Raw model (for completeness)
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{
"source": "pk3",
"name": "README.txt",
"contents": "This is DustedPandemonic/Hecatia's extra stuff for the Complex Clusterfuck.\nIncludes various things from Realm667 and other random creations.\nDoes not include a spawner; the Complex Clusterfuck patch allows the enemies and items to spawn.\n\nRequires, obviously, the Complex Clusterfuck and every file associated with it.\n\nThis also merges some things from LCA-DJB like the runes for True Leg Rune compatibility, credits to go DoomJoshuaBoy.\nAnd some enemies (and weapon) from HA, which was made by Nibelungen.\nAnd Overlord for old RM enemies like the Demolisher mkII, Infected, Ice Spider, Phase Fiend, both of the Demon Tech Zombies, and probably more\nAnd Blood for CDI bosses\nAnd iSpook for the insane monsters from NSCD\n\nMusic for the enemies that have them:\njust check the music list\n\nhttps://docs.google.com/spreadsheets/d/1-GVvTLpIpJcVK7RaVXV3WKVuIjw393j10_PxIbO_d1U/edit?usp=sharing"
},
{
"source": "pk3",
"name": "CHANGELOG.txt",
"contents": "--3.0--\nAdded a standalone Manipulator (actor name \"ManipulatorStandalone\")\nAdded Vexed Nemesis Revenant\nAdded Hell Guardian\nAdded Plagued Bruiser Demon\nAdded Summoner (Complex v27 vile)\nAdded Jorg, who acts as the first phase to fighting the Makron\nAdded Insane Zombie (alternate jetpack zombie)\nAdded Insane Sergeant (explosive SSG zombie)\nAdded Insane Chaingunner (double explosive minigunner)\nAdded Insanity Tech Imp\nAdded Insane Annihilator Imp\nAdded Rabid Fiend\nAdded Insanity Knight\nAdded Insanity Revenant\nAdded Insanity Cybernoble\nAdded Baby Insanity Spider\nAdded Insanity Cacodemon\nAdded Clockwork Cyberdemon\nAdded Insanity Spider\nAdded Insanity Arachnophyte\nAdded Insanity Demolisher\nAdded Insanity Sentient\nNerfed Makron's health for compensation of adding Jorg\nAdded stronger spawn options for Revenants, Arachnotrons, and Cacodemons\nFixed the \"killed all enemies\" message from being glitchy in multiplayer\nUpdated death effects for all 2hus\nRevamped the menu, credits to killerkouhai\nChanged the big font to the Simplicity font\nChanged the small font to the Miniplicity font\nNemesis Soul can now spawn the \"More Stuff\" items in its XDeath\nMerged Raw Anger (is now enabled with an option in Mod Options)\nRemoved invuln from Vexed Nemesis Zombie's rage attack\nFixed Nemesis Imp's broken vexed timer\nMade sin-genjitsu's particles also affect serverside, because some people think it's funny to host a server with a patch that spawns her\n\n--2.30--\nAdded Nemesis Sentient\nAdded a taunt for Nemesis Cyberdemon if you are killed by him\nAlso added a taunt for Maga-Reimu\nAdded Utsuho and Hornet to the monster spawners\nFixed some things in Makron\nScrapped Mainyu, Azami, Legendary Crusader, Vexed Revenant, Nemesis Baby Sentient, and Nemesis Defiler\nRemoved Dark Channeler\n\n--2.29--\nAdded new sprites for the Hellstorm BFG, by Carrot\nAdded new sprites for the Nemesis Cybernoble\nConverted runes with regen to ACS; may still be buggy\nReplaced all Dark Cydestroyer attacks with green ones\nMajorly buffed Nemesis BFG - it now ignores Nemesis damage resistance\nAdded new teleport effects for Maga-Reimu\nEdited the Nemesis resistance on most high-tier bosses\nAdded a custom startup screen\nAdded more to Mainyu, still incomplete\nOrganized the ACS\nLowered True Legendary Rune drop chances from the true leg bosses\n\n--2.28--\nAdded Vexed Nemesis Imp\nAdded Makron (still slightly incomplete, also ONLY COMPATIBLE WITH OPENGL)\nAdded ONI-MIKO-ZERO\nAdded sin-genjitsu (DO NOT SUMMON UNLESS YOU KNOW WHAT YOU ARE DOING)\nChanged up Mainyu, but she's still nowhere near complete\nAdded an incomplete Hornet\nIncreased spawn rates for most Mastermind variants\nPlasma Handgun now always starts fully charged\nReplaced Commander Devastator sprites, made by Carrot\nRemoved hopefully all traces of Caconite\nRemoved Autogunner\nGave Corpulant a firing delay\nAdded Nemesis and explosion resistances to true leg bosses, strong leg bosses, and RM bosses\nAdded tracer models to various Nemesis laser and 10k projectiles\nFixed Maga-Reimu's clones not dying, and you are now allowed to kill them normally\nFixed Lamia's \"final spell\" attack\n\n--2.27--\nMaga-Reimu has received a bunch of new attacks and a new ability to keep out the upgraded True Legendary Rune users\nMajorly nerfed Terminator Sphere drop rate for all enemies\nNemesis Stealth Trooper can now use the Nemesis SSG as a \"sniper\"\nReduced Archon Lord's chance to fly\nFixed Vexed Captain's invuln\nTerminator Sphere is now upgradable, it starts with permanent double damage and then permanent quad damage\nChanged True Legendary Rune upgrade system (must pickup 3 basic runes, then another true leg rune)\nChanged True Legendary Ultrasphere health and armor to 1000 because someone doesn't know how to change drawnumber\nRemoved Demon Tech Trooper from the spawn list\n\n--2.26--\nAdded Nemesis Stealth Trooper\nAdded Vexed Nemesis Assault Captain\nRedid the way the Nemesis Assault Captain's infinite ammo works (now spawns a yellow flame if it's active)\nMaybe fixed Legendary Runes from disappearing if you dropped one on death\nAdded sector color and fade changes for the Hellfire Cyberdemon and Cerebral Commander (strong variants)\nMade the Nemesis Assault Captain's grenades have a visible white flame and have a fancier explosion\nMajorly nerfed Hellstorm BFG (the weapon shoots 1 shot instead of 3 at a time)\nConverted the CDI Doom paletted things into truecolor PNGs\nBuffed Archon Lord\nChanged the sprite name of the Legendary Random Sphere\n\n--2.25--\nAdded Corruption, Corruption Servant, Archon Lord, Hell's Minister, and Maephisto from CDI (with some edits of course)\n\n--2.24--\nChanged the file names of all music to LEGM700 and so on\nRecolored the Cardihilator Demolisher\nAdded an Explosive Railgun attack to the Cardihilator Demolisher\nRemoved Cannongun option because it's actually gone now\nNerfed Ice Spider\n\n--2.23--\nRemoved Demon Tech Axe\n\n--2.22--\nNerfed Nemesis Rifle firerate\nNerfed Nemesis Zombie firerate\nRemoved True Legendary Rune from the Legendary Rune randomizer\nAdded an option to disable the True Legendary Rune\nAdded an option called \"True Hard Mode\" which currently disables all Legendary Runes\nRemoved Caconite, Nightmare Fiend, and Abbandine\nFixed Commander Devastator's close range hitscans still being orange (good job RM-custom)\nFlame Sword now uses less ammo\n\n--2.21--\nAdded some things to the Nemesis BFG\nFixed Nemesis BFG self damage\nFixed Nemesis Cyberdemon's enraged sound cutting off\nFixed Nemesis Cyberdemon's voice clips overlapping\nFixed some normal attacks occuring in the Nemesis Cyberdemon's rage state\nNerfed Nemesis Cyberdemon's shield\nFixed some Nemesis Cyberdemon GLDefs\n\n--2.20--\nAdded Nemesis BFG\nBasically finished Nemesis Cyberdemon (added to the spawn list too)\nNemesis Hell Knight and Cyber Noble are now limited to 1 portal attack\nRemoved 9 because who really cared\nAdded a teleport ability to Uroboros (Add a rush too, don't fucking forget either)\nAdded an option to disable the Vexed Nemesis zombie\nLowered the drop chance of the Legendary Invisibility Sphere\nLegendary Invulnerability Sphere now randomizes from the Legendary Ultrasphere\nConverted various enemy and weapon sounds to ogg\nRemoved music from the Inferno Demons and Dark Inquisitor\n\n--2.19--\nFixed Nemesis Imp sprites\nAdded Legendary Invisibilty Sphere (not the shitty HEM-custom one)\nAdded Legendary Invulnerability\nAdded Legendary Random Sphere (also not the shitty HEM-custom one)\nRemoved Dark Channeler from spawning until I do something with him\n\n--2.18--\nNew sprites for Nemesis Zombie, Assault Captain, Imp, Hellknight\nAdded Nemesis Soul\nAdded Vexed Nemesis Zombie\nFixed Explosive SSG taking ammo when you have infinite ammo\nNerfed weapon drops for various Nemesis enemies\n\n--2.17--\nMerged Demon Tech Axe and trashed the rest of the lca-demonoid stuff\nHopefully made Nemesis weapons not push people\nNerfed some Nemesis projectiles/hitscans that inherited from the weapons\nRemoved Nightmare Fiend\nDid a lot of shit to the Hellstorm BFG\nChanged up the Crowned One a lot\nChanged up the Wrathlord a lot\nAdded Hellstorm BFG attack to Wrathlord\nFixed player pushing on Ruffian Cannon\nAdded Explosive SSG\n\n--2.16--\nMade Nemesis enemies more resistant to the Railgun, Demon Tech Railgun, and Demon Tech Shotgun\n\n--2.15--\nAdded a mostly finished Legendary Terminator\nAdded Nemesis Commando\nChanged sprites of Nemesis Assault Captain's mines\nCommander Devastator primary fire can now home in\nRemoved Blink\nRemoved Enesce\nChanged up the main menu (in the CF patch)\nLegendaries are now less common with the alternate baron spawns\nFixed HFCyber, Terminator/Demented, and Commander Damagefactors in the true leg rune protection\nBuffed the homing cannon shots on Nemesis Revenant and Cyber Noble\nChanged the way the Nemesis Revenant Morestuff works\nNerfed Legendary Rune drops on the Nemesis enemies\n\n--2.14--\nTo be fairly honest I don't think I changed anything other than working on unfinished stuff\nStill updating anyways because I want consistent version numbers\n\n--2.13--\nNerfed the health on most 2hus\nNerfed the Legendary damagefactor on most 2hus\nRemoved Brimstone Nightmare because the bad recolor gave me nightmares\nRemoved Nightmare Shade too because it was stupid and related to the brimstone nightmare. plus it also gave me nightmares\n\n--2.12--\nAdded option to enable alternate/unique baron spawns\n\n--2.11--\nAdded option to disable 2hus\nAdded option to enable stronger cyber and mastermind spawns\nMaga-Reimu can now spawn the 4 edgy 2hus\nAdded Dark Cydestroyer\n\n--2.10--\nHEM mines are fucking retarded so now I have to edit all of the weapons to work normally\nChanged Dark Inquisitor drops, damagefactor, and devastator attack\n\n--2.9--\nit's about time that I actually put stuff in this changelog\nFixed the Demon Tech and Devastator barrels from teamkilling\nBuffed Wrathlord\nAdded Fantasy Staff drop to the Dark Channeler\nCrowned One now doesn't teleport half of the time when you pain-state him\nFixed the Nemesis Hellknight not summoning regular Hellknights\nDid a lot of shit to Maga-Reimu\n2hu weeb bosses aren't affected by ice deaths anymore (they always die normally)\n\n--2.0--\nPorted stuff from RM-Custom\n\n--1.11--\nAdded Nemesis SSG\nAdded Nemesis Hell Knight\n\n--1.9--\nAdded Nemesis Imp\n\n--1.6--\nAdded Nemesis Assault Captain\n\n--1.5--\nAdded Enraged Items\nAdded Nemesis Zombie\nAdded Nemesis Rifle\n\n--1.2--\nAdded Corrupted General\nAdded Cerebral Behemoth\nAdded Flying Cerebral Imp\n\n--1.0--\nuh\nlet the fun begin"
},
{
"source": "pk3",
"name": "CVARINFO.txt",
"contents": "server noarchive string hpbar_name_DemolisherMKII = \"\\cgDemolisher\\c-\";\nserver noarchive string hpbar_name_DemolisherMkIIRevenge = \"\\cgDemolisher MKII\\c-\";\n\nserver noarchive int hpbar_track_Uroboros = 1;\nserver noarchive int hpbar_track_Lamia = 1;\nserver noarchive int hpbar_track_Yorihime = 1;\nserver noarchive int hpbar_track_Toyohime = 1;\nserver noarchive int hpbar_track_Utsuho = 1;\nserver noarchive int hpbar_track_CardihilatorDemolisher = 1;\nserver noarchive int hpbar_track_NemesisZombie = 1;\nserver noarchive int hpbar_track_NemesisAssaultCaptain = 1;\nserver noarchive int hpbar_track_NemesisImp = 1;\nserver noarchive int hpbar_track_NemesisHellKnight = 1;\nserver noarchive int hpbar_track_NemesisRevenant = 1;\nserver noarchive int hpbar_track_NemesisBarrel = 1;\nserver noarchive int hpbar_track_NemesisCyberNoble = 1;\nserver noarchive int hpbar_track_DemolisherMKII = 1;\nserver noarchive int hpbar_track_DemolisherMkIIRevenge = 1;\nserver noarchive int hpbar_track_NemesisStealthTrooper = 1;\n\nserver int cf_no2hu = 0;\nserver int cf_altcyberspawn = 0;\nserver int cf_altspiderspawn = 0;\nserver int cf_altbaronspawn = 0;\nserver int cf_altarachspawn = 0;\nserver int cf_altrevenantspawn = 0;\nserver int cf_altcacospawn = 0;\nserver int cf_novexed = 0;\nserver int cf_notruelegrune = 0;\nserver int cf_truehardmode = 0;\nserver int cf_no3dmodel = 0;\nserver int cf_rawanger = 1;"
},
{
"source": "pk3",
"name": "TEXTURES.txt",
"contents": "// Texture definitions generated by SLADE3\n// on Tue Jan 24 13:00:24 2017\n\nSprite \"BBFEA0\", 196, 95\n{\n\tOffset -51, -81\n\tPatch \"DBFEA0\", 0, 0\n\t{\n\t\tTranslation \"112:127=192:207\"\n\t}\n}\n\nSprite \"BBFGC0\", 196, 95\n{\n\tOffset -52, -82\n\tPatch \"DBFGC0\", 0, 0\n\t{\n\t\tTranslation \"112:127=192:207\"\n\t}\n}\n\nSprite \"BBFGD0\", 196, 95\n{\n\tOffset -51, -80\n\tPatch \"DBFGD0\", 0, 0\n\t{\n\t\tTranslation \"112:127=192:207\"\n\t}\n}\n\nSprite \"BBFGE0\", 196, 95\n{\n\tOffset -52, -79\n\tPatch \"DBFGE0\", 0, 0\n\t{\n\t\tTranslation \"112:127=192:207\"\n\t}\n}\n\nSprite \"BBFGF0\", 196, 95\n{\n\tOffset -49, -81\n\tPatch \"DBFGF0\", 0, 0\n\t{\n\t\tTranslation \"112:127=192:207\"\n\t}\n}\n\nSprite \"BBFGG0\", 196, 95\n{\n\tOffset -50, -82\n\tPatch \"DBFGG0\", 0, 0\n\t{\n\t\tTranslation \"112:127=192:207\"\n\t}\n}\n\nSprite \"BBFGH0\", 196, 95\n{\n\tOffset -50, -80\n\tPatch \"DBFGH0\", 0, 0\n\t{\n\t\tTranslation \"112:127=192:207\"\n\t}\n}\n\nSprite \"BBFGI0\", 196, 95\n{\n\tOffset -48, -79\n\tPatch \"DBFGI0\", 0, 0\n\t{\n\t\tTranslation \"112:127=192:207\"\n\t}\n}\n\nSprite \"BBFGJ0\", 196, 95\n{\n\tOffset -52, -79\n\tPatch \"DBFGJ0\", 0, 0\n\t{\n\t\tTranslation \"112:127=192:207\"\n\t}\n}\n\nSprite \"BBFGK0\", 196, 95\n{\n\tOffset -49, -78\n\tPatch \"DBFGK0\", 0, 0\n\t{\n\t\tTranslation \"112:127=192:207\"\n\t}\n}\n\nSprite \"BBFGL0\", 196, 95\n{\n\tOffset -51, -80\n\tPatch \"DBFGL0\", 0, 0\n\t{\n\t\tTranslation \"112:127=192:207\"\n\t}\n}\n\nSprite \"BBFGM0\", 208, 140\n{\n\tOffset -44, -38\n\tPatch \"DBFGM0\", 0, 0\n\t{\n\t\tTranslation \"112:127=192:207\", \"48:65=195:195\", \"213:214=194:194\", \"160:163=197:197\"\n\t}\n}\n\nSprite \"BBFGN0\", 216, 145\n{\n\tOffset -40, -40\n\tPatch \"DBFGN0\", 0, 0\n\t{\n\t\tTranslation \"112:127=192:207\", \"48:65=195:195\", \"213:214=194:194\", \"160:163=197:197\"\n\t}\n}\n\nSprite \"BBFGO0\", 210, 126\n{\n\tOffset -43, -62\n\tPatch \"DBFGO0\", 0, 0\n\t{\n\t\tTranslation \"112:127=192:207\", \"48:69=195:195\", \"213:214=194:194\", \"160:167=197:197\"\n\t}\n}\n\nSprite \"BBFGP0\", 206, 109\n{\n\tOffset -45, -85\n\tPatch \"DBFGP0\", 0, 0\n\t{\n\t\tTranslation \"112:127=192:207\", \"48:69=195:195\", \"213:214=194:194\", \"160:167=197:197\"\n\t}\n}\n\nSprite \"BBFGQ0\", 202, 98\n{\n\tOffset -48, -99\n\tPatch \"DBFGQ0\", 0, 0\n\t{\n\t\tTranslation \"112:127=192:207\"\n\t}\n}\n\nSprite \"BBFGR0\", 196, 95\n{\n\tOffset -51, -105\n\tPatch \"DBFGR0\", 0, 0\n\t{\n\t\tTranslation \"112:127=192:207\"\n\t}\n}\n\nSprite \"BBFGS0\", 196, 95\n{\n\tOffset -51, -97\n\tPatch \"DBFGS0\", 0, 0\n\t{\n\t\tTranslation \"112:127=192:207\"\n\t}\n}\n\nSprite \"BBFGT0\", 196, 95\n{\n\tOffset -51, -88\n\tPatch \"DBFGT0\", 0, 0\n\t{\n\t\tTranslation \"112:127=192:207\"\n\t}\n}\n\nSprite \"BBFIA0\", 196, 95\n{\n\tOffset -51, -81\n\tPatch \"DBFIA0\", 0, 0\n\t{\n\t\tTranslation \"112:127=192:207\"\n\t}\n}\n\nSprite \"BBFIB0\", 196, 95\n{\n\tOffset -51, -81\n\tPatch \"DBFIB0\", 0, 0\n\t{\n\t\tTranslation \"112:127=192:207\"\n\t}\n}\n\nSprite \"BBFIC0\", 196, 95\n{\n\tOffset -51, -81\n\tPatch \"DBFIC0\", 0, 0\n\t{\n\t\tTranslation \"112:127=192:207\"\n\t}\n}\n\n// End of texture definitions"
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{
"source": "pk3",
"name": "Actors/Weapons/NemesisRifle.txt",
"contents": "ACTOR \"Nemesis Rifle\" : \"Legendary Plasmatic Rifle\"\n{\nWeapon.AmmoType \"NLDemonMagazine\"\nWeapon.AmmoType2 \"NLDemonAmmo\"\nInventory.PickupSound \"NemesisRifle/up\"\nInventory.PickupMessage \"You got the Nemesis Rifle! A surge of dark energy flows through you.\"\nObituary \"%o was obliterated by pure dark energy.\"\nStates\n\t{\n\tSpawn:\n\t\tNTEP A -1\n\t\tLoop\n\tReady:\n\t\tTNT1 A 0 A_PlaySound(\"NemesisRifle/up\")\n\t\tNTRS ABCDE 1\n\tReadyLoop:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NLDemonMagazine\",1,2)\n\t\tTNT1 A 0\n\t\tGoto NoBuzzing\n\t\tNTEK AAA 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tNTEK AAA 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tNTEK AAA 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tNTEK AAA 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tNTEK AAA 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tNTEK AAA 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tNTEK AAA 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tNTEK AAA 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tNTEK AAA 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tNTEK AAA 1 A_WeaponReady\n\t\tTNT1 A 0 A_PlaySound(\"weapons/legrifidle\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tNTEK BB 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tNTEK BB 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tNTEK CC 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tNTEK CC 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tNTEK DD 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tNTEK DD 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tNTEK EE 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tNTEK EE 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tGoto ReadyLoop\n\tNoBuzzing:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tNTEK A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0// A_PlaySound (\"D_LEGND\",5,5.0,1,ATTN_NONE)\n\t\t//TNT1 A 0 ACS_NamedExecuteAlways(\"StopWeaponMusic\",0)\n\t\tNTEK A 1 A_Lower\n\t\tGoto Deselect+1\n\tSelect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tFire:\n\t\tTNT1 A 0 Bright A_JumpIfNoAmmo(\"Empty\")\n\t\t//TNT1 A 0 ACS_NamedExecuteAlways(\"StartWeaponMusic\",0,0)\n\t\tTNT1 A 0 Bright A_AlertMonsters\n\t\tTNT1 A 0 Bright A_GunFlash\n\t\tTNT1 A 0 Bright Radius_Quake(4,2,0,1,0)\n\t\tTNT1 A 0 Bright A_Light1\n\t\tTNT1 A 0 Bright A_PlayWeaponSound(\"NemesisRifle/Fire\")\n\t\tNTKF A 2 Bright A_FireCustomMissile(\"NemesisRifleShotPlayer\",Random(100,-100)/100.00,1,0,0,0,Random(100,-100)/100.00)\n\t\tNTKF B 2 Bright A_Light2\n\t\tNTKF C 4 A_Light0\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto ReadyLoop\n\tEmpty:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/click2\")\n\t\tNTEK AAAAAAAAAA 1 A_WeaponReady(WRF_NOFIRE)\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NLDemonMagazine\",50,2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"NLDemonAmmo\",1,2)\n\t\tTNT1 A 0\n\t\tGoto ReadyLoop\n\t\tNTKR AB 2\n\t\tNTKR C 3\n\t\tNTKR D 4 A_PlaySound(\"weapons/demontecheject\")\n\t\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\t\tNTKR E 2 A_PlaySound(\"weapons/demontechsteam\")\n\t\tNTKR F 2 Radius_Quake(2,2,0,1,0)\n\t\tNTKR GHI 2 Radius_Quake(2,2,0,1,0)\n\t\tNTKR J 3 A_FireCustomMissile(\"LDemonTechEmptyMag\", 0, 0, 0, 1)\n\t\tNTKR K 15\n\t\tNTKR LMN 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"NLDemonAmmo\",1,\"Reload\")\n\t\tNTKR O 6 A_PlayWeaponSound(\"weapons/demontechload\")\n\t\tNTKR O 4 A_PlayWeaponSound(\"weapons/demontechclick\")\n\t\tNTKR CB 3\n\t\tNTKR A 2\n\t\tGoto ReadyLoop\n\tReload:\n\t\tTNT1 A 0 A_TakeInventory(\"NLDemonAmmo\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"NLDemonMagazine\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"NLDemonMagazine\",50,\"Full\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NLDemonAmmo\",1,\"Reload\")\n\t\tGoto AltFire+19\n\tFull:\n\t\tTNT1 A 0\n\t\tGoto AltFire+19\n\tGrenadeCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tGoto Ready+6\n\tGrenadeToss:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tNTRS EDCBA 1\n\t\tTNT1 A 6\n\t\tHGRN ABC 1\n\t\tHGRN D 3\n\t\tHGRN EFGHI 2\n\t\tTNT1 A 14 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tHGRN J 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0,false)\n\t\tHGRN K 1\n\t\tHGRN LMNO 2\n\t\tTNT1 A 6\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\t\tTNT1 A 0// A_TakeInventory(\"Hand Grenade\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0\n\t\tGoto Ready+1\n\tMineCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tGoto Ready+6\n\tMineToss:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tNTRS EDCBA 1\n\t\tTNT1 A 10\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tMINE ABCDEF 1\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0,false)\n\t\tMINE HI 1\n\t\tMINE JK 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\t\tTNT1 A 0// A_TakeInventory(\"Land Mine\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0\n\t\tTNT1 A 5\n\t\tGoto Ready+1\n\t}\n}\n\nACTOR NLDemonMagazine : Ammo\n{\n+IGNORESKILL\nInventory.Amount 0\nInventory.MaxAmount 50\nAmmo.BackpackAmount 0\nAmmo.BackpackMaxAmount 50\nInventory.Icon \"NTEPA0\"\n}\n\nACTOR NLDemonAmmo : Ammo\n{\nScale 0.65\n+NOTIMEFREEZE\nInventory.Amount 50\nInventory.MaxAmount 250\nAmmo.BackpackAmount 0\nAmmo.BackpackMaxAmount 500\nInventory.Icon \"NAMGA0\"\nInventory.PickupSound \"items/legendaryammo\"\nInventory.PickupMessage \"Nemesis Energy Cells Obtained\"\nStates\n\t{\n\tSpawn:\n\t\tNAMG A -1\n\t\tStop\n\t}\n}\n\nACTOR NLDemonAmmoBox : NLDemonAmmo\n{\nScale 0.65\nInventory.Amount 100\nInventory.PickupMessage \"Charged Nemesis Energy Cells Obtained\"\nInventory.PickupSound \"items/legendaryammopack\"\n+NOTIMEFREEZE\nStates\n\t{\n\tSpawn:\n\t\tNAMO A -1\n\t\tStop\n\t}\n}\n\nACTOR NemesisRifleShot\n{\nPROJECTILE\nHeight 3\nRadius 3\nSpeed 60\nScale 0.5\nRenderStyle Subtract\nAlpha 0.95\nDecal \"DoomImpScorch\"\nDamage 60\n+FORCERADIUSDMG\n+NOTIMEFREEZE\n+THRUSPECIES\nDamageType \"Legendary\"\nDeathSound \"weapons/demontechex\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_Jump(128,\"Spawn2\")\n\t\tGoto Normal\n\tNormal:\n\t\tNTPR ABCDEF 1 Bright A_SpawnItemEx(\"NLDemonTechTrail\",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tLoop\n\tSpawn2:\n\t\tNTPR ABCDEF 1 Bright A_SpawnItemEx(\"NLDemonTechTrail2\",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"NemesisWhiteParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tTNT1 AAA 0 A_CustomMissile(\"NemesisKaboom7\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX4\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"NemesisADemonTechEx\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 0, \"DeathSFX\")\n\t\tGoto Toaster\n\tDeathSFX:\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"NemesisWhiteParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tTNT1 AAA 0 A_CustomMissile(\"NemesisKaboom7\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX4\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"NemesisADemonTechEx\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tToaster:\n\t\tTNT1 A 1 Bright A_CustomMissile(\"NemesisRifleShotExplosion\",0,0,0,2)\n\t\tStop\n\t}\n}\n\nACTOR NemesisRifleShotExplosion\n{\nProjectile\nSpeed 0\n+FORCERADIUSDMG\n+NOTIMEFREEZE\n+NODAMAGETHRUST\nDamagetype \"Legendary\"\nStates\n{\nSpawn:\nDeath:\n\tTNT1 A 0\n\tTNT1 A 1 A_Explode(50,100)\n\tStop\n}\n}\n\nACTOR NLDemonTechTrail : BFG9500Trail\n{\nScale 0.1\nAlpha 0.75\nRenderstyle Subtract\n+NOTIMEFREEZE\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t\tTNT1 A 2 Bright\n\t\tBTRI AAAAAABBBBBBBB 1 Bright A_FadeOut(0.05,1)\n\t\tBTRI BBBBB 1 Bright A_FadeOut(0.025,1)\n\t\tStop\n\tToaster:\n\t\tTNT1 A 1 Bright\n\t\tStop\n\t}\n}\n\nACTOR NLDemonTechTrail2 : DemonTechTrail\n{\nRenderstyle Subtract\n+NOTIMEFREEZE\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t\tTNT1 A 2 Bright\n\t\tBTRI AAAAAACCCCCCCC 1 Bright A_FadeOut(0.05,1)\n\t\tBTRI CCCCC 1 Bright A_FadeOut(0.025,1)\n\t\tStop\n\tToaster:\n\t\tTNT1 A 1 Bright\n\t\tStop\n\t}\n}\n\nACTOR NADemonTechEx\n{\nPROJECTILE\nScale 0.7\nRenderStyle Subtract\nAlpha 0.75\n+NOCLIP\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t\tNRPG ABCDEFGH 2 Bright A_FadeOut(0.1,1)\n\t\tStop\n\tToaster:\n\t\tNRPG ABCDEFGH 2 Bright\n\t\tStop\n\t}\n}\n\nACTOR NemesisADemonTechEx : NADemonTechEx { +NOTIMEFREEZE }\n\nACTOR NemesisRifleShotEnemy : NemesisRifleShot\n{\n+THRUSPECIES\nDamage 50\nDamageType \"Legendary\"\nStates\n\t{\n\tDeath:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"NemesisWhiteParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX4\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"NemesisADemonTechEx\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 0, \"DeathSFX\")\n\t\tGoto Toaster\n\tDeathSFX:\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"NemesisWhiteParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tTNT1 AAA 0 A_CustomMissile(\"NemesisKaboom7\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX4\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"NemesisADemonTechEx\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tToaster:\n\t\tTNT1 A 1 Bright A_CustomMissile(\"NemesisRifleShotExplosion\",0,0,0,2)\n\t\tStop\n\t}\n}\n\nACTOR NemesisRifleShotExplosionPlayer : NemesisRifleShotExplosion\n{\nDamagetype \"PlayerNemesisPlasma\"\nSpecies \"Player\"\n+FOILINVUL\nStates\n{\nSpawn:\nDeath:\n\tTNT1 A 0\n\tTNT1 A 1 A_Explode(150,100)\n\tStop\n}\n}\n\nACTOR NemesisRifleShotPlayer : NemesisRifleShot\n{\n+THRUSPECIES\n+FOILINVUL\nSpecies \"Player\"\nDamageType \"Legendary\"\nStates\n\t{\n\tDeath:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"NemesisWhiteParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tTNT1 AAA 0 A_CustomMissile(\"NemesisKaboom7\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX4\",0,0,random(0,360),2,random(0,360))\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"NemesisADemonTechEx\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 0, \"DeathSFX\")\n\t\tGoto Toaster\n\tDeathSFX:\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"NemesisWhiteParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tTNT1 AAA 0 A_CustomMissile(\"NemesisKaboom7\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX4\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"NemesisADemonTechEx\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tToaster:\n\t\tTNT1 A 1 Bright A_CustomMissile(\"NemesisRifleShotExplosionPlayer\",0,0,0,2)\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/NemesisASG.txt",
