lod-text.pk3

PK3 8.6 KiB 0 map(s)

Counts

endoom0
graphics0
lumps4
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "09c07f1c-3b70-4b31-94a4-4101753d7897",
    "sha1": "2f0b39951f0e11548a91f55cab44a08cde1c603d",
    "sha256": "356ce1ab42ded734b9d5997c931a982b8c2489dbb93f846a8d506a69c1d4ccc3",
    "filenames": [
      "lod-text.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2013-06-21 19:39:40",
      "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": "2013-06-21 19:39:40",
    "file": {
      "type": "PK3",
      "size": 8825,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/2f0b39951f0e11548a91f55cab44a08cde1c603d/2f0b39951f0e11548a91f55cab44a08cde1c603d.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 4,
        "maps": 0,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "actors/Marine.txt",
        "contents": "Actor Marine : PlayerPawn replaces DoomPlayer\n{\n\tHealth 100\n\t+NOSKIN\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+GHOST\n\t+QUICKTORETALIATE\n\t+NOTARGET\n\tLimitedToTeam 0\n\tPlayer.soundclass \"marine\"\n\tPlayer.displayname \"Marine\"\n\tPlayer.startitem \"Clip\", 100\n\tPlayer.startitem \"Shell\", 30\n\tPlayer.startitem \"GrenadeAmmo\", 5\n\tPlayer.startitem \"Riotgun\", 1\n\tPlayer.startitem \"DualPistols\", 1\n\tPlayer.startitem \"Machinegun\", 1\n\tPlayer.StartItem \"ForceReloadItem\", 1\n\tPlayer.startitem \"ArrowSingle\", 35\n\tPlayer.StartItem \"ClassID\", 1\n\tPlayer.StartItem \"HumanTeam\", 1\n\tPlayer.scoreicon \"MARINEST\"\n\tPlayer.ColorRange 112, 127\n\tDamageFactor \"MarineGrenade\", 0.35\n\tDamageFactor \"GhostbusterTrap\", 0.0\n\tDamageFactor \"SentryShoot\", 0.0\n\tDamageFactor \"HunterSuperIceArrowTrail2\", 0.0\n\tDamageFactor \"Drone\", 0.0\n\tSpecies \"Human\"\n\tmass 400\n\tStates\n\t{\n\tSpawn:\n\t\tPLAY A 1\n\t\tLoop\n\tSee:\n\t\tPLAY AB 5\n\t\tPLAY A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tPLAY CD 5\n\t\tPLAY A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tGoto Spawn\n\tMissile:\n\t\tPLAY E 12\n\t\tGoto Spawn\n\tMelee:\n\t\tPLAY F 6 BRIGHT\n\t\tGoto Missile\n\tPain:\n\t\tPLAY G 8 A_Pain\n\t\tGoto Spawn\n\tPain.ChokeAttack:\n\t\tPLAY G 1\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokePainHealer\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"VomitPoints\", 2)\n\t\tPLAY G 8 A_Pain\n\t\tGoto Spawn\n\tPain.CreeperHealBall:\n\t\tPLAY G 1\n\t\tTNT1 G 0 A_GiveToTarget(\"CreeperHealBallHealer\", 1)\n\t\tPLAY G 8 A_Pain\n\t\tGoto Spawn\n\tPain.Creepstun:\n\t\tTNT1 A 0 HealThing(1)\n\t\tTNT1 A 0 A_Pain\n\t\tPLAY G 18 ACS_ExecuteAlways(986,0)\n\t\tGoto Spawn\n\tPain.CreeperHealBall:\n\t\tPLAY G 1\n\t\tPLAY G 1 A_GiveToTarget(\"CreeperHealBallHealer\", 1)\n\t\tGoto Pain\n\tPain.Impale:\n\t\tTNT1 A 0 ThrustThingZ(0,10,0,1)\n\t\tGoto Pain\n\tDeath:\n\tDeathAnim:\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledMarine\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"LowHPKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tPLAY H 10\n\t\tPLAY I 10 A_PlayerScream\n\t\tPLAY J 10 A_NoBlocking\n\t\tPLAY KLM 10\n\t\tPLAY N -1\n\t\tstop\n\tGibDeath:\n\tDeath.ImpaleBite:\n\t\tTNT1 A 0 A_GiveToTarget(\"JitterskullPoints\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"VomitPoints\", 10)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledMarine\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"Crunched\",1)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_PlaySound(\"gibbage/xsplat\")\n\t\tTNT1 A 0 A_SkullPop(\"Custom_BloodySkull\")\n\t\tTNT1 A 0 A_PlaySound(\"gibbage/playergib\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tPLAY A 1\n\t\tBLAN A -1\n\t\tStop\n\tDoomXDeath:\n\t\tPLAY O 0 ACS_ExecuteAlways(714, 0)\n\t\tPLAY O 5\n\t\tPLAY P 5 A_XScream\n\t\tPLAY Q 5 A_NoBlocking\n\t\tPLAY RSTUV 5\n\t\tPLAY W -1\n\t\tStop\n\tDeath.CreeperHealBall:\n\t\tTNT1 A 0 A_GiveToTarget(\"CreeperHealBallHealer\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CreepStunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n        Goto DeathAnim\n\tDeath.CreeperMelee:\n\t\tTNT1 A 0 A_PlaySoundEx(\"creeperattack\", \"Body\")\n\t\tTNT1 A 0 A_GiveToTarget(\"Creeperheal\",1)\n\t\tTNT1 A 0 ACS_ExecuteAlways(997,0)\n\t\tTNT1 A 0 