Raw model (for completeness)
{
"meta": {
"id": "09de8f2a-41a3-441b-8cc7-85832ab34884",
"sha1": "6df3e9c63a887b9076e0dda1d9ef821e782fa65d",
"sha256": "58a0f91c693d8dc8b73684ccbfc62838fb5c5d5c2afb473a1c3ef7fb4878edd9",
"filenames": [
"merciless_monsters_v1.0.pk3"
],
"additional": {
"engines": [],
"iwad": [],
"filename": null,
"added": "2021/06/20 15:17:11",
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"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": null,
"palettes": null,
"categories": null
},
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"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2021/06/20 15:17:11",
"file": {
"type": "PK3",
"size": 7181831,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/6df3e9c63a887b9076e0dda1d9ef821e782fa65d/6df3e9c63a887b9076e0dda1d9ef821e782fa65d.pk3.gz",
"corrupt": false
},
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}
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"text_files": [
{
"source": "pk3",
"name": "CVARINFO.txt",
"contents": "server int mcm_playercount = 4;"
},
{
"source": "pk3",
"name": "GLDEFS.txt",
"contents": "pointlight PinkBallLight1 {\n\tcolor 1.0 0.75 0.8125\n\tsize 20\n}\n\npointlight PinkBallLight2 {\n\tcolor 1.0 0.75 0.8125\n\tsize 30\n}\n\npointlight PinkBallLight3 {\n\tcolor 1.0 0.75 0.8125\n\tsize 16\n}\n\npointlight PinkBallLight4 {\n\tcolor 1.0 0.75 0.8125\n\tsize 8\n}\n\nobject PinkBall {\n\tframe LMP1A { light PinkBallLight1 }\n\tframe LMP1B { light PinkBallLight1 }\n\tframe LMP1C { light PinkBallLight1 }\n\tframe LMP1D { light PinkBallLight1 }\n\n\tframe LMP1E { light PinkBallLight2 }\n\tframe LMP1F { light PinkBallLight3 }\n\tframe LMP1G { light PinkBallLight4 }\n}\n\nFlickerLight DraugrLight {\n\tColor 0.8 0 0\n\tSize 32\n\tSecondarySize 42\n\tChance 0.2\n}\n\nobject DraugrSeeker {\n\tframe NREBA { light DraugrLight }\n\tframe NREBB { light DraugrLight }\n}\n\nflickerlight EtherealLight {\n\tcolor 0.875 0.425 0\n\tsize 20\n\tsecondarysize 40\n\tchance 0.5\n}\n\nobject EtherealShot {\n\tframe WIBL { light EhterealLight }\n}\n\nflickerlight LurkerLight {\n color 0.33 0.33 1.0\n size 30\n secondarySize 48\n chance 0.5\n}\n\nobject MCM_Lurker {\n\tframe VULGG { light LurkerLight }\n}\n\nPointlight ApostlaBall1Light1 {\n\tColor 1.0 0.0 0.0\n\tSize 32\n}\n\nPointlight ApostlaBall1Light2 {\n\tColor 0.9 0.0 0.0\n\tSize 30\n}\n\nPointlight ApostlaBall1Light3 {\n\tColor 0.8 0.0 0.0\n\tSize 28\n}\n\nPointlight ApostlaBall1Light4 {\n\tColor 0.7 0.0 0.0\n\tSize 26\n}\n\nPointlight ApostlaBall1Light5 {\n\tColor 0.6 0.0 0.0\n\tSize 24\n}\n\nPointlight ApostlaBall1Light6 {\n\tColor 0.5 0.0 0.0\n\tSize 22\n}\n\nPointlight ApostlaBall1Light7 {\n\tColor 0.4 0.0 0.0\n\tSize 20\n}\n\nObject ApostleBall {\n\tFrame HPLBA { Light ApostlaBall1Light1 }\n\tFrame HPLBB { Light ApostlaBall1Light1 }\n\tFrame HPLBC { Light ApostlaBall1Light1 }\n\tFrame HPLBD { Light ApostlaBall1Light1 }\n\tFrame HPLBE { Light ApostlaBall1Light2 }\n\tFrame HPLBF { Light ApostlaBall1Light3 }\n\tFrame HPLBG { Light ApostlaBall1Light4 }\n\tFrame HPLBH { Light ApostlaBall1Light5 }\n\tFrame HPLBI { Light ApostlaBall1Light6 }\n\tFrame HPLBJ { Light ApostlaBall1Light7 }\n}\n\nPointlight ApostleBall2Light1 {\n\tColor 0.6 0.0 0.0\n\tSize 48\n}\n\nPointlight ApostleBall2Light2 {\n\tColor 0.8 0.0 0.0\n\tSize 56\n}\n\nPointlight ApostleBall2Light3 {\n\tColor 1.0 0.0 0.0\n\tSize 64\n}\n\nPointlight ApostleBall2Light4 {\n\tColor 0.8 0.0 0.0\n\tSize 48\n}\n\nPointlight ApostleBall2Light5 {\n\tColor 0.4 0.0 0.0\n\tSize 24\n}\n\nObject ApostleBall2 {\n\tFrame ANFBA { Light ApostleBall2Light1 }\n\tFrame ANFBB { Light ApostleBall2Light1 }\n\tFrame ANFBC { Light ApostleBall2Light1 }\n\tFrame ANFBD { Light ApostleBall2Light2 }\n\tFrame ANFBE { Light ApostleBall2Light3 }\n\tFrame ANFBF { Light ApostleBall2Light4 }\n\tFrame ANFBG { Light ApostleBall2Light5 }\n}\n\nPointLight GuardianExplode1\n{\nColor 1.0 0.6 0.2\nSize 64\nOffset 0 16 0\n}\n\nPointLight GuardianExplode2\n{\nColor 0.7 0.4 0.0\nSize 72\nOffset 0 16 0\n}\n\nPointLight GuardianExplode3\n{\nColor 0.6 0.3 0.0\nSize 72\nOffset 0 16 0\n}\n\nPointLight GuardianExplode4\n{\nColor 0.5 0.2 0.0\nSize 64\nOffset 0 16 0\n}\n\nObject SentinelCube\n{\nFrame CUBEF { Light GuardianExplode1 }\nFrame CUBEG { Light GuardianExplode2 }\nFrame CUBEH { Light GuardianExplode3 }\nFrame CUBEI { Light GuardianExplode4 }\n}\n\nObject SentinelCube_NoCount\n{\nFrame CUBEF { Light GuardianExplode1 }\nFrame CUBEG { Light GuardianExplode2 }\nFrame CUBEH { Light GuardianExplode3 }\nFrame CUBEI { Light GuardianExplode4 }\n}\n\nPointLight CubeShot1\n{\nColor 1.0 0.2 0.0\nSize 32\n}\n\nPointLight CubeShot2\n{\nColor 1.0 0.4 0.0\nSize 48\n}\n\nPointLight CubeShot3\n{\nColor 1.0 0.4 0.0\nSize 40\n}\n\nPointLight CubeShot4\n{\nColor 0.8 0.3 0.0\nSize 32\n}\n\nPointLight CubeShot5\n{\nColor 0.6 0.2 0.0\nSize 24\n}\n\nPointLight CubeShot6\n{\nColor 0.5 0.1 0.0\nSize 16\n}\n\nObject CubeShot\n{\nFrame CBALA { Light CubeShot1 }\nFrame CBALB { Light CubeShot1 }\nFrame CBALC { Light CubeShot2 }\nFrame CBALD { Light CubeShot3 }\nFrame CBALE { Light CubeShot4 }\nFrame CBALF { Light CubeShot5 }\nFrame CBALG { Light CubeShot6 }\n}\n\nflickerlight LICHFIRE\n{\n color 1.0 0.7 0.0\n size 48\n secondarySize 56\n chance 0.5\n}\n\nflickerlight LICHFIRE_X1\n{\n color 0.9 0.4 0.0\n size 56\n secondarySize 64\n chance 0.5\n}\n\nflickerlight LICHFIRE_X2\n{\n color 0.7 0.1 0.0\n size 48\n secondarySize 56\n chance 0.5\n}\n\nflickerlight LICHFIRE_X3\n{\n color 0.4 0.0 0.0\n size 40\n secondarySize 48\n chance 0.5\n}\n\nflickerlight LICHFIRE_X4\n{\n color 0.2 0.0 0.0\n size 32\n secondarySize 40\n chance 0.5\n}\n\nObject SentRmissile\n{\n frame SEF1A { light LICHFIRE }\n frame SEF1B { light LICHFIRE }\n frame SEF1C { light LICHFIRE }\n\n frame SEF1D { light LICHFIRE_X1 }\n frame SEF1E { light LICHFIRE_X2 }\n frame SEF1F { light LICHFIRE_X3 }\n frame SEF1G { light LICHFIRE_X4 }\n\tframe SEF1H { light LICHFIRE_X4 }\n}\n\nFlickerlight SentinelFire1\n{\nColor 0.0 1.0 0.0\nSize 24\nSecondarySize 32\nChance 0.3\nOffset 0 8 0\n}\n\nFlickerlight SentinelFire2\n{\nColor 0.0 1.0 0.0\nSize 40\nSecondarySize 48\nChance 0.3\nOffset 0 24 0\n}\n\nFlickerlight SentinelFire3\n{\nColor 0.0 1.0 0.0\nSize 64\nSecondarySize 72\nChance 0.3\nOffset 0 32 0\n}\n\nFlickerlight SentinelFire4\n{\nColor 0.0 0.8 0.0\nSize 64\nSecondarySize 72\nChance 0.3\nOffset 0 40 0\n}\n\nFlickerlight SentinelFire4\n{\nColor 0.0 0.8 0.0\nSize 64\nSecondarySize 72\nChance 0.3\nOffset 0 48 0\n}\n\nFlickerlight SentinelFire6\n{\nColor 0.0 0.6 0.0\nSize 48\nSecondarySize 56\nChance 0.3\nOffset 0 64 0\n}\n\nFlickerlight SentinelFire7\n{\nColor 0.0 0.4 0.0\nSize 32\nSecondarySize 40\nChance 0.3\nOffset 0 72 0\n}\n\nFlickerlight SentinelFire8\n{\nColor 0.0 0.2 0.0\nSize 16\nSecondarySize 24\nChance 0.3\nOffset 0 80 0\n}\n\nobject SentGmissile {\n\tframe CFX6A { light SentinelFire4 }\n\tframe CFX6BCDE { light SentinelFire6 }\n}\n\nObject GCSpawner\n{\n\tframe SEF2 { light SentinelFire1 }\n\n\tFrame FIREA { Light SentinelFire1 }\n\tFrame FIREB { Light SentinelFire2 }\n\tFrame FIREC { Light SentinelFire3 }\n\tFrame FIRED { Light SentinelFire4 }\n\tFrame FIREE { Light SentinelFire5 }\n\tFrame FIREF { Light SentinelFire6 }\n\tFrame FIREG { Light SentinelFire7 }\n\tFrame FIREH { Light SentinelFire8 }\n}\n\nPointlight ThrallShot1\n{\nColor 1.0 0.0 0.0\nSize 20\n}\n\nPointlight ThrallShot12\n{\nColor 1.0 0.0 0.0\nSize 25\n}\n\nPointlight ThrallShot13\n{\nColor 0.8 0.0 0.0\nSize 20\n}\n\nPointlight ThrallShot14\n{\nColor 0.6 0.0 0.0\nSize 15\n}\n\nPointlight ThrallShot15\n{\nColor 0.4 0.0 0.0\nSize 10\n}\n\nObject CultMysticShot\n{\n\tFrame CMYPA { Light ThrallShot1 }\n\tFrame CMYPB { Light ThrallShot1 }\n\tFrame CMYPC { Light ThrallShot12 }\n\tFrame CMYPD { Light ThrallShot13 }\n\tFrame CMYPE { Light ThrallShot14 }\n\tFrame CMYPF { Light ThrallShot15 }\n}\n\nPointlight ThrallShotB1\n{\nColor 0.2 0.2 1.0\nSize 20\n}\n\nPointlight ThrallShotB12\n{\nColor 0.2 0.2 1.0\nSize 25\n}\n\nPointlight ThrallShotB13\n{\nColor 0.15 0.15 0.8\nSize 20\n}\n\nPointlight ThrallShotB14\n{\nColor 0.1 0.1 0.6\nSize 15\n}\n\nPointlight ThrallShotB15\n{\nColor 0.05 0.05 0.4\nSize 10\n}\n\nObject CultAdeptShot\n{\nFrame CMYPA { Light ThrallShotB1 }\nFrame CMYPB { Light ThrallShotB1 }\nFrame CMYPC { Light ThrallShotB12 }\nFrame CMYPD { Light ThrallShotB13 }\nFrame CMYPE { Light ThrallShotB14 }\nFrame CMYPF { Light ThrallShotB15 }\n}\n\nflickerlight SERPENTBALL\n{\n color 1.0 0.95 0.0\n size 56\n secondarySize 64\n chance 0.5\n}\n\nflickerlight SERPENTBALL_X1\n{\n color 1.0 0.95 0.0\n size 64\n secondarySize 72\n chance 0.5\n}\n\nflickerlight SERPENTBALL_X2\n{\n color 0.8 0.8 0.0\n size 72\n secondarySize 80\n chance 0.5\n}\n\nflickerlight SERPENTBALL_X3\n{\n color 0.5 0.5 0.0\n size 88\n secondarySize 96\n chance 0.5\n}\n\nflickerlight SERPENTBALL_X4\n{\n color 0.2 0.2 0.0\n size 96\n secondarySize 104\n chance 0.5\n}\n\nobject GladiatorFireBall\n{\n frame FX14A { light SERPENTBALL }\n frame FX14B { light SERPENTBALL }\n frame FX14C { light SERPENTBALL }\n\n frame FX14D { light SERPENTBALL_X1 }\n frame FX14E { light SERPENTBALL_X2 }\n frame FX14F { light SERPENTBALL_X3 }\n frame FX14G { light SERPENTBALL_X4 }\n frame FX14H { light SERPENTBALL_X4 }\n}\n\nobject GladiatorFireBall_Explode\n{\n frame FX14A { light SERPENTBALL }\n frame FX14B { light SERPENTBALL }\n frame FX14C { light SERPENTBALL }\n\n frame FX14D { light SERPENTBALL_X1 }\n frame FX14E { light SERPENTBALL_X2 }\n frame FX14F { light SERPENTBALL_X3 }\n frame FX14G { light SERPENTBALL_X4 }\n frame FX14H { light SERPENTBALL_X4 }\n}\n\npointlight HFCannonEx1\n{\n\tcolor 0.8 0.2 0.0\n\tsize 48\n}\n\npointlight HFCannonEx2\n{\n\tcolor 0.8 0.2 0.0\n\tsize 40\n}\n\npointlight HFCannonEx3\n{\n\tcolor 0.8 0.2 0.0\n\tsize 32\n}\n\npointlight HFCannonEx4\n{\n\tcolor 0.8 0.2 0.0\n\tsize 24\n}\n\npointlight HFCannonEx5\n{\n\tcolor 0.8 0.2 0.0\n\tsize 16\n}\n\nobject AbominationAttack1\n{\n\tframe RIP1D { light HFCannonEx1 }\n\tframe RIP1E { light HFCannonEx2 }\n\tframe RIP1F { light HFCannonEx3 }\n\tframe RIP1G { light HFCannonEx4 }\n\tframe RIP1H { light HFCannonEx5 }\n}\n\nobject AbominationAttack2\n{\n\tframe RIP2C { light HFCannonEx2 }\n\tframe RIP2D { light HFCannonEx2 }\n\tframe RIP2E { light HFCannonEx3 }\n\tframe RIP2F { light HFCannonEx3 }\n\tframe RIP2G { light HFCannonEx4 }\n\tframe RIP2H { light HFCannonEx5 }\n}\n\npointlight VoidRedLight1\n{\n\tcolor 0.8 0.35 0.35\n\tsize 48\n}\n\npointlight VoidRedLight2\n{\n\tcolor 0.8 0.35 0.35\n\tsize 40\n}\n\nobject DarkZealotLightning {\n\tframe LFX1X { light VoidRedLight2 }\n\tframe LFX1Y { light VoidRedLight2 }\n\tframe LFX1Z { light VoidRedLight2 }\n\n\tframe DLITD { light VoidRedLight2 }\n\tframe DLITE { light VoidRedLight2 }\n\tframe DLITF { light VoidRedLight2 }\n\tframe DLITG { light VoidRedLight2 }\n\tframe DLITH { light VoidRedLight2 }\n\tframe DLITI { light VoidRedLight2 }\n\tframe DLITJ { light VoidRedLight2 }\n\tframe DLITK { light VoidRedLight2 }\n\tframe DLITL { light VoidRedLight2 }\n\tframe DLITM { light VoidRedLight2 }\n\tframe DLITN { light VoidRedLight2 }\n\tframe DLITO { light VoidRedLight2 }\n}\n\nobject DarkZealotPierce {\n\tframe HSPL { light VoidRedLight1 }\n\tframe HSP2 { light VoidRedLight1 }\n}\n\npulselight ZealotShieldLight {\n\tcolor 1.0 0.75 0.75\n\tsize 24\n\tsecondarysize 64\n\tinterval 0.75\n}\n\nobject ZealotShield {\n\tframe TXP2 { light ZealotShieldLight }\n}\n\nFlickerlight2 HadeslightningA\n{\n Color 1.0 0.0 0.0\n Offset 0 0 0\n Size 50\n SecondarySize 100\n Interval 0.005\n}\n\nFlickerlight2 HadeslightningB\n{\n Color 1.0 0.0 0.0\n Offset 0 0 0\n Size 80\n SecondarySize 90\n Interval 0.005\n}\n\nFlickerlight2 HadeslightningC\n{\n Color 1.0 0.0 0.0\n Offset 0 0 0\n Size 98\n SecondarySize 138\n Interval 0.005\n}\n\nFlickerlight2 HadeslightningD\n{\n Color 1.0 0.0 0.0\n Offset 0 0 0\n Size 77\n SecondarySize 157\n Interval 0.005\n}\n\nFlickerlight2 HadeslightningE\n{\n Color 1.0 0.0 0.0\n Offset 0 0 0\n Size 72\n SecondarySize 132\n Interval 0.005\n}\n\nObject HadesBolt\n{\n Frame LFX2F { Light HadeslightningA }\n Frame LFX2G { Light HadeslightningB }\n Frame LFX2H { Light HadeslightningC }\n Frame LFX2I { Light HadeslightningD }\n Frame LFX2J { Light HadeslightningE }\n}\n\npointlight TchernoLight\n{\n\tcolor 0.2 0.3 0.8\n\tsize 32\n}\n\npointlight TchernoLight2\n{\n\tcolor 0.2 0.3 0.8\n\tsize 64\n}\n\npointlight TchernoLight3\n{\n\tcolor 0.2 0.3 0.8\n\tsize 48\n}\n\npointlight TchernoLight4\n{\n\tcolor 0.2 0.3 0.7\n\tsize 40\n}\n\nobject TchernobogMissile\n{\n\tframe TROKA { light TchernoLight }\n\tframe TROKB { light TchernoLight }\n\tframe TROKC { light TchernoLight }\n\tframe TROKD { light TchernoLight }\n\tframe TROKE { light TchernoLight }\n}\n\nobject TchernobogMissile2\n{\n\tframe TROKA { light TchernoLight }\n\tframe TROKB { light TchernoLight }\n\tframe TROKC { light TchernoLight }\n\tframe TROKD { light TchernoLight }\n\tframe TROKE { light TchernoLight }\n}\n\nobject TchernoExplosion\n{\n\tframe TEX2A { light TchernoLight2 }\n\tframe TEX2B { light TchernoLight2 }\n\tframe TEX2C { light TchernoLight2 }\n\tframe TEX2D { light TchernoLight3 }\n\tframe TEX2E { light TchernoLight3 }\n\tframe TEX2F { light TchernoLight3 }\n\tframe TEX2G { light TchernoLight3 }\n\tframe TEX2H { light TchernoLight3 }\n\tframe TEX2I { light TchernoLight4 }\n\tframe TEX2J { light TchernoLight4 }\n\tframe TEX2K { light TchernoLight4 }\n\tframe TEX2L { light TchernoLight4 }\n}\n\nobject TchernoExplosionHigh\n{\n\tframe TEX2A { light TchernoLight2 }\n\tframe TEX2B { light TchernoLight2 }\n\tframe TEX2C { light TchernoLight2 }\n\tframe TEX2D { light TchernoLight3 }\n\tframe TEX2E { light TchernoLight3 }\n\tframe TEX2F { light TchernoLight3 }\n\tframe TEX2G { light TchernoLight3 }\n\tframe TEX2H { light TchernoLight3 }\n\tframe TEX2I { light TchernoLight4 }\n\tframe TEX2J { light TchernoLight4 }\n\tframe TEX2K { light TchernoLight4 }\n\tframe TEX2L { light TchernoLight4 }\n}\n\npulselight GargoyleEyeBlastFlash\n{\n\tColor 0.2 0.4 1.0\n\tSize 48\n\tsecondarySize 64\n\tinterval 1\n}\n\npointlight GargoyleBallFlash\n{\n\tcolor 0.2 0.4 1.0\n\tsize 24\n}\n\nObject SplitParticleAfterLight\n{\n\tframe TNT1 { light GargoyleEyeBlastFlash }\n}\n\nobject SplitParticle1\n{\n\tframe EYEBA { light GargoyleBallFlash }\n\tframe EYEBB { light GargoyleBallFlash }\n\tframe EYEBC { light GargoyleBallFlash }\n\tframe EYEBD { light GargoyleBallFlash }\n}\n\nobject SplitParticle2\n{\n\tframe EYEBA { light GargoyleBallFlash }\n\tframe EYEBB { light GargoyleBallFlash }\n\tframe EYEBC { light GargoyleBallFlash }\n\tframe EYEBD { light GargoyleBallFlash }\n}\n\nobject SplitParticle3\n{\n\tframe EYEBA { light GargoyleBallFlash }\n\tframe EYEBB { light GargoyleBallFlash }\n\tframe EYEBC { light GargoyleBallFlash }\n\tframe EYEBD { light GargoyleBallFlash }\n}\n\nobject SplitParticle4\n{\n\tframe EYEBA { light GargoyleBallFlash }\n\tframe EYEBB { light GargoyleBallFlash }\n\tframe EYEBC { light GargoyleBallFlash }\n\tframe EYEBD { light GargoyleBallFlash }\n}\n\nobject SplitParticle5\n{\n\tframe EYEBA { light GargoyleBallFlash }\n\tframe EYEBB { light GargoyleBallFlash }\n\tframe EYEBC { light GargoyleBallFlash }\n\tframe EYEBD { light GargoyleBallFlash }\n}\n\npointlight GOLGOTHPINKLIGHT {\n\tcolor 1.0 0.653 0.696\n\tsize 20\n}\n\nflickerlight GOLGOTHPINKLIGHT2 {\n\tcolor 1.0 0.653 0.696\n\tsize 64\n\tsecondarysize 84\n\toffset 0 48 0\n\tchance 0.5\n}\n\nobject GolgothPuff {\n\tframe TNT1 { light GOLGOTHPINKLIGHT }\n}\n\nobject GolgothPuff2 {\n\tframe TNT1 { light GOLGOTHPINKLIGHT }\n}\n\nobject GolgothFireBall {\n frame HIB1AB { light BasiliskLight1 }\n\n\tframe HIB1C { light BasiliskLight2 }\n\tframe HIB1D { light BasiliskLight3 }\n\tframe HIB1E { light BasiliskLight4 }\n\tframe HIB1F { light BasiliskLight5 }\n\tframe HIB1G { light BasiliskLight5 }\n}\n\nObject GolgothFlames {\n\tFrame FRFX { Light FlameThrowerFire }\n}\n\npulselight GolgothOrangeSoulLight {\n\tcolor 0.875 0.725 0.0\n\tsize 18\n\tsecondarysize 40\n\tinterval 1.5\n}\n\npointlight GolgothOrangeSoulLight1 {\n\tcolor 0.875 0.725 0.0\n\tsize 52\n}\n\npointlight GolgothOrangeSoulLight2 {\n\tcolor 0.875 0.725 0.0\n\tsize 64\n}\n\npointlight GolgothOrangeSoulLight3 {\n\tcolor 0.875 0.725 0.0\n\tsize 40\n}\n\npointlight GolgothOrangeSoulLight4 {\n\tcolor 0.875 0.725 0.0\n\tsize 24\n}\n\npointlight GolgothOrangeSoulLight5 {\n\tcolor 0.875 0.725 0.0\n\tsize 12\n}\n\nobject GolgothOrangeSoul {\n\tframe MOMPJ { light GolgothOrangeSoulLight }\n\n\tframe MOMPK { light GolgothOrangeSoulLight1 }\n\tframe MOMPL { light GolgothOrangeSoulLight2 }\n\tframe MOMPM { light GolgothOrangeSoulLight3 }\n\tframe MOMPN { light GolgothOrangeSoulLight4 }\n\tframe MOMPO { light GolgothOrangeSoulLight5 }\n}\n\nflickerlight GolgothMeteorLight1 {\n\tcolor 1.0 0.775 0.125\n\tsize 20\n\tsecondarysize 36\n\tchance 0.5\n}\n\npointlight GolgothMeteorLight2 {\n\tcolor 1.0 0.775 0.125\n\tsize 40\n}\n\npointlight GolgothMeteorLight3 {\n\tcolor 1.0 0.775 0.125\n\tsize 34\n}\n\npointlight GolgothMeteorLight4 {\n\tcolor 1.0 0.775 0.125\n\tsize 28\n}\n\npointlight GolgothMeteorLight5 {\n\tcolor 1.0 0.775 0.125\n\tsize 22\n}\n\npointlight GolgothMeteorLight6 {\n\tcolor 1.0 0.775 0.125\n\tsize 16\n}\n\nobject GolgothMeteor {\n\tframe MOMPA { light GolgothMeteorLight1 }\n\tframe MOMPB { light GolgothMeteorLight1 }\n\tframe MOMPC { light GolgothMeteorLight1 }\n\n\tframe MOMPD { light GolgothMeteorLight2 }\n\tframe MOMPE { light GolgothMeteorLight3 }\n\tframe MOMPF { light GolgothMeteorLight4 }\n\tframe MOMPG { light GolgothMeteorLight5 }\n\tframe MOMPH { light GolgothMeteorLight6 }\n}\n\nFlickerLight2 FlameThrowerFire {\n\tOffset 0 2 0\n\tColor 0.15 0.04 0.0\n\tSize 40\n\tSecondarySize 60\n\tInterval 2.0\n}"
