doom64weaponsv3.pk3

PK3 15 MiB 0 map(s)

Counts

endoom0
graphics5
lumps920
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "0923d20d-72ba-42cb-8bdf-6792cfb74eb7",
    "sha1": "e0a54920fb5c1dfb6303217042699d12f4d4433f",
    "sha256": "f199bb348caf0751ba803b27c2805efcc9f9945dd91947a84df141618c062afb",
    "filenames": [
      "doom64weaponsv3.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [
        "DOOM2"
      ],
      "filename": null,
      "added": "2014-10-23 19:57:54",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2014-10-23 19:57:54",
    "file": {
      "type": "PK3",
      "size": 15772897,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/e0a54920fb5c1dfb6303217042699d12f4d4433f/e0a54920fb5c1dfb6303217042699d12f4d4433f.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 5,
        "lumps": 920,
        "maps": 0,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ],
      "iwads_guess": [
        "DOOM2"
      ]
    },
    "analysis": {
      "title": "Doom 64 Weapons PK3",
      "description": "This WAD is a single-file PK3 mod designed to replace Doom 2 weapons and effects with Doom 64 styled versions, intended for use with old map packs rather than new maps. It features custom DECORATE and ACS coding to recreate Doom 64 weapon visuals and sounds, including scaled sprites and unique actor definitions. The mod requires ZDoom-compatible engines and is tailored for Doom 2 IWAD, focusing solely on weapon aesthetics without adding new maps or altering gameplay difficulty. The resource balance and monster profiles remain unchanged as no new maps or monsters are included. The theme is purely Doom 64 weaponry, with no new level architecture or textures.",
      "tags": [
        "aesthetic_mod",
        "doom2_iwad",
        "doom64",
        "no_maps",
        "weapon_mod",
        "zdoom_compatible"
      ],
      "origin": "gpt-4.1-mini"
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "CREDITS.txt",
        "contents": "/*\n\nBefore anything else, to avoid confusion this is intended to be played with\nold map packs and give them a Doom 64 spice, I don't think I quite intend\nto port any maps, hence why I put weapons in the name.\n\nHaha, well, as you may have guessed, absolutely nothing in this wad belongs\nto me with the exception of the decorate and acs coding. Anything other than\nthat is straight out of Doom 64. Oh, can't forget Kaiser and his incredible\nDoom 64 port, making it super easy to gather these resources! For you Doom 64\nfans out there go fetch out Doom 64 Ex and give it a spin, it's great! So\nyeah, I made this only because I'm an avid Doom 64 fan, no more no less.\nOh... right, my buddy Gamenerd64 who's in college right now actually\ncontributed by coding the monsters, if there's anybody who could make spot-on\nrecreations of these monsters, it's him. He also made much-requested gldefs\nbuuut I haven't talked to him in months...\n\nIncase you're wondering why FSR is no longer in the name, I've resigned from\nthe clan due to lack of interest and inactivity and gave leadership to Ted\nand Slim.\n\n- With love, Lance\n\n*/"
      },
      {
        "source": "pk3",
        "name": "WEAPONS.txt",
        "contents": "ACTOR Blood64 : Blood Replaces Blood\n{\n  Mass 5\n  +NOBLOCKMAP\n  +NOTELEPORT\n  -ALLOWPARTICLES\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    BLUD ABC 8\n    Stop\n  Spray:\n    SPRY ABCDEF 3\n    SPRY G 2\n    Stop\n  }\n}\n\nACTOR BulletPuff64 : BulletPuff replaces BulletPuff\n{\n  Alpha 1\n  Renderstyle Normal\n  XScale .8\n  YScale .7\n  -ALLOWPARTICLES\n  States\n  {\n  Spawn:\n    PUFF AB 4 Bright\n  Melee:\n    PUFF CDEF 4\n\tStop\n\t}\n}\n\nACTOR ChainsawPuff : BulletPuff\n{\n    -ALLOWPARTICLES\n\t+PUFFONACTORS\n    XScale .8\n    YScale .7\n    States\n    {\n    Spawn:\n      TNT1 A 0\n      TNT1 A 1 A_SpawnItem(\"ChainsawSound\")\n\t  Stop\n    Melee:\n      TNT1 A 0\n      TNT1 A 1 A_SpawnItem(\"ChainsawSound\")\n\t  Stop\n    Crash:\n      PUFF AB 4 Bright\n      PUFF CDEF 4\n\t  Stop\n    }\n}\n\nACTOR ChainsawSound\n{\n  +NOCLIP\n  +CLIENTSIDEONLY\n  +NOINTERACTION\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 1 A_PlaySound(\"weapons/sawhit\")\n    Stop\n  }\n}\n\nACTOR Fist64 : Weapon\n{\n\tWeapon.SelectionOrder 3700\n\tWeapon.Kickback 100\n\tObituary \"$OB_MPFIST\"\n\t+WEAPON.WIMPY_WEAPON\n\t+WEAPON.MELEEWEAPON\n\t+WEAPON.ALLOW_WITH_RESPAWN_INVUL\n    XScale .8\n    YScale .7\n    +INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tReady:\n\t\tPUNG A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tPUNG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tPUNG A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tPUNG B 5\n\t\tPUNG C 4 A_Punch\n\t\tPUNG D 5\n\t\tPUNG C 4\n\t\tPUNG B 5 A_ReFire\n\t\tGoto Ready\n\t}\n}\n\nACTOR Pistol64 : DoomWeapon Replaces Pistol\n{\n\tWeapon.SelectionOrder 1900\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 20\n\tWeapon.AmmoType \"Clip64\"\n\tObituary \"$OB_MPPISTOL\"\n\t+WEAPON.WIMPY_WEAPON\n\t+WEAPON.ALLOW_WITH_RESPAWN_INVUL\n\tInventory.Pickupmessage \"$PICKUP_PISTOL_DROPPED\"\n\tAttacksound \"weapons/pistol\"\n    XScale .8\n    YScale .7\n    +INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tReady:\n\t\tPISG A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tPISG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tPISG A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tPISG C 6 A_FirePistol\n\t\tPISG B 7\n\t\tPISG A 1 A_ReFire\n\t\tGoto Ready\n\tFlash:\n\t\tPISG D 3 Bright\n\t\tGoto LightDone\n\t\tPISG D 3 Bright\n\t\tGoto LightDone\n \tSpawn:\n\t\tPIST A -1\n\t\tStop\n\t}\n}\n\nACTOR Chainsaw64 : Weapon Replaces Chainsaw\n{\n\tWeapon.Kickback 0\n\tWeapon.SelectionOrder 2200\n\tWeapon.ReadySound \"weapons/sawidle\"\n\tInventory.PickupMessage \"$GOTCHAINSAW\"\n\tObituary \"$OB_MPCHAINSAW\"\n\t+WEAPON.MELEEWEAPON\n\t+WEAPON.ALLOW_WITH_RESPAWN_INVUL\n    XScale .8\n    YScale .7\n\tStates\n\t{\n\tReady:\n\t\tSAWG AB 5 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tSAWG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t    SAWG A 0 A_PlaySound(\"weapons/sawup\",1)\n\t\tSAWG A 1 A_Raise\n\t\tGoto Select+1\n\tFire:\n\t\tSAWG CD 3 A_Saw(\"weapons/sawfull\",\"jackfuckingshit\",2,\"ChainsawPuff\")\n\t\tSAWG D 0 A_ReFire\n\t\tGoto Ready\n\tSpawn:\n\t\tCSAW A -1\n\t\tStop\n\t}\n}\n\nACTOR Shotgun64 : DoomWeapon Replaces Shotgun\n{\n\tWeapon.SelectionOrder 1300\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 8\n\tWeapon.AmmoType \"Shell64\"\n\tInventory.PickupMessage \"$GOTSHOTGUN\"\n\tObituary \"$OB_MPSHOTGUN\"\n\tAttacksound \"weapons/shotgf\"\n    XScale .8\n    YScale .7\n\tStates\n\t{\n\tReady:\n\t\tSHT1 A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tSHT1 A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tSHT1 A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tSHT1 A 3\n\t\tSHT1 A 0 A_FireShotgun\n\t    SHT1 B 0 A_SetPitch(pitch-6)\n\t    SHT1 B 1 A_SetPitch(pitch+1)\n\t    SHT1 B 1 A_SetPitch(pitch+1)\n\t    SHT1 B 1 A_SetPitch(pitch+1)\n\t    SHT1 B 1 A_SetPitch(pitch+1)\n\t    SHT1 B 1 A_SetPitch(pitch+1)\n\t    SHT1 B 1 A_SetPitch(pitch+1)\n\t\tSHT1 B 15\n\t\tSHT1 C 6\n\t\tSHT1 A 6\n\t\tSHT1 A 7 A_ReFire\n\t\tGoto Ready\n\tFlash:\n\t\tSHT1 D 3 Bright\n\t\tGoto LightDone\n\tSpawn:\n\t\tSHOT A -1\n\t\tStop\n\t}\n}\n\nACTOR SuperShotgun64 : DoomWeapon Replaces SuperShotgun\n{\n\tWeapon.SelectionOrder 400\n\tWeapon.AmmoUse 2\n\tWeapon.AmmoGive 8\n\tWeapon.AmmoType \"Shell64\"\n\tInventory.PickupMessage \"$GOTSHOTGUN2\"\n\tObituary \"$OB_MPSSHOTGUN\"\n\tAttacksound \"weapons/sshotf\"\n    XScale .8\n    YScale .7\n\tStates\n\t{\n\tReady:\n\t\tSHT2 A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tSHT2 A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tSHT2 A 1 A_Raise\n\t\tLoop\n\tFire:\n\t    SHT2 A 0 A_Recoil(1.5)\n\t\tSHT2 A 0 A_FireShotgun2\n\t    SHT2 A 1 A_SetPitch(pitch-4)\n\t\tSHT2 A 1 A_SetPitch(pitch+2)\n\t\tSHT2 A 1 A_SetPitch(pitch+2)\n\t\tSHT2 B 33 A_CheckReload\n\t\tSHT2 B 6 A_PlayWeaponSound(\"weapons/sshoto\")\n\t\tSHT2 C 6 A_PlayWeaponSound(\"weapons/sshotc\")\n\t\tSHT2 A 2\n\t\tSHT2 A 5 A_ReFire\n\t\tGoto Ready\n\tFlash:\n\t\tSHT2 D 3 Bright\n\t\tGoto LightDone\n\tSpawn:\n\t\tSGN2 A -1\n\t\tStop\n\t}\n}\n\nACTOR Chaingun64 : DoomWeapon Replaces Chaingun\n{\n\tWeapon.SelectionOrder 700\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 20\n\tWeapon.AmmoType \"Clip64\"\n\tInventory.PickupMessage \"$GOTCHAINGUN\"\n\tObituary \"$OB_MPCHAINGUN\"\n\tAttacksound \"\"\n    XScale .8\n    YScale .7\n\tStates\n\t{\n\tReady:\n\t    CHGG A 0 A_TakeInventory(\"ChaingunSound\",2)\n\t\tCHGG A 1 A_WeaponReady\n\t\tgoto Ready+1\n\tDeselect:\n\t    CHGG A 0 A_TakeInventory(\"ChaingunSound\",2)\n\t\tCHGG A 1 A_Lower\n\t\tgoto Deselect+1\n\tSelect:\n\t    CHGG A 0 A_TakeInventory(\"ChaingunSound\",2)\n\t\tCHGG A 1 A_Raise\n\t\tgoto Select+1\n\tFire:\n\t    CHGG A 0 A_JumpIfInventory(\"ChaingunSound\",2,\"Fire3\")\n\t    CHGG A 0 A_JumpIfInventory(\"ChaingunSound\",1,\"Fire2\")\n\t    CHGG A 0 A_GiveInventory(\"ChaingunSound\",1)\n\t\tCHGG A 0 A_PlaySound(\"weapons/chngun2\",5)\n\t\tCHGG A 0 A_GunFlash\n\t\tCHGG A 0 A_FireBullets(5.6, 0, 1, 5, \"BulletPuff\")\n\t    CHGG A 1 A_SetPitch(pitch-2)\n\t    CHGG A 1 A_SetPitch(pitch+1)\n\t    CHGG A 2 A_SetPitch(pitch+1)\n\t\tCHGG B 0 A_FireBullets(5.6, 0, 1, 5, \"BulletPuff\")\n\t    CHGG B 1 A_SetPitch(pitch-2)\n\t    CHGG B 1 A_SetPitch(pitch+1)\n\t    CHGG B 1 A_SetPitch(pitch+1)\n\t\tCHGG B 0 A_ReFire\n\t\tGoto Ready\n\tFire2:\n\t    CHGG A 0 A_GiveInventory(\"ChaingunSound\",1)\n\t\tCHGG A 0 A_PlaySound(\"weapons/chngun2\",6)\n\t\tCHGG A 0 A_GunFlash\n\t\tCHGG A 0 A_FireBullets(5.6, 0, 1, 5, \"BulletPuff\")\n\t    CHGG A 1 A_SetPitch(pitch-2)\n\t    CHGG A 1 A_SetPitch(pitch+1)\n\t    CHGG A 2 A_SetPitch(pitch+1)\n\t\tCHGG B 0 A_FireBullets(5.6, 0, 1, 5, \"BulletPuff\")\n\t    CHGG B 1 A_SetPitch(pitch-2)\n\t    CHGG B 1 A_SetPitch(pitch+1)\n\t    CHGG B 1 A_SetPitch(pitch+1)\n\t\tCHGG B 0 A_ReFire\n\t\tGoto Ready\n\tFire3:\n\t    CHGG A 0 A_TakeInventory(\"ChaingunSound\",2)\n\t\tCHGG