A_GiveToTarget(\"CreeperMeleeKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledMarine\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n//\t\tTNT1 A 0 A_GiveToTarget(\"GhoulAmmo\", 1)\n\t\tPLAY H 10 A_SpawnItemEx(\"SoulSprite\", 0, 0, 0, 0, 0, 2)\n\t\tPLAY I 10 A_PlayerScream\n\t\tPLAY J 10 A_NoBlocking\n\t\tPLAY KLM 10\n\t\tPLAY N -1\n\t\tStop\n\tDeath.MarineSuicideGrenade:\n\t\tPLAY A 0\n\t\tGoto DoomXDeath\n    Death.SjasScream:\n        TNT1 A 0 A_GiveToTarget(\"SjasScreamKill\", 1)\n        TNT1 A 0 A_GiveToTarget(\"SjasMeleeMulti\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"SjasRageItem\", 2, 1)\n\t\tGoto DeathAnim\n\t\tTNT1 A 0 A_GiveToTarget(\"SjasSpeedRageMinor\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"SjasRageKill\", 1)\n\t\tGoto DeathAnim\n    Death.JitterMelee:\n        TNT1 A 0 A_GiveToTarget(\"JitterMeleeKill\", 1)\n        TNT1 A 0 A_GiveToTarget(\"JitterMeleeMulti\", 1)\n        Goto GibDeath\n    Death.CreepStun:\n        TNT1 A 0 A_GiveToTarget(\"CreepStunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n        Goto DeathAnim\n    Death.ChokeVomit:\n        TNT1 A 0 A_GiveToTarget(\"ChokeVomitKill\", 1)\n        Goto DeathAnim\n    Death.ChokeAttack:\n        TNT1 A 0 A_GiveToTarget(\"ChokeAttackKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokeDeathHealer\", 1)\n        Goto GibDeath\n\tDeath.ChokeFeast:\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokeFeasTKill\", 1)\n\t\tGoto DeathAnim\n    Death.ChokeBloodBall:\n\t\tTNT1 A 0 A_GiveToTarget(\"VomitPoints\", 15)\n        TNT1 A 0 A_GiveToTarget(\"ChokeBloodBallKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokeBloodBallMulti\", 1)\n        Goto DeathAnim\n    Death.FrostbiteMelee:\n        TNT1 A 0 A_GiveToTarget(\"FrostbiteMeleeKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"ShardPoints\", random(7,9))\n        Goto GibDeath\n\tDeath.FrostBiteIceRain:\n\t\tTNT1 A 0 A_GiveToTarget(\"FrostyRainKill\", 1)\n\t\tGoto DeathAnim\n    Death.FrostbiteIceBreath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"ShardPoints\", random(5,7))\n\t\tTNT1 A 0 A_PlayerScream\n\t\tTNT1 A 0 A_GiveToTarget(\"FrostyBreathMulti\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"FrostbiteIceBreathKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledMarine\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"MarineIceDeath\", 0, 0, 0, 0, 0, 0)\n\t\tPLAY H 1\n\t\tBLAN A -1\n\t\tStop\n    Death.Impale:\n        TNT1 A 0 A_GiveToTarget(\"ImpaleKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"DoubleImpaleKill\", 1)\n        Goto DeathAnim\n\tDeath.FiendWind:\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_PlayerScream\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledMarine\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"IceFiendKillCounter\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"IceFiendWindKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"MarineIceDeath\", 0, 0, 0, 0, 0, 0)\n\t\tPLAY H 1\n\t\tBLAN A -1\n\t\tStop\n    Death.IcefiendIcePath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"IcefiendKillCounter\", 1)\n        TNT1 A 0 A_GiveToTarget(\"IcefiendIcePathKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledMarine\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"MarineIcefiendImpaleDeath\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlayerScream\n\t\tPLAY H 1\n\t\tBLAN A -1\n\t\tStop\n    Death.IceFiendMeleeBackstab:\n\t\tTNT1 A 0 A_GiveToTarget(\"BackstabAchievementUnlock\", 1)\n\tDeath.IceFiendMeleeBackstab2:\n\t\tTNT1 A 0 A_GiveToTarget(\"IceFiendIceAmmo\", 10)\n\t\tTNT1 A 0 A_GiveToTarget(\"InvisibleCounter\", 10)\n\t\tTNT1 A 0 A_GiveToTarget(\"IceFiendSpeedBoost\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealthBonus\", 25)\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab1\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab2\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab3\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab4\", 5, 0, 1)\n\t    Goto Death.IceFiendMelee\n    Death.IceFiendMelee:\n\t\tTNT1 A 0 A_GiveToTarget(\"IcefiendKillCounter\", 1)\n        TNT1 A 0 A_GiveToTarget(\"IceFiendMeleeKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"InvisibleCounter\", 