},
{
"source": "pk3",
"name": "SNDINFO.txt",
"contents": "Succubus/See\t\t\tSUCSEE\nSuccubus/Act\t\t\tSUCACT1\nSuccubus/Attack\t\t\tSUCATK1\nSuccubus/Pain1\t\t\tSUCPAIN1\nSuccubus/Pain2\t\t\tSUCPAIN2\nSuccubus/Pain3\t\t\tSUCPAIN3\nSuccubus/Pain4\t\t\tSUCPAIN4\n$random Succubus/Pain { Succubus/Pain1 Succubus/Pain2 Succubus/Pain3 Succubus/Pain4 }\nSuccubus/Die1\t\t\tSUCDIE1\nSuccubus/Die2\t\t\tSUCDIE2\nSuccubus/Die3\t\t\tSUCDIE3\nSuccubus/Die4\t\t\tSUCDIE4\nSuccubus/Die5\t\t\tSUCDIE5\n$random Succubus/Die { Succubus/Die1 Succubus/Die2 Succubus/Die3 Succubus/Die4 Succubus/Die5 }\n\nDraugr/See\t\t\t\tDRUGSEE\nDraugr/Pain\t\t\t\tDRUGPN\nDraugr/Act\t\t\t\tDRUGACT\nDraugr/SeekerExplode\tDRAUSEXP\nDraugr/Fade\t\t\t\tDRUGFAD\nDraugr/Die\t\t\t\tDRAUDIE\nDraugr/Melee\t\t\tDRAUHIT\nDraugr/Scream\t\t\tDRAUSCRM\n\nApostle/See\t\t\t\tAPOSSEE\nApostle/Pain\t\t\tAPOSPAIN\nApostle/Die\t\t\t\tAPOSDIE\nApostle/Act\t\t\t\tAPOSACT\nApostle/Fire\t\t\tAPOSFIR\nApostle/Hit\t\t\t\tAPOSHIT\nApostle/Volley\t\t\tAPOSVOL\nApostle/Exp1\t\t\tAPOSEXP1\nApostle/Exp2\t\t\tAPOSEXP2\n$limit Apostle/Exp1 0\n$volume Apostle/Exp1 0.35\n$limit Apostle/Exp2 0\n$volume Apostle/Exp2 0.35\n\nEthereal/See dswiksit\n$random Ethereal/Act\t\t{ Ethereal/Act1 Ethereal/Act2 }\nEthereal/Act1 dswikac1\nEthereal/Act2 dswikac2\nEthereal/Attack dswikatk\nEthereal/Pain dswikpai\nEthereal/Die dswikdth\nEthereal/Torso \t dstenpn1\nEthereal/TorsoLand dstenpn2\nweapons/firmfi dsfirmfi\nweapons/firex5\tdsfirex5\n$limit weapons/firex5 0\n\nLurker/See1\t\t\t\t\tLURSEE1\nLurker/See2\t\t\t\t\tLURSEE2\n$random Lurker/See { Lurker/See1 Lurker/See2 }\nLurker/Act\t\t\t\t\tLURACT\nLurker/Pain\t\t\t\t\tLURPAIN\nLurker/Die1\t\t\t\t\tLURDIE1\nLurker/Die2\t\t\t\t\tLURDIE2\n$random Lurker/Die { Lurker/Die1 Lurker/Die2 }\nLurker/DeathScream\t\t\tLURDSCR\nLurker/Fire\t\t\t\t\tLURFIRE\nLurker/Lightning\t\t\tLURLGTH\n$limit Lurker/Lightning 0\n\nDarkServant/Die\t\t\t\t\t\t\tDSERDIE\nDarkServant/Attack1\t\t\t\t\t\tSMLLITE\nDarkServant/Attack2\t\t\t\t\t\tBIGLITE\nDarkServant/Hit2\t\t\t\t\t\tBIGLITEH\nDarkServant/Teleport\t\t\t\t\tDSERTELE\nDarkServant/Pain1\t\t\t\t\t\tDSERPAN1\nDarkServant/Pain2\t\t\t\t\t\tDSERPAN2\n$random DarkServant/Pain { DarkServant/Pain1 DarkServant/Pain2 }\nDarkServant/See\t\t\t\t\t\t\tDSERSEE\nDarkServant/Act\t\t\t\t\t\t\tDSERACT\nDarkServant/Laugh1\t\t\t\t\t\tDSERLAF1\nDarkServant/Laugh2\t\t\t\t\t\tDSERLAF2\nDarkServant/Laugh3\t\t\t\t\t\tDSERLAF3\n$random DarkServant/Laugh { DarkServant/Laugh1 DarkServant/Laugh2 DarkServant/Laugh3 }\nDarkServant/Heal\t\t\t\t\t\tDSERHEAL\nDarkServant/Magic\t\t\t\t\t\tDSERMGC\nDarkServant/Lightning\t\t\t\t\tZAPPSHOT\nDarkServant/LightningBegin\t\t\t\tZAPPBEGN\nDarkServant/LightningHit\t\t\t\tZAPPHIT\nmonster/hadtel \t \t\tdshadtel\nmonster/helsit \t\t\tdshelsit\n\nmonster/cubsit \t\t\t\t\tdscubsit\nweapons/bounc1 \t\t\t\t\tdsbounc1\nmonster/cubfly \t\t\t\t\tdscubfly\nmonster/cubdth \t\t\t\t\tdscubdth\nCube/Fire\t\t\t\t\t\tdsfirmfi\n$limit Cube/Fire 0\nmonster/sensit dssensit\nmonster/senact dssenact\nmonster/senpai HEDPAI\nmonster/sendth dssendth\n\nmonster/sensit dssensit\nmonster/senact dssenact\nmonster/senpai HEDPAI\nmonster/sendth dssendth\nweapons/boltfi dsboltfi\nmonster/disht1\t\t\t\t\tdsdisht1\nweapons/bigbrn dsbigbrn\nweapons/firex3 dsfirex3\nweapons/smlbrn dssmlbrn\n\nAbomination/See\t\t\t\t\tABOMSEE\nAbomination/Death\t\t\t\tABOMDIE\nAbomination/Pain\t\t\t\tABOMPAIN\nAbomination/Act\t\t\t\t\tABOMACT\nAbomination/Attack1\t\t\t\tABOMAT1\nAbomination/Attack2\t\t\t\tABOMAT2\n$random Abomination/Attack { Abomination/Attack1 Abomination/Attack2 }\nweapons/firex2 \t\tdsfirex2\nweapons/macefi \t\t\t\t\tdsmacefi\nweapons/maceex \t\t\t\t\tdsmaceex\n\nangel/sight\t\t\tdsangsit\nangel/active\t\tdssbact\nangel/pain dsangpai\nangel/death\t\t\tdsangdth\nangel/collapse\t dsgibcsh\n$random angeltracer/explode \t\t{ angeltracer/explode1 angeltracer/explode2 angeltracer/explode3 }\nangeltracer/explode1 ric01\nangeltracer/explode2 ric02\nangeltracer/explode3 ric03\nangeltracer/fire clank\n\n$random pipebomb/whoosh \t\t{ pipe/whoosh1 pipe/whoosh2 }\npipebomb/fire pipesh\npipebomb/explode boom1\npipebomb/whoosh1 pipe1\npipebomb/whoosh2 pipe2\n\nmonster/horshacksee\t\tHORSSIT\nmonster/horshackpain\tHORSPAIN\nmonster/horshackdie\t\tHORSDIE\nmonster/horshackact1\tHORSACT1\nmonster/horshackact2\tHORSACT2\n$random monster/horshackact { monster/horshackact1 monster/horshackact2 }\n\nDreamer/See\t\t\tDREAMSEE\nDreamer/Act\t\t\tDREAMACT\nDreamer/Pain\t\tDREAMPN\nDreamer/Cast\t\tDREAMCAS\n$limit Dreamer/Cast 0\nDreamer/Hoof\t\tDREAMHOF\nDreamer/Burn\t\tDREAMBUR\n$limit Dreamer/Burn 0\nDreamer/Die\t\t\tDREAMDIE\nDreamer/Blast\t\tDREAMBLS\nDreamer/BlastExp\tDREAMBEX\nDreamer/Soul\t\tDREAMSOL\nDreamer/Thunder\t\tDREAMTHN\nCerberus/Fire\t\t\t\t\tCERBFIRE\nCerberus/Explode\t\t\t\tCERBEXP\nCerberus/MissileFly\t\t\t\tCERBFLY\n$limit Cerberus/Fire 0\n$limit Cerberus/Explode 0\n$limit Cerberus/MissileFly 0\n\nGolgoth/See\t\t\t\t\tGOLGSEE\nGolgoth/Act1\t\t\t\tGOLGACT1\nGolgoth/Act2\t\t\t\tGOLGACT2\n$random Golgoth/Act { Golgoth/Act1 Golgoth/Act2 }\nGolgoth/Die\t\t\t\t\tGOLGDIE\nGolgoth/Pain1\t\t\t\tGOLGPN1\nGolgoth/Pain2\t\t\t\tGOLGPN2\n$random Golgoth/Pain { Golgoth/Pain1 Golgoth/Pain2 }\nGolgoth/FireCircle\t\t\tGOLGFIRC\nGolgoth/Rail\t\t\t\tGOLGRAIL\nGolgoth/RailLoop\t\t\tGOLGRALL\nGolgoth/MeteorExplode\t\tGOLGMETX\nGolgoth/FireCircleGo\t\tGOLGFIRE\n$limit Golgoth/FireCircleGo 0\nGolgoth/Explode\t\t\t\tGOLGEXP\nlavdatk\t\t\t\t\t\tMETRFIRE\nH2SkullWizard/Fire\t\t\tSKWZFIRE\nH2SkullWizard/Hit\t\t\tSKWZHIT\nFlamethrower/Fire\t\t\tFMTRFIRE\nFlamethrower/Hit\t\t\tFMTRHIT\nweapons/basiliskfire2\t\tMETRFIRE\nweapons/basiliskexpl2\t\tdshadexp\nmonster/blur\t\t\t\tdsblur\n\nSoulEater/Die\t\tSOEDIE\nSoulEater/Pain\t\tSOEPN\nSoulEater/Act\t\tSOEACT\nSoulEater/See\t\tSOESEE\nweapons/bloodf dsbloodf\nweapons/bloodx dsbloodx\nmonster/sg2atk dssg2atk\n\nUndeadInitiate/Pain\t\t\tUNIPAIN\nUndeadInitiate/See \t\tUNISEE\nUndeadInitiate/Act\t\t\tUNIACT\nUndeadInitiate/Death\t\tUNIDTH\nmonster/culatk dsculatk\nmonster/cultre\tdscultre\n\nweapons/phoenixhit\tphohit\nGladiator/See\t\tGLADSEE\nGladiator/Pain1\t\tGLADPN1\nGladiator/Pain2\t\tGLADPN2\nGladiator/Pain3\t\tGLADPN3\n$random Gladiator/Pain { Gladiator/Pain1 Gladiator/Pain2 Gladiator/Pain3 }\nGladiator/Die1\t\tGLADDT1\nGladiator/Die2\t\tGLADDT2\n$random Gladiator/Die { Gladiator/Die1 Gladiator/Die2 }\nGladiator/Act1\t\tGLADACT1\nGladiator/Act2\t\tGLADACT2\n$random Gladiator/Act { Gladiator/Act1 Gladiator/Act2 }\nGladiator/Attack\tGLADATK"
},
{
"source": "pk3",
"name": "Actors/Common.txt",
"contents": "Actor MCM_Bool : Inventory {\n\tinventory.maxamount 1\n}\n\nActor MCM_Monster {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"MCM Give Monster TID\")\n\t\t\tTNT1 A 35 A_Jump(256, \"Idle\")\n\t\tWait\n\t}\n}\n\nActor MCM_BehaviorToggle : MCM_Bool { }\nActor MCM_IgnoreToggle : MCM_Bool { }\nActor MCM_HealthSet : MCM_Bool { }\n\nActor MCM_Activator : CustomInventory {\n\tinventory.maxamount 1\n\t+AUTOACTIVATE\n\t+ALWAYSPICKUP\n}\n\nActor MCM_MakeNoPain : MCM_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tStop\n\t}\n}\n\nActor MCM_MaxHealth : Inventory {\n\tinventory.maxamount 0x7FFFFFFF\n}\n\nActor BaseExplosionDamage\n{\n\tSpeed 0\n\tHeight 4\n\tRadius 4\n\tDamage (0)\n\t+MISSILE\n\t+DONTBLAST\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+THRUACTORS\n\t+DONTSPLASH\n\t-TELESTOMP\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor SmokeFX {\n\t+MISSILE\n\t+NOINTERACTION\n\t+FORCEXYBILLBOARD\n\t+NOTELEPORT\n\t+NOBLOCKMAP\n\tDamage 0\n\tRadius 2\n\tHeight 2\n\tBounceCount 3\n\tSpeed 4\n\trenderstyle translucent\n\tscale 0.8\n\talpha 0.5\n\t+clientsideonly\n\t+NOGRAVITY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tSMOK ABCDEFGHIJKLNOPQ 2 A_FadeOut(0.02)\n\t\tStop\n\t}\n}\n\nactor RedMagicSparkFX {\n Scale 0.35\n\tAlpha 0.925\n\tRenderStyle Add\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n States {\n\t\tSpawn:\n\t\t\tOGLP C 1 Bright\n\t\tSpawnLoop:\n\t\t\tTNT1 A 0 A_FadeTo(0, 0.035, 1)\n\t\t\tOGLP C 1 Bright A_SetScale(scalex - 0.015, scaley - 0.015)\n\t\tLoop\n }\n}\n\nACTOR Barbtrail\n{\n Radius 0\n Height 1\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.75\n +FORCEXYBILLBOARD\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n TNT1 A 1 Bright\n SSFX ABCDEFG 2 Bright\n Stop\n }\n}\n\nACTOR RedPuff\n{\n Radius 0\n Height 1\n Speed 0\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.85\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n TNT1 A 3\n RPUF ABCDE 3 Bright\n Stop\n }\n}\n\nActor SoulUseEffect\n{\n\t+NoInteraction\n\t+CLIENTSIDEONLY\n\tRadius 1\n\tHeight 1\n\tRenderStyle Add\n\tAlpha 0.01\n\tScale 0.6\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tSPFX AAAAA 1 Bright A_FadeIn(0.2)\n\t\tSPFX AAAAAAAAAAAAAAAA 1 Bright A_FadeOut(0.06)\n\t\tStop\n\t}\n}\n\nActor SoulEffectSpawner {\n\tHeight 1\n\tRadius 1\n\t+NoInteraction\n\t+CLIENTSIDEONLY\n\tStates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tStop\n\t}\n}\n\nActor DarkHealEffectSpawner : SoulEffectSpawner {\n\tTranslation \"80:111=32:47\", \"5:5=47:47\"\n}\n\nActor DissipationEffect {\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tRenderstyle Add\n\tStates {\n\t\tSpawn:\n\t\t\tMNSX ABCDEFGH 4\n\t\t\tMNSX IJKLMNOPQ 3 A_FadeOut(0.075)\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Draugr.txt",
"contents": "ACTOR Draugr : McM_Monster replaces Revenant {\n\tHealth 250\n\tRadius 20\n\tHeight 64\n\tMass 500\n\tSpeed 10\n\tPainChance 112\n\tMonster\n\t+FLOORCLIP\n\t+DONTHARMSPECIES\n\t+DONTHURTSPECIES\n\tSeeSound \"Draugr/See\"\n\tPainSound \"Draugr/pain\"\n\tDeathSound \"Draugr/Die\"\n\tActiveSound \"Draugr/Act\"\n\tMeleeSound \"skeleton/melee\"\n\tHitObituary \"%o was smacked in the face by a Draugr.\"\n\tObituary \"%o was caught by a Draugr's fire.\"\n\tTag \"Draugr\"\n\tRenderstyle Translucent\n\tStates {\n\t\tIdle:\n\t\t\t// in case player dies while this guy was fading\n\t\t\tTNT1 A 0 A_SetShootable\n\t\t\tTNT1 A 0 A_SetTranslucent(1.0)\n\t\tIdleLoop:\n\t\t\tSKE2 AB 10 A_Look\n\t\tLoop\n\t\tSee:\n\t\t\tSKE2 AABBCCDDEEFF 2 A_Chase\n\t\tLoop\n\t\tMelee:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"FadeMelee\")\n\t\tMeleeCont:\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tSKE2 J 6 A_SkelWhoosh\n\t\t\tSKE2 K 6 A_FaceTarget\n\t\t\tSKE2 L 6 A_CustomMeleeAttack(random(26, 46), \"Draugr/Melee\", \"\")\n\t\tGoto See\n\t\tFadeMelee:\n\t\t\tTNT1 A 0 A_Jump(128, \"FadeAway\")\n\t\tGoto MeleeCont\n\t\tFadeAway:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DraugrFadeCooldown\", 1, \"MissileNoFade\")\n\t\t\tSKE2 J 6 A_FaceTarget\n\t\t\tTNT1 A 0 A_UnsetShootable\n\t\t\tTNT1 A 0 A_PlaySound(\"Draugr/Fade\")\n\t\t\tSKE2 JJJJJJJJJJ 2 A_FadeOut(0.1, 0)\n\t\t\tTNT1 AAAAA 0 A_CustomMissile(\"SmokeFX\", 0, 0, random(0, 360), 2, random(0, 180))\n\t\t\tTNT1 AAAAAAAA 0 A_CustomMissile(\"SmokeFX\", 0, 0, random(0, 360), 2, random(0, 360))\n\t\t\tTNT1 AAAAAA 0 A_SpawnItemEx(\"DraugrFader\", frandom(-24.0, 24.0), frandom(-24.0, 24.0), 0)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"AVOIDMELEE\", 1)\n\t\t\tTNT1 AAAAAAAA 0 A_Wander\n\t\t\tTNT1 AAAAAAAA 3 A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tTNT1 AAAAAAAA 0 A_Wander\n\t\t\tTNT1 A 3\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tTNT1 A 0 A_ChangeFlag(\"AVOIDMELEE\", 0)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Draugr Appear FX\")\n\t\t\tTNT1 A 8 A_FaceTarget\n\t\t\tSKE2 JJJJJJJJJJJJJJJJJJJJ 1 A_FadeIn(0.05)\n\t\t\tTNT1 A 0 A_GiveInventory(\"DraugrFadeCooldown\", 1)\n\t\t\tSKE2 J 1\n\t\t\tTNT1 A 0 A_SetShootable\n\t\t\tSKE2 J 1 A_FaceTarget\n\t\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"MissileRoll\")\n\t\t\tSKE2 J 1\n\t\tGoto See\n\n\t\tFadePain:\n\t\t\tTNT1 A 0 A_Jump(96, \"FadeAway\")\n\t\tGoto PainCont\n\t\tFadeChance:\n\t\t\tTNT1 A 0 A_JumpIfCloser(256, \"FadeChanceCont\")\n\t\tGoto MissileNoFade\n\t\tFadeChanceCont:\n\t\t\tTNT1 A 0 A_Jump(128, \"MissileNoFade\")\n\t\tGoto FadeAway\n\n\t\tMissileRoll:\n\t\t\tSKE2 J 1\n\t\t\tTNT1 A 0 A_Jump(96, \"AngryMissile\")\n\t\t\tSKE2 J 1\n\t\tGoto See\n\t\tMissile:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"FadeChance\")\n\t\tMissileNoFade:\n\t\t\tSKE2 G 8 A_FaceTarget\n\t\t\tSKE2 H 7 Bright A_CustomMissile(\"DraugrSeeker\", 60, -16)\n\t\t\tSKE2 I 8 A_FaceTarget\n\t\tGoto See\n\t\tAngryMissile:\n\t\t\tSKE2 G 6 A_FaceTarget\n\t\t\tSKE2 H 5 Bright A_CustomMissile(\"DraugrSeeker\", 60, -16)\n\t\t\tSKE2 I 6 A_FaceTarget\n\t\t\tSKE2 G 8 A_FaceTarget\n\t\t\tSKE2 H 7 Bright A_CustomMissile(\"DraugrSeeker\", 60, -16)\n\t\t\tSKE2 I 8 A_FaceTarget\n\t\tGoto See\n\t\tPain:\n\t\t\tSKE2 M 4 A_Pain\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"FadePain\")\n\t\tPainCont:\n\t\t\tSKE2 M 4\n\t\tGoto See\n\t\tDeath:\n\t\t\tSKE2 N 6\n\t\t\tSKE2 O 6 A_Scream\n\t\t\tSKE2 P 5 A_NoBlocking\n\t\t\tSKE2 QR 4\n\t\t\tSKE2 S -1\n\t\tStop\n\t\tRaise:\n\t\t\tSKE2 R 5\n\t\t\tSKE2 QPON 5\n\t\tGoto See\n\t\tDeath.Corpse:\n\t\t\tSKE2 S -1\n\t\tStop\n\t}\n}\n\nActor DraugrFadeCooldown : PowerDamage {\n\tdamagefactor \"normal\", 1.0\n\tpowerup.duration -3\n}\n\nActor DraugrFader {\n\tRadius 20\n\tHeight 56\n\tRenderstyle Translucent\n\t+CLIENTSIDEONLY\n\tvar int user_angle;\n\tvar int user_speed;\n\tMaxStepHeight 24\n\tAlpha 0.8\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay A_Jump(256, \"1\", \"2\", \"3\", \"4\", \"5\", \"6\", \"7\", \"8\", \"9\")\n\t\t1:\n\t\t\tSKE2 A 0\n\t\tGoto Animate\n\t\t2:\n\t\t\tSKE2 B 0\n\t\tGoto Animate\n\t\t3:\n\t\t\tSKE2 C 0\n\t\tGoto Animate\n\t\t4:\n\t\t\tSKE2 D 0\n\t\tGoto Animate\n\t\t5:\n\t\t\tSKE2 E 0\n\t\tGoto Animate\n\t\t6:\n\t\t\tSKE2 F 0\n\t\tGoto Animate\n\t\t7:\n\t\t\tSKE2 J 0\n\t\tGoto Animate\n\t\t8:\n\t\t\tSKE2 K 0\n\t\tGoto Animate\n\t\t9:\n\t\t\tSKE2 L 0\n\t\tGoto Animate\n\t\tAnimate:\n\t\t\t\"####\" \"#\" 0 A_setUserVar(\"user_angle\", random(0, 255))\n\t\t\t\"####\" \"#\" 0 A_setUserVar(\"user_speed\", random(2, 3))\n\t\tAnimLoop:\n\t\t\t\"####\" \"#\" 0 A_FadeOut(0.06)\n\t\t\t\"####\" \"#\" 4 ThrustThing(user_angle, user_speed, 0, 0)\n\t\tLoop\n\t}\n}\n\nActor DraugrFader2 : DraugrFader {\n\tStates {\n\t\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay A_Jump(256, \"1\", \"2\", \"3\", \"4\", \"5\", \"6\", \"7\", \"8\", \"9\")\n\t\t1:\n\t\t\tSKE2 A 0\n\t\tGoto Animate\n\t\t2:\n\t\t\tSKE2 B 0\n\t\tGoto Animate\n\t\t3:\n\t\t\tSKE2 C 0\n\t\tGoto Animate\n\t\t4:\n\t\t\tSKE2 D 0\n\t\tGoto Animate\n\t\t5:\n\t\t\tSKE2 E 0\n\t\tGoto Animate\n\t\t6:\n\t\t\tSKE2 F 0\n\t\tGoto Animate\n\t\t7:\n\t\t\tSKE2 J 0\n\t\tGoto Animate\n\t\t8:\n\t\t\tSKE2 K 0\n\t\tGoto Animate\n\t\t9:\n\t\t\tSKE2 L 0\n\t\tGoto Animate\n\t\tAnimate:\n\t\t\t\"####\" \"#\" 0 A_ScaleVelocity(-1)\n\t\tAnimateLoop:\n\t\t\t\"####\" \"#\" 4 A_FadeOut(0.06)\n\t\tLoop\n\t}\n}\n\nActor DraugrSeekerTrail {\n\tRenderStyle Add\n\tAlpha 0.85\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 2\n\t\t\tFMTT AABBCCDDEE 1 Bright A_FadeOut(0.085)\n\t\tStop\n\t}\n}\n\nActor DraugrSeekerBoomFX {\n\tScale 0.75\n\tRenderStyle Add\n\tAlpha 0.75\n\t+CLIENTSIDEONLY\n\t+NOGRAVITY\n\tStates {\n\t\tSpawn:\n\t\t\tNREB CDEFGHIJKL 2 Bright\n\t\tStop\n\t}\n}\n\nActor DraugrSeeker {\n\tSpeed 16\n\tDamage (5 * random(3, 6))\n\tRadius 8\n\tHeight 12\n\tRenderstyle Add\n\tScale 0.5\n\tPROJECTILE\n\t+SEEKERMISSILE\n\t+DOOMBOUNCE\n\t+NODAMAGETHRUST\n\tBounceCount 2\n\tBounceFactor 1\n\tDecal RevenantScorch\n\tSeeSound \"Draugr/Scream\"\n\tDeathSound \"Draugr/SeekerExplode\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 A_Jump(128,1,3,5,7,9)\n\t\t\tNREB ABABABABAB 2 Bright\n\t\tGoto StartSeek\n\t\tStartSeek:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DraugrSeekerTrail\",0,0,6,0,0,0,0,128)\n\t\t\tNREB A 2 Bright\tA_Tracer2\n\t\t\tNREB B 2 Bright A_SpawnItemEx(\"DraugrSeekerTrail\",0,0,6,0,0,0,0,128)\n\t\t\tLoop\n\t\tDeath:\n\t\t\t//TNT1 A 0\n\t\t\t//TNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 A 1 A_SpawnItem(\"DraugrSeekerBoomFX\")\n\t\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Ethereal.txt",