"contents": "ACTOR \"Nemesis Assault Shotgun\" : \"Legendary Assault Shotgun\"\n{\nDecal \" \"\nWeapon.AmmoUse 1\nWeapon.AmmoGive 16\nWeapon.AmmoGive2 32\nWeapon.AmmoType \"NemesisShotgunDrum\"\nWeapon.AmmoType2 \"NemesisShell\"\nInventory.PickupSound \"LShotgun/Cock\"\nInventory.PickupMessage \"You got the Nemesis Assault Shotgun!\"\nObituary \"%o was blown apart by %k's Nemesis Assault Shotgun.\"\nStates\n\t{\n\tSpawn:\n\t\tNSAP A -1\n\t\tLoop\n\tReady:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"LShotgun/Cock\")\n\t\tNSGR ABCDE 1\n\t\tNSAG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tGoto Ready+6\n\tDeselect:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/weapondown\")\n\t\tNSAG A 1 A_Lower\n\t\tGoto Deselect+1\n\tSelect:\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tFire:\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\t\tTNT1 A 0 A_PlaySound(\"NemesisASG/Fire\", 1)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 Radius_Quake(3,3,0,1,0)\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisShellCasing\",30,5,25,Random(2,4),Random(3,6),Random(3,6),0)\n\t\tTNT1 AAAAAA 0 A_FireCustomMissile(\"NemesisTracer\",Random(5,-5),0,0,Random(5,-5))\n\t\tTNT1 A 0 Bright A_FireBullets(6.2,3.4,7,0,\"NemesisASGPuffExplodePlayer\",0)\n\t\tNSAF A 1 Bright A_FireBullets(6.2,3.4,7,Random(32,40),\"NemesisASGBulletPuffPlayer\")\n\t\tNSAF B 1 Bright A_Light2\n\t\tTNT1 A 0 A_Light0\n\t\tNSAG BCDE 1\n\t\tNSAG FA 2\n\t\tGoto Ready+6\n\tEmpty:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/click\")\n\t\tNSAG AAAAAAAAAA 1 A_WeaponReady(WRF_NOFIRE)\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisShotgunDrum\",16,2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisShell\",1,2)\n\t\tNSAG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tGoto Ready+6\n\t\tNSAR ABCDEF 1\n\t\tNSAR GO 2\n\t\tNSAR N 2 A_PlaySound(\"lasgguy/asgout\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisShotgunDrum\",1,\"MaxReload\")\n\t\tNSAR H 3\n\t\tNSAR I 2\n\t\tNSAR JKL 1\n\t\tNSAR M 35 A_FireCustomMissile(\"LegendaryEmptyDrumSpawner\",0,0,10,1)\n\t\tNSAR LKJ 1\n\t\tNSAR I 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisShell\",1,\"Reload2\")\n\tReload:\n\t\tTNT1 A 0 A_TakeInventory(\"NemesisShell\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"NemesisShotgunDrum\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisShotgunDrum\",16,2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisShell\",1,\"Reload\")\n\t\tTNT1 A 0\n\t\tGoto Ready+6\n\tMaxReload:\n\t\tNSAR H 3\n\t\tNSAR I 2\n\t\tNSAR JKL 1\n\t\tNSAR M 35 A_FireCustomMissile(\"LegendaryEmptyDrum\",0,0,10,1)\n\t\tNSAR LKJ 1\n\t\tNSAR I 2\n\t\tNSAR P 6 A_PlaySound(\"lasgguy/asgin\")\n\t\tNSAR NOG 2\n\t\tNSAR FEDCBA 1\n\t\tNSAG A 5\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisShell\",1,\"Reload\")\n\tReload2:\n\t\tTNT1 A 0 A_TakeInventory(\"NemesisShell\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_GiveInventory(\"NemesisShotgunDrum\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisShotgunDrum\",15,\"FullCock\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisShell\",1,\"Reload2\")\n\tFull:\n\t\tNSAR P 6 A_PlayWeaponSound(\"lasgguy/asgin\")\n\t\tNSAR NOG 2\n\t\tNSAR FEDCBA 1\n\t\tNSAG A 3\n\t\tNSAG A 5\n\t\tGoto Ready+6\n\tFullCock:\n\t\tNSAR P 6 A_PlayWeaponSound(\"lasgguy/asgin\")\n\t\tNSAR NOG 2\n\t\tNSAR FEDCBA 1\n\t\tNSAG A 3\n\t\tNSAG A 5\n\t\tNSCK AB 2\n\t\tNSCK C 4 A_PlayWeaponSound(\"LShotgun/Cock\")\n\t\tNSCK D 3\n\t\tNSCK A 2\n\t\tNSAG A 3\n\t\tGoto Ready+6\n\tGrenadeCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tGoto Ready+6\n\tGrenadeToss:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tLSGR EDCBA 1\n\t\tTNT1 A 6\n\t\tHGRN ABC 1\n\t\tHGRN D 3\n\t\tHGRN EFGHI 2\n\t\tTNT1 A 14 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tHGRN J 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0,false)\n\t\tHGRN KLM 2\n\t\tTNT1 A 6\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\t\tTNT1 A 0// A_TakeInventory(\"Hand Grenade\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0\n\t\tLSGR ABCDE 1\n\t\tGoto Ready+6\n\tMineCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tGoto Ready+6\n\tMineToss:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tLSGR EDCBA 1\n\t\tTNT1 A 10\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tMINE ABCDEF 1\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0,false)\n\t\tMINE HI 1\n\t\tMINE JK 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\t\tTNT1 A 0// A_TakeInventory(\"Land Mine\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0\n\t\tTNT1 A 5\n\t\tGoto Ready+1\n\t}\n}\n\nACTOR NemesisASGBulletPuff : BulletPuff\n{\n+NOTIMEFREEZE\n+PUFFONACTORS\nDamagetype \"Legendary\"\nStates\n{\nSpawn:\nDeath:\n\tTNT1 A 0\n\tTNT1 AAA 0 A_CustomMissile(\"NemesisKaboom7ASG\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX4\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tTNT1 A 1\n\tStop\n}\n}\n\nACTOR NemesisASGPuffExplode\n{\nProjectile\nSpeed 0\n+FORCERADIUSDMG\n+FOILINVUL\n+NOTIMEFREEZE\n+NOCLIP\n+PUFFONACTORS\n+NODAMAGETHRUST\nDamagetype \"Legendary\"\nStates\n{\nSpawn:\nDeath:\n\tTNT1 A 0\n\tTNT1 A 1 A_Explode(20,30)\n\tStop\n}\n}\n\nACTOR NemesisASGBulletPuffPlayer : NemesisASGBulletPuff\n{\nStates\n{\nSpawn:\nDeath:\n\tTNT1 A 0\n\tTNT1 AAA 0 A_CustomMissile(\"NemesisKaboom7ASG\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX4\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tTNT1 A 1\n\tStop\n}\n}\n\nACTOR NemesisASGPuffExplodePlayer : NemesisASGPuffExplode\n{\nDamagetype \"PlayerNemesisPlasma\"\nSpecies \"Player\"\nStates\n{\nSpawn:\nDeath:\n\tTNT1 A 0\n\tTNT1 A 1 A_Explode(50,30)\n\tStop\n}\n}\n\nACTOR NemesisTracer : Tracer\n{\nSpeed 100\nScale 0.075\n+NOTIMEFREEZE\nStates\n\t{\n\tSpawn:\n\t\tNTRC A 10 Bright\n\t\tStop\n\t}\n}\n\nACTOR NemesisShotgunDrum : Ammo\n{\n+IGNORESKILL\n+NOTIMEFREEZE\nInventory.Amount 0\nInventory.MaxAmount 16\nAmmo.BackpackAmount 0\nAmmo.BackpackMaxAmount 16\nInventory.Icon \"NSAPA0\"\n}\n\nACTOR NemesisShell : Ammo\n{\nScale 0.3\nInventory.PickupMessage \"Nemesis Shells\"\nInventory.PickupSound \"items/shell\"\nInventory.Amount 4\nInventory.MaxAmount 40\nAmmo.BackpackAmount 0\nAmmo.BackpackMaxAmount 90\nInventory.Icon \"NHELA0\"\n+NOTIMEFREEZE\nStates\n\t{\n\tSpawn:\n\t\tNESS A -1\n\t\tStop\n\t}\n}\n\nACTOR NemesisShellBox : NemesisShell\n{\nScale 0.75\nInventory.Amount 10\nInventory.PickupMessage \"Nemesis Shell Box\"\nInventory.PickupSound \"items/shellbox\"\nInventory.Icon \"NBOXA0\"\n+NOTIMEFREEZE\nStates\n\t{\n\tSpawn:\n\t\tNBOX A -1\n\t\tStop\n\t}\n}\n\nACTOR NemesisShellCasing : BulletCasing\n{\nScale 0.24\nSeesound \"weapons/casing2\"\n+NOTIMEFREEZE\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t\tNMUC ABCDEFGH 2\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,3)\n\t\tNMUC C 100\n\t\tNMUC C 5 A_FadeOut(0.1,1)\n\t\tGoto Death+3\n\t\tNMUC G 100\n\t\tNMUC G 5 A_FadeOut(0.1,1)\n\t\tGoto Death+5\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/NemesisSSG.txt",
"contents": "ACTOR \"Nemesis Sawed-Off Shotgun\" : \"Legendary Sawed-Off Shotgun\"\n{\nDecal \"DoomImpScorch\"\nWeapon.KickBack 150\nWeapon.AmmoType \"NemesisPellets\"\nWeapon.AmmoType2 \"NemesisShell\"\nInventory.PickupMessage \"Nemesis Sawed-Off Shotgun\"\nInventory.PickupSound \"Pickups/LegSSG\"\nObituary \"%o's body was blown to pieces by %k's Nemesis Sawed-Off Shotgun.\"\nStates\n\t{\n\tSpawn:\n\t\tNSSW A -1 Bright\n\t\tLoop\n\tReady:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"Pickups/LegSSG\")\n\t\tNSSZ ACDFGIKMP 1\n\tReadyLoop:\n\t\tNSSD A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tDeselect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tDeselectLoop:\n\t\tNSSD A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisPellets\",2,\"FireBoth\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisShell\",1,\"Reload\")\n\t\tGoto Empty\n\tFireBoth:\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 A_PlaySound(\"NemesisSSG/Fire1\")\n\t\tTNT1 A 0 Radius_Quake(6,5,0,1,0)\n\t\tTNT1 A 0 A_TakeInventory(\"NemesisPellets\",2)\n\t\tTNT1 AAAAAAAA 0 Bright A_FireCustomMissile(\"NemesisTracer\",Random(8,-8),0,0,Random(8,-8))\n\t\tTNT1 A 0 Bright A_FireBullets(6.2,3.1,26,0,\"NemesisASGPuffExplodePlayer\",0)\n\t\tNSSF A 1 Bright A_FireBullets(6.2,3.1,26,random(32,40),\"NemesisASGBulletPuffPlayer\")\n\t\tNSSF B 1\n\t\tNSSF CD 1 Bright A_Light2\n\t\tNSSF E 1 Radius_Quake(6,5,0,1,0)\n\t\tNSSF F 1\n\t\tNSSF GH 1 A_Light0\n\t\tNSSD AAAAAA 1\n\tSSGReloadCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisShell\",2,2)\n\t\tNSSC D 2\n\t\tGoto ReadyLoop\n\t\tTNT1 A 0\n\t\tGoto ReloadBoth+4\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisPellets\",2,\"FireRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisPellets\",1,1)\n\t\tGoto Reload\n\t\tTNT1 A 0 A_PlaySound(\"NemesisSSG/Fire2\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 Radius_Quake(4,4,0,1,0)\n\t\tTNT1 A 0 A_TakeInventory(\"NemesisPellets\",1)\n\t\tTNT1 AAAA 0 A_FireCustomMissile(\"NemesisTracer\",Random(6,-6),0,0,Random(6,-6))\n\t\tTNT1 A 0 Bright A_FireBullets(2.2,1.3,9,0,\"NemesisASGPuffExplodePlayer\",0)\n\t\tN1SF A 1 Bright A_FireBullets(2.2,1.3,9,random(32,40),\"NemesisASGBulletPuffPlayer\")\n\t\tN1SF B 1 Bright A_Light2\n\t\tTNT1 A 0 A_Light0\n\t\tTNT1 A 0\n\t\tN1SF CDEF 1\n\t\tNSSD A 2\n\t\tGoto ReadyLoop\n\tFireRight:\n\t\tTNT1 A 0 A_PlaySound(\"NemesisSSG/Fire2\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 Radius_Quake(4,4,0,1,0)\n\t\tTNT1 A 0 A_TakeInventory(\"NemesisPellets\",1)\n\t\tTNT1 AAAA 0 A_FireCustomMissile(\"NemesisTracer\",Random(6,-6),0,0,Random(6,-6))\n\t\tTNT1 A 0 Bright A_FireBullets(2.2,1.3,9,0,\"NemesisASGPuffExplodePlayer\",0)\n\t\tN2SF A 1 Bright A_FireBullets(2.2,1.3,9,random(32,40),\"NemesisASGBulletPuffPlayer\")\n\t\tN2SF B 1 Bright A_Light2\n\t\tTNT1 A 0 A_Light0\n\t\tTNT1 A 0\n\t\tN2SF CDEF 1\n\t\tNSSD A 2\n\t\tGoto ReadyLoop\n\tEmpty:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisPellets\",1,\"Empty2\")\n\t\tNSSD A 10 A_PlaySound(\"weapons/click\")\n\t\tGoto ReadyLoop\n\tEmpty2:\n\t\tNSSD A 10 A_PlaySound(\"weapons/click\")\n\t\tGoto ReadyLoop\n\tReload:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisPellets\",1,\"ReloadRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisShell\",2,\"ReloadBoth\")\n\t\tGoto Empty\n\tReloadBoth:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisShell\",2,1)\n\t\tGoto ReadyLoop\n\t\tNSSR EDCBA 1\n\t\tNSSR ABCDEF 1\n\t\tNSSR G 1 A_PlayWeaponSound(\"NemesisSSG/Open\")\n\t\tNSSR HI 1\n\t\tNSSR J 1\n\t\tTNT1 AA 0 A_SpawnItemEx(\"NemesisShellCasing\",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n\t\tNSS2 A 2\n\t\tNSS2 B 2\n\t\tNSS2 CD 2\n\t\tNSS2 EFG 1\n\t\tNSS2 H 1 A_PlayWeaponSound(\"NemesisSSG/Load\")\n\t\tNSS2 IJKLMN 1\n\t\tTNT1 A 0 A_TakeInventory(\"NemesisShell\",2,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_GiveInventory(\"NemesisPellets\",2)\n\t\tNSSR KKKK 2\n\t\tNSSC AC 1\n\t\tNSSC D 1 A_PlayWeaponSound(\"NemesisSSG/Close\")\n\t\tNSSC F 1\n\t\tNSSC GIJL 1\n\t\tNSSC MOPR 1\n\t\tGoto ReadyLoop\n\tReloadRight:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisShell\",1,1)\n\t\tGoto ReadyLoop\n\t\tNSSR EDCBA 1\n\t\tNSSR ABCDEFGHI 1\n\t\tN2SR B 2 A_PlayWeaponSound(\"NemesisSSG/Open\")\n\t\tN2SR CCCCC 1\n\t\tN2SR D 2\n\t\tN2SR EF 2\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisShellCasing\",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n\t\tN2SR GH 2\n\t\tN2SR I 1 A_PlayWeaponSound(\"NemesisSSG/Load\")\n\t\tTNT1 A 0 A_TakeInventory(\"NemesisShell\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_GiveInventory(\"NemesisPellets\",1)\n\t\tNSSC AC 1\n\t\tNSSC D 1 A_PlayWeaponSound(\"NemesisSSG/Close\")\n\t\tNSSC F 1\n\t\tNSSC GIJL 1\n\t\tNSSC MOPR 1\n\t\tGoto ReadyLoop\n\tGrenadeCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tGoto ReadyLoop\n\tGrenadeToss:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tLSGN ABCDE 1\n\t\tTNT1 A 4\n\t\tHGRN ABC 1\n\t\tHGRN D 2\n\t\tHGRN EFG 1\n\t\tHGRN HI 2\n\t\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0,false)\n\t\tHGRN J 1\n\t\tHGRN KLM 2\n\t\tHGRN NO 1\n\t\tTNT1 A 6\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\t\tTNT1 A 0// A_TakeInventory(\"Hand Grenade\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0\n\t\tLSGN EDCBA 1\n\t\tGoto ReadyLoop\n\tMineCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tGoto ReadyLoop\n\tMineToss:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tLSGN ABCDE 1\n\t\tTNT1 A 8\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tMINE ABCDEF 1\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0,false)\n\t\tMINE HI 1\n\t\tMINE JK 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\t\tTNT1 A 0// A_TakeInventory(\"Land Mine\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0\n\t\tTNT1 A 5\n\t\tLSGN EDCBA 1\n\t\tGoto ReadyLoop\n\t}\n}\n\nACTOR NemesisPellets : Ammo\n{\n+IGNORESKILL\n+NOTIMEFREEZE\nInventory.Amount 0\nInventory.MaxAmount 2\nAmmo.BackpackAmount 0\nAmmo.BackpackMaxAmount 2\nInventory.Icon \"NHELB0\"\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/NemesisPlasmaticCannon.txt",
"contents": "ACTOR \"Nemesis Plasmatic Cannon\" : \"Legendary Plasmatic Cannon\"\n{\nWeapon.AmmoType \"NLDemonAmmo\"\nWeapon.AmmoUse 5\nWeapon.AmmoType2 \"NLDemonAmmo\"\nWeapon.AmmoUse2 1\nWeapon.Upsound \"NemesisCannon/up\"\nWeapon.PreferredSkin \"LegendaryCannon-Marine\"\nInventory.PickupSound \"NemesisCannon/up\"\nInventory.PickupMessage \"You have acquired the Nemesis Plasmatic Cannon! None can stand before you!\"\nObituary \"%o was seared from dark energy by %k's Nemesis Plasmatic Cannon.\"\nTag \"Nemesis Plasmatic Cannon\"\nStates\n\t{\n\tSpawn:\n\t\tNEMC Z -1\n\t\tLoop\n\tReady:\n\t\tNEMC A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tDeselectLoop:\n\t\tNEMC A 0 A_Lower\n\t\tNEMC A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tNEMC A 0 A_Raise\n\t\tNEMC A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisCannonMode2\",1,\"Fire3\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisCannonMode1\",1,\"Fire2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NLDemonAmmo\",10,\"FireContinue\")\n\t\tGoto Ready\n\tFireContinue:\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\")\n\t\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\t\tTNT1 A 0 A_TakeInventory(\"NLDemonAmmo\",5,TIF_NOTAKEINFINITE)\n\t\tNEMC C 2 Bright A_FireCustomMissile(\"NemesisCannonProjPlayer\",0,1,0,0)\n\t\tNEMC DEF 2 Bright\n\t\tNEMC AB 3\n\t\tNEMC A 3 A_Refire\n\t\tGoto Ready\n\tFire2:\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Laser\")\n\t\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\t\tNEMC C 2 Bright A_FireCustomMissile(\"NemesisCannonLaserPlayer\",0,1,0,0)\n\t\tNEMC DEF 2 Bright\n\t\tNEMC AB 2\n\t\tNEMC A 2 A_Refire\n\t\tGoto Ready\n\tFire3:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NLDemonAmmo\",100,\"Fire3Continue\")\n\t\tGoto Ready\n\tFire3Continue:\n\t\tNEMC A 80 Bright A_PlayWeaponSound(\"devastator/charge\")\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\t\tNEMC C 0 A_PlayWeaponSound(\"NemesisCannon/BigLaser\")\n\t\tTNT1 A 0 A_TakeInventory(\"NLDemonAmmo\",95,TIF_NOTAKEINFINITE)\n\t\tNEMC C 2 Bright A_FireCustomMissile(\"NemesisCannonIonBeamPlayer\",0,1,0,0)\n\t\tNEMC DEF 2 Bright\n\t\tTNT1 A 0 A_PlaySound (\"legendarycannon/steam\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"LegendaryCannonSmoke\",0,0,1,6)\n\t\tNEMC ABABABABABABABABABABA 3 A_FireCustomMissile(\"LegendaryCannonSmoke\",0,0,1,6)\n\t\tNEMC A 3 A_Refire\n\t\tGoto Ready\n\n\tAltfire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisCannonMode2\",1,\"Altfire3\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisCannonMode1\",1,\"Altfire2\")\n\t\tNEMC A 1\n\t\tTNT1 A 0 A_Playsound(\"NemesisCannon/Mode2\")\n\t\tTNT1 A 0 A_GiveInventory(\"NemesisCannonMode1\")\n\t\tTNT1 A 0 A_Print(\"Lasers\")\n\t\tNEMC A 2 Offset(0,33)\n\t\tNEMC A 2 Offset(0,35)\n\t\tNEMC A 2 Offset(0,33)\n\t\tNEMC A 1\n\t\tTNT1 A 0 A_Refire(\"NoAutoAltFirePls\")\n\t\tGoto Ready\n\tAltfire2:\n\t\tNEMC A 1\n\t\tTNT1 A 0 A_Playsound(\"NemesisCannon/Mode3\")\n\t\tTNT1 A 0 A_TakeInventory(\"NemesisCannonMode1\")\n\t\tTNT1 A 0 A_GiveInventory(\"NemesisCannonMode2\")\n\t\tTNT1 A 0 A_Print(\"Ion Beam\")\n\t\tNEMC A 2 Offset(0,33)\n\t\tNEMC A 2 Offset(0,35)\n\t\tNEMC A 2 Offset(0,33)\n\t\tNEMC A 1\n\t\tTNT1 A 0 A_Refire(\"NoAutoAltFirePls\")\n\t\tGoto Ready\n\tAltfire3:\n\t\tNEMC A 1\n\t\tTNT1 A 0 A_Playsound(\"NemesisCannon/Mode1\")\n\t\tTNT1 A 0 A_TakeInventory(\"NemesisCannonMode2\")\n\t\tTNT1 A 0 A_Print(\"Homing Shots\")\n\t\tNEMC A 2 Offset(0,33)\n\t\tNEMC A 2 Offset(0,35)\n\t\tNEMC A 2 Offset(0,33)\n\t\tNEMC A 1\n\t\tTNT1 A 0 A_Refire(\"NoAutoAltFirePls\")\n\t\tGoto Ready\n\n\tNoAutoAltFirePls:\n\t\tNEMC A 1\n\t\tNEMC A 1 A_Refire(\"NoAutoAltFirePls\")\n\t\tGoto Ready\n\n\tFlash:\n\t\tTNT1 A 1 A_Light1\n\t\tTNT1 A 1 A_Light2\n\t\tTNT1 A 1 A_Light1\n\t\tTNT1 A 1 A_Light0\n\t\tStop\n\t}\n}\n\nACTOR NemesisCannonMode1 : Inventory { Inventory.MaxAmount 1 }\nACTOR NemesisCannonMode2 : Inventory { Inventory.MaxAmount 1 }\n\nACTOR NemesisCannonProj : LegendaryCannonProj\n{\nSpeed 70\nBounceCount 6\nDamage 85\nSpecies \" \"\nDamageType \"Legendary\"\nDeathSound \"lrball3/exp\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright A_CountDown\n\t\tTNT1 A 0 Bright A_SeekerMissile(15,8,SMF_LOOK)\n\t\tNRB3 AA 1 Bright A_SpawnItemEx(\"NemesisCannonProjTrail\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(15,8,SMF_LOOK)\n\t\tNRB3 BB 1 Bright A_SpawnItemEx(\"NemesisCannonProjTrail\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(15,8,SMF_LOOK)\n\t\tNRB3 CC 1 Bright A_SpawnItemEx(\"NemesisCannonProjTrail\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(15,8,SMF_LOOK)\n\t\tNRB3 DD 1 Bright A_SpawnItemEx(\"NemesisCannonProjTrail\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tLoop\n\tDeath:\n\tXDeath:\n\t\tTNT1 A 0\n\t\tTNT1 AA 0 A_SpawnItemEx(\"NemesisWhiteParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tTNT1 AAA 0 A_CustomMissile(\"WhiteNemesisKaboom3\",0,0,random(0,360),2,random(0,360))\n\t\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX4\",0,0,random(0,360),2,random(0,360))\n\t\tTNT1 A 0 A_CustomMissile(\"NemesisCannonShotExplosion\",0,0,0,2)\n\t\tTNT1 I 8 Bright A_Explode(128,128,0)\n\t\tTNT1 J 6 Bright\n\t\tTNT1 K 4 Bright\n\t\tStop\n\t}\n}\n\nACTOR NemesisCannonProjTrail : LegRevBall3Trail2\n{\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t\tTNT1 AA 0 Bright A_Jump(256,\"Flash1\",\"Flash2\",\"Flash3\",\"Flash4\")\n\tFlash1:\n\t\tNRB3 A 1 Bright A_FadeOut(0.125,1)\n\t\tWait\n\tFlash2:\n\t\tNRB3 B 1 Bright A_FadeOut(0.125,1)\n\t\tWait\n\tFlash3:\n\t\tNRB3 C 1 Bright A_FadeOut(0.125,1)\n\t\tWait\n\tFlash4:\n\t\tNRB3 D 1 Bright A_FadeOut(0.125,1)\n\t\tWait\n\tToaster:\n\t\tTNT1 A 1 Bright\n\t\tStop\n\t}\n}\n\nACTOR NemesisCannonShotExplosion\n{\nProjectile\nSpeed 0\n+FORCERADIUSDMG\n+NOTIMEFREEZE\n+NODAMAGETHRUST\nDamagetype \"Legendary\"\nStates\n{\nSpawn:\nDeath:\n\tTNT1 A 0\n\tTNT1 A 1 A_Explode(100,200,0,0)\n\tStop\n}\n}\n\nACTOR NemesisCannonProjPlayer : NemesisCannonProj\n{\nSpecies \"Player\"\nStates\n\t{\n\tDeath:\n\tXDeath:\n\t\tTNT1 A 0\n\t\tTNT1 AA 0 A_SpawnItemEx(\"NemesisWhiteParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tTNT1 AAA 0 A_CustomMissile(\"WhiteNemesisKaboom3\",0,0,random(0,360),2,random(0,360))\n\t\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX4\",0,0,random(0,360),2,random(0,360))\n\t\tTNT1 A 0 A_CustomMissile(\"NemesisCannonShotExplosionPlayer\",0,0,0,2)\n\t\tTNT1 I 8 Bright A_Explode(128,128,0)\n\t\tTNT1 J 6 Bright\n\t\tTNT1 K 4 Bright\n\t\tStop\n\t}\n}\n\nACTOR NemesisCannonShotExplosionPlayer : NemesisCannonShotExplosion\n{\nDamagetype \"PlayerNemesisPlasma\"\nSpecies \"Player\"\n+FOILINVUL\nStates\n{\nSpawn:\nDeath:\n\tTNT1 A 0\n\tTNT1 A 1 A_Explode(280,200,0,0)\n\tStop\n}\n}\n\nACTOR NemesisCannonIonBeam : FastProjectile\n{\n Radius 6\n Speed 100\n Height 6\n damage 5\n Scale 0.3\n RenderStyle Add\n Projectile\n +RIPPER\n +STRIFEDAMAGE\n +FORCEXYBILLBOARD\n +NOTIMEFREEZE\n +THRUSPECIES\n +NOBOSSRIP\n Damagetype \"Legendary\"\n DeathSound \"star/explode\"\n States\n {\n Spawn:\n\tTNT1 A 0\n\tCLBA D 1 A_Explode(100,92,0,0)\n Loop\n Death:\n\tTNT1 A 0\n\tTNT1 A 0 A_Explode(500,256,0,1)\n\tTNT1 A 0 A_CustomMissile(\"NemesisCannonShotExplosion\")\n\tTNT1 A 0 A_SpawnItem(\"NemesisWhiteProjExplodeLarge\")\n\tTNT1 AAAA 0 A_SpawnItemEx(\"NemesisWhiteParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tTNT1 AAA 0 A_CustomMissile(\"WhiteNemesisKaboom\",0,0,random(0,360),2,random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX4\",0,0,random(0,360),2,random(0,360))\n\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"NemesisCannonProj\",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(170,190),SXF_NOCHECKPOSITION)\n\tTNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"NemesisCannonProj\",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(-14,14),SXF_NOCHECKPOSITION)\n TNT1 A 50 Bright\n Stop\n }\n}\n\nACTOR NemesisCannonIonBeamPlayer : NemesisCannonIonBeam\n{\n Species \"Player\"\n States\n {\n Death:\n\tTNT1 A 0\n\tTNT1 A 0 A_Explode(500,256,0,1)\n\tTNT1 A 0 A_CustomMissile(\"NemesisCannonShotExplosionPlayer\")\n\tTNT1 A 0 A_SpawnItem(\"NemesisWhiteProjExplodeLarge\")\n\tTNT1 AAAA 0 A_SpawnItemEx(\"NemesisWhiteParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tTNT1 AAA 0 A_CustomMissile(\"WhiteNemesisKaboom\",0,0,random(0,360),2,random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX4\",0,0,random(0,360),2,random(0,360))\n\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"NemesisCannonProjPlayer\",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(170,190),SXF_NOCHECKPOSITION)\n\tTNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"NemesisCannonProjPlayer\",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(-14,14),SXF_NOCHECKPOSITION)\n TNT1 A 50 Bright\n Stop\n }\n}\n\nACTOR NemesisCannonLaser : FastProjectile\n{\n Radius 6\n Speed 60\n Height 6\n damage 5\n Scale 0.3\n RenderStyle Add\n Projectile\n +RIPPER\n +STRIFEDAMAGE\n +FORCEXYBILLBOARD\n +NOTIMEFREEZE\n +THRUSPECIES\n +NODAMAGETHRUST\n Damagetype \"Legendary\"\n DeathSound \"weapons/demontechex\"\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_CustomMissile(\"NemesisCannonLaserExplosion\")\n\tCLBA D 1 A_Explode(40,92,0,0)\n Loop\n Death:\n\tTNT1 A 0\n\tTNT1 A 0 A_Explode(128,128,0,1)\n\tTNT1 A 0 A_CustomMissile(\"NemesisCannonShotExplosion\")\n\tTNT1 A 0 A_SpawnItem(\"NemesisWhiteProjExplode\")\n\tTNT1 AAAA 0 A_SpawnItemEx(\"NemesisWhiteParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tTNT1 AAA 0 A_CustomMissile(\"WhiteNemesisKaboom3\",0,0,random(0,360),2,random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX4\",0,0,random(0,360),2,random(0,360))\n TNT1 A 10 Bright\n Stop\n }\n}\n\nACTOR NemesisCannonLaserTrail\n{\n RenderStyle Add\n Alpha 0.75\n YScale 0.04\n XScale 0.08\n +NOGRAVITY\n +CLIENTSIDEONLY\n +NOTIMEFREEZE\n +NOINTERACTION\n States\n {\n Spawn:\n NEMF A 0 //A_SetScale(ScaleX -0.006, ScaleY -0.006)\n NEMF A 2 bright A_FadeOut(0.2)\n Loop\n }\n}\n\nACTOR NemesisCannonLaserExplosion\n{\nProjectile\nSpeed 0\n+FORCERADIUSDMG\n+NOTIMEFREEZE\n+NODAMAGETHRUST\nStates\n{\nSpawn:\nDeath:\n\tTNT1 A 0\n\tTNT1 A 1 A_Explode(90,92,0,0)\n\tStop\n}\n}\n\nACTOR NemesisCannonLaserExplosionPlayer : NemesisCannonLaserExplosion\n{\nDamagetype \"PlayerNemesisPlasma\"\nSpecies \"Player\"\n+FOILINVUL\n}\n\nACTOR NemesisCannonLaserPlayer : NemesisCannonLaser\n{\n Species \"Player\"\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_CustomMissile(\"NemesisCannonLaserExplosionPlayer\")\n\tCLBA D 1 A_Explode(40,92,0,0)\n Loop\n Death:\n\tTNT1 A 0\n\tTNT1 A 0 A_Explode(128,128,0,1)\n\tTNT1 A 0 A_CustomMissile(\"NemesisCannonShotExplosionPlayer\")\n\tTNT1 A 0 A_SpawnItem(\"NemesisWhiteProjExplode\")\n\tTNT1 AAAA 0 A_SpawnItemEx(\"NemesisWhiteParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tTNT1 AAA 0 A_CustomMissile(\"WhiteNemesisKaboom3\",0,0,random(0,360),2,random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX4\",0,0,random(0,360),2,random(0,360))\n TNT1 A 10 Bright\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/HellstormBFG.txt",
"contents": "ACTOR HellStormBFG : DoomWeapon\n{\n Scale 0.85\n Height 20\n Weapon.PreferredSkin \"BFG10K-Marine\"\n Weapon.SelectionOrder 2880\n Weapon.AmmoType \"NewCell\"\n Weapon.AmmoUse 30\n Weapon.AmmoGive 120\n Inventory.PickupMessage \"You got the Hellstorm BFG!!\"\n Inventory.PickupSound \"weapons/pickup15k\"\n Obituary \"%o was trashed and scattered in a Hellstorm by %k's HellStrom BFG10K.\"\n Tag \"HellStorm BFG10K\"\n +WEAPON.NOAUTOFIRE\n +INVENTORY.UNDROPPABLE\n States\n {\n Spawn:\n HFG2 A -1\n Stop\n Ready:\n TNT1 A 0 A_JumpIfNoAmmo(\"Ready2\")\n TNT1 A 0 A_PlayWeaponSound(\"weapons/Hbfg10kidle\")\n HG2G AAA 1 A_WeaponReady\n HG2G BBB 1 A_WeaponReady\n HG2G CCC 1 A_WeaponReady\n HG2G DDD 1 A_WeaponReady\n Loop\n Ready2:\n TNT1 A 0 A_JumpIfInventory(\"NewCell\",30,\"Ready\")\n HG2G A 1 A_WeaponReady\n\tLoop\n Deselect:\n \tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tHG2G A 1 A_Lower\n Goto Deselect+4\n Select:\n TNT1 A 0 A_Playsound(\"weapons/pickup15k\")\n HG2G A 1 A_Raise\n Goto Select+1\n Fire:\n HG2G E 25 A_PlayWeaponSound(\"weapons/Hcharge10k\")\n HG2G F 4\n HG2G GHIJ 1\n Goto Hold\n Hold:\n HG2G J 1 A_GunFlash\n HG2G K 1\n\tTNT1 A 0 A_PlaySound(\"weapons/Hbfg10kfire\",6)\n\tTNT1 A 0 Radius_Quake(12,3,0,1,0)\n\tHG2G K 1 A_FireCustomMissile (\"HSBFG10kShot\",Random(-9,9),1,0,0,0,Random(-7,7))\n //TNT1 A 0 A_FireCustomMissile (\"HSBFG10kShot\",Random(-19,19),0,0,0,0,Random(-5,5))\n //TNT1 A 0 A_FireCustomMissile (\"HSBFG10kShot\",Random(-11,11),0,0,0,0,Random(-2,2))\n HG2G LMNA 1\n\tTNT1 A 0 A_Refire\n HG2G A 35 A_PlaySound(\"weapons/Hbfg10kcooldown\")\n Goto Ready\n/* AltFire:\n HG2G E 25 A_PlayWeaponSound(\"weapons/Hcharge10k\")\n HG2G F 4\n HG2G GHIJ 1\n HG2G J 4 A_GunFlash\n HG2G K 4\n\tTNT1 A 0 A_PlaySound(\"weapons/Hbfg10kfire\")\n\tTNT1 A 0 Radius_Quake(48,3,0,1,0)\n\tHG2G K 4 A_FireCustomMissile (\"HSBFG10kShot\",Random(-9,9),1,0,0,0,Random(-9,9))\n TNT1 A 0 A_FireCustomMissile (\"HSBFG10kShot\",Random(-11,11),0,0,0,0,Random(-4,4))\n TNT1 A 0 A_FireCustomMissile (\"HSBFG10kShot\",Random(-7,7),0,0,0,0,Random(-1,1))\n TNT1 A 0 A_FireCustomMissile (\"HSBFG10kShot\",Random(-5,5),0,0,0,0,Random(-7,7))\n\tTNT1 A 0 A_FireCustomMissile (\"HSBFG10kShot\",Random(-3,3),0,0,0,0,Random(-5,5))\n\tTNT1 A 0 A_FireCustomMissile (\"HSBFG10kShot\",Random(-11,11),0,0,0,0,Random(-9,9))\n TNT1 A 0 A_FireCustomMissile (\"HSBFG10kShot2\",Random(-11,11),0,0,0,0,Random(-4,4))\n TNT1 A 0 A_FireCustomMissile (\"HSBFG10kShot2\",Random(-7,7),0,0,0,0,Random(-1,1))\n TNT1 A 0 A_FireCustomMissile (\"HSBFG10kShot2\",Random(-5,5),0,0,0,0,Random(-7,7))\n\tTNT1 A 0 A_FireCustomMissile (\"HSBFG10kShot2\",Random(-3,3),0,0,0,0,Random(-5,5))\n\tTNT1 A 0 A_FireCustomMissile (\"HSBFG10kShot2\",Random(-11,11),0,0,0,0,Random(-9,9))\n HG2G L 4\n HG2G M 4\n HG2G N 4\n HG2G O 4\n HG2G O 35 A_PlaySound(\"weapons/Hbfg10kcooldown\")\n Goto Hold */\n Flash:\n TNT1 A 2 Bright A_Light1\n TNT1 A 2 Bright A_Light2\n\tTNT1 A 2 Bright A_Light1\n Goto LightDone\n }\n}\n\nActor HSBFG10kShot\n{\n Radius 16\n Height 16\n Damage 30\n Speed 35\n Scale 0.5\n RENDERSTYLE Translucent\n Alpha 0.95\n PROJECTILE\n +FORCERADIUSDMG\n +FORCEXYBILLBOARD\n +EXTREMEDEATH\n +SKYEXPLODE\n +THRUSPECIES\n Renderstyle Add\n Alpha 0.75\n Species \"Player\"\n SeeSound \"Weapons/HS10KFIRE\"\n DeathSound \"weapons/bfg95explode\"\n Obituary \"Totally anihilated himself with a Hellstorm BFG!\"\n States\n {\n Spawn:\n\tHFP3 A 2 A_SpawnItem(\"HSBFG10KGhostA\")\n\tTNT1 A 0 A_SpawnItemEx(\"ProjectileTrailParticleRed\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_CustomMissile(\"PlayerDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tTNT1 A 0 A_SpawnItemEx(\"ProjectileTrailParticleRed\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_CustomMissile(\"PlayerDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tTNT1 A 0 A_SpawnItemEx(\"ProjectileTrailParticleRed\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_CustomMissile(\"PlayerDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tHFP3 B 2 A_SpawnItem(\"HSBFG10KGhostA\")\n loop\n Death:\n HPE3 A 0\n\tHPE3 A 3 A_Explode(30, 42, 1)\n\tTNT1 AA 0 A_SpawnItem(\"HS10KExPlayer\")\n HPE3 BCDEF 3\n Stop\n }\n}\n\nACTOR HS10KExPlayer\n{\n Radius 11\n Height 8\n Damage 80\n +NOBLOCKMAP\n +NOGRAVITY\n +NOTELEPORT\n +FORCERADIUSDMG\n +THRUSPECIES\n Species \"Player\"\n Damagetype \"Player\"\n Renderstyle Add\n Alpha 0.75\n Scale 0.65\n States\n {\n Spawn:\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"BFGShockwaveRed\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AA 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 AAAA 0 A_CustomMissile(\"Kaboom14\", 0, 0, random(0,360), 2, random(0,360))\n HPE3 A 4 A_Detonate\n HPE3 BCDEF 4\n Stop\n }\n}\n\nActor HSBFG10KShot2 : HSBFG10KShot\n{\n Damage 80\n Speed 25\n Scale 1\n}\n\nActor HSBFG10KGhostA\n{\n +CLIENTSIDEONLY\n +NOINTERACTION\n Renderstyle Translucent\n Alpha 0.75\n Scale 0.3\n States\n {\n Spawn:\n\tHFP3 A 4\n\tTNT1 A 0 A_SpawnItem(\"HSBFG10KGhostB\")\n\tHFP3 B 4 A_Fadeout(0.1)\n Stop\n }\n}\n\nActor HSBFG10KGhostB : HSBFG10KGhostA\n{\n Alpha 0.75\n Scale 0.2\n States\n {\n Spawn:\n\tHFP3 A 4\n\tTNT1 A 0 A_SpawnItem(\"HSBFG10KGhostC\")\n\tHFP3 B 4 A_Fadeout(0.1)\n Stop\n }\n}\n\nActor HSBFG10KGhostC : HSBFG10KGhostB\n{\n Alpha 0.75\n Scale 0.175\n States\n {\n Spawn:\n\tHFP3 A 4\n\tTNT1 A 0 A_SpawnItem(\"HSBFG10KGhostD\")\n\tHFP3 B 4 A_Fadeout(0.1)\n Stop\n }\n}\n\nActor HSBFG10KGhostD : HSBFG10KGhostC\n{\n Alpha 0.75\n Scale 0.125\n States\n {\n Spawn:\n\tHFP3 A 4\n\tHFP3 B 4 A_Fadeout(0.1)\n Stop\n }\n}\n\nActor HSBFG10kShotCrowned : HSBFG10kShot\n{\n -THRUSPECIES\n Species \"Fatsos\"\n DamageType \"BeheComet\"\n States\n {\n Spawn:\n\tHFP3 A 2 A_SpawnItem(\"HSBFG10KGhostA\")\n\tTNT1 A 0 A_SpawnItemEx(\"ProjectileTrailParticleRed\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_CustomMissile(\"CrownedDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tHFP3 B 2 A_SpawnItem(\"HSBFG10KGhostA\")\n loop\n Death:\n HPE3 A 0\n\tHPE3 A 3 A_Explode(30, 42, 1)\n\tTNT1 AA 0 A_SpawnItem(\"HS10KExCrowned\")\n HPE3 BCDEF 3\n Stop\n }\n}\n\nACTOR HS10KExCrowned : HS10KExPlayer\n{\n -THRUSPECIES\n Species \"Fatsos\"\n DamageType \"BeheComet\"\n}\n\nACTOR CrownedDevastatorBolt : DevastatorBolt\n{\n DamageType \"BeheComet\"\n}\n\nActor HSBFG10kShotWrath : HSBFG10kShot\n{\n -THRUSPECIES\n Species \"Nobles\"\n DamageType \"NobleComet\"\n States\n {\n Spawn:\n\tTNT1 A 0 A_SpawnItemEx(\"ProjectileTrailParticleRed\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_CustomMissile(\"WrathDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tHFP3 A 2 A_SpawnItem(\"HSBFG10KGhostA\")\n\tTNT1 A 0 A_SpawnItemEx(\"ProjectileTrailParticleRed\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_CustomMissile(\"WrathDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tHFP3 B 2 A_SpawnItem(\"HSBFG10KGhostA\")\n loop\n Death:\n HPE3 A 0\n\tHPE3 A 3 A_Explode(30, 42, 1)\n\tTNT1 AA 0 A_SpawnItem(\"HS10KExWrath\")\n HPE3 BCDEF 3\n Stop\n }\n}\n\nACTOR HS10KExWrath : HS10KExPlayer\n{\n -THRUSPECIES\n Species \"Nobles\"\n DamageType \"NobleComet\"\n}\n\nACTOR WrathDevastatorBolt : DevastatorBolt\n{\n DamageType \"NobleComet\"\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/FlameSword.txt",