5)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledMarine\", 1)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SkullPop(\"Custom_BloodySkull\")\n\t\tIDMR AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 36, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 36, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 36, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 36, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 36, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 31, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 31, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 31, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 31, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 31, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 32, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 32, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 32, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 32, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 32, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 26, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 26, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 26, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 26, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 26, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDMR F 1\n\t\tIDMR F -1\n\t\tStop\n\t// Human reflection deaths\n    Death.HunterFireArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterIceArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterRegularArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterSuperFireArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterSuperIceArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.HunterSuperRegularArrow:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.CyborgPlasma:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.CyborgCrapPlasma:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterProton:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterBlood:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterEcho:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterSoul:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterIceFall:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterIceBall:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.GhostbusterDefilerBall:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.EngineerNail:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaHollyAir:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaHollyGround:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaStarProjectile:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaFallingStar:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.SantaSnowball:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockFireball:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockBigFireball:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockIceShards:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockLightning:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockMagmaSmall:\n        TNT1 A 0 ACS_ExecuteAlways(717, 0)\n        Goto DeathAnim\n    Death.WarlockNova:\n\t\tTNT1 A 0 ACS_ExecuteAlways(717, 0)\n\t\tGoto DeathAnim\n\t}\n}\n\nactor MarineStomp : CyborgStomp\n{\n\tdeathsound \"floor/hardx\"\n\t+CLIENTSIDEONLY\n}\n\nactor GrenadeCooldown : PowerDamage\n{\n\tdamagefactor \"nothing\", 1.0\n\tpowerup.duration -1\n}\n\nActor PistolReload : Ammo\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 24\n\t+IGNORESKILL\n}\n\nACTOR DualPistols : Weapon 2102\n{\n   Weapon.SelectionOrder 1800\n   Inventory.PickupSound \"weapons/getweapon02\"\n   Inventory.PickupMessage \"You got an extra Pistol!\"\n   Obituary \"%o was shot by %k's Dual Pistols.