGoto Reload\n  DontReload:\n\tTNT1 A 0\n\tGoto Ready+1\n  Deselect:\n\tTNT1 A 0\n\tTNT1 A 0 A_TakeInventory(\"CyborgDashCheck\")\n\tREVG D 1 A_Lower\n    Loop\n  Select:\n\tTNT1 A 0\n\tTNT1 A 0 A_TakeInventory(\"CyborgDashCheck\")\n\tREVG D 1 A_Raise\n    Loop\n  Fire:\n\tTNT1 A 0\n\tTNT1 A 0 A_TakeInventory(\"CyborgDashCheck\")\n    TNT1 A 0 A_JumpIfNoAmmo(\"DryFire\")\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_RailAttack(20,0,0,none,none,0,1,\"BulletPuff2\")\n\tTNT1 A 0 A_FireBullets(0, 0, 1, 1, \"BulletPuff2\")\n\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,3,-3)\n\tREVF AB 1 bright\n\tTNT1 A 14\n   goto Ready+1\n  Flash:\n    TNT1 A 0 A_PlaySound(\"MagnumFire\")\n\tREVG ACD 2 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\tREVG EFGHIJKLMN 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\tstop\n  AltFire:\n\tTNT1 A 0\n\tTNT1 A 0 A_TakeInventory(\"CyborgDashCheck\")\n    TNT1 A 0 A_JumpIfInventory(\"pistolround\",1,2)\n\tTNT1 A 0\n\tGoto DryFire\n\tTNT1 A 0\n  \tREVA ABCDEF 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\tTNT1 A 0 A_PlayWeaponSound(\"MagnumFire\")\n\tTNT1 A 0 A_FireBullets(0, 0, 1, 6, \"BulletPuff2\")\n\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,3,-3)\n\tTNT1 A 0 A_TakeInventory(\"pistolround\",1)\n\tREVA G 1 Bright A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\tREVA H 2 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\tREVA I 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\tGoto Ready+1\n  DryFire:\n    TNT1 A 0 A_PlaySound(\"MagnumDryFire\")\n    REVG A 10 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n  Reload:\n\tREVG A 1 A_WeaponReady(WRF_NOSWITCH)\n    TNT1 A 0 A_JumpIfInventory(\"pistolround\", 6, \"Ready\")\n\tTNT1 A 0\n    REVR ABCDEFGHIJ 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\tTNT1 A 0 A_PlaySound(\"DSROUL1\",2)\n\tREVR KLMNOP 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\tReloadWorking:\n\tREVR O 2 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\tTNT1 A 0 A_PlaySound(\"DSMLOAD\",3)\n\tREVR P 2 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\tTNT1 A 0 A_GiveInventory(\"PistolRound\", 1)\n\tTNT1 D 0 A_JumpIfInventory(\"pistolround\",6,\"ReloadFinished\")\n\tGoto ReloadWorking\n  ReloadFinished:\n    TNT1 A 0 A_PlaySound(\"DSMOUT\",4)\n\tREVR PONMLKJIHGFEDCBA 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n   Goto Ready+1\n  }\n}\n\nACTOR pistolRound : Ammo\n{\n   +IGNORESKILL\n   Inventory.MaxAmount 6\n   Inventory.Icon \"CLIPA0\"\n}\n\nActor TNT2 : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nActor TNTCounter : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 3\n}\n\nActor TNTSoundDelay : PowerDamage\n{\n\tDamagefactor \"normal\", 1.0\n\tpowerup.duration -2\n}\n\nActor DynamiteAmmo : Ammo\n{\n\tInventory.Icon \"DYNAMITE\"\n\tInventory.Amount 5\n\tInventory.MaxAmount 5\n\tAmmo.BackPackAmount 5\n\tAmmo.BackPackMaxAmount 5\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nactor Dynamite : Weapon\n{\n  weapon.selectionorder 880\n  weapon.ammogive 5\n  weapon.ammotype \"DynamiteAmmo\"\n  obituary \"%o was exploded by %k's dynamites.\"\n  weapon.ammouse 1\n  weapon.ammouse2 1\n  weapon.ammotype2 \"DynamiteAmmo\"\n  Weapon.SlotNumber 1\n  Inventory.Icon \"TNT1A0\"\n  //+WEAPON.NOAUTOFIRE\n  +WEAPON.EXPLOSIVE\n  +NOAUTOAIM\n  +INVENTORY.UNDROPPABLE\n  states\n  {\n  Ready:\n\tTNTH ACB 3 A_WeaponReady\n    Goto Ready\n  Deselect:\n\tTNT1 A 0 A_Lower\n    TNTL DD 1 A_Lower\n\tTNT1 A 0 A_Lower\n    TNTL DD 1 A_Lower\n\tTNT1 A 0 A_Lower\n\tTNTL BB 1 A_Lower\n\tTNT1 A 0 A_Lower\n\tTNTL CC 1 A_Lower\n\tTNT1 A 0 A_Lower\n    MISG A 0 A_PlayWeaponSound (\"TNT/Zip\")\n    TNTL AAAAAAAA 1 A_Lower\n    Goto Deselect+16\n  Select:\n\tTNT1 A 0 A_Raise\n    TNTL AA 1 A_Raise\n\tTNT1 A 0 A_Raise\n\tTNTL AA 1 A_Raise\n\tTNT1 A 0 A_Raise\n\tTNTL AA 1 A_Raise\n\tTNT1 A 0 A_Raise\n\tTNTL AA 1 A_Raise\n    MISF A 0 A_PlayWeaponSound (\"TNT/Zip\")\n    TNTL BBCCDD 1 A_Raise\n    TNT1 AA 0 A_Raise\n    Goto Select+16\n  Fire:\n    TNTF AB 3 A_WeaponReady(14)\n\tTNT1 A 0 A_PlayWeaponSound(\"TNT/Fuse\")\n\tTNTF CD 3 A_WeaponReady(14)\n\tTNTF EF 2 A_WeaponReady(14)\n\tTNT1 A 0 A_Refire\n\tTNTF F 1 A_WeaponReady(14)\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\tTNT1 A 0\n\tGoto Throw\n  Hold:\n\tTNT1 A 0 A_GiveInventory(\"TNTCounter\", 1)\n\tTNT1 A 0 A_JumpIfInventory(\"TNTSoundDelay\", 1, 3)\n\tTNT1 A 0 A_GiveInventory(\"TNTSoundDelay\", 1)\n\tTNT1 A 0 A_PlayWeaponSound(\"TNT/FUSE\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 0, \"Throw\")\n\tTNT1 A 0 A_JumpIfInventory(\"TNTCounter\", 3, \"Hold3\")\n\tTNT1 A 0 A_JumpIfInventory(\"TNTCounter\", 2, \"Hold2\")\n\tTNT1 A 0 A_JumpIfInventory(\"TNTCounter\", 1, \"Hold1\")\n  Hold1:\n\tTNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNTF W 3 A_WeaponReady(14)\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n  Goto Fire+8\n  Hold2:\n    TNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNTF Y 3 A_WeaponReady(14)\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n  Goto Fire+8\n  Hold3:\n    TNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNTF F 3 A_WeaponReady(14)\n\tTNT1 A 0 A_TakeInventory(\"TNTCounter\", 3)\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n  Goto Fire+8\n  AltFire:\n    TNTF AB 3 A_WeaponReady(14)\n\tTNT1 A 0 A_PlayWeaponSound(\"TNT/FUSE\")\n\tTNTF CD 3 A_WeaponReady(14)\n\tTNTF EF 2 A_WeaponReady(14)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNTAlt\")\n\tGoto ThrowFinish\n  Flash:\n  \tTNT1 A 6 A_Light1\n    TNT1 A 0 A_Light0\n    stop\n  Spawn:\n    TNT1 A 1\n    stop\n  Throw:\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 70, \"Throw_35\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 68, \"Throw_34\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 66, \"Throw_33\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 64, \"Throw_32\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 62, \"Throw_31\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 60, \"Throw_30\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 58, \"Throw_29\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 56, \"Throw_28\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 54, \"Throw_27\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 52, \"Throw_26\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 50, \"Throw_25\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 48, \"Throw_24\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 46, \"Throw_23\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 44, \"Throw_22\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 42, \"Throw_21\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 40, \"Throw_20\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 38, \"Throw_19\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 36, \"Throw_18\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 34, \"Throw_17\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 32, \"Throw_16\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 30, \"Throw_15\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 28, \"Throw_14\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 26, \"Throw_13\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 