"contents": "ACTOR FlameSword : Weapon\n{\nSCALE 0.75\n+WEAPON.NOALERT\nWeapon.SelectionOrder 200\nWeapon.SlotNumber 1\nWeapon.AmmoUse1 3\nWeapon.AmmoUse2 3\nWeapon.AmmoGive1 50\nWeapon.AmmoType1 \"DemonAmmo\"\nWeapon.AmmoType2 \"DemonAmmo\"\nInventory.PickupMessage \"You got the flame sword of Undead Knight!\"\nObituary \"%o was burned to a crisp by %k.\"\nTag \"Flame Sword\"\nStates\n\t{\n\tSpawn:\n\t\tFSWS AABBCC 2 Bright\n\t\tLoop\n\tReady:\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,\"Ready2\")\n\t\tTNT1 AAA 0 A_StopSound(CHAN_6)\n\t\tFSPU A 2 Bright A_Weaponready\n\t\tLoop\n\tReady2:\n\t\tTNT1 A 0 A_PlaySound(\"FSWLOOP\",CHAN_6,0.3,true)\n\t\tFSWD AABBCC 2 Bright A_Weaponready\n\t\tTNT1 A 0 A_JumpIfHealthLower(200,2)\n\t\tTNT1 A 0 A_Jump(256,4)\n\t\tTNT1 A 0 Healthing(2,200)\n\t\tTNT1 A 0 A_TakeInventory(\"DemonAmmo\",1)\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"Ready\")\n\t\tFSWD AABBCC 2 Bright A_Weaponready\n\t\tTNT1 A 0 A_JumpIfHealthLower(200,2)\n\t\tTNT1 A 0 A_Jump(256,4)\n\t\tTNT1 A 0 Healthing(2,200)\n\t\tTNT1 A 0 A_TakeInventory(\"DemonAmmo\",1)\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"Ready\")\n\t\tFSWD AABBCC 2 Bright A_Weaponready\n\t\tTNT1 A 0 A_JumpIfHealthLower(200,2)\n\t\tTNT1 A 0 A_Jump(256,4)\n\t\tTNT1 A 0 Healthing(2,200)\n\t\tTNT1 A 0 A_TakeInventory(\"DemonAmmo\",1)\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"Ready\")\n\t\tFSWD AABBCC 2 Bright A_Weaponready\n\t\tTNT1 A 0 A_JumpIfHealthLower(200,2)\n\t\tTNT1 A 0 A_Jump(256,4)\n\t\tTNT1 A 0 Healthing(2,200)\n\t\tTNT1 A 0 A_TakeInventory(\"DemonAmmo\",1)\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"Ready\")\n\t\tTNT1 A 0\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0 A_Lower\n\t\tTNT1 A 0 A_StopSound(CHAN_6)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tDeselectLoop:\n\t\tFSPU A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 0 A_Raise\n\t\tFSPU A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_PlaySound(\"FSWRD1\",CHAN_WEAPON)\n\t\tFSWD D 1 Bright\n\t\tFSWD F 1 bright\n\t\tTNT1 A 0 Bright A_FireCustomMissile(\"FlameSwordProjectile\",0,1,24,12,0)\n\t\tFSWD H 1 Bright\n\t\tTNT1 A 0 Bright A_FireCustomMissile(\"FlameSwordProjectile\",0,1,12,6,0)\n\t\tFSWD J 1 Bright\n\t\tTNT1 A 0 Bright A_FireCustomMissile(\"FlameSwordProjectile\",0,1,0,0,0)\n\t\tFSWD H 1 Bright\n\t\tFSWD L 1 Bright\n\t\tTNT1 A 0 Bright A_FireCustomMissile(\"FlameSwordProjectile\",0,1,-12,-6,0)\n\t\tFSWD M 1 Bright\n\t\tFSWD N 1 Bright\n\t\tTNT1 A 0 Bright A_FireCustomMissile(\"FlameSwordProjectile\",0,1,-24,-12,0)\n\t\tFSWD O 2 Bright\n\t\tFSWD P 2 Bright\n\t\tFSWD QRS 1 Bright\n\t\tTNT1 A 18\n\t\tTNT1 A 1\n\t\tGoto Ready\n\tAltFire:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_PlaySound(\"FSWRD1\",CHAN_WEAPON)\n\t\tFSWD D 1 Bright\n\t\tFSWD FGHIJ 1 Bright\n\t\tTNT1 A 0 Bright A_FireCustomMissile(\"FlameSwordProjectile2\",0,1,0,0,0)\n\t\tFSWD K 1 Bright\n\t\tTNT1 A 0 Bright A_FireCustomMissile(\"FlameSwordProjectile2\",0,1,0,0,0)\n\t\tFSWD L 1 Bright\n\t\tTNT1 A 0 Bright A_FireCustomMissile(\"FlameSwordProjectile2\",0,1,0,0,0)\n\t\tFSWD M 1 Bright\n\t\tTNT1 A 0 Bright A_FireCustomMissile(\"FlameSwordProjectile2\",0,1,0,0,0)\n\t\tFSWD L 1 Bright\n\t\tTNT1 A 0 Bright A_FireCustomMissile(\"FlameSwordProjectile2\",0,1,0,0,0)\n\t\tFSWD K 1 Bright\n\t\tTNT1 A 0 Bright A_FireCustomMissile(\"FlameSwordProjectile2\",0,1,0,0,0)\n\t\tFSWD LM 1 Bright\n\t\tTNT1 A 0 Bright A_FireCustomMissile(\"FlameSwordProjectile2\",0,1,0,0,0)\n\t\tFSWD N 2 Bright\n\t\tFSWD O 2 Bright\n\t\tFSWD PQRS 1 Bright\n\t\tTNT1 A 10\n\t\tTNT1 A 1\n\t\tGoto Ready\n\t}\n}\n\nACTOR DKSword\n{\n Radius 8\n Height 8\n Speed 1\n PROJECTILE\n RENDERSTYLE Normal\n -NOGRAVITY\n +LOWGRAVITY\n States\n {\n Spawn:\n SWRD KLMNOPQ 3 BRIGHT\n goto Death\n Death:\n SWRD RS 4 BRIGHT\n SWRD T 4 BRIGHT\n SWRD U 4\n SWRD T 4 BRIGHT\n SWRD U 8\n SWRD T 4 BRIGHT\n SWRD U 16\n SWRD T 4 BRIGHT\n\t SWRD U 8\n\t TNT1 A 1 Bright A_SpawnItemEx(\"FlameSword\",0,0,0,0,0,0,0)\n\t Stop\n }\n}\n\nACTOR FlameSwordProjectile\n{\nProjectile\nHeight 12\nRadius 3\nSpeed 30\nDecal \"Scorch\"\nRenderStyle Add\nExplosionDamage 34\nExplosionRadius 64\nDamage 15\nSpecies \"Player\"\n+THRUSPECIES\nDamagetype \"PlayerFireSword\"\nSeesound \"monster/dkndrt\"\nDeathSound \"weapons/firex2\"\nObituary \"%o was burned to a crisp by %k.\"\nStates\n\t{\n\tSpawn:\n\t\tDKAT ABC 3 Bright\n\t\tLoop\n\tXDeath:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_GiveToTarget(\"DemonAmmo\",3)\n\tDeath:\n\t\tTNT1 A 0 Bright\n\t TNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n\t\tDKAT D 4 Bright A_SetTranslucent(0.85,1)\n\t\tDKAT E 3 Bright A_Spawnitem(\"FlameSwordProjectileEffect\")\n\t\tDKAT F 4 Bright A_Explode(80,80,0,1)\n\t\tDKAT G 3 Bright\n\t\tDKAT H 4 Bright\n\t\tDKAT I 3 Bright\n\t\tDKAT J 4 Bright\n\t\tDKAT KLM 3 Bright\n\t\tStop\n\t}\n}\n\nACTOR FlameSwordProjectileEffect\n{\n+NOGRAVITY\n+NOBLOCKMAP\nRenderStyle Translucent\nAlpha 0.6\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tDKAT NOPQRSTUVW 3 Bright\n\t\tStop\n\t}\n}\n\nActor FlameSwordProjectile2 : FlameSwordProjectile\n{\nSpeed 60\nDamage 10\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/CommanderDevastator.txt",
"contents": "ACTOR CommanderDevastator : Weapon\n{\n+WEAPON.BFG\n+WEAPON.NOAUTOAIM\n+WEAPON.NOAUTOFIRE\n-INVENTORY.UNDROPPABLE\nDamagetype \"PlayerDevBall\"\nWeapon.SelectionOrder 2790\nWeapon.PreferredSkin \"Devastator-Marine\"\nWeapon.AmmoUse 150\nWeapon.AmmoUse2 100\nWeapon.AmmoGive 150\nWeapon.AmmoType \"DemonAmmo\"\nWeapon.AmmoType2 \"DemonAmmo\"\nWeapon.Upsound \"devastator/up\"\nInventory.PickupSound \"devastator/up\"\nInventory.PickupMessage \"Commander's Devastator\"\nObituary \"%o was turned to mush by heavy weapons from %k.\"\nTag \"Commander's Devastator\"\nStates\n\t{\n\tSpawn:\n\t\tCDEV M 2\n\t\tTNT1 A 0 A_SpawnItemEx(\"RMPurpleParticleSpawner\",0,0,10,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,160)\n\t\tLoop\n\tReady:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"devastator/idle\",6,1.0,1)\n\tReadyLoop:\n\t\tCDEV B 2 A_WeaponReady\n\t\tTNT1 A 0 A_SpawnItemEx(\"RMPurpleParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tTNT1 AAA 0 A_StopSound(6)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/weapondown\",CHAN_WEAPON)\n\tDeselectLoop:\n\t\tCDEV B 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tCDEV B 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0\n\t\tTNT1 AAA 0 A_StopSound(6)\n\t\tCDEV A 10 A_PlaySound(\"devastator/charge\",CHAN_WEAPON)\n\t\tCDEV CDEF 10 Bright\n\t\tCDEV G 3 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV H 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV I 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV G 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV H 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV I 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV G 3 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV H 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV I 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV G 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV H 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV I 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tTNT1 A 0 A_Refire\n\t\tCDEV J 4 Bright A_GunFlash\n\t\tTNT1 A 0 A_Recoil(20)\n\t\tCDEV J 1 Bright A_Playsound(\"devastator/fire\")\n\t\tCDEV K 10 Bright A_FireCustomMissile (\"PCommanderDevastatorBall\",0,1,0,0)\n\t\tCDEV L 7 Bright\n\t\tGoto Ready\n\tHold:\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tCDEV G 1 A_PlayWeaponSound(\"weapons/devfch\")\n\t\tCDEV G 3 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV H 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV I 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV G 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV H 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tCDEV I 4 Bright A_FireBullets(4,4,2,6,\"CommanderDevPuff\",0,64)\n\t\tTNT1 A 0 A_Refire\n\t\tCDEV J 4 Bright A_GunFlash\n\t\tCDEV J 1 Bright A_Playsound(\"devastator/fire\")\n\t\tCDEV K 10 Bright A_FireCustomMissile (\"PCommanderDevastatorBall\",0,1,0,0)\n\t\tCDEV L 7 Bright\n\t\tGoto Ready\n\tAltfire:\n\t\tTNT1 AAA 0 A_StopSound(6)\n\t\tTNT1 A 0 A_PlaySound(\"Cardinal/9k\",CHAN_WEAPON)\n\t\tCDEV A 2 Bright Radius_Quake(1,2,0,1,0)\n\t\tCDEV CD 2 Bright Radius_Quake(2,2,0,1,0)\n\t\tCDEV EFG 2 Bright Radius_Quake(4,2,0,1,0)\n\t\tCDEV HIG 1 Bright Radius_Quake(6,3,0,1,0)\n\t\tTNT1 A 0 Bright Radius_Quake(8,3,0,1,0)\n\t\tCDEV HIGHIGHIGHIGHIL 1 Bright\n\t\tTNT1 A 0 Bright A_GunFlash\n\t\tTNT1 A 0 Bright Radius_Quake(10,4,0,1,0)\n\t\tCDEV J 2 Bright\n\t\tTNT1 A 0 Bright A_Recoil(10)\n\t\tTNT1 A 0 Bright Radius_Quake(12,6,0,1,0)\n\t\tCDEV K 10 Bright A_FireCustomMissile (\"PlayerPurpleDTBFG10KBall\",0,1,0,0)\n\t\tTNT1 A 0 Bright Radius_Quake(3,10,0,1,0)\n\t\tCDEV L 7 Bright\n\t\tCDEV B 20\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",100,1)\n\t\tGoto Ready\n\t\tCDEV B 60 A_PlaySound(\"weapons/dtech10kcharge\",CHAN_WEAPON)\n\t\tCDEV B 10 A_PlaySound(\"weapons/plasmacellin\",CHAN_WEAPON)\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 5 A_Light1\n\t\tTNT1 A 10 A_Light2\n\t\tTNT1 A 7 A_Light1\n\t\tTNT1 A 5 A_Light0\n\t\tStop\n }\n}\n\nActor CommanderDevPuff : DevPuff\n{\n States\n {\n Spawn:\n PLIT JKLJKLJKL 3 Bright\n stop\n }\n}\n\nACTOR PCommanderDevastatorBall : CommanderDevastatorBall\n{\nSpecies \"Player\"\nDamageType \"PlayerDevBall\"\n+FRIENDLY\n+SEEKERMISSILE\nObituary \"%o was turned to mush by heavy weapons from %k.\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_PlaySoundEx(\"devastator/fly\",\"Voice\",1)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PCommDevastatorBolt\",6,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PCommanderLiteShot\",0,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\t\"CPS1\" A 1 Bright A_SpawnItemEx(\"ProjectileTrailParticlePurple\",random(-12,12),random(-12,12),random(-12,12),random(-2,2),random(-2,2),random(-2,2),random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DevastatorLightningPurple\",random(6,-6),random(6,-6),random(6,-6),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\t\"CPS1\" C 1 Bright A_CustomMissile(\"PCerComDevastatorProjectileAttack\",random(-4,4),random(-8,8),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PurpleDevastatorTrail\",0,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 Bright A_Explode(32,450,0,0)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PCommDevastatorBolt\",6,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PCommanderLiteShot\",0,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\t\"CPS1\" B 1 Bright A_SpawnItemEx(\"ProjectileTrailParticlePurple\",random(-12,12),random(-12,12),random(-12,12),random(-2,2),random(-2,2),random(-2,2),random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DevastatorLightningPurple2\",random(6,-6),random(6,-6),random(6,-6),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\t\"CPS1\" D 1 Bright A_CustomMissile(\"PCerComDevastatorProjectileAttack\",random(-4,4),random(-8,8),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_Explode(32,450,0,0)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PCommDevastatorBolt\",6,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PCommanderLiteShot\",0,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\t\"CPS1\" C 1 Bright A_SpawnItemEx(\"ProjectileTrailParticlePurple\",random(-12,12),random(-12,12),random(-12,12),random(-2,2),random(-2,2),random(-2,2),random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DevastatorLightningPurple\",random(6,-6),random(6,-6),random(6,-6),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\t\"CPS1\" A 1 Bright A_CustomMissile(\"PCerComDevastatorProjectileAttack\",random(-4,4),random(-8,8),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PurpleDevastatorTrail\",0,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 Bright A_Explode(32,450,0,0)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PCommDevastatorBolt\",6,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PCommanderLiteShot\",0,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\t\"CPS1\" D 1 Bright A_SpawnItemEx(\"ProjectileTrailParticlePurple\",random(-12,12),random(-12,12),random(-12,12),random(-2,2),random(-2,2),random(-2,2),random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DevastatorLightningPurple2\",random(6,-6),random(6,-6),random(6,-6),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\t\"CPS1\" B 1 Bright A_CustomMissile(\"PCerComDevastatorProjectileAttack\",random(-4,4),random(-8,8),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_Explode(32,450,0,0)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"Tic\",4,\"SpawnLoop\")\n\t\tTNT1 A 0 Bright A_GiveInventory(\"Tic\",1)\n\t\tLoop\n\tSpawnLoop:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_PlaySoundEx(\"devastator/fly\",\"Voice\",1)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PCommDevastatorBolt\",6,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PCommanderLiteShot\",0,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\t\"CPS1\" A 1 Bright A_SpawnItemEx(\"ProjectileTrailParticlePurple\",random(-12,12),random(-12,12),random(-12,12),random(-2,2),random(-2,2),random(-2,2),random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DevastatorLightningPurple\",random(6,-6),random(6,-6),random(6,-6),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\t\"CPS1\" C 1 Bright A_CustomMissile(\"PCerComDevastatorProjectileAttack\",random(-4,4),random(-8,8),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PurpleDevastatorTrail\",0,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 Bright A_Explode(32,450,0,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(3,5,SMF_LOOK|SMF_PRECISE)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PCommDevastatorBolt\",6,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PCommanderLiteShot\",0,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\t\"CPS1\" B 1 Bright A_SpawnItemEx(\"ProjectileTrailParticlePurple\",random(-12,12),random(-12,12),random(-12,12),random(-2,2),random(-2,2),random(-2,2),random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DevastatorLightningPurple2\",random(6,-6),random(6,-6),random(6,-6),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\t\"CPS1\" D 1 Bright A_CustomMissile(\"PCerComDevastatorProjectileAttack\",random(-4,4),random(-8,8),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_Explode(32,450,0,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(3,5,SMF_LOOK|SMF_PRECISE)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PCommDevastatorBolt\",6,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PCommanderLiteShot\",0,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\t\"CPS1\" C 1 Bright A_SpawnItemEx(\"ProjectileTrailParticlePurple\",random(-12,12),random(-12,12),random(-12,12),random(-2,2),random(-2,2),random(-2,2),random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DevastatorLightningPurple\",random(6,-6),random(6,-6),random(6,-6),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\t\"CPS1\" A 1 Bright A_CustomMissile(\"PCerComDevastatorProjectileAttack\",random(-4,4),random(-8,8),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PurpleDevastatorTrail\",0,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 Bright A_Explode(32,450,0,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(3,5,SMF_LOOK|SMF_PRECISE)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PCommDevastatorBolt\",6,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PCommanderLiteShot\",0,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\t\"CPS1\" D 1 Bright A_SpawnItemEx(\"ProjectileTrailParticlePurple\",random(-12,12),random(-12,12),random(-12,12),random(-2,2),random(-2,2),random(-2,2),random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DevastatorLightningPurple2\",random(6,-6),random(6,-6),random(6,-6),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\t\"CPS1\" B 1 Bright A_CustomMissile(\"PCerComDevastatorProjectileAttack\",random(-4,4),random(-8,8),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_Explode(32,450,0,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(3,5,SMF_LOOK|SMF_PRECISE)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_SetTranslucent(0.75,1)\n\t\tTNT1 A 0 Bright Radius_Quake(3,35,0,10,0)\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,10,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,20,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,30,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,40,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,50,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,60,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,70,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,80,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,100,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,110,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,120,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,130,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,140,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,150,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,160,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,170,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,190,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,200,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,210,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,220,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,230,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,240,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,250,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,260,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,280,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,290,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,300,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,310,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,320,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,330,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,340,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,350,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DevastatorLightningPurpleSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_Explode(80,256,0,0)\n\t\t\"CPS1\" A 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_Explode(80,256,0,0)\n\t\t\"CPS1\" B 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_Explode(80,256,0,0)\n\t\t\"CPS1\" C 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_Explode(80,256,0,0)\n\t\t\"CPS1\" D 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_Explode(80,256,0,0)\n\t\t\"CPS1\" A 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_Explode(80,256,0,0)\n\t\t\"CPS1\" B 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_Explode(80,256,0,0)\n\t\t\"CPS1\" C 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_Explode(80,256,0,0)\n\t\t\"CPS1\" D 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_Explode(80,256,0,0)\n\t\t\"CPS1\" A 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_Explode(80,256,0,0)\n\t\t\"CPS1\" B 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_Explode(80,256,0,0)\n\t\t\"CPS1\" C 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_Explode(80,256,0,0)\n\t\t\"CPS1\" D 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_Explode(128,1024,0,0)\n\t\tTNT1 A 0 Bright A_Explode(460,640,0,0)\n\t\tTNT1 A 0 Bright A_Explode(618,256,0,0)\n\t\tTNT1 AAA 0 Bright A_StopSoundEx(\"Voice\")\n\t\tTNT1 A 0 Bright Radius_Quake(20,12,0,12,0)\n\t\tTNT1 A 0 Bright A_PlaySound(\"weapons/dtech10kexplode\")\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"PurpleDTBFGEx\",0,-10)\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PCommanderDevastatorBall2\",0,0,18,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PCommanderDevastatorBall2\",0,0,36,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PCommanderDevastatorBall2\",0,0,54,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PCommanderDevastatorBall2\",0,0,72,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PCommanderDevastatorBall2\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PCommanderDevastatorBall2\",0,0,108,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PCommanderDevastatorBall2\",0,0,126,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PCommanderDevastatorBall2\",0,0,144,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PCommanderDevastatorBall2\",0,0,144,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PCommanderDevastatorBall2\",0,0,162,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PCommanderDevastatorBall2\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PCommanderDevastatorBall2\",0,0,196,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PCommanderDevastatorBall2\",0,0,216,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PCommanderDevastatorBall2\",0,0,234,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PCommanderDevastatorBall2\",0,0,252,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PCommanderDevastatorBall2\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PCommanderDevastatorBall2\",0,0,288,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PCommanderDevastatorBall2\",0,0,306,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PCommanderDevastatorBall2\",0,0,324,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PCommanderDevastatorBall2\",0,0,342,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tCPE1 AAAAAABBBBBBCCCCCCDDDDDD 1 Bright A_CustomMissile(\"PurpleKaboomDevastator2\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tCPE1 EF 6 Bright\n\t\tTNT1 A 35 Bright\n\t\tStop\n\t}\n}\n\nACTOR PCerComDevastatorProjectileAttack : CebComDTBFGProjectileAttack\n{\n+FRIENDLY\nSpecies \"\"\nSpecies \"Player\"\nDamageType \"\"\nDamageType \"PlayerDevBall\"\nObituary \"%o was turned to mush by heavy weapons from %k.\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_RearrangePointers(AAPTR_NULL, AAPTR_TARGET, AAPTR_NULL)\n\t\tTNT1 AAAAA 1 Bright A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,1250,0,360,\"Attack\")\n\t\tGoto Death\n\tAttack:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_RearrangePointers(AAPTR_MASTER, AAPTR_DEFAULT, AAPTR_DEFAULT)\n\t\tTNT1 A 1 Bright A_CustomRailgun(8*random(1,8),0,None,\"80 00 FF\",RGF_SILENT|RGF_FULLBRIGHT,0,2,\"PCommDevRailgunSlugPuff\")\n\t\tGoto Death\n\t}\n}\n\nActor PCommDevRailgunSlugPuff : BulletPuff\n{\n+THRUSPECIES\n+MTHRUSPECIES\n+PUFFGETSOWNER\nDamageType \"PlayerDevBall\"\n}\n\nACTOR PCommanderLiteShot : CommanderLiteShot\n{\n+FRIENDLY\nSpecies \"Player\"\nDamageType \"PlayerDevBall\"\n}\n\nACTOR PCommanderDevastatorBall2 : CommanderDevastatorBall2\n{\nSpecies \"Player\"\nDamageType \"PlayerDevBall2\"\n}\n\nACTOR PCommDevastatorBolt : CommDevastatorBolt\n{\n+FRIENDLY\nSpecies \"Player\"\nDamageType \"PlayerDevBall\"\n}\n\nACTOR RMPurpleParticleSpawner : RedParticleSpawner\n{\n+NOINTERACTION\n+NONETID\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"EPSP1\",0,0,0,random(0,8),random(0,8),random(1,4),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"EPSP2\",0,0,0,random(0,8),random(0,8),random(1,4),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"EPSP3\",0,0,0,random(0,8),random(0,8),random(1,4),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"EPSP4\",0,0,0,random(0,8),random(0,8),random(1,4),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"EPSP5\",0,0,0,random(0,8),random(0,8),random(1,4),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"EPSP6\",0,0,0,random(0,8),random(0,8),random(1,4),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64)\n\t\tTNT1 A 1 Bright\n\t\tStop\n\t}\n}\n\nActor PlayerPurpleDTBFG10KBall : CommanderPurpleDTBFG10KBall\n{\n+FRIENDLY\nSpecies \"\"\nSpecies \"Player\"\nDamageType \"\"\nDamageType \"PDTBFG\"\nObituary \"%o was turned to mush by heavy weapons from %k.