"contents": "Actor Ethereal : McM_Monster replaces Cacodemon {\n\tHealth 150\n\tRadius 20\n\tHeight 60\n\tMass 200\n\tSpeed 10\n\tPainChance 128\n\tMonster\n\t+NoGravity\n\t+Float\n\tObituary \"%o got blasted by an Ethereal.\"\n\tSeeSound \"Ethereal/See\"\n\tPainSound \"Ethereal/Pain\"\n\tDeathSound \"Ethereal/Die\"\n\tActiveSound \"Ethereal/Act\"\n\tRenderstyle Translucent\n\tTag \"Ethereal\"\n\tScale 0.925\n\tStates {\n\t\tIdle:\n\t\t\tTNT1 A 0 A_SetShootable\n\t\t\tTNT1 A 0 A_SetTranslucent(1.0)\n\t\tIdleLoop:\n\t\t\tWICK ABCD 8 A_Look\n\t\tLoop\n\t\tSee:\n\t\t\tTNT1 A 0 A_SetTranslucent(1.0)\n\t\t\tWICK AABBCCDD 4 A_Chase\n\t\tSee2:\n\t\t\tWICK EEFFGGHH 2 A_Chase\n\t\t\tWICK E 0 A_Jump(96, \"See\")\n\t\tLoop\n\t\tMissile:\n\t\t\tWICK I 1 A_PlaySound(\"Ethereal/Attack\")\n\t\t\tWICK I 4 A_FaceTarget\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tWICK JJJJJ 1 BRIGHT A_SpawnItemEx(\"EtherealFireFX_1\", 0, 0, 0, 0, random(-6, 6))\n\t\t\tTNT1 A 0 A_CustomMissile(\"EtherealShot\",60,0,0)\n\t\t\tWICK KKKKKKKK 1 BRIGHT A_SpawnItemEx(\"EtherealFireFX_2\", 0, 0, 0, 0, random(-6, 6))\n\t\t\tWICK L 5\n\t\tGoto See\n\t\tPain:\n\t\t\tWICK M 4\n\t\t\tWICK M 4 A_Pain\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"Vanish\")\n\t\tGoto See\n\t\tVanish:\n\t\t\tWICK M 2 A_UnsetShootable\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tWICK J 1 A_FadeOut(0.2, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_1\", 0, 0, 0, 0, 6)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_1\", 0, 0, 0, 0, -6)\n\t\t\tWICK J 1 A_FadeOut(0.2, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_1\", 0, 0, 0, 0, 6)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_1\", 0, 0, 0, 0, -6)\n\t\t\tWICK J 1 A_FadeOut(0.2, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_1\", 0, 0, 0, 0, 6)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_1\", 0, 0, 0, 0, -6)\n\t\t\tWICK J 1 A_FadeOut(0.2, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_1\", 0, 0, 0, 0, 6)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_1\", 0, 0, 0, 0, -6)\n\t\t\tWICK J 1 A_FadeOut(0.2, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_1\", 0, 0, 0, 0, 6)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_1\", 0, 0, 0, 0, -6)\n\t\t\tTNT1 A 30\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tWICK K 1 A_FadeIn(0.1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_2\", 0, 0, 0, 0, 6)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_2\", 0, 0, 0, 0, -6)\n\t\t\tWICK K 1 A_FadeIn(0.1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_2\", 0, 0, 0, 0, 6)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_2\", 0, 0, 0, 0, -6)\n\t\t\tWICK K 1 A_FadeIn(0.1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_2\", 0, 0, 0, 0, 6)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_2\", 0, 0, 0, 0, -6)\n\t\t\tWICK K 1 A_FadeIn(0.1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_2\", 0, 0, 0, 0, 6)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_2\", 0, 0, 0, 0, -6)\n\t\t\tWICK K 1 A_FadeIn(0.1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_2\", 0, 0, 0, 0, 6)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_2\", 0, 0, 0, 0, -6)\n\t\t\tWICK K 1 A_FadeIn(0.1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_2\", 0, 0, 0, 0, 6)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_2\", 0, 0, 0, 0, -6)\n\t\t\tWICK K 1 A_FadeIn(0.1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_2\", 0, 0, 0, 0, 6)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_2\", 0, 0, 0, 0, -6)\n\t\t\tWICK K 1 A_FadeIn(0.1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_2\", 0, 0, 0, 0, 6)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_2\", 0, 0, 0, 0, -6)\n\t\t\tWICK K 1 A_FadeIn(0.1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_2\", 0, 0, 0, 0, 6)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_2\", 0, 0, 0, 0, -6)\n\t\t\tTNT1 A 0 A_SetShootable\n\t\t\tWICK K 1 A_FadeIn(0.1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_2\", 0, 0, 0, 0, 6)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_2\", 0, 0, 0, 0, -6)\n\t\tGoto See\n\t\tDeath:\n\t\t\tWICK N 5 A_Scream\n\t\t\tWICK OP 5\n\t\t\tWICK P 0 A_SpawnItemEX(\"EtherealTorso\",0,0,48,0,0,0,0,16)\n\t\t\tWICT A 5 A_NoBlocking\n\t\t\tWICT BCDEF 5\n\t\t\tWICT G -1 A_SetFloorClip\n\t\tStop\n\t\tRaise:\n\t\t\tWICT G 0 A_RemoveChildren(TRUE)\n\t\t\tWICK G 0 A_SpawnItemEx(\"EtherealTorsoRes\",0,0,0,0,0,1,0,0)\n\t\t\tWICT G 5 A_UnSetFloorClip\n\t\t\tWICT FEDBC 5\n\t\t\tWICK PON 5\n\t\tGoto See\n\t\tDeath.Corpse:\n\t\t\tWICT G -1\n\t\tStop\n\t}\n}\n\nActor EtherealFireFX_1 {\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tRenderstyle Translucent\n\tAlpha 0.0\n\tScale 0.925\n\tStates {\n\t\tSpawn:\n\t\t\tWICK JJJJJJJJJJ 1 A_FadeIn(0.05)\n\t\t\tWICK JJJJJJJJJJ 1 A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nActor EtherealFireFX_2 : EtherealFireFX_1 {\n\tStates {\n\t\tSpawn:\n\t\t\tWICK KKKKKKKKKK 1 A_FadeIn(0.05)\n\t\t\tWICK KKKKKKKKKK 1 A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nActor EtherealShot {\n\tRadius 8\n\tHeight 8\n\tSpeed 10\n\tDamage (5 * random(3, 5))\n\tRenderStyle Add\n\tAlpha 0.67\n\tProjectile\n\t+ThruGhost\n\t+SeekerMissile\n\t+ForceXYBillboard\n\t+PIERCEARMOR\n\t+NODAMAGETHRUST\n\tSeeSound \"weapons/firmfi\"\n\tDeathSound \"weapons/firex5\"\n\tDecal \"DoomImpScorch\"\n\tStates {\n\t\tSpawn:\n\t\t\tWIBL ABCDABCDABCDABCDABCDABCDABCD 1 Bright A_SpawnItemEx(\"EtherealFX\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,128,0)\n\t\t\tTNT1 AAAA 0 A_SeekerMissile(90, 90)\n\t\tLoop\n\t\tDeath:\n\t\t\tWIBL JKLMN 3 Bright\n\t\tStop\n\t}\n}\n\nActor EtherealFX\n{\n Radius 2\n Height 2\n +NoBlockMap\n +NoGravity\n +DontSplash\n +ForceXYBillboard\n +CLIENTSIDEONLY\n RenderStyle Add\n Alpha 0.67\n States\n {\n Spawn:\n TNT1 A 3 Bright\n WIBL EFGHI 3 BRIGHT\n Stop\n }\n}\n\nActor EtherealTorso\n{\n Mass 1000000\n Radius 1\n Height 1\n +IsMonster\n +Corpse\n Scale 0.925\n States\n {\n Spawn:\n WICK Q 5 NoDelay A_PlaySound(\"Ethereal/Torso\")\n WICK R 5\n Wait\n Crash:\n WICK S 1 A_SetFloorClip\n WICK S 4 A_PlaySound(\"Ethereal/TorsoLand\")\n WICK TUV 5\n WICK W -1\n Stop\n }\n}\n\nActor EtherealTorsoRes\n{\n Radius 24\n Height 24\n +NoGravity\n +NoBlockMap\n +NoClip\n +CLIENTSIDEONLY\n Scale 0.925\n States\n {\n Spawn:\n WICK WVUTSRQ 5\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Lurker.txt",
"contents": "Actor MCM_Lurker : McM_Monster replaces DoomImp {\n\tMONSTER\n\tobituary \"%o was electrocuted by a Lurker.\"\n\thitobituary \"%o received 2000 Volts from a Lurker.\"\n\thealth 85\n\tradius 20\n\theight 56\n\tmass 144\n\tspeed 8\n\tpainchance 144\n\tMeleeRange 108\n\t+DONTHURTSPECIES\n\t+DONTHARMSPECIES\n\t+FLOORCLIP\n\tseesound \"Lurker/See\"\n\tpainsound \"Lurker/Pain\"\n\tdeathsound \"Lurker/Die\"\n\tactivesound \"Lurker/Act\"\n\tMaxTargetRange 408\n\tDamageFactor \"LurkerDmg\", 0\n\tTag \"Lurker\"\n\tSpecies \"Lurker\"\n\tconst float ang_var = 8.0;\n\tconst int lurker_dmg = 6;\n\tStates {\n\t\tIdle:\n\t\t\tVULG AB 10 A_Look\n\t\tloop\n\t\tSee:\n\t\t\tVULG A 3 A_Chase\n\t\t\tVULG A 2 A_Chase\n\t\t\tVULG B 3 A_Chase\n\t\t\tVULG B 2 A_Chase\n\t\t\tVULG C 3 A_Chase\n\t\t\tVULG C 2 A_Chase\n\t\t\tVULG D 3 A_Chase\n\t\t\tVULG D 2 A_Chase\n\t\tloop\n\t\tMelee:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"MeleeCont\")\n\t\tGoto Missile\n\t\tMeleeCont:\n\t\t\tVULG E 5 A_FaceTarget\n\t\t\tVULG FF 4 A_FaceTarget\n\t\t\tVULG F 2\n\t\t\tTNT1 A 0 A_PlaySound(\"Lurker/Lightning\")\n\t\t\tTNT1 AAAAAAAA 0 A_CustomRailgun(lurker_dmg / 2, 0, None, None, RGF_SILENT|RGF_NOPIERCING, 0, 128, \"LurkerPuff\", 36, 16, 144, 0, 14, 0, \"LurkerLightningTrail\")\n\t\t\tVULG G 8\n\t\tgoto See\n\t\tMissile:\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Lurker/Fire\", 7)\n\t\t\tVULG E 5 Light(\"LurkerLight\") ACS_NamedExecuteAlways(\"Lurker Attack FX\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tVULG E 5 Light(\"LurkerLight\") ACS_NamedExecuteAlways(\"Lurker Attack FX\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tVULG E 5 Light(\"LurkerLight\") ACS_NamedExecuteAlways(\"Lurker Attack FX\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tVULG E 5 Light(\"LurkerLight\") ACS_NamedExecuteAlways(\"Lurker Attack FX\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tVULG E 5 Light(\"LurkerLight\") ACS_NamedExecuteAlways(\"Lurker Attack FX\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tVULG E 5 Light(\"LurkerLight\") ACS_NamedExecuteAlways(\"Lurker Attack FX\")\n\t\t\tVULG F 4\n\t\t\tTNT1 A 0 A_PlaySound(\"Lurker/Lightning\", CHAN_AUTO)\n\t\t\tVULG G 6 A_CustomRailgun(lurker_dmg, 0, None, None, RGF_SILENT|RGF_NOPIERCING, 0, 64, \"LurkerPuff\", 0, 0, 484, 0, 14, 0, \"LurkerLightningTrail\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_SetAngle(angle + frandom(-ang_var, ang_var))\n\t\t\tTNT1 A 0 A_PlaySound(\"Lurker/Lightning\", CHAN_AUTO)\n\t\t\tVULG G 5 A_CustomRailgun(lurker_dmg, 0, None, None, RGF_SILENT|RGF_NOPIERCING, 0, 64, \"LurkerPuff\", 0, 0, 484, 0, 14, 0, \"LurkerLightningTrail\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_SetAngle(angle + frandom(-ang_var, ang_var))\n\t\t\tTNT1 A 0 A_PlaySound(\"Lurker/Lightning\", CHAN_AUTO)\n\t\t\tVULG G 5 A_CustomRailgun(lurker_dmg, 0, None, None, RGF_SILENT|RGF_NOPIERCING, 0, 64, \"LurkerPuff\", 0, 0, 484, 0, 14, 0, \"LurkerLightningTrail\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_SetAngle(angle + frandom(-ang_var, ang_var))\n\t\t\tTNT1 A 0 A_PlaySound(\"Lurker/Lightning\", CHAN_AUTO)\n\t\t\tVULG G 5 A_CustomRailgun(lurker_dmg, 0, None, None, RGF_SILENT|RGF_NOPIERCING, 0, 64, \"LurkerPuff\", 0, 0, 484, 0, 14, 0, \"LurkerLightningTrail\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Lurker/Lightning\", CHAN_AUTO)\n\t\t\tVULG G 6 A_CustomRailgun(lurker_dmg, 0, None, None, RGF_SILENT|RGF_NOPIERCING, 0, 64, \"LurkerPuff\", 0, 0, 484, 0, 14, 0, \"LurkerLightningTrail\")\n\t\tgoto See\n\t\tPain:\n\t\t\tTNT1 A 0 A_StopSound(7)\n\t\t\tVULG H 3\n\t\t\tVULG H 2 A_Pain\n\t\tgoto See\n\t\tDeath:\n\t\t\tVULG I 6\n\t\t\tVULG J 5 A_Scream\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"LurkerDeathScream\", 0, 0, 20)\n\t\t\tVULG KL 3\n\t\t\tVULG M 6 A_NoBlocking\n\t\t\tVULG N -1\n\t\tstop\n\t\tRaise:\n\t\t\tVULG ML 6\n\t\t\tVULG KJI 4\n\t\tgoto See\n\t\tDeath.Corpse:\n\t\t\tVULG N -1\n\t\tStop\n\t}\n}\n\nActor LurkerDeathScream {\n\tRENDERSTYLE ADD\n\tALPHA 0.7\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay A_PlaySound(\"Lurker/DeathScream\")\n\t\t\tSHGH ABCDEFG 4 Bright\n\t\tStop\n\t}\n}\n\nActor LurkerLightningTrail {\n\t+NOINTERACTION\n\tScale 0.16\n\tRenderStyle Add\n\tTranslation \"0:255=%[0,0,0]:[0.3,0.6,1.4]\"\n\t+FORCEXYBILLBOARD\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay A_Warp(AAPTR_TARGET,x,y,z,0,WARPF_NOCHECKPOSITION|WARPF_USECALLERANGLE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ElectDrSpark\",0,0,0,frandom(-2.0, 2.0),frandom(-2.0, 2.0),frandom(-2.0, 2.0),0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION,224)\n\t\t\tTNT1 A 0 A_Jump(256, \"1\", \"2\", \"3\", \"4\", \"5\", \"6\", \"7\", \"8\", \"9\", \"10\")\n\t\t1:\n\t\t\tHSP2 A 1 BRIGHT A_FadeOut(0.125)\n\t\t\tTNT1 A 0 A_Warp(AAPTR_TARGET,cos(-pitch),8+frandom(-1,1),frandom(-1,1)+32+sin(-pitch),0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\n\t\tLoop\n\t\t2:\n\t\t\tHSP2 B 1 BRIGHT A_FadeOut(0.125)\n\t\t\tTNT1 A 0 A_Warp(AAPTR_TARGET,cos(-pitch),8+frandom(-1,1),frandom(-1,1)+32+sin(-pitch),0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\n\t\tLoop\n\t\t3:\n\t\t\tHSP2 C 1 BRIGHT A_FadeOut(0.125)\n\t\t\tTNT1 A 0 A_Warp(AAPTR_TARGET,cos(-pitch),8+frandom(-1,1),frandom(-1,1)+32+sin(-pitch),0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\n\t\tLoop\n\t\t4:\n\t\t\tHSP2 D 1 BRIGHT A_FadeOut(0.125)\n\t\t\tTNT1 A 0 A_Warp(AAPTR_TARGET,cos(-pitch),8+frandom(-1,1),frandom(-1,1)+32+sin(-pitch),0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\n\t\tLoop\n\t\t5:\n\t\t\tHSP2 E 1 BRIGHT A_FadeOut(0.125)\n\t\t\tTNT1 A 0 A_Warp(AAPTR_TARGET,cos(-pitch),8+frandom(-1,1),frandom(-1,1)+32+sin(-pitch),0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\n\t\tLoop\n\t\t6:\n\t\t\tHSP2 F 1 BRIGHT A_FadeOut(0.125)\n\t\t\tTNT1 A 0 A_Warp(AAPTR_TARGET,cos(-pitch),8+frandom(-1,1),frandom(-1,1)+32+sin(-pitch),0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\n\t\tLoop\n\t\t7:\n\t\t\tHSP2 G 1 BRIGHT A_FadeOut(0.125)\n\t\t\tTNT1 A 0 A_Warp(AAPTR_TARGET,cos(-pitch),8+frandom(-1,1),frandom(-1,1)+32+sin(-pitch),0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\n\t\tLoop\n\t\t8:\n\t\t\tHSP2 H 1 BRIGHT A_FadeOut(0.125)\n\t\t\tTNT1 A 0 A_Warp(AAPTR_TARGET,cos(-pitch),8+frandom(-1,1),frandom(-1,1)+32+sin(-pitch),0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\n\t\tLoop\n\t\t9:\n\t\t\tHSP2 I 1 BRIGHT A_FadeOut(0.125)\n\t\t\tTNT1 A 0 A_Warp(AAPTR_TARGET,cos(-pitch),8+frandom(-1,1),frandom(-1,1)+32+sin(-pitch),0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\n\t\tLoop\n\t\t10:\n\t\t\tHSP2 J 1 BRIGHT A_FadeOut(0.125)\n\t\t\tTNT1 A 0 A_Warp(AAPTR_TARGET,cos(-pitch),8+frandom(-1,1),frandom(-1,1)+32+sin(-pitch),0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\n\t\tLoop\n\t}\n}\n\nActor ElectDrSpark {\n\tTranslation \"0:255=%[0,0,0]:[0.75,0.75,2.0]\"\n\t+NOINTERACTION\n\tScale 0.08\n\tRenderStyle Add\n\t+FORCEXYBILLBOARD\n\t+CLIENTSIDEONLY\n\tAlpha 1.0\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay A_Jump(256, \"1\", \"2\", \"3\", \"4\", \"5\", \"6\", \"7\", \"8\")\n\t\t1:\n\t\t\tx079 A 1 Bright A_SetScale(ScaleX+0.0025)\n\t\t\tTNT1 A 0 A_FadeOut(0.07)\n\t\tLoop\n\t\t2:\n\t\t\tx079 B 1 Bright A_SetScale(ScaleX+0.0025)\n\t\t\tTNT1 A 0 A_FadeOut(0.07)\n\t\tLoop\n\t\t3:\n\t\t\tx079 C 1 Bright A_SetScale(ScaleX+0.0025)\n\t\t\tTNT1 A 0 A_FadeOut(0.07)\n\t\tLoop\n\t\t4:\n\t\t\tx079 D 1 Bright A_SetScale(ScaleX+0.0025)\n\t\t\tTNT1 A 0 A_FadeOut(0.07)\n\t\tLoop\n\t\t5:\n\t\t\tx079 E 1 Bright A_SetScale(ScaleX+0.0025)\n\t\t\tTNT1 A 0 A_FadeOut(0.07)\n\t\tLoop\n\t\t6:\n\t\t\tx079 F 1 Bright A_SetScale(ScaleX+0.0025)\n\t\t\tTNT1 A 0 A_FadeOut(0.07)\n\t\tLoop\n\t\t7:\n\t\t\tx079 G 1 Bright A_SetScale(ScaleX+0.0025)\n\t\t\tTNT1 A 0 A_FadeOut(0.07)\n\t\tLoop\n\t\t8:\n\t\t\tx079 H 1 Bright A_SetScale(ScaleX+0.0025)\n\t\t\tTNT1 A 0 A_FadeOut(0.07)\n\t\tLoop\n\t}\n}\n\nActor LurkerPuff {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\t+ALWAYSPUFF\n\t+PUFFONACTORS\n\t+PUFFGETSOWNER\n\tDamageType \"LurkerDmg\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor LurkerFormFX {\n\tScale 0.125\n\tRenderstyle Add\n\tAlpha 0.01\n\tconst float ta = 0.875 / 3;\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tOGLP D 1 NoDelay A_FadeIn(ta)\n\t\t\tOGLP DD 1 A_FadeIn(ta)\n\t\tSpawnLoop:\n\t\t\tOGLP D 1 A_fadeOut(0.25)\n\t\tLoop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Apostle.txt",
"contents": "Actor Apostle : McM_Monster replaces BaronOfHell {\n\tHealth 1250\n\tRadius 24\n\tHeight 64\n\tProjectilePassHeight 70\n\tMass 2048\n\tSpeed 8\n\tPainChance 24\n\tScale 1.15\n\tMonster\n\t+FLOORCLIP\n\t+DONTHARMSPECIES\n\t+DONTHURTSPECIES\n\t+BOSSDEATH\n\tSeeSound \"Apostle/See\"\n\tPainSound \"Apostle/pain\"\n\tDeathSound \"Apostle/Die\"\n\tActiveSound \"Apostle/Act\"\n\tHitObituary \"%o was torn limb from limb by an Apostle of Torment.\"\n\tObituary \"%o was murdered by an Apostle of Torment.\"\n\tTag \"Apostle of Torment\"\n\tSpecies \"Baron\"\n\tBloodColor \"DF 15 15\"\n\tconst int b2ang = 6;\n\tStates {\n\t\tIdle:\n\t\t\tLOHS AB 10 A_Look\n\t\tLoop\n\t\tSee:\n\t\t\tLOHS AABBCCDD 3 Fast A_Chase\n\t\tLoop\n\t\tMissile:\n\t\t\tTNT1 A 0 A_Jump(96, \"Volley\")\n\t\tMissileCont:\n\t\t\tTNT1 A 0 A_Jump(128, \"Other\")\n\t\t\tLOHS E 6 A_FaceTarget\n\t\t\tLOHS F 6 A_FaceTarget\n\t\t\tLOHS G 6 A_CustomComboAttack(\"ApostleBall\", 42, 10 * random(3, 8), \"baron/melee\")\n\t\t\tTNT1 A 0 A_Jump(128, \"Missile\")\n\t\tGoto See\n\t\tOther:\n\t\t\tLOHS P 6 A_FaceTarget\n\t\t\tLOHS Q 6 A_FaceTarget\n\t\t\tLOHS R 6 A_CustomComboAttack(\"ApostleBall\", 42, 10 * random(3, 8), \"baron/melee\")\n\t\tGoto See\n\t\tVolley:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"VolleyCont\")\n\t\tGoto MissileCont\n\t\tVolleyCont:\n\t\t\tLOHS P 1 A_FaceTarget\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\t\tTNT1 A 0 A_GiveInventory(\"ApostleWeakness\", 1)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Apostle Volley FX\")\n\t\t\tTNT1 A 0 A_PlaySound(\"Apostle/Volley\", 7)\n\t\t\tLOHS PPPPPP 8 A_FaceTarget\n\t\t\tLOHS PP 7 A_FaceTarget\n\t\t\tLOHS Q 7 A_FaceTarget\n\t\t\tTNT1 A 0 A_GiveInventory(\"ApostleCircleSpawner\", 1)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleBall2\", 42, 0, b2ang)\n\t\t\tLOHS R 6 A_CustomComboAttack(\"ApostleBall2\", 42, 10 * random(3, 8), \"baron/melee\")\n\t\t\tLOHS E 7 A_FaceTarget\n\t\t\tLOHS F 6 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleBall2\", 42, 0, -b2ang)\n\t\t\tLOHS G 5 A_CustomComboAttack(\"ApostleBall2\", 42, 10 * random(3, 8), \"baron/melee\")\n\t\t\tLOHS P 6 A_FaceTarget\n\t\t\tLOHS Q 5 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleBall2\", 42, 0, b2ang)\n\t\t\tLOHS R 4 A_CustomComboAttack(\"ApostleBall2\", 42, 10 * random(3, 8), \"baron/melee\")\n\t\t\tLOHS E 5 A_FaceTarget\n\t\t\tLOHS F 4 A_FaceTarget\n\t\t\tTNT1 A 0 A_GiveInventory(\"ApostleCircleSpawner\", 1)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleBall2\", 42, 0, -b2ang)\n\t\t\tLOHS G 3 A_CustomComboAttack(\"ApostleBall2\", 42, 10 * random(3, 8), \"baron/melee\")\n\t\t\tLOHS P 4 A_FaceTarget\n\t\t\tLOHS Q 3 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleBall2\", 42, 0, b2ang)\n\t\t\tLOHS R 2 A_CustomComboAttack(\"ApostleBall2\", 42, 10 * random(3, 8), \"baron/melee\")\n\t\t\tLOHS E 3 A_FaceTarget\n\t\t\tLOHS F 2 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleBall2\", 42, 0, -b2ang)\n\t\t\tLOHS G 1 A_CustomComboAttack(\"ApostleBall2\", 42, 10 * random(3, 8), \"baron/melee\")\n\t\t\tLOHS P 3 A_FaceTarget\n\t\t\tLOHS Q 2 A_FaceTarget\n\t\t\tTNT1 A 0 A_GiveInventory(\"ApostleCircleSpawner\", 1)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleBall2\", 42, 0, b2ang)\n\t\t\tLOHS R 1 A_CustomComboAttack(\"ApostleBall2\", 42, 10 * random(3, 8), \"baron/melee\")\n\t\t\tLOHS E 3 A_FaceTarget\n\t\t\tLOHS F 2 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleBall2\", 42, 0, -b2ang)\n\t\t\tLOHS G 1 A_CustomComboAttack(\"ApostleBall2\", 42, 10 * random(3, 