A 0 A_PlaySound(\"weapons/chngun2\",7)\n\t\tCHGG A 0 A_GunFlash\n\t\tCHGG A 0 A_FireBullets(5.6, 0, 1, 5, \"BulletPuff\")\n\t    CHGG A 1 A_SetPitch(pitch-2)\n\t    CHGG A 1 A_SetPitch(pitch+1)\n\t    CHGG A 2 A_SetPitch(pitch+1)\n\t\tCHGG B 0 A_FireBullets(5.6, 0, 1, 5, \"BulletPuff\")\n\t    CHGG B 1 A_SetPitch(pitch-2)\n\t    CHGG B 1 A_SetPitch(pitch+1)\n\t    CHGG B 1 A_SetPitch(pitch+1)\n\t\tCHGG B 0 A_ReFire\n\t\tGoto Ready\n\tFlash:\n\t\tCHGG C 3 Bright\n\t\tTNT1 A 1\n\t\tCHGG D 2 Bright\n\t\tGoto LightDone\n\tSpawn:\n\t\tMGUN A -1\n\t\tStop\n\t}\n}\n\nACTOR ChaingunSound : Inventory\n{\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.Amount 1\n  Inventory.MaxAmount 2\n  -INVENTORY.INVBAR\n  +INVENTORY.UNDROPPABLE\n  States\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nACTOR RocketLauncher64 : DoomWeapon Replaces Rocketlauncher\n{\n\tWeapon.SelectionOrder 2500\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 2\n\tWeapon.AmmoType \"RocketAmmo64\"\n\t+WEAPON.NOAUTOFIRE\n\tInventory.PickupMessage \"$GOTLAUNCHER\"\n    XScale .8\n    YScale .7\n\tStates\n\t{\n\tReady:\n\t\tROCK A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tROCK A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tROCK A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tROCK B 8 A_GunFlash\n\t\tROCK B 0 A_Recoil(0.5)\n\t\tROCK B 0 A_FireCustomMissile(\"Rocket64\",0,1,0,-2,0,0)\n\t    ROCK B 1 A_SetPitch(pitch-4)\n\t    ROCK B 1 A_SetPitch(pitch+2)\n\t    ROCK B 10 A_SetPitch(pitch+2)\n\t\tROCK B 0 A_ReFire\n\t\tGoto Ready\n\tFlash:\n\t\tROCK C 3 Bright\n\t\tROCK D 4 Bright\n\t\tROCK EF 4 Bright\n\t\tGoto LightDone\n\tSpawn:\n\t\tLAUN A -1\n\t\tStop\n\t}\n}\n\nactor Rocket64 : Rocket replaces Rocket\n{\n  Radius 11\n  Height 8\n  Speed 20\n  Damage 20\n  Projectile\n  +RANDOMIZE\n  +NOBLOCKMONST\n  -DEHEXPLOSION\n  -ROCKETTRAIL\n  SeeSound \"weapons/rocklf\"\n  DeathSound \"weapons/rocklx\"\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    MISL A 3 bright A_SpawnItem(\"RocketSmoke64\")\n\tLoop\n  Death:\n\t\tMISL B 0 Bright A_Explode(128,155)\n\t\tMISL B 8 Bright A_SetTranslucent(0.7,0)\n\t\tMISL C 6 Bright A_SetTranslucent(0.5,0)\n\t\tMISL D 4 Bright A_SetTranslucent(0.4,0)\n\t\tMISL E 3 Bright A_SetTranslucent(0.3,0)\n\t\tMISL F 2 Bright\n\t\tStop\n  }\n}\n\nactor RocketSmoke64\n{\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +NOTELEPORT\n  XScale .8\n  YScale .7\n  RenderStyle Translucent\n  Alpha 0.7\n  States\n  {\n  Spawn:\n    PUF2 ABCDE 3 Bright\n    Stop\n  }\n}\n\nACTOR PlasmaRifle64 : DoomWeapon Replaces Plasmarifle\n{\n\tWeapon.SelectionOrder 100\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 40\n\tWeapon.AmmoType \"Cell64\"\n\tInventory.PickupMessage \"$GOTPLASMA\"\n    XScale .8\n    YScale .7\n\tStates\n\t{\n\tReady:\n\t    PLAS A 0 A_PlaySound(\"weapons/plasmagunidleloop\",1,1.0,1)\n\t\tPLAS AAABBBCCC 1 A_WeaponReady\n\t\tGoto Ready+1\n\tDeselect:\n\t    PLAS A 0 A_StopSound(1)\n\t\tPLAS A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tPLAS A 1 A_Raise\n\t\tLoop\n\tFire:\n\t    PLAS D 0 A_GunFlash\n\t\tPLAS D 3 Bright A_FireCustomMissile(\"PlasmaBall64\",0,1,0,-5,0,0)\n\t\tPLAS C 2\n\t\tPLAS E 1 A_ReFire\n\t\tGoto Ready\n\tFlash:\n\t\tDIXX A 1 Bright\n\t\tGoto LightDone\n\t\tDIXX A 1 Bright\n\t\tGoto LightDone\n\tSpawn:\n\t\tPLSM A -1\n\t\tStop\n\t}\n}\n\nACTOR PlasmaBall64 : PlasmaBall replaces PlasmaBall\n{\n  Speed 30\n  Damage 5\n  Projectile\n  +RANDOMIZE\n  RenderStyle Normal\n  Alpha 1\n  XScale .8\n  YScale .7\n  SeeSound \"weapons/plasmaf\"\n  DeathSound \"weapons/plasmax\"\n  States\n  {\n  Spawn:\n    PLSS AB 6 Bright\n    Loop\n  Death:\n    PLSS CD 2 Bright\n    PLSS EFGH 3 Bright\n    Stop\n  }\n}\n\nACTOR BFG900064 : DoomWeapon Replaces BFG9000\n{\n\tWeapon.SelectionOrder 2800\n\tWeapon.AmmoUse 40\n\tWeapon.AmmoGive 40\n\tWeapon.AmmoType \"Cell64\"\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.NOLMS\n\tInventory.PickupMessage \"$GOTBFG9000\"\n    XScale .8\n    YScale .7\n\tStates\n\t{\n\tReady:\n\t\tBFGG A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tBFGG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tBFGG A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tBFGG A 14 A_BFGsound\n\t\tBFGG A 6 A_GunFlash\n\t\tBFGG B 10\n\t\tBFGG B 0 A_SetBlend(\"00 FF 00\",0.3,6)\n\t\tBFGG B 15 A_FireCustomMissile(\"BFGBall64\",0,1,0,-6,0,0)\n\t\tBFGG B 20 A_ReFire\n\t\tGoto Ready\n\tFlash:\n\t\tBFGG C 6 Bright\n\t\tBFGG D 5 Bright\n\t\tBFGG E 6 Bright\n\t\tGoto LightDone\n\tSpawn:\n\t\tBFUG A -1\n\t\tStop\n\t}\n}\n\nACTOR BFGBall64 : BFGBall replaces BFGBall\n{\n  Speed 30\n  Damage 100\n  Projectile\n  +RANDOMIZE\n  RenderStyle Normal\n  Alpha 1\n  XScale .8\n  YScale .7\n  DeathSound \"weapons/bfgx\"\n  States\n  {\n  Spawn:\n    BFS1 AB 4 Bright\n    Loop\n  Death:\n    BFS1 C 8 Bright A_SetTranslucent(0.7,0)\n\tBFS1 D 8 Bright A_SetTranslucent(0.6,0)\n    BFS1 E 4 Bright A_BFGSpray\n    BFS1 F 4 Bright A_SetTranslucent(0.5,0)\n\tBFS1 G 4 Bright\n\tBFS1 H 4 Bright A_SetTranslucent(0.4,0)\n    Stop\n  }\n}\n\nACTOR BFGExtra64 : BFGExtra replaces BFGExtra\n{\n  +NOBLOCKMAP\n  +NOGRAVITY\n  RenderStyle Normal\n  Alpha 1\n  XScale .8\n  YScale .7\n  DamageType \"BFGSplash\"\n  States\n  {\n  Spawn:\n    BFE2 ABCDEF 4 Bright\n    Stop\n  }\n}\n\nACTOR Unmaker64 : DoomWeapon\n{\n\tWeapon.SelectionOrder 1000\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 40\n\tWeapon.AmmoType \"Cell64\"\n\tInventory.PickupMessage \"What the !