Raw model (for completeness)
{
"meta": {
"id": "096a039b-7151-406a-b971-3115732268ed",
"sha1": "67db6fdccfbb675ba1f167640c760e0f503e845e",
"sha256": "0a647a106fbcefb3cd809234320e3278b73825fa7984163fe5b37f952cb5e400",
"filenames": [
"zdwbossarena_fix.pk3"
],
"additional": {
"engines": [
"ZDOOM"
],
"iwad": [],
"filename": null,
"added": "2017-02-23 20:27:32",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": null,
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2017-02-23 20:27:32",
"file": {
"type": "PK3",
"size": 16418602,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/67db6fdccfbb675ba1f167640c760e0f503e845e/67db6fdccfbb675ba1f167640c760e0f503e845e.pk3.gz",
"corrupt": false
},
"content": {
"maps": [
"ZDWBOSS"
],
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 214,
"maps": 1,
"palettes": 0
},
"engines_guess": [
"ZDOOM"
]
},
"analysis": {
"title": "ZDWBOSSARENA_FIX",
"description": "This WAD contains a single map focused on a boss arena encounter featuring a custom boss named Exodia with 10,000 health and multiple unique missile attacks. The gameplay centers on a high-difficulty, single-challenge fight rather than exploration or traditional map progression. The resource balance and monster variety are minimal, emphasizing the boss fight mechanics. The environment and textures are not detailed, but the WAD requires the ZDoom engine due to advanced actor scripting and custom behaviors. The structure is linear and isolated, designed for a standalone boss battle experience rather than a multi-level campaign.",
"tags": [
"boss_encounters",
"challenge_wad",
"linear",
"single_map",
"very_hard",
"zdoom"
],
"origin": "gpt-4.1-mini"
},
"text_files": [
{
"source": "pk3",
"name": "Bosses/Exodia.txt",
"contents": "actor Exodia\n{\n Scale 0.85\n Height 300\n Radius 180\n Meleerange 200\n Painchance 0\n Speed 20\n Health 10000\n Mass 0x7fffffff\n Renderstyle translucent\n Obituary \"%o was obliterated by Exodia.\"\n DropItem \"SuperBossMana\"\n DropItem \"SuperBossHeroMana\"\n DropItem \"BackPack\"\n\n MONSTER\n +LOOKALLAROUND\n +NORADIUSDMG\n +BOSS\n +NOICEDEATH\n +NOPAIN\n +DONTRIP\n +NOBLOOD\n states\n {\n Spawn:\n EXOD A 4 A_Look\n goto see\n Idle:\n\tEXOD A 0 A_Look\n\tEXOD AA 5 A_Wander\n\tloop\n See:\n\tEXOD A 5 A_Chase\n\tloop\n Melee:\n Missile:\n\tEXOD A 15 A_FaceTarget\n\tEXOD A 0 A_FaceTarget\n\tEXOD A 0 A_PlaySound(\"exodia/obliterate\",CHAN_WEAPON,1.0,0,ATTN_NONE)\n\tEXOD A 0 A_CustomMissile(\"ExodiaObliterate\",40,96,0,2,0)\n\tEXOD A 0 A_CustomMissile(\"ExodiaObliterate\",80,96,0,2,0)\n\tEXOD A 0 A_CustomMissile(\"ExodiaObliterate\",120,96,0,2,0)\n\tEXOD A 0 A_CustomMissile(\"ExodiaObliterate\",160,96,0,2,0)\n\tEXOD A 0 A_CustomMissile(\"ExodiaObliterate\",200,96,0,2,0)\n\tEXOD A 0 A_CustomMissile(\"ExodiaObliterate\",240,96,0,2,0)\n\tEXOD A 0 A_CustomMissile(\"ExodiaObliterate\",40,-96,0,2,0)\n\tEXOD A 0 A_CustomMissile(\"ExodiaObliterate\",80,-96,0,2,0)\n\tEXOD A 0 A_CustomMissile(\"ExodiaObliterate\",120,-96,0,2,0)\n\tEXOD A 0 A_CustomMissile(\"ExodiaObliterate\",160,-96,0,2,0)\n\tEXOD A 0 A_CustomMissile(\"ExodiaObliterate\",200,-96,0,2,0)\n\tEXOD A 0 A_CustomMissile(\"ExodiaObliterate\",240,-96,0,2,0)\n\tEXOD A 0 A_CustomMissile(\"ExodiaObliterate\",40,0,0,2,0)\n\tEXOD A 0 A_CustomMissile(\"ExodiaObliterate\",80,0,0,2,0)\n\tEXOD A 0 A_CustomMissile(\"ExodiaObliterate\",120,0,0,2,0)\n\tEXOD A 0 A_CustomMissile(\"ExodiaObliterate\",160,0,0,2,0)\n\tEXOD A 0 A_CustomMissile(\"ExodiaObliterate\",200,0,0,2,0)\n\tEXOD A 15 A_CustomMissile(\"ExodiaObliterate\",240,0,0,2,0)\n\tgoto See\n Death:\n\tEXOD A 10\n\tEXOD AAAAAAAAA 1 A_FadeOut(0.1)\n\tEXOD A 0 A_Fall\n\tstop\n }\n}"
},
{
"source": "pk3",
"name": "Bosses/GangstaGrosseTwins.txt",
"contents": "ACTOR GangstaGrosse\n{\n\tObituary \"%o was gangraped by Leeroy Grosse.\"\n\tHealth 30000\n\tRadius 60\n\tHeight 124\n\tMass 5000\n\tspeed 25\n\tpainchance 8\n\tscale 2.8\n\tdecal \"bulletchip\"\n\tseesound \"ggrosse/sight\"\n\tattacksound \"chainguy/attack\"\n\tpainsound \"ggrosse/pain\"\n\tdeathsound \"ggrosse/death\"\n\tactivesound \"ggrosse/active\"\n\tDropItem \"SuperBossMana\"\n DropItem \"SuperBossHeroMana\"\n DropItem \"BackPack\"\n\n\tMONSTER\n\t+FOILINVUL\n\t+TELESTOMP\n\t+QUICKTORETALIATE\n\t+BOSS\n\t+FLOORCLIP\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+FULLVOLACTIVE\n\t+LOOKALLAROUND\n\t+DONTRIP\n\t-COUNTKILL\n\n\tStates\n\t{\n\tSpawn:\n\tLMLG A 10 A_Look\n\tloop\n\n\tSee:\n\tLMLG AABBCCDD 5 A_Chase\n\tLMLG A 0 A_JumpIfTargetinLOS(\"See\", 2048)\n\tLMLG A 0 A_Jump(30, \"Giveup\")\n\tloop\n\n\tIdle:\n\tLMLG A 1 A_LookEx(0, 0, 0, 0, 360, \"See\")\n\tLMLG AABBCCDD 5 A_Wander\n\tLMLG D 1 A_LookEx(0, 0, 0, 0, 360, \"See\")\n\tloop\n\n \tGiveup:\n\tLMLG A 0 A_ClearTarget\n\tgoto See\n\n Missile:\n\tLMLG E 6 A_FaceTarget\n\tLMLG F 1 A_FaceTarget\n\tLMLG F 0 A_JumpIfCloser(1280, \"GangRape\")\n\tLMLG FG 4 bright A_CustomMissile(\"NiggaRocket\",96,-48)\n\tLMLG G 0 bright A_CustomMissile(\"NiggaRocket\",96,48)\n\tLMLG F 1 A_FaceTarget\n\tLMLG FG 4 bright A_CustomMissile(\"NiggaRocket\",96,-48)\n\tLMLG G 0 bright A_CustomMissile(\"NiggaRocket\",96,48)\n\tLMLG F 1 A_FaceTarget\n\tLMLG FG 4 bright A_CustomMissile(\"NiggaRocket\",96,-48)\n\tLMLG G 0 bright A_CustomMissile(\"NiggaRocket\",96,48)\n\tLMLG F 1 A_FaceTarget\n\tLMLG FG 4 bright A_CustomMissile(\"NiggaRocket\",96,-48)\n\tLMLG G 0 bright A_CustomMissile(\"NiggaRocket\",96,48)\n\tLMLG F 1 A_FaceTarget\n\tLMLG FG 4 bright A_CustomMissile(\"NiggaRocket\",96,-48)\n\tLMLG G 0 bright A_CustomMissile(\"NiggaRocket\",96,48)\n\tLMLG F 1 A_FaceTarget\n\tLMLG FG 4 bright A_CustomMissile(\"NiggaRocket\",96,-48)\n\tLMLG G 0 bright A_CustomMissile(\"NiggaRocket\",96,48)\n\tLMLG F 1 A_FaceTarget\n\tLMLG FG 4 bright A_CustomMissile(\"NiggaRocket\",96,-48)\n\tLMLG G 0 bright A_CustomMissile(\"NiggaRocket\",96,48)\n\tLMLG F 1 A_FaceTarget\n\tLMLG FG 4 bright A_CustomMissile(\"NiggaRocket\",96,-48)\n\tLMLG G 0 bright A_CustomMissile(\"NiggaRocket\",96,48)\n\tLMLG F 1 A_CPosRefire\n\tgoto Missile+1\n\n\tGangRape:\n\tLMLG FG 2 bright A_CustomBulletAttack(8,8,6,8)\n\tLMLG F 1 A_FaceTarget\n\tLMLG FG 2 bright A_CustomBulletAttack(16,16,6,8)\n\tLMLG F 1 A_FaceTarget\n\tLMLG FG 2 bright A_CustomBulletAttack(32,32,6,8)\n\tLMLG F 1 A_FaceTarget\n\tLMLG FG 2 bright A_CustomBulletAttack(8,8,6,8)\n\tLMLG F 1 A_FaceTarget\n\tLMLG FG 2 bright A_CustomBulletAttack(4,4,6,8)\n\tLMLG F 1 A_FaceTarget\n\tLMLG FG 2 bright A_CustomBulletAttack(32,32,6,8)\n\tLMLG F 1 A_FaceTarget\n\tLMLG FG 2 bright A_CustomBulletAttack(24,24,6,8)\n\tLMLG F 1 A_FaceTarget\n\tLMLG FG 2 bright A_CustomBulletAttack(0,0,6,8)\n\tLMLG F 1 A_FaceTarget\n\tLMLG FG 2 bright A_CustomBulletAttack(8,8,6,8)\n\tLMLG F 1 A_FaceTarget\n\tLMLG FG 2 bright A_CustomBulletAttack(12,12,6,8)\n\tLMLG F 1 A_FaceTarget\n\tLMLG FG 2 bright A_CustomBulletAttack(64,64,6,8)\n\tLMLG F 1 A_FaceTarget\n\tLMLG FG 2 bright A_CustomBulletAttack(0,0,6,8)\n\tLMLG F 1 A_FaceTarget\n\tLMLG FG 2 bright A_CustomBulletAttack(5,5,6,8)\n\tLMLG F 1 A_FaceTarget\n\tLMLG FG 2 bright A_CustomBulletAttack(1,1,6,8)\n\tLMLG F 1 A_FaceTarget\n\tLMLG FG 2 bright A_CustomBulletAttack(12,12,6,8)\n\tLMLG F 1 A_FaceTarget\n\tLMLG FG 2 bright A_CustomBulletAttack(16,16,6,8)\n\tLMLG F 1 A_FaceTarget\n\tLMLG FG 2 bright A_CustomBulletAttack(64,64,6,8)\n\tLMLG F 1 A_FaceTarget\n\tLMLG FG 2 bright A_CustomBulletAttack(64,64,6,8)\n\tLMLG F 1 A_FaceTarget\n\tLMLG FG 2 bright A_CustomBulletAttack(64,64,6,8)\n\tLMLG F 1 A_FaceTarget\n\tLMLG FG 2 bright A_CustomBulletAttack(64,64,6,8)\n\tLMLG F 1 A_CPosRefire\n\tgoto Missile+1\n\n\tPain:\n\tLMLG H 3\n\tLMLG H 3 A_Pain\n\tLMLG E 6 A_FaceTarget\n\tLMLG FG 2 bright A_CustomBulletAttack(8,8,6,8)\n\tLMLG F 1 A_FaceTarget\n\tLMLG FG 2 bright A_CustomBulletAttack(16,16,6,8)\n\tLMLG F 1 A_FaceTarget\n\tLMLG FG 2 bright A_CustomBulletAttack(8,8,6,8)\n\tLMLG F 1 A_FaceTarget\n\tLMLG FG 2 bright A_CustomBulletAttack(16,16,6,8)\n\tLMLG F 1 A_FaceTarget\n\tLMLG FG 2 bright A_CustomBulletAttack(8,8,6,8)\n\tLMLG F 1 A_FaceTarget\n\tLMLG FG 2 bright A_CustomBulletAttack(16,16,6,8)\n\tLMLG F 1 A_FaceTarget\n\tLMLG FG 2 bright A_CustomBulletAttack(8,8,6,8)\n\tLMLG F 1 A_FaceTarget\n\tLMLG FG 2 bright A_CustomBulletAttack(16,16,6,8)\n\tLMLG F 1 A_FaceTarget\n\tLMLG FG 4 bright A_CustomMissile(\"NiggaRocketCounter\",96,-48)\n\tLMLG G 0 bright A_CustomMissile(\"NiggaRocketCounter\",96,48)\n\tLMLG F 1 A_FaceTarget\n\tLMLG FG 4 bright A_CustomMissile(\"NiggaRocketCounter\",96,-48)\n\tLMLG G 0 bright A_CustomMissile(\"NiggaRocketCounter\",96,48)\n\tLMLG F 1 A_CPosRefire\n\tgoto Missile+1\n\n\tDeath:\n\tLMLG I 7\n\tLMLG I 0 A_Scream\n\tLMLG J 7 A_NoBlocking\n\tLMLG K 7\n\tLMLG L 7\n\tLMLG L 350\n\tLMLG LLLLL 5 A_Fadeout(0.2)\n\tstop\n\t}\n}\n\nACTOR RealGangstaGrosse\n{\n\tObituary \"%o was perforated by Gangsta Grosse.\"\n\tHealth 50000\n\tRadius 64\n\tHeight 124\n\tMass 10000\n\tspeed 30\n\tpainchance 4\n\tdecal \"bulletchip\"\n\tseesound \"ggrosse/sight\"\n\tattacksound \"chainguy/attack\"\n\tpainsound \"ggrosse/pain\"\n\tdeathsound \"ggrosse/death\"\n\tactivesound \"ggrosse/active\"\n\tDropItem \"SuperBossMana\"\n DropItem \"SuperBossHeroMana\"\n DropItem \"BackPack\"\n\n\tMONSTER\n\t+FOILINVUL\n\t+TELESTOMP\n\t+QUICKTORETALIATE\n\t+BOSS\n\t+FLOORCLIP\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+FULLVOLACTIVE\n\t+LOOKALLAROUND\n\t+DONTRIP\n\t-COUNTKILL\n\n\tStates\n\t{\n\tSpawn:\n\tLMGG A 10 A_Look\n\tloop\n\n\tSee:\n\tLMGG AABBCCDD 5 A_Chase\n\tLMGG A 0 A_JumpIfTargetinLOS(\"See\", 2048)\n\tLMGG A 0 A_Jump(30, \"Giveup\")\n\tloop\n\n\tIdle:\n\tLMGG A 1 A_LookEx(0, 0, 0, 0, 360, \"See\")\n\tLMGG AABBCCDD 5 A_Wander\n\tLMGG D 1 A_LookEx(0, 0, 0, 0, 360, \"See\")\n\tloop\n\n \tGiveup:\n\tLMGG A 0 A_ClearTarget\n\tgoto See\n\n\tMissile:\n\tLMGG E 6 A_FaceTarget\n\tLMGG F 1 A_FaceTarget\n\tLMGG F 0 A_JumpIfCloser(1024, \"ProGangrape\")\n\tLMGG F 0 A_JumpIfCloser(4096, \"UrFnucked\")\n\tLMGG FG 3 bright A_CustomMissile(\"NiggaRocket\",96,-48)\n\tLMGG G 0 bright A_CustomMissile(\"NiggaRocket\",96,48)\n\tLMGG F 1 A_FaceTarget\n\tLMGG FG 3 bright A_CustomMissile(\"NiggaRocket\",96,-48)\n\tLMGG G 0 bright A_CustomMissile(\"NiggaRocket\",96,48)\n\tLMGG F 1 A_FaceTarget\n\tLMGG FG 3 bright A_CustomMissile(\"NiggaRocket\",96,-48)\n\tLMGG G 0 bright A_CustomMissile(\"NiggaRocket\",96,48)\n\tLMGG F 1 A_FaceTarget\n\tLMGG FG 3 bright A_CustomMissile(\"NiggaRocket\",96,-48)\n\tLMGG G 0 bright A_CustomMissile(\"NiggaRocket\",96,48)\n\tLMGG F 1 A_FaceTarget\n\tLMGG FG 3 bright A_CustomMissile(\"NiggaRocket\",96,-48)\n\tLMGG G 0 bright A_CustomMissile(\"NiggaRocket\",96,48)\n\tLMGG F 1 A_FaceTarget\n\tLMGG FG 3 bright A_CustomMissile(\"NiggaRocket\",96,-48)\n\tLMGG G 0 bright A_CustomMissile(\"NiggaRocket\",96,48)\n\tLMGG F 1 A_FaceTarget\n\tLMGG FG 3 bright A_CustomMissile(\"NiggaRocket\",96,-48)\n\tLMGG G 0 bright A_CustomMissile(\"NiggaRocket\",96,48)\n\tLMGG F 1 A_FaceTarget\n\tLMGG FG 3 bright A_CustomMissile(\"NiggaRocket\",96,-48)\n\tLMGG G 0 bright A_CustomMissile(\"NiggaRocket\",96,48)\n\tLMGG F 1 A_CPosRefire\n\tgoto Missile+1\n\n\tUrFnucked:\n\tLMGG FG 2 bright A_CustomMissile(\"TrueNiggaRocket\",96,48)\n\tLMGG G 0 bright A_CustomMissile(\"TrueNiggaRocket\",96,-48)\n\tLMGG G 0 bright A_CustomMissile(\"TrueNiggaRocket\",96,48)\n\tLMGG G 0 bright A_CustomMissile(\"TrueNiggaRocket\",96,-48)\n\tLMGG F 1 A_FaceTarget\n\tLMGG FG 2 bright A_CustomMissile(\"TrueNiggaRocket\",96,48)\n\tLMGG G 0 bright A_CustomMissile(\"TrueNiggaRocket\",96,-48)\n\tLMGG G 0 bright