8), \"baron/melee\")\n\t\t\tLOHS P 3 A_FaceTarget\n\t\t\tLOHS Q 2 A_FaceTarget\n\t\t\tTNT1 A 0 A_GiveInventory(\"ApostleCircleSpawner\", 1)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleBall2\", 42, 0, b2ang)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\t\t\tLOHS R 1 A_CustomComboAttack(\"ApostleBall2\", 42, 10 * random(3, 8), \"baron/melee\")\n\t\tGoto See\n\t\tPain:\n\t\t\tTNT1 A 0 A_TakeInventory(\"ApostleWeakness\", 1)\n\t\t\tTNT1 A 0 A_StopSound(7)\n\t\t\tLOHS H 5 ACS_NamedExecuteAlways(\"Apostle FX Control\", 0, 0)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Apostle FX Control\", 0, 1)\n\t\t\tLOHS H 5 A_Pain\n\t\tGoto See\n\t\tDeath:\n\t\t\tLOHS I 6 ACS_NamedExecuteAlways(\"Apostle FX Control\", 0, 0)\n\t\t\tLOHS J 6 A_Scream\n\t\t\tLOHS K 3\n\t\t\tLOHS K 3 A_Fall\n\t\t\tLOHS LMN 6\n\t\t\tLOHS O -1 A_BossDeath\n\t\tStop\n\t\tRaise:\n\t\t\tLOHS ONMLKJI 5\n\t\tGoto See\n\t\tDeath.Corpse:\n\t\t\tLOHS O -1\n\t\tStop\n\t}\n}\n\nActor ApostleBall {\n\tRadius 8\n\tHeight 16\n\tSpeed 24\n\tDamage (8 * random(2, 4))\n\tProjectile\n\tRenderStyle Add\n\tAlpha 0.67\n\t+FORCEXYBILLBOARD\n\t+DONTBLAST\n\t+PIERCEARMOR\n\tSeeSound \"Apostle/Fire\"\n\tDeathSound \"Apostle/Hit\"\n\tStates {\n\t\tSpawn:\n\t\t\tHPLB A 2 Bright A_SpawnItemEx(\"ApostleBallTrail\",0,0,0,0,0,0,0,128)\n\t\t\tHPLB B 2 Bright A_SpawnItemEx(\"ApostleBallTrail\",0,0,0,0,0,0,0,128)\n\t\t\tHPLB C 2 Bright A_SpawnItemEx(\"ApostleBallTrail\",0,0,0,0,0,0,0,128)\n\t\t\tHPLB D 2 Bright A_SpawnItemEx(\"ApostleBallTrail\",0,0,0,0,0,0,0,128)\n\t\tLoop\n\t\tDeath:\n\t\t\tHPLB EFHIJ 3 Bright\n\t\tStop\n\t}\n}\n\nActor ApostleCircleSpawner : MCM_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleFloorBall\", 8, 0, 0, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleFloorBall\", 8, 0, 24, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleFloorBall\", 8, 0, 48, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleFloorBall\", 8, 0, 72, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleFloorBall\", 8, 0, 96, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleFloorBall\", 8, 0, 120, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleFloorBall\", 8, 0, 144, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleFloorBall\", 8, 0, 168, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleFloorBall\", 8, 0, 192, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleFloorBall\", 8, 0, 216, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleFloorBall\", 8, 0, 240, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleFloorBall\", 8, 0, 264, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleFloorBall\", 8, 0, 288, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleFloorBall\", 8, 0, 312, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleFloorBall\", 8, 0, 336, CMF_AIMDIRECTION)\n\t\tStop\n\t}\n}\n\nActor ApostleFloorBall : ApostleBall {\n\tSpeed 8\n\tradius 5\n\theight 10\n\tscale 0.875\n\tDamage (5 * random(2, 3))\n\tStates {\n\t\tSpawn:\n\t\t\tHPLB A 2 Bright A_SpawnItemEx(\"ApostleBallTrail\",0,0,0,0,0,0,0,128)\n\t\t\tTNT1 A 0 ThrustThing(angle * 256 / 360, 6, 0, 0)\n\t\t\tTNT1 A 0 A_SetAngle(angle + 24)\n\t\t\tHPLB B 2 Bright A_SpawnItemEx(\"ApostleBallTrail\",0,0,0,0,0,0,0,128)\n\t\t\tTNT1 A 0 ThrustThing(angle * 256 / 360, 6, 0, 0)\n\t\t\tTNT1 A 0 A_SetAngle(angle + 24)\n\t\t\tHPLB C 2 Bright A_SpawnItemEx(\"ApostleBallTrail\",0,0,0,0,0,0,0,128)\n\t\t\tTNT1 A 0 ThrustThing(angle * 256 / 360, 6, 0, 0)\n\t\t\tTNT1 A 0 A_SetAngle(angle + 24)\n\t\t\tHPLB D 2 Bright A_SpawnItemEx(\"ApostleBallTrail\",0,0,0,0,0,0,0,128)\n\t\t\tTNT1 A 0 ThrustThing(angle * 256 / 360, 6, 0, 0)\n\t\t\tTNT1 A 0 A_SetAngle(angle + 24)\n\t\tLoop\n\t}\n}\n\nActor ApostleBallTrail {\n\t+NOINTERACTION\n\t+FORCEXYBILLBOARD\n\tRenderStyle Add\n\tAlpha 0.67\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 2 Bright\n\t\t\tHPLB KLMNOP 2 Bright\n\t\tStop\n\t}\n}\n\nActor Apostle_BreakFX : MCM_Bool { }\n\nActor ApostleBall2 {\n\tRadius 8\n\tHeight 16\n\tSpeed 32\n\tDamage (20)\n\tProjectile\n\tRenderStyle Add\n\tAlpha 0.925\n\tTranslation \"0:255=172:191\"\n\tDecal PlasmaScorchLower\n\tSeeSound \"Apostle/Fire\"\n\tDeathSound \"Apostle/Hit\"\n\tStates {\n\t\tSpawn:\n\t\t\tANFB AAA 1 Bright A_SpawnItemEx(\"ApostleBall2Trail\", random(-5,5), 0, random(-8, 8))\n\t\t\tANFB BBB 1 Bright A_SpawnItemEx(\"ApostleBall2Trail\", random(-5,5), 0, random(-8, 8))\n\t\t\tANFB CCC 1 Bright A_SpawnItemEx(\"ApostleBall2Trail\", random(-5,5), 0, random(-8, 8))\n\t\tSpawnLoop:\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleExplosion\", 0, 0)\n\t\t\tANFB AA 1 Bright A_SpawnItemEx(\"ApostleBall2Trail\", random(-5,5), 0, random(-8, 8))\n\t\t\tANFB BB 1 Bright A_SpawnItemEx(\"ApostleBall2Trail\", random(-5,5), 0, random(-8, 8))\n\t\t\tANFB CC 1 Bright A_SpawnItemEx(\"ApostleBall2Trail\", random(-5,5), 0, random(-8, 8))\n\t\tLoop\n\t\tDeath:\n\t\t\tANFB DEFG 3 Bright\n\t\tStop\n\t}\n}\n\nActor ApostleBall2Trail {\n\t+CLIENTSIDEONLY\n\tRenderStyle Add\n\tAlpha 0.8\n\tScale 0.5\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tTNT1 A 0 ThrustThingZ(0, random(-3,8), 0, 1)\n\t\t\tSHTR ABCDDE 3 Bright\n\t\t\tSHTR F 1 Bright A_FadeOut(0.1)\n\t\tWait\n\t}\n}\n\nActor ApostleExplosion {\n\tProjectile\n\tSpeed 0\n\tDamage 0\n\t+THRUACTORS\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[1.17,0.00,0.00]\"\n\tRenderStyle Add\n\tAlpha 0.925\n\tSeeSound \"Apostle/Exp1\"\n\tStates {\n\t\tSpawn:\n\t\t\tSTMX AB 4 Bright\n\t\t\tTNT1 A 0 A_Explode(16, 84, 0)\n\t\t\tSTMX CDE 4 Bright\n\t\t\tTNT1 A 0 A_PlaySound(\"Apostle/Exp2\")\n\t\t\tTNT1 A 0 A_Explode(32, 128, 0)\n\t\t\tSTMX FFGGHHIIJJKKLL 1 Bright A_SetScale(scalex - 0.075, scaley - 0.075)\n\t\tStop\n\t}\n}\n\nActor ApostleWeakness : PowerProtection {\n\tdamagefactor \"normal\", 1.333\n\tpowerup.duration -2\n}"
},
{
"source": "pk3",
"name": "Actors/Gladiator.txt",
"contents": "Actor MCM_Gladiator : McM_Monster replaces HellKnight {\n\tHealth 450\n\tRadius 24\n\tHeight 64\n\tSpeed 11\n\tPainChance 64\n\tMass 1000\n\tMONSTER\n\t+FLOORCLIP\n\tSeeSound \"Gladiator/See\"\n\tActiveSound \"Gladiator/Act\"\n\tPainSound \"Gladiator/Pain\"\n\tDeathSound \"Gladiator/Die\"\n\tObituary \"%o didn't expect trickery from a Gladiator.\"\n\tHitObituary \"%o lost the fight against a Gladiator.\"\n\tTag \"Gladiator\"\n\tSpecies \"Baron\"\n\t+DONTHURTSPECIES\n\t+DONTHARMSPECIES\n\t+DONTBLAST\n\tconst int glad_dist = 320;\n\tStates {\n\t\tIdle:\n\t\t\tMGLD AB 10 A_Look\n\t\tLoop\n\t\tSee:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"FastSee\")\n\t\tSeeCont:\n\t\t\tMGLD AABBCCDD 4 A_Chase\n\t\tGoto See\n\t\tFastSee:\n\t\t\tTNT1 A 0 A_JumpIfCloser(glad_dist, \"FastSeeCont\")\n\t\tGoto SeeCont\n\t\tFastSeeCont:\n\t\t\tMGLD AABBCCDD 3 A_Chase\n\t\tGoto See\n\t\tMissile:\n\t\t\tTNT1 A 0 A_JumpIfCloser(glad_dist, \"FastMissile\")\n\t\tMissileCont:\n\t\t\tMGLD EF 8 A_FaceTarget\n\t\t\tMGLD G 8 A_CustomComboAttack(\"GladiatorFireBall\", 32, 8 * random(4, 6), \"baron/melee\")\n\t\tGoto See\n\t\tFastMissile:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"FastMissileCont\")\n\t\tGoto MissileCont\n\t\tFastMissileCont:\n\t\t\tMGLD EF 6 A_FaceTarget\n\t\t\tMGLD G 1 A_SetAngle(angle + frandom(-12.0, 12.0))\n\t\t\tMGLD G 5 A_CustomComboAttack(\"GladiatorFireBall_Explode\", 32, 10 * random(4, 6), \"baron/melee\")\n\t\tGoto See\n\t\tMelee:\n\t\t\tMGLD E 2 A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-1.6)\n\t\t\tMGLD E 3 A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-2.0)\n\t\t\tMGLD F 2 A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-2.4)\n\t\t\tMGLD F 3 A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-2.8)\n\t\t\tMGLD G 5 A_CustomComboAttack(\"GladiatorFireBall\", 32, 10 * random(5, 8), \"baron/melee\")\n\t\tGoto See\n\t\tPain:\n\t\t\tMGLD H 2 Fast\n\t\t\tMGLD H 2 Fast A_Pain\n\t\tGoto See\n\t\tDeath:\n\t\t\tMGLD I 6 A_Scream\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tMGLD J 5\n\t\t\tMGLD K 4\n\t\t\tMGLD L 3 A_Fall\n\t\t\tMGLD MN 3\n\t\t\tMGLD O -1\n\t\tStop\n\t\tRaise:\n\t\t\tMGLD NMLKJI 4\n\t\tGoto See\n\t\tDeath.Corpse:\n\t\t\tMGLD O -1\n\t\tStop\n\t}\n}\n\nActor GladiatorFireBall {\n\tRadius 5\n\tHeight 10\n\tSpeed 24\n\tPROJECTILE\n\tDamage (5 * random(4, 6))\n\tDamageType Fire\n\tSeeSound \"Gladiator/Attack\"\n\tDeathSound \"weapons/phoenixhit\"\n\tScale 0.85\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tFX14 ABC 4 Bright\n\t\tLoop\n\t\tDeath:\n\t\t\tFX14 DE 6 Bright\n\t\t\tFX14 FGH 4 Bright\n\t\tStop\n\t}\n}\n\nActor GladiatorFireBall_Explode : GladiatorFireBall {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"GladiatorExplosionFX\", 0, 0, 0, frandom(-3, 3), frandom(-3, 3), frandom(-3, 3))\n\t\t\tFX14 A 2 Bright A_Explode(12, 56, 0)\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"GladiatorExplosionFX\", 0, 0, 0, frandom(-3, 3), frandom(-3, 3), frandom(-3, 3))\n\t\t\tFX14 A 2 Bright A_Explode(12, 56, 0)\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"GladiatorExplosionFX\", 0, 0, 0, frandom(-3, 3), frandom(-3, 3), frandom(-3, 3))\n\t\t\tFX14 B 2 Bright A_Explode(12, 56, 0)\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"GladiatorExplosionFX\", 0, 0, 0, frandom(-3, 3), frandom(-3, 3), frandom(-3, 3))\n\t\t\tFX14 B 2 Bright A_Explode(12, 56, 0)\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"GladiatorExplosionFX\", 0, 0, 0, frandom(-3, 3), frandom(-3, 3), frandom(-3, 3))\n\t\t\tFX14 C 2 Bright A_Explode(12, 56, 0)\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"GladiatorExplosionFX\", 0, 0, 0, frandom(-3, 3), frandom(-3, 3), frandom(-3, 3))\n\t\t\tFX14 C 2 Bright A_Explode(12, 56, 0)\n\t\tLoop\n\t}\n}\n\nActor GladiatorExplosionFX {\n\tScale 0.65\n\tRenderstyle Add\n\tAlpha 0.85\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tFX14 DE 4 Bright\n\t\t\tFX14 FGH 2 Bright\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Sentinel.txt",
"contents": "actor DESentinel : McM_Monster replaces PainElemental {\n\tobituary \"%o was blasted away by a sentinel.\"\n\thealth 700\n\tradius 31\n\theight 56\n\tScale 1.0\n\tmass 1000\n\tspeed 8\n\tpainchance 64\n\tProjectilePassHeight 72\n\tSeeSound \"monster/cubsit\"\n\tpainsound \"monster/senpai\"\n\tactivesound \"monster/senact\"\n\tDeathSound \"monster/cubdth\"\n\tMONSTER\n\tSpecies \"PainElemental\"\n\tTag \"Sentinel\"\n\t+DONTBLAST\n\t+DONTHURTSPECIES\n\t+FLOAT\n\t+NOGRAVITY\n\t+NOBLOOD\n\t-DONTFALL\n\tstates {\n\t\tIdle:\n\t\t\tSENT A 10 A_Look\n\t\tloop\n\t\tSee:\n\t\t\tSENT A 3 A_Chase\n\t\tloop\n\t\tMissile:\n\t\t\tTNT1 A 0 A_Jump(96, \"Cube\")\n\t\t\tSENT A 0 A_Jump(96,\"Red\")\n\t\t\tSENT A 8 A_FaceTarget\n\t\t\tSENT C 0 A_CustomMissile(\"SentGMissile\",52,12,0,1,0)\n\t\t\tSENT C 8 Bright A_CustomMissile(\"SentGMissile\",52,-12,0,1,0)\n\t\t\tSENT A 6 A_FaceTarget\n\t\t\tSENT C 0 A_CustomMissile(\"SentGMissile\",52,12,0,1,0)\n\t\t\tSENT C 8 Bright A_CustomMissile(\"SentGMissile\",52,-12,0,1,0)\n\t\t\tSENT A 8 A_FaceTarget\n\t\t\tSENT C 0 A_CustomMissile(\"SentGMissile\",52,12,0,1,0)\n\t\t\tSENT C 8 Bright A_CustomMissile(\"SentGMissile\",52,-12,0,1,0)\n\t\tgoto See\n\t\tCube:\n\t\t\tSENT D 4 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Cube/Fire\", 5)\n\t\t\tSENT E 0 A_CustomMissile(\"CubeShotSentinel\",52,12,0,1,0)\n\t\t\tSENT E 4 Bright A_CustomMissile(\"CubeShotSentinel\",52,-12,0,1,0)\n\t\t\tSENT D 1 A_SpidRefire\n\t\tgoto Cube+1\n\t\tRed:\n\t\t\tSENT D 4 A_FaceTarget\n\t\t\tSENT E 5 Bright A_FaceTarget\n\t\t\tSENT F 8 Bright A_CustomMissile(\"SentRMissile\",24,0,0,0)\n\t\tgoto See\n\t\tPain:\n\t\t\tSENT B 3\n\t\t\tSENT B 3 A_Pain\n\t\t\tSENT B 4 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"SummonCubes\")\n\t\tGoto See\n\t\tSummonCubes:\n\t\t\tTNT1 A 0 A_Jump(128, \"ForReal\")\n\t\tGoto See\n\t\tForReal:\n\t\t\tSENT B 0 A_FaceTarget\n\t\t\tSENT B 0 A_CustomMissile(\"GCSpawner\",24,-5,-30,0)\n\t\t\tSENT B 2 A_CustomMissile(\"GCSpawner\",24,5,30,0)\n\t\t\tSENT B 1\n\t\tgoto See\n\t\tDeath:\n\t\t\tSENT G 8 Bright\n\t\t\tSENT H 7 Bright A_Scream\n\t\t\tSENT IJ 7 Bright\n\t\t\tSENT K 7 A_NoBlocking\n\t\t\tSENT K -1 A_SetFloorClip\n\t\tstop\n\t\tDeath.Corpse:\n\t\t\tSENT K -1\n\t\tStop\n\t\tRaise:\n\t\t\tSENT KJIHGML 4\n\t\tGoto See\n\t}\n}\n\nActor CubeShotSentinel : CubeShot {\n\tDamage (random(5, 10))\n\tDamageType Fire\n\tObituary \"%o got fried by a Sentinel.\"\n\tSpeed 24\n}\n\nACTOR SentGmissile\n{\n Radius 5\n Height 5\n Speed 20\n Damage (6 * random(4, 8))\n DamageType \"PainePoison\"\n RenderStyle ADD\n Alpha 0.75\n PROJECTILE\n +FORCEXYBILLBOARD\n +DONTBLAST\n Seesound \"weapons/boltfi\"\n DeathSound \"monster/disht1\"\n States\n {\n Spawn:\n CFX6 A 1 Bright A_SpawnItem(\"Barbtrail\",0,0)\n loop\n Death:\n CFX6 BCDE 4 Bright\n Stop\n }\n}\n\nACTOR SentRmissile\n{\n Radius 5\n Height 5\n Speed 24\n Damage (8 * random(5, 6))\n DamageType \"PaineMagic\"\n RenderStyle ADD\n Alpha 0.85\n PROJECTILE\n +FORCEXYBILLBOARD\n +DONTBLAST\n Seesound \"weapons/bigbrn\"\n DeathSound \"weapons/firex3\"\n States\n {\n Spawn:\n SEF1 AABBCC 1 Bright A_SpawnItemEx(\"RedPuff\",0,0,0,0,0,0,0,128,0)\n loop\n Death:\n SEF1 DEFG 5 Bright A_Explode(32, 64, 0)\n SEF1 H 5 Bright\n Stop\n }\n}\n\nACTOR GCSpawner {\n Radius 5\n Height 5\n Speed 12\n RenderStyle ADD\n Alpha 0.75\n PROJECTILE\n +THRUGHOST\n -NOGRAVITY\n +LOWGRAVITY\n +FORCEXYBILLBOARD\n +DONTBLAST\n Seesound \"weapons/smlbrn\"\n DeathSound \"vile/firecrkl\"\n Translation \"160:167=112:123\"\n States\n {\n Spawn:\n SEF2 AABBCCDD 1 Bright A_SpawnItemEx(\"BarbTrail\",0,0,0,0,0,0,0,128,0)\n loop\n Death:\n NFAB A 3 Bright\n NFAB B 3 Bright A_SpawnItem(\"SentinelCube_NoCount\",0,0)\n NFAB CDEFGH 3 Bright\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/LostSoul.txt",
"contents": "Actor SentinelCube : McM_Monster replaces LostSoul {\n\tHealth 75\n\tRadius 16\n\tHeight 56\n\tMass 150\n\tSpeed 8\n\tPainChance 128\n\tMonster\n\tObituary \"%o got fried by a Sentinel Cube.\"\n\t+NoGravity\n\t+Float\n\t+DontFall\n\t+DontHurtSpecies\n\t+DONTBLAST\n\t+NOBLOOD\n\tSeeSound \"monster/sensit\"\n\tPainSound \"monster/senpai\"\n\tActiveSound \"monster/cubfly\"\n\tdeathsound \"monster/sendth\"\n\tTag \"Sentinel Cube\"\n\tSpecies \"SentinelCube\"\n\tStates {\n\t\tIdle:\n\t\t\tCUBE A 10 A_Look\n\t\tLoop\n\t\tSee:\n\t\t\tCUBE ABC 5 A_Chase\n\t\tLoop\n\t\tMissile:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"MissileRepeat\")\n\t\t\tCUBE D 5 Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Cube/Fire\", 5)\n\t\t\tCUBE E 0 A_CustomMissile(\"CubeShot\",10,4,0,1)\n\t\t\tCUBE E 4 Bright A_CustomMissile(\"CubeShot\",10,-4,0,1)\n\t\t\tCUBE D 4 Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Cube/Fire\", 5)\n\t\t\tCUBE E 0 A_CustomMissile(\"CubeShot\",10,4,0,1)\n\t\t\tCUBE E 4 Bright A_CustomMissile(\"CubeShot\",10,-4,0,1)\n\t\t\tCUBE D 4 Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Cube/Fire\", 5)\n\t\t\tCUBE E 0 A_CustomMissile(\"CubeShot\",10,4,0,1)\n\t\t\tCUBE E 4 Bright A_CustomMissile(\"CubeShot\",10,-4,0,1)\n\t\t\tCUBE D 4 Bright A_FaceTarget\n\t\tGoto See\n\t\tMissileRepeat:\n\t\t\tCUBE D 3 Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Cube/Fire\", 5)\n\t\t\tTNT1 A 0 A_CustomMissile(\"CubeShot\",10,4,0,1)\n\t\t\tCUBE E 4 Bright A_CustomMissile(\"CubeShot\",10,-4,0,1)\n\t\t\tCUBE D 2 A_CPosRefire\n\t\tLoop\n\t\tPain:\n\t\t\tCUBE D 3\n\t\t\tCUBE D 3 A_Pain\n\t\tGoto See\n\t\tDeath:\n\t\t\tCUBE E 0 A_NoBlocking\n\t\t\tCUBE E 0 A_SetFloorClip\n\t\t\tCUBE E 6 Bright A_Scream\n\t\t\tCUBE FGH 6 Bright\n\t\tStop\n\t\tDeath.Corpse:\n\t\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor SentinelCube_NoCount : SentinelCube {\n\t-COUNTKILL\n}\n\nActor CubeShot {\n\tRadius 5\n\tHeight 5\n\tSpeed 18\n\tDamage (random(2, 8))\n\tDamageType Fire\n\tRenderStyle Add\n\tAlpha 0.85\n\tProjectile\n\tSeesound \"weapons/firsfi\"\n\tDeathSound \"weapons/maceex\"\n\tObituary \"%o got fried by a Sentinel Cube.\"\n\tStates {\n\t\tSpawn:\n\t\t\tCBAL AB 3 Bright A_SpawnItemEx(\"CubePuff\",0,0,0,0,0,0,0,128)\n\t\tLoop\n\t\tDeath:\n\t\t\tCBAL CDEFG 3 Bright\n\t\tStop\n\t}\n}\n\nActor CubePuff {\n\tRadius 2\n\tHeight 2\n\tSpeed 0\n\tScale 1.0\n\tProjectile\n\tRenderStyle Add\n\tAlpha 0.67\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tCBAL HIJ 3 Bright\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Dreamer.txt",