@#% is this!\"\n    XScale .8\n    YScale .7\n\tStates\n\t{\n\tReady:\n\t    LASR A 0 A_TakeInventory(\"UnMakerFiredOrder\",3)\n\t\tLASR AAA 3 A_WeaponReady\n\t\tgoto Ready+1\n\tDeselect:\n\t\tLASR A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tLASR A 1 A_Raise\n\t\tLoop\n\tFire: // no artifacts\n\t    LASR A 0 A_PlayWeaponSound(\"Weapons/Unmaker\")\n\t\tLASR A 0 A_GunFlash\n\t\tLASR A 0 A_JumpIfInventory(\"Artifact1\",1,\"Fire1\")\n\t\tLASR A 0 A_JumpIfInventory(\"Artifact2\",1,\"Fire2\")\n\t\tLASR A 0 A_JumpIfInventory(\"Artifact3\",1,\"Fire3\")\n\t\tLASR A 5 A_FireCustomMissile(\"UnmakerProjectile\",0,1,0,0,0,0)\n\t\tLASR A 5\n\t\tLASR A 1 A_ReFire\n\t\tGoto Ready\n\tFire1: // artifact 1\n\t    LASR A 0 A_JumpIfInventory(\"Artifact2\",1,\"Fire4\")\n\t\tLASR A 0 A_JumpIfInventory(\"Artifact3\",1,\"Fire5\")\n\t\tLASR A 3 A_FireCustomMissile(\"UnmakerProjectile\",0,1,0,0,0,0)\n\t\tLASR A 2\n\t\tLASR A 1 A_ReFire\n\t\tGoto Ready\n\tFire2: // artifact 2\n\t    LASR A 0 A_JumpIfInventory(\"Artifact1\",1,\"Fire4\")\n\t\tLASR A 0 A_JumpIfInventory(\"Artifact3\",1,\"Fire6\")\n\t\tLASR A 3 A_FireCustomMissile(\"UnmakerProjectile\",0,1,0,0,0,0)\n\t\tLASR A 2\n\t\tLASR A 1 A_ReFire\n\t\tGoto Ready\n\tFire3: // artifact 3\n\t    LASR A 0 A_JumpIfInventory(\"Artifact1\",1,\"Fire5\")\n\t\tLASR A 0 A_JumpIfInventory(\"Artifact2\",1,\"Fire6\")\n\t\tLASR A 3 A_FireCustomMissile(\"UnmakerProjectile\",0,1,0,0,0,0)\n\t\tLASR A 2\n\t\tLASR A 1 A_ReFire\n\t\tGoto Ready\n\tFire4: // artifacts 1 and 2\n\t\tLASR A 0 A_JumpIfInventory(\"Artifact3\",1,\"Fire7\")\n\t\tLASR A 0 A_FireCustomMissile(\"UnmakerProjectile\",-2,1,0,0,0,0)\n\t\tLASR A 2 A_FireCustomMissile(\"UnmakerProjectile\",2,1,0,0,0,0)\n\t\tLASR A 2\n\t\tLASR A 1 A_ReFire\n\t\tGoto Ready\n\tFire5: // artifacts 1 and 3\n\t\tLASR A 0 A_JumpIfInventory(\"Artifact2\",1,\"Fire7\")\n\t\tLASR A 0 A_FireCustomMissile(\"UnmakerProjectile\",-2,1,0,0,0,0)\n\t\tLASR A 2 A_FireCustomMissile(\"UnmakerProjectile\",2,1,0,0,0,0)\n\t\tLASR A 2\n\t\tLASR A 1 A_ReFire\n\t\tGoto Ready\n\tFire6: // artifacts 2 and 3\n\t\tLASR A 0 A_JumpIfInventory(\"Artifact1\",1,\"Fire7\")\n\t\tLASR A 0 A_FireCustomMissile(\"UnmakerProjectile\",-2,1,0,0,0,0)\n\t\tLASR A 2 A_FireCustomMissile(\"UnmakerProjectile\",2,1,0,0,0,0)\n\t\tLASR A 2\n\t\tLASR A 1 A_ReFire\n\t\tGoto Ready\n\tFire7: // all artifacts\n\t\tLASR A 0 A_JumpIfInventory(\"UnMakerFiredOrder\",3,\"Fire10\")\n\t\tLASR A 0 A_JumpIfInventory(\"UnMakerFiredOrder\",2,\"Fire9\")\n\t\tLASR A 0 A_JumpIfInventory(\"UnMakerFiredOrder\",1,\"Fire8\")\n\t\tLASR A 0 A_FireCustomMissile(\"UnmakerProjectile\",-2,1,0,0,0,0)\n\t\tLASR A 0 A_FireCustomMissile(\"UnmakerProjectile\",0,1,0,0,0,0)\n\t\tLASR A 2 A_FireCustomMissile(\"UnmakerProjectile\",2,1,0,0,0,0)\n\t\tLASR A 2 A_GiveInventory(\"UnMakerFiredOrder\",1)\n\t\tLASR A 1 A_ReFire\n\t\tGoto Ready\n\tFire8:\n\t\tLASR A 0 A_FireCustomMissile(\"UnmakerProjectile\",-4,1,0,0,0,0)\n\t\tLASR A 0 A_FireCustomMissile(\"UnmakerProjectile\",0,1,0,0,0,0)\n\t\tLASR A 2 A_FireCustomMissile(\"UnmakerProjectile\",4,1,0,0,0,0)\n\t\tLASR A 2 A_GiveInventory(\"UnMakerFiredOrder\",1)\n\t\tLASR A 1 A_ReFire\n\t\tGoto Ready\n\tFire9:\n\t\tLASR A 0 A_FireCustomMissile(\"UnmakerProjectile\",-6,1,0,0,0,0)\n\t\tLASR A 0 A_FireCustomMissile(\"UnmakerProjectile\",0,1,0,0,0,0)\n\t\tLASR A 2 A_FireCustomMissile(\"UnmakerProjectile\",6,1,0,0,0,0)\n\t\tLASR A 2 A_GiveInventory(\"UnMakerFiredOrder\",1)\n\t\tLASR A 1 A_ReFire\n\t\tGoto Ready\n\tFire10:\n\t\tLASR A 0 A_FireCustomMissile(\"UnmakerProjectile\",-8,1,0,0,0,0)\n\t\tLASR A 0 A_FireCustomMissile(\"UnmakerProjectile\",0,1,0,0,0,0)\n\t\tLASR A 2 A_FireCustomMissile(\"UnmakerProjectile\",8,1,0,0,0,0)\n\t\tLASR A 2 A_TakeInventory(\"UnMakerFiredOrder\",3)\n\t\tLASR A 1 A_ReFire\n\t\tGoto Ready\n    Flash:\n\t\tLASR B 3 Bright\n\t\tGoto LightDone\n\tSpawn:\n\t\tLSRG A -1\n\t\tStop\n\t}\n}\n\nACTOR UnMakerProjectile : MageWandMissile\n{\n  Alpha 1\n  Renderstyle Normal\n  -RIPPER\n  Speed 234\n  Damage 10\n  Scale .75\n  States\n  {\n  Spawn:\n    LASS Z -1 bright\n\tstop\n  Death:\n    LASS AB 4 Bright A_FadeOut(0.1)\n\tLoop\n\t}\n}\n\nACTOR UnMakerTrail : MageWandSmoke replaces MageWandSmoke\n{\n  Alpha 1\n  Renderstyle Normal\n  Scale .375\n  States\n  {\n  Spawn:\n\tLASS CD 2 Bright A_FadeOut(0.375)\n\tLoop\n\t}\n}\n\nACTOR Artifact1 : Inventory\n{\n  Inventory.Icon ART1A0\n  Inventory.PickupMessage \"You have a feeling that it wasn't to be touched...\"\n  XScale .8\n  YScale .7\n  Inventory.Amount 1\n  Inventory.MaxAmount 1\n  -INVENTORY.INVBAR\n  States\n  {\n  Spawn:\n    ART1 ABCDEDCB 4 Bright\n    Loop\n  }\n}\n\nACTOR Artifact2 : Inventory\n{\n  Inventory.Icon ART2A0\n  Inventory.PickupMessage \"Whatever it is, it doesn't belong in this world...