\"\n   Weapon.AmmoType1 \"PistolReload\"\n   Weapon.AmmoType2 \"GrenadeAmmo\"\n   Weapon.AmmoGive 0\n   Weapon.AmmoUse1 0\n   Weapon.AmmoUse2 1\n   decal \"BulletChip\"\n   inventory.icon \"PISTOLS\"\n   Weapon.SlotNumber 1\n   +WEAPON.NOAUTOAIM\n   +WIMPY_WEAPON\n   +INVENTORY.UNDROPPABLE\n   +AMMO_OPTIONAL\n   +WEAPON.ALT_AMMO_OPTIONAL\n   States\n   {\n   Spawn:\n      TNT1 A 400\n      Stop\n   Ready:\n\t  V2PG A 0 A_JumpIfInventory(\"ForceReload\", 1, \"ReloadPistol\")\n      V2PG A 1 A_WeaponReady\n      Loop\n   Deselect:\n\t  TNT1 A 0 A_TakeInventory(\"MarinePistolBoost\", 1)\n      V2PG A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      TNT1 A 0 ACS_ExecuteAlways(700, 0, WM_MARINE_PIST)\n\t  TNT1 A 0 A_GiveInventory(\"MarinePistolBoost\", 1)\n      V2PG A 1 A_Raise\n      Goto Select+2\n   Fire:\n      V2PG A 1 A_JumpIfInventory(\"DoublePistolChecker\",1,20) //15\n      V2PF A 1 A_Light1\n      V2PF B 0 A_PlayWeaponSound(\"pistol/newfire\")\n\t  V2PF A 0 A_FireBullets(random(0,1),1,1,5,\"BulletPuffPistol\",1)//5,6\n      V2PF A 1 Bright\n\t  V2PF B 1\n\t  V2PF C 0 A_GiveInventory(\"PistolReload\", 1)\n      V2PF A 0 A_GiveInventory(\"DoublePistolChecker\",1)\n      V2PF A 0 A_Light0\n\t  V2PG CDEDC 1\n\t  PSTG A 0 A_JumpIfInventory(\"PistolReload\", 1, 2)\n\t  PSTG A 0 A_Jump(256, 3)\n\t  PSTG A 0 A_JumpIfInventory(\"ForceReload\", 1, \"ReloadPistol\")\n\t  PSTG A 0 A_JumpIfInventory(\"PistolReload\", 24, \"ReloadPistol\")\n\t  PSTG A 0 A_TakeInventory(\"ForceReload\", 1)\n\t  V2PG A 1 A_ReFire\n      Goto Ready\n      V2PG A 1\n      V2RF A 1 A_Light1\n      V2RF A 0 A_PlayWeaponSound(\"pistol/newfire\")\n\t  V2RF A 0 A_FireBullets(random(0,1),1,1,5,\"BulletPuffPistol\",1)//5,6\n      V2RF A 1 Bright\n\t  V2RF G 0 A_GiveInventory(\"PistolReload\", 1)\n      V2RF A 0 A_TakeInventory(\"DoublePistolChecker\",1)\n      V2RF A 0 A_Light0\n\t  V2RF B 1\n\t  V2RG CDEDC 1\n\t  V2RF A 0 A_JumpIfInventory(\"PistolReload\", 1, 2)\n\t  V2RF A 0 A_Jump(256, 3)\n\t  V2RF A 0 A_JumpIfInventory(\"ForceReload\", 1, \"ReloadPistol\")\n\t  V2RF A 0 A_JumpIfInventory(\"PistolReload\", 24, \"ReloadPistol\")\n\t  V2RF A 0 A_TakeInventory(\"ForceReload\", 1)\n      V2PG A 1 A_ReFire\n      Goto Ready\n   ReloadPistol:\n\t  V2PG GHIJKLMNO 1\n\t  V2PG A 0 A_PlaysoundEx(\"pistol/reload2\", 5)\n\t  V2PG PQR 1\n\t  V2PR ABCD 1\n\t  V2PG A 0 A_PlaysoundEx(\"pistol/reload1\", 5)\n\t  V2PR EFGHI 2\n\t  V2PR JKLMNOPQ 1\n\t  V2PG A 0 A_PlaysoundEx(\"pistol/reload2\", 5)\n\t  V2PR RSTU 1\n\t  V2RR ABDEF 1\n\t  V2PG A 0 A_PlaysoundEx(\"pistol/reload1\", 5)\n\t  V2RR GHI 2\n\t  V2RR JKLMNOPQR 1\n\t  V2RR A 0 A_TakeInventory(\"PistolReload\", 24)\n\t  V2RR A 0 A_TakeInventory(\"ForceReload\", 1)\n\t  V2PG A 6\n\t  Goto Ready\n   Altfire:\n      V2PG A 0 A_JumpIfInventory(\"CreeperStunCheck\",1,\"Doublecheck\")\n      V2PG A 0 A_JumpIfInventory(\"GrenadeCooldown\",1,\"Ready\")\n\t  V2PG A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMax\")\n\t  V2PG A 0 A_JumpIfInventory(\"GrenadePower\",1,\"Grenade\")\n\t  V2PG A 0 A_JumpIfNoAmmo (\"NoGrenades\")\n\tGoto Lower\n   Doublecheck:\n      V2PG A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMax\")\n\t  V2PG A 0 A_JumpIfInventory(\"GrenadePower\",1,\"Grenade\")\n\t  V2PG A 0 A_JumpIfNoAmmo (\"NoGrenades\")\n\t  Goto Lower\n\tLower:\n\t  V2PG A 1 offset (0, 40)\n\t  V2PG A 1 offset (0, 50)\n\t  V2PG A 1 offset (0, 60)\n\t  V2PG A 1 offset (0, 70)\n\t  V2PG A 1 offset (0, 80)\n\t  V2PG A 1 offset (0, 90)\n\t  V2PG A 1 offset (0, 100)\n\t  V2PG A 1 offset (0, 110)\n\t  V2PG A 1 offset (0, 120)\n\t  TNT1 A 3 A_PlayWeaponSound(\"weapons/grenadepin\")\n\t   goto Grenade\n\tReturn:\n\t  V2PG A 1 offset (0, 120) ACS_ExecuteAlways(998,0)\n\t  V2PG A 1 offset (0, 110)\n\t  V2PG A 1 offset (0, 100)\n\t  V2PG A 1 offset (0, 90)\n\t  V2PG A 1 offset (0, 80)\n\t  V2PG A 1 offset (0, 70)\n\t  V2PG A 1 offset (0, 60)\n\t  V2PG A 1 offset (0, 50)\n\t  V2PG A 1 offset (0, 40)\n\t  Goto Ready\n\tNoGrenades:\n\t  V2PG A 28 A_PlaySound(\"weapons/grenadeno\")\n\t  Goto Ready\n\tGrenade:\n\t  TNT1 A 1 A_GiveInventory(\"GrenadePower\",1)\n\t  TNT1 A 0 A_GiveInventory(\"UsedAmmo\", 1)\n\t  TNT1 A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMaxsound\")\n\t  TNT1 A 0 A_Refire\n\t  Goto Throw\n\tThrow:\n\t  TNT1 A 0 ACS_ExecuteAlways(998,0)\n\t  HNDG IJ 1 offset (0, 40)\n\t  HNDG A 0 A_PlayWeaponSound(\"weapons/grenadethrow\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",35,\"Throw7\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",30,\"Throw6\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",25,\"Throw5\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",20,\"Throw4\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",15,\"Throw3\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",10,\"Throw2\")\n\t  