\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_Jump(128,\"DTBFGSFX\")\n\t\tTNT1 A 0 Bright A_PlaySoundEx(\"weapons/dtech10kball\",\"Voice\",1)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"ProjectileTrailParticlePurple2\",random(-12,12),random(-12,12),random(12,22),random(-2,2),random(-2,2),random(-2,2),random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(3,5,SMF_LOOK|SMF_PRECISE)\n\t\tCPS1 A 1 Bright A_CustomMissile(\"PCerComDTBFGProjectileAttack\",random(-8,8),random(-8,8),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tCPS1 B 1 Bright A_SpawnItemEx(\"ProjectileTrailParticlePurple2\",random(-12,12),random(-12,12),random(12,22),random(-2,2),random(-2,2),random(-2,2),random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"ProjectileTrailParticlePurple2\",random(-12,12),random(-12,12),random(12,22),random(-2,2),random(-2,2),random(-2,2),random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(3,5,SMF_LOOK|SMF_PRECISE)\n\t\tCPS1 C 1 Bright A_CustomMissile(\"PCerComDTBFGProjectileAttack\",random(-8,8),random(-8,8),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tCPS1 D 1 Bright A_SpawnItemEx(\"ProjectileTrailParticlePurple2\",random(-12,12),random(-12,12),random(12,22),random(-2,2),random(-2,2),random(-2,2),random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tLoop\n\tDTBFGSFX:\n\t\tTNT1 A 0 Bright A_PlaySoundEx(\"weapons/dtech10kball\",\"Voice\",1)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTBFGLightningPurple\",random(6,-6),random(6,-6),random(16,8),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"ProjectileTrailParticlePurple2\",random(-12,12),random(-12,12),random(12,22),random(-2,2),random(-2,2),random(-2,2),random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(3,5,SMF_LOOK|SMF_PRECISE)\n\t\tCPS1 A 1 Bright A_CustomMissile(\"PCerComDTBFGProjectileAttack\",random(-8,8),random(-8,8),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTBFGLightningPurple2\",random(6,-6),random(6,-6),random(16,8),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tCPS1 B 1 Bright A_SpawnItemEx(\"ProjectileTrailParticlePurple2\",random(-12,12),random(-12,12),random(12,22),random(-2,2),random(-2,2),random(-2,2),random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTBFGLightningPurple\",random(6,-6),random(6,-6),random(16,8),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"ProjectileTrailParticlePurple2\",random(-12,12),random(-12,12),random(12,22),random(-2,2),random(-2,2),random(-2,2),random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(3,5,SMF_LOOK|SMF_PRECISE)\n\t\tCPS1 C 1 Bright A_CustomMissile(\"PCerComDTBFGProjectileAttack\",random(-8,8),random(-8,8),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTBFGLightningPurple2\",random(6,-6),random(6,-6),random(16,8),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tCPS1 D 1 Bright A_SpawnItemEx(\"ProjectileTrailParticlePurple2\",random(-12,12),random(-12,12),random(12,22),random(-2,2),random(-2,2),random(-2,2),random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tGoto Spawn\n\tDeath:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_SetTranslucent(0.75,1)\n\t\tTNT1 A 0 Bright Radius_Quake(5,60,0,10,0)\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,10,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,20,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,30,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,40,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,50,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,60,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,70,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,80,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,100,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,110,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,120,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,130,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,140,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,150,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,160,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,170,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,190,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,200,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,210,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,220,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,230,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,240,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,250,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,260,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,280,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,290,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,300,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,310,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,320,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,330,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,340,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,350,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTBFGLightningPurpleSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tCPS1 ABCD 6 Bright A_SpawnItemEx(\"PurpleDTech10KShockwave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_Explode(480,240,0,0)\n\t\tTNT1 AAA 0 Bright A_StopSoundEx(\"Voice\")\n\t\tTNT1 A 0 Bright Radius_Quake(15,20,0,20,0)\n\t\tTNT1 A 0 Bright A_PlaySound(\"weapons/dtech10kexplode\",6)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"PurpleDTech10KShockwave2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 20 Bright A_SpawnItem(\"PurpleDTBFGEx\",0,-10)\n\t\tStop\n\t}\n}\n\nACTOR PCerComDTBFGProjectileAttack : CebComDTBFGProjectileAttack\n{\n+FRIENDLY\nSpecies \"\"\nSpecies \"Player\"\nDamageType \"\"\nDamageType \"PDTBFG\"\nObituary \"%o was turned to mush by heavy weapons from %k.\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_RearrangePointers(AAPTR_NULL, AAPTR_TARGET, AAPTR_NULL)\n\t\tTNT1 AAAAA 1 Bright A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,1250,0,360,\"Attack\")\n\t\tGoto Death\n\tAttack:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_RearrangePointers(AAPTR_MASTER, AAPTR_DEFAULT, AAPTR_DEFAULT)\n\t\tTNT1 A 1 Bright A_CustomRailgun(random(2,8),0,None,\"80 00 FF\",RGF_SILENT|RGF_FULLBRIGHT,0,2,\"PPurpleDTBFGRailgunSlugPuff\")\n\t\tGoto Death\n\t}\n}\n\nActor PPurpleDTBFGRailgunSlugPuff : BulletPuff\n{\n+THRUSPECIES\n+MTHRUSPECIES\n+PUFFGETSOWNER\nDamageType \"PDTBFG\"\n}\n\nACTOR PDTBFG10KTracerPurple : DTBFG10KTracer\n{\n+NOTIMEFREEZE\nStates\n\t{\n\tXDeath:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 1 Bright A_SpawnItem(\"PurpleSpray\")\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/UpgradedBFG9500.txt",
"contents": "ACTOR BFG9500 : Weapon replaces BFG9000\n{\nHeight 20\nScale 0.85\n+WEAPON.NOAUTOFIRE\n-INVENTORY.UNDROPPABLE\nWeapon.SelectionOrder 2800\nWeapon.PreferredSkin \"BFG9500-Marine\"\nWeapon.AmmoUse 40\nWeapon.AmmoGive 40\nWeapon.AmmoType \"NewCell\"\nInventory.PickupSound \"weapons/bfgpickup\"\nInventory.PickupMessage \"BFG9500\"\nObituary \"%o was annihilated by %k's BFG9500.\"\nTag \"BFG 9500\"\nStates\n\t{\n\tSpawn:\n\t\tBF95 A -1\n\t\tLoop\n\tReady:\n\t\tBFGG A 1 A_WeaponReady\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/bfgpickup\")\n\tSelectLoop:\n\t\tBFGG A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tDeselectLoop:\n\t\tBFGG A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"BfgUpgrade\",1,\"UpFire\")\n\t\tTNT1 A 0 A_Light1\n\t\tBFGG A 2 Bright A_PlaySound(\"weapons/bfgf\",CHAN_WEAPON)\n\t\tBFGC ABCDE 2 Bright Radius_Quake(2,2,0,1,0)\n\t\tBFGC FGHI 1 Bright Radius_Quake(3,2,0,1,0)\n\t\tBFGC FGHIF 1 Bright Radius_Quake(4,2,0,1,0)\n\t\tBFGC GH 1 Bright Radius_Quake(6,2,0,1,0)\n\t\tTNT1 A 0 A_Light2\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 Radius_Quake(12,4,0,1,0)\n\t\tDBFF A 4 Bright A_FireBFG\n\t\tDBFF B 3 Bright\n\t\tTNT1 A 0 A_Light0\n\t\tBFGR ABCD 1\n\t\tBFGR EFG 2\n\t\tBFGG A 20 A_ReFire\n\t\tGoto Ready\n\tUpFire:\n\t\tTNT1 A 0 A_Light1\n\t\tBFGG A 2 Bright A_PlaySound(\"weapons/bfgf\",CHAN_WEAPON)\n\t\tBFGC ABCDE 2 Bright Radius_Quake(2,2,0,1,0)\n\t\tBFGC FGHI 1 Bright Radius_Quake(3,2,0,1,0)\n\t\tBFGC FGHIF 1 Bright Radius_Quake(4,2,0,1,0)\n\t\tBFGC GH 1 Bright Radius_Quake(6,2,0,1,0)\n\t\tTNT1 A 0 A_Light2\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 Radius_Quake(12,4,0,1,0)\n\t\tDBFF A 4 Bright A_FireCustomMissile(\"UpBFG9500Ball\",0,1)\n\t\tDBFF B 3 Bright\n\t\tTNT1 A 0 A_Light0\n\t\tBFGR ABCD 1\n\t\tBFGR EFG 2\n\t\tBFGG A 20 A_ReFire(\"UpFire\")\n\t\tGoto Ready\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"BfgUpgrade\",1,2)\n\t\tBFGG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tGoto Ready\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewCell\",200,2)\n\t\tBFGG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tGoto Ready\n\t\tTNT1 A 0 A_Light1\n\t\tBFGG A 2 Bright A_PlaySound(\"weapons/bfgf\",CHAN_WEAPON)\n\t\tBFGC ABCDE 2 Bright Radius_Quake(2,2,0,1,0)\n\t\tBFGC FGHI 1 Bright Radius_Quake(3,2,0,1,0)\n\t\tBFGC FGHIF 1 Bright Radius_Quake(4,2,0,1,0)\n\t\tBFGC GH 1 Bright Radius_Quake(6,2,0,1,0)\n\t\tTNT1 A 0 A_Light2\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 Radius_Quake(12,4,0,1,0)\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",100,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",100)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UpBFG9500Ball\",-0.71,1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UpBFG9500Ball\",0.71,1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UpBFG9500Ball\",-2,1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UpBFG9500Ball\",2,1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UpBFG9500Ball\",-4,1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UpBFG9500Ball\",4,1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UpBFG9500Ball\",-6,1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UpBFG9500Ball\",6,1)\n\t\tDBFF A 4 Bright\n\t\tDBFF B 3 Bright\n\t\tTNT1 A 0 A_Light0\n\t\tBFGR ABCD 1\n\t\tBFGR EFG 2\n\t\tBFGG A 20 A_ReFire\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nACTOR BFG9500Ball : BFGBall replaces BFGBall\n{\n+THRUSPECIES\nSpecies \"Player\"\nDamageType \"BFG9500Ball\"\nObituary \"%o was obliterated by %k's BFG9500 ball.\"\nDeathSound \"BFG9K/Explode\"\nStates\n\t{\n\tSpawn:\n\t\tBFS3 AAABBB 1 Bright A_SpawnItemEx(\"BFGTrailParticleGreen\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFGShockwave2\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tTNT1 AAAAAA 0 A_CustomMissile(\"Kaboom11\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tBFE3 AB 8 Bright A_SpawnItemEx(\"GreenParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\t\tBFE3 C 8 Bright A_BFGSpray(\"PCustomSpray\")\n\t\tBFE3 DEF 8 Bright\n\t\tStop\n }\n}\n\nACTOR UpBFG9500Ball : BFG9500Ball\n{\n+FORCERADIUSDMG\nDamageType \"\"\nDamageType \"UpBFG9500Ball\"\nStates\n\t{\n\tSpawn:\n\t\tBFS3 AAABBB 1 Bright A_SpawnItemEx(\"BFGTrailParticleGreen\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Explode(damage*random(1,8),128,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFGShockwave2\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tTNT1 AAAAAA 0 A_CustomMissile(\"Kaboom11\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tBFE3 AB 8 Bright A_SpawnItemEx(\"GreenParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tBFE3 C 8 Bright A_BFGSpray(\"UpCustomSpray\")\n\t\tBFE3 DEF 8 Bright\n\t\tStop\n\t}\n}\n\nACTOR PCustomSpray\n{\nHeight 1\nRadius 1\nSpeed 0\nRENDERSTYLE ADD\nDamage 0\n+DROPOFF\n+NOGRAVITY\n+NOBLOCKMAP\n+NOTELEPORT\n+EXTREMEDEATH\n+ACTIVATEPCROSS\n+ACTIVATEIMPACT\n+THRUSPECIES\n+MTHRUSPECIES\n+PUFFGETSOWNER\nDamageType \"BFGSplash\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tBFE2 A 6 Bright A_SpawnItemEx(\"GreenParticleSpawnerDT\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tBFE2 BCD 6 Bright\n\t\tStop\n\t}\n}\n\nACTOR UpCustomSpray : PCustomSpray\n{\nDamageType \"\"\nDamageType \"UpBFGSplash\"\n}\n\nActor BfgUpgrade : inventory\n{\n+COUNTITEM\n+INVENTORY.UNDROPPABLE\n+INVENTORY.HUBPOWER\n+INVENTORY.PERSISTENTPOWER\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.Pickupsound \"upgrade/pickup\"\nInventory.Pickupmessage \"BFG9500 upgrade!\"\nTag \"Bfg Upgrade\"\nStates\n\t{\n\tSpawn:\n\t\tRBUP ABCDCB 3\n\t\tLoop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/LegendaryDTech10k.txt",
"contents": "ACTOR \" Demon Tech BFG10K \" : \"Demon Tech BFG10K\" replaces \"Demon Tech BFG10K\"\n{\nWeapon.SisterWeapon \"Legendary Demon Tech BFG10K\"\n}\n\nACTOR \"Legendary Demon Tech BFG10K\" : \" Demon Tech BFG10K \"\n{\n+WEAPON.POWERED_UP\nWeapon.SisterWeapon \" Demon Tech BFG10K \"\nStates\n{\nSelect:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Select2\")\n TNT1 A 0 A_PlayWeaponSound(\"weapons/dtech10kpickup\")\n BBFI A 1 A_Raise\n Goto Select+2\nSelect2:\n TNT1 A 0 A_PlayWeaponSound(\"weapons/dtech10kpickup\")\n BBFE A 1 A_Raise\n Goto Select2+1\nDeselect:\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Deselect2\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tBBFI A 1 A_Lower\n Goto Deselect+5\nDeselect2:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tBBFE A 1 A_Lower\n Goto Deselect2+1\nReady:\n TNT1 A 0 A_JumpIfNoAmmo(\"Ready2\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/dtech10kidle\")\n BBFI AAAABBBBCCCCBBBB 1 A_WeaponReady\n Loop\nReady2:\n TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",100,\"Ready\")\n\tBBFE A 1 A_WeaponReady\n\tLoop\nFire:\n\tTNT1 A 0 A_Light1\n TNT1 A 0 A_PlayWeaponSound(\"Cardinal/9k\")\n\tBBFG C 2 Bright Radius_Quake(1,2,0,1,0)\n BBFG DE 2 Bright Radius_Quake(2,2,0,1,0)\n BBFG FGH 2 Bright Radius_Quake(4,2,0,1,0)\n\tBBFG IJK 1 Bright Radius_Quake(6,3,0,1,0)\n\tBBFG L 15 Bright Radius_Quake(8,3,0,1,0)\n\tTNT1 A 0 A_Light2\n TNT1 A 0 A_GunFlash\n\tBBFG M 2 Bright Radius_Quake(10,4,0,1,0)\n\tTNT1 A 0 A_Recoil(10)\n\tTNT1 A 0 Radius_Quake(12,6,0,1,0)\n\tBBFG N 2 Bright A_FireCustomMissile(\"PlayerTrueDTech10kBall\",0,1,0,5)\n\tBBFG OP 1 Bright\n\tTNT1 A 0 A_Light0\n\tBBFG QRST 2 Bright\n\tTNT1 A 0 Radius_Quake(3,10,0,1,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/dtech10ksteam\")\n\tBBFE AAAAAAAAAAAA 1 A_FireCustomMissile(\"DTech10KSteam\",-58+Random(-4,4),0,0,0)\n\tBBFE A 20\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",100,1)\n\tGoto Ready2\n\tBBFE A 60 A_PlayWeaponSound(\"weapons/dtech10kcharge\")\n\tBBFE A 10 A_PlayWeaponSound(\"weapons/plasmacellin\")\n\tGoto Ready\n }\n}\n\nACTOR PlayerTrueDTech10kBallExp : ClientSideEffectBase\n{\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_CheckSight(\"Toaster\")\n\tTNT1 A 0 A_SpawnItemEx(\"DTBFGLightningBlueSpawner\",0,0,0,0,0,0,0,128)\n\tTNT1 AAAA 6 Bright A_SpawnItemEx(\"TrueLegDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_SpawnItemEx(\"TrueLegDevastatorShockWave2\",0,0,0,0,0,0,0,128)\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"TrueLegKaboomDevastator22\",0,0,random(0,360),2,random(0,360))\n\tStop\n}\n}\n\nACTOR PlayerTrueDTech10kBall : TrueLegCybDevastatorBall\n{\nSpeed 20\nSpecies \"Player\"\nDamageType \"LegendaryPlayer\"\n+NODAMAGETHRUST\n+FOILINVUL\nStates\n{\nSpawn:\n TNT1 A 0\n\tTNT1 A 0 A_Jump(128,\"DTBFGSFX\")\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_PlaySoundEx(\"weapons/dtech10kball\",\"Voice\",1)\n TRD5 A 1 Bright A_SpawnItemEx(\"ProjectileTrailParticleBlue\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\tTNT1 A 0 A_SpawnItemEx(\"TrueLegPlayerDTBFGProjectileAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n TRD5 B 1 Bright A_SpawnItemEx(\"ProjectileTrailParticleBlue\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\tTNT1 A 0 A_SpawnItemEx(\"TrueLegPlayerDTBFGProjectileAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n TRD5 C 1 Bright A_SpawnItemEx(\"ProjectileTrailParticleBlue\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\tTNT1 A 0 A_SpawnItemEx(\"TrueLegPlayerDTBFGProjectileAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n TRD5 D 1 Bright A_SpawnItemEx(\"ProjectileTrailParticleBlue\",0,0,0,0,0,0,0,SXF_SETMASTER)\n Loop\nDTBFGSFX:\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_PlaySoundEx(\"weapons/dtech10kball\",\"Voice\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"TrueLegCybDevastatorBallTrail\",0,0,0,0,0,0,0,128)\n TRD5 A 1 Bright A_SpawnItemEx(\"TrueLegPlayerDTBFGProjectileAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\tTNT1 A 0 A_SpawnItemEx(\"TrueLegCybDevastatorBallTrail\",0,0,0,0,0,0,0,128)\n TRD5 B 1 Bright A_SpawnItemEx(\"TrueLegPlayerDTBFGProjectileAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\tTNT1 A 0 A_SpawnItemEx(\"TrueLegCybDevastatorBallTrail\",0,0,0,0,0,0,0,128)\n TRD5 C 1 Bright A_SpawnItemEx(\"TrueLegPlayerDTBFGProjectileAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\tTNT1 A 0 A_SpawnItemEx(\"TrueLegCybDevastatorBallTrail\",0,0,0,0,0,0,0,128)\n TRD5 D 1 Bright A_SpawnItemEx(\"TrueLegPlayerDTBFGProjectileAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\tTNT1 A 0 A_SpawnItemEx(\"TrueLegCybDevastatorBallTrail\",0,0,0,0,0,0,0,128)\n Goto Spawn\nDeath:\n TNT1 A 0\n\tTNT1 A 0 A_SetTranslucent(0.75,1)\n\tTNT1 A 0 Radius_Quake(5,60,0,10,0)\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerTrueDTech10kBallExp\",0,0,0,0,0,0,0,128)\n\tTRD5 ABCD 6 Bright\n\tTNT1 A 0 A_Explode(550,280)\n\tTNT1 A 0 A_StopSoundEx(\"Voice\")\n\tTNT1 A 0 Radius_Quake(15,20,0,20,0)\n\tTNT1 A 1 A_PlaySound(\"weapons/dtech10kexplode\")\n Stop\n }\n}\n\nACTOR TrueLegPlayerDTBFGProjectileAttack : PlayerDTBFGProjectileAttack\n{\n+NOTIMEFREEZE\nMissileType \"TrueLegPlayerDTBFGRailgunSlug\"\nStates\n{\nAttack:\n TNT1 A 0\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_MissileAttack\n\tTNT1 A 5 A_CustomRailgun(-1,0,None,\"Blue\",1,1,5)\n\tGoto Death\n\t}\n}\n\nACTOR TrueLegPlayerDTBFGRailgunSlug : PlayerDTBFGRailgunSlug\n{\nDamage 22\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/RuffianCannon.txt",
"contents": "Actor RuffianCannon : BehemothCannon\n{\nWeapon.AmmoUse2 10\nInventory.PickupMessage \"Ruffian Cannon\"\nObituary \"%o ate %k's Ruffian Cannon comets.\"\nTag \"Ruffian Cannon\"\nStates\n\t{\n\tSpawn:\n\t\tRFMR H -1\n\t\tLoop\n\tReady:\n\t\tRFMR A 1 A_WeaponReady\n\t\tLoop\n\tSelect:\n\t\tRFMR A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tDeselectLoop:\n\t\tRFMR A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tRFMR D 3 Bright\n\t\tRFMR E 3 Bright A_PlaySound(\"cannon/fire\", CHAN_WEAPON, 1.0, 0)\n\t\tRFMR F 3 Bright A_FireCustomMissile(\"PlayerRuffianComet\")\n\t\tTNT1 A 0 Bright A_FireCustomMissile(\"PlayerRuffianComet\",-2)\n\t\tTNT1 A 0 Bright A_FireCustomMissile(\"PlayerRuffianComet\",2)\n\t\tRFMR G 3 Bright\n\t\tRFMR C 5 Bright\n\t\tRFMR B 5 Bright\n\t\tRFMR A 5 Bright\n\t\tGoto Ready\n\tAltFire:\n\t\tRFMR D 3\n\t\tRFMR E 3 A_PlaySound(\"cannon/fire\", CHAN_WEAPON, 1.0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlayerPaladinComet\",-1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlayerPaladinComet\",1)\n\t\tRFMR FG 3\n\t\tRFMR C 5\n\t\tRFMR B 5\n\t\tRFMR A 5\n\t\tGoto Ready\n\t}\n}\n\nACTOR PlayerRuffianComet : RuffianComet\n{\nDecal \"Scorch\"\nDamage 35\n+THRUSPECIES\n+NODAMAGETHRUST\nSpecies \"Player\"\nDamageType \"HellComet\"\nStates\n{\n\tTravel:\n\t\tTNT1 A 0 Bright A_SeekerMissile(6,9,SMF_LOOK)\n\t\tHPCM AA 1 Bright A_SpawnItemEx(\"BlueCometTail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(6,9,SMF_LOOK)\n\t\tHPCM AB 1 Bright A_SpawnItemEx(\"BlueCometTail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(6,9,SMF_LOOK)\n\t\tHPCM BB 1 Bright A_SpawnItemEx(\"BlueCometTail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(6,9,SMF_LOOK)\n\t\tHPCM BC 1 Bright A_SpawnItemEx(\"BlueCometTail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(6,9,SMF_LOOK)\n\t\tHPCM CC 1 Bright A_SpawnItemEx(\"BlueCometTail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(6,9,SMF_LOOK)\n\t\tHPCM DD 1 Bright A_SpawnItemEx(\"BlueCometTail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(6,9,SMF_LOOK)\n\t\tHPCM DA 1 Bright A_SpawnItemEx(\"BlueCometTail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(6,9,SMF_LOOK)\n\t\tHPCM AA 1 Bright A_SpawnItemEx(\"BlueCometTail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(6,9,SMF_LOOK)\n\t\tHPCM BB 1 Bright A_SpawnItemEx(\"BlueCometTail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_Countdown\n\t\tLoop\n\t}\n}\n\nACTOR PlayerPaladinComet : PaladinComet\n{\nDecal \"Scorch\"\nDamage 35\n+THRUSPECIES\n+NODAMAGETHRUST\nSpecies \"Player\"\nDamageType \"HellComet\"\nExplosionDamage 200\nExplosionRadius 200\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/ExplosiveSSG.txt",
"contents": "ACTOR ExplosiveSSG : Weapon\n{\n Inventory.PickupMessage \"You got the Explosive Super Shotgun!\"\n Inventory.PickupSound \"weapons/pickupssg\"\n Weapon.PreferredSkin \"DoubleBarrelSG-Marine\"\n Weapon.KickBack 100\n Weapon.AmmoUse 0\n Weapon.AmmoGive 0\n Weapon.AmmoGive2 8\n Weapon.AmmoType \"ExpSSGShell\"\n Weapon.AmmoType2 \"NewShell\"\n Scale 0.9\n +Weapon.Ammo_Optional\n +Weapon.NoAlert\n Tag \"Explosive Super Shotgun\"\n States\n {\n Spawn:\n\t3GN2 A -1\n\tStop\n Deselect:\n TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t3HD2 EDCBA 1\n DeselectLoop:\n\tTNT1 A 0 A_Lower\n\tTNT1 A 1 A_Lower\n\tLoop\n Select:\n\tTNT1 A 0 A_Raise\n Wait\n Ready:\n TNT1 A 0 A_PlayWeaponSound(\"weapons/pickupssg\")\n\t3HD2 ABCDEFGHIJK 1\n ReadyLoop:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t3HT2 A 1 A_WeaponReady\n\tLoop\n Empty:\n 3HT2 A 10 A_PlaySound(\"weapons/click\")\n\tGoto ReadyLoop\n Fire:\n\tTNT1 A 0 A_JumpIfInventory(\"ExpSSGShell\",2,\"FireBoth\")\n\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",1,\"Reload\")\n\tGoto Empty\n FireBoth:\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 Radius_Quake(6,3,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"ExpSSGShell\",2)\n\tTNT1 A 0 A_PlaySound(\"ExpSSG/Fire\",7)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAA 0 A_FireCustomMissile(\"PlayerExplosiveTracer\",Random(-8,8),0,0,0,0,frandom(-4,4))\n\t3HT2 C 1 Bright A_FireBullets(8,6,20,Random(5,7),\"ModdedBulletPuff\")\n\t3HT2 D 1 Bright\n\t3HT2 E 1 Bright\n\t3HT2 B 1 Offset(0,52)\n\t3HT2 B 1 Offset(0,55)\n\t3HT2 B 1 Offset(0,54)\n\t3HT2 A 1 Offset(0,49)\n\t3HT2 A 1 Offset(0,44)\n\t3HT2 A 1 Offset(0,38)\n SSGReloadCheck:\n \tTNT1 A 0 A_JumpIfInventory(\"NewShell\",2,2)\n\t3HT2 A 2\n\tGoto ReadyLoop\n\tTNT1 A 0\n\tGoto ReloadBoth+1\n AltFire:\n TNT1 A 0 A_JumpIfInventory(\"ExpSSGShell\",2,\"FireRight\")\n\tTNT1 A 0 A_JumpIfInventory(\"ExpSSGShell\",1,1)\n\tGoto Reload\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n TNT1 A 0 Radius_Quake(3,3,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"ExpSSGShell\",1)\n\tTNT1 A 0 A_PlayWeaponSound(\"ExpSSG/Fire2\")\n\tTNT1 AAAAAAAAA 0 A_FireCustomMissile(\"PlayerExplosiveTracer\",Random(-4,4),0,0,0,0,frandom(-3,3))\n\t3HL2 C 1 BRIGHT A_FireBullets(4.0,3.0,10,Random(5,7),\"ModdedBulletPuff\")\n\t3HL2 D 1 BRIGHT\n\t3HT2 B 1 Offset(1,40)\n\t3HT2 B 1 Offset(1,45)\n\t3HT2 B 1 Offset(2,48)\n\t3HT2 A 1 Offset(2,46)\n\t3HT2 A 1 Offset(1,44)\n\t3HT2 A 1 Offset(1,41)\n\tGoto ReadyLoop\n FireRight:\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n TNT1 A 0 Radius_Quake(3,3,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"ExpSSGShell\",1)\n\tTNT1 A 0 A_PlayWeaponSound(\"ExpSSG/Fire2\")\n\tTNT1 AAAAAAAAA 0 A_FireCustomMissile(\"PlayerExplosiveTracer\",Random(-4,4),0,0,0,0,frandom(-3,3))\n\t3HR2 C 1 BRIGHT A_FireBullets(4.0,3.0,10,Random(5,7),\"ModdedBulletPuff\")\n\t3HR2 D 1 BRIGHT\n\t3HT2 A 1 Offset(-1,40)\n\t3HT2 A 1 Offset(-1,45)\n\t3HT2 A 1 Offset(-2,48)\n\t3HT2 A 1 Offset(-2,46)\n\t3HT2 A 1 Offset(-1,44)\n\t3HT2 A 1 Offset(-1,41)\n\tGoto ReadyLoop\n Reload:\n\tTNT1 A 0 A_JumpIfInventory(\"ExpSSGShell\",1,\"ReloadRight\")\n\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",2,\"ReloadBoth\")\n\tGoto Empty\n ReloadBoth:\n TNT1 A 0 A_JumpIfInventory(\"NewShell\",2,1)\n\tGoto ReadyLoop\n\t3HT2 BFFGGHH 1\n\t3HT2 I 1 A_PlayWeaponSound(\"weapons/qsgopen\")\n\t3HT2 I 2\n\t3HT2 X 2\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",2,TIF_NOTAKEINFINITE)\n\tTNT1 A 0 A_GiveInventory(\"ExpSSGShell\",2)\n\t3HT2 J 1\n\t3HT2 K 2\n\tTNT1 AA 0 A_SpawnItemEx(\"SSGShellCasing\",25,2,25,Random(-2,-4),Random(3,6),Random(3,6),0)\n\t3HT2 L 4\n\t3HT2 MN 2\n\t3HT2 O 2 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\t3HT2 P 2\n\t3HT2 Q 2\n\t3HT2 RST 2\n\t3HT2 U 2 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\t3HT2 VWX 2\n\t3HT2 Y 2 A_PlayWeaponSound(\"weapons/qsgclose\")\n\t3HT2 HGFB 2\n\tGoto ReadyLoop\n ReloadRight:\n\t3HT2 BFFGGHH 1\n\t3HT2 I 1 A_PlayWeaponSound(\"weapons/qsgopen\")\n\t3HT2 I 2\n\t3HT2 X 2\n\t3HT7 J 1\n\t3HT7 K 2\n\tTNT1 A 0 A_SpawnItemEx(\"SSGShellCasing\",25,2,25,Random(-2,-4),Random(3,6),Random(3,6),0)\n\t3HT7 L 4\n\t3HT7 MN 2\n\t3HT7 O 2 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\t3HT7 P 2\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",1,TIF_NOTAKEINFINITE)\n\tTNT1 A 0 A_GiveInventory(\"ExpSSGShell\",1)\n\t3HT2 WX 2\n\t3HT2 Y 2 A_PlayWeaponSound(\"weapons/qsgclose\")\n\t3HT2 HGFB 2\n\tGoto ReadyLoop\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto ReadyLoop\n GrenadeToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t3HD2 EDCBA 1\n\tTNT1 A 4\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\t3HD2 ABCDEFGHIJK 1\n\tGoto ReadyLoop\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto ReadyLoop\n MineToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t3HD2 EDCBA 1\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\t3HD2 ABCDEFGHIJK 1\n\tGoto ReadyLoop\n\t}\n}\n\nACTOR ExpSSGShell : Ammo\n{\nInventory.Amount 0\nInventory.MaxAmount 2\nAmmo.BackpackAmount 0\nAmmo.BackpackMaxAmount 2\nInventory.Icon \"3GN2A0\"\n+IGNORESKILL\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/NemesisBFG.txt",