"contents": "Actor DreamingGod : McM_Monster replaces SpiderMastermind {\n\ttag \"The Dreaming God\"\n\tobituary \"%o was disintegrated for gazing upon The Dreaming God.\"\n\thealth 4750\n\tradius 60\n\theight 100\n\tProjectilePassHeight 144\n\tmass 16384\n\tspeed 5\n\tpainchance 8\n\tseesound \"Dreamer/See\"\n\tpainsound \"Dreamer/See\"\n\tdeathsound \"Dreamer/Die\"\n\tactivesound \"Dreamer/Act\"\n\tScale 0.85\n\tMONSTER\n\t+FLOORCLIP\n\t+BOSS\n\t+BOSSDEATH\n\t+QUICKTORETALIATE\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+NORADIUSDMG\n\t+DONTBLAST\n\t+DONTHURTSPECIES\n\t+DONTHARMSPECIES\n\tconst int dreamer_burn = 3;\n\tstates {\n\t\tIdle:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_HealthSet\", 1, \"IdleLoop\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"MCM_HealthSet\", 1)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Set Max Health\")\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Dreamer Burn\", 0, dreamer_burn)\n\t\tIdleLoop:\n\t\t\tTCHR A 10 A_Look\n\t\tloop\n\t\tSee:\n\t\t\tTCHR AAAAA 1 A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tTCHR BBBBB 1 A_Chase\n\t\t\tTCHR CCCCC 1 A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tTNT1 A 0 A_PlaySound(\"Dreamer/Hoof\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DreamerStomp\")\n\t\t\tTCHR DDDDD 1 A_Chase\n\t\t\tTCHR EEEEE 1 A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tTCHR FFFFF 1 A_Chase\n\t\t\tTNT1 A 0 A_PlaySound(\"Dreamer/Hoof\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DreamerStomp\")\n\t\tloop\n\t\tMissile:\n\t\t\tTNT1 A 0 A_GiveInventory(\"TchernoLightningShooter\", 1)\n\t\t\tTNT1 A 0 A_Jump(128, \"Circle\", \"Portal\", \"LongRange\")\n\t\tMissileRedecide:\n\t\t\tTNT1 A 0 A_Jump(128, \"LongRange\", \"Portal\")\n\t\tMissileNormal:\n\t\t\tTCHR G 5\n\t\t\tTNT1 A 0 A_VileTarget(\"DreamerDamager\")\n\t\t\tTCHR H 3 Bright A_FaceTarget\n\t\t\tTCHR I 3 Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_VileTarget(\"DreamerDamager\")\n\t\t\tTCHR H 3 Bright A_FaceTarget\n\t\t\tTCHR I 3 Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernobogMissile2\", 92, 24, 0, CMF_AIMOFFSET)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernobogMissile\", 92, -24, 0, CMF_AIMOFFSET)\n\t\t\tTCHR J 6 Bright\n\t\t\tTCHR G 5\n\t\tGoto See\n\t\tNoBehaviorRedecide:\n\t\t\tTNT1 A 0 A_Jump(128, \"LongRange\")\n\t\tGoto MissileNormal\n\t\tLongRange:\n\t\t\tTNT1 A 0 A_Jump(64, \"SkipToLong\")\n\t\t\tTNT1 A 0 A_JumpIfCloser(416, \"MissileNormal\")\n\t\tSkipToLong:\n\t\t\tTCHR G 5\n\t\t\tTNT1 A 0 A_VileTarget(\"DreamerDamager\")\n\t\t\tTCHR H 3 Bright A_FaceTarget\n\t\t\tTCHR I 3 Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_VileTarget(\"DreamerDamager\")\n\t\t\tTCHR H 3 Bright A_FaceTarget\n\t\t\tTCHR I 3 Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTCHR J 3 Bright A_CustomMissile(\"SplitParticle1\", 92)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTCHR J 3 Bright A_CustomMissile(\"SplitParticle2\", 92)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"SplitParticle3\", 92, 0, -16)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SplitParticle3\", 92, 0, -12)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SplitParticle3\", 92, 0, -8)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SplitParticle3\", 92, 0, -4)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SplitParticle3\", 92, 0, 16)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SplitParticle3\", 92, 0, 12)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SplitParticle3\", 92, 0, 8)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SplitParticle3\", 92, 0, 4)\n\t\t\tTCHR J 3 Bright A_CustomMissile(\"SplitParticle3\", 92)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTCHR J 3 Bright A_CustomMissile(\"SplitParticle4\", 92)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTCHR J 3 Bright A_CustomMissile(\"SplitParticle5\", 92)\n\t\t\tTCHR G 5\n\t\tGoto See\n\t\tPortal:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"ContinuePortal\")\n\t\tGoto NoBehaviorRedecide\n\t\tContinuePortal:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"TchernoPortalCooldown\", 1, \"MissileNormal\")\n\t\t\tTNT1 AAA 0 A_PlaySoundEx(\"Dreamer/Cast\", 7, 0, ATTN_NONE)\n\t\t\tTCHR G 5\n\t\t\tTCHR HIHI 3 Bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"TchernoPortal\", 0, 192)\n\t\t\tTNT1 A 0 A_GiveInventory(\"TchernoPortalCooldown\", 1)\n\t\t\tTCHR J 6 Bright A_CustomMissile(\"ActualTchernoPortal\", 144)\n\t\t\tTCHR K 8\n\t\tGoto See\n\t\tCircle:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"ContinueCircleCheck\")\n\t\tGoto NoBehaviorRedecide\n\t\tContinueCircleCheck:\n\t\t\tTNT1 A 0 A_JumpIfCloser(520, \"CircleContinue\")\n\t\tGoto MissileRedecide\n\t\tCircleContinue:\n\t\t\tTNT1 AAA 0 A_PlaySoundEx(\"Dreamer/Cast\", 7, 0, ATTN_NONE)\n\t\t\tTCHR G 5\n\t\t\tTCHR HIHIHIHI 3 Bright A_FaceTarget\n\t\t\tTCHR J 6 Bright A_SpawnItem(\"TchernoExplosionCircle\", 0, 128)\n\t\t\tTCHR G 8\n\t\tGoto See\n\t\tPain:\n\t\t\tTNT1 A 0 A_JumpIfHealthLower(2 * ACS_NamedExecuteWithResult(\"Spawn Health Receive\") / 3, \"PainX\")\n\t\t\tTCHR L 11 A_Pain\n\t\tGoto See\n\t\tPainX:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"SkipPainX\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoLightning\", 0, 0, 0, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoLightning\", 0, 0, 45, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoLightning\", 0, 0, 90, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoLightning\", 0, 0, 135, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoLightning\", 0, 0, 180, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoLightning\", 0, 0, 225, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoLightning\", 0, 0, 270, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoLightning\", 0, 0, 335, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 Radius_quake(2,18,0,256,0)\n\t\t\tTCHR L 11 A_PlaySound(\"Dreamer/Pain\")\n\t\tSkipPainX:\n\t\t\tTNT1 A 0\n\t\tGoto See\n\t\tDeath:\n\t\t\tTCHR L 9 A_Scream\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTCHR LLLLLLL 17 A_SpawnItemEx(\"TchernoLightningFX\")\n\t\t\tTCHR M 7\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", 64, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", -64, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", 45, 45)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", -45, -45)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", 45, -45)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", -45, 45)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", 0, 64)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", 0, -64)\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTCHR NO 7\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", 64, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", -64, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", 45, 45)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", -45, -45)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", 45, -45)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", -45, 45)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", 0, 64)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", 0, -64)\n\t\t\tTCHR PQ 7\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", 64, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", -64, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", 45, 45)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", -45, -45)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", 45, -45)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", -45, 45)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", 0, 64)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", 0, -64)\n\t\t\tTCHR Q -1 A_BossDeath\n\t\tStop\n\t\tDeath.Corpse:\n\t\t\tTCHR Q -1\n\t\tStop\n\t}\n}\n\nActor TchernoLightningShooter : MCM_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_JumpIfHealthLower(2 * ACS_NamedExecuteWithResult(\"Spawn Health Receive\") / 3, \"Go\")\n\t\tStop\n\t\tGo:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"GoForReal\")\n\t\tStop\n\t\tGoForReal:\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoLightning\", 0, 0, 0, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoLightning\", 0, 0, 45, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoLightning\", 0, 0, 90, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoLightning\", 0, 0, 135, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoLightning\", 0, 0, 180, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoLightning\", 0, 0, 225, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoLightning\", 0, 0, 270, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoLightning\", 0, 0, 335, CMF_AIMDIRECTION)\n\t\tStop\n\t}\n}\n\nactor TchernobogMissile {\n\tDecal Scorch\n\tradius 16\n\theight 9\n\tXScale 0.95\n\tYScale 0.675\n\tspeed 25\n\tRENDERSTYLE ADD\n\tdamage (24 * random(3, 5))\n\tPROJECTILE\n\t+DONTSPLASH\n\t+DONTBLAST\n\t+DONTREFLECT\n\tDamageType \"CyberExp\"\n\tdeathsound \"Cerberus/Explode\"\n alpha 0.75\n\tstates {\n\t\tSpawn:\n\t\t\tTROK A 1 bright A_SpawnItem (\"TfireTrail\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TFlyFX\")\n\t\t\tTROK A 1 bright A_SpawnItem (\"TfireTrail\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TFlyFX\")\n\t\t\tTROK A 1 bright A_SpawnItem (\"TfireTrail\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TFlyFX\")\n\t\t\tTROK B 1 bright A_SpawnItem (\"TfireTrail\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TFlyFX\")\n\t\t\tTROK B 1 bright A_SpawnItem (\"TfireTrail\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TFlyFX\")\n\t\t\tTROK B 1 bright A_SpawnItem (\"TfireTrail\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TFlyFX\")\n\t\t\tTROK C 1 bright A_SpawnItem (\"TfireTrail\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TFlyFX\")\n\t\t\tTROK C 1 bright A_SpawnItem (\"TfireTrail\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TFlyFX\")\n\t\t\tTROK C 1 bright A_SpawnItem (\"TfireTrail\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TFlyFX\")\n\t\t\tTROK D 1 bright A_SpawnItem (\"TfireTrail\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TFlyFX\")\n\t\t\tTROK D 1 bright A_SpawnItem (\"TfireTrail\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TFlyFX\")\n\t\t\tTROK D 1 bright A_SpawnItem (\"TfireTrail\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TFlyFX\")\n\t\t\tTROK E 1 bright A_SpawnItem (\"TfireTrail\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TFlyFX\")\n\t\t\tTROK E 1 bright A_SpawnItem (\"TfireTrail\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TFlyFX\")\n\t\t\tTROK E 1 bright A_SpawnItem (\"TfireTrail\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TFlyFX\")\n\t\tloop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItem(\"TchernobogExplosion\")\n\t\t\tTNT1 A 0 Radius_quake(2,8,0,16,0)\n\t\t\tTEX2 ABC 3 bright\n\t\t\tTNT1 A 0 Radius_Quake (1,10,0,16,0)\n\t\t\tTEX2 DEFG 3 bright\n\t\t\tTEX2 HIJ 2 bright\n\t\t\tTEX2 KL 2 bright\n\t\tstop\n\t}\n}\n\nActor TchernobogMissile2 : TchernobogMissile {\n\tStates {\n\t\tSpawn:\n\t\t\tTROK A 1 bright A_SpawnItem (\"TfireTrail2\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TFlyFX\")\n\t\t\tTROK A 1 bright A_SpawnItem (\"TfireTrail2\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TFlyFX\")\n\t\t\tTROK A 1 bright A_SpawnItem (\"TfireTrail2\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TFlyFX\")\n\t\t\tTROK B 1 bright A_SpawnItem (\"TfireTrail2\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TFlyFX\")\n\t\t\tTROK B 1 bright A_SpawnItem (\"TfireTrail2\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TFlyFX\")\n\t\t\tTROK B 1 bright A_SpawnItem (\"TfireTrail2\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TFlyFX\")\n\t\t\tTROK C 1 bright A_SpawnItem (\"TfireTrail2\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TFlyFX\")\n\t\t\tTROK C 1 bright A_SpawnItem (\"TfireTrail2\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TFlyFX\")\n\t\t\tTROK C 1 bright A_SpawnItem (\"TfireTrail2\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TFlyFX\")\n\t\t\tTROK D 1 bright A_SpawnItem (\"TfireTrail2\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TFlyFX\")\n\t\t\tTROK D 1 bright A_SpawnItem (\"TfireTrail2\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TFlyFX\")\n\t\t\tTROK D 1 bright A_SpawnItem (\"TfireTrail2\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TFlyFX\")\n\t\t\tTROK E 1 bright A_SpawnItem (\"TfireTrail2\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TFlyFX\")\n\t\t\tTROK E 1 bright A_SpawnItem (\"TfireTrail2\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TFlyFX\")\n\t\t\tTROK E 1 bright A_SpawnItem (\"TfireTrail2\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TFlyFX\")\n\t\tLoop\n\t}\n}\n\nActor DreamerBurnCount : Inventory {\n\tinventory.maxamount 32\n}\n\nActor TFlyFX {\n\tRenderstyle Add\n\tAlpha 0.85\n\tScale 0.325\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 2 NoDelay A_jump(128, \"Other\")\n\t\tSpawnLoop:\n\t\t\tTMIS A 1 A_FadeOut(0.0625)\n\t\tLoop\n\t\tOther:\n\t\t\tTMIS B 1 A_FadeOut(0.0625)\n\t\tLoop\n\t}\n}\n\nActor TchernobogExplosion {\n\t+FORCERADIUSDMG\n\t+NOGRAVITY\n\t+MISSILE\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 8 NoDelay A_Explode(128, 160, 0)\n\t\t\tTNT1 AAAAAA 4 A_Explode(28, 160, 0)\n\t\tStop\n\t}\n}\n\nActor DreamerStomp {\n\t+DONTSPLASH\n\t+PAINLESS\n\t+NOTIMEFREEZE\n\t+BLOODLESSIMPACT\n\t+NODAMAGETHRUST\n\t+DONTBLAST\n\tRadius 1\n\tHeight 1\n\tObituary \"%o got too close to The Dreaming God.\"\n States {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tTNT1 A 1 A_Explode(128, 128, 0)\n\t\tStop\n\t}\n}\n\nActor TFireTrail {\n\tradius 1\n\theight 1\n\tRENDERSTYLE ADD\n\tScale 0.33\n\talpha 0.9\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\t+RANDOMIZE\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay A_Jump(220,1,2,3,4,5,6,7)\n\t\t\tTFIR ABCDEFGH 4 bright\n\t\tstop\n\t}\n}\n\nActor TFireTrail2 : TFireTrail {\n\tStates {\n\t\tSpawn:\n\t\t TNT1 A 0 NoDelay A_Jump(220,1,2,3,4,5,6,7)\n\t\t\tTFIR IJKLMNOP 4 bright\n\t\tStop\n\t}\n}\n\nActor DreamerDamager {\n\tHeight 1\n\tRadius 1\n\tDamageType Fire\n\t+NOGRAVITY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1 NoDelay A_Explode(2, 36, 0, 0, 36)\n\t\t\tTNT1 A 1 A_GiveInventory(\"DreamerBurnCount\", random(1, 3), AAPTR_TRACER)\n\t\tStop\n\t}\n}\n\nActor DreamerBurnFireSpawner {\n\tconst int spawn_count = 8;\n\tvar int user_counter;\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1 NoDelay A_SetUserVar(\"user_counter\", 0)\n\t\tSpawnLoop:\n\t\t\tTNT1 A 0 A_JumpIf(user_counter == spawn_count, \"Finish\")\n\t\t\tTNT1 A 0 A_Jump(128, \"Other\")\n\t\t\tTNT1 A 1 A_SpawnItemEx(\"TFireTrail\", frandom(-32, 32), frandom(-32, 32), frandom(0, 48), 0, 0, frandom(1, 4))\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\tLoop\n\t\tOther:\n\t\t\tTNT1 A 1 A_SpawnItemEx(\"TFireTrail2\", frandom(-32, 32), frandom(-32, 32), frandom(0, 48), 0, 0, frandom(1, 4))\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\tGoto SpawnLoop\n\t\tFinish:\n\t\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor DreamerBurnFXStarter : MCM_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Dreamer Burn FX\", 0, 17)\n\t\tStop\n\t}\n}\n\nActor TchernoExplosion\n{\n\tSpeed 40\n\tRadius 8\n\tHeight 8\n\tScale 0.85\n\tPROJECTILE\n\tDamage 0\n\t+RIPPER\n\t+FLOORHUGGER\n\t+BLOODLESSIMPACT\n\t+FORCERADIUSDMG\n\tObituary \"%o was disemboweled by The Dreaming God.\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"Cerberus/Explode\")\n\t\t\tTEX2 A 3 Bright A_Explode(24, 128, 0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TFlyFX\", 0, 32)\n\t\t\tTEX2 A 2 Bright A_Explode(24, 128, 0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TFlyFX\", 0, 32)\n\t\t\tTEX2 B 3 Bright A_Explode(48, 128, 0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TFlyFX\", 0, 32)\n\t\t\tTEX2 B 2 Bright A_Explode(48, 128, 0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TFlyFX\", 0, 32)\n\t\t\tTEX2 C 3 Bright A_Explode(96, 128, 0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TFlyFX\", 0, 32)\n\t\t\tTEX2 C 2 Bright A_Explode(96, 128, 0)\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tTEX2 DEFGHIJKL 3 Bright A_Explode(36, 128, 0)\n\t\tStop\n\t}\n}\n\nActor TchernoExplosionHigh : TchernoExplosion {\n\t-FLOORHUGGER\n}\n\nActor TchernoExplosionCircle {\n\tRadius 1\n\tHeight 1\n\t+MISSILE\n\t+NOGRAVITY\n\t+NOCLIP\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoExplosionHigh\", 0, 0, 0, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 2 A_CustomMissile(\"TchernoExplosion\", 0, 0, 0, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoExplosionHigh\", 0, 0, 30, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 2 A_CustomMissile(\"TchernoExplosion\", 0, 0, 30, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoExplosionHigh\", 0, 0, 60, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 2 A_CustomMissile(\"TchernoExplosion\", 0, 0, 60, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoExplosionHigh\", 0, 0, 90, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 2 A_CustomMissile(\"TchernoExplosion\", 0, 0, 90, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoExplosionHigh\", 0, 0, 120, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 2 A_CustomMissile(\"TchernoExplosion\", 0, 0, 120, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoExplosionHigh\", 0, 0, 150, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 2 A_CustomMissile(\"TchernoExplosion\", 0, 0, 150, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoExplosionHigh\", 0, 0, 180, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 2 A_CustomMissile(\"TchernoExplosion\", 0, 0, 180, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoExplosionHigh\", 0, 0, 210, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 2 A_CustomMissile(\"TchernoExplosion\", 0, 0, 210, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoExplosionHigh\", 0, 0, 240, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 2 A_CustomMissile(\"TchernoExplosion\", 0, 0, 240, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoExplosionHigh\", 0, 0, 270, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 2 A_CustomMissile(\"TchernoExplosion\", 0, 0, 270, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoExplosionHigh\", 0, 0, 300, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 2 A_CustomMissile(\"TchernoExplosion\", 0, 0, 300, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoExplosionHigh\", 0, 0, 330, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 2 A_CustomMissile(\"TchernoExplosion\", 0, 0, 330, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\tStop\n\t}\n}\n\nactor SplitParticleFX\n{\n radius 1\n height 1\n Speed 10\n Scale 0.2\n PROJECTILE\n +NOBLOCKMAP\n +DONTSPLASH\n +RANDOMIZE\n -NOGRAVITY\n -SOLID\n +CLIENTSIDEONLY\n RENDERSTYLE ADD\n states\n {\n Spawn:\n EYEP A 0 bright\n EYEP A 10 bright\n EYEP A 200 bright A_LowGravity\n stop\n EYEP B 10 bright\n EYEP B 200 bright A_LowGravity\n stop\n EYEP C 10 bright\n EYEP C 200 bright A_LowGravity\n stop\n EYEP D 10 bright\n EYEP D 200 bright A_LowGravity\n stop\n EYEP E 10 bright\n EYEP E 200 bright A_LowGravity\n stop\n EYEP F 10 bright\n EYEP F 200 bright A_LowGravity\n stop\n Death:\n EYEP F 1\n stop\n }\n}\n\nactor SplitParticleAfterLight\n{\n\tRadius 8\n\tHeight 8\n\tScale 0.5\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 4\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor SplitTrail_A {\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tRenderstyle Add\n\tAlpha 0.85\n\tScale 0.65\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\tSpawnLoop:\n\t\t\tEYEB A 1 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_SetScale(scalex - 0.05, scaley - 0.05)\n\t\tLoop\n\t}\n}\n\nActor SplitTrail_B : SplitTrail_A {\n\tStates {\n\t\tSpawnLoop:\n\t\t\tEYEB B 1 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_SetScale(scalex - 0.05, scaley - 0.05)\n\t\tLoop\n\t}\n}\n\nActor SplitTrail_C : SplitTrail_A {\n\tStates {\n\t\tSpawnLoop:\n\t\t\tEYEB C 1 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_SetScale(scalex - 0.05, scaley - 0.05)\n\t\tLoop\n\t}\n}\n\nActor SplitTrail_D : SplitTrail_A {\n\tStates {\n\t\tSpawnLoop:\n\t\t\tEYEB D 1 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_SetScale(scalex - 0.05, scaley - 0.05)\n\t\tLoop\n\t}\n}\n\nActor SplitParticle1\n{\n\tHeight 12\n\tRadius 6\n\tPROJECTILE\n\tDamage (36)\n\tSpeed 40\n\tseesound \"Dreamer/Blast\"\n\tdeathsound \"Dreamer/BlastExp\"\n\tObituary \"%o couldn't stand against the power of The Dreaming God.