HNDG A 1 A_JumpIfInventory(\"GrenadePower\",5,\"Throw1\")\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow1:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade1\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow2:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade2\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow3:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade3\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow4:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade4\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow5:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade5\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow6:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade6\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow7:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade7\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrowpt2:\n\t  HNDG LMNOPQ 2\n\t  TNT1 A 0 A_ClearRefire\n\t  TNT1 A 0 A_GiveInventory(\"GrenadeCooldown\",1)\n\t  TNT1 A 0 A_TakeInventory(\"GrenadePower\",500)\n\t  Goto Return\n\tGrenadeMaxsound:\n      TNT1 A 0 ACS_ExecuteAlways(999,0)\n\t  TNT1 A 0 A_PlayWeaponSound(\"weapons/grenademax\")\n\t  Goto GrenadeMax\n\tGrenadeMax:\n\t  TNT1 A 1 A_GiveInventory(\"GrenadePower\",1)\n\t  TNT1 A 0 A_JumpIfInventory(\"GrenadePower\",140,\"GrenadeSloops\")\n\t  TNT1 A 0 A_Refire\n\t  TNT1 A 0 A_PlaySoundEx(\"player/male/grunt1\",\"Voice\")\n\t  Goto Throw\n\tGrenadeSloops:\n\t  TNT1 A 0 ACS_ExecuteAlways(998,0)\n\t  TNT1 A 30 A_FireCustomMissile(\"ThrowingGrenadeOops\", 0, 1, 0, -10)\n\t  TNT1 A 0 A_ClearRefire\n\t  TNT1 A 0 A_TakeInventory(\"GrenadePower\",500)\n\t  Goto Return\n   }\n}\n\nActor Riotgun : Weapon replaces Shotgun\n{\n  radius 20\n  height 16\n  Weapon.SlotNumber 2\n  weapon.selectionorder 1500\n  weapon.kickback 100\n  obituary \"%o got pummeled by %k's shotgun.\"\n  decal \"BulletChip\"\n  inventory.pickupmessage \"You got the shotgun!\"\n  weapon.ammotype \"Shell\"\n  inventory.icon \"SHOTTY\"\n  weapon.ammouse 1\n  weapon.ammogive 8\n  Weapon.AmmoUse2 1\n  Weapon.AmmoType2 \"GrenadeAmmo\"\n  +INVENTORY.UNDROPPABLE\n  +WEAPON.ALT_AMMO_OPTIONAL\n  +WEAPON.NOAUTOAIM\n  states\n  {\n  Spawn:\n    SHTG A 400\n    stop\n  Ready:\n    SHTG A 1 A_WeaponReady\n    loop\n  Deselect:\n    SHTG A 1 A_Lower\n    loop\n  Select:\n    TNT1 A 0 ACS_ExecuteAlways(700, 0, WM_MARINE_SG)\n    SHTG A 1 A_Raise\n    Goto Select+1\n  Fire:\n      SHTG E 0 A_GunFlash\n      SHTG E 2 Bright\n\t  SHTG A 0 A_GiveInventory(\"UsedAmmo\", 1)\n\t  SHTG E 0 A_FireBullets (7, 7, random(7,8), 5, \"BulletPuffShotgun\")\n\t  SHTG E 0 A_PlayWeaponSound(\"weapons/shotgunNew\")\n//\t  SHTG E 0 A_Recoil(4)\n      SHTG F 2 Bright\n      SHTG G 2\n\t  SHTG H 3\n      SHTG BC 5\n      SHTG D 4\n      SHTG CB 5\n      SHTG A 3\n      SHTG A 7 A_ReFire\n      Goto Ready\n  Altfire:\n\t  SHTG A 0 A_JumpIfInventory(\"CreeperStunCheck\",1,\"Doublecheck\")\n\t  SHTG A 0 A_JumpIfInventory(\"GrenadeCooldown\",1,\"Ready\")\n\t  SHTG A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMax\")\n\t  SHTG A 0 A_JumpIfInventory(\"GrenadePower\",1,\"Grenade\")\n\t  SHTG A 0 A_JumpIfNoAmmo (\"NoGrenades\")\n\t  Goto Lower\n    Doublecheck:\n      SHTG A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMax\")\n\t  SHTG A 0 A_JumpIfInventory(\"GrenadePower\",1,\"Grenade\")\n\t  SHTG A 0 A_JumpIfNoAmmo (\"NoGrenades\")\n\t  Goto Lower\n\tLower:\n\t  SHTG A 1 offset (0, 40)\n\t  SHTG A 1 offset (0, 50)\n\t  SHTG A 1 offset (0, 60)\n\t  SHTG A 1 offset (0, 70)\n\t  SHTG A 1 offset (0, 80)\n\t  SHTG A 1 offset (0, 90)\n\t  SHTG A 1 offset (0, 100)\n\t  SHTG A 1 offset (0, 110)\n\t  SHTG A 1 offset (0, 120)\n\t  TNT1 A 3 A_PlayWeaponSound(\"weapons/grenadepin\")\n\t  Goto Grenade\n\tGrenade:\n\t  TNT1 A 1 A_GiveInventory(\"GrenadePower\",1)\n\t  TNT1 A 0 A_GiveInventory(\"UsedAmmo\", 1)\n\t  TNT1 A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMaxsound\")\n\t  TNT1 A 0 A_Refire\n\t  