24, \"Throw_12\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 22, \"Throw_11\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 20, \"Throw_10\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 18, \"Throw_9\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 16, \"Throw_8\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 14, \"Throw_7\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 12, \"Throw_6\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 10, \"Throw_5\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 8, \"Throw_4\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 6, \"Throw_3\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 4, \"Throw_2\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 2, \"Throw_1\")\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT\")\n\tGoto ThrowFinish\n  Throw_1:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_1\")\n\tGoto ThrowFinish\n  Throw_2:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_2\")\n\tGoto ThrowFinish\n  Throw_3:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_3\")\n\tGoto ThrowFinish\n  Throw_4:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_4\")\n\tGoto ThrowFinish\n  Throw_5:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_5\")\n\tGoto ThrowFinish\n  Throw_6:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_6\")\n\tGoto ThrowFinish\n  Throw_7:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_7\")\n\tGoto ThrowFinish\n  Throw_8:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_8\")\n\tGoto ThrowFinish\n  Throw_9:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_9\")\n\tGoto ThrowFinish\n  Throw_10:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_10\")\n\tGoto ThrowFinish\n  Throw_11:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_11\")\n\tGoto ThrowFinish\n  Throw_12:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_12\")\n\tGoto ThrowFinish\n  Throw_13:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_13\")\n\tGoto ThrowFinish\n  Throw_14:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_14\")\n\tGoto ThrowFinish\n  Throw_15:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_15\")\n\tGoto ThrowFinish\n  Throw_16:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_16\")\n\tGoto ThrowFinish\n  Throw_17:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_17\")\n\tGoto ThrowFinish\n  Throw_18:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_18\")\n\tGoto ThrowFinish\n  Throw_19:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_19\")\n\tGoto ThrowFinish\n  Throw_20:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_20\")\n\tGoto ThrowFinish\n  Throw_21:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_21\")\n\tGoto ThrowFinish\n  Throw_22:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_22\")\n\tGoto ThrowFinish\n  Throw_23:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_23\")\n\tGoto ThrowFinish\n  Throw_24:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_24\")\n\tGoto ThrowFinish\n  Throw_25:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_25\")\n\tGoto ThrowFinish\n  Throw_26:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_26\")\n\tGoto ThrowFinish\n  Throw_27:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_27\")\n\tGoto ThrowFinish\n  Throw_28:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_28\")\n\tGoto ThrowFinish\n  Throw_29:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_29\")\n\tGoto ThrowFinish\n  Throw_30:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_30\")\n\tGoto ThrowFinish\n  Throw_31:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_31\")\n\tGoto ThrowFinish\n  Throw_32:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_32\")\n\tGoto ThrowFinish\n  Throw_33:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_33\")\n\tGoto ThrowFinish\n  Throw_34:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_34\")\n\tGoto ThrowFinish\n  Throw_35:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_35\")\n\tGoto ThrowFinish\n  ThrowFinish:\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\tTNT1 A 0 A_PlayWeaponSound(\"TNT/Throw\")\n\tTNT1 A 0 A_TakeInventory(\"ThrowPower\", 99)\n\tTNTF GHIJKL 3\n\tTNTF PQMNO 3 A_WeaponReady(14)\n  goto Ready\n  }\n}\n\nactor TNTSmoke : BulletPuff\n{\n  renderstyle Translucent\n  alpha 0.5\n\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +DONTSPLASH\n  PROJECTILE\n  +WINDTHRUST\n  +ALLOWPARTICLES\n  states\n  {\n  Spawn:\n    ZUFF A 0 A_Jump(128,32)\n    ZUFF AAAABBBBCCCCDDDDEEEEFFFFGGGGHHHH 1 A_FadeOut(0.01)\n    stop\n    ZUFF IIIIJJJJKKKKLLLLMMMMNNNNOOOOPPPP 1 A_FadeOut(0.01)\n    stop\n  }\n}\n\nACTOR ThrowPower : Ammo\n{\n   inventory.amount 1\n   inventory.MaxAmount 70\n   ammo.backpackamount 0\n   ammo.backpackmaxamount 70\n   +IGNORESKILL\n}\n\nactor PlayerTNT\n{\n  radius 6\n  height 4\n  speed 15\n  Scale 0.5\n  reactiontime 49\n  deathsound \"TNT/Explode\"\n  activesound \"TNT/Fuse\"\n  DamageType \"Dynamite\"\n  PROJECTILE\n  +DONTSPLASH\n  +DONTGIB\n  +NOBOUNCESOUND\n   +DOOMBOUNCE\n   +BOUNCEONACTORS\n   bouncefactor 0.5\n   bouncecount 4\n  +PUSHABLE\n  -SOLID\n  -NOGRAVITY\n  +EXTREMEDEATH\n  states\n  {\n  Spawn:\n    PTNT E 0 bright A_LoopActiveSound\n    goto see\n  See:\n    PTNT E 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT E 1 bright A_LoopActiveSound\n  Cont:\n    PTNT F 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT F 1 bright A_LoopActiveSound\n    PTNT G 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT G 1 bright A_LoopActiveSound\n    PTNT H 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT H 1 bright A_LoopActiveSound\n    PTNT A 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT A 1 bright A_LoopActiveSound\n    PTNT B 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT B 1 bright A_LoopActiveSound\n    PTNT C 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT C 1 bright A_LoopActiveSound\n    PTNT D 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT D 1 bright A_LoopActiveSound\n    Loop\n  Death:\n    TNT1 A 0 A_SpawnItem(\"FloorKaboom\",-16)\n    TNT1 A 1 bright A_Explode(150,Random(120,160),1)\n    TNT1 A 0 bright A_Scream\n    stop\n  }\n}\n\nActor PlayerTNTAlt\n{\n\tHeight 4\n\tRadius 4\n\tPROJECTILE\n\tSpeed 4\n\t-NOGRAVITY\n    +NOBOUNCESOUND\n    +DOOMBOUNCE\n\t+BOUNCEONACTORS\n    bouncefactor 0.5\n    bouncecount 4\n\tdeathsound \"TNT/Explode\"\n    activesound \"TNT/Fuse\"\n\tScale 0.5\n\tStates\n\t{\n\t\tSpawn:\n\t\tPTNT E 1 bright A_SpawnItem(\"TNTSmoke\",5)\n\t\tPTNT E 0 bright A_JumpIf(z-floorz < 4, \"Landed\")\n\t\tPTNT E 1 bright A_LoopActiveSound\n\t\tPTNT F 1 bright A_SpawnItem(\"TNTSmoke\",5)\n\t\tPTNT E 0 bright A_JumpIf(z-floorz < 4, \"Landed\")\n\t\tPTNT F 1 bright A_LoopActiveSound\n\t\tPTNT G 1 bright A_SpawnItem(\"TNTSmoke\",5)\n\t\tPTNT E 0 bright A_JumpIf(z-floorz < 4, \"Landed\")\n\t\tPTNT G 1 bright A_LoopActiveSound\n\t\tPTNT H 1 bright A_SpawnItem(\"TNTSmoke\",5)\n\t\tPTNT E 0 bright A_JumpIf(z-floorz < 4, \"Landed\")\n\t\tPTNT H 1 bright A_LoopActiveSound\n\t\tPTNT A 1 bright A_SpawnItem(\"TNTSmoke\",5)\n\t\tPTNT E 0 bright A_JumpIf(z-floorz < 4, \"Landed\")\n\t\tPTNT A 1 bright A_LoopActiveSound\n\t\tPTNT B 1 