A_CustomMissile(\"TrueNiggaRocket\",96,48)\n\tLMGG G 0 bright A_CustomMissile(\"TrueNiggaRocket\",96,-48)\n\tLMGG F 1 A_FaceTarget\n\tLMGG FG 2 bright A_CustomMissile(\"TrueNiggaRocket\",96,48)\n\tLMGG G 0 bright A_CustomMissile(\"TrueNiggaRocket\",96,-48)\n\tLMGG G 0 bright A_CustomMissile(\"TrueNiggaRocket\",96,48)\n\tLMGG G 0 bright A_CustomMissile(\"TrueNiggaRocket\",96,-48)\n\tLMGG F 1 A_FaceTarget\n\tLMGG FG 2 bright A_CustomMissile(\"TrueNiggaRocket\",96,48)\n\tLMGG G 0 bright A_CustomMissile(\"TrueNiggaRocket\",96,-48)\n\tLMGG G 0 bright A_CustomMissile(\"TrueNiggaRocket\",96,48)\n\tLMGG G 0 bright A_CustomMissile(\"TrueNiggaRocket\",96,-48)\n\tLMGG F 1 A_CPosRefire\n\tgoto Missile+1\n\n\tProGangrape:\n\tLMGG A 0 bright A_Jump(32,\"UrFnucked\")\n\tLMGG FG 2 bright A_CustomBulletAttack(30,30,12,10)\n\tLMGG F 1 A_FaceTarget\n\tLMGG FG 2 bright A_CustomMissile(\"NiggaRocketCounter\",96,-48)\n\tLMGG G 0 bright A_CustomMissile(\"NiggaRocketCounter\",96,48)\n\tLMGG F 1 A_FaceTarget\n\tLMGG FG 2 bright A_CustomBulletAttack(15,15,12,10)\n\tLMGG F 1 A_FaceTarget\n\tLMGG FG 2 bright A_CustomMissile(\"NiggaRocketCounter\",96,-48)\n\tLMGG G 0 bright A_CustomMissile(\"NiggaRocketCounter\",96,48)\n\tLMGG F 1 A_FaceTarget\n\tLMGG FG 2 bright A_CustomBulletAttack(30,30,12,10)\n\tLMGG F 1 A_FaceTarget\n\tLMGG FG 2 bright A_CustomMissile(\"NiggaRocketCounter\",96,-48)\n\tLMGG G 0 bright A_CustomMissile(\"NiggaRocketCounter\",96,48)\n\tLMGG F 1 A_FaceTarget\n\tLMGG FG 2 bright A_CustomBulletAttack(15,15,12,10)\n\tLMGG F 1 A_FaceTarget\n\tLMGG FG 2 bright A_CustomMissile(\"NiggaRocketCounter\",96,-48)\n\tLMGG G 0 bright A_CustomMissile(\"NiggaRocketCounter\",96,48)\n\tLMGG F 1 A_FaceTarget\n\tLMGG FG 2 bright A_CustomBulletAttack(30,30,12,10)\n\tLMGG F 1 A_FaceTarget\n\tLMGG FG 2 bright A_CustomMissile(\"NiggaRocketCounter\",96,-48)\n\tLMGG G 0 bright A_CustomMissile(\"NiggaRocketCounter\",96,48)\n\tLMGG F 1 A_FaceTarget\n\tLMGG FG 2 bright A_CustomBulletAttack(15,15,12,10)\n\tLMGG F 1 A_FaceTarget\n\tLMGG FG 2 bright A_CustomMissile(\"NiggaRocketCounter\",96,-48)\n\tLMGG G 0 bright A_CustomMissile(\"NiggaRocketCounter\",96,48)\n\tLMGG F 1 A_FaceTarget\n\tLMGG FG 2 bright A_CustomBulletAttack(30,30,12,10)\n\tLMGG F 1 A_FaceTarget\n\tLMGG FG 2 bright A_CustomMissile(\"NiggaRocketCounter\",96,-48)\n\tLMGG G 0 bright A_CustomMissile(\"NiggaRocketCounter\",96,48)\n\tLMGG F 1 A_FaceTarget\n\tLMGG FG 2 bright A_CustomBulletAttack(15,15,12,10)\n\tLMGG F 1 A_CPosRefire\n\tgoto Missile+1\n\n\tPain:\n\tLMGG H 3\n\tLMGG H 3 A_Pain\n\tLMGG E 6 A_FaceTarget\n\tLMGG FG 2 bright A_CustomBulletAttack(8,8,12,10)\n\tLMGG F 1 A_FaceTarget\n\tLMGG FG 2 bright A_CustomBulletAttack(16,16,12,10)\n\tLMGG F 1 A_FaceTarget\n\tLMGG FG 2 bright A_CustomBulletAttack(8,8,12,10)\n\tLMGG F 1 A_FaceTarget\n\tLMGG FG 2 bright A_CustomBulletAttack(16,16,12,10)\n\tLMGG F 1 A_FaceTarget\n\tLMGG FG 2 bright A_CustomBulletAttack(8,8,12,10)\n\tLMGG F 1 A_FaceTarget\n\tLMGG FG 2 bright A_CustomBulletAttack(16,16,12,10)\n\tLMGG F 1 A_FaceTarget\n\tLMGG FG 2 bright A_CustomBulletAttack(8,8,12,10)\n\tLMGG F 1 A_FaceTarget\n\tLMGG FG 2 bright A_CustomBulletAttack(16,16,12,10)\n\tLMGG F 1 A_FaceTarget\n\tLMGG FG 2 bright A_CustomMissile(\"NiggaRocketCounter\",96,-48)\n\tLMGG G 0 bright A_CustomMissile(\"NiggaRocketCounter\",96,48)\n\tLMGG F 1 A_FaceTarget\n\tLMGG FG 2 bright A_CustomMissile(\"NiggaRocketCounter\",96,-48)\n\tLMGG G 0 bright A_CustomMissile(\"NiggaRocketCounter\",96,48)\n\tLMGG F 1 A_CPosRefire\n\tgoto Missile+1\n\n\tDeath:\n\tLMGG I 7\n\tLMGG I 0 A_Scream\n\tLMGG J 7 A_NoBlocking\n\tLMGG K 7\n\tLMGG L 7\n\tLMGG L 350\n\tLMGG LLLLL 5 A_Fadeout(0.2)\n\tstop\n\t}\n}"
},
{
"source": "pk3",
"name": "Bosses/GodMarine.txt",
"contents": "ACTOR GodMarine\n{\n Speed 32\n Health 25000\n Radius 16\n Height 56\n Mass 200\n PainChance 2\n MaxStepHeight 32\n Obituary \"%o was owned by the Marine.\"\n SeeSound \"doomgod/taunt\"\n PainSound \"doomgod/pain\"\n DeathSound \"doomgod/death\"\n DropItem \"SuperBossMana\"\n DropItem \"SuperBossHeroMana\"\n DropItem \"BackPack\"\n\n\tMONSTER\n\t+TELESTOMP\n\t+QUICKTORETALIATE\n\t+BOSS\n\t+FLOORCLIP\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+FULLVOLACTIVE\n\t+LOOKALLAROUND\n\t+DONTRIP\n\t+DROPOFF\n\n States\n {\n Spawn:\n PLAY A 1 A_Look\n Loop\n See:\n PLAY ABCD 4 A_Chase\n\tPLAY A 0 A_JumpIfTargetinLOS(\"See\", 2048)\n\tPLAY A 0 A_Jump(30, \"Giveup\")\n Loop\n Idle:\n\tPLAY A 0 A_LookEx(0, 0, 0, 0, 360, \"See\")\n\tPLAY ABCD 4 A_Wander\n\tPLAY D 0 A_LookEx(0, 0, 0, 0, 360, \"See\")\n\tloop\n Giveup:\n\tPLAY A 0 A_ClearTarget\n\tgoto See\n Missile:\n PLAY F 0 A_Jump(192,1)\n\tPLAY F 0 A_JumpIfCloser(192,\"RIPPERCHAINSAWTHROWER\")\n PLAY F 0 A_Jump(96,\"SSGMASTERYUBERAIM\")\n\tPLAY F 0 A_Jump(64,\"ROCKETHEAVENNIGHTMARE\")\n\tPLAY F 0 A_Jump(64,\"WOBWOBBFGMASSACRE\")\n\tPLAY F 0 A_Jump(96,\"PLASMAEVERYWHERESHOOTER\")\n\tPLAY F 0 A_Jump(80,\"HARDCOREBOOMSTICKBLASTER\")\n\tPLAY F 0 A_Jump(16,\"EVERYTHINGBURRITO\")\n\t//ALMIGHTYCHAINGUNSEDUCEMENT\n\tPLAY F 1 A_FaceTarget\n\tPLAY F 0 A_PlaySound(\"weapons/pistol\")\n PLAY E 1 bright A_CustomBulletAttack(0,0,2,5)\n\tPLAY F 1 A_FaceTarget\n\tPLAY F 0 A_PlaySound(\"weapons/pistol\")\n PLAY E 1 bright A_CustomBulletAttack(0,0,2,5)\n\tPLAY F 1 A_FaceTarget\n\tPLAY F 0 A_PlaySound(\"weapons/pistol\")\n PLAY E 1 bright A_CustomBulletAttack(0,0,2,5)\n\tPLAY F 1 A_FaceTarget\n\tPLAY F 0 A_PlaySound(\"weapons/pistol\")\n PLAY E 1 bright A_CustomBulletAttack(0,0,2,5)\n\tPLAY F 1 A_FaceTarget\n\tPLAY F 0 A_PlaySound(\"weapons/pistol\")\n PLAY E 1 bright A_CustomBulletAttack(0,0,2,5)\n\tPLAY F 1 A_FaceTarget\n\tPLAY F 0 A_PlaySound(\"weapons/pistol\")\n PLAY E 1 bright A_CustomBulletAttack(0,0,2,5)\n\tPLAY F 1 A_FaceTarget\n\tPLAY F 0 A_PlaySound(\"weapons/pistol\")\n PLAY E 1 bright A_CustomBulletAttack(0,0,2,5)\n\tPLAY F 1 A_FaceTarget\n\tPLAY F 0 A_PlaySound(\"weapons/pistol\")\n PLAY E 1 bright A_CustomBulletAttack(0,0,2,5)\n\tPLAY F 1 A_FaceTarget\n\tPLAY F 0 A_PlaySound(\"weapons/pistol\")\n PLAY E 1 bright A_CustomBulletAttack(0,0,2,5)\n\tPLAY F 1 A_FaceTarget\n\tPLAY F 0 A_PlaySound(\"weapons/pistol\")\n PLAY E 1 bright A_CustomBulletAttack(0,0,2,5)\n Goto See\n SSGMASTERYUBERAIM:\n PLAY F 1 A_FaceTarget\n\tPLAY F 0 A_PlaySound(\"weapons/sshotf\")\n PLAY E 2 bright A_CustomBulletAttack(11.2,7.1,32,5)\n\tPLAY F 2 A_PlaySound(\"weapons/sshoto\")\n\tPLAY F 1 A_FaceTarget\n\tPLAY F 0 A_PlaySound(\"weapons/sshotf\")\n PLAY E 2 bright A_CustomBulletAttack(11.2,7.1,32,5)\n\tPLAY F 2 A_PlaySound(\"weapons/sshoto\")\n\tPLAY F 1 A_FaceTarget\n\tPLAY F 0 A_PlaySound(\"weapons/sshotf\")\n PLAY E 2 bright A_CustomBulletAttack(11.2,7.1,32,5)\n\tPLAY F 2 A_PlaySound(\"weapons/sshoto\")\n\tPLAY F 1 A_FaceTarget\n\tPLAY F 0 A_PlaySound(\"weapons/sshotf\")\n PLAY E 2 bright A_CustomBulletAttack(11.2,7.1,32,5)\n\tPLAY F 2 A_PlaySound(\"weapons/sshoto\")\n\tPLAY F 1 A_FaceTarget\n\tPLAY F 0 A_PlaySound(\"weapons/sshotf\")\n PLAY E 2 bright A_CustomBulletAttack(11.2,7.1,32,5)\n\tPLAY F 2 A_PlaySound(\"weapons/sshoto\")\n\tPLAY F 1 A_FaceTarget\n\tPLAY F 0 A_PlaySound(\"weapons/sshotf\")\n PLAY E 2 bright A_CustomBulletAttack(11.2,7.1,32,5)\n\tPLAY F 2 A_PlaySound(\"weapons/sshoto\")\n Goto See\n WOBWOBBFGMASSACRE:\n PLAY F 3 A_FaceTarget\n\tPLAY F 0 A_PlaySound(\"weapons/bfgf\")\n PLAY E 3 bright A_CustomMissile(\"BFGBall\",40,0,0,4)\n PLAY F 3 A_FaceTarget\n\tPLAY F 0 A_PlaySound(\"weapons/bfgf\")\n PLAY E 3 bright A_CustomMissile(\"BFGBall\",40,0,0,4)\n PLAY F 3 A_FaceTarget\n\tPLAY F 0 A_PlaySound(\"weapons/bfgf\")\n PLAY E 3 bright A_CustomMissile(\"BFGBall\",40,0,0,4)\n\tPLAY F 3 A_FaceTarget\n\tGoto See\n ROCKETHEAVENNIGHTMARE:\n PLAY F 8 A_FaceTarget\n PLAY EEEEEEEEEEEEEEEEEEEEEEEEE 2 bright A_CustomMissile(\"SpamRocket\",32,0,1,random(-25,25))\n\tGoto See\n PLASMAEVERYWHERESHOOTER:\n PLAY F 1 A_FaceTarget\n\tPLAY EEEEEE 0 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n PLAY E 2 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n PLAY F 1 A_FaceTarget\n\tPLAY EEEEEE 0 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n PLAY E 2 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n PLAY F 1 A_FaceTarget\n\tPLAY EEEEEE 0 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n PLAY E 2 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n PLAY F 1 A_FaceTarget\n\tPLAY EEEEEE 0 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n PLAY E 2 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n PLAY F 1 A_FaceTarget\n\tPLAY EEEEEE 0 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n PLAY E 2 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n PLAY F 1 A_FaceTarget\n\tPLAY EEEEEE 0 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n PLAY E 2 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n PLAY F 1 A_FaceTarget\n\tPLAY EEEEEE 0 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n PLAY E 2 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n PLAY F 1 A_FaceTarget\n\tPLAY EEEEEE 0 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n PLAY E 2 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n PLAY F 1 A_FaceTarget\n\tPLAY EEEEEE 0 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n PLAY E 2 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n PLAY F 1 A_FaceTarget\n\tPLAY EEEEEE 0 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n PLAY E 2 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n PLAY F 1 A_FaceTarget\n\tPLAY EEEEEE 0 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n PLAY E 2 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n PLAY F 1 A_FaceTarget\n\tPLAY EEEEEE 0 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n PLAY E 2 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n PLAY F 1 A_FaceTarget\n\tPLAY EEEEEE 0 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n PLAY E 2 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n PLAY F 1 A_FaceTarget\n\tPLAY EEEEEE 0 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n PLAY E 2 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n PLAY F 1 A_FaceTarget\n\tPLAY EEEEEE 0 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n PLAY E 2 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n PLAY F 1 A_FaceTarget\n\tPLAY EEEEEE 0 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n PLAY E 2 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n PLAY F 1 A_FaceTarget\n\tPLAY EEEEEE 0 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n PLAY E 2 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n PLAY F 1 A_FaceTarget\n\tPLAY EEEEEE 0 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n PLAY E 2 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n PLAY F 1 A_FaceTarget\n\tPLAY EEEEEE 0 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n PLAY E 2 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n PLAY F 1 A_FaceTarget\n\tPLAY EEEEEE 0 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n PLAY E 2 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n\tGoto See\n HARDCOREBOOMSTICKBLASTER:\n PLAY F 1 A_FaceTarget\n\tPLAY F 0 A_PlaySound(\"weapons/shotgf\")\n PLAY E 1 bright A_CustomBulletAttack(5.6,0,8,5)\n PLAY F 1 A_FaceTarget\n\tPLAY F 0 A_PlaySound(\"weapons/shotgf\")\n PLAY E 1 bright A_CustomBulletAttack(5.6,0,8,5)\n PLAY F 1 A_FaceTarget\n\tPLAY F 0 A_PlaySound(\"weapons/shotgf\")\n PLAY E 1 bright A_CustomBulletAttack(5.6,0,8,5)\n PLAY F 1 A_FaceTarget\n\tPLAY F 0 A_PlaySound(\"weapons/shotgf\")\n PLAY E 1 bright A_CustomBulletAttack(5.6,0,8,5)\n PLAY F 1 