"contents": "Actor \"Nemesis BFG\" : Weapon\n{\n +NOAUTOFIRE\n +WEAPON.BFG\n +WEAPON.NOAUTOAIM\n -INVENTORY.UNDROPPABLE\n Weapon.PreferredSkin \"LegendaryBFG-Marine\"\n Weapon.AmmoGive 150\n Weapon.AmmoType \"NLDemonAmmo\"\n Weapon.AmmoType2 \"NLDemonAmmo\"\n Weapon.AmmoUse 200\n Weapon.AmmoUse2 50\n weapon.KickBack 90\n Weapon.SlotNumber 8\n Weapon.UpSound \"truelegbfg/equip\"\n Inventory.PickupSound \"truelegbfg/equip\"\n Inventory.PickupMessage \"Nemesis BFG! Rend the souls from your foes!\"\n Obituary \"%o regretted going against %k's Nemesis BFG.\"\n Tag \"Nemesis BFG\"\n States\n\t{\n Spawn:\n\tNMBG X -1\n\tLoop\n Select:\n\tTNT1 A 0 A_ZoomFactor(1)\n\tNMBU A 0 A_Raise\n\tNMBU A 1 A_Raise\n\tLoop\n Deselect:\n\tTNT1 A 0\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n Deselectloop:\n\tTNT1 A 0 A_StopSound(5)\n\tTNT1 A 0 A_StopSound(6)\n\tTNT1 A 0 A_ZoomFactor(1)\n\tTNT1 A 0 A_Lower\n\tNMBU A 1 A_Lower\n\tLoop\n Ready:\n\tTNT1 A 0 A_PlaySound(\"NemesisBFG/Loop\",5,1.0,1)\n\tNMBG ABCDEFGHIJIHGFEDCB 1 A_WeaponReady\n\tLoop\n Fire:\n\tTNT1 A 0 A_PlaySound(\"truelegbfg/trigger\",1)\n\tNMBG ABCDEFGHIJ 1\n\tTNT1 A 0 A_PlaySound(\"truelegbfg/charge\",6)\n\tNMBG IHGFED 1\n\tTNT1 A 0 A_GiveInventory(\"GuruCharge\",5)\n Gurucharger:\n\tTNT1 A 0 A_TakeInventory(\"GuruCharge\",1)\n\tNMBC ABCDEFGHIJKLMNOPQRST 1 Bright A_Quake(4,2,0,2,\"none\")\n\tTNT1 A 0 A_JumpIfInventory(\"GuruCharge\",1,\"Gurucharger\")\n\tNMBC ABC 1 Bright A_Quake(4,2,0,2,\"none\")\n\tTNT1 A 0 A_StopSound(5)\n\tTNT1 A 0 A_PlaySound(\"truelegbfg/fire\",7)\n\tTNT1 A 0 A_PlaySound(\"truelegbfg/fire2\",6)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerNemesisGuruBall\",0,1,12,0)\n\tTNT1 A 0 A_Recoil(45)\n\tTNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_SetBlend(\"White\",0.5,60)\n\tTNT1 A 0 A_SetBlend(\"White\",0.25,60)\n\tTNT1 A 0 A_ZoomFactor(0.975)\n\tNMBF A 1 Bright Offset(2,34)\n\tTNT1 A 0 A_ZoomFactor(0.95)\n\tNMBF A 1 Bright Offset(4,36)\n\tTNT1 A 0 A_ZoomFactor(1)\n\tGoto Ready\n Altfire:\n\tTNT1 A 0 A_PlaySound(\"truelegbfg/fire2\",6)\n\tTNT1 A 0 A_PlaySound(\"star/fire\",7)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerMiniNemesisBFGBall\",0,1,12,0)\n\tTNT1 A 0 A_Recoil(25)\n\tTNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_SetBlend(\"White\",0.25,35)\n\tTNT1 A 0 A_SetBlend(\"White\",0.125,35)\n\tTNT1 A 0 A_ZoomFactor(0.975)\n\tNMBF A 2 Bright Offset(6,45)\n\tNMBF A 2 Bright Offset(10,50)\n\tNMBF A 2 Bright Offset(8,48)\n\tNMBF A 2 Bright Offset(6,46)\n\tNMBF A 1 Bright Offset(5,44)\n\tNMBF A 1 Bright Offset(4,42)\n\tNMBF A 1 Bright Offset(3,40)\n\tNMBF A 1 Bright Offset(2,38)\n\tTNT1 A 0 A_ZoomFactor(0.95)\n\tNMBG F 2 Bright //Offset(4,44)\n\tNMBG F 2 Bright //Offset(3,42)\n\tNMBG F 2 Bright //Offset(2,40)\n\tNMBG G 2 Bright //Offset(0,38)\n\tNMBG G 6 Bright A_ZoomFactor(0.955)\n\tNMBG H 5 Bright A_ZoomFactor(0.97)\n\tNMBG I 4 Bright A_ZoomFactor(0.985)\n\tNMBG J 3 Bright A_ZoomFactor(1)\n\tTNT1 A 0 A_Refire\n\tGoto Ready\n Flash:\n\tTNT1 A 7 bright A_Light2\n\tTNT1 A 4 bright A_Light1\n\tTNT1 A 0 bright A_Light0\n\tStop\n }\n}\n\nACTOR PlayerNemesisGuruBall : NemesisGuruBall\n{\n Speed 25\n Damage 200\n Scale 2.5\n DamageType \"Normal\"\n MissileType \"\"\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"Weapons/GuruFly\",5,1.0,1)\n\tTNT1 A 0 A_Explode(600,128,0,1)\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerNemesisGuruSphereSmokeProjectile\",0,0,0,frandom(-1,1),frandom(-1,1),frandom(-1,1),random(0,359))\n TNT1 A 0 A_SpawnItemEx(\"NemesisGuruTrailSpark\",random(28,-28),random(28,-28),random(28,-28),0,0,0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisGuruTrail\",-3,0,0,0,0,0,0,0,0)\n\tTNT1 AA 0 A_CustomMissile(\"NemesisPlayerDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tCLBB D 1 Bright A_SpawnItemEx(\"NemesisPlayerDTBFGProjectileAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\tTNT1 A 0 A_Explode(600,128,0,1)\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerNemesisGuruSphereSmokeProjectile\",0,0,0,frandom(-1,1),frandom(-1,1),frandom(-1,1),random(0,359))\n TNT1 A 0 A_SpawnItemEx(\"NemesisGuruTrailSpark\",random(28,-28),random(28,-28),random(28,-28),0,0,0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisGuruTrail\",-3,0,0,0,0,0,0,0,0)\n\tTNT1 AA 0 A_CustomMissile(\"NemesisPlayerDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tCLBB D 1 Bright //A_SpawnItemEx(\"NemesisCyberDTBFGProjectileAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\tTNT1 A 0 A_Explode(600,128,0,1)\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerNemesisGuruSphereSmokeProjectile\",0,0,0,frandom(-1,1),frandom(-1,1),frandom(-1,1),random(0,359))\n TNT1 A 0 A_SpawnItemEx(\"NemesisGuruTrailSpark\",random(28,-28),random(28,-28),random(28,-28),0,0,0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisGuruTrail\",-3,0,0,0,0,0,0,0,0)\n\tTNT1 AA 0 A_CustomMissile(\"NemesisPlayerDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tCLBB D 1 Bright //A_SpawnItemEx(\"NemesisCyberDTBFGProjectileAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\tTNT1 A 0 A_Explode(600,128,0,1)\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerNemesisGuruSphereSmokeProjectile\",0,0,0,frandom(-1,1),frandom(-1,1),frandom(-1,1),random(0,359))\n TNT1 A 0 A_SpawnItemEx(\"NemesisGuruTrailSpark\",random(28,-28),random(28,-28),random(28,-28),0,0,0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisGuruTrail\",-3,0,0,0,0,0,0,0,0)\n\tTNT1 AA 0 A_CustomMissile(\"NemesisPlayerDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tCLBB D 1 Bright //A_SpawnItemEx(\"NemesisCyberDTBFGProjectileAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n Loop\n Death:\n\tTNT1 A 0 A_Explode(8000,486,0,1)\n\tTNT1 AAAAAAAA 0 A_CustomMissile(\"NemesisPlayerBouncyBFG\",0,0,random(0,360),2,random(-5,30))\n\tTNT1 A 1 A_SpawnItem(\"NemesisDeathBall\")\n\tStop\n }\n}\n\nActor NemesisPlayerDevastatorBolt : NemesisCyberDevastatorBolt\n{\n Species \"Player\"\n Damagetype \"Normal\"\n +THRUSPECIES\n}\n\nActor PlayerNemesisGuruSphereSmokeProjectile : CyberNemesisGuruSphereSmokeProjectile\n{\n Damagetype \"PlayerNemesisPlasma\"\n}\n\nACTOR NemesisPlayerDTBFGProjectileAttack\n{\n PROJECTILE\n Height 3\n Radius 3\n Speed 5\n FastSpeed 5\n +LOOKALLAROUND\n +QUICKTORETALIATE\n +NOTARGET\n +NOCLIP\n +NOTIMEFREEZE\n +FRIENDLY\n States\n\t{\n Spawn:\n\tTNT1 A 0 Bright\n\tTNT1 A 0 Bright A_CopyFriendliness(AAPTR_TARGET)\n\tTNT1 A 0 Bright A_RearrangePointers(AAPTR_NULL, AAPTR_TARGET, AAPTR_NULL)\n\tTNT1 AAAAA 1 Bright A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,1250,0,360,\"Attack\")\n\tGoto Death\n Attack:\n\tTNT1 A 0 Bright\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_RearrangePointers(AAPTR_MASTER, AAPTR_MASTER, AAPTR_NULL)\n\tTNT1 A 1 Bright A_CustomRailgun(30,0,None,None,RGF_SILENT|RGF_FULLBRIGHT,0,2,\"LegendaryImpPuff\",0,0,0,0,3.0,0,\"NemesisBFGRailParticle\")\n\tGoto Death\n Death:\n\tTNT1 A 1 Bright\n\tStop\n\t}\n}\n\nActor PlayerNemesisDeathBall : NemesisDeathBall\n{\nDamageType \"Normal\"\n+FOILINVUL\nStates\n {\n Spawn:\n\tTNT1 A 0 Bright\n\tTNT1 A 0 Bright A_PlaySound(\"Weapons/GuruBlast3\",5)\n\tGoto Death\n Death:\n\tTNT1 A 0 Bright\n\tTNT1 A 0 Bright A_PlaySound(\"Weapons/GuruBlast3\",5)\n\tTNT1 A 0 Radius_Quake(15,20,0,20,0)\n\t//COLLATERAL DAMAGE EFFECTS\n\tTNT1 A 0 Bright A_Explode(4056,1000,0,1,500)\n\tTNT1 A 0 Bright A_BFGSpray(\"PlayerNemesisGuruSpray\",15,20)\n\t//IMPACT STUFF\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisGuruStruckGlowX\",0,0,10,0,0,0,0,SXF_CLIENTSIDE,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisGuruStruckGlowY\",0,0,10,0,0,0,0,SXF_CLIENTSIDE,0)\n\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"CyberNemesisGuruSphereSmoke\",random(126,-126),random(126,-126),random(66,-66),0.00001*random(100000,-100000),0.00001*random(100000,-100000),0.00001*random(100000,-100000),random(0,359),SXF_SETMASTER,0)\n\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"NemesisGuruChunkSpark\",random(126,-126),random(126,-126),random(66,-66),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\tTNT1 AAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"NemesisGuruChunkSpark\",random(126,-126),random(126,-126),random(66,-66),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\tStop\n }\n}\n\nACTOR PlayerNemesisGuruSpray : NemesisGuruSpray\n{\nDamagetype \"Normal\"\n+FOILINVUL\n}\n\nACTOR PlayerMiniNemesisBFGBall : MiniNemesisBFGBall\n{\n +THRUSPECIES\n Species \"Player\"\n DamageType \"Normal\"\n States\n {\n Spawn:\n\tTNT1 A 0 Bright A_LoopActiveSound\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerNemesisGuruSphereSmokeProjectile\",0,0,0,frandom(-1,1),frandom(-1,1),frandom(-1,1),random(0,359))\n CLBB D 1 Bright A_SpawnItemEx(\"NemesisWhiteProjParticleSuperLarge2\",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))\n\tTNT1 AA 0 A_SpawnItemEx(\"NemesisWhiteProjParticleSuperLarge2\",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))\n Loop\n Death:\n\tTNT1 A 0\n\tTNT1 A 0 Radius_Quake(5,60,0,10,0)\n\tTNT1 A 0 A_Explode(50,400,0)\n\tTNT1 A 0 A_SpawnItemEx(\"MiniCyberNemesisGuruSphereSmokeProjectile\",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"NemesisWhiteProjParticleSuperLarge2\",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))\n CLBB D 6 Bright A_SpawnItem(\"NemesisWhiteProjExplodeLarge\")\n\tTNT1 A 0 A_Explode(50,400,0)\n\tTNT1 A 0 A_SpawnItemEx(\"MiniCyberNemesisGuruSphereSmokeProjectile\",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"NemesisWhiteProjParticleSuperLarge2\",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))\n CLBB D 6 Bright A_SpawnItem(\"NemesisWhiteProjExplodeLarge\")\n\tTNT1 A 0 A_Explode(50,400,0)\n\tTNT1 A 0 A_SpawnItemEx(\"MiniCyberNemesisGuruSphereSmokeProjectile\",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"NemesisWhiteProjParticleSuperLarge2\",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))\n CLBB D 6 Bright A_SpawnItem(\"NemesisWhiteProjExplodeLarge\")\n\tTNT1 A 0 A_Explode(50,400,0)\n\tTNT1 A 0 A_SpawnItemEx(\"MiniCyberNemesisGuruSphereSmokeProjectile\",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"NemesisWhiteProjParticleSuperLarge2\",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))\n CLBB D 6 Bright A_SpawnItem(\"NemesisWhiteProjExplodeLarge\")\n\tTNT1 A 1 A_SpawnItem(\"PlayerMiniNemesisDeathBall\")\n Stop\n }\n}\n\nActor PlayerNemesisGuruSphereSmokeProjectile : MiniCyberNemesisGuruSphereSmokeProjectile\n{\n Damagetype \"Normal\"\n}\n\nActor PlayerMiniNemesisDeathBall : MiniNemesisDeathBall\n{\nDamageType \"Normal\"\n+FOILINVUL\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_PlaySound(\"Weapons/GuruBlast3\",5)\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/GuruBlast3\",5)\n\t\tTNT1 A 0 Radius_Quake(15,20,0,20,0)\n\t\t//COLLATERAL DAMAGE EFFECTS\n\t\tTNT1 A 0 A_Explode(2048,700,0,1)\n\t\tTNT1 A 0 A_BFGSpray(\"PlayerMiniNemesisGuruSpray\",15,20)\n\t\t//IMPACT STUFF\n\t\tTNT1 A 0 A_SpawnItemEx(\"MiniNemesisGuruStruckGlowX\",0,0,10,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"MiniNemesisGuruStruckGlowY\",0,0,10,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"MiniCyberNemesisGuruSphereSmoke\",random(126,-126),random(126,-126),random(66,-66),0.00001*random(100000,-100000),0.00001*random(100000,-100000),0.00001*random(100000,-100000),random(0,359),SXF_SETMASTER,0)\n\t\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"MiniNemesisGuruChunkSpark\",random(126,-126),random(126,-126),random(66,-66),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"MiniNemesisGuruChunkSpark\",random(126,-126),random(126,-126),random(66,-66),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tStop\n\t}\n}\n\nACTOR PlayerMiniNemesisGuruSpray : MiniNemesisGuruSpray\n{\nDamagetype \"Normal\"\n+FOILINVUL\n}\n\nACTOR NemesisPlayerBouncyBFG : PlayerMiniNemesisBFGBall\n{\n +SKYEXPLODE\n +CANBOUNCEWATER\n Bouncetype Hexen\n BounceFactor 1.0\n Bouncecount 3\n States\n {\n Death:\n\tTNT1 A 0\n/*\tTNT1 A 0 Radius_Quake(5,60,0,10,0)\n\tTNT1 A 0 A_Explode(50,400,0)\n\tTNT1 A 0 A_SpawnItemEx(\"MiniCyberNemesisGuruSphereSmokeProjectile\",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"NemesisWhiteProjParticleSuperLarge2\",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))\n CLBB D 6 Bright A_SpawnItem(\"NemesisWhiteProjExplodeLarge\")\n\tTNT1 A 0 A_Explode(50,400,0)\n\tTNT1 A 0 A_SpawnItemEx(\"MiniCyberNemesisGuruSphereSmokeProjectile\",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"NemesisWhiteProjParticleSuperLarge2\",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))\n CLBB D 6 Bright A_SpawnItem(\"NemesisWhiteProjExplodeLarge\")\n\tTNT1 A 0 A_Explode(50,400,0)\n\tTNT1 A 0 A_SpawnItemEx(\"MiniCyberNemesisGuruSphereSmokeProjectile\",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"NemesisWhiteProjParticleSuperLarge2\",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))\n CLBB D 6 Bright A_SpawnItem(\"NemesisWhiteProjExplodeLarge\")\n\tTNT1 A 0 A_Explode(50,400,0)\n\tTNT1 A 0 A_SpawnItemEx(\"MiniCyberNemesisGuruSphereSmokeProjectile\",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"NemesisWhiteProjParticleSuperLarge2\",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))\n CLBB D 6 Bright A_SpawnItem(\"NemesisWhiteProjExplodeLarge\")*/\n\tTNT1 A 1 A_SpawnItem(\"PlayerMiniNemesisDeathBall\")\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/Nemesis/NemesisZombie.txt",
"contents": "ACTOR PlayerRailPuffGreen2 : BulletPuff replaces PlayerRailPuffGreen\n{\nDamageType \"DTRailgun\"\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 1 A_SpawnItem(\"RailgunImpactEffectGreen\")\n\tStop\n\t}\n}\n\nACTOR NemesisZombie : LegendaryZombie\n{\n Health 1500\n Speed 20\n BloodColor \"Black\"\n DamageFactor 0.6\n DamageFactor \"PlayerNemesisPlasma\", 0.0\n DamageFactor \"Explosion\", 0.2\n DamageFactor \"PlayerDTRG\", 0.4\n DamageFactor \"DTRailgun\", 0.4\n DamageFactor \"PDTPuff\", 0.4\n DamageFactor \"RailG\", 0.3\n DropItem \"NemesisHealthBonusMax\", 256, 32\n DropItem \"NemesisArmorBonus32\", 256\n DropItem \"NemesisHealthBonusMax\", 256, 32\n DropItem \"NemesisArmorBonus32\", 256\n DropItem \"EnragedLegendaryArmor\", 85, 1\n DropItem \"LegAmmoSphere\", 88, 3\n DropItem \"EnragedLegendaryPowerShard\", 35, 1\n DropItem \"HandGrenadeAmmo\", 235, 2\n DropItem \"MineAmmo\", 235, 2\n DropItem \"Backpack\", 198, 1\n DropItem \"Armorplate\", 205, 1\n DropItem \"Portablemedkit\", 210, 1\n DropItem \"NLDemonAmmoBox\", 200\n DropItem \"NLDemonAmmo\", 250\n DropItem \"LegendaryRune\", 60, 1\n DropItem \"Nemesis Rifle\", 128, 1\n SeeSound \"NemesisZombie/Sight\"\n PainSound \"NemesisZombie/Pain\"\n DeathSound \"NemesisZombie/Death\"\n ActiveSound \"NemesisZombie/Active\"\n Obituary \"%o was eradicated by the Nemesis Zombie's dark energy.\"\n Tag \"\\c[v9]Nemesis Zombie\\c-\"\n var int user_deathtimer;\n var int user_deathtimeractive;\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(160,\"Remove\")\n\tTNT1 A 0 A_SetUserVar(\"user_deathtimer\",0)\n Idle:\n\tNSZO A 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tNSZI A 10 Bright A_Look\n\tTNT1 AA 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tLoop\n Remove:\n\tTNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx(\"Zombieman\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\tTNT1 A 0\n\tStop\n See:\n\tTNT1 A 0 A_JumpIf(user_deathtimeractive == 1,3)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"NemesisDeathTimerForVexed\",0)\n\tTNT1 A 0 A_SetUserVar(\"user_deathtimeractive\",1)\n\tTNT1 A 0 A_JumpIf(user_music == 1,3)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,700)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n\tNSZO AA 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tNSZO BB 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n\tNSZO CC 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tNSZO DD 3 Bright A_Chase\n\tTNT1 A 0 A_Jump(20,\"Teleport\")\n\tTNT1 A 0 A_Jump(80,\"Rush\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tLoop\n Rush:\n\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisZombieGhostA\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tNSZO A 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisZombieGhostA\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tNSZO A 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisZombieGhostB\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tNSZO B 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisZombieGhostB\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tNSZO B 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisZombieGhostC\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tNSZO C 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisZombieGhostC\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tNSZO C 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisZombieGhostD\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tNSZO D 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisZombieGhostD\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tNSZO D 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tTNT1 A 0 A_Jump(84,\"See\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tLoop\n Teleport:\n\tNSZO A 1 Bright A_UnSetShootable\n\tTNT1 AAAA 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tNSZO AAAAAAAAAA 1 Bright A_FadeOut(0.1,0)\n\tNSZO A 2 Bright\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tNSZO A 1 Bright A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 AAAA 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tNSZO AAAAAAAAAA 1 Bright A_FadeIn(0.1)\n\tNSZO A 1 Bright A_SetShootable\n\tGoto See\n Strafing:\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tNSZO AA 2 Bright A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tNSZO BB 2 Bright A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tNSZO CC 2 Bright A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tNSZO DD 2 Bright A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tGoto See\n Pause:\n\tTNT1 A 0 A_PlaySound(\"weapons/demontechsteam\")\n\tNSZO EEEEE 3 Bright A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tGoto See\n Missile:\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_SetTranslucent(1)\n\tNSZO EEE 2 Bright A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n MissileLoop:\n\tNSZO E 4 Bright A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tTNT1 A 0 A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tTNT1 A 0 A_CustomMissile(\"NemesisRifleShotEnemy\",32,0,random(-2,2),0)\n\tNSZO F 4 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n\tTNT1 A 0 A_Jump(10,\"MidAttackTeleport\")\n\tTNT1 A 0 A_Jump(24,\"Pause\")\n\tTNT1 A 0 A_SpidRefire\n\tLoop\n MidAttackTeleport:\n\tNSZO E 1 Bright A_UnSetShootable\n\tTNT1 AAAA 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tNSZO E 1 Bright A_FadeOut(0.1,0)\n\tTNT1 A 0 A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tNSZO EEE 1 Bright A_FadeOut(0.1,0)\n\tTNT1 A 0 A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tNSZO EEE 1 Bright A_FadeOut(0.1,0)\n\tTNT1 A 0 A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tNSZO EEE 1 Bright A_FadeOut(0.1,0)\n\tNSZO E 2 Bright\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tNSZO E 1 Bright A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 AAAA 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tNSZO EEEEEEEEEE 1 Bright A_FadeIn(0.1)\n\tNSZO EEE 1 Bright A_FadeIn(0.1)\n\tTNT1 A 0 A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tNSZO EEE 1 Bright A_FadeIn(0.1)\n\tTNT1 A 0 A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tNSZO EEE 1 Bright A_FadeIn(0.1)\n\tTNT1 A 0 A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tNSZO E 1 Bright A_FadeIn(0.1)\n\tNSZO E 1 Bright A_SetShootable\n\tGoto MissileLoop\n Pain:\n\tTNT1 A 0 A_Jump(30,\"Teleport\")\n Pain2:\n\tTNT1 A 0 A_Jump(192,\"PainMissile\")\n\tNSZO G 3 Bright A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tTNT1 A 0 A_Pain\n\tNSZO G 3 Bright A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tGoto See\n PainMissile:\n\tNSZO G 3 Bright A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tTNT1 A 0 A_Pain\n\tNSZO G 3 Bright A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tGoto Missile\n Death:\n\tTNT1 A 0 A_StopSound(6)\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"TrueLegendaryRuneItem\",1,\"VexedSpawn\")\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"TrueLegendaryRuneItem2\",1,\"VexedSpawn\")\n\tTNT1 A 0 A_JumpIf(user_deathtimer <= 30,\"VexedSpawn\")\n TNT1 A 0 A_Jump(36,\"LegendarySoul\")\n\tNSZO H 5 A_Scream\n\tNSZO I 5 A_Fall\n\tNSZO J 5 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\tNSZO K 5\n\tTNT1 A 0 A_Jump(100,\"MoreStuff\")\n\tNSZO L -1\n\tStop\n LegendarySoul:\n TNT1 A 0 A_StopSound(6)\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSZO H 5 A_Scream\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n NSZO I 5 A_Fall\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n NSZO J 5 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n NSZO K 5\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n NSZO L 5\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSZO L 140\n\tNSZO L 0 A_PlaySoundEx(\"brain/spit\",\"Voice\",0,2)\n\tNSZO LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNSZO LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNSZO LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisSoul\",0,0,16,0,0,0,0,32)\n\tTNT1 A 0 A_SpawnItemEx(\"TeleportFog\",0,0,16,0,0,0,0,32)\n\tNSZO L -1\n\tStop\n VexedSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"NoVexedBoys\") == 1,\"LegendarySoul\")\n\tNSZO G 3 Bright A_Pain\n\tNSZO G 0 A_PlaySoundEx(\"brain/spit\",7,0,2)\n\tNSZO GGGGGGGGGGGGGGGGG 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNSZO GGGGGGGGGGGGGGGGG 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNSZO GGGGGGGGGGGGGGGGG 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisLightning\")\n\tNSZO GGGGGGGGGGGG 2 Bright A_SpawnItemEx(\"VexedNemesisFlameSpawner\")\n\tTNT1 A 0 A_SpawnItemEx(\"VexedNemesisZombie\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0\n\tStop\n MoreStuff:\n\tNSZO L 100\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeAttack\")\n\tNSZO LLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 1 A_SpawnItem(\"NemesisZombieItemRandomizer\")\n\tNSZO LLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 1 A_SpawnItem(\"NemesisZombieItemRandomizer\")\n\tNSZO L 1 A_SpawnItem(\"NemesisZombieSuperItemRandomizer\")\n\tNSZO L -1\n\tStop\n XDeath:\n\tTNT1 A 0 A_StopSound(6)\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"TrueLegendaryRuneItem\",1,\"VexedSpawn\")\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"TrueLegendaryRuneItem2\",1,\"VexedSpawn\")\n\tTNT1 A 0 A_JumpIf(user_deathtimer <= 30,\"VexedSpawn\")\n\tNSZO O 3 A_SpawnItemEx(\"NemesisGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tNSZO P 3 A_XScream\n\tNSZO R 3 A_Fall\n\tNSZO STUV 3\n\tTNT1 A 0 A_Jump(100,\"MoreStuff2\")\n\tNSZO W -1\n\tStop\n MoreStuff2:\n\tNSZO W 100\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeAttack\")\n\tNSZO WWWWWWWWWWWWWWWWWWWWWWWWWWWWWW 1 A_SpawnItem(\"NemesisZombieItemRandomizer\")\n\tNSZO WWWWWWWWWWWWWWWWWWWWWWWWWWWWWW 1 A_SpawnItem(\"NemesisZombieItemRandomizer\")\n\tNSZO W 1 A_SpawnItem(\"NemesisZombieSuperItemRandomizer\")\n\tNSZO W -1\n\tStop\n }\n}\n\nACTOR NemesisZombieItemRandomizer\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Jump(25,\"Ammo\")\nTNT1 A 0 A_Jump(256,\"Health\",\"Armor\")\nHealth:\nTNT1 A 1 A_SpawnItemEx(\"NemesisHealthBonusMax\",0,0,32,frandom(-5,5),frandom(-5,5),frandom(0,3),random(0,360))\nStop\nArmor:\nTNT1 A 1 A_SpawnItemEx(\"NemesisArmorBonusMax\",0,0,32,frandom(-5,5),frandom(-5,5),frandom(0,3),random(0,360))\nStop\nAmmo:\nTNT1 A 1 A_SpawnItemEx(\"NLDemonAmmo\",0,0,32,frandom(-5,5),frandom(-5,5),frandom(0,3),random(0,360))\nStop\n}\n}\n\nACTOR NemesisZombieSuperItemRandomizer\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Jump(64,\"ArmorSphere\")\nTNT1 A 0 A_Jump(32,\"LightArmor\")\nTNT1 A 0 A_Jump(16,\"NemesisSphere\")\nTNT1 A 0 A_Jump(10,\"NemesisArmor\")\nNothing:\nTNT1 A 1\nStop\nArmorSphere:\nTNT1 A 1 A_SpawnItemEx(\"NemesisArmorSphere\",0,0,32)\nStop\nLightArmor:\nTNT1 A 1 A_SpawnItemEx(\"LightNemesisArmor\",0,0,32)\nStop\nNemesisSphere:\nTNT1 A 1 A_SpawnItemEx(\"NemesisSphere\",0,0,32)\nStop\nNemesisArmor:\nTNT1 A 1 A_SpawnItemEx(\"NemesisArmor\",0,0,32)\nStop\n}\n}\n\nACTOR NemesisZombieGhostA\n{\nPROJECTILE\nHeight 56\nRadius 20\nSpeed 0\nScale 1.1\nRENDERSTYLE Translucent\nAlpha 0.7\n+NOTIMEFREEZE\n+NOINTERACTION\n+CLIENTSIDEONLY\nStates\n {\n Spawn:\n\tTNT1 A 0 Bright\n\tTNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 1 Bright\n\tGoto Fade\n Fade:\n\tNSZO A 2 A_FadeOut(0.1,1)\n\tLoop\n Toaster:\n\tTNT1 A 1 Bright\n\tStop\n }\n}\n\nACTOR NemesisZombieGhostB : NemesisZombieGhostA\n{\nStates\n {\n Fade:\n\tNSZO B 2 A_FadeOut(0.1,1)\n\tLoop\n }\n}\n\nACTOR NemesisZombieGhostC : NemesisZombieGhostA\n{\nStates\n {\n Fade:\n\tNSZO C 2 A_FadeOut(0.1,1)\n\tLoop\n }\n}\n\nACTOR NemesisZombieGhostD : NemesisZombieGhostA\n{\nStates\n {\n Fade:\n\tNSZO D 2 A_FadeOut(0.1,1)\n\tLoop\n }\n}\n\nACTOR NemesisZombieGhostE : NemesisZombieGhostA\n{\nStates\n {\n Fade:\n\tNSZO E 2 A_FadeOut(0.1,1)\n\tLoop\n }\n}\n\nACTOR NemesisZombieGhostF : NemesisZombieGhostA\n{\nStates\n {\n Fade:\n\tNSZO F 2 A_FadeOut(0.1,1)\n\tLoop\n }\n}\n\nACTOR NemesisHellionSmoke : AHellionSmoke\n{\nRenderstyle Subtract\nStates\n {\n Spawn:\n\tTNT1 A 0 Bright\n\tTNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tFIW1 ABCDEFGHIJKL 2 Bright A_FadeOut(0.1,1)\n\tStop\n }\n}\n\nACTOR NemesisHellionSmokeSpawner : LHellionSmokeSpawner\n{\nStates\n {\n Spawn:\n\tTNT1 A 0 Bright\n\tTNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 0 Bright A_CheckSight(\"Toaster\")\n\tTNT1 AAA 0 A_SpawnItemEx(\"NemesisHellionSmoke\",random(12,-12),random(12,-12),random(12,64),0,0,random(1,3),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\tTNT1 A 1 Bright\n\tStop\n }\n}\n\nACTOR TrueNemesisHellionSmoke : AHellionSmoke\n{\nStates\n {\n Spawn:\n\tTNT1 A 0 Bright\n\tTNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t2HDT ABCDEFGHIJKL 2 Bright A_FadeOut(0.1,1)\n\tStop\n }\n}\n\nACTOR TrueNemesisHellionSmokeSpawner : LHellionSmokeSpawner\n{\nStates\n {\n Spawn:\n\tTNT1 A 0 Bright\n\tTNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 0 Bright A_CheckSight(\"Toaster\")\n\tTNT1 AAA 0 A_SpawnItemEx(\"TrueNemesisHellionSmoke\",random(12,-12),random(12,-12),random(12,64),0,0,random(1,3),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\tTNT1 A 1 Bright\n\tStop\n }\n}\n\nActor NemesisLegZombieStrafing : CustomInventory\n{\n-COUNTITEM\n+NOTIMEFREEZE\n+INVENTORY.QUIET\n+INVENTORY.UNDROPPABLE\n+INVENTORY.ALWAYSPICKUP\n+INVENTORY.AUTOACTIVATE\nInventory.Amount 1\nInventory.MaxAmount 0\nStates\n {\n Pickup:\n\tNULL A 1\n\tNULL A 1 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tNULL A 1 A_Jump(188,2)\n\tNULL A 1 A_GiveInventory(\"LegZombieJumping\",1)\n\tNULL A 1 A_JumpIf(velx != 0 || vely != 0,2)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 A_Jump(235,5)\n\tNULL A 1 A_JumpIfInventory(\"LegZombieStrafeSens\",1,3)\n\tNULL A 1 A_GiveInventory(\"LegZombieStrafeSens\",1)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 A_TakeInventory(\"LegZombieStrafeSens\",1)\n\tNULL A 1 A_JumpIfInventory(\"LegZombieStrafeSens\",1,3)\n\tNULL A 1 ThrustThing(angle*256/360+38.7,3,0,0)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 ThrustThing(angle*256/360+38.7,-3,0,0)\n\tNULL A 1 A_FaceTarget\n\tNULL A 1 A_Jump(24,2)\n\tNULL A 1 A_JumpIfCloser(300,2)\n\tNULL A 1 A_Recoil(-1)\n\tStop\n\tNULL A 1 A_Recoil(1)\n\tStop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/Nemesis/NemesisAssaultCaptain.txt",