bright A_SpawnItem(\"TNTSmoke\",5)\n\t\tPTNT E 0 bright A_JumpIf(z-floorz < 4, \"Landed\")\n\t\tPTNT B 1 bright A_LoopActiveSound\n\t\tPTNT C 1 bright A_SpawnItem(\"TNTSmoke\",5)\n\t\tPTNT E 0 bright A_JumpIf(z-floorz < 4, \"Landed\")\n\t\tPTNT C 1 bright A_LoopActiveSound\n\t\tPTNT D 1 bright A_SpawnItem(\"TNTSmoke\",5)\n\t\tPTNT E 0 bright A_JumpIf(z-floorz < 4, \"Landed\")\n\t\tPTNT D 1 bright A_LoopActiveSound\n\tLoop\n\tLanded:\n\t\tTNT1 A 0 A_spawnItem(\"TNTAlt2\")\n\tStop\n\t}\n}\n\nActor TNTAlt2\n{\n  radius 6\n  height 4\n  Scale 0.5\n  reactiontime 8\n  deathsound \"TNT/Explode\"\n  activesound \"TNT/Fuse\"\n  DamageType \"Dynamite\"\n  +DONTSPLASH\n  -NOGRAVITY\n  +EXTREMEDEATH\n  +BOUNCEONACTORS\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT I 2 Bright A_CountDown\n\t\t\tTNT1 A 0 A_LoopActiveSound\n\t\t\tPTNT JK 2 Bright A_CountDown\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItem(\"FloorKaboom\",-16)\n\t\t\tTNT1 A 1 bright A_Explode(150,Random(120,160),1)\n\t\t\tTNT1 A 0 bright A_Scream\n\t    stop\n\t}\n}\n\nactor PlayerTNT_1 : PlayerTNT\n{\n\tSpeed 16\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 1, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_2 : PlayerTNT\n{\n\tSpeed 17\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 2, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_3 : PlayerTNT\n{\n\tSpeed 18\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 3, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_4 : PlayerTNT\n{\n\tSpeed 19\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 4, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_5 : PlayerTNT\n{\n\tSpeed 20\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 5, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_6 : PlayerTNT\n{\n\tSpeed 21\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 6, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_7 : PlayerTNT\n{\n\tSpeed 22\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 7, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_8 : PlayerTNT\n{\n\tSpeed 23\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 8, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_9 : PlayerTNT\n{\n\tSpeed 24\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 9, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_10 : PlayerTNT\n{\n\tSpeed 25\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 10, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_11 : PlayerTNT\n{\n\tSpeed 26\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 11, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_12 : PlayerTNT\n{\n\tSpeed 27\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 12, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_13 : PlayerTNT\n{\n\tSpeed 28\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 13, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_14 : PlayerTNT\n{\n\tSpeed 29\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 14, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_15 : PlayerTNT\n{\n\tSpeed 30\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 15, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_16 : PlayerTNT\n{\n\tSpeed 31\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 16, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_17 : PlayerTNT\n{\n\tSpeed 32\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 17, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_18 : PlayerTNT\n{\n\tSpeed 33\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 18, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_19 : PlayerTNT\n{\n\tSpeed 34\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 19, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_20 : PlayerTNT\n{\n\tSpeed 35\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 20, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_21 : PlayerTNT\n{\n\tSpeed 36\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 21, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_22 : PlayerTNT\n{\n\tSpeed 37\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 22, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_23 : PlayerTNT\n{\n\tSpeed 38\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 23, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_24 : PlayerTNT\n{\n\tSpeed 39\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 24, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_25 : PlayerTNT\n{\n\tSpeed 40\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 25, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_26 : PlayerTNT\n{\n\tSpeed 41\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 26, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_27 : PlayerTNT\n{\n\tSpeed 42\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 27, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_28 : PlayerTNT\n{\n\tSpeed 43\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 28, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_29 : PlayerTNT\n{\n\tSpeed 44\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 29, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_30 : PlayerTNT\n{\n\tSpeed 45\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 30, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_31 : PlayerTNT\n{\n\tSpeed 46\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 31, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_32 : PlayerTNT\n{\n\tSpeed 47\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 32, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_33 : PlayerTNT\n{\n\tSpeed 48\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 33, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_34 : PlayerTNT\n{\n\tSpeed 49\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 34, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_35 : PlayerTNT\n{\n\tSpeed 50\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 35, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor FloorKaboom\n{\n  radius 32\n  height 50\n  Decal Scorch\n  renderstyle Add\n  alpha 0.45\n  +NOBLOCKMAP\n  -NOGRAVITY\n  +DONTSPLASH\n  +RANDOMIZE\n\n  PROJECTILE\n  states\n  {\n  Spawn:\n    TNT1 A 0\n\tDEXP A 0 A_SpawnItemEx (\"FloorKaboomDouble\",0,0,0,momx,momy,momz,0,SXF_NOCHECKPOSITION)\n    goto Death\n  Death:\n    DEXP A 0 Radius_quake(2,7,0,16,0)\n    DEXP A 0 A_SpawnDebris (\"NapalmDebris\")\n    DEXP A 0 A_Jump(128,\"AltDeath\")\n    DEXP ABC 2 bright\n    DEXP D 0 Radius_Quake (1,10,0,16,0)\n    DEXP DEFGHI 3 bright\n    DEXP JKLM 2 bright\n    stop\n  AltDeath:\n    DEXP NOP 2 bright\n    DEXP P 0 Radius_Quake (1,10,0,16,0)\n    DEXP QRSTU 3 bright\n    DEXP VWXYZ 2 bright\n    stop\n  }\n}\n\nactor FloorKaboomDouble : FloorKaboom\n{\n  states\n  {\n  Spawn:\n    TNT1 A 0\n\tDEXP A 0 A_Jump(128,\"AltDeath\")\n    DEXP ABC 1 bright\n    DEXP DEFGHI 2 bright\n    DEXP JKLM 2 bright\n    stop\n  AltDeath:\n    DEXP NOP 1 bright\n    DEXP QRSTU 2 bright\n    DEXP VWXYZ 2 bright\n    stop\n  }\n}\n\nactor NapalmDebris\n{\n  health 5\n  radius 1\n  height 1\n  Speed 10\n  Scale 0.2\n  PROJECTILE\n  +NOBLOCKMAP\n  +DONTSPLASH\n  +RANDOMIZE\n  -NOGRAVITY\n  -SOLID\n  +WINDTHRUST\n\n  //RENDERSTYLE ADD\n  states\n  {\n  Spawn:\n    FSPK A 0 bright A_Jump(192,3,4,6,8)\n    FSPK A 10 bright\n    FSPK A 200 bright A_LowGravity\n    stop\n    FSPK B 10 bright\n    FSPK B 200 bright A_LowGravity\n    stop\n    FSPK C 10 bright\n    FSPK C 200 bright A_LowGravity\n    stop\n    FSPK D 10 bright\n    FSPK D 200 bright A_LowGravity\n    stop\n    FSPK E 10 bright\n    FSPK E 200 bright A_LowGravity\n    stop\n  Death:\n    FSPK A 1\n    stop\n  }\n}\n\nActor CPPistol : BulletPuff2\n{\n\tDamageType \"Revolver\"\n\tObituary \"%k made %o know that revolvers are the best guns.\"\n}\n\nActor CreeperPopUp : Inventory\n{\nInventory.MaxAmount 1\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Duke.txt",