A_FaceTarget\n\tPLAY F 0 A_PlaySound(\"weapons/shotgf\")\n PLAY E 1 bright A_CustomBulletAttack(5.6,0,8,5)\n PLAY F 1 A_FaceTarget\n\tPLAY F 0 A_PlaySound(\"weapons/shotgf\")\n PLAY E 1 bright A_CustomBulletAttack(5.6,0,8,5)\n PLAY F 1 A_FaceTarget\n\tPLAY F 0 A_PlaySound(\"weapons/shotgf\")\n PLAY E 1 bright A_CustomBulletAttack(5.6,0,8,5)\n PLAY F 1 A_FaceTarget\n\tPLAY F 0 A_PlaySound(\"weapons/shotgf\")\n PLAY E 1 bright A_CustomBulletAttack(5.6,0,8,5)\n PLAY F 1 A_FaceTarget\n\tPLAY F 0 A_PlaySound(\"weapons/shotgf\")\n PLAY E 1 bright A_CustomBulletAttack(5.6,0,8,5)\n PLAY F 1 A_FaceTarget\n\tPLAY F 0 A_PlaySound(\"weapons/shotgf\")\n PLAY E 1 bright A_CustomBulletAttack(5.6,0,8,5)\n PLAY F 1 A_FaceTarget\n\tPLAY F 0 A_PlaySound(\"weapons/shotgf\")\n PLAY E 1 bright A_CustomBulletAttack(5.6,0,8,5)\n PLAY F 1 A_FaceTarget\n\tPLAY F 0 A_PlaySound(\"weapons/shotgf\")\n PLAY E 1 bright A_CustomBulletAttack(5.6,0,8,5)\n Goto See\n EVERYTHINGBURRITO:\n PLAY A 35 A_PlaySound(\"doomguy/taunt\")\n PLAY E 35 A_FaceTarget\n\tPLAY F 0 A_PlaySound(\"weapons/pistol\")\n\tPLAY F 0 A_PlaySound(\"weapons/sshotf\")\n\tPLAY F 0 A_PlaySound(\"weapons/bfgf\")\n\tPLAY F 0 A_PlaySound(\"weapons/sawfull\")\n\tPLAY F 0 A_PlaySound(\"weapons/shotgf\")\n\tPLAY E 0 bright A_CustomBulletAttack(0,0,2,15)\n\tPLAY E 0 bright A_CustomBulletAttack(5.6,0,8,15)\n\tPLAY E 2 bright A_CustomBulletAttack(11.2,7.1,32,15)\n\tPLAY E 0 bright A_CustomMissile(\"BFGBall\",40,0,0,4)\n\tPLAY EEEEEE 0 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n\tPLAY E 0 bright A_CustomMissile(\"RIPPERSAW\",32,0,0,0)\n\tPLAY E 2 bright A_CustomMissile(\"SpamRocket\",40,0,0,0)\n\tPLAY F 2 A_FaceTarget\n\tPLAY E 0 bright A_CustomBulletAttack(0,0,2,15)\n\tPLAY E 0 bright A_CustomBulletAttack(5.6,0,8,15)\n\tPLAY E 2 bright A_CustomBulletAttack(11.2,7.1,32,15)\n\tPLAY E 0 bright A_CustomMissile(\"BFGBall\",40,0,0,4)\n\tPLAY EEEEEE 0 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n\tPLAY E 0 bright A_CustomMissile(\"RIPPERSAW\",32,0,0,0)\n\tPLAY E 2 bright A_CustomMissile(\"SpamRocket\",40,0,0,0)\n\tPLAY F 2 A_FaceTarget\n\tPLAY E 0 bright A_CustomBulletAttack(0,0,2,15)\n\tPLAY E 0 bright A_CustomBulletAttack(5.6,0,8,15)\n\tPLAY E 2 bright A_CustomBulletAttack(11.2,7.1,32,15)\n\tPLAY E 0 bright A_CustomMissile(\"BFGBall\",40,0,0,4)\n\tPLAY EEEEEE 0 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n\tPLAY E 0 bright A_CustomMissile(\"RIPPERSAW\",32,0,16,0,0)\n\tPLAY E 2 bright A_CustomMissile(\"SpamRocket\",40,0,0,0)\n\tPLAY F 2 A_FaceTarget\n\tPLAY E 0 bright A_CustomBulletAttack(0,0,2,15)\n\tPLAY E 0 bright A_CustomBulletAttack(5.6,0,8,15)\n\tPLAY E 2 bright A_CustomBulletAttack(11.2,7.1,32,15)\n\tPLAY E 0 bright A_CustomMissile(\"BFGBall\",40,0,0,4)\n\tPLAY EEEEEE 0 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n\tPLAY E 0 bright A_CustomMissile(\"RIPPERSAW\",32,0,16,0,0)\n\tPLAY E 2 bright A_CustomMissile(\"SpamRocket\",40,0,0,0)\n\tPLAY F 2 A_FaceTarget\n\tPLAY E 0 bright A_CustomBulletAttack(0,0,2,15)\n\tPLAY E 0 bright A_CustomBulletAttack(5.6,0,8,15)\n\tPLAY E 2 bright A_CustomBulletAttack(11.2,7.1,32,15)\n\tPLAY E 0 bright A_CustomMissile(\"BFGBall\",40,0,0,4)\n\tPLAY EEEEEE 0 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n\tPLAY E 0 bright A_CustomMissile(\"RIPPERSAW\",32,0,16,0,0)\n\tPLAY E 2 bright A_CustomMissile(\"SpamRocket\",40,0,0,0)\n\tPLAY F 2 A_FaceTarget\n\tPLAY E 0 bright A_CustomBulletAttack(0,0,2,15)\n\tPLAY E 0 bright A_CustomBulletAttack(5.6,0,8,15)\n\tPLAY E 2 bright A_CustomBulletAttack(11.2,7.1,32,15)\n\tPLAY E 0 bright A_CustomMissile(\"BFGBall\",40,0,0,4)\n\tPLAY EEEEEE 0 bright A_CustomMissile(\"RapidPlasma\",40,random(-45,45),0,1,random(-45,45))\n\tPLAY E 0 bright A_CustomMissile(\"RIPPERSAW\",32,0,16,0,0)\n\tPLAY E 2 bright A_CustomMissile(\"SpamRocket\",40,0,0,0)\n\tPLAY F 2 A_FaceTarget\n\tPLAY A 70 A_PlaySound(\"doomgod/death\")\n\tgoto See\n Melee:\n //SWEETPUNCHOFGIBBAGEPUNCHER\n PLAY F 0 A_Jump(32,\"RIPPERCHAINSAWTHROWER\")\n\tPLAY F 0 A_FaceTarget\n PLAY F 8 A_CustomMeleeAttack(random(1,10)*100,\"doomgod/punch\",\"none\")\n Goto See\n RIPPERCHAINSAWTHROWER:\n PLAY F 0 A_Jump(16,\"CHAINSAWRAIN\")\n\tPLAY F 0 A_FaceTarget\n PLAY F 12 A_PlaySound(\"weapons/sawfull\")\n\tPLAY F 0 A_FaceTarget\n PLAY F 0 A_CustomMissile(\"RIPPERSAW\",32,0,0,0)\n\tGoto See\n CHAINSAWRAIN:\n PLAY F 4 A_PlaySound(\"weapons/sawfull\")\n\tPLAY F 0 A_FaceTarget\n PLAY F 0 A_CustomMissile(\"RIPPERSAW\",32,0,0,0)\n PLAY F 4 A_PlaySound(\"weapons/sawfull\")\n\tPLAY F 0 A_FaceTarget\n PLAY F 0 A_CustomMissile(\"RIPPERSAW\",32,0,0,0)\n PLAY F 4 A_PlaySound(\"weapons/sawfull\")\n\tPLAY F 0 A_FaceTarget\n PLAY F 0 A_CustomMissile(\"RIPPERSAW\",32,0,0,0)\n\tPLAY F 4 A_PlaySound(\"weapons/sawfull\")\n\tPLAY F 0 A_FaceTarget\n PLAY F 0 A_CustomMissile(\"RIPPERSAW\",32,0,0,0)\n\tPLAY F 4 A_PlaySound(\"weapons/sawfull\")\n\tPLAY F 0 A_FaceTarget\n PLAY F 0 A_CustomMissile(\"RIPPERSAW\",32,0,0,0)\n PLAY F 4 A_PlaySound(\"weapons/sawfull\")\n\tPLAY F 0 A_FaceTarget\n PLAY F 0 A_CustomMissile(\"RIPPERSAW\",32,0,0,0)\n PLAY F 4 A_PlaySound(\"weapons/sawfull\")\n\tPLAY F 0 A_FaceTarget\n PLAY F 0 A_CustomMissile(\"RIPPERSAW\",32,0,0,0)\n PLAY F 4 A_PlaySound(\"weapons/sawfull\")\n\tPLAY F 0 A_FaceTarget\n PLAY F 0 A_CustomMissile(\"RIPPERSAW\",32,0,0,0)\n PLAY F 4 A_PlaySound(\"weapons/sawfull\")\n\tPLAY F 0 A_FaceTarget\n PLAY F 0 A_CustomMissile(\"RIPPERSAW\",32,0,0,0)\n\tGoto See\n Pain:\n PLAY G 4\n PLAY G 4 A_Pain\n Goto EVERYTHINGBURRITO\n Death:\n PLAY H 10\n PLAY I 10 A_Scream\n PLAY J 10 A_NoBlocking\n PLAY KLM 10\n PLAY N 350\n\tPLAY NNNNN 5 A_Fadeout(0.2)\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Bosses/Hellcubus.txt",
"contents": "Actor HellcubusBoss\n{\n Health 100000\n Radius 240\n Height 384\n Speed 16\n Mass 500000\n Scale 6.0\n Seesound \"hellcubus/sight\"\n Deathsound \"hellcubus/death\"\n Activesound \"hellcubus/active\"\n Obituary \"%o was obliterated by the Hellcubus.\"\n DropItem \"SuperBossMana\"\n DropItem \"SuperBossHeroMana\"\n DropItem \"BackPack\"\n\n MONSTER\n +TELESTOMP\n +BOSS\n +MISSILEMORE\n +QUICKTORETALIATE\n +MISSILEEVENMORE\n +NORADIUSDMG\n +LOOKALLAROUND\n +FULLVOLACTIVE\n +DONTRIP\n +NOPAIN\n\n States\n {\n Spawn:\n\tFAT6 J 4 A_Look\n\tloop\n See:\n\tFAT6 A 0 A_PlaySound(\"cyber/hoof\",3,1.0,0,ATTN_NONE)\n\tFAT6 AABBCC 5 A_Chase\n\tFAT6 A 0 A_PlaySound(\"cyber/hoof\",3,1.0,0,ATTN_NONE)\n\tFAT6 DDEEFF 5 A_Chase\n\tloop\n Missile:\n\tFAT6 A 0 A_Jump(128,\"FireBFG\")\n Fireball:\n\tFAT6 G 0 A_PlaySound(\"hellcubus/attack\",2,1.0,0,ATTN_NONE)\n\tFAT6 GGGG 5 Bright A_FaceTarget\n\tFAT6 G 0 A_FaceTarget\n\tFAT6 G 0 A_CustomMissile(\"HellcubusFireball\",112,-204,random(20,40))\n\tFAT6 G 0 A_CustomMissile(\"HellcubusFireball\",112,204,random(-40,20))\n\tFAT6 G 0 A_CustomMissile(\"HellcubusFireball\",112,-204,random(5,15))\n\tFAT6 G 0 A_CustomMissile(\"HellcubusFireball\",112,204,random(-15,-5))\n\tFAT6 G 0 A_CustomMissile(\"HellcubusFireball\",112,-204,0)\n\tFAT6 U 4 Bright A_CustomMissile(\"HellcubusFireball\",112,204,0)\n\tFAT6 I 0 A_JumpIfInventory(\"HellcubusToken\",0,\"Finish\")\n\tFAT6 U 0 A_GiveInventory(\"HellcubusToken\",1)\n\tFAT6 G 4 Bright A_FaceTarget\n\tGoto Fireball+5\n Finish:\n FAT6 I 10 A_TakeInventory(\"HellcubusToken\",15)\n Goto See\n FireBFG:\n\tFAT6 G 0 A_PlaySound(\"weapons/bfgf\",2,1.0,0,ATTN_NONE)\n\tFAT6 GGGGGG 5 Bright A_FaceTarget\n\tFAT6 G 0 A_FaceTarget\n\tFAT6 H 0 A_CustomMissile(\"HFGBall\",132,-204,0)\n\tFAT6 H 6 Bright A_CustomMissile(\"HFGBall\",132,204,0)\n\tFAT6 G 0 A_PlaySound(\"weapons/bfgf\",2,1.0,0,ATTN_NONE)\n\tFAT6 GGGGGG 5 Bright A_FaceTarget\n\tFAT6 G 0 A_FaceTarget\n\tFAT6 H 0 A_CustomMissile(\"HFGBall\",132,-204,0)\n\tFAT6 H 6 Bright A_CustomMissile(\"HFGBall\",132,204,0)\n\tFAT6 G 0 A_PlaySound(\"weapons/bfgf\",2,1.0,0,ATTN_NONE)\n\tFAT6 GGGGGG 5 Bright A_FaceTarget\n\tFAT6 G 0 A_FaceTarget\n\tFAT6 H 0 A_CustomMissile(\"HFGBall\",132,-204,0)\n\tFAT6 H 6 Bright A_CustomMissile(\"HFGBall\",132,204,0)\n\tFAT6 I 6\n\tgoto See\n Death:\n\tFAT6 K 8\n\tFAT6 L 8 A_Scream\n\tFAT6 MN 8\n\tFAT6 O 6 A_Fall\n\tFAT6 PQRS 6\n\tFAT6 T 350\n\tFAT6 TTTTT 5 A_Fadeout(0.2)\n\tstop\n\t}\n}\n\nActor HellcubusToken : Inventory { Inventory.Amount 1 Inventory.MaxAmount 15 +INVENTORY.UNDROPPABLE }"
},
{
"source": "pk3",
"name": "Bosses/KingCyberdemon.txt",
"contents": "Actor KingCyberdemon\n{\n Scale 4.0\n Height 440\n Radius 160\n Health 100000\n Mass 10000000\n Speed 24\n Obituary \"%o was obliterated by the King Cyberdemon.\"\n Seesound \"king/sight\"\n Activesound \"king/active\"\n Deathsound \"king/death\"\n DropItem \"SuperBossMana\"\n DropItem \"SuperBossHeroMana\"\n DropItem \"BackPack\"\n\n MONSTER\n +QUICKTORETALIATE\n +FLOORCLIP\n +NORADIUSDMG\n +NOICEDEATH\n +NODROPOFF\n +DONTRIP\n +MISSILEMORE\n +MISSILEEVENMORE\n +BOSS\n +FULLVOLACTIVE\n +LOOKALLAROUND\n +TELESTOMP\n +NOPAIN\n\n States\n {\n Spawn:\n ANNI AB 10 A_Look\n Goto See\n See:\n ANNI A 0 Radius_Quake(9,8,0,128,250)\n ANNI A 0 A_SpawnItemEx(\"kingstepsmoke\",64,-80)\n ANNI A 0 A_PlaySound(\"king/step\")\n ANNI AABB 6 A_Chase\n\tANNI B 4\n ANNI A 0 Radius_Quake(9,8,0,128,250)\n ANNI A 0 A_SpawnItemEx(\"kingstepsmoke\",64,80)\n ANNI A 0 A_PlaySound(\"king/step\")\n ANNI CCDD 6 A_Chase\n\tANNI D 4\n ANNI A 0 A_JumpIfTargetinLOS(\"See\", 140)\n ANNI A 0 A_Jump(30, \"Giveup\")\n loop\n Idle:\n ANNI A 0 Radius_Quake(9,8,0,128,250)\n ANNI A 0 A_SpawnItemEx(\"kingstepsmoke\",64,-80)\n ANNI A 0 A_PlaySound(\"king/step\")\n ANNI A 6 A_LookEx(0, 0, 0, 0, 360, \"See\")\n ANNI ABB 6 A_Wander\n\tANNI B 4\n\tANNI A 0 Radius_Quake(9,8,0,128,250)\n ANNI A 0 A_SpawnItemEx(\"kingstepsmoke\",64,80)\n ANNI A 0 A_PlaySound(\"king/step\")\n\tANNI CCD 6 A_Wander\n ANNI D 6 A_LookEx(0, 0, 0, 0, 360, \"See\")\n\tANNI D 4\n loop\n Giveup:\n ANNI A 0 A_ClearTarget\n goto See\n Missile:\n\tANNI E 8 A_FaceTarget\n\tANNI E 0 A_FaceTarget\n\tANNI E 0 A_Jump(240,\"RocketStorm\",\"Firetrail\")\n Nuke:\n\tANNI F 0 A_PlaySound(\"king/firenuke\",0,1.0,0,ATTN_NONE)\n\tANNI F 0 A_CustomMissile(\"KingCybNuke\",220,120,0)\n\tANNI F 15 bright A_CustomMissile(\"KingCybNuke\",220,-120,0)\n\tgoto Finish\n Firetrail:\n\tANNI F 0 A_PlaySound(\"king/firetrail\",0,1.0,0,ATTN_NONE)\n\tANNI F 0 A_CustomMissile(\"KingCybFiretrail\",220,120,0)\n\tANNI F 15 bright A_CustomMissile(\"KingCybFiretrail\",220,-120,0)\n\tgoto Finish\n RocketStorm:\n\tANNI F 0 A_PlaySound(\"king/firerocket\",0,1.0,0,ATTN_NONE)\n\tANNI F 0 bright A_CustomMissile(\"KingCybRocket\",220,120,0)\n\tANNI F 4 bright A_CustomMissile(\"KingCybRocket\",220,-120,0)\n\tANNI E 4 A_FaceTarget\n\tANNI F 0 A_PlaySound(\"king/firerocket\",0,1.0,0,ATTN_NONE)\n\tANNI F 0 bright A_CustomMissile(\"KingCybRocket\",220,120,0)\n\tANNI F 4 bright A_CustomMissile(\"KingCybRocket\",220,-120,0)\n\tANNI E 4 A_FaceTarget\n\tANNI F 0 A_PlaySound(\"king/firerocket\",0,1.0,0,ATTN_NONE)\n\tANNI F 0 bright A_CustomMissile(\"KingCybRocket\",220,120,0)\n\tANNI F 4 bright A_CustomMissile(\"KingCybRocket\",220,-120,0)\n\tANNI E 4 A_FaceTarget\n\tANNI F 0 A_PlaySound(\"king/firerocket\",0,1.0,0,ATTN_NONE)\n\tANNI F 0 bright A_CustomMissile(\"KingCybRocket\",220,120,0)\n\tANNI F 4 bright A_CustomMissile(\"KingCybRocket\",220,-120,0)\n\tANNI E 4 A_FaceTarget\n\tANNI F 0 A_PlaySound(\"king/firerocket\",0,1.0,0,ATTN_NONE)\n\tANNI F 0 bright A_CustomMissile(\"KingCybRocket\",220,120,0)\n\tANNI F 4 bright A_CustomMissile(\"KingCybRocket\",220,-120,0)\n\tgoto Finish\n Finish:\n ANNI E 10\n\tGoto See\n Death:\n ANNI H 35 A_Scream\n ANNI I 25\n\tANNI I 0 A_Explode(10000,1024,0,1,1)\n\tANNI I 0 A_PlaySound(\"nuke/boom\",CHAN_VOICE)\n\tANNI I 0 A_SpawnItemEx(\"NukeFlare\",0,0,0,0,0,0,0,128,0)\n\tANNI II 0 A_SpawnItemEx(\"NukeSmokeFloor\",0,0,0,0,0,0,0,128,0)\n\tANNI I 0 A_SpawnItemEx(\"NukePillar\",0,0,0,0,0,6,0,128,0)\n\tANNI I 0 A_SpawnItemEx(\"NukeMushroom\",0,0,500,0,0,0,0,128,0)\n\tANNI II 0 A_SpawnItemEx(\"NukeSmokeMushroom\",0,0,500,0,0,0,0,128,0)\n ANNI JKL 10\n ANNI M 10 A_SpawnItemEx(\"NukeFloor\",0,0,0,0,0,0,0,128,0)\n ANNI NO 10\n\tANNI P 0 A_SpawnItemEx(\"NukeSmokePillar\",0,0,0,0,0,6,0,128,0)\n ANNI P 350 A_NoBlocking\n ANNI PPPPP 5 A_FadeOut(0.20)\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Bosses/MachoMan.txt",