\"\n\tRenderStyle Add\n\tAlpha 0.8\n\tScale 0.65\n\t+DONTBLAST\n\t+DONTSPLASH\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tEYEB A 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_A\", 0, 0)\n\t\t\tEYEB A 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_A\", 0, 0)\n\t\t\tEYEB B 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_B\", 0, 0)\n\t\t\tEYEB B 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_B\", 0, 0)\n\t\t\tEYEB C 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_C\", 0, 0)\n\t\t\tEYEB C 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_C\", 0, 0)\n\t\t\tEYEB D 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_D\", 0, 0)\n\t\t\tEYEB D 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_D\", 0, 0)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Explode(24, 96, 0, 0, 48)\n\t\t\tTNT1 EEEEEEEEEEEEEEEEEE 0 A_CustomMissile(\"SplitParticleFX\", 0, 0, random(0,360), 2, random(-90,90))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"SplitParticleAfterLight\")\n\t\t\tTNT1 A 1\n\t\tstop\n\t}\n}\n\nActor SplitParticle2 : SplitParticle1\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 AAAAAAAA 0 A_BishopMissileWeave\n\t\tSpawnLoop:\n\t\t\tEYEB A 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_A\", 0, 0)\n\t\t\tEYEB A 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_A\", 0, 0)\n\t\t\tEYEB B 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_B\", 0, 0)\n\t\t\tEYEB B 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_B\", 0, 0)\n\t\t\tEYEB C 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_C\", 0, 0)\n\t\t\tEYEB C 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_C\", 0, 0)\n\t\t\tEYEB D 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_D\", 0, 0)\n\t\t\tEYEB D 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_D\", 0, 0)\n\t\tLoop\n\t}\n}\n\nActor SplitParticle3 : SplitParticle1\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 AAAAAAAAAAAA 0 A_BishopMissileWeave\n\t\tSpawnLoop:\n\t\t\tEYEB A 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_A\", 0, 0)\n\t\t\tEYEB A 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_A\", 0, 0)\n\t\t\tEYEB B 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_B\", 0, 0)\n\t\t\tEYEB B 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_B\", 0, 0)\n\t\t\tEYEB C 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_C\", 0, 0)\n\t\t\tEYEB C 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_C\", 0, 0)\n\t\t\tEYEB D 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_D\", 0, 0)\n\t\t\tEYEB D 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_D\", 0, 0)\n\t\tLoop\n\t}\n}\n\nActor SplitParticle4 : SplitParticle1\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 AAAAAAAAAAAAAAAA 0 A_BishopMissileWeave\n\t\tSpawnLoop:\n\t\t\tEYEB A 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_A\", 0, 0)\n\t\t\tEYEB A 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_A\", 0, 0)\n\t\t\tEYEB B 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_B\", 0, 0)\n\t\t\tEYEB B 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_B\", 0, 0)\n\t\t\tEYEB C 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_C\", 0, 0)\n\t\t\tEYEB C 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_C\", 0, 0)\n\t\t\tEYEB D 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_D\", 0, 0)\n\t\t\tEYEB D 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_D\", 0, 0)\n\t\tLoop\n\t}\n}\n\nActor SplitParticle5 : SplitParticle1\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_BishopMissileWeave\n\t\tSpawnLoop:\n\t\t\tEYEB A 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_A\", 0, 0)\n\t\t\tEYEB A 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_A\", 0, 0)\n\t\t\tEYEB B 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_B\", 0, 0)\n\t\t\tEYEB B 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_B\", 0, 0)\n\t\t\tEYEB C 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_C\", 0, 0)\n\t\t\tEYEB C 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_C\", 0, 0)\n\t\t\tEYEB D 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_D\", 0, 0)\n\t\t\tEYEB D 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_D\", 0, 0)\n\t\tLoop\n\t}\n}\n\nActor ActualTchernoPortal {\n\tRadius 1\n\tHeight 1\n\t+MISSILE\n\t+NOCLIP\n\t+NOGRAVITY\n\tvar int user_count;\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 150 NoDelay A_SetUserVar(\"user_count\", 0)\n\t\tSpawnLoop:\n\t\t\tTNT1 A 0 A_JumpIf(user_count == 24, \"Finish\")\n\t\t\tTNT1 A 5 A_CustomMissile(\"TchernoSoul\", 0, 0, frandom(0, 360), CMF_AIMDIRECTION | CMF_TRACKOWNER, frandom(-90, 90))\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t\tFinish:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor TchernoPortal {\n\tRenderstyle Translucent\n\tAlpha 0.075\n\tScale 0.0\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tconst int steps = 12;\n\tvar int user_counter;\n\tvar int user_scale;\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay A_SetUserVar(\"user_counter\", 0)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_scale\", 0.075)\n\t\t\tTNT1 AA 0 A_PlaySoundEx(\"Dreamer/Burn\", CHAN_BODY)\n\t\tSpawnLoop:\n\t\t\tTNT1 A 0 A_JumpIf(user_counter == steps, \"Stay\")\n\t\t\tTNT1 A 0 A_SetScale(user_scale / 100.0, user_scale / 100.0)\n\t\t\tTNT1 A 0 A_SetTranslucent(alpha + 0.01)\n\t\t\tTPR1 A 2 Bright\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_scale\", user_scale + 1)\n\t\t\tTNT1 A 0 A_SetScale(user_scale / 100.0, user_scale / 100.0)\n\t\t\tTNT1 A 0 A_SetTranslucent(alpha + 0.01)\n\t\t\tTPR1 B 2 Bright\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_scale\", user_scale + 1)\n\t\t\tTNT1 A 0 A_SetScale(user_scale / 100.0, user_scale / 100.0)\n\t\t\tTNT1 A 0 A_SetTranslucent(alpha + 0.01)\n\t\t\tTPR1 C 2 Bright\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_scale\", user_scale + 1)\n\t\t\tTNT1 A 0 A_SetScale(user_scale / 100.0, user_scale / 100.0)\n\t\t\tTNT1 A 0 A_SetTranslucent(alpha + 0.01)\n\t\t\tTPR1 D 2 Bright\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_scale\", user_scale + 1)\n\t\t\tTNT1 A 0 A_SetScale(user_scale / 100.0, user_scale / 100.0)\n\t\t\tTNT1 A 0 A_SetTranslucent(alpha + 0.01)\n\t\t\tTPR1 E 2 Bright\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_scale\", user_scale + 1)\n\t\t\tTNT1 A 0 A_SetScale(user_scale / 100.0, user_scale / 100.0)\n\t\t\tTNT1 A 0 A_SetTranslucent(alpha + 0.01)\n\t\t\tTPR1 F 2 Bright A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_scale\", user_scale + 1)\n\t\tLoop\n\t\tStay:\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_counter\", 0)\n\t\tStayLoop:\n\t\t\tTNT1 A 0 A_JumpIf(user_counter == steps, \"Fade\")\n\t\t\tTPR1 ABCDEF 2 Bright\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\tLoop\n\t\tFade:\n\t\t\tTNT1 A 0 A_JumpIf(user_counter == steps / 5, \"Finish\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_scale\", user_scale - 5)\n\t\t\tTNT1 A 0 A_SetScale(user_scale / 100.0, user_scale / 100.0)\n\t\t\tTNT1 A 0 A_SetTranslucent(alpha - 0.05)\n\t\t\tTPR1 A 2 Bright\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_scale\", user_scale - 5)\n\t\t\tTNT1 A 0 A_SetScale(user_scale / 100.0, user_scale / 100.0)\n\t\t\tTNT1 A 0 A_SetTranslucent(alpha - 0.05)\n\t\t\tTPR1 B 2 Bright\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_scale\", user_scale - 5)\n\t\t\tTNT1 A 0 A_SetScale(user_scale / 100.0, user_scale / 100.0)\n\t\t\tTNT1 A 0 A_SetTranslucent(alpha - 0.05)\n\t\t\tTPR1 C 2 Bright\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_scale\", user_scale - 5)\n\t\t\tTNT1 A 0 A_SetScale(user_scale / 100.0, user_scale / 100.0)\n\t\t\tTNT1 A 0 A_SetTranslucent(alpha - 0.05)\n\t\t\tTPR1 D 2 Bright\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_scale\", user_scale - 5)\n\t\t\tTNT1 A 0 A_SetScale(user_scale / 100.0, user_scale / 100.0)\n\t\t\tTNT1 A 0 A_SetTranslucent(alpha - 0.05)\n\t\t\tTPR1 E 2 Bright\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_scale\", user_scale - 5)\n\t\t\tTNT1 A 0 A_SetScale(user_scale / 100.0, user_scale / 100.0)\n\t\t\tTNT1 A 0 A_SetTranslucent(alpha - 0.05)\n\t\t\tTPR1 F 2 Bright A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\tLoop\n\t\tFinish:\n\t\t\tTNT1 AAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"SplitParticleFX\", 0, 0, random(0,360), 2, random(-90,90))\n\t\t\tTNT1 A 4 A_PlaySound(\"Dreamer/BlastExp\")\n\t\tStop\n\t}\n}\n\nActor TchernoSoulTrail {\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tRenderstyle Add\n\tAlpha 0.85\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tTNT1 A 0 A_Jump(256, \"A\", \"B\", \"C\", \"D\", \"E\")\n\t\tA:\n\t\t\tPHAM A 0\n\t\tGoto Anim\n\t\tB:\n\t\t\tPHAM B 0\n\t\tGoto Anim\n\t\tC:\n\t\t\tPHAM C 0\n\t\tGoto Anim\n\t\tD:\n\t\t\tPHAM D 0\n\t\tGoto Anim\n\t\tE:\n\t\t\tPHAM E 0\n\t\tGoto Anim\n\t\tAnim:\n\t\t\t\"####\" \"#\" 1 A_FadeOut(0.1)\n\t\tLoop\n\t}\n}\n\nActor TchernoSoul {\n\tPROJECTILE\n\tHeight 8\n\tRadius 4\n\tScale 0.9\n\tRenderstyle Add\n\tAlpha 0.1\n\tSpeed 7\n\tDamage (5)\n\tBounceType Hexen\n\tBounceCount 6\n\tBounceFactor 0.9\n\tActiveSound \"Dreamer/Soul\"\n\tDeathSound \"whiteballbdeth\"\n\tReactionTime 20\n\t+SEEKERMISSILE\n\t+PIERCEARMOR\n\t+DONTREFLECT\n\t+DONTBLAST\n\t+LOOKALLAROUND\n\t+SKYEXPLODE\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tPHAM AAAAAAAAAAAAAAAAAAAA 1 A_SetTranslucent(alpha + 0.0375)\n\t\t\tTNT1 A 0 A_ScaleVelocity(4.0)\n\t\t\tTNT1 A 0 A_LoopActiveSound\n\t\tSpawnLoop:\n\t\t\tPHAM A 3 Bright A_SeekerMissile(8, 8, SMF_LOOK | SMF_CURSPEED)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TchernoSoulTrail\")\n\t\t\tPHAM B 3 Bright A_SeekerMissile(8, 8, SMF_LOOK | SMF_CURSPEED)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TchernoSoulTrail\")\n\t\t\tPHAM C 3 Bright A_SeekerMissile(8, 8, SMF_LOOK | SMF_CURSPEED)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TchernoSoulTrail\")\n\t\t\tPHAM D 3 Bright A_SeekerMissile(8, 8, SMF_LOOK | SMF_CURSPEED)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TchernoSoulTrail\")\n\t\t\tPHAM E 3 Bright A_SeekerMissile(8, 8, SMF_LOOK | SMF_CURSPEED)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TchernoSoulTrail\")\n\t\t\tTNT1 A 0 A_CountDown\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tTNT1 A 0 A_StopSound(CHAN_BODY)\n\t\t\tPHAM FGHI 3\n\t\tStop\n\t}\n}\n\nActor TchernoPortalCooldown : PowerDamage {\n\tdamagefactor \"normal\", 1.0\n\tpowerup.duration -18\n}\n\nActor TchernoLightningFX {\n\tRenderstyle Translucent\n\tAlpha 1.0\n\tYscale 1.5\n\tXscale 1.15\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay A_PlaySound(\"Dreamer/Thunder\")\n\t\t\tTNT1 A 0 A_Jump(128, \"Other\")\n\t\t\tTLIG A 4\n\t\t\tTLIG AAAAAAAAAA 1 A_FadeOut(0.1)\n\t\tStop\n\t\tOther:\n\t\t\tTLIG B 4\n\t\t\tTLIG BBBBBBBBBB 1 A_FadeOut(0.1)\n\t\tStop\n\t}\n}\n\nActor TchernoLightning {\n\tPROJECTILE\n\tDamage 0\n\tSpeed 8\n\tReactionTime 4\n\tconst int vel = 10;\n\tRenderstyle Translucent\n\tAlpha 0.0\n\tvar int user_phase;\n\t+THRUACTORS\n\t+FLOORHUGGER\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay A_SetUserVar(\"user_phase\", 1)\n\t\tSpawnLoop:\n\t\t\tLLSS A 3 Bright A_ChangeVelocity(vel * cos(angle), vel * sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetTranslucent(alpha + 0.125 * user_phase)\n\t\t\tTNT1 A 0 A_SetAngle(angle + 7.5)\n\t\t\tTNT1 A 0 A_JumpIf(alpha == 1.0, \"DoDamage\")\n\t\t\tTNT1 A 0 A_JumpIf(alpha == 0.0, \"ShiftPhase\")\n\t\tGoto SpawnLoop\n\t\tDoDamage:\n\t\t\tTNT1 A 0 A_Explode(48, 64, 0, 0, 40)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TchernoLightningFX\")\n\t\t\tTNT1 A 0 A_CountDown\n\t\tShiftPhase:\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_phase\", -user_phase - 2)\n\t\tGoto SpawnLoop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Golgoth.txt",
"contents": "Actor Golgoth : McM_Monster replaces Cyberdemon {\n\ttag \"Golgoth\"\n\tobituary \"%o was removed from existence by Golgoth.\"\n\thealth 4000\n\tradius 40\n\theight 110\n\tProjectilePassHeight 144\n\tmass 16384\n\tspeed 4\n\tpainchance 12\n\tseesound \"Golgoth/See\"\n\tpainsound \"Golgoth/Pain\"\n\tdeathsound \"Golgoth/Die\"\n\tactivesound \"Golgoth/Act\"\n\tDamageFactor \"GolgothRail\", 0\n\tScale 1.15\n\tMONSTER\n\tvar int user_count;\n\tconst int trace_count = 60;\n\tconst int dash_speedmin = 12;\n\tconst int dash_speedmax = 16;\n\tconst int arc_count = 20;\n\tconst int arc_inc = 8;\n\tconst int golg_railrange = 2048;\n\t+BOSS\n\t+BOSSDEATH\n\t+QUICKTORETALIATE\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+NORADIUSDMG\n\t+DONTHURTSPECIES\n\t+DONTHARMSPECIES\n\t+DONTBLAST\n\t+NODROPOFF\n\tstates {\n\t\tIdle:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_HealthSet\", 1, \"IdleLoop\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"MCM_HealthSet\", 1)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Set Max Health\")\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Golgoth Health Check\")\n\t\tIdleLoop:\n\t\t\tMOMD A 10 A_Look\n\t\tloop\n\t\tSee:\n\t\t\tMOMD AAAAAA 1 A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tMOMD AAAAAA 1 A_Chase\n\t\tloop\n\t\tMelee:\n\t\tGoto Missile\n\t\tFromMelee:\n\t\t\tTNT1 A 0 A_Jump(96, \"Forget\")\n\t\tGoto Missile\n\t\tForget:\n\t\t\tMOMD A 3\n\t\tGoto See\n\t\tMissile:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_Bool\", 1, \"Less50Decide\")\n\t\tMissileDecide:\n\t\t\tTNT1 A 0 A_Jump(144, \"DarkLance\", \"MeteorDash\")\n\t\tMeteor:\n\t\t\tMOMD E 6 A_FaceTarget\n\t\t\tMOMD F 5 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"GolgothMeteor\", 82.8, 27.6, 0, CMF_AIMOFFSET)\n\t\t\tMOMD G 6 A_CustomMissile(\"GolgothMeteor\", 82.8, -27.6, 0, CMF_AIMOFFSET)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tMOMD G 6 ACS_NamedExecuteAlways(\"Golgoth Monster Shoot\", 0, 1)\n\t\t\tMOMD FE 2 A_FaceTarget\n\t\tGoto See\n\t\tDarkLance:\n\t\t\tTNT1 A 0 A_JumpIfCloser(golg_railrange, \"ContinueLance\")\n\t\tGoto Meteor\n\t\tContinueLance:\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", 0)\n\t\t\tMOMD E 6 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Golgoth/RailLoop\", 7)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_Bool\", 1, \"FastLance\")\n\t\t\tMOMD F 5 A_FaceTarget\n\t\tLanceLoop:\n\t\t\tTNT1 A 0 A_JumpIf(user_count == trace_count, \"LanceShoot\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tMOMD G 1 Light(\"GOLGOTHPINKLIGHT2\") A_CustomBulletAttack(0, 0, 1, 1, \"GolgothPuff\", golg_railrange)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tMOMD G 1 Light(\"GOLGOTHPINKLIGHT2\") A_CustomBulletAttack(0, 0, 1, 0, \"GolgothPuff\", golg_railrange)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t\tFastLance:\n\t\t\tMOMD F 5 A_FaceTarget\n\t\tFastLanceLoop:\n\t\t\tTNT1 A 0 A_JumpIf(user_count == trace_count / 2, \"LanceShoot\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tMOMD G 1 Light(\"GOLGOTHPINKLIGHT2\") A_CustomBulletAttack(0, 0, 1, 1, \"GolgothPuff\", golg_railrange)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\t\tMOMD G 1 Light(\"GOLGOTHPINKLIGHT2\") A_CustomBulletAttack(0, 0, 1, 0, \"GolgothPuff\", golg_railrange)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t\tLanceShoot:\n\t\t\tTNT1 A 0 A_StopSound(7)\n\t\t\tTNT1 A 0 A_PlaySound(\"Golgoth/Rail\", 