Goto Throw\n\tThrow:\n\t  TNT1 A 0 ACS_ExecuteAlways(998,0)\n\t  HNDG IJ 1 offset (0, 40)\n\t  HNDG A 0 A_PlayWeaponSound(\"weapons/grenadethrow\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",35,\"Throw7\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",30,\"Throw6\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",25,\"Throw5\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",20,\"Throw4\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",15,\"Throw3\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",10,\"Throw2\")\n\t  HNDG A 1 A_JumpIfInventory(\"GrenadePower\",5,\"Throw1\")\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow1:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade1\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow2:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade2\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow3:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade3\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow4:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade4\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow5:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade5\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow6:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade6\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow7:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade7\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrowpt2:\n\t  HNDG LMNOPQ 2\n\t  TNT1 A 0 A_ClearRefire\n\t  TNT1 A 0 A_GiveInventory(\"GrenadeCooldown\",1)\n\t  TNT1 A 0 A_TakeInventory(\"GrenadePower\",500)\n\t  Goto Return\n\tGrenadeMaxsound:\n      TNT1 A 0 ACS_ExecuteAlways(999,0)\n\t  TNT1 A 0 A_PlayWeaponSound(\"weapons/grenademax\")\n\t  Goto GrenadeMax\n\tGrenadeMax:\n\t  TNT1 A 1 A_GiveInventory(\"GrenadePower\",1)\n\t  TNT1 A 0 A_JumpIfInventory(\"GrenadePower\",140,\"GrenadeSloops\")\n\t  TNT1 A 0 A_Refire\n\t  TNT1 A 0 A_PlaySoundEx(\"player/male/grunt1\",\"Voice\")\n\t  Goto Throw\n\tGrenadeSloops:\n\t  TNT1 A 0 ACS_ExecuteAlways(998,0)\n\t  TNT1 A 30 A_FireCustomMissile(\"ThrowingGrenadeOops\", 0, 1, 0, -10)\n\t  TNT1 A 0 A_ClearRefire\n\t  TNT1 A 0 A_TakeInventory(\"GrenadePower\",500)\n\t  Goto Return\n\tReturn:\n\t  SHTG A 1 offset (0, 120) ACS_ExecuteAlways(998,0)\n\t  SHTG A 1 offset (0, 110)\n\t  SHTG A 1 offset (0, 100)\n\t  SHTG A 1 offset (0, 90)\n\t  SHTG A 1 offset (0, 80)\n\t  SHTG A 1 offset (0, 70)\n\t  SHTG A 1 offset (0, 60)\n\t  SHTG A 1 offset (0, 50)\n\t  SHTG A 1 offset (0, 40)\n\t  Goto Ready\n\tFlash:\n\t  NULL A 4 bright A_Light1\n\t  NULL A 3 bright A_Light2\n\t  NULL A 0 bright A_Light0\n\t  stop\n\tNoGrenades:\n\t  SHTG A 4 A_PlaySound(\"weapons/grenadeno\")\n\t  Goto Ready\n    }\n}\n\nActor GrenadePower : Inventory\n{\n   Inventory.Amount 1\n   Inventory.MaxAmount 210\n}\n\nACTOR DoublePistolChecker : Inventory\n{\n   Inventory.Amount 1\n   Inventory.MaxAmount 1\n}\n\nACTOR Machinegun : Weapon 2109\n{\n   Weapon.SelectionOrder 680\n   Weapon.SlotNumber 3\n   Inventory.PickupSound \"weapons/getweapon04\"\n   Inventory.PickupMessage \"The Machine Gun!\"\n   //Obituary \"%o was fully perforated by %k's Machine Gun.\"\n   Weapon.AmmoType1 \"Clip\"\n   Weapon.AmmoGive 0\n   decal \"BulletChip\"\n   Weapon.AmmoUse1 1\n   Scale 0.8\n   inventory.icon \"HCNGA0\"\n   Weapon.AmmoUse2 1\n   Weapon.AmmoType2 \"GrenadeAmmo\"\n   AttackSound \"weapons/hchngun\"\n   +WEAPON.ALT_AMMO_OPTIONAL\n   +WEAPON.NOAUTOAIM\n   States\n   {\n   Spawn:\n      TNT1 A 400\n      Stop\n\tReady:\n\t\tHCGG A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tHCGG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t    TNT1 A 0 ACS_ExecuteAlways(700, 0, WM_MARINE_MG)\n\t\tHCGG A 1 A_Raise\n\t\tGoto Select+1\n\tFire:\n\t\tSHTG A 0 A_GiveInventory(\"UsedAmmo\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/minigunup\")\n\t\tHCGG CD 7 // Spinup\n\t\tHCGG AB 6\n\t\tGoto Hold\n\tHold:\n\t\tHCGF A 0 A_GunFlash // 3 2\n\t    HCGF A 2 bright A_FireBullets (4.8, 3.6, 1, 5, \"BulletPuffMachinegun\")\n\t\tHCGF B 2 bright\n\t\tHCGF A 0 A_GunFlash\n\t\tHCGF C 2 bright A_FireBullets (4.8, 3.6, -1, 5, \"BulletPuffMachinegun\")\n\t\tHCGF D 