\"\n  XScale .8\n  YScale .7\n  Inventory.Amount 1\n  Inventory.MaxAmount 1\n  -INVENTORY.INVBAR\n  States\n  {\n  Spawn:\n    ART2 ABCDEDCB 4 Bright\n    Loop\n  }\n}\n\nACTOR Artifact3 : Inventory\n{\n  Inventory.Icon ART3A0\n  Inventory.PickupMessage \"It must do something...\"\n  XScale .8\n  YScale .7\n  Inventory.Amount 1\n  Inventory.MaxAmount 1\n  -INVENTORY.INVBAR\n  States\n  {\n  Spawn:\n    ART3 ABCDEDCB 4 Bright\n    Loop\n  }\n}\n\nACTOR UnMakerFiredOrder : Inventory\n{\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.Amount 1\n  Inventory.MaxAmount 3\n  -INVENTORY.INVBAR\n  +INVENTORY.UNDROPPABLE\n  States\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nACTOR UnmakerSpawner : RandomSpawner\n{\nDropItem \"Unmaker64\" 255 1\n}"
      },
      {
        "source": "pk3",
        "name": "AMMO.txt",
        "contents": "ACTOR Backpack64 : BackpackItem Replaces Backpack\n{\n  Height 26\n  Inventory.PickupMessage \"You got the backpack!\"\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    BPAK A -1\n    Stop\n  }\n}\n\nACTOR Clip64 : Ammo Replaces Clip\n{\n  Inventory.PickupMessage \"Picked up a clip.\"\n  Inventory.Amount 10\n  Inventory.MaxAmount 200\n  Ammo.BackpackAmount 10\n  Ammo.BackpackMaxAmount 400\n  Inventory.Icon \"CLIPA0\"\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    CLIP A -1\n    Stop\n  }\n}\n\nACTOR ClipBox64 : Clip64 Replaces ClipBox\n{\n  Inventory.PickupMessage \"Picked up a box of bullets.\"\n  Inventory.Amount 50\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    AMMO A -1\n    Stop\n  }\n}\n\nACTOR Shell64 : Ammo Replaces Shell\n{\n  Inventory.PickupMessage \"Picked up 4 shotgun shells.\"\n  Inventory.Amount 4\n  Inventory.MaxAmount 50\n  Ammo.BackpackAmount 4\n  Ammo.BackpackMaxAmount 100\n  Inventory.Icon \"SHELA0\"\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    SHEL A -1\n    Stop\n  }\n}\n\nACTOR ShellBox64 : Shell64 Replaces ShellBox\n{\n  Inventory.PickupMessage \"Picked up a box of shells.\"\n  Inventory.Amount 20\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    SBOX A -1\n    Stop\n  }\n}\n\nACTOR RocketAmmo64 : Ammo Replaces RocketAmmo\n{\n  Inventory.PickupMessage \"Picked up a rocket.\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 50\n  Ammo.BackpackAmount 1\n  Ammo.BackpackMaxAmount 100\n  Inventory.Icon \"RCKTA0\"\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    RCKT A -1\n    Stop\n  }\n}\n\nACTOR RocketBox64 : RocketAmmo64 Replaces RocketBox\n{\n  Inventory.PickupMessage \"Picked up a box of rockets.\"\n  Inventory.Amount 5\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    BROK A -1\n    Stop\n  }\n}\n\nACTOR Cell64 : Ammo Replaces Cell\n{\n  Inventory.PickupMessage \"Picked up an energy cell.\"\n  Inventory.Amount 20\n  Inventory.MaxAmount 300\n  Ammo.BackpackAmount 20\n  Ammo.BackpackMaxAmount 600\n  Inventory.Icon \"CELLA0\"\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    CELL A -1\n    Stop\n  }\n}\n\nACTOR CellPack64 : Cell64 Replaces CellPack\n{\n  Inventory.PickupMessage \"Picked up an energy cell pack.\"\n  Inventory.Amount 100\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    CELP A -1\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "ITEMS.txt",
        "contents": "ACTOR Allmap64 : MapRevealer Replaces Allmap\n{\n  +COUNTITEM\n  +INVENTORY.FANCYPICKUPSOUND\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.MaxAmount 0\n  Inventory.PickupSound \"misc/p_pkup\"\n  Inventory.PickupMessage \"Computer Area Map\"\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    PMAP DABCBAD 6 Bright\n    Loop\n  }\n}\n\nACTOR ArmorBonus64 : BasicArmorBonus Replaces ArmorBonus\n{\n  Radius 20\n  Height 16\n  Inventory.PickupMessage \"You pick up an armor bonus.\"\n  Inventory.Icon \"ARM1A0\"\n  Armor.SavePercent 33.335\n  Armor.SaveAmount 1\n  Armor.MaxSaveAmount 200\n  +COUNTITEM\n  +INVENTORY.ALWAYSPICKUP\n  XScale .8\n  YScale .7\n  Inventory.Amount 2\n  States\n  {\n  Spawn:\n    BON2 ABCDCB 6\n    Loop\n  }\n}\n\nACTOR Berserk64 : CustomInventory Replaces Berserk\n{\n  +COUNTITEM\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.PickupMessage \"Berserk!\"\n  Inventory.PickupSound \"misc/p_pkup\"\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    PSTR A -1\n    Stop\n  Pickup:\n    TNT1 A 0 A_GiveInventory(\"PowerStrength\")\n    TNT1 A 0 HealThing(100, 0)\n    TNT1 A 0 A_SelectWeapon(\"Fist64\")\n    Stop\n  }\n}\n\nACTOR BlueArmor64 : BasicArmorPickup Replaces BlueArmor\n{\n  Radius 20\n  Height 16\n  Inventory.PickupMessage \"You got the MegaArmor!\"\n  Inventory.Icon \"ARM2A0\"\n  Armor.SavePercent 50\n  Armor.SaveAmount 200\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    ARM2 A 6 Bright\n    ARM2 B 6\n    Loop\n  }\n}\n\nACTOR BlurSphere64 : CustomInventory Replaces BlurSphere\n{\n  +COUNTITEM\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  +INVENTORY.BIGPOWERUP\n  Inventory.PickupMessage \"Partial Invisibility!