"contents": "Actor MachoMan\n{\n Height 64\n Radius 20\n Speed 32\n Health 25000\n Mass 69000000\n MeleeRange 72\n MaxStepHeight 2048\n MaxDropoffHeight 2048\n Obituary \"%o got his ass kicked by the Macho Man.\"\n Seesound \"machomanact\"\n Activesound \"machomanact\"\n Deathsound \"machomandeath\"\n DropItem \"SuperBossMana\"\n DropItem \"SuperBossHeroMana\"\n DropItem \"BackPack\"\n\n MONSTER\n +LOOKALLAROUND\n +TELESTOMP\n +NORADIUSDMG\n +BOSS\n +FULLVOLACTIVE\n +NOICEDEATH\n +NOPAIN\n +DONTRIP\n\n States\n {\n Spawn:\n FIGH AA 4 A_Look\n Goto See\n Idle:\n\tFIGH A 4 A_Look\n\tloop\n See:\n\tMAGE A 0 A_JumpIfTargetinLOS(2, 360)\n MAGE A 0 A_Jump(20, \"Giveup\")\n\tFIGH A 0 A_PlaySound(\"machomanstep\")\n\tFIGH AABB 2 A_Chase\n\tFIGH A 0 A_PlaySound(\"machomanstep\")\n\tFIGH CCDD 2 A_Chase\n\tFIGH A 0 A_PlaySound(\"machomanstep\")\n\tFIGH AABB 2 A_Chase\n\tFIGH A 0 A_PlaySound(\"machomanstep\")\n\tFIGH CCDD 2 A_Chase\n\tFIGH A 0 A_JumpIfCloser(640,\"Charge\")\n\tloop\n Giveup:\n MAGE A 0 A_ClearTarget\n\tMAGE A 0 A_JumpIf(tidtohate == 300,2)\n\tMAGE A 0 Thing_Hate(0,300,4)\n\tGoto See+2\n\tMAGE A 0 Thing_Hate(0,310,4)\n\tGoto See+2\n Charge:\n\tFIGH E 0 A_PlaySound(\"machoman/swing\")\n\tFIGH E 0 A_FaceTarget\n\tFIGH E 5 A_SkullAttack(25)\n\tFIGH E 0 A_JumpIfCloser(64,\"Halt\")\n\tFIGH E 0 A_FaceTarget\n\tFIGH E 5 A_SkullAttack(25)\n\tFIGH E 0 A_JumpIfCloser(64,\"Halt\")\n\tFIGH E 0 A_FaceTarget\n\tFIGH E 5 A_SkullAttack(25)\n\tFIGH E 0 A_JumpIfCloser(64,\"Halt\")\n\tFIGH E 0 A_FaceTarget\n\tFIGH E 5 A_SkullAttack(25)\n\tFIGH E 0 A_JumpIfCloser(64,\"Halt\")\n\tFIGH E 0 A_FaceTarget\n\tFIGH E 5 A_SkullAttack(25)\n\tFIGH E 0 A_JumpIfCloser(64,\"Halt\")\n\tFIGH E 0 A_FaceTarget\n\tFIGH E 5 A_SkullAttack(25)\n Halt:\n\tFIGH E 0 A_Stop\n\tFIGH E 0 A_Gravity\n\tgoto See\n Melee:\n\tFIGH E 6 A_FaceTarget\n\tFIGH E 0 A_FaceTarget\n\tFIGH E 0 A_Jump(32,\"Boom\")\n\tFIGH F 6 A_CustomMeleeAttack(10000,\"machoman/hit\",\"machoman/miss\")\n\tgoto See\n Boom:\n\tFIGH F 6 A_CustomMissile(\"minimachonuke\",32,0,0)\n\tgoto See\n Death:\n\tFIGH H 8\n\tFIGH I 8 A_Scream\n FIGH J 8 A_Fall\n FIGH KLMNN 8\n FIGH N 1 A_SpawnItem(\"nuke\")\n\tstop\n }\n}"
},
{
"source": "pk3",
"name": "Bosses/MLGProgrammer.txt",
"contents": "ACTOR MLGProgrammer\n{\n Health 30000\n Mass 2000\n Height 60\n Radius 45\n Speed 66\n FloatSpeed 50\n PainChance 0\n AttackSound \"\"\n PainSound \"programmer/pain\"\n DeathSound \"programmer/death\"\n ActiveSound \"programmer/active\"\n Monster\n +NOGRAVITY\n +FLOAT\n -COUNTKILL\n +QUICKTORETALIATE\n +NOICEDEATH\n +NORADIUSDMG\n +DONTFALL\n +MISSILEMORE\n +MISSILEEVENMORE\n +DONTHURTSPECIES\n +LOOKALLAROUND\n Species \"MLGProgrammer\"\n DropItem \"SuperBossMana\"\n DropItem \"SuperBossHeroMana\"\n DropItem \"BackPack\"\n Obituary \"%o had all bitches stolen by the Programmerz l33t skillz xdxdxd.\"\n Translation \"90:95=250:255\", \"3:3=250:255\", \"96:111=250:255\"\n States\n {\n Spawn:\n PRGR A 3 A_Look\n PRGR ABCD 5 A_SentinelBob\n goto See\n Giveup:\n PRGR A 0 A_ClearTarget\n goto See\n See:\n\tPRGR A 0 A_JumpIfTargetinLOS(2, 140)\n PRGR A 0 A_Jump(15, \"Giveup\")\n\tPRGR A 0 A_PlaySound(\"gibbage/flyloud\")\n PRGR E 2 A_SentinelBob\n PRGR FEF 2 A_Chase\n PRGR E 2 A_SentinelBob\n PRGR FEF 2 A_Chase\n PRGR E 2 A_SentinelBob\n PRGR FEF 2 A_Chase\n PRGR E 2 A_SentinelBob\n PRGR FEF 2 A_Chase\n loop\n Idle:\n\tPRGR A 0 A_LookEx(0, 0, 0, 0, 360, \"See\")\n PRGR A 35 A_Look\n\tPRGR A 0 A_LookEx(0, 0, 0, 0, 360, \"See\")\n loop\n Missile:\n PRGR G 5 A_FaceTarget\n PRGR H 5 A_SentinelBob\n\tPRGR H 0 A_Jump(256,\"MLGLightningRain\",\"HomingBullshit\",\"LightningMachinegun\",\"DiscoBall\",\"MLGSentinelSpam\",\"MoreHomingShit\")\n\tgoto See\n MLGLightningRain:\n PRGR I 4 Bright A_FaceTarget\n PRGR J 4 Bright A_CustomMissile(\"ZSPECTRALLIGHTNINGSPOT\", 32, 0)\n\tPRGR JJJ 0 Bright A_CustomMissile(\"ZSPECTRALLIGHTNINGSPOT\", 32, 0)\n\tPRGR I 4 Bright A_FaceTarget\n PRGR J 4 Bright A_CustomMissile(\"ZSPECTRALLIGHTNINGSPOT\", 32, 0)\n\tPRGR JJJ 0 Bright A_CustomMissile(\"ZSPECTRALLIGHTNINGSPOT\", 32, 0)\n\tPRGR I 4 Bright A_FaceTarget\n PRGR J 4 Bright A_CustomMissile(\"ZSPECTRALLIGHTNINGSPOT\", 32, 0)\n\tPRGR JJJ 0 Bright A_CustomMissile(\"ZSPECTRALLIGHTNINGSPOT\", 32, 0)\n\tPRGR I 4 Bright A_FaceTarget\n PRGR J 4 Bright A_CustomMissile(\"ZSPECTRALLIGHTNINGSPOT\", 32, 0)\n\tPRGR JJJ 0 Bright A_CustomMissile(\"ZSPECTRALLIGHTNINGSPOT\", 32, 0)\n\tPRGR I 4 Bright A_FaceTarget\n PRGR J 4 Bright A_CustomMissile(\"ZSPECTRALLIGHTNINGSPOT\", 32, 0)\n\tPRGR JJJ 0 Bright A_CustomMissile(\"ZSPECTRALLIGHTNINGSPOT\", 32, 0)\n goto See\n HomingBullshit:\n PRGR I 4 Bright A_FaceTarget\n PRGR J 4 Bright A_FaceTarget\n\tPRGR J 0 Bright A_CustomMissile(\"MLGSpectralLightningBigV2\", 32, 0)\n\tPRGR J 0 Bright A_CustomMissile(\"MLGSpectralLightningBigV2\", 32, 0, 90)\n\tPRGR J 0 Bright A_CustomMissile(\"MLGSpectralLightningBigV2\", 32, 0, 180)\n\tPRGR J 0 Bright A_CustomMissile(\"MLGSpectralLightningBigV2\", 32, 0, 270)\n\tPRGR I 4 Bright A_FaceTarget\n PRGR J 4 Bright A_FaceTarget\n\tPRGR J 0 Bright A_CustomMissile(\"MLGSpectralLightningBigV2\", 32, 0, 45)\n\tPRGR J 0 Bright A_CustomMissile(\"MLGSpectralLightningBigV2\", 32, 0, 135)\n\tPRGR J 0 Bright A_CustomMissile(\"MLGSpectralLightningBigV2\", 32, 0, 225)\n\tPRGR J 0 Bright A_CustomMissile(\"MLGSpectralLightningBigV2\", 32, 0, 315)\n\tPRGR I 4 Bright A_FaceTarget\n PRGR J 4 Bright A_FaceTarget\n\tPRGR J 0 Bright A_CustomMissile(\"MLGSpectralLightningBigV2\", 32, 0)\n\tPRGR J 0 Bright A_CustomMissile(\"MLGSpectralLightningBigV2\", 32, 0, 90)\n\tPRGR J 0 Bright A_CustomMissile(\"MLGSpectralLightningBigV2\", 32, 0, 180)\n\tPRGR J 0 Bright A_CustomMissile(\"MLGSpectralLightningBigV2\", 32, 0, 270)\n\tPRGR I 4 Bright A_FaceTarget\n PRGR J 4 Bright A_FaceTarget\n\tPRGR J 0 Bright A_CustomMissile(\"MLGSpectralLightningBigV2\", 32, 0, 45)\n\tPRGR J 0 Bright A_CustomMissile(\"MLGSpectralLightningBigV2\", 32, 0, 135)\n\tPRGR J 0 Bright A_CustomMissile(\"MLGSpectralLightningBigV2\", 32, 0, 225)\n\tPRGR J 0 Bright A_CustomMissile(\"MLGSpectralLightningBigV2\", 32, 0, 315)\n\tPRGR I 4 Bright A_FaceTarget\n PRGR J 4 Bright A_FaceTarget\n\tPRGR J 0 Bright A_CustomMissile(\"MLGSpectralLightningBigV2\", 32, 0)\n\tPRGR J 0 Bright A_CustomMissile(\"MLGSpectralLightningBigV2\", 32, 0, 90)\n\tPRGR J 0 Bright A_CustomMissile(\"MLGSpectralLightningBigV2\", 32, 0, 180)\n\tPRGR J 0 Bright A_CustomMissile(\"MLGSpectralLightningBigV2\", 32, 0, 270)\n\tPRGR I 4 Bright A_FaceTarget\n PRGR J 4 Bright A_FaceTarget\n\tPRGR J 0 Bright A_CustomMissile(\"MLGSpectralLightningBigV2\", 32, 0, 45)\n\tPRGR J 0 Bright A_CustomMissile(\"MLGSpectralLightningBigV2\", 32, 0, 135)\n\tPRGR J 0 Bright A_CustomMissile(\"MLGSpectralLightningBigV2\", 32, 0, 225)\n\tPRGR J 0 Bright A_CustomMissile(\"MLGSpectralLightningBigV2\", 32, 0, 315)\n\tgoto See\n LightningMachinegun:\n PRGR I 4 Bright A_FaceTarget\n PRGR JJJJ 1 Bright A_CustomMissile(\"MLGSpectralLightningH3\", 32, 0, random(-8,8))\n PRGR I 4 Bright A_FaceTarget\n PRGR JJJJ 1 Bright A_CustomMissile(\"MLGSpectralLightningH3\", 32, 0, random(-8,8))\n PRGR I 4 Bright A_FaceTarget\n PRGR JJJJ 1 Bright A_CustomMissile(\"MLGSpectralLightningH3\", 32, 0, random(-8,8))\n PRGR I 4 Bright A_FaceTarget\n PRGR JJJJ 1 Bright A_CustomMissile(\"MLGSpectralLightningH3\", 32, 0, random(-8,8))\n\tPRGR J 0 Bright A_CposRefire\n\tgoto LightningMachinegun\n MLGSentinelSpam:\n\tPRGR I 4 Bright A_FaceTarget\n\tPRGR J 4 Bright A_FaceTarget\n\tPRGR J 0 Bright A_SpawnItemEx(\"MLGSentinel\", 96, 0, 0, 0, 0, 0, 0, SXF_SETMASTER)\n\tPRGR J 0 Bright A_SpawnItemEx(\"MLGSentinel\", -96, 0, 0, 0, 0, 0, 0, SXF_SETMASTER)\n\tPRGR J 0 Bright A_SpawnItemEx(\"MLGSentinel\", 0, 96, 0, 0, 0, 0, 0, SXF_SETMASTER)\n\tPRGR J 0 Bright A_SpawnItemEx(\"MLGSentinel\", 0, -96, 0, 0, 0, 0, 0, SXF_SETMASTER)\n\tGoto See\n DiscoBall:\n PRGR DCBA 5 A_FaceTarget\n\tPRGR A 15 A_FaceTarget\n\tPRGR A 8 Bright\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 0, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 22.5, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 45, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 77.5, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 90, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 110.5, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 135, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 157.5, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 180, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -22.5, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -45, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -77.5, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -90, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -110.5, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -135, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -157.5, 2, 0)\n\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 0, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 22.5, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 45, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 77.5, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 90, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 110.5, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 135, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 157.5, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 180, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -22.5, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -45, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -77.5, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -90, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -110.5, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -135, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -157.5, 2, 22.5)\n\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 0, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 22.5, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 45, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 77.5, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 90, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 110.5, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 135, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 157.5, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 180, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -22.5, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -45, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -77.5, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -90, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -110.5, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -135, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -157.5, 2, 77.5)\n\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 0, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 22.5, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 45, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 77.5, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 90, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 110.5, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 135, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 157.5, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 180, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -22.5, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -45, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -77.5, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -90, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -110.5, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -135, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -157.5, 2, -22.5)\n\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 0, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 22.5, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 45, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 77.5, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 90, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 110.5, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 135, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 157.5, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 180, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -22.5, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -45, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -77.5, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -90, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -110.5, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -135, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -157.5, 2, -77.5)\n\n\tPRGR A 8 Bright\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 0, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 22.5, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 45, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 77.5, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 90, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 110.5, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 135, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 157.5, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 180, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -22.5, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -45, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -77.5, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -90, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -110.5, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -135, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -157.5, 2, 0)\n\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 0, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 22.5, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 45, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 77.5, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 90, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 110.5, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 135, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 157.5, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 180, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -22.5, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -45, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -77.5, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -90, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -110.5, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -135, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -157.5, 2, 22.5)\n\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 0, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 22.5, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 45, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 77.5, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 90, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 110.5, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 135, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 157.5, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 180, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -22.5, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -45, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -77.5, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -90, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -110.5, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -135, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -157.5, 2, 77.5)\n\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 0, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 22.5, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 45, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 77.5, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 90, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 110.5, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 135, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 157.5, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 180, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -22.5, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -45, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -77.5, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -90, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -110.5, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -135, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -157.5, 2, -22.5)\n\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 0, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 22.5, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 45, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 77.5, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 90, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 110.5, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 135, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 157.5, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 180, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -22.5, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -45, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -77.5, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -90, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -110.5, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -135, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -157.5, 2, -77.5)\n\n\tPRGR A 8 Bright\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 0, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 22.5, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 45, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 77.5, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 90, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 110.5, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 135, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 157.5, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 180, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -22.5, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -45, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -77.5, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -90, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -110.5, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -135, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -157.5, 2, 0)\n\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 0, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 22.5, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 45, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 77.5, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 90, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 110.5, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 135, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 157.5, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 180, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -22.5, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -45, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -77.5, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -90, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -110.5, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -135, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -157.5, 2, 22.5)\n\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 0, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 22.5, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 45, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 77.5, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 90, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 110.5, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 135, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 157.5, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 180, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -22.5, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -45, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -77.5, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -90, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -110.5, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -135, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -157.5, 2, 77.5)\n\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 0, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 22.5, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 45, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 77.5, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 90, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 110.5, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 135, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 157.5, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 180, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -22.5, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -45, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -77.5, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -90, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -110.5, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -135, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -157.5, 2, -22.5)\n\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 0, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 22.5, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 45, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 77.5, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 90, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 110.5, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 135, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 157.5, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 180, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -22.5, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -45, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -77.5, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -90, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -110.5, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -135, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -157.5, 2, -77.5)\n\n\tPRGR A 8 Bright\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 0, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 22.5, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 45, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 77.5, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 90, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 110.5, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 135, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 157.5, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 180, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -22.5, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -45, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -77.5, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -90, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -110.5, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -135, 2, 0)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -157.5, 2, 0)\n\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 0, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 22.5, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 45, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 77.5, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 90, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 110.5, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 135, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 157.5, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 180, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -22.5, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -45, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -77.5, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -90, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -110.5, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -135, 2, 22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -157.5, 2, 22.5)\n\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 0, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 22.5, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 45, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 77.5, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 90, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 110.5, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 135, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 157.5, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 180, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -22.5, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -45, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -77.5, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -90, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -110.5, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -135, 2, 77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -157.5, 2, 77.5)\n\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 0, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 22.5, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 45, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 77.5, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 90, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 110.5, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 135, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 157.5, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 180, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -22.5, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -45, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -77.5, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -90, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -110.5, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -135, 2, -22.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -157.5, 2, -22.5)\n\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 0, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 22.5, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 45, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 77.5, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 90, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 110.5, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 135, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 157.5, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, 180, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -22.5, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -45, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -77.5, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -90, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -110.5, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -135, 2, -77.5)\n\tPRGR A 0 Bright A_CustomMissile(\"MLGSpectralLightningBall2\", 32, 0, -157.5, 2, -77.5)\n\n\tPRGR A 20 Bright\n\tPRGR BCD 5\n\tgoto See\n MoreHomingShit:\n PRGR I 4 Bright A_FaceTarget\n PRGR J 4 Bright A_CustomMissile(\"MLGSpectralLightningBigBall2\", 32, 0)\n\tPRGR I 4 Bright A_FaceTarget\n PRGR J 4 Bright A_CustomMissile(\"MLGSpectralLightningBigBall2\", 32, 0)\n\tPRGR I 4 Bright A_FaceTarget\n PRGR J 4 Bright A_CustomMissile(\"MLGSpectralLightningBigBall2\", 32, 0)\n PRGR I 4 Bright A_FaceTarget\n PRGR J 4 Bright A_CustomMissile(\"MLGSpectralLightningBigBall2\", 32, 0)\n\tPRGR I 4 Bright A_FaceTarget\n PRGR J 4 Bright A_CustomMissile(\"MLGSpectralLightningBigBall2\", 32, 0)\n\tgoto See\n Pain:\n PRGR K 5 A_Pain\n PRGR L 5 A_SentinelBob\n goto See\n Death:\n PRGR L 7 Bright A_Stop\n PRGR M 7 Bright A_Scream\n\tPRGR NNNN 1 A_SpawnItemEx(\"KaBoom\", 0,0,random(0,32), random(6,9),random(6,9),random(-3,5), random(0,360), 128)\n PRGR N 0 Bright\n\tPRGR OOOOOO 1 A_SpawnItemEx(\"KaBoom\", 0,0,random(0,32), random(6,9),random(6,9),random(-3,5), random(0,360), 128)\n PRGR O 0 Bright A_NoBlocking\n\tPRGR O 0 A_Gravity\n\tPRGR PP 1 A_SpawnItemEx(\"KaBoom\", 0,0,random(0,32), random(6,9),random(6,9),random(-3,5), random(0,360), 128)\n PRGR P 1 Bright A_Gravity\n\tPRGR Q 3 Bright A_SpawnItemEx(\"ZProgrammerBase\", 0,0,0,random(-6,6),random(-6,6),random(4,9))\n\tPRGR QQQ 0 A_SpawnItemEx(\"KaBoom\", 0,0,random(0,32), random(6,9),random(6,9),random(-3,5), random(0,360), 128)\n PRGR R 6 Bright A_Gravity\n PRGR STUVW 5 Bright A_Gravity\n PRGR X 32 Bright A_Gravity\n PRGR Y 300 Bright A_Gravity\n\tPRGR YYYYY 5 A_Fadeout(0.2)\n\tStop\n }\n}\n\nACTOR MLGSentinel : Sentinel\n{\n Health 400\n Mass 500\n Speed 14\n +PUSHABLE\n -COUNTKILL\n +MISSILEEVENMORE\n +QUICKTORETALIATE\n +PAINLESS\n -NOBLOOD\n +DONTHURTSPECIES\n +GHOST\n RenderStyle Translucent\n Alpha 0.8\n Species \"MLGProgrammer\"\n Bloodtype bulletpuffed\n Dropitem \"PinkMana\"\n Obituary \"%o was PEWPEW'd by 1337 MLG UBER PRO SENTINEL.\"\n Translation \"84:84=250:255\", \"87:89=250:255\", \"92:111=250:255\", \"5:8=250:255\"\n states\n {\n Spawn:\n SEWR A 4 A_Look\n goto See\n See:\n SEWR A 0 A_JumpIfTargetinLOS(2, 140)\n SEWR A 0 A_Jump(20, \"Giveup\")\n SEWR A 2 A_PlaySound(\"gibbage/hum\")\n SEWR A 3 A_SentinelBob\n SEWR A 4 A_Chase\n SEWR A 5 A_SentinelBob\n SEWR A 4 A_Chase\n SEWR A 5 A_SentinelBob\n SEWR A 4 A_Chase\n loop\n Idle:\n\tSEWR A 0 A_LookEx(0, 0, 0, 0, 360, \"See\")\n\tSEWR A 4 A_Wander\n\tSEWR A 0 A_LookEx(0, 0, 0, 0, 360, \"See\")\n\tloop\n Giveup:\n SEWR A 0 A_ClearTarget\n goto See\n Missile:\n SEWR B 4 A_FaceTarget\n SEWR C 4 Bright A_SentinelAttack\n SEWR C 4 Bright A_CposRefire\n goto Missile+1\n Death:\n SEWR D 7 A_NoBlocking\n SEWR E 8 A_Scream\n SEWR F 5 A_Gravity\n SEWR G 4 A_PlaySound(\"gibbage/xmetal\")\n SEWR H 4 A_SpawnItem(\"ROBOSMALLGIBBER\")\n SEWR I 4\n SEWR J 1 A_PlaySound(\"gibbage/xmetal\")\n\tSEWR J -1\n stop\n }\n}"
},
{
"source": "pk3",
"name": "Bosses/SiankoTurret.txt",
"contents": "ACTOR SiankoTurret\n{\n Health 62500\n Height 160\n Radius 160\n Mass 1000000\n Speed 0\n Minmissilechance 5\n Painchance 10\n Seesound \"turret/sight\"\n Deathsound \"turret/death\"\n Painsound \"turret/pain\"\n Activesound \"turret/idle\"\n MONSTER\n +BOSS\n +DONTHURTSPECIES\n +MISSILEMORE\n +MISSILEEVENMORE\n +QUICKTORETALIATE\n +LOOKALLAROUND\n +NOBLOOD\n +NOICEDEATH\n +DONTRIP\n -COUNTKILL\n Bloodtype bulletpuffed\n Obituary \"%o got Sianko'd.\"\n Scale 5\n Translation \"96:111=251:254\", \"2:3=250:254\"\n Species \"Siankobara\"\n DropItem \"SuperBossMana\"\n DropItem \"SuperBossHeroMana\"\n DropItem \"BackPack\"\n\n states\n {\n Spawn:\n TURR A 0\n TURR AA 3 A_Look\n goto See\n See:\n TURR A 0 A_JumpIfTargetinLOS(2, 360)\n TURR A 0 A_Jump(50, \"Giveup\")\n TURR AABBAACC 2 A_Chase\n loop\n Idle:\n TURR A 0 A_LookEx(0, 0, 0, 0, 360, \"See\")\n\t TURR AA 3 A_Wander\n\t TURR A 0 A_LookEx(0, 0, 0, 0, 360, \"See\")\n\t loop\n Giveup:\n TURR A 0 A_ClearTarget\n goto See\n Melee:\n Missile:\n TURR D 0 A_Jump(8,\"WhyNot\")\n TURR D 0 A_Jump(192,\"BasicShot\",\"SpreadShot\")\n\t TURR D 0 A_Jump(256,\"Lazor\",\"SPAMMER\",\"TheShotOfMystery\",\"MissileAssault\")\n\t goto See\n BasicShot:\n TURR D 3 A_FaceTarget\n\t TURR D 0 A_PlaySoundEx(\"turret/sight\", CHAN_VOICE)\n TURR E 6 Bright A_CustomMissile(\"SiankoShot\", 132, 0, 0, 0)\n TURR D 3 A_CPosRefire\n goto Missile\n SpreadShot:\n TURR D 3 A_FaceTarget\n\t TURR D 0 A_PlaySoundEx(\"turret/sight\", CHAN_VOICE)\n TURR E 0 Bright A_CustomMissile(\"SiankoShot\", 132, 0, -20, 0)\n\t TURR E 0 Bright A_CustomMissile(\"SiankoShot\", 132, 0, 20, 0)\n\t TURR E 6 Bright A_CustomMissile(\"SiankoShot\", 132, 0, 0, 0)\n TURR D 3 A_CPosRefire\n goto Missile\n Lazor:\n TURR D 1 A_FaceTarget\n\t TURR D 0 A_PlaySoundEx(\"turret/sight\", CHAN_VOICE)\n TURR EEEEEEEEEEEEEEEE 1 Bright A_CustomMissile(\"SiankoBeam\", random(108,132), random(-16,16), random(-8,8), 16)\n\t TURR E 18\n\t TURR E 1 A_FaceTarget\n\t TURR D 0 A_PlaySoundEx(\"turret/sight\", CHAN_VOICE)\n TURR EEEEEEEEEEEEEEEE 1 Bright A_CustomMissile(\"SiankoBeam\", random(108,132), random(-16,16), random(-8,8), 16)\n\t TURR E 18\n\t TURR E 1 A_FaceTarget\n\t TURR D 0 A_PlaySoundEx(\"turret/sight\", CHAN_VOICE)\n TURR EEEEEEEEEEEEEEEE 1 Bright A_CustomMissile(\"SiankoBeam\", random(108,132), random(-16,16), random(-8,8), 16)\n\t TURR E 18\n TURR D 3\n goto See\n SPAMMER:\n\t TURR D 0 A_JumpIfInventory(\"SpammerToken\",0,\"MissileAssault\")\n\t TURR D 0 A_GiveInventory(\"SpammerToken\",1)\n TURR D 2 A_FaceTarget\n\t TURR D 0 A_PlaySoundEx(\"turret/sight\", CHAN_VOICE)\n TURR EEEEEEEE 0 Bright A_CustomMissile(\"SUMMONZETURRET\", 132, 0, random(0,360), 6)\n\t TURR E 5 Bright\n\t TURR D 2\n\t Goto See\n TheShotOfMystery:\n TURR D 1 A_FaceTarget\n\t TURR D 0 A_PlaySoundEx(\"turret/sight\", CHAN_VOICE)\n TURR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 Bright A_CustomMissile(\"TurretShotSianko\", random(110,150), random(-20,20), 0, 128)\n\t TURR E 1 A_FaceTarget\n\t TURR D 0 A_PlaySoundEx(\"turret/sight\", CHAN_VOICE)\n TURR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 Bright A_CustomMissile(\"TurretShotSianko\", random(110,150), random(-20,20), 0, 128)\n\t TURR E 1 A_FaceTarget\n\t TURR D 0 A_PlaySoundEx(\"turret/sight\", CHAN_VOICE)\n TURR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 Bright A_CustomMissile(\"TurretShotSianko\", random(110,150), random(-20,20), 0, 128)\n\t TURR E 1 A_FaceTarget\n\t TURR D 0 A_PlaySoundEx(\"turret/sight\", CHAN_VOICE)\n TURR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 Bright A_CustomMissile(\"TurretShotSianko\", random(110,150), random(-20,20), 0, 128)\n\t TURR E 1 A_FaceTarget\n\t TURR D 0 A_PlaySoundEx(\"turret/sight\", CHAN_VOICE)\n TURR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 Bright A_CustomMissile(\"TurretShotSianko\", random(110,150), random(-20,20), 0, 128)\n\t TURR E 1 A_FaceTarget\n\t TURR D 0 A_PlaySoundEx(\"turret/sight\", CHAN_VOICE)\n