"contents": "ACTOR NemesisAssaultCaptain : LegendaryAssaultCaptain\n{\n Health 1700\n Speed 20\n BloodColor \"Black\"\n PainChance 20\n DamageFactor 0.6\n DamageFactor \"PlayerNemesisPlasma\", 0.0\n DamageFactor \"Explosion\", 0.2\n DamageFactor \"PlayerDTRG\", 0.4\n DamageFactor \"DTRailgun\", 0.4\n DamageFactor \"PDTPuff\", 0.4\n DamageFactor \"RailG\", 0.3\n DropItem \"NemesisHealthBonusMax\", 256, 32\n DropItem \"NemesisArmorBonus32\", 256\n DropItem \"NemesisHealthBonusMax\", 256, 32\n DropItem \"NemesisArmorBonus32\", 256\n DropItem \"StimKit\", 222, 3\n DropItem \"HealthFlask\", 227, 5\n DropItem \"Armorplate\", 212, 1\n DropItem \"LegAmmoSphere\", 95, 3\n DropItem \"Portablemedkit\", 217, 1\n DropItem \"LegendaryRune\", 70, 1\n DropItem \"EnragedLegendaryArmor\", 92, 1\n DropItem \"EnragedLegendaryPowerShard\", 35, 1\n DropItem \"HandGrenadeAmmo\", 237, 2\n DropItem \"MineAmmo\", 242, 2\n DropItem \"ModdedBackPack\", 202, 1\n DropItem \"NemesisShell\", 256\n DropItem \"NemesisShellBox\", 130\n DropItem \"Nemesis Assault Shotgun\", 128, 1\n SeeSound \"NemesisAssaultCaptain/sight\"\n AttackSound \" \"\n PainSound \"NemesisAssaultCaptain/pain\"\n DeathSound \"NemesisAssaultCaptain/death\"\n ActiveSound \"NemesisAssaultCaptain/active\"\n Obituary \"%o was dissolved into atoms by the Nemesis Assault Captain.\"\n Tag \"\\c[v9]Nemesis Assault Captain\\c-\"\n var int user_infammo;\n var int user_deathtimer;\n var int user_deathtimeractive;\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(160,\"Remove\")\n Idle:\n\tNASG A 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tNASG Z 10 Bright A_Look\n\tTNT1 AA 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tLoop\n Remove:\n\tTNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx(\"Shotgunguy\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\tTNT1 A 0\n\tStop\n See:\n\tTNT1 A 0 A_JumpIf(user_deathtimeractive == 1,3)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"NemesisDeathTimerForVexed\",0)\n\tTNT1 A 0 A_SetUserVar(\"user_deathtimeractive\",1)\n\tTNT1 A 0 A_JumpIf(user_music == 1,3)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,701)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tNASG AA 4 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tNASG BB 4 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tNASG CC 4 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tNASG DD 4 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tTNT1 A 0 A_Jump(40,\"Teleport\")\n\tTNT1 A 0 A_Jump(64,\"Mine\")\n\tTNT1 A 0 A_Jump(64,\"Rush\")\n\tTNT1 A 0 A_Jump(64,\"DodgeLeft\",\"DodgeRight\")\n\tTNT1 A 0 A_Jump(64,\"Chase\")\n\tLoop\n Chase:\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tNASG AA 1 Bright A_FastChase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tTNT1 A 0 A_Jump(1,\"Heal\")\n\tTNT1 A 0 A_JumpIfCloser(130,\"Dodge\")\n\tNASG AA 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tTNT1 A 0 A_JumpIfCloser(130,\"Dodge\")\n\tNASG BB 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tTNT1 A 0 A_JumpIfCloser(130,\"Dodge\")\n\tNASG BB 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,2,0,0,-20)\n\tTNT1 A 0 A_JumpIfCloser(150,\"Dodge\")\n\tNASG CC 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tTNT1 A 0 A_Jump(10,\"Heal\")\n\tTNT1 A 0 A_JumpIfCloser(150,\"Dodge\")\n\tNASG CC 1 Bright A_FastChase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tTNT1 A 0 A_JumpIfCloser(130,\"Dodge\")\n\tNASG DD 1 Bright A_FastChase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tTNT1 A 0 A_JumpIfCloser(130,\"Dodge\")\n\tNASG DD 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,2,0,0,-20)\n\tTNT1 A 0 A_Jump(40,\"Teleport\")\n\tTNT1 A 0 A_Jump(95,\"Mine\")\n\tTNT1 A 0 A_Jump(128,\"Dodge\")\n\tLoop\n Rush:\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisASGZombieGhostA\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tNASG A 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisASGZombieGhostA\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tNASG A 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisASGZombieGhostB\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tNASG B 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisASGZombieGhostB\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tNASG B 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisASGZombieGhostC\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tNASG C 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisASGZombieGhostC\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tNASG C 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisASGZombieGhostD\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tNASG D 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisASGZombieGhostD\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tNASG D 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tTNT1 A 0 A_Jump(85,\"See\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tLoop\n Heal:\n\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tNASG A 5 Bright\n\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 HealThing(5)\n\tTNT1 A 0 A_PlaySound(\"pickups/flask\",0,1.0,0)\n\tGoto See\n Heal2:\n\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tNASG A 5 Bright\n\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 HealThing(15)\n\tTNT1 A 0 A_PlaySound(\"pickups/pstimpack\",0,1.0,0)\n\tGoto See\n Heal3:\n\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tNASG A 5 Bright\n\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 HealThing(25)\n\tTNT1 A 0 A_PlaySound(\"pickups/pmedkit\",0,1.0,0)\n\tGoto See\n InfiniteAmmo:\n\tTNT1 A 0 A_JumpIf(user_infammo == 1,\"Missile\")\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tNASG A 5 Bright\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"EnemyInfiniteAmmo\",0)\n\tTNT1 A 0 A_PlaySound(\"legammo/use\",0,1.0,0,0.5)\n\tGoto See\n SeeNoDodge:\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tNASG AABB 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,2,0,0,-20)\n\tNASG CCDD 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,2,0,0,-20)\n\tNASG AABB 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,2,0,0,-20)\n\tNASG CCDD 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,2,0,0,-20)\n\tNASG AABB 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,2,0,0,-20)\n\tNASG CCDD 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,2,0,0,-20)\n\tGoto Chase\n Dodge:\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tNASG A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tTNT1 A 0 ThrustThingZ(0, 20, 0, 0)\n\tTNT1 A 0 A_Jump(256, \"DodgeRight\", \"DodgeLeft\")\n DodgeLeft:\n\tTNT1 A 0 ThrustThing(angle*256/360+192, 15, 0, 0)\n\tTNT1 A 0 A_Jump(40,\"Heal\")\n\tTNT1 A 0 A_Jump(35,\"Heal2\")\n\tTNT1 A 0 A_Jump(30,\"Heal3\")\n\tTNT1 A 0 A_Jump(20,\"InfiniteAmmo\")\n\tGoto SeeNoDodge\n DodgeRight:\n\tTNT1 A 0 ThrustThing(angle*256/360+64, 15, 0, 0)\n\tTNT1 A 0 A_Jump(40,\"Heal\")\n\tTNT1 A 0 A_Jump(35,\"Heal2\")\n\tTNT1 A 0 A_Jump(30,\"Heal3\")\n\tTNT1 A 0 A_Jump(20,\"InfiniteAmmo\")\n\tGoto SeeNoDodge\n Teleport:\n\tNASG A 1 Bright A_UnSetShootable\n\tTNT1 AAAA 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tNASG AAAAAAAAAA 1 Bright A_FadeOut(0.1,0)\n\tNASG A 2 Bright\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tNASG A 1 Bright A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 AAAA 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tNASG AAAAAAAAAA 1 Bright A_FadeIn(0.1)\n\tNASG A 1 Bright A_SetShootable\n\tGoto See\n Missile:\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_SetTranslucent(1)\n\tTNT1 A 0 A_Jump(30,\"InfiniteAmmo\")\n\tTNT1 A 0 A_Jump(30,\"SuperCombo\")\n\tNASG E 3 Bright A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n MissileLoop:\n\tTNT1 A 0 A_JumpIf(user_infammo == 1,\"MissileLoopInfAmmo\")\n\tTNT1 A 0 A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tTNT1 A 0 A_JumpIfInventory(\"ASGZAmmo\",16,\"Reload\")\n\tNASG E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tTNT1 A 0 A_GiveInventory(\"ASGZAmmo\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisShellCasing\",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)\n\tTNT1 A 0 A_PlaySound(\"NemesisASG/Fire\",5)\n\tTNT1 AAAA 0 Bright A_CustomMissile(\"NemesisTracer\",Random(28,34),0,Random(6,-6),0)\n\tTNT1 A 0 Bright A_CustomBulletAttack(15,12,4,0,\"NemesisASGPuffExplode\",0)\n\tNASG F 2 Bright A_CustomBulletAttack(15,12,4,Random(5,15)*6,\"NemesisASGBulletPuff\",0,CBAF_NORANDOM)\n\tNASG E 4 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_CPosRefire\n\tTNT1 A 0 A_Jump(6,\"Heal\")\n\tTNT1 A 0 A_Jump(5,\"Heal2\")\n\tTNT1 A 0 A_Jump(4,\"Heal3\")\n\tTNT1 A 0 A_Jump(3,\"InfiniteAmmo\")\n\tTNT1 A 0 A_Jump(20,\"MidAttackTeleport\")\n\tTNT1 A 0 A_Jump(10,\"Grenade\")\n\tTNT1 A 0 A_JumpIfCloser(300,\"MidAttackTeleport\")\n\tLoop\n MissileLoopInfAmmo:\n\tTNT1 A 0 A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tTNT1 A 0 A_TakeInventory(\"ASGZAmmo\",16)\n\tNASG E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisShellCasing\",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)\n\tTNT1 A 0 A_PlaySound(\"NemesisASG/Fire\",5)\n\tTNT1 AAAA 0 Bright A_CustomMissile(\"NemesisTracer\",Random(28,34),0,Random(6,-6),0)\n\tTNT1 A 0 Bright A_CustomBulletAttack(15,12,4,0,\"NemesisASGPuffExplode\",0)\n\tNASG F 2 Bright A_CustomBulletAttack(15,12,4,Random(5,15)*6,\"NemesisASGBulletPuff\",0,CBAF_NORANDOM)\n\tNASG E 4 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_CPosRefire\n\tTNT1 A 0 A_Jump(6,\"Heal\")\n\tTNT1 A 0 A_Jump(5,\"Heal2\")\n\tTNT1 A 0 A_Jump(4,\"Heal3\")\n\tTNT1 A 0 A_Jump(10,\"Grenade\")\n\tLoop\n Strafing:\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tNASG AA 3 Bright A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tNASG BB 3 Bright A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tNASG CC 3 Bright A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tNASG DD 3 Bright A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tGoto See\n Mine:\n\tTNT1 A 0 A_JumpIf(user_infammo == 1,\"MineInfAmmo\")\n\tNASG C 1 Bright\n\tNASG C 12 Bright A_CustomMissile(\"NemesisSpringMineSet\",32,0,0,2,15)\n\tNASG E 12 Bright\n\tNASG C 3 Bright\n\tGoto See\n MineInfAmmo:\n\tNASG C 1 Bright\n\tNASG C 12 Bright A_CustomMissile(\"NemesisSpringMineSet\",32,0,0,2,15)\n\tNASG E 12 Bright\n\tTNT1 A 0 A_SetAngle(random(0,360))\n\tNASG C 3 Bright\n\tTNT1 A 0 A_Jump(64,\"See\")\n\tLoop\n Grenade:\n\tTNT1 A 0 A_PlaySound(\"weapons/hgrenadepin\",0,1.0,0)\n\tNASG CE 4 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/hgrenadethrow\",0,1.0,0)\n\tNASG E 1 Bright A_CustomMissile(\"NemesisGrenade\",32,0,0,2,4)\n\tGoto Dodge\n MidAttackTeleport:\n\tNASG E 1 Bright A_UnSetShootable\n\tTNT1 AAAA 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tNASG E 1 Bright A_FadeOut(0.1,0)\n\tTNT1 A 0 A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tNASG EEE 1 Bright A_FadeOut(0.1,0)\n\tTNT1 A 0 A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tNASG EEE 1 Bright A_FadeOut(0.1,0)\n\tTNT1 A 0 A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tNASG EEE 1 Bright A_FadeOut(0.1,0)\n\tNASG E 2 Bright\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tNASG E 1 Bright A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 AAAA 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tNASG EEEEEEEEEE 1 Bright A_FadeIn(0.1)\n\tNASG EEE 1 Bright A_FadeIn(0.1)\n\tTNT1 A 0 A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tNASG EEE 1 Bright A_FadeIn(0.1)\n\tTNT1 A 0 A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tNASG EEE 1 Bright A_FadeIn(0.1)\n\tTNT1 A 0 A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tNASG E 1 Bright A_FadeIn(0.1)\n\tNASG E 1 Bright A_SetShootable\n\tGoto Grenade\n SuperCombo:\n\tTNT1 A 0 A_JumpIf(user_infammo == 1,\"Missile\")\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tNASG A 5 Bright\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"EnemyInfiniteAmmo\",0)\n\tTNT1 A 0 A_PlaySound(\"legammo/use\",0,1.0,0,0.5)\n SuperComboASG:\n\tTNT1 A 0 A_JumpIf(user_infammo == 0,\"See\")\n\tTNT1 A 0 A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tTNT1 A 0 A_TakeInventory(\"ASGZAmmo\",16)\n\tNASG E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisShellCasing\",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)\n\tTNT1 A 0 A_PlaySound(\"NemesisASG/Fire\",5)\n\tTNT1 AAAA 0 Bright A_CustomMissile(\"NemesisTracer\",Random(28,34),0,Random(6,-6),0)\n\tTNT1 A 0 Bright A_CustomBulletAttack(15,12,4,0,\"NemesisASGPuffExplode\",0)\n\tNASG F 2 Bright A_CustomBulletAttack(15,12,4,Random(5,15)*6,\"NemesisASGBulletPuff\",0,CBAF_NORANDOM)\n\tNASG E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tTNT1 A 0 A_TakeInventory(\"ASGZAmmo\",16)\n\tNASG E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisShellCasing\",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)\n\tTNT1 A 0 A_PlaySound(\"NemesisASG/Fire\",5)\n\tTNT1 AAAA 0 Bright A_CustomMissile(\"NemesisTracer\",Random(28,34),0,Random(6,-6),0)\n\tTNT1 A 0 Bright A_CustomBulletAttack(15,12,4,0,\"NemesisASGPuffExplode\",0)\n\tNASG F 2 Bright A_CustomBulletAttack(15,12,4,Random(5,15)*6,\"NemesisASGBulletPuff\",0,CBAF_NORANDOM)\n\tNASG E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tTNT1 A 0 A_TakeInventory(\"ASGZAmmo\",16)\n\tNASG E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisShellCasing\",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)\n\tTNT1 A 0 A_PlaySound(\"NemesisASG/Fire\",5)\n\tTNT1 AAAA 0 Bright A_CustomMissile(\"NemesisTracer\",Random(28,34),0,Random(6,-6),0)\n\tTNT1 A 0 Bright A_CustomBulletAttack(15,12,4,0,\"NemesisASGPuffExplode\",0)\n\tNASG F 2 Bright A_CustomBulletAttack(15,12,4,Random(5,15)*6,\"NemesisASGBulletPuff\",0,CBAF_NORANDOM)\n\tNASG E 4 Bright A_FaceTarget\n\tGoto MidSuperCombo\n SuperComboGrenade:\n\tTNT1 A 0 A_JumpIf(user_infammo == 0,\"See\")\n\tTNT1 A 0 A_PlaySound(\"weapons/hgrenadepin\",0,1.0,0)\n\tNASG CE 4 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/hgrenadethrow\",0,1.0,0)\n\tNASG E 1 Bright A_CustomMissile(\"NemesisGrenade\",32,0,0,2,4)\n\tTNT1 A 0 A_Jump(32,\"See\")\n\tGoto MidSuperCombo\n SuperComboMines:\n\tTNT1 A 0 A_JumpIf(user_infammo == 0,\"See\")\n\tNASG C 1 Bright\n\tNASG C 6 Bright A_CustomMissile(\"NemesisSpringMineSet\",32,0,0,2,15)\n\tNASG E 6 Bright\n\tTNT1 A 0 A_SetAngle(random(0,360))\n\tNASG C 3 Bright\n\tTNT1 A 0 A_Jump(100,\"MidSuperCombo\")\n\tTNT1 A 0 A_Jump(32,\"See\")\n\tLoop\n MidSuperCombo:\n\tTNT1 A 0 A_JumpIf(user_infammo == 0,\"See\")\n\tNASG E 1 Bright A_UnSetShootable\n\tTNT1 AAAA 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tNASG E 1 Bright A_FadeOut(0.1,0)\n\tTNT1 A 0 A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tNASG E 3 Bright A_FadeOut(0.1,0)\n\tTNT1 A 0 A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tNASG E 3 Bright A_FadeOut(0.1,0)\n\tTNT1 A 0 A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tNASG E 3 Bright A_FadeOut(0.1,0)\n\tNASG E 2 Bright\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tNASG E 1 Bright A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 AAAA 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tNASG EEEEEEEEEE 1 Bright A_FadeIn(0.1)\n\tNASG E 3 Bright A_FadeIn(0.1)\n\tTNT1 A 0 A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tNASG E 3 Bright A_FadeIn(0.1)\n\tTNT1 A 0 A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tNASG E 3 Bright A_FadeIn(0.1)\n\tTNT1 A 0 A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tNASG E 1 Bright A_FadeIn(0.1)\n\tNASG E 1 Bright A_SetShootable\n\tTNT1 A 0 A_Jump(128,\"SuperComboASG\",\"SuperComboMines\")\n\tGoto SuperComboGrenade\n Reload:\n\tTNT1 A 0 A_ChangeFlag(\"NoPain\",1)\n\tTNT1 A 0 A_PlaySound(\"lasgguy/asgout\")\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryEmptyDrumSpawner\",-8,7,30,4,0,(0.1)*Random(30,40),Random(-80,-90),128)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tNASG E 20 Bright A_TakeInventory(\"ASGZAmmo\",16)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tNASG E 8 Bright A_PlaySound(\"lasgguy/asgin\")\n\tNASG E 10 Bright A_PlaySound(\"LShotgun/Cock\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tTNT1 A 0 A_ChangeFlag(\"NoPain\",0)\n\tGoto See\n Pain:\n\tTNT1 A 0 A_Jump(30,\"Teleport\")\n\tTNT1 A 0 A_Jump(20,\"Dodge\")\n\tTNT1 A 0 A_Jump(192,\"PainMissile\")\n\tNASG G 3 Bright\n\tNASG G 3 Bright A_Pain\n\tTNT1 A 0 A_Jump(40,\"Dodge\")\n\tGoto See\n PainMissile:\n\tNASG G 3 Bright\n\tNASG G 3 Bright A_Pain\n\tGoto Missile\n Death:\n\tTNT1 A 0 A_StopSound(6)\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"TrueLegendaryRuneItem\",1,\"VexedSpawn\")\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"TrueLegendaryRuneItem2\",1,\"VexedSpawn\")\n\tTNT1 A 0 A_JumpIf(user_deathtimer <= 30,\"VexedSpawn\")\n\tTNT1 A 0 A_Jump(36,\"LegendarySoul\")\n\tNASG H 5\n\tNASG I 5 A_Scream\n\tNASG J 5 A_Fall\n\tNASG J 5 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\tNASG K 5\n\tTNT1 A 0 A_Jump(100,\"MoreStuff\")\n\tNASG L -1\n\tStop\n LegendarySoul:\n\tTNT1 A 0 A_StopSound(6)\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tNASG H 5\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tNASG I 5 A_Scream\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tNASG J 5 A_Fall\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tNASG J 5 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tNASG K 5\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tNASG L 140\n\tNASG L 0 A_PlaySoundEx(\"brain/spit\",\"Voice\",0,2)\n\tNASG LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNASG LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNASG LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisSoul\",0,0,16,0,0,0,0,32)\n\tTNT1 A 0 A_SpawnItemEx(\"TeleportFog\",0,0,16,0,0,0,0,32)\n\tNASG L -1\n\tStop\n VexedSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"NoVexedBoys\") == 1,\"LegendarySoul\")\n\tNASG G 3 Bright A_Pain\n\tNASG G 0 A_PlaySoundEx(\"brain/spit\",7,0,2)\n\tNASG GGGGGGGGGGGGGGGGG 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNASG GGGGGGGGGGGGGGGGG 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNASG GGGGGGGGGGGGGGGGG 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisLightning\")\n\tNASG GGGGGGGGGGGG 2 Bright A_SpawnItemEx(\"VexedNemesisFlameSpawner\")\n\tTNT1 A 0 A_SpawnItemEx(\"VexedNemesisAssaultCaptain\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0\n\tStop\n MoreStuff:\n\tNASG L 100\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeAttack\")\n\tNASG LLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 1 A_SpawnItem(\"NemesisAssaultCaptainItemRandomizer\")\n\tNASG LLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 1 A_SpawnItem(\"NemesisAssaultCaptainItemRandomizer\")\n\tNASG L 1 A_SpawnItem(\"NemesisZombieSuperItemRandomizer\")\n\tNASG L -1\n\tStop\n XDeath:\n\tTNT1 A 0 A_StopSound(6)\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"TrueLegendaryRuneItem\",1,\"VexedSpawn\")\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"TrueLegendaryRuneItem2\",1,\"VexedSpawn\")\n\tTNT1 A 0 A_JumpIf(user_deathtimer <= 30,\"VexedSpawn\")\n\tNASG O 5 A_SpawnItemEx(\"NemesisGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tNASG P 5 A_XScream\n\tNASG Q 5 A_Fall\n\tNASG RSTUV 5\n\tTNT1 A 0 A_Jump(100,\"MoreStuff2\")\n\tNASG W -1\n\tStop\n MoreStuff2:\n\tNASG W 100\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeAttack\")\n\tNASG WWWWWWWWWWWWWWWWWWWWWWWWWWWWWW 1 A_SpawnItem(\"NemesisAssaultCaptainItemRandomizer\")\n\tNASG WWWWWWWWWWWWWWWWWWWWWWWWWWWWWW 1 A_SpawnItem(\"NemesisAssaultCaptainItemRandomizer\")\n\tNASG W 1 A_SpawnItem(\"NemesisZombieSuperItemRandomizer\")\n\tNASG W -1\n\tStop\n\t}\n}\n\nActor NemesisAssaultCaptainInfAmmo : PowerTargeter\n{\nStates\n{\n Targeter:\n TNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n TNT1 A 6 A_SpawnItemEx(\"LegendaryBluePowerLine\",random(32,-32),random(32,-32),random(8,48),0,0,random(1,4),0,SXF_CLIENTSIDE,0)\n Loop\n}\n}\n\nActor InfernalistResurrect : CustomInventory\n{\n +NOTIMEFREEZE\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.IGNORESKILL\n Inventory.Amount 1\n Inventory.MaxAmount 1\n States\n {\n Spawn:\n\tTNT1 A 1\n\tStop\n Pickup:\n\tTNT1 A 1\n\tTNT1 A 0 A_JumpIfInventory(\"NemesisAssaultCaptainInfAmmoCheck\",1,\"Nope\")\n\tTNT1 A 0 A_GiveInventory(\"NemesisAssaultCaptainInfAmmoCheck\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"InfernalistResFire\")\n\tStop\n Nope:\n\tTNT1 A 0\n\tStop\n }\n}\nActor NemesisAssaultCaptainInfAmmoCheck : Inventory { Inventory.MaxAmount 1 }\n\nACTOR NemesisAssaultCaptainInfAmmoGiver : PowerupGiver\n{\n+NOTIMEFREEZE\n+INVENTORY.QUIET\n+INVENTORY.UNDROPPABLE\n+INVENTORY.ALWAYSPICKUP\n+INVENTORY.AUTOACTIVATE\n+INVENTORY.ADDITIVETIME\nInventory.Amount 1\nInventory.MaxAmount 0\nPowerup.Type \"NemesisAssaultCaptainInfAmmo\"\nPowerup.duration -15\n}\n\nACTOR NemesisASGZombieGhostA\n{\nScale 1.1\nRadius 20\nHeight 56\nSpeed 0\nAlpha 0.7\nPROJECTILE\nRENDERSTYLE Translucent\n+NOTIMEFREEZE\n+NOINTERACTION\n+CLIENTSIDEONLY\n+NONETID\nStates\n {\n Spawn:\n\tTNT1 A 0 Bright\n\tTNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 1 Bright\n\tGoto Fade\n Fade:\n\tNASG A 2 A_FadeOut(0.1,1)\n\tLoop\n Toaster:\n\tTNT1 A 1 Bright\n\tStop\n\t}\n}\n\nACTOR NemesisASGZombieGhostB : NemesisASGZombieGhostA\n{\nStates\n {\n Fade:\n\tNASG B 2 A_FadeOut(0.1,1)\n\tLoop\n }\n}\n\nACTOR NemesisASGZombieGhostC : NemesisASGZombieGhostA\n{\nStates\n {\n Fade:\n\tNASG C 2 A_FadeOut(0.1,1)\n\tLoop\n }\n}\n\nACTOR NemesisASGZombieGhostD : NemesisASGZombieGhostA\n{\nStates\n {\n Fade:\n\tNASG D 2 A_FadeOut(0.1,1)\n\tLoop\n\t}\n}\n\nActor NemesisGrenadeSmoke : TrueNemesisHellionSmoke\n{\nScale 0.1\n}\n\nActor NemesisGrenade : ThrownGrenade\n{\nSpecies \"LegendaryZombie\"\nDamagetype \"Legendary\"\nObituary \"%o was blown away by the Nemesis Assault Captain's grenade.\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 AAA 0 A_StopSound\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisGrenadeSmoke\",0,0,2,0,0,frandom(0,3))\n\t\tHGN1 A 3\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisGrenadeSmoke\",0,0,2,0,0,frandom(0,3))\n\t\tHGN1 B 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisGrenadeSmoke\",0,0,2,0,0,frandom(0,3))\n\t\tHGN1 C 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisGrenadeSmoke\",0,0,2,0,0,frandom(0,3))\n\t\tHGN1 D 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisGrenadeSmoke\",0,0,2,0,0,frandom(0,3))\n\t\tHGN1 E 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisGrenadeSmoke\",0,0,2,0,0,frandom(0,3))\n\t\tHGN1 F 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisGrenadeSmoke\",0,0,2,0,0,frandom(0,3))\n\t\tHGN1 G 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisGrenadeSmoke\",0,0,2,0,0,frandom(0,3))\n\t\tHGN1 H 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisGrenadeSmoke\",0,0,2,0,0,frandom(0,3))\n\t\tHGN1 A 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisGrenadeSmoke\",0,0,2,0,0,frandom(0,3))\n\t\tHGN1 B 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisGrenadeSmoke\",0,0,2,0,0,frandom(0,3))\n\t\tHGN1 C 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisGrenadeSmoke\",0,0,2,0,0,frandom(0,3))\n\t\tHGN1 D 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisGrenadeSmoke\",0,0,2,0,0,frandom(0,3))\n\t\tHGN1 E 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisGrenadeSmoke\",0,0,2,0,0,frandom(0,3))\n\t\tHGN1 F 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisGrenadeSmoke\",0,0,2,0,0,frandom(0,3))\n\t\tHGN1 G 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisGrenadeSmoke\",0,0,2,0,0,frandom(0,3))\n\t\tHGN1 H 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisGrenadeSmoke\",0,0,2,0,0,frandom(0,3))\n\t\tHGN1 A 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisGrenadeSmoke\",0,0,2,0,0,frandom(0,3))\n\t\tHGN1 B 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisGrenadeSmoke\",0,0,2,0,0,frandom(0,3))\n\t\tHGN1 C 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisGrenadeSmoke\",0,0,2,0,0,frandom(0,3))\n\t\tHGN1 D 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisGrenadeSmoke\",0,0,2,0,0,frandom(0,3))\n\t\tHGN1 E 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisGrenadeSmoke\",0,0,2,0,0,frandom(0,3))\n\t\tHGN1 F 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisGrenadeSmoke\",0,0,2,0,0,frandom(0,3))\n\t\tHGN1 G 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisGrenadeSmoke\",0,0,2,0,0,frandom(0,3))\n\t\tHGN1 H 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tGoto Death\n\tCrash:\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(MOVEWITHSECTOR,1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisGrenadeSmoke\",0,0,2,0,0,frandom(0,3))\n\t\tHGN1 H 1\n\t\tHGN1 H 1 A_GiveInventory(\"GrenadeTime\",1)\n\t\tHGN1 H 1 A_JumpIfInventory(\"GrenadeTime\",35,\"XDeath\")\n\t\tGoto Death+2\n\tXDeath:\n\t\tTNT1 A 0 Bright\n\t\tHGN1 H 1 Bright A_ChangeFlag(EXTREMEDEATH,1)\n\t\tTNT1 A 0 Bright A_NoBlocking\n\t\tTNT1 A 0 Bright A_Explode(300,200,0,0)\n\t\tTNT1 A 0 Bright Radius_Quake(2,24,0,15,0)\n\t\tTNT1 A 0 Bright A_AlertMonsters\n\t\tTNT1 A 0 Bright A_PlaySound(\"weapons/hgrenadeex\",CHAN_BODY)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"NemesisWhiteParticleSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"WhiteNemesisKaboom\",0,0,random(0,360),2,random(0,360))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"SmokeFX2\",0,0,random(0,360),2,random(0,360))\n\t\tTNT1 AAAA 0 Bright A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,SXF_CLIENTSIDE,0)\n\t\tTNT1 A 1 Bright A_SpawnItem(\"NemesisRocketEx\")\n\t\tTNT1 A 0 Bright A_Explode(200,400,0,0)\n\t\tTNT1 A 0 Bright A_PlaySound(\"Explosion\",CHAN_WEAPON)\n\t\tTNT1 A 0 Bright A_PlaySound(\"FAREXPL\",CHAN_VOICE)\n\t\tTNT1 AAA 1 Bright A_SpawnItemEx(\"NemesisRocketEx\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,SXF_CLIENTSIDE,0)\n\t\tTNT1 A 48 Bright\n\t\tStop\n\t}\n}\n\nACTOR NemesisSpringMineSet : SpringMineSet\n{\nStates\n {\n Spawn:\n\tTNT1 A 0 A_CountDown\n\tNSPM A 1 Bright\n\tLoop\n Death:\n\tTNT1 A 0 Bright\n\tTNT1 A 1 Bright A_CustomMissile(\"NemesisSpringMineActive\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\tStop\n }\n}\n\nACTOR NemesisSpringMineActive : SpringMineActive\n{\nHealth 1\n+SHOOTABLE\n-FRIENDLY\n-NODAMAGE\n-THRUACTORS\n+THRUSPECIES\n+MTHRUSPECIES\n+NORADIUSDMG\n+MISSILE\nSpecies \"LegendaryZombie\"\nDamageType \"Legendary\"\nObituary \"%o came too close to the Nemesis Assault Captain's spring mine.\"\nStates\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_RearrangePointers(AAPTR_NULL, AAPTR_TARGET, AAPTR_NULL)\n\tTNT1 A 0 A_PlaySound(\"SMNSET1\")\n\tNSPM AAAAAAAAAA 2\n\tTNT1 A 0 A_PlaySound(\"SMNSET2\")\n\tNSPM AD 1\n SpawnLoop:\n\tNSPM ADAD 1 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,100,0,360,\"Attack\")\n\tTNT1 A 0 A_JumpIf(user_counter >= 260,\"Attack\")\n\tTNT1 A 0 A_SetUserVar(\"user_counter\",user_counter + 1)\n\tLoop\n Attack:\n Death:\n\tTNT1 A 0\n\tNSPM ABC 2\n\tTNT1 A 0 A_RearrangePointers(AAPTR_MASTER, AAPTR_DEFAULT, AAPTR_DEFAULT)\n\tTNT1 A 0 ThrustThingZ(0,45,0,0)\n\tTNT1 A 0 A_PlaySound(\"MINLNCH\")\n\tNSPM AAAAAAAAA 2\n\tNSPM AAA 1\n\tTNT1 A 0 A_PlaySound(\"SPRNMNXP\")\n\tTNT1 A 0 A_Explode(400,200,0,1,50)\n\t//TNT1 A 0 A_SpawnItemEx(\"SMineExplosion\",0,0,5,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER,0)\n\tTNT1 A 10 A_SpawnItemEx(\"WhiteProjExplodeLarge\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\tStop\n }\n}\n\nACTOR NemesisAssaultCaptainItemRandomizer\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Jump(25,\"Ammo\")\nTNT1 A 0 A_Jump(256,\"Health\",\"Armor\")\nHealth:\nTNT1 A 1 A_SpawnItemEx(\"NemesisHealthBonusMax\",0,0,32,frandom(-5,5),frandom(-5,5),frandom(0,3),random(0,360))\nStop\nArmor:\nTNT1 A 1 A_SpawnItemEx(\"NemesisArmorBonusMax\",0,0,32,frandom(-5,5),frandom(-5,5),frandom(0,3),random(0,360))\nStop\nAmmo:\nTNT1 A 1 A_SpawnItemEx(\"NemesisShell\",0,0,32,frandom(-5,5),frandom(-5,5),frandom(0,3),random(0,360))\nStop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/Nemesis/NemesisImp.txt",