\"\n  XScale .8\n  YScale .7\n  RenderStyle Translucent\n  Inventory.PickupSound \"misc/p_pkup\"\n  Alpha .7\n  States\n  {\n  Spawn:\n    PINS ABCD 3 Bright\n    Loop\n  Pickup:\n    TNT1 A 0 A_GiveInventory(\"BlurSphere64_\", 1)\n    Stop\n  }\n}\n\nACTOR BlurSphere64_ : PowerupGiver\n{\n  +COUNTITEM\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  +INVENTORY.BIGPOWERUP\n  RenderStyle Translucent\n  Alpha .7\n  Powerup.Type Ghost\n  Inventory.PickupMessage \"Partial Invisibility\"\n  Tag \"$TAG_ARTIINVISIBILITY\"\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    PINS ABCD 3 Bright\n    Loop\n  }\n}\n\nACTOR GreenArmor64 : BasicArmorPickup Replaces GreenArmor\n{\n  Radius 20\n  Height 16\n  Inventory.PickupMessage \"You pick up the armor.\"\n  Inventory.Icon \"ARM1A0\"\n  Armor.SavePercent 33.335\n  Armor.SaveAmount 100\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    ARM1 A 6 Bright\n    ARM1 B 7\n    Loop\n  }\n}\n\nACTOR HealthBonus64 : Health Replaces HealthBonus\n{\n  +COUNTITEM\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.Amount 2\n  Inventory.MaxAmount 200\n  Inventory.PickupMessage \"You pick up a health bonus.\"\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    BON1 ABCDCB 6\n    Loop\n  }\n}\n\nACTOR Infrared64 : PowerupGiver Replaces Infrared\n{\n  +COUNTITEM\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.MaxAmount 0\n  Powerup.Type \"LightAmp\"\n  Inventory.PickupMessage \"Light Amplification Visor\"\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    PVIS A 6 Bright\n    PVIS B 6\n    Loop\n  }\n}\n\nACTOR InvulnerabilitySphere64 : PowerupGiver Replaces InvulnerabilitySphere\n{\n  +COUNTITEM\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  +INVENTORY.BIGPOWERUP\n  Inventory.MaxAmount 0\n  Powerup.Type \"Invulnerable\"\n  Powerup.Color 255,255,255,0.25\n  Inventory.PickupMessage \"Invulnerability!\"\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    PINV ABCD 6 Bright\n    Loop\n  }\n}\n\nACTOR Medikit64 : Health Replaces Medikit\n{\n  Inventory.Amount 25\n  Inventory.PickupMessage \"Picked up a medikit.\"\n  Health.LowMessage 25, \"Picked up a medikit that you REALLY need!\"\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    MEDI A -1\n    Stop\n  }\n}\n\nACTOR Megasphere64 : CustomInventory Replaces Megasphere\n{\n  +COUNTITEM\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.PickupMessage \"Mega Sphere!\"\n  Inventory.PickupSound \"misc/p_pkup\"\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    MEGA ABCD 6 Bright\n    Loop\n  Pickup:\n    TNT1 A 0 A_GiveInventory(\"BlueArmor64\", 1)\n    TNT1 A 0 A_GiveInventory(\"MegasphereHealth64\", 1)\n    Stop\n  }\n}\n\nACTOR MegasphereHealth64 : Health\n{\n  Inventory.Amount 200\n  Inventory.MaxAmount 200\n  +INVENTORY.ALWAYSPICKUP\n}\n\nACTOR RadiationShield64 : PowerupGiver Replaces RadSuit\n{\n  Height 46\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.MaxAmount 0\n  Inventory.PickupMessage \"Radiation Shield\"\n  Powerup.Type \"IronFeet\"\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    SUIT AB 6 Bright\n    loop\n  }\n}\n\nACTOR Soulsphere64 : Health Replaces Soulsphere\n{\n  +COUNTITEM\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  +INVENTORY.FANCYPICKUPSOUND\n  Inventory.Amount 100\n  Inventory.MaxAmount 200\n  Inventory.PickupMessage \"Supercharge!\"\n  Inventory.PickupSound \"misc/p_pkup\"\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    SOUL ABCDCB 6 Bright\n    Loop\n  }\n}\n\nACTOR Stimpack64 : Health Replaces Stimpack\n{\n  Inventory.Amount 10\n  Inventory.PickupMessage \"Picked up a stimpack.\"\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    STIM A -1\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "KEYS.txt",
        "contents": "ACTOR Bluecard64 : DoomKey Replaces Bluecard\n{\n  Inventory.PickupMessage \"You pick up a blue keycard.\"\n  Inventory.Icon \"STKEYS0\"\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    BKEY A 10\n    BKEY A 10 Bright\n    Loop\n  }\n}\n\nACTOR Redcard64 : DoomKey Replaces Redcard\n{\n  Inventory.PickupMessage \"You pick up a red keycard.\"\n  Inventory.Icon \"STKEYS2\"\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    RKEY A 10\n    RKEY A 10 Bright\n    Loop\n  }\n}\n\nACTOR Yellowcard64 : DoomKey Replaces Yellowcard\n{\n  Inventory.PickupMessage \"You pick up a yellow keycard\"\n  Inventory.Icon \"STKEYS1\"\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    YKEY A 10\n    YKEY A 10 Bright\n    Loop\n  }\n}\n\nACTOR Blueskull64 : DoomKey Replaces Blueskull\n{\n  Inventory.PickupMessage \"You pick up a blue skull key.\"\n  Inventory.Icon \"STKEYS3\"\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    BSKU A 10\n    BSKU A 10 Bright\n    Loop\n  }\n}\n\nACTOR Redskull64 : DoomKey Replaces Redskull\n{\n  Inventory.PickupMessage \"You pick up a red skull key.\"\n  Inventory.Icon \"STKEYS5\"\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    RSKU A 10\n    RSKU A 10 Bright\n    Loop\n  }\n}\n\nACTOR Yellowskull64 : DoomKey Replaces Yellowskull\n{\n  Inventory.PickupMessage \"You pick up a yellow skull key.\"\n  Inventory.Icon \"STKEYS4\"\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    YSKU A 10\n    YSKU A 10 Bright\n    Loop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "PROPS.txt",