TURR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 Bright A_CustomMissile(\"TurretShotSianko\", random(110,150), random(-20,20), 0, 128)\n\t TURR E 1 A_FaceTarget\n\t TURR D 0 A_PlaySoundEx(\"turret/sight\", CHAN_VOICE)\n TURR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 Bright A_CustomMissile(\"TurretShotSianko\", random(110,150), random(-20,20), 0, 128)\n\t TURR E 1 A_FaceTarget\n\t TURR D 0 A_PlaySoundEx(\"turret/sight\", CHAN_VOICE)\n TURR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 Bright A_CustomMissile(\"TurretShotSianko\", random(110,150), random(-20,20), 0, 128)\n\t TURR D 20\n\t goto See\n MissileAssault:\n TURR D 2 A_FaceTarget\n\t TURR D 0 A_PlaySoundEx(\"turret/sight\", CHAN_VOICE)\n\t TURR E 5 Bright A_CustomMissile(\"SiankoMissile\", 126, 0, 0, 0)\n\t TURR E 5 Bright A_CustomMissile(\"SiankoMissile\", 130, -8, 0, 0)\n\t TURR E 5 Bright A_CustomMissile(\"SiankoMissile\", 130, 8, 0, 0)\n TURR E 5 Bright A_CustomMissile(\"SiankoMissile\", 134, 0, 0, 0)\n TURR D 2 A_CposRefire\n goto Missile\n WhyNot:\n TURR D 2 A_FaceTarget\n\t TURR D 0 A_PlaySoundEx(\"turret/sight\", CHAN_VOICE)\n TURR E 0 Bright A_CustomMissile(\"SiankoShot\", 132, 0, -20, 0)\n\t TURR E 0 Bright A_CustomMissile(\"SiankoShot\", 132, 0, 20, 0)\n\t TURR E 5 Bright A_CustomMissile(\"SiankoShot\", 132, 0, 0, 0)\n TURR D 1 A_FaceTarget\n\t TURR D 0 A_PlaySoundEx(\"turret/sight\", CHAN_VOICE)\n TURR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 Bright A_CustomMissile(\"TurretShotSianko\", random(110,150), random(-20,20), 0, 128)\n\t TURR E 1 A_FaceTarget\n\t TURR D 0 A_PlaySoundEx(\"turret/sight\", CHAN_VOICE)\n TURR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 Bright A_CustomMissile(\"TurretShotSianko\", random(110,150), random(-20,20), 0, 128)\n\t TURR E 1 A_FaceTarget\n\t TURR D 0 A_PlaySoundEx(\"turret/sight\", CHAN_VOICE)\n TURR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 Bright A_CustomMissile(\"TurretShotSianko\", random(110,150), random(-20,20), 0, 128)\n\t TURR D 1 A_FaceTarget\n\t TURR D 0 A_PlaySoundEx(\"turret/sight\", CHAN_VOICE)\n TURR EEEEEEEEEEEEEEEEEEEE 1 Bright A_CustomMissile(\"SiankoBeam\", random(108,132), random(-16,16), random(-8,8), 16)\n TURR D 2 A_FaceTarget\n\t TURR D 0 A_PlaySoundEx(\"turret/sight\", CHAN_VOICE)\n\t TURR E 5 Bright A_CustomMissile(\"SiankoMissile\", 126, 0, 0, 0)\n\t TURR E 5 Bright A_CustomMissile(\"SiankoMissile\", 130, -8, 0, 0)\n\t TURR E 5 Bright A_CustomMissile(\"SiankoMissile\", 130, 8, 0, 0)\n TURR E 5 Bright A_CustomMissile(\"SiankoMissile\", 134, 0, 0, 0)\n\t TURR D 2 A_FaceTarget\n\t TURR D 0 A_PlaySoundEx(\"turret/sight\", CHAN_VOICE)\n TURR E 0 Bright A_CustomMissile(\"SUMMONZETURRET\", 132, 0, -20, 4)\n\t TURR E 0 Bright A_CustomMissile(\"SUMMONZETURRET\", 132, 0, 20, 4)\n\t TURR E 5 Bright A_CustomMissile(\"SUMMONZETURRET\", 132, 0, 0, 4)\n\t TURR D 2 A_FaceTarget\n\t TURR D 0 A_PlaySoundEx(\"turret/sight\", CHAN_VOICE)\n TURR E 0 Bright A_CustomMissile(\"SUMMONZETURRET\", 132, 0, -20, 4)\n\t TURR E 0 Bright A_CustomMissile(\"SUMMONZETURRET\", 132, 0, 20, 4)\n\t TURR E 5 Bright A_CustomMissile(\"SUMMONZETURRET\", 132, 0, 0, 4)\n\t TURR D 35\n\t goto Missile\n Pain:\n TURR A 1 A_Pain\n goto Missile\n Death:\n TURR F 0 A_SpawnItem(\"nuke\")\n TURR F 8 A_NoBlocking\n TURR F 3 A_Scream\n TURR F 350\n\t TURR FFFFF 5 A_Fadeout(0.2)\n\t Stop\n }\n}\n\nACTOR SpammerToken : Inventory { Inventory.Amount 1 Inventory.MaxAmount 20 +INVENTORY.UNDROPPABLE }\n\nACTOR SiankoTurretHelper\n{\n Health 300\n Height 32\n Radius 32\n Mass 1000\n Speed 0\n Minmissilechance 50\n Painchance 50\n Seesound \"turret/sight\"\n Deathsound \"turret/death\"\n Painsound \"turret/pain\"\n Activesound \"turret/idle\"\n MONSTER\n +DONTHURTSPECIES\n +QUICKTORETALIATE\n +DONTGIB\n +PUSHABLE\n +LOOKALLAROUND\n +NOBLOOD\n -COUNTKILL\n Bloodtype bulletpuffed\n Dropitem \"BlueMana\"\n Obituary \"%o couldn't breach Sianko's static defenses.\"\n Species \"Siankobara\"\n Translation \"96:111=250:254\", \"2:3=250:254\"\n\n states\n {\n Spawn:\n TUUU A 0\n TUUU AA 3 A_Look\n goto See\n See:\n TUUU A 0 A_JumpIfTargetinLOS(2, 360)\n TUUU A 0 A_Jump(50, \"Giveup\")\n TUUU AABBAACC 2 A_Chase\n loop\n Idle:\n TUUU A 0 A_LookEx(0, 0, 0, 0, 360, \"See\")\n\t TUUU AA 3 A_Wander\n\t TUUU A 0 A_LookEx(0, 0, 0, 0, 360, \"See\")\n\t loop\n Giveup:\n TUUU A 0 A_ClearTarget\n goto See\n Melee:\n Missile:\n TUUU D 8 A_FaceTarget\n TUUU E 10 Bright A_CustomMissile(\"TurretShotSianko\", 26, 0, 0, 0)\n TUUU D 5 A_CPosRefire\n goto Missile\n Pain:\n TUUU A 8 A_Pain\n TUUU A 6\n goto See\n Death:\n TUUU F 0 A_CustomMissile (\"Explosion\", 31, 0, 0, 0)\n TUUU F 8 A_NoBlocking\n TUUU F 3 A_Scream\n TUUU F 300\n\t TUUU F 1 A_Jump(256, \"FadeOut\")\n\t stop\n FadeOut:\n\t TUUU F 3 A_FadeOut(0.1)\n\t loop\n }\n}"
},
{
"source": "pk3",
"name": "Bosses/Projectiles.txt",
"contents": "//King Cyberdemon\n\nActor KingCybRocket : ZRocket\n{\n Damage 50\n Speed 35\n Scale 2\n Obituary \"%o was obliterated by the King Cyberdemon.\"\n decal Scorch\n States\n {\n Spawn:\n MISL A 1 bright\n loop\n Death:\n MISL B 8 bright A_Explode(256,256,0)\n MISL C 6 bright\n MISL D 4 bright\n stop\n }\n}\n\nActor KingCybNuke : ZRocket\n{\n Height 32\n Radius 24\n Scale 4\n Speed 16\n Gravity 0.1\n -NOGRAVITY\n Obituary \"%o was obliterated by the King Cyberdemon.\"\n\n States\n {\n Spawn:\n\tHMIS A 1 bright\n\tLoop\n Death:\n\tTNT1 A 0\n\tTNT1 A 0 A_Explode(8000,1024,0,1,1)\n\tTNT1 A 0 A_PlaySound(\"nuke/boom\",CHAN_VOICE)\n\tTNT1 A 0 A_SpawnItemEx(\"NukeFlare\",0,0,0,0,0,0,0,128,0)\n\tTNT1 A 25 A_SpawnItemEx(\"NukeFloor\",0,0,0,0,0,0,0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"NukeSmokeFloor\",0,0,0,0,0,0,0,128,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NukePillar\",0,0,0,0,0,6,0,128,0)\n\tTNT1 A 105 A_SpawnItemEx(\"NukeSmokePillar\",0,0,0,0,0,6,0,128,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NukeMushroom\",0,0,500,0,0,0,0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"NukeSmokeMushroom\",0,0,500,0,0,0,0,128,0)\n\tstop\n }\n}\n\nactor KingCybFiretrail : FastProjectile\n{\n Speed 80\n Height 32\n Radius 16\n Scale 2.0\n Deathsound \"MageStaffExplode\"\n Damage (random(1000,2000))\n Renderstyle Add\n Alpha 1\n +DONTREFLECT\n +FOILINVUL\n\n States\n {\n Spawn:\n\tFX06 AAAAABBBBBCCCCC 1 A_SpawnItem(\"KingCybFiretrail2\")\n\tloop\n Death:\n\tFX06 DEFG 5 A_FadeOut(0.2)\n\tstop\n\t}\n}\n\nActor KingCybFiretrail2 : KingCybFiretrail\n{\n Speed 0\n Damage 0\n +NODAMAGETHRUST\n +FORCERADIUSDMG\n +RIPPER\n\n States\n {\n Spawn:\n\tFX06 AAAAABBBBBCCCCCAAAAABBBBBCCCCC 1 A_Explode(128,128,0)\n\tFX06 AAAA 2 A_FadeOut(0.2)\n\tstop\n }\n}\n\nActor KingStepSmoke\n{\n +NOGRAVITY\n +NOTELEPORT\n +FORCERADIUSDMG\n Renderstyle Translucent\n Alpha 0.75\n\n States\n {\n Spawn:\n\tMNSM A 0\n\tMNSM A 0 A_PlaySound(\"king/step\", CHAN_BODY)\n\tMNSM A 0 A_Explode(1000,256,0)\n\tMNSM ABCDEFGHIJKLMNOPQ 1 bright A_Explode(1000,200,0)\n\tstop\n }\n}\n\n//Hellcubus\n\nACTOR HFGBall : BFGBALL\n{\n Radius 36\n Height 48\n Speed 42\n Damage (2000)\n +BRIGHT\n +SKYEXPLODE\n +FORCERADIUSDMG\n +DONTREFLECT\n +FOILINVUL\n Scale 3.0\n alpha 0.9\n States\n {\n Spawn:\n\tHFS1 AABB 2 A_SpawnItem(\"HFGBallTrail\")\n\tLoop\n Death:\n\tHFE1 A 8 A_Explode(2048,384,0)\n\tHFE1 B 8 A_BFGSpray(\"HFGExtra\",180,16)\n\tHFE1 CDE 8\n\tStop\n }\n}\n\nactor HFGBallTrail\n{\n +NOBLOCKMAP\n +NOGRAVITY\n +CLIENTSIDEONLY\n Renderstyle Add\n Alpha 0.7\n Scale 3.0\n States\n {\n Spawn:\n\tHFS1 A 2 A_FadeOut(0.1,1)\n\tLoop\n }\n}\n\nACTOR HFGExtra : BFGExtra\n{\n States\n {\n Spawn:\n\tHFE2 ABCD 8 bright\n\tstop\n }\n}\n\nACTOR HellcubusFireball : FatShot\n{\n\tRadius 28\n\tHeight 40\n\tSpeed 28\n\tDamage (200)\n\tscale 2.5\n\t+DONTREFLECT\n\t+FOILINVUL\n}\n\n//Sianko\n\nACTOR TurretShotSianko : TurretShot\n{\n Damage 4\n Obituary \"%o couldn't breach Sianko's static defenses.\"\n}\n\nACTOR SUMMONZETURRET\n{\n Obituary \"%o got Sianko'd.\"\n Radius 36\n Height 36\n Speed 25\n Damage (250)\n Renderstyle add\n Alpha 0.8\n Seesound \"weapons/basic\"\n Deathsound \"weapons/basic\"\n +STRIFEDAMAGE\n +RANDOMIZE\n PROJECTILE\n Scale 5\n\n States\n {\n Spawn:\n BASC AB 6 bright\n loop\n Death:\n BASC A 0 A_SpawnItemEx(\"SiankoTurretHelper\",0,0,0,0,0,0,0,28,0)\n BASC ABCDEF 4 bright\n stop\n }\n}\n\nACTOR SiankoShot\n{\n Obituary \"%o got Sianko'd.\"\n Radius 16\n Height 32\n Speed 25\n Damage 25\n Renderstyle add\n Alpha 0.8\n Seesound \"weapons/basic\"\n Deathsound \"weapons/basic\"\n +STRIFEDAMAGE\n +RANDOMIZE\n PROJECTILE\n Scale 5\n\n States\n {\n Spawn:\n BASC AB 6 bright\n loop\n Death:\n BASC ABCDEF 4 bright\n stop\n }\n}\n\nACTOR SiankoBeam\n{\n Radius 32\n Height 32\n Speed 55\n SeeSound \"weapons/laserbeam\"\n Damage 40\n Renderstyle add\n Alpha 0.8\n PROJECTILE\n Obituary \"%o got Sianko'd.\"\n Scale 1.2\n\n States\n {\n Spawn:\n LASR A 1 bright\n LASR A 1 bright A_SpawnItemEx(\"LaserBeam1\",0,0,0,0,0,0,0)\n LASR A 1 bright A_SpawnItemEx(\"LaserBeam2\",0,0,0,0,0,0,0)\n LASR A 1 bright A_SpawnItemEx(\"LaserBeam3\",0,0,0,0,0,0,0)\n LASR A 1 bright A_SpawnItemEx(\"LaserBeam4\",0,0,0,0,0,0,0)\n LASR A 1 bright A_SpawnItemEx(\"LaserBeam5\",0,0,0,0,0,0,0)\n LASR A 1 bright A_SpawnItemEx(\"LaserBeam6\",0,0,0,0,0,0,0)\n LASR A 1 bright A_SpawnItemEx(\"LaserBeam7\",0,0,0,0,0,0,0)\n LASR A 1 bright A_SpawnItemEx(\"LaserBeam8\",0,0,0,0,0,0,0)\n LASR A 1 bright A_SpawnItemEx(\"LaserBeam9\",0,0,0,0,0,0,0)\n LASR A 1 bright A_SpawnItemEx(\"LaserBeam10\",0,0,0,0,0,0,0)\n LASR A 1 bright A_SpawnItemEx(\"LaserBeam11\",0,0,0,0,0,0,0)\n LASR A 1 bright A_SpawnItemEx(\"LaserBeam12\",0,0,0,0,0,0,0)\n LASR A 1 bright A_SpawnItemEx(\"LaserBeam13\",0,0,0,0,0,0,0)\n LASR A 1 bright A_SpawnItemEx(\"LaserBeam14\",0,0,0,0,0,0,0)\n LASR A 1 bright A_SpawnItemEx(\"LaserBeam15\",0,0,0,0,0,0,0)\n LASR A 1 bright A_SpawnItemEx(\"LaserBeam16\",0,0,0,0,0,0,0)\n LASR A 1 bright A_SpawnItemEx(\"LaserBeam17\",0,0,0,0,0,0,0)\n LASR A 1 bright A_SpawnItemEx(\"LaserBeam18\",0,0,0,0,0,0,0)\n LASR A 1 bright A_SpawnItemEx(\"LaserBeam19\",0,0,0,0,0,0,0)\n LASR A 1 bright A_SpawnItemEx(\"LaserBeam20\",0,0,0,0,0,0,0)\n loop\n Death:\n TNT1 A 0\n stop\n }\n}\n\nACTOR SiankoMissile\n{\n Height 16\n Radius 8\n Speed 30\n Damage 50\n Seesound \"meshwalker/fire\"\n Deathsound \"explode\"\n PROJECTILE\n +ROCKETTRAIL\n +RANDOMIZE\n +SEEKERMISSILE\n +STRIFEDAMAGE\n Obituary \"%o got Sianko'd.