"contents": "ACTOR NemesisImp : LegendaryImp\n{\n Health 1500\n Mass 100\n Speed 15\n BloodColor \"Black\"\n PainChance 30\n MeleeDamage 20\n Species \"Imps\"\n DamageFactor 0.6\n DamageFactor \"PlayerNemesisPlasma\", 0.0\n DamageFactor \"Explosion\", 0.2\n DamageFactor \"PlayerDTRG\", 0.4\n DamageFactor \"DTRailgun\", 0.4\n DamageFactor \"PDTPuff\", 0.4\n DamageFactor \"RailG\", 0.3\n DropItem \"EnragedLegendarySphere\" 70\n DropItem \"NemesisHealthBonusMax\", 256, 32\n DropItem \"NemesisArmorBonus32\", 256\n DropItem \"NemesisHealthBonusMax\", 256, 32\n DropItem \"NemesisArmorBonus32\", 256\n DropItem \"LegendaryPowerSphere\" 85\n DropItem \"NLDemonAmmoBox\" 200\n DropItem \"NLDemonAmmo\" 256\n DropItem \"Nemesis Rifle\" 50\n DropItem \"Legendary BFG 10K\" 50\n SeeSound \"NemesisImp/sight\"\n ActiveSound \"NemesisImp/active\"\n PainSound \"NemesisImp/pain\"\n DeathSound \"NemesisImp/death\"\n Obituary \"%o was mutilated by the Nemesis Imp.\"\n HitObituary \"%o was ripped into bloody pieces by the Nemesis Imp.\"\n Tag \"\\c[v9]Nemesis Imp\\c-\"\n var int user_phase2;\n var int user_deathtimer;\n var int user_deathtimeractive;\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(180,\"Remove\")\n\tTNT1 A 0 A_SetUserVar(\"user_phase2\",0)\n\tTNT1 A 0 A_SetUserVar(\"user_deathtimer\",0)\n Idle:\n\tTNT1 A 0 A_JumpIf(user_phase2 == 1,\"Idle2\")\n\tNSIN A 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSIN Q 10 Bright A_Look\n\tTNT1 AA 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tLoop\n Idle2:\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSI2 A 10 Bright A_Look\n\tLoop\n Remove:\n\tTNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx(\"DoomImp\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\tTNT1 A 0\n\tStop\n See:\n\tTNT1 A 0 A_JumpIf(user_deathtimeractive == 1,3)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"NemesisDeathTimerForVexed\",0)\n\tTNT1 A 0 A_SetUserVar(\"user_deathtimeractive\",1)\n\tTNT1 A 0 A_JumpIf(user_music == 1,3)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,705)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n\tTNT1 A 0 A_JumpIf(user_phase2 == 1,\"See2\")\n\tTNT1 A 0 A_JumpIfHealthLower(600,\"LoseWings\")\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSIN AA 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSIN BB 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSIN CC 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSIN DD 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Jump(30,\"Teleport\")\n\tTNT1 A 0 A_Jump(62,\"Rush\")\n\tTNT1 A 0 A_Jump(50,\"AirDodge\")\n\tLoop\n See2:\n\tTNT1 A 0 A_SetTranslucent(1)\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_ChangeFlag(FRIGHTENED,0)\n\tTNT1 A 0 A_ChangeFlag(NOPAIN,0)\n\tTNT1 A 0 A_Jump(46,\"Evade\",\"Rush2\")\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSI2 AA 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSI2 BB 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"HumanishStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSI2 CC 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSI2 DD 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"HumanishStep\",0,0,0,0)\n\tTNT1 A 0 A_Jump(46,\"Phase\")\n Loop\n Phased:\n\tNSI2 AABBCCDDAABBCCDD 1 A_ExtChase(0,0)\n\tNSI2 AABBCCDDAABBCCDDAABBCCDDAABBCCDD 1 A_Chase\n\tTNT1 A 0 A_Jump(24,\"UnPhase\",\"PhasedRun\")\n\tGoto Phased+32\n AirDodge:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(256,\"Right\",\"Left\",\"Back\",\"BackLeftRange\",\"BackRightRange\")\n\tTNT1 A 0\n\tGoTo See\n Right:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThing(angle*256/360+64,30,0,0)\n\tNSIN A 5 Bright\n\tGoTo See\n Left:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThing(angle*256/360+192,30,0,0)\n\tNSIN A 5 Bright\n\tGoTo See\n Back:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThing(angle*256/360+128,30,0,0)\n\tNSIN A 5 Bright\n\tGoTo See\n BackLeftRange:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThing(angle*256/360+random(133,187),30,0,0)\n\tNSIN A 5 Bright\n\tGoTo See\n BackRightRange:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThing(angle*256/360+random(69,123),30,0,0)\n\tNSIN A 5 Bright\n\tGoTo See\n\tEvade:\n\tTNT1 A 0 A_Jump(128,7)\n\tTNT1 A 0 ThrustThing(Angle*256/360+64,16,0,0)\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSI2 AA 3 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSI2 AA 3 A_Chase\n\tTNT1 A 0 A_Stop\n\tGoto See\n\tTNT1 A 0 ThrustThing(Angle*256/360+192,16,0,0)\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSI2 AA 3 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSI2 AA 3 A_Chase\n\tTNT1 A 0 A_Stop\n\tGoto See\n Phase:\n\tTNT1 A 0 A_PlaySound(\"phaseimp/teleport\")\n\tNSI2 E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSI2 E 1 A_SetTranslucent(0.75)\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSI2 E 1 A_SetTranslucent(0.55)\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSI2 E 1 A_SetTranslucent(0.35)\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSI2 E 1 A_SetTranslucent(0.15)\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tGoto Phased\n UnPhase:\n\tTNT1 A 0 A_PlaySound(\"phaseimp/teleport\")\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSI2 E 1 A_SetTranslucent(0.15)\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSI2 E 1 A_SetTranslucent(0.35)\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSI2 E 1 A_SetTranslucent(0.55)\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSI2 E 1 A_SetTranslucent(0.75)\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SetTranslucent(1)\n\tNSI2 E 2 A_FaceTarget\n \tGoto See2\n Melee:\n\tTNT1 A 0 A_JumpIf(user_phase2 == 1,\"Melee2\")\n\tNSIN EF 6 Bright A_FaceTarget\n\tNSIN F 5 Bright A_MeleeAttack\n\tGoto See\n\tMelee2:\n\tNSI2 EF 5 A_FaceTarget\n\tNSI2 G 5 A_MeleeAttack\n\tNSI2 FE 5 A_FaceTarget\n \tGoto See2\n Missile:\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_SetTranslucent(1)\n\tTNT1 A 0 A_JumpIf(user_phase2 == 1,\"Missile2\")\n\tTNT1 A 0 A_Jump(32,\"Super\")\n\tTNT1 A 0 A_Jump(64,\"Seeker\",\"Laser\")\n\tGoto Normal\n Missile2:\n\tTNT1 A 0 A_JumpIfCloser(250,\"Lunge\")\n\tTNT1 A 0 A_Jump(64,\"Laser2\",\"Super2\")\n\tNSI2 EF 4 A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"imp/attack\")\n\tNSI2 G 5 Bright A_CustomMissile(\"NemesisImpBallSeek\", 32, 0, 0)\n\tNSI2 FE 3\n\tNSI2 F 3 A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"imp/attack\")\n\tNSI2 G 3 Bright A_CustomMissile(\"NemesisImpBallSeek\", 32, 0, 0)\n\tTNT1 A 0 ThrustThing(Angle*256/360+random(64,192),16,0,0)\n\tNSI2 FEF 3\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 Bright A_PlaySound(\"imp/attack\")\n\tNSI2 G 3 Bright A_CustomMissile(\"NemesisImpBallSeek\", 32, 0, 0)\n\tNSI2 FE 3\n\tNSI2 F 3 A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"imp/attack\")\n\tNSI2 G 3 Bright A_CustomMissile(\"NemesisImpBallSeek\", 32, 0, 0)\n\tTNT1 A 0 ThrustThing(Angle*256/360+random(64,192),16,0,0)\n\tNSI2 FEF 3\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 Bright A_PlaySound(\"imp/attack\")\n\tNSI2 G 3 Bright A_CustomMissile(\"NemesisImpBallSeek\", 32, 0, 0)\n\tNSI2 FE 3\n\tNSI2 F 3 A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"imp/attack\")\n\tNSI2 G 3 Bright A_CustomMissile(\"NemesisImpBallSeek\", 32, 0, 0)\n\tNSI2 FEF 3\n\tTNT1 A 0 A_Stop\n\tGoto See2\n Lunge:\n\tNSI2 AA 3 A_FaceTarget\n\tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tNSI2 F 2 A_Recoil(-30)\n\tNSI2 F 3 A_CustomMissile(\"GoreImpLunge\",18,0,0,CMF_AIMDIRECTION)\n\tTNT1 A 0 A_PlaySound(\"imps/melee\")\n\tNSI2 F 6\n\tNSI2 F 2 A_ScaleVelocity(0.2)\n\tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)\n\tNSI2 F 1 A_ScaleVelocity(0)\n\tGoto See\n Normal:\n\tNSIN EF 8 Bright A_FaceTarget\n\tNSIM F 1 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"imp/attack\")\n\tTNT1 A 0 Bright A_CustomMissile(\"NemesisImpBall\", 28, 0, 0)\n\tTNT1 A 0 Bright A_CustomMissile(\"NemesisImpBall\", 28, 0, -5)\n\tTNT1 A 0 Bright A_CustomMissile(\"NemesisImpBall\", 28, 0, 5)\n\tTNT1 A 0 Bright A_CustomMissile(\"NemesisImpBall\", 28, 0, -10)\n\tTNT1 A 0 Bright A_CustomMissile(\"NemesisImpBall\", 28, 0, 10)\n\tTNT1 A 0 Bright A_CustomMissile(\"NemesisImpBall\", 28, 0, -15)\n\tTNT1 A 0 Bright A_CustomMissile(\"NemesisImpBall\", 28, 0, 15)\n\tTNT1 A 0 A_Jump(100,\"Seeker\",\"Normal\")\n\tGoto See\n Seeker:\n\tNSIN EF 10 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"imp/attack\")\n\tNSIM F 4 Bright A_CustomMissile(\"NemesisImpBallSeek\",32,20,0)\n\tNSIM F 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"imp/attack\")\n\tNSIM F 4 Bright A_CustomMissile(\"NemesisImpBallSeek\",32,20,0)\n\tNSIM F 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"imp/attack\")\n\tNSIM F 4 Bright A_CustomMissile(\"NemesisImpBallSeek\",32,20,0)\n\tNSIM F 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"imp/attack\")\n\tNSIM F 4 Bright A_CustomMissile(\"NemesisImpBallSeek\",32,20,0)\n\tNSIM F 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"imp/attack\")\n\tNSIM F 4 Bright A_CustomMissile(\"NemesisImpBallSeek\",32,20,0)\n\tNSIM F 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"imp/attack\")\n\tNSIM F 4 Bright A_CustomMissile(\"NemesisImpBallSeek\",32,20,0)\n\tNSIM F 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"imp/attack\")\n\tNSIM F 4 Bright A_CustomMissile(\"NemesisImpBallSeek\",32,20,0)\n\tNSIM F 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"imp/attack\")\n\tNSIM F 4 Bright A_CustomMissile(\"NemesisImpBallSeek\",32,20,0)\n\tTNT1 A 0 A_Jump(64,\"Seeker\",\"Normal\")\n\tGoto See\n\tLaser:\n\tTNT1 A 0 A_PlaySound(\"NemesisImp/Sight\")\n\tTNT1 A 0 A_Facetarget\n\tNSIN EEE 4 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Facetarget\n\tNSIN FFF 4 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Facetarget\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSIM F 4 Bright A_CustomMissile(\"NemesisImpLaser\", 32, 0, 0)\n\tTNT1 A 0 A_Facetarget\n\tNSIM F 4\n\tTNT1 A 0 A_Facetarget\n\tTNT1 A 0 A_MonsterRefire(64,\"See\")\n\tTNT1 A 0 A_Jump(100,\"See\")\n\tGoto Laser+1\n\tLaser2:\n\tTNT1 A 0 A_PlaySound(\"NemesisImp/Sight\")\n\tTNT1 A 0 A_Facetarget\n\tNSI2 EEE 4 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Facetarget\n\tNSI2 FFF 4 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Facetarget\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSI2 G 4 Bright A_CustomMissile(\"NemesisImpLaser\", 32, 0, 0)\n\tTNT1 A 0 A_Facetarget\n\tTNT1 A 0 ThrustThing(Angle*256/360+random(64,192),32,0,0)\n\tNSI2 G 4\n\tTNT1 A 0 A_Facetarget\n\tTNT1 A 0 A_MonsterRefire(64,\"See2\")\n\tTNT1 A 0 A_Jump(100,\"See2\")\n\tGoto Laser2+1\n Super:\n\tTNT1 A 0 A_JumpIfCloser(200,\"Normal\")\n\tTNT1 A 0 Bright A_PlaySound (\"legimp/chargingsound\")\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 Bright A_FaceTarget\n\tNSIN EEEEE 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tNSIN EEEEE 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tNSIN EEEEE 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tNSIN EEEEE 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tNSIN EEEEE 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tNSIN FFFFF 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tNSIN FFFFF 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tNSIN FFFFF 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tNSIN FFFFF 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tNSIN FFFFF 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSIM F 6 Bright A_CustomMissile (\"NemesisImpLaserBall\",28,0,0)\n\tTNT1 A 0 Bright A_playSound (\"legimp/fiyabetch\")\n\tTNT1 A 0 Bright A_FaceTarget\n\tNSIN FFFFF 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tNSIN FFFFF 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSIM F 6 Bright A_CustomMissile (\"NemesisImpLaserBall\",28,0,0)\n\tTNT1 A 0 Bright A_playSound (\"legimp/fiyabetch\")\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tGoto See\n Super2:\n\tTNT1 A 0 A_JumpIfCloser(200,\"Laser2\")\n\tTNT1 A 0 Bright A_PlaySound (\"legimp/chargingsound\")\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 Bright A_FaceTarget\n\tNSI2 EEEEE 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tNSI2 EEEEE 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tNSI2 EEEEE 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tNSI2 EEEEE 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tNSI2 EEEEE 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tNSI2 FFFFF 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tNSI2 FFFFF 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tNSI2 FFFFF 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tNSI2 FFFFF 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tNSI2 FFFFF 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSI2 G 6 Bright A_CustomMissile (\"NemesisImpLaserBall\",28,0,0)\n\tTNT1 A 0 Bright A_playSound (\"legimp/fiyabetch\")\n\tTNT1 A 0 Bright A_FaceTarget\n\tNSI2 FFFFF 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tNSI2 FFFFF 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSI2 G 6 Bright A_CustomMissile (\"NemesisImpLaserBall\",28,0,0)\n\tTNT1 A 0 Bright A_playSound (\"legimp/fiyabetch\")\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tGoto See2\n Rush:\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisImpGhost\")\n\tNSIN A 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisImpGhost\")\n\tNSIN A 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisImpGhost\")\n\tNSIN A 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisImpGhost\")\n\tNSIN A 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisImpGhost\")\n\tNSIN A 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisImpGhost\")\n\tNSIN A 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisImpGhost\")\n\tNSIN A 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisImpGhost\")\n\tNSIN A 1 Bright A_Chase\n\tTNT1 A 0 A_Jump(84,\"See\")\n\tLoop\n Rush2:\n\tNSI2 A 1 A_Chase\n\tNSI2 A 0 A_Chase\n\tNSI2 A 1 A_Chase\n\tNSI2 A 0 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSI2 B 1 A_Chase\n\tNSI2 A 0 A_Chase\n\tNSI2 B 1 A_Chase\n\tNSI2 A 0 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSI2 C 1 A_Chase\n\tNSI2 A 0 A_Chase\n\tNSI2 C 1 A_Chase\n\tNSI2 A 0 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSI2 D 1 A_Chase\n\tNSI2 A 0 A_Chase\n\tNSI2 D 1 A_Chase\n\tNSI2 A 0 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSI2 A 1 A_Chase\n\tNSI2 A 0 A_Chase\n\tNSI2 A 1 A_Chase\n\tNSI2 A 0 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSI2 B 1 A_Chase\n\tNSI2 A 0 A_Chase\n\tNSI2 B 1 A_Chase\n\tNSI2 A 0 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSI2 C 1 A_Chase\n\tNSI2 A 0 A_Chase\n\tNSI2 C 1 A_Chase\n\tNSI2 A 0 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSI2 D 1 A_Chase\n\tNSI2 A 0 A_Chase\n\tNSI2 D 1 A_Chase\n\tNSI2 A 0 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Jump(48,\"See2\")\n\tLoop\n Teleport:\n\tNSIN A 1 Bright A_UnSetShootable\n\tTNT1 AAAA 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSIN AAAAAAAAAA 1 Bright A_FadeOut(0.1,0)\n\tNSIN A 2 Bright\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tNSIN A 1 Bright A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 AAAA 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSIN AAAAAAAAAA 1 Bright A_FadeIn(0.1)\n\tNSIN A 1 Bright A_SetShootable\n\tGoto See\n Pain:\n\tTNT1 A 0 A_JumpIf(user_phase2 == 1,\"Pain2\")\n\tTNT1 A 0 A_Jump(50,\"Teleport\")\n\tNSIN H 2 Bright\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSIN H 2 Bright A_Pain\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tGoto See\n Pain2:\n\tTNT1 A 0 A_Jump(32,\"PhaseRun\")\n\tNSI2 H 2 Bright\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSI2 H 2 Bright A_Pain\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tGoto See\n PhaseRun:\n\tTNT1 A 0 A_UnSetShootable\n\tTNT1 A 0 A_ChangeFlag(FRIGHTENED,1)\n\tTNT1 A 0 A_PlaySound(\"phaseimp/teleport\")\n\tNSI2 E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSI2 E 1 A_SetTranslucent(0.75)\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSI2 E 1 A_SetTranslucent(0.55)\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSI2 E 1 A_SetTranslucent(0.35)\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSI2 E 1 A_SetTranslucent(0.15)\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tGoto PhasedRun\n PhasedRun:\n\tNSI2 A 1 A_ExtChase(0,0)\n\tNSI2 A 0 A_ExtChase(0,0)\n\tNSI2 A 1 A_ExtChase(0,0)\n\tNSI2 A 0 A_ExtChase(0,0)\n\tNSI2 B 1 A_ExtChase(0,0)\n\tNSI2 A 0 A_ExtChase(0,0)\n\tNSI2 B 1 A_ExtChase(0,0)\n\tNSI2 A 0 A_ExtChase(0,0)\n\tNSI2 C 1 A_ExtChase(0,0)\n\tNSI2 A 0 A_ExtChase(0,0)\n\tNSI2 C 1 A_ExtChase(0,0)\n\tNSI2 A 0 A_ExtChase(0,0)\n\tNSI2 D 1 A_ExtChase(0,0)\n\tNSI2 A 0 A_ExtChase(0,0)\n\tNSI2 D 1 A_ExtChase(0,0)\n\tNSI2 A 0 A_ExtChase(0,0)\n\tNSI2 A 1 A_ExtChase(0,0)\n\tNSI2 A 0 A_ExtChase(0,0)\n\tNSI2 A 1 A_ExtChase(0,0)\n\tNSI2 A 0 A_ExtChase(0,0)\n\tNSI2 B 1 A_ExtChase(0,0)\n\tNSI2 A 0 A_ExtChase(0,0)\n\tNSI2 B 1 A_ExtChase(0,0)\n\tNSI2 A 0 A_ExtChase(0,0)\n\tNSI2 C 1 A_ExtChase(0,0)\n\tNSI2 A 0 A_ExtChase(0,0)\n\tNSI2 C 1 A_ExtChase(0,0)\n\tNSI2 A 0 A_ExtChase(0,0)\n\tNSI2 D 1 A_ExtChase(0,0)\n\tNSI2 A 0 A_ExtChase(0,0)\n\tNSI2 D 1 A_ExtChase(0,0)\n\tNSI2 A 0 A_ExtChase(0,0)\n\tTNT1 A 0 A_Jump(64,\"UnPhaseRun\")\n\tLoop\n UnPhaseRun:\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_ChangeFlag(FRIGHTENED,0)\n\tTNT1 A 0 A_PlaySound(\"phaseimp/teleport\")\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSI2 E 1 A_SetTranslucent(0.15)\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSI2 E 1 A_SetTranslucent(0.35)\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSI2 E 1 A_SetTranslucent(0.55)\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSI2 E 1 A_SetTranslucent(0.75)\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SetTranslucent(1)\n\tNSI2 E 2 A_FaceTarget\n\tGoto See2\n LoseWings:\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tTNT1 A 0 A_ChangeFlag(\"FLOAT\",0)\n\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",0)\n\tNSIN H 4 Bright\n\tNSIN H 20 Bright A_Pain\n\tTNT1 A 0 A_SpawnItemEx(\"BlackGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisImpWing1\",0,0,0,10,0,4)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisImpWing2\",0,0,0,10,0,4)\n\tTNT1 A 0 A_SetUserVar(\"user_phase2\",1)\n\tNSI2 H 20 Bright\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tGoto See2\n Death:\n\tTNT1 A 0 A_JumpIf(user_phase2 == 1,\"Death2\")\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"TrueLegendaryRuneItem\",1,\"VexedSpawn\")\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"TrueLegendaryRuneItem2\",1,\"VexedSpawn\")\n\tTNT1 A 0 A_JumpIf(user_deathtimer <= 30,\"VexedSpawn\")\n DeathContinue:\n\tNSIN I 8\n\tNSIN J 8 A_Scream\n\tNSIN K 6\n\tNSIN L 6 A_NoBlocking\n\tNSIN M 1\n\tTNT1 A 0 A_Jump(100,\"MoreStuff\")\n\tNSIN N -1\n\tStop\n MoreStuff:\n\tNSIN N 100\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeAttack\")\n\tNSIN NNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 1 A_SpawnItem(\"NemesisZombieItemRandomizer\")\n\tNSIN NNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 1 A_SpawnItem(\"NemesisZombieItemRandomizer\")\n\tNSIN N 1 A_SpawnItem(\"NemesisZombieSuperItemRandomizer\")\n\tNSIN N -1\n\tStop\n VexedSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"NoVexedBoys\") == 1,\"DeathContinue\")\n\tNSIN H 3 Bright A_Pain\n\tNSIN H 0 A_PlaySoundEx(\"brain/spit\",7,0,2)\n\tNSIN HHHHHHHHHHHHHHHHH 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNSIN HHHHHHHHHHHHHHHHH 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNSIN HHHHHHHHHHHHHHHHH 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisLightning\")\n\tNSIN HHHHHHHHHHHH 2 Bright A_SpawnItemEx(\"VexedNemesisFlameSpawner\")\n\tTNT1 A 0 A_SpawnItemEx(\"VexedNemesisImp\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0\n\tStop\n Death2:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"TrueLegendaryRuneItem\",1,\"VexedSpawn2\")\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"TrueLegendaryRuneItem2\",1,\"VexedSpawn2\")\n\tTNT1 A 0 A_JumpIf(user_deathtimer <= 30,\"VexedSpawn2\")\n Death2Continue:\n\tNSI2 I 8 A_SetTranslucent(1)\n\tNSI2 J 8 A_Scream\n\tNSI2 K 6\n\tNSI2 L 6 A_Fall\n\tTNT1 A 0 A_Jump(100,\"MoreStuff2\")\n\tNSI2 M -1\n\tStop\n MoreStuff2:\n\tNSI2 M 100\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeAttack\")\n\tNSI2 MMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 1 A_SpawnItem(\"NemesisZombieItemRandomizer\")\n\tNSI2 MMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 1 A_SpawnItem(\"NemesisZombieItemRandomizer\")\n\tNSI2 M 1 A_SpawnItem(\"NemesisZombieSuperItemRandomizer\")\n\tNSI2 M -1\n\tStop\n VexedSpawn2:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"NoVexedBoys\") == 1,\"Death2Continue\")\n\tNSI2 H 3 Bright A_Pain\n\tNSI2 H 0 A_PlaySoundEx(\"brain/spit\",7,0,2)\n\tNSI2 HHHHHHHHHHHHHHHHH 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNSI2 HHHHHHHHHHHHHHHHH 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNSI2 HHHHHHHHHHHHHHHHH 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisLightning\")\n\tNSI2 HHHHHHHHHHHH 2 Bright A_SpawnItemEx(\"VexedNemesisFlameSpawner\")\n\tTNT1 A 0 A_SpawnItemEx(\"VexedNemesisImp\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0\n\tStop\n }\n}\n\nActor NemesisImpNoWingsToken : CustomInventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n}\n\nActor NemesisImpBall : GenericWeakOrb\n{\n Decal \"DoomImpScorch\"\n Renderstyle Subtract\n Damage 25\n Speed 30\n SeeSound \"Null\"\n DeathSound \"imp/shotx\"\n Damagetype \"Legendary\"\n +NOTIMEFREEZE\n States\n {\n Spawn:\n\tCLBA D 1 Bright A_SpawnItem(\"BlackProjParticleSuperLarge\")\n\tLoop\n Death:\n\tTNT1 A 0\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"BlackProjParticleSuperLarge\",0,0,0,frandom(-2,2),frandom(-2,2),frandom(-2,2),random(0,359))\n\tCLBA D 1 Bright A_FadeOut(0.2)\n\tGoto Death+10\n }\n}\n\nActor NemesisImpBallSeek : NemesisImpBall\n{\n Damage (Random(16,20))\n Speed 35\n +NOTIMEFREEZE\n +SEEKERMISSILE\n +RIPPER\n +NOBOSSRIP\n +BLOODLESSIMPACT\n DeathSound \"phaseimp/shotx\"\n States\n {\n Spawn:\n\tTNT1 A 0 Bright A_SeekerMissile(12,0)\n\tTNT1 A 0 Bright A_BishopMissileWeave\n\tCLBA D 1 Bright A_SpawnItemEx(\"BlackProjParticleSuperLarge\",0,0,0,0,frandom(-1,1),frandom(-1,1),random(0,359))\n\tTNT1 A 0 Bright A_BishopMissileWeave\n\tCLBA D 1 Bright A_SpawnItemEx(\"BlackProjParticleSuperLarge\",0,0,0,0,frandom(-1,1),frandom(-1,1),random(0,359))\n\tLoop\n Death:\n\tTNT1 A 0\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"BlackProjParticleSuperLarge\",0,0,0,frandom(-2,2),frandom(-2,2),frandom(-2,2),random(0,359))\n\tCLBA D 1 Bright A_FadeOut(0.2)\n\tGoto Death+10\n }\n}\n\nACTOR NemesisImpLaser : FastProjectile\n{\n Radius 6\n Speed 300\n Height 6\n damage 5\n Scale 0.6\n RenderStyle Subtract\n Projectile\n +RIPPER\n +FORCEXYBILLBOARD\n +NOTIMEFREEZE\n Seesound \"uroboros/laser\"\n Missiletype \"NemesisImpLaserTrail\"\n MissileHeight 8\n Damagetype \"Legendary\"\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"BlackProjParticleSuperLarge2\",0,0,0,frandom(0,6),frandom(-6,6),frandom(-6,6))\n\tTNT1 A 1 Bright\n\tLoop\n Death:\n\tTNT1 A 1 Bright\n\tStop\n }\n}\n\nACTOR NemesisImpLaserTrail : BaseProjectileEffect\n{\n +NOTIMEFREEZE\n +NOGRAVITY\n -CLIENTSIDEONLY\n -NOINTERACTION\n Damagetype \"Legendary\"\n Renderstyle Subtract\n Scale 0.6\n States\n {\n Spawn:\n TNT1 A 0\n\tCLBA DDDDDDDDDDDDDDDDDDDD 1 Bright A_Explode(2,60)\n\tTNT1 A 0 Bright A_SetScale(0.55)\n\tTNT1 A 0 Bright A_FadeOut(0.1)\n\tCLBA D 1\n\tTNT1 A 0 Bright A_SetScale(0.5)\n\tTNT1 A 0 Bright A_FadeOut(0.1)\n\tCLBA D 1\n\tTNT1 A 0 Bright A_SetScale(0.45)\n\tTNT1 A 0 Bright A_FadeOut(0.1)\n\tCLBA D 1\n\tTNT1 A 0 Bright A_SetScale(0.4)\n\tTNT1 A 0 Bright A_FadeOut(0.1)\n\tCLBA D 1\n\tTNT1 A 0 Bright A_SetScale(0.35)\n\tTNT1 A 0 Bright A_FadeOut(0.1)\n\tCLBA D 1\n\tTNT1 A 0 Bright A_SetScale(0.3)\n\tTNT1 A 0 Bright A_FadeOut(0.1)\n\tCLBA D 1\n\tTNT1 A 0 Bright A_SetScale(0.25)\n\tTNT1 A 0 Bright A_FadeOut(0.1)\n\tCLBA D 1\n\tTNT1 A 0 Bright A_SetScale(0.2)\n\tTNT1 A 0 Bright A_FadeOut(0.1)\n\tCLBA D 1\n\tTNT1 A 0 Bright A_SetScale(0.15)\n\tTNT1 A 0 Bright A_FadeOut(0.1)\n\tCLBA D 1\n\tStop\n }\n}\n\nActor NemesisImpLaserBall : LegendaryImpBlueBall\n{\nDecal \"DoomImpScorch\"\nSpeed 7\nFastSpeed 7\nScale 1.2\nRenderstyle Subtract\nDeathSound \"exile/voidend\"\nStates\n {\n Spawn:\n TNT1 A 0 Bright\n TNT1 A 0 Bright A_Playsound(\"exile/voidsuck\",6,1.0,1)\n Goto Fly\n Fly:\n CLBB D 3 Bright A_SpawnItemEx(\"BlackProjParticleSuperLarge2\",0,0,0,0,frandom(-1,1),frandom(-1,1),random(0,359))\n TNT1 A 0 A_SpawnItemEx(\"BlackProjParticleSuperLarge2\",0,0,0,0,frandom(-1,1),frandom(-1,1),random(0,359))\n CLBB D 3 Bright A_SpawnItemEx(\"BlackProjParticleSuperLarge2\",0,0,0,0,frandom(-1,1),frandom(-1,1),random(0,359))\n TNT1 A 0 A_SpawnItemEx(\"BlackProjParticleSuperLarge2\",0,0,0,0,frandom(-1,1),frandom(-1,1),random(0,359))\n CLBB D 3 Bright A_SpawnItemEx(\"BlackProjParticleSuperLarge2\",0,0,0,0,frandom(-1,1),frandom(-1,1),random(0,359))\n TNT1 A 0 A_SpawnItemEx(\"BlackProjParticleSuperLarge2\",0,0,0,0,frandom(-1,1),frandom(-1,1),random(0,359))\n TNT1 A 0 A_CustomMissile(\"NemesisImpLaserBallAttack\",random(-1,1),random(-2,2),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n Loop\n Death:\n TNT1 A 0\n TNT1 A 0 A_StopSound(6)\n TNT1 A 0 A_Explode(158,138,0)\n TNT1 A 0 Radius_Quake(20,12,0,12,0)\n TNT1 AAAAAAAAA 0 A_SpawnItemEx(\"BlackProjParticleSuperLarge\",0,0,0,frandom(-7,7),frandom(-7,7),frandom(-7,7),random(0,359))\n CLBB D 1 Bright A_FadeOut(0.2)\n Goto Death+4\n }\n}\n\nACTOR NemesisImpLaserBallAttack : LegBallAttack\n{\nSpeed 7\nFastSpeed 7\nObituary \"%o was mutilated by a Nemesis Imp\"\nStates\n {\n Attack:\n\tTNT1 A 0 Bright\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_RearrangePointers(AAPTR_MASTER, AAPTR_MASTER, AAPTR_NULL)\n\tTNT1 A 1 Bright A_CustomRailgun(20,0,None,None,RGF_SILENT|RGF_FULLBRIGHT,0,2,\"LegendaryImpPuff\",0,0,0,0,3.0,0,\"NemesisImpRailParticle\")\n\tGoto Death\n }\n}\n\nACTOR NemesisImpRailParticle : BaseProjectileEffect\n{\n +NOTIMEFREEZE\n Scale 0.3\n Renderstyle Subtract\n States\n {\n Spawn:\n TNT1 A 0\n CLBA D 2 Bright\n TNT1 A 0 A_SetScale(0.25)\n CLBA D 2 Bright A_FadeOut(0.2)\n TNT1 A 0 A_SetScale(0.2)\n CLBA D 2 Bright A_FadeOut(0.2)\n TNT1 A 0 A_SetScale(0.15)\n CLBA D 2 Bright A_FadeOut(0.2)\n TNT1 A 0 A_SetScale(0.1)\n CLBA D 2 Bright A_FadeOut(0.2)\n TNT1 A 0 A_SetScale(0.05)\n CLBA D 2 Bright A_FadeOut(0.2)\n\tStop\n }\n}\n\nactor NemesisImpWing1\n{\nhealth 1\nradius 8\nheight 8\nmass 1\nscale 0.75\n+CORPSE\n+NOTELEPORT\n+NOTIMEFREEZE\nBloodcolor \"Black\"\nstates\n {\n Spawn:\n NMW1 ABC 8\n loop\n Crash:\n NMW1 D -1\n stop\n }\n}\n\nACTOR NemesisImpWing2 : NemesisImpWing1\n{\nstates\n {\n Spawn:\n NMW1 ABC 8\n loop\n Crash:\n NMW1 D -1\n stop\n }\n}\n\nACTOR NemesisImpGhost\n{\nPROJECTILE\nHeight 56\nRadius 20\nSpeed 0\nScale 1.1\nRENDERSTYLE Translucent\nAlpha 0.7\n+NOTIMEFREEZE\n+NOINTERACTION\n+CLIENTSIDEONLY\nStates\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 1\n\tGoto Fade\n Fade:\n\tNSIN A 2 A_FadeOut(0.1,1)\n\tLoop\n Toaster:\n\tTNT1 A 1 Bright\n\tStop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/Nemesis/NemesisHellKnight.txt",