        "contents": "ACTOR Column64 Replaces Column\n{\n  Radius 16\n  Height 42\n  +SOLID\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    LMP2 A -1 Bright\n    Stop\n  }\n}\n\nACTOR BurningBarrel64 Replaces BurningBarrel\n{\n  Radius 16\n  Height 48\n  +SOLID\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    GR21 A -1\n    stop\n  }\n}\n\nACTOR Techlamp64 Replaces Techlamp\n{\n  Radius 16\n  Height 56\n  +SOLID\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    LAMP A -1 Bright\n    stop\n  }\n}\n\nACTOR Techlamp264 Replaces Techlamp2\n{\n  Radius 16\n  Height 42\n  +SOLID\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    LMP2 A -1 Bright\n    stop\n  }\n}\n\nACTOR Techpillar64 Replaces Techpillar\n{\n  Radius 16\n  Height 56\n  +SOLID\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    LAMP A -1 bright\n    stop\n  }\n}\n\nACTOR Bigtree64 Replaces Bigtree\n{\n  Radius 16\n  Height 60\n  +SOLID\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    TRE1 A -1\n    stop\n  }\n}\n\nACTOR Candlestick64 Replaces Candlestick\n{\n  Radius 8\n  Height 8\n  -SOLID\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    CAND AB 2 Bright\n    loop\n  }\n}\n\nACTOR EvilEye64 Replaces EvilEye\n{\n  Radius 16\n  Height 44\n  +SOLID\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    GARG B -1\n    stop\n  }\n}\n\nACTOR FloatingSkull64 Replaces FloatingSkull\n{\n  Radius 16\n  Height 56\n  +SOLID\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    GOR5 A -1\n    stop\n  }\n}\n\nACTOR HeadCandles64 Replaces HeadCandles\n{\n  Radius 16\n  Height 65\n  +SOLID\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    GR10 A -1\n    stop\n  }\n}\n\nACTOR HeadonaStick64 Replaces HeadonaStick\n{\n  Radius 16\n  Height 42\n  +SOLID\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    GR14 A -1\n    stop\n  }\n}\n\nACTOR HeadsonaStick64 Replaces HeadsonaStick\n{\n  Radius 16\n  Height 48\n  +SOLID\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    GR21 A -1\n    stop\n  }\n}\n\nACTOR HeartColumn64 Replaces HeartColumn\n{\n  Radius 16\n  Height 56\n  +SOLID\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    GOR5 A -1\n    stop\n  }\n}\n\nACTOR ShortGreenColumn64 Replaces ShortGreenColumn\n{\n  Radius 16\n  Height 42\n  +SOLID\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    GR14 A -1\n    stop\n  }\n}\n\nACTOR ShortRedColumn64 Replaces ShortRedColumn\n{\n  Radius 16\n  Height 48\n  +SOLID\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    GR21 A -1\n    Stop\n  }\n}\n\nACTOR SkullColumn64 Replaces SkullColumn\n{\n  Radius 16\n  Height 42\n  +SOLID\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    GR14 A -1\n    Stop\n  }\n}\n\nACTOR Stalagtite64 Replaces Stalagtite\n{\n  Radius 16\n  Height 32\n  +SOLID\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    TRE3 A -1\n    Stop\n  }\n}\n\nACTOR TallGreenColumn64 Replaces TallGreenColumn\n{\n  Radius 16\n  Height 65\n  +SOLID\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    GR19 A -1\n    Stop\n  }\n}\n\nACTOR TallRedColumn64 Replaces TallRedColumn\n{\n  Radius 16\n  Height 48\n  +SOLID\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    GR21 A -1\n    Stop\n  }\n}\n\nACTOR TorchTree64 Replaces TorchTree\n{\n  Radius 16\n  Height 46\n  +SOLID\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    TRE2 A -1\n    Stop\n  }\n}\n\nACTOR DeadCacodemon64 Replaces DeadCacodemon\n{\n  Radius 8\n  Height 8\n  -SOLID\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    GOR7 A -1\n    Stop\n  }\n}\n\nACTOR DeadDemon64 Replaces DeadDemon\n{\n  Radius 8\n  Height 8\n  -SOLID\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    GR11 AB 6\n    loop\n  }\n}\n\nACTOR Dead64Imp Replaces DeadDoomImp\n{\n  Radius 8\n  Height 8\n  -SOLID\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    POL5 A -1\n    Stop\n  }\n}\n\nACTOR DeadMarine64 Replaces DeadMarine\n{\n  Radius 8\n  Height 8\n  -SOLID\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    GR11 AB 6\n    loop\n  }\n}\n\nACTOR DeadShotgunguy64 Replaces DeadShotgunguy\n{\n  Radius 8\n  Height 8\n  -SOLID\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    GR17 A -1\n    Stop\n  }\n}\n\nACTOR DeadZombieman64 Replaces DeadZombieman\n{\n  Radius 8\n  Height 8\n  -SOLID\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    GOR6 A -1\n    Stop\n  }\n}\n\nACTOR GibbedMarine64 Replaces GibbedMarine\n{\n  Radius 8\n  Height 8\n  -SOLID\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    GR11 AB 6\n    loop\n  }\n}\n\nACTOR GibbedMarineExtra64 Replaces GibbedMarineExtra\n{\n  Radius 8\n  Height 8\n  -SOLID\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    