5)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tMOMD G 1 Light(\"GOLGOTHPINKLIGHT2\") A_CustomBulletAttack(0, 0, 1, 8, \"GolgothPuff2\", golg_railrange)\n\t\t\tMOMD G 8\n\t\tGoto See\n\t\tMeteorDash:\n\t\t\tTNT1 A 0 A_PlaySound(\"monster/blur\")\n\t\t\tTNT1 A 0 A_Jump(128, \"DashLeft\")\n\t\tGoto DashRight\n\t\tMeteorDashCont:\n\t\t\tMOMD E 5 A_FaceTarget\n\t\t\tMOMD F 4 A_FaceTarget\n\t\t\tMOMD G 5 ACS_NamedExecuteAlways(\"Golgoth Monster Shoot\", 0, 2)\n\t\t\tTNT1 A 0 A_Jump(96, \"MeteorDash\")\n\t\tGoto See\n\t\tDashLeft:\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", random(dash_speedmin, dash_speedmax))\n\t\t\tMOMD D 1 A_FaceTarget\n\t\t\tTNT1 A 0 A_ChangeVelocity(user_count * cos(angle - 45), user_count * sin(angle - 45), velz, CVF_REPLACE)\n\t\t\tMOMD DDDDDDDDDDDDD 1 A_SpawnItemEx(\"GolgothDashTrail_Left\")\n\t\tGoto MeteorDashCont\n\t\tDashRight:\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", random(dash_speedmin, dash_speedmax))\n\t\t\tMOMD B 1 A_FaceTarget\n\t\t\tTNT1 A 0 A_ChangeVelocity(user_count * cos(angle + 45), user_count * sin(angle + 45), velz, CVF_REPLACE)\n\t\t\tMOMD BBBBBBBBBBBBB 1 A_SpawnItemEx(\"GolgothDashTrail_Right\")\n\t\tGoto MeteorDashCont\n\t\tLess50Decide:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"DecideForReal\")\n\t\tGoto MissileDecide\n\t\tDecideForReal:\n\t\t\tTNT1 A 0 A_Jump(160, \"FireArc\", \"OrangeSoul\")\n\t\tGoto MissileDecide\n\t\tOrangeSoul:\n\t\t\tMOMD H 5 A_FaceTarget\n\t\t\tMOMD I 4 A_FaceTarget\n\t\t\tTNT1 A 0 A_SetAngle(angle + frandom(-10.0, 10.0))\n\t\t\tMOMD J 8 A_CustomMissile(\"GolgothOrangeSoul\", 55.2)\n\t\t\tMOMD IH 2\n\t\tGoto See\n\t\tFireArc:\n\t\t\tTNT1 A 0 A_JumpIfCloser(640, \"FireArcGo\")\n\t\tGoto MissileDecide\n\t\tFireArcGo:\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", 0)\n\t\t\tMOMD H 5 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Golgoth/FireCircle\", 5)\n\t\t\tMOMD I 4 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Golgoth/FireCircleGo\")\n\t\tFireArcLoop1:\n\t\t\tMOMD J 0 A_JumpIf(user_count == arc_count, \"FireArc1Finish\")\n\t\t\tMOMD J 0 A_CustomMissile(\"GolgothFlames\", 96, 0, user_count * arc_inc, CMF_ABSOLUTEANGLE)\n\t\t\tMOMD J 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t\tFireArc1Finish:\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", 0)\n\t\t\tMOMD J 24\n\t\t\tTNT1 A 0 A_PlaySound(\"Golgoth/FireCircleGo\")\n\t\tFireArcLoop2:\n\t\t\tMOMD J 0 A_JumpIf(user_count == arc_count, \"FireArc2Finish\")\n\t\t\tMOMD J 0 A_CustomMissile(\"GolgothFlames\", 32, 0, 120 + user_count * arc_inc, CMF_ABSOLUTEANGLE)\n\t\t\tMOMD J 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t\tFireArc2Finish:\n\t\t\tMOMD J 0 A_SetUserVar(\"user_count\", 0)\n\t\t\tMOMD J 24\n\t\t\tMOMD J 0 A_PlaySound(\"Golgoth/FireCircleGo\")\n\t\tFireArcLoop3:\n\t\t\tMOMD J 0 A_JumpIf(user_count == arc_count, \"FireArc3Finish\")\n\t\t\tMOMD J 0 A_CustomMissile(\"GolgothFlames\", 64, 0, 240 + user_count * arc_inc, CMF_ABSOLUTEANGLE)\n\t\t\tMOMD J 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t\tFireArc3Finish:\n\t\t\tMOMD JIH 5\n\t\tGoto See\n\t\tPain:\n\t\t\tTNT1 A 0 A_StopSound(7)\n\t\t\tMOMD K 4 A_Pain\n\t\t\tMOMD K 4\n\t\tGoto See\n\t\tDeath:\n\t\t\tTNT1 A 0 A_StopSound(7)\n\t\t\tMOMD L 16 A_Scream\n\t\t\tMOMD M 6\n\t\t\tTNT1 A 0 A_PlaySound(\"Golgoth/Explode\", CHAN_BODY)\n\t\t\tMOMD MMMMMNNNNN 1\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tMOMD OOOOPPPPQQQQRRRR 1\n\t\t\tMOMD T -1 A_BossDeath\n\t\tStop\n\t\tDeath.Corpse:\n\t\t\tMOMD T -1\n\t\tStop\n\t}\n}\n\nActor GolgothRailFX {\n\tXScale 0.8\n\tRenderstyle Add\n\tAlpha 1.0\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tMOMP I 1 Bright A_FadeOut(0.075)\n\t\tLoop\n\t}\n}\n\nActor GolgothRailFX_Tracer : GolgothRailFX {\n\tXScale 0.6\n\tYScale 0.8\n\tStates {\n\t\tSpawn:\n\t\t\tMOMP I 1 Bright A_FadeOut(0.33)\n\t\tLoop\n\t}\n}\n\nActor GolgothPuff {\n\t+PUFFGETSOWNER\n\t+ALWAYSPUFF\n\t+BLOODLESSIMPACT\n\t-ALLOWPARTICLES\n\t+PUFFONACTORS\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\t+HITTRACER\n\tDamageType \"GolgothRail\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1 NoDelay ACS_NamedExecuteAlways(\"Golgoth Laser Trail Fake\", 0, ACS_NamedExecuteWithResult(\"MCM Get Target\"))\n\t\t\tTNT1 A 3 A_GiveInventory(\"GolgothSlow\", 1, AAPTR_TRACER)\n\t\tStop\n\t}\n}\n\nActor GolgothPuff2 : GolgothPuff {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1 NoDelay ACS_NamedExecuteAlways(\"Golgoth Laser Trail\", 0, ACS_NamedExecuteWithResult(\"MCM Get Target\"))\n\t\t\tTNT1 A 3 A_GiveInventory(\"GolgothWeaken\", 1, AAPTR_TRACER)\n\t\tStop\n\t}\n}\n\nACTOR GolgothWeaken : PowerProtection {\n DamageFactor \"Normal\", 1.5\n\tpowerup.color \"60 15 45\"\n\tpowerup.duration -5\n}\n\nACTOR GolgothSlow : PowerSpeed {\n\tSpeed 0.75\n\tpowerup.color \"60 15 45\"\n\tpowerup.duration -2\n}\n\nActor GolgothDashTrail_Left {\n\tRenderstyle Translucent\n\tAlpha 1.0\n\tScale 1.15\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tMOMD D 1 A_FadeOut(0.075)\n\t\tLoop\n\t}\n}\n\nActor GolgothDashTrail_Right : GolgothDashTrail_Left {\n\tStates {\n\t\tSpawn:\n\t\t\tMOMD B 1 A_FadeOut(0.075)\n\t\tLoop\n\t}\n}\n\nActor GolgothPuffy : Puffy {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tScale 1.15\n}\n\nActor GolgothMeteor {\n\tProjectile\n\tSpeed 28\n\tHeight 16\n\tRadius 8\n\tDamage (48)\n\tseesound \"lavdatk\"\n\tDeathSound \"Golgoth/MeteorExplode\"\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tMOMP AAABBBCCC 1 Bright A_SpawnItemEx(\"GolgothPuffy\", random2[BeastPuff]()*0.015625, random2[BeastPuff]()*0.015625, random2[BeastPuff]()*0.015625, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1),0,SXF_ABSOLUTEPOSITION, 64)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Explode(40, 128)\n\t\t\tMOMP DEFGH 3 Bright\n\t\tStop\n\t}\n}\n\nActor GolgothOrangeSoul {\n\tProjectile\n\tSpeed 10\n\tHeight 20\n\tRadius 10\n\tRenderstyle Add\n\tAlpha 1.0\n\tDamage(100)\n\tSeeSound \"H2SkullWizard/Fire\"\n DeathSound \"H2SkullWizard/Hit\"\n\tconst int fspeed = 20;\n\tconst int sprd = 3;\n\tconst int circle1_count = 5;\n\tconst int circle2_count = 8;\n\tconst int circle3_count = 12;\n\tvar int user_count;\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay A_SetUserVar(\"user_count\", 0)\n\t\t\tMOMP JJJJJJJJJJJJJJJ 1 Bright A_SpawnItem(\"GolgothOrangeSoulTrail\")\n\t\tCircle1:\n\t\t\tTNT1 A 0 A_JumpIf(user_count == circle1_count, \"C1Finish\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GolgothFireBall\", 0, 0, 0, fspeed, 2 * sprd * sin(360 * user_count / circle1_count), sprd * cos(360 * user_count / circle1_count), 0, SXF_TRANSFERPOINTERS)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t\tC1Finish:\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", 0)\n\t\t\tMOMP JJJJJJJJJJJJJJJ 1 Bright A_SpawnItem(\"GolgothOrangeSoulTrail\")\n\t\tCircle2:\n\t\t\tTNT1 A 0 A_JumpIf(user_count == circle2_count, \"C2Finish\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GolgothFireBall\", 0, 0, 0, fspeed, 4 * sprd * sin(360 * user_count / circle2_count), 1.5 * sprd * cos(360 * user_count / circle2_count), 0, SXF_TRANSFERPOINTERS)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t\tC2Finish:\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", 0)\n\t\t\tMOMP JJJJJJJJJJJJJJJ 1 Bright A_SpawnItem(\"GolgothOrangeSoulTrail\")\n\t\tCircle3:\n\t\t\tTNT1 A 0 A_JumpIf(user_count == circle3_count, \"C3Finish\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GolgothFireBall\", 0, 0, 0, fspeed, 6 * sprd * sin(360 * user_count / circle3_count), 3 * sprd * cos(360 * user_count / circle3_count), 0, SXF_TRANSFERPOINTERS)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t\tC3Finish:\n\t\t\tMOMP J 1 Bright A_SpawnItem(\"GolgothOrangeSoulTrail\")\n\t\tLoop\n\t\tDeath:\n\t\t\tMOMP KL 3 Bright\n\t\t\tMOMP M 5 Bright A_ChangeVelocity(0, 0, 2, CVF_REPLACE)\n\t\t\tMOMP N 6 Bright\n\t\t\tMOMP O 7 Bright\n\t\tStop\n\t}\n}\n\nActor GolgothOrangeSoulTrail {\n\tRenderstyle Add\n\tAlpha 1.0\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\tSpawnLoop:\n\t\t\tMOMP J 1 Bright A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_SetScale(scalex - 0.075, scaley - 0.075)\n\t\tLoop\n\t}\n}\n\nActor GolgothFlames {\n\tPROJECTILE\n\tSpeed 30\n\tHeight 12\n\tRadius 6\n\tRenderstyle Add\n\tAlpha 1.0\n\tDamage(4)\n\tDamageType Fire\n\tSeeSound \"Flamethrower/Fire\"\n\tDeathSound \"Flamethrower/Hit\"\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 2\n\t\t\tFRFX ABCD 2 bright A_Explode(8, 16)\n\t\t\tFRFX EFG 2 bright A_Explode(10, 28)\n\t\t\tFRFX HIJ 2 bright A_Explode(12, 40)\n\t\t\tFRFX KLM 2 bright A_Explode(16, 52)\n\t\t\tFRFX NO 2 bright\n\t\tStop\n\t\tDeath:\n\t\t\tFRFX HIJ 2 bright A_Explode(12, 40)\n\t\t\tFRFX KLM 2 bright A_Explode(16, 52)\n\t\t\tFRFX NO 2 bright\n\t\tStop\n\t}\n}\n\nACTOR GolgothFireBall {\n\tSpeed 20\n\tAlpha 1\n\tRadius 8\n\tHeight 16\n\tDamage (16)\n\tSeeSound \"weapons/basiliskfire2\"\n\tDeathSound \"weapons/basiliskexpl2\"\n\tSpecies \"Player\"\n\tPROJECTILE\n\tconst int fspeed = 20;\n\t+DONTBLAST\n\t+FORCERADIUSDMG\n\tStates {\n\t\tSpawn:\n\t\t\tHIB1 AB 3 Bright\n\t\t\tTNT1 A 0 A_ChangeVelocity(fspeed * cos(angle), fspeed * sin(angle), velz, CVF_REPLACE)\n\t\tSpawnLoop:\n\t\t\tHIB1 AB 3 Bright\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SetTranslucent(0.75, 1)\n\t\t\tHIB1 C 3 Bright\n\t\t\tHIB1 DEFG 3 Bright\n\t\tstop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/AngelofDeath.txt",
"contents": "ACTOR AngelOfDeath : McM_Monster replaces Arachnotron {\n\tObituary \"%o was raptured by an Angel of Death.\"\n\tHealth 600\n\tRadius 48\n\tHeight 64\n\tMass 1576\n\tSpeed 8\n\tPainchance 96\n\tScale 0.875\n\tSeeSound \"angel/sight\"\n\tPainsound \"angel/pain\"\n\tDeathsound \"angel/death\"\n\tActivesound \"angel/active\"\n\tMONSTER\n\tTag \"Angel of Death\"\n\t+DONTBLAST\n\t+BOSSDEATH\n\t+FLOORCLIP\n\t+NOFEAR\n\t+DONTHURTSPECIES\n\t+DONTHARMSPECIES\n\tStates {\n\t\tIdle:\n\t\t\tLMDA AB 10 A_Look\n\t\tloop\n\t\tSee:\n\t\t\tLMDA AABBCCDD 3 A_Chase\n\t\tloop\n\t\tMissile:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"PipeBomb\")\n\t\tChaingun:\n\t\t\tLMDA E 10 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"angeltracer/fire\", CHAN_WEAPON)\n\t\t\tLMDA F 3 bright A_CustomMissile (\"BulletPierce\", 56, 22, 0, 0)\n\t\t\tTNT1 A 0 A_PlaySound(\"angeltracer/fire\", CHAN_WEAPON)\n\t\t\tLMDA G 3 bright A_CustomMissile (\"BulletPierce\", 56, -22, 0, 0)\n\t\t\tTNT1 A 0 A_PlaySound(\"angeltracer/fire\", CHAN_WEAPON)\n\t\t\tLMDA F 3 bright A_CustomMissile (\"BulletPierce\", 56, 22, 0, 0)\n\t\t\tTNT1 A 0 A_PlaySound(\"angeltracer/fire\", CHAN_WEAPON)\n\t\t\tLMDA G 3 bright A_CustomMissile (\"BulletPierce\", 56, -22, 0, 0)\n\t\t\tLMDA G 0 A_CPosRefire\n\t\tgoto Chaingun+1\n\t\tPipeBomb:\n\t\t\tTNT1 A 0 A_Jump(128, \"PipebombCont\")\n\t\tGoto Chaingun\n\t\tPipebombCont:\n\t\t\tLMDA I 8 A_FaceTarget\n\t\t\tLMDA J 3 bright A_CustomMissile (\"PipeBomb\", 56, 0)\n\t\t\tLMDA H 10\n\t\t\tLMDA I 4 A_FaceTarget\n\t\t\tLMDA J 3 bright A_CustomMissile (\"PipeBomb\", 56, 0)\n\t\t\tLMDA H 10\n\t\t\tLMDA H 0 A_Jump (127, \"Another\")\n\t\t\tGoto See\n\t\tAnother:\n\t\t\tLMDA I 6 A_FaceTarget\n\t\t\tLMDA J 3 bright A_CustomMissile (\"PipeBomb\", 56, 0)\n\t\t\tLMDA H 8\n\t\tGoto See\n\t\tPain:\n\t\t\tLMDA H 3\n\t\t\tLMDA H 3 A_Pain\n\t\t\tTNT1 A 0 A_Jump(128, \"Missile\")\n\t\tGoto See\n\t\tDeath:\n\t\t\tLMDA H 4 A_Scream\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tLMDA KLMNOPQ 5\n\t\t\tTNT1 A 0 A_PlaySound(\"angel/collapse\")\n\t\t\tLMDA RS 5\n\t\t\tLMDA TU 6\n\t\t\tLMDA V -1 A_BossDeath\n\t\tStop\n\t\tDeath.Corpse:\n\t\t\tLMDA V -1\n\t\tStop\n\t\tRaise:\n\t\t\tLMDA UTSRQPONMLKJ 3\n\t\tGoto See\n\t}\n}\n\nACTOR PipeBomb {\n\tRadius 8\n\tHeight 16\n\tSpeed 28\n\tDamage (4 * random(4, 5))\n\tDamageType \"BigSpider\"\n\tScale 1.35\n\tSeesound \"pipebomb/fire\"\n\tDeathsound \"pipebomb/explode\"\n\tProjectile\n\t+THRUGHOST\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tLMPI A 3 bright\n\t\t\tLMPI B 3 bright A_PlaySound(\"pipe/whoosh\")\n\t\t\tLMPI C 3 bright\n\t\t\tLMPI D 3 bright A_PlaySound(\"pipe/whoosh\")\n\t\t\tLMPI E 3 bright\n\t\tloop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Explode(24, 72, 0)\n\t\t\tFBXP A 0 A_SpawnItemEx(\"BulletPierce\",0,0,0,35,0,0, 0)\n\t\t\tFBXP A 0 A_SpawnItemEx(\"BulletPierce\",0,0,0,35,0,0, 36)\n\t\t\tFBXP A 0 A_SpawnItemEx(\"BulletPierce\",0,0,0,35,0,0, 72)\n\t\t\tFBXP A 0 A_SpawnItemEx(\"BulletPierce\",0,0,0,35,0,0, 108)\n\t\t\tFBXP A 0 A_SpawnItemEx(\"BulletPierce\",0,0,0,35,0,0,144)\n\t\t\tFBXP A 0 A_SpawnItemEx(\"BulletPierce\",0,0,0,35,0,0,180)\n\t\t\tFBXP A 0 A_SpawnItemEx(\"BulletPierce\",0,0,0,35,0,0,216)\n\t\t\tFBXP A 0 A_SpawnItemEx(\"BulletPierce\",0,0,0,35,0,0,252)\n\t\t\tFBXP A 0 A_SpawnItemEx(\"BulletPierce\",0,0,0,35,0,0,288)\n\t\t\tFBXP A 0 A_SpawnItemEx(\"BulletPierce\",0,0,0,35,0,0,324)\n\t\t\tTNT1 A 0 A_SetScale(0.925, 0.925)\n\t\t\tMACX A 2 Bright\n\t\t\tMACX BCDEFGHIJ 2 Bright\n\t\tstop\n\t}\n}\n\nACTOR BulletPierce {\n\tradius 3\n\theight 6\n\tspeed 32\n\tdamage (2 * random(1, 2))\n\tScale 0.875\n\tseesound \"angeltracer/explode\"\n\tdeathsound \"angeltracer/explode\"\n\tPROJECTILE\n\t+THRUGHOST\n\t+RIPPER\n\t+DONTBLAST\n\tDecal \"BulletChip\"\n\tBounceType \"Hexen\"\n\tBounceCount 2\n\tBounceFactor 1.0\n\tstates {\n\t\tSpawn:\n\t\t\tLMPB A 1 bright\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 1 bright\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Abomination.txt",
"contents": "Actor Abomination : McM_Monster replaces Fatso {\n\tHealth 600\n\tRadius 48\n\tHeight 64\n\tSpeed 12\n\tScale 1.1\n\tPainChance 48\n\tMass 2048\n\tSeeSound \"Abomination/See\"\n\tPainSound \"Abomination/Pain\"\n\tDeathSound \"Abomination/Death\"\n\tActiveSound \"Abomination/Active\"\n\tMonster\n\t+FloorClip\n\t+MissileMore\n\t+BOSSDEATH\n\tSpecies \"Fatso\"\n\t+DONTHURTSPECIES\n\t+NOINFIGHTING\n\t+DONTBLAST\n\tObituary \"%o was cremated by an Abomination.\"\n\tTag \"Abomination\"\n\tStates {\n\t\tIdle:\n\t\t\tFAT2 AAAAAAAAAABBBBBBBBBB 1 A_Look\n\t\tLoop\n\t\tSee:\n\t\t\tFAT2 ABC 6 A_Chase\n\t\t\tFAT2 DEF 6 A_Chase\n\t\tLoop\n\t\tMissile:\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"Abomination/Attack\", \"SoundSlot6\", 0)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"Missile2\")\n\t\tMissileCont:\n\t\t\tFAT2 GGGG 3 A_FaceTarget\n\t\tMisFire:\n\t\t\tFAT2 V 4 Bright A_CustomMissile(\"AbominationAttack1\", 24, 41, 0)\n\t\t\tFAT2 IGG 3 A_FaceTarget\n\t\t\tFAT2 K 0 A_SpidReFire\n\t\t\tFAT2 U 4 Bright A_CustomMissile(\"AbominationAttack1\", 24, -41, 0)\n\t\t\tFAT2 GI 3 A_FaceTarget\n\t\t\tFAT2 K 0 A_Jump(96, \"GiveUp\")\n\t\t\tFAT2 K 0 A_SpidReFire\n\t\tGoto MisFire\n\t\tGiveUp:\n\t\t\tHECT K 0\n\t\tGoto See\n\t\tMissile2:\n\t\t\tTNT1 A 0 A_JumpIfCloser(384, \"Missile2Cont\")\n\t\tGoto MissileCont\n\t\tMissile2Cont:\n\t\t\tFAT2 GGGG 3 A_FaceTarget\n\t\t\tFAT2 H 0 A_CustomMissile(\"AbominationAttack1\", 24, 41, Random(-4, 2))\n\t\t\tFAT2 H 4 Bright A_CustomMissile(\"AbominationAttack1\", 24, -41, Random(-2, 4))\n\t\t\tFAT2 IGG 4 A_FaceTarget\n\t\t\tFAT2 H 0 A_CustomMissile(\"AbominationAttack1\", 24, 41, Random(-4, 2))\n\t\t\tFAT2 H 4 Bright A_CustomMissile(\"AbominationAttack1\", 24, -41, Random(-2, 4))\n\t\t\tFAT2 IGG 4 A_FaceTarget\n\t\t\tFAT2 H 0 A_CustomMissile(\"AbominationAttack1\", 24, 41, Random(-4, 2))\n\t\t\tFAT2 H 4 Bright A_CustomMissile(\"AbominationAttack1\", 24, -41, Random(-2, 4))\n\t\t\tFAT2 GI 4 A_FaceTarget\n\t\t\tFAT2 K 0 A_Jump(200, 2)\n\t\t\tFAT2 K 0 A_SpidReFire\n\t\tGoto Missile2\n\t\t\tFAT2 K 0\n\t\tGoto See\n\t\tPain:\n\t\t\tFAT2 J 10 A_Pain\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"Missile\")\n\t\t\tFAT2 J 4\n\t\tGoto See\n\t\tDeath:\n\t\t\tFAT2 K 6 A_Scream\n\t\t\tFAT2 L 6\n\t\t\tFAT2 M 6\n\t\t\tFAT2 N 6\n\t\t\tFAT2 O 6\n\t\t\tFAT2 P 6 A_Fall\n\t\t\tFAT2 Q 6\n\t\t\tFAT2 R 6\n\t\t\tFAT2 S 6\n\t\t\tFAT2 T -1 A_BossDeath\n\t\tStop\n\t\tRaise:\n\t\t\tFAT2 SRQPONMLK 6\n\t\tGoto See\n\t\tDeath.Corpse:\n\t\t\tFAT2 T -1\n\t\tStop\n\t}\n}\n\nACTOR AbominationAttack1 {\n\tRadius 8\n\tHeight 8\n\tSpeed 28\n\tDamage (5 * random(5, 6))\n\tPROJECTILE\n\t+FORCEXYBILLBOARD\n\t+MTHRUSPECIES\n\t+FORCERADIUSDMG\n\t+DONTBLAST\n\t+FOILINVUL\n\tSeesound \"weapons/macefi\"\n\tDeathSound \"weapons/maceex\"\n\tStates {\n\t\tSpawn:\n\t\t\tRIP1 AAABBBCCC 1 Bright A_SpawnItemEx(\"RedPuff\",0,0,0,0,0,0,0,8)\n\t\tloop\n\t\tDeath:\n\t\t\tRIP1 D 0 Bright A_SetTranslucent (0.75,1)\n\t\t\tRIP1 D 1 Bright A_Explode(18, 96)\n\t\t\tRIP1 D 0 Bright A_SpawnItemEx(\"AbominationAttack2\",0,0,0,32,0,0,0,0,0)\n\t\t\tRIP1 D 0 Bright A_SpawnItemEx(\"AbominationAttack2\",0,0,0,32,0,0,60,0,0)\n\t\t\tRIP1 D 0 Bright A_SpawnItemEx(\"AbominationAttack2\",0,0,0,32,0,0,120,0,0)\n\t\t\tRIP1 D 0 Bright A_SpawnItemEx(\"AbominationAttack2\",0,0,0,32,0,0,180,0,0)\n\t\t\tRIP1 D 0 Bright A_SpawnItemEx(\"AbominationAttack2\",0,0,0,32,0,0,240,0,0)\n\t\t\tRIP1 D 0 Bright A_SpawnItemEx(\"AbominationAttack2\",0,0,0,32,0,0,300,0,0)\n\t\t\tRIP1 DEFGH 3 Bright\n\t\tstop\n\t}\n}\n\nACTOR AbominationAttack2Trail\n{\n Radius 5\n Height 5\n +FORCEXYBILLBOARD\n +NOINTERACTION\n +CLIENTSIDEONLY\n\tRenderStyle Add\n\tAlpha 0.5\n States\n {\n Spawn:\n RIP2 AB 2 Bright A_Fadeout(0.07)\n loop\n }\n}\n\nACTOR AbominationAttack2 {\n Radius 5\n Height 5\n Damage (2)\n PROJECTILE\n Speed 24\n +RIPPER\n +FORCEXYBILLBOARD\n +MTHRUSPECIES\n +DONTBLAST\n +FOILINVUL\n +NODAMAGETHRUST\n DeathSound \"weapons/firex2\"\n States {\n\t\tSpawn:\n\t\t\tRIP2 AAA 1 Bright A_SpawnItemEx(\"AbominationAttack2Trail\")\n\t\t\tRIP2 BBB 1 Bright A_SpawnItemEx(\"AbominationAttack2Trail\")\n\t\tloop\n\t\tDeath:\n\t\t\tRIP2 C 0 Bright A_SetTranslucent (0.67,1)\n\t\t\tRIP2 CDEFG 3 Bright\n\t\tstop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/GraveDigger.txt",