        "contents": "Actor Duke : PlayerPawn\n{\n\tSpeed 1\n\tHealth 100\n\tPlayer.Maxhealth 100\n\tMass 400\n\tPainChance 256\n\tScale 0.75\n\tPlayer.ColorRange 112,127\n\tPlayer.DisplayName \"Duke\"\n\tPlayer.SoundClass \"Duke\"\n\tPlayer.ForwardMove 0.9\n\tPlayer.SideMove 0.9\n\tPlayer.StartItem \"Duke-Shotgun\", 1\n\tPlayer.StartItem \"Duke-Pistol\", 1\n\tPlayer.StartItem \"Duke-Kicks\", 1\n\tPlayer.StartItem \"DukeFuel\", 200\n\tPlayer.StartItem \"DukeAmmo\", 50\n\tPlayer.StartItem \"Pipes\", 10\n\tPlayer.StartItem \"DukeJetpackItem\", 1\n\tPlayer.StartItem \"IsHuman\", 1\n\tPlayer.StartItem \"Screamer\", 0\n\tPlayer.ScoreIcon \"DUKEST\"\n\tDamageFactor \"CreepStun\", 3.5\n\tDamagefactor \"normal\", 0.8\n\tDamageFactor \"Grenade\", 0.3\n\tDamageFactor \"GhostTrap\", 0.0\n\tDamagefactor \"Sentinel\", 0.0\n\tDamagefactor \"MechPewPews\", 0.0\n\tDamagefactor \"MacheteSlicerino\", 0.0\n\tLimitedToTeam 0\n\t+NOICEDEATH\n\t+QUICKTORETALIATE\n\t+NODAMAGETHRUST\n\t+GHOST\n\t+NOSKIN\n\tStates\n\t{\n\tSpawn:\n\t\tDUKE E 0 A_JumpIfInventory(\"Jett\",1,\"Jet\")\n\t\tDUKE A 1 Setplayerproperty(0,0,0)\n\t\tLoop\n\tSee:\n\t\tDUKE A 0 A_JumpIfHealthLower(50,\"INeedHealingSee\")\n\t\tDUKE A 1 A_JumpIfInventory(\"Jett\",1,\"Jet\")\n\tWalk:\n\t\tDUKE A 0 SetPlayerProperty(0,0,3)\n\t\tDUKE A 0 A_JumpIfInventory(\"Jett\",1,\"Jet\")\n\t\tDUKE A 5\n\t\tDUKE A 0 A_JumpIfInventory(\"Jett\",1,\"Jet\")\n\t\tDUKE B 5\n\t\tDUKE A 0 A_JumpIfInventory(\"Jett\",1,\"Jet\")\n\t\tDUKE A 0 A_SpawnItemEx(\"MarineStomp\",0,0,0,0,0,-20,0,0,0)\n\t\tDUKE C 5\n\t\tDUKE A 0 A_JumpIfInventory(\"Jett\",1,\"Jet\")\n\t\tDUKE D 5\n\t\tDUKE A 0 A_SpawnItemEx(\"MarineStomp\",0,0,0,0,0,-20,0,0,0)\n\t\tGoto See\n\tINeedHealingSee:\n\t\tDUKE A 0 SetPlayerProperty(0,0,3)\n\t\tDUKE A 0 A_SpawnItemEx(\"INeedHealingTrail\",random(-20,20),random(-20,20),0,0,0,10)\n\t\tDUKE A 0 A_JumpIfInventory(\"Jett\",1,\"Jet\")\n\t\tDUKE AB 5\n\t\tDUKE A 0 A_SpawnItemEx(\"MarineStomp\",0,0,0,0,0,-20,0,0,0)\n\t\tDUKE A 0 A_JumpIfInventory(\"Jett\",1,\"Jet\")\n\t\tDUKE CD 5\n\t\tDUKE A 0 A_JumpIfInventory(\"Jett\",1,\"Jet\")\n\t\tDUKE A 0 A_SpawnItemEx(\"MarineStomp\",0,0,0,0,0,-20,0,0,0)\n\t\tGoto Spawn\n\tJet:\n\t\tDUKE A 0 A_JumpIfInventory(\"DukeFuel\",1,\"Jet2\")\n\t\tDUKE A 1 A_TakeInventory(\"Jett\",999)\n\t\tDUKE A 0 SetPlayerProperty(0,0,3)\n\t\tGoto Spawn\n\tJet2:\n\t\tDUKE A 0 SetPlayerProperty(0,1,3)\n\t\tDUKE H 0 A_TakeInventory(\"DukeFuel\",1)\n\t\tDUKE H 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tDUKE H 0 A_SpawnItemEx(\"SmokeLarge\", -32, 0, 20, 0, 0, 0, 0, 128, 0)\n\t\tDUKE H 3 bright\n\t\tGoto Spawn\n\tMissile:\n\t\tDUKE E 1\n\t\tDUKE E 1 A_JumpIfInventory(\"Kicking\",1,\"Kick\")\n\t\tDUKE E 10\n\t\tGoto Spawn\n\tMelee:\n\t\tDUKE A 1 A_JumpIfInventory(\"Jett\",1,\"Jet\")\n\t\tDUKE F 6 bright\n\t\tGoto Missile\n\tKick:\n\t\tDUKE I 5\n\t\tDUKE G 5\n\t\tGoto Spawn\n\tPain.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",2)\n\tPain:\n\t\tDUKE I 4\n\t\tDUKE I 4 A_Pain\n\t\tGoto Spawn\n\tPain.FleshBent2:\n\tTNT1 A 0 A_GiveToTarget(\"Health\",4)\n\tGoto Pain\n\tDeath.Fleshbent:\n\tTNT1 A 0 A_GiveToTarget(\"TentacleAmmo\",2)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",15)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",10)\n\tGoto Death.Jitter\n\tDeath.Fleshbent2:\n\tTNT1 A 0 A_GiveToTarget(\"TentacleAmmo\",2)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",15)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",10)\n\tGoto Death.Jitter\n\tPain.BastetClawing:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",4)\n\t\tGoto Pain\n\tPain.BastetClawingLightSFX:\n\t\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitLight\",CHAN_5)\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",3)\n\t\tGoto Pain\n\tPain.BastetClawingHeavySFX:\n\t\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitHeavy\",CHAN_5)\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",6)\n\t\tGoto Pain\n\t\tPain.Justicar:\n\tTNT1 A 0 A_custommissile(\"Justicarattack\",14,0,random(0,360))\n\tTNT1 A 0 A_GiveToTarget(\"Health\",1)\n\tTNT1 A 0 A_GiveToTarget(\"JusticarSecondaryAmmo\",1)\n\tGoto pain\n\tPain.CreepStun:\n    DUKE I 0 A_Pain\n\tDUKE I 0 A_GiveToTarget(\"health\",5)\n\tDUKE I 40 Setplayerproperty(0,1,0)\n\tDUKE I 2 Setplayerproperty(0,0,0)\n\t\tGoto Spawn\n\tPain.FleshBent:\n    DUKE I 0 A_Pain\n\tDUKE I 20 Setplayerproperty(0,1,0)\n\tDUKE I 2 Setplayerproperty(0,0,0)\n\tGoto Spawn\n\tDeath:\n\tDeathAnim:\n\t\tDUKE A 0 A_TakeInventory(\"KilledCount\",999)\n\t\tDUKE A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tDUKE A 0 A_GiveToTarget(\"KilledDuke\",1)\n\t\tDUKE J 6\n\t\tDUKE K 6 A_PlayerScream\n\t\tDUKE L 6\n\t\tDUKE M 6 A_NoBlocking\n\t\tDUKE N 6\n\t\tDUKE O -1\n\t\tStop\n\tDeath.GhoulChainSaw:\n\tTNT1 A 0 A_GiveToTarget(\"Health\",50)\n\tTNT1 A 0 A_GiveToTarget(\"BearTarpsAmmo\",1)\n\tTNT1 A 0 A_GiveToTarget(\"SawyerRageammo\",10)\n\tTNT1 A 0 A_GiveToTarget(\"DUMMY_SawyerBloodyChainsaw\", 1)\n\tGoto Death.Jitter\n\tDeath.BastetClawing:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitHeavy\",CHAN_6)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",30)\n\tGoto Death.Jitter\n\tDeath.BastetClawingLightSFX:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitLight\",CHAN_6)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",30)\n\tGoto Death.Jitter\n\tDeath.BastetClawingHeavySFX:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitHeavy\",CHAN_6)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",30)\n\tGoto Death.Jitter\n\tDeath.SjasScream:\n\t\tDUKE A 0 A_GiveToTarget(\"KilledJ\",1)\n  \t\tGoto DeathAnim\n\tDeath.Creeper:\n\t\tDUKE A 0 A_PlaySoundEx(\"CreeperAttack\",\"Body\")\n\t\tDUKE A 0 A_SpawnItemEx(\"CreeperPopUp\",0,0,10)\n\t\tDUKE A 0 A_GiveToTarget(\"CreeperHeal\",1)\n\t\tDUKE A 0 ACS_ExecuteAlways(997,0,1)\n\t\tGoto DeathAnim\n\tDeath.CreepStun:\n\t\tDUKE A 0 A_GiveToTarget(\"CreepGotya\",1)\n\t\tGoto DeathAnim\n\tDeath.