2 bright\n\t\tHCGF A 0 A_Refire\n\t\tgoto Spindown\n\tSpindown:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/minigundown\")\n\t    HCGG AB 6 // A_Refire\n\t\tHCGG CD 7 // A_Refire\n\t\tGoto Ready\n   Altfire:\n      MING A 0 A_JumpIfInventory(\"CreeperStunCheck\",1,\"Doublecheck\")\n      MING A 0 A_JumpIfInventory(\"GrenadeCooldown\",1,\"Ready\")\n\t  MING A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMax\")\n\t  MING A 0 A_JumpIfInventory(\"GrenadePower\",1,\"Grenade\")\n\t  MING A 0 A_JumpIfNoAmmo (\"NoGrenades\")\n\t  Goto Lower\n\t   Doublecheck:\n\t\t  MING A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMax\")\n\t\t  MING A 0 A_JumpIfInventory(\"GrenadePower\",1,\"Grenade\")\n\t\t  MING A 0 A_JumpIfNoAmmo (\"NoGrenades\")\n\t\tGoto Lower\n\t    Lower:\n\t\t  HCGG A 1 offset (0, 40)\n\t\t  HCGG A 1 offset (0, 50)\n\t\t  HCGG A 1 offset (0, 60)\n\t\t  HCGG A 1 offset (0, 70)\n\t\t  HCGG A 1 offset (0, 80)\n\t\t  HCGG A 1 offset (0, 90)\n\t\t  HCGG A 1 offset (0, 100)\n\t\t  HCGG A 1 offset (0, 110)\n\t\t  HCGG A 1 offset (0, 120)\n\t\t  TNT1 A 3 A_PlayWeaponSound(\"weapons/grenadepin\")\n\t\tgoto Grenade\n\t\t Return:\n\t\t  HCGG A 1 offset (0, 120) ACS_ExecuteAlways(998,0)\n\t\t  HCGG A 1 offset (0, 110)\n\t\t  HCGG A 1 offset (0, 100)\n\t\t  HCGG A 1 offset (0, 90)\n\t\t  HCGG A 1 offset (0, 80)\n\t\t  HCGG A 1 offset (0, 70)\n\t\t  HCGG A 1 offset (0, 60)\n\t\t  HCGG A 1 offset (0, 50)\n\t\t  HCGG A 1 offset (0, 40)\n\t\t Goto Ready\n\tNoGrenades:\n\t  HCGG A 28 A_PlaySound(\"weapons/grenadeno\")\n\t  Goto Ready\n\tGrenade:\n\t  TNT1 A 1 A_GiveInventory(\"GrenadePower\",1)\n\t  TNT1 A 0 A_GiveInventory(\"UsedAmmo\", 1)\n\t  TNT1 A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMaxsound\")\n\t  TNT1 A 0 A_Refire\n\t  Goto Throw\n\tThrow:\n\t  TNT1 A 0 ACS_ExecuteAlways(998,0)\n\t  HNDG IJ 1 offset (0, 40)\n\t  HNDG A 0 A_PlayWeaponSound(\"weapons/grenadethrow\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",35,\"Throw7\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",30,\"Throw6\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",25,\"Throw5\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",20,\"Throw4\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",15,\"Throw3\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",10,\"Throw2\")\n\t  HNDG A 1 A_JumpIfInventory(\"GrenadePower\",5,\"Throw1\")\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow1:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade1\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow2:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade2\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow3:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade3\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow4:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade4\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow5:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade5\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow6:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade6\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow7:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade7\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrowpt2:\n\t  HNDG LMNOPQ 2\n\t  TNT1 A 0 A_ClearRefire\n\t  TNT1 A 0 A_GiveInventory(\"GrenadeCooldown\",1)\n\t  TNT1 A 0 A_TakeInventory(\"GrenadePower\",500)\n\t  Goto Return\n\tGrenadeMaxsound:\n      TNT1 A 0 ACS_ExecuteAlways(999,0)\n\t  TNT1 A 0 A_PlayWeaponSound(\"weapons/grenademax\")\n\t  Goto GrenadeMax\n\tGrenadeMax:\n\t  TNT1 A 1 A_GiveInventory(\"GrenadePower\",1)\n\t  TNT1 A 0 A_JumpIfInventory(\"GrenadePower\",140,\"GrenadeSloops\")\n\t  TNT1 A 0 A_Refire\n\t  TNT1 A 0 A_PlaySoundEx(\"player/male/grunt1\",\"Voice\")\n\t  Goto Throw\n\tGrenadeSloops:\n\t  TNT1 A 0 ACS_ExecuteAlways(998,0)\n\t  TNT1 A 30 A_FireCustomMissile(\"ThrowingGrenadeOops\", 0, 1, 0, -10)\n\t  TNT1 A 0 A_ClearRefire\n\t  TNT1 A 0 A_TakeInventory(\"GrenadePower\",500)\n\t  Goto Return\n}\n}\n\nactor GrenadeAmmo : Ammo\n{\n  inventory.pickupmessage \"Picked up a grenade.