"contents": "Actor GraveDigger : McM_Monster replaces Demon {\n\tHealth 185\n\tPainChance 96\n\tSpeed 16\n\tMass 1024\n\tRadius 30\n\tHeight 56\n\tMONSTER\n\tObituary \"%o had their grave dug up by a Gravedigger.\"\n\tHitObituary \"%o won't have an open casket funeral.\"\n\tSeeSound \"SoulEater/See\"\n\tAttackSound \"Monster/sg2atk\"\n\tPainSound \"SoulEater/Pain\"\n\tDeathSound \"SoulEater/Die\"\n\tActiveSound \"SoulEater/Act\"\n\tTag \"Gravedigger\"\n\tMaxTargetRange 264\n\tScale 1.15\n\tSpecies \"Demon\"\n\t+DONTHARMSPECIES\n\t+DONTHURTSPECIES\n\tStates {\n\t\tIdle:\n\t\t\tSAR3 AB 10 A_Look\n\t\tLoop\n\t\tSee:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"SeeMissile\")\n\t\t\tSAR3 AABBCCDD 2 A_Chase(\"Melee\", \"\")\n\t\tLoop\n\t\tSeeMissile:\n\t\t\tSAR3 AABBCCDD 2 A_Chase(\"Melee\", \"Missile\")\n\t\tGoto See\n\t\tMelee:\n\t\t\tSAR3 EF 6 A_FaceTarget\n\t\t\tSAR3 G 6 A_CustomMeleeAttack(random(5, 10) * 4)\n\t\tGoto See\n\t\tMissile:\n\t\t\tSAR3 GE 5 A_FaceTarget\n\t\t\tSAR3 F 5 A_CustomMissile(\"Bloodshot_Grav\", 27, 0, frandom(-4, 4))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tSAR3 F 5 A_CustomMissile(\"Bloodshot_Grav\", 27, 0, frandom(-4, 4))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tSAR3 F 5 A_CustomMissile(\"Bloodshot_Grav\", 27, 0, frandom(-4, 4))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tSAR3 F 5 A_CustomMissile(\"Bloodshot_Grav\", 27, 0, frandom(-4, 4))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tSAR3 F 5 A_CustomMissile(\"Bloodshot_Grav\", 27, 0, frandom(-4, 4))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tSAR3 F 5 A_CustomMissile(\"Bloodshot_Grav\", 27, 0, frandom(-4, 4))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tGoto See\n\t\tRetaliate:\n\t\t\tSAR3 GE 6 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"Bloodshot_Grav\", 27, 0)\n\t\t\tSAR3 F 7 A_CustomMissile(\"Bloodshot_Grav\", 27, 0, -4)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"Bloodshot_Grav\", 27, 0)\n\t\t\tSAR3 F 7 A_CustomMissile(\"Bloodshot_Grav\", 27, 0, 4)\n\t\t\tSAR3 EG 6\n\t\tGoto See\n\t\tPain:\n\t\t\tSAR3 H 2\n\t\t\tSAR3 H 2 A_Pain\n\t\t\tTNT1 A 0 A_Jump(96, \"Retaliate\")\n\t\tGoto See\n\t\tDeath:\n\t\t\tSAR3 I 8\n\t\t\tSAR3 J 8 A_Scream\n\t\t\tSAR3 K 4\n\t\t\tSAR3 L 4 A_NoBlocking\n\t\t\tSAR3 M 4\n\t\t\tSAR3 N -1\n\t\tStop\n\t\tDeath.Corpse:\n\t\t\tSAR3 N -1\n\t\tStop\n\t\tRaise:\n\t\t\tSAR3 NMLKJI 5\n\t\tGoto See\n\t}\n}\n\nActor Bloodshot\n{\n Radius 3\n Height 6\n Speed 20\n Damage (2 * random(3, 6))\n Projectile\n RenderStyle Translucent\n Alpha 0.80\n +ThruGhost\n +DONTBLAST\n DeathSound \"weapons/bloodx\"\n States\n {\n Spawn:\n FBLD A 2 Bright A_CStaffMissileSlither\n FBLD A 0 A_SpawnItemEx(\"Bloodtrail\",0,0,0,0,0,0,128)\n FBLD B 2 Bright A_CStaffMissileSlither\n FBLD B 0 A_SpawnItemEx(\"Bloodtrail\",0,0,0,0,0,0,128)\n Loop\n Death:\n FBLD CDE 3 Bright\n Stop\n }\n}\n\nActor Bloodtrail\n{\n Radius 1\n Height 1\n Projectile\n +DONTBLAST\n RenderStyle Translucent\n Alpha 0.67\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n TNT1 A 3\n FBLD FGH 3 BRIGHT\n Stop\n }\n}\n\nActor Bloodshot_Grav : Bloodshot {\n\tSpeed 22\n\tSeeSound \"Weapons/bloodf\"\n\t-NOGRAVITY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ThrustThingZ(0, 18, 0, 0)\n\t\tGoto Super::Spawn\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/GraveDiggerG.txt",
"contents": "// QCDE doesn't seem to like inheritance\nActor GraveDigger_Ghost : McM_Monster replaces Spectre {\n\tHealth 185\n\tPainChance 96\n\tSpeed 16\n\tMass 1024\n\tRadius 30\n\tHeight 56\n\tMONSTER\n\tObituary \"%o had their grave dug up by a Gravedigger.\"\n\tHitObituary \"%o won't have an open casket funeral.\"\n\tSeeSound \"SoulEater/See\"\n\tAttackSound \"Monster/sg2atk\"\n\tPainSound \"SoulEater/Pain\"\n\tDeathSound \"SoulEater/Die\"\n\tActiveSound \"SoulEater/Act\"\n\tTag \"Gravedigger\"\n\tMaxTargetRange 264\n\tScale 1.15\n\tTranslation \"Ice\"\n\tAlpha 0.5\n\tRenderstyle Add\n\tBloodColor \"36 36 99\"\n\tSpecies \"Demon\"\n\t+DONTHARMSPECIES\n\t+DONTHURTSPECIES\n\t+GHOST\n\tStates {\n\t\tIdle:\n\t\t\tSAR3 A 10 A_Look\n\t\t\tSAR3 A 0 A_SpawnItemEX(\"GraveDiggerTrailA\")\n\t\t\tSAR3 B 10 A_Look\n\t\t\tSAR3 B 0 A_SpawnItemEX(\"GraveDiggerTrailB\")\n\t\tLoop\n\t\tSee:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"SeeMissile\")\n\t\t\tSAR3 AA 2 A_Chase(\"Melee\", \"\")\n\t\t\tSAR3 A 0 A_SpawnItemEX(\"GraveDiggerTrailA\")\n\t\t\tSAR3 BB 2 A_Chase(\"Melee\", \"\")\n\t\t\tSAR3 B 0 A_SpawnItemEX(\"GraveDiggerTrailB\")\n\t\t\tSAR3 CC 2 A_Chase(\"Melee\", \"\")\n\t\t\tSAR3 C 0 A_SpawnItemEX(\"GraveDiggerTrailC\")\n\t\t\tSAR3 DD 2 A_Chase(\"Melee\", \"\")\n\t\t\tSAR3 D 0 A_SpawnItemEX(\"GraveDiggerTrailD\")\n\t\tLoop\n\t\tSeeMissile:\n\t\t\tSAR3 AA 2 A_Chase(\"Melee\", \"Missile\")\n\t\t\tSAR3 A 0 A_SpawnItemEX(\"GraveDiggerTrailA\")\n\t\t\tSAR3 BB 2 A_Chase(\"Melee\", \"Missile\")\n\t\t\tSAR3 B 0 A_SpawnItemEX(\"GraveDiggerTrailB\")\n\t\t\tSAR3 CC 2 A_Chase(\"Melee\", \"Missile\")\n\t\t\tSAR3 C 0 A_SpawnItemEX(\"GraveDiggerTrailC\")\n\t\t\tSAR3 DD 2 A_Chase(\"Melee\", \"Missile\")\n\t\t\tSAR3 D 0 A_SpawnItemEX(\"GraveDiggerTrailD\")\n\t\tLoop\n\t\tMelee:\n\t\t\tSAR3 EF 6 A_FaceTarget\n\t\t\tSAR3 G 6 A_CustomMeleeAttack(random(5, 10) * 4)\n\t\tGoto See\n\t\tMissile:\n\t\t\tSAR3 GE 5 A_FaceTarget\n\t\t\tSAR3 F 5 A_CustomMissile(\"Bloodshot_Grav_Icey\", 27, 0, frandom(-4, 4))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tSAR3 F 5 A_CustomMissile(\"Bloodshot_Grav_Icey\", 27, 0, frandom(-4, 4))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tSAR3 F 5 A_CustomMissile(\"Bloodshot_Grav_Icey\", 27, 0, frandom(-4, 4))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tSAR3 F 5 A_CustomMissile(\"Bloodshot_Grav_Icey\", 27, 0, frandom(-4, 4))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tSAR3 F 5 A_CustomMissile(\"Bloodshot_Grav_Icey\", 27, 0, frandom(-4, 4))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tSAR3 F 5 A_CustomMissile(\"Bloodshot_Grav_Icey\", 27, 0, frandom(-4, 4))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tGoto See\n\t\tRetaliate:\n\t\t\tSAR3 GE 5 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"Bloodshot_Icey\", 27, 0)\n\t\t\tSAR3 F 5 A_CustomMissile(\"Bloodshot_Icey\", 27, 0, -2)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"Bloodshot_Icey\", 27, 0)\n\t\t\tSAR3 F 5 A_CustomMissile(\"Bloodshot_Icey\", 27, 0, 2)\n\t\t\tSAR3 EG 5\n\t\tGoto See\n\t\tPain:\n\t\t\tSAR3 H 2\n\t\t\tSAR3 H 2 A_Pain\n\t\t\tTNT1 A 0 A_Jump(96, \"Retaliate\")\n\t\tGoto See\n\t\tDeath:\n\t\t\tSAR3 I 8\n\t\t\tSAR3 J 8 A_Scream\n\t\t\tSAR3 K 4\n\t\t\tSAR3 L 4 A_NoBlocking\n\t\t\tSAR3 M 4\n\t\t\tSAR3 N -1\n\t\tStop\n\t\tDeath.Corpse:\n\t\t\tSAR3 N -1\n\t\tStop\n\t\tRaise:\n\t\t\tSAR3 NMLKJI 5\n\t\tGoto See\n\t}\n}\n\nActor Bloodshot_Icey : Bloodshot {\n\tTranslation \"Ice\"\n\tAlpha 0.75\n\tRenderstyle Add\n\tStates {\n\t\tSpawn:\n\t\t\tFBLD A 2 Bright A_CStaffMissileSlither\n\t\t\tFBLD A 0 A_SpawnItemEx(\"Bloodtrail_Icey\",0,0,0,0,0,0,128)\n\t\t\tFBLD B 2 Bright A_CStaffMissileSlither\n\t\t\tFBLD B 0 A_SpawnItemEx(\"Bloodtrail_Icey\",0,0,0,0,0,0,128)\n\t\tLoop\n\t\tDeath:\n\t\t\tFBLD CDE 3 Bright\n\t\tStop\n\t}\n}\n\nActor Bloodshot_Grav_Icey : Bloodshot_Grav {\n\tTranslation \"Ice\"\n\tAlpha 0.75\n\tRenderstyle Add\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ThrustThingZ(0, 18, 0, 0)\n\t\tSpawnLoop:\n\t\t\tFBLD A 2 Bright A_CStaffMissileSlither\n\t\t\tFBLD A 0 A_SpawnItemEx(\"Bloodtrail_Icey\",0,0,0,0,0,0,128)\n\t\t\tFBLD B 2 Bright A_CStaffMissileSlither\n\t\t\tFBLD B 0 A_SpawnItemEx(\"Bloodtrail_Icey\",0,0,0,0,0,0,128)\n\t\tLoop\n\t\tDeath:\n\t\t\tFBLD CDE 3 Bright\n\t\tStop\n\t}\n}\n\nActor Bloodtrail_Icey : BloodTrail {\n\tAlpha 0.75\n\tRenderstyle Add\n\tTranslation \"Ice\"\n}\n\nACTOR GraveDiggerTrailA {\n\tRadius 1\n\tHeight 1\n\tRENDERSTYLE ADD\n\tAlpha 0.50\n\tTranslation \"Ice\"\n\tScale 1.15\n\t+FORCEXYBILLBOARD\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tSAR3 A 10\n\t\t\tSAR3 AAAAAAAAA 3 A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nACTOR GraveDiggerTrailB : GraveDiggerTrailA {\n\tStates {\n\t\tSpawn:\n\t\t\tSAR3 B 10\n\t\t\tSAR3 BBBBBBBBB 3 A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nACTOR GraveDiggerTrailC : GraveDiggerTrailA {\n\tStates {\n\t\tSpawn:\n\t\t\tSAR3 C 10\n\t\t\tSAR3 CCCCCCCCC 3 A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nACTOR GraveDiggerTrailD : GraveDiggerTrailA {\n\tStates{\n\t\tSpawn:\n\t\t\tSAR3 D 10\n\t\t\tSAR3 DDDDDDDDD 3 A_FadeOut(0.05)\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Succubus.txt",
"contents": "Actor Succubus : McM_Monster replaces Shotgunguy {\n\tobituary \"%o was charmed by a Succubus.\"\n\tHealth 75\n\tRadius 20\n\tHeight 56\n\tSpeed 7\n\tMass 100\n\tPainChance 192\n\tSEESOUND \"succubus/see\"\n\tpainsound \"succubus/pain\"\n\tdeathsound \"succubus/die\"\n\tactivesound \"succubus/act\"\n\tDropItem \"Shotgun\"\n\tMONSTER\n\t+NODROPOFF\n\t+FLOORCLIP\n\tTag \"Succubus\"\n\tstates {\n\t\tIdle:\n\t\t\tSUCC AB 10 A_Look\n\t\tloop\n\t\tSee:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"FastChase\")\n\t\t\tSUCC AB 3 A_Chase\n\t\tloop\n\t\tFastChase:\n\t\t\tSUCC AB 3 A_Chase\n\t\t\tSUCC B 1 A_FastChase\n\t\tLoop\n\t\tMissile:\n\t\t\tSUCC G 4 A_FaceTarget\n\t\t\tSUCC I 4\n\t\t\tTNT1 A 0 A_PlaySound(\"Succubus/Attack\")\n\t\t\tTNT1 A 0 A_CustomMissile (\"PinkBall\", 32, 0, 0)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"Another\")\n\t\t\tSUCC J 5 A_FaceTarget\n\t\tGoto See\n\t\tAnother:\n\t\t\tTNT1 A 0 A_Jump(128, \"Skip\")\n\t\t\tSUCC J 1\n\t\t\tTNT1 A 0 A_CustomMissile (\"PinkBall\", 32, 0, -8)\n\t\t\tTNT1 A 0 A_CustomMissile (\"PinkBall\", 32, 0, 8)\n\t\tSkip:\n\t\t\tSUCC J 5 A_FaceTarget\n\t\tgoto See\n\t\tPain:\n\t\t\tSUCC H 2\n\t\t\tSUCC H 2 A_Pain\n\t\t\tSUCC GGG 2 A_FastChase\n\t\tGoto See\n\t\tDeath:\n\t\t\tSUC1 A 6 A_Scream\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"SuccubusDeathFX\", 0, 0, 24)\n\t\t\tSUC1 BCG 6\n\t\t\tSUC1 HI 6\n\t\t\tSUC1 K -1\n\t\tStop\n\t\tDeath.Corpse:\n\t\t\tSUC1 K -1\n\t\tStop\n\t\tRaise:\n\t\t\tSUC1 IHGCBA 6\n\t\tGoto See\n\t}\n}\n\nActor PinkBallTrail {\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\t+VISIBILITYPULSE\n\tRenderStyle Add\n\tAlpha 0.4\n\tStates {\n\t\tSpawn:\n\t\t\tLMP1 ABCD 1\n\t\tStop\n\t}\n}\n\nactor PinkBall {\n\tradius 4\n\theight 3\n\tspeed 21\n\tdamage (random(8, 16))\n\trenderstyle Add\n\tdeathsound \"imp/shotx\"\n\tPROJECTILE\n\t+NODAMAGETHRUST\n\tstates {\n\t\tSpawn:\n\t\t\tLMP1 ABCD 2 Bright A_SpawnItem(\"PinkBallTrail\")\n\t\tloop\n\t\tDeath:\n\t\t\tLMP1 EFG 6 bright\n\t\tstop\n\t}\n}\n\nActor SuccubusDeathFX {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tRenderStyle Add\n\tTranslation \"48:63=%[0.00,0.00,0.00]:[1.06,0.26,1.17]\",\n\t\t\t\t\"64:79=%[0.00,0.00,0.00]:[1.02,0.23,0.97]\",\n\t\t\t\t\"160:167=%[0.00,0.00,0.00]:[1.14,0.15,1.02]\",\n\t\t\t\t\"224:231=%[0.00,0.00,0.00]:[1.65,0.30,1.76]\",\n\t\t\t\t\"249:249=%[0.00,0.00,0.00]:[1.52,0.31,1.65]\"\n\tAlpha 1.0\n\tStates {\n\t\tSpawn:\n\t\t\tSCFX ABCDEFG 3 Bright A_FadeOut(0.05)\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/CultAdept.txt",
"contents": "Actor UndeadAdept : McM_Monster replaces Chaingunguy {\n\tHealth 85\n\tRadius 20\n\tHeight 56\n\tSpeed 10\n\tScale 0.925\n\tPainChance 160\n\tMonster\n\t+FLOORCLIP\n SeeSound \"UndeadInitiate/See\"\n ActiveSound \"UndeadInitiate/Act\"\n painsound \"UndeadInitiate/Pain\"\n deathsound \"UndeadInitiate/Death\"\n\tObituary \"%o succumbed to a Undead Adept's magic.\"\n\tTag \"Undead Adept\"\n\tSpecies \"ChaingunGuy\"\n\tDropItem \"Chaingun\"\n\tMinMissileChance 64\n\tHealth 80\n\t+NODAMAGETHRUST\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+NODROPOFF\n\tStates {\n\t\tIdle:\n\t\t\tCULT AB 10 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"FastSee\")\n\t\t\tCULT A 2 A_Chase\n\t\t\tCULT A 3 A_Chase\n\t\tSeeCont:\n\t\t\tCULT B 2 A_Chase\n\t\t\tCULT B 3 A_Chase\n\t\t\tCULT C 2 A_Chase\n\t\t\tCULT C 3 A_Chase\n\t\t\tCULT D 2 A_Chase\n\t\t\tCULT D 3 A_Chase\n\t\tGoto See\n\t\tSeeNoAttack:\n\t\t\tCULT A 1\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"FastSeeNoAttack\")\n\t\t\tCULT A 2 A_Chase(\"\", \"\")\n\t\t\tCULT A 3 A_Chase(\"\", \"\")\n\t\tGoto SeeCont\n\t\tFastSeeNoAttack:\n\t\t\tCULT A 4 A_Chase(\"\", \"\", CHF_FASTCHASE)\n\t\tGoto FastSeeCont\n\t\tFastSee:\n\t\t\tCULT A 4 A_FastChase\n\t\tFastSeeCont:\n\t\t\tCULT BCD 4 A_FastChase\n\t\tGoto FastSee\n\t\tMissile:\n\t\t\tCULT E 8 A_FaceTarget\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"CheckFaster\")\n\t\tMissileCont:\n\t\t\tCULT F 0 A_CustomMissile (\"CultAdeptShot\",40,-5,0,1,0)\n\t\t\tCULT F 0 A_CustomMissile (\"CultAdeptShot\",40,5,0,1,0)\n\t\t\tCULT F 8 Bright A_PlaySound(\"monster/culatk\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_Jump(128, \"MissileCont\")\n\t\t\tGoto SeeNoAttack\n\t\tCheckFaster:\n\t\t\tTNT1 A 0 A_Jump(144, \"FasterCont\")\n\t\tGoto MissileCont\n\t\tFasterCont:\n\t\t\tTNT1 A 0 A_CustomMissile (\"CultAdeptShot\",40,-5,0,1,0)\n\t\t\tTNT1 A 0 A_CustomMissile (\"CultAdeptShot\",40,5,0,1,0)\n\t\t\tCULT F 5 Bright A_PlaySound(\"monster/culatk\")\n\t\t\tCULT E 3 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile (\"CultAdeptShot\",40,-5,0,1,0)\n\t\t\tTNT1 A 0 A_CustomMissile (\"CultAdeptShot\",40,5,0,1,0)\n\t\t\tCULT F 5 Bright A_PlaySound(\"monster/culatk\")\n\t\t\tCULT E 3 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile (\"CultAdeptShot\",40,-5,0,1,0)\n\t\t\tTNT1 A 0 A_CustomMissile (\"CultAdeptShot\",40,5,0,1,0)\n\t\t\tCULT F 5 Bright A_PlaySound(\"monster/culatk\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_Jump(128, \"FasterCont\")\n\t\tGoto SeeNoAttack\n\t\tPain:\n\t\t\tCULT G 3\n\t\t\tCULT G 3 A_Pain\n\t\t\tGoto See\n\t\tDeath:\n\t\t\tCULT H 6\n\t\t\tCULT I 6 A_PlayerScream\n\t\t\tCULT JK 6\n\t\t\tCULT L 6 A_NoBlocking\n\t\t\tCULT M -1\n\t\t\tStop\n\t\tRaise:\n\t\t\tCULT LKJIH 5\n\t\tGoto See\n\t\tDeath.Corpse:\n\t\t\tCULT M -1\n\t\tStop\n\t}\n}\n\nActor CultAdeptShotTrail : CultMysticShotTrail {\n\tTranslation \"0:255=%[0.08,0.08,0.08]:[1.13,1.24,1.97]\"\n}\n\nActor CultAdeptShot : CultMysticShot {\n\tTranslation \"0:255=%[0.08,0.08,0.08]:[1.13,1.24,1.97]\"\n\tSpeed 28\n\tDamage ((Random(7, 10)))\n\tScale 1.15\n\t+DONTBLAST\n\t+DONTREFLECT\n\t+NODAMAGETHRUST\n\tStates {\n\t\tSpawn:\n\t\t\tCMYP AB 2 Bright A_SpawnItem(\"CultAdeptShotTrail\")\n\t\tLoop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/CultMystic.txt",
"contents": "Actor UndeadMage : McM_Monster replaces Zombieman {\n\tHealth 50\n\tRadius 20\n\tHeight 56\n\tSpeed 8\n\tScale 0.925\n\tPainChance 184\n\tMonster\n\t+FLOORCLIP\n SeeSound \"UndeadInitiate/See\"\n ActiveSound \"UndeadInitiate/Act\"\n painsound \"UndeadInitiate/Pain\"\n deathsound \"UndeadInitiate/Death\"\n\tObituary \"%o succumbed to an Undead Mage's magic.\"\n\tSpecies \"Imp\"\n\tDropItem \"Clip\"\n\tTag \"Undead Mage\"\n\t+NODAMAGETHRUST\n\t+DONTBLAST\n\t+NODROPOFF\n\tStates {\n\t\tIdle:\n\t\t\tCMYS AB 10 A_Look\n\t\tLoop\n\t\tCanRaiseSee:\n\t\t\tCMYS AABBCCDD 3 A_VileChase\n\t\tLoop\n\t\tSee:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_IgnoreToggle\", 1, \"SeeCont\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"CanRaiseSee\")\n\t\tSeeCont:\n\t\t\tCMYS AABBCCDD 3 A_FastChase\n\t\tLoop\n\t\tMissile:\n\t\t\tCMYS E 8 A_FaceTarget\n\t\t\tCMYS F 0 A_CustomMissile (\"CultMysticShot\",46,-5,0,1,0)\n\t\t\tCMYS F 0 A_CustomMissile (\"CultMysticShot\",46,5,0,1,0)\n\t\t\tCMYS F 8 Bright A_PlaySound(\"monster/culatk\")\n\t\tGoto See\n\t\tPain:\n\t\t\tCMYS G 3\n\t\t\tCMYS G 3 A_Pain\n\t\tGoto See\n\t\tHeal:\n\t\t\tCMYS E 0 A_PlaySound(\"monster/cultre\")\n\t\t\tCMYS E 0 A_ChangeFlag(\"NoPain\", 1)\n\t\t\tCMYS E 20 A_GiveInventory(\"MCM_IgnoreToggle\", 1)\n\t\t\tCMYS E 0 A_ChangeFlag(\"NoPain\", 0)\n\t\tGoto See\n\t\tDeath:\n\t\t\tCMYS H 6\n\t\t\tCMYS I 6 A_PlayerScream\n\t\t\tCMYS JK 6\n\t\t\tCMYS L 6 A_NoBlocking\n\t\t\tCMYS M 6\n\t\t\tCMYS N -1\n\t\tStop\n\t\tXDeath:\n\t\t\tCMYS O 5 A_XScream\n\t\t\tCMYS P 5\n\t\t\tCMYS R 5 A_NoBlocking\n\t\t\tCMYS STUVW 5\n\t\t\tCMYS X -1\n\t\tStop\n\t\tRaise:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NoPain\",0)\n\t\t\tCMYS MLKJIH 5\n\t\tGoto See\n\t\tDeath.Corpse:\n\t\t\tCMYS N -1\n\t\tStop\n\t}\n}\n\nActor CultMysticShotTrail {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tRenderstyle Add\n\tAlpha 0.825\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 2\n\t\t\tTNT1 A 0 A_Jump(128, \"Other\")\n\t\t\tCMYP A 1 A_FadeOut(0.04125)\n\t\t\tTNT1 A 0 A_SetScale(scalex - 0.04125, scaley - 0.04125)\n\t\tLoop\n\t\tOther:\n\t\t\tCMYP A 1 A_FadeOut(0.04125)\n\t\t\tTNT1 A 0 A_SetScale(scalex - 0.04125, scaley - 0.04125)\n\t\tLoop\n\t}\n}\n\nACTOR CultMysticShot {\n\tSpeed 20\n\tRadius 4\n\tHeight 4\n\tDamage (Random(4, 6))\n\tPROJECTILE\n\t+NoDamageThrust\n\t+ThruGhost\n\t+WindThrust\n\t+DONTBLAST\n\tRenderstyle Add\n\tStates {\n\t\tSpawn:\n\t\t\tCMYP AB 2 Bright A_SpawnItem(\"CultMysticShotTrail\")\n\t\tloop\n\t\tDeath:\n\t\t\tCMYP CDEF 3 Bright\n\t\tstop\n\t}\n}"
}
]
},
"maps": []
}