"contents": "ACTOR NemesisHellKnight : LegendaryHellKnight\n{\n Health 2400\n Speed 12\n BloodColor \"Black\"\n PainChance 45\n PainChance \"Explosion\", 128\n MeleeDamage 16\n DamageFactor 0.6\n DamageFactor \"PlayerNemesisPlasma\", 0.0\n DamageFactor \"Explosion\", 0.2\n DamageFactor \"PlayerDTRG\", 0.4\n DamageFactor \"DTRailgun\", 0.4\n DamageFactor \"PDTPuff\", 0.4\n DamageFactor \"RailG\", 0.3\n DropItem \"NemesisHealthBonusMax\", 256, 32\n DropItem \"NemesisArmorBonus32\", 256\n DropItem \"NemesisHealthBonusMax\", 256, 32\n DropItem \"NemesisArmorBonus32\", 256\n DropItem \"NemesisSphere\", 100, 1\n DropItem \"LegendaryRune\", 128, 1\n DropItem \"NLDemonAmmo\", 256\n DropItem \"NLDemonAmmoBox\", 256\n DropItem \"Nemesis Rifle\", 200, 1\n SeeSound \"NemesisHK/sight\"\n PainSound \"NemesisHK/pain\"\n DeathSound \"NemesisHK/death\"\n ActiveSound \"NemesisHK/active\"\n Obituary \"%o couldn't comprehend the dark powers of the Nemesis Hell Knight!\"\n HitObituary \"%o got a Nemesis Hell Knight's fist stuck in their skull.\"\n Tag \"\\c[v9]Nemesis Hell Knight\\c-\"\n var int user_portal;\n var int user_delay;\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(128,\"Remove\")\n\tTNT1 A 0 A_SetUserVar(\"user_portal\",0)\n Idle:\n\tNNBL A 14 Bright A_Look\n\tTNT1 AAA 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tNNBL Z 14 Bright A_Look\n\tTNT1 AAA 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tLoop\n Remove:\n\tTNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx(\"HellKnight\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\tTNT1 A 0\n\tStop\n See:\n\tTNT1 A 0 A_JumpIf(user_music == 1,3)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,706)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_Jump(100,\"Rush\")\n\tNNBL AA 3 Bright A_Chase\n\tTNT1 AAA 0 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"WhiteWalkFire\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tNNBL BB 3 Bright A_Chase\n\tTNT1 AAA 0 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"WhiteWalkFire\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tNNBL CC 3 Bright A_Chase\n\tTNT1 AAA 0 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"WhiteWalkFire\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tNNBL DD 3 Bright A_Chase\n\tTNT1 AAA 0 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"WhiteWalkFire\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_Jump(32,\"Teleport\")\n\tLoop\n Rush:\n\tNNBL A 2 Bright A_SpawnItemEx(\"NLNGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tTNT1 AAAA 0 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\",0,0,0,0)\n\tNNBL A 2 Bright A_SpawnItemEx(\"NLNGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tTNT1 AAAA 0 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\",0,0,0,0)\n\tNNBL B 2 Bright A_SpawnItemEx(\"NLNGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tTNT1 AAAA 0 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\",0,0,0,0)\n\tNNBL B 2 Bright A_SpawnItemEx(\"NLNGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tTNT1 AAAA 0 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\",0,0,0,0)\n\tTNT1 AAA 0 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\",0,0,0,0)\n\tNNBL C 2 Bright A_SpawnItemEx(\"NLNGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tTNT1 AAAA 0 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\",0,0,0,0)\n\tNNBL C 2 Bright A_SpawnItemEx(\"NLNGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tTNT1 AAAA 0 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\",0,0,0,0)\n\tNNBL D 2 Bright A_SpawnItemEx(\"NLNGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tTNT1 AAAA 0 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\",0,0,0,0)\n\tNNBL D 2 Bright A_SpawnItemEx(\"NLNGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tTNT1 AAAA 0 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\",0,0,0,0)\n\tTNT1 AAA 0 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\",0,0,0,0)\n\tTNT1 A 0 A_Jump(24,\"Teleport\")\n\tTNT1 A 0 A_Jump(75,\"See\")\n\tLoop\n Teleport:\n\tNNBL P 1 Bright A_UnSetShootable\n\tTNT1 AAAA 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNNBL PPPPPPPPPP 1 Bright A_FadeOut(0.1,0)\n\tNNBL P 2 Bright\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_Wander\n\tNNBL P 1 Bright A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 AAAA 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNNBL PPPPPPPPPP 1 Bright A_FadeIn(0.1)\n\tNNBL P 1 Bright A_SetShootable\n\tTNT1 A 0 A_Jump(64,\"See\")\n\tTNT1 A 0 A_JumpIfTargetInLOS(\"Missile\")\n\tGoto See\n Missile:\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_SetTranslucent(1)\n\tTNT1 A 0 A_Jump(127,\"Spread\",\"Hugger\",\"Rage\",\"BestAttack\",\"Rain\")\n\tTNT1 A 0 A_Jump(20,\"Portal\")\n\tTNT1 A 0 A_Jump(100,\"9Comets\",\"WhiteComet\")\n Normal:\n\tNNBL EF 5 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"NemesisLegNobleBall\",32,0,-8)\n\tTNT1 A 0 A_CustomMissile(\"NemesisLegNobleBall\",32,0,-4)\n\tTNT1 A 0 A_CustomMissile(\"NemesisLegNobleBall\",32,0,4)\n\tNNBL G 5 Bright A_CustomMissile(\"NemesisLegNobleBall\",32,0,0)\n\tNNBL ST 5 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"NemesisLegNobleBall\",32,0,8)\n\tTNT1 A 0 A_CustomMissile(\"NemesisLegNobleBall\",32,0,4)\n\tTNT1 A 0 A_CustomMissile(\"NemesisLegNobleBall\",32,0,-4)\n\tNNBL U 5 Bright A_CustomMissile(\"NemesisLegNobleBall\",32,0,0)\n\tTNT1 A 0 A_Jump(127,\"Spread\")\n\tGoto See\n Spread:\n\tNNBL PQ 9 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"NemesisLegNobleBall2\",32,0,18)\n\tTNT1 A 0 A_CustomMissile(\"NemesisLegNobleBall2\",32,0,-18)\n\tTNT1 A 0 A_CustomMissile(\"NemesisLegNobleBall2\",32,0,15)\n\tTNT1 A 0 A_CustomMissile(\"NemesisLegNobleBall2\",32,0,-15)\n\tTNT1 A 0 A_CustomMissile(\"NemesisLegNobleBall2\",32,0,12)\n\tTNT1 A 0 A_CustomMissile(\"NemesisLegNobleBall2\",32,0,-12)\n\tTNT1 A 0 A_CustomMissile(\"NemesisLegNobleBall2\",32,0,9)\n\tTNT1 A 0 A_CustomMissile(\"NemesisLegNobleBall2\",32,0,-9)\n\tTNT1 A 0 A_CustomMissile(\"NemesisLegNobleBall2\",32,0,6)\n\tTNT1 A 0 A_CustomMissile(\"NemesisLegNobleBall2\",32,0,-6)\n\tTNT1 A 0 A_CustomMissile(\"NemesisLegNobleBall2\",32,0,3)\n\tTNT1 A 0 A_CustomMissile(\"NemesisLegNobleBall2\",32,0,-3)\n\tNNBL R 8 Bright A_CustomMissile(\"NemesisLegNobleBall2\",32,0,0)\n\tTNT1 A 0 A_Jump(127,\"Hugger\")\n\tGoto See\n Hugger:\n\tNNBL RQ 9 Bright A_FaceTarget\n\tNNBL PPPP 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNNBL P 0 A_CustomMissile(\"NemesisLegNobleBall3\",32,20,0)\n\tNNBL P 0 Bright A_CustomMissile(\"NemesisLegNobleBall3\",32,-20,0)\n\tNNBL PPPP 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Jump(80,\"WhiteComet\")\n\tGoto See\n WhiteComet:\n\tNNBL EF 7 Bright A_FaceTarget\n\tNNBL G 2 Bright A_CustomMissile(\"NemesisHKComet\",32,0,0)\n\tTNT1 A 0 A_CustomMissile(\"NemesisHKComet\",32,0,6)\n\tNNBL G 4 Bright A_CustomMissile(\"NemesisHKComet\",32,0,-6)\n\tNNBL ST 7 Bright A_FaceTarget\n\tNNBL U 2 Bright A_CustomMissile(\"NemesisHKComet\",32,0,0)\n\tTNT1 A 0 A_CustomMissile(\"NemesisHKComet\",32,0,6)\n\tNNBL U 4 Bright A_CustomMissile(\"NemesisHKComet\",32,0,-6)\n\tTNT1 A 0 A_Jump(80,\"9Comets\")\n\tGoto See\n 9Comets:\n\tNNBL PQ 8 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"NemesisHKComet\", 32, 0, -5)\n\tTNT1 A 0 A_CustomMissile(\"NemesisHKComet\", 32, 0, 5)\n\tTNT1 A 0 A_CustomMissile(\"NemesisHKComet\", 32, 0, -10)\n\tTNT1 A 0 A_CustomMissile(\"NemesisHKComet\", 32, 0, 10)\n\tTNT1 A 0 A_CustomMissile(\"NemesisHKComet\", 32, 0, -15)\n\tTNT1 A 0 A_CustomMissile(\"NemesisHKComet\", 32, 0, 15)\n\tTNT1 A 0 A_CustomMissile(\"NemesisHKComet\", 32, 0, -20)\n\tTNT1 A 0 A_CustomMissile(\"NemesisHKComet\", 32, 0, 20)\n\tNNBL R 7 Bright A_CustomMissile(\"NemesisHKComet\", 32, 0, 0)\n\tTNT1 A 0 A_Jump(127,\"Rage\")\n\tGoto See\n Rage:\n\tNNBL Q 1 Bright A_PlaySound(\"NemesisHK/sight\")\n\tNNBL Q 1 Bright A_FaceTarget\n\tNNBL Q 1 Bright A_SetUserVar(\"user_missile\",0)\n\tNNBL RRRR 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNNBL QQQQ 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n Raging:\n\tTNT1 A 0 A_JumpIf(user_missile >= 28,\"See\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tNNBL QQ 0 Bright A_CustomMissile(\"NemesisLegNobleBall3Small\",0,0,random(0,359))\n\tNNBL Q 4 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tLoop\n SuperRage:\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tTNT1 A 0 A_SetInvulnerable\n\tNNBL Q 1 Bright A_PlaySound(\"NemesisHK/sight\")\n\tNNBL Q 1 Bright A_FaceTarget\n\tNNBL Q 1 Bright A_SetUserVar(\"user_missile\",0)\n\tNNBL RRRRRRRRRRRRRRRRRRR 2 Bright A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tNNBL QQQQQQQQQQQQQQQQQQQ 2 Bright A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n SuperRaging:\n\tTNT1 A 0 A_JumpIf(user_missile >= 14,\"See\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tNNBL Q 0 Bright A_CustomMissile(\"NemesisHKSuperBall\",32,0,random(0,359))\n\tNNBL Q 8 Bright A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tLoop\n BestAttack:\n\tNNBL Q 1 Bright A_PlaySound(\"NemesisHK/sight\")\n\tNNBL P 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tNNBL PPPPPPPPPPPPPPPPP 2 Bright A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tNNBL Q 2 Bright A_FaceTarget\n\tNNBL QQQQQQQQQQQQQQQQQ 2 Bright A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tNNBL R 2 Bright A_FaceTarget\n\tTNT1 A 0 A_UnSetInvulnerable\n\tNNBL R 8 Bright A_CustomMissile(\"NemesisHKSuperBall\",32,0,0)\n\tGoto See\n Rain:\n\tNNBL P 2 Bright A_FaceTarget\n\tNNBL PPPPPPP 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNNBL Q 2 Bright A_FaceTarget\n\tNNBL QQQQQQQ 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNNBL Q 2 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"NemesisHKRainCometNull\",32,0,180)\n\tTNT1 A 0 A_CustomMissile(\"NemesisHKRainCometNull\",32,0,90)\n\tTNT1 A 0 A_CustomMissile(\"NemesisHKRainCometNull\",32,0,-90)\n\tTNT1 A 0 A_CustomMissile(\"NemesisHKRainCometNull\",32,0,45)\n\tTNT1 A 0 A_CustomMissile(\"NemesisHKRainCometNull\",32,0,-45)\n\tTNT1 A 0 A_CustomMissile(\"NemesisHKRainCometNull\",32,0,135)\n\tTNT1 A 0 A_CustomMissile(\"NemesisHKRainCometNull\",32,0,-135)\n\tNNBL Q 8 Bright A_CustomMissile(\"NemesisHKRainCometNull\",32,0,0)\n\tTNT1 A 0 A_SetInvulnerable\n\tNNBL Q 2 Bright A_FaceTarget\n\tNNBL QQQQQQQQ 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNNBL Q 2 Bright A_FaceTarget\n\tNNBL QQQQQQQQ 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNNBL Q 2 Bright A_FaceTarget\n\tNNBL QQQQQQQQ 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNNBL Q 2 Bright A_FaceTarget\n\tNNBL QQQQQQQQ 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNNBL Q 2 Bright A_FaceTarget\n\tNNBL QQQQQQQQ 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNNBL Q 2 Bright A_FaceTarget\n\tNNBL QQQQQQQQ 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNNBL Q 2 Bright A_FaceTarget\n\tNNBL QQQQQQQQ 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tGoto See\n Portal:\n\tNNBL Q 3 Bright A_JumpIf(user_portal >= 1,\"BestAttack\")\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"brain/spit\")\n\tTNT1 A 0 Radius_Quake(8,60,0,20,0)\n\tTNT1 AAA 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tNNBL R 3 Bright A_FaceTarget\n\tTNT1 AAA 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tNNBL R 3 Bright A_FaceTarget\n\tTNT1 AAA 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tNNBL R 3 Bright A_FaceTarget\n\tTNT1 AAA 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tNNBL Q 3 Bright A_FaceTarget\n\tTNT1 AAA 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SetUserVar(\"user_delay\",0)\n\tTNT1 A 0 A_Stop\n\tNNBL Q 3 Bright A_SpawnItemEx(\"NemesisHKPortal\",64,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\n PortalCharge:\n\tTNT1 AAA 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_JumpIf(user_delay >= 315,\"PortalDone\")\n\tTNT1 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n\t//LRED G 0 HealThing(10)\n\tNNBL P 3 Bright A_Stop\n\tLoop\n PortalDone:\n\tNNBL P 3 Bright A_FaceTarget\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_SetUserVar(\"user_portal\",user_portal+1)\n\tTNT1 A 0 A_Jump(127,\"Teleport\")\n\tGoto See\n Melee:\n\tNNBL EF 6 Bright A_FaceTarget\n\tNNBL G 6 Bright A_MeleeAttack\n\tNNBL ST 6 Bright A_FaceTarget\n\tNNBL U 6 Bright A_MeleeAttack\n\tGoto See\n Pain:\n\tTNT1 A 0 A_Jump(2,\"SuperRage\")\n\tTNT1 A 0 A_Jump(8,\"Rage\")\n\tTNT1 A 0 A_Jump(70,\"Teleport\")\n\tTNT1 A 0 A_Jump(128,\"PainMissile\")\n\tNNBL H 2\n\tNNBL H 2 A_Pain\n\tGoto See\n Pain.Explosion:\n Pain.Mine:\n\tTNT1 A 0 A_Jump(32,\"SuperRage\")\n\tGoto Teleport\n PainMissile:\n\tTNT1 A 0 A_JumpIfHealthLower(600,\"Portal\")\n\tNNBL H 2 Bright\n\tNNBL H 2 Bright A_Pain\n\tGoto Missile\n Death:\n\tTNT1 A 0 A_StopSound(6)\n\tNNBL I 8\n\tNNBL J 8 A_Scream\n\tNNBL K 8\n\tNNBL L 8 A_NoBlocking\n\tNNBL MN 8\n\tTNT1 A 0 A_BossDeath\n\tTNT1 A 0 A_KillChildren\n\tTNT1 A 0 A_KillMaster\n\tTNT1 A 0 A_Jump(100,\"MoreStuff\")\n\tNNBL O -1\n\tStop\n MoreStuff:\n\tNNBL O 100\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeAttack\")\n\tNNBL OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 1 A_SpawnItem(\"NemesisHKItemRandomizer\")\n\tNNBL OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 1 A_SpawnItem(\"NemesisHKItemRandomizer\")\n\tNNBL O 1 A_SpawnItem(\"NemesisHKSuperItemRandomizer\")\n\tNNBL O -1\n\tStop\n XDeath:\n\tTNT1 A 0 A_StopSound(6)\n\tNNBX AB 5\n\tNNBX C 4 A_XScream\n\tNNBX D 4 A_SpawnItemEx(\"NemesisGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tNNBX E 3 A_Fall\n\tNNBX F 3 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\tNNBX GH 3\n\tTNT1 A 0 A_BossDeath\n\tTNT1 A 0 A_KillChildren\n\tTNT1 A 0 A_KillMaster\n\tTNT1 A 0 A_Jump(100,\"MoreStuff2\")\n\tNNBX I -1\n\tStop\n MoreStuff2:\n\tNNBX I 100\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeAttack\")\n\tNNBX IIIIIIIIIIIIIIIIIIIIIIIIIIIIII 1 A_SpawnItem(\"NemesisHKItemRandomizer\")\n\tNNBX IIIIIIIIIIIIIIIIIIIIIIIIIIIIII 1 A_SpawnItem(\"NemesisHKItemRandomizer\")\n\tNNBX I 1 A_SpawnItem(\"NemesisHKSuperItemRandomizer\")\n\tNNBX I -1\n\tStop\n }\n}\n\nACTOR NemesisHKItemRandomizer\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Jump(25,\"Ammo\")\nTNT1 A 0 A_Jump(256,\"Health\",\"Armor\")\nHealth:\nTNT1 A 0 A_SpawnItemEx(\"NemesisHealthBonusMax\",0,0,32,frandom(-5,5),frandom(-5,5),frandom(0,3),random(0,360))\nTNT1 A 1 A_SpawnItemEx(\"NemesisHealthBonusMax\",0,0,32,frandom(-5,5),frandom(-5,5),frandom(0,3),random(0,360))\nStop\nArmor:\nTNT1 A 0 A_SpawnItemEx(\"NemesisArmorBonusMax\",0,0,32,frandom(-5,5),frandom(-5,5),frandom(0,3),random(0,360))\nTNT1 A 1 A_SpawnItemEx(\"NemesisArmorBonusMax\",0,0,32,frandom(-5,5),frandom(-5,5),frandom(0,3),random(0,360))\nStop\nAmmo:\nTNT1 A 0 A_SpawnItemEx(\"NLDemonAmmo\",0,0,32,frandom(-5,5),frandom(-5,5),frandom(0,3),random(0,360))\nTNT1 A 1 A_SpawnItemEx(\"NLDemonAmmo\",0,0,32,frandom(-5,5),frandom(-5,5),frandom(0,3),random(0,360))\nStop\n}\n}\n\nACTOR NemesisHKSuperItemRandomizer\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Jump(32,\"NemesisSphere\",\"NemesisArmor\")\nNothing:\nTNT1 A 1\nStop\nNemesisSphere:\nTNT1 A 1 A_SpawnItemEx(\"NemesisSphere\",0,0,32)\nStop\nNemesisArmor:\nTNT1 A 1 A_SpawnItemEx(\"NemesisArmor\",0,0,32)\nStop\n}\n}\n\nACTOR NemesisLegNobleBall : LegNobleBall\n{\nRenderstyle Subtract\nAlpha 1.0\nScale 0.35\nSpeed 40\nBounceCount 5\nDamagetype \"Legendary\"\nStates\n{\nSpawn:\n\tCLBA D 1 Bright A_CustomMissile(\"BlackProjParticleSuperLarge\",Random(-1,1),Random(-1,1))\n\tLoop\nDeath:\n\tTNT1 A 0\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"BlackProjParticleSuperLarge\",0,0,0,frandom(-2,2),frandom(-2,2),frandom(-2,2),random(0,359))\n\tCLBA D 1 Bright A_FadeOut(0.2)\n\tGoto Death+10\n}\n}\n\nACTOR NemesisLegNobleBall2 : LegNobleBall2\n{\nRenderstyle Subtract\nAlpha 1.0\nScale 0.35\nSpeed 35\nStates\n{\nSpawn:\n\tCLBA D 1 Bright A_SpawnItem(\"BlackProjParticleSuperLarge\")\n\tLoop\nDeath:\n TNT1 A 0\n TNT1 AAAAAAAAA 0 A_SpawnItemEx(\"BlackProjParticleSuperLarge\",0,0,0,frandom(-2,2),frandom(-2,2),frandom(-2,2),random(0,359))\n\tCLBA D 1 Bright A_FadeOut(0.2)\n\tGoto Death+10\n}\n}\n\nACTOR NemesisLegNobleBall3 : LegNobleBall3\n{\nSpeed 28\nStates\n{\nSpawn:\n TNT1 A 0 A_CountDown\n TNT1 A 0 A_LoopActiveSound\n TNT1 A 0 A_SpawnItemEx(\"NemesisLegNobleBall3Trail\",random(-4,4),random(-4,4),random(0,4),random(-4,4),random(-4,4),random(3,10),random(0,359),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n TNT1 A 1\n TNT1 A 0 A_SpawnItemEx(\"NemesisLegNobleBall3Trail\",random(-4,4),random(-4,4),random(0,4),random(-4,4),random(-4,4),random(3,10),random(0,359),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n TNT1 A 1\n TNT1 A 0 A_SpawnItemEx(\"NemesisLegNobleBall3Trail\",random(-4,4),random(-4,4),random(0,4),random(-4,4),random(-4,4),random(3,10),random(0,359),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n TNT1 A 1 A_SeekerMissile(14,0)\n Loop\nDeath:\n TNT1 A 0\n TNT1 A 0 A_Explode(32,64,0)\n TNT1 A 0 A_Explode(128,128,0)\n TNT1 A 0 A_SpawnItemEx(\"NemesisLegNobleBall3Trail\",0,0,0,random(-16,16),random(-16,16),random(0,16),random(0,359))\n TNT1 A 12\n Stop\n}\n}\n\nACTOR NemesisLegNobleBall3Trail : NemesisHellionSmoke\n{\nScale 1.0\nStates\n {\n Spawn:\n\tTNT1 A 0\n\tFIW1 ABCDEFGHIJKL 2 Bright A_FadeOut(0.1,1)\n\tStop\n }\n}\n\nACTOR NemesisLegNobleBall3Small : LegNobleBall3Small\n{\nSpeed 28\nStates\n{\nSpawn:\n TNT1 A 0 A_CountDown\n TNT1 A 0 A_LoopActiveSound\n TNT1 A 0 A_SpawnItemEx(\"NemesisLegNobleBall3SmallTrail\",random(-2,2),random(-2,2),random(0,4),random(-2,2),random(-2,2),random(0,5),random(0,359),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n TNT1 A 1\n Loop\nDeath:\n TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"NemesisLegNobleBall3SmallTrail\",0,0,0,random(-6,6),random(-6,6),random(0,10),random(0,359))\n TNT1 A 6\n Stop\n}\n}\n\nACTOR NemesisLegNobleBall3SmallTrail : NemesisLegNobleBall3Trail\n{\nScale 0.4\n}\n\nACTOR NemesisHKComet : LegNobleComet\n{\nSpeed 40\nStates\n{\nSpawn:\n NNCM AAAABBBBCCCC 1 Bright A_SpawnItemEx(\"NemesisLNCometTail\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n Loop\nDeath:\n TNT1 A 0 Bright A_Explode\n TNT1 A 0 A_SpawnItemEx(\"NemesisWhiteParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n NNCM DE 3 Bright\n TNT1 A 1 A_SpawnItemEx(\"NemesisLNCometDeath\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n Stop\n}\n}\n\nACTOR NemesisLNCometDeath : LNCometDeath\n{\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 AAAA 0 A_SpawnItemEx(\"LegendaryDebris\",0,0,Random(20,40),Random(4,-4),Random(4,-4),Random(4,8),0,SXF_CLIENTSIDE,0)\n TNT1 AAA 0 A_CustomMissile(\"WhiteNemesisKaboom\",0,0,random(0,360),2,random(0,360))\n TNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX2\",0,0,random(0,360),2,random(0,360))\n NNCM FFFGGGHHHIII 1 Bright A_FadeOut(0.065,1)\n Stop\n}\n}\n\nACTOR NemesisLNCometTail : LNCometTail\n{\nStates\n{\nSpawn:\n TNT1 A 0 Bright\n TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 A 2 Bright\n NNCT DEFGHI 2 Bright\n Stop\n}\n}\n\nACTOR NemesisHKSuperBall : GenericSuperOrb\n{\n +SEEKERMISSILE\n +NOTIMEFREEZE\n +FORCERADIUSDMG\n Species \"Nobles\"\n DamageType \"NobleComet\"\n ActiveSound \"lefrail/active\"\n Speed 100\n damage 75\n Bouncetype Hexen\n Bouncecount 10\n States\n {\n Spawn:\n\tTNT1 A 0 Bright A_LoopActiveSound\n\tCLBB D 1 Bright A_SpawnItemEx(\"NemesisWhiteProjParticleSuperLarge2\",0,0,0,0,frandom(-1,1),frandom(-1,1),random(0,359))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisWhiteProjParticleSuperLarge2\",0,0,0,0,frandom(-1,1),frandom(-1,1),random(0,359))\n\tTNT1 A 0 A_SeekerMissile(4,6)\n\tLoop\n Death:\n\tTNT1 A 0\n\tTNT1 A 0 A_Explode(200,200)\n\tTNT1 A 0 A_SpawnItem(\"NemesisWhiteProjExplodeLarge\")\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"NemesisWhiteProjParticleSuperLarge\",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))\n\tCLBB D 1 Bright A_FadeOut(0.2)\n\tGoto Death+3\n }\n}\n\nACTOR NemesisLegNobleRings : LegNobleRings\n{\nStates\n {\n Spawn:\n\tTNT1 A 0 Bright\n\tNBAR ABCDEFGHIJKLMNOPQR 2 Bright A_Explode(24,80,0)\n\tStop\n }\n}\n\nActor NemesisHKRainCometNull : BlueRainCometNull\n{\nStates\n {\n Spawn:\n\tTNT1 A 1 Bright A_Wander\n\tTNT1 A 8 Bright A_CustomMissile(\"FallingNemesisHKComet\",-24,random(0,128),random(0,360),2,random(1,89))\n\tTNT1 A 0 Bright A_Countdown\n\tLoop\n Death:\n\tTNT1 A 1 Bright\n\tStop\n }\n}\n\nACTOR FallingNemesisHKComet : NemesisHKComet\n{\n Radius 6\n Height 6\n Speed 5\n -FLOAT\n -NOGRAVITY\n +SPAWNCEILING\n +MTHRUSPECIES\n +DONTHURTSPECIES\n +DONTHARMSPECIES\n +FLOORCLIP\n States\n {\nDeath:\n TNT1 A 0 Bright A_Explode\n TNT1 A 0 A_SpawnItemEx(\"NemesisWhiteParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n NNCM DE 3 Bright\n TNT1 A 1 A_SpawnItemEx(\"NemesisLNCometDeath\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n Stop\n }\n}\n\nACTOR NLNGhost\n{\nScale 1.2\nRENDERSTYLE Translucent\nAlpha 0.75\n+NOTIMEFREEZE\n+NOINTERACTION\n+CLIENTSIDEONLY\nStates\n {\n Spawn:\n\tTNT1 A 0 Bright\n\tTNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tGoto Fade\n Fade:\n\tNNBL A 2 Bright A_FadeOut(0.09,1)\n\tLoop\n Toaster:\n\tTNT1 A 1 Bright\n\tStop\n }\n}\n\nACTOR WhiteWalkFire : GoldWalkFire\n{\nStates\n {\n Spawn:\n\tTNT1 A 0 Bright\n\tTNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 10 Bright\n\tNQTF ABC 3 Bright\n\tTNT1 A 0 Bright A_Jump(191,3)\n\tTNT1 A 0 Bright A_CustomMissile(\"WhiteWalkFire\",0,24,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"WhiteWalkFire\",0,-24,0)\n\tNQTF DEFGHIJKLMNO 3 Bright\n\tStop\n Toaster:\n\tTNT1 A 1 Bright\n\tStop\n }\n}\n\nActor NemesisHKPortal\n{\nMonster\nHealth 99999999\nScale 1.5\nRenderStyle Add\nAlpha 0.8\n-SOLID\n-COUNTKILL\n+NOGRAVITY\n+NOBLOCKMAP\n+NOTIMEFREEZE\n+NOINTERACTION\n+FORCEXYBILLBOARD\nvar int user_delay;\nStates\n {\n Spawn:\n\tTNT1 AAAAA 7 A_SpawnItemEx(\"LegRedPortalLightningWaveSpawner\",0,0,32,0,0,0,0,0,172)\n\tTNT1 A 0 A_SetTranslucent(0.1,1)\n\tTNT1 A 0 A_PlaySound(\"reedemer/charge\")\n\tLRD6 AAAAA 1 Bright A_SpawnItem(\"LegRedThunderMistSpawner\",0,32)\n\tTNT1 A 0 A_SpawnItemEx(\"LegRedPortalLightningWaveSpawner\",0,0,32,0,0,0,0,0,160)\n\tTNT1 A 0 A_SetTranslucent(0.2,1)\n\tLRD6 AAAAA 1 Bright A_SpawnItem(\"LegRedThunderMistSpawner\",0,32)\n\tTNT1 A 0 A_SpawnItemEx(\"LegRedPortalLightningWaveSpawner\",0,0,32,0,0,0,0,0,160)\n\tTNT1 A 0 A_SetTranslucent(0.3,1)\n\tLRD6 AAAAA 1 Bright A_SpawnItem(\"LegRedThunderMistSpawner\",0,32)\n\tTNT1 A 0 A_SpawnItemEx(\"LegRedPortalLightningWaveSpawner\",0,0,32,0,0,0,0,0,160)\n\tTNT1 A 0 A_SetTranslucent(0.4,1)\n\tLRD6 AAAAA 1 Bright A_SpawnItem(\"LegRedThunderMistSpawner\",0,32)\n\tTNT1 A 0 A_SpawnItemEx(\"LegRedPortalLightningWaveSpawner\",0,0,32,0,0,0,0,0,160)\n\tTNT1 A 0 A_SetTranslucent(0.5,1)\n\tLRD6 AAAAA 1 Bright A_SpawnItem(\"LegRedThunderMistSpawner\",0,32)\n\tTNT1 A 0 A_SpawnItemEx(\"LegRedPortalLightningWaveSpawner\",0,0,32,0,0,0,0,0,160)\n\tTNT1 A 0 A_SetTranslucent(0.6,1)\n\tLRD6 AAAAA 1 Bright A_SpawnItem(\"LegRedThunderMistSpawner\",0,32)\n\tTNT1 A 0 A_SpawnItemEx(\"LegRedPortalLightningWaveSpawner\",0,0,32,0,0,0,0,0,160)\n\tTNT1 A 0 A_SetTranslucent(0.7,1)\n\tLRD6 AAAAA 1 Bright A_SpawnItem(\"LegRedThunderMistSpawner\",0,32)\n\tTNT1 A 0 A_SpawnItemEx(\"LegRedPortalLightningWaveSpawner\",0,0,32,0,0,0,0,0,160)\n\tTNT1 A 0 A_SetTranslucent(0.8,1)\n\tTNT1 A 0 A_PlaySound(\"reedemer/thunder\",5,1,1)\n\tLRD6 AAAAA 1 Bright A_SpawnItem(\"LegRedThunderMistSpawner\",0,32)\n\tTNT1 A 0 A_SpawnItemEx(\"LegRedPortalLightningWaveSpawner\",0,0,32,0,0,0,0,0,160)\n\tLRD6 AAAAA 1 Bright A_SpawnItem(\"LegRedThunderMistSpawner\",0,32)\n\tTNT1 A 0 A_SpawnItemEx(\"LegRedPortalLightningWaveSpawner\",0,0,32,0,0,0,0,0,160)\n\tLRD6 AAAAA 1 Bright A_SpawnItem(\"LegRedThunderMistSpawner\",0,32)\n\tTNT1 A 0 A_SpawnItemEx(\"LegRedPortalLightningWaveSpawner\",0,0,32,0,0,0,0,0,160)\n Doing:\n\tTNT1 A 0 A_JumpIf(user_delay > 14,\"Over\")\n\tTNT1 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n\tLRD6 AAAAA 1 Bright A_SpawnItem(\"LegRedThunderMistSpawner\",0,32)\n\tTNT1 A 0 A_SpawnItemEx(\"LegRedPortalLightningWaveSpawner\",0,0,32,0,0,0,0,0,160)\n\tLRD6 AAAAA 1 Bright A_SpawnItem(\"LegRedThunderMistSpawner\",0,32)\n\tTNT1 A 0 A_SpawnItemEx(\"LegRedPortalLightningWaveSpawner\",0,0,32,0,0,0,0,0,160)\n\tLRD6 AAAAA 1 Bright A_SpawnItem(\"LegRedThunderMistSpawner\",0,32)\n\tTNT1 A 0 A_SpawnItemEx(\"LegRedPortalLightningWaveSpawner\",0,0,32,0,0,0,0,0,160)\n\tLRD6 AAAAA 1 Bright A_SpawnItem(\"LegRedThunderMistSpawner\",0,32)\n\tTNT1 A 0 A_SpawnItemEx(\"LegRedPortalLightningWaveSpawner\",0,0,32,0,0,0,0,0,160)\n\tLRD6 AAAAA 1 Bright A_SpawnItem(\"LegRedThunderMistSpawner\",0,32)\n\tTNT1 A 0 A_SpawnItemEx(\"LegRedPortalLightningWaveSpawner\",0,0,32,0,0,0,0,0,160)\n\tLRD6 AAAAA 1 Bright A_SpawnItem(\"LegRedThunderMistSpawner\",0,32)\n\tTNT1 A 0 A_SpawnItemEx(\"LegRedPortalLightningWaveSpawner\",0,0,32,0,0,0,0,0,160)\n\tLRD6 AAAAA 1 Bright A_SpawnItem(\"LegRedThunderMistSpawner\",0,32)\n\tTNT1 A 0 A_SpawnItemEx(\"LegRedPortalLightningWaveSpawner\",0,0,32,0,0,0,0,0,160)\n\tLRD6 AAAAA 1 Bright A_SpawnItem(\"LegRedThunderMistSpawner\",0,32)\n\tTNT1 A 0 A_SpawnItemEx(\"LegRedPortalLightningWaveSpawner\",0,0,32,0,0,0,0,0,160)\n\tLRD6 AAAAA 1 Bright A_SpawnItem(\"LegRedThunderMistSpawner\",0,32)\n\tTNT1 A 0 A_SpawnItemEx(\"LegRedPortalLightningWaveSpawner\",0,0,32,0,0,0,0,0,160)\n\tLRD6 AAAAA 1 Bright A_SpawnItem(\"LegRedThunderMistSpawner\",0,32)\n\tTNT1 A 0 A_SpawnItemEx(\"LegRedPortalLightningWaveSpawner\",0,0,32,0,0,0,0,0,160)\n\tTNT1 A 0 A_SpawnItemEx(\"TeleportFog\",0,0,16)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHKMinion\",0,0,16,5,0,0,0,32)\n\tLoop\n Over:\n\tTNT1 A 0\n\tTNT1 AAA 1 A_StopSound(5)\n\tTNT1 A 1\n\tStop\n }\n}\n\nACTOR NemesisHKMinion : RandomSpawner\n{\nDropItem \"SummonedHellKnight\", 256, 3\nDropItem \"SummonedPyroDemon\", 256, 1\n}\n\nActor SummonedHellKnight : HellKnight~\n{\n+NOFEAR\n+NOTARGET\n-COUNTKILL\n-BOSSDEATH\n+DONTHURTSPECIES\n+DONTHARMSPECIES\n+THRUSPECIES\nSpecies \"Nobles\"\nDamageFactor \"NobleComet\", 0.0\nDamageFactor \"LegendaryPlayer\", 0.3\nDamageFactor \"LegendaryGuruPlayer\", 0.3\n//No Infighting\nDamageFactor \"Legendary\", 0.0\nDamageFactor \"Legendary1\", 0.0\nDamageFactor \"LegendaryGuru\", 0.0\nDamageFactor \"LegMind\", 0.0\nDamageFactor \"Cyber10K\", 0.0\nDropItem \"\"\nTag \"Summoned Hell Knight\"\n}\n\nActor SummonedPyroDemon : PyroDemon\n{\n+NOFEAR\n+NOTARGET\n-COUNTKILL\n-BOSSDEATH\n+DONTHURTSPECIES\n+DONTHARMSPECIES\n+THRUSPECIES\nSpecies \"Nobles\"\nDamageFactor \"NobleComet\", 0.0\nDamageFactor \"LegendaryPlayer\", 0.3\nDamageFactor \"LegendaryGuruPlayer\", 0.3\n//No Infighting\nDamageFactor \"Legendary\", 0.0\nDamageFactor \"Legendary1\", 0.0\nDamageFactor \"LegendaryGuru\", 0.0\nDamageFactor \"LegMind\", 0.0\nDamageFactor \"Cyber10K\", 0.0\nDropItem \"\"\nTag \"Summoned Pyrodemon\"\n}"
}
]
},
"maps": []
}