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",15)\n\tGoto Death.Jitter\n\tDeath.Jitter:\n\t\tDUKE A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tDUKE A 0 A_GiveToTarget(\"KilledDuke\",1)\n\t\tDUKE A 0 A_GiveToTarget(\"Crunched\",1)\n\t\tDUKE G 1 A_PlaySound(\"Gibbage/XSplat\")\n\t\tNULL A 0 A_SkullPop(\"Custom_DukeBloodySkull\")\n\t\tNULL A 0 A_PlaySound(\"Gibbage/PlayerGib\")\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A -1\n\t\tStop\n\tDeath.Ravager:\n\t\tDUKE A 0 A_GiveToTarget(\"KilledR\",1)\n\t\tDUKE A 0 A_GiveToTarget(\"Health\",25)\n\t\tDUKE A 0 ACS_ExecuteAlways(997,0,2)\n\t\tDUKE A 0 A_PlaySoundEx(\"RavagerAttack\",\"Body\")\n\t\tDUKE A 0 A_SpawnItemEx(\"RavagerHit\",0,0,32)\n\t\tGoto DeathAnim\n\tDeath.RavagerBall:\n\t\tDUKE A 0 A_GiveToTarget(\"RavagerGotYa\",1)\n\t\tGoto Death.SjasScream\n\tDeath.Yurei:\n\t\tDUKE A 0 A_GiveToTarget(\"KilledY\",1)\n\t\tDUKE A 0 A_PlaySoundEx(\"YureiKill1\",\"Body\",0,1)\n\t\tDUKE A 0 ACS_ExecuteAlways(997,0,3)\n\t\tGoto DeathAnim\n\tDeath.YureiBall:\n\t\tDUKE A 0 A_GiveToTarget(\"Health\",10)\n\t\tDUKE A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Death.SjasScream\n\tDeath.Misty:\n\t\tDUKE A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tDUKE A 0 A_GiveToTarget(\"KilledM\",1)\n\t\tDUKE JJJJJJ 1 A_FadeOut(0.05)\n\t\tDUKE A 0 A_PlayerScream\n\t\tDUKE KKKKKKLLLLLLMM 1 A_FadeOut(0.05)\n\t\tDUKE A 0 A_NoBlocking\n\t\tNULL A -1\n\t\tStop\n\tDeath.Clowny:\n\t\tDUKE A 0 ACS_ExecuteAlways(997,0,4)\n\t\tDUKE A 0 A_GiveToTarget(\"KilledC\",1)\n\t\tGoto DeathAnim\n\tDeath.Mohoph:\n\t\tDUKE A 0 A_GiveToTarget(\"TransDuke\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"MorphAmmo\", 1)\n\t\tDUKE A 0 A_PlaySoundEx(\"MohophKill\",\"Body\")\n\t\tDUKE A 0 ACS_ExecuteAlways(997,0,5)\n\t\tGoto DeathAnim\n\tDeath.EmtalicWeak:\n\t\tDUKE A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto DeathAnim\n\tDeath.Emtalic:\n\t\tDUKE A 0  A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Death.Jitter\n\tDeath.I1:\n\t\tDUKE A 0 A_SpawnItemEx(\"Heart\",0,0,32,random(2,3),momy,random(8,12),random(-180,180))\n\t\tDUKE A 0 A_GiveToTarget(\"KilledI1\",1)\n\t\tGoto DeathAnim\n\tDeath.I2:\n\t\tDUKE A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tDUKE A 0 A_GiveToTarget(\"KilledI2\",1)\n\t\tDUKE A 0 A_GiveToTarget(\"Clip\",1)\n\t\tDUKE G 0 SetPlayerProperty(0,1,4)\n\t\tDUKE G 0 A_Stop\n\t\tDUKE GGGGGGGGGGGGGG 5 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tNULL A 0 A_PlayerScream\n\t\tNULL A 0 ACS_ExecuteAlways(997,0,6)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"SkullGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"ChestGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"ArmGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"HandGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"CoccyxGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"LegGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AAAAAA 1 A_SpawnItemEx(\"BoneGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A -1 A_NoBlocking\n\t\tStop\n\tDeath.I3:\n\t\tDUKE A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tDUKE A 0 A_GiveToTarget(\"KilledI3\",1)\n\t\tDUKE HHHHHH 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tDUKE I 0 A_PlayerScream\n\t\tDUKE IIIIII 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tDUKE J 0 A_NoBlocking\n\t\tDUKE JJJJJJKKKKKKLLLLLLMMMMMMNNNNNN 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tDUKE OOOOOOO 3 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tDUKE O -1\n\t\tStop\n\tDeath.I4:\n\t\tDUKE A 0 A_GiveToTarget(\"KilledI4\",1)\n\t\tGoto DeathAnim\n\tDeath.I5:\n\t\tDUKE A 0 A_GiveToTarget(\"KilledI5\",1)\n\t\tGoto DeathAnim\n\tPain.RavagerBall:\n\t\tDUKE A 0 ACS_ExecuteAlways(920,0)\n\t\tGoto Pain\n\tPain.YureiBall:\n\t\tDUKE A 0 A_GiveToTarget(\"Health\",10)\n\t\tDUKE A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Pain\n\tPain.Emtalic:\n\t\tDUKE A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\tPain.EmtalicWeak:\n\t\tDUKE A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\t}\n}\n\nActor DukeJetpackItem : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tStop\n\tUse:\n\t\tTNT1 A 0 A_GiveInventory(\"CyborgDashcheck\",1)\n\t\tFail\n\t}\n}\n\nActor DukeFuel : Ammo\n{\n\tAmmo.BackpackAmount 200\n\tAmmo.BackpackMaxAmount 200\n\tInventory.Amount 200\n\tInventory.MaxAmount 200\n\tInventory.Icon \"FUELA0\"\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tCELL A -1\n\t\tStop\n\t}\n}\n\n// Weapon codes from Samsara by TerminusEst13 and ijontichy\n\nActor Duke-Pistol : Weapon\n{\n\tWeapon.SelectionOrder 600\n\tWeapon.SlotNumber 1\n\tWeapon.AmmoType \"DukePistolReload\"\n\tWeapon.Ammogive 0\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoType2 \"Pipes\"\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoUse2 1\n\tInventory.Icon \"DUKEPIST\"\n\tDamagetype \"SamDeagle\"\n\tObituary \"%o was surprised with %k's accuracy.\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOALERT\n\t+INVENTORY.UNDROPPABLE\n\t+Weapon.Ammo_Optional\n\tDecal \"BulletChip\"\n\tStates\n\t{\n      Ready:\n\t    TNT1 A 0 A_JumpIfInventory(\"CyborgDashCheck\",1,\"Jetpack\")\n        DKPS A 0 A_JumpIfInventory(\"DukePistolReload\", 1, 1)\n        Goto Reload\n\t\tDKPS A 1 A_WeaponReady\n\t  Goto Ready\n      Deselect:\n        DKPS AAAA 1 A_Lower\n        DKPS A 0 A_Lower\n        DKPS A 1 A_Lower\n        DKPS A 0 A_Lower\n        DKPS A 1 A_Lower\n        DKPS A 0 A_Lower\n        DKPS A 1 A_Lower\n        DKPS A 0 A_Lower\n        DKPS A 1 A_Lower\n        DKPS A 0 A_Lower\n        DKPS A 0 A_Lower\n        DKPS A 1 A_Lower\n        DKPS A 0 A_Lower\n        DKPS A 0 A_Lower\n        DKPS A 1 A_Lower\n        DKPS A 0 A_Lower\n        DKPS A 0 A_Lower\n        DKPS A 1 A_Lower\n        loop\n\n      Select:\n        DKPS A 1 A_Raise\n        DKPS A 0 A_Raise\n        DKPS A 0 A_Raise\n        DKPS A 1 A_Raise\n        DKPS A 0 A_Raise\n        DKPS A 1 A_Raise\n        DKPS A 0 A_Raise\n        DKPS A 1 A_Raise\n        DKPS A 0 A_Raise\n        DKPS A 1 A_Raise\n        DKPS A 0 A_Raise\n        DKPS AAAAAA 1 A_Raise\n        Loop\n\n      Fire:\n        DKPS A 0 A_JumpIfInventory(\"DukePistolReload\", 1, 1)\n\t  Goto Reload\n        DKPS A 1 A_WeaponReady(14)\n        TNT1 A 0 A_GunFlash\n        TNT1 A 0 A_PlayWeaponSound(\"DukePistol\")\n        TNT1 A 0 A_FireBullets(2,2,1,6,\"DukePuff1\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"InvertedRifleCaseSpawn\",5,0,8,2)\n        DKPS BC 1 BRIGHT A_WeaponReady(14)\n        DKPS AAA 1 A_WeaponReady(14)\n        Goto Ready\n\n      Flash:\n        TNT1 A 1 A_Light1\n        TNT1 A 1 A_Light0\n        stop\n\n      Reload:\n        TNT1 A 0\n        TNT1 A 0 A_PlaySound(\"duke/reload\",7)\n        DKPS D 3 A_WeaponReady(14)\n        DKPS E 4 A_WeaponReady(14)\n        DKPS F 8 A_WeaponReady(14)\n        TNT1 A 0 A_GiveInventory(\"DukePistolReload\",12)\n        DKPS GH 3 A_WeaponReady(14)\n        DKPS ID 2 A_WeaponReady(14)\n        DKPS A 2 A_WeaponReady(14)\n        DKPS A 0 A_ReFire\n        Goto Ready\n\tAltFire:\n\t\tDKPS A 1 A_WeaponReady(14)\n\t\tDKPL A 1 A_WeaponReady(14)\n\t\tDKPL B 1 A_WeaponReady(14)\n\t\tDKPL C 1 A_WeaponReady(14)\n\t\tDKPL D 1 A_WeaponReady(14)\n\t\tDKPL E 1 A_WeaponReady(14)\n\t\tDKPL F 1 A_WeaponReady(14)\n\t\tDKPL G 1 A_WeaponReady(14)\n\t\tDKPB F 3 A_WeaponReady(14)\n\t\tDKPB G 3 A_WeaponReady(14)\n\t\tDKPB H 4 A_WeaponReady(14)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PipeBomb\")\n\t\tDKPB I 3 A_WeaponReady(14)\n\t\tDKPB J 5 A_WeaponReady(14)\n\t\tDKPB K 1 A_WeaponReady(14)\n\t\tDKPB L 1 A_WeaponReady(14)\n\t\tDKPB M 1 A_WeaponReady(14)\n\t\tDKPB N 1 A_WeaponReady(14)\n\t\tDKPL G 1 A_WeaponReady(14)\n\t\tDKPL F 1 A_WeaponReady(14)\n\t\tDKPL E 1 A_WeaponReady(14)\n\t\tDKPL D 1 A_WeaponReady(14)\n\t\tDKPL C 1 A_WeaponReady(14)\n\t\tDKPL B 1 