GR11 AB 6\n    loop\n  }\n}\n\nACTOR BlueTorch64 Replaces BlueTorch\n{\n  Radius 16\n  Height 51\n  +SOLID\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    TBLU ABCD 4 Bright\n    Loop\n  }\n}\n\nACTOR Candelabra64 Replaces Candelabra\n{\n  Radius 16\n  Height 51\n  +SOLID\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    TGRN ABCD 4 Bright\n    Loop\n  }\n}\n\nACTOR GreenTorch64 Replaces GreenTorch\n{\n  Radius 16\n  Height 51\n  +SOLID\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    TGRN ABCD 4 Bright\n    Loop\n  }\n}\n\nACTOR RedTorch64 Replaces RedTorch\n{\n  Radius 16\n  Height 51\n  +SOLID\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    TRED ABCD 4 Bright\n    Loop\n  }\n}\n\nACTOR ShortBlueTorch64 Replaces ShortBlueTorch\n{\n  Radius 16\n  Height 40\n  +SOLID\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    SMBT ABCD 4 Bright\n    Loop\n  }\n}\n\nACTOR ShortGreenTorch64 Replaces ShortGreenTorch\n{\n  Radius 16\n  Height 40\n  +SOLID\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    SMGT ABCD 4 Bright\n    Loop\n  }\n}\n\nACTOR ShortRedTorch64 Replaces ShortRedTorch\n{\n  Radius 16\n  Height 40\n  +SOLID\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    SMRT ABCD 4 Bright\n    Loop\n  }\n}\n\nACTOR BloodyTwitch64 Replaces BloodyTwitch\n{\n  Radius 16\n  Height 63\n  +SOLID\n  +NOGRAVITY\n  +SPAWNCEILING\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    GOR1 A -1\n    stop\n  }\n}\n\nACTOR BrainStem64 Replaces BrainStem\n{\n  Radius 8\n  Height 8\n  +NOBLOCKMAP\n  +MOVEWITHSECTOR\n  -SOLID\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    GOR6 A -1\n    stop\n  }\n}\n\nACTOR ColonGibs64 Replaces ColonGibs\n{\n  Radius 8\n  Height 8\n  +NOBLOCKMAP\n  +MOVEWITHSECTOR\n  -SOLID\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    GR11 AB 6\n    loop\n  }\n}\n\nACTOR DeadStick64 Replaces DeadStick\n{\n  Radius 16\n  Height 48\n  +SOLID\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    GR21 A -1\n    Stop\n  }\n}\n\nACTOR HangBNoBrain64 Replaces HangBNoBrain\n{\n  Radius 16\n  Height 58\n  +SOLID\n  +NOGRAVITY\n  +SPAWNCEILING\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    GOR2 A -1\n    Stop\n  }\n}\n\nACTOR HangNoGuts64 Replaces HangNoGuts\n{\n  Radius 16\n  Height 44\n  +SOLID\n  +NOGRAVITY\n  +SPAWNCEILING\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    GOR3 A -1\n    Stop\n  }\n}\nACTOR HangTLookingDown64 Replaces HangTLookingDown\n{\n  Radius 16\n  Height 42\n  +SOLID\n  +NOGRAVITY\n  +SPAWNCEILING\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    GOR4 A -1\n    Stop\n  }\n}\n\nACTOR HangTLookingUp64 Replaces HangTLookingUp\n{\n  Radius 16\n  Height 40\n  +SOLID\n  +NOGRAVITY\n  +SPAWNCEILING\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    GOR8 A -1\n    Stop\n  }\n}\n\nACTOR HangTNoBrain64 Replaces HangTNoBrain\n{\n  Radius 16\n  Height 70\n  +SOLID\n  +NOGRAVITY\n  +SPAWNCEILING\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    GOR9 A -1\n    Stop\n  }\n}\n\nACTOR HangTSkull64 Replaces HangTSkull\n{\n  Radius 16\n  Height 66\n  +SOLID\n  +NOGRAVITY\n  +SPAWNCEILING\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    GR12 A -1\n    Stop\n  }\n}\n\nACTOR LiveStick64 Replaces LiveStick\n{\n  Radius 16\n  Height 55\n  +SOLID\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    GR19 A -1\n    stop\n  }\n}\n\nACTOR Meat264 Replaces Meat2\n{\n  Radius 16\n  Height 56\n  +SOLID\n  +NOGRAVITY\n  +SPAWNCEILING\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    GR15 A -1\n    Stop\n  }\n}\n\nACTOR Meat364 Replaces Meat3\n{\n  Radius 16\n  Height 39\n  +SOLID\n  +NOGRAVITY\n  +SPAWNCEILING\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    GR16 A -1\n    Stop\n  }\n}\n\nACTOR Meat464 Replaces Meat4\n{\n  Radius 16\n  Height 68\n  +SOLID\n  +NOGRAVITY\n  +SPAWNCEILING\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    GR20 A -1\n    Stop\n  }\n}\n\nACTOR Meat564 Replaces Meat5\n{\n  Radius 16\n  Height 63\n  +SOLID\n  +NOGRAVITY\n  +SPAWNCEILING\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    GOR1 A -1\n    Stop\n  }\n}\n\nACTOR NonsolidMeat264 : Meat264 Replaces NonsolidMeat2\n{\n  -SOLID\n  Radius 8\n}\n\nACTOR NonsolidMeat364 : Meat364 Replaces NonsolidMeat3\n{\n  -SOLID\n  Radius 8\n}\n\nACTOR NonsolidMeat464 : Meat464 Replaces NonsolidMeat4\n{\n  -SOLID\n  Radius 8\n}\n\nACTOR NonsolidMeat564 : Meat564 Replaces NonsolidMeat5\n{\n  -SOLID\n  Radius 8\n}\n\nACTOR NonsolidTwitch64 : BloodyTwitch64 Replaces NonsolidTwitch\n{\n  -SOLID\n  Radius 8\n}\n\nACTOR SmallBloodPool64 Replaces SmallBloodPool\n{\n  Radius 8\n  Height 8\n  +NOBLOCKMAP\n  +MOVEWITHSECTOR\n  -SOLID\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    GR13 A -1\n    Stop\n  }\n}\n\nACTOR Gibs64 Replaces Gibs\n{\n  Radius 8\n  Height 8\n  +NOBLOCKMAP\n  +MOVEWITHSECTOR\n  -SOLID\n  XScale .8\n  YScale .7\n  States\n  {\n  Spawn:\n    POL5 A -1\n    Stop\n  }\n}"
      }
    ]
  },
  "maps": []
}

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