\"\n  inventory.amount 1\n  inventory.maxamount 50\n  inventory.icon \"PGRND0\"\n  ammo.backpackamount 10\n  ammo.backpackmaxamount 100\n  states\n  {\n  Spawn:\n    PGRN A -1\n    stop\n  }\n}\n\nActor GrenadeExploder\n{\n\tSpeed 0\n\tHeight 4\n\tRadius 4\n\tDamage (0)\n\tPROJECTILE\n\t+BLOODLESSIMPACT\n\t+RIPPER\n\tObituary \"%o sucked down %k's grenade.\"\n\tdamagetype \"MarineGrenade\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 1 A_Explode(128,random(150,170),1)\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor ThrowingGrenade\n{\n\tradius 7\n\theight 5\n\tObituary \"%o sucked down %k's grenade.\"\n\tdamagetype \"MarineGrenade\"\n\tPROJECTILE\n\t+DOOMBOUNCE\n\t+BOUNCEONACTORS\n\t- NOGRAVITY\n\tspeed 19\n\tscale 0.38\n\tbouncecount 2\n\tbouncefactor 0.5\n\treactiontime 5\n\tseesound \"weapons/grenadebounce\"\n\tStates\n\t{\n\tSpawn:\n\t\tHGRN A 0\n\t\tHGRN A 0 ThrustThingZ(0, 20, 0, 1)\n\t\tHGRN ABCDEF 2\n\t\tHGRN A 0 A_Countdown\n\t\tGoto Spawn+2\n\t\tDeath:\n\t\tNKXP A 0 A_SpawnItemEx(\"GrenadeExplosion\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n\t\tNKXP A 1  A_SpawnItem(\"GrenadeExploder\")\n\t\tStop\n\t}\n}\n\nactor ThrowingGrenade1 : ThrowingGrenade\n{\n\tObituary \"%o sucked down %k's grenade.\"\n\tspeed 24\n}\n\nactor ThrowingGrenade2 : ThrowingGrenade\n{\n\tObituary \"%o sucked down %k's grenade.\"\n\tspeed 29\n}\n\nactor ThrowingGrenade3 : ThrowingGrenade\n{\n\tObituary \"%o sucked down %k's grenade.\"\n\tspeed 34\n}\n\nactor ThrowingGrenade4 : ThrowingGrenade\n{\n\tObituary \"%o sucked down %k's grenade.\"\n\tspeed 39\n}\n\nactor ThrowingGrenade5 : ThrowingGrenade\n{\n\tObituary \"%o sucked down %k's grenade.\"\n\tspeed 44\n}\n\nactor ThrowingGrenade6 : ThrowingGrenade\n{\n\tObituary \"%o sucked down %k's grenade.\"\n\tspeed 49\n}\n\nactor ThrowingGrenade7 : ThrowingGrenade\n{\n\tObituary \"%o sucked down %k's grenade.\"\n\tspeed 54\n}\n\nactor GrenadeExplosion\n{\n\tObituary \"%o sucked down %k's grenade.\"\n\tDamagetype \"MarineGrenade\"\n\trenderstyle translucent\n\talpha 1.0\n\t+NOGRAVITY\n\t-SOLID\n\t+NOBLOCKMAP\n\tradius 1\n\theight 1\n\tStates\n\t{\n\tSpawn:\n\t\tNKXP A 0\n\t\tNKXP A 0 A_PlaySound(\"weapons/grenadeexplode\")\n\t\tNKXP BCDEFGHIJKLMNOPQRSTUV 2 bright A_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\nactor ThrowingGrenadeOops\n{\n\tObituary \"%k was a maggot and took %o with %hself on the way out!\"\n\tradius 7\n\theight 5\n\t+DOOMBOUNCE\n\tdamagetype \"MarineSuicideGrenade\"\n\t+BOUNCEONACTORS\n\t-NOGRAVITY\n\tspeed 30\n\tscale 0.38\n\tbouncecount 2\n\tbouncefactor 0.5\n\treactiontime 5\n\tStates\n\t{\n\tSpawn:\n\t\tHGRN A 0\n\t\tHGRN A 0 A_PlaySound(\"weapons/grenadeexplode\")\n\t\tGoto Death\n\t\tDeath:\n\t\tNKXP A 0 A_SpawnItemEx(\"GrenadeExplosion\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n\t\tNKXP A 1 A_Explode(160,160,1)\n\t\tNKXP A 0 A_PlaySound(\"weapons/grenadeexplode\")\n\t\tStop\n\t}\n}\n\nActor BulletPuff2 : BulletPuff\n{\n\tStates\n\t{\n\t  Spawn:\n\t\tPUFF A 0\n\t\tPUFF A 4 bright A_PlaySound(\"puff/ric\")\n\t\tPUFF B 4\n\t\tGoto Melee\n\t  Melee:\n\t\tPUFF CD 4\n\t\tstop\n\t}\n}\n\nActor BulletPuffPistol : BulletPuff2\n{\n\tDamageType \"MarinePistol\"\n\tobituary \"%o got sniped by %k's dual pistols.\"\n}\n\nActor BulletPuffMachineGun : BulletPuff2\n{\n\tDamageType \"MarineMachineGun\"\n\tobituary \"%o was perforated by %k's machinegun.\"\n}\n\nActor BulletPuffShotgun : BulletPuff2\n{\n\tDamageType \"MarineShotgun\"\n\tobituary \"%o got pummeled by %k's shotgun.\"\n}\n\nactor IsFemale : Inventory\n{\n    inventory.amount 1\n    inventory.maxamount 1\n}\n\nactor GrenadeDelayer : PowerDamage\n{\n\tdamagefactor \"nothing\", 0.2\n\tpowerup.duration -4\n}\n\nActor AmmoSatchel2 : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 10\n\t+INVENTORY.UNDROPPABLE\n\t+AUTOACTIVATE\n\t+ALWAYSPICKUP\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n\t\tTNT1 A 1 A_GiveInventory(\"Shell\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"Clip\", 25)\n\t\tTNT1 A 0 A_GiveInventory(\"GrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_PlaySoundEx (\"UseSatchel\", 5)\n\t\tStop\n\t}\n}\n\nActor MarinePistolBoost : PowerSpeed\n{\n\tPowerup.Duration 0x7FFFFFFF\n\tSpeed 1.1\n}"
      }
    ]
  },
  "maps": []
}

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