\"\n Scale 1.5\n Decal Scorch\n states\n {\n Spawn:\n MSLL A 0 bright\n MSLL A 1 bright A_SeekerMissile (10, 30)\n MSLL AAA 3 bright A_BishopMissileWeave\n loop\n Death:\n EXPL B 8 bright A_Explode(64, 160, 0)\n EXPL C 6 bright\n EXPL D 4 bright\n stop\n }\n}\n\n//Macho Man & Nuke Stuff\n\nActor MiniMachoNuke : FastProjectile\n{\n PROJECTILE\n +NODAMAGETHRUST\n speed 64\n radius 8\n height 16\n damage (10000)\n states\n {\n Spawn:\n\tTNT1 A 2\n Death:\n\tTNT1 A 1 A_SpawnItem(\"MiniNuke\")\n\tstop\n }\n}\n\nActor MiniNuke\n{\n +NOBLOCKMAP\n +NOGRAVITY\n +FORCERADIUSDMG\n\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Explode(2000,512,0)\n\tTNT1 A 0 A_PlaySoundEx(\"Nuke/Boom\", \"Voice\", 0, 2)\n\tTNT1 A 0 A_SpawnItemEx(\"miniNukeFlare\", 0, 0, 0,0,0,0,0,128,0)\n\tTNT1 A 25 A_SpawnItemEx(\"miniNukeFloor\", 0, 0, 0,0,0,0,0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"miniNukeSmokeFloor\", 0, 0, 0,0,0,0,0,128,0)\n\tTNT1 A 0 A_SpawnItemEx(\"miniNukePillar\", 0, 0, 0, 0, 0, 6, 0, 128, 0)\n\tTNT1 A 105 A_SpawnItemEx(\"miniNukeSmokePillar\", 0, 0, 0, 0, 0, 6, 0, 128, 0)\n\tTNT1 A 0 A_SpawnItemEx(\"miniNukeMushroom\", 0, 0, 500,0,0,0,0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"miniNukeSmokeMushroom\", 0, 0, 500,0,0,0,0,128,0)\n\tstop\n }\n}\n\nactor MachoWallTorch 2169\n{\n +NOBLOCKMAP\n +NOGRAVITY\n +FIXMAPTHINGPOS\n\n height 16\n radius 8\n scale 2.0\n states\n {\n Spawn:\n\tWLTR ABCDEFGH 5 bright\n\tloop\n }\n}\n\nactor nuke\n {\n +NOGRAVITY\n +FORCERADIUSDMG\n +NOBLOCKMAP\n\n states\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Explode(10000,2048,0)\n\tTNT1 A 0 A_PlaySoundEx(\"Nuke/Boom\", \"Voice\", 0, 2)\n\tTNT1 A 0 A_SpawnItemEx(\"NukeFlare\", 0, 0, 0,0,0,0,0,128,0)\n\tTNT1 A 25 A_SpawnItemEx(\"NukeFloor\", 0, 0, 0,0,0,0,0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"NukeSmokeFloor\", 0, 0, 0,0,0,0,0,128,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NukePillar\", 0, 0, 0, 0, 0, 6, 0, 128, 0)\n\tTNT1 A 105 A_SpawnItemEx(\"NukeSmokePillar\", 0, 0, 0, 0, 0, 6, 0, 128, 0)\n\tTNT1 A 0 A_SpawnItemEx(\"NukeMushroom\", 0, 0, 500,0,0,0,0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"NukeSmokeMushroom\", 0, 0, 500,0,0,0,0,128,0)\n\tstop\n}\n}\n\nActor NukeFire : Nuke\n{\n RenderStyle Add\n +NoInteraction\n Scale 0.75\n States\n {\n Spawn:\n TNT1 AA 0 A_Jump(196, \"Spawn2\", \"Spawn3\", \"Spawn4\")\n FLA1 A 1 Bright A_FadeOut(0.015)\n Wait\n Spawn2:\n FLA2 A 1 Bright A_FadeOut(0.015)\n Wait\n Spawn3:\n FLA3 A 1 Bright A_FadeOut(0.015)\n Wait\n Spawn4:\n FLA4 A 1 Bright A_FadeOut(0.015)\n Wait\n }\n}\n\nactor miniNukeFire : NukeFire { scale 0.25 }\n\nActor NukeSmoke : Nuke\n{\n Scale 3.5\n +NoInteraction\n Alpha 0.5\n States\n {\n Spawn:\n TNT1 AA 0 A_Jump(196, \"Spawn2\", \"Spawn3\", \"Spawn4\")\n SMOK A 5 A_FadeOut(0.015)\n Wait\n Spawn2:\n SMOK B 5 A_FadeOut(0.015)\n Wait\n Spawn3:\n SMOK C 5 A_FadeOut(0.015)\n Wait\n Spawn4:\n SMOK D 5 A_FadeOut(0.015)\n Wait\n }\n}\n\nactor miniNukeSmoke : NukeSmoke { scale 1.16 }\n\nActor NukeFlare : NukeFire\n{\n Scale 16\n +NoInteraction\n +FORCERADIUSDMG\n States\n {\n Spawn:\n FLAR A 1 Bright A_FadeOut(0.01)\n Wait\n }\n}\n\nactor miniNukeFlare : NukeFlare { scale 5.33 }\n\nActor NukeFloor : Nuke\n{\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"NukeFire\", 0, 0, 0, 0.00001 * Random(0, 300000), 0.00001 * Random(0, 300000), 0, Random(0, 359), 128, 0)\n Stop\n }\n}\n\nactor miniNukeFloor : NukeFloor\n{\nStates\n {\n Spawn:\n TNT1 A 0\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"miniNukeFire\", 0, 0, 0, 0.00001 * Random(0, 300000), 0.00001 * Random(0, 300000), 0, Random(0, 359), 128, 0)\n Stop\n }\n}\n\nActor NukeSmokeFloor : Nuke\n{\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 0.00001 * Random(0, 300000), 0.00001 * Random(0, 300000), 0, Random(0, 359), 128, 0)\n Stop\n }\n}\n\nactor miniNukeSmokeFloor : NukeSmokeFloor\n{\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"miniNukeSmoke\", 0, 0, 0, 0.00001 * Random(0, 300000), 0.00001 * Random(0, 300000), 0, Random(0, 359), 128, 0)\n Stop\n }\n}\n\nActor NukePillar : Nuke\n{\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"NukeFire\", 0, 0, 0, 0.00001 * Random(0, 100000), 0.00001 * Random(0, 100000), Random(0, -3), Random(0, 359), 128, 0)\n TNT1 A 0 A_SpawnItem(\"NukeSmokering\", 0, 0, 0)\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"NukeFire\", 0, 0, 0, 0.00001 * Random(0, 100000), 0.00001 * Random(0, 100000), Random(0, -3), Random(0, 359), 128, 0)\n Stop\n }\n}\n\nactor miniNukePillar : NukePillar\n{\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"miniNukeFire\", 0, 0, 0, 0.00001 * Random(0, 100000), 0.00001 * Random(0, 100000), Random(0, -3), Random(0, 359), 128, 0)\n TNT1 A 0 A_SpawnItem(\"miniNukeSmokering\", 0, 0, 0)\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"miniNukeFire\", 0, 0, 0, 0.00001 * Random(0, 100000), 0.00001 * Random(0, 100000), Random(0, -3), Random(0, 359), 128, 0)\n Stop\n }\n}\n\nActor NukeSmokePillar : Nuke\n{\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 0.00001 * Random(0, 100000), 0.00001 * Random(0, 100000), 0.00001 * Random(0, -400000), Random(0, 359), 128, 0)\n Stop\n }\n}\n\nactor miniNukeSmokePillar : NukeSmokePillar\n{\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"miniNukeSmoke\", 0, 0, 0, 0.00001 * Random(0, 100000), 0.00001 * Random(0, 100000), 0.00001 * Random(0, -400000), Random(0, 359), 128, 0)\n Stop\n }\n}\n\nActor NukeMushroom : Nuke\n{\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"NukeFire\", 0, 0, 0, 0.00001 * Random(0, 250000), 0.00001 * Random(0, 250000), 0.00001 * Random(-100000, 100000), Random(0, 359), 128, 0)\n Stop\n }\n}\n\nActor miniNukeMushroom : NukeMushroom\n{\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"miniNukeFire\", 0, 0, 0, 0.00001 * Random(0, 250000), 0.00001 * Random(0, 250000), 0.00001 * Random(-100000, 100000), Random(0, 359), 128, 0)\n Stop\n }\n}\n\nActor NukeSmokeMushroom : Nuke\n{\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 0.00001 * Random(0, 250000), 0.00001 * Random(0, 250000), 0.00001 * Random(-100000, 100000), Random(0, 359), 128, 0)\n Stop\n }\n}\n\nActor miniNukeSmokeMushroom : Nuke\n{\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"miniNukeSmoke\", 0, 0, 0, 0.00001 * Random(0, 250000), 0.00001 * Random(0, 250000), 0.00001 * Random(-100000, 100000), Random(0, 359), 128, 0)\n Stop\n }\n}\n\nActor NukeSmokering : Nuke\n{\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 0, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 20, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 40, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 60, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 80, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 100, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 120, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 140, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 160, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 180, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 200, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 220, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 240, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 260, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 280, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 300, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 320, 0, 0)\n TNT1 A 1 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 340, 0, 0)\n Stop\n }\n}\n\nActor miniNukeSmokering : Nuke\n{\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"miniNukeSmoke\", 0, 0, 0, 4, 0, 0, 0, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"miniNukeSmoke\", 0, 0, 0, 4, 0, 0, 20, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"miniNukeSmoke\", 0, 0, 0, 4, 0, 0, 40, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"miniNukeSmoke\", 0, 0, 0, 4, 0, 0, 60, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"miniNukeSmoke\", 0, 0, 0, 4, 0, 0, 80, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"miniNukeSmoke\", 0, 0, 0, 4, 0, 0, 100, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"miniNukeSmoke\", 0, 0, 0, 4, 0, 0, 120, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"miniNukeSmoke\", 0, 0, 0, 4, 0, 0, 140, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"miniNukeSmoke\", 0, 0, 0, 4, 0, 0, 160, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"miniNukeSmoke\", 0, 0, 0, 4, 0, 0, 180, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"miniNukeSmoke\", 0, 0, 0, 4, 0, 0, 200, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"miniNukeSmoke\", 0, 0, 0, 4, 0, 0, 220, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"miniNukeSmoke\", 0, 0, 0, 4, 0, 0, 240, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"miniNukeSmoke\", 0, 0, 0, 4, 0, 0, 260, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"miniNukeSmoke\", 0, 0, 0, 4, 0, 0, 280, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"miniNukeSmoke\", 0, 0, 0, 4, 0, 0, 300, 0, 0)\n TNT1 A 0 A_SpawnItemEx(\"miniNukeSmoke\", 0, 0, 0, 4, 0, 0, 320, 0, 0)\n TNT1 A 1 A_SpawnItemEx(\"miniNukeSmoke\", 0, 0, 0, 4, 0, 0, 340, 0, 0)\n Stop\n }\n}\n\n//Godmarine\n\nACTOR RIPPERSAW\n{\n Speed 30\n Radius 16\n Height 16\n Damage 100\n renderstyle Translucent\n alpha 1.0\n Gravity 0.1\n\n +NOBLOCKMAP\n +DROPOFF\n +MISSILE\n +NOTELEPORT\n +RIPPER\n\n States\n {\n Spawn:\n CSAW A 0\n\tCSAW A 4 A_PlaySound(\"weapons/sawidle\")\n\tloop\n Death:\n\tCSAW AAAAAAAAAA 5 A_FadeOut(0.1)\n\tstop\n }\n}\n\nACTOR RapidPlasma : PlasmaBall\n{\n Speed 50\n Damage 8\n Decal \"PlasmaScorch\"\n}\n\nACTOR SpamRocket : Rocket\n{\n Speed 35\n Decal \"Scorch\"\n}\n\n//Grosse Twins\n\nACTOR NiggaRocket\n{\n\tPROJECTILE\n\tScale 0.25\n\tRadius 8\n\tHeight 4\n\tSpeed 45\n\tDamage 5\n\tSeeSound \"missile/fire\"\n\tDeathSound \"missile/hit\"\n\tSeeSound \"weapons/rocklf\"\n\tDeathSound \"weapons/rocklx\"\n\n\t+RANDOMIZE\n\t+DEHEXPLOSION\n\t+ROCKETTRAIL\n\t+FORCERADIUSDMG\n\n\tStates\n\t{\n\tSpawn:\n\tMISL A 1 Bright\n\tLoop\n\n\tDeath:\n\tMISL B 8 Bright A_Explode(128,128,0)\n\tMISL C 6 Bright\n\tMISL D 4 Bright\n\tStop\n\t}\n}\n\nACTOR NiggaRocketCounter : NiggaRocket\n{\n\tScale 0.5\n\tRadius 8\n\tHeight 8\n\tSpeed 30\n\tDamage 10\n}\n\nACTOR TrueNiggaRocket : NiggaRocket\n{\n\tScale 0.3\n\tSpeed 45\n\tDamage 25\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0 Bright\n\tTNT1 A 0 Bright A_SeekerMissile(2,3)\n\tTNT1 A 0 Bright A_ChangeVelocity(random(-5.5, 5.5),random(-5.5, 5.5),random(-1.75, 1.75), 0)\n\tMISL A 1 Bright\n\tloop\n\n\tDeath:\n\tMISL B 8 Bright A_Explode(192,192,0)\n\tMISL C 6 Bright\n\tMISL D 4 Bright\n\tstop\n\t}\n}\n\n//MLG Programmer\n\nACTOR MLGSpectralLightningBigV2 : SpectralLightningBigV2\n{\n Damage 45\n Speed 48\n damagetype \"anythingbutspectral\"\n +SEEKERMISSILE\n +STRIFEDAMAGE\n Decal BaronScorch\n States\n {\n Spawn:\n ZOT2 ABCDE 3 Bright A_SeekerMissile(6,8)\n loop\n }\n}\n\nACTOR MLGSpectralLightningH3 : zSpectralLightningH3E\n{\n Damage 25\n damagetype \"anythingbutspectral\"\n +STRIFEDAMAGE\n PROJECTILE\n Speed 38\n Decal BaronScorch\n States\n {\n Spawn:\n ZAP6 A 4 Bright\n ZAP6 BC 4 Bright A_SpectralLightningTail\n loop\n }\n}\n\nACTOR MLGSpectralLightningBigBall2 : SpectralLightningBigBall2\n{\n Damage 40\n damagetype \"anythingbutspectral\"\n +STRIFEDAMAGE\n +SEEKERMISSILE\n Decal BaronScorch\n States\n {\n Spawn:\n ZAP7 A 1 Bright A_SeekerMissile(6,8)\n ZAP7 A 4 Bright A_SpectralBigBallLightning\n\tZAP7 B 4 Bright A_SeekerMissile(6,8)\n ZAP7 C 6 Bright A_SpectralBigBallLightning\n\tZAP7 D 6 Bright A_SeekerMissile(6,8)\n\tZAP7 E 6 Bright A_SpectralBigBallLightning\n loop\n }\n}\n\nACTOR MLGSpectralLightningBall2 : SpectralLightningBall2\n{\n damagetype \"anythingbutspectral\"\n +STRIFEDAMAGE\n Damage 40\n Speed 45\n Decal BaronScorch\n}\n\n//Exodia\n\nactor ExodiaObliterate : FastProjectile\n{\n\tobituary \"%o was obliterated by Exodia.\"\n\tdamage (10)\n\tspeed 100\n\tscale 0.25\n\theight 64\n\tradius 32\n\trenderstyle add\n\talpha 1\n\tPROJECTILE\n\t+RIPPER\n\t+DONTREFLECT\n\t+FOILINVUL\n\t+FORCERADIUSDMG\n\t+SKYEXPLODE\n\tstates\n\t{\n\tSpawn:\n\tOBLI AA 1 bright A_SpawnItemEx(\"ExodiaObliterateTrail\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_ABSOLUTEVELOCITY)\n\tOBLI A 0 A_Explode(250,300,0)\n\tloop\n\tDeath:\n\tTNT1 A 1 A_Explode(1000,300,0)\n\tstop\n\t}\n}\n\nactor ExodiaObliterateTrail\n{\n\t+NOBLOCKMAP\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\trenderstyle add\n\talpha 1\n\tscale 0.25\n\tstates\n\t{\n\tSpawn:\n\tOBLI A 50 bright\n\tOBLI A 1 bright A_FadeOut(0.025)\n\twait\n\t}\n}"
}
]
},
"maps": []
}