A_WeaponReady(14)\n\t\tDKPL A 1 A_WeaponReady(14)\n\t\tGoto Ready\n\tJetpack:\n\t\tDUKP A 0 A_TakeInventory(\"CyborgDashCheck\")\n\t\tDUKP A 0 A_JumpIfInventory(\"DukeFuel\",1,2)\n\t\tDUKP A 0\n\t\tGoto Ready\n\t\tDUKP A 0 A_JumpIfInventory(\"Jett\",1,\"Stops\")\n\t\tDUKP A 0 A_PlayWeaponSound(\"DukeJetLoad\")\n\t\tDKPS A 20 A_WeaponReady(14)\n\t\tDUKP A 0 A_PlayWeaponSound(\"DukeJetStart\")\n\t\tDUKP A 0 A_GiveInventory(\"Jett\",1)\n\t\tDKPS A 30 A_WeaponReady(14)\n\t\tGoto Ready\n\tStops:\n\t\tDUKP A 0 SetPlayerProperty(0,0,3)\n\t\tTNT1 A 0 A_TakeInventory(\"Jett\",999)\n\t\tDKPS A 20 A_WeaponReady(14)\n\t\tGoto Ready\n\t}\n}\n\nActor DukePuff1 : BulletPuff2\n{\n\tDamageType \"SamDeagle\"\n}\n\nActor Jett : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tLoop\n\t}\n}\n\nactor DukePistolReload : Ammo\n{\n    inventory.amount 1\n    inventory.maxamount 12\n\tinventory.icon \"CLIPA0\"\n    states\n    {\n      Spawn:\n        TNT1 A 35\n        stop\n    }\n}\n\nActor Duke-Shotgun : Weapon\n{\n\tWeapon.SelectionOrder 100\n\tWeapon.SlotNumber 2\n\tWeapon.AmmoType \"DukeAmmo\"\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoType2 \"Pipes\"\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoUse2 1\n\tInventory.Icon \"DUKESHOT\"\n\tObituary \"%o got owned by %k's mega boomstick.\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOALERT\n\t+INVENTORY.UNDROPPABLE\n\tDecal \"BulletChip\"\n\tStates\n\t{\n\tSelect:\n      Ready:\n\t    TNT1 A 0 A_JumpIfInventory(\"CyborgDashCheck\",1,\"Jetpack\")\n        DKXS A 1 A_WeaponReady\n        Loop\n\n      Deselect:\n        DKXS AAAA 1 A_Lower\n        DKXS A 0 A_Lower\n        DKXS A 1 A_Lower\n        DKXS A 0 A_Lower\n        DKXS A 1 A_Lower\n        DKXS A 0 A_Lower\n        DKXS A 1 A_Lower\n        DKXS A 0 A_Lower\n        DKXS A 1 A_Lower\n        DKXS A 0 A_Lower\n        DKXS A 0 A_Lower\n        DKXS A 1 A_Lower\n        DKXS A 0 A_Lower\n        DKXS A 0 A_Lower\n        DKXS A 1 A_Lower\n        DKXS A 0 A_Lower\n        DKXS A 0 A_Lower\n        DKXS A 1 A_Lower\n        loop\n\n      Select:\n        DKXS A 1 A_Raise\n        DKXS A 0 A_Raise\n        DKXS A 0 A_Raise\n        DKXS A 1 A_Raise\n        DKXS A 0 A_Raise\n        DKXS A 1 A_Raise\n        DKXS A 0 A_Raise\n        DKXS A 1 A_Raise\n        DKXS A 0 A_Raise\n        DKXS A 1 A_Raise\n        DKXS A 0 A_Raise\n        DKXS AAAAAA 1 A_Raise\n        Loop\n\n      Fire:\n        DKXS A 2 BRIGHT A_WeaponReady(14)\n\t\tDKXS A 0 A_FireBullets(6,6,7,3,\"DukeExplosiveShotgunPuff\",1)\n\t\tDKXS A 0 A_GunFlash\n        TNT1 A 0 A_AlertMonsters\n        DKXS A 0 A_PlayWeaponSound(\"DukeShotgunF\")\n        DKXS ABCDEA 1 BRIGHT A_WeaponReady(14)\n        DKXS F 1 A_WeaponReady(14)\n        DKXS A 0 A_CheckReload\n        DKXS GHI 2 A_WeaponReady(14)\n        DKXS JK 2 A_WeaponReady(14)\n        DKXS K 1 A_WeaponReady(14)\n        DKXS E 0\n        DKXS LMN 1 A_WeaponReady(14)\n        TNT1 A 0 A_FireCustomMissile(\"Shotguncasing\",0,0,3,3)\n        DKXS NMLK 1 A_WeaponReady(14)\n        DKXS KKJJIIHHGGFFF 1 A_WeaponReady(14)\n        DKXS A 4 A_WeaponReady(14)\n        TNT1 A 0 A_Refire\n        Goto Ready\n\n      Flash:\n        TNT1 A 1 A_Light1\n        TNT1 A 0\n        TNT1 A 1 A_Light0\n        stop\n\n\tAltFire:\n\t\tDKXS A 1 A_WeaponReady(14)\n\t\tDKXS A 1 A_WeaponReady(14)\n\t\tDKXS A 1 A_WeaponReady(14)\n\t\tDKXS A 1 A_WeaponReady(14)\n\t\tDKXS A 1 A_WeaponReady(14)\n\t\tDKXS A 1 A_WeaponReady(14)\n\t\tDKXS A 1 A_WeaponReady(14)\n\t\tDKXS A 1 A_WeaponReady(14)\n\t\tDKPB F 3 A_WeaponReady(14)\n\t\tDKPB G 3 A_WeaponReady(14)\n\t\tDKPB H 4 A_WeaponReady(14)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PipeBomb\")\n\t\tDKPB I 3 A_WeaponReady(14)\n\t\tDKPB J 5 A_WeaponReady(14)\n\t\tDKPB K 1 A_WeaponReady(14)\n\t\tDKPB L 1 A_WeaponReady(14)\n\t\tDKPB M 1 A_WeaponReady(14)\n\t\tDKPB N 1 A_WeaponReady(14)\n\t\tDKXS A 1 A_WeaponReady(14)\n\t\tDKXS A 1 A_WeaponReady(14)\n\t\tDKXS A 1 A_WeaponReady(14)\n\t\tDKXS A 1 A_WeaponReady(14)\n\t\tDKXS A 1 A_WeaponReady(14)\n\t\tDKXS A 1 A_WeaponReady(14)\n\t\tDKXS A 1 A_WeaponReady(14)\n\t\tGoto Ready\n\tJetpack:\n\t\tDUKS A 0 A_TakeInventory(\"CyborgDashCheck\")\n\t\tDUKS A 0 A_JumpIfInventory(\"DukeFuel\",1,2)\n\t\tDUKS A 0\n\t\tGoto Ready\n\t\tDUKS A 0 A_JumpIfInventory(\"Jett\",1,\"Stops\")\n\t\tDUKS A 0 A_PlayWeaponSound(\"DukeJetLoad\")\n\t\tDKXS A 20 A_WeaponReady(14)\n\t\tDUKS A 0 A_PlayWeaponSound(\"DukeJetStart\")\n\t\tDUKS A 0 A_GiveInventory(\"Jett\",1)\n\t\tDKXS A 30 A_WeaponReady(14)\n\t\tGoto Ready\n\tStops:\n\t\tDUKS A 0 SetPlayerProperty(0,0,3)\n\t\tTNT1 A 0 A_TakeInventory(\"Jett\",999)\n\t\tDKXS A 20 A_WeaponReady(14)\n\t\tGoto Ready\n\t}\n}\n\nACTOR DukeExplosiveShotgunPuff : BulletPuff2\n{\n    Renderstyle Add\n    Alpha 0.9\n\tDamageType \"fire2\"\n    Scale 0.5\n    VSpeed 0\n\t-SOLID\n\t+PUFFONACTORS\n\t+ALWAYSPUFF\n\t+PUFFGETSOWNER\n\t+FORCERADIUSDMG\n    States\n    {\n    Spawn:\n\tMelee:\n\tCrash:\n\t   TNT1 A 0\n       TNT1 A 1 A_PlaySound(\"Duke/SGXplode\")\n\t   TNT1 A 0 A_Explode(5,100)\n\t   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"ExplosiveFireSpark\",0,0,Random(-200,200),2,Random(-200,200))\n       TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"ExplosiveFireSpark2\",0,0,Random(-100,100),2,Random(-100,100))\n       DKSX ABCDEFGH 2 BRIGHT\n\t   DKSX IJKLMNOPQ 1 BRIGHT\n       stop\n   }\n}\n\nactor ExplosiveFireSpark\n{\n    health 5\n    radius 1\n    height 1\n    Speed 10\n    Scale 0.2\n    Gravity 0.7\n    PROJECTILE\n    +NOBLOCKMAP\n    +DONTSPLASH\n    +RANDOMIZE\n    -NOGRAVITY\n    -SOLID\n    +WINDTHRUST\n\n    States\n    {\n      Spawn:\n        DXSK A 1 BRIGHT A_FadeOut(0.01)\n        loop\n    }\n}\n\nactor ExplosiveFireSpark2 : ExplosiveFireSpark\n{\nSpeed 7\nGravity 0.75\nscale 0.35\n}\n\nActor DukeAmmo : Ammo\n{\n\tInventory.Icon \"SHELA0\"\n\tInventory.Amount 50\n\tInventory.MaxAmount 50\n\tAmmo.BackPackAmount 50\n\tAmmo.BackPackMaxAmount 50\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor Duke-Kicks: Weapon\n{\n\tWeapon.SelectionOrder 1500\n\tWeapon.SlotNumber 3\n\tWeapon.AmmoType2 \"Pipes\"\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoUse2 1\n\tInventory.Icon \"DUKEKICK\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOALERT\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSelect:\n\t    TNT1 A 0 ACS_ExecuteAlways(725, 0, 0)\n\t\tKNUX AAAAAAAAAAAAAAA 1 A_Raise\n\t\tKNUX BC 3\n\t\tTNT1 A 0 A_PlayWeaponSound(\"DukeKnuckle\")\n\t\tKNUX D 6\n\t\tKNUX CB 3\n\t\tKNUX AAAA 1 A_Raise\n\t\tGoto Ready\n\tReady:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CyborgDashCheck\",1,\"Jetpack\")\n\t\tTNT1 A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t    TNT1 A 0 ACS_ExecuteAlways(725, 0, 1)\n\t\tKNUK A 0 A_TakeInventory(\"Kicking\",999)\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+1\n\tFire:\n\t\tKNUK A 0 A_GiveInventory(\"Kicking\",1)\n\t\tDKBT A 8\n\t\tDKBT B 7 A_FireCustomMissile(\"DukeKick\")\n\t\tBOOT A 0 A_ReFire\n\t\tDKBT A 6\n\t\tGoto Ready\n\tAltFire:\n\t\tKNUK A 0 A_TakeInventory(\"Kicking\",999)\n\t\tTNT1 A 3\n\t\tDKPB F 3 A_WeaponReady(14)\n\t\tDKPB G 3 A_WeaponReady(14)\n\t\tDKPB H 4 A_WeaponReady(14)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PipeBomb\")\n\t\tDKPB I 3 A_WeaponReady(14)\n\t\tDKPB J 5 A_WeaponReady(14)\n\t\tDKPB K 1 A_WeaponReady(14)\n\t\tDKPB L 1 A_WeaponReady(14)\n\t\tDKPB M 1 A_WeaponReady(14)\n\t\tDKPB N 1 A_WeaponReady(14)\n\t\tTNT1 A 3\n\t\tGoto Ready\n\tJetPack:\n\t\tKNUK A 0 A_TakeInventory(\"CyborgDashCheck\")\n\t\tKNUK A 0 A_JumpIfInventory(\"DukeFuel\",1,2)\n\t\tKNUK A 0\n\t\tGoto Ready\n\t\tKNUK A 0 A_JumpIfInventory(\"Jett\",1,\"Stops\")\n\t\tKNUK A 0 A_PlayWeaponSound(\"DukeJetLoad\")\n\t\tTNT1 A 20\n\t\tKNUK A 0 A_PlayWeaponSound(\"DukeJetStart\")\n\t\tKNUK A 0 A_GiveInventory(\"Jett\",1)\n\t\tTNT1 A 30\n\t\tGoto Ready\n\tStops:\n\t\tKNUK A 0 SetPlayerProperty(0,0,3)\n\t\tTNT1 A 30 A_TakeInventory(\"Jett\",999)\n\t\tGoto Ready\n\t}\n}\n\nActor Pipes : Ammo\n{\n\tInventory.Icon \"PIPEBOMB\"\n\tInventory.Amount 10\n\tInventory.MaxAmount 10\n\tAmmo.BackPackAmount 10\n\tAmmo.BackPackMaxAmount 10\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor Kicking : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor PipeBomb\n{\n\tRadius 7\n\tHeight 5\n\tObituary \"%k thought %o needed a plumber.\"\n\tSpeed 14\n\tScale 0.34\n\tBounceCount 2\n\tBounceFactor 0.5\n\tReactionTime 5\n\tDamageType \"Grenade\"\n\tPROJECTILE\n\t+BOUNCEONACTORS\n\t+DOOMBOUNCE\n\t- NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tPBMB D 0\n\t\tPBMB D 0 ThrustThingZ(0,20,0,1)\n\t\tPBOM AAAAAA 2\n\t\tPBMB D 0 A_Countdown\n\t\tGoto Spawn+2\n\tDeath:\n\t\tPBMB D 0 A_SpawnItemEx(\"GrenadeExplosion\",0,0,0,0,0,0,0,128,0)\n\t\tPBOM A 1 A_Explode(130,100,1)\n\t\tStop\n\t}\n}\n\nActor DukeKick : CreeperAttack\n{\n\tDamage (100)\n\tRadius 9\n\tDamageType \"Ice2\"\n\tObituary \"%k kicked %o's ass.\"\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 0 A_PlaySound(\"DukeKick\")\n\t\tStop\n\t}\n}\n\nActor CreeperPopUp : Inventory\n{\nInventory.MaxAmount 1\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Blazkowicz.txt",
        "contents": "Actor Blazkowicz : PlayerPawn\n{\n\tMass 400\n\tPlayer.Maxhealth 100\n\tPlayer.SoundClass \"Blazkowicz\"\n\tPlayer.DisplayName \"Blazkowicz\"\n\tPlayer.ForwardMove 1.0\n\tPlayer.SideMove 1.0\n\tPlayer.StartItem \"Nazi-SubMachineGun\", 1\n\tPlayer.StartItem \"Nazi-Knife\", 1\n\tPlayer.StartItem \"Nazi-Chaingun\", 1\n\tPlayer.StartItem \"BlazkoMGUNAmmo\", 30\n\tPlayer.StartItem \"Clip3\", 300\n\tPlayer.StartItem \"IsHuman\", 1\n\tPlayer.StartItem \"Screamer\", 0\n\tPlayer.ScoreIcon \"BLAZKOST\"\n\tPlayer.ColorRange 112, 127\n\tDamageFactor \"GhostTrap\", 0.0\n\tDamagefactor \"normal\", 0.8\n\tDamagefactor \"Sentinel\", 0.0\n\tDamagefactor \"MechPewPews\", 0.0\n\tDamagefactor \"MacheteSlicerino\", 0.0\n\tscale 1.0\n\tPainChance 256\n\tLimitedToTeam 0\n\t+NOSKIN\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+GHOST\n\t+QUICKTORETALIATE\n\tStates\n\t{\n\tSpawn:\n\t\tBLAZ A 1 Setplayerproperty(0,0,0)\n\t\tLoop\n\tSee:\n\t\tBLAZ A 0 A_JumpIfHealthLower(50,\"INeedHealingSee\")\n\t\tBLAZ AB 5\n\t\tBLAZ B 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tBLAZ CD 5\n\t\tBLAZ D 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tGoto Spawn\n\tINeedHealingSee:\n\t\tBLAZ A 0 A_SpawnItemEx(\"INeedHealingTrail\",random(-20,20),random(-20,20),0,0,0,10)\n\t\tBLAZ AB 5\n\t\tBLAZ B 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tBLAZ CD 5\n\t\tBLAZ D 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tGoto Spawn\n\tMissile:\n\t\tBLAZ G 0 A_JumpIfInventory(\"Shell\",1,\"Knife\")\n\t\tBLAZ F 12\n\t\tGoto Spawn\n\tMelee:\n\t\tBLAZ F 0 A_JumpIfInventory(\"Shell\",1,\"Knife\")\n\t\tBLAZ F 6 bright\n\t\tGoto Missile\n\tKnife:\n\t\tBLAZ F 1\n\t\tBLAZ F 11 A_TakeInventory(\"Shell\",999)\n\t\tGoto Spawn\n\tPain.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",2)\n\tPain:\n\t\tBLAZ G 4\n\t\tBLAZ G 4 A_Pain\n\t\tGoto Spawn\n\tPain.FleshBent2:\n\tTNT1 A 0 A_GiveToTarget(\"Health\",4)\n\tGoto Pain\n\tDeath.Fleshbent:\n\tTNT1 A 0 A_GiveToTarget(\"TentacleAmmo\",2)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",15)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",10)\n\tGoto Death.Jitter\n\tDeath.Fleshbent2:\n\tTNT1 A 0 A_GiveToTarget(\"TentacleAmmo\",2)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",15)\n\tTNT1 A 0 A_GiveToTarget(\"Soulscepter1\",10)\n\tGoto Death.Jitter\n\tPain.BastetClawing:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",4)\n\t\tGoto Pain\n\tPain.BastetClawingLightSFX:\n\t\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitLight\",CHAN_5)\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",3)\n\t\tGoto Pain\n\tPain.BastetClawingHeavySFX:\n\t\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitHeavy\",CHAN_5)\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",6)\n\t\tGoto Pain\n\t\tPain.Justicar:\n\tTNT1 A 0 A_custommissile(\"Justicarattack\",14,0,random(0,360))\n\tTNT1 A 0 A_GiveToTarget(\"Health\",1)\n\tTNT1 A 0 A_GiveToTarget(\"JusticarSecondaryAmmo\",1)\n\tGoto pain\n\tPain.Creepstun:\n    BLAZ G 0 A_Pain\n\tBLAZ G 0 A_GiveToTarget(\"health\",5)\n\tBLAZ G 40 Setplayerproperty(0,1,0)\n\tBLAZ G 2 Setplayerproperty(0,0,0)\n\t\tGoto Spawn\n\tPain.FleshBent:\n    BLAZ G 0 A_Pain\n\tBLAZ G 20 Setplayerproperty(0,1,0)\n\tBLAZ G 2 Setplayerproperty(0,0,0)\n\tGoto Spawn\n\tDeath.Creeper:\n\t\tBLAZ A 0 A_PlaySoundEx(\"CreeperAttack\", \"Body\")\n\t\tBLAZ A 0 A_SpawnItemEx(\"CreeperPopUp\",0,0,10)\n\t\tBLAZ A 0 A_GiveToTarget(\"CreeperHeal\",1)\n\t\tBLAZ A 0 ACS_ExecuteAlways(997,0,1)\n\t\tGoto DeathAnim\n\tDeath.CreepStun:\n\t\tBLAZ A 0 A_GiveToTarget(\"Unlock13\",1)\n\t\tBLAZ A 0 A_GiveToTarget(\"CreepGotya\",1)\n\t\tGoto DeathAnim\n\tDeath.SjasScream:\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledJ\",1)\n\t\tGoto DeathAnim\n\tDeath:\n\tDeathAnim:\n\t\tBLAZ A 0 A_TakeInventory(\"KilledCount\",999)\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledBlazkowicz\",1)\n\t\tBLAZ H 5\n\t\tBLAZ I 5 A_PlayerScream\n\t\tBLAZ J 5 A_NoBlocking\n\t\tBLAZ KL 5\n\t\tBLAZ L -1\n\t\tStop\n\tDeath.GhoulChainSaw:\n\tTNT1 A 0 A_GiveToTarget(\"Health\",50)\n\tTNT1 A 0 A_GiveToTarget(\"BearTarpsAmmo\",1)\n\tTNT1 A 0 A_GiveToTarget(\"SawyerRageammo\",10)\n\tTNT1 A 0 A_GiveToTarget(\"DUMMY_SawyerBloodyChainsaw\", 1)\n\tGoto Death.Jitter\n\tDeath.BastetClawing:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitHeavy\",CHAN_6)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",30)\n\tGoto Death.Jitter\n\tDeath.BastetClawingLightSFX:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitLight\",CHAN_6)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",30)\n\tGoto Death.Jitter\n\tDeath.BastetClawingHeavySFX:\n\tTNT1 A 0 A_PlaySound(\"Bastet/ClawHitHeavy\",CHAN_6)\n\tTNT1 A 0 A_GiveToTarget(\"Health\",30)\n\tGoto Death.Jitter\n\tDeath.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",15)\n\tGoto Death.Jitter\n\tDeath.Jitter:\n\t\tBLAZ I 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tBLAZ I 0 A_GiveToTarget(\"KilledBlazkowicz\",1)\n\t\tBLAZ I 0 A_GiveToTarget(\"Crunched\",1)\n\t\tBLAZ I 1 A_PlaySound(\"Gibbage/XSplat\")\n\t\tNULL A 0 A_SkullPop(\"Custom_BlazkowiczBloodySkull\")\n\t\tNULL A 0 A_PlaySound(\"Gibbage/PlayerGib\")\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A -1\n\t\tStop\n\tDeath.Ravager:\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledR\",1)\n\t\tBLAZ A 0 A_GiveToTarget(\"Health\",25)\n\t\tBLAZ A 0 ACS_ExecuteAlways(997,0,2)\n\t\tBLAZ A 0 A_PlaySoundEx(\"RavagerAttack\",\"Body\")\n\t\tBLAZ A 0 A_SpawnItemEx(\"RavagerHit\",0,0,32)\n\t\tGoto DeathAnim\n\tDeath.RavagerBall:\n\t\tBLAZ A 0 A_GiveToTarget(\"RavagerGotYa\",1)\n\t\tGoto Death.SjasScream\n\tDeath.Yurei:\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledY\",1)\n\t\tBLAZ A 0 A_PlaySoundEx(\"YureiKill1\",\"Body\",0,1)\n\t\tBLAZ A 0 ACS_ExecuteAlways(997,0,3)\n\t\tGoto DeathAnim\n\tDeath.YureiBall:\n\t\tBLAZ A 0 A_GiveToTarget(\"Health\",10)\n\t\tBLAZ A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Death.SjasScream\n\tDeath.Misty:\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledM\",1)\n\t\tBLAZ HHHH 1 A_FadeOut(0.05)\n\t\tBLAZ A 0 A_PlayerScream\n\t\tBLAZ IIIJJJKKKLLL 1 A_FadeOut(0.05)\n\t\tBLAZ A 0 A_NoBlocking\n\t\tNULL A -1\n\t\tStop\n\tDeath.Clowny:\n\t\tBLAZ A 0 ACS_ExecuteAlways(997,0,4)\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledC\",1)\n\t\tGoto DeathAnim\n\tDeath.Mohoph:\n\t\tBLAZ A 0 A_GiveToTarget(\"TransBlazkowicz\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"MorphAmmo\", 1)\n\t\tBLAZ A 0 A_PlaySoundEx(\"MohophKill\",\"Body\")\n\t\tBLAZ A 0 ACS_ExecuteAlways(997,0,5)\n\t\tGoto DeathAnim\n\tDeath.EmtalicWeak:\n\t\tBLAZ A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto DeathAnim\n\tDeath.Emtalic:\n\t\tBLAZ A 0  A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Death.Jitter\n\tDeath.I1:\n\t\tBLAZ A 0 A_SpawnItemEx(\"Heart\",0,0,32,random(2,3),momy,random(8,12),random(-180,180))\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledI1\",1)\n\t\tGoto DeathAnim\n\tDeath.I2:\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledI2\",1)\n\t\tBLAZ A 0 A_GiveToTarget(\"Clip\",1)\n\t\tBLAZ I 0 SetPlayerProperty(0,1,4)\n\t\tBLAZ I 0 A_Stop\n\t\tBLAZ HHHHHHHHHH 5 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tNULL A 0 A_PlayerScream\n\t\tNULL A 0 ACS_ExecuteAlways(997,0,6)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"SkullGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"ChestGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"ArmGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"HandGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"CoccyxGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"LegGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AAAAAA 1 A_SpawnItemEx(\"BoneGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A -1 A_NoBlocking\n\t\tStop\n\tDeath.I3:\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledI3\",1)\n\t\tBLAZ HHHHH 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tBLAZ I 0 A_PlayerScream\n\t\tBLAZ JJJJJ 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tBLAZ J 0 A_NoBlocking\n\t\tBLAZ KKKKKKLLLLLLL 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tBLAZ LLLLLL 3 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tBLAZ O -1\n\t\tStop\n\tDeath.I4:\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledI4\",1)\n\t\tGoto DeathAnim\n\tDeath.I5:\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledI5\",1)\n\t\tGoto DeathAnim\n\tPain.RavagerBall:\n\t\tBLAZ A 0 ACS_ExecuteAlways(920,0)\n\t\tGoto Pain\n\tPain.YureiBall:\n\t\tBLAZ A 0 A_GiveToTarget(\"Health\",10)\n\t\tBLAZ A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Pain\n\tPain.Emtalic:\n\t\tBLAZ A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\tPain.EmtalicWeak:\n\t\tBLAZ A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\t\t}\n}\n\nactor \"Nazi-SubMachineGun\" : weapon\n{\n    Weapon.SlotNumber 2\n    Weapon.AmmoUse 1\n    Weapon.AmmoGive 10\n    Weapon.AmmoType \"BlazkoMGUNAmmo\"\n\t+NOAUTOAIM\n    +DONTBOB\n    +INVENTORY.UNDROPPABLE\n    Inventory.PickupMessage \"You got the Machine Gun!\"\n    Obituary \"%k's submachinegun was sufficient for %o.\"\n    Weapon.YAdjust 16\n    States\n    {\n      Spawn:\n        WMGP A -1\n        Loop\n\t\tSelect:\n\t\tWMGP A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tWMGP A 1 A_Lower\n\t\tLoop\n      Ready:\n        WMGN A 10 A_WeaponReady\n\t\tWMGN A 0 A_GiveInventory(\"BlazkoMGUNAmmo\",1)\n        loop\n      Fire:\n        WMGN AB 2\n      Hold:\n        TNT1 A 0 A_PlayWeaponSound(\"Blazko/Machinegun\")\n\t\tWPST C 0 A_FireBullets(3,3,1,8,\"BlazkoPuffNoBlood\")\n        WMGN C 3 BRIGHT\n        WMGN D 3\n        TNT1 A 0 A_Refire\n        WMGN E 3 A_ClearRefire\n        Goto Ready\n    }\n}\n\nactor Nazi-Chaingun : weapon\n{\n    Weapon.SlotNumber 4\n    Weapon.AmmoUse 1\n    Weapon.AmmoGive 20\n    Weapon.AmmoType \"Clip3\"\n\t+NOAUTOAIM\n    +DONTBOB\n    +INVENTORY.UNDROPPABLE\n    Inventory.PickupMessage \"You got the Chaingun!\"\n    Obituary \"%o was ripped apart by %k's chaingun.\"\n    Weapon.YAdjust 16\n    States\n    {\n      Spawn:\n        WCHP A -1\n        Loop\n      Ready:\n        WCHN A 1 A_WeaponReady\n        loop\n\t\tSelect:\n\t\tWCHN A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tWCHN A 1 A_Lower\n\t\tLoop\n      Fire:\n        WCHN AB 2\n      Hold:\n        WCHN A 0 A_PlayWeaponSound(\"Blazko/Chaingun\")\n        WCHN C 3 BRIGHT A_FireBullets(5,5,1,4,\"BlazkoPuffNoBlood\")\n        WCHN A 0 A_PlayWeaponSound(\"Blazko/Chaingun\")\n        WCHN D 3 BRIGHT A_FireBullets(5,5,1,4,\"BlazkoPuffNoBlood\")\n        TNT1 A 0 A_ReFire\n        WCHN E 2 A_ClearRefire\n        Goto Ready\n    }\n}\n\nACTOR BlazkoMGUNAmmo : Ammo\n{\n  Inventory.Amount 30\n  Inventory.MaxAmount 30\n  Ammo.BackpackAmount 30\n  Ammo.BackpackMaxAmount 30\n  Inventory.Icon \"CLIPA0\"\n}\n\nactor BlazkoPuffNoBlood { -bloodsplatter +bloodlessimpact }\n\nACTOR Clip3 : Ammo\n{\n  Inventory.Amount 400\n  Inventory.MaxAmount 400\n  Ammo.BackpackAmount 400\n  Ammo.BackpackMaxAmount 400\n  Inventory.Icon \"CLIPA0\"\n}\n\nactor \"Nazi-Knife\" : weapon\n{\n    Weapon.Kickback 0\n    Weapon.SelectionOrder 2200\n    Weapon.SlotNumber 0\n    Obituary \"%k split %o's face into two.\"\n    +WEAPON.MELEEWEAPON\n    +DONTBOB\n    +NOALERT\n    +INVENTORY.UNDROPPABLE\n    Weapon.YAdjust 16\n    States\n    {\n      Spawn:\n        WKNP A -1\n        stop\n      Ready:\n        WKNF F 1 A_WeaponReady\n        loop\n\tSelect:\n\t\tWKNF A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tWKNF A 1 A_Lower\n\t\tLoop\n      Fire:\n        WKNF GH 3\n        WKNF I 3 A_FireCustomMissile(\"KnifeAttack\")\n        WKNF I 0 A_PlayWeaponSound (\"Blazko/Knife\")\n        WKNF H 3\n        goto Ready\n    }\n}\n\nActor KnifeAttack\n{\n\tRadius 9\n\tHeight 5\n\tSpeed 40\n\tDamage 8\n\tDamageType \"LoWangVampiric\"\n\tObituary \"%k split %o's face into two.\"\n\tDecal \"BulletChip\"\n\tPROJECTILE\n\t+NOEXTREMEDEATH\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterFreezeSlow\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tTNT1 A 0 A_PlaySoundEx(\"KnifeMiss\",\"Body\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"BulletPuff\")\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterFreezeSlow\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tTNT1 A 0 A_PlaySoundEx(\"KnifeHit\",\"Body\")\n\t\tStop\n\t}\n}\n\nActor CreeperPopUp : Inventory\n{\nInventory.MaxAmount 